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	<title>LegendWiki - User contributions [en]</title>
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	<updated>2026-05-26T23:48:05Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://legendwiki.com/index.php?title=Runesong_Scholar&amp;diff=2149</id>
		<title>Runesong Scholar</title>
		<link rel="alternate" type="text/html" href="https://legendwiki.com/index.php?title=Runesong_Scholar&amp;diff=2149"/>
		<updated>2025-10-07T15:58:33Z</updated>

		<summary type="html">&lt;p&gt;Vicerious: /* 5th Circle - {{Ability|Ubbreakable Oath}} */ Typo fix&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Runesong Scholar==&lt;br /&gt;
Names are power, but few know how to use that to their advantage. By studying the language of the universe, you have gained control over the magic of names and can bend reality to your will through those words alone.&lt;br /&gt;
&lt;br /&gt;
When you select this track, choose your highest Spellcasting Ability Modifier (SAM), or if you do not have a SAM, your [[Intelligence]], [[Wisdom]], or [[Charisma]] modifier. This becomes your Track Ability Modifier (TAM) for this track. The save [[DC]] for abilities under this track is equal to 10 + 1/2 your character [[level]] + your Track Ability Modifier.&lt;br /&gt;
&lt;br /&gt;
==Circles==&lt;br /&gt;
===1&amp;lt;sup&amp;gt;st&amp;lt;/sup&amp;gt; Circle - {{Ability|Semantics|SU}}===&lt;br /&gt;
You gain access to the following abilities which may be activated as a [[swift action]], at will:&lt;br /&gt;
* &#039;&#039;&#039;Know Truenames:&#039;&#039;&#039; You have learned how to glean the true name of another, even if they do not know it themselves. At will, you may force a creature within {{Bracket|Close}} range to surrender the knowledge of its true name. A successful [[Will]] save negates this effect and gives the creature {{Bracket|Immunity}} to this ability for the remainder of the {{Bracket|Scene}}.&lt;br /&gt;
* &#039;&#039;&#039;Heed My Words:&#039;&#039;&#039; You can speak a true name to make its owner painfully aware of your words. The creature hears the next sentence you speak regardless of distance, and if it is within {{Bracket|Extreme}} range it is {{Bracket|Shaken}} for 1 {{Bracket|Round}} at your option. It is a {{Bracket|Fear}}, {{Bracket|Mind-affecting}} ability if you choose to make your target [Shaken].&lt;br /&gt;
&lt;br /&gt;
===2&amp;lt;sup&amp;gt;nd&amp;lt;/sup&amp;gt; Circle - {{Ability|Trace the Lines|SU}}===&lt;br /&gt;
You gain access to the following abilities which may be activated as a [[swift action]], at will:&lt;br /&gt;
* &#039;&#039;&#039;Affirmation of Existence:&#039;&#039;&#039; You can speak a creature&#039;s true name that you know to reveal the creature&#039;s location. This makes you and your allies aware of the creature&#039;s cardinal direction if it is within {{Bracket|Extreme}} range, or precise location if within {{Bracket|Medium}} range, and this causes the creature to be {{Bracket|Revealed}} for one {{Bracket|Round}}. You do not need [[line of sight]] or [[line of effect|effect]] to the creature to activate this ability.&lt;br /&gt;
* &#039;&#039;&#039;Denial of Existence:&#039;&#039;&#039; You may intentionally mangle one true name you know. If the true name&#039;s owner is within {{Bracket|Medium}} range, he takes damage equal to twice your TAM.&lt;br /&gt;
&lt;br /&gt;
===3&amp;lt;sup&amp;gt;rd&amp;lt;/sup&amp;gt; Circle - {{Ability|Will of the Elements|SU}}===&lt;br /&gt;
You gain access to the following abilities:&lt;br /&gt;
* &#039;&#039;&#039;Song Shield:&#039;&#039;&#039; Through practice in the tongue from which all things were formed, you gain an unspoken bond with the base elements. At the beginning of your turn, you gain a Song Shield that grants {{Bracket|Lesser resistance}} against the next source of energy damage you suffer. Song Shields accumulate during an {{Bracket|Encounter}} and stack with one another, but each time you are dealt energy damage, a single Song Shield dissipates. All Song Shields dissipate at the end of each [Encounter].&lt;br /&gt;
* &#039;&#039;&#039;Moniker:&#039;&#039;&#039; You may not know the true name of every blade of grass, but you can craft temporary &amp;quot;nicknames&amp;quot; for them. Once per {{Bracket|Encounter}} as a [[swift action]], you may give a Moniker to one creature per [[level]] you possess within {{Bracket|Close}} range. The Moniker expires at the end of the [Encounter]. A Moniker can be used in the place of a proper true name.&lt;br /&gt;
&lt;br /&gt;
===4&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; Circle - {{Ability|The Earth Calls|SU}}===&lt;br /&gt;
You can send the earth up to meet someone, like a particularly ungentlemanly caller. At will, you may cause a creature within {{Bracket|Close}} range whose true name you know to take damage equal to your character [[level]] and be {{Bracket|Slowed}} for two {{Bracket|Rounds}}. A successful [[Reflex]] save negates the [Slowed] condition. You cannot choose the same target for The Earth Calls more than once per {{Bracket|Encounter}}.&lt;br /&gt;
&lt;br /&gt;
You do not need [[line of sight]] or [[line of effect|effect]] to the creature to activate this ability.&lt;br /&gt;
&lt;br /&gt;
===5&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; Circle - {{Ability|Unbreakable Oath}}===&lt;br /&gt;
{{Sidebox|Oathsworn and Ethereal|[Oathsworn] and [Ethereal] are conditions inflicted by the Runesong Scholar&#039;s abilities. They have no inherent effects.}}&lt;br /&gt;
The first time each {{Bracket|Encounter}} that a given creature is targeted by one of your Runesong abilities that is not Know Truenames or Moniker, that creature becomes [Oathsworn] to you for the rest of the [Encounter]. While the creature is [Oathsworn] to you, if it would take an offensive action that targets you, that action is not taken. A successful [[Will]] save allows the creature to take the action; an unsuccessful Will save renders the creature no longer [Oathsworn] to you.&lt;br /&gt;
&lt;br /&gt;
===6&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; Circle - {{Ability|Abjure|SU}}===&lt;br /&gt;
For a brief moment, you can convince the universe that a creature doesn&#039;t exist. If you know the true name of target creature within {{Bracket|Medium}} range and if that creature had not been targeted by this ability this {{Bracket|Encounter}}, as a [[swift action]] you may render the creature [Ethereal] for one {{Bracket|Round}} . A successful [[Will]] save negates this effect. While a creature is [Ethereal] as a result of this ability, [[line of sight]] is blocked between the creature and other creatures besides you and [[line of effect]] is blocked between the creature and any other creature&#039;s attack, ability, or effect. You do not need line of sight or effect to the creature to use this ability.&lt;br /&gt;
&lt;br /&gt;
===7&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; Circle - {{Ability|Unname|SU}}===&lt;br /&gt;
You gain the ultimate power over true names – the knowledge of their destruction. At will as a [[standard action]] you can cause a creature within {{Bracket|Close}} range whose true name you know to suffer {{Bracket|HP reduction}} equal to half of their maximum [[hit points]]. A successful [[Will]] save negates this effect. You do not need [[line of sight]] or [[line of effect|effect]] to the creature to activate this ability.&lt;br /&gt;
&lt;br /&gt;
[[Category:Official Track]]&lt;br /&gt;
[[Category:Track]]&lt;/div&gt;</summary>
		<author><name>Vicerious</name></author>
	</entry>
	<entry>
		<id>https://legendwiki.com/index.php?title=Virtue&amp;diff=2148</id>
		<title>Virtue</title>
		<link rel="alternate" type="text/html" href="https://legendwiki.com/index.php?title=Virtue&amp;diff=2148"/>
		<updated>2020-09-21T16:32:27Z</updated>

		<summary type="html">&lt;p&gt;Vicerious: /* 1st Circle - {{Ability|Font|SU}} */ Typo fix&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Virtue: The Seven Circles of Renewal==&lt;br /&gt;
==Circles==&lt;br /&gt;
===1&amp;lt;sup&amp;gt;st&amp;lt;/sup&amp;gt; Circle - {{Ability|Font|SU}}===&lt;br /&gt;
Once per {{Bracket|Encounter}}, you may draw up an immobile wellspring of vitality called a font which manifests as a low steady hum and a single spark of light. As a [[swift action]], you may place it anywhere within 10 ft + 5 ft per two character [[level]]s. Each {{Bracket|Round}}, at the start of your turn, an arc of restorative energy strikes one ally of your choice within your {{Bracket|Close}} range of the font, and heals 2 [[HP]] plus your character level and your [[Charisma]] modifier. A font expires after a number of [Rounds] equal to your Charisma modifier (minimum 2). Fonts do not occupy a square, and cannot be targeted or affected by anything but the Virtue track abilities of their creator.&lt;br /&gt;
&lt;br /&gt;
===2&amp;lt;sup&amp;gt;nd&amp;lt;/sup&amp;gt; Circle - {{Ability|Icon}}===&lt;br /&gt;
You may now place up to two fonts per {{Bracket|Encounter}}, using a separate [[swift action]] to place each.&lt;br /&gt;
&lt;br /&gt;
===3&amp;lt;sup&amp;gt;rd&amp;lt;/sup&amp;gt; Circle - {{Ability|Dawnsign}}===&lt;br /&gt;
Fonts you place now persist for a number of {{Bracket|Rounds}} equal to twice your [[Charisma]] modifier (minimum 4 [Rounds]), and an additional font emanates from you passively, beginning on your first turn each [Encounter].&lt;br /&gt;
&lt;br /&gt;
===4&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; Circle - {{Ability|Vitality Engine|SU}}===&lt;br /&gt;
If any portion of the [[HP]] healed by an arc would have no effect on a target due to his or her HP being full, instead of simply being wasted, that target gains [[temporary HP]] equal to the amount of healing that would have normally had no effect. Unlike normal temporary HP, this stacks to a maximum of half the target&#039;s normal max HP. This temporary HP lasts for the duration of the {{Bracket|Encounter}}.&lt;br /&gt;
&lt;br /&gt;
===5&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; Circle - {{Ability|Holy Glyph|SU}}===&lt;br /&gt;
Instead of its normal benefit, an arc from one of your fonts may be used to expunge any one of the following conditions: {{Bracket|Shaken}}, {{Bracket|Entangled}}, {{Bracket|Nauseated}}, {{Bracket|Dazzled}},{{Bracket|Deafened}}, {{Bracket|Blinded}}, or {{Bracket|Sickened}}.&lt;br /&gt;
&lt;br /&gt;
You can trigger and direct a single arc from one of your fonts as a [[swift action]], in addition to the normal arcs at the beginning of your turn.&lt;br /&gt;
&lt;br /&gt;
===6&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; Circle - {{Ability|Star Spark|SU}}===&lt;br /&gt;
An arc may be used to expunge any one of the following conditions instead of healing: {{Bracket|Stunned}}, {{Bracket|Slowed}}, {{Bracket|Battered}}, or {{Bracket|Dazed}}. Additionally, any time you use your [[swift action]] to generate an additional arc, you may destroy any one of your fonts to create an arc that heals 50 points of damage and {{Bracket|Teleport}} that ally anywhere within range of a remaining font. You may not destroy the font emanating from your person.&lt;br /&gt;
&lt;br /&gt;
===7&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; Circle - {{Ability|Rebirth|SU}}===&lt;br /&gt;
You may destroy a font as part of your [[swift action]] to generate an arc that revives a {{Bracket|Dead}} ally, healing the ally to 50 [[hit points]] in the process (if the ally&#039;s maximum hit points are less than 50, he gains the rest as [[temporary HP]]). If you opt to do this, you may not destroy a font with Star Spark as part of the same action. You may not destroy the font emanating from your person.&lt;br /&gt;
&lt;br /&gt;
[[Category:Official Track]]&lt;br /&gt;
[[Category:Class Track]]&lt;br /&gt;
[[Category:Track]]&lt;br /&gt;
[[Category:Paladin]]&lt;/div&gt;</summary>
		<author><name>Vicerious</name></author>
	</entry>
	<entry>
		<id>https://legendwiki.com/index.php?title=Dragon&amp;diff=2147</id>
		<title>Dragon</title>
		<link rel="alternate" type="text/html" href="https://legendwiki.com/index.php?title=Dragon&amp;diff=2147"/>
		<updated>2020-09-21T16:31:23Z</updated>

		<summary type="html">&lt;p&gt;Vicerious: /* 7th Circle - {{Ability|Great Wyrm}} */ Linkified Quest&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Template:RaceTrack&lt;br /&gt;
|kom=Str&lt;br /&gt;
|kdm=Cha&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Dragon==&lt;br /&gt;
{{Template:RaceChassis&lt;br /&gt;
|abilities=+2 Cha&lt;br /&gt;
|size=Varies&lt;br /&gt;
|type=Magical beast&lt;br /&gt;
|bonuses={{Bracket|Darkvision}}&lt;br /&gt;
|feats=[[You Will Falter]]&amp;lt;br&amp;gt; [[Open Lesser Binding]]&amp;lt;br&amp;gt; [[The Earth Cracks]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
In many ways, there’s simply nothing more emblematic of fantasy than a giant dragon. While mid-sized and compact economy models are quite popular these days, full-scale dragons remain the creature of choice when you absolutely, positively must scare the pants off of an adventuring party. The dragon track is a distillation of the smallest set of common traits shared by most dragons, which can be combined with other tracks to better describe a specific kind of dragon.&lt;br /&gt;
&lt;br /&gt;
Dragons can be {{Bracket|Average}} or {{Bracket|Large}}, a permanent choice established on their creation. Dragons may also choose any two saves to be their Good saves. The remaining save becomes a Poor save.&lt;br /&gt;
&lt;br /&gt;
==Circles==&lt;br /&gt;
===1&amp;lt;sup&amp;gt;st&amp;lt;/sup&amp;gt; Circle - {{Ability|Agility}}===&lt;br /&gt;
You gain the [[Fly]] movement mode. You also gain the following natural weapon:&lt;br /&gt;
* &#039;&#039;&#039;Dragon Claws&#039;&#039;&#039; – Melee, range {{Bracket|Melee}}), {{Bracket|Brutal 3}}.&lt;br /&gt;
&lt;br /&gt;
===2&amp;lt;sup&amp;gt;nd&amp;lt;/sup&amp;gt; Circle - {{Ability|Vitality}}===&lt;br /&gt;
Your maximum [[HP]] increases by one point per character [[level]] per circle of the Dragon track you possess, to a maximum of +140 HP at 20th level.&lt;br /&gt;
&lt;br /&gt;
===3&amp;lt;sup&amp;gt;rd&amp;lt;/sup&amp;gt; Circle - {{Ability|True Dragon}}===&lt;br /&gt;
This marks your transition from your previous form to the dragon you were meant to be. Your scales have formed a protective coat, which can be improved with [[Custom Magic Items|enchantments]] as if it were armor, though it is not treated as armor for any other purpose. This coat grants you a +3 [[Gameplay Basics#Modifiers|item bonus]] to [[AC]], which improves by +1 if it is enchanted as a [[Lesser item]], or +2 if it is enchanted as a [[Greater item]], or +3 if it is enchanted as a [[Relic]], or +4 if it is enchanted as an [[Artifact]]. The Masterwork enchantment can never be applied to your scales. In addition, whenever you hit with an attack using your Dragon Claws, you are healed for half the damage you dealt on that attack, up to your [[level]] in [[HP]]. Abilities or effects that would increase this ability’s healing do so only once per {{Bracket|Round}}.&lt;br /&gt;
&lt;br /&gt;
===4&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; Circle - {{Ability|Dignity}}===&lt;br /&gt;
All conditions and {{Bracket|Binding}} effects affecting you have their durations reduced by one {{Bracket|Round}}, to a minimum of 1 [Round]. If a condition would normally persist for an {{Bracket|Encounter}}, it instead lasts eight [Rounds] or until the [Encounter] ends, whichever occurs first. If a condition would normally persist for a {{Bracket|Scene}}, it instead lasts for the [Encounter]. If a condition would normally persist for a {{Bracket|Quest}}, it instead lasts for the [Scene]. Permanent conditions are unaltered.&lt;br /&gt;
&lt;br /&gt;
===5&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; Circle - {{Ability|Endurance}}===&lt;br /&gt;
Fatal damage you are subjected to takes a full {{Bracket|Round}} to kill or incapacitate you. During that [Round], you may be healed.&lt;br /&gt;
&lt;br /&gt;
===6&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; Circle - {{Ability|Power}}===&lt;br /&gt;
Twice per [Encounter], as a swift action, you may let loose a horrible challenge. Opponents within {{Bracket|Close}} range are {{Bracket|Deafened}} for one {{Bracket|Round}}, and they must use their [[Standard Action|standard]] and [[move action]]s to either flee or approach you (using standard actions to [[Run]] and move actions to move), or target you with offensive actions for one {{Bracket|Round}}. A successful [[Will]] save ([[DC]] 10 + 1/2 your [[level]] + your [[KOM]]) negates this effect.&lt;br /&gt;
&lt;br /&gt;
===7&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; Circle - {{Ability|Great Wyrm}}===&lt;br /&gt;
You have grown in power, transcending the mortality of lesser beings. Once per {{Bracket|Scene}}, whenever you die or are rendered {{Bracket|Unconscious}}, you are revived at the beginning of the next {{Bracket|Round}} with full [[HP]]. You can delay your revival or choose not to return at all. If you die more than once during a [Scene], you may come back to life at the beginning of the next {{Bracket|Quest}}.&lt;br /&gt;
&lt;br /&gt;
[[Category:Official Track]]&lt;br /&gt;
[[Category:Official Race]]&lt;br /&gt;
[[Category:Racial Track]]&lt;br /&gt;
[[Category:Race]]&lt;br /&gt;
[[Category:Track]]&lt;/div&gt;</summary>
		<author><name>Vicerious</name></author>
	</entry>
	<entry>
		<id>https://legendwiki.com/index.php?title=Custom_Magic_Items&amp;diff=2146</id>
		<title>Custom Magic Items</title>
		<link rel="alternate" type="text/html" href="https://legendwiki.com/index.php?title=Custom_Magic_Items&amp;diff=2146"/>
		<updated>2020-09-21T16:30:21Z</updated>

		<summary type="html">&lt;p&gt;Vicerious: Typo fix&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;While we present a fairly robust collection of [[magic items]], you can never have too many implements for driving your enemies before you. To this end, the system below presents a workshop full of arcane secrets for creating and upgrading magical weapons, armor and shields... from your garden-variety flaming, freezing, electrical, acid swords to hideously spiked, almost-sentient walls on your arm and suits of shapeshifting platemail. This system also provides a toolbox for characters looking to enchant or upgrade their natural weapons, so long as they are willing to spend magic item slots on these enchantments as is normal.&lt;br /&gt;
&lt;br /&gt;
==Creating Custom Magic Items==&lt;br /&gt;
Customized [[Weapons|arms]] and [[armor]], like other [[magic items]] of their type, have a normal set of mundane statistics, and a bonus to [[attack roll]]s or [[AC]] based on their [[Magic Items#Magic Item Grades|Item Tier]]. Like any other magic item, a custom item&#039;s Tier ranges from [[Lesser item]] to [[Artifact]]. For customized arms and armor, its Tier determines the number of points that may be&lt;br /&gt;
spent on enchantments in creating the item.&lt;br /&gt;
* &#039;&#039;&#039;Lesser items:&#039;&#039;&#039; 1 point&lt;br /&gt;
* &#039;&#039;&#039;Greater items:&#039;&#039;&#039; 2 points&lt;br /&gt;
* &#039;&#039;&#039;Relic:&#039;&#039;&#039; 3 points&lt;br /&gt;
* &#039;&#039;&#039;Artifact:&#039;&#039;&#039; 4 points&lt;br /&gt;
&lt;br /&gt;
Enchantments are magical enhancements and powers a custom item possesses. There are several important limitations on the use of enchantments: An enchantment may only be added to a given item once unless stated otherwise.&lt;br /&gt;
&lt;br /&gt;
Each enchantment has a point cost which must be spent to add the enchantment to a magic item. Thus, for example, a custom [[Relic]] weapon could consist of three 1-point enchantments, a 2-point enchantment and a 1-point enchantment, or a single 3-point enchantment.&lt;br /&gt;
&lt;br /&gt;
Each enchantment is labeled with one or more of the [Armor], [Shield], and [Weapon] tags to determine to which types of items it can be applied. For example, only an [Armor] enchantment can be added to a suit of armor, and if that enchantment also possesses the [Shield] tag, it could be applied to a shield instead.&lt;br /&gt;
&lt;br /&gt;
Many enchantments are more powerful on equipment of higher tiers, listing different or additional effects for higher tiers of items. Other enchantments only list effects for high-tier items despite a lower point value. No enchantment may be added to an item of a lower tier than the lowest for which it lists effects. If multiple tiers are listed before a single effect – for example, &amp;quot;Lesser/Greater&amp;quot; – then the effect is the same for each of those tiers.&lt;br /&gt;
&lt;br /&gt;
Even if a creature possesses more than one item with the same enchantment, they only gain the benefits of that enchantment once. However, if an enchantment has a limited number of uses per {{Bracket|Encounter}} or {{Bracket|Scene}}, possessing multiple items with that enchantment grants an appropriate number of additional uses.&lt;br /&gt;
&lt;br /&gt;
==Upgrading Unique Items==&lt;br /&gt;
As characters [[Leveling Up|level up]], they may find that their old items are less effective than they used to be. Using your old [[Blaze Bolter]] next to a party member who just moved up to an [[Oxidized Slab]] can be disappointing. The rules for customized equipment allow you to address this issue by upgrading magic weapons, armor, and shields – custom-generated or otherwise – by raising their [[Magic Items#Magic Item Grades|item tier]] and adding enchantments.&lt;br /&gt;
&lt;br /&gt;
To upgrade a piece of equipment, simply increase its [[Magic Items#Magic Item Grades|Tier]], increasing its attack or [[AC]] bonus appropriately, and add a number of points worth of enchantments equal to the allotment for its new tier, minus the allotment for its old tier. For example, to upgrade the aforementioned [[Blaze Bolter]], a [[Greater item]], to an [[Artifact]], you would add 2 points&#039; worth of enchantments since Artifacts gain 4 points of enchantments and Greater Items gain 2. The new abilities granted by these enchantments are in addition to all of the item&#039;s old abilities. Like most aspects of item acquisition, we leave the in-game process of upgrading items in this fashion to you.&lt;br /&gt;
&lt;br /&gt;
Bear in mind that the abilities of existing magic items may not be as effective at higher tiers as similar low-value enchantments. Upgrading a unique weapon, suit of armor, or shield is an excellent way to keep your favorite toys relevant, but it has the potential to result in items that are weaker than expected for their Tier. Players should work closely with their GMs when upgrading an item to avoid shooting themselves in the foot.&lt;br /&gt;
&lt;br /&gt;
==Enchantments==&lt;br /&gt;
===1-Point Enchantments===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center; width:100%&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
!Armor&lt;br /&gt;
!Shield&lt;br /&gt;
!Weapon&lt;br /&gt;
![[Lesser item|Lesser]]&lt;br /&gt;
![[Greater item|Greater]]&lt;br /&gt;
![[Relic]]&lt;br /&gt;
![[Artifact]]&lt;br /&gt;
|-&lt;br /&gt;
!Adept&lt;br /&gt;
|&#039;&#039;This implement of combat doubles as a tool of your trade.&#039;&#039;&lt;br /&gt;
|X&lt;br /&gt;
|X&lt;br /&gt;
|X&lt;br /&gt;
|&lt;br /&gt;
|Choose one [[Skills|skill]]. You gain a +2 [[item bonus]] to that skill.&lt;br /&gt;
|Choose two [[skills]]. You gain a +2 [[item bonus]] to those skills.&lt;br /&gt;
|Choose three [[skills]]. You gain a +2 [[item bonus]] to those skills.&lt;br /&gt;
|-&lt;br /&gt;
!Dancing&lt;br /&gt;
|&#039;&#039;The finely engraved embroidery truly conveys a sense of grace into your movements.&#039;&#039;&lt;br /&gt;
|X&lt;br /&gt;
|X&lt;br /&gt;
|X&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot;|You may make an extra [[5 ft step]] on your turn if you spend your [[move action]] doing anything other than moving.&lt;br /&gt;
|-&lt;br /&gt;
!Detecting&lt;br /&gt;
|&#039;&#039;This item empathically &amp;quot;watches out&amp;quot; for you in a way - warning of impending danger.&#039;&#039;&lt;br /&gt;
|X&lt;br /&gt;
|X&lt;br /&gt;
|X&lt;br /&gt;
|You are always aware of whether or not there are any opponents in your {{Bracket|Melee}} range, though this does not tell you their location.&lt;br /&gt;
|You are always aware of whether or not there are any opponents in your {{Bracket|Close}} range, though this does not tell you their location.&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot;|You are always aware of whether or not there are any opponents in your {{Bracket|Medium}} range, though this does not tell you their location.&lt;br /&gt;
|-&lt;br /&gt;
!Energized&lt;br /&gt;
|&#039;&#039;Your weapon festers with energy.&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|X&lt;br /&gt;
|Choose {{Bracket|Fire}}, {{Bracket|Cold}}, {{Bracket|Acid}}, {{Bracket|Electricity}}, or {{Bracket|Force}}. Whenever you deal damage with an attack using this weapon, you deal 2 additional energy damage with the chosen descriptor.&lt;br /&gt;
|As Lesser, and either increase by 2 the damage with the chosen descriptor, or choose another descriptor and whenever you deal damage with an attack using this weapon, you deal 2 additional energy damage with the chosen descriptor.&lt;br /&gt;
|As Greater, and either increase by 2 the damage with the one of chosen descriptors, or choose another descriptor and whenever you deal damage with an attack using this weapon, you deal 2 additional energy damage with the chosen descriptor.&lt;br /&gt;
|As Relic, and either increase by 2 the damage with the one of chosen descriptors, or choose another descriptor and whenever you deal damage with an attack using this weapon, you deal 2 additional energy damage with the chosen descriptor.&lt;br /&gt;
|-&lt;br /&gt;
!Extradimensional&lt;br /&gt;
|&#039;&#039;This weapon is always in your grasp, whether it exists at this precise moment or not.&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|X&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot;|You may call or dismiss this weapon at any time for no action cost, be it after being [[disarm]]ed, during an [[attack action]], or at any other point. When called, the weapon appears immediately in your hand, regardless of distance or planar boundaries. When dismissed, this weapon functionally ceases to exist until it is next called. As long as this weapon remains attuned to you, the Extradimensional enchantment functions as if you were wielding it.&lt;br /&gt;
|-&lt;br /&gt;
!Flesheater&lt;br /&gt;
|&#039;&#039;Yuck.&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|X&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot;|Whenever you hit an opponent with an attack using this weapon, you may cause that miserable opponent to begin {{Bracket|Burning}} from something far too gross to describe accurately.&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot;|As Lesser/Greater, and whenever you hit an opponent with an attack using this weapon, you may inflict the {{Bracket|Bleeding}} condition on that opponent.&lt;br /&gt;
|-&lt;br /&gt;
!Flying&lt;br /&gt;
|&#039;&#039;This armor grants the power of flight through means either obvious or not.&#039;&#039;&lt;br /&gt;
|X&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|You gain the [[Fly]] movement mode and a +5 ft bonus to your movement speed.&lt;br /&gt;
|-&lt;br /&gt;
!Forceful&lt;br /&gt;
|&#039;&#039;You can focus on this item to unleash a whirlwind of concussive force.&#039;&#039;&lt;br /&gt;
|X&lt;br /&gt;
|X&lt;br /&gt;
|X&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|Once per {{Bracket|Encounter}} as a [[standard action]], you may inflict {{Bracket|HP reduction}} equal to your [[level]] + [[KOM]] on all opponents within {{Bracket|Melee}} range and knock them {{Bracket|Prone}}. A successful [[Fortitude]] save ([[DC]] 10 + 1/2 your level + your KOM) negates the [Prone] condition.&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|Once per {{Bracket|Encounter}} as a [[standard action]], you may inflict {{Bracket|HP reduction}} equal to your [[level]] + [[KOM]] on all opponents within {{Bracket|Close}} range and make them {{Bracket|Blown away}}. A successful [[Fortitude]] save ([[DC]] 10 + 1/2 your level + your KOM) negates the [Blown away] condition.&lt;br /&gt;
|-&lt;br /&gt;
!Masterwork&lt;br /&gt;
|&#039;&#039;You&#039;ll notice that it shines. Also, it glistens.&#039;&#039;&lt;br /&gt;
|X&lt;br /&gt;
|X&lt;br /&gt;
|X&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot;|This item&#039;s [[item bonus]] to [[AC]] or [[attack roll]]s is increased by one if it is [[armor]] or a [[weapon]]; its [[deflection bonus]] to AC is increased by one if it is a [[shield]].&lt;br /&gt;
|-&lt;br /&gt;
!Neutralizing&lt;br /&gt;
|&#039;&#039;Every blow with the weapon puts you in a better position.&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|X&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot;|Whenever you hit an opponent with an attack using this weapon, you gain a +1 [[deflection bonus]] to [[AC]] against that opponent for one {{Bracket|Round}}. This bonus stacks with itself up to a maximum of 1, + 1 per six character [[level]]s you possess.&lt;br /&gt;
|-&lt;br /&gt;
!Resilient&lt;br /&gt;
|&#039;&#039;The plated metal is comforting, flexible, and unnaturally sturdy.&#039;&#039;&lt;br /&gt;
|X&lt;br /&gt;
|X&lt;br /&gt;
|&lt;br /&gt;
|You gain a +1 [[item bonus]] to any one [[saves|save]].&lt;br /&gt;
|You gain a +1 [[item bonus]] to any two [[saves]].&lt;br /&gt;
|You gain a +1 [[item bonus]] to all [[saves]].&lt;br /&gt;
|You gain a +2 [[item bonus]] to all [[saves]].&lt;br /&gt;
|-&lt;br /&gt;
!Seeking&lt;br /&gt;
|&#039;&#039;This weapon is perfectly happy to do the work for you.&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|X&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot;|Whenever you hit with an attack using this weapon, you may forgo your base damage and all damage from [[feats]], abilities, and effects, dealing physical damage equal to your [[level]] + [[KOM]], plus any damage from [[weapon properties]] or enchantments, instead.&lt;br /&gt;
|-&lt;br /&gt;
!Sophisticated&lt;br /&gt;
|&#039;&#039;It&#039;s the kind of weapon you could take out to a fancy party.&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|X&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|Choose one [[weapon property]]. This weapon gains that weapon property, and if you so choose, it also gains the {{Bracket|Arcane}} weapon property. These choices are permanent and cannot be made again if you stop using this weapon and use it again later. This does not allow you to add {{Bracket|Barbed}} to a [[natural weapon]].&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|Choose two [[weapon properties]]. This weapon gains those weapon properties, and if you so choose, it also gains the {{Bracket|Arcane}} weapon property. These choices are permanent and cannot be made again if you stop using this weapon and use it again later. This does not allow you to add {{Bracket|Barbed}} to a [[natural weapon]].&lt;br /&gt;
|-&lt;br /&gt;
!Streamlined&lt;br /&gt;
|&#039;&#039;Small clockwork fixtures hidden inside this armor enhance your movements.&#039;&#039;&lt;br /&gt;
|X&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|You gain a +10 ft bonus to your movement speed.&lt;br /&gt;
|You gain a +15 ft bonus to your movement speed.&lt;br /&gt;
|You gain a +20 ft bonus to your movement speed.&lt;br /&gt;
|You gain a +25 ft bonus to your movement speed.&lt;br /&gt;
|-&lt;br /&gt;
!Traveler&#039;s&lt;br /&gt;
|&#039;&#039;You can go pretty much anywhere in this set of armor.&#039;&#039;&lt;br /&gt;
|X&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot;|You gain the constant benefits of the &#039;&#039;[[endure elements]]&#039;&#039; spell, the [[Swim]] movement mode, and moving out of a square of [[difficult terrain]] does not cost you extra movement.&lt;br /&gt;
|-&lt;br /&gt;
!Variable&lt;br /&gt;
|&#039;&#039;Perfect for the general weapons master on the go.&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|X&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot;|Once per {{Bracket|Round}} as a [[free action]] you may cause this weapon to lose all of its [[weapon properties]] except for any weapon properties granted by abilities or temporary effects, and then gain a number of weapon properties equal to the number it lost, minus one if it lost the {{Bracket|Arcane}} weapon property.&lt;br /&gt;
|-&lt;br /&gt;
!Vital&lt;br /&gt;
|&#039;&#039;This item offers protection at a fundamental level.&#039;&#039;&lt;br /&gt;
|X&lt;br /&gt;
|X&lt;br /&gt;
|X&lt;br /&gt;
|&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|You gain an [[item bonus]] to your maximum [[hit points]] equal to your [[level]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===2-Point Enchantments===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center; width:100%&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
!Armor&lt;br /&gt;
!Shield&lt;br /&gt;
!Weapon&lt;br /&gt;
![[Greater item|Greater]]&lt;br /&gt;
![[Relic]]&lt;br /&gt;
![[Artifact]]&lt;br /&gt;
|-&lt;br /&gt;
!Battle Cry&lt;br /&gt;
|&#039;&#039;Your fearsome equipment sings a song of blood and fear as it wallows in battle.&#039;&#039;&lt;br /&gt;
|X&lt;br /&gt;
|&lt;br /&gt;
|X&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|Once per {{Bracket|Encounter}} as a [[swift action]] you can yell a horrifying battle cry, making all opponents within {{Bracket|Close}} range {{Bracket|Frightened}} for 1 {{Bracket|Round}}. A successful [[Will]] save ([[DC]] 10 + 1/2 your [[level]] + your [[Cha]]) negates the [Frightened] condition.&lt;br /&gt;
|-&lt;br /&gt;
!Bolstering&lt;br /&gt;
|&#039;&#039;This gives you great comfort and the strength to continue against overwhelming odds.&#039;&#039;&lt;br /&gt;
|X&lt;br /&gt;
|X&lt;br /&gt;
|&lt;br /&gt;
|You gain {{Bracket|Fast healing}} 4.&lt;br /&gt;
|You gain {{Bracket|Fast healing}} 6.&lt;br /&gt;
|You gain {{Bracket|Fast healing}} 8.&lt;br /&gt;
|-&lt;br /&gt;
!Drinking&lt;br /&gt;
|&#039;&#039;Blood flows from your foes&#039; veins to yours.&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|X&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|Whenever you deal damage to an opponent with an attack using this weapon, you heal an amount equal to half the damage dealt to a maximum of half your [[level]]. Abilities or effects that would increase this enchantment&#039;s healing do so only once per {{Bracket|Round}}.&lt;br /&gt;
|-&lt;br /&gt;
!Mighty&lt;br /&gt;
|&#039;&#039;This weapon strikes blows that send foes flying.&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|X&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|Once per {{Bracket|Round}} when you hit an opponent in your {{Bracket|Melee}} range with an attack using this weapon, you can spend a [[swift action]] to use the [[Bull Rush]] combat maneuver against that opponent. You may continue your [[attack action]] after the Bull Rush.&lt;br /&gt;
|-&lt;br /&gt;
!Proactive&lt;br /&gt;
|&#039;&#039;This half-sentient protection surrounds you with a whirlwind of spikes, blades and chains.&#039;&#039;&lt;br /&gt;
|X&lt;br /&gt;
|X&lt;br /&gt;
|&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|Any opponent that ends its turn within your {{Bracket|Melee}} range takes damage equal to your [[KDM]].&lt;br /&gt;
|-&lt;br /&gt;
!Resistant&lt;br /&gt;
|&#039;&#039;Flickers of energy are absorbed into the item&#039;s surface.&#039;&#039;&lt;br /&gt;
|X&lt;br /&gt;
|X&lt;br /&gt;
|&lt;br /&gt;
|Choose two of {{Bracket|Fire}}, {{Bracket|Cold}}, {{Bracket|Acid}}, and {{Bracket|Electricity}}. You gain {{Bracket|Lesser resistance}} against those two descriptors.&lt;br /&gt;
|You gain {{Bracket|Lesser resistance}} to energy damage.&lt;br /&gt;
|You gain {{Bracket|Resistance}} to energy damage.&lt;br /&gt;
|-&lt;br /&gt;
!Spellstoring&lt;br /&gt;
|&#039;&#039;The arcane chambers inlayed into this weapon allow it to store and release spells.&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|X&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|As a [[standard action]] you may spend a spell slot of any circle. If you do, choose a [[spell]] you know of that circle or lower. Once per {{Bracket|Round}} as a [[swift action]], when you hit an opponent with an attack made using this weapon, if the chosen spell is not discharged from this weapon, you may note the result of your [[attack roll]] for that attack and cast the chosen spell without provoking [[attacks of opportunity]] as a {{Bracket|Surge}} effect. If you do, that spell is discharged from this weapon. If the spell targets one or more creatures, you must choose that opponent as a target of the spell if able. If the spell targets one or more squares, you must choose one square that opponent occupies as a target of the spell if able. If you would make an attack roll for an attack against a creature as part of casting the spell, compare the noted result to that creature&#039;s [[AC]] instead. If it equals or exceeds that creature&#039;s AC, that attack hits that creature. Abilities and effects other than the spell&#039;s effects that take place as the result of a hit or [[critical hit]] don&#039;t activate as a result of this hit.&amp;lt;br&amp;gt;At the end of each {{Bracket|Scene}}, all [[spell]]s are discharged from this weapon. You may only be attuned to one Spellstoring weapon at a time.&lt;br /&gt;
|-&lt;br /&gt;
!Spiteful&lt;br /&gt;
|&#039;&#039;This weapon is a sore loser.&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|X&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|Whenever you fail a [[saves|save]] against any effect, you gain a bonus to damage with this weapon against the opponent from whom the effect originated equal to your [[KOM]] until the end of the {{Bracket|Encounter}}. This bonus stacks with itself, to a maximum of twice your KOM.&lt;br /&gt;
|-&lt;br /&gt;
!Warpeater&lt;br /&gt;
|&#039;&#039;This weapon keeps reality in check.&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|X&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|Once per {{Bracket|Round}} when you hit an opponent with an attack using this weapon for the second time this [Round], you may affect that opponent with &#039;&#039;[[dimensional anchor]]&#039;&#039;, as the [[spell]].&lt;br /&gt;
|Once per {{Bracket|Round}} when you hit an opponent with an attack using this weapon, you may affect that opponent with &#039;&#039;[[dimensional anchor]]&#039;&#039;, as the [[spell]].&lt;br /&gt;
|-&lt;br /&gt;
!Wingeater&lt;br /&gt;
|&#039;&#039;You don&#039;t even want to think about what this does&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|X&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|Once per [Round], when you hit an opponent with an attack using this weapon for the second time this {{Bracket|Round}}, you may cause that opponent to lose {{Bracket|Flying}} and the [[Fly]] movement mode until the end of your next turn.&lt;br /&gt;
|Once per [Round], when you hit an opponent with an attack using this weapon, you may cause that opponent to lose {{Bracket|Flying}} and the [[Fly]] movement mode until the end of your next turn.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===3-Point Enchantments===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center; width:100%&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
!Armor&lt;br /&gt;
!Shield&lt;br /&gt;
!Weapon&lt;br /&gt;
![[Relic]]&lt;br /&gt;
![[Artifact]]&lt;br /&gt;
|-&lt;br /&gt;
!Chameleon&lt;br /&gt;
|&#039;&#039;This armor disguises its wearer, much like the eponymous creature disguises itself.&#039;&#039;&lt;br /&gt;
|X&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|You may use the [[Stealth]] skill as a [[Swift action|swift]] or [[immediate action]].&lt;br /&gt;
|-&lt;br /&gt;
!Fortress&lt;br /&gt;
|&#039;&#039;Blows aren&#039;t the only thing it blocks.&#039;&#039;&lt;br /&gt;
|X&lt;br /&gt;
|X&lt;br /&gt;
|&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|You gain {{Bracket|Immunity}} to {{Bracket|Paralyzed}}, {{Bracket|Stunned}}, {{Bracket|Dazed}}, {{Bracket|Nauseated}}, and {{Bracket|Slowed}}.&lt;br /&gt;
|-&lt;br /&gt;
!Hearteater&lt;br /&gt;
|&#039;&#039;This grisly weapon has a bite like none other - leaving incurable wounds.&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|X&lt;br /&gt;
|Once per {{Bracket|Round}} when you hit an opponent with an attack using this weapon for the second time this [Round], you may inflict the {{Bracket|Battered}} condition on that opponent until the end of your next turn. A successful [[Fortitude]] save ([[DC]] 10 + 1/2 your [[level]] + your [[KOM]]) negates the [Battered] condition.&lt;br /&gt;
|Once per {{Bracket|Round}} when you hit an opponent with an attack using this weapon, you may inflict the {{Bracket|Battered}} condition on that opponent until the end of your next turn. A successful [[Fortitude]] save ([[DC]] 10 + 1/2 your [[level]] + your [[KOM]]) negates the [Battered] condition.&lt;br /&gt;
|-&lt;br /&gt;
!Morphic&lt;br /&gt;
|&#039;&#039;Without shape and form, it changes to suit your needs.&#039;&#039;&lt;br /&gt;
|X&lt;br /&gt;
|X&lt;br /&gt;
|X&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|At the start of each {{Bracket|Scene}}, you may add up to two points worth of enchantments to this item until the end of the [Scene].&lt;br /&gt;
|-&lt;br /&gt;
!Shockwave&lt;br /&gt;
|&#039;&#039;A thunderous wake is left wherever it strikes.&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|X&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|Twice per {{Bracket|Round}}, you may add the {{Bracket|Volley}} descriptor to one attack with this weapon; this attack with the [Volley] descriptor is applied against all opponents within a 60 ft [[wedge]] originating from you.&lt;br /&gt;
|-&lt;br /&gt;
!Spelleater&lt;br /&gt;
|&#039;&#039;This implement of destruction bites beyond flesh and bone – down to magic itself.&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|X&lt;br /&gt;
|&lt;br /&gt;
|Once per {{Bracket|Round}}, when you hit an opponent with an attack using this weapon, you may affect that opponent with &#039;&#039;[[dispel magic]]&#039;&#039;, as the [[spell]].&lt;br /&gt;
|-&lt;br /&gt;
!Storming&lt;br /&gt;
|&#039;&#039;The clouds above are at your command.&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|X&lt;br /&gt;
|X&lt;br /&gt;
|Once per {{Bracket|Encounter}}, you may cast the &#039;&#039;[[call lightning]]&#039;&#039; spell with a save [[DC]] of (10 + 1/2 your [[level]] + your [[KOM]]).&lt;br /&gt;
|Once per {{Bracket|Encounter}}, you may cast the &#039;&#039;[[call lightning ]]&#039;&#039;spell, and once per {{Bracket|Scene}}, you may cast the &#039;&#039;[[lightning storm]]&#039;&#039; spell. The [[DC]] for these spells is equal to 10 + 1/2 your [[level]] + your [[KOM]].&lt;br /&gt;
|-&lt;br /&gt;
!Unbending&lt;br /&gt;
|&#039;&#039;Only the smith who forged it knows the secrets of this mystic metal.&#039;&#039;&lt;br /&gt;
|X&lt;br /&gt;
|X&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|You gain {{Bracket|Lesser resistance}} to all damage.&lt;br /&gt;
|-&lt;br /&gt;
!Vorpal&lt;br /&gt;
|&#039;&#039;One, two! One, two! And through and through.&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|X&lt;br /&gt;
|When making an attack using this weapon, your [[critical hit]] range expands to include the next three highest numbers on a d20 on which you would not otherwise score a critical hit.&lt;br /&gt;
|When making an attack using this weapon, your [[critical hit]] range expands to include the next four highest numbers on a d20 on which you would not otherwise score a critical hit.&lt;br /&gt;
|-&lt;br /&gt;
!Whirling&lt;br /&gt;
|&#039;&#039;The centrifugal forces trapped within occasionally send you into a veritable whirlwind.&#039;&#039;&lt;br /&gt;
|X&lt;br /&gt;
|&lt;br /&gt;
|X&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|You no longer provoke [[attacks of opportunity]] while [[Charge|charg]]ing or suffer an [[AC]] penalty from the Charge combat maneuver. While using the Charge combat maneuver, you gain a +30 ft bonus to your movement speed and may move into and out of squares occupied by opponents, moving them 5 ft away from your charge path, and dealing 5 damage to them. This movement does not provoke attacks of opportunity. Additionally, you may use the [[Trip]] combat maneuver with a +2 bonus to the [[DC]] in place of the melee attack at the end of the Charge combat maneuver.&lt;br /&gt;
|-&lt;br /&gt;
!Wraithblade&lt;br /&gt;
|&#039;&#039;This weapon scythes through the sturdiest of defenses.&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|X&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|Attacks made using this weapon gain a bonus to [[attack roll]]s equal to half of their target&#039;s [[item bonus]] to [[AC]]. This bonus does not stack with [[Gameplay Basics#Modifiers|fury bonuses]] to attack rolls, although it is not a fury bonus.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Sample Custom Items==&lt;br /&gt;
===Chameleon Skin===&lt;br /&gt;
:&#039;&#039;When you first stretch this skintight suit over your body, you feel a stabbing pain all over your body, but it quickly subsides.&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Artifact armor:&#039;&#039;&#039; +5 [[item bonus]] to [[AC]].&lt;br /&gt;
:&#039;&#039;&#039;Adept:&#039;&#039;&#039; Grants a +2 [[item bonus]] to [[Acrobatics]], [[Larceny]], and [[Stealth]] checks.&lt;br /&gt;
:&#039;&#039;&#039;Chameleon:&#039;&#039;&#039; You may use the [[Stealth]] skill as a [[swift action|swift]] or [[immediate action]].&lt;br /&gt;
&lt;br /&gt;
===Damascus Shield===&lt;br /&gt;
:&#039;&#039;The smooth surface of this shield quivers a little depending on air currents. The water-like patterns in the steel shift as it does.&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Artifact shield:&#039;&#039;&#039; +4 [[deflection bonus]] to [[AC]].&lt;br /&gt;
:&#039;&#039;&#039;Fortress:&#039;&#039;&#039; Grants {{Bracket|Immunity}} to {{Bracket|Paralyzed }}, {{Bracket|Stunned}}, {{Bracket|Dazed}}, {{Bracket|Nauseated}}, and {{Bracket|Slowed}}.&lt;br /&gt;
:&#039;&#039;&#039;Resilient:&#039;&#039;&#039; Grants a +2 [[item bonus]] to all [[saves]].&lt;br /&gt;
&lt;br /&gt;
===Immaculate Hilt===&lt;br /&gt;
:&#039;&#039;This finely-wrought piece is untarnished, without even the fine marks of honing or the faint tell-tales of use on the handle. More curiously, this hilt flows uneasily like melting butter, forming into any weapon of the user&#039;s choosing.&lt;br /&gt;
:&#039;&#039;&#039;Immaculate Hilt:&#039;&#039;&#039; Melee, range {{Bracket|Melee}}, {{Bracket|Brutal 3}}.&lt;br /&gt;
:&#039;&#039;&#039;Artifact weapon:&#039;&#039;&#039; +4 [[item bonus]] to [[attack roll]]s.&lt;br /&gt;
:&#039;&#039;&#039;Variable:&#039;&#039;&#039; Once per {{Bracket|Round}} as a [[free action]] you may cause this weapon to lose all of its [[weapon properties]] except for any weapon properties granted by abilities or temporary effects and then gain a number of weapon properties equal to the number it lost.&lt;br /&gt;
:&#039;&#039;&#039;Vorpal:&#039;&#039;&#039; When making an attack using this weapon, your [[critical hit]] range expands to include the next four highest numbers on a d20 on which you would not otherwise score a critical hit.&lt;br /&gt;
&lt;br /&gt;
===Ironmountain Plate===&lt;br /&gt;
:&#039;&#039;The traditional lines of this sleek armor give way to what look to be heavy modifications, with broad sharp plating added and anchored with dwarven runes. The craftsmanship marks this as the work of a master smith.&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Relic armor:&#039;&#039;&#039; +4 [[item bonus]] to [[AC]]&lt;br /&gt;
:&#039;&#039;&#039;Masterwork:&#039;&#039;&#039; Ironmountain Plate&#039;s [[item bonus]] to [[AC]] is increased by one.&lt;br /&gt;
:&#039;&#039;&#039;Vital:&#039;&#039;&#039; Grants an [[item bonus]] to  maximum [[hit points]] equal to your [[level]].&lt;br /&gt;
&lt;br /&gt;
===Pistolcaster===&lt;br /&gt;
:&#039;&#039;It&#039;s not a gun, that&#039;s for sure, not really. It&#039;ll fire bullets or even arrows in a pinch, but the strange struts and arcane wiring suggests this weapon has a higher purpose... or at least a more devastating one.&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Pistolcaster:&#039;&#039;&#039; Ranged, range {{Bracket|Close}}, {{Bracket|Arcane}}, {{Bracket|Brutal 2}}, {{Bracket|Magnum}}.&lt;br /&gt;
:&#039;&#039;&#039;Greater weapon:&#039;&#039;&#039; +2 [[item bonus]] to [[attack roll]]s.&lt;br /&gt;
:&#039;&#039;&#039;Spellstoring:&#039;&#039;&#039; As a [[standard action]], you may cast a [[spell]] into this weapon, storing it inside the weapon rather than gaining its normal effect. Once per {{Bracket|Round}} you may choose to release a stored spell before making an attack with the Pistolcaster. The spell affects any one creature that attack hits; or if the spell would affect an area, the spell&#039;s area originates from and includes the square the creature occupies.&lt;br /&gt;
&lt;br /&gt;
===Rolling Thunder===&lt;br /&gt;
:&#039;&#039;This greataxe seems to be made from a single slab of iron. Incomprehensible runes and otherwordly creatures are engraved all over its surface.&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Rolling Thunder:&#039;&#039;&#039; Melee, range {{Bracket|Melee}}, {{Bracket|Brutal 2}}, {{Bracket|Scything}}.&lt;br /&gt;
:&#039;&#039;&#039;Artifact weapon:&#039;&#039;&#039; +4 [[item bonus]] to [[attack roll]]s.&lt;br /&gt;
:&#039;&#039;&#039;Masterwork:&#039;&#039;&#039; Rolling Thunder&#039;s [[item bonus]] to [[attack roll]]s is increased by one.&lt;br /&gt;
:&#039;&#039;&#039;Mighty:&#039;&#039;&#039; Once per {{Bracket|Round}}, when you hit an opponent in {{Bracket|Melee}} range with an attack using this weapon, you can spend a [[swift action]] to use the [[Bull Rush]] combat maneuver against that opponent. You may continue your attack action after the Bull Rush.&lt;br /&gt;
:&#039;&#039;&#039;Energized:&#039;&#039;&#039; Whenever you deal damage on an attack using this weapon, you deal 8 additional energy damage with the {{Bracket|Electricity}} descriptor.&lt;br /&gt;
&lt;br /&gt;
===Simple Knife===&lt;br /&gt;
:&#039;&#039;This finely made blade looks like it’s actually carved out of flint, though the hilt is very well-worked, and uses an exotic tanned leather. The only adornment is a single glyph that is cut all the way through the middle of the handle.&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Simple Knife:&#039;&#039;&#039; Melee, range {{Bracket|Melee}}, {{Bracket|Guardian}}, {{Bracket|Hold-out}}, {{Bracket|Thrown}}.&lt;br /&gt;
:&#039;&#039;&#039;Relic weapon:&#039;&#039;&#039; +3 [[item bonus]] to [[attack roll]]s.&lt;br /&gt;
:&#039;&#039;&#039;Wraithblade:&#039;&#039;&#039; Attacks made using this weapon gain a bonus to [[attack roll]]s equal to half of their target&#039;s [[item bonus]] to [[AC]]. This bonus does not stack with [[Gameplay Basics#Modifiers|fury bonus]]es to attack rolls, although it is not a fury bonus.&lt;br /&gt;
&lt;br /&gt;
===Vanguard===&lt;br /&gt;
:&#039;&#039;This beautifully-carved shield makes you feel healthier when you pick it up.&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Greater shield:&#039;&#039;&#039; +2 [[deflection bonus]] to [[AC]].&lt;br /&gt;
:&#039;&#039;&#039;Vital:&#039;&#039;&#039; Grants an [[item bonus]] to maximum [[hit points]] equal to your [[level]].&lt;br /&gt;
&lt;br /&gt;
===Vera===&lt;br /&gt;
:&#039;&#039;This is your very favorite gun. Rumors suggest that a previous owner traded it for a slave shortly before she killed him in his sleep.&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Vera:&#039;&#039;&#039; Ranged, range {{Bracket|Extreme}}, {{Bracket|Brutal 1}}, {{Bracket|Distant 3}}, {{Bracket|Magnum}}.&lt;br /&gt;
:&#039;&#039;&#039;Greater weapon:&#039;&#039;&#039; +3 [[item bonus]] to [[attack roll]]s.&lt;br /&gt;
:&#039;&#039;&#039;Masterwork:&#039;&#039;&#039; Vera&#039;s [[item bonus]] to [[attack roll]]s is increased by one.&lt;br /&gt;
:&#039;&#039;&#039;Sophisticated:&#039;&#039;&#039; Vera has one extra [[weapon property]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Magic Items]]&lt;/div&gt;</summary>
		<author><name>Vicerious</name></author>
	</entry>
	<entry>
		<id>https://legendwiki.com/index.php?title=Mounted_Combat&amp;diff=2143</id>
		<title>Mounted Combat</title>
		<link rel="alternate" type="text/html" href="https://legendwiki.com/index.php?title=Mounted_Combat&amp;diff=2143"/>
		<updated>2019-08-29T10:21:03Z</updated>

		<summary type="html">&lt;p&gt;Vicerious: Type fix&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Sidebox|A Note on Mounts|Mounts are not necessarily inorganic vehicles. A mount may be a horse, for instance, or a friendly hunchback who gives piggyback rides. They are not, however, considered creatures whenever we refer to that term throughout the book.}}&lt;br /&gt;
&lt;br /&gt;
Mounts are unique within &#039;&#039;Legend&#039;&#039; in the sense that squares they occupy are specifically meant to be occupied by creatures. A mount can occupy a space that is 1 square by 1 square or 2 squares by 2 squares, determined when it is created; otherwise, your GM must agree to the size and shape of any mount whose space is not 1 square by 1 square or 2 squares by 2 squares.&lt;br /&gt;
&lt;br /&gt;
As a [[move action]], a creature adjacent to a mount or in a mount&#039;s space trained in the [[Ride]] skill may become or cease to be that mount&#039;s rider or passenger. As a move action and a [[standard action]], a creature adjacent to a mount or in a mount&#039;s space and not trained in the Ride skill may become or cease to be that mount&#039;s rider or passenger. Becoming a mount&#039;s rider or passenger is called boarding. Ceasing to be a mount&#039;s rider or passenger is called dismounting. These actions provoke [[attacks of opportunity]] and do not count as movement. Each mount may only have one rider at a time and each creature may only be an occupant - whether rider &lt;br /&gt;
or passenger - of one mount at a time. If a mount&#039;s rider is {{Bracket|Flying}}, {{Bracket|Swimming}}, {{Bracket|Burrowing}}, or {{Bracket|Soaring}}, a creature must also possess that condition to become a passenger of that mount.&lt;br /&gt;
&lt;br /&gt;
Whenever a creature would board a mount, that mount&#039;s rider may choose for that creature not to board the mount, in which case any action that creature took to board is used with no effect. A successful [[Acrobatics]], [[Athletics]], or [[Ride]] check ([[DC]] 10 + the rider&#039;s [[Ride]] skill bonus) allows the creature to board the mount anyway.&lt;br /&gt;
&lt;br /&gt;
A creature without the [[Fly]] movement mode that dismounts a {{Bracket|Flying}} mount falls. This is a [[Hazardous Fall]] absent a forgiving GM. A creature without the [[Soar]] movement mode that dismounts a {{Bracket|Soaring}} mount enters free-fall, as detailed in the [Soaring] condition.&lt;br /&gt;
&lt;br /&gt;
A creature immediately ceases to be a mount&#039;s rider when it no longer occupies the mount and whenever it becomes {{Bracket|Unconscious}}. Whenever a creature that occupies a mount becomes [Unconscious], that creature immediately becomes a passenger of that mount.&lt;br /&gt;
&lt;br /&gt;
At the start of each {{Bracket|Encounter}}, each creature that is a rider of a mount and is not trained in the [[Ride]] skill ceases to be a rider of that mount. A creature that is not trained in the Ride skill cannot become the rider of a mount during an [Encounter].&lt;br /&gt;
&lt;br /&gt;
On a creature&#039;s turn, without taking an action, if that creature is an occupant of a mount, it may occupy another unoccupied space of that mount instead or swap spaces with another willing occupant of that mount, if able, without causing the mount to move. (This does not count as the creature moving.)&lt;br /&gt;
&lt;br /&gt;
[[Line of sight]] can only be established to a mount if line of sight can be established to one or more of the mount&#039;s occupants.&lt;br /&gt;
&lt;br /&gt;
Whenever an uncarried rider of a mount would move or be repositioned to a square without the {{Bracket|Teleport}} descriptor or an effect with the [Teleport] descriptor for which an opponent of a mount&#039;s rider is the source would move or reposition that rider to a square, the mount moves or is repositioned to that square instead, with the [Teleport] descriptor if an effect with the [Teleport] descriptor would have moved or repositioned the rider, and its rider is carried during that movement or repositioning.&lt;br /&gt;
&lt;br /&gt;
Whenever an uncarried rider of a mount chooses to move or be repositioned to a square with the {{Bracket|Teleport}} descriptor, that rider may do so, automatically dismounting in the process. If that rider doesn&#039;t, the mount moves or is repositioned to that square instead with the [Teleport] descriptor, and its rider is carried during that movement or repositioning.&lt;br /&gt;
&lt;br /&gt;
Whenever an effect with the {{Bracket|Teleport}} descriptor for which an ally of a mount&#039;s uncarried rider is the source would move or reposition that rider to a square, the mount moves or is repositioned to that square instead with the [Teleport] descriptor, and its rider is carried during that movement or repositioning.&lt;br /&gt;
&lt;br /&gt;
Abilities and effects that would move the rider based on the rider&#039;s movement speed instead move the mount based on the mount&#039;s movement speed. (A mount&#039;s rider can still make skill checks that involve movement.)&lt;br /&gt;
&lt;br /&gt;
The mount&#039;s occupants other than the rider cannot choose to move without the {{Bracket|Teleport}} descriptor while aboard the mount; instead, they move when the mount does, at its movement speed and in the same direction.&lt;br /&gt;
&lt;br /&gt;
If any of the mount&#039;s occupants other than the rider chooses to move with the {{Bracket|Teleport}} descriptor or reposition to another square through an ability or effect, that occupant may do so, automatically dismounting in the process.&lt;br /&gt;
&lt;br /&gt;
Whenever a mount would move into or be repositioned into a space in which it cannot fit, instead the mount is not moved or repositioned there, in which case any action that would have caused it to move or be repositioned is used with no effect.&lt;br /&gt;
&lt;br /&gt;
All of a mount&#039;s occupants have [[line of sight]] and [[line of effect]] to each other, and are within {{Bracket|Melee}} range of one another.&lt;br /&gt;
&lt;br /&gt;
Whenever an effect would move or reposition a single opponent of its source that is an occupant of a mount any distance, its source may instead have that opponent dismount, then move or reposition that opponent that distance minus 5 ft. If the source does and the effect does not offer a save to negate the movement or repositioning, a successful [[Reflex]] save ([[DC]] 10 + 1/2 the source&#039;s [[level]] + the source&#039;s [[KOM]]) causes the mount to be moved or repositioned instead, and its rider is carried during that movement or repositioning. If the source does not, the mount is moved or repositioned instead, and its rider is carried during that movement or &lt;br /&gt;
repositioning.&lt;br /&gt;
&lt;br /&gt;
Whenever an effect would move or reposition multiple opponents of its source that are occupants of a mount, its source may instead have each of those opponents dismount, then move or reposition that opponent that distance minus 5 ft. If the source does and the effect does not offer a save to negate the movement or repositioning, a successful [[Reflex]] save by one or more of those opponents ([[DC]] 10 + 1/2 the source&#039;s [[level]] + the source&#039;s [[KOM]]) causes the mount to be moved or repositioned instead of dismounting and moving or repositioning the opponents that made the successful save, and its rider is carried during that movement or repositioning. If the source does not, the mount is moved or repositioned instead, and its rider is carried during that movement or repositioning. Any effect that would reduce the rider&#039;s movement speed or prevent movement reduces the mount&#039;s movement speed or prevents movement by the mount, respectively, instead.&lt;br /&gt;
&lt;br /&gt;
Whenever a mount&#039;s rider gains the {{Bracket|Burrowing}}, {{Bracket|Flying}}, {{Bracket|Swimming}}, or {{Bracket|Soaring}} condition, the mount&#039;s passengers gain the same condition. Whenever a mount&#039;s rider loses the [Burrowing], [Flying], [Swimming], or [Soaring] condition, the mount&#039;s passengers lose the same condition. A mount&#039;s occupants cannot gain or lose the [Flying], [Swimming], [Burrowing], or [Soaring] condition while they occupy the mount unless the mount&#039;s rider gains or loses the same condition.&lt;br /&gt;
&lt;br /&gt;
[[Category:Combat Rules]]&lt;/div&gt;</summary>
		<author><name>Vicerious</name></author>
	</entry>
	<entry>
		<id>https://legendwiki.com/index.php?title=Category:Homebrew_Authors&amp;diff=2142</id>
		<title>Category:Homebrew Authors</title>
		<link rel="alternate" type="text/html" href="https://legendwiki.com/index.php?title=Category:Homebrew_Authors&amp;diff=2142"/>
		<updated>2019-08-09T15:29:47Z</updated>

		<summary type="html">&lt;p&gt;Vicerious: Created page with &amp;quot;Category:Homebrew&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Homebrew]]&lt;/div&gt;</summary>
		<author><name>Vicerious</name></author>
	</entry>
	<entry>
		<id>https://legendwiki.com/index.php?title=Category:Timeless_Error&amp;diff=2141</id>
		<title>Category:Timeless Error</title>
		<link rel="alternate" type="text/html" href="https://legendwiki.com/index.php?title=Category:Timeless_Error&amp;diff=2141"/>
		<updated>2019-08-09T15:29:20Z</updated>

		<summary type="html">&lt;p&gt;Vicerious: Created page with &amp;quot;Category:Homebrew Authors&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Homebrew Authors]]&lt;/div&gt;</summary>
		<author><name>Vicerious</name></author>
	</entry>
	<entry>
		<id>https://legendwiki.com/index.php?title=Category:Homebrew_Race&amp;diff=2140</id>
		<title>Category:Homebrew Race</title>
		<link rel="alternate" type="text/html" href="https://legendwiki.com/index.php?title=Category:Homebrew_Race&amp;diff=2140"/>
		<updated>2019-08-09T15:28:54Z</updated>

		<summary type="html">&lt;p&gt;Vicerious: Created page with &amp;quot;Category:Homebrew&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Homebrew]]&lt;/div&gt;</summary>
		<author><name>Vicerious</name></author>
	</entry>
	<entry>
		<id>https://legendwiki.com/index.php?title=Category:Homebrew_Track&amp;diff=2139</id>
		<title>Category:Homebrew Track</title>
		<link rel="alternate" type="text/html" href="https://legendwiki.com/index.php?title=Category:Homebrew_Track&amp;diff=2139"/>
		<updated>2019-08-09T15:28:39Z</updated>

		<summary type="html">&lt;p&gt;Vicerious: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Homebrew]]&lt;/div&gt;</summary>
		<author><name>Vicerious</name></author>
	</entry>
	<entry>
		<id>https://legendwiki.com/index.php?title=Category:Homebrew_Track&amp;diff=2138</id>
		<title>Category:Homebrew Track</title>
		<link rel="alternate" type="text/html" href="https://legendwiki.com/index.php?title=Category:Homebrew_Track&amp;diff=2138"/>
		<updated>2019-08-09T15:28:26Z</updated>

		<summary type="html">&lt;p&gt;Vicerious: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Catengry:Homebrew]]&lt;/div&gt;</summary>
		<author><name>Vicerious</name></author>
	</entry>
	<entry>
		<id>https://legendwiki.com/index.php?title=Category:Homebrew_Track&amp;diff=2137</id>
		<title>Category:Homebrew Track</title>
		<link rel="alternate" type="text/html" href="https://legendwiki.com/index.php?title=Category:Homebrew_Track&amp;diff=2137"/>
		<updated>2019-08-09T15:28:13Z</updated>

		<summary type="html">&lt;p&gt;Vicerious: Created page with &amp;quot;Catengory:Homebrew&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Catengory:Homebrew]]&lt;/div&gt;</summary>
		<author><name>Vicerious</name></author>
	</entry>
	<entry>
		<id>https://legendwiki.com/index.php?title=Folklore:Abomination&amp;diff=2136</id>
		<title>Folklore:Abomination</title>
		<link rel="alternate" type="text/html" href="https://legendwiki.com/index.php?title=Folklore:Abomination&amp;diff=2136"/>
		<updated>2019-08-09T15:27:43Z</updated>

		<summary type="html">&lt;p&gt;Vicerious: Created page with &amp;quot;{{Template:RaceTrack |hp=8 |skills=6 |kom=Varies |kdm=Varies |will=Good }}  ==Abomination== {{Template:RaceChassis |abilities=+2 Any One |type=Outsider |size=Varies |bonuses=+...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Template:RaceTrack&lt;br /&gt;
|hp=8&lt;br /&gt;
|skills=6&lt;br /&gt;
|kom=Varies&lt;br /&gt;
|kdm=Varies&lt;br /&gt;
|will=Good&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Abomination==&lt;br /&gt;
{{Template:RaceChassis&lt;br /&gt;
|abilities=+2 Any One&lt;br /&gt;
|type=Outsider&lt;br /&gt;
|size=Varies&lt;br /&gt;
|bonuses=+1 (+1/8 levels) [[Gameplay Basics#Modifiers|racial bonus]] to any one [[Skills|skill]]&amp;lt;br&amp;gt; +1 racial bonus to a single type of [[saving throw]]&lt;br /&gt;
|feats=Any one&lt;br /&gt;
}}&lt;br /&gt;
Most [[Outsider]]s, like [[Celestial]]s and [[Demon]]s, are divine emissaries or embodiments of different planes of existence. Some, however, come from beyond the reaches of reality itself. These madness-inducing creatures, called Abominations, are strange and alien, and are universally despised and feared by mortals.&lt;br /&gt;
&lt;br /&gt;
Ranging from brain-eating, tentacled geniuses to foul, reeking blobs, Abominations take many forms, but all of them share a common race.&lt;br /&gt;
&lt;br /&gt;
Abominations may choose either [[Fortitude]] or [[Reflex]] as their good save. [[Will]] is always a good save for Abominations.&lt;br /&gt;
&lt;br /&gt;
==Circles==&lt;br /&gt;
===1&amp;lt;sup&amp;gt;st&amp;lt;/sup&amp;gt; Circle - The Creature===&lt;br /&gt;
You gain two of the following abilities:&lt;br /&gt;
* &#039;&#039;&#039;{{Ability|Chitinous Skin}}:&#039;&#039;&#039; You have an insect-like exoskeleton. You gain an [[item bonus]] to [[AC]] equal to the number of circles you have in this track.&lt;br /&gt;
* &#039;&#039;&#039;{{Ability|Endearing|SU}}:&#039;&#039;&#039; You may look like an adorable bunny on the outside, but underneath the skin, you are a reality-shaking monster.  For the first {{Bracket|Round}} of an {{Bracket|Encounter}}, you can treat all creatures you target with attacks as {{Bracket|Flat-footed}} for the purposes of resolving those attacks. This is a {{Bracket|Mind-affecting}} effect.&lt;br /&gt;
* &#039;&#039;&#039;{{Ability|Enfearing|SU}}:&#039;&#039;&#039; You have yet to meet someone brave enough to look you in the eye. Once per {{Bracket|Round}} as a [[move action]], you can force one opponent to make a [[Will]] save ([[DC]] 10 + 1/2 your [[level]] + your [[KOM]]) or become {{Bracket|Shaken}} for one {{Bracket|Round}}. This is a {{Bracket|Fear}}, {{Bracket|Mind-affecting}} ability.&lt;br /&gt;
* &#039;&#039;&#039;{{Ability|Grafter}}:&#039;&#039;&#039; Unlike other Abominations, you were not born as a monster that laughs in the face of all that is holy and pure. Instead, you are a scientist or mage who has learned to attach severed body parts from various creatures to your own flesh. At the start of a {{Bracket|Scene}}, you can reselect the abilities granted to you by this track (although you may never choose to replace this ability).&lt;br /&gt;
* &#039;&#039;&#039;{{Ability|Terrible Claws}}:&#039;&#039;&#039; You gain a [[natural weapon]]. This weapon can be either melee or ranged, and possesses any three [[Weapons#Weapon Properties|weapon properties]] of your choice, except for {{Bracket|Barbed}}, {{Bracket|Hold-out}}, and {{Bracket|Quick-draw}}. This ability can be selected multiple times.&lt;br /&gt;
&lt;br /&gt;
===2&amp;lt;sup&amp;gt;nd&amp;lt;/sup&amp;gt; Circle - The Mutant===&lt;br /&gt;
You gain one of the following abilities:&lt;br /&gt;
* &#039;&#039;&#039;{{Ability|Acidic Skin}}:&#039;&#039;&#039; The first opponent in a {{Bracket|Round}} to come within your {{Bracket|Melee}} must make a [[Reflex]] save ([[DC]] 10 + 1/2 your [[level]] + your [[KOM]]) or become {{Bracket|Burning}}.&lt;br /&gt;
* &#039;&#039;&#039;{{Ability|Alter Appearance|SU}}:&#039;&#039;&#039; You can change your physical appearance at your whim. As a [[swift action]], you can change your form to resemble that of any other creature of your [[size]]. Once per {{Bracket|Scene}} for the purposes of one [[social encounter]], you can use this ability to grant yourself a +5 bonus to [[Bluff]] checks.&lt;br /&gt;
* &#039;&#039;&#039;{{Ability|Gargantuan}}:&#039;&#039;&#039; You tower over everything in sight. Your size becomes {{Bracket|Large}}, if it is not [Large] already. Additionally, you occupy a 10 ft by 10 ft square at 2nd circle, a 15 ft by 15 ft square at 4th circle, and a 20 ft by 20 ft square at 6th circle, and your {{Bracket|Melee}} range increases by 5 ft at 3rd circle and again at 6th circle.&lt;br /&gt;
* &#039;&#039;&#039;{{Ability|Tentacles}}:&#039;&#039;&#039; As a [[swift action]], you can force one opponent within your {{Bracket|Close}} range to make a [[Reflex]] save ([[DC]] 10 + 1/2 your [[level]] + your [[KOM]]) or take damage equal to your character level and become {{Bracket|Grappled}} by you as if by the [[Grapple]] combat maneuver.&lt;br /&gt;
* &#039;&#039;&#039;{{Ability|Twist Reality|SU}}:&#039;&#039;&#039; Once per {{Bracket|Encounter}}, for one {{Bracket|Round}}, you can add the {{Bracket|Teleport}} descriptor to all movement you make for one [Round].&lt;br /&gt;
&lt;br /&gt;
===3&amp;lt;sup&amp;gt;rd&amp;lt;/sup&amp;gt; Circle - The Unnatural===&lt;br /&gt;
You gain one of the following abilities, as well as one additional ability made available at 1st circle:&lt;br /&gt;
* &#039;&#039;&#039;{{Ability|Callous Carapace}}:&#039;&#039;&#039; Your skin thickens, forming a hard coating. You gain {{Bracket|Lesser resistance}} to physical damage.&lt;br /&gt;
* &#039;&#039;&#039;{{Ability|Eldritch Wings}}:&#039;&#039;&#039; You gain the [[Fly]] movement mode.&lt;br /&gt;
* &#039;&#039;&#039;{{Ability|Lesser Brain-eating|SU}}:&#039;&#039;&#039; Om nom nom, gray matter is delicious. As a [[move action]], you can force one opponent who is {{Bracket|Grappled}} by you to make a [[Will]] save ([[DC]] 10 + 1/2 your [[level]] + your [[KOM]]) or take damage equal to your character level and become {{Bracket|Fatigued}}.  This is a {{Bracket|Mind-affecting}} effect.&lt;br /&gt;
* &#039;&#039;&#039;{{Ability|Stench}}:&#039;&#039;&#039; Ew. At the beginning of each {{Bracket|Round}}, all opponents within {{Bracket|Close}} range of you must make a [[Fortitude]] save ([[DC]] 10 + 1/2 your [[level]] + your [[KOM]]) or become {{Bracket|Sickened}}.&lt;br /&gt;
* &#039;&#039;&#039;{{Ability|Regeneration|SU}}:&#039;&#039;&#039; The ability to regrow organs is a useful skill. You gain {{Bracket|Fast healing}} equal to your [[KOM]].&lt;br /&gt;
&lt;br /&gt;
===4&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; Circle - The Monster===&lt;br /&gt;
You gain one of the following abilities, as well as one additional ability made available at 2nd circle:&lt;br /&gt;
* &#039;&#039;&#039;{{Ability|Alien Mind}}:&#039;&#039;&#039; You do not understand terror the same way mortals do. You gain {{Bracket|Immunity}} to {{Bracket|Fear}} effects.&lt;br /&gt;
* &#039;&#039;&#039;{{Ability|Arcana Diffusion|SLA}}:&#039;&#039;&#039; You are such an unholy mockery of nature that even the very act of attempting to break the laws of physics fails in your presence. Once per {{Bracket|Encounter}}, as a [[swift action]], you may use &#039;&#039;[[dispel magic]]&#039;&#039;, as the spell.&lt;br /&gt;
* &#039;&#039;&#039;{{Ability|Master Grafter}}:&#039;&#039;&#039; In order to select this ability, you must previously have selected Grafter.  You can now choose to give any ability granted to you by this track (excluding this one and Grafter) to an ally. Your ally now benefits from that ability instead of you.  At the start of a {{Bracket|Scene}}, you may switch which abilities you give to which allies.&lt;br /&gt;
* &#039;&#039;&#039;{{Ability|More Tentacles}}:&#039;&#039;&#039; In order to select this ability, you must previously have selected Tentacles. Your Tentacles ability now deals extra damage equal to your [[KOM]] (making the total damage your character [[level]] + your KOM) and count as a [[Grapple]] combat maneuver for the purposes of determining effects or abilities that would apply to or activate on Grapple combat maneuvers. Additionally, immediately after you activate your Tentacles ability, you can use any one combat maneuver usable as a [[move action]] without its associated action cost.&lt;br /&gt;
&lt;br /&gt;
===5&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; Circle - The Anathema===&lt;br /&gt;
You gain one of the following abilities, as well as one additional ability made available at 3rd circle:&lt;br /&gt;
* &#039;&#039;&#039;{{Ability|Aura of Insanity|SU}}:&#039;&#039;&#039; One look at you is enough to drive men mad. At the beginning of each {{Bracket|Encounter}}, opponents within {{Bracket|Close}} range of you must make a [[Will]] save ([[DC]] 10 + 1/2 your [[level]] + your [[KOM]]) or become {{Bracket|Confused}}. This is a {{Bracket|Mind-affecting}} ability.&lt;br /&gt;
* &#039;&#039;&#039;{{Ability|Greater Brain-eating|SU}}:&#039;&#039;&#039; There’s nothing better than the taste of a fresh cranium. In order to select this ability, you must previously have selected Lesser Brain-eating. You can activate your Lesser Brain-eating ability by spending two [[free action]]s. Additionally, once per {{Bracket|Encounter}}, when an opponent fails their save against your Lesser Brain-eating ability, they become {{Bracket|Dazed}} for one {{Bracket|Round}}. This is a {{Bracket|Mind-affecting}} effect.&lt;br /&gt;
* &#039;&#039;&#039;{{Ability|Shatterproof Shell}}:&#039;&#039;&#039; You grow a nigh-impenetrable suit of natural armor. You gain {{Bracket|Resistance}} to physical damage.&lt;br /&gt;
* &#039;&#039;&#039;{{Ability|Stink}}:&#039;&#039;&#039; Eeeeeeeeew. In order to select this ability, you must previously have selected Stench. Once per {{Bracket|Encounter}}, when an opponent fails its save against your Stench ability, you can force that opponent to make a second [[Fortitude]] save ([[DC]] 10 + 1/2 your [[level]] + your [[KOM]) or become {{Bracket|Nauseated}}.&lt;br /&gt;
&lt;br /&gt;
===6&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; Circle - The Horror===&lt;br /&gt;
You gain one of the following abilities, as well as one additional ability made available at 2nd circle:&lt;br /&gt;
* &#039;&#039;&#039;{{Ability|All the Tentacles}}:&#039;&#039;&#039; In order to select this ability, you must previously have selected Tentacles. Whenever you activate your Tentacles ability, you can target all opponents within your {{Bracket|Close}} range. Each opponent targeted must make a [[Reflex]] save, and any opponent that fails suffers the effects of your Tentacles ability. Additionally, your Tentacles ability now deals extra damage equal to your character [[level]] (making the total damage twice your character level, or twice your character level + your [[KOM]] if you selected More Tentacles).&lt;br /&gt;
* &#039;&#039;&#039;{{Ability|Energy Transfer|SU}}:&#039;&#039;&#039; You drain the life out of one of your enemies and use it to reinvigorate yourself. Once per {{Bracket|Encounter}}, after hitting with a successful attack, the opponent hit by that attack becomes {{Bracket|Energy drained}} for the duration of the {{Bracket|Encounter}}, and you immediately gain [[temporary hit points]] equal to five times the number of circles you have in this track, unless the target makes a successful [[Fortitude]] save ([[DC]] 10 + 1/2 your [[level]] + your [[KOM]]).&lt;br /&gt;
* &#039;&#039;&#039;{{Ability|Incomprehensible Mind}}:&#039;&#039;&#039; In order to select this ability, you must previously have selected Alien Mind. You gain {{Bracket|Immunity}} to all {{Bracket|Mind-affecting}} effects.&lt;br /&gt;
* &#039;&#039;&#039;{{Ability|Rapid Regeneration|SU}}:&#039;&#039;&#039; You gain {{Bracket|Fast healing}} equal to your character [[level]] plus your [[KOM]]. If you already have Regeneration, this ability makes the total [Fast healing] you have gained from this track equal to your character level plus twice your KOM.&lt;br /&gt;
&lt;br /&gt;
===7&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; Circle - The Abomination===&lt;br /&gt;
You gain one of the following abilities, as well as one additional ability made available at 3rd circle:&lt;br /&gt;
* &#039;&#039;&#039;{{Ability|Arcana Disruption|SU}}:&#039;&#039;&#039; In order to select this ability, you must previously have selected Arcana Diffusion. At will as a [[swift action]], you may use &#039;&#039;[[greater dispel magic]]&#039;&#039;, as the spell.&lt;br /&gt;
* &#039;&#039;&#039;{{Ability|Impenetrable Cocoon}}:&#039;&#039;&#039; A whirling wall of strange material surrounds you, deflecting swords and spells alike.  Once per [Encounter], as a non-action at the beginning of any [Round], you can activate your Impenetrable Cocoon.  For the duration of that [Round], you have [Immunity] to hit point damage.&lt;br /&gt;
* &#039;&#039;&#039;{{Ability|Timeless Terror|SU}}:&#039;&#039;&#039; When people see you, they go running in the other direction (if they don&#039;t collapse dead on the spot). At the beginning of each {{Bracket|Encounter}}, opponents within {{Bracket|Close}} range of you must make a [[Will]] save ([[DC]] 10 + 1/2 your [[level]] + your [[KOM]]) or take damage equal to three times your level and become {{Bracket|Frightened}}. This is not a {{Bracket|Fear}} or {{Bracket|Mind-affecting}} ability, so it bypasses {{Bracket|Immunity}} to [Fear] and [Mind-affecting] effects.&lt;br /&gt;
&lt;br /&gt;
[[Category:Homebrew]]&lt;br /&gt;
[[Category:Homebrew Track]]&lt;br /&gt;
[[Category:Homebrew Race]]&lt;br /&gt;
[[Category:Timeless_Error]]&lt;/div&gt;</summary>
		<author><name>Vicerious</name></author>
	</entry>
	<entry>
		<id>https://legendwiki.com/index.php?title=Weapons&amp;diff=2135</id>
		<title>Weapons</title>
		<link rel="alternate" type="text/html" href="https://legendwiki.com/index.php?title=Weapons&amp;diff=2135"/>
		<updated>2019-04-29T14:57:08Z</updated>

		<summary type="html">&lt;p&gt;Vicerious: /* Devastating */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
You can only wield one weapon that is not a natural weapon at a time, and the GM may want to limit characters to carrying a maximum number of weapons that are not natural weapons equal to their [[KOM]] on their person. You may, however, decide that one weapon represents a pair of weapons in the game world, or even twenty weapons. You can spend a [[swift action]] or part of a [[move action]] to draw a weapon, stow a weapon, or switch weapons, and a [[free action]] to drop a weapon. There is no action required to reload or reacquire any ranged or thrown weapon.&lt;br /&gt;
&lt;br /&gt;
A weapon has three weapon properties and starts with 1d6 base damage. Weapons deal all damage as physical damage unless otherwise specified.&lt;br /&gt;
&lt;br /&gt;
===Base Damage===&lt;br /&gt;
Every weapon and natural weapon deals 1d6 damage in addition to its wielder&#039;s [[KOM]] on a hit. This is called the weapon&#039;s or natural weapon&#039;s base damage.&lt;br /&gt;
&lt;br /&gt;
===Natural Weapons===&lt;br /&gt;
You are always wielding a natural weapon you possess. All creatures possess the Unarmed Strike natural weapon which has no weapon properties.&lt;br /&gt;
:&#039;&#039;&#039;Unarmed Strike&#039;&#039;&#039; - Melee, range {{Bracket|Melee}}&lt;br /&gt;
&lt;br /&gt;
===Improvised Weapons===&lt;br /&gt;
Sometimes an unarmed strike just isn&#039;t enough, but by some misfortune, a character is without a weapon. The character might pick up a chair, a bottle, or even a small building if the GM allows it, and use it as an improvised weapon. A typical improvised weapon should have only two weapon properties, though suitably awesome ones may have three. The GM and player should work together to determine the weapon properties of an improvised weapon.&lt;br /&gt;
&lt;br /&gt;
==Creating Weapons==&lt;br /&gt;
Creating a weapon follows 3 simple steps:&lt;br /&gt;
# Choose melee ({{Bracket|Melee}} range) or ranged ({{Bracket|Close}} range). The weapon gains that type and range.&lt;br /&gt;
# Choose three weapon properties. The weapon gains those weapon properties. Some weapon properties may require a specific type (melee or ranged). Unless otherwise specified, a weapon property can only be chosen once.&lt;br /&gt;
# Name the weapon: e.g. &amp;quot;trident.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Sample Weapons==&lt;br /&gt;
See [[Sample Weapons]] for examples of mundane weapons that can be created with these rules.&lt;br /&gt;
&lt;br /&gt;
==Weapon Properties==&lt;br /&gt;
The following weapon properties appear on weapons in &#039;&#039;Legend&#039;&#039;. Some properties may be added multiple times to a single weapon. If a weapon has such a property, the property name is followed by the number of times it has been chosen (e.g. [Brutal 1], [Distant 2]).&lt;br /&gt;
&lt;br /&gt;
Whenever you choose a weapon property for any reason, it follows the rules for [[Weapons#Creating Weapons|creating a weapon]], including the number of times a weapon property can be chosen. Unless otherwise noted, a character may only benefit from one instance of each weapon property at any given time.&lt;br /&gt;
&lt;br /&gt;
===Arcane===&lt;br /&gt;
[Arcane] weapons range from mystic tomes and staves to the swords of war-wizards, empowering the magical abilities of their wielders. If an [Arcane] weapon has an [[Gameplay Basics#Modifiers|item bonus]] to [[attack roll]]s, that bonus applies to attack rolls made for [[spell]]s, [[spell-like abilities]], and [[supernatural]] abilities, but not to attack rolls made using the weapon.&lt;br /&gt;
&lt;br /&gt;
Additionally, if an [Arcane] weapon has any enchantments that trigger when the wielder hits with an attack made using a weapon, they trigger when the wielder hits with an attack made for a spell, &lt;br /&gt;
spell-like ability, or supernatural ability instead.&lt;br /&gt;
&lt;br /&gt;
This property never counts towards the number of weapon properties chosen for a weapon.&lt;br /&gt;
&lt;br /&gt;
===Barbed===&lt;br /&gt;
[Barbed] weapons can be made to stick in a target on a hit, inflicting a -1 penalty to all [[saves]] against [[combat maneuvers]]. You cease to wield a weapon stuck in a target this way. The creature hit, or an adjacent creature, may spend a [[move action]] to remove the weapon, eliminating this penalty. Doing so inflicts 3 points of damage, plus 2 damage per ten [[level]]s of the original attacker, to the creature from which the weapon is removed. This damage ignores {{Bracket|Resistance}} and {{Bracket|Damage reduction}}. The creature that removes the weapon may choose to drop the weapon or to hold it, but must switch to the weapon in order to wield it if it is already wielding a weapon.&lt;br /&gt;
&lt;br /&gt;
===Brutal===&lt;br /&gt;
[Brutal] weapons deal 1 extra damage, plus 1 damage per six [[level]]s of the wielder. This property can be chosen up to three times. The second time it is chosen, the damage increases to 2 extra damage, plus 1 damage per three levels of the wielder. The third time it is chosen, the damage increases to 3 extra damage, plus 1 damage per two levels of the wielder. If a [Brutal] weapon also has the {{Bracket|Arcane}} weapon property, the extra damage instead applies to [[spell]]s, [[spell-like abilities]], and [[supernatural]] abilities that deal damage.&lt;br /&gt;
&lt;br /&gt;
===Deft===&lt;br /&gt;
[Deft] weapons increase the [[initiative]] results of their wielders by 2 (if a creature ceases to wield a [Deft] weapon, that creature&#039;s initiative result decreases by 2, but that creature does not act again on its new initiative until the next {{Bracket|Round}}).&lt;br /&gt;
&lt;br /&gt;
===Devastating===&lt;br /&gt;
[Devastating] weapons double the distance of any successful push made by their wielders as a result of the [[Bull Rush]] [[combat maneuver]]. Only melee weapons can gain the [Devastating] weapon property.&lt;br /&gt;
&lt;br /&gt;
===Disarming===&lt;br /&gt;
[Disarming] weapons grant their wielders a +1 bonus to the [[DC]] of any [[Disarm]] [[combat maneuver]] they activate. Only melee weapons can gain the [Disarming] weapon property.&lt;br /&gt;
&lt;br /&gt;
===Distant===&lt;br /&gt;
[Distant] weapons increase their [[Combat Rules#Range|range]] by 1 category when used as ranged weapons. This property can be chosen multiple times. Only ranged weapons or weapons with the {{Bracket|Thrown}} weapon property can gain the [Distant] weapon property.&lt;br /&gt;
&lt;br /&gt;
===Elemental===&lt;br /&gt;
[Elemental] weapons deal all damage (including additional damage) as energy damage with the {{Bracket|Acid}}, {{Bracket|Cold}}, {{Bracket|Fire}}, or {{Bracket|Electricity}} descriptor, determined when the weapon is created.&lt;br /&gt;
&lt;br /&gt;
===Guardian===&lt;br /&gt;
[Guardian] weapons provide a +1 [[Gameplay Basics#Modifiers|deflection bonus]] to [[AC]] while they are wielded, which stacks with other deflection bonuses to AC.&lt;br /&gt;
&lt;br /&gt;
===Hold-out===&lt;br /&gt;
[Hold-out] weapons are automatically concealed on your person from anything but a hand search, and you can make a [[Larceny]] check at no penalty to conceal them from a hand search.&lt;br /&gt;
&lt;br /&gt;
===Magnum===&lt;br /&gt;
[Magnum] weapons allow their wielders to treat an opponent&#039;s {{Bracket|Damage reduction}} or {{Bracket|Resistance}} to damage of the type or types this weapon deals as being 2 lower than it is when making attacks using these weapons, or against damage dealt by [[spell]]s, [[spell-like abilities]], and [[supernatural]] abilities if the [Magnum] weapon also has the {{Bracket|Arcane}} property. This increases by 1 per four [[level]]s of the wielder.&lt;br /&gt;
&lt;br /&gt;
===Parrying===&lt;br /&gt;
[Parrying] weapons can be used as an [[immediate action]] to reduce the damage taken from a single attack by their wielders&#039; [[KDM]].&lt;br /&gt;
&lt;br /&gt;
===Point-blank===&lt;br /&gt;
[Point-blank] weapons deal 1d4 extra damage, plus 1d4 damage per seven levels of the wielder, at {{Bracket|Close}} range. Only weapons with at least [Close] range can gain the [Point-blank] weapon property.&lt;br /&gt;
&lt;br /&gt;
===Reach===&lt;br /&gt;
[Reach] weapons increase their wielders&#039; {{Bracket|Melee}} range by 5 ft.&lt;br /&gt;
&lt;br /&gt;
===Reacting===&lt;br /&gt;
[Reacting] weapons allow you to make a [[5 ft step]] even during a turn when you use your [[move action]] to move.&lt;br /&gt;
&lt;br /&gt;
===Quick-draw===&lt;br /&gt;
[Quick-draw] weapons can be drawn or stowed as a [[free action]] instead of as a [[swift action]] or part of a [[move action]]. You may also switch to a [Quick-draw] weapon from another [Quick-draw] weapon as a free action. This does not affect switching to weapons without the [Quick-draw] weapon property.&lt;br /&gt;
&lt;br /&gt;
===Scything===&lt;br /&gt;
[Scything] weapons allow their wielders to strike at two opponents instead of one with each swing, at the cost of accuracy. If a creature would make an attack with a [Scything] weapon, they may take a &lt;br /&gt;
-5 penalty to the attack roll. If they do so, they add the {{Bracket|Volley}} descriptor to that attack; this attack with the [Volley] descriptor is applied against two target opponents within range who are also within 5 ft + 5 ft per 5 [[level]]s of each other.&lt;br /&gt;
&lt;br /&gt;
===Thrown===&lt;br /&gt;
[Thrown] weapons can alternatively be used as ranged weapons with {{Bracket|Close}} range. Only melee weapons can gain the [Thrown] weapon property.&lt;br /&gt;
&lt;br /&gt;
===Traumatizing===&lt;br /&gt;
[Traumatizing] weapons inflict the {{Bracket|Bleeding}} condition on a [[critical hit]], then inflict {{Bracket|HP reduction}} equal to twice your [[level]].&lt;br /&gt;
&lt;br /&gt;
===Tripping===&lt;br /&gt;
[Tripping] weapons grant their wielders a +1 bonus to the [[DC]] of any [[Trip]] combat maneuver they activate. Only melee weapons can gain the [Tripping] weapon property.&lt;br /&gt;
&lt;br /&gt;
===Unbalancing===&lt;br /&gt;
[Unbalancing] weapons inflict {{Bracket|Flat-footed}} on a [[critical hit]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Equipment]]&lt;/div&gt;</summary>
		<author><name>Vicerious</name></author>
	</entry>
	<entry>
		<id>https://legendwiki.com/index.php?title=Gameplay_Basics&amp;diff=2134</id>
		<title>Gameplay Basics</title>
		<link rel="alternate" type="text/html" href="https://legendwiki.com/index.php?title=Gameplay_Basics&amp;diff=2134"/>
		<updated>2019-04-24T20:29:34Z</updated>

		<summary type="html">&lt;p&gt;Vicerious: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;To play a game of &#039;&#039;Legend&#039;&#039;, you will need a few things in addition to this wiki. Your character information is recorded on a [[character sheet]]. The positions of characters and monsters in combat can be tracked with any grid of squares (even a humble sheet of grid paper can do in a pinch). You will also need a set of dice to determine random outcomes – a four-sided, six-sided, eight-sided, ten-sided, and twenty-sided die. The twenty-sided die is the most commonly used one, followed by the six-sided die, so don&#039;t sweat it if you don&#039;t have the other ones yet.&lt;br /&gt;
&lt;br /&gt;
==The Core Mechanic==&lt;br /&gt;
{{Sidebox|A Note on Math|Often, you may be required to divide a number to determine the numeric value of an ability or effect (such as a [[feat]] that adds one half your character [[level]] to damage). Whenever your result for any division is fractional, round down to the nearest whole number, even if the fraction was larger than 1/2. For example, if a character added 1/2 of his level to damage, and he was level 7, he would only add 3 damage (even though half of his level would be 3 1/2).}}&lt;br /&gt;
&lt;br /&gt;
To determine if your character succeeds at a task, you roll a twenty-sided die, referred to elsewhere in this book as a &amp;quot;d20.&amp;quot; A roll of 20 is not an automatic success, nor is a roll of 1 an automatic failure.&lt;br /&gt;
&lt;br /&gt;
Compare your result to a target number (&amp;quot;Difficulty Class,&amp;quot; or DC, when making a [[Skills|skill]] check or [[saving throw]], and &amp;quot;[[Armor Class]],&amp;quot; or AC, when making an [[attack roll]]). If the result equals or exceeds the target number, your character succeeds. If the result is lower than the target number, you fail.&lt;br /&gt;
&lt;br /&gt;
===Dice===&lt;br /&gt;
Dice rolls are described with expressions such as &amp;quot;3d4+5,&amp;quot; which means &amp;quot;roll three four-sided dice and add 5&amp;quot; (resulting in a number between 8 and 17). The first number tells you how many dice to roll (adding the results together). The number immediately after the &amp;quot;d&amp;quot; tells you the type of die to use. Any number after that indicates a quantity that is added or subtracted from the result, which is called the modifier.&lt;br /&gt;
&lt;br /&gt;
====d%====&lt;br /&gt;
Percentile dice work a little differently. You generate a number between 1 and 100 by rolling two different ten-sided dice. One (designated before you roll) is the tens digit. The other is the ones digit. Two 0s represent 100. If the result of the roll is under the required percentage chance (for example, if there is a 20% chance of something happening and you roll a 13) then the event takes place.&lt;br /&gt;
&lt;br /&gt;
===Taking 10 and 20===&lt;br /&gt;
It doesn&#039;t always make sense for actions to carry a random element. When you are not in any danger or otherwise distracted, you may &amp;quot;take 10&amp;quot; – treat a roll of a d20 as a 10 (the average) instead of rolling, to represent an average result. If you have lots of spare time and the action you are attempting carries no consequences for failing (such as straining to open a tight jar) you may treat the result of a d20 roll as a 20, but doing this means that the action takes 20 times as long as normal. In effect, it&#039;s assumed that you&#039;ve rolled the die 20 times until an actual 20 came up. Ultimately, the GM decides when you are permitted to take 10 or 20. Some [[tracks]] and [[feats]] grant abilities that may allow you to &amp;quot;take&amp;quot; other values.&lt;br /&gt;
&lt;br /&gt;
==Modifiers==&lt;br /&gt;
A modifier is any bonus or penalty applying to a die roll or value. A positive modifier is a bonus, and a negative modifier is a penalty. In most cases, modifiers to a given check, roll, or value stack (combine for a cumulative effect) if they come from different sources and have different types (or no type at all), but do not stack if they have the same type or come from the same source (such as the same [[spell]] cast twice in succession). If the modifiers to a particular check, roll, or value do not stack, only the best bonus and worst penalty applies.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:2;-moz-column-count:2;-webkit-column-count:2&amp;quot;&amp;gt;&lt;br /&gt;
;&#039;&#039;&#039;Ability Modifier&#039;&#039;&#039; : The bonus or penalty associated with a particular [[ability score]]. Ability modifiers apply to checks, rolls, and values for character actions involving the corresponding abilities.&lt;br /&gt;
;&#039;&#039;&#039;Circumstance Modifier&#039;&#039;&#039; : A circumstance bonus (or penalty) arises from specific conditional factors impacting the success of the task at hand, such as the presence of precisely crafted tools in a workshop. Circumstance bonuses stack with all other bonuses, including other circumstance bonuses, unless they arise from essentially the same source. Circumstance modifiers are, of course, determined entirely by the GM.&lt;br /&gt;
;&#039;&#039;&#039;Deflection Bonus&#039;&#039;&#039; : A deflection bonus is an increase to [[Armor Class]] caused by physical or supernatural increases in a character’s ability to block and redirect incoming attacks. Deflection bonuses are typically provided by [[Equipment#Magic Items|magical shields]] and by some track abilities that increase Armor Class.&lt;br /&gt;
;&#039;&#039;&#039;Feat Bonus&#039;&#039;&#039; : A bonus granted because of a [[feat]] chosen by a particular creature. Feat bonuses do not stack with each other.&lt;br /&gt;
;&#039;&#039;&#039;Fury Bonus&#039;&#039;&#039; : A bonus granted by track abilities that are magnified by emotional or psychological imbalance. Fury bonuses stack with other fury bonuses from the same track, but never stack with fury bonuses from other tracks. At the beginning of your turn, you may choose not to benefit from fury bonuses to [[attack roll]]s, damage, and save [[DC]]s until the beginning of your next turn. Attacks and abilities that benefit from a fury bonus to attack rolls, damage or save DCs cannot also deal {{Bracket|Precision}} damage.&lt;br /&gt;
;&#039;&#039;&#039;Item Modifier&#039;&#039;&#039; : An item bonus or penalty is typically derived from an [[Equipment|item]] in a creature&#039;s possession. Only one item bonus and one item penalty can ever be applied at a time to a given roll, check, or value.&lt;br /&gt;
;&#039;&#039;&#039;Racial Bonus&#039;&#039;&#039; : A bonus granted because of innate characteristics of that type of creature. If a creature&#039;s [[race]] changes, it loses all racial bonuses it had in its previous form.&lt;br /&gt;
;&#039;&#039;&#039;Size Modifier&#039;&#039;&#039; : A size bonus or penalty is derived from a creature&#039;s [[Races#Size Categgories|size category]]. Size modifiers of different kinds apply to [[Armor Class]], [[attack roll]]s, and various other checks.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Gameplay Basics]]&lt;/div&gt;</summary>
		<author><name>Vicerious</name></author>
	</entry>
	<entry>
		<id>https://legendwiki.com/index.php?title=Tracks&amp;diff=2133</id>
		<title>Tracks</title>
		<link rel="alternate" type="text/html" href="https://legendwiki.com/index.php?title=Tracks&amp;diff=2133"/>
		<updated>2019-04-24T20:27:45Z</updated>

		<summary type="html">&lt;p&gt;Vicerious: Redirected page to Classes#Ability Tracks&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Classes#Ability Tracks]]&lt;/div&gt;</summary>
		<author><name>Vicerious</name></author>
	</entry>
	<entry>
		<id>https://legendwiki.com/index.php?title=Main_Page&amp;diff=2132</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://legendwiki.com/index.php?title=Main_Page&amp;diff=2132"/>
		<updated>2019-03-01T18:10:29Z</updated>

		<summary type="html">&lt;p&gt;Vicerious: /* Legend RPG by Rule of Cool */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Legend-1.1.pdf|page=1|thumb|The Legend Rulebook]]&lt;br /&gt;
&lt;br /&gt;
==Legend RPG by [http://ruleofcool.com Rule of Cool]==&lt;br /&gt;
&#039;&#039;Legend&#039;&#039; is a fast-paced and finely balanced roleplaying game system, designed to offer tabletop gaming groups rules for playing the games that they&#039;ve always wanted to play. Based on the successful and popular rules available under the [https://en.wikipedia.org/wiki/Open_Game_License Open Gaming License], &#039;&#039;Legend&#039;&#039; rebuilds and advances those rules to allow for testing, balance, and broad storytelling opportunities for unique and enjoyable characters and game worlds.&lt;br /&gt;
&lt;br /&gt;
Want to connect with other &#039;&#039;Legend&#039;&#039; fans? Check these out:&lt;br /&gt;
* Visit the official [http://www.ruleofcool.com/smf/index.php Rule of Cool forums]!&lt;br /&gt;
* Join the fan [https://discord.gg/QZyq7Bv Discord channel]!&lt;br /&gt;
&lt;br /&gt;
==Navigation==&lt;br /&gt;
[[Introduction|Introduction to &#039;&#039;Legend&#039;&#039; and Tabletop RPGs]]&lt;br /&gt;
{| style=&amp;quot;text-align:left; width:1000px;&amp;quot;&lt;br /&gt;
| style=&amp;quot;vertical-align:top; width:25%&amp;quot;|&lt;br /&gt;
[[Gameplay Basics]]&lt;br /&gt;
* [[Ability Scores]]&lt;br /&gt;
* [[Types of Abilities]]&lt;br /&gt;
Character Creation&lt;br /&gt;
* [[Quick Start Guide]]&lt;br /&gt;
* [[Advanced Character Creation]]&lt;br /&gt;
** [[Creating a Character Above First Level|Above 1st Level]]&lt;br /&gt;
* [[Leveling Up]]&lt;br /&gt;
[[Glossary]]&lt;br /&gt;
| style=&amp;quot;vertical-align:top; width:25%&amp;quot;|&lt;br /&gt;
[[Races]]&lt;br /&gt;
* [[Dwarf]]&lt;br /&gt;
* [[Elf]]&lt;br /&gt;
* [[Gnome]]&lt;br /&gt;
* [[Halfling]]&lt;br /&gt;
* [[Human]]&lt;br /&gt;
* [[Orc]]&lt;br /&gt;
[[Racial Tracks]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Legendary Creatures]]&lt;br /&gt;
| style=&amp;quot;vertical-align:top; width:25%;&amp;quot;|&lt;br /&gt;
[[Classes]]&lt;br /&gt;
* [[Barbarian]]&lt;br /&gt;
* [[Monk]]&lt;br /&gt;
* [[Paladin]]&lt;br /&gt;
* [[Ranger]]&lt;br /&gt;
* [[Rogue]]&lt;br /&gt;
* [[Sage]]&lt;br /&gt;
* [[Shaman]]&lt;br /&gt;
* [[Tactician]]&lt;br /&gt;
[[Additional Tracks]]&lt;br /&gt;
| style=&amp;quot;vertical-align:top; width:25%&amp;quot;|&lt;br /&gt;
[[Skills]]&lt;br /&gt;
* [[Physical Skills]]&lt;br /&gt;
* [[Knowledge Skills]]&lt;br /&gt;
* [[Interaction Skills]]&lt;br /&gt;
[[Feats]]&lt;br /&gt;
* [[General Feats|General]] Feats&lt;br /&gt;
* &amp;lt;nowiki&amp;gt;[&amp;lt;/nowiki&amp;gt;[[Iconic Feats|Iconic]]&amp;lt;nowiki&amp;gt;]&amp;lt;/nowiki&amp;gt; Feats&lt;br /&gt;
* &amp;lt;nowiki&amp;gt;[&amp;lt;/nowiki&amp;gt;[[Combat Feats|Combat]]&amp;lt;nowiki&amp;gt;]&amp;lt;/nowiki&amp;gt; Feats&lt;br /&gt;
* &amp;lt;nowiki&amp;gt;[&amp;lt;/nowiki&amp;gt;[[Style Feats|Style]]&amp;lt;nowiki&amp;gt;]&amp;lt;/nowiki&amp;gt; Feats&lt;br /&gt;
* &amp;lt;nowiki&amp;gt;[&amp;lt;/nowiki&amp;gt;[[Skill Feats|Skill]]&amp;lt;nowiki&amp;gt;]&amp;lt;/nowiki&amp;gt; Feats&lt;br /&gt;
* &amp;lt;nowiki&amp;gt;[&amp;lt;/nowiki&amp;gt;[[Racial Feats|Racial]]&amp;lt;nowiki&amp;gt;]&amp;lt;/nowiki&amp;gt; Feats&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:top; width:25%&amp;quot;|&lt;br /&gt;
[[Equipment]]&lt;br /&gt;
* [[Weapons]]&lt;br /&gt;
* [[Armor]]&lt;br /&gt;
* [[Magic Items]]&lt;br /&gt;
** [[Custom Magic Items]]&lt;br /&gt;
* [[Consumables]]&lt;br /&gt;
| style=&amp;quot;vertical-align:top; width:25%&amp;quot;|&lt;br /&gt;
[[Combat Rules]]&lt;br /&gt;
* [[Mounted Combat]]&lt;br /&gt;
* [[Attacks of Opportunity]]&lt;br /&gt;
* [[Combat Maneuvers]]&lt;br /&gt;
* [[Vision and Detection]]&lt;br /&gt;
* [[Injury and Death]]&lt;br /&gt;
* [[Area Effects]]&lt;br /&gt;
[[Conditions]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Descriptors]]&lt;br /&gt;
| style=&amp;quot;vertical-align:top; width:25%&amp;quot;|&lt;br /&gt;
[[Magic and Spellcasting]]&lt;br /&gt;
* [[Spell Lists]]&lt;br /&gt;
* [[Spell Descriptions]]&lt;br /&gt;
[[Non-Combat Encounters]]&lt;br /&gt;
* [[Social Encounters]]&lt;br /&gt;
* [[Skill Games]]&lt;br /&gt;
* [[Environmental Hazards]]&lt;br /&gt;
* [[Traps]]&lt;br /&gt;
| style=&amp;quot;vertical-align:top; width:25%&amp;quot;|&lt;br /&gt;
[[GM Tools]]&lt;br /&gt;
* [[Encounters and Design]]&lt;br /&gt;
* [[Cohorts]]&lt;br /&gt;
* [[On the Making of Monsters]]&lt;br /&gt;
** [[Mooks]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[File:RoC_Legend_Banner.png|link=http://www.ruleofcool.com/]]&lt;br /&gt;
__NOTOC__&lt;/div&gt;</summary>
		<author><name>Vicerious</name></author>
	</entry>
	<entry>
		<id>https://legendwiki.com/index.php?title=Main_Page&amp;diff=2131</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://legendwiki.com/index.php?title=Main_Page&amp;diff=2131"/>
		<updated>2019-02-12T11:44:44Z</updated>

		<summary type="html">&lt;p&gt;Vicerious: /* Legend RPG by Rule of Cool */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Legend-1.1.pdf|page=1|thumb|The Legend Rulebook]]&lt;br /&gt;
&lt;br /&gt;
==Legend RPG by [http://ruleofcool.com Rule of Cool]==&lt;br /&gt;
&#039;&#039;Legend&#039;&#039; is a fast-paced and finely balanced roleplaying game system, designed to offer tabletop gaming groups rules for playing the games that they&#039;ve always wanted to play. Based on the successful and popular rules available under the [https://en.wikipedia.org/wiki/Open_Game_License Open Gaming License], &#039;&#039;Legend&#039;&#039; rebuilds and advances those rules to allow for testing, balance, and broad storytelling opportunities for unique and enjoyable characters and game worlds.&lt;br /&gt;
&lt;br /&gt;
==Navigation==&lt;br /&gt;
[[Introduction|Introduction to &#039;&#039;Legend&#039;&#039; and Tabletop RPGs]]&lt;br /&gt;
{| style=&amp;quot;text-align:left; width:1000px;&amp;quot;&lt;br /&gt;
| style=&amp;quot;vertical-align:top; width:25%&amp;quot;|&lt;br /&gt;
[[Gameplay Basics]]&lt;br /&gt;
* [[Ability Scores]]&lt;br /&gt;
* [[Types of Abilities]]&lt;br /&gt;
Character Creation&lt;br /&gt;
* [[Quick Start Guide]]&lt;br /&gt;
* [[Advanced Character Creation]]&lt;br /&gt;
** [[Creating a Character Above First Level|Above 1st Level]]&lt;br /&gt;
* [[Leveling Up]]&lt;br /&gt;
[[Glossary]]&lt;br /&gt;
| style=&amp;quot;vertical-align:top; width:25%&amp;quot;|&lt;br /&gt;
[[Races]]&lt;br /&gt;
* [[Dwarf]]&lt;br /&gt;
* [[Elf]]&lt;br /&gt;
* [[Gnome]]&lt;br /&gt;
* [[Halfling]]&lt;br /&gt;
* [[Human]]&lt;br /&gt;
* [[Orc]]&lt;br /&gt;
[[Racial Tracks]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Legendary Creatures]]&lt;br /&gt;
| style=&amp;quot;vertical-align:top; width:25%;&amp;quot;|&lt;br /&gt;
[[Classes]]&lt;br /&gt;
* [[Barbarian]]&lt;br /&gt;
* [[Monk]]&lt;br /&gt;
* [[Paladin]]&lt;br /&gt;
* [[Ranger]]&lt;br /&gt;
* [[Rogue]]&lt;br /&gt;
* [[Sage]]&lt;br /&gt;
* [[Shaman]]&lt;br /&gt;
* [[Tactician]]&lt;br /&gt;
[[Additional Tracks]]&lt;br /&gt;
| style=&amp;quot;vertical-align:top; width:25%&amp;quot;|&lt;br /&gt;
[[Skills]]&lt;br /&gt;
* [[Physical Skills]]&lt;br /&gt;
* [[Knowledge Skills]]&lt;br /&gt;
* [[Interaction Skills]]&lt;br /&gt;
[[Feats]]&lt;br /&gt;
* [[General Feats|General]] Feats&lt;br /&gt;
* &amp;lt;nowiki&amp;gt;[&amp;lt;/nowiki&amp;gt;[[Iconic Feats|Iconic]]&amp;lt;nowiki&amp;gt;]&amp;lt;/nowiki&amp;gt; Feats&lt;br /&gt;
* &amp;lt;nowiki&amp;gt;[&amp;lt;/nowiki&amp;gt;[[Combat Feats|Combat]]&amp;lt;nowiki&amp;gt;]&amp;lt;/nowiki&amp;gt; Feats&lt;br /&gt;
* &amp;lt;nowiki&amp;gt;[&amp;lt;/nowiki&amp;gt;[[Style Feats|Style]]&amp;lt;nowiki&amp;gt;]&amp;lt;/nowiki&amp;gt; Feats&lt;br /&gt;
* &amp;lt;nowiki&amp;gt;[&amp;lt;/nowiki&amp;gt;[[Skill Feats|Skill]]&amp;lt;nowiki&amp;gt;]&amp;lt;/nowiki&amp;gt; Feats&lt;br /&gt;
* &amp;lt;nowiki&amp;gt;[&amp;lt;/nowiki&amp;gt;[[Racial Feats|Racial]]&amp;lt;nowiki&amp;gt;]&amp;lt;/nowiki&amp;gt; Feats&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:top; width:25%&amp;quot;|&lt;br /&gt;
[[Equipment]]&lt;br /&gt;
* [[Weapons]]&lt;br /&gt;
* [[Armor]]&lt;br /&gt;
* [[Magic Items]]&lt;br /&gt;
** [[Custom Magic Items]]&lt;br /&gt;
* [[Consumables]]&lt;br /&gt;
| style=&amp;quot;vertical-align:top; width:25%&amp;quot;|&lt;br /&gt;
[[Combat Rules]]&lt;br /&gt;
* [[Mounted Combat]]&lt;br /&gt;
* [[Attacks of Opportunity]]&lt;br /&gt;
* [[Combat Maneuvers]]&lt;br /&gt;
* [[Vision and Detection]]&lt;br /&gt;
* [[Injury and Death]]&lt;br /&gt;
* [[Area Effects]]&lt;br /&gt;
[[Conditions]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Descriptors]]&lt;br /&gt;
| style=&amp;quot;vertical-align:top; width:25%&amp;quot;|&lt;br /&gt;
[[Magic and Spellcasting]]&lt;br /&gt;
* [[Spell Lists]]&lt;br /&gt;
* [[Spell Descriptions]]&lt;br /&gt;
[[Non-Combat Encounters]]&lt;br /&gt;
* [[Social Encounters]]&lt;br /&gt;
* [[Skill Games]]&lt;br /&gt;
* [[Environmental Hazards]]&lt;br /&gt;
* [[Traps]]&lt;br /&gt;
| style=&amp;quot;vertical-align:top; width:25%&amp;quot;|&lt;br /&gt;
[[GM Tools]]&lt;br /&gt;
* [[Encounters and Design]]&lt;br /&gt;
* [[Cohorts]]&lt;br /&gt;
* [[On the Making of Monsters]]&lt;br /&gt;
** [[Mooks]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[File:RoC_Legend_Banner.png|link=http://www.ruleofcool.com/]]&lt;br /&gt;
__NOTOC__&lt;/div&gt;</summary>
		<author><name>Vicerious</name></author>
	</entry>
	<entry>
		<id>https://legendwiki.com/index.php?title=Folklore:Main_Page&amp;diff=2130</id>
		<title>Folklore:Main Page</title>
		<link rel="alternate" type="text/html" href="https://legendwiki.com/index.php?title=Folklore:Main_Page&amp;diff=2130"/>
		<updated>2019-02-11T14:25:05Z</updated>

		<summary type="html">&lt;p&gt;Vicerious: Created page with &amp;quot;&amp;#039;&amp;#039;Folklore&amp;#039;&amp;#039; is a project aimed at collecting and preserving &amp;#039;&amp;#039;Legend&amp;#039;&amp;#039; content created by fans of the system, called &amp;quot;homebrew.&amp;quot;  Category:Homebrew&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;Folklore&#039;&#039; is a project aimed at collecting and preserving &#039;&#039;Legend&#039;&#039; content created by fans of the system, called &amp;quot;homebrew.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[Category:Homebrew]]&lt;/div&gt;</summary>
		<author><name>Vicerious</name></author>
	</entry>
	<entry>
		<id>https://legendwiki.com/index.php?title=MediaWiki:Common.css&amp;diff=2129</id>
		<title>MediaWiki:Common.css</title>
		<link rel="alternate" type="text/html" href="https://legendwiki.com/index.php?title=MediaWiki:Common.css&amp;diff=2129"/>
		<updated>2019-02-11T13:53:42Z</updated>

		<summary type="html">&lt;p&gt;Vicerious: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;/* CSS placed here will be applied to all skins */&lt;br /&gt;
&lt;br /&gt;
.mw-body h1, .mw-body h2, .mw-body h3, .mw-body #firstHeading {&lt;br /&gt;
    font-family: sans-serif;&lt;br /&gt;
    color: #a91c1f;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.mw-body h4, .mw-body h5 {&lt;br /&gt;
    font-family: sans-serif;&lt;br /&gt;
    font-style: italic;&lt;br /&gt;
    color: #a91c1f;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.mw-body, body {&lt;br /&gt;
    background-color: #fffff7;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.toc, .toc li {&lt;br /&gt;
    font-family: sans-serif;&lt;br /&gt;
    font-size: small;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.toc {&lt;br /&gt;
    float:left;&lt;br /&gt;
    margin-right:1.5em;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
ul {&lt;br /&gt;
    display: table;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
table {&lt;br /&gt;
    font-family: sans-serif;&lt;br /&gt;
    font-size: small;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
p, li, dd {&lt;br /&gt;
    font-family: serif;&lt;br /&gt;
    font-size: large;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
i {&lt;br /&gt;
    font-family: serif;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
b {&lt;br /&gt;
    color: #a91c1f;&lt;br /&gt;
    font-family: sans-serif;&lt;br /&gt;
    font-size: medium;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
a, a:visited {&lt;br /&gt;
    color: #a91c1f;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.mw-body-content a:link.new {&lt;br /&gt;
    color: darkgreen;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Custom CSS for the Folklore namespace */&lt;br /&gt;
.ns-3002 a, .ns-3002 a:visited, .ns-3002 b, .ns-3002 h1, .ns-3002 h2, .ns-3002 h3, .ns-3002 h4, .ns-3002 h5, .ns-3002 #firstHeading {&lt;br /&gt;
    color: darkblue;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.ns-3002 a:link.new {&lt;br /&gt;
    color: darkgoldenrod;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.ns-3002, .ns-3002 .mw-body {&lt;br /&gt;
    background-color: #f7fff7;&lt;br /&gt;
}&lt;/div&gt;</summary>
		<author><name>Vicerious</name></author>
	</entry>
	<entry>
		<id>https://legendwiki.com/index.php?title=MediaWiki:Common.css&amp;diff=2128</id>
		<title>MediaWiki:Common.css</title>
		<link rel="alternate" type="text/html" href="https://legendwiki.com/index.php?title=MediaWiki:Common.css&amp;diff=2128"/>
		<updated>2019-02-11T13:50:37Z</updated>

		<summary type="html">&lt;p&gt;Vicerious: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;/* CSS placed here will be applied to all skins */&lt;br /&gt;
&lt;br /&gt;
.mw-body h1, .mw-body h2, .mw-body h3, .mw-body #firstHeading {&lt;br /&gt;
    font-family: sans-serif;&lt;br /&gt;
    color: #a91c1f;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.mw-body h4, .mw-body h5 {&lt;br /&gt;
    font-family: sans-serif;&lt;br /&gt;
    font-style: italic;&lt;br /&gt;
    color: #a91c1f;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.mw-body, body {&lt;br /&gt;
    background-color: #fffff7;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.toc, .toc li {&lt;br /&gt;
    font-family: sans-serif;&lt;br /&gt;
    font-size: small;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.toc {&lt;br /&gt;
    float:left;&lt;br /&gt;
    margin-right:1.5em;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
ul {&lt;br /&gt;
    display: table;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
table {&lt;br /&gt;
    font-family: sans-serif;&lt;br /&gt;
    font-size: small;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
p, li, dd {&lt;br /&gt;
    font-family: serif;&lt;br /&gt;
    font-size: large;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
i {&lt;br /&gt;
    font-family: serif;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
b {&lt;br /&gt;
    color: #a91c1f;&lt;br /&gt;
    font-family: sans-serif;&lt;br /&gt;
    font-size: medium;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
a, a:visited {&lt;br /&gt;
    color: #a91c1f;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.mw-body-content a:link.new {&lt;br /&gt;
    color: darkgreen;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Custom CSS for the Folklore namespace */&lt;br /&gt;
.ns-3000 a, .ns-3000 a:visited, .ns-3000 b, .ns-3000 h1, .ns-3000 h2, .ns-3000 h3, .ns-3000 h4, .ns-3000 h5, .ns-3000 #firstHeading {&lt;br /&gt;
    color: darkblue;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.ns-3000 a:link.new {&lt;br /&gt;
    color: darkgoldenrod;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.ns-3000, .ns-3000 .mw-body {&lt;br /&gt;
    background-color: #f7fff7;&lt;br /&gt;
}&lt;/div&gt;</summary>
		<author><name>Vicerious</name></author>
	</entry>
	<entry>
		<id>https://legendwiki.com/index.php?title=User:Vicerious&amp;diff=2127</id>
		<title>User:Vicerious</title>
		<link rel="alternate" type="text/html" href="https://legendwiki.com/index.php?title=User:Vicerious&amp;diff=2127"/>
		<updated>2019-02-11T13:49:58Z</updated>

		<summary type="html">&lt;p&gt;Vicerious: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Owner and admin of the [[Main Page|&#039;&#039;Legend&#039;&#039; Wiki]] itself (but not the content thereof, of course).&lt;/div&gt;</summary>
		<author><name>Vicerious</name></author>
	</entry>
	<entry>
		<id>https://legendwiki.com/index.php?title=MediaWiki:Sidebar&amp;diff=2126</id>
		<title>MediaWiki:Sidebar</title>
		<link rel="alternate" type="text/html" href="https://legendwiki.com/index.php?title=MediaWiki:Sidebar&amp;diff=2126"/>
		<updated>2019-02-11T13:46:58Z</updated>

		<summary type="html">&lt;p&gt;Vicerious: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* navigation&lt;br /&gt;
** mainpage|mainpage-description&lt;br /&gt;
** recentchanges-url|recentchanges&lt;br /&gt;
** randompage-url|randompage&lt;br /&gt;
** helppage|help&lt;br /&gt;
* Legend RPG&lt;br /&gt;
** Introduction|Introduction&lt;br /&gt;
** Gameplay_Basics|Gameplay Basics&lt;br /&gt;
** Advanced_Character_Creation|Character Creation&lt;br /&gt;
** Races|Races&lt;br /&gt;
** Classes|Classes&lt;br /&gt;
** Skills|Skills&lt;br /&gt;
** Feats|Feats&lt;br /&gt;
** Combat_Rules|Combat Rules&lt;br /&gt;
** GM_Tools|GM Tools&lt;br /&gt;
** Non-Combat_Encounters|Non-Combat Encounters&lt;br /&gt;
** Magic_and_Spellcasting|Magic and Spellcasting&lt;br /&gt;
** Equipment|Equipment&lt;br /&gt;
* Homebrew&lt;br /&gt;
** Folklore:Main_Page|Folklore&lt;br /&gt;
* TOOLBOX&lt;/div&gt;</summary>
		<author><name>Vicerious</name></author>
	</entry>
	<entry>
		<id>https://legendwiki.com/index.php?title=Template:StarlogShipChassis&amp;diff=2115</id>
		<title>Template:StarlogShipChassis</title>
		<link rel="alternate" type="text/html" href="https://legendwiki.com/index.php?title=Template:StarlogShipChassis&amp;diff=2115"/>
		<updated>2019-02-01T21:47:01Z</updated>

		<summary type="html">&lt;p&gt;Vicerious: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot;|{{{abilities}}}&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|{{Bracket|{{{size|Average}}}}} size&amp;lt;br&amp;gt; &amp;lt;nowiki&amp;gt;[&amp;lt;/nowiki&amp;gt;[[Creature Types#{{{type|Humanoid}}}|{{{type|Humanoid}}}]]&amp;lt;nowiki&amp;gt;]&amp;lt;/nowiki&amp;gt; type&lt;br /&gt;
|-&lt;br /&gt;
![[HP]]&lt;br /&gt;
|{{{hp|10}}}&lt;br /&gt;
![[Starlog:Systems|Systems]]&lt;br /&gt;
|{{{systems|3}}}&lt;br /&gt;
![[Starlog:Command|Command]]&lt;br /&gt;
|{{{command|2}}}&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;6&amp;quot;|{{{bonuses}}}&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;| [[Starlog:Integrity|Int]]&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;| [[Starlog:Shields|Shd]]&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;| [[Starlog:ECCM|ECCM]]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;| {{{int|Varies}}}&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;| {{{shd|Varies}}}&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;| {{{eccm|Varies}}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Vicerious</name></author>
	</entry>
	<entry>
		<id>https://legendwiki.com/index.php?title=Template:StarlogShipChassis&amp;diff=2112</id>
		<title>Template:StarlogShipChassis</title>
		<link rel="alternate" type="text/html" href="https://legendwiki.com/index.php?title=Template:StarlogShipChassis&amp;diff=2112"/>
		<updated>2019-02-01T21:27:48Z</updated>

		<summary type="html">&lt;p&gt;Vicerious: Created page with &amp;quot;{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot; !colspan=&amp;quot;3&amp;quot;|{{{abilities}}} |colspan=&amp;quot;3&amp;quot;|{{Bracket|{{{size|Average}}}}} size&amp;lt;br&amp;gt; &amp;lt;nowiki&amp;gt;[&amp;lt;/nowiki&amp;gt;Creature Types#{{{type|Hu...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot;|{{{abilities}}}&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|{{Bracket|{{{size|Average}}}}} size&amp;lt;br&amp;gt; &amp;lt;nowiki&amp;gt;[&amp;lt;/nowiki&amp;gt;[[Creature Types#{{{type|Humanoid}}}|{{{type|Humanoid}}}]]&amp;lt;nowiki&amp;gt;]&amp;lt;/nowiki&amp;gt; type&lt;br /&gt;
|-&lt;br /&gt;
![[HP]]&lt;br /&gt;
|{{{hp|10}}}&lt;br /&gt;
![[Starlog:Systems|Systems]]&lt;br /&gt;
|{{{systems|3}}}&lt;br /&gt;
![[Starlog:Command|Command]]&lt;br /&gt;
|{{{command|2}}}&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;6&amp;quot;|{{{bonuses}}}&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;| [[Starlog:Integrity|Int]]&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;| [[Starlog:Shields|Shd]]&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;| [[Starlog:ECCM|ECCM]]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;| {{{int|Varies}}}&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;| {{{shd|Varies}}}&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;| {{{eccml|Varies}}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Vicerious</name></author>
	</entry>
	<entry>
		<id>https://legendwiki.com/index.php?title=Additional_tracks&amp;diff=2107</id>
		<title>Additional tracks</title>
		<link rel="alternate" type="text/html" href="https://legendwiki.com/index.php?title=Additional_tracks&amp;diff=2107"/>
		<updated>2019-02-01T20:59:57Z</updated>

		<summary type="html">&lt;p&gt;Vicerious: Redirected page to Additional Tracks&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Additional Tracks]]&lt;/div&gt;</summary>
		<author><name>Vicerious</name></author>
	</entry>
	<entry>
		<id>https://legendwiki.com/index.php?title=Category:Starlog_Combat&amp;diff=2102</id>
		<title>Category:Starlog Combat</title>
		<link rel="alternate" type="text/html" href="https://legendwiki.com/index.php?title=Category:Starlog_Combat&amp;diff=2102"/>
		<updated>2019-02-01T20:27:13Z</updated>

		<summary type="html">&lt;p&gt;Vicerious: Created blank page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Vicerious</name></author>
	</entry>
	<entry>
		<id>https://legendwiki.com/index.php?title=D%25&amp;diff=2099</id>
		<title>D%</title>
		<link rel="alternate" type="text/html" href="https://legendwiki.com/index.php?title=D%25&amp;diff=2099"/>
		<updated>2019-02-01T20:09:33Z</updated>

		<summary type="html">&lt;p&gt;Vicerious: Redirected page to Gameplay Basics#d%&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Gameplay Basics#d%]]&lt;/div&gt;</summary>
		<author><name>Vicerious</name></author>
	</entry>
	<entry>
		<id>https://legendwiki.com/index.php?title=MediaWiki:Sidebar&amp;diff=2093</id>
		<title>MediaWiki:Sidebar</title>
		<link rel="alternate" type="text/html" href="https://legendwiki.com/index.php?title=MediaWiki:Sidebar&amp;diff=2093"/>
		<updated>2019-02-01T19:37:11Z</updated>

		<summary type="html">&lt;p&gt;Vicerious: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* navigation&lt;br /&gt;
** mainpage|mainpage-description&lt;br /&gt;
** recentchanges-url|recentchanges&lt;br /&gt;
** randompage-url|randompage&lt;br /&gt;
** helppage|help&lt;br /&gt;
* Legend RPG&lt;br /&gt;
** Introduction|Introduction&lt;br /&gt;
** Gameplay_Basics|Gameplay Basics&lt;br /&gt;
** Advanced_Character_Creation|Character Creation&lt;br /&gt;
** Races|Races&lt;br /&gt;
** Classes|Classes&lt;br /&gt;
** Skills|Skills&lt;br /&gt;
** Feats|Feats&lt;br /&gt;
** Combat_Rules|Combat Rules&lt;br /&gt;
** GM_Tools|GM Tools&lt;br /&gt;
** Non-Combat_Encounters|Non-Combat Encounters&lt;br /&gt;
** Magic_and_Spellcasting|Magic and Spellcasting&lt;br /&gt;
** Equipment|Equipment&lt;br /&gt;
* Homebrew&lt;br /&gt;
** Folklore:Main_Page|Folklore&lt;br /&gt;
** Starlog:Main_Page|Starlog&lt;br /&gt;
* TOOLBOX&lt;/div&gt;</summary>
		<author><name>Vicerious</name></author>
	</entry>
	<entry>
		<id>https://legendwiki.com/index.php?title=Category:Homebrew&amp;diff=2079</id>
		<title>Category:Homebrew</title>
		<link rel="alternate" type="text/html" href="https://legendwiki.com/index.php?title=Category:Homebrew&amp;diff=2079"/>
		<updated>2019-02-01T19:18:57Z</updated>

		<summary type="html">&lt;p&gt;Vicerious: Created blank page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Vicerious</name></author>
	</entry>
	<entry>
		<id>https://legendwiki.com/index.php?title=User:Vicerious&amp;diff=2070</id>
		<title>User:Vicerious</title>
		<link rel="alternate" type="text/html" href="https://legendwiki.com/index.php?title=User:Vicerious&amp;diff=2070"/>
		<updated>2019-02-01T16:51:29Z</updated>

		<summary type="html">&lt;p&gt;Vicerious: Created page with &amp;quot;Owner and admin of the &amp;#039;&amp;#039;Legend&amp;#039;&amp;#039; Wiki itself (but not the content thereof, of course).  Creator and maintainer of the Starlog &amp;#039;&amp;#039;Legend&amp;#039;&amp;#039; e...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Owner and admin of the [[Main Page|&#039;&#039;Legend&#039;&#039; Wiki]] itself (but not the content thereof, of course).&lt;br /&gt;
&lt;br /&gt;
Creator and maintainer of the [[Starlog:Main Page|Starlog]] &#039;&#039;Legend&#039;&#039; expansion/extension/conversion.&lt;/div&gt;</summary>
		<author><name>Vicerious</name></author>
	</entry>
	<entry>
		<id>https://legendwiki.com/index.php?title=MediaWiki:Common.css&amp;diff=2069</id>
		<title>MediaWiki:Common.css</title>
		<link rel="alternate" type="text/html" href="https://legendwiki.com/index.php?title=MediaWiki:Common.css&amp;diff=2069"/>
		<updated>2019-02-01T16:40:13Z</updated>

		<summary type="html">&lt;p&gt;Vicerious: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;/* CSS placed here will be applied to all skins */&lt;br /&gt;
&lt;br /&gt;
.mw-body h1, .mw-body h2, .mw-body h3, .mw-body #firstHeading {&lt;br /&gt;
    font-family: sans-serif;&lt;br /&gt;
    color: #a91c1f;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.mw-body h4, .mw-body h5 {&lt;br /&gt;
    font-family: sans-serif;&lt;br /&gt;
    font-style: italic;&lt;br /&gt;
    color: #a91c1f;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.mw-body, body {&lt;br /&gt;
    background-color: #fffff7;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.toc, .toc li {&lt;br /&gt;
    font-family: sans-serif;&lt;br /&gt;
    font-size: small;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.toc {&lt;br /&gt;
    float:left;&lt;br /&gt;
    margin-right:1.5em;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
ul {&lt;br /&gt;
    display: table;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
table {&lt;br /&gt;
    font-family: sans-serif;&lt;br /&gt;
    font-size: small;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
p, li, dd {&lt;br /&gt;
    font-family: serif;&lt;br /&gt;
    font-size: large;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
i {&lt;br /&gt;
    font-family: serif;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
b {&lt;br /&gt;
    color: #a91c1f;&lt;br /&gt;
    font-family: sans-serif;&lt;br /&gt;
    font-size: medium;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
a, a:visited {&lt;br /&gt;
    color: #a91c1f;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.mw-body-content a:link.new {&lt;br /&gt;
    color: darkgreen;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Custom CSS for the Starlog namespace */&lt;br /&gt;
.ns-3000 a, .ns-3000 a:visited, .ns-3000 b, .ns-3000 h1, .ns-3000 h2, .ns-3000 h3, .ns-3000 h4, .ns-3000 h5, .ns-3000 #firstHeading {&lt;br /&gt;
    color: darkblue;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.ns-3000 a:link.new {&lt;br /&gt;
    color: darkgoldenrod;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.ns-3000, .ns-3000 .mw-body {&lt;br /&gt;
    background-color: #f7fff7;&lt;br /&gt;
}&lt;/div&gt;</summary>
		<author><name>Vicerious</name></author>
	</entry>
	<entry>
		<id>https://legendwiki.com/index.php?title=MediaWiki:Common.css&amp;diff=2068</id>
		<title>MediaWiki:Common.css</title>
		<link rel="alternate" type="text/html" href="https://legendwiki.com/index.php?title=MediaWiki:Common.css&amp;diff=2068"/>
		<updated>2019-02-01T16:39:28Z</updated>

		<summary type="html">&lt;p&gt;Vicerious: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;/* CSS placed here will be applied to all skins */&lt;br /&gt;
&lt;br /&gt;
.mw-body h1, .mw-body h2, .mw-body h3, .mw-body #firstHeading {&lt;br /&gt;
    font-family: sans-serif;&lt;br /&gt;
    color: #a91c1f;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.mw-body h4, .mw-body h5 {&lt;br /&gt;
    font-family: sans-serif;&lt;br /&gt;
    font-style: italic;&lt;br /&gt;
    color: #a91c1f;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.mw-body, body {&lt;br /&gt;
    background-color: #fffff7;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.toc, .toc li {&lt;br /&gt;
    font-family: sans-serif;&lt;br /&gt;
    font-size: small;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.toc {&lt;br /&gt;
    float:left;&lt;br /&gt;
    margin-right:1.5em;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
ul {&lt;br /&gt;
    display: table;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
table {&lt;br /&gt;
    font-family: sans-serif;&lt;br /&gt;
    font-size: small;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
p, li, dd {&lt;br /&gt;
    font-family: serif;&lt;br /&gt;
    font-size: large;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
i {&lt;br /&gt;
    font-family: serif;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
b {&lt;br /&gt;
    color: #a91c1f;&lt;br /&gt;
    font-family: sans-serif;&lt;br /&gt;
    font-size: medium;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
a, a:visited {&lt;br /&gt;
    color: #a91c1f;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* .mw-body-content a:link.new { /*&lt;br /&gt;
a:link.new {&lt;br /&gt;
    color: darkgreen;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Custom CSS for the Starlog namespace */&lt;br /&gt;
.ns-3000 a, .ns-3000 a:visited, .ns-3000 b, .ns-3000 h1, .ns-3000 h2, .ns-3000 h3, .ns-3000 h4, .ns-3000 h5, .ns-3000 #firstHeading {&lt;br /&gt;
    color: darkblue;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.ns-3000 a:link.new, {&lt;br /&gt;
    color: darkgoldenrod;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.ns-3000, .ns-3000 .mw-body {&lt;br /&gt;
    background-color: #f7fff7;&lt;br /&gt;
}&lt;/div&gt;</summary>
		<author><name>Vicerious</name></author>
	</entry>
	<entry>
		<id>https://legendwiki.com/index.php?title=MediaWiki:Common.css&amp;diff=2067</id>
		<title>MediaWiki:Common.css</title>
		<link rel="alternate" type="text/html" href="https://legendwiki.com/index.php?title=MediaWiki:Common.css&amp;diff=2067"/>
		<updated>2019-02-01T16:38:26Z</updated>

		<summary type="html">&lt;p&gt;Vicerious: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;/* CSS placed here will be applied to all skins */&lt;br /&gt;
&lt;br /&gt;
.mw-body h1, .mw-body h2, .mw-body h3, .mw-body #firstHeading {&lt;br /&gt;
    font-family: sans-serif;&lt;br /&gt;
    color: #a91c1f;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.mw-body h4, .mw-body h5 {&lt;br /&gt;
    font-family: sans-serif;&lt;br /&gt;
    font-style: italic;&lt;br /&gt;
    color: #a91c1f;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.mw-body, body {&lt;br /&gt;
    background-color: #fffff7;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.toc, .toc li {&lt;br /&gt;
    font-family: sans-serif;&lt;br /&gt;
    font-size: small;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.toc {&lt;br /&gt;
    float:left;&lt;br /&gt;
    margin-right:1.5em;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
ul {&lt;br /&gt;
    display: table;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
table {&lt;br /&gt;
    font-family: sans-serif;&lt;br /&gt;
    font-size: small;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
p, li, dd {&lt;br /&gt;
    font-family: serif;&lt;br /&gt;
    font-size: large;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
i {&lt;br /&gt;
    font-family: serif;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
b {&lt;br /&gt;
    color: #a91c1f;&lt;br /&gt;
    font-family: sans-serif;&lt;br /&gt;
    font-size: medium;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
a, a:visited {&lt;br /&gt;
    color: #a91c1f;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.mw-body-content a:link.new {&lt;br /&gt;
    color: darkgreen;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Custom CSS for the Starlog namespace */&lt;br /&gt;
.ns-3000 a, .ns-3000 a:visited, .ns-3000 b, .ns-3000 h1, .ns-3000 h2, .ns-3000 h3, .ns-3000 h4, .ns-3000 h5, .ns-3000 #firstHeading {&lt;br /&gt;
    color: darkblue;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.ns-3000 .mw-body-content a:link.new, {&lt;br /&gt;
    color: darkgoldenrod;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.ns-3000, .ns-3000 .mw-body {&lt;br /&gt;
    background-color: #f7fff7;&lt;br /&gt;
}&lt;/div&gt;</summary>
		<author><name>Vicerious</name></author>
	</entry>
	<entry>
		<id>https://legendwiki.com/index.php?title=MediaWiki:Common.css&amp;diff=2066</id>
		<title>MediaWiki:Common.css</title>
		<link rel="alternate" type="text/html" href="https://legendwiki.com/index.php?title=MediaWiki:Common.css&amp;diff=2066"/>
		<updated>2019-02-01T16:37:01Z</updated>

		<summary type="html">&lt;p&gt;Vicerious: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;/* CSS placed here will be applied to all skins */&lt;br /&gt;
&lt;br /&gt;
.mw-body h1, .mw-body h2, .mw-body h3, .mw-body #firstHeading {&lt;br /&gt;
    font-family: sans-serif;&lt;br /&gt;
    color: #a91c1f;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.mw-body h4, .mw-body h5 {&lt;br /&gt;
    font-family: sans-serif;&lt;br /&gt;
    font-style: italic;&lt;br /&gt;
    color: #a91c1f;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.mw-body, body {&lt;br /&gt;
    background-color: #fffff7;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.toc, .toc li {&lt;br /&gt;
    font-family: sans-serif;&lt;br /&gt;
    font-size: small;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.toc {&lt;br /&gt;
    float:left;&lt;br /&gt;
    margin-right:1.5em;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
ul {&lt;br /&gt;
    display: table;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
table {&lt;br /&gt;
    font-family: sans-serif;&lt;br /&gt;
    font-size: small;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
p, li, dd {&lt;br /&gt;
    font-family: serif;&lt;br /&gt;
    font-size: large;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
i {&lt;br /&gt;
    font-family: serif;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
b {&lt;br /&gt;
    color: #a91c1f;&lt;br /&gt;
    font-family: sans-serif;&lt;br /&gt;
    font-size: medium;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
a, a:visited {&lt;br /&gt;
    color: #a91c1f;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.mw-body-content a:link.new {&lt;br /&gt;
    color: darkgreen;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Custom CSS for the Starlog namespace */&lt;br /&gt;
.ns-3000 a, .ns-3000 a:visited, .ns-3000 b, .ns-3000 h1, .ns-3000 h2, .ns-3000 h3, .ns-3000 h4, .ns-3000 h5, .ns-3000 #firstHeading {&lt;br /&gt;
    color: darkblue;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.ns-3000 a:link.new, {&lt;br /&gt;
    color: darkgoldenrod;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.ns-3000, .ns-3000 .mw-body {&lt;br /&gt;
    background-color: #f7fff7;&lt;br /&gt;
}&lt;/div&gt;</summary>
		<author><name>Vicerious</name></author>
	</entry>
	<entry>
		<id>https://legendwiki.com/index.php?title=MediaWiki:Common.css&amp;diff=2065</id>
		<title>MediaWiki:Common.css</title>
		<link rel="alternate" type="text/html" href="https://legendwiki.com/index.php?title=MediaWiki:Common.css&amp;diff=2065"/>
		<updated>2019-02-01T16:35:59Z</updated>

		<summary type="html">&lt;p&gt;Vicerious: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;/* CSS placed here will be applied to all skins */&lt;br /&gt;
&lt;br /&gt;
.mw-body h1, .mw-body h2, .mw-body h3, .mw-body #firstHeading {&lt;br /&gt;
    font-family: sans-serif;&lt;br /&gt;
    color: #a91c1f;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.mw-body h4, .mw-body h5 {&lt;br /&gt;
    font-family: sans-serif;&lt;br /&gt;
    font-style: italic;&lt;br /&gt;
    color: #a91c1f;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.mw-body, body {&lt;br /&gt;
    background-color: #fffff7;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.toc, .toc li {&lt;br /&gt;
    font-family: sans-serif;&lt;br /&gt;
    font-size: small;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.toc {&lt;br /&gt;
    float:left;&lt;br /&gt;
    margin-right:1.5em;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
ul {&lt;br /&gt;
    display: table;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
table {&lt;br /&gt;
    font-family: sans-serif;&lt;br /&gt;
    font-size: small;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
p, li, dd {&lt;br /&gt;
    font-family: serif;&lt;br /&gt;
    font-size: large;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
i {&lt;br /&gt;
    font-family: serif;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
b {&lt;br /&gt;
    color: #a91c1f;&lt;br /&gt;
    font-family: sans-serif;&lt;br /&gt;
    font-size: medium;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
a, a:visited {&lt;br /&gt;
    color: #a91c1f;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.mw-body-content a:link.new {&lt;br /&gt;
    color: darkgreen;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Custom CSS for the Starlog namespace */&lt;br /&gt;
.ns-3000 a, .ns-3000 a:visited, .ns-3000 b, .ns-3000 h1, .ns-3000 h2, .ns-3000 h3, .ns-3000 h4, .ns-3000 h5, .ns-3000 #firstHeading {&lt;br /&gt;
    color: darkblue;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.ns-3000 a:link.new, {&lt;br /&gt;
    color: darkgoldenrod;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.ns-3000, .ns-3000 mw-body {&lt;br /&gt;
    background-color: #f7fff7;&lt;br /&gt;
}&lt;/div&gt;</summary>
		<author><name>Vicerious</name></author>
	</entry>
	<entry>
		<id>https://legendwiki.com/index.php?title=MediaWiki:Common.css&amp;diff=2064</id>
		<title>MediaWiki:Common.css</title>
		<link rel="alternate" type="text/html" href="https://legendwiki.com/index.php?title=MediaWiki:Common.css&amp;diff=2064"/>
		<updated>2019-02-01T16:35:36Z</updated>

		<summary type="html">&lt;p&gt;Vicerious: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;/* CSS placed here will be applied to all skins */&lt;br /&gt;
&lt;br /&gt;
.mw-body h1, .mw-body h2, .mw-body h3, .mw-body #firstHeading {&lt;br /&gt;
    font-family: sans-serif;&lt;br /&gt;
    color: #a91c1f;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.mw-body h4, .mw-body h5 {&lt;br /&gt;
    font-family: sans-serif;&lt;br /&gt;
    font-style: italic;&lt;br /&gt;
    color: #a91c1f;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.mw-body, body {&lt;br /&gt;
    background-color: #fffff7;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.toc, .toc li {&lt;br /&gt;
    font-family: sans-serif;&lt;br /&gt;
    font-size: small;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.toc {&lt;br /&gt;
    float:left;&lt;br /&gt;
    margin-right:1.5em;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
ul {&lt;br /&gt;
    display: table;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
table {&lt;br /&gt;
    font-family: sans-serif;&lt;br /&gt;
    font-size: small;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
p, li, dd {&lt;br /&gt;
    font-family: serif;&lt;br /&gt;
    font-size: large;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
i {&lt;br /&gt;
    font-family: serif;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
b {&lt;br /&gt;
    color: #a91c1f;&lt;br /&gt;
    font-family: sans-serif;&lt;br /&gt;
    font-size: medium;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
a, a:visited {&lt;br /&gt;
    color: #a91c1f;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.mw-body-content a:link.new {&lt;br /&gt;
    color: darkgreen;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Custom CSS for the Starlog namespace */&lt;br /&gt;
.ns-3000 a, .ns-3000 a:visited, .ns-3000 b, .ns-3000 h1, .ns-3000 h2, .ns-3000 h3, .ns-3000 h4, .ns-3000 h5, .ns-3000 #firstHeading {&lt;br /&gt;
    color: darkblue;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.ns-3000 a:link.new, {&lt;br /&gt;
    color: darkgoldenrod;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.ns-3000, .ns-3000 body {&lt;br /&gt;
    background-color: #f7fff7;&lt;br /&gt;
}&lt;/div&gt;</summary>
		<author><name>Vicerious</name></author>
	</entry>
	<entry>
		<id>https://legendwiki.com/index.php?title=MediaWiki:Common.css&amp;diff=2063</id>
		<title>MediaWiki:Common.css</title>
		<link rel="alternate" type="text/html" href="https://legendwiki.com/index.php?title=MediaWiki:Common.css&amp;diff=2063"/>
		<updated>2019-02-01T16:33:09Z</updated>

		<summary type="html">&lt;p&gt;Vicerious: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;/* CSS placed here will be applied to all skins */&lt;br /&gt;
&lt;br /&gt;
.mw-body h1, .mw-body h2, .mw-body h3, .mw-body #firstHeading {&lt;br /&gt;
    font-family: sans-serif;&lt;br /&gt;
    color: #a91c1f;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.mw-body h4, .mw-body h5 {&lt;br /&gt;
    font-family: sans-serif;&lt;br /&gt;
    font-style: italic;&lt;br /&gt;
    color: #a91c1f;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.mw-body, body {&lt;br /&gt;
    background-color: #fffff7;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.toc, .toc li {&lt;br /&gt;
    font-family: sans-serif;&lt;br /&gt;
    font-size: small;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.toc {&lt;br /&gt;
    float:left;&lt;br /&gt;
    margin-right:1.5em;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
ul {&lt;br /&gt;
    display: table;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
table {&lt;br /&gt;
    font-family: sans-serif;&lt;br /&gt;
    font-size: small;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
p, li, dd {&lt;br /&gt;
    font-family: serif;&lt;br /&gt;
    font-size: large;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
i {&lt;br /&gt;
    font-family: serif;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
b {&lt;br /&gt;
    color: #a91c1f;&lt;br /&gt;
    font-family: sans-serif;&lt;br /&gt;
    font-size: medium;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
a, a:visited {&lt;br /&gt;
    color: #a91c1f;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.mw-body-content a:link.new {&lt;br /&gt;
    color: darkgreen;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Custom CSS for the Starlog namespace */&lt;br /&gt;
.ns-3000 a, .ns-3000 a:visited, .ns-3000 b, .ns-3000 h1, .ns-3000 h2, .ns-3000 h3, .ns-3000 h4, .ns-3000 h5, .ns-3000 #firstHeading {&lt;br /&gt;
    color: darkblue;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.ns-3000 a:link.new, {&lt;br /&gt;
    color: darkgoldenrod;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.ns-3000 {&lt;br /&gt;
    background-color: #f7fff7;&lt;br /&gt;
}&lt;/div&gt;</summary>
		<author><name>Vicerious</name></author>
	</entry>
	<entry>
		<id>https://legendwiki.com/index.php?title=MediaWiki:Common.css&amp;diff=2061</id>
		<title>MediaWiki:Common.css</title>
		<link rel="alternate" type="text/html" href="https://legendwiki.com/index.php?title=MediaWiki:Common.css&amp;diff=2061"/>
		<updated>2019-02-01T16:27:17Z</updated>

		<summary type="html">&lt;p&gt;Vicerious: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;/* CSS placed here will be applied to all skins */&lt;br /&gt;
&lt;br /&gt;
.mw-body h1, .mw-body h2, .mw-body h3, .mw-body #firstHeading {&lt;br /&gt;
    font-family: sans-serif;&lt;br /&gt;
    color: #a91c1f;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.mw-body h4, .mw-body h5 {&lt;br /&gt;
    font-family: sans-serif;&lt;br /&gt;
    font-style: italic;&lt;br /&gt;
    color: #a91c1f;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.mw-body {&lt;br /&gt;
    background-color: #fffff7;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.toc, .toc li {&lt;br /&gt;
    font-family: sans-serif;&lt;br /&gt;
    font-size: small;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.toc {&lt;br /&gt;
    float:left;&lt;br /&gt;
    margin-right:1.5em;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
ul {&lt;br /&gt;
    display: table;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
table {&lt;br /&gt;
    font-family: sans-serif;&lt;br /&gt;
    font-size: small;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
p, li, dd {&lt;br /&gt;
    font-family: serif;&lt;br /&gt;
    font-size: large;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
i {&lt;br /&gt;
    font-family: serif;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
b {&lt;br /&gt;
    color: #a91c1f;&lt;br /&gt;
    font-family: sans-serif;&lt;br /&gt;
    font-size: medium;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
a, a:visited {&lt;br /&gt;
    color: #a91c1f;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.mw-body-content a:link.new {&lt;br /&gt;
    color: darkgreen;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Custom CSS for the Starlog namespace */&lt;br /&gt;
.ns-3000 a, .ns-3000 a:visited, .ns-3000 b, .ns-3000 h1, .ns-3000 h2, .ns-3000 h3, .ns-3000 h4, .ns-3000 h5, .ns-3000 #firstHeading {&lt;br /&gt;
    color: darkblue;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.ns-3000 a:link.new, {&lt;br /&gt;
    color: darkgoldenrod;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.ns-3000 {&lt;br /&gt;
    background-color: #f7fff7;&lt;br /&gt;
}&lt;/div&gt;</summary>
		<author><name>Vicerious</name></author>
	</entry>
	<entry>
		<id>https://legendwiki.com/index.php?title=MediaWiki:Common.css&amp;diff=2059</id>
		<title>MediaWiki:Common.css</title>
		<link rel="alternate" type="text/html" href="https://legendwiki.com/index.php?title=MediaWiki:Common.css&amp;diff=2059"/>
		<updated>2019-02-01T16:24:10Z</updated>

		<summary type="html">&lt;p&gt;Vicerious: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;/* CSS placed here will be applied to all skins */&lt;br /&gt;
&lt;br /&gt;
.mw-body h1, .mw-body h2, .mw-body h3, .mw-body #firstHeading {&lt;br /&gt;
    font-family: sans-serif;&lt;br /&gt;
    color: #a91c1f;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.mw-body h4, .mw-body h5 {&lt;br /&gt;
    font-family: sans-serif;&lt;br /&gt;
    font-style: italic;&lt;br /&gt;
    color: #a91c1f;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.mw-body {&lt;br /&gt;
    background-color: #fffff7;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.toc, .toc li {&lt;br /&gt;
    font-family: sans-serif;&lt;br /&gt;
    font-size: small;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.toc {&lt;br /&gt;
    float:left;&lt;br /&gt;
    margin-right:1.5em;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
ul {&lt;br /&gt;
    display: table;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
table {&lt;br /&gt;
    font-family: sans-serif;&lt;br /&gt;
    font-size: small;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
p, li, dd {&lt;br /&gt;
    font-family: serif;&lt;br /&gt;
    font-size: large;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
i {&lt;br /&gt;
    font-family: serif;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
b {&lt;br /&gt;
    color: #a91c1f;&lt;br /&gt;
    font-family: sans-serif;&lt;br /&gt;
    font-size: medium;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
a, a:visited {&lt;br /&gt;
    color: #a91c1f;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.mw-body-content a:link.new {&lt;br /&gt;
    color: darkgreen;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Custom CSS for the Starlog namespace */&lt;br /&gt;
.ns-starlog a, .ns-starlog a:visited, .ns-starlog b, .ns-starlog h1, .ns-starlog h2, .ns-starlog h3, .ns-starlog h4, .ns-starlog h5, .ns-starlog #firstHeading {&lt;br /&gt;
    color: darkblue;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.ns-starlog a:link.new, {&lt;br /&gt;
    color: darkgoldenrod;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.ns-starlog {&lt;br /&gt;
    background-color: #f7fff7;&lt;br /&gt;
}&lt;/div&gt;</summary>
		<author><name>Vicerious</name></author>
	</entry>
	<entry>
		<id>https://legendwiki.com/index.php?title=GM_Tools&amp;diff=2058</id>
		<title>GM Tools</title>
		<link rel="alternate" type="text/html" href="https://legendwiki.com/index.php?title=GM_Tools&amp;diff=2058"/>
		<updated>2018-12-27T18:02:05Z</updated>

		<summary type="html">&lt;p&gt;Vicerious: /* Level and Power */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Encounters in &#039;&#039;Legend&#039;&#039; follow a fairly straightforward set of rules to help everyone at the gaming table have an interesting and enjoyable experience. If you&#039;re planning to be a Game Master for a &#039;&#039;Legend&#039;&#039; game, this chapter is your best friend. The rules here are a tool to help you build challenging encounters that won&#039;t overwhelm your players or leave them with nothing to do. If you are new to role-playing games or just want to get familiar with how to play a character in &#039;&#039;Legend&#039;&#039;, feel free to pass over this chapter and go back to it at some point in the future.&lt;br /&gt;
&lt;br /&gt;
These rules are designed to help you run a &#039;&#039;Legend&#039;&#039; game that reflects our understanding of balance and game design. Sometimes, your group will prefer a somewhat different game, and it&#039;s okay to tweak and modify these rules to fit your group&#039;s preferences. However, we can&#039;t always predict the results of house rules, and significant changes in encounter difficulty can break a campaign very quickly, so we urge you to cooperate with players in doing whatever is best for your gaming group as a whole.&lt;br /&gt;
&lt;br /&gt;
While on the general topic of rules and our advice to GMs, it’s important to mention that not everything in the book is meant as a hard-and-fast rule. When evaluating the suitability of tracks and [[feats]] for your group, consider that sometimes the default descriptions of abilities are not the only way to describe abilities. We tend to think of the mechanical rules with clear effects to be a sort of &amp;quot;crunch:&amp;quot; hard and difficult to change without altering the balance of the gameplay elements they govern. The descriptive elements of those rules are a sort of &amp;quot;fluff:&amp;quot; soft and more easily altered since what they affect is your own perception of the gameplay elements &amp;quot;in-character.&amp;quot; For this reason we tend to encourage &amp;quot;refluffing&amp;quot; or changing what these descriptive elements look like to your group as you see fit. For example, the [[I Am Ten Ninjas]] track, as written, is themed as a somewhat lighthearted and irreverent take on what a ninja-themed character would need to sneak around. On the other hand, in a game focusing on wizardry and intrigue, the mechanics of that track could easily model the art of shadow magic.&lt;br /&gt;
&lt;br /&gt;
It is also possible that you might view this book as the law as far as you’re concerned, with the mechanical rules being unchangeable and the standard fluff immutable. If your group prefers to play with such strict adherence we don’t object to that either. However, regardless of what the book may say we encourage you to do whatever you think best for your group’s enjoyment of the game.&lt;br /&gt;
&lt;br /&gt;
==Level and Power==&lt;br /&gt;
One of the inescapable aspects of a level-based game like &#039;&#039;Legend&#039;&#039; is the fact that after some number of [[level]]s, the creatures that used to be a threat (or would be a threat to lower-level characters) are no longer a viable threat in any quantity. There is no reasonable number of Chihuahuas that is large enough to meaningfully threaten a healthy adult human. In our world, this doesn’t really come into play in human-versus-human confrontations because the &amp;quot;level gap&amp;quot; never grows that big – a teenager with a Saturday night special may not have much chance against a trained soldier, but there’s still some theoretical chance of the teenager winning. But if gaining a single level is to give any noticeable benefit at all, gaining 10 levels is going to add up to an unstoppable advantage. Practically speaking, we have designed &#039;&#039;Legend&#039;&#039; in a way that a difference of 5 levels between two creatures brings capabilities and numerical advantages into play that give the higher-level creature a functionally-insurmountable advantage. There are still fluke cases, brought on by exceptional luck or particularly unequal circumstances, but the smart response is flight, not fight.&lt;br /&gt;
&lt;br /&gt;
The most important aspect of this design decision for GMs is that the game literally changes every few [[level]]s. Between 5th and 9th levels, some form of increased mobility (including short-distance teleportation, flight, wall-climbing, and bursts of extreme speed) becomes available to practically all classes. Practical weapon ranges increase as a swordsman becomes adept at darting back and forth in the face of enemies equipped with ranged weapons. And crippling or disabling [[spell]]s and special attacks begin to enter the scene, adding a new kind of threat to many battles.&lt;br /&gt;
&lt;br /&gt;
In some games, this progression is a great thing. If your players expect to start out as humble farmers and then be hurled on a heroic arc that ultimately makes them dragon-slaying saviors of the entire realm, then you want big changes in your game as time goes on. Creatures that could terrify the PCs into submission or outright flight should eventually become viable targets for the PCs’ vengeance.&lt;br /&gt;
&lt;br /&gt;
In other games, you may want things to stay more or less static in terms of the PCs’ capabilities. If the atmosphere of your game is one of mystery or horror, it simply isn’t helpful for the PCs to have dramatically new capabilities after only a few game sessions. Assuming that the players want to play such a game (something any group should agree about), consider drastically reducing the rate at which the PCs gain [[level]]s or simply not giving level-ups at all. The PCs should still gain resources, but in this kind of game the PCs should probably not access the geometric power increase that leveling up grants.&lt;br /&gt;
&lt;br /&gt;
==Campaign Theme==&lt;br /&gt;
When it comes to portraying a variety of settings, &#039;&#039;Legend&#039;&#039; is a tough contender to beat. From campaigns focusing on criminal organizations within a magical modern day Tokyo, to typical high-fantasy kingdoms of wonder, a campaign can have a variety of themes. Within whatever theme you choose for your campaign, it’s important to retain diversity to keep the game fresh. While one could simply throw thousands of axe-wielding&lt;br /&gt;
orcs at your players, after the first thirty identical chop-mongering mobs, your players would probably feel a little tired of executing the same tactics to deal with similar enemies.&lt;br /&gt;
&lt;br /&gt;
Thus, spicing up your campaign by presenting the party with different challenges is key to keeping your campaign memorable and holding your players’ interest. Staying within a campaign’s theme is surprisingly easy however when you take into consideration &#039;&#039;Legend&#039;&#039;’s track system, and the extreme versatility it provides when creating new encounters. Combined with the assistance of a variety of [[mooks]], you should be able to keep your battles diverse and entertaining. For example - orcish tribes can have more than grunt-ish warriors. [[Sage]]s wielding eldritch powers, [[shaman]]s commanding the elements of nature, and even monstrous tamed beasts may all be incorporated into the PC’s struggles against the orcish hordes. Not to mention any number of possible enemies that may be related to the orcish threat. [[Utter Brute]]s and [[Undead]] and [[Demon]]s, oh my!&lt;br /&gt;
&lt;br /&gt;
Now while the examples listed are of course fine for that theme, you could take very similar mechanics and describe an army of skeletons led by evil necromancers and elemental mages and supported by demonic juggernauts to smash through fortifications, opening the way for the undead horde. It can be as simple as a changing the way one describes the effects and abilities used for each monster. With just a bit of imagination and ingenuity one can do plenty with any theme, given that they can express what they need to convey it.&lt;br /&gt;
&lt;br /&gt;
==Encounters and Encounter Design==&lt;br /&gt;
See [[Encounters and Design]].&lt;br /&gt;
&lt;br /&gt;
==Cohorts==&lt;br /&gt;
See [[Cohorts]].&lt;br /&gt;
&lt;br /&gt;
==Game Balance in Your Group==&lt;br /&gt;
See [[Game Balance in Your Group]].&lt;br /&gt;
&lt;br /&gt;
==On the Making of Monsters==&lt;br /&gt;
See [[On the Making of Monsters]].&amp;lt;br&amp;gt;&lt;br /&gt;
See also: [[Mooks]].&lt;br /&gt;
&lt;br /&gt;
[[Category:GM Tools]]&lt;/div&gt;</summary>
		<author><name>Vicerious</name></author>
	</entry>
	<entry>
		<id>https://legendwiki.com/index.php?title=Esoterica_Radica&amp;diff=2057</id>
		<title>Esoterica Radica</title>
		<link rel="alternate" type="text/html" href="https://legendwiki.com/index.php?title=Esoterica_Radica&amp;diff=2057"/>
		<updated>2018-12-21T03:21:06Z</updated>

		<summary type="html">&lt;p&gt;Vicerious: /* 3rd Circle - {{Ability|When to Fold}} */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Esoterica Radica==&lt;br /&gt;
Rogues are by nature gamblers, people who bet everything on chances that they can’t control. Whether a rogue is crouched in an alcove hoping a guard won’t glance in while passing by or setting a fuse with just enough time to sprint through a hallway, dive through a window, and land in a moat, there is always an extra variable that no rogue can control. The abilities of the Esoterica Radica let you stretch your circumstances just far enough to get past that extra variable and make a quick getaway if you still can’t win.&lt;br /&gt;
&lt;br /&gt;
==Circles==&lt;br /&gt;
===1&amp;lt;sup&amp;gt;st&amp;lt;/sup&amp;gt; Circle - {{Ability|Playing It Right}}===&lt;br /&gt;
Any rogue learns to use a few key skills without pausing to think about them. Pick two [[skills]]. You can [[Gameplay Basics#Taking 10 and 20|take 10]] on both these skills regardless of circumstances.&lt;br /&gt;
&lt;br /&gt;
===2&amp;lt;sup&amp;gt;nd&amp;lt;/sup&amp;gt; Circle - {{Ability|When to Hold}}===&lt;br /&gt;
When it’s time to stand your ground, you trust in your uncanny luck to protect you. Once per {{Bracket|Encounter}} per circle you possess in this track, as an [[immediate action]],&lt;br /&gt;
you may gain a +2 bonus to your [[Armor Class]], [[Fortitude]], [[Reflex]], and [[Will]] saves until the beginning of your next turn.&lt;br /&gt;
&lt;br /&gt;
===3&amp;lt;sup&amp;gt;rd&amp;lt;/sup&amp;gt; Circle - {{Ability|When to Fold}}===&lt;br /&gt;
You know the value of beating a hasty retreat in the face of danger. Once per {{Bracket|Encounter}}, plus an additional usage for every 4 character [[level]]s, as a [[swift action]], you can gain an extra [[move action]] on your current turn. If you use this move action to move, the movement provokes [[attacks of opportunity]] as normal.&lt;br /&gt;
&lt;br /&gt;
===4&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; Circle - {{Ability|When to Cheat}}===&lt;br /&gt;
Once per {{Bracket|Round}}, you may take an additional [[Swift action|swift]] or [[immediate action]].&lt;br /&gt;
&lt;br /&gt;
===5&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; Circle - {{Ability|When to Run}}===&lt;br /&gt;
Sometimes walking away from a fight isn’t fast enough. Twice per {{Bracket|Encounter}}, as an [[immediate action]], you can move up to your movement speed.&lt;br /&gt;
&lt;br /&gt;
===6&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; Circle - {{Ability|An Ace to Keep}}===&lt;br /&gt;
You can be extra lucky when you need to be. Once per {{Bracket|Round}}, you may make a hit with an attack you made that is not a [[critical hit]] into a critical hit, inflicting all normal effects of a critical hit.&lt;br /&gt;
&lt;br /&gt;
===7&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; Circle - {{Ability|Gambler&#039;s Dao}}===&lt;br /&gt;
You&#039;ve made it this far with unbelievably good luck, so you may as well keep relying on it. Whenever you roll a d20, you instead roll two d20s and choose the better result.&lt;br /&gt;
&lt;br /&gt;
[[Category:Official Track]]&lt;br /&gt;
[[Category:Class Track]]&lt;br /&gt;
[[Category:Track]]&lt;br /&gt;
[[Category:Rogue]]&lt;/div&gt;</summary>
		<author><name>Vicerious</name></author>
	</entry>
	<entry>
		<id>https://legendwiki.com/index.php?title=Arcane_Blade&amp;diff=2056</id>
		<title>Arcane Blade</title>
		<link rel="alternate" type="text/html" href="https://legendwiki.com/index.php?title=Arcane_Blade&amp;diff=2056"/>
		<updated>2018-12-21T03:16:14Z</updated>

		<summary type="html">&lt;p&gt;Vicerious: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spell&lt;br /&gt;
|name=Arcane Blade&lt;br /&gt;
|school=Creation&lt;br /&gt;
|tag1=Arming&lt;br /&gt;
|tag2=Force&lt;br /&gt;
|circle=Tactician 3&lt;br /&gt;
|time=1 [[swift action]]&lt;br /&gt;
|range=0 ft&lt;br /&gt;
|effecttarget1=Effect&lt;br /&gt;
|effecttarget2=Sword made of pure force&lt;br /&gt;
|duration=Encounter&lt;br /&gt;
|save=Will negates; see text&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This spell creates a weapon of pure force on your person. When you cast this spell, choose three [[Weapons#Weapon Properties|weapon properties]] other than {{Bracket|Barbed}}, {{Bracket|Elemental}}, and {{Bracket|Quick-draw}}. You may draw the weapon immediately with no action cost. The weapon has the chosen weapon properties. Whenever a creature deals damage with an attack using this weapon, it deals additional damage equal to your [[level]] and all damage it deals with the attack gains the {{Bracket|Force}} descriptor. For each opponent, the first time each {{Bracket|Round}} that you hit that opponent with an attack made using this weapon, that opponent becomes {{Bracket|Shaken}} for one [Round]. A successful [[Will]] save negates the [Shaken] condition.&lt;br /&gt;
&lt;br /&gt;
If you are disarmed or put down the force weapon, the spell ends.&lt;/div&gt;</summary>
		<author><name>Vicerious</name></author>
	</entry>
	<entry>
		<id>https://legendwiki.com/index.php?title=Legendary_Creatures&amp;diff=2055</id>
		<title>Legendary Creatures</title>
		<link rel="alternate" type="text/html" href="https://legendwiki.com/index.php?title=Legendary_Creatures&amp;diff=2055"/>
		<updated>2018-12-20T19:48:36Z</updated>

		<summary type="html">&lt;p&gt;Vicerious: /* Seeker */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Most of the time, characters start out as plucky underqualified adventurers, and slowly build their way up to earth-shattering power. But a select few – demigods, titans, and influential leaders, for instance – can possess a few abilities that make them stand above their peers in some respect. These are Legendary characters, whose actions shake the foundations of the world. This is an optional section, and the abilities inside are meant to make things substantially more powerful than regular creatures. It’s up to GMs to decide if and how Legendary can be acquired in the game.&lt;br /&gt;
&lt;br /&gt;
==What is Legendary?==&lt;br /&gt;
The [Legendary] subtype is a mechanism for depicting characters who are truly larger than life. These characters have more in common with Achilles, John Carter, or even Elric than they do with Odysseus, Sherlock Holmes, or the Musketeers. Fights against [Legendary] foes are enough to merit ballads in their own right, and often enter into the greater mythology of the world.&lt;br /&gt;
&lt;br /&gt;
In general, [Legendary] characters can be considered two levels higher for the purposes of calculating encounters, but this is not a perfect analogy. Simply put, [Legendary] characters are not suitable for use as common monsters or mewling recruits; they require a little bit more planning and thought. [Legendary] is also a mechanic for defining player characters, but it is critical that if one player’s character is [Legendary], all the player characters should be.&lt;br /&gt;
&lt;br /&gt;
There are four tiers, and at each tier you acquire a single ability. There are no dependencies between choices, so feel free to mix and match to build the larger-than-life megalomaniac you’ve always wanted.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Champion:&#039;&#039;&#039; 1st level and up&lt;br /&gt;
* &#039;&#039;&#039;Fated:&#039;&#039;&#039; 5th level and up&lt;br /&gt;
* &#039;&#039;&#039;Immortal:&#039;&#039;&#039; 10th level and up&lt;br /&gt;
* &#039;&#039;&#039;Legend:&#039;&#039;&#039; 15th level and up&lt;br /&gt;
&lt;br /&gt;
==Champion==&lt;br /&gt;
This is the first step towards a more profound destiny, the first display of greatness through some particularly adroit skill or powerful trait. For many characters, the ability granted at this tier is their most defining mechanical aspect.&lt;br /&gt;
&lt;br /&gt;
===Chameleon===&lt;br /&gt;
You always have the right tool for the job, demonstrating either a preternatural degree of preparedness or a distressing ability to fake it. Once per {{Bracket|Scene}}, you may use one of the following abilities:&lt;br /&gt;
* As an [[immediate action]] when you hit with an attack, you may cause that hit to become a [[critical hit]].&lt;br /&gt;
* As a [[free action]], you may gain any one [[feat]] you qualify for, for three {{Bracket|Rounds}}.&lt;br /&gt;
* As a [[free action]], you count as trained in an additional skill for three {{Bracket|Rounds}}.&lt;br /&gt;
&lt;br /&gt;
===Child of the Forge===&lt;br /&gt;
You gain early access to a [[Greater item]], and may use it in addition to the normal Greater Items you are entitled to.&lt;br /&gt;
&lt;br /&gt;
===Collateral Damage===&lt;br /&gt;
The length of any wedge and line [[area effect]] you create is doubled. The radius of any spread area effect you activate is doubled. Whenever you would create any other area effect&lt;br /&gt;
which covers squares a certain distance or number of squares away from a target square, that distance or number of squares is doubled.&lt;br /&gt;
&lt;br /&gt;
===Indestructible===&lt;br /&gt;
You halve physical damage you would  take, after {{Bracket|Damage reduction}}, {{Bracket|Resistance}} and other effects that would reduce damage.&lt;br /&gt;
&lt;br /&gt;
===Magic Bullet===&lt;br /&gt;
Once per {{Bracket|Encounter}}, the next time you make a ranged attack, before you choose targets, you may gain [[line of sight]] to all creatures within range of that attack until the end of that attack. The attack ignores [[line of effect]], {{Bracket|Covered}}, and {{Bracket|Miss chance}}.&lt;br /&gt;
&lt;br /&gt;
===Mr. Atlas===&lt;br /&gt;
You get a +10 bonus to [[Acrobatics]] and [[Athletics]].&lt;br /&gt;
&lt;br /&gt;
===Origin Story===&lt;br /&gt;
You must take the [[Full Buy-In]] option to qualify for this ability. Once per {{Bracket|Scene}} at the start of an {{Bracket|Encounter}} or between {{Bracket|Encounters}}, you may reveal the current version of your origin story. When you do so, you may pick a different track for your Full Buy-In track.&lt;br /&gt;
&lt;br /&gt;
===Suave===&lt;br /&gt;
You are as cool as a cucumber, though somewhat more deadly. You enter each [[social encounter]] with a free [[token]] on one opposing party.&lt;br /&gt;
&lt;br /&gt;
===Woldhewn===&lt;br /&gt;
You halve energy damage and magic damage you would take, after {{Bracket|Resistance}} and other effects that would reduce damage.&lt;br /&gt;
&lt;br /&gt;
==Fated==&lt;br /&gt;
Your name is whispered by the firelight far from civilization. Tales of your deeds are sung in taverns the world over. Your footsteps shake the earth and leave nothing unscathed in your wake. [[Skills#Knowledge Skills|Knowledge]] checks made to identify you are made with a +5 bonus.&lt;br /&gt;
&lt;br /&gt;
===Awesome Presence===&lt;br /&gt;
Bystanders are awestruck by your charisma or reputation. You enter each [[social encounter]] with a free [[token]] on everyone else.&lt;br /&gt;
&lt;br /&gt;
===Bigger===&lt;br /&gt;
The length of any wedge and line [[area effect]] you create is doubled. The radius of any spread area effect you activate is doubled. Whenever you would create any other area effect&lt;br /&gt;
which covers squares a certain distance or number of squares away from a target square, that distance or number of squares is doubled.&lt;br /&gt;
&lt;br /&gt;
===Full Sanction===&lt;br /&gt;
Once per {{Bracket|Quest}}, you may use this ability by initiating combat during a [[social encounter]]. Doing so immediately ends the social encounter, but you suffer no social repercussions from any party other than the one you attacked.&lt;br /&gt;
&lt;br /&gt;
===Iron Monger===&lt;br /&gt;
You gain early access to a [[Relic]], and may use it in addition to the normal Relics you are entitled to due to your level.&lt;br /&gt;
&lt;br /&gt;
===Phantom===&lt;br /&gt;
Once per {{Bracket|Quest}}, you can call in favors or exercise your considerable acumen to hush up just about anything, from a robbery to a political gaffe, all the way up to a brutal gunfight.&lt;br /&gt;
&lt;br /&gt;
===Servant of Twelve Labors===&lt;br /&gt;
You can move stunning amounts of material. With a {{Bracket|Scene}}’s physical or mental labor, you can dig a small canal, dig a trench with built-in earth fortifications, or erect a&lt;br /&gt;
solid fence around a military camp.&lt;br /&gt;
&lt;br /&gt;
===Summoner===&lt;br /&gt;
By expending all your actions for a {{Bracket|Round}}, you may create a [[Minion]] anywhere within your {{Bracket|Melee}} range. The Minions you create this way are always one level lower than you. These Minions die when you die, and collapse completely into dust, bones, or clay at the end of the {{Bracket|Encounter}}.&lt;br /&gt;
&lt;br /&gt;
===The World Twists===&lt;br /&gt;
You begin each {{Bracket|Encounter}} affected by Illusionary Terrain, as the [[consumable]].&lt;br /&gt;
&lt;br /&gt;
===Wayfarer===&lt;br /&gt;
Once per {{Bracket|Scene}}, with the work of twenty {{Bracket|Rounds}}, you can form a short-lived bridge between a point within {{Bracket|Close}} range and any point within a hundred miles. For three [Rounds], the entry and exit points of your bridge are treated in all ways as though they were adjacent squares. This allows [[line of sight]] and [[line of effect]] to be drawn. As the bridge is being formed, a tell-tale hum and an actinic glow are present at both the origin and the destination; a DC 15 [[History]] or [[Arcana]] check can identify the effect.&lt;br /&gt;
&lt;br /&gt;
===Windblessed===&lt;br /&gt;
Ranged attacks made against you from {{Bracket|Medium}} or longer range simply fail, unless the source is [Legendary]. These attacks still count as having been made for the purpose of any resource cost, and if an action was spent to make one or more of these attacks, that action counts as having been used.&lt;br /&gt;
&lt;br /&gt;
==Immortal==&lt;br /&gt;
Your ascension has begun in earnest, a sharp arc plotted against the terrible power you now wield. When people say your name, it is no longer a casual mention for most. [[Skills#Knowledge Skills|Knowledge]] checks made to identify you are made with a +10 bonus, unless you took the Puppetmaster ability.&lt;br /&gt;
&lt;br /&gt;
===No! Bigger!===&lt;br /&gt;
The length of any wedge and line [[area effect]] you create is doubled. The radius of any spread area effect you activate is doubled. Whenever you would create any other area effect&lt;br /&gt;
which covers squares a certain distance or number of squares away from a target square, that distance or number of squares is doubled.&lt;br /&gt;
&lt;br /&gt;
===Plot Armor===&lt;br /&gt;
Any evidence of your demise is a red herring. When you &amp;quot;die&amp;quot;, you come back to life at the end of the {{Bracket|Scene}}. If your body has been reduced to chunky salsa or finer ([[hit points]] reduced &lt;br /&gt;
to less than -20 times your [[level]]), however, your death will stick this time.&lt;br /&gt;
&lt;br /&gt;
===Inhume===&lt;br /&gt;
Once per {{Bracket|Quest}}, you can arrange for one non-[Legendary] NPC to suffer a horrible and nearly-untraceable accident, one that is extremely fatal. This NPC cannot be more than one [[level]] higher than you. Be careful, though, as resurrection may be possible.&lt;br /&gt;
&lt;br /&gt;
===Puppetmaster===&lt;br /&gt;
[[Skills#Knowledge Skills|Knowledge]] checks made to learn anything about you automatically fail. Accounts of your exploits inevitably leave you out. Your role in events is quickly forgotten, though the events themselves often grace the pages of the history books. You’ve become nothing more than a bogeyman, a whispered myth.&lt;br /&gt;
&lt;br /&gt;
===Minions===&lt;br /&gt;
You have a squad of five disposable minions who blindly obey your orders. Each of these minions is a character five [[level]]s lower than you. When one of these minions dies, you may replace it at the end of the {{Bracket|Scene}}. Minions do not get [[consumables]], are to be built as creatures using [[Full Buy-In]], do not come with [[magic items]], and cannot have {{Bracket|Iconic}} feats.&lt;br /&gt;
&lt;br /&gt;
===Debts Reckoned===&lt;br /&gt;
Some debts are bigger than men, nations, or gods. You are owed a debt by Fate itself, and you intend to collect. Three times per {{Bracket|Quest}}, as an [[immediate action]], you may dictate the outcome of any one roll or bid, or the placement of any area of effect. Placements must still be legal and a single action may be affected only once. This ability may not be not suitable for all campaigns, and should only be taken with the GM’s express permission.&lt;br /&gt;
&lt;br /&gt;
===Awesome Lair===&lt;br /&gt;
You have a supremely cool lair. Perhaps it is a flying ship, or a burrowing castle. Perhaps a citadel complete with artillery, or a black tower that cannot be destroyed. Maybe you built it, or inherited it, or stole it. In addition to the single significant perk that this lair must possess compared to a normal lair, once per {{Bracket|Quest}}, you may opt to take the fight home or possibly take your home to the fight. If you do, you may design the terrain for a single {{Bracket|Encounter}}. As a result, most [Legendary] lairs are distinguished by the fact that they are mobile.&lt;br /&gt;
&lt;br /&gt;
===Lionhearted===&lt;br /&gt;
Some few were meant especially to lead, but many legends are about the led as much as the leaders. While within {{Bracket|Long}} range of you, allies gain a single [[Legendary Creatures#Champion|Champion]]-tier [Legendary] ability of your choice other than Suave. This choice, made when this ability is acquired, is permanent.&lt;br /&gt;
&lt;br /&gt;
===Singer of Earth and Tide===&lt;br /&gt;
You are a master of creation and engineering. As long as you have something to build on, you can create a bridge, solid wall, or large dome. This may require anywhere from an hour’s effort for a structure the size of a small house or a bridge across a gap of only a few yards to a week’s effort for a castle or other fortification large enough to hold a small army or a bridge up to five miles long. It is possible to call forth an even larger structure, but such a feat is almost always a group effort. Once per {{Bracket|Quest}}, you may render a structure you’ve created indestructible for the rest of the [Quest].&lt;br /&gt;
&lt;br /&gt;
===Scourge===&lt;br /&gt;
With a gesture and a breath, you can annihilate most mundane objects. As a [[move action]], you may fire a 45 ft [[Area Effects#Wedge|wedge]] originating from you that destroys most mundane objects and materials. This allows you to sear a path into the earth, blow away bridges, level hillocks, and decimate city streets like Godzilla on cocaine. Characters caught in this blast are dealt energy damage with the {{Bracket|Fire}} descriptor equal to your character [[level]] and begin {{Bracket|Burning}}.&lt;br /&gt;
&lt;br /&gt;
===Emplaced===&lt;br /&gt;
With a week of effort, you can blend into the scenery, in a literal sense. By rendering yourself completely immobile for at least a week from the time you finish digging in, you gain an extra [[standard action]] every turn while you remain immobile.&lt;br /&gt;
&lt;br /&gt;
===Colossus===&lt;br /&gt;
You’re so big you’re part of the terrain. You gain [[Ruinous Charge]] as a bonus [[feat]]. In addition, if you are not already {{Bracket|Huge}}, you become [Huge], and you occupy a 20 ft-by-20 ft square &lt;br /&gt;
space, or with group approval after very careful scrutiny,  any  other  space  with  16  contiguous squares. (Some shapes work outside the scope of our rules. Caution is advised.) Only creatures who &lt;br /&gt;
occupy one of your squares can attack you. If you are not {{Bracket|Flying}}, {{Bracket|Swimming}}, {{Bracket|Burrowing}}, or {{Bracket|Soaring}}, a non-[lying] adjacent creature may make an [[Acrobatics]], [[Athletics]], or [[Ride]] check ([[DC]] 10 + 1/2 your [[level]] + your [[KDM]]) as part of a [[move action]]. Success in this check means they enter an adjacent square you occupy of their choice and lose the [Burrowing], [Soaring], and [Swimming] conditions if they possessed any of them; failure means they are not able to enter a square you occupy, but the partial move action is still used &lt;br /&gt;
up. A [Flying] creature may enter a square you occupy as if moving into an unoccupied square if you are not [Flying], [Swimming], [Burrowing], or [Soaring]. If you are [Flying], [Swimming], [Burrowing], or [Soaring], an adjacent creature that also possesses the same condition may make an Acrobatics, Athletics, or Ride check (DC 10 + 1/2 your level + your KDM) as part of a move action. Success in this check means they enter an adjacent square you occupy of their choice; failure means they are not able to enter a square you occupy, but the partial move action is still used up. Moving out of your occupied squares costs other creatures twice as much movement as normal. If a creature occupies one of the same squares as you when you move, then they are moved in the direction and distance you are moved to. If you gain [Flying], [Soaring], [Swimming], or [Burrowing] and a creature occupying one of your squares also has the related movement mode they also gain that condition. If a creature that occupies one of your squares does not have the movement related to the condition you are about to gain then they are moved to the nearest unoccupied space of your choice before you gain that condition.&lt;br /&gt;
&lt;br /&gt;
==Legend==&lt;br /&gt;
For many of your acquaintances, you are the closest thing to a god that they will ever encounter. If you have one of these abilities, [[Skills#Knowledge Skills|Knowledge]] checks to identify you are made with a bonus of +20 unless you have the Puppetmaster ability, in which case the checks still fail.&lt;br /&gt;
&lt;br /&gt;
===A Bit of Gravitas===&lt;br /&gt;
All opponents within {{Bracket|Long}} range lose {{Bracket|Flying}} and the [[Fly]] movement mode. Each  creature  which  did  not  possess  the  Fly movement mode suffers a penalty equal to half its movement speed to its movement speed as long as it remains within range. This ability has no effect on opponents that also possess the A Bit of Gravitas ability.&lt;br /&gt;
&lt;br /&gt;
===Maniacal Laughter===&lt;br /&gt;
The size of any area of effect you generate is multiplied by 4 in all dimensions. This stacks with any similar [Legendary] abilities.&lt;br /&gt;
&lt;br /&gt;
===Practicing Nihilist===&lt;br /&gt;
You are become death, destroyer of worlds. You ignore {{Bracket|Immunity}}, and treat all {{Bracket|Resistance}} and {{Bracket|Damage reduction}} as though it were halved. You can choose for any {{Bracket|Negative}} effect  that  originates  from  you  to  damage {{Bracket|Undead}} creatures instead of healing them, and opponents with the Woldhewn or Indestructible [Legendary] abilities gain no benefit from those abilities against damage you deal.&lt;br /&gt;
&lt;br /&gt;
===Arrangements===&lt;br /&gt;
Your shadowy assets and the agendas aligned with you have seen fit to remove obstacles from your path. Once per {{Bracket|Quest}}, if you can tell a great story about how your complex and convoluted plan has come to fruition, you may outright win a single {{Bracket|Encounter}}. If the other side also has this ability, you trade off complex counter-plots until one side tells a definitively cooler story. This power is not suitable for all campaigns and should only be taken with the GM’s express permission.&lt;br /&gt;
&lt;br /&gt;
===Seeker===&lt;br /&gt;
You  find  things...  things  lost,  things gone, things alive, things dead, things that have never been, things that are yet to be. You have {{Bracket|Blindsight}} and {{Bracket|Tremorsense}} out to {{Bracket|Extreme}} range, ignore all {{Bracket|Miss  chance}}, and have {{Bracket|Immunity}} to {{Bracket|Figments}}. You can use &#039;&#039;[[discern location]]&#039;&#039;, as the [[spell]], at will.&lt;br /&gt;
&lt;br /&gt;
===Protean===&lt;br /&gt;
You have gone back to your roots. Way back, to the primordial roots. At the beginning of each {{Bracket|Quest}}, you may select two sets of tracks from class or race tracks, as though you were replacing the tracks you currently have. You may switch between these sets of tracks at the beginning of a {{Bracket|Scene} and completely alter your physical appearance with the exception of a single distinguishing and constant trait selected when you gain this ability. This power is not suitable for all players and campaigns, as it entails a considerable amount of book-keeping.&lt;br /&gt;
&lt;br /&gt;
===Technologist===&lt;br /&gt;
Breakthroughs  have  become  your stock in trade. Twice per {{Bracket|Encounter}}, you can cast any spell of 6th circle of lower that has an instantaneous duration, a duration of {{Bracket|Encounter}}, &lt;br /&gt;
or a duration measured in {{Bracket|Rounds}}. Twice per {{Bracket|Scene}}, you can cast any any spell of 6th circle of lower that has a duration of [Scene], but for each spell with a duration of [Scene] you cast this way, you decrease the number of spells you can cast with Technologist per [Encounter] by one until the end of the [Scene].&lt;br /&gt;
&lt;br /&gt;
===A Place to Stand===&lt;br /&gt;
You can shift the very planets, altering forever the geography of a world. Once per {{Bracket|Encounter}}, as a [[standard action]], you can rearrange  the  positions  of  all  squares  within &lt;br /&gt;
{{Bracket|Extreme}} range, transporting all creatures, effects and terrain features on those squares with them. If a creature occupies more than one square, you must move the squares it occupies as a single unit. In addition, you can target {{Bracket|Burrowing}} creatures even if you are not [Burrowing] or lack [[line of effect]] to them.&lt;br /&gt;
&lt;br /&gt;
===Titan===&lt;br /&gt;
You have {{Bracket|Immunity}} to physical damage if you also have the Indestructible ability. Otherwise, you halve physical damage you would take, after {{Bracket|Damage reduction}}, {{Bracket|Resistance}} and other effects that would reduce damage. You cannot take the Titan ability if you have the Puppetmaster ability.&lt;br /&gt;
&lt;br /&gt;
===Tap Leyline===&lt;br /&gt;
It turns out that old arts die hard. You may lay a [[spell]] you can cast into the very spirit of a place, be it a city, ancient glade, or mage’s tower. The anchoring of the spell gives it permanency, &lt;br /&gt;
and it cannot be dispelled or disrupted without completely  destroying  the  enchanted  location. You may choose to dismiss the effect from its present location, and anchor a spell at a new location &lt;br /&gt;
at the beginning of each {{Bracket|Scene}}.&lt;br /&gt;
&lt;br /&gt;
===Old Hero===&lt;br /&gt;
You’ve stayed alive by learning valuable lessons the extremely hard way. You have {{Bracket|Immunity}} to energy damage and magic damage if you also have the Woldhewn ability. Otherwise, you halve energy  damage and  magic damage you would take, after {{Bracket|Resistance}} and other effects that reduce damage. You cannot take the Old Hero [Legendary] ability if you have the Puppetmaster [Legendary] ability.&lt;br /&gt;
&lt;br /&gt;
===Old Mage===&lt;br /&gt;
Only the wisest mages reach old age. You are permanently affected by a single [[spell]] you can cast. If your chosen spell’s effects are exhausted (as may be possible for spells like &#039;&#039;spell turning&#039;&#039; or &#039;&#039;stoneskin&#039;&#039;) or ended by a {{Bracket|Dispelling}} effect, its resumes at full power at the end of the {{Bracket|Encounter}}. You may change this spell at the beginning of each {{Bracket|Quest}}.&lt;br /&gt;
&lt;br /&gt;
===Hero Rising===&lt;br /&gt;
Heroism has a certain kind of inertia, a sense of the unstoppable. At the end of your turn, you gain a +1 bonus to all d20 rolls until the end of the {{Bracket|Encounter}}. If you already have a bonus to d20 rolls from this ability, it increases by +1 instead, to a maximum of 1/2 of your [[level]]. You gain a bonus to your movement speed equal to +10 ft per +1 to d20 rolls gained through this ability.&lt;br /&gt;
&lt;br /&gt;
[[Category:GM Tools]]&lt;br /&gt;
[[Category:Encounter Design]]&lt;/div&gt;</summary>
		<author><name>Vicerious</name></author>
	</entry>
	<entry>
		<id>https://legendwiki.com/index.php?title=Legendary_Creatures&amp;diff=2054</id>
		<title>Legendary Creatures</title>
		<link rel="alternate" type="text/html" href="https://legendwiki.com/index.php?title=Legendary_Creatures&amp;diff=2054"/>
		<updated>2018-12-20T19:47:34Z</updated>

		<summary type="html">&lt;p&gt;Vicerious: /* Practicing Nihilist */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Most of the time, characters start out as plucky underqualified adventurers, and slowly build their way up to earth-shattering power. But a select few – demigods, titans, and influential leaders, for instance – can possess a few abilities that make them stand above their peers in some respect. These are Legendary characters, whose actions shake the foundations of the world. This is an optional section, and the abilities inside are meant to make things substantially more powerful than regular creatures. It’s up to GMs to decide if and how Legendary can be acquired in the game.&lt;br /&gt;
&lt;br /&gt;
==What is Legendary?==&lt;br /&gt;
The [Legendary] subtype is a mechanism for depicting characters who are truly larger than life. These characters have more in common with Achilles, John Carter, or even Elric than they do with Odysseus, Sherlock Holmes, or the Musketeers. Fights against [Legendary] foes are enough to merit ballads in their own right, and often enter into the greater mythology of the world.&lt;br /&gt;
&lt;br /&gt;
In general, [Legendary] characters can be considered two levels higher for the purposes of calculating encounters, but this is not a perfect analogy. Simply put, [Legendary] characters are not suitable for use as common monsters or mewling recruits; they require a little bit more planning and thought. [Legendary] is also a mechanic for defining player characters, but it is critical that if one player’s character is [Legendary], all the player characters should be.&lt;br /&gt;
&lt;br /&gt;
There are four tiers, and at each tier you acquire a single ability. There are no dependencies between choices, so feel free to mix and match to build the larger-than-life megalomaniac you’ve always wanted.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Champion:&#039;&#039;&#039; 1st level and up&lt;br /&gt;
* &#039;&#039;&#039;Fated:&#039;&#039;&#039; 5th level and up&lt;br /&gt;
* &#039;&#039;&#039;Immortal:&#039;&#039;&#039; 10th level and up&lt;br /&gt;
* &#039;&#039;&#039;Legend:&#039;&#039;&#039; 15th level and up&lt;br /&gt;
&lt;br /&gt;
==Champion==&lt;br /&gt;
This is the first step towards a more profound destiny, the first display of greatness through some particularly adroit skill or powerful trait. For many characters, the ability granted at this tier is their most defining mechanical aspect.&lt;br /&gt;
&lt;br /&gt;
===Chameleon===&lt;br /&gt;
You always have the right tool for the job, demonstrating either a preternatural degree of preparedness or a distressing ability to fake it. Once per {{Bracket|Scene}}, you may use one of the following abilities:&lt;br /&gt;
* As an [[immediate action]] when you hit with an attack, you may cause that hit to become a [[critical hit]].&lt;br /&gt;
* As a [[free action]], you may gain any one [[feat]] you qualify for, for three {{Bracket|Rounds}}.&lt;br /&gt;
* As a [[free action]], you count as trained in an additional skill for three {{Bracket|Rounds}}.&lt;br /&gt;
&lt;br /&gt;
===Child of the Forge===&lt;br /&gt;
You gain early access to a [[Greater item]], and may use it in addition to the normal Greater Items you are entitled to.&lt;br /&gt;
&lt;br /&gt;
===Collateral Damage===&lt;br /&gt;
The length of any wedge and line [[area effect]] you create is doubled. The radius of any spread area effect you activate is doubled. Whenever you would create any other area effect&lt;br /&gt;
which covers squares a certain distance or number of squares away from a target square, that distance or number of squares is doubled.&lt;br /&gt;
&lt;br /&gt;
===Indestructible===&lt;br /&gt;
You halve physical damage you would  take, after {{Bracket|Damage reduction}}, {{Bracket|Resistance}} and other effects that would reduce damage.&lt;br /&gt;
&lt;br /&gt;
===Magic Bullet===&lt;br /&gt;
Once per {{Bracket|Encounter}}, the next time you make a ranged attack, before you choose targets, you may gain [[line of sight]] to all creatures within range of that attack until the end of that attack. The attack ignores [[line of effect]], {{Bracket|Covered}}, and {{Bracket|Miss chance}}.&lt;br /&gt;
&lt;br /&gt;
===Mr. Atlas===&lt;br /&gt;
You get a +10 bonus to [[Acrobatics]] and [[Athletics]].&lt;br /&gt;
&lt;br /&gt;
===Origin Story===&lt;br /&gt;
You must take the [[Full Buy-In]] option to qualify for this ability. Once per {{Bracket|Scene}} at the start of an {{Bracket|Encounter}} or between {{Bracket|Encounters}}, you may reveal the current version of your origin story. When you do so, you may pick a different track for your Full Buy-In track.&lt;br /&gt;
&lt;br /&gt;
===Suave===&lt;br /&gt;
You are as cool as a cucumber, though somewhat more deadly. You enter each [[social encounter]] with a free [[token]] on one opposing party.&lt;br /&gt;
&lt;br /&gt;
===Woldhewn===&lt;br /&gt;
You halve energy damage and magic damage you would take, after {{Bracket|Resistance}} and other effects that would reduce damage.&lt;br /&gt;
&lt;br /&gt;
==Fated==&lt;br /&gt;
Your name is whispered by the firelight far from civilization. Tales of your deeds are sung in taverns the world over. Your footsteps shake the earth and leave nothing unscathed in your wake. [[Skills#Knowledge Skills|Knowledge]] checks made to identify you are made with a +5 bonus.&lt;br /&gt;
&lt;br /&gt;
===Awesome Presence===&lt;br /&gt;
Bystanders are awestruck by your charisma or reputation. You enter each [[social encounter]] with a free [[token]] on everyone else.&lt;br /&gt;
&lt;br /&gt;
===Bigger===&lt;br /&gt;
The length of any wedge and line [[area effect]] you create is doubled. The radius of any spread area effect you activate is doubled. Whenever you would create any other area effect&lt;br /&gt;
which covers squares a certain distance or number of squares away from a target square, that distance or number of squares is doubled.&lt;br /&gt;
&lt;br /&gt;
===Full Sanction===&lt;br /&gt;
Once per {{Bracket|Quest}}, you may use this ability by initiating combat during a [[social encounter]]. Doing so immediately ends the social encounter, but you suffer no social repercussions from any party other than the one you attacked.&lt;br /&gt;
&lt;br /&gt;
===Iron Monger===&lt;br /&gt;
You gain early access to a [[Relic]], and may use it in addition to the normal Relics you are entitled to due to your level.&lt;br /&gt;
&lt;br /&gt;
===Phantom===&lt;br /&gt;
Once per {{Bracket|Quest}}, you can call in favors or exercise your considerable acumen to hush up just about anything, from a robbery to a political gaffe, all the way up to a brutal gunfight.&lt;br /&gt;
&lt;br /&gt;
===Servant of Twelve Labors===&lt;br /&gt;
You can move stunning amounts of material. With a {{Bracket|Scene}}’s physical or mental labor, you can dig a small canal, dig a trench with built-in earth fortifications, or erect a&lt;br /&gt;
solid fence around a military camp.&lt;br /&gt;
&lt;br /&gt;
===Summoner===&lt;br /&gt;
By expending all your actions for a {{Bracket|Round}}, you may create a [[Minion]] anywhere within your {{Bracket|Melee}} range. The Minions you create this way are always one level lower than you. These Minions die when you die, and collapse completely into dust, bones, or clay at the end of the {{Bracket|Encounter}}.&lt;br /&gt;
&lt;br /&gt;
===The World Twists===&lt;br /&gt;
You begin each {{Bracket|Encounter}} affected by Illusionary Terrain, as the [[consumable]].&lt;br /&gt;
&lt;br /&gt;
===Wayfarer===&lt;br /&gt;
Once per {{Bracket|Scene}}, with the work of twenty {{Bracket|Rounds}}, you can form a short-lived bridge between a point within {{Bracket|Close}} range and any point within a hundred miles. For three [Rounds], the entry and exit points of your bridge are treated in all ways as though they were adjacent squares. This allows [[line of sight]] and [[line of effect]] to be drawn. As the bridge is being formed, a tell-tale hum and an actinic glow are present at both the origin and the destination; a DC 15 [[History]] or [[Arcana]] check can identify the effect.&lt;br /&gt;
&lt;br /&gt;
===Windblessed===&lt;br /&gt;
Ranged attacks made against you from {{Bracket|Medium}} or longer range simply fail, unless the source is [Legendary]. These attacks still count as having been made for the purpose of any resource cost, and if an action was spent to make one or more of these attacks, that action counts as having been used.&lt;br /&gt;
&lt;br /&gt;
==Immortal==&lt;br /&gt;
Your ascension has begun in earnest, a sharp arc plotted against the terrible power you now wield. When people say your name, it is no longer a casual mention for most. [[Skills#Knowledge Skills|Knowledge]] checks made to identify you are made with a +10 bonus, unless you took the Puppetmaster ability.&lt;br /&gt;
&lt;br /&gt;
===No! Bigger!===&lt;br /&gt;
The length of any wedge and line [[area effect]] you create is doubled. The radius of any spread area effect you activate is doubled. Whenever you would create any other area effect&lt;br /&gt;
which covers squares a certain distance or number of squares away from a target square, that distance or number of squares is doubled.&lt;br /&gt;
&lt;br /&gt;
===Plot Armor===&lt;br /&gt;
Any evidence of your demise is a red herring. When you &amp;quot;die&amp;quot;, you come back to life at the end of the {{Bracket|Scene}}. If your body has been reduced to chunky salsa or finer ([[hit points]] reduced &lt;br /&gt;
to less than -20 times your [[level]]), however, your death will stick this time.&lt;br /&gt;
&lt;br /&gt;
===Inhume===&lt;br /&gt;
Once per {{Bracket|Quest}}, you can arrange for one non-[Legendary] NPC to suffer a horrible and nearly-untraceable accident, one that is extremely fatal. This NPC cannot be more than one [[level]] higher than you. Be careful, though, as resurrection may be possible.&lt;br /&gt;
&lt;br /&gt;
===Puppetmaster===&lt;br /&gt;
[[Skills#Knowledge Skills|Knowledge]] checks made to learn anything about you automatically fail. Accounts of your exploits inevitably leave you out. Your role in events is quickly forgotten, though the events themselves often grace the pages of the history books. You’ve become nothing more than a bogeyman, a whispered myth.&lt;br /&gt;
&lt;br /&gt;
===Minions===&lt;br /&gt;
You have a squad of five disposable minions who blindly obey your orders. Each of these minions is a character five [[level]]s lower than you. When one of these minions dies, you may replace it at the end of the {{Bracket|Scene}}. Minions do not get [[consumables]], are to be built as creatures using [[Full Buy-In]], do not come with [[magic items]], and cannot have {{Bracket|Iconic}} feats.&lt;br /&gt;
&lt;br /&gt;
===Debts Reckoned===&lt;br /&gt;
Some debts are bigger than men, nations, or gods. You are owed a debt by Fate itself, and you intend to collect. Three times per {{Bracket|Quest}}, as an [[immediate action]], you may dictate the outcome of any one roll or bid, or the placement of any area of effect. Placements must still be legal and a single action may be affected only once. This ability may not be not suitable for all campaigns, and should only be taken with the GM’s express permission.&lt;br /&gt;
&lt;br /&gt;
===Awesome Lair===&lt;br /&gt;
You have a supremely cool lair. Perhaps it is a flying ship, or a burrowing castle. Perhaps a citadel complete with artillery, or a black tower that cannot be destroyed. Maybe you built it, or inherited it, or stole it. In addition to the single significant perk that this lair must possess compared to a normal lair, once per {{Bracket|Quest}}, you may opt to take the fight home or possibly take your home to the fight. If you do, you may design the terrain for a single {{Bracket|Encounter}}. As a result, most [Legendary] lairs are distinguished by the fact that they are mobile.&lt;br /&gt;
&lt;br /&gt;
===Lionhearted===&lt;br /&gt;
Some few were meant especially to lead, but many legends are about the led as much as the leaders. While within {{Bracket|Long}} range of you, allies gain a single [[Legendary Creatures#Champion|Champion]]-tier [Legendary] ability of your choice other than Suave. This choice, made when this ability is acquired, is permanent.&lt;br /&gt;
&lt;br /&gt;
===Singer of Earth and Tide===&lt;br /&gt;
You are a master of creation and engineering. As long as you have something to build on, you can create a bridge, solid wall, or large dome. This may require anywhere from an hour’s effort for a structure the size of a small house or a bridge across a gap of only a few yards to a week’s effort for a castle or other fortification large enough to hold a small army or a bridge up to five miles long. It is possible to call forth an even larger structure, but such a feat is almost always a group effort. Once per {{Bracket|Quest}}, you may render a structure you’ve created indestructible for the rest of the [Quest].&lt;br /&gt;
&lt;br /&gt;
===Scourge===&lt;br /&gt;
With a gesture and a breath, you can annihilate most mundane objects. As a [[move action]], you may fire a 45 ft [[Area Effects#Wedge|wedge]] originating from you that destroys most mundane objects and materials. This allows you to sear a path into the earth, blow away bridges, level hillocks, and decimate city streets like Godzilla on cocaine. Characters caught in this blast are dealt energy damage with the {{Bracket|Fire}} descriptor equal to your character [[level]] and begin {{Bracket|Burning}}.&lt;br /&gt;
&lt;br /&gt;
===Emplaced===&lt;br /&gt;
With a week of effort, you can blend into the scenery, in a literal sense. By rendering yourself completely immobile for at least a week from the time you finish digging in, you gain an extra [[standard action]] every turn while you remain immobile.&lt;br /&gt;
&lt;br /&gt;
===Colossus===&lt;br /&gt;
You’re so big you’re part of the terrain. You gain [[Ruinous Charge]] as a bonus [[feat]]. In addition, if you are not already {{Bracket|Huge}}, you become [Huge], and you occupy a 20 ft-by-20 ft square &lt;br /&gt;
space, or with group approval after very careful scrutiny,  any  other  space  with  16  contiguous squares. (Some shapes work outside the scope of our rules. Caution is advised.) Only creatures who &lt;br /&gt;
occupy one of your squares can attack you. If you are not {{Bracket|Flying}}, {{Bracket|Swimming}}, {{Bracket|Burrowing}}, or {{Bracket|Soaring}}, a non-[lying] adjacent creature may make an [[Acrobatics]], [[Athletics]], or [[Ride]] check ([[DC]] 10 + 1/2 your [[level]] + your [[KDM]]) as part of a [[move action]]. Success in this check means they enter an adjacent square you occupy of their choice and lose the [Burrowing], [Soaring], and [Swimming] conditions if they possessed any of them; failure means they are not able to enter a square you occupy, but the partial move action is still used &lt;br /&gt;
up. A [Flying] creature may enter a square you occupy as if moving into an unoccupied square if you are not [Flying], [Swimming], [Burrowing], or [Soaring]. If you are [Flying], [Swimming], [Burrowing], or [Soaring], an adjacent creature that also possesses the same condition may make an Acrobatics, Athletics, or Ride check (DC 10 + 1/2 your level + your KDM) as part of a move action. Success in this check means they enter an adjacent square you occupy of their choice; failure means they are not able to enter a square you occupy, but the partial move action is still used up. Moving out of your occupied squares costs other creatures twice as much movement as normal. If a creature occupies one of the same squares as you when you move, then they are moved in the direction and distance you are moved to. If you gain [Flying], [Soaring], [Swimming], or [Burrowing] and a creature occupying one of your squares also has the related movement mode they also gain that condition. If a creature that occupies one of your squares does not have the movement related to the condition you are about to gain then they are moved to the nearest unoccupied space of your choice before you gain that condition.&lt;br /&gt;
&lt;br /&gt;
==Legend==&lt;br /&gt;
For many of your acquaintances, you are the closest thing to a god that they will ever encounter. If you have one of these abilities, [[Skills#Knowledge Skills|Knowledge]] checks to identify you are made with a bonus of +20 unless you have the Puppetmaster ability, in which case the checks still fail.&lt;br /&gt;
&lt;br /&gt;
===A Bit of Gravitas===&lt;br /&gt;
All opponents within {{Bracket|Long}} range lose {{Bracket|Flying}} and the [[Fly]] movement mode. Each  creature  which  did  not  possess  the  Fly movement mode suffers a penalty equal to half its movement speed to its movement speed as long as it remains within range. This ability has no effect on opponents that also possess the A Bit of Gravitas ability.&lt;br /&gt;
&lt;br /&gt;
===Maniacal Laughter===&lt;br /&gt;
The size of any area of effect you generate is multiplied by 4 in all dimensions. This stacks with any similar [Legendary] abilities.&lt;br /&gt;
&lt;br /&gt;
===Practicing Nihilist===&lt;br /&gt;
You are become death, destroyer of worlds. You ignore {{Bracket|Immunity}}, and treat all {{Bracket|Resistance}} and {{Bracket|Damage reduction}} as though it were halved. You can choose for any {{Bracket|Negative}} effect  that  originates  from  you  to  damage {{Bracket|Undead}} creatures instead of healing them, and opponents with the Woldhewn or Indestructible [Legendary] abilities gain no benefit from those abilities against damage you deal.&lt;br /&gt;
&lt;br /&gt;
===Arrangements===&lt;br /&gt;
Your shadowy assets and the agendas aligned with you have seen fit to remove obstacles from your path. Once per {{Bracket|Quest}}, if you can tell a great story about how your complex and convoluted plan has come to fruition, you may outright win a single {{Bracket|Encounter}}. If the other side also has this ability, you trade off complex counter-plots until one side tells a definitively cooler story. This power is not suitable for all campaigns and should only be taken with the GM’s express permission.&lt;br /&gt;
&lt;br /&gt;
===Seeker===&lt;br /&gt;
You  find  things...  things  lost,  things gone, things alive, things dead, things that have never been, things that are yet to be. You have {{Bracket|Blindsight}} and {{Bracket|Tremorsense}} out to {{Bracket|Extreme}} range, ignore all {{Bracket|Miss  chance}}, and have {{Bracket|Immunity}} to {{Bracket|Figments}}. You can use &#039;&#039;[[[discern location]]&#039;&#039;, as the [[spell]], at will.&lt;br /&gt;
&lt;br /&gt;
===Protean===&lt;br /&gt;
You have gone back to your roots. Way back, to the primordial roots. At the beginning of each {{Bracket|Quest}}, you may select two sets of tracks from class or race tracks, as though you were replacing the tracks you currently have. You may switch between these sets of tracks at the beginning of a {{Bracket|Scene} and completely alter your physical appearance with the exception of a single distinguishing and constant trait selected when you gain this ability. This power is not suitable for all players and campaigns, as it entails a considerable amount of book-keeping.&lt;br /&gt;
&lt;br /&gt;
===Technologist===&lt;br /&gt;
Breakthroughs  have  become  your stock in trade. Twice per {{Bracket|Encounter}}, you can cast any spell of 6th circle of lower that has an instantaneous duration, a duration of {{Bracket|Encounter}}, &lt;br /&gt;
or a duration measured in {{Bracket|Rounds}}. Twice per {{Bracket|Scene}}, you can cast any any spell of 6th circle of lower that has a duration of [Scene], but for each spell with a duration of [Scene] you cast this way, you decrease the number of spells you can cast with Technologist per [Encounter] by one until the end of the [Scene].&lt;br /&gt;
&lt;br /&gt;
===A Place to Stand===&lt;br /&gt;
You can shift the very planets, altering forever the geography of a world. Once per {{Bracket|Encounter}}, as a [[standard action]], you can rearrange  the  positions  of  all  squares  within &lt;br /&gt;
{{Bracket|Extreme}} range, transporting all creatures, effects and terrain features on those squares with them. If a creature occupies more than one square, you must move the squares it occupies as a single unit. In addition, you can target {{Bracket|Burrowing}} creatures even if you are not [Burrowing] or lack [[line of effect]] to them.&lt;br /&gt;
&lt;br /&gt;
===Titan===&lt;br /&gt;
You have {{Bracket|Immunity}} to physical damage if you also have the Indestructible ability. Otherwise, you halve physical damage you would take, after {{Bracket|Damage reduction}}, {{Bracket|Resistance}} and other effects that would reduce damage. You cannot take the Titan ability if you have the Puppetmaster ability.&lt;br /&gt;
&lt;br /&gt;
===Tap Leyline===&lt;br /&gt;
It turns out that old arts die hard. You may lay a [[spell]] you can cast into the very spirit of a place, be it a city, ancient glade, or mage’s tower. The anchoring of the spell gives it permanency, &lt;br /&gt;
and it cannot be dispelled or disrupted without completely  destroying  the  enchanted  location. You may choose to dismiss the effect from its present location, and anchor a spell at a new location &lt;br /&gt;
at the beginning of each {{Bracket|Scene}}.&lt;br /&gt;
&lt;br /&gt;
===Old Hero===&lt;br /&gt;
You’ve stayed alive by learning valuable lessons the extremely hard way. You have {{Bracket|Immunity}} to energy damage and magic damage if you also have the Woldhewn ability. Otherwise, you halve energy  damage and  magic damage you would take, after {{Bracket|Resistance}} and other effects that reduce damage. You cannot take the Old Hero [Legendary] ability if you have the Puppetmaster [Legendary] ability.&lt;br /&gt;
&lt;br /&gt;
===Old Mage===&lt;br /&gt;
Only the wisest mages reach old age. You are permanently affected by a single [[spell]] you can cast. If your chosen spell’s effects are exhausted (as may be possible for spells like &#039;&#039;spell turning&#039;&#039; or &#039;&#039;stoneskin&#039;&#039;) or ended by a {{Bracket|Dispelling}} effect, its resumes at full power at the end of the {{Bracket|Encounter}}. You may change this spell at the beginning of each {{Bracket|Quest}}.&lt;br /&gt;
&lt;br /&gt;
===Hero Rising===&lt;br /&gt;
Heroism has a certain kind of inertia, a sense of the unstoppable. At the end of your turn, you gain a +1 bonus to all d20 rolls until the end of the {{Bracket|Encounter}}. If you already have a bonus to d20 rolls from this ability, it increases by +1 instead, to a maximum of 1/2 of your [[level]]. You gain a bonus to your movement speed equal to +10 ft per +1 to d20 rolls gained through this ability.&lt;br /&gt;
&lt;br /&gt;
[[Category:GM Tools]]&lt;br /&gt;
[[Category:Encounter Design]]&lt;/div&gt;</summary>
		<author><name>Vicerious</name></author>
	</entry>
	<entry>
		<id>https://legendwiki.com/index.php?title=Legendary_Creatures&amp;diff=2053</id>
		<title>Legendary Creatures</title>
		<link rel="alternate" type="text/html" href="https://legendwiki.com/index.php?title=Legendary_Creatures&amp;diff=2053"/>
		<updated>2018-12-20T19:47:01Z</updated>

		<summary type="html">&lt;p&gt;Vicerious: /* A Bit of Gravitas */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Most of the time, characters start out as plucky underqualified adventurers, and slowly build their way up to earth-shattering power. But a select few – demigods, titans, and influential leaders, for instance – can possess a few abilities that make them stand above their peers in some respect. These are Legendary characters, whose actions shake the foundations of the world. This is an optional section, and the abilities inside are meant to make things substantially more powerful than regular creatures. It’s up to GMs to decide if and how Legendary can be acquired in the game.&lt;br /&gt;
&lt;br /&gt;
==What is Legendary?==&lt;br /&gt;
The [Legendary] subtype is a mechanism for depicting characters who are truly larger than life. These characters have more in common with Achilles, John Carter, or even Elric than they do with Odysseus, Sherlock Holmes, or the Musketeers. Fights against [Legendary] foes are enough to merit ballads in their own right, and often enter into the greater mythology of the world.&lt;br /&gt;
&lt;br /&gt;
In general, [Legendary] characters can be considered two levels higher for the purposes of calculating encounters, but this is not a perfect analogy. Simply put, [Legendary] characters are not suitable for use as common monsters or mewling recruits; they require a little bit more planning and thought. [Legendary] is also a mechanic for defining player characters, but it is critical that if one player’s character is [Legendary], all the player characters should be.&lt;br /&gt;
&lt;br /&gt;
There are four tiers, and at each tier you acquire a single ability. There are no dependencies between choices, so feel free to mix and match to build the larger-than-life megalomaniac you’ve always wanted.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Champion:&#039;&#039;&#039; 1st level and up&lt;br /&gt;
* &#039;&#039;&#039;Fated:&#039;&#039;&#039; 5th level and up&lt;br /&gt;
* &#039;&#039;&#039;Immortal:&#039;&#039;&#039; 10th level and up&lt;br /&gt;
* &#039;&#039;&#039;Legend:&#039;&#039;&#039; 15th level and up&lt;br /&gt;
&lt;br /&gt;
==Champion==&lt;br /&gt;
This is the first step towards a more profound destiny, the first display of greatness through some particularly adroit skill or powerful trait. For many characters, the ability granted at this tier is their most defining mechanical aspect.&lt;br /&gt;
&lt;br /&gt;
===Chameleon===&lt;br /&gt;
You always have the right tool for the job, demonstrating either a preternatural degree of preparedness or a distressing ability to fake it. Once per {{Bracket|Scene}}, you may use one of the following abilities:&lt;br /&gt;
* As an [[immediate action]] when you hit with an attack, you may cause that hit to become a [[critical hit]].&lt;br /&gt;
* As a [[free action]], you may gain any one [[feat]] you qualify for, for three {{Bracket|Rounds}}.&lt;br /&gt;
* As a [[free action]], you count as trained in an additional skill for three {{Bracket|Rounds}}.&lt;br /&gt;
&lt;br /&gt;
===Child of the Forge===&lt;br /&gt;
You gain early access to a [[Greater item]], and may use it in addition to the normal Greater Items you are entitled to.&lt;br /&gt;
&lt;br /&gt;
===Collateral Damage===&lt;br /&gt;
The length of any wedge and line [[area effect]] you create is doubled. The radius of any spread area effect you activate is doubled. Whenever you would create any other area effect&lt;br /&gt;
which covers squares a certain distance or number of squares away from a target square, that distance or number of squares is doubled.&lt;br /&gt;
&lt;br /&gt;
===Indestructible===&lt;br /&gt;
You halve physical damage you would  take, after {{Bracket|Damage reduction}}, {{Bracket|Resistance}} and other effects that would reduce damage.&lt;br /&gt;
&lt;br /&gt;
===Magic Bullet===&lt;br /&gt;
Once per {{Bracket|Encounter}}, the next time you make a ranged attack, before you choose targets, you may gain [[line of sight]] to all creatures within range of that attack until the end of that attack. The attack ignores [[line of effect]], {{Bracket|Covered}}, and {{Bracket|Miss chance}}.&lt;br /&gt;
&lt;br /&gt;
===Mr. Atlas===&lt;br /&gt;
You get a +10 bonus to [[Acrobatics]] and [[Athletics]].&lt;br /&gt;
&lt;br /&gt;
===Origin Story===&lt;br /&gt;
You must take the [[Full Buy-In]] option to qualify for this ability. Once per {{Bracket|Scene}} at the start of an {{Bracket|Encounter}} or between {{Bracket|Encounters}}, you may reveal the current version of your origin story. When you do so, you may pick a different track for your Full Buy-In track.&lt;br /&gt;
&lt;br /&gt;
===Suave===&lt;br /&gt;
You are as cool as a cucumber, though somewhat more deadly. You enter each [[social encounter]] with a free [[token]] on one opposing party.&lt;br /&gt;
&lt;br /&gt;
===Woldhewn===&lt;br /&gt;
You halve energy damage and magic damage you would take, after {{Bracket|Resistance}} and other effects that would reduce damage.&lt;br /&gt;
&lt;br /&gt;
==Fated==&lt;br /&gt;
Your name is whispered by the firelight far from civilization. Tales of your deeds are sung in taverns the world over. Your footsteps shake the earth and leave nothing unscathed in your wake. [[Skills#Knowledge Skills|Knowledge]] checks made to identify you are made with a +5 bonus.&lt;br /&gt;
&lt;br /&gt;
===Awesome Presence===&lt;br /&gt;
Bystanders are awestruck by your charisma or reputation. You enter each [[social encounter]] with a free [[token]] on everyone else.&lt;br /&gt;
&lt;br /&gt;
===Bigger===&lt;br /&gt;
The length of any wedge and line [[area effect]] you create is doubled. The radius of any spread area effect you activate is doubled. Whenever you would create any other area effect&lt;br /&gt;
which covers squares a certain distance or number of squares away from a target square, that distance or number of squares is doubled.&lt;br /&gt;
&lt;br /&gt;
===Full Sanction===&lt;br /&gt;
Once per {{Bracket|Quest}}, you may use this ability by initiating combat during a [[social encounter]]. Doing so immediately ends the social encounter, but you suffer no social repercussions from any party other than the one you attacked.&lt;br /&gt;
&lt;br /&gt;
===Iron Monger===&lt;br /&gt;
You gain early access to a [[Relic]], and may use it in addition to the normal Relics you are entitled to due to your level.&lt;br /&gt;
&lt;br /&gt;
===Phantom===&lt;br /&gt;
Once per {{Bracket|Quest}}, you can call in favors or exercise your considerable acumen to hush up just about anything, from a robbery to a political gaffe, all the way up to a brutal gunfight.&lt;br /&gt;
&lt;br /&gt;
===Servant of Twelve Labors===&lt;br /&gt;
You can move stunning amounts of material. With a {{Bracket|Scene}}’s physical or mental labor, you can dig a small canal, dig a trench with built-in earth fortifications, or erect a&lt;br /&gt;
solid fence around a military camp.&lt;br /&gt;
&lt;br /&gt;
===Summoner===&lt;br /&gt;
By expending all your actions for a {{Bracket|Round}}, you may create a [[Minion]] anywhere within your {{Bracket|Melee}} range. The Minions you create this way are always one level lower than you. These Minions die when you die, and collapse completely into dust, bones, or clay at the end of the {{Bracket|Encounter}}.&lt;br /&gt;
&lt;br /&gt;
===The World Twists===&lt;br /&gt;
You begin each {{Bracket|Encounter}} affected by Illusionary Terrain, as the [[consumable]].&lt;br /&gt;
&lt;br /&gt;
===Wayfarer===&lt;br /&gt;
Once per {{Bracket|Scene}}, with the work of twenty {{Bracket|Rounds}}, you can form a short-lived bridge between a point within {{Bracket|Close}} range and any point within a hundred miles. For three [Rounds], the entry and exit points of your bridge are treated in all ways as though they were adjacent squares. This allows [[line of sight]] and [[line of effect]] to be drawn. As the bridge is being formed, a tell-tale hum and an actinic glow are present at both the origin and the destination; a DC 15 [[History]] or [[Arcana]] check can identify the effect.&lt;br /&gt;
&lt;br /&gt;
===Windblessed===&lt;br /&gt;
Ranged attacks made against you from {{Bracket|Medium}} or longer range simply fail, unless the source is [Legendary]. These attacks still count as having been made for the purpose of any resource cost, and if an action was spent to make one or more of these attacks, that action counts as having been used.&lt;br /&gt;
&lt;br /&gt;
==Immortal==&lt;br /&gt;
Your ascension has begun in earnest, a sharp arc plotted against the terrible power you now wield. When people say your name, it is no longer a casual mention for most. [[Skills#Knowledge Skills|Knowledge]] checks made to identify you are made with a +10 bonus, unless you took the Puppetmaster ability.&lt;br /&gt;
&lt;br /&gt;
===No! Bigger!===&lt;br /&gt;
The length of any wedge and line [[area effect]] you create is doubled. The radius of any spread area effect you activate is doubled. Whenever you would create any other area effect&lt;br /&gt;
which covers squares a certain distance or number of squares away from a target square, that distance or number of squares is doubled.&lt;br /&gt;
&lt;br /&gt;
===Plot Armor===&lt;br /&gt;
Any evidence of your demise is a red herring. When you &amp;quot;die&amp;quot;, you come back to life at the end of the {{Bracket|Scene}}. If your body has been reduced to chunky salsa or finer ([[hit points]] reduced &lt;br /&gt;
to less than -20 times your [[level]]), however, your death will stick this time.&lt;br /&gt;
&lt;br /&gt;
===Inhume===&lt;br /&gt;
Once per {{Bracket|Quest}}, you can arrange for one non-[Legendary] NPC to suffer a horrible and nearly-untraceable accident, one that is extremely fatal. This NPC cannot be more than one [[level]] higher than you. Be careful, though, as resurrection may be possible.&lt;br /&gt;
&lt;br /&gt;
===Puppetmaster===&lt;br /&gt;
[[Skills#Knowledge Skills|Knowledge]] checks made to learn anything about you automatically fail. Accounts of your exploits inevitably leave you out. Your role in events is quickly forgotten, though the events themselves often grace the pages of the history books. You’ve become nothing more than a bogeyman, a whispered myth.&lt;br /&gt;
&lt;br /&gt;
===Minions===&lt;br /&gt;
You have a squad of five disposable minions who blindly obey your orders. Each of these minions is a character five [[level]]s lower than you. When one of these minions dies, you may replace it at the end of the {{Bracket|Scene}}. Minions do not get [[consumables]], are to be built as creatures using [[Full Buy-In]], do not come with [[magic items]], and cannot have {{Bracket|Iconic}} feats.&lt;br /&gt;
&lt;br /&gt;
===Debts Reckoned===&lt;br /&gt;
Some debts are bigger than men, nations, or gods. You are owed a debt by Fate itself, and you intend to collect. Three times per {{Bracket|Quest}}, as an [[immediate action]], you may dictate the outcome of any one roll or bid, or the placement of any area of effect. Placements must still be legal and a single action may be affected only once. This ability may not be not suitable for all campaigns, and should only be taken with the GM’s express permission.&lt;br /&gt;
&lt;br /&gt;
===Awesome Lair===&lt;br /&gt;
You have a supremely cool lair. Perhaps it is a flying ship, or a burrowing castle. Perhaps a citadel complete with artillery, or a black tower that cannot be destroyed. Maybe you built it, or inherited it, or stole it. In addition to the single significant perk that this lair must possess compared to a normal lair, once per {{Bracket|Quest}}, you may opt to take the fight home or possibly take your home to the fight. If you do, you may design the terrain for a single {{Bracket|Encounter}}. As a result, most [Legendary] lairs are distinguished by the fact that they are mobile.&lt;br /&gt;
&lt;br /&gt;
===Lionhearted===&lt;br /&gt;
Some few were meant especially to lead, but many legends are about the led as much as the leaders. While within {{Bracket|Long}} range of you, allies gain a single [[Legendary Creatures#Champion|Champion]]-tier [Legendary] ability of your choice other than Suave. This choice, made when this ability is acquired, is permanent.&lt;br /&gt;
&lt;br /&gt;
===Singer of Earth and Tide===&lt;br /&gt;
You are a master of creation and engineering. As long as you have something to build on, you can create a bridge, solid wall, or large dome. This may require anywhere from an hour’s effort for a structure the size of a small house or a bridge across a gap of only a few yards to a week’s effort for a castle or other fortification large enough to hold a small army or a bridge up to five miles long. It is possible to call forth an even larger structure, but such a feat is almost always a group effort. Once per {{Bracket|Quest}}, you may render a structure you’ve created indestructible for the rest of the [Quest].&lt;br /&gt;
&lt;br /&gt;
===Scourge===&lt;br /&gt;
With a gesture and a breath, you can annihilate most mundane objects. As a [[move action]], you may fire a 45 ft [[Area Effects#Wedge|wedge]] originating from you that destroys most mundane objects and materials. This allows you to sear a path into the earth, blow away bridges, level hillocks, and decimate city streets like Godzilla on cocaine. Characters caught in this blast are dealt energy damage with the {{Bracket|Fire}} descriptor equal to your character [[level]] and begin {{Bracket|Burning}}.&lt;br /&gt;
&lt;br /&gt;
===Emplaced===&lt;br /&gt;
With a week of effort, you can blend into the scenery, in a literal sense. By rendering yourself completely immobile for at least a week from the time you finish digging in, you gain an extra [[standard action]] every turn while you remain immobile.&lt;br /&gt;
&lt;br /&gt;
===Colossus===&lt;br /&gt;
You’re so big you’re part of the terrain. You gain [[Ruinous Charge]] as a bonus [[feat]]. In addition, if you are not already {{Bracket|Huge}}, you become [Huge], and you occupy a 20 ft-by-20 ft square &lt;br /&gt;
space, or with group approval after very careful scrutiny,  any  other  space  with  16  contiguous squares. (Some shapes work outside the scope of our rules. Caution is advised.) Only creatures who &lt;br /&gt;
occupy one of your squares can attack you. If you are not {{Bracket|Flying}}, {{Bracket|Swimming}}, {{Bracket|Burrowing}}, or {{Bracket|Soaring}}, a non-[lying] adjacent creature may make an [[Acrobatics]], [[Athletics]], or [[Ride]] check ([[DC]] 10 + 1/2 your [[level]] + your [[KDM]]) as part of a [[move action]]. Success in this check means they enter an adjacent square you occupy of their choice and lose the [Burrowing], [Soaring], and [Swimming] conditions if they possessed any of them; failure means they are not able to enter a square you occupy, but the partial move action is still used &lt;br /&gt;
up. A [Flying] creature may enter a square you occupy as if moving into an unoccupied square if you are not [Flying], [Swimming], [Burrowing], or [Soaring]. If you are [Flying], [Swimming], [Burrowing], or [Soaring], an adjacent creature that also possesses the same condition may make an Acrobatics, Athletics, or Ride check (DC 10 + 1/2 your level + your KDM) as part of a move action. Success in this check means they enter an adjacent square you occupy of their choice; failure means they are not able to enter a square you occupy, but the partial move action is still used up. Moving out of your occupied squares costs other creatures twice as much movement as normal. If a creature occupies one of the same squares as you when you move, then they are moved in the direction and distance you are moved to. If you gain [Flying], [Soaring], [Swimming], or [Burrowing] and a creature occupying one of your squares also has the related movement mode they also gain that condition. If a creature that occupies one of your squares does not have the movement related to the condition you are about to gain then they are moved to the nearest unoccupied space of your choice before you gain that condition.&lt;br /&gt;
&lt;br /&gt;
==Legend==&lt;br /&gt;
For many of your acquaintances, you are the closest thing to a god that they will ever encounter. If you have one of these abilities, [[Skills#Knowledge Skills|Knowledge]] checks to identify you are made with a bonus of +20 unless you have the Puppetmaster ability, in which case the checks still fail.&lt;br /&gt;
&lt;br /&gt;
===A Bit of Gravitas===&lt;br /&gt;
All opponents within {{Bracket|Long}} range lose {{Bracket|Flying}} and the [[Fly]] movement mode. Each  creature  which  did  not  possess  the  Fly movement mode suffers a penalty equal to half its movement speed to its movement speed as long as it remains within range. This ability has no effect on opponents that also possess the A Bit of Gravitas ability.&lt;br /&gt;
&lt;br /&gt;
===Maniacal Laughter===&lt;br /&gt;
The size of any area of effect you generate is multiplied by 4 in all dimensions. This stacks with any similar [Legendary] abilities.&lt;br /&gt;
&lt;br /&gt;
===Practicing Nihilist===&lt;br /&gt;
You are become death, destroyer of worlds. You ignore {{Bracket|Immunity}}, and treat all {{Bracket|Resistance}} and {{Bracket|Damage reduction}} as though it were halved. You can choose for any {{Bracket|Negative} effect  that  originates  from  you  to  damage {{Bracket|Undead}} creatures instead of healing them, and opponents with the Woldhewn or Indestructible [Legendary] abilities gain no benefit from those abilities against damage you deal.&lt;br /&gt;
&lt;br /&gt;
===Arrangements===&lt;br /&gt;
Your shadowy assets and the agendas aligned with you have seen fit to remove obstacles from your path. Once per {{Bracket|Quest}}, if you can tell a great story about how your complex and convoluted plan has come to fruition, you may outright win a single {{Bracket|Encounter}}. If the other side also has this ability, you trade off complex counter-plots until one side tells a definitively cooler story. This power is not suitable for all campaigns and should only be taken with the GM’s express permission.&lt;br /&gt;
&lt;br /&gt;
===Seeker===&lt;br /&gt;
You  find  things...  things  lost,  things gone, things alive, things dead, things that have never been, things that are yet to be. You have {{Bracket|Blindsight}} and {{Bracket|Tremorsense}} out to {{Bracket|Extreme}} range, ignore all {{Bracket|Miss  chance}}, and have {{Bracket|Immunity}} to {{Bracket|Figments}}. You can use &#039;&#039;[[[discern location]]&#039;&#039;, as the [[spell]], at will.&lt;br /&gt;
&lt;br /&gt;
===Protean===&lt;br /&gt;
You have gone back to your roots. Way back, to the primordial roots. At the beginning of each {{Bracket|Quest}}, you may select two sets of tracks from class or race tracks, as though you were replacing the tracks you currently have. You may switch between these sets of tracks at the beginning of a {{Bracket|Scene} and completely alter your physical appearance with the exception of a single distinguishing and constant trait selected when you gain this ability. This power is not suitable for all players and campaigns, as it entails a considerable amount of book-keeping.&lt;br /&gt;
&lt;br /&gt;
===Technologist===&lt;br /&gt;
Breakthroughs  have  become  your stock in trade. Twice per {{Bracket|Encounter}}, you can cast any spell of 6th circle of lower that has an instantaneous duration, a duration of {{Bracket|Encounter}}, &lt;br /&gt;
or a duration measured in {{Bracket|Rounds}}. Twice per {{Bracket|Scene}}, you can cast any any spell of 6th circle of lower that has a duration of [Scene], but for each spell with a duration of [Scene] you cast this way, you decrease the number of spells you can cast with Technologist per [Encounter] by one until the end of the [Scene].&lt;br /&gt;
&lt;br /&gt;
===A Place to Stand===&lt;br /&gt;
You can shift the very planets, altering forever the geography of a world. Once per {{Bracket|Encounter}}, as a [[standard action]], you can rearrange  the  positions  of  all  squares  within &lt;br /&gt;
{{Bracket|Extreme}} range, transporting all creatures, effects and terrain features on those squares with them. If a creature occupies more than one square, you must move the squares it occupies as a single unit. In addition, you can target {{Bracket|Burrowing}} creatures even if you are not [Burrowing] or lack [[line of effect]] to them.&lt;br /&gt;
&lt;br /&gt;
===Titan===&lt;br /&gt;
You have {{Bracket|Immunity}} to physical damage if you also have the Indestructible ability. Otherwise, you halve physical damage you would take, after {{Bracket|Damage reduction}}, {{Bracket|Resistance}} and other effects that would reduce damage. You cannot take the Titan ability if you have the Puppetmaster ability.&lt;br /&gt;
&lt;br /&gt;
===Tap Leyline===&lt;br /&gt;
It turns out that old arts die hard. You may lay a [[spell]] you can cast into the very spirit of a place, be it a city, ancient glade, or mage’s tower. The anchoring of the spell gives it permanency, &lt;br /&gt;
and it cannot be dispelled or disrupted without completely  destroying  the  enchanted  location. You may choose to dismiss the effect from its present location, and anchor a spell at a new location &lt;br /&gt;
at the beginning of each {{Bracket|Scene}}.&lt;br /&gt;
&lt;br /&gt;
===Old Hero===&lt;br /&gt;
You’ve stayed alive by learning valuable lessons the extremely hard way. You have {{Bracket|Immunity}} to energy damage and magic damage if you also have the Woldhewn ability. Otherwise, you halve energy  damage and  magic damage you would take, after {{Bracket|Resistance}} and other effects that reduce damage. You cannot take the Old Hero [Legendary] ability if you have the Puppetmaster [Legendary] ability.&lt;br /&gt;
&lt;br /&gt;
===Old Mage===&lt;br /&gt;
Only the wisest mages reach old age. You are permanently affected by a single [[spell]] you can cast. If your chosen spell’s effects are exhausted (as may be possible for spells like &#039;&#039;spell turning&#039;&#039; or &#039;&#039;stoneskin&#039;&#039;) or ended by a {{Bracket|Dispelling}} effect, its resumes at full power at the end of the {{Bracket|Encounter}}. You may change this spell at the beginning of each {{Bracket|Quest}}.&lt;br /&gt;
&lt;br /&gt;
===Hero Rising===&lt;br /&gt;
Heroism has a certain kind of inertia, a sense of the unstoppable. At the end of your turn, you gain a +1 bonus to all d20 rolls until the end of the {{Bracket|Encounter}}. If you already have a bonus to d20 rolls from this ability, it increases by +1 instead, to a maximum of 1/2 of your [[level]]. You gain a bonus to your movement speed equal to +10 ft per +1 to d20 rolls gained through this ability.&lt;br /&gt;
&lt;br /&gt;
[[Category:GM Tools]]&lt;br /&gt;
[[Category:Encounter Design]]&lt;/div&gt;</summary>
		<author><name>Vicerious</name></author>
	</entry>
	<entry>
		<id>https://legendwiki.com/index.php?title=Legendary_Creatures&amp;diff=2052</id>
		<title>Legendary Creatures</title>
		<link rel="alternate" type="text/html" href="https://legendwiki.com/index.php?title=Legendary_Creatures&amp;diff=2052"/>
		<updated>2018-12-20T19:45:48Z</updated>

		<summary type="html">&lt;p&gt;Vicerious: /* Lionhearted */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Most of the time, characters start out as plucky underqualified adventurers, and slowly build their way up to earth-shattering power. But a select few – demigods, titans, and influential leaders, for instance – can possess a few abilities that make them stand above their peers in some respect. These are Legendary characters, whose actions shake the foundations of the world. This is an optional section, and the abilities inside are meant to make things substantially more powerful than regular creatures. It’s up to GMs to decide if and how Legendary can be acquired in the game.&lt;br /&gt;
&lt;br /&gt;
==What is Legendary?==&lt;br /&gt;
The [Legendary] subtype is a mechanism for depicting characters who are truly larger than life. These characters have more in common with Achilles, John Carter, or even Elric than they do with Odysseus, Sherlock Holmes, or the Musketeers. Fights against [Legendary] foes are enough to merit ballads in their own right, and often enter into the greater mythology of the world.&lt;br /&gt;
&lt;br /&gt;
In general, [Legendary] characters can be considered two levels higher for the purposes of calculating encounters, but this is not a perfect analogy. Simply put, [Legendary] characters are not suitable for use as common monsters or mewling recruits; they require a little bit more planning and thought. [Legendary] is also a mechanic for defining player characters, but it is critical that if one player’s character is [Legendary], all the player characters should be.&lt;br /&gt;
&lt;br /&gt;
There are four tiers, and at each tier you acquire a single ability. There are no dependencies between choices, so feel free to mix and match to build the larger-than-life megalomaniac you’ve always wanted.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Champion:&#039;&#039;&#039; 1st level and up&lt;br /&gt;
* &#039;&#039;&#039;Fated:&#039;&#039;&#039; 5th level and up&lt;br /&gt;
* &#039;&#039;&#039;Immortal:&#039;&#039;&#039; 10th level and up&lt;br /&gt;
* &#039;&#039;&#039;Legend:&#039;&#039;&#039; 15th level and up&lt;br /&gt;
&lt;br /&gt;
==Champion==&lt;br /&gt;
This is the first step towards a more profound destiny, the first display of greatness through some particularly adroit skill or powerful trait. For many characters, the ability granted at this tier is their most defining mechanical aspect.&lt;br /&gt;
&lt;br /&gt;
===Chameleon===&lt;br /&gt;
You always have the right tool for the job, demonstrating either a preternatural degree of preparedness or a distressing ability to fake it. Once per {{Bracket|Scene}}, you may use one of the following abilities:&lt;br /&gt;
* As an [[immediate action]] when you hit with an attack, you may cause that hit to become a [[critical hit]].&lt;br /&gt;
* As a [[free action]], you may gain any one [[feat]] you qualify for, for three {{Bracket|Rounds}}.&lt;br /&gt;
* As a [[free action]], you count as trained in an additional skill for three {{Bracket|Rounds}}.&lt;br /&gt;
&lt;br /&gt;
===Child of the Forge===&lt;br /&gt;
You gain early access to a [[Greater item]], and may use it in addition to the normal Greater Items you are entitled to.&lt;br /&gt;
&lt;br /&gt;
===Collateral Damage===&lt;br /&gt;
The length of any wedge and line [[area effect]] you create is doubled. The radius of any spread area effect you activate is doubled. Whenever you would create any other area effect&lt;br /&gt;
which covers squares a certain distance or number of squares away from a target square, that distance or number of squares is doubled.&lt;br /&gt;
&lt;br /&gt;
===Indestructible===&lt;br /&gt;
You halve physical damage you would  take, after {{Bracket|Damage reduction}}, {{Bracket|Resistance}} and other effects that would reduce damage.&lt;br /&gt;
&lt;br /&gt;
===Magic Bullet===&lt;br /&gt;
Once per {{Bracket|Encounter}}, the next time you make a ranged attack, before you choose targets, you may gain [[line of sight]] to all creatures within range of that attack until the end of that attack. The attack ignores [[line of effect]], {{Bracket|Covered}}, and {{Bracket|Miss chance}}.&lt;br /&gt;
&lt;br /&gt;
===Mr. Atlas===&lt;br /&gt;
You get a +10 bonus to [[Acrobatics]] and [[Athletics]].&lt;br /&gt;
&lt;br /&gt;
===Origin Story===&lt;br /&gt;
You must take the [[Full Buy-In]] option to qualify for this ability. Once per {{Bracket|Scene}} at the start of an {{Bracket|Encounter}} or between {{Bracket|Encounters}}, you may reveal the current version of your origin story. When you do so, you may pick a different track for your Full Buy-In track.&lt;br /&gt;
&lt;br /&gt;
===Suave===&lt;br /&gt;
You are as cool as a cucumber, though somewhat more deadly. You enter each [[social encounter]] with a free [[token]] on one opposing party.&lt;br /&gt;
&lt;br /&gt;
===Woldhewn===&lt;br /&gt;
You halve energy damage and magic damage you would take, after {{Bracket|Resistance}} and other effects that would reduce damage.&lt;br /&gt;
&lt;br /&gt;
==Fated==&lt;br /&gt;
Your name is whispered by the firelight far from civilization. Tales of your deeds are sung in taverns the world over. Your footsteps shake the earth and leave nothing unscathed in your wake. [[Skills#Knowledge Skills|Knowledge]] checks made to identify you are made with a +5 bonus.&lt;br /&gt;
&lt;br /&gt;
===Awesome Presence===&lt;br /&gt;
Bystanders are awestruck by your charisma or reputation. You enter each [[social encounter]] with a free [[token]] on everyone else.&lt;br /&gt;
&lt;br /&gt;
===Bigger===&lt;br /&gt;
The length of any wedge and line [[area effect]] you create is doubled. The radius of any spread area effect you activate is doubled. Whenever you would create any other area effect&lt;br /&gt;
which covers squares a certain distance or number of squares away from a target square, that distance or number of squares is doubled.&lt;br /&gt;
&lt;br /&gt;
===Full Sanction===&lt;br /&gt;
Once per {{Bracket|Quest}}, you may use this ability by initiating combat during a [[social encounter]]. Doing so immediately ends the social encounter, but you suffer no social repercussions from any party other than the one you attacked.&lt;br /&gt;
&lt;br /&gt;
===Iron Monger===&lt;br /&gt;
You gain early access to a [[Relic]], and may use it in addition to the normal Relics you are entitled to due to your level.&lt;br /&gt;
&lt;br /&gt;
===Phantom===&lt;br /&gt;
Once per {{Bracket|Quest}}, you can call in favors or exercise your considerable acumen to hush up just about anything, from a robbery to a political gaffe, all the way up to a brutal gunfight.&lt;br /&gt;
&lt;br /&gt;
===Servant of Twelve Labors===&lt;br /&gt;
You can move stunning amounts of material. With a {{Bracket|Scene}}’s physical or mental labor, you can dig a small canal, dig a trench with built-in earth fortifications, or erect a&lt;br /&gt;
solid fence around a military camp.&lt;br /&gt;
&lt;br /&gt;
===Summoner===&lt;br /&gt;
By expending all your actions for a {{Bracket|Round}}, you may create a [[Minion]] anywhere within your {{Bracket|Melee}} range. The Minions you create this way are always one level lower than you. These Minions die when you die, and collapse completely into dust, bones, or clay at the end of the {{Bracket|Encounter}}.&lt;br /&gt;
&lt;br /&gt;
===The World Twists===&lt;br /&gt;
You begin each {{Bracket|Encounter}} affected by Illusionary Terrain, as the [[consumable]].&lt;br /&gt;
&lt;br /&gt;
===Wayfarer===&lt;br /&gt;
Once per {{Bracket|Scene}}, with the work of twenty {{Bracket|Rounds}}, you can form a short-lived bridge between a point within {{Bracket|Close}} range and any point within a hundred miles. For three [Rounds], the entry and exit points of your bridge are treated in all ways as though they were adjacent squares. This allows [[line of sight]] and [[line of effect]] to be drawn. As the bridge is being formed, a tell-tale hum and an actinic glow are present at both the origin and the destination; a DC 15 [[History]] or [[Arcana]] check can identify the effect.&lt;br /&gt;
&lt;br /&gt;
===Windblessed===&lt;br /&gt;
Ranged attacks made against you from {{Bracket|Medium}} or longer range simply fail, unless the source is [Legendary]. These attacks still count as having been made for the purpose of any resource cost, and if an action was spent to make one or more of these attacks, that action counts as having been used.&lt;br /&gt;
&lt;br /&gt;
==Immortal==&lt;br /&gt;
Your ascension has begun in earnest, a sharp arc plotted against the terrible power you now wield. When people say your name, it is no longer a casual mention for most. [[Skills#Knowledge Skills|Knowledge]] checks made to identify you are made with a +10 bonus, unless you took the Puppetmaster ability.&lt;br /&gt;
&lt;br /&gt;
===No! Bigger!===&lt;br /&gt;
The length of any wedge and line [[area effect]] you create is doubled. The radius of any spread area effect you activate is doubled. Whenever you would create any other area effect&lt;br /&gt;
which covers squares a certain distance or number of squares away from a target square, that distance or number of squares is doubled.&lt;br /&gt;
&lt;br /&gt;
===Plot Armor===&lt;br /&gt;
Any evidence of your demise is a red herring. When you &amp;quot;die&amp;quot;, you come back to life at the end of the {{Bracket|Scene}}. If your body has been reduced to chunky salsa or finer ([[hit points]] reduced &lt;br /&gt;
to less than -20 times your [[level]]), however, your death will stick this time.&lt;br /&gt;
&lt;br /&gt;
===Inhume===&lt;br /&gt;
Once per {{Bracket|Quest}}, you can arrange for one non-[Legendary] NPC to suffer a horrible and nearly-untraceable accident, one that is extremely fatal. This NPC cannot be more than one [[level]] higher than you. Be careful, though, as resurrection may be possible.&lt;br /&gt;
&lt;br /&gt;
===Puppetmaster===&lt;br /&gt;
[[Skills#Knowledge Skills|Knowledge]] checks made to learn anything about you automatically fail. Accounts of your exploits inevitably leave you out. Your role in events is quickly forgotten, though the events themselves often grace the pages of the history books. You’ve become nothing more than a bogeyman, a whispered myth.&lt;br /&gt;
&lt;br /&gt;
===Minions===&lt;br /&gt;
You have a squad of five disposable minions who blindly obey your orders. Each of these minions is a character five [[level]]s lower than you. When one of these minions dies, you may replace it at the end of the {{Bracket|Scene}}. Minions do not get [[consumables]], are to be built as creatures using [[Full Buy-In]], do not come with [[magic items]], and cannot have {{Bracket|Iconic}} feats.&lt;br /&gt;
&lt;br /&gt;
===Debts Reckoned===&lt;br /&gt;
Some debts are bigger than men, nations, or gods. You are owed a debt by Fate itself, and you intend to collect. Three times per {{Bracket|Quest}}, as an [[immediate action]], you may dictate the outcome of any one roll or bid, or the placement of any area of effect. Placements must still be legal and a single action may be affected only once. This ability may not be not suitable for all campaigns, and should only be taken with the GM’s express permission.&lt;br /&gt;
&lt;br /&gt;
===Awesome Lair===&lt;br /&gt;
You have a supremely cool lair. Perhaps it is a flying ship, or a burrowing castle. Perhaps a citadel complete with artillery, or a black tower that cannot be destroyed. Maybe you built it, or inherited it, or stole it. In addition to the single significant perk that this lair must possess compared to a normal lair, once per {{Bracket|Quest}}, you may opt to take the fight home or possibly take your home to the fight. If you do, you may design the terrain for a single {{Bracket|Encounter}}. As a result, most [Legendary] lairs are distinguished by the fact that they are mobile.&lt;br /&gt;
&lt;br /&gt;
===Lionhearted===&lt;br /&gt;
Some few were meant especially to lead, but many legends are about the led as much as the leaders. While within {{Bracket|Long}} range of you, allies gain a single [[Legendary Creatures#Champion|Champion]]-tier [Legendary] ability of your choice other than Suave. This choice, made when this ability is acquired, is permanent.&lt;br /&gt;
&lt;br /&gt;
===Singer of Earth and Tide===&lt;br /&gt;
You are a master of creation and engineering. As long as you have something to build on, you can create a bridge, solid wall, or large dome. This may require anywhere from an hour’s effort for a structure the size of a small house or a bridge across a gap of only a few yards to a week’s effort for a castle or other fortification large enough to hold a small army or a bridge up to five miles long. It is possible to call forth an even larger structure, but such a feat is almost always a group effort. Once per {{Bracket|Quest}}, you may render a structure you’ve created indestructible for the rest of the [Quest].&lt;br /&gt;
&lt;br /&gt;
===Scourge===&lt;br /&gt;
With a gesture and a breath, you can annihilate most mundane objects. As a [[move action]], you may fire a 45 ft [[Area Effects#Wedge|wedge]] originating from you that destroys most mundane objects and materials. This allows you to sear a path into the earth, blow away bridges, level hillocks, and decimate city streets like Godzilla on cocaine. Characters caught in this blast are dealt energy damage with the {{Bracket|Fire}} descriptor equal to your character [[level]] and begin {{Bracket|Burning}}.&lt;br /&gt;
&lt;br /&gt;
===Emplaced===&lt;br /&gt;
With a week of effort, you can blend into the scenery, in a literal sense. By rendering yourself completely immobile for at least a week from the time you finish digging in, you gain an extra [[standard action]] every turn while you remain immobile.&lt;br /&gt;
&lt;br /&gt;
===Colossus===&lt;br /&gt;
You’re so big you’re part of the terrain. You gain [[Ruinous Charge]] as a bonus [[feat]]. In addition, if you are not already {{Bracket|Huge}}, you become [Huge], and you occupy a 20 ft-by-20 ft square &lt;br /&gt;
space, or with group approval after very careful scrutiny,  any  other  space  with  16  contiguous squares. (Some shapes work outside the scope of our rules. Caution is advised.) Only creatures who &lt;br /&gt;
occupy one of your squares can attack you. If you are not {{Bracket|Flying}}, {{Bracket|Swimming}}, {{Bracket|Burrowing}}, or {{Bracket|Soaring}}, a non-[lying] adjacent creature may make an [[Acrobatics]], [[Athletics]], or [[Ride]] check ([[DC]] 10 + 1/2 your [[level]] + your [[KDM]]) as part of a [[move action]]. Success in this check means they enter an adjacent square you occupy of their choice and lose the [Burrowing], [Soaring], and [Swimming] conditions if they possessed any of them; failure means they are not able to enter a square you occupy, but the partial move action is still used &lt;br /&gt;
up. A [Flying] creature may enter a square you occupy as if moving into an unoccupied square if you are not [Flying], [Swimming], [Burrowing], or [Soaring]. If you are [Flying], [Swimming], [Burrowing], or [Soaring], an adjacent creature that also possesses the same condition may make an Acrobatics, Athletics, or Ride check (DC 10 + 1/2 your level + your KDM) as part of a move action. Success in this check means they enter an adjacent square you occupy of their choice; failure means they are not able to enter a square you occupy, but the partial move action is still used up. Moving out of your occupied squares costs other creatures twice as much movement as normal. If a creature occupies one of the same squares as you when you move, then they are moved in the direction and distance you are moved to. If you gain [Flying], [Soaring], [Swimming], or [Burrowing] and a creature occupying one of your squares also has the related movement mode they also gain that condition. If a creature that occupies one of your squares does not have the movement related to the condition you are about to gain then they are moved to the nearest unoccupied space of your choice before you gain that condition.&lt;br /&gt;
&lt;br /&gt;
==Legend==&lt;br /&gt;
For many of your acquaintances, you are the closest thing to a god that they will ever encounter. If you have one of these abilities, [[Skills#Knowledge Skills|Knowledge]] checks to identify you are made with a bonus of +20 unless you have the Puppetmaster ability, in which case the checks still fail.&lt;br /&gt;
&lt;br /&gt;
===A Bit of Gravitas===&lt;br /&gt;
All opponents within {{Bracket|Long} range lose {{Bracket|Flying}} and the [[Fly]] movement mode. Each  creature  which  did  not  possess  the  Fly movement mode suffers a penalty equal to half its movement speed to its movement speed as long as it remains within range. This ability has no effect on opponents that also possess the A Bit of Gravitas ability.&lt;br /&gt;
&lt;br /&gt;
===Maniacal Laughter===&lt;br /&gt;
The size of any area of effect you generate is multiplied by 4 in all dimensions. This stacks with any similar [Legendary] abilities.&lt;br /&gt;
&lt;br /&gt;
===Practicing Nihilist===&lt;br /&gt;
You are become death, destroyer of worlds. You ignore {{Bracket|Immunity}}, and treat all {{Bracket|Resistance}} and {{Bracket|Damage reduction}} as though it were halved. You can choose for any {{Bracket|Negative} effect  that  originates  from  you  to  damage {{Bracket|Undead}} creatures instead of healing them, and opponents with the Woldhewn or Indestructible [Legendary] abilities gain no benefit from those abilities against damage you deal.&lt;br /&gt;
&lt;br /&gt;
===Arrangements===&lt;br /&gt;
Your shadowy assets and the agendas aligned with you have seen fit to remove obstacles from your path. Once per {{Bracket|Quest}}, if you can tell a great story about how your complex and convoluted plan has come to fruition, you may outright win a single {{Bracket|Encounter}}. If the other side also has this ability, you trade off complex counter-plots until one side tells a definitively cooler story. This power is not suitable for all campaigns and should only be taken with the GM’s express permission.&lt;br /&gt;
&lt;br /&gt;
===Seeker===&lt;br /&gt;
You  find  things...  things  lost,  things gone, things alive, things dead, things that have never been, things that are yet to be. You have {{Bracket|Blindsight}} and {{Bracket|Tremorsense}} out to {{Bracket|Extreme}} range, ignore all {{Bracket|Miss  chance}}, and have {{Bracket|Immunity}} to {{Bracket|Figments}}. You can use &#039;&#039;[[[discern location]]&#039;&#039;, as the [[spell]], at will.&lt;br /&gt;
&lt;br /&gt;
===Protean===&lt;br /&gt;
You have gone back to your roots. Way back, to the primordial roots. At the beginning of each {{Bracket|Quest}}, you may select two sets of tracks from class or race tracks, as though you were replacing the tracks you currently have. You may switch between these sets of tracks at the beginning of a {{Bracket|Scene} and completely alter your physical appearance with the exception of a single distinguishing and constant trait selected when you gain this ability. This power is not suitable for all players and campaigns, as it entails a considerable amount of book-keeping.&lt;br /&gt;
&lt;br /&gt;
===Technologist===&lt;br /&gt;
Breakthroughs  have  become  your stock in trade. Twice per {{Bracket|Encounter}}, you can cast any spell of 6th circle of lower that has an instantaneous duration, a duration of {{Bracket|Encounter}}, &lt;br /&gt;
or a duration measured in {{Bracket|Rounds}}. Twice per {{Bracket|Scene}}, you can cast any any spell of 6th circle of lower that has a duration of [Scene], but for each spell with a duration of [Scene] you cast this way, you decrease the number of spells you can cast with Technologist per [Encounter] by one until the end of the [Scene].&lt;br /&gt;
&lt;br /&gt;
===A Place to Stand===&lt;br /&gt;
You can shift the very planets, altering forever the geography of a world. Once per {{Bracket|Encounter}}, as a [[standard action]], you can rearrange  the  positions  of  all  squares  within &lt;br /&gt;
{{Bracket|Extreme}} range, transporting all creatures, effects and terrain features on those squares with them. If a creature occupies more than one square, you must move the squares it occupies as a single unit. In addition, you can target {{Bracket|Burrowing}} creatures even if you are not [Burrowing] or lack [[line of effect]] to them.&lt;br /&gt;
&lt;br /&gt;
===Titan===&lt;br /&gt;
You have {{Bracket|Immunity}} to physical damage if you also have the Indestructible ability. Otherwise, you halve physical damage you would take, after {{Bracket|Damage reduction}}, {{Bracket|Resistance}} and other effects that would reduce damage. You cannot take the Titan ability if you have the Puppetmaster ability.&lt;br /&gt;
&lt;br /&gt;
===Tap Leyline===&lt;br /&gt;
It turns out that old arts die hard. You may lay a [[spell]] you can cast into the very spirit of a place, be it a city, ancient glade, or mage’s tower. The anchoring of the spell gives it permanency, &lt;br /&gt;
and it cannot be dispelled or disrupted without completely  destroying  the  enchanted  location. You may choose to dismiss the effect from its present location, and anchor a spell at a new location &lt;br /&gt;
at the beginning of each {{Bracket|Scene}}.&lt;br /&gt;
&lt;br /&gt;
===Old Hero===&lt;br /&gt;
You’ve stayed alive by learning valuable lessons the extremely hard way. You have {{Bracket|Immunity}} to energy damage and magic damage if you also have the Woldhewn ability. Otherwise, you halve energy  damage and  magic damage you would take, after {{Bracket|Resistance}} and other effects that reduce damage. You cannot take the Old Hero [Legendary] ability if you have the Puppetmaster [Legendary] ability.&lt;br /&gt;
&lt;br /&gt;
===Old Mage===&lt;br /&gt;
Only the wisest mages reach old age. You are permanently affected by a single [[spell]] you can cast. If your chosen spell’s effects are exhausted (as may be possible for spells like &#039;&#039;spell turning&#039;&#039; or &#039;&#039;stoneskin&#039;&#039;) or ended by a {{Bracket|Dispelling}} effect, its resumes at full power at the end of the {{Bracket|Encounter}}. You may change this spell at the beginning of each {{Bracket|Quest}}.&lt;br /&gt;
&lt;br /&gt;
===Hero Rising===&lt;br /&gt;
Heroism has a certain kind of inertia, a sense of the unstoppable. At the end of your turn, you gain a +1 bonus to all d20 rolls until the end of the {{Bracket|Encounter}}. If you already have a bonus to d20 rolls from this ability, it increases by +1 instead, to a maximum of 1/2 of your [[level]]. You gain a bonus to your movement speed equal to +10 ft per +1 to d20 rolls gained through this ability.&lt;br /&gt;
&lt;br /&gt;
[[Category:GM Tools]]&lt;br /&gt;
[[Category:Encounter Design]]&lt;/div&gt;</summary>
		<author><name>Vicerious</name></author>
	</entry>
	<entry>
		<id>https://legendwiki.com/index.php?title=Mooks&amp;diff=2051</id>
		<title>Mooks</title>
		<link rel="alternate" type="text/html" href="https://legendwiki.com/index.php?title=Mooks&amp;diff=2051"/>
		<updated>2018-12-17T17:04:47Z</updated>

		<summary type="html">&lt;p&gt;Vicerious: /* Minibosses */ Typo fix&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;For a given EL, there exists a sweet spot for flunkies, minions, and peons. These rules are used explicitly for the extremely rapid creation of monsters for simple encounters, throw-away additions to other encounters, and things like city guards attacking that you may simply not have planned for. When using mooks, keep several details in mind:&lt;br /&gt;
* Mooks do not have a [[KOM]] or [[KDM]]. Instead, they use the number in the UAM (Universal Ability Modifier) column, below.&lt;br /&gt;
* Every mook has an [[#Mook Archetypes|Archetype]] that defines their role, speed, inherent attack range and damage, and whether their maximum [[hit points]] are based on the High or Low HP column. The attack described in each mook Archetype is considered an Unarmed Strike for the purposes of all abilities and effects. If a mook gains a weapon through an ability or effect, that weapon&#039;s base damage is replaced with the damage for this attack.&lt;br /&gt;
* A mook&#039;s attack bonus, [[AC]], [[saves]], and the [[DC]] of any abilities they possess is based on the table. They also gain a bonus indicated on the table to three [[skills]] which are considered trained skills, except it does not grant them skill ranks in these skills. These are in addition to any other bonuses.&lt;br /&gt;
* A mook can make a number of attacks during an [[attack action]] as indicated on the table.&lt;br /&gt;
* Mooks have [[ability scores]], but never add their ability modifiers to [[skills]], [[saves]]. or [[DC]]s, nor do they gain the special benefits of [[Strength]] and [[Constitution]]. They use the following array, assigned however you choose: 16, 16, 10, 8, 8, 8.&lt;br /&gt;
* Mooks do not gain [[feats]] or [[Equipment|items]] and only some mook Archetypes have tracks.&lt;br /&gt;
* Mooks have whatever [[Creature Types|creature type]] you see fit to grant them and are considered to have a [[BAB]] equal to their [[level]], except it does not grant them any bonuses to [[attack roll]]s, [[AC]], or additional attacks on an [[attack action]].&lt;br /&gt;
* Armed Mooks: If you wish to reflect armaments in a mook’s possession, you can make it an Armed Mook, granting it the benefits of one or two [[Weapons#Weapon Properties|weapon properties]]. Additionally, an Armed Mook can be [[disarm]]ed. If an Armed Mook is disarmed, it loses its weapon properties, its attack range becomes {{Bracket|Melee}}, and the damage per level from its archetype is halved while disarmed.&lt;br /&gt;
&lt;br /&gt;
==Mook Archetypes==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left:10px; width:60%; text-align:center&amp;quot;&lt;br /&gt;
|+ Mook Statistics by Level&lt;br /&gt;
![[Level]]&lt;br /&gt;
!Low [[HP]]&lt;br /&gt;
!High [[HP]]&lt;br /&gt;
![[Saves]]&lt;br /&gt;
!Attack Bonus&lt;br /&gt;
![[AC]]&lt;br /&gt;
!# of Attacks&lt;br /&gt;
!Ability [[DC]]s&lt;br /&gt;
![[Skills|Skill]] Modifier&lt;br /&gt;
!UAM&lt;br /&gt;
|-&lt;br /&gt;
!1&lt;br /&gt;
|20&lt;br /&gt;
|24&lt;br /&gt;
|2&lt;br /&gt;
| +4&lt;br /&gt;
|13&lt;br /&gt;
|1&lt;br /&gt;
|13&lt;br /&gt;
| +2&lt;br /&gt;
| +2&lt;br /&gt;
|-&lt;br /&gt;
!2&lt;br /&gt;
|31&lt;br /&gt;
|39&lt;br /&gt;
|3&lt;br /&gt;
| +5&lt;br /&gt;
|14&lt;br /&gt;
|1&lt;br /&gt;
|14&lt;br /&gt;
| +3&lt;br /&gt;
| +2&lt;br /&gt;
|-&lt;br /&gt;
!3&lt;br /&gt;
|41&lt;br /&gt;
|53&lt;br /&gt;
|4&lt;br /&gt;
| +7&lt;br /&gt;
|16&lt;br /&gt;
|1&lt;br /&gt;
|15&lt;br /&gt;
| +4&lt;br /&gt;
| +3&lt;br /&gt;
|-&lt;br /&gt;
!4&lt;br /&gt;
|53&lt;br /&gt;
|69&lt;br /&gt;
|4&lt;br /&gt;
| +8&lt;br /&gt;
|17&lt;br /&gt;
|1&lt;br /&gt;
|17&lt;br /&gt;
| +5&lt;br /&gt;
| +3&lt;br /&gt;
|-&lt;br /&gt;
!5&lt;br /&gt;
|64&lt;br /&gt;
|84&lt;br /&gt;
|5&lt;br /&gt;
| +9&lt;br /&gt;
|18&lt;br /&gt;
|1&lt;br /&gt;
|17&lt;br /&gt;
| +7&lt;br /&gt;
| +3&lt;br /&gt;
|-&lt;br /&gt;
!6&lt;br /&gt;
|77&lt;br /&gt;
|101&lt;br /&gt;
|5&lt;br /&gt;
| +11&lt;br /&gt;
|20&lt;br /&gt;
|1&lt;br /&gt;
|18&lt;br /&gt;
| +8&lt;br /&gt;
| +4&lt;br /&gt;
|-&lt;br /&gt;
!7&lt;br /&gt;
|89&lt;br /&gt;
|117&lt;br /&gt;
|6&lt;br /&gt;
| +12&lt;br /&gt;
|21&lt;br /&gt;
|1&lt;br /&gt;
|18&lt;br /&gt;
| +9&lt;br /&gt;
| +4&lt;br /&gt;
|-&lt;br /&gt;
!8&lt;br /&gt;
|103&lt;br /&gt;
|135&lt;br /&gt;
|7&lt;br /&gt;
| +13&lt;br /&gt;
|21&lt;br /&gt;
|2&lt;br /&gt;
|19&lt;br /&gt;
| +11&lt;br /&gt;
| +5&lt;br /&gt;
|-&lt;br /&gt;
!9&lt;br /&gt;
|116&lt;br /&gt;
|152&lt;br /&gt;
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===Standard Mook Archetypes===&lt;br /&gt;
====Scouts====&lt;br /&gt;
Scouts are light ranged attackers designed for harassment. They use the Low HP column and have a ranged attack ({{Bracket|Close}} range) that deals 1d6 damage plus 2 damage per [[level]].&lt;br /&gt;
&lt;br /&gt;
Scouts have a movement speed of 40 ft + 5 ft per 4 [[level]]s and at 8th level they gain either the [[Fly]] or [[Swim]] movement mode.&lt;br /&gt;
&lt;br /&gt;
====Grunts====&lt;br /&gt;
Grunts are heavy melee attackers that can suffer significant amounts of punishment.They use the High HP column and have a melee attack that deals 1d6 damage plus 2 damage per [[level]].&lt;br /&gt;
&lt;br /&gt;
Grunts have a movement speed of 30 ft + 5 ft per 4 [[level]]s and gain a +1 [[Gameplay Basics#Modifiers|deflection bonus]] to [[AC]], which increases to +2 at 11th level.&lt;br /&gt;
&lt;br /&gt;
====Strikers====&lt;br /&gt;
Strikers are light melee attackers who can dish out a lot of punishment but can’t take much. They use the Low HP column and have a melee attack that deals 1d6 damage plus 3 damage per [[level]].&lt;br /&gt;
&lt;br /&gt;
Strikers have a movement speed of 40 ft + 5 ft per 3 [[level]]s and at 8th level they gain either the [[Fly]] or [[Swim]] movement mode.&lt;br /&gt;
&lt;br /&gt;
====Turrets====&lt;br /&gt;
Turrets are heavy ranged attackers that have difficulty getting out of Dodge. They use the Low HP column and have a ranged attack ({{Bracket|Close}} range) that deals 1d6 damage plus 3 damage per [[level]].&lt;br /&gt;
&lt;br /&gt;
Turrets have a movement speed of 20 ft + 5 ft per 5 [[level]]s and gain a +1 bonus to [[attack roll]]s, which increases to +2 at 11th level.&lt;br /&gt;
&lt;br /&gt;
===Advanced Mook Archetypes===&lt;br /&gt;
====Minions====&lt;br /&gt;
Minions are mooks of the more dangerous kind and combine the benefits of any two of the following mook Archetypes: Scouts, Grunts, Strikers or Turrets. They gain the higher [[hit point]] total and movement speed of the two Archetypes and can use the attack granted by either.&lt;br /&gt;
&lt;br /&gt;
====Experts====&lt;br /&gt;
Experts are mooks with more varied and sophisticated abilities who can be used to create more substantial challenges.&lt;br /&gt;
&lt;br /&gt;
Experts use the High HP column, have either a melee attack with a range of {{Bracket|Melee}} or a ranged attack with a range of {{Bracket|Close}} that deals 1d6 damage plus 1 damage per [[level]], and have a movement speed of 30 ft + 5 ft per 3 levels. At 8th level, Experts gain either the [[Fly]] or [[Swim]] movement mode. Experts have a single track, which they gain at [[Classes#Ability Track Progressions|Fast Progression]]. In addition, higher-level experts have the following more advanced ability score array:&lt;br /&gt;
* &#039;&#039;&#039;Level 8-14:&#039;&#039;&#039; 20, 18, 10, 8, 8, 8&lt;br /&gt;
* &#039;&#039;&#039;Level 15-20:&#039;&#039;&#039; 24. 20, 10, 8, 8, 8&lt;br /&gt;
Untyped bonuses that are granted to [[AC]] are halved when used for Experts.&lt;br /&gt;
&lt;br /&gt;
====Elites====&lt;br /&gt;
Elites are identical to Experts except they gain a second track at [[Classes#Ability Track Progressions|Medium Progression]].&lt;br /&gt;
&lt;br /&gt;
Untyped bonuses that are granted to [[AC]] are halved when used for Elites.&lt;br /&gt;
&lt;br /&gt;
====Aces====&lt;br /&gt;
Aces are identical to Elites except they gain a third track at [[Classes#Ability Track Progressions|Slow Progression]]. Aces have the potential to rival full characters in power. (Note that there is no distinction between an Elite and an Ace at 1st level).&lt;br /&gt;
&lt;br /&gt;
Untyped bonuses that are granted to [[AC]] are halved when used for Aces.&lt;br /&gt;
&lt;br /&gt;
====Minibosses====&lt;br /&gt;
Minibosses are identical to Aces except they gain a fourth track at [[Classes#Ability Track Progressions|Medium Progression]]. Minibosses should be used with care, as in some cases they may overpower full characters.&lt;br /&gt;
&lt;br /&gt;
Untyped bonuses that are granted to [[AC]] are halved when used for Minibosses.&lt;br /&gt;
&lt;br /&gt;
==Operatives==&lt;br /&gt;
An Operative is more of a force to be reckoned with: an Expert, Elite, Ace or Miniboss with access to some of the resources of a true character. In general, you can expect the Operative Template to add a fair bit of power and versatility to whatever Archetype it is added to. An Operative gains the following bonuses:&lt;br /&gt;
* Operatives increase their UAM by 1 (so a 1st-level Operative has a UAM of +3, and a 20th-level Operative has a UAM of +9).&lt;br /&gt;
* Operatives gain an additional bonus to [[saves]] and to the three [[skills]] in which they are considered trained equal to 1/6 of their [[level]].&lt;br /&gt;
* Operatives gain the benefit of two [[feats]] they qualify for, gained at their [[EL]] (meaning a 6th [[level]] Operative could have two feats with a 6th level prerequisite). These should rarely, if ever, include {{Bracket|Iconic}} feats.&lt;br /&gt;
* Operatives  gain the benefit of a number of [[magic items]]. They gain only half the benefit of any magic weapon&#039;s [[Gameplay Basics#Modifiers|item bonus]] to attack, any suit of magic armor’s item bonus to [[AC]], or any magic shield’s deflection bonus to AC, but gain all other abilities of magic items they possess, as normal. If you wish, these &amp;quot;items&amp;quot; may be representations of an Operative&#039;s inherent ability, rather than actual magical possessions that players can take from their corpses. The number and tier of these items is determined by an Operative&#039;s level:&lt;br /&gt;
** &#039;&#039;&#039;Level 1-4:&#039;&#039;&#039; 1 [[Lesser item]]&lt;br /&gt;
** &#039;&#039;&#039;Level 5-9:&#039;&#039;&#039; 1 Lesser item, 1 [[Greater item]]&lt;br /&gt;
** &#039;&#039;&#039;Level 10-15:&#039;&#039;&#039; 1 Greater item, 1 [[Relic]]&lt;br /&gt;
** &#039;&#039;&#039;Level 16-20:&#039;&#039;&#039; 1 Relic, 1 [[Artifact]]&lt;br /&gt;
&lt;br /&gt;
==Myriads==&lt;br /&gt;
Sometimes you just need a bunch of bodies that fall over quickly. Sometimes you need a good model for a swarm of rats. Sometimes you need solid mechanics for a bevy of failed ninjas. And sometimes you need a way to talk about a crowd as a single entity. The myriad mook template offers an intelligent way to get all of those options within &#039;&#039;Legend&#039;&#039;’s [[EL]] system.&lt;br /&gt;
&lt;br /&gt;
A myriad is treated as a single challenge for the purposes of [[EL]]. A myriad uses the statistics of either a Scout or Grunt of its EL, chosen when it’s created, but with 4 additional [[hit point]]s per [[level]] and a few other unique characteristics: a different physical manifestation and a deeply different way of attacking.&lt;br /&gt;
&lt;br /&gt;
===Myriad Bodies===&lt;br /&gt;
A myriad is comprised of multiple parts, called &amp;quot;bodies,&amp;quot; each of which counts as a separate creature. Each of these bodies occupies one square and represents either an individual or a part of the myriad as a whole. For instance, a single body might be a rat in a swarm, a single ninja who failed out of ninja school in a mob, or the head of a hydra.&lt;br /&gt;
&lt;br /&gt;
A myriad has a number of bodies equal to 7 + 1/4 its [[EL]], to a maximum of 12 at EL 20. During an encounter, at the start of each of its turns, the myriad gains 1 body, to a maximum of 7 + 1⁄4 its EL. When a myriad gains a body, it may choose for the body to appear in any unoccupied square within {{Bracket|Close}} range of all of its bodies and to which it has [[line of sight]] from at least one of its bodies. Alternatively, it may choose to regain a damaged body instead. If the myriad chooses to regain a damaged body whose space is occupied, the body is shunted to the nearest open space. A hydra might sprout a new head; however, it probably wouldn’t make sense for a mob to suddenly &#039;grow&#039; new members. But a defeated opponent might shake off its wounds and rejoin the fight.&lt;br /&gt;
&lt;br /&gt;
A myriad&#039;s bodies use all statistics of the myriad except for its [[hit points]] and individual bodies do not have individual actions or make individual [[saves]]. Bonuses and penalties that affect one of the myriad&#039;s bodies affect the myriad as a whole, as do the {{Bracket|Flying}}, {{Bracket|Burrowing}}, {{Bracket|Swimming}}, and {{Bracket|Soaring}} conditions, as well as conditions with durations that are not the {{Bracket|Grappled}} or {{Bracket|Pinned}} conditions. In addition, a myriad&#039;s bodies have no hit points. If one or more of a myriad’s bodies would be damaged by a single attack or ability, that damage is dealt to the myriad a single time and the affected bodies are removed from the fight (leaving its square vacant).&lt;br /&gt;
&lt;br /&gt;
Depending on narrative demands, the loss of a body could mean anything from being blown apart to being knocked unconscious. But a myriad isn&#039;t defeated simply if it runs out of bodies. Only reducing a myriad to 0 [[hit points]] removes it from combat. When a myriad is removed from combat (by reducing its hit points to 0), all its members might be dead or the GM might decide that a few of the individuals comprising the myriad have escaped, or that the whole myriad has simply scattered. Myriads should never be Armed Mooks.&lt;br /&gt;
&lt;br /&gt;
===Movement with Myriads===&lt;br /&gt;
When a myriad uses a [[move action]] to move, each of its bodies may move up to the normal movement speed the myriad uses. If a myriad uses a [[5 ft step]], it may only choose one of its bodies to make the 5 ft step.&lt;br /&gt;
&lt;br /&gt;
As a rule of thumb, each body of the myriad should stay within {{Bracket|Close}} range of all other bodies of the same myriad at all times. This does not prevent a body from being pushed or otherwise moved against its will.&lt;br /&gt;
&lt;br /&gt;
===Attacking with Myriads===&lt;br /&gt;
A myriad can&#039;t normally make attacks, including [[attack action]]s, [[combat maneuvers]] that involve making an attack, and [[attacks of opportunity]]. Rather, as a [[standard action]], an entire myriad can Flail against up to one opponent per undamaged body it possesses. No opponent can be selected more than once. If the myriad is based on the Grunt Archetype, each target must be within {{Bracket|Melee}} range and [[line of sight]] of at least one of its bodies; if the myriad is based off of the Scout Archetype, it must be within {{Bracket|Close}} range and line of sight of at least one of its bodies.&lt;br /&gt;
&lt;br /&gt;
Flail deals 1d6 damage plus 1 damage per [[level]] and does not require any [[attack roll]] or prompt a [[saves|save]]. This increases to 2d6 damage plus 2 damage per level at 8th level. Flail makes myriads dangerous at low levels, a credible threat in multiples or with support at mid-levels, and useful for pressure damage at high levels.&lt;br /&gt;
&lt;br /&gt;
If a myriad using the statistics of a Grunt benefits from an effect or ability that would trigger when it hits with a melee attack, or a myriad using the statistics of a Scout benefits from an effect or ability that would trigger if it hits with a ranged attack, the myriad may make one attack roll against a single creature against which it Flails each time it Flails. If this attack roll equals or exceeds the creature&#039;s [[AC]], the effect or ability triggers. This attack roll has no other effect.&lt;br /&gt;
&lt;br /&gt;
[[Category:GM Tools]]&lt;br /&gt;
[[Category:Encounter Design]]&lt;/div&gt;</summary>
		<author><name>Vicerious</name></author>
	</entry>
	<entry>
		<id>https://legendwiki.com/index.php?title=Runesong_Scholar&amp;diff=2050</id>
		<title>Runesong Scholar</title>
		<link rel="alternate" type="text/html" href="https://legendwiki.com/index.php?title=Runesong_Scholar&amp;diff=2050"/>
		<updated>2018-12-17T12:18:27Z</updated>

		<summary type="html">&lt;p&gt;Vicerious: /* 3rd Circle - {{Ability|Will of the Elements|SU}} */ typo fix&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Runesong Scholar==&lt;br /&gt;
Names are power, but few know how to use that to their advantage. By studying the language of the universe, you have gained control over the magic of names and can bend reality to your will through those words alone.&lt;br /&gt;
&lt;br /&gt;
When you select this track, choose your highest Spellcasting Ability Modifier (SAM), or if you do not have a SAM, your [[Intelligence]], [[Wisdom]], or [[Charisma]] modifier. This becomes your Track Ability Modifier (TAM) for this track. The save [[DC]] for abilities under this track is equal to 10 + 1/2 your character [[level]] + your Track Ability Modifier.&lt;br /&gt;
&lt;br /&gt;
==Circles==&lt;br /&gt;
===1&amp;lt;sup&amp;gt;st&amp;lt;/sup&amp;gt; Circle - {{Ability|Semantics|SU}}===&lt;br /&gt;
You gain access to the following abilities which may be activated as a [[swift action]], at will:&lt;br /&gt;
* &#039;&#039;&#039;Know Truenames:&#039;&#039;&#039; You have learned how to glean the true name of another, even if they do not know it themselves. At will, you may force a creature within {{Bracket|Close}} range to surrender the knowledge of its true name. A successful [[Will]] save negates this effect and gives the creature {{Bracket|Immunity}} to this ability for the remainder of the {{Bracket|Scene}}.&lt;br /&gt;
* &#039;&#039;&#039;Heed My Words:&#039;&#039;&#039; You can speak a true name to make its owner painfully aware of your words. The creature hears the next sentence you speak regardless of distance, and if it is within {{Bracket|Extreme}} range it is {{Bracket|Shaken}} for 1 {{Bracket|Round}} at your option. It is a {{Bracket|Fear}}, {{Bracket|Mind-affecting}} ability if you choose to make your target [Shaken].&lt;br /&gt;
&lt;br /&gt;
===2&amp;lt;sup&amp;gt;nd&amp;lt;/sup&amp;gt; Circle - {{Ability|Trace the Lines|SU}}===&lt;br /&gt;
You gain access to the following abilities which may be activated as a [[swift action]], at will:&lt;br /&gt;
* &#039;&#039;&#039;Affirmation of Existence:&#039;&#039;&#039; You can speak a creature&#039;s true name that you know to reveal the creature&#039;s location. This makes you and your allies aware of the creature&#039;s cardinal direction if it is within {{Bracket|Extreme}} range, or precise location if within {{Bracket|Medium}} range, and this causes the creature to be {{Bracket|Revealed}} for one {{Bracket|Round}}. You do not need [[line of sight]] or [[line of effect|effect]] to the creature to activate this ability.&lt;br /&gt;
* &#039;&#039;&#039;Denial of Existence:&#039;&#039;&#039; You may intentionally mangle one true name you know. If the true name&#039;s owner is within {{Bracket|Medium}} range, he takes damage equal to twice your TAM.&lt;br /&gt;
&lt;br /&gt;
===3&amp;lt;sup&amp;gt;rd&amp;lt;/sup&amp;gt; Circle - {{Ability|Will of the Elements|SU}}===&lt;br /&gt;
You gain access to the following abilities:&lt;br /&gt;
* &#039;&#039;&#039;Song Shield:&#039;&#039;&#039; Through practice in the tongue from which all things were formed, you gain an unspoken bond with the base elements. At the beginning of your turn, you gain a Song Shield that grants {{Bracket|Lesser resistance}} against the next source of energy damage you suffer. Song Shields accumulate during an {{Bracket|Encounter}} and stack with one another, but each time you are dealt energy damage, a single Song Shield dissipates. All Song Shields dissipate at the end of each [Encounter].&lt;br /&gt;
* &#039;&#039;&#039;Moniker:&#039;&#039;&#039; You may not know the true name of every blade of grass, but you can craft temporary &amp;quot;nicknames&amp;quot; for them. Once per {{Bracket|Encounter}} as a [[swift action]], you may give a Moniker to one creature per [[level]] you possess within {{Bracket|Close}} range. The Moniker expires at the end of the [Encounter]. A Moniker can be used in the place of a proper true name.&lt;br /&gt;
&lt;br /&gt;
===4&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; Circle - {{Ability|The Earth Calls|SU}}===&lt;br /&gt;
You can send the earth up to meet someone, like a particularly ungentlemanly caller. At will, you may cause a creature within {{Bracket|Close}} range whose true name you know to take damage equal to your character [[level]] and be {{Bracket|Slowed}} for two {{Bracket|Rounds}}. A successful [[Reflex]] save negates the [Slowed] condition. You cannot choose the same target for The Earth Calls more than once per {{Bracket|Encounter}}.&lt;br /&gt;
&lt;br /&gt;
You do not need [[line of sight]] or [[line of effect|effect]] to the creature to activate this ability.&lt;br /&gt;
&lt;br /&gt;
===5&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; Circle - {{Ability|Ubbreakable Oath}}===&lt;br /&gt;
{{Sidebox|Oathsworn and Ethereal|[Oathsworn] and [Ethereal] are conditions inflicted by the Runesong Scholar&#039;s abilities. They have no inherent effects.}}&lt;br /&gt;
The first time each {{Bracket|Encounter}} that a given creature is targeted by one of your Runesong abilities that is not Know Truenames or Moniker, that creature becomes [Oathsworn] to you for the rest of the [Encounter]. While the creature is [Oathsworn] to you, if it would take an offensive action that targets you, that action is not taken. A successful [[Will]] save allows the creature to take the action; an unsuccessful Will save renders the creature no longer [Oathsworn] to you.&lt;br /&gt;
&lt;br /&gt;
===6&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; Circle - {{Ability|Abjure|SU}}===&lt;br /&gt;
For a brief moment, you can convince the universe that a creature doesn&#039;t exist. If you know the true name of target creature within {{Bracket|Medium}} range and if that creature had not been targeted by this ability this {{Bracket|Encounter}}, as a [[swift action]] you may render the creature [Ethereal] for one {{Bracket|Round}} . A successful [[Will]] save negates this effect. While a creature is [Ethereal] as a result of this ability, [[line of sight]] is blocked between the creature and other creatures besides you and [[line of effect]] is blocked between the creature and any other creature&#039;s attack, ability, or effect. You do not need line of sight or effect to the creature to use this ability.&lt;br /&gt;
&lt;br /&gt;
===7&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; Circle - {{Ability|Unname|SU}}===&lt;br /&gt;
You gain the ultimate power over true names – the knowledge of their destruction. At will as a [[standard action]] you can cause a creature within {{Bracket|Close}} range whose true name you know to suffer {{Bracket|HP reduction}} equal to half of their maximum [[hit points]]. A successful [[Will]] save negates this effect. You do not need [[line of sight]] or [[line of effect|effect]] to the creature to activate this ability.&lt;br /&gt;
&lt;br /&gt;
[[Category:Official Track]]&lt;br /&gt;
[[Category:Track]]&lt;/div&gt;</summary>
		<author><name>Vicerious</name></author>
	</entry>
	<entry>
		<id>https://legendwiki.com/index.php?title=Feats&amp;diff=2049</id>
		<title>Feats</title>
		<link rel="alternate" type="text/html" href="https://legendwiki.com/index.php?title=Feats&amp;diff=2049"/>
		<updated>2018-12-16T03:46:32Z</updated>

		<summary type="html">&lt;p&gt;Vicerious: /* Skill Feats */ typo fix&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__TOC__&lt;br /&gt;
Feats represent extra abilities that you pick up as you become more experienced. They can be used to enhance your track abilities, to shore up some weaknesses, or simply to customize your character further. If your character concept is a warrior with a signature magical ability, or a spellcaster who can surprise would-be “mage hunters” with a tricky attack using his staff, then feats are probably the best way &lt;br /&gt;
&lt;br /&gt;
You gain two feats at 1st level (one regular feat and one bonus feat from your [[race]]) and gain new feats at [[level]] 3, 6, 9, 12, 15, and 18.&lt;br /&gt;
&lt;br /&gt;
Some  feats  have  prerequisites.  You  must  satisfy the prerequisite – usually a level requirement or  another  feat  –  before  you  may  select  that feat. Should you somehow lose the prerequisites &lt;br /&gt;
for a feat, it stops working until you regain the prerequisites.&lt;br /&gt;
&lt;br /&gt;
Unless otherwise noted, a feat may only be taken once. You must meet the prerequisites for any feats you select at the level that you select them.&lt;br /&gt;
&lt;br /&gt;
Remember that feat bonuses, like any bonuses of the same type, don’t stack with one another.&lt;br /&gt;
&lt;br /&gt;
==General Feats==&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ General Feats&lt;br /&gt;
!Name&lt;br /&gt;
!Prerequisites&lt;br /&gt;
!Effects&lt;br /&gt;
|-&lt;br /&gt;
|[[Arcantric Accuracy]]&lt;br /&gt;
|6th level&lt;br /&gt;
| +2 feat bonus to [[attack roll]]s. Improves when targeted by [[spell]]s and [[spell-like abilities]].&lt;br /&gt;
|-&lt;br /&gt;
|[[Baptized in Rage]]&lt;br /&gt;
|9th level&lt;br /&gt;
|Inflict {{Bracket|Entangled}} on opponents within 100 ft.&lt;br /&gt;
|-&lt;br /&gt;
|[[Battleforged]]&lt;br /&gt;
|&lt;br /&gt;
|Build-in [[Weapons#Natural Weapons|natural weapon]] and armor.&lt;br /&gt;
|-&lt;br /&gt;
|[[Bravado]]&lt;br /&gt;
|[[Reaver]]&lt;br /&gt;
|Lower your Reaver bonuses to heal yourself. Bonuses from Reaver may rise to +5.&lt;br /&gt;
|-&lt;br /&gt;
|[[Breakneck Pace]]&lt;br /&gt;
|&lt;br /&gt;
| +15 ft to movement speed.&lt;br /&gt;
|-&lt;br /&gt;
|[[By Will Sustained]]&lt;br /&gt;
|&lt;br /&gt;
|{{Bracket|Immunity}} to {{Bracket|Sickened}}, ignore basic biological needs. At 10th level, {{Bracket|Immunity}} to {{Bracket|Nauseated}}.&lt;br /&gt;
|-&lt;br /&gt;
|[[Chatty Bugger]]&lt;br /&gt;
|6th level&lt;br /&gt;
|Talk with anything, and gain increased resistance to social skill checks.&lt;br /&gt;
|-&lt;br /&gt;
|[[Cheerful Hemoglobin]]&lt;br /&gt;
|6th level&lt;br /&gt;
|{{Bracket|Fast healing}} 5 and {{Bracket|Immunity}} to {{Bracket|Bleeding}}.&lt;br /&gt;
|-&lt;br /&gt;
|[[Damage Specialization]]&lt;br /&gt;
|6th level&lt;br /&gt;
|Additional damage with the {{Bracket|Precision}} descriptor equal to your [[KOM]].&lt;br /&gt;
|-&lt;br /&gt;
|[[Drink Deep]]&lt;br /&gt;
|[[Livers Need Not Apply]], 12th level&lt;br /&gt;
|Use 3 drinks for other related feats as a [[swift action]] twice per {{Bracket|Encounter}}.&lt;br /&gt;
|-&lt;br /&gt;
|[[Elemental Specialization]]&lt;br /&gt;
|Spellcasting track&lt;br /&gt;
|Spells that deal damage of a chosen energy type deal additional damage equal to your [[level]].&lt;br /&gt;
|-&lt;br /&gt;
|[[Esoteric Adept]]&lt;br /&gt;
|Spellcasting track, 6th level&lt;br /&gt;
|Learn a single [[spell]] from any [[spell list]].&lt;br /&gt;
|-&lt;br /&gt;
|[[Exit, Stage Left]]&lt;br /&gt;
|1st level only&lt;br /&gt;
|Spend a [[swift action]] to gain a [[move action]].&lt;br /&gt;
|-&lt;br /&gt;
|[[Feign Death]]&lt;br /&gt;
|1st or 3rd level only&lt;br /&gt;
|Pretend to be {{Bracket|Dead}}, causing greatly exaggerated rumors.&lt;br /&gt;
|-&lt;br /&gt;
|[[Floating Feat]]&lt;br /&gt;
|3rd level only&lt;br /&gt;
|Change a chosen feat at the beginning of every {{Bracket|Scene}}. At 12th level, change two chosen feats.&lt;br /&gt;
|-&lt;br /&gt;
|[[Glyphweave Adept]]&lt;br /&gt;
|Spellcasting track&lt;br /&gt;
|Your spells are harder to identify, and you can improve them with extra effort.&lt;br /&gt;
|-&lt;br /&gt;
|[[Guild Initiation]]&lt;br /&gt;
|&lt;br /&gt;
|Switch one of your tracks for another, as per [[multiclassing]].&lt;br /&gt;
|-&lt;br /&gt;
|[[Into the Breach]]&lt;br /&gt;
|[[Shadow Blink]] or [[The Sky Empties]]&lt;br /&gt;
|{{Bracket|Teleport}} an adjacent ally and allow them to make an [[attack action]].&lt;br /&gt;
|-&lt;br /&gt;
|[[Livers Need Not Apply]]&lt;br /&gt;
|[[Constitution]] 14, must not have [[The Bitter Dregs]]&lt;br /&gt;
|Store drinks inside your body, which can be consumed to heal you.&lt;br /&gt;
|-&lt;br /&gt;
|[[Manyspell Magus]]&lt;br /&gt;
|[[Glyphweave Adept]], 9th level&lt;br /&gt;
|Break down higher level [[spell]]s into numerous lower-level spells.&lt;br /&gt;
|-&lt;br /&gt;
|[[Multiclass Flexibility]]&lt;br /&gt;
|Must have [[multiclassed]], [[Guild Initiation]], or [[Full Buy-In]]&lt;br /&gt;
|Change a track’s reliance on one ability score to another ability score.&lt;br /&gt;
|-&lt;br /&gt;
|[[My Shadow Grows Long]]&lt;br /&gt;
|[[The Sun Grows Dim]]&lt;br /&gt;
|Use melee weapons to make a limited number of ranged attacks each turn.&lt;br /&gt;
|-&lt;br /&gt;
|[[Objective Analysis]]&lt;br /&gt;
|GM permission&lt;br /&gt;
|Examination reveals details of an object’s history.&lt;br /&gt;
|-&lt;br /&gt;
|[[Open Greater Binding]]&lt;br /&gt;
|[[Open Lesser Binding]], 12th level&lt;br /&gt;
|Attune one additional [[Greater Items| Greater item]].&lt;br /&gt;
|-&lt;br /&gt;
|[[Open Lesser Binding]]&lt;br /&gt;
|&lt;br /&gt;
|Attune one additional [[Lesser Items| Lesser item]].&lt;br /&gt;
|-&lt;br /&gt;
|[[Optimistic Viscera]]&lt;br /&gt;
|&lt;br /&gt;
| +1 [[HP| hit point]] per [[level]] and +1 to all [[saves]].&lt;br /&gt;
|-&lt;br /&gt;
|[[Reaver]]&lt;br /&gt;
|Must not have [[Livers Need Not Apply]]&lt;br /&gt;
|Every time you kill an opponent, gain a +1 to [[attack roll]]s and [[AC]] for the {{Bracket| Encounter}}, up to +4.&lt;br /&gt;
|-&lt;br /&gt;
|[[Recon]]&lt;br /&gt;
|&lt;br /&gt;
|Gain extra [[5 ft step]], allies move before a combat encounter starts. At 6th [[level]], gain another 5 ft step.&lt;br /&gt;
|-&lt;br /&gt;
|[[Reprisal]]&lt;br /&gt;
|[[Reaver]]&lt;br /&gt;
|When your allies are badly injured, you heal and your Reaver bonus rises.&lt;br /&gt;
|-&lt;br /&gt;
|[[Ruinous Charge]]&lt;br /&gt;
|[[Strength]] [[KOM]]/[[KDM]], 12th level, GM permission&lt;br /&gt;
|Gain the [[Burrow]] movement mode, and [[Charge]] through most mundane materials.&lt;br /&gt;
|-&lt;br /&gt;
|[[Rune Magic]]&lt;br /&gt;
|Spellcasting Track&lt;br /&gt;
|Prepare your spells as specialized arcane traps.&lt;br /&gt;
|-&lt;br /&gt;
|[[Senseshift Adept]]&lt;br /&gt;
|&lt;br /&gt;
|Project your senses from any part of your body.&lt;br /&gt;
|-&lt;br /&gt;
|[[Senseshift Magus]]&lt;br /&gt;
|[[Senseshift Adept]], 6th level&lt;br /&gt;
|Trade appearances and locations with a target.&lt;br /&gt;
|-&lt;br /&gt;
|[[Seven Drunken Immortals]]&lt;br /&gt;
|[[Livers Need Not Apply]]&lt;br /&gt;
|Expend 3 drinks to heal yourself and allies in 15 ft.&lt;br /&gt;
|-&lt;br /&gt;
|[[Slow and Steady]]&lt;br /&gt;
|1st level only&lt;br /&gt;
|Instead of falling {{Bracket|Prone}}, halve your movement speed.&lt;br /&gt;
|-&lt;br /&gt;
|[[Small Concessions]]&lt;br /&gt;
|&lt;br /&gt;
|Grant all parties one [[token]] in a [[social encounter]].&lt;br /&gt;
|-&lt;br /&gt;
|[[Spirited Strength]]&lt;br /&gt;
|[[Livers Need Not Apply]], 9th level&lt;br /&gt;
|Consume a drink to gain a [[Gameplay Basics#Modifiers| fury bonus]] to attack and damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[Summon Mote]]&lt;br /&gt;
|&lt;br /&gt;
|You gain a tiny supernatural ally of growing potency.&lt;br /&gt;
|-&lt;br /&gt;
|[[Telekinetic Adept]]&lt;br /&gt;
|&lt;br /&gt;
|Move objects that can be used as weapons. Gain a +2 bonus to [[Athletics]], and apply [[Intelligence]] instead of [[Strength]] to Athletics checks.&lt;br /&gt;
|-&lt;br /&gt;
|[[Telekinetic Master]]&lt;br /&gt;
|[[By Will Sustained]], [[Telekinetic Scion]], 12th level&lt;br /&gt;
|Triples the weight you may lift with Telekinetic Scion. Gain +2 [[HP|hit points]] per [[level]] and {{Bracket|Fast healing}} equal to your level.&lt;br /&gt;
|-&lt;br /&gt;
|[[Telekinetic Scion]]&lt;br /&gt;
|[[Telekinetic Adept]], 6th level&lt;br /&gt;
|Move up to 2,000 pounds with your mind and damage opponents with psychic forces.&lt;br /&gt;
|-&lt;br /&gt;
|[[Telekinetic Strength]]&lt;br /&gt;
|[[Telekinetic Scion]]&lt;br /&gt;
|Double the weight you may lift with Telekinetic Scion and increase the psychic punishment you can dish out.&lt;br /&gt;
|-&lt;br /&gt;
|[[The Bigger They Are]]&lt;br /&gt;
|&lt;br /&gt;
| +1/2 your [[level]] in damage to larger opponents.&lt;br /&gt;
|-&lt;br /&gt;
|[[The Bitter Dregs]]&lt;br /&gt;
|Must not have [[Livers Need Not Apply]], 9th level&lt;br /&gt;
|You gain a +1 [[Gameplay Basics#Modifiers|feat bonus]] to all d20 rolls.&lt;br /&gt;
|-&lt;br /&gt;
|[[The Earth Cracks]]&lt;br /&gt;
|&lt;br /&gt;
|{{Bracket|Tremorsense}} out to 20 ft. Improved to 30 ft at 5th [[level]] and to 40 ft at 10th level.&lt;br /&gt;
|-&lt;br /&gt;
|[[The Left Hand of Destruction]]&lt;br /&gt;
|Must not have [[The Right Hand of Creation]], 12th level&lt;br /&gt;
|Briefly delay all healing within {{Bracket|Close}} range for 2 {{Bracket|Rounds}}.&lt;br /&gt;
|-&lt;br /&gt;
|[[The Right Hand of Creation]]&lt;br /&gt;
|Must not have [[The Left Hand of Destruction]], 12th level&lt;br /&gt;
|Briefly delay all damage within {{Bracket|Close}} range for 2 {{Bracket|Rounds}}.&lt;br /&gt;
|-&lt;br /&gt;
|[[The Sky Empties]]&lt;br /&gt;
|[[The Earth Cracks]]&lt;br /&gt;
|{{Bracket|Teleport}} twice per {{Bracket|Encounter}}, damaging those in your path at 6th [[level]].&lt;br /&gt;
|-&lt;br /&gt;
|[[The Smell of Napalm]]&lt;br /&gt;
|[[Livers Need Not Apply]], 12th level&lt;br /&gt;
|Expend all remaining drinks to deal proportionate {{Bracket|HP reduction}} to nearby opponents.&lt;br /&gt;
|-&lt;br /&gt;
|[[The Sun Grows Dim]]&lt;br /&gt;
|&lt;br /&gt;
|Manipulate the shadows to create small objects, and eventually cast &#039;&#039;[[prying eyes]]&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|[[Three Body Collision]]&lt;br /&gt;
|&lt;br /&gt;
|[[Bull Rush]] adjacent opponents when you hit them, and damage opponents when you Bull Rush them into obstacles or occupied squares.&lt;br /&gt;
|-&lt;br /&gt;
|[[Towering]]&lt;br /&gt;
|{{Bracket|Large}} size&lt;br /&gt;
|Attack {{Bracket|Flying}} targets from the ground, and {{Bracket|Lesser resistance}} to damage from grounded creatures.&lt;br /&gt;
|-&lt;br /&gt;
|[[Troubleshooter]]&lt;br /&gt;
|&lt;br /&gt;
| +2 to your [[Diplomacy]] and [[Intimidate]] defenses. Walk away from [[social encounters]] without losing [[tokens]].&lt;br /&gt;
|-&lt;br /&gt;
|[[Truly Bad People]]&lt;br /&gt;
|&lt;br /&gt;
|Acid blood damages those who hit you.&lt;br /&gt;
|-&lt;br /&gt;
|[[Wake]]&lt;br /&gt;
|&lt;br /&gt;
|Push and damage opponents you move past&lt;br /&gt;
|-&lt;br /&gt;
|[[Wings of War]]&lt;br /&gt;
|9th level&lt;br /&gt;
|Learn to [[Fly]].&lt;br /&gt;
|-&lt;br /&gt;
|[[Weaponized]]&lt;br /&gt;
|6th level&lt;br /&gt;
|Use your [[KOM]] for your weapon’s base damage&lt;br /&gt;
|-&lt;br /&gt;
|[[Words of Power]]&lt;br /&gt;
|&lt;br /&gt;
|Manipulate the fabric of reality to leave foes {{Bracket|Blinded}}, turn {{Bracket|Invisible}}, or turn into wind.&lt;br /&gt;
|-&lt;br /&gt;
|[[You Will Fail]]&lt;br /&gt;
|[[You Will Falter]], 9th level&lt;br /&gt;
|Further reduce the potency of enemy healing effects.&lt;br /&gt;
|-&lt;br /&gt;
|[[You Will Falter]]&lt;br /&gt;
|3rd level&lt;br /&gt;
|Reduce the potency of enemy healing effects.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Iconic Feats==&lt;br /&gt;
Characters may only have one Iconic feat, and that feat cannot be exchanged or replaced by any means except direct GM permission. NPCs with [Iconic] feats should be relatively rare. [Iconic] &lt;br /&gt;
feats may not be appropriate for all campaigns, so consult with your GM.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Iconic Feats&lt;br /&gt;
!Name&lt;br /&gt;
!Prerequisites&lt;br /&gt;
!Effects&lt;br /&gt;
|-&lt;br /&gt;
|[[A Light Against Shadow]]&lt;br /&gt;
|&lt;br /&gt;
|Emanate light, which you can intensify to inflict {{Bracket|HP reduction}} and {{Bracket|Blinded}} on nearby foes.&lt;br /&gt;
|-&lt;br /&gt;
|[[Big Damn Hero]]&lt;br /&gt;
|&lt;br /&gt;
|Briefly ignore many negative [[conditions]].&lt;br /&gt;
|-&lt;br /&gt;
|[[Blacksmith]]&lt;br /&gt;
|&lt;br /&gt;
|Increase the bonuses of your [[Equipment|weapons, armor and shields]]. At 6th and 12th [[level]]s, gain +1 [[HP|hit point]] per level.&lt;br /&gt;
|-&lt;br /&gt;
|[[Dartmuth Secret]]&lt;br /&gt;
|&lt;br /&gt;
|[[Intelligence]] and [[Arcana]] replace other ability scores and [[Athletics]] for some purposes. At 5th [[level]], leave special patches of rust to spy with.&lt;br /&gt;
|-&lt;br /&gt;
|[[Did the Math]]&lt;br /&gt;
|12th level&lt;br /&gt;
|Take your turn over once per {{Bracket|Scene}}.&lt;br /&gt;
|-&lt;br /&gt;
|[[I Am Not Left-Handed]]&lt;br /&gt;
|&lt;br /&gt;
|Gain [[focus point]]s for attacking, spend focus points to reduce the [[AC]] of your opponents.&lt;br /&gt;
|-&lt;br /&gt;
|[[Juggernaut]]&lt;br /&gt;
|&lt;br /&gt;
|{{Bracket|Large}} size without penalties and improved [[Bull Rush]]. At 10th level, {{Bracket|Immunity}} to {{Bracket|Slowed}}.&lt;br /&gt;
|-&lt;br /&gt;
|[[Justice, Blind]]&lt;br /&gt;
|&lt;br /&gt;
|You are permanently {{Bracket|Blinded}} but can see beyond sight and your attacks are suitably precise.&lt;br /&gt;
|-&lt;br /&gt;
|[[Lucky Cigarette Case]]&lt;br /&gt;
|&lt;br /&gt;
|Your weapons gain the {{Bracket|Parrying}} property, and you can quickly reduce damage taken by attacks.&lt;br /&gt;
|-&lt;br /&gt;
|[[On a Pale Horse]]&lt;br /&gt;
|&lt;br /&gt;
|When you slay one opponent, leave all others {{Bracket|Cowering}}.&lt;br /&gt;
|-&lt;br /&gt;
|[[Something of a Traditionalist]]&lt;br /&gt;
|[[Just Blade]] track&lt;br /&gt;
| +2 [[HP|hit points]] per [[level]]. Eventually use Mystic Focus as part of the [[Charge]] maneuver.&lt;br /&gt;
|-&lt;br /&gt;
|[[Strike Down]]&lt;br /&gt;
|[[Just Blade]] track, Mystic Focus&lt;br /&gt;
|Infuse your Grim Heritor, and eventually your Mental Thrust, with furious electrical energy.&lt;br /&gt;
|-&lt;br /&gt;
|[[Vengeance is Mine]]&lt;br /&gt;
|&lt;br /&gt;
|Gain [[focus point]]s, which can be spent to enact painful revenge upon taking damage.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Combat Feats==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Combat Feats&lt;br /&gt;
!Name&lt;br /&gt;
!Prerequisites&lt;br /&gt;
!Effects&lt;br /&gt;
|-&lt;br /&gt;
|[[A Hell of a Thing]]&lt;br /&gt;
|6th level&lt;br /&gt;
|Cause an opponent continuous damage and {{Bracket|HP reduction}}, but suffer [HP reduction] in return.&lt;br /&gt;
|-&lt;br /&gt;
|[[Batter Down]]&lt;br /&gt;
|[[To Iron Married]], 6th level&lt;br /&gt;
|Opponents are {{Bracket|Prone}} on a [[critical hit]].&lt;br /&gt;
|-&lt;br /&gt;
|[[By Steel Beholden]]&lt;br /&gt;
|[[To Iron Married]], 9th level&lt;br /&gt;
|Recover 1 [[HP]] per [[level]] on a [[critical hit]].&lt;br /&gt;
|-&lt;br /&gt;
|[[Cataphract]]&lt;br /&gt;
|[[Ride]] trained&lt;br /&gt;
|While [[Mounted Combat|mounted]], take no [[AC]] penalty for [[Charge|charging]], gain +2 to [[attack roll]]s, and gain +2 to damage using [[Power Attack]] and [[Deadly Aim]].&lt;br /&gt;
|-&lt;br /&gt;
|[[Fancy Footwork]]&lt;br /&gt;
|6th level&lt;br /&gt;
|Give up attacks in an [[attack action]] for 5-ft steps.&lt;br /&gt;
|-&lt;br /&gt;
|[[In Mithril Reborn]]&lt;br /&gt;
|[[By Steel Beholden]], 12th level&lt;br /&gt;
|[[Critical hit]] on an [[attack roll]] of 16 or 17.&lt;br /&gt;
|-&lt;br /&gt;
|[[Kensai]]&lt;br /&gt;
|One or more [[Style Feat]]s, 6th level&lt;br /&gt;
|Intentionally miss on attacks to gain [[focus point]]s. Spend focus points for combat bonuses.&lt;br /&gt;
|-&lt;br /&gt;
|[[Perfect Defense]]&lt;br /&gt;
|&lt;br /&gt;
|Interrupt enemy [[Charge]], [[Deadly Aim]] or [[Power Attack]] maneuvers.&lt;br /&gt;
|-&lt;br /&gt;
|[[Reckless Strike]]&lt;br /&gt;
|&lt;br /&gt;
|When using [[Power Attack]], take a penalty to [[AC]] instead of [[attack roll]]s.&lt;br /&gt;
|-&lt;br /&gt;
|[[Runic Gunknight]]&lt;br /&gt;
|One or more [[Style Feat]]s, 12th level&lt;br /&gt;
|Make attacks in an area.&lt;br /&gt;
|-&lt;br /&gt;
|[[Shadow Blink]]&lt;br /&gt;
|&lt;br /&gt;
|As a [[swift action]], {{Bracket|Teleport}} when you move.&lt;br /&gt;
|-&lt;br /&gt;
|[[Sniper]]&lt;br /&gt;
|[[Perception]] trained&lt;br /&gt;
|Increase the range of your ranged weapons by one category, and use [[Perception]] in place of in combat [[Bluff]] checks.&lt;br /&gt;
|-&lt;br /&gt;
|[[Spectacular Beats]]&lt;br /&gt;
|[[Discipline of the Serpent]] track, 3rd level&lt;br /&gt;
|Master the use of improvised weapons for [[combat maneuvers]].&lt;br /&gt;
|-&lt;br /&gt;
|[[Tell Them, Still Angry]]&lt;br /&gt;
|6th level&lt;br /&gt;
|Explode on death, dealing {{Bracket|HP reduction}}.&lt;br /&gt;
|-&lt;br /&gt;
|[[To Iron Married]]&lt;br /&gt;
|&lt;br /&gt;
|[[Critical hit]] on an [[attack roll]] of 18 or 19.&lt;br /&gt;
|-&lt;br /&gt;
|[[Way of the Gun]]&lt;br /&gt;
|Any [[Style Feat]], [[Discipline of the Serpent]] track&lt;br /&gt;
|Use select [[combat maneuvers]] with ranged attacks.&lt;br /&gt;
|-&lt;br /&gt;
|[[You Shall Not Pass]]&lt;br /&gt;
|&lt;br /&gt;
|Double your {{Bracket|Melee}} range and make it impassable once per {{Bracket|Encounter}}.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Style Feats==&lt;br /&gt;
You may have multiple Style feats, but you may only use (and gain the benefit of) one at a time, chosen each time you pick up, draw, or switch to a weapon, as a [[swift action]], or part of a [[move action]].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Style Feats&lt;br /&gt;
!Name&lt;br /&gt;
!Prerequisites&lt;br /&gt;
!Effects&lt;br /&gt;
|-&lt;br /&gt;
|[[A Song of Arrows]]&lt;br /&gt;
|6th level&lt;br /&gt;
|Attack as an [[immediate action]]&lt;br /&gt;
|-&lt;br /&gt;
|[[And My Axe!]]&lt;br /&gt;
|&lt;br /&gt;
| +1 stacking damage each time you hit an opponent. At 10th level, this improves to +2.&lt;br /&gt;
|-&lt;br /&gt;
|[[Epic Flail]]&lt;br /&gt;
|&lt;br /&gt;
|Gain {{Bracket|Reach}} for all melee weapons, and forsake [Reach] to ignore half your opponent&#039;s [[Gameplay Basics#Modifiers|deflection bonus]] to [[AC]].&lt;br /&gt;
|-&lt;br /&gt;
|[[Meteor Crush]]&lt;br /&gt;
|3rd level&lt;br /&gt;
|Make a single attack that deals extra damage and knocks down {{Bracket|Flying}} opponents.&lt;br /&gt;
|-&lt;br /&gt;
|[[Mighty Smash]]&lt;br /&gt;
|&lt;br /&gt;
| +2 damage on attacks, and apply [[Attack roll|attack]] penalties to opponents you hit multiple times.&lt;br /&gt;
|-&lt;br /&gt;
|[[Musketeer]]&lt;br /&gt;
|&lt;br /&gt;
| +[[KOM]] to damage on one attack using [[Deadly Aim]] per {{Bracket|Round}}. At 10th level, two attacks.&lt;br /&gt;
|-&lt;br /&gt;
|[[Pistolero]]&lt;br /&gt;
|[[To Iron Married]]&lt;br /&gt;
|Opponents are {{Bracket|Blinded}} on a [[critical hit]].&lt;br /&gt;
|-&lt;br /&gt;
|[[Simply Smashing]]&lt;br /&gt;
|&lt;br /&gt;
|Extra damage and {{Bracket|Prone}} to opponents you hit three times.&lt;br /&gt;
|-&lt;br /&gt;
|[[Swift-Hand Throw]]&lt;br /&gt;
|&lt;br /&gt;
|Opponents are {{Bracket|Burning}} and {{Bracket|Knocked down}} on a [[critical hit]].&lt;br /&gt;
|-&lt;br /&gt;
|[[The Scattering Wind]]&lt;br /&gt;
|3rd level&lt;br /&gt;
|[[Descriptors#Dispelling|Dispel]] effects with a hit once per {{Bracket|Encounter}}. At 10th [[level]], twice per [Encounter].&lt;br /&gt;
|-&lt;br /&gt;
|[[The Terrible Swift Lash]]&lt;br /&gt;
|&lt;br /&gt;
|One additional [[5 ft step]]. At 10th [[level]], as a [[swift action]], knock an opponent {{Bracket|Prone}} with an attack.&lt;br /&gt;
|-&lt;br /&gt;
|[[This is a Knife]]&lt;br /&gt;
|&lt;br /&gt;
|{{Bracket|HP reduction}} on [[critical hit]]s.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Skill Feats==&lt;br /&gt;
These feats all require you to be trained in one or more [[skills]] and represent the ability to apply those talents in a new way. Many [Skill] feats grant bonuses to their associated skills, but remember that [[Gameplay Basics#Modifiers|feat bonuses]] do not stack with one another.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Skill Feats&lt;br /&gt;
!Name&lt;br /&gt;
!Prerequisites&lt;br /&gt;
!Effects&lt;br /&gt;
|-&lt;br /&gt;
|[[Anatomical Targeteer]]&lt;br /&gt;
|[[Medicine]] trained, 6th level&lt;br /&gt;
|User the Medicine skill instead of [[Bluff]] or [[Perception]] in combat. Attacks inflict {{Bracket|Bleeding}}.&lt;br /&gt;
|-&lt;br /&gt;
|[[Arcane Engineer]]&lt;br /&gt;
|[[Rune Magic]], [[Arcana]] and [[Engineering]] trained, 12th level&lt;br /&gt;
|Create portable rune traps and deploy them to nearby squares.&lt;br /&gt;
|-&lt;br /&gt;
|[[Arcane Magister]]&lt;br /&gt;
|[[Arcana]] trained&lt;br /&gt;
| +2 to Arcana checks and to [[DC]]s of magical abilities from one track.&lt;br /&gt;
|-&lt;br /&gt;
|[[Arcane Recitation]]&lt;br /&gt;
|[[Arcana]] trained, 6th level&lt;br /&gt;
| +3 to [[DC]]s of magical abilities as a [[swift action]].&lt;br /&gt;
|-&lt;br /&gt;
|[[Charm]]&lt;br /&gt;
|[[Diplomacy]] trained, 6th level&lt;br /&gt;
|Persuade opponents in combat encounters to second-guess their offensive actions and prevent the use of [[Intimidate]] in [[social encounter]]s.&lt;br /&gt;
|-&lt;br /&gt;
|[[Cloaked Casting]]&lt;br /&gt;
|Spellcasting track, [[Larceny]] trained&lt;br /&gt;
| +2 to Larceny checks. With a successful Larceny check, a spell you cast can’t be identified.&lt;br /&gt;
|-&lt;br /&gt;
|[[Confusion]]&lt;br /&gt;
|[[Bluff]] trained, 6th level&lt;br /&gt;
|Leave enemies {{Bracket|Confused}} and force creatures to accede to demands in [[social encounters]].&lt;br /&gt;
|-&lt;br /&gt;
|[[Create Teleportation Circle]]&lt;br /&gt;
|Two of [[Arcana]], [[Engineering]], or [[Geography]] trained, 9th level&lt;br /&gt;
|Construct a permanent dimensional gateway.&lt;br /&gt;
|-&lt;br /&gt;
|[[Daggerstorm]]&lt;br /&gt;
|[[Arcana]] trained, 9th level&lt;br /&gt;
|Unleash a hail of magical homing daggers.&lt;br /&gt;
|-&lt;br /&gt;
|[[Danger Sense]]&lt;br /&gt;
|[[Perception]] trained, 6th level&lt;br /&gt;
| +2 to Perception checks. Gain a second chance to notice the hidden.&lt;br /&gt;
|-&lt;br /&gt;
|[[Deft Strike]]&lt;br /&gt;
|[[Larceny]] trained&lt;br /&gt;
|Ignore {{Bracket|Damage reduction}} and {{Bracket|Resistance}} with a Larceny check.&lt;br /&gt;
|-&lt;br /&gt;
|[[Disjunction]]&lt;br /&gt;
|[[Engineering]] trained, a {{Bracket|Dispelling}} ability, 12th level&lt;br /&gt;
|Weaken a creature&#039;s items temporarily.&lt;br /&gt;
|-&lt;br /&gt;
|[[Dread Secret]]&lt;br /&gt;
|[[History]] trained, 6th level&lt;br /&gt;
|Reveal a terrible truth, leaving a creature {{Bracket|Dazed}}.&lt;br /&gt;
|-&lt;br /&gt;
|[[Earthshaper Journeyman]]&lt;br /&gt;
|[[Geography]] trained, 9th level&lt;br /&gt;
|[[Burrow]] through earth and stone.&lt;br /&gt;
|-&lt;br /&gt;
|[[Earthshaper Liege]]&lt;br /&gt;
|[[Earthshaper Journeyman]] or [[Earthshaper Warden]]&lt;br /&gt;
|Armor of stone grants {{Bracket|Immunity}} to {{Bracket|Blown away}} and an [[Gameplay Basics#Modifiers|item bonus]] to [[AC]].&lt;br /&gt;
|-&lt;br /&gt;
|[[Earthshaper Warden]]&lt;br /&gt;
|[[Geography]] trained, 9th level&lt;br /&gt;
|{{Bracket|Resistance}} to all damage on the first {{Bracket|Round}} of combat.&lt;br /&gt;
|-&lt;br /&gt;
|[[Explosives Expert]]&lt;br /&gt;
|[[Engineering]] trained, [[Demo Man]] track&lt;br /&gt;
| +2 to Demo Man [[DC]]s and Engineering checks.&lt;br /&gt;
|-&lt;br /&gt;
|[[Ghost Hunter]]&lt;br /&gt;
|[[Perception]] trained, 6th level&lt;br /&gt;
| +2 to [[Perception]] checks, use &#039;&#039;[[see invisibility]]&#039;&#039;, and turn physical damage from your weapons into magic damage with the {{Bracket|Force}} descriptor.&lt;br /&gt;
|-&lt;br /&gt;
|[[Journeyman Healer]]&lt;br /&gt;
|[[Medicine]] trained&lt;br /&gt;
|Decrease Medicine [[DC]]s for nearby allies by 2.&lt;br /&gt;
|-&lt;br /&gt;
|[[Lightbender Adept]]&lt;br /&gt;
|[[Arcana]] trained, 6th level&lt;br /&gt;
|Call the shadows to play back past events and reveal {{Bracket|Invisible}} creatures.&lt;br /&gt;
|-&lt;br /&gt;
|[[Lightbender Magus]]&lt;br /&gt;
|[[Lightbender Adept]]&lt;br /&gt;
|Control light to leave opponents damaged and {{Bracket|Dazzled}}.&lt;br /&gt;
|-&lt;br /&gt;
|[[Martial Magister]]&lt;br /&gt;
|One [[Skills#Physical Skills|Physical skill]] trained.&lt;br /&gt;
| +2 to [[DC]]s of [[extraordinary]] abilities from one track and three [[combat maneuvers]].&lt;br /&gt;
|-&lt;br /&gt;
|[[Master Healer]]&lt;br /&gt;
|[[Journeyman Healer]], 6th level&lt;br /&gt;
|Bottle your Medicine checks for later use.&lt;br /&gt;
|-&lt;br /&gt;
|[[Master Scout]]&lt;br /&gt;
|[[Acrobatics]] and [[Athletics]] trained&lt;br /&gt;
| +2 to Acrobatics and Athletics checks and ignore [[difficult terrain]]. Gain the [[Swim]] movement mode.&lt;br /&gt;
|-&lt;br /&gt;
|[[Mystic Healer]]&lt;br /&gt;
|[[Arcana]] or [[Medicine]] trained, [[Incantation]] or [[Shaman Spellcasting]] track&lt;br /&gt;
|Convert d4s from healing Incantations and healing spells to d6s.&lt;br /&gt;
|-&lt;br /&gt;
|[[Retcon]]&lt;br /&gt;
|Two of [[Arcana]], [[Bluff]], or [[Diplomacy]] trained, 6th level&lt;br /&gt;
|Alter memories and records of a conversation.&lt;br /&gt;
|-&lt;br /&gt;
|[[Safekeeper Adept]]&lt;br /&gt;
|[[Arcana]] trained, 3rd level&lt;br /&gt;
|You gain a modest extradimensional storage unit.&lt;br /&gt;
|-&lt;br /&gt;
|[[Safekeeper Magus]]&lt;br /&gt;
|[[Safekeeper Adept]], 12th level&lt;br /&gt;
|Your extradimensional storage is now a 50 ft cube.&lt;br /&gt;
|-&lt;br /&gt;
|[[Savvy Librarian]]&lt;br /&gt;
|[[Geography]] or [[History]] trained&lt;br /&gt;
|Use Geography or History for identifying all creatures and gain a +2 to the chosen skill.&lt;br /&gt;
|-&lt;br /&gt;
|[[Shout of Doom]]&lt;br /&gt;
|[[Arcana]] trained, a {{Bracket|Dispelling}} ability, 15th level&lt;br /&gt;
|Weaken a creature&#039;s tracks temporarily.&lt;br /&gt;
|-&lt;br /&gt;
|[[Sinister Sinews]]&lt;br /&gt;
|[[Intimidate]] trained&lt;br /&gt;
|[[Strength]] governs your Intimidate skill and {{Bracket|Fear}} effects rather than [[Charisma]].&lt;br /&gt;
|-&lt;br /&gt;
|[[Terrifying Shout]]&lt;br /&gt;
|[[Intimidate]] trained, 6th level&lt;br /&gt;
| +2 to Intimidate checks and use in-combat Intimidate on all opponents in {{Bracket|Close}} range.&lt;br /&gt;
|-&lt;br /&gt;
|[[Terror]]&lt;br /&gt;
|[[Intimidate]] trained, 6th level&lt;br /&gt;
|Leave opponents {{Bracket|Frightened}} in combat, prevent the use of [[Bluff]] and Intimidate in [[social encounters]].&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Racial Feats==&lt;br /&gt;
Racial feats are feats that are exclusive to members of a particular [[Races|race]] (and not merely creatures who have the corresponding [[racial track]]). Though some must be taken at character creation, others can be taken later as a creature grows into its racial abilities.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Racial Feats&lt;br /&gt;
!Name&lt;br /&gt;
!Prerequisites&lt;br /&gt;
!Effects&lt;br /&gt;
|-&lt;br /&gt;
|[[Blood Thirst]]&lt;br /&gt;
|[[Vampire]] race&lt;br /&gt;
|[[Temporary HP]] for using Bloodlust.&lt;br /&gt;
|-&lt;br /&gt;
|[[Ghoulish Enthusiasm]]&lt;br /&gt;
|[[Ghoul]] race&lt;br /&gt;
| +2 [[Gameplay Basics#Modifiers|feat bonus]] to Horrible Bite [[DC]] and eventually gain a {{Bracket|Bonus attack}} on a failed save against Horrible Bite.&lt;br /&gt;
|-&lt;br /&gt;
|[[Keep Them in Line]]&lt;br /&gt;
|[[Mummy]] Race&lt;br /&gt;
|Demoralize foes when an opponent fails its save against your Growing Horror.&lt;br /&gt;
|-&lt;br /&gt;
|[[Lich&#039;s Wrath]]&lt;br /&gt;
|[[Lich]] race&lt;br /&gt;
|Gain a powerful undead [[spell-like ability]].&lt;br /&gt;
|-&lt;br /&gt;
|[[Skeleton King]]&lt;br /&gt;
|[[Skeleton Champion]] race&lt;br /&gt;
|As a [[swift action]], cause allies to be healed when they attack.&lt;br /&gt;
|-&lt;br /&gt;
|[[Skinjob]]&lt;br /&gt;
|[[Sentient Construct]] race, 1st level only&lt;br /&gt;
| +3 to [[Larceny]] checks. The [[DC]] of identifying you increases by 5.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Feats]]&lt;/div&gt;</summary>
		<author><name>Vicerious</name></author>
	</entry>
	<entry>
		<id>https://legendwiki.com/index.php?title=Feats&amp;diff=2048</id>
		<title>Feats</title>
		<link rel="alternate" type="text/html" href="https://legendwiki.com/index.php?title=Feats&amp;diff=2048"/>
		<updated>2018-12-16T03:42:50Z</updated>

		<summary type="html">&lt;p&gt;Vicerious: /* Style Feats */ corrected condition caused b by swift hand throw&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__TOC__&lt;br /&gt;
Feats represent extra abilities that you pick up as you become more experienced. They can be used to enhance your track abilities, to shore up some weaknesses, or simply to customize your character further. If your character concept is a warrior with a signature magical ability, or a spellcaster who can surprise would-be “mage hunters” with a tricky attack using his staff, then feats are probably the best way &lt;br /&gt;
&lt;br /&gt;
You gain two feats at 1st level (one regular feat and one bonus feat from your [[race]]) and gain new feats at [[level]] 3, 6, 9, 12, 15, and 18.&lt;br /&gt;
&lt;br /&gt;
Some  feats  have  prerequisites.  You  must  satisfy the prerequisite – usually a level requirement or  another  feat  –  before  you  may  select  that feat. Should you somehow lose the prerequisites &lt;br /&gt;
for a feat, it stops working until you regain the prerequisites.&lt;br /&gt;
&lt;br /&gt;
Unless otherwise noted, a feat may only be taken once. You must meet the prerequisites for any feats you select at the level that you select them.&lt;br /&gt;
&lt;br /&gt;
Remember that feat bonuses, like any bonuses of the same type, don’t stack with one another.&lt;br /&gt;
&lt;br /&gt;
==General Feats==&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ General Feats&lt;br /&gt;
!Name&lt;br /&gt;
!Prerequisites&lt;br /&gt;
!Effects&lt;br /&gt;
|-&lt;br /&gt;
|[[Arcantric Accuracy]]&lt;br /&gt;
|6th level&lt;br /&gt;
| +2 feat bonus to [[attack roll]]s. Improves when targeted by [[spell]]s and [[spell-like abilities]].&lt;br /&gt;
|-&lt;br /&gt;
|[[Baptized in Rage]]&lt;br /&gt;
|9th level&lt;br /&gt;
|Inflict {{Bracket|Entangled}} on opponents within 100 ft.&lt;br /&gt;
|-&lt;br /&gt;
|[[Battleforged]]&lt;br /&gt;
|&lt;br /&gt;
|Build-in [[Weapons#Natural Weapons|natural weapon]] and armor.&lt;br /&gt;
|-&lt;br /&gt;
|[[Bravado]]&lt;br /&gt;
|[[Reaver]]&lt;br /&gt;
|Lower your Reaver bonuses to heal yourself. Bonuses from Reaver may rise to +5.&lt;br /&gt;
|-&lt;br /&gt;
|[[Breakneck Pace]]&lt;br /&gt;
|&lt;br /&gt;
| +15 ft to movement speed.&lt;br /&gt;
|-&lt;br /&gt;
|[[By Will Sustained]]&lt;br /&gt;
|&lt;br /&gt;
|{{Bracket|Immunity}} to {{Bracket|Sickened}}, ignore basic biological needs. At 10th level, {{Bracket|Immunity}} to {{Bracket|Nauseated}}.&lt;br /&gt;
|-&lt;br /&gt;
|[[Chatty Bugger]]&lt;br /&gt;
|6th level&lt;br /&gt;
|Talk with anything, and gain increased resistance to social skill checks.&lt;br /&gt;
|-&lt;br /&gt;
|[[Cheerful Hemoglobin]]&lt;br /&gt;
|6th level&lt;br /&gt;
|{{Bracket|Fast healing}} 5 and {{Bracket|Immunity}} to {{Bracket|Bleeding}}.&lt;br /&gt;
|-&lt;br /&gt;
|[[Damage Specialization]]&lt;br /&gt;
|6th level&lt;br /&gt;
|Additional damage with the {{Bracket|Precision}} descriptor equal to your [[KOM]].&lt;br /&gt;
|-&lt;br /&gt;
|[[Drink Deep]]&lt;br /&gt;
|[[Livers Need Not Apply]], 12th level&lt;br /&gt;
|Use 3 drinks for other related feats as a [[swift action]] twice per {{Bracket|Encounter}}.&lt;br /&gt;
|-&lt;br /&gt;
|[[Elemental Specialization]]&lt;br /&gt;
|Spellcasting track&lt;br /&gt;
|Spells that deal damage of a chosen energy type deal additional damage equal to your [[level]].&lt;br /&gt;
|-&lt;br /&gt;
|[[Esoteric Adept]]&lt;br /&gt;
|Spellcasting track, 6th level&lt;br /&gt;
|Learn a single [[spell]] from any [[spell list]].&lt;br /&gt;
|-&lt;br /&gt;
|[[Exit, Stage Left]]&lt;br /&gt;
|1st level only&lt;br /&gt;
|Spend a [[swift action]] to gain a [[move action]].&lt;br /&gt;
|-&lt;br /&gt;
|[[Feign Death]]&lt;br /&gt;
|1st or 3rd level only&lt;br /&gt;
|Pretend to be {{Bracket|Dead}}, causing greatly exaggerated rumors.&lt;br /&gt;
|-&lt;br /&gt;
|[[Floating Feat]]&lt;br /&gt;
|3rd level only&lt;br /&gt;
|Change a chosen feat at the beginning of every {{Bracket|Scene}}. At 12th level, change two chosen feats.&lt;br /&gt;
|-&lt;br /&gt;
|[[Glyphweave Adept]]&lt;br /&gt;
|Spellcasting track&lt;br /&gt;
|Your spells are harder to identify, and you can improve them with extra effort.&lt;br /&gt;
|-&lt;br /&gt;
|[[Guild Initiation]]&lt;br /&gt;
|&lt;br /&gt;
|Switch one of your tracks for another, as per [[multiclassing]].&lt;br /&gt;
|-&lt;br /&gt;
|[[Into the Breach]]&lt;br /&gt;
|[[Shadow Blink]] or [[The Sky Empties]]&lt;br /&gt;
|{{Bracket|Teleport}} an adjacent ally and allow them to make an [[attack action]].&lt;br /&gt;
|-&lt;br /&gt;
|[[Livers Need Not Apply]]&lt;br /&gt;
|[[Constitution]] 14, must not have [[The Bitter Dregs]]&lt;br /&gt;
|Store drinks inside your body, which can be consumed to heal you.&lt;br /&gt;
|-&lt;br /&gt;
|[[Manyspell Magus]]&lt;br /&gt;
|[[Glyphweave Adept]], 9th level&lt;br /&gt;
|Break down higher level [[spell]]s into numerous lower-level spells.&lt;br /&gt;
|-&lt;br /&gt;
|[[Multiclass Flexibility]]&lt;br /&gt;
|Must have [[multiclassed]], [[Guild Initiation]], or [[Full Buy-In]]&lt;br /&gt;
|Change a track’s reliance on one ability score to another ability score.&lt;br /&gt;
|-&lt;br /&gt;
|[[My Shadow Grows Long]]&lt;br /&gt;
|[[The Sun Grows Dim]]&lt;br /&gt;
|Use melee weapons to make a limited number of ranged attacks each turn.&lt;br /&gt;
|-&lt;br /&gt;
|[[Objective Analysis]]&lt;br /&gt;
|GM permission&lt;br /&gt;
|Examination reveals details of an object’s history.&lt;br /&gt;
|-&lt;br /&gt;
|[[Open Greater Binding]]&lt;br /&gt;
|[[Open Lesser Binding]], 12th level&lt;br /&gt;
|Attune one additional [[Greater Items| Greater item]].&lt;br /&gt;
|-&lt;br /&gt;
|[[Open Lesser Binding]]&lt;br /&gt;
|&lt;br /&gt;
|Attune one additional [[Lesser Items| Lesser item]].&lt;br /&gt;
|-&lt;br /&gt;
|[[Optimistic Viscera]]&lt;br /&gt;
|&lt;br /&gt;
| +1 [[HP| hit point]] per [[level]] and +1 to all [[saves]].&lt;br /&gt;
|-&lt;br /&gt;
|[[Reaver]]&lt;br /&gt;
|Must not have [[Livers Need Not Apply]]&lt;br /&gt;
|Every time you kill an opponent, gain a +1 to [[attack roll]]s and [[AC]] for the {{Bracket| Encounter}}, up to +4.&lt;br /&gt;
|-&lt;br /&gt;
|[[Recon]]&lt;br /&gt;
|&lt;br /&gt;
|Gain extra [[5 ft step]], allies move before a combat encounter starts. At 6th [[level]], gain another 5 ft step.&lt;br /&gt;
|-&lt;br /&gt;
|[[Reprisal]]&lt;br /&gt;
|[[Reaver]]&lt;br /&gt;
|When your allies are badly injured, you heal and your Reaver bonus rises.&lt;br /&gt;
|-&lt;br /&gt;
|[[Ruinous Charge]]&lt;br /&gt;
|[[Strength]] [[KOM]]/[[KDM]], 12th level, GM permission&lt;br /&gt;
|Gain the [[Burrow]] movement mode, and [[Charge]] through most mundane materials.&lt;br /&gt;
|-&lt;br /&gt;
|[[Rune Magic]]&lt;br /&gt;
|Spellcasting Track&lt;br /&gt;
|Prepare your spells as specialized arcane traps.&lt;br /&gt;
|-&lt;br /&gt;
|[[Senseshift Adept]]&lt;br /&gt;
|&lt;br /&gt;
|Project your senses from any part of your body.&lt;br /&gt;
|-&lt;br /&gt;
|[[Senseshift Magus]]&lt;br /&gt;
|[[Senseshift Adept]], 6th level&lt;br /&gt;
|Trade appearances and locations with a target.&lt;br /&gt;
|-&lt;br /&gt;
|[[Seven Drunken Immortals]]&lt;br /&gt;
|[[Livers Need Not Apply]]&lt;br /&gt;
|Expend 3 drinks to heal yourself and allies in 15 ft.&lt;br /&gt;
|-&lt;br /&gt;
|[[Slow and Steady]]&lt;br /&gt;
|1st level only&lt;br /&gt;
|Instead of falling {{Bracket|Prone}}, halve your movement speed.&lt;br /&gt;
|-&lt;br /&gt;
|[[Small Concessions]]&lt;br /&gt;
|&lt;br /&gt;
|Grant all parties one [[token]] in a [[social encounter]].&lt;br /&gt;
|-&lt;br /&gt;
|[[Spirited Strength]]&lt;br /&gt;
|[[Livers Need Not Apply]], 9th level&lt;br /&gt;
|Consume a drink to gain a [[Gameplay Basics#Modifiers| fury bonus]] to attack and damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[Summon Mote]]&lt;br /&gt;
|&lt;br /&gt;
|You gain a tiny supernatural ally of growing potency.&lt;br /&gt;
|-&lt;br /&gt;
|[[Telekinetic Adept]]&lt;br /&gt;
|&lt;br /&gt;
|Move objects that can be used as weapons. Gain a +2 bonus to [[Athletics]], and apply [[Intelligence]] instead of [[Strength]] to Athletics checks.&lt;br /&gt;
|-&lt;br /&gt;
|[[Telekinetic Master]]&lt;br /&gt;
|[[By Will Sustained]], [[Telekinetic Scion]], 12th level&lt;br /&gt;
|Triples the weight you may lift with Telekinetic Scion. Gain +2 [[HP|hit points]] per [[level]] and {{Bracket|Fast healing}} equal to your level.&lt;br /&gt;
|-&lt;br /&gt;
|[[Telekinetic Scion]]&lt;br /&gt;
|[[Telekinetic Adept]], 6th level&lt;br /&gt;
|Move up to 2,000 pounds with your mind and damage opponents with psychic forces.&lt;br /&gt;
|-&lt;br /&gt;
|[[Telekinetic Strength]]&lt;br /&gt;
|[[Telekinetic Scion]]&lt;br /&gt;
|Double the weight you may lift with Telekinetic Scion and increase the psychic punishment you can dish out.&lt;br /&gt;
|-&lt;br /&gt;
|[[The Bigger They Are]]&lt;br /&gt;
|&lt;br /&gt;
| +1/2 your [[level]] in damage to larger opponents.&lt;br /&gt;
|-&lt;br /&gt;
|[[The Bitter Dregs]]&lt;br /&gt;
|Must not have [[Livers Need Not Apply]], 9th level&lt;br /&gt;
|You gain a +1 [[Gameplay Basics#Modifiers|feat bonus]] to all d20 rolls.&lt;br /&gt;
|-&lt;br /&gt;
|[[The Earth Cracks]]&lt;br /&gt;
|&lt;br /&gt;
|{{Bracket|Tremorsense}} out to 20 ft. Improved to 30 ft at 5th [[level]] and to 40 ft at 10th level.&lt;br /&gt;
|-&lt;br /&gt;
|[[The Left Hand of Destruction]]&lt;br /&gt;
|Must not have [[The Right Hand of Creation]], 12th level&lt;br /&gt;
|Briefly delay all healing within {{Bracket|Close}} range for 2 {{Bracket|Rounds}}.&lt;br /&gt;
|-&lt;br /&gt;
|[[The Right Hand of Creation]]&lt;br /&gt;
|Must not have [[The Left Hand of Destruction]], 12th level&lt;br /&gt;
|Briefly delay all damage within {{Bracket|Close}} range for 2 {{Bracket|Rounds}}.&lt;br /&gt;
|-&lt;br /&gt;
|[[The Sky Empties]]&lt;br /&gt;
|[[The Earth Cracks]]&lt;br /&gt;
|{{Bracket|Teleport}} twice per {{Bracket|Encounter}}, damaging those in your path at 6th [[level]].&lt;br /&gt;
|-&lt;br /&gt;
|[[The Smell of Napalm]]&lt;br /&gt;
|[[Livers Need Not Apply]], 12th level&lt;br /&gt;
|Expend all remaining drinks to deal proportionate {{Bracket|HP reduction}} to nearby opponents.&lt;br /&gt;
|-&lt;br /&gt;
|[[The Sun Grows Dim]]&lt;br /&gt;
|&lt;br /&gt;
|Manipulate the shadows to create small objects, and eventually cast &#039;&#039;[[prying eyes]]&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|[[Three Body Collision]]&lt;br /&gt;
|&lt;br /&gt;
|[[Bull Rush]] adjacent opponents when you hit them, and damage opponents when you Bull Rush them into obstacles or occupied squares.&lt;br /&gt;
|-&lt;br /&gt;
|[[Towering]]&lt;br /&gt;
|{{Bracket|Large}} size&lt;br /&gt;
|Attack {{Bracket|Flying}} targets from the ground, and {{Bracket|Lesser resistance}} to damage from grounded creatures.&lt;br /&gt;
|-&lt;br /&gt;
|[[Troubleshooter]]&lt;br /&gt;
|&lt;br /&gt;
| +2 to your [[Diplomacy]] and [[Intimidate]] defenses. Walk away from [[social encounters]] without losing [[tokens]].&lt;br /&gt;
|-&lt;br /&gt;
|[[Truly Bad People]]&lt;br /&gt;
|&lt;br /&gt;
|Acid blood damages those who hit you.&lt;br /&gt;
|-&lt;br /&gt;
|[[Wake]]&lt;br /&gt;
|&lt;br /&gt;
|Push and damage opponents you move past&lt;br /&gt;
|-&lt;br /&gt;
|[[Wings of War]]&lt;br /&gt;
|9th level&lt;br /&gt;
|Learn to [[Fly]].&lt;br /&gt;
|-&lt;br /&gt;
|[[Weaponized]]&lt;br /&gt;
|6th level&lt;br /&gt;
|Use your [[KOM]] for your weapon’s base damage&lt;br /&gt;
|-&lt;br /&gt;
|[[Words of Power]]&lt;br /&gt;
|&lt;br /&gt;
|Manipulate the fabric of reality to leave foes {{Bracket|Blinded}}, turn {{Bracket|Invisible}}, or turn into wind.&lt;br /&gt;
|-&lt;br /&gt;
|[[You Will Fail]]&lt;br /&gt;
|[[You Will Falter]], 9th level&lt;br /&gt;
|Further reduce the potency of enemy healing effects.&lt;br /&gt;
|-&lt;br /&gt;
|[[You Will Falter]]&lt;br /&gt;
|3rd level&lt;br /&gt;
|Reduce the potency of enemy healing effects.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Iconic Feats==&lt;br /&gt;
Characters may only have one Iconic feat, and that feat cannot be exchanged or replaced by any means except direct GM permission. NPCs with [Iconic] feats should be relatively rare. [Iconic] &lt;br /&gt;
feats may not be appropriate for all campaigns, so consult with your GM.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Iconic Feats&lt;br /&gt;
!Name&lt;br /&gt;
!Prerequisites&lt;br /&gt;
!Effects&lt;br /&gt;
|-&lt;br /&gt;
|[[A Light Against Shadow]]&lt;br /&gt;
|&lt;br /&gt;
|Emanate light, which you can intensify to inflict {{Bracket|HP reduction}} and {{Bracket|Blinded}} on nearby foes.&lt;br /&gt;
|-&lt;br /&gt;
|[[Big Damn Hero]]&lt;br /&gt;
|&lt;br /&gt;
|Briefly ignore many negative [[conditions]].&lt;br /&gt;
|-&lt;br /&gt;
|[[Blacksmith]]&lt;br /&gt;
|&lt;br /&gt;
|Increase the bonuses of your [[Equipment|weapons, armor and shields]]. At 6th and 12th [[level]]s, gain +1 [[HP|hit point]] per level.&lt;br /&gt;
|-&lt;br /&gt;
|[[Dartmuth Secret]]&lt;br /&gt;
|&lt;br /&gt;
|[[Intelligence]] and [[Arcana]] replace other ability scores and [[Athletics]] for some purposes. At 5th [[level]], leave special patches of rust to spy with.&lt;br /&gt;
|-&lt;br /&gt;
|[[Did the Math]]&lt;br /&gt;
|12th level&lt;br /&gt;
|Take your turn over once per {{Bracket|Scene}}.&lt;br /&gt;
|-&lt;br /&gt;
|[[I Am Not Left-Handed]]&lt;br /&gt;
|&lt;br /&gt;
|Gain [[focus point]]s for attacking, spend focus points to reduce the [[AC]] of your opponents.&lt;br /&gt;
|-&lt;br /&gt;
|[[Juggernaut]]&lt;br /&gt;
|&lt;br /&gt;
|{{Bracket|Large}} size without penalties and improved [[Bull Rush]]. At 10th level, {{Bracket|Immunity}} to {{Bracket|Slowed}}.&lt;br /&gt;
|-&lt;br /&gt;
|[[Justice, Blind]]&lt;br /&gt;
|&lt;br /&gt;
|You are permanently {{Bracket|Blinded}} but can see beyond sight and your attacks are suitably precise.&lt;br /&gt;
|-&lt;br /&gt;
|[[Lucky Cigarette Case]]&lt;br /&gt;
|&lt;br /&gt;
|Your weapons gain the {{Bracket|Parrying}} property, and you can quickly reduce damage taken by attacks.&lt;br /&gt;
|-&lt;br /&gt;
|[[On a Pale Horse]]&lt;br /&gt;
|&lt;br /&gt;
|When you slay one opponent, leave all others {{Bracket|Cowering}}.&lt;br /&gt;
|-&lt;br /&gt;
|[[Something of a Traditionalist]]&lt;br /&gt;
|[[Just Blade]] track&lt;br /&gt;
| +2 [[HP|hit points]] per [[level]]. Eventually use Mystic Focus as part of the [[Charge]] maneuver.&lt;br /&gt;
|-&lt;br /&gt;
|[[Strike Down]]&lt;br /&gt;
|[[Just Blade]] track, Mystic Focus&lt;br /&gt;
|Infuse your Grim Heritor, and eventually your Mental Thrust, with furious electrical energy.&lt;br /&gt;
|-&lt;br /&gt;
|[[Vengeance is Mine]]&lt;br /&gt;
|&lt;br /&gt;
|Gain [[focus point]]s, which can be spent to enact painful revenge upon taking damage.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Combat Feats==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Combat Feats&lt;br /&gt;
!Name&lt;br /&gt;
!Prerequisites&lt;br /&gt;
!Effects&lt;br /&gt;
|-&lt;br /&gt;
|[[A Hell of a Thing]]&lt;br /&gt;
|6th level&lt;br /&gt;
|Cause an opponent continuous damage and {{Bracket|HP reduction}}, but suffer [HP reduction] in return.&lt;br /&gt;
|-&lt;br /&gt;
|[[Batter Down]]&lt;br /&gt;
|[[To Iron Married]], 6th level&lt;br /&gt;
|Opponents are {{Bracket|Prone}} on a [[critical hit]].&lt;br /&gt;
|-&lt;br /&gt;
|[[By Steel Beholden]]&lt;br /&gt;
|[[To Iron Married]], 9th level&lt;br /&gt;
|Recover 1 [[HP]] per [[level]] on a [[critical hit]].&lt;br /&gt;
|-&lt;br /&gt;
|[[Cataphract]]&lt;br /&gt;
|[[Ride]] trained&lt;br /&gt;
|While [[Mounted Combat|mounted]], take no [[AC]] penalty for [[Charge|charging]], gain +2 to [[attack roll]]s, and gain +2 to damage using [[Power Attack]] and [[Deadly Aim]].&lt;br /&gt;
|-&lt;br /&gt;
|[[Fancy Footwork]]&lt;br /&gt;
|6th level&lt;br /&gt;
|Give up attacks in an [[attack action]] for 5-ft steps.&lt;br /&gt;
|-&lt;br /&gt;
|[[In Mithril Reborn]]&lt;br /&gt;
|[[By Steel Beholden]], 12th level&lt;br /&gt;
|[[Critical hit]] on an [[attack roll]] of 16 or 17.&lt;br /&gt;
|-&lt;br /&gt;
|[[Kensai]]&lt;br /&gt;
|One or more [[Style Feat]]s, 6th level&lt;br /&gt;
|Intentionally miss on attacks to gain [[focus point]]s. Spend focus points for combat bonuses.&lt;br /&gt;
|-&lt;br /&gt;
|[[Perfect Defense]]&lt;br /&gt;
|&lt;br /&gt;
|Interrupt enemy [[Charge]], [[Deadly Aim]] or [[Power Attack]] maneuvers.&lt;br /&gt;
|-&lt;br /&gt;
|[[Reckless Strike]]&lt;br /&gt;
|&lt;br /&gt;
|When using [[Power Attack]], take a penalty to [[AC]] instead of [[attack roll]]s.&lt;br /&gt;
|-&lt;br /&gt;
|[[Runic Gunknight]]&lt;br /&gt;
|One or more [[Style Feat]]s, 12th level&lt;br /&gt;
|Make attacks in an area.&lt;br /&gt;
|-&lt;br /&gt;
|[[Shadow Blink]]&lt;br /&gt;
|&lt;br /&gt;
|As a [[swift action]], {{Bracket|Teleport}} when you move.&lt;br /&gt;
|-&lt;br /&gt;
|[[Sniper]]&lt;br /&gt;
|[[Perception]] trained&lt;br /&gt;
|Increase the range of your ranged weapons by one category, and use [[Perception]] in place of in combat [[Bluff]] checks.&lt;br /&gt;
|-&lt;br /&gt;
|[[Spectacular Beats]]&lt;br /&gt;
|[[Discipline of the Serpent]] track, 3rd level&lt;br /&gt;
|Master the use of improvised weapons for [[combat maneuvers]].&lt;br /&gt;
|-&lt;br /&gt;
|[[Tell Them, Still Angry]]&lt;br /&gt;
|6th level&lt;br /&gt;
|Explode on death, dealing {{Bracket|HP reduction}}.&lt;br /&gt;
|-&lt;br /&gt;
|[[To Iron Married]]&lt;br /&gt;
|&lt;br /&gt;
|[[Critical hit]] on an [[attack roll]] of 18 or 19.&lt;br /&gt;
|-&lt;br /&gt;
|[[Way of the Gun]]&lt;br /&gt;
|Any [[Style Feat]], [[Discipline of the Serpent]] track&lt;br /&gt;
|Use select [[combat maneuvers]] with ranged attacks.&lt;br /&gt;
|-&lt;br /&gt;
|[[You Shall Not Pass]]&lt;br /&gt;
|&lt;br /&gt;
|Double your {{Bracket|Melee}} range and make it impassable once per {{Bracket|Encounter}}.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Style Feats==&lt;br /&gt;
You may have multiple Style feats, but you may only use (and gain the benefit of) one at a time, chosen each time you pick up, draw, or switch to a weapon, as a [[swift action]], or part of a [[move action]].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Style Feats&lt;br /&gt;
!Name&lt;br /&gt;
!Prerequisites&lt;br /&gt;
!Effects&lt;br /&gt;
|-&lt;br /&gt;
|[[A Song of Arrows]]&lt;br /&gt;
|6th level&lt;br /&gt;
|Attack as an [[immediate action]]&lt;br /&gt;
|-&lt;br /&gt;
|[[And My Axe!]]&lt;br /&gt;
|&lt;br /&gt;
| +1 stacking damage each time you hit an opponent. At 10th level, this improves to +2.&lt;br /&gt;
|-&lt;br /&gt;
|[[Epic Flail]]&lt;br /&gt;
|&lt;br /&gt;
|Gain {{Bracket|Reach}} for all melee weapons, and forsake [Reach] to ignore half your opponent&#039;s [[Gameplay Basics#Modifiers|deflection bonus]] to [[AC]].&lt;br /&gt;
|-&lt;br /&gt;
|[[Meteor Crush]]&lt;br /&gt;
|3rd level&lt;br /&gt;
|Make a single attack that deals extra damage and knocks down {{Bracket|Flying}} opponents.&lt;br /&gt;
|-&lt;br /&gt;
|[[Mighty Smash]]&lt;br /&gt;
|&lt;br /&gt;
| +2 damage on attacks, and apply [[Attack roll|attack]] penalties to opponents you hit multiple times.&lt;br /&gt;
|-&lt;br /&gt;
|[[Musketeer]]&lt;br /&gt;
|&lt;br /&gt;
| +[[KOM]] to damage on one attack using [[Deadly Aim]] per {{Bracket|Round}}. At 10th level, two attacks.&lt;br /&gt;
|-&lt;br /&gt;
|[[Pistolero]]&lt;br /&gt;
|[[To Iron Married]]&lt;br /&gt;
|Opponents are {{Bracket|Blinded}} on a [[critical hit]].&lt;br /&gt;
|-&lt;br /&gt;
|[[Simply Smashing]]&lt;br /&gt;
|&lt;br /&gt;
|Extra damage and {{Bracket|Prone}} to opponents you hit three times.&lt;br /&gt;
|-&lt;br /&gt;
|[[Swift-Hand Throw]]&lt;br /&gt;
|&lt;br /&gt;
|Opponents are {{Bracket|Burning}} and {{Bracket|Knocked down}} on a [[critical hit]].&lt;br /&gt;
|-&lt;br /&gt;
|[[The Scattering Wind]]&lt;br /&gt;
|3rd level&lt;br /&gt;
|[[Descriptors#Dispelling|Dispel]] effects with a hit once per {{Bracket|Encounter}}. At 10th [[level]], twice per [Encounter].&lt;br /&gt;
|-&lt;br /&gt;
|[[The Terrible Swift Lash]]&lt;br /&gt;
|&lt;br /&gt;
|One additional [[5 ft step]]. At 10th [[level]], as a [[swift action]], knock an opponent {{Bracket|Prone}} with an attack.&lt;br /&gt;
|-&lt;br /&gt;
|[[This is a Knife]]&lt;br /&gt;
|&lt;br /&gt;
|{{Bracket|HP reduction}} on [[critical hit]]s.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Skill Feats==&lt;br /&gt;
These feats all require you to be trained in one or more [[skills]] and represent the ability to apply those talents in a new way. Many [Skill] feats grant bonuses to their associated skills, but remember that [[Gameplay Basics#Modifiers|feat bonuses]] do not stack with one another.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Skill Feats&lt;br /&gt;
!Name&lt;br /&gt;
!Prerequisites&lt;br /&gt;
!Effects&lt;br /&gt;
|-&lt;br /&gt;
|[[Anatomical Targeteer]]&lt;br /&gt;
|[[Medicine]] trained, 6th level&lt;br /&gt;
|User the Medicine skill instead of [[Bluff]] or [[Perception]] in combat. Attacks inflict {{Bracket|Bleeding}}.&lt;br /&gt;
|-&lt;br /&gt;
|[[Arcane Engineer]]&lt;br /&gt;
|[[Rune Magic]], [[Arcana]] and [[Engineering]] trained, 12th level&lt;br /&gt;
|Create portable rune traps and deploy them to nearby squares.&lt;br /&gt;
|-&lt;br /&gt;
|[[Arcane Magister]]&lt;br /&gt;
|[[Arcana]] trained&lt;br /&gt;
| +2 to Arcana checks and to [[DC]]s of magical abilities from one track.&lt;br /&gt;
|-&lt;br /&gt;
|[[Arcane Recitation]]&lt;br /&gt;
|[[Arcana]] trained, 6th level&lt;br /&gt;
| +3 to [[DC]]s of magical abilities as a [[swift action]].&lt;br /&gt;
|-&lt;br /&gt;
|[[Charm]]&lt;br /&gt;
|[[Diplomacy]] trained, 6th level&lt;br /&gt;
|Persuade opponents in combat encounters to second-guess their offensive actions and prevent the use of [[Intimidate]] in [[social encounter]]s.&lt;br /&gt;
|-&lt;br /&gt;
|[[Cloaked Casting]]&lt;br /&gt;
|Spellcasting track, [[Larceny]] trained&lt;br /&gt;
| +2 to Larceny checks. With a successful Larceny check, a spell you cast can’t be identified.&lt;br /&gt;
|-&lt;br /&gt;
|[[Confusion]]&lt;br /&gt;
|[[Bluff]] trained, 6th level&lt;br /&gt;
|Leave enemies {{Bracket|Confused} and force creatures to accede to demands in [[social encounters]].&lt;br /&gt;
|-&lt;br /&gt;
|[[Create Teleportation Circle]]&lt;br /&gt;
|Two of [[Arcana]], [[Engineering]], or [[Geography]] trained, 9th level&lt;br /&gt;
|Construct a permanent dimensional gateway.&lt;br /&gt;
|-&lt;br /&gt;
|[[Daggerstorm]]&lt;br /&gt;
|[[Arcana]] trained, 9th level&lt;br /&gt;
|Unleash a hail of magical homing daggers.&lt;br /&gt;
|-&lt;br /&gt;
|[[Danger Sense]]&lt;br /&gt;
|[[Perception]] trained, 6th level&lt;br /&gt;
| +2 to Perception checks. Gain a second chance to notice the hidden.&lt;br /&gt;
|-&lt;br /&gt;
|[[Deft Strike]]&lt;br /&gt;
|[[Larceny]] trained&lt;br /&gt;
|Ignore {{Bracket|Damage reduction}} and {{Bracket|Resistance}} with a Larceny check.&lt;br /&gt;
|-&lt;br /&gt;
|[[Disjunction]]&lt;br /&gt;
|[[Engineering]] trained, a {{Bracket|Dispelling}} ability, 12th level&lt;br /&gt;
|Weaken a creature&#039;s items temporarily.&lt;br /&gt;
|-&lt;br /&gt;
|[[Dread Secret]]&lt;br /&gt;
|[[History]] trained, 6th level&lt;br /&gt;
|Reveal a terrible truth, leaving a creature {{Bracket|Dazed}}.&lt;br /&gt;
|-&lt;br /&gt;
|[[Earthshaper Journeyman]]&lt;br /&gt;
|[[Geography]] trained, 9th level&lt;br /&gt;
|[[Burrow]] through earth and stone.&lt;br /&gt;
|-&lt;br /&gt;
|[[Earthshaper Liege]]&lt;br /&gt;
|[[Earthshaper Journeyman]] or [[Earthshaper Warden]]&lt;br /&gt;
|Armor of stone grants {{Bracket|Immunity}} to {{Bracket|Blown away}} and an [[Gameplay Basics#Modifiers|item bonus]] to [[AC]].&lt;br /&gt;
|-&lt;br /&gt;
|[[Earthshaper Warden]]&lt;br /&gt;
|[[Geography]] trained, 9th level&lt;br /&gt;
|{{Bracket|Resistance}} to all damage on the first {{Bracket|Round}} of combat.&lt;br /&gt;
|-&lt;br /&gt;
|[[Explosives Expert]]&lt;br /&gt;
|[[Engineering]] trained, [[Demo Man]] track&lt;br /&gt;
| +2 to Demo Man [[DC]]s and Engineering checks.&lt;br /&gt;
|-&lt;br /&gt;
|[[Ghost Hunter]]&lt;br /&gt;
|[[Perception]] trained, 6th level&lt;br /&gt;
| +2 to [[Perception]] checks, use &#039;&#039;[[see invisibility]]&#039;&#039;, and turn physical damage from your weapons into magic damage with the {{Bracket|Force}} descriptor.&lt;br /&gt;
|-&lt;br /&gt;
|[[Journeyman Healer]]&lt;br /&gt;
|[[Medicine]] trained&lt;br /&gt;
|Decrease Medicine [[DC]]s for nearby allies by 2.&lt;br /&gt;
|-&lt;br /&gt;
|[[Lightbender Adept]]&lt;br /&gt;
|[[Arcana]] trained, 6th level&lt;br /&gt;
|Call the shadows to play back past events and reveal {{Bracket|Invisible}} creatures.&lt;br /&gt;
|-&lt;br /&gt;
|[[Lightbender Magus]]&lt;br /&gt;
|[[Lightbender Adept]]&lt;br /&gt;
|Control light to leave opponents damaged and {{Bracket|Dazzled}}.&lt;br /&gt;
|-&lt;br /&gt;
|[[Martial Magister]]&lt;br /&gt;
|One [[Skills#Physical Skills|Physical skill]] trained.&lt;br /&gt;
| +2 to [[DC]]s of [[extraordinary]] abilities from one track and three [[combat maneuvers]].&lt;br /&gt;
|-&lt;br /&gt;
|[[Master Healer]]&lt;br /&gt;
|[[Journeyman Healer]], 6th level&lt;br /&gt;
|Bottle your Medicine checks for later use.&lt;br /&gt;
|-&lt;br /&gt;
|[[Master Scout]]&lt;br /&gt;
|[[Acrobatics]] and [[Athletics]] trained&lt;br /&gt;
| +2 to Acrobatics and Athletics checks and ignore [[difficult terrain]]. Gain the [[Swim]] movement mode.&lt;br /&gt;
|-&lt;br /&gt;
|[[Mystic Healer]]&lt;br /&gt;
|[[Arcana]] or [[Medicine]] trained, [[Incantation]] or [[Shaman Spellcasting]] track&lt;br /&gt;
|Convert d4s from healing Incantations and healing spells to d6s.&lt;br /&gt;
|-&lt;br /&gt;
|[[Retcon]]&lt;br /&gt;
|Two of [[Arcana]], [[Bluff]], or [[Diplomacy]] trained, 6th level&lt;br /&gt;
|Alter memories and records of a conversation.&lt;br /&gt;
|-&lt;br /&gt;
|[[Safekeeper Adept]]&lt;br /&gt;
|[[Arcana]] trained, 3rd level&lt;br /&gt;
|You gain a modest extradimensional storage unit.&lt;br /&gt;
|-&lt;br /&gt;
|[[Safekeeper Magus]]&lt;br /&gt;
|[[Safekeeper Adept]], 12th level&lt;br /&gt;
|Your extradimensional storage is now a 50 ft cube.&lt;br /&gt;
|-&lt;br /&gt;
|[[Savvy Librarian]]&lt;br /&gt;
|[[Geography]] or [[History]] trained&lt;br /&gt;
|Use Geography or History for identifying all creatures and gain a +2 to the chosen skill.&lt;br /&gt;
|-&lt;br /&gt;
|[[Shout of Doom]]&lt;br /&gt;
|[[Arcana]] trained, a {{Bracket|Dispelling}} ability, 15th level&lt;br /&gt;
|Weaken a creature&#039;s tracks temporarily.&lt;br /&gt;
|-&lt;br /&gt;
|[[Sinister Sinews]]&lt;br /&gt;
|[[Intimidate]] trained&lt;br /&gt;
|[[Strength]] governs your Intimidate skill and {{Bracket|Fear}} effects rather than [[Charisma]].&lt;br /&gt;
|-&lt;br /&gt;
|[[Terrifying Shout]]&lt;br /&gt;
|[[Intimidate]] trained, 6th level&lt;br /&gt;
| +2 to Intimidate checks and use in-combat Intimidate on all opponents in {{Bracket|Close}} range.&lt;br /&gt;
|-&lt;br /&gt;
|[[Terror]]&lt;br /&gt;
|[[Intimidate]] trained, 6th level&lt;br /&gt;
|Leave opponents {{Bracket|Frightened}} in combat, prevent the use of [[Bluff]] and Intimidate in [[social encounters]].&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Racial Feats==&lt;br /&gt;
Racial feats are feats that are exclusive to members of a particular [[Races|race]] (and not merely creatures who have the corresponding [[racial track]]). Though some must be taken at character creation, others can be taken later as a creature grows into its racial abilities.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Racial Feats&lt;br /&gt;
!Name&lt;br /&gt;
!Prerequisites&lt;br /&gt;
!Effects&lt;br /&gt;
|-&lt;br /&gt;
|[[Blood Thirst]]&lt;br /&gt;
|[[Vampire]] race&lt;br /&gt;
|[[Temporary HP]] for using Bloodlust.&lt;br /&gt;
|-&lt;br /&gt;
|[[Ghoulish Enthusiasm]]&lt;br /&gt;
|[[Ghoul]] race&lt;br /&gt;
| +2 [[Gameplay Basics#Modifiers|feat bonus]] to Horrible Bite [[DC]] and eventually gain a {{Bracket|Bonus attack}} on a failed save against Horrible Bite.&lt;br /&gt;
|-&lt;br /&gt;
|[[Keep Them in Line]]&lt;br /&gt;
|[[Mummy]] Race&lt;br /&gt;
|Demoralize foes when an opponent fails its save against your Growing Horror.&lt;br /&gt;
|-&lt;br /&gt;
|[[Lich&#039;s Wrath]]&lt;br /&gt;
|[[Lich]] race&lt;br /&gt;
|Gain a powerful undead [[spell-like ability]].&lt;br /&gt;
|-&lt;br /&gt;
|[[Skeleton King]]&lt;br /&gt;
|[[Skeleton Champion]] race&lt;br /&gt;
|As a [[swift action]], cause allies to be healed when they attack.&lt;br /&gt;
|-&lt;br /&gt;
|[[Skinjob]]&lt;br /&gt;
|[[Sentient Construct]] race, 1st level only&lt;br /&gt;
| +3 to [[Larceny]] checks. The [[DC]] of identifying you increases by 5.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Feats]]&lt;/div&gt;</summary>
		<author><name>Vicerious</name></author>
	</entry>
</feed>