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	<id>http://www.tenebraemush.net/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=70.254.207.224</id>
	<title>Tenebrae - User contributions [en]</title>
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	<updated>2026-04-05T17:03:48Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>http://www.tenebraemush.net/index.php?title=Main_Page&amp;diff=210</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="http://www.tenebraemush.net/index.php?title=Main_Page&amp;diff=210"/>
		<updated>2010-02-07T11:32:01Z</updated>

		<summary type="html">&lt;p&gt;70.254.207.224: /* Temporary: List of Content */&lt;/p&gt;
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&lt;div&gt;[[Image:Frontpage_splash.jpg]]&lt;br /&gt;
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== Temporary: Wiki Status: What's Been Done and What Hasn't ==&lt;br /&gt;
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What Needs Done: Wiki&lt;br /&gt;
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# Complete Logo for upper left (mock v1 sent to Lolth as placeholder, ask Mael to review)&lt;br /&gt;
# Install styles on wiki (this will create the nice navigation, primarily)&lt;br /&gt;
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Theme&lt;br /&gt;
# Languages: need imported&lt;br /&gt;
# Local Theme&lt;br /&gt;
##Add Xander's maps (emailed to Lolth)&lt;br /&gt;
##Recheck any links in red: decide to add content, or delete link&lt;br /&gt;
# Nations and Factions: recheck any links in red: decide to add content, or delete link&lt;br /&gt;
# Races: need imported, with height/weight chart and age lists&lt;br /&gt;
# Religion: need imported, be sure to check domain lists&lt;br /&gt;
# World History: recheck any links in red: decide to add content, or delete link&lt;br /&gt;
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d20 and House Rules&lt;br /&gt;
# Classes: revisit PrC lists, doublecheck artificer (especially table)&lt;br /&gt;
# Equipment: divide into Weapons and Adventuring Equipment sections, port information from Spells and Items over to make this second section&lt;br /&gt;
# Races: delete and leave this under Theme only&lt;br /&gt;
# Skills: don't know wha'ts up with this&lt;br /&gt;
# Spells and Items: Remake to just spells. See point #2&lt;br /&gt;
# Monsters: are we using the spiderstuff? This has been partly included; waiting on confirm either direction.&lt;br /&gt;
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Getting Help&lt;br /&gt;
# FAQ: Port over FAQ from main wiki, combine with items from player wiki&lt;br /&gt;
# Theme Guide: recheck any links in red: decide to add content, or delete link&lt;br /&gt;
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Game Policies&lt;br /&gt;
# Building: being revisited?&lt;br /&gt;
# Player Run Plots: being revisited?&lt;br /&gt;
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Meta&lt;br /&gt;
# Add art blurb&lt;br /&gt;
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== Temporary: List of Content ==&lt;br /&gt;
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'''Plan: '''This list will eventually migrate to the dropdown menus. It will be deleted from the front page.&lt;br /&gt;
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{| class=&amp;quot;prettytable&amp;quot;&lt;br /&gt;
| '''Plots and Game Logs'''&lt;br /&gt;
[[Recent History]]&lt;br /&gt;
&lt;br /&gt;
[[Older History]]&lt;br /&gt;
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| '''Community'''&lt;br /&gt;
[http://forum.tenebraemush.net Game Forum]&lt;br /&gt;
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[[Player Contributions]]&lt;br /&gt;
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|-&lt;br /&gt;
| '''Theme'''&lt;br /&gt;
[[Calendar]]&lt;br /&gt;
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[[Languages]]&lt;br /&gt;
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[[Local Theme]]&lt;br /&gt;
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[[Magitech &amp;amp; Magic]]&lt;br /&gt;
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[[Nations and Factions]]&lt;br /&gt;
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[[Nonplayer Characters]]&lt;br /&gt;
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[[Races]]&lt;br /&gt;
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[[Religion]]&lt;br /&gt;
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[[World History]]&lt;br /&gt;
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| '''D20 Content and House Rules'''&lt;br /&gt;
[[Classes]]&lt;br /&gt;
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[[Equipment]] &lt;br /&gt;
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[[Feats]]&lt;br /&gt;
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[[Monsters &amp;amp; Templates]]&lt;br /&gt;
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[[Races]]&lt;br /&gt;
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[[Restricted Races]]&lt;br /&gt;
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[[Skills]]&lt;br /&gt;
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[[Spells]] &lt;br /&gt;
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|-&lt;br /&gt;
| '''Getting Help'''&lt;br /&gt;
[[Game FAQ]]&lt;br /&gt;
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[[Legwork Guide]]&lt;br /&gt;
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[[Pathfinder Resources]]&lt;br /&gt;
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[[Theme Guide]]&lt;br /&gt;
| '''Game Policies'''&lt;br /&gt;
[[Building]]&lt;br /&gt;
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[[Behaviour]]&lt;br /&gt;
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[[Dramatic Time]]&lt;br /&gt;
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[[Player Run Plots]]&lt;br /&gt;
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== Temporary: StyleGuide ==&lt;br /&gt;
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'''Plan: '''This list will eventually make it to the [[Help:Editing|editing help]] section which Lahar needs to make. Bug her.&lt;br /&gt;
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'''Purpose: '''This StyleGuide does not apply to character pages. Instead, it applies to ''all other'' pages, and is intended for a consistent look for the entire wiki. Generally, there should be no need to read these: simply pick a page and follow the example.&lt;br /&gt;
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Header colors: #008080 &lt;br /&gt;
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Other: Largest headers should be underlined, no excess punctuation in headers (: or .), Capitalize first letter only (Title Case)&lt;br /&gt;
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'''Images'''&lt;br /&gt;
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Other: Image links should not contain borders (border=0).&lt;br /&gt;
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Consult the [http://meta.wikimedia.org/wiki/Help:Contents User's Guide] for information on using the wiki software.&lt;br /&gt;
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* [https://lists.wikimedia.org/mailman/listinfo/mediawiki-announce MediaWiki release mailing list]&lt;/div&gt;</summary>
		<author><name>70.254.207.224</name></author>
	</entry>
	<entry>
		<id>http://www.tenebraemush.net/index.php?title=Equipment&amp;diff=209</id>
		<title>Equipment</title>
		<link rel="alternate" type="text/html" href="http://www.tenebraemush.net/index.php?title=Equipment&amp;diff=209"/>
		<updated>2010-02-07T11:12:31Z</updated>

		<summary type="html">&lt;p&gt;70.254.207.224: /* Additional Rules for Firearms */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Weapons Table==&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot;&lt;br /&gt;
| '''Martial Weapons'''&lt;br /&gt;
| '''Cost'''&lt;br /&gt;
| '''Dmg (s)'''&lt;br /&gt;
| '''Dmg (m)'''&lt;br /&gt;
| '''Cit'''&lt;br /&gt;
| '''Rng'''&lt;br /&gt;
| '''Wt'''&lt;br /&gt;
| '''Type'''&lt;br /&gt;
| '''Notes'''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Pistol&lt;br /&gt;
| 300&lt;br /&gt;
| 1D6&lt;br /&gt;
| 2D4&lt;br /&gt;
| x3&lt;br /&gt;
| 30&lt;br /&gt;
| 5lbs&lt;br /&gt;
| P &amp;amp; B&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| : Military Pistol&lt;br /&gt;
| 750&lt;br /&gt;
| 1D6&lt;br /&gt;
| 2D4&lt;br /&gt;
| x3&lt;br /&gt;
| 45&lt;br /&gt;
| 5lbs&lt;br /&gt;
| P &amp;amp;&amp;amp;nbsp;B&lt;br /&gt;
| Masterwork&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Long Gun&lt;br /&gt;
| 500&lt;br /&gt;
| 1D10&lt;br /&gt;
| 2D6&lt;br /&gt;
| x3&lt;br /&gt;
| 80&lt;br /&gt;
| 12lbs&lt;br /&gt;
| P &amp;amp; B&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| : Long Rifle&lt;br /&gt;
| 950&lt;br /&gt;
| 1D10&lt;br /&gt;
| 2D6&lt;br /&gt;
| x3&lt;br /&gt;
| 120&lt;br /&gt;
| 12lbs&lt;br /&gt;
| P &amp;amp; B&lt;br /&gt;
| Masterwork&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Blunderbuss&lt;br /&gt;
| 400&lt;br /&gt;
| 2D4&lt;br /&gt;
| 2D6&lt;br /&gt;
| x3&lt;br /&gt;
| 30&lt;br /&gt;
| 10lbs&lt;br /&gt;
| P &amp;amp; B&lt;br /&gt;
| See Desc&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| '''Exotic Weapons'''&lt;br /&gt;
| '''Cost'''&lt;br /&gt;
| '''Dmg (s)'''&lt;br /&gt;
| '''Dmg (m)'''&lt;br /&gt;
| '''Cit'''&lt;br /&gt;
| '''Rng'''&lt;br /&gt;
| '''Wt'''&lt;br /&gt;
| '''Type'''&lt;br /&gt;
| '''Notes'''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Hand Cannon (Heavy Pistol)&lt;br /&gt;
| 400&lt;br /&gt;
| 1D10&lt;br /&gt;
| 2D6&lt;br /&gt;
| x3&lt;br /&gt;
| 20&lt;br /&gt;
| 7lbs&lt;br /&gt;
| P &amp;amp; B&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Dinosaur Gun (Heavy Gun)&lt;br /&gt;
| 650&lt;br /&gt;
| 2D6&lt;br /&gt;
| 2D8&lt;br /&gt;
| x3&lt;br /&gt;
| 60&lt;br /&gt;
| 15lbs&lt;br /&gt;
| P &amp;amp; B&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| : Dragon Rifle&lt;br /&gt;
| 1100&lt;br /&gt;
| 2D6&lt;br /&gt;
| 2D8&lt;br /&gt;
| x3&lt;br /&gt;
| 90&lt;br /&gt;
| 15lbs&lt;br /&gt;
| P &amp;amp; B&lt;br /&gt;
| Masterwork&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Weapon Descriptions==&lt;br /&gt;
&lt;br /&gt;
The Emblem of Ea has a number of custom weapons and exotic items that are part of our game world. Some of these are simple variations on a common theme such as the Dran Flail and others are variations of firearms, which are a form of exotic weaponry available in our world. The following information breaks down these weapons which can also be seen in our character generation areas. Please note that this listing /only/ includes house variations on weapons or weapons with particularly complex rules. Most available weapon damages can be seen on our character generation objects. Also note that while armor has no notable differences, weapons for small and medium sized characters are different.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Bayonet:''' Bayonets are long slender blades that are attached to the ends of two-handed firearms (Blunderbusses, Muskets, Long Rifles) and two-handed crossbows (Light and Heavy Crossbows, normal or repeating varieties). Attaching a bayonet is a standard action that provokes attacks of opportunity. Switching between the ranged weapon and the attached bayonet is a free action, allowing the user to mix ranged and melee attacks in the same round without penalty.&lt;br /&gt;
Main Gauche: The Main Gauche is a fencing variation of the dagger for use as an off-hand weapon. Main Gauche's feature a very broad hilt guard, which is as long, or longer, than the blade length itself. A Main Gauche wielded in the off-hand grants a +1 dodge bonus to AC. This dodge bonus increases to +2 if fighting Defensively or using the Total Defense action.&lt;br /&gt;
&lt;br /&gt;
	&lt;br /&gt;
'''Flail, Dran:''' An evolution of the normal heavy flail, the Dran flail is one weapon that helps embody the Dran ideal; bred them big and bred them strong. A large heavy chain attached to a sphere or some other object larger then the head of an ox, the Dran flail is a reach weapon that cannot be used against adjacent opponents due to the space required to swing the head effectively. The Dran flail is a martial weapon.	&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Great-Maul, Dran:''' This enormous weapon is a favorite of the Dranei Warriors of the north and their brutish and physically powerful allies among the northern jotun-kund (The Beastmen) and Orcs. Variations on this theme can be found as well among the dwarves. An exotic weapon, it does incredible damage but also grants an additional +4 bonus when used on sunder attempts against shields. Various ornate versions of it exist ranging from enormous hammers to vast decorated clubs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Claws of Attack, Orcish:''' This traditional orcish weapon consists of blades that emulate the 12 inch claws of a dire wolf. Sometimes they are designed literally as finger-blades and other times they are strapped to a large gauntlet. Either way, they require the user to get up close and personal with an opponent. The orcs treat orcish claws of attacks as martial weapons, otherwise they are exotic.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Circleknife:''' Circleknives are actually a broad category of weapons that are all handled in the same manner. A circleknife is characterized by a grip that is similar to a Punch Dagger, but uses one or more circular blades that come out perpendicular to the direction of the fist. All variations feature hooked edges or trapping areas to help with disarming foes, granting a +2 bonus to Disarm attempts. Additionally their broad surfaces help with parrying attacks, granting a +1 Dodge bonus to AC if wielded in pairs by a proficient user.  Common variations include the Hornknife, which looks like two crescent-shaped blades merged together in opposing directions, with a leather grip at the center of one or the other. Wind and Fire Wheels are a variation from Tsang Lun, they are a full circular blade, sometimes with sharp serration, that features the grip on a crosspiece in the center of the wheel. This is an exotic weapon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Swordwhip, Charn:''' The swordwhip is a flexible weapon that is as beautiful as it is vicious when wielded proficiently. Originally only nobles and officers of the Stygian Empire carried them, but their usage has gradually expanded. Swordwhips are made with segmented blades bound by an elastic woven cord that runs through the center of the blade. If swung in a wide enough arc the cord stretches, causing the weapon to lengthen much like a whip. At the beginning of the wielder's turn she can choose to use it as a Piercing weapon, or as a Slashing weapon that has Reach, a +2 bonus to Disarm attempts and can make Trip attacks. This choice cannot be changed until the wielder's next turn. This is an exotic weapon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Hookblade, Veyshanti:''' An ancient weapon devised by the Veyshanti, the Hookblade is similar in construction to a scimitar but is curved inwards rather than back. This hook-like design allows it to negate the shield AC of the defender's Buckler, Light Shield or Heavy Shield (The shield AC of Tower Shield's are not affected). Additionally the Hookblade has a +2 bonus to Disarm attempts.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Mancatcher:''' A mancatcher is a polearm designed to ensnare a foe when it strikes, using a hooked end with wickedly barbed claws.  A wielder that hits an opponent of Small, Medium, or Large size attempts to start a grapple as a free action without provoking an attack of opportunity.  If the wielder gets a hold, the staff grabs the opponent and deals 1d10 points of piercing damage each round the hold is maintained.  A mancatcher has reach: it can strike opponents up to ten feet away but cannot be used against an adjacent opponent. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Skipball, Halfling:''' Skipballs are small metal balls wrapped in specially-treated cord and a rubber-like resin. Virtually indistinguishable from a child's toy, a skipball strikes with much greater force due to the metal weight inside. A user does not need an Exotic Weapon Proficiency to hurl a Skipball without penalty, but having the required proficiency allows the user to ricochet it off of obstacles and opponents. On a successful hit the attacker (If proficient) can roll again using the same attack bonus but with an additional -4 penalty in order to hit another opponent that is no more than 20 ft from the original target. Defenders do not gain the benefits of Cover (+4 bonus to AC) against attacks made by a proficient Skipball user. A halfling treats a Skippball as a martial weapon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Bola:'''  This thrown weapon is a length of cord with stone or metal weights on the end, mostly used for catching animals. Bolas will entangle an opponent on a successful hit, in addition to causing damage.  An entangled creature suffers -2 on attack rolls and a -4 penalty on effective Dexterity.  The entangled creature can only move at half speed and cannot charge or run.  If the entangled creature attempts to cast a spell, it must succeed at a Concentration check (DC 15).  The entangled creature can escape with an Escape Artist check (DC 15) that is a full round action.  The bolas has 4 hit points and can be burst with a Strength check (DC 23, also a full round action). A bola is only useful against Small, Medium, or Large size creatures. A bola is an exotic weapon requiring Exotic Weapon Proficiency (bola).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Bombs and Smoke Bombs are per the DMG.'''&lt;br /&gt;
&lt;br /&gt;
===Firearms in Tenebrae===&lt;br /&gt;
Firearms are not simple weapons to operate. They are heavy weapons that kick nearly as soon as the trigger is pulled. Someone without the proper military training will find his or her ability to hit with a firearm severely limited. Some weapons are even heavier, requiring more specialized training.&amp;amp;nbsp; Reloading a firearm requires training, but a person trained to use one firearm can reload any firearm, regardless of their actual ability to fire it effectively.&lt;br /&gt;
&lt;br /&gt;
There are 5 types of firearms. The proficiencies available are Pistol, Long Gun, Blunderbuss, Heavy Pistol and Heavy Gun. Long Guns, Blunderbuss and Heavy Guns are all Two Handed Weapons. Pistols and Heavy Pistols can be fired with one hand. Treat Pistols as Light Weapons and Heavy Pistols as One-Handed Weapons. For balance issues, firearms may not be used for TWF. &lt;br /&gt;
&lt;br /&gt;
'''Pistol &amp;amp; Long Gun'''&lt;br /&gt;
&lt;br /&gt;
Standard Firearms, the modern flintlock pistol and rifle are now becoming standard technology in many units.&amp;amp;nbsp; These weapons have a smooth bore.&lt;br /&gt;
&lt;br /&gt;
'''Military Pistol &amp;amp; Long Rifle''' &lt;br /&gt;
&lt;br /&gt;
Rifling the barrel with a spiral grove has been proven to give the bullet a spin that allows it to fly farther accurately.&amp;amp;nbsp; Due to the precision of the process, all Military Pistols and Long Rifles are Masterwork, which is included in the price.&lt;br /&gt;
&lt;br /&gt;
'''Blunderbuss''' &lt;br /&gt;
&lt;br /&gt;
The blunderbuss hasn't changed much in function, though the form has benefited from the same advances as pistols and rifles.&amp;amp;nbsp; A Blunderbuss does full damage to a single target within the first range increment, or half damage to up to 3 adjacent targets beyond that to maximum range.&lt;br /&gt;
&lt;br /&gt;
'''Hand Cannon, Dinosaur Gun and Dragon Rifle''' &lt;br /&gt;
&lt;br /&gt;
A hand cannon uses Rifle Ammunition, and Dino and Dragon Guns use even larger rounds to hunt huge beasts.&amp;amp;nbsp; These weapons require special training to fire successfully.&amp;amp;nbsp; Attempting to rifle the barrel of a Hand Cannon does not provide any benefit, though it can receive masterwork normally.&lt;br /&gt;
&lt;br /&gt;
==Ammunition==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot;&lt;br /&gt;
| Pistol&lt;br /&gt;
| 3g for 10&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Rifle, Hand Cannon, Blunderbuss&lt;br /&gt;
| 4g for 10&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Dinosaur Gun&lt;br /&gt;
| 5g for 10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Double Barrels, Quad Irons and Six Shots'''&lt;br /&gt;
&lt;br /&gt;
Disdained by any serious Gunner, these weapons combine multiple barrels into a single weapon.&amp;amp;nbsp; But they can be popular with warriors who want to get off several quick shots at the beginning of combat before drawing a melee weapon.&amp;amp;nbsp; The cost of the weapon is the base price for the weapon multiplied by the number of barrels.&amp;amp;nbsp; Each barrel must be enchanted separately if that is desired.&amp;amp;nbsp; The weight and awkwardness of Quad Irons provide a -1 penalty to any shot after the first in a round, and Six Shots have a -2 penalty.&amp;amp;nbsp; Multi-Shot weapons provide no benefit to reloading.&lt;br /&gt;
&lt;br /&gt;
==Additional Rules for Firearms==&lt;br /&gt;
&lt;br /&gt;
'''Reloading Firearms'''&lt;br /&gt;
&lt;br /&gt;
A person trained in firearms can reload one as a standard action that provokes an attack of opportunity.  Feats, Magic and Special Items can reduce this time down.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Combat Feats'''&lt;br /&gt;
&lt;br /&gt;
'''Lightning Reload''' &lt;br /&gt;
You are quite comfortable with loading a firearm.&lt;br /&gt;
&lt;br /&gt;
: Prerequisite: Proficiency in Firearms, +1 BAB&lt;br /&gt;
&lt;br /&gt;
: Benefit: It takes you a move action to reload a firearm you are proficient with.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
'''Master Reload'''&lt;br /&gt;
Your hand are a blur as you load your weapons.&lt;br /&gt;
&lt;br /&gt;
: Prerequisite: Lightning Reload, BAB +6&lt;br /&gt;
&lt;br /&gt;
: Benefit: It takes you a free action to reload a Firearm you are proficient with.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Marskman Combat Style'''&lt;br /&gt;
&lt;br /&gt;
2nd Level – Lightning Reload, Point Blank Shot, Precise Shot&lt;br /&gt;
&lt;br /&gt;
6th Level – Master Reload, Vital Strike, Improved Precise Shot&lt;br /&gt;
&lt;br /&gt;
10th Level – Improved Vital Strike, Penetrating Strike (Future Penetrating Strike steps are available at appropriate Levels.)&lt;/div&gt;</summary>
		<author><name>70.254.207.224</name></author>
	</entry>
	<entry>
		<id>http://www.tenebraemush.net/index.php?title=Equipment&amp;diff=208</id>
		<title>Equipment</title>
		<link rel="alternate" type="text/html" href="http://www.tenebraemush.net/index.php?title=Equipment&amp;diff=208"/>
		<updated>2010-02-07T11:12:05Z</updated>

		<summary type="html">&lt;p&gt;70.254.207.224: /* Additional Rules for Firearms */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Weapons Table==&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot;&lt;br /&gt;
| '''Martial Weapons'''&lt;br /&gt;
| '''Cost'''&lt;br /&gt;
| '''Dmg (s)'''&lt;br /&gt;
| '''Dmg (m)'''&lt;br /&gt;
| '''Cit'''&lt;br /&gt;
| '''Rng'''&lt;br /&gt;
| '''Wt'''&lt;br /&gt;
| '''Type'''&lt;br /&gt;
| '''Notes'''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Pistol&lt;br /&gt;
| 300&lt;br /&gt;
| 1D6&lt;br /&gt;
| 2D4&lt;br /&gt;
| x3&lt;br /&gt;
| 30&lt;br /&gt;
| 5lbs&lt;br /&gt;
| P &amp;amp; B&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| : Military Pistol&lt;br /&gt;
| 750&lt;br /&gt;
| 1D6&lt;br /&gt;
| 2D4&lt;br /&gt;
| x3&lt;br /&gt;
| 45&lt;br /&gt;
| 5lbs&lt;br /&gt;
| P &amp;amp;&amp;amp;nbsp;B&lt;br /&gt;
| Masterwork&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Long Gun&lt;br /&gt;
| 500&lt;br /&gt;
| 1D10&lt;br /&gt;
| 2D6&lt;br /&gt;
| x3&lt;br /&gt;
| 80&lt;br /&gt;
| 12lbs&lt;br /&gt;
| P &amp;amp; B&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| : Long Rifle&lt;br /&gt;
| 950&lt;br /&gt;
| 1D10&lt;br /&gt;
| 2D6&lt;br /&gt;
| x3&lt;br /&gt;
| 120&lt;br /&gt;
| 12lbs&lt;br /&gt;
| P &amp;amp; B&lt;br /&gt;
| Masterwork&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Blunderbuss&lt;br /&gt;
| 400&lt;br /&gt;
| 2D4&lt;br /&gt;
| 2D6&lt;br /&gt;
| x3&lt;br /&gt;
| 30&lt;br /&gt;
| 10lbs&lt;br /&gt;
| P &amp;amp; B&lt;br /&gt;
| See Desc&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| '''Exotic Weapons'''&lt;br /&gt;
| '''Cost'''&lt;br /&gt;
| '''Dmg (s)'''&lt;br /&gt;
| '''Dmg (m)'''&lt;br /&gt;
| '''Cit'''&lt;br /&gt;
| '''Rng'''&lt;br /&gt;
| '''Wt'''&lt;br /&gt;
| '''Type'''&lt;br /&gt;
| '''Notes'''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Hand Cannon (Heavy Pistol)&lt;br /&gt;
| 400&lt;br /&gt;
| 1D10&lt;br /&gt;
| 2D6&lt;br /&gt;
| x3&lt;br /&gt;
| 20&lt;br /&gt;
| 7lbs&lt;br /&gt;
| P &amp;amp; B&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Dinosaur Gun (Heavy Gun)&lt;br /&gt;
| 650&lt;br /&gt;
| 2D6&lt;br /&gt;
| 2D8&lt;br /&gt;
| x3&lt;br /&gt;
| 60&lt;br /&gt;
| 15lbs&lt;br /&gt;
| P &amp;amp; B&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| : Dragon Rifle&lt;br /&gt;
| 1100&lt;br /&gt;
| 2D6&lt;br /&gt;
| 2D8&lt;br /&gt;
| x3&lt;br /&gt;
| 90&lt;br /&gt;
| 15lbs&lt;br /&gt;
| P &amp;amp; B&lt;br /&gt;
| Masterwork&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Weapon Descriptions==&lt;br /&gt;
&lt;br /&gt;
The Emblem of Ea has a number of custom weapons and exotic items that are part of our game world. Some of these are simple variations on a common theme such as the Dran Flail and others are variations of firearms, which are a form of exotic weaponry available in our world. The following information breaks down these weapons which can also be seen in our character generation areas. Please note that this listing /only/ includes house variations on weapons or weapons with particularly complex rules. Most available weapon damages can be seen on our character generation objects. Also note that while armor has no notable differences, weapons for small and medium sized characters are different.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Bayonet:''' Bayonets are long slender blades that are attached to the ends of two-handed firearms (Blunderbusses, Muskets, Long Rifles) and two-handed crossbows (Light and Heavy Crossbows, normal or repeating varieties). Attaching a bayonet is a standard action that provokes attacks of opportunity. Switching between the ranged weapon and the attached bayonet is a free action, allowing the user to mix ranged and melee attacks in the same round without penalty.&lt;br /&gt;
Main Gauche: The Main Gauche is a fencing variation of the dagger for use as an off-hand weapon. Main Gauche's feature a very broad hilt guard, which is as long, or longer, than the blade length itself. A Main Gauche wielded in the off-hand grants a +1 dodge bonus to AC. This dodge bonus increases to +2 if fighting Defensively or using the Total Defense action.&lt;br /&gt;
&lt;br /&gt;
	&lt;br /&gt;
'''Flail, Dran:''' An evolution of the normal heavy flail, the Dran flail is one weapon that helps embody the Dran ideal; bred them big and bred them strong. A large heavy chain attached to a sphere or some other object larger then the head of an ox, the Dran flail is a reach weapon that cannot be used against adjacent opponents due to the space required to swing the head effectively. The Dran flail is a martial weapon.	&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Great-Maul, Dran:''' This enormous weapon is a favorite of the Dranei Warriors of the north and their brutish and physically powerful allies among the northern jotun-kund (The Beastmen) and Orcs. Variations on this theme can be found as well among the dwarves. An exotic weapon, it does incredible damage but also grants an additional +4 bonus when used on sunder attempts against shields. Various ornate versions of it exist ranging from enormous hammers to vast decorated clubs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Claws of Attack, Orcish:''' This traditional orcish weapon consists of blades that emulate the 12 inch claws of a dire wolf. Sometimes they are designed literally as finger-blades and other times they are strapped to a large gauntlet. Either way, they require the user to get up close and personal with an opponent. The orcs treat orcish claws of attacks as martial weapons, otherwise they are exotic.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Circleknife:''' Circleknives are actually a broad category of weapons that are all handled in the same manner. A circleknife is characterized by a grip that is similar to a Punch Dagger, but uses one or more circular blades that come out perpendicular to the direction of the fist. All variations feature hooked edges or trapping areas to help with disarming foes, granting a +2 bonus to Disarm attempts. Additionally their broad surfaces help with parrying attacks, granting a +1 Dodge bonus to AC if wielded in pairs by a proficient user.  Common variations include the Hornknife, which looks like two crescent-shaped blades merged together in opposing directions, with a leather grip at the center of one or the other. Wind and Fire Wheels are a variation from Tsang Lun, they are a full circular blade, sometimes with sharp serration, that features the grip on a crosspiece in the center of the wheel. This is an exotic weapon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Swordwhip, Charn:''' The swordwhip is a flexible weapon that is as beautiful as it is vicious when wielded proficiently. Originally only nobles and officers of the Stygian Empire carried them, but their usage has gradually expanded. Swordwhips are made with segmented blades bound by an elastic woven cord that runs through the center of the blade. If swung in a wide enough arc the cord stretches, causing the weapon to lengthen much like a whip. At the beginning of the wielder's turn she can choose to use it as a Piercing weapon, or as a Slashing weapon that has Reach, a +2 bonus to Disarm attempts and can make Trip attacks. This choice cannot be changed until the wielder's next turn. This is an exotic weapon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Hookblade, Veyshanti:''' An ancient weapon devised by the Veyshanti, the Hookblade is similar in construction to a scimitar but is curved inwards rather than back. This hook-like design allows it to negate the shield AC of the defender's Buckler, Light Shield or Heavy Shield (The shield AC of Tower Shield's are not affected). Additionally the Hookblade has a +2 bonus to Disarm attempts.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Mancatcher:''' A mancatcher is a polearm designed to ensnare a foe when it strikes, using a hooked end with wickedly barbed claws.  A wielder that hits an opponent of Small, Medium, or Large size attempts to start a grapple as a free action without provoking an attack of opportunity.  If the wielder gets a hold, the staff grabs the opponent and deals 1d10 points of piercing damage each round the hold is maintained.  A mancatcher has reach: it can strike opponents up to ten feet away but cannot be used against an adjacent opponent. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Skipball, Halfling:''' Skipballs are small metal balls wrapped in specially-treated cord and a rubber-like resin. Virtually indistinguishable from a child's toy, a skipball strikes with much greater force due to the metal weight inside. A user does not need an Exotic Weapon Proficiency to hurl a Skipball without penalty, but having the required proficiency allows the user to ricochet it off of obstacles and opponents. On a successful hit the attacker (If proficient) can roll again using the same attack bonus but with an additional -4 penalty in order to hit another opponent that is no more than 20 ft from the original target. Defenders do not gain the benefits of Cover (+4 bonus to AC) against attacks made by a proficient Skipball user. A halfling treats a Skippball as a martial weapon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Bola:'''  This thrown weapon is a length of cord with stone or metal weights on the end, mostly used for catching animals. Bolas will entangle an opponent on a successful hit, in addition to causing damage.  An entangled creature suffers -2 on attack rolls and a -4 penalty on effective Dexterity.  The entangled creature can only move at half speed and cannot charge or run.  If the entangled creature attempts to cast a spell, it must succeed at a Concentration check (DC 15).  The entangled creature can escape with an Escape Artist check (DC 15) that is a full round action.  The bolas has 4 hit points and can be burst with a Strength check (DC 23, also a full round action). A bola is only useful against Small, Medium, or Large size creatures. A bola is an exotic weapon requiring Exotic Weapon Proficiency (bola).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Bombs and Smoke Bombs are per the DMG.'''&lt;br /&gt;
&lt;br /&gt;
===Firearms in Tenebrae===&lt;br /&gt;
Firearms are not simple weapons to operate. They are heavy weapons that kick nearly as soon as the trigger is pulled. Someone without the proper military training will find his or her ability to hit with a firearm severely limited. Some weapons are even heavier, requiring more specialized training.&amp;amp;nbsp; Reloading a firearm requires training, but a person trained to use one firearm can reload any firearm, regardless of their actual ability to fire it effectively.&lt;br /&gt;
&lt;br /&gt;
There are 5 types of firearms. The proficiencies available are Pistol, Long Gun, Blunderbuss, Heavy Pistol and Heavy Gun. Long Guns, Blunderbuss and Heavy Guns are all Two Handed Weapons. Pistols and Heavy Pistols can be fired with one hand. Treat Pistols as Light Weapons and Heavy Pistols as One-Handed Weapons. For balance issues, firearms may not be used for TWF. &lt;br /&gt;
&lt;br /&gt;
'''Pistol &amp;amp; Long Gun'''&lt;br /&gt;
&lt;br /&gt;
Standard Firearms, the modern flintlock pistol and rifle are now becoming standard technology in many units.&amp;amp;nbsp; These weapons have a smooth bore.&lt;br /&gt;
&lt;br /&gt;
'''Military Pistol &amp;amp; Long Rifle''' &lt;br /&gt;
&lt;br /&gt;
Rifling the barrel with a spiral grove has been proven to give the bullet a spin that allows it to fly farther accurately.&amp;amp;nbsp; Due to the precision of the process, all Military Pistols and Long Rifles are Masterwork, which is included in the price.&lt;br /&gt;
&lt;br /&gt;
'''Blunderbuss''' &lt;br /&gt;
&lt;br /&gt;
The blunderbuss hasn't changed much in function, though the form has benefited from the same advances as pistols and rifles.&amp;amp;nbsp; A Blunderbuss does full damage to a single target within the first range increment, or half damage to up to 3 adjacent targets beyond that to maximum range.&lt;br /&gt;
&lt;br /&gt;
'''Hand Cannon, Dinosaur Gun and Dragon Rifle''' &lt;br /&gt;
&lt;br /&gt;
A hand cannon uses Rifle Ammunition, and Dino and Dragon Guns use even larger rounds to hunt huge beasts.&amp;amp;nbsp; These weapons require special training to fire successfully.&amp;amp;nbsp; Attempting to rifle the barrel of a Hand Cannon does not provide any benefit, though it can receive masterwork normally.&lt;br /&gt;
&lt;br /&gt;
==Ammunition==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot;&lt;br /&gt;
| Pistol&lt;br /&gt;
| 3g for 10&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Rifle, Hand Cannon, Blunderbuss&lt;br /&gt;
| 4g for 10&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Dinosaur Gun&lt;br /&gt;
| 5g for 10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Double Barrels, Quad Irons and Six Shots'''&lt;br /&gt;
&lt;br /&gt;
Disdained by any serious Gunner, these weapons combine multiple barrels into a single weapon.&amp;amp;nbsp; But they can be popular with warriors who want to get off several quick shots at the beginning of combat before drawing a melee weapon.&amp;amp;nbsp; The cost of the weapon is the base price for the weapon multiplied by the number of barrels.&amp;amp;nbsp; Each barrel must be enchanted separately if that is desired.&amp;amp;nbsp; The weight and awkwardness of Quad Irons provide a -1 penalty to any shot after the first in a round, and Six Shots have a -2 penalty.&amp;amp;nbsp; Multi-Shot weapons provide no benefit to reloading.&lt;br /&gt;
&lt;br /&gt;
==Additional Rules for Firearms==&lt;br /&gt;
&lt;br /&gt;
'''Reloading Firearms'''&lt;br /&gt;
&lt;br /&gt;
A person trained in firearms can reload one as a standard action that provokes an attack of opportunity.  Feats, Magic and Special Items can reduce this time down.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Combat Feats'''&lt;br /&gt;
&lt;br /&gt;
'''Lightning Reload''' &lt;br /&gt;
You are quite comfortable with loading a firearm.&lt;br /&gt;
&lt;br /&gt;
: Prerequisite: Proficiency in Firearms, +1 BAB&lt;br /&gt;
&lt;br /&gt;
: Benefit: It takes you a move action to reload a firearm you are proficient with.&lt;br /&gt;
&lt;br /&gt;
: Special: This feat stacks with the Quickshot Trait (See Below)&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
'''Master Reload'''&lt;br /&gt;
Your hand are a blur as you load your weapons.&lt;br /&gt;
&lt;br /&gt;
: Prerequisite: Lightning Reload, BAB +6&lt;br /&gt;
&lt;br /&gt;
: Benefit: It takes you a free action to reload a Firearm you are proficient with.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Marskman Combat Style'''&lt;br /&gt;
&lt;br /&gt;
2nd Level – Lightning Reload, Point Blank Shot, Precise Shot&lt;br /&gt;
&lt;br /&gt;
6th Level – Master Reload, Vital Strike, Improved Precise Shot&lt;br /&gt;
&lt;br /&gt;
10th Level – Improved Vital Strike, Penetrating Strike (Future Penetrating Strike steps are available at appropriate Levels.)&lt;/div&gt;</summary>
		<author><name>70.254.207.224</name></author>
	</entry>
	<entry>
		<id>http://www.tenebraemush.net/index.php?title=Equipment&amp;diff=207</id>
		<title>Equipment</title>
		<link rel="alternate" type="text/html" href="http://www.tenebraemush.net/index.php?title=Equipment&amp;diff=207"/>
		<updated>2010-02-07T11:05:08Z</updated>

		<summary type="html">&lt;p&gt;70.254.207.224: /* Additional Rules for Firearms */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Weapons Table==&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot;&lt;br /&gt;
| '''Martial Weapons'''&lt;br /&gt;
| '''Cost'''&lt;br /&gt;
| '''Dmg (s)'''&lt;br /&gt;
| '''Dmg (m)'''&lt;br /&gt;
| '''Cit'''&lt;br /&gt;
| '''Rng'''&lt;br /&gt;
| '''Wt'''&lt;br /&gt;
| '''Type'''&lt;br /&gt;
| '''Notes'''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Pistol&lt;br /&gt;
| 300&lt;br /&gt;
| 1D6&lt;br /&gt;
| 2D4&lt;br /&gt;
| x3&lt;br /&gt;
| 30&lt;br /&gt;
| 5lbs&lt;br /&gt;
| P &amp;amp; B&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| : Military Pistol&lt;br /&gt;
| 750&lt;br /&gt;
| 1D6&lt;br /&gt;
| 2D4&lt;br /&gt;
| x3&lt;br /&gt;
| 45&lt;br /&gt;
| 5lbs&lt;br /&gt;
| P &amp;amp;&amp;amp;nbsp;B&lt;br /&gt;
| Masterwork&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Long Gun&lt;br /&gt;
| 500&lt;br /&gt;
| 1D10&lt;br /&gt;
| 2D6&lt;br /&gt;
| x3&lt;br /&gt;
| 80&lt;br /&gt;
| 12lbs&lt;br /&gt;
| P &amp;amp; B&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| : Long Rifle&lt;br /&gt;
| 950&lt;br /&gt;
| 1D10&lt;br /&gt;
| 2D6&lt;br /&gt;
| x3&lt;br /&gt;
| 120&lt;br /&gt;
| 12lbs&lt;br /&gt;
| P &amp;amp; B&lt;br /&gt;
| Masterwork&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Blunderbuss&lt;br /&gt;
| 400&lt;br /&gt;
| 2D4&lt;br /&gt;
| 2D6&lt;br /&gt;
| x3&lt;br /&gt;
| 30&lt;br /&gt;
| 10lbs&lt;br /&gt;
| P &amp;amp; B&lt;br /&gt;
| See Desc&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| '''Exotic Weapons'''&lt;br /&gt;
| '''Cost'''&lt;br /&gt;
| '''Dmg (s)'''&lt;br /&gt;
| '''Dmg (m)'''&lt;br /&gt;
| '''Cit'''&lt;br /&gt;
| '''Rng'''&lt;br /&gt;
| '''Wt'''&lt;br /&gt;
| '''Type'''&lt;br /&gt;
| '''Notes'''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Hand Cannon (Heavy Pistol)&lt;br /&gt;
| 400&lt;br /&gt;
| 1D10&lt;br /&gt;
| 2D6&lt;br /&gt;
| x3&lt;br /&gt;
| 20&lt;br /&gt;
| 7lbs&lt;br /&gt;
| P &amp;amp; B&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Dinosaur Gun (Heavy Gun)&lt;br /&gt;
| 650&lt;br /&gt;
| 2D6&lt;br /&gt;
| 2D8&lt;br /&gt;
| x3&lt;br /&gt;
| 60&lt;br /&gt;
| 15lbs&lt;br /&gt;
| P &amp;amp; B&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| : Dragon Rifle&lt;br /&gt;
| 1100&lt;br /&gt;
| 2D6&lt;br /&gt;
| 2D8&lt;br /&gt;
| x3&lt;br /&gt;
| 90&lt;br /&gt;
| 15lbs&lt;br /&gt;
| P &amp;amp; B&lt;br /&gt;
| Masterwork&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Weapon Descriptions==&lt;br /&gt;
&lt;br /&gt;
The Emblem of Ea has a number of custom weapons and exotic items that are part of our game world. Some of these are simple variations on a common theme such as the Dran Flail and others are variations of firearms, which are a form of exotic weaponry available in our world. The following information breaks down these weapons which can also be seen in our character generation areas. Please note that this listing /only/ includes house variations on weapons or weapons with particularly complex rules. Most available weapon damages can be seen on our character generation objects. Also note that while armor has no notable differences, weapons for small and medium sized characters are different.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Bayonet:''' Bayonets are long slender blades that are attached to the ends of two-handed firearms (Blunderbusses, Muskets, Long Rifles) and two-handed crossbows (Light and Heavy Crossbows, normal or repeating varieties). Attaching a bayonet is a standard action that provokes attacks of opportunity. Switching between the ranged weapon and the attached bayonet is a free action, allowing the user to mix ranged and melee attacks in the same round without penalty.&lt;br /&gt;
Main Gauche: The Main Gauche is a fencing variation of the dagger for use as an off-hand weapon. Main Gauche's feature a very broad hilt guard, which is as long, or longer, than the blade length itself. A Main Gauche wielded in the off-hand grants a +1 dodge bonus to AC. This dodge bonus increases to +2 if fighting Defensively or using the Total Defense action.&lt;br /&gt;
&lt;br /&gt;
	&lt;br /&gt;
'''Flail, Dran:''' An evolution of the normal heavy flail, the Dran flail is one weapon that helps embody the Dran ideal; bred them big and bred them strong. A large heavy chain attached to a sphere or some other object larger then the head of an ox, the Dran flail is a reach weapon that cannot be used against adjacent opponents due to the space required to swing the head effectively. The Dran flail is a martial weapon.	&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Great-Maul, Dran:''' This enormous weapon is a favorite of the Dranei Warriors of the north and their brutish and physically powerful allies among the northern jotun-kund (The Beastmen) and Orcs. Variations on this theme can be found as well among the dwarves. An exotic weapon, it does incredible damage but also grants an additional +4 bonus when used on sunder attempts against shields. Various ornate versions of it exist ranging from enormous hammers to vast decorated clubs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Claws of Attack, Orcish:''' This traditional orcish weapon consists of blades that emulate the 12 inch claws of a dire wolf. Sometimes they are designed literally as finger-blades and other times they are strapped to a large gauntlet. Either way, they require the user to get up close and personal with an opponent. The orcs treat orcish claws of attacks as martial weapons, otherwise they are exotic.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Circleknife:''' Circleknives are actually a broad category of weapons that are all handled in the same manner. A circleknife is characterized by a grip that is similar to a Punch Dagger, but uses one or more circular blades that come out perpendicular to the direction of the fist. All variations feature hooked edges or trapping areas to help with disarming foes, granting a +2 bonus to Disarm attempts. Additionally their broad surfaces help with parrying attacks, granting a +1 Dodge bonus to AC if wielded in pairs by a proficient user.  Common variations include the Hornknife, which looks like two crescent-shaped blades merged together in opposing directions, with a leather grip at the center of one or the other. Wind and Fire Wheels are a variation from Tsang Lun, they are a full circular blade, sometimes with sharp serration, that features the grip on a crosspiece in the center of the wheel. This is an exotic weapon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Swordwhip, Charn:''' The swordwhip is a flexible weapon that is as beautiful as it is vicious when wielded proficiently. Originally only nobles and officers of the Stygian Empire carried them, but their usage has gradually expanded. Swordwhips are made with segmented blades bound by an elastic woven cord that runs through the center of the blade. If swung in a wide enough arc the cord stretches, causing the weapon to lengthen much like a whip. At the beginning of the wielder's turn she can choose to use it as a Piercing weapon, or as a Slashing weapon that has Reach, a +2 bonus to Disarm attempts and can make Trip attacks. This choice cannot be changed until the wielder's next turn. This is an exotic weapon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Hookblade, Veyshanti:''' An ancient weapon devised by the Veyshanti, the Hookblade is similar in construction to a scimitar but is curved inwards rather than back. This hook-like design allows it to negate the shield AC of the defender's Buckler, Light Shield or Heavy Shield (The shield AC of Tower Shield's are not affected). Additionally the Hookblade has a +2 bonus to Disarm attempts.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Mancatcher:''' A mancatcher is a polearm designed to ensnare a foe when it strikes, using a hooked end with wickedly barbed claws.  A wielder that hits an opponent of Small, Medium, or Large size attempts to start a grapple as a free action without provoking an attack of opportunity.  If the wielder gets a hold, the staff grabs the opponent and deals 1d10 points of piercing damage each round the hold is maintained.  A mancatcher has reach: it can strike opponents up to ten feet away but cannot be used against an adjacent opponent. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Skipball, Halfling:''' Skipballs are small metal balls wrapped in specially-treated cord and a rubber-like resin. Virtually indistinguishable from a child's toy, a skipball strikes with much greater force due to the metal weight inside. A user does not need an Exotic Weapon Proficiency to hurl a Skipball without penalty, but having the required proficiency allows the user to ricochet it off of obstacles and opponents. On a successful hit the attacker (If proficient) can roll again using the same attack bonus but with an additional -4 penalty in order to hit another opponent that is no more than 20 ft from the original target. Defenders do not gain the benefits of Cover (+4 bonus to AC) against attacks made by a proficient Skipball user. A halfling treats a Skippball as a martial weapon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Bola:'''  This thrown weapon is a length of cord with stone or metal weights on the end, mostly used for catching animals. Bolas will entangle an opponent on a successful hit, in addition to causing damage.  An entangled creature suffers -2 on attack rolls and a -4 penalty on effective Dexterity.  The entangled creature can only move at half speed and cannot charge or run.  If the entangled creature attempts to cast a spell, it must succeed at a Concentration check (DC 15).  The entangled creature can escape with an Escape Artist check (DC 15) that is a full round action.  The bolas has 4 hit points and can be burst with a Strength check (DC 23, also a full round action). A bola is only useful against Small, Medium, or Large size creatures. A bola is an exotic weapon requiring Exotic Weapon Proficiency (bola).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Bombs and Smoke Bombs are per the DMG.'''&lt;br /&gt;
&lt;br /&gt;
===Firearms in Tenebrae===&lt;br /&gt;
Firearms are not simple weapons to operate. They are heavy weapons that kick nearly as soon as the trigger is pulled. Someone without the proper military training will find his or her ability to hit with a firearm severely limited. Some weapons are even heavier, requiring more specialized training.&amp;amp;nbsp; Reloading a firearm requires training, but a person trained to use one firearm can reload any firearm, regardless of their actual ability to fire it effectively.&lt;br /&gt;
&lt;br /&gt;
There are 5 types of firearms. The proficiencies available are Pistol, Long Gun, Blunderbuss, Heavy Pistol and Heavy Gun. Long Guns, Blunderbuss and Heavy Guns are all Two Handed Weapons. Pistols and Heavy Pistols can be fired with one hand. Treat Pistols as Light Weapons and Heavy Pistols as One-Handed Weapons. For balance issues, firearms may not be used for TWF. &lt;br /&gt;
&lt;br /&gt;
'''Pistol &amp;amp; Long Gun'''&lt;br /&gt;
&lt;br /&gt;
Standard Firearms, the modern flintlock pistol and rifle are now becoming standard technology in many units.&amp;amp;nbsp; These weapons have a smooth bore.&lt;br /&gt;
&lt;br /&gt;
'''Military Pistol &amp;amp; Long Rifle''' &lt;br /&gt;
&lt;br /&gt;
Rifling the barrel with a spiral grove has been proven to give the bullet a spin that allows it to fly farther accurately.&amp;amp;nbsp; Due to the precision of the process, all Military Pistols and Long Rifles are Masterwork, which is included in the price.&lt;br /&gt;
&lt;br /&gt;
'''Blunderbuss''' &lt;br /&gt;
&lt;br /&gt;
The blunderbuss hasn't changed much in function, though the form has benefited from the same advances as pistols and rifles.&amp;amp;nbsp; A Blunderbuss does full damage to a single target within the first range increment, or half damage to up to 3 adjacent targets beyond that to maximum range.&lt;br /&gt;
&lt;br /&gt;
'''Hand Cannon, Dinosaur Gun and Dragon Rifle''' &lt;br /&gt;
&lt;br /&gt;
A hand cannon uses Rifle Ammunition, and Dino and Dragon Guns use even larger rounds to hunt huge beasts.&amp;amp;nbsp; These weapons require special training to fire successfully.&amp;amp;nbsp; Attempting to rifle the barrel of a Hand Cannon does not provide any benefit, though it can receive masterwork normally.&lt;br /&gt;
&lt;br /&gt;
==Ammunition==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot;&lt;br /&gt;
| Pistol&lt;br /&gt;
| 3g for 10&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Rifle, Hand Cannon, Blunderbuss&lt;br /&gt;
| 4g for 10&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Dinosaur Gun&lt;br /&gt;
| 5g for 10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Double Barrels, Quad Irons and Six Shots'''&lt;br /&gt;
&lt;br /&gt;
Disdained by any serious Gunner, these weapons combine multiple barrels into a single weapon.&amp;amp;nbsp; But they can be popular with warriors who want to get off several quick shots at the beginning of combat before drawing a melee weapon.&amp;amp;nbsp; The cost of the weapon is the base price for the weapon multiplied by the number of barrels.&amp;amp;nbsp; Each barrel must be enchanted separately if that is desired.&amp;amp;nbsp; The weight and awkwardness of Quad Irons provide a -1 penalty to any shot after the first in a round, and Six Shots have a -2 penalty.&amp;amp;nbsp; Multi-Shot weapons provide no benefit to reloading.&lt;br /&gt;
&lt;br /&gt;
==Additional Rules for Firearms==&lt;br /&gt;
'''Quickshot Trait'''&lt;br /&gt;
&lt;br /&gt;
Whether through magic, alchemy or technology, a weapon with this trait can fire rounds without paper and/or loose powder.&amp;amp;nbsp; Without these complications a Quickshot weapon can be reloaded as a move action. A skilled gunner with the Lightning Reload feat can reload a Quickshot Weapon as a free action.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Quickshot''' (+1 Weapon Enchantment)&lt;br /&gt;
&lt;br /&gt;
This enchantment permanently applies the Quickshot Trait to a single barrel.&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
Moderate Transmutation; CL 6; Craft Magic Arms and Armor, Quickshot Spell&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Reloading Firearms'''&lt;br /&gt;
&lt;br /&gt;
A person trained in firearms can reload one as a standard action that provokes an attack of opportunity.  Feats, Magic and Special Items can reduce this time down.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Combat Feats'''&lt;br /&gt;
&lt;br /&gt;
'''Lightning Reload''' &lt;br /&gt;
You are quite comfortable with loading a firearm.&lt;br /&gt;
&lt;br /&gt;
: Prerequisite: Proficiency in Firearms, +1 BAB&lt;br /&gt;
&lt;br /&gt;
: Benefit: It takes you a move action to reload a firearm you are proficient with.&lt;br /&gt;
&lt;br /&gt;
: Special: This feat stacks with the Quickshot Trait (See Below)&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
'''Master Reload'''&lt;br /&gt;
Your hand are a blur as you load your weapons.&lt;br /&gt;
&lt;br /&gt;
: Prerequisite: Lightning Reload, BAB +6&lt;br /&gt;
&lt;br /&gt;
: Benefit: It takes you a free action to reload a Firearm you are proficient with.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Marskman Combat Style'''&lt;br /&gt;
&lt;br /&gt;
2nd Level – Lightning Reload, Point Blank Shot, Precise Shot&lt;br /&gt;
&lt;br /&gt;
6th Level – Master Reload, Vital Strike, Improved Precise Shot&lt;br /&gt;
&lt;br /&gt;
10th Level – Improved Vital Strike, Penetrating Strike (Future Penetrating Strike steps are available at appropriate Levels.)&lt;/div&gt;</summary>
		<author><name>70.254.207.224</name></author>
	</entry>
	<entry>
		<id>http://www.tenebraemush.net/index.php?title=Equipment&amp;diff=206</id>
		<title>Equipment</title>
		<link rel="alternate" type="text/html" href="http://www.tenebraemush.net/index.php?title=Equipment&amp;diff=206"/>
		<updated>2010-02-07T11:03:35Z</updated>

		<summary type="html">&lt;p&gt;70.254.207.224: /* Ammunition */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Weapons Table==&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot;&lt;br /&gt;
| '''Martial Weapons'''&lt;br /&gt;
| '''Cost'''&lt;br /&gt;
| '''Dmg (s)'''&lt;br /&gt;
| '''Dmg (m)'''&lt;br /&gt;
| '''Cit'''&lt;br /&gt;
| '''Rng'''&lt;br /&gt;
| '''Wt'''&lt;br /&gt;
| '''Type'''&lt;br /&gt;
| '''Notes'''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Pistol&lt;br /&gt;
| 300&lt;br /&gt;
| 1D6&lt;br /&gt;
| 2D4&lt;br /&gt;
| x3&lt;br /&gt;
| 30&lt;br /&gt;
| 5lbs&lt;br /&gt;
| P &amp;amp; B&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| : Military Pistol&lt;br /&gt;
| 750&lt;br /&gt;
| 1D6&lt;br /&gt;
| 2D4&lt;br /&gt;
| x3&lt;br /&gt;
| 45&lt;br /&gt;
| 5lbs&lt;br /&gt;
| P &amp;amp;&amp;amp;nbsp;B&lt;br /&gt;
| Masterwork&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Long Gun&lt;br /&gt;
| 500&lt;br /&gt;
| 1D10&lt;br /&gt;
| 2D6&lt;br /&gt;
| x3&lt;br /&gt;
| 80&lt;br /&gt;
| 12lbs&lt;br /&gt;
| P &amp;amp; B&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| : Long Rifle&lt;br /&gt;
| 950&lt;br /&gt;
| 1D10&lt;br /&gt;
| 2D6&lt;br /&gt;
| x3&lt;br /&gt;
| 120&lt;br /&gt;
| 12lbs&lt;br /&gt;
| P &amp;amp; B&lt;br /&gt;
| Masterwork&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Blunderbuss&lt;br /&gt;
| 400&lt;br /&gt;
| 2D4&lt;br /&gt;
| 2D6&lt;br /&gt;
| x3&lt;br /&gt;
| 30&lt;br /&gt;
| 10lbs&lt;br /&gt;
| P &amp;amp; B&lt;br /&gt;
| See Desc&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| '''Exotic Weapons'''&lt;br /&gt;
| '''Cost'''&lt;br /&gt;
| '''Dmg (s)'''&lt;br /&gt;
| '''Dmg (m)'''&lt;br /&gt;
| '''Cit'''&lt;br /&gt;
| '''Rng'''&lt;br /&gt;
| '''Wt'''&lt;br /&gt;
| '''Type'''&lt;br /&gt;
| '''Notes'''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Hand Cannon (Heavy Pistol)&lt;br /&gt;
| 400&lt;br /&gt;
| 1D10&lt;br /&gt;
| 2D6&lt;br /&gt;
| x3&lt;br /&gt;
| 20&lt;br /&gt;
| 7lbs&lt;br /&gt;
| P &amp;amp; B&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Dinosaur Gun (Heavy Gun)&lt;br /&gt;
| 650&lt;br /&gt;
| 2D6&lt;br /&gt;
| 2D8&lt;br /&gt;
| x3&lt;br /&gt;
| 60&lt;br /&gt;
| 15lbs&lt;br /&gt;
| P &amp;amp; B&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| : Dragon Rifle&lt;br /&gt;
| 1100&lt;br /&gt;
| 2D6&lt;br /&gt;
| 2D8&lt;br /&gt;
| x3&lt;br /&gt;
| 90&lt;br /&gt;
| 15lbs&lt;br /&gt;
| P &amp;amp; B&lt;br /&gt;
| Masterwork&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Weapon Descriptions==&lt;br /&gt;
&lt;br /&gt;
The Emblem of Ea has a number of custom weapons and exotic items that are part of our game world. Some of these are simple variations on a common theme such as the Dran Flail and others are variations of firearms, which are a form of exotic weaponry available in our world. The following information breaks down these weapons which can also be seen in our character generation areas. Please note that this listing /only/ includes house variations on weapons or weapons with particularly complex rules. Most available weapon damages can be seen on our character generation objects. Also note that while armor has no notable differences, weapons for small and medium sized characters are different.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Bayonet:''' Bayonets are long slender blades that are attached to the ends of two-handed firearms (Blunderbusses, Muskets, Long Rifles) and two-handed crossbows (Light and Heavy Crossbows, normal or repeating varieties). Attaching a bayonet is a standard action that provokes attacks of opportunity. Switching between the ranged weapon and the attached bayonet is a free action, allowing the user to mix ranged and melee attacks in the same round without penalty.&lt;br /&gt;
Main Gauche: The Main Gauche is a fencing variation of the dagger for use as an off-hand weapon. Main Gauche's feature a very broad hilt guard, which is as long, or longer, than the blade length itself. A Main Gauche wielded in the off-hand grants a +1 dodge bonus to AC. This dodge bonus increases to +2 if fighting Defensively or using the Total Defense action.&lt;br /&gt;
&lt;br /&gt;
	&lt;br /&gt;
'''Flail, Dran:''' An evolution of the normal heavy flail, the Dran flail is one weapon that helps embody the Dran ideal; bred them big and bred them strong. A large heavy chain attached to a sphere or some other object larger then the head of an ox, the Dran flail is a reach weapon that cannot be used against adjacent opponents due to the space required to swing the head effectively. The Dran flail is a martial weapon.	&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Great-Maul, Dran:''' This enormous weapon is a favorite of the Dranei Warriors of the north and their brutish and physically powerful allies among the northern jotun-kund (The Beastmen) and Orcs. Variations on this theme can be found as well among the dwarves. An exotic weapon, it does incredible damage but also grants an additional +4 bonus when used on sunder attempts against shields. Various ornate versions of it exist ranging from enormous hammers to vast decorated clubs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Claws of Attack, Orcish:''' This traditional orcish weapon consists of blades that emulate the 12 inch claws of a dire wolf. Sometimes they are designed literally as finger-blades and other times they are strapped to a large gauntlet. Either way, they require the user to get up close and personal with an opponent. The orcs treat orcish claws of attacks as martial weapons, otherwise they are exotic.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Circleknife:''' Circleknives are actually a broad category of weapons that are all handled in the same manner. A circleknife is characterized by a grip that is similar to a Punch Dagger, but uses one or more circular blades that come out perpendicular to the direction of the fist. All variations feature hooked edges or trapping areas to help with disarming foes, granting a +2 bonus to Disarm attempts. Additionally their broad surfaces help with parrying attacks, granting a +1 Dodge bonus to AC if wielded in pairs by a proficient user.  Common variations include the Hornknife, which looks like two crescent-shaped blades merged together in opposing directions, with a leather grip at the center of one or the other. Wind and Fire Wheels are a variation from Tsang Lun, they are a full circular blade, sometimes with sharp serration, that features the grip on a crosspiece in the center of the wheel. This is an exotic weapon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Swordwhip, Charn:''' The swordwhip is a flexible weapon that is as beautiful as it is vicious when wielded proficiently. Originally only nobles and officers of the Stygian Empire carried them, but their usage has gradually expanded. Swordwhips are made with segmented blades bound by an elastic woven cord that runs through the center of the blade. If swung in a wide enough arc the cord stretches, causing the weapon to lengthen much like a whip. At the beginning of the wielder's turn she can choose to use it as a Piercing weapon, or as a Slashing weapon that has Reach, a +2 bonus to Disarm attempts and can make Trip attacks. This choice cannot be changed until the wielder's next turn. This is an exotic weapon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Hookblade, Veyshanti:''' An ancient weapon devised by the Veyshanti, the Hookblade is similar in construction to a scimitar but is curved inwards rather than back. This hook-like design allows it to negate the shield AC of the defender's Buckler, Light Shield or Heavy Shield (The shield AC of Tower Shield's are not affected). Additionally the Hookblade has a +2 bonus to Disarm attempts.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Mancatcher:''' A mancatcher is a polearm designed to ensnare a foe when it strikes, using a hooked end with wickedly barbed claws.  A wielder that hits an opponent of Small, Medium, or Large size attempts to start a grapple as a free action without provoking an attack of opportunity.  If the wielder gets a hold, the staff grabs the opponent and deals 1d10 points of piercing damage each round the hold is maintained.  A mancatcher has reach: it can strike opponents up to ten feet away but cannot be used against an adjacent opponent. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Skipball, Halfling:''' Skipballs are small metal balls wrapped in specially-treated cord and a rubber-like resin. Virtually indistinguishable from a child's toy, a skipball strikes with much greater force due to the metal weight inside. A user does not need an Exotic Weapon Proficiency to hurl a Skipball without penalty, but having the required proficiency allows the user to ricochet it off of obstacles and opponents. On a successful hit the attacker (If proficient) can roll again using the same attack bonus but with an additional -4 penalty in order to hit another opponent that is no more than 20 ft from the original target. Defenders do not gain the benefits of Cover (+4 bonus to AC) against attacks made by a proficient Skipball user. A halfling treats a Skippball as a martial weapon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Bola:'''  This thrown weapon is a length of cord with stone or metal weights on the end, mostly used for catching animals. Bolas will entangle an opponent on a successful hit, in addition to causing damage.  An entangled creature suffers -2 on attack rolls and a -4 penalty on effective Dexterity.  The entangled creature can only move at half speed and cannot charge or run.  If the entangled creature attempts to cast a spell, it must succeed at a Concentration check (DC 15).  The entangled creature can escape with an Escape Artist check (DC 15) that is a full round action.  The bolas has 4 hit points and can be burst with a Strength check (DC 23, also a full round action). A bola is only useful against Small, Medium, or Large size creatures. A bola is an exotic weapon requiring Exotic Weapon Proficiency (bola).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Bombs and Smoke Bombs are per the DMG.'''&lt;br /&gt;
&lt;br /&gt;
===Firearms in Tenebrae===&lt;br /&gt;
Firearms are not simple weapons to operate. They are heavy weapons that kick nearly as soon as the trigger is pulled. Someone without the proper military training will find his or her ability to hit with a firearm severely limited. Some weapons are even heavier, requiring more specialized training.&amp;amp;nbsp; Reloading a firearm requires training, but a person trained to use one firearm can reload any firearm, regardless of their actual ability to fire it effectively.&lt;br /&gt;
&lt;br /&gt;
There are 5 types of firearms. The proficiencies available are Pistol, Long Gun, Blunderbuss, Heavy Pistol and Heavy Gun. Long Guns, Blunderbuss and Heavy Guns are all Two Handed Weapons. Pistols and Heavy Pistols can be fired with one hand. Treat Pistols as Light Weapons and Heavy Pistols as One-Handed Weapons. For balance issues, firearms may not be used for TWF. &lt;br /&gt;
&lt;br /&gt;
'''Pistol &amp;amp; Long Gun'''&lt;br /&gt;
&lt;br /&gt;
Standard Firearms, the modern flintlock pistol and rifle are now becoming standard technology in many units.&amp;amp;nbsp; These weapons have a smooth bore.&lt;br /&gt;
&lt;br /&gt;
'''Military Pistol &amp;amp; Long Rifle''' &lt;br /&gt;
&lt;br /&gt;
Rifling the barrel with a spiral grove has been proven to give the bullet a spin that allows it to fly farther accurately.&amp;amp;nbsp; Due to the precision of the process, all Military Pistols and Long Rifles are Masterwork, which is included in the price.&lt;br /&gt;
&lt;br /&gt;
'''Blunderbuss''' &lt;br /&gt;
&lt;br /&gt;
The blunderbuss hasn't changed much in function, though the form has benefited from the same advances as pistols and rifles.&amp;amp;nbsp; A Blunderbuss does full damage to a single target within the first range increment, or half damage to up to 3 adjacent targets beyond that to maximum range.&lt;br /&gt;
&lt;br /&gt;
'''Hand Cannon, Dinosaur Gun and Dragon Rifle''' &lt;br /&gt;
&lt;br /&gt;
A hand cannon uses Rifle Ammunition, and Dino and Dragon Guns use even larger rounds to hunt huge beasts.&amp;amp;nbsp; These weapons require special training to fire successfully.&amp;amp;nbsp; Attempting to rifle the barrel of a Hand Cannon does not provide any benefit, though it can receive masterwork normally.&lt;br /&gt;
&lt;br /&gt;
==Ammunition==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot;&lt;br /&gt;
| Pistol&lt;br /&gt;
| 3g for 10&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Rifle, Hand Cannon, Blunderbuss&lt;br /&gt;
| 4g for 10&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Dinosaur Gun&lt;br /&gt;
| 5g for 10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Double Barrels, Quad Irons and Six Shots'''&lt;br /&gt;
&lt;br /&gt;
Disdained by any serious Gunner, these weapons combine multiple barrels into a single weapon.&amp;amp;nbsp; But they can be popular with warriors who want to get off several quick shots at the beginning of combat before drawing a melee weapon.&amp;amp;nbsp; The cost of the weapon is the base price for the weapon multiplied by the number of barrels.&amp;amp;nbsp; Each barrel must be enchanted separately if that is desired.&amp;amp;nbsp; The weight and awkwardness of Quad Irons provide a -1 penalty to any shot after the first in a round, and Six Shots have a -2 penalty.&amp;amp;nbsp; Multi-Shot weapons provide no benefit to reloading.&lt;br /&gt;
&lt;br /&gt;
==Additional Rules for Firearms==&lt;br /&gt;
'''Quickshot Trait'''&lt;br /&gt;
&lt;br /&gt;
Whether through magic, alchemy or technology, a weapon with this trait can fire rounds without paper and/or loose powder.&amp;amp;nbsp; Without these complications a Quickshot weapon can be reloaded as a move action.&amp;amp;nbsp; A skilled gunner with the Lightning Reload feat can reload a Quickshot Weapon as a free action.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Quickshot''' (Spell)&lt;br /&gt;
&lt;br /&gt;
School: Transmutation&lt;br /&gt;
&lt;br /&gt;
Level: Rgr 2, Sor/Wiz 2&lt;br /&gt;
&lt;br /&gt;
Components: V, S, M&lt;br /&gt;
&lt;br /&gt;
Casting Time: 1 Standard Action&lt;br /&gt;
&lt;br /&gt;
Target: 1 Firearm Barrel&lt;br /&gt;
&lt;br /&gt;
Duration: 1 Minute/level&lt;br /&gt;
&lt;br /&gt;
Saving Throws: None, Spell Resistance â€“ No&lt;br /&gt;
&lt;br /&gt;
Component: A pinch of gunpowder&lt;br /&gt;
&lt;br /&gt;
The firearm barrel under the effects of this spell gains the Quickshot Trait.&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
NOTE: The spell is worded this way to accommodate Double Barrels etc.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
'''Quickshot''' (+1 Weapon Enchantment)&lt;br /&gt;
&lt;br /&gt;
This enchantment permanently applies the Quickshot Trait to a single barrel.&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
Moderate Transmutation; CL 6; Craft Magic Arms and Armor, Quickshot Spell&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Reloading Firearms'''&lt;br /&gt;
&lt;br /&gt;
A person trained in firearms can reload one as a standard action that provokes an attack of opportunity.  Feats, Magic and Special Items can reduce this time down.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Combat Feats'''&lt;br /&gt;
&lt;br /&gt;
'''Lightning Reload''' &lt;br /&gt;
You are quite comfortable with loading a firearm.&lt;br /&gt;
&lt;br /&gt;
: Prerequisite: Proficiency in Firearms, +1 BAB&lt;br /&gt;
&lt;br /&gt;
: Benefit: It takes you a move action to reload a firearm you are proficient with.&lt;br /&gt;
&lt;br /&gt;
: Special: This feat stacks with the Quickshot Trait (See Below)&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
'''Master Reload'''&lt;br /&gt;
Your hand are a blur as you load your weapons.&lt;br /&gt;
&lt;br /&gt;
: Prerequisite: Lightning Reload, BAB +6&lt;br /&gt;
&lt;br /&gt;
: Benefit: It takes you a free action to reload a Firearm you are proficient with.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Marskman Combat Style'''&lt;br /&gt;
&lt;br /&gt;
2nd Level – Lightning Reload, Point Blank Shot, Precise Shot&lt;br /&gt;
&lt;br /&gt;
6th Level – Master Reload, Vital Strike, Improved Precise Shot&lt;br /&gt;
&lt;br /&gt;
10th Level – Improved Vital Strike, Penetrating Strike (Future Penetrating Strike steps are available at appropriate Levels.)&lt;/div&gt;</summary>
		<author><name>70.254.207.224</name></author>
	</entry>
	<entry>
		<id>http://www.tenebraemush.net/index.php?title=Equipment&amp;diff=205</id>
		<title>Equipment</title>
		<link rel="alternate" type="text/html" href="http://www.tenebraemush.net/index.php?title=Equipment&amp;diff=205"/>
		<updated>2010-02-07T10:57:47Z</updated>

		<summary type="html">&lt;p&gt;70.254.207.224: /* Firearms in Tenebrae */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Weapons Table==&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot;&lt;br /&gt;
| '''Martial Weapons'''&lt;br /&gt;
| '''Cost'''&lt;br /&gt;
| '''Dmg (s)'''&lt;br /&gt;
| '''Dmg (m)'''&lt;br /&gt;
| '''Cit'''&lt;br /&gt;
| '''Rng'''&lt;br /&gt;
| '''Wt'''&lt;br /&gt;
| '''Type'''&lt;br /&gt;
| '''Notes'''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Pistol&lt;br /&gt;
| 300&lt;br /&gt;
| 1D6&lt;br /&gt;
| 2D4&lt;br /&gt;
| x3&lt;br /&gt;
| 30&lt;br /&gt;
| 5lbs&lt;br /&gt;
| P &amp;amp; B&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| : Military Pistol&lt;br /&gt;
| 750&lt;br /&gt;
| 1D6&lt;br /&gt;
| 2D4&lt;br /&gt;
| x3&lt;br /&gt;
| 45&lt;br /&gt;
| 5lbs&lt;br /&gt;
| P &amp;amp;&amp;amp;nbsp;B&lt;br /&gt;
| Masterwork&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Long Gun&lt;br /&gt;
| 500&lt;br /&gt;
| 1D10&lt;br /&gt;
| 2D6&lt;br /&gt;
| x3&lt;br /&gt;
| 80&lt;br /&gt;
| 12lbs&lt;br /&gt;
| P &amp;amp; B&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| : Long Rifle&lt;br /&gt;
| 950&lt;br /&gt;
| 1D10&lt;br /&gt;
| 2D6&lt;br /&gt;
| x3&lt;br /&gt;
| 120&lt;br /&gt;
| 12lbs&lt;br /&gt;
| P &amp;amp; B&lt;br /&gt;
| Masterwork&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Blunderbuss&lt;br /&gt;
| 400&lt;br /&gt;
| 2D4&lt;br /&gt;
| 2D6&lt;br /&gt;
| x3&lt;br /&gt;
| 30&lt;br /&gt;
| 10lbs&lt;br /&gt;
| P &amp;amp; B&lt;br /&gt;
| See Desc&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| '''Exotic Weapons'''&lt;br /&gt;
| '''Cost'''&lt;br /&gt;
| '''Dmg (s)'''&lt;br /&gt;
| '''Dmg (m)'''&lt;br /&gt;
| '''Cit'''&lt;br /&gt;
| '''Rng'''&lt;br /&gt;
| '''Wt'''&lt;br /&gt;
| '''Type'''&lt;br /&gt;
| '''Notes'''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Hand Cannon (Heavy Pistol)&lt;br /&gt;
| 400&lt;br /&gt;
| 1D10&lt;br /&gt;
| 2D6&lt;br /&gt;
| x3&lt;br /&gt;
| 20&lt;br /&gt;
| 7lbs&lt;br /&gt;
| P &amp;amp; B&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Dinosaur Gun (Heavy Gun)&lt;br /&gt;
| 650&lt;br /&gt;
| 2D6&lt;br /&gt;
| 2D8&lt;br /&gt;
| x3&lt;br /&gt;
| 60&lt;br /&gt;
| 15lbs&lt;br /&gt;
| P &amp;amp; B&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| : Dragon Rifle&lt;br /&gt;
| 1100&lt;br /&gt;
| 2D6&lt;br /&gt;
| 2D8&lt;br /&gt;
| x3&lt;br /&gt;
| 90&lt;br /&gt;
| 15lbs&lt;br /&gt;
| P &amp;amp; B&lt;br /&gt;
| Masterwork&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Weapon Descriptions==&lt;br /&gt;
&lt;br /&gt;
The Emblem of Ea has a number of custom weapons and exotic items that are part of our game world. Some of these are simple variations on a common theme such as the Dran Flail and others are variations of firearms, which are a form of exotic weaponry available in our world. The following information breaks down these weapons which can also be seen in our character generation areas. Please note that this listing /only/ includes house variations on weapons or weapons with particularly complex rules. Most available weapon damages can be seen on our character generation objects. Also note that while armor has no notable differences, weapons for small and medium sized characters are different.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Bayonet:''' Bayonets are long slender blades that are attached to the ends of two-handed firearms (Blunderbusses, Muskets, Long Rifles) and two-handed crossbows (Light and Heavy Crossbows, normal or repeating varieties). Attaching a bayonet is a standard action that provokes attacks of opportunity. Switching between the ranged weapon and the attached bayonet is a free action, allowing the user to mix ranged and melee attacks in the same round without penalty.&lt;br /&gt;
Main Gauche: The Main Gauche is a fencing variation of the dagger for use as an off-hand weapon. Main Gauche's feature a very broad hilt guard, which is as long, or longer, than the blade length itself. A Main Gauche wielded in the off-hand grants a +1 dodge bonus to AC. This dodge bonus increases to +2 if fighting Defensively or using the Total Defense action.&lt;br /&gt;
&lt;br /&gt;
	&lt;br /&gt;
'''Flail, Dran:''' An evolution of the normal heavy flail, the Dran flail is one weapon that helps embody the Dran ideal; bred them big and bred them strong. A large heavy chain attached to a sphere or some other object larger then the head of an ox, the Dran flail is a reach weapon that cannot be used against adjacent opponents due to the space required to swing the head effectively. The Dran flail is a martial weapon.	&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Great-Maul, Dran:''' This enormous weapon is a favorite of the Dranei Warriors of the north and their brutish and physically powerful allies among the northern jotun-kund (The Beastmen) and Orcs. Variations on this theme can be found as well among the dwarves. An exotic weapon, it does incredible damage but also grants an additional +4 bonus when used on sunder attempts against shields. Various ornate versions of it exist ranging from enormous hammers to vast decorated clubs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Claws of Attack, Orcish:''' This traditional orcish weapon consists of blades that emulate the 12 inch claws of a dire wolf. Sometimes they are designed literally as finger-blades and other times they are strapped to a large gauntlet. Either way, they require the user to get up close and personal with an opponent. The orcs treat orcish claws of attacks as martial weapons, otherwise they are exotic.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Circleknife:''' Circleknives are actually a broad category of weapons that are all handled in the same manner. A circleknife is characterized by a grip that is similar to a Punch Dagger, but uses one or more circular blades that come out perpendicular to the direction of the fist. All variations feature hooked edges or trapping areas to help with disarming foes, granting a +2 bonus to Disarm attempts. Additionally their broad surfaces help with parrying attacks, granting a +1 Dodge bonus to AC if wielded in pairs by a proficient user.  Common variations include the Hornknife, which looks like two crescent-shaped blades merged together in opposing directions, with a leather grip at the center of one or the other. Wind and Fire Wheels are a variation from Tsang Lun, they are a full circular blade, sometimes with sharp serration, that features the grip on a crosspiece in the center of the wheel. This is an exotic weapon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Swordwhip, Charn:''' The swordwhip is a flexible weapon that is as beautiful as it is vicious when wielded proficiently. Originally only nobles and officers of the Stygian Empire carried them, but their usage has gradually expanded. Swordwhips are made with segmented blades bound by an elastic woven cord that runs through the center of the blade. If swung in a wide enough arc the cord stretches, causing the weapon to lengthen much like a whip. At the beginning of the wielder's turn she can choose to use it as a Piercing weapon, or as a Slashing weapon that has Reach, a +2 bonus to Disarm attempts and can make Trip attacks. This choice cannot be changed until the wielder's next turn. This is an exotic weapon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Hookblade, Veyshanti:''' An ancient weapon devised by the Veyshanti, the Hookblade is similar in construction to a scimitar but is curved inwards rather than back. This hook-like design allows it to negate the shield AC of the defender's Buckler, Light Shield or Heavy Shield (The shield AC of Tower Shield's are not affected). Additionally the Hookblade has a +2 bonus to Disarm attempts.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Mancatcher:''' A mancatcher is a polearm designed to ensnare a foe when it strikes, using a hooked end with wickedly barbed claws.  A wielder that hits an opponent of Small, Medium, or Large size attempts to start a grapple as a free action without provoking an attack of opportunity.  If the wielder gets a hold, the staff grabs the opponent and deals 1d10 points of piercing damage each round the hold is maintained.  A mancatcher has reach: it can strike opponents up to ten feet away but cannot be used against an adjacent opponent. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Skipball, Halfling:''' Skipballs are small metal balls wrapped in specially-treated cord and a rubber-like resin. Virtually indistinguishable from a child's toy, a skipball strikes with much greater force due to the metal weight inside. A user does not need an Exotic Weapon Proficiency to hurl a Skipball without penalty, but having the required proficiency allows the user to ricochet it off of obstacles and opponents. On a successful hit the attacker (If proficient) can roll again using the same attack bonus but with an additional -4 penalty in order to hit another opponent that is no more than 20 ft from the original target. Defenders do not gain the benefits of Cover (+4 bonus to AC) against attacks made by a proficient Skipball user. A halfling treats a Skippball as a martial weapon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Bola:'''  This thrown weapon is a length of cord with stone or metal weights on the end, mostly used for catching animals. Bolas will entangle an opponent on a successful hit, in addition to causing damage.  An entangled creature suffers -2 on attack rolls and a -4 penalty on effective Dexterity.  The entangled creature can only move at half speed and cannot charge or run.  If the entangled creature attempts to cast a spell, it must succeed at a Concentration check (DC 15).  The entangled creature can escape with an Escape Artist check (DC 15) that is a full round action.  The bolas has 4 hit points and can be burst with a Strength check (DC 23, also a full round action). A bola is only useful against Small, Medium, or Large size creatures. A bola is an exotic weapon requiring Exotic Weapon Proficiency (bola).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Bombs and Smoke Bombs are per the DMG.'''&lt;br /&gt;
&lt;br /&gt;
===Firearms in Tenebrae===&lt;br /&gt;
Firearms are not simple weapons to operate. They are heavy weapons that kick nearly as soon as the trigger is pulled. Someone without the proper military training will find his or her ability to hit with a firearm severely limited. Some weapons are even heavier, requiring more specialized training.&amp;amp;nbsp; Reloading a firearm requires training, but a person trained to use one firearm can reload any firearm, regardless of their actual ability to fire it effectively.&lt;br /&gt;
&lt;br /&gt;
There are 5 types of firearms. The proficiencies available are Pistol, Long Gun, Blunderbuss, Heavy Pistol and Heavy Gun. Long Guns, Blunderbuss and Heavy Guns are all Two Handed Weapons. Pistols and Heavy Pistols can be fired with one hand. Treat Pistols as Light Weapons and Heavy Pistols as One-Handed Weapons. For balance issues, firearms may not be used for TWF. &lt;br /&gt;
&lt;br /&gt;
'''Pistol &amp;amp; Long Gun'''&lt;br /&gt;
&lt;br /&gt;
Standard Firearms, the modern flintlock pistol and rifle are now becoming standard technology in many units.&amp;amp;nbsp; These weapons have a smooth bore.&lt;br /&gt;
&lt;br /&gt;
'''Military Pistol &amp;amp; Long Rifle''' &lt;br /&gt;
&lt;br /&gt;
Rifling the barrel with a spiral grove has been proven to give the bullet a spin that allows it to fly farther accurately.&amp;amp;nbsp; Due to the precision of the process, all Military Pistols and Long Rifles are Masterwork, which is included in the price.&lt;br /&gt;
&lt;br /&gt;
'''Blunderbuss''' &lt;br /&gt;
&lt;br /&gt;
The blunderbuss hasn't changed much in function, though the form has benefited from the same advances as pistols and rifles.&amp;amp;nbsp; A Blunderbuss does full damage to a single target within the first range increment, or half damage to up to 3 adjacent targets beyond that to maximum range.&lt;br /&gt;
&lt;br /&gt;
'''Hand Cannon, Dinosaur Gun and Dragon Rifle''' &lt;br /&gt;
&lt;br /&gt;
A hand cannon uses Rifle Ammunition, and Dino and Dragon Guns use even larger rounds to hunt huge beasts.&amp;amp;nbsp; These weapons require special training to fire successfully.&amp;amp;nbsp; Attempting to rifle the barrel of a Hand Cannon does not provide any benefit, though it can receive masterwork normally.&lt;br /&gt;
&lt;br /&gt;
==Ammunition==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot;&lt;br /&gt;
| Pistol&lt;br /&gt;
| 3g for 10&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Rifle, Hand Cannon, Blunderbuss&lt;br /&gt;
| 4g for 10&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Dinosaur Gun&lt;br /&gt;
| 5g for 10&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Quickshot&lt;br /&gt;
| 5g for 1 *&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;nowiki&amp;gt;* See description&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Quickshot Ammo'''&lt;br /&gt;
&lt;br /&gt;
Using an alchemical process to bind the powder directly to one side of the ball, quickshot ammo can be loaded quickly and cleanly. Using a weapon with Quickshot Ammo confers the Quickshot trait for that shot (see Additional Rules, below).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Double Barrels, Quad Irons and Six Shots'''&lt;br /&gt;
&lt;br /&gt;
Disdained by any serious Gunner, these weapons combine multiple barrels into a single weapon.&amp;amp;nbsp; But they can be popular with warriors who want to get off several quick shots at the beginning of combat before drawing a melee weapon.&amp;amp;nbsp; The cost of the weapon is the base price for the weapon multiplied by the number of barrels.&amp;amp;nbsp; Each barrel must be enchanted separately if that is desired.&amp;amp;nbsp; The weight and awkwardness of Quad Irons provide a â€“1 penalty to any shot after the first in a round, and Six Shots have a â€“2 penalty.&amp;amp;nbsp; Multi-Shot weapons provide no benefit to reloading.&lt;br /&gt;
&lt;br /&gt;
==Additional Rules for Firearms==&lt;br /&gt;
'''Quickshot Trait'''&lt;br /&gt;
&lt;br /&gt;
Whether through magic, alchemy or technology, a weapon with this trait can fire rounds without paper and/or loose powder.&amp;amp;nbsp; Without these complications a Quickshot weapon can be reloaded as a move action.&amp;amp;nbsp; A skilled gunner with the Lightning Reload feat can reload a Quickshot Weapon as a free action.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Quickshot''' (Spell)&lt;br /&gt;
&lt;br /&gt;
School: Transmutation&lt;br /&gt;
&lt;br /&gt;
Level: Rgr 2, Sor/Wiz 2&lt;br /&gt;
&lt;br /&gt;
Components: V, S, M&lt;br /&gt;
&lt;br /&gt;
Casting Time: 1 Standard Action&lt;br /&gt;
&lt;br /&gt;
Target: 1 Firearm Barrel&lt;br /&gt;
&lt;br /&gt;
Duration: 1 Minute/level&lt;br /&gt;
&lt;br /&gt;
Saving Throws: None, Spell Resistance â€“ No&lt;br /&gt;
&lt;br /&gt;
Component: A pinch of gunpowder&lt;br /&gt;
&lt;br /&gt;
The firearm barrel under the effects of this spell gains the Quickshot Trait.&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
NOTE: The spell is worded this way to accommodate Double Barrels etc.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
'''Quickshot''' (+1 Weapon Enchantment)&lt;br /&gt;
&lt;br /&gt;
This enchantment permanently applies the Quickshot Trait to a single barrel.&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
Moderate Transmutation; CL 6; Craft Magic Arms and Armor, Quickshot Spell&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Reloading Firearms'''&lt;br /&gt;
&lt;br /&gt;
A person trained in firearms can reload one as a standard action that provokes an attack of opportunity.  Feats, Magic and Special Items can reduce this time down.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Combat Feats'''&lt;br /&gt;
&lt;br /&gt;
'''Lightning Reload''' &lt;br /&gt;
You are quite comfortable with loading a firearm.&lt;br /&gt;
&lt;br /&gt;
: Prerequisite: Proficiency in Firearms, +1 BAB&lt;br /&gt;
&lt;br /&gt;
: Benefit: It takes you a move action to reload a firearm you are proficient with.&lt;br /&gt;
&lt;br /&gt;
: Special: This feat stacks with the Quickshot Trait (See Below)&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
'''Master Reload'''&lt;br /&gt;
Your hand are a blur as you load your weapons.&lt;br /&gt;
&lt;br /&gt;
: Prerequisite: Lightning Reload, BAB +6&lt;br /&gt;
&lt;br /&gt;
: Benefit: It takes you a free action to reload a Firearm you are proficient with.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Marskman Combat Style'''&lt;br /&gt;
&lt;br /&gt;
2nd Level – Lightning Reload, Point Blank Shot, Precise Shot&lt;br /&gt;
&lt;br /&gt;
6th Level – Master Reload, Vital Strike, Improved Precise Shot&lt;br /&gt;
&lt;br /&gt;
10th Level – Improved Vital Strike, Penetrating Strike (Future Penetrating Strike steps are available at appropriate Levels.)&lt;/div&gt;</summary>
		<author><name>70.254.207.224</name></author>
	</entry>
	<entry>
		<id>http://www.tenebraemush.net/index.php?title=Equipment&amp;diff=204</id>
		<title>Equipment</title>
		<link rel="alternate" type="text/html" href="http://www.tenebraemush.net/index.php?title=Equipment&amp;diff=204"/>
		<updated>2010-02-07T10:55:15Z</updated>

		<summary type="html">&lt;p&gt;70.254.207.224: /* Firearms in Tenebrae */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Weapons Table==&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot;&lt;br /&gt;
| '''Martial Weapons'''&lt;br /&gt;
| '''Cost'''&lt;br /&gt;
| '''Dmg (s)'''&lt;br /&gt;
| '''Dmg (m)'''&lt;br /&gt;
| '''Cit'''&lt;br /&gt;
| '''Rng'''&lt;br /&gt;
| '''Wt'''&lt;br /&gt;
| '''Type'''&lt;br /&gt;
| '''Notes'''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Pistol&lt;br /&gt;
| 300&lt;br /&gt;
| 1D6&lt;br /&gt;
| 2D4&lt;br /&gt;
| x3&lt;br /&gt;
| 30&lt;br /&gt;
| 5lbs&lt;br /&gt;
| P &amp;amp; B&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| : Military Pistol&lt;br /&gt;
| 750&lt;br /&gt;
| 1D6&lt;br /&gt;
| 2D4&lt;br /&gt;
| x3&lt;br /&gt;
| 45&lt;br /&gt;
| 5lbs&lt;br /&gt;
| P &amp;amp;&amp;amp;nbsp;B&lt;br /&gt;
| Masterwork&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Long Gun&lt;br /&gt;
| 500&lt;br /&gt;
| 1D10&lt;br /&gt;
| 2D6&lt;br /&gt;
| x3&lt;br /&gt;
| 80&lt;br /&gt;
| 12lbs&lt;br /&gt;
| P &amp;amp; B&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| : Long Rifle&lt;br /&gt;
| 950&lt;br /&gt;
| 1D10&lt;br /&gt;
| 2D6&lt;br /&gt;
| x3&lt;br /&gt;
| 120&lt;br /&gt;
| 12lbs&lt;br /&gt;
| P &amp;amp; B&lt;br /&gt;
| Masterwork&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Blunderbuss&lt;br /&gt;
| 400&lt;br /&gt;
| 2D4&lt;br /&gt;
| 2D6&lt;br /&gt;
| x3&lt;br /&gt;
| 30&lt;br /&gt;
| 10lbs&lt;br /&gt;
| P &amp;amp; B&lt;br /&gt;
| See Desc&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| '''Exotic Weapons'''&lt;br /&gt;
| '''Cost'''&lt;br /&gt;
| '''Dmg (s)'''&lt;br /&gt;
| '''Dmg (m)'''&lt;br /&gt;
| '''Cit'''&lt;br /&gt;
| '''Rng'''&lt;br /&gt;
| '''Wt'''&lt;br /&gt;
| '''Type'''&lt;br /&gt;
| '''Notes'''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Hand Cannon (Heavy Pistol)&lt;br /&gt;
| 400&lt;br /&gt;
| 1D10&lt;br /&gt;
| 2D6&lt;br /&gt;
| x3&lt;br /&gt;
| 20&lt;br /&gt;
| 7lbs&lt;br /&gt;
| P &amp;amp; B&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Dinosaur Gun (Heavy Gun)&lt;br /&gt;
| 650&lt;br /&gt;
| 2D6&lt;br /&gt;
| 2D8&lt;br /&gt;
| x3&lt;br /&gt;
| 60&lt;br /&gt;
| 15lbs&lt;br /&gt;
| P &amp;amp; B&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| : Dragon Rifle&lt;br /&gt;
| 1100&lt;br /&gt;
| 2D6&lt;br /&gt;
| 2D8&lt;br /&gt;
| x3&lt;br /&gt;
| 90&lt;br /&gt;
| 15lbs&lt;br /&gt;
| P &amp;amp; B&lt;br /&gt;
| Masterwork&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Weapon Descriptions==&lt;br /&gt;
&lt;br /&gt;
The Emblem of Ea has a number of custom weapons and exotic items that are part of our game world. Some of these are simple variations on a common theme such as the Dran Flail and others are variations of firearms, which are a form of exotic weaponry available in our world. The following information breaks down these weapons which can also be seen in our character generation areas. Please note that this listing /only/ includes house variations on weapons or weapons with particularly complex rules. Most available weapon damages can be seen on our character generation objects. Also note that while armor has no notable differences, weapons for small and medium sized characters are different.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Bayonet:''' Bayonets are long slender blades that are attached to the ends of two-handed firearms (Blunderbusses, Muskets, Long Rifles) and two-handed crossbows (Light and Heavy Crossbows, normal or repeating varieties). Attaching a bayonet is a standard action that provokes attacks of opportunity. Switching between the ranged weapon and the attached bayonet is a free action, allowing the user to mix ranged and melee attacks in the same round without penalty.&lt;br /&gt;
Main Gauche: The Main Gauche is a fencing variation of the dagger for use as an off-hand weapon. Main Gauche's feature a very broad hilt guard, which is as long, or longer, than the blade length itself. A Main Gauche wielded in the off-hand grants a +1 dodge bonus to AC. This dodge bonus increases to +2 if fighting Defensively or using the Total Defense action.&lt;br /&gt;
&lt;br /&gt;
	&lt;br /&gt;
'''Flail, Dran:''' An evolution of the normal heavy flail, the Dran flail is one weapon that helps embody the Dran ideal; bred them big and bred them strong. A large heavy chain attached to a sphere or some other object larger then the head of an ox, the Dran flail is a reach weapon that cannot be used against adjacent opponents due to the space required to swing the head effectively. The Dran flail is a martial weapon.	&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Great-Maul, Dran:''' This enormous weapon is a favorite of the Dranei Warriors of the north and their brutish and physically powerful allies among the northern jotun-kund (The Beastmen) and Orcs. Variations on this theme can be found as well among the dwarves. An exotic weapon, it does incredible damage but also grants an additional +4 bonus when used on sunder attempts against shields. Various ornate versions of it exist ranging from enormous hammers to vast decorated clubs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Claws of Attack, Orcish:''' This traditional orcish weapon consists of blades that emulate the 12 inch claws of a dire wolf. Sometimes they are designed literally as finger-blades and other times they are strapped to a large gauntlet. Either way, they require the user to get up close and personal with an opponent. The orcs treat orcish claws of attacks as martial weapons, otherwise they are exotic.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Circleknife:''' Circleknives are actually a broad category of weapons that are all handled in the same manner. A circleknife is characterized by a grip that is similar to a Punch Dagger, but uses one or more circular blades that come out perpendicular to the direction of the fist. All variations feature hooked edges or trapping areas to help with disarming foes, granting a +2 bonus to Disarm attempts. Additionally their broad surfaces help with parrying attacks, granting a +1 Dodge bonus to AC if wielded in pairs by a proficient user.  Common variations include the Hornknife, which looks like two crescent-shaped blades merged together in opposing directions, with a leather grip at the center of one or the other. Wind and Fire Wheels are a variation from Tsang Lun, they are a full circular blade, sometimes with sharp serration, that features the grip on a crosspiece in the center of the wheel. This is an exotic weapon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Swordwhip, Charn:''' The swordwhip is a flexible weapon that is as beautiful as it is vicious when wielded proficiently. Originally only nobles and officers of the Stygian Empire carried them, but their usage has gradually expanded. Swordwhips are made with segmented blades bound by an elastic woven cord that runs through the center of the blade. If swung in a wide enough arc the cord stretches, causing the weapon to lengthen much like a whip. At the beginning of the wielder's turn she can choose to use it as a Piercing weapon, or as a Slashing weapon that has Reach, a +2 bonus to Disarm attempts and can make Trip attacks. This choice cannot be changed until the wielder's next turn. This is an exotic weapon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Hookblade, Veyshanti:''' An ancient weapon devised by the Veyshanti, the Hookblade is similar in construction to a scimitar but is curved inwards rather than back. This hook-like design allows it to negate the shield AC of the defender's Buckler, Light Shield or Heavy Shield (The shield AC of Tower Shield's are not affected). Additionally the Hookblade has a +2 bonus to Disarm attempts.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Mancatcher:''' A mancatcher is a polearm designed to ensnare a foe when it strikes, using a hooked end with wickedly barbed claws.  A wielder that hits an opponent of Small, Medium, or Large size attempts to start a grapple as a free action without provoking an attack of opportunity.  If the wielder gets a hold, the staff grabs the opponent and deals 1d10 points of piercing damage each round the hold is maintained.  A mancatcher has reach: it can strike opponents up to ten feet away but cannot be used against an adjacent opponent. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Skipball, Halfling:''' Skipballs are small metal balls wrapped in specially-treated cord and a rubber-like resin. Virtually indistinguishable from a child's toy, a skipball strikes with much greater force due to the metal weight inside. A user does not need an Exotic Weapon Proficiency to hurl a Skipball without penalty, but having the required proficiency allows the user to ricochet it off of obstacles and opponents. On a successful hit the attacker (If proficient) can roll again using the same attack bonus but with an additional -4 penalty in order to hit another opponent that is no more than 20 ft from the original target. Defenders do not gain the benefits of Cover (+4 bonus to AC) against attacks made by a proficient Skipball user. A halfling treats a Skippball as a martial weapon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Bola:'''  This thrown weapon is a length of cord with stone or metal weights on the end, mostly used for catching animals. Bolas will entangle an opponent on a successful hit, in addition to causing damage.  An entangled creature suffers -2 on attack rolls and a -4 penalty on effective Dexterity.  The entangled creature can only move at half speed and cannot charge or run.  If the entangled creature attempts to cast a spell, it must succeed at a Concentration check (DC 15).  The entangled creature can escape with an Escape Artist check (DC 15) that is a full round action.  The bolas has 4 hit points and can be burst with a Strength check (DC 23, also a full round action). A bola is only useful against Small, Medium, or Large size creatures. A bola is an exotic weapon requiring Exotic Weapon Proficiency (bola).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Bombs and Smoke Bombs are per the DMG.'''&lt;br /&gt;
&lt;br /&gt;
===Firearms in Tenebrae===&lt;br /&gt;
Firearms are not simple weapons to operate. They are heavy weapons that kick nearly as soon as the trigger is pulled. Someone without the proper military training will find his or her ability to hit with a firearm severely limited. Some weapons are even heavier, requiring more specialized training.&amp;amp;nbsp; Reloading a firearm requires training, but a person trained to use one firearm can reload any firearm, regardless of their actual ability to fire it effectively.&lt;br /&gt;
&lt;br /&gt;
There are 5 types of Firearms. The Proficiency names for Feats are Pistol, Long Gun, Blunderbuss, Heavy Pistol and Heavy Gun. Long Guns, Blunderbuss and Heavy Guns are all Two Handed Weapons. Pistols and Heavy Pistols can be fired with one hand. Treat Pistols as Light Weapons and Heavy Pistols as One-Handed Weapons. For balance issues, firearms may not be used for TWF. &lt;br /&gt;
&lt;br /&gt;
'''Pistol &amp;amp; Long Gun'''&lt;br /&gt;
&lt;br /&gt;
Standard Firearms, the modern flintlock pistol and rifle are now becoming standard technology in many units.&amp;amp;nbsp; These weapons have a smooth bore.&lt;br /&gt;
&lt;br /&gt;
'''Military Pistol &amp;amp; Long Rifle''' &lt;br /&gt;
&lt;br /&gt;
Rifling the barrel with a spiral grove has been proven to give the bullet a spin that allows it to fly farther accurately.&amp;amp;nbsp; Due to the precision of the process, all Military Pistols and Long Rifles are Masterwork, which is included in the price.&lt;br /&gt;
&lt;br /&gt;
'''Blunderbuss''' &lt;br /&gt;
&lt;br /&gt;
The blunderbuss hasn't changed much in function, though the form has benefited from the same advances as pistols and rifles.&amp;amp;nbsp; A Blunderbuss does full damage to a single target within the first range increment, or half damage to up to 3 adjacent targets beyond that to maximum range.&lt;br /&gt;
&lt;br /&gt;
'''Hand Cannon, Dinosaur Gun and Dragon Rifle''' &lt;br /&gt;
&lt;br /&gt;
A hand cannon uses Rifle Ammunition, and Dino and Dragon Guns use even larger rounds to hunt huge beasts.&amp;amp;nbsp; These weapons require special training to fire successfully.&amp;amp;nbsp; Attempting to rifle the barrel of a Hand Cannon does not provide any benefit, though it can receive masterwork normally.&lt;br /&gt;
&lt;br /&gt;
==Ammunition==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot;&lt;br /&gt;
| Pistol&lt;br /&gt;
| 3g for 10&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Rifle, Hand Cannon, Blunderbuss&lt;br /&gt;
| 4g for 10&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Dinosaur Gun&lt;br /&gt;
| 5g for 10&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Quickshot&lt;br /&gt;
| 5g for 1 *&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;nowiki&amp;gt;* See description&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Quickshot Ammo'''&lt;br /&gt;
&lt;br /&gt;
Using an alchemical process to bind the powder directly to one side of the ball, quickshot ammo can be loaded quickly and cleanly. Using a weapon with Quickshot Ammo confers the Quickshot trait for that shot (see Additional Rules, below).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Double Barrels, Quad Irons and Six Shots'''&lt;br /&gt;
&lt;br /&gt;
Disdained by any serious Gunner, these weapons combine multiple barrels into a single weapon.&amp;amp;nbsp; But they can be popular with warriors who want to get off several quick shots at the beginning of combat before drawing a melee weapon.&amp;amp;nbsp; The cost of the weapon is the base price for the weapon multiplied by the number of barrels.&amp;amp;nbsp; Each barrel must be enchanted separately if that is desired.&amp;amp;nbsp; The weight and awkwardness of Quad Irons provide a â€“1 penalty to any shot after the first in a round, and Six Shots have a â€“2 penalty.&amp;amp;nbsp; Multi-Shot weapons provide no benefit to reloading.&lt;br /&gt;
&lt;br /&gt;
==Additional Rules for Firearms==&lt;br /&gt;
'''Quickshot Trait'''&lt;br /&gt;
&lt;br /&gt;
Whether through magic, alchemy or technology, a weapon with this trait can fire rounds without paper and/or loose powder.&amp;amp;nbsp; Without these complications a Quickshot weapon can be reloaded as a move action.&amp;amp;nbsp; A skilled gunner with the Lightning Reload feat can reload a Quickshot Weapon as a free action.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Quickshot''' (Spell)&lt;br /&gt;
&lt;br /&gt;
School: Transmutation&lt;br /&gt;
&lt;br /&gt;
Level: Rgr 2, Sor/Wiz 2&lt;br /&gt;
&lt;br /&gt;
Components: V, S, M&lt;br /&gt;
&lt;br /&gt;
Casting Time: 1 Standard Action&lt;br /&gt;
&lt;br /&gt;
Target: 1 Firearm Barrel&lt;br /&gt;
&lt;br /&gt;
Duration: 1 Minute/level&lt;br /&gt;
&lt;br /&gt;
Saving Throws: None, Spell Resistance â€“ No&lt;br /&gt;
&lt;br /&gt;
Component: A pinch of gunpowder&lt;br /&gt;
&lt;br /&gt;
The firearm barrel under the effects of this spell gains the Quickshot Trait.&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
NOTE: The spell is worded this way to accommodate Double Barrels etc.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
'''Quickshot''' (+1 Weapon Enchantment)&lt;br /&gt;
&lt;br /&gt;
This enchantment permanently applies the Quickshot Trait to a single barrel.&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
Moderate Transmutation; CL 6; Craft Magic Arms and Armor, Quickshot Spell&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Reloading Firearms'''&lt;br /&gt;
&lt;br /&gt;
A person trained in firearms can reload one as a standard action that provokes an attack of opportunity.  Feats, Magic and Special Items can reduce this time down.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Combat Feats'''&lt;br /&gt;
&lt;br /&gt;
'''Lightning Reload''' &lt;br /&gt;
You are quite comfortable with loading a firearm.&lt;br /&gt;
&lt;br /&gt;
: Prerequisite: Proficiency in Firearms, +1 BAB&lt;br /&gt;
&lt;br /&gt;
: Benefit: It takes you a move action to reload a firearm you are proficient with.&lt;br /&gt;
&lt;br /&gt;
: Special: This feat stacks with the Quickshot Trait (See Below)&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
'''Master Reload'''&lt;br /&gt;
Your hand are a blur as you load your weapons.&lt;br /&gt;
&lt;br /&gt;
: Prerequisite: Lightning Reload, BAB +6&lt;br /&gt;
&lt;br /&gt;
: Benefit: It takes you a free action to reload a Firearm you are proficient with.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Marskman Combat Style'''&lt;br /&gt;
&lt;br /&gt;
2nd Level – Lightning Reload, Point Blank Shot, Precise Shot&lt;br /&gt;
&lt;br /&gt;
6th Level – Master Reload, Vital Strike, Improved Precise Shot&lt;br /&gt;
&lt;br /&gt;
10th Level – Improved Vital Strike, Penetrating Strike (Future Penetrating Strike steps are available at appropriate Levels.)&lt;/div&gt;</summary>
		<author><name>70.254.207.224</name></author>
	</entry>
	<entry>
		<id>http://www.tenebraemush.net/index.php?title=Equipment&amp;diff=203</id>
		<title>Equipment</title>
		<link rel="alternate" type="text/html" href="http://www.tenebraemush.net/index.php?title=Equipment&amp;diff=203"/>
		<updated>2010-02-07T10:36:15Z</updated>

		<summary type="html">&lt;p&gt;70.254.207.224: /* Firearms in Tenebrae */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Weapons Table==&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot;&lt;br /&gt;
| '''Martial Weapons'''&lt;br /&gt;
| '''Cost'''&lt;br /&gt;
| '''Dmg (s)'''&lt;br /&gt;
| '''Dmg (m)'''&lt;br /&gt;
| '''Cit'''&lt;br /&gt;
| '''Rng'''&lt;br /&gt;
| '''Wt'''&lt;br /&gt;
| '''Type'''&lt;br /&gt;
| '''Notes'''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Pistol&lt;br /&gt;
| 300&lt;br /&gt;
| 1D6&lt;br /&gt;
| 2D4&lt;br /&gt;
| x3&lt;br /&gt;
| 30&lt;br /&gt;
| 5lbs&lt;br /&gt;
| P &amp;amp; B&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| : Military Pistol&lt;br /&gt;
| 750&lt;br /&gt;
| 1D6&lt;br /&gt;
| 2D4&lt;br /&gt;
| x3&lt;br /&gt;
| 45&lt;br /&gt;
| 5lbs&lt;br /&gt;
| P &amp;amp;&amp;amp;nbsp;B&lt;br /&gt;
| Masterwork&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Long Gun&lt;br /&gt;
| 500&lt;br /&gt;
| 1D10&lt;br /&gt;
| 2D6&lt;br /&gt;
| x3&lt;br /&gt;
| 80&lt;br /&gt;
| 12lbs&lt;br /&gt;
| P &amp;amp; B&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| : Long Rifle&lt;br /&gt;
| 950&lt;br /&gt;
| 1D10&lt;br /&gt;
| 2D6&lt;br /&gt;
| x3&lt;br /&gt;
| 120&lt;br /&gt;
| 12lbs&lt;br /&gt;
| P &amp;amp; B&lt;br /&gt;
| Masterwork&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Blunderbuss&lt;br /&gt;
| 400&lt;br /&gt;
| 2D4&lt;br /&gt;
| 2D6&lt;br /&gt;
| x3&lt;br /&gt;
| 30&lt;br /&gt;
| 10lbs&lt;br /&gt;
| P &amp;amp; B&lt;br /&gt;
| See Desc&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| '''Exotic Weapons'''&lt;br /&gt;
| '''Cost'''&lt;br /&gt;
| '''Dmg (s)'''&lt;br /&gt;
| '''Dmg (m)'''&lt;br /&gt;
| '''Cit'''&lt;br /&gt;
| '''Rng'''&lt;br /&gt;
| '''Wt'''&lt;br /&gt;
| '''Type'''&lt;br /&gt;
| '''Notes'''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Hand Cannon (Heavy Pistol)&lt;br /&gt;
| 400&lt;br /&gt;
| 1D10&lt;br /&gt;
| 2D6&lt;br /&gt;
| x3&lt;br /&gt;
| 20&lt;br /&gt;
| 7lbs&lt;br /&gt;
| P &amp;amp; B&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Dinosaur Gun (Heavy Gun)&lt;br /&gt;
| 650&lt;br /&gt;
| 2D6&lt;br /&gt;
| 2D8&lt;br /&gt;
| x3&lt;br /&gt;
| 60&lt;br /&gt;
| 15lbs&lt;br /&gt;
| P &amp;amp; B&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| : Dragon Rifle&lt;br /&gt;
| 1100&lt;br /&gt;
| 2D6&lt;br /&gt;
| 2D8&lt;br /&gt;
| x3&lt;br /&gt;
| 90&lt;br /&gt;
| 15lbs&lt;br /&gt;
| P &amp;amp; B&lt;br /&gt;
| Masterwork&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Weapon Descriptions==&lt;br /&gt;
&lt;br /&gt;
The Emblem of Ea has a number of custom weapons and exotic items that are part of our game world. Some of these are simple variations on a common theme such as the Dran Flail and others are variations of firearms, which are a form of exotic weaponry available in our world. The following information breaks down these weapons which can also be seen in our character generation areas. Please note that this listing /only/ includes house variations on weapons or weapons with particularly complex rules. Most available weapon damages can be seen on our character generation objects. Also note that while armor has no notable differences, weapons for small and medium sized characters are different.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Bayonet:''' Bayonets are long slender blades that are attached to the ends of two-handed firearms (Blunderbusses, Muskets, Long Rifles) and two-handed crossbows (Light and Heavy Crossbows, normal or repeating varieties). Attaching a bayonet is a standard action that provokes attacks of opportunity. Switching between the ranged weapon and the attached bayonet is a free action, allowing the user to mix ranged and melee attacks in the same round without penalty.&lt;br /&gt;
Main Gauche: The Main Gauche is a fencing variation of the dagger for use as an off-hand weapon. Main Gauche's feature a very broad hilt guard, which is as long, or longer, than the blade length itself. A Main Gauche wielded in the off-hand grants a +1 dodge bonus to AC. This dodge bonus increases to +2 if fighting Defensively or using the Total Defense action.&lt;br /&gt;
&lt;br /&gt;
	&lt;br /&gt;
'''Flail, Dran:''' An evolution of the normal heavy flail, the Dran flail is one weapon that helps embody the Dran ideal; bred them big and bred them strong. A large heavy chain attached to a sphere or some other object larger then the head of an ox, the Dran flail is a reach weapon that cannot be used against adjacent opponents due to the space required to swing the head effectively. The Dran flail is a martial weapon.	&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Great-Maul, Dran:''' This enormous weapon is a favorite of the Dranei Warriors of the north and their brutish and physically powerful allies among the northern jotun-kund (The Beastmen) and Orcs. Variations on this theme can be found as well among the dwarves. An exotic weapon, it does incredible damage but also grants an additional +4 bonus when used on sunder attempts against shields. Various ornate versions of it exist ranging from enormous hammers to vast decorated clubs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Claws of Attack, Orcish:''' This traditional orcish weapon consists of blades that emulate the 12 inch claws of a dire wolf. Sometimes they are designed literally as finger-blades and other times they are strapped to a large gauntlet. Either way, they require the user to get up close and personal with an opponent. The orcs treat orcish claws of attacks as martial weapons, otherwise they are exotic.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Circleknife:''' Circleknives are actually a broad category of weapons that are all handled in the same manner. A circleknife is characterized by a grip that is similar to a Punch Dagger, but uses one or more circular blades that come out perpendicular to the direction of the fist. All variations feature hooked edges or trapping areas to help with disarming foes, granting a +2 bonus to Disarm attempts. Additionally their broad surfaces help with parrying attacks, granting a +1 Dodge bonus to AC if wielded in pairs by a proficient user.  Common variations include the Hornknife, which looks like two crescent-shaped blades merged together in opposing directions, with a leather grip at the center of one or the other. Wind and Fire Wheels are a variation from Tsang Lun, they are a full circular blade, sometimes with sharp serration, that features the grip on a crosspiece in the center of the wheel. This is an exotic weapon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Swordwhip, Charn:''' The swordwhip is a flexible weapon that is as beautiful as it is vicious when wielded proficiently. Originally only nobles and officers of the Stygian Empire carried them, but their usage has gradually expanded. Swordwhips are made with segmented blades bound by an elastic woven cord that runs through the center of the blade. If swung in a wide enough arc the cord stretches, causing the weapon to lengthen much like a whip. At the beginning of the wielder's turn she can choose to use it as a Piercing weapon, or as a Slashing weapon that has Reach, a +2 bonus to Disarm attempts and can make Trip attacks. This choice cannot be changed until the wielder's next turn. This is an exotic weapon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Hookblade, Veyshanti:''' An ancient weapon devised by the Veyshanti, the Hookblade is similar in construction to a scimitar but is curved inwards rather than back. This hook-like design allows it to negate the shield AC of the defender's Buckler, Light Shield or Heavy Shield (The shield AC of Tower Shield's are not affected). Additionally the Hookblade has a +2 bonus to Disarm attempts.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Mancatcher:''' A mancatcher is a polearm designed to ensnare a foe when it strikes, using a hooked end with wickedly barbed claws.  A wielder that hits an opponent of Small, Medium, or Large size attempts to start a grapple as a free action without provoking an attack of opportunity.  If the wielder gets a hold, the staff grabs the opponent and deals 1d10 points of piercing damage each round the hold is maintained.  A mancatcher has reach: it can strike opponents up to ten feet away but cannot be used against an adjacent opponent. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Skipball, Halfling:''' Skipballs are small metal balls wrapped in specially-treated cord and a rubber-like resin. Virtually indistinguishable from a child's toy, a skipball strikes with much greater force due to the metal weight inside. A user does not need an Exotic Weapon Proficiency to hurl a Skipball without penalty, but having the required proficiency allows the user to ricochet it off of obstacles and opponents. On a successful hit the attacker (If proficient) can roll again using the same attack bonus but with an additional -4 penalty in order to hit another opponent that is no more than 20 ft from the original target. Defenders do not gain the benefits of Cover (+4 bonus to AC) against attacks made by a proficient Skipball user. A halfling treats a Skippball as a martial weapon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Bola:'''  This thrown weapon is a length of cord with stone or metal weights on the end, mostly used for catching animals. Bolas will entangle an opponent on a successful hit, in addition to causing damage.  An entangled creature suffers -2 on attack rolls and a -4 penalty on effective Dexterity.  The entangled creature can only move at half speed and cannot charge or run.  If the entangled creature attempts to cast a spell, it must succeed at a Concentration check (DC 15).  The entangled creature can escape with an Escape Artist check (DC 15) that is a full round action.  The bolas has 4 hit points and can be burst with a Strength check (DC 23, also a full round action). A bola is only useful against Small, Medium, or Large size creatures. A bola is an exotic weapon requiring Exotic Weapon Proficiency (bola).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Bombs and Smoke Bombs are per the DMG.'''&lt;br /&gt;
&lt;br /&gt;
===Firearms in Tenebrae===&lt;br /&gt;
Firearms are not simple weapons to operate. They are heavy weapons that kick nearly as soon as the trigger is pulled. Someone without the proper military training will find his or her ability to hit with a firearm severely limited. Some weapons are even heavier, requiring more specialized training.&amp;amp;nbsp; Reloading a firearm requires training, but a person trained to use one firearm can reload any firearm, regardless of their actual ability to fire it effectively.&lt;br /&gt;
&lt;br /&gt;
There are 5 types of Firearms. The Proficiency names for Feats are Pistol, Long Gun, Blunderbuss, Heavy Pistol and Heavy Gun. Long Guns, Blunderbuss and Heavy Guns are all Two Handed Weapons. Pistols and Heavy Pistols can be fired with one hand. Treat Pistols as Light Weapons and Heavy Pistols as One-Handed Weapons for TWF. When employed in this way (specifically, TWF) Rapid Shot, Many Shot, and Two Weapon Rend may not be used with firearms. &lt;br /&gt;
&lt;br /&gt;
'''Pistol &amp;amp; Long Gun'''&lt;br /&gt;
&lt;br /&gt;
Standard Firearms, the modern flintlock pistol and rifle are now becoming standard technology in many units.&amp;amp;nbsp; These weapons have a smooth bore.&lt;br /&gt;
&lt;br /&gt;
'''Military Pistol &amp;amp; Long Rifle''' &lt;br /&gt;
&lt;br /&gt;
Rifling the barrel with a spiral grove has been proven to give the bullet a spin that allows it to fly farther accurately.&amp;amp;nbsp; Due to the precision of the process, all Military Pistols and Long Rifles are Masterwork, which is included in the price.&lt;br /&gt;
&lt;br /&gt;
'''Blunderbuss''' &lt;br /&gt;
&lt;br /&gt;
The blunderbuss hasn't changed much in function, though the form has benefited from the same advances as pistols and rifles.&amp;amp;nbsp; A Blunderbuss does full damage to a single target within the first range increment, or half damage to up to 3 adjacent targets beyond that to maximum range.&lt;br /&gt;
&lt;br /&gt;
'''Hand Cannon, Dinosaur Gun and Dragon Rifle''' &lt;br /&gt;
&lt;br /&gt;
A hand cannon uses Rifle Ammunition, and Dino and Dragon Guns use even larger rounds to hunt huge beasts.&amp;amp;nbsp; These weapons require special training to fire successfully.&amp;amp;nbsp; Attempting to rifle the barrel of a Hand Cannon does not provide any benefit, though it can receive masterwork normally.&lt;br /&gt;
&lt;br /&gt;
==Ammunition==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot;&lt;br /&gt;
| Pistol&lt;br /&gt;
| 3g for 10&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Rifle, Hand Cannon, Blunderbuss&lt;br /&gt;
| 4g for 10&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Dinosaur Gun&lt;br /&gt;
| 5g for 10&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Quickshot&lt;br /&gt;
| 5g for 1 *&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;nowiki&amp;gt;* See description&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Quickshot Ammo'''&lt;br /&gt;
&lt;br /&gt;
Using an alchemical process to bind the powder directly to one side of the ball, quickshot ammo can be loaded quickly and cleanly. Using a weapon with Quickshot Ammo confers the Quickshot trait for that shot (see Additional Rules, below).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Double Barrels, Quad Irons and Six Shots'''&lt;br /&gt;
&lt;br /&gt;
Disdained by any serious Gunner, these weapons combine multiple barrels into a single weapon.&amp;amp;nbsp; But they can be popular with warriors who want to get off several quick shots at the beginning of combat before drawing a melee weapon.&amp;amp;nbsp; The cost of the weapon is the base price for the weapon multiplied by the number of barrels.&amp;amp;nbsp; Each barrel must be enchanted separately if that is desired.&amp;amp;nbsp; The weight and awkwardness of Quad Irons provide a â€“1 penalty to any shot after the first in a round, and Six Shots have a â€“2 penalty.&amp;amp;nbsp; Multi-Shot weapons provide no benefit to reloading.&lt;br /&gt;
&lt;br /&gt;
==Additional Rules for Firearms==&lt;br /&gt;
'''Quickshot Trait'''&lt;br /&gt;
&lt;br /&gt;
Whether through magic, alchemy or technology, a weapon with this trait can fire rounds without paper and/or loose powder.&amp;amp;nbsp; Without these complications a Quickshot weapon can be reloaded as a move action.&amp;amp;nbsp; A skilled gunner with the Lightning Reload feat can reload a Quickshot Weapon as a free action.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Quickshot''' (Spell)&lt;br /&gt;
&lt;br /&gt;
School: Transmutation&lt;br /&gt;
&lt;br /&gt;
Level: Rgr 2, Sor/Wiz 2&lt;br /&gt;
&lt;br /&gt;
Components: V, S, M&lt;br /&gt;
&lt;br /&gt;
Casting Time: 1 Standard Action&lt;br /&gt;
&lt;br /&gt;
Target: 1 Firearm Barrel&lt;br /&gt;
&lt;br /&gt;
Duration: 1 Minute/level&lt;br /&gt;
&lt;br /&gt;
Saving Throws: None, Spell Resistance â€“ No&lt;br /&gt;
&lt;br /&gt;
Component: A pinch of gunpowder&lt;br /&gt;
&lt;br /&gt;
The firearm barrel under the effects of this spell gains the Quickshot Trait.&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
NOTE: The spell is worded this way to accommodate Double Barrels etc.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
'''Quickshot''' (+1 Weapon Enchantment)&lt;br /&gt;
&lt;br /&gt;
This enchantment permanently applies the Quickshot Trait to a single barrel.&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
Moderate Transmutation; CL 6; Craft Magic Arms and Armor, Quickshot Spell&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Reloading Firearms'''&lt;br /&gt;
&lt;br /&gt;
A person trained in firearms can reload one as a standard action that provokes an attack of opportunity.  Feats, Magic and Special Items can reduce this time down.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Combat Feats'''&lt;br /&gt;
&lt;br /&gt;
'''Lightning Reload''' &lt;br /&gt;
You are quite comfortable with loading a firearm.&lt;br /&gt;
&lt;br /&gt;
: Prerequisite: Proficiency in Firearms, +1 BAB&lt;br /&gt;
&lt;br /&gt;
: Benefit: It takes you a move action to reload a firearm you are proficient with.&lt;br /&gt;
&lt;br /&gt;
: Special: This feat stacks with the Quickshot Trait (See Below)&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
'''Master Reload'''&lt;br /&gt;
Your hand are a blur as you load your weapons.&lt;br /&gt;
&lt;br /&gt;
: Prerequisite: Lightning Reload, BAB +6&lt;br /&gt;
&lt;br /&gt;
: Benefit: It takes you a free action to reload a Firearm you are proficient with.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Marskman Combat Style'''&lt;br /&gt;
&lt;br /&gt;
2nd Level – Lightning Reload, Point Blank Shot, Precise Shot&lt;br /&gt;
&lt;br /&gt;
6th Level – Master Reload, Vital Strike, Improved Precise Shot&lt;br /&gt;
&lt;br /&gt;
10th Level – Improved Vital Strike, Penetrating Strike (Future Penetrating Strike steps are available at appropriate Levels.)&lt;/div&gt;</summary>
		<author><name>70.254.207.224</name></author>
	</entry>
	<entry>
		<id>http://www.tenebraemush.net/index.php?title=Equipment&amp;diff=202</id>
		<title>Equipment</title>
		<link rel="alternate" type="text/html" href="http://www.tenebraemush.net/index.php?title=Equipment&amp;diff=202"/>
		<updated>2010-02-07T10:35:41Z</updated>

		<summary type="html">&lt;p&gt;70.254.207.224: /* Firearms in Tenebrae */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Weapons Table==&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot;&lt;br /&gt;
| '''Martial Weapons'''&lt;br /&gt;
| '''Cost'''&lt;br /&gt;
| '''Dmg (s)'''&lt;br /&gt;
| '''Dmg (m)'''&lt;br /&gt;
| '''Cit'''&lt;br /&gt;
| '''Rng'''&lt;br /&gt;
| '''Wt'''&lt;br /&gt;
| '''Type'''&lt;br /&gt;
| '''Notes'''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Pistol&lt;br /&gt;
| 300&lt;br /&gt;
| 1D6&lt;br /&gt;
| 2D4&lt;br /&gt;
| x3&lt;br /&gt;
| 30&lt;br /&gt;
| 5lbs&lt;br /&gt;
| P &amp;amp; B&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| : Military Pistol&lt;br /&gt;
| 750&lt;br /&gt;
| 1D6&lt;br /&gt;
| 2D4&lt;br /&gt;
| x3&lt;br /&gt;
| 45&lt;br /&gt;
| 5lbs&lt;br /&gt;
| P &amp;amp;&amp;amp;nbsp;B&lt;br /&gt;
| Masterwork&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Long Gun&lt;br /&gt;
| 500&lt;br /&gt;
| 1D10&lt;br /&gt;
| 2D6&lt;br /&gt;
| x3&lt;br /&gt;
| 80&lt;br /&gt;
| 12lbs&lt;br /&gt;
| P &amp;amp; B&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| : Long Rifle&lt;br /&gt;
| 950&lt;br /&gt;
| 1D10&lt;br /&gt;
| 2D6&lt;br /&gt;
| x3&lt;br /&gt;
| 120&lt;br /&gt;
| 12lbs&lt;br /&gt;
| P &amp;amp; B&lt;br /&gt;
| Masterwork&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Blunderbuss&lt;br /&gt;
| 400&lt;br /&gt;
| 2D4&lt;br /&gt;
| 2D6&lt;br /&gt;
| x3&lt;br /&gt;
| 30&lt;br /&gt;
| 10lbs&lt;br /&gt;
| P &amp;amp; B&lt;br /&gt;
| See Desc&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| '''Exotic Weapons'''&lt;br /&gt;
| '''Cost'''&lt;br /&gt;
| '''Dmg (s)'''&lt;br /&gt;
| '''Dmg (m)'''&lt;br /&gt;
| '''Cit'''&lt;br /&gt;
| '''Rng'''&lt;br /&gt;
| '''Wt'''&lt;br /&gt;
| '''Type'''&lt;br /&gt;
| '''Notes'''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Hand Cannon (Heavy Pistol)&lt;br /&gt;
| 400&lt;br /&gt;
| 1D10&lt;br /&gt;
| 2D6&lt;br /&gt;
| x3&lt;br /&gt;
| 20&lt;br /&gt;
| 7lbs&lt;br /&gt;
| P &amp;amp; B&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Dinosaur Gun (Heavy Gun)&lt;br /&gt;
| 650&lt;br /&gt;
| 2D6&lt;br /&gt;
| 2D8&lt;br /&gt;
| x3&lt;br /&gt;
| 60&lt;br /&gt;
| 15lbs&lt;br /&gt;
| P &amp;amp; B&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| : Dragon Rifle&lt;br /&gt;
| 1100&lt;br /&gt;
| 2D6&lt;br /&gt;
| 2D8&lt;br /&gt;
| x3&lt;br /&gt;
| 90&lt;br /&gt;
| 15lbs&lt;br /&gt;
| P &amp;amp; B&lt;br /&gt;
| Masterwork&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Weapon Descriptions==&lt;br /&gt;
&lt;br /&gt;
The Emblem of Ea has a number of custom weapons and exotic items that are part of our game world. Some of these are simple variations on a common theme such as the Dran Flail and others are variations of firearms, which are a form of exotic weaponry available in our world. The following information breaks down these weapons which can also be seen in our character generation areas. Please note that this listing /only/ includes house variations on weapons or weapons with particularly complex rules. Most available weapon damages can be seen on our character generation objects. Also note that while armor has no notable differences, weapons for small and medium sized characters are different.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Bayonet:''' Bayonets are long slender blades that are attached to the ends of two-handed firearms (Blunderbusses, Muskets, Long Rifles) and two-handed crossbows (Light and Heavy Crossbows, normal or repeating varieties). Attaching a bayonet is a standard action that provokes attacks of opportunity. Switching between the ranged weapon and the attached bayonet is a free action, allowing the user to mix ranged and melee attacks in the same round without penalty.&lt;br /&gt;
Main Gauche: The Main Gauche is a fencing variation of the dagger for use as an off-hand weapon. Main Gauche's feature a very broad hilt guard, which is as long, or longer, than the blade length itself. A Main Gauche wielded in the off-hand grants a +1 dodge bonus to AC. This dodge bonus increases to +2 if fighting Defensively or using the Total Defense action.&lt;br /&gt;
&lt;br /&gt;
	&lt;br /&gt;
'''Flail, Dran:''' An evolution of the normal heavy flail, the Dran flail is one weapon that helps embody the Dran ideal; bred them big and bred them strong. A large heavy chain attached to a sphere or some other object larger then the head of an ox, the Dran flail is a reach weapon that cannot be used against adjacent opponents due to the space required to swing the head effectively. The Dran flail is a martial weapon.	&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Great-Maul, Dran:''' This enormous weapon is a favorite of the Dranei Warriors of the north and their brutish and physically powerful allies among the northern jotun-kund (The Beastmen) and Orcs. Variations on this theme can be found as well among the dwarves. An exotic weapon, it does incredible damage but also grants an additional +4 bonus when used on sunder attempts against shields. Various ornate versions of it exist ranging from enormous hammers to vast decorated clubs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Claws of Attack, Orcish:''' This traditional orcish weapon consists of blades that emulate the 12 inch claws of a dire wolf. Sometimes they are designed literally as finger-blades and other times they are strapped to a large gauntlet. Either way, they require the user to get up close and personal with an opponent. The orcs treat orcish claws of attacks as martial weapons, otherwise they are exotic.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Circleknife:''' Circleknives are actually a broad category of weapons that are all handled in the same manner. A circleknife is characterized by a grip that is similar to a Punch Dagger, but uses one or more circular blades that come out perpendicular to the direction of the fist. All variations feature hooked edges or trapping areas to help with disarming foes, granting a +2 bonus to Disarm attempts. Additionally their broad surfaces help with parrying attacks, granting a +1 Dodge bonus to AC if wielded in pairs by a proficient user.  Common variations include the Hornknife, which looks like two crescent-shaped blades merged together in opposing directions, with a leather grip at the center of one or the other. Wind and Fire Wheels are a variation from Tsang Lun, they are a full circular blade, sometimes with sharp serration, that features the grip on a crosspiece in the center of the wheel. This is an exotic weapon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Swordwhip, Charn:''' The swordwhip is a flexible weapon that is as beautiful as it is vicious when wielded proficiently. Originally only nobles and officers of the Stygian Empire carried them, but their usage has gradually expanded. Swordwhips are made with segmented blades bound by an elastic woven cord that runs through the center of the blade. If swung in a wide enough arc the cord stretches, causing the weapon to lengthen much like a whip. At the beginning of the wielder's turn she can choose to use it as a Piercing weapon, or as a Slashing weapon that has Reach, a +2 bonus to Disarm attempts and can make Trip attacks. This choice cannot be changed until the wielder's next turn. This is an exotic weapon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Hookblade, Veyshanti:''' An ancient weapon devised by the Veyshanti, the Hookblade is similar in construction to a scimitar but is curved inwards rather than back. This hook-like design allows it to negate the shield AC of the defender's Buckler, Light Shield or Heavy Shield (The shield AC of Tower Shield's are not affected). Additionally the Hookblade has a +2 bonus to Disarm attempts.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Mancatcher:''' A mancatcher is a polearm designed to ensnare a foe when it strikes, using a hooked end with wickedly barbed claws.  A wielder that hits an opponent of Small, Medium, or Large size attempts to start a grapple as a free action without provoking an attack of opportunity.  If the wielder gets a hold, the staff grabs the opponent and deals 1d10 points of piercing damage each round the hold is maintained.  A mancatcher has reach: it can strike opponents up to ten feet away but cannot be used against an adjacent opponent. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Skipball, Halfling:''' Skipballs are small metal balls wrapped in specially-treated cord and a rubber-like resin. Virtually indistinguishable from a child's toy, a skipball strikes with much greater force due to the metal weight inside. A user does not need an Exotic Weapon Proficiency to hurl a Skipball without penalty, but having the required proficiency allows the user to ricochet it off of obstacles and opponents. On a successful hit the attacker (If proficient) can roll again using the same attack bonus but with an additional -4 penalty in order to hit another opponent that is no more than 20 ft from the original target. Defenders do not gain the benefits of Cover (+4 bonus to AC) against attacks made by a proficient Skipball user. A halfling treats a Skippball as a martial weapon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Bola:'''  This thrown weapon is a length of cord with stone or metal weights on the end, mostly used for catching animals. Bolas will entangle an opponent on a successful hit, in addition to causing damage.  An entangled creature suffers -2 on attack rolls and a -4 penalty on effective Dexterity.  The entangled creature can only move at half speed and cannot charge or run.  If the entangled creature attempts to cast a spell, it must succeed at a Concentration check (DC 15).  The entangled creature can escape with an Escape Artist check (DC 15) that is a full round action.  The bolas has 4 hit points and can be burst with a Strength check (DC 23, also a full round action). A bola is only useful against Small, Medium, or Large size creatures. A bola is an exotic weapon requiring Exotic Weapon Proficiency (bola).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Bombs and Smoke Bombs are per the DMG.'''&lt;br /&gt;
&lt;br /&gt;
===Firearms in Tenebrae===&lt;br /&gt;
Firearms are not simple weapons to operate. They are heavy weapons that kick nearly as soon as the trigger is pulled. Someone without the proper military training will find his or her ability to hit with a firearm severely limited. Some weapons are even heavier, requiring more specialized training.&amp;amp;nbsp; Reloading a firearm requires training, but a person trained to use one firearm can reload any firearm, regardless of their actual ability to fire it effectively.&lt;br /&gt;
&lt;br /&gt;
There are 5 types of Firearms. The Proficiency names for Feats are Pistol, Long Gun, Blunderbuss, Heavy Pistol and Heavy Gun. Long Guns, Blunderbuss and Heavy Guns are all Two Handed Weapons. Pistols and Heavy Pistols can be fired with one hand. Treat Pistols as Light Weapons and Heavy Pistols as One-Handed Weapons for TWF. When employed in this way (TWF) Rapid Shot, Many Shot, and Two Weapon Rend may not be used with firearms.&lt;br /&gt;
&lt;br /&gt;
'''Pistol &amp;amp; Long Gun'''&lt;br /&gt;
&lt;br /&gt;
Standard Firearms, the modern flintlock pistol and rifle are now becoming standard technology in many units.&amp;amp;nbsp; These weapons have a smooth bore.&lt;br /&gt;
&lt;br /&gt;
'''Military Pistol &amp;amp; Long Rifle''' &lt;br /&gt;
&lt;br /&gt;
Rifling the barrel with a spiral grove has been proven to give the bullet a spin that allows it to fly farther accurately.&amp;amp;nbsp; Due to the precision of the process, all Military Pistols and Long Rifles are Masterwork, which is included in the price.&lt;br /&gt;
&lt;br /&gt;
'''Blunderbuss''' &lt;br /&gt;
&lt;br /&gt;
The blunderbuss hasn't changed much in function, though the form has benefited from the same advances as pistols and rifles.&amp;amp;nbsp; A Blunderbuss does full damage to a single target within the first range increment, or half damage to up to 3 adjacent targets beyond that to maximum range.&lt;br /&gt;
&lt;br /&gt;
'''Hand Cannon, Dinosaur Gun and Dragon Rifle''' &lt;br /&gt;
&lt;br /&gt;
A hand cannon uses Rifle Ammunition, and Dino and Dragon Guns use even larger rounds to hunt huge beasts.&amp;amp;nbsp; These weapons require special training to fire successfully.&amp;amp;nbsp; Attempting to rifle the barrel of a Hand Cannon does not provide any benefit, though it can receive masterwork normally.&lt;br /&gt;
&lt;br /&gt;
==Ammunition==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot;&lt;br /&gt;
| Pistol&lt;br /&gt;
| 3g for 10&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Rifle, Hand Cannon, Blunderbuss&lt;br /&gt;
| 4g for 10&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Dinosaur Gun&lt;br /&gt;
| 5g for 10&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Quickshot&lt;br /&gt;
| 5g for 1 *&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;nowiki&amp;gt;* See description&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Quickshot Ammo'''&lt;br /&gt;
&lt;br /&gt;
Using an alchemical process to bind the powder directly to one side of the ball, quickshot ammo can be loaded quickly and cleanly. Using a weapon with Quickshot Ammo confers the Quickshot trait for that shot (see Additional Rules, below).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Double Barrels, Quad Irons and Six Shots'''&lt;br /&gt;
&lt;br /&gt;
Disdained by any serious Gunner, these weapons combine multiple barrels into a single weapon.&amp;amp;nbsp; But they can be popular with warriors who want to get off several quick shots at the beginning of combat before drawing a melee weapon.&amp;amp;nbsp; The cost of the weapon is the base price for the weapon multiplied by the number of barrels.&amp;amp;nbsp; Each barrel must be enchanted separately if that is desired.&amp;amp;nbsp; The weight and awkwardness of Quad Irons provide a â€“1 penalty to any shot after the first in a round, and Six Shots have a â€“2 penalty.&amp;amp;nbsp; Multi-Shot weapons provide no benefit to reloading.&lt;br /&gt;
&lt;br /&gt;
==Additional Rules for Firearms==&lt;br /&gt;
'''Quickshot Trait'''&lt;br /&gt;
&lt;br /&gt;
Whether through magic, alchemy or technology, a weapon with this trait can fire rounds without paper and/or loose powder.&amp;amp;nbsp; Without these complications a Quickshot weapon can be reloaded as a move action.&amp;amp;nbsp; A skilled gunner with the Lightning Reload feat can reload a Quickshot Weapon as a free action.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Quickshot''' (Spell)&lt;br /&gt;
&lt;br /&gt;
School: Transmutation&lt;br /&gt;
&lt;br /&gt;
Level: Rgr 2, Sor/Wiz 2&lt;br /&gt;
&lt;br /&gt;
Components: V, S, M&lt;br /&gt;
&lt;br /&gt;
Casting Time: 1 Standard Action&lt;br /&gt;
&lt;br /&gt;
Target: 1 Firearm Barrel&lt;br /&gt;
&lt;br /&gt;
Duration: 1 Minute/level&lt;br /&gt;
&lt;br /&gt;
Saving Throws: None, Spell Resistance â€“ No&lt;br /&gt;
&lt;br /&gt;
Component: A pinch of gunpowder&lt;br /&gt;
&lt;br /&gt;
The firearm barrel under the effects of this spell gains the Quickshot Trait.&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
NOTE: The spell is worded this way to accommodate Double Barrels etc.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
'''Quickshot''' (+1 Weapon Enchantment)&lt;br /&gt;
&lt;br /&gt;
This enchantment permanently applies the Quickshot Trait to a single barrel.&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
Moderate Transmutation; CL 6; Craft Magic Arms and Armor, Quickshot Spell&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Reloading Firearms'''&lt;br /&gt;
&lt;br /&gt;
A person trained in firearms can reload one as a standard action that provokes an attack of opportunity.  Feats, Magic and Special Items can reduce this time down.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Combat Feats'''&lt;br /&gt;
&lt;br /&gt;
'''Lightning Reload''' &lt;br /&gt;
You are quite comfortable with loading a firearm.&lt;br /&gt;
&lt;br /&gt;
: Prerequisite: Proficiency in Firearms, +1 BAB&lt;br /&gt;
&lt;br /&gt;
: Benefit: It takes you a move action to reload a firearm you are proficient with.&lt;br /&gt;
&lt;br /&gt;
: Special: This feat stacks with the Quickshot Trait (See Below)&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
'''Master Reload'''&lt;br /&gt;
Your hand are a blur as you load your weapons.&lt;br /&gt;
&lt;br /&gt;
: Prerequisite: Lightning Reload, BAB +6&lt;br /&gt;
&lt;br /&gt;
: Benefit: It takes you a free action to reload a Firearm you are proficient with.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Marskman Combat Style'''&lt;br /&gt;
&lt;br /&gt;
2nd Level – Lightning Reload, Point Blank Shot, Precise Shot&lt;br /&gt;
&lt;br /&gt;
6th Level – Master Reload, Vital Strike, Improved Precise Shot&lt;br /&gt;
&lt;br /&gt;
10th Level – Improved Vital Strike, Penetrating Strike (Future Penetrating Strike steps are available at appropriate Levels.)&lt;/div&gt;</summary>
		<author><name>70.254.207.224</name></author>
	</entry>
	<entry>
		<id>http://www.tenebraemush.net/index.php?title=Main_Page&amp;diff=195</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="http://www.tenebraemush.net/index.php?title=Main_Page&amp;diff=195"/>
		<updated>2010-02-06T07:18:56Z</updated>

		<summary type="html">&lt;p&gt;70.254.207.224: /* Temporary: Wiki Status: What's Been Done and What Hasn't */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Frontpage_splash.jpg]]&lt;br /&gt;
&lt;br /&gt;
== Temporary: Wiki Status: What's Been Done and What Hasn't ==&lt;br /&gt;
&lt;br /&gt;
What Needs Done: Wiki&lt;br /&gt;
&lt;br /&gt;
# Complete Logo for upper left (mock v1 sent to Lolth as placeholder, ask Mael to review)&lt;br /&gt;
# Install styles on wiki (this will create the nice navigation, primarily)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Theme&lt;br /&gt;
# Languages: need imported&lt;br /&gt;
# Local Theme&lt;br /&gt;
##Add Xander's maps (emailed to Lolth)&lt;br /&gt;
##Recheck any links in red: decide to add content, or delete link&lt;br /&gt;
# Nations and Factions: recheck any links in red: decide to add content, or delete link&lt;br /&gt;
# Races: need imported, with height/weight chart and age lists&lt;br /&gt;
# Religion: need imported, be sure to check domain lists&lt;br /&gt;
# World History: recheck any links in red: decide to add content, or delete link&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
d20 and House Rules&lt;br /&gt;
# Classes: revisit PrC lists, doublecheck artificer (especially table)&lt;br /&gt;
# Equipment: divide into Weapons and Adventuring Equipment sections, port information from Spells and Items over to make this second section&lt;br /&gt;
# Races: delete and leave this under Theme only&lt;br /&gt;
# Skills: don't know wha'ts up with this&lt;br /&gt;
# Spells and Items: Remake to just spells. See point #2&lt;br /&gt;
# Monsters: are we using the spiderstuff? This has been partly included; waiting on confirm either direction.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Getting Help&lt;br /&gt;
# FAQ: Port over FAQ from main wiki, combine with items from player wiki&lt;br /&gt;
# Theme Guide: recheck any links in red: decide to add content, or delete link&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Game Policies&lt;br /&gt;
# Building: being revisited?&lt;br /&gt;
# Player Run Plots: being revisited?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Meta&lt;br /&gt;
# Add art blurb&lt;br /&gt;
&lt;br /&gt;
== Temporary: List of Content ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Plan: '''This list will eventually migrate to the dropdown menus. It will be deleted from the front page.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot;&lt;br /&gt;
| '''Plots and Game Logs'''&lt;br /&gt;
[[Recent History]]&lt;br /&gt;
&lt;br /&gt;
[[Older History]]&lt;br /&gt;
&lt;br /&gt;
| '''Community'''&lt;br /&gt;
[http://forum.tenebraemush.net Game Forum]&lt;br /&gt;
&lt;br /&gt;
[[Player Contributions]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| '''Theme'''&lt;br /&gt;
[[Calendar]]&lt;br /&gt;
&lt;br /&gt;
[[Languages]]&lt;br /&gt;
&lt;br /&gt;
[[Local Theme]]&lt;br /&gt;
&lt;br /&gt;
[[Magitech &amp;amp; Magic]]&lt;br /&gt;
&lt;br /&gt;
[[Nations and Factions]]&lt;br /&gt;
&lt;br /&gt;
[[Nonplayer Characters]]&lt;br /&gt;
&lt;br /&gt;
[[Races]]&lt;br /&gt;
&lt;br /&gt;
[[Religion]]&lt;br /&gt;
&lt;br /&gt;
[[World History]]&lt;br /&gt;
&lt;br /&gt;
| '''D20 Content and House Rules'''&lt;br /&gt;
[[Classes]]&lt;br /&gt;
&lt;br /&gt;
[[Equipment]] &lt;br /&gt;
&lt;br /&gt;
[[Feats]]&lt;br /&gt;
&lt;br /&gt;
[[Monsters &amp;amp; Templates]]&lt;br /&gt;
&lt;br /&gt;
[[Races]]&lt;br /&gt;
&lt;br /&gt;
[[Restricted Races]]&lt;br /&gt;
&lt;br /&gt;
[[Skills]]&lt;br /&gt;
&lt;br /&gt;
[[Spells &amp;amp; Items]] &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| '''Getting Help'''&lt;br /&gt;
[[Game FAQ]]&lt;br /&gt;
&lt;br /&gt;
[[Legwork Guide]]&lt;br /&gt;
&lt;br /&gt;
[[Pathfinder Resources]]&lt;br /&gt;
&lt;br /&gt;
[[Theme Guide]]&lt;br /&gt;
| '''Game Policies'''&lt;br /&gt;
[[Building]]&lt;br /&gt;
&lt;br /&gt;
[[Behaviour]]&lt;br /&gt;
&lt;br /&gt;
[[Dramatic Time]]&lt;br /&gt;
&lt;br /&gt;
[[Player Run Plots]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Temporary: StyleGuide ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Plan: '''This list will eventually make it to the [[Help:Editing|editing help]] section which Lahar needs to make. Bug her.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Purpose: '''This StyleGuide does not apply to character pages. Instead, it applies to ''all other'' pages, and is intended for a consistent look for the entire wiki. Generally, there should be no need to read these: simply pick a page and follow the example.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Headers'''&lt;br /&gt;
&lt;br /&gt;
Header colors: #008080 &lt;br /&gt;
&lt;br /&gt;
Header font: Sans serif&lt;br /&gt;
&lt;br /&gt;
Other: Largest headers should be underlined, no excess punctuation in headers (: or .), Capitalize first letter only (Title Case)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Images'''&lt;br /&gt;
&lt;br /&gt;
Other: Image links should not contain borders (border=0).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Temporary: MediaWiki has been successfully installed. ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Consult the [http://meta.wikimedia.org/wiki/Help:Contents User's Guide] for information on using the wiki software.&lt;br /&gt;
&lt;br /&gt;
== Temporary: Getting started ==&lt;br /&gt;
* [http://www.mediawiki.org/wiki/Manual:Configuration_settings Configuration settings list]&lt;br /&gt;
* [http://www.mediawiki.org/wiki/Manual:FAQ MediaWiki FAQ]&lt;br /&gt;
* [https://lists.wikimedia.org/mailman/listinfo/mediawiki-announce MediaWiki release mailing list]&lt;/div&gt;</summary>
		<author><name>70.254.207.224</name></author>
	</entry>
	<entry>
		<id>http://www.tenebraemush.net/index.php?title=Main_Page&amp;diff=191</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="http://www.tenebraemush.net/index.php?title=Main_Page&amp;diff=191"/>
		<updated>2010-02-06T05:19:53Z</updated>

		<summary type="html">&lt;p&gt;70.254.207.224: /* Temporary: Wiki Status: What's Been Done and What Hasn't */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Frontpage_splash.jpg]]&lt;br /&gt;
&lt;br /&gt;
== Temporary: Wiki Status: What's Been Done and What Hasn't ==&lt;br /&gt;
&lt;br /&gt;
What Needs Done: Wiki&lt;br /&gt;
&lt;br /&gt;
# Complete Logo for upper left (mock v1 sent to Lolth as placeholder, ask Mael to review)&lt;br /&gt;
# Install styles on wiki&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Theme&lt;br /&gt;
# Languages: need imported&lt;br /&gt;
# Local Theme&lt;br /&gt;
##Add Xander's maps (emailed to Lolth)&lt;br /&gt;
##Recheck any links in red: decide to add content, or delete link&lt;br /&gt;
# Nations and Factions: recheck any links in red: decide to add content, or delete link&lt;br /&gt;
# Races: need imported, with height/weight chart and age lists&lt;br /&gt;
# Religion: need imported, be sure to check domain lists&lt;br /&gt;
# World History: recheck any links in red: decide to add content, or delete link&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
d20 and House Rules&lt;br /&gt;
# Classes: revisit PrC lists, doublecheck artificer (especially table)&lt;br /&gt;
# Equipment: divide into Weapons and Adventuring Equipment sections, port information from Spells and Items over to make this second section&lt;br /&gt;
# Races: delete and leave this under Theme only&lt;br /&gt;
# Skills: don't know wha'ts up with this&lt;br /&gt;
# Spells and Items: Remake to just spells. See point #2&lt;br /&gt;
# Monsters: are we using the spiderstuff? This has been partly included; waiting on confirm either direction.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Getting Help&lt;br /&gt;
# FAQ: Port over FAQ from main wiki, combine with items from player wiki&lt;br /&gt;
# Theme Guide: recheck any links in red: decide to add content, or delete link&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Game Policies&lt;br /&gt;
# Building: being revisited?&lt;br /&gt;
# Player Run Plots: being revisited?&lt;br /&gt;
&lt;br /&gt;
== Temporary: List of Content ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Plan: '''This list will eventually migrate to the dropdown menus. It will be deleted from the front page.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot;&lt;br /&gt;
| '''Plots and Game Logs'''&lt;br /&gt;
[[Recent History]]&lt;br /&gt;
&lt;br /&gt;
[[Older History]]&lt;br /&gt;
&lt;br /&gt;
| '''Community'''&lt;br /&gt;
[http://forum.tenebraemush.net Game Forum]&lt;br /&gt;
&lt;br /&gt;
[[Player Contributions]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| '''Theme'''&lt;br /&gt;
[[Calendar]]&lt;br /&gt;
&lt;br /&gt;
[[Languages]]&lt;br /&gt;
&lt;br /&gt;
[[Local Theme]]&lt;br /&gt;
&lt;br /&gt;
[[Magitech &amp;amp; Magic]]&lt;br /&gt;
&lt;br /&gt;
[[Nations and Factions]]&lt;br /&gt;
&lt;br /&gt;
[[Nonplayer Characters]]&lt;br /&gt;
&lt;br /&gt;
[[Races]]&lt;br /&gt;
&lt;br /&gt;
[[Religion]]&lt;br /&gt;
&lt;br /&gt;
[[World History]]&lt;br /&gt;
&lt;br /&gt;
| '''D20 Content and House Rules'''&lt;br /&gt;
[[Classes]]&lt;br /&gt;
&lt;br /&gt;
[[Equipment]] &lt;br /&gt;
&lt;br /&gt;
[[Feats]]&lt;br /&gt;
&lt;br /&gt;
[[Monsters &amp;amp; Templates]]&lt;br /&gt;
&lt;br /&gt;
[[Races]]&lt;br /&gt;
&lt;br /&gt;
[[Restricted Races]]&lt;br /&gt;
&lt;br /&gt;
[[Skills]]&lt;br /&gt;
&lt;br /&gt;
[[Spells &amp;amp; Items]] &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| '''Getting Help'''&lt;br /&gt;
[[Game FAQ]]&lt;br /&gt;
&lt;br /&gt;
[[Legwork Guide]]&lt;br /&gt;
&lt;br /&gt;
[[Pathfinder Resources]]&lt;br /&gt;
&lt;br /&gt;
[[Theme Guide]]&lt;br /&gt;
| '''Game Policies'''&lt;br /&gt;
[[Building]]&lt;br /&gt;
&lt;br /&gt;
[[Behaviour]]&lt;br /&gt;
&lt;br /&gt;
[[Dramatic Time]]&lt;br /&gt;
&lt;br /&gt;
[[Player Run Plots]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Temporary: StyleGuide ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Plan: '''This list will eventually make it to the [[Help:Editing|editing help]] section which Lahar needs to make. Bug her.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Purpose: '''This StyleGuide does not apply to character pages. Instead, it applies to ''all other'' pages, and is intended for a consistent look for the entire wiki. Generally, there should be no need to read these: simply pick a page and follow the example.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Headers'''&lt;br /&gt;
&lt;br /&gt;
Header colors: #008080 &lt;br /&gt;
&lt;br /&gt;
Header font: Sans serif&lt;br /&gt;
&lt;br /&gt;
Other: Largest headers should be underlined, no excess punctuation in headers (: or .), Capitalize first letter only (Title Case)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Images'''&lt;br /&gt;
&lt;br /&gt;
Other: Image links should not contain borders (border=0).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Temporary: MediaWiki has been successfully installed. ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Consult the [http://meta.wikimedia.org/wiki/Help:Contents User's Guide] for information on using the wiki software.&lt;br /&gt;
&lt;br /&gt;
== Temporary: Getting started ==&lt;br /&gt;
* [http://www.mediawiki.org/wiki/Manual:Configuration_settings Configuration settings list]&lt;br /&gt;
* [http://www.mediawiki.org/wiki/Manual:FAQ MediaWiki FAQ]&lt;br /&gt;
* [https://lists.wikimedia.org/mailman/listinfo/mediawiki-announce MediaWiki release mailing list]&lt;/div&gt;</summary>
		<author><name>70.254.207.224</name></author>
	</entry>
	<entry>
		<id>http://www.tenebraemush.net/index.php?title=Main_Page&amp;diff=190</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="http://www.tenebraemush.net/index.php?title=Main_Page&amp;diff=190"/>
		<updated>2010-02-06T05:19:29Z</updated>

		<summary type="html">&lt;p&gt;70.254.207.224: /* Temporary: Wiki Status: What's Been Done and What Hasn't */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Frontpage_splash.jpg]]&lt;br /&gt;
&lt;br /&gt;
== Temporary: Wiki Status: What's Been Done and What Hasn't ==&lt;br /&gt;
&lt;br /&gt;
What Needs Done: Wiki&lt;br /&gt;
&lt;br /&gt;
# Complete Logo for upper left (mock v1 sent to Lolth as placeholder, ask Mael to review)&lt;br /&gt;
# Install styles on wiki&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Theme&lt;br /&gt;
# Languages: need imported&lt;br /&gt;
# Local Theme&lt;br /&gt;
##Add Xander's maps (emailed to Lolth)&lt;br /&gt;
##Recheck any links in red: decide to add content, or delete link&lt;br /&gt;
# Nations and Factions: recheck any links in red: decide to add content, or delete link&lt;br /&gt;
# Races: need imported&lt;br /&gt;
# Religion: need imported, be sure to check domain lists&lt;br /&gt;
# World History: recheck any links in red: decide to add content, or delete link&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
d20 and House Rules&lt;br /&gt;
# Classes: revisit PrC lists, doublecheck artificer (especially table)&lt;br /&gt;
# Equipment: divide into Weapons and Adventuring Equipment sections, port information from Spells and Items over to make this second section&lt;br /&gt;
# Races: delete and leave this under Theme only&lt;br /&gt;
# Skills: don't know wha'ts up with this&lt;br /&gt;
# Spells and Items: Remake to just spells. See point #2&lt;br /&gt;
# Monsters: are we using the spiderstuff? This has been partly included; waiting on confirm either direction.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Getting Help&lt;br /&gt;
# FAQ: Port over FAQ from main wiki, combine with items from player wiki&lt;br /&gt;
# Theme Guide: recheck any links in red: decide to add content, or delete link&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Game Policies&lt;br /&gt;
# Building: being revisited?&lt;br /&gt;
# Player Run Plots: being revisited?&lt;br /&gt;
&lt;br /&gt;
== Temporary: List of Content ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Plan: '''This list will eventually migrate to the dropdown menus. It will be deleted from the front page.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot;&lt;br /&gt;
| '''Plots and Game Logs'''&lt;br /&gt;
[[Recent History]]&lt;br /&gt;
&lt;br /&gt;
[[Older History]]&lt;br /&gt;
&lt;br /&gt;
| '''Community'''&lt;br /&gt;
[http://forum.tenebraemush.net Game Forum]&lt;br /&gt;
&lt;br /&gt;
[[Player Contributions]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| '''Theme'''&lt;br /&gt;
[[Calendar]]&lt;br /&gt;
&lt;br /&gt;
[[Languages]]&lt;br /&gt;
&lt;br /&gt;
[[Local Theme]]&lt;br /&gt;
&lt;br /&gt;
[[Magitech &amp;amp; Magic]]&lt;br /&gt;
&lt;br /&gt;
[[Nations and Factions]]&lt;br /&gt;
&lt;br /&gt;
[[Nonplayer Characters]]&lt;br /&gt;
&lt;br /&gt;
[[Races]]&lt;br /&gt;
&lt;br /&gt;
[[Religion]]&lt;br /&gt;
&lt;br /&gt;
[[World History]]&lt;br /&gt;
&lt;br /&gt;
| '''D20 Content and House Rules'''&lt;br /&gt;
[[Classes]]&lt;br /&gt;
&lt;br /&gt;
[[Equipment]] &lt;br /&gt;
&lt;br /&gt;
[[Feats]]&lt;br /&gt;
&lt;br /&gt;
[[Monsters &amp;amp; Templates]]&lt;br /&gt;
&lt;br /&gt;
[[Races]]&lt;br /&gt;
&lt;br /&gt;
[[Restricted Races]]&lt;br /&gt;
&lt;br /&gt;
[[Skills]]&lt;br /&gt;
&lt;br /&gt;
[[Spells &amp;amp; Items]] &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| '''Getting Help'''&lt;br /&gt;
[[Game FAQ]]&lt;br /&gt;
&lt;br /&gt;
[[Legwork Guide]]&lt;br /&gt;
&lt;br /&gt;
[[Pathfinder Resources]]&lt;br /&gt;
&lt;br /&gt;
[[Theme Guide]]&lt;br /&gt;
| '''Game Policies'''&lt;br /&gt;
[[Building]]&lt;br /&gt;
&lt;br /&gt;
[[Behaviour]]&lt;br /&gt;
&lt;br /&gt;
[[Dramatic Time]]&lt;br /&gt;
&lt;br /&gt;
[[Player Run Plots]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Temporary: StyleGuide ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Plan: '''This list will eventually make it to the [[Help:Editing|editing help]] section which Lahar needs to make. Bug her.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Purpose: '''This StyleGuide does not apply to character pages. Instead, it applies to ''all other'' pages, and is intended for a consistent look for the entire wiki. Generally, there should be no need to read these: simply pick a page and follow the example.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Headers'''&lt;br /&gt;
&lt;br /&gt;
Header colors: #008080 &lt;br /&gt;
&lt;br /&gt;
Header font: Sans serif&lt;br /&gt;
&lt;br /&gt;
Other: Largest headers should be underlined, no excess punctuation in headers (: or .), Capitalize first letter only (Title Case)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Images'''&lt;br /&gt;
&lt;br /&gt;
Other: Image links should not contain borders (border=0).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Temporary: MediaWiki has been successfully installed. ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Consult the [http://meta.wikimedia.org/wiki/Help:Contents User's Guide] for information on using the wiki software.&lt;br /&gt;
&lt;br /&gt;
== Temporary: Getting started ==&lt;br /&gt;
* [http://www.mediawiki.org/wiki/Manual:Configuration_settings Configuration settings list]&lt;br /&gt;
* [http://www.mediawiki.org/wiki/Manual:FAQ MediaWiki FAQ]&lt;br /&gt;
* [https://lists.wikimedia.org/mailman/listinfo/mediawiki-announce MediaWiki release mailing list]&lt;/div&gt;</summary>
		<author><name>70.254.207.224</name></author>
	</entry>
	<entry>
		<id>http://www.tenebraemush.net/index.php?title=Main_Page&amp;diff=189</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="http://www.tenebraemush.net/index.php?title=Main_Page&amp;diff=189"/>
		<updated>2010-02-06T05:12:56Z</updated>

		<summary type="html">&lt;p&gt;70.254.207.224: /* Temporary: Wiki Status: What's Been Done and What Hasn't */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Frontpage_splash.jpg]]&lt;br /&gt;
&lt;br /&gt;
== Temporary: Wiki Status: What's Been Done and What Hasn't ==&lt;br /&gt;
&lt;br /&gt;
What Needs Done: Wiki&lt;br /&gt;
&lt;br /&gt;
# Complete Logo for upper left (mock v1 sent to Lolth as placeholder, ask Mael to review)&lt;br /&gt;
# Install styles on wiki&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Theme&lt;br /&gt;
# Languages: need imported&lt;br /&gt;
# Local Theme&lt;br /&gt;
##Add Xander's maps (emailed to Lolth)&lt;br /&gt;
##Recheck any links in red: decide to add content, or delete link&lt;br /&gt;
# Nations and Factions: recheck any links in red: decide to add content, or delete link&lt;br /&gt;
# Races: need imported&lt;br /&gt;
# Religion: need imported, change Althea's domains to: Good, Healing, Creation, Community, Protection (&amp;quot;Good&amp;quot; also needs added to CG)&lt;br /&gt;
# World History: recheck any links in red: decide to add content, or delete link&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
d20 and House Rules&lt;br /&gt;
# Classes: revisit PrC lists, doublecheck artificer (especially table)&lt;br /&gt;
# Equipment: divide into Weapons and Adventuring Equipment sections, port information from Spells and Items over to make this second section&lt;br /&gt;
# Races: delete and leave this under Theme only&lt;br /&gt;
# Skills: don't know wha'ts up with this&lt;br /&gt;
# Spells and Items: Remake to just spells. See point #2&lt;br /&gt;
# Monsters: are we using the spiderstuff? This has been partly included; waiting on confirm either direction.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Getting Help&lt;br /&gt;
# FAQ: Port over FAQ from main wiki, combine with items from player wiki&lt;br /&gt;
# Theme Guide: recheck any links in red: decide to add content, or delete link&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Game Policies&lt;br /&gt;
# Building: being revisited?&lt;br /&gt;
# Player Run Plots: being revisited?&lt;br /&gt;
&lt;br /&gt;
== Temporary: List of Content ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Plan: '''This list will eventually migrate to the dropdown menus. It will be deleted from the front page.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot;&lt;br /&gt;
| '''Plots and Game Logs'''&lt;br /&gt;
[[Recent History]]&lt;br /&gt;
&lt;br /&gt;
[[Older History]]&lt;br /&gt;
&lt;br /&gt;
| '''Community'''&lt;br /&gt;
[http://forum.tenebraemush.net Game Forum]&lt;br /&gt;
&lt;br /&gt;
[[Player Contributions]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| '''Theme'''&lt;br /&gt;
[[Calendar]]&lt;br /&gt;
&lt;br /&gt;
[[Languages]]&lt;br /&gt;
&lt;br /&gt;
[[Local Theme]]&lt;br /&gt;
&lt;br /&gt;
[[Magitech &amp;amp; Magic]]&lt;br /&gt;
&lt;br /&gt;
[[Nations and Factions]]&lt;br /&gt;
&lt;br /&gt;
[[Nonplayer Characters]]&lt;br /&gt;
&lt;br /&gt;
[[Races]]&lt;br /&gt;
&lt;br /&gt;
[[Religion]]&lt;br /&gt;
&lt;br /&gt;
[[World History]]&lt;br /&gt;
&lt;br /&gt;
| '''D20 Content and House Rules'''&lt;br /&gt;
[[Classes]]&lt;br /&gt;
&lt;br /&gt;
[[Equipment]] &lt;br /&gt;
&lt;br /&gt;
[[Feats]]&lt;br /&gt;
&lt;br /&gt;
[[Monsters &amp;amp; Templates]]&lt;br /&gt;
&lt;br /&gt;
[[Races]]&lt;br /&gt;
&lt;br /&gt;
[[Restricted Races]]&lt;br /&gt;
&lt;br /&gt;
[[Skills]]&lt;br /&gt;
&lt;br /&gt;
[[Spells &amp;amp; Items]] &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| '''Getting Help'''&lt;br /&gt;
[[Game FAQ]]&lt;br /&gt;
&lt;br /&gt;
[[Legwork Guide]]&lt;br /&gt;
&lt;br /&gt;
[[Pathfinder Resources]]&lt;br /&gt;
&lt;br /&gt;
[[Theme Guide]]&lt;br /&gt;
| '''Game Policies'''&lt;br /&gt;
[[Building]]&lt;br /&gt;
&lt;br /&gt;
[[Behaviour]]&lt;br /&gt;
&lt;br /&gt;
[[Dramatic Time]]&lt;br /&gt;
&lt;br /&gt;
[[Player Run Plots]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Temporary: StyleGuide ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Plan: '''This list will eventually make it to the [[Help:Editing|editing help]] section which Lahar needs to make. Bug her.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Purpose: '''This StyleGuide does not apply to character pages. Instead, it applies to ''all other'' pages, and is intended for a consistent look for the entire wiki. Generally, there should be no need to read these: simply pick a page and follow the example.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Headers'''&lt;br /&gt;
&lt;br /&gt;
Header colors: #008080 &lt;br /&gt;
&lt;br /&gt;
Header font: Sans serif&lt;br /&gt;
&lt;br /&gt;
Other: Largest headers should be underlined, no excess punctuation in headers (: or .), Capitalize first letter only (Title Case)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Images'''&lt;br /&gt;
&lt;br /&gt;
Other: Image links should not contain borders (border=0).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Temporary: MediaWiki has been successfully installed. ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Consult the [http://meta.wikimedia.org/wiki/Help:Contents User's Guide] for information on using the wiki software.&lt;br /&gt;
&lt;br /&gt;
== Temporary: Getting started ==&lt;br /&gt;
* [http://www.mediawiki.org/wiki/Manual:Configuration_settings Configuration settings list]&lt;br /&gt;
* [http://www.mediawiki.org/wiki/Manual:FAQ MediaWiki FAQ]&lt;br /&gt;
* [https://lists.wikimedia.org/mailman/listinfo/mediawiki-announce MediaWiki release mailing list]&lt;/div&gt;</summary>
		<author><name>70.254.207.224</name></author>
	</entry>
	<entry>
		<id>http://www.tenebraemush.net/index.php?title=Main_Page&amp;diff=188</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="http://www.tenebraemush.net/index.php?title=Main_Page&amp;diff=188"/>
		<updated>2010-02-06T03:49:45Z</updated>

		<summary type="html">&lt;p&gt;70.254.207.224: /* Temporary: Wiki Status: What's Been Done and What Hasn't */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Frontpage_splash.jpg]]&lt;br /&gt;
&lt;br /&gt;
== Temporary: Wiki Status: What's Been Done and What Hasn't ==&lt;br /&gt;
&lt;br /&gt;
What Needs Done: Wiki&lt;br /&gt;
&lt;br /&gt;
# Complete Logo for upper left (mock v1 sent to Lolth as placeholder, ask Mael to review)&lt;br /&gt;
# Install styles on wiki&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Theme&lt;br /&gt;
# Languages: need imported&lt;br /&gt;
# Local Theme&lt;br /&gt;
##Add Xander's maps (emailed to Lolth)&lt;br /&gt;
##Recheck any links in red: decide to add content, or delete link&lt;br /&gt;
# Nations and Factions: recheck any links in red: decide to add content, or delete link&lt;br /&gt;
# Races: need imported&lt;br /&gt;
# Religion: need imported&lt;br /&gt;
# World History: recheck any links in red: decide to add content, or delete link&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
d20 and House Rules&lt;br /&gt;
# Classes: revisit PrC lists, doublecheck artificer (especially table)&lt;br /&gt;
# Equipment: divide into Weapons and Adventuring Equipment sections, port information from Spells and Items over to make this second section&lt;br /&gt;
# Races: delete and leave this under Theme only&lt;br /&gt;
# Skills: don't know wha'ts up with this&lt;br /&gt;
# Spells and Items: Remake to just spells. See point #2&lt;br /&gt;
# Monsters: are we using the spiderstuff? This has been partly included; waiting on confirm either direction.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Getting Help&lt;br /&gt;
# FAQ: Port over FAQ from main wiki, combine with items from player wiki&lt;br /&gt;
# Theme Guide: recheck any links in red: decide to add content, or delete link&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Game Policies&lt;br /&gt;
# Building: being revisited?&lt;br /&gt;
# Player Run Plots: being revisited?&lt;br /&gt;
&lt;br /&gt;
== Temporary: List of Content ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Plan: '''This list will eventually migrate to the dropdown menus. It will be deleted from the front page.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot;&lt;br /&gt;
| '''Plots and Game Logs'''&lt;br /&gt;
[[Recent History]]&lt;br /&gt;
&lt;br /&gt;
[[Older History]]&lt;br /&gt;
&lt;br /&gt;
| '''Community'''&lt;br /&gt;
[http://forum.tenebraemush.net Game Forum]&lt;br /&gt;
&lt;br /&gt;
[[Player Contributions]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| '''Theme'''&lt;br /&gt;
[[Calendar]]&lt;br /&gt;
&lt;br /&gt;
[[Languages]]&lt;br /&gt;
&lt;br /&gt;
[[Local Theme]]&lt;br /&gt;
&lt;br /&gt;
[[Magitech &amp;amp; Magic]]&lt;br /&gt;
&lt;br /&gt;
[[Nations and Factions]]&lt;br /&gt;
&lt;br /&gt;
[[Nonplayer Characters]]&lt;br /&gt;
&lt;br /&gt;
[[Races]]&lt;br /&gt;
&lt;br /&gt;
[[Religion]]&lt;br /&gt;
&lt;br /&gt;
[[World History]]&lt;br /&gt;
&lt;br /&gt;
| '''D20 Content and House Rules'''&lt;br /&gt;
[[Classes]]&lt;br /&gt;
&lt;br /&gt;
[[Equipment]] &lt;br /&gt;
&lt;br /&gt;
[[Feats]]&lt;br /&gt;
&lt;br /&gt;
[[Monsters &amp;amp; Templates]]&lt;br /&gt;
&lt;br /&gt;
[[Races]]&lt;br /&gt;
&lt;br /&gt;
[[Restricted Races]]&lt;br /&gt;
&lt;br /&gt;
[[Skills]]&lt;br /&gt;
&lt;br /&gt;
[[Spells &amp;amp; Items]] &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| '''Getting Help'''&lt;br /&gt;
[[Game FAQ]]&lt;br /&gt;
&lt;br /&gt;
[[Legwork Guide]]&lt;br /&gt;
&lt;br /&gt;
[[Pathfinder Resources]]&lt;br /&gt;
&lt;br /&gt;
[[Theme Guide]]&lt;br /&gt;
| '''Game Policies'''&lt;br /&gt;
[[Building]]&lt;br /&gt;
&lt;br /&gt;
[[Behaviour]]&lt;br /&gt;
&lt;br /&gt;
[[Dramatic Time]]&lt;br /&gt;
&lt;br /&gt;
[[Player Run Plots]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Temporary: StyleGuide ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Plan: '''This list will eventually make it to the [[Help:Editing|editing help]] section which Lahar needs to make. Bug her.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Purpose: '''This StyleGuide does not apply to character pages. Instead, it applies to ''all other'' pages, and is intended for a consistent look for the entire wiki. Generally, there should be no need to read these: simply pick a page and follow the example.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Headers'''&lt;br /&gt;
&lt;br /&gt;
Header colors: #008080 &lt;br /&gt;
&lt;br /&gt;
Header font: Sans serif&lt;br /&gt;
&lt;br /&gt;
Other: Largest headers should be underlined, no excess punctuation in headers (: or .), Capitalize first letter only (Title Case)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Images'''&lt;br /&gt;
&lt;br /&gt;
Other: Image links should not contain borders (border=0).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Temporary: MediaWiki has been successfully installed. ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Consult the [http://meta.wikimedia.org/wiki/Help:Contents User's Guide] for information on using the wiki software.&lt;br /&gt;
&lt;br /&gt;
== Temporary: Getting started ==&lt;br /&gt;
* [http://www.mediawiki.org/wiki/Manual:Configuration_settings Configuration settings list]&lt;br /&gt;
* [http://www.mediawiki.org/wiki/Manual:FAQ MediaWiki FAQ]&lt;br /&gt;
* [https://lists.wikimedia.org/mailman/listinfo/mediawiki-announce MediaWiki release mailing list]&lt;/div&gt;</summary>
		<author><name>70.254.207.224</name></author>
	</entry>
	<entry>
		<id>http://www.tenebraemush.net/index.php?title=Main_Page&amp;diff=187</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="http://www.tenebraemush.net/index.php?title=Main_Page&amp;diff=187"/>
		<updated>2010-02-06T03:41:50Z</updated>

		<summary type="html">&lt;p&gt;70.254.207.224: /* Temporary: Wiki Status: What's Been Done and What Hasn't */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Frontpage_splash.jpg]]&lt;br /&gt;
&lt;br /&gt;
== Temporary: Wiki Status: What's Been Done and What Hasn't ==&lt;br /&gt;
&lt;br /&gt;
What Needs Done: Wiki&lt;br /&gt;
&lt;br /&gt;
# Complete Logo for upper left&lt;br /&gt;
# Install styles on wiki&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Theme&lt;br /&gt;
# Languages: need imported&lt;br /&gt;
# Local Theme&lt;br /&gt;
##Add Xander's maps (emailed to Lolth)&lt;br /&gt;
##Recheck any links in red: decide to add content, or delete link&lt;br /&gt;
# Nations and Factions: recheck any links in red: decide to add content, or delete link&lt;br /&gt;
# Races: need imported&lt;br /&gt;
# Religion: need imported&lt;br /&gt;
# World History: recheck any links in red: decide to add content, or delete link&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
d20 and House Rules&lt;br /&gt;
# Classes: revisit PrC lists, doublecheck artificer (especially table)&lt;br /&gt;
# Equipment: divide into Weapons and Adventuring Equipment sections, port information from Spells and Items over to make this second section&lt;br /&gt;
# Races: delete and leave this under Theme only&lt;br /&gt;
# Skills: don't know wha'ts up with this&lt;br /&gt;
# Spells and Items: Remake to just spells. See point #2&lt;br /&gt;
# Monsters: are we using the spiderstuff? This has been partly included; waiting on confirm either direction.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Getting Help&lt;br /&gt;
# FAQ: Port over FAQ from main wiki, combine with items from player wiki&lt;br /&gt;
# Theme Guide: recheck any links in red: decide to add content, or delete link&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Game Policies&lt;br /&gt;
# Building: being revisited?&lt;br /&gt;
# Player Run Plots: being revisited?&lt;br /&gt;
&lt;br /&gt;
== Temporary: List of Content ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Plan: '''This list will eventually migrate to the dropdown menus. It will be deleted from the front page.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot;&lt;br /&gt;
| '''Plots and Game Logs'''&lt;br /&gt;
[[Recent History]]&lt;br /&gt;
&lt;br /&gt;
[[Older History]]&lt;br /&gt;
&lt;br /&gt;
| '''Community'''&lt;br /&gt;
[http://forum.tenebraemush.net Game Forum]&lt;br /&gt;
&lt;br /&gt;
[[Player Contributions]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| '''Theme'''&lt;br /&gt;
[[Calendar]]&lt;br /&gt;
&lt;br /&gt;
[[Languages]]&lt;br /&gt;
&lt;br /&gt;
[[Local Theme]]&lt;br /&gt;
&lt;br /&gt;
[[Magitech &amp;amp; Magic]]&lt;br /&gt;
&lt;br /&gt;
[[Nations and Factions]]&lt;br /&gt;
&lt;br /&gt;
[[Nonplayer Characters]]&lt;br /&gt;
&lt;br /&gt;
[[Races]]&lt;br /&gt;
&lt;br /&gt;
[[Religion]]&lt;br /&gt;
&lt;br /&gt;
[[World History]]&lt;br /&gt;
&lt;br /&gt;
| '''D20 Content and House Rules'''&lt;br /&gt;
[[Classes]]&lt;br /&gt;
&lt;br /&gt;
[[Equipment]] &lt;br /&gt;
&lt;br /&gt;
[[Feats]]&lt;br /&gt;
&lt;br /&gt;
[[Monsters &amp;amp; Templates]]&lt;br /&gt;
&lt;br /&gt;
[[Races]]&lt;br /&gt;
&lt;br /&gt;
[[Restricted Races]]&lt;br /&gt;
&lt;br /&gt;
[[Skills]]&lt;br /&gt;
&lt;br /&gt;
[[Spells &amp;amp; Items]] &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| '''Getting Help'''&lt;br /&gt;
[[Game FAQ]]&lt;br /&gt;
&lt;br /&gt;
[[Legwork Guide]]&lt;br /&gt;
&lt;br /&gt;
[[Pathfinder Resources]]&lt;br /&gt;
&lt;br /&gt;
[[Theme Guide]]&lt;br /&gt;
| '''Game Policies'''&lt;br /&gt;
[[Building]]&lt;br /&gt;
&lt;br /&gt;
[[Behaviour]]&lt;br /&gt;
&lt;br /&gt;
[[Dramatic Time]]&lt;br /&gt;
&lt;br /&gt;
[[Player Run Plots]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Temporary: StyleGuide ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Plan: '''This list will eventually make it to the [[Help:Editing|editing help]] section which Lahar needs to make. Bug her.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Purpose: '''This StyleGuide does not apply to character pages. Instead, it applies to ''all other'' pages, and is intended for a consistent look for the entire wiki. Generally, there should be no need to read these: simply pick a page and follow the example.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Headers'''&lt;br /&gt;
&lt;br /&gt;
Header colors: #008080 &lt;br /&gt;
&lt;br /&gt;
Header font: Sans serif&lt;br /&gt;
&lt;br /&gt;
Other: Largest headers should be underlined, no excess punctuation in headers (: or .), Capitalize first letter only (Title Case)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Images'''&lt;br /&gt;
&lt;br /&gt;
Other: Image links should not contain borders (border=0).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Temporary: MediaWiki has been successfully installed. ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Consult the [http://meta.wikimedia.org/wiki/Help:Contents User's Guide] for information on using the wiki software.&lt;br /&gt;
&lt;br /&gt;
== Temporary: Getting started ==&lt;br /&gt;
* [http://www.mediawiki.org/wiki/Manual:Configuration_settings Configuration settings list]&lt;br /&gt;
* [http://www.mediawiki.org/wiki/Manual:FAQ MediaWiki FAQ]&lt;br /&gt;
* [https://lists.wikimedia.org/mailman/listinfo/mediawiki-announce MediaWiki release mailing list]&lt;/div&gt;</summary>
		<author><name>70.254.207.224</name></author>
	</entry>
	<entry>
		<id>http://www.tenebraemush.net/index.php?title=Main_Page&amp;diff=186</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="http://www.tenebraemush.net/index.php?title=Main_Page&amp;diff=186"/>
		<updated>2010-02-06T03:41:20Z</updated>

		<summary type="html">&lt;p&gt;70.254.207.224: /* Temporary: Wiki Status: What's Been Done and What Hasn't */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Frontpage_splash.jpg]]&lt;br /&gt;
&lt;br /&gt;
== Temporary: Wiki Status: What's Been Done and What Hasn't ==&lt;br /&gt;
&lt;br /&gt;
What Needs Done: Wiki&lt;br /&gt;
&lt;br /&gt;
# Complete Logo for upper left&lt;br /&gt;
# Install styles on wiki&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Theme&lt;br /&gt;
# Languages: need imported&lt;br /&gt;
# Local Theme&lt;br /&gt;
##Add Xander's maps (emailed to Lolth)&lt;br /&gt;
##Recheck any links in red: decide to add content, or delete link&lt;br /&gt;
# Nations and Factions: recheck any links in red: decide to add content, or delete link&lt;br /&gt;
# Races: need imported&lt;br /&gt;
# Religion: need imported&lt;br /&gt;
# World History: recheck any links in red: decide to add content, or delete link&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
d20 and House Rules&lt;br /&gt;
# Classes: revisit PrC lists, doublecheck artificer (especially table)&lt;br /&gt;
# Equipment: divide into Weapons and Adventuring Equipment sections, port information from Spells and Items over to make this second section&lt;br /&gt;
# Races: delete and leave this under Theme only&lt;br /&gt;
# Skills: don't know wha'ts up with this&lt;br /&gt;
# Spells and Items: Remake to just spells. See point #2&lt;br /&gt;
# Monsters: are we using the spiderstuff?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Getting Help&lt;br /&gt;
# FAQ: Port over FAQ from main wiki, combine with items from player wiki&lt;br /&gt;
# Theme Guide: recheck any links in red: decide to add content, or delete link&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Game Policies&lt;br /&gt;
# Building: being revisited?&lt;br /&gt;
# Player Run Plots: being revisited?&lt;br /&gt;
&lt;br /&gt;
== Temporary: List of Content ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Plan: '''This list will eventually migrate to the dropdown menus. It will be deleted from the front page.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot;&lt;br /&gt;
| '''Plots and Game Logs'''&lt;br /&gt;
[[Recent History]]&lt;br /&gt;
&lt;br /&gt;
[[Older History]]&lt;br /&gt;
&lt;br /&gt;
| '''Community'''&lt;br /&gt;
[http://forum.tenebraemush.net Game Forum]&lt;br /&gt;
&lt;br /&gt;
[[Player Contributions]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| '''Theme'''&lt;br /&gt;
[[Calendar]]&lt;br /&gt;
&lt;br /&gt;
[[Languages]]&lt;br /&gt;
&lt;br /&gt;
[[Local Theme]]&lt;br /&gt;
&lt;br /&gt;
[[Magitech &amp;amp; Magic]]&lt;br /&gt;
&lt;br /&gt;
[[Nations and Factions]]&lt;br /&gt;
&lt;br /&gt;
[[Nonplayer Characters]]&lt;br /&gt;
&lt;br /&gt;
[[Races]]&lt;br /&gt;
&lt;br /&gt;
[[Religion]]&lt;br /&gt;
&lt;br /&gt;
[[World History]]&lt;br /&gt;
&lt;br /&gt;
| '''D20 Content and House Rules'''&lt;br /&gt;
[[Classes]]&lt;br /&gt;
&lt;br /&gt;
[[Equipment]] &lt;br /&gt;
&lt;br /&gt;
[[Feats]]&lt;br /&gt;
&lt;br /&gt;
[[Monsters &amp;amp; Templates]]&lt;br /&gt;
&lt;br /&gt;
[[Races]]&lt;br /&gt;
&lt;br /&gt;
[[Restricted Races]]&lt;br /&gt;
&lt;br /&gt;
[[Skills]]&lt;br /&gt;
&lt;br /&gt;
[[Spells &amp;amp; Items]] &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| '''Getting Help'''&lt;br /&gt;
[[Game FAQ]]&lt;br /&gt;
&lt;br /&gt;
[[Legwork Guide]]&lt;br /&gt;
&lt;br /&gt;
[[Pathfinder Resources]]&lt;br /&gt;
&lt;br /&gt;
[[Theme Guide]]&lt;br /&gt;
| '''Game Policies'''&lt;br /&gt;
[[Building]]&lt;br /&gt;
&lt;br /&gt;
[[Behaviour]]&lt;br /&gt;
&lt;br /&gt;
[[Dramatic Time]]&lt;br /&gt;
&lt;br /&gt;
[[Player Run Plots]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Temporary: StyleGuide ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Plan: '''This list will eventually make it to the [[Help:Editing|editing help]] section which Lahar needs to make. Bug her.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Purpose: '''This StyleGuide does not apply to character pages. Instead, it applies to ''all other'' pages, and is intended for a consistent look for the entire wiki. Generally, there should be no need to read these: simply pick a page and follow the example.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Headers'''&lt;br /&gt;
&lt;br /&gt;
Header colors: #008080 &lt;br /&gt;
&lt;br /&gt;
Header font: Sans serif&lt;br /&gt;
&lt;br /&gt;
Other: Largest headers should be underlined, no excess punctuation in headers (: or .), Capitalize first letter only (Title Case)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Images'''&lt;br /&gt;
&lt;br /&gt;
Other: Image links should not contain borders (border=0).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Temporary: MediaWiki has been successfully installed. ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Consult the [http://meta.wikimedia.org/wiki/Help:Contents User's Guide] for information on using the wiki software.&lt;br /&gt;
&lt;br /&gt;
== Temporary: Getting started ==&lt;br /&gt;
* [http://www.mediawiki.org/wiki/Manual:Configuration_settings Configuration settings list]&lt;br /&gt;
* [http://www.mediawiki.org/wiki/Manual:FAQ MediaWiki FAQ]&lt;br /&gt;
* [https://lists.wikimedia.org/mailman/listinfo/mediawiki-announce MediaWiki release mailing list]&lt;/div&gt;</summary>
		<author><name>70.254.207.224</name></author>
	</entry>
	<entry>
		<id>http://www.tenebraemush.net/index.php?title=Classes&amp;diff=185</id>
		<title>Classes</title>
		<link rel="alternate" type="text/html" href="http://www.tenebraemush.net/index.php?title=Classes&amp;diff=185"/>
		<updated>2010-02-06T03:32:55Z</updated>

		<summary type="html">&lt;p&gt;70.254.207.224: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The standard D&amp;amp;D classes can all be found here on the Emblem of Ea. For the most part there are no changes to these classes outside of theme-based implications and a minor tweak here and there. So you can select from any of the eleven classes presented in the Players Handbook ([[Barbarian]], [[Bard]], [[Cleric]], [[Druid]], [[Fighter]], [[Monk]], [[Paladin]], [[Ranger]], [[Rogue]], [[Sorcerer]] and [[Wizard]]). In addition to this we also present a house class that has been created solely for use on The Emblem of Ea, the [[Artificer]]. &lt;br /&gt;
&lt;br /&gt;
All standard characters begin play at level 2. Your backgrounds should reflect your character's career, knowledge and experience up untill the point that they arrive in Alexandria--i.e. you should be sure that you properly explain your multiclassing selection if you multiclass, and so on.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Core Classes==&lt;br /&gt;
The following list is to give you an example of the types of NPCs and PCs you may encounter in Alexandria. It also may serve to give you some ideas for just what your character is doing in the city and what type of things they can set as their personal goals.&lt;br /&gt;
&lt;br /&gt;
[[Artificer|Artificers]]:  Adventurers, alchemists, construct dealers/repairers, court wizard, magic item dealer, sage, scholar, scribe, student, teacher, troubleshooter, tutor.&lt;br /&gt;
&lt;br /&gt;
[[Barbarian|Barbarians]]: Adventurer, bandit, bodyguard, bounty hunter, freedom fighter, gladiator, guide, mercenary, soldier.&lt;br /&gt;
&lt;br /&gt;
[[Bard|Bards]]: Acrobat, actor, adventurer, adviser, alchemist, ambassador, assassin, buffoon, courier, diplomat, diplomatic aide, freedom fighter, herald, jester, juggler, messenger, minstrel, music instructor, teacher, tutor.&lt;br /&gt;
&lt;br /&gt;
[[Cleric|Clerics]]: Acolyte, adventurer, advisor, ambassador, bounty hunter, chaplain, cultist, diplomat, diplomatic aide, healer, high priest, knight, priest, teacher, templar, tutor.&lt;br /&gt;
&lt;br /&gt;
[[Druid|Druids]]: Acolyte, adventurer, advisor, bounty hunter, cultist, guide, herbalist, hermit, high priest, priest, templar.&lt;br /&gt;
&lt;br /&gt;
[[Fighter|Fighters]]: Adventurer, assassin, bandit, bodyguard, bounty hunter, champion, city guard, freedom fighter, gladiator, knight, lord, mercenary, officer, soldier, templar, thug, trainer.&lt;br /&gt;
&lt;br /&gt;
[[Monk|Monks]]: Acolyte, adventurer, advisor, assassin, bodyguard, cenobite, city guard, cultist, hermit, high priest, officer, priest, trainer.&lt;br /&gt;
&lt;br /&gt;
[[Paladin|Paladins]]: Adventurer, advisor, champion, justicar, knight, lord, soldier, templar, trainer.&lt;br /&gt;
&lt;br /&gt;
[[Ranger|Rangers]]: Adventurer, bandit, bodyguard, bounty hunter, freedom fighter, guide, mercenary, scout, soldier, templar, trainer.&lt;br /&gt;
&lt;br /&gt;
[[Rogue|Rogues]]: Adventurer, ambassador, assassin, bandit, burglar, crime lord, cultist, cutpurse, diplomat, freedom fighter, mayor, security consultant, scout, spy, thug, trapmaker, trouble shooter.&lt;br /&gt;
&lt;br /&gt;
[[Sorcerer|Sorcerers]]: Adventurers, advisor, alchemist, assassin, battlecaster, bodyguard, cabalist, court wizard, cultist, fortuneteller, magic item dealer, spellcaster for hire, tutor.&lt;br /&gt;
&lt;br /&gt;
[[Wizard|Wizards]]: Adventurer, adviser, alchemist, assassin, battlecaster, bodyguard, cabalist, court wizard, cultist, fortuneteller, magic item dealer, sage, scholar, scribe, spellcaster for hire, student, teacher, troubleshooter, tutor.&lt;br /&gt;
&lt;br /&gt;
'''Adepts:''' Acolyte, alchemist, cabalist, cultist, fortuneteller, high priest magic item dealer, priest, sage, scholar, scribe, spellcaster for hire, student.&lt;br /&gt;
&lt;br /&gt;
'''Aristocrats:''' Advisor, ambassador, business owner, bureaucrat, diplomat, diplomatic aide, knight, lord, mayor, plantation owner.&lt;br /&gt;
&lt;br /&gt;
'''Commoners:''' Apprentice, artisan, barkeep, farmer, fisher, innkeeper, journeyman, laborer, merchant, servant, serving staff, shopkeeper.&lt;br /&gt;
&lt;br /&gt;
'''Experts/Masters:''' Adventurer, acrobat, actor, adviser, apprentice, artisan, barkeep, buffoon, bureaucrat, captain, caravan leader, diplomat, engineer, fisher, guide, innkeeper, jester, juggler, journeyman, magic item dealer, merchant, minstrel, pilot, professional, sage, scholar, scout, scribe, serving staff, shopkeeper, student, teacher, tutor.&lt;br /&gt;
&lt;br /&gt;
'''Warriors:''' Bandit, bodyguard, city guard, mercenary, soldier, templar, thug, trainer.&lt;br /&gt;
&lt;br /&gt;
==House Prestige Classes (PrCs)==&lt;br /&gt;
We offer several customized and all-new PrCs on Emblem of Ea.  Below you'll find a list those available; bear in mind that some are still under revision and may be updated at a later date.  For a list of all PrCs available on the game, go [[PrC List|here]].&lt;br /&gt;
&lt;br /&gt;
* [[Dran Juggernaut]]: The embodiment of the heroic ideal and power of [[Dran]]. A lightly armored, two handed weapons users.&lt;br /&gt;
&lt;br /&gt;
* [[Elemental Shaman]]: [[Druid|Druids]] who turn nature's destructive power against their foes&lt;br /&gt;
&lt;br /&gt;
* [[Grand Blademaster]]: [[Orcs]] who tap into the energies of the spirits.&lt;br /&gt;
&lt;br /&gt;
* [[Knight of the Holy Sword]]: A [[Templars|Templar]] that's passed the ultimate tests.&lt;br /&gt;
&lt;br /&gt;
* [[Spellgunner]]: Someone who forms a mystical bond with a firearm.&lt;br /&gt;
&lt;br /&gt;
* [[Steam Titan]]: An [[artificer]] that encloses themselves in moving armor.&lt;br /&gt;
&lt;br /&gt;
* [[Steppe Stormer]]: Double weapon specialist.&lt;br /&gt;
&lt;br /&gt;
* [[Student of Kulthus]]: Masters of forgotten Magitech. &lt;br /&gt;
&lt;br /&gt;
* [[War Mage]]: [[Wizard|Wizards]] and [[Sorcerer|sorcerers]] forged in battle.&lt;/div&gt;</summary>
		<author><name>70.254.207.224</name></author>
	</entry>
	<entry>
		<id>http://www.tenebraemush.net/index.php?title=Main_Page&amp;diff=184</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="http://www.tenebraemush.net/index.php?title=Main_Page&amp;diff=184"/>
		<updated>2010-02-06T03:32:32Z</updated>

		<summary type="html">&lt;p&gt;70.254.207.224: /* Temporary: List of Content */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Frontpage_splash.jpg]]&lt;br /&gt;
&lt;br /&gt;
== Temporary: Wiki Status: What's Been Done and What Hasn't ==&lt;br /&gt;
&lt;br /&gt;
What Needs Done: Wiki&lt;br /&gt;
&lt;br /&gt;
# Complete Logo for upper left&lt;br /&gt;
# Install styles on wiki&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Theme&lt;br /&gt;
# Languages: need imported&lt;br /&gt;
# Local Theme&lt;br /&gt;
##Add Xander's maps (emailed to Lolth)&lt;br /&gt;
##Recheck any links in red: decide to add content, or delete link&lt;br /&gt;
# Nations and Factions: recheck any links in red: decide to add content, or delete link&lt;br /&gt;
# Races: need imported&lt;br /&gt;
# Religion: need imported&lt;br /&gt;
# World History: recheck any links in red: decide to add content, or delete link&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
d20 and House Rules&lt;br /&gt;
# Classes: revisit PrC lists, doublecheck artificer (especially table)&lt;br /&gt;
# Equipment: divide into Weapons and Adventuring Equipment sections, port information from Spells and Items over to make this second section&lt;br /&gt;
# Races: delete and leave this under Theme only&lt;br /&gt;
# Skills: don't know wha'ts up with this&lt;br /&gt;
# Spells and Items: Remake to just spells. See point #2&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Getting Help&lt;br /&gt;
# FAQ: Port over FAQ from main wiki, combine with items from player wiki&lt;br /&gt;
# Theme Guide: recheck any links in red: decide to add content, or delete link&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Game Policies&lt;br /&gt;
# Building: being revisited?&lt;br /&gt;
# Player Run Plots: being revisited?&lt;br /&gt;
&lt;br /&gt;
== Temporary: List of Content ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Plan: '''This list will eventually migrate to the dropdown menus. It will be deleted from the front page.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot;&lt;br /&gt;
| '''Plots and Game Logs'''&lt;br /&gt;
[[Recent History]]&lt;br /&gt;
&lt;br /&gt;
[[Older History]]&lt;br /&gt;
&lt;br /&gt;
| '''Community'''&lt;br /&gt;
[http://forum.tenebraemush.net Game Forum]&lt;br /&gt;
&lt;br /&gt;
[[Player Contributions]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| '''Theme'''&lt;br /&gt;
[[Calendar]]&lt;br /&gt;
&lt;br /&gt;
[[Languages]]&lt;br /&gt;
&lt;br /&gt;
[[Local Theme]]&lt;br /&gt;
&lt;br /&gt;
[[Magitech &amp;amp; Magic]]&lt;br /&gt;
&lt;br /&gt;
[[Nations and Factions]]&lt;br /&gt;
&lt;br /&gt;
[[Nonplayer Characters]]&lt;br /&gt;
&lt;br /&gt;
[[Races]]&lt;br /&gt;
&lt;br /&gt;
[[Religion]]&lt;br /&gt;
&lt;br /&gt;
[[World History]]&lt;br /&gt;
&lt;br /&gt;
| '''D20 Content and House Rules'''&lt;br /&gt;
[[Classes]]&lt;br /&gt;
&lt;br /&gt;
[[Equipment]] &lt;br /&gt;
&lt;br /&gt;
[[Feats]]&lt;br /&gt;
&lt;br /&gt;
[[Monsters &amp;amp; Templates]]&lt;br /&gt;
&lt;br /&gt;
[[Races]]&lt;br /&gt;
&lt;br /&gt;
[[Restricted Races]]&lt;br /&gt;
&lt;br /&gt;
[[Skills]]&lt;br /&gt;
&lt;br /&gt;
[[Spells &amp;amp; Items]] &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| '''Getting Help'''&lt;br /&gt;
[[Game FAQ]]&lt;br /&gt;
&lt;br /&gt;
[[Legwork Guide]]&lt;br /&gt;
&lt;br /&gt;
[[Pathfinder Resources]]&lt;br /&gt;
&lt;br /&gt;
[[Theme Guide]]&lt;br /&gt;
| '''Game Policies'''&lt;br /&gt;
[[Building]]&lt;br /&gt;
&lt;br /&gt;
[[Behaviour]]&lt;br /&gt;
&lt;br /&gt;
[[Dramatic Time]]&lt;br /&gt;
&lt;br /&gt;
[[Player Run Plots]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Temporary: StyleGuide ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Plan: '''This list will eventually make it to the [[Help:Editing|editing help]] section which Lahar needs to make. Bug her.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Purpose: '''This StyleGuide does not apply to character pages. Instead, it applies to ''all other'' pages, and is intended for a consistent look for the entire wiki. Generally, there should be no need to read these: simply pick a page and follow the example.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Headers'''&lt;br /&gt;
&lt;br /&gt;
Header colors: #008080 &lt;br /&gt;
&lt;br /&gt;
Header font: Sans serif&lt;br /&gt;
&lt;br /&gt;
Other: Largest headers should be underlined, no excess punctuation in headers (: or .), Capitalize first letter only (Title Case)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Images'''&lt;br /&gt;
&lt;br /&gt;
Other: Image links should not contain borders (border=0).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Temporary: MediaWiki has been successfully installed. ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Consult the [http://meta.wikimedia.org/wiki/Help:Contents User's Guide] for information on using the wiki software.&lt;br /&gt;
&lt;br /&gt;
== Temporary: Getting started ==&lt;br /&gt;
* [http://www.mediawiki.org/wiki/Manual:Configuration_settings Configuration settings list]&lt;br /&gt;
* [http://www.mediawiki.org/wiki/Manual:FAQ MediaWiki FAQ]&lt;br /&gt;
* [https://lists.wikimedia.org/mailman/listinfo/mediawiki-announce MediaWiki release mailing list]&lt;/div&gt;</summary>
		<author><name>70.254.207.224</name></author>
	</entry>
	<entry>
		<id>http://www.tenebraemush.net/index.php?title=Main_Page&amp;diff=183</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="http://www.tenebraemush.net/index.php?title=Main_Page&amp;diff=183"/>
		<updated>2010-02-06T03:31:44Z</updated>

		<summary type="html">&lt;p&gt;70.254.207.224: /* Temporary: Wiki Status: What's Been Done and What Hasn't */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Frontpage_splash.jpg]]&lt;br /&gt;
&lt;br /&gt;
== Temporary: Wiki Status: What's Been Done and What Hasn't ==&lt;br /&gt;
&lt;br /&gt;
What Needs Done: Wiki&lt;br /&gt;
&lt;br /&gt;
# Complete Logo for upper left&lt;br /&gt;
# Install styles on wiki&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Theme&lt;br /&gt;
# Languages: need imported&lt;br /&gt;
# Local Theme&lt;br /&gt;
##Add Xander's maps (emailed to Lolth)&lt;br /&gt;
##Recheck any links in red: decide to add content, or delete link&lt;br /&gt;
# Nations and Factions: recheck any links in red: decide to add content, or delete link&lt;br /&gt;
# Races: need imported&lt;br /&gt;
# Religion: need imported&lt;br /&gt;
# World History: recheck any links in red: decide to add content, or delete link&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
d20 and House Rules&lt;br /&gt;
# Classes: revisit PrC lists, doublecheck artificer (especially table)&lt;br /&gt;
# Equipment: divide into Weapons and Adventuring Equipment sections, port information from Spells and Items over to make this second section&lt;br /&gt;
# Races: delete and leave this under Theme only&lt;br /&gt;
# Skills: don't know wha'ts up with this&lt;br /&gt;
# Spells and Items: Remake to just spells. See point #2&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Getting Help&lt;br /&gt;
# FAQ: Port over FAQ from main wiki, combine with items from player wiki&lt;br /&gt;
# Theme Guide: recheck any links in red: decide to add content, or delete link&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Game Policies&lt;br /&gt;
# Building: being revisited?&lt;br /&gt;
# Player Run Plots: being revisited?&lt;br /&gt;
&lt;br /&gt;
== Temporary: List of Content ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Plan: '''This list will eventually migrate to the dropdown menus. It will be deleted from the front page.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot;&lt;br /&gt;
| '''Plots and Game Logs'''&lt;br /&gt;
[[Recent History]]&lt;br /&gt;
&lt;br /&gt;
[[Older History]]&lt;br /&gt;
&lt;br /&gt;
| '''Community'''&lt;br /&gt;
[http://forum.tenebraemush.net Game Forum]&lt;br /&gt;
&lt;br /&gt;
[[Player Contributions]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| '''Theme'''&lt;br /&gt;
[[Calendar]]&lt;br /&gt;
&lt;br /&gt;
[[Languages]]&lt;br /&gt;
&lt;br /&gt;
[[Local Theme]]&lt;br /&gt;
&lt;br /&gt;
[[Magitech &amp;amp; Magic]]&lt;br /&gt;
&lt;br /&gt;
[[Nations and Factions]]&lt;br /&gt;
&lt;br /&gt;
[[Nonplayer Characters]]&lt;br /&gt;
&lt;br /&gt;
[[Races]]&lt;br /&gt;
&lt;br /&gt;
[[Religion]]&lt;br /&gt;
&lt;br /&gt;
[[World History]]&lt;br /&gt;
&lt;br /&gt;
| '''D20 Content and House Rules'''&lt;br /&gt;
[[Classes]]&lt;br /&gt;
&lt;br /&gt;
[[Equipment]] (Divide into General Equipment and Custom Weapons)&lt;br /&gt;
&lt;br /&gt;
[[Feats]]&lt;br /&gt;
&lt;br /&gt;
[[Monsters &amp;amp; Templates]]&lt;br /&gt;
&lt;br /&gt;
[[Races]]&lt;br /&gt;
&lt;br /&gt;
[[Restricted Races]]&lt;br /&gt;
&lt;br /&gt;
[[Skills]]&lt;br /&gt;
&lt;br /&gt;
[[Spells &amp;amp; Items]] (Make only spells)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| '''Getting Help'''&lt;br /&gt;
[[Game FAQ]]&lt;br /&gt;
&lt;br /&gt;
[[Legwork Guide]]&lt;br /&gt;
&lt;br /&gt;
[[Pathfinder Resources]]&lt;br /&gt;
&lt;br /&gt;
[[Theme Guide]]&lt;br /&gt;
| '''Game Policies'''&lt;br /&gt;
[[Building]]&lt;br /&gt;
&lt;br /&gt;
[[Behaviour]]&lt;br /&gt;
&lt;br /&gt;
[[Dramatic Time]]&lt;br /&gt;
&lt;br /&gt;
[[Player Run Plots]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Temporary: StyleGuide ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Plan: '''This list will eventually make it to the [[Help:Editing|editing help]] section which Lahar needs to make. Bug her.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Purpose: '''This StyleGuide does not apply to character pages. Instead, it applies to ''all other'' pages, and is intended for a consistent look for the entire wiki. Generally, there should be no need to read these: simply pick a page and follow the example.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Headers'''&lt;br /&gt;
&lt;br /&gt;
Header colors: #008080 &lt;br /&gt;
&lt;br /&gt;
Header font: Sans serif&lt;br /&gt;
&lt;br /&gt;
Other: Largest headers should be underlined, no excess punctuation in headers (: or .), Capitalize first letter only (Title Case)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Images'''&lt;br /&gt;
&lt;br /&gt;
Other: Image links should not contain borders (border=0).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Temporary: MediaWiki has been successfully installed. ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Consult the [http://meta.wikimedia.org/wiki/Help:Contents User's Guide] for information on using the wiki software.&lt;br /&gt;
&lt;br /&gt;
== Temporary: Getting started ==&lt;br /&gt;
* [http://www.mediawiki.org/wiki/Manual:Configuration_settings Configuration settings list]&lt;br /&gt;
* [http://www.mediawiki.org/wiki/Manual:FAQ MediaWiki FAQ]&lt;br /&gt;
* [https://lists.wikimedia.org/mailman/listinfo/mediawiki-announce MediaWiki release mailing list]&lt;/div&gt;</summary>
		<author><name>70.254.207.224</name></author>
	</entry>
	<entry>
		<id>http://www.tenebraemush.net/index.php?title=Main_Page&amp;diff=182</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="http://www.tenebraemush.net/index.php?title=Main_Page&amp;diff=182"/>
		<updated>2010-02-06T03:30:31Z</updated>

		<summary type="html">&lt;p&gt;70.254.207.224: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Frontpage_splash.jpg]]&lt;br /&gt;
&lt;br /&gt;
== Temporary: Wiki Status: What's Been Done and What Hasn't ==&lt;br /&gt;
&lt;br /&gt;
What Needs Done: Wiki&lt;br /&gt;
&lt;br /&gt;
1. Complete Logo for upper left&lt;br /&gt;
2. Install styles on wiki&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Theme&lt;br /&gt;
1. Languages: need imported&lt;br /&gt;
2. Local Theme&lt;br /&gt;
	a. Add Xander's maps (emailed to Lolth)&lt;br /&gt;
	b. Recheck any links in red: decide to add content, or delete link&lt;br /&gt;
3. Nations and Factions: recheck any links in red: decide to add content, or delete link&lt;br /&gt;
4. Races: need imported&lt;br /&gt;
5. Religion: need imported&lt;br /&gt;
6. World History: recheck any links in red: decide to add content, or delete link&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
d20 and House Rules&lt;br /&gt;
1. Classes: revisit PrC lists, doublecheck artificer (especially table)&lt;br /&gt;
2. Equipment: divide into Weapons and Adventuring Equipment sections, port information from Spells and Items over to make this second section&lt;br /&gt;
3. Races: delete and leave this under Theme only&lt;br /&gt;
4. Skills: don't know wha'ts up with this&lt;br /&gt;
5. Spells and Items: Remake to just spells. See point #2&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Getting Help&lt;br /&gt;
1. FAQ: Port over FAQ from main wiki, combine with items from player wiki&lt;br /&gt;
2. Theme Guide: recheck any links in red: decide to add content, or delete link&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Game Policies&lt;br /&gt;
1. Building: being revisited?&lt;br /&gt;
2. Player Run Plots: being revisited?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Temporary: List of Content ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Plan: '''This list will eventually migrate to the dropdown menus. It will be deleted from the front page.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot;&lt;br /&gt;
| '''Plots and Game Logs'''&lt;br /&gt;
[[Recent History]]&lt;br /&gt;
&lt;br /&gt;
[[Older History]]&lt;br /&gt;
&lt;br /&gt;
| '''Community'''&lt;br /&gt;
[http://forum.tenebraemush.net Game Forum]&lt;br /&gt;
&lt;br /&gt;
[[Player Contributions]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| '''Theme'''&lt;br /&gt;
[[Calendar]]&lt;br /&gt;
&lt;br /&gt;
[[Languages]]&lt;br /&gt;
&lt;br /&gt;
[[Local Theme]]&lt;br /&gt;
&lt;br /&gt;
[[Magitech &amp;amp; Magic]]&lt;br /&gt;
&lt;br /&gt;
[[Nations and Factions]]&lt;br /&gt;
&lt;br /&gt;
[[Nonplayer Characters]]&lt;br /&gt;
&lt;br /&gt;
[[Races]]&lt;br /&gt;
&lt;br /&gt;
[[Religion]]&lt;br /&gt;
&lt;br /&gt;
[[World History]]&lt;br /&gt;
&lt;br /&gt;
| '''D20 Content and House Rules'''&lt;br /&gt;
[[Classes]]&lt;br /&gt;
&lt;br /&gt;
[[Equipment]] (Divide into General Equipment and Custom Weapons)&lt;br /&gt;
&lt;br /&gt;
[[Feats]]&lt;br /&gt;
&lt;br /&gt;
[[Monsters &amp;amp; Templates]]&lt;br /&gt;
&lt;br /&gt;
[[Races]]&lt;br /&gt;
&lt;br /&gt;
[[Restricted Races]]&lt;br /&gt;
&lt;br /&gt;
[[Skills]]&lt;br /&gt;
&lt;br /&gt;
[[Spells &amp;amp; Items]] (Make only spells)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| '''Getting Help'''&lt;br /&gt;
[[Game FAQ]]&lt;br /&gt;
&lt;br /&gt;
[[Legwork Guide]]&lt;br /&gt;
&lt;br /&gt;
[[Pathfinder Resources]]&lt;br /&gt;
&lt;br /&gt;
[[Theme Guide]]&lt;br /&gt;
| '''Game Policies'''&lt;br /&gt;
[[Building]]&lt;br /&gt;
&lt;br /&gt;
[[Behaviour]]&lt;br /&gt;
&lt;br /&gt;
[[Dramatic Time]]&lt;br /&gt;
&lt;br /&gt;
[[Player Run Plots]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Temporary: StyleGuide ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Plan: '''This list will eventually make it to the [[Help:Editing|editing help]] section which Lahar needs to make. Bug her.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Purpose: '''This StyleGuide does not apply to character pages. Instead, it applies to ''all other'' pages, and is intended for a consistent look for the entire wiki. Generally, there should be no need to read these: simply pick a page and follow the example.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Headers'''&lt;br /&gt;
&lt;br /&gt;
Header colors: #008080 &lt;br /&gt;
&lt;br /&gt;
Header font: Sans serif&lt;br /&gt;
&lt;br /&gt;
Other: Largest headers should be underlined, no excess punctuation in headers (: or .), Capitalize first letter only (Title Case)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Images'''&lt;br /&gt;
&lt;br /&gt;
Other: Image links should not contain borders (border=0).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Temporary: MediaWiki has been successfully installed. ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Consult the [http://meta.wikimedia.org/wiki/Help:Contents User's Guide] for information on using the wiki software.&lt;br /&gt;
&lt;br /&gt;
== Temporary: Getting started ==&lt;br /&gt;
* [http://www.mediawiki.org/wiki/Manual:Configuration_settings Configuration settings list]&lt;br /&gt;
* [http://www.mediawiki.org/wiki/Manual:FAQ MediaWiki FAQ]&lt;br /&gt;
* [https://lists.wikimedia.org/mailman/listinfo/mediawiki-announce MediaWiki release mailing list]&lt;/div&gt;</summary>
		<author><name>70.254.207.224</name></author>
	</entry>
	<entry>
		<id>http://www.tenebraemush.net/index.php?title=Classes&amp;diff=181</id>
		<title>Classes</title>
		<link rel="alternate" type="text/html" href="http://www.tenebraemush.net/index.php?title=Classes&amp;diff=181"/>
		<updated>2010-02-06T03:16:40Z</updated>

		<summary type="html">&lt;p&gt;70.254.207.224: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''What Needs Done:'''  ''Classes need their PrC lists tweaked and the PrCs need finalized and updated from http://emblemofea.pbworks.com/Pathfinder-Drafts-Index. Artificer needs checked to see if it's complete.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The standard D&amp;amp;D classes can all be found here on the Emblem of Ea. For the most part there are no changes to these classes outside of theme-based implications and a minor tweak here and there. So you can select from any of the eleven classes presented in the Players Handbook ([[Barbarian]], [[Bard]], [[Cleric]], [[Druid]], [[Fighter]], [[Monk]], [[Paladin]], [[Ranger]], [[Rogue]], [[Sorcerer]] and [[Wizard]]). In addition to this we also present a house class that has been created solely for use on The Emblem of Ea, the [[Artificer]]. &lt;br /&gt;
&lt;br /&gt;
All standard characters begin play at level 2. Your backgrounds should reflect your character's career, knowledge and experience up untill the point that they arrive in Alexandria--i.e. you should be sure that you properly explain your multiclassing selection if you multiclass, and so on.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Core Classes==&lt;br /&gt;
The following list is to give you an example of the types of NPCs and PCs you may encounter in Alexandria. It also may serve to give you some ideas for just what your character is doing in the city and what type of things they can set as their personal goals.&lt;br /&gt;
&lt;br /&gt;
[[Artificer|Artificers]]:  Adventurers, alchemists, construct dealers/repairers, court wizard, magic item dealer, sage, scholar, scribe, student, teacher, troubleshooter, tutor.&lt;br /&gt;
&lt;br /&gt;
[[Barbarian|Barbarians]]: Adventurer, bandit, bodyguard, bounty hunter, freedom fighter, gladiator, guide, mercenary, soldier.&lt;br /&gt;
&lt;br /&gt;
[[Bard|Bards]]: Acrobat, actor, adventurer, adviser, alchemist, ambassador, assassin, buffoon, courier, diplomat, diplomatic aide, freedom fighter, herald, jester, juggler, messenger, minstrel, music instructor, teacher, tutor.&lt;br /&gt;
&lt;br /&gt;
[[Cleric|Clerics]]: Acolyte, adventurer, advisor, ambassador, bounty hunter, chaplain, cultist, diplomat, diplomatic aide, healer, high priest, knight, priest, teacher, templar, tutor.&lt;br /&gt;
&lt;br /&gt;
[[Druid|Druids]]: Acolyte, adventurer, advisor, bounty hunter, cultist, guide, herbalist, hermit, high priest, priest, templar.&lt;br /&gt;
&lt;br /&gt;
[[Fighter|Fighters]]: Adventurer, assassin, bandit, bodyguard, bounty hunter, champion, city guard, freedom fighter, gladiator, knight, lord, mercenary, officer, soldier, templar, thug, trainer.&lt;br /&gt;
&lt;br /&gt;
[[Monk|Monks]]: Acolyte, adventurer, advisor, assassin, bodyguard, cenobite, city guard, cultist, hermit, high priest, officer, priest, trainer.&lt;br /&gt;
&lt;br /&gt;
[[Paladin|Paladins]]: Adventurer, advisor, champion, justicar, knight, lord, soldier, templar, trainer.&lt;br /&gt;
&lt;br /&gt;
[[Ranger|Rangers]]: Adventurer, bandit, bodyguard, bounty hunter, freedom fighter, guide, mercenary, scout, soldier, templar, trainer.&lt;br /&gt;
&lt;br /&gt;
[[Rogue|Rogues]]: Adventurer, ambassador, assassin, bandit, burglar, crime lord, cultist, cutpurse, diplomat, freedom fighter, mayor, security consultant, scout, spy, thug, trapmaker, trouble shooter.&lt;br /&gt;
&lt;br /&gt;
[[Sorcerer|Sorcerers]]: Adventurers, advisor, alchemist, assassin, battlecaster, bodyguard, cabalist, court wizard, cultist, fortuneteller, magic item dealer, spellcaster for hire, tutor.&lt;br /&gt;
&lt;br /&gt;
[[Wizard|Wizards]]: Adventurer, adviser, alchemist, assassin, battlecaster, bodyguard, cabalist, court wizard, cultist, fortuneteller, magic item dealer, sage, scholar, scribe, spellcaster for hire, student, teacher, troubleshooter, tutor.&lt;br /&gt;
&lt;br /&gt;
'''Adepts:''' Acolyte, alchemist, cabalist, cultist, fortuneteller, high priest magic item dealer, priest, sage, scholar, scribe, spellcaster for hire, student.&lt;br /&gt;
&lt;br /&gt;
'''Aristocrats:''' Advisor, ambassador, business owner, bureaucrat, diplomat, diplomatic aide, knight, lord, mayor, plantation owner.&lt;br /&gt;
&lt;br /&gt;
'''Commoners:''' Apprentice, artisan, barkeep, farmer, fisher, innkeeper, journeyman, laborer, merchant, servant, serving staff, shopkeeper.&lt;br /&gt;
&lt;br /&gt;
'''Experts/Masters:''' Adventurer, acrobat, actor, adviser, apprentice, artisan, barkeep, buffoon, bureaucrat, captain, caravan leader, diplomat, engineer, fisher, guide, innkeeper, jester, juggler, journeyman, magic item dealer, merchant, minstrel, pilot, professional, sage, scholar, scout, scribe, serving staff, shopkeeper, student, teacher, tutor.&lt;br /&gt;
&lt;br /&gt;
'''Warriors:''' Bandit, bodyguard, city guard, mercenary, soldier, templar, thug, trainer.&lt;br /&gt;
&lt;br /&gt;
==House Prestige Classes (PrCs)==&lt;br /&gt;
We offer several customized and all-new PrCs on Emblem of Ea.  Below you'll find a list those available; bear in mind that some are still under revision and may be updated at a later date.  For a list of all PrCs available on the game, go [[PrC List|here]].&lt;br /&gt;
&lt;br /&gt;
* [[Dran Juggernaut]]: The embodiment of the heroic ideal and power of [[Dran]]. A lightly armored, two handed weapons users.&lt;br /&gt;
&lt;br /&gt;
* [[Elemental Shaman]]: [[Druid|Druids]] who turn nature's destructive power against their foes&lt;br /&gt;
&lt;br /&gt;
* [[Grand Blademaster]]: [[Orcs]] who tap into the energies of the spirits.&lt;br /&gt;
&lt;br /&gt;
* [[Knight of the Holy Sword]]: A [[Templars|Templar]] that's passed the ultimate tests.&lt;br /&gt;
&lt;br /&gt;
* [[Spellgunner]]: Someone who forms a mystical bond with a firearm.&lt;br /&gt;
&lt;br /&gt;
* [[Steam Titan]]: An [[artificer]] that encloses themselves in moving armor.&lt;br /&gt;
&lt;br /&gt;
* [[Steppe Stormer]]: Double weapon specialist.&lt;br /&gt;
&lt;br /&gt;
* [[Student of Kulthus]]: Masters of forgotten Magitech. &lt;br /&gt;
&lt;br /&gt;
* [[War Mage]]: [[Wizard|Wizards]] and [[Sorcerer|sorcerers]] forged in battle.&lt;/div&gt;</summary>
		<author><name>70.254.207.224</name></author>
	</entry>
	<entry>
		<id>http://www.tenebraemush.net/index.php?title=Classes&amp;diff=180</id>
		<title>Classes</title>
		<link rel="alternate" type="text/html" href="http://www.tenebraemush.net/index.php?title=Classes&amp;diff=180"/>
		<updated>2010-02-06T03:16:13Z</updated>

		<summary type="html">&lt;p&gt;70.254.207.224: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=What Needs Done=&lt;br /&gt;
Classes need their PrC lists tweaked and the PrCs need finalized and updated from http://emblemofea.pbworks.com/Pathfinder-Drafts-Index. Artificer needs checked to see if it's complete.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The standard D&amp;amp;D classes can all be found here on the Emblem of Ea. For the most part there are no changes to these classes outside of theme-based implications and a minor tweak here and there. So you can select from any of the eleven classes presented in the Players Handbook ([[Barbarian]], [[Bard]], [[Cleric]], [[Druid]], [[Fighter]], [[Monk]], [[Paladin]], [[Ranger]], [[Rogue]], [[Sorcerer]] and [[Wizard]]). In addition to this we also present a house class that has been created solely for use on The Emblem of Ea, the [[Artificer]]. &lt;br /&gt;
&lt;br /&gt;
All standard characters begin play at level 2. Your backgrounds should reflect your character's career, knowledge and experience up untill the point that they arrive in Alexandria--i.e. you should be sure that you properly explain your multiclassing selection if you multiclass, and so on.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Core Classes==&lt;br /&gt;
The following list is to give you an example of the types of NPCs and PCs you may encounter in Alexandria. It also may serve to give you some ideas for just what your character is doing in the city and what type of things they can set as their personal goals.&lt;br /&gt;
&lt;br /&gt;
[[Artificer|Artificers]]:  Adventurers, alchemists, construct dealers/repairers, court wizard, magic item dealer, sage, scholar, scribe, student, teacher, troubleshooter, tutor.&lt;br /&gt;
&lt;br /&gt;
[[Barbarian|Barbarians]]: Adventurer, bandit, bodyguard, bounty hunter, freedom fighter, gladiator, guide, mercenary, soldier.&lt;br /&gt;
&lt;br /&gt;
[[Bard|Bards]]: Acrobat, actor, adventurer, adviser, alchemist, ambassador, assassin, buffoon, courier, diplomat, diplomatic aide, freedom fighter, herald, jester, juggler, messenger, minstrel, music instructor, teacher, tutor.&lt;br /&gt;
&lt;br /&gt;
[[Cleric|Clerics]]: Acolyte, adventurer, advisor, ambassador, bounty hunter, chaplain, cultist, diplomat, diplomatic aide, healer, high priest, knight, priest, teacher, templar, tutor.&lt;br /&gt;
&lt;br /&gt;
[[Druid|Druids]]: Acolyte, adventurer, advisor, bounty hunter, cultist, guide, herbalist, hermit, high priest, priest, templar.&lt;br /&gt;
&lt;br /&gt;
[[Fighter|Fighters]]: Adventurer, assassin, bandit, bodyguard, bounty hunter, champion, city guard, freedom fighter, gladiator, knight, lord, mercenary, officer, soldier, templar, thug, trainer.&lt;br /&gt;
&lt;br /&gt;
[[Monk|Monks]]: Acolyte, adventurer, advisor, assassin, bodyguard, cenobite, city guard, cultist, hermit, high priest, officer, priest, trainer.&lt;br /&gt;
&lt;br /&gt;
[[Paladin|Paladins]]: Adventurer, advisor, champion, justicar, knight, lord, soldier, templar, trainer.&lt;br /&gt;
&lt;br /&gt;
[[Ranger|Rangers]]: Adventurer, bandit, bodyguard, bounty hunter, freedom fighter, guide, mercenary, scout, soldier, templar, trainer.&lt;br /&gt;
&lt;br /&gt;
[[Rogue|Rogues]]: Adventurer, ambassador, assassin, bandit, burglar, crime lord, cultist, cutpurse, diplomat, freedom fighter, mayor, security consultant, scout, spy, thug, trapmaker, trouble shooter.&lt;br /&gt;
&lt;br /&gt;
[[Sorcerer|Sorcerers]]: Adventurers, advisor, alchemist, assassin, battlecaster, bodyguard, cabalist, court wizard, cultist, fortuneteller, magic item dealer, spellcaster for hire, tutor.&lt;br /&gt;
&lt;br /&gt;
[[Wizard|Wizards]]: Adventurer, adviser, alchemist, assassin, battlecaster, bodyguard, cabalist, court wizard, cultist, fortuneteller, magic item dealer, sage, scholar, scribe, spellcaster for hire, student, teacher, troubleshooter, tutor.&lt;br /&gt;
&lt;br /&gt;
'''Adepts:''' Acolyte, alchemist, cabalist, cultist, fortuneteller, high priest magic item dealer, priest, sage, scholar, scribe, spellcaster for hire, student.&lt;br /&gt;
&lt;br /&gt;
'''Aristocrats:''' Advisor, ambassador, business owner, bureaucrat, diplomat, diplomatic aide, knight, lord, mayor, plantation owner.&lt;br /&gt;
&lt;br /&gt;
'''Commoners:''' Apprentice, artisan, barkeep, farmer, fisher, innkeeper, journeyman, laborer, merchant, servant, serving staff, shopkeeper.&lt;br /&gt;
&lt;br /&gt;
'''Experts/Masters:''' Adventurer, acrobat, actor, adviser, apprentice, artisan, barkeep, buffoon, bureaucrat, captain, caravan leader, diplomat, engineer, fisher, guide, innkeeper, jester, juggler, journeyman, magic item dealer, merchant, minstrel, pilot, professional, sage, scholar, scout, scribe, serving staff, shopkeeper, student, teacher, tutor.&lt;br /&gt;
&lt;br /&gt;
'''Warriors:''' Bandit, bodyguard, city guard, mercenary, soldier, templar, thug, trainer.&lt;br /&gt;
&lt;br /&gt;
==House Prestige Classes (PrCs)==&lt;br /&gt;
We offer several customized and all-new PrCs on Emblem of Ea.  Below you'll find a list those available; bear in mind that some are still under revision and may be updated at a later date.  For a list of all PrCs available on the game, go [[PrC List|here]].&lt;br /&gt;
&lt;br /&gt;
* [[Dran Juggernaut]]: The embodiment of the heroic ideal and power of [[Dran]]. A lightly armored, two handed weapons users.&lt;br /&gt;
&lt;br /&gt;
* [[Elemental Shaman]]: [[Druid|Druids]] who turn nature's destructive power against their foes&lt;br /&gt;
&lt;br /&gt;
* [[Grand Blademaster]]: [[Orcs]] who tap into the energies of the spirits.&lt;br /&gt;
&lt;br /&gt;
* [[Knight of the Holy Sword]]: A [[Templars|Templar]] that's passed the ultimate tests.&lt;br /&gt;
&lt;br /&gt;
* [[Spellgunner]]: Someone who forms a mystical bond with a firearm.&lt;br /&gt;
&lt;br /&gt;
* [[Steam Titan]]: An [[artificer]] that encloses themselves in moving armor.&lt;br /&gt;
&lt;br /&gt;
* [[Steppe Stormer]]: Double weapon specialist.&lt;br /&gt;
&lt;br /&gt;
* [[Student of Kulthus]]: Masters of forgotten Magitech. &lt;br /&gt;
&lt;br /&gt;
* [[War Mage]]: [[Wizard|Wizards]] and [[Sorcerer|sorcerers]] forged in battle.&lt;/div&gt;</summary>
		<author><name>70.254.207.224</name></author>
	</entry>
	<entry>
		<id>http://www.tenebraemush.net/index.php?title=Classes&amp;diff=179</id>
		<title>Classes</title>
		<link rel="alternate" type="text/html" href="http://www.tenebraemush.net/index.php?title=Classes&amp;diff=179"/>
		<updated>2010-02-06T03:15:26Z</updated>

		<summary type="html">&lt;p&gt;70.254.207.224: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''&amp;lt;center&amp;gt;NOTE&amp;lt;/center&amp;gt;&lt;br /&gt;
Classes need their PrC lists tweaked and the PrCs need finalized and updated from http://emblemofea.pbworks.com/Pathfinder-Drafts-Index. Artificer needs checked to see if it's complete.'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The standard D&amp;amp;D classes can all be found here on the Emblem of Ea. For the most part there are no changes to these classes outside of theme-based implications and a minor tweak here and there. So you can select from any of the eleven classes presented in the Players Handbook ([[Barbarian]], [[Bard]], [[Cleric]], [[Druid]], [[Fighter]], [[Monk]], [[Paladin]], [[Ranger]], [[Rogue]], [[Sorcerer]] and [[Wizard]]). In addition to this we also present a house class that has been created solely for use on The Emblem of Ea, the [[Artificer]]. &lt;br /&gt;
&lt;br /&gt;
All standard characters begin play at level 2. Your backgrounds should reflect your character's career, knowledge and experience up untill the point that they arrive in Alexandria--i.e. you should be sure that you properly explain your multiclassing selection if you multiclass, and so on.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Core Classes==&lt;br /&gt;
The following list is to give you an example of the types of NPCs and PCs you may encounter in Alexandria. It also may serve to give you some ideas for just what your character is doing in the city and what type of things they can set as their personal goals.&lt;br /&gt;
&lt;br /&gt;
[[Artificer|Artificers]]:  Adventurers, alchemists, construct dealers/repairers, court wizard, magic item dealer, sage, scholar, scribe, student, teacher, troubleshooter, tutor.&lt;br /&gt;
&lt;br /&gt;
[[Barbarian|Barbarians]]: Adventurer, bandit, bodyguard, bounty hunter, freedom fighter, gladiator, guide, mercenary, soldier.&lt;br /&gt;
&lt;br /&gt;
[[Bard|Bards]]: Acrobat, actor, adventurer, adviser, alchemist, ambassador, assassin, buffoon, courier, diplomat, diplomatic aide, freedom fighter, herald, jester, juggler, messenger, minstrel, music instructor, teacher, tutor.&lt;br /&gt;
&lt;br /&gt;
[[Cleric|Clerics]]: Acolyte, adventurer, advisor, ambassador, bounty hunter, chaplain, cultist, diplomat, diplomatic aide, healer, high priest, knight, priest, teacher, templar, tutor.&lt;br /&gt;
&lt;br /&gt;
[[Druid|Druids]]: Acolyte, adventurer, advisor, bounty hunter, cultist, guide, herbalist, hermit, high priest, priest, templar.&lt;br /&gt;
&lt;br /&gt;
[[Fighter|Fighters]]: Adventurer, assassin, bandit, bodyguard, bounty hunter, champion, city guard, freedom fighter, gladiator, knight, lord, mercenary, officer, soldier, templar, thug, trainer.&lt;br /&gt;
&lt;br /&gt;
[[Monk|Monks]]: Acolyte, adventurer, advisor, assassin, bodyguard, cenobite, city guard, cultist, hermit, high priest, officer, priest, trainer.&lt;br /&gt;
&lt;br /&gt;
[[Paladin|Paladins]]: Adventurer, advisor, champion, justicar, knight, lord, soldier, templar, trainer.&lt;br /&gt;
&lt;br /&gt;
[[Ranger|Rangers]]: Adventurer, bandit, bodyguard, bounty hunter, freedom fighter, guide, mercenary, scout, soldier, templar, trainer.&lt;br /&gt;
&lt;br /&gt;
[[Rogue|Rogues]]: Adventurer, ambassador, assassin, bandit, burglar, crime lord, cultist, cutpurse, diplomat, freedom fighter, mayor, security consultant, scout, spy, thug, trapmaker, trouble shooter.&lt;br /&gt;
&lt;br /&gt;
[[Sorcerer|Sorcerers]]: Adventurers, advisor, alchemist, assassin, battlecaster, bodyguard, cabalist, court wizard, cultist, fortuneteller, magic item dealer, spellcaster for hire, tutor.&lt;br /&gt;
&lt;br /&gt;
[[Wizard|Wizards]]: Adventurer, adviser, alchemist, assassin, battlecaster, bodyguard, cabalist, court wizard, cultist, fortuneteller, magic item dealer, sage, scholar, scribe, spellcaster for hire, student, teacher, troubleshooter, tutor.&lt;br /&gt;
&lt;br /&gt;
'''Adepts:''' Acolyte, alchemist, cabalist, cultist, fortuneteller, high priest magic item dealer, priest, sage, scholar, scribe, spellcaster for hire, student.&lt;br /&gt;
&lt;br /&gt;
'''Aristocrats:''' Advisor, ambassador, business owner, bureaucrat, diplomat, diplomatic aide, knight, lord, mayor, plantation owner.&lt;br /&gt;
&lt;br /&gt;
'''Commoners:''' Apprentice, artisan, barkeep, farmer, fisher, innkeeper, journeyman, laborer, merchant, servant, serving staff, shopkeeper.&lt;br /&gt;
&lt;br /&gt;
'''Experts/Masters:''' Adventurer, acrobat, actor, adviser, apprentice, artisan, barkeep, buffoon, bureaucrat, captain, caravan leader, diplomat, engineer, fisher, guide, innkeeper, jester, juggler, journeyman, magic item dealer, merchant, minstrel, pilot, professional, sage, scholar, scout, scribe, serving staff, shopkeeper, student, teacher, tutor.&lt;br /&gt;
&lt;br /&gt;
'''Warriors:''' Bandit, bodyguard, city guard, mercenary, soldier, templar, thug, trainer.&lt;br /&gt;
&lt;br /&gt;
==House Prestige Classes (PrCs)==&lt;br /&gt;
We offer several customized and all-new PrCs on Emblem of Ea.  Below you'll find a list those available; bear in mind that some are still under revision and may be updated at a later date.  For a list of all PrCs available on the game, go [[PrC List|here]].&lt;br /&gt;
&lt;br /&gt;
* [[Dran Juggernaut]]: The embodiment of the heroic ideal and power of [[Dran]]. A lightly armored, two handed weapons users.&lt;br /&gt;
&lt;br /&gt;
* [[Elemental Shaman]]: [[Druid|Druids]] who turn nature's destructive power against their foes&lt;br /&gt;
&lt;br /&gt;
* [[Grand Blademaster]]: [[Orcs]] who tap into the energies of the spirits.&lt;br /&gt;
&lt;br /&gt;
* [[Knight of the Holy Sword]]: A [[Templars|Templar]] that's passed the ultimate tests.&lt;br /&gt;
&lt;br /&gt;
* [[Spellgunner]]: Someone who forms a mystical bond with a firearm.&lt;br /&gt;
&lt;br /&gt;
* [[Steam Titan]]: An [[artificer]] that encloses themselves in moving armor.&lt;br /&gt;
&lt;br /&gt;
* [[Steppe Stormer]]: Double weapon specialist.&lt;br /&gt;
&lt;br /&gt;
* [[Student of Kulthus]]: Masters of forgotten Magitech. &lt;br /&gt;
&lt;br /&gt;
* [[War Mage]]: [[Wizard|Wizards]] and [[Sorcerer|sorcerers]] forged in battle.&lt;/div&gt;</summary>
		<author><name>70.254.207.224</name></author>
	</entry>
	<entry>
		<id>http://www.tenebraemush.net/index.php?title=Classes&amp;diff=178</id>
		<title>Classes</title>
		<link rel="alternate" type="text/html" href="http://www.tenebraemush.net/index.php?title=Classes&amp;diff=178"/>
		<updated>2010-02-06T03:14:56Z</updated>

		<summary type="html">&lt;p&gt;70.254.207.224: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;NOTE&amp;lt;/center&amp;gt;&lt;br /&gt;
Classes need their PrC lists tweaked and the PrCs need finalized and updated from http://emblemofea.pbworks.com/Pathfinder-Drafts-Index. Artificer needs checked to see if it's complete.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The standard D&amp;amp;D classes can all be found here on the Emblem of Ea. For the most part there are no changes to these classes outside of theme-based implications and a minor tweak here and there. So you can select from any of the eleven classes presented in the Players Handbook ([[Barbarian]], [[Bard]], [[Cleric]], [[Druid]], [[Fighter]], [[Monk]], [[Paladin]], [[Ranger]], [[Rogue]], [[Sorcerer]] and [[Wizard]]). In addition to this we also present a house class that has been created solely for use on The Emblem of Ea, the [[Artificer]]. &lt;br /&gt;
&lt;br /&gt;
All standard characters begin play at level 2. Your backgrounds should reflect your character's career, knowledge and experience up untill the point that they arrive in Alexandria--i.e. you should be sure that you properly explain your multiclassing selection if you multiclass, and so on.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Core Classes==&lt;br /&gt;
The following list is to give you an example of the types of NPCs and PCs you may encounter in Alexandria. It also may serve to give you some ideas for just what your character is doing in the city and what type of things they can set as their personal goals.&lt;br /&gt;
&lt;br /&gt;
[[Artificer|Artificers]]:  Adventurers, alchemists, construct dealers/repairers, court wizard, magic item dealer, sage, scholar, scribe, student, teacher, troubleshooter, tutor.&lt;br /&gt;
&lt;br /&gt;
[[Barbarian|Barbarians]]: Adventurer, bandit, bodyguard, bounty hunter, freedom fighter, gladiator, guide, mercenary, soldier.&lt;br /&gt;
&lt;br /&gt;
[[Bard|Bards]]: Acrobat, actor, adventurer, adviser, alchemist, ambassador, assassin, buffoon, courier, diplomat, diplomatic aide, freedom fighter, herald, jester, juggler, messenger, minstrel, music instructor, teacher, tutor.&lt;br /&gt;
&lt;br /&gt;
[[Cleric|Clerics]]: Acolyte, adventurer, advisor, ambassador, bounty hunter, chaplain, cultist, diplomat, diplomatic aide, healer, high priest, knight, priest, teacher, templar, tutor.&lt;br /&gt;
&lt;br /&gt;
[[Druid|Druids]]: Acolyte, adventurer, advisor, bounty hunter, cultist, guide, herbalist, hermit, high priest, priest, templar.&lt;br /&gt;
&lt;br /&gt;
[[Fighter|Fighters]]: Adventurer, assassin, bandit, bodyguard, bounty hunter, champion, city guard, freedom fighter, gladiator, knight, lord, mercenary, officer, soldier, templar, thug, trainer.&lt;br /&gt;
&lt;br /&gt;
[[Monk|Monks]]: Acolyte, adventurer, advisor, assassin, bodyguard, cenobite, city guard, cultist, hermit, high priest, officer, priest, trainer.&lt;br /&gt;
&lt;br /&gt;
[[Paladin|Paladins]]: Adventurer, advisor, champion, justicar, knight, lord, soldier, templar, trainer.&lt;br /&gt;
&lt;br /&gt;
[[Ranger|Rangers]]: Adventurer, bandit, bodyguard, bounty hunter, freedom fighter, guide, mercenary, scout, soldier, templar, trainer.&lt;br /&gt;
&lt;br /&gt;
[[Rogue|Rogues]]: Adventurer, ambassador, assassin, bandit, burglar, crime lord, cultist, cutpurse, diplomat, freedom fighter, mayor, security consultant, scout, spy, thug, trapmaker, trouble shooter.&lt;br /&gt;
&lt;br /&gt;
[[Sorcerer|Sorcerers]]: Adventurers, advisor, alchemist, assassin, battlecaster, bodyguard, cabalist, court wizard, cultist, fortuneteller, magic item dealer, spellcaster for hire, tutor.&lt;br /&gt;
&lt;br /&gt;
[[Wizard|Wizards]]: Adventurer, adviser, alchemist, assassin, battlecaster, bodyguard, cabalist, court wizard, cultist, fortuneteller, magic item dealer, sage, scholar, scribe, spellcaster for hire, student, teacher, troubleshooter, tutor.&lt;br /&gt;
&lt;br /&gt;
'''Adepts:''' Acolyte, alchemist, cabalist, cultist, fortuneteller, high priest magic item dealer, priest, sage, scholar, scribe, spellcaster for hire, student.&lt;br /&gt;
&lt;br /&gt;
'''Aristocrats:''' Advisor, ambassador, business owner, bureaucrat, diplomat, diplomatic aide, knight, lord, mayor, plantation owner.&lt;br /&gt;
&lt;br /&gt;
'''Commoners:''' Apprentice, artisan, barkeep, farmer, fisher, innkeeper, journeyman, laborer, merchant, servant, serving staff, shopkeeper.&lt;br /&gt;
&lt;br /&gt;
'''Experts/Masters:''' Adventurer, acrobat, actor, adviser, apprentice, artisan, barkeep, buffoon, bureaucrat, captain, caravan leader, diplomat, engineer, fisher, guide, innkeeper, jester, juggler, journeyman, magic item dealer, merchant, minstrel, pilot, professional, sage, scholar, scout, scribe, serving staff, shopkeeper, student, teacher, tutor.&lt;br /&gt;
&lt;br /&gt;
'''Warriors:''' Bandit, bodyguard, city guard, mercenary, soldier, templar, thug, trainer.&lt;br /&gt;
&lt;br /&gt;
==House Prestige Classes (PrCs)==&lt;br /&gt;
We offer several customized and all-new PrCs on Emblem of Ea.  Below you'll find a list those available; bear in mind that some are still under revision and may be updated at a later date.  For a list of all PrCs available on the game, go [[PrC List|here]].&lt;br /&gt;
&lt;br /&gt;
* [[Dran Juggernaut]]: The embodiment of the heroic ideal and power of [[Dran]]. A lightly armored, two handed weapons users.&lt;br /&gt;
&lt;br /&gt;
* [[Elemental Shaman]]: [[Druid|Druids]] who turn nature's destructive power against their foes&lt;br /&gt;
&lt;br /&gt;
* [[Grand Blademaster]]: [[Orcs]] who tap into the energies of the spirits.&lt;br /&gt;
&lt;br /&gt;
* [[Knight of the Holy Sword]]: A [[Templars|Templar]] that's passed the ultimate tests.&lt;br /&gt;
&lt;br /&gt;
* [[Spellgunner]]: Someone who forms a mystical bond with a firearm.&lt;br /&gt;
&lt;br /&gt;
* [[Steam Titan]]: An [[artificer]] that encloses themselves in moving armor.&lt;br /&gt;
&lt;br /&gt;
* [[Steppe Stormer]]: Double weapon specialist.&lt;br /&gt;
&lt;br /&gt;
* [[Student of Kulthus]]: Masters of forgotten Magitech. &lt;br /&gt;
&lt;br /&gt;
* [[War Mage]]: [[Wizard|Wizards]] and [[Sorcerer|sorcerers]] forged in battle.&lt;/div&gt;</summary>
		<author><name>70.254.207.224</name></author>
	</entry>
	<entry>
		<id>http://www.tenebraemush.net/index.php?title=Artificer&amp;diff=177</id>
		<title>Artificer</title>
		<link rel="alternate" type="text/html" href="http://www.tenebraemush.net/index.php?title=Artificer&amp;diff=177"/>
		<updated>2010-02-06T03:08:04Z</updated>

		<summary type="html">&lt;p&gt;70.254.207.224: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''HD:''' d8 &lt;br /&gt;
&lt;br /&gt;
'''Proficiencies:''' Light Armor, Shields (But not Tower Shields), Simple Weapons, Pistol&lt;br /&gt;
&lt;br /&gt;
'''Skill Points:''' 6+Int Modifier per level&lt;br /&gt;
&lt;br /&gt;
'''Class Skills:''' Appraise (Int), Craft (Int), Disable Device (Dex), Escape Artist (Dex), Fly (Dex), Knowledge (arcana) (Int), Knowledge (engineering) (Int), Knowledge (technology) (Int), Knowledge (dungeoneering) (Int), Perception (Wis), Linguistics (Int), Spellcraft (Int), Use Magic Device (Cha), Profession (Int)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Table: The Artificer==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot;&lt;br /&gt;
! &amp;lt;center&amp;gt;Level&amp;lt;/center&amp;gt;&lt;br /&gt;
! BaseAttack Bonus&lt;br /&gt;
! &amp;lt;center&amp;gt;FortSave&amp;lt;/center&amp;gt;&lt;br /&gt;
! &amp;lt;center&amp;gt;RefSave&amp;lt;/center&amp;gt;&lt;br /&gt;
! &amp;lt;center&amp;gt;WillSave&amp;lt;/center&amp;gt;&lt;br /&gt;
! Special&lt;br /&gt;
! colspan=&amp;quot;7&amp;quot; | Devices&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! &amp;lt;center&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
! &lt;br /&gt;
! &amp;lt;center&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
! &amp;lt;center&amp;gt; &amp;lt;/center&amp;gt;&lt;br /&gt;
! &amp;lt;center&amp;gt; &amp;lt;/center&amp;gt;&lt;br /&gt;
! &lt;br /&gt;
! 0&lt;br /&gt;
! &amp;lt;center&amp;gt;1&amp;lt;/center&amp;gt;&lt;br /&gt;
! &amp;lt;center&amp;gt;2&amp;lt;/center&amp;gt;&lt;br /&gt;
! &amp;lt;center&amp;gt;3&amp;lt;/center&amp;gt;&lt;br /&gt;
! &amp;lt;center&amp;gt;4&amp;lt;/center&amp;gt;&lt;br /&gt;
! &amp;lt;center&amp;gt;5&amp;lt;/center&amp;gt;&lt;br /&gt;
! &amp;lt;center&amp;gt;6&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;1st&amp;lt;/center&amp;gt;&lt;br /&gt;
| +0&lt;br /&gt;
| &amp;lt;center&amp;gt;+0&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;+2&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;+2&amp;lt;/center&amp;gt;&lt;br /&gt;
| '''Elbow grease, Devices'''&lt;br /&gt;
| 3&lt;br /&gt;
| &amp;lt;center&amp;gt;1&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;2nd&amp;lt;/center&amp;gt;&lt;br /&gt;
| +1&lt;br /&gt;
| &amp;lt;center&amp;gt;+0&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;+3&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;+3&amp;lt;/center&amp;gt;&lt;br /&gt;
| Item creation, Assemble prototype&lt;br /&gt;
| 4&lt;br /&gt;
| &amp;lt;center&amp;gt;1&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;3rd&amp;lt;/center&amp;gt;&lt;br /&gt;
| +2&lt;br /&gt;
| &amp;lt;center&amp;gt;+1&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;+3&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;+3&amp;lt;/center&amp;gt;&lt;br /&gt;
| Bonus feat, Craft wonderous item&lt;br /&gt;
| 4&lt;br /&gt;
| &amp;lt;center&amp;gt;2&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;4th&amp;lt;/center&amp;gt;&lt;br /&gt;
| +3&lt;br /&gt;
| &amp;lt;center&amp;gt;+1&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;+4&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;+4&amp;lt;/center&amp;gt;&lt;br /&gt;
| --&lt;br /&gt;
| 4&lt;br /&gt;
| &amp;lt;center&amp;gt;3&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;5th&amp;lt;/center&amp;gt;&lt;br /&gt;
| +3&lt;br /&gt;
| &amp;lt;center&amp;gt;+1&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;+4&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;+4&amp;lt;/center&amp;gt;&lt;br /&gt;
| Craft magic arms and armor, Salvage&lt;br /&gt;
| 4&lt;br /&gt;
| &amp;lt;center&amp;gt;3&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;2&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;6th&amp;lt;/center&amp;gt;&lt;br /&gt;
| +4&lt;br /&gt;
| &amp;lt;center&amp;gt;+2&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;+5&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;+5&amp;lt;/center&amp;gt;&lt;br /&gt;
| Trapfinding, bonus feat&lt;br /&gt;
| 5&lt;br /&gt;
| &amp;lt;center&amp;gt;4&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;3&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;7th&amp;lt;/center&amp;gt;&lt;br /&gt;
| +5&lt;br /&gt;
| &amp;lt;center&amp;gt;+2&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;+5&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;+5&amp;lt;/center&amp;gt;&lt;br /&gt;
| --&lt;br /&gt;
| 5&lt;br /&gt;
| &amp;lt;center&amp;gt;4&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;3&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;8th&amp;lt;/center&amp;gt;&lt;br /&gt;
| +6/+1&lt;br /&gt;
| &amp;lt;center&amp;gt;+2&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;+6&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;+6&amp;lt;/center&amp;gt;&lt;br /&gt;
| --&lt;br /&gt;
| 5&lt;br /&gt;
| &amp;lt;center&amp;gt;4&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;4&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;2&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;9th&amp;lt;/center&amp;gt;&lt;br /&gt;
| +6/+1&lt;br /&gt;
| &amp;lt;center&amp;gt;+3&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;+6&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;+6&amp;lt;/center&amp;gt;&lt;br /&gt;
| Bonus feat&lt;br /&gt;
| 5&lt;br /&gt;
| &amp;lt;center&amp;gt;4&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;4&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;3&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;10th&amp;lt;/center&amp;gt;&lt;br /&gt;
| +7/+2&lt;br /&gt;
| &amp;lt;center&amp;gt;+3&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;+7&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;+7&amp;lt;/center&amp;gt;&lt;br /&gt;
| Jack of all trades&lt;br /&gt;
| 5&lt;br /&gt;
| &amp;lt;center&amp;gt;5&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;4&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;3&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;11th&amp;lt;/center&amp;gt;&lt;br /&gt;
| +8/+3&lt;br /&gt;
| &amp;lt;center&amp;gt;+3&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;+7&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;+7&amp;lt;/center&amp;gt;&lt;br /&gt;
| --&lt;br /&gt;
| 5&lt;br /&gt;
| &amp;lt;center&amp;gt;5&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;4&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;4&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;2&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;12th&amp;lt;/center&amp;gt;&lt;br /&gt;
| +9/+4&lt;br /&gt;
| &amp;lt;center&amp;gt;+4&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;+8&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;+8&amp;lt;/center&amp;gt;&lt;br /&gt;
| Bonus feat&lt;br /&gt;
| 5&lt;br /&gt;
| &amp;lt;center&amp;gt;5&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;5&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;4&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;3&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;13th&amp;lt;/center&amp;gt;&lt;br /&gt;
| +9/+4&lt;br /&gt;
| &amp;lt;center&amp;gt;+4&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;+8&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;+8&amp;lt;/center&amp;gt;&lt;br /&gt;
| --&lt;br /&gt;
| 5&lt;br /&gt;
| &amp;lt;center&amp;gt;5&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;5&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;4&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;3&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;14th&amp;lt;/center&amp;gt;&lt;br /&gt;
| +10/+5&lt;br /&gt;
| &amp;lt;center&amp;gt;+4&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;+9&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;+9&amp;lt;/center&amp;gt;&lt;br /&gt;
| --&lt;br /&gt;
| 5&lt;br /&gt;
| &amp;lt;center&amp;gt;5&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;5&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;4&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;4&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;2&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;15th&amp;lt;/center&amp;gt;&lt;br /&gt;
| +11/+6/+1&lt;br /&gt;
| &amp;lt;center&amp;gt;+5&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;+9&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;+9&amp;lt;/center&amp;gt;&lt;br /&gt;
| Bonus feat&lt;br /&gt;
| 5&lt;br /&gt;
| &amp;lt;center&amp;gt;5&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;5&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;5&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;4&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;3&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;16th&amp;lt;/center&amp;gt;&lt;br /&gt;
| +12/+7/+2&lt;br /&gt;
| &amp;lt;center&amp;gt;+5&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;+10&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;+10&amp;lt;/center&amp;gt;&lt;br /&gt;
| --&lt;br /&gt;
| 5&lt;br /&gt;
| &amp;lt;center&amp;gt;5&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;5&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;5&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;4&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;3&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;17th&amp;lt;/center&amp;gt;&lt;br /&gt;
| +12/+7/+2&lt;br /&gt;
| &amp;lt;center&amp;gt;+5&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;+10&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;+10&amp;lt;/center&amp;gt;&lt;br /&gt;
| --&lt;br /&gt;
| 5&lt;br /&gt;
| &amp;lt;center&amp;gt;5&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;5&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;5&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;4&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;4&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;2&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;18th&amp;lt;/center&amp;gt;&lt;br /&gt;
| +13/+8/+3&lt;br /&gt;
| &amp;lt;center&amp;gt;+6&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;+11&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;+11&amp;lt;/center&amp;gt;&lt;br /&gt;
| Bonus feat&lt;br /&gt;
| 5&lt;br /&gt;
| &amp;lt;center&amp;gt;5&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;5&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;5&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;5&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;4&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;3&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;19th&amp;lt;/center&amp;gt;&lt;br /&gt;
| +14/+9/+4&lt;br /&gt;
| &amp;lt;center&amp;gt;+6&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;+11&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;+11&amp;lt;/center&amp;gt;&lt;br /&gt;
| --&lt;br /&gt;
| 5&lt;br /&gt;
| &amp;lt;center&amp;gt;5&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;5&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;5&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;5&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;5&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;4&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;20th&amp;lt;/center&amp;gt;&lt;br /&gt;
| +15/+10/+5&lt;br /&gt;
| &amp;lt;center&amp;gt;+6&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;+12&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;+12&amp;lt;/center&amp;gt;&lt;br /&gt;
| Device mastery&lt;br /&gt;
| 5&lt;br /&gt;
| &amp;lt;center&amp;gt;5&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;5&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;5&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;5&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;5&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;5&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Devices== &lt;br /&gt;
Devices are tools artificers use to emulate magic. An artificer has a book of Schematics known as a Portfolio, from which he can construct devices. Devices have two components, core and secondary.&lt;br /&gt;
&lt;br /&gt;
Core components are a type of Foci, such as a gun frame, arcane engine, miniature steam boiler or clockwork machine. Multiple devices can use the same core component, so long as they emulate spells from the same school of magic. These Core Components cost 25g to create, and take 2 hours to craft (No check required). Each core component weighs 2lbs takes 1 page of the Portfolio.&lt;br /&gt;
&lt;br /&gt;
Secondary Components define what spell is cast by the core component. These components must be prepared every morning, as they are primed by the artificer. If a spell uses material components, these materials are special parts built into the Secondary Component during this preparation and are burned out after each use. These parts have the same cost as their traditional equivalents. Any specific magic items, such as Diamonds, Rare metals etc. require parts that are as difficult to find as the magical components (Diamond-Lenses, Platinum Fibers, Dragon-Tooth gears etc) An artificer can prepare a number of secondary components based on Table: Artificer. In addition, he receives bonus Secondary Components per day if he has a high Intelligence score (see Table: Ability Modifiers and Bonus Spells).&lt;br /&gt;
&lt;br /&gt;
Though Devices are similar to traditional magic, they exhibit certain differences. Devices do not require verbal components, instead requiring the Core Component as a focus. All artifice spells have a somatic component involving connecting the Secondary Component to the Core. Any material components required by the spell are subsumed by preparation into the somatic component. Drawing the Secondary Component is part of the casting of the spell. If the Artificer wishes to change his Core Component, he may do so as a move action that does not provoke attacks of opportunity.&lt;br /&gt;
&lt;br /&gt;
Metamagic feats can be applied to Devices the same as Wizard spells, selected and implemented during the preparation of the Secondary Devices in the morning. Neither Silent Spell nor Still Spell have any effect on the use of Artifice Devices. Devices can benefit from the use of metamagic rods.&lt;br /&gt;
&lt;br /&gt;
Effects created by Artifice Devices can be dispelled as normal for magic. However, Devices themselves are not subject to spells which target magic items, such as Disjunction and greater Dispel. Devices do not function in an Anti-Magic Field, although their functionality returns in full once they leave an anti-magic field.&lt;br /&gt;
&lt;br /&gt;
The Core Components of a device can be sundered. They have 5HP per Artificer Level and hardness 5, and weigh 2lb, and they can benefit from using special metals such as adamantium or mithril. A mithril component costs 150g, and an adamantine one costs 750g.&lt;br /&gt;
&lt;br /&gt;
The artificer gains new schematics in his portfolio by studying Artificer Prototypes. This process is identical in time and cost to a wizard adding spells to his spellbook. An artificer also gains 2 new schematics each time he gains a level, which he may use to learn schematics at any level he knows.&lt;br /&gt;
&lt;br /&gt;
The artificer must have an intelligence score of 10+Device Level to learn/build/use a device. Devices are drawn from the Wizard spell list.&lt;br /&gt;
&lt;br /&gt;
0-Level Devices have no core component and can be used at will.&lt;br /&gt;
&lt;br /&gt;
==Class Abilities==&lt;br /&gt;
&lt;br /&gt;
'''Elbow grease (Ex)''' The artificer adds half his Artificer level to Craft skill checks.&lt;br /&gt;
&lt;br /&gt;
'''Trapfinding (Ex)''' An Artificer adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). An Artificer can use Disable Device to disarm magic traps. Levels in Artificer Stack with Rogue levels for this ability.&lt;br /&gt;
&lt;br /&gt;
'''Item Creation''' The artificer is able to create magical items as if he were a spellcaster. He has an effective CL of +2 for meeting caster level requirements of magic items, and any device he knows how to make may be used in place of true spells for item prerequisites. He may also emulate a spell he does not know by making an Use Magic Device check with a DC of 14+Minimum Caster Level of Spell Emulated. Any spells emulated in this fashion are emulated using the Artificer's Class Level as CL, not the normal minimum to cast the spell.&lt;br /&gt;
&lt;br /&gt;
'''Assemble Prototype''' - The artificer creates a prototype version of one of the devices he owns. Any artificer who is also capable of using this device can use the prototype as a spell completion item, which is consumed in the process. Any artificer may also attempt to copy the device to his book of schematics with a Craft/Artifice check as if he were learnign a spell. Anyone else must make an use Magic Device check as if it was a scroll. This ability otherwise behaves the same as Scribe Scroll&lt;br /&gt;
&lt;br /&gt;
'''Salvage''' - The artificer may destroy a magic item, adding what it would normally cost to craft to his Salvage Pool. He can use this salvage pool to reduce the cost to enchant an item. Intelligent magical items receive a will save to avoid being destroyed in this way, and artifacts cannot be disenchanted in this way.&lt;br /&gt;
&lt;br /&gt;
'''Metamagic Science''' - The Artificer is able to expend additional charges of a charged magic item to increase the effect. He can apply any metamagic feat he knows to any spell-trigger item (Such as a wand) and expends additional charges or uses per day equal to the total increase in spell level applying this metamagic would cause. For example, a widened fireball would use up a total of 4 charges (1 + 3 from the metamagic)&lt;br /&gt;
&lt;br /&gt;
'''Jack of all Trades''' - As Bard Ability of the same name. Levels of Artificer stack with levels of Bard to determine the effectiveness of this ability.&lt;br /&gt;
&lt;br /&gt;
'''Device Mastery (Ex)''' - At 20th level, you grasp the subtle complexities of magic items. Once a day, you can treat any metamagic feat you have as Sudden. The artificer can also expend devices to power charged magic items. For every three levels of Device slots that you expend, you consume one less charge when using a magic item that expends charges.&lt;br /&gt;
&lt;br /&gt;
'''Artificer Bonus Feats''' - Artificers may select Any Metamagic Technique, Spell Focus or anyItemCreation Feat as a Bonus Feat. They must meet all prerequisites for the feat they select.&lt;/div&gt;</summary>
		<author><name>70.254.207.224</name></author>
	</entry>
	<entry>
		<id>http://www.tenebraemush.net/index.php?title=Artificer&amp;diff=176</id>
		<title>Artificer</title>
		<link rel="alternate" type="text/html" href="http://www.tenebraemush.net/index.php?title=Artificer&amp;diff=176"/>
		<updated>2010-02-06T03:07:32Z</updated>

		<summary type="html">&lt;p&gt;70.254.207.224: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''HD:''' d8 &lt;br /&gt;
&lt;br /&gt;
'''Proficiencies:''' Light Armor, Shields (But not Tower Shields), Simple Weapons, Pistol&lt;br /&gt;
&lt;br /&gt;
'''Skill Points:''' 6+Int Modifier per level&lt;br /&gt;
&lt;br /&gt;
'''Class Skills:''' Appraise (Int), Craft (Int), Disable Device (Dex), Escape Artist (Dex), Fly (Dex), Knowledge (arcana) (Int), Knowledge (engineering) (Int), Knowledge (technology) (Int), Knowledge (dungeoneering) (Int), Perception (Wis), Linguistics (Int), Spellcraft (Int), Use Magic Device (Cha), Profession (Int)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;Table: The Artificer &amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot;&lt;br /&gt;
! &amp;lt;center&amp;gt;Level&amp;lt;/center&amp;gt;&lt;br /&gt;
! BaseAttack Bonus&lt;br /&gt;
! &amp;lt;center&amp;gt;FortSave&amp;lt;/center&amp;gt;&lt;br /&gt;
! &amp;lt;center&amp;gt;RefSave&amp;lt;/center&amp;gt;&lt;br /&gt;
! &amp;lt;center&amp;gt;WillSave&amp;lt;/center&amp;gt;&lt;br /&gt;
! Special&lt;br /&gt;
! colspan=&amp;quot;7&amp;quot; | Devices&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! &amp;lt;center&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
! &lt;br /&gt;
! &amp;lt;center&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
! &amp;lt;center&amp;gt; &amp;lt;/center&amp;gt;&lt;br /&gt;
! &amp;lt;center&amp;gt; &amp;lt;/center&amp;gt;&lt;br /&gt;
! &lt;br /&gt;
! 0&lt;br /&gt;
! &amp;lt;center&amp;gt;1&amp;lt;/center&amp;gt;&lt;br /&gt;
! &amp;lt;center&amp;gt;2&amp;lt;/center&amp;gt;&lt;br /&gt;
! &amp;lt;center&amp;gt;3&amp;lt;/center&amp;gt;&lt;br /&gt;
! &amp;lt;center&amp;gt;4&amp;lt;/center&amp;gt;&lt;br /&gt;
! &amp;lt;center&amp;gt;5&amp;lt;/center&amp;gt;&lt;br /&gt;
! &amp;lt;center&amp;gt;6&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;1st&amp;lt;/center&amp;gt;&lt;br /&gt;
| +0&lt;br /&gt;
| &amp;lt;center&amp;gt;+0&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;+2&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;+2&amp;lt;/center&amp;gt;&lt;br /&gt;
| '''Elbow grease, Devices'''&lt;br /&gt;
| 3&lt;br /&gt;
| &amp;lt;center&amp;gt;1&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;2nd&amp;lt;/center&amp;gt;&lt;br /&gt;
| +1&lt;br /&gt;
| &amp;lt;center&amp;gt;+0&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;+3&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;+3&amp;lt;/center&amp;gt;&lt;br /&gt;
| Item creation, Assemble prototype&lt;br /&gt;
| 4&lt;br /&gt;
| &amp;lt;center&amp;gt;1&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;3rd&amp;lt;/center&amp;gt;&lt;br /&gt;
| +2&lt;br /&gt;
| &amp;lt;center&amp;gt;+1&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;+3&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;+3&amp;lt;/center&amp;gt;&lt;br /&gt;
| Bonus feat, Craft wonderous item&lt;br /&gt;
| 4&lt;br /&gt;
| &amp;lt;center&amp;gt;2&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;4th&amp;lt;/center&amp;gt;&lt;br /&gt;
| +3&lt;br /&gt;
| &amp;lt;center&amp;gt;+1&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;+4&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;+4&amp;lt;/center&amp;gt;&lt;br /&gt;
| --&lt;br /&gt;
| 4&lt;br /&gt;
| &amp;lt;center&amp;gt;3&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;5th&amp;lt;/center&amp;gt;&lt;br /&gt;
| +3&lt;br /&gt;
| &amp;lt;center&amp;gt;+1&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;+4&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;+4&amp;lt;/center&amp;gt;&lt;br /&gt;
| Craft magic arms and armor, Salvage&lt;br /&gt;
| 4&lt;br /&gt;
| &amp;lt;center&amp;gt;3&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;2&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;6th&amp;lt;/center&amp;gt;&lt;br /&gt;
| +4&lt;br /&gt;
| &amp;lt;center&amp;gt;+2&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;+5&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;+5&amp;lt;/center&amp;gt;&lt;br /&gt;
| Trapfinding, bonus feat&lt;br /&gt;
| 5&lt;br /&gt;
| &amp;lt;center&amp;gt;4&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;3&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;7th&amp;lt;/center&amp;gt;&lt;br /&gt;
| +5&lt;br /&gt;
| &amp;lt;center&amp;gt;+2&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;+5&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;+5&amp;lt;/center&amp;gt;&lt;br /&gt;
| --&lt;br /&gt;
| 5&lt;br /&gt;
| &amp;lt;center&amp;gt;4&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;3&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;8th&amp;lt;/center&amp;gt;&lt;br /&gt;
| +6/+1&lt;br /&gt;
| &amp;lt;center&amp;gt;+2&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;+6&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;+6&amp;lt;/center&amp;gt;&lt;br /&gt;
| --&lt;br /&gt;
| 5&lt;br /&gt;
| &amp;lt;center&amp;gt;4&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;4&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;2&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;9th&amp;lt;/center&amp;gt;&lt;br /&gt;
| +6/+1&lt;br /&gt;
| &amp;lt;center&amp;gt;+3&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;+6&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;+6&amp;lt;/center&amp;gt;&lt;br /&gt;
| Bonus feat&lt;br /&gt;
| 5&lt;br /&gt;
| &amp;lt;center&amp;gt;4&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;4&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;3&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;10th&amp;lt;/center&amp;gt;&lt;br /&gt;
| +7/+2&lt;br /&gt;
| &amp;lt;center&amp;gt;+3&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;+7&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;+7&amp;lt;/center&amp;gt;&lt;br /&gt;
| Jack of all trades&lt;br /&gt;
| 5&lt;br /&gt;
| &amp;lt;center&amp;gt;5&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;4&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;3&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;11th&amp;lt;/center&amp;gt;&lt;br /&gt;
| +8/+3&lt;br /&gt;
| &amp;lt;center&amp;gt;+3&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;+7&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;+7&amp;lt;/center&amp;gt;&lt;br /&gt;
| --&lt;br /&gt;
| 5&lt;br /&gt;
| &amp;lt;center&amp;gt;5&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;4&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;4&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;2&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;12th&amp;lt;/center&amp;gt;&lt;br /&gt;
| +9/+4&lt;br /&gt;
| &amp;lt;center&amp;gt;+4&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;+8&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;+8&amp;lt;/center&amp;gt;&lt;br /&gt;
| Bonus feat&lt;br /&gt;
| 5&lt;br /&gt;
| &amp;lt;center&amp;gt;5&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;5&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;4&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;3&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;13th&amp;lt;/center&amp;gt;&lt;br /&gt;
| +9/+4&lt;br /&gt;
| &amp;lt;center&amp;gt;+4&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;+8&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;+8&amp;lt;/center&amp;gt;&lt;br /&gt;
| --&lt;br /&gt;
| 5&lt;br /&gt;
| &amp;lt;center&amp;gt;5&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;5&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;4&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;3&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;14th&amp;lt;/center&amp;gt;&lt;br /&gt;
| +10/+5&lt;br /&gt;
| &amp;lt;center&amp;gt;+4&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;+9&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;+9&amp;lt;/center&amp;gt;&lt;br /&gt;
| --&lt;br /&gt;
| 5&lt;br /&gt;
| &amp;lt;center&amp;gt;5&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;5&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;4&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;4&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;2&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;15th&amp;lt;/center&amp;gt;&lt;br /&gt;
| +11/+6/+1&lt;br /&gt;
| &amp;lt;center&amp;gt;+5&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;+9&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;+9&amp;lt;/center&amp;gt;&lt;br /&gt;
| Bonus feat&lt;br /&gt;
| 5&lt;br /&gt;
| &amp;lt;center&amp;gt;5&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;5&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;5&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;4&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;3&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;16th&amp;lt;/center&amp;gt;&lt;br /&gt;
| +12/+7/+2&lt;br /&gt;
| &amp;lt;center&amp;gt;+5&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;+10&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;+10&amp;lt;/center&amp;gt;&lt;br /&gt;
| --&lt;br /&gt;
| 5&lt;br /&gt;
| &amp;lt;center&amp;gt;5&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;5&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;5&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;4&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;3&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;17th&amp;lt;/center&amp;gt;&lt;br /&gt;
| +12/+7/+2&lt;br /&gt;
| &amp;lt;center&amp;gt;+5&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;+10&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;+10&amp;lt;/center&amp;gt;&lt;br /&gt;
| --&lt;br /&gt;
| 5&lt;br /&gt;
| &amp;lt;center&amp;gt;5&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;5&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;5&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;4&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;4&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;2&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;18th&amp;lt;/center&amp;gt;&lt;br /&gt;
| +13/+8/+3&lt;br /&gt;
| &amp;lt;center&amp;gt;+6&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;+11&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;+11&amp;lt;/center&amp;gt;&lt;br /&gt;
| Bonus feat&lt;br /&gt;
| 5&lt;br /&gt;
| &amp;lt;center&amp;gt;5&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;5&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;5&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;5&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;4&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;3&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;19th&amp;lt;/center&amp;gt;&lt;br /&gt;
| +14/+9/+4&lt;br /&gt;
| &amp;lt;center&amp;gt;+6&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;+11&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;+11&amp;lt;/center&amp;gt;&lt;br /&gt;
| --&lt;br /&gt;
| 5&lt;br /&gt;
| &amp;lt;center&amp;gt;5&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;5&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;5&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;5&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;5&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;4&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;20th&amp;lt;/center&amp;gt;&lt;br /&gt;
| +15/+10/+5&lt;br /&gt;
| &amp;lt;center&amp;gt;+6&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;+12&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;+12&amp;lt;/center&amp;gt;&lt;br /&gt;
| Device mastery&lt;br /&gt;
| 5&lt;br /&gt;
| &amp;lt;center&amp;gt;5&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;5&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;5&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;5&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;5&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;5&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Devices== &lt;br /&gt;
Devices are tools artificers use to emulate magic. An artificer has a book of Schematics known as a Portfolio, from which he can construct devices. Devices have two components, core and secondary.&lt;br /&gt;
&lt;br /&gt;
Core components are a type of Foci, such as a gun frame, arcane engine, miniature steam boiler or clockwork machine. Multiple devices can use the same core component, so long as they emulate spells from the same school of magic. These Core Components cost 25g to create, and take 2 hours to craft (No check required). Each core component weighs 2lbs takes 1 page of the Portfolio.&lt;br /&gt;
&lt;br /&gt;
Secondary Components define what spell is cast by the core component. These components must be prepared every morning, as they are primed by the artificer. If a spell uses material components, these materials are special parts built into the Secondary Component during this preparation and are burned out after each use. These parts have the same cost as their traditional equivalents. Any specific magic items, such as Diamonds, Rare metals etc. require parts that are as difficult to find as the magical components (Diamond-Lenses, Platinum Fibers, Dragon-Tooth gears etc) An artificer can prepare a number of secondary components based on Table: Artificer. In addition, he receives bonus Secondary Components per day if he has a high Intelligence score (see Table: Ability Modifiers and Bonus Spells).&lt;br /&gt;
&lt;br /&gt;
Though Devices are similar to traditional magic, they exhibit certain differences. Devices do not require verbal components, instead requiring the Core Component as a focus. All artifice spells have a somatic component involving connecting the Secondary Component to the Core. Any material components required by the spell are subsumed by preparation into the somatic component. Drawing the Secondary Component is part of the casting of the spell. If the Artificer wishes to change his Core Component, he may do so as a move action that does not provoke attacks of opportunity.&lt;br /&gt;
&lt;br /&gt;
Metamagic feats can be applied to Devices the same as Wizard spells, selected and implemented during the preparation of the Secondary Devices in the morning. Neither Silent Spell nor Still Spell have any effect on the use of Artifice Devices. Devices can benefit from the use of metamagic rods.&lt;br /&gt;
&lt;br /&gt;
Effects created by Artifice Devices can be dispelled as normal for magic. However, Devices themselves are not subject to spells which target magic items, such as Disjunction and greater Dispel. Devices do not function in an Anti-Magic Field, although their functionality returns in full once they leave an anti-magic field.&lt;br /&gt;
&lt;br /&gt;
The Core Components of a device can be sundered. They have 5HP per Artificer Level and hardness 5, and weigh 2lb, and they can benefit from using special metals such as adamantium or mithril. A mithril component costs 150g, and an adamantine one costs 750g.&lt;br /&gt;
&lt;br /&gt;
The artificer gains new schematics in his portfolio by studying Artificer Prototypes. This process is identical in time and cost to a wizard adding spells to his spellbook. An artificer also gains 2 new schematics each time he gains a level, which he may use to learn schematics at any level he knows.&lt;br /&gt;
&lt;br /&gt;
The artificer must have an intelligence score of 10+Device Level to learn/build/use a device. Devices are drawn from the Wizard spell list.&lt;br /&gt;
&lt;br /&gt;
0-Level Devices have no core component and can be used at will.&lt;br /&gt;
&lt;br /&gt;
==Class Abilities==&lt;br /&gt;
&lt;br /&gt;
'''Elbow grease (Ex)''' The artificer adds half his Artificer level to Craft skill checks.&lt;br /&gt;
&lt;br /&gt;
'''Trapfinding (Ex)''' An Artificer adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). An Artificer can use Disable Device to disarm magic traps. Levels in Artificer Stack with Rogue levels for this ability.&lt;br /&gt;
&lt;br /&gt;
'''Item Creation''' The artificer is able to create magical items as if he were a spellcaster. He has an effective CL of +2 for meeting caster level requirements of magic items, and any device he knows how to make may be used in place of true spells for item prerequisites. He may also emulate a spell he does not know by making an Use Magic Device check with a DC of 14+Minimum Caster Level of Spell Emulated. Any spells emulated in this fashion are emulated using the Artificer's Class Level as CL, not the normal minimum to cast the spell.&lt;br /&gt;
&lt;br /&gt;
'''Assemble Prototype''' - The artificer creates a prototype version of one of the devices he owns. Any artificer who is also capable of using this device can use the prototype as a spell completion item, which is consumed in the process. Any artificer may also attempt to copy the device to his book of schematics with a Craft/Artifice check as if he were learnign a spell. Anyone else must make an use Magic Device check as if it was a scroll. This ability otherwise behaves the same as Scribe Scroll&lt;br /&gt;
&lt;br /&gt;
'''Salvage''' - The artificer may destroy a magic item, adding what it would normally cost to craft to his Salvage Pool. He can use this salvage pool to reduce the cost to enchant an item. Intelligent magical items receive a will save to avoid being destroyed in this way, and artifacts cannot be disenchanted in this way.&lt;br /&gt;
&lt;br /&gt;
'''Metamagic Science''' - The Artificer is able to expend additional charges of a charged magic item to increase the effect. He can apply any metamagic feat he knows to any spell-trigger item (Such as a wand) and expends additional charges or uses per day equal to the total increase in spell level applying this metamagic would cause. For example, a widened fireball would use up a total of 4 charges (1 + 3 from the metamagic)&lt;br /&gt;
&lt;br /&gt;
'''Jack of all Trades''' - As Bard Ability of the same name. Levels of Artificer stack with levels of Bard to determine the effectiveness of this ability.&lt;br /&gt;
&lt;br /&gt;
'''Device Mastery (Ex)''' - At 20th level, you grasp the subtle complexities of magic items. Once a day, you can treat any metamagic feat you have as Sudden. The artificer can also expend devices to power charged magic items. For every three levels of Device slots that you expend, you consume one less charge when using a magic item that expends charges.&lt;br /&gt;
&lt;br /&gt;
'''Artificer Bonus Feats''' - Artificers may select Any Metamagic Technique, Spell Focus or anyItemCreation Feat as a Bonus Feat. They must meet all prerequisites for the feat they select.&lt;/div&gt;</summary>
		<author><name>70.254.207.224</name></author>
	</entry>
	<entry>
		<id>http://www.tenebraemush.net/index.php?title=Artificer&amp;diff=175</id>
		<title>Artificer</title>
		<link rel="alternate" type="text/html" href="http://www.tenebraemush.net/index.php?title=Artificer&amp;diff=175"/>
		<updated>2010-02-06T03:06:52Z</updated>

		<summary type="html">&lt;p&gt;70.254.207.224: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''HD:''' d8 &lt;br /&gt;
&lt;br /&gt;
'''Proficiencies:''' Light Armor, Shields (But not Tower Shields), Simple Weapons, Pistol&lt;br /&gt;
&lt;br /&gt;
'''Skill Points:''' 6+Int Modifier per level&lt;br /&gt;
&lt;br /&gt;
'''Class Skills:''' Appraise (Int), Craft (Int), Disable Device (Dex), Escape Artist (Dex), Fly (Dex), Knowledge (arcana) (Int), Knowledge (engineering) (Int), Knowledge (technology) (Int), Knowledge (dungeoneering) (Int), Perception (Wis), Linguistics (Int), Spellcraft (Int), Use Magic Device (Cha), Profession (Int)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;Table: The Artificer &amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot;&lt;br /&gt;
! &amp;lt;center&amp;gt;Level&amp;lt;/center&amp;gt;&lt;br /&gt;
! BaseAttack Bonus&lt;br /&gt;
! &amp;lt;center&amp;gt;FortSave&amp;lt;/center&amp;gt;&lt;br /&gt;
! &amp;lt;center&amp;gt;RefSave&amp;lt;/center&amp;gt;&lt;br /&gt;
! &amp;lt;center&amp;gt;WillSave&amp;lt;/center&amp;gt;&lt;br /&gt;
! Special&lt;br /&gt;
! colspan=&amp;quot;7&amp;quot; | Devices&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! &amp;lt;center&amp;gt;Â &amp;lt;/center&amp;gt;&lt;br /&gt;
! Â &lt;br /&gt;
! &amp;lt;center&amp;gt;Â &amp;lt;/center&amp;gt;&lt;br /&gt;
! &amp;lt;center&amp;gt;Â &amp;lt;/center&amp;gt;&lt;br /&gt;
! &amp;lt;center&amp;gt;Â &amp;lt;/center&amp;gt;&lt;br /&gt;
! Â &lt;br /&gt;
! 0&lt;br /&gt;
! &amp;lt;center&amp;gt;1&amp;lt;/center&amp;gt;&lt;br /&gt;
! &amp;lt;center&amp;gt;2&amp;lt;/center&amp;gt;&lt;br /&gt;
! &amp;lt;center&amp;gt;3&amp;lt;/center&amp;gt;&lt;br /&gt;
! &amp;lt;center&amp;gt;4&amp;lt;/center&amp;gt;&lt;br /&gt;
! &amp;lt;center&amp;gt;5&amp;lt;/center&amp;gt;&lt;br /&gt;
! &amp;lt;center&amp;gt;6&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;1st&amp;lt;/center&amp;gt;&lt;br /&gt;
| +0&lt;br /&gt;
| &amp;lt;center&amp;gt;+0&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;+2&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;+2&amp;lt;/center&amp;gt;&lt;br /&gt;
| '''Elbow grease, Devices'''&lt;br /&gt;
| 3&lt;br /&gt;
| &amp;lt;center&amp;gt;1&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;2nd&amp;lt;/center&amp;gt;&lt;br /&gt;
| +1&lt;br /&gt;
| &amp;lt;center&amp;gt;+0&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;+3&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;+3&amp;lt;/center&amp;gt;&lt;br /&gt;
| Item creation, Assemble prototype&lt;br /&gt;
| 4&lt;br /&gt;
| &amp;lt;center&amp;gt;1&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;3rd&amp;lt;/center&amp;gt;&lt;br /&gt;
| +2&lt;br /&gt;
| &amp;lt;center&amp;gt;+1&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;+3&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;+3&amp;lt;/center&amp;gt;&lt;br /&gt;
| Bonus feat, Craft wonderous item&lt;br /&gt;
| 4&lt;br /&gt;
| &amp;lt;center&amp;gt;2&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;4th&amp;lt;/center&amp;gt;&lt;br /&gt;
| +3&lt;br /&gt;
| &amp;lt;center&amp;gt;+1&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;+4&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;+4&amp;lt;/center&amp;gt;&lt;br /&gt;
| --&lt;br /&gt;
| 4&lt;br /&gt;
| &amp;lt;center&amp;gt;3&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;5th&amp;lt;/center&amp;gt;&lt;br /&gt;
| +3&lt;br /&gt;
| &amp;lt;center&amp;gt;+1&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;+4&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;+4&amp;lt;/center&amp;gt;&lt;br /&gt;
| Craft magic arms and armor, Salvage&lt;br /&gt;
| 4&lt;br /&gt;
| &amp;lt;center&amp;gt;3&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;2&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;6th&amp;lt;/center&amp;gt;&lt;br /&gt;
| +4&lt;br /&gt;
| &amp;lt;center&amp;gt;+2&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;+5&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;+5&amp;lt;/center&amp;gt;&lt;br /&gt;
| Trapfinding, bonus feat&lt;br /&gt;
| 5&lt;br /&gt;
| &amp;lt;center&amp;gt;4&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;3&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;7th&amp;lt;/center&amp;gt;&lt;br /&gt;
| +5&lt;br /&gt;
| &amp;lt;center&amp;gt;+2&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;+5&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;+5&amp;lt;/center&amp;gt;&lt;br /&gt;
| --&lt;br /&gt;
| 5&lt;br /&gt;
| &amp;lt;center&amp;gt;4&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;3&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;8th&amp;lt;/center&amp;gt;&lt;br /&gt;
| +6/+1&lt;br /&gt;
| &amp;lt;center&amp;gt;+2&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;+6&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;+6&amp;lt;/center&amp;gt;&lt;br /&gt;
| --&lt;br /&gt;
| 5&lt;br /&gt;
| &amp;lt;center&amp;gt;4&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;4&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;2&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;9th&amp;lt;/center&amp;gt;&lt;br /&gt;
| +6/+1&lt;br /&gt;
| &amp;lt;center&amp;gt;+3&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;+6&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;+6&amp;lt;/center&amp;gt;&lt;br /&gt;
| Bonus feat&lt;br /&gt;
| 5&lt;br /&gt;
| &amp;lt;center&amp;gt;4&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;4&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;3&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;10th&amp;lt;/center&amp;gt;&lt;br /&gt;
| +7/+2&lt;br /&gt;
| &amp;lt;center&amp;gt;+3&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;+7&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;+7&amp;lt;/center&amp;gt;&lt;br /&gt;
| Jack of all trades&lt;br /&gt;
| 5&lt;br /&gt;
| &amp;lt;center&amp;gt;5&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;4&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;3&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;11th&amp;lt;/center&amp;gt;&lt;br /&gt;
| +8/+3&lt;br /&gt;
| &amp;lt;center&amp;gt;+3&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;+7&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;+7&amp;lt;/center&amp;gt;&lt;br /&gt;
| --&lt;br /&gt;
| 5&lt;br /&gt;
| &amp;lt;center&amp;gt;5&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;4&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;4&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;2&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;12th&amp;lt;/center&amp;gt;&lt;br /&gt;
| +9/+4&lt;br /&gt;
| &amp;lt;center&amp;gt;+4&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;+8&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;+8&amp;lt;/center&amp;gt;&lt;br /&gt;
| Bonus feat&lt;br /&gt;
| 5&lt;br /&gt;
| &amp;lt;center&amp;gt;5&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;5&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;4&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;3&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;13th&amp;lt;/center&amp;gt;&lt;br /&gt;
| +9/+4&lt;br /&gt;
| &amp;lt;center&amp;gt;+4&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;+8&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;+8&amp;lt;/center&amp;gt;&lt;br /&gt;
| --&lt;br /&gt;
| 5&lt;br /&gt;
| &amp;lt;center&amp;gt;5&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;5&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;4&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;3&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;14th&amp;lt;/center&amp;gt;&lt;br /&gt;
| +10/+5&lt;br /&gt;
| &amp;lt;center&amp;gt;+4&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;+9&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;+9&amp;lt;/center&amp;gt;&lt;br /&gt;
| --&lt;br /&gt;
| 5&lt;br /&gt;
| &amp;lt;center&amp;gt;5&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;5&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;4&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;4&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;2&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;15th&amp;lt;/center&amp;gt;&lt;br /&gt;
| +11/+6/+1&lt;br /&gt;
| &amp;lt;center&amp;gt;+5&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;+9&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;+9&amp;lt;/center&amp;gt;&lt;br /&gt;
| Bonus feat&lt;br /&gt;
| 5&lt;br /&gt;
| &amp;lt;center&amp;gt;5&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;5&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;5&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;4&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;3&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;amp;nbsp;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;16th&amp;lt;/center&amp;gt;&lt;br /&gt;
| +12/+7/+2&lt;br /&gt;
| &amp;lt;center&amp;gt;+5&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;+10&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;+10&amp;lt;/center&amp;gt;&lt;br /&gt;
| --&lt;br /&gt;
| 5&lt;br /&gt;
| &amp;lt;center&amp;gt;5&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;5&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;5&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;4&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;3&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;1&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;17th&amp;lt;/center&amp;gt;&lt;br /&gt;
| +12/+7/+2&lt;br /&gt;
| &amp;lt;center&amp;gt;+5&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;+10&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;+10&amp;lt;/center&amp;gt;&lt;br /&gt;
| --&lt;br /&gt;
| 5&lt;br /&gt;
| &amp;lt;center&amp;gt;5&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;5&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;5&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;4&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;4&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;2&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;18th&amp;lt;/center&amp;gt;&lt;br /&gt;
| +13/+8/+3&lt;br /&gt;
| &amp;lt;center&amp;gt;+6&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;+11&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;+11&amp;lt;/center&amp;gt;&lt;br /&gt;
| Bonus feat&lt;br /&gt;
| 5&lt;br /&gt;
| &amp;lt;center&amp;gt;5&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;5&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;5&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;5&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;4&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;3&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;19th&amp;lt;/center&amp;gt;&lt;br /&gt;
| +14/+9/+4&lt;br /&gt;
| &amp;lt;center&amp;gt;+6&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;+11&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;+11&amp;lt;/center&amp;gt;&lt;br /&gt;
| --&lt;br /&gt;
| 5&lt;br /&gt;
| &amp;lt;center&amp;gt;5&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;5&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;5&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;5&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;5&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;4&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;20th&amp;lt;/center&amp;gt;&lt;br /&gt;
| +15/+10/+5&lt;br /&gt;
| &amp;lt;center&amp;gt;+6&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;+12&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;+12&amp;lt;/center&amp;gt;&lt;br /&gt;
| Device mastery&lt;br /&gt;
| 5&lt;br /&gt;
| &amp;lt;center&amp;gt;5&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;5&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;5&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;5&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;5&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt;5&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Devices== &lt;br /&gt;
Devices are tools artificers use to emulate magic. An artificer has a book of Schematics known as a Portfolio, from which he can construct devices. Devices have two components, core and secondary.&lt;br /&gt;
&lt;br /&gt;
Core components are a type of Foci, such as a gun frame, arcane engine, miniature steam boiler or clockwork machine. Multiple devices can use the same core component, so long as they emulate spells from the same school of magic. These Core Components cost 25g to create, and take 2 hours to craft (No check required). Each core component weighs 2lbs takes 1 page of the Portfolio.&lt;br /&gt;
&lt;br /&gt;
Secondary Components define what spell is cast by the core component. These components must be prepared every morning, as they are primed by the artificer. If a spell uses material components, these materials are special parts built into the Secondary Component during this preparation and are burned out after each use. These parts have the same cost as their traditional equivalents. Any specific magic items, such as Diamonds, Rare metals etc. require parts that are as difficult to find as the magical components (Diamond-Lenses, Platinum Fibers, Dragon-Tooth gears etc) An artificer can prepare a number of secondary components based on Table: Artificer. In addition, he receives bonus Secondary Components per day if he has a high Intelligence score (see Table: Ability Modifiers and Bonus Spells).&lt;br /&gt;
&lt;br /&gt;
Though Devices are similar to traditional magic, they exhibit certain differences. Devices do not require verbal components, instead requiring the Core Component as a focus. All artifice spells have a somatic component involving connecting the Secondary Component to the Core. Any material components required by the spell are subsumed by preparation into the somatic component. Drawing the Secondary Component is part of the casting of the spell. If the Artificer wishes to change his Core Component, he may do so as a move action that does not provoke attacks of opportunity.&lt;br /&gt;
&lt;br /&gt;
Metamagic feats can be applied to Devices the same as Wizard spells, selected and implemented during the preparation of the Secondary Devices in the morning. Neither Silent Spell nor Still Spell have any effect on the use of Artifice Devices. Devices can benefit from the use of metamagic rods.&lt;br /&gt;
&lt;br /&gt;
Effects created by Artifice Devices can be dispelled as normal for magic. However, Devices themselves are not subject to spells which target magic items, such as Disjunction and greater Dispel. Devices do not function in an Anti-Magic Field, although their functionality returns in full once they leave an anti-magic field.&lt;br /&gt;
&lt;br /&gt;
The Core Components of a device can be sundered. They have 5HP per Artificer Level and hardness 5, and weigh 2lb, and they can benefit from using special metals such as adamantium or mithril. A mithril component costs 150g, and an adamantine one costs 750g.&lt;br /&gt;
&lt;br /&gt;
The artificer gains new schematics in his portfolio by studying Artificer Prototypes. This process is identical in time and cost to a wizard adding spells to his spellbook. An artificer also gains 2 new schematics each time he gains a level, which he may use to learn schematics at any level he knows.&lt;br /&gt;
&lt;br /&gt;
The artificer must have an intelligence score of 10+Device Level to learn/build/use a device. Devices are drawn from the Wizard spell list.&lt;br /&gt;
&lt;br /&gt;
0-Level Devices have no core component and can be used at will.&lt;br /&gt;
&lt;br /&gt;
==Class Abilities==&lt;br /&gt;
&lt;br /&gt;
'''Elbow grease (Ex)''' The artificer adds half his Artificer level to Craft skill checks.&lt;br /&gt;
&lt;br /&gt;
'''Trapfinding (Ex)''' An Artificer adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). An Artificer can use Disable Device to disarm magic traps. Levels in Artificer Stack with Rogue levels for this ability.&lt;br /&gt;
&lt;br /&gt;
'''Item Creation''' The artificer is able to create magical items as if he were a spellcaster. He has an effective CL of +2 for meeting caster level requirements of magic items, and any device he knows how to make may be used in place of true spells for item prerequisites. He may also emulate a spell he does not know by making an Use Magic Device check with a DC of 14+Minimum Caster Level of Spell Emulated. Any spells emulated in this fashion are emulated using the Artificer's Class Level as CL, not the normal minimum to cast the spell.&lt;br /&gt;
&lt;br /&gt;
'''Assemble Prototype''' - The artificer creates a prototype version of one of the devices he owns. Any artificer who is also capable of using this device can use the prototype as a spell completion item, which is consumed in the process. Any artificer may also attempt to copy the device to his book of schematics with a Craft/Artifice check as if he were learnign a spell. Anyone else must make an use Magic Device check as if it was a scroll. This ability otherwise behaves the same as Scribe Scroll&lt;br /&gt;
&lt;br /&gt;
'''Salvage''' - The artificer may destroy a magic item, adding what it would normally cost to craft to his Salvage Pool. He can use this salvage pool to reduce the cost to enchant an item. Intelligent magical items receive a will save to avoid being destroyed in this way, and artifacts cannot be disenchanted in this way.&lt;br /&gt;
&lt;br /&gt;
'''Metamagic Science''' - The Artificer is able to expend additional charges of a charged magic item to increase the effect. He can apply any metamagic feat he knows to any spell-trigger item (Such as a wand) and expends additional charges or uses per day equal to the total increase in spell level applying this metamagic would cause. For example, a widened fireball would use up a total of 4 charges (1 + 3 from the metamagic)&lt;br /&gt;
&lt;br /&gt;
'''Jack of all Trades''' - As Bard Ability of the same name. Levels of Artificer stack with levels of Bard to determine the effectiveness of this ability.&lt;br /&gt;
&lt;br /&gt;
'''Device Mastery (Ex)''' - At 20th level, you grasp the subtle complexities of magic items. Once a day, you can treat any metamagic feat you have as Sudden. The artificer can also expend devices to power charged magic items. For every three levels of Device slots that you expend, you consume one less charge when using a magic item that expends charges.&lt;br /&gt;
&lt;br /&gt;
'''Artificer Bonus Feats''' - Artificers may select Any Metamagic Technique, Spell Focus or anyItemCreation Feat as a Bonus Feat. They must meet all prerequisites for the feat they select.&lt;/div&gt;</summary>
		<author><name>70.254.207.224</name></author>
	</entry>
	<entry>
		<id>http://www.tenebraemush.net/index.php?title=Artificer&amp;diff=174</id>
		<title>Artificer</title>
		<link rel="alternate" type="text/html" href="http://www.tenebraemush.net/index.php?title=Artificer&amp;diff=174"/>
		<updated>2010-02-06T03:03:50Z</updated>

		<summary type="html">&lt;p&gt;70.254.207.224: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''HD:''' d8 &lt;br /&gt;
&lt;br /&gt;
'''Proficiencies:''' Light Armor, Shields (But not Tower Shields), Simple Weapons, Pistol&lt;br /&gt;
&lt;br /&gt;
'''Skill Points:''' 6+Int Modifier per level&lt;br /&gt;
&lt;br /&gt;
'''Class Skills:''' Appraise (Int), Craft (Int), Disable Device (Dex), Escape Artist (Dex), Fly (Dex), Knowledge (arcana) (Int), Knowledge (engineering) (Int), Knowledge (technology) (Int), Knowledge (dungeoneering) (Int), Perception (Wis), Linguistics (Int), Spellcraft (Int), Use Magic Device (Cha), Profession (Int)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
TABLE&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Devices== &lt;br /&gt;
Devices are tools artificers use to emulate magic. An artificer has a book of Schematics known as a Portfolio, from which he can construct devices. Devices have two components, core and secondary.&lt;br /&gt;
&lt;br /&gt;
Core components are a type of Foci, such as a gun frame, arcane engine, miniature steam boiler or clockwork machine. Multiple devices can use the same core component, so long as they emulate spells from the same school of magic. These Core Components cost 25g to create, and take 2 hours to craft (No check required). Each core component weighs 2lbs takes 1 page of the Portfolio.&lt;br /&gt;
&lt;br /&gt;
Secondary Components define what spell is cast by the core component. These components must be prepared every morning, as they are primed by the artificer. If a spell uses material components, these materials are special parts built into the Secondary Component during this preparation and are burned out after each use. These parts have the same cost as their traditional equivalents. Any specific magic items, such as Diamonds, Rare metals etc. require parts that are as difficult to find as the magical components (Diamond-Lenses, Platinum Fibers, Dragon-Tooth gears etc) An artificer can prepare a number of secondary components based on Table: Artificer. In addition, he receives bonus Secondary Components per day if he has a high Intelligence score (see Table: Ability Modifiers and Bonus Spells).&lt;br /&gt;
&lt;br /&gt;
Though Devices are similar to traditional magic, they exhibit certain differences. Devices do not require verbal components, instead requiring the Core Component as a focus. All artifice spells have a somatic component involving connecting the Secondary Component to the Core. Any material components required by the spell are subsumed by preparation into the somatic component. Drawing the Secondary Component is part of the casting of the spell. If the Artificer wishes to change his Core Component, he may do so as a move action that does not provoke attacks of opportunity.&lt;br /&gt;
&lt;br /&gt;
Metamagic feats can be applied to Devices the same as Wizard spells, selected and implemented during the preparation of the Secondary Devices in the morning. Neither Silent Spell nor Still Spell have any effect on the use of Artifice Devices. Devices can benefit from the use of metamagic rods.&lt;br /&gt;
&lt;br /&gt;
Effects created by Artifice Devices can be dispelled as normal for magic. However, Devices themselves are not subject to spells which target magic items, such as Disjunction and greater Dispel. Devices do not function in an Anti-Magic Field, although their functionality returns in full once they leave an anti-magic field.&lt;br /&gt;
&lt;br /&gt;
The Core Components of a device can be sundered. They have 5HP per Artificer Level and hardness 5, and weigh 2lb, and they can benefit from using special metals such as adamantium or mithril. A mithril component costs 150g, and an adamantine one costs 750g.&lt;br /&gt;
&lt;br /&gt;
The artificer gains new schematics in his portfolio by studying Artificer Prototypes. This process is identical in time and cost to a wizard adding spells to his spellbook. An artificer also gains 2 new schematics each time he gains a level, which he may use to learn schematics at any level he knows.&lt;br /&gt;
&lt;br /&gt;
The artificer must have an intelligence score of 10+Device Level to learn/build/use a device. Devices are drawn from the Wizard spell list.&lt;br /&gt;
&lt;br /&gt;
0-Level Devices have no core component and can be used at will.&lt;br /&gt;
&lt;br /&gt;
==Class Abilities==&lt;br /&gt;
&lt;br /&gt;
'''Elbow grease (Ex)''' The artificer adds half his Artificer level to Craft skill checks.&lt;br /&gt;
&lt;br /&gt;
'''Trapfinding (Ex)''' An Artificer adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). An Artificer can use Disable Device to disarm magic traps. Levels in Artificer Stack with Rogue levels for this ability.&lt;br /&gt;
&lt;br /&gt;
'''Item Creation''' The artificer is able to create magical items as if he were a spellcaster. He has an effective CL of +2 for meeting caster level requirements of magic items, and any device he knows how to make may be used in place of true spells for item prerequisites. He may also emulate a spell he does not know by making an Use Magic Device check with a DC of 14+Minimum Caster Level of Spell Emulated. Any spells emulated in this fashion are emulated using the Artificer's Class Level as CL, not the normal minimum to cast the spell.&lt;br /&gt;
&lt;br /&gt;
'''Assemble Prototype''' - The artificer creates a prototype version of one of the devices he owns. Any artificer who is also capable of using this device can use the prototype as a spell completion item, which is consumed in the process. Any artificer may also attempt to copy the device to his book of schematics with a Craft/Artifice check as if he were learnign a spell. Anyone else must make an use Magic Device check as if it was a scroll. This ability otherwise behaves the same as Scribe Scroll&lt;br /&gt;
&lt;br /&gt;
'''Salvage''' - The artificer may destroy a magic item, adding what it would normally cost to craft to his Salvage Pool. He can use this salvage pool to reduce the cost to enchant an item. Intelligent magical items receive a will save to avoid being destroyed in this way, and artifacts cannot be disenchanted in this way.&lt;br /&gt;
&lt;br /&gt;
'''Metamagic Science''' - The Artificer is able to expend additional charges of a charged magic item to increase the effect. He can apply any metamagic feat he knows to any spell-trigger item (Such as a wand) and expends additional charges or uses per day equal to the total increase in spell level applying this metamagic would cause. For example, a widened fireball would use up a total of 4 charges (1 + 3 from the metamagic)&lt;br /&gt;
&lt;br /&gt;
'''Jack of all Trades''' - As Bard Ability of the same name. Levels of Artificer stack with levels of Bard to determine the effectiveness of this ability.&lt;br /&gt;
&lt;br /&gt;
'''Device Mastery (Ex)''' - At 20th level, you grasp the subtle complexities of magic items. Once a day, you can treat any metamagic feat you have as Sudden. The artificer can also expend devices to power charged magic items. For every three levels of Device slots that you expend, you consume one less charge when using a magic item that expends charges.&lt;br /&gt;
&lt;br /&gt;
'''Artificer Bonus Feats''' - Artificers may select Any Metamagic Technique, Spell Focus or anyItemCreation Feat as a Bonus Feat. They must meet all prerequisites for the feat they select.&lt;/div&gt;</summary>
		<author><name>70.254.207.224</name></author>
	</entry>
	<entry>
		<id>http://www.tenebraemush.net/index.php?title=Artificer&amp;diff=173</id>
		<title>Artificer</title>
		<link rel="alternate" type="text/html" href="http://www.tenebraemush.net/index.php?title=Artificer&amp;diff=173"/>
		<updated>2010-02-06T03:03:22Z</updated>

		<summary type="html">&lt;p&gt;70.254.207.224: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''HD:''' d8 &lt;br /&gt;
&lt;br /&gt;
'''Proficiencies:''' Light Armor, Shields (But not Tower Shields), Simple Weapons, Pistol&lt;br /&gt;
&lt;br /&gt;
'''Skill Points:''' 6+Int Modifier per level&lt;br /&gt;
&lt;br /&gt;
'''Class Skills:''' Appraise (Int), Craft (Int), Disable Device (Dex), Escape Artist (Dex), Fly (Dex), Knowledge (arcana) (Int), Knowledge (engineering) (Int), Knowledge (technology) (Int), Knowledge (dungeoneering) (Int), Perception (Wis), Linguistics (Int), Spellcraft (Int), Use Magic Device (Cha), Profession (Int)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
TABLE&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Devices== &lt;br /&gt;
Devices are tools artificers use to emulate magic. An artificer has a book of Schematics known as a Portfolio, from which he can construct devices. Devices have two components, core and secondary.&lt;br /&gt;
&lt;br /&gt;
Core components are a type of Foci, such as a gun frame, arcane engine, miniature steam boiler or clockwork machine. Multiple devices can use the same core component, so long as they emulate spells from the same school of magic. These Core Components cost 25g to create, and take 2 hours to craft (No check required). Each core component weighs 2lbs takes 1 page of the Portfolio.&lt;br /&gt;
&lt;br /&gt;
Secondary Components define what spell is cast by the core component. These components must be prepared every morning, as they are primed by the artificer. If a spell uses material components, these materials are special parts built into the Secondary Component during this preparation and are burned out after each use. These parts have the same cost as their traditional equivalents. Any specific magic items, such as Diamonds, Rare metals etc. require parts that are as difficult to find as the magical components (Diamond-Lenses, Platinum Fibers, Dragon-Tooth gears etc) An artificer can prepare a number of secondary components based on Table: Artificer. In addition, he receives bonus Secondary Components per day if he has a high Intelligence score (see Table: Ability Modifiers and Bonus Spells).&lt;br /&gt;
&lt;br /&gt;
Though Devices are similar to traditional magic, they exhibit certain differences. Devices do not require verbal components, instead requiring the Core Component as a focus. All artifice spells have a somatic component involving connecting the Secondary Component to the Core. Any material components required by the spell are subsumed by preparation into the somatic component. Drawing the Secondary Component is part of the casting of the spell. If the Artificer wishes to change his Core Component, he may do so as a move action that does not provoke attacks of opportunity.&lt;br /&gt;
&lt;br /&gt;
Metamagic feats can be applied to Devices the same as Wizard spells, selected and implemented during the preparation of the Secondary Devices in the morning. Neither Silent Spell nor Still Spell have any effect on the use of Artifice Devices. Devices can benefit from the use of metamagic rods.&lt;br /&gt;
&lt;br /&gt;
Effects created by Artifice Devices can be dispelled as normal for magic. However, Devices themselves are not subject to spells which target magic items, such as Disjunction and greater Dispel. Devices do not function in an Anti-Magic Field, although their functionality returns in full once they leave an anti-magic field.&lt;br /&gt;
&lt;br /&gt;
The Core Components of a device can be sundered. They have 5HP per Artificer Level and hardness 5, and weigh 2lb, and they can benefit from using special metals such as adamantium or mithril. A mithril component costs 150g, and an adamantine one costs 750g.&lt;br /&gt;
&lt;br /&gt;
The artificer gains new schematics in his portfolio by studying Artificer Prototypes. This process is identical in time and cost to a wizard adding spells to his spellbook. An artificer also gains 2 new schematics each time he gains a level, which he may use to learn schematics at any level he knows.&lt;br /&gt;
&lt;br /&gt;
The artificer must have an intelligence score of 10+Device Level to learn/build/use a device. Devices are drawn from the Wizard spell list.&lt;br /&gt;
&lt;br /&gt;
0-Level Devices have no core component and can be used at will.&lt;br /&gt;
&lt;br /&gt;
'''Elbow grease (Ex)''' The artificer adds half his Artificer level to Craft skill checks.&lt;br /&gt;
&lt;br /&gt;
'''Trapfinding (Ex)''' An Artificer adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). An Artificer can use Disable Device to disarm magic traps. Levels in Artificer Stack with Rogue levels for this ability.&lt;br /&gt;
&lt;br /&gt;
'''Item Creation''' The artificer is able to create magical items as if he were a spellcaster. He has an effective CL of +2 for meeting caster level requirements of magic items, and any device he knows how to make may be used in place of true spells for item prerequisites. He may also emulate a spell he does not know by making an Use Magic Device check with a DC of 14+Minimum Caster Level of Spell Emulated. Any spells emulated in this fashion are emulated using the Artificer's Class Level as CL, not the normal minimum to cast the spell.&lt;br /&gt;
&lt;br /&gt;
'''Assemble Prototype''' - The artificer creates a prototype version of one of the devices he owns. Any artificer who is also capable of using this device can use the prototype as a spell completion item, which is consumed in the process. Any artificer may also attempt to copy the device to his book of schematics with a Craft/Artifice check as if he were learnign a spell. Anyone else must make an use Magic Device check as if it was a scroll. This ability otherwise behaves the same as Scribe Scroll&lt;br /&gt;
&lt;br /&gt;
'''Salvage''' - The artificer may destroy a magic item, adding what it would normally cost to craft to his Salvage Pool. He can use this salvage pool to reduce the cost to enchant an item. Intelligent magical items receive a will save to avoid being destroyed in this way, and artifacts cannot be disenchanted in this way.&lt;br /&gt;
&lt;br /&gt;
'''Metamagic Science''' - The Artificer is able to expend additional charges of a charged magic item to increase the effect. He can apply any metamagic feat he knows to any spell-trigger item (Such as a wand) and expends additional charges or uses per day equal to the total increase in spell level applying this metamagic would cause. For example, a widened fireball would use up a total of 4 charges (1 + 3 from the metamagic)&lt;br /&gt;
&lt;br /&gt;
'''Jack of all Trades''' - As Bard Ability of the same name. Levels of Artificer stack with levels of Bard to determine the effectiveness of this ability.&lt;br /&gt;
&lt;br /&gt;
'''Device Mastery (Ex)''' - At 20th level, you grasp the subtle complexities of magic items. Once a day, you can treat any metamagic feat you have as Sudden. The artificer can also expend devices to power charged magic items. For every three levels of Device slots that you expend, you consume one less charge when using a magic item that expends charges.&lt;br /&gt;
&lt;br /&gt;
'''Artificer Bonus Feats''' - Artificers may select Any Metamagic Technique, Spell Focus or anyItemCreation Feat as a Bonus Feat. They must meet all prerequisites for the feat they select.&lt;/div&gt;</summary>
		<author><name>70.254.207.224</name></author>
	</entry>
	<entry>
		<id>http://www.tenebraemush.net/index.php?title=Artificer&amp;diff=172</id>
		<title>Artificer</title>
		<link rel="alternate" type="text/html" href="http://www.tenebraemush.net/index.php?title=Artificer&amp;diff=172"/>
		<updated>2010-02-06T03:01:55Z</updated>

		<summary type="html">&lt;p&gt;70.254.207.224: Created page with ''''HD:''' d8   '''Proficiencies:''' Light Armor, Shields (But not Tower Shields), Simple Weapons, Pistol  '''Skill Points:''' 6+Int Modifier per level  '''Class Skills:''' Apprai…'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''HD:''' d8 &lt;br /&gt;
&lt;br /&gt;
'''Proficiencies:''' Light Armor, Shields (But not Tower Shields), Simple Weapons, Pistol&lt;br /&gt;
&lt;br /&gt;
'''Skill Points:''' 6+Int Modifier per level&lt;br /&gt;
&lt;br /&gt;
'''Class Skills:''' Appraise (Int), Craft (Int), Disable Device (Dex), Escape Artist (Dex), Fly (Dex), Knowledge (arcana) (Int), Knowledge (engineering) (Int), Knowledge (technology) (Int), Knowledge (dungeoneering) (Int), Perception (Wis), Linguistics (Int), Spellcraft (Int), Use Magic Device (Cha), Profession (Int)&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
TABLE&lt;br /&gt;
&lt;br /&gt;
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'''DEVICES''' â€“ Devices are tools artificers use to emulate magic. An artificer has a book of Schematics known as a Portfolio, from which he can construct devices. Devices have two components, core and secondary.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Core components are a type of Foci, such as a gun frame, arcane engine, miniature steam boiler or clockwork machine. Multiple devices can use the same core component, so long as they emulate spells from the same school of magic. These Core Components cost 25g to create, and take 2 hours to craft (No check required). Each core component weighs 2lbs takes 1 page of the Portfolio.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Secondary Components define what spell is cast by the core component. These components must be prepared every morning, as they are primed by the artificer. If a spell uses material components, these materials are special parts built into the Secondary Component during this preparation and are burned out after each use. These parts have the same cost as their traditional equivalents. Any specific magic items, such as Diamonds, Rare metals etc. require parts that are as difficult to find as the magical components (Diamond-Lenses, Platinum Fibers, Dragon-Tooth gears etc) An artificer can prepare a number of secondary components based on Table: Artificer. In addition, he receives bonus Secondary Components per day if he has a high Intelligence score (see Table: Ability Modifiers and Bonus Spells).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Though Devices are similar to traditional magic, they exhibit certain differences. Devices do not require verbal components, instead requiring the Core Component as a focus. All artifice spells have a somatic component involving connecting the Secondary Component to the Core. Any material components required by the spell are subsumed by preparation into the somatic component. Drawing the Secondary Component is part of the casting of the spell. If the Artificer wishes to change his Core Component, he may do so as a move action that does not provoke attacks of opportunity.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Metamagic feats can be applied to Devices the same as Wizard spells, selected and implemented during the preparation of the Secondary Devices in the morning. Neither Silent Spell nor Still Spell have any effect on the use of Artifice Devices. Devices can benefit from the use of metamagic rods.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Effects created by Artifice Devices can be dispelled as normal for magic. However, Devices themselves are not subject to spells which target magic items, such as Disjunction and greater Dispel. Devices do not function in an Anti-Magic Field, although their functionality returns in full once they leave an anti-magic field.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Core Components of a device can be sundered. They have 5HP per Artificer Level and hardness 5, and weigh 2lb, and they can benefit from using special metals such as adamantium or mithril. A mithril component costs 150g, and an adamantine one costs 750g.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The artificer gains new schematics in his portfolio by studying Artificer Prototypes. This process is identical in time and cost to a wizard adding spells to his spellbook. An artificer also gains 2 new schematics each time he gains a level, which he may use to learn schematics at any level he knows.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The artificer must have an intelligence score of 10+Device Level to learn/build/use a device. Devices are drawn from the Wizard spell list.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
0-Level Devices have no core component and can be used at will.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Elbow grease (Ex)''' - The artificer adds half his Artificer level to Craft skill checks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Trapfinding (Ex)''' - An Artificer adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). An Artificer can use Disable Device to disarm magic traps. Levels in Artificer Stack with Rogue levels for this ability.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Item Creation -''' The artificer is able to create magical items as if he were a spellcaster. He has an effective CL of +2 for meeting caster level requirements of magic items, and any device he knows how to make may be used in place of true spells for item prerequisites. He may also emulate a spell he does not know by making an Use Magic Device check with a DC of 14+Minimum Caster Level of Spell Emulated. Any spells emulated in this fashion are emulated using the Artificer's Class Level as CL, not the normal minimum to cast the spell.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Assemble Prototype''' - The artificer creates a prototype version of one of the devices he owns. Any artificer who is also capable of using this device can use the prototype as a spell completion item, which is consumed in the process. Any artificer may also attempt to copy the device to his book of schematics with a Craft/Artifice check as if he were learnign a spell. Anyone else must make an use Magic Device check as if it was a scroll. This ability otherwise behaves the same as Scribe Scroll.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Salvage''' - The artificer may destroy a magic item, adding what it would normally cost to craft to his Salvage Pool. He can use this salvage pool to reduce the cost to enchant an item. Intelligent magical items receive a will save to avoid being destroyed in this way, and artifacts cannot be disenchanted in this way.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Metamagic Science''' - The Artificer is able to expend additional charges of a charged magic item to increase the effect. He can apply any metamagic feat he knows to any spell-trigger item (Such as a wand) and expends additional charges or uses per day equal to the total increase in spell level applying this metamagic would cause. For example, a widened fireball would use up a total of 4 charges (1 + 3 from the metamagic)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Jack of all Trades''' - As Bard Ability of the same name. Levels of Artificer stack with levels of Bard to determine the effectiveness of this ability.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Device Mastery (Ex)''' - At 20th level, you grasp the subtle complexities of magic items. Once a day, you can treat any metamagic feat you have as Sudden. The artificer can also expend devices to power charged magic items. For every three levels of Device slots that you expend, you consume one less charge when using a magic item that expends charges.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Artificer Bonus Feats''' - Artificers may select Any Metamagic Technique, Spell Focus or anyItemCreation Feat as a Bonus Feat. They must meet all prerequisites for the feat they select.&lt;/div&gt;</summary>
		<author><name>70.254.207.224</name></author>
	</entry>
	<entry>
		<id>http://www.tenebraemush.net/index.php?title=Classes&amp;diff=171</id>
		<title>Classes</title>
		<link rel="alternate" type="text/html" href="http://www.tenebraemush.net/index.php?title=Classes&amp;diff=171"/>
		<updated>2010-02-06T02:31:27Z</updated>

		<summary type="html">&lt;p&gt;70.254.207.224: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The standard D&amp;amp;D classes can all be found here on the Emblem of Ea. For the most part there are no changes to these classes outside of theme-based implications and a minor tweak here and there. So you can select from any of the eleven classes presented in the Players Handbook ([[Barbarian]], [[Bard]], [[Cleric]], [[Druid]], [[Fighter]], [[Monk]], [[Paladin]], [[Ranger]], [[Rogue]], [[Sorcerer]] and [[Wizard]]). In addition to this we also present a house class that has been created solely for use on The Emblem of Ea, the [[Artificer]]. &lt;br /&gt;
&lt;br /&gt;
All standard characters begin play at level 2. Your backgrounds should reflect your character's career, knowledge and experience up untill the point that they arrive in Alexandria--i.e. you should be sure that you properly explain your multiclassing selection if you multiclass, and so on.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Core Classes==&lt;br /&gt;
The following list is to give you an example of the types of NPCs and PCs you may encounter in Alexandria. It also may serve to give you some ideas for just what your character is doing in the city and what type of things they can set as their personal goals.&lt;br /&gt;
&lt;br /&gt;
[[Artificer|Artificers]]:  Adventurers, alchemists, construct dealers/repairers, court wizard, magic item dealer, sage, scholar, scribe, student, teacher, troubleshooter, tutor.&lt;br /&gt;
&lt;br /&gt;
[[Barbarian|Barbarians]]: Adventurer, bandit, bodyguard, bounty hunter, freedom fighter, gladiator, guide, mercenary, soldier.&lt;br /&gt;
&lt;br /&gt;
[[Bard|Bards]]: Acrobat, actor, adventurer, adviser, alchemist, ambassador, assassin, buffoon, courier, diplomat, diplomatic aide, freedom fighter, herald, jester, juggler, messenger, minstrel, music instructor, teacher, tutor.&lt;br /&gt;
&lt;br /&gt;
[[Cleric|Clerics]]: Acolyte, adventurer, advisor, ambassador, bounty hunter, chaplain, cultist, diplomat, diplomatic aide, healer, high priest, knight, priest, teacher, templar, tutor.&lt;br /&gt;
&lt;br /&gt;
[[Druid|Druids]]: Acolyte, adventurer, advisor, bounty hunter, cultist, guide, herbalist, hermit, high priest, priest, templar.&lt;br /&gt;
&lt;br /&gt;
[[Fighter|Fighters]]: Adventurer, assassin, bandit, bodyguard, bounty hunter, champion, city guard, freedom fighter, gladiator, knight, lord, mercenary, officer, soldier, templar, thug, trainer.&lt;br /&gt;
&lt;br /&gt;
[[Monk|Monks]]: Acolyte, adventurer, advisor, assassin, bodyguard, cenobite, city guard, cultist, hermit, high priest, officer, priest, trainer.&lt;br /&gt;
&lt;br /&gt;
[[Paladin|Paladins]]: Adventurer, advisor, champion, justicar, knight, lord, soldier, templar, trainer.&lt;br /&gt;
&lt;br /&gt;
[[Ranger|Rangers]]: Adventurer, bandit, bodyguard, bounty hunter, freedom fighter, guide, mercenary, scout, soldier, templar, trainer.&lt;br /&gt;
&lt;br /&gt;
[[Rogue|Rogues]]: Adventurer, ambassador, assassin, bandit, burglar, crime lord, cultist, cutpurse, diplomat, freedom fighter, mayor, security consultant, scout, spy, thug, trapmaker, trouble shooter.&lt;br /&gt;
&lt;br /&gt;
[[Sorcerer|Sorcerers]]: Adventurers, advisor, alchemist, assassin, battlecaster, bodyguard, cabalist, court wizard, cultist, fortuneteller, magic item dealer, spellcaster for hire, tutor.&lt;br /&gt;
&lt;br /&gt;
[[Wizard|Wizards]]: Adventurer, adviser, alchemist, assassin, battlecaster, bodyguard, cabalist, court wizard, cultist, fortuneteller, magic item dealer, sage, scholar, scribe, spellcaster for hire, student, teacher, troubleshooter, tutor.&lt;br /&gt;
&lt;br /&gt;
'''Adepts:''' Acolyte, alchemist, cabalist, cultist, fortuneteller, high priest magic item dealer, priest, sage, scholar, scribe, spellcaster for hire, student.&lt;br /&gt;
&lt;br /&gt;
'''Aristocrats:''' Advisor, ambassador, business owner, bureaucrat, diplomat, diplomatic aide, knight, lord, mayor, plantation owner.&lt;br /&gt;
&lt;br /&gt;
'''Commoners:''' Apprentice, artisan, barkeep, farmer, fisher, innkeeper, journeyman, laborer, merchant, servant, serving staff, shopkeeper.&lt;br /&gt;
&lt;br /&gt;
'''Experts/Masters:''' Adventurer, acrobat, actor, adviser, apprentice, artisan, barkeep, buffoon, bureaucrat, captain, caravan leader, diplomat, engineer, fisher, guide, innkeeper, jester, juggler, journeyman, magic item dealer, merchant, minstrel, pilot, professional, sage, scholar, scout, scribe, serving staff, shopkeeper, student, teacher, tutor.&lt;br /&gt;
&lt;br /&gt;
'''Warriors:''' Bandit, bodyguard, city guard, mercenary, soldier, templar, thug, trainer.&lt;br /&gt;
&lt;br /&gt;
==House Prestige Classes (PrCs)==&lt;br /&gt;
We offer several customized and all-new PrCs on Emblem of Ea.  Below you'll find a list those available; bear in mind that some are still under revision and may be updated at a later date.  For a list of all PrCs available on the game, go [[PrC List|here]].&lt;br /&gt;
&lt;br /&gt;
* [[Dran Juggernaut]]: The embodiment of the heroic ideal and power of [[Dran]]. A lightly armored, two handed weapons users.&lt;br /&gt;
&lt;br /&gt;
* [[Elemental Shaman]]: [[Druid|Druids]] who turn nature's destructive power against their foes&lt;br /&gt;
&lt;br /&gt;
* [[Grand Blademaster]]: [[Orcs]] who tap into the energies of the spirits.&lt;br /&gt;
&lt;br /&gt;
* [[Knight of the Holy Sword]]: A [[Templars|Templar]] that's passed the ultimate tests.&lt;br /&gt;
&lt;br /&gt;
* [[Spellgunner]]: Someone who forms a mystical bond with a firearm.&lt;br /&gt;
&lt;br /&gt;
* [[Steam Titan]]: An [[artificer]] that encloses themselves in moving armor.&lt;br /&gt;
&lt;br /&gt;
* [[Steppe Stormer]]: Double weapon specialist.&lt;br /&gt;
&lt;br /&gt;
* [[Student of Kulthus]]: Masters of forgotten Magitech. &lt;br /&gt;
&lt;br /&gt;
* [[War Mage]]: [[Wizard|Wizards]] and [[Sorcerer|sorcerers]] forged in battle.&lt;/div&gt;</summary>
		<author><name>70.254.207.224</name></author>
	</entry>
	<entry>
		<id>http://www.tenebraemush.net/index.php?title=Classes&amp;diff=170</id>
		<title>Classes</title>
		<link rel="alternate" type="text/html" href="http://www.tenebraemush.net/index.php?title=Classes&amp;diff=170"/>
		<updated>2010-02-06T02:28:43Z</updated>

		<summary type="html">&lt;p&gt;70.254.207.224: /* Core Classes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Standard D&amp;amp;D classes can all be found here on the Emblem of Ea. For the most part there are no changes to these classes outside of theme-based implications and a minor tweak here and there. So you can select from any of the eleven classes presented in the Players Handbook ([[Barbarian]], [[Bard]], [[Cleric]], [[Druid]], [[Fighter]], [[Monk]], [[Paladin]], [[Ranger]], [[Rogue]], [[Sorcerer]] and [[Wizard]]). In addition to this we also present a house class that has been created solely for use on The Emblem of Ea, the [[Artificer]]. &lt;br /&gt;
&lt;br /&gt;
All standard characters begin play at level 2. Your backgrounds should reflect your character's career, knowledge and experience up untill the point that they arrive in Alexandria--i.e. you should be sure that you properly explain your multiclassing selection if you multiclass, and so on.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Core Classes==&lt;br /&gt;
The following list is to give you an example of the types of NPCs and PCs you may encounter in Alexandria. It also may serve to give you some ideas for just what your character is doing in the city and what type of things they can set as their personal goals.&lt;br /&gt;
&lt;br /&gt;
[[Artificer|Artificers]]:  Adventurers, alchemists, construct dealers/repairers, court wizard, magic item dealer, sage, scholar, scribe, student, teacher, troubleshooter, tutor.&lt;br /&gt;
&lt;br /&gt;
[[Barbarian|Barbarians]]: Adventurer, bandit, bodyguard, bounty hunter, freedom fighter, gladiator, guide, mercenary, soldier.&lt;br /&gt;
&lt;br /&gt;
[[Bard|Bards]]: Acrobat, actor, adventurer, adviser, alchemist, ambassador, assassin, buffoon, courier, diplomat, diplomatic aide, freedom fighter, herald, jester, juggler, messenger, minstrel, music instructor, teacher, tutor.&lt;br /&gt;
&lt;br /&gt;
[[Cleric|Clerics]]: Acolyte, adventurer, advisor, ambassador, bounty hunter, chaplain, cultist, diplomat, diplomatic aide, healer, high priest, knight, priest, teacher, templar, tutor.&lt;br /&gt;
&lt;br /&gt;
[[Druid|Druids]]: Acolyte, adventurer, advisor, bounty hunter, cultist, guide, herbalist, hermit, high priest, priest, templar.&lt;br /&gt;
&lt;br /&gt;
[[Fighter|Fighters]]: Adventurer, assassin, bandit, bodyguard, bounty hunter, champion, city guard, freedom fighter, gladiator, knight, lord, mercenary, officer, soldier, templar, thug, trainer.&lt;br /&gt;
&lt;br /&gt;
[[Monk|Monks]]: Acolyte, adventurer, advisor, assassin, bodyguard, cenobite, city guard, cultist, hermit, high priest, officer, priest, trainer.&lt;br /&gt;
&lt;br /&gt;
[[Paladin|Paladins]]: Adventurer, advisor, champion, justicar, knight, lord, soldier, templar, trainer.&lt;br /&gt;
&lt;br /&gt;
[[Ranger|Rangers]]: Adventurer, bandit, bodyguard, bounty hunter, freedom fighter, guide, mercenary, scout, soldier, templar, trainer.&lt;br /&gt;
&lt;br /&gt;
[[Rogue|Rogues]]: Adventurer, ambassador, assassin, bandit, burglar, crime lord, cultist, cutpurse, diplomat, freedom fighter, mayor, security consultant, scout, spy, thug, trapmaker, trouble shooter.&lt;br /&gt;
&lt;br /&gt;
[[Sorcerer|Sorcerers]]: Adventurers, advisor, alchemist, assassin, battlecaster, bodyguard, cabalist, court wizard, cultist, fortuneteller, magic item dealer, spellcaster for hire, tutor.&lt;br /&gt;
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[[Wizard|Wizards]]: Adventurer, adviser, alchemist, assassin, battlecaster, bodyguard, cabalist, court wizard, cultist, fortuneteller, magic item dealer, sage, scholar, scribe, spellcaster for hire, student, teacher, troubleshooter, tutor.&lt;br /&gt;
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'''Adepts:''' Acolyte, alchemist, cabalist, cultist, fortuneteller, high priest magic item dealer, priest, sage, scholar, scribe, spellcaster for hire, student.&lt;br /&gt;
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'''Aristocrats:''' Advisor, ambassador, business owner, bureaucrat, diplomat, diplomatic aide, knight, lord, mayor, plantation owner.&lt;br /&gt;
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'''Commoners:''' Apprentice, artisan, barkeep, farmer, fisher, innkeeper, journeyman, laborer, merchant, servant, serving staff, shopkeeper.&lt;br /&gt;
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'''Experts/Masters:''' Adventurer, acrobat, actor, adviser, apprentice, artisan, barkeep, buffoon, bureaucrat, captain, caravan leader, diplomat, engineer, fisher, guide, innkeeper, jester, juggler, journeyman, magic item dealer, merchant, minstrel, pilot, professional, sage, scholar, scout, scribe, serving staff, shopkeeper, student, teacher, tutor.&lt;br /&gt;
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'''Warriors:''' Bandit, bodyguard, city guard, mercenary, soldier, templar, thug, trainer.&lt;br /&gt;
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==House Prestige Classes (PrCs)==&lt;br /&gt;
We offer several customized and all-new PrCs on Emblem of Ea.  Below you'll find a list those available; bear in mind that some are still under revision and may be updated at a later date.  For a list of all PrCs available on the game, go [[PrC List|here]].&lt;br /&gt;
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* [[Dran Juggernaut]]: The embodiment of the heroic ideal and power of [[Dran]]. A lightly armored, two handed weapons users.&lt;br /&gt;
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* [[Elemental Shaman]]: [[Druid|Druids]] who turn nature's destructive power against their foes&lt;br /&gt;
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* [[Grand Blademaster]]: [[Orcs]] who tap into the energies of the spirits.&lt;br /&gt;
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* [[Knight of the Holy Sword]]: A [[Templars|Templar]] that's passed the ultimate tests.&lt;br /&gt;
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* [[Spellgunner]]: Someone who forms a mystical bond with a firearm.&lt;br /&gt;
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* [[Steam Titan]]: An [[artificer]] that encloses themselves in moving armor.&lt;br /&gt;
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* [[Steppe Stormer]]: Double weapon specialist.&lt;br /&gt;
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* [[Student of Kulthus]]: Masters of forgotten Magitech. &lt;br /&gt;
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* [[War Mage]]: [[Wizard|Wizards]] and [[Sorcerer|sorcerers]] forged in battle.&lt;/div&gt;</summary>
		<author><name>70.254.207.224</name></author>
	</entry>
	<entry>
		<id>http://www.tenebraemush.net/index.php?title=Wizard&amp;diff=169</id>
		<title>Wizard</title>
		<link rel="alternate" type="text/html" href="http://www.tenebraemush.net/index.php?title=Wizard&amp;diff=169"/>
		<updated>2010-02-06T02:28:28Z</updated>

		<summary type="html">&lt;p&gt;70.254.207.224: Created page with 'Wizards stand apart from the Artificers and other would-be dabblers in the Arcane Arts.  Though they figure prominently into many societies be it by working with ar…'&lt;/p&gt;
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&lt;div&gt;Wizards stand apart from the [[Artificer|Artificers]] and other would-be dabblers in the Arcane Arts.  Though they figure prominently into many societies be it by working with artificers to raise magical shields over cities during wars to deciphering the secrets of [[Kulthus]]’ aristocratic [[Sorcerer|sorcerers]]; there is a definite mystique about them still. In truth, they prefer it this way for it enables them to pursue their arts, considered by many to the be the purest form of arcane study, without as much public scrutiny or expectations that are given to Artificers.. &lt;br /&gt;
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The nation of [[Rune]] has been the centerpiece for magical study for centuries. Their ruling aristocracy, known as [[The Convocation of Rune]], produces elite noble-wizards that deal in all matters of diplomacy, spell creation and magic policing. Some even whisper of a small group of archmagi that sit even higher then The Convocation known as [[The Eldritch Council]]. A Council of individuals unafraid of manipulating historical events for the sake of balance in the world. Where Artificers are capable of cheaply producing low level magical effects a Wizard is capable of achieving heights of arcane power that dwarf the effects an Artificer can mimic. All wizards are beholden to an abstract series of laws known as [[The Covenant of Mana]]. This Covenant was made eons ago between [[Animus]] the god of magic and founder of magical tradition and the first wizards on the continent.&lt;br /&gt;
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	The Convocation of Rune is not the only wizardry order though. In [[Charn]] the [[Shadow Council]] and their Shadow Wizards aid the Charn nation with research into matters arcane. Protected by their elite bodyguards and devotees of [[Taara]] the Shadow Sorceress, this corrupt guild of wizards are interested in overthrowing and replacing The Convocation as the ultimate authority of magic on the continent.&lt;br /&gt;
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	Schools of magic known as the [[Academy of Sages]] are located in nearly every major city on the continent, at least in western civilization. The Academy of Sages is an affiliate of Rune and they answer to the ruling Convocation. Here they train the next generation of Wizards and students of the Arcane while weeding out the weak from the strong, the dabblers from the devoted and the reckless from the responsible. The Academies also deal in schools of Philosophy and some even have Bardic Colleges of Lore keeping though their primary focuses are on the Colleges of Magic.&lt;br /&gt;
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'''Wizard Options:''' There are a number of metamagic feats, unique familiar options and new spells and items that are available to a wizard.&lt;br /&gt;
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'''Prestige Classes:''' Wizards have many options to choose from here.  The Eldritch Knight is a wizard trained equally in the martial traditions and thus capable of defending magic with both sword and wits and the [[War Mage]] has figured prominently into military activities in many of the major nations.&lt;/div&gt;</summary>
		<author><name>70.254.207.224</name></author>
	</entry>
	<entry>
		<id>http://www.tenebraemush.net/index.php?title=Sorcerer&amp;diff=168</id>
		<title>Sorcerer</title>
		<link rel="alternate" type="text/html" href="http://www.tenebraemush.net/index.php?title=Sorcerer&amp;diff=168"/>
		<updated>2010-02-06T02:28:02Z</updated>

		<summary type="html">&lt;p&gt;70.254.207.224: Created page with 'Sorcerers are the rarer half of the duo of classes known collectively as Arcanists, meaning those who deal exclusively in the traditional methods of the arcane arts. On Emblem of…'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Sorcerers are the rarer half of the duo of classes known collectively as Arcanists, meaning those who deal exclusively in the traditional methods of the arcane arts. On Emblem of Ea, the power of a Sorcerer is blood born, carried down through generations via potent family lines and typically the origin is draconic in nature. Occasionally mingling with the magical creatures of other races occurs resulting in some Sorcerers who can trace their magic back to fae or even giants blood.&lt;br /&gt;
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	The way of the Sorcerer is largely mysterious and unknown and attempts by more scholarly agents and organizations to study and teach them have been met with mixed results. For the most part their magic is purely instinctive and they can emerge from nearly any race. Sorcerers definitely have a much more mystical and mythical bend here on the Emblem of Ea for they channel the raw power of magic itself through sheer will alone.&lt;br /&gt;
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'''Sorcerer Options:''' Various feats can contribute to a Sorcerers desire to customize him or herself. Many sorcerers search out their history and so benefit from feats that aid them in this exploratory process.&lt;br /&gt;
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'''Prestige Classes:''' Dragon Disciple and Wild Mage are two Prestige Classes that might appeal greatly to a Sorcerer.&lt;/div&gt;</summary>
		<author><name>70.254.207.224</name></author>
	</entry>
	<entry>
		<id>http://www.tenebraemush.net/index.php?title=Rogue&amp;diff=167</id>
		<title>Rogue</title>
		<link rel="alternate" type="text/html" href="http://www.tenebraemush.net/index.php?title=Rogue&amp;diff=167"/>
		<updated>2010-02-06T02:27:46Z</updated>

		<summary type="html">&lt;p&gt;70.254.207.224: Created page with 'Rogues are found in every city, town and village in the world of Gaea. The most common criminals are experts and warriors, representing the typical thug and cutthroat, but Rogues…'&lt;/p&gt;
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&lt;div&gt;Rogues are found in every city, town and village in the world of Gaea. The most common criminals are experts and warriors, representing the typical thug and cutthroat, but Rogues are often the elite of criminal organizations, spies, explorers and infiltrators. Many also serve as diplomats and others even work to solve crimes and mysteries as investigators and inquisitive agents. For even more, the thrill of adventure and the hunting of ancient ruins and the solving of puzzles and traps is a tempting endeavor and at this they are second to no one.&lt;br /&gt;
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'''Rogue Options:''' The Rogue is a flexible class that can benefit from a number of different areas Icly. Not all Rogues are thieves and criminals. A Rogue can easily be a gentleman spy as much as a bounty hunter or tracker. For those who are interested in life on the darker side of things, there are a number of criminal guilds that do appeal to Rogue like characters and that offer benefits for their loyalty and membership.&lt;br /&gt;
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'''Prestige Classes:''' From Assassin to Thief-Acrobat, there are a number of prestige classes that might appeal to a Rogue’s sense of style and purpose.&lt;/div&gt;</summary>
		<author><name>70.254.207.224</name></author>
	</entry>
	<entry>
		<id>http://www.tenebraemush.net/index.php?title=Ranger&amp;diff=166</id>
		<title>Ranger</title>
		<link rel="alternate" type="text/html" href="http://www.tenebraemush.net/index.php?title=Ranger&amp;diff=166"/>
		<updated>2010-02-06T02:27:27Z</updated>

		<summary type="html">&lt;p&gt;70.254.207.224: Created page with 'Rangers might come from similar backgrounds as barbarians and druids, being prominent among societies that still embrace rural activity and a more rustic …'&lt;/p&gt;
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&lt;div&gt;Rangers might come from similar backgrounds as [[Barbarian|barbarians]] and [[Druid|druids]], being prominent among societies that still embrace rural activity and a more rustic way of thinking. Even among civilized and modernized lands there is a need for those capable of navigating the wild and maintaining the delicate balance between nature and advancement so that roads are kept safe and exploiters do not abuse the land. Some even make their home in urban environments, acting as trackers and bounty hunters or serving as scouts and infiltrates into enemy lands.&lt;br /&gt;
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	Many rangers are followers of [[Gilead]] the hunter and many more emerge from the great expanse of [[The Vast]], the rolling central plains lands that are home to all manner of exotic creatures and threats both of the world and from other worlds. Here they punish poachers as well as protect settlements from dangerous creatures that have found their way to the world through one of The Vast’s many broken planar walls.&lt;br /&gt;
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	Rangers have a similar outlook to druids although some Rangers are simply men and women trained to survive, hunt and track in the wild. These Rangers may go their entire lives without ever casting a divine spell but other Rangers may learn to listen to the whispering words of the [[Yn’Drassil Union]] and to call upon its magic. Like Druids a deity in terms of divine magic does not limit them but instead they tap into the natural magic of the world that was given life and embodiment many ages ago.&lt;br /&gt;
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==Ranger Options==&lt;br /&gt;
The Emblem of Ea uses a modified version of the 3.5 ranger meant to take advantage of certain elements of our theme, in particular the inclusion of firearms and how they may impact traditions of the hunter, scout and Rangers. This new Ranger-Style is part of the standard array of the Ranger and the adjustments to the class can be seen below. &lt;br /&gt;
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'''Weapon and Armor Proficiency:''' A ranger is proficient with all simple and martial weapons as well as all firearms, and with light armor and shields (except tower shields).&lt;br /&gt;
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'''Combat Style (Ex):''' At 2nd level, a ranger must select one of three combat styles to pursue: archery, gunnery or two-weapon combat. This choice affects the character’s class features but does not restrict his selection of feats or special abilities in any way. &lt;br /&gt;
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If the ranger selects archery, he is treated as having the Rapid Shot feat, even if he does not have the normal prerequisites for that feat. &lt;br /&gt;
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If the ranger selects gunnery, he gains the Lightning Reload feat as a bonus feat. &lt;br /&gt;
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If the ranger selects two-weapon combat, he is treated as having the Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat. &lt;br /&gt;
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The benefits of the ranger’s chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.&lt;br /&gt;
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'''Improved Combat Style (Ex):''' At 6th level, a ranger’s aptitude in his chosen combat style (archery, gunnery or two-weapon combat) improves. &lt;br /&gt;
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If he selected archery at 2nd level, he is treated as having the Manyshot feat, even if he does not have the normal prerequisites for that feat. &lt;br /&gt;
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If the ranger selected gunnery at 2nd level, he is able to reload pistols as a free action and thusly capable of using his full attack with his pistols. In addition, he is capable of reloading a two-weapon firearm such as a long rifle or musket as a move action. &lt;br /&gt;
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If the ranger selected two-weapon combat at 2nd level, he is treated as having the Improved Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat. &lt;br /&gt;
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As before, the benefits of the ranger’s chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor. &lt;br /&gt;
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'''Combat Style Mastery (Ex):''' At 11th level, a ranger’s aptitude in his chosen combat style (archery, gunnery or two-weapon combat) improves again. &lt;br /&gt;
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If he selected archery at 2nd level, he is treated as having the Improved Precise Shot feat, even if he does not have the normal prerequisites for that feat. &lt;br /&gt;
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If the ranger selected gunnery at 2nd level, he is capable of reloading a two-hand firearm as a free action and is thusly capable of using such a weapon with his full attack.&lt;br /&gt;
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If the ranger selected two-weapon combat at 2nd level, he is treated as having the Greater Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat. &lt;br /&gt;
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As before, the benefits of the ranger’s chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor. &lt;br /&gt;
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'''Prestige Classes:''' Rangers can benefit from a number of martial prestige classes as well as classes that work well with their natural inclination to track and hunt such as [[Daemon Hunter]].&lt;/div&gt;</summary>
		<author><name>70.254.207.224</name></author>
	</entry>
	<entry>
		<id>http://www.tenebraemush.net/index.php?title=Paladin&amp;diff=165</id>
		<title>Paladin</title>
		<link rel="alternate" type="text/html" href="http://www.tenebraemush.net/index.php?title=Paladin&amp;diff=165"/>
		<updated>2010-02-06T02:27:08Z</updated>

		<summary type="html">&lt;p&gt;70.254.207.224: Created page with 'Similar to the cleric, Paladins have many options due to the religious theme of The Emblem of Ea. Like clerics they are the knights of a church and the champions of a specifi…'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Similar to the [[cleric]], Paladins have many options due to the religious theme of The Emblem of Ea. Like clerics they are the knights of a church and the champions of a specific cause. Held to an even higher standard then the clerics of these orders, Paladins are the epitome of conduct and missions of the divine. Paladins are not simply Lawful Good [[Fighter|fighters]] but are those called to rise above the corruption evident in society and even within their own orders and to take stands when no one else will.&lt;br /&gt;
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On the Emblem of Ea, all Paladins must have a patron deity although not all Paladins may be beholden to a specific church organization. Due to their lawful nature, most Paladins find it beneficial to work together and form Paladin orders but there have been cases of a few who choose to work alone and to honor their deities requests in a more personal matter. Any Lawful Good, Neutral Good and Lawful Neutral deity can support a Paladin. For Lawful Neutral deities this means that they may also have Lawful Evil members of their churches since the alignment step rule is in effect. To a Paladin character this simply means that their church has elements of corruption in it that must be weeded out and destroyed. No matter what, a Paladin represents the most lawful and good aspects of whatever deity they serve.&lt;br /&gt;
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'''Paladin Options:''' Paladins benefit from a number of fighter feats as well as divine feats that have been added to the game. In addition to this, Paladins may also gain special types of mounts in accordance to the optional rules presented first in Defenders of the Faith and then reprinted in the 3.5 Monster Manual. Lastly, although normally held to a strict multiclassing rule, some Paladins have the option to take a few additional classes depending on which deity they serve. [[War golems|War Golem]] Paladins who receive the lay on hands ability can use that ability to heal themselves as well as other constructs.&lt;br /&gt;
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'''Prestige Classes:''' [[Daemon Hunter|Silver Maiden]], [[Order of the Living Shield]], and [[Knight of the Holy Sword]] are some prestige classes that might appeal to a Paladin. However, most Paladins are likely to stay true to their original path for the majority of their career.&lt;br /&gt;
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==Special Paladin Orders==&lt;br /&gt;
Some faiths allow Paladins to multiclass freely with the [[Knight's Training]] feat and others do not. Paladin Orders are simply some examples of organized groups of Paladins.&lt;br /&gt;
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[[Daeus]]: Paladins of Daeus  are among the best loved heroes on Aeryth. They are often loosely organized into an organization known as The Templars of the Holy Sword, which also includes good fighters and serves as one of the arms of the military forces of the church. These Paladins tend to be more conservatives then their clerical counterparts. Daeus’ paladins may multiclass freely as clerics and fighters.&lt;br /&gt;
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[[Althea]]: Paladins of Althea are often compassionate healers and protectors of the weak. They guard the weak and use their healing abilities on others in need. A Paladin of Althea may stop and allow a crime to go unpunished and an evil person to escape in order to heal someone who has been wounded and is in need. Mariel's Paladins may multiclass freely as Clerics, Dwarven Defenders and Shield Knights.&lt;br /&gt;
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[[Reos]]: Reos has few paladins but those who exist are pretty much exclusively dwarven. These paladins are normally considered champions of dwarven kind, blending together all of the virtues of the dwarven race into their ultimate warriors. Reos’ Dwarven Paladins can freely multiclass as Fighters, Dwarven Wardens, Defenders and Avatars.&lt;br /&gt;
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[[Eluna]]: Paladins of Eluna rarely gain full levels of paladins throughout their career and many times turn their attention to the development of arcane might or the gift of foresight. They often hunt down instances of evil magic and black spells, which bring harm to the world, and so have little to no problems working with magicians and other goodly aligned arcane spell users. Paladins of Eluna often become clerics or members of the Order of the Silver Maidens. Some even gain sorcery talents.&lt;br /&gt;
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[[Navos]]: Paladins of Navos are often very somber, meditative but wise and knowledgeable knights. They are often called into service to defend ancient sites and locations and to protect scholars and travelers on their journeys to document the histories and mysteries of the world. They are rare but those who exist tend to be well learned and worldly in the matters of various nations. Paladins of Navos may freely multiclass as monks and often pursue both paths on the road to wisdom and enlightenment&lt;br /&gt;
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[[Vardama]]: Paladins of Vardama are almost exclusively concerned with the hunting, slaying and destroying of evil Necromancers and killing of undead. Most of the time they remain Paladins for their entire career but a few enter The Hunter of the Dead class. Paladins of Vardama do not multiclass freely and are exceptionally rare.&lt;/div&gt;</summary>
		<author><name>70.254.207.224</name></author>
	</entry>
	<entry>
		<id>http://www.tenebraemush.net/index.php?title=Monk&amp;diff=164</id>
		<title>Monk</title>
		<link rel="alternate" type="text/html" href="http://www.tenebraemush.net/index.php?title=Monk&amp;diff=164"/>
		<updated>2010-02-06T02:26:45Z</updated>

		<summary type="html">&lt;p&gt;70.254.207.224: Created page with 'A mixture of contemplative scholar and deadly martial artist, the hand to hand fighting traditions of the known world have a number of sources.   Some monks are called into a tra…'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A mixture of contemplative scholar and deadly martial artist, the hand to hand fighting traditions of the known world have a number of sources.&lt;br /&gt;
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Some monks are called into a tradition of learning and many other ones have affiliates with the teachings of various religions and churches. The [[Keepers of Time]] are one such monkly order, devoted to preservation of lore and historical documents and manuscripts while also teaching meditation and how to master ones mind and body in the name of [[Navos|Navosian]] thought. The Tower of Titans in [[Dran]] trains a brutal school of monks that focus on devastating grappling holds and brute strength and skillful application of size, a tradition of fighting said to have been handed down by giants of old.&lt;br /&gt;
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'''Monk Options:''' In addition to a number of other weapons that can be used as Monkly weapons we also provide different Monkly orders that open up different options for multiclassing that bypass the normal monk restriction for multiclassing and raising levels in non Monk classes. Several monkly orders combine traditional monk training with additional options that are dependent upon that order. Monks that choose the [[Monastic Training]] feat are able to simulate this and circumvent certain restrictions placed upon the Monk where multiclassing is concerned. Monastic training may be selected as a bonus feat at 1st, 2nd or 6th level. [[War golems|War Golem]] Monks who receive the wholeness of body ability may use the ability to repair damage they’ve taken.&lt;br /&gt;
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'''Prestige Classes:''' The nature of some monkly orders and prestige classes open up some options to Monks should they decide to branch out including Assassin and Reaping Mauler.&lt;br /&gt;
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==Monastic Orders==&lt;br /&gt;
Dozens of Monastic orders exist on Arcania. Most are small circles of no more than a dozen or so members, living in isolated monasteries in the wilderness. A few orders include hundreds of members and influence events across entire nations. Included in these entries are suggestions for the Monastic Training feat. Some of the more prominent orders include:&lt;br /&gt;
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'''The Shadow Fists''' (Evil) This is an evil Monkly order that follows the tenants of [[Taara]] the Shadow Sorceress and so it accepts [[Half-orcs|half orcs]], [[shadow elves]] and other evil races into its orders. They believe in the spreading of the will of Mulria and often function as agents and assassins who believe that by combining Ki and Arcane Magic they can achieve heights and depths of power not seen by most others. Monks of this order often receive cross training as Assassins, [[Rogue|Rogues]], [[Sorcerer|Sorcerers]] and [[Wizard|Wizards]].&lt;br /&gt;
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'''Jotunkein''' (Neutral, Sometimes Good, Rarely Evil) Despite being based in a very lawless region of the world, The Jotunkein are a monkly order that actually thrive on the training of those with giant blood within them to better utilize their talents. They also strive to tame the chaotic nature that often rides within their bloodline. Also known as The Iron Bodied Order, members of the Jotunkein are trained at the Tower of Titans in northern Arcania, just beyond the borders of [[Dran]]. Members are subjected to a grueling regime that hardens and toughens the body and focuses on power-striking, chokeholds, pressure points, throws, joint locks, and how to utilize the advantages of size as well as skill. They believe that through the strength of their body, blood, and mind can they overcome any challenge. Despite his chaotic bend,  Jotunkein acknowledges [[Angoron]]’s more neutral aspects. Jotunkein sometimes cross train as Rogues and Fighters and some become Reaping Maulers or even Dran Marauders. &lt;br /&gt;
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'''The Keepers''' (Good or Neutral) This order of monks follows the tenants of [[Navos]], lawful good deity of meditation, fate and wisdom and the traditional Monk deity on Gaea.. A monkly order that focuses more on scholarly aspects of learning then they do the development of the physical body, they are extremely wise and well learned masters of lore and knowledge. Monks of this order tend to work closely with [[Cleric|Clerics]] and [[Paladin|Paladins]] of Navos and often escort them on missions of discovery and exploration of ancient sites in order to aid in the research of history and civilization. They sometimes cross train as Clerics, [[Fighter|Fighters]], [[Ranger|Rangers]] and Wizards.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
'''The Thrashing Dancers''' (Neutral, Rarely Good or Evil)  The monastic order of the Thrashing Dance is an uncommon but thriving group that believes in perfection through emulation. Nature has seen fit to present shining examples of perfection, such as the predatory grace of the tiger and the unmovable presence of the elephant, so it is to these examples that the Thrashing Dancers draw inspiration from. Their maneuvers and stances mimic the movements of animals, and their monasteries are gardens secluded in the wilderness whereby they might observe the animals around them. So attuned to the natural world they often associate with [[Druid|Druids]] in order to further their techniques and understanding of the world's beasts. Thrashing Dancers often study the nature of the Druid and some train as Druids and Rangers. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''The Jeweled Order''' (Neutral) The Jeweled Order is a radical group of monks that has forsaken all gods and celestial forces to carve their own path. Monks of this order cast away all faith to outside powers and swear to only pray to themselves, such that they might not grow soft or bound to external forces and their agendas. Eventually they all aspire to become near-godlike beings of insight and foresight, breaking free of their shells and attained power that the gods would have denied them. Jeweled Monks see priests and worshippers as unenlightened slaves to be pitied. Jeweled Order monks sometimes cross train as fighters and rogues.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''The Bright Wardens''' (Good) This monkly order deals heavily with the Church of [[Daeus]] and are most often found in law abiding lands where they lend their wisdom and training to aid them and also aid the forces of good and law in the hunting down of corruptive and dangerous forces. They often work closely with local churches and ministries on these matters are usually a welcome sight. Bright Wardens  sometimes cross train as fighters, paladins and clerics.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''The Basalt Palms''' (Neutral or Evil) The monks of the Basalt Palm are a disparate collection of sects that espouse a variety of paths to enlightenment. At its core, the group reveres [[Vardama]] and her cycle of life and death which all living creatures are bound to. All of them practice a style of combat that is elegant but ruthlessly swift in delivering punishing blows. The Basalt Palms further divide themselves into different sects that focus on their different philosophical alignments. The White Marble Column believes that all virtuous beings have the right to a full life, so that they might fulfill their paths and become truly judged when death takes them. The Bone Mountain focus upon death itself in an attempt to understand its causes and how it is perceived in other lands. Bone Mountain monks that focus upon violence tend to incorporate what they have seen into their own fighting styles. The Crimson Thread is a functioning cell of assassins who assassinate those whose times has come. Monks of this sect use a complex system of divination, incorporating both priestly magics and carved finger bones, to determine who is ready for death. All Basalt Palms receive some education in religion and some also become Clerics, Fighters, Rogues and Wizards.&lt;/div&gt;</summary>
		<author><name>70.254.207.224</name></author>
	</entry>
	<entry>
		<id>http://www.tenebraemush.net/index.php?title=Fighter&amp;diff=163</id>
		<title>Fighter</title>
		<link rel="alternate" type="text/html" href="http://www.tenebraemush.net/index.php?title=Fighter&amp;diff=163"/>
		<updated>2010-02-06T02:26:10Z</updated>

		<summary type="html">&lt;p&gt;70.254.207.224: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The world of Gaea is war-weary and heavy with the burden of repeated conflicts. Wars are ongoing with some lasting for decades or even centuries while new ones flare up along side them. The history of the world is stepped in conflict and in a world like this, fighters can flourish. &lt;br /&gt;
&lt;br /&gt;
The most recent historical conflicts were [[The Crown Wars]] and the subsequent [[Sorceress Wars]]. The Crown Wars, fought between [[Myrddion]] and [[Charn]], saw a great advancement in both technomagical capability and the fighting forces of both nations from simple grunts to elite knightly orders or black armor clad brigades. The Sorceress Wars, fought for the freedom of [[Alexandria]], gave rise to freedom fighters and guerilla tactics that fought an unceasing uphill battle against a firmly entrenched occupying force. Ten years later, many of these fighters plus a new generation of fighters are seeking ways to continue to use their skills. Some fighters might be part of a chivalric order such as the [[Phoenix Guard]] or [[Knights of the Iron Crown]]. Others may be guards of a mercantile house or mercenaries and bounty hunters hunting after criminals, monsters and malcontents in [[The Desolation]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Options==&lt;br /&gt;
Fighters stand to reap great benefits from additional feats, new weapons and armor options offered in the Emblem of Ea campaign. Feats from well received books such as Complete Warrior are available along with house weapons such as firearms and the Greathammer (Great Maul).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Prestige Classes==&lt;br /&gt;
A number of Prestige Classes are suited to the fighter, including some that are related to race-specific themes where their history and martial traditions are concerned. [[Grand Blademaster]] and Reaping Mauler and more are good examples.&lt;/div&gt;</summary>
		<author><name>70.254.207.224</name></author>
	</entry>
	<entry>
		<id>http://www.tenebraemush.net/index.php?title=Fighter&amp;diff=162</id>
		<title>Fighter</title>
		<link rel="alternate" type="text/html" href="http://www.tenebraemush.net/index.php?title=Fighter&amp;diff=162"/>
		<updated>2010-02-06T02:25:56Z</updated>

		<summary type="html">&lt;p&gt;70.254.207.224: Created page with 'The world of Gaea is war-weary and heavy with the burden of repeated conflicts. Wars are ongoing with some lasting for decades or even centuries while new ones flare up along sid…'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The world of Gaea is war-weary and heavy with the burden of repeated conflicts. Wars are ongoing with some lasting for decades or even centuries while new ones flare up along side them. The history of the world is stepped in conflict and in a world like this, fighters can flourish. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The most recent historical conflicts were [[The Crown Wars]] and the subsequent [[Sorceress Wars]]. The Crown Wars, fought between [[Myrddion]] and [[Charn]], saw a great advancement in both technomagical capability and the fighting forces of both nations from simple grunts to elite knightly orders or black armor clad brigades. The Sorceress Wars, fought for the freedom of [[Alexandria]], gave rise to freedom fighters and guerilla tactics that fought an unceasing uphill battle against a firmly entrenched occupying force. Ten years later, many of these fighters plus a new generation of fighters are seeking ways to continue to use their skills. Some fighters might be part of a chivalric order such as the [[Phoenix Guard]] or [[Knights of the Iron Crown]]. Others may be guards of a mercantile house or mercenaries and bounty hunters hunting after criminals, monsters and malcontents in [[The Desolation]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Options==&lt;br /&gt;
Fighters stand to reap great benefits from additional feats, new weapons and armor options offered in the Emblem of Ea campaign. Feats from well received books such as Complete Warrior are available along with house weapons such as firearms and the Greathammer (Great Maul).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Prestige Classes==&lt;br /&gt;
A number of Prestige Classes are suited to the fighter, including some that are related to race-specific themes where their history and martial traditions are concerned. [[Grand Blademaster]] and Reaping Mauler and more are good examples.&lt;/div&gt;</summary>
		<author><name>70.254.207.224</name></author>
	</entry>
	<entry>
		<id>http://www.tenebraemush.net/index.php?title=Druid&amp;diff=161</id>
		<title>Druid</title>
		<link rel="alternate" type="text/html" href="http://www.tenebraemush.net/index.php?title=Druid&amp;diff=161"/>
		<updated>2010-02-06T02:25:08Z</updated>

		<summary type="html">&lt;p&gt;70.254.207.224: Created page with 'The druidic tradition of Gaea stretches back for eons right through the era of the gods. The great god of destruction, Gunahkar, struck a fell blow against the Tree of Life i…'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The druidic tradition of Gaea stretches back for eons right through the era of the gods. The great god of destruction, [[Gunahkar]], struck a fell blow against the Tree of Life in an attempt to hasten the end of the world. In the process of doing so he also nearly annihilated the elves of the fae world and he triggered their exodus to the mortal world and entrance into the War of the Gods. Sensing the great pain of the World Tree, [[Dana]] the Earth Mother journeyed to it and bonded with it. She then took seeds and planted them at various places all across the globe. As time passed these seeds gave flower and blossomed into smaller versions of the original extra planar World Tree. Named Yn’Drassil, the union of these trees and the magic they permeated the world with crossed thousands of miles and ignored culture and physical boundaries. In time it came to be known as the [[Yg’drassil Union]] and those who learned to tap into the magic it provided came to be the first druids. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Many modern-day Druids are unspoken members of the Union although smaller druidic circles do exist that are more culturally focused. The [[orcs]] of the People of [[Adom]] in the northlands have a strong tradition of animism and worship of the elemental forces of nature. Their tribal shamans are often druids who espouse these teachings without realizing, or rationalizing its connection to The Union. [[Lizardfolk]] in distant [[Am’shere]] have always had a strong reliance on the magic of nature but again their own druids are unaware of the larger connection to the Union. Many [[Grey Elves]] and [[humans|Human]] druids are members of The Union. [[Wild elves|Wild Elven]] druids act as forest wardens and keepers of the boundaries of the great wood while druidic traditions are also common among the [[Phurai Dae]] of [[The Vast]]. The Union itself is largely a neutral organization and thus it produces as many benevolent druidic circles as it does tyrannical. Some radical druid groups have been known to take active measures against the continued industrialization efforts of various nations. They speak out against what they believe to be unnatural uses of magic and often prove quite dangerous to the attempts of others to build settlements or to use artifice.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Druid Options:''' Playing a Druid from any number of the various cultural groups could easily provide a Druid player with a strong sense of history and importance where relevant to his character's people. Emblem of Ea has also adapted some Prestige Classes to better focus the efforts of a Druid player.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Prestige Classes:''' [[Shifter]] and [[Elemental Shaman]] are some prestige classes that might appeal to a Druid.&lt;/div&gt;</summary>
		<author><name>70.254.207.224</name></author>
	</entry>
	<entry>
		<id>http://www.tenebraemush.net/index.php?title=Cleric&amp;diff=160</id>
		<title>Cleric</title>
		<link rel="alternate" type="text/html" href="http://www.tenebraemush.net/index.php?title=Cleric&amp;diff=160"/>
		<updated>2010-02-06T02:24:44Z</updated>

		<summary type="html">&lt;p&gt;70.254.207.224: Created page with 'Clerics are the knights of the churches of the world of Gaea and the continent of Aeryth. Serving equally as battle chaplains and as pastors that shepherd the various rel…'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Clerics are the knights of the churches of the world of [[Gaea]] and the continent of [[Aeryth]]. Serving equally as battle chaplains and as pastors that shepherd the various religious flocks of the world, they are the mighty hands of the various religious organizations that permeate the world. More importantly then that, they are the extensions of the divine will of the gods of the world; [[The Eidolons]]. Acolytes who wield minor bits of divine magic staff most temples but the Clerics are the ones who act as the voice, champions and defenders of the faith.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
On the Emblem of Ea, clerics must be aligned with a god. These choices often determine factional allegiances, feat availability and domain and spell availability. Emblem of Ea has no ‘alignment’ clerics, that is to say clerics who draw their divine power by serving abstract ideals. Clerics are rendered into the service of the gods and their divine magic comes from their faith in these gods and willingness to do their will.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Cleric Options:''' From house domains to [[PrC_List|prestige classes]] and divine feats, there are a number of options for cleric players on Emblem of Ea. The Emblem of Ea has a very active and complex [[List_of_gods|cosmology and deity theme]] and it is easy for cleric players to find ways to customize and cultivate their characters.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Prestige Classes:''' [[Pantheistic Priest]] is a good choice for clerics that believe in the sanctity of the entire pantheon and not simply one deity or one celestial grouping. More traditional clerics may find classes such as Church Inquisitor, Hunter of the Dead, [[Knight of the Holy Sword]], and Warpriest as examples of focused paths that a cleric might elect to take.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Clerics and Deities==&lt;br /&gt;
Emblem of Ea clerics must select a deity. Although there are prestige classes and philosophies that embrace the entire pantheon of twenty-one true gods as opposed an individual god or celestial order, clerics start out with, and most of them remain with, a single deity. They cultivate that relationship throughout their entire career, becoming closer in thought, word and deed to their patron.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Deities, Domains and Spells:''' As opposed to the typical players handbook deity, The Emblem of Ea cultivates a pantheon of unique gods. These gods once existed with physical forms that interacted with the world but an ancient great war destroyed these forms and for the most part, confined them to the heavens. They may still manifest on the material plane through dreams, visions and the occasional proxy or avatar (such as speaking through a statue, or a priest).  Or a brief appearance through a simulacrum that represents but a tiny fraction of their whole being), they are content to operate through their servants and followers. Some deities rail against this and seek ways to increase their influence on the world, bypassing the ancient oath that they all took to never again make direct war against one another upon the world of Gaea.  The activity of the gods in the spirit world is a different manner all together and the celestial and infernal realms are rife with conflict and spiritual warfare over the fates of mortals and the souls they possess. A cleric plays a role in all of this, pursuing the agenda of their chosen deity and acting to aid the causes that they represent.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The list below names the twenty-one primary gods of the world of Gaea. There are other minor deities that also may be introduced over the course of IC play but these represent the core selection of deities allowed on the game.  The full details of these deities are mentioned elsewhere in the theme files. &lt;br /&gt;
&lt;br /&gt;
'''Gods of the light:'''&lt;br /&gt;
* [[Daeus]]&lt;br /&gt;
* [[Althea]]&lt;br /&gt;
* [[Angoron]]&lt;br /&gt;
* [[Navos]]&lt;br /&gt;
* [[Eluna]]&lt;br /&gt;
* [[Tarien]]&lt;br /&gt;
* [[Gilead]]&lt;br /&gt;
&lt;br /&gt;
'''Gods of the twilight:'''&lt;br /&gt;
* [[Animus]]&lt;br /&gt;
* [[Vardama]]&lt;br /&gt;
* [[Rada]]&lt;br /&gt;
* [[Kor]]&lt;br /&gt;
* [[Reos]]&lt;br /&gt;
* [[Ceinara]]&lt;br /&gt;
* [[Dana]]&lt;br /&gt;
&lt;br /&gt;
'''Gods of the darkness:'''&lt;br /&gt;
* [[Maugrim]]&lt;br /&gt;
* [[Taara]]&lt;br /&gt;
* [[Caracoroth]]&lt;br /&gt;
* [[Gunahkar]]&lt;br /&gt;
* [[Kosomoth]]&lt;br /&gt;
* [[Thul]]&lt;br /&gt;
* [[Illotha]]&lt;/div&gt;</summary>
		<author><name>70.254.207.224</name></author>
	</entry>
	<entry>
		<id>http://www.tenebraemush.net/index.php?title=Bard&amp;diff=159</id>
		<title>Bard</title>
		<link rel="alternate" type="text/html" href="http://www.tenebraemush.net/index.php?title=Bard&amp;diff=159"/>
		<updated>2010-02-06T02:24:14Z</updated>

		<summary type="html">&lt;p&gt;70.254.207.224: Created page with 'Bards don’t usually have to simply be wandering minstrels or entertainment in taverns. In fact, the Emblem of Ea bard is not often found in that role. Experts with skill ranks …'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Bards don’t usually have to simply be wandering minstrels or entertainment in taverns. In fact, the Emblem of Ea bard is not often found in that role. Experts with skill ranks in perform easily fill the role of the typical musical performer while true master musicians sometimes emerge from the ranks of the Master class, which represents the elite among crafters and professions.  Bards are those who have taken their capabilities and used them more for the sake of adventuring, learning and the uncovering of ancient and arcane lore. Some bards do this while others use their skills and music to advance as diplomats, ambassadors and chroniclers who use their intimate knowledge of magic and lore keeping to the benefit of larger organization. The magic of music making that a Bard wields may have a number of different origins. Some believe that it is a remaining resonance of the celestial chorus that began when the world was made; The Eidolon Hymn. Some bards spend their entire lives following the legend of the Eidolon Hymn and seeking to decipher its mysteries.&lt;br /&gt;
&lt;br /&gt;
	Selentia of the Myrrish Kingdoms is well known as a land of a thousand princes and princesses and their elegant tastes, love of lore keeping and music and refined beliefs have produced a number of diplomats and lorekeepers. The ten cities of the Republic of Gustav encourage learning and the sharing of knowledge as well as arts, craft and music making. In other areas, Bards most often appear in lands rich with a sense of history or recent troubles and happenings of historical importance. Many large cities, such as Alexandria City, often produce them. Among the barbarian cultures and less refined lands where history, knowledge and lore is passed down via verbal traditions, bards also may emerge. Here they function as war chanters and battle skalds as well as being responsible for passing on the tales and traditions of their tribes from one generation to the next.&lt;br /&gt;
&lt;br /&gt;
==Options==&lt;br /&gt;
As a strong support class and a type of jack of all trades, Bards have a number of feats and abilities that they can benefit from in the Emblem of Ea. We have included a number of bardic instruments that yield additional effects to their music making and there are some prestige classes that could be deemed appropriate for them.&lt;br /&gt;
&lt;br /&gt;
==Prestige Classes==&lt;br /&gt;
Seeker of the Song and War Chanter are just some of the different roles a Bard may be inclined towards.&lt;br /&gt;
&lt;br /&gt;
==The Eidolon Hymn==&lt;br /&gt;
The music of creation resonates through the world and it is by this music that bards are able to work their wonders of arcane magic and simulate some aspects of divine magic. Some Bards spend their entire lives in pursuit of the Eidolon Hymn, seeking out the courts of the ancients where the divine power of the gods gathered and desiring to interpret the various stanzas of the celestial song. Efforts are made to create great choirs that sing the song and perform it before congregations of the mighty churches across the land. For the adventuring bard, this manifests itself by means of Hymn Feats.  A Bard can select a Hymn Feat whenever he can normally gain a feat or he can gain on as a bonus feat in place of the normal new bardic music that they may gain.&lt;/div&gt;</summary>
		<author><name>70.254.207.224</name></author>
	</entry>
	<entry>
		<id>http://www.tenebraemush.net/index.php?title=Barbarian&amp;diff=158</id>
		<title>Barbarian</title>
		<link rel="alternate" type="text/html" href="http://www.tenebraemush.net/index.php?title=Barbarian&amp;diff=158"/>
		<updated>2010-02-06T02:23:50Z</updated>

		<summary type="html">&lt;p&gt;70.254.207.224: Created page with 'Despite the advanced form of civilization that dominates many of the established kingdoms of the known world, there are still many wild and outlying areas consisting of unexplore…'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Despite the advanced form of civilization that dominates many of the established kingdoms of the known world, there are still many wild and outlying areas consisting of unexplored and untamed regions along with cultures that hold firm to the traditions and beliefs of their past. Some of these regions are quite vast, populated by proud and powerful people who incorporate some elements of artifice into their culture and brutal fighting style and others are small regions inhabited by simple rustic people who are satisfied with their way of life and see no need to change.  Needless to say, Barbarians can easily emerge from these locations.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[humans|Human]], [[beastmen|Beastman]], [[orcs|Orc]] and [[half-orcs|Half-Orc]] barbarians typically emerge from the vast realm of [[Dran]] and its regional affiliates. The nation of Dran is well known for its brutal warrior traditions and mercenary warlords and rugged way of life. The distant northern reaches of The Wintergarde, which lies north of the [[Stormgarde]]-[[Myrddion]] border, have been known to produce barbarians from among the snow folk and elk hunters of the high north. [[dwarves|Dwarven]] barbarians sometimes emerge from among their Stonesmasher and Skyhammer clans.  [[halflings|Halfling]] barbarians ride the lengths of [[The Vast]] as outriders, side by side human barbarians from the [[Phurai Dae]] tribes of horselords and nomads. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For Barbarians the power of their rage can take on many different forms and it is up to the player to decide on its nature. Many Barbarians rely upon totemic powers and relations to the spirits of the worlds. For other barbarians it may be natural talent and training and even other barbarians may have mystic traditions. Rage can take the form of the Barbarian seemingly growing in size and muscularity, or their skin seemingly hardening like tree bark or stone or the ground rumbling as they walk. We encourage players to freely play with the high Fantasy aspect of the theme. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Barbarians also often exist among the mercenary thugs, criminals and malcontents that make the depths of [[The Desolation]] their home coupled with simple rustic tribes or monstrous races that are simply trying to survive there and exist in solitude. Humans, Orcs and Half-Orcs are most likely from there though the occasional [[Lizardfolk]] enclave also results in some curious lizardfolk berserker warriors.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Bludgun]] harbors Ogres, Bugbears and other monstrous races well suited towards this mentality and way of fighting. By and large the [[elves]] do not take well to this particular brand of training and fighting, but the [[Wild elves|Wild Elves]] who dwell on the outskirts of the Periantha or who roam the edge of The Vast may produce barbarians of this nature. Beyond these well-known lands, other stories of strange and unusual origins of barbarians also rise up in taverns. Stories abound of human children stranded in distant alien lands such as the wilds of [[Jammur]] or the jungles of the [[Jade Islands]] or the countless mountain domains of [[The Roof of the World]]. Here they are saved and raised by sentient wild animals or savage humanoids resulting in another source for Barbarians.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Barbarian Options:''' The Emblem of Ea has included a number of feats and prestige classes from released books and have invented a number of feats of our own that work well for the barbarian.&lt;/div&gt;</summary>
		<author><name>70.254.207.224</name></author>
	</entry>
	<entry>
		<id>http://www.tenebraemush.net/index.php?title=Classes&amp;diff=157</id>
		<title>Classes</title>
		<link rel="alternate" type="text/html" href="http://www.tenebraemush.net/index.php?title=Classes&amp;diff=157"/>
		<updated>2010-02-06T02:23:12Z</updated>

		<summary type="html">&lt;p&gt;70.254.207.224: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Standard D&amp;amp;D classes can all be found here on the Emblem of Ea. For the most part there are no changes to these classes outside of theme-based implications and a minor tweak here and there. So you can select from any of the eleven classes presented in the Players Handbook ([[Barbarian]], [[Bard]], [[Cleric]], [[Druid]], [[Fighter]], [[Monk]], [[Paladin]], [[Ranger]], [[Rogue]], [[Sorcerer]] and [[Wizard]]). In addition to this we also present a house class that has been created solely for use on The Emblem of Ea, the [[Artificer]]. &lt;br /&gt;
&lt;br /&gt;
All standard characters begin play at level 2. Your backgrounds should reflect your character's career, knowledge and experience up untill the point that they arrive in Alexandria--i.e. you should be sure that you properly explain your multiclassing selection if you multiclass, and so on.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Core Classes==&lt;br /&gt;
The following list is to give you an example of the types of NPCs and PCs you may encounter in Alexandria. It also may serve to give you some ideas for just what your character is doing in the city and what type of things they can set as their personal goals.&lt;br /&gt;
&lt;br /&gt;
[[Artificer|Artificers]]:  Adventurers, alchemists, construct dealers/repairers, court wizard, magic item dealer, sage, scholar, scribe, student, teacher, troubleshooter, tutor.&lt;br /&gt;
&lt;br /&gt;
[[Barbarian|Barbarians]]: Adventurer, bandit, bodyguard, bounty hunter, freedom fighter, gladiator, guide, mercenary, soldier.&lt;br /&gt;
&lt;br /&gt;
[[Bard|Bards]]: Acrobat, actor, adventurer, adviser, alchemist, ambassador, assassin, buffoon, courier, diplomat, diplomatic aide, freedom fighter, herald, jester, juggler, messenger, minstrel, music instructor, teacher, tutor.&lt;br /&gt;
&lt;br /&gt;
[[Cleric|Clerics]]: Acolyte, adventurer, advisor, ambassador, bounty hunter, chaplain, cultist, diplomat, diplomatic aide, healer, high priest, knight, priest, teacher, templar, tutor.&lt;br /&gt;
&lt;br /&gt;
[[Druid|Druids]]: Acolyte, adventurer, advisor, bounty hunter, cultist, guide, herbalist, hermit, high priest, priest, templar.&lt;br /&gt;
&lt;br /&gt;
[[Noble|Nobles]]: Adventurer, advisor, ambassador, business owner, city official, council member, diplomat, diplomatic aide, governor, knight, lord, mayor, messenger, plantation owner, teacher, scribe, soldier, tutor.&lt;br /&gt;
&lt;br /&gt;
[[Fighter|Fighters]]: Adventurer, assassin, bandit, bodyguard, bounty hunter, champion, city guard, freedom fighter, gladiator, knight, lord, mercenary, officer, soldier, templar, thug, trainer.&lt;br /&gt;
&lt;br /&gt;
[[Monk|Monks]]: Acolyte, adventurer, advisor, assassin, bodyguard, cenobite, city guard, cultist, hermit, high priest, officer, priest, trainer.&lt;br /&gt;
&lt;br /&gt;
[[Paladin|Paladins]]: Adventurer, advisor, champion, justicar, knight, lord, soldier, templar, trainer.&lt;br /&gt;
&lt;br /&gt;
[[Ranger|Rangers]]: Adventurer, bandit, bodyguard, bounty hunter, freedom fighter, guide, mercenary, scout, soldier, templar, trainer.&lt;br /&gt;
&lt;br /&gt;
[[Rogue|Rogues]]: Adventurer, ambassador, assassin, bandit, burglar, crime lord, cultist, cutpurse, diplomat, freedom fighter, mayor, security consultant, scout, spy, thug, trapmaker, trouble shooter.&lt;br /&gt;
&lt;br /&gt;
[[Sorcerer|Sorcerers]]: Adventurers, advisor, alchemist, assassin, battlecaster, bodyguard, cabalist, court wizard, cultist, fortuneteller, magic item dealer, spellcaster for hire, tutor.&lt;br /&gt;
&lt;br /&gt;
[[Wizard|Wizards]]: Adventurer, adviser, alchemist, assassin, battlecaster, bodyguard, cabalist, court wizard, cultist, fortuneteller, magic item dealer, sage, scholar, scribe, spellcaster for hire, student, teacher, troubleshooter, tutor.&lt;br /&gt;
&lt;br /&gt;
'''Adepts:''' Acolyte, alchemist, cabalist, cultist, fortuneteller, high priest magic item dealer, priest, sage, scholar, scribe, spellcaster for hire, student.&lt;br /&gt;
&lt;br /&gt;
'''Aristocrats:''' Advisor, ambassador, business owner, bureaucrat, diplomat, diplomatic aide, knight, lord, mayor, plantation owner.&lt;br /&gt;
&lt;br /&gt;
'''Commoners:''' Apprentice, artisan, barkeep, farmer, fisher, innkeeper, journeyman, laborer, merchant, servant, serving staff, shopkeeper.&lt;br /&gt;
&lt;br /&gt;
'''Experts/Masters:''' Adventurer, acrobat, actor, adviser, apprentice, artisan, barkeep, buffoon, bureaucrat, captain, caravan leader, diplomat, engineer, fisher, guide, innkeeper, jester, juggler, journeyman, magic item dealer, merchant, minstrel, pilot, professional, sage, scholar, scout, scribe, serving staff, shopkeeper, student, teacher, tutor.&lt;br /&gt;
&lt;br /&gt;
'''Warriors:''' Bandit, bodyguard, city guard, mercenary, soldier, templar, thug, trainer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==House Prestige Classes (PrCs)==&lt;br /&gt;
We offer several customized and all-new PrCs on Emblem of Ea.  Below you'll find a list those available; bear in mind that some are still under revision and may be updated at a later date.  For a list of all PrCs available on the game, go [[PrC List|here]].&lt;br /&gt;
&lt;br /&gt;
* [[Dran Juggernaut]]: The embodiment of the heroic ideal and power of [[Dran]]. A lightly armored, two handed weapons users.&lt;br /&gt;
&lt;br /&gt;
* [[Elemental Shaman]]: [[Druid|Druids]] who turn nature's destructive power against their foes&lt;br /&gt;
&lt;br /&gt;
* [[Grand Blademaster]]: [[Orcs]] who tap into the energies of the spirits.&lt;br /&gt;
&lt;br /&gt;
* [[Knight of the Holy Sword]]: A [[Templars|Templar]] that's passed the ultimate tests.&lt;br /&gt;
&lt;br /&gt;
* [[Spellgunner]]: Someone who forms a mystical bond with a firearm.&lt;br /&gt;
&lt;br /&gt;
* [[Steam Titan]]: An [[artificer]] that encloses themselves in moving armor.&lt;br /&gt;
&lt;br /&gt;
* [[Steppe Stormer]]: Double weapon specialist.&lt;br /&gt;
&lt;br /&gt;
* [[Student of Kulthus]]: Masters of forgotten Magitech. &lt;br /&gt;
&lt;br /&gt;
* [[War Mage]]: [[Wizard|Wizards]] and [[Sorcerer|sorcerers]] forged in battle.&lt;/div&gt;</summary>
		<author><name>70.254.207.224</name></author>
	</entry>
	<entry>
		<id>http://www.tenebraemush.net/index.php?title=Classes&amp;diff=156</id>
		<title>Classes</title>
		<link rel="alternate" type="text/html" href="http://www.tenebraemush.net/index.php?title=Classes&amp;diff=156"/>
		<updated>2010-02-06T02:21:25Z</updated>

		<summary type="html">&lt;p&gt;70.254.207.224: Created page with 'The Standard D&amp;amp;D classes can all be found here on the Emblem of Ea. For the most part there are no changes to these classes outside of theme-based implications and a minor tweak …'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Standard D&amp;amp;D classes can all be found here on the Emblem of Ea. For the most part there are no changes to these classes outside of theme-based implications and a minor tweak here and there. So you can select from any of the eleven classes presented in the Players Handbook ([[Barbarian]], [[Bard]], [[Cleric]], [[Druid]], [[Fighter]], [[Monk]], [[Paladin]], [[Ranger]], [[Rogue]], [[Sorcerer]] and [[Wizard]]). In addition to this we also present three house classes that have been created solely for use on The Emblem of Ea. In some cases these classes are adaptations from other settings and in other cases they are the product of the efforts of staff members and players ([[Artificer]] and [[Noble]]). &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All standard characters begin play at level 2. This means that ECL 0 characters can begin play with 2 class levels while ECL 1 characters begin play with 1 class level plus their Effective Level Adjustment. See the section on [[What are Advanced and Restricted Races?|Advanced Races]] for more information on higher than ECL +2 races. Since players can begin play at level 2, multiclassing out of chargen is possible. However, your backgrounds should reflect your character's career, knowledge and experience up untill the point that they arrive in Alexandria--i.e. you should be sure that you properly explain your multiclassing selection.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Core Classes==&lt;br /&gt;
The following list is to give you an example of the types of NPCs and PCs you may encounter in Alexandria. It also may serve to give you some ideas for just what your character is doing in the city and what type of things they can set as their personal goals.&lt;br /&gt;
&lt;br /&gt;
[[Artificer|Artificers]]:  Adventurers, alchemists, construct dealers/repairers, court wizard, magic item dealer, sage, scholar, scribe, student, teacher, troubleshooter, tutor.&lt;br /&gt;
&lt;br /&gt;
[[Barbarian|Barbarians]]: Adventurer, bandit, bodyguard, bounty hunter, freedom fighter, gladiator, guide, mercenary, soldier.&lt;br /&gt;
&lt;br /&gt;
[[Bard|Bards]]: Acrobat, actor, adventurer, adviser, alchemist, ambassador, assassin, buffoon, courier, diplomat, diplomatic aide, freedom fighter, herald, jester, juggler, messenger, minstrel, music instructor, teacher, tutor.&lt;br /&gt;
&lt;br /&gt;
[[Cleric|Clerics]]: Acolyte, adventurer, advisor, ambassador, bounty hunter, chaplain, cultist, diplomat, diplomatic aide, healer, high priest, knight, priest, teacher, templar, tutor.&lt;br /&gt;
&lt;br /&gt;
[[Druid|Druids]]: Acolyte, adventurer, advisor, bounty hunter, cultist, guide, herbalist, hermit, high priest, priest, templar.&lt;br /&gt;
&lt;br /&gt;
[[Noble|Nobles]]: Adventurer, advisor, ambassador, business owner, city official, council member, diplomat, diplomatic aide, governor, knight, lord, mayor, messenger, plantation owner, teacher, scribe, soldier, tutor.&lt;br /&gt;
&lt;br /&gt;
[[Fighter|Fighters]]: Adventurer, assassin, bandit, bodyguard, bounty hunter, champion, city guard, freedom fighter, gladiator, knight, lord, mercenary, officer, soldier, templar, thug, trainer.&lt;br /&gt;
&lt;br /&gt;
[[Monk|Monks]]: Acolyte, adventurer, advisor, assassin, bodyguard, cenobite, city guard, cultist, hermit, high priest, officer, priest, trainer.&lt;br /&gt;
&lt;br /&gt;
[[Paladin|Paladins]]: Adventurer, advisor, champion, justicar, knight, lord, soldier, templar, trainer.&lt;br /&gt;
&lt;br /&gt;
[[Ranger|Rangers]]: Adventurer, bandit, bodyguard, bounty hunter, freedom fighter, guide, mercenary, scout, soldier, templar, trainer.&lt;br /&gt;
&lt;br /&gt;
[[Rogue|Rogues]]: Adventurer, ambassador, assassin, bandit, burglar, crime lord, cultist, cutpurse, diplomat, freedom fighter, mayor, security consultant, scout, spy, thug, trapmaker, trouble shooter.&lt;br /&gt;
&lt;br /&gt;
[[Sorcerer|Sorcerers]]: Adventurers, advisor, alchemist, assassin, battlecaster, bodyguard, cabalist, court wizard, cultist, fortuneteller, magic item dealer, spellcaster for hire, tutor.&lt;br /&gt;
&lt;br /&gt;
[[Wizard|Wizards]]: Adventurer, adviser, alchemist, assassin, battlecaster, bodyguard, cabalist, court wizard, cultist, fortuneteller, magic item dealer, sage, scholar, scribe, spellcaster for hire, student, teacher, troubleshooter, tutor.&lt;br /&gt;
&lt;br /&gt;
'''Adepts:''' Acolyte, alchemist, cabalist, cultist, fortuneteller, high priest magic item dealer, priest, sage, scholar, scribe, spellcaster for hire, student.&lt;br /&gt;
&lt;br /&gt;
'''Aristocrats:''' Advisor, ambassador, business owner, bureaucrat, diplomat, diplomatic aide, knight, lord, mayor, plantation owner.&lt;br /&gt;
&lt;br /&gt;
'''Commoners:''' Apprentice, artisan, barkeep, farmer, fisher, innkeeper, journeyman, laborer, merchant, servant, serving staff, shopkeeper.&lt;br /&gt;
&lt;br /&gt;
'''Experts/Masters:''' Adventurer, acrobat, actor, adviser, apprentice, artisan, barkeep, buffoon, bureaucrat, captain, caravan leader, diplomat, engineer, fisher, guide, innkeeper, jester, juggler, journeyman, magic item dealer, merchant, minstrel, pilot, professional, sage, scholar, scout, scribe, serving staff, shopkeeper, student, teacher, tutor.&lt;br /&gt;
&lt;br /&gt;
'''Warriors:''' Bandit, bodyguard, city guard, mercenary, soldier, templar, thug, trainer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==House Prestige Classes (PrCs)==&lt;br /&gt;
We offer several customized and all-new PrCs on Emblem of Ea.  Below you'll find a list those available; bear in mind that some are still under revision and may be updated at a later date.  For a list of all PrCs available on the game, go [[PrC List|here]].&lt;br /&gt;
&lt;br /&gt;
* [[Dran Juggernaut]]: The embodiment of the heroic ideal and power of [[Dran]]. A lightly armored, two handed weapons users.&lt;br /&gt;
&lt;br /&gt;
* [[Elemental Shaman]]: [[Druid|Druids]] who turn nature's destructive power against their foes&lt;br /&gt;
&lt;br /&gt;
* [[Grand Blademaster]]: [[Orcs]] who tap into the energies of the spirits.&lt;br /&gt;
&lt;br /&gt;
* [[Knight of the Holy Sword]]: A [[Templars|Templar]] that's passed the ultimate tests.&lt;br /&gt;
&lt;br /&gt;
* [[Spellgunner]]: Someone who forms a mystical bond with a firearm.&lt;br /&gt;
&lt;br /&gt;
* [[Steam Titan]]: An [[artificer]] that encloses themselves in moving armor.&lt;br /&gt;
&lt;br /&gt;
* [[Steppe Stormer]]: Double weapon specialist.&lt;br /&gt;
&lt;br /&gt;
* [[Student of Kulthus]]: Masters of forgotten Magitech. &lt;br /&gt;
&lt;br /&gt;
* [[War Mage]]: [[Wizard|Wizards]] and [[Sorcerer|sorcerers]] forged in battle.&lt;/div&gt;</summary>
		<author><name>70.254.207.224</name></author>
	</entry>
	<entry>
		<id>http://www.tenebraemush.net/index.php?title=Sendor&amp;diff=155</id>
		<title>Sendor</title>
		<link rel="alternate" type="text/html" href="http://www.tenebraemush.net/index.php?title=Sendor&amp;diff=155"/>
		<updated>2010-02-06T02:19:31Z</updated>

		<summary type="html">&lt;p&gt;70.254.207.224: Created page with ''''Capital:''' Vinas Solmnus  '''Population:''' 939,660 (Human 75%, Dwarves 15%, Elves 5%, Other 5%)  '''Government:''' Dukedom  '''Religions:''' Daeus, Angoron, Kor,…'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Capital:''' Vinas Solmnus&lt;br /&gt;
&lt;br /&gt;
'''Population:''' 939,660 (Human 75%, Dwarves 15%, Elves 5%, Other 5%)&lt;br /&gt;
&lt;br /&gt;
'''Government:''' Dukedom&lt;br /&gt;
&lt;br /&gt;
'''Religions:''' [[Daeus]], [[Angoron]], [[Kor]],  [[Reos]], [[Navos]], [[Animus]]&lt;br /&gt;
&lt;br /&gt;
'''Imports:''' Exotic animals, mercenaries, weapons, herbs&lt;br /&gt;
&lt;br /&gt;
'''Exports:''' weapons, armor, special ore, iron, fighters&lt;br /&gt;
&lt;br /&gt;
'''Alignment:''' LG, LN, N, LE&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
The Sendoran Knights of Peace exist as one half of the ancient knightly order once known as The Millennial Knight Protectors. The demise of the ancient kingdom and periods of civil strife and wars between nobility caused the old knighthood to fracture. Though peace reigns today, the Templars of the Holy Sword and the Knights of Peace exist as the remnants of what was once a unified order. The Knights of Peace reign over Sendor, which is a land often rife with conflict. Bordering on the edge of The Kingstide River, they and the people of Sendor are often called into constant turmoil and conflict with the nearby Ogre-Magi Empire of [[Bludgun]] constantly raiding and menacing their own borders. In addition to this,corrupted horrors from the edge of the Greatwood of Periantha. During the [[Crown Wars]], Sendor faced the brunt of an invasion from the [[Charn]]-occupied [[Alexandria]] as Charn's armies burned their way across the frontier and brought the war to the Western Kingdoms.&lt;br /&gt;
  &lt;br /&gt;
&lt;br /&gt;
Sendor's people are used to hardship and trials. Darker skinned then others of the western kingdoms, they speak quickly and forwardly and have little time for flippancy and fun and games. Needless to say the Selese and the Sendorans do not get along well. Protector [[Ramos Preise]] leads the Knighthood and the Nation itself and the people of Sendor feel that he is even more noble then the [[Serenas Tristus|Lion of Myrddion]] himself. Ramos and Tristus fought side by side during the Crown Wars and Tristus often called upon him for military strategies that many others could not hope to fathom or develop easily.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Recent events==&lt;br /&gt;
Recently, [[Bludgun]] has invaded Sendor, so if you're creating a character and it's your intent to have that character be from Sendor, please talk to [[Chinook]] before applying so you can get information on the current state of the dukedom.&lt;/div&gt;</summary>
		<author><name>70.254.207.224</name></author>
	</entry>
	<entry>
		<id>http://www.tenebraemush.net/index.php?title=Selentia&amp;diff=154</id>
		<title>Selentia</title>
		<link rel="alternate" type="text/html" href="http://www.tenebraemush.net/index.php?title=Selentia&amp;diff=154"/>
		<updated>2010-02-06T02:19:18Z</updated>

		<summary type="html">&lt;p&gt;70.254.207.224: Created page with ''''Capital:''' Sulese  '''Population:''' 1,739,660 (Human 65%, Halflings 15%, Elves 15%, Other 5%)  '''Government:''' Republic  '''Religions:''' Navos, Animus, Reos, …'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Capital:''' Sulese&lt;br /&gt;
&lt;br /&gt;
'''Population:''' 1,739,660 (Human 65%, Halflings 15%, Elves 15%, Other 5%)&lt;br /&gt;
&lt;br /&gt;
'''Government:''' Republic&lt;br /&gt;
&lt;br /&gt;
'''Religions:''' [[Navos]], [[Animus]], [[Reos]], [[Taara]], [[Illotha]], [[Vardama]], [[Thul]]&lt;br /&gt;
&lt;br /&gt;
'''Imports:''' Exotic animals, mercenaries, weapons, herbs, &lt;br /&gt;
&lt;br /&gt;
'''Exports:''' Magic items, artwork, spices, ivory, precious ore, silk, clothing&lt;br /&gt;
&lt;br /&gt;
'''Alignment:''' NG, LG, LN, N, LE, NE&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
Selentia is sometimes referred to as the Land of a Thousand Princes and a nation of a million and one nobles wherein every man thinks himself a prince and every woman a princess. Rich, courteous, extremely handsome as well as arrogant and condescending, the Selese turn diplomatic maneuvering and roguish courtering into a pure form of art. Witty, beguiling, conceited, flirtatious and devil-may-care; sometimes all together but rarely all at once. A Selese may invite a guest to dinner, order the finest meals, try out the newest imports of wine and somehow get the dinner guest to pay for it all.  The Selese are loyal to their ruler, [[Baron Valence]]. He is respected though not always loved but some of them are still uncertain about the future. Their concept of peace differs somewhat from what their neighbors in Myrddion are used to and though further north and more protected from outlaw realms and dangerous invasions, they would much rather play their political games of war in ballrooms then on the battlefield.&lt;/div&gt;</summary>
		<author><name>70.254.207.224</name></author>
	</entry>
	<entry>
		<id>http://www.tenebraemush.net/index.php?title=Rosalia&amp;diff=153</id>
		<title>Rosalia</title>
		<link rel="alternate" type="text/html" href="http://www.tenebraemush.net/index.php?title=Rosalia&amp;diff=153"/>
		<updated>2010-02-06T02:18:55Z</updated>

		<summary type="html">&lt;p&gt;70.254.207.224: Created page with ''''Capital:''' St. Sorence  '''Population:''' 1,008,090 (humans 60%, elves 10%, dwarves 5%, halflings 3%, others 2%)  '''Government:''' Monarchy  '''Religions:''' Daeus, [[Al…'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Capital:''' St. Sorence&lt;br /&gt;
&lt;br /&gt;
'''Population:''' 1,008,090 (humans 60%, elves 10%, dwarves 5%, halflings 3%, others 2%)&lt;br /&gt;
&lt;br /&gt;
'''Government:''' Monarchy&lt;br /&gt;
&lt;br /&gt;
'''Religions:''' [[Daeus]], [[Althea]], [[Ceinara]], [[Angoron]], [[Tarien]], [[Animus]],  [[Eluna]], [[Reos]]&lt;br /&gt;
&lt;br /&gt;
'''Imports:''' [[Airships]], [[artifice]], craftworks, mercenaries &lt;br /&gt;
&lt;br /&gt;
'''Exports:''' Craftworks, furs,  magic items, precious metals, timber, wine, wizards&lt;br /&gt;
&lt;br /&gt;
'''Alingment:''' CG, NG, LG, CN, N&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
The sea-faring nation of Rosalia controls many of the largest ports in Myrddion and have the most dealings with the islanders of the [[Jade Islands|Islands of Jade]] and the Republic of [[Gustav]] located across the Inmost Sea on the shores of [[Cellene]]. A colorful land of rich traditions and diverse peoples, Rosalians and Rosalia have much in common with nearby [[Alexandros]], separated from the border-kingdom by great woodlands and mountains but still close enough to conduct trade by both land and sea. Both nations share similar traditions and in the past marriage between their dignitaries was not uncommon.&lt;/div&gt;</summary>
		<author><name>70.254.207.224</name></author>
	</entry>
	<entry>
		<id>http://www.tenebraemush.net/index.php?title=Isobar&amp;diff=152</id>
		<title>Isobar</title>
		<link rel="alternate" type="text/html" href="http://www.tenebraemush.net/index.php?title=Isobar&amp;diff=152"/>
		<updated>2010-02-06T02:18:41Z</updated>

		<summary type="html">&lt;p&gt;70.254.207.224: Created page with ''''Capital:''' Dalton  '''Population:''' 690,660 (Human 60%, Dwarves 20%, Gnomes 10%, Other 10%)  '''Government:''' Dukedom  '''Religions:''' Reos, Angoron, Kor, [[Da…'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Capital:''' Dalton&lt;br /&gt;
&lt;br /&gt;
'''Population:''' 690,660 (Human 60%, Dwarves 20%, Gnomes 10%, Other 10%)&lt;br /&gt;
&lt;br /&gt;
'''Government:''' Dukedom&lt;br /&gt;
&lt;br /&gt;
'''Religions:''' [[Reos]], [[Angoron]], [[Kor]], [[Dana]], [[Vardama]]&lt;br /&gt;
&lt;br /&gt;
'''Imports:''' Glass, ivory, spices, exotic animals, mercenaries, weapons, herbs, magic items&lt;br /&gt;
&lt;br /&gt;
'''Exports:''' Armor, carved ivory, cloth, coal, precious ores, food, swords, timber&lt;br /&gt;
&lt;br /&gt;
'''Alignment:''' NG, LG, LN, CG&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
The southern areas of the western kingdoms are rocky rugged regions dominated by great mesas and plateaus and windswept canyons of red hued beauty and hardened life. The Dukedom of Isobar is located here, neighboring [[High-Kingdom|Myrddion]] just to the north and [[Selentia]] to the east. Isobar could be said to be the industrial capital of The High Kingdom which its rich deposits of ore and [[Mana Crystal]] Mines.. Isobar is perhaps the most famed for its small collection of massive Gust Furrows which are forged literally through the mountains that frame it and Lindbulm as if dug out with one swipe of a cosmic rake. A perpetual, endless and tremendous flow of gale-force winds roar through the massive canyons, enabling easy, swift, windblown travel through these lands by airship for cargo and goods. Huge military-manned castle-like 'gates' book-end each windy canyon, stretching from cliff-to-cliff like dams, allowing and disallowing passage to passing airships. &lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
Isobar is known as the industrial capital of the western kingdoms. Although [[Alexandros]] has surpassed it, Isobar is one of the principle mining and manufacturing industrialized realms of the western states. Other nations of Myrddion incorporate the new age of invention and [[artifice]] in their own manner but Isobar fuels much of Myrddion's efforts in this area.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
Isobar's capital, the famed town of Dalton, The Long-Legged City, is situated on an Adamant mine. The 'Long-Legged City' gains that moniker from the fact that the area in which is sits is arid, dry, rocky land, and a particularly dangerous and large species of red scorpion inhabits the region as well as greatwolves from the mountains. The mining of 'adamant' was found integral to Isobaran progression so the entire city of Dalton was built on hefty columns of imported tree trunk from the Periantha that prevent unprovoked wildlife attacks. And so looking much like the lovechild of a treehouse and a frontier platform adopted and raised by the Wild West. The mountains that frame Isobar hold many secrets and legends lost to the ages. The Humans of Isobar are of a stock that mixes the bloodline of the Myrrish and Phurai Dae of who settled here ages ago from the distant Vast. Indeed, many [[Phurai Dae]] inhabit this region and the area is known for its rustic qualities, much in contrast to the cultured tastes of [[Selentia]] or the Knights of Myrddion.&lt;/div&gt;</summary>
		<author><name>70.254.207.224</name></author>
	</entry>
</feed>