<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://rocksfall.org/rfwiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Xypharan</id>
	<title>RocksfallWiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://rocksfall.org/rfwiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Xypharan"/>
	<link rel="alternate" type="text/html" href="https://rocksfall.org/wiki/Special:Contributions/Xypharan"/>
	<updated>2026-05-24T00:16:32Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.31.12</generator>
	<entry>
		<id>https://rocksfall.org/rfwiki/index.php?title=Altheo_Renaud&amp;diff=3515</id>
		<title>Altheo Renaud</title>
		<link rel="alternate" type="text/html" href="https://rocksfall.org/rfwiki/index.php?title=Altheo_Renaud&amp;diff=3515"/>
		<updated>2008-03-25T03:12:47Z</updated>

		<summary type="html">&lt;p&gt;Xypharan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;Player:&amp;#039;&amp;#039;&amp;#039; Rob&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Race:&amp;#039;&amp;#039;&amp;#039; Human&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;House:&amp;#039;&amp;#039;&amp;#039; [[House Lizard]]&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Class:&amp;#039;&amp;#039;&amp;#039; Pimp&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Alignment:&amp;#039;&amp;#039;&amp;#039; ??&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Vital Statistics ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Gender:&amp;#039;&amp;#039;&amp;#039; M&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Age:&amp;#039;&amp;#039;&amp;#039; 26&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Height:&amp;#039;&amp;#039;&amp;#039; 5&amp;#039;9&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Weight:&amp;#039;&amp;#039;&amp;#039; 155 lbs&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Hair:&amp;#039;&amp;#039;&amp;#039; Black&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Eyes:&amp;#039;&amp;#039;&amp;#039; Grey&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Skin:&amp;#039;&amp;#039;&amp;#039; Tanned&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
&lt;br /&gt;
Altheo Renaud is a well regarded pimp, owner of the Rutting Boar.  Although its sometimes said he gained the bar under shady circumstances, there is no denying it has prospered well in the three years he&amp;#039;s been in charge.  He is always well dressed although sometimes lets a little facial hair go.&lt;br /&gt;
[[Ysabeau Chanuier]] is an ex employee of his and they still run into each other from time to time at the Antiquarian Society meetings.  He has been a member for quite sometime, although only really getting involved in the last little while.&lt;br /&gt;
He has dark medium length hair and grey eyes.  He is always smiling and comes off as quite charming, but there is a hint of danger to him as well.  Mostly people kind of like it though, it adds to his charm.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{pc}}{{d}}{{d2}}&lt;/div&gt;</summary>
		<author><name>Xypharan</name></author>
		
	</entry>
	<entry>
		<id>https://rocksfall.org/rfwiki/index.php?title=Altheo_Renaud&amp;diff=3514</id>
		<title>Altheo Renaud</title>
		<link rel="alternate" type="text/html" href="https://rocksfall.org/rfwiki/index.php?title=Altheo_Renaud&amp;diff=3514"/>
		<updated>2008-03-25T03:12:10Z</updated>

		<summary type="html">&lt;p&gt;Xypharan: /* Description */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;Player:&amp;#039;&amp;#039;&amp;#039; Rob&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Race:&amp;#039;&amp;#039;&amp;#039; Human&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;House:&amp;#039;&amp;#039;&amp;#039; [[Lizard]]&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Class:&amp;#039;&amp;#039;&amp;#039; Pimp&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Alignment:&amp;#039;&amp;#039;&amp;#039; ??&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Vital Statistics ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Gender:&amp;#039;&amp;#039;&amp;#039; M&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Age:&amp;#039;&amp;#039;&amp;#039; 26&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Height:&amp;#039;&amp;#039;&amp;#039; 5&amp;#039;9&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Weight:&amp;#039;&amp;#039;&amp;#039; 155 lbs&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Hair:&amp;#039;&amp;#039;&amp;#039; Black&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Eyes:&amp;#039;&amp;#039;&amp;#039; Grey&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Skin:&amp;#039;&amp;#039;&amp;#039; Tanned&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
&lt;br /&gt;
Altheo Renaud is a well regarded pimp, owner of the Rutting Boar.  Although its sometimes said he gained the bar under shady circumstances, there is no denying it has prospered well in the three years he&amp;#039;s been in charge.  He is always well dressed although sometimes lets a little facial hair go.&lt;br /&gt;
[[Ysabeau Chanuier]] is an ex employee of his and they still run into each other from time to time at the Antiquarian Society meetings.  He has been a member for quite sometime, although only really getting involved in the last little while.&lt;br /&gt;
He has dark medium length hair and grey eyes.  He is always smiling and comes off as quite charming, but there is a hint of danger to him as well.  Mostly people kind of like it though, it adds to his charm.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{pc}}{{d}}{{d2}}[[House Lizard]]&lt;/div&gt;</summary>
		<author><name>Xypharan</name></author>
		
	</entry>
	<entry>
		<id>https://rocksfall.org/rfwiki/index.php?title=Altheo_Renaud&amp;diff=3513</id>
		<title>Altheo Renaud</title>
		<link rel="alternate" type="text/html" href="https://rocksfall.org/rfwiki/index.php?title=Altheo_Renaud&amp;diff=3513"/>
		<updated>2008-03-25T03:11:20Z</updated>

		<summary type="html">&lt;p&gt;Xypharan: /* Description */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;Player:&amp;#039;&amp;#039;&amp;#039; Rob&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Race:&amp;#039;&amp;#039;&amp;#039; Human&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;House:&amp;#039;&amp;#039;&amp;#039; [[Lizard]]&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Class:&amp;#039;&amp;#039;&amp;#039; Pimp&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Alignment:&amp;#039;&amp;#039;&amp;#039; ??&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Vital Statistics ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Gender:&amp;#039;&amp;#039;&amp;#039; M&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Age:&amp;#039;&amp;#039;&amp;#039; 26&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Height:&amp;#039;&amp;#039;&amp;#039; 5&amp;#039;9&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Weight:&amp;#039;&amp;#039;&amp;#039; 155 lbs&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Hair:&amp;#039;&amp;#039;&amp;#039; Black&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Eyes:&amp;#039;&amp;#039;&amp;#039; Grey&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Skin:&amp;#039;&amp;#039;&amp;#039; Tanned&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
&lt;br /&gt;
Altheo Renaud is a well regarded pimp, owner of the Rutting Boar.  Although its sometimes said he gained the bar under shady circumstances, there is no denying it has prospered well in the three years he&amp;#039;s been in charge.  He is always well dressed although sometimes lets a little facial hair go.&lt;br /&gt;
[[Ysabeau Chanuier]] is an ex employee of his and they still run into each other from time to time at the Antiquarian Society meetings.  He has been a member for quite sometime, although only really getting involved in the last little while.&lt;br /&gt;
He has dark medium length hair and grey eyes.  He is always smiling and comes off as quite charming, but there is a hint of danger to him as well.  Mostly people kind of like it though, it adds to his charm.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{pc}}{{d}}{{d2}}{{Lizard}}&lt;/div&gt;</summary>
		<author><name>Xypharan</name></author>
		
	</entry>
	<entry>
		<id>https://rocksfall.org/rfwiki/index.php?title=Altheo_Renaud&amp;diff=3512</id>
		<title>Altheo Renaud</title>
		<link rel="alternate" type="text/html" href="https://rocksfall.org/rfwiki/index.php?title=Altheo_Renaud&amp;diff=3512"/>
		<updated>2008-03-25T03:10:54Z</updated>

		<summary type="html">&lt;p&gt;Xypharan: /* Description */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;Player:&amp;#039;&amp;#039;&amp;#039; Rob&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Race:&amp;#039;&amp;#039;&amp;#039; Human&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;House:&amp;#039;&amp;#039;&amp;#039; [[Lizard]]&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Class:&amp;#039;&amp;#039;&amp;#039; Pimp&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Alignment:&amp;#039;&amp;#039;&amp;#039; ??&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Vital Statistics ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Gender:&amp;#039;&amp;#039;&amp;#039; M&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Age:&amp;#039;&amp;#039;&amp;#039; 26&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Height:&amp;#039;&amp;#039;&amp;#039; 5&amp;#039;9&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Weight:&amp;#039;&amp;#039;&amp;#039; 155 lbs&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Hair:&amp;#039;&amp;#039;&amp;#039; Black&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Eyes:&amp;#039;&amp;#039;&amp;#039; Grey&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Skin:&amp;#039;&amp;#039;&amp;#039; Tanned&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
&lt;br /&gt;
Altheo Renaud is a well regarded pimp, owner of the Rutting Boar.  Although its sometimes said he gained the bar under shady circumstances, there is no denying it has prospered well in the three years he&amp;#039;s been in charge.  He is always well dressed although sometimes lets a little facial hair go.&lt;br /&gt;
[[Ysabeau Chanuier]] is an ex employee of his and they still run into each other from time to time at the Antiquarian Society meetings.  He has been a member for quite sometime, although only really getting involved in the last little while.&lt;br /&gt;
He has dark medium length hair and grey eyes.  He is always smiling and comes off as quite charming, but there is a hint of danger to him as well.  Mostly people kind of like it though, it adds to his charm.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{pc}}{{d}}{{d2}}{{House Lizard}}&lt;/div&gt;</summary>
		<author><name>Xypharan</name></author>
		
	</entry>
	<entry>
		<id>https://rocksfall.org/rfwiki/index.php?title=Altheo_Renaud&amp;diff=3511</id>
		<title>Altheo Renaud</title>
		<link rel="alternate" type="text/html" href="https://rocksfall.org/rfwiki/index.php?title=Altheo_Renaud&amp;diff=3511"/>
		<updated>2008-03-24T02:44:33Z</updated>

		<summary type="html">&lt;p&gt;Xypharan: /* Description */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;Player:&amp;#039;&amp;#039;&amp;#039; Rob&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Race:&amp;#039;&amp;#039;&amp;#039; Human&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;House:&amp;#039;&amp;#039;&amp;#039; [[Lizard]]&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Class:&amp;#039;&amp;#039;&amp;#039; Pimp&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Alignment:&amp;#039;&amp;#039;&amp;#039; ??&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Vital Statistics ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Gender:&amp;#039;&amp;#039;&amp;#039; M&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Age:&amp;#039;&amp;#039;&amp;#039; 26&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Height:&amp;#039;&amp;#039;&amp;#039; 5&amp;#039;9&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Weight:&amp;#039;&amp;#039;&amp;#039; 155 lbs&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Hair:&amp;#039;&amp;#039;&amp;#039; Black&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Eyes:&amp;#039;&amp;#039;&amp;#039; Grey&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Skin:&amp;#039;&amp;#039;&amp;#039; Tanned&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
&lt;br /&gt;
Altheo Renaud is a well regarded pimp, owner of the Rutting Boar.  Although its sometimes said he gained the bar under shady circumstances, there is no denying it has prospered well in the three years he&amp;#039;s been in charge.  He is always well dressed although sometimes lets a little facial hair go.&lt;br /&gt;
[[Ysabeau Chanuier]] is an ex employee of his and they still run into each other from time to time at the Antiquarian Society meetings.  He has been a member for quite sometime, although only really getting involved in the last little while.&lt;br /&gt;
He has dark medium length hair and grey eyes.  He is always smiling and comes off as quite charming, but there is a hint of danger to him as well.  Mostly people kind of like it though, it adds to his charm.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{pc}}{{d}}{{d2}}{{lizard}}&lt;/div&gt;</summary>
		<author><name>Xypharan</name></author>
		
	</entry>
	<entry>
		<id>https://rocksfall.org/rfwiki/index.php?title=Altheo_Renaud&amp;diff=3510</id>
		<title>Altheo Renaud</title>
		<link rel="alternate" type="text/html" href="https://rocksfall.org/rfwiki/index.php?title=Altheo_Renaud&amp;diff=3510"/>
		<updated>2008-03-24T02:41:14Z</updated>

		<summary type="html">&lt;p&gt;Xypharan: /* Description */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;Player:&amp;#039;&amp;#039;&amp;#039; Rob&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Race:&amp;#039;&amp;#039;&amp;#039; Human&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;House:&amp;#039;&amp;#039;&amp;#039; [[Lizard]]&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Class:&amp;#039;&amp;#039;&amp;#039; Pimp&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Alignment:&amp;#039;&amp;#039;&amp;#039; ??&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Vital Statistics ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Gender:&amp;#039;&amp;#039;&amp;#039; M&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Age:&amp;#039;&amp;#039;&amp;#039; 26&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Height:&amp;#039;&amp;#039;&amp;#039; 5&amp;#039;9&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Weight:&amp;#039;&amp;#039;&amp;#039; 155 lbs&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Hair:&amp;#039;&amp;#039;&amp;#039; Black&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Eyes:&amp;#039;&amp;#039;&amp;#039; Grey&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Skin:&amp;#039;&amp;#039;&amp;#039; Tanned&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
&lt;br /&gt;
Altheo Renaud is a well regarded pimp, owner of the Rutting Boar.  Although its sometimes said he gained the bar under shady circumstances, there is no denying it has prospered well in the three years he&amp;#039;s been in charge.  He is always well dressed although sometimes lets a little facial hair go.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{pc}}{{d}}{{d2}}{{lizard}}&lt;/div&gt;</summary>
		<author><name>Xypharan</name></author>
		
	</entry>
	<entry>
		<id>https://rocksfall.org/rfwiki/index.php?title=Altheo_Renaud&amp;diff=3509</id>
		<title>Altheo Renaud</title>
		<link rel="alternate" type="text/html" href="https://rocksfall.org/rfwiki/index.php?title=Altheo_Renaud&amp;diff=3509"/>
		<updated>2008-03-24T02:05:34Z</updated>

		<summary type="html">&lt;p&gt;Xypharan: /* Description */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;Player:&amp;#039;&amp;#039;&amp;#039; Rob&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Race:&amp;#039;&amp;#039;&amp;#039; Human&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;House:&amp;#039;&amp;#039;&amp;#039; [[Lizard]]&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Class:&amp;#039;&amp;#039;&amp;#039; Pimp&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Alignment:&amp;#039;&amp;#039;&amp;#039; ??&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Vital Statistics ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Gender:&amp;#039;&amp;#039;&amp;#039; M&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Age:&amp;#039;&amp;#039;&amp;#039; 26&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Height:&amp;#039;&amp;#039;&amp;#039; 5&amp;#039;9&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Weight:&amp;#039;&amp;#039;&amp;#039; 155 lbs&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Hair:&amp;#039;&amp;#039;&amp;#039; Black&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Eyes:&amp;#039;&amp;#039;&amp;#039; Grey&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Skin:&amp;#039;&amp;#039;&amp;#039; Tanned&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
&lt;br /&gt;
Altheo Renaud is a well regarded pimp.  (Well, as well regarded as a pimp can be.)  He is fair to the women and men in his employ, and is known for protecting them fiercely.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{pc}}{{d}}{{d2}}{{lizard}}&lt;/div&gt;</summary>
		<author><name>Xypharan</name></author>
		
	</entry>
	<entry>
		<id>https://rocksfall.org/rfwiki/index.php?title=Altheo_Renaud&amp;diff=3508</id>
		<title>Altheo Renaud</title>
		<link rel="alternate" type="text/html" href="https://rocksfall.org/rfwiki/index.php?title=Altheo_Renaud&amp;diff=3508"/>
		<updated>2008-03-23T21:18:20Z</updated>

		<summary type="html">&lt;p&gt;Xypharan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;Player:&amp;#039;&amp;#039;&amp;#039; Rob&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Race:&amp;#039;&amp;#039;&amp;#039; Human&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;House:&amp;#039;&amp;#039;&amp;#039; [[Lizard]]&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Class:&amp;#039;&amp;#039;&amp;#039; Pimp&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Alignment:&amp;#039;&amp;#039;&amp;#039; ??&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Vital Statistics ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Gender:&amp;#039;&amp;#039;&amp;#039; M&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Age:&amp;#039;&amp;#039;&amp;#039; 26&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Height:&amp;#039;&amp;#039;&amp;#039; 5&amp;#039;9&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Weight:&amp;#039;&amp;#039;&amp;#039; 155 lbs&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Hair:&amp;#039;&amp;#039;&amp;#039; Black&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Eyes:&amp;#039;&amp;#039;&amp;#039; Grey&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Skin:&amp;#039;&amp;#039;&amp;#039; Tanned&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
&lt;br /&gt;
Altheo Renaud is a well regarded pimp.  (Well, as well regarded as a pimp can be.)  He is fair to the women and men in his employ, and is known for protecting them fiercely.  &lt;br /&gt;
&lt;br /&gt;
(I still need to do things like pick a name for his Brothel.  I like the fact that some brothels in Diablotin have had clever play on word kind of names.  If you guys want to help me out, I&amp;#039;d love to hear some sugestions on brothel names.  I either want clever word play, or kind of low brow and dirty.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{pc}}{{d}}{{d2}}{{lizard}}&lt;/div&gt;</summary>
		<author><name>Xypharan</name></author>
		
	</entry>
	<entry>
		<id>https://rocksfall.org/rfwiki/index.php?title=Altheo_Renaud&amp;diff=3507</id>
		<title>Altheo Renaud</title>
		<link rel="alternate" type="text/html" href="https://rocksfall.org/rfwiki/index.php?title=Altheo_Renaud&amp;diff=3507"/>
		<updated>2008-03-23T21:18:00Z</updated>

		<summary type="html">&lt;p&gt;Xypharan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;Player:&amp;#039;&amp;#039;&amp;#039; Rob&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Race:&amp;#039;&amp;#039;&amp;#039; Human&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;House:&amp;#039;&amp;#039;&amp;#039; [[Lizzard]]&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Class:&amp;#039;&amp;#039;&amp;#039; Pimp&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Alignment:&amp;#039;&amp;#039;&amp;#039; ??&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Vital Statistics ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Gender:&amp;#039;&amp;#039;&amp;#039; M&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Age:&amp;#039;&amp;#039;&amp;#039; 26&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Height:&amp;#039;&amp;#039;&amp;#039; 5&amp;#039;9&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Weight:&amp;#039;&amp;#039;&amp;#039; 155 lbs&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Hair:&amp;#039;&amp;#039;&amp;#039; Black&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Eyes:&amp;#039;&amp;#039;&amp;#039; Grey&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Skin:&amp;#039;&amp;#039;&amp;#039; Tanned&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
&lt;br /&gt;
Altheo Renaud is a well regarded pimp.  (Well, as well regarded as a pimp can be.)  He is fair to the women and men in his employ, and is known for protecting them fiercely.  &lt;br /&gt;
&lt;br /&gt;
(I still need to do things like pick a name for his Brothel.  I like the fact that some brothels in Diablotin have had clever play on word kind of names.  If you guys want to help me out, I&amp;#039;d love to hear some sugestions on brothel names.  I either want clever word play, or kind of low brow and dirty.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{pc}}{{d}}{{d2}}{{lizard}}&lt;/div&gt;</summary>
		<author><name>Xypharan</name></author>
		
	</entry>
	<entry>
		<id>https://rocksfall.org/rfwiki/index.php?title=Altheo_Renaud&amp;diff=3506</id>
		<title>Altheo Renaud</title>
		<link rel="alternate" type="text/html" href="https://rocksfall.org/rfwiki/index.php?title=Altheo_Renaud&amp;diff=3506"/>
		<updated>2008-03-23T21:10:42Z</updated>

		<summary type="html">&lt;p&gt;Xypharan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;Player:&amp;#039;&amp;#039;&amp;#039; Rob&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Race:&amp;#039;&amp;#039;&amp;#039; Human&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;House:&amp;#039;&amp;#039;&amp;#039; [[Lizard]]&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Class:&amp;#039;&amp;#039;&amp;#039; Pimp&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Alignment:&amp;#039;&amp;#039;&amp;#039; ??&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Vital Statistics ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Gender:&amp;#039;&amp;#039;&amp;#039; M&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Age:&amp;#039;&amp;#039;&amp;#039; 26&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Height:&amp;#039;&amp;#039;&amp;#039; 5&amp;#039;9&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Weight:&amp;#039;&amp;#039;&amp;#039; 155 lbs&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Hair:&amp;#039;&amp;#039;&amp;#039; Black&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Eyes:&amp;#039;&amp;#039;&amp;#039; Grey&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Skin:&amp;#039;&amp;#039;&amp;#039; Tanned&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
&lt;br /&gt;
Altheo Renaud is a well regarded pimp.  (Well, as well regarded as a pimp can be.)  He is fair to the women and men in his employ, and is known for protecting them fiercely.  &lt;br /&gt;
&lt;br /&gt;
(I still need to do things like pick a name for his Brothel.  I like the fact that some brothels in Diablotin have had clever play on word kind of names.  If you guys want to help me out, I&amp;#039;d love to hear some sugestions on brothel names.  I either want clever word play, or kind of low brow and dirty.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{pc}}{{d}}{{d2}}{{lizard}}&lt;/div&gt;</summary>
		<author><name>Xypharan</name></author>
		
	</entry>
	<entry>
		<id>https://rocksfall.org/rfwiki/index.php?title=Altheo_Renaud&amp;diff=3505</id>
		<title>Altheo Renaud</title>
		<link rel="alternate" type="text/html" href="https://rocksfall.org/rfwiki/index.php?title=Altheo_Renaud&amp;diff=3505"/>
		<updated>2008-03-23T20:44:42Z</updated>

		<summary type="html">&lt;p&gt;Xypharan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;Player:&amp;#039;&amp;#039;&amp;#039; Forthright&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Race:&amp;#039;&amp;#039;&amp;#039; Human&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;House:&amp;#039;&amp;#039;&amp;#039; [[Wolf]]&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Class:&amp;#039;&amp;#039;&amp;#039; Ranger&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Alignment:&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Vital Statistics ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Gender:&amp;#039;&amp;#039;&amp;#039; M&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Age:&amp;#039;&amp;#039;&amp;#039; 26&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Height:&amp;#039;&amp;#039;&amp;#039; 5&amp;#039;9&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Weight:&amp;#039;&amp;#039;&amp;#039; 155 lbs&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Hair:&amp;#039;&amp;#039;&amp;#039; Black&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Eyes:&amp;#039;&amp;#039;&amp;#039; Grey&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Skin:&amp;#039;&amp;#039;&amp;#039; Tanned&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
&lt;br /&gt;
Altheo Renaud is a well regarded pimp.  (Well, as well regarded as a pimp can be.)  He is fair to the women and men in his employ, and is known for protecting them fiercely.  &lt;br /&gt;
&lt;br /&gt;
(I still need to do things like pick a name for his Brothel.  I like the fact that some brothels in Diablotin have had clever play on word kind of names.  If you guys want to help me out, I&amp;#039;d love to hear some sugestions on brothel names.  I either want clever word play, or kind of low brow and dirty.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{pc}}{{d}}{{d2}}{{lizard}}&lt;/div&gt;</summary>
		<author><name>Xypharan</name></author>
		
	</entry>
	<entry>
		<id>https://rocksfall.org/rfwiki/index.php?title=Altheo_Renaud&amp;diff=3488</id>
		<title>Altheo Renaud</title>
		<link rel="alternate" type="text/html" href="https://rocksfall.org/rfwiki/index.php?title=Altheo_Renaud&amp;diff=3488"/>
		<updated>2008-03-22T00:44:00Z</updated>

		<summary type="html">&lt;p&gt;Xypharan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Altheo Renaud is a well regarded pimp.  (Well, as well regarded as a pimp can be.)  He is fair to the women and men in his employ, and is known for protecting them fiercely.  &lt;br /&gt;
&lt;br /&gt;
(I still need to do things like pick a name for his Brothel.  I like the fact that some brothels in Diablotin have had clever play on word kind of names.  If you guys want to help me out, I&amp;#039;d love to hear some sugestions on brothel names.  I either want clever word play, or kind of low brow and dirty.)&lt;/div&gt;</summary>
		<author><name>Xypharan</name></author>
		
	</entry>
	<entry>
		<id>https://rocksfall.org/rfwiki/index.php?title=Diablotin_2&amp;diff=3487</id>
		<title>Diablotin 2</title>
		<link rel="alternate" type="text/html" href="https://rocksfall.org/rfwiki/index.php?title=Diablotin_2&amp;diff=3487"/>
		<updated>2008-03-22T00:29:52Z</updated>

		<summary type="html">&lt;p&gt;Xypharan: /* Characters */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Details =&lt;br /&gt;
&lt;br /&gt;
GM: [[Curtana]]&lt;br /&gt;
&lt;br /&gt;
System: D&amp;amp;D e3.5 Modified&lt;br /&gt;
&lt;br /&gt;
First session: &lt;br /&gt;
&lt;br /&gt;
[[Character creation rules]]&lt;br /&gt;
&lt;br /&gt;
=Setting=&lt;br /&gt;
&lt;br /&gt;
* [[The Aveyrone Empire]]&lt;br /&gt;
**[[The Past Fifty Years]]&lt;br /&gt;
* [[Diablotin]]&lt;br /&gt;
* [[The Houses]]&lt;br /&gt;
** [[House Bear]]&lt;br /&gt;
** [[House Lizard]]&lt;br /&gt;
** [[House Ox]]&lt;br /&gt;
** [[House Wolf]]&lt;br /&gt;
** [[House Owl]]&lt;br /&gt;
** [[House Cat]]&lt;br /&gt;
** [[House Rat]]&lt;br /&gt;
** The Others&lt;br /&gt;
*** [[The Houseless]]&lt;br /&gt;
*** [[The outsiders]]&lt;br /&gt;
* [[Languages]]&lt;br /&gt;
* [[Current Fashions]]&lt;br /&gt;
&lt;br /&gt;
=Characters=&lt;br /&gt;
&lt;br /&gt;
*[[Ysabeau Chanuier]]&lt;br /&gt;
*[[Ilphère deQuessenet]]&lt;br /&gt;
*[[Sanadhil Orecalo]]&lt;br /&gt;
*[[Altheo Renaud]]&lt;br /&gt;
*[[Dominik ??]]&lt;br /&gt;
&lt;br /&gt;
==Supporting cast==&lt;br /&gt;
&lt;br /&gt;
=The Annals=&lt;br /&gt;
			&lt;br /&gt;
{{game}}{{d2}}{{d}}&lt;/div&gt;</summary>
		<author><name>Xypharan</name></author>
		
	</entry>
	<entry>
		<id>https://rocksfall.org/rfwiki/index.php?title=Interesting_Times:_Kobolds&amp;diff=3245</id>
		<title>Interesting Times: Kobolds</title>
		<link rel="alternate" type="text/html" href="https://rocksfall.org/rfwiki/index.php?title=Interesting_Times:_Kobolds&amp;diff=3245"/>
		<updated>2007-07-10T01:00:17Z</updated>

		<summary type="html">&lt;p&gt;Xypharan: /* Relations: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Personality:===  &lt;br /&gt;
&lt;br /&gt;
Kobolds tend to be meek and cowardly, but they make up for that with cunning and innovation.  After centuries of enslavement they tend to fall into a servants role very easily.  However, those that do find power are said to have found their inner dragon, and can become quite fierce if provoked.&lt;br /&gt;
&lt;br /&gt;
===Physical Description:===  &lt;br /&gt;
&lt;br /&gt;
Kobolds are small lizardlike humanoids with a dog like head.  A Kobold’s scaly skin ranges from dark rusty brown to a rusty black color.  It has red eyes that can seem to glow in firelight.  Its tail is short and nonprehensile.  &lt;br /&gt;
&lt;br /&gt;
===Relations:=== &lt;br /&gt;
&lt;br /&gt;
Kobolds live in groups of extended families called warrens.  They have very close relations with the Lizardfolk and share the same territory.  They have made some headway into relations with the Dromites and their subservient nature has led to good ties with the Kenku.  Some Kobolds still live in Orc lands, and there they are little more than slaves.  Dwarves see them as an infestation, and few other races take them very seriously.  Its important to note when dealing with Kobolds the importance of food as a symbol of power.  In a Kobold warren, all food is first given to the Patron or Matron of the warren (more often than not a Patron) and they are then responsible for dividing it out.  A Kobold never simply gives someone food.  It is always either as a sign of subservience or dominance.  Many Kobold adventurers chose to keep their food separate from the rest of the party to avoid any misunderstandings.  Likewise, taking food from a Kobold is an act of aggression.&lt;br /&gt;
&lt;br /&gt;
===Alignment:===  &lt;br /&gt;
&lt;br /&gt;
Kobolds tend to be neutral.  They want the best deal for themselves at the least risk.  They lean towards Lawful more than Chaos, and Evil more than Good.&lt;br /&gt;
&lt;br /&gt;
===Kobold Lands:===  &lt;br /&gt;
&lt;br /&gt;
See [[Interesting Times: Lizardfolk|Lizardfolk]].  A female Kobold will not start ovulating until mating has occurred.  But once she stops, she won’t start unless food supplies run out.  Kobold females can produce a very large amount of eggs, but when there bodies shift to an egg producing state it practically incapacitates them and they are dependent on others to feed them.  Needless to say that Kobold females in positions of power do not often chose to mate, nor do Kobold females mate indiscriminately if they have a choice.    This does give Kobolds an unusual method of gaining new territory.  A friendly group of Kobolds can move into an area and set up a peaceful warren.  Then as long as they have good food supplies they can breed and breed until they easily outnumber any other race living in the area.  This has lead to even peaceful Kobold colonies being targeted by other races and forced out of their territories.&lt;br /&gt;
&lt;br /&gt;
===History:===  &lt;br /&gt;
&lt;br /&gt;
Kobolds are a very old race.  Kobolds will remind each other in secret that they were here long before the Halflings or the Elves or any other race.  Unfortunately due to years of slavery and having no land of their own, they have lost most of their history.  Some still practice the Old Ways, just like the Ghostwise and some Elves.  This is the way of living as one with creation, and holding creation itself up as the temple of the Gods.  But with each decade that passes, fewer and fewer practice the old ways.&lt;br /&gt;
With Kizimierz giving them their first taste of real power since the Elves first learned magic, most Kobolds are worshiping him as an Avatar of dragonkind.  Divine Minds have taken over many of the roles of clerics within Kobold society, and although clerics are still tolerated because of their superior healing, it is Divine Minds that are considered the spiritual centre of a Kobold community.&lt;br /&gt;
Now that they have a country of their own, Kobolds are coming up with ingenious ways of bettering themselves.  One idea that has gained a lot of power is the Kobold bank.  The only rival to the Gnomish bank, the KB offers far more anonymity to its clients in exchange for far higher usage fees.  They also tend to give our loans to people with very little collateral, at a much higher rate of interest and with large Lizardmen coming to collect on any over due loans.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{it}}&lt;/div&gt;</summary>
		<author><name>Xypharan</name></author>
		
	</entry>
	<entry>
		<id>https://rocksfall.org/rfwiki/index.php?title=Interesting_Times:_Latest_Info&amp;diff=3244</id>
		<title>Interesting Times: Latest Info</title>
		<link rel="alternate" type="text/html" href="https://rocksfall.org/rfwiki/index.php?title=Interesting_Times:_Latest_Info&amp;diff=3244"/>
		<updated>2007-07-08T14:16:37Z</updated>

		<summary type="html">&lt;p&gt;Xypharan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Interesting Times]]: Latest Info!!&lt;br /&gt;
===July 8, 2007===&lt;br /&gt;
&lt;br /&gt;
I have decided to modify Lizardfolk so they thave -2 wis instead of -2 Int.  I&amp;#039;ll make the proper changes to their write up soon.&lt;br /&gt;
&lt;br /&gt;
===July 6, 2007===&lt;br /&gt;
&lt;br /&gt;
I can&amp;#039;t even count all the things I&amp;#039;ve updated today!  I&amp;#039;m pretty pleased with myself.  Character creation is pretty much ready to go, watch for it in the next few days!&lt;br /&gt;
&lt;br /&gt;
===July 3, 2007===&lt;br /&gt;
&lt;br /&gt;
Added Xeph, Orcs, Lizardfolk to the races.  I&amp;#039;m getting very close to allowing character creation to start.&lt;br /&gt;
&lt;br /&gt;
===June 21, 2007===&lt;br /&gt;
[[Interesting Times: naming conventions]] is added.&lt;br /&gt;
&lt;br /&gt;
I changed the Kenku&amp;#039;s racial ability modifiers.  Now there is at least one race with a bonus to each stat.  I changed the Dromites racial feat because I forgot to give them a feat for Divine Mind.&lt;br /&gt;
&lt;br /&gt;
===June 20, 2007===&lt;br /&gt;
&lt;br /&gt;
Added Humans and a very poorly edited version of Halflings to the wiki.&lt;br /&gt;
&lt;br /&gt;
===April 27, 2007===&lt;br /&gt;
&lt;br /&gt;
I answered Mr Cats questions in the the talk section.  I&amp;#039;m going to be pretty busy this weekend, so I may not get to post more until Monday.&lt;br /&gt;
&lt;br /&gt;
===April 25, 2007===&lt;br /&gt;
&lt;br /&gt;
Added [[Interesting Times: Comments]] section to have a space for other people to leave ideas, comments and concerns.&lt;br /&gt;
&lt;br /&gt;
Added [[Interesting Times: Chracter Creation]]  The Spacing is screwed up, but I&amp;#039;ll take care of that soon.  I&amp;#039;ve been using a Wiki for less than 24 hours, so cut me some slack.  I&amp;#039;d like to thank Balthcat for helping me post stuff.  He is the big reason I&amp;#039;m not just sticking all this stuff in my journal.  Cat, if you read this, could you put a link on this page that will bring us back to the Interesting times main page?  I&amp;#039;m not sure how to do that.&lt;br /&gt;
&lt;br /&gt;
===April 24, 2007===&lt;br /&gt;
&lt;br /&gt;
Added [[Interesting Times: Elves]] and [[Interesting Times: Dwarves]] entries.&lt;br /&gt;
Made significant changes to the [[Interesting Times: Theology]] section.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{it}}&lt;/div&gt;</summary>
		<author><name>Xypharan</name></author>
		
	</entry>
	<entry>
		<id>https://rocksfall.org/rfwiki/index.php?title=Interesting_Times:_Character_Creation&amp;diff=3243</id>
		<title>Interesting Times: Character Creation</title>
		<link rel="alternate" type="text/html" href="https://rocksfall.org/rfwiki/index.php?title=Interesting_Times:_Character_Creation&amp;diff=3243"/>
		<updated>2007-07-08T14:14:37Z</updated>

		<summary type="html">&lt;p&gt;Xypharan: /* Character Creation - Races */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Character Creation - Races===&lt;br /&gt;
&lt;br /&gt;
Each race gains one skill that is its class skill, it also gains a bonus feat that must be spent on one of its racial feat or one of the following feats:  &lt;br /&gt;
Any of the feats that give you a +2 bonus to two skills, the Mentor feat, or the World Traveler &lt;br /&gt;
feat.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;If you gain a skill as a class skill at 1st level that you already have as a class skill due to your race or a racial feat, you get a +2 bonus to that skill.&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
&lt;br /&gt;
All races gain Knowledge: Local for the location they start in. &lt;br /&gt;
&lt;br /&gt;
NPC’s can have racism penalties vs specific races.  These penalties are applied vs sense motive and &lt;br /&gt;
&lt;br /&gt;
diplomacy checks against the race, but are also applied against any diplomacy, gather info rolls, sense motive, or performance rolls used on the NPC.  Their innate distrust of other races makes it harder for them to deal with them.  &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Mentor:&amp;#039;&amp;#039;&amp;#039;  You have a mentor or a private tutor that taught you the ways of a skilled class.  As such, you have no connections or duties to any guild or academy.  You may also choose to keep your training a secret.  Your mentor can not adventure with you, but you can still seek them out for advice and more training.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;World Traveler:&amp;#039;&amp;#039;&amp;#039;  You have traveled to many different countries, and are used to the cultures of others.  You gain 2 extra bonus languages, and gain Knowledge: Geography as a class skill.  You may also chose to start with Knowledge: Local for a location other than your own location, although it does not become a class skill for you.  Racism penalties against you are reduced by 1.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;[[Interesting Times:  Humans|Humans]]&amp;#039;&amp;#039;&amp;#039;  As PHB&lt;br /&gt;
-Gain Sense Motive as a Class skill.&lt;br /&gt;
&lt;br /&gt;
-Must pick what lands they originate from.&lt;br /&gt;
&lt;br /&gt;
-Can become both [[sorcerers]] and [[wilders]].&lt;br /&gt;
&lt;br /&gt;
-Racial class: [[Warlock]]&lt;br /&gt;
&lt;br /&gt;
Feats:  &lt;br /&gt;
Culturally acclimated:  You have taken well to your adopted country, and the race of people that live there.  You may take the special racial class for that race, and any racism penalties when dealing with that race are reduced by 2 (to a minimum of 0).&lt;br /&gt;
&lt;br /&gt;
Trades Person:  +100g starting equipment, Gain Appraise and Gather Info as class skills.&lt;br /&gt;
	&lt;br /&gt;
Warlock Blood:  The legacy of the warlocks is strong in you.  You may become a warlock spontaneously and without training (like a sorcerer or wilder).  You have no alignment restrictions on your warlock class and it is considered a bonus favored class for you.&lt;br /&gt;
	&lt;br /&gt;
Skilled:  Gain +5 skill points and chose any two skills to become class skills.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;[[Interesting Times: Elves|Elf]]:&amp;#039;&amp;#039;&amp;#039;  As PHB with the following exception. &lt;br /&gt;
Elves gain +2 Int and –2 Con&lt;br /&gt;
&lt;br /&gt;
-Gain Spot as a class skill&lt;br /&gt;
&lt;br /&gt;
-Can become [[Sorcerers]].&lt;br /&gt;
&lt;br /&gt;
-Racial Class: [[Duskblade]]&lt;br /&gt;
&lt;br /&gt;
Feats:	&lt;br /&gt;
Friend of the Proudfoot:  You are particularly close to the Proudfoot.  You may take their racial class for their race, and any racism penalties when dealing with that race are reduce by 2 (to a minimum of 0)&lt;br /&gt;
	&lt;br /&gt;
Friend of the Dromites:  You are particularly close to the Dromites.  You may take their racial class for their race, and any racism penalties when dealing with that race are reduce by 2 (to a minimum of 0)&lt;br /&gt;
	&lt;br /&gt;
Elven Lore:  You gain K: Arcana, Nature, History as class skills.&lt;br /&gt;
	&lt;br /&gt;
Nobility: You are a member of Elven nobility.  You could potentially gain a seat on the Elven council and you start with +100gp in starting equipment.  K: History, Nobility are class skills for you.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;[[Interesting Times: Dwarves|Dwarf]]:&amp;#039;&amp;#039;&amp;#039;  As PHB&lt;br /&gt;
&lt;br /&gt;
-Gain balance as a class skill.&lt;br /&gt;
&lt;br /&gt;
-Can become [[Wilders]].&lt;br /&gt;
&lt;br /&gt;
-Racial Class: [[Artificer]]&lt;br /&gt;
&lt;br /&gt;
Feats: &lt;br /&gt;
Cliffsman:  You are of one of the clans that neighbor with the Gnomes.  You have aided in their countries defense, and may even join their illustrious musketeers.  You may take their racial class for their race, and any racism penalties when dealing with that race are reduce by 2 (to a minimum of 0) &lt;br /&gt;
	&lt;br /&gt;
By any Means:  You are dedicated to the destruction of Orcs, even if it means learning of their methods.  You may chose the Orcs racial class as your own, gain Orc as a bonus language and gain +1 damage against Orcs.  Racism penalties when dealing with Orcs is increased by 2&lt;br /&gt;
	&lt;br /&gt;
Engineer:  Gain K: Engineering, Dungeoneering as class kills.  Stone cunning racial ability is increased by an additional +2 (to a total of +4).&lt;br /&gt;
	&lt;br /&gt;
Dwarven Armorer:  Max dex bonus in armor increases by +1.  Heavy Shields count as light for class abilities and skills.  If you have the Heavy armor feat you also gain Tower Shields and can use exotic dwarven armors (such as interlocking plate)&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;[[Interesting Times: Gnomes|Gnomes]]:  As PHB&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
-Gain listen as a class skill.&lt;br /&gt;
&lt;br /&gt;
-Can become [[Sorcerer]]&lt;br /&gt;
&lt;br /&gt;
-Racial Class: [[Musketeer]]&lt;br /&gt;
&lt;br /&gt;
Feats:	&lt;br /&gt;
Friend of Dwarves:  You are particularly close to the Dwarves.  You may take their racial class for their race, and any racism penalties when dealing with that race are reduce by 2 (to a minimum of 0)&lt;br /&gt;
	&lt;br /&gt;
Beguilers Guild:  You are a member of the exclusive Beguilers Guild.  You may take Beguiler as a class choice and racism penalties against all races are reduced by 1 (to a minimum of 0).&lt;br /&gt;
	&lt;br /&gt;
Gnomish Bank:  Your family has considerable holdings in the Gnomish bank.  You start with an additional 200gp at start and can spend up to 50gp a month in any city with a gnomish bank for free.  You also have access to the services of the Gnomish Bank.&lt;br /&gt;
	&lt;br /&gt;
Firearms Use:  You have strong ties to the Guild of Musketeers even though you do not have that class.  Firearms are considered martial weapons for you.  However, as a Guild member you are still required to follow all the guild rules or face sanctions.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Proudfoot:	&amp;#039;&amp;#039;&amp;#039;As PHB Halfling&lt;br /&gt;
&lt;br /&gt;
-Gains Spot as a class skill&lt;br /&gt;
&lt;br /&gt;
-Can become [[Sorcerers]]&lt;br /&gt;
&lt;br /&gt;
-Racial Class: [[Beguilers]]&lt;br /&gt;
&lt;br /&gt;
Feats:		&lt;br /&gt;
Friend of Elf:  You are particularly close to the Elves.  You may take their racial class for their race, and any racism penalties when dealing with that race are reduce by 2 (to a minimum of 0)&lt;br /&gt;
		&lt;br /&gt;
Friend of Ghostwise:  You are particularly close to the Ghostwise.  You may take their racial class for their race, and any racism penalties when dealing with that race are reduce by 2 (to a minimum of 0)&lt;br /&gt;
		&lt;br /&gt;
Nomad:  Ride, K: Nature are class skills for you.  Mounted speed is increased by 10’ and any animal you ride gains +4 to resist fatigue when you ride it.&lt;br /&gt;
		&lt;br /&gt;
All for One and One for All:  Gain the swarm fighting feat even if you do not meet the prerequisites.  Gain a +4 moral bonus on Will saves to resist doing something that will cause you to hurt or betray a friend.  (This stacks with other bonuses that may apply)&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Ghostwise:&amp;#039;&amp;#039;&amp;#039;  As PHB with the following changes.  Culture and mannerisms are quite different from PHB Halfling.  Use Forgotten Realms Ghostwise as the base.&lt;br /&gt;
&lt;br /&gt;
-Does NOT gain a +1 to all saving throws.&lt;br /&gt;
&lt;br /&gt;
-Speak without Sound (Su): A ghostwise halfling can communicate telepathically with any creature &lt;br /&gt;
within 20 feet, just as if speaking to him or her.  The halfing can only speak and listen to one person at a time, and he must share a common language with the person or creature he speaks to telepathically, or the telepathic link fails.  &lt;br /&gt;
&lt;br /&gt;
-[[Barbarian]] is their favored class&lt;br /&gt;
&lt;br /&gt;
-Gain Listen as a class skill.&lt;br /&gt;
&lt;br /&gt;
-Racial Class: [[Spirit Shaman]]&lt;br /&gt;
&lt;br /&gt;
-Can become [[Wilder]]&lt;br /&gt;
&lt;br /&gt;
Feats:	&lt;br /&gt;
Friend of the Xeph:  You are particularly close to the Xeph.  You may take their racial class for their race, and any racism penalties when dealing with that race are reduce by 2 (to a minimum of 0)&lt;br /&gt;
	&lt;br /&gt;
Goblin Bane:  You are dedicated to keeping the Goblins out of the Ghostwood.  Even going so far as learning the secrets of their Shadowblades.  You may take the racial class Shadowblade and you gain Goblin as a bonus language.  You gain a +1 moral bonus to damage against Goblins.  Racism penalties when dealing with Goblins is increased by 2.&lt;br /&gt;
	&lt;br /&gt;
Meeting of the Minds:  Your Speak without Sound ability is particularly powerful.  Your range is considered 40 feet and, as a move action, you may allow all Ghostwise within 40 feet to communicate telepathically together.  Everyone can hear and speak to everyone else.  Also, you may include a number of non-Ghostwise equal to your Cha modifier.  This is considered a blessing by the Ghostwise, and they will often expect those that have it to become leaders.  Ghostwise are more willing to follow those that possess this feat.&lt;br /&gt;
	&lt;br /&gt;
Noble Savage:  You understand both the tranquility and the savagery of nature.  This allows you unique insights and world views.  You may ignore alignment restrictions for classes along the Law/Chaos axis.  Survival is also a class skill for you.  Also, you only take ¼ the penalty for feinting against a non-humanoid or animal opponent.  Gain +2 on attempts to domesticate wild animals that you raise from infancy and may use the intimidation skill against animals and creatures of animal intelligence at no penalty.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Orcs:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
- Gain +4 Str, -2 Int, -2 Wis, -2 Cha&lt;br /&gt;
&lt;br /&gt;
- Speed of 30’&lt;br /&gt;
&lt;br /&gt;
- Darkvision 60’&lt;br /&gt;
&lt;br /&gt;
- Light Sensitivity: Orcs are dazzled in bright sunlight or within the radius of a daylight spell.&lt;br /&gt;
&lt;br /&gt;
-Gains either a martial weapon proficiency or an exotic weapon proficiency whose prerequisites they meet.&lt;br /&gt;
&lt;br /&gt;
- Automatic Languages: Common and Orc&lt;br /&gt;
&lt;br /&gt;
-Favored Class: [[Barbarian]]&lt;br /&gt;
&lt;br /&gt;
- Gain Intimidate as a class skill&lt;br /&gt;
&lt;br /&gt;
- Can become a [[Wilder]]&lt;br /&gt;
&lt;br /&gt;
- Racial Class: [[Hexblade]]&lt;br /&gt;
&lt;br /&gt;
Feats: &lt;br /&gt;
Powerful Blood:  For the purposes of class abilities and spells your Cha is considered to be 2 higher.&lt;br /&gt;
&lt;br /&gt;
Friend of Goblins:  You are particularly close to the Goblins.  You may take their racial class for their race, and any racism penalties when dealing with that race are reduce by 2 (to a minimum of 0)&lt;br /&gt;
&lt;br /&gt;
Learned from the Humans:  You have found a human that has taught you the ways of the Warlock.  He may be a mentor to you, or a slave that was forced to teach you by your tribe.  Because you have spent so much time around Humans racism penalties are reduced by 2 (to a minimum of 0)&lt;br /&gt;
&lt;br /&gt;
Diurnal:  You have adjusted to working in bright light.  You lose your light sensitivity special quality and because you can operate during the day or night you have had more time to learn skills.  Gain +4 skill points.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;½ Orcs:&amp;#039;&amp;#039;&amp;#039; As PHB&lt;br /&gt;
&lt;br /&gt;
-Gains either a martial weapon proficiency or an exotic weapon proficiency whose prerequisites they meet.&lt;br /&gt;
&lt;br /&gt;
-Gains intimidate as a class skill.&lt;br /&gt;
&lt;br /&gt;
-Can become a [[Wilder]]&lt;br /&gt;
&lt;br /&gt;
-Racial Class: [[Hexblade]]&lt;br /&gt;
&lt;br /&gt;
Feats:  &lt;br /&gt;
Powerful Blood:  For the purposes of class abilities and spells your Cha is considered to be 2 higher.&lt;br /&gt;
&lt;br /&gt;
Learned from the Humans:  You have found a human that has taught you the ways of the Warlock.  He may be a mentor to you, or a slave that was forced to teach you by your tribe.  Because you have spent so much time around Humans racism penalties are reduced by 2 (to a minimum of 0)&lt;br /&gt;
&lt;br /&gt;
Friend of Goblins:  You are particularly close to the Goblins.  You may take their racial class for their race, and any racism penalties when dealing with that race are reduce by 2 (to a minimum of 0)&lt;br /&gt;
&lt;br /&gt;
Orphan or Bastard:  You did not grow up in Orc lands.  For one reason or another you grew up in a different country, most likely raised by your human parents.  Perhaps your mother was raped in an Orc raid, or your father escaped with you and fled.  All racism penalties for you are reduced by 1 and your favored class is whatever class is highest for you.  Gain 1 bonus language.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Goblin:&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
&lt;br /&gt;
-2 Str, +2 Dex, -2 Cha&lt;br /&gt;
&lt;br /&gt;
-Small size&lt;br /&gt;
&lt;br /&gt;
-30’ move&lt;br /&gt;
&lt;br /&gt;
-Darkvision of 60’&lt;br /&gt;
&lt;br /&gt;
-+4 racial bonus to Move Silently and Ride&lt;br /&gt;
&lt;br /&gt;
-Automatic languages: Goblin and Common&lt;br /&gt;
&lt;br /&gt;
-Gains Move Silently as a class skill&lt;br /&gt;
&lt;br /&gt;
-Can become [[Sorcerers]]&lt;br /&gt;
&lt;br /&gt;
-Racial Class: [[Shadowblade]]&lt;br /&gt;
&lt;br /&gt;
Feats: 	&lt;br /&gt;
Learned from the Humans:  You have found a human that has taught you the ways of the Warlock.  He may be a mentor to you, or a slave that was forced to teach you by your tribe.  Because you have spent so much time around Humans racism penalties are reduced by 2 (to a minimum of 0)&lt;br /&gt;
&lt;br /&gt;
Stolen from the Proudfoot:  a small number of Goblins have stolen the secrets of the &lt;br /&gt;
Beguilers from the Proudfoot.  You have been lucky enough to learn from this secret society.  You may choose Beguiler as a skilled class and you gain +1 to will saves vs enchantment or illusion effects.  Racism penalties against Proudfoot are increased by 2.&lt;br /&gt;
&lt;br /&gt;
Powerful Blood:  For the purposes of class abilities and spells your Cha is considered to be 2 higher.&lt;br /&gt;
&lt;br /&gt;
Beast Rider:  You gain Ride as a class skill.  Furthermore, you only take ¼ the penalty for feinting against a non-humanoid or animal opponent.  Gain +2 on attempts to domesticate wild animals that you raise from infancy and may use the intimidation skill against animals and creatures of animal intelligence at no penalty.  Your level is considered 2 levels higher for determining the abilities of an animal companion or what kind of companion you may have and any animal you train can learn 1 additional trick.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Lizardfolk:&amp;#039;&amp;#039;&amp;#039;  Altered considerably from the Monster Manual.&lt;br /&gt;
&lt;br /&gt;
+2 Dex, -2 Wis&lt;br /&gt;
&lt;br /&gt;
-Gains swim as a class ability.&lt;br /&gt;
&lt;br /&gt;
-Special Qualities: Hold breath (see MM), non-prehensile tail (+4 jump, swim, balance)&lt;br /&gt;
&lt;br /&gt;
+2 natural AC&lt;br /&gt;
&lt;br /&gt;
Bite attack 1d4&lt;br /&gt;
&lt;br /&gt;
-Automatic Languages: Common, Draconic&lt;br /&gt;
&lt;br /&gt;
-Favored Class: [[Swashbuckler]]&lt;br /&gt;
&lt;br /&gt;
-Can become Sorcerers.&lt;br /&gt;
&lt;br /&gt;
-Racial Class: Divine Mind&lt;br /&gt;
&lt;br /&gt;
A Lizardfolks feet are considerably different from other races, they tend to walk on their toes rather than the sole of their foot.  As such, a Lizardfolk can not wear boots (even magical boots) meant for another race.  They use leg greaves as their boot slot for magical items made by Lizardfolk.&lt;br /&gt;
&lt;br /&gt;
Feats:	&lt;br /&gt;
Old Blood:  For the purposes of class abilities and spells and feats your Wis is considered to be 2 higher.&lt;br /&gt;
&lt;br /&gt;
Dragon Heritage:  You gain two claw attacks as natural weapons (1d4 damage) and the Multi-attack feat.  You gain +2 on Cha based skills used on creatures of the dragon type.&lt;br /&gt;
&lt;br /&gt;
Secret Society:  You are a member of a secret society of Lizardfolk that do not believe in worshiping dragons.  Indeed they would like to free the Island Draconis and have the Lizardfolk rule themselves.  You may choose Ardent as a skilled class and may become a Wilder as well as a Sorcerer.&lt;br /&gt;
&lt;br /&gt;
Friend of Orcs:  You are particularly close to the Orcs.  You may take their racial class for their race, and any racism penalties when dealing with that race are reduce by 2 (to a minimum of 0)&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Kobold: &amp;#039;&amp;#039;&amp;#039; As MM with some changes&lt;br /&gt;
&lt;br /&gt;
-4 Str, +2 Dex, -2 Con&lt;br /&gt;
&lt;br /&gt;
-small size&lt;br /&gt;
&lt;br /&gt;
-30’ move&lt;br /&gt;
&lt;br /&gt;
-Darkvision 30’&lt;br /&gt;
&lt;br /&gt;
-Racial Skills: +2 on craft (trapmaking), Profession (Miner and Sailor), concentration checks and &lt;br /&gt;
search checks.&lt;br /&gt;
&lt;br /&gt;
+1 natural AC&lt;br /&gt;
&lt;br /&gt;
Special Qualities: Light sensitivity.&lt;br /&gt;
&lt;br /&gt;
-Automatic Languages: Common, Draconic&lt;br /&gt;
&lt;br /&gt;
-Favored Class: [[Sorcerer]]&lt;br /&gt;
&lt;br /&gt;
-Racial Class: [[Divine Mind]]&lt;br /&gt;
&lt;br /&gt;
-Gains Hide as a class skill&lt;br /&gt;
&lt;br /&gt;
Feats:	&lt;br /&gt;
Diurnal:  You have adjusted to working in bright light.  You lose your light sensitivity special quality and because you can operate during the day or night you have had more time to learn skills.  Gain +5 skill points.&lt;br /&gt;
&lt;br /&gt;
The Old Ways:  You pratice the Old Ways of the Kobolds, before they were enslaved and before the Island Draconis became a home to your kin.  You can become a Spirit Shaman, and racism penalties against anyone who practices or believes in the Old Ways are reduced by 2 (to a minimum of 0)&lt;br /&gt;
&lt;br /&gt;
Friend of the Kenku:  You are particularly close to the Kenku.  You may take their racial class for their race, and any racism penalties when dealing with that race are reduce by 2 (to a minimum of 0)&lt;br /&gt;
&lt;br /&gt;
Legacy of Dragons:  Chose one dragon type.  Your scales match that dragon type and you have an affinity for the element of that dragon.  Saves against that element are at +1 (increasing by +1 for every 5 character levels), and the DC for spells cast of that element are at +1.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Xeph:&amp;#039;&amp;#039;&amp;#039;  As Expanded Psionic Handbook&lt;br /&gt;
&lt;br /&gt;
-Gains Survival as a class skill&lt;br /&gt;
&lt;br /&gt;
-Racial Class: [[SpellTheif]]&lt;br /&gt;
&lt;br /&gt;
-Can become a [[Wilder]]&lt;br /&gt;
&lt;br /&gt;
Feats:  &lt;br /&gt;
Friend of the Dromite:  You are particularly close to the Dromite.  You may take their racial class for their race, and any racism penalties when dealing with that race are reduce by 2 (to a minimum of 0)&lt;br /&gt;
&lt;br /&gt;
Friend of the Proudfoot:  You are particularly close to the Proudfoot.  You may take their racial class for their race, and any racism penalties when dealing with that race are reduce by 2 (to a minimum of 0)&lt;br /&gt;
&lt;br /&gt;
Trained Young:  Gain one Fighter feat and +4 HP&lt;br /&gt;
&lt;br /&gt;
Talented Mind:  Gain Psionic Talent feat and one other Xeph or psionic feat.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Kenku:&amp;#039;&amp;#039;&amp;#039;  (As MM 3 with cultural changes)&lt;br /&gt;
&lt;br /&gt;
-Have ability modifiers of +2 Wis, -2 Str (changed from the MM3)&lt;br /&gt;
&lt;br /&gt;
-Gain Bluff as a class skill&lt;br /&gt;
&lt;br /&gt;
-Can become a [[Sorcerer]]&lt;br /&gt;
&lt;br /&gt;
-Racial Class:  [[SpellTheif]]&lt;br /&gt;
&lt;br /&gt;
Feats:  &lt;br /&gt;
Friend of the Ghostwise:  You are particularly close to the Ghostwise.  You may take their racial class for their race, and any racism penalties when dealing with that race are reduce by 2 (to a minimum of 0)&lt;br /&gt;
&lt;br /&gt;
Gift of the Mimic:  Gain Disguise as a class skill.  All penalties to disguise checks are halved.  You may mimic musical instruments and other sounds as well.&lt;br /&gt;
&lt;br /&gt;
Ancient Knowledge:  Gain K: Acana, History, geography as class skills.&lt;br /&gt;
&lt;br /&gt;
Dark Truths:  You know the dark secrets that let you become a Warlock.  The human Warlock tradition is very interesting to you.  The Kenku suspect it has similar origins, but even the humans don’t seem to know.  Racism penalties against humans are reduced by 2 (to a minimum of 0)&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Dromites: &amp;#039;&amp;#039;&amp;#039; (Changed from the Expanded Psionics handbook)&lt;br /&gt;
&lt;br /&gt;
+2 Cha, -2 Str, -2 Wis&lt;br /&gt;
&lt;br /&gt;
-Humanoid&lt;br /&gt;
&lt;br /&gt;
-Size Small&lt;br /&gt;
&lt;br /&gt;
-Land speed 20’&lt;br /&gt;
&lt;br /&gt;
-Naturally Psionic – Gains 1 power point&lt;br /&gt;
&lt;br /&gt;
-Psi-like Ability:  Energy ray 1/day.  Manifester level is equal to ½ HD, Save DC is Cha based.  Each Dromite is from a different caste, Fire, Ice, Glimmer (lightning) and Voice (sonic)  Their energy ray is of the element for their caste.  They also gain energy resistance 5 to that energy type.&lt;br /&gt;
&lt;br /&gt;
-Scent:  Their antennae give a dromite the scent ability.&lt;br /&gt;
&lt;br /&gt;
-Antennae also give them the blindfight feat for free.&lt;br /&gt;
&lt;br /&gt;
-Compound Eyes: gain +2 on spot checks.&lt;br /&gt;
&lt;br /&gt;
Automatic Language: Common and Dromite&lt;br /&gt;
&lt;br /&gt;
Favored class: [[Wilder]]&lt;br /&gt;
&lt;br /&gt;
-Gain Spot as a class skill&lt;br /&gt;
&lt;br /&gt;
-Racial Class: [[Ardent]]&lt;br /&gt;
&lt;br /&gt;
Feats:  &lt;br /&gt;
Friend of the Elf:  You are particularly close to the Elves.  You may take their racial class for their race, and any racism penalties when dealing with that race are reduced by 2 (to a minimum of 0)&lt;br /&gt;
&lt;br /&gt;
Frind of the Kobold:  You have found the Kobolds particularly interesting.  You may take their racial class for their race, and any racism penalties when dealing with that race are reduced by 2 (to a minimum of 0)&lt;br /&gt;
&lt;br /&gt;
Wise Mind:  For the purposes of class abilities and spells your Wis is considered to be 2 higher.&lt;br /&gt;
&lt;br /&gt;
Dual Caste:  You are one of the few Dromites that develop into two castes.  Chose two energy types, you gain energy resistance to both, and you can create a ray of either.  (but still only 1/day)  Other Dromites will take notice of you and will consider you gifted.&lt;br /&gt;
&lt;br /&gt;
Naturally Gifted:  Gain Dromite Ray feat and one other psionic or Dromite feat.&lt;br /&gt;
&lt;br /&gt;
===Character Creation: Classes===&lt;br /&gt;
&lt;br /&gt;
I have a lot of classes available in my game.  I’ve done this for two reasons.  One, I love character creation, I love choice in character creation, so I’ve put a lot of it in my game.  Two, I’ve started to like prestige classes less.  So many of them are unbalanced, or sometimes they just aren’t that well thought out.  I will probably be stricter about what prestige classes I allow, so I’m making up for that by giving a lot of variety in classes.&lt;br /&gt;
Characters get one bonus feat that must be chosen from a special list based on their race.&lt;br /&gt;
&lt;br /&gt;
I’ve broken classes down into 3 categories.&lt;br /&gt;
General Classes:&lt;br /&gt;
[[Bard]], [[Druid]], [[Fighter]], [[Ranger]], [[Rogue]], [[Swashbuckler]], [[Scout]], [[Paladin]]/[[Ravage]](evil Paladin)&lt;br /&gt;
And Either [[Sorcerer]] OR [[Wilder]].  Each race will either have [[Sorcerer]] or [[Wilder]] as a choice.  Humans are the only race that can be both.&lt;br /&gt;
&lt;br /&gt;
Special Training Classes:&lt;br /&gt;
[[Wizard]], [[Psion]], [[Soulknife]], [[Cleric]], [[Monk]], [[Warmage]], [[Psychic Warrior]], [[Lurk]], [[Martial]], [[Knight]].&lt;br /&gt;
Each of these classes requires special training.  All races could potentially be any of these classes, but some classes are for more common among some races.  If you are one of these races, you must choose what school or temple you belong to.  It is expected that you still have some ties or loyalty to those schools.  Some schools have greater expectations than others, but they also tend to be the schools that offer the most help.  If you want to have been taught by a private tutor or have no affiliation with any school or temple, you must select “Mentor” as your bonus feat.  The exception to this is if you race gets that class as a favored class.  In that case it is easy to find mentors and tutors and the class is considered general to you.&lt;br /&gt;
&lt;br /&gt;
Limited Classes:&lt;br /&gt;
These classes are limited based on race.  Each race gets a specific class that they can choose.  Also, each race gets two other classes that they can chose from if they pick the appropriate feat.&lt;br /&gt;
The races in parenthesis are the races that must use a feat to select the limited class.&lt;br /&gt;
&lt;br /&gt;
[[Duskblade]]: Elf, (Proudfoot, Dromite)&lt;br /&gt;
 &lt;br /&gt;
[[Artificer]]:  Dwarf (Gnome, Elf)&lt;br /&gt;
&lt;br /&gt;
[[Beguiler]]: Proudfoot (Goblin, Xeph, Gnome)&lt;br /&gt;
&lt;br /&gt;
[[Spirit Shaman]]: Ghostwise (Proudfoot, Kobold)&lt;br /&gt;
&lt;br /&gt;
[[Hexblade]]: ½ Orc, Orc (Dwarf, Lizardfolk)&lt;br /&gt;
&lt;br /&gt;
[[Spellthief]]: Xeph, Kenku (Kobold, Ghostwise)&lt;br /&gt;
&lt;br /&gt;
[[Warlock: Human]]: (Orc, ½ Orc, Goblin, Kenku)&lt;br /&gt;
&lt;br /&gt;
[[Divine Mind]]: Kobold, Lizardfolk (Dromite)&lt;br /&gt;
&lt;br /&gt;
[[Musketeer]]: Gnome (Dwarf)&lt;br /&gt;
&lt;br /&gt;
[[Shadowblade]]: Goblin (Ghostwise, Orc, ½ Orc)&lt;br /&gt;
(use ninja game mechanics, but different concept)&lt;br /&gt;
&lt;br /&gt;
[[Ardent]]: Dromite (Xeph, Lizardfolk)&lt;br /&gt;
&lt;br /&gt;
EDIT:  I forgot to mention [[Favored Souls]].  They will be allowed in the game as well, but the way they fit into my game world will be pretty specific.  And they are not necessarily welcomed by the church of the avatar they are linked to.  I&amp;#039;ll post more about them when I get deeper into the theology.&lt;br /&gt;
&lt;br /&gt;
{{it}}&lt;/div&gt;</summary>
		<author><name>Xypharan</name></author>
		
	</entry>
	<entry>
		<id>https://rocksfall.org/rfwiki/index.php?title=Interesting_Times:_Lizardfolk&amp;diff=3242</id>
		<title>Interesting Times: Lizardfolk</title>
		<link rel="alternate" type="text/html" href="https://rocksfall.org/rfwiki/index.php?title=Interesting_Times:_Lizardfolk&amp;diff=3242"/>
		<updated>2007-07-08T14:11:58Z</updated>

		<summary type="html">&lt;p&gt;Xypharan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;Edit:  I&amp;#039;m going to change lizardfolk so they have a -2 wis rather than -2 int.  This will make them fairly cunning, but with poor judgement.  I expect to edit this page a bit soon.&lt;br /&gt;
&lt;br /&gt;
===Personality:===&lt;br /&gt;
&lt;br /&gt;
Lizardfolk are quite aggressive but not necessarily cruel.  They often speak crassly and enjoy a good insult or particularly vulgar swear.  However they also tend to respect others that can show they are equally aggressive and a well spoken insult may gain you an ally rather than an enemy.  They respect good craftsmanship but only if it has a practical purpose.  A well made sword, or boat would be important to them, but a painting or a sculpture would not.  Lizardfolk primarily worship dragons as their gods, particularly the great red dragon Kazimierz who is the ruler of the Island Draconis.  They treat their Divine Minds like Clerics within their society.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Physical Description:===  &lt;br /&gt;
&lt;br /&gt;
Lizardfolk are reptilian humanoids that are tall and lean.  Very agile with long supple necks powerful jaws and a long crocodile like tail.  Lizardfolk are omnivores, but tend to like fresh meat.  They are even willing to eat the flesh of other sentient beings as a show of strength.  Their scales are usually green, but there are variations in scales.  Those with red scales are thought to be the fiercest warriors and are favored by the Dragon Lord of their people.&lt;br /&gt;
&lt;br /&gt;
===Relations:===&lt;br /&gt;
&lt;br /&gt;
Lizardfolk society has integrated completely with Kobold society.  Although the Lizardfolk size and demeanor tends to put them in a leadership roll, they learn early on to listen when a Kobold speaks.  It is a common belief among Lizardfolk that it is bad luck to sail without a Kobold on board ship.  Lizardfolk are seen by other races as little better than pirates.  Although this is true in some cases, many Lizardfolk are simply fishermen or sail merchant ships.  The Kobold bank uses Lizardfolk as collection agents, and it’s fairly common for those that can’t pay to have their thumbs bitten off and eaten by the agent.  Dwarves are quite unhappy with the Lizardfolk since they took the land to the south of the Dwarves mountains.  With the war with the Orcs in full swing, they Dwarves were unable to retaliate since it would risk them fighting a war on both fronts.&lt;br /&gt;
Traditionally the Lizardfolk have also harassed the Elven coastline, but with trade becoming more and more profitable, the Lizardfolk have started to move away from piracy and concentrating more on legitimate business.&lt;br /&gt;
&lt;br /&gt;
===Alignment:===  &lt;br /&gt;
&lt;br /&gt;
Lizardfolk tend to be Chaotic Neutral.  They value personal freedom very highly and they do not have the same strong family ties that Elves and Dwarves have.  &lt;br /&gt;
It is important to note however that Kizimierz is himself Lawful Evil, so that does tend to influence how the Lizardfolk behave somewhat.&lt;br /&gt;
&lt;br /&gt;
===Lizardfolk Lands:===  &lt;br /&gt;
&lt;br /&gt;
Lizardfolk lands are the Island Draconis, a volcanic island with vast swamps and jungles, and a small patch of land on the mainland that used to belong to the Dwarves.  The Dwarves still want this land back, as it was their only access to the ocean, but for the moment, it is firmly in the Lizardfolks hands.  It is also important to note that they claim dominion over the waterway between their island and the mainland.  All ships passing through that area are expected to pay a toll, and other countries vessels are not permitted to catch or detain ships in that area.  Pirates frequently use this to their advantage.&lt;br /&gt;
&lt;br /&gt;
===History:===&lt;br /&gt;
&lt;br /&gt;
{{it}}&lt;/div&gt;</summary>
		<author><name>Xypharan</name></author>
		
	</entry>
	<entry>
		<id>https://rocksfall.org/rfwiki/index.php?title=Interesting_Times:_Latest_Info&amp;diff=3239</id>
		<title>Interesting Times: Latest Info</title>
		<link rel="alternate" type="text/html" href="https://rocksfall.org/rfwiki/index.php?title=Interesting_Times:_Latest_Info&amp;diff=3239"/>
		<updated>2007-07-06T22:08:52Z</updated>

		<summary type="html">&lt;p&gt;Xypharan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Interesting Times]]: Latest Info!!&lt;br /&gt;
===July 6, 2007===&lt;br /&gt;
&lt;br /&gt;
I can&amp;#039;t even count all the things I&amp;#039;ve updated today!  I&amp;#039;m pretty pleased with myself.  Character creation is pretty much ready to go, watch for it in the next few days!&lt;br /&gt;
&lt;br /&gt;
===July 3, 2007===&lt;br /&gt;
&lt;br /&gt;
Added Xeph, Orcs, Lizardfolk to the races.  I&amp;#039;m getting very close to allowing character creation to start.&lt;br /&gt;
&lt;br /&gt;
===June 21, 2007===&lt;br /&gt;
[[Interesting Times: naming conventions]] is added.&lt;br /&gt;
&lt;br /&gt;
I changed the Kenku&amp;#039;s racial ability modifiers.  Now there is at least one race with a bonus to each stat.  I changed the Dromites racial feat because I forgot to give them a feat for Divine Mind.&lt;br /&gt;
&lt;br /&gt;
===June 20, 2007===&lt;br /&gt;
&lt;br /&gt;
Added Humans and a very poorly edited version of Halflings to the wiki.&lt;br /&gt;
&lt;br /&gt;
===April 27, 2007===&lt;br /&gt;
&lt;br /&gt;
I answered Mr Cats questions in the the talk section.  I&amp;#039;m going to be pretty busy this weekend, so I may not get to post more until Monday.&lt;br /&gt;
&lt;br /&gt;
===April 25, 2007===&lt;br /&gt;
&lt;br /&gt;
Added [[Interesting Times: Comments]] section to have a space for other people to leave ideas, comments and concerns.&lt;br /&gt;
&lt;br /&gt;
Added [[Interesting Times: Chracter Creation]]  The Spacing is screwed up, but I&amp;#039;ll take care of that soon.  I&amp;#039;ve been using a Wiki for less than 24 hours, so cut me some slack.  I&amp;#039;d like to thank Balthcat for helping me post stuff.  He is the big reason I&amp;#039;m not just sticking all this stuff in my journal.  Cat, if you read this, could you put a link on this page that will bring us back to the Interesting times main page?  I&amp;#039;m not sure how to do that.&lt;br /&gt;
&lt;br /&gt;
===April 24, 2007===&lt;br /&gt;
&lt;br /&gt;
Added [[Interesting Times: Elves]] and [[Interesting Times: Dwarves]] entries.&lt;br /&gt;
Made significant changes to the [[Interesting Times: Theology]] section.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{it}}&lt;/div&gt;</summary>
		<author><name>Xypharan</name></author>
		
	</entry>
	<entry>
		<id>https://rocksfall.org/rfwiki/index.php?title=Interesting_Times:_Gnomes&amp;diff=3238</id>
		<title>Interesting Times: Gnomes</title>
		<link rel="alternate" type="text/html" href="https://rocksfall.org/rfwiki/index.php?title=Interesting_Times:_Gnomes&amp;diff=3238"/>
		<updated>2007-07-06T22:07:33Z</updated>

		<summary type="html">&lt;p&gt;Xypharan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Personality===&lt;br /&gt;
&lt;br /&gt;
Gnomes are inquisitive, sometimes to the point of being reckless.  They enjoy jokes and pranks that take some thought or a sharp wit to pull off.  They make good engineers, explorers and bards.&lt;br /&gt;
They are quite fond of democracy, but can be a little hypocritical about it, because in Gnomish lands only Gnomes get to vote.  Although personal freedom is very important to Gnomes, they also have a strong sense of patriotism, and have accepted some laws that limit their freedoms in favor protecting them as a people.  (Such as the laws limiting firearms.)&lt;br /&gt;
&lt;br /&gt;
===Physical Description===&lt;br /&gt;
&lt;br /&gt;
As PHB&lt;br /&gt;
&lt;br /&gt;
===Relations===  &lt;br /&gt;
&lt;br /&gt;
Gnomes have very close relations with the Dwarves.  They also get along very well with the Proudfoot.  So well in fact that a group of Proudfoot Beguilers started a guild of Beguilers in the Gnomish capitol.  Gnomes have a particular distaste for Goblins and Kobolds, particularly Goblins.  They feel that the Goblins are always trying to steal their technology and innovations.  The Gnomes and Dwarves work closely defending their territories.  They have begun coordinating efforts in their war against the Orcs.  Also, since the Dwarves no longer have access to the sea, many Dwarf cargoes pass through Gnomish lands first.  Gnomes have grudgingly accepted the Kobold bank into their territory.  The The [[Commerce League]] has quite a bit of influence in Gnomish territory (some would say too much) and the prospects of a second bank was too tempting for them.  Gnomes are on fairly good terms with most other countries.  They are very competitive against the Lizardfolk, but mostly in the realm of trade and commerce, no so much in war.&lt;br /&gt;
&lt;br /&gt;
===Alignment===&lt;br /&gt;
&lt;br /&gt;
Gnomes tend fairly strongly towards being good aligned.  While individuals tend towards chaotic alignments, as a country they are fairly Lawful.&lt;br /&gt;
&lt;br /&gt;
===Gnome Lands===&lt;br /&gt;
&lt;br /&gt;
Part of Gnomish lands are above ground and part of it are underground.  Great cliffs hang over the edge of the water, making attacks from the sea difficult against them.  They use a complicated series of pulleys and elevators to lift good ups from their bay.  Their lands are ruled by a democracy, with a President at its head.  Each adult Gnome is given one vote in elections.  They vote on their President, members of parliament, and judges.  There is a political movement to give more than just Gnomes the vote, but so far it has failed to pick up much support.  Humans have integrated quite well into Gnomish society.  They make excellent businessmen and do well in the [[Commerce League]].  Although they still do not get a vote in Gnomish politics, some have gained enough wealth to be quite influential in the political scene.&lt;br /&gt;
Gnomes also have the only air force in existence and are the only race to use gunpowder.  Firearms are still quite rare at the moment, and all firearms are considered property of the government.  Individuals can&amp;#039;t own them themselves.  They pay for special carry permits to use them.  The Gnomish Musketeers is a highly effective fighting force of Gnomes and Dwarves that help keep their lands safe.&lt;br /&gt;
&lt;br /&gt;
===History===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{it}}&lt;/div&gt;</summary>
		<author><name>Xypharan</name></author>
		
	</entry>
	<entry>
		<id>https://rocksfall.org/rfwiki/index.php?title=Interesting_Times:_Gnomes&amp;diff=3237</id>
		<title>Interesting Times: Gnomes</title>
		<link rel="alternate" type="text/html" href="https://rocksfall.org/rfwiki/index.php?title=Interesting_Times:_Gnomes&amp;diff=3237"/>
		<updated>2007-07-06T22:07:08Z</updated>

		<summary type="html">&lt;p&gt;Xypharan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Personality===&lt;br /&gt;
&lt;br /&gt;
Gnomes are inquisitive, sometimes to the point of being reckless.  They enjoy jokes and pranks that take some thought or a sharp wit to pull off.  They make good engineers, explorers and bards.&lt;br /&gt;
They are quite fond of democracy, but can be a little hypocritical about it, because in Gnomish lands only Gnomes get to vote.  Although personal freedom is very important to Gnomes, they also have a strong sense of patriotism, and have accepted some laws that limit their freedoms in favor protecting them as a people.  (Such as the laws limiting firearms.)&lt;br /&gt;
&lt;br /&gt;
===Physical Description===&lt;br /&gt;
&lt;br /&gt;
As PHB&lt;br /&gt;
&lt;br /&gt;
===Relations===  &lt;br /&gt;
&lt;br /&gt;
Gnomes have very close relations with the Dwarves.  They also get along very well with the Proudfoot.  So well in fact that a group of Proudfoot Beguilers started a guild of Beguilers in the Gnomish capitol.  Gnomes have a particular distaste for Goblins and Kobolds, particularly Goblins.  They feel that the Goblins are always trying to steal their technology and innovations.  The Gnomes and Dwarves work closely defending their territories.  They have begun coordinating efforts in their war against the Orcs.  Also, since the Dwarves no longer have access to the sea, many Dwarf cargoes pass through Gnomish lands first.  Gnomes have grudgingly accepted the Kobold bank into their territory.  The The [[Commerce League]] has quite a bit of influence in Gnomish territory (some would say too much) and the prospects of a second bank was too tempting for them.  Gnomes are on fairly good terms with most other countries.  They are very competitive against the Lizardfolk, but mostly in the realm of trade and commerce, no so much in war.&lt;br /&gt;
&lt;br /&gt;
===Alignment===&lt;br /&gt;
&lt;br /&gt;
Gnomes tend fairly strongly towards being good aligned.  While individuals tend towards chaotic alignments, as a country they are fairly Lawful.&lt;br /&gt;
&lt;br /&gt;
===Gnome Lands===&lt;br /&gt;
&lt;br /&gt;
Part of Gnomish lands are above ground and part of it are underground.  Great cliffs hang over the edge of the water, making attacks from the sea difficult against them.  They use a complicated series of pulleys and elevators to lift good ups from their bay.  Their lands are ruled by a democracy, with a President at its head.  Each adult Gnome is given one vote in elections.  They vote on their President, members of parliament, and judges.  There is a political movement to give more than just Gnomes the vote, but so far it has failed to pick up much support.  Humans have integrated quite well into Gnomish society.  They make excellent businessmen and do well in the [[Commerce League]].  Although they still do not get a vote in Gnomish politics, some have gained enough wealth to be quite influential in the political scene.&lt;br /&gt;
Gnomes also have the only air force in existence and are the only race to use gunpowder.  Firearms are still quite rare at the moment, and all firearms are considered property of the government.  Individuals can&amp;#039;t own them themselves.  They pay for special carry permits to use them.  The Gnomish Musketeers is a highly effective fighting force of Gnomes and Dwarves that help keep their lands safe.&lt;br /&gt;
&lt;br /&gt;
===History===&lt;/div&gt;</summary>
		<author><name>Xypharan</name></author>
		
	</entry>
	<entry>
		<id>https://rocksfall.org/rfwiki/index.php?title=Interesting_Times:_Character_Creation&amp;diff=3236</id>
		<title>Interesting Times: Character Creation</title>
		<link rel="alternate" type="text/html" href="https://rocksfall.org/rfwiki/index.php?title=Interesting_Times:_Character_Creation&amp;diff=3236"/>
		<updated>2007-07-06T20:37:18Z</updated>

		<summary type="html">&lt;p&gt;Xypharan: /* Character Creation - Races */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Character Creation - Races===&lt;br /&gt;
&lt;br /&gt;
Each race gains one skill that is its class skill, it also gains a bonus feat that must be spent on one of its racial feat or one of the following feats:  &lt;br /&gt;
Any of the feats that give you a +2 bonus to two skills, the Mentor feat, or the World Traveler &lt;br /&gt;
feat.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;If you gain a skill as a class skill at 1st level that you already have as a class skill due to your race or a racial feat, you get a +2 bonus to that skill.&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
&lt;br /&gt;
All races gain Knowledge: Local for the location they start in. &lt;br /&gt;
&lt;br /&gt;
NPC’s can have racism penalties vs specific races.  These penalties are applied vs sense motive and &lt;br /&gt;
&lt;br /&gt;
diplomacy checks against the race, but are also applied against any diplomacy, gather info rolls, sense motive, or performance rolls used on the NPC.  Their innate distrust of other races makes it harder for them to deal with them.  &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Mentor:&amp;#039;&amp;#039;&amp;#039;  You have a mentor or a private tutor that taught you the ways of a skilled class.  As such, you have no connections or duties to any guild or academy.  You may also choose to keep your training a secret.  Your mentor can not adventure with you, but you can still seek them out for advice and more training.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;World Traveler:&amp;#039;&amp;#039;&amp;#039;  You have traveled to many different countries, and are used to the cultures of others.  You gain 2 extra bonus languages, and gain Knowledge: Geography as a class skill.  You may also chose to start with Knowledge: Local for a location other than your own location, although it does not become a class skill for you.  Racism penalties against you are reduced by 1.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;[[Interesting Times:  Humans|Humans]]&amp;#039;&amp;#039;&amp;#039;  As PHB&lt;br /&gt;
-Gain Sense Motive as a Class skill.&lt;br /&gt;
&lt;br /&gt;
-Must pick what lands they originate from.&lt;br /&gt;
&lt;br /&gt;
-Can become both [[sorcerers]] and [[wilders]].&lt;br /&gt;
&lt;br /&gt;
-Racial class: [[Warlock]]&lt;br /&gt;
&lt;br /&gt;
Feats:  &lt;br /&gt;
Culturally acclimated:  You have taken well to your adopted country, and the race of people that live there.  You may take the special racial class for that race, and any racism penalties when dealing with that race are reduced by 2 (to a minimum of 0).&lt;br /&gt;
&lt;br /&gt;
Trades Person:  +100g starting equipment, Gain Appraise and Gather Info as class skills.&lt;br /&gt;
	&lt;br /&gt;
Warlock Blood:  The legacy of the warlocks is strong in you.  You may become a warlock spontaneously and without training (like a sorcerer or wilder).  You have no alignment restrictions on your warlock class and it is considered a bonus favored class for you.&lt;br /&gt;
	&lt;br /&gt;
Skilled:  Gain +5 skill points and chose any two skills to become class skills.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;[[Interesting Times: Elves|Elf]]:&amp;#039;&amp;#039;&amp;#039;  As PHB with the following exception. &lt;br /&gt;
Elves gain +2 Int and –2 Con&lt;br /&gt;
&lt;br /&gt;
-Gain Spot as a class skill&lt;br /&gt;
&lt;br /&gt;
-Can become [[Sorcerers]].&lt;br /&gt;
&lt;br /&gt;
-Racial Class: [[Duskblade]]&lt;br /&gt;
&lt;br /&gt;
Feats:	&lt;br /&gt;
Friend of the Proudfoot:  You are particularly close to the Proudfoot.  You may take their racial class for their race, and any racism penalties when dealing with that race are reduce by 2 (to a minimum of 0)&lt;br /&gt;
	&lt;br /&gt;
Friend of the Dromites:  You are particularly close to the Dromites.  You may take their racial class for their race, and any racism penalties when dealing with that race are reduce by 2 (to a minimum of 0)&lt;br /&gt;
	&lt;br /&gt;
Elven Lore:  You gain K: Arcana, Nature, History as class skills.&lt;br /&gt;
	&lt;br /&gt;
Nobility: You are a member of Elven nobility.  You could potentially gain a seat on the Elven council and you start with +100gp in starting equipment.  K: History, Nobility are class skills for you.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;[[Interesting Times: Dwarves|Dwarf]]:&amp;#039;&amp;#039;&amp;#039;  As PHB&lt;br /&gt;
&lt;br /&gt;
-Gain balance as a class skill.&lt;br /&gt;
&lt;br /&gt;
-Can become [[Wilders]].&lt;br /&gt;
&lt;br /&gt;
-Racial Class: [[Artificer]]&lt;br /&gt;
&lt;br /&gt;
Feats: &lt;br /&gt;
Cliffsman:  You are of one of the clans that neighbor with the Gnomes.  You have aided in their countries defense, and may even join their illustrious musketeers.  You may take their racial class for their race, and any racism penalties when dealing with that race are reduce by 2 (to a minimum of 0) &lt;br /&gt;
	&lt;br /&gt;
By any Means:  You are dedicated to the destruction of Orcs, even if it means learning of their methods.  You may chose the Orcs racial class as your own, gain Orc as a bonus language and gain +1 damage against Orcs.  Racism penalties when dealing with Orcs is increased by 2&lt;br /&gt;
	&lt;br /&gt;
Engineer:  Gain K: Engineering, Dungeoneering as class kills.  Stone cunning racial ability is increased by an additional +2 (to a total of +4).&lt;br /&gt;
	&lt;br /&gt;
Dwarven Armorer:  Max dex bonus in armor increases by +1.  Heavy Shields count as light for class abilities and skills.  If you have the Heavy armor feat you also gain Tower Shields and can use exotic dwarven armors (such as interlocking plate)&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;[[Interesting Times: Gnomes|Gnomes]]:  As PHB&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
-Gain listen as a class skill.&lt;br /&gt;
&lt;br /&gt;
-Can become [[Sorcerer]]&lt;br /&gt;
&lt;br /&gt;
-Racial Class: [[Musketeer]]&lt;br /&gt;
&lt;br /&gt;
Feats:	&lt;br /&gt;
Friend of Dwarves:  You are particularly close to the Dwarves.  You may take their racial class for their race, and any racism penalties when dealing with that race are reduce by 2 (to a minimum of 0)&lt;br /&gt;
	&lt;br /&gt;
Beguilers Guild:  You are a member of the exclusive Beguilers Guild.  You may take Beguiler as a class choice and racism penalties against all races are reduced by 1 (to a minimum of 0).&lt;br /&gt;
	&lt;br /&gt;
Gnomish Bank:  Your family has considerable holdings in the Gnomish bank.  You start with an additional 200gp at start and can spend up to 50gp a month in any city with a gnomish bank for free.  You also have access to the services of the Gnomish Bank.&lt;br /&gt;
	&lt;br /&gt;
Firearms Use:  You have strong ties to the Guild of Musketeers even though you do not have that class.  Firearms are considered martial weapons for you.  However, as a Guild member you are still required to follow all the guild rules or face sanctions.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Proudfoot:	&amp;#039;&amp;#039;&amp;#039;As PHB Halfling&lt;br /&gt;
&lt;br /&gt;
-Gains Spot as a class skill&lt;br /&gt;
&lt;br /&gt;
-Can become [[Sorcerers]]&lt;br /&gt;
&lt;br /&gt;
-Racial Class: [[Beguilers]]&lt;br /&gt;
&lt;br /&gt;
Feats:		&lt;br /&gt;
Friend of Elf:  You are particularly close to the Elves.  You may take their racial class for their race, and any racism penalties when dealing with that race are reduce by 2 (to a minimum of 0)&lt;br /&gt;
		&lt;br /&gt;
Friend of Ghostwise:  You are particularly close to the Ghostwise.  You may take their racial class for their race, and any racism penalties when dealing with that race are reduce by 2 (to a minimum of 0)&lt;br /&gt;
		&lt;br /&gt;
Nomad:  Ride, K: Nature are class skills for you.  Mounted speed is increased by 10’ and any animal you ride gains +4 to resist fatigue when you ride it.&lt;br /&gt;
		&lt;br /&gt;
All for One and One for All:  Gain the swarm fighting feat even if you do not meet the prerequisites.  Gain a +4 moral bonus on Will saves to resist doing something that will cause you to hurt or betray a friend.  (This stacks with other bonuses that may apply)&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Ghostwise:&amp;#039;&amp;#039;&amp;#039;  As PHB with the following changes.  Culture and mannerisms are quite different from PHB Halfling.  Use Forgotten Realms Ghostwise as the base.&lt;br /&gt;
&lt;br /&gt;
-Does NOT gain a +1 to all saving throws.&lt;br /&gt;
&lt;br /&gt;
-Speak without Sound (Su): A ghostwise halfling can communicate telepathically with any creature &lt;br /&gt;
within 20 feet, just as if speaking to him or her.  The halfing can only speak and listen to one person at a time, and he must share a common language with the person or creature he speaks to telepathically, or the telepathic link fails.  &lt;br /&gt;
&lt;br /&gt;
-[[Barbarian]] is their favored class&lt;br /&gt;
&lt;br /&gt;
-Gain Listen as a class skill.&lt;br /&gt;
&lt;br /&gt;
-Racial Class: [[Spirit Shaman]]&lt;br /&gt;
&lt;br /&gt;
-Can become [[Wilder]]&lt;br /&gt;
&lt;br /&gt;
Feats:	&lt;br /&gt;
Friend of the Xeph:  You are particularly close to the Xeph.  You may take their racial class for their race, and any racism penalties when dealing with that race are reduce by 2 (to a minimum of 0)&lt;br /&gt;
	&lt;br /&gt;
Goblin Bane:  You are dedicated to keeping the Goblins out of the Ghostwood.  Even going so far as learning the secrets of their Shadowblades.  You may take the racial class Shadowblade and you gain Goblin as a bonus language.  You gain a +1 moral bonus to damage against Goblins.  Racism penalties when dealing with Goblins is increased by 2.&lt;br /&gt;
	&lt;br /&gt;
Meeting of the Minds:  Your Speak without Sound ability is particularly powerful.  Your range is considered 40 feet and, as a move action, you may allow all Ghostwise within 40 feet to communicate telepathically together.  Everyone can hear and speak to everyone else.  Also, you may include a number of non-Ghostwise equal to your Cha modifier.  This is considered a blessing by the Ghostwise, and they will often expect those that have it to become leaders.  Ghostwise are more willing to follow those that possess this feat.&lt;br /&gt;
	&lt;br /&gt;
Noble Savage:  You understand both the tranquility and the savagery of nature.  This allows you unique insights and world views.  You may ignore alignment restrictions for classes along the Law/Chaos axis.  Survival is also a class skill for you.  Also, you only take ¼ the penalty for feinting against a non-humanoid or animal opponent.  Gain +2 on attempts to domesticate wild animals that you raise from infancy and may use the intimidation skill against animals and creatures of animal intelligence at no penalty.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Orcs:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
- Gain +4 Str, -2 Int, -2 Wis, -2 Cha&lt;br /&gt;
&lt;br /&gt;
- Speed of 30’&lt;br /&gt;
&lt;br /&gt;
- Darkvision 60’&lt;br /&gt;
&lt;br /&gt;
- Light Sensitivity: Orcs are dazzled in bright sunlight or within the radius of a daylight spell.&lt;br /&gt;
&lt;br /&gt;
-Gains either a martial weapon proficiency or an exotic weapon proficiency whose prerequisites they meet.&lt;br /&gt;
&lt;br /&gt;
- Automatic Languages: Common and Orc&lt;br /&gt;
&lt;br /&gt;
-Favored Class: [[Barbarian]]&lt;br /&gt;
&lt;br /&gt;
- Gain Intimidate as a class skill&lt;br /&gt;
&lt;br /&gt;
- Can become a [[Wilder]]&lt;br /&gt;
&lt;br /&gt;
- Racial Class: [[Hexblade]]&lt;br /&gt;
&lt;br /&gt;
Feats: &lt;br /&gt;
Powerful Blood:  For the purposes of class abilities and spells your Cha is considered to be 2 higher.&lt;br /&gt;
&lt;br /&gt;
Friend of Goblins:  You are particularly close to the Goblins.  You may take their racial class for their race, and any racism penalties when dealing with that race are reduce by 2 (to a minimum of 0)&lt;br /&gt;
&lt;br /&gt;
Learned from the Humans:  You have found a human that has taught you the ways of the Warlock.  He may be a mentor to you, or a slave that was forced to teach you by your tribe.  Because you have spent so much time around Humans racism penalties are reduced by 2 (to a minimum of 0)&lt;br /&gt;
&lt;br /&gt;
Diurnal:  You have adjusted to working in bright light.  You lose your light sensitivity special quality and because you can operate during the day or night you have had more time to learn skills.  Gain +4 skill points.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;½ Orcs:&amp;#039;&amp;#039;&amp;#039; As PHB&lt;br /&gt;
&lt;br /&gt;
-Gains either a martial weapon proficiency or an exotic weapon proficiency whose prerequisites they meet.&lt;br /&gt;
&lt;br /&gt;
-Gains intimidate as a class skill.&lt;br /&gt;
&lt;br /&gt;
-Can become a [[Wilder]]&lt;br /&gt;
&lt;br /&gt;
-Racial Class: [[Hexblade]]&lt;br /&gt;
&lt;br /&gt;
Feats:  &lt;br /&gt;
Powerful Blood:  For the purposes of class abilities and spells your Cha is considered to be 2 higher.&lt;br /&gt;
&lt;br /&gt;
Learned from the Humans:  You have found a human that has taught you the ways of the Warlock.  He may be a mentor to you, or a slave that was forced to teach you by your tribe.  Because you have spent so much time around Humans racism penalties are reduced by 2 (to a minimum of 0)&lt;br /&gt;
&lt;br /&gt;
Friend of Goblins:  You are particularly close to the Goblins.  You may take their racial class for their race, and any racism penalties when dealing with that race are reduce by 2 (to a minimum of 0)&lt;br /&gt;
&lt;br /&gt;
Orphan or Bastard:  You did not grow up in Orc lands.  For one reason or another you grew up in a different country, most likely raised by your human parents.  Perhaps your mother was raped in an Orc raid, or your father escaped with you and fled.  All racism penalties for you are reduced by 1 and your favored class is whatever class is highest for you.  Gain 1 bonus language.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Goblin:&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
&lt;br /&gt;
-2 Str, +2 Dex, -2 Cha&lt;br /&gt;
&lt;br /&gt;
-Small size&lt;br /&gt;
&lt;br /&gt;
-30’ move&lt;br /&gt;
&lt;br /&gt;
-Darkvision of 60’&lt;br /&gt;
&lt;br /&gt;
-+4 racial bonus to Move Silently and Ride&lt;br /&gt;
&lt;br /&gt;
-Automatic languages: Goblin and Common&lt;br /&gt;
&lt;br /&gt;
-Gains Move Silently as a class skill&lt;br /&gt;
&lt;br /&gt;
-Can become [[Sorcerers]]&lt;br /&gt;
&lt;br /&gt;
-Racial Class: [[Shadowblade]]&lt;br /&gt;
&lt;br /&gt;
Feats: 	&lt;br /&gt;
Learned from the Humans:  You have found a human that has taught you the ways of the Warlock.  He may be a mentor to you, or a slave that was forced to teach you by your tribe.  Because you have spent so much time around Humans racism penalties are reduced by 2 (to a minimum of 0)&lt;br /&gt;
&lt;br /&gt;
Stolen from the Proudfoot:  a small number of Goblins have stolen the secrets of the &lt;br /&gt;
Beguilers from the Proudfoot.  You have been lucky enough to learn from this secret society.  You may choose Beguiler as a skilled class and you gain +1 to will saves vs enchantment or illusion effects.  Racism penalties against Proudfoot are increased by 2.&lt;br /&gt;
&lt;br /&gt;
Powerful Blood:  For the purposes of class abilities and spells your Cha is considered to be 2 higher.&lt;br /&gt;
&lt;br /&gt;
Beast Rider:  You gain Ride as a class skill.  Furthermore, you only take ¼ the penalty for feinting against a non-humanoid or animal opponent.  Gain +2 on attempts to domesticate wild animals that you raise from infancy and may use the intimidation skill against animals and creatures of animal intelligence at no penalty.  Your level is considered 2 levels higher for determining the abilities of an animal companion or what kind of companion you may have and any animal you train can learn 1 additional trick.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Lizardfolk:&amp;#039;&amp;#039;&amp;#039;  Altered considerably from the Monster Manual.&lt;br /&gt;
&lt;br /&gt;
+2 Dex, -2 Int&lt;br /&gt;
&lt;br /&gt;
-Gains swim as a class ability.&lt;br /&gt;
&lt;br /&gt;
-Special Qualities: Hold breath (see MM), non-prehensile tail (+4 jump, swim, balance)&lt;br /&gt;
&lt;br /&gt;
+2 natural AC&lt;br /&gt;
&lt;br /&gt;
Bite attack 1d4&lt;br /&gt;
&lt;br /&gt;
-Automatic Languages: Common, Draconic&lt;br /&gt;
&lt;br /&gt;
-Favored Class: [[Swashbuckler]]&lt;br /&gt;
&lt;br /&gt;
-Can become Sorcerers.&lt;br /&gt;
&lt;br /&gt;
-Racial Class: Divine Mind&lt;br /&gt;
&lt;br /&gt;
A Lizardfolks feet are considerably different from other races, they tend to walk on their toes rather than the sole of their foot.  As such, a Lizardfolk can not wear boots (even magical boots) meant for another race.  They use leg greaves as their boot slot for magical items made by Lizardfolk.&lt;br /&gt;
&lt;br /&gt;
Feats:	&lt;br /&gt;
Special Cunning:  For the purposes of class abilities and spells and feats your Int is considered to be 2 higher.&lt;br /&gt;
&lt;br /&gt;
Dragon Heritage:  You gain two claw attacks as natural weapons (1d4 damage) and the Multi-attack feat.  You gain +2 on Cha based skills used on creatures of the dragon type.&lt;br /&gt;
&lt;br /&gt;
Secret Society:  You are a member of a secret society of Lizardfolk that do not believe in worshiping dragons.  Indeed they would like to free the Island Draconis and have the Lizardfolk rule themselves.  You may choose Ardent as a skilled class and may become a Wilder as well as a Sorcerer.&lt;br /&gt;
&lt;br /&gt;
Friend of Orcs:  You are particularly close to the Orcs.  You may take their racial class for their race, and any racism penalties when dealing with that race are reduce by 2 (to a minimum of 0)&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Kobold: &amp;#039;&amp;#039;&amp;#039; As MM with some changes&lt;br /&gt;
&lt;br /&gt;
-4 Str, +2 Dex, -2 Con&lt;br /&gt;
&lt;br /&gt;
-small size&lt;br /&gt;
&lt;br /&gt;
-30’ move&lt;br /&gt;
&lt;br /&gt;
-Darkvision 30’&lt;br /&gt;
&lt;br /&gt;
-Racial Skills: +2 on craft (trapmaking), Profession (Miner and Sailor), concentration checks and &lt;br /&gt;
search checks.&lt;br /&gt;
&lt;br /&gt;
+1 natural AC&lt;br /&gt;
&lt;br /&gt;
Special Qualities: Light sensitivity.&lt;br /&gt;
&lt;br /&gt;
-Automatic Languages: Common, Draconic&lt;br /&gt;
&lt;br /&gt;
-Favored Class: [[Sorcerer]]&lt;br /&gt;
&lt;br /&gt;
-Racial Class: [[Divine Mind]]&lt;br /&gt;
&lt;br /&gt;
-Gains Hide as a class skill&lt;br /&gt;
&lt;br /&gt;
Feats:	&lt;br /&gt;
Diurnal:  You have adjusted to working in bright light.  You lose your light sensitivity special quality and because you can operate during the day or night you have had more time to learn skills.  Gain +5 skill points.&lt;br /&gt;
&lt;br /&gt;
The Old Ways:  You pratice the Old Ways of the Kobolds, before they were enslaved and before the Island Draconis became a home to your kin.  You can become a Spirit Shaman, and racism penalties against anyone who practices or believes in the Old Ways are reduced by 2 (to a minimum of 0)&lt;br /&gt;
&lt;br /&gt;
Friend of the Kenku:  You are particularly close to the Kenku.  You may take their racial class for their race, and any racism penalties when dealing with that race are reduce by 2 (to a minimum of 0)&lt;br /&gt;
&lt;br /&gt;
Legacy of Dragons:  Chose one dragon type.  Your scales match that dragon type and you have an affinity for the element of that dragon.  Saves against that element are at +1 (increasing by +1 for every 5 character levels), and the DC for spells cast of that element are at +1.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Xeph:&amp;#039;&amp;#039;&amp;#039;  As Expanded Psionic Handbook&lt;br /&gt;
&lt;br /&gt;
-Gains Survival as a class skill&lt;br /&gt;
&lt;br /&gt;
-Racial Class: [[SpellTheif]]&lt;br /&gt;
&lt;br /&gt;
-Can become a [[Wilder]]&lt;br /&gt;
&lt;br /&gt;
Feats:  &lt;br /&gt;
Friend of the Dromite:  You are particularly close to the Dromite.  You may take their racial class for their race, and any racism penalties when dealing with that race are reduce by 2 (to a minimum of 0)&lt;br /&gt;
&lt;br /&gt;
Friend of the Proudfoot:  You are particularly close to the Proudfoot.  You may take their racial class for their race, and any racism penalties when dealing with that race are reduce by 2 (to a minimum of 0)&lt;br /&gt;
&lt;br /&gt;
Trained Young:  Gain one Fighter feat and +4 HP&lt;br /&gt;
&lt;br /&gt;
Talented Mind:  Gain Psionic Talent feat and one other Xeph or psionic feat.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Kenku:&amp;#039;&amp;#039;&amp;#039;  (As MM 3 with cultural changes)&lt;br /&gt;
&lt;br /&gt;
-Have ability modifiers of +2 Wis, -2 Str (changed from the MM3)&lt;br /&gt;
&lt;br /&gt;
-Gain Bluff as a class skill&lt;br /&gt;
&lt;br /&gt;
-Can become a [[Sorcerer]]&lt;br /&gt;
&lt;br /&gt;
-Racial Class:  [[SpellTheif]]&lt;br /&gt;
&lt;br /&gt;
Feats:  &lt;br /&gt;
Friend of the Ghostwise:  You are particularly close to the Ghostwise.  You may take their racial class for their race, and any racism penalties when dealing with that race are reduce by 2 (to a minimum of 0)&lt;br /&gt;
&lt;br /&gt;
Gift of the Mimic:  Gain Disguise as a class skill.  All penalties to disguise checks are halved.  You may mimic musical instruments and other sounds as well.&lt;br /&gt;
&lt;br /&gt;
Ancient Knowledge:  Gain K: Acana, History, geography as class skills.&lt;br /&gt;
&lt;br /&gt;
Dark Truths:  You know the dark secrets that let you become a Warlock.  The human Warlock tradition is very interesting to you.  The Kenku suspect it has similar origins, but even the humans don’t seem to know.  Racism penalties against humans are reduced by 2 (to a minimum of 0)&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Dromites: &amp;#039;&amp;#039;&amp;#039; (Changed from the Expanded Psionics handbook)&lt;br /&gt;
&lt;br /&gt;
+2 Cha, -2 Str, -2 Wis&lt;br /&gt;
&lt;br /&gt;
-Humanoid&lt;br /&gt;
&lt;br /&gt;
-Size Small&lt;br /&gt;
&lt;br /&gt;
-Land speed 20’&lt;br /&gt;
&lt;br /&gt;
-Naturally Psionic – Gains 1 power point&lt;br /&gt;
&lt;br /&gt;
-Psi-like Ability:  Energy ray 1/day.  Manifester level is equal to ½ HD, Save DC is Cha based.  Each Dromite is from a different caste, Fire, Ice, Glimmer (lightning) and Voice (sonic)  Their energy ray is of the element for their caste.  They also gain energy resistance 5 to that energy type.&lt;br /&gt;
&lt;br /&gt;
-Scent:  Their antennae give a dromite the scent ability.&lt;br /&gt;
&lt;br /&gt;
-Antennae also give them the blindfight feat for free.&lt;br /&gt;
&lt;br /&gt;
-Compound Eyes: gain +2 on spot checks.&lt;br /&gt;
&lt;br /&gt;
Automatic Language: Common and Dromite&lt;br /&gt;
&lt;br /&gt;
Favored class: [[Wilder]]&lt;br /&gt;
&lt;br /&gt;
-Gain Spot as a class skill&lt;br /&gt;
&lt;br /&gt;
-Racial Class: [[Ardent]]&lt;br /&gt;
&lt;br /&gt;
Feats:  &lt;br /&gt;
Friend of the Elf:  You are particularly close to the Elves.  You may take their racial class for their race, and any racism penalties when dealing with that race are reduced by 2 (to a minimum of 0)&lt;br /&gt;
&lt;br /&gt;
Frind of the Kobold:  You have found the Kobolds particularly interesting.  You may take their racial class for their race, and any racism penalties when dealing with that race are reduced by 2 (to a minimum of 0)&lt;br /&gt;
&lt;br /&gt;
Wise Mind:  For the purposes of class abilities and spells your Wis is considered to be 2 higher.&lt;br /&gt;
&lt;br /&gt;
Dual Caste:  You are one of the few Dromites that develop into two castes.  Chose two energy types, you gain energy resistance to both, and you can create a ray of either.  (but still only 1/day)  Other Dromites will take notice of you and will consider you gifted.&lt;br /&gt;
&lt;br /&gt;
Naturally Gifted:  Gain Dromite Ray feat and one other psionic or Dromite feat.&lt;br /&gt;
&lt;br /&gt;
===Character Creation: Classes===&lt;br /&gt;
&lt;br /&gt;
I have a lot of classes available in my game.  I’ve done this for two reasons.  One, I love character creation, I love choice in character creation, so I’ve put a lot of it in my game.  Two, I’ve started to like prestige classes less.  So many of them are unbalanced, or sometimes they just aren’t that well thought out.  I will probably be stricter about what prestige classes I allow, so I’m making up for that by giving a lot of variety in classes.&lt;br /&gt;
Characters get one bonus feat that must be chosen from a special list based on their race.&lt;br /&gt;
&lt;br /&gt;
I’ve broken classes down into 3 categories.&lt;br /&gt;
General Classes:&lt;br /&gt;
[[Bard]], [[Druid]], [[Fighter]], [[Ranger]], [[Rogue]], [[Swashbuckler]], [[Scout]], [[Paladin]]/[[Ravage]](evil Paladin)&lt;br /&gt;
And Either [[Sorcerer]] OR [[Wilder]].  Each race will either have [[Sorcerer]] or [[Wilder]] as a choice.  Humans are the only race that can be both.&lt;br /&gt;
&lt;br /&gt;
Special Training Classes:&lt;br /&gt;
[[Wizard]], [[Psion]], [[Soulknife]], [[Cleric]], [[Monk]], [[Warmage]], [[Psychic Warrior]], [[Lurk]], [[Martial]], [[Knight]].&lt;br /&gt;
Each of these classes requires special training.  All races could potentially be any of these classes, but some classes are for more common among some races.  If you are one of these races, you must choose what school or temple you belong to.  It is expected that you still have some ties or loyalty to those schools.  Some schools have greater expectations than others, but they also tend to be the schools that offer the most help.  If you want to have been taught by a private tutor or have no affiliation with any school or temple, you must select “Mentor” as your bonus feat.  The exception to this is if you race gets that class as a favored class.  In that case it is easy to find mentors and tutors and the class is considered general to you.&lt;br /&gt;
&lt;br /&gt;
Limited Classes:&lt;br /&gt;
These classes are limited based on race.  Each race gets a specific class that they can choose.  Also, each race gets two other classes that they can chose from if they pick the appropriate feat.&lt;br /&gt;
The races in parenthesis are the races that must use a feat to select the limited class.&lt;br /&gt;
&lt;br /&gt;
[[Duskblade]]: Elf, (Proudfoot, Dromite)&lt;br /&gt;
 &lt;br /&gt;
[[Artificer]]:  Dwarf (Gnome, Elf)&lt;br /&gt;
&lt;br /&gt;
[[Beguiler]]: Proudfoot (Goblin, Xeph, Gnome)&lt;br /&gt;
&lt;br /&gt;
[[Spirit Shaman]]: Ghostwise (Proudfoot, Kobold)&lt;br /&gt;
&lt;br /&gt;
[[Hexblade]]: ½ Orc, Orc (Dwarf, Lizardfolk)&lt;br /&gt;
&lt;br /&gt;
[[Spellthief]]: Xeph, Kenku (Kobold, Ghostwise)&lt;br /&gt;
&lt;br /&gt;
[[Warlock: Human]]: (Orc, ½ Orc, Goblin, Kenku)&lt;br /&gt;
&lt;br /&gt;
[[Divine Mind]]: Kobold, Lizardfolk (Dromite)&lt;br /&gt;
&lt;br /&gt;
[[Musketeer]]: Gnome (Dwarf)&lt;br /&gt;
&lt;br /&gt;
[[Shadowblade]]: Goblin (Ghostwise, Orc, ½ Orc)&lt;br /&gt;
(use ninja game mechanics, but different concept)&lt;br /&gt;
&lt;br /&gt;
[[Ardent]]: Dromite (Xeph, Lizardfolk)&lt;br /&gt;
&lt;br /&gt;
EDIT:  I forgot to mention [[Favored Souls]].  They will be allowed in the game as well, but the way they fit into my game world will be pretty specific.  And they are not necessarily welcomed by the church of the avatar they are linked to.  I&amp;#039;ll post more about them when I get deeper into the theology.&lt;br /&gt;
&lt;br /&gt;
{{it}}&lt;/div&gt;</summary>
		<author><name>Xypharan</name></author>
		
	</entry>
	<entry>
		<id>https://rocksfall.org/rfwiki/index.php?title=Knight&amp;diff=3235</id>
		<title>Knight</title>
		<link rel="alternate" type="text/html" href="https://rocksfall.org/rfwiki/index.php?title=Knight&amp;diff=3235"/>
		<updated>2007-07-06T20:35:48Z</updated>

		<summary type="html">&lt;p&gt;Xypharan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Knight class does not necessarily mean nobility in heritage or action.  Each night uses the strength of his personality and convictions to gain abilities in combat.  Some Knights are good, and others are evil, but all keep to their personal codes of honor.  &lt;br /&gt;
It is important to note when making a Knight that all Knights by their very nature are very self confident.  They are not necessarily arrogant, and some may even act quite humble, but deep down in side a Knight is sure of himself and his abilities.  That is the source of his power.&lt;br /&gt;
&lt;br /&gt;
{{it}}&lt;/div&gt;</summary>
		<author><name>Xypharan</name></author>
		
	</entry>
	<entry>
		<id>https://rocksfall.org/rfwiki/index.php?title=Knight&amp;diff=3234</id>
		<title>Knight</title>
		<link rel="alternate" type="text/html" href="https://rocksfall.org/rfwiki/index.php?title=Knight&amp;diff=3234"/>
		<updated>2007-07-06T20:35:36Z</updated>

		<summary type="html">&lt;p&gt;Xypharan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Knight class does not necessarily mean nobility in heritage or action.  Each night uses the strength of his personality and convictions to gain abilities in combat.  Some Knights are good, and others are evil, but all keep to their personal codes of honor.  &lt;br /&gt;
It is important to note when making a Knight that all Knights by their very nature are very self confident.  They are not necessarily arrogant, and some may even act quite humble, but deep down in side a Knight is sure of himself and his abilities.  That is the source of his power.&lt;/div&gt;</summary>
		<author><name>Xypharan</name></author>
		
	</entry>
	<entry>
		<id>https://rocksfall.org/rfwiki/index.php?title=Shadowblade&amp;diff=3233</id>
		<title>Shadowblade</title>
		<link rel="alternate" type="text/html" href="https://rocksfall.org/rfwiki/index.php?title=Shadowblade&amp;diff=3233"/>
		<updated>2007-07-06T19:23:49Z</updated>

		<summary type="html">&lt;p&gt;Xypharan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Shadowblades started as a secret assassins guild many years ago.  At its inception it was trained Monks, Rogues, and Sorcerers in the ways of death.  One of this guildmasters, a powerful sorcerer/rogue discovered a way of blending the art of secrecy with the inherent arcane magics of a sorcerer.  In modern times the Shadowblade continues to be a forced to be feared.  It is no longer the secret of a single guild, there are many guilds within Goblin lands.  Goblins have even started teaching the secrets of the Shadowblades to other races, and some Ghostwise have stolen the teachings to use against the Goblins.&lt;br /&gt;
&lt;br /&gt;
The supernatural powers of a Shadowblade are considered arcane in type.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Use the game mechanics for ninjas from the Complete Adventurer but keep in mind they do not have the same oriental theme.&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
{{it}}&lt;/div&gt;</summary>
		<author><name>Xypharan</name></author>
		
	</entry>
	<entry>
		<id>https://rocksfall.org/rfwiki/index.php?title=Shadowblade&amp;diff=3232</id>
		<title>Shadowblade</title>
		<link rel="alternate" type="text/html" href="https://rocksfall.org/rfwiki/index.php?title=Shadowblade&amp;diff=3232"/>
		<updated>2007-07-06T19:23:30Z</updated>

		<summary type="html">&lt;p&gt;Xypharan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Shadowblades started as a secret assassins guild many years ago.  At its inception it was trained Monks, Rogues, and Sorcerers in the ways of death.  One of this guildmasters, a powerful sorcerer/rogue discovered a way of blending the art of secrecy with the inherent arcane magics of a sorcerer.  In modern times the Shadowblade continues to be a forced to be feared.  It is no longer the secret of a single guild, there are many guilds within Goblin lands.  Goblins have even started teaching the secrets of the Shadowblades to other races, and some Ghostwise have stolen the teachings to use against the Goblins.&lt;br /&gt;
&lt;br /&gt;
The supernatural powers of a Shadowblade are considered arcane in type.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Use the game mechanics for ninjas from the Complete Adventurer but keep in mind they do not have the same oriental theme.&amp;#039;&amp;#039;&amp;#039;&lt;/div&gt;</summary>
		<author><name>Xypharan</name></author>
		
	</entry>
	<entry>
		<id>https://rocksfall.org/rfwiki/index.php?title=Interesting_Times:_Character_Creation&amp;diff=3231</id>
		<title>Interesting Times: Character Creation</title>
		<link rel="alternate" type="text/html" href="https://rocksfall.org/rfwiki/index.php?title=Interesting_Times:_Character_Creation&amp;diff=3231"/>
		<updated>2007-07-06T18:44:04Z</updated>

		<summary type="html">&lt;p&gt;Xypharan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Character Creation - Races===&lt;br /&gt;
&lt;br /&gt;
Each race gains one skill that is its class skill, it also gains a bonus feat that must be spent on one of its racial feat or one of the following feats:  &lt;br /&gt;
Any of the feats that give you a +2 bonus to two skills, the Mentor feat, or the World Traveler &lt;br /&gt;
feat.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;If you gain a skill as a class skill at 1st level that you already have as a class skill due to your race or a racial feat, you get a +2 bonus to that skill.&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
&lt;br /&gt;
All races gain Knowledge: Local for the location they start in. &lt;br /&gt;
&lt;br /&gt;
NPC’s can have racism penalties vs specific races.  These penalties are applied vs sense motive and &lt;br /&gt;
&lt;br /&gt;
diplomacy checks against the race, but are also applied against any diplomacy, gather info rolls, sense motive, or performance rolls used on the NPC.  Their innate distrust of other races makes it harder for them to deal with them.  &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Mentor:&amp;#039;&amp;#039;&amp;#039;  You have a mentor or a private tutor that taught you the ways of a skilled class.  As such, you have no connections or duties to any guild or academy.  You may also choose to keep your training a secret.  Your mentor can not adventure with you, but you can still seek them out for advice and more training.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;World Traveler:&amp;#039;&amp;#039;&amp;#039;  You have traveled to many different countries, and are used to the cultures of others.  You gain 2 extra bonus languages, and gain Knowledge: Geography as a class skill.  You may also chose to start with Knowledge: Local for a location other than your own location, although it does not become a class skill for you.  Racism penalties against you are reduced by 1.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;[[Interesting Times:  Humans|Humans]]&amp;#039;&amp;#039;&amp;#039;  As PHB&lt;br /&gt;
-Gain Sense Motive as a Class skill.&lt;br /&gt;
&lt;br /&gt;
-Must pick what lands they originate from.&lt;br /&gt;
&lt;br /&gt;
-Can become both [[sorcerers]] and [[wilders]].&lt;br /&gt;
&lt;br /&gt;
-Racial class: [[Warlock]]&lt;br /&gt;
&lt;br /&gt;
Feats:  &lt;br /&gt;
Culturally acclimated:  You have taken well to your adopted country, and the race of people that live there.  You may take the special racial class for that race, and any racism penalties when dealing with that race are reduced by 2 (to a minimum of 0).&lt;br /&gt;
&lt;br /&gt;
Trades Person:  +100g starting equipment, Gain Appraise and Gather Info as class skills.&lt;br /&gt;
	&lt;br /&gt;
Warlock Blood:  The legacy of the warlocks is strong in you.  You may become a warlock spontaneously and without training (like a sorcerer or wilder).  You have no alignment restrictions on your warlock class and it is considered a bonus favored class for you.&lt;br /&gt;
	&lt;br /&gt;
Skilled:  Gain +5 skill points and chose any two skills to become class skills.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;[[Interesting Times: Elves|Elf]]:&amp;#039;&amp;#039;&amp;#039;  As PHB with the following exception. &lt;br /&gt;
Elves gain +2 Int and –2 Con&lt;br /&gt;
&lt;br /&gt;
-Gain Spot as a class skill&lt;br /&gt;
&lt;br /&gt;
-Can become [[Sorcerers]].&lt;br /&gt;
&lt;br /&gt;
-Racial Class: [[Duskblade]]&lt;br /&gt;
&lt;br /&gt;
Feats:	&lt;br /&gt;
Friend of the Proudfoot:  You are particularly close to the Proudfoot.  You may take their racial class for their race, and any racism penalties when dealing with that race are reduce by 2 (to a minimum of 0)&lt;br /&gt;
	&lt;br /&gt;
Friend of the Dromites:  You are particularly close to the Dromites.  You may take their racial class for their race, and any racism penalties when dealing with that race are reduce by 2 (to a minimum of 0)&lt;br /&gt;
	&lt;br /&gt;
Elven Lore:  You gain K: Arcana, Nature, History as class skills.&lt;br /&gt;
	&lt;br /&gt;
Nobility: You are a member of Elven nobility.  You could potentially gain a seat on the Elven council and you start with +100gp in starting equipment.  K: History, Nobility are class skills for you.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;[[Interesting Times: Dwarves|Dwarf]]:&amp;#039;&amp;#039;&amp;#039;  As PHB&lt;br /&gt;
&lt;br /&gt;
-Gain balance as a class skill.&lt;br /&gt;
&lt;br /&gt;
-Can become [[Wilders]].&lt;br /&gt;
&lt;br /&gt;
-Racial Class: [[Artificer]]&lt;br /&gt;
&lt;br /&gt;
Feats: &lt;br /&gt;
Cliffsman:  You are of one of the clans that neighbor with the Gnomes.  You have aided in their countries defense, and may even join their illustrious musketeers.  You may take their racial class for their race, and any racism penalties when dealing with that race are reduce by 2 (to a minimum of 0) &lt;br /&gt;
	&lt;br /&gt;
By any Means:  You are dedicated to the destruction of Orcs, even if it means learning of their methods.  You may chose the Orcs racial class as your own, gain Orc as a bonus language and gain +1 damage against Orcs.  Racism penalties when dealing with Orcs is increased by 2&lt;br /&gt;
	&lt;br /&gt;
Engineer:  Gain K: Engineering, Dungeoneering as class kills.  Stone cunning racial ability is increased by an additional +2 (to a total of +4).&lt;br /&gt;
	&lt;br /&gt;
Dwarven Armorer:  Max dex bonus in armor increases by +1.  Heavy Shields count as light for class abilities and skills.  If you have the Heavy armor feat you also gain Tower Shields and can use exotic dwarven armors (such as interlocking plate)&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Gnomes:  As PHB&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
-Gain listen as a class skill.&lt;br /&gt;
&lt;br /&gt;
-Can become [[Sorcerer]]&lt;br /&gt;
&lt;br /&gt;
-Racial Class: [[Musketeer]]&lt;br /&gt;
&lt;br /&gt;
Feats:	&lt;br /&gt;
Friend of Dwarves:  You are particularly close to the Dwarves.  You may take their racial class for their race, and any racism penalties when dealing with that race are reduce by 2 (to a minimum of 0)&lt;br /&gt;
	&lt;br /&gt;
Beguilers Guild:  You are a member of the exclusive Beguilers Guild.  You may take Beguiler as a class choice and racism penalties against all races are reduced by 1 (to a minimum of 0).&lt;br /&gt;
	&lt;br /&gt;
Gnomish Bank:  Your family has considerable holdings in the Gnomish bank.  You start with an additional 200gp at start and can spend up to 50gp a month in any city with a gnomish bank for free.  You also have access to the services of the Gnomish Bank.&lt;br /&gt;
	&lt;br /&gt;
Firearms Use:  You have strong ties to the Guild of Musketeers even though you do not have that class.  Firearms are considered martial weapons for you.  However, as a Guild member you are still required to follow all the guild rules or face sanctions.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Proudfoot:	&amp;#039;&amp;#039;&amp;#039;As PHB Halfling&lt;br /&gt;
&lt;br /&gt;
-Gains Spot as a class skill&lt;br /&gt;
&lt;br /&gt;
-Can become [[Sorcerers]]&lt;br /&gt;
&lt;br /&gt;
-Racial Class: [[Beguilers]]&lt;br /&gt;
&lt;br /&gt;
Feats:		&lt;br /&gt;
Friend of Elf:  You are particularly close to the Elves.  You may take their racial class for their race, and any racism penalties when dealing with that race are reduce by 2 (to a minimum of 0)&lt;br /&gt;
		&lt;br /&gt;
Friend of Ghostwise:  You are particularly close to the Ghostwise.  You may take their racial class for their race, and any racism penalties when dealing with that race are reduce by 2 (to a minimum of 0)&lt;br /&gt;
		&lt;br /&gt;
Nomad:  Ride, K: Nature are class skills for you.  Mounted speed is increased by 10’ and any animal you ride gains +4 to resist fatigue when you ride it.&lt;br /&gt;
		&lt;br /&gt;
All for One and One for All:  Gain the swarm fighting feat even if you do not meet the prerequisites.  Gain a +4 moral bonus on Will saves to resist doing something that will cause you to hurt or betray a friend.  (This stacks with other bonuses that may apply)&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Ghostwise:&amp;#039;&amp;#039;&amp;#039;  As PHB with the following changes.  Culture and mannerisms are quite different from PHB Halfling.  Use Forgotten Realms Ghostwise as the base.&lt;br /&gt;
&lt;br /&gt;
-Does NOT gain a +1 to all saving throws.&lt;br /&gt;
&lt;br /&gt;
-Speak without Sound (Su): A ghostwise halfling can communicate telepathically with any creature &lt;br /&gt;
within 20 feet, just as if speaking to him or her.  The halfing can only speak and listen to one person at a time, and he must share a common language with the person or creature he speaks to telepathically, or the telepathic link fails.  &lt;br /&gt;
&lt;br /&gt;
-[[Barbarian]] is their favored class&lt;br /&gt;
&lt;br /&gt;
-Gain Listen as a class skill.&lt;br /&gt;
&lt;br /&gt;
-Racial Class: [[Spirit Shaman]]&lt;br /&gt;
&lt;br /&gt;
-Can become [[Wilder]]&lt;br /&gt;
&lt;br /&gt;
Feats:	&lt;br /&gt;
Friend of the Xeph:  You are particularly close to the Xeph.  You may take their racial class for their race, and any racism penalties when dealing with that race are reduce by 2 (to a minimum of 0)&lt;br /&gt;
	&lt;br /&gt;
Goblin Bane:  You are dedicated to keeping the Goblins out of the Ghostwood.  Even going so far as learning the secrets of their Shadowblades.  You may take the racial class Shadowblade and you gain Goblin as a bonus language.  You gain a +1 moral bonus to damage against Goblins.  Racism penalties when dealing with Goblins is increased by 2.&lt;br /&gt;
	&lt;br /&gt;
Meeting of the Minds:  Your Speak without Sound ability is particularly powerful.  Your range is considered 40 feet and, as a move action, you may allow all Ghostwise within 40 feet to communicate telepathically together.  Everyone can hear and speak to everyone else.  Also, you may include a number of non-Ghostwise equal to your Cha modifier.  This is considered a blessing by the Ghostwise, and they will often expect those that have it to become leaders.  Ghostwise are more willing to follow those that possess this feat.&lt;br /&gt;
	&lt;br /&gt;
Noble Savage:  You understand both the tranquility and the savagery of nature.  This allows you unique insights and world views.  You may ignore alignment restrictions for classes along the Law/Chaos axis.  Survival is also a class skill for you.  Also, you only take ¼ the penalty for feinting against a non-humanoid or animal opponent.  Gain +2 on attempts to domesticate wild animals that you raise from infancy and may use the intimidation skill against animals and creatures of animal intelligence at no penalty.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Orcs:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
- Gain +4 Str, -2 Int, -2 Wis, -2 Cha&lt;br /&gt;
&lt;br /&gt;
- Speed of 30’&lt;br /&gt;
&lt;br /&gt;
- Darkvision 60’&lt;br /&gt;
&lt;br /&gt;
- Light Sensitivity: Orcs are dazzled in bright sunlight or within the radius of a daylight spell.&lt;br /&gt;
&lt;br /&gt;
-Gains either a martial weapon proficiency or an exotic weapon proficiency whose prerequisites they meet.&lt;br /&gt;
&lt;br /&gt;
- Automatic Languages: Common and Orc&lt;br /&gt;
&lt;br /&gt;
-Favored Class: [[Barbarian]]&lt;br /&gt;
&lt;br /&gt;
- Gain Intimidate as a class skill&lt;br /&gt;
&lt;br /&gt;
- Can become a [[Wilder]]&lt;br /&gt;
&lt;br /&gt;
- Racial Class: [[Hexblade]]&lt;br /&gt;
&lt;br /&gt;
Feats: &lt;br /&gt;
Powerful Blood:  For the purposes of class abilities and spells your Cha is considered to be 2 higher.&lt;br /&gt;
&lt;br /&gt;
Friend of Goblins:  You are particularly close to the Goblins.  You may take their racial class for their race, and any racism penalties when dealing with that race are reduce by 2 (to a minimum of 0)&lt;br /&gt;
&lt;br /&gt;
Learned from the Humans:  You have found a human that has taught you the ways of the Warlock.  He may be a mentor to you, or a slave that was forced to teach you by your tribe.  Because you have spent so much time around Humans racism penalties are reduced by 2 (to a minimum of 0)&lt;br /&gt;
&lt;br /&gt;
Diurnal:  You have adjusted to working in bright light.  You lose your light sensitivity special quality and because you can operate during the day or night you have had more time to learn skills.  Gain +4 skill points.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;½ Orcs:&amp;#039;&amp;#039;&amp;#039; As PHB&lt;br /&gt;
&lt;br /&gt;
-Gains either a martial weapon proficiency or an exotic weapon proficiency whose prerequisites they meet.&lt;br /&gt;
&lt;br /&gt;
-Gains intimidate as a class skill.&lt;br /&gt;
&lt;br /&gt;
-Can become a [[Wilder]]&lt;br /&gt;
&lt;br /&gt;
-Racial Class: [[Hexblade]]&lt;br /&gt;
&lt;br /&gt;
Feats:  &lt;br /&gt;
Powerful Blood:  For the purposes of class abilities and spells your Cha is considered to be 2 higher.&lt;br /&gt;
&lt;br /&gt;
Learned from the Humans:  You have found a human that has taught you the ways of the Warlock.  He may be a mentor to you, or a slave that was forced to teach you by your tribe.  Because you have spent so much time around Humans racism penalties are reduced by 2 (to a minimum of 0)&lt;br /&gt;
&lt;br /&gt;
Friend of Goblins:  You are particularly close to the Goblins.  You may take their racial class for their race, and any racism penalties when dealing with that race are reduce by 2 (to a minimum of 0)&lt;br /&gt;
&lt;br /&gt;
Orphan or Bastard:  You did not grow up in Orc lands.  For one reason or another you grew up in a different country, most likely raised by your human parents.  Perhaps your mother was raped in an Orc raid, or your father escaped with you and fled.  All racism penalties for you are reduced by 1 and your favored class is whatever class is highest for you.  Gain 1 bonus language.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Goblin:&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
&lt;br /&gt;
-2 Str, +2 Dex, -2 Cha&lt;br /&gt;
&lt;br /&gt;
-Small size&lt;br /&gt;
&lt;br /&gt;
-30’ move&lt;br /&gt;
&lt;br /&gt;
-Darkvision of 60’&lt;br /&gt;
&lt;br /&gt;
-+4 racial bonus to Move Silently and Ride&lt;br /&gt;
&lt;br /&gt;
-Automatic languages: Goblin and Common&lt;br /&gt;
&lt;br /&gt;
-Gains Move Silently as a class skill&lt;br /&gt;
&lt;br /&gt;
-Can become [[Sorcerers]]&lt;br /&gt;
&lt;br /&gt;
-Racial Class: [[Shadowblade]]&lt;br /&gt;
&lt;br /&gt;
Feats: 	&lt;br /&gt;
Learned from the Humans:  You have found a human that has taught you the ways of the Warlock.  He may be a mentor to you, or a slave that was forced to teach you by your tribe.  Because you have spent so much time around Humans racism penalties are reduced by 2 (to a minimum of 0)&lt;br /&gt;
&lt;br /&gt;
Stolen from the Proudfoot:  a small number of Goblins have stolen the secrets of the &lt;br /&gt;
Beguilers from the Proudfoot.  You have been lucky enough to learn from this secret society.  You may choose Beguiler as a skilled class and you gain +1 to will saves vs enchantment or illusion effects.  Racism penalties against Proudfoot are increased by 2.&lt;br /&gt;
&lt;br /&gt;
Powerful Blood:  For the purposes of class abilities and spells your Cha is considered to be 2 higher.&lt;br /&gt;
&lt;br /&gt;
Beast Rider:  You gain Ride as a class skill.  Furthermore, you only take ¼ the penalty for feinting against a non-humanoid or animal opponent.  Gain +2 on attempts to domesticate wild animals that you raise from infancy and may use the intimidation skill against animals and creatures of animal intelligence at no penalty.  Your level is considered 2 levels higher for determining the abilities of an animal companion or what kind of companion you may have and any animal you train can learn 1 additional trick.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Lizardfolk:&amp;#039;&amp;#039;&amp;#039;  Altered considerably from the Monster Manual.&lt;br /&gt;
&lt;br /&gt;
+2 Dex, -2 Int&lt;br /&gt;
&lt;br /&gt;
-Gains swim as a class ability.&lt;br /&gt;
&lt;br /&gt;
-Special Qualities: Hold breath (see MM), non-prehensile tail (+4 jump, swim, balance)&lt;br /&gt;
&lt;br /&gt;
+2 natural AC&lt;br /&gt;
&lt;br /&gt;
Bite attack 1d4&lt;br /&gt;
&lt;br /&gt;
-Automatic Languages: Common, Draconic&lt;br /&gt;
&lt;br /&gt;
-Favored Class: [[Swashbuckler]]&lt;br /&gt;
&lt;br /&gt;
-Can become Sorcerers.&lt;br /&gt;
&lt;br /&gt;
-Racial Class: Divine Mind&lt;br /&gt;
&lt;br /&gt;
A Lizardfolks feet are considerably different from other races, they tend to walk on their toes rather than the sole of their foot.  As such, a Lizardfolk can not wear boots (even magical boots) meant for another race.  They use leg greaves as their boot slot for magical items made by Lizardfolk.&lt;br /&gt;
&lt;br /&gt;
Feats:	&lt;br /&gt;
Special Cunning:  For the purposes of class abilities and spells and feats your Int is considered to be 2 higher.&lt;br /&gt;
&lt;br /&gt;
Dragon Heritage:  You gain two claw attacks as natural weapons (1d4 damage) and the Multi-attack feat.  You gain +2 on Cha based skills used on creatures of the dragon type.&lt;br /&gt;
&lt;br /&gt;
Secret Society:  You are a member of a secret society of Lizardfolk that do not believe in worshiping dragons.  Indeed they would like to free the Island Draconis and have the Lizardfolk rule themselves.  You may choose Ardent as a skilled class and may become a Wilder as well as a Sorcerer.&lt;br /&gt;
&lt;br /&gt;
Friend of Orcs:  You are particularly close to the Orcs.  You may take their racial class for their race, and any racism penalties when dealing with that race are reduce by 2 (to a minimum of 0)&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Kobold: &amp;#039;&amp;#039;&amp;#039; As MM with some changes&lt;br /&gt;
&lt;br /&gt;
-4 Str, +2 Dex, -2 Con&lt;br /&gt;
&lt;br /&gt;
-small size&lt;br /&gt;
&lt;br /&gt;
-30’ move&lt;br /&gt;
&lt;br /&gt;
-Darkvision 30’&lt;br /&gt;
&lt;br /&gt;
-Racial Skills: +2 on craft (trapmaking), Profession (Miner and Sailor), concentration checks and &lt;br /&gt;
search checks.&lt;br /&gt;
&lt;br /&gt;
+1 natural AC&lt;br /&gt;
&lt;br /&gt;
Special Qualities: Light sensitivity.&lt;br /&gt;
&lt;br /&gt;
-Automatic Languages: Common, Draconic&lt;br /&gt;
&lt;br /&gt;
-Favored Class: [[Sorcerer]]&lt;br /&gt;
&lt;br /&gt;
-Racial Class: [[Divine Mind]]&lt;br /&gt;
&lt;br /&gt;
-Gains Hide as a class skill&lt;br /&gt;
&lt;br /&gt;
Feats:	&lt;br /&gt;
Diurnal:  You have adjusted to working in bright light.  You lose your light sensitivity special quality and because you can operate during the day or night you have had more time to learn skills.  Gain +5 skill points.&lt;br /&gt;
&lt;br /&gt;
The Old Ways:  You pratice the Old Ways of the Kobolds, before they were enslaved and before the Island Draconis became a home to your kin.  You can become a Spirit Shaman, and racism penalties against anyone who practices or believes in the Old Ways are reduced by 2 (to a minimum of 0)&lt;br /&gt;
&lt;br /&gt;
Friend of the Kenku:  You are particularly close to the Kenku.  You may take their racial class for their race, and any racism penalties when dealing with that race are reduce by 2 (to a minimum of 0)&lt;br /&gt;
&lt;br /&gt;
Legacy of Dragons:  Chose one dragon type.  Your scales match that dragon type and you have an affinity for the element of that dragon.  Saves against that element are at +1 (increasing by +1 for every 5 character levels), and the DC for spells cast of that element are at +1.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Xeph:&amp;#039;&amp;#039;&amp;#039;  As Expanded Psionic Handbook&lt;br /&gt;
&lt;br /&gt;
-Gains Survival as a class skill&lt;br /&gt;
&lt;br /&gt;
-Racial Class: [[SpellTheif]]&lt;br /&gt;
&lt;br /&gt;
-Can become a [[Wilder]]&lt;br /&gt;
&lt;br /&gt;
Feats:  &lt;br /&gt;
Friend of the Dromite:  You are particularly close to the Dromite.  You may take their racial class for their race, and any racism penalties when dealing with that race are reduce by 2 (to a minimum of 0)&lt;br /&gt;
&lt;br /&gt;
Friend of the Proudfoot:  You are particularly close to the Proudfoot.  You may take their racial class for their race, and any racism penalties when dealing with that race are reduce by 2 (to a minimum of 0)&lt;br /&gt;
&lt;br /&gt;
Trained Young:  Gain one Fighter feat and +4 HP&lt;br /&gt;
&lt;br /&gt;
Talented Mind:  Gain Psionic Talent feat and one other Xeph or psionic feat.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Kenku:&amp;#039;&amp;#039;&amp;#039;  (As MM 3 with cultural changes)&lt;br /&gt;
&lt;br /&gt;
-Have ability modifiers of +2 Wis, -2 Str (changed from the MM3)&lt;br /&gt;
&lt;br /&gt;
-Gain Bluff as a class skill&lt;br /&gt;
&lt;br /&gt;
-Can become a [[Sorcerer]]&lt;br /&gt;
&lt;br /&gt;
-Racial Class:  [[SpellTheif]]&lt;br /&gt;
&lt;br /&gt;
Feats:  &lt;br /&gt;
Friend of the Ghostwise:  You are particularly close to the Ghostwise.  You may take their racial class for their race, and any racism penalties when dealing with that race are reduce by 2 (to a minimum of 0)&lt;br /&gt;
&lt;br /&gt;
Gift of the Mimic:  Gain Disguise as a class skill.  All penalties to disguise checks are halved.  You may mimic musical instruments and other sounds as well.&lt;br /&gt;
&lt;br /&gt;
Ancient Knowledge:  Gain K: Acana, History, geography as class skills.&lt;br /&gt;
&lt;br /&gt;
Dark Truths:  You know the dark secrets that let you become a Warlock.  The human Warlock tradition is very interesting to you.  The Kenku suspect it has similar origins, but even the humans don’t seem to know.  Racism penalties against humans are reduced by 2 (to a minimum of 0)&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Dromites: &amp;#039;&amp;#039;&amp;#039; (Changed from the Expanded Psionics handbook)&lt;br /&gt;
&lt;br /&gt;
+2 Cha, -2 Str, -2 Wis&lt;br /&gt;
&lt;br /&gt;
-Humanoid&lt;br /&gt;
&lt;br /&gt;
-Size Small&lt;br /&gt;
&lt;br /&gt;
-Land speed 20’&lt;br /&gt;
&lt;br /&gt;
-Naturally Psionic – Gains 1 power point&lt;br /&gt;
&lt;br /&gt;
-Psi-like Ability:  Energy ray 1/day.  Manifester level is equal to ½ HD, Save DC is Cha based.  Each Dromite is from a different caste, Fire, Ice, Glimmer (lightning) and Voice (sonic)  Their energy ray is of the element for their caste.  They also gain energy resistance 5 to that energy type.&lt;br /&gt;
&lt;br /&gt;
-Scent:  Their antennae give a dromite the scent ability.&lt;br /&gt;
&lt;br /&gt;
-Antennae also give them the blindfight feat for free.&lt;br /&gt;
&lt;br /&gt;
-Compound Eyes: gain +2 on spot checks.&lt;br /&gt;
&lt;br /&gt;
Automatic Language: Common and Dromite&lt;br /&gt;
&lt;br /&gt;
Favored class: [[Wilder]]&lt;br /&gt;
&lt;br /&gt;
-Gain Spot as a class skill&lt;br /&gt;
&lt;br /&gt;
-Racial Class: [[Ardent]]&lt;br /&gt;
&lt;br /&gt;
Feats:  &lt;br /&gt;
Friend of the Elf:  You are particularly close to the Elves.  You may take their racial class for their race, and any racism penalties when dealing with that race are reduced by 2 (to a minimum of 0)&lt;br /&gt;
&lt;br /&gt;
Frind of the Kobold:  You have found the Kobolds particularly interesting.  You may take their racial class for their race, and any racism penalties when dealing with that race are reduced by 2 (to a minimum of 0)&lt;br /&gt;
&lt;br /&gt;
Wise Mind:  For the purposes of class abilities and spells your Wis is considered to be 2 higher.&lt;br /&gt;
&lt;br /&gt;
Dual Caste:  You are one of the few Dromites that develop into two castes.  Chose two energy types, you gain energy resistance to both, and you can create a ray of either.  (but still only 1/day)  Other Dromites will take notice of you and will consider you gifted.&lt;br /&gt;
&lt;br /&gt;
Naturally Gifted:  Gain Dromite Ray feat and one other psionic or Dromite feat.&lt;br /&gt;
&lt;br /&gt;
===Character Creation: Classes===&lt;br /&gt;
&lt;br /&gt;
I have a lot of classes available in my game.  I’ve done this for two reasons.  One, I love character creation, I love choice in character creation, so I’ve put a lot of it in my game.  Two, I’ve started to like prestige classes less.  So many of them are unbalanced, or sometimes they just aren’t that well thought out.  I will probably be stricter about what prestige classes I allow, so I’m making up for that by giving a lot of variety in classes.&lt;br /&gt;
Characters get one bonus feat that must be chosen from a special list based on their race.&lt;br /&gt;
&lt;br /&gt;
I’ve broken classes down into 3 categories.&lt;br /&gt;
General Classes:&lt;br /&gt;
[[Bard]], [[Druid]], [[Fighter]], [[Ranger]], [[Rogue]], [[Swashbuckler]], [[Scout]], [[Paladin]]/[[Ravage]](evil Paladin)&lt;br /&gt;
And Either [[Sorcerer]] OR [[Wilder]].  Each race will either have [[Sorcerer]] or [[Wilder]] as a choice.  Humans are the only race that can be both.&lt;br /&gt;
&lt;br /&gt;
Special Training Classes:&lt;br /&gt;
[[Wizard]], [[Psion]], [[Soulknife]], [[Cleric]], [[Monk]], [[Warmage]], [[Psychic Warrior]], [[Lurk]], [[Martial]], [[Knight]].&lt;br /&gt;
Each of these classes requires special training.  All races could potentially be any of these classes, but some classes are for more common among some races.  If you are one of these races, you must choose what school or temple you belong to.  It is expected that you still have some ties or loyalty to those schools.  Some schools have greater expectations than others, but they also tend to be the schools that offer the most help.  If you want to have been taught by a private tutor or have no affiliation with any school or temple, you must select “Mentor” as your bonus feat.  The exception to this is if you race gets that class as a favored class.  In that case it is easy to find mentors and tutors and the class is considered general to you.&lt;br /&gt;
&lt;br /&gt;
Limited Classes:&lt;br /&gt;
These classes are limited based on race.  Each race gets a specific class that they can choose.  Also, each race gets two other classes that they can chose from if they pick the appropriate feat.&lt;br /&gt;
The races in parenthesis are the races that must use a feat to select the limited class.&lt;br /&gt;
&lt;br /&gt;
[[Duskblade]]: Elf, (Proudfoot, Dromite)&lt;br /&gt;
 &lt;br /&gt;
[[Artificer]]:  Dwarf (Gnome, Elf)&lt;br /&gt;
&lt;br /&gt;
[[Beguiler]]: Proudfoot (Goblin, Xeph, Gnome)&lt;br /&gt;
&lt;br /&gt;
[[Spirit Shaman]]: Ghostwise (Proudfoot, Kobold)&lt;br /&gt;
&lt;br /&gt;
[[Hexblade]]: ½ Orc, Orc (Dwarf, Lizardfolk)&lt;br /&gt;
&lt;br /&gt;
[[Spellthief]]: Xeph, Kenku (Kobold, Ghostwise)&lt;br /&gt;
&lt;br /&gt;
[[Warlock: Human]]: (Orc, ½ Orc, Goblin, Kenku)&lt;br /&gt;
&lt;br /&gt;
[[Divine Mind]]: Kobold, Lizardfolk (Dromite)&lt;br /&gt;
&lt;br /&gt;
[[Musketeer]]: Gnome (Dwarf)&lt;br /&gt;
&lt;br /&gt;
[[Shadowblade]]: Goblin (Ghostwise, Orc, ½ Orc)&lt;br /&gt;
(use ninja game mechanics, but different concept)&lt;br /&gt;
&lt;br /&gt;
[[Ardent]]: Dromite (Xeph, Lizardfolk)&lt;br /&gt;
&lt;br /&gt;
EDIT:  I forgot to mention [[Favored Souls]].  They will be allowed in the game as well, but the way they fit into my game world will be pretty specific.  And they are not necessarily welcomed by the church of the avatar they are linked to.  I&amp;#039;ll post more about them when I get deeper into the theology.&lt;br /&gt;
&lt;br /&gt;
{{it}}&lt;/div&gt;</summary>
		<author><name>Xypharan</name></author>
		
	</entry>
	<entry>
		<id>https://rocksfall.org/rfwiki/index.php?title=Wilder&amp;diff=3230</id>
		<title>Wilder</title>
		<link rel="alternate" type="text/html" href="https://rocksfall.org/rfwiki/index.php?title=Wilder&amp;diff=3230"/>
		<updated>2007-07-06T18:40:20Z</updated>

		<summary type="html">&lt;p&gt;Xypharan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;It is very difficult for someone to become both a Wilder and a Psion.  They use different parts of their minds to channel the energies and it is exceptionally difficult to learn both.&lt;br /&gt;
&lt;br /&gt;
{{it}}&lt;/div&gt;</summary>
		<author><name>Xypharan</name></author>
		
	</entry>
	<entry>
		<id>https://rocksfall.org/rfwiki/index.php?title=Wilder&amp;diff=3229</id>
		<title>Wilder</title>
		<link rel="alternate" type="text/html" href="https://rocksfall.org/rfwiki/index.php?title=Wilder&amp;diff=3229"/>
		<updated>2007-07-06T18:40:10Z</updated>

		<summary type="html">&lt;p&gt;Xypharan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;It is very difficult for someone to become both a Wilder and a Psion.  They use different parts of their minds to channel the energies and it is exceptionally difficult to learn both.&lt;/div&gt;</summary>
		<author><name>Xypharan</name></author>
		
	</entry>
	<entry>
		<id>https://rocksfall.org/rfwiki/index.php?title=Sorcerer&amp;diff=3228</id>
		<title>Sorcerer</title>
		<link rel="alternate" type="text/html" href="https://rocksfall.org/rfwiki/index.php?title=Sorcerer&amp;diff=3228"/>
		<updated>2007-07-06T18:38:49Z</updated>

		<summary type="html">&lt;p&gt;Xypharan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;See PHB.&lt;br /&gt;
&lt;br /&gt;
There are some changes to the Sorcerer spell list in my game.&lt;br /&gt;
&lt;br /&gt;
It is very difficult for someone to be both a Sorcerer and a Wizard because their techniques are very different.&lt;br /&gt;
&lt;br /&gt;
{{it}}&lt;/div&gt;</summary>
		<author><name>Xypharan</name></author>
		
	</entry>
	<entry>
		<id>https://rocksfall.org/rfwiki/index.php?title=Sorcerer&amp;diff=3227</id>
		<title>Sorcerer</title>
		<link rel="alternate" type="text/html" href="https://rocksfall.org/rfwiki/index.php?title=Sorcerer&amp;diff=3227"/>
		<updated>2007-07-06T18:38:34Z</updated>

		<summary type="html">&lt;p&gt;Xypharan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;See PHB.&lt;br /&gt;
&lt;br /&gt;
There are some changes to the Sorcerer spell list in my game.&lt;br /&gt;
&lt;br /&gt;
It is very difficult for someone to be both a Sorcerer and a Wizard because their techniques are very different.&lt;/div&gt;</summary>
		<author><name>Xypharan</name></author>
		
	</entry>
	<entry>
		<id>https://rocksfall.org/rfwiki/index.php?title=Wilders&amp;diff=3226</id>
		<title>Wilders</title>
		<link rel="alternate" type="text/html" href="https://rocksfall.org/rfwiki/index.php?title=Wilders&amp;diff=3226"/>
		<updated>2007-07-06T18:34:29Z</updated>

		<summary type="html">&lt;p&gt;Xypharan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Wilder]]&lt;/div&gt;</summary>
		<author><name>Xypharan</name></author>
		
	</entry>
	<entry>
		<id>https://rocksfall.org/rfwiki/index.php?title=Sorcerers&amp;diff=3225</id>
		<title>Sorcerers</title>
		<link rel="alternate" type="text/html" href="https://rocksfall.org/rfwiki/index.php?title=Sorcerers&amp;diff=3225"/>
		<updated>2007-07-06T18:33:45Z</updated>

		<summary type="html">&lt;p&gt;Xypharan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Sorcerer]]&lt;/div&gt;</summary>
		<author><name>Xypharan</name></author>
		
	</entry>
	<entry>
		<id>https://rocksfall.org/rfwiki/index.php?title=Interesting_Times:_Character_Creation&amp;diff=3224</id>
		<title>Interesting Times: Character Creation</title>
		<link rel="alternate" type="text/html" href="https://rocksfall.org/rfwiki/index.php?title=Interesting_Times:_Character_Creation&amp;diff=3224"/>
		<updated>2007-07-06T18:33:18Z</updated>

		<summary type="html">&lt;p&gt;Xypharan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Character Creation – Races===&lt;br /&gt;
&lt;br /&gt;
Each race gains one skill that is its class skill, it also gains a bonus feat that must be spent on one of its racial feat or one of the following feats:  &lt;br /&gt;
Any of the feats that give you a +2 bonus to two skills, the Mentor feat, or the World Traveler &lt;br /&gt;
feat.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;If you gain a skill as a class skill at 1st level that you already have as a class skill due to your race or a racial feat, you get a +2 bonus to that skill.&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
&lt;br /&gt;
All races gain Knowledge: Local for the location they start in. &lt;br /&gt;
&lt;br /&gt;
NPC’s can have racism penalties vs specific races.  These penalties are applied vs sense motive and &lt;br /&gt;
&lt;br /&gt;
diplomacy checks against the race, but are also applied against any diplomacy, gather info rolls, sense motive, or performance rolls used on the NPC.  Their innate distrust of other races makes it harder for them to deal with them.  &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Mentor:&amp;#039;&amp;#039;&amp;#039;  You have a mentor or a private tutor that taught you the ways of a skilled class.  As such, you have no connections or duties to any guild or academy.  You may also choose to keep your training a secret.  Your mentor can not adventure with you, but you can still seek them out for advice and more training.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;World Traveler:&amp;#039;&amp;#039;&amp;#039;  You have traveled to many different countries, and are used to the cultures of others.  You gain 2 extra bonus languages, and gain Knowledge: Geography as a class skill.  You may also chose to start with Knowledge: Local for a location other than your own location, although it does not become a class skill for you.  Racism penalties against you are reduced by 1.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;[[Interesting Times:  Humans|Humans]]&amp;#039;&amp;#039;&amp;#039;  As PHB&lt;br /&gt;
-Gain Sense Motive as a Class skill.&lt;br /&gt;
&lt;br /&gt;
-Must pick what lands they originate from.&lt;br /&gt;
&lt;br /&gt;
-Can become both [[sorcerers]] and [[wilders]].&lt;br /&gt;
&lt;br /&gt;
-Racial class: [[Warlock]]&lt;br /&gt;
&lt;br /&gt;
Feats:  &lt;br /&gt;
Culturally acclimated:  You have taken well to your adopted country, and the race of people that live there.  You may take the special racial class for that race, and any racism penalties when dealing with that race are reduced by 2 (to a minimum of 0).&lt;br /&gt;
&lt;br /&gt;
Trades Person:  +100g starting equipment, Gain Appraise and Gather Info as class skills.&lt;br /&gt;
	&lt;br /&gt;
Warlock Blood:  The legacy of the warlocks is strong in you.  You may become a warlock spontaneously and without training (like a sorcerer or wilder).  You have no alignment restrictions on your warlock class and it is considered a bonus favored class for you.&lt;br /&gt;
	&lt;br /&gt;
Skilled:  Gain +5 skill points and chose any two skills to become class skills.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;[[Interesting Times: Elves|Elf]]:&amp;#039;&amp;#039;&amp;#039;  As PHB with the following exception. &lt;br /&gt;
Elves gain +2 Int and –2 Con&lt;br /&gt;
&lt;br /&gt;
-Gain Spot as a class skill&lt;br /&gt;
&lt;br /&gt;
-Can become [[Sorcerers]].&lt;br /&gt;
&lt;br /&gt;
-Racial Class: [[Duskblade]]&lt;br /&gt;
&lt;br /&gt;
Feats:	&lt;br /&gt;
Friend of the Proudfoot:  You are particularly close to the Proudfoot.  You may take their racial class for their race, and any racism penalties when dealing with that race are reduce by 2 (to a minimum of 0)&lt;br /&gt;
	&lt;br /&gt;
Friend of the Dromites:  You are particularly close to the Dromites.  You may take their racial class for their race, and any racism penalties when dealing with that race are reduce by 2 (to a minimum of 0)&lt;br /&gt;
	&lt;br /&gt;
Elven Lore:  You gain K: Arcana, Nature, History as class skills.&lt;br /&gt;
	&lt;br /&gt;
Nobility: You are a member of Elven nobility.  You could potentially gain a seat on the Elven council and you start with +100gp in starting equipment.  K: History, Nobility are class skills for you.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;[[Interesting Times: Dwarves|Dwarf]]:&amp;#039;&amp;#039;&amp;#039;  As PHB&lt;br /&gt;
&lt;br /&gt;
-Gain balance as a class skill.&lt;br /&gt;
&lt;br /&gt;
-Can become [[Wilders]].&lt;br /&gt;
&lt;br /&gt;
-Racial Class: [[Artificer]]&lt;br /&gt;
&lt;br /&gt;
Feats: &lt;br /&gt;
Cliffsman:  You are of one of the clans that neighbor with the Gnomes.  You have aided in their countries defense, and may even join their illustrious musketeers.  You may take their racial class for their race, and any racism penalties when dealing with that race are reduce by 2 (to a minimum of 0) &lt;br /&gt;
	&lt;br /&gt;
By any Means:  You are dedicated to the destruction of Orcs, even if it means learning of their methods.  You may chose the Orcs racial class as your own, gain Orc as a bonus language and gain +1 damage against Orcs.  Racism penalties when dealing with Orcs is increased by 2&lt;br /&gt;
	&lt;br /&gt;
Engineer:  Gain K: Engineering, Dungeoneering as class kills.  Stone cunning racial ability is increased by an additional +2 (to a total of +4).&lt;br /&gt;
	&lt;br /&gt;
Dwarven Armorer:  Max dex bonus in armor increases by +1.  Heavy Shields count as light for class abilities and skills.  If you have the Heavy armor feat you also gain Tower Shields and can use exotic dwarven armors (such as interlocking plate)&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Gnomes:  As PHB&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
-Gain listen as a class skill.&lt;br /&gt;
&lt;br /&gt;
-Can become [[Sorcerer]]&lt;br /&gt;
&lt;br /&gt;
-Racial Class: [[Musketeer]]&lt;br /&gt;
&lt;br /&gt;
Feats:	&lt;br /&gt;
Friend of Dwarves:  You are particularly close to the Dwarves.  You may take their racial class for their race, and any racism penalties when dealing with that race are reduce by 2 (to a minimum of 0)&lt;br /&gt;
	&lt;br /&gt;
Beguilers Guild:  You are a member of the exclusive Beguilers Guild.  You may take Beguiler as a class choice and racism penalties against all races are reduced by 1 (to a minimum of 0).&lt;br /&gt;
	&lt;br /&gt;
Gnomish Bank:  Your family has considerable holdings in the Gnomish bank.  You start with an additional 200gp at start and can spend up to 50gp a month in any city with a gnomish bank for free.  You also have access to the services of the Gnomish Bank.&lt;br /&gt;
	&lt;br /&gt;
Firearms Use:  You have strong ties to the Guild of Musketeers even though you do not have that class.  Firearms are considered martial weapons for you.  However, as a Guild member you are still required to follow all the guild rules or face sanctions.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Proudfoot:	&amp;#039;&amp;#039;&amp;#039;As PHB Halfling&lt;br /&gt;
&lt;br /&gt;
-Gains Spot as a class skill&lt;br /&gt;
&lt;br /&gt;
-Can become [[Sorcerers]]&lt;br /&gt;
&lt;br /&gt;
-Racial Class: [[Beguilers]]&lt;br /&gt;
&lt;br /&gt;
Feats:		&lt;br /&gt;
Friend of Elf:  You are particularly close to the Elves.  You may take their racial class for their race, and any racism penalties when dealing with that race are reduce by 2 (to a minimum of 0)&lt;br /&gt;
		&lt;br /&gt;
Friend of Ghostwise:  You are particularly close to the Ghostwise.  You may take their racial class for their race, and any racism penalties when dealing with that race are reduce by 2 (to a minimum of 0)&lt;br /&gt;
		&lt;br /&gt;
Nomad:  Ride, K: Nature are class skills for you.  Mounted speed is increased by 10’ and any animal you ride gains +4 to resist fatigue when you ride it.&lt;br /&gt;
		&lt;br /&gt;
All for One and One for All:  Gain the swarm fighting feat even if you do not meet the prerequisites.  Gain a +4 moral bonus on Will saves to resist doing something that will cause you to hurt or betray a friend.  (This stacks with other bonuses that may apply)&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Ghostwise:&amp;#039;&amp;#039;&amp;#039;  As PHB with the following changes.  Culture and mannerisms are quite different from PHB Halfling.  Use Forgotten Realms Ghostwise as the base.&lt;br /&gt;
&lt;br /&gt;
-Does NOT gain a +1 to all saving throws.&lt;br /&gt;
&lt;br /&gt;
-Speak without Sound (Su): A ghostwise halfling can communicate telepathically with any creature &lt;br /&gt;
within 20 feet, just as if speaking to him or her.  The halfing can only speak and listen to one person at a time, and he must share a common language with the person or creature he speaks to telepathically, or the telepathic link fails.  &lt;br /&gt;
&lt;br /&gt;
-[[Barbarian]] is their favored class&lt;br /&gt;
&lt;br /&gt;
-Gain Listen as a class skill.&lt;br /&gt;
&lt;br /&gt;
-Racial Class: [[Spirit Shaman]]&lt;br /&gt;
&lt;br /&gt;
-Can become [[Wilder]]&lt;br /&gt;
&lt;br /&gt;
Feats:	&lt;br /&gt;
Friend of the Xeph:  You are particularly close to the Xeph.  You may take their racial class for their race, and any racism penalties when dealing with that race are reduce by 2 (to a minimum of 0)&lt;br /&gt;
	&lt;br /&gt;
Goblin Bane:  You are dedicated to keeping the Goblins out of the Ghostwood.  Even going so far as learning the secrets of their Shadowblades.  You may take the racial class Shadowblade and you gain Goblin as a bonus language.  You gain a +1 moral bonus to damage against Goblins.  Racism penalties when dealing with Goblins is increased by 2.&lt;br /&gt;
	&lt;br /&gt;
Meeting of the Minds:  Your Speak without Sound ability is particularly powerful.  Your range is considered 40 feet and, as a move action, you may allow all Ghostwise within 40 feet to communicate telepathically together.  Everyone can hear and speak to everyone else.  Also, you may include a number of non-Ghostwise equal to your Cha modifier.  This is considered a blessing by the Ghostwise, and they will often expect those that have it to become leaders.  Ghostwise are more willing to follow those that possess this feat.&lt;br /&gt;
	&lt;br /&gt;
Noble Savage:  You understand both the tranquility and the savagery of nature.  This allows you unique insights and world views.  You may ignore alignment restrictions for classes along the Law/Chaos axis.  Survival is also a class skill for you.  Also, you only take ¼ the penalty for feinting against a non-humanoid or animal opponent.  Gain +2 on attempts to domesticate wild animals that you raise from infancy and may use the intimidation skill against animals and creatures of animal intelligence at no penalty.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Orcs:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
- Gain +4 Str, -2 Int, -2 Wis, -2 Cha&lt;br /&gt;
&lt;br /&gt;
- Speed of 30’&lt;br /&gt;
&lt;br /&gt;
- Darkvision 60’&lt;br /&gt;
&lt;br /&gt;
- Light Sensitivity: Orcs are dazzled in bright sunlight or within the radius of a daylight spell.&lt;br /&gt;
&lt;br /&gt;
-Gains either a martial weapon proficiency or an exotic weapon proficiency whose prerequisites they meet.&lt;br /&gt;
&lt;br /&gt;
- Automatic Languages: Common and Orc&lt;br /&gt;
&lt;br /&gt;
-Favored Class: [[Barbarian]]&lt;br /&gt;
&lt;br /&gt;
- Gain Intimidate as a class skill&lt;br /&gt;
&lt;br /&gt;
- Can become a [[Wilder]]&lt;br /&gt;
&lt;br /&gt;
- Racial Class: [[Hexblade]]&lt;br /&gt;
&lt;br /&gt;
Feats: &lt;br /&gt;
Powerful Blood:  For the purposes of class abilities and spells your Cha is considered to be 2 higher.&lt;br /&gt;
&lt;br /&gt;
Friend of Goblins:  You are particularly close to the Goblins.  You may take their racial class for their race, and any racism penalties when dealing with that race are reduce by 2 (to a minimum of 0)&lt;br /&gt;
&lt;br /&gt;
Learned from the Humans:  You have found a human that has taught you the ways of the Warlock.  He may be a mentor to you, or a slave that was forced to teach you by your tribe.  Because you have spent so much time around Humans racism penalties are reduced by 2 (to a minimum of 0)&lt;br /&gt;
&lt;br /&gt;
Diurnal:  You have adjusted to working in bright light.  You lose your light sensitivity special quality and because you can operate during the day or night you have had more time to learn skills.  Gain +4 skill points.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;½ Orcs:&amp;#039;&amp;#039;&amp;#039; As PHB&lt;br /&gt;
&lt;br /&gt;
-Gains either a martial weapon proficiency or an exotic weapon proficiency whose prerequisites they meet.&lt;br /&gt;
&lt;br /&gt;
-Gains intimidate as a class skill.&lt;br /&gt;
&lt;br /&gt;
-Can become a [[Wilder]]&lt;br /&gt;
&lt;br /&gt;
-Racial Class: [[Hexblade]]&lt;br /&gt;
&lt;br /&gt;
Feats:  &lt;br /&gt;
Powerful Blood:  For the purposes of class abilities and spells your Cha is considered to be 2 higher.&lt;br /&gt;
&lt;br /&gt;
Learned from the Humans:  You have found a human that has taught you the ways of the Warlock.  He may be a mentor to you, or a slave that was forced to teach you by your tribe.  Because you have spent so much time around Humans racism penalties are reduced by 2 (to a minimum of 0)&lt;br /&gt;
&lt;br /&gt;
Friend of Goblins:  You are particularly close to the Goblins.  You may take their racial class for their race, and any racism penalties when dealing with that race are reduce by 2 (to a minimum of 0)&lt;br /&gt;
&lt;br /&gt;
Orphan or Bastard:  You did not grow up in Orc lands.  For one reason or another you grew up in a different country, most likely raised by your human parents.  Perhaps your mother was raped in an Orc raid, or your father escaped with you and fled.  All racism penalties for you are reduced by 1 and your favored class is whatever class is highest for you.  Gain 1 bonus language.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Goblin:&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
&lt;br /&gt;
-2 Str, +2 Dex, -2 Cha&lt;br /&gt;
&lt;br /&gt;
-Small size&lt;br /&gt;
&lt;br /&gt;
-30’ move&lt;br /&gt;
&lt;br /&gt;
-Darkvision of 60’&lt;br /&gt;
&lt;br /&gt;
-+4 racial bonus to Move Silently and Ride&lt;br /&gt;
&lt;br /&gt;
-Automatic languages: Goblin and Common&lt;br /&gt;
&lt;br /&gt;
-Gains Move Silently as a class skill&lt;br /&gt;
&lt;br /&gt;
-Can become [[Sorcerers]]&lt;br /&gt;
&lt;br /&gt;
-Racial Class: [[Shadowblade]]&lt;br /&gt;
&lt;br /&gt;
Feats: 	&lt;br /&gt;
Learned from the Humans:  You have found a human that has taught you the ways of the Warlock.  He may be a mentor to you, or a slave that was forced to teach you by your tribe.  Because you have spent so much time around Humans racism penalties are reduced by 2 (to a minimum of 0)&lt;br /&gt;
&lt;br /&gt;
Stolen from the Proudfoot:  a small number of Goblins have stolen the secrets of the &lt;br /&gt;
Beguilers from the Proudfoot.  You have been lucky enough to learn from this secret society.  You may choose Beguiler as a skilled class and you gain +1 to will saves vs enchantment or illusion effects.  Racism penalties against Proudfoot are increased by 2.&lt;br /&gt;
&lt;br /&gt;
Powerful Blood:  For the purposes of class abilities and spells your Cha is considered to be 2 higher.&lt;br /&gt;
&lt;br /&gt;
Beast Rider:  You gain Ride as a class skill.  Furthermore, you only take ¼ the penalty for feinting against a non-humanoid or animal opponent.  Gain +2 on attempts to domesticate wild animals that you raise from infancy and may use the intimidation skill against animals and creatures of animal intelligence at no penalty.  Your level is considered 2 levels higher for determining the abilities of an animal companion or what kind of companion you may have and any animal you train can learn 1 additional trick.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Lizardfolk:&amp;#039;&amp;#039;&amp;#039;  Altered considerably from the Monster Manual.&lt;br /&gt;
&lt;br /&gt;
+2 Dex, -2 Int&lt;br /&gt;
&lt;br /&gt;
-Gains swim as a class ability.&lt;br /&gt;
&lt;br /&gt;
-Special Qualities: Hold breath (see MM), non-prehensile tail (+4 jump, swim, balance)&lt;br /&gt;
&lt;br /&gt;
+2 natural AC&lt;br /&gt;
&lt;br /&gt;
Bite attack 1d4&lt;br /&gt;
&lt;br /&gt;
-Automatic Languages: Common, Draconic&lt;br /&gt;
&lt;br /&gt;
-Favored Class: [[Swashbuckler]]&lt;br /&gt;
&lt;br /&gt;
-Can become Sorcerers.&lt;br /&gt;
&lt;br /&gt;
-Racial Class: Divine Mind&lt;br /&gt;
&lt;br /&gt;
A Lizardfolks feet are considerably different from other races, they tend to walk on their toes rather than the sole of their foot.  As such, a Lizardfolk can not wear boots (even magical boots) meant for another race.  They use leg greaves as their boot slot for magical items made by Lizardfolk.&lt;br /&gt;
&lt;br /&gt;
Feats:	&lt;br /&gt;
Special Cunning:  For the purposes of class abilities and spells and feats your Int is considered to be 2 higher.&lt;br /&gt;
&lt;br /&gt;
Dragon Heritage:  You gain two claw attacks as natural weapons (1d4 damage) and the Multi-attack feat.  You gain +2 on Cha based skills used on creatures of the dragon type.&lt;br /&gt;
&lt;br /&gt;
Secret Society:  You are a member of a secret society of Lizardfolk that do not believe in worshiping dragons.  Indeed they would like to free the Island Draconis and have the Lizardfolk rule themselves.  You may choose Ardent as a skilled class and may become a Wilder as well as a Sorcerer.&lt;br /&gt;
&lt;br /&gt;
Friend of Orcs:  You are particularly close to the Orcs.  You may take their racial class for their race, and any racism penalties when dealing with that race are reduce by 2 (to a minimum of 0)&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Kobold: &amp;#039;&amp;#039;&amp;#039; As MM with some changes&lt;br /&gt;
&lt;br /&gt;
-4 Str, +2 Dex, -2 Con&lt;br /&gt;
&lt;br /&gt;
-small size&lt;br /&gt;
&lt;br /&gt;
-30’ move&lt;br /&gt;
&lt;br /&gt;
-Darkvision 30’&lt;br /&gt;
&lt;br /&gt;
-Racial Skills: +2 on craft (trapmaking), Profession (Miner and Sailor), concentration checks and &lt;br /&gt;
search checks.&lt;br /&gt;
&lt;br /&gt;
+1 natural AC&lt;br /&gt;
&lt;br /&gt;
Special Qualities: Light sensitivity.&lt;br /&gt;
&lt;br /&gt;
-Automatic Languages: Common, Draconic&lt;br /&gt;
&lt;br /&gt;
-Favored Class: [[Sorcerer]]&lt;br /&gt;
&lt;br /&gt;
-Racial Class: [[Divine Mind]]&lt;br /&gt;
&lt;br /&gt;
-Gains Hide as a class skill&lt;br /&gt;
&lt;br /&gt;
Feats:	&lt;br /&gt;
Diurnal:  You have adjusted to working in bright light.  You lose your light sensitivity special quality and because you can operate during the day or night you have had more time to learn skills.  Gain +5 skill points.&lt;br /&gt;
&lt;br /&gt;
The Old Ways:  You pratice the Old Ways of the Kobolds, before they were enslaved and before the Island Draconis became a home to your kin.  You can become a Spirit Shaman, and racism penalties against anyone who practices or believes in the Old Ways are reduced by 2 (to a minimum of 0)&lt;br /&gt;
&lt;br /&gt;
Friend of the Kenku:  You are particularly close to the Kenku.  You may take their racial class for their race, and any racism penalties when dealing with that race are reduce by 2 (to a minimum of 0)&lt;br /&gt;
&lt;br /&gt;
Legacy of Dragons:  Chose one dragon type.  Your scales match that dragon type and you have an affinity for the element of that dragon.  Saves against that element are at +1 (increasing by +1 for every 5 character levels), and the DC for spells cast of that element are at +1.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Xeph:&amp;#039;&amp;#039;&amp;#039;  As Expanded Psionic Handbook&lt;br /&gt;
&lt;br /&gt;
-Gains Survival as a class skill&lt;br /&gt;
&lt;br /&gt;
-Racial Class: [[SpellTheif]]&lt;br /&gt;
&lt;br /&gt;
-Can become a [[Wilder]]&lt;br /&gt;
&lt;br /&gt;
Feats:  &lt;br /&gt;
Friend of the Dromite:  You are particularly close to the Dromite.  You may take their racial class for their race, and any racism penalties when dealing with that race are reduce by 2 (to a minimum of 0)&lt;br /&gt;
&lt;br /&gt;
Friend of the Proudfoot:  You are particularly close to the Proudfoot.  You may take their racial class for their race, and any racism penalties when dealing with that race are reduce by 2 (to a minimum of 0)&lt;br /&gt;
&lt;br /&gt;
Trained Young:  Gain one Fighter feat and +4 HP&lt;br /&gt;
&lt;br /&gt;
Talented Mind:  Gain Psionic Talent feat and one other Xeph or psionic feat.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Kenku:&amp;#039;&amp;#039;&amp;#039;  (As MM 3 with cultural changes)&lt;br /&gt;
&lt;br /&gt;
-Have ability modifiers of +2 Wis, -2 Str (changed from the MM3)&lt;br /&gt;
&lt;br /&gt;
-Gain Bluff as a class skill&lt;br /&gt;
&lt;br /&gt;
-Can become a [[Sorcerer]]&lt;br /&gt;
&lt;br /&gt;
-Racial Class:  [[SpellTheif]]&lt;br /&gt;
&lt;br /&gt;
Feats:  &lt;br /&gt;
Friend of the Ghostwise:  You are particularly close to the Ghostwise.  You may take their racial class for their race, and any racism penalties when dealing with that race are reduce by 2 (to a minimum of 0)&lt;br /&gt;
&lt;br /&gt;
Gift of the Mimic:  Gain Disguise as a class skill.  All penalties to disguise checks are halved.  You may mimic musical instruments and other sounds as well.&lt;br /&gt;
&lt;br /&gt;
Ancient Knowledge:  Gain K: Acana, History, geography as class skills.&lt;br /&gt;
&lt;br /&gt;
Dark Truths:  You know the dark secrets that let you become a Warlock.  The human Warlock tradition is very interesting to you.  The Kenku suspect it has similar origins, but even the humans don’t seem to know.  Racism penalties against humans are reduced by 2 (to a minimum of 0)&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Dromites: &amp;#039;&amp;#039;&amp;#039; (Changed from the Expanded Psionics handbook)&lt;br /&gt;
&lt;br /&gt;
+2 Cha, -2 Str, -2 Wis&lt;br /&gt;
&lt;br /&gt;
-Humanoid&lt;br /&gt;
&lt;br /&gt;
-Size Small&lt;br /&gt;
&lt;br /&gt;
-Land speed 20’&lt;br /&gt;
&lt;br /&gt;
-Naturally Psionic – Gains 1 power point&lt;br /&gt;
&lt;br /&gt;
-Psi-like Ability:  Energy ray 1/day.  Manifester level is equal to ½ HD, Save DC is Cha based.  Each Dromite is from a different caste, Fire, Ice, Glimmer (lightning) and Voice (sonic)  Their energy ray is of the element for their caste.  They also gain energy resistance 5 to that energy type.&lt;br /&gt;
&lt;br /&gt;
-Scent:  Their antennae give a dromite the scent ability.&lt;br /&gt;
&lt;br /&gt;
-Antennae also give them the blindfight feat for free.&lt;br /&gt;
&lt;br /&gt;
-Compound Eyes: gain +2 on spot checks.&lt;br /&gt;
&lt;br /&gt;
Automatic Language: Common and Dromite&lt;br /&gt;
&lt;br /&gt;
Favored class: [[Wilder]]&lt;br /&gt;
&lt;br /&gt;
-Gain Spot as a class skill&lt;br /&gt;
&lt;br /&gt;
-Racial Class: [[Ardent]]&lt;br /&gt;
&lt;br /&gt;
Feats:  &lt;br /&gt;
Friend of the Elf:  You are particularly close to the Elves.  You may take their racial class for their race, and any racism penalties when dealing with that race are reduced by 2 (to a minimum of 0)&lt;br /&gt;
&lt;br /&gt;
Frind of the Kobold:  You have found the Kobolds particularly interesting.  You may take their racial class for their race, and any racism penalties when dealing with that race are reduced by 2 (to a minimum of 0)&lt;br /&gt;
&lt;br /&gt;
Wise Mind:  For the purposes of class abilities and spells your Wis is considered to be 2 higher.&lt;br /&gt;
&lt;br /&gt;
Dual Caste:  You are one of the few Dromites that develop into two castes.  Chose two energy types, you gain energy resistance to both, and you can create a ray of either.  (but still only 1/day)  Other Dromites will take notice of you and will consider you gifted.&lt;br /&gt;
&lt;br /&gt;
Naturally Gifted:  Gain Dromite Ray feat and one other psionic or Dromite feat.&lt;br /&gt;
&lt;br /&gt;
===Character Creation: Classes===&lt;br /&gt;
&lt;br /&gt;
I have a lot of classes available in my game.  I’ve done this for two reasons.  One, I love character creation, I love choice in character creation, so I’ve put a lot of it in my game.  Two, I’ve started to like prestige classes less.  So many of them are unbalanced, or sometimes they just aren’t that well thought out.  I will probably be stricter about what prestige classes I allow, so I’m making up for that by giving a lot of variety in classes.&lt;br /&gt;
Characters get one bonus feat that must be chosen from a special list based on their race.&lt;br /&gt;
&lt;br /&gt;
I’ve broken classes down into 3 categories.&lt;br /&gt;
General Classes:&lt;br /&gt;
[[Bard]], [[Druid]], [[Fighter]], [[Ranger]], [[Rogue]], [[Swashbuckler]], [[Scout]], [[Paladin]]/[[Ravage]](evil Paladin)&lt;br /&gt;
And Either [[Sorcerer]] OR [[Wilder]].  Each race will either have [[Sorcerer]] or [[Wilder]] as a choice.  Humans are the only race that can be both.&lt;br /&gt;
&lt;br /&gt;
Special Training Classes:&lt;br /&gt;
[[Wizard]], [[Psion]], [[Soulknife]], [[Cleric]], [[Monk]], [[Warmage]], [[Psychic Warrior]], [[Lurk]], [[Martial]], [[Knight]].&lt;br /&gt;
Each of these classes requires special training.  All races could potentially be any of these classes, but some classes are for more common among some races.  If you are one of these races, you must choose what school or temple you belong to.  It is expected that you still have some ties or loyalty to those schools.  Some schools have greater expectations than others, but they also tend to be the schools that offer the most help.  If you want to have been taught by a private tutor or have no affiliation with any school or temple, you must select “Mentor” as your bonus feat.  The exception to this is if you race gets that class as a favored class.  In that case it is easy to find mentors and tutors and the class is considered general to you.&lt;br /&gt;
&lt;br /&gt;
Limited Classes:&lt;br /&gt;
These classes are limited based on race.  Each race gets a specific class that they can choose.  Also, each race gets two other classes that they can chose from if they pick the appropriate feat.&lt;br /&gt;
The races in parenthesis are the races that must use a feat to select the limited class.&lt;br /&gt;
&lt;br /&gt;
[[Duskblade]]: Elf, (Proudfoot, Dromite) &lt;br /&gt;
[[Artificer]]:  Dwarf (Gnome, Elf)&lt;br /&gt;
[[Beguiler]]: Proudfoot (Goblin, Xeph, Gnome)&lt;br /&gt;
[[Spirit Shaman]]: Ghostwise (Proudfoot, Kobold)&lt;br /&gt;
[[Hexblade]]: ½ Orc, Orc (Dwarf, Lizardfolk)&lt;br /&gt;
[[Spellthief]]: Xeph, Kenku (Kobold, Ghostwise)&lt;br /&gt;
[[Warlock: Human]]: (Orc, ½ Orc, Goblin, Kenku)&lt;br /&gt;
[[Divine Mind]]: Kobold, Lizardfolk (Dromite)&lt;br /&gt;
[[Musketeer]]: Gnome (Dwarf)&lt;br /&gt;
[[Shadowblade]]: Goblin (Ghostwise, Orc, ½ Orc)&lt;br /&gt;
(use ninja game mechanics, but different concept)&lt;br /&gt;
[[Ardent]]: Dromite (Xeph, Lizardfolk)&lt;br /&gt;
EDIT:  I forgot to mention [[Favored Souls]].  They will be allowed in the game as well, but the way they fit into my game world will be pretty specific.  And they are not necessarily welcomed by the church of the avatar they are linked to.  I&amp;#039;ll post more about them when I get deeper into the theology.&lt;br /&gt;
&lt;br /&gt;
{{it}}&lt;/div&gt;</summary>
		<author><name>Xypharan</name></author>
		
	</entry>
	<entry>
		<id>https://rocksfall.org/rfwiki/index.php?title=Warlock&amp;diff=3223</id>
		<title>Warlock</title>
		<link rel="alternate" type="text/html" href="https://rocksfall.org/rfwiki/index.php?title=Warlock&amp;diff=3223"/>
		<updated>2007-07-06T18:09:19Z</updated>

		<summary type="html">&lt;p&gt;Xypharan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;It is commonly believed that Humans brought the secrets of the Warlock class with them when they arrived 1000 years ago.  The truth is far more sinister, but is only known to a select few Kenku, and even then only the highest ranking know the full story.&lt;br /&gt;
&lt;br /&gt;
It may seem strange at first glance that the Human racial class has alignment restrictions that differ from Human society as a whole, but Warlocks have been part of Human life for as long as any of them can remember.  Humans have very strong superstitions surrounding Warlocks.  Far more than any other magic or psionic class.  It is considered bad luck to lie to a Warlock, or to speak of any of this actions.  This allows Warlocks to move through Human society with far more leniency than anyone else.  At the same time, many Warlocks will help humans when they can.  They know their fearsom reputations grow just as easily by defeating the Human enemies.  The integration of Warlocks into Human society is complicated and has a long history, but it is one of the main reasons why Humans have gained so much ground in Orc and Goblin lands.  A Human Warlock has even become the leader of a great Orc Factions.&lt;br /&gt;
&lt;br /&gt;
{{it}}&lt;/div&gt;</summary>
		<author><name>Xypharan</name></author>
		
	</entry>
	<entry>
		<id>https://rocksfall.org/rfwiki/index.php?title=Warlock&amp;diff=3222</id>
		<title>Warlock</title>
		<link rel="alternate" type="text/html" href="https://rocksfall.org/rfwiki/index.php?title=Warlock&amp;diff=3222"/>
		<updated>2007-07-06T18:09:06Z</updated>

		<summary type="html">&lt;p&gt;Xypharan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;It is commonly believed that Humans brought the secrets of the Warlock class with them when they arrived 1000 years ago.  The truth is far more sinister, but is only known to a select few Kenku, and even then only the highest ranking know the full story.&lt;br /&gt;
&lt;br /&gt;
It may seem strange at first glance that the Human racial class has alignment restrictions that differ from Human society as a whole, but Warlocks have been part of Human life for as long as any of them can remember.  Humans have very strong superstitions surrounding Warlocks.  Far more than any other magic or psionic class.  It is considered bad luck to lie to a Warlock, or to speak of any of this actions.  This allows Warlocks to move through Human society with far more leniency than anyone else.  At the same time, many Warlocks will help humans when they can.  They know their fearsom reputations grow just as easily by defeating the Human enemies.  The integration of Warlocks into Human society is complicated and has a long history, but it is one of the main reasons why Humans have gained so much ground in Orc and Goblin lands.  A Human Warlock has even become the leader of a great Orc Factions.&lt;/div&gt;</summary>
		<author><name>Xypharan</name></author>
		
	</entry>
	<entry>
		<id>https://rocksfall.org/rfwiki/index.php?title=Warlock&amp;diff=3221</id>
		<title>Warlock</title>
		<link rel="alternate" type="text/html" href="https://rocksfall.org/rfwiki/index.php?title=Warlock&amp;diff=3221"/>
		<updated>2007-07-06T18:07:30Z</updated>

		<summary type="html">&lt;p&gt;Xypharan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;It is commonly believed that Humans brought the secrets of the Warlock class with them when they arrived 1000 years ago.  The truth is far more sinister, but is only known to a select few Kenku, and even then only the highest ranking know the full story.&lt;br /&gt;
&lt;br /&gt;
It may seem strange at first glance that the Human racial class has alignment restrictions that differ from Human society as a whole, but Warlocks have been part of Human life for as long as any of them can remember.  Humans have very strong superstitions surrounding Warlocks.  Far more than any other magic or psionic class.  It is considered bad luck to lie to a Warlock, or to speak of any of this actions.  This allows Warlocks to move through Human society with far more leniency than anyone else.  At the same time, many Warlocks will help humans when they can.  They know their fearsom reputations grow just as easily by defeating the Human enemies.  The integration of Warlocks into Human society is complicated and has a long history, but it is one of the main reasons why Humans have gained so much ground in Orc and Goblin lands.  A Human Warlock has even become the leader of a great Orc tribe.&lt;/div&gt;</summary>
		<author><name>Xypharan</name></author>
		
	</entry>
	<entry>
		<id>https://rocksfall.org/rfwiki/index.php?title=Interesting_Times:_Kobolds&amp;diff=3217</id>
		<title>Interesting Times: Kobolds</title>
		<link rel="alternate" type="text/html" href="https://rocksfall.org/rfwiki/index.php?title=Interesting_Times:_Kobolds&amp;diff=3217"/>
		<updated>2007-07-05T21:11:15Z</updated>

		<summary type="html">&lt;p&gt;Xypharan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Personality:===  &lt;br /&gt;
&lt;br /&gt;
Kobolds tend to be meek and cowardly, but they make up for that with cunning and innovation.  After centuries of enslavement they tend to fall into a servants role very easily.  However, those that do find power are said to have found their inner dragon, and can become quite fierce if provoked.&lt;br /&gt;
&lt;br /&gt;
===Physical Description:===  &lt;br /&gt;
&lt;br /&gt;
Kobolds are small lizardlike humanoids with a dog like head.  A Kobold’s scaly skin ranges from dark rusty brown to a rusty black color.  It has red eyes that can seem to glow in firelight.  Its tail is short and nonprehensile.  &lt;br /&gt;
&lt;br /&gt;
===Relations:=== &lt;br /&gt;
&lt;br /&gt;
Kobolds live in groups of extended families called warrens.  They have very close relations with the Lizardfolk and share the same territory.  They have made some headway into relations with the Dromites and their subservient nature has led to good ties with the Kenku.  Some Kobolds still live in Orc lands, and there they are little more than slaves.  Dwarves seem them as an infestation, and few other races take them that seriously.  Its important to note when dealing with Kobolds the importance of food as a symbol of power.  In a Kobold warren, all food is first given to the Patron or Matron of the warren (more often than not a Patron) and they are then responsible to dividing it out.  A Kobold never simply gives someone food.  It is always either as a sign of subservience or dominance.  Many Kobold adventurers chose to keep their food separate from the rest of the party to avoid any misunderstandings.  Likewise, taking food from a Kobold is an act of aggression.&lt;br /&gt;
&lt;br /&gt;
===Alignment:===  &lt;br /&gt;
&lt;br /&gt;
Kobolds tend to be neutral.  They want the best deal for themselves at the least risk.  They lean towards Lawful more than Chaos, and Evil more than Good.&lt;br /&gt;
&lt;br /&gt;
===Kobold Lands:===  &lt;br /&gt;
&lt;br /&gt;
See [[Interesting Times: Lizardfolk|Lizardfolk]].  A female Kobold will not start ovulating until mating has occurred.  But once she stops, she won’t start unless food supplies run out.  Kobold females can produce a very large amount of eggs, but when there bodies shift to an egg producing state it practically incapacitates them and they are dependent on others to feed them.  Needless to say that Kobold females in positions of power do not often chose to mate, nor do Kobold females mate indiscriminately if they have a choice.    This does give Kobolds an unusual method of gaining new territory.  A friendly group of Kobolds can move into an area and set up a peaceful warren.  Then as long as they have good food supplies they can breed and breed until they easily outnumber any other race living in the area.  This has lead to even peaceful Kobold colonies being targeted by other races and forced out of their territories.&lt;br /&gt;
&lt;br /&gt;
===History:===  &lt;br /&gt;
&lt;br /&gt;
Kobolds are a very old race.  Kobolds will remind each other in secret that they were here long before the Halflings or the Elves or any other race.  Unfortunately due to years of slavery and having no land of their own, they have lost most of their history.  Some still practice the Old Ways, just like the Ghostwise and some Elves.  This is the way of living as one with creation, and holding creation itself up as the temple of the Gods.  But with each decade that passes, fewer and fewer practice the old ways.&lt;br /&gt;
With Kizimierz giving them their first taste of real power since the Elves first learned magic, most Kobolds are worshiping him as an Avatar of dragonkind.  Divine Minds have taken over many of the roles of clerics within Kobold society, and although clerics are still tolerated because of their superior healing, it is Divine Minds that are considered the spiritual centre of a Kobold community.&lt;br /&gt;
Now that they have a country of their own, Kobolds are coming up with ingenious ways of bettering themselves.  One idea that has gained a lot of power is the Kobold bank.  The only rival to the Gnomish bank, the KB offers far more anonymity to its clients in exchange for far higher usage fees.  They also tend to give our loans to people with very little collateral, at a much higher rate of interest and with large Lizardmen coming to collect on any over due loans.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{it}}&lt;/div&gt;</summary>
		<author><name>Xypharan</name></author>
		
	</entry>
	<entry>
		<id>https://rocksfall.org/rfwiki/index.php?title=Interesting_Times&amp;diff=3216</id>
		<title>Interesting Times</title>
		<link rel="alternate" type="text/html" href="https://rocksfall.org/rfwiki/index.php?title=Interesting_Times&amp;diff=3216"/>
		<updated>2007-07-05T21:10:15Z</updated>

		<summary type="html">&lt;p&gt;Xypharan: /* Races */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{tocright}}&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;GM:&amp;#039;&amp;#039;&amp;#039; [[User:Xypharan|Rob]]&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;System&amp;#039;&amp;#039;&amp;#039;: d20&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;First session&amp;#039;&amp;#039;&amp;#039;: Forthcoming&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Players&amp;#039;&amp;#039;&amp;#039; (tentative): TBA&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Gametime&amp;#039;&amp;#039;&amp;#039; (projected): TBA&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Latest Info&amp;#039;&amp;#039;&amp;#039; : [[Interesting Times: Latest Info]]&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Character creation&amp;#039;&amp;#039;&amp;#039;: [[Interesting Times: Character Creation]]&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Comments section:&amp;#039;&amp;#039;&amp;#039;  [[Talk:Interesting Times]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Edits:  My theology is rapidly changing from what I have here.  It will still be Gods with people worshiping Avaters of them, but fleshing out the ideas have changed it somewhat.  Also, the Kenku and Xeph entries are changed to show that they come from the west, not the east.&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
First Pass at a new game world.&lt;br /&gt;
So, here is the first enstallement of things about my new gameworld.&lt;br /&gt;
I&amp;#039;m hoping to drum up some interest and see who is into it and who isn&amp;#039;t.&lt;br /&gt;
I&amp;#039;ve done quite a bit of mucking about and changing things but I couldn&amp;#039;t help it. It all just kind of got stuck in a my head and wouldn&amp;#039;t come out until I put it all on paper.&lt;br /&gt;
&lt;br /&gt;
== Basic Outline: ==&lt;br /&gt;
This is a high magic fantasy world, with a small amount of steampunk added in. Magic is prevalent and affects most aspects of life, from trade, healing, warfare. Many races have carved our countries of their own across the main continent, but a few are far newer arrivals.&lt;br /&gt;
Human’s have only occupied this prime-material plane for about 1000 years. They escaped their dieing world and used up great magics to find their way here. They popped up all over the world. In Elf lands, Dwarf lands, Orc lands, and even in less hospitable places, like the middle of the ocean, needless to say, many died just due to were they ended up. Because of the nature of the spell, they appeared with nothing, except a few divine magic items that could make the journey as well. This gave them nothing to start their new lives with, and they had to hard time finding a place for themselves, thrust into other races countries.&lt;br /&gt;
&lt;br /&gt;
1000 years later Humans have no countries of their own, but they have integrated in many different ways into their new found homes. They are slaves in Orc lands, serfs in Gnomelands, and tolerated well in Elf lands. This has had an interesting effect on opening borders far more than expected. A Xeph looks out of place in a dwarf city, and everyone would notice a Halfling in a Goblin city, but Humans are everywhere.&lt;br /&gt;
&lt;br /&gt;
One of the major threats will be the Tyranids (converted from Warhammer 40K) They are an extradimentional menace that sneak in from the astra plane and try and gain a foothold on this plane. If you know of them, great, if you don&amp;#039;t, you won&amp;#039;t have to know them to play this game.&lt;br /&gt;
&lt;br /&gt;
I have set up the game so there are many races and an abundance of class’. To make things a bit easier, these are the books that can be considered “Core” for my game. PHB, PHB2, DMG, Complete Adventurer, Complete Warrior, Complete Arcane, Complete Divine, Expanded Psionics, and Complete Psionics and Spell Compendium. The exception is some of the classes are not being used. I am also using parts of other books, but in general these will be very specific (usually classes) and will listed elsewhere.&lt;br /&gt;
&lt;br /&gt;
I’m not saying you should go out and get these books, or download them, or read them, or that I have any expectation of you ever referencing these books. I’m just telling you what books I looked at when designing my game so you don’t waste time flipping through the Book of Vile Darkness in an attempt to find that perfect spell or feat.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Magic Overview: ==&lt;br /&gt;
&lt;br /&gt;
There are 3 types of magic in my game. Arcane, Divine and Psionic. Arcane pulls magic in from the world around you. Shaping it either through skill, or instinct. Arcane casters feel magic swirling around them, and they must navigate it skillfully or be pulled apart by the tides. Divine magic comes from the gods, and I’ll go into that more detailed later. Psionic magic is based on creating powerful channels in the mind to allow energy to flow. Some psionics channel this energy through the intellectual mind, other through a baser, more emotional part of the mind. Psionicists feel the power coming from within them.&lt;br /&gt;
One change in my game is that Arcane magic is linked to the Ethereal plane and Psionic magic is linked to the Astral plane. Some spell lists will change to reflect this.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Gods and Clerics: ==&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Gods and Clerics:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
Gods are alien and powerful beings that live in other dimensions.  Their power is not based on worshipers, nor can a mere mortal reach godhood.  They are the only beings that can grant divine spells (but Druids gain their power in a special way I’ll talk about later.), and they are a constant throughout the multiverse.  This means that there are not gods specific to a given race, or even to a specific prime material plane.  There are a finite number of gods, but no mortal knows of them all.&lt;br /&gt;
However, because gods are complex beings, it is hard to worship them as a whole.  Therefore clerics devote themselves to an aspect of a God, called an Avatar.  &lt;br /&gt;
&lt;br /&gt;
To most lay people the term “God” and “Avatar” are synonymous.  They don’t not know the complexities of their religion, to them the Avatar is the deity that they know and draw comfort from.  Those that delve deeper in theology come to realize things are far more complex.  For the purposes of this section I will try and use “God” to mean the higher being and “Avatar” to mean the aspect that attracts worshipers.  &lt;br /&gt;
&lt;br /&gt;
I haven’t decided how many of the Gods I will reveal out of game but I’m going to use the God of Conflict as an example of how things work.  Some of this may be subject to change, and as always, I really want players input into this.&lt;br /&gt;
&lt;br /&gt;
[[Interesting Times: Theology]]&lt;br /&gt;
&lt;br /&gt;
==Races==&lt;br /&gt;
&lt;br /&gt;
For the races, I’ve made some changes from the descriptions in the books. For example, elves are not a chaotic race. They value personal freedom, but not at the expense of the whole. I’ve put the average alignment at the end of each description, but people of all alignments can be found among all races.&lt;br /&gt;
&lt;br /&gt;
[[Interesting Times:  Humans|Humans]]: Found in many other countries, but have not countries of their own. Some have adapted well to their new homes, others are jaded outsiders. NG&lt;br /&gt;
&lt;br /&gt;
[[Interesting Times: Elves|Elves]]: Long lived and highly magical, the elves live in harmony with nature, as well as being close friends with the halflings. Thousands of years ago the Elves and dwarves were at war, but that time is over now. LG&lt;br /&gt;
&lt;br /&gt;
[[Interesting Times: Dwarves|Dwarves]]: Hardy and militaristic, the dwarves have been trying to expand their territories. Out of all the races (save perhaps the Dromites) they take the Tyranid threat very seriously. LN&lt;br /&gt;
&lt;br /&gt;
[[Interesting Times: Gnomes|Gnomes]]: Ingenious and wealthy. They welcomed the humans into their lands, but mainly as laborers and workers. They are a democracy, and like to have votes on things, but only Gnomes can get the vote. They are the only race that uses firearms to any great extent. CG&lt;br /&gt;
&lt;br /&gt;
[[Interesting Times: Halflings|Proudfoot Halflings]]: The Proudfoot Halflings are jovial and friendly. They are a partly nomadic people that have defended themselves more with diplomacy than with weapons.&lt;br /&gt;
NG&lt;br /&gt;
&lt;br /&gt;
[[Interesting Times: Halflings|Ghostwise Halflings]]: (from Forgotten Realms setting) More savage and aggressive than the proudfoots, the Ghostwise occupy a great wood that stands on the edge of Halfling territory. They have a very symbiotic relationship with their Proudfoot cousins. CG&lt;br /&gt;
&lt;br /&gt;
[[Interesting Times:  Orcs|Orcs and Half Orcs]]: Both are allowed. Humans and Orcs are the only two species that can interbreed. This came as quite a shock to everyone and even led some Elves to conclude that Humans must be a type of “semi-civilized” Orc. Orcs are cruel and believe that the right to rule is won in combat. Many Half-Orcs follow this philosophy, but others have rejected it completely. CE for Orcs, CN for Half Orcs&lt;br /&gt;
&lt;br /&gt;
[[Interesting Times: Goblins|Goblins]]: Goblins and quick of body and mind and can be quite ruthless. They are constantly trying to steal technology or magic from other races. They have a natural tendency to a “pack” mentality, and will often be quite subservient to a more powerful master. This has allowed Goblins to gain employment outside Goblin lands, as bodyguards, sneak thieves and servants. NE&lt;br /&gt;
&lt;br /&gt;
[[Interesting Times: Lizardfolk|Lizardfolk]]: (I have toned down lizardmen so they are a +0 level adjustment with no racial hit dice.) A primarily see fairing people. They are not known for great intellect, but have a cunning that serves them well. There only major country is the Island Draconis. A volcanic tropical island ruled by a powerful red dragon. CN&lt;br /&gt;
&lt;br /&gt;
[[Interesting Times: Kobolds|Kobolds]]: They have a close kinship to Lizardfolk, sharing rights on the Island Draconis. They are meticulous but somewhat cowardly. They have been enslaved by the Orcs in the past, but found freedom under there new Dragon leader. Some of them even go so far as to worship the dragon as a God, becoming Divine Minds. N&lt;br /&gt;
&lt;br /&gt;
[[Interesting Times: Dromites|Dromites]]: (I have lowered the bonus’ on Dromites so they are a +0 level adjustment.) They are a small hardworking people. The only other race to come to this plane from another, although it was so long ago that the reasons why have been lost. They live in underground hives. Some hives are only connected to the surface world via psionic portals. They are not a very populace race, and tend to be discounted by other races. But they are a powerful psionic race. LN&lt;br /&gt;
&lt;br /&gt;
[[Interesting Times: Xeph|Xeph]]: They Xeph and the Kenku come from across the western ocean. The largest concentration of Xeph close to this continent live in the shadow of a great mountain on a peninsula of the western coast. Nocturnal by nature, Xeph are used to warm arid climates. Quick to laugh, and always full of movement, the Xeph admire subtle beauty and finesse. CG&lt;br /&gt;
&lt;br /&gt;
[[Interesting Times: Kenku|Kenku]]: The Kenku are seen as polite race. Quick to apologize even when its not there fault. But this isn’t really the case. Politeness and appearances are very important to them, but deep inside the can be quite devious. The original spellthieves they prefer to remove an foes ability to do harm, than to harm the foe out right. N&lt;br /&gt;
&lt;br /&gt;
{{game}}{{it}}&lt;/div&gt;</summary>
		<author><name>Xypharan</name></author>
		
	</entry>
	<entry>
		<id>https://rocksfall.org/rfwiki/index.php?title=Interesting_Times:_Latest_Info&amp;diff=3210</id>
		<title>Interesting Times: Latest Info</title>
		<link rel="alternate" type="text/html" href="https://rocksfall.org/rfwiki/index.php?title=Interesting_Times:_Latest_Info&amp;diff=3210"/>
		<updated>2007-07-03T20:56:45Z</updated>

		<summary type="html">&lt;p&gt;Xypharan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Interesting Times]]: Latest Info!!&lt;br /&gt;
===July 3, 2007===&lt;br /&gt;
&lt;br /&gt;
Added Xeph, Orcs, Lizardfolk to the races.  I&amp;#039;m getting very close to allowing character creation to start.&lt;br /&gt;
&lt;br /&gt;
===June 21, 2007===&lt;br /&gt;
[[Interesting Times: naming conventions]] is added.&lt;br /&gt;
&lt;br /&gt;
I changed the Kenku&amp;#039;s racial ability modifiers.  Now there is at least one race with a bonus to each stat.  I changed the Dromites racial feat because I forgot to give them a feat for Divine Mind.&lt;br /&gt;
&lt;br /&gt;
===June 20, 2007===&lt;br /&gt;
&lt;br /&gt;
Added Humans and a very poorly edited version of Halflings to the wiki.&lt;br /&gt;
&lt;br /&gt;
===April 27, 2007===&lt;br /&gt;
&lt;br /&gt;
I answered Mr Cats questions in the the talk section.  I&amp;#039;m going to be pretty busy this weekend, so I may not get to post more until Monday.&lt;br /&gt;
&lt;br /&gt;
===April 25, 2007===&lt;br /&gt;
&lt;br /&gt;
Added [[Interesting Times: Comments]] section to have a space for other people to leave ideas, comments and concerns.&lt;br /&gt;
&lt;br /&gt;
Added [[Interesting Times: Chracter Creation]]  The Spacing is screwed up, but I&amp;#039;ll take care of that soon.  I&amp;#039;ve been using a Wiki for less than 24 hours, so cut me some slack.  I&amp;#039;d like to thank Balthcat for helping me post stuff.  He is the big reason I&amp;#039;m not just sticking all this stuff in my journal.  Cat, if you read this, could you put a link on this page that will bring us back to the Interesting times main page?  I&amp;#039;m not sure how to do that.&lt;br /&gt;
&lt;br /&gt;
===April 24, 2007===&lt;br /&gt;
&lt;br /&gt;
Added [[Interesting Times: Elves]] and [[Interesting Times: Dwarves]] entries.&lt;br /&gt;
Made significant changes to the [[Interesting Times: Theology]] section.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{it}}&lt;/div&gt;</summary>
		<author><name>Xypharan</name></author>
		
	</entry>
	<entry>
		<id>https://rocksfall.org/rfwiki/index.php?title=Interesting_Times:_Lizardfolk&amp;diff=3209</id>
		<title>Interesting Times: Lizardfolk</title>
		<link rel="alternate" type="text/html" href="https://rocksfall.org/rfwiki/index.php?title=Interesting_Times:_Lizardfolk&amp;diff=3209"/>
		<updated>2007-07-03T20:55:25Z</updated>

		<summary type="html">&lt;p&gt;Xypharan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Personality:===&lt;br /&gt;
&lt;br /&gt;
Lizardfolk are quite aggressive but not necessarily cruel.  They often speak crassly and enjoy a good insult or particularly vulgar swear.  However they also tend to respect others that can show they are equally aggressive and a well spoken insult may gain you an ally rather than an enemy.  They respect good craftsmanship but only if it has a practical purpose.  A well made sword, or boat would be important to them, but a painting or a sculpture would not.  Lizardfolk primarily worship dragons as their gods, particularly the great red dragon Kazimierz who is the ruler of the Island Draconis.  They treat their Divine Minds like Clerics within their society.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Physical Description:===  &lt;br /&gt;
&lt;br /&gt;
Lizardfolk are reptilian humanoids that are tall and lean.  Very agile with long supple necks powerful jaws and a long crocodile like tail.  Lizardfolk are omnivores, but tend to like fresh meat.  They are even willing to eat the flesh of other sentient beings as a show of strength.  Their scales are usually green, but there are variations in scales.  Those with red scales are thought to be the fiercest warriors and are favored by the Dragon Lord of their people.&lt;br /&gt;
&lt;br /&gt;
===Relations:===&lt;br /&gt;
&lt;br /&gt;
Lizardfolk society has integrated completely with Kobold society.  Although the Lizardfolk size and demeanor tends to put them in a leadership roll, they learn early on to listen when a Kobold speaks.  It is a common belief among Lizardfolk that it is bad luck to sail without a Kobold on board ship.  Lizardfolk are seen by other races as little better than pirates.  Although this is true in some cases, many Lizardfolk are simply fishermen or sail merchant ships.  The Kobold bank uses Lizardfolk as collection agents, and it’s fairly common for those that can’t pay to have their thumbs bitten off and eaten by the agent.  Dwarves are quite unhappy with the Lizardfolk since they took the land to the south of the Dwarves mountains.  With the war with the Orcs in full swing, they Dwarves were unable to retaliate since it would risk them fighting a war on both fronts.&lt;br /&gt;
Traditionally the Lizardfolk have also harassed the Elven coastline, but with trade becoming more and more profitable, the Lizardfolk have started to move away from piracy and concentrating more on legitimate business.&lt;br /&gt;
&lt;br /&gt;
===Alignment:===  &lt;br /&gt;
&lt;br /&gt;
Lizardfolk tend to be Chaotic Neutral.  They value personal freedom very highly and they do not have the same strong family ties that Elves and Dwarves have.  &lt;br /&gt;
It is important to note however that Kizimierz is himself Lawful Evil, so that does tend to influence how the Lizardfolk behave somewhat.&lt;br /&gt;
&lt;br /&gt;
===Lizardfolk Lands:===  &lt;br /&gt;
&lt;br /&gt;
Lizardfolk lands are the Island Draconis, a volcanic island with vast swamps and jungles, and a small patch of land on the mainland that used to belong to the Dwarves.  The Dwarves still want this land back, as it was their only access to the ocean, but for the moment, it is firmly in the Lizardfolks hands.  It is also important to note that they claim dominion over the waterway between their island and the mainland.  All ships passing through that area are expected to pay a toll, and other countries vessels are not permitted to catch or detain ships in that area.  Pirates frequently use this to their advantage.&lt;br /&gt;
&lt;br /&gt;
===History:===&lt;/div&gt;</summary>
		<author><name>Xypharan</name></author>
		
	</entry>
	<entry>
		<id>https://rocksfall.org/rfwiki/index.php?title=Interesting_Times:_Orcs&amp;diff=3208</id>
		<title>Interesting Times: Orcs</title>
		<link rel="alternate" type="text/html" href="https://rocksfall.org/rfwiki/index.php?title=Interesting_Times:_Orcs&amp;diff=3208"/>
		<updated>2007-07-03T16:44:29Z</updated>

		<summary type="html">&lt;p&gt;Xypharan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Personality:  ===&lt;br /&gt;
&lt;br /&gt;
Orcs are aggressive and easy to anger.  They tend to have a might makes right philosophy that is the center of their culture.  Orcs also tend to fear what they don’t understand.  Destroying it if they can, or avoiding it if they can’t.  Half-Orcs are more tempered than their full blooded brothers and sisters.  Because they often aren’t as strong as full Orcs they have had to rely on some of their human adaptability to get by.  Half-Orc personalities depends a lot on which parent raised them and were they grew up.&lt;br /&gt;
&lt;br /&gt;
===Physical Description:===  &lt;br /&gt;
&lt;br /&gt;
As the PHB and MM.&lt;br /&gt;
&lt;br /&gt;
===Relations:=== &lt;br /&gt;
&lt;br /&gt;
Orc lands are populated by Orcs, Goblins and Kobolds, with Orcs being the dominant race.  Kobolds are practically slaves and most have tried to immigrate from Orc lands into Draconic lands.  Orcs are in constant war with the Dwarves and Gnomes.  Recently the Dwarves have been successfully expanding their borders north.  Orc society is divided into Tribes then Clans then Factions.  There are only 5 remaining Factions of Orcs.  One of which has recently been taken over by a Human of great power.  Orcs often fight amongst themselves, but with the success of the Dwarven campaign against them, they have united more than ever before against their enemies.  Orcs originally enslaved the humans that appeared on their lands, but more and more Humans have gained acceptance among the Orcs, especially spellcasters and clerics.  Human fighters are still seen as weak and Orcs often just refer to all non spellcasting Humans as “farmers”.&lt;br /&gt;
 &lt;br /&gt;
===Alignment:===  &lt;br /&gt;
&lt;br /&gt;
Orcs tend to be chaotic evil.  Raw power and greed is the only thing that can band them together.  It is interesting to note that with the humans providing them with agriculture and a way of providing for themselves without attacking other, Orcs have far more variety in their alignments than they once did.  Half-Orcs vary widely in their alignment depending on their upbringing.  The most prevalent is chaotic neutral, but that is only among those that grow up in Orc lands.&lt;br /&gt;
&lt;br /&gt;
===Orc Lands:===  &lt;br /&gt;
&lt;br /&gt;
The Northern part of Orc lands has very cold and rather long winters.  This has lead the Orcs to fight viciously against the Dwarves and Gnomes for the much better farmland to the south.  There is no real laws in Orc lands, although there is a concept of slavery and who is a slave and who is free.  Orcs don’t tend to enslave themselves, only other races and most Orcs and Half-Orcs can easily consider themselves free.  Most Goblins are also free in Orc lands.  They intelligence and cunning of the Goblins has served the Orcs well in the past.  Orcs have some seagoing ships, but mostly the use crude riverboats to travel along the large river that bisects their country.  &lt;br /&gt;
&lt;br /&gt;
===History:===&lt;br /&gt;
&lt;br /&gt;
Orcs do not keep a very good history.  In fact, there is nothing beyond a myths and legends that dates back further than the arrival of the humans.  Orcs are not interested in the past, they will often tell stories of their fathers or mothers but seldom know many stories of their grandparents.  Now that the humans have begun integrating into their society, they have more books and keep better histories than they used to, but paper isn’t a valued commodity in Orc lands, and humans aren’t that interested in keeping track of what Orcs did.&lt;br /&gt;
&lt;br /&gt;
{{it}}&lt;/div&gt;</summary>
		<author><name>Xypharan</name></author>
		
	</entry>
	<entry>
		<id>https://rocksfall.org/rfwiki/index.php?title=Interesting_Times:_Orcs&amp;diff=3207</id>
		<title>Interesting Times: Orcs</title>
		<link rel="alternate" type="text/html" href="https://rocksfall.org/rfwiki/index.php?title=Interesting_Times:_Orcs&amp;diff=3207"/>
		<updated>2007-07-03T16:44:06Z</updated>

		<summary type="html">&lt;p&gt;Xypharan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Personality:  ===&lt;br /&gt;
&lt;br /&gt;
Orcs are aggressive and easy to anger.  They tend to have a might makes right philosophy that is the center of their culture.  Orcs also tend to fear what they don’t understand.  Destroying it if they can, or avoiding it if they can’t.  Half-Orcs are more tempered than their full blooded brothers and sisters.  Because they often aren’t as strong as full Orcs they have had to rely on some of their human adaptability to get by.  Half-Orc personalities depends a lot on which parent raised them and were they grew up.&lt;br /&gt;
&lt;br /&gt;
===Physical Description:===  &lt;br /&gt;
&lt;br /&gt;
As the PHB and MM.&lt;br /&gt;
&lt;br /&gt;
===Relations:=== &lt;br /&gt;
&lt;br /&gt;
Orc lands are populated by Orcs, Goblins and Kobolds, with Orcs being the dominant race.  Kobolds are practically slaves and most have tried to immigrate from Orc lands into Draconic lands.  Orcs are in constant war with the Dwarves and Gnomes.  Recently the Dwarves have been successfully expanding their borders north.  Orc society is divided into Tribes then Clans then Factions.  There are only 5 remaining Factions of Orcs.  One of which has recently been taken over by a Human of great power.  Orcs often fight amongst themselves, but with the success of the Dwarven campaign against them, they have united more than ever before against their enemies.  Orcs originally enslaved the humans that appeared on their lands, but more and more Humans have gained acceptance among the Orcs, especially spellcasters and clerics.  Human fighters are still seen as weak and Orcs often just refer to all non spellcasting Humans as “farmers”.&lt;br /&gt;
 &lt;br /&gt;
===Alignment:===  &lt;br /&gt;
&lt;br /&gt;
Orcs tend to be chaotic evil.  Raw power and greed is the only thing that can band them together.  It is interesting to note that with the humans providing them with agriculture and a way of providing for themselves without attacking other, Orcs have far more variety in their alignments than they once did.  Half-Orcs vary widely in their alignment depending on their upbringing.  The most prevalent is chaotic neutral, but that is only among those that grow up in Orc lands.&lt;br /&gt;
&lt;br /&gt;
===Orc Lands:===  &lt;br /&gt;
&lt;br /&gt;
The Northern part of Orc lands has very cold and rather long winters.  This has lead the Orcs to fight viciously against the Dwarves and Gnomes for the much better farmland to the south.  There is no real laws in Orc lands, although there is a concept of slavery and who is a slave and who is free.  Orcs don’t tend to enslave themselves, only other races and most Orcs and Half-Orcs can easily consider themselves free.  Most Goblins are also free in Orc lands.  They intelligence and cunning of the Goblins has served the Orcs well in the past.  Orcs have some seagoing ships, but mostly the use crude riverboats to travel along the large river that bisects their country.  &lt;br /&gt;
&lt;br /&gt;
===History:===&lt;br /&gt;
&lt;br /&gt;
Orcs do not keep a very good history.  In fact, there is nothing beyond a myths and legends that dates back further than the arrival of the humans.  Orcs are not interested in the past, they will often tell stories of their fathers or mothers but seldom know many stories of their grandparents.  Now that the humans have begun integrating into their society, they have more books and keep better histories than they used to, but paper isn’t a valued commodity in Orc lands, and humans aren’t that interested in keeping track of what Orcs did.&lt;/div&gt;</summary>
		<author><name>Xypharan</name></author>
		
	</entry>
	<entry>
		<id>https://rocksfall.org/rfwiki/index.php?title=Interesting_Times:_Xeph&amp;diff=3204</id>
		<title>Interesting Times: Xeph</title>
		<link rel="alternate" type="text/html" href="https://rocksfall.org/rfwiki/index.php?title=Interesting_Times:_Xeph&amp;diff=3204"/>
		<updated>2007-06-28T04:32:23Z</updated>

		<summary type="html">&lt;p&gt;Xypharan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Personality:===&lt;br /&gt;
&lt;br /&gt;
Xeph prefer finesse over brute force and subtlety over bluntness.  This is true of how they see combat, art, jokes and almost any other aspect of their lives.  They are quick to welcome people and make friends, but hold fierce grudges when betrayed by someone they trusted.  Xephs are full of energy, but tend to live in the present rather than plan for the future.&lt;br /&gt;
&lt;br /&gt;
===Physical Description:===&lt;br /&gt;
&lt;br /&gt;
Xephs stant about 5’6” tall and are slender in build.  Their Skin is typically brown and their eyes are dark.  Their hair is usually black and straight; some wear it clipped short, while others shave their heads except for a topknot and weave that hair into a single long braid.  It can be hard to tell the Xeph from a Human until you see their eyes.  Xephs eyes are dark all the way through.  With the rest of their eye being the same colour as their iris.&lt;br /&gt;
&lt;br /&gt;
===Relations:===  &lt;br /&gt;
&lt;br /&gt;
The Xeph traveled the ocean with the Kenku, coming from a continent far to the west.  They are very close to the Kenku and understand their ways better than the other races.  Their personalities match well with the Proudfoot and some of them have learned the ways of the Beguiler form them.  Xeph apparently have some Dromite hives in their lands back west and made efforts to seek them out here on this continent.  Recently Xephs have taking a strong liking to sea travel.  This has led to far more contact with Lizardfolk.  This contact has been both friendly and aggressive depending on the ships involved.&lt;br /&gt;
&lt;br /&gt;
===Alignment:===  &lt;br /&gt;
&lt;br /&gt;
Xephs tend fairly strongly towards good rather than evil but only slightly chaos over law.  However they tend to work quite well with people of varying alignments.  The do not tend to expect others to believe as they do.&lt;br /&gt;
&lt;br /&gt;
===Xeph Lands:===  &lt;br /&gt;
&lt;br /&gt;
Xephs on this continent live on a peninsula on the south-west corner of the continent.  Their primary settlement is against the side of a mountain and between the steep mountain and the rainforest canopy very little light gets in.  The Xeph seem to like it that way.  On their native continent they live in deep valleys that get very little sun.  Xeph prefer to be nocturnal in areas that doesn’t have a lot of sun cover.&lt;br /&gt;
&lt;br /&gt;
===History:===  &lt;br /&gt;
&lt;br /&gt;
Xephs do not talk about their history much with outsiders.  What is common is their beautiful songs of travel and exploration.  Xephs claim that they have traveled all over creation and have songs to prove it.  Since each songwriter took a few liberties with the story, Xephs histories are beautiful, but not that accurate.  It is known that they have been on this continent since before the time of the humans, but apparently they don’t have much communication with their ancestral lands.  Some Elder Xephs know the true histories of their people, but it is seldom taught, even to other Xephs.  Only the oldest and wisest Xephs learn what is know as “The Song of Truth”.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Interesting Times: Chracter Creation]]&lt;br /&gt;
&lt;br /&gt;
{{it}}&lt;/div&gt;</summary>
		<author><name>Xypharan</name></author>
		
	</entry>
	<entry>
		<id>https://rocksfall.org/rfwiki/index.php?title=Interesting_Times:_Xeph&amp;diff=3202</id>
		<title>Interesting Times: Xeph</title>
		<link rel="alternate" type="text/html" href="https://rocksfall.org/rfwiki/index.php?title=Interesting_Times:_Xeph&amp;diff=3202"/>
		<updated>2007-06-22T05:01:33Z</updated>

		<summary type="html">&lt;p&gt;Xypharan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Personality:  &lt;br /&gt;
&lt;br /&gt;
Physical Description:  &lt;br /&gt;
&lt;br /&gt;
Relations:  &lt;br /&gt;
&lt;br /&gt;
Alignment:  &lt;br /&gt;
&lt;br /&gt;
Elven Lands:  &lt;br /&gt;
&lt;br /&gt;
History:&lt;/div&gt;</summary>
		<author><name>Xypharan</name></author>
		
	</entry>
	<entry>
		<id>https://rocksfall.org/rfwiki/index.php?title=Interesting_Times:_Latest_Info&amp;diff=3201</id>
		<title>Interesting Times: Latest Info</title>
		<link rel="alternate" type="text/html" href="https://rocksfall.org/rfwiki/index.php?title=Interesting_Times:_Latest_Info&amp;diff=3201"/>
		<updated>2007-06-22T02:03:37Z</updated>

		<summary type="html">&lt;p&gt;Xypharan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Interesting Times]]: Latest Info!!&lt;br /&gt;
===June 21, 2007===&lt;br /&gt;
[[Interesting Times: naming conventions]] is added.&lt;br /&gt;
&lt;br /&gt;
I changed the Kenku&amp;#039;s racial ability modifiers.  Now there is at least one race with a bonus to each stat.  I changed the Dromites racial feat because I forgot to give them a feat for Divine Mind.&lt;br /&gt;
&lt;br /&gt;
===June 20, 2007===&lt;br /&gt;
&lt;br /&gt;
Added Humans and a very poorly edited version of Halflings to the wiki.&lt;br /&gt;
&lt;br /&gt;
===April 27, 2007===&lt;br /&gt;
&lt;br /&gt;
I answered Mr Cats questions in the the talk section.  I&amp;#039;m going to be pretty busy this weekend, so I may not get to post more until Monday.&lt;br /&gt;
&lt;br /&gt;
===April 25, 2007===&lt;br /&gt;
&lt;br /&gt;
Added [[Interesting Times: Comments]] section to have a space for other people to leave ideas, comments and concerns.&lt;br /&gt;
&lt;br /&gt;
Added [[Interesting Times: Chracter Creation]]  The Spacing is screwed up, but I&amp;#039;ll take care of that soon.  I&amp;#039;ve been using a Wiki for less than 24 hours, so cut me some slack.  I&amp;#039;d like to thank Balthcat for helping me post stuff.  He is the big reason I&amp;#039;m not just sticking all this stuff in my journal.  Cat, if you read this, could you put a link on this page that will bring us back to the Interesting times main page?  I&amp;#039;m not sure how to do that.&lt;br /&gt;
&lt;br /&gt;
===April 24, 2007===&lt;br /&gt;
&lt;br /&gt;
Added [[Interesting Times: Elves]] and [[Interesting Times: Dwarves]] entries.&lt;br /&gt;
Made significant changes to the [[Interesting Times: Theology]] section.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{it}}&lt;/div&gt;</summary>
		<author><name>Xypharan</name></author>
		
	</entry>
	<entry>
		<id>https://rocksfall.org/rfwiki/index.php?title=Interesting_Times:_Character_Creation&amp;diff=3200</id>
		<title>Interesting Times: Character Creation</title>
		<link rel="alternate" type="text/html" href="https://rocksfall.org/rfwiki/index.php?title=Interesting_Times:_Character_Creation&amp;diff=3200"/>
		<updated>2007-06-22T02:00:43Z</updated>

		<summary type="html">&lt;p&gt;Xypharan: Changed feats for Dromites, changed attribute bonus for Kenku&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;Character Creation – Races&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Each race gains one skill that is its class skill, it also gains a bonus feat that must be spent on one of its racial feat or one of the following feats:  &lt;br /&gt;
Any of the feats that give you a +2 bonus to two skills, the Mentor feat, or the World Traveler &lt;br /&gt;
feat.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;If you gain a skill as a class skill at 1st level that you already have as a class skill due to your race or a racial feat, you get a +2 bonus to that skill.&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
&lt;br /&gt;
All races gain Knowledge: Local for the location they start in. &lt;br /&gt;
&lt;br /&gt;
NPC’s can have racism penalties vs specific races.  These penalties are applied vs sense motive and &lt;br /&gt;
&lt;br /&gt;
diplomacy checks against the race, but are also applied against any diplomacy, gather info rolls, sense motive, or performance rolls used on the NPC.  Their innate distrust of other races makes it harder for them to deal with them.  &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Mentor:&amp;#039;&amp;#039;&amp;#039;  You have a mentor or a private tutor that taught you the ways of a skilled class.  As such, you have no connections or duties to any guild or academy.  You may also choose to keep your training a secret.  Your mentor can not adventure with you, but you can still seek them out for advice and more training.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;World Traveler:&amp;#039;&amp;#039;&amp;#039;  You have traveled to many different countries, and are used to the cultures of others.  You gain 2 extra bonus languages, and gain Knowledge: Geography as a class skill.  You may also chose to start with Knowledge: Local for a location other than your own location, although it does not become a class skill for you.  Racism penalties against you are reduced by 1.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;[[Interesting Times:  Humans|Humans]]&amp;#039;&amp;#039;&amp;#039;  As PHB&lt;br /&gt;
-Gain Sense Motive as a Class skill.&lt;br /&gt;
&lt;br /&gt;
-Must pick what lands they originate from.&lt;br /&gt;
&lt;br /&gt;
-Can become both sorcerers and wilders.&lt;br /&gt;
&lt;br /&gt;
-Racial class: [[Warlock]]&lt;br /&gt;
&lt;br /&gt;
Feats:  &lt;br /&gt;
Culturally acclimated:  You have taken well to your adopted country, and the race of people that live there.  You may take the special racial class for that race, and any racism penalties when dealing with that race are reduced by 2 (to a minimum of 0).&lt;br /&gt;
&lt;br /&gt;
Trades Person:  +100g starting equipment, Gain Appraise and Gather Info as class skills.&lt;br /&gt;
	&lt;br /&gt;
Warlock Blood:  The legacy of the warlocks is strong in you.  You may become a warlock spontaneously and without training (like a sorcerer or wilder).  You have no alignment restrictions on your warlock class and it is considered a bonus favored class for you.&lt;br /&gt;
	&lt;br /&gt;
Skilled:  Gain +5 skill points and chose any two skills to become class skills.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;[[Interesting Times: Elves|Elf]]:&amp;#039;&amp;#039;&amp;#039;  As PHB with the following exception. &lt;br /&gt;
Elves gain +2 Int and –2 Con&lt;br /&gt;
&lt;br /&gt;
-Gain Spot as a class skill&lt;br /&gt;
&lt;br /&gt;
-Can become sorcerers.&lt;br /&gt;
&lt;br /&gt;
-Racial Class: [[Duskblade]]&lt;br /&gt;
&lt;br /&gt;
Feats:	&lt;br /&gt;
Friend of the Proudfoot:  You are particularly close to the Proudfoot.  You may take their racial class for their race, and any racism penalties when dealing with that race are reduce by 2 (to a minimum of 0)&lt;br /&gt;
	&lt;br /&gt;
Friend of the Dromites:  You are particularly close to the Dromites.  You may take their racial class for their race, and any racism penalties when dealing with that race are reduce by 2 (to a minimum of 0)&lt;br /&gt;
	&lt;br /&gt;
Elven Lore:  You gain K: Arcana, Nature, History as class skills.&lt;br /&gt;
	&lt;br /&gt;
Nobility: You are a member of Elven nobility.  You could potentially gain a seat on the Elven council and you start with +100gp in starting equipment.  K: History, Nobility are class skills for you.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;[[Interesting Times: Dwarves|Dwarf]]:&amp;#039;&amp;#039;&amp;#039;  As PHB&lt;br /&gt;
&lt;br /&gt;
-Gain balance as a class skill.&lt;br /&gt;
&lt;br /&gt;
-Can become wilders.&lt;br /&gt;
&lt;br /&gt;
-Racial Class: [[Artificer]]&lt;br /&gt;
&lt;br /&gt;
Feats: &lt;br /&gt;
Cliffsman:  You are of one of the clans that neighbor with the Gnomes.  You have aided in their countries defense, and may even join their illustrious musketeers.  You may take their racial class for their race, and any racism penalties when dealing with that race are reduce by 2 (to a minimum of 0) &lt;br /&gt;
	&lt;br /&gt;
By any Means:  You are dedicated to the destruction of Orcs, even if it means learning of their methods.  You may chose the Orcs racial class as your own, gain Orc as a bonus language and gain +1 damage against Orcs.  Racism penalties when dealing with Orcs is increased by 2&lt;br /&gt;
	&lt;br /&gt;
Engineer:  Gain K: Engineering, Dungeoneering as class kills.  Stone cunning racial ability is increased by an additional +2 (to a total of +4).&lt;br /&gt;
	&lt;br /&gt;
Dwarven Armorer:  Max dex bonus in armor increases by +1.  Heavy Shields count as light for class abilities and skills.  If you have the Heavy armor feat you also gain Tower Shields and can use exotic dwarven armors (such as interlocking plate)&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Gnomes:  As PHB&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
-Gain listen as a class skill.&lt;br /&gt;
&lt;br /&gt;
-Can become sorcerer&lt;br /&gt;
&lt;br /&gt;
-Racial Class: [[Musketeer]]&lt;br /&gt;
&lt;br /&gt;
Feats:	&lt;br /&gt;
Friend of Dwarves:  You are particularly close to the Dwarves.  You may take their racial class for their race, and any racism penalties when dealing with that race are reduce by 2 (to a minimum of 0)&lt;br /&gt;
	&lt;br /&gt;
Beguilers Guild:  You are a member of the exclusive Beguilers Guild.  You may take Beguiler as a class choice and racism penalties against all races are reduced by 1 (to a minimum of 0).&lt;br /&gt;
	&lt;br /&gt;
Gnomish Bank:  Your family has considerable holdings in the Gnomish bank.  You start with an additional 200gp at start and can spend up to 50gp a month in any city with a gnomish bank for free.  You also have access to the services of the Gnomish Bank.&lt;br /&gt;
	&lt;br /&gt;
Firearms Use:  You have strong ties to the Guild of Musketeers even though you do not have that class.  Firearms are considered martial weapons for you.  However, as a Guild member you are still required to follow all the guild rules or face sanctions.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Proudfoot:	&amp;#039;&amp;#039;&amp;#039;As PHB Halfling&lt;br /&gt;
&lt;br /&gt;
-Gains Spot as a class skill&lt;br /&gt;
&lt;br /&gt;
-Can become Sorcerers&lt;br /&gt;
&lt;br /&gt;
-Racial Class: [[Beguilers]]&lt;br /&gt;
&lt;br /&gt;
Feats:		&lt;br /&gt;
Friend of Elf:  You are particularly close to the Elves.  You may take their racial class for their race, and any racism penalties when dealing with that race are reduce by 2 (to a minimum of 0)&lt;br /&gt;
		&lt;br /&gt;
Friend of Ghostwise:  You are particularly close to the Ghostwise.  You may take their racial class for their race, and any racism penalties when dealing with that race are reduce by 2 (to a minimum of 0)&lt;br /&gt;
		&lt;br /&gt;
Nomad:  Ride, K: Nature are class skills for you.  Mounted speed is increased by 10’ and any animal you ride gains +4 to resist fatigue when you ride it.&lt;br /&gt;
		&lt;br /&gt;
All for One and One for All:  Gain the swarm fighting feat even if you do not meet the prerequisites.  Gain a +4 moral bonus on Will saves to resist doing something that will cause you to hurt or betray a friend.  (This stacks with other bonuses that may apply)&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Ghostwise:&amp;#039;&amp;#039;&amp;#039;  As PHB with the following changes.  Culture and mannerisms are quite different from PHB Halfling.  Use Forgotten Realms Ghostwise as the base.&lt;br /&gt;
&lt;br /&gt;
-Does NOT gain a +1 to all saving throws.&lt;br /&gt;
&lt;br /&gt;
-Speak without Sound (Su): A ghostwise halfling can communicate telepathically with any creature &lt;br /&gt;
within 20 feet, just as if speaking to him or her.  The halfing can only speak and listen to one person at a time, and he must share a common language with the person or creature he speaks to telepathically, or the telepathic link fails.  &lt;br /&gt;
&lt;br /&gt;
-Barbarian is their favored class&lt;br /&gt;
&lt;br /&gt;
-Gain Listen as a class skill.&lt;br /&gt;
&lt;br /&gt;
-Racial Class: [[Spirit Shaman]]&lt;br /&gt;
&lt;br /&gt;
-Can become Wilder&lt;br /&gt;
&lt;br /&gt;
Feats:	&lt;br /&gt;
Friend of the Xeph:  You are particularly close to the Xeph.  You may take their racial class for their race, and any racism penalties when dealing with that race are reduce by 2 (to a minimum of 0)&lt;br /&gt;
	&lt;br /&gt;
Goblin Bane:  You are dedicated to keeping the Goblins out of the Ghostwood.  Even going so far as learning the secrets of their Shadowblades.  You may take the racial class Shadowblade and you gain Goblin as a bonus language.  You gain a +1 moral bonus to damage against Goblins.  Racism penalties when dealing with Goblins is increased by 2.&lt;br /&gt;
	&lt;br /&gt;
Meeting of the Minds:  Your Speak without Sound ability is particularly powerful.  Your range is considered 40 feet and, as a move action, you may allow all Ghostwise within 40 feet to communicate telepathically together.  Everyone can hear and speak to everyone else.  Also, you may include a number of non-Ghostwise equal to your Cha modifier.  This is considered a blessing by the Ghostwise, and they will often expect those that have it to become leaders.  Ghostwise are more willing to follow those that possess this feat.&lt;br /&gt;
	&lt;br /&gt;
Noble Savage:  You understand both the tranquility and the savagery of nature.  This allows you unique insights and world views.  You may ignore alignment restrictions for classes along the Law/Chaos axis.  Survival is also a class skill for you.  Also, you only take ¼ the penalty for feinting against a non-humanoid or animal opponent.  Gain +2 on attempts to domesticate wild animals that you raise from infancy and may use the intimidation skill against animals and creatures of animal intelligence at no penalty.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Orcs:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
- Gain +4 Str, -2 Int, -2 Wis, -2 Cha&lt;br /&gt;
&lt;br /&gt;
- Speed of 30’&lt;br /&gt;
&lt;br /&gt;
- Darkvision 60’&lt;br /&gt;
&lt;br /&gt;
- Light Sensitivity: Orcs are dazzled in bright sunlight or within the radius of a daylight spell.&lt;br /&gt;
&lt;br /&gt;
-Gains either a martial weapon proficiency or an exotic weapon proficiency whose prerequisites they meet.&lt;br /&gt;
&lt;br /&gt;
- Automatic Languages: Common and Orc&lt;br /&gt;
&lt;br /&gt;
-Favored Class: barbarian&lt;br /&gt;
&lt;br /&gt;
- Gain Intimidate as a class skill&lt;br /&gt;
&lt;br /&gt;
- Can become a Wilder&lt;br /&gt;
&lt;br /&gt;
- Racial Class: [[Hexblade]]&lt;br /&gt;
&lt;br /&gt;
Feats: &lt;br /&gt;
Powerful Blood:  For the purposes of class abilities and spells your Cha is considered to be 2 higher.&lt;br /&gt;
&lt;br /&gt;
Friend of Goblins:  You are particularly close to the Goblins.  You may take their racial class for their race, and any racism penalties when dealing with that race are reduce by 2 (to a minimum of 0)&lt;br /&gt;
&lt;br /&gt;
Learned from the Humans:  You have found a human that has taught you the ways of the Warlock.  He may be a mentor to you, or a slave that was forced to teach you by your tribe.  Because you have spent so much time around Humans racism penalties are reduced by 2 (to a minimum of 0)&lt;br /&gt;
&lt;br /&gt;
Diurnal:  You have adjusted to working in bright light.  You lose your light sensitivity special quality and because you can operate during the day or night you have had more time to learn skills.  Gain +4 skill points.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;½ Orcs:&amp;#039;&amp;#039;&amp;#039; As PHB&lt;br /&gt;
&lt;br /&gt;
-Gains either a martial weapon proficiency or an exotic weapon proficiency whose prerequisites they meet.&lt;br /&gt;
&lt;br /&gt;
-Gains intimidate as a class skill.&lt;br /&gt;
&lt;br /&gt;
-Can become a Wilder&lt;br /&gt;
&lt;br /&gt;
-Racial Class: [[Hexblade]]&lt;br /&gt;
&lt;br /&gt;
Feats:  &lt;br /&gt;
Powerful Blood:  For the purposes of class abilities and spells your Cha is considered to be 2 higher.&lt;br /&gt;
&lt;br /&gt;
Learned from the Humans:  You have found a human that has taught you the ways of the Warlock.  He may be a mentor to you, or a slave that was forced to teach you by your tribe.  Because you have spent so much time around Humans racism penalties are reduced by 2 (to a minimum of 0)&lt;br /&gt;
&lt;br /&gt;
Friend of Goblins:  You are particularly close to the Goblins.  You may take their racial class for their race, and any racism penalties when dealing with that race are reduce by 2 (to a minimum of 0)&lt;br /&gt;
&lt;br /&gt;
Orphan or Bastard:  You did not grow up in Orc lands.  For one reason or another you grew up in a different country, most likely raised by your human parents.  Perhaps your mother was raped in an Orc raid, or your father escaped with you and fled.  All racism penalties for you are reduced by 1 and your favored class is whatever class is highest for you.  Gain 1 bonus language.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Goblin:&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
&lt;br /&gt;
-2 Str, +2 Dex, -2 Cha&lt;br /&gt;
&lt;br /&gt;
-Small size&lt;br /&gt;
&lt;br /&gt;
-30’ move&lt;br /&gt;
&lt;br /&gt;
-Darkvision of 60’&lt;br /&gt;
&lt;br /&gt;
-+4 racial bonus to Move Silently and Ride&lt;br /&gt;
&lt;br /&gt;
-Automatic languages: Goblin and Common&lt;br /&gt;
&lt;br /&gt;
-Gains Move Silently as a class skill&lt;br /&gt;
&lt;br /&gt;
-Can become Sorcerers&lt;br /&gt;
&lt;br /&gt;
-Racial Class: [[Shadowblade]]&lt;br /&gt;
&lt;br /&gt;
Feats: 	&lt;br /&gt;
Learned from the Humans:  You have found a human that has taught you the ways of the Warlock.  He may be a mentor to you, or a slave that was forced to teach you by your tribe.  Because you have spent so much time around Humans racism penalties are reduced by 2 (to a minimum of 0)&lt;br /&gt;
&lt;br /&gt;
Stolen from the Proudfoot:  a small number of Goblins have stolen the secrets of the &lt;br /&gt;
Beguilers from the Proudfoot.  You have been lucky enough to learn from this secret society.  You may choose Beguiler as a skilled class and you gain +1 to will saves vs enchantment or illusion effects.  Racism penalties against Proudfoot are increased by 2.&lt;br /&gt;
&lt;br /&gt;
Powerful Blood:  For the purposes of class abilities and spells your Cha is considered to be 2 higher.&lt;br /&gt;
&lt;br /&gt;
Beast Rider:  You gain Ride as a class skill.  Furthermore, you only take ¼ the penalty for feinting against a non-humanoid or animal opponent.  Gain +2 on attempts to domesticate wild animals that you raise from infancy and may use the intimidation skill against animals and creatures of animal intelligence at no penalty.  Your level is considered 2 levels higher for determining the abilities of an animal companion or what kind of companion you may have and any animal you train can learn 1 additional trick.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Lizardfolk:&amp;#039;&amp;#039;&amp;#039;  Altered considerably from the Monster Manual.&lt;br /&gt;
&lt;br /&gt;
+2 Dex, -2 Int&lt;br /&gt;
&lt;br /&gt;
-Gains swim as a class ability.&lt;br /&gt;
&lt;br /&gt;
-Special Qualities: Hold breath (see MM), non-prehensile tail (+4 jump, swim, balance)&lt;br /&gt;
&lt;br /&gt;
+2 natural AC&lt;br /&gt;
&lt;br /&gt;
Bite attack 1d4&lt;br /&gt;
&lt;br /&gt;
-Automatic Languages: Common, Draconic&lt;br /&gt;
&lt;br /&gt;
-Favored Class: [[Swashbuckler]]&lt;br /&gt;
&lt;br /&gt;
-Can become Sorcerers.&lt;br /&gt;
&lt;br /&gt;
-Racial Class: Divine Mind&lt;br /&gt;
&lt;br /&gt;
A Lizardfolks feet are considerably different from other races, they tend to walk on their toes rather than the sole of their foot.  As such, a Lizardfolk can not wear boots (even magical boots) meant for another race.  They use leg greaves as their boot slot for magical items made by Lizardfolk.&lt;br /&gt;
&lt;br /&gt;
Feats:	&lt;br /&gt;
Special Cunning:  For the purposes of class abilities and spells and feats your Int is considered to be 2 higher.&lt;br /&gt;
&lt;br /&gt;
Dragon Heritage:  You gain two claw attacks as natural weapons (1d4 damage) and the Multi-attack feat.  You gain +2 on Cha based skills used on creatures of the dragon type.&lt;br /&gt;
&lt;br /&gt;
Secret Society:  You are a member of a secret society of Lizardfolk that do not believe in worshiping dragons.  Indeed they would like to free the Island Draconis and have the Lizardfolk rule themselves.  You may choose Ardent as a skilled class and may become a Wilder as well as a Sorcerer.&lt;br /&gt;
&lt;br /&gt;
Friend of Orcs:  You are particularly close to the Orcs.  You may take their racial class for their race, and any racism penalties when dealing with that race are reduce by 2 (to a minimum of 0)&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Kobold: &amp;#039;&amp;#039;&amp;#039; As MM with some changes&lt;br /&gt;
&lt;br /&gt;
-4 Str, +2 Dex, -2 Con&lt;br /&gt;
&lt;br /&gt;
-small size&lt;br /&gt;
&lt;br /&gt;
-30’ move&lt;br /&gt;
&lt;br /&gt;
-Darkvision 30’&lt;br /&gt;
&lt;br /&gt;
-Racial Skills: +2 on craft (trapmaking), Profession (Miner and Sailor), concentration checks and &lt;br /&gt;
search checks.&lt;br /&gt;
&lt;br /&gt;
+1 natural AC&lt;br /&gt;
&lt;br /&gt;
Special Qualities: Light sensitivity.&lt;br /&gt;
&lt;br /&gt;
-Automatic Languages: Common, Draconic&lt;br /&gt;
&lt;br /&gt;
-Favored Class: Sorcerer&lt;br /&gt;
&lt;br /&gt;
-Racial Class: [[Divine Mind]]&lt;br /&gt;
&lt;br /&gt;
-Gains Hide as a class skill&lt;br /&gt;
&lt;br /&gt;
Feats:	&lt;br /&gt;
Diurnal:  You have adjusted to working in bright light.  You lose your light sensitivity special quality and because you can operate during the day or night you have had more time to learn skills.  Gain +4 skill points.&lt;br /&gt;
&lt;br /&gt;
The Old Ways:  You pratice the Old Ways of the Kobolds, before they were enslaved and before the Island Draconis became a home to your kin.  You can become a Spirit Shaman, and racism penalties against anyone who practices or believes in the Old Ways are reduced by 2 (to a minimum of 0)&lt;br /&gt;
&lt;br /&gt;
Friend of the Kenku:  You are particularly close to the Kenku.  You may take their racial class for their race, and any racism penalties when dealing with that race are reduce by 2 (to a minimum of 0)&lt;br /&gt;
&lt;br /&gt;
Legacy of Dragons:  Chose one dragon type.  Your scales match that dragon type and you have an affinity for the element of that dragon.  Saves against that element are at +1 (increasing by +1 for every 5 character levels), and the DC for spells cast of that element are at +1.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Xeph:&amp;#039;&amp;#039;&amp;#039;  As Expanded Psionic Handbook&lt;br /&gt;
&lt;br /&gt;
-Gains Survival as a class skill&lt;br /&gt;
&lt;br /&gt;
-Racial Class: [[SpellTheif]]&lt;br /&gt;
&lt;br /&gt;
-Can become a Wilder&lt;br /&gt;
&lt;br /&gt;
Feats:  &lt;br /&gt;
Friend of the Dromite:  You are particularly close to the Dromite.  You may take their racial class for their race, and any racism penalties when dealing with that race are reduce by 2 (to a minimum of 0)&lt;br /&gt;
&lt;br /&gt;
Friend of the Proudfoot:  You are particularly close to the Proudfoot.  You may take their racial class for their race, and any racism penalties when dealing with that race are reduce by 2 (to a minimum of 0)&lt;br /&gt;
&lt;br /&gt;
Trained Young:  Gain one Fighter feat and +4 HP&lt;br /&gt;
&lt;br /&gt;
Talented Mind:  Gain Psionic Talent feat and one other Xeph or psionic feat.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Kenku:&amp;#039;&amp;#039;&amp;#039;  (As MM 3 with cultural changes)&lt;br /&gt;
&lt;br /&gt;
-Have ability modifiers of +2 Wis, -2 Str (changed from the MM3)&lt;br /&gt;
&lt;br /&gt;
-Gain Bluff as a class skill&lt;br /&gt;
&lt;br /&gt;
-Can become a Sorcerer&lt;br /&gt;
&lt;br /&gt;
-Racial Class:  [[SpellTheif]]&lt;br /&gt;
&lt;br /&gt;
Feats:  &lt;br /&gt;
Friend of the Ghostwise:  You are particularly close to the Ghostwise.  You may take their racial class for their race, and any racism penalties when dealing with that race are reduce by 2 (to a minimum of 0)&lt;br /&gt;
&lt;br /&gt;
Gift of the Mimic:  Gain Disguise as a class skill.  All penalties to disguise checks are halved.  You may mimic musical instruments and other sounds as well.&lt;br /&gt;
&lt;br /&gt;
Ancient Knowledge:  Gain K: Acana, History, geography as class skills.&lt;br /&gt;
&lt;br /&gt;
Dark Truths:  You know the dark secrets that let you become a Warlock.  The human Warlock tradition is very interesting to you.  The Kenku suspect it has similar origins, but even the humans don’t seem to know.  Racism penalties against humans are reduced by 2 (to a minimum of 0)&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Dromites: &amp;#039;&amp;#039;&amp;#039; (Changed from the Expanded Psionics handbook)&lt;br /&gt;
&lt;br /&gt;
+2 Cha, -2 Str, -2 Wis&lt;br /&gt;
&lt;br /&gt;
-Humanoid&lt;br /&gt;
&lt;br /&gt;
-Size Small&lt;br /&gt;
&lt;br /&gt;
-Land speed 20’&lt;br /&gt;
&lt;br /&gt;
-Naturally Psionic – Gains 1 power point&lt;br /&gt;
&lt;br /&gt;
-Psi-like Ability:  Energy ray 1/day.  Manifester level is equal to ½ HD, Save DC is Cha based.  Each Dromite is from a different caste, Fire, Ice, Glimmer (lightning) and Voice (sonic)  Their energy ray is of the element for their caste.  They also gain energy resistance 5 to that energy type.&lt;br /&gt;
&lt;br /&gt;
-Scent:  Their antennae give a dromite the scent ability.&lt;br /&gt;
&lt;br /&gt;
-Antennae also give them the blindfight feat for free.&lt;br /&gt;
&lt;br /&gt;
-Compound Eyes: gain +2 on spot checks.&lt;br /&gt;
&lt;br /&gt;
Automatic Language: Common and Dromite&lt;br /&gt;
&lt;br /&gt;
Favored class: Wilder&lt;br /&gt;
&lt;br /&gt;
-Gain Spot as a class skill&lt;br /&gt;
&lt;br /&gt;
-Racial Class: [[Ardent]]&lt;br /&gt;
&lt;br /&gt;
Feats:  &lt;br /&gt;
Friend of the Elf:  You are particularly close to the Elves.  You may take their racial class for their race, and any racism penalties when dealing with that race are reduced by 2 (to a minimum of 0)&lt;br /&gt;
&lt;br /&gt;
Frind of the Kobold:  You have found the Kobolds particularly interesting.  You may take their racial class for their race, and any racism penalties when dealing with that race are reduced by 2 (to a minimum of 0)&lt;br /&gt;
&lt;br /&gt;
Wise Mind:  For the purposes of class abilities and spells your Wis is considered to be 2 higher.&lt;br /&gt;
&lt;br /&gt;
Dual Caste:  You are one of the few Dromites that develop into two castes.  Chose two energy types, you gain energy resistance to both, and you can create a ray of either.  (but still only 1/day)  Other Dromites will take notice of you and will consider you gifted.&lt;br /&gt;
&lt;br /&gt;
Naturally Gifted:  Gain Dromite Ray feat and one other psionic or Dromite feat.&lt;br /&gt;
&lt;br /&gt;
{{it}}&lt;/div&gt;</summary>
		<author><name>Xypharan</name></author>
		
	</entry>
	<entry>
		<id>https://rocksfall.org/rfwiki/index.php?title=Interesting_Times:_Character_Creation&amp;diff=3199</id>
		<title>Interesting Times: Character Creation</title>
		<link rel="alternate" type="text/html" href="https://rocksfall.org/rfwiki/index.php?title=Interesting_Times:_Character_Creation&amp;diff=3199"/>
		<updated>2007-06-22T01:52:54Z</updated>

		<summary type="html">&lt;p&gt;Xypharan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;Character Creation – Races&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Each race gains one skill that is its class skill, it also gains a bonus feat that must be spent on one of its racial feat or one of the following feats:  &lt;br /&gt;
Any of the feats that give you a +2 bonus to two skills, the Mentor feat, or the World Traveler &lt;br /&gt;
feat.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;If you gain a skill as a class skill at 1st level that you already have as a class skill due to your race or a racial feat, you get a +2 bonus to that skill.&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
&lt;br /&gt;
All races gain Knowledge: Local for the location they start in. &lt;br /&gt;
&lt;br /&gt;
NPC’s can have racism penalties vs specific races.  These penalties are applied vs sense motive and &lt;br /&gt;
&lt;br /&gt;
diplomacy checks against the race, but are also applied against any diplomacy, gather info rolls, sense motive, or performance rolls used on the NPC.  Their innate distrust of other races makes it harder for them to deal with them.  &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Mentor:&amp;#039;&amp;#039;&amp;#039;  You have a mentor or a private tutor that taught you the ways of a skilled class.  As such, you have no connections or duties to any guild or academy.  You may also choose to keep your training a secret.  Your mentor can not adventure with you, but you can still seek them out for advice and more training.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;World Traveler:&amp;#039;&amp;#039;&amp;#039;  You have traveled to many different countries, and are used to the cultures of others.  You gain 2 extra bonus languages, and gain Knowledge: Geography as a class skill.  You may also chose to start with Knowledge: Local for a location other than your own location, although it does not become a class skill for you.  Racism penalties against you are reduced by 1.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;[[Interesting Times:  Humans|Humans]]&amp;#039;&amp;#039;&amp;#039;  As PHB&lt;br /&gt;
-Gain Sense Motive as a Class skill.&lt;br /&gt;
&lt;br /&gt;
-Must pick what lands they originate from.&lt;br /&gt;
&lt;br /&gt;
-Can become both sorcerers and wilders.&lt;br /&gt;
&lt;br /&gt;
-Racial class: [[Warlock]]&lt;br /&gt;
&lt;br /&gt;
Feats:  &lt;br /&gt;
Culturally acclimated:  You have taken well to your adopted country, and the race of people that live there.  You may take the special racial class for that race, and any racism penalties when dealing with that race are reduced by 2 (to a minimum of 0).&lt;br /&gt;
&lt;br /&gt;
Trades Person:  +100g starting equipment, Gain Appraise and Gather Info as class skills.&lt;br /&gt;
	&lt;br /&gt;
Warlock Blood:  The legacy of the warlocks is strong in you.  You may become a warlock spontaneously and without training (like a sorcerer or wilder).  You have no alignment restrictions on your warlock class and it is considered a bonus favored class for you.&lt;br /&gt;
	&lt;br /&gt;
Skilled:  Gain +5 skill points and chose any two skills to become class skills.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;[[Interesting Times: Elves|Elf]]:&amp;#039;&amp;#039;&amp;#039;  As PHB with the following exception. &lt;br /&gt;
Elves gain +2 Int and –2 Con&lt;br /&gt;
&lt;br /&gt;
-Gain Spot as a class skill&lt;br /&gt;
&lt;br /&gt;
-Can become sorcerers.&lt;br /&gt;
&lt;br /&gt;
-Racial Class: [[Duskblade]]&lt;br /&gt;
&lt;br /&gt;
Feats:	&lt;br /&gt;
Friend of the Proudfoot:  You are particularly close to the Proudfoot.  You may take their racial class for their race, and any racism penalties when dealing with that race are reduce by 2 (to a minimum of 0)&lt;br /&gt;
	&lt;br /&gt;
Friend of the Dromites:  You are particularly close to the Dromites.  You may take their racial class for their race, and any racism penalties when dealing with that race are reduce by 2 (to a minimum of 0)&lt;br /&gt;
	&lt;br /&gt;
Elven Lore:  You gain K: Arcana, Nature, History as class skills.&lt;br /&gt;
	&lt;br /&gt;
Nobility: You are a member of Elven nobility.  You could potentially gain a seat on the Elven council and you start with +100gp in starting equipment.  K: History, Nobility are class skills for you.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;[[Interesting Times: Dwarves|Dwarf]]:&amp;#039;&amp;#039;&amp;#039;  As PHB&lt;br /&gt;
&lt;br /&gt;
-Gain balance as a class skill.&lt;br /&gt;
&lt;br /&gt;
-Can become wilders.&lt;br /&gt;
&lt;br /&gt;
-Racial Class: [[Artificer]]&lt;br /&gt;
&lt;br /&gt;
Feats: &lt;br /&gt;
Cliffsman:  You are of one of the clans that neighbor with the Gnomes.  You have aided in their countries defense, and may even join their illustrious musketeers.  You may take their racial class for their race, and any racism penalties when dealing with that race are reduce by 2 (to a minimum of 0) &lt;br /&gt;
	&lt;br /&gt;
By any Means:  You are dedicated to the destruction of Orcs, even if it means learning of their methods.  You may chose the Orcs racial class as your own, gain Orc as a bonus language and gain +1 damage against Orcs.  Racism penalties when dealing with Orcs is increased by 2&lt;br /&gt;
	&lt;br /&gt;
Engineer:  Gain K: Engineering, Dungeoneering as class kills.  Stone cunning racial ability is increased by an additional +2 (to a total of +4).&lt;br /&gt;
	&lt;br /&gt;
Dwarven Armorer:  Max dex bonus in armor increases by +1.  Heavy Shields count as light for class abilities and skills.  If you have the Heavy armor feat you also gain Tower Shields and can use exotic dwarven armors (such as interlocking plate)&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Gnomes:  As PHB&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
-Gain listen as a class skill.&lt;br /&gt;
&lt;br /&gt;
-Can become sorcerer&lt;br /&gt;
&lt;br /&gt;
-Racial Class: [[Musketeer]]&lt;br /&gt;
&lt;br /&gt;
Feats:	&lt;br /&gt;
Friend of Dwarves:  You are particularly close to the Dwarves.  You may take their racial class for their race, and any racism penalties when dealing with that race are reduce by 2 (to a minimum of 0)&lt;br /&gt;
	&lt;br /&gt;
Beguilers Guild:  You are a member of the exclusive Beguilers Guild.  You may take Beguiler as a class choice and racism penalties against all races are reduced by 1 (to a minimum of 0).&lt;br /&gt;
	&lt;br /&gt;
Gnomish Bank:  Your family has considerable holdings in the Gnomish bank.  You start with an additional 200gp at start and can spend up to 50gp a month in any city with a gnomish bank for free.  You also have access to the services of the Gnomish Bank.&lt;br /&gt;
	&lt;br /&gt;
Firearms Use:  You have strong ties to the Guild of Musketeers even though you do not have that class.  Firearms are considered martial weapons for you.  However, as a Guild member you are still required to follow all the guild rules or face sanctions.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Proudfoot:	&amp;#039;&amp;#039;&amp;#039;As PHB Halfling&lt;br /&gt;
&lt;br /&gt;
-Gains Spot as a class skill&lt;br /&gt;
&lt;br /&gt;
-Can become Sorcerers&lt;br /&gt;
&lt;br /&gt;
-Racial Class: [[Beguilers]]&lt;br /&gt;
&lt;br /&gt;
Feats:		&lt;br /&gt;
Friend of Elf:  You are particularly close to the Elves.  You may take their racial class for their race, and any racism penalties when dealing with that race are reduce by 2 (to a minimum of 0)&lt;br /&gt;
		&lt;br /&gt;
Friend of Ghostwise:  You are particularly close to the Ghostwise.  You may take their racial class for their race, and any racism penalties when dealing with that race are reduce by 2 (to a minimum of 0)&lt;br /&gt;
		&lt;br /&gt;
Nomad:  Ride, K: Nature are class skills for you.  Mounted speed is increased by 10’ and any animal you ride gains +4 to resist fatigue when you ride it.&lt;br /&gt;
		&lt;br /&gt;
All for One and One for All:  Gain the swarm fighting feat even if you do not meet the prerequisites.  Gain a +4 moral bonus on Will saves to resist doing something that will cause you to hurt or betray a friend.  (This stacks with other bonuses that may apply)&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Ghostwise:&amp;#039;&amp;#039;&amp;#039;  As PHB with the following changes.  Culture and mannerisms are quite different from PHB Halfling.  Use Forgotten Realms Ghostwise as the base.&lt;br /&gt;
&lt;br /&gt;
-Does NOT gain a +1 to all saving throws.&lt;br /&gt;
&lt;br /&gt;
-Speak without Sound (Su): A ghostwise halfling can communicate telepathically with any creature &lt;br /&gt;
within 20 feet, just as if speaking to him or her.  The halfing can only speak and listen to one person at a time, and he must share a common language with the person or creature he speaks to telepathically, or the telepathic link fails.  &lt;br /&gt;
&lt;br /&gt;
-Barbarian is their favored class&lt;br /&gt;
&lt;br /&gt;
-Gain Listen as a class skill.&lt;br /&gt;
&lt;br /&gt;
-Racial Class: [[Spirit Shaman]]&lt;br /&gt;
&lt;br /&gt;
-Can become Wilder&lt;br /&gt;
&lt;br /&gt;
Feats:	&lt;br /&gt;
Friend of the Xeph:  You are particularly close to the Xeph.  You may take their racial class for their race, and any racism penalties when dealing with that race are reduce by 2 (to a minimum of 0)&lt;br /&gt;
	&lt;br /&gt;
Goblin Bane:  You are dedicated to keeping the Goblins out of the Ghostwood.  Even going so far as learning the secrets of their Shadowblades.  You may take the racial class Shadowblade and you gain Goblin as a bonus language.  You gain a +1 moral bonus to damage against Goblins.  Racism penalties when dealing with Goblins is increased by 2.&lt;br /&gt;
	&lt;br /&gt;
Meeting of the Minds:  Your Speak without Sound ability is particularly powerful.  Your range is considered 40 feet and, as a move action, you may allow all Ghostwise within 40 feet to communicate telepathically together.  Everyone can hear and speak to everyone else.  Also, you may include a number of non-Ghostwise equal to your Cha modifier.  This is considered a blessing by the Ghostwise, and they will often expect those that have it to become leaders.  Ghostwise are more willing to follow those that possess this feat.&lt;br /&gt;
	&lt;br /&gt;
Noble Savage:  You understand both the tranquility and the savagery of nature.  This allows you unique insights and world views.  You may ignore alignment restrictions for classes along the Law/Chaos axis.  Survival is also a class skill for you.  Also, you only take ¼ the penalty for feinting against a non-humanoid or animal opponent.  Gain +2 on attempts to domesticate wild animals that you raise from infancy and may use the intimidation skill against animals and creatures of animal intelligence at no penalty.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Orcs:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
- Gain +4 Str, -2 Int, -2 Wis, -2 Cha&lt;br /&gt;
&lt;br /&gt;
- Speed of 30’&lt;br /&gt;
&lt;br /&gt;
- Darkvision 60’&lt;br /&gt;
&lt;br /&gt;
- Light Sensitivity: Orcs are dazzled in bright sunlight or within the radius of a daylight spell.&lt;br /&gt;
&lt;br /&gt;
-Gains either a martial weapon proficiency or an exotic weapon proficiency whose prerequisites they meet.&lt;br /&gt;
&lt;br /&gt;
- Automatic Languages: Common and Orc&lt;br /&gt;
&lt;br /&gt;
-Favored Class: barbarian&lt;br /&gt;
&lt;br /&gt;
- Gain Intimidate as a class skill&lt;br /&gt;
&lt;br /&gt;
- Can become a Wilder&lt;br /&gt;
&lt;br /&gt;
- Racial Class: [[Hexblade]]&lt;br /&gt;
&lt;br /&gt;
Feats: &lt;br /&gt;
Powerful Blood:  For the purposes of class abilities and spells your Cha is considered to be 2 higher.&lt;br /&gt;
&lt;br /&gt;
Friend of Goblins:  You are particularly close to the Goblins.  You may take their racial class for their race, and any racism penalties when dealing with that race are reduce by 2 (to a minimum of 0)&lt;br /&gt;
&lt;br /&gt;
Learned from the Humans:  You have found a human that has taught you the ways of the Warlock.  He may be a mentor to you, or a slave that was forced to teach you by your tribe.  Because you have spent so much time around Humans racism penalties are reduced by 2 (to a minimum of 0)&lt;br /&gt;
&lt;br /&gt;
Diurnal:  You have adjusted to working in bright light.  You lose your light sensitivity special quality and because you can operate during the day or night you have had more time to learn skills.  Gain +4 skill points.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;½ Orcs:&amp;#039;&amp;#039;&amp;#039; As PHB&lt;br /&gt;
&lt;br /&gt;
-Gains either a martial weapon proficiency or an exotic weapon proficiency whose prerequisites they meet.&lt;br /&gt;
&lt;br /&gt;
-Gains intimidate as a class skill.&lt;br /&gt;
&lt;br /&gt;
-Can become a Wilder&lt;br /&gt;
&lt;br /&gt;
-Racial Class: [[Hexblade]]&lt;br /&gt;
&lt;br /&gt;
Feats:  &lt;br /&gt;
Powerful Blood:  For the purposes of class abilities and spells your Cha is considered to be 2 higher.&lt;br /&gt;
&lt;br /&gt;
Learned from the Humans:  You have found a human that has taught you the ways of the Warlock.  He may be a mentor to you, or a slave that was forced to teach you by your tribe.  Because you have spent so much time around Humans racism penalties are reduced by 2 (to a minimum of 0)&lt;br /&gt;
&lt;br /&gt;
Friend of Goblins:  You are particularly close to the Goblins.  You may take their racial class for their race, and any racism penalties when dealing with that race are reduce by 2 (to a minimum of 0)&lt;br /&gt;
&lt;br /&gt;
Orphan or Bastard:  You did not grow up in Orc lands.  For one reason or another you grew up in a different country, most likely raised by your human parents.  Perhaps your mother was raped in an Orc raid, or your father escaped with you and fled.  All racism penalties for you are reduced by 1 and your favored class is whatever class is highest for you.  Gain 1 bonus language.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Goblin:&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
&lt;br /&gt;
-2 Str, +2 Dex, -2 Cha&lt;br /&gt;
&lt;br /&gt;
-Small size&lt;br /&gt;
&lt;br /&gt;
-30’ move&lt;br /&gt;
&lt;br /&gt;
-Darkvision of 60’&lt;br /&gt;
&lt;br /&gt;
-+4 racial bonus to Move Silently and Ride&lt;br /&gt;
&lt;br /&gt;
-Automatic languages: Goblin and Common&lt;br /&gt;
&lt;br /&gt;
-Gains Move Silently as a class skill&lt;br /&gt;
&lt;br /&gt;
-Can become Sorcerers&lt;br /&gt;
&lt;br /&gt;
-Racial Class: [[Shadowblade]]&lt;br /&gt;
&lt;br /&gt;
Feats: 	&lt;br /&gt;
Learned from the Humans:  You have found a human that has taught you the ways of the Warlock.  He may be a mentor to you, or a slave that was forced to teach you by your tribe.  Because you have spent so much time around Humans racism penalties are reduced by 2 (to a minimum of 0)&lt;br /&gt;
&lt;br /&gt;
Stolen from the Proudfoot:  a small number of Goblins have stolen the secrets of the &lt;br /&gt;
Beguilers from the Proudfoot.  You have been lucky enough to learn from this secret society.  You may choose Beguiler as a skilled class and you gain +1 to will saves vs enchantment or illusion effects.  Racism penalties against Proudfoot are increased by 2.&lt;br /&gt;
&lt;br /&gt;
Powerful Blood:  For the purposes of class abilities and spells your Cha is considered to be 2 higher.&lt;br /&gt;
&lt;br /&gt;
Beast Rider:  You gain Ride as a class skill.  Furthermore, you only take ¼ the penalty for feinting against a non-humanoid or animal opponent.  Gain +2 on attempts to domesticate wild animals that you raise from infancy and may use the intimidation skill against animals and creatures of animal intelligence at no penalty.  Your level is considered 2 levels higher for determining the abilities of an animal companion or what kind of companion you may have and any animal you train can learn 1 additional trick.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Lizardfolk:&amp;#039;&amp;#039;&amp;#039;  Altered considerably from the Monster Manual.&lt;br /&gt;
&lt;br /&gt;
+2 Dex, -2 Int&lt;br /&gt;
&lt;br /&gt;
-Gains swim as a class ability.&lt;br /&gt;
&lt;br /&gt;
-Special Qualities: Hold breath (see MM), non-prehensile tail (+4 jump, swim, balance)&lt;br /&gt;
&lt;br /&gt;
+2 natural AC&lt;br /&gt;
&lt;br /&gt;
Bite attack 1d4&lt;br /&gt;
&lt;br /&gt;
-Automatic Languages: Common, Draconic&lt;br /&gt;
&lt;br /&gt;
-Favored Class: [[Swashbuckler]]&lt;br /&gt;
&lt;br /&gt;
-Can become Sorcerers.&lt;br /&gt;
&lt;br /&gt;
-Racial Class: Divine Mind&lt;br /&gt;
&lt;br /&gt;
A Lizardfolks feet are considerably different from other races, they tend to walk on their toes rather than the sole of their foot.  As such, a Lizardfolk can not wear boots (even magical boots) meant for another race.  They use leg greaves as their boot slot for magical items made by Lizardfolk.&lt;br /&gt;
&lt;br /&gt;
Feats:	&lt;br /&gt;
Special Cunning:  For the purposes of class abilities and spells and feats your Int is considered to be 2 higher.&lt;br /&gt;
&lt;br /&gt;
Dragon Heritage:  You gain two claw attacks as natural weapons (1d4 damage) and the Multi-attack feat.  You gain +2 on Cha based skills used on creatures of the dragon type.&lt;br /&gt;
&lt;br /&gt;
Secret Society:  You are a member of a secret society of Lizardfolk that do not believe in worshiping dragons.  Indeed they would like to free the Island Draconis and have the Lizardfolk rule themselves.  You may choose Ardent as a skilled class and may become a Wilder as well as a Sorcerer.&lt;br /&gt;
&lt;br /&gt;
Friend of Orcs:  You are particularly close to the Orcs.  You may take their racial class for their race, and any racism penalties when dealing with that race are reduce by 2 (to a minimum of 0)&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Kobold: &amp;#039;&amp;#039;&amp;#039; As MM with some changes&lt;br /&gt;
&lt;br /&gt;
-4 Str, +2 Dex, -2 Con&lt;br /&gt;
&lt;br /&gt;
-small size&lt;br /&gt;
&lt;br /&gt;
-30’ move&lt;br /&gt;
&lt;br /&gt;
-Darkvision 30’&lt;br /&gt;
&lt;br /&gt;
-Racial Skills: +2 on craft (trapmaking), Profession (Miner and Sailor), concentration checks and &lt;br /&gt;
search checks.&lt;br /&gt;
&lt;br /&gt;
+1 natural AC&lt;br /&gt;
&lt;br /&gt;
Special Qualities: Light sensitivity.&lt;br /&gt;
&lt;br /&gt;
-Automatic Languages: Common, Draconic&lt;br /&gt;
&lt;br /&gt;
-Favored Class: Sorcerer&lt;br /&gt;
&lt;br /&gt;
-Racial Class: [[Divine Mind]]&lt;br /&gt;
&lt;br /&gt;
-Gains Hide as a class skill&lt;br /&gt;
&lt;br /&gt;
Feats:	&lt;br /&gt;
Diurnal:  You have adjusted to working in bright light.  You lose your light sensitivity special quality and because you can operate during the day or night you have had more time to learn skills.  Gain +4 skill points.&lt;br /&gt;
&lt;br /&gt;
The Old Ways:  You pratice the Old Ways of the Kobolds, before they were enslaved and before the Island Draconis became a home to your kin.  You can become a Spirit Shaman, and racism penalties against anyone who practices or believes in the Old Ways are reduced by 2 (to a minimum of 0)&lt;br /&gt;
&lt;br /&gt;
Friend of the Kenku:  You are particularly close to the Kenku.  You may take their racial class for their race, and any racism penalties when dealing with that race are reduce by 2 (to a minimum of 0)&lt;br /&gt;
&lt;br /&gt;
Legacy of Dragons:  Chose one dragon type.  Your scales match that dragon type and you have an affinity for the element of that dragon.  Saves against that element are at +1 (increasing by +1 for every 5 character levels), and the DC for spells cast of that element are at +1.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Xeph:&amp;#039;&amp;#039;&amp;#039;  As Expanded Psionic Handbook&lt;br /&gt;
&lt;br /&gt;
-Gains Survival as a class skill&lt;br /&gt;
&lt;br /&gt;
-Racial Class: [[SpellTheif]]&lt;br /&gt;
&lt;br /&gt;
-Can become a Wilder&lt;br /&gt;
&lt;br /&gt;
Feats:  &lt;br /&gt;
Friend of the Dromite:  You are particularly close to the Dromite.  You may take their racial class for their race, and any racism penalties when dealing with that race are reduce by 2 (to a minimum of 0)&lt;br /&gt;
&lt;br /&gt;
Friend of the Proudfoot:  You are particularly close to the Proudfoot.  You may take their racial class for their race, and any racism penalties when dealing with that race are reduce by 2 (to a minimum of 0)&lt;br /&gt;
&lt;br /&gt;
Trained Young:  Gain one Fighter feat and +4 HP&lt;br /&gt;
&lt;br /&gt;
Talented Mind:  Gain Psionic Talent feat and one other Xeph or psionic feat.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Kenku:&amp;#039;&amp;#039;&amp;#039;  (As MM 3 with cultural changes)&lt;br /&gt;
&lt;br /&gt;
-Have ability modifiers of +2 Wis, -2 Str (changed from the MM3)&lt;br /&gt;
&lt;br /&gt;
-Gain Bluff as a class skill&lt;br /&gt;
&lt;br /&gt;
-Can become a Sorcerer&lt;br /&gt;
&lt;br /&gt;
-Racial Class:  [[SpellTheif]]&lt;br /&gt;
&lt;br /&gt;
Feats:  &lt;br /&gt;
Friend of the Ghostwise:  You are particularly close to the Ghostwise.  You may take their racial class for their race, and any racism penalties when dealing with that race are reduce by 2 (to a minimum of 0)&lt;br /&gt;
&lt;br /&gt;
Gift of the Mimic:  Gain Disguise as a class skill.  All penalties to disguise checks are halved.  You may mimic musical instruments and other sounds as well.&lt;br /&gt;
&lt;br /&gt;
Ancient Knowledge:  Gain K: Acana, History, geography as class skills.&lt;br /&gt;
&lt;br /&gt;
Dark Truths:  You know the dark secrets that let you become a Warlock.  The human Warlock tradition is very interesting to you.  The Kenku suspect it has similar origins, but even the humans don’t seem to know.  Racism penalties against humans are reduced by 2 (to a minimum of 0)&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Dromites: &amp;#039;&amp;#039;&amp;#039; (Changed from the Expanded Psionics handbook)&lt;br /&gt;
&lt;br /&gt;
+2 Cha, -2 Str, -2 Wis&lt;br /&gt;
&lt;br /&gt;
-Humanoid&lt;br /&gt;
&lt;br /&gt;
-Size Small&lt;br /&gt;
&lt;br /&gt;
-Land speed 20’&lt;br /&gt;
&lt;br /&gt;
-Naturally Psionic – Gains 1 power point&lt;br /&gt;
&lt;br /&gt;
-Psi-like Ability:  Energy ray 1/day.  Manifester level is equal to ½ HD, Save DC is Cha based.  Each Dromite is from a different caste, Fire, Ice, Glimmer (lightning) and Voice (sonic)  Their energy ray is of the element for their caste.  They also gain energy resistance 5 to that energy type.&lt;br /&gt;
&lt;br /&gt;
-Scent:  Their antennae give a dromite the scent ability.&lt;br /&gt;
&lt;br /&gt;
-Antennae also give them the blindfight feat for free.&lt;br /&gt;
&lt;br /&gt;
-Compound Eyes: gain +2 on spot checks.&lt;br /&gt;
&lt;br /&gt;
Automatic Language: Common and Dromite&lt;br /&gt;
&lt;br /&gt;
Favored class: Wilder&lt;br /&gt;
&lt;br /&gt;
-Gain Spot as a class skill&lt;br /&gt;
&lt;br /&gt;
-Racial Class: [[Ardent]]&lt;br /&gt;
&lt;br /&gt;
Feats:  &lt;br /&gt;
Friend of the Elf:  You are particularly close to the Elves.  You may take their racial class for their race, and any racism penalties when dealing with that race are reduce by 2 (to a minimum of 0)&lt;br /&gt;
&lt;br /&gt;
Wise Mind:  For the purposes of class abilities and spells your Wis is considered to be 2 higher.&lt;br /&gt;
&lt;br /&gt;
Dual Caste:  You are one of the few Dromites that develop into two castes.  Chose two energy types, you gain energy resistance to both, and you can create a ray of either.  (but still only 1/day)  Other Dromites will take notice of you and will consider you gifted.&lt;br /&gt;
&lt;br /&gt;
Naturally Gifted:  Gain Dromite Ray feat and one other psionic or Dromite feat.&lt;br /&gt;
&lt;br /&gt;
{{it}}&lt;/div&gt;</summary>
		<author><name>Xypharan</name></author>
		
	</entry>
	<entry>
		<id>https://rocksfall.org/rfwiki/index.php?title=Interesting_Times:_Naming_conventions&amp;diff=3198</id>
		<title>Interesting Times: Naming conventions</title>
		<link rel="alternate" type="text/html" href="https://rocksfall.org/rfwiki/index.php?title=Interesting_Times:_Naming_conventions&amp;diff=3198"/>
		<updated>2007-06-22T01:26:18Z</updated>

		<summary type="html">&lt;p&gt;Xypharan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;So, Curtana sugested I should pick a area of the world for each race for names.  That way allt he gnomes have similar names, same with Elves, Orcs etc.&lt;br /&gt;
&lt;br /&gt;
So here is what I&amp;#039;ve come up with so far.  Let me know what people think.&lt;br /&gt;
&lt;br /&gt;
Elves: Tolkien type Elf names&lt;br /&gt;
&lt;br /&gt;
Dwarves: Tolkien type Dwarf names.&lt;br /&gt;
&lt;br /&gt;
Proudfoot: Celtic&lt;br /&gt;
&lt;br /&gt;
Ghostwise: Welsh&lt;br /&gt;
&lt;br /&gt;
Gnomes: Spanish&lt;br /&gt;
&lt;br /&gt;
Orcs: Slavic&lt;br /&gt;
&lt;br /&gt;
Lizardfolk: Italian&lt;br /&gt;
&lt;br /&gt;
Kobolds: Scicilian&lt;br /&gt;
&lt;br /&gt;
Xephs: Fraci Persian&lt;br /&gt;
&lt;br /&gt;
Kenku: Japanese&lt;br /&gt;
&lt;br /&gt;
Dromtie: Instead of picking a real world language to base there names off, I want to go with insectoid sounding names, the the Thri-kreen and such.&lt;br /&gt;
&lt;br /&gt;
Goblin: Greek.&lt;br /&gt;
&lt;br /&gt;
Humans: Swahili&lt;br /&gt;
&lt;br /&gt;
This is one area were I&amp;#039;d really like some feedback from people.  Naming is something I always have trouble with.&lt;/div&gt;</summary>
		<author><name>Xypharan</name></author>
		
	</entry>
	<entry>
		<id>https://rocksfall.org/rfwiki/index.php?title=Interesting_Times:_Naming_conventions&amp;diff=3197</id>
		<title>Interesting Times: Naming conventions</title>
		<link rel="alternate" type="text/html" href="https://rocksfall.org/rfwiki/index.php?title=Interesting_Times:_Naming_conventions&amp;diff=3197"/>
		<updated>2007-06-22T01:25:53Z</updated>

		<summary type="html">&lt;p&gt;Xypharan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;So, Curtana sugested I should pick a area of the world for each race for names.  That way allt he gnomes have similar names, same with Elves, Orcs etc.&lt;br /&gt;
&lt;br /&gt;
So here is what I&amp;#039;ve come up with so far.  Let me know what people think.&lt;br /&gt;
&lt;br /&gt;
Elves: Tolkien type Elf names&lt;br /&gt;
Dwarves: Tolkien type Dwarf names.&lt;br /&gt;
Proudfoot: Celtic&lt;br /&gt;
Ghostwise: Welsh&lt;br /&gt;
Gnomes: Spanish&lt;br /&gt;
Orcs: Slavic&lt;br /&gt;
Lizardfolk: Italian&lt;br /&gt;
Kobolds: Scicilian&lt;br /&gt;
Xephs: Fraci Persian&lt;br /&gt;
Kenku: Japanese&lt;br /&gt;
Dromtie: Instead of picking a real world language to base there names off, I want to go with insectoid sounding names, the the Thri-kreen and such.&lt;br /&gt;
Goblin: Greek.&lt;br /&gt;
Humans: Swahili&lt;br /&gt;
&lt;br /&gt;
This is one area were I&amp;#039;d really like some feedback from people.  Naming is something I always have trouble with.&lt;/div&gt;</summary>
		<author><name>Xypharan</name></author>
		
	</entry>
	<entry>
		<id>https://rocksfall.org/rfwiki/index.php?title=Interesting_Times:_Latest_Info&amp;diff=3196</id>
		<title>Interesting Times: Latest Info</title>
		<link rel="alternate" type="text/html" href="https://rocksfall.org/rfwiki/index.php?title=Interesting_Times:_Latest_Info&amp;diff=3196"/>
		<updated>2007-06-22T01:18:17Z</updated>

		<summary type="html">&lt;p&gt;Xypharan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Interesting Times]]: Latest Info!!&lt;br /&gt;
===June 21, 2007===&lt;br /&gt;
[[Interesting Times: naming conventions]] is added.&lt;br /&gt;
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===June 20, 2007===&lt;br /&gt;
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Added Humans and a very poorly edited version of Halflings to the wiki.&lt;br /&gt;
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===April 27, 2007===&lt;br /&gt;
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I answered Mr Cats questions in the the talk section.  I&amp;#039;m going to be pretty busy this weekend, so I may not get to post more until Monday.&lt;br /&gt;
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===April 25, 2007===&lt;br /&gt;
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Added [[Interesting Times: Comments]] section to have a space for other people to leave ideas, comments and concerns.&lt;br /&gt;
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Added [[Interesting Times: Chracter Creation]]  The Spacing is screwed up, but I&amp;#039;ll take care of that soon.  I&amp;#039;ve been using a Wiki for less than 24 hours, so cut me some slack.  I&amp;#039;d like to thank Balthcat for helping me post stuff.  He is the big reason I&amp;#039;m not just sticking all this stuff in my journal.  Cat, if you read this, could you put a link on this page that will bring us back to the Interesting times main page?  I&amp;#039;m not sure how to do that.&lt;br /&gt;
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===April 24, 2007===&lt;br /&gt;
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Added [[Interesting Times: Elves]] and [[Interesting Times: Dwarves]] entries.&lt;br /&gt;
Made significant changes to the [[Interesting Times: Theology]] section.&lt;br /&gt;
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{{it}}&lt;/div&gt;</summary>
		<author><name>Xypharan</name></author>
		
	</entry>
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