''Dates:'' XXX XX, XXX - XXX XX, XXX\n//October 6, 2006//\n\n!!Summary\n* XXX\n\n!!Notable Events\n* Event 1\n\n!!~NPCs Encountered\n* NPC 1\n
''Dates:'' XXX XX, XXX - XXX XX, XXX\n//October 6, 2006//\n\n!!Summary\n* XXX\n\n!!Notable Events\n* Event 1\n\n!!~NPCs Encountered\n* NPC 1
''Dates:'' XXX XX, XXX - XXX XX, XXX\n//October 6, 2006//\n\n!!Summary\n* XXX\n\n!!Notable Events\n* Event 1\n\n!!~NPCs Encountered\n* NPC 1
I will use this to provide a brief "episode guide" for reference. \n![[3rd Session]]\nDate: xxxx xx, 2007\n*Summary\n*Notable Events\n*NPCs Encountered\n![[2nd Session]]\nDate: xxxx xx, 2007\n*Summary\n*Notable Events\n*NPCs Encountered\n![[1st Session]]\nDate: xxxx xx, 2007\n*Summary\n*Notable Events\n*NPCs Encountered\n\n\n\n\n
config.options.chkHttpReadOnly = false;\n
Known as the “Smartest Man in Town”, has great interest in the cairns surrounding the town \n Location: 18, [[Allustan’s Residence]] \nProfession: Wizard of the Eighth Order
[[Attacks of Opportunity]] simply explaned.\n[[Attack of Opportunity|http://www.d20srd.org/srd/combat/attacksOfOpportunity.htm]] Offical (SRD) explination.
!Attack Action\n!!!Making an Attack Roll: \nRoll 1d20 and add the bonus listed for the weapon your character is using. If the result is equal to or greater than his opponent’s armor class, he hits. Then you can roll damage. \n!!!Making a Damage Roll: \nRoll the type of die indicated for the weapon used and add its bonus (if any). Damage reduces your opponent’s hit points. \n!!!Using Luck points\nAfter making your attack roll, you may spend luck points (if you have them) to add to your attack roll results. \n* Spend 1 Luck Point to Roll 1d6 and add the results to your 1d20 roll results before adding any other bonuses. \n* Spend 2 Luck Points to discard what you rolled and roll again.\n* Spend 3 Luck Points to discard what you rolled and "take 20" instead, an automatic hit.\n!!!Critical Hits:\nIf you make your attack roll and it comes up 20 before any bonuses are added, this is called a "natural" 20. A natural 20 is always a hit. In most cases it is also a potentially critical hit. You then roll a second time and if the results of the second roll is also a hit then it is a critical hit. You then roll the damage twice. Whenever a you roll a natural 20 to hit and a natural 20 to confirm the critical, the resultant hit does maximum critical damage.\n\nSome weapons will threaten critical damage on a natural 18 or 19. And with some weapons a critical hit may do 3 or 4 times normal damage.\n!Full Attack\nAttacking more than once (if you are of sufficient level to do so) consumes all of your effort in a round. You must make the attacks in order from highest bonus to lowest. You can take no move actions or other actions this round except for free actions (such as speaking) and taking a 5 foot step. You can take a 5 foot step at any point during your round - before, during or after your attacks. All of the attacks don't have to be against a single opponent. Melee attacks can be against anyone within reach or who comes within reach as a result of your 5 foot step.
!!If you are in the middle of a fight and have your sword in your hand, you can take a free swing at anyone who runs past you. \nThis is called an "attack of opportunity". You do it in response to an action that they take, interrupting their turn to make your attack. They have to be within reach and do something that causes them to drop their guard. They, of course, can do the same to you.\n\nIf you're within reach of an enemy with a melee weapon [in a threatened square], they get a free Attack of Opportunity if you:\n*move through their attack area: when you __leave__ a threatened square, not when you enter it.\n*cast a spell\n*attempt to Trip them\n*attempt to Grapple them\n*drink a potion\n*anything else which would distract you from defending\n\nGenerally, you get one Attack of Opportunity per round. Some Feats expand this ability to take multiple attacks.\n\nThere are some Feats and Skills which make Attacks of Opportunity less of a worry. Mobility, for example, gives you a +4 to your AC versus Attacks of Opportunity. The Tumble Skill also defends against them; if you roll higher than 15, you can Tumble through the enemy's attack area without getting an Attack of Opportunity.\n
Weight\nAs a house rule, a bag of holding weighs 1/2 pound, regardless of type or contents and appears, from the outside, to be about half full of something light-weight such as dried leaves.
!!!A bard gains his magical power from his music.\nA bard can cast any spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the spell’s level. Every bard spell has a verbal component (singing, reciting, or music).\n!!!Starting Spells\nA bard begins play knowing four 0-level spells of your choice from the bard spell list. At first level he can cast up to two 0-level spells per day.\n\n[[Bard Starting Package]]
I recommend that you choose your character's spells from those available to him as listed in the [[PHB]]. However, if you would prefer, you may simply use this standard starting package of spells.\n\n!Bards starting spells (four 0-level spells)\n\n|!Known Spells|\n|Daze|\n|Light|\n|Mage Hand|\n|Resistance|\n\nHe can cast up to two spells per day from his list of known spells.\n
''Player:'' Donna\nLG Elf\n9th level Paladin\n
!Bluffside is divided into eight distinct districts (not counting [[the ruins]]): [[Old City]], [[New City]], [[Mining District]], [[Temple District]], [[Military District]], [[Wizard District]], [[Undercity]], and [[Sordadon]]..\n\nMetropolis\n''Nonstandard''\n''AL:'' N\n''Population:'' 60,000\n''[[GP Limit:|gp limit]]'' 100,000 gp\n''Assets:'' 300,000,000 gp\n''Mixed'' (human 78%, elf 6%, gnome 4%, half-elf 4%, dwarf 4%,\nhalflings 3%, half-orc 1%, other <1%)\n''Authority Figures:'' Horatio Hollingsworth male human Ari12 (mayor); Wilton Blander male human Ari11 (council member); Samantha Pomander female human Ari10 (council member); Revel Varian male human Ari12 (council member); William Wellington III male human Ari6/ Exp5 (council member).\n\n
!The story so far\nAccused of a crime you did not commit, you found yourselves banished to the haunted ''Desert of Desolation'', explored a pyramid, tackled an evil desert cult, and ultimately saved the desert peoples from a vengeful efreet by delving into the long lost tomb of ''Martek'' and resurrecting the ancient wizard. Along the way you obtained a powerful magic item called the ''Pharaoh’s Ruling Staff''. At your request, Martek teleported you to [[Bluffside]].\n\nYour first major adventure after arriving here resulted in defeating two black dragons; the juvenile ''Sinequest'' and his mother, the mature adult ''Ancagalin''. Rescuing her captive, [[Marcus Skinscribe]] gained you the unending admiration of his daughter ''Penelope''. She is a low level wizard and is mainly responsible for the spread of your reputation in [[Bluffside]] as dragon slayers. \n\nYou purchased a ship to travel to your next adventure where you obtained a powerful evil book called the ''Tome of the Dragon''. Seeking a way to destroy this book, you used a carefully worded //wish// spell to obtain the help of a great worm gold dragon. This dragon, whose name is [[Glimmer]], has become a fan of yours and has offered to come to your aid should you call for her. She told you where to find a magical ''Hammer of Thunderbolts'' which could be used to destroy the tome. You proceeded to the ''Isle of Dread'' where you faced dinosaurs and other perils to ultimately locate the hammer and destroy the tome\n\nMeanwhile, you attracted the attention of ''Gulthias''. He is a vampire lord and the head of an evil secrete organization called the ''Cult of the Dragon''. It is dedicated to bringing about the "inevitable" rule by dragons. He has appeared to you in dreams demanding the ''Tome of the Dragon'' and the ''Pharaoh’s Ruling Staff''. He seams to be on the verge of madness but has a fanatical following. You have avoided vampires and been attacked by assassins all obviously sent by ''Gulthias''. You have identified members of the cult by their use of their secret symbol, ''a black rose''.\n\nYou had to retrieve your ship from pirates. They made some major modifications to the ship, including removing most of the deck to make more room for booty. Now back in [[Bluffside]], you have pooled your resources to have your ship re-built and are waiting for the work to finish.\n\nYou were asked by the local wizard’s guild to find who or what is disrupting all overland deliveries of material components they use for their magic spells. You have found that a troublesome group of kabolds is responsible. \n\n!Bluffside: City on the Edge\nCivilization is still picking up the pieces from an asteroid strike hundreds of thousands of years ago. The epicenter? [[Bluffside]]. Only 200 years after being rediscovered, Bluffside is a boom town boasting the most precious metal in the known world \nadamantine.. \n!Calander\nWe use this [[Lunar Calendar]]\n
!Tolliver Trask, garrison commander (LN male human warnor 10)\nAging Garrison Commander, concerned with the defense of Free City, Diamond Lake happens to be near his important work. Respected within the community even though he encourages his subordinates to stay out of the town’s affairs.\nLocation: 12, [[Garrison]]\nProfession: Captain, 10th Rank, within the Free City Military\n
Use the Character Sheet in the [[Documents]] section. [[CS_Help.pdf|http://dragon1.pbwiki.com//f/CS_Help.pdf]] contains enough information for you to create a new character.\nYou may instead use one of the "fast play" character sheets if you need a character but have little experience with Dungeons & Dragons, or don't have time to construct one. These are already filled out with all the information you need to start playing a first level character.\n!!Rolling up your Character\n*roll 4d6 and dicard the lowest number, 6 times and assign to abilities as you prefer.\n!!Character Names\nYour character must have a name! It doesn't have to be a serious name, but if you don't pick one the DM will assign one.\n!!Characters Diety\nClerics and Paladin's must select a deity. If you don't pick one the DM will assign one.Other characters are not required to, but are encouraged to. Refer to the [[Recomended PC Deities]] page.\n!!~Multi-Class Chatacters\nBarbarian, Druid, Monk, Paladin, Sorcerer, or Wizard classes can only be selected at first level. You cannot select one of these classes as a second or third class.\n!!Alignments\n*Clerics: A cleric’s alignment must be within one step of his deity’s \n*Paladins: All Paladins must be LG\n*You will not be allowed to play an evil character.\n!!Races\nYou may select any PC race from the [[PHB]]: Human, Dwarf , Elf, Gnome, Half-elf, Half-orc, or Halfling. Other races may be allowed with DM approval.\n!!Classes\nYou may select any class from the [[PHB]]: Barbarian, Bard, Cleric, Druid, Fighter, Monk, Paladin, Ranger, Rogue, Sorcerer, or Wizard. Other classes, or a Prestige Class may be allowed with DM approval.\n!!Speed\nAdjust your speed by armor only. As long as you are carring less than a maximum load you can ignore equipment weight when calculating your speed. Carrying a heavy load for any length of time may result in character fatigue. \n!!Skills\n*After first level, a character can't learn a new skill that he hasn't been exposed to.\n*You can't add more than 4 ranks to any skill at one time.\n*You can attempt an un-trained skill check by taking a -10 penalty.\n!!Feats\n*After first level, a character can't learn a new feat that he hasn't been exposed to.\n!!Starting Equipment\nYou have two different options for equipping your character. (Option 1)You can purchase any armor, weapons and equipment you want, with the starting gold listed below, using the standard equipment prices listed in the [[PHB]], or (Option 2) you can simply use a starting package listed below.\n\n''Clothing'': Regardless of which option you choose, your character owns at least one outfit of normal clothes. Your can ignore the weight of your clothing when calculating the weight you are carrying. Pick any one of the following clothing outfits for free: artisan’s outfit, entertainer’s outfit, explorer’s outfit, monk’s outfit, peasant’s outfit, scholar’s outfit, or traveler’s outfit. (see [[PHB]] pg. 131)\n\n''Option 1''\nStarting Gold: Barbarian 160 gp, Paladin 240 gp, Bard 160 gp, Ranger 240 gp, Cleric 200 gp, Rogue 200 gp, Druid 80 gp, Sorcerer 120 gp, Fighter 240 gp, Wizard 120 gp, Monk 20 gp\n\n''Option 2''\nStarting Package: Your character has this equipment: backpack, waterskin, one day’s trail rations, bedroll, sack, flint and steel, and three torches. Add to this the equipment and money listed below for your character's class.\n*''Barbarian'': Studded leather armor, greataxe, shortbow, quiver with 20 arrows and 8 gp.\n*''Bard'': Studded leather armor, longsword, light crossbow, case with 10 crossbow bolts, lute (common), spell component pouch and 8 gp.\n*''Cleric'': Scale mail armor, heavy wooden shield, heavy mace, light crossbow, case with 10 crossbow bolts, wooden holy symbol and 4 gp.\n*''Druid'': Hide armor, heavy wooden shield, scimitar, club, sling, pouch with 10 sling bullets, holly and mistletoe and 6 gp.\n*''Fighter'': Scale mail armor, greatsword, shortbow, quiver with twenty arrows and 8 gp.\n*''Monk'': Quarterstaff, sling, pouch with 10 sling stones and 8 gp. (no armor)\n*''Paladin'': Scale mail armor, heavy wooden shield, longsword, shortbow, hooded lantern, three pints of oil, quiver with 20 arrows, wooden holy symbol and 24 gp.\n*''Ranger'': Studded leather armor, longsword, short sword, longbow, quiver with 20 arrows and 8 gp.\n*''Rogue'': Leather armor, short sword, light crossbow, dagger, thieves’ tools, hooded lantern and three pints of oil, case with 10 crossbow bolts and 16 gp.\n*''Sorcerer'': Shortspear, light crossbow, hooded lantern, 5 pints of oil, spell component pouch, case with 10 crossbow bolts and 12 gp. (no armor)\n*''Wizard'': Quarterstaff, light crossbow, ten candles, map case, three pages of parchment, ink, inkpen, spell component pouch, spellbook, case with 10 crossbow bolts and 18 gp. (no armor)\n\n\n
Below are the basic formulas involved game mechanics where dice rolling is concerned. All the formulas below can also have various miscellaneous bonuses factored in based on Feats, Racial Bonuses, Magic Bonuses, etc. \n\nBAB = Base Attack Bonus; BSB = Base Save Bonus; Mod = Modifier\n\n!COMBAT\n* Initiative = 1d20 + DEX Mod\n* Melee Attack Roll = 1d20 + BAB + STR Mod + Size Mod\n* Ranged Attack Roll = 1d20 + BAB + DEX Mod + Size Mod + Range Penalty\n!ARMOR CLASS\n* Armor Class = 10 + Armor Bonus + Shield Bonus + DEX Mod + Size Mod\n* Touch Armor Class = 10 + DEX Mod + Size Mod\n* ~Flat-Footed Armor Class = 10 + Armor Bonus + Shield Bonus + Size Mod\n!SAVING THROWS\n* FORT Save = 1d20 + BSB + CON Mod\n* REF Save = 1d20 + BSB + DEX Mod\n* WILL Save = 1d20 + BSB + WIS Mod\n!SPELLCASTING\n* Spell Save DC = 10 + Spell Level + Caster's Relevant Ability Mod\n* Caster Level Check (vs. Spell Resistance) = 1d20 + Caster Level\n\n
!!!A cleric gains his magical power from the deity he worships.\nA cleric worships a specific deity (such as Pelor) and also follows two of the domains that belongs to that deity (such as Healing and Strength).\n\nA cleric chooses and prepares his spells in advance by spending 1 hour __at the same time each day__ in quiet prayer and meditation. A cleric may cast any spell on the cleric spell list, provided that he can cast spells of that level and it's not a spell of an alignment opposed to his own or his deity’s. When the spell is cast, it disappears from his mind and can not be cast again until he prepares it again.\n\nIf he chooses to, a cleric can lose a prepared spell to cast a cure spell in its place.\n!!!Starting Spells\nAt first level, a cleric can prepare and cast three 0-level and one 1st-level clerical and one 1st-level domain spell selected from one of his two domains. In addition, he receives bonus clerical spells per day if he has a high Wisdom score. (A Wisdom score of 12-19 grants one bonus 1st-level spell per day.) \n\n[[Cleric Starting Package]]\n
I recommend that you choose your character's spells from those available to him as listed in the [[PHB]]. However, if you would prefer, you may simply use this standard starting package of spells.\n!Cleric Starting Spells\nDeity: ''Pelor''\nDomains: ''Healing'' and ''Strength''\nHEALING DOMAIN Granted Power: You cast healing spells at +1 caster level.\nSTRENGTH DOMAIN Granted Power: You gain an enhancement bonus to Strength equal to your cleric level. (+1 to Strength bonus for a first level cleric) Activating the power is a free action, the power lasts 1 round, and it is usable once per day.\n\n|>|>|!First Level Domain Spells|\n|!Domain|!Spell|!Brief Description|\n|Healing|Cure Light Wounds|Cures 1d8 damage +1/level (max +5)|\n|Strength|Enlarge Person|Humanoid creature doubles in size|\n\nYou can select from any cleric spell that doesn't have the //Evil// descriptor. If your cleric's alignment is LG, you also can't select any spell with the //Chaotic// descriptor.\n\n|>|!Number of spells he can prepair and cast each day|\n|!WIS Score|!Spells he can cast|\n|less than 10|three 0-level spells (no 1st level spells)|\n|10-11|three 0-level and one 1st-level spell + 1 additional domain spell|\n|12-19|three 0-level and two 1st-level spells + 1 additional domain spell|\n
[img[http://www.wizards.com/dnd/images/ph35_gallery/tn_PHB35_PG168a_WEB.jpg]]\n10 Coper pieces (cp) = 1 Silver piece\n10 Silver piecss (sp) = 1 Gold piece\n10 Gold pieces (gp) = 1 Platinum piece (pp)\n\nAll coins are the same size and the same weight regardless of the type.\n\n!1 Coin\n*1 1/4" Dia.\n*1/10" Thk.\n*1/3 oz. (50 to a pound)\n!10 Coins\n*1 foot long when placed in a line\n*1" tall when stacked\n!50 Coins\n*1 pound\n!100 Coins\n*1 square foot when placed in a 10 coins long x 10 coins wide grid\n!120 Coins\n*1 foot tall when stacked\n!12,000 Coins\n*1 cubic foot stacked 10 coins long x 10 coins wide x 120 coins tall\n*weighs 240 pounds\n\n!Trade Bars\n*Size: 1" x 1" x 6" (with beveled sides)\n*Weight: 1 pound\n*Value: 50 coins\n*288 bars (14,400 coin value) per cubic foot\n\n|>|!Dragon Bed of Coins|\n|!Dragon Size|!Minimum Number of Coins|\n|S|12,000|\n|M|12,000|\n|L|50,000|\n|G|100,000|\n\n|>|>|>|>|!Piles of coins (cone shaped)|\n|Diameter|>|Light Pile|>|Heavy Pile|\n|~|Hight in center|Number of Coins|Hight in center|Number of Coins|\n|5 ft|1"|5,000|3"|18,000|\n|10 ft|3"|40,000|6"|156,000|\n|15 ft|4"|135,000|9"|528,000|\n|20 ft|5"|320,000|1 ft|1,260,000|\nLess that 100 coins per square foot is a scattering of coins.\nFrom 100 coins per square foot to a light pile is a covering of coins.\nA pile can range anywhere between a light and a heavy pile.\nAdding more coins to a heavy pile increases it's height and diameter.\nIn an enclosed area, if there are enough coins they will spread out over the the floor to the walls and fill the available area to 12,000 coins per cubic foot.
Each round represents 6 seconds in the game world.\n!In a round, you can do one of the following things: \n* Attack and move \n* Move and attack \n* Move and move again \n* Perform a full-round action\n-You may also perform any number of free actions (within reason) and take a 5 foot step (if you haven't moved otherwise).\n!Attack \nYou can make an attack, cast a spell, or perform an equivalent action - also called a standard action. Some standard actions are: Aid another, Bull rush, Drink a potion, Feint, Overrun and Read a scroll. Refer to [[Attack Basics]].\n!Move\nA move action lets you move your speed in a round or perform an equivalent action that takes a similar amount of time. Equivalent actions include climbing, drawing or loading a weapon, opening a door, and picking up an item. Refer to [[Move Basics]]\n!~Full-Round Actions \nA full-round action consumes all of your effort in a round. Attacking more than once (if you are of sufficient level to do so), Charge, Load a heavy or repeating crossbow, Light a torch, Run, or Withdraw are all considered full-round actions. \n! Free Actions\nFree actions don’t take any time at all, though there may be limits to the number of free actions you can perform in a turn. Free actions include dropping an Item and speaking. \n!Five foot step\nIn any round when you don't perform any other kind of movement, you can take a 5-foot step before, during, or after your other actions in the round.\n----\n
Each round represents 6 seconds in the game world. Anything a person could reasonably do in 6 seconds, your character can do in 1 round.\n!In a round, you can do one of the following things: \n• One standard action plus one move action.\n• Two move actions.\n• One full-round action.\nYou can add a reasonable number of free actions and take a 5 foot step (if you haven't moved otherwise).\n\nIn the descriptions below, AoO stands for attacks of opportunity.\n!Action Restrictions\n[[Surprise Rounds:|http://www.wizards.com/default.asp?x=dnd/glossary&term=Glossary_dnd_surprise&alpha=S]] If __not__ surprised in a supprise round, you can use only a standard action or a move action.\n!Character Conditions that can affect your actions\n*[[Ability Damaged or Drained:|http://www.systemreferencedocuments.org/35/theraven_stephenh/ctypes/Ability_Damaged.html]] You cannot act when any ability is 0.\n*[[Cowering:|http://www.systemreferencedocuments.org/35/theraven_stephenh/ctypes/Cowering.html]] You cannot act and get –2 penalty to AC and no Dex bonus.\n*[[Dazed:|http://www.systemreferencedocuments.org/35/theraven_stephenh/spells/Daze.html]] You cannot act when dazed.\n*[[Dead:|http://www.systemreferencedocuments.org/35/theraven_stephenh/combat/DEAD.html]] You cannot act, your ''dead''!\n*[[Dying:|http://www.systemreferencedocuments.org/35/theraven_stephenh/combat/DYING.html]] You are unconscious.\n*[[Fascinated:|http://www.wizards.com/default.asp?x=dnd/glossary&term=Glossary_dnd_fascinated&alpha=]] Stand or sit quietly, taking no actions. \n*[[Fatigued:|http://www.wizards.com/default.asp?x=dnd/glossary&term=Glossary_dnd_fatigued&alpha=]] Can not run or charge, no other restrictions.\n*[[Flat-Footed:|http://www.wizards.com/default.asp?x=dnd/glossary&term=Glossary_dnd_flatfooted&alpha=F]] No Dex bonus to AC and cannot make AoO.\n*[[Frightened:|http://www.wizards.com/default.asp?x=dnd/glossary&term=Glossary_dnd_frightened&alpha=]] Use two move actions each round to flee. If unable to flee, you are Shaken but can fight\n*[[Grappling]]: Wrestling - Refer to grappling rules.\n*[[Helpless|http://www.systemreferencedocuments.org/35/theraven_stephenh/combat/HELPLESS_DEFENDERS.html]]: You cannot act when helpless.\n*[[Nauseated:|http://www.wizards.com/default.asp?x=dnd/glossary&term=Glossary_dnd_nauseated&alpha=]] You can use a single move action each round.\n*[[Panicked:|http://www.wizards.com/default.asp?x=dnd/glossary&term=Glossary_dnd_panicked&alpha=]] You are Shaken, drop anything you hold and flee at top speed along a random path. If unable to flee, you cower.\n*[[Paralyzed:|http://www.wizards.com/default.asp?x=dnd/glossary&term=Glossary_dnd_paralyzed&alpha=]] You cannot act.\n*[[Petrified:|http://www.wizards.com/default.asp?x=dnd/glossary&term=Glossary_dnd_petrified&alpha=]] You're considered unconscious.\n*[[Pinned:|http://www.wizards.com/default.asp?x=dnd/glossary&term=Glossary_dnd_pinned&alpha=]] Refer to [[Grappling]] rules.\n*[[Prone:|http://www.wizards.com/default.asp?x=dnd/glossary&term=Glossary_dnd_prone&alpha=]] -4 on melee weapons and cannot use a ranged weapon (except for a crossbow). \n*[[Shaken:|http://www.wizards.com/default.asp?x=dnd/glossary&term=Glossary_dnd_shaken&alpha=]] You take a –2 penalty on attack rolls, ability checks, and saving throws.\n*[[Stable:|http://www.wizards.com/default.asp?x=dnd/glossary&term=Glossary_dnd_stable&alpha=]] You are unconscious.\n*[[Staggered:|http://www.wizards.com/default.asp?x=dnd/glossary&term=Glossary_dnd_staggered&alpha=]] You can use a single move action or standard action each round.\n*[[Stunned:|http://www.wizards.com/default.asp?x=dnd/glossary&term=Glossary_dnd_stunned&alpha=]] Drop everything held, can't act, take a -2 to AC, and lose Dex bonus to AC\n*[[Turned:|http://www.wizards.com/default.asp?x=dnd/glossary&term=Glossary_dnd_turned&alpha=]] flee for 10 rounds. If you cannot, you cower.\n*[[Unconscious:|http://www.wizards.com/default.asp?x=dnd/glossary&term=Glossary_dnd_unconscious&alpha=]] You cannot act when unconscious.\n\n!__Standard Actions__\n!!Lethal Attack standard actions:\n* Melee Weapon Attack: [See [[Cleave|http://www.systemreferencedocuments.org/35/theraven_stephenh/feats/CLEAVE.html]] and [[Power Attack|http://www.systemreferencedocuments.org/35/theraven_stephenh/feats/POWER_ATTACK.html]] feats]\n* Range Weapon Attack: [See [[Manyshot|http://www.systemreferencedocuments.org/35/theraven_stephenh/feats/MANYSHOT.html]], [[Rapid Shot|http://www.systemreferencedocuments.org/35/theraven_stephenh/feats/RAPID_SHOT.html]], [[Shot on the Run|http://www.systemreferencedocuments.org/35/theraven_stephenh/feats/SHOT_ON_THE_RUN.html]] and [[Point Blank Shot|http://www.systemreferencedocuments.org/35/theraven_stephenh/feats/POINT_BLANK_SHOT.html]] feats]\n**At a target involved in a melee: (-4 to attack roll) [see [[Precise Shot|http://www.systemreferencedocuments.org/35/theraven_stephenh/feats/PRECISE_SHOT.html]] feat]\n**At a target involved in grapple: Roll randomly to see which grappling combatant the attack strikes [see [[Improved Precise|http://www.systemreferencedocuments.org/35/theraven_stephenh/feats/IMPROVED_PRECISE_SHOT.html]] shot feat]\n* Thrown (light or one-handed ) Weapon Attack: Add Strength modifier to damage. –4 penalty on the attack roll for improvised weapons. Crit: 20/x2 range: 10 feet.\n** [[Splash Weapon|http://www.systemreferencedocuments.org/35/theraven_stephenh/combat/THROW_SPLASH_WEAPON.html]] \n***(at foe): Make a ranged touch attack against the target.. A hit deals direct hit damage to the target, and splash damage to all creatures within 5 feet of the target. It takes a move action to draw a splash weapon. Miss lands 5 or 10 feet off in random direction.\n***(at location): Treat this as a ranged attack against AC 5. You target a grid intersection, creatures in all adjacent squares are dealt the splash damage, and the direct hit damage is not dealt to any creature.\n\n!Non-lethal Attack standard actions:\n*Attack (unarmed): [see [[Improved Unarmed Strike|http://www.systemreferencedocuments.org/35/theraven_stephenh/feats/IMPROVED_UNARMED_STRIKE.html]] and [[Stunning Fist|http://www.systemreferencedocuments.org/35/theraven_stephenh/feats/STUNNING_FIST.html]] feats]\n*[[Bull rush|http://www.systemreferencedocuments.org/35/theraven_stephenh/combat/BULL_RUSH.html]]: Push an opponent back 5 feet or more. 1. Move into the defender’s space (Provokes AoO). 2. Make opposed Strength checks. 3.a You win, push him back 5 feet (and optionally, move with him 5 more feet for every 5 points over). 3.b You loose, move back 5 feet to where you were. [see [[Improved Bull Rush|http://www.systemreferencedocuments.org/35/theraven_stephenh/feats/IMPROVED_BULL_RUSH.html]] feat]\n*[[Disarm|http://www.systemreferencedocuments.org/35/theraven_stephenh/combat/DISARM.html]]: Knock a weapon from your opponent’s hands. If you use a weapon, it falls to the ground. If you are unarmed, it ends up in your hand. 1. Provokes AoO, if the AoO deals damage, you fail. 2. Make opposed attack rolls with your weapons: Two-handed weapons get +4, unarmed or light or weapons takes –4. If combatants are different sizes, the larger gets +4 per category. If the targeted item isn’t a melee weapon, the defender takes a –4 penalty on the roll. 3.a Success. 3b You fail and the defender may immediately attempt to disarm you (no AoO). [see [[Improved Disarm|http://www.systemreferencedocuments.org/35/theraven_stephenh/feats/IMPROVED_DISARM.html]] feat]\n**Grabbing Items: Use a disarm action. If poorly secured you get a +4 bonus. If it's well secured defender gains a +4 and you must have him pinned (see Grapple). Failing doesn’t allow an attempt to disarm you.\n*[[Grapple|Grappling]]: Refer to grappling rules.\n*Shield Bash: Use a heavy shield as an off-hand weapon. See Table: Weapons for the damage dealt by a shield bash. Used this way, it is a martial bludgeoning weapon. Treat a as a one-handed weapon. You lose its AC bonus until your next action. \n*[[Sunder|http://www.systemreferencedocuments.org/35/theraven_stephenh/combat/SUNDER.html]] a weapon or shield: Use a slashing or bludgeoning weapon. 1. You provoke AoO. 2. Make opposed attack rolls with your weapons: Two-handed weapons get +4, unarmed or light or weapons takes –4. If combatants are different sizes, the larger gets +4 per category. 3.a Success: Roll damage and deal it to the weapon or shield. See Table: Common Armor, Weapon, and Shield Hardness and Hit Points to determine how much damage you must deal to destroy the weapon or shield. 3.b Failure: you don’t deal any damage.\n*[[Trip|http://www.systemreferencedocuments.org/35/theraven_stephenh/combat/TRIP.html]]\n**(unarmed): Opponent can be no more than one size category larger than you.1. Make an unarmed melee touch attack against your target (provokes AoO). 2. If you succeed, make a Strength check opposed by the defender’s Dex or Str check. A combatant gets a +4 bonus for every size category he is larger than Medium or a -4 penalty for every size category he is smaller than Medium. 3.a Sucess: you trip the defender. 3.b You lose: the defender may immediately react and make a Strength check opposed by your Dexterity or Strength check to try to trip you.\n**(with a Weapon): Some weapons can be used to make trip attacks. You make a melee touch attack with the weapon. You don’t provoke an AoO.. If you are tripped during your own trip attempt, you can drop the weapon to avoid being tripped.\n**Avoiding Attacks of Opportunity [See the [[Improved Trip|http://www.systemreferencedocuments.org/35/theraven_stephenh/feats/IMPROVED_TRIP.html]] feat]\n**A tripped character is prone. Standing up is a move action.\n*[[Turn Undead|http://www.systemreferencedocuments.org/35/theraven_stephenh/combat/TURN_OR_REBUKE_UNDEAD.html]]: See turn Undead Rules.\n\n!~Non-Attack standard actions:\n*[[Aid another|http://www.systemreferencedocuments.org/35/theraven_stephenh/combat/AID_ANOTHER.html]]: You make an attack roll against AC 10. If you succeed, your friend gains either a +2 bonus on his next attack roll or a +2 bonus to AC against that opponent's next attack (your choice), \n*[[Cast a Spell|http://www.systemreferencedocuments.org/35/theraven_stephenh/magic_overview/CASTING_SPELLS.html]]: Casting most spells is a standard action.\n*[[Delay|http://www.systemreferencedocuments.org/35/theraven_stephenh/combat/DELAY.html]]: You take no action and then act normally on whatever initiative count you decide to act. Changes your initiative order.\n*Draw a hidden weapon: [see [[Sleight of Hand|http://www.systemreferencedocuments.org/35/theraven_stephenh/skills/SLEIGHT_OF_HAND.html]] skill]\n*[[Drink a potion or apply an oil|http://www.systemreferencedocuments.org/35/theraven_stephenh/magicitem/Potion_Basics.html]]: \n*[[Feint|http://www.systemreferencedocuments.org/35/theraven_stephenh/combat/FEINT.html]]: a Bluff check opposed by your targets a Sense Motive check + his base attack bonus. On a success, your target loses his Dexterity bonus to AC against the melee attack you make on your next turn. [see [[Improved Feint|http://www.systemreferencedocuments.org/35/theraven_stephenh/feats/IMPROVED_FEINT.html]] feat]\n*Make a dying friend stable: [see [[Heal|http://www.systemreferencedocuments.org/35/theraven_stephenh/skills/HEAL.html]] skill]\n*[[Ready an action|http://www.systemreferencedocuments.org/35/theraven_stephenh/combat/READY.html]]: Specify the standard action, move action, or free action you will take and the conditions under which you will take it (you can interrupt a foe's action). Then, any time before your next turn, you may take the readied action in response to that condition. \n*[[Total defense|http://www.systemreferencedocuments.org/35/theraven_stephenh/combat/STANDARD_ACTIONS.html#total]]: You make no attack and get a +4 dodge bonus to your AC for 1 round.\n\n!__Move Actions__ \n!!Move at your Base Speed\n*[[Tactical Movement|http://www.systemreferencedocuments.org/35/theraven_stephenh/combat/READY.html]]: Your character can move up to his speed rating in spaces (20 feet = 4 spaces) each round. Count every second square moved diagonally as 2 spaces. He may move through, but not stop in, a space occupied by a friend.\n*[[Jump|http://www.systemreferencedocuments.org/35/theraven_stephenh/skills/JUMP.html]]: (Jump check)Any jumps are included as part of your move action. \n*Sneak: - Move while Hiding (Hide check at -5). See rules for [[hiding|http://www.systemreferencedocuments.org/35/theraven_stephenh/skills/HIDE.html]].\n*[[Spring attack|http://www.systemreferencedocuments.org/35/theraven_stephenh/feats/SPRING_ATTACK.html]]: Requires the Spring Attack feat - move both before and after you make a melee attack.\n\n!!Move at ~One-Half your Base Speed\n*[[Move while Balancing|http://www.systemreferencedocuments.org/35/theraven_stephenh/skills/BALANCE.html]]: (Balance check) You lose your Dex bonus to AC unless you have at least 5 ranks in Balance. Balance check at -5 to move at your fill speed.\n*[[Move Silently|http://www.systemreferencedocuments.org/35/theraven_stephenh/skills/MOVE_SILENTLY.html]]: (Move Silently check) Move Silently check at -5 to move at your fill speed.\n*Sneak: (Hide check) See rules for [[hiding|http://www.systemreferencedocuments.org/35/theraven_stephenh/skills/HIDE.html]].\n*[[Tumble|http://www.systemreferencedocuments.org/35/theraven_stephenh/skills/TUMBLE.html]]: (Tumble check): Move through a threatened space without provoking an AoO. Tumble check at -10 to move at your fill speed . Tumble check at -20 to move through a space occupied by am enemy. [see [[Acrobatic|http://www.systemreferencedocuments.org/35/theraven_stephenh/feats/ACROBATIC.html]] feat]\n\n!!Move at ~One-Quarter your Base Speed\n*[[Climb|http://www.systemreferencedocuments.org/35/theraven_stephenh/skills/CLIMB.html]]: (Climb check): You can climb at half your speed with a -5 penalty, or at full speed with a -10 penalty. You lose your Dex bonus to AC while climbing unless you take an additional -20 penalty on your Climb check.\n*[[Swim|http://www.systemreferencedocuments.org/35/theraven_stephenh/skills/SWIM.html]]: (Swim check) Double your armor check penalty. Fail by 4 or less, you make no progress. Fail by 5 or more, you go under. [[DC]]: Calm water 10, Rough water 15, Stormy water 20. [see [[Athletic|http://www.systemreferencedocuments.org/35/theraven_stephenh/feats/ATHLETIC.html]] and [[Endurance|http://www.systemreferencedocuments.org/35/theraven_stephenh/feats/ENDURANCE.html]] feats]\n\n!!Move 5 Feet\n*Crawl: (provokes AoO) [[DC]] 25 Tumble check to not provoke an AoO.\n \n!!~Move-Equivalent Actions\n*Stand Up from Prone (provokes AoO): [[DC]] 35 [[Tumble|http://www.systemreferencedocuments.org/35/theraven_stephenh/skills/TUMBLE.html]] check to stand as a free action, still provokes AoO.\n*Kneel or Sit: (-2 to Melee AC, +2 to Ranged AC)\n*Mount or Dismount: See [[mounted combat rules|http://www.systemreferencedocuments.org/35/theraven_stephenh/combat/MOUNTED_COMBAT.html]].\n*Sheath a Weapon\n* Stow an Item\n*Transfer Item from One Hand to the Other \n*Manipulate an Item: This includes retrieving or putting away a stored item, picking up an item, moving a heavy object, opening a chest, and opening a door.\n*Redirect a [[Spiritual Weapon|http://www.systemreferencedocuments.org/35/theraven_stephenh/spells/Spiritual_Weapon.html]] (or other specified Spell)\n*Load a hand crossbow or light crossbow: \n\n!!Special ~Move-Equivalent Actions\nIf you have base attack bonus of +1 or higher, these are free actions when combined with a move action:\n* Draw a Weapon: [see [[Quick Draw|http://www.systemreferencedocuments.org/35/theraven_stephenh/feats/QUICK_DRAW.html]] feat]\n* Draw a Weaponlike Object\n* Draw Two ~One-Handed Weapons: Requires the [[Two-Weapon Fighting|http://www.systemreferencedocuments.org/35/theraven_stephenh/feats/TWO-WEAPON_FIGHTING.html]] feat\n* Ready or Loose a Shield\n\n!!Where you may want to move to\n*[[Flank a defender|http://www.systemreferencedocuments.org/35/theraven_stephenh/combat/FLANKING.html]]: (+2 flanking attack bonus) Your opponent is threatened by a someone friendly to you on the opponent’s opposite side. \n*Go to higher ground: (+1 to Melee attack rolls)\n*Go to attack from behind [[cover|http://www.systemreferencedocuments.org/35/theraven_stephenh/combat/COVER.html]]: (+4 to your AC)\n*[[Hide|http://www.systemreferencedocuments.org/35/theraven_stephenh/skills/HIDE.html]]: You cannot hide while someone is observing you. If you make a successful Bluff check, you can distract onlookers long enough to attempt a Hide check, otherwise you need cover or concealment to attempt a Hide check When moving between cover, or sneaking up on someone, you may move 5 feet for every 5 ranks in Hide you possess. For every 5 feet of open space to cross, you take a -5 penalty on your Hide check. [see [[Spring Attack|http://www.systemreferencedocuments.org/35/theraven_stephenh/feats/SPRING_ATTACK.html]] and [[Stealthy|http://www.systemreferencedocuments.org/35/theraven_stephenh/feats/STEALTHY.html]] feats]\n\n!__~Full-Round Actions__ \nA full-round action consumes all of your effort in a round. \n*Thrown (two-handed) Weapon Attack: Add Strength modifier to damage. –4 penalty on the attack roll for improvised weapons. Crit: 20/x2 Range: 10 feet.\n*[[Full attack|http://www.systemreferencedocuments.org/35/theraven_stephenh/combat/FULL-ROUND_ACTIONS.html#full]]: If you get multiple attacks because your base attack bonus is high enough, you must make the attacks in order from highest bonus to lowest.\n*[[Charge|http://www.systemreferencedocuments.org/35/theraven_stephenh/combat/CHARGE.html]]: Move up to twice your speed and attack with +2 bonus\n**Bull rush (as part of a charge): Push an opponent back 5 feet or more. 1. Move into the defender’s space (Provokes AoO). 2. Make opposed Strength checks. 3.a You win, push him back 5 feet (and optionally, move with him 5 more feet for every 5 points over). 3.b You loose, move back 5 feet to where you were. [see [[Improved Bull Rush|http://www.systemreferencedocuments.org/35/theraven_stephenh/feats/IMPROVED_BULL_RUSH.html]] feat]\n*[[Overrun|http://www.systemreferencedocuments.org/35/theraven_stephenh/combat/OVERRUN.html]]: He can just avoid you, otherwise: 1. Make a Strength check opposed by the defender’s Dexterity or Strength check. 2.a You win, knock him prone and can continue your move. 2.b You lose, he stops you and may try to knock you prone with a Strength check opposed by your Dexterity or Strength check [see Improved Overrun feat]\n*[[Sniping|http://www.systemreferencedocuments.org/35/theraven_stephenh/skills/HIDE.html]]: If you’ve already successfully hidden at least 10 feet from your target, you can make one ranged attack, then immediately hide again. You take a –20 penalty on your Hide check to conceal yourself after the shot.\n*[[Two-weapon fighting|http://www.systemreferencedocuments.org/35/theraven_stephenh/combat/TWO-WEAPON_FIGHTING.html]]: If you wield a second weapon in your off hand, you can get one extra attack per round with that weapon. ( –6 on attacks with your primary hand and a–10 on attack with your off hand. If your off-hand weapon is light the penalties are reduced by 2 each.) [see [[Two-Weapon Fighting|http://www.systemreferencedocuments.org/35/theraven_stephenh/feats/TWO-WEAPON_FIGHTING.html]], [[Improved Two-Weapon Fighting|http://www.systemreferencedocuments.org/35/theraven_stephenh/feats/IMPROVED_TWO-WEAPON_FIGHTING.html]] and [[Two-Weapon Defense|http://www.systemreferencedocuments.org/35/theraven_stephenh/feats/TWO-WEAPON_DEFENSE.html]] feats]\n*[[Deliver coup de grace|http://www.systemreferencedocuments.org/35/theraven_stephenh/combat/HELPLESS_DEFENDERS.html#coup]]: You automatically hit and score a critical hit against a helpless foe. If the defender survives the damage, he must make a Fortitude save (DC 10 + damage dealt) or die.\n*Load a heavy or repeating crossbow: \n*[[Whirlwind Attack|http://www.systemreferencedocuments.org/35/theraven_stephenh/feats/WHIRLWIND_ATTACK.html]]: Requires Whirlwind Attack feat - make one melee attack at your full base attack bonus against each opponent within reach.\n*Prepare to throw splash weapon: For improvised splash weapons such as flasks of lamp oil or if your splash weapon requires any special preparations, such as lighting a wick., otherwise you can just draw and throw these weapons. \n*[[Move 5 Feet through Difficult Terrain|http://www.systemreferencedocuments.org/35/theraven_stephenh/combat/FULL-ROUND_ACTIONS.html#diff]]: (provokes AoO) Your movement is so hampered that you don’t have sufficient speed even to move 5 feet. You may spend a full-round action to move 5 feet. \n*[[Run|http://www.systemreferencedocuments.org/35/theraven_stephenh/combat/FULL-ROUND_ACTIONS.html#run]]: Move 4 x your normal speed (or 3 x if wearing heavy armor). Loose any dexterity bonus to armor class. [see Run feat]\n*[[Withdraw|http://www.systemreferencedocuments.org/35/theraven_stephenh/combat/FULL-ROUND_ACTIONS.html#with]]: Move up to double your speed. Leaving the square you start from does not provoke AoO from opponents you can see..\n*Extinguish Flames: If you are on fire, extinguishing the flames requires a DC 15 Reflex save. Rolling on the ground provides a +2 bonus on the save. Leaping into a lake automatically smothers the fire.\n* [[Cast a (1 round) Spell|http://www.systemreferencedocuments.org/35/theraven_stephenh/combat/FULL-ROUND_ACTIONS.html#cast]]:\n\n!__Free Actions__\nFree actions don’t take any time at all, though there may be limits to the number of free actions you can perform in a turn. \n\n*[[Demoralize Opponent|http://www.systemreferencedocuments.org/35/theraven_stephenh/skills/INTIMIDATE.html]]: Make an Intimidate check opposed by (d20 + targets character level or Hit Dice + target’s Wisdom bonus + target’s modifiers on saves against fear). If you win, the target becomes shaken for 1 round. You can intimidate only an opponent that you threaten in melee combat and that can see you.\n*[[Deliver a Secret Message|http://www.systemreferencedocuments.org/35/theraven_stephenh/skills/BLUFF.html]]: Bluff checks opposed by Sense Motive checks can transmit secret messages (DC 15 for simple messages, 20 for complex messages). \n*Drawing Ammunition: Drawing ammunition for use with a ranged weapon (such as arrows, bolts, sling bullets, or shuriken).\n*Drop an item: Dropping an item in your space or into an adjacent square.\n*Drop to the floor: Dropping to a prone position in your space.\n*Speak: Speaking a few sentences.\n*Cease Spell Concentration\n*Cast a Quickened Spell: Requires [[Quicken Spell|http://www.systemreferencedocuments.org/35/theraven_stephenh/feats/QUICKEN_SPELL.html]] feat]\n\n![[Five foot step|http://www.systemreferencedocuments.org/35/theraven_stephenh/combat/MISCELLANEOUS_ACTIONS.html#5ft]]\nIn any round when you don't perform any other kind of movement, you can take a 5-foot step before, during, or after your other actions in the round.\n\n!__Actions you can take when it is not your turn__\n*Speak: In general, speaking is a free action that you can perform even when it isn’t your turn.\n*Make attack or opportunity (AoO): Once per round - not on your turn - you can make a single melee attack at your full attack bonus on a creature within your melee attack range who takes an action that makes it vulnerable. [see Combat Reflexes feat]\n*[[Deflect or snatch arrows|http://www.systemreferencedocuments.org/35/theraven_stephenh/feats/DEFLECT_ARROWS.html]]: Requires the Deflect or Snatch Arrow feat.\n* End a [[Delay action|http://www.systemreferencedocuments.org/35/theraven_stephenh/combat/DELAY.html]]: If you have taken a delay action, you can take your turn at the end of any other combatant's turn. Your place in the intuitive order will remain here on all subsequent turns.\n
!Greater Powers\n[img[http://www.wizards.com/dnd/images/dd_gallery/dd1/tn_Boccob_p61_jpg.jpg]]\n* ''[[Boccob|http://en.wikipedia.org/wiki/Boccob]]'' (N), god of magic, arcane knowledge, balance and foresight\n[img[http://www.wizards.com/dnd/images/dd_gallery/dd1/tn_Corellon_p63_jpg.jpg]]\n* ''[[Corellon Larethian|http://en.wikipedia.org/wiki/Corellon_Larethian]]'' (CG), god of elves, magic, music, and arts \n[img[http://www.wizards.com/dnd/images/dd_gallery/dd1/tn_Garl_p70_jpg.jpg]]\n* ''[[Garl Glittergold|http://en.wikipedia.org/wiki/Garl_Glittergold]]'' (LG), god of gnomes, humor, and gemcutting \n[img[http://www.wizards.com/dnd/images/dd_gallery/dd1/tn_Gruumsh_p72_jpg.jpg]]\n* ''[[Gruumsh|http://en.wikipedia.org/wiki/Gruumsh]]'' (LE), god of orcs \n[img[http://www.wizards.com/dnd/images/dd_gallery/dd1/tn_Moradin_p84_jpg.jpg]]\n* ''[[Moradin|http://en.wikipedia.org/wiki/Moradin]]'' (LG), god of dwarves \n[img[http://www.wizards.com/dnd/images/dd_gallery/dd1/tn_Nerull_p86_jpg.jpg]]\n* ''[[Nerull|http://en.wikipedia.org/wiki/Nerull]]'' (NE), god of death, darkness, murder and the underworld\n[img[http://www.wizards.com/dnd/images/dd_gallery/dd1/tn_Pelor_p90_jpg.jpg]]\n* ''[[Pelor|http://en.wikipedia.org/wiki/Pelor]]'' (NG), god of sun, light, strength and healing. More humans worship Pelor than any other deity.\n[img[http://www.wizards.com/dnd/images/dd_gallery/dd1/tn_Yondalla_p98_jpg.jpg]]\n* ''[[Yondalla|http://en.wikipedia.org/wiki/Yondalla]]'' (LG), goddess of halflings \n!Intermediate Powers\n[img[http://www.wizards.com/dnd/images/dd_gallery/dd1/tn_Ehlonna_p65_jpg.jpg]]\n* ''[[Ehlonna|http://en.wikipedia.org/wiki/Ehlonna]]'' (NG), goddess of forests, woodlands, flora & fauna, and fertility\n[img[http://www.wizards.com/dnd/images/dd_gallery/dd1/tn_Erythnul_p67_jpg.jpg]]\n* ''[[Erythnul|http://en.wikipedia.org/wiki/Erythnul]]'' (CN), god of hate, envy, malice, panic, ugliness, and slaughter\n[img[http://www.wizards.com/dnd/images/dd_gallery/dd1/tn_Fharlanghn_p68_jpg.jpg]]\n* ''[[Fharlanghn|http://en.wikipedia.org/wiki/Fharlanghn]]'' (N), god of horizons, distance, travel, and roads\n[img[http://www.settimatorre.com/zona/utenti/lewis.gif]]\n* ''[[Heironeous|http://en.wikipedia.org/wiki/Heironeous]]'' (LG), god of chivalry, justice, honor, war, daring, and valor\n[img[http://www.lemonbutter.com/dd/spoiler/wdr_images/wdr_aspect_of_hextor.jpg]]\n* ''[[Hextor|http://en.wikipedia.org/wiki/Hextor]]'' (LE), god of war, discord, massacres, conflict, fitness, and tyranny\n[img[http://www.wizards.com/dnd/images/dd_gallery/dd1/tn_Kord_78_jpg.jpg]]\n* ''[[Kord|http://en.wikipedia.org/wiki/Kord]]'' (CG), god of athletics, sports, brawling, strength, and courage\n[img[http://www.wizards.com/dnd/images/dd_gallery/dd1/tn_Obadhai_p87_jpg.jpg]]\n* ''[[Obad-Hai|http://en.wikipedia.org/wiki/Obad-Hai]]'' (N), god of nature, woodlands, freedom, hunting, and beasts\n[img[http://www.wizards.com/dnd/images/dd_gallery/dd1/tn_Olidammara_p89_jpg.jpg]]\n* ''[[Olidammara|http://en.wikipedia.org/wiki/Olidammara]]'' (CN), god of music, revels, wine, rogues, humor, and tricks\n[img[http://users.accesscomm.ca/arcturus/images/pholtus.gif]]\n* ''[[Pholtus|http://en.wikipedia.org/wiki/Pholtus]]'' (LG), god of light, resolution, law, order, inflexibility, the Sun, and the moons.\n[img[http://www.wizards.com/dnd/images/dd_gallery/dd1/tn_Cuthbert_p92_jpg.jpg]]\n* ''[[Saint Cuthbert|http://en.wikipedia.org/wiki/Saint_Cuthbert_(Dungeons_&_Dragons)]]'' (LN), god of common sense, wisdom, zeal, honesty, truth, and discipline\n[img[http://www.wizards.com/dnd/images/dd_gallery/dd1/tn_Weejas_p96_jpg.jpg]]\n* ''[[Wee Jas|http://en.wikipedia.org/wiki/Wee_Jas]]'' (LN), goddess of magic, death, vanity, and law\n!Lesser Powers\n[img[http://www.wizards.com/dnd/images/dd_gallery/dd1/tn_Vecna_p95_jpg.jpg]]\n* ''[[Vecna|http://en.wikipedia.org/wiki/Vecna]]'' (NE), god of destructive and evil secrets\n[img[http://www.wizards.com/dnd/images/previews807_zagig.jpg]]\n* ''[[Zagyg|http://en.wikipedia.org/wiki/Zagyg]]'' (CN) the mad archmage and servant of Boccob\n
It is possible to cast any spell as a counterspell. By doing so, the character is using the spell's energy to disrupt the casting of the same spell by another character. Counterspelling works even if one spell is divine and the other arcane.\n\n''How Counterspells Work:'' To use a counterspell, the character must select an opponent as the target of the counterspell. The character does this by choosing the ready action. In doing so, the character elects to wait to complete his or her action until the character's opponent tries to cast a spell. (The character may still move at normal speed, since ready is a standard action.)\n\nIf the target of the character's counterspell tries to cast a spell, the character makes a Spellcraft check ([[DC]] 15 + the spell's level). This check is a free action. If the check succeeds, the character correctly identifies the opponent's spell and can attempt to counter it. (If the check fails, the character can't do either of these things.)\n\nTo complete the action, the character must cast the correct spell. As a general rule, a spell can only counter itself. If the character is able to cast the same spell and has it prepared (if the character prepares spells), the character casts it, altering it slightly to create a counterspell effect. If the target is within range, both spells automatically negate each other with no other results.\n\n''Specific Exceptions:'' Some spells specifically counter each other, especially when they have diametrically opposed effects.\n\n''Dispel Magic as a Counterspell:'' The character can use dispel magic to counterspell another spellcaster, and the character doesn't need to identify the spell he or she is casting. However, dispel magic doesn't always work as a counterspell.\n
!Difficulty Class\nYou roll a d20 and add any modifiers to the result. This total must equal or exceed the Difficulty Class (DC) to succeed. Note that a natural 1 does not always fail and a natural 20 does not always succeed.\n
!Diamond Lake nestles in the rocky crags of the Cairn Hills, three days east of the [[Free City of Greyhawk]] to which it is subject.\n\nSmall town\n''Conventional''\n''AL:'' N\n''Population:'' 1,023\n''[[GP Limit:|gp limit]]'' 800 gp\n''Assets:'' 40,920 gp\n''Isolated'' (96% human, 2% halfling, 1% gnome, 1% other races)\n''Power Center:'' Conventional (mayor - LN)\n''Authority Figures:'' [[Governor-Mayor Lanod Neff]] ; [[Balabar Smenk]]. mine manager; [[Chaum Gansworth]]. mine manager; [[Ellival Moonmeadow]]. mine manager; [[Gelch Tilgast]]. mine manager; [[Luzanne Parrin]], mine manager; [[Ragnolin Dourstone]], mine manager; [[Sheriff Cubbin]]; [[Captain Tolliver Trask]], garrison commander.\n\n[[Diamond Lake Map|http://users.adelphia.net/~hartr/images/diamond_lake_map.jpg]]\n[[Diamond Lake Legend]]\n
1. [[The Emporium]] – Casino, whorehouse, freak show – very popular, garish & gaudy. \n2. [[Lazare’s House]] – Cozy gaming parlor focusing on Dragonchess. Upper class. \n3. [[The Feral Dog]] – Very busy, sleazy tavern \n4. [[Church of St. Cuthbert]] \n5. [[Tidwoad’s]] • Run by a gnome named [[Tidwoad]], keeps bank vaults, buys/sells gems \n6. [[Sheriff’s Office]] • [[Sheriff Cubbin]] • Local jail \n7. [[General Store]] • Just about anything that isn’t armor or weapons or magical \n8. [[The Hungry Gar]] • Restaurant \n9. [[Jalek’s Flophouse]] • An ancient warehouse turned into housing \n10. [[Smenk Residence]] • Owned by [[Balabar Smenk]], owner of four mines \n11. [[Deepspike Mine]] \n12. [[Garrison]] • 60 Soldiers • A chapel of [[Heieroneous]] can be found here \n13. [[Lakeside Stables]] \n14. [[The Midnight Salute]] • House of ~Ill-Repute \n15. [[The Spinning Giant]] • Home to the local Garrison when off-duty \n16. [[The Captain’s Blade]] (sells weapons) • Focus on Masterwork melee weapons \n17. [[Venelle’s]] (sells weapons)• Focus on Masterwork bows and arrows. \n18. [[Allustan’s Residence]] • Home of “The smartest man in town.” • Sage & Wizard \n19. [[Tilgast Residence]] • Home to [[Gelch Tilgast]], one of the mine owners \n20. [[Old Piers]] • can hire a ferry to cross the \n21. [[Able Carter Coaching Inn]] • Hostel (1gp/day) • Stable (5sp/day) \n22. [[Parrin Residence]] • Home of [[Luzanne Parrin]], one of the mine owners \n23. [[Greysmere Covenant]] • dwarven representatives of the stronghold of Greysmere \n24. [[Gansworth Residence]] • Home to [[Chaum Gansworth]], one of the mine owners \n25. [[The Rusty Bucket]] • Popular restaurant that used to focus on fish\n26. [[Moonmeadow Residence]] • the Elven overseer of Diamond Lake’s silver mine. \n27. [[Osgood Smithy]] • Buy of Masterwork armor & household goods \n28. [[Smelting House]] •also workshop of [[Benazel]] the Alchemist (Potion-maker) \n29. [[Diamond Lake Boneyard]] \n30. [[Neff Manor]]• Owned by [[Governor-Mayor Lanod Neff]]\n31. [[Dourstone Mine]] • Run by [[Ragnolin Dourstone]], one of the mine owners \n32. [[Abandoned Mine]] \n33. [[Menhirs]] • Old stone ring occasionally visited by druids \n34. [[Old Observatory]] • Crumbling building that once housed an order of monks \n35. [[Dourstone Residence]] • Home of [[Ragnolin Dourstone]], one of the mine owners.\n
Here are some files thet you can download. You can right click on the link and select "save target as" or "save link as". Many of these are .pdf files. Most computers have a.pdf reader. If you don't have one, you can download a free copy of Adobe Reader [[here|http://www.adobe.com/products/acrobat/readstep2.html]].\n!Character Sheets\n*[[CS_Blank.pdf|http://users.adelphia.net/~hartr/images/CS_Blank.pdf]] Use this Character sheet. With the free Adobe Reader 7.0 you can fill it in and print it, but you can't save a filled in copy to your disk unless you have the full version of Adobee Acrobat. It does some of the calculations for you. Once you have it filled in, you can click on the button to send me a copy of it. I can them send you a filled-in copy, or post it here.\n*[[CS_Example.pdf|http://users.adelphia.net/~hartr/images/CS_Example.pdf]] This is a Character Sheet that I have filled in as an example.\n*[[CS_Help.pdf|http://dragon1.pbwiki.com//f/CS_Help.pdf]] This is a copy of the Character sheet with a ''LOT'' of help notes all over it. There is enough information here that a new player can create a new character and fill in the Character sheet to start playing. Even experienced players may learn a thing or two.\n*[[CS_Animal.pdf|http://users.adelphia.net/~hartr/images/CS_Animal.pdf]] This is an Animal Companion Character Sheet.\n!!!Spell Sheets\nThese sheets can be printed out and used to keep track of your character's spells.\n*[[Bard Spells|http://users.adelphia.net/~hartr/images/Bard_Spells.pdf]]\n*[[Cleric Spells|http://users.adelphia.net/~hartr/images/Cleric_Spells.pdf]]\n*[[Druid Spells|http://users.adelphia.net/~hartr/images/Druid_Spells.pdf]]\n*[[Paladin Spells|http://users.adelphia.net/~hartr/images/Paladin_Spells.pdf]]\n*[[Ranger Spells|http://users.adelphia.net/~hartr/images/Ranger_Spells.pdf]]\n*[[Wizard (or Sorcerer) Spells|http://users.adelphia.net/~hartr/images/Wizard_Spells.pdf]]\n*[[Blank Spell Sheet|http://users.adelphia.net/~hartr/images/Blank_Spell_Sheet.pdf]]\n!!!Fast Play Character Sheets\nThese fast play characters are primarily designed to play and advance by players who need a character but have little experience with Dungeons & Dragons, or those who don't have time to construct one.\nIf you choose to use one of these, let me know as soon as possable so I can mark it as unavailable. I will still leave it here so it can be used as reference.\n*[[Dwarf Fighter|http://users.adelphia.net/~hartr/images/Dwarf_Fighter.pdf]]\n*[[Dwarf Rogue|http://users.adelphia.net/~hartr/images/Dwarf_Rogue.pdf]]\n*[[Elf Ranger|http://users.adelphia.net/~hartr/images/Elf_Ranger.pdf]]\n*[[Gnome Rogue|http://users.adelphia.net/~hartr/images/Gnome_Rogue.pdf]]\n*[[Halfling Wizard|http://users.adelphia.net/~hartr/images/Halfling_Wizard.pdf]] and his [[Rat Familiar|http://users.adelphia.net/~hartr/images/Rat_Familiar.pdf]]\n*[[Half-orc Barbarian|http://users.adelphia.net/~hartr/images/Half-orc_Barbarian.pdf]]\n*[[Half-orc Monk|http://users.adelphia.net/~hartr/images/Half-orc_Monk.pdf]]\n*[[Human Cleric|http://users.adelphia.net/~hartr/images/Human_Cleric.pdf]]\n!!! More complete character sheet\nFor the more experienced player with a little computer savvy, here is the best auto calculating character sheet that I have found. It is especially usefully for characters at higher levels as they get more complex. \nHere is a link to the web site with information on the character sheet and download links: [[SSA-X2.com|http://www.ssa-x2.com/products/X2/charsheet/index.shtml]]\nIf you choose to use this sheet, let me know and we can discuss how best for you to send me a copy.\n!Reference Material\n[[Players Guide to Diamond Lake|http://users.adelphia.net/~hartr/images/Players+Guide+to+Diamond+Lake.pdf]]
!!!A druid gains her magical power either from nature itself or from a nature deity.\nA druid chooses and prepares her spells in advance by spending 1 hour each day in quiet prayer and meditation. A druid may cast any spell on the druid spell list, provided that she can cast spells of that level. When the spell is cast, it disappears from her mind and can not be cast again until she prepares it again.\n!!!Starting Spells\nAt first level, a druid can prepare and cast three 0-level and one 1st-level druid spells. In addition, she receives bonus druid spells per day if he has a high Wisdom score. (A Wisdom score of 12-19 grants one bonus 1st-level spell per day.)\n\n[[Druid Starting Package]]
Because Druids can select from all of the Druid Spells, this is just a list of them from the [[PHB]].\n!Druid Starting Spells\n|>|!0-LEVEL DRUID SPELLS (ORISONS)|\n|!Spell Name|!Brief Description|\n|Create Water| Creates 2 gallons/level of pure water.|\n|Cure Minor Wounds| Cures 1 point of damage.|\n|Detect Magic| Detects spells and magic items within 60 ft.|\n|Detect Poison| Detects poison in one creature or object.|\n|Flare| Dazzles one creature (–1 penalty on attack rolls).|\n|Guidance| +1 on one attack roll, saving throw, or skill check.|\n|Know Direction| You discern north.|\n|Light| Object shines like a torch.|\n|Mending| Makes minor repairs on an object.|\n|Purify Food and Drink| Purifies 1 cu. ft./level of food or water.|\n|Read Magic| Read scrolls and spellbooks.|\n|Resistance| Subject gains +1 bonus on saving throws.|\n|Virtue| Subject gains 1 temporary hp.|\n\n|>|!1ST-LEVEL DRUID SPELLS|\n|!Spell Name|! Brief Description|\n|Calm Animals| Calms (2d4 + level) HD of animals.|\n|Charm Animal| Makes one animal your friend.|\n|Cure Light Wounds| Cures 1d8 damage +1/level (max +5).|\n|Detect Animals or Plants| Detects kinds of animals or plants.|\n|Detect Snares and Pits| Reveals natural or primitive traps.|\n|Endure Elements| Exist comfortably in hot or cold environments.|\n|Entangle| Plants entangle everyone in 40-ft.-radius.|\n|Faerie Fire| Outlines subjects with light, canceling blur, concealment, and the like.|\n|Goodberry| 2d4 berries each cure 1 hp (max 8 hp/24 hours).|\n|Hide from Animals| Animals can’t perceive one subject/level.|\n|Jump| Subject gets bonus on Jump checks.|\n|Longstrider| Your speed increases by 10 ft.|\n|Magic Fang| One natural weapon of subject creature gets +1 on attack and damage rolls.|\n|Magic Stone| Three stones gain +1 on attack rolls, deal 1d6+1 damage.|\n|Obscuring Mist| Fog surrounds you.|\n|Pass without Trace| One subject/level leaves no tracks.|\n|Produce Flame| 1d6 damage +1/level, touch or thrown.|\n|Shillelagh| Cudgel or quarterstaff becomes +1 weapon (1d10 damage) for 1 min./level.|\n|Speak with Animals| You can communicate with animals.|\n|Summon Nature’s Ally I| Calls creature to fight.|\n\nYou can select any 0-level or 1st level druid spell.\n\n|>|!Number of spells he can prepair and cast each day|\n|!WIS Score|!Spells he can cast|\n|less than 10|three 0-level spells (no 1st level spells)|\n|10-11|three 0-level and one 1st-level spell|\n|12-19|three 0-level and two 1st-level spells|
Your character dyes at zero minus 10HP __or__ zero minus (his CON modifier + his Level), whichever is lower.\nThis gives characters at higher levels a better chance of survival.
TiddlyWiki uses Wiki style markup, a way of lightly "tagging" plain text so it can be transformed into HTML. Edit this Tiddler to see samples.\n\n! Header Samples\n!Header 1\n!!Header 2\n!!!Header 3\n!!!!Header 4\n!!!!!Header 5\n\n! Unordered Lists:\n* Lists are where it's at\n* Just use an asterisk and you're set\n** To nest lists just add more asterisks...\n***...like this\n* The circle makes a great bullet because once you've printed a list you can mark off completed items\n* You can also nest mixed list types\n## Like this\n\n! Ordered Lists\n# Ordered lists are pretty neat too\n# If you're handy with HTML and CSS you could customize the [[numbering scheme|http://www.w3schools.com/css/pr_list-style-type.asp]]\n## To nest, just add more octothorpes (pound signs)...\n### Like this\n* You can also\n** Mix list types\n*** like this\n# Pretty neat don't you think?\n\n! Tiddler links\nTo create a Tiddler link, just use mixed-case WikiWord, or use [[brackets]] for NonWikiWordLinks.\n\nNote that existing Tiddlers are in bold and empty Tiddlers are in italics. \n\n! External Links\nYou can link to [[external sites|http://google.com]] with brackets. You can also LinkToFolders on your machine or network shares.\n\n! Images\nEdit this tiddler to see how it's done.\n[img[http://img110.echo.cx/img110/139/gorilla8nw.jpg]]\n\n!Tables\n|!th1111111111|!th2222222222|\n|>| colspan |\n| rowspan |left|\n|~| right|\n|colored| center |\n|caption|c\n\n\n! Horizontal Rules\nYou can divide a tiddler into\n----\nsections by typing four dashes on a line by themselves.\n\n! Blockquotes\n<<<\nThis is how you do an extended, wrapped blockquote so you don't have to put angle quotes on every line.\n<<<\n>level 1\n>level 1\n>>level 2\n>>level 2\n>>>level 3\n>>>level 3\n>>level 2\n>level 1\n\n! Other Formatting\n''Bold''\n==Strike==\n__Underline__\n//Italic//\nSuperscript: 2^^3^^=8\nSubscript: a~~ij~~ = -a~~ji~~\n@@highlight@@\n@@color(green):green colored@@\n@@bgcolor(#ff0000):color(#ffffff):red colored@@
[img[https://www.myotherdrive.com/dyn/thumb/913.012814.21032011.72233.6a64fi/Gems1.JPG/]]\nStandard gems carried by adventurers are 1/4" in diameter. They are carried in small leather or cloth bags tied securely with a string or leather strap. Unless your character is carrying an extremely large number of gems, their weight is insignificant and you do not have to keep track of it. The information listed here is provided for those rare occasions when your character may need to carry an exceptionally large gem or a very large number of gems. \n\nIn the real world, gem sizes do not determine weight. The density of gems varies from very light stones like opal to especially heavy stones like sphalerite or zircon. To keep it simple for D&D I am keeping the weight of all gems the same and only vary the value depending on gemstone type and size. The price per carat does not increase smoothly with increasing size. To allow for larger stones in my game they don't increase quite as fast as they do in the real world. I justify this by saying that larger stones are not as rare in my world. \n\nAll gems listed here are round faceted and have the same depth as their diameter making them roughly spherical (think 20 sided dice).\n\n|!Size|>|!Weight|!Value|!Number of gems this size that will fit in one cubic foot of space|\n|6" Dia. (size of small human skull)|31,000 carats|14 lbs.|Base value x 50,000|8|\n|3" Dia.(large fist size)|4,856 carats|2 lbs.|Base value x 5,000|64|\n|2" Dia. (que ball size)|1,133 carats|1/2 lb.|Base value x 1,000|216|\n|1" Dia. (Very Large - fits snugly into an empty eye-socket)|145 carats|0.064 lbs. (16 = 1 lb.)|Base value x 100|1,728|\n|1/2" Dia. (Large - marble size)|18 carats|0.008 lbs (125 = 1 lb.)|Base value x 10|13,824|\n|1/4" Dia. (Medium - standard size)|2 carats|0.001 lbs.(1,000 = 1 lb.)|base value|110,592|\n|1/8" Dia. (Small)|0.3 carats|0.000125 lbs. (8,000 = 1 lb.)|base value / 10|884,736|\nAll gems weigh 110 lbs. per cubic foot (should you be so fortunate as to need to know this).\n\n|!Gem|!Base Value range|\n|[img[https://www.myotherdrive.com/dyn/thumb/929.402714.21032011.72191.6a64fi/agate.jpg/]]agate (banded, eye, or moss )|4 gp to 56 gp|\n|[img[https://www.myotherdrive.com/dyn/thumb/194.472714.21032011.72203.6a64fi/azurite.jpg/]]azurite|~|\n|[img[https://www.myotherdrive.com/dyn/thumb/944.232814.21032011.72281.6a64fi/quartz%20-%20blue.jpg/]]quartz (blue)|~|\n|[img[https://www.myotherdrive.com/dyn/thumb/444.022814.21032011.72234.6a64fi/hematite.jpg/]]hematite|~|\n|[img[https://www.myotherdrive.com/dyn/thumb/772.082814.21032011.72249.6a64fi/lapis%20lazuli.jpg/]]lapis lazuli|~|\n|[img[https://www.myotherdrive.com/dyn/thumb/335.092814.21032011.72252.6a64fi/malachite.jpg]]malachite|~|\n|[img[https://www.myotherdrive.com/dyn/thumb/210.252814.21032011.72285.6a64fi/rhodochrosite.jpg/]]obsidian|~|\n|[img[https://www.myotherdrive.com/dyn/thumb/210.252814.21032011.72285.6a64fi/rhodochrosite.jpg/]]rhodochrosite|~|\n|[img[https://www.myotherdrive.com/dyn/thumb/694.302814.21032011.72300.6a64fi/tiger%20eye.jpg/]]tiger eye |~|\n|[img[https://www.myotherdrive.com/dyn/thumb/382.322814.21032011.72306.6a64fi/turquoise.jpg/]]turquoise|~|\n|[img[https://www.myotherdrive.com/dyn/thumb/413.172814.21032011.72270.6a64fi/pearl%20freshwater.jpg/]]freshwater (irregular) pearl|~|\n|[img[https://www.myotherdrive.com/dyn/thumb/491.512714.21032011.72209.6a64fi/bloodstone.jpg/]]bloodstone|20 gp to 80 gp|\n|[img[https://www.myotherdrive.com/dyn/thumb/054.522714.21032011.72212.6a64fi/carnelian.jpg/]]carnelian|~|\n|[img[https://www.myotherdrive.com/dyn/thumb/194.532714.21032011.72214.6a64fi/chalcedony.jpg/]]chalcedony|~|\n|[img[https://www.myotherdrive.com/dyn/thumb/960.542714.21032011.72219.6a64fi/chrysoprase.jpg/]]chrysoprase|~|\n|[img[https://www.myotherdrive.com/dyn/thumb/554.552714.21032011.72220.6a64fi/citrine.jpg/]]citrine|~|\n|[img[https://www.myotherdrive.com/dyn/thumb/413.062814.21032011.72244.6a64fi/iolite.jpg/]]iolite|~|\n|[img[https://www.myotherdrive.com/dyn/thumb/257.082814.21032011.72248.6a64fi/jasper.jpg/]]jasper|~|\n|[img[https://www.myotherdrive.com/dyn/thumb/835.102814.21032011.72255.6a64fi/moonstone.jpg/]]moonstone|~|\n|[img[https://www.myotherdrive.com/dyn/thumb/944.112814.21032011.72260.6a64fi/onyx.jpg/]]onyx|~|\n|[img[https://www.myotherdrive.com/dyn/thumb/288.232814.21032011.72280.6a64fi/peridot.jpg/]]peridot|~|\n|[img[https://www.myotherdrive.com/dyn/thumb/616.252814.21032011.72286.6a64fi/rock%20crystal.jpg/]]rock crystal (clear quartz)|~|\n|[img[https://www.myotherdrive.com/dyn/thumb/351.282814.21032011.72293.6a64fi/sard.jpg/]]sard|~|\n|[img[https://www.myotherdrive.com/dyn/thumb/194.292814.21032011.72295.6a64fi/sardonyx.jpg/]]sardonyx|~|\n|[img[https://www.myotherdrive.com/dyn/thumb/710.242814.21032011.72283.6a64fi/quartz%20rose.jpg/]]quartz (rose, smoky, or star rose)|~|\n|[img[https://www.myotherdrive.com/dyn/thumb/069.352814.21032011.72310.6a64fi/zircon.jpg/]]zircon|~|\n|[img[https://www.myotherdrive.com/dyn/thumb/569.452714.21032011.72198.6a64fi/amber.jpg/]]amber|40 gp to 160 gp|\n|[img[https://www.myotherdrive.com/dyn/thumb/351.462714.21032011.72201.6a64fi/amethyst.jpg/]]amethyst|~|\n|[img[https://www.myotherdrive.com/dyn/thumb/507.542714.21032011.72217.6a64fi/chrysoberyl.jpg/]]chrysoberyl|~|\n|[img[https://www.myotherdrive.com/dyn/thumb/226.562714.21032011.72222.6a64fi/coral.jpg/]]coral|~|\n|[img[https://www.myotherdrive.com/dyn/thumb/835.582714.21032011.72231.6a64fi/garnet%20red.jpg/]]garnet (red or brown-green )|~|\n|[img[https://www.myotherdrive.com/dyn/thumb/522.072814.21032011.72246.6a64fi/jade.jpg/]]jade|~|\n|[img[https://www.myotherdrive.com/dyn/thumb/179.182814.21032011.72274.6a64fi/pearl.jpg/]]pearl (white, golden, pink, or silver )|~|\n|[img[https://www.myotherdrive.com/dyn/thumb/226.302814.21032011.72299.6a64fi/spinel%20red.jpg/]]spinel (red, red-brown or deep green)|~|\n|[img[https://www.myotherdrive.com/dyn/thumb/804.312814.21032011.72304.6a64fi/tourmaline.jpg/]]tourmaline|~|\n|[img[https://www.myotherdrive.com/dyn/thumb/663.442714.21032011.72196.6a64fi/alexandrite.jpg/]]alexandrite|200 gp to 800 gp|\n|[img[https://www.myotherdrive.com/dyn/thumb/757.462714.21032011.72202.6a64fi/aquamarine.jpg/]]aquamarine|~|\n|[img[https://www.myotherdrive.com/dyn/thumb/366.012814.21032011.72232.6a64fi/garnet%20violet.jpg/]]garnet (violet )|~|\n|[img[https://www.myotherdrive.com/dyn/thumb/616.162814.21032011.72267.6a64fi/pearl%20black.jpg/]]pearl (black)|~|\n|[img[https://www.myotherdrive.com/dyn/thumb/788.292814.21032011.72298.6a64fi/spinel%20deep%20blue.jpg/]]spinel (deep blue)|~|\n|[img[https://www.myotherdrive.com/dyn/thumb/319.312814.21032011.72302.6a64fi/topaz%20golden%20yellow.jpg/]]topaz (golden yellow )|~|\n|[img[https://www.myotherdrive.com/dyn/thumb/288.582714.21032011.72229.6a64fi/emerald.jpg/]]emerald|400 gp to 1600 gp|\n|[img[https://www.myotherdrive.com/dyn/thumb/210.142814.21032011.72261.6a64fi/opal.jpg/]]opal (white, black, or fire )|~|\n|[img[https://www.myotherdrive.com/dyn/thumb/726.272814.21032011.72292.6a64fi/sapphire%20blue.jpg/]]sapphire (blue)|~|\n|[img[https://www.myotherdrive.com/dyn/thumb/663.562714.21032011.72223.6a64fi/corundum.jpg/]]corundum (fiery yellow or rich purple)|~|\n|[img[https://www.myotherdrive.com/dyn/thumb/726.262814.21032011.72290.6a64fi/sapphire%20black%20star.jpg/]]sapphire (blue or black star )|~|\n|[img[https://www.myotherdrive.com/dyn/thumb/101.262814.21032011.72288.6a64fi/ruby%20star.jpg/]]ruby (star)|~|\n|[img[https://www.myotherdrive.com/dyn/thumb/851.572714.21032011.72228.6a64fi/emerald%20bright%20green.jpg/]]emerald (clearest bright green)|2,000 gp to 8,000 gp|\n|[img[https://www.myotherdrive.com/dyn/thumb/413.572714.21032011.72227.6a64fi/diamond%20blue-white.jpg/]]diamond (blue-white, canary, pink, brown, or blue)|~|\n|[img[https://www.myotherdrive.com/dyn/thumb/929.062814.21032011.72245.6a64fi/jacinth.jpg/]]jacinth|~|\n
!GRAPPLE\n Grappling means wrestling and struggling hand-to-hand. It’s tricky to perform, but sometimes you want to pin foes instead of killing them, and sometimes you have no choice in the matter. For monsters, grappling can mean trapping you in a toothy maw (the\npurple worm’s favorite tactic) or holding you down so it can claw you to pieces (the dire lion’s trick).\n\n!Grapple Checks\n Repeatedly in a grapple, you need to make opposed grapple checks against an opponent. A grapple check is like a melee attack roll. Your attack bonus on a grapple check is:\n\n!!!Base attack bonus + Strength modifier + special size modifier \n\n''Special Size Modifier:'' The special size modifier for a grapple check is as follows: Colossal +16, Gargantuan +12, Huge +8, Large +4, Medium +0, Small –4, Tiny –8, Diminutive –12, Fine –16. Use this number in place of the normal size modifier you use when making an attack roll.\n\n!Starting a Grapple\n To start a grapple, you need to grab and hold your target. Starting a grapple requires a successful melee attack roll. If you get multiple attacks, you can attempt to start a grapple multiple times (at successively lower base attack bonuses).\n*''Step 1: Attack of Opportunity.'' You provoke an attack of opportunity from the target you are trying to grapple. If the attack of opportunity deals damage, the grapple attempt fails. (Certain monsters do not provoke attacks of opportunity when they attempt to grapple, nor do characters with the Improved Grapple feat.) If the attack of opportunity misses or fails to deal damage, proceed to Step 2.\n*''Step 2: Grab.'' You make a melee touch attack to grab the target. If you fail to hit the target, the grapple attempt fails. If you succeed, proceed to Step 3.\n*''Step 3: Hold.'' Make an opposed grapple check as a free action. If you succeed, you and your target are now grappling, and you deal damage to the target as if with an unarmed strike. \n**If you lose, you fail to start the grapple. You automatically lose an attempt to hold if the target is two or more size categories larger than you are.\n**In case of a tie, the combatant with the higher grapple check modifier wins. If this is a tie, roll again to break the tie.\n*''Step 4: Maintain Grapple.'' To maintain the grapple for later rounds, you must move into the target’s space. (This movement is free and doesn’t count as part of your movement in the round.) Moving, as normal, provokes attacks of opportunity from threatening opponents, but not from your target.\n**If you can’t move into your target’s space, you can’t maintain the grapple and must immediately let go of the target. To grapple again, you must begin at Step 1.\n\n!Grappling Consequences\n While you’re grappling, your ability to attack others and defend yourself is limited.\n*''No Threatened Squares: ''You don’t threaten any squares while grappling.\n*''No Dexterity Bonus:'' You lose your Dexterity bonus to AC (if you have one) against opponents you aren’t grappling. (You can still use it against opponents you are grappling.)\n*''No Movement:'' You can’t move normally while grappling. You may, however, make an opposed grapple check (see below) to move while grappling.\n\n!If You’re Grappling\nWhen you are grappling (regardless of who started the grapple), you can perform any of the following actions. Some of these actions take the place of an attack (rather than being a standard action or a move action). If your base attack bonus allows you multiple attacks, you can attempt one of these actions in place of each of your attacks, but at successively lower base attack bonuses.\n*''Activate a Magic Item:'' You can activate a magic item, as long as the item doesn’t require a spell completion trigger. You don’t need to make a grapple check to activate the item.\n*''Attack Your Opponent:'' You can make an attack with an unarmed strike, natural weapon, or light weapon against another character you are grappling. You take a –4 penalty on such attacks. You can’t attack with two weapons while grappling, even if both are light weapons.\n*''Cast a Spell:'' You can attempt to cast a spell while grappling or even while pinned (see below), provided its casting time is no more than 1 standard action, it has no somatic component, and you have in hand any material components or focuses you might need. Any spell that requires precise and careful action, such as drawing a circle with powdered silver for protection from evil, is impossible to cast while grappling or being pinned. If the spell is one that you can cast while grappling, you must make a Concentration check ([[DC]] 20 + spell level) or lose the spell. You don’t have to make a successful grapple check to cast the spell.\n*''Damage Your Opponent:'' While grappling, you can deal damage to your opponent equivalent to an unarmed strike. Make an opposed grapple check in place of an attack. If you win, you deal nonlethal damage as normal for your unarmed strike (1d3 points for Medium attackers or 1d2 points for Small attackers, plus Strength modifiers). If you want to deal lethal damage, you take a –4 penalty on your grapple check.\n**//Exception:// Monks deal more damage on an unarmed strike than other characters, and the damage is lethal. However, they can choose to deal their damage as nonlethal damage when grappling without taking the usual –4 penalty for changing lethal damage to nonlethal damage (see Dealing Nonlethal Damage, page 146).\n*''Draw a Light Weapon:'' You can draw a light weapon as a move action with a successful grapple check. \n*''Escape from Grapple:'' You can escape a grapple by winning an opposed grapple check in place of making an attack. You can make an Escape Artist check in place of your grapple check if you so desire, but this requires a standard action. If more than one opponent is grappling you, your grapple check result has to beat all their individual check results to escape. (Opponents don’t have to try to hold you if they don’t want to.) If you escape, you finish the action by moving into any space adjacent to your opponent(s).\n*''Move:'' You can move half your speed (bringing all others engaged in the grapple with you) by winning an opposed grapple check. This requires a standard action, and you must beat all the other individual check results to move the grapple.\n**'//Note:// You get a +4 bonus on your grapple check to move a pinned opponent, but only if no one else is involved in the grapple. \n*''Retrieve a Spell Component: '': You can produce a spell component from your pouch while grappling by using a full-round action. Doing so does not require a successful grapple check. \n*''Pin Your Opponent:'' You can hold your opponent immobile for 1 round by winning an opposed grapple check (made in place of an attack). Once you have an opponent pinned, you have a few options available to you (see below).\n*''Break Another’s Pin:'' If you are grappling an opponent who has another character pinned, you can make an opposed grapple check in place of an attack. If you win, you break the hold that the opponent has over the other character. The character is still grappling, but is no longer pinned.\n*''Use Opponent’s Weapon:'' If your opponent is holding a light weapon, you can use it to attack him. Make an opposed grapple check (in place of an attack). If you win, make an attack roll with the weapon with a –4 penalty (doing this doesn’t require another action). You don’t gain possession of the weapon by performing this action.\n\n!If You’re Pinning an Opponent\nOnce you’ve pinned your opponent, he’s at your mercy. However, you don’t have quite the freedom of action that you did while grappling. You can attempt to damage your opponent with an opposed grapple check, you can attempt to use your opponent’s weapon against him, or you can attempt to move the grapple (all described above). At your option, you can prevent a pinned opponent from speaking.\n You can use a disarm action to remove or grab away a well secured object worn by a pinned opponent, but he gets a +4 bonus on his roll to resist your attempt (see Disarm, page 155).\n You may voluntarily release a pinned character as a free action; if you do so, you are no longer considered to be grappling that character (and vice versa).\n You can’t draw or use a weapon (against the pinned character or any other character), escape another’s grapple, retrieve a spell component, pin another character, or break another’s pin while you are pinning an opponent.\n\n!If You’re Pinned by an Opponent\nWhen an opponent has pinned you, you are held immobile (but not helpless) for 1 round. While you’re pinned, you take a –4 penalty to your AC against opponents other than the one pinning you. At your opponent’s option, you may also be unable to speak. On your turn, you can try to escape the pin by making an opposed grapple check in place of an attack. You can make an Escape Artist check in place of your grapple check if you want, but this requires a standard action. If you win, you escape the pin, but you’re still grappling.\n\n!Joining a Grapple\nIf your target is already grappling someone else, you can use an attack to start a grapple, as above, except that the target doesn’t get an attack of opportunity against you, and your grab automatically succeeds. You still have to make a successful opposed grapple check to become part of the grapple.\n If there are multiple opponents involved in the grapple, you pick one to make the opposed grapple check against.\n\n!Multiple Grapplers\nSeveral combatants can be in a single grapple. Up to four combatants can grapple a single opponent in a given round. Creatures that are one or more size categories smaller than you count for half, creatures that are one size category larger than you count double, and creatures two or more size categories larger count quadruple.\n When you are grappling with multiple opponents, you choose one opponent to make an opposed check against. The exception is an attempt to escape from the grapple; to successfully escape, your grapple check must beat the check results of each opponent.\n
While our group largely functions under the Core version 3.5 D&D Rules as written, there are a few variations/deviations of note that I've chosen to utilize. \n!General\n[[Luck Points - Action Points|Luck Points]]\n[[Total Party Kill]]\n[[Untrained skills]]\n[[Initiative]]\n[[Massive Damage]]\n[[Reach Weapons]]\n[[Two Natural "20's"]]\n[[Dying]]\n[[Short-Term Care]]\n!Characters\n[[Character Creation]]\n[[Skills]]\n[[Replacement Characters]]\n[[Psionics]]\n!Magic\n[[Spellbooks]]\n[[Bag-of-Holding]]
[img[http://users.adelphia.net/~hartr/images/Age of Worms.jpg]]\n
Group initiative is used for NPC's, \nunless there is an in-game reason to use individual initiative for an encounter.
[img[http://www.shelltown.net/~dangweth/quendo2.gif]]\n!Table: Common Languages and Their Alphabets\n\n|!Language|!Typical Speakers|!Alphabet|\n|Abyssal|Demons, chaotic evil outsiders|Infernal|\n|Aquan|Water-based creatures|Elven|\n|Auran|Air-based creatures|Draconic|\n|Celestial|Angels, Devas|Celestial|\n|Common|Humans, halflings, half-elves, half-orcs|Common|\n|Draconic|Kobolds, troglodytes, lizardfolk, dragons|Draconic|\n|Druidic|Druids (only)|Druidic|\n|Dwarven|Dwarves|Dwarven|\n|Elven|Elves|Elven|\n|Giant|Ogres, giants|Dwarven|\n|Gnome|Gnomes|Dwarven|\n|Goblin|Goblins, hobgoblins, bugbears|Dwarven|\n|Gnoll|Gnolls|Common|\n|Halfling|Halflings|Common|\n|Ignan|Fire-based creatures|Draconic|\n|Infernal|Devils|Infernal|\n|Orc|Orcs|Dwarven|\n|Sylvan|Dryads, brownies, leprechauns|Elven|\n|Terran|Xorns and other earth-based creatures|Dwarven|\n|Undercommon|Drow|Elven|\nAnimals, Plants, Vermin, and Oozes typically do not have languages.\n\nConstructs, Deathless, Undead, and Elementals are usually created and understand the language of their creator.\n\nAberrations are just freaky, and may or may not speak any known language.
/***\n|''Name:''|LegacyStrikeThroughPlugin|\n|''Description:''|Support for legacy (pre 2.1) strike through formatting|\n|''Version:''|1.0.1|\n|''Date:''|Jul 21, 2006|\n|''Source:''|http://www.tiddlywiki.com/#LegacyStrikeThroughPlugin|\n|''Author:''|MartinBudden (mjbudden (at) gmail (dot) com)|\n|''License:''|[[BSD open source license]]|\n|''CoreVersion:''|2.1.0|\n|''Browser:''|Firefox 1.0.4+; Firefox 1.5; InternetExplorer 6.0|\n\n***/\n\n//{{{\n\n// Ensure that the LegacyStrikeThrough Plugin is only installed once.\nif(!version.extensions.LegacyStrikeThroughPlugin)\n {\n version.extensions.LegacyStrikeThroughPlugin = true;\n\nconfig.formatters.push(\n{\n name: "legacyStrikeByChar",\n match: "==",\n termRegExp: /(==)/mg,\n element: "strike",\n handler: config.formatterHelpers.createElementAndWikify\n});\n\n} // end of "install only once"\n//}}}\n
I sometimes call these Luck Points and sometimes call them Action Points. These are the same thing.\n!ACQUIRING LUCK POINTS (or Action Points)\nYou begin play with 5 luck points plus a number of luck points equal to one-half your character level (round down). Thus, 1st level characters begin play with only 5 luck points.\nIf your number of luck points drop below 5 - your luck points replenish (up to a maximum of 5) at the beginning of the next session of play.\nWhenever your character advances a level, you receive a one time bonus of an additional number of luck points equal to one-half your new character level (round down). These sdditional luck points do not replinish.\n\n!USING LUCK POINTS\nIn one round, each character may use luck or action points to do one, two or all three of the following.\n*Improve one d20 roll.\n*Perform one special action.\n*Aid another.\n\n!!Improve a d20 roll\nYou can spend action points to improve a d20 roll (including attack rolls, saves, checks, or any other roll of a d20) to help you meet or exceed the target number. You can declare the use of 1, 2 or 3 action points to alter a d20 roll after the roll is made, but only before the DM reveals the result of that roll. You can’t use an action point to alter the result of a d20 roll when you are taking 10 or taking 20. \n*''Add to a Roll (1 point):'' When you spend 1 action point to improve a d20 roll, you add the result of a 1d6 roll to your d20 roll. [At character levels 8 and over roll 2d6, apply the highest result and disregard the other. At 15th level and over roll 3d6 and apply the highest.]\n*''~Re-Roll (2 points):'' You can spend 2 action points to ignore a d20 roll and roll again, using the result of the second roll instead of the origional roll. The new result must be used even if it wasn't an improvement over the previous roll.\n*''Natural 20 (3 points):'' You can spend 3 action points to replace a d20 roll with a result of 20. It will be as if you had rolled a natural 20.\n\n!!Special Actions \nA character can perform certain tasks by spending an action point. In addition to the actions described below, some attempted actions might allow the expenditure of action points in order to gain or activate specific results, at the DM’s option.\n*''Improve Your Defense:'' You may spend an action point at any time to improve your AC by 1d6 points. This bonus lasts until the start of your next turn. \n*''Healing After Combat:'' Immediately after any combat, you may spend one action point to heal 1d6 hit points. You must rest for 1 minute in order to regain hit points.\n*''Stabilize:'' Any time a character is dying, he can spend 1 action point to become stable at his current hit point total.\n*''Confirm a Critical Hit:'' If your attack roll is a natural 20, you score an automatic hit, and the attack may be also be a critical threat. If the result of your attack roll would ordinarily hit the target (despite being an automatic hit), then you may spend an action point to turn the strike into a critical hit.\n*''Activate Class Ability:'' A character can spend 1 action point to gain another use of a class ability that has a limited number of uses per day. \n*''Emulate Feat:'' At the beginning of a character’s turn, he may spend 1 action point as a free action to gain the benefit of a feat that he doesn’t have. If he doesn't meet the prerequisites of the feat he must spend 2 action points. He gains the benefit until the beginning of his next turn.\n*''Extra Attack:'' During any round in which a character takes a full attack action, he may spend 1 action point to make an extra attack at his highest attack bonus. Action points may be used in this way with both melee and ranged attacks.\n*''Spell Boost:'' A character can spend 1 action point to increase the effective caster level of one of his spells by 2. He must decide whether or not to spend an action point in this manner before casting the spell.\n*''Spell Recall:'' Spellcasters who prepare their spells in advance can spend 1 action point to recall any spell just cast. The spell can be cast again later with no effect on other prepared spells. Spontaneous spellcasters such as sorcerers and bards can spend 1 action point to cast a spell without using one of their daily spell slots. \n\n!!Aid Another Character\n*You may not sell, give or trade action points between characters.\n*Normal: Whenever your character is in a position where he can assist another character, you can roll a d20 and if the results of the roll is 10 or higher, the character you are assisting gets a +2 bonus to his d20 roll. Example: Another character is attempting to force open a stuck door and is about to make a strength check. Before he rolls, you announce that you are going to help him push on the door. You roll a d20 and get a result of 13. This result is over 9 so the other character can add 2 to the results of his d20 strength check. The DM will decide which characters, if any, can help in each different situation.\n*You may spend 1action point to assist another character when this would not normally be possible. Example: Another character is attempting a Will save to avoid being possessed by a demon. You announce that you are using an action point to assist him. At the cost of one action point, you roll a d20 and if the result of that roll is 10 or higher, the other character can add 2 to his d20 roll. If the result of your d20 is less than 10, you can spend additional action points to attempt to improve your roll the same as you can with any other d20 roll.\n
The sun travels once around this world in 364 days, visiting the 13 Lairs of the Zodiac in an appointed round that never varies. The Great Moon, called Luna, waxes and wanes in fixed cycles of 28 days (Luna’s cycle governs lycanthropy).\nEach lunar cycle marks the passage of one month, which is further subdivided into four weeks of seven days each.\n\nThe standad week of seven days has the following days:\n|MOONDAY (Mo)| Work|\n|GODSDAY (Go)| Worship|\n|EARTHDAY (Ea)| Work|\n|AIRDAY (Ar)| Work|\n|WATERDAY (Wa)| Work|\n|FIREDAY (Fr)| Work|\n|SUNDAY (Su)| Rest|\n\nEach of the 12 months is 28 days long, made up of 4 weeks of 7 days each. The first of each month is a new moon and the 15th of each month is a full moon.\n\n''Note: All dates are from the rediscovery of the Great Northern Continent (GNC).''\n!The Current Year is 1,342 GNC \n\n|>|>|>|>|>|>| ''Fading'' |!|>|>|>|>|>|>| ''Leaffall'' |!|>|>|>|>|>|>| ''Markets'' |\n|>|>|>|>|>|>| //Summer// |!|>|>|>|>|>|>| //Fall// |!|>|>|>|>|>|>| //Fall// |\n|''Mo''|''Go''|''Ea''|''Ar''|''Wa''|''Fr''|''Su''|!|''Mo''|''Go''|''Ea''|''Ar''|''Wa''|''Fr''|''Su''|!|''Mo''|''Go''|''Ea''|''Ar''|''Wa''|''Fr''|''Su''|\n| 1| 2| 3| 4| 5| 6| 7|!| 1| 2| 3| 4| 5| 6| 7|!| 1| 2| 3| 4| 5| 6| 7|\n| 8| 9|10|11|12|13|14|!| 8| 9|10|11|12|13|14|!| 8| 9|10|11|12|13|14|\n|15|16|17|18|19|20|21|!|15|16|17|18|19|20|21|!|15|16|17|18|19|20|21|\n|22|23|24|25|26|27|28|!|22|23|24|25|26|27|28|!|22|23|24|25|26|27|28|\n\n|>|>|>|>|>|>| ''Rotting'' |!|>|>|>|>|>|>| ''Winds'' |!|>|>|>|>|>|>| ''Deepwinter'' |\n|>|>|>|>|>|>| //Fall// |!|>|>|>|>|>|>| //Early Winter// |!|>|>|>|>|>|>| //Winter// |\n|''Mo''|''Go''|''Ea''|''Ar''|''Wa''|''Fr''|''Su''|!|''Mo''|''Go''|''Ea''|''Ar''|''Wa''|''Fr''|''Su''|!|''Mo''|''Go''|''Ea''|''Ar''|''Wa''|''Fr''|''Su''|\n| 1| 2| 3| 4| 5| 6| 7|!| 1| 2| 3| 4| 5| 6| 7|!| 1| 2| 3| 4| 5| 6| 7|\n| 8| 9|10|11|12|13|14|!| 8| 9|10|11|12|13|14|!| 8| 9|10|11|12|13|14|\n|15|16|17|18|19|20|21|!|15|16|17|18|19|20|21|!|15|16|17|18|19|20|21|\n|22|23|24|25|26|27|28|!|22|23|24|25|26|27|28|!|22|23|24|25|26|27|28|\n\n|>|>|>|>|>|>| ''Storms'' |!|>|>|>|>|>|>| ''Thawing'' |!|>|>|>|>|>|>| ''Flowers'' |\n|>|>|>|>|>|>| //Winter// |!|>|>|>|>|>|>| //Winter// |!|>|>|>|>|>|>| //Spring// |\n|''Mo''|''Go''|''Ea''|''Ar''|''Wa''|''Fr''|''Su''|!|''Mo''|''Go''|''Ea''|''Ar''|''Wa''|''Fr''|''Su''|!|''Mo''|''Go''|''Ea''|''Ar''|''Wa''|''Fr''|''Su''|\n| 1| 2| 3| 4| 5| 6| 7|!| 1| 2| 3| 4| 5| 6| 7|!| 1| 2| 3| 4| 5| 6| 7|\n| 8| 9|10|11|12|13|14|!| 8| 9|10|11|12|13|14|!| 8| 9|10|11|12|13|14|\n|15|16|17|18|19|20|21|!|15|16|17|18|19|20|21|!|15|16|17|18|19|20|21|\n|22|23|24|25|26|27|28|!|22|23|24|25|26|27|28|!|22|23|24|25|26|27|28|\n\n|>|>|>|>|>|>| ''Greengrass'' |!|>|>|>|>|>|>| ''Festivals'' |!|>|>|>|>|>|>| ''Highsun'' |\n|>|>|>|>|>|>| //Spring// |!|>|>|>|>|>|>| //Spring// |!|>|>|>|>|>|>| //Summer// |\n|''Mo''|''Go''|''Ea''|''Ar''|''Wa''|''Fr''|''Su''|!|''Mo''|''Go''|''Ea''|''Ar''|''Wa''|''Fr''|''Su''|!|''Mo''|''Go''|''Ea''|''Ar''|''Wa''|''Fr''|''Su''|\n| 1| 2| 3| 4| 5| 6| 7|!| 1| 2| 3| 4| 5| 6| 7|!| 1| 2| 3| 4| 5| 6| 7|\n| 8| 9|10|11|12|13|14|!| 8| 9|10|11|12|13|14|!| 8| 9|10|11|12|13|14|\n|15|16|17|18|19|20|21|!|15|16|17|18|19|20|21|!|15|16|17|18|19|20|21|\n|22|23|24|25|26|27|28|!|22|23|24|25|26|27|28|!|22|23|24|25|26|27|28|\n\n|>|>|>|>|>|>| ''Summertide'' |\n|>|>|>|>|>|>| //Summer// |\n|''Mo''|''Go''|''Ea''|''Ar''|''Wa''|''Fr''|''Su''|\n| 1| 2| 3| 4| 5| 6| 7|\n| 8| 9|10|11|12|13|14|\n|15|16|17|18|19|20|21|\n|22|23|24|25|26|27|28|\n\n
!!!What spells can my character cast and how does he learn them?\nSpells come in two types: ''arcane'' cast by [[bards|Bard Spell Casters]], [[sorcerers|Sorcerer Spell Casters]], and [[wizards|Wizard Spell Casters]] and ''divine'' cast by [[clerics|Cleric Spell Casters]], [[druids|Druid Spell Casters]], [[paladins|Paladin Spell Casters]] and [[rangers|Ranger Spell Casters]]. (Click on the class name on this list to see what spells they can cast and how they learn them.)\n!!!How does my character cast a spell?\nYou simply tell the DM which spell your character is atempting to cast. If your character meets all of the requirements for casting the spell and it does not fail for some reason, then he has sucessfully cast the spell.\n\nYour character must have and be able to use all of the componunts the spell requires. These are listed in the spell discription. The various types of components are:\n*''V (Verbal):'' A incantation spoken in a strong voice. (Must be able to speek)\n*''S (Somatic):'' A movement of the hand. (Must have one hand free)\n*''M (Material):'' A small physical substance or object that is annihilated by the spell. (Must have the material in your hand)\n*''F (Focus):'' A prop of some sort. (Must have the item of focus in your hand)\n*''DF (Divine Focus):'' A holy symbol (for a cleric or a paladin) or a sprig of mistletoe or some holly (for a druid or a ranger). (Must be presented boldly)\n*''XP (XP Cost):'' Some powerful spells entail an experience point (XP) cost to the character. (Must have the XP to spend without loosing a level)\n\nUnless a cost is given for a material or focus component, the cost is negligible. Assume the character has all components (of negligible cost) needed.\n\nTo cast a spell, the character must concentrate. If something interrupts the character's concentration while the character is casting (such as taking damage from an attack), the character must make a Concentration check or lose the spell. The [[DC]] for the saving throw depends on what causes the interruption and the level of spell you are attempting. \n!!!How long does it take to cast a spell?\nFew spells take more than 1 round to cast. Most only take the time of 1 standard action. \n*For 1 acton spells, you can also make a move action before or after casting the spell.\n*A spell that takes 1 full round to cast comes into effect just before the beginning of your turn in the round after you began casting the spell. You can not also move during this round other than taking a 5 foot step before, during or after casting the spell.\n!!!Does wearing armor effect spell casting?\n*Divine spell casters (clerics, druids, paladins and rangers) can wear any armor with no chance of the armor causing their spells to fail.\n*Arcane spell casters (bards, sorcerers, and wizards) have difficulty in casting while wearing armor. Bards can wear __light__ armor without incurring any spell failure chance for their bard spells. \n//Spell Failure Check:// A character who casts an arcane spell while wearing armor must usually make an arcane spell failure roll. The number in the Arcane Spell Failure Chance column on the Armor and Shields Table is the chance that the spell fails and is ruined. It is not necessary to make an armor check when casting a spell without a somatic (hand movement-based) component, such as Feather Fall.\n//Shields:// If a character is wearing armor and using a shield, add the two numbers together to get a single arcane spell failure chance.\n!!!What is my spellcaster's most important ability score?\nThe ability that governs spell casting ability depends on what type of spellcaster your character is: Intelligence for wizards; Wisdom for clerics, druids, paladins, and rangers; or Charisma for sorcerers and bards.\n\nI call this his "Key" ability. \n!!!What is the maximum spell level my character can cast?\nYour characters key ability score - 10 is the highest level spell your character is capable of casting. \n//Example:// If your 5th level wizard has an Intelligence score of 12 the highest level spell he can cast is a 2nd level spell (12 - 10 = 2). So even though the [[PHB]] says that a 5th level wizard can cast one 3rd level spell each day, your wizard isn't intelligent enough to be able to cast any 3rd level or higher spells. He can, however, substitute a lower level spell.\n\nBeginning at 4th level and every 4 levels after that you get the opportunity to increase one ability score by one point. Increasing your spellcasters key ability will increase the highest level spell he can cast. The highest level spells are 9th level which will require a key ability score of 19.\n!!!What is the Saving Throw?\nMost harmful spells allow an affected creature to make a saving throw to avoid some or all of the effect. A saving throw against your spell has a [[DC]] of 10 + the level of the spell + your spellcaster's key ability bonus \n!!!What is Spell Resistance?\nSpell resistance is the extraordinary ability that some creatures have to avoid being affected by spells. Each spell includes an entry that indicates whether spell resistance applies to the spell. If your character's spell is being resisted by a creature with spell resistance, the character must make a caster level check (1d20 + caster level) at least equal to the creature's spell resistance rating for the spell to affect that creature. \n!!!What is Metamagic?\nMetamagic is a way of changing the nature of a specific spell. Using metamagic, a spell caster can make spells last longer, make them reach farther, make them more difficult to resist, or even make them do more damage. The ability to manipulate metamagic is gained by acquiring metamagic feats.\n!!!What are Counterspells?\nIt is possible to cast any spell as a [[counterspell|Counterspells]], to counter the casting of the same spell by another spellcaster.
[[Welcome]]\n[[Campaign Setting]]\n\n[[Adventure Chronicle]]\n----\n[[Player Characters]]\n[[NPCs]]\n[[Places]]\n----\n[[House Rules]]\n[[Quick Reference]]\n[[Documents]]\n[[Images]]\n[[Maps]]\n----\nFormattingInstructions \n
\n[[Map of Local Area|http://users.adelphia.net/~hartr/images/Local_Area.jpg]]\n[[Map of Diamond Lake|http://users.adelphia.net/~hartr/images/diamond_lake_map.jpg]]
If your character ever receives damage from a single blow (not a single round, but a single blow) exceeding 50 Hit Points, and if that blow doesn't already outright kill them or send them below zero hit points, they must make a fortitude save ([[DC]] 15). If this saving throw fails, they will be reduced to -1 hit points and be dying.
!Speed\nYour speed tells you how far you can move in a round and still do something, such as attack or cast a spell. \n!!!Humans, Elves, Half-elves, and Half-orcs\nSpeed wearing no armor or light armor: 30 ft. (6 spaces)\nSpeed wearing medium or heavy armor: 20 ft.(4 spaces)\n!!!Gnomes and Halflings\nSpeed wearing no armor or light armor: 20 ft. (4 spaces)\nSpeed wearing medium or heavy armor: 15 ft. (3 spaces)\n!!!Dwarves\nSpeed: 20 ft. (4 spaces)\n(Dwarves have no speed penalty for wearing armor.)\n!Moving\n''Tactical Movement''\nWe use a battle grid to help keep track of where everybody is during combat. It is divided into 1 inch squares. One space on the grid represents 5 feet. Your character can move up to his speed rating in spaces (20 feet = 4 spaces) each round. Count every second square moved diagonally as 2 spaces. He may move through, but not stop in, a space occupied by a friend. Either before or after moving he may also do another move action or he may attempt one standard action, usually an attack.\n''Double Move''\nIf your character doesn't do anything else in this round, he can move up to twice his speed. He is assumed to be on alert for potential threats, dodging arrows, avoiding blows from hand held weapons, and the like. \n''Charge''\nHe can move up to twice his speed in a straight line up to an opponent and attack him. You get to add a +2 bonus to your attack roll because of the charge. This will be all that your character can do in this round so it is called a "full round action".\n''Run''\nIf your character doesn't do anything else in this round, he can move up to 4 x his normal speed (or 3 x if wearing heavy armor). He is moving as fast as he can so he is not taking the time to avoid being hit from attacks the way he is if you just take a double move. Because of this, he looses his dexterity bonus (if any) to his armor class for the entire round.\n!Move Actions\nThere are rules for other forms of movement during a fight such as moving while balancing, moving silently, moving while attempting to hide, tumbling, climbing, swimming or crawling. Your character normally can't use his full speed while moving in any of these ways and there may be other penalties as well.\n\n
!Close Associates\n[[Allustan]] – the “Smartest Man in Town”\n\n!Rival Adventurers\n\n!Friendly Acquaintances \n[[Captain Tolliver Trask]] – Aging Garrison Commander\n\n!Government Agents\n\n!Religious Figures\n\n!Store Owners\n\n\n
/***\n|Name|SinglePageModePlugin|\n|Source|http://www.TiddlyTools.com/#SinglePageModePlugin|\n|Version|2.2.2|\n|Author|Eric Shulman - ELS Design Studios|\n|License|http://www.TiddlyTools.com/#LegalStatements <<br>>and [[Creative Commons Attribution-ShareAlike 2.5 License|http://creativecommons.org/licenses/by-sa/2.5/]]|\n|~CoreVersion|2.1|\n|Type|plugin|\n|Requires||\n|Overrides|Story.prototype.displayTiddler(), Story.prototype.displayTiddlers()|\n|Description|display tiddlers one at a time or always open tiddlers at top of page|\n\nNormally, as you click on the links in TiddlyWiki, more and more tiddlers are displayed on the page. The order of this tiddler display depends upon when and where you have clicked. Some people like this non-linear method of reading the document, while others have reported that when many tiddlers have been opened, it can get somewhat confusing.\n\n!!!!!Usage\n<<<\nSinglePageMode allows you to configure TiddlyWiki to navigate more like a traditional multipage web site with only one item displayed at a time. When SinglePageMode is enabled, the title of the current tiddler is automatically displayed in the browser window's titlebar and the browser's location URL is updated with a 'permalink' for the current tiddler so that it is easier to create a browser 'bookmark' for the current tiddler.\n\nEven when SinglePageMode is disabled (i.e., displaying multiple tiddlers is permitted), you can reduce the potential for confusion by enable TopOfPageMode, which forces tiddlers to always open at the top of the page instead of being displayed following the tiddler containing the link that was clicked.\n<<<\n!!!!!Configuration\n<<<\nWhen installed, this plugin automatically adds checkboxes in the AdvancedOptions tiddler so you can enable/disable the plugin behavior. For convenience, these checkboxes are also included here:\n\n<<option chkSinglePageMode>> Display one tiddler at a time\n<<option chkTopOfPageMode>> Always open tiddlers at the top of the page\n<<<\n!!!!!Installation\n<<<\nimport (or copy/paste) the following tiddlers into your document:\n''SinglePageModePlugin'' (tagged with <<tag systemConfig>>)\n^^documentation and javascript for SinglePageMode handling^^\n\nWhen installed, this plugin automatically adds checkboxes in the ''shadow'' AdvancedOptions tiddler so you can enable/disable this behavior. However, if you have customized your AdvancedOptions, you will need to ''manually add these checkboxes to your customized tiddler.''\n<<<\n!!!!!Revision History\n<<<\n''2007.01.08 [2.2.2]'' use apply() to invoke hijacked core functions\n''2006.07.04 [2.2.1]'' in hijack for displayTiddlers(), suspend TPM as well as SPM so that DefaultTiddlers displays in the correct order.\n''2006.06.01 [2.2.0]'' added chkTopOfPageMode (TPM) handling\n''2006.02.04 [2.1.1]'' moved global variable declarations to config.* to avoid FireFox crash bug when assigning to globals\n''2005.12.27 [2.1.0]'' hijack displayTiddlers() so that SPM can be suspended during startup while displaying the DefaultTiddlers (or #hash list). Also, corrected initialization for undefined SPM flag to "false", so default behavior is to display multiple tiddlers\n''2005.12.27 [2.0.0]'' Update for TW2.0\n''2005.11.24 [1.1.2]'' When the back and forward buttons are used, the page now changes to match the URL. Based on code added by Clint Checketts\n''2005.10.14 [1.1.1]'' permalink creation now calls encodeTiddlyLink() to handle tiddler titles with spaces in them\n''2005.10.14 [1.1.0]'' added automatic setting of window title and location bar ('auto-permalink'). feature suggestion by David Dickens.\n''2005.10.09 [1.0.1]'' combined documentation and code in a single tiddler\n''2005.08.15 [1.0.0]'' Initial Release\n<<<\n!!!!!Credits\n<<<\nThis feature was developed by EricShulman from [[ELS Design Studios|http:/www.elsdesign.com]].\nSupport for BACK/FORWARD buttons adapted from code developed by Clint Checketts\n<<<\n!!!!!Code\n***/\n//{{{\nversion.extensions.SinglePageMode= {major: 2, minor: 2, revision: 2, date: new Date(2007,1,8)};\n\nif (config.options.chkSinglePageMode==undefined) config.options.chkSinglePageMode=false;\nconfig.shadowTiddlers.AdvancedOptions += "\sn<<option chkSinglePageMode>> Display one tiddler at a time";\n\nif (config.options.chkTopOfPageMode==undefined) config.options.chkTopOfPageMode=false;\nconfig.shadowTiddlers.AdvancedOptions += "\sn<<option chkTopOfPageMode>> Always open tiddlers at the top of the page";\n\nconfig.SPMTimer = 0;\nconfig.lastURL = window.location.hash;\nfunction checkLastURL()\n{\n if (!config.options.chkSinglePageMode)\n { window.clearInterval(config.SPMTimer); config.SPMTimer=0; return; }\n if (config.lastURL == window.location.hash)\n return;\n var tiddlerName = convertUTF8ToUnicode(decodeURI(window.location.hash.substr(1)));\n tiddlerName=tiddlerName.replace(/\s[\s[/,"").replace(/\s]\s]/,""); // strip any [[ ]] bracketing\n if (tiddlerName.length) story.displayTiddler(null,tiddlerName,1,null,null);\n}\n\nif (Story.prototype.SPM_coreDisplayTiddler==undefined) Story.prototype.SPM_coreDisplayTiddler=Story.prototype.displayTiddler;\nStory.prototype.displayTiddler = function(srcElement,title,template,animate,slowly)\n{\n if (config.options.chkSinglePageMode) {\n window.location.hash = encodeURIComponent(String.encodeTiddlyLink(title));\n config.lastURL = window.location.hash;\n document.title = wikifyPlain("SiteTitle") + " - " + title;\n story.closeAllTiddlers();\n if (!config.SPMTimer) config.SPMTimer=window.setInterval(function() {checkLastURL();},1000);\n }\n if (config.options.chkTopOfPageMode) { story.closeTiddler(title); window.scrollTo(0,0); srcElement=null; }\n this.SPM_coreDisplayTiddler.apply(this,arguments);\n}\n\nif (Story.prototype.SPM_coreDisplayTiddlers==undefined) Story.prototype.SPM_coreDisplayTiddlers=Story.prototype.displayTiddlers;\nStory.prototype.displayTiddlers = function(srcElement,titles,template,unused1,unused2,animate,slowly)\n{\n // suspend single-page mode when displaying multiple tiddlers\n var saveSPM=config.options.chkSinglePageMode; config.options.chkSinglePageMode=false;\n var saveTPM=config.options.chkTopOfPageMode; config.options.chkTopOfPageMode=false;\n this.SPM_coreDisplayTiddlers.apply(this,arguments);\n config.options.chkSinglePageMode=saveSPM; config.options.chkTopOfPageMode=saveTPM;\n}\n//}}}
!Dealing Nonlethal Damage: \nCertain attacks deal nonlethal damage. Other effects, such as heat or being exhausted, also deal nonlethal damage. When you take nonlethal damage, keep a running total of how much you’ve accumulated. Do not deduct the nonlethal damage number from your current hit points. It is not “real” damage. Instead, when your nonlethal damage equals your current hit points, you’re staggered, and when it exceeds your current hit points, you fall unconscious. It doesn’t matter whether the nonlethal damage equals or exceeds your current hit points because the nonlethal damage has gone up or because your current hit points have gone down.\n!Nonlethal Damage with a Weapon that Deals Lethal Damage: \nYou can use a melee weapon that deals lethal damage to deal nonlethal damage instead, but you take a –4 penalty on your attack roll.\n!Lethal Damage with a Weapon that Deals Nonlethal Damage: \nYou can use a weapon that deals nonlethal damage, including an unarmed strike, to deal lethal damage instead, but you take a –4 penalty on your attack roll.\n!Staggered and Unconscious: \nWhen your nonlethal damage equals your current hit points, you’re staggered. You can only take a standard action or a move action in each round. You cease being staggered when your current hit points once again exceed your nonlethal damage.\n\nWhen your nonlethal damage exceeds your current hit points, you fall unconscious. While unconscious, you are helpless.\n\nSpellcasters who fall unconscious retain any spellcasting ability they had before going unconscious.\n\n\n!Healing Nonlethal Damage: \nYou heal nonlethal damage at the rate of 1 hit point per hour per character level.\n\nWhen a spell or a magical power cures hit point damage, it also removes an equal amount of nonlethal damage.
!Buildings and Streets:\n The streets of Old City came together in a more natural (unplanned) way than the other city sections. As buildings went up, the original streets were just footpaths that connected them. This caused the streets today to have many dead ends and connections through skinny alleyways. The buildings are the oldest in the valley, and the estates of the Five are the only truly sprawling estates, set up in a semi-circle in front of the Palace.\n!Law:\n Patrols are constant here, with the average patrol passing any given point once every half hour. Everyone who is not recognized is stopped at the gates and asked their business. If the answer is a little dodgy, the offending party or individual is given an escort to their destination and back out again. One method used to get rid of undesirables is to stop them on a flimsy charge and tell them that they have to come to the Tribunal the next day to pay the fine, which is usually hefty. This causes most to flee the Old City and not return for fear of being held on that trumped up charge.\n!Society:\n The average Old City resident deals, at least indirectly, with the upper class on a day-to-day basis, making them unimpressed with the trappings of the rich. Most are workers whose livelihood is dependant on either what they sell or what service they perform for the upper class. It is common to see a visiting dignitary making his way through the streets with a full contingent of brightly clad followers, while Old City residents take no notice. It takes something special to make someone in the Old City sit up and take notice. In addition, the relationship between Old City residents and those from the rest of Bluffside is touchy at best. The Old City residents still believe that they are the only “real” Bluffsiders. The rest of the districts are glorified camps, and their residents are temporary citizens. Unfortunately, this attitude has driven many wealthy new businesses and individuals to other districts, leaving Old City to gradually decay. Old City residents don’t acknowledge any decline in their fortunes or their gently decaying surroundings.
!Players Handbook 3.5\nThe revised //Player's Handbook// is the definitive rulebook for the Dungeons & Dragons game. It contains complete rules for the newest edition. It is assumed that you have access to a copy of this book. \n[img[http://upload.wikimedia.org/wikipedia/en/2/22/Players_hndbk_v35_cover.jpg]]
!!!A paladin gains his magical power from the deity he has dedicated himself to.\nA paladin chooses and prepares his spells in advance by spending 1 hour each day in quiet prayer and meditation. A paladin may cast any spell on the paladin spell list, provided that he can cast spells of that level. When the spell is cast, it disappears from his mind and can not be cast again until he prepares it again.\n!!!Starting Spells\nA paladin gets no spells until he reaches 4th level. At 4th level, a paladin can prepare and cast only one spell a day but only if he has a high enough Wisdom score to qualify for a bonus spell. (A Wisdom score of 12-19 grants one bonus 1st-level spell per day.)\n\n
!!Cities, Towns, and Villages\n* [[Diamond Lake]]\n\n!!Dungeons and Ruins\n* [[The Whispering Cairn]]
!!Active\n* [[Benidic]]; Human Pal 9 \n* [[Warf]]; Elf Ranger 9 \n* [[Chuck]]; Human Sor 9 \n* [[Stumpy]]; Dwarf Ftr 9\n* [[Jax]]; Human Rogue 9\n* [[Zen]]; Human Cl 9\n
You can link to [[external sites|http://www.osmosoft.com]] with ordinary words, without the messiness of the full URL appearing. Edit this tiddler to see how.\n
There is no Psionics use in this game.
[[Combat Basics]]\n[[Magic Basics]]\n----\n[[Attacks of Opportunity]]\n[[Coins]]\n[[Combat Rules]]\n[[Gems]]\n[[Languages]]\n[[Recomended PC Deities]]\n[[Core Deities]]\n[[Nonlethal Damage]]\n[[Stowage capacity - Magic Items]]\n[[Stowage Capacity]]\n[[Weights of Items]]\n[[Cheet Sheets]]\n!Links to usefull web pages\nThe pros and cons of playing various classes:\n[[Fighters|http://www.wizards.com/default.asp?x=dnd/cwc/20041014a]], [[Rogues|http://www.wizards.com/default.asp?x=dnd/cwc/20041028a]], [[Wizards|http://www.wizards.com/default.asp?x=dnd/cwc/20041111a]], [[Clerics|http://www.wizards.com/default.asp?x=dnd/cwc/20041125a]], [[Barbarians|http://www.wizards.com/default.asp?x=dnd/cwc/20041209a]], [[Bards|http://www.wizards.com/default.asp?x=dnd/cwc/20041223a]], [[Sorcerers|http://www.wizards.com/default.asp?x=dnd/cwc/20050113a]], [[Druids|http://www.wizards.com/default.asp?x=dnd/cwc/20050127a]], [[Rangers|http://www.wizards.com/default.asp?x=dnd/cwc/20050210a]], [[Paladins|http://www.wizards.com/default.asp?x=dnd/cwc/20050224a]], [[Monks|http://www.wizards.com/default.asp?x=dnd/cwc/20050310a]]\n\n[[SRD|http://www.systemreferencedocuments.org/35/sovelior_sage/home.html]] - System Reference Document (Rules of the game on line) \n\n[[Wizards of the Coast|http://www.wizards.com/default.asp?x=dnd/welcome]] - Publisher of the D&D Game (lots of good information here) \n\n[[DM Genie|http://www.dmgenie.com/home.shtml]] - A program I use , they also have a Players Genie that can make it easy to create a new character or add levels to an existing one. These programs are not free, but they are quite good.\n\n[[RPTools|http://www.rptools.net/doku.php?id=home]] - We may want to try out their free "Map Tool" program. It will let us all look at and move markers around on the same map at the same time. I can hide the parts of the map your characters haven't seen yet, place and move monsters around, etc. You can each place and move your characters, measure distances, and more. Like a shared whiteboard for D&D.\n\n[[RPG Gaateway|http://www.rpggateway.com/]] - Got lots of time to kill? This site has links to everything you can think of that has anything to do with role playing games.\n\n\n\n\n
!!!A ranger gains his magical power by drawing from his close ties to nature.\nA ranger chooses and prepares his spells in advance by spending 1 hour each day in quiet meditation. A ranger may cast any spell on the ranger spell list, provided that he can cast spells of that level. When the spell is cast, it disappears from his mind and can not be cast again until he prepares it again.\n!!!Starting Spells\nA ranger gets no spells until he reaches 4th level. At 4th level, a ranger can prepare and cast only one spell a day but only if he has a high enough Wisdom score to qualify for a bonus spell. (A Wisdom score of 12-19 grants one bonus 1st-level spell per day.) \n\n
Characters wielding a reach weapon may attack foes within 5', but at a -4 penalty to hit and a -4 penalty to damage. In addition, attacking a target more than 5' away, including as an Attack of Opportunity, will trigger an Attack of Opportunity for any enemy that is less than 5' away.
Recommended Deity for player characters:\n|!Race|!Recomended Deity|\n|Dwarf|[[Moradin|http://en.wikipedia.org/wiki/Moradin]](LG)|\n|Elf|[[Corellon Larethian|http://en.wikipedia.org/wiki/Corellon_Larethian]] (CG)|\n|Gnome|[[Garl Glittergold|http://en.wikipedia.org/wiki/Garl_Glittergold]] (NG)|\n|Half-elf|[[Corellon Larethian|http://en.wikipedia.org/wiki/Corellon_Larethian]] (NG)|\n|Halfling|[[Yondalla|http://en.wikipedia.org/wiki/Yondalla]](LG)|\n|Human|by class|\n|Half-orc|by class|\n\nRecommended Deity for Human and Half-orc player characters:\n|!Class|!Recomended Deity|\n|Barbarian|[[Kord|http://en.wikipedia.org/wiki/Kord]](CG)|\n|Bard|[[Pelor|http://en.wikipedia.org/wiki/Pelor]](NG)|\n|Cleric|[[Pelor|http://en.wikipedia.org/wiki/Pelor]](NG)|\n|Druid|[[Obad-Hai|http://en.wikipedia.org/wiki/Obad-Hai]] (N)|\n|Fighter|[[Saint Cuthbert|http://en.wikipedia.org/wiki/Saint_Cuthbert_(Dungeons_&_Dragons)]] (LN)|\n|Monk|[[Saint Cuthbert|http://en.wikipedia.org/wiki/Saint_Cuthbert_(Dungeons_&_Dragons)]] (LN)|\n|Paladin|[[Heironeous|http://en.wikipedia.org/wiki/Heironeous]](LG)|\n|Ranger|[[Ehlonna|http://en.wikipedia.org/wiki/Ehlonna]](NG)|\n|Rogue|[[Olidammara|http://en.wikipedia.org/wiki/Olidammara]](CN)|\n|Sorcerer|[[Boccob|http://en.wikipedia.org/wiki/Boccob]](N)|\n|Wizard|[[Wee Jas|http://en.wikipedia.org/wiki/Wee_Jas]] (LN)|
Replacement characters come in with xp as if the player's original character had raised from the dead. Original character's equipment is destroyed except for unique or quest items which the survivors decide what to do with. Replacement character gets equipment equal to all of the original character's equipment including magic items and can substitute any piece of equipment for another of equal or lesser value, or sell it for 1/2 the standard price. Additional equipment may be purchased from core books only. No more than half of gp can be spent on any one item.
Providing short-term care means treating a person for at least 10 minutes directly after the combat in which the character was wounded. If your ([[DC]] 15) Heal check is successful, the patient recovers 1d6 hit points + 1 hit point per level of the patient, with a maximum hp restoration 1 less than they started the fight with. You can tend as many as six patients at a time. You need a few items and supplies (bandages, salves, and so on). Using improvised supplies (torn shirts for bandages, local herbs for salves, etc.) results in a -2 penalty on your Heal check. Having no access to supplies results in a -4 penalty to your Heal check. Giving short-term care counts as light activity for the healer. You cannot give short-term care to yourself.
a public campaign notebook \n@@font-size:80%;<<today>>@@
Ronny's D&D games
! I haven’t implemented this change yet, pending discussion with my players.\n\nThe official 3.5 rules have too many skills. It makes creating and running a character too complex. It also slows down the game and makes it too complex. Pathfinder cut down on the number of skills and so did 4.0 but neither went far enough. With a tip of the hat to “microlight 20” and to “World of Darkness” here is what I propose.\n\n!!Only Four Skills:\n''Mental'' – Use this skill for Academics, Crafts, Investigations, Healing, Magic, Religion and Politics. \n''Physical'' – Use this for Athletics, Fighting, Driving, Weaponry, Stealth, and Survival. __Armor check penalties may apply.__\n''Social'' – Use this for Dealing with animals, Empathy, Performance, Intimidation, Persuasion, Socialize, Streetwise, and Subterfuge\n''Knowledge'' – This is a special category. Depending on your character’s class, he may have specialized knowledge in one of 10 different fields. It is possible for a character to have knowledge in more than one field. Each of these would be a separate knowledge skill.\n\n!!Faster Character Creation\nIf you don’t use the optional Knowledge rules you have no decisions to make regarding skills when you create a character. When you raise a level you only have to decide how to divide your new 3 (or 4 if your character is human) new skill points between your 4 skills.\n\n!!Faster Play\n''Can I do that?''\nYou don’t have to look to see if your character has a particular skill before trying to do something. Just decide if it is mostly physical, mental or social. Then which of your character’s 6 ability scores to use. Add your rank in the skill to your ability modifier. Add this number and any situation modifiers to your d20 roll. Roll higher than the DM provided Difficulty Class to succeed.\n\n''Do I know that?''\nIf you feel that your character should know something (What kind of monster is that? Who is the mayor of this town?) Simply add your skill ranks in that field of knowledge to your INT modifier. If you have no skill points in that field of knowledge, simply use your INT modifier. Add this number and any situation modifiers to your d20 roll. Roll higher than the DM provided Difficulty Class to remember a bit of useful information. For every 5 points by which your check result exceeds the DC, you recall another piece of useful information. \n\nSkill roll = d20 + skill points + whatever stat bonus is most applicable + situation modifiers\n\nFor example, Climbing would use Physical + STR bonus. Dodging a falling rock is Physical + DEX bonus. Finding or disabling a trap is Physical + INT bonus. \n\n!!Skill bonus for humans\n''Humans'' get 1 extra skill point for Physical, 1 for Mental and 1 for Social at 1st level and 1 extra skill point at each additional level to be added to the skill of their choice.\n\n!!Beginning level skill points based on class:\n''Barbarians'' get 3 points Physical and 1 point Social. They get no points of Knowledge, but can move one point from Physical or Social to knowledge/language to gain the ability to read and write all languages he is able to speak. Otherwise he remains Illiterate. \n''Bards'' get 1 point Physical, 1 point Mental, 4 points Social and 1 point Knowledge/ Architecture and engineering. A bard can use any of his special abilities based only on his class level with no minimum skill point requirement.\n''Clerics'' get 1 point Mental, 1 point Social and 1 point Knowledge/ Religion.\n''Druids'' get 1 point Physical, 2 points Mental, 1 point Social and 1 point Knowledge/ Nature.\n''Fighters'' get 2 points Physical, and 1 point Knowledge/ Dungeoneering.\n''Monks'' get 2 points Physical, 1 point Mental, 1 point Social and 1 point Knowledge/ History.\n''Paladins'' get 1 point Mental, 1 point Social and 1 point Knowledge/ Nobility and royalty.\n''Rangers'' get 3 points Physical, 3 points Mental, 2 points Social and 1 point Knowledge/ Geography.\n''Rogues'' get 1 point Physical, 1 point Mental, 2 points Social and 1 point Knowledge/ Local.\n''Sorcerers'' get 2 points Mental, and 1 point Knowledge/ The planes.\n''Wizards'' get 2 points Mental, and 1 point Knowledge/Arcana.\n\n!!Additional skill points when you raise a level\nEach character receives an additional 3 skill points at each level (4 if the character is human). These can be divided between any of his skills as desired, so long as no score is increased by more than 2 points.\n\n!!Optional Knowledge rules: \nAvailable to any player that wants to use them.\n''On character creation:''\nIn addition to his class knowledge, when the character is created he can move one skill point from Mental, Physical or Social to have 1 skill point of knowledge in any area of his choosing. This can be one of the standard fields of knowledge or any other (such as sailing or fishing for instance) as approved by the DM.\n''On advancing a level:''\nOne of the characters new skill points can be used to add 1 point of skill to a new field of knowledge, but only to an area that he has been exposed to.\n\n____\n|>|>|>|>|>|>|!Beginning level skill points|\n|!Class |!Physical |!Mental |!Social |>|!Knowledge / Field |!Monsters covered by this field of knowledge|\n|!Barbarian |3 | |1 |0 |>|Language [the barbarian can move one point here to become literate.]|\n|!Bard |1 |1 |4 |1 |Architecture and engineering| |\n|!Cleric | |1 |1 |1 |Religion| undead|\n|!Druid |1 |2 |1 |1 |Nature |animals, fey, giants, monstrous humanoids, plants, vermin|\n|!Fighter |2 | | |1 |Dungeoneering |aberrations, oozes|\n|!Monk |2 |1 |1 |1 |History ||\n|!Paladin | |1 |1 |1 |Nobility and royalty| |\n|!Ranger |3 |3 |2 |1 |Geography |Ranger’s Favored Enemy|\n|!Rogue |1 |1 |2 |1 |Local |humanoids|\n|!Sorcerer| |2 | |1 |The planes |outsiders, elementals|\n|!Wizard | |2 | |1 |Arcana |constructs, dragons, magical beasts|\n\n!!Converting existing characters\nCopy over all existing ranks you have in various fields of knowledge with no change.\nFor all other skills use the table below. \nFor Physical – total all ranks in skills that are in the Physical Category and divide by 14 (rounded down).\nFor Mental – total all ranks in skills that are in the Mental Category and divide by 10 (rounded down).\nFor Social – total all ranks in skills that are in the Social Category and divide by 10 (rounded down).\n\nIf this results in a total number of skill points (including skill points for knowledge) that is less than the standard total for your class and race, apply the class and race minimum instead.\n\n|>|>|!Skill Catagories|\n|!3.5 Skill|!Ability|!Category|\n|Appraise |INT |Mental |\n|Balance |DEX |Physical |\n|Bluff |CHA |Social |\n|Climb |STR |Physical |\n|Concentration |CON |Mental |\n|Craft |INT |Mental |\n|Decipher Script |INT |Mental |\n|Diplomacy |CHA |Social |\n|Disable Device |INT |Physical |\n|Disguise |CHA |Social |\n|Escape Artist |DEX |Physical |\n|Forgery |INT |Mental |\n|Gather Information |CHA |Social |\n|Handle Animal |CHA |Social |\n|Heal |WIS |Mental |\n|Hide |DEX |Physical |\n|Intimidate |CHA |Social |\n|Jump |STR |Physical |\n|Knowledge |INT |Knowledge |\n|Listen |WIS |Physical |\n|Move Silently |DEX |Physical |\n|Open Lock |DEX |Physical |\n|Perform |CHA |Social |\n|Profession |WIS |Mental |\n|Ride |DEX |Social |\n|Search |INT |Physical |\n|Sense Motive |WIS |Social |\n|Sleight of Hand |DEX |Social |\n|Spellcraft |INT |Mental |\n|Spot |WIS |Physical |\n|Survival |WIS |Physical |\n|Swim |STR |Physical |\n|Tumble |DEX |Physical |\n|Use Magic Device |CHA |Mental |\n|Use Rope |DEX |Mental |\n\n
!!!A sorcerer gains his magical power from his innate magical ability.\nA sorcerer can cast any spell he knows at any time, assuming he has not yet used up his spells per day for that spell level.\n!!!Starting Spells\nA sorcerer begins play knowing four 0-level spells and two 1st-level spells of your choice from the sorcerer/wizard spell list. At first level he can cast up to five 0-level and three 1st-level spells per day.\n\n[[Sorcerer Starting Package]]
I recommend that you choose your character's spells from those available to him as listed in the [[PHB]]. However, if you would prefer, you may simply use this standard starting package of spells.\n!Sorcerer starting spells (four 0-level and two 1st-level)\n|>|!Known spells|\n|Spell Level|Spell name|\n|0|Detect Magic|\n|0|Dancing Lights|\n|0|Ray of Frost|\n|0|Prestidigitation|\n|1|Magic Missile|\n|1|Shield|\n\nHe can cast up to five 0-level and three 1st-level spells per day from his list of known spells.\n
Wizards do not need to keep track of the number of pages in their spellbooks. \nAll of their spells can be recorded in one spellbook. I have better things to do between games than count the number of pages a wizard has left in his spellbook.
[img[http://www.wizards.com/dnd/images/ph35_gallery/tn_PHB35_PG23_WEB.jpg]]\n''Dry Goods''\n|!Item for (Size) creature|!Cost|!Empty Weight (lbs)|!Holds (cubic feet)|!Holds (pounds)|!Holds (gallons)|!Holds (coins)|!Holds (longest rod)|!Inside Dimensions|\n|Backpack (M)|2 gp|1/2|1|60|-|3,000|1'-8"|12"x10"x14"|\n|Backpack (S)|2 gp|1/2|1/4|15|-|750|1'-2"|6"x6"x12"|\n|Barrel|2 gp|30|10|650|75|32,500|3'-10"|2 ft.Dia x 3'-4" Tall|\n|Basket|4 sp|1|1|20|-|1,000|1'-6"|14" Dia x 1 ft. Tall|\n|Bucket|5 sp|2|1|65|7|3,250|1'-6"|14" Dia x 1 ft. Tall|\n|Chest|2 gp|25|2|200|-|10,000|2'-3"|18"x16"x12"|\n|Coffer|1 gp|1/2|1/32|7|-|350|8"|5"x7"x1.5"|\n|Pouch, Belt (M)|1 gp|1/2|1/5|10|-|500|1'-0"|7"x6"x8"|\n|Pouch, Belt (S)|1 gp|1/8|1/20|2.5|-|125|6"|4"x3"x3"|\n|Pouch, Spell Component (M)|5 gp|1/4|1/8|2|-|100|7"|(4) 6"x3"x3"|\n|Pouch, Spell Component (S)|5 gp|1/16|1/32|0.5|-|25|4"|(4) 3"x2"x1.5"|\n|Sack (M)|1 sp|1/2|1|60|-|3,000|1'-9"|12"x12"x12"|\n|Sack (S)|1 sp|1/16|1/4|15|-|750|1'-2"|8"x8"x8"|\n|Saddlebags|4 gp|8|5|250|-|12,500|2'-4"|(2) 18"x12"x18"|\nThe "longest rod" listing represents the length of a rod, staff, wand, arrow, sword, or other similar item that can be placed in an empty container and still be able to fully close it.\n[img[http://www.wizards.com/dnd/images/dmg35_gallery/tn_DMG35_PG229_WEB.jpg]]\n''Liquids''\n|!Item|!Cost|!Empty Weight|!Holds or Carries|\n|Bottle, wine, glass|2 gp|--|1 1/2 pints / .5 lb.|\n|Flask|3 cp|--|1 pint / 1 lb.|\n|Jug, clay|3 cp |1 lb.|1 gallon / 8 lb.|\n|Mug / tankard, clay|2 cp|--|1 pint / 1 lb.|\n|Pitcher, clay|2 cp|1 lb.|1/2 gallon / 4 lb.|\n|Pot, iron|5 sp|2 lb.|1 gallon / 8 lb.|\n|Vial, ink or potion|1 gp|--|1 ounce / --|\n|Waterskin (M)|1 gp|--|1/2 gallon / 4 lb.|\n|Waterskin (S)|1 gp|--|1 pint / 1 lb.|\n[img[http://velkopopovickykozel.ru/i/ostrava/waggon.gif]]\n''Hauling Vehicles''\n|!Item|!Cost|!Empty Weight|!Holds or Carries|!Failure DC*|\n|Cart|15 gp|200 lb.|1/2 ton|2 per 100 lbs.|\n|Sled|20 gp|300 lb.|1 ton|2 per 200 lbs.|\n|Wagon|35 gp|400 lb.|2 tons|2 per 400 lbs.|\nFailure DC explanation-\nA vehicle has a chance of failing (breaking) if it is over loaded. The carrying weights listed are the maximum they can carry without breaking. They can be loaded up to half the listed weight without making a saving throw. If a saving throw is required the DC for the save is as indicated. \nExample: A Cart can be loaded with up to 500 lbs. (half of the maximum) without having to make a save. If it is loaded with 750 lbs. a save against a DC 14 is required. [All carried weights are rounded down. 750 lbs rounds down to 700. (2 per 100 lbs) results in 2 x 7 for a DC of 14.] If the player rolls anything less than 14 on his 20 sided die, the cart fails.\n\n\n
!Bag of Holding\nAs a house rule, a bag of holding weighs 1/2 pound, regardless of type or contents and appears, from the outside, to be about half full of something light-weight such as dried leaves.\n<<<\nIf the bag is overloaded, or if sharp objects pierce it (from inside or outside), the bag ruptures and is ruined. All contents are lost forever. If a bag of holding is turned inside out, its contents spill out, unharmed, but the bag must be put right before it can be used again. If living creatures are placed within the bag, they can survive for up to 10 minutes, after which time they suffocate. Retrieving a specific item from a bag of holding is a move-equivalent action, unless the bag contains more than an ordinary backpack would hold, in which case retrieving a specific item is a full-round action.\n<<<\n|!Bag Type|!Longest Rod|!Water|!Weight Limit|!Volume|!Coins|!Market Price|\n| Type I|5 ft|30 gallons|250 lb.|30 cu. ft.|12,500|2,500 gp|\n| Tye II|8 ft.|60 gallons|500 lb.|70 cu. ft.|25,000|5,000 gp|\n| Type III|10 ft.|120 gallons|1,000 lb.|150 cu. ft.|50,000|7,400 gp|\n| Type IV|12 ft.|180 gallons|1,500 lb.|250 cu. ft.|75,000|10,000 gp|\n!Handy Haversack\n<<<\nIt has two side pouches, each of which appears large enough to hold about a quart of material. In fact, each is like a bag of holding and can actually hold material of as much as 2 cubic feet in volume or 20 pounds in weight. The large central portion of the pack can contain up to 8 cubic feet or 80 pounds of material. \n<<<\n|!Location|!Longest Rod|!Water Capacity|!Weight Limit|!Volume|!Coins|\n|Side Pouch|1.5 ft.|2 gallons|20 lb.|2 cu. ft.|1,000|\n|Central portion|3 ft.|9 gallons|80 lb.|8 cu.ft.|4,000|\n!Portable Hole\nFrom the portable hole description on page 264 of the Dungeon Master's Guide:\n<<<\nWhen opened fully, a portable hole is 6 feet in diameter, but it can be folded up to be as small as a pocket handkerchief. When spread upon any surface, it causes an extradimensional space 10 feet deep to come into being. This hole can be picked up from inside or out by simply taking hold of the edges of the cloth and folding it up. Either way, the entrance disappears, but anything inside the hole remains.\nThe only air in the hole is that which enters when the hole is opened. It contains enough air to supply one Medium creature or two Small creatures for 10 minutes. (See Suffocation, page 304.)\n<<<\nAs described in the excerpt, the space inside a portable hole is a cylinder 6 feet wide and 10 feet deep, which contains about 280 cubic feet of space. That's enough to hold about 100,000 standard coins or 2,100 gallons of water.\n
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Within a day’s ride north of Diamond Lake, this cairn lies near an iron mine that went dry about fifty years ago, its charter apparently elapsed when its owner, Ulgo Fant, died several years later. Situated thusly in a sort of no-man’s land, the cairn was all but forgotten, its yawning entrance overgrown with weeds and choked with collapsed debris. Rediscovered by a curious teenager a decade ago, the cairn has since been a sort of community secret held by Diamond Lake’s youth, who dare each other to disappear into its cyclopean entrance and spend the night as a test of mettle. These visits tapered off about six years ago, when a local girl vanished while sleeping in the cairn. Occasionally, when the wind is just right, haunting, almost magical tones emerge from the depths of the forlorn tomb.
All about [[Tiddly Wiki|http://www.tiddlywiki.com]]
!Total Party Kill (TPK)\nIf more than half the party is killed, it is a TPK. \n# All of the characters lose all equipment and lose a level as if raised from the dead.\n\nIn some situations, the DM may allow the players to choose:\n# There is a 24 hour time warp back. \n# There is a 1 minute (10 rounds) time rollback.\n
Whenever a character rolls a natural 20 to hit and a natural 20 to confirm the critical, the resultant hit does maximum critical damage (assuming the target is not immune to critical hits). This does not include any additional damage such as that rolled for a sneak attack.
All skills may be used untrained at a -10 penality.\nThis rule requires some common sense from the DM. Someone who has never read a book obviously won't be able to use Knowledge: history, and people can't spontaneously speak languages. It's more intended to open up possibilities to the PCs. If someone wants to try to open a lock, they can give it a shot. Odds are that they'll fail if they have no skill ranks anyway.
| !date | !user | !location | !storeUrl | !uploadDir | !toFilename | !backupdir | !origin |\n| 20/11/2006 12:37:58 | Ronny | [[/|http://dragon1.tiddlyspot.com/]] | [[store.cgi|http://dragon1.tiddlyspot.com/store.cgi]] | . | index.html | . | Ok |\n| 20/11/2006 12:47:5 | Ronny | [[/|http://dragon1.tiddlyspot.com/]] | [[store.cgi|http://dragon1.tiddlyspot.com/store.cgi]] | . | index.html | . | Ok |\n| 20/11/2006 13:0:59 | Ronny | [[/|http://dragon1.tiddlyspot.com/]] | [[store.cgi|http://dragon1.tiddlyspot.com/store.cgi]] | . | index.html | . | Ok |\n| 20/11/2006 13:9:58 | Ronny | [[/|http://dragon1.tiddlyspot.com/]] | [[store.cgi|http://dragon1.tiddlyspot.com/store.cgi]] | . | index.html | . |\n| 20/11/2006 13:12:52 | Ronny | [[/|http://dragon1.tiddlyspot.com/]] | [[store.cgi|http://dragon1.tiddlyspot.com/store.cgi]] | . | index.html | . | Ok |\n| 20/11/2006 13:27:53 | Ronny | [[/|http://dragon1.tiddlyspot.com/]] | [[store.cgi|http://dragon1.tiddlyspot.com/store.cgi]] | . | index.html | . | Ok |\n| 20/11/2006 14:27:15 | Ronny | [[/|http://dragon1.tiddlyspot.com/]] | [[store.cgi|http://dragon1.tiddlyspot.com/store.cgi]] | . | index.html | . | Ok |\n| 20/11/2006 14:49:19 | Ronny | [[/|http://dragon1.tiddlyspot.com/#%5B%5BHouse%20Rules%5D%5D]] | [[store.cgi|http://dragon1.tiddlyspot.com/store.cgi]] | . | index.html | . | Ok |\n| 20/11/2006 14:58:31 | Ronny | [[/|http://dragon1.tiddlyspot.com/#%5B%5BHouse%20Rules%5D%5D]] | [[store.cgi|http://dragon1.tiddlyspot.com/store.cgi]] | . | index.html | . | Ok |\n| 20/11/2006 15:6:54 | Ronny | [[/|http://dragon1.tiddlyspot.com/#%5B%5BHouse%20Rules%5D%5D]] | [[store.cgi|http://dragon1.tiddlyspot.com/store.cgi]] | . | index.html | . |\n| 20/11/2006 17:7:0 | Ronny | [[/|http://dragon1.tiddlyspot.com/]] | [[store.cgi|http://dragon1.tiddlyspot.com/store.cgi]] | . | index.html | . |\n| 20/11/2006 17:8:1 | Ronny | [[/|http://dragon1.tiddlyspot.com/]] | [[store.cgi|http://dragon1.tiddlyspot.com/store.cgi]] | . | index.html | . | Ok |\n| 20/11/2006 17:18:2 | Ronny | [[/|http://dragon1.tiddlyspot.com/]] | [[store.cgi|http://dragon1.tiddlyspot.com/store.cgi]] | . | index.html | . | Ok |\n| 20/11/2006 17:30:32 | Ronny | [[/|http://dragon1.tiddlyspot.com/]] | [[store.cgi|http://dragon1.tiddlyspot.com/store.cgi]] | . | index.html | . |\n| 1/12/2006 20:56:48 | Ronny | [[/|http://dragon1.tiddlyspot.com/]] | [[store.cgi|http://dragon1.tiddlyspot.com/store.cgi]] | . | index.html | . |\n| 2/12/2006 22:51:4 | Ronny | [[/|http://dragon1.tiddlyspot.com/]] | [[store.cgi|http://dragon1.tiddlyspot.com/store.cgi]] | . | index.html | . | Ok |\n| 2/12/2006 22:59:20 | Ronny | [[/|http://dragon1.tiddlyspot.com/]] | [[store.cgi|http://dragon1.tiddlyspot.com/store.cgi]] | . | index.html | . |\n| 6/12/2006 20:51:57 | Ronny | [[/|http://dragon1.tiddlyspot.com/]] | [[store.cgi|http://dragon1.tiddlyspot.com/store.cgi]] | . | index.html | . | Ok |\n| 6/12/2006 21:10:37 | Ronny | [[/|http://dragon1.tiddlyspot.com/#Welcome%20TiddlyWiki]] | [[store.cgi|http://dragon1.tiddlyspot.com/store.cgi]] | . | index.html | . |\n| 6/12/2006 21:29:55 | Ronny | [[/|http://dragon1.tiddlyspot.com/]] | [[store.cgi|http://dragon1.tiddlyspot.com/store.cgi]] | . | index.html | . |\n| 6/12/2006 22:10:30 | Ronny | [[/|http://dragon1.tiddlyspot.com/]] | [[store.cgi|http://dragon1.tiddlyspot.com/store.cgi]] | . | index.html | . |\n| 6/12/2006 22:25:34 | Ronny | [[/|http://dragon1.tiddlyspot.com/]] | [[store.cgi|http://dragon1.tiddlyspot.com/store.cgi]] | . | index.html | . |\n| 6/12/2006 22:34:24 | Ronny | [[/|http://dragon1.tiddlyspot.com/]] | [[store.cgi|http://dragon1.tiddlyspot.com/store.cgi]] | . | index.html | . |\n| 6/12/2006 22:55:55 | Ronny | [[/|http://dragon1.tiddlyspot.com/]] | [[store.cgi|http://dragon1.tiddlyspot.com/store.cgi]] | . | index.html | . | Ok |\n| 6/12/2006 23:0:36 | Ronny | [[/|http://dragon1.tiddlyspot.com/#StyleSheet]] | [[store.cgi|http://dragon1.tiddlyspot.com/store.cgi]] | . | index.html | . |\n| 8/12/2006 22:39:21 | Ronny | [[/|http://dragon1.tiddlyspot.com/]] | [[store.cgi|http://dragon1.tiddlyspot.com/store.cgi]] | . | index.html | . | Ok |\n| 8/12/2006 22:48:29 | Ronny | [[/|http://dragon1.tiddlyspot.com/]] | [[store.cgi|http://dragon1.tiddlyspot.com/store.cgi]] | . | index.html | . | Ok |\n| 8/12/2006 23:28:52 | Ronny | [[/|http://dragon1.tiddlyspot.com/]] | [[store.cgi|http://dragon1.tiddlyspot.com/store.cgi]] | . | index.html | . |\n| 9/12/2006 16:51:24 | Ronny | [[/|http://dragon1.tiddlyspot.com/]] | [[store.cgi|http://dragon1.tiddlyspot.com/store.cgi]] | . | index.html | . | Ok |\n| 9/12/2006 17:22:7 | Ronny | [[/|http://dragon1.tiddlyspot.com/]] | [[store.cgi|http://dragon1.tiddlyspot.com/store.cgi]] | . | index.html | . | Ok |\n| 9/12/2006 17:27:35 | Ronny | [[/|http://dragon1.tiddlyspot.com/]] | [[store.cgi|http://dragon1.tiddlyspot.com/store.cgi]] | . | index.html | . | Ok |\n| 9/12/2006 18:9:26 | Ronny | [[/|http://dragon1.tiddlyspot.com/]] | [[store.cgi|http://dragon1.tiddlyspot.com/store.cgi]] | . | index.html | . |\n| 10/12/2006 22:4:36 | Ronny | [[/|http://dragon1.tiddlyspot.com/]] | [[store.cgi|http://dragon1.tiddlyspot.com/store.cgi]] | . | index.html | . | Ok |\n| 10/12/2006 23:2:5 | Ronny | [[/|http://dragon1.tiddlyspot.com/]] | [[store.cgi|http://dragon1.tiddlyspot.com/store.cgi]] | . | index.html | . | Ok |\n| 10/12/2006 23:20:20 | Ronny | [[/|http://dragon1.tiddlyspot.com/]] | [[store.cgi|http://dragon1.tiddlyspot.com/store.cgi]] | . | index.html | . |\n| 14/12/2006 16:11:20 | Ronny | [[/|http://dragon1.tiddlyspot.com/]] | [[store.cgi|http://dragon1.tiddlyspot.com/store.cgi]] | . | index.html | . | Ok |\n| 14/12/2006 21:41:50 | Ronny | [[/|http://dragon1.tiddlyspot.com/]] | [[store.cgi|http://dragon1.tiddlyspot.com/store.cgi]] | . | index.html | . | Ok |\n| 14/12/2006 23:2:55 | Ronny | [[/|http://dragon1.tiddlyspot.com/]] | [[store.cgi|http://dragon1.tiddlyspot.com/store.cgi]] | . | index.html | . |\n| 18/12/2006 8:29:11 | Ronny | [[/|http://dragon1.tiddlyspot.com/]] | [[store.cgi|http://dragon1.tiddlyspot.com/store.cgi]] | . | index.html | . |\n| 20/12/2006 17:1:45 | Ronny | [[/|http://dragon1.tiddlyspot.com/]] | [[store.cgi|http://dragon1.tiddlyspot.com/store.cgi]] | . | index.html | . | Ok |\n| 20/12/2006 17:13:34 | Ronny | [[/|http://dragon1.tiddlyspot.com/]] | [[store.cgi|http://dragon1.tiddlyspot.com/store.cgi]] | . | index.html | . |\n| 21/12/2006 15:58:23 | Ronny | [[/|http://dragon1.tiddlyspot.com/]] | [[store.cgi|http://dragon1.tiddlyspot.com/store.cgi]] | . | index.html | . | Ok |\n| 21/12/2006 16:5:45 | Ronny | [[/|http://dragon1.tiddlyspot.com/]] | [[store.cgi|http://dragon1.tiddlyspot.com/store.cgi]] | . | index.html | . |\n| 22/12/2006 9:47:21 | Ronny | [[/|http://dragon1.tiddlyspot.com/]] | [[store.cgi|http://dragon1.tiddlyspot.com/store.cgi]] | . | index.html | . | Ok |\n| 22/12/2006 11:46:37 | Ronny | [[/|http://dragon1.tiddlyspot.com/]] | [[store.cgi|http://dragon1.tiddlyspot.com/store.cgi]] | . | index.html | . |\n| 8/7/2007 21:26:57 | Ronny | [[/|http://dragon1.tiddlyspot.com/]] | [[store.cgi|http://dragon1.tiddlyspot.com/store.cgi]] | . | index.html | . |\n| 8/7/2007 21:50:46 | Ronny | [[/|http://dragon1.tiddlyspot.com/]] | [[store.cgi|http://dragon1.tiddlyspot.com/store.cgi]] | . | index.html | . |\n| 8/7/2007 22:31:34 | Ronny | [[/|http://dragon1.tiddlyspot.com/]] | [[store.cgi|http://dragon1.tiddlyspot.com/store.cgi]] | . | index.html | . | Ok |\n| 8/7/2007 22:36:24 | Ronny | [[/|http://dragon1.tiddlyspot.com/]] | [[store.cgi|http://dragon1.tiddlyspot.com/store.cgi]] | . | index.html | . | Ok |\n| 8/7/2007 22:38:15 | Ronny | [[/|http://dragon1.tiddlyspot.com/]] | [[store.cgi|http://dragon1.tiddlyspot.com/store.cgi]] | . | index.html | . | Ok |\n| 8/7/2007 22:58:39 | Ronny | [[/|http://dragon1.tiddlyspot.com/]] | [[store.cgi|http://dragon1.tiddlyspot.com/store.cgi]] | . | index.html | . | Ok |\n| 8/7/2007 23:0:29 | Ronny | [[/|http://dragon1.tiddlyspot.com/]] | [[store.cgi|http://dragon1.tiddlyspot.com/store.cgi]] | . | index.html | . | Ok |\n| 8/7/2007 23:14:38 | Ronny | [[/|http://dragon1.tiddlyspot.com/]] | [[store.cgi|http://dragon1.tiddlyspot.com/store.cgi]] | . | index.html | . | Ok |\n| 8/7/2007 23:25:40 | Ronny | [[/|http://dragon1.tiddlyspot.com/]] | [[store.cgi|http://dragon1.tiddlyspot.com/store.cgi]] | . | index.html | . | Ok |\n| 9/7/2007 0:22:47 | Ronny | [[/|http://dragon1.tiddlyspot.com/]] | [[store.cgi|http://dragon1.tiddlyspot.com/store.cgi]] | . | index.html | . |\n| 9/7/2007 22:1:23 | Ronny | [[/|http://dragon1.tiddlyspot.com/#%5B%5BBackground%20on%20the%20town%20of%20Diamond%20Lake%20and%20its%20inhabitanta%5D%5D%20%5B%5BCampaign%20Setting%5D%5D%20Cedarvale%20Places%20NPC's%20%5B%5BPlayer%20Characters%5D%5D%20%5B%5BAdventure%20Chronicle%5D%5D%20Welcome]] | [[store.cgi|http://dragon1.tiddlyspot.com/store.cgi]] | . | index.html | . | Ok |\n| 9/7/2007 22:54:15 | Ronny | [[/|http://dragon1.tiddlyspot.com/#%5B%5BBackground%20on%20the%20town%20of%20Diamond%20Lake%20and%20its%20inhabitanta%5D%5D%20%5B%5BCampaign%20Setting%5D%5D%20Cedarvale%20Places%20NPC's%20%5B%5BPlayer%20Characters%5D%5D%20%5B%5BAdventure%20Chronicle%5D%5D%20Welcome]] | [[store.cgi|http://dragon1.tiddlyspot.com/store.cgi]] | . | index.html | . |\n| 10/7/2007 22:13:0 | Ronny | [[/|http://dragon1.tiddlyspot.com/]] | [[store.cgi|http://dragon1.tiddlyspot.com/store.cgi]] | . | index.html | . |\n| 10/7/2007 23:43:43 | Ronny | [[/|http://dragon1.tiddlyspot.com/]] | [[store.cgi|http://dragon1.tiddlyspot.com/store.cgi]] | . | index.html | . | Ok |\n| 10/7/2007 23:58:1 | Ronny | [[/|http://dragon1.tiddlyspot.com/]] | [[store.cgi|http://dragon1.tiddlyspot.com/store.cgi]] | . | index.html | . |\n| 18/7/2007 21:7:24 | Ronny | [[/|http://dragon1.tiddlyspot.com/]] | [[store.cgi|http://dragon1.tiddlyspot.com/store.cgi]] | . | index.html | . |\n| 27/7/2007 9:12:13 | Ronny | [[/|http://dragon1.tiddlyspot.com/]] | [[store.cgi|http://dragon1.tiddlyspot.com/store.cgi]] | . | index.html | . |\n| 27/7/2007 23:5:18 | Ronny | [[/|http://dragon1.tiddlyspot.com/]] | [[store.cgi|http://dragon1.tiddlyspot.com/store.cgi]] | . | index.html | . |\n| 30/7/2007 9:30:22 | Ronny | [[/|http://dragon1.tiddlyspot.com/]] | [[store.cgi|http://dragon1.tiddlyspot.com/store.cgi]] | . | index.html | . | Ok |\n| 30/7/2007 9:39:13 | Ronny | [[/|http://dragon1.tiddlyspot.com/]] | [[store.cgi|http://dragon1.tiddlyspot.com/store.cgi]] | . | index.html | . |\n| 30/7/2007 12:17:54 | Ronny | [[/|http://dragon1.tiddlyspot.com/#AdvancedOptions]] | [[store.cgi|http://dragon1.tiddlyspot.com/store.cgi]] | . | index.html | . |\n| 30/7/2007 18:18:26 | Ronny | [[/|http://dragon1.tiddlyspot.com/]] | [[store.cgi|http://dragon1.tiddlyspot.com/store.cgi]] | . | index.html | . | Ok |\n| 30/7/2007 22:19:52 | Ronny | [[/|http://dragon1.tiddlyspot.com/]] | [[store.cgi|http://dragon1.tiddlyspot.com/store.cgi]] | . | index.html | . | Ok |\n| 30/7/2007 22:34:32 | Ronny | [[/|http://dragon1.tiddlyspot.com/]] | [[store.cgi|http://dragon1.tiddlyspot.com/store.cgi]] | . | index.html | . | Ok |\n| 30/7/2007 23:55:57 | Ronny | [[/|http://dragon1.tiddlyspot.com/]] | [[store.cgi|http://dragon1.tiddlyspot.com/store.cgi]] | . | index.html | . |\n| 31/7/2007 11:48:43 | Ronny | [[/|http://dragon1.tiddlyspot.com/]] | [[store.cgi|http://dragon1.tiddlyspot.com/store.cgi]] | . | index.html | . |\n| 1/8/2007 22:41:19 | Ronny | [[/|http://dragon1.tiddlyspot.com/]] | [[store.cgi|http://dragon1.tiddlyspot.com/store.cgi]] | . | index.html | . | Ok |\n| 1/8/2007 23:2:0 | Ronny | [[/|http://dragon1.tiddlyspot.com/]] | [[store.cgi|http://dragon1.tiddlyspot.com/store.cgi]] | . | index.html | . |\n| 2/8/2007 23:5:8 | Ronny | [[/|http://dragon1.tiddlyspot.com/]] | [[store.cgi|http://dragon1.tiddlyspot.com/store.cgi]] | . | index.html | . | Ok |\n| 2/8/2007 23:24:28 | Ronny | [[/|http://dragon1.tiddlyspot.com/#Welcome]] | [[store.cgi|http://dragon1.tiddlyspot.com/store.cgi]] | . | index.html | . | Ok |\n| 2/8/2007 23:38:17 | Ronny | [[/|http://dragon1.tiddlyspot.com/#Welcome]] | [[store.cgi|http://dragon1.tiddlyspot.com/store.cgi]] | . | index.html | . |\n| 4/8/2007 16:35:14 | Ronny | [[/|http://dragon1.tiddlyspot.com/]] | [[store.cgi|http://dragon1.tiddlyspot.com/store.cgi]] | . | index.html | . |\n| 12/8/2007 16:14:51 | Ronny | [[/|http://dragon1.tiddlyspot.com/]] | [[store.cgi|http://dragon1.tiddlyspot.com/store.cgi]] | . | index.html | . |\n| 14/8/2007 11:1:51 | Ronny | [[/|http://dragon1.tiddlyspot.com/]] | [[store.cgi|http://dragon1.tiddlyspot.com/store.cgi]] | . | index.html | . |\n| 21/8/2007 23:1:4 | Ronny | [[/|http://dragon1.tiddlyspot.com/]] | [[store.cgi|http://dragon1.tiddlyspot.com/store.cgi]] | . | index.html | . |\n| 9/4/2008 20:58:7 | Ronny | [[/|http://dragon1.tiddlyspot.com/]] | [[store.cgi|http://dragon1.tiddlyspot.com/store.cgi]] | . | index.html | . | Ok |\n| 9/4/2008 20:58:53 | Ronny | [[/|http://dragon1.tiddlyspot.com/]] | [[store.cgi|http://dragon1.tiddlyspot.com/store.cgi]] | . | index.html | . |\n| 1/12/2008 11:44:47 | Ronny | [[Bluffside_TiddlyWiki.html|file:///D:/My%20Documents/RPGstuff/Bluffside/Bluffside_TiddlyWiki.html]] | [[store.cgi|http://dragon1.tiddlyspot.com/store.cgi]] | . | index.html | . |\n| 10/3/2009 9:13:54 | Ronny | [[/|http://dragon1.tiddlyspot.com/]] | [[store.cgi|http://dragon1.tiddlyspot.com/store.cgi]] | . | index.html | . |\n| 14/3/2009 11:51:11 | Ronny | [[/|http://dragon1.tiddlyspot.com/]] | [[store.cgi|http://dragon1.tiddlyspot.com/store.cgi]] | . | index.html | . |\n| 21/3/2011 15:48:14 | Ronny | [[/|http://dragon1.tiddlyspot.com/]] | [[store.cgi|http://dragon1.tiddlyspot.com/store.cgi]] | . | index.html | . |\n| 21/3/2011 15:58:50 | Ronny | [[/|http://dragon1.tiddlyspot.com/]] | [[store.cgi|http://dragon1.tiddlyspot.com/store.cgi]] | . | index.html | . | Ok |\n| 21/3/2011 16:12:20 | Ronny | [[/|http://dragon1.tiddlyspot.com/]] | [[store.cgi|http://dragon1.tiddlyspot.com/store.cgi]] | . | index.html | . |\n| 22/3/2011 18:19:9 | Ronny | [[/|http://dragon1.tiddlyspot.com/]] | [[store.cgi|http://dragon1.tiddlyspot.com/store.cgi]] | . | index.html | . | Ok |\n| 22/3/2011 19:4:35 | Ronny | [[/|http://dragon1.tiddlyspot.com/]] | [[store.cgi|http://dragon1.tiddlyspot.com/store.cgi]] | . | index.html | . | Ok |\n| 22/3/2011 19:57:15 | Ronny | [[/|http://dragon1.tiddlyspot.com/]] | [[store.cgi|http://dragon1.tiddlyspot.com/store.cgi]] | . | index.html | . |\n| 23/3/2011 12:16:3 | Ronny | [[/|http://dragon1.tiddlyspot.com/]] | [[store.cgi|http://dragon1.tiddlyspot.com/store.cgi]] | . | index.html | . | Ok |\n| 23/3/2011 12:42:18 | Ronny | [[/|http://dragon1.tiddlyspot.com/]] | [[store.cgi|http://dragon1.tiddlyspot.com/store.cgi]] | . | index.html | . | Ok |\n| 23/3/2011 13:12:4 | Ronny | [[/|http://dragon1.tiddlyspot.com/]] | [[store.cgi|http://dragon1.tiddlyspot.com/store.cgi]] | . | index.html | . | Ok |\n| 23/3/2011 13:15:26 | Ronny | [[/|http://dragon1.tiddlyspot.com/]] | [[store.cgi|http://dragon1.tiddlyspot.com/store.cgi]] | . | index.html | . |\n| 24/3/2011 16:24:19 | Ronny | [[/|http://dragon1.tiddlyspot.com/]] | [[store.cgi|http://dragon1.tiddlyspot.com/store.cgi]] | . | index.html | . |\n| 15/4/2011 8:42:6 | Ronny | [[/|http://dragon1.tiddlyspot.com/]] | [[store.cgi|http://dragon1.tiddlyspot.com/store.cgi]] | . | index.html | . |\n| 15/4/2011 8:42:22 | Ronny | [[/|http://dragon1.tiddlyspot.com/]] | [[store.cgi|http://dragon1.tiddlyspot.com/store.cgi]] | . | index.html | . | Ok |\n| 15/4/2011 8:54:38 | Ronny | [[/|http://dragon1.tiddlyspot.com/]] | [[store.cgi|http://dragon1.tiddlyspot.com/store.cgi]] | . | index.html | . |\n| 27/6/2011 18:29:34 | Ronny | [[/|http://dragon1.tiddlyspot.com/]] | [[store.cgi|http://dragon1.tiddlyspot.com/store.cgi]] | . | index.html | . |\n| 27/6/2011 18:30:43 | Ronny | [[/|http://dragon1.tiddlyspot.com/]] | [[store.cgi|http://dragon1.tiddlyspot.com/store.cgi]] | . | index.html | . |
/***\n|''Name:''|UploadPlugin|\n|''Description:''|Save to web a TiddlyWiki|\n|''Version:''|3.4.4|\n|''Date:''|Sep 30, 2006|\n|''Source:''|http://tiddlywiki.bidix.info/#UploadPlugin|\n|''Documentation:''|http://tiddlywiki.bidix.info/#UploadDoc|\n|''Author:''|BidiX (BidiX (at) bidix (dot) info)|\n|''License:''|[[BSD open source license|http://tiddlywiki.bidix.info/#%5B%5BBSD%20open%20source%20license%5D%5D ]]|\n|''~CoreVersion:''|2.0.0|\n|''Browser:''|Firefox 1.5; InternetExplorer 6.0; Safari|\n|''Include:''|config.lib.file; config.lib.log; config.lib.options; PasswordTweak|\n|''Require:''|[[UploadService|http://tiddlywiki.bidix.info/#UploadService]]|\n***/\n//{{{\nversion.extensions.UploadPlugin = {\n major: 3, minor: 4, revision: 4, \n date: new Date(2006,8,30),\n source: 'http://tiddlywiki.bidix.info/#UploadPlugin',\n documentation: 'http://tiddlywiki.bidix.info/#UploadDoc',\n author: 'BidiX (BidiX (at) bidix (dot) info',\n license: '[[BSD open source license|http://tiddlywiki.bidix.info/#%5B%5BBSD%20open%20source%20license%5D%5D]]',\n coreVersion: '2.0.0',\n browser: 'Firefox 1.5; InternetExplorer 6.0; Safari'\n};\n//}}}\n\n////+++!![config.lib.file]\n\n//{{{\nif (!config.lib) config.lib = {};\nif (!config.lib.file) config.lib.file= {\n author: 'BidiX',\n version: {major: 0, minor: 1, revision: 0}, \n date: new Date(2006,3,9)\n};\nconfig.lib.file.dirname = function (filePath) {\n var lastpos;\n if ((lastpos = filePath.lastIndexOf("/")) != -1) {\n return filePath.substring(0, lastpos);\n } else {\n return filePath.substring(0, filePath.lastIndexOf("\s\s"));\n }\n};\nconfig.lib.file.basename = function (filePath) {\n var lastpos;\n if ((lastpos = filePath.lastIndexOf("#")) != -1) \n filePath = filePath.substring(0, lastpos);\n if ((lastpos = filePath.lastIndexOf("/")) != -1) {\n return filePath.substring(lastpos + 1);\n } else\n return filePath.substring(filePath.lastIndexOf("\s\s")+1);\n};\nwindow.basename = function() {return "@@deprecated@@";};\n//}}}\n////===\n\n////+++!![config.lib.log]\n\n//{{{\nif (!config.lib) config.lib = {};\nif (!config.lib.log) config.lib.log= {\n author: 'BidiX',\n version: {major: 0, minor: 1, revision: 1}, \n date: new Date(2006,8,19)\n};\nconfig.lib.Log = function(tiddlerTitle, logHeader) {\n if (version.major < 2)\n this.tiddler = store.tiddlers[tiddlerTitle];\n else\n this.tiddler = store.getTiddler(tiddlerTitle);\n if (!this.tiddler) {\n this.tiddler = new Tiddler();\n this.tiddler.title = tiddlerTitle;\n this.tiddler.text = "| !date | !user | !location |" + logHeader;\n this.tiddler.created = new Date();\n this.tiddler.modifier = config.options.txtUserName;\n this.tiddler.modified = new Date();\n if (version.major < 2)\n store.tiddlers[tiddlerTitle] = this.tiddler;\n else\n store.addTiddler(this.tiddler);\n }\n return this;\n};\n\nconfig.lib.Log.prototype.newLine = function (line) {\n var now = new Date();\n var newText = "| ";\n newText += now.getDate()+"/"+(now.getMonth()+1)+"/"+now.getFullYear() + " ";\n newText += now.getHours()+":"+now.getMinutes()+":"+now.getSeconds()+" | ";\n newText += config.options.txtUserName + " | ";\n var location = document.location.toString();\n var filename = config.lib.file.basename(location);\n if (!filename) filename = '/';\n newText += "[["+filename+"|"+location + "]] |";\n this.tiddler.text = this.tiddler.text + "\sn" + newText;\n this.addToLine(line);\n};\n\nconfig.lib.Log.prototype.addToLine = function (text) {\n this.tiddler.text = this.tiddler.text + text;\n this.tiddler.modifier = config.options.txtUserName;\n this.tiddler.modified = new Date();\n if (version.major < 2)\n store.tiddlers[this.tiddler.tittle] = this.tiddler;\n else {\n store.addTiddler(this.tiddler);\n story.refreshTiddler(this.tiddler.title);\n store.notify(this.tiddler.title, true);\n }\n if (version.major < 2)\n store.notifyAll(); \n};\n//}}}\n////===\n\n////+++!![config.lib.options]\n\n//{{{\nif (!config.lib) config.lib = {};\nif (!config.lib.options) config.lib.options = {\n author: 'BidiX',\n version: {major: 0, minor: 1, revision: 0}, \n date: new Date(2006,3,9)\n};\n\nconfig.lib.options.init = function (name, defaultValue) {\n if (!config.options[name]) {\n config.options[name] = defaultValue;\n saveOptionCookie(name);\n }\n};\n//}}}\n////===\n\n////+++!![PasswordTweak]\n\n//{{{\nversion.extensions.PasswordTweak = {\n major: 1, minor: 0, revision: 3, date: new Date(2006,8,30),\n type: 'tweak',\n source: 'http://tiddlywiki.bidix.info/#PasswordTweak'\n};\n//}}}\n/***\n!!config.macros.option\n***/\n//{{{\nconfig.macros.option.passwordCheckboxLabel = "Save this password on this computer";\nconfig.macros.option.passwordType = "password"; // password | text\n\nconfig.macros.option.onChangeOption = function(e)\n{\n var opt = this.getAttribute("option");\n var elementType,valueField;\n if(opt) {\n switch(opt.substr(0,3)) {\n case "txt":\n elementType = "input";\n valueField = "value";\n break;\n case "pas":\n elementType = "input";\n valueField = "value";\n break;\n case "chk":\n elementType = "input";\n valueField = "checked";\n break;\n }\n config.options[opt] = this[valueField];\n saveOptionCookie(opt);\n var nodes = document.getElementsByTagName(elementType);\n for(var t=0; t<nodes.length; t++) \n {\n var optNode = nodes[t].getAttribute("option");\n if (opt == optNode) \n nodes[t][valueField] = this[valueField];\n }\n }\n return(true);\n};\n\nconfig.macros.option.handler = function(place,macroName,params)\n{\n var opt = params[0];\n if(config.options[opt] === undefined) {\n return;}\n var c;\n switch(opt.substr(0,3)) {\n case "txt":\n c = document.createElement("input");\n c.onkeyup = this.onChangeOption;\n c.setAttribute ("option",opt);\n c.className = "txtOptionInput "+opt;\n place.appendChild(c);\n c.value = config.options[opt];\n break;\n case "pas":\n // input password\n c = document.createElement ("input");\n c.setAttribute("type",config.macros.option.passwordType);\n c.onkeyup = this.onChangeOption;\n c.setAttribute("option",opt);\n c.className = "pasOptionInput "+opt;\n place.appendChild(c);\n c.value = config.options[opt];\n // checkbox link with this password "save this password on this computer"\n c = document.createElement("input");\n c.setAttribute("type","checkbox");\n c.onclick = this.onChangeOption;\n c.setAttribute("option","chk"+opt);\n c.className = "chkOptionInput "+opt;\n place.appendChild(c);\n c.checked = config.options["chk"+opt];\n // text savePasswordCheckboxLabel\n place.appendChild(document.createTextNode(config.macros.option.passwordCheckboxLabel));\n break;\n case "chk":\n c = document.createElement("input");\n c.setAttribute("type","checkbox");\n c.onclick = this.onChangeOption;\n c.setAttribute("option",opt);\n c.className = "chkOptionInput "+opt;\n place.appendChild(c);\n c.checked = config.options[opt];\n break;\n }\n};\n//}}}\n/***\n!! Option cookie stuff\n***/\n//{{{\nwindow.loadOptionsCookie_orig_PasswordTweak = window.loadOptionsCookie;\nwindow.loadOptionsCookie = function()\n{\n var cookies = document.cookie.split(";");\n for(var c=0; c<cookies.length; c++) {\n var p = cookies[c].indexOf("=");\n if(p != -1) {\n var name = cookies[c].substr(0,p).trim();\n var value = cookies[c].substr(p+1).trim();\n switch(name.substr(0,3)) {\n case "txt":\n config.options[name] = unescape(value);\n break;\n case "pas":\n config.options[name] = unescape(value);\n break;\n case "chk":\n config.options[name] = value == "true";\n break;\n }\n }\n }\n};\n\nwindow.saveOptionCookie_orig_PasswordTweak = window.saveOptionCookie;\nwindow.saveOptionCookie = function(name)\n{\n var c = name + "=";\n switch(name.substr(0,3)) {\n case "txt":\n c += escape(config.options[name].toString());\n break;\n case "chk":\n c += config.options[name] ? "true" : "false";\n // is there an option link with this chk ?\n if (config.options[name.substr(3)]) {\n saveOptionCookie(name.substr(3));\n }\n break;\n case "pas":\n if (config.options["chk"+name]) {\n c += escape(config.options[name].toString());\n } else {\n c += "";\n }\n break;\n }\n c += "; expires=Fri, 1 Jan 2038 12:00:00 UTC; path=/";\n document.cookie = c;\n};\n//}}}\n/***\n!! Initializations\n***/\n//{{{\n// define config.options.pasPassword\nif (!config.options.pasPassword) {\n config.options.pasPassword = 'defaultPassword';\n window.saveOptionCookie('pasPassword');\n}\n// since loadCookies is first called befor password definition\n// we need to reload cookies\nwindow.loadOptionsCookie();\n//}}}\n////===\n\n////+++!![config.macros.upload]\n\n//{{{\nconfig.macros.upload = {\n accessKey: "U",\n formName: "UploadPlugin",\n contentType: "text/html;charset=UTF-8",\n defaultStoreScript: "store.php"\n};\n\n// only this two configs need to be translated\nconfig.macros.upload.messages = {\n aboutToUpload: "About to upload TiddlyWiki to %0",\n backupFileStored: "Previous file backuped in %0",\n crossDomain: "Certainly a cross-domain isue: access to an other site isn't allowed",\n errorDownloading: "Error downloading",\n errorUploadingContent: "Error uploading content",\n fileLocked: "Files is locked: You are not allowed to Upload",\n fileNotFound: "file to upload not found",\n fileNotUploaded: "File %0 NOT uploaded",\n mainFileUploaded: "Main TiddlyWiki file uploaded to %0",\n passwordEmpty: "Unable to upload, your password is empty",\n urlParamMissing: "url param missing",\n rssFileNotUploaded: "RssFile %0 NOT uploaded",\n rssFileUploaded: "Rss File uploaded to %0"\n};\n\nconfig.macros.upload.label = {\n promptOption: "Save and Upload this TiddlyWiki with UploadOptions",\n promptParamMacro: "Save and Upload this TiddlyWiki in %0",\n saveLabel: "save to web", \n saveToDisk: "save to disk",\n uploadLabel: "upload" \n};\n\nconfig.macros.upload.handler = function(place,macroName,params){\n // parameters initialization\n var storeUrl = params[0];\n var toFilename = params[1];\n var backupDir = params[2];\n var uploadDir = params[3];\n var username = params[4];\n var password; // for security reason no password as macro parameter\n var label;\n if (document.location.toString().substr(0,4) == "http")\n label = this.label.saveLabel;\n else\n label = this.label.uploadLabel;\n var prompt;\n if (storeUrl) {\n prompt = this.label.promptParamMacro.toString().format([this.toDirUrl(storeUrl, uploadDir, username)]);\n }\n else {\n prompt = this.label.promptOption;\n }\n createTiddlyButton(place, label, prompt, \n function () {\n config.macros.upload.upload(storeUrl, toFilename, uploadDir, backupDir, username, password); \n return false;}, \n null, null, this.accessKey);\n};\nconfig.macros.upload.UploadLog = function() {\n return new config.lib.Log('UploadLog', " !storeUrl | !uploadDir | !toFilename | !backupdir | !origin |" );\n};\nconfig.macros.upload.UploadLog.prototype = config.lib.Log.prototype;\nconfig.macros.upload.UploadLog.prototype.startUpload = function(storeUrl, toFilename, uploadDir, backupDir) {\n var line = " [[" + config.lib.file.basename(storeUrl) + "|" + storeUrl + "]] | ";\n line += uploadDir + " | " + toFilename + " | " + backupDir + " |";\n this.newLine(line);\n};\nconfig.macros.upload.UploadLog.prototype.endUpload = function() {\n this.addToLine(" Ok |");\n};\nconfig.macros.upload.basename = config.lib.file.basename;\nconfig.macros.upload.dirname = config.lib.file.dirname;\nconfig.macros.upload.toRootUrl = function (storeUrl, username)\n{\n return root = (this.dirname(storeUrl)?this.dirname(storeUrl):this.dirname(document.location.toString()));\n}\nconfig.macros.upload.toDirUrl = function (storeUrl, uploadDir, username)\n{\n var root = this.toRootUrl(storeUrl, username);\n if (uploadDir && uploadDir != '.')\n root = root + '/' + uploadDir;\n return root;\n}\nconfig.macros.upload.toFileUrl = function (storeUrl, toFilename, uploadDir, username)\n{\n return this.toDirUrl(storeUrl, uploadDir, username) + '/' + toFilename;\n}\nconfig.macros.upload.upload = function(storeUrl, toFilename, uploadDir, backupDir, username, password)\n{\n // parameters initialization\n storeUrl = (storeUrl ? storeUrl : config.options.txtUploadStoreUrl);\n toFilename = (toFilename ? toFilename : config.options.txtUploadFilename);\n backupDir = (backupDir ? backupDir : config.options.txtUploadBackupDir);\n uploadDir = (uploadDir ? uploadDir : config.options.txtUploadDir);\n username = (username ? username : config.options.txtUploadUserName);\n password = config.options.pasUploadPassword; // for security reason no password as macro parameter\n if (!password || password === '') {\n alert(config.macros.upload.messages.passwordEmpty);\n return;\n }\n if (storeUrl === '') {\n storeUrl = config.macros.upload.defaultStoreScript;\n }\n if (config.lib.file.dirname(storeUrl) === '') {\n storeUrl = config.lib.file.dirname(document.location.toString())+'/'+storeUrl;\n }\n if (toFilename === '') {\n toFilename = config.lib.file.basename(document.location.toString());\n }\n\n clearMessage();\n // only for forcing the message to display\n if (version.major < 2)\n store.notifyAll();\n if (!storeUrl) {\n alert(config.macros.upload.messages.urlParamMissing);\n return;\n }\n // Check that file is not locked\n if (window.BidiX && BidiX.GroupAuthoring && BidiX.GroupAuthoring.lock) {\n if (BidiX.GroupAuthoring.lock.isLocked() && !BidiX.GroupAuthoring.lock.isMyLock()) {\n alert(config.macros.upload.messages.fileLocked);\n return;\n }\n }\n \n var log = new this.UploadLog();\n log.startUpload(storeUrl, toFilename, uploadDir, backupDir);\n if (document.location.toString().substr(0,5) == "file:") {\n saveChanges();\n }\n var toDir = config.macros.upload.toDirUrl(storeUrl, toFilename, uploadDir, username);\n displayMessage(config.macros.upload.messages.aboutToUpload.format([toDir]), toDir);\n this.uploadChanges(storeUrl, toFilename, uploadDir, backupDir, username, password);\n if(config.options.chkGenerateAnRssFeed) {\n //var rssContent = convertUnicodeToUTF8(generateRss());\n var rssContent = generateRss();\n var rssPath = toFilename.substr(0,toFilename.lastIndexOf(".")) + ".xml";\n this.uploadContent(rssContent, storeUrl, rssPath, uploadDir, '', username, password, \n function (responseText) {\n if (responseText.substring(0,1) != '0') {\n displayMessage(config.macros.upload.messages.rssFileNotUploaded.format([rssPath]));\n }\n else {\n var toFileUrl = config.macros.upload.toFileUrl(storeUrl, rssPath, uploadDir, username);\n displayMessage(config.macros.upload.messages.rssFileUploaded.format(\n [toFileUrl]), toFileUrl);\n }\n // for debugging store.php uncomment last line\n //DEBUG alert(responseText);\n });\n }\n return;\n};\n\nconfig.macros.upload.uploadChanges = function(storeUrl, toFilename, uploadDir, backupDir, \n username, password) {\n var original;\n if (document.location.toString().substr(0,4) == "http") {\n original = this.download(storeUrl, toFilename, uploadDir, backupDir, username, password);\n return;\n }\n else {\n // standard way : Local file\n \n original = loadFile(getLocalPath(document.location.toString()));\n if(window.Components) {\n // it's a mozilla browser\n try {\n netscape.security.PrivilegeManager.enablePrivilege("UniversalXPConnect");\n var converter = Components.classes["@mozilla.org/intl/scriptableunicodeconverter"]\n .createInstance(Components.interfaces.nsIScriptableUnicodeConverter);\n converter.charset = "UTF-8";\n original = converter.ConvertToUnicode(original);\n }\n catch(e) {\n }\n }\n }\n //DEBUG alert(original);\n this.uploadChangesFrom(original, storeUrl, toFilename, uploadDir, backupDir, \n username, password);\n};\n\nconfig.macros.upload.uploadChangesFrom = function(original, storeUrl, toFilename, uploadDir, backupDir, \n username, password) {\n var startSaveArea = '<div id="' + 'storeArea">'; // Split up into two so that indexOf() of this source doesn't find it\n var endSaveArea = '</d' + 'iv>';\n // Locate the storeArea div's\n var posOpeningDiv = original.indexOf(startSaveArea);\n var posClosingDiv = original.lastIndexOf(endSaveArea);\n if((posOpeningDiv == -1) || (posClosingDiv == -1))\n {\n alert(config.messages.invalidFileError.format([document.location.toString()]));\n return;\n }\n var revised = original.substr(0,posOpeningDiv + startSaveArea.length) + \n allTiddlersAsHtml() + "\sn\st\st" +\n original.substr(posClosingDiv);\n var newSiteTitle;\n if(version.major < 2){\n newSiteTitle = (getElementText("siteTitle") + " - " + getElementText("siteSubtitle")).htmlEncode();\n } else {\n newSiteTitle = (wikifyPlain ("SiteTitle") + " - " + wikifyPlain ("SiteSubtitle")).htmlEncode();\n }\n\n revised = revised.replaceChunk("<title"+">","</title"+">"," " + newSiteTitle + " ");\n revised = revised.replaceChunk("<!--PRE-HEAD-START--"+">","<!--PRE-HEAD-END--"+">","\sn" + store.getTiddlerText("MarkupPreHead","") + "\sn");\n revised = revised.replaceChunk("<!--POST-HEAD-START--"+">","<!--POST-HEAD-END--"+">","\sn" + store.getTiddlerText("MarkupPostHead","") + "\sn");\n revised = revised.replaceChunk("<!--PRE-BODY-START--"+">","<!--PRE-BODY-END--"+">","\sn" + store.getTiddlerText("MarkupPreBody","") + "\sn");\n revised = revised.replaceChunk("<!--POST-BODY-START--"+">","<!--POST-BODY-END--"+">","\sn" + store.getTiddlerText("MarkupPostBody","") + "\sn");\n\n var response = this.uploadContent(revised, storeUrl, toFilename, uploadDir, backupDir, \n username, password, function (responseText) {\n if (responseText.substring(0,1) != '0') {\n alert(responseText);\n displayMessage(config.macros.upload.messages.fileNotUploaded.format([getLocalPath(document.location.toString())]));\n }\n else {\n if (uploadDir !== '') {\n toFilename = uploadDir + "/" + config.macros.upload.basename(toFilename);\n } else {\n toFilename = config.macros.upload.basename(toFilename);\n }\n var toFileUrl = config.macros.upload.toFileUrl(storeUrl, toFilename, uploadDir, username);\n if (responseText.indexOf("destfile:") > 0) {\n var destfile = responseText.substring(responseText.indexOf("destfile:")+9, \n responseText.indexOf("\sn", responseText.indexOf("destfile:")));\n toFileUrl = config.macros.upload.toRootUrl(storeUrl, username) + '/' + destfile;\n }\n else {\n toFileUrl = config.macros.upload.toFileUrl(storeUrl, toFilename, uploadDir, username);\n }\n displayMessage(config.macros.upload.messages.mainFileUploaded.format(\n [toFileUrl]), toFileUrl);\n if (backupDir && responseText.indexOf("backupfile:") > 0) {\n var backupFile = responseText.substring(responseText.indexOf("backupfile:")+11, \n responseText.indexOf("\sn", responseText.indexOf("backupfile:")));\n toBackupUrl = config.macros.upload.toRootUrl(storeUrl, username) + '/' + backupFile;\n displayMessage(config.macros.upload.messages.backupFileStored.format(\n [toBackupUrl]), toBackupUrl);\n }\n var log = new config.macros.upload.UploadLog();\n log.endUpload();\n store.setDirty(false);\n // erase local lock\n if (window.BidiX && BidiX.GroupAuthoring && BidiX.GroupAuthoring.lock) {\n BidiX.GroupAuthoring.lock.eraseLock();\n // change mtime with new mtime after upload\n var mtime = responseText.substr(responseText.indexOf("mtime:")+6);\n BidiX.GroupAuthoring.lock.mtime = mtime;\n }\n \n \n }\n // for debugging store.php uncomment last line\n //DEBUG alert(responseText);\n }\n );\n};\n\nconfig.macros.upload.uploadContent = function(content, storeUrl, toFilename, uploadDir, backupDir, \n username, password, callbackFn) {\n var boundary = "---------------------------"+"AaB03x"; \n var request;\n try {\n request = new XMLHttpRequest();\n } \n catch (e) { \n request = new ActiveXObject("Msxml2.XMLHTTP"); \n }\n if (window.netscape){\n try {\n if (document.location.toString().substr(0,4) != "http") {\n netscape.security.PrivilegeManager.enablePrivilege('UniversalBrowserRead');}\n }\n catch (e) {}\n } \n //DEBUG alert("user["+config.options.txtUploadUserName+"] password[" + config.options.pasUploadPassword + "]");\n // compose headers data\n var sheader = "";\n sheader += "--" + boundary + "\sr\snContent-disposition: form-data; name=\s"";\n sheader += config.macros.upload.formName +"\s"\sr\sn\sr\sn";\n sheader += "backupDir="+backupDir\n +";user=" + username \n +";password=" + password\n +";uploaddir=" + uploadDir;\n // add lock attributes to sheader\n if (window.BidiX && BidiX.GroupAuthoring && BidiX.GroupAuthoring.lock) {\n var l = BidiX.GroupAuthoring.lock.myLock;\n sheader += ";lockuser=" + l.user\n + ";mtime=" + l.mtime\n + ";locktime=" + l.locktime;\n }\n sheader += ";;\sr\sn"; \n sheader += "\sr\sn" + "--" + boundary + "\sr\sn";\n sheader += "Content-disposition: form-data; name=\s"userfile\s"; filename=\s""+toFilename+"\s"\sr\sn";\n sheader += "Content-Type: " + config.macros.upload.contentType + "\sr\sn";\n sheader += "Content-Length: " + content.length + "\sr\sn\sr\sn";\n // compose trailer data\n var strailer = new String();\n strailer = "\sr\sn--" + boundary + "--\sr\sn";\n //strailer = "--" + boundary + "--\sr\sn";\n var data;\n data = sheader + content + strailer;\n //request.open("POST", storeUrl, true, username, password);\n try {\n request.open("POST", storeUrl, true); \n }\n catch(e) {\n alert(config.macros.upload.messages.crossDomain + "\snError:" +e);\n exit;\n }\n request.onreadystatechange = function () {\n if (request.readyState == 4) {\n if (request.status == 200)\n callbackFn(request.responseText);\n else\n alert(config.macros.upload.messages.errorUploadingContent + "\snStatus: "+request.status.statusText);\n }\n };\n request.setRequestHeader("Content-Length",data.length);\n request.setRequestHeader("Content-Type","multipart/form-data; boundary="+boundary);\n request.send(data); \n};\n\n\nconfig.macros.upload.download = function(uploadUrl, uploadToFilename, uploadDir, uploadBackupDir, \n username, password) {\n var request;\n try {\n request = new XMLHttpRequest();\n } \n catch (e) { \n request = new ActiveXObject("Msxml2.XMLHTTP"); \n }\n try {\n if (uploadUrl.substr(0,4) == "http") {\n netscape.security.PrivilegeManager.enablePrivilege("UniversalBrowserRead");\n }\n else {\n netscape.security.PrivilegeManager.enablePrivilege("UniversalXPConnect");\n }\n } catch (e) { }\n //request.open("GET", document.location.toString(), true, username, password);\n try {\n request.open("GET", document.location.toString(), true);\n }\n catch(e) {\n alert(config.macros.upload.messages.crossDomain + "\snError:" +e);\n exit;\n }\n \n request.onreadystatechange = function () {\n if (request.readyState == 4) {\n if(request.status == 200) {\n config.macros.upload.uploadChangesFrom(request.responseText, uploadUrl, \n uploadToFilename, uploadDir, uploadBackupDir, username, password);\n }\n else\n alert(config.macros.upload.messages.errorDownloading.format(\n [document.location.toString()]) + "\snStatus: "+request.status.statusText);\n }\n };\n request.send(null);\n};\n\n//}}}\n////===\n\n////+++!![Initializations]\n\n//{{{\nconfig.lib.options.init('txtUploadStoreUrl','store.php');\nconfig.lib.options.init('txtUploadFilename','');\nconfig.lib.options.init('txtUploadDir','');\nconfig.lib.options.init('txtUploadBackupDir','');\nconfig.lib.options.init('txtUploadUserName',config.options.txtUserName);\nconfig.lib.options.init('pasUploadPassword','');\nsetStylesheet(\n ".pasOptionInput {width: 11em;}\sn"+\n ".txtOptionInput.txtUploadStoreUrl {width: 25em;}\sn"+\n ".txtOptionInput.txtUploadFilename {width: 25em;}\sn"+\n ".txtOptionInput.txtUploadDir {width: 25em;}\sn"+\n ".txtOptionInput.txtUploadBackupDir {width: 25em;}\sn"+\n "",\n "UploadOptionsStyles");\nconfig.shadowTiddlers.UploadDoc = "[[Full Documentation|http://tiddlywiki.bidix.info/l#UploadDoc ]]\sn"; \nconfig.options.chkAutoSave = false; saveOptionCookie('chkAutoSave');\n\n//}}}\n////===\n\n////+++!![Core Hijacking]\n\n//{{{\nconfig.macros.saveChanges.label_orig_UploadPlugin = config.macros.saveChanges.label;\nconfig.macros.saveChanges.label = config.macros.upload.label.saveToDisk;\n\nconfig.macros.saveChanges.handler_orig_UploadPlugin = config.macros.saveChanges.handler;\n\nconfig.macros.saveChanges.handler = function(place)\n{\n if ((!readOnly) && (document.location.toString().substr(0,4) != "http"))\n createTiddlyButton(place,this.label,this.prompt,this.onClick,null,null,this.accessKey);\n};\n\n//}}}\n////===\n
[img[http://museum.co-op.ac.uk/images/museumScales.jpg]]\nWeights for a Few Unusual Items\nThe equipment tables in the Player's Handbook don't quite cover everything a character might decide to pick up and carry. Here are weight figures for a few such items.\n!Item Weight\n\n|Armchair|20 lb.|\n|Chair, simple| 5 lb.|\n|Door, iron |3,200 lb.|\n|Door, stone |2,200 lb.|\n|Door, simple wooden |150 lb.|\n|Door, good wooden |225 lb.|\n|Door, strong wooden |350 lb.|\n|Footstool |2 lb.|\n|Petrified creature |x8 lb.|\n|Spirits, cask |18 lb.|\n|Spirits, hogshead |750 lb.|\n|Spirits, keg |90 lb.|\n|Spirits, barrel |375 lb.|\n|Statue, Colossal metal |1,750 tons|\n|Statue, Colossal stone |1,250 tons|\n|Statue, Gargantuan metal |875 tons|\n|Statue, Gargantuan stone |625 tons|\n|Statue, Huge metal |112 tons|\n|Statue, Huge stone |80 tons|\n|Statue, Large metal |14 tons|\n|Statue, Large stone |10 tons|\n|Statue, Medium metal |3,500 lb.|\n|Statue, Medium stone |2,500 lb.|\n|Statue, Small metal |420 lb.|\n|Statue, Small stone |300 lb.|\n|Table, banquet |225 lb.|\n|Table, small |60 lb.|\n|Tapestry |100 lb.|\n|Workbench|300 lb.|\nTable Notes\nHere are a few notes to clarify the table entries.\n*Armchair: This entry assumes fine hardwood construction and a leather or cloth cover. The weight given is for a chair built for a Medium creature. Cut the weight in half for each size category below Medium and double the weight for each size category above Medium.\n*Chair, Simple: This is a plain chair made from inexpensive hardwood, and it has no arms. See the armchair entry to adjust the weight for larger or smaller creatures.\n*Doors: All doors are assumed to be 8 feet high and 5 feet wide, with thickness as noted on Table 3-10 in the Dungeon Master's Guide. The listed weight includes hinges, handle, and lock appropriate for the door's overall construction.\n*Footstool: This assumes a plain, wooden stool about 6 inches high, with a round top about 18 inches across.\n*Petrified Creature: To calculate a petrified creature's weight, multiply the creature's normal weight by 8 and add the weight of any gear the creature was carrying at the time of petrification. When a creature is magically turned to stone, it and all its gear turn to stone. This tends to make metal gear weigh a little less, but nonmetal gear gets heavier, so the two tend to average out.\n*Table, Banquet: This table is built to comfortably seat twelve Medium creatures (about 4-1/2 feet wide and 8 feet long). See the armchair entry to adjust the weight for a table built to seat larger or smaller creatures.\n*Table, Small: The represents a plain wooden table that might be found in a modest home or merchant's shop. It's big enough to seat six Medium creatures (about 3-1/2 feet wide and 7 feet long). See the armchair entry to adjust the weight for a table built to seat larger or smaller creatures.\n*Spirits: The spirits entry assumes a barrel-shaped container made from hardwood staves and iron hoops. A cask contains 2 gallons of liquid, a hogshead holds 88 gallons, a keg holds 10 gallons, and a barrel holds 44 gallons. You can use these figures for any liquid-based contents. Containers with dry contents might weigh anywhere from one quarter to two-thirds as much. \n*Statues: Metal statues assume hollow construction from bronze or wrought iron. Stone statues are solid marble. Statue sizes refer to creature sizes from Table 7-1 in the Monster Manual, and they represent figures in the mid range for each size category. A statue of the listed size could easily weigh anywhere from one half to twice the listed weight. All statue weights include an attached base or pedestal.\n*Tapestry: Assumes a woven wool tapestry about 10 feet square and about 1/4 inch thick. You also can use this figure for carpets or rugs.\n*Workbench: This is a bench about 3 feet high, 3 feet wide, and 8 feet long, with sturdy legs and top and a shelf or footrest below.\n
This is an ongoing Dungeons and Dragons (D&D) game. We are playing a "live" game with players in different states. The goal is to make it as close as passable like the games we played together when we were all in the same room.\n!Basic Information\n*I will be using 3.5 rules. All players should have access to the 3.5 Players Handbook. You can find the bulk of the official rules on line here - [[SRD|http://www.systemreferencedocuments.org/35/sovelior_sage/home.html]]\n*If you have a book that is not the Players Handbook, Dungeon Masters Guide, or Monster Manual, and want to use something out of it then ask me first (must also be 3.5).\n*You will need a set of dice. If you don't have dice you can use this - [[dice rolling program|http://www.wizards.com/dnd/dice/dice.htm]]\n*We will be continuing a game we started as a "live" campaign using your existing characters. \n*Each player will play only no more than two characters.\n*All characters will continue from the they left off. Players who join our game will start out with the minimum experience points required to reach the level of the lowest level character in our group.\n!What I need for each player to do before we can start.\n*[[Email Me|mailto:hartr@pcisys.net]] with your contact information and let me know what day of the week and time of day you will be available to spend a couple of hours playing this game. Don't forget to tell me what time zone you are in.\n*Tell me what Character Class you are thinking about playing. We will want to make sure there is a balanced group.\n*Create a character.\n**Use this character sheet - [[CS_Blank.pdf|http://dragon1.pbwiki.com//f/CS_Blank.pdf]]. \n***Click on the "Email to DM" button on the sheet to send me a copy. I will post a link to it here.\n***You should also get this one to use for help in filling out the first one - [[CS_Help.pdf|http://dragon1.pbwiki.com//f/CS_Help.pdf]].\n***Refer to the [[Documents]] page for more information on these.\n**Refer to the [[Character Creation]] page for detailed information.\n*Read the [[House Rules]]\n!What you may want to do before we start (optional).\n*To help you along the right path, you may want to submit a basic character background. This can be as brief or as detailed as you wish. I will review and may recommend some minor changes, if required, to fit better into the campaign I have planned. With or without a character background, I will fill in the events that have happened to your character in the last few days that brings all of the characters together for your first adventure.\n*If you want some background information regarding this campaign setting you can download a Players Guide to Diamond Lake [[HERE|http://users.adelphia.net/~hartr/images/Players+Guide+to+Diamond+Lake.pdf]] \n*If you are new to D&D or just need to jog your memory, check out the Combat and Magic links on the [[Quick Reference]] page. I went to a lot of trouble writing these to be as easy as possible to understand.\n\n----\nIf you want to help edit these pages, [[Email Me|mailto:hartr@pcisys.net]] and I will send you a password and help you get started making changes and adding pages just using your web browser.\n\nThe main menu is on the left. Clicking on any of these links will open the associated page. Clicking on any blue word on a page will open a page with more information on that topic. One tip is to use the <<closeAll>> button over on the right to clear all the displayed pages (called tiddlers) and start again.
This document is a ~TiddlyWiki from tiddlyspot.com. A ~TiddlyWiki is an electronic notebook that is great for managing todo lists, personal information, and all sorts of things.\n\n@@font-weight:bold;font-size:1.3em;color:#444; //What now?// &nbsp;&nbsp;@@ Before you can save any changes, you need to enter your password in the form below. Then configure privacy and other site settings at your [[control panel|http://dragon1.tiddlyspot.com/controlpanel]] (your control panel username is //dragon1//).\n<<tiddler tiddlyspotControls>>\n@@font-weight:bold;font-size:1.3em;color:#444; //Working online// &nbsp;&nbsp;@@ You can edit this ~TiddlyWiki right now, and save your changes using the "save to web" button in the column on the right.\n\n@@font-weight:bold;font-size:1.3em;color:#444; //Working offline// &nbsp;&nbsp;@@ A fully functioning copy of this ~TiddlyWiki can be saved onto your hard drive or USB stick. You can make changes and save them locally without being connected to the Internet. When you're ready to sync up again, just click "upload" and your ~TiddlyWiki will be saved back to tiddlyspot.com.\n\n@@font-weight:bold;font-size:1.3em;color:#444; //Help!// &nbsp;&nbsp;@@ Find out more about ~TiddlyWiki at [[TiddlyWiki.com|http://tiddlywiki.com]]. Also visit [[TiddlyWiki Guides|http://tiddlywikiguides.org]] for documentation on learning and using ~TiddlyWiki. New users are especially welcome on the [[TiddlyWiki mailing list|http://groups.google.com/group/TiddlyWiki]], which is an excellent place to ask questions and get help. If you have a tiddlyspot related problem email [[tiddlyspot support|mailto:support@tiddlyspot.com]].\n\n@@font-weight:bold;font-size:1.3em;color:#444; //Enjoy :)// &nbsp;&nbsp;@@ We hope you like using your tiddlyspot.com site. Please email [[feedback@tiddlyspot.com|mailto:feedback@tiddlyspot.com]] with any comments or suggestions.
!!!A wizard gains his magical power from his study of magic.\nA wizard keeps his spells written in his spellbook. Each day, he selects a few of the spells from his spellbook to prepare to be cast later. When the spell is cast, it disappears from his mind and can not be cast again until he prepares it again. A wizard must choose and prepare his spells ahead of time by getting a good night’s sleep and spending 1 hour studying his spellbook. He cannot prepare any spell not recorded in his spellbook, except for read magic, which all wizards can prepare from memory.\n!!!Starting Spells\nA wizard begins play with a spellbook containing all 0-level wizard spells plus three 1st-level spells of your choice from the sorcerer/wizard spell list. For each point of Intelligence bonus the wizard has, the spellbook holds one additional 1st-level spell of your choice. At any time, a wizard can also add spells found in other wizards’ spellbooks to his own. \n\nAt first level, a wizard can prepare and cast only three 0-level and one 1st-level spells per day. In addition, he receives bonus spells per day if he has a high Intelligence score. (An intelligence score of 12-19 grants one bonus 1st-level spell per day.)\n!!!Specialization in one School of Magic\nIf desired, a wizard may specialize in one school of magic. Specialization allows a wizard to cast one additional spell of his specialty school per spell level each day. If a wizard specializes in one school, he must also select two other schools of magic as forbidden schools and will never be able to learn any spells from those two schools.\n\nThe eight schools of magic are abjuration, conjuration, divination, enchantment, evocation, illusion, necromancy, and transmutation. Most spells belong to one of these schools.\n\n[[Wizard Starting Package]]
I recommend that you choose your character's spells from those available to him as listed in the [[PHB]]. However, if you would prefer, you may simply use this standard starting package of spells.\n!Wizards starting spell book\nSchool of specialization: Transmutation \nProhibited schools : Necromancy and Enchantment\n\n|>|>|!Spells in spellbook|\n|!Spell Level|!Spell Name|!Spell School|\n|0|Resistance|Abjuration|\n|0|Acid Splash|Conjuration|\n|0|Detect Poison|Divination|\n|0|Detect Magic|Divination|\n|0|Read Magic|Divination|\n|0|Dancing Lights|Evocation|\n|0|Flare|Evocation|\n|0|Light|Evocation|\n|0|Ray of Frost|Evocation|\n|0|Ghost Sound|Illusion|\n|0|Mage Hand|Transmutation|\n|0|Mending|Transmutation|\n|0|Message|Transmutation|\n|0|Open/Close|Transmutation|\n|0|Arcane Mark|Universal|\n|0|Prestidigitation|Universal|\n|1|Magic Missile|Evocation|\n|1|Mage Armor|Conjuration|\n|1|Feather Fall|Transmutation|\n|>|>|if INT is 12 or over add|\n|1|Enlarge Person|Transmutation|\n|>|>|if INT is 14 or over also add|\n|1|Identify|Divination|\n|>|>|if INT is 16 or over also add|\n|1|Color Spray|Illusion|\n|>|>|if INT is 18 or over also add|\n|1|Expeditious Retreat|Transmutation|\n\n|>|!Number of spells he can prepair and cast each day|\n|!INT Score|!Spells he can cast|\n|less than 10|three 0-level + 1 additional 0-level Transmutation spell (no 1st level spells)|\n|10-11|three 0-level and one 1st-level spell + 1 additional Transmutation spell|\n|12-19|three 0-level and two 1st-level spells + 1 additional Transmutation spell|\n
The GP limit is from the DMG. It describes the single most expensive item that the PCs can find in that area, it also covers the most amount of money capable of easily been brought to bear (ie. the most money the inhabitants can scrounge up to buy something) at any given time.
There is disagreement as to what the ruins were, originally,\nlargely because the place cannot be thoroughly investigated. Some\nsay they are the remains of the easternmost part of the ancient city\nof Sem La Vah. Others say that this is the last resting place of the\nBarrokks; a graveyard of sorts. Whatever it was, there can be no\ndoubt that it is haunted.
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