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	<updated>2026-05-05T14:02:54Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Elf,Sereg&amp;diff=40953</id>
		<title>Elf,Sereg</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Elf,Sereg&amp;diff=40953"/>
		<updated>2014-01-17T17:33:24Z</updated>

		<summary type="html">&lt;p&gt;TripleAught: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;'''Racial Groups:''' {{RacialGroups}}&amp;lt;/center&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;'''Races:''' {{Races}}&amp;lt;/center&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;'''Elven Races:''' {{ElvenRaces}}&amp;lt;/center&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== PC Statistics ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;&lt;br /&gt;
'''ANNOUNCEMENT: Sereg'wethrin are no longer available as a playable race. This page will be left up for current players and archival reasons.'''&lt;br /&gt;
&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Base Race:''' [[Elf]]&lt;br /&gt;
&lt;br /&gt;
'''ECL:''' 1&lt;br /&gt;
&lt;br /&gt;
'''Ability Score Modifiers:''' +6 Dex, -2 Wis, -4 Cha&lt;br /&gt;
&lt;br /&gt;
'''Feats:'''&lt;br /&gt;
* [[NWN:Darkvision|Darkvision]]&lt;br /&gt;
* [[NWN:Favored Enemy|Favoured Enemy (Humans)]]&lt;br /&gt;
* [[NWN:Hardiness vs. Enchantments|Hardiness vs. Enchantments]]&lt;br /&gt;
* [[NWN:Immunity to Sleep|Sleeplessness]]&lt;br /&gt;
* [[NWN:Keen Sense|Keen Senses]]&lt;br /&gt;
* [[NWN:Skill Affinity (Listen)|Skill Affinity: Listen]]&lt;br /&gt;
* [[NWN:Skill Affinity (Search)|Skill Affinity: Search]]&lt;br /&gt;
* [[NWN:Skill Affinity (Spot)|Skill Affinity: Spot]]&lt;br /&gt;
* [[NWN:Weapon proficiency (elf)|Weapon Proficiency: Elf]]&lt;br /&gt;
&lt;br /&gt;
'''Favored Class:''' [[Wizard]] &lt;br /&gt;
&lt;br /&gt;
'''Notes:'''&lt;br /&gt;
* Sereg'wethrin can only be created in the [[Underdark]] server&lt;br /&gt;
* All Sereg'wethrin have black skin and hair through the character creation process&lt;br /&gt;
* Sereg'wethrin can take the [[Arcane Archer]] class&lt;br /&gt;
* All Sereg'wethrin '''MUST''' be male, it is not possible to create a female Sereg'wethrin and playing a female Sereg'wethrin is considered '''[[Rules:Specific_Rules:Cheesing|cheesing]]'''.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
Long ago, the [[Elf|elven]] nation of [[T'Nanshi]] created a secret elite black ops fighting force to fight against the [[Orc|Orcs]] in [[The Great War|the Great War]]. Much later, in the not too recent past, the name for this race became synonymous with the [[Elf, Drangonari|Drangonari]] word for &amp;quot;assassin&amp;quot;, i.e. Sereg'wethrin. The different specializations within this force were also given Drangonari designations during this time period.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, before they were deployed, the Great War ended with the explosive destruction of all Orc mages. Without a purpose, the Sereg'wethrin force was relegated to training and minor operations with limited scope.&lt;br /&gt;
&lt;br /&gt;
Initially, the Sereg'wethrin were normal elven soldiers. The soldiers participated in voluntary magical conditioning that enhanced their abilities. This low to mid level conditioning proved to be effective in allowing the Sereg'wethrin force to gain an edge in tactical combat missions. As time passed, the Sereg'wethrin began to experiment with increased levels and different forms of magical enhancement. Their experimentation proved to be incredibly fruitful, however, the effects of this conditioning began to make genetic changes within their bodies. A few of the more significant changes are:&lt;br /&gt;
&lt;br /&gt;
* Camouflage: The Sereg'wethrin skin and hair is permanently dark... almost black.&lt;br /&gt;
* Stealth: They received enhanced hiding and stealth abilities.&lt;br /&gt;
* Speed: Sereg'wethrin have an un-natural quickness.&lt;br /&gt;
&lt;br /&gt;
A price for this experimentation and enhancement was also paid. The mind of a Sereg'wethrin is extremely chaotic. In fact, most of them only have a loose grasp on sanity. This can be useful in combat, but makes them extremely volatile in daily situations.&lt;br /&gt;
&lt;br /&gt;
Part of their conditioning has always been military obedience to the chain of command. This may seem to fly against their chaotic nature, but it is an artificially and magically-induced behavioral trait. Without this conditioning, the Sereg'wethrin would cease to be an organized military force.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Personality==&lt;br /&gt;
&lt;br /&gt;
Most Sereg'wethrin have a volatile demeanor. They have little patience and explode early on in a confrontation. Loyalty to their own is one of the few virtues they maintain as a culture. Because of their instability, Sereg'wethrin rarely form meaningful relationships outside of their military units, and this fact causes them no personal hardship at all because their entire lives are devoted to army affairs.&lt;br /&gt;
&lt;br /&gt;
More recent iterations of these conditioned soldiers were given anti-[[Human|human]] conditioning, as part of [[M'Chek-T'Nanshi War|the conflict]] between the elven nation of T'Nanshi and the human nation of [[M'Chek]]. The anti-human conditioning was brutally effective. Sereg'wethrin slaughtered humans with a gleeful passion. In fact, it worked too well. The Sereg'wethrin now made no distinction between human soldiers and human civilians (including women and children). This behavior shocked and appalled Nanshi High Command and forced them to recall and analyze of the Sereg'wethrin force. But at this point, it was too late.&lt;br /&gt;
&lt;br /&gt;
The Sereg'wethrin leadership perceived the recall as an attack on their existence, and they immediately took action. They withdrew all Sereg'wethrin troops from their surface bases, and secured their underground bases, including their primary fortress deep in [[Underdark|the underdark]]. This action confirmed their rogue status and explicitly defined their sovereignty from the nation of T'Nanshi and from the race of Avlissian Elves.&lt;br /&gt;
&lt;br /&gt;
The Sereg'wethrin have two natural drives: protection and enhancement of their existence. These natural drives are further reinforced by a number of artificially-induced drives (through conditioning): overriding concern for the collective of Sereg'wethrin interests, and overriding hatred for humankind.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Sereg'wethrin Superconditioning ====&lt;br /&gt;
&lt;br /&gt;
The whole race was not super-conditioned during the M'Chek-T'Nanshi War. Only the Sereg'wethrin who fought in that war were superconditioned. When the Sereg'wethrin split completely from T'Nanshi and went on their own into the Underdark, the superconditioning ceased to be renewed, and all Sereg'wethrin coming of age right now are '''NOT''' superconditioned.&lt;br /&gt;
&lt;br /&gt;
About half of all Sereg'wethrin NPC's encountered right now have the superconditioning, and that number is dwindling fast.&lt;br /&gt;
&lt;br /&gt;
Superconditioning does not seem to cause the Sereg'wethrin to hate [[Human, Adomkuro|adomkuro]].&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Physical Description==&lt;br /&gt;
&lt;br /&gt;
Sereg'wethrin look much like Avlissian Elves in terms of size and build. All of them possess the same light frame, almond-shaped eyes, pointed ears and chiseled features. The main differences are their jet-black eye, skin, and hair color. They usually have strange scars through much of their body as a result of the magical conditioning they all go through.&lt;br /&gt;
&lt;br /&gt;
Almost all Sereg'wethrin are male. Females have only recently been produced through a specialized version of the magical conditioning which was invented to insure the survival of the species after their falling out with the High Command of T'Nanshi. Females are a subjugated caste who exist for breeding purposes only, and are rarely given any status in society. They possess the same dark features as males, but are a little shorter, reaching a maximum of 4 and a half feet tall.&lt;br /&gt;
&lt;br /&gt;
Clothing is uniform and varies by rank and occupation. Those who primarily function as spellcasters in battle will wear loose-fitting clothing that contains numerous pouches and secret compartments for storing spell components and weapons. Warriors will wear armor over comfortably tight-fitting fabric.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Relations==&lt;br /&gt;
&lt;br /&gt;
Sereg'wethrin maintain a strong hatred of humans that is nearly unrestrainable. They see humans as a viral culture that is a threat to all other cultures near them. Unless there are predefined arrangements, they will attack any human on sight.&lt;br /&gt;
&lt;br /&gt;
Sereg'wethrin maintain, by default, a non-aggressive (even friendly) relationship with most other races, especially elves. However, this relationship is one-sided, because all Avlissian and [[Elf, Ghost|ghost]] elves, as well as other races, shun them as malignant traitors who have taken their hatred too far. Evil races, such as the [[Goblinoid|goblin-kind]] fear them and will go to great lengths to avoid them, let alone making any alliances with them. To the Sereg'wethrin, this is just as well, for their dislike of these races rivals that of their elven kin.&lt;br /&gt;
&lt;br /&gt;
Sereg'wethrin maintain, by default, a non-aggressive (even friendly) relationship with most other races.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Alignment==&lt;br /&gt;
&lt;br /&gt;
Sereg'wethrin epitomize the chaotic nature of their elven heritage. They tend towards evil, because they pursue their goals without thought to the wider effects.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Sereg'wethrin Lands==&lt;br /&gt;
&lt;br /&gt;
The Sereg'wethrin have taken up residence in the underdark of southern Negaria. The center of Sereg'wethrin society has its roots in the underdark beneath T'Nanshi, but has expanded to other parts of the cavernous complex of caves and tunnels below the surface. They build tight, military-style strongholds rather than cities, in highly defensible locations.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Religion ==&lt;br /&gt;
&lt;br /&gt;
Sereg'wethrin are amoral and worship their own existance rather than any external deity.&lt;br /&gt;
There are no Priests or Clerics in the command structure and any Sereg'wethrin found worshipping a god is deemed an abberation, hunted down, and killed on sight.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Language ==&lt;br /&gt;
&lt;br /&gt;
Sereg'wethrin speak [[Nanshilae|Avlissian Elven]]. What's interesting is that they use Drangonari Elven to refer to themselves. This anomaly has its roots to when they were part of the T'Nanshi Military. They were so named by the T'Nanshi Military in order to maintain plausible deniability should they be caught during an operation. A few examples: Sereg'wethrin actually means &amp;quot;Assassin&amp;quot;, Cuar=&amp;quot;Archer&amp;quot;, Shaalth=&amp;quot;Captain&amp;quot;.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Names ==&lt;br /&gt;
&lt;br /&gt;
Sereg'wethrin have kept to their elven roots when it comes to their personal names. Their family names have lost meaning over the millennia as their Avlissian elven clans have disowned them or disappeared through the ages. Those Sereg'wethrin that have strong personal identities will generally take a new last name derived from a past experience or a vanquished enemy.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Male Names ====&lt;br /&gt;
&lt;br /&gt;
Alaran, Earar, Kohav, Maher, Lonovan, Solerion, Tri'as, Tre'lanin, Zeerestova, Zero&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Adventurers == &lt;br /&gt;
&lt;br /&gt;
Sereg'wethrin are trained to stay with their cell unless ordered to do otherwise. This makes it unlikely to find a solitary specimen out on its own with no particular mission. On occasion, a Sereg'wethrin will break with its conditioning and go out on its own, but these members are hunted down by their cell and destroyed.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
&lt;br /&gt;
Sereg'wethrin primary MO for combat is ambush and trap. They lie in hiding and strike fiercely, then they disappear just as fast. When faced with a superior opponent, they are not opposed to taking out lesser opponents of his group and leaving him behind. Suicide mission are also not unheard of, especially when biological weaponry is involved.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Reproduction and The Nwal'maer ==&lt;br /&gt;
&lt;br /&gt;
The Sereg'wethrin consisted of an all-male military force. When they broke away from Nanshi, this presented a survival problem. To solve this problem, the Sereg'wethrin began raiding Elven villages and capturing women and young male Elves. The women were imprisoned in a breeding sector of the primary Underdark fortress, their sole purpose is to produce Sereg'wethrin children. The Sereg'wethrin thought to train the young males and incorporate them into their collective, however, the Elves proved to be resistant and ultimately they would not willingly join.&lt;br /&gt;
&lt;br /&gt;
These young elven males were eventually put through another experimental conditioning process. This process proved to be extremely powerful, and dangerous. 80% of the elves undergoing this special conditioning died, but those that survived were changed. Their minds completely surpressed of willful thought, enslaved in a &amp;quot;superhuman&amp;quot; body under the command of Sereg'wethrin leadership. They become deadly tools, an extension of Sereg'wethrin might, lacking a will of their own. They were dubbed, Nwal'maer, Drangonari for &amp;quot;The Tortured Ones&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Sereg'wethrin is a playable race on Avlis but must start on the [[Underdark]] server and be male.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==IC information for new Underdark Sereg'wethrin PCs==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;&lt;br /&gt;
'''Note: This information can only be common knowledge to Sereg'wethrin or other PCs native to the Underdark.'''&lt;br /&gt;
&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A lot of young Sereg'wethrin have taken up residence in and near the city of [[Verloghokbol]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Factions'''&lt;br /&gt;
&lt;br /&gt;
Sereg'wethrin identify themselves as belonging to one of the three factions.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
* Akh'Velahr: This faction is about physical power and military discipline. They are the soldiers and the shock troops.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
* Akh'Wethril: This faction is about Stealth and Covert Ops. They are the original faction dating back from the Black Ops days. Members of this faction usually have a elevated view of their own importance with regard to members of other factions. Their arrogance, however, is matched by their deadly abilities and skill. They are not all talk.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
* Akh'Faer: This faction is about magic, and Arcane arts. They are extremely deadly, especially the upper ranks.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Factions are more role based than defined by class ranks.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
''(Based on the [http://avlis.org/viewtopic.php?f=229&amp;amp;t=30592&amp;amp;start=0 Background Info: Sereg'wethrin Culture thread] from the [http://avlis.org/viewforum.php?f=229 Sereg'wethrin Coordination Thread] (see below).)''&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Torori'Nevalor''' &lt;br /&gt;
&lt;br /&gt;
Young Sereg'wethrin PCs deployed to Verloghokbol usually find themselves on Torori'Nevalor Cell's hunting ground. The cell's HQ is located in the Temple District of Verloghokbol, one step away from the bridge leading into the marketplace. Close to the surface, the cell of Torori'Nevalor is High Command's eyes and ears. The cell provides further training and support to the cell's recruits; rogue, unassigned Sereg'wethrin might be hunted down, being enlisted and pardoned on an exception basis only. A new Sereg'wethrin showing up in the town is not required to be part of Torori'Nevalor, however it is quite likely that he would have to either belong to &amp;quot;a&amp;quot; cell or work towards Torori'Nevalor recruit rank.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
''(Based on the [http://avlis.org/viewtopic.php?f=229&amp;amp;t=100223 OOC: Sereg'wethrin in general and cells in particular] thread.)''&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Sereg'wethrin Hand Signals.'''&lt;br /&gt;
&lt;br /&gt;
The Sereg'wethrin sometimes communicate with gestures, hand-signals expressing simple military commands. The Sereg'wethrin are a black-ops unit operating by stealth, the hand-signals being a way to convey commands to a unit silently.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Due to their high racial Dex bonus, the Verloghokbol-based Sereg'wethrin managed to convert the basic signals into a more complex sign language, where a given gesture represents a given command; at times entire words are being lettered. The base language for Sereg'wethrin sign language is Drangonari. The sign language is never taught to the non-Sereg'wethrin, who are not able to understand it merely by accompanying a Sereg'wethrin communicating that way as well. Moreover, any character with a Dex bonus less than 6 would not be able to even make all the signs.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
''(Based on the [http://avlis.org/viewtopic.php?f=229&amp;amp;t=109208 OOC: Cell signals] thread.)''&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
http://www.student.euv-frankfurt-o.de/~euv52693/pliki/avlis/Torori_Neva_Outfit.png&lt;br /&gt;
&lt;br /&gt;
(A Torori'Nevalor Akh'Wethril'Ethir)&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
http://www.student.euv-frankfurt-o.de/~euv52693/pliki/avlis/faer2.png&lt;br /&gt;
&lt;br /&gt;
(A Torori'Nevalor Akh'Faer'Istarym)&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
http://www.student.euv-frankfurt-o.de/~euv52693/pliki/avlis/Velahrym.png&lt;br /&gt;
&lt;br /&gt;
(A Torori'Nevalor Akh'Velahr'Velahrym)&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* [[Elf|Elven racial group]]&lt;br /&gt;
* [http://www.avlis.org/viewtopic.php?t=26946&amp;amp;highlight= Sereg'wethrin info thread]&lt;br /&gt;
* [http://www.avlis.org/viewtopic.php?t=79234 A few questions and answers on playing a Sereg]&lt;br /&gt;
* [http://www.avlis.org/viewtopic.php?t=73350 Player derived information on Sereg (not 100% accurate)]&lt;br /&gt;
* [http://avlis.org/ucp.php?i=167 Sereg'wethrin coordination thread, a private discussion group and Sereg IC board.]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Elven Races]]&lt;/div&gt;</summary>
		<author><name>TripleAught</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Elf,Sereg&amp;diff=40952</id>
		<title>Elf,Sereg</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Elf,Sereg&amp;diff=40952"/>
		<updated>2014-01-17T17:30:29Z</updated>

		<summary type="html">&lt;p&gt;TripleAught: /* PC Statistics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;'''Racial Groups:''' {{RacialGroups}}&amp;lt;/center&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;'''Races:''' {{Races}}&amp;lt;/center&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;'''Elven Races:''' {{ElvenRaces}}&amp;lt;/center&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;'''Custom Races:''' {{CustomRaces}} &amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== PC Statistics ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;&lt;br /&gt;
'''ANNOUNCEMENT: Sereg'wethrin are no longer available as a playable race. This page will be left up for current players and archival reasons.'''&lt;br /&gt;
&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Base Race:''' [[Elf]]&lt;br /&gt;
&lt;br /&gt;
'''ECL:''' 1&lt;br /&gt;
&lt;br /&gt;
'''Ability Score Modifiers:''' +6 Dex, -2 Wis, -4 Cha&lt;br /&gt;
&lt;br /&gt;
'''Feats:'''&lt;br /&gt;
* [[NWN:Darkvision|Darkvision]]&lt;br /&gt;
* [[NWN:Favored Enemy|Favoured Enemy (Humans)]]&lt;br /&gt;
* [[NWN:Hardiness vs. Enchantments|Hardiness vs. Enchantments]]&lt;br /&gt;
* [[NWN:Immunity to Sleep|Sleeplessness]]&lt;br /&gt;
* [[NWN:Keen Sense|Keen Senses]]&lt;br /&gt;
* [[NWN:Skill Affinity (Listen)|Skill Affinity: Listen]]&lt;br /&gt;
* [[NWN:Skill Affinity (Search)|Skill Affinity: Search]]&lt;br /&gt;
* [[NWN:Skill Affinity (Spot)|Skill Affinity: Spot]]&lt;br /&gt;
* [[NWN:Weapon proficiency (elf)|Weapon Proficiency: Elf]]&lt;br /&gt;
&lt;br /&gt;
'''Favored Class:''' [[Wizard]] &lt;br /&gt;
&lt;br /&gt;
'''Notes:'''&lt;br /&gt;
* Sereg'wethrin can only be created in the [[Underdark]] server&lt;br /&gt;
* All Sereg'wethrin have black skin and hair through the character creation process&lt;br /&gt;
* Sereg'wethrin can take the [[Arcane Archer]] class&lt;br /&gt;
* All Sereg'wethrin '''MUST''' be male, it is not possible to create a female Sereg'wethrin and playing a female Sereg'wethrin is considered '''[[Rules:Specific_Rules:Cheesing|cheesing]]'''.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
Long ago, the [[Elf|elven]] nation of [[T'Nanshi]] created a secret elite black ops fighting force to fight against the [[Orc|Orcs]] in [[The Great War|the Great War]]. Much later, in the not too recent past, the name for this race became synonymous with the [[Elf, Drangonari|Drangonari]] word for &amp;quot;assassin&amp;quot;, i.e. Sereg'wethrin. The different specializations within this force were also given Drangonari designations during this time period.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, before they were deployed, the Great War ended with the explosive destruction of all Orc mages. Without a purpose, the Sereg'wethrin force was relegated to training and minor operations with limited scope.&lt;br /&gt;
&lt;br /&gt;
Initially, the Sereg'wethrin were normal elven soldiers. The soldiers participated in voluntary magical conditioning that enhanced their abilities. This low to mid level conditioning proved to be effective in allowing the Sereg'wethrin force to gain an edge in tactical combat missions. As time passed, the Sereg'wethrin began to experiment with increased levels and different forms of magical enhancement. Their experimentation proved to be incredibly fruitful, however, the effects of this conditioning began to make genetic changes within their bodies. A few of the more significant changes are:&lt;br /&gt;
&lt;br /&gt;
* Camouflage: The Sereg'wethrin skin and hair is permanently dark... almost black.&lt;br /&gt;
* Stealth: They received enhanced hiding and stealth abilities.&lt;br /&gt;
* Speed: Sereg'wethrin have an un-natural quickness.&lt;br /&gt;
&lt;br /&gt;
A price for this experimentation and enhancement was also paid. The mind of a Sereg'wethrin is extremely chaotic. In fact, most of them only have a loose grasp on sanity. This can be useful in combat, but makes them extremely volatile in daily situations.&lt;br /&gt;
&lt;br /&gt;
Part of their conditioning has always been military obedience to the chain of command. This may seem to fly against their chaotic nature, but it is an artificially and magically-induced behavioral trait. Without this conditioning, the Sereg'wethrin would cease to be an organized military force.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Personality==&lt;br /&gt;
&lt;br /&gt;
Most Sereg'wethrin have a volatile demeanor. They have little patience and explode early on in a confrontation. Loyalty to their own is one of the few virtues they maintain as a culture. Because of their instability, Sereg'wethrin rarely form meaningful relationships outside of their military units, and this fact causes them no personal hardship at all because their entire lives are devoted to army affairs.&lt;br /&gt;
&lt;br /&gt;
More recent iterations of these conditioned soldiers were given anti-[[Human|human]] conditioning, as part of [[M'Chek-T'Nanshi War|the conflict]] between the elven nation of T'Nanshi and the human nation of [[M'Chek]]. The anti-human conditioning was brutally effective. Sereg'wethrin slaughtered humans with a gleeful passion. In fact, it worked too well. The Sereg'wethrin now made no distinction between human soldiers and human civilians (including women and children). This behavior shocked and appalled Nanshi High Command and forced them to recall and analyze of the Sereg'wethrin force. But at this point, it was too late.&lt;br /&gt;
&lt;br /&gt;
The Sereg'wethrin leadership perceived the recall as an attack on their existence, and they immediately took action. They withdrew all Sereg'wethrin troops from their surface bases, and secured their underground bases, including their primary fortress deep in [[Underdark|the underdark]]. This action confirmed their rogue status and explicitly defined their sovereignty from the nation of T'Nanshi and from the race of Avlissian Elves.&lt;br /&gt;
&lt;br /&gt;
The Sereg'wethrin have two natural drives: protection and enhancement of their existence. These natural drives are further reinforced by a number of artificially-induced drives (through conditioning): overriding concern for the collective of Sereg'wethrin interests, and overriding hatred for humankind.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Sereg'wethrin Superconditioning ====&lt;br /&gt;
&lt;br /&gt;
The whole race was not super-conditioned during the M'Chek-T'Nanshi War. Only the Sereg'wethrin who fought in that war were superconditioned. When the Sereg'wethrin split completely from T'Nanshi and went on their own into the Underdark, the superconditioning ceased to be renewed, and all Sereg'wethrin coming of age right now are '''NOT''' superconditioned.&lt;br /&gt;
&lt;br /&gt;
About half of all Sereg'wethrin NPC's encountered right now have the superconditioning, and that number is dwindling fast.&lt;br /&gt;
&lt;br /&gt;
Superconditioning does not seem to cause the Sereg'wethrin to hate [[Human, Adomkuro|adomkuro]].&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Physical Description==&lt;br /&gt;
&lt;br /&gt;
Sereg'wethrin look much like Avlissian Elves in terms of size and build. All of them possess the same light frame, almond-shaped eyes, pointed ears and chiseled features. The main differences are their jet-black eye, skin, and hair color. They usually have strange scars through much of their body as a result of the magical conditioning they all go through.&lt;br /&gt;
&lt;br /&gt;
Almost all Sereg'wethrin are male. Females have only recently been produced through a specialized version of the magical conditioning which was invented to insure the survival of the species after their falling out with the High Command of T'Nanshi. Females are a subjugated caste who exist for breeding purposes only, and are rarely given any status in society. They possess the same dark features as males, but are a little shorter, reaching a maximum of 4 and a half feet tall.&lt;br /&gt;
&lt;br /&gt;
Clothing is uniform and varies by rank and occupation. Those who primarily function as spellcasters in battle will wear loose-fitting clothing that contains numerous pouches and secret compartments for storing spell components and weapons. Warriors will wear armor over comfortably tight-fitting fabric.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Relations==&lt;br /&gt;
&lt;br /&gt;
Sereg'wethrin maintain a strong hatred of humans that is nearly unrestrainable. They see humans as a viral culture that is a threat to all other cultures near them. Unless there are predefined arrangements, they will attack any human on sight.&lt;br /&gt;
&lt;br /&gt;
Sereg'wethrin maintain, by default, a non-aggressive (even friendly) relationship with most other races, especially elves. However, this relationship is one-sided, because all Avlissian and [[Elf, Ghost|ghost]] elves, as well as other races, shun them as malignant traitors who have taken their hatred too far. Evil races, such as the [[Goblinoid|goblin-kind]] fear them and will go to great lengths to avoid them, let alone making any alliances with them. To the Sereg'wethrin, this is just as well, for their dislike of these races rivals that of their elven kin.&lt;br /&gt;
&lt;br /&gt;
Sereg'wethrin maintain, by default, a non-aggressive (even friendly) relationship with most other races.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Alignment==&lt;br /&gt;
&lt;br /&gt;
Sereg'wethrin epitomize the chaotic nature of their elven heritage. They tend towards evil, because they pursue their goals without thought to the wider effects.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Sereg'wethrin Lands==&lt;br /&gt;
&lt;br /&gt;
The Sereg'wethrin have taken up residence in the underdark of southern Negaria. The center of Sereg'wethrin society has its roots in the underdark beneath T'Nanshi, but has expanded to other parts of the cavernous complex of caves and tunnels below the surface. They build tight, military-style strongholds rather than cities, in highly defensible locations.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Religion ==&lt;br /&gt;
&lt;br /&gt;
Sereg'wethrin are amoral and worship their own existance rather than any external deity.&lt;br /&gt;
There are no Priests or Clerics in the command structure and any Sereg'wethrin found worshipping a god is deemed an abberation, hunted down, and killed on sight.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Language ==&lt;br /&gt;
&lt;br /&gt;
Sereg'wethrin speak [[Nanshilae|Avlissian Elven]]. What's interesting is that they use Drangonari Elven to refer to themselves. This anomaly has its roots to when they were part of the T'Nanshi Military. They were so named by the T'Nanshi Military in order to maintain plausible deniability should they be caught during an operation. A few examples: Sereg'wethrin actually means &amp;quot;Assassin&amp;quot;, Cuar=&amp;quot;Archer&amp;quot;, Shaalth=&amp;quot;Captain&amp;quot;.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Names ==&lt;br /&gt;
&lt;br /&gt;
Sereg'wethrin have kept to their elven roots when it comes to their personal names. Their family names have lost meaning over the millennia as their Avlissian elven clans have disowned them or disappeared through the ages. Those Sereg'wethrin that have strong personal identities will generally take a new last name derived from a past experience or a vanquished enemy.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Male Names ====&lt;br /&gt;
&lt;br /&gt;
Alaran, Earar, Kohav, Maher, Lonovan, Solerion, Tri'as, Tre'lanin, Zeerestova, Zero&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Adventurers == &lt;br /&gt;
&lt;br /&gt;
Sereg'wethrin are trained to stay with their cell unless ordered to do otherwise. This makes it unlikely to find a solitary specimen out on its own with no particular mission. On occasion, a Sereg'wethrin will break with its conditioning and go out on its own, but these members are hunted down by their cell and destroyed.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
&lt;br /&gt;
Sereg'wethrin primary MO for combat is ambush and trap. They lie in hiding and strike fiercely, then they disappear just as fast. When faced with a superior opponent, they are not opposed to taking out lesser opponents of his group and leaving him behind. Suicide mission are also not unheard of, especially when biological weaponry is involved.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Reproduction and The Nwal'maer ==&lt;br /&gt;
&lt;br /&gt;
The Sereg'wethrin consisted of an all-male military force. When they broke away from Nanshi, this presented a survival problem. To solve this problem, the Sereg'wethrin began raiding Elven villages and capturing women and young male Elves. The women were imprisoned in a breeding sector of the primary Underdark fortress, their sole purpose is to produce Sereg'wethrin children. The Sereg'wethrin thought to train the young males and incorporate them into their collective, however, the Elves proved to be resistant and ultimately they would not willingly join.&lt;br /&gt;
&lt;br /&gt;
These young elven males were eventually put through another experimental conditioning process. This process proved to be extremely powerful, and dangerous. 80% of the elves undergoing this special conditioning died, but those that survived were changed. Their minds completely surpressed of willful thought, enslaved in a &amp;quot;superhuman&amp;quot; body under the command of Sereg'wethrin leadership. They become deadly tools, an extension of Sereg'wethrin might, lacking a will of their own. They were dubbed, Nwal'maer, Drangonari for &amp;quot;The Tortured Ones&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Sereg'wethrin is a playable race on Avlis but must start on the [[Underdark]] server and be male.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==IC information for new Underdark Sereg'wethrin PCs==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;&lt;br /&gt;
'''Note: This information can only be common knowledge to Sereg'wethrin or other PCs native to the Underdark.'''&lt;br /&gt;
&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A lot of young Sereg'wethrin have taken up residence in and near the city of [[Verloghokbol]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Factions'''&lt;br /&gt;
&lt;br /&gt;
Sereg'wethrin identify themselves as belonging to one of the three factions.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
* Akh'Velahr: This faction is about physical power and military discipline. They are the soldiers and the shock troops.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
* Akh'Wethril: This faction is about Stealth and Covert Ops. They are the original faction dating back from the Black Ops days. Members of this faction usually have a elevated view of their own importance with regard to members of other factions. Their arrogance, however, is matched by their deadly abilities and skill. They are not all talk.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
* Akh'Faer: This faction is about magic, and Arcane arts. They are extremely deadly, especially the upper ranks.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Factions are more role based than defined by class ranks.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
''(Based on the [http://avlis.org/viewtopic.php?f=229&amp;amp;t=30592&amp;amp;start=0 Background Info: Sereg'wethrin Culture thread] from the [http://avlis.org/viewforum.php?f=229 Sereg'wethrin Coordination Thread] (see below).)''&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Torori'Nevalor''' &lt;br /&gt;
&lt;br /&gt;
Young Sereg'wethrin PCs deployed to Verloghokbol usually find themselves on Torori'Nevalor Cell's hunting ground. The cell's HQ is located in the Temple District of Verloghokbol, one step away from the bridge leading into the marketplace. Close to the surface, the cell of Torori'Nevalor is High Command's eyes and ears. The cell provides further training and support to the cell's recruits; rogue, unassigned Sereg'wethrin might be hunted down, being enlisted and pardoned on an exception basis only. A new Sereg'wethrin showing up in the town is not required to be part of Torori'Nevalor, however it is quite likely that he would have to either belong to &amp;quot;a&amp;quot; cell or work towards Torori'Nevalor recruit rank.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
''(Based on the [http://avlis.org/viewtopic.php?f=229&amp;amp;t=100223 OOC: Sereg'wethrin in general and cells in particular] thread.)''&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Sereg'wethrin Hand Signals.'''&lt;br /&gt;
&lt;br /&gt;
The Sereg'wethrin sometimes communicate with gestures, hand-signals expressing simple military commands. The Sereg'wethrin are a black-ops unit operating by stealth, the hand-signals being a way to convey commands to a unit silently.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Due to their high racial Dex bonus, the Verloghokbol-based Sereg'wethrin managed to convert the basic signals into a more complex sign language, where a given gesture represents a given command; at times entire words are being lettered. The base language for Sereg'wethrin sign language is Drangonari. The sign language is never taught to the non-Sereg'wethrin, who are not able to understand it merely by accompanying a Sereg'wethrin communicating that way as well. Moreover, any character with a Dex bonus less than 6 would not be able to even make all the signs.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
''(Based on the [http://avlis.org/viewtopic.php?f=229&amp;amp;t=109208 OOC: Cell signals] thread.)''&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
http://www.student.euv-frankfurt-o.de/~euv52693/pliki/avlis/Torori_Neva_Outfit.png&lt;br /&gt;
&lt;br /&gt;
(A Torori'Nevalor Akh'Wethril'Ethir)&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
http://www.student.euv-frankfurt-o.de/~euv52693/pliki/avlis/faer2.png&lt;br /&gt;
&lt;br /&gt;
(A Torori'Nevalor Akh'Faer'Istarym)&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
http://www.student.euv-frankfurt-o.de/~euv52693/pliki/avlis/Velahrym.png&lt;br /&gt;
&lt;br /&gt;
(A Torori'Nevalor Akh'Velahr'Velahrym)&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
&lt;br /&gt;
* [[Custom_Races|Custom Race System]]&lt;br /&gt;
* [[Elf|Elven racial group]]&lt;br /&gt;
* [http://www.avlis.org/viewtopic.php?t=26946&amp;amp;highlight= Sereg'wethrin info thread]&lt;br /&gt;
* [http://www.avlis.org/viewtopic.php?t=79234 A few questions and answers on playing a Sereg]&lt;br /&gt;
* [http://www.avlis.org/viewtopic.php?t=73350 Player derived information on Sereg (not 100% accurate)]&lt;br /&gt;
* [http://avlis.org/ucp.php?i=167 Sereg'wethrin coordination thread, a private discussion group and Sereg IC board.]&lt;br /&gt;
&lt;br /&gt;
[[Category:Custom Races]]&lt;br /&gt;
[[Category:Elven Races]]&lt;/div&gt;</summary>
		<author><name>TripleAught</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Elf,Sereg&amp;diff=40951</id>
		<title>Elf,Sereg</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Elf,Sereg&amp;diff=40951"/>
		<updated>2014-01-17T17:29:18Z</updated>

		<summary type="html">&lt;p&gt;TripleAught: /* PC Statistics */&lt;/p&gt;
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&lt;div&gt;&amp;lt;center&amp;gt;'''Racial Groups:''' {{RacialGroups}}&amp;lt;/center&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
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&amp;lt;center&amp;gt;'''Races:''' {{Races}}&amp;lt;/center&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
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&amp;lt;center&amp;gt;'''Elven Races:''' {{ElvenRaces}}&amp;lt;/center&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
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&amp;lt;center&amp;gt;'''Custom Races:''' {{CustomRaces}} &amp;lt;/center&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
== PC Statistics ==&lt;br /&gt;
&lt;br /&gt;
'''ANNOUNCEMENT: Sereg'wethrin are no longer available as a playable race. This page will be left up for current players and archival reasons.'''&lt;br /&gt;
&lt;br /&gt;
'''Base Race:''' [[Elf]]&lt;br /&gt;
&lt;br /&gt;
'''ECL:''' 1&lt;br /&gt;
&lt;br /&gt;
'''Ability Score Modifiers:''' +6 Dex, -2 Wis, -4 Cha&lt;br /&gt;
&lt;br /&gt;
'''Feats:'''&lt;br /&gt;
* [[NWN:Darkvision|Darkvision]]&lt;br /&gt;
* [[NWN:Favored Enemy|Favoured Enemy (Humans)]]&lt;br /&gt;
* [[NWN:Hardiness vs. Enchantments|Hardiness vs. Enchantments]]&lt;br /&gt;
* [[NWN:Immunity to Sleep|Sleeplessness]]&lt;br /&gt;
* [[NWN:Keen Sense|Keen Senses]]&lt;br /&gt;
* [[NWN:Skill Affinity (Listen)|Skill Affinity: Listen]]&lt;br /&gt;
* [[NWN:Skill Affinity (Search)|Skill Affinity: Search]]&lt;br /&gt;
* [[NWN:Skill Affinity (Spot)|Skill Affinity: Spot]]&lt;br /&gt;
* [[NWN:Weapon proficiency (elf)|Weapon Proficiency: Elf]]&lt;br /&gt;
&lt;br /&gt;
'''Favored Class:''' [[Wizard]] &lt;br /&gt;
&lt;br /&gt;
'''Notes:'''&lt;br /&gt;
* Sereg'wethrin can only be created in the [[Underdark]] server&lt;br /&gt;
* All Sereg'wethrin have black skin and hair through the character creation process&lt;br /&gt;
* Sereg'wethrin can take the [[Arcane Archer]] class&lt;br /&gt;
* All Sereg'wethrin '''MUST''' be male, it is not possible to create a female Sereg'wethrin and playing a female Sereg'wethrin is considered '''[[Rules:Specific_Rules:Cheesing|cheesing]]'''.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
Long ago, the [[Elf|elven]] nation of [[T'Nanshi]] created a secret elite black ops fighting force to fight against the [[Orc|Orcs]] in [[The Great War|the Great War]]. Much later, in the not too recent past, the name for this race became synonymous with the [[Elf, Drangonari|Drangonari]] word for &amp;quot;assassin&amp;quot;, i.e. Sereg'wethrin. The different specializations within this force were also given Drangonari designations during this time period.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, before they were deployed, the Great War ended with the explosive destruction of all Orc mages. Without a purpose, the Sereg'wethrin force was relegated to training and minor operations with limited scope.&lt;br /&gt;
&lt;br /&gt;
Initially, the Sereg'wethrin were normal elven soldiers. The soldiers participated in voluntary magical conditioning that enhanced their abilities. This low to mid level conditioning proved to be effective in allowing the Sereg'wethrin force to gain an edge in tactical combat missions. As time passed, the Sereg'wethrin began to experiment with increased levels and different forms of magical enhancement. Their experimentation proved to be incredibly fruitful, however, the effects of this conditioning began to make genetic changes within their bodies. A few of the more significant changes are:&lt;br /&gt;
&lt;br /&gt;
* Camouflage: The Sereg'wethrin skin and hair is permanently dark... almost black.&lt;br /&gt;
* Stealth: They received enhanced hiding and stealth abilities.&lt;br /&gt;
* Speed: Sereg'wethrin have an un-natural quickness.&lt;br /&gt;
&lt;br /&gt;
A price for this experimentation and enhancement was also paid. The mind of a Sereg'wethrin is extremely chaotic. In fact, most of them only have a loose grasp on sanity. This can be useful in combat, but makes them extremely volatile in daily situations.&lt;br /&gt;
&lt;br /&gt;
Part of their conditioning has always been military obedience to the chain of command. This may seem to fly against their chaotic nature, but it is an artificially and magically-induced behavioral trait. Without this conditioning, the Sereg'wethrin would cease to be an organized military force.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Personality==&lt;br /&gt;
&lt;br /&gt;
Most Sereg'wethrin have a volatile demeanor. They have little patience and explode early on in a confrontation. Loyalty to their own is one of the few virtues they maintain as a culture. Because of their instability, Sereg'wethrin rarely form meaningful relationships outside of their military units, and this fact causes them no personal hardship at all because their entire lives are devoted to army affairs.&lt;br /&gt;
&lt;br /&gt;
More recent iterations of these conditioned soldiers were given anti-[[Human|human]] conditioning, as part of [[M'Chek-T'Nanshi War|the conflict]] between the elven nation of T'Nanshi and the human nation of [[M'Chek]]. The anti-human conditioning was brutally effective. Sereg'wethrin slaughtered humans with a gleeful passion. In fact, it worked too well. The Sereg'wethrin now made no distinction between human soldiers and human civilians (including women and children). This behavior shocked and appalled Nanshi High Command and forced them to recall and analyze of the Sereg'wethrin force. But at this point, it was too late.&lt;br /&gt;
&lt;br /&gt;
The Sereg'wethrin leadership perceived the recall as an attack on their existence, and they immediately took action. They withdrew all Sereg'wethrin troops from their surface bases, and secured their underground bases, including their primary fortress deep in [[Underdark|the underdark]]. This action confirmed their rogue status and explicitly defined their sovereignty from the nation of T'Nanshi and from the race of Avlissian Elves.&lt;br /&gt;
&lt;br /&gt;
The Sereg'wethrin have two natural drives: protection and enhancement of their existence. These natural drives are further reinforced by a number of artificially-induced drives (through conditioning): overriding concern for the collective of Sereg'wethrin interests, and overriding hatred for humankind.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Sereg'wethrin Superconditioning ====&lt;br /&gt;
&lt;br /&gt;
The whole race was not super-conditioned during the M'Chek-T'Nanshi War. Only the Sereg'wethrin who fought in that war were superconditioned. When the Sereg'wethrin split completely from T'Nanshi and went on their own into the Underdark, the superconditioning ceased to be renewed, and all Sereg'wethrin coming of age right now are '''NOT''' superconditioned.&lt;br /&gt;
&lt;br /&gt;
About half of all Sereg'wethrin NPC's encountered right now have the superconditioning, and that number is dwindling fast.&lt;br /&gt;
&lt;br /&gt;
Superconditioning does not seem to cause the Sereg'wethrin to hate [[Human, Adomkuro|adomkuro]].&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Physical Description==&lt;br /&gt;
&lt;br /&gt;
Sereg'wethrin look much like Avlissian Elves in terms of size and build. All of them possess the same light frame, almond-shaped eyes, pointed ears and chiseled features. The main differences are their jet-black eye, skin, and hair color. They usually have strange scars through much of their body as a result of the magical conditioning they all go through.&lt;br /&gt;
&lt;br /&gt;
Almost all Sereg'wethrin are male. Females have only recently been produced through a specialized version of the magical conditioning which was invented to insure the survival of the species after their falling out with the High Command of T'Nanshi. Females are a subjugated caste who exist for breeding purposes only, and are rarely given any status in society. They possess the same dark features as males, but are a little shorter, reaching a maximum of 4 and a half feet tall.&lt;br /&gt;
&lt;br /&gt;
Clothing is uniform and varies by rank and occupation. Those who primarily function as spellcasters in battle will wear loose-fitting clothing that contains numerous pouches and secret compartments for storing spell components and weapons. Warriors will wear armor over comfortably tight-fitting fabric.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Relations==&lt;br /&gt;
&lt;br /&gt;
Sereg'wethrin maintain a strong hatred of humans that is nearly unrestrainable. They see humans as a viral culture that is a threat to all other cultures near them. Unless there are predefined arrangements, they will attack any human on sight.&lt;br /&gt;
&lt;br /&gt;
Sereg'wethrin maintain, by default, a non-aggressive (even friendly) relationship with most other races, especially elves. However, this relationship is one-sided, because all Avlissian and [[Elf, Ghost|ghost]] elves, as well as other races, shun them as malignant traitors who have taken their hatred too far. Evil races, such as the [[Goblinoid|goblin-kind]] fear them and will go to great lengths to avoid them, let alone making any alliances with them. To the Sereg'wethrin, this is just as well, for their dislike of these races rivals that of their elven kin.&lt;br /&gt;
&lt;br /&gt;
Sereg'wethrin maintain, by default, a non-aggressive (even friendly) relationship with most other races.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Alignment==&lt;br /&gt;
&lt;br /&gt;
Sereg'wethrin epitomize the chaotic nature of their elven heritage. They tend towards evil, because they pursue their goals without thought to the wider effects.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Sereg'wethrin Lands==&lt;br /&gt;
&lt;br /&gt;
The Sereg'wethrin have taken up residence in the underdark of southern Negaria. The center of Sereg'wethrin society has its roots in the underdark beneath T'Nanshi, but has expanded to other parts of the cavernous complex of caves and tunnels below the surface. They build tight, military-style strongholds rather than cities, in highly defensible locations.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Religion ==&lt;br /&gt;
&lt;br /&gt;
Sereg'wethrin are amoral and worship their own existance rather than any external deity.&lt;br /&gt;
There are no Priests or Clerics in the command structure and any Sereg'wethrin found worshipping a god is deemed an abberation, hunted down, and killed on sight.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Language ==&lt;br /&gt;
&lt;br /&gt;
Sereg'wethrin speak [[Nanshilae|Avlissian Elven]]. What's interesting is that they use Drangonari Elven to refer to themselves. This anomaly has its roots to when they were part of the T'Nanshi Military. They were so named by the T'Nanshi Military in order to maintain plausible deniability should they be caught during an operation. A few examples: Sereg'wethrin actually means &amp;quot;Assassin&amp;quot;, Cuar=&amp;quot;Archer&amp;quot;, Shaalth=&amp;quot;Captain&amp;quot;.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Names ==&lt;br /&gt;
&lt;br /&gt;
Sereg'wethrin have kept to their elven roots when it comes to their personal names. Their family names have lost meaning over the millennia as their Avlissian elven clans have disowned them or disappeared through the ages. Those Sereg'wethrin that have strong personal identities will generally take a new last name derived from a past experience or a vanquished enemy.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Male Names ====&lt;br /&gt;
&lt;br /&gt;
Alaran, Earar, Kohav, Maher, Lonovan, Solerion, Tri'as, Tre'lanin, Zeerestova, Zero&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Adventurers == &lt;br /&gt;
&lt;br /&gt;
Sereg'wethrin are trained to stay with their cell unless ordered to do otherwise. This makes it unlikely to find a solitary specimen out on its own with no particular mission. On occasion, a Sereg'wethrin will break with its conditioning and go out on its own, but these members are hunted down by their cell and destroyed.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
&lt;br /&gt;
Sereg'wethrin primary MO for combat is ambush and trap. They lie in hiding and strike fiercely, then they disappear just as fast. When faced with a superior opponent, they are not opposed to taking out lesser opponents of his group and leaving him behind. Suicide mission are also not unheard of, especially when biological weaponry is involved.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Reproduction and The Nwal'maer ==&lt;br /&gt;
&lt;br /&gt;
The Sereg'wethrin consisted of an all-male military force. When they broke away from Nanshi, this presented a survival problem. To solve this problem, the Sereg'wethrin began raiding Elven villages and capturing women and young male Elves. The women were imprisoned in a breeding sector of the primary Underdark fortress, their sole purpose is to produce Sereg'wethrin children. The Sereg'wethrin thought to train the young males and incorporate them into their collective, however, the Elves proved to be resistant and ultimately they would not willingly join.&lt;br /&gt;
&lt;br /&gt;
These young elven males were eventually put through another experimental conditioning process. This process proved to be extremely powerful, and dangerous. 80% of the elves undergoing this special conditioning died, but those that survived were changed. Their minds completely surpressed of willful thought, enslaved in a &amp;quot;superhuman&amp;quot; body under the command of Sereg'wethrin leadership. They become deadly tools, an extension of Sereg'wethrin might, lacking a will of their own. They were dubbed, Nwal'maer, Drangonari for &amp;quot;The Tortured Ones&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Sereg'wethrin is a playable race on Avlis but must start on the [[Underdark]] server and be male.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==IC information for new Underdark Sereg'wethrin PCs==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;&lt;br /&gt;
'''Note: This information can only be common knowledge to Sereg'wethrin or other PCs native to the Underdark.'''&lt;br /&gt;
&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A lot of young Sereg'wethrin have taken up residence in and near the city of [[Verloghokbol]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Factions'''&lt;br /&gt;
&lt;br /&gt;
Sereg'wethrin identify themselves as belonging to one of the three factions.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
* Akh'Velahr: This faction is about physical power and military discipline. They are the soldiers and the shock troops.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
* Akh'Wethril: This faction is about Stealth and Covert Ops. They are the original faction dating back from the Black Ops days. Members of this faction usually have a elevated view of their own importance with regard to members of other factions. Their arrogance, however, is matched by their deadly abilities and skill. They are not all talk.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
* Akh'Faer: This faction is about magic, and Arcane arts. They are extremely deadly, especially the upper ranks.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Factions are more role based than defined by class ranks.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
''(Based on the [http://avlis.org/viewtopic.php?f=229&amp;amp;t=30592&amp;amp;start=0 Background Info: Sereg'wethrin Culture thread] from the [http://avlis.org/viewforum.php?f=229 Sereg'wethrin Coordination Thread] (see below).)''&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Torori'Nevalor''' &lt;br /&gt;
&lt;br /&gt;
Young Sereg'wethrin PCs deployed to Verloghokbol usually find themselves on Torori'Nevalor Cell's hunting ground. The cell's HQ is located in the Temple District of Verloghokbol, one step away from the bridge leading into the marketplace. Close to the surface, the cell of Torori'Nevalor is High Command's eyes and ears. The cell provides further training and support to the cell's recruits; rogue, unassigned Sereg'wethrin might be hunted down, being enlisted and pardoned on an exception basis only. A new Sereg'wethrin showing up in the town is not required to be part of Torori'Nevalor, however it is quite likely that he would have to either belong to &amp;quot;a&amp;quot; cell or work towards Torori'Nevalor recruit rank.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
''(Based on the [http://avlis.org/viewtopic.php?f=229&amp;amp;t=100223 OOC: Sereg'wethrin in general and cells in particular] thread.)''&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Sereg'wethrin Hand Signals.'''&lt;br /&gt;
&lt;br /&gt;
The Sereg'wethrin sometimes communicate with gestures, hand-signals expressing simple military commands. The Sereg'wethrin are a black-ops unit operating by stealth, the hand-signals being a way to convey commands to a unit silently.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Due to their high racial Dex bonus, the Verloghokbol-based Sereg'wethrin managed to convert the basic signals into a more complex sign language, where a given gesture represents a given command; at times entire words are being lettered. The base language for Sereg'wethrin sign language is Drangonari. The sign language is never taught to the non-Sereg'wethrin, who are not able to understand it merely by accompanying a Sereg'wethrin communicating that way as well. Moreover, any character with a Dex bonus less than 6 would not be able to even make all the signs.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
''(Based on the [http://avlis.org/viewtopic.php?f=229&amp;amp;t=109208 OOC: Cell signals] thread.)''&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
http://www.student.euv-frankfurt-o.de/~euv52693/pliki/avlis/Torori_Neva_Outfit.png&lt;br /&gt;
&lt;br /&gt;
(A Torori'Nevalor Akh'Wethril'Ethir)&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
http://www.student.euv-frankfurt-o.de/~euv52693/pliki/avlis/faer2.png&lt;br /&gt;
&lt;br /&gt;
(A Torori'Nevalor Akh'Faer'Istarym)&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
http://www.student.euv-frankfurt-o.de/~euv52693/pliki/avlis/Velahrym.png&lt;br /&gt;
&lt;br /&gt;
(A Torori'Nevalor Akh'Velahr'Velahrym)&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
&lt;br /&gt;
* [[Custom_Races|Custom Race System]]&lt;br /&gt;
* [[Elf|Elven racial group]]&lt;br /&gt;
* [http://www.avlis.org/viewtopic.php?t=26946&amp;amp;highlight= Sereg'wethrin info thread]&lt;br /&gt;
* [http://www.avlis.org/viewtopic.php?t=79234 A few questions and answers on playing a Sereg]&lt;br /&gt;
* [http://www.avlis.org/viewtopic.php?t=73350 Player derived information on Sereg (not 100% accurate)]&lt;br /&gt;
* [http://avlis.org/ucp.php?i=167 Sereg'wethrin coordination thread, a private discussion group and Sereg IC board.]&lt;br /&gt;
&lt;br /&gt;
[[Category:Custom Races]]&lt;br /&gt;
[[Category:Elven Races]]&lt;/div&gt;</summary>
		<author><name>TripleAught</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Elf,Sereg&amp;diff=40950</id>
		<title>Elf,Sereg</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Elf,Sereg&amp;diff=40950"/>
		<updated>2014-01-17T17:28:58Z</updated>

		<summary type="html">&lt;p&gt;TripleAught: /* PC Statistics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;'''Racial Groups:''' {{RacialGroups}}&amp;lt;/center&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;'''Races:''' {{Races}}&amp;lt;/center&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;'''Elven Races:''' {{ElvenRaces}}&amp;lt;/center&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;'''Custom Races:''' {{CustomRaces}} &amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== PC Statistics ==&lt;br /&gt;
&lt;br /&gt;
'''ANNOUNCEMENT: * '''Sereg'wethrin are no longer available as a playable race. This page will be left up for current players and archival reasons.'''&lt;br /&gt;
&lt;br /&gt;
'''Base Race:''' [[Elf]]&lt;br /&gt;
&lt;br /&gt;
'''ECL:''' 1&lt;br /&gt;
&lt;br /&gt;
'''Ability Score Modifiers:''' +6 Dex, -2 Wis, -4 Cha&lt;br /&gt;
&lt;br /&gt;
'''Feats:'''&lt;br /&gt;
* [[NWN:Darkvision|Darkvision]]&lt;br /&gt;
* [[NWN:Favored Enemy|Favoured Enemy (Humans)]]&lt;br /&gt;
* [[NWN:Hardiness vs. Enchantments|Hardiness vs. Enchantments]]&lt;br /&gt;
* [[NWN:Immunity to Sleep|Sleeplessness]]&lt;br /&gt;
* [[NWN:Keen Sense|Keen Senses]]&lt;br /&gt;
* [[NWN:Skill Affinity (Listen)|Skill Affinity: Listen]]&lt;br /&gt;
* [[NWN:Skill Affinity (Search)|Skill Affinity: Search]]&lt;br /&gt;
* [[NWN:Skill Affinity (Spot)|Skill Affinity: Spot]]&lt;br /&gt;
* [[NWN:Weapon proficiency (elf)|Weapon Proficiency: Elf]]&lt;br /&gt;
&lt;br /&gt;
'''Favored Class:''' [[Wizard]] &lt;br /&gt;
&lt;br /&gt;
'''Notes:'''&lt;br /&gt;
* Sereg'wethrin can only be created in the [[Underdark]] server&lt;br /&gt;
* All Sereg'wethrin have black skin and hair through the character creation process&lt;br /&gt;
* Sereg'wethrin can take the [[Arcane Archer]] class&lt;br /&gt;
* All Sereg'wethrin '''MUST''' be male, it is not possible to create a female Sereg'wethrin and playing a female Sereg'wethrin is considered '''[[Rules:Specific_Rules:Cheesing|cheesing]]'''.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
Long ago, the [[Elf|elven]] nation of [[T'Nanshi]] created a secret elite black ops fighting force to fight against the [[Orc|Orcs]] in [[The Great War|the Great War]]. Much later, in the not too recent past, the name for this race became synonymous with the [[Elf, Drangonari|Drangonari]] word for &amp;quot;assassin&amp;quot;, i.e. Sereg'wethrin. The different specializations within this force were also given Drangonari designations during this time period.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, before they were deployed, the Great War ended with the explosive destruction of all Orc mages. Without a purpose, the Sereg'wethrin force was relegated to training and minor operations with limited scope.&lt;br /&gt;
&lt;br /&gt;
Initially, the Sereg'wethrin were normal elven soldiers. The soldiers participated in voluntary magical conditioning that enhanced their abilities. This low to mid level conditioning proved to be effective in allowing the Sereg'wethrin force to gain an edge in tactical combat missions. As time passed, the Sereg'wethrin began to experiment with increased levels and different forms of magical enhancement. Their experimentation proved to be incredibly fruitful, however, the effects of this conditioning began to make genetic changes within their bodies. A few of the more significant changes are:&lt;br /&gt;
&lt;br /&gt;
* Camouflage: The Sereg'wethrin skin and hair is permanently dark... almost black.&lt;br /&gt;
* Stealth: They received enhanced hiding and stealth abilities.&lt;br /&gt;
* Speed: Sereg'wethrin have an un-natural quickness.&lt;br /&gt;
&lt;br /&gt;
A price for this experimentation and enhancement was also paid. The mind of a Sereg'wethrin is extremely chaotic. In fact, most of them only have a loose grasp on sanity. This can be useful in combat, but makes them extremely volatile in daily situations.&lt;br /&gt;
&lt;br /&gt;
Part of their conditioning has always been military obedience to the chain of command. This may seem to fly against their chaotic nature, but it is an artificially and magically-induced behavioral trait. Without this conditioning, the Sereg'wethrin would cease to be an organized military force.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Personality==&lt;br /&gt;
&lt;br /&gt;
Most Sereg'wethrin have a volatile demeanor. They have little patience and explode early on in a confrontation. Loyalty to their own is one of the few virtues they maintain as a culture. Because of their instability, Sereg'wethrin rarely form meaningful relationships outside of their military units, and this fact causes them no personal hardship at all because their entire lives are devoted to army affairs.&lt;br /&gt;
&lt;br /&gt;
More recent iterations of these conditioned soldiers were given anti-[[Human|human]] conditioning, as part of [[M'Chek-T'Nanshi War|the conflict]] between the elven nation of T'Nanshi and the human nation of [[M'Chek]]. The anti-human conditioning was brutally effective. Sereg'wethrin slaughtered humans with a gleeful passion. In fact, it worked too well. The Sereg'wethrin now made no distinction between human soldiers and human civilians (including women and children). This behavior shocked and appalled Nanshi High Command and forced them to recall and analyze of the Sereg'wethrin force. But at this point, it was too late.&lt;br /&gt;
&lt;br /&gt;
The Sereg'wethrin leadership perceived the recall as an attack on their existence, and they immediately took action. They withdrew all Sereg'wethrin troops from their surface bases, and secured their underground bases, including their primary fortress deep in [[Underdark|the underdark]]. This action confirmed their rogue status and explicitly defined their sovereignty from the nation of T'Nanshi and from the race of Avlissian Elves.&lt;br /&gt;
&lt;br /&gt;
The Sereg'wethrin have two natural drives: protection and enhancement of their existence. These natural drives are further reinforced by a number of artificially-induced drives (through conditioning): overriding concern for the collective of Sereg'wethrin interests, and overriding hatred for humankind.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Sereg'wethrin Superconditioning ====&lt;br /&gt;
&lt;br /&gt;
The whole race was not super-conditioned during the M'Chek-T'Nanshi War. Only the Sereg'wethrin who fought in that war were superconditioned. When the Sereg'wethrin split completely from T'Nanshi and went on their own into the Underdark, the superconditioning ceased to be renewed, and all Sereg'wethrin coming of age right now are '''NOT''' superconditioned.&lt;br /&gt;
&lt;br /&gt;
About half of all Sereg'wethrin NPC's encountered right now have the superconditioning, and that number is dwindling fast.&lt;br /&gt;
&lt;br /&gt;
Superconditioning does not seem to cause the Sereg'wethrin to hate [[Human, Adomkuro|adomkuro]].&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Physical Description==&lt;br /&gt;
&lt;br /&gt;
Sereg'wethrin look much like Avlissian Elves in terms of size and build. All of them possess the same light frame, almond-shaped eyes, pointed ears and chiseled features. The main differences are their jet-black eye, skin, and hair color. They usually have strange scars through much of their body as a result of the magical conditioning they all go through.&lt;br /&gt;
&lt;br /&gt;
Almost all Sereg'wethrin are male. Females have only recently been produced through a specialized version of the magical conditioning which was invented to insure the survival of the species after their falling out with the High Command of T'Nanshi. Females are a subjugated caste who exist for breeding purposes only, and are rarely given any status in society. They possess the same dark features as males, but are a little shorter, reaching a maximum of 4 and a half feet tall.&lt;br /&gt;
&lt;br /&gt;
Clothing is uniform and varies by rank and occupation. Those who primarily function as spellcasters in battle will wear loose-fitting clothing that contains numerous pouches and secret compartments for storing spell components and weapons. Warriors will wear armor over comfortably tight-fitting fabric.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Relations==&lt;br /&gt;
&lt;br /&gt;
Sereg'wethrin maintain a strong hatred of humans that is nearly unrestrainable. They see humans as a viral culture that is a threat to all other cultures near them. Unless there are predefined arrangements, they will attack any human on sight.&lt;br /&gt;
&lt;br /&gt;
Sereg'wethrin maintain, by default, a non-aggressive (even friendly) relationship with most other races, especially elves. However, this relationship is one-sided, because all Avlissian and [[Elf, Ghost|ghost]] elves, as well as other races, shun them as malignant traitors who have taken their hatred too far. Evil races, such as the [[Goblinoid|goblin-kind]] fear them and will go to great lengths to avoid them, let alone making any alliances with them. To the Sereg'wethrin, this is just as well, for their dislike of these races rivals that of their elven kin.&lt;br /&gt;
&lt;br /&gt;
Sereg'wethrin maintain, by default, a non-aggressive (even friendly) relationship with most other races.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Alignment==&lt;br /&gt;
&lt;br /&gt;
Sereg'wethrin epitomize the chaotic nature of their elven heritage. They tend towards evil, because they pursue their goals without thought to the wider effects.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Sereg'wethrin Lands==&lt;br /&gt;
&lt;br /&gt;
The Sereg'wethrin have taken up residence in the underdark of southern Negaria. The center of Sereg'wethrin society has its roots in the underdark beneath T'Nanshi, but has expanded to other parts of the cavernous complex of caves and tunnels below the surface. They build tight, military-style strongholds rather than cities, in highly defensible locations.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Religion ==&lt;br /&gt;
&lt;br /&gt;
Sereg'wethrin are amoral and worship their own existance rather than any external deity.&lt;br /&gt;
There are no Priests or Clerics in the command structure and any Sereg'wethrin found worshipping a god is deemed an abberation, hunted down, and killed on sight.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Language ==&lt;br /&gt;
&lt;br /&gt;
Sereg'wethrin speak [[Nanshilae|Avlissian Elven]]. What's interesting is that they use Drangonari Elven to refer to themselves. This anomaly has its roots to when they were part of the T'Nanshi Military. They were so named by the T'Nanshi Military in order to maintain plausible deniability should they be caught during an operation. A few examples: Sereg'wethrin actually means &amp;quot;Assassin&amp;quot;, Cuar=&amp;quot;Archer&amp;quot;, Shaalth=&amp;quot;Captain&amp;quot;.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Names ==&lt;br /&gt;
&lt;br /&gt;
Sereg'wethrin have kept to their elven roots when it comes to their personal names. Their family names have lost meaning over the millennia as their Avlissian elven clans have disowned them or disappeared through the ages. Those Sereg'wethrin that have strong personal identities will generally take a new last name derived from a past experience or a vanquished enemy.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Male Names ====&lt;br /&gt;
&lt;br /&gt;
Alaran, Earar, Kohav, Maher, Lonovan, Solerion, Tri'as, Tre'lanin, Zeerestova, Zero&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Adventurers == &lt;br /&gt;
&lt;br /&gt;
Sereg'wethrin are trained to stay with their cell unless ordered to do otherwise. This makes it unlikely to find a solitary specimen out on its own with no particular mission. On occasion, a Sereg'wethrin will break with its conditioning and go out on its own, but these members are hunted down by their cell and destroyed.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
&lt;br /&gt;
Sereg'wethrin primary MO for combat is ambush and trap. They lie in hiding and strike fiercely, then they disappear just as fast. When faced with a superior opponent, they are not opposed to taking out lesser opponents of his group and leaving him behind. Suicide mission are also not unheard of, especially when biological weaponry is involved.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Reproduction and The Nwal'maer ==&lt;br /&gt;
&lt;br /&gt;
The Sereg'wethrin consisted of an all-male military force. When they broke away from Nanshi, this presented a survival problem. To solve this problem, the Sereg'wethrin began raiding Elven villages and capturing women and young male Elves. The women were imprisoned in a breeding sector of the primary Underdark fortress, their sole purpose is to produce Sereg'wethrin children. The Sereg'wethrin thought to train the young males and incorporate them into their collective, however, the Elves proved to be resistant and ultimately they would not willingly join.&lt;br /&gt;
&lt;br /&gt;
These young elven males were eventually put through another experimental conditioning process. This process proved to be extremely powerful, and dangerous. 80% of the elves undergoing this special conditioning died, but those that survived were changed. Their minds completely surpressed of willful thought, enslaved in a &amp;quot;superhuman&amp;quot; body under the command of Sereg'wethrin leadership. They become deadly tools, an extension of Sereg'wethrin might, lacking a will of their own. They were dubbed, Nwal'maer, Drangonari for &amp;quot;The Tortured Ones&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Sereg'wethrin is a playable race on Avlis but must start on the [[Underdark]] server and be male.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==IC information for new Underdark Sereg'wethrin PCs==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;&lt;br /&gt;
'''Note: This information can only be common knowledge to Sereg'wethrin or other PCs native to the Underdark.'''&lt;br /&gt;
&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A lot of young Sereg'wethrin have taken up residence in and near the city of [[Verloghokbol]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Factions'''&lt;br /&gt;
&lt;br /&gt;
Sereg'wethrin identify themselves as belonging to one of the three factions.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
* Akh'Velahr: This faction is about physical power and military discipline. They are the soldiers and the shock troops.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
* Akh'Wethril: This faction is about Stealth and Covert Ops. They are the original faction dating back from the Black Ops days. Members of this faction usually have a elevated view of their own importance with regard to members of other factions. Their arrogance, however, is matched by their deadly abilities and skill. They are not all talk.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
* Akh'Faer: This faction is about magic, and Arcane arts. They are extremely deadly, especially the upper ranks.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Factions are more role based than defined by class ranks.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
''(Based on the [http://avlis.org/viewtopic.php?f=229&amp;amp;t=30592&amp;amp;start=0 Background Info: Sereg'wethrin Culture thread] from the [http://avlis.org/viewforum.php?f=229 Sereg'wethrin Coordination Thread] (see below).)''&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Torori'Nevalor''' &lt;br /&gt;
&lt;br /&gt;
Young Sereg'wethrin PCs deployed to Verloghokbol usually find themselves on Torori'Nevalor Cell's hunting ground. The cell's HQ is located in the Temple District of Verloghokbol, one step away from the bridge leading into the marketplace. Close to the surface, the cell of Torori'Nevalor is High Command's eyes and ears. The cell provides further training and support to the cell's recruits; rogue, unassigned Sereg'wethrin might be hunted down, being enlisted and pardoned on an exception basis only. A new Sereg'wethrin showing up in the town is not required to be part of Torori'Nevalor, however it is quite likely that he would have to either belong to &amp;quot;a&amp;quot; cell or work towards Torori'Nevalor recruit rank.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
''(Based on the [http://avlis.org/viewtopic.php?f=229&amp;amp;t=100223 OOC: Sereg'wethrin in general and cells in particular] thread.)''&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Sereg'wethrin Hand Signals.'''&lt;br /&gt;
&lt;br /&gt;
The Sereg'wethrin sometimes communicate with gestures, hand-signals expressing simple military commands. The Sereg'wethrin are a black-ops unit operating by stealth, the hand-signals being a way to convey commands to a unit silently.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Due to their high racial Dex bonus, the Verloghokbol-based Sereg'wethrin managed to convert the basic signals into a more complex sign language, where a given gesture represents a given command; at times entire words are being lettered. The base language for Sereg'wethrin sign language is Drangonari. The sign language is never taught to the non-Sereg'wethrin, who are not able to understand it merely by accompanying a Sereg'wethrin communicating that way as well. Moreover, any character with a Dex bonus less than 6 would not be able to even make all the signs.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
''(Based on the [http://avlis.org/viewtopic.php?f=229&amp;amp;t=109208 OOC: Cell signals] thread.)''&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
http://www.student.euv-frankfurt-o.de/~euv52693/pliki/avlis/Torori_Neva_Outfit.png&lt;br /&gt;
&lt;br /&gt;
(A Torori'Nevalor Akh'Wethril'Ethir)&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
http://www.student.euv-frankfurt-o.de/~euv52693/pliki/avlis/faer2.png&lt;br /&gt;
&lt;br /&gt;
(A Torori'Nevalor Akh'Faer'Istarym)&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
http://www.student.euv-frankfurt-o.de/~euv52693/pliki/avlis/Velahrym.png&lt;br /&gt;
&lt;br /&gt;
(A Torori'Nevalor Akh'Velahr'Velahrym)&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
&lt;br /&gt;
* [[Custom_Races|Custom Race System]]&lt;br /&gt;
* [[Elf|Elven racial group]]&lt;br /&gt;
* [http://www.avlis.org/viewtopic.php?t=26946&amp;amp;highlight= Sereg'wethrin info thread]&lt;br /&gt;
* [http://www.avlis.org/viewtopic.php?t=79234 A few questions and answers on playing a Sereg]&lt;br /&gt;
* [http://www.avlis.org/viewtopic.php?t=73350 Player derived information on Sereg (not 100% accurate)]&lt;br /&gt;
* [http://avlis.org/ucp.php?i=167 Sereg'wethrin coordination thread, a private discussion group and Sereg IC board.]&lt;br /&gt;
&lt;br /&gt;
[[Category:Custom Races]]&lt;br /&gt;
[[Category:Elven Races]]&lt;/div&gt;</summary>
		<author><name>TripleAught</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Shaahesk&amp;diff=40923</id>
		<title>Shaahesk</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Shaahesk&amp;diff=40923"/>
		<updated>2014-01-16T17:53:41Z</updated>

		<summary type="html">&lt;p&gt;TripleAught: /* OOC NOTE */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;'''Racial Groups:''' {{RacialGroups}} &amp;lt;/center&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;'''Races:''' {{Races}} &amp;lt;/center&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;'''Reptilian Races:''' {{ReptilianRaces}} &amp;lt;/center&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;'''Custom Races:''' {{CustomRaces}} &amp;lt;/center&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== PC Statistics ==&lt;br /&gt;
&lt;br /&gt;
'''Base Race:''' [[Half-Elf]] or [[Half-Orc]]&lt;br /&gt;
&lt;br /&gt;
'''Ability Score Adjustments:''' None.&lt;br /&gt;
&lt;br /&gt;
'''Feats:'''&lt;br /&gt;
* [[NWN:Alertness|Alertness]]&lt;br /&gt;
&lt;br /&gt;
'''Special Abilities:'''&lt;br /&gt;
* [[NWN:Natural armor bonus|Natural Armor Bonus]]&lt;br /&gt;
&lt;br /&gt;
'''Favored Class:''' [[Rogue]]&lt;br /&gt;
&lt;br /&gt;
'''Notes:'''&amp;lt;br&amp;gt;&lt;br /&gt;
* Lizardmen have a static model. Regardless of what is chosen during character generation, all Lizardmen have the same appearance.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
 &lt;br /&gt;
The '''shaahesk''', or lizard folk, are the evil creations of the god [[Aarilax]], who created them as extensions of his own diabolical intentions. They exist in a harsh society of cold cruelty and exotic reptilian quirkiness that would shrivel the heart of most mammals, providing a tasty treat for the shaahesk in the process. In the society of the lizard folk, might makes right. Those who are strong succeed, and those who are weak wind up as slaves or food. This interaction sets up an ever-changing hierarchy of despots and dictators that vie for control of land, money, and slaves while enforcing their will on the lesser populace of their swampy holdings.&lt;br /&gt;
&lt;br /&gt;
== Personality ==&lt;br /&gt;
&lt;br /&gt;
Shaahesk are cold-blooded creatures that do not seem to possess the warmer emotions of humanoids or other kinds of mammals. Their qualities are very basic: anger, fear, hunger, and greed. Complicated patterns of emotions are not seen in these psychologically primitive creatures, who are mainly driven by their desires for food, shelter, sleep, and achieving power. Feelings like comradery and friendship do not even extend to members of their own species, whom they see only as sources of tools for getting what they want. On the other hand, mistaking the shaahesk for being stupid creatures of habit is a fatal error. Members of this race can be extremely intelligent, cunning, and even wise, and when these qualities are combined with an uncomplicated emotional makeup, the results can be extraordinarily deadly.&lt;br /&gt;
&lt;br /&gt;
==Physical Description ==&lt;br /&gt;
&lt;br /&gt;
Shaahesk are tall reptilian creatures with grinning mouths full of sharp teeth, and scales ranging in color from dark brown, even black, to forest green. The scales on their stomach and chest can be lighter than those on the rest of their bodies, and occasionally markings of varying colored scales can be found. These creatures can reach heights as tall as 7 feet, though they average 6 to 6 1/2 feet, and there are no known height differences between male and female. Shaahesk have reptilian eyes with slit pupils and yellow, red, or violet shades. Streaks of other colors are often visible in their eyes, and these specimens are said to be lucky.&lt;br /&gt;
&lt;br /&gt;
Shaahesk to do not find it necessary to wear clothing, but they will sometimes decorate themselves with sashes or trinkets. Their tough hides will deflect most minor cuts, scrapes, and projectiles, but they will sometimes deem it a necessity to wear armor when going into a particularly tough battle.&lt;br /&gt;
&lt;br /&gt;
== Relations ==&lt;br /&gt;
&lt;br /&gt;
Shaahesk have a very hierarchical society controlled by the strongest and most cunning members who can manage to stay on top of the pack. The actions of a given community are direct results of the wishes of its leader, and the numerous villages and groups are constantly at war with one another for control of larger pieces of power. As a species, the shaahesk view all other races as inferior and as food sources. [[Kobold|Kobolds]] are given second-class citizenship in their societies because of the similarities they exhibit to the lizard folk, but troglodytes and sahuagin are only tolerated in places where the shaahesk are not powerful enough to displace them.&lt;br /&gt;
&lt;br /&gt;
Races that attempt to make their homes near lands claimed by the shaahesk always meet with constant resistance. This is the case with the [[Elf, Drangonari|drangonari elves]] who battle with them to maintain control of their home city-state of Grantir. Even races that innocently wander into shaahesk territory will meet with problems immediately, and often these problems are fatal. [[Elf|Elves]], [[Dwarf|dwarves]], and [[Human|humans]] are viewed as objects by the shaahesk, as opposed to being seen as other sentient races.&lt;br /&gt;
&lt;br /&gt;
{|border=1 cellpadding=5 cellspacing=0&lt;br /&gt;
| &amp;quot;Shaahesk don't have weddings, marriages, or romance at all. They simply mate and leave. It's purely a lust/reproductive drive thing. That much is mentioned in their description, even. There's likely a tendency to want to mate with strong Shaahesk however. During reproduction is basically the only time what gender a Shaahesk is even comes up culturally...otherwise what gender you are simply never matters. Not even their names or clothing are based on gender.&amp;quot; - [[PCs:Rhissaerk Jalesh|Rhissaerk Jalesh]]&lt;br /&gt;
|}&lt;br /&gt;
== Alignment ==&lt;br /&gt;
&lt;br /&gt;
More often than not, shaahesk are evil and selfish to the core. They have little or no respect for laws, but they do not randomly go about their business in any sort of destructive fashion, as a chaotically-aligned individual would do. Shaahesk tend towards neutral evil alignment, and will work with others to achieve a goal, so long as that goal suits them. Once their objectives are met, those that were allied with them are no longer considered necessary and will be dealt with as needed.&lt;br /&gt;
&lt;br /&gt;
== Shaahesk Lands ==&lt;br /&gt;
&lt;br /&gt;
The lizard folk occupy their own conglomerate nation of Drotid on the southeastern portion of Negaria. It is a land of swamps, jungles, forests, and intricate underwater river systems and springs. Portions of this land are ruled by lords who have titles with unpronounceable names, but are roughly translated as &amp;quot;Boyar&amp;quot;. The boyars answer to an overlord who is acknowledged as the most powerful individual in the country, with a title roughly translating to &amp;quot;Voivode&amp;quot;. Boyars pledge loyalty to the Voivode to avoid being wiped out, but this loyalty only extends as far as necessary to keep the Boyars alive long enough to displace the other Boyars nearby in an effort to carve out their own large holdings and eventually replace the Voivode. Though there are few cities in Drotid because of the paucity of dry land, there is one settlement, which is the home of the Voivode that is larger than the rest and acts as a hub for the slave trade. Outsiders simply refer to it as &amp;quot;Drotid City&amp;quot; or &amp;quot;The Snake Pit&amp;quot; because they cannot pronounce the shaahesk name, which is SSsshhehaaheskiticliasss.&lt;br /&gt;
&lt;br /&gt;
== Religion ==&lt;br /&gt;
&lt;br /&gt;
The lizard folk see [[Aarilax]] as being their most powerful overlord, and they all pay some sort of homage to him in the form of offerings and prayer. In their world of might makes right, they go to great lengths to ask that Aarilax does not wipe out his creation, and that he give them more chances to prove their worth to him.&lt;br /&gt;
&lt;br /&gt;
== Languages ==&lt;br /&gt;
&lt;br /&gt;
Shaahesk speak their own language of hisses, creaks, and chirps. It is exceedingly difficult for non-reptilians to pronounce, and only a few can learn it. Some lizard folk can speak common, though they have difficulty and can only manage to communicate with a thick accent.&lt;br /&gt;
&lt;br /&gt;
== Names ==&lt;br /&gt;
&lt;br /&gt;
Shaahesk names are long, and contain hisses and chirps that are common in the shaahesk language. There is no distinction between first and last names, nor male and female names. Some have more than one name because they gained additional names through reputation from deeds accomplished in their lives. Clans and families do not play as big a role in shaahesk society as individuals do. Thus, there are no families that have better names than others, and group names have all but disappeared. When communicating with non-reptilian races, a shaahesk will often grudgingly give a shortened version of its name that the creature can pronounce.&lt;br /&gt;
&lt;br /&gt;
== Adventurers ==&lt;br /&gt;
&lt;br /&gt;
Shaahesk will rarely venture outside their home territory without a group of soldiers as backup, however there are a lot of cases where shaahesk that are kept as slaves will escape and leave Drotid in search of a better life. Escaped slaves are seen as weakness on the part of the master, who will be likely to dispatch other shaahesk to retrieve them.&lt;br /&gt;
&lt;br /&gt;
== Midknight's ramblings on Shaahesk ==&lt;br /&gt;
&lt;br /&gt;
Note that the following are my own and to an extent other player's extrapolations from the World Setting:&lt;br /&gt;
&lt;br /&gt;
In general, keep in mind overall that the typical Shaahesk is ultimately, racially supremacist. All Shaahesk look down upon what they term &amp;quot;the warmbloods&amp;quot; - normally tending to lump them together in that single term.&lt;br /&gt;
&lt;br /&gt;
Shaahesk, from the official info, are arranged into different tribal groups within Drotid, which actually gives you a lot of leeway in developing your own customs - I'm sure that each tribe would have somewhat divergent customs.&lt;br /&gt;
&lt;br /&gt;
One unifying theme though is the Shaahesk opinion of death. Shaahesk philosophy applies a Darwinian theme of natural selection to all things, including their own lives. Thus, every life taken becomes a part of themselves. My own Shaahesk embodies this by ritually eating the heart of the worthiest foes he defeats. Alternately, some take trophies, such as a necklace of teeth, or other similar customs. It doesn't matter what form the ritual takes, so long as it is consistent. Other races, most particularly warmbloods, might see this as a desecration, but to the Shaahesk this is a proper and fitting display of respect.&lt;br /&gt;
&lt;br /&gt;
Similarly, a Shaahesk warrior who falls in battle would rather have his corpse eaten or otherwise used (the hide for armor, or the teeth for darts, or the claws for a necklace, or so forth), as it represents the fact that their strength continues on, taken by another and is now a part of them, almost a form of reincarnation.&lt;br /&gt;
&lt;br /&gt;
Note that while the Shaahesk are usually racist, they respect strength above all. The definition of 'strength' differs for each individual Shaahesk, but generally a strong will to live is a part of it.&lt;br /&gt;
&lt;br /&gt;
Endeavour to give your Shaahesk his own personal uniqueness and depth of personality. Even with the upcoming dynamic models, most Shaahesk still look alike - make up for this with personality. Perhaps your Shaahesk is a more a sneaky, oily rogue. Perhaps he is a warrior who lives by an archaic code of honour. Even though Shaahesk are primarily evil characters, that doesn't mean they are all heartless Darth Vader type killers. Since Shaahesk are usually measured by a stereotype (being often found as an Avlis villain), a three dimensional PC shaahesk adds a lot of colour and leaves an impact.&lt;br /&gt;
&lt;br /&gt;
At the same time, try to give your Shaahesk a measure of 'alien-ness' - they're coldblooded, both literally and metaphorically. They should be different in some way than an evil warmblood.&lt;br /&gt;
&lt;br /&gt;
Shaahesk physiology is probably closest to that of a crocodile or alligator, for a real life analogy. Most players use hisses and accent their 's's to create a Shaahesk accent. Furthermore, if you need help thinking of a Shaahesk name, keep in mind that most of their jaw motion is vertical, with no lips. Try it yourself and see what kind of sounds you can make. (Thanks to Fuzz)&lt;br /&gt;
&lt;br /&gt;
A slightly more radical idea is to try to trade entirely in gems or items other than gold - Shaahesk hands would seem a little clumsy for handling gold pieces. I don't really do as much of this myself anymore, as gold is just that much more convenient, but it can add some flavour. (Also thanks to Fuzz)&lt;br /&gt;
&lt;br /&gt;
Finally, if you have another player you play somewhat regularly with and are both considering Shaahesk characters, consider a master and slave character instead. A traveling shaahesk and his slave is in some ways more realistic and immersive than two shaahesk traveling together. Have the shaahesk bring along his whip occassionally too... (Good slave races include kobolds, goblins, and gnolls - the other races tend to be either too strong to control or would raise a lot of uproar. A goblin slave attracts much less attention than a human one... but if you wanna go for it, it might be quite interesting.)&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
&lt;br /&gt;
* [[Reptilian|Reptilian racial group]]&lt;br /&gt;
* [[Custom_Races|Custom Race System]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Custom Races]]&lt;br /&gt;
[[Category:Reptilian Races]]&lt;/div&gt;</summary>
		<author><name>TripleAught</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=User:Belasco&amp;diff=39623</id>
		<title>User:Belasco</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=User:Belasco&amp;diff=39623"/>
		<updated>2012-08-05T04:50:53Z</updated>

		<summary type="html">&lt;p&gt;TripleAught: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''(moved from CTS page)''  --[[User:Analgesia|Analgesia]] 14:35, 24 September 2009 (CDT)&lt;br /&gt;
&lt;br /&gt;
{| align=center cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;0&amp;quot; style=&amp;quot;border-left:15px solid white;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; style=&amp;quot;font-size:9pt; text-align:center;&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;4&amp;quot;&lt;br /&gt;
! style=&amp;quot;background:#afdeab; font-size:10pt;&amp;quot; colspan=6 | Cats&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:#cfcfcf; width:380px;&amp;quot; | Name&lt;br /&gt;
! style=&amp;quot;background:#cfcfcf; width:380px;&amp;quot; | Likeness&lt;br /&gt;
! style=&amp;quot;background:#cfcfcf; width:380px;&amp;quot; | Information&lt;br /&gt;
|-&lt;br /&gt;
| Clouded Leopard (1303)&lt;br /&gt;
| [[Image:CloudedLeopard.jpg‎ ]]&lt;br /&gt;
| Rare, aggressive when cornered, tend to range alone or in very small groups, carnivorous&lt;br /&gt;
|-&lt;br /&gt;
| Kirre (93) &lt;br /&gt;
| [[Image:Kirre.jpg‎ ]]&lt;br /&gt;
| Extremely aggressive when approached, hunt in small groups and keep to specific ranges, able to conceal themselves, excellent at stealth, carnivorous  &lt;br /&gt;
|-&lt;br /&gt;
|Avlis Jaguar (98)&lt;br /&gt;
|[[Image:Avlis_Jaguar.jpg‎]]&lt;br /&gt;
|a large cat (though smaller than a Dire Tiger), intelligent, tend to wooded areas, carnivorous&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{| align=center cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;0&amp;quot; style=&amp;quot;border-left:15px solid white;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; style=&amp;quot;font-size:9pt; text-align:center;&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;4&amp;quot;&lt;br /&gt;
! style=&amp;quot;background:#afdbab; font-size:10pt;&amp;quot; colspan=6 | Bears&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:#cfcfcf; width:380px;&amp;quot; | Name&lt;br /&gt;
! style=&amp;quot;background:#cfcfcf; width:380px;&amp;quot; | Likeness&lt;br /&gt;
! style=&amp;quot;background:#cfcfcf; width:380px;&amp;quot; | Information&lt;br /&gt;
|-&lt;br /&gt;
| Spectacled Bear (1293)&lt;br /&gt;
| [[Image:Spectacled_Bear.jpg‎]]&lt;br /&gt;
| Very rare, shy, omnivorous&lt;br /&gt;
|-&lt;br /&gt;
|Wild Grizzly Bear (204)&lt;br /&gt;
|[[Image:Grizzly.jpg]]&lt;br /&gt;
|An amazingly powerful bear, more carnivorous than its cousins, ranges alone, stays almost exclusively in the forest&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{| align=center cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;0&amp;quot; style=&amp;quot;border-left:15px solid white;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; style=&amp;quot;font-size:9pt; text-align:center;&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;4&amp;quot;&lt;br /&gt;
! style=&amp;quot;background:#afdeab; font-size:10pt;&amp;quot; colspan=6 | Dogs&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:#cfcfcf; width:380px;&amp;quot; | Name&lt;br /&gt;
! style=&amp;quot;background:#cfcfcf; width:380px;&amp;quot; | Likeness&lt;br /&gt;
! style=&amp;quot;background:#cfcfcf; width:380px;&amp;quot; | Information&lt;br /&gt;
|-&lt;br /&gt;
| Mastiff (1396)&lt;br /&gt;
| [[IMage:Mastiff.jpg‎]]&lt;br /&gt;
| Large, friendly, fiercely loyal, mostly carnivorous&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
[[Category:Player|Belasco]]&lt;/div&gt;</summary>
		<author><name>TripleAught</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Rules:Player_Housing&amp;diff=39606</id>
		<title>Rules:Player Housing</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Rules:Player_Housing&amp;diff=39606"/>
		<updated>2012-07-18T00:41:54Z</updated>

		<summary type="html">&lt;p&gt;TripleAught: /* Submission process */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Rules for Building==&lt;br /&gt;
&lt;br /&gt;
'''1.1)''' The players shall build their houses in accordance with Player Housing Standards.  Failure to follow the guidelines may result in rejection of your Player housing.  &lt;br /&gt;
&lt;br /&gt;
'''1.2)''' If there is something you want in your house but it is not listed here, it is NOT AVAILABLE for Player Housing. The Team grants exceptions on a case by case basis.  Exceptions are granted ONLY before submission, they require prior approval. When an item you wish to include requires PRIOR approval, get PRIOR approval.  Submitting a house and asking for permission afterwards through documentation or PM's, SHALL BE grounds for immediate rejection.  &lt;br /&gt;
&lt;br /&gt;
'''1.3)''' No custom items will be accepted for inclusion into the palette.&amp;lt;br&amp;gt; &lt;br /&gt;
The exceptions to this rule are guild items and keys.&amp;lt;br&amp;gt; &lt;br /&gt;
Keys do not have to be key objects, but they are to have no special properties added to them.&amp;lt;br&amp;gt; &lt;br /&gt;
Guild items fall under their own list of requirements and will not be discussed here.&amp;lt;br&amp;gt;  &lt;br /&gt;
&lt;br /&gt;
'''1.4)''' No custom scripts will be allowed for inclusion in player housing. However there is a base set of scripts supplied (see section ''3'' below) feel free to use these.  &lt;br /&gt;
&lt;br /&gt;
'''1.5)''' All Player Housing scripts (section ''3.1, 3.2'' and ''3.3'') shall be added to player housing by the player.  Failure to do so will result in rejection of your Player Housing.&lt;br /&gt;
&lt;br /&gt;
'''1.6)''' '''No heartbeat based scripts will be allowed.'''  [[(NOTE: Heartbeat scripts can be found on many items, especially CEP items.  Any item that performs an action or moves, should be checked for heatbeat scripts.  Examples: candles with flames, wall sconces, hanging chandeliers, CEP placeable gates (metal gates), etc...)]]&lt;br /&gt;
&lt;br /&gt;
'''1.7)''' NPC's cost 50,000 gold each.&amp;lt;br&amp;gt;&lt;br /&gt;
Any NPC added to player housing is to have a CR of no higher than 1/8.&amp;lt;br&amp;gt;&lt;br /&gt;
Player Housing NPC's will leave a corpse when killed.&amp;lt;br&amp;gt;&lt;br /&gt;
A P-merchant is considered an NPC. A P-merchant costs 120,000.&amp;lt;br&amp;gt;  &lt;br /&gt;
Conversations for NPC's or customized conversations for P-Merchants cost 5,000 gold.&amp;lt;br&amp;gt; &lt;br /&gt;
Bioware Merchants are excluded from all Player housing projects, be it single player homes or guildhalls.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Required NPC Statistics:&lt;br /&gt;
 Ability Scores: No greater then 10. If the NPC had lower then 10, do not up the score to 10.&lt;br /&gt;
 Classes: Must be Commoner, level 1&lt;br /&gt;
 Skills: NPC's can have NO Skills.&lt;br /&gt;
 Advanced: Faction: Commoner; &lt;br /&gt;
 Feats: NPC's can have NO Feats.&lt;br /&gt;
 Spells: NPC's can have NO Spells.&lt;br /&gt;
 Special Abilities: NPC's can have NO Special Abilities.&lt;br /&gt;
&lt;br /&gt;
 P-merchants:&lt;br /&gt;
 P-merchants and Donation EP-Chests (discussed below) come equiped with 1 menu page and 400 squares of&lt;br /&gt;
 storage capacity on that page.  &lt;br /&gt;
 These limits can be bought up in game:&lt;br /&gt;
 +1 menu page (10 different items) = 60,000 gold&lt;br /&gt;
 +200 squares of storage capacity = 40,000 gold.&lt;br /&gt;
 Menu pages and storage capacity can be bought up to infinity for approx. one million gold total.&lt;br /&gt;
&lt;br /&gt;
'''1.8)''' Player housing is not to be linked to any special areas (e.g. temples, tunnels or other player housing) Without prior approval of the Avlis team.&lt;br /&gt;
&lt;br /&gt;
'''1.9)''' Player housing is not to restrict access to existing parts of modules (e.g. you cannot put a fence around your favourite tree that you can only get to the inside of from your house).&lt;br /&gt;
&lt;br /&gt;
'''1.10)''' Plants that produce crafting placeables are NOT allowed in single player housing.&amp;lt;br&amp;gt; &lt;br /&gt;
Exceptions may be considered for Avlis guilds.&amp;lt;br&amp;gt; &lt;br /&gt;
Before including any plants '''send a PM with subject title as Player Housing''' [http://avlis.org/ucp.php?i=pm&amp;amp;mode=compose&amp;amp;u=9202 to '''Micah'''] to make sure your guild qualifies.&amp;lt;br&amp;gt; &lt;br /&gt;
All requests will be handled on a case by case basis.  A list of some (but not all) of the plants that are '''NOT''' allowed in guildhalls are below:&lt;br /&gt;
&lt;br /&gt;
 Guilds are not allowed to include player housing guildhalls any plant that spawns the following items.&lt;br /&gt;
 This list is not exustive, if something is not on this list it does not necessarily mean you &lt;br /&gt;
 are allowed it, it just means there is a higher chance you will be.&lt;br /&gt;
 Marrowroot&lt;br /&gt;
 Angel's Tears&lt;br /&gt;
 Bleeding Heart Bloom&lt;br /&gt;
 Desert Lilly&lt;br /&gt;
 Glowing mold Spores&lt;br /&gt;
 Gray moss bud&lt;br /&gt;
 Golden Lotus&lt;br /&gt;
 Mountian Rosebud&lt;br /&gt;
 Belladonna&lt;br /&gt;
 Plantain leaf&lt;br /&gt;
 Silver Mushroom&lt;br /&gt;
 Cactus Bloom&lt;br /&gt;
 Stinging Nettle&lt;br /&gt;
 Stonebush Bean&lt;br /&gt;
 Timmane's Bulb&lt;br /&gt;
 T'nanshi creeper&lt;br /&gt;
 Yarrow bloom&lt;br /&gt;
 Wintermint&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''1.11)''' Once imported, player housing can be edited a maximum of three times a year for revisions. Fixing bugs that were not your fault does not add towards this total.&lt;br /&gt;
&lt;br /&gt;
All revisions on imported player housing must be made on erf's exported from Avlis itself.  To obtain an exported erf file from Avlis, send a PM [http://avlis.org/ucp.php?i=pm&amp;amp;mode=compose&amp;amp;u=9202 to '''Micah'''].&lt;br /&gt;
&lt;br /&gt;
Revisions made on original (pre-imported) versions, or anything other then an Avlis exported erf file will not be accepted.  There are no exceptions.  &lt;br /&gt;
&lt;br /&gt;
'''1.12)''' Before submitting a house, remove all treasure scripts from any containers and make any containers that you don't plan on using static.  Containers include boxes, chests, cabinets, loot bags, etc.  Basically anything that is usable by default.&lt;br /&gt;
&lt;br /&gt;
'''1.13)''' Before submitting a house, remove all OnDeath event scripts from all doors.&lt;br /&gt;
&lt;br /&gt;
'''1.14)''' DO NOT leave keys in chests or on the floor.  A DM will deliver your key(s) to you once your house has been imported.&lt;br /&gt;
&lt;br /&gt;
'''1.15)''' A house may consist of a maximum of 5 different areas.&amp;lt;br&amp;gt; &lt;br /&gt;
This may be extended to a maximum of 10 if and only if your have prior approval from the Avlis team.&amp;lt;br&amp;gt; &lt;br /&gt;
An area is not a room or section of the house, it is an area as listed in the toolset.&lt;br /&gt;
&lt;br /&gt;
'''1.16)''' Any attempt to sneak things past the Avlis team will result in a PERMANENT ban from player housing and potentially Avlis. &lt;br /&gt;
&lt;br /&gt;
'''1.17)''' Any OOC cost saving measures shall be considered a form of cheesing.&amp;lt;br&amp;gt;  &lt;br /&gt;
Any OOC attempt to lower housing costs is not permitted and grounds for immediate rejection of your player housing.  &lt;br /&gt;
&lt;br /&gt;
'''1.18)''' Lowering the statistic of any placeable, where it is IC'ly appropriate, costs as much as increasing that same stat the same amount of points.&lt;br /&gt;
&lt;br /&gt;
'''1.19)''' Magic portals are not allowed in private Player Housing.&lt;br /&gt;
&lt;br /&gt;
'''1.20)''' The rule that applies to characters sharing inn rooms (http://www.avlis.org/viewtopic.php?t=34598) also applies to player housing.&amp;lt;br&amp;gt; &lt;br /&gt;
No player may have more than one character that shares a player house.&amp;lt;br&amp;gt; &lt;br /&gt;
In situations where the player house is a guild hall, a player may have more than one character in the same guild, PROVIDED that persistent storage (of ANY form) is NOT shared in the Guild Hall. The only exception to this is where permission is explicitly granted by the Avlis team in a PM or email you can produce if asked for and verified.&lt;br /&gt;
&lt;br /&gt;
'''1.21)''' Player housing may only use the haks and content that are currently on each server. New haks will not be added for any housing. The haks, in the correct order, are:&lt;br /&gt;
(note: any Player housing submitted after 8/22/05 MUST contain the updated HAKS listed below.  Any houses submitted before that date, but not yet included into Avlis will be grandfathered)&lt;br /&gt;
&lt;br /&gt;
==Haks==&lt;br /&gt;
'''Avlis Base Haks''':&lt;br /&gt;
 avlis_ext_4&lt;br /&gt;
 avlis_ext_3&lt;br /&gt;
 avlis_ext_2&lt;br /&gt;
 avlis_ext_1&lt;br /&gt;
 avlis_main1_9a&lt;br /&gt;
 avlis_main1_9b&lt;br /&gt;
 copap2da&lt;br /&gt;
 copapanatomy&lt;br /&gt;
 copapbaseitem&lt;br /&gt;
 copapcreature&lt;br /&gt;
 copapheadhand&lt;br /&gt;
 copappheno&lt;br /&gt;
 copapplaceable&lt;br /&gt;
 copapportrait&lt;br /&gt;
 copaptexture&lt;br /&gt;
 avlis_tileset_v1&lt;br /&gt;
 avlis_tilem1_v1&lt;br /&gt;
 avlis_tilem2_v1&lt;br /&gt;
 avlis_tilet1_v1&lt;br /&gt;
 avlis_tilet2_v1&lt;br /&gt;
&lt;br /&gt;
and the '''copaptlk_4_9.tlk''' in the tlk section.&lt;br /&gt;
&lt;br /&gt;
You must also make sure you add the latest CoPaP tlk file. This is also added in the custom content tab of the module properties, slightly below the hak  list.&amp;lt;br&amp;gt;&lt;br /&gt;
Submit your house (as an erf file in ZIP or RAR format) by uploading it and a filled out housing cost spreadsheet (both in the same zip or rar file) via email to '''madk@avlis.org''' &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''1.22)''' These rules can and will be bent in special circumstances, and many existing player houses are grandfathered with regards to some of these rules. Just because someone else has something, do not expect to get it yourself.&lt;br /&gt;
&lt;br /&gt;
'''1.23)''' Pricing, rules or conditions may be changed at any time by the Avlis team&lt;br /&gt;
&lt;br /&gt;
==Pricing==&lt;br /&gt;
&lt;br /&gt;
'''2.1)''' The final price for any piece of player housing is at the discretion of the Avlis team, what is presented here is a guide and many things may affect the final price.&lt;br /&gt;
&lt;br /&gt;
'''2.2)''' For persistent storage you must first buy the placeable and then add persistence to it.&lt;br /&gt;
&lt;br /&gt;
'''2.3)''' Doors and placeables have 4 attributes that determine their strength, these can all be adjusted individually, so to price out a door or placeable price out each of the 4 components, then add them together. If you wish to have a plot door or placeable, then it costs a flat 120,000. Do not bother pricing out the component parts.&lt;br /&gt;
&lt;br /&gt;
'''2.4)''' When pricing out the hardness, lock DC or fortitude of a door or placeable use the actual figure in the table below. When pricing out HP, divide the number of HP by 10 (rounding down) and use that number to lookup a price in the table below.&lt;br /&gt;
&lt;br /&gt;
'''2.5)''' If you wish a door/placeable to be key-only, the cost for the lock on the door is 10,000. You still have to pay for the other components of the door/placeable.&lt;br /&gt;
&lt;br /&gt;
'''2.6)''' To have a persistant display chest (like those at the ferrell bazaar) you first have to pay for strength of chest you want, then pay for display persistance&lt;br /&gt;
&lt;br /&gt;
'''2.7)''' The cost of plants that spawn crafting items varies depends on a number of factors, these include, but are not limited to, the scarcity of the plant and the difference between the normal growing conditions and the conditions where you wish to place it. The plants will have the same respawn rate as those that are found in the wild.&lt;br /&gt;
&lt;br /&gt;
'''2.8)''' Player owned inns are not available to everyone. However if you do get permission to implement one, there are additional costs involved. Do not expect to make a return on your investment for 18-24 months minimum.&lt;br /&gt;
&lt;br /&gt;
The requirements for purchasing an Inn are:&lt;br /&gt;
* Must not be on the &amp;quot;Watch list&amp;quot;&lt;br /&gt;
* Must have been playing on Avlis at least 6 months&lt;br /&gt;
* Must have general approval of the DM staff&lt;br /&gt;
* Must build a new inn (existing ones are not for sale)&lt;br /&gt;
* Must Not have a profit of more than 80% (so as to depict the expenses and staff payments) [/code]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Pricing Guidelines'''&lt;br /&gt;
{| style=&amp;quot;width:60%&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|+Building&lt;br /&gt;
|-&lt;br /&gt;
|Per tile (minimum 4) || 5,000&lt;br /&gt;
|-&lt;br /&gt;
|Per floor (ex first) || 5,000 +&lt;br /&gt;
|-&lt;br /&gt;
|Containers || (as per table below for each of the 4 parts)&lt;br /&gt;
|-&lt;br /&gt;
|Doors || (as per table below for each of the 4 parts)&lt;br /&gt;
|-&lt;br /&gt;
|Persistance || 30,000&lt;br /&gt;
|-&lt;br /&gt;
|Persistance (display) || 80,000&lt;br /&gt;
|-&lt;br /&gt;
|Plot door/placeable ||  120,000&lt;br /&gt;
|-&lt;br /&gt;
|Additional keys || 500&lt;br /&gt;
|-&lt;br /&gt;
|Combat dummies || 2,500&lt;br /&gt;
|-&lt;br /&gt;
|Archery targets ||  2,500&lt;br /&gt;
|-&lt;br /&gt;
|Ale kegs || 5,000&lt;br /&gt;
|-&lt;br /&gt;
|Basic crafting placeable || 25,000&lt;br /&gt;
|-&lt;br /&gt;
|Basic Crafting placeable (all 5) || 100,000&lt;br /&gt;
|-&lt;br /&gt;
|Jewelcrafting placeable || 100,000&lt;br /&gt;
|-&lt;br /&gt;
|Piggybank || 150,000&lt;br /&gt;
|-&lt;br /&gt;
|Crafting plant || 5,000 +&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:15%&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|0 || 0 gp&lt;br /&gt;
|-&lt;br /&gt;
|1  || 200 gp&lt;br /&gt;
|-&lt;br /&gt;
|2  || 400 gp&lt;br /&gt;
|-&lt;br /&gt;
|3  || 600 gp&lt;br /&gt;
|-&lt;br /&gt;
|4  || 800 gp&lt;br /&gt;
|-&lt;br /&gt;
|5  ||  1,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|6   || 1,200 gp&lt;br /&gt;
|-&lt;br /&gt;
|7   || 1,400 gp&lt;br /&gt;
|-&lt;br /&gt;
|8   || 1,600 gp&lt;br /&gt;
|-&lt;br /&gt;
|9   || 1,800 gp&lt;br /&gt;
|-&lt;br /&gt;
|10  || 2,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|11  || 2,500 gp&lt;br /&gt;
|-&lt;br /&gt;
|12  || 3,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|13  || 3,500 gp&lt;br /&gt;
|-&lt;br /&gt;
|14  || 4,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|15  || 4,500 gp&lt;br /&gt;
|-&lt;br /&gt;
|16  || 5,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|17  || 5,500 gp&lt;br /&gt;
|-&lt;br /&gt;
|18  || 6,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|19  || 6,500 gp&lt;br /&gt;
|-&lt;br /&gt;
|20  || 7,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|21  || 7,700 gp&lt;br /&gt;
|-&lt;br /&gt;
|22  || 8,400 gp&lt;br /&gt;
|-&lt;br /&gt;
|23 ||  9,100 gp&lt;br /&gt;
|-&lt;br /&gt;
|24  || 9,800 gp&lt;br /&gt;
|-&lt;br /&gt;
|25 || 10,500 gp&lt;br /&gt;
|-&lt;br /&gt;
|26 || 11,200 gp&lt;br /&gt;
|-&lt;br /&gt;
|27 || 11,900 gp&lt;br /&gt;
|-&lt;br /&gt;
|28 || 12,600 gp&lt;br /&gt;
|-&lt;br /&gt;
|29 || 13,300 gp&lt;br /&gt;
|-&lt;br /&gt;
|30 || 14,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|31 || 15,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|32 || 16,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|33 || 17,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|34 || 18,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|35 || 19,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|36 || 20,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|37 || 21,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|38 || 22,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|39 || 23,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|40 || 24,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|Key-only || 10,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|Plot || 30,000 gp&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
|+Furnishings (avg for 4x4 building)&lt;br /&gt;
|-&lt;br /&gt;
|Furnishings - low (eg. Bedroll) || 5,000&lt;br /&gt;
|-&lt;br /&gt;
|Furnishings - mid (eg. Cot) || 10,000&lt;br /&gt;
|-&lt;br /&gt;
|Furnishings - high (eg. Bed) || 20,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
|+Traps&lt;br /&gt;
|-&lt;br /&gt;
|Per 1 point DC detect || 500&lt;br /&gt;
|-&lt;br /&gt;
|Per 1 point DC remove || 500&lt;br /&gt;
|-&lt;br /&gt;
|Resetting  || 5,000&lt;br /&gt;
|-&lt;br /&gt;
|Weak || 1,000&lt;br /&gt;
|-&lt;br /&gt;
|Average || 2,000&lt;br /&gt;
|-&lt;br /&gt;
|Strong || 4,000&lt;br /&gt;
|-&lt;br /&gt;
|Fatal || 8,000&lt;br /&gt;
|-&lt;br /&gt;
|undectable || 150,000&lt;br /&gt;
|-&lt;br /&gt;
|undisarmable || 150,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
|+Hirelings/NPCs&lt;br /&gt;
|Scribe || 75,000 (Prior permission required before submission.)&lt;br /&gt;
|-&lt;br /&gt;
|Persistent Merchants || 120,000 for base package (1x NPC, 1x Appraisal container &amp;amp; +400 squares of storage), expandable in game. Custom conversation 5000 extra &lt;br /&gt;
|-&lt;br /&gt;
|NPC's 50,000 each. || (servants / pets / etc...)  &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Other types of NPC's are decided on a case by case basis, and will be at least as expensive as those listed above.&lt;br /&gt;
&lt;br /&gt;
 Types of Persistent Containers available:&lt;br /&gt;
 1. EP-Chest(Fixed): This is the standard Persistent chest available.&lt;br /&gt;
 Storage capacity (number of squares) equates to 875. You cannot upgrade a fixed EP Chest.&lt;br /&gt;
 All items are listed aphabetically in a text based system. These storage containers have True-Persistence., meaning that any alterations made to items &lt;br /&gt;
 (dyed clothing, Kimli's protective alterations, changes to the clothing through bioware crafting) remain, even after server reset. &lt;br /&gt;
 Off-world items do not vanish in these chests after server reset either. &lt;br /&gt;
 These containers must be plot. Cost: 75,000.&lt;br /&gt;
&lt;br /&gt;
  2. EP-Chest(expandable): An EP-Chest is a text based system that stores items. &lt;br /&gt;
 All items are listed aphabetically.  These storage containers have True-Persistence.  &lt;br /&gt;
 This storage is best utilized for large inventories, like the storing of crafting components.&lt;br /&gt;
 However, it can be used as a normal storage chest for smaller inventories too.&lt;br /&gt;
 Initial storage capability  is 400 squares of storage, and infinite menu pages&lt;br /&gt;
 (or any number of different items). &lt;br /&gt;
 Storage capacity (number of squares) can be bought up In-game. &lt;br /&gt;
 +200 squares of storage = 40,000&lt;br /&gt;
 Infinite storage capability costs approximately 1,120,000 gold total.&lt;br /&gt;
 Chest must be plot and key locked, no variation allowed.  Cost: 150,000.&lt;br /&gt;
&lt;br /&gt;
 3. Donation EP-Chest: An Donation EP chest is a variation on the EP-chest, text based storage system. &lt;br /&gt;
 These storage containers have True-Persistence.&lt;br /&gt;
 Any player may place an item into the chest, &lt;br /&gt;
 ONLY the character with the right key can SEE and REMOVE the items in the chest. &lt;br /&gt;
&lt;br /&gt;
 Initial storage capability is 200 squares of storage, and one menu page. &lt;br /&gt;
 This can be bought up In-game in increments for added storage capacity and pages.  &lt;br /&gt;
 Chest must be plot and key locked, no variation allowed.  &lt;br /&gt;
&lt;br /&gt;
 Cost: 150,000 for base Donation EP-chest. &lt;br /&gt;
 Storage capability and menu pages can be expanded IG in increments up to infinite storage capability:&lt;br /&gt;
 +1 Menu page = 60,000 gold&lt;br /&gt;
 +200 squares of storage = 40,000&lt;br /&gt;
 Infinite storage capability costs approximately 1,120,000 gold total.&lt;br /&gt;
&lt;br /&gt;
A note on traps: Unlike traps placed by players, it is not possible to have traps that recognise the house owner, any trap you buy for housing will be set off by everyone.  Traps can ONLY be permanent, they can not be disarmable or recoverable.)&lt;br /&gt;
&lt;br /&gt;
==Available resources==&lt;br /&gt;
&lt;br /&gt;
'''3.1)''' The scripts available for use along with supporting information are downloadable from [http://www.javaforge.com/displayDocument/Housing_Scripts.zip?doc_id=78519 '''Housing Scripts''']'' (file up to date Feb 2010)''&lt;br /&gt;
&lt;br /&gt;
'''3.2)''' The working archery targets and combat dummies are not placeables, they are actually NPCs. If you wish to add working combat dummies or archery targets, they are included in the above link.&lt;br /&gt;
&lt;br /&gt;
'''3.3)''' An erf that adds the piggybank placeable to the palette available from [http://www.javaforge.com/displayDocument/afs_piggybank.rar?doc_id=76838 '''Javaforge Housing folder''']&lt;br /&gt;
&lt;br /&gt;
'''3.4)''' A spreadsheet that will calculate the housing cost for you is available - [http://www.javaforge.com/displayDocument/AvlisHousing_3_8.xls?doc_id=77330 '''AvlisHousing_3_8.xls'''] This must be included with the submission.  The current version is 3_7, do not use earlier or unmarked verions.&lt;br /&gt;
&lt;br /&gt;
'''3.5)'''  If there is a script you know is already on Avlis but is not included, [http://avlis.org/ucp.php?i=pm&amp;amp;mode=compose&amp;amp;u=9202 send a PM to Micah titled '''Player Housing'''] asking for its inclusion. If the script is suitable, it will be included.&lt;br /&gt;
&lt;br /&gt;
'''3.6)''' A guide to using the toolset is available on the neverwinter vault. While it contains a large amount of information you will not need to worry about, it is a very good start if you are wishing to learn how to use the toolset. http://nwvault.ign.com/Files/other/data/1095552276000.shtml&lt;br /&gt;
&lt;br /&gt;
==Submission process==&lt;br /&gt;
&lt;br /&gt;
'''4.1)''' You are to design your own house or find someone to do it for you.&lt;br /&gt;
&lt;br /&gt;
'''4.2)''' Submit your house as a .rar file containing your house erf file and a filled out housing cost spreadsheet via email to '''avlisplayerhousing@hotmail.com'''&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Please label the .rar file as follows: '''PH_&amp;lt;Avlis Board Name&amp;gt;_&amp;lt;Server&amp;gt;_&amp;lt;House Name&amp;gt;_&amp;lt;MMDDYY&amp;gt;'''&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
EXAMPLES:&amp;lt;br&amp;gt;&lt;br /&gt;
PH_CPU_Mikona_JanusHouse_092904.rar&lt;br /&gt;
&lt;br /&gt;
PH_Katroine_Wilderness_Gracie'sArtistsAbode_042210.zip&lt;br /&gt;
&lt;br /&gt;
PH_Arandil_LeOr_QuicksilversBarracks_010110.rar&lt;br /&gt;
&lt;br /&gt;
PH_GreyLynx_LeOr_GreenTowerGuildHouse_072390.rar&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
In the case where one player builds for another, the Avlis board name shown in the file emailed shall be the point of contact for that property.  Player housing will not act as a coordinator between players.&lt;br /&gt;
&lt;br /&gt;
'''4.3)''' Then [http://avlis.org/ucp.php?i=pm&amp;amp;mode=compose&amp;amp;u=9202 send a PM to '''Micah'''] confirming email has been sent. The PM is to contain information regarding your request, including which placeables you wish to be useable for crafting, which items you want to be persistent or plot, which keys you wish to work for which doors/placeables, and where you want it to be located. Include this same information with the actual submission itself. If anything is unclear from your PM then it will delay your request.&lt;br /&gt;
&lt;br /&gt;
'''4.4)''' Once your house has been submitted it will join the queue at the bottom, do not expect instant attention.&lt;br /&gt;
&lt;br /&gt;
'''4.5)''' Once your house has been assessed by the Avlis team you will be told how much it will cost. Receiving your payment is not a DM priority, they will try to help you as soon as possible, but again, do not expect an immediate response.&lt;br /&gt;
&lt;br /&gt;
'''4.6)''' Once your house has been finalised it is submitted for import and will get included in the module of your choice when it is next updated.&lt;br /&gt;
&lt;br /&gt;
'''4.7)''' Housing keys will not be given until the housing cost is paid in full.&lt;br /&gt;
&lt;br /&gt;
==Naming standards==&lt;br /&gt;
&lt;br /&gt;
'''5.1)''' '''Area naming standards'''&lt;br /&gt;
&lt;br /&gt;
'''5.1.1)''' All area tags and resrefs must be identical (case insensitive) for any given area. eg. if an area has a tag ''CoB_MainHall'' the resref for this area must be ''cob_mainhall''. The easiest way to do this is when you are creating an area, give it the desired tag as a name. This will set the tag and resref up correctly, and it is easier to change the name later than it is to try and change the resref.&lt;br /&gt;
&lt;br /&gt;
'''5.1.2)''' The tag/reserf for each area must be unique and specific to your housing. The easiest way to do this is to prefix them with something logical. eg. ''Cave'' is bad, ''Raven_Cave'' is good. the most descriptive the prefix is the better.&lt;br /&gt;
&lt;br /&gt;
'''5.1.3)''' Where possible all area names are to be prefixed with the name of the building. eg.''2nd floor'' is bad ''Featherfingers Trading: 2nd floor'' is good. If you wish to create an area that is not named in this way then include your reason for not following this standard in the spreadsheet you submit with your housing. Exceptions to this standard will include things like secret entrances.&lt;br /&gt;
&lt;br /&gt;
'''5.1.4)''' All doors inside player housing that connect up to external areas shall have TAGS named with the following standardization: ''DR_UniqueName_I'', where UniqueName is a personalized and wholly unique tag for the door. (i.e., do not type: UniqueName)&lt;br /&gt;
&lt;br /&gt;
If you have external areas in your player housing that connect up through a door to internal areas, the external door shall be named with the following standardization: ''DR_UniqueName_O'', where UniqueName is a personalized and wholly unique tag for the door. (i.e., do not type: UniqueName)&lt;br /&gt;
&lt;br /&gt;
'''5.2)''' '''Item naming standards (keys and guild items)'''&lt;br /&gt;
&lt;br /&gt;
'''5.2.1)''' The tag and resref of any given item must be identical (case insensitive). The easiest way to do this is when creating the item, give it the desired tag as a name. you can then edit it to change the name to something nicer.&lt;br /&gt;
&lt;br /&gt;
'''5.2.2)''' The tag of all guild '''leader''' items must start with ''SI_'' and must have the correct variables attached as shown in the [http://www.avlis.org/viewtopic.php?t=12068&amp;amp;postorder=asc&amp;amp;start=33 Guidlines for making guild items thread.]&lt;br /&gt;
&lt;br /&gt;
'''5.2.3)''' The tag of all non-leader guild items must start with ''Gld_U_''.&lt;br /&gt;
&lt;br /&gt;
'''5.2.4)''' The preperties an values on guild items must be those allowed, as shown in the [http://www.avlis.org/viewtopic.php?t=12068 Guidlines for making guild items thread.]&lt;br /&gt;
&lt;br /&gt;
'''5.2.5)''' The tag of all player housing keys must start with ''Key_''.&lt;br /&gt;
&lt;br /&gt;
'''5.2.6)''' All items are to be named in such a way that they are easy to identify which house they belong to. eg. ''Room key'' is bad, ''Key of Green'' is fine, ''Anspach residence: Room key'' is good.&lt;br /&gt;
&lt;br /&gt;
'''5.2.7)''' All items must be marked plot, and must '''not''' be marked as undropable.&lt;br /&gt;
&lt;br /&gt;
'''5.2.8)''' All keys must contain no additional properties.&lt;br /&gt;
&lt;br /&gt;
'''5.2.9)''' All keys must be located is the '''Special 2''' section of the palette.&lt;br /&gt;
&lt;br /&gt;
'''5.2.10)''' All guild items must be located is the '''Special 5''' section of the palette.&lt;br /&gt;
&lt;br /&gt;
==Revisions==&lt;br /&gt;
When submitting a revision for an existing house you use a blank housing spreadsheet.&amp;lt;br&amp;gt;&lt;br /&gt;
Enter the previous housing cost in the section provided and check YES for the update section.&amp;lt;br&amp;gt;&lt;br /&gt;
Add '''ONLY''' the new additions/modifications to the spreadsheet.&lt;br /&gt;
&lt;br /&gt;
==Previous housing threads==&lt;br /&gt;
&lt;br /&gt;
As player housing has been around for a while. There have been a few threads created on the subject already. I have tried to summarise the information contained in the other threads into this post, but I may have missed something. If you have any questions, please read through these other threads and see if you can answer them for yourself.&lt;br /&gt;
&lt;br /&gt;
[http://www.avlis.org/viewtopic.php?t=8261 Player housing &amp;amp; Prices - Strangg - Sep 18,2002]&lt;br /&gt;
&lt;br /&gt;
[http://www.avlis.org/viewtopic.php?t=22948 Player Housing Pricing and Rules ? Marauder - Dec 05, 2003]&lt;br /&gt;
&lt;br /&gt;
[http://www.avlis.org/viewtopic.php?t=11666 How to FTP to the site and send .erf(s) - ds77 - Mar 20, 2003]&lt;br /&gt;
&lt;br /&gt;
[[Category:Rules|Player Housing]]&lt;/div&gt;</summary>
		<author><name>TripleAught</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Rules:Player_Housing&amp;diff=39605</id>
		<title>Rules:Player Housing</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Rules:Player_Housing&amp;diff=39605"/>
		<updated>2012-07-18T00:40:03Z</updated>

		<summary type="html">&lt;p&gt;TripleAught: /* Available resources */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Rules for Building==&lt;br /&gt;
&lt;br /&gt;
'''1.1)''' The players shall build their houses in accordance with Player Housing Standards.  Failure to follow the guidelines may result in rejection of your Player housing.  &lt;br /&gt;
&lt;br /&gt;
'''1.2)''' If there is something you want in your house but it is not listed here, it is NOT AVAILABLE for Player Housing. The Team grants exceptions on a case by case basis.  Exceptions are granted ONLY before submission, they require prior approval. When an item you wish to include requires PRIOR approval, get PRIOR approval.  Submitting a house and asking for permission afterwards through documentation or PM's, SHALL BE grounds for immediate rejection.  &lt;br /&gt;
&lt;br /&gt;
'''1.3)''' No custom items will be accepted for inclusion into the palette.&amp;lt;br&amp;gt; &lt;br /&gt;
The exceptions to this rule are guild items and keys.&amp;lt;br&amp;gt; &lt;br /&gt;
Keys do not have to be key objects, but they are to have no special properties added to them.&amp;lt;br&amp;gt; &lt;br /&gt;
Guild items fall under their own list of requirements and will not be discussed here.&amp;lt;br&amp;gt;  &lt;br /&gt;
&lt;br /&gt;
'''1.4)''' No custom scripts will be allowed for inclusion in player housing. However there is a base set of scripts supplied (see section ''3'' below) feel free to use these.  &lt;br /&gt;
&lt;br /&gt;
'''1.5)''' All Player Housing scripts (section ''3.1, 3.2'' and ''3.3'') shall be added to player housing by the player.  Failure to do so will result in rejection of your Player Housing.&lt;br /&gt;
&lt;br /&gt;
'''1.6)''' '''No heartbeat based scripts will be allowed.'''  [[(NOTE: Heartbeat scripts can be found on many items, especially CEP items.  Any item that performs an action or moves, should be checked for heatbeat scripts.  Examples: candles with flames, wall sconces, hanging chandeliers, CEP placeable gates (metal gates), etc...)]]&lt;br /&gt;
&lt;br /&gt;
'''1.7)''' NPC's cost 50,000 gold each.&amp;lt;br&amp;gt;&lt;br /&gt;
Any NPC added to player housing is to have a CR of no higher than 1/8.&amp;lt;br&amp;gt;&lt;br /&gt;
Player Housing NPC's will leave a corpse when killed.&amp;lt;br&amp;gt;&lt;br /&gt;
A P-merchant is considered an NPC. A P-merchant costs 120,000.&amp;lt;br&amp;gt;  &lt;br /&gt;
Conversations for NPC's or customized conversations for P-Merchants cost 5,000 gold.&amp;lt;br&amp;gt; &lt;br /&gt;
Bioware Merchants are excluded from all Player housing projects, be it single player homes or guildhalls.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Required NPC Statistics:&lt;br /&gt;
 Ability Scores: No greater then 10. If the NPC had lower then 10, do not up the score to 10.&lt;br /&gt;
 Classes: Must be Commoner, level 1&lt;br /&gt;
 Skills: NPC's can have NO Skills.&lt;br /&gt;
 Advanced: Faction: Commoner; &lt;br /&gt;
 Feats: NPC's can have NO Feats.&lt;br /&gt;
 Spells: NPC's can have NO Spells.&lt;br /&gt;
 Special Abilities: NPC's can have NO Special Abilities.&lt;br /&gt;
&lt;br /&gt;
 P-merchants:&lt;br /&gt;
 P-merchants and Donation EP-Chests (discussed below) come equiped with 1 menu page and 400 squares of&lt;br /&gt;
 storage capacity on that page.  &lt;br /&gt;
 These limits can be bought up in game:&lt;br /&gt;
 +1 menu page (10 different items) = 60,000 gold&lt;br /&gt;
 +200 squares of storage capacity = 40,000 gold.&lt;br /&gt;
 Menu pages and storage capacity can be bought up to infinity for approx. one million gold total.&lt;br /&gt;
&lt;br /&gt;
'''1.8)''' Player housing is not to be linked to any special areas (e.g. temples, tunnels or other player housing) Without prior approval of the Avlis team.&lt;br /&gt;
&lt;br /&gt;
'''1.9)''' Player housing is not to restrict access to existing parts of modules (e.g. you cannot put a fence around your favourite tree that you can only get to the inside of from your house).&lt;br /&gt;
&lt;br /&gt;
'''1.10)''' Plants that produce crafting placeables are NOT allowed in single player housing.&amp;lt;br&amp;gt; &lt;br /&gt;
Exceptions may be considered for Avlis guilds.&amp;lt;br&amp;gt; &lt;br /&gt;
Before including any plants '''send a PM with subject title as Player Housing''' [http://avlis.org/ucp.php?i=pm&amp;amp;mode=compose&amp;amp;u=9202 to '''Micah'''] to make sure your guild qualifies.&amp;lt;br&amp;gt; &lt;br /&gt;
All requests will be handled on a case by case basis.  A list of some (but not all) of the plants that are '''NOT''' allowed in guildhalls are below:&lt;br /&gt;
&lt;br /&gt;
 Guilds are not allowed to include player housing guildhalls any plant that spawns the following items.&lt;br /&gt;
 This list is not exustive, if something is not on this list it does not necessarily mean you &lt;br /&gt;
 are allowed it, it just means there is a higher chance you will be.&lt;br /&gt;
 Marrowroot&lt;br /&gt;
 Angel's Tears&lt;br /&gt;
 Bleeding Heart Bloom&lt;br /&gt;
 Desert Lilly&lt;br /&gt;
 Glowing mold Spores&lt;br /&gt;
 Gray moss bud&lt;br /&gt;
 Golden Lotus&lt;br /&gt;
 Mountian Rosebud&lt;br /&gt;
 Belladonna&lt;br /&gt;
 Plantain leaf&lt;br /&gt;
 Silver Mushroom&lt;br /&gt;
 Cactus Bloom&lt;br /&gt;
 Stinging Nettle&lt;br /&gt;
 Stonebush Bean&lt;br /&gt;
 Timmane's Bulb&lt;br /&gt;
 T'nanshi creeper&lt;br /&gt;
 Yarrow bloom&lt;br /&gt;
 Wintermint&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''1.11)''' Once imported, player housing can be edited a maximum of three times a year for revisions. Fixing bugs that were not your fault does not add towards this total.&lt;br /&gt;
&lt;br /&gt;
All revisions on imported player housing must be made on erf's exported from Avlis itself.  To obtain an exported erf file from Avlis, send a PM [http://avlis.org/ucp.php?i=pm&amp;amp;mode=compose&amp;amp;u=9202 to '''Micah'''].&lt;br /&gt;
&lt;br /&gt;
Revisions made on original (pre-imported) versions, or anything other then an Avlis exported erf file will not be accepted.  There are no exceptions.  &lt;br /&gt;
&lt;br /&gt;
'''1.12)''' Before submitting a house, remove all treasure scripts from any containers and make any containers that you don't plan on using static.  Containers include boxes, chests, cabinets, loot bags, etc.  Basically anything that is usable by default.&lt;br /&gt;
&lt;br /&gt;
'''1.13)''' Before submitting a house, remove all OnDeath event scripts from all doors.&lt;br /&gt;
&lt;br /&gt;
'''1.14)''' DO NOT leave keys in chests or on the floor.  A DM will deliver your key(s) to you once your house has been imported.&lt;br /&gt;
&lt;br /&gt;
'''1.15)''' A house may consist of a maximum of 5 different areas.&amp;lt;br&amp;gt; &lt;br /&gt;
This may be extended to a maximum of 10 if and only if your have prior approval from the Avlis team.&amp;lt;br&amp;gt; &lt;br /&gt;
An area is not a room or section of the house, it is an area as listed in the toolset.&lt;br /&gt;
&lt;br /&gt;
'''1.16)''' Any attempt to sneak things past the Avlis team will result in a PERMANENT ban from player housing and potentially Avlis. &lt;br /&gt;
&lt;br /&gt;
'''1.17)''' Any OOC cost saving measures shall be considered a form of cheesing.&amp;lt;br&amp;gt;  &lt;br /&gt;
Any OOC attempt to lower housing costs is not permitted and grounds for immediate rejection of your player housing.  &lt;br /&gt;
&lt;br /&gt;
'''1.18)''' Lowering the statistic of any placeable, where it is IC'ly appropriate, costs as much as increasing that same stat the same amount of points.&lt;br /&gt;
&lt;br /&gt;
'''1.19)''' Magic portals are not allowed in private Player Housing.&lt;br /&gt;
&lt;br /&gt;
'''1.20)''' The rule that applies to characters sharing inn rooms (http://www.avlis.org/viewtopic.php?t=34598) also applies to player housing.&amp;lt;br&amp;gt; &lt;br /&gt;
No player may have more than one character that shares a player house.&amp;lt;br&amp;gt; &lt;br /&gt;
In situations where the player house is a guild hall, a player may have more than one character in the same guild, PROVIDED that persistent storage (of ANY form) is NOT shared in the Guild Hall. The only exception to this is where permission is explicitly granted by the Avlis team in a PM or email you can produce if asked for and verified.&lt;br /&gt;
&lt;br /&gt;
'''1.21)''' Player housing may only use the haks and content that are currently on each server. New haks will not be added for any housing. The haks, in the correct order, are:&lt;br /&gt;
(note: any Player housing submitted after 8/22/05 MUST contain the updated HAKS listed below.  Any houses submitted before that date, but not yet included into Avlis will be grandfathered)&lt;br /&gt;
&lt;br /&gt;
==Haks==&lt;br /&gt;
'''Avlis Base Haks''':&lt;br /&gt;
 avlis_ext_4&lt;br /&gt;
 avlis_ext_3&lt;br /&gt;
 avlis_ext_2&lt;br /&gt;
 avlis_ext_1&lt;br /&gt;
 avlis_main1_9a&lt;br /&gt;
 avlis_main1_9b&lt;br /&gt;
 copap2da&lt;br /&gt;
 copapanatomy&lt;br /&gt;
 copapbaseitem&lt;br /&gt;
 copapcreature&lt;br /&gt;
 copapheadhand&lt;br /&gt;
 copappheno&lt;br /&gt;
 copapplaceable&lt;br /&gt;
 copapportrait&lt;br /&gt;
 copaptexture&lt;br /&gt;
 avlis_tileset_v1&lt;br /&gt;
 avlis_tilem1_v1&lt;br /&gt;
 avlis_tilem2_v1&lt;br /&gt;
 avlis_tilet1_v1&lt;br /&gt;
 avlis_tilet2_v1&lt;br /&gt;
&lt;br /&gt;
and the '''copaptlk_4_9.tlk''' in the tlk section.&lt;br /&gt;
&lt;br /&gt;
You must also make sure you add the latest CoPaP tlk file. This is also added in the custom content tab of the module properties, slightly below the hak  list.&amp;lt;br&amp;gt;&lt;br /&gt;
Submit your house (as an erf file in ZIP or RAR format) by uploading it and a filled out housing cost spreadsheet (both in the same zip or rar file) via email to '''madk@avlis.org''' &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''1.22)''' These rules can and will be bent in special circumstances, and many existing player houses are grandfathered with regards to some of these rules. Just because someone else has something, do not expect to get it yourself.&lt;br /&gt;
&lt;br /&gt;
'''1.23)''' Pricing, rules or conditions may be changed at any time by the Avlis team&lt;br /&gt;
&lt;br /&gt;
==Pricing==&lt;br /&gt;
&lt;br /&gt;
'''2.1)''' The final price for any piece of player housing is at the discretion of the Avlis team, what is presented here is a guide and many things may affect the final price.&lt;br /&gt;
&lt;br /&gt;
'''2.2)''' For persistent storage you must first buy the placeable and then add persistence to it.&lt;br /&gt;
&lt;br /&gt;
'''2.3)''' Doors and placeables have 4 attributes that determine their strength, these can all be adjusted individually, so to price out a door or placeable price out each of the 4 components, then add them together. If you wish to have a plot door or placeable, then it costs a flat 120,000. Do not bother pricing out the component parts.&lt;br /&gt;
&lt;br /&gt;
'''2.4)''' When pricing out the hardness, lock DC or fortitude of a door or placeable use the actual figure in the table below. When pricing out HP, divide the number of HP by 10 (rounding down) and use that number to lookup a price in the table below.&lt;br /&gt;
&lt;br /&gt;
'''2.5)''' If you wish a door/placeable to be key-only, the cost for the lock on the door is 10,000. You still have to pay for the other components of the door/placeable.&lt;br /&gt;
&lt;br /&gt;
'''2.6)''' To have a persistant display chest (like those at the ferrell bazaar) you first have to pay for strength of chest you want, then pay for display persistance&lt;br /&gt;
&lt;br /&gt;
'''2.7)''' The cost of plants that spawn crafting items varies depends on a number of factors, these include, but are not limited to, the scarcity of the plant and the difference between the normal growing conditions and the conditions where you wish to place it. The plants will have the same respawn rate as those that are found in the wild.&lt;br /&gt;
&lt;br /&gt;
'''2.8)''' Player owned inns are not available to everyone. However if you do get permission to implement one, there are additional costs involved. Do not expect to make a return on your investment for 18-24 months minimum.&lt;br /&gt;
&lt;br /&gt;
The requirements for purchasing an Inn are:&lt;br /&gt;
* Must not be on the &amp;quot;Watch list&amp;quot;&lt;br /&gt;
* Must have been playing on Avlis at least 6 months&lt;br /&gt;
* Must have general approval of the DM staff&lt;br /&gt;
* Must build a new inn (existing ones are not for sale)&lt;br /&gt;
* Must Not have a profit of more than 80% (so as to depict the expenses and staff payments) [/code]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Pricing Guidelines'''&lt;br /&gt;
{| style=&amp;quot;width:60%&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|+Building&lt;br /&gt;
|-&lt;br /&gt;
|Per tile (minimum 4) || 5,000&lt;br /&gt;
|-&lt;br /&gt;
|Per floor (ex first) || 5,000 +&lt;br /&gt;
|-&lt;br /&gt;
|Containers || (as per table below for each of the 4 parts)&lt;br /&gt;
|-&lt;br /&gt;
|Doors || (as per table below for each of the 4 parts)&lt;br /&gt;
|-&lt;br /&gt;
|Persistance || 30,000&lt;br /&gt;
|-&lt;br /&gt;
|Persistance (display) || 80,000&lt;br /&gt;
|-&lt;br /&gt;
|Plot door/placeable ||  120,000&lt;br /&gt;
|-&lt;br /&gt;
|Additional keys || 500&lt;br /&gt;
|-&lt;br /&gt;
|Combat dummies || 2,500&lt;br /&gt;
|-&lt;br /&gt;
|Archery targets ||  2,500&lt;br /&gt;
|-&lt;br /&gt;
|Ale kegs || 5,000&lt;br /&gt;
|-&lt;br /&gt;
|Basic crafting placeable || 25,000&lt;br /&gt;
|-&lt;br /&gt;
|Basic Crafting placeable (all 5) || 100,000&lt;br /&gt;
|-&lt;br /&gt;
|Jewelcrafting placeable || 100,000&lt;br /&gt;
|-&lt;br /&gt;
|Piggybank || 150,000&lt;br /&gt;
|-&lt;br /&gt;
|Crafting plant || 5,000 +&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:15%&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|0 || 0 gp&lt;br /&gt;
|-&lt;br /&gt;
|1  || 200 gp&lt;br /&gt;
|-&lt;br /&gt;
|2  || 400 gp&lt;br /&gt;
|-&lt;br /&gt;
|3  || 600 gp&lt;br /&gt;
|-&lt;br /&gt;
|4  || 800 gp&lt;br /&gt;
|-&lt;br /&gt;
|5  ||  1,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|6   || 1,200 gp&lt;br /&gt;
|-&lt;br /&gt;
|7   || 1,400 gp&lt;br /&gt;
|-&lt;br /&gt;
|8   || 1,600 gp&lt;br /&gt;
|-&lt;br /&gt;
|9   || 1,800 gp&lt;br /&gt;
|-&lt;br /&gt;
|10  || 2,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|11  || 2,500 gp&lt;br /&gt;
|-&lt;br /&gt;
|12  || 3,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|13  || 3,500 gp&lt;br /&gt;
|-&lt;br /&gt;
|14  || 4,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|15  || 4,500 gp&lt;br /&gt;
|-&lt;br /&gt;
|16  || 5,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|17  || 5,500 gp&lt;br /&gt;
|-&lt;br /&gt;
|18  || 6,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|19  || 6,500 gp&lt;br /&gt;
|-&lt;br /&gt;
|20  || 7,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|21  || 7,700 gp&lt;br /&gt;
|-&lt;br /&gt;
|22  || 8,400 gp&lt;br /&gt;
|-&lt;br /&gt;
|23 ||  9,100 gp&lt;br /&gt;
|-&lt;br /&gt;
|24  || 9,800 gp&lt;br /&gt;
|-&lt;br /&gt;
|25 || 10,500 gp&lt;br /&gt;
|-&lt;br /&gt;
|26 || 11,200 gp&lt;br /&gt;
|-&lt;br /&gt;
|27 || 11,900 gp&lt;br /&gt;
|-&lt;br /&gt;
|28 || 12,600 gp&lt;br /&gt;
|-&lt;br /&gt;
|29 || 13,300 gp&lt;br /&gt;
|-&lt;br /&gt;
|30 || 14,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|31 || 15,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|32 || 16,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|33 || 17,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|34 || 18,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|35 || 19,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|36 || 20,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|37 || 21,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|38 || 22,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|39 || 23,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|40 || 24,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|Key-only || 10,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|Plot || 30,000 gp&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
|+Furnishings (avg for 4x4 building)&lt;br /&gt;
|-&lt;br /&gt;
|Furnishings - low (eg. Bedroll) || 5,000&lt;br /&gt;
|-&lt;br /&gt;
|Furnishings - mid (eg. Cot) || 10,000&lt;br /&gt;
|-&lt;br /&gt;
|Furnishings - high (eg. Bed) || 20,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
|+Traps&lt;br /&gt;
|-&lt;br /&gt;
|Per 1 point DC detect || 500&lt;br /&gt;
|-&lt;br /&gt;
|Per 1 point DC remove || 500&lt;br /&gt;
|-&lt;br /&gt;
|Resetting  || 5,000&lt;br /&gt;
|-&lt;br /&gt;
|Weak || 1,000&lt;br /&gt;
|-&lt;br /&gt;
|Average || 2,000&lt;br /&gt;
|-&lt;br /&gt;
|Strong || 4,000&lt;br /&gt;
|-&lt;br /&gt;
|Fatal || 8,000&lt;br /&gt;
|-&lt;br /&gt;
|undectable || 150,000&lt;br /&gt;
|-&lt;br /&gt;
|undisarmable || 150,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
|+Hirelings/NPCs&lt;br /&gt;
|Scribe || 75,000 (Prior permission required before submission.)&lt;br /&gt;
|-&lt;br /&gt;
|Persistent Merchants || 120,000 for base package (1x NPC, 1x Appraisal container &amp;amp; +400 squares of storage), expandable in game. Custom conversation 5000 extra &lt;br /&gt;
|-&lt;br /&gt;
|NPC's 50,000 each. || (servants / pets / etc...)  &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Other types of NPC's are decided on a case by case basis, and will be at least as expensive as those listed above.&lt;br /&gt;
&lt;br /&gt;
 Types of Persistent Containers available:&lt;br /&gt;
 1. EP-Chest(Fixed): This is the standard Persistent chest available.&lt;br /&gt;
 Storage capacity (number of squares) equates to 875. You cannot upgrade a fixed EP Chest.&lt;br /&gt;
 All items are listed aphabetically in a text based system. These storage containers have True-Persistence., meaning that any alterations made to items &lt;br /&gt;
 (dyed clothing, Kimli's protective alterations, changes to the clothing through bioware crafting) remain, even after server reset. &lt;br /&gt;
 Off-world items do not vanish in these chests after server reset either. &lt;br /&gt;
 These containers must be plot. Cost: 75,000.&lt;br /&gt;
&lt;br /&gt;
  2. EP-Chest(expandable): An EP-Chest is a text based system that stores items. &lt;br /&gt;
 All items are listed aphabetically.  These storage containers have True-Persistence.  &lt;br /&gt;
 This storage is best utilized for large inventories, like the storing of crafting components.&lt;br /&gt;
 However, it can be used as a normal storage chest for smaller inventories too.&lt;br /&gt;
 Initial storage capability  is 400 squares of storage, and infinite menu pages&lt;br /&gt;
 (or any number of different items). &lt;br /&gt;
 Storage capacity (number of squares) can be bought up In-game. &lt;br /&gt;
 +200 squares of storage = 40,000&lt;br /&gt;
 Infinite storage capability costs approximately 1,120,000 gold total.&lt;br /&gt;
 Chest must be plot and key locked, no variation allowed.  Cost: 150,000.&lt;br /&gt;
&lt;br /&gt;
 3. Donation EP-Chest: An Donation EP chest is a variation on the EP-chest, text based storage system. &lt;br /&gt;
 These storage containers have True-Persistence.&lt;br /&gt;
 Any player may place an item into the chest, &lt;br /&gt;
 ONLY the character with the right key can SEE and REMOVE the items in the chest. &lt;br /&gt;
&lt;br /&gt;
 Initial storage capability is 200 squares of storage, and one menu page. &lt;br /&gt;
 This can be bought up In-game in increments for added storage capacity and pages.  &lt;br /&gt;
 Chest must be plot and key locked, no variation allowed.  &lt;br /&gt;
&lt;br /&gt;
 Cost: 150,000 for base Donation EP-chest. &lt;br /&gt;
 Storage capability and menu pages can be expanded IG in increments up to infinite storage capability:&lt;br /&gt;
 +1 Menu page = 60,000 gold&lt;br /&gt;
 +200 squares of storage = 40,000&lt;br /&gt;
 Infinite storage capability costs approximately 1,120,000 gold total.&lt;br /&gt;
&lt;br /&gt;
A note on traps: Unlike traps placed by players, it is not possible to have traps that recognise the house owner, any trap you buy for housing will be set off by everyone.  Traps can ONLY be permanent, they can not be disarmable or recoverable.)&lt;br /&gt;
&lt;br /&gt;
==Available resources==&lt;br /&gt;
&lt;br /&gt;
'''3.1)''' The scripts available for use along with supporting information are downloadable from [http://www.javaforge.com/displayDocument/Housing_Scripts.zip?doc_id=78519 '''Housing Scripts''']'' (file up to date Feb 2010)''&lt;br /&gt;
&lt;br /&gt;
'''3.2)''' The working archery targets and combat dummies are not placeables, they are actually NPCs. If you wish to add working combat dummies or archery targets, they are included in the above link.&lt;br /&gt;
&lt;br /&gt;
'''3.3)''' An erf that adds the piggybank placeable to the palette available from [http://www.javaforge.com/displayDocument/afs_piggybank.rar?doc_id=76838 '''Javaforge Housing folder''']&lt;br /&gt;
&lt;br /&gt;
'''3.4)''' A spreadsheet that will calculate the housing cost for you is available - [http://www.javaforge.com/displayDocument/AvlisHousing_3_8.xls?doc_id=77330 '''AvlisHousing_3_8.xls'''] This must be included with the submission.  The current version is 3_7, do not use earlier or unmarked verions.&lt;br /&gt;
&lt;br /&gt;
'''3.5)'''  If there is a script you know is already on Avlis but is not included, [http://avlis.org/ucp.php?i=pm&amp;amp;mode=compose&amp;amp;u=9202 send a PM to Micah titled '''Player Housing'''] asking for its inclusion. If the script is suitable, it will be included.&lt;br /&gt;
&lt;br /&gt;
'''3.6)''' A guide to using the toolset is available on the neverwinter vault. While it contains a large amount of information you will not need to worry about, it is a very good start if you are wishing to learn how to use the toolset. http://nwvault.ign.com/Files/other/data/1095552276000.shtml&lt;br /&gt;
&lt;br /&gt;
==Submission process==&lt;br /&gt;
&lt;br /&gt;
'''4.1)''' You are to design your own house or find someone to do it for you.&lt;br /&gt;
&lt;br /&gt;
'''4.2)''' Submit your house as a .rar file containing your house erf file and a filled out housing cost spreadsheet via email to '''madk@avlis.org'''&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Please label the .rar file as follows: '''PH_&amp;lt;Avlis Board Name&amp;gt;_&amp;lt;Server&amp;gt;_&amp;lt;House Name&amp;gt;_&amp;lt;MMDDYY&amp;gt;'''&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
EXAMPLES:&amp;lt;br&amp;gt;&lt;br /&gt;
PH_CPU_Mikona_JanusHouse_092904.rar&lt;br /&gt;
&lt;br /&gt;
PH_Katroine_Wilderness_Gracie'sArtistsAbode_042210.zip&lt;br /&gt;
&lt;br /&gt;
PH_Arandil_LeOr_QuicksilversBarracks_010110.rar&lt;br /&gt;
&lt;br /&gt;
PH_GreyLynx_LeOr_GreenTowerGuildHouse_072390.rar&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
In the case where one player builds for another, the Avlis board name shown in the file emailed shall be the point of contact for that property.  Player housing will not act as a coordinator between players.&lt;br /&gt;
&lt;br /&gt;
'''4.3)''' Then [http://www.avlis.org/ucp.php?i=pm&amp;amp;mode=compose&amp;amp;u=10584 send a PM to '''MadK@'''] confirming email has been sent. The PM is to contain information regarding your request, including which placeables you wish to be useable for crafting, which items you want to be persistent or plot, which keys you wish to work for which doors/placeables, and where you want it to be located. Include this same information with the actual submission itself. If anything is unclear from your PM then it will delay your request.&lt;br /&gt;
&lt;br /&gt;
'''4.4)''' Once your house has been submitted it will join the queue at the bottom, do not expect instant attention.&lt;br /&gt;
&lt;br /&gt;
'''4.5)''' Once your house has been assessed by the Avlis team you will be told how much it will cost. Receiving your payment is not a DM priority, they will try to help you as soon as possible, but again, do not expect an immediate response.&lt;br /&gt;
&lt;br /&gt;
'''4.6)''' Once your house has been finalised it is submitted for import and will get included in the module of your choice when it is next updated.&lt;br /&gt;
&lt;br /&gt;
'''4.7)''' Housing keys will not be given until the housing cost is paid in full.&lt;br /&gt;
&lt;br /&gt;
==Naming standards==&lt;br /&gt;
&lt;br /&gt;
'''5.1)''' '''Area naming standards'''&lt;br /&gt;
&lt;br /&gt;
'''5.1.1)''' All area tags and resrefs must be identical (case insensitive) for any given area. eg. if an area has a tag ''CoB_MainHall'' the resref for this area must be ''cob_mainhall''. The easiest way to do this is when you are creating an area, give it the desired tag as a name. This will set the tag and resref up correctly, and it is easier to change the name later than it is to try and change the resref.&lt;br /&gt;
&lt;br /&gt;
'''5.1.2)''' The tag/reserf for each area must be unique and specific to your housing. The easiest way to do this is to prefix them with something logical. eg. ''Cave'' is bad, ''Raven_Cave'' is good. the most descriptive the prefix is the better.&lt;br /&gt;
&lt;br /&gt;
'''5.1.3)''' Where possible all area names are to be prefixed with the name of the building. eg.''2nd floor'' is bad ''Featherfingers Trading: 2nd floor'' is good. If you wish to create an area that is not named in this way then include your reason for not following this standard in the spreadsheet you submit with your housing. Exceptions to this standard will include things like secret entrances.&lt;br /&gt;
&lt;br /&gt;
'''5.1.4)''' All doors inside player housing that connect up to external areas shall have TAGS named with the following standardization: ''DR_UniqueName_I'', where UniqueName is a personalized and wholly unique tag for the door. (i.e., do not type: UniqueName)&lt;br /&gt;
&lt;br /&gt;
If you have external areas in your player housing that connect up through a door to internal areas, the external door shall be named with the following standardization: ''DR_UniqueName_O'', where UniqueName is a personalized and wholly unique tag for the door. (i.e., do not type: UniqueName)&lt;br /&gt;
&lt;br /&gt;
'''5.2)''' '''Item naming standards (keys and guild items)'''&lt;br /&gt;
&lt;br /&gt;
'''5.2.1)''' The tag and resref of any given item must be identical (case insensitive). The easiest way to do this is when creating the item, give it the desired tag as a name. you can then edit it to change the name to something nicer.&lt;br /&gt;
&lt;br /&gt;
'''5.2.2)''' The tag of all guild '''leader''' items must start with ''SI_'' and must have the correct variables attached as shown in the [http://www.avlis.org/viewtopic.php?t=12068&amp;amp;postorder=asc&amp;amp;start=33 Guidlines for making guild items thread.]&lt;br /&gt;
&lt;br /&gt;
'''5.2.3)''' The tag of all non-leader guild items must start with ''Gld_U_''.&lt;br /&gt;
&lt;br /&gt;
'''5.2.4)''' The preperties an values on guild items must be those allowed, as shown in the [http://www.avlis.org/viewtopic.php?t=12068 Guidlines for making guild items thread.]&lt;br /&gt;
&lt;br /&gt;
'''5.2.5)''' The tag of all player housing keys must start with ''Key_''.&lt;br /&gt;
&lt;br /&gt;
'''5.2.6)''' All items are to be named in such a way that they are easy to identify which house they belong to. eg. ''Room key'' is bad, ''Key of Green'' is fine, ''Anspach residence: Room key'' is good.&lt;br /&gt;
&lt;br /&gt;
'''5.2.7)''' All items must be marked plot, and must '''not''' be marked as undropable.&lt;br /&gt;
&lt;br /&gt;
'''5.2.8)''' All keys must contain no additional properties.&lt;br /&gt;
&lt;br /&gt;
'''5.2.9)''' All keys must be located is the '''Special 2''' section of the palette.&lt;br /&gt;
&lt;br /&gt;
'''5.2.10)''' All guild items must be located is the '''Special 5''' section of the palette.&lt;br /&gt;
&lt;br /&gt;
==Revisions==&lt;br /&gt;
When submitting a revision for an existing house you use a blank housing spreadsheet.&amp;lt;br&amp;gt;&lt;br /&gt;
Enter the previous housing cost in the section provided and check YES for the update section.&amp;lt;br&amp;gt;&lt;br /&gt;
Add '''ONLY''' the new additions/modifications to the spreadsheet.&lt;br /&gt;
&lt;br /&gt;
==Previous housing threads==&lt;br /&gt;
&lt;br /&gt;
As player housing has been around for a while. There have been a few threads created on the subject already. I have tried to summarise the information contained in the other threads into this post, but I may have missed something. If you have any questions, please read through these other threads and see if you can answer them for yourself.&lt;br /&gt;
&lt;br /&gt;
[http://www.avlis.org/viewtopic.php?t=8261 Player housing &amp;amp; Prices - Strangg - Sep 18,2002]&lt;br /&gt;
&lt;br /&gt;
[http://www.avlis.org/viewtopic.php?t=22948 Player Housing Pricing and Rules ? Marauder - Dec 05, 2003]&lt;br /&gt;
&lt;br /&gt;
[http://www.avlis.org/viewtopic.php?t=11666 How to FTP to the site and send .erf(s) - ds77 - Mar 20, 2003]&lt;br /&gt;
&lt;br /&gt;
[[Category:Rules|Player Housing]]&lt;/div&gt;</summary>
		<author><name>TripleAught</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Rules:Player_Housing&amp;diff=39604</id>
		<title>Rules:Player Housing</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Rules:Player_Housing&amp;diff=39604"/>
		<updated>2012-07-17T22:53:01Z</updated>

		<summary type="html">&lt;p&gt;TripleAught: /* Rules for Building */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Rules for Building==&lt;br /&gt;
&lt;br /&gt;
'''1.1)''' The players shall build their houses in accordance with Player Housing Standards.  Failure to follow the guidelines may result in rejection of your Player housing.  &lt;br /&gt;
&lt;br /&gt;
'''1.2)''' If there is something you want in your house but it is not listed here, it is NOT AVAILABLE for Player Housing. The Team grants exceptions on a case by case basis.  Exceptions are granted ONLY before submission, they require prior approval. When an item you wish to include requires PRIOR approval, get PRIOR approval.  Submitting a house and asking for permission afterwards through documentation or PM's, SHALL BE grounds for immediate rejection.  &lt;br /&gt;
&lt;br /&gt;
'''1.3)''' No custom items will be accepted for inclusion into the palette.&amp;lt;br&amp;gt; &lt;br /&gt;
The exceptions to this rule are guild items and keys.&amp;lt;br&amp;gt; &lt;br /&gt;
Keys do not have to be key objects, but they are to have no special properties added to them.&amp;lt;br&amp;gt; &lt;br /&gt;
Guild items fall under their own list of requirements and will not be discussed here.&amp;lt;br&amp;gt;  &lt;br /&gt;
&lt;br /&gt;
'''1.4)''' No custom scripts will be allowed for inclusion in player housing. However there is a base set of scripts supplied (see section ''3'' below) feel free to use these.  &lt;br /&gt;
&lt;br /&gt;
'''1.5)''' All Player Housing scripts (section ''3.1, 3.2'' and ''3.3'') shall be added to player housing by the player.  Failure to do so will result in rejection of your Player Housing.&lt;br /&gt;
&lt;br /&gt;
'''1.6)''' '''No heartbeat based scripts will be allowed.'''  [[(NOTE: Heartbeat scripts can be found on many items, especially CEP items.  Any item that performs an action or moves, should be checked for heatbeat scripts.  Examples: candles with flames, wall sconces, hanging chandeliers, CEP placeable gates (metal gates), etc...)]]&lt;br /&gt;
&lt;br /&gt;
'''1.7)''' NPC's cost 50,000 gold each.&amp;lt;br&amp;gt;&lt;br /&gt;
Any NPC added to player housing is to have a CR of no higher than 1/8.&amp;lt;br&amp;gt;&lt;br /&gt;
Player Housing NPC's will leave a corpse when killed.&amp;lt;br&amp;gt;&lt;br /&gt;
A P-merchant is considered an NPC. A P-merchant costs 120,000.&amp;lt;br&amp;gt;  &lt;br /&gt;
Conversations for NPC's or customized conversations for P-Merchants cost 5,000 gold.&amp;lt;br&amp;gt; &lt;br /&gt;
Bioware Merchants are excluded from all Player housing projects, be it single player homes or guildhalls.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Required NPC Statistics:&lt;br /&gt;
 Ability Scores: No greater then 10. If the NPC had lower then 10, do not up the score to 10.&lt;br /&gt;
 Classes: Must be Commoner, level 1&lt;br /&gt;
 Skills: NPC's can have NO Skills.&lt;br /&gt;
 Advanced: Faction: Commoner; &lt;br /&gt;
 Feats: NPC's can have NO Feats.&lt;br /&gt;
 Spells: NPC's can have NO Spells.&lt;br /&gt;
 Special Abilities: NPC's can have NO Special Abilities.&lt;br /&gt;
&lt;br /&gt;
 P-merchants:&lt;br /&gt;
 P-merchants and Donation EP-Chests (discussed below) come equiped with 1 menu page and 400 squares of&lt;br /&gt;
 storage capacity on that page.  &lt;br /&gt;
 These limits can be bought up in game:&lt;br /&gt;
 +1 menu page (10 different items) = 60,000 gold&lt;br /&gt;
 +200 squares of storage capacity = 40,000 gold.&lt;br /&gt;
 Menu pages and storage capacity can be bought up to infinity for approx. one million gold total.&lt;br /&gt;
&lt;br /&gt;
'''1.8)''' Player housing is not to be linked to any special areas (e.g. temples, tunnels or other player housing) Without prior approval of the Avlis team.&lt;br /&gt;
&lt;br /&gt;
'''1.9)''' Player housing is not to restrict access to existing parts of modules (e.g. you cannot put a fence around your favourite tree that you can only get to the inside of from your house).&lt;br /&gt;
&lt;br /&gt;
'''1.10)''' Plants that produce crafting placeables are NOT allowed in single player housing.&amp;lt;br&amp;gt; &lt;br /&gt;
Exceptions may be considered for Avlis guilds.&amp;lt;br&amp;gt; &lt;br /&gt;
Before including any plants '''send a PM with subject title as Player Housing''' [http://avlis.org/ucp.php?i=pm&amp;amp;mode=compose&amp;amp;u=9202 to '''Micah'''] to make sure your guild qualifies.&amp;lt;br&amp;gt; &lt;br /&gt;
All requests will be handled on a case by case basis.  A list of some (but not all) of the plants that are '''NOT''' allowed in guildhalls are below:&lt;br /&gt;
&lt;br /&gt;
 Guilds are not allowed to include player housing guildhalls any plant that spawns the following items.&lt;br /&gt;
 This list is not exustive, if something is not on this list it does not necessarily mean you &lt;br /&gt;
 are allowed it, it just means there is a higher chance you will be.&lt;br /&gt;
 Marrowroot&lt;br /&gt;
 Angel's Tears&lt;br /&gt;
 Bleeding Heart Bloom&lt;br /&gt;
 Desert Lilly&lt;br /&gt;
 Glowing mold Spores&lt;br /&gt;
 Gray moss bud&lt;br /&gt;
 Golden Lotus&lt;br /&gt;
 Mountian Rosebud&lt;br /&gt;
 Belladonna&lt;br /&gt;
 Plantain leaf&lt;br /&gt;
 Silver Mushroom&lt;br /&gt;
 Cactus Bloom&lt;br /&gt;
 Stinging Nettle&lt;br /&gt;
 Stonebush Bean&lt;br /&gt;
 Timmane's Bulb&lt;br /&gt;
 T'nanshi creeper&lt;br /&gt;
 Yarrow bloom&lt;br /&gt;
 Wintermint&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''1.11)''' Once imported, player housing can be edited a maximum of three times a year for revisions. Fixing bugs that were not your fault does not add towards this total.&lt;br /&gt;
&lt;br /&gt;
All revisions on imported player housing must be made on erf's exported from Avlis itself.  To obtain an exported erf file from Avlis, send a PM [http://avlis.org/ucp.php?i=pm&amp;amp;mode=compose&amp;amp;u=9202 to '''Micah'''].&lt;br /&gt;
&lt;br /&gt;
Revisions made on original (pre-imported) versions, or anything other then an Avlis exported erf file will not be accepted.  There are no exceptions.  &lt;br /&gt;
&lt;br /&gt;
'''1.12)''' Before submitting a house, remove all treasure scripts from any containers and make any containers that you don't plan on using static.  Containers include boxes, chests, cabinets, loot bags, etc.  Basically anything that is usable by default.&lt;br /&gt;
&lt;br /&gt;
'''1.13)''' Before submitting a house, remove all OnDeath event scripts from all doors.&lt;br /&gt;
&lt;br /&gt;
'''1.14)''' DO NOT leave keys in chests or on the floor.  A DM will deliver your key(s) to you once your house has been imported.&lt;br /&gt;
&lt;br /&gt;
'''1.15)''' A house may consist of a maximum of 5 different areas.&amp;lt;br&amp;gt; &lt;br /&gt;
This may be extended to a maximum of 10 if and only if your have prior approval from the Avlis team.&amp;lt;br&amp;gt; &lt;br /&gt;
An area is not a room or section of the house, it is an area as listed in the toolset.&lt;br /&gt;
&lt;br /&gt;
'''1.16)''' Any attempt to sneak things past the Avlis team will result in a PERMANENT ban from player housing and potentially Avlis. &lt;br /&gt;
&lt;br /&gt;
'''1.17)''' Any OOC cost saving measures shall be considered a form of cheesing.&amp;lt;br&amp;gt;  &lt;br /&gt;
Any OOC attempt to lower housing costs is not permitted and grounds for immediate rejection of your player housing.  &lt;br /&gt;
&lt;br /&gt;
'''1.18)''' Lowering the statistic of any placeable, where it is IC'ly appropriate, costs as much as increasing that same stat the same amount of points.&lt;br /&gt;
&lt;br /&gt;
'''1.19)''' Magic portals are not allowed in private Player Housing.&lt;br /&gt;
&lt;br /&gt;
'''1.20)''' The rule that applies to characters sharing inn rooms (http://www.avlis.org/viewtopic.php?t=34598) also applies to player housing.&amp;lt;br&amp;gt; &lt;br /&gt;
No player may have more than one character that shares a player house.&amp;lt;br&amp;gt; &lt;br /&gt;
In situations where the player house is a guild hall, a player may have more than one character in the same guild, PROVIDED that persistent storage (of ANY form) is NOT shared in the Guild Hall. The only exception to this is where permission is explicitly granted by the Avlis team in a PM or email you can produce if asked for and verified.&lt;br /&gt;
&lt;br /&gt;
'''1.21)''' Player housing may only use the haks and content that are currently on each server. New haks will not be added for any housing. The haks, in the correct order, are:&lt;br /&gt;
(note: any Player housing submitted after 8/22/05 MUST contain the updated HAKS listed below.  Any houses submitted before that date, but not yet included into Avlis will be grandfathered)&lt;br /&gt;
&lt;br /&gt;
==Haks==&lt;br /&gt;
'''Avlis Base Haks''':&lt;br /&gt;
 avlis_ext_4&lt;br /&gt;
 avlis_ext_3&lt;br /&gt;
 avlis_ext_2&lt;br /&gt;
 avlis_ext_1&lt;br /&gt;
 avlis_main1_9a&lt;br /&gt;
 avlis_main1_9b&lt;br /&gt;
 copap2da&lt;br /&gt;
 copapanatomy&lt;br /&gt;
 copapbaseitem&lt;br /&gt;
 copapcreature&lt;br /&gt;
 copapheadhand&lt;br /&gt;
 copappheno&lt;br /&gt;
 copapplaceable&lt;br /&gt;
 copapportrait&lt;br /&gt;
 copaptexture&lt;br /&gt;
 avlis_tileset_v1&lt;br /&gt;
 avlis_tilem1_v1&lt;br /&gt;
 avlis_tilem2_v1&lt;br /&gt;
 avlis_tilet1_v1&lt;br /&gt;
 avlis_tilet2_v1&lt;br /&gt;
&lt;br /&gt;
and the '''copaptlk_4_9.tlk''' in the tlk section.&lt;br /&gt;
&lt;br /&gt;
You must also make sure you add the latest CoPaP tlk file. This is also added in the custom content tab of the module properties, slightly below the hak  list.&amp;lt;br&amp;gt;&lt;br /&gt;
Submit your house (as an erf file in ZIP or RAR format) by uploading it and a filled out housing cost spreadsheet (both in the same zip or rar file) via email to '''madk@avlis.org''' &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''1.22)''' These rules can and will be bent in special circumstances, and many existing player houses are grandfathered with regards to some of these rules. Just because someone else has something, do not expect to get it yourself.&lt;br /&gt;
&lt;br /&gt;
'''1.23)''' Pricing, rules or conditions may be changed at any time by the Avlis team&lt;br /&gt;
&lt;br /&gt;
==Pricing==&lt;br /&gt;
&lt;br /&gt;
'''2.1)''' The final price for any piece of player housing is at the discretion of the Avlis team, what is presented here is a guide and many things may affect the final price.&lt;br /&gt;
&lt;br /&gt;
'''2.2)''' For persistent storage you must first buy the placeable and then add persistence to it.&lt;br /&gt;
&lt;br /&gt;
'''2.3)''' Doors and placeables have 4 attributes that determine their strength, these can all be adjusted individually, so to price out a door or placeable price out each of the 4 components, then add them together. If you wish to have a plot door or placeable, then it costs a flat 120,000. Do not bother pricing out the component parts.&lt;br /&gt;
&lt;br /&gt;
'''2.4)''' When pricing out the hardness, lock DC or fortitude of a door or placeable use the actual figure in the table below. When pricing out HP, divide the number of HP by 10 (rounding down) and use that number to lookup a price in the table below.&lt;br /&gt;
&lt;br /&gt;
'''2.5)''' If you wish a door/placeable to be key-only, the cost for the lock on the door is 10,000. You still have to pay for the other components of the door/placeable.&lt;br /&gt;
&lt;br /&gt;
'''2.6)''' To have a persistant display chest (like those at the ferrell bazaar) you first have to pay for strength of chest you want, then pay for display persistance&lt;br /&gt;
&lt;br /&gt;
'''2.7)''' The cost of plants that spawn crafting items varies depends on a number of factors, these include, but are not limited to, the scarcity of the plant and the difference between the normal growing conditions and the conditions where you wish to place it. The plants will have the same respawn rate as those that are found in the wild.&lt;br /&gt;
&lt;br /&gt;
'''2.8)''' Player owned inns are not available to everyone. However if you do get permission to implement one, there are additional costs involved. Do not expect to make a return on your investment for 18-24 months minimum.&lt;br /&gt;
&lt;br /&gt;
The requirements for purchasing an Inn are:&lt;br /&gt;
* Must not be on the &amp;quot;Watch list&amp;quot;&lt;br /&gt;
* Must have been playing on Avlis at least 6 months&lt;br /&gt;
* Must have general approval of the DM staff&lt;br /&gt;
* Must build a new inn (existing ones are not for sale)&lt;br /&gt;
* Must Not have a profit of more than 80% (so as to depict the expenses and staff payments) [/code]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Pricing Guidelines'''&lt;br /&gt;
{| style=&amp;quot;width:60%&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|+Building&lt;br /&gt;
|-&lt;br /&gt;
|Per tile (minimum 4) || 5,000&lt;br /&gt;
|-&lt;br /&gt;
|Per floor (ex first) || 5,000 +&lt;br /&gt;
|-&lt;br /&gt;
|Containers || (as per table below for each of the 4 parts)&lt;br /&gt;
|-&lt;br /&gt;
|Doors || (as per table below for each of the 4 parts)&lt;br /&gt;
|-&lt;br /&gt;
|Persistance || 30,000&lt;br /&gt;
|-&lt;br /&gt;
|Persistance (display) || 80,000&lt;br /&gt;
|-&lt;br /&gt;
|Plot door/placeable ||  120,000&lt;br /&gt;
|-&lt;br /&gt;
|Additional keys || 500&lt;br /&gt;
|-&lt;br /&gt;
|Combat dummies || 2,500&lt;br /&gt;
|-&lt;br /&gt;
|Archery targets ||  2,500&lt;br /&gt;
|-&lt;br /&gt;
|Ale kegs || 5,000&lt;br /&gt;
|-&lt;br /&gt;
|Basic crafting placeable || 25,000&lt;br /&gt;
|-&lt;br /&gt;
|Basic Crafting placeable (all 5) || 100,000&lt;br /&gt;
|-&lt;br /&gt;
|Jewelcrafting placeable || 100,000&lt;br /&gt;
|-&lt;br /&gt;
|Piggybank || 150,000&lt;br /&gt;
|-&lt;br /&gt;
|Crafting plant || 5,000 +&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:15%&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|0 || 0 gp&lt;br /&gt;
|-&lt;br /&gt;
|1  || 200 gp&lt;br /&gt;
|-&lt;br /&gt;
|2  || 400 gp&lt;br /&gt;
|-&lt;br /&gt;
|3  || 600 gp&lt;br /&gt;
|-&lt;br /&gt;
|4  || 800 gp&lt;br /&gt;
|-&lt;br /&gt;
|5  ||  1,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|6   || 1,200 gp&lt;br /&gt;
|-&lt;br /&gt;
|7   || 1,400 gp&lt;br /&gt;
|-&lt;br /&gt;
|8   || 1,600 gp&lt;br /&gt;
|-&lt;br /&gt;
|9   || 1,800 gp&lt;br /&gt;
|-&lt;br /&gt;
|10  || 2,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|11  || 2,500 gp&lt;br /&gt;
|-&lt;br /&gt;
|12  || 3,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|13  || 3,500 gp&lt;br /&gt;
|-&lt;br /&gt;
|14  || 4,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|15  || 4,500 gp&lt;br /&gt;
|-&lt;br /&gt;
|16  || 5,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|17  || 5,500 gp&lt;br /&gt;
|-&lt;br /&gt;
|18  || 6,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|19  || 6,500 gp&lt;br /&gt;
|-&lt;br /&gt;
|20  || 7,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|21  || 7,700 gp&lt;br /&gt;
|-&lt;br /&gt;
|22  || 8,400 gp&lt;br /&gt;
|-&lt;br /&gt;
|23 ||  9,100 gp&lt;br /&gt;
|-&lt;br /&gt;
|24  || 9,800 gp&lt;br /&gt;
|-&lt;br /&gt;
|25 || 10,500 gp&lt;br /&gt;
|-&lt;br /&gt;
|26 || 11,200 gp&lt;br /&gt;
|-&lt;br /&gt;
|27 || 11,900 gp&lt;br /&gt;
|-&lt;br /&gt;
|28 || 12,600 gp&lt;br /&gt;
|-&lt;br /&gt;
|29 || 13,300 gp&lt;br /&gt;
|-&lt;br /&gt;
|30 || 14,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|31 || 15,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|32 || 16,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|33 || 17,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|34 || 18,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|35 || 19,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|36 || 20,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|37 || 21,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|38 || 22,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|39 || 23,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|40 || 24,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|Key-only || 10,000 gp&lt;br /&gt;
|-&lt;br /&gt;
|Plot || 30,000 gp&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
|+Furnishings (avg for 4x4 building)&lt;br /&gt;
|-&lt;br /&gt;
|Furnishings - low (eg. Bedroll) || 5,000&lt;br /&gt;
|-&lt;br /&gt;
|Furnishings - mid (eg. Cot) || 10,000&lt;br /&gt;
|-&lt;br /&gt;
|Furnishings - high (eg. Bed) || 20,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
|+Traps&lt;br /&gt;
|-&lt;br /&gt;
|Per 1 point DC detect || 500&lt;br /&gt;
|-&lt;br /&gt;
|Per 1 point DC remove || 500&lt;br /&gt;
|-&lt;br /&gt;
|Resetting  || 5,000&lt;br /&gt;
|-&lt;br /&gt;
|Weak || 1,000&lt;br /&gt;
|-&lt;br /&gt;
|Average || 2,000&lt;br /&gt;
|-&lt;br /&gt;
|Strong || 4,000&lt;br /&gt;
|-&lt;br /&gt;
|Fatal || 8,000&lt;br /&gt;
|-&lt;br /&gt;
|undectable || 150,000&lt;br /&gt;
|-&lt;br /&gt;
|undisarmable || 150,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
|+Hirelings/NPCs&lt;br /&gt;
|Scribe || 75,000 (Prior permission required before submission.)&lt;br /&gt;
|-&lt;br /&gt;
|Persistent Merchants || 120,000 for base package (1x NPC, 1x Appraisal container &amp;amp; +400 squares of storage), expandable in game. Custom conversation 5000 extra &lt;br /&gt;
|-&lt;br /&gt;
|NPC's 50,000 each. || (servants / pets / etc...)  &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Other types of NPC's are decided on a case by case basis, and will be at least as expensive as those listed above.&lt;br /&gt;
&lt;br /&gt;
 Types of Persistent Containers available:&lt;br /&gt;
 1. EP-Chest(Fixed): This is the standard Persistent chest available.&lt;br /&gt;
 Storage capacity (number of squares) equates to 875. You cannot upgrade a fixed EP Chest.&lt;br /&gt;
 All items are listed aphabetically in a text based system. These storage containers have True-Persistence., meaning that any alterations made to items &lt;br /&gt;
 (dyed clothing, Kimli's protective alterations, changes to the clothing through bioware crafting) remain, even after server reset. &lt;br /&gt;
 Off-world items do not vanish in these chests after server reset either. &lt;br /&gt;
 These containers must be plot. Cost: 75,000.&lt;br /&gt;
&lt;br /&gt;
  2. EP-Chest(expandable): An EP-Chest is a text based system that stores items. &lt;br /&gt;
 All items are listed aphabetically.  These storage containers have True-Persistence.  &lt;br /&gt;
 This storage is best utilized for large inventories, like the storing of crafting components.&lt;br /&gt;
 However, it can be used as a normal storage chest for smaller inventories too.&lt;br /&gt;
 Initial storage capability  is 400 squares of storage, and infinite menu pages&lt;br /&gt;
 (or any number of different items). &lt;br /&gt;
 Storage capacity (number of squares) can be bought up In-game. &lt;br /&gt;
 +200 squares of storage = 40,000&lt;br /&gt;
 Infinite storage capability costs approximately 1,120,000 gold total.&lt;br /&gt;
 Chest must be plot and key locked, no variation allowed.  Cost: 150,000.&lt;br /&gt;
&lt;br /&gt;
 3. Donation EP-Chest: An Donation EP chest is a variation on the EP-chest, text based storage system. &lt;br /&gt;
 These storage containers have True-Persistence.&lt;br /&gt;
 Any player may place an item into the chest, &lt;br /&gt;
 ONLY the character with the right key can SEE and REMOVE the items in the chest. &lt;br /&gt;
&lt;br /&gt;
 Initial storage capability is 200 squares of storage, and one menu page. &lt;br /&gt;
 This can be bought up In-game in increments for added storage capacity and pages.  &lt;br /&gt;
 Chest must be plot and key locked, no variation allowed.  &lt;br /&gt;
&lt;br /&gt;
 Cost: 150,000 for base Donation EP-chest. &lt;br /&gt;
 Storage capability and menu pages can be expanded IG in increments up to infinite storage capability:&lt;br /&gt;
 +1 Menu page = 60,000 gold&lt;br /&gt;
 +200 squares of storage = 40,000&lt;br /&gt;
 Infinite storage capability costs approximately 1,120,000 gold total.&lt;br /&gt;
&lt;br /&gt;
A note on traps: Unlike traps placed by players, it is not possible to have traps that recognise the house owner, any trap you buy for housing will be set off by everyone.  Traps can ONLY be permanent, they can not be disarmable or recoverable.)&lt;br /&gt;
&lt;br /&gt;
==Available resources==&lt;br /&gt;
&lt;br /&gt;
'''3.1)''' The scripts available for use along with supporting information are downloadable from [http://www.javaforge.com/displayDocument/Housing_Scripts.zip?doc_id=78519 '''Housing Scripts''']'' (file up to date Feb 2010)''&lt;br /&gt;
&lt;br /&gt;
'''3.2)''' The working archery targets and combat dummies are not placeables, they are actually NPCs. If you wish to add working combat dummies or archery targets, they are included in the above link.&lt;br /&gt;
&lt;br /&gt;
'''3.3)''' An erf that adds the piggybank placeable to the palette available from [http://www.javaforge.com/displayDocument/afs_piggybank.rar?doc_id=76838 '''Javaforge Housing folder''']&lt;br /&gt;
&lt;br /&gt;
'''3.4)''' A spreadsheet that will calculate the housing cost for you is available - [http://www.javaforge.com/displayDocument/AvlisHousing_3_8.xls?doc_id=77330 '''AvlisHousing_3_8.xls'''] This must be included with the submission.  The current version is 3_7, do not use earlier or unmarked verions.&lt;br /&gt;
&lt;br /&gt;
'''3.5)'''  If there is a script you know is already on Avlis but is not included, [http://www.avlis.org/ucp.php?i=pm&amp;amp;mode=compose&amp;amp;u=10584 send a PM to MadK@ titled '''Player Housing'''] asking for its inclusion. If the script is suitable, it will be included.&lt;br /&gt;
&lt;br /&gt;
'''3.6)''' A guide to using the toolset is available on the neverwinter vault. While it contains a large amount of information you will not need to worry about, it is a very good start if you are wishing to learn how to use the toolset. http://nwvault.ign.com/Files/other/data/1095552276000.shtml&lt;br /&gt;
&lt;br /&gt;
==Submission process==&lt;br /&gt;
&lt;br /&gt;
'''4.1)''' You are to design your own house or find someone to do it for you.&lt;br /&gt;
&lt;br /&gt;
'''4.2)''' Submit your house as a .rar file containing your house erf file and a filled out housing cost spreadsheet via email to '''madk@avlis.org'''&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Please label the .rar file as follows: '''PH_&amp;lt;Avlis Board Name&amp;gt;_&amp;lt;Server&amp;gt;_&amp;lt;House Name&amp;gt;_&amp;lt;MMDDYY&amp;gt;'''&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
EXAMPLES:&amp;lt;br&amp;gt;&lt;br /&gt;
PH_CPU_Mikona_JanusHouse_092904.rar&lt;br /&gt;
&lt;br /&gt;
PH_Katroine_Wilderness_Gracie'sArtistsAbode_042210.zip&lt;br /&gt;
&lt;br /&gt;
PH_Arandil_LeOr_QuicksilversBarracks_010110.rar&lt;br /&gt;
&lt;br /&gt;
PH_GreyLynx_LeOr_GreenTowerGuildHouse_072390.rar&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
In the case where one player builds for another, the Avlis board name shown in the file emailed shall be the point of contact for that property.  Player housing will not act as a coordinator between players.&lt;br /&gt;
&lt;br /&gt;
'''4.3)''' Then [http://www.avlis.org/ucp.php?i=pm&amp;amp;mode=compose&amp;amp;u=10584 send a PM to '''MadK@'''] confirming email has been sent. The PM is to contain information regarding your request, including which placeables you wish to be useable for crafting, which items you want to be persistent or plot, which keys you wish to work for which doors/placeables, and where you want it to be located. Include this same information with the actual submission itself. If anything is unclear from your PM then it will delay your request.&lt;br /&gt;
&lt;br /&gt;
'''4.4)''' Once your house has been submitted it will join the queue at the bottom, do not expect instant attention.&lt;br /&gt;
&lt;br /&gt;
'''4.5)''' Once your house has been assessed by the Avlis team you will be told how much it will cost. Receiving your payment is not a DM priority, they will try to help you as soon as possible, but again, do not expect an immediate response.&lt;br /&gt;
&lt;br /&gt;
'''4.6)''' Once your house has been finalised it is submitted for import and will get included in the module of your choice when it is next updated.&lt;br /&gt;
&lt;br /&gt;
'''4.7)''' Housing keys will not be given until the housing cost is paid in full.&lt;br /&gt;
&lt;br /&gt;
==Naming standards==&lt;br /&gt;
&lt;br /&gt;
'''5.1)''' '''Area naming standards'''&lt;br /&gt;
&lt;br /&gt;
'''5.1.1)''' All area tags and resrefs must be identical (case insensitive) for any given area. eg. if an area has a tag ''CoB_MainHall'' the resref for this area must be ''cob_mainhall''. The easiest way to do this is when you are creating an area, give it the desired tag as a name. This will set the tag and resref up correctly, and it is easier to change the name later than it is to try and change the resref.&lt;br /&gt;
&lt;br /&gt;
'''5.1.2)''' The tag/reserf for each area must be unique and specific to your housing. The easiest way to do this is to prefix them with something logical. eg. ''Cave'' is bad, ''Raven_Cave'' is good. the most descriptive the prefix is the better.&lt;br /&gt;
&lt;br /&gt;
'''5.1.3)''' Where possible all area names are to be prefixed with the name of the building. eg.''2nd floor'' is bad ''Featherfingers Trading: 2nd floor'' is good. If you wish to create an area that is not named in this way then include your reason for not following this standard in the spreadsheet you submit with your housing. Exceptions to this standard will include things like secret entrances.&lt;br /&gt;
&lt;br /&gt;
'''5.1.4)''' All doors inside player housing that connect up to external areas shall have TAGS named with the following standardization: ''DR_UniqueName_I'', where UniqueName is a personalized and wholly unique tag for the door. (i.e., do not type: UniqueName)&lt;br /&gt;
&lt;br /&gt;
If you have external areas in your player housing that connect up through a door to internal areas, the external door shall be named with the following standardization: ''DR_UniqueName_O'', where UniqueName is a personalized and wholly unique tag for the door. (i.e., do not type: UniqueName)&lt;br /&gt;
&lt;br /&gt;
'''5.2)''' '''Item naming standards (keys and guild items)'''&lt;br /&gt;
&lt;br /&gt;
'''5.2.1)''' The tag and resref of any given item must be identical (case insensitive). The easiest way to do this is when creating the item, give it the desired tag as a name. you can then edit it to change the name to something nicer.&lt;br /&gt;
&lt;br /&gt;
'''5.2.2)''' The tag of all guild '''leader''' items must start with ''SI_'' and must have the correct variables attached as shown in the [http://www.avlis.org/viewtopic.php?t=12068&amp;amp;postorder=asc&amp;amp;start=33 Guidlines for making guild items thread.]&lt;br /&gt;
&lt;br /&gt;
'''5.2.3)''' The tag of all non-leader guild items must start with ''Gld_U_''.&lt;br /&gt;
&lt;br /&gt;
'''5.2.4)''' The preperties an values on guild items must be those allowed, as shown in the [http://www.avlis.org/viewtopic.php?t=12068 Guidlines for making guild items thread.]&lt;br /&gt;
&lt;br /&gt;
'''5.2.5)''' The tag of all player housing keys must start with ''Key_''.&lt;br /&gt;
&lt;br /&gt;
'''5.2.6)''' All items are to be named in such a way that they are easy to identify which house they belong to. eg. ''Room key'' is bad, ''Key of Green'' is fine, ''Anspach residence: Room key'' is good.&lt;br /&gt;
&lt;br /&gt;
'''5.2.7)''' All items must be marked plot, and must '''not''' be marked as undropable.&lt;br /&gt;
&lt;br /&gt;
'''5.2.8)''' All keys must contain no additional properties.&lt;br /&gt;
&lt;br /&gt;
'''5.2.9)''' All keys must be located is the '''Special 2''' section of the palette.&lt;br /&gt;
&lt;br /&gt;
'''5.2.10)''' All guild items must be located is the '''Special 5''' section of the palette.&lt;br /&gt;
&lt;br /&gt;
==Revisions==&lt;br /&gt;
When submitting a revision for an existing house you use a blank housing spreadsheet.&amp;lt;br&amp;gt;&lt;br /&gt;
Enter the previous housing cost in the section provided and check YES for the update section.&amp;lt;br&amp;gt;&lt;br /&gt;
Add '''ONLY''' the new additions/modifications to the spreadsheet.&lt;br /&gt;
&lt;br /&gt;
==Previous housing threads==&lt;br /&gt;
&lt;br /&gt;
As player housing has been around for a while. There have been a few threads created on the subject already. I have tried to summarise the information contained in the other threads into this post, but I may have missed something. If you have any questions, please read through these other threads and see if you can answer them for yourself.&lt;br /&gt;
&lt;br /&gt;
[http://www.avlis.org/viewtopic.php?t=8261 Player housing &amp;amp; Prices - Strangg - Sep 18,2002]&lt;br /&gt;
&lt;br /&gt;
[http://www.avlis.org/viewtopic.php?t=22948 Player Housing Pricing and Rules ? Marauder - Dec 05, 2003]&lt;br /&gt;
&lt;br /&gt;
[http://www.avlis.org/viewtopic.php?t=11666 How to FTP to the site and send .erf(s) - ds77 - Mar 20, 2003]&lt;br /&gt;
&lt;br /&gt;
[[Category:Rules|Player Housing]]&lt;/div&gt;</summary>
		<author><name>TripleAught</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Ranger&amp;diff=39029</id>
		<title>Ranger</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Ranger&amp;diff=39029"/>
		<updated>2011-09-26T03:25:07Z</updated>

		<summary type="html">&lt;p&gt;TripleAught: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Classes}}&lt;br /&gt;
__NOEDITSECTION__&lt;br /&gt;
[[Image:Ir ranger.gif|Ranger]]&lt;br /&gt;
&lt;br /&gt;
[[Image:Ranger.jpg|frame|Ranger|]]&lt;br /&gt;
[[Image:Ranger_f.jpg|frame|Ranger]]&lt;br /&gt;
'''Description''': Rangers are skilled stalkers and hunters who make their home in the woods. Their martial skill is nearly the equal of the [[fighter]], but they lack the latter's dedication to the craft of fighting. Instead, the ranger focuses his skills and training on a specific enemy - a type of creature he bears a vengeful grudge against and hunts above all others. Rangers often accept the role of protector, aiding those who live in or travel through the woods. His skills allow him to move quietly and stick to the shadows, especially in natural settings, and he also has special knowledge of certain types of creatures.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Finally, an experienced ranger has such a tie to nature that he can actually draw on natural power to cast [[divine]] spells, much as a druid does. The following deities will allow (un)holy powers to rangers: [[Aarilax]], &lt;br /&gt;
[[Balgar]], &lt;br /&gt;
[[Berryn]], &lt;br /&gt;
[[Dagath]], &lt;br /&gt;
[[Dre'Ana]], &lt;br /&gt;
[[Dru'El]], &lt;br /&gt;
[[Cha'reth]], &lt;br /&gt;
[[O'Ma]], &lt;br /&gt;
[[Pelar]], &lt;br /&gt;
[[Skern]], &lt;br /&gt;
[[Titania]], &lt;br /&gt;
[[Verossa]],&lt;br /&gt;
and [[Yeraiah]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In addition, like a [[druid]] the ranger is often accompanied by [[NWN:animal Companion (feat)|animal companions]]. '''Note:''' Avlis has a custom [[Companion Training System]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Alignment Restrictions''': None&lt;br /&gt;
&lt;br /&gt;
'''[[NWN:Hit Die|Hit Die]]''': d10&lt;br /&gt;
&lt;br /&gt;
'''Proficiencies''': Armor ([[NWN:Armor Proficiency (Light)|Light]], [[NWN:Armor Proficiency (Medium)|Medium]]), [[NWN:Shield Proficiency|Shields]], Weapons ([[NWN:Weapon Proficiency (Martial)|Martial]], [[NWN:Weapon Proficiency (Simple)|Simple]])&lt;br /&gt;
&lt;br /&gt;
'''[[NWN:Skill Points|Skill Points]]''': ([[NWN:Int|Int]] mod * 4 at 1st level) 4 + [[NWN:Int|Int]] mod&lt;br /&gt;
&lt;br /&gt;
'''Skills''': [[NWN:Animal empathy|Animal Empathy]], [[NWN:Concentration|Concentration]], [[NWN:Craft armor|Craft Armor]], [[NWN:Craft trap|Craft Trap]], [[NWN:Craft weapon|Craft Weapon]], [[NWN:Discipline|Discipline]], [[NWN:Heal (skill)|Heal]], [[NWN:Hide|Hide]], [[NWN:Listen|Listen]], [[NWN:Lore|Lore]], [[NWN:Move silently|Move Silently]], [[NWN:Parry|Parry]], [[NWN:Search|Search]], [[NWN:Set trap|Set Trap]], [[NWN:Spot|Spot]]&lt;br /&gt;
&lt;br /&gt;
'''Selectable Class Feats''': [[NWN:Brew Potion|Brew Potion]], [[NWN:Craft Wand|Craft Wand]], [[NWN:Deflect Arrows|Deflect Arrows]], [[NWN:Scribe Scroll|Scribe Scroll]], [[NWN:Skill Focus|Skill Focus]] ([[NWN:animal empathy|animal empathy]]), [[NWN:Spell Focus|Spell Focus]], [[NWN:Weapon Proficiency (Exotic)|Weapon Proficiency (Exotic)]]&lt;br /&gt;
&lt;br /&gt;
'''Bonus Feats''': [[NWN:Favored Enemy|Favoured Enemy]], [[NWN:Greater Spell Focus|Greater Spell Focus]]&lt;br /&gt;
&lt;br /&gt;
'''[[NWN:Saving Throw|Primary Saving Throw(s)]]''': [[NWN:Fortitude|Fortitude]]&lt;br /&gt;
&lt;br /&gt;
'''Spellcasting''': [[Divine]] ([[NWN:Wisdom|Wisdom]]-based, armor-related chance of [[NWN:spell failure|spell failure]] is ignored). Must have a [[NWN:Wisdom|Wisdom]] score of 10 + the spell’s level to cast a spell.&lt;br /&gt;
&lt;br /&gt;
==Special Abilities &amp;amp; Feats==&lt;br /&gt;
*Level 1 [[NWN:Dual-wield (feat)|Dual-wield]], [[NWN:Favoured Enemy|Favored Enemy]] (or a bonus feat), [[NWN:Trackless Step|Trackless Step]]&lt;br /&gt;
*Level 5 Favored Enemy (or a bonus feat)&lt;br /&gt;
*Level 6 [[NWN:Animal Companion (feat)|Animal Companion]]&lt;br /&gt;
*Level 9 [[NWN:Improved Two-Weapon Fighting|Improved Two-Weapon Fighting]]&lt;br /&gt;
*Level 10 Favored Enemy (or a bonus feat)&lt;br /&gt;
*Level 15 Favored Enemy (or a bonus feat)&lt;br /&gt;
*Level 20 Favored Enemy (or a bonus feat)&lt;br /&gt;
*Level 25 Favored Enemy (or a bonus feat)&lt;br /&gt;
*Level 30 Favored Enemy (or a bonus feat)&lt;br /&gt;
*Level 35 Favored Enemy (or a bonus feat)&lt;br /&gt;
*Level 40 Favored Enemy (or a bonus feat)&lt;br /&gt;
&lt;br /&gt;
==Spells==&lt;br /&gt;
Rangers gain their spells from the god(s) they follow, much the same way a Cleric or Druid does. It does not come from nebulous force of nature, or the earth itself. It is the power of their god, channeled though them. It isn’t the ranger who picks the target of lightning when he calls it down, but rather his god that directs it. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;0&amp;quot; style=&amp;quot;background:#efefef; color:#000000; border-collapse:collapse&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#c0c0c0&amp;quot;&lt;br /&gt;
! 1st Level&lt;br /&gt;
! 2nd Level&lt;br /&gt;
! 3rd Level&lt;br /&gt;
! 4th Level&lt;br /&gt;
|-&lt;br /&gt;
| valign=top |                                           &amp;lt;!-- 1st level spells --&amp;gt;&lt;br /&gt;
*[[Magic:Camouflage|Camouflage]]&lt;br /&gt;
*[[Magic:Cure Light Wounds|Cure Light Wounds]]&lt;br /&gt;
*[[Magic:Entangle|Entangle]]&lt;br /&gt;
*[[Magic:Grease|Grease]]&lt;br /&gt;
*[[Magic:Magic Fang|Magic Fang]]&lt;br /&gt;
*[[Magic:Resist Elements|Resist Elements]]&lt;br /&gt;
*[[Magic:Summon Creature I|Summon Creature I]]&lt;br /&gt;
*[[Magic:Ultravision|Ultravision]]&lt;br /&gt;
&lt;br /&gt;
| valign=top |                                           &amp;lt;!-- 2nd level spells --&amp;gt;&lt;br /&gt;
*[[Magic:Cats Grace|Cat's Grace]]&lt;br /&gt;
*[[Magic:Curse of Impending Blades|Curse of Impending Blades]]&lt;br /&gt;
*[[Magic:Detect Alignment|Detect Alignment]]&lt;br /&gt;
*[[Magic:Hold Animal|Hold Animal]]&lt;br /&gt;
*[[Magic:One with the Land|One with the Land]]&lt;br /&gt;
*[[Magic:Protection from Elements|Protection from Elements]]&lt;br /&gt;
*[[Magic:Sleep|Sleep]]&lt;br /&gt;
*[[Magic:Summon Creature II|Summon Creature II]]&lt;br /&gt;
&lt;br /&gt;
| valign=top |                                           &amp;lt;!-- 3rd level spells --&amp;gt;&lt;br /&gt;
*[[Magic:Aid|Aid]]&lt;br /&gt;
*[[Magic:Blade Thirst|Blade Thirst]]&lt;br /&gt;
*[[Magic:Cure Moderate Wounds|Cure Moderate Wounds]]&lt;br /&gt;
*[[Magic:Greater Magic Fang|Greater Magic Fang]]&lt;br /&gt;
*[[Magic:Invisibility Purge|Invisibility Purge]]&lt;br /&gt;
*[[Magic:Legion's Curse of Impending Blades|Legion's Curse of Impending Blades]]&lt;br /&gt;
*[[Magic:Mass Ultravision|Mass Ultravision]]&lt;br /&gt;
*[[Magic:Neutralize Poison|Neutralize Poison]]&lt;br /&gt;
*[[Magic:Remove Disease|Remove Disease]]&lt;br /&gt;
*[[Magic:Summon Creature III|Summon Creature III]]&lt;br /&gt;
&lt;br /&gt;
| valign=top |                                           &amp;lt;!-- 4th level spells --&amp;gt;&lt;br /&gt;
*[[Magic:Cure Serious Wounds|Cure Serious Wounds]]&lt;br /&gt;
*[[Magic:Freedom of Movement|Freedom of Movement]]&lt;br /&gt;
*[[Magic:Mass Camouflage|Mass Camouflage]]&lt;br /&gt;
*[[Magic:Polymorph Self|Polymorph Self]]&lt;br /&gt;
*[[Magic:Summon Creature IV|Summon Creature IV]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Spells per Day==&lt;br /&gt;
{| border=1 cellpadding=3 cellspacing=0&lt;br /&gt;
! rowspan=2|&amp;lt;u&amp;gt;Class Level&amp;lt;/u&amp;gt;&lt;br /&gt;
! colspan=4|&amp;lt;u&amp;gt;Spell Level&amp;lt;/u&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;u&amp;gt;1st&amp;lt;/u&amp;gt;!!&amp;lt;u&amp;gt;2nd&amp;lt;/u&amp;gt;!!&amp;lt;u&amp;gt;3rd&amp;lt;/u&amp;gt;!!&amp;lt;u&amp;gt;4th&amp;lt;/u&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|align=right|1||-||-||-||-&lt;br /&gt;
|-&lt;br /&gt;
|align=right|2||-||-||-||-&lt;br /&gt;
|-&lt;br /&gt;
|align=right|3||-||-||-||-&lt;br /&gt;
|-&lt;br /&gt;
|align=right|4||0*||-||-||-&lt;br /&gt;
|-&lt;br /&gt;
|align=right|5||0*||-||-||-&lt;br /&gt;
|-&lt;br /&gt;
|align=right|6||1||-||-||-&lt;br /&gt;
|-&lt;br /&gt;
|align=right|7||1||-||-||-&lt;br /&gt;
|-&lt;br /&gt;
|align=right|8||1||0*||-||-&lt;br /&gt;
|-&lt;br /&gt;
|align=right|9||1||0*||-||-&lt;br /&gt;
|-&lt;br /&gt;
|align=right|10||1||1||-||-&lt;br /&gt;
|-&lt;br /&gt;
|align=right|11||1||1||0*||-&lt;br /&gt;
|-&lt;br /&gt;
|align=right|12||1||1||1||-&lt;br /&gt;
|-&lt;br /&gt;
|align=right|13||1||1||1||-&lt;br /&gt;
|-&lt;br /&gt;
|align=right|14||1||1||1||0*&lt;br /&gt;
|-&lt;br /&gt;
|align=right|15||2||1||1||1&lt;br /&gt;
|-&lt;br /&gt;
|align=right|16||2||2||1||1&lt;br /&gt;
|-&lt;br /&gt;
|align=right|17||2||2||2||1&lt;br /&gt;
|-&lt;br /&gt;
|align=right|18||3||2||2||1&lt;br /&gt;
|-&lt;br /&gt;
|align=right|19||3||3||3||2&lt;br /&gt;
|-&lt;br /&gt;
|align=right|20||3||3||3||3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Spells of these level are only gained for these class levels if the character is eligible for bonus spells of the level.&lt;br /&gt;
&lt;br /&gt;
[[Image:ife x2epranger.gif|right|Epic Ranger]]&lt;br /&gt;
&lt;br /&gt;
==Epic Ranger==&lt;br /&gt;
'''Skill Points''': 4 + Int mod&lt;br /&gt;
&lt;br /&gt;
'''Bonus Feats''': 23, 26, 29, 32, 35, 38&lt;br /&gt;
&lt;br /&gt;
'''Epic Ranger Bonus Feats''': [[NWN:Bane of Enemies|Bane of Enemies]], [[NWN:Blinding Speed|Blinding Speed]], [[NWN:Epic Prowess|Epic Prowess]], [[NWN:Epic Spell Focus|Epic Spell Focus]], [[NWN:Epic Toughness|Epic Toughness]], [[NWN:Epic Weapon Focus|Epic Weapon Focus]], [[NWN:Favored Enemy|Favoured Enemy]], [[NWN:Improved Combat Casting|Improved Combat Casting]], [[NWN:Perfect Health|Perfect Health]]&lt;br /&gt;
&lt;br /&gt;
'''Epic Selectable Class Feats''': [[NWN:Epic Skill Focus|Epic Skill Focus]] ([[NWN:Animal empathy|Animal Empathy]])&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* When casting divine spells on Avlis, you must have a valid Avlis deity in your deity field to cast spells above 3rd level.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
[http://www.avlis.org/viewforum.php?f=118 Avlis Private Discussion: Druids &amp;amp; Rangers], a private class discussion forum.&lt;br /&gt;
&lt;br /&gt;
==External resources==&lt;br /&gt;
*Ranger Guide by DarthMuffin at [http://www.gamefaqs.com/computer/doswin/game/563552.html GameFAQs NWN page]&lt;br /&gt;
&lt;br /&gt;
[[Category:Classes]]&lt;/div&gt;</summary>
		<author><name>TripleAught</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Head_DM&amp;diff=37827</id>
		<title>Head DM</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Head_DM&amp;diff=37827"/>
		<updated>2011-04-21T16:19:12Z</updated>

		<summary type="html">&lt;p&gt;TripleAught: /* &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;Job Description&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt; */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Supporting the DM Team is your primary responsibility.  You keep track of the day-to-day activities of the DM Team, and ensure that player questions are answered.  You make decisions and recommendations to Orleron on all DM team applications and all Watchlist threads.  This position reports to the Lead Producer.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;b&amp;gt;&amp;lt;u&amp;gt;Responsibilities&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;===&lt;br /&gt;
* Make final decisions on hiring new DMs &lt;br /&gt;
* Final decision on promoting DMs to Senior DM and above.&lt;br /&gt;
* Make final decisions on player vault jails and make recommendations to World Leader on banning.&lt;br /&gt;
* Work with the Lead Producer to formulate and implement DM policy, rules and organization.&lt;br /&gt;
* In conjunction with the Lead Producer add new rules/policies when they are needed, and keep current rules/policies updated.&lt;br /&gt;
* Ensure the training program for apprentice DM's is in place and oversee the running of it.&lt;br /&gt;
* Conceptualize, define and guide direction of world-wide plots.&lt;br /&gt;
* Enforce DM Team rules and escalate issues if necessary.&lt;br /&gt;
* Remove DMs of rank Apprentice, Minor, or Major from DM team when necessary.&lt;br /&gt;
* Recommend removal of Senior, Veteran, and Elder DMs to Lead Producer and World Leader when necessary.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;b&amp;gt;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;===&lt;br /&gt;
* Current knowledge of the Avlis game world – including world lore as well as server lore&lt;br /&gt;
* Minimum 3 months of active Avlis DMing experience.&lt;br /&gt;
* Knowledge of Avlis systems for both players and DMs. &lt;br /&gt;
* Knowledge of NWN engine including limitations.&lt;br /&gt;
* Ability to manage people and delegate tasks as necessary.&lt;br /&gt;
* Preferred PnP DMing experience.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;b&amp;gt;&amp;lt;u&amp;gt;Job Description&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;===&lt;br /&gt;
The Head DM is a management position responsible for tactical creative direction of the servers and the DM team reports to this position.&lt;br /&gt;
It will be the Head DM's job to be aware of DM activity and make sure that we're not neglecting our players. This may entail shifting DM resources to match the playerbase, encouraging DM activity, and recruiting new DMs.&lt;br /&gt;
As DMs gain experience, showing talent and increased knowledge of the Avlis world, you will solicit promotion recommendations from the DM team and administer promotion reviews. For Senior, Veteran, and Elder DMs the Head DM will accept requests for promotion, solicit team input, and make promotion recommendations.&lt;br /&gt;
&lt;br /&gt;
It is your responsibility to monitor the team mailing list for DM applications and post them in the Team Application forum for review. Once a majority of the team has chimed in, you must make a final decision. It is then your responsibility to ensure an acceptance or rejection email is sent to the applicant as appropriate. Applicants should expect to get a final response within two weeks of submitting their application.&lt;br /&gt;
&lt;br /&gt;
When new apprentice and minor DMs are hired, it is your responsibility to assign an avatar and assign a mentor to that DM and make sure they get the training and resources they need. You will be responsible for ensuring all DMs have all the tools necessary to do their jobs.&lt;br /&gt;
&lt;br /&gt;
You will be responsible for approving guild sponsorships and ensuring guilds have active DMs. You will also ensure that the Team list for sponsorship is up-to-date. You will also update the list of DM avatars in the Ask the Team Forum.&lt;br /&gt;
&lt;br /&gt;
You will moderate Watchlist discussions and make decisions on vault jailing. In the case of banning, you will make recommendations to World Leader who will make final decisions. Once a decision has been made, you will indicate the decision made and ensure that the punishment (if necessary) is enacted.&lt;br /&gt;
&lt;br /&gt;
The Head DM will be responsible for making sure that all Avlis rules are consistent with current team rulings and are posted clearly for the playerbase.&lt;br /&gt;
&lt;br /&gt;
You will be authorized to ask for Team volunteers and/or hire additional Team members (with approval) to delegate responsibilities assigned to you as needed.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Application&amp;lt;/u&amp;gt;===&lt;br /&gt;
Avlis Boards Name: &lt;br /&gt;
&lt;br /&gt;
First Name: &lt;br /&gt;
&lt;br /&gt;
Last Name: &lt;br /&gt;
&lt;br /&gt;
Age: &lt;br /&gt;
&lt;br /&gt;
Timezone are you in? (GMT +/-) &lt;br /&gt;
&lt;br /&gt;
How long have you been playing on Avlis? &lt;br /&gt;
&lt;br /&gt;
How long have you been an Avlis DM? &lt;br /&gt;
&lt;br /&gt;
Have you DMed on any other CoPaP servers?  If so, how long and do you still currently DM there?&lt;br /&gt;
&lt;br /&gt;
Have you ever been a DM/Game Master for a pen and paper game? &lt;br /&gt;
___ Yes ___ No &lt;br /&gt;
&lt;br /&gt;
If yes, how many years/months experience with DMing/GMing do you have? &lt;br /&gt;
&lt;br /&gt;
How familiar are you with 3rd Edition D&amp;amp;D rules?  What about 3.5?&lt;br /&gt;
&lt;br /&gt;
Do you have any experience managing people? &lt;br /&gt;
&lt;br /&gt;
How do you delegate responsibility?&lt;br /&gt;
&lt;br /&gt;
What would make you a good Head DM?&lt;br /&gt;
&lt;br /&gt;
What do you like about Avlis? &lt;br /&gt;
&lt;br /&gt;
What do you think needs to improve on Avlis? &lt;br /&gt;
&lt;br /&gt;
How well do you think our system for handling grief players works?&lt;br /&gt;
&lt;br /&gt;
How do you feel about make vault jail and banning decisions?  Are you able to stand by your banning decisions even if they prove later to have been made in error?&lt;br /&gt;
&lt;br /&gt;
What has been your favorite Avlis DMing session to date that you have run?  Why is it your favorite?&lt;br /&gt;
&lt;br /&gt;
How do you propose to make sure new DMs have the tools and training they need to do their jobs?&lt;br /&gt;
&lt;br /&gt;
Do you have anything else to add?&lt;br /&gt;
&lt;br /&gt;
[[Category:Avlis2]]&lt;/div&gt;</summary>
		<author><name>TripleAught</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Head_DM&amp;diff=37826</id>
		<title>Head DM</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Head_DM&amp;diff=37826"/>
		<updated>2011-04-21T16:17:29Z</updated>

		<summary type="html">&lt;p&gt;TripleAught: /* &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt; */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Supporting the DM Team is your primary responsibility.  You keep track of the day-to-day activities of the DM Team, and ensure that player questions are answered.  You make decisions and recommendations to Orleron on all DM team applications and all Watchlist threads.  This position reports to the Lead Producer.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;b&amp;gt;&amp;lt;u&amp;gt;Responsibilities&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;===&lt;br /&gt;
* Make final decisions on hiring new DMs &lt;br /&gt;
* Final decision on promoting DMs to Senior DM and above.&lt;br /&gt;
* Make final decisions on player vault jails and make recommendations to World Leader on banning.&lt;br /&gt;
* Work with the Lead Producer to formulate and implement DM policy, rules and organization.&lt;br /&gt;
* In conjunction with the Lead Producer add new rules/policies when they are needed, and keep current rules/policies updated.&lt;br /&gt;
* Ensure the training program for apprentice DM's is in place and oversee the running of it.&lt;br /&gt;
* Conceptualize, define and guide direction of world-wide plots.&lt;br /&gt;
* Enforce DM Team rules and escalate issues if necessary.&lt;br /&gt;
* Remove DMs of rank Apprentice, Minor, or Major from DM team when necessary.&lt;br /&gt;
* Recommend removal of Senior, Veteran, and Elder DMs to Lead Producer and World Leader when necessary.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;b&amp;gt;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;===&lt;br /&gt;
* Current knowledge of the Avlis game world – including world lore as well as server lore&lt;br /&gt;
* Minimum 3 months of active Avlis DMing experience.&lt;br /&gt;
* Knowledge of Avlis systems for both players and DMs. &lt;br /&gt;
* Knowledge of NWN engine including limitations.&lt;br /&gt;
* Ability to manage people and delegate tasks as necessary.&lt;br /&gt;
* Preferred PnP DMing experience.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;b&amp;gt;&amp;lt;u&amp;gt;Job Description&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;===&lt;br /&gt;
It is your responsibility to monitor the team mailing list for DM applications and post them in the Team Application forum for review.  Once a majority of the team has chimed in, you must make a final decision and send this recommendation to Lead Producer for approval.  It is then your responsibility to ensure an acceptance or rejection email is sent to the applicant as appropriate.  Applicants should expect to get a final response within two weeks of submitting their application.&lt;br /&gt;
&lt;br /&gt;
When new apprentice and minor DMs are hired, it is your responsibility to assign an avatar and  mentor to that DM and make sure they get the training and resources they need.  After a DM has been trained, you are responsible for placing that DM on a particular server, based on need and best fit.  You will be responsible for ensuring &amp;lt;i&amp;gt;all&amp;lt;/i&amp;gt; DMs have all the tools necessary to do their jobs.&lt;br /&gt;
&lt;br /&gt;
You will be responsible for approving guild sponsorships and ensuring guilds have active DMs.  You will also ensure that the Team lists for sponsorships and server assignments are up-to-date.  You will also update the list of DM avatars in the Ask the Team Forum.&lt;br /&gt;
&lt;br /&gt;
It will be the Head DM's job to be aware of DM activity and make sure that we're not neglecting our players. This may entail shifting DM resources to match the playerbase. If we get a group of Australians showing up on Ferrell every night, but our Australian DM is primarily on Visi, it might be a good idea to shift their focus to the people playing in their timezone.  As DMs gain experience, showing talent and increased knowledge of the Avlis world, you will make promotion recommendations to Orleron.&lt;br /&gt;
&lt;br /&gt;
You will also be responsible for the Watchlist thread.  You will moderate Watchlist discussions and make decisions on vault jailing and banning.  In the case of banning, you will make recommendations to Lead Producer who will make final decisions.  Once a decision has been made, you will indicate the decision made and ensure that the punishment (if necessary) is enacted.&lt;br /&gt;
&lt;br /&gt;
You will monitor the Team mailing list and ensure that all issues are responded to within 24 hours.  If an issue requires Team discussion, you will post a topic for discussion in the appropriate Team forum and let the sender of the mail know that we are discussing the issue.  Team applications will be posted in the Team Applications forum and handled as noted above.  Unsolicited subcontractor applications will be sent to the Lead Builder for consideration.&lt;br /&gt;
&lt;br /&gt;
It will be your responsibility to make sure that all new player applications are answered within 48 hours.&lt;br /&gt;
&lt;br /&gt;
You will be authorized to ask for Team volunteers and/or hire additional Team members (with approval) to delegate responsibilities assigned to you as needed.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Application&amp;lt;/u&amp;gt;===&lt;br /&gt;
Avlis Boards Name: &lt;br /&gt;
&lt;br /&gt;
First Name: &lt;br /&gt;
&lt;br /&gt;
Last Name: &lt;br /&gt;
&lt;br /&gt;
Age: &lt;br /&gt;
&lt;br /&gt;
Timezone are you in? (GMT +/-) &lt;br /&gt;
&lt;br /&gt;
How long have you been playing on Avlis? &lt;br /&gt;
&lt;br /&gt;
How long have you been an Avlis DM? &lt;br /&gt;
&lt;br /&gt;
Have you DMed on any other CoPaP servers?  If so, how long and do you still currently DM there?&lt;br /&gt;
&lt;br /&gt;
Have you ever been a DM/Game Master for a pen and paper game? &lt;br /&gt;
___ Yes ___ No &lt;br /&gt;
&lt;br /&gt;
If yes, how many years/months experience with DMing/GMing do you have? &lt;br /&gt;
&lt;br /&gt;
How familiar are you with 3rd Edition D&amp;amp;D rules?  What about 3.5?&lt;br /&gt;
&lt;br /&gt;
Do you have any experience managing people? &lt;br /&gt;
&lt;br /&gt;
How do you delegate responsibility?&lt;br /&gt;
&lt;br /&gt;
What would make you a good Head DM?&lt;br /&gt;
&lt;br /&gt;
What do you like about Avlis? &lt;br /&gt;
&lt;br /&gt;
What do you think needs to improve on Avlis? &lt;br /&gt;
&lt;br /&gt;
How well do you think our system for handling grief players works?&lt;br /&gt;
&lt;br /&gt;
How do you feel about make vault jail and banning decisions?  Are you able to stand by your banning decisions even if they prove later to have been made in error?&lt;br /&gt;
&lt;br /&gt;
What has been your favorite Avlis DMing session to date that you have run?  Why is it your favorite?&lt;br /&gt;
&lt;br /&gt;
How do you propose to make sure new DMs have the tools and training they need to do their jobs?&lt;br /&gt;
&lt;br /&gt;
Do you have anything else to add?&lt;br /&gt;
&lt;br /&gt;
[[Category:Avlis2]]&lt;/div&gt;</summary>
		<author><name>TripleAught</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Head_DM&amp;diff=37825</id>
		<title>Head DM</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Head_DM&amp;diff=37825"/>
		<updated>2011-04-21T16:15:57Z</updated>

		<summary type="html">&lt;p&gt;TripleAught: /* &amp;lt;b&amp;gt;&amp;lt;u&amp;gt;Responsibilities&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt; */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Supporting the DM Team is your primary responsibility.  You keep track of the day-to-day activities of the DM Team, and ensure that player questions are answered.  You make decisions and recommendations to Orleron on all DM team applications and all Watchlist threads.  This position reports to the Lead Producer.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;b&amp;gt;&amp;lt;u&amp;gt;Responsibilities&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;===&lt;br /&gt;
* Make final decisions on hiring new DMs &lt;br /&gt;
* Final decision on promoting DMs to Senior DM and above.&lt;br /&gt;
* Make final decisions on player vault jails and make recommendations to World Leader on banning.&lt;br /&gt;
* Work with the Lead Producer to formulate and implement DM policy, rules and organization.&lt;br /&gt;
* In conjunction with the Lead Producer add new rules/policies when they are needed, and keep current rules/policies updated.&lt;br /&gt;
* Ensure the training program for apprentice DM's is in place and oversee the running of it.&lt;br /&gt;
* Conceptualize, define and guide direction of world-wide plots.&lt;br /&gt;
* Enforce DM Team rules and escalate issues if necessary.&lt;br /&gt;
* Remove DMs of rank Apprentice, Minor, or Major from DM team when necessary.&lt;br /&gt;
* Recommend removal of Senior, Veteran, and Elder DMs to Lead Producer and World Leader when necessary.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;b&amp;gt;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;===&lt;br /&gt;
*Knowledge of the Avlis game world.&lt;br /&gt;
*Minimum 3 months of Avlis DMing experience.&lt;br /&gt;
*Ability to manage people and delegate tasks as necessary.&lt;br /&gt;
*Preferred PnP DMing experience.&lt;br /&gt;
*Preferred knowledge of D&amp;amp;D 3.0 and 3.5 PnP rules.&lt;br /&gt;
*Preferred knowledge of the Avlis PnP setting.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;b&amp;gt;&amp;lt;u&amp;gt;Job Description&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;===&lt;br /&gt;
It is your responsibility to monitor the team mailing list for DM applications and post them in the Team Application forum for review.  Once a majority of the team has chimed in, you must make a final decision and send this recommendation to Lead Producer for approval.  It is then your responsibility to ensure an acceptance or rejection email is sent to the applicant as appropriate.  Applicants should expect to get a final response within two weeks of submitting their application.&lt;br /&gt;
&lt;br /&gt;
When new apprentice and minor DMs are hired, it is your responsibility to assign an avatar and  mentor to that DM and make sure they get the training and resources they need.  After a DM has been trained, you are responsible for placing that DM on a particular server, based on need and best fit.  You will be responsible for ensuring &amp;lt;i&amp;gt;all&amp;lt;/i&amp;gt; DMs have all the tools necessary to do their jobs.&lt;br /&gt;
&lt;br /&gt;
You will be responsible for approving guild sponsorships and ensuring guilds have active DMs.  You will also ensure that the Team lists for sponsorships and server assignments are up-to-date.  You will also update the list of DM avatars in the Ask the Team Forum.&lt;br /&gt;
&lt;br /&gt;
It will be the Head DM's job to be aware of DM activity and make sure that we're not neglecting our players. This may entail shifting DM resources to match the playerbase. If we get a group of Australians showing up on Ferrell every night, but our Australian DM is primarily on Visi, it might be a good idea to shift their focus to the people playing in their timezone.  As DMs gain experience, showing talent and increased knowledge of the Avlis world, you will make promotion recommendations to Orleron.&lt;br /&gt;
&lt;br /&gt;
You will also be responsible for the Watchlist thread.  You will moderate Watchlist discussions and make decisions on vault jailing and banning.  In the case of banning, you will make recommendations to Lead Producer who will make final decisions.  Once a decision has been made, you will indicate the decision made and ensure that the punishment (if necessary) is enacted.&lt;br /&gt;
&lt;br /&gt;
You will monitor the Team mailing list and ensure that all issues are responded to within 24 hours.  If an issue requires Team discussion, you will post a topic for discussion in the appropriate Team forum and let the sender of the mail know that we are discussing the issue.  Team applications will be posted in the Team Applications forum and handled as noted above.  Unsolicited subcontractor applications will be sent to the Lead Builder for consideration.&lt;br /&gt;
&lt;br /&gt;
It will be your responsibility to make sure that all new player applications are answered within 48 hours.&lt;br /&gt;
&lt;br /&gt;
You will be authorized to ask for Team volunteers and/or hire additional Team members (with approval) to delegate responsibilities assigned to you as needed.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Application&amp;lt;/u&amp;gt;===&lt;br /&gt;
Avlis Boards Name: &lt;br /&gt;
&lt;br /&gt;
First Name: &lt;br /&gt;
&lt;br /&gt;
Last Name: &lt;br /&gt;
&lt;br /&gt;
Age: &lt;br /&gt;
&lt;br /&gt;
Timezone are you in? (GMT +/-) &lt;br /&gt;
&lt;br /&gt;
How long have you been playing on Avlis? &lt;br /&gt;
&lt;br /&gt;
How long have you been an Avlis DM? &lt;br /&gt;
&lt;br /&gt;
Have you DMed on any other CoPaP servers?  If so, how long and do you still currently DM there?&lt;br /&gt;
&lt;br /&gt;
Have you ever been a DM/Game Master for a pen and paper game? &lt;br /&gt;
___ Yes ___ No &lt;br /&gt;
&lt;br /&gt;
If yes, how many years/months experience with DMing/GMing do you have? &lt;br /&gt;
&lt;br /&gt;
How familiar are you with 3rd Edition D&amp;amp;D rules?  What about 3.5?&lt;br /&gt;
&lt;br /&gt;
Do you have any experience managing people? &lt;br /&gt;
&lt;br /&gt;
How do you delegate responsibility?&lt;br /&gt;
&lt;br /&gt;
What would make you a good Head DM?&lt;br /&gt;
&lt;br /&gt;
What do you like about Avlis? &lt;br /&gt;
&lt;br /&gt;
What do you think needs to improve on Avlis? &lt;br /&gt;
&lt;br /&gt;
How well do you think our system for handling grief players works?&lt;br /&gt;
&lt;br /&gt;
How do you feel about make vault jail and banning decisions?  Are you able to stand by your banning decisions even if they prove later to have been made in error?&lt;br /&gt;
&lt;br /&gt;
What has been your favorite Avlis DMing session to date that you have run?  Why is it your favorite?&lt;br /&gt;
&lt;br /&gt;
How do you propose to make sure new DMs have the tools and training they need to do their jobs?&lt;br /&gt;
&lt;br /&gt;
Do you have anything else to add?&lt;br /&gt;
&lt;br /&gt;
[[Category:Avlis2]]&lt;/div&gt;</summary>
		<author><name>TripleAught</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Sylvan_(Avlissian)&amp;diff=37429</id>
		<title>Sylvan (Avlissian)</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Sylvan_(Avlissian)&amp;diff=37429"/>
		<updated>2011-03-19T13:45:43Z</updated>

		<summary type="html">&lt;p&gt;TripleAught: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Language]]&lt;br /&gt;
{| align=right cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;0&amp;quot; style=&amp;quot;border-left:15px solid white;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; style=&amp;quot;font-size:9pt; text-align:center;&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
! style=&amp;quot;background:#afdeab; font-size:10pt;&amp;quot; colspan=2 | Base&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:#efefef; width:110px;&amp;quot; | Common&lt;br /&gt;
! style=&amp;quot;background:#cfcfcf; width:170px;&amp;quot; | Sylvan (Avlissian)&lt;br /&gt;
|-&lt;br /&gt;
| acceptable &lt;br /&gt;
| fenhi&lt;br /&gt;
|-&lt;br /&gt;
| adult &lt;br /&gt;
| megadokita&lt;br /&gt;
|-&lt;br /&gt;
| adventure&lt;br /&gt;
| seecaeninia&lt;br /&gt;
|-&lt;br /&gt;
| adventurer&lt;br /&gt;
| secoonileesh&lt;br /&gt;
|-&lt;br /&gt;
| afraid&lt;br /&gt;
| peheekowai&lt;br /&gt;
|-&lt;br /&gt;
| agile &lt;br /&gt;
| zereesoyota&lt;br /&gt;
|-&lt;br /&gt;
| alcohol &lt;br /&gt;
| aylcosylia&lt;br /&gt;
|-&lt;br /&gt;
| all &lt;br /&gt;
| bawleb&lt;br /&gt;
|-&lt;br /&gt;
| ally&lt;br /&gt;
| heevairhodray&lt;br /&gt;
|-&lt;br /&gt;
| also&lt;br /&gt;
| getambid&lt;br /&gt;
|-&lt;br /&gt;
| although&lt;br /&gt;
| offankit&lt;br /&gt;
|-&lt;br /&gt;
| And &lt;br /&gt;
| Vahod&lt;br /&gt;
|-&lt;br /&gt;
| anger, wrath&lt;br /&gt;
| athanaka&lt;br /&gt;
|-&lt;br /&gt;
| angry&lt;br /&gt;
| kaoshodanaka&lt;br /&gt;
|-&lt;br /&gt;
| animal &lt;br /&gt;
| kosilumni&lt;br /&gt;
|-&lt;br /&gt;
| any  &lt;br /&gt;
| quoyzehier&lt;br /&gt;
|-&lt;br /&gt;
| arm  &lt;br /&gt;
| zereomieme&lt;br /&gt;
|-&lt;br /&gt;
| armed  &lt;br /&gt;
| imhodlornet&lt;br /&gt;
|-&lt;br /&gt;
| armor  &lt;br /&gt;
| kelsalisyeeni&lt;br /&gt;
|-&lt;br /&gt;
| arrow  &lt;br /&gt;
| heetizina&lt;br /&gt;
|-&lt;br /&gt;
| as  &lt;br /&gt;
| kemoota&lt;br /&gt;
|-&lt;br /&gt;
| assassin  &lt;br /&gt;
| rahodtzayseenorin&lt;br /&gt;
|-&lt;br /&gt;
| aunt  &lt;br /&gt;
| loodati&lt;br /&gt;
|-&lt;br /&gt;
| back (of torso)  &lt;br /&gt;
| eeklaava&lt;br /&gt;
|-&lt;br /&gt;
| bad  &lt;br /&gt;
| uktaaras&lt;br /&gt;
|-&lt;br /&gt;
| balance  &lt;br /&gt;
| mayzenibrota&lt;br /&gt;
|-&lt;br /&gt;
| bandit  &lt;br /&gt;
| gononvano&lt;br /&gt;
|-&lt;br /&gt;
| bartender  &lt;br /&gt;
| carmarayebermena&lt;br /&gt;
|-&lt;br /&gt;
| battle  &lt;br /&gt;
| raya&lt;br /&gt;
|-&lt;br /&gt;
| beautiful  &lt;br /&gt;
| tayeefehod&lt;br /&gt;
|-&lt;br /&gt;
| beer  &lt;br /&gt;
| habiryia&lt;br /&gt;
|-&lt;br /&gt;
| behind (preposition)  &lt;br /&gt;
| melehod&lt;br /&gt;
|-&lt;br /&gt;
| big  &lt;br /&gt;
| goodlemil&lt;br /&gt;
|-&lt;br /&gt;
| blade  &lt;br /&gt;
| chilehevahod&lt;br /&gt;
|-&lt;br /&gt;
| border  &lt;br /&gt;
| ganoilatera&lt;br /&gt;
|-&lt;br /&gt;
| boring  &lt;br /&gt;
| miseridomeh&lt;br /&gt;
|-&lt;br /&gt;
| both  &lt;br /&gt;
| staboostay&lt;br /&gt;
|-&lt;br /&gt;
| boy  &lt;br /&gt;
| yeledeleco&lt;br /&gt;
|-&lt;br /&gt;
| bow  &lt;br /&gt;
| keeashodproda&lt;br /&gt;
|-&lt;br /&gt;
| brave  &lt;br /&gt;
| hodementa&lt;br /&gt;
|-&lt;br /&gt;
| bright  &lt;br /&gt;
| vehodentair&lt;br /&gt;
|-&lt;br /&gt;
| brother  &lt;br /&gt;
| eehoktda&lt;br /&gt;
|-&lt;br /&gt;
| bush  &lt;br /&gt;
| seilmi&lt;br /&gt;
|-&lt;br /&gt;
| But  &lt;br /&gt;
| evalla&lt;br /&gt;
|-&lt;br /&gt;
| by, near  &lt;br /&gt;
| cerhodleyad&lt;br /&gt;
|-&lt;br /&gt;
| chest, container  &lt;br /&gt;
| nehodmika&lt;br /&gt;
|-&lt;br /&gt;
| chest, torso  &lt;br /&gt;
| tohodorsti&lt;br /&gt;
|-&lt;br /&gt;
| child  &lt;br /&gt;
| mirfaeyohod&lt;br /&gt;
|-&lt;br /&gt;
| comfortable  &lt;br /&gt;
| naenomoda&lt;br /&gt;
|-&lt;br /&gt;
| correct  &lt;br /&gt;
| nokihiana&lt;br /&gt;
|-&lt;br /&gt;
| Council  &lt;br /&gt;
| Mithoseantzethodae&lt;br /&gt;
|-&lt;br /&gt;
| cousin  &lt;br /&gt;
| vanlhodorinda&lt;br /&gt;
|-&lt;br /&gt;
| Damn!  &lt;br /&gt;
| Kathdshezah&lt;br /&gt;
|-&lt;br /&gt;
| danger  &lt;br /&gt;
| kutseenktnah&lt;br /&gt;
|-&lt;br /&gt;
| dangerous  &lt;br /&gt;
| kutseenkntalahi&lt;br /&gt;
|-&lt;br /&gt;
| dark  &lt;br /&gt;
| heesekhulu&lt;br /&gt;
|-&lt;br /&gt;
| darkness  &lt;br /&gt;
| heeluseh&lt;br /&gt;
|-&lt;br /&gt;
| daughter   &lt;br /&gt;
| jahodvata&lt;br /&gt;
|-&lt;br /&gt;
| day   &lt;br /&gt;
| yohomla&lt;br /&gt;
|-&lt;br /&gt;
| defense&lt;br /&gt;
| hegenohininsa&lt;br /&gt;
|-&lt;br /&gt;
| dew   &lt;br /&gt;
| Talhodae&lt;br /&gt;
|-&lt;br /&gt;
| drink   &lt;br /&gt;
| yulnasto&lt;br /&gt;
|-&lt;br /&gt;
| dwarf, dwarven   &lt;br /&gt;
| Karakananohoda&lt;br /&gt;
|-&lt;br /&gt;
| eight   &lt;br /&gt;
| simshmoeta&lt;br /&gt;
|-&lt;br /&gt;
| either   &lt;br /&gt;
| zahod oohit zahodae&lt;br /&gt;
|-&lt;br /&gt;
| Elf (sing.), Elven   &lt;br /&gt;
| Nanshih&lt;br /&gt;
|-&lt;br /&gt;
| elven (language)   &lt;br /&gt;
| Nanshilaedi&lt;br /&gt;
|-&lt;br /&gt;
| ever   &lt;br /&gt;
| laysulomi&lt;br /&gt;
|-&lt;br /&gt;
| exciting   &lt;br /&gt;
| rigookarshahti&lt;br /&gt;
|-&lt;br /&gt;
| expensive   &lt;br /&gt;
| yookarhodae&lt;br /&gt;
|-&lt;br /&gt;
| Fall&lt;br /&gt;
| stovatu&lt;br /&gt;
|-&lt;br /&gt;
| family   &lt;br /&gt;
| mespahiahodae&lt;br /&gt;
|-&lt;br /&gt;
| fast   &lt;br /&gt;
| mooharato&lt;br /&gt;
|-&lt;br /&gt;
| father   &lt;br /&gt;
| fenmeevutaer&lt;br /&gt;
|-&lt;br /&gt;
| field   &lt;br /&gt;
| Nanpohodae&lt;br /&gt;
|-&lt;br /&gt;
| fire   &lt;br /&gt;
| firikuta&lt;br /&gt;
|-&lt;br /&gt;
| fish   &lt;br /&gt;
| quithadahod&lt;br /&gt;
|-&lt;br /&gt;
| five   &lt;br /&gt;
| mayshidi&lt;br /&gt;
|-&lt;br /&gt;
| flower&lt;br /&gt;
| sperotasey&lt;br /&gt;
|-&lt;br /&gt;
| food   &lt;br /&gt;
| tookallela&lt;br /&gt;
|-&lt;br /&gt;
| for   &lt;br /&gt;
| bespevelila&lt;br /&gt;
|-&lt;br /&gt;
| forest  &lt;br /&gt;
|  Keyleritatha&lt;br /&gt;
|-&lt;br /&gt;
| forsaken   &lt;br /&gt;
| Karnanado&lt;br /&gt;
|-&lt;br /&gt;
| four   &lt;br /&gt;
| bahnihot&lt;br /&gt;
|-&lt;br /&gt;
| friend   &lt;br /&gt;
| zuhodoheevaire&lt;br /&gt;
|-&lt;br /&gt;
| friendly   &lt;br /&gt;
| zuhaverhodae&lt;br /&gt;
|-&lt;br /&gt;
| from   &lt;br /&gt;
| Yemu&lt;br /&gt;
|-&lt;br /&gt;
| fruit   &lt;br /&gt;
| piriarmutha&lt;br /&gt;
|-&lt;br /&gt;
| full of   &lt;br /&gt;
| Shohoto&lt;br /&gt;
|-&lt;br /&gt;
| full   &lt;br /&gt;
| Shadahoto&lt;br /&gt;
|-&lt;br /&gt;
| gem&lt;br /&gt;
| oven toovorai&lt;br /&gt;
|-&lt;br /&gt;
| girl   &lt;br /&gt;
| javayhodeledela&lt;br /&gt;
|-&lt;br /&gt;
| god, deity   &lt;br /&gt;
| heemihod&lt;br /&gt;
|-&lt;br /&gt;
| good   &lt;br /&gt;
| faelteva&lt;br /&gt;
|-&lt;br /&gt;
| goodbye   &lt;br /&gt;
| faelohodogedteva &lt;br /&gt;
|-&lt;br /&gt;
| gratitude, thanks   &lt;br /&gt;
| nindfotaha&lt;br /&gt;
|-&lt;br /&gt;
| grove   &lt;br /&gt;
| keynoritathi&lt;br /&gt;
|-&lt;br /&gt;
| hair   &lt;br /&gt;
| sayradi&lt;br /&gt;
|-&lt;br /&gt;
| half   &lt;br /&gt;
| hitziyadi&lt;br /&gt;
|-&lt;br /&gt;
| hand  &lt;br /&gt;
|  miemiyed&lt;br /&gt;
|-&lt;br /&gt;
| happy &lt;br /&gt;
| kwanaia&lt;br /&gt;
|-&lt;br /&gt;
| haven, safe place  &lt;br /&gt;
| kelhodornatha (inside area)&lt;br /&gt;
|-&lt;br /&gt;
| haven, safe place  &lt;br /&gt;
| kelranosta (outside area of fields)&lt;br /&gt;
|-&lt;br /&gt;
| haven, safe place &lt;br /&gt;
|  kelshallani (outside area of forest)&lt;br /&gt;
|-&lt;br /&gt;
| He/She &lt;br /&gt;
|  Lohodo/Lahoda&lt;br /&gt;
|-&lt;br /&gt;
| healthy &lt;br /&gt;
|  neleebritfaelah&lt;br /&gt;
|-&lt;br /&gt;
| heart &lt;br /&gt;
|  Kichayodho&lt;br /&gt;
|-&lt;br /&gt;
| her &lt;br /&gt;
|  loaheeda&lt;br /&gt;
|-&lt;br /&gt;
| here &lt;br /&gt;
|  vakofoe&lt;br /&gt;
|-&lt;br /&gt;
| hers &lt;br /&gt;
|  sheeloahee&lt;br /&gt;
|-&lt;br /&gt;
| Hey! &lt;br /&gt;
|  Tss-eya!&lt;br /&gt;
|-&lt;br /&gt;
| hill/mountain&lt;br /&gt;
| Dahurohod&lt;br /&gt;
|-&lt;br /&gt;
| him &lt;br /&gt;
|  loehahod&lt;br /&gt;
|-&lt;br /&gt;
| his/its &lt;br /&gt;
|  sheedloe&lt;br /&gt;
|-&lt;br /&gt;
| house of &lt;br /&gt;
|  Krhayta&lt;br /&gt;
|-&lt;br /&gt;
| house &lt;br /&gt;
|  Krahodhayt&lt;br /&gt;
|-&lt;br /&gt;
| How &lt;br /&gt;
|  Ayata&lt;br /&gt;
|-&lt;br /&gt;
| human &lt;br /&gt;
|  adomodoma&lt;br /&gt;
|-&lt;br /&gt;
| hungry &lt;br /&gt;
|  riayvalefa&lt;br /&gt;
|-&lt;br /&gt;
| husband &lt;br /&gt;
|  loeleesheehevitho&lt;br /&gt;
|-&lt;br /&gt;
| I &lt;br /&gt;
|  me&lt;br /&gt;
|-&lt;br /&gt;
| if &lt;br /&gt;
|  initi&lt;br /&gt;
|-&lt;br /&gt;
| in &lt;br /&gt;
|  Beti&lt;br /&gt;
|-&lt;br /&gt;
| inner &lt;br /&gt;
|  binaya&lt;br /&gt;
|-&lt;br /&gt;
| in the &lt;br /&gt;
|  binalaya&lt;br /&gt;
|-&lt;br /&gt;
| journey &lt;br /&gt;
|  enrosa&lt;br /&gt;
|-&lt;br /&gt;
| keep (small castle) &lt;br /&gt;
|  chorenamikvorthae&lt;br /&gt;
|-&lt;br /&gt;
| Land of...  &lt;br /&gt;
| Tannay&lt;br /&gt;
|-&lt;br /&gt;
| last  &lt;br /&gt;
| eeharanay&lt;br /&gt;
|-&lt;br /&gt;
| leaf  &lt;br /&gt;
| minolonovani&lt;br /&gt;
|-&lt;br /&gt;
| left (direction)  &lt;br /&gt;
| smeelti&lt;br /&gt;
|-&lt;br /&gt;
| less  &lt;br /&gt;
| pihotana&lt;br /&gt;
|-&lt;br /&gt;
| little (&amp;quot;a little bit&amp;quot;)  &lt;br /&gt;
| cheesaikotzi&lt;br /&gt;
|-&lt;br /&gt;
| long  &lt;br /&gt;
| ereehaya&lt;br /&gt;
|-&lt;br /&gt;
| Look out!  &lt;br /&gt;
| kitsicki!&lt;br /&gt;
|-&lt;br /&gt;
| magic  &lt;br /&gt;
| fermaenaena&lt;br /&gt;
|-&lt;br /&gt;
| magical  &lt;br /&gt;
| fermanaenahat&lt;br /&gt;
|-&lt;br /&gt;
| man  &lt;br /&gt;
| feneesh&lt;br /&gt;
|-&lt;br /&gt;
| maybe/perhaps  &lt;br /&gt;
| eelaylai&lt;br /&gt;
|-&lt;br /&gt;
| me  &lt;br /&gt;
| ni&lt;br /&gt;
|-&lt;br /&gt;
| mine  &lt;br /&gt;
| sheelilay&lt;br /&gt;
|-&lt;br /&gt;
| missing  &lt;br /&gt;
| loevardi&lt;br /&gt;
|-&lt;br /&gt;
| moon  &lt;br /&gt;
| luevensani&lt;br /&gt;
|-lohodo/lahoda/Voa (Boa) fenlond &lt;br /&gt;
| more  &lt;br /&gt;
| eeday&lt;br /&gt;
|-&lt;br /&gt;
| most  &lt;br /&gt;
| yeetiray&lt;br /&gt;
|-&lt;br /&gt;
| mother  &lt;br /&gt;
| aymayhod&lt;br /&gt;
|-&lt;br /&gt;
| mother-in-law  &lt;br /&gt;
| aymayhodeehevith&lt;br /&gt;
|-&lt;br /&gt;
| much/many  &lt;br /&gt;
| heermayni&lt;br /&gt;
|-&lt;br /&gt;
| neice &lt;br /&gt;
|  vateekthodi (daughter of brother)&lt;br /&gt;
|-&lt;br /&gt;
| neice  &lt;br /&gt;
| vateektanhodi (daughter of sister)&lt;br /&gt;
|-&lt;br /&gt;
| neither  &lt;br /&gt;
| menegemili&lt;br /&gt;
|-&lt;br /&gt;
| nephew &lt;br /&gt;
|  hodvaneekta (son of brother)&lt;br /&gt;
|-&lt;br /&gt;
| nephew  &lt;br /&gt;
| hodvaneektana (son of sister)&lt;br /&gt;
|-&lt;br /&gt;
| never &lt;br /&gt;
|  nayholoma&lt;br /&gt;
|-&lt;br /&gt;
| new &lt;br /&gt;
|  heedaser&lt;br /&gt;
|-&lt;br /&gt;
| next  &lt;br /&gt;
| leebahay&lt;br /&gt;
|-&lt;br /&gt;
| night   &lt;br /&gt;
|  Ulieulia (pronounced LOO-lee-ah)&lt;br /&gt;
|-&lt;br /&gt;
| nine   &lt;br /&gt;
| tayshihod&lt;br /&gt;
|-&lt;br /&gt;
| No   &lt;br /&gt;
| liho&lt;br /&gt;
|-&lt;br /&gt;
| Nor  &lt;br /&gt;
|  honui&lt;br /&gt;
|-&lt;br /&gt;
| now   &lt;br /&gt;
| sahoavi&lt;br /&gt;
|-&lt;br /&gt;
| Oh no!   &lt;br /&gt;
| liho sahoavi!&lt;br /&gt;
|-&lt;br /&gt;
| OK!   &lt;br /&gt;
| sugoisteeva!&lt;br /&gt;
|-&lt;br /&gt;
| old   &lt;br /&gt;
| satokyuri&lt;br /&gt;
|-&lt;br /&gt;
| on   &lt;br /&gt;
| eelay&lt;br /&gt;
|-&lt;br /&gt;
| once   &lt;br /&gt;
| poamichini&lt;br /&gt;
|-&lt;br /&gt;
| on the   &lt;br /&gt;
| eelayle&lt;br /&gt;
|-&lt;br /&gt;
| one   &lt;br /&gt;
| hodi&lt;br /&gt;
|-&lt;br /&gt;
| Or   &lt;br /&gt;
| eeona&lt;br /&gt;
|-&lt;br /&gt;
| Orc   &lt;br /&gt;
| vleek&lt;br /&gt;
|-&lt;br /&gt;
| Order   &lt;br /&gt;
| Sederay&lt;br /&gt;
|-&lt;br /&gt;
| ours   &lt;br /&gt;
| sheelulay&lt;br /&gt;
|-&lt;br /&gt;
| out   &lt;br /&gt;
| heetzi&lt;br /&gt;
|-&lt;br /&gt;
| outer   &lt;br /&gt;
| heetzeeya&lt;br /&gt;
|-&lt;br /&gt;
| passage   &lt;br /&gt;
| aekinoti&lt;br /&gt;
|-&lt;br /&gt;
| peace   &lt;br /&gt;
| seeloim&lt;br /&gt;
|-&lt;br /&gt;
| pleasant, nice   &lt;br /&gt;
| pelalki&lt;br /&gt;
|-&lt;br /&gt;
| poor   &lt;br /&gt;
| hotokaynee&lt;br /&gt;
|-&lt;br /&gt;
| potion   &lt;br /&gt;
| Selestonethti&lt;br /&gt;
|-&lt;br /&gt;
| powerful   &lt;br /&gt;
| veleemeehezeeklori&lt;br /&gt;
|-&lt;br /&gt;
| quickly   &lt;br /&gt;
| meehirayti&lt;br /&gt;
|-&lt;br /&gt;
| raven   &lt;br /&gt;
| eerayvi&lt;br /&gt;
|-&lt;br /&gt;
| rich   &lt;br /&gt;
| keelaysalisulay&lt;br /&gt;
|-&lt;br /&gt;
| right (direction)   &lt;br /&gt;
| yemolayti&lt;br /&gt;
|-&lt;br /&gt;
| road   &lt;br /&gt;
| Derekayti&lt;br /&gt;
|-&lt;br /&gt;
| safe &lt;br /&gt;
|  kelmeegayti&lt;br /&gt;
|-&lt;br /&gt;
| Sea  &lt;br /&gt;
| Niriti&lt;br /&gt;
|-&lt;br /&gt;
| season &lt;br /&gt;
|  zaminayti&lt;br /&gt;
|-&lt;br /&gt;
| seven  &lt;br /&gt;
| sheeviayti&lt;br /&gt;
|-&lt;br /&gt;
| Shaahesk &lt;br /&gt;
| Shaebifenti&lt;br /&gt;
|-&lt;br /&gt;
| shadow &lt;br /&gt;
|  tzelulthiti&lt;br /&gt;
|-&lt;br /&gt;
| shield  &lt;br /&gt;
| megenhodayti&lt;br /&gt;
|-&lt;br /&gt;
| short  &lt;br /&gt;
| ketlizirtay&lt;br /&gt;
|-&lt;br /&gt;
| sick  &lt;br /&gt;
| nolayfaeli&lt;br /&gt;
|-&lt;br /&gt;
| sister  &lt;br /&gt;
| feektanhod&lt;br /&gt;
|-&lt;br /&gt;
| six  &lt;br /&gt;
| shayshi&lt;br /&gt;
|-&lt;br /&gt;
| slow  &lt;br /&gt;
| lotitay&lt;br /&gt;
|-&lt;br /&gt;
| slowly &lt;br /&gt;
|  lotetitay&lt;br /&gt;
|-&lt;br /&gt;
| small  &lt;br /&gt;
| cheebiteni&lt;br /&gt;
|-&lt;br /&gt;
| smart  &lt;br /&gt;
| kokomatitay&lt;br /&gt;
|-&lt;br /&gt;
| snow  &lt;br /&gt;
| shelegaytitay&lt;br /&gt;
|-&lt;br /&gt;
| so  &lt;br /&gt;
| kasita&lt;br /&gt;
|-&lt;br /&gt;
| something  &lt;br /&gt;
| medeevary&lt;br /&gt;
|-&lt;br /&gt;
| son  &lt;br /&gt;
| ilvanhodi&lt;br /&gt;
|-&lt;br /&gt;
| song  &lt;br /&gt;
| sherlafi&lt;br /&gt;
|-&lt;br /&gt;
| spice  &lt;br /&gt;
| zenayatati&lt;br /&gt;
|-&lt;br /&gt;
| Spring  &lt;br /&gt;
| lehodaviviyale&lt;br /&gt;
|-&lt;br /&gt;
| star  &lt;br /&gt;
| kohavese&lt;br /&gt;
|-&lt;br /&gt;
| stranger  &lt;br /&gt;
| garthahothoda&lt;br /&gt;
|-&lt;br /&gt;
| stronghold, castle  &lt;br /&gt;
| chogwemikvonerae&lt;br /&gt;
|-&lt;br /&gt;
| stupid  &lt;br /&gt;
| tepaysha&lt;br /&gt;
|-&lt;br /&gt;
| Summer  &lt;br /&gt;
| lakaysa&lt;br /&gt;
|-&lt;br /&gt;
| sun  &lt;br /&gt;
| verethli&lt;br /&gt;
|-&lt;br /&gt;
| sword  &lt;br /&gt;
| milarevara&lt;br /&gt;
|-&lt;br /&gt;
| tavern,  &lt;br /&gt;
| inn feevay&lt;br /&gt;
|-&lt;br /&gt;
| teacher/mentor&lt;br /&gt;
| merayhoda&lt;br /&gt;
|-&lt;br /&gt;
| ten  &lt;br /&gt;
| esrati&lt;br /&gt;
|-&lt;br /&gt;
| than  &lt;br /&gt;
| kemeo&lt;br /&gt;
|-&lt;br /&gt;
| thank you dotleeli,  &lt;br /&gt;
| dotleeli sheeliola (my gratitude)&lt;br /&gt;
|-&lt;br /&gt;
| that, which  &lt;br /&gt;
| Deea&lt;br /&gt;
|-&lt;br /&gt;
| the  &lt;br /&gt;
| Leea&lt;br /&gt;
|-&lt;br /&gt;
| theirs  &lt;br /&gt;
| sheatlemay&lt;br /&gt;
|-&lt;br /&gt;
| them  &lt;br /&gt;
| leemahodaeti&lt;br /&gt;
|-&lt;br /&gt;
| there  &lt;br /&gt;
| sheemo&lt;br /&gt;
|-&lt;br /&gt;
| They  &lt;br /&gt;
| Leema&lt;br /&gt;
|-&lt;br /&gt;
| thing  &lt;br /&gt;
| deevara&lt;br /&gt;
|-&lt;br /&gt;
| thirsty  &lt;br /&gt;
| Zeelemaho&lt;br /&gt;
|-&lt;br /&gt;
| this  &lt;br /&gt;
| zanahoda&lt;br /&gt;
|-&lt;br /&gt;
| three  &lt;br /&gt;
| loasheeto&lt;br /&gt;
|-&lt;br /&gt;
| time  &lt;br /&gt;
| zilmanutha&lt;br /&gt;
|-&lt;br /&gt;
| tired  &lt;br /&gt;
| aiyef&lt;br /&gt;
|-&lt;br /&gt;
| tourist  &lt;br /&gt;
| teeyarayto&lt;br /&gt;
|-&lt;br /&gt;
| town,  &lt;br /&gt;
| -stono &lt;br /&gt;
|-&lt;br /&gt;
| trade (noun)  &lt;br /&gt;
| sfidurayto&lt;br /&gt;
|-&lt;br /&gt;
| traveler  &lt;br /&gt;
| tabaiasoa&lt;br /&gt;
|-&lt;br /&gt;
| tree  &lt;br /&gt;
| meetzeth&lt;br /&gt;
|-&lt;br /&gt;
| two  &lt;br /&gt;
| shtaya&lt;br /&gt;
|-&lt;br /&gt;
| ugly  &lt;br /&gt;
| meecoahay&lt;br /&gt;
|-&lt;br /&gt;
| uncle  &lt;br /&gt;
| feelondo&lt;br /&gt;
|-&lt;br /&gt;
| undead  &lt;br /&gt;
| meeterani luleceto (sing.)&amp;lt;br&amp;gt;meeteranen lulecetu (pl.)&lt;br /&gt;
|-&lt;br /&gt;
| us  &lt;br /&gt;
| lenunay&lt;br /&gt;
|-&lt;br /&gt;
| very  &lt;br /&gt;
| chomod&lt;br /&gt;
|-&lt;br /&gt;
| wall  &lt;br /&gt;
| kaytola&lt;br /&gt;
|-&lt;br /&gt;
| watcher, guard  &lt;br /&gt;
| fenlond&lt;br /&gt;
|-&lt;br /&gt;
| water  &lt;br /&gt;
| maimela&lt;br /&gt;
|-&lt;br /&gt;
| way  &lt;br /&gt;
| diroto&lt;br /&gt;
|-&lt;br /&gt;
| We  &lt;br /&gt;
| lye&lt;br /&gt;
|-&lt;br /&gt;
| weak  &lt;br /&gt;
| heelasti&lt;br /&gt;
|-&lt;br /&gt;
| weapon  &lt;br /&gt;
| neshetlorti&lt;br /&gt;
|-&lt;br /&gt;
| Welcome  &lt;br /&gt;
| Peelalay&lt;br /&gt;
|-&lt;br /&gt;
| What  &lt;br /&gt;
| nanaymay&lt;br /&gt;
|-&lt;br /&gt;
| When  &lt;br /&gt;
| Mitaynsu&lt;br /&gt;
|-&lt;br /&gt;
| Where  &lt;br /&gt;
| Eyehsa&lt;br /&gt;
|-&lt;br /&gt;
| whether  &lt;br /&gt;
| aylohta&lt;br /&gt;
|-&lt;br /&gt;
| while  &lt;br /&gt;
| besmanathi _____&lt;br /&gt;
|-&lt;br /&gt;
| Who  &lt;br /&gt;
| darmenay&lt;br /&gt;
|-&lt;br /&gt;
| Why  &lt;br /&gt;
| liquamdi&lt;br /&gt;
|-&lt;br /&gt;
| wife  &lt;br /&gt;
| felaeleeshodaneehevithi&lt;br /&gt;
|-&lt;br /&gt;
| wind  &lt;br /&gt;
| kazayree&lt;br /&gt;
|-&lt;br /&gt;
| wine  &lt;br /&gt;
| seyeyi&lt;br /&gt;
|-&lt;br /&gt;
| Winter  &lt;br /&gt;
| hirukfya&lt;br /&gt;
|-&lt;br /&gt;
| with  &lt;br /&gt;
| nimeala&lt;br /&gt;
|-&lt;br /&gt;
| woman&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;(adult elven female)&amp;lt;/small&amp;gt;  &lt;br /&gt;
| felaelleeshan&lt;br /&gt;
|-&lt;br /&gt;
| wonderful  &lt;br /&gt;
| hontaiala&lt;br /&gt;
|-&lt;br /&gt;
| wrong  &lt;br /&gt;
| shegzena&lt;br /&gt;
|-&lt;br /&gt;
| Yes  &lt;br /&gt;
| fenhi&lt;br /&gt;
|-&lt;br /&gt;
| yet  &lt;br /&gt;
| besto&lt;br /&gt;
|-&lt;br /&gt;
| you (pl)  &lt;br /&gt;
| tempa&lt;br /&gt;
|-&lt;br /&gt;
| you  &lt;br /&gt;
| tapa&lt;br /&gt;
|-&lt;br /&gt;
| young  &lt;br /&gt;
| teeriro&lt;br /&gt;
|-&lt;br /&gt;
| yours (pl)  &lt;br /&gt;
| shoolem&lt;br /&gt;
|-&lt;br /&gt;
| yours  &lt;br /&gt;
| sheelma&lt;br /&gt;
|}&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;div align=&amp;quot;justify&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===This is a work in progress and not officially sanctioned by the team yet===&lt;br /&gt;
&lt;br /&gt;
Please don't use this IG yet until its completed and approved. &lt;br /&gt;
&lt;br /&gt;
== Avlissian Sylvan ==&lt;br /&gt;
The fey of Avlis were created by a god named [[O'Ma]] who got instructions from the fairy goddess Titania on how to make fey once he became a god.&lt;br /&gt;
&lt;br /&gt;
Because the god [[Dru'El]] was fascinated by the spirit population that used to inhabit Avlis the language of his elven people to be the same language that was once spoken by the benevolent nature spirits that inhabited the world. He made due with whatever fragments could be found and filled in the rest himself. Thus, the elven language on Avlis today is a derivative of the spirit language and therefore differs greatly from elven languages on other worlds such as Krynn or Toril or Middle Earth. Likewise, while it bears some lineage parallels to the fey languages it is quite distinct compared to other languages in the O'Man Sylvan line.&lt;br /&gt;
&lt;br /&gt;
The elven language of avlis, nanshilae, is the principal grammatical influence of Avlissian Sylvan, the racial languages of O'Man fey and the blended fey language fairy common. Avlissian Sylvan is the base language of the O'Man fey racial languages and is considered the &amp;quot;common&amp;quot; of sentient woodland creatures. This language is indistinguishable aside perhaps from accent, from the language of centaurs and is well known by nearly all druids. Rangers too would do well to know this language. While fey would broaden their horizons by knowing this language they have many linguistic pressures pulling them in opposing directions particularly since fey culture already provides a language of its own. So in reality among fey the most likely speakers of Avlissian Sylvan will be O'Man fey and low born Titanian Seelie fey who, due to their station, are unlikely to find the language of Titanian court practical.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div align=&amp;quot;justify&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Conjunctions: ==&lt;br /&gt;
:* And '' Vahod ''&lt;br /&gt;
:* But '' evalla ''&lt;br /&gt;
:* Or ''eeona ''&lt;br /&gt;
:* Nor '' honui ''&lt;br /&gt;
:* yet '' besto ''&lt;br /&gt;
:* so '' kasita ''&lt;br /&gt;
:* for '' bespevelila ''&lt;br /&gt;
&lt;br /&gt;
==Colors:==&lt;br /&gt;
:* black '' seokora ''&lt;br /&gt;
:* blue '' kaehola ''&lt;br /&gt;
:* green '' yieroaka ''&lt;br /&gt;
:* orange '' teeopooka ''&lt;br /&gt;
:* red '' eadoma ''&lt;br /&gt;
:* white '' ihyayobana ''&lt;br /&gt;
:* brown '' eatooeosa ''&lt;br /&gt;
:* purple '' oorogamina ''&lt;br /&gt;
:* yellow '' aitehova ''&lt;br /&gt;
&lt;br /&gt;
==Expressions:==&lt;br /&gt;
&lt;br /&gt;
Excuse me '' Rebenkai ''&lt;br /&gt;
&lt;br /&gt;
Goodbye ''oogootay ''&lt;br /&gt;
&lt;br /&gt;
Good day '' faele al ''&lt;br /&gt;
&lt;br /&gt;
Good night '' faele ul ''&lt;br /&gt;
&lt;br /&gt;
Hello!/Well met! '' Soolna! ''&lt;br /&gt;
&lt;br /&gt;
Good day! (Hello!) '' faele naia ''&lt;br /&gt;
 &lt;br /&gt;
Good evening/ Good night! '' soonul ''&lt;br /&gt;
&lt;br /&gt;
Of course, certainly ''majibev ''&lt;br /&gt;
&lt;br /&gt;
Thank you ''dotasho ''&lt;br /&gt;
&lt;br /&gt;
You're welcome '' tapa creoso ''&lt;br /&gt;
&lt;br /&gt;
I'm sorry '' me raika ''&lt;br /&gt;
&lt;br /&gt;
I speak sylvan. '' me galni sylvani ''&lt;br /&gt;
&lt;br /&gt;
Do you speak sylvan? '' ma galni sylvani? ''&lt;br /&gt;
&lt;br /&gt;
I do not speak sylvan, but I want to learn. '' me ho galni sylvani, evalla me retzalth modera ''&lt;br /&gt;
&lt;br /&gt;
== Verbs: ==&lt;br /&gt;
&lt;br /&gt;
Infinitives end in -asona. The rest of the word is called the &amp;quot;stem&amp;quot;. Therefore, to guard ''' fenlondasona ''' stem is '''fenlond '''&lt;br /&gt;
&lt;br /&gt;
{|style=&amp;quot;font-size:10pt; text-align:center;&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px;&amp;quot; | to attack accesoasona &lt;br /&gt;
| style=&amp;quot;width:350px;&amp;quot; | to leave ayzasona&lt;br /&gt;
|-&lt;br /&gt;
| to be able to aptoasona  || to like, to enjoy hevasona&lt;br /&gt;
|-&lt;br /&gt;
| to bless bendecasona || to listen sematasona&lt;br /&gt;
|-&lt;br /&gt;
| to buy comprasona || to lose aybedasona&lt;br /&gt;
|-&lt;br /&gt;
| to call lamadasona || to love aijousona&lt;br /&gt;
|-&lt;br /&gt;
| to cast lanzamasona || to read hikensona&lt;br /&gt;
|-&lt;br /&gt;
| to come veniasona || to remember zecorasona&lt;br /&gt;
|-&lt;br /&gt;
| to create creasona  || to rest noomasona&lt;br /&gt;
|-&lt;br /&gt;
| to die saikasona || to return henkasona&lt;br /&gt;
|-&lt;br /&gt;
| to drink yulnastasona || to save nokoasona&lt;br /&gt;
|-&lt;br /&gt;
| to eat comersona  || to say anoasona&lt;br /&gt;
|-&lt;br /&gt;
| to excuse rebenkasona || to see visitasona&lt;br /&gt;
|-&lt;br /&gt;
| to feel tezawasona || to sell sabakiasona&lt;br /&gt;
|-&lt;br /&gt;
| to finish shigarasona || to sing sherasona&lt;br /&gt;
|-&lt;br /&gt;
| to forget olvidasona || to sit saysasona&lt;br /&gt;
|-&lt;br /&gt;
| to fly haesona || to speak galnasona&lt;br /&gt;
|-&lt;br /&gt;
| to give miralasona || to stand kadasona&lt;br /&gt;
|-&lt;br /&gt;
| to go, to walk sanpasona || to take kahasona&lt;br /&gt;
|-&lt;br /&gt;
| to hate senatasona || to travel tabiasona&lt;br /&gt;
|-&lt;br /&gt;
| to heal refanasona  || to think pensasona&lt;br /&gt;
|-&lt;br /&gt;
| to help oozasona  || to understand mevinasona&lt;br /&gt;
|-&lt;br /&gt;
| to hit dafakasona || to want, to need, to desire retzalthasona&lt;br /&gt;
|-&lt;br /&gt;
| to hope mikomisona || to watch, to guard fenlondasona&lt;br /&gt;
|-&lt;br /&gt;
| to journey enrosona  || to win zatherasona&lt;br /&gt;
|-&lt;br /&gt;
| to kill satsusona || to write ktooasona&lt;br /&gt;
|-&lt;br /&gt;
| to know sabesona  || to run raytzasona&lt;br /&gt;
|-&lt;br /&gt;
| to learn moderasona&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Grammar ===&lt;br /&gt;
&lt;br /&gt;
{| align=right style=&amp;quot;font-size: 10pt; background:#afdeab; border-left:10px solid white;&amp;quot;&lt;br /&gt;
|+ For Example:&lt;br /&gt;
| '''Singular''' &lt;br /&gt;
| '''Plural'''&lt;br /&gt;
|-&lt;br /&gt;
| krahodhayt - house&lt;br /&gt;
| krahodhayten - houses&lt;br /&gt;
|-&lt;br /&gt;
| raya - battle&lt;br /&gt;
| rayan - battles&lt;br /&gt;
|-&lt;br /&gt;
| nanpohodae - field&lt;br /&gt;
| nanpohodaen - fields&lt;br /&gt;
|-&lt;br /&gt;
| diroto - way&lt;br /&gt;
| diroton - ways&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;div align=&amp;quot;justify&amp;quot;&amp;gt;&lt;br /&gt;
====Single/Plural:====&lt;br /&gt;
&lt;br /&gt;
If the word ends in a consonant, add &amp;quot;-en&amp;quot;. If the word ends in a vowel, add &amp;quot;n&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===== Present Indicative tense =====&lt;br /&gt;
'''Singular verbs, remove the as ending and use the stem by itself:'''&lt;br /&gt;
&lt;br /&gt;
:* I guard '' me fenlond ''&lt;br /&gt;
&lt;br /&gt;
:* You guard '' tapa fenlond ''&lt;br /&gt;
&lt;br /&gt;
:* He/She/It guards '' lohodo/lahoda/voa fenlond ''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Plural verbs, add -u to the stem:'''&lt;br /&gt;
&lt;br /&gt;
:* We (us) guard '' fenlondlyeu ''&lt;br /&gt;
&lt;br /&gt;
:* You guard '' fenlondmabu ''&lt;br /&gt;
&lt;br /&gt;
:* They guard '' fenlondfeabu (f) / -fenabu (m) ''&lt;br /&gt;
&lt;br /&gt;
===== Present Perfect tense: ===== &lt;br /&gt;
&lt;br /&gt;
In the present perfect tense, it is not necessary to use the pronoun. Thus, I guarded, &amp;quot; me fenlondia &amp;quot;, can be &amp;quot; fenlondia&amp;quot;. Accent is on the second syllable in this tense.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:* I guarded '' fenlondme ''&lt;br /&gt;
&lt;br /&gt;
:* You guarded '' fenlondma ''&lt;br /&gt;
&lt;br /&gt;
:* He guarded '' fenlondloha ''&lt;br /&gt;
&lt;br /&gt;
:* She guarded ''fenlondlaho ''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:* We guarded '' fenlondlye ''&lt;br /&gt;
&lt;br /&gt;
:* You guarded '' fenlondba ''&lt;br /&gt;
&lt;br /&gt;
:* They guarded '' fenlondfeab (f) /  fenlondfenab (m) ''&lt;br /&gt;
&lt;br /&gt;
===== Future imperfect: =====&lt;br /&gt;
&lt;br /&gt;
:* I will guard '' me ea fenlond ''&lt;br /&gt;
&lt;br /&gt;
:* You will guard '' ma ea fenlond ''&lt;br /&gt;
&lt;br /&gt;
:* He/She/It will guard '' lohodo/lahoda/voa ea fenlond ''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:* We will guard '' lye ea fenlond ''&lt;br /&gt;
&lt;br /&gt;
:* You (pl) will guard '' fenlondba ''&lt;br /&gt;
&lt;br /&gt;
:* They will guard '' fenlonfeab (f) /  fenlonfenab (m) ''&lt;br /&gt;
&lt;br /&gt;
===== Converting a verb to a noun: =====&lt;br /&gt;
&lt;br /&gt;
Take the stem and add the ' ith' ending. &amp;lt;small&amp;gt;'' per nanshilae grammatical rules will allow some verbs to not follow this ''&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Examples:'''&lt;br /&gt;
:* ''miral '' (to give) becomes '''miralith ''' (giving)&lt;br /&gt;
:* '' mikomi'' (to hope) becomes '''mikomith ''' (hope, or hoping)&lt;br /&gt;
&lt;br /&gt;
There is no distinction in sylvan between the gerund (-ing ending) form of a verb turned into a noun and its non gerund form. Thus, hope and hoping are both mikomith and you must know the context of the sentence to figure out which is which.&lt;br /&gt;
&lt;br /&gt;
===== The verb &amp;quot;to be&amp;quot;. =====&lt;br /&gt;
&lt;br /&gt;
The only irregular verb in the avlissian sylvan tongue is the verb &amp;quot;to be&amp;quot;. In sylvan, the verb &amp;quot;to be&amp;quot; is implied in the present tense.  lohodo/lahoda/voa fenlond&lt;br /&gt;
 &lt;br /&gt;
:* I '''am''' good. '' me faelteva ''&lt;br /&gt;
&lt;br /&gt;
:* You '''are''' good. '' ma faelteva ''&lt;br /&gt;
&lt;br /&gt;
:* He '''is''' good. ''lahodo faelteva ''&lt;br /&gt;
&lt;br /&gt;
:* She '''is''' good. '' lahoda faelteva ''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:* We '''are''' good. '' lye faelteva ''&lt;br /&gt;
&lt;br /&gt;
:* You '''are''' good. '' ba faelteva ''&lt;br /&gt;
&lt;br /&gt;
:* They '''are''' good. '' leemahodaeti faelteva ''&lt;br /&gt;
&lt;br /&gt;
==== Pronouns ====&lt;br /&gt;
'''1st Person:''' &lt;br /&gt;
:* I - '' me ''&lt;br /&gt;
:* We - '' lye ''&lt;br /&gt;
&lt;br /&gt;
'''2nd Person:''' &lt;br /&gt;
:* You - '' ma ''&lt;br /&gt;
:* You -'' ba ''&lt;br /&gt;
&lt;br /&gt;
'''3rd Person:'''&lt;br /&gt;
:* He/She - ''lahodo/lahoda ''&lt;br /&gt;
:* They - '' leema ''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=====Indirect pronouns:=====&lt;br /&gt;
&lt;br /&gt;
:* me '' be ''&lt;br /&gt;
&lt;br /&gt;
:* you '' ma ''&lt;br /&gt;
&lt;br /&gt;
:* him '' ho ''&lt;br /&gt;
&lt;br /&gt;
:* her '' he ''&lt;br /&gt;
&lt;br /&gt;
:* us '' lye ''&lt;br /&gt;
&lt;br /&gt;
:* you (pl) '' ba ''&lt;br /&gt;
&lt;br /&gt;
:* them '' leemahodaeti ''&lt;br /&gt;
&lt;br /&gt;
=====Indirect pronouns with prepositions:=====&lt;br /&gt;
&lt;br /&gt;
:* from me '' yem'be ''&lt;br /&gt;
&lt;br /&gt;
:* from you '' yem'ma ''&lt;br /&gt;
&lt;br /&gt;
:* from him '' yem'ho''&lt;br /&gt;
&lt;br /&gt;
:* from her '' yem'he ''&lt;br /&gt;
&lt;br /&gt;
:* from us '' yem'lye ''&lt;br /&gt;
&lt;br /&gt;
:* from you '' yem'ba ''&lt;br /&gt;
&lt;br /&gt;
:* from them '' yem'leemahodaeti ''&lt;br /&gt;
&lt;br /&gt;
==== Showing possession: ====&lt;br /&gt;
&lt;br /&gt;
The sylvan language does not use the verb to have in the same way as most other languages. Instead of saying &amp;quot;I have&amp;quot;, they are literally saying &amp;quot;There is to me&amp;quot;. (shamo y be)&lt;br /&gt;
&lt;br /&gt;
'''You can make statements of possession by adding the proper personal ending to the root &amp;quot; shamoybe'&amp;quot;, as below:'''&lt;br /&gt;
&lt;br /&gt;
:* I have (literally: There is to me): shamoybe&lt;br /&gt;
&lt;br /&gt;
:* You have (There is to you): shamoyma&lt;br /&gt;
&lt;br /&gt;
:* He/It has (There is to him/it): shamoyho&lt;br /&gt;
&lt;br /&gt;
:* She has (There is to her): shamoyhe&lt;br /&gt;
&lt;br /&gt;
:* We have (There is to us): shamoylye&lt;br /&gt;
&lt;br /&gt;
:* You have (pl) (There is to you): shamoyba&lt;br /&gt;
&lt;br /&gt;
:* They have (There is to them): shamoyleemahodaeti&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''To make these negative, add the word no, &amp;quot; ho &amp;quot; in front of them.'''&lt;br /&gt;
&lt;br /&gt;
:* I don't have: ho shamoybe&lt;br /&gt;
&lt;br /&gt;
:* You don't have: ho shamoyma &lt;br /&gt;
&lt;br /&gt;
:* He/it doesn't have: ho shamoyho&lt;br /&gt;
&lt;br /&gt;
:* She doesn't have: ho shamoyhe&lt;br /&gt;
&lt;br /&gt;
:* We don't have: ho shamoylye&lt;br /&gt;
&lt;br /&gt;
:* You don't have (pl): ho shamoyba&lt;br /&gt;
&lt;br /&gt;
:* They don't have: ho shamoyleemahodaeti&lt;br /&gt;
&lt;br /&gt;
==== Misc Notes ====&lt;br /&gt;
:* The accent is always on the first syllable unless otherwise noted. &lt;br /&gt;
:* Adjectives come after the nouns: friendly stranger &lt;br /&gt;
:* The preposition &amp;quot;from&amp;quot; is yemu, and it is used in much the same was as the word &amp;quot;the&amp;quot;, -s.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>TripleAught</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Magic:Greater_Stoneskin&amp;diff=37390</id>
		<title>Magic:Greater Stoneskin</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Magic:Greater_Stoneskin&amp;diff=37390"/>
		<updated>2011-03-19T01:06:34Z</updated>

		<summary type="html">&lt;p&gt;TripleAught: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spell|Name= Greater Stoneskin&lt;br /&gt;
|Status= complete&lt;br /&gt;
|Writers= [[User:IceThorn|IceThorn]]&lt;br /&gt;
|Scripters= [[User:dougnoel|dougnoel]]&lt;br /&gt;
|Testers=&lt;br /&gt;
|School= [[Magic:Transmutation|Transmutation]]&lt;br /&gt;
|Subschool=&lt;br /&gt;
|Descriptors=&lt;br /&gt;
|Level= Drd 6, Sor/Wiz 6&lt;br /&gt;
|Innate Level= 6&lt;br /&gt;
|Components= V, S&lt;br /&gt;
|Casting Time= 1 action&lt;br /&gt;
|Range= Touch&lt;br /&gt;
|Target= Caster&lt;br /&gt;
|Duration= 4 Minutes/Level (1 IG hour/level)&lt;br /&gt;
|Counters=--&lt;br /&gt;
|Saving Throw= None&lt;br /&gt;
|Spell Resistance= No&lt;br /&gt;
|Metamagic= Extend, Quicken, Silent, Still&lt;br /&gt;
|Energy Substitution= No&lt;br /&gt;
|Description= Grants the caster a damage reduction of 20/+5. The spell absorbs 10 points of melee damage per caster level, to a maximum of 150, before fading.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Magic|Greater Stoneskin]]&lt;br /&gt;
[[Category:Transmutation Spells|Greater Stoneskin]]&lt;/div&gt;</summary>
		<author><name>TripleAught</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Magic:Foxs_Cunning&amp;diff=37389</id>
		<title>Magic:Foxs Cunning</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Magic:Foxs_Cunning&amp;diff=37389"/>
		<updated>2011-03-19T01:05:40Z</updated>

		<summary type="html">&lt;p&gt;TripleAught: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spell|Name= Foxs Cunning&lt;br /&gt;
|Status= complete&lt;br /&gt;
|Writers= [[User:IceThorn|IceThorn]]&lt;br /&gt;
|Scripters= [[User:dougnoel|dougnoel]]&lt;br /&gt;
|Testers=&lt;br /&gt;
|School= [[Magic:Transmutation|Transmutation]]&lt;br /&gt;
|Subschool=&lt;br /&gt;
|Descriptors=&lt;br /&gt;
|Level= Brd 2, Clr 2, Sor/Wiz 2&lt;br /&gt;
|Innate Level= 2&lt;br /&gt;
|Components= V, S&lt;br /&gt;
|Casting Time= 1 action&lt;br /&gt;
|Range= Touch&lt;br /&gt;
|Target= Single&lt;br /&gt;
|Duration= 4 Minutes/Level (1 IG hour/level)&lt;br /&gt;
|Counters=--&lt;br /&gt;
|Saving Throw= None&lt;br /&gt;
|Spell Resistance= No&lt;br /&gt;
|Metamagic= Empower, Extend, Maximize, Quicken, Silent, Still&lt;br /&gt;
|Energy Substitution= No&lt;br /&gt;
|Description= The target creature's Intelligence is increased by 1d4+1.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Magic|Foxs Cunning]]&lt;br /&gt;
[[Category:Transmutation Spells|Foxs Cunning]]&lt;/div&gt;</summary>
		<author><name>TripleAught</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Epic_Spell:Epic_Mage_Armor&amp;diff=37388</id>
		<title>Epic Spell:Epic Mage Armor</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Epic_Spell:Epic_Mage_Armor&amp;diff=37388"/>
		<updated>2011-03-19T01:03:45Z</updated>

		<summary type="html">&lt;p&gt;TripleAught: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{EpicSpell|Name= Epic Spell: Dragon Knight&lt;br /&gt;
|Status= Complete&lt;br /&gt;
|Writers= [[User:Nob|Nob]]&lt;br /&gt;
|Scripters= [[User:Nob|Nob]]&lt;br /&gt;
|Testers= [[User:Nob|Nob]]&lt;br /&gt;
|School= [[Magic:Conjuration|Conjuration]]&lt;br /&gt;
|Subschool= ([[Magic:Conjuration#Creation|Creation]])&lt;br /&gt;
|Descriptors= [ [[Magic:Descriptors#Force|Force]] ]&lt;br /&gt;
|Level= 10 Sor/Wiz&lt;br /&gt;
|Innate Level= 30&lt;br /&gt;
|Components= V, S&lt;br /&gt;
|Casting Time= 1 action&lt;br /&gt;
|Range= Touch&lt;br /&gt;
|Target= Creature touched&lt;br /&gt;
|Duration= 4 Minutes/Level (1 IG hour/level)&lt;br /&gt;
|Counters=--&lt;br /&gt;
|Saving Throw= None (Harmless)&lt;br /&gt;
|Spell Resistance= No (Harmless)&lt;br /&gt;
|Metamagic= Extend &lt;br /&gt;
|Energy Substitution= No&lt;br /&gt;
|Requirements= 26 points in Spellcraft and one of: Epic Sorcerer, Epic Wizard, Pale Master 15th level&lt;br /&gt;
|Description= An invisible but tangible field of force surrounds the subject, providing:&lt;br /&gt;
: +5 AC armor bonus&lt;br /&gt;
: +5 AC deflection bonus&lt;br /&gt;
: +5 AC dodge bonus&lt;br /&gt;
: +5 AC natural armor bonus&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Magic|Epic Mage Armour]]&lt;br /&gt;
[[Category:Conjuration Spells|Epic Mage Armor]]&lt;/div&gt;</summary>
		<author><name>TripleAught</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Magic:Endure_Elements&amp;diff=37387</id>
		<title>Magic:Endure Elements</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Magic:Endure_Elements&amp;diff=37387"/>
		<updated>2011-03-19T01:02:35Z</updated>

		<summary type="html">&lt;p&gt;TripleAught: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spell|Name= Endure Elements&lt;br /&gt;
|Status= hooking&lt;br /&gt;
|Writers= [[User:Tissa|Tissa]]&lt;br /&gt;
|Scripters= [[User:Tissa|Tissa]]&lt;br /&gt;
|Testers=&lt;br /&gt;
|School= [[Magic:Abjuration|Abjuration]] &lt;br /&gt;
|Subschool=&lt;br /&gt;
|Descriptors=&lt;br /&gt;
|Level=Clr 1, Drd 1, Pal 1, Sor/Wiz 1, [[Magic:Level#Strength|Strength 1]], [[Magic:Level#Sun|Sun 1]]&lt;br /&gt;
|Innate Level= 1&lt;br /&gt;
|Components= V, S &lt;br /&gt;
|Casting Time= 1 action &lt;br /&gt;
|Range= Touch &lt;br /&gt;
|Target= Single&lt;br /&gt;
|Duration= 96 Minutes (24 IG hours)&lt;br /&gt;
|Counters=--&lt;br /&gt;
|Saving Throw= None &lt;br /&gt;
|Spell Resistance= No&lt;br /&gt;
|Metamagic= Extend, Quicken, Silent, Still&lt;br /&gt;
|Energy Substitution= No&lt;br /&gt;
|Description= This abjuration grants a creature temporary invulnerability of 10/- to all energy types (acid, cold, fire, electricity, or sonic). When the spell absorbs 20 points from any single elemental damage type it is discharged. The spell protects the recipient’s equipment as well.&lt;br /&gt;
&lt;br /&gt;
''Endure Elements'' absorbs only damage. The character could still suffer unfortunate side effects.&lt;br /&gt;
&lt;br /&gt;
Note: ''Endure Elements'' overlaps (and does not stack with) ''Resist Elements'' and ''Protection from Elements''. If a character is warded by ''Protection from Elements'' and one or both of the other spells, the protection spell absorbs damage until it is exhausted. If a character is warded by ''Resist Elements'' and ''Endure Elements'' at the same time, the resist spell absorbs damage but the endure spell does not. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Magic|Endure Elements]]&lt;br /&gt;
[[Category:Abjuration Spells|Endure Elements]]&lt;/div&gt;</summary>
		<author><name>TripleAught</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Magic:Endurance&amp;diff=37386</id>
		<title>Magic:Endurance</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Magic:Endurance&amp;diff=37386"/>
		<updated>2011-03-19T00:57:49Z</updated>

		<summary type="html">&lt;p&gt;TripleAught: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spell|Name= Endurance&lt;br /&gt;
|Status= complete&lt;br /&gt;
|Writers= [[User:IceThorn|IceThorn]]&lt;br /&gt;
|Scripters= [[User:dougnoel|dougnoel]]&lt;br /&gt;
|Testers=&lt;br /&gt;
|School= [[Magic:Transmutation|Transmutation]]&lt;br /&gt;
|Subschool=&lt;br /&gt;
|Descriptors=&lt;br /&gt;
|Level= Clr 2, Sor/Wiz 2&lt;br /&gt;
|Innate Level= 2&lt;br /&gt;
|Components= V, S&lt;br /&gt;
|Casting Time= 1 action&lt;br /&gt;
|Range= Touch&lt;br /&gt;
|Target= Single&lt;br /&gt;
|Duration= 4 Minutes/Level (1 IG hour/level)&lt;br /&gt;
|Counters=--&lt;br /&gt;
|Saving Throw= None&lt;br /&gt;
|Spell Resistance= No&lt;br /&gt;
|Metamagic= Empower, Extend, Maximize, Quicken, Silent, Still&lt;br /&gt;
|Energy Substitution= No&lt;br /&gt;
|Description= The target creature's Constitution is increased by 1d4+1 with bonuses for [[Magic System#Militant Level Bonuses|militant levels]].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Magic|Endurance]]&lt;br /&gt;
[[Category:Transmutation Spells|Endurance]]&lt;/div&gt;</summary>
		<author><name>TripleAught</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Magic:Bulls_Strength&amp;diff=37385</id>
		<title>Magic:Bulls Strength</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Magic:Bulls_Strength&amp;diff=37385"/>
		<updated>2011-03-19T00:57:11Z</updated>

		<summary type="html">&lt;p&gt;TripleAught: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spell|Name= Bulls Strength&lt;br /&gt;
|Status= complete&lt;br /&gt;
|Writers= [[User:IceThorn|IceThorn]]&lt;br /&gt;
|Scripters= [[User:dougnoel|dougnoel]]&lt;br /&gt;
|Testers=&lt;br /&gt;
|School= [[Magic:Transmutation|Transmutation]]&lt;br /&gt;
|Subschool=&lt;br /&gt;
|Descriptors=&lt;br /&gt;
|Level= Brd 2, Clr 2, Drd 2, Pal 2, [[Magic:Level#Strength|Strength 2]], Sor/Wiz 2&lt;br /&gt;
|Innate Level= 2&lt;br /&gt;
|Components= V, S&lt;br /&gt;
|Casting Time= 1 action&lt;br /&gt;
|Range= Touch&lt;br /&gt;
|Target= Single&lt;br /&gt;
|Duration= 4 Minutes/Level (1 IG hour/level)&lt;br /&gt;
|Counters=--&lt;br /&gt;
|Saving Throw= None&lt;br /&gt;
|Spell Resistance= No&lt;br /&gt;
|Metamagic= Empower, Extend, Maximize, Quicken, Silent, Still&lt;br /&gt;
|Energy Substitution= No&lt;br /&gt;
|Description= The target creature's Strength is increased by 1d4+1 with bonuses for [[Shs:Magic_System#Militant_Level_Bonuses|militant levels]].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Magic|Bulls Strength]]&lt;br /&gt;
[[Category:Transmutation Spells|Bulls Strength]]&lt;/div&gt;</summary>
		<author><name>TripleAught</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Magic:Eagles_Splendor&amp;diff=37384</id>
		<title>Magic:Eagles Splendor</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Magic:Eagles_Splendor&amp;diff=37384"/>
		<updated>2011-03-19T00:56:45Z</updated>

		<summary type="html">&lt;p&gt;TripleAught: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spell|Name= Eagles Splendor&lt;br /&gt;
|Status= complete&lt;br /&gt;
|Writers= [[User:IceThorn|IceThorn]]&lt;br /&gt;
|Scripters= [[User:dougnoel|dougnoel]]&lt;br /&gt;
|Testers=&lt;br /&gt;
|School= [[Magic:Transmutation|Transmutation]]&lt;br /&gt;
|Subschool=&lt;br /&gt;
|Descriptors=&lt;br /&gt;
|Level= Brd 2, Clr 2, Pal 2, Sor/Wiz 2&lt;br /&gt;
|Innate Level= 2&lt;br /&gt;
|Components= V, S&lt;br /&gt;
|Casting Time= 1 action&lt;br /&gt;
|Range= Touch&lt;br /&gt;
|Target= Single&lt;br /&gt;
|Duration= 4 Minutes/Level (1 IG hour/level)&lt;br /&gt;
|Counters=--&lt;br /&gt;
|Saving Throw= None&lt;br /&gt;
|Spell Resistance= No&lt;br /&gt;
|Metamagic= Empower, Extend, Maximize, Quicken, Silent, Still&lt;br /&gt;
|Energy Substitution= No&lt;br /&gt;
|Description= The target creature's Charisma is increased by 1d4+1.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Magic|Eagles Splendor]]&lt;br /&gt;
[[Category:Transmutation Spells|Eagles Splendor]]&lt;/div&gt;</summary>
		<author><name>TripleAught</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Magic:Death_Ward&amp;diff=37383</id>
		<title>Magic:Death Ward</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Magic:Death_Ward&amp;diff=37383"/>
		<updated>2011-03-19T00:56:05Z</updated>

		<summary type="html">&lt;p&gt;TripleAught: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spell|Name= Death Ward&lt;br /&gt;
|Status= Complete&lt;br /&gt;
|Writers= [[User:IceThorn|IceThorn]]&lt;br /&gt;
|Scripters= [[User:Apandapion|Apandapion]]&lt;br /&gt;
|Testers=&lt;br /&gt;
|School= [[Magic:Necromancy|Necromancy]]&lt;br /&gt;
|Subschool=&lt;br /&gt;
|Descriptors=&lt;br /&gt;
|Level= Clr 4, [[Magic:Level#Death|Death 4]], Drd 5, Pal 4&lt;br /&gt;
|Innate Level= 4&lt;br /&gt;
|Components= V, S&lt;br /&gt;
|Casting Time= 1 action&lt;br /&gt;
|Range= Touch&lt;br /&gt;
|Target= Single&lt;br /&gt;
|Duration= 4 Minutes/Level (1 IG hour/level)&lt;br /&gt;
|Counters=--&lt;br /&gt;
|Saving Throw= None&lt;br /&gt;
|Spell Resistance= No&lt;br /&gt;
|Metamagic= Extend, Quicken, Silent, Still&lt;br /&gt;
|Energy Substitution= No&lt;br /&gt;
|Description= The target creature becomes immune to any death spells, spell-like abilities, and effects.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Magic|Death Ward]]&lt;br /&gt;
[[Category:Necromancy Spells|Death Ward]]&lt;/div&gt;</summary>
		<author><name>TripleAught</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Magic:Cats_Grace&amp;diff=37382</id>
		<title>Magic:Cats Grace</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Magic:Cats_Grace&amp;diff=37382"/>
		<updated>2011-03-19T00:54:44Z</updated>

		<summary type="html">&lt;p&gt;TripleAught: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spell|Name= Cats Grace&lt;br /&gt;
|Status= complete&lt;br /&gt;
|Writers= [[User:Buddha|Buddha]]&lt;br /&gt;
|Scripters= [[User:dougnoel|dougnoel]]&lt;br /&gt;
|Testers=&lt;br /&gt;
|School= [[Magic:Transmutation|Transmutation]]&lt;br /&gt;
|Subschool=&lt;br /&gt;
|Descriptors=&lt;br /&gt;
|Level= [[Magic:Level#Animal|Animal 2]], Brd 2, Rgr 2, Sor/Wiz 2, [[Magic:Level#War|War 2]]&lt;br /&gt;
|Innate Level= 2&lt;br /&gt;
|Components= V, S&lt;br /&gt;
|Casting Time= 1 action&lt;br /&gt;
|Range= Touch&lt;br /&gt;
|Target= Single&lt;br /&gt;
|Duration= 4 Minutes/Level (1 IG hour/level)&lt;br /&gt;
|Counters=--&lt;br /&gt;
|Saving Throw= None&lt;br /&gt;
|Spell Resistance= Yes&lt;br /&gt;
|Metamagic= Empower, Extend, Maximize, Quicken, Silent, Still&lt;br /&gt;
|Energy Substitution= No&lt;br /&gt;
|Description= The spell grants an enhancement bonus to Dexterity of 1d4+1 points with bonuses for [[Magic System#Militant Level Bonuses|militant levels]].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Magic|Cats Grace]]&lt;br /&gt;
[[Category:Transmutation Spells|Cats Grace]]&lt;/div&gt;</summary>
		<author><name>TripleAught</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Magic:Barkskin&amp;diff=37381</id>
		<title>Magic:Barkskin</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Magic:Barkskin&amp;diff=37381"/>
		<updated>2011-03-19T00:50:46Z</updated>

		<summary type="html">&lt;p&gt;TripleAught: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spell|Name= Barkskin&lt;br /&gt;
|Status= complete&lt;br /&gt;
|Writers= [[User:IceThorn|IceThorn]]&lt;br /&gt;
|Scripters= [[User:dougnoel|dougnoel]]&lt;br /&gt;
|Testers=&lt;br /&gt;
|School= [[Magic:Transmutation|Transmutation]]&lt;br /&gt;
|Subschool=&lt;br /&gt;
|Descriptors=&lt;br /&gt;
|Level= Drd 2, [[Magic:Level#Plant|Plant 2]]&lt;br /&gt;
|Innate Level= 2&lt;br /&gt;
|Components= V, S&lt;br /&gt;
|Casting Time= 1 action&lt;br /&gt;
|Range= Touch&lt;br /&gt;
|Target= Single&lt;br /&gt;
|Duration= 4 Minutes/level (1 IG hour/level)&lt;br /&gt;
|Counters=--&lt;br /&gt;
|Saving Throw= None&lt;br /&gt;
|Spell Resistance= No&lt;br /&gt;
|Metamagic= Extend, Quicken, Silent, Still&lt;br /&gt;
|Energy Substitution= No&lt;br /&gt;
|Description= ''Barkskin'' hardens the target creature's skin, granting a&lt;br /&gt;
natural armor bonus to AC based on the caster's level. This bonus starts at +3, increases to +4 at 7th level, and increases to +5 at 13th level.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Magic|Barkskin]]&lt;br /&gt;
[[Category:Transmutation Spells|Barkskin]]&lt;/div&gt;</summary>
		<author><name>TripleAught</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=DM_Rules&amp;diff=37340</id>
		<title>DM Rules</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=DM_Rules&amp;diff=37340"/>
		<updated>2011-03-14T18:18:07Z</updated>

		<summary type="html">&lt;p&gt;TripleAught: /* Avlis Rules */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== CoPaP Rules ==&lt;br /&gt;
&lt;br /&gt;
1) A CoPaP DM may not abuse their powers to advance their CoPaP PC in any way. The terms &amp;quot;abuse&amp;quot; and &amp;quot;advance&amp;quot; are defined by the world leaders of each server. A DM who is found doing that may have their PC banned on the world they offended.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2) ALL plots run by CoPaP DM's that span more than one server MUST get a running summary posted in the CoPaP Storylines forum. The story thread must contain an up to date list of every NPC in the plot that is being run with the NWN player client. Ambassadors of all worlds involved in the plot are responsible for making sure their DM's know about it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
3) No CoPaP DM may use their own player character in any of their own cross-server plots. They can, however, use their own player character in the plot if it is being run by another DM, so long as they dont' violate rule #1. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Avlis Rules ==&lt;br /&gt;
&lt;br /&gt;
1) No Avlis DM may use his or her own player character in their own or another DM's plot.&lt;br /&gt;
&lt;br /&gt;
2) A DM who finds his or her player character nearby a plot run by another DM, and does not have permission to be there must leave the area immediately.&lt;br /&gt;
&lt;br /&gt;
3) No Avlis DM may modify their own PC's items or experience in any way. If you are caught doing this, you will be fired, and you will be banned.&lt;br /&gt;
&lt;br /&gt;
4) An Avlis DM's PC cannot receive DM prestige rewards unless given permission to do so by a Major or Senior DM. Regular minor awards and gold are ok within reason.&lt;br /&gt;
&lt;br /&gt;
5) If you use your character as an NPC in a plot at all, the character is IMMEDIATELY retired and removed from the vault, never to be played again, except as an NPC. Violation of this rule will get you fired and banned.&lt;br /&gt;
&lt;br /&gt;
6) A DM's PC who gets turned into an NPC may never receive a single new item or xp point or gold piece ever again as an NPC. &lt;br /&gt;
&lt;br /&gt;
'''Clarification''' A &amp;quot;plot&amp;quot; is defined as an ongoing storyline of more than three sessions. It is distinct from a &amp;quot;one-off&amp;quot;, which is a single adventure. Avlis DM's can participate in one-off's but not plots. Once a one-off becomes a plot after more than three sessions, the Avlis DM's PC must leave it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[Read the full discussion of these rules:&lt;br /&gt;
http://www.avlis.org/viewtopic.php?t=56192&amp;amp;postdays=0&amp;amp;postorder=asc&amp;amp;start=0]&lt;br /&gt;
[[Category:Team]]&lt;/div&gt;</summary>
		<author><name>TripleAught</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Recycling_System&amp;diff=36987</id>
		<title>Recycling System</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Recycling_System&amp;diff=36987"/>
		<updated>2011-02-12T15:51:06Z</updated>

		<summary type="html">&lt;p&gt;TripleAught: /* Avlis Recycling System */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Systems}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
==Avlis Recycling System==&lt;br /&gt;
&lt;br /&gt;
The system is designed to do the following:&lt;br /&gt;
&lt;br /&gt;
    * Create a market for low-level durable crafted goods.&lt;br /&gt;
    * Reduce the gold inflow from low-level durable crafted goods to those from PC to PC purchases.&lt;br /&gt;
    * Provide a means of making up for certain shortfalls in components.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''System Basics:'''&lt;br /&gt;
&lt;br /&gt;
    * There are three categories of recyclers: Metals (Weapons/Armor), Organics (Carpentry/Tailoring)&lt;br /&gt;
    and Precious Materials (Jewelling).&lt;br /&gt;
    * Each category will have a number of NPCs scattered around the servers.&lt;br /&gt;
    * Each item will give you 1 token per crafting level of the recipe.&lt;br /&gt;
    * You will be able to redeem up to 5 items per category per week.&lt;br /&gt;
    * Maximum yield per item is 10 tokens.&lt;br /&gt;
    * Therefore the maximum yield is 50 tokens/week.&lt;br /&gt;
    * Those with 3 or fewer crafting levels in a given category's tradeskills will be able to turn in&lt;br /&gt;
    15 items, or up to 50 tokens, whichever is lower in total value.&lt;br /&gt;
    * The tokens will be redeemable at Junk Shop merchants as the following:&lt;br /&gt;
    - 50 Tokens: 10x Moderate Value Crafting Components related to a craft outside of that category.&lt;br /&gt;
    - 100 Tokens: 5x Higher Value Crafting Components related to a craft outside of that category.&lt;br /&gt;
    - 250 Tokens: 2x Rare Crafting Components, or charged magic item.&lt;br /&gt;
    (e.g. rod of resurrection, necklace of weapon enchantment)&lt;br /&gt;
    - 500 Tokens: DM-Drop level crafting component (e.g. wyrmskin, vrock skull)&lt;br /&gt;
    * Tokens can only be spent on merchants of the same category.&lt;br /&gt;
    * Tokens are non-transferable.&lt;br /&gt;
    * You can check your current token total using the Talk line and typing: /check tokens&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* '''Related Topics:'''&lt;br /&gt;
[[Crafting System|Avlis Crafting System]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Economy|Avlis Economy]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Systems|Recycling]]&lt;/div&gt;</summary>
		<author><name>TripleAught</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Telepathy&amp;diff=36058</id>
		<title>Telepathy</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Telepathy&amp;diff=36058"/>
		<updated>2010-10-11T19:13:02Z</updated>

		<summary type="html">&lt;p&gt;TripleAught: /* ESP */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Psionics}}&lt;br /&gt;
'''Telepathy''' ([[Telepathy Powers|tabular overview]]) powers give the psion contact with, and control over, the minds of others. A psion who specializes in this discipline is known as a ''telepath''.&lt;br /&gt;
&amp;lt;div align=&amp;quot;right&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
== Attraction ==&lt;br /&gt;
&lt;br /&gt;
'''Power Score:''' Wis -4&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cost:''' 12&amp;lt;br&amp;gt;&lt;br /&gt;
'''Discipline: Telepathy&amp;lt;br&amp;gt;&lt;br /&gt;
'''Range:''' Long&amp;lt;br&amp;gt;&lt;br /&gt;
'''Area of Effect:''' 1 Creature&amp;lt;br&amp;gt;&lt;br /&gt;
'''Duration:''' 1 round + 1 round / level&amp;lt;br&amp;gt;&lt;br /&gt;
'''Save:''' Will: Negates&amp;lt;br&amp;gt;&lt;br /&gt;
'''Save DC:''' 12 + 1/2 psion level + WIS modifier&amp;lt;br&amp;gt;&lt;br /&gt;
'''Prerequisites:''' None&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required For:''' Domination, Aversion&amp;lt;br&amp;gt;&lt;br /&gt;
This power creates an overwhelming attraction to the psionicist in his target. A victim of this power will regard the psionicist as a trusted friend and ally. &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Aversion ==&lt;br /&gt;
&lt;br /&gt;
'''Power Score:''' Wis -4&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cost:''' 12&amp;lt;br&amp;gt;&lt;br /&gt;
'''Discipline:''' Telepathy&amp;lt;br&amp;gt;&lt;br /&gt;
'''Range:''' Long&amp;lt;br&amp;gt;&lt;br /&gt;
'''Area of Effect:''' 1 Creature&amp;lt;br&amp;gt;&lt;br /&gt;
'''Duration:''' 2 round + 1 round / level&amp;lt;br&amp;gt;&lt;br /&gt;
'''Save:''' Will: Negates&amp;lt;br&amp;gt;&lt;br /&gt;
'''Save DC:''' 12 + 1/2 psion level + WIS modifier&amp;lt;br&amp;gt;&lt;br /&gt;
'''Prerequisites:''' Attraction&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required For:''' None&amp;lt;br&amp;gt;&lt;br /&gt;
The victim of this power is overcome by an aversion to the psionicist. He will do everything he can to avoid him.  &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Contact ==&lt;br /&gt;
&lt;br /&gt;
'''Power Score:''' Wis&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cost:''' 3&amp;lt;br&amp;gt;&lt;br /&gt;
'''Discipline:''' Telepathy&amp;lt;br&amp;gt;&lt;br /&gt;
'''Range:''' Long&amp;lt;br&amp;gt;&lt;br /&gt;
'''Area of Effect:''' 1 Creature&amp;lt;br&amp;gt;&lt;br /&gt;
'''Duration:''' 4 round + 2 rounds / level&amp;lt;br&amp;gt;&lt;br /&gt;
'''Save:''' Will: Negates&amp;lt;br&amp;gt;&lt;br /&gt;
'''Save DC:''' 16 + 1/2 psion level + WIS modifier&amp;lt;br&amp;gt;&lt;br /&gt;
'''Prerequisites:''' None&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required For:''' Mind Wipe, Hallucinations, Daydream, Inflict Pain, Sensory Suppression, Mind Thrust, Ego Whip, Id Insinuation, Psychic Crush, Psychic Drain&amp;lt;br&amp;gt;&lt;br /&gt;
Contact is just what the name implies, contact between the minds of the psionicist and another creature. It does not allow communication, it merely represents the opening of the target’s mind. For the duration of the power, all of the target’s will saves are reduced by one for every two levels of the psionicist. Other psionicists are not effected by contact.  &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Daydream ==&lt;br /&gt;
&lt;br /&gt;
'''Power Score:''' Wis&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cost:''' 9&amp;lt;br&amp;gt;&lt;br /&gt;
'''Discipline:''' Telepathy&amp;lt;br&amp;gt;&lt;br /&gt;
'''Range:''' Long&amp;lt;br&amp;gt;&lt;br /&gt;
'''Area of Effect:''' 1 Creature&amp;lt;br&amp;gt;&lt;br /&gt;
'''Duration:''' 4 round + 1 round / level&amp;lt;br&amp;gt;&lt;br /&gt;
'''Save:''' Will: Negates&amp;lt;br&amp;gt;&lt;br /&gt;
'''Save DC:''' 12 + 1/2 psion level + WIS modifier&amp;lt;br&amp;gt;&lt;br /&gt;
'''Prerequisites:''' Contact&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required For:''' None&amp;lt;br&amp;gt;&lt;br /&gt;
By using this power, the psionicist causes someone’s mind to wander.  Once affected, the daydreamer pays little attention to his surroundings, and may act unpredictably.  &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Domination ==&lt;br /&gt;
&lt;br /&gt;
'''Power Score:''' Wis -4&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cost:''' 14&amp;lt;br&amp;gt;&lt;br /&gt;
'''Discipline:''' Telepathy&amp;lt;br&amp;gt;&lt;br /&gt;
'''Range:''' Medium&amp;lt;br&amp;gt;&lt;br /&gt;
'''Area of Effect:''' 1 Creature&amp;lt;br&amp;gt;&lt;br /&gt;
'''Duration:''' 3 round + 1 round / level&amp;lt;br&amp;gt;&lt;br /&gt;
'''Save:''' Will: Negates&amp;lt;br&amp;gt;&lt;br /&gt;
'''Save DC:''' 12 + 1/2 psion level + WIS modifier&amp;lt;br&amp;gt;&lt;br /&gt;
'''Prerequisites:''' Attraction&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required For:''' Mass Domination&amp;lt;br&amp;gt;&lt;br /&gt;
With domination, a psionicist can project signals from his own mind into the mind of one other creature.  As a result, the subject is forced to do nearly anything the psionicist wishes.  &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Ego Whip ==&lt;br /&gt;
&lt;br /&gt;
'''Power Score:''' Wis -3&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cost:''' 4&amp;lt;br&amp;gt;&lt;br /&gt;
'''Discipline:''' Telepathy&amp;lt;br&amp;gt;&lt;br /&gt;
'''Range:''' Medium&amp;lt;br&amp;gt;&lt;br /&gt;
'''Area of Effect:''' 1 Creature&amp;lt;br&amp;gt;&lt;br /&gt;
'''Duration:''' 1 round + 1 round / 2 levels&amp;lt;br&amp;gt;&lt;br /&gt;
'''Save:''' Will: Negates&amp;lt;br&amp;gt;&lt;br /&gt;
'''Save DC:''' 12 + 1/2 psion level + WIS modifier&amp;lt;br&amp;gt;&lt;br /&gt;
'''Prerequisites:''' Contact&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required For:''' Psionic Blast (see Psionic Blast description)&amp;lt;br&amp;gt;&lt;br /&gt;
This power assaults the victim’s ego, leaving him with feelings of inferiority and worthlessness.  For the duration, he suffers a five point penalty to all skill checks, saving throws, and attack rolls. &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== ESP ==&lt;br /&gt;
&lt;br /&gt;
'''Power Score:''' Wis -4&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cost:''' 6&amp;lt;br&amp;gt;&lt;br /&gt;
'''Discipline:''' Telepathy&amp;lt;br&amp;gt;&lt;br /&gt;
'''Range:''' 0&amp;lt;br&amp;gt;&lt;br /&gt;
'''Area of Effect:''' Personal&amp;lt;br&amp;gt;&lt;br /&gt;
'''Duration:''' 5 round + 1 round / level&amp;lt;br&amp;gt;&lt;br /&gt;
'''Save:''' None&amp;lt;br&amp;gt;&lt;br /&gt;
'''Prerequisites:''' None&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required For:''' None&amp;lt;br&amp;gt;&lt;br /&gt;
Extrasensory perception, or ESP, allows a psionicist to become extraordinarily attuned to their environment and subconsciously connect with those around them. This gives him a number of advantages in interpersonal dealings. The psionicist gains a 10 point bonus to his persuade, bluff, and intimidate skills for the duration.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Hallucinations ==&lt;br /&gt;
&lt;br /&gt;
'''Power Score:''' Int -3&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cost:''' 20&amp;lt;br&amp;gt;&lt;br /&gt;
'''Discipline:''' Telepathy&amp;lt;br&amp;gt;&lt;br /&gt;
'''Range:''' Long&amp;lt;br&amp;gt;&lt;br /&gt;
'''Area of Effect:''' 1 Creature&amp;lt;br&amp;gt;&lt;br /&gt;
'''Duration:''' Instantaneous&amp;lt;br&amp;gt;&lt;br /&gt;
'''Save:''' Will&amp;lt;br&amp;gt;&lt;br /&gt;
'''Save DC:''' 12 + 1/2 psion level + INT modifier&amp;lt;br&amp;gt;&lt;br /&gt;
'''Prerequisites:''' Contact&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required For:''' None&amp;lt;br&amp;gt;&lt;br /&gt;
This power allows the psionicist to project visions or images into the victim’s mind.  The psionicist attacks the victim with hallucinatory monsters, forcing him to make a will save or die.  Even those that save suffer 3d6 points of damage.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Id Insinuation ==&lt;br /&gt;
&lt;br /&gt;
'''Power Score:''' Wis -4&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cost:''' 5&amp;lt;br&amp;gt;&lt;br /&gt;
'''Discipline:'''Telepathy&amp;lt;br&amp;gt;&lt;br /&gt;
'''Range:''' Long&amp;lt;br&amp;gt;&lt;br /&gt;
'''Area of Effect:''' 1 Creature&amp;lt;br&amp;gt;&lt;br /&gt;
'''Duration:''' 4 rounds&amp;lt;br&amp;gt;&lt;br /&gt;
'''Save:''' Will: Negates&amp;lt;br&amp;gt;&lt;br /&gt;
'''Save DC:''' 12 + 1/2 psion level + WIS modifier&amp;lt;br&amp;gt;&lt;br /&gt;
'''Prerequisites:''' Contact&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required For:''' Mind Blast, Psionic Blast (see Psionic Blast description)&amp;lt;br&amp;gt;&lt;br /&gt;
With this power, the psionicist seeks to unleash the uncontrolled subconscious of the defender, pitting it against his superego.  The attack leaves the victim in a state of moral uproar, unable to perform any action.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Inflict Pain ==&lt;br /&gt;
&lt;br /&gt;
'''Power Score:''' Wis -4&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cost:''' 8&amp;lt;br&amp;gt;&lt;br /&gt;
'''Discipline:''' Telepathy&amp;lt;br&amp;gt;&lt;br /&gt;
'''Range:''' Touch&amp;lt;br&amp;gt;&lt;br /&gt;
'''Area of Effect:''' 1 Creature&amp;lt;br&amp;gt;&lt;br /&gt;
'''Duration:''' 2 round + 1 round / 2 levels&amp;lt;br&amp;gt;&lt;br /&gt;
'''Save:''' Will: Negates&amp;lt;br&amp;gt;&lt;br /&gt;
'''Save DC:''' 12 + 1/2 psion level + WIS modifier&amp;lt;br&amp;gt;&lt;br /&gt;
'''Prerequisites:''' Contact&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required For:''' None&amp;lt;br&amp;gt;&lt;br /&gt;
This particularly nasty form of torture causes no actual harm to the subject, but causes excruciating pain.  The victim finds it hard to concentrate, suffering a –4 penalty to attack and damage rolls as well as –4 to AC.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Intellect Fortress ==&lt;br /&gt;
&lt;br /&gt;
'''Power Score:''' Wis -3&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cost:''' 4&amp;lt;br&amp;gt;&lt;br /&gt;
'''Discipline:''' Telepathy&amp;lt;br&amp;gt;&lt;br /&gt;
'''Range:''' 0&amp;lt;br&amp;gt;&lt;br /&gt;
'''Area of Effect:''' 12-foot radius&amp;lt;br&amp;gt;&lt;br /&gt;
'''Duration:''' 1 turn / 2 levels&amp;lt;br&amp;gt;&lt;br /&gt;
'''Save:''' None&amp;lt;br&amp;gt;&lt;br /&gt;
'''Prerequisites:''' None&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required For:''' None&amp;lt;br&amp;gt;&lt;br /&gt;
Intellect fortress calls forth the powers of the ego and superego to stop attacks on the mind.  Unlike most telepathic defenses, it has a radius beyond the psionicist’s mind, offering protection to all friendly minds within that radius.  All affected creatures gain a +1 to their saving throws versus mind spells for every two levels of the psionicist. &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Mass Domination ==&lt;br /&gt;
&lt;br /&gt;
'''Power Score:''' Wis -6&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cost:''' 36&amp;lt;br&amp;gt;&lt;br /&gt;
'''Discipline:''' Telepathy&amp;lt;br&amp;gt;&lt;br /&gt;
'''Range:''' Medium&amp;lt;br&amp;gt;&lt;br /&gt;
'''Area of Effect:''' 4-meter radius&amp;lt;br&amp;gt;&lt;br /&gt;
'''Duration:''' 3 rounds + 1 round / level&amp;lt;br&amp;gt;&lt;br /&gt;
'''Save:''' Will: Negates&amp;lt;br&amp;gt;&lt;br /&gt;
'''Save DC:''' 12 + 1/2 psion level + WIS modifier&amp;lt;br&amp;gt;&lt;br /&gt;
'''Prerequisites:''' Domination&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required For:''' None&amp;lt;br&amp;gt;&lt;br /&gt;
This power is exactly like domination except the psionicist can control up to three creatures simultaneously.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Mental Barrier ==&lt;br /&gt;
&lt;br /&gt;
'''Power Score:''' Wis -2&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cost:''' 3&amp;lt;br&amp;gt;&lt;br /&gt;
'''Discipline:''' Telepathy&amp;lt;br&amp;gt;&lt;br /&gt;
'''Range:''' 0&amp;lt;br&amp;gt;&lt;br /&gt;
'''Area of Effect:''' Personal&amp;lt;br&amp;gt;&lt;br /&gt;
'''Duration:''' 1 turn / level&amp;lt;br&amp;gt;&lt;br /&gt;
'''Save:''' None&amp;lt;br&amp;gt;&lt;br /&gt;
'''Prerequisites:''' None&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required For:''' None&amp;lt;br&amp;gt;&lt;br /&gt;
Mental barrier is a carefully built wall of thought repetition which exposes only one small portion of the mind at a time.  While under the effects of this power, the psionicist may add his level to all will saving throws.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Mind Blank ==&lt;br /&gt;
&lt;br /&gt;
'''Power Score:''' Wis&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cost:''' 0&amp;lt;br&amp;gt;&lt;br /&gt;
'''Discipline:''' Telepathy&amp;lt;br&amp;gt;&lt;br /&gt;
'''Range:''' 0&amp;lt;br&amp;gt;&lt;br /&gt;
'''Area of Effect:''' Personal&amp;lt;br&amp;gt;&lt;br /&gt;
'''Duration:''' 1 turn / level&amp;lt;br&amp;gt;&lt;br /&gt;
'''Save:''' None&amp;lt;br&amp;gt;&lt;br /&gt;
'''Prerequisites:''' None&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required For:''' None&amp;lt;br&amp;gt;&lt;br /&gt;
Mind blank attempts to hide the psionicist’s mind from attack, making its parts unidentifiable.  This renders him effectively immune to attempts to charm or dominate him.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Mind Blast ==&lt;br /&gt;
&lt;br /&gt;
'''Power Score:''' Wis -5&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cost:''' 21&amp;lt;br&amp;gt;&lt;br /&gt;
'''Discipline:''' Telepathy&amp;lt;br&amp;gt;&lt;br /&gt;
'''Range:''' Short&amp;lt;br&amp;gt;&lt;br /&gt;
'''Area of Effect:''' Cone&amp;lt;br&amp;gt;&lt;br /&gt;
'''Duration:''' 3d3 rounds&amp;lt;br&amp;gt;&lt;br /&gt;
'''Save:''' Will: Negates&amp;lt;br&amp;gt;&lt;br /&gt;
'''Save DC:''' 12 + 1/2 psion level + WIS modifier&amp;lt;br&amp;gt;&lt;br /&gt;
'''Prerequisites:''' Id Insinuation, 5th Level&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required For:''' None&amp;lt;br&amp;gt;&lt;br /&gt;
This power resembles the mind flayer’s ability to stun opponents.  With it, a psionicist projects a wave of synaptic static in a cone in front of him which temporarily paralyzes all those within. &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Mind Thrust ==&lt;br /&gt;
&lt;br /&gt;
'''Power Score:''' Wis -2&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cost:''' 2&amp;lt;br&amp;gt;&lt;br /&gt;
'''Discipline:''' Telepathy&amp;lt;br&amp;gt;&lt;br /&gt;
'''Range:''' Medium&amp;lt;br&amp;gt;&lt;br /&gt;
'''Area of Effect:''' 1 Creature&amp;lt;br&amp;gt;&lt;br /&gt;
'''Duration:''' 1 round + 1 round / level&amp;lt;br&amp;gt;&lt;br /&gt;
'''Save:''' Will: Negates&amp;lt;br&amp;gt;&lt;br /&gt;
'''Save DC:''' 12 + 1/2 psion level + WIS modifier&amp;lt;br&amp;gt;&lt;br /&gt;
'''Prerequisites:''' Contact&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required For:''' Psionic Blast (see Psionic Blast description)&amp;lt;br&amp;gt;&lt;br /&gt;
Mind thrust is a mental stabbing attack which seeks to short the synapses of the victim.  If it is successful, the target is unable to cast any spells until his mind recovers. &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Mind Wipe ==&lt;br /&gt;
&lt;br /&gt;
'''Power Score:''' Int -6&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cost:''' 16&amp;lt;br&amp;gt;&lt;br /&gt;
'''Discipline:''' Telepathy&amp;lt;br&amp;gt;&lt;br /&gt;
'''Range:''' Touch&amp;lt;br&amp;gt;&lt;br /&gt;
'''Area of Effect:''' 1 Creature&amp;lt;br&amp;gt;&lt;br /&gt;
'''Duration:''' Instantaneous&amp;lt;br&amp;gt;&lt;br /&gt;
'''Save:''' Fortitude: Negates&amp;lt;br&amp;gt;&lt;br /&gt;
'''Save DC:''' 12 + 1/2 psion level + INT modifier&amp;lt;br&amp;gt;&lt;br /&gt;
'''Prerequisites:''' Contact&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required For:''' None&amp;lt;br&amp;gt;&lt;br /&gt;
Mind wiping is a crude form of psychic surgery that affects the subject’s IQ.  Like a temporary lobotomy, the psionicist seals off portions of the subject’s mind.  This has the effect of reducing the target’s intelligence and wisdom scores by 2 as well as lowering their level by 2. &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Psionic Blast ==&lt;br /&gt;
&lt;br /&gt;
'''Power Score:''' Wis -5&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cost:''' 10&amp;lt;br&amp;gt;&lt;br /&gt;
'''Discipline:''' Telepathy&amp;lt;br&amp;gt;&lt;br /&gt;
'''Range:''' Medium&amp;lt;br&amp;gt;&lt;br /&gt;
'''Area of Effect:''' 1 Creature&amp;lt;br&amp;gt;&lt;br /&gt;
'''Duration:''' 1 round + 1 round / 2 levels&amp;lt;br&amp;gt;&lt;br /&gt;
'''Save:''' Will: Negates&amp;lt;br&amp;gt;&lt;br /&gt;
'''Save DC:''' 12 + 1/2 psion level + WIS modifier&amp;lt;br&amp;gt;&lt;br /&gt;
'''Prerequisites:''' One of (Ego Whip, Id Insinuation, Mind Thrust, or Psychic Crush)&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required For:''' Ultrablast&amp;lt;br&amp;gt;&lt;br /&gt;
Psionic Blast is a wave of brain force which can jolt a subject’s mind like shocking news.  If the target fails to make his saving throw he loses 20% of his current hit points, in his mind.  His mind is so impaired, in fact, that he is effectively slowed for the duration.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Psychic Crush ==&lt;br /&gt;
&lt;br /&gt;
'''Power Score:''' Wis -4&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cost:''' 7&amp;lt;br&amp;gt;&lt;br /&gt;
'''Discipline:''' Telepathy&amp;lt;br&amp;gt;&lt;br /&gt;
'''Range:''' Medium&amp;lt;br&amp;gt;&lt;br /&gt;
'''Area of Effect:''' 1 Creature&amp;lt;br&amp;gt;&lt;br /&gt;
'''Duration:''' 1 round + 1 round / 2 levels&amp;lt;br&amp;gt;&lt;br /&gt;
'''Save:''' Will: Negates&amp;lt;br&amp;gt;&lt;br /&gt;
'''Save DC:''' 12 + 1/2 psion level + WIS modifier&amp;lt;br&amp;gt;&lt;br /&gt;
'''Prerequisites:''' Contact&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required For:''' Psionic Blast (see Psionic Blast description)&amp;lt;br&amp;gt;&lt;br /&gt;
Psychic crush is a massive assault upon all neurons of the victim’s brain.  If he fails his saving throw, he is finds it nearly impossible to focus on a task; suffering a 65% failure chance on all attacks and spell casting attempts.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Sensory Suppression ==&lt;br /&gt;
&lt;br /&gt;
'''Power Score:''' Int -2&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cost:''' 8&amp;lt;br&amp;gt;&lt;br /&gt;
'''Discipline:''' Telepathy&amp;lt;br&amp;gt;&lt;br /&gt;
'''Range:''' Long&amp;lt;br&amp;gt;&lt;br /&gt;
'''Area of Effect:''' 1 Creature&amp;lt;br&amp;gt;&lt;br /&gt;
'''Duration:''' 2 round + 1 round / 2 levels&amp;lt;br&amp;gt;&lt;br /&gt;
'''Save:''' Will: Negates&amp;lt;br&amp;gt;&lt;br /&gt;
'''Save DC:''' 12 + 1/2 psion level + INT modifier&amp;lt;br&amp;gt;&lt;br /&gt;
'''Prerequisites:''' Contact&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required For:''' None&amp;lt;br&amp;gt;&lt;br /&gt;
This power allows the psionicist to temporarily blind and deafen an opponent by interfering with the brain’s reception of sensory information.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Suppress Fear ==&lt;br /&gt;
&lt;br /&gt;
'''Power Score:''' Wis&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cost:''' 5&amp;lt;br&amp;gt;&lt;br /&gt;
'''Discipline:''' Telepathy&amp;lt;br&amp;gt;&lt;br /&gt;
'''Range:''' Short&amp;lt;br&amp;gt;&lt;br /&gt;
'''Area of Effect:''' 1 Creature&amp;lt;br&amp;gt;&lt;br /&gt;
'''Duration:''' 3 round + 1 round / level&amp;lt;br&amp;gt;&lt;br /&gt;
'''Save:''' None&amp;lt;br&amp;gt;&lt;br /&gt;
'''Prerequisites:''' None&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required For:''' None&amp;lt;br&amp;gt;&lt;br /&gt;
A psionicist can use this power to inhibit the sensation of fear in his target.  This has the effecting of removing all fear effects currently affecting the target, as well as rendering them immune to such effects for the duration.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Thought Shield ==&lt;br /&gt;
&lt;br /&gt;
'''Power Score:''' Wis -3&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cost:''' 1&amp;lt;br&amp;gt;&lt;br /&gt;
'''Discipline:''' Telepathy&amp;lt;br&amp;gt;&lt;br /&gt;
'''Range:''' 0&amp;lt;br&amp;gt;&lt;br /&gt;
'''Area of Effect:''' Personal&amp;lt;br&amp;gt;&lt;br /&gt;
'''Duration:''' 1 turn / level&amp;lt;br&amp;gt;&lt;br /&gt;
'''Save:''' None&amp;lt;br&amp;gt;&lt;br /&gt;
'''Prerequisites:''' None&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required For:''' None&amp;lt;br&amp;gt;&lt;br /&gt;
Thought shield clouds the mind so as to hide first one part, then another.  It renders the psionicist immune to stunning, dazing, and confusing effects.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Tower of Iron Will ==&lt;br /&gt;
&lt;br /&gt;
'''Power Score:''' Wis -2&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cost:''' 6&amp;lt;br&amp;gt;&lt;br /&gt;
'''Discipline:''' Telepathy&amp;lt;br&amp;gt;&lt;br /&gt;
'''Range:''' 0&amp;lt;br&amp;gt;&lt;br /&gt;
'''Area of Effect:''' Personal&amp;lt;br&amp;gt;&lt;br /&gt;
'''Duration:''' 1 turn / level&amp;lt;br&amp;gt;&lt;br /&gt;
'''Save:''' None&amp;lt;br&amp;gt;&lt;br /&gt;
'''Prerequisites:''' One of (Mind Blank, Mental Barrier, Intellect Fortress, or Thought Shield)&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required For:''' None&amp;lt;br&amp;gt;&lt;br /&gt;
Tower of iron will relies upon the superego to build an unassailable haven for the brain.  For the duration, the psionicist is rendered immune to all mind affecting spells.&lt;br /&gt;
[[Category:Psionics]]&lt;/div&gt;</summary>
		<author><name>TripleAught</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Talk:Telepathy&amp;diff=36057</id>
		<title>Talk:Telepathy</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Talk:Telepathy&amp;diff=36057"/>
		<updated>2010-10-11T19:11:58Z</updated>

		<summary type="html">&lt;p&gt;TripleAught: /* Relating to spells that may be metagamed */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;According to the [[Telepathy_guide|telepathy guide]], [[Telepathy#ESP|ESP]] can't work the way it is described now.&lt;br /&gt;
[[User:Kthxbye|Kthxbye]] 12:35, 14 September 2010 (CDT)&lt;br /&gt;
:Well, the term 'surface thoughts' may imply enough of an understanding to not necessarily gain information the mind would not consciously reveal, right? Which implies the skill bonii of the power, but not that it breaks RP. [[User:Gurky Bogglewig|Gurky Bogglewig]] 12:42, 14 September 2010 (CDT)&lt;br /&gt;
::Umh.. The telepathy guide states nothing at all can be read. -- [[User:Kthxbye|Kthxbye]] 12:52, 14 September 2010 (CDT)&lt;br /&gt;
:::Hmkay, I'm [http://www.avlis.org/viewtopic.php?f=174&amp;amp;t=120298 pointing the team's attention here]. Hopefully the suggestions will produce a new definition we can add to the wiki. [[User:Gurky Bogglewig|Gurky Bogglewig]] 03:29, 15 September 2010 (CDT)&lt;br /&gt;
&lt;br /&gt;
==Relating to spells that may be metagamed==&lt;br /&gt;
:Why is this even a problem? Look at the level 8 spell, [[Magic:Premonition|Premonition]]. It says that the character can see a few moments into the future. The mage gains DR to represent that s/he kinda knows what is coming next. Nobody cheeses knowing what is about to happen, RPing that they should be able to burn arrows or bolts out of the air (for instance, during Ayrens funural - even though they could perhaps be able to do that in a PnP setting). This is almost the exact same thing. &lt;br /&gt;
::[[Magic:Premonition|Premonition]] - You know what is coming at you ('''but you don't''') - ''This is represented by DR.''&lt;br /&gt;
::[[Telepathy#ESP|ESP]] - You read surface thoughts ('''but you don't''') - ''This is represented by better social skills.'' &lt;br /&gt;
:DMs are of course able to overrule this (bolded parts) in any given situation as is their perogative. -- [[User:Moredo|Moredo]] - 16 September 2010.&lt;br /&gt;
::The original purpose of the guide to telepathy was to avoid metagaming abuse for all powers. Kthxbye's concern was that the description of ESP allows for such abuse. '''Let us assume that this information is sufficient to avoid metagaming abuse, then'''. (Such as using ESP to learn the identity of a disguised person, claiming that their surface thoughts betray their identity). [[User:Gurky Bogglewig|Gurky Bogglewig]] 04:00, 16 September 2010 (CDT)&lt;br /&gt;
:::The description of ESP has been updated to reflect a more correct interpretation of how the skill bonuses are gained. It should not allow any kind of conscious mind-reading. [[User:TripleAught|TripleAught]] 11 October 2010&lt;br /&gt;
&lt;br /&gt;
==Emotions as thought==&lt;br /&gt;
:Perhaps we should reword it then. I mean, it's clearly suggested that ESP gives you an advantage in terms of persuade, bluff, and intimidate, but not because one is aware of surface thoughts... why don't we change that to 'surface emotions'? This doesn't imply reading actual thoughts. [[User:Gurky Bogglewig|Gurky Bogglewig]] 13:06, 14 September 2010 (CDT)&lt;br /&gt;
::My suggestion is to use body language.. The description may be something like: &amp;quot;Focusing on body language, the psionicist is able to transmit the emotions he wants conveyed: he can result persuasive, intimidating or easy to trust because of how he acts with others. Also, he is able to tell other people's emotions by their body language, often predicting what they are going to do or tell, giving the feeling (if the psionicist wishes so) to have ESP powers to read their mind, when he is instead only paying attention.&amp;quot; -- [[User:Kthxbye|Kthxbye]] 02:41, 15 September 2010 (CDT)&lt;br /&gt;
:::I disagree - I think the wording of the telepathy guide allows for a reading of surface thoughts (or at least could be specifically tweaked to say so, given it is specifically states the ruling existing to prevent metagaming abuse. All we need to say is that ESP allows a *subconscious* reading of surface thoughts - which actually translates very well into the skill bonuses the power provides - the psion is able to be more persuasive etc. because they intuitively know the right things to say or the right way to say it. I feel very strongly that as this is a *telepathic* power, it should remain *telepathic* in description/effect. The key point of the guide is that information cannot be forcibly extracted, and this would match with that perfectly. (i.e. I agree with Gurky)&lt;br /&gt;
::::Added to that - Hala for one *does* have telepathy (mind-to-mind communication) through an IG mechanic; we might be better directed to implement a working telepathy that can't be metagamed rather than trying to de-telepathise telepathy. -- Calzier 15 Sept. 2010&lt;br /&gt;
::::: (For Dreamangel) I think Calzier is spot on - we shouldn't be de-telepathizing telepathy. If anything needs a tweak, it's the Telepathy RP Guide. I agree that cheesing and metagaming needs to have some brakes put on it, but ESP without that element of surface reading is a bit silly.[[User:Gurky Bogglewig|Gurky Bogglewig]] 11:18, 15 September 2010 (CDT)&lt;br /&gt;
:::::Indeed, my concern is the possibility of abuse, especially during DM'ed sessions. Premotion and other divination spells in DM'ed events actually do allow to have glimpses of the future through DM tells. Leaving ESP as it is, players should be able to ask for surface thoughts of creatures, breaking the telepathy guide lines. Of course, we could just say ESP allows not for surface thoughts but for emotions, thing that would not allow for abuse (the psionicist roughly knows what individuals around him are feeling and adjusts accordingly, but won't be able to recognize anyone or get to know any information, while he could've through the use of surface thoughts). -- [[User:Kthxbye|Kthxbye]]&lt;br /&gt;
:::::::[http://www.tandf.co.uk/journals/pp/02699931.html Emotion is in integral part of our thought processes]. That would imply that, should we reword ESP in terms of emotion, it remains a telepathy power. [[User:Gurky Bogglewig|Gurky Bogglewig]] 08:57, 16 September 2010 (CDT)&lt;br /&gt;
::::But in a DM'd event - a power can achieve whatever the DM wants it to - thus we can do (and have done) a lot more when a DM is around by 'stretching' the effect of the power to further the plot. Surely the main point of the guide is that it is a 'guide' and it is to stop griefing/harassing/metgaming when a DM is not present. Making it 'emotion' doesn't solve the problem - and might even make it worse: PC1 &amp;quot;I read your emotions&amp;quot;, PC2: &amp;quot;no you don't&amp;quot;, PC1: &amp;quot;I do, I have ESP and it says I does. You *have* to tell me&amp;quot; etc. &lt;br /&gt;
::::The absolutely simplest solution is to insert the word &amp;quot;subconscious&amp;quot; as I mentioned before. Worst that can do is: PC1 &amp;quot;I subconsciously read your thoughts&amp;quot;, PC2: &amp;quot;Good for you; roll you skill check and I'll play along&amp;quot; PC1: &amp;quot;but I need to know your thoughts&amp;quot; PC2 &amp;quot;Ah.. you do, but subconsciously, so I couldn't possibly *tell* you, now, could I?&amp;quot;&lt;br /&gt;
:::::Umh, I thought the &amp;quot;psionicists cannot extract anything from anyone's mind&amp;quot; was a hard rule. If DMs allow that, it is another matter. At any rate, even using the term &amp;quot;subconscious&amp;quot; would leave a lot of ground for metagaming. This is because subconscious have an impact on our behavior: if I know an information &amp;quot;subconsciously&amp;quot;, I still have that, and it will modify how I act. An extreme example: I use ESP around a disguised spy/changeling/shaahesk transmutant: I will not know what they are, but subconsciously I will. This would mean that the character should find it a hard time believing them, as subconsciously he knows they are lying. Also, there are ways to let subconscious information flow and gain consciousness of the knowledge it holds. This means there would still be a possibility (OOC or IC) for transfer of information. That does not apply with emotions. In your example, PC1 could've answered &amp;quot;but if I don't know OOC, how can I adjust my character's behavior IC?&amp;quot;. Now, I know I am going by extremes, but I would like to avoid the issue altogether, rather than just making it difficult to present. Also, I would usually think that not only ESP, but every spell/power/ability that affects other characters in a RP way needs a DM to be used, so without a DM, whichever will be the RP use of ESP, a psionicist won't be able to force anyone into telling him anything. I hope I managed to explain what I wanted to say.. :S -- [[User:Kthxbye|Kthxbye]] 05:38, 19 September 2010 (CDT)&lt;br /&gt;
&lt;br /&gt;
::::::I think you're reading too much into 'surface thoughts' &amp;amp; 'subconscious' - we have the game mechanic of adjusted skill checks to cover the lack of OOC knowledge to guide IC behaviour, so long as the other player plays along. It would be in accord with the description to assume that the ESP-using psion's brain interprets the thoughts in his/her own language / frame of reference. For all we know, perhaps such thoughts are seen as images, as if looking from the target's eyes. So when you use the power you 'see' surface thoughts as imagined scenarios... sitting down to eat, killing the psion in front of them etc. I see no reason why any of this should 'unmask' a concealed character. So if the 'spy' has buried their identity deep and is good at what they do, none of their real identity will be reflected in their surface thoughts; if they are a pathetic attempt at being a spy, their thoughts will betray them - but that is a combination of the choice of the player of the spy and the pursuade, intimidate, bluff rolls of the psion - i.e. the information revealed is provided voluntarily by the target player, in accord with their RP choices. Anyone being a metagaming a$$ about it will probably be someone you don't want to be playing with anyway (i.e. metagaming is not allowed regardless; it is not an issue specific to telepathy) -- Cal&lt;/div&gt;</summary>
		<author><name>TripleAught</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Talk:Telepathy&amp;diff=36056</id>
		<title>Talk:Telepathy</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Talk:Telepathy&amp;diff=36056"/>
		<updated>2010-10-11T19:11:39Z</updated>

		<summary type="html">&lt;p&gt;TripleAught: /* Relating to spells that may be metagamed */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;According to the [[Telepathy_guide|telepathy guide]], [[Telepathy#ESP|ESP]] can't work the way it is described now.&lt;br /&gt;
[[User:Kthxbye|Kthxbye]] 12:35, 14 September 2010 (CDT)&lt;br /&gt;
:Well, the term 'surface thoughts' may imply enough of an understanding to not necessarily gain information the mind would not consciously reveal, right? Which implies the skill bonii of the power, but not that it breaks RP. [[User:Gurky Bogglewig|Gurky Bogglewig]] 12:42, 14 September 2010 (CDT)&lt;br /&gt;
::Umh.. The telepathy guide states nothing at all can be read. -- [[User:Kthxbye|Kthxbye]] 12:52, 14 September 2010 (CDT)&lt;br /&gt;
:::Hmkay, I'm [http://www.avlis.org/viewtopic.php?f=174&amp;amp;t=120298 pointing the team's attention here]. Hopefully the suggestions will produce a new definition we can add to the wiki. [[User:Gurky Bogglewig|Gurky Bogglewig]] 03:29, 15 September 2010 (CDT)&lt;br /&gt;
&lt;br /&gt;
==Relating to spells that may be metagamed==&lt;br /&gt;
:Why is this even a problem? Look at the level 8 spell, [[Magic:Premonition|Premonition]]. It says that the character can see a few moments into the future. The mage gains DR to represent that s/he kinda knows what is coming next. Nobody cheeses knowing what is about to happen, RPing that they should be able to burn arrows or bolts out of the air (for instance, during Ayrens funural - even though they could perhaps be able to do that in a PnP setting). This is almost the exact same thing. &lt;br /&gt;
::[[Magic:Premonition|Premonition]] - You know what is coming at you ('''but you don't''') - ''This is represented by DR.''&lt;br /&gt;
::[[Telepathy#ESP|ESP]] - You read surface thoughts ('''but you don't''') - ''This is represented by better social skills.'' &lt;br /&gt;
:DMs are of course able to overrule this (bolded parts) in any given situation as is their perogative. -- [[User:Moredo|Moredo]] - 16 September 2010.&lt;br /&gt;
::The original purpose of the guide to telepathy was to avoid metagaming abuse for all powers. Kthxbye's concern was that the description of ESP allows for such abuse. '''Let us assume that this information is sufficient to avoid metagaming abuse, then'''. (Such as using ESP to learn the identity of a disguised person, claiming that their surface thoughts betray their identity). [[User:Gurky Bogglewig|Gurky Bogglewig]] 04:00, 16 September 2010 (CDT)&lt;br /&gt;
::The description of ESP has been updated to reflect a more correct interpretation of how the skill bonuses are gained. It should not allow any kind of conscious mind-reading. [[User:TripleAught|TripleAught]] 11 October 2010&lt;br /&gt;
&lt;br /&gt;
==Emotions as thought==&lt;br /&gt;
:Perhaps we should reword it then. I mean, it's clearly suggested that ESP gives you an advantage in terms of persuade, bluff, and intimidate, but not because one is aware of surface thoughts... why don't we change that to 'surface emotions'? This doesn't imply reading actual thoughts. [[User:Gurky Bogglewig|Gurky Bogglewig]] 13:06, 14 September 2010 (CDT)&lt;br /&gt;
::My suggestion is to use body language.. The description may be something like: &amp;quot;Focusing on body language, the psionicist is able to transmit the emotions he wants conveyed: he can result persuasive, intimidating or easy to trust because of how he acts with others. Also, he is able to tell other people's emotions by their body language, often predicting what they are going to do or tell, giving the feeling (if the psionicist wishes so) to have ESP powers to read their mind, when he is instead only paying attention.&amp;quot; -- [[User:Kthxbye|Kthxbye]] 02:41, 15 September 2010 (CDT)&lt;br /&gt;
:::I disagree - I think the wording of the telepathy guide allows for a reading of surface thoughts (or at least could be specifically tweaked to say so, given it is specifically states the ruling existing to prevent metagaming abuse. All we need to say is that ESP allows a *subconscious* reading of surface thoughts - which actually translates very well into the skill bonuses the power provides - the psion is able to be more persuasive etc. because they intuitively know the right things to say or the right way to say it. I feel very strongly that as this is a *telepathic* power, it should remain *telepathic* in description/effect. The key point of the guide is that information cannot be forcibly extracted, and this would match with that perfectly. (i.e. I agree with Gurky)&lt;br /&gt;
::::Added to that - Hala for one *does* have telepathy (mind-to-mind communication) through an IG mechanic; we might be better directed to implement a working telepathy that can't be metagamed rather than trying to de-telepathise telepathy. -- Calzier 15 Sept. 2010&lt;br /&gt;
::::: (For Dreamangel) I think Calzier is spot on - we shouldn't be de-telepathizing telepathy. If anything needs a tweak, it's the Telepathy RP Guide. I agree that cheesing and metagaming needs to have some brakes put on it, but ESP without that element of surface reading is a bit silly.[[User:Gurky Bogglewig|Gurky Bogglewig]] 11:18, 15 September 2010 (CDT)&lt;br /&gt;
:::::Indeed, my concern is the possibility of abuse, especially during DM'ed sessions. Premotion and other divination spells in DM'ed events actually do allow to have glimpses of the future through DM tells. Leaving ESP as it is, players should be able to ask for surface thoughts of creatures, breaking the telepathy guide lines. Of course, we could just say ESP allows not for surface thoughts but for emotions, thing that would not allow for abuse (the psionicist roughly knows what individuals around him are feeling and adjusts accordingly, but won't be able to recognize anyone or get to know any information, while he could've through the use of surface thoughts). -- [[User:Kthxbye|Kthxbye]]&lt;br /&gt;
:::::::[http://www.tandf.co.uk/journals/pp/02699931.html Emotion is in integral part of our thought processes]. That would imply that, should we reword ESP in terms of emotion, it remains a telepathy power. [[User:Gurky Bogglewig|Gurky Bogglewig]] 08:57, 16 September 2010 (CDT)&lt;br /&gt;
::::But in a DM'd event - a power can achieve whatever the DM wants it to - thus we can do (and have done) a lot more when a DM is around by 'stretching' the effect of the power to further the plot. Surely the main point of the guide is that it is a 'guide' and it is to stop griefing/harassing/metgaming when a DM is not present. Making it 'emotion' doesn't solve the problem - and might even make it worse: PC1 &amp;quot;I read your emotions&amp;quot;, PC2: &amp;quot;no you don't&amp;quot;, PC1: &amp;quot;I do, I have ESP and it says I does. You *have* to tell me&amp;quot; etc. &lt;br /&gt;
::::The absolutely simplest solution is to insert the word &amp;quot;subconscious&amp;quot; as I mentioned before. Worst that can do is: PC1 &amp;quot;I subconsciously read your thoughts&amp;quot;, PC2: &amp;quot;Good for you; roll you skill check and I'll play along&amp;quot; PC1: &amp;quot;but I need to know your thoughts&amp;quot; PC2 &amp;quot;Ah.. you do, but subconsciously, so I couldn't possibly *tell* you, now, could I?&amp;quot;&lt;br /&gt;
:::::Umh, I thought the &amp;quot;psionicists cannot extract anything from anyone's mind&amp;quot; was a hard rule. If DMs allow that, it is another matter. At any rate, even using the term &amp;quot;subconscious&amp;quot; would leave a lot of ground for metagaming. This is because subconscious have an impact on our behavior: if I know an information &amp;quot;subconsciously&amp;quot;, I still have that, and it will modify how I act. An extreme example: I use ESP around a disguised spy/changeling/shaahesk transmutant: I will not know what they are, but subconsciously I will. This would mean that the character should find it a hard time believing them, as subconsciously he knows they are lying. Also, there are ways to let subconscious information flow and gain consciousness of the knowledge it holds. This means there would still be a possibility (OOC or IC) for transfer of information. That does not apply with emotions. In your example, PC1 could've answered &amp;quot;but if I don't know OOC, how can I adjust my character's behavior IC?&amp;quot;. Now, I know I am going by extremes, but I would like to avoid the issue altogether, rather than just making it difficult to present. Also, I would usually think that not only ESP, but every spell/power/ability that affects other characters in a RP way needs a DM to be used, so without a DM, whichever will be the RP use of ESP, a psionicist won't be able to force anyone into telling him anything. I hope I managed to explain what I wanted to say.. :S -- [[User:Kthxbye|Kthxbye]] 05:38, 19 September 2010 (CDT)&lt;br /&gt;
&lt;br /&gt;
::::::I think you're reading too much into 'surface thoughts' &amp;amp; 'subconscious' - we have the game mechanic of adjusted skill checks to cover the lack of OOC knowledge to guide IC behaviour, so long as the other player plays along. It would be in accord with the description to assume that the ESP-using psion's brain interprets the thoughts in his/her own language / frame of reference. For all we know, perhaps such thoughts are seen as images, as if looking from the target's eyes. So when you use the power you 'see' surface thoughts as imagined scenarios... sitting down to eat, killing the psion in front of them etc. I see no reason why any of this should 'unmask' a concealed character. So if the 'spy' has buried their identity deep and is good at what they do, none of their real identity will be reflected in their surface thoughts; if they are a pathetic attempt at being a spy, their thoughts will betray them - but that is a combination of the choice of the player of the spy and the pursuade, intimidate, bluff rolls of the psion - i.e. the information revealed is provided voluntarily by the target player, in accord with their RP choices. Anyone being a metagaming a$$ about it will probably be someone you don't want to be playing with anyway (i.e. metagaming is not allowed regardless; it is not an issue specific to telepathy) -- Cal&lt;/div&gt;</summary>
		<author><name>TripleAught</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=User:TripleAught/List_Of_Dungeons&amp;diff=35736</id>
		<title>User:TripleAught/List Of Dungeons</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=User:TripleAught/List_Of_Dungeons&amp;diff=35736"/>
		<updated>2010-09-13T03:48:56Z</updated>

		<summary type="html">&lt;p&gt;TripleAught: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Definition of a Dungeon:&lt;br /&gt;
It contains at least two areas.&lt;br /&gt;
It contains hostile spawns.&lt;br /&gt;
The pathway through it is either a segregated loop, i.e. you enter at x, travel through with no possibility of exit to the general module, and return to x (or very near it) when you are complete.&lt;br /&gt;
Or&lt;br /&gt;
The pathway is a dead end which must be retraced to exit.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Dungeon&lt;br /&gt;
!Distance from Meeting Spot&lt;br /&gt;
!Party Level&lt;br /&gt;
!Quest Associated?&lt;br /&gt;
!Boss?&lt;br /&gt;
!Comment&lt;br /&gt;
|-&lt;br /&gt;
|'''Elysia'''&lt;br /&gt;
|'''From Elf Gate'''&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Inner Sewers&lt;br /&gt;
|1 Transition&lt;br /&gt;
|1-10&lt;br /&gt;
|Yes&lt;br /&gt;
|Mini-Boss&lt;br /&gt;
|Multiple exits to city&lt;br /&gt;
|-&lt;br /&gt;
|Crypts&lt;br /&gt;
|2 Transitions&lt;br /&gt;
|8 - Epic&lt;br /&gt;
|No&lt;br /&gt;
|Yes&lt;br /&gt;
|If you complete it, no need to retrace your steps out&lt;br /&gt;
|-&lt;br /&gt;
|Spider Caves&lt;br /&gt;
|4 Transitions&lt;br /&gt;
|1 - Epic&lt;br /&gt;
|No&lt;br /&gt;
|Yes&lt;br /&gt;
|This dungeon is huge, leave time to hike out.&lt;br /&gt;
|-&lt;br /&gt;
|Forest of Midnight&lt;br /&gt;
|4 Transitions&lt;br /&gt;
|10 - 18&lt;br /&gt;
|Yes&lt;br /&gt;
|Yes&lt;br /&gt;
|Large area, varied spawns. Scales as you progress deeper into the forest.&lt;br /&gt;
|-&lt;br /&gt;
|Drenan's Tower&lt;br /&gt;
|6 Transitions&lt;br /&gt;
|9 - 15&lt;br /&gt;
|Yes&lt;br /&gt;
|Yes&lt;br /&gt;
|Part of a cross-module multi-stage quest&lt;br /&gt;
|-&lt;br /&gt;
|Beetle Cave&lt;br /&gt;
|6 Transitions&lt;br /&gt;
|3 - 10&lt;br /&gt;
|Yes&lt;br /&gt;
|Yes&lt;br /&gt;
|Entrance is invisible. Find a guide or wander till you fall in!&lt;br /&gt;
|-&lt;br /&gt;
|Goblin Keep&lt;br /&gt;
|7 Transitions&lt;br /&gt;
|10 - 18&lt;br /&gt;
|Yes&lt;br /&gt;
|Mini-Boss&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|'''Mikona'''&lt;br /&gt;
|'''From 'The Rock' '''&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Village Crypt&lt;br /&gt;
|0 Transitions&lt;br /&gt;
|6 - 16&lt;br /&gt;
|No&lt;br /&gt;
|No&lt;br /&gt;
|PCs less than 10th will struggle on the second area.&lt;br /&gt;
|-&lt;br /&gt;
|Ice Caves&lt;br /&gt;
|1 Transition&lt;br /&gt;
|5 - 20&lt;br /&gt;
|No&lt;br /&gt;
|Yes&lt;br /&gt;
|Scales up rapidly on the lower levels.&lt;br /&gt;
|-&lt;br /&gt;
|Iron Mine&lt;br /&gt;
|1 Transition&lt;br /&gt;
|8 - 12&lt;br /&gt;
|Yes&lt;br /&gt;
|Yes&lt;br /&gt;
|Extensive caverns with lots of variation throughout.&lt;br /&gt;
|-&lt;br /&gt;
|West Crypt&lt;br /&gt;
|2 Transitions&lt;br /&gt;
|1 - 10&lt;br /&gt;
|Yes&lt;br /&gt;
|No&lt;br /&gt;
|There's an obscure quest in the city that ends here.&lt;br /&gt;
|-&lt;br /&gt;
|Wildmagic Sewers&lt;br /&gt;
|2 Transitions&lt;br /&gt;
|15 - Epic&lt;br /&gt;
|No&lt;br /&gt;
|No&lt;br /&gt;
|Sewer entrance leads to beginning. Bring kits – casters will suffer.&lt;br /&gt;
|-&lt;br /&gt;
|Hills of Tumult&lt;br /&gt;
|2 Transitions&lt;br /&gt;
|Epic +&lt;br /&gt;
|No&lt;br /&gt;
|No&lt;br /&gt;
|No seriously, this dungeon is pain. Bring Epics and Resurrection rods&lt;br /&gt;
|-&lt;br /&gt;
|East Crypt&lt;br /&gt;
|3 Transitions&lt;br /&gt;
|5 - 10&lt;br /&gt;
|No&lt;br /&gt;
|No&lt;br /&gt;
|Tough lock to get in, bring a Rogue&lt;br /&gt;
|-&lt;br /&gt;
|Bugbears&lt;br /&gt;
|3 Transitions&lt;br /&gt;
|8 - 12&lt;br /&gt;
|No&lt;br /&gt;
|No&lt;br /&gt;
|A very straightforward dungeon - See Bugbear, Kill Bugbear.&lt;br /&gt;
|-&lt;br /&gt;
|Library Basement&lt;br /&gt;
|3 Transitions&lt;br /&gt;
|15 - Epic&lt;br /&gt;
|No&lt;br /&gt;
|No&lt;br /&gt;
|Short and sweet. Cleric playground!&lt;br /&gt;
|-&lt;br /&gt;
|'''Wilderness'''&lt;br /&gt;
|'''From Zvidureth'''&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Old Sereg Cave&lt;br /&gt;
|3 Transitions&lt;br /&gt;
|10 - 18&lt;br /&gt;
|No&lt;br /&gt;
|No&lt;br /&gt;
|No actual sereg! Cleric useful. Quality Rogue doubles dungeon size.&lt;br /&gt;
|-&lt;br /&gt;
|Hobgoblin Cave&lt;br /&gt;
|3 Transitions&lt;br /&gt;
|5 - 15&lt;br /&gt;
|No&lt;br /&gt;
|No&lt;br /&gt;
|Be prepared to make it all the way through, which can be a challenge.&lt;br /&gt;
|-&lt;br /&gt;
|Verossan Temple&lt;br /&gt;
|4 Transitions&lt;br /&gt;
|5 - 15&lt;br /&gt;
|Yes&lt;br /&gt;
|No&lt;br /&gt;
|Expect to try this at least twice before success.&lt;br /&gt;
|-&lt;br /&gt;
|Quickling Cave&lt;br /&gt;
|5 Transitions&lt;br /&gt;
|8 - 12&lt;br /&gt;
|Yes&lt;br /&gt;
|Yes&lt;br /&gt;
|Entrance is well hidden, requires good eyes. Evil characters: Look for alternate quest.&lt;br /&gt;
|-&lt;br /&gt;
|Yuan-Ti Cave&lt;br /&gt;
|6 Transitions&lt;br /&gt;
|10 - 18&lt;br /&gt;
|No&lt;br /&gt;
|No&lt;br /&gt;
|Old dungeon. Mostly closed for IC reasons.&lt;br /&gt;
|-&lt;br /&gt;
|Fire Beetle Hole&lt;br /&gt;
|6 Transitions&lt;br /&gt;
|3 - 10&lt;br /&gt;
|No&lt;br /&gt;
|Yes&lt;br /&gt;
|Entrance is hidden, requires good eyes.&lt;br /&gt;
|-&lt;br /&gt;
|Orcscourge Cavern&lt;br /&gt;
|6 Transitions&lt;br /&gt;
|10 - 18&lt;br /&gt;
|No&lt;br /&gt;
|Yes&lt;br /&gt;
|Obscure world lore trumps high DEX to continue.&lt;br /&gt;
|-&lt;br /&gt;
|Golem Cave&lt;br /&gt;
|7 Transitions&lt;br /&gt;
|10 - Epic&lt;br /&gt;
|No&lt;br /&gt;
|No&lt;br /&gt;
|Last 2 rooms are very difficult, be prepared.&lt;br /&gt;
|-&lt;br /&gt;
|Giant Cave&lt;br /&gt;
|8 Transitions&lt;br /&gt;
|10 - 18&lt;br /&gt;
|No&lt;br /&gt;
|No&lt;br /&gt;
|A short dungeon but with some fun fights&lt;br /&gt;
|-&lt;br /&gt;
|Slaver Cove&lt;br /&gt;
|9 Transitions&lt;br /&gt;
|15 - 20&lt;br /&gt;
|No&lt;br /&gt;
|Yes&lt;br /&gt;
|Challenging with lots of unique features and a good boss fight.&lt;br /&gt;
|-&lt;br /&gt;
|Shaahesk Cave&lt;br /&gt;
|10 Transitions&lt;br /&gt;
|Epic +&lt;br /&gt;
|No&lt;br /&gt;
|Yes&lt;br /&gt;
|Deep in Shaahesk raiding territory. Travel is almost as hard as the dungeon!&lt;br /&gt;
|-&lt;br /&gt;
|Drotid Pass&lt;br /&gt;
|12 Transitions&lt;br /&gt;
|Epic +&lt;br /&gt;
|No&lt;br /&gt;
|No&lt;br /&gt;
|Pure Epic Brutality. Come to this dungeon if you have a deathwish or something to prove.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;/div&gt;</summary>
		<author><name>TripleAught</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=User:TripleAught/List_Of_Dungeons&amp;diff=35735</id>
		<title>User:TripleAught/List Of Dungeons</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=User:TripleAught/List_Of_Dungeons&amp;diff=35735"/>
		<updated>2010-09-13T03:18:42Z</updated>

		<summary type="html">&lt;p&gt;TripleAught: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Definition of a Dungeon:&lt;br /&gt;
It contains at least two areas.&lt;br /&gt;
It contains hostile spawns.&lt;br /&gt;
The pathway through it is either a segregated loop, i.e. you enter at x, travel through with no possibility of exit to the general module, and return to x (or very near it) when you are complete.&lt;br /&gt;
Or&lt;br /&gt;
The pathway is a dead end which must be retraced to exit.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Dungeon&lt;br /&gt;
!Distance from Meeting Spot&lt;br /&gt;
!Difficulty&lt;br /&gt;
!Quest Associated?&lt;br /&gt;
!Boss?&lt;br /&gt;
!Comment&lt;br /&gt;
|-&lt;br /&gt;
|Elysia&lt;br /&gt;
|From Elf Gate&lt;br /&gt;
|Party Level&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Crypts&lt;br /&gt;
|2 Transitions&lt;br /&gt;
|8-Epic&lt;br /&gt;
|No&lt;br /&gt;
|Yes&lt;br /&gt;
|If you complete it, no need to retrace your steps out&lt;br /&gt;
|-&lt;br /&gt;
|Inner Sewers&lt;br /&gt;
|1 Transition&lt;br /&gt;
|1-10&lt;br /&gt;
|Yes&lt;br /&gt;
|Mini-Boss&lt;br /&gt;
|Multiple exits to city&lt;br /&gt;
|-&lt;br /&gt;
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|&lt;/div&gt;</summary>
		<author><name>TripleAught</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=User:TripleAught/List_Of_Dungeons&amp;diff=35734</id>
		<title>User:TripleAught/List Of Dungeons</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=User:TripleAught/List_Of_Dungeons&amp;diff=35734"/>
		<updated>2010-09-13T03:18:13Z</updated>

		<summary type="html">&lt;p&gt;TripleAught: New page: Definition of a Dungeon: It contains at least two areas. It contains hostile spawns. The pathway through it is either a segregated loop, i.e. you enter at x, travel through with no possibi...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Definition of a Dungeon:&lt;br /&gt;
It contains at least two areas.&lt;br /&gt;
It contains hostile spawns.&lt;br /&gt;
The pathway through it is either a segregated loop, i.e. you enter at x, travel through with no possibility of exit to the general module, and return to x (or very near it) when you are complete.&lt;br /&gt;
Or&lt;br /&gt;
The pathway is a dead end which must be retraced to exit.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Dungeon&lt;br /&gt;
!Distance from Meeting Spot&lt;br /&gt;
!Difficulty&lt;br /&gt;
!Quest Associated?&lt;br /&gt;
!Boss?&lt;br /&gt;
!Comment&lt;br /&gt;
|-&lt;br /&gt;
|Elysia&lt;br /&gt;
|From Elf Gate&lt;br /&gt;
|Party Level&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Crypts&lt;br /&gt;
|2 Transitions&lt;br /&gt;
|8-Epic&lt;br /&gt;
|No&lt;br /&gt;
|Yes&lt;br /&gt;
|If you complete it, no need to retrace your steps out&lt;br /&gt;
|-&lt;br /&gt;
|Inner Sewers&lt;br /&gt;
|1 Transition&lt;br /&gt;
|1-10&lt;br /&gt;
|Yes&lt;br /&gt;
|Mini-Boss&lt;br /&gt;
|Multiple exits to city&lt;br /&gt;
|-&lt;br /&gt;
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|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;/div&gt;</summary>
		<author><name>TripleAught</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=User:TripleAught/Category:Abjuration&amp;diff=35733</id>
		<title>User:TripleAught/Category:Abjuration</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=User:TripleAught/Category:Abjuration&amp;diff=35733"/>
		<updated>2010-09-13T02:31:38Z</updated>

		<summary type="html">&lt;p&gt;TripleAught: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Abjuration spells are used to shield the caster from magical and physical attacks. Abjurations are protective spells. They create physical or magical barriers, negate magical or physical abilities, harm trespassers, or even banish the subject to another plane of existence.&lt;br /&gt;
&lt;br /&gt;
If more than one abjuration spell is active within 10 feet of another for 24 hours or more, the magical fields interfere with each other and create barely visible energy fluctuations. The DC to find such spells with the Search skill drops by 4.&lt;br /&gt;
&lt;br /&gt;
If an abjuration creates a barrier that keeps certain types of creatures at bay, the barrier cannot be used to push away those creatures. If the character forces the barrier against such a creature, the character feels a discernible pressure against the barrier. If the character continues to apply pressure, the character breaks the spell.&lt;br /&gt;
&lt;br /&gt;
Prohibited School: [[Conjuration|Conjuration]]&lt;/div&gt;</summary>
		<author><name>TripleAught</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=User:TripleAught/Category:Abjuration&amp;diff=35732</id>
		<title>User:TripleAught/Category:Abjuration</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=User:TripleAught/Category:Abjuration&amp;diff=35732"/>
		<updated>2010-09-13T02:28:24Z</updated>

		<summary type="html">&lt;p&gt;TripleAught: New page: Abjuration spells are used to shield the caster from magical and physical attacks. Abjurations are protective spells. They create physical or magical barriers, negate magical or physical a...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Abjuration spells are used to shield the caster from magical and physical attacks. Abjurations are protective spells. They create physical or magical barriers, negate magical or physical abilities, harm trespassers, or even banish the subject to another plane of existence.&lt;br /&gt;
&lt;br /&gt;
If more than one abjuration spell is active within 10 feet of another for 24 hours or more, the magical fields interfere with each other and create barely visible energy fluctuations. The DC to find such spells with the Search skill drops by 4.&lt;br /&gt;
&lt;br /&gt;
If an abjuration creates a barrier that keeps certain types of creatures at bay, the barrier cannot be used to push away those creatures. If the character forces the barrier against such a creature, the character feels a discernible pressure against the barrier. If the character continues to apply pressure, the character breaks the spell.&lt;br /&gt;
&lt;br /&gt;
Prohibited School: [[Category:Conjuration|Conjuration]]&lt;/div&gt;</summary>
		<author><name>TripleAught</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=User:TripleAught&amp;diff=35731</id>
		<title>User:TripleAught</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=User:TripleAught&amp;diff=35731"/>
		<updated>2010-09-13T01:47:13Z</updated>

		<summary type="html">&lt;p&gt;TripleAught: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Staff'''&lt;br /&gt;
&lt;br /&gt;
'''DM Avatar''' None Currently&lt;br /&gt;
&lt;br /&gt;
'''TimeZone''' GMT -5 or Eastern Standard Time&lt;br /&gt;
&lt;br /&gt;
'''Characters'''&lt;br /&gt;
&lt;br /&gt;
Main: James va'Kurane IV.  A young noblewoman from [[Calazeria]] who was sent to [[Kuras]] by her father.  She's down in the South due to the conflict in her homeland. While it would be possible for her to return, she's unlikely to go back while the wars continue.&lt;br /&gt;
&lt;br /&gt;
Alt Character: Aarilaxis. An aspiring Annihilator, Aarilaxis has a growing hatred of the warmbloods who inhabit the central region of Avlis. He is favored of Aarilax, who gives him spells that he may take what he desires. He is proficient with the Halbred and a formidable opponent in combat.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''Former Editor-in-Chief''' of World Forge Magazine[http://www.worldforgeonline.com] featuring new world settings, articles on world building, running roleplaying campaigns, online gaming, and fiction. Subscription required.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Player|TripleAught]]&lt;br /&gt;
[[Category:Team|TripleAught]]&lt;br /&gt;
[[Category:Team:WikiAdmin|TripleAught]]&lt;/div&gt;</summary>
		<author><name>TripleAught</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Valok&amp;diff=35730</id>
		<title>Valok</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Valok&amp;diff=35730"/>
		<updated>2010-09-13T00:57:16Z</updated>

		<summary type="html">&lt;p&gt;TripleAught: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Greater_Gods]]&lt;br /&gt;
{{Deities}}&lt;br /&gt;
----&lt;br /&gt;
[[Image:Valok.jpg|right|150px]]&lt;br /&gt;
'''Colors:''' Gold&lt;br /&gt;
&lt;br /&gt;
'''Alignment:''' [[Alignment#Lawful_Evil|Lawful Evil]]&lt;br /&gt;
&lt;br /&gt;
'''Worshippers' Alignment:''' Lawful Neutral, Lawful Evil&lt;br /&gt;
&lt;br /&gt;
'''Area of Control:''' [[Orc|Orcs]], Politics, Intrigue&lt;br /&gt;
&lt;br /&gt;
'''Clerical Domains:''' [[Magic:Level#Destruction|Destruction]], [[Magic:Level#Evil|Evil]], [[Magic:Level#Knowledge|Knowledge]], [[Magic:Level#Protection|Protection]], [[Magic:Level#Trickery|Trickery]]&lt;br /&gt;
&lt;br /&gt;
'''Holy Warrior:''' [[Dominator]]&lt;br /&gt;
&lt;br /&gt;
'''Religious Orders:''' [[Guild:_Order_of_Valok|The Order of Valok]]&lt;br /&gt;
&lt;br /&gt;
'''Center of Worship:''' [[Brekon (city)|Brekon]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Good and evil are all relative. There really is no one undisputable &amp;quot;Good&amp;quot; with a capital &amp;quot;G&amp;quot;. What's good for one is evil for another. Many of these so-called &amp;quot;good gods&amp;quot; preach that you must give aid to others so that they can go onward. The thought here is that giving aid is always a good thing. They are wrong. You know that bum on the street that everyone has encountered somewhere in their lives? The bum that asks you for money all the time? Giving him money is a &amp;quot;good&amp;quot; thing right? After all, you are helping the poor soul. Wrong. How do you know what that man will do with the money? What if he uses it for &amp;quot;evil&amp;quot; purposes, like hiring an assassin? What if he amasses enough money from begging to buy him an entire fiefdom, which he then uses to make war on the very people who donated the money? Who's to say he won't do that?&lt;br /&gt;
&lt;br /&gt;
Valok is the father-god of Orcs. They follow his mindset.... that it's ok to get what you want, but don't make people hate you in the process. Having friends can be very helpful for getting what you want later. Now, if someone screws you over, by all means, take care of him or her. But not in public! Ideally, we can all get along with everyone else if only they just wouldn't get in our way. We don't want to destroy them. We just want to win as much as we can. &lt;br /&gt;
&lt;br /&gt;
The followers of gods that are dubbed &amp;quot;good&amp;quot; or &amp;quot;neutral&amp;quot; all have one major problem. They do not give enough time to the development of the self. But what does this have to do with enlightenment, and how does one achieve it?&lt;br /&gt;
&lt;br /&gt;
Enlightenment is within. If doing something for someone else will not help YOU, then you have no business doing it. Only self-discipline and devotion can help YOU. Focusing on things outside of yourself is a waste of time, because you are not responsible for anyone else but you. &amp;quot;Self maintenance is a monumental task.&amp;quot; the holy saying goes. You have ENOUGH things to do with improving your own spiritual predicaments. What do you get by doing things for the spiritual predicaments of others? Absolutely nothing with the possible exception of maybe a &amp;quot;good&amp;quot; feeling.&lt;br /&gt;
&lt;br /&gt;
The one who has disciplined their mind and calmed their inner senses will know Valok's Glory and Will. Glory is a better term to describe a &amp;quot;good&amp;quot; feeling that is directed inward. Valok hails glory. We should all strive for glory for it is Valok's way of condoning our actions and telling us that we are making improvements within ourselves.&lt;br /&gt;
&lt;br /&gt;
So how should others be treated? Smile. If others are expecting a sense of &amp;quot;good&amp;quot;, then give that to them. It is not wrong to give someone something if it benefits you in the end. It is ESPECIALLY not wrong to give someone something when it is an empty thing and you have lost nothing from giving it.&lt;br /&gt;
&lt;br /&gt;
If there are people who do not approve of your self-improvement quest, then you should have understanding towards them. However, do not let them walk all over you. Get around them. Intrigue was the tool Valok gave us to help ourselves when others will not allow it. If you cannot go through something, go around it. Compose yourself and be disciplined. Know that Valok approves of what you do and it is not becoming of one of his followers to be obtuse. An obtuse mind is not a disciplined one.&lt;br /&gt;
&lt;br /&gt;
Valok has temples in [[Mikona]], [[Crullath]], and [[Verloghokbol]] ; [[Brekon (nation)|Brekon]] is the center of his worship on Avlis.&lt;/div&gt;</summary>
		<author><name>TripleAught</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Valok&amp;diff=35729</id>
		<title>Valok</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Valok&amp;diff=35729"/>
		<updated>2010-09-13T00:51:31Z</updated>

		<summary type="html">&lt;p&gt;TripleAught: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Greater_Gods]]&lt;br /&gt;
{{Deities}}&lt;br /&gt;
----&lt;br /&gt;
[[Image:Valok.jpg|right|150px]]&lt;br /&gt;
'''Colors:''' Gold&lt;br /&gt;
&lt;br /&gt;
'''Alignment:''' [[Alignment#Lawful_Evil|Lawful Evil]]&lt;br /&gt;
&lt;br /&gt;
'''Worshippers' Alignment:''' Lawful Neutral, Lawful Evil&lt;br /&gt;
&lt;br /&gt;
'''Area of Control:''' [[Orc|Orcs]], Politics, Intrigue&lt;br /&gt;
&lt;br /&gt;
'''Clerical Domains:''' [[Magic:Level#Destruction|Destruction]], [[Magic:Level#Evil|Evil]], [[Magic:Level#Knowledge|Knowledge]], [[Magic:Level#Protection|Protection]], [[Magic:Level#Trickery|Trickery]]&lt;br /&gt;
&lt;br /&gt;
'''Holy Warrior:''' [[Dominator]]&lt;br /&gt;
&lt;br /&gt;
'''Religious Orders:''' [[Guild:_Order_of_Valok|The Order of Valok]]&lt;br /&gt;
&lt;br /&gt;
'''Center of Worship:''' [[Brekon (city)|Brekon]]&lt;br /&gt;
&lt;br /&gt;
[http://www.avlis.org/portal.php?getpage=valok More information on Valok]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Good and evil are all relative. There really is no one undisputable &amp;quot;Good&amp;quot; with a capital &amp;quot;G&amp;quot;. What's good for one is evil for another. Many of these so-called &amp;quot;good gods&amp;quot; preach that you must give aid to others so that they can go onward. The thought here is that giving aid is always a good thing. They are wrong. You know that bum on the street that everyone has encountered somewhere in their lives? The bum that asks you for money all the time? Giving him money is a &amp;quot;good&amp;quot; thing right? After all, you are helping the poor soul. Wrong. How do you know what that man will do with the money? What if he uses it for &amp;quot;evil&amp;quot; purposes, like hiring an assassin? What if he amasses enough money from begging to buy him an entire fiefdom, which he then uses to make war on the very people who donated the money? Who's to say he won't do that?&lt;br /&gt;
&lt;br /&gt;
Valok is the father-god of Orcs. They follow his mindset.... that it's ok to get what you want, but don't make people hate you in the process. Having friends can be very helpful for getting what you want later. Now, if someone screws you over, by all means, take care of him or her. But not in public! Ideally, we can all get along with everyone else if only they just wouldn't get in our way. We don't want to destroy them. We just want to win as much as we can. &lt;br /&gt;
&lt;br /&gt;
The followers of gods that are dubbed &amp;quot;good&amp;quot; or &amp;quot;neutral&amp;quot; all have one major problem. They do not give enough time to the development of the self. But what does this have to do with enlightenment, and how does one achieve it?&lt;br /&gt;
&lt;br /&gt;
Enlightenment is within. If doing something for someone else will not help YOU, then you have no business doing it. Only self-discipline and devotion can help YOU. Focusing on things outside of yourself is a waste of time, because you are not responsible for anyone else but you. &amp;quot;Self maintenance is a monumental task.&amp;quot; the holy saying goes. You have ENOUGH things to do with improving your own spiritual predicaments. What do you get by doing things for the spiritual predicaments of others? Absolutely nothing with the possible exception of maybe a &amp;quot;good&amp;quot; feeling.&lt;br /&gt;
&lt;br /&gt;
The one who has disciplined their mind and calmed their inner senses will know Valok's Glory and Will. Glory is a better term to describe a &amp;quot;good&amp;quot; feeling that is directed inward. Valok hails glory. We should all strive for glory for it is Valok's way of condoning our actions and telling us that we are making improvements within ourselves.&lt;br /&gt;
&lt;br /&gt;
So how should others be treated? Smile. If others are expecting a sense of &amp;quot;good&amp;quot;, then give that to them. It is not wrong to give someone something if it benefits you in the end. It is ESPECIALLY not wrong to give someone something when it is an empty thing and you have lost nothing from giving it.&lt;br /&gt;
&lt;br /&gt;
If there are people who do not approve of your self-improvement quest, then you should have understanding towards them. However, do not let them walk all over you. Get around them. Intrigue was the tool Valok gave us to help ourselves when others will not allow it. If you cannot go through something, go around it. Compose yourself and be disciplined. Know that Valok approves of what you do and it is not becoming of one of his followers to be obtuse. An obtuse mind is not a disciplined one.&lt;br /&gt;
&lt;br /&gt;
Valok has temples in [[Mikona]], [[Crullath]], and [[Verloghokbol]] ; [[Brekon (nation)|Brekon]] is the center of his worship on Avlis.&lt;/div&gt;</summary>
		<author><name>TripleAught</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Magic_System&amp;diff=35645</id>
		<title>Magic System</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Magic_System&amp;diff=35645"/>
		<updated>2010-09-07T19:51:39Z</updated>

		<summary type="html">&lt;p&gt;TripleAught: /* ''Spiderskin'': */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Systems}}&lt;br /&gt;
[[Category:Magic| Magic System]]&lt;br /&gt;
[[Category:Systems|Magic System]]&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
[[magic:Spell List|Spell List]] | [[shs:artificing|Artificing System]]&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
='''Introduction'''=&lt;br /&gt;
All standard NWN spells plus additional copap spell pack spells have been hooked with the exception of Gate. For more information, check below.&lt;br /&gt;
&lt;br /&gt;
='''Current Versions on Servers'''=&lt;br /&gt;
1.8.0.4d (Current - ca. December 9, 2008)&lt;br /&gt;
&lt;br /&gt;
= '''[[shs:artificing|Artificing]]''' =&lt;br /&gt;
Artificing is the art of creating magic items.  It is similar to the crafting system and detailed here:&lt;br /&gt;
[[shs:artificing|Artificing]].&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Version 1.6.0.3 Changes/Bug Fixes:&amp;lt;/u&amp;gt;===&lt;br /&gt;
- Fixed [http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=1053 Bug #1053] - Stored caster level not being used when scribed scrolls are activated.&amp;lt;br&amp;gt;&lt;br /&gt;
- Fixed [http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=1054 Bug #1054] - Metamagic Feats not being used when scribed scrolls are activated.&amp;lt;br&amp;gt;&lt;br /&gt;
- Fixed [http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=1060 Bug #1060] - Scribe Scroll - Sorcerers and Wizards need 13 Levels to Scribe instead of 7.&amp;lt;br&amp;gt;&lt;br /&gt;
- Fixed [http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=1063 Bug #1063] - Metamagic feats not affecting cost or reward of scroll creation.&amp;lt;br&amp;gt;&lt;br /&gt;
- Fixed [http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=1065 Bug #1065] - Scribe Scroll does not report artificing xp gained - only total xp.&amp;lt;br&amp;gt;&lt;br /&gt;
- Fixed [http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=1068 Bug #1068] - Some scribed scrolls come out unidentified.&amp;lt;br&amp;gt;&lt;br /&gt;
- Fixed [http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=1072 Bug #1072] - Scribe Scroll not costing additional xp for a higher caster level.&amp;lt;br&amp;gt;&lt;br /&gt;
- Fixed [http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=1073 Bug #1073] - Scribe Scroll DC should be variable, based on total scroll power.&amp;lt;br&amp;gt;&lt;br /&gt;
- Fixed [http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=1074 Bug #1074] - Artificing needs an Improbable DC.&amp;lt;br&amp;gt;&lt;br /&gt;
- Added colors and spell level to player output.&amp;lt;br&amp;gt;&lt;br /&gt;
- Made some changes to decrease lag.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Version 1.6.0.4 Changes/Bug Fixes:&amp;lt;/u&amp;gt;===&lt;br /&gt;
- Fixed [http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=1086 Bug #1086] - Druids/Clerics not receiving wisdom bonus for Artificing&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Version 1.7.2.0 Changes/Bug Fixes:&amp;lt;/u&amp;gt;===&lt;br /&gt;
- Improved artificing feedback&amp;lt;br&amp;gt;&lt;br /&gt;
- Added scribing animation&amp;lt;br&amp;gt;&lt;br /&gt;
- Base scroll creation time changed to 1 turn&amp;lt;br&amp;gt;&lt;br /&gt;
- Scribing can fail due to bad weather&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Version 1.7.2.2 Changes/Bug Fixes:&amp;lt;/u&amp;gt;===&lt;br /&gt;
- Added scribing restrictions&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Version 1.7.3.1 Changes/Bug Fixes:&amp;lt;/u&amp;gt;===&lt;br /&gt;
- Fixed [http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=1310 Bug #1310] - Scibed Scrolls do not use the scribe's DC&amp;lt;br&amp;gt;&lt;br /&gt;
- Fixed Angadar check.  Arcane scrolls above 4th level cannot be scribed by non-Angadarians.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Version 1.7.3.3 Changes/Bug Fixes:&amp;lt;/u&amp;gt;===&lt;br /&gt;
- Removed Scribing restrictions&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Version 1.7.3.3.5 Changes/Bug Fixes:&amp;lt;/u&amp;gt;===&lt;br /&gt;
- Added the list of [[Magic:Spell_List/CoPaP_168_Spell_List|CoPaP 1.68 spells.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Version 1.7.3.4 Changes/Bug Fixes:&amp;lt;/u&amp;gt;===&lt;br /&gt;
- Reduced xp costs for scroll scribing by 25%&amp;lt;br&amp;gt;&lt;br /&gt;
- Increased artificing xp gains by 20%&amp;lt;br&amp;gt;&lt;br /&gt;
- Fixed [http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=2092 bug #2092].&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Version 1.8 Onward Changes/Bust Fixes:&amp;lt;/u&amp;gt;===&lt;br /&gt;
- Added wand artificing.&amp;lt;br&amp;gt;&lt;br /&gt;
- Reduced scribing times.&amp;lt;br&amp;gt;&lt;br /&gt;
- Fixed a variety of wand problems and scribing problems.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= '''Metamagic''' =&lt;br /&gt;
Version 1.5 introduces a new implementation of metamagic feats which allows the use of multiple feats with a spell.  Due to the limitations of the system, there are a few caveats.  First, stacking is only possible through the use of items called metamagic rods.  Second, these rods will only work with hooked spells.  Spells that have not yet been hooked will gain no benefits from them.  You will find Empower, Extend and Maximize rods, in addition to the new feat listed below.  Unfortunately, due to engine limitations, Still, Silent and Quicken spell cannot be made into rods at this time.&lt;br /&gt;
&lt;br /&gt;
Version 1.5 also introduces a new Metamagic feat available exclusively through metamagic rods: '''Energy Substitution'''.  This new feat allows you to alter the energy type of a spell.  This opens the doors for many new spells, such as ''cold bolt'', ''acid ball'' and ''sonic weapon'' just by replacing the energy type.  The feat currently has 5 flavors: Acid, cold, electricity, fire and sonic.  They do not stack (that's a different feat.)  I have attempted, as best I could, to make visual effects for spells match these new damage types.  You will note some spells had a larger degreee of success.  Suggestions for improvement are always welcome.&lt;br /&gt;
&lt;br /&gt;
The following spells can currently benefit from elemental substitution: all level 0-9 elemental spells.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Version 1.6 Changes/Bug Fixes:&amp;lt;/u&amp;gt;===&lt;br /&gt;
- Added Augment Summoning rod and implemented it with the summon creature 1-9 spells.&amp;lt;br&amp;gt;&lt;br /&gt;
- [http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=980 Bug #980]: Can't substitute acid for firebrand&amp;lt;br&amp;gt;&lt;br /&gt;
- [http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=983 Bug #983]: Flame Arrow not elemental substituting&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Augment Summoning [General] ==&lt;br /&gt;
Your summoned creatures are better than normal.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Prerequisites:''' Spellcaster level 2nd+.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Benefit:''' Creatures you conjure with any summon spell gain +1 hit points per Hit Die and a +1 competence modifier on attacks and damage rolls.&lt;br /&gt;
&lt;br /&gt;
== Energy Substitution [Metamagic] ==&lt;br /&gt;
You can modify a spell that uses one type of energy to use another type of energy.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Prerequisites:''' Any other metamagic feat, 5 ranks in Knowledge (arcana).&amp;lt;br&amp;gt;&lt;br /&gt;
'''Benefit:''' Choose one type of energy: acid, cold, electricity, fire, or sonic.  You can modify a spell with an energy designator to use the chosen type of energy instead.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Special:''' You can gain this feat multiple times, each time it applies to a different type of energy.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Slots:''' +0&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
='''Use Magic Device'''=&lt;br /&gt;
If you attempt to use a scroll, staff or wand with a spell that you cannot cast, you must make a successful Use Magic Device or Spellcraft check.  The system will compare ranks in the two skills and use the highest of the two for your character.  If you have at least 5 ranks in the lower skill, you will get a +2 synergy bonus for the check.&lt;br /&gt;
&lt;br /&gt;
If you are a divine caster attempting to use an item with an arcane spell or an arcane caster trying to an item with a divine spell, one of the following things will happen:&lt;br /&gt;
* If you have rogue, bard or assassin levels and ranks in UMD, you will make a UMD check - not a spellcraft check.&lt;br /&gt;
* The attempt will fail.&lt;br /&gt;
&lt;br /&gt;
Those with Use Magic Device skill, when using non-wand and non-scroll implements will receive +1 to caster level and spell DC per every 5 base ranks in UMD.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;DCs:&amp;lt;/u&amp;gt;===&lt;br /&gt;
25 + spell level for UMD scroll checks.&amp;lt;br&amp;gt;&lt;br /&gt;
20 + spell level for staff and wand UMD checks.&amp;lt;br&amp;gt;&lt;br /&gt;
20 + spell level for all Spellcraft checks.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Open Bugs:&amp;lt;/u&amp;gt;===&lt;br /&gt;
- [http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=901 Bug #901]: Assassin not counted for UMD checks in Spellhooking 1.5&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Version 1.2 changes:&amp;lt;/u&amp;gt;===&lt;br /&gt;
- Removed rods from the UMD check.&amp;lt;br&amp;gt;&lt;br /&gt;
- Removed &amp;lt;i&amp;gt;raise dead&amp;lt;/i&amp;gt; scrolls from the UMD check.&amp;lt;br&amp;gt;&lt;br /&gt;
- Removed the notice when an innate ability is used successfully.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Version 1.4 Changes:&amp;lt;/u&amp;gt;===&lt;br /&gt;
- Removed the notice when an innate ability is used unsuccessfully.&amp;lt;br&amp;gt;&lt;br /&gt;
- Removed &amp;lt;i&amp;gt;protection from alignment&amp;lt;/i&amp;gt; scrolls from the UMD check. ([http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=495 Bug #495])&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Version 1.7.2.1 changes:&amp;lt;/u&amp;gt;===	 &lt;br /&gt;
- Clerics using spell scrolls must now have the appropriate domain to cast from scrolls that are domain restricted spells. i.e. a cleric using a barkskin scroll must have the plant domain or it is an automatic failure. This applies only to spellcraft checks.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Version 1.7.2.2 changes:&amp;lt;/u&amp;gt;===	&lt;br /&gt;
- Fixed an issue with muticlass chars to see if a scroll can be read from any magic using class.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Version 1.8 changes/fixes&amp;lt;/u&amp;gt;===&lt;br /&gt;
- Added implement bonus.&amp;lt;br&amp;gt;&lt;br /&gt;
- Removed implement bonuses for potions.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= '''Spells Granted by Deities''' =&lt;br /&gt;
When casting divine spells on Avlis, you must have a valid Avlis deity in your deity field to cast spells above 3rd level.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;u&amp;gt;Notes:&amp;lt;/u&amp;gt; ===&lt;br /&gt;
- Currently this is only implemented for clerics. It will be implemented soon for Blackguards, Druids, Paladins and Rangers. &lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;u&amp;gt;Version 1.2 Changes:&amp;lt;/u&amp;gt; ===&lt;br /&gt;
- Spells cast from items do not need to make this check. &lt;br /&gt;
- Deities with apostraphes in their name no longer cause problems.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;u&amp;gt;Version 1.4 Changes:&amp;lt;/u&amp;gt; ===&lt;br /&gt;
- Divine casters unable to reach their diety can now cast spells up to level 3 instead of level 2. &lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;u&amp;gt;Version 1.5 Changes:&amp;lt;/u&amp;gt; ===&lt;br /&gt;
- The deity check was broken due to a typo. This has been fixed. &lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;u&amp;gt;Version 1.6 Changes/Bug Fixes:&amp;lt;/u&amp;gt; ===&lt;br /&gt;
- DMs can now mark a character as out of favor with his deity. An out of favor character cannot cast any spells - arcane or divine. &lt;br /&gt;
- Fixed debugging output that was not using the DEBUG check.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Version 1.7.3.2 Changes/Bug Fixes:&amp;lt;/u&amp;gt;===&lt;br /&gt;
- Epic spells are considered level 10 spells. Divine casters unable to reach their diety cannot cast epic spells&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Recent Changes&amp;lt;/u&amp;gt;===&lt;br /&gt;
- Added Aarilax to ranger deity list.&lt;br /&gt;
&lt;br /&gt;
='''Andrinor's Trust =&lt;br /&gt;
As of version 1.8 Andrinor's Trust variable is used to determine whether an individual is eligible to use an Advanced Mage Specialization ability. The Mark is awarded to members of either the Nine Mage Orders or the Web of Angadar. Additional special exceptions exist.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Notes:&amp;lt;/u&amp;gt; ===&lt;br /&gt;
- This feature is dual implementation. The Trust requires a physical &amp;quot;Trust&amp;quot; item to use certain keys/locked doors, but also requires a database entry to actually be &amp;quot;flagged&amp;quot; as a member of the Orders.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Version 1.6 Changes/Bug Fixes:&amp;lt;/u&amp;gt; ===&lt;br /&gt;
- [http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=908 Bug #908]: Shapechange is considered a level 0 spell instead of level 9 spell&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Version 1.7.3.2 Changes/Bug Fixes:&amp;lt;/u&amp;gt;===&lt;br /&gt;
- Epic spells are considered level 10 spells. Those that are not in the Trust cannot cast epic spells&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Version 1.8 changes/bug fixes:&amp;lt;/u&amp;gt;===&lt;br /&gt;
- Removed spellcasting restriction.&amp;lt;br&amp;gt;&lt;br /&gt;
- Implemented AMS triggers based on Trust mark.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
='''Share Spell'''=&lt;br /&gt;
&amp;lt;font color=red&amp;gt;'''NOTE:''' Share Spell is currently turned off as of 1.6.0.2.&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Sorcerers and wizards can share spells with their familiars. Druids and Rangers can share spells with their animal companions.  To do this, you must have your familiar or animal companion summoned and within five feet of you. Any buff spell you cast on yourself will affect your familiar as well.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Version 1.5 Changes:&amp;lt;/u&amp;gt;===&lt;br /&gt;
- Spells such as [i]flame weapon[/i] should no longer affect familiars.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Version 1.6 Changes/Bug Fixes: &amp;lt;/u&amp;gt;===&lt;br /&gt;
- Implemented a completely new share spell system.&amp;lt;br&amp;gt;&lt;br /&gt;
- Share spell now works for druid and ranger animal companions.&amp;lt;br&amp;gt;&lt;br /&gt;
- [http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=453 Bug #453]: Pale Master Summon summons 2 creatures instead of one when familair is out.&amp;lt;br&amp;gt;&lt;br /&gt;
- [http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=531 Bug #531]: Share Spell does not take Metamagic feats into account&amp;lt;br&amp;gt;&lt;br /&gt;
- [http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=718 Bug #718]: Share Spell should not work with shapechange&amp;lt;br&amp;gt;&lt;br /&gt;
- [http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=863 Bug #863]: shared summon ''elemental swarm'' spell.&amp;lt;br&amp;gt;&lt;br /&gt;
- [http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=899 Bug #899]: Magic 1.5 Shared Spells Have Visual Effects&amp;lt;br&amp;gt;&lt;br /&gt;
- [http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=900 Bug #900]: Familiars Share Spells Mages Shouldn't Be Able to Cast&amp;lt;br&amp;gt;&lt;br /&gt;
- [http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=909 Bug #909]: Share Spell is not Using Spellhooking&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Version 1.6.0.2 Changes/Bug Fixes: &amp;lt;/u&amp;gt;===&lt;br /&gt;
- Tried to reduce the amount of lag share spell is causing.&lt;br /&gt;
&lt;br /&gt;
='''Changes to Bioware Spells'''=&lt;br /&gt;
Changes to spells can now be found here: [http://www.avlis.org/wiki/].  This list will be growing considerably over the next few weeks; however most spells that have been modified have only had visual effects removed.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Open Bugs:&amp;lt;/u&amp;gt;===&lt;br /&gt;
- [http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=418 Bug #428]: Arcane spells are requiring Divine caster checks when they shouldn't.&amp;lt;br&amp;gt;&lt;br /&gt;
- [http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=479 Bug #479]: Custom race casters are having stat issuesafter the end of the [i]polymorph[/i] spell.&amp;lt;br&amp;gt;&lt;br /&gt;
- [http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=508 Bug #508]: Cloud of Bewilderment affects everyone in the AoE.&amp;lt;br&amp;gt;&lt;br /&gt;
- [http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=644 Bug #644]: Regeneration effects staying after ''polymorph'' canceled.&amp;lt;br&amp;gt;&lt;br /&gt;
- [http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=857 Bug #857]: ''Epic mage armor'' and ''epic warding'' need visual effects removed.&amp;lt;br&amp;gt;&lt;br /&gt;
- [http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=862 Bug #862]: ''True seeing'' always gets dispelled by ''dispel magic''.&amp;lt;br&amp;gt;&lt;br /&gt;
- [http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=893 Bug #893]: Inexplicable undead graft immunity.&amp;lt;br&amp;gt;&lt;br /&gt;
- [http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=928 Bug #928]: ''Blur'' concealment is incorrect.&amp;lt;br&amp;gt;&lt;br /&gt;
- [http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=949 Bug #949]: ''Blur'' doesn't earn XP on the AMM dummy&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Bugs I Need More Info On&amp;lt;/u&amp;gt;===&lt;br /&gt;
- [http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=937 Bug #937]: ILMS Spell Intermittently Failing to Operate&amp;lt;br&amp;gt;&lt;br /&gt;
- [http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=939 Bug #939]: ''Tensers Transformation'' not working over server transitions.&amp;lt;br&amp;gt;&lt;br /&gt;
- [http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=969 Bug #969]: All visual effects from spells displayed in Mikona&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Version 1.4 Changes:&amp;lt;/u&amp;gt;===&lt;br /&gt;
- ''Tenser's transformation:'' Fixed bug [http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=356 #356]: Weapons being unequipped even when the caster had the Martial Weapon proficiency Feat.&amp;lt;br&amp;gt;&lt;br /&gt;
- Added a new function to take into account palemaster levels for level-dependant effects.  This function will only work for hooked spells.  (Is not in ''Tenser's'' yet.)&amp;lt;br&amp;gt;&lt;br /&gt;
- [http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=409 Bug #409]: Firebrand offeres no save.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Version 1.4.1 Changes:&amp;lt;/u&amp;gt;===&lt;br /&gt;
- Found and fixed a bug with healing spells not checking SR when damaging undead.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Version 1.4.2 Changes:&amp;lt;/u&amp;gt;===&lt;br /&gt;
- Fixed bug [http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=625 #625] which was causing caster level to have no effect on cure spells.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Version 1.4.3 Changes:&amp;lt;/u&amp;gt;===&lt;br /&gt;
- Hooked ''entangle, fireball, flame arrow, negative energy burst, negative energy ray'' and ''vampiric touch''.&amp;lt;br&amp;gt;&lt;br /&gt;
- All hooked spells should now take into account palemaster and RDD levels when calculating level-dependant effects.&amp;lt;br&amp;gt;&lt;br /&gt;
- ''Entangle'' now only works in natural areas, requires casters to make concentration checks, allows the use of the tumble skill to break free, applies attack and damage penalties to creatures who fail a save and reduces movement to half speed to those that do not.&amp;lt;br&amp;gt;&lt;br /&gt;
- ''Flame arrow'' now enchants a stack of arrows for 1 round/level adding +1 fire damage/level (max +10).  It's supposed to also work on companions, but I believe that requires a 2da change to be able to target non-hostiles.&amp;lt;br&amp;gt;&lt;br /&gt;
- Fixed [http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=440 Bug #440]: ''Flame arrow should be giving more than 5 arrows above level 20.&amp;lt;br&amp;gt;&lt;br /&gt;
- Fixed [http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=509 Bug #509]: Neg. Energy Burst not healing undead.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Version 1.5 Changes:&amp;lt;/u&amp;gt;===&lt;br /&gt;
- Hooked: ''Bless Weapon, Chain Lightning, Circle of Death, Clairaudience &amp;amp; Clairvoyance, Clarity, Darkfire, Darkvision, Destruction, Endure Elements, Energy Buffer, Finger of Death, Flame Weapon, Freedom of Movement, Greater Magic Weapon, Greater Stoneskin, Implosion, Keen Edge, Lesser Mind Blank, Lightning Bolt, Magic Weapon, Mind Blank, Phantasmal Killer, Power Word Kill, Premonition, Prismatic Spray, Protection From Elements, Protection From Evil, Protection From Good, Protection From Spells, Resist Elements, See Invisibility, Slay Living, Spell Resistance, Stoneskin, Wail of the Banshee, Weird, Word of Faith''.&amp;lt;br&amp;gt;&lt;br /&gt;
- Changed durations and power of ''[[Magic:Greater_Magic_Weapon|Greater Magic Weapon]],[[Magic:Flame Weapon|Flame Weapon]]'' and ''[[Magic:Darkfire|Darkfire]]''. See individual descriptions for details. Added in code to make them work with CEP weapons and gloves.&amp;lt;br&amp;gt;&lt;br /&gt;
- Fixed [http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=698 Bug #698]: Scythe counted as a martial weapon for ''Tenser's Transformation''.&amp;lt;br&amp;gt;&lt;br /&gt;
- Fixed [http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=710 Bug #710]: ''Flame Arrow'' not counting Palemaster levels.&amp;lt;br&amp;gt;&lt;br /&gt;
- Fixed [http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=753 Bug #753]: ''GMW'' and ''flame weapon'' not working on CEP weapons.&amp;lt;br&amp;gt;&lt;br /&gt;
- Fixed [http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=784 Bug #784]: CEP weapons not being unequipped at the end of ''Tenser's Transformation''.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Version 1.6 Changes/Bug Fixes: &amp;lt;/u&amp;gt;===&lt;br /&gt;
- 93 New Hooked Spells: ''Acid Splash, Aid, Amplify, Aura of Glory, Balagarn's Iron Horn, Bane, Blade Thirst, Bless, Blindness and Deafness, Blood Frenzy, Bull's Str, Burning Hands, Camoflage, Cat's Grace, Charm Person, Cloud of Bewilderment, Color Spray, Combust, Continual Flame, Daze, Deafening Clang, Death Armor, Divine Favor, Divine Power, Doom, Eagle's Endurance, Electric Jolt, Entropic Shield, Flame Lash, Flare, Fox's Cunning, Expeditious Retreat, Gedlee's Electric Loop, Ghostly Visage, Ghoul Touch, Grease, Greater Dispelling, Greater Sanctuary, Harm, Hold Animal, Hold Person, Holy Sword, Horrid Wilting, Ice Dagger, Ice Storm, Identify, Inflict Critical Wounds, Light Wounds, Inflict Minor Wounds, Inflict Moderate Wounds, Inflict Serious Wounds, Invisibility, Ironguts, Knock, Lesser Dispel, Lesser Restoration, Light, Mass Heal, Mage Armor, Magic Fang, Magic Missile, Magic Vestment, Melf's Acid Arrow, One With the Land, Owl's Wisdom, Polymorph Self, Ray of Enfeeblement, Ray of Frost, Remove Fear, Remove Paralysis, Resistance, Sanctuary, Scare, Shelgarn's Persistent Blade, Shield, Shield of Faith, Silence, Sleep, Sound Burst, Stone Bones, Summon Monster 1-9, Tasha's Hideous Laughter, True Strike, Virtue, Web''.&amp;lt;br&amp;gt;&lt;br /&gt;
- 3 New Hooked Powers: ''Blackguard Summon Fiendish Servant Ability, Palemaster Summon Undead Ability, Palemaster Summon Greater Undead Ability.''&amp;lt;br&amp;gt;&lt;br /&gt;
- Performance optimizations made.&amp;lt;br&amp;gt;&lt;br /&gt;
- Added a ranged touch attack to ''ray of frost', implemented critical hits, and reduced damage to 1d3.&amp;lt;br&amp;gt;&lt;br /&gt;
- Swapped summon order of spectre and mummy warrior for the PM Summon Greater Undead ability per player request.&amp;lt;br&amp;gt;&lt;br /&gt;
- Dominators should now be able to summon fiendish servants.&amp;lt;br&amp;gt;&lt;br /&gt;
- Modified targeting of ''Flame Arrow'' to keep it from blasting friendlies.&amp;lt;br&amp;gt;&lt;br /&gt;
- Turned visual effects off for ''Greater Sanctuary'' because they're not in the PnP description.&amp;lt;br&amp;gt;&lt;br /&gt;
- Changed the way ''divine power'' and ''Tenser's[/i] determines additional attacks per round based on code written by Nob.&amp;lt;br&amp;gt;&lt;br /&gt;
- Raised the cap for ''Greater Dispelling'' as per 3.0 and 3.5ed rules. (Nob)&amp;lt;br&amp;gt;&lt;br /&gt;
- Made metamagic feats stack for ''IGMS, ILMS'' and ''firebrand''.&amp;lt;br&amp;gt;&lt;br /&gt;
- Added CoPaP humanoid races to ''Charm Person, Charm Person or Animal'' and ''Hold Person''.&amp;lt;br&amp;gt;&lt;br /&gt;
- Added Ranged Touch Attacks for ''Negative Energy Ray ''and ''Ray of Enfeeblement''.&amp;lt;br&amp;gt;&lt;br /&gt;
- [http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=791 Bug #791]: ''Divine Power'' needs to be updated.&amp;lt;br&amp;gt;&lt;br /&gt;
- [http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=902 Bug #902]: Spellhooking 1.5: GMW does not work on Mage Staves&amp;lt;br&amp;gt;&lt;br /&gt;
- [http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=907 Bug #907]: ''Flame weapon'' is 1 turn/level instead of 1 round/level&amp;lt;br&amp;gt;&lt;br /&gt;
- [http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=915 Bug #915]: ''Holy Sword'' doesn't work on CEP weapons.&amp;lt;br&amp;gt;&lt;br /&gt;
- [http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=916 Bug #916]: ''Blade Thirst'' doesn't work on CEP weapons.&amp;lt;br&amp;gt;&lt;br /&gt;
- [http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=923 Bug #923]: ''Tenser's'' - Left Hand Weapon not getting unequipped.&amp;lt;br&amp;gt;&lt;br /&gt;
- [http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=926 Bug #926]: ''Mass heal'' only affects party members&amp;lt;br&amp;gt;&lt;br /&gt;
- [http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=931 Bug #931]: ''Harm'' Spell damages dead objects&amp;lt;br&amp;gt;&lt;br /&gt;
- [http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=932 Bug #932]: ''Powerword-Kill'' destroys dead objects&amp;lt;br&amp;gt;&lt;br /&gt;
- [http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=933 Bug #933]: ''Phantasmal Killer'' kills dead objects&amp;lt;br&amp;gt;&lt;br /&gt;
- [http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=934 Bug #934]: ''Finger of Death'' 'kills' doors and chests&amp;lt;br&amp;gt;&lt;br /&gt;
- [http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=950 Bug #950]: ''Vampiric Touch'' can be used on Familiars&amp;lt;br&amp;gt;&lt;br /&gt;
- [http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=951 Bug #951]: ''Continual Light:'' Change duration from permanent to long temporary&amp;lt;br&amp;gt;&lt;br /&gt;
- [http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=952 Bug #952]: ''Polymorph Self'' can be cast on Others with client-side hak&amp;lt;br&amp;gt;&lt;br /&gt;
- [http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=953 Bug #953]: Old and new ''flame weapon'' spells stack.&amp;lt;br&amp;gt;&lt;br /&gt;
- [http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=954 Bug #954]: Dominator Summon Fiend Not Taking Dominator Levels Into Account&amp;lt;br&amp;gt;&lt;br /&gt;
- [http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=982 Bug #982]: NPCs Not Using Spellhooking.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Version 1.6.0.2 Changes/Bug Fixes:&amp;lt;/u&amp;gt;===&lt;br /&gt;
- [http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=1042 Bug #1042]: ''Aid'' temporary hit points stack.&amp;lt;br&amp;gt;&lt;br /&gt;
- [http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=1044 Bug #1044]: All Items have metamagic flag 255 set.&amp;lt;br&amp;gt;&lt;br /&gt;
- [http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=1047 Bug #1047]: ''Aid'' is always maximized and empowered.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Version 1.6.0.3 Changes/Bug Fixes:&amp;lt;/u&amp;gt;===&lt;br /&gt;
- Removed glowing flames from ''Darkfire'' with values of +3 or less.&amp;lt;br&amp;gt;&lt;br /&gt;
- Hooked: ''Dispel Magic'' (IceThorn)&amp;lt;br&amp;gt;&lt;br /&gt;
- Changed ''Darkfire'' and ''Flame Weapon'' back to turns/level.&amp;lt;br&amp;gt;&lt;br /&gt;
- Changed the duration of ''Clairaudience and Clairvoyance'' from rounds to turns.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Version 1.7.0.0 Changes/Bug Fixes:&amp;lt;/u&amp;gt;===&lt;br /&gt;
* Added a ranged touch attack to [[Magic:Acid Splash|Acid Splash]] and [[Magic:Electric Jolt|Electric Jolt]], implemented critical hits.&lt;br /&gt;
* Added Critical Hit immunity check for [[Magic:Ray of Frost|Ray of Frost]]&lt;br /&gt;
* Added Size check for [[Magic:Daze|Daze]]&lt;br /&gt;
* Changed VFX for [[Magic:Flare|Flare]], [[Magic:Daze|Daze]], [[Magic:Inflict Minor Wounds|Inflict Minor Wounds]]&lt;br /&gt;
* [[Magic:Inflict Minor Wounds|Inflict Minor Wounds]] now deal 1d4 damage. Attempts Melee touch attack, damage doubles on Critical hit, halved on successful Will save&lt;br /&gt;
* Changed humaniod check in [[Magic:Daze|Daze]] to check for all CoPaP &lt;br /&gt;
* When [[Magic:Cure Minor Wounds|Cure Minor Wounds]] is casted on undeads, successful Will save halves damage.&lt;br /&gt;
* Lowered the duration of [[Magic:Resistance|Resistance]] to 1 Turn as per 3.0 rules&lt;br /&gt;
* [[Magic:Magic Vestment|Magic Vestment]] has been changed from 1 hour/level to 1 turn/level and from +1/3 levels to +1/5 levels.&lt;br /&gt;
* Hooked [[Magic:Charm Monster|Charm Monster]], [[Magic:Confusion|Confusion]], [[Magic:Displacement|Displacement]], [[Magic:Haste|Haste]], [[Magic:Magic Vestment|Magic Vestment]], [[Magic:Slow|Slow]]. &lt;br /&gt;
* Fixed [http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=1210&amp;amp;pos=6 Bug #1210] - Shifter Manticore Spikes Hit Allies. &lt;br /&gt;
custom races.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Version 1.7.1.0 Changes/Bug Fixes:&amp;lt;/u&amp;gt;===&lt;br /&gt;
* [http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=717 Bug #717]: ''Gate'' not functioning on Wilderness server.&lt;br /&gt;
* [http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=945 Bug #945]: ''Gate'' TN summoning lesser instead of minor.&lt;br /&gt;
* [http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=1111 Bug #1111]: ''Gate'' summoning lesser instead of minor.&lt;br /&gt;
* [http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=1112 Bug #1112]: ''Gate'' summoned Balor disappears when enter combat.&lt;br /&gt;
* [http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=1113 Bug #1113]: ''Gate'' summoning lesser instead of minor.&lt;br /&gt;
* [http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=1114 Bug #1114]: ''Gate'' not summoning lesser.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Version 1.7.2.0 Changes/Bug Fixes:&amp;lt;/u&amp;gt;===&lt;br /&gt;
* Hooked: ''Bestow Curse'', ''Improved Invisibility'', ''Invisibility Purge'', ''Poison'' and ''Raise Dead''&lt;br /&gt;
* When Inflict Wounds spell (Minor, Light,Moderate,Serious or Critical) is casted, a Melee touch attack is attempted. Damage doubled on Critical hit, halved on successful Will save.&lt;br /&gt;
* Invisibility and Improved Invisibility spells fail if casted inside an Invisibility Purge area.&lt;br /&gt;
* ''Invisibility Purge'' will remove invisibility granted by spell like abilities (1.66 update)&lt;br /&gt;
* Added melee touch attack to ''Poison''&lt;br /&gt;
* ''True Seeing'' and ''Ultravision'' will not blind if they end inside a Darkness area&lt;br /&gt;
* [http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=1290 Bug #1290] - Renerfed IGMS and ILMS.&lt;br /&gt;
* [http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=713 Bug #713] - Stabilized invisibility feature of ''Greater Sanctuary''&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Version 1.7.2.1 Changes/Bug Fixes:&amp;lt;/u&amp;gt;===&lt;br /&gt;
* [[Magic:Circle of Death|Circle of Death]] will affect everyone in the burst area&lt;br /&gt;
* [[Magic:Finger of Death|Finger of Death]] - Empower will not increase damage granted by caster level&lt;br /&gt;
* [[Magic:Phantasmal Killer|Phantasmal Killer]] and [[Magic:Weird|Weird]] are now mind affecting and fear spells&lt;br /&gt;
* [[Magic:Wail of the Banshee|Wail of the Banshee]] now affects everyone except the caster&lt;br /&gt;
* [[Magic:Weird|Weird]] - added Strength drain and stun per PnP&lt;br /&gt;
* [http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=1664 Bug #1664] - Darkness will not strip effects upon leaving darkness area&lt;br /&gt;
* [http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=1599 Bug #1599] - Wail will respect Death immunity of target&lt;br /&gt;
* [http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=1141 Bug #1141] - Circle of Death working again&lt;br /&gt;
* [http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=1598 Bug #1598] - Fixed for ''Circle of Death'',''Destruction'',''Finger of Death'',''Power Word, Kill'' and ''Wail of the Banshee''&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Version 1.7.2.2 Changes/Bug Fixes:&amp;lt;/u&amp;gt;===&lt;br /&gt;
* Hooked ''Shadow Shield'',''Negative Energy Protection'',''Mestils Acid Sheath'',''Lesser Spell Mantle'',''Spell Mantle'' and ''Greater Spell Mantle''&lt;br /&gt;
* Added Elemental substitution to [[Magic:Mestils Acid Sheath|Mestil's Acid Sheath]]&lt;br /&gt;
* [[Magic:Circle of Death|Circle of Death]] and [[Magic:Wail of the Banshee|Wail of the Banshee]] are Party friendly&lt;br /&gt;
* Prepared innate PM abilities; Summon Undead and Summon Greater Undead for summon selection feature. Selection will be made from emote menu in a future version.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Version 1.7.3.0 Changes/Bug Fixes:&amp;lt;/u&amp;gt;===&lt;br /&gt;
* Caster can now choose a summon for ''Summon Creature'' spells. Details are in [[Magic:Summon_Control|Summon Control]]&lt;br /&gt;
* ''Summon Creature'' is now 1 Turn/Level&lt;br /&gt;
* Hooked ''Banishment'', ''Creeping Doom'', ''Dismissal'', ''Greater Restoration'', ''Invisibility Sphere'', ''Restoration'', ''Stinking Cloud''&lt;br /&gt;
* ''Banishment'' and ''Dismissal'' will not kill animal companions and familiars that are not outsiders.&lt;br /&gt;
* ''Banishment'' will banish elementals and will affect hostiles only&lt;br /&gt;
* Fixed ''Color Spray'' duration&lt;br /&gt;
* Fixed ''Creeping Doom'', ''Invisibility Sphere'' and ''Stinking Cloud''. They will now work.&lt;br /&gt;
* ''Fear'' is party friendly&lt;br /&gt;
* ''Protection from Alignment'' will work against ''Phantasmal Killer'' and ''Weird''.&lt;br /&gt;
* Fixed Bodak Death Gaze&lt;br /&gt;
* Fixed Elixir of Wit&lt;br /&gt;
* Restoration spells will not cure Extraordinary and Supernatural effects&lt;br /&gt;
* List of closed bugs:&lt;br /&gt;
:[http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=832&amp;amp;pos=1 Bug #832]&lt;br /&gt;
:[http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=1106&amp;amp;pos=1 Bug #1106]&lt;br /&gt;
:[http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=1293&amp;amp;pos=1 Bug #1293]&lt;br /&gt;
:[http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=1336&amp;amp;pos=1 Bug #1336]&lt;br /&gt;
:[http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=1376&amp;amp;pos=1 Bug #1376]&lt;br /&gt;
:[http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=1766&amp;amp;pos=1 Bug #1766]&lt;br /&gt;
:[http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=1786&amp;amp;pos=0 Bug #1786]&lt;br /&gt;
:[http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=1858&amp;amp;pos=0 Bug #1858]&lt;br /&gt;
:[http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=1866&amp;amp;pos=0 Bug #1866]&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Version 1.7.3.1 Changes/Bug Fixes:&amp;lt;/u&amp;gt;===&lt;br /&gt;
* Added Militant Level Bonuses to ''Magic Vestment''.&lt;br /&gt;
* Added DC check for scribed scrolls.&lt;br /&gt;
* Removed Militant Bonuses for self-buffing paladins.&lt;br /&gt;
* [http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=1309 Bug #1309]: ''GMW'' does not work for Monk Gloves.  (Also fixed for ''Magic Weapon''.)&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Version 1.7.3.2 Changes/Bug Fixes:&amp;lt;/u&amp;gt;===&lt;br /&gt;
* Restoration spells will remove supernatural effects (but not extraodinary effects)&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Version 1.7.3.3 Changes/Bug Fixes:&amp;lt;/u&amp;gt;===&lt;br /&gt;
* Hooked ''Shapechange''&lt;br /&gt;
* Added 100% concealment to caster of ''Greater Sanctuary''&lt;br /&gt;
* [http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=1938 Bug #1938]: Fixed Invisibility Sphere&lt;br /&gt;
* [http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=956 Bug #956]: Fashion Accessories (like Musical instruments) are considered Melee weapons&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Version 1.7.3.4 Changes/Bug Fixes:&amp;lt;/u&amp;gt;===&lt;br /&gt;
====Spells Fixed and/or Hooked (37)====&lt;br /&gt;
* [[Magic:Acid_Fog|Acid Fog]] - Hooked and added blinding and concealment cloud FX.&lt;br /&gt;
* [[Magic:Animate_Dead|Animate Dead]] - Hooked, added more choices of minions via the emote menu, and figured in PM levels. &lt;br /&gt;
* [[Magic:Aura_of_Vitality|Aura of Vitality]] - Hooked. &lt;br /&gt;
* [[Magic:Bigbys_Clenched_Fist|Bigby’s Clenched Fist]] - Hooked.&lt;br /&gt;
* [[Magic:Bigbys_Crushing_Hand|Bigby’s Crushing Hand]] - Hooked and fixed Grapple and Fortitude checks.&lt;br /&gt;
* [[Magic:Bigbys_Forceful_Hand|Bigby’s Forceful Hand]] - Hooked, reduced the knockdown duration, and allowed a Discipline check.&lt;br /&gt;
* [[Magic:Call_Lightning|Call Lightning]] - Hooked and added metamagic energy/elemental substitution.&lt;br /&gt;
* [[Magic:Contagion|Contagion]] - Hooked.&lt;br /&gt;
* [[Magic:Death_Ward|Death Ward]] - Hooked.&lt;br /&gt;
* [[Magic:Dimension_Door|Dimension Door]] - Disabled in Player Housing (like psionic ability), fixed to allow party members to jump through per description, and fix lag-induced looping.&lt;br /&gt;
* [[Magic:Dominate_Animal|Dominate Animal]] - Hooked.&lt;br /&gt;
* [[Magic:Dominate_Person|Dominate Person]] - Hooked.&lt;br /&gt;
* [[Magic:Drown|Drown]] - Hooked.&lt;br /&gt;
* [[Magic:Elemental_Shield|Elemental Shield]] - Hooked.&lt;br /&gt;
* [[Magic:Enervation|Enervation]] - Hooked and allow undead targets to receive temporary hit points.&lt;br /&gt;
* [[Magic:Entangle|Entangle]] - Reduced the duration (so doesn't last forever) and re-enabled Woodland Stride.&lt;br /&gt;
* [[Magic:Flame_Arrow|Flame Arrow]] - Fixed to allow targeting of allies to imbue equipped bow and arrows instead of having to cast directly on the arrows.&lt;br /&gt;
* [[Magic:Greater_Spell_Breach|Greater Spell Breach]] - Hooked.&lt;br /&gt;
* [[Magic:Gust_of_Wind|Gust of Wind]] - Hooked.&lt;br /&gt;
* [[Magic:Hammer_of_the_Gods|Hammer of the Gods]] - Hooked.&lt;br /&gt;
* [[Magic:Healing_Sting|Healing Sting]] - Hooked.&lt;br /&gt;
* [[Magic:Hold_Monster|Hold Monster]] - Hooked.&lt;br /&gt;
* [[Magic:Horizikauls_Boom|Horizikaul’s Boom]] - Hooked and added metamagic energy/elemental substitution.&lt;br /&gt;
* [[Magic:Infestation_of_Maggots|Infestation of Maggots]] - Hooked.&lt;br /&gt;
* [[Magic:Lesser_Spell_Breach|Lesser Spell Breach]] - Hooked.&lt;br /&gt;
* [[Magic:Magic_Fang|Magic Fang]] - Fixed.&lt;br /&gt;
* [[Magic:Magic_Tattoo|Magic Tattoo]] - Fixed.&lt;br /&gt;
* [[Magic:Mass_Camouflage|Mass Camouflage]] - Hooked.&lt;br /&gt;
* [[Magic:Neutralize_Poison|Neutralize Poison]] - Hooked.&lt;br /&gt;
* [[Magic:Prayer|Prayer]] - Hooked.&lt;br /&gt;
* [[Magic:Quillfire|Quillfire]] - Hooked.&lt;br /&gt;
* [[Magic:Remove_Blindness_and_Deafness|Remove Blindness and Deafness]] - Hooked.&lt;br /&gt;
* [[Magic:Remove_Curse|Remove Curse]] - Hooked.&lt;br /&gt;
* [[Magic:Remove_Disease|Remove Disease]] - Hooked.&lt;br /&gt;
* [[Magic:Scintillating_Sphere|Scintillating Sphere]] - Hooked and added metamagic energy/elemental substitution.&lt;br /&gt;
* [[Magic:Stinking_Cloud|Stinking Cloud]] - added concealment cloud FX.&lt;br /&gt;
* [[Magic:Web|Web]] - Hooked as an Avlis AoE and re-enabled Woodland Stride.&lt;br /&gt;
====Spell Systems Added or Fixed====&lt;br /&gt;
=====Artificing=====&lt;br /&gt;
* Artificing levels and xp listed in the emote menu crafting list.&lt;br /&gt;
* Pale Master levels accounted for when artificing.&lt;br /&gt;
* Scroll Scribing costing 25% less real xp and giving 20% more crafting xp.&lt;br /&gt;
&lt;br /&gt;
=====Arcane Archer Imbue Arrow=====&lt;br /&gt;
* Allow Arcane Archers (AAs) to imbue arrows with spells instead of just the default ''Fireball'' (more like PnP).&lt;br /&gt;
* You can cast the spell on either a single arrow or a stack. If on a stack, 1 is removed and you get a single arrow with the onHit property of the spell at the caster level of the PC. In both cases, the arrow is automatically equipped.&lt;br /&gt;
* Only works with arcane spells [not divine] and only those that make sense on an arrow. For example, no ''Magic Missile'' because the missile effects still come from the caster rather than the arrow and ''Meteor Swarm'' because it centers on the caster and not the arrow.&lt;br /&gt;
* The duration is the number of Arcane Archer levels in rounds. That's stretching the PnP version a bit, which states that the arrow must be fired in the same round that the spell is cast. That's doable if you're quick, but this system went with rounds per level to give some time for planning. A level 10 AA would have a minute to fire their arrow with the spell active.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Version 1.7.3.5 Changes/Bug Fixes:&amp;lt;/u&amp;gt;===&lt;br /&gt;
====Spells Fixed and/or Hooked (37)====&lt;br /&gt;
* [[Magic:Bigbys Clenched Fist|Bigby's Clenched Fist]] - Altered so that it will replace an active ''Bigby's Grasping Hand'' on the target and do a to-hit check every round.&lt;br /&gt;
* [[Magic:Bigbys Crushing Hand|Bigby's Crushing Hand]] - Altered so that it will replace an active ''Bigby's Grasping Hand'' or ''Bigby's Clenched Fist'' on the target.  Removed the Fortitude save.  Ensured that the grapple check is performed every round ([http://devwiki.avlis.org/index.php?title=NWScript:Copap_magic_inc:SHS_RunHandImpact SHS_RunHandImpact] tweaked).&lt;br /&gt;
* [[Magic:Bigbys Grasping Hand|Bigby's Grasping Hand]] - Hooked and incorporated into [http://devwiki.avlis.org/index.php?title=NWScript:Copap_magic_inc:SHS_RunHandImpact SHS_RunHandImpact] so that the grapple check is performed every round.&lt;br /&gt;
* [[Magic:Bigbys Interposing Hand|Bigby's Interposing Hand]] - Hooked.&lt;br /&gt;
* [[Magic:Bulls Strength|Bull's Strength]] - Fixed so that self-buffing Paladins get Militant Bonus credit for 1/2 Paladin levels.&lt;br /&gt;
* [[Magic:True Seeing|True Seeing]] - Hooked.&lt;br /&gt;
===&amp;lt;u&amp;gt;Version 1.7.3.6 Changes/Bug Fixes:&amp;lt;/u&amp;gt;===&lt;br /&gt;
* [http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=2585 Bug #2585]:&lt;br /&gt;
UMD Bug -  &lt;br /&gt;
A divine/rogue PC who tries to an arcane scroll that's not domain (cleric) should use UMD and not Spellcraft. As it was, if the Spellcraft skill was &amp;gt; the UMD skill it automatically did domain check &amp;amp; gave domain failure message. A cleric/rouge with Spellcraft &amp;gt; UMD should be able to use UMD on arcane, non-domain scrolls. &lt;br /&gt;
&lt;br /&gt;
====Spells Fixed and/or Hooked (16)====&lt;br /&gt;
* [[Magic:Awaken|Awaken]] - Hooked.&lt;br /&gt;
* [[Magic:Ball Lightning |Ball Lightning]] - Hooked.&lt;br /&gt;
* [[Magic:Blackstaff |Blackstaff ]] - Hooked.&lt;br /&gt;
* [[Magic:Bombardment |Bombardment ]] - Hooked.&lt;br /&gt;
* [[Magic:Crumble|Crumble]] - Hooked.&lt;br /&gt;
* [[Magic:Dominate Monster|Dominate Monster]] - Hooked.&lt;br /&gt;
* [[Magic:Earthquake|Earthquake]] - Hooked.&lt;br /&gt;
* [[Magic:Energy Drain |Energy Drain]] - Hooked.&lt;br /&gt;
* [[Magic:Ethereal Visage |Ethereal Visage ]] - Hooked.&lt;br /&gt;
* [[Magic:Feeblemind |Feeblemind ]] - Hooked.&lt;br /&gt;
* [[Magic:Flame Strike|Flame Strike]] - Hooked.&lt;br /&gt;
* [[Magic:Flesh to Stone |Flesh to Stone ]] - Hooked.&lt;br /&gt;
* [[Magic:Heal |Heal ]] - Hooked.&lt;br /&gt;
* [[Magic:Mass Haste|Mass Haste]] - Hooked.&lt;br /&gt;
* [[Magic:Owl's Insight |Owl's Insight ]] - Hooked.&lt;br /&gt;
* [[Magic:Resurrection |Resurrection ]] - Hooked.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Version 1.8.0.0 Changes/Bug Fixes:&amp;lt;/u&amp;gt;===&lt;br /&gt;
====Spells Fixed and/or Hooked (54)====&lt;br /&gt;
* [[Magic:Aura Versus Alignment|Aura Versus Alignment]] - HW levels taken into account.&lt;br /&gt;
* [[Magic:Battletide |Battletide]] - Effects allies as well.&lt;br /&gt;
* [[Magic:Circle of Doom |Circle of Doom]] - Hooked.&lt;br /&gt;
* [[Magic:Cloudkill|Cloudkill]] - Hooked.&lt;br /&gt;
* [[Magic:Control Undead|Control Undead]] - Hooked.&lt;br /&gt;
* [[Magic:Create Greater Undead|Create Greater Undead]] - Uses slightly different undead selection.&lt;br /&gt;
* [[Magic:Create Undead|Create Undead]] - Hooked.&lt;br /&gt;
* [[Magic:Dirge|Dirge]] - Hooked.&lt;br /&gt;
* [[Magic:Evards Black Tentacles|Evard's Black Tentacles]] - Changed damage dealing to be sequential rather than all at once.&lt;br /&gt;
* [[Magic:Firestorm|Firestorm]] - Hooked.&lt;br /&gt;
* [[Magic:Globe of Invulnerability|Globe of Invulnerability]] - Hooked.&lt;br /&gt;
* [[Magic:Glyph of Warding|Glyph of Warding]] - Changed to AOE effect only, no placeable. Also gives names of characters who break the AoE.&lt;br /&gt;
* [[Magic:Great Thunderclap|Great Thunderclap]] - Hooked.&lt;br /&gt;
* [[Magic:Greater Planar Binding|Greater Planar Binding]] - Hooked.&lt;br /&gt;
* [[Magic:Greater Shadow Conjuration|Greater Shadow Conjuration]] - Hooked.&lt;br /&gt;
* [[Magic:Healing Circle|Healing Circle]] - Hooked.&lt;br /&gt;
* [[Magic:Incendiary Cloud|Incendiary Cloud]] - Hooked.&lt;br /&gt;
* [[Magic:Inferno|Inferno]] - Hooked.&lt;br /&gt;
* [[Magic:Legend Lore|Legend Lore]] - Hooked.&lt;br /&gt;
* [[Magic:Lesser Planar Binding|Lesser Planar Binding]] - Hooked.&lt;br /&gt;
* [[Magic:Magic Circle Against Alignment|Magic Circle Against Alignment]] - Hooked.&lt;br /&gt;
* [[Magic:Mestils Acid Breath|Mestil's Acid Breath]] - Hooked.&lt;br /&gt;
* [[Magic:Meteor Swarm|Meteor Swarm]] - Hooked.&lt;br /&gt;
* [[Magic:Mind Fog|Mind Fog]] - Hooked.&lt;br /&gt;
* [[Magic:Minor Globe of Invulnerability|Minor Globe of Invulnerability]] - Hooked.&lt;br /&gt;
* [[Magic:Monstrous Regeneration|Monstrous Regeneration]] - Hooked.&lt;br /&gt;
* [[Magic:Mordenkainens Disjunction|Mordenkainen's Disjunction]] - Hooked.&lt;br /&gt;
* [[Magic:Mordenkainens Sword|Mordenkainen's Sword]] - Hooked.&lt;br /&gt;
* [[Magic:Natures Balance|Nature's Balance]] - Hooked.&lt;br /&gt;
* [[Magic:Planar Ally|Planar Ally]] - Hooked.&lt;br /&gt;
* [[Magic:Planar Binding|Planar Binding]] - Hooked.&lt;br /&gt;
* [[Magic:Power Word Stun|Power Word Stun]] - Hooked.&lt;br /&gt;
* [[Magic:Regenerate|Regenerate]] - Hooked.&lt;br /&gt;
* [[Magic:Spike Growth|Spike Growth]] - Hooked.&lt;br /&gt;
* [[Magic:Stone to Flesh|Stone to Flesh]] - Hooked.&lt;br /&gt;
* [[Magic:Stonehold|Stonehold]] - Hooked.&lt;br /&gt;
* [[Magic:Storm of Vengeance|Storm of Vengeance]] - Hooked.&lt;br /&gt;
* [[Magic:Sunbeam|Sunbeam]] - Hooked.&lt;br /&gt;
* [[Magic:True Seeing|True Seeing]] - Hooked.&lt;br /&gt;
* [[Magic:Undeath to Death|Undeath to Death]] - Hooked.&lt;br /&gt;
* [[Magic:Undeaths Eternal Foe|Undeath's Eternal Foe]] - Hooked.&lt;br /&gt;
* [[Magic:Vine Mine|Vine Mine]] - Hooked.&lt;br /&gt;
* [[Magic:War Cry|War Cry]] - Hooked.&lt;br /&gt;
* [[Magic:Wounding Whispers|Wounding Whispers]] - Hooked.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Version 1.8.0.1 Changes/Bug Fixes:&amp;lt;/u&amp;gt;===&lt;br /&gt;
- Revised how sneak attack damage was determined for several spells, making sure that the iDamage modifier was conducted BEFORE the effect eDamage declaration.&amp;lt;br&amp;gt; &lt;br /&gt;
- Made some minor fixes to some spells, primarily duration/vfx tweaks, general bug fixes.&amp;lt;br&amp;gt; &lt;br /&gt;
- Redid AMS_Check2.nss to accurately set conversation tokens for psi-magic conversations.&amp;lt;br&amp;gt; &lt;br /&gt;
- Fixed ew_exec.nss to enable toggling of psionic augmentation.&amp;lt;br&amp;gt; &lt;br /&gt;
- Redid SHS_Cure to include sneak attack code&amp;lt;br&amp;gt; &lt;br /&gt;
- Made sure Disintegrate was fixed at 2d6/caster level up to 40d6 max. Previously was only working as d6/level.&amp;lt;br&amp;gt; &lt;br /&gt;
Spells with Touch Attacks:&amp;lt;br&amp;gt; &lt;br /&gt;
- Melee &lt;br /&gt;
* [[Magic:Ghoul Touch|Ghoul Touch]]&lt;br /&gt;
* [[Magic:Inflict Critical Wounds|Inflict Critical Wounds]] &lt;br /&gt;
* [[Magic:Inflict Light Wounds|Inflict Light Wounds]]&lt;br /&gt;
* [[Magic:Inflict Minor Wounds|Inflict Minor Wounds]]&lt;br /&gt;
* [[Magic:Inflict Moderate Wounds|Inflict Moderate Wounds]]&lt;br /&gt;
* [[Magic:Inflict Serious Wounds|Inflict Serious Wounds]]&lt;br /&gt;
* [[Magic:Poison|Poison]]&lt;br /&gt;
* [[Magic:Slay Living|Slay Living]]&lt;br /&gt;
* [[Magic:Vampiric Touch|Vampiric Touch]]&lt;br /&gt;
- Ranged &lt;br /&gt;
* [[Magic:Acid Splash|Acid Splash]] &lt;br /&gt;
* [[Magic:Burning Bolt|Burning Bolt]]&lt;br /&gt;
* [[Magic:Disintegrate|Disintegrate]]&lt;br /&gt;
* [[Magic:Electric Jolt|Electric Jolt]]&lt;br /&gt;
- Elemental Orb Spells &lt;br /&gt;
* [[Magic:Hail of Stone|Hail of Stone]]&lt;br /&gt;
* [[Magic:Lesser Acid Orb|Lesser Acid Orb]]&lt;br /&gt;
* [[Magic:Lesser Cold Orb|Lesser Cold Orb]]&lt;br /&gt;
* [[Magic:Lesser Electric Orb|Lesser Electric Orb]]&lt;br /&gt;
* [[Magic:Lesser Fire Orb|Lesser Fire Orb]]&lt;br /&gt;
* [[Magic:Negative Energy Ray|Negative Energy Ray]]&lt;br /&gt;
* [[Magic:Ray of Enfeeblement|Ray of Enfeeblement]]&lt;br /&gt;
* [[Magic:Ray of Frost|Ray of Frost]]&lt;br /&gt;
* [[Magic:Searing Light|Searing Light]]&lt;br /&gt;
* [[Magic:Slashing Darkness|Slashing Darkness]]&lt;br /&gt;
* [[Magic:Snillocs Snowball|Snilloc's Snowball]]&lt;br /&gt;
===&amp;lt;u&amp;gt;Version 1.8.0.2 Changes/Bug Fixes:&amp;lt;/u&amp;gt;===&lt;br /&gt;
- Avlis Holy-Symbol System (AHS) for clerical use&lt;br /&gt;
- Added DoHolySymbol to introduce the Avlis Holy Symbol System. &lt;br /&gt;
- Minor adjustment to Beltyn's Burning Blood to correct duration bug. &lt;br /&gt;
- Edited invisibility sphere into a mobile AOE effect. &lt;br /&gt;
- Revised Acid Fog to new AOE standard.&lt;br /&gt;
===&amp;lt;u&amp;gt;Version 1.8.0.3d Changes/Bug Fixes:&amp;lt;/u&amp;gt;===&lt;br /&gt;
- Fixes for rune-staves/holdable spellbooks in calculating caster level, maximum spell level, spell-DC and class used.&amp;lt;br&amp;gt;&lt;br /&gt;
- Fixes for AAS based staves, based on above fixes. Properly built staves with the aas_s_ prefix will now cast spells at the wielder's caster level/spell DC IF that spell is a valid spell on that caster's list.&amp;lt;br&amp;gt;&lt;br /&gt;
- Added UMD bonus to NON-ARTIFICED casting items. These include amulets, unique items, rings, etc. Bonus is +1 to caster level/SpellDC per 5 base ranks (not including modifiers, skill focuses, etc.) in the Use Magic Device Skill.&amp;lt;br&amp;gt;&lt;br /&gt;
- Added visual effects for elementalists. Spells which default to their chosen element will now grant a minor visual effect around that elementalist.&amp;lt;br&amp;gt;&lt;br /&gt;
- Added additional &amp;quot;fighter feat bonus&amp;quot; to Greater Magic Weapon. Fighters who have a weapon specialization feat in the weapon being enchanted will now receive an additional &amp;quot;massive crit&amp;quot; bonus based on their fighter levels. ONLY fighter levels will count towards this bonus.&amp;lt;br&amp;gt;&lt;br /&gt;
- Added SHS_MySpellResist. This will now take adjusted caster level, either for Palemaster/Holy Warriors or AAS Wands/Scrolls/Staves into account when determining spell penetration. Spell penetration feats will also apply normally. Note that when pierced in this fashion, spell resistance will give a custom message.&amp;lt;br&amp;gt;&lt;br /&gt;
- Silence spell now fixed to provide the proper saves.&amp;lt;br&amp;gt;&lt;br /&gt;
- Holy Sword spell change. Effect now limited only to paladins and dependent on the wielding paladin's level (per: modified &amp;quot;Holy Avenger&amp;quot; ability.) Fixed the on-hit dispel problem that would strip all spells in a single hit and replaced with scaling on-hit cast spell: dispel magic -&amp;gt; greater dispel magic.&amp;lt;br&amp;gt;&lt;br /&gt;
- Fixed spell DC calculations for shadow matter illusionists and epic spells.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;SHS 1.8 in general&amp;lt;/u&amp;gt;===&lt;br /&gt;
- Advanced Mage Specializations. Aka: AMS. Added specializations for mages for: Elementalists (Pyromancer, Cryomancer, Aeromancer), Wild Mage, White Necromancer, Transmutant, Shadow Matter Illusionist, Fatespinner and Psi-Mage.&amp;lt;br&amp;gt;&lt;br /&gt;
- Divine casters may be marked &amp;quot;favored&amp;quot; of their deity to increase the potency of their epic spells.&amp;lt;br&amp;gt;&lt;br /&gt;
- Added militant bonuses to the following spells: Shield of Faith, Spiderskin, Mantle of Egregious Might, Heroism, Greater Heroism, Legion's Shield of Faith.&amp;lt;br&amp;gt;&lt;br /&gt;
- Applied metamagic feats to area of effect spells.&amp;lt;br&amp;gt;&lt;br /&gt;
- Hooked epic spells to include PM levels/HW levels in calculating duration/bonuses.&amp;lt;br&amp;gt;&lt;br /&gt;
- Epic Dragon Knight changed to 1 dragon per alignment(Silver/Bronze/Copper/Limestone/Gravel/Slate/Amber/Granite/Coal) which scales according to caster level and other factors set by DMs. (see: AMS/Favored Mark)&amp;lt;br&amp;gt;&lt;br /&gt;
- Epic Hellball changed to 1d6/2 caster levels damage per element. Disabled metamagic on epic Hellball.&amp;lt;br&amp;gt;&lt;br /&gt;
- Epic Greater Ruin changed to 5 + 1/caster level d8 damage.&amp;lt;br&amp;gt;&lt;br /&gt;
- Epic spell DC calculations changed to make them slightly more effective.&amp;lt;br&amp;gt;&lt;br /&gt;
- Hooked several dragon abilities including fear aura, dragon breath and buffet. They scale according to dragon's charisma bonus and hit die.&amp;lt;br&amp;gt;&lt;br /&gt;
- Avlis Holy Symbol System. Custom spell effects for wielders of deific holy symbols. Clerics only.&amp;lt;br&amp;gt;&lt;br /&gt;
- All spells hooked. (As of 1.8 release)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
='''Changes to Magic Items'''=&lt;br /&gt;
===&amp;lt;u&amp;gt;Version 1.4 Changes:&amp;lt;/u&amp;gt;===&lt;br /&gt;
- Elixir of Heavenly Healing: Heals 90hp or 40% of total hp, whichever is greater.&amp;lt;br&amp;gt;&lt;br /&gt;
- Elixir of Exalted Healing: Heals 180hp or 80% of total hp, whichever is greater.&amp;lt;br&amp;gt;&lt;br /&gt;
- Fixed a bug that empowered healing items used by clerics with the Healing domain.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Version 1.4.1 Changes:&amp;lt;/u&amp;gt;===&lt;br /&gt;
- Fixed Belt of Abundant Mending to only heal 1 hp per use. ([http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=597&amp;amp;pos=19 Bug #597])&amp;lt;br&amp;gt;&lt;br /&gt;
- Disabled Staff of Gromak. When used, nothing happens, and the player gets the message: &amp;quot;A few sparks leap from the end of the staff, followed by a wisp of green smoke.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Version 1.4.3 Changes:&amp;lt;/u&amp;gt;===&lt;br /&gt;
- Fixed a couple bugs that caused the ''Staff of Gromak'' change to work incorrectly and added a visual effect.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Version 1.6 Changes:&amp;lt;/u&amp;gt;===&lt;br /&gt;
- Any scroll not made using the new scribe scroll system will be cast at the minimum caster level for that spell.  For most spells, this is (spell level * 2) -1.  If scrolls are made on other CoPaP worlds with this system, they will retain the caster levels and metamagic feats with which they were imbued.&lt;br /&gt;
&lt;br /&gt;
='''[[Shs:Magic_System/Militant_Level_Bonuses|Militant Level Bonuses]]'''=&lt;br /&gt;
Militant Level Bonuses are enhanced effects that certain spells have on militant characters.  ICly, this means that those who are combat-focused are capable of getting more out of certain buff spells than less militantly-focused folks.  OOCly it means that the more levels you have in the following classes, the better some spells work on you.  Adding up all class levels from the following classes will give you your Militant Level:&amp;lt;br&amp;gt;&lt;br /&gt;
* ANNIHILATOR&lt;br /&gt;
* ARCANE ARCHER&lt;br /&gt;
* AVENGER&lt;br /&gt;
* BARBARIAN&lt;br /&gt;
* BEAST&lt;br /&gt;
* BLACKGUARD&lt;br /&gt;
* CHAMPION&lt;br /&gt;
* CONFOUNDER&lt;br /&gt;
* DIVINE CHAMPION (Champion of Torm)&lt;br /&gt;
* DOMINATOR&lt;br /&gt;
* DWARVEN DEFENDER&lt;br /&gt;
* EQUALIZER&lt;br /&gt;
* FIGHTER&lt;br /&gt;
* HUMANOID&lt;br /&gt;
* JUSTICAR&lt;br /&gt;
* MONK&lt;br /&gt;
* MONSTROUS (Monstrous Humanoid)&lt;br /&gt;
* PALADIN&lt;br /&gt;
* RANGER&lt;br /&gt;
* WEAPON_MASTER&lt;br /&gt;
&lt;br /&gt;
==''[[Magic:Aid|Aid]]'':==&lt;br /&gt;
'''Militant Level 0-5:''' Nothing.  The spell will give you 1d8 temporary hit points, +1 to attacks and saving throws against fear effects, plus the effects of any metamagic feats the caster uses.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Militant Level 6-15:''' You get an additional 1d8 temporary hit points and an additional +1 bonus to attacks before any metamagic effects.  The spell will give you 2d8 temporary hit points, +2 to attacks and +1 to saving throws against fear effects, plus the effects of any metamagic feats the caster uses.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Militant Level 16-25:''' You get an additional 1d8 temporary hit points and an additional +1 bonus to attacks before any metamagic effects.  The spell will give you 3d8 temporary hit points, +3 to attacks and +1 to saving throws against fear effects, plus the effects of any metamagic feats the caster uses.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Militant Level 26-35:''' You get an additional 1d8 temporary hit points and an additional +1 bonus to attacks before any metamagic effects.  The spell will give you 4d8 temporary hit points, +4 to attacks and +1 to saving throws against fear effects, plus the effects of any metamagic feats the caster uses.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Militant Level 36-40:''' You get an additional 1d8 temporary hit points and an additional +1 bonus to attacks before any metamagic effects.  The spell will give you 5d8 temporary hit points, +5 to attacks and +1 to saving throws against fear effects, plus the effects of any metamagic feats the caster uses.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==''[[Magic:Bulls Strength|Bull's Str]], [[Magic:Cats Grace|Cat's Grace]]'' and ''[[Magic:Endurance|Endurance]]'':==&lt;br /&gt;
'''Militant Level 0-5:''' Nothing.  The spell will give you 1d4+1 (between 2 and 5) points plus effects of any metamagic feats the caster uses.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Militant Level 6-15:''' You get a +1 bonus to the stat adjustment for this spell, before any metamagic effects take place.  The spell will give you 1d4+2 (between 3 and 6) points plus effects of any metamagic feats the caster uses.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Militant Level 16-25:''' The spell is always empowered when cast upon you.  If the spell caster empowers the spell as well, the effects do not stack.  The spell will give you (1d4+2) * 1.5 (between 4 and 9) points plus effects of any metamagic feats the caster uses.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Militant Level 26-35:''' The spell is always maximized when cast upon you.  If the spell caster maximizes the spell as well, the effects do not stack.  The spell will always give you 9 bonus ability score points plus any effects given by metamagic feats the caster uses.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Militant Level 36-40:''' The spell is always extended when cast upon you.  If the spell caster extends the spell as well, the effects do not stack.  The spell will always give you 9 bonus ability score points and last 1.5 times longer than normal.  Any metamagic feats the caster uses will not affect the spell cast.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==''[[Magic:Flame Weapon|Flame Weapon]]'':==&lt;br /&gt;
'''Militant Level 0-5:''' Nothing.  The spell will work normally plus the effects of any metamagic feats the caster uses.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Militant Level 6-15:''' The damage bonus becomes 1d8 plus the effects of any metamagic feats the caster uses.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Militant Level 16-25:''' The spell duration is doubled.  This stacks with extend spell, plus the effects of any other metamagic feats the caster uses.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Militant Level 26-35:''' The damage bonus becomes 1d10 plus the effects of any metamagic feats the caster uses.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Militant Level 36-40:''' The damage bonus becomes 2d6 plus the effects of any metamagic feats the caster uses.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==''[[Magic:Darkfire|Darkfire]]'':==&lt;br /&gt;
'''Militant Level 0-5:''' Nothing.  The spell will give you a +1 to +10 enhancement bonus to your weapon, plus the effects of any metamagic feats the caster uses.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Militant Level 6-15:''' You get a +1 bonus to the spell's effect.  The spell will give you a +2 to +11 enhancement bonus to your weapon, plus the effects of any metamagic feats the caster uses.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Militant Level 16-25:''' The spell duration is increased by 50%.  This stacks with extend spell, plus the effects of any other metamagic feats the caster uses.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Militant Level 26-35:''' You get a +1 bonus to the spell's effect.  The spell will give you a +3 to +12 enhancement bonus to your weapon, plus the effects of any metamagic feats the caster uses.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Militant Level 36-40:''' You get a +1 bonus to the spell's effect.  The spell will give you a +4 to +13 enhancement bonus to your weapon, plus the effects of any metamagic feats the caster uses.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==''[[Magic:Greater Magic Weapon|Greater Magic Weapon]]'':==&lt;br /&gt;
'''Militant Level 0-5:''' Nothing.  The spell will give you a +1 to +5 enhancement bonus to your weapon, plus the effects of any metamagic feats the caster uses.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Militant Level 6-15:''' You get a +1 bonus to the spell's effect.  The spell will give you a +2 to +6 enhancement bonus to your weapon, plus the effects of any metamagic feats the caster uses.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Militant Level 16-25:''' The spell duration is increased by 50%.  This stacks with extend spell, plus the effects of any other metamagic feats the caster uses.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Militant Level 26-35:''' You get a +1 bonus to the spell's effect.  The spell will give you a +3 to +7 enhancement bonus to your weapon, plus the effects of any metamagic feats the caster uses.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Militant Level 36-40:''' You get a +1 bonus to the spell's effect.  The spell will give you a +4 to +8 enhancement bonus to your weapon, plus the effects of any metamagic feats the caster uses.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==''[[Magic:Blade Thirst|Blade Thirst]]'':==&lt;br /&gt;
'''Militant Level 0-5:''' Nothing.  The spell will give you a +3 enhancement bonus to your weapon, plus the effects of any metamagic feats the caster uses.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Militant Level 6-15:''' You get a +1 bonus to the spell's effect.  The spell will give you a +4 enhancement bonus to your weapon, plus the effects of any metamagic feats the caster uses.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Militant Level 16-25:''' The spell duration is increased by 50%.  This stacks with extend spell, plus the effects of any other metamagic feats the caster uses.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Militant Level 26-35:''' You get a +1 bonus to the spell's effect.  The spell will give you a +5 enhancement bonus to your weapon, plus the effects of any metamagic feats the caster uses.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Militant Level 36-40:''' You get a +1 bonus to the spell's effect.  The spell will give you a +6 enhancement bonus to your weapon, plus the effects of any metamagic feats the caster uses.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==''[[Magic:Keen Edge|Keen Edge]]'':==&lt;br /&gt;
'''Militant Level 0-15:'''  No militant bonuses.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Militant Level 16-40:''' The spell duration is increased by 50%.  This stacks with extend spell, plus the effects of any other metamagic feats the caster uses.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==''[[Magic:Magic Vestment|Magic Vestment]]'':==&lt;br /&gt;
'''Militant Level 0-5:''' Nothing.  The spell will give you a +1 to +5 enhancement bonus to your armor, plus the effects of any metamagic feats the caster uses.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Militant Level 6-15:''' You get a +1 bonus to the spell's effect.  The spell will give you a +2 to +6 enhancement bonus to your armor, plus the effects of any metamagic feats the caster uses.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Militant Level 16-25:''' The spell duration is increased by 50%.  This stacks with extend spell, plus the effects of any other metamagic feats the caster uses.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Militant Level 26-35:''' You get a +1 bonus to the spell's effect.  The spell will give you a +3 to +7 enhancement bonus to your armor, plus the effects of any metamagic feats the caster uses.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Militant Level 36-40:''' You get a +1 bonus to the spell's effect.  The spell will give you a +4 to +8 enhancement bonus to your armor, plus the effects of any metamagic feats the caster uses.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==''[[Magic:Shield of Faith|Shield of Faith]]'':==&lt;br /&gt;
'''Militant Level 0-5:''' Nothing. The spell will give you a +2 deflection bonus to your armor class, with an additional +1 bonus for every six levels of the caster (maximum of +5), plus the effects of any metamagic feats the caster uses.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Militant Level 6-15:''' You get a +1 bonus to the spell's effect. The spell will give you a +3 deflection bonus to your armor class, with an additional +1 bonus for every six levels of the caster (maximum of +6), plus the effects of any metamagic feats the caster uses.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Militant Level 16-25:''' The spell duration is increased by 50%. This stacks with extend spell, plus the effects of any other metamagic feats the caster uses.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Militant Level 26-35:''' You get a +1 bonus to the spell's effect. The spell will give you a +4 deflection bonus to your armor class, with an additional +1 bonus for every six levels of the caster (maximum of +7), plus the effects of any metamagic feats the caster uses.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Militant Level 36-40:''' You get a +1 bonus to the spell's effect. The spell will give you a +5 deflection bonus to your armor class, with an additional +1 bonus for every six levels of the caster (maximum of +8), plus the effects of any metamagic feats the caster uses.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==''[[Magic:Legions Shield of Faith|Legions Shield of Faith]]'':==&lt;br /&gt;
'''Militant Level 0-5:''' Nothing. The spell will give you a +2 deflection bonus to your armor class, with an additional +1 bonus for every six levels of the caster (maximum of +5), plus the effects of any metamagic feats the caster uses.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Militant Level 6-15:''' You get a +1 bonus to the spell's effect. The spell will give you a +3 deflection bonus to your armor class, with an additional +1 bonus for every six levels of the caster (maximum of +6), plus the effects of any metamagic feats the caster uses.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Militant Level 16-25:''' The spell duration is increased by 50%. This stacks with extend spell, plus the effects of any other metamagic feats the caster uses.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Militant Level 26-35:''' You get a +1 bonus to the spell's effect. The spell will give you a +4 deflection bonus to your armor class, with an additional +1 bonus for every six levels of the caster (maximum of +7), plus the effects of any metamagic feats the caster uses.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Militant Level 36-40:''' You get a +1 bonus to the spell's effect. The spell will give you a +5 deflection bonus to your armor class, with an additional +1 bonus for every six levels of the caster (maximum of +8), plus the effects of any metamagic feats the caster uses.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==''[[Magic:Spiderskin|Spiderskin]]'':==&lt;br /&gt;
'''Militant Level 0-5:''' Nothing. The spell will give you a bonus to natural armor, saves vs. poison, and hide checks, equal to 2 +1 per 10 caster levels (maximum of +6 at 40th level), plus the effects of any metamagic feats the caster uses.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Militant Level 16-25:''' You get a +1 bonus to the spell's effect. The spell will give you a bonus to natural armor, saves vs. poison, and hide checks, equal to 3 +1 per 10 caster levels (maximum of +7 at 40th level), plus the effects of any metamagic feats the caster uses.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Militant Level 26-35:''' The spell duration is increased by 50%. This stacks with extend spell, plus the effects of any other metamagic feats the caster uses.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Militant Level 36-40:''' You get a +1 bonus to the spell's effect. The spell will give you a bonus to natural armor, saves vs. poison, and hide checks, equal to +1 per 10 caster levels (maximum of +8 at 40th level), plus the effects of any metamagic feats the caster uses.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==''[[Magic:Mantle of Egregious Might|Mantle of Egregious Might]]'':==&lt;br /&gt;
'''Militant Level 0-11:''' Nothing. The spell will give you a +4 bonus to AC (dodge), attack rolls, and savings throws, and a +2 bonus to all ability scores, plus the effects of any metamagic feats the caster uses.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Militant Level 12-23:''' You get a +1 bonus to AC (dodge), attack rolls, and savings throws. The spell will give you a +5 bonus to AC (dodge), attack rolls, and savings throws, and a +2 bonus to all ability scores, plus the effects of any metamagic feats the caster uses.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Militant Level 24-35:''' The spell duration is increased by 50%. This stacks with extend spell, plus the effects of any other metamagic feats the caster uses.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Militant Level 36-40:''' You get a +1 bonus to all ability scores. The spell will give you a +5 bonus to AC (dodge), attack rolls, and savings throws, and a +3 bonus to all ability scores, plus the effects of any metamagic feats the caster uses.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==''[[Magic:Heroism|Heroism]]'':==&lt;br /&gt;
'''Militant Level 0-5:''' Nothing. The spell will give you a +2 bonus on attack rolls, saves, and skill checks, plus the effects of any metamagic feats the caster uses.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Militant Level 6-15:''' You get a +1 bonus to the spell's effect. The spell will give you a +3 bonus on attack rolls, saves, and skill checks, plus the effects of any metamagic feats the caster uses.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Militant Level 16-40:''' The spell duration is increased by 50%. This stacks with extend spell, plus the effects of any other metamagic feats the caster uses.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==''[[Magic:Greater Heroism|Greater Heroism]]'':==&lt;br /&gt;
'''Militant Level 0-5:''' Nothing. The spell will give you a +4 bonus on attack rolls, saves, and skill checks, immunity to fear effects, and temporary hit points equal to the caster level (maximum 20), plus the effects of any metamagic feats the caster uses.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Militant Level 6-15:''' You get a +1 bonus to the spell's effect. The spell will give you a +5 bonus on attack rolls, saves, and skill checks, immunity to fear effects, temporary hit points equal to the caster level (maximum 20), plus the effects of any metamagic feats the caster uses.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Militant Level 16-25:''' The spell duration is increased by 50%. This stacks with extend spell, plus the effects of any other metamagic feats the caster uses.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Militant Level 26-35:''' You get an extra 1/3rd bonus to the added temporary hit points. The spell will give you a +5 bonus on attack rolls, saves, and skill checks, immunity to fear effects, and temporary hit points equal to the caster level (maximum 20) + 1/3rd of those temporary hit points, plus the effects of any metamagic feats the caster uses.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Militant Level 36-40:''' You get an extra 1/3rd bonus to the added temporary hit points. The spell will give you a +5 bonus on attack rolls, saves, and skill checks, immunity to fear effects, temporary hit points equal to the caster level (maximum 20) + 1/3rd of those temporary hit points, and then + 1/3rd of the total temporary hit points again, plus the effects of any metamagic feats the caster uses.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;u&amp;gt;Changes/Bug Fixes:&amp;lt;/u&amp;gt;==&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Version 1.6.0.1 Changes/Bug Fixes:&amp;lt;/u&amp;gt;===&lt;br /&gt;
- [http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=1030 Bug #1030]: Maximized values on Stat Buffs are Hard-Coded.&amp;lt;br&amp;gt;&lt;br /&gt;
- Fixed the same bug with ''aid'' not computing maximized militant bonuses correctly.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Version 1.6.0.2 Changes/Bug Fixes:&amp;lt;/u&amp;gt;===&lt;br /&gt;
- [http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=1043 Bug #1043]: Buffing potions gives 7 ability points.&amp;lt;br&amp;gt;&lt;br /&gt;
- [http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=1045 Bug #1045]: Militant Bonuses on Unmaximized Stat Buffs Are Not Working&amp;lt;br&amp;gt;&lt;br /&gt;
- [http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=1048 Bug #1048]: Darkfire not giving Militant Level Bonuses.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Version 1.7.3.1 Changes/Bug Fixes:&amp;lt;/u&amp;gt;===&lt;br /&gt;
- Paladins no longer get militant bonuses when self-buffing.&amp;lt;br&amp;gt;&lt;br /&gt;
- Added Militant Bonuses for [[Magic:Magic Vestment|Magic Vestment]].&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Version 1.7.3.2 Changes/Bug Fixes:&amp;lt;/u&amp;gt;===&lt;br /&gt;
- Paladin levels are halved when calculating Militant Bonuses for self-buffing paladins.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Version 1.7.3.3 Changes/Bug Fixes:&amp;lt;/u&amp;gt;===&lt;br /&gt;
- [http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=1088 Bug #1088]: Blackguard's Bull Strength ability will grant Militant Bonus&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Version 1.8.0.1 Changes/Bug Fixes:&amp;lt;/u&amp;gt;===&lt;br /&gt;
- Added militant bonuses for Blade Thirst. &lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Version 1.8.0.3 Changes/Bug Fixes:&amp;lt;/u&amp;gt;===&lt;br /&gt;
- Added militant bonuses to the following spells: Shield of Faith, Spiderskin, Mantle of Egregious Might, Heroism, Greater Heroism, Legion's Shield of Faith.&lt;br /&gt;
&lt;br /&gt;
='''[[Magic:Summon_Control|Summon Control]]'''=&lt;br /&gt;
Version 1.7.3.0 introduces summon control - the ability to select the creature summoned by the summon creature spells.  Along with this new feature comes a reduction in the duration for these spells.  The duration has been changed from 24 hours to 1 turn/caster level.&lt;br /&gt;
&lt;br /&gt;
='''Definitions'''=&lt;br /&gt;
'''Arcane Spell Caster:''' One who casts arcance spells.  Bards, sorcerers and wizards fall into this category.  Arcane archers and palemasters also fall into this category.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Divine Spell Caster:''' One who casts divine spells.  Clerics, druids, paladins and rangers fall into this category.  Blackguards also fall into this category.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Ranks:''' This number is related to the number of points that you have put into a skill.  For a class skill, this is a one-for-one exchange of one skill point for one rank.  For a cross-class skill this is a two-for-one exchange of two skill points for one rank.  Ability score bonuses and bonuses from magic items and other sources are not counted in this number.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Spell List:''' The list of spells your class can cast.  These can be found in your NWN, SoU and HotU manuals, or in the 3rd Edition Players Handbook.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
[[Main_Page]]&lt;/div&gt;</summary>
		<author><name>TripleAught</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=User_talk:Girlysprite/Sandbox&amp;diff=35477</id>
		<title>User talk:Girlysprite/Sandbox</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=User_talk:Girlysprite/Sandbox&amp;diff=35477"/>
		<updated>2010-08-30T19:06:17Z</updated>

		<summary type="html">&lt;p&gt;TripleAught: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This looks better than the current home page. Nice start Girly.  -TripleAught&lt;/div&gt;</summary>
		<author><name>TripleAught</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=User_talk:Girlysprite/Sandbox&amp;diff=35476</id>
		<title>User talk:Girlysprite/Sandbox</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=User_talk:Girlysprite/Sandbox&amp;diff=35476"/>
		<updated>2010-08-30T19:06:01Z</updated>

		<summary type="html">&lt;p&gt;TripleAught: New page: This looks better than the current home page. Nice start Girly.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This looks better than the current home page. Nice start Girly.&lt;/div&gt;</summary>
		<author><name>TripleAught</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Junk_Processing&amp;diff=35338</id>
		<title>Junk Processing</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Junk_Processing&amp;diff=35338"/>
		<updated>2010-08-25T18:05:11Z</updated>

		<summary type="html">&lt;p&gt;TripleAught: New page: == Junk Processors ==  Junk Processors are scattered throughout the servers in the Recycling Centers. They will accept some Hides and Broken Weapons you collect from adventuring.  You have...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Junk Processors ==&lt;br /&gt;
&lt;br /&gt;
Junk Processors are scattered throughout the servers in the Recycling Centers. They will accept some Hides and Broken Weapons you collect from adventuring.&lt;br /&gt;
&lt;br /&gt;
You have two options when using the Junk Processor:&lt;br /&gt;
# Use the processor to turn the materials into crafting components. Hides will yield &amp;quot;Organic&amp;quot; components while Broken Weapons will yield &amp;quot;Inorganic&amp;quot; components.&lt;br /&gt;
# Sell the Hides or Weapons directly to the Junk Processing NPC.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Note:''' Hides that are not accepted by the Junk Processor are accepted by other NPCs with different roles. FOIG who these NPCs are.&lt;/div&gt;</summary>
		<author><name>TripleAught</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Systems_and_Tools&amp;diff=35337</id>
		<title>Systems and Tools</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Systems_and_Tools&amp;diff=35337"/>
		<updated>2010-08-25T18:01:04Z</updated>

		<summary type="html">&lt;p&gt;TripleAught: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Systems| Systems and Tools]]&lt;br /&gt;
&amp;lt;small&amp;gt;The ''World of Avlis'' is an ongoing development project.&lt;br /&gt;
&amp;lt;br&amp;gt;As such, new features – features not available in single-player NWN – are constantly being added and optimized.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[Ammunition Management System]] - Allows for the automatic queueing of various chosen types of ammunition selected in advance.&lt;br /&gt;
&lt;br /&gt;
* [[Avlis Command Prompt]] - Command prompt type functions entered in the chat line.&lt;br /&gt;
&lt;br /&gt;
* [[Barbarian Rage]] - Introduces subclasses (styles) among the [[Barbarian]] class.&lt;br /&gt;
&lt;br /&gt;
* [[Companion Training System]] - Training new companions for [[Druid|Druids]] and [[Ranger|Rangers]]. &lt;br /&gt;
&lt;br /&gt;
* [[CEP weapon feats]] - Applying weapon feats to CEP weapons.&lt;br /&gt;
&lt;br /&gt;
* [[Crafting System|Crafting]] - Creating armour, clothing, gems, healing kits, jewelry, potions, weapons, and more. Gathering resources, mining and wood cutting.&lt;br /&gt;
&lt;br /&gt;
* [[Custom Races|Custom Races]] - New custom Avlis races and how to create a character with one.&lt;br /&gt;
&lt;br /&gt;
* [[Death and Dying|Death and Dying]] - Avlis death system.&lt;br /&gt;
&lt;br /&gt;
* [[Economy|Economy and Persistence]] - The Avlis economy. Persistent chests, corpses, merchants.&lt;br /&gt;
&lt;br /&gt;
:* [[Recycling System|Recycling System]] - Creates a continuous process tasked towards the disposal of loot drops and crafted durable goods, combined with a way to obtain crafting ingredients through a token exchange system.&lt;br /&gt;
&lt;br /&gt;
:* [[Drop System|Drop System]] - Loot drop alterations on Avlis.&lt;br /&gt;
&lt;br /&gt;
:* [[Junk Processing|Junk Processing]] - Dispose of remains of creature hides and broken weapons you find when adventuring.&lt;br /&gt;
&lt;br /&gt;
* [[Experience System]] - Spans the specifics of alloting experience points to PCs.&lt;br /&gt;
&lt;br /&gt;
* Emote System - A way to have your character perform emotive actions, dice rolls, get information on various systems, etc.&lt;br /&gt;
&lt;br /&gt;
:* [[Emote Radial|Emote Radial Menu]] - Performing actions via the radial menu.&lt;br /&gt;
&lt;br /&gt;
:* [[Emote Keywords|Emote Keywords]] - Performing actions as you type.&lt;br /&gt;
&lt;br /&gt;
:* [[Voice Throw|Voice Throw]] - Emotes for your companion.&lt;br /&gt;
&lt;br /&gt;
* [[Magic System|Magic System]] - Information on how magic works on Avlis.&lt;br /&gt;
&lt;br /&gt;
:* [[:Category:AMS|Advanced Magic Specialization]] - Subclasses (styles) avaliable to arcane spellcasters.&lt;br /&gt;
&lt;br /&gt;
:* [[Artificing|Artificing System]] - Information on creating magic items on Avlis.&lt;br /&gt;
&lt;br /&gt;
:* [[Magic:Spell List|Spell List]] - List of spells that are part of the Avlis spell hooking system.&lt;br /&gt;
&lt;br /&gt;
:* [[Militant Level Bonuses]] - Militant Level Bonuses are enhanced effects that certain spells have on militant characters.&lt;br /&gt;
&lt;br /&gt;
* [[Note System]] - A system for writing notes and sending letters in Avlis.&lt;br /&gt;
&lt;br /&gt;
* [[Psionics]] - A new class and powers for Psionics on Avlis.&lt;br /&gt;
&lt;br /&gt;
* [[Prestige Classes|Prestige Classes]] - New custom Avlis prestige classes.&lt;br /&gt;
&lt;br /&gt;
* [[Shifter Form Replacements|Shifter Form Replacements]] - Replacements for [[Shifter]] and other shapechanging spell forms.&lt;br /&gt;
&lt;br /&gt;
* [[Survivalist Tradeskill|Survivalist Tradeskill]] - Allows use of the meat drops from the loot system.&lt;br /&gt;
&lt;br /&gt;
* [[Crafting System#Trapcrafting|Trapcrafting]] - Avlis modifications to the BioWare [[nwn:Craft trap|Craft Trap]] skill.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Unofficial or 3rd Party:'''&lt;br /&gt;
* [[Dynamic Dye Color Chart|Dynamic Dye Color Chart]]&lt;br /&gt;
&lt;br /&gt;
* [[Custom Portrait|Avlis Custom Portraits]]&lt;br /&gt;
&lt;br /&gt;
* [http://www.avlis.org/viewtopic.php?t=46916 Avlis Side Kick] ([http://www.avlis.org/viewtopic.php?t=47736 Beta 0.9.4])&lt;/div&gt;</summary>
		<author><name>TripleAught</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Recycling_System&amp;diff=35336</id>
		<title>Recycling System</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Recycling_System&amp;diff=35336"/>
		<updated>2010-08-25T17:54:17Z</updated>

		<summary type="html">&lt;p&gt;TripleAught: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Systems}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
==Avlis Recycling System==&lt;br /&gt;
&lt;br /&gt;
The system is designed to do the following:&lt;br /&gt;
&lt;br /&gt;
    * Create a market for low-level durable crafted goods.&lt;br /&gt;
    * Reduce the gold inflow from low-level durable crafted goods to those from PC to PC purchases.&lt;br /&gt;
    * Provide a means of making up for certain shortfalls in components.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''System Basics:'''&lt;br /&gt;
&lt;br /&gt;
    * There are three categories of recyclers: Metals (Weapons/Armor), Organics (Carpentry/Tailoring)&lt;br /&gt;
    and Precious Materials (Jewelling).&lt;br /&gt;
    * Each category will have a number of NPCs scattered around the servers.&lt;br /&gt;
    * Each item will give you 1 token per crafting level of the recipe.&lt;br /&gt;
    * You will be able to redeem up to 5 items per category per week.&lt;br /&gt;
    * Maximum yield per item is 10 tokens.&lt;br /&gt;
    * Therefore the maximum yield is 50 tokens/week.&lt;br /&gt;
    * Those with 3 or fewer crafting levels in a given category's tradeskills will be able to turn in&lt;br /&gt;
    15 items, or up to 50 tokens, whichever is lower in total value.&lt;br /&gt;
    * The tokens will be redeemable at Junk Shop merchants as the following:&lt;br /&gt;
    - 50 Tokens: 10x Moderate Value Crafting Components related to a craft OUTSIDE of that category.&lt;br /&gt;
    - 100 Tokens: 5x Higher Value Crafting Components related to a craft outside of that category.&lt;br /&gt;
    - 250 Tokens: 2x Rare Crafting Components, or charged magic item.&lt;br /&gt;
    (e.g. rod of resurrection, necklace of weapon enchantment)&lt;br /&gt;
    - 500 Tokens: DM-Drop level crafting component (e.g. wyrmskin, vrock skull)&lt;br /&gt;
    * Tokens can only be spent on merchants of the same category.&lt;br /&gt;
    * Tokens are non-transferable.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* '''Related Topics:'''&lt;br /&gt;
[[Crafting System|Avlis Crafting System]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Economy|Avlis Economy]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Systems|Recycling]]&lt;/div&gt;</summary>
		<author><name>TripleAught</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Recycling_System&amp;diff=35335</id>
		<title>Recycling System</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Recycling_System&amp;diff=35335"/>
		<updated>2010-08-25T17:53:54Z</updated>

		<summary type="html">&lt;p&gt;TripleAught: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Systems}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Avlis Recycling System==&lt;br /&gt;
&lt;br /&gt;
The system is designed to do the following:&lt;br /&gt;
&lt;br /&gt;
    * Create a market for low-level durable crafted goods.&lt;br /&gt;
    * Reduce the gold inflow from low-level durable crafted goods to those from PC to PC purchases.&lt;br /&gt;
    * Provide a means of making up for certain shortfalls in components.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''System Basics:'''&lt;br /&gt;
&lt;br /&gt;
    * There are three categories of recyclers: Metals (Weapons/Armor), Organics (Carpentry/Tailoring)&lt;br /&gt;
    and Precious Materials (Jewelling).&lt;br /&gt;
    * Each category will have a number of NPCs scattered around the servers.&lt;br /&gt;
    * Each item will give you 1 token per crafting level of the recipe.&lt;br /&gt;
    * You will be able to redeem up to 5 items per category per week.&lt;br /&gt;
    * Maximum yield per item is 10 tokens.&lt;br /&gt;
    * Therefore the maximum yield is 50 tokens/week.&lt;br /&gt;
    * Those with 3 or fewer crafting levels in a given category's tradeskills will be able to turn in&lt;br /&gt;
    15 items, or up to 50 tokens, whichever is lower in total value.&lt;br /&gt;
    * The tokens will be redeemable at Junk Shop merchants as the following:&lt;br /&gt;
    - 50 Tokens: 10x Moderate Value Crafting Components related to a craft OUTSIDE of that category.&lt;br /&gt;
    - 100 Tokens: 5x Higher Value Crafting Components related to a craft outside of that category.&lt;br /&gt;
    - 250 Tokens: 2x Rare Crafting Components, or charged magic item.&lt;br /&gt;
    (e.g. rod of resurrection, necklace of weapon enchantment)&lt;br /&gt;
    - 500 Tokens: DM-Drop level crafting component (e.g. wyrmskin, vrock skull)&lt;br /&gt;
    * Tokens can only be spent on merchants of the same category.&lt;br /&gt;
    * Tokens are non-transferable.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* '''Related Topics:'''&lt;br /&gt;
[[Crafting System|Avlis Crafting System]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Economy|Avlis Economy]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Systems|Recycling]]&lt;/div&gt;</summary>
		<author><name>TripleAught</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Rules:Specific_Rules&amp;diff=35296</id>
		<title>Rules:Specific Rules</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Rules:Specific_Rules&amp;diff=35296"/>
		<updated>2010-08-18T18:20:21Z</updated>

		<summary type="html">&lt;p&gt;TripleAught: /* Specific Disguise Rule Clarifications */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;='''Specific Rules'''=&lt;br /&gt;
==Metagaming==&lt;br /&gt;
Metagaming is simply another term for using out of character (OOC) information rather than just the in character (IC) information your character has learnt whilst you are playing him. The term loosely means &amp;quot;Game within a Game&amp;quot; in the case of Avlis this means the game of Never Winter Nights (NWN) within the game of Avlis.&lt;br /&gt;
&lt;br /&gt;
Avlis is in many ways a game unto itself. It's derived from a long running pen and paper (PnP) D&amp;amp;D Campaign world, with it's own set of rules and history. When playing on Avlis things work differently than in standard NWN, like death, treasure, experience gain, etc.&lt;br /&gt;
&lt;br /&gt;
Metagaming is when you think more about the way NWN works then how Avlis works. Or OOC vs IC.&lt;br /&gt;
&lt;br /&gt;
Picking stats, skills, feats, and so on are all examples of metagaming. When you level up, you again are metagaming, because you pick skills, feats, and so on. There can be IC reasons for what you decide, such as multiclassing because of something that happened to your character, say he now lives in the woods so you think he will develop ranger skills. But most character development is done though metagaming but this not always bad.&lt;br /&gt;
&lt;br /&gt;
But it can be a bad thing if it's done in a way that harms or effects other PCs. The best example of this, being the whole 'floating name' issues, that has been discussed and argued over on the Avlis boards many times. The floating name is completely OOC information, and using it to identify someone you don't really know or couldn't identify normally is considered a 'sin' on Avlis.&lt;br /&gt;
&lt;br /&gt;
Some examples of both good and bad metagaming or OOC behavior; (these aren't hard and fast rules, just examples of the type of behavior so you can judge if what your doing is acceptable or not.)&lt;br /&gt;
&lt;br /&gt;
Good:&lt;br /&gt;
* Increasing your Int/Wis/Cha score so you can cast higher level spells.&lt;br /&gt;
* Taking levels of another class, for IC reasons. (i.e. you had a religious experience and decide to take levels as a cleric.)&lt;br /&gt;
* Increasing a stat, that isn't of primary use for your class, to qualify for feats that are useful to you. (i.e. increasing intelligence to 13 so you can get Improved Knockdown)&lt;br /&gt;
* Taking a feat, not for the sake of the feat, but for other feats you can now qualify for.&lt;br /&gt;
* Using the floating name to identify someone you know well, but whose avatar looks like other PCs.&lt;br /&gt;
* Using the player list, to see if a friend is online at the time.&lt;br /&gt;
* Using the examine option to read the bio someone has put in there.&lt;br /&gt;
&lt;br /&gt;
Bad:&lt;br /&gt;
* Taking levels of another class with no logical IC reason for doing so.(i.e. Your PC isn't religious, but want to be able to cast buffs (protective spells like Stoneskin) so you take levels as a cleric.)&lt;br /&gt;
* Cancelling out of a level up process to get a better HP roll.&lt;br /&gt;
* Using the floating name to identify someone you've never met before.&lt;br /&gt;
* Using the player list, to see if the PC you want to attack is online at the time.&lt;br /&gt;
* Using the examine option, to see what buffs someone has or what level they are.&lt;br /&gt;
&lt;br /&gt;
===Floaty Name===&lt;br /&gt;
''Rule 1''&lt;br /&gt;
&lt;br /&gt;
The floating name above a character's head DOES NOT actually exist IC. It cannot be used to reveal a character's name if the said character has not told you his/her name.&lt;br /&gt;
&lt;br /&gt;
example: Joe meets Sarah for the first time. Joe's player sees the name &amp;quot;Sarah&amp;quot; above Sarah's head. Joe (the character) DOES NOT. Joe cannot say &amp;quot;Hi Sarah!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
example 2: Joe meets Tara for the first time. Joe says &amp;quot;Hi my name is Joe&amp;quot;. Tara says &amp;quot;Hi my name is Jennifer&amp;quot;. As far as Joe is concerned, Tara's name is Jennifer. He does not know that she is lying.&lt;br /&gt;
&lt;br /&gt;
''Rule 2:''&lt;br /&gt;
&lt;br /&gt;
The floating name can be used if your character already knows the other character (as long as the other character told you their real name).&lt;br /&gt;
&lt;br /&gt;
example: Joe and Chris know each other. They also told each other their real names Joe and Chris see each other and say &amp;quot;Hi Chris&amp;quot; and &amp;quot;Hi Joe&amp;quot; respectively. This is fine.&lt;br /&gt;
&lt;br /&gt;
example 2: Joe meets the same Tara he met in &amp;quot;example 2 of rule 1&amp;quot; again. If Joe says &amp;quot;Hi Tara&amp;quot; I will personally send a dragon to eat him. If Joe says&amp;quot; Hi Jennifer&amp;quot; he gets to avoid dragons for a little bit.&lt;br /&gt;
&lt;br /&gt;
Exception to Rule 2:&lt;br /&gt;
&lt;br /&gt;
A person you know under the effects of &amp;quot;Invisibilty&amp;quot; or &amp;quot;Improved Invisibilty&amp;quot; cannot be identified by the floating name unless your character is under the effects of &amp;quot;See Invisibility&amp;quot; or &amp;quot;True Seeing&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
example: Joe and Kelly know each other. Kelly is invisible but Joe &amp;quot;hears&amp;quot; her. Joe DOES NOT have &amp;quot;See Invisibility&amp;quot; or &amp;quot;True Seeing&amp;quot; on him and the floating name above Kelly's character says Kelly. If Joe says &amp;quot;Hi Kelly&amp;quot; Joe will soon feel the blades of a Sereg'wethrin Nwalmaer turning him into mincemeat. If Joe says &amp;quot;Who's there? I can hear you&amp;quot;, Joe gets a cookie.&lt;br /&gt;
&lt;br /&gt;
===Changelings===&lt;br /&gt;
&lt;br /&gt;
When a changeling uses the Changeling Special Ability, a message is sent to everyone in the area that the ability has been used. This is an OOC message.&lt;br /&gt;
&lt;br /&gt;
When a changeling changes form, everyone in the immediate vicinity gets to make a spellcraft check (DC 16). This check is made automatically by the engine. If they succeed, they get a message indicating that the user of the power may be a changeling. If they fail, they get no message. If someone changes in front of your face, you do know that they can change form. However you do not know how they are accomplishing this feat unless you succeed in your spellcraft check.&lt;br /&gt;
&lt;br /&gt;
When a changeling memorizes or purges a form, everyone in the immediate vicinity gets to make a spellcraft check (DC 30). This check is made automatically by the engine. If they succeed, they get a message indicating that the user of the power may be a changeling. If they fail, they get no message.&lt;br /&gt;
&lt;br /&gt;
In both the above cases, the changeling does not know if someone made a check or if they succeeded at a check. When a changeling reviews their forms, no one gets to make a spellcraft check to identify a changeling.&lt;br /&gt;
&lt;br /&gt;
This means that anyone without ranks in spellcraft will never be able to identify someone as a changeling. Those with some ranks will be able to identify changelings with a good degree of accuracy whenever they change shape or revert to their true form. Only characters of at least level 6 will have any chance of identifying changelings when memorizing or purging forms, and only epics with any degree of regularity.&lt;br /&gt;
&lt;br /&gt;
If you cannot make spellcraft checks, the only other IC way to find out someone is a changeling is to have someone who ICly knows tell you that person is a changeling. So unless you succeed at a spellcraft check you do not know someone is a changeling, even if they change shape in front of your face.&lt;br /&gt;
&lt;br /&gt;
===Invisibility===&lt;br /&gt;
&lt;br /&gt;
''RULE 1:''&lt;br /&gt;
&lt;br /&gt;
An invisible character or creature CANNOT be seen and identified by anyone not under to effects of the spells &amp;quot;True Seeing&amp;quot; and &amp;quot;See Invisibility&amp;quot; as they can only be detected through hearing.&lt;br /&gt;
&lt;br /&gt;
example: Joe &amp;quot;hears&amp;quot; John while John is invisible. Joe has neither &amp;quot;See Invisibility&amp;quot; or &amp;quot;True Seeing&amp;quot; on him. Even though Joe knows John and John shows up on his screen because Joe's character 'hears' John, Joe DOES NOT know that it is John because he cannot identify John solely from John's footsteps.&lt;br /&gt;
&lt;br /&gt;
''RULE 2:''&lt;br /&gt;
&lt;br /&gt;
Creatures and characters under the effects of the spell &amp;quot;Improved Invisibilty&amp;quot; cannot be identified even after they have taken an action to make them &amp;quot;partially visible&amp;quot; unless the perceiving creature has &amp;quot;True Seeing&amp;quot; or &amp;quot;See Invisibilty&amp;quot;. Characters know that the person/creature is there, but sees only a blurry, semi transparent figure.&lt;br /&gt;
&lt;br /&gt;
example: Joe is in the warzone fighting the elves. Karla is in the warzone and has the spell &amp;quot;Improved Invisibility&amp;quot; cast on her. Karla doesn't like Joe killing elves. Karla flames Joe's ass. Joe cannot identify Karla as the sassy lass that killed him unless Joe had &amp;quot;True Seeing&amp;quot; or &amp;quot;See Invisibilty&amp;quot; on him when Karla attacked.&lt;br /&gt;
&lt;br /&gt;
===Disguise===&lt;br /&gt;
&lt;br /&gt;
Here are the basic rules, boiled down to their purest form. Consider this the guiding principle for disguises, or any other form of hiding your identity from someone.&lt;br /&gt;
&lt;br /&gt;
# The PC trying to keep his/her identity hidden, is the one who must make the most effort. The less effort put into it, the less likely the disguise is to work.&lt;br /&gt;
# The PC who is trying to identify another character can only 'recognize' items, mannerisms, voices, (anything else that fits here) if they have interacted with them before.&lt;br /&gt;
&lt;br /&gt;
====Specific Disguise Rule Clarifications====&lt;br /&gt;
# Items that are +3 (or +3 equivalent) or higher are considered unique enough to be identified. You must remove all identifiable gear from your character if you want to remain in disguise.&lt;br /&gt;
# Voices must continue to be altered, by the character speaking, to remain a valid part of the disguise. There are no items that will disguise your voice. Stating once at the beginning of a conversation *Muffles Voice* is not enough.&lt;br /&gt;
# You cannot disguise your voice while spellcasting. If a character hears you casting, and they can recognize your voice (see the main rule above) then they can talk with a DM about ICly identifying the disguised character. A PM to both the other player and DM is preferred if a DM is not with you IG.&lt;br /&gt;
# If you are using the Silent Spell feat (i.e. casting a spell with Silent Spell meta-magic applied) then you cannot be ID'd by voice, nor can you be ID'd by the fact that you are Silent casting.&lt;br /&gt;
# The CEP Shadowed Hood is treated in the same way as a helm, as long as it is used in conjunction with other disguise practices. A hood alone will not be a strong enough disguise to protect a PC's identity, but is perfectly valid as a portion of such.&lt;br /&gt;
# Shadowshield is considered a Shadowed Hood for disguise purposes, obscuring the facial features of characters affected by it. Shadowshield has the additional character of, if the spell is visible to a player on his screen, obscuring the color but not the character of avatar-visible items such as armor, robes, wings, cloaks, weapons, and helms. It does not obscure armor for ID purposes under the disguise rules, nor does it obscure IDable items under those same rules.&lt;br /&gt;
# Barkskin would be slightly less effective then armor/helm. You wouldn't see the color of someone's armor, helm, etc... But you'd still see the general design of it. Same goes for the face, it would still be the PC's face but harder to make out fine details. Barkskin alone is not enough to be considered a disguise.&lt;br /&gt;
# Stoneskin does nothing disquise wise. The same goes true for any spell that doesn't have a lasting VFX.&lt;br /&gt;
# You cannot identify a character by smell.&lt;br /&gt;
# Your Animal Companion cannot identify disguised characters for you.&lt;br /&gt;
# You cannot disguise yourself as someone of the opposite gender.&lt;br /&gt;
# You cannot run across a transition and change clothes (or change forms), the transitions are an OOC factor of the NWN Engine.&lt;br /&gt;
&lt;br /&gt;
====Examples====&lt;br /&gt;
There are no helms out there that somehow alter someone's voice, and by simply putting one on, no one can recognize your voice. By the same token, stating once at the begging of an encounter that you are masking your voice or a single emote, is not enough to cut it.&lt;br /&gt;
&lt;br /&gt;
You must constantly remind people you are altering your voice somehow. A emote every line isn't required, but the person attempting to alter their voice must be the one making the effort to do so. It must be clear to everyone what he or she is doing. If those interacting with the PC can't clearly tell they are trying to be disguised. Then that PC isn't putting enough effort into it.&lt;br /&gt;
&lt;br /&gt;
This helps the PC as well, as it makes for a constant reminder and makes mistakes much less likely.&lt;br /&gt;
&lt;br /&gt;
By the same token, simply putting on a different outfit is not enough to make you unidentifiable. There are several things you have left on that might provide clues to who you really are. So if you want to disguise yourself via clothing/armor, you need to change more then just the torso piece.&lt;br /&gt;
&lt;br /&gt;
The more effort a PC goes to, to hide their identity the more likely they are to actually do so. The less effort the PC makes, the easier it will be to ID them. But it up to the person wishing to keep his/her identity hidden to make all the effort, and make it very clear to everyone else what he or she are attempting to do.&lt;br /&gt;
&lt;br /&gt;
Of course the amount of disguise required is all based on how well the PC in question is known by those interacting with him or her. For my PC, trying to fool Kira his IC wife would be extremely difficult. Fooling someone he's knows fairly well, like say Jorio, or Arena would be less difficult, someone he knows hardly at all, would be fairly easy.&lt;br /&gt;
&lt;br /&gt;
Also the simple fact that your PC's avatar has a hood on, or the hood/mask on, does nothing to help mask their identity, as they are always wearing one so it is as much a disquinshing feature as it hides things.&lt;br /&gt;
&lt;br /&gt;
Any magical item of +3 or higher will also be unique, and could be used to ID someone, especially if it's a weapon, or shield. Provided that of course the PC in question has been seen with it before.&lt;br /&gt;
&lt;br /&gt;
For example...&lt;br /&gt;
&lt;br /&gt;
If I want to disguise my PC, I would need to do all of the following to make the disguise 98% foolproof, as there is no 100% foolproof disguise.&lt;br /&gt;
&lt;br /&gt;
I would need to put on armor or clothing that is unlike anything I've ever worn before. I would need to wear a helm unlike what I normally wear. I would need to begin every other or perhaps every 3rd line of speech with an emote of some sort, stating that I am disguising my voice. I would need to put on different boots, and maybe a different pair of gloves. If I have a holy symbol or some other jewelry that is unquine, I would need to change those out.&lt;br /&gt;
&lt;br /&gt;
So to sum up: If you want to hide your identity from those around you, you not them will need to make that clear to everyone. Tells or OOC statements that you are in disguise and no further effort on the PC's part, isn't enough. Simply putting on a different outfit and holding a different weapon isn't enough. Simply putting on a helmet isn't enough.&lt;br /&gt;
&lt;br /&gt;
This works in favor of everyone. For those who wish to remain unidentified, they can show the DM's what efforts they made in remaining so. It also serves as a nearly constant reminder to those involved what the PC is attempting to do, so a mistake is less likely.&lt;br /&gt;
&lt;br /&gt;
===Crafting Recipes===&lt;br /&gt;
&lt;br /&gt;
I would like to clarify the Avlis crafting recipe restrictions that have been brought up in the proposal for a free crafting guild in Avlis. A while back the team ruled that guilds could not post master recipe lists in the forums for all members to see and learn from. For the most part all guilds pass their information in character, which is how it should be. We have further clarified this rule.&lt;br /&gt;
&lt;br /&gt;
All Avlis crafting recipes must be learned/discovered in game.&lt;br /&gt;
&lt;br /&gt;
Distributing a master list of all known recipes is a flagrant violation of this. I don't care who you share your knowledge with as long as you do it in game. If you want to reveal secrets for nothing, that's your business. But there will be no listserv of crafting recipes.&lt;br /&gt;
&lt;br /&gt;
This is a roleplaying server and while we can't enforce certain aspects of crafting that we'd like to, we can certainly set OOC guidelines that you should follow. Yes, there are ways you can get around this but you are violating the spirit of Avlis and this server's atmosphere. Because of limiting game mechanics I cannot create a realistic crafting experience. All recipes are boiled down to a list of ingredients and quantities. IC this is not so simple. Being a master alchemist is much more than slapping down half a dozen ingredients and choosing your recipe. There's skill involved in mixing certain ingredients, under certain conditions (heat, pressure, friction, etc), and observing the changes. This is why you have to have a certain level in a craft to even attempt a certain recipe. All trades are handled this way IC. If I could enforce it I'd require you to either experiment to discover your own recipes OR get a mentor to teach it to you.&lt;br /&gt;
&lt;br /&gt;
===Sharing Inn Rooms===&lt;br /&gt;
&lt;br /&gt;
We have noticed that some players are sharing an Inn Room between two (or more) of their own characters. (i.e one player multiple characters)&lt;br /&gt;
This is not allowed because of the ability to easily share items/gold between these characters...basically what one has, all have. As these characters can never know each other IG and can never meet it is metagaming to share items between them.&lt;br /&gt;
&lt;br /&gt;
If you are doing this, stop.&lt;br /&gt;
If you are thinking about it, dont do it.&lt;br /&gt;
&lt;br /&gt;
This type of metagaming will be handled in the following manner:&lt;br /&gt;
1) Warning (this is it)&lt;br /&gt;
2) If you continue to do so after the warning then all characters will be placed in Vault Jail for 5 days, and the DB entries for that Inn room chest will be deleted without chance for restore&lt;br /&gt;
3) You will be banned&lt;br /&gt;
&lt;br /&gt;
==Exploiting==&lt;br /&gt;
&lt;br /&gt;
Exploiting, is in many ways, the same thing as cheating. It is the practice of doing something you know you shouldn't be able to and then repeating it as many times as you can. In nearly every case exploiting, involves a bug of some sort, be it one created by the Avlis staff, or one from Bioware. &lt;br /&gt;
&lt;br /&gt;
Anyone found exploiting, will be put on the watch list, and is likely to be banned from playing on Avlis.&lt;br /&gt;
&lt;br /&gt;
If you ever find yourself thinking: &amp;quot;That seemed way too easy for what I got&amp;quot; or &amp;quot;Odd! He already gave me a reward!&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Because you got a reward you didn't earn, then it's likely you found something that could be exploited. We try very hard to make sure that the rewards you get are fitting to what you did. A different form of exploiting is using a trick to avoid something really bad happening. In either case you are doing something that shouldn't be happening, to benefit you in some way.&lt;br /&gt;
&lt;br /&gt;
There is one and only one case where doing something you think is an exploit, is acceptable, and it will be clear to us if you're doing this or not. That is testing something you think might be an exploit, to make sure what you think just happened, did in fact happen. Provided you only do it that one more time, and report it, then you won't be punished for exploiting. However a DM may still take what ever you got from it away from you. It's important to note that if you had benefited from something you think may be a bug, doesn't mean you're guilty of exploiting. It's when you keep doing it, over and over again, that you're guilty of exploiting. If you run across something that you think might be a bug, please report it so we can fix what ever is wrong.&lt;br /&gt;
&lt;br /&gt;
Some examples of exploiting:&lt;br /&gt;
&lt;br /&gt;
* Hitting 'escape' and quitting the game, when you're at negative hit points, to avoid dying and going to the after life.&lt;br /&gt;
* Giving a NPC a quest item, then finding you have the option of giving it to him again, even though you don't have it any longer.&lt;br /&gt;
* Dying, and having someone grab your gear, then crashing the server so you can come back before your character is saved, so you have all your gear back, but your friend still has everything he grabbed off your corpse.&lt;br /&gt;
* Logging in with a character that doesn't belong to you. (It can happen by accident, but you need to quit as soon as you realize your not using one of your characters)&lt;br /&gt;
* Giving all your gear to a friend, or leaving it in a chest, then logging into a different world, and coming back to Avlis via a portal, so you have all your gear, plus copies of it in your chest or with your friend.&lt;br /&gt;
* Finding a chest that spawns in an item that should never be there (i.e. +3 flaming long sword), and going to it every chance you get.&lt;br /&gt;
* Collecting the reward for a quest you never actually finished, or even started. But because of a bug in the dialog you can collect the reward anyway.&lt;br /&gt;
* Getting into a really bad situation, and logging out rather then sticking around to take what's coming to you. (i.e. surrounded by a bunch of really tough NPCs you know will be able to kill you).&lt;br /&gt;
* Logging out, then logging back in again, to restore your lost HPs and spells.&lt;br /&gt;
* Finding an item needed to complete a quest, you were given some place else, logging out and logging into that server to finish the quest, rather then walking there.&lt;br /&gt;
* Finding out that by doing X, Y, and Z, or because of some server glitch you become invincible, then running around and killing NPCs you would normally never stand a chance against.&lt;br /&gt;
* Asking high level PCs to take you places you have no place being, then hanging way back so you can get massive amounts of exps with doing no real work.&lt;br /&gt;
* Asking low level PCs to go with you to places they have no place being, then having them hang way back so you can get a massive amount more exps then you should normally.&lt;br /&gt;
&lt;br /&gt;
===Duping===&lt;br /&gt;
&lt;br /&gt;
What to do when your items dupe?&lt;br /&gt;
&lt;br /&gt;
1) Report to staff@avlis.org of the exact situation that the items are duped.&lt;br /&gt;
2) Dump all duped item in a trash can, or ask a DM to help you if a DM is on line.&lt;br /&gt;
&lt;br /&gt;
Simple as that.&lt;br /&gt;
&lt;br /&gt;
Anyone caught duping and using these items in any way, will be subject to disciplinary actions.&lt;br /&gt;
&lt;br /&gt;
===Sneaking behind a person through a door===&lt;br /&gt;
&lt;br /&gt;
You can not sneak in behind someone who is walking though a door. Try it IRL and see how well it works.&lt;br /&gt;
&lt;br /&gt;
The only reason you can do it at all on Avlis, is the scripts we use by default have a 5 sec delay before it closes the door automaticlly. This was done so more then one person could enter a house at once... without the owner needing to unlock and open the door for everyone who wants to come in.&lt;br /&gt;
&lt;br /&gt;
Also there is the delay between hitting the area transition and the new area loading up. Which is completely OOC... I can tell you for a fact, that it does not take me 10-30 sec's to walk though the door at my house.&lt;br /&gt;
&lt;br /&gt;
So once again, you are not allowed to sneak into someone's house by following them though a open door.&lt;br /&gt;
&lt;br /&gt;
===Transition Ambushes===&lt;br /&gt;
&lt;br /&gt;
Ambushing someone on a transition = uber bad form.&lt;br /&gt;
&lt;br /&gt;
If you want the element of suprise, HIDE somewhere on the map. Using the limitations of the engine (transitions) to gain such is meta gaming and a NO NO.&lt;br /&gt;
&lt;br /&gt;
Now, as far as chasing someone accross a transition... I have not really clarified that here, and I will let someone else do the rulesing on that one.&lt;br /&gt;
&lt;br /&gt;
===ISD===&lt;br /&gt;
&lt;br /&gt;
As a player, it is your repsonsibility to report ISD's to the world leader where you found it.&lt;br /&gt;
&lt;br /&gt;
What is an ISD?&lt;br /&gt;
&lt;br /&gt;
An Illegal Static Drop is a fancy term for an item that drops off of a monster or container that is too powerful. The key words:&lt;br /&gt;
&lt;br /&gt;
ILLEGAL: CoPaP is a low magic conglomerate of servers. Most high-powered magic items are given out by DM's in quests, and VERY rarely, you'll strike it rich and get one in random loot. However for static loot (see below), you should never get items of +1 or greater enchancement bonus, or greater value than 1000 gp. If you see something like this as static loot, it is a bug, and you should report it to the world where you found it. We do this because we do not want people to start &amp;quot;farming&amp;quot; items, i.e. going out and collecting hundreds of copies of the items so they can be sold or traded, thereby hurting the economy we have set up.&lt;br /&gt;
&lt;br /&gt;
STATIC. Static means that the monster has that item as part of their loot EVERY time you kill them. It is not random loot generated by the treasure system.&lt;br /&gt;
&lt;br /&gt;
DROPS. A drop is any item you get from killing a monster or opening a chest, or bashing some other placeable. They can be either static (see above), or random. Random drops are variable and usually controlled by the database on most CoPaP worlds.&lt;br /&gt;
&lt;br /&gt;
Consequences&lt;br /&gt;
&lt;br /&gt;
If you are caught farming an illegal drop, you will be subject to whatever punishment the affected worlds want to give you. Each world in CoPaP controls discipline on their server independently, so you might get off easy on some worlds and banned on others.&lt;br /&gt;
&lt;br /&gt;
If you farm and item in World A, and sell it in World B, you very well might get banned in both A and B if the leaders of those worlds do not like what you are doing.&lt;br /&gt;
&lt;br /&gt;
However, reporting the item drop on the bugs board of the world where you found the item will usually avert this fate. So please help us to maintain the economy of this confederation and you'll be grateful you did it, and so will we.&lt;br /&gt;
&lt;br /&gt;
==Cheesing==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Cheesing&amp;quot; of races or abilities is not acceptable on Avlis.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Cheesing&amp;quot; a race is the act of picking one of the standard NWN player character races and then entering some other non-NWN race into the subrace in order to try and pass yourself off as a non-standard race. &amp;quot;Cheesing&amp;quot; an ability is the act of playing your character as if they have an ability which the NWN engine would not otherwise allow them to have.&lt;br /&gt;
&lt;br /&gt;
Example: You cannot be a giant-kin by picking half-orc and writing &amp;quot;Veerbeeg&amp;quot; in the subrace field. This is not allowed, and if you are caught doing this you will be forced to re-make your character.&lt;br /&gt;
&lt;br /&gt;
ONLY real races are allowed. Custom races are goblin, kobold, half-ogre, half-nymph, half-dryad, drangonari elf, lizardman, and orc. You CANNOT play any other races other than these and the standard elf, dwarf, human, halfling, etc.&lt;br /&gt;
&lt;br /&gt;
Example 2: You cannot say your character is a vampire with exceptional strength and the ability to make other characters into a vampire by biting them. ONLY abilities that are granted by your class, race, and level within NWN are in-game. Extra powers that you make up or pretend to have are unacceptable.&lt;br /&gt;
&lt;br /&gt;
There is a very very good reason that we have this rule.&lt;br /&gt;
&lt;br /&gt;
A long time ago a player came in and decided they wanted to be a vampire. So they did all kinds of things to fake being a vampire, and none of the abilities were really implimented in NWN. It got to be really bad because in order for that vampire to be successful, OTHER player characters had to PRETEND that this person was a vampire.&lt;br /&gt;
&lt;br /&gt;
So it became this whole big thing about having REAL NWN abilities and abilities that you are PRETENDING to have. Not only is that really cheesy, IMO, it can get very confusing.&lt;br /&gt;
&lt;br /&gt;
Player1: *pretends to whack Player2 over the head*&lt;br /&gt;
&lt;br /&gt;
Player2: What was that for?&lt;br /&gt;
&lt;br /&gt;
Player1: You're unconcious now. I whacked you over the head.&lt;br /&gt;
&lt;br /&gt;
Player2: No I'm not. You didn't do any damage to me at all.&lt;br /&gt;
&lt;br /&gt;
Player1: But I have a 42 strength. I'm a giant.&lt;br /&gt;
&lt;br /&gt;
Player2: No you aren't. You look like a halfling, and your character sheet says you have a 7 strength.&lt;br /&gt;
&lt;br /&gt;
Player1: I know. I know. That's what my character sheet says. But I'm REALLY a giant and I have a 42 &lt;br /&gt;
strength, so you better roleplay being knocked out, buster.&lt;br /&gt;
&lt;br /&gt;
Player2: That is the stupidest thing I have ever heard.&lt;br /&gt;
&lt;br /&gt;
That's just an example. You can substitute *pretends to bite your neck and suck blood* in there for the first line if you want. But I think you see my point.&lt;br /&gt;
&lt;br /&gt;
Anyone caught doing these things will be asked to remake their character to conform with the NWN engine and to stop faking abilities.&lt;br /&gt;
&lt;br /&gt;
===Character Backgrounds===&lt;br /&gt;
&lt;br /&gt;
In addition to Player Character races, the PC's background could have the possibility of falling into this cheesing category. Though it is perfectly IC to have one of the following traits in your background, you MUST have an approval of a (vet or senior) DM before you can RP this out.&lt;br /&gt;
&lt;br /&gt;
This list is an example, not exclusive.&lt;br /&gt;
&lt;br /&gt;
1) PC's are assumed to NOT to have any direct/blood relationship (Son, Daughter, wife, husband, lover, etc...) to deities.&lt;br /&gt;
&lt;br /&gt;
2) PC's are assumed to NOT to have any special &amp;quot;gateway&amp;quot; from a foreign world to Avlis, ie: Magical Cloud, Divine intervention, Special Borg Spaceship, Birth from a Rock, Formed by the faeces of a god, transport via a microbiomolecular transport, etc. (Exception: Other than CoPaP, in which case, you must make your character in that CoPaP World then come to Avlis ICly).&lt;br /&gt;
&lt;br /&gt;
3) PC's are assumed to NOT to have any special blood of non-playable avlisian races. (Drow, Vampires, Vampyres, Balors, chickens, demons, badgers, Celestials, Dragons [*See below for Dragon Disciple Exception] etc..)&lt;br /&gt;
&lt;br /&gt;
We encourage players to come up with great backgrounds for their PC's, but like in PnP, if your character has a special background, you must clear it with the DM. We are just making sure the players know that.&lt;br /&gt;
&lt;br /&gt;
*Exception to Dragon Disciples - There's an exception to this bloodline PC's, namely, Dragon Disciples. However, notice we didn't mention the &amp;quot;color&amp;quot; of this dragon disciple. As of this posting, the Red Dragon Disciples simply do NOT exist. NO native Avlissian character (Characters that are made in Avlis) have the blood of a &amp;quot;Red&amp;quot; Dragon. However, in the future, if the team has enough time, we may impliment some kind of Dragon Disciple that is similar, if not the same as Red Dragon Disciple. But as of the time of this posting, there are no dragon blood in any of the Avlissian characters. &lt;br /&gt;
&lt;br /&gt;
===Races===&lt;br /&gt;
&lt;br /&gt;
You cannot play a custom race that is not created by the AutoBic golem. Filling in the subrace field is not acceptable. [[Custom_Races|Custom Races]]&lt;br /&gt;
&lt;br /&gt;
====Elves====&lt;br /&gt;
&lt;br /&gt;
All this information is already posted on the boards or in the players guide. I have consolidated these statements into one place, since players are claiming to not be aware of them. Ignorance is no excuse.&lt;br /&gt;
&lt;br /&gt;
1) Do not make elves with dark skin and white hair on Avlis.&lt;br /&gt;
&lt;br /&gt;
2) Avlisian Elf (directly from the players guide) The most common type of Elf, referred to simply as an Avlissian Elf, is generally akin to a high elf in 2nd Edition AD&amp;amp;D terms. Their skin tones range from milky white to a mild tan, although there are sometimes grayish or bluish undertones visible in rare individuals. Their hair can range from a deep black or blackish green, to a bright blonde or red, much like the human hair colors. The almond shaped eyes of these elves can cover the entire human range of blues, greens, and browns, but violet is also seen. All other statistics for physical stature and size, as well as game play, are identical to high elves.&lt;br /&gt;
&lt;br /&gt;
3) Ghost Elf&lt;br /&gt;
Physically, these elves are much more thin and frail looking than Avlissian Elves, but their state of delicacy is a beautiful one. Their skin is almost always a bright yellow, or bright yellow with a very slight greenish tinge. From some angles, their skin almost seems to give off a faint glow, hence the name ghost elf.&lt;br /&gt;
&lt;br /&gt;
4) Drangonari Elf&lt;br /&gt;
They appear mostly elven in form, except they have scales much like a lizard in colors ranging from the darkest green to a bluish color. Their hair is always black, and their eyes contain slit pupils and range in color from gold to dark brown, with the occasional violets and greys.&lt;br /&gt;
*Drangonari PCs always have black hair and green skin regardless of the colours chosen in character generation&lt;br /&gt;
&lt;br /&gt;
5) Sereg'wethrin&lt;br /&gt;
Sereg'wethrin look very much like Elves. The main differences are their dark skin and black hair&lt;br /&gt;
&lt;br /&gt;
====Drow====&lt;br /&gt;
&lt;br /&gt;
* Avlis reserves the right to protect what we call the &amp;quot;Tone &amp;amp; Feel&amp;quot; of Avlis. This is defined by the entire Avlis works that make up the world's history, culture, and traditions, and is marked by its contrast to other famous campaign settings such as Forgotten Realms, Greyhawk, and Dragonlance.&lt;br /&gt;
&lt;br /&gt;
* Native Avlis Drow are against the Tone &amp;amp; Feel of Avlis and are illegal. You may not play any drow character that is purported to be born on Avlis or from any ficticious drow societies on Avlis, of which there are none.&lt;br /&gt;
&lt;br /&gt;
* Drow PC's from OTHER CoPaP are wholly welcome to play on Avlis so long as they go by the following stipulations:&lt;br /&gt;
&lt;br /&gt;
1) The PC must be created with Red Golem's AutoBic character generator on another CoPaP world, otherwise it will be considered &amp;quot;cheesing&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
2) The drow must be roleplayed as a drow in the biological sense, i.e. sensitive to light, and any other physical drow characteristic.&lt;br /&gt;
&lt;br /&gt;
3) The drow may be of any alignment so long as it follows 1) and 2).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Drow PC's from other CoPaP worlds must be aware of their IC plight on Avlis: There exists another race called Sereg'wethrin which are a dark-skinned elven race that is native to Avlis. This race is hated and feared by the inhabitants of Avlis even more than the inhabitants of the Forgotten Realms hate drow. There are NO examples of good Sereg'wethrin. Thus the inhabitants of Avlis will automatically assume that any dark-skinned elves are up to no good. If you play a drow and come to Avlis, you WILL be mistaken for a Sereg'wethrin by those you encounter, unless they are otherwise educated ICly. This is regardless of your drow's alignment.&lt;br /&gt;
&lt;br /&gt;
* Actions taken against your character by other players within the bounds of Sereg'wethrin treatment are not considered griefing if it is a legitimate IC/CvC situation.&lt;br /&gt;
&lt;br /&gt;
* The actions of Avlis inhabitants against Sereg'wethrin or drow mistaken as sereg are not a personal attack against you as a player. They are the mistaken ignorances of a society that does not know any better, and was designed that way by me.&lt;br /&gt;
&lt;br /&gt;
If you feel your drow PC has been treated unfairly by another player in game, take the appropriate measures listed in our rules for reporting grief behavior.&lt;br /&gt;
&lt;br /&gt;
If you feel your drow PC has been mistreated by a DM, report the incident immediately to the Avlis Team, staff@avlis.org. Avlis does NOT condone DM-harrassment of drow PC's simply because they are drow. However, they WILL mobilize the NPC population of Avlis to react appropriately to you, thus giving you a hard time in that way. Please do not confuse the two.&lt;br /&gt;
&lt;br /&gt;
Good:&lt;br /&gt;
&lt;br /&gt;
Your drow walks into a bar. Five barmaids and the bartender freak out and refuse to serve you. They pee their pants and run.&lt;br /&gt;
&lt;br /&gt;
Good:&lt;br /&gt;
&lt;br /&gt;
Your drow wanders into the forest and comes across a M'Chekian army encampment with some really buff Equalizers among them. The entire group of soldiers turns on you and attacks.&lt;br /&gt;
&lt;br /&gt;
Bad:&lt;br /&gt;
&lt;br /&gt;
You are walking on a road in the middle of nowhere, and 20 Balors and 8 Pit Fiends spawn out of nowhere and kill you. There was no story going on to give a reason for this. It just happened.&lt;br /&gt;
&lt;br /&gt;
===Pregnancy===&lt;br /&gt;
&lt;br /&gt;
Female PC's cannot become pregnant.&lt;br /&gt;
&lt;br /&gt;
If you want your character to become pregnant, you:&lt;br /&gt;
&lt;br /&gt;
1) Have to retire her permanently from PC status and make her an NPC.&lt;br /&gt;
&lt;br /&gt;
2) Need to have team approval to do this.&lt;br /&gt;
&lt;br /&gt;
There are no if's, no but's, and all those things. I really hope this doesn't need to be clarified any further.&lt;br /&gt;
&lt;br /&gt;
===Prestige Classes===&lt;br /&gt;
&lt;br /&gt;
1. Red Dragon Disciple (RDD) and Champion of Torm (CoT) prestige classes are not, should not and will not be available for taking for Avlis characters on Avlis.&lt;br /&gt;
&lt;br /&gt;
- ad. RDD: Red dragons do not exist on Avlis, your native Avlis character will not be able to have the most important IC requirement: red dragon blood in his/her veins. He/she should not even know a Red Dragon exists, unless he has knowledge about other planes.&lt;br /&gt;
Your Avlis character should in no way be able to take this PrC, not even on other worlds, unless he/she is not a native to Avlis because of the lack of said dragon blood.&lt;br /&gt;
If your character is not a native to Avlis, you should have made it on another world in the first place. Characters native to Avlis that have RDD class will be deleveled by DMs.&lt;br /&gt;
The argument that certain spells allow you to summon or change your shape into a red dragon will no longer hold ground. Coders are all set to remove those effects from the involved spells and replace them with Avlis specific creatures.&lt;br /&gt;
&lt;br /&gt;
- ad CoT: Champion of Torm can only be made by Torm or an order dedicated to Torm. Torm does also not exist on Avlis as a god, so you should head over to another world that does have the Deity Torm in its pantheon if you want to ever be able to take this PrC.&lt;br /&gt;
&lt;br /&gt;
Prestige classes in general: The option to gain a prestige class on Avlis should only be available if you meet the requirements AND have done a quest to unlock the class (either scripted or by DM intervention).&lt;br /&gt;
&lt;br /&gt;
If you have taken a PrC on Avlis without meeting these requirements you have intentionally or unintentionally abused a bug in the PrC disabling code. You should contact a DM to get rid of the levels, if you do so on your own you will receive your XP back.&lt;br /&gt;
&lt;br /&gt;
==Roleplaying Related==&lt;br /&gt;
&lt;br /&gt;
===Speaking for NPCs===&lt;br /&gt;
Simply said, don't do it unless you have the title &amp;quot;DM&amp;quot; underneath your name.&lt;br /&gt;
&lt;br /&gt;
You speak for your own characters but not NPC's (solders, the government, commoners, temples of various gods, etc - all off limits to non-DMs.)&lt;br /&gt;
&lt;br /&gt;
===Sexuality===&lt;br /&gt;
&lt;br /&gt;
A sex crime is any act that meets any of the following criteria:&amp;lt;br&amp;gt;&lt;br /&gt;
*Non-consentual, In Character sexuality of any kind.&lt;br /&gt;
*Non-consentual, Out of Character sexuality of any kind.&lt;br /&gt;
*Any form of sexuality with a minor (per the United States most strict definition of a minor).&lt;br /&gt;
&lt;br /&gt;
Roleplaying sex crimes in Avlis or any Avlis owned/controlled medium is prohibited.&lt;br /&gt;
&lt;br /&gt;
Roleplaying includes, but is not limited to: stories, rumors, and accusations In Character (IC).&lt;br /&gt;
&lt;br /&gt;
This is a '''zero tolerance''' policy and anyone caught commiting sex crimes of any kind in Avlis or any Avlis owned/controlled medium will be immediately banned from ALL Avlis owned/controlled mediums.&lt;br /&gt;
===Spies===&lt;br /&gt;
Independent of your race, class, alignment, age, deity, length of beard, sexual preference, etc: the same rules apply to '''every''' character (including changelings). &lt;br /&gt;
&lt;br /&gt;
*The DM sponsor of the guild you're trying to spy and spying for knows about it.&amp;lt;br&amp;gt;&lt;br /&gt;
*All information spied MUST pass through this DM.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===The Domination Effect===&lt;br /&gt;
&lt;br /&gt;
Domination provides physical control over the victim of the spell, as long as the action would not bring the victim direct harm.&lt;br /&gt;
&lt;br /&gt;
Two things to bear in mind here, then:&lt;br /&gt;
*Domination does not provide mental control over the victim of the spell.&lt;br /&gt;
*Domination does not allow you to force someone to tell the truth.&lt;br /&gt;
&lt;br /&gt;
Examples:&amp;lt;br&amp;gt;&lt;br /&gt;
1. &amp;quot;Kill yourself.&amp;quot; - BAD, can be ignored.&amp;lt;br&amp;gt;&lt;br /&gt;
2. &amp;quot;Jump off this building.&amp;quot; - BAD, can be ignored.&amp;lt;br&amp;gt;&lt;br /&gt;
3. &amp;quot;Attack _____&amp;quot; - GOOD.&amp;lt;br&amp;gt;&lt;br /&gt;
4. &amp;quot;Did you _____?&amp;quot; - BAD, victim does not have to answer truthfully.&amp;lt;br&amp;gt;&lt;br /&gt;
5. &amp;quot;Go into that house.&amp;quot; - GOOD.&amp;lt;br&amp;gt;&lt;br /&gt;
6. &amp;quot;Return to your guild hall.&amp;quot; - BAD.&amp;lt;br&amp;gt;&lt;br /&gt;
7. &amp;quot;Show me the ring on your hand.&amp;quot; - GOOD.&amp;lt;br&amp;gt;&lt;br /&gt;
8. &amp;quot;Show me the item that allows you to enter ______&amp;quot; - BAD.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Speaking: Familiars, Changelings, Shapeshifters &amp;amp; Telepathy===&lt;br /&gt;
&lt;br /&gt;
'''Speaking Familiars'''&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
While familiars are magical animals, they do not all gain the ability to speak. Only the following familiars have vocal chords allowing them to speak:&lt;br /&gt;
*Faerie Dragon&lt;br /&gt;
*Imp&lt;br /&gt;
*Mephits&lt;br /&gt;
*Pixie&lt;br /&gt;
&lt;br /&gt;
'''Speaking While Shapeshifted'''&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Shifting into a new form does not allow you to speak with animals of that type. Nor does it allow you to communicate with Druids or Rangers. Most shifter forms are incapable of speech. In addition to PC races, only the following forms have vocal chords which allow you to speak:&lt;br /&gt;
*Azer&lt;br /&gt;
*Balor&lt;br /&gt;
*Death Slaad&lt;br /&gt;
*Dragons (Wyrmlings to Ancient)&lt;br /&gt;
*Gargoyle&lt;br /&gt;
*Giants (Fire or otherwise)&lt;br /&gt;
*Harpy&lt;br /&gt;
*Lupin&lt;br /&gt;
*Medusa&lt;br /&gt;
*Mind Flayer (Illithid)&lt;br /&gt;
*Minotaur&lt;br /&gt;
*Manticore&lt;br /&gt;
*Rakshasa&lt;br /&gt;
*Risen Lord&lt;br /&gt;
*Spectre&lt;br /&gt;
*Tlincalli&lt;br /&gt;
*Troll&lt;br /&gt;
*Vampire&lt;br /&gt;
&lt;br /&gt;
'''Speaking as a Changeling'''&amp;lt;br&amp;gt;&lt;br /&gt;
When a changeling changes form, he changes internally as well as externally. This means that if a changeling assumes a form without vocal chords, he cannot speak.&lt;br /&gt;
&lt;br /&gt;
'''Telepathy'''&amp;lt;br&amp;gt;&lt;br /&gt;
Telepathy can exist between mages and their familiars, depending on the species of familiar. This is the only form of telepathy to exist in Avlis.&lt;br /&gt;
&lt;br /&gt;
No PC may speak telepathically to another PC. No PC may use telepathy or other similar powers to read another PC's mind. This is cheesing.&lt;br /&gt;
&lt;br /&gt;
===Languages===&lt;br /&gt;
&lt;br /&gt;
* English is the official language of the Avlis servers&lt;br /&gt;
* For IC situations, English is considered to be Common&lt;br /&gt;
* For other languages in game, you must actually learn the language and use it at your leisure.&lt;br /&gt;
&lt;br /&gt;
An RL accent is fine, whatever the accent is.&lt;br /&gt;
&lt;br /&gt;
Importing a RL language into Avlis and saying it is an Avlissian language is not fine.&lt;br /&gt;
&lt;br /&gt;
Avlissian languages are made up on their own. If you want to make a language for Race X from scratch and use French (or any other real life) grammar as the basis, or even take a bunch of French (or other foreign) words and switch around a bunch of letters and vowels to make them completely different words, there is no problem with that. The new resulting language must not be recognizable from the base real language however.&lt;br /&gt;
&lt;br /&gt;
But the wholesale importation of another language is a no no.&lt;br /&gt;
&lt;br /&gt;
===In Game Rules===&lt;br /&gt;
&lt;br /&gt;
Various cities and regions in the game itself usually will have their own set of laws and codes of conduct; as well as differing judicial systems. A crime in one can sometimes be tolerable in another place, and vice-versa.&lt;br /&gt;
&lt;br /&gt;
[[Pg:In_Game_Rules|Elysian Law]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Pg:In_Game_Rules|M'chekian Law]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Rules]]&lt;/div&gt;</summary>
		<author><name>TripleAught</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Rules:Specific_Rules&amp;diff=35295</id>
		<title>Rules:Specific Rules</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Rules:Specific_Rules&amp;diff=35295"/>
		<updated>2010-08-18T18:00:14Z</updated>

		<summary type="html">&lt;p&gt;TripleAught: /* Disguise */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;='''Specific Rules'''=&lt;br /&gt;
==Metagaming==&lt;br /&gt;
Metagaming is simply another term for using out of character (OOC) information rather than just the in character (IC) information your character has learnt whilst you are playing him. The term loosely means &amp;quot;Game within a Game&amp;quot; in the case of Avlis this means the game of Never Winter Nights (NWN) within the game of Avlis.&lt;br /&gt;
&lt;br /&gt;
Avlis is in many ways a game unto itself. It's derived from a long running pen and paper (PnP) D&amp;amp;D Campaign world, with it's own set of rules and history. When playing on Avlis things work differently than in standard NWN, like death, treasure, experience gain, etc.&lt;br /&gt;
&lt;br /&gt;
Metagaming is when you think more about the way NWN works then how Avlis works. Or OOC vs IC.&lt;br /&gt;
&lt;br /&gt;
Picking stats, skills, feats, and so on are all examples of metagaming. When you level up, you again are metagaming, because you pick skills, feats, and so on. There can be IC reasons for what you decide, such as multiclassing because of something that happened to your character, say he now lives in the woods so you think he will develop ranger skills. But most character development is done though metagaming but this not always bad.&lt;br /&gt;
&lt;br /&gt;
But it can be a bad thing if it's done in a way that harms or effects other PCs. The best example of this, being the whole 'floating name' issues, that has been discussed and argued over on the Avlis boards many times. The floating name is completely OOC information, and using it to identify someone you don't really know or couldn't identify normally is considered a 'sin' on Avlis.&lt;br /&gt;
&lt;br /&gt;
Some examples of both good and bad metagaming or OOC behavior; (these aren't hard and fast rules, just examples of the type of behavior so you can judge if what your doing is acceptable or not.)&lt;br /&gt;
&lt;br /&gt;
Good:&lt;br /&gt;
* Increasing your Int/Wis/Cha score so you can cast higher level spells.&lt;br /&gt;
* Taking levels of another class, for IC reasons. (i.e. you had a religious experience and decide to take levels as a cleric.)&lt;br /&gt;
* Increasing a stat, that isn't of primary use for your class, to qualify for feats that are useful to you. (i.e. increasing intelligence to 13 so you can get Improved Knockdown)&lt;br /&gt;
* Taking a feat, not for the sake of the feat, but for other feats you can now qualify for.&lt;br /&gt;
* Using the floating name to identify someone you know well, but whose avatar looks like other PCs.&lt;br /&gt;
* Using the player list, to see if a friend is online at the time.&lt;br /&gt;
* Using the examine option to read the bio someone has put in there.&lt;br /&gt;
&lt;br /&gt;
Bad:&lt;br /&gt;
* Taking levels of another class with no logical IC reason for doing so.(i.e. Your PC isn't religious, but want to be able to cast buffs (protective spells like Stoneskin) so you take levels as a cleric.)&lt;br /&gt;
* Cancelling out of a level up process to get a better HP roll.&lt;br /&gt;
* Using the floating name to identify someone you've never met before.&lt;br /&gt;
* Using the player list, to see if the PC you want to attack is online at the time.&lt;br /&gt;
* Using the examine option, to see what buffs someone has or what level they are.&lt;br /&gt;
&lt;br /&gt;
===Floaty Name===&lt;br /&gt;
''Rule 1''&lt;br /&gt;
&lt;br /&gt;
The floating name above a character's head DOES NOT actually exist IC. It cannot be used to reveal a character's name if the said character has not told you his/her name.&lt;br /&gt;
&lt;br /&gt;
example: Joe meets Sarah for the first time. Joe's player sees the name &amp;quot;Sarah&amp;quot; above Sarah's head. Joe (the character) DOES NOT. Joe cannot say &amp;quot;Hi Sarah!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
example 2: Joe meets Tara for the first time. Joe says &amp;quot;Hi my name is Joe&amp;quot;. Tara says &amp;quot;Hi my name is Jennifer&amp;quot;. As far as Joe is concerned, Tara's name is Jennifer. He does not know that she is lying.&lt;br /&gt;
&lt;br /&gt;
''Rule 2:''&lt;br /&gt;
&lt;br /&gt;
The floating name can be used if your character already knows the other character (as long as the other character told you their real name).&lt;br /&gt;
&lt;br /&gt;
example: Joe and Chris know each other. They also told each other their real names Joe and Chris see each other and say &amp;quot;Hi Chris&amp;quot; and &amp;quot;Hi Joe&amp;quot; respectively. This is fine.&lt;br /&gt;
&lt;br /&gt;
example 2: Joe meets the same Tara he met in &amp;quot;example 2 of rule 1&amp;quot; again. If Joe says &amp;quot;Hi Tara&amp;quot; I will personally send a dragon to eat him. If Joe says&amp;quot; Hi Jennifer&amp;quot; he gets to avoid dragons for a little bit.&lt;br /&gt;
&lt;br /&gt;
Exception to Rule 2:&lt;br /&gt;
&lt;br /&gt;
A person you know under the effects of &amp;quot;Invisibilty&amp;quot; or &amp;quot;Improved Invisibilty&amp;quot; cannot be identified by the floating name unless your character is under the effects of &amp;quot;See Invisibility&amp;quot; or &amp;quot;True Seeing&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
example: Joe and Kelly know each other. Kelly is invisible but Joe &amp;quot;hears&amp;quot; her. Joe DOES NOT have &amp;quot;See Invisibility&amp;quot; or &amp;quot;True Seeing&amp;quot; on him and the floating name above Kelly's character says Kelly. If Joe says &amp;quot;Hi Kelly&amp;quot; Joe will soon feel the blades of a Sereg'wethrin Nwalmaer turning him into mincemeat. If Joe says &amp;quot;Who's there? I can hear you&amp;quot;, Joe gets a cookie.&lt;br /&gt;
&lt;br /&gt;
===Changelings===&lt;br /&gt;
&lt;br /&gt;
When a changeling uses the Changeling Special Ability, a message is sent to everyone in the area that the ability has been used. This is an OOC message.&lt;br /&gt;
&lt;br /&gt;
When a changeling changes form, everyone in the immediate vicinity gets to make a spellcraft check (DC 16). This check is made automatically by the engine. If they succeed, they get a message indicating that the user of the power may be a changeling. If they fail, they get no message. If someone changes in front of your face, you do know that they can change form. However you do not know how they are accomplishing this feat unless you succeed in your spellcraft check.&lt;br /&gt;
&lt;br /&gt;
When a changeling memorizes or purges a form, everyone in the immediate vicinity gets to make a spellcraft check (DC 30). This check is made automatically by the engine. If they succeed, they get a message indicating that the user of the power may be a changeling. If they fail, they get no message.&lt;br /&gt;
&lt;br /&gt;
In both the above cases, the changeling does not know if someone made a check or if they succeeded at a check. When a changeling reviews their forms, no one gets to make a spellcraft check to identify a changeling.&lt;br /&gt;
&lt;br /&gt;
This means that anyone without ranks in spellcraft will never be able to identify someone as a changeling. Those with some ranks will be able to identify changelings with a good degree of accuracy whenever they change shape or revert to their true form. Only characters of at least level 6 will have any chance of identifying changelings when memorizing or purging forms, and only epics with any degree of regularity.&lt;br /&gt;
&lt;br /&gt;
If you cannot make spellcraft checks, the only other IC way to find out someone is a changeling is to have someone who ICly knows tell you that person is a changeling. So unless you succeed at a spellcraft check you do not know someone is a changeling, even if they change shape in front of your face.&lt;br /&gt;
&lt;br /&gt;
===Invisibility===&lt;br /&gt;
&lt;br /&gt;
''RULE 1:''&lt;br /&gt;
&lt;br /&gt;
An invisible character or creature CANNOT be seen and identified by anyone not under to effects of the spells &amp;quot;True Seeing&amp;quot; and &amp;quot;See Invisibility&amp;quot; as they can only be detected through hearing.&lt;br /&gt;
&lt;br /&gt;
example: Joe &amp;quot;hears&amp;quot; John while John is invisible. Joe has neither &amp;quot;See Invisibility&amp;quot; or &amp;quot;True Seeing&amp;quot; on him. Even though Joe knows John and John shows up on his screen because Joe's character 'hears' John, Joe DOES NOT know that it is John because he cannot identify John solely from John's footsteps.&lt;br /&gt;
&lt;br /&gt;
''RULE 2:''&lt;br /&gt;
&lt;br /&gt;
Creatures and characters under the effects of the spell &amp;quot;Improved Invisibilty&amp;quot; cannot be identified even after they have taken an action to make them &amp;quot;partially visible&amp;quot; unless the perceiving creature has &amp;quot;True Seeing&amp;quot; or &amp;quot;See Invisibilty&amp;quot;. Characters know that the person/creature is there, but sees only a blurry, semi transparent figure.&lt;br /&gt;
&lt;br /&gt;
example: Joe is in the warzone fighting the elves. Karla is in the warzone and has the spell &amp;quot;Improved Invisibility&amp;quot; cast on her. Karla doesn't like Joe killing elves. Karla flames Joe's ass. Joe cannot identify Karla as the sassy lass that killed him unless Joe had &amp;quot;True Seeing&amp;quot; or &amp;quot;See Invisibilty&amp;quot; on him when Karla attacked.&lt;br /&gt;
&lt;br /&gt;
===Disguise===&lt;br /&gt;
&lt;br /&gt;
Here are the basic rules, boiled down to their purest form. Consider this the guiding principle for disguises, or any other form of hiding your identity from someone.&lt;br /&gt;
&lt;br /&gt;
# The PC trying to keep his/her identity hidden, is the one who must make the most effort. The less effort put into it, the less likely the disguise is to work.&lt;br /&gt;
# The PC who is trying to identify another character can only 'recognize' items, mannerisms, voices, (anything else that fits here) if they have interacted with them before.&lt;br /&gt;
&lt;br /&gt;
====Specific Disguise Rule Clarifications====&lt;br /&gt;
# Items that are +3 (or +3 equivalent) or higher are considered unique enough to be identified. You must remove all identifiable gear from your character if you want to remain in disguise.&lt;br /&gt;
# Voices must continue to be altered, by the character speaking, to remain a valid part of the disguise. There are no items that will disguise your voice. Stating once at the beginning of a conversation *Muffles Voice* is not enough.&lt;br /&gt;
# You cannot disguise your voice while spellcasting. If a character hears you casting, and they can recognize your voice (see the main rule above) then they can talk with a DM about ICly identifying the disguised character. A PM to both the other player and DM is preferred if a DM is not with you IG.&lt;br /&gt;
# If you are using the Silent Spell feat (i.e. casting a spell with Silent Spell meta-magic applied) then you cannot be ID'd by voice, nor can you be ID'd by the fact that you are Silent casting.&lt;br /&gt;
# The CEP Shadowed Hood is treated in the same way as a helm, as long as it is used in conjunction with other disguise practices. A hood alone will not be a strong enough disguise to protect a PC's identity, but is perfectly valid as a portion of such.&lt;br /&gt;
# Shadowshield is considered a Shadowed Hood for disguise purposes, obscuring the facial features of characters affected by it. Shadowshield has the additional character of, if the spell is visible to a player on his screen, obscuring the color but not the character of avatar-visible items such as armor, robes, wings, cloaks, weapons, and helms. It does not obscure armor for ID purposes under the disguise rules, nor does it obscure IDable items under those same rules.&lt;br /&gt;
&lt;br /&gt;
====Examples====&lt;br /&gt;
There are no helms out there that somehow alter someone's voice, and by simply putting one on, no one can recognize your voice. By the same token, stating once at the begging of an encounter that you are masking your voice or a single emote, is not enough to cut it.&lt;br /&gt;
&lt;br /&gt;
You must constantly remind people you are altering your voice somehow. A emote every line isn't required, but the person attempting to alter their voice must be the one making the effort to do so. It must be clear to everyone what he or she is doing. If those interacting with the PC can't clearly tell they are trying to be disguised. Then that PC isn't putting enough effort into it.&lt;br /&gt;
&lt;br /&gt;
This helps the PC as well, as it makes for a constant reminder and makes mistakes much less likely.&lt;br /&gt;
&lt;br /&gt;
By the same token, simply putting on a different outfit is not enough to make you unidentifiable. There are several things you have left on that might provide clues to who you really are. So if you want to disguise yourself via clothing/armor, you need to change more then just the torso piece.&lt;br /&gt;
&lt;br /&gt;
The more effort a PC goes to, to hide their identity the more likely they are to actually do so. The less effort the PC makes, the easier it will be to ID them. But it up to the person wishing to keep his/her identity hidden to make all the effort, and make it very clear to everyone else what he or she are attempting to do.&lt;br /&gt;
&lt;br /&gt;
Of course the amount of disguise required is all based on how well the PC in question is known by those interacting with him or her. For my PC, trying to fool Kira his IC wife would be extremely difficult. Fooling someone he's knows fairly well, like say Jorio, or Arena would be less difficult, someone he knows hardly at all, would be fairly easy.&lt;br /&gt;
&lt;br /&gt;
Also the simple fact that your PC's avatar has a hood on, or the hood/mask on, does nothing to help mask their identity, as they are always wearing one so it is as much a disquinshing feature as it hides things.&lt;br /&gt;
&lt;br /&gt;
Any magical item of +3 or higher will also be unique, and could be used to ID someone, especially if it's a weapon, or shield. Provided that of course the PC in question has been seen with it before.&lt;br /&gt;
&lt;br /&gt;
For example...&lt;br /&gt;
&lt;br /&gt;
If I want to disguise my PC, I would need to do all of the following to make the disguise 98% foolproof, as there is no 100% foolproof disguise.&lt;br /&gt;
&lt;br /&gt;
I would need to put on armor or clothing that is unlike anything I've ever worn before. I would need to wear a helm unlike what I normally wear. I would need to begin every other or perhaps every 3rd line of speech with an emote of some sort, stating that I am disguising my voice. I would need to put on different boots, and maybe a different pair of gloves. If I have a holy symbol or some other jewelry that is unquine, I would need to change those out.&lt;br /&gt;
&lt;br /&gt;
So to sum up: If you want to hide your identity from those around you, you not them will need to make that clear to everyone. Tells or OOC statements that you are in disguise and no further effort on the PC's part, isn't enough. Simply putting on a different outfit and holding a different weapon isn't enough. Simply putting on a helmet isn't enough.&lt;br /&gt;
&lt;br /&gt;
This works in favor of everyone. For those who wish to remain unidentified, they can show the DM's what efforts they made in remaining so. It also serves as a nearly constant reminder to those involved what the PC is attempting to do, so a mistake is less likely.&lt;br /&gt;
&lt;br /&gt;
===Crafting Recipes===&lt;br /&gt;
&lt;br /&gt;
I would like to clarify the Avlis crafting recipe restrictions that have been brought up in the proposal for a free crafting guild in Avlis. A while back the team ruled that guilds could not post master recipe lists in the forums for all members to see and learn from. For the most part all guilds pass their information in character, which is how it should be. We have further clarified this rule.&lt;br /&gt;
&lt;br /&gt;
All Avlis crafting recipes must be learned/discovered in game.&lt;br /&gt;
&lt;br /&gt;
Distributing a master list of all known recipes is a flagrant violation of this. I don't care who you share your knowledge with as long as you do it in game. If you want to reveal secrets for nothing, that's your business. But there will be no listserv of crafting recipes.&lt;br /&gt;
&lt;br /&gt;
This is a roleplaying server and while we can't enforce certain aspects of crafting that we'd like to, we can certainly set OOC guidelines that you should follow. Yes, there are ways you can get around this but you are violating the spirit of Avlis and this server's atmosphere. Because of limiting game mechanics I cannot create a realistic crafting experience. All recipes are boiled down to a list of ingredients and quantities. IC this is not so simple. Being a master alchemist is much more than slapping down half a dozen ingredients and choosing your recipe. There's skill involved in mixing certain ingredients, under certain conditions (heat, pressure, friction, etc), and observing the changes. This is why you have to have a certain level in a craft to even attempt a certain recipe. All trades are handled this way IC. If I could enforce it I'd require you to either experiment to discover your own recipes OR get a mentor to teach it to you.&lt;br /&gt;
&lt;br /&gt;
===Sharing Inn Rooms===&lt;br /&gt;
&lt;br /&gt;
We have noticed that some players are sharing an Inn Room between two (or more) of their own characters. (i.e one player multiple characters)&lt;br /&gt;
This is not allowed because of the ability to easily share items/gold between these characters...basically what one has, all have. As these characters can never know each other IG and can never meet it is metagaming to share items between them.&lt;br /&gt;
&lt;br /&gt;
If you are doing this, stop.&lt;br /&gt;
If you are thinking about it, dont do it.&lt;br /&gt;
&lt;br /&gt;
This type of metagaming will be handled in the following manner:&lt;br /&gt;
1) Warning (this is it)&lt;br /&gt;
2) If you continue to do so after the warning then all characters will be placed in Vault Jail for 5 days, and the DB entries for that Inn room chest will be deleted without chance for restore&lt;br /&gt;
3) You will be banned&lt;br /&gt;
&lt;br /&gt;
==Exploiting==&lt;br /&gt;
&lt;br /&gt;
Exploiting, is in many ways, the same thing as cheating. It is the practice of doing something you know you shouldn't be able to and then repeating it as many times as you can. In nearly every case exploiting, involves a bug of some sort, be it one created by the Avlis staff, or one from Bioware. &lt;br /&gt;
&lt;br /&gt;
Anyone found exploiting, will be put on the watch list, and is likely to be banned from playing on Avlis.&lt;br /&gt;
&lt;br /&gt;
If you ever find yourself thinking: &amp;quot;That seemed way too easy for what I got&amp;quot; or &amp;quot;Odd! He already gave me a reward!&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Because you got a reward you didn't earn, then it's likely you found something that could be exploited. We try very hard to make sure that the rewards you get are fitting to what you did. A different form of exploiting is using a trick to avoid something really bad happening. In either case you are doing something that shouldn't be happening, to benefit you in some way.&lt;br /&gt;
&lt;br /&gt;
There is one and only one case where doing something you think is an exploit, is acceptable, and it will be clear to us if you're doing this or not. That is testing something you think might be an exploit, to make sure what you think just happened, did in fact happen. Provided you only do it that one more time, and report it, then you won't be punished for exploiting. However a DM may still take what ever you got from it away from you. It's important to note that if you had benefited from something you think may be a bug, doesn't mean you're guilty of exploiting. It's when you keep doing it, over and over again, that you're guilty of exploiting. If you run across something that you think might be a bug, please report it so we can fix what ever is wrong.&lt;br /&gt;
&lt;br /&gt;
Some examples of exploiting:&lt;br /&gt;
&lt;br /&gt;
* Hitting 'escape' and quitting the game, when you're at negative hit points, to avoid dying and going to the after life.&lt;br /&gt;
* Giving a NPC a quest item, then finding you have the option of giving it to him again, even though you don't have it any longer.&lt;br /&gt;
* Dying, and having someone grab your gear, then crashing the server so you can come back before your character is saved, so you have all your gear back, but your friend still has everything he grabbed off your corpse.&lt;br /&gt;
* Logging in with a character that doesn't belong to you. (It can happen by accident, but you need to quit as soon as you realize your not using one of your characters)&lt;br /&gt;
* Giving all your gear to a friend, or leaving it in a chest, then logging into a different world, and coming back to Avlis via a portal, so you have all your gear, plus copies of it in your chest or with your friend.&lt;br /&gt;
* Finding a chest that spawns in an item that should never be there (i.e. +3 flaming long sword), and going to it every chance you get.&lt;br /&gt;
* Collecting the reward for a quest you never actually finished, or even started. But because of a bug in the dialog you can collect the reward anyway.&lt;br /&gt;
* Getting into a really bad situation, and logging out rather then sticking around to take what's coming to you. (i.e. surrounded by a bunch of really tough NPCs you know will be able to kill you).&lt;br /&gt;
* Logging out, then logging back in again, to restore your lost HPs and spells.&lt;br /&gt;
* Finding an item needed to complete a quest, you were given some place else, logging out and logging into that server to finish the quest, rather then walking there.&lt;br /&gt;
* Finding out that by doing X, Y, and Z, or because of some server glitch you become invincible, then running around and killing NPCs you would normally never stand a chance against.&lt;br /&gt;
* Asking high level PCs to take you places you have no place being, then hanging way back so you can get massive amounts of exps with doing no real work.&lt;br /&gt;
* Asking low level PCs to go with you to places they have no place being, then having them hang way back so you can get a massive amount more exps then you should normally.&lt;br /&gt;
&lt;br /&gt;
===Duping===&lt;br /&gt;
&lt;br /&gt;
What to do when your items dupe?&lt;br /&gt;
&lt;br /&gt;
1) Report to staff@avlis.org of the exact situation that the items are duped.&lt;br /&gt;
2) Dump all duped item in a trash can, or ask a DM to help you if a DM is on line.&lt;br /&gt;
&lt;br /&gt;
Simple as that.&lt;br /&gt;
&lt;br /&gt;
Anyone caught duping and using these items in any way, will be subject to disciplinary actions.&lt;br /&gt;
&lt;br /&gt;
===Sneaking behind a person through a door===&lt;br /&gt;
&lt;br /&gt;
You can not sneak in behind someone who is walking though a door. Try it IRL and see how well it works.&lt;br /&gt;
&lt;br /&gt;
The only reason you can do it at all on Avlis, is the scripts we use by default have a 5 sec delay before it closes the door automaticlly. This was done so more then one person could enter a house at once... without the owner needing to unlock and open the door for everyone who wants to come in.&lt;br /&gt;
&lt;br /&gt;
Also there is the delay between hitting the area transition and the new area loading up. Which is completely OOC... I can tell you for a fact, that it does not take me 10-30 sec's to walk though the door at my house.&lt;br /&gt;
&lt;br /&gt;
So once again, you are not allowed to sneak into someone's house by following them though a open door.&lt;br /&gt;
&lt;br /&gt;
===Transition Ambushes===&lt;br /&gt;
&lt;br /&gt;
Ambushing someone on a transition = uber bad form.&lt;br /&gt;
&lt;br /&gt;
If you want the element of suprise, HIDE somewhere on the map. Using the limitations of the engine (transitions) to gain such is meta gaming and a NO NO.&lt;br /&gt;
&lt;br /&gt;
Now, as far as chasing someone accross a transition... I have not really clarified that here, and I will let someone else do the rulesing on that one.&lt;br /&gt;
&lt;br /&gt;
===ISD===&lt;br /&gt;
&lt;br /&gt;
As a player, it is your repsonsibility to report ISD's to the world leader where you found it.&lt;br /&gt;
&lt;br /&gt;
What is an ISD?&lt;br /&gt;
&lt;br /&gt;
An Illegal Static Drop is a fancy term for an item that drops off of a monster or container that is too powerful. The key words:&lt;br /&gt;
&lt;br /&gt;
ILLEGAL: CoPaP is a low magic conglomerate of servers. Most high-powered magic items are given out by DM's in quests, and VERY rarely, you'll strike it rich and get one in random loot. However for static loot (see below), you should never get items of +1 or greater enchancement bonus, or greater value than 1000 gp. If you see something like this as static loot, it is a bug, and you should report it to the world where you found it. We do this because we do not want people to start &amp;quot;farming&amp;quot; items, i.e. going out and collecting hundreds of copies of the items so they can be sold or traded, thereby hurting the economy we have set up.&lt;br /&gt;
&lt;br /&gt;
STATIC. Static means that the monster has that item as part of their loot EVERY time you kill them. It is not random loot generated by the treasure system.&lt;br /&gt;
&lt;br /&gt;
DROPS. A drop is any item you get from killing a monster or opening a chest, or bashing some other placeable. They can be either static (see above), or random. Random drops are variable and usually controlled by the database on most CoPaP worlds.&lt;br /&gt;
&lt;br /&gt;
Consequences&lt;br /&gt;
&lt;br /&gt;
If you are caught farming an illegal drop, you will be subject to whatever punishment the affected worlds want to give you. Each world in CoPaP controls discipline on their server independently, so you might get off easy on some worlds and banned on others.&lt;br /&gt;
&lt;br /&gt;
If you farm and item in World A, and sell it in World B, you very well might get banned in both A and B if the leaders of those worlds do not like what you are doing.&lt;br /&gt;
&lt;br /&gt;
However, reporting the item drop on the bugs board of the world where you found the item will usually avert this fate. So please help us to maintain the economy of this confederation and you'll be grateful you did it, and so will we.&lt;br /&gt;
&lt;br /&gt;
==Cheesing==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Cheesing&amp;quot; of races or abilities is not acceptable on Avlis.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Cheesing&amp;quot; a race is the act of picking one of the standard NWN player character races and then entering some other non-NWN race into the subrace in order to try and pass yourself off as a non-standard race. &amp;quot;Cheesing&amp;quot; an ability is the act of playing your character as if they have an ability which the NWN engine would not otherwise allow them to have.&lt;br /&gt;
&lt;br /&gt;
Example: You cannot be a giant-kin by picking half-orc and writing &amp;quot;Veerbeeg&amp;quot; in the subrace field. This is not allowed, and if you are caught doing this you will be forced to re-make your character.&lt;br /&gt;
&lt;br /&gt;
ONLY real races are allowed. Custom races are goblin, kobold, half-ogre, half-nymph, half-dryad, drangonari elf, lizardman, and orc. You CANNOT play any other races other than these and the standard elf, dwarf, human, halfling, etc.&lt;br /&gt;
&lt;br /&gt;
Example 2: You cannot say your character is a vampire with exceptional strength and the ability to make other characters into a vampire by biting them. ONLY abilities that are granted by your class, race, and level within NWN are in-game. Extra powers that you make up or pretend to have are unacceptable.&lt;br /&gt;
&lt;br /&gt;
There is a very very good reason that we have this rule.&lt;br /&gt;
&lt;br /&gt;
A long time ago a player came in and decided they wanted to be a vampire. So they did all kinds of things to fake being a vampire, and none of the abilities were really implimented in NWN. It got to be really bad because in order for that vampire to be successful, OTHER player characters had to PRETEND that this person was a vampire.&lt;br /&gt;
&lt;br /&gt;
So it became this whole big thing about having REAL NWN abilities and abilities that you are PRETENDING to have. Not only is that really cheesy, IMO, it can get very confusing.&lt;br /&gt;
&lt;br /&gt;
Player1: *pretends to whack Player2 over the head*&lt;br /&gt;
&lt;br /&gt;
Player2: What was that for?&lt;br /&gt;
&lt;br /&gt;
Player1: You're unconcious now. I whacked you over the head.&lt;br /&gt;
&lt;br /&gt;
Player2: No I'm not. You didn't do any damage to me at all.&lt;br /&gt;
&lt;br /&gt;
Player1: But I have a 42 strength. I'm a giant.&lt;br /&gt;
&lt;br /&gt;
Player2: No you aren't. You look like a halfling, and your character sheet says you have a 7 strength.&lt;br /&gt;
&lt;br /&gt;
Player1: I know. I know. That's what my character sheet says. But I'm REALLY a giant and I have a 42 &lt;br /&gt;
strength, so you better roleplay being knocked out, buster.&lt;br /&gt;
&lt;br /&gt;
Player2: That is the stupidest thing I have ever heard.&lt;br /&gt;
&lt;br /&gt;
That's just an example. You can substitute *pretends to bite your neck and suck blood* in there for the first line if you want. But I think you see my point.&lt;br /&gt;
&lt;br /&gt;
Anyone caught doing these things will be asked to remake their character to conform with the NWN engine and to stop faking abilities.&lt;br /&gt;
&lt;br /&gt;
===Character Backgrounds===&lt;br /&gt;
&lt;br /&gt;
In addition to Player Character races, the PC's background could have the possibility of falling into this cheesing category. Though it is perfectly IC to have one of the following traits in your background, you MUST have an approval of a (vet or senior) DM before you can RP this out.&lt;br /&gt;
&lt;br /&gt;
This list is an example, not exclusive.&lt;br /&gt;
&lt;br /&gt;
1) PC's are assumed to NOT to have any direct/blood relationship (Son, Daughter, wife, husband, lover, etc...) to deities.&lt;br /&gt;
&lt;br /&gt;
2) PC's are assumed to NOT to have any special &amp;quot;gateway&amp;quot; from a foreign world to Avlis, ie: Magical Cloud, Divine intervention, Special Borg Spaceship, Birth from a Rock, Formed by the faeces of a god, transport via a microbiomolecular transport, etc. (Exception: Other than CoPaP, in which case, you must make your character in that CoPaP World then come to Avlis ICly).&lt;br /&gt;
&lt;br /&gt;
3) PC's are assumed to NOT to have any special blood of non-playable avlisian races. (Drow, Vampires, Vampyres, Balors, chickens, demons, badgers, Celestials, Dragons [*See below for Dragon Disciple Exception] etc..)&lt;br /&gt;
&lt;br /&gt;
We encourage players to come up with great backgrounds for their PC's, but like in PnP, if your character has a special background, you must clear it with the DM. We are just making sure the players know that.&lt;br /&gt;
&lt;br /&gt;
*Exception to Dragon Disciples - There's an exception to this bloodline PC's, namely, Dragon Disciples. However, notice we didn't mention the &amp;quot;color&amp;quot; of this dragon disciple. As of this posting, the Red Dragon Disciples simply do NOT exist. NO native Avlissian character (Characters that are made in Avlis) have the blood of a &amp;quot;Red&amp;quot; Dragon. However, in the future, if the team has enough time, we may impliment some kind of Dragon Disciple that is similar, if not the same as Red Dragon Disciple. But as of the time of this posting, there are no dragon blood in any of the Avlissian characters. &lt;br /&gt;
&lt;br /&gt;
===Races===&lt;br /&gt;
&lt;br /&gt;
You cannot play a custom race that is not created by the AutoBic golem. Filling in the subrace field is not acceptable. [[Custom_Races|Custom Races]]&lt;br /&gt;
&lt;br /&gt;
====Elves====&lt;br /&gt;
&lt;br /&gt;
All this information is already posted on the boards or in the players guide. I have consolidated these statements into one place, since players are claiming to not be aware of them. Ignorance is no excuse.&lt;br /&gt;
&lt;br /&gt;
1) Do not make elves with dark skin and white hair on Avlis.&lt;br /&gt;
&lt;br /&gt;
2) Avlisian Elf (directly from the players guide) The most common type of Elf, referred to simply as an Avlissian Elf, is generally akin to a high elf in 2nd Edition AD&amp;amp;D terms. Their skin tones range from milky white to a mild tan, although there are sometimes grayish or bluish undertones visible in rare individuals. Their hair can range from a deep black or blackish green, to a bright blonde or red, much like the human hair colors. The almond shaped eyes of these elves can cover the entire human range of blues, greens, and browns, but violet is also seen. All other statistics for physical stature and size, as well as game play, are identical to high elves.&lt;br /&gt;
&lt;br /&gt;
3) Ghost Elf&lt;br /&gt;
Physically, these elves are much more thin and frail looking than Avlissian Elves, but their state of delicacy is a beautiful one. Their skin is almost always a bright yellow, or bright yellow with a very slight greenish tinge. From some angles, their skin almost seems to give off a faint glow, hence the name ghost elf.&lt;br /&gt;
&lt;br /&gt;
4) Drangonari Elf&lt;br /&gt;
They appear mostly elven in form, except they have scales much like a lizard in colors ranging from the darkest green to a bluish color. Their hair is always black, and their eyes contain slit pupils and range in color from gold to dark brown, with the occasional violets and greys.&lt;br /&gt;
*Drangonari PCs always have black hair and green skin regardless of the colours chosen in character generation&lt;br /&gt;
&lt;br /&gt;
5) Sereg'wethrin&lt;br /&gt;
Sereg'wethrin look very much like Elves. The main differences are their dark skin and black hair&lt;br /&gt;
&lt;br /&gt;
====Drow====&lt;br /&gt;
&lt;br /&gt;
* Avlis reserves the right to protect what we call the &amp;quot;Tone &amp;amp; Feel&amp;quot; of Avlis. This is defined by the entire Avlis works that make up the world's history, culture, and traditions, and is marked by its contrast to other famous campaign settings such as Forgotten Realms, Greyhawk, and Dragonlance.&lt;br /&gt;
&lt;br /&gt;
* Native Avlis Drow are against the Tone &amp;amp; Feel of Avlis and are illegal. You may not play any drow character that is purported to be born on Avlis or from any ficticious drow societies on Avlis, of which there are none.&lt;br /&gt;
&lt;br /&gt;
* Drow PC's from OTHER CoPaP are wholly welcome to play on Avlis so long as they go by the following stipulations:&lt;br /&gt;
&lt;br /&gt;
1) The PC must be created with Red Golem's AutoBic character generator on another CoPaP world, otherwise it will be considered &amp;quot;cheesing&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
2) The drow must be roleplayed as a drow in the biological sense, i.e. sensitive to light, and any other physical drow characteristic.&lt;br /&gt;
&lt;br /&gt;
3) The drow may be of any alignment so long as it follows 1) and 2).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Drow PC's from other CoPaP worlds must be aware of their IC plight on Avlis: There exists another race called Sereg'wethrin which are a dark-skinned elven race that is native to Avlis. This race is hated and feared by the inhabitants of Avlis even more than the inhabitants of the Forgotten Realms hate drow. There are NO examples of good Sereg'wethrin. Thus the inhabitants of Avlis will automatically assume that any dark-skinned elves are up to no good. If you play a drow and come to Avlis, you WILL be mistaken for a Sereg'wethrin by those you encounter, unless they are otherwise educated ICly. This is regardless of your drow's alignment.&lt;br /&gt;
&lt;br /&gt;
* Actions taken against your character by other players within the bounds of Sereg'wethrin treatment are not considered griefing if it is a legitimate IC/CvC situation.&lt;br /&gt;
&lt;br /&gt;
* The actions of Avlis inhabitants against Sereg'wethrin or drow mistaken as sereg are not a personal attack against you as a player. They are the mistaken ignorances of a society that does not know any better, and was designed that way by me.&lt;br /&gt;
&lt;br /&gt;
If you feel your drow PC has been treated unfairly by another player in game, take the appropriate measures listed in our rules for reporting grief behavior.&lt;br /&gt;
&lt;br /&gt;
If you feel your drow PC has been mistreated by a DM, report the incident immediately to the Avlis Team, staff@avlis.org. Avlis does NOT condone DM-harrassment of drow PC's simply because they are drow. However, they WILL mobilize the NPC population of Avlis to react appropriately to you, thus giving you a hard time in that way. Please do not confuse the two.&lt;br /&gt;
&lt;br /&gt;
Good:&lt;br /&gt;
&lt;br /&gt;
Your drow walks into a bar. Five barmaids and the bartender freak out and refuse to serve you. They pee their pants and run.&lt;br /&gt;
&lt;br /&gt;
Good:&lt;br /&gt;
&lt;br /&gt;
Your drow wanders into the forest and comes across a M'Chekian army encampment with some really buff Equalizers among them. The entire group of soldiers turns on you and attacks.&lt;br /&gt;
&lt;br /&gt;
Bad:&lt;br /&gt;
&lt;br /&gt;
You are walking on a road in the middle of nowhere, and 20 Balors and 8 Pit Fiends spawn out of nowhere and kill you. There was no story going on to give a reason for this. It just happened.&lt;br /&gt;
&lt;br /&gt;
===Pregnancy===&lt;br /&gt;
&lt;br /&gt;
Female PC's cannot become pregnant.&lt;br /&gt;
&lt;br /&gt;
If you want your character to become pregnant, you:&lt;br /&gt;
&lt;br /&gt;
1) Have to retire her permanently from PC status and make her an NPC.&lt;br /&gt;
&lt;br /&gt;
2) Need to have team approval to do this.&lt;br /&gt;
&lt;br /&gt;
There are no if's, no but's, and all those things. I really hope this doesn't need to be clarified any further.&lt;br /&gt;
&lt;br /&gt;
===Prestige Classes===&lt;br /&gt;
&lt;br /&gt;
1. Red Dragon Disciple (RDD) and Champion of Torm (CoT) prestige classes are not, should not and will not be available for taking for Avlis characters on Avlis.&lt;br /&gt;
&lt;br /&gt;
- ad. RDD: Red dragons do not exist on Avlis, your native Avlis character will not be able to have the most important IC requirement: red dragon blood in his/her veins. He/she should not even know a Red Dragon exists, unless he has knowledge about other planes.&lt;br /&gt;
Your Avlis character should in no way be able to take this PrC, not even on other worlds, unless he/she is not a native to Avlis because of the lack of said dragon blood.&lt;br /&gt;
If your character is not a native to Avlis, you should have made it on another world in the first place. Characters native to Avlis that have RDD class will be deleveled by DMs.&lt;br /&gt;
The argument that certain spells allow you to summon or change your shape into a red dragon will no longer hold ground. Coders are all set to remove those effects from the involved spells and replace them with Avlis specific creatures.&lt;br /&gt;
&lt;br /&gt;
- ad CoT: Champion of Torm can only be made by Torm or an order dedicated to Torm. Torm does also not exist on Avlis as a god, so you should head over to another world that does have the Deity Torm in its pantheon if you want to ever be able to take this PrC.&lt;br /&gt;
&lt;br /&gt;
Prestige classes in general: The option to gain a prestige class on Avlis should only be available if you meet the requirements AND have done a quest to unlock the class (either scripted or by DM intervention).&lt;br /&gt;
&lt;br /&gt;
If you have taken a PrC on Avlis without meeting these requirements you have intentionally or unintentionally abused a bug in the PrC disabling code. You should contact a DM to get rid of the levels, if you do so on your own you will receive your XP back.&lt;br /&gt;
&lt;br /&gt;
==Roleplaying Related==&lt;br /&gt;
&lt;br /&gt;
===Speaking for NPCs===&lt;br /&gt;
Simply said, don't do it unless you have the title &amp;quot;DM&amp;quot; underneath your name.&lt;br /&gt;
&lt;br /&gt;
You speak for your own characters but not NPC's (solders, the government, commoners, temples of various gods, etc - all off limits to non-DMs.)&lt;br /&gt;
&lt;br /&gt;
===Sexuality===&lt;br /&gt;
&lt;br /&gt;
A sex crime is any act that meets any of the following criteria:&amp;lt;br&amp;gt;&lt;br /&gt;
*Non-consentual, In Character sexuality of any kind.&lt;br /&gt;
*Non-consentual, Out of Character sexuality of any kind.&lt;br /&gt;
*Any form of sexuality with a minor (per the United States most strict definition of a minor).&lt;br /&gt;
&lt;br /&gt;
Roleplaying sex crimes in Avlis or any Avlis owned/controlled medium is prohibited.&lt;br /&gt;
&lt;br /&gt;
Roleplaying includes, but is not limited to: stories, rumors, and accusations In Character (IC).&lt;br /&gt;
&lt;br /&gt;
This is a '''zero tolerance''' policy and anyone caught commiting sex crimes of any kind in Avlis or any Avlis owned/controlled medium will be immediately banned from ALL Avlis owned/controlled mediums.&lt;br /&gt;
===Spies===&lt;br /&gt;
Independent of your race, class, alignment, age, deity, length of beard, sexual preference, etc: the same rules apply to '''every''' character (including changelings). &lt;br /&gt;
&lt;br /&gt;
*The DM sponsor of the guild you're trying to spy and spying for knows about it.&amp;lt;br&amp;gt;&lt;br /&gt;
*All information spied MUST pass through this DM.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===The Domination Effect===&lt;br /&gt;
&lt;br /&gt;
Domination provides physical control over the victim of the spell, as long as the action would not bring the victim direct harm.&lt;br /&gt;
&lt;br /&gt;
Two things to bear in mind here, then:&lt;br /&gt;
*Domination does not provide mental control over the victim of the spell.&lt;br /&gt;
*Domination does not allow you to force someone to tell the truth.&lt;br /&gt;
&lt;br /&gt;
Examples:&amp;lt;br&amp;gt;&lt;br /&gt;
1. &amp;quot;Kill yourself.&amp;quot; - BAD, can be ignored.&amp;lt;br&amp;gt;&lt;br /&gt;
2. &amp;quot;Jump off this building.&amp;quot; - BAD, can be ignored.&amp;lt;br&amp;gt;&lt;br /&gt;
3. &amp;quot;Attack _____&amp;quot; - GOOD.&amp;lt;br&amp;gt;&lt;br /&gt;
4. &amp;quot;Did you _____?&amp;quot; - BAD, victim does not have to answer truthfully.&amp;lt;br&amp;gt;&lt;br /&gt;
5. &amp;quot;Go into that house.&amp;quot; - GOOD.&amp;lt;br&amp;gt;&lt;br /&gt;
6. &amp;quot;Return to your guild hall.&amp;quot; - BAD.&amp;lt;br&amp;gt;&lt;br /&gt;
7. &amp;quot;Show me the ring on your hand.&amp;quot; - GOOD.&amp;lt;br&amp;gt;&lt;br /&gt;
8. &amp;quot;Show me the item that allows you to enter ______&amp;quot; - BAD.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Speaking: Familiars, Changelings, Shapeshifters &amp;amp; Telepathy===&lt;br /&gt;
&lt;br /&gt;
'''Speaking Familiars'''&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
While familiars are magical animals, they do not all gain the ability to speak. Only the following familiars have vocal chords allowing them to speak:&lt;br /&gt;
*Faerie Dragon&lt;br /&gt;
*Imp&lt;br /&gt;
*Mephits&lt;br /&gt;
*Pixie&lt;br /&gt;
&lt;br /&gt;
'''Speaking While Shapeshifted'''&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Shifting into a new form does not allow you to speak with animals of that type. Nor does it allow you to communicate with Druids or Rangers. Most shifter forms are incapable of speech. In addition to PC races, only the following forms have vocal chords which allow you to speak:&lt;br /&gt;
*Azer&lt;br /&gt;
*Balor&lt;br /&gt;
*Death Slaad&lt;br /&gt;
*Dragons (Wyrmlings to Ancient)&lt;br /&gt;
*Gargoyle&lt;br /&gt;
*Giants (Fire or otherwise)&lt;br /&gt;
*Harpy&lt;br /&gt;
*Lupin&lt;br /&gt;
*Medusa&lt;br /&gt;
*Mind Flayer (Illithid)&lt;br /&gt;
*Minotaur&lt;br /&gt;
*Manticore&lt;br /&gt;
*Rakshasa&lt;br /&gt;
*Risen Lord&lt;br /&gt;
*Spectre&lt;br /&gt;
*Tlincalli&lt;br /&gt;
*Troll&lt;br /&gt;
*Vampire&lt;br /&gt;
&lt;br /&gt;
'''Speaking as a Changeling'''&amp;lt;br&amp;gt;&lt;br /&gt;
When a changeling changes form, he changes internally as well as externally. This means that if a changeling assumes a form without vocal chords, he cannot speak.&lt;br /&gt;
&lt;br /&gt;
'''Telepathy'''&amp;lt;br&amp;gt;&lt;br /&gt;
Telepathy can exist between mages and their familiars, depending on the species of familiar. This is the only form of telepathy to exist in Avlis.&lt;br /&gt;
&lt;br /&gt;
No PC may speak telepathically to another PC. No PC may use telepathy or other similar powers to read another PC's mind. This is cheesing.&lt;br /&gt;
&lt;br /&gt;
===Languages===&lt;br /&gt;
&lt;br /&gt;
* English is the official language of the Avlis servers&lt;br /&gt;
* For IC situations, English is considered to be Common&lt;br /&gt;
* For other languages in game, you must actually learn the language and use it at your leisure.&lt;br /&gt;
&lt;br /&gt;
An RL accent is fine, whatever the accent is.&lt;br /&gt;
&lt;br /&gt;
Importing a RL language into Avlis and saying it is an Avlissian language is not fine.&lt;br /&gt;
&lt;br /&gt;
Avlissian languages are made up on their own. If you want to make a language for Race X from scratch and use French (or any other real life) grammar as the basis, or even take a bunch of French (or other foreign) words and switch around a bunch of letters and vowels to make them completely different words, there is no problem with that. The new resulting language must not be recognizable from the base real language however.&lt;br /&gt;
&lt;br /&gt;
But the wholesale importation of another language is a no no.&lt;br /&gt;
&lt;br /&gt;
===In Game Rules===&lt;br /&gt;
&lt;br /&gt;
Various cities and regions in the game itself usually will have their own set of laws and codes of conduct; as well as differing judicial systems. A crime in one can sometimes be tolerable in another place, and vice-versa.&lt;br /&gt;
&lt;br /&gt;
[[Pg:In_Game_Rules|Elysian Law]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Pg:In_Game_Rules|M'chekian Law]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Rules]]&lt;/div&gt;</summary>
		<author><name>TripleAught</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Rules:Specific_Rules&amp;diff=35294</id>
		<title>Rules:Specific Rules</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Rules:Specific_Rules&amp;diff=35294"/>
		<updated>2010-08-18T17:44:06Z</updated>

		<summary type="html">&lt;p&gt;TripleAught: /* Disguise */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;='''Specific Rules'''=&lt;br /&gt;
==Metagaming==&lt;br /&gt;
Metagaming is simply another term for using out of character (OOC) information rather than just the in character (IC) information your character has learnt whilst you are playing him. The term loosely means &amp;quot;Game within a Game&amp;quot; in the case of Avlis this means the game of Never Winter Nights (NWN) within the game of Avlis.&lt;br /&gt;
&lt;br /&gt;
Avlis is in many ways a game unto itself. It's derived from a long running pen and paper (PnP) D&amp;amp;D Campaign world, with it's own set of rules and history. When playing on Avlis things work differently than in standard NWN, like death, treasure, experience gain, etc.&lt;br /&gt;
&lt;br /&gt;
Metagaming is when you think more about the way NWN works then how Avlis works. Or OOC vs IC.&lt;br /&gt;
&lt;br /&gt;
Picking stats, skills, feats, and so on are all examples of metagaming. When you level up, you again are metagaming, because you pick skills, feats, and so on. There can be IC reasons for what you decide, such as multiclassing because of something that happened to your character, say he now lives in the woods so you think he will develop ranger skills. But most character development is done though metagaming but this not always bad.&lt;br /&gt;
&lt;br /&gt;
But it can be a bad thing if it's done in a way that harms or effects other PCs. The best example of this, being the whole 'floating name' issues, that has been discussed and argued over on the Avlis boards many times. The floating name is completely OOC information, and using it to identify someone you don't really know or couldn't identify normally is considered a 'sin' on Avlis.&lt;br /&gt;
&lt;br /&gt;
Some examples of both good and bad metagaming or OOC behavior; (these aren't hard and fast rules, just examples of the type of behavior so you can judge if what your doing is acceptable or not.)&lt;br /&gt;
&lt;br /&gt;
Good:&lt;br /&gt;
* Increasing your Int/Wis/Cha score so you can cast higher level spells.&lt;br /&gt;
* Taking levels of another class, for IC reasons. (i.e. you had a religious experience and decide to take levels as a cleric.)&lt;br /&gt;
* Increasing a stat, that isn't of primary use for your class, to qualify for feats that are useful to you. (i.e. increasing intelligence to 13 so you can get Improved Knockdown)&lt;br /&gt;
* Taking a feat, not for the sake of the feat, but for other feats you can now qualify for.&lt;br /&gt;
* Using the floating name to identify someone you know well, but whose avatar looks like other PCs.&lt;br /&gt;
* Using the player list, to see if a friend is online at the time.&lt;br /&gt;
* Using the examine option to read the bio someone has put in there.&lt;br /&gt;
&lt;br /&gt;
Bad:&lt;br /&gt;
* Taking levels of another class with no logical IC reason for doing so.(i.e. Your PC isn't religious, but want to be able to cast buffs (protective spells like Stoneskin) so you take levels as a cleric.)&lt;br /&gt;
* Cancelling out of a level up process to get a better HP roll.&lt;br /&gt;
* Using the floating name to identify someone you've never met before.&lt;br /&gt;
* Using the player list, to see if the PC you want to attack is online at the time.&lt;br /&gt;
* Using the examine option, to see what buffs someone has or what level they are.&lt;br /&gt;
&lt;br /&gt;
===Floaty Name===&lt;br /&gt;
''Rule 1''&lt;br /&gt;
&lt;br /&gt;
The floating name above a character's head DOES NOT actually exist IC. It cannot be used to reveal a character's name if the said character has not told you his/her name.&lt;br /&gt;
&lt;br /&gt;
example: Joe meets Sarah for the first time. Joe's player sees the name &amp;quot;Sarah&amp;quot; above Sarah's head. Joe (the character) DOES NOT. Joe cannot say &amp;quot;Hi Sarah!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
example 2: Joe meets Tara for the first time. Joe says &amp;quot;Hi my name is Joe&amp;quot;. Tara says &amp;quot;Hi my name is Jennifer&amp;quot;. As far as Joe is concerned, Tara's name is Jennifer. He does not know that she is lying.&lt;br /&gt;
&lt;br /&gt;
''Rule 2:''&lt;br /&gt;
&lt;br /&gt;
The floating name can be used if your character already knows the other character (as long as the other character told you their real name).&lt;br /&gt;
&lt;br /&gt;
example: Joe and Chris know each other. They also told each other their real names Joe and Chris see each other and say &amp;quot;Hi Chris&amp;quot; and &amp;quot;Hi Joe&amp;quot; respectively. This is fine.&lt;br /&gt;
&lt;br /&gt;
example 2: Joe meets the same Tara he met in &amp;quot;example 2 of rule 1&amp;quot; again. If Joe says &amp;quot;Hi Tara&amp;quot; I will personally send a dragon to eat him. If Joe says&amp;quot; Hi Jennifer&amp;quot; he gets to avoid dragons for a little bit.&lt;br /&gt;
&lt;br /&gt;
Exception to Rule 2:&lt;br /&gt;
&lt;br /&gt;
A person you know under the effects of &amp;quot;Invisibilty&amp;quot; or &amp;quot;Improved Invisibilty&amp;quot; cannot be identified by the floating name unless your character is under the effects of &amp;quot;See Invisibility&amp;quot; or &amp;quot;True Seeing&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
example: Joe and Kelly know each other. Kelly is invisible but Joe &amp;quot;hears&amp;quot; her. Joe DOES NOT have &amp;quot;See Invisibility&amp;quot; or &amp;quot;True Seeing&amp;quot; on him and the floating name above Kelly's character says Kelly. If Joe says &amp;quot;Hi Kelly&amp;quot; Joe will soon feel the blades of a Sereg'wethrin Nwalmaer turning him into mincemeat. If Joe says &amp;quot;Who's there? I can hear you&amp;quot;, Joe gets a cookie.&lt;br /&gt;
&lt;br /&gt;
===Changelings===&lt;br /&gt;
&lt;br /&gt;
When a changeling uses the Changeling Special Ability, a message is sent to everyone in the area that the ability has been used. This is an OOC message.&lt;br /&gt;
&lt;br /&gt;
When a changeling changes form, everyone in the immediate vicinity gets to make a spellcraft check (DC 16). This check is made automatically by the engine. If they succeed, they get a message indicating that the user of the power may be a changeling. If they fail, they get no message. If someone changes in front of your face, you do know that they can change form. However you do not know how they are accomplishing this feat unless you succeed in your spellcraft check.&lt;br /&gt;
&lt;br /&gt;
When a changeling memorizes or purges a form, everyone in the immediate vicinity gets to make a spellcraft check (DC 30). This check is made automatically by the engine. If they succeed, they get a message indicating that the user of the power may be a changeling. If they fail, they get no message.&lt;br /&gt;
&lt;br /&gt;
In both the above cases, the changeling does not know if someone made a check or if they succeeded at a check. When a changeling reviews their forms, no one gets to make a spellcraft check to identify a changeling.&lt;br /&gt;
&lt;br /&gt;
This means that anyone without ranks in spellcraft will never be able to identify someone as a changeling. Those with some ranks will be able to identify changelings with a good degree of accuracy whenever they change shape or revert to their true form. Only characters of at least level 6 will have any chance of identifying changelings when memorizing or purging forms, and only epics with any degree of regularity.&lt;br /&gt;
&lt;br /&gt;
If you cannot make spellcraft checks, the only other IC way to find out someone is a changeling is to have someone who ICly knows tell you that person is a changeling. So unless you succeed at a spellcraft check you do not know someone is a changeling, even if they change shape in front of your face.&lt;br /&gt;
&lt;br /&gt;
===Invisibility===&lt;br /&gt;
&lt;br /&gt;
''RULE 1:''&lt;br /&gt;
&lt;br /&gt;
An invisible character or creature CANNOT be seen and identified by anyone not under to effects of the spells &amp;quot;True Seeing&amp;quot; and &amp;quot;See Invisibility&amp;quot; as they can only be detected through hearing.&lt;br /&gt;
&lt;br /&gt;
example: Joe &amp;quot;hears&amp;quot; John while John is invisible. Joe has neither &amp;quot;See Invisibility&amp;quot; or &amp;quot;True Seeing&amp;quot; on him. Even though Joe knows John and John shows up on his screen because Joe's character 'hears' John, Joe DOES NOT know that it is John because he cannot identify John solely from John's footsteps.&lt;br /&gt;
&lt;br /&gt;
''RULE 2:''&lt;br /&gt;
&lt;br /&gt;
Creatures and characters under the effects of the spell &amp;quot;Improved Invisibilty&amp;quot; cannot be identified even after they have taken an action to make them &amp;quot;partially visible&amp;quot; unless the perceiving creature has &amp;quot;True Seeing&amp;quot; or &amp;quot;See Invisibilty&amp;quot;. Characters know that the person/creature is there, but sees only a blurry, semi transparent figure.&lt;br /&gt;
&lt;br /&gt;
example: Joe is in the warzone fighting the elves. Karla is in the warzone and has the spell &amp;quot;Improved Invisibility&amp;quot; cast on her. Karla doesn't like Joe killing elves. Karla flames Joe's ass. Joe cannot identify Karla as the sassy lass that killed him unless Joe had &amp;quot;True Seeing&amp;quot; or &amp;quot;See Invisibilty&amp;quot; on him when Karla attacked.&lt;br /&gt;
&lt;br /&gt;
===Disguise===&lt;br /&gt;
&lt;br /&gt;
Here's the basic rule, boiled down to its purest form. Consider this the guiding principle for disguises, or any other form of hiding your identity from someone.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;The PC trying to keep his/her identity hidden, is the one who must make all the effort. The less effort put into it, the less likely the disguise is to work.&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For example, there are no helms out there that somehow alter someone's voice, and by simply putting one on, no one can recognize your voice. By the same token, stating once at the begging of an encounter that you are masking your voice or a single emote, is not enough to cut it.&lt;br /&gt;
&lt;br /&gt;
You must constantly remind people you are altering your voice somehow. A emote every line isn't required, but the person attempting to alter their voice must be the one making the effort to do so. It must be clear to everyone what he or she is doing. If those interacting with the PC can't clearly tell they are trying to be disguised. Then that PC isn't putting enough effort into it.&lt;br /&gt;
&lt;br /&gt;
This helps the PC as well, as it makes for a constant reminder and makes mistakes much less likely.&lt;br /&gt;
&lt;br /&gt;
By the same token, simply putting on a different outfit is not enough to make you unidentifiable. There are several things you have left on that might provide clues to who you really are. So if you want to disguise yourself via clothing/armor, you need to change more then just the torso piece.&lt;br /&gt;
&lt;br /&gt;
The more effort a PC goes to, to hide their identity the more likely they are to actually do so. The less effort the PC makes, the easier it will be to ID them. But it up to the person wishing to keep his/her identity hidden to make all the effort, and make it very clear to everyone else what he or she are attempting to do.&lt;br /&gt;
&lt;br /&gt;
Of course the amount of disguise required is all based on how well the PC in question is known by those interacting with him or her. For my PC, trying to fool Kira his IC wife would be extremely difficult. Fooling someone he's knows fairly well, like say Jorio, or Arena would be less difficult, someone he knows hardly at all, would be fairly easy.&lt;br /&gt;
&lt;br /&gt;
Also the simple fact that your PC's avatar has a hood on, or the hood/mask on, does nothing to help mask their identity, as they are always wearing one so it is as much a disquinshing feature as it hides things.&lt;br /&gt;
&lt;br /&gt;
Any magical item higher then +2 will also be unique, and could be used to ID someone, especially if it's a weapon, or shield. Provided that of course the PC in question has been seen with it before.&lt;br /&gt;
&lt;br /&gt;
For example...&lt;br /&gt;
&lt;br /&gt;
If I want to disguise my PC, I would need to do all of the following to make the disguise 98% foolproof, as there is no 100% foolproof disguise.&lt;br /&gt;
&lt;br /&gt;
I would need to put on armor or clothing that is unlike anything I've ever worn before. I would need to wear a helm unlike what I normally wear. I would need to begin every other or perhaps every 3rd line of speech with an emote of some sort, stating that I am disguising my voice. I would need to put on different boots, and maybe a different pair of gloves. If I have a holy symbol or some other jewelry that is unquine, I would need to change those out.&lt;br /&gt;
&lt;br /&gt;
So to sum up: If you want to hide your identity from those around you, you not them will need to make that clear to everyone. Tells or OOC statements that you are in disguise and no further effort on the PC's part, isn't enough. Simply putting on a different outfit and holding a different weapon isn't enough. Simply putting on a helmet isn't enough.&lt;br /&gt;
&lt;br /&gt;
This works in favor of everyone. For those who wish to remain unidentified, they can show the DM's what efforts they made in remaining so. It also serves as a nearly constant reminder to those involved what the PC is attempting to do, so a mistake is less likely.&lt;br /&gt;
&lt;br /&gt;
===Crafting Recipes===&lt;br /&gt;
&lt;br /&gt;
I would like to clarify the Avlis crafting recipe restrictions that have been brought up in the proposal for a free crafting guild in Avlis. A while back the team ruled that guilds could not post master recipe lists in the forums for all members to see and learn from. For the most part all guilds pass their information in character, which is how it should be. We have further clarified this rule.&lt;br /&gt;
&lt;br /&gt;
All Avlis crafting recipes must be learned/discovered in game.&lt;br /&gt;
&lt;br /&gt;
Distributing a master list of all known recipes is a flagrant violation of this. I don't care who you share your knowledge with as long as you do it in game. If you want to reveal secrets for nothing, that's your business. But there will be no listserv of crafting recipes.&lt;br /&gt;
&lt;br /&gt;
This is a roleplaying server and while we can't enforce certain aspects of crafting that we'd like to, we can certainly set OOC guidelines that you should follow. Yes, there are ways you can get around this but you are violating the spirit of Avlis and this server's atmosphere. Because of limiting game mechanics I cannot create a realistic crafting experience. All recipes are boiled down to a list of ingredients and quantities. IC this is not so simple. Being a master alchemist is much more than slapping down half a dozen ingredients and choosing your recipe. There's skill involved in mixing certain ingredients, under certain conditions (heat, pressure, friction, etc), and observing the changes. This is why you have to have a certain level in a craft to even attempt a certain recipe. All trades are handled this way IC. If I could enforce it I'd require you to either experiment to discover your own recipes OR get a mentor to teach it to you.&lt;br /&gt;
&lt;br /&gt;
===Sharing Inn Rooms===&lt;br /&gt;
&lt;br /&gt;
We have noticed that some players are sharing an Inn Room between two (or more) of their own characters. (i.e one player multiple characters)&lt;br /&gt;
This is not allowed because of the ability to easily share items/gold between these characters...basically what one has, all have. As these characters can never know each other IG and can never meet it is metagaming to share items between them.&lt;br /&gt;
&lt;br /&gt;
If you are doing this, stop.&lt;br /&gt;
If you are thinking about it, dont do it.&lt;br /&gt;
&lt;br /&gt;
This type of metagaming will be handled in the following manner:&lt;br /&gt;
1) Warning (this is it)&lt;br /&gt;
2) If you continue to do so after the warning then all characters will be placed in Vault Jail for 5 days, and the DB entries for that Inn room chest will be deleted without chance for restore&lt;br /&gt;
3) You will be banned&lt;br /&gt;
&lt;br /&gt;
==Exploiting==&lt;br /&gt;
&lt;br /&gt;
Exploiting, is in many ways, the same thing as cheating. It is the practice of doing something you know you shouldn't be able to and then repeating it as many times as you can. In nearly every case exploiting, involves a bug of some sort, be it one created by the Avlis staff, or one from Bioware. &lt;br /&gt;
&lt;br /&gt;
Anyone found exploiting, will be put on the watch list, and is likely to be banned from playing on Avlis.&lt;br /&gt;
&lt;br /&gt;
If you ever find yourself thinking: &amp;quot;That seemed way too easy for what I got&amp;quot; or &amp;quot;Odd! He already gave me a reward!&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Because you got a reward you didn't earn, then it's likely you found something that could be exploited. We try very hard to make sure that the rewards you get are fitting to what you did. A different form of exploiting is using a trick to avoid something really bad happening. In either case you are doing something that shouldn't be happening, to benefit you in some way.&lt;br /&gt;
&lt;br /&gt;
There is one and only one case where doing something you think is an exploit, is acceptable, and it will be clear to us if you're doing this or not. That is testing something you think might be an exploit, to make sure what you think just happened, did in fact happen. Provided you only do it that one more time, and report it, then you won't be punished for exploiting. However a DM may still take what ever you got from it away from you. It's important to note that if you had benefited from something you think may be a bug, doesn't mean you're guilty of exploiting. It's when you keep doing it, over and over again, that you're guilty of exploiting. If you run across something that you think might be a bug, please report it so we can fix what ever is wrong.&lt;br /&gt;
&lt;br /&gt;
Some examples of exploiting:&lt;br /&gt;
&lt;br /&gt;
* Hitting 'escape' and quitting the game, when you're at negative hit points, to avoid dying and going to the after life.&lt;br /&gt;
* Giving a NPC a quest item, then finding you have the option of giving it to him again, even though you don't have it any longer.&lt;br /&gt;
* Dying, and having someone grab your gear, then crashing the server so you can come back before your character is saved, so you have all your gear back, but your friend still has everything he grabbed off your corpse.&lt;br /&gt;
* Logging in with a character that doesn't belong to you. (It can happen by accident, but you need to quit as soon as you realize your not using one of your characters)&lt;br /&gt;
* Giving all your gear to a friend, or leaving it in a chest, then logging into a different world, and coming back to Avlis via a portal, so you have all your gear, plus copies of it in your chest or with your friend.&lt;br /&gt;
* Finding a chest that spawns in an item that should never be there (i.e. +3 flaming long sword), and going to it every chance you get.&lt;br /&gt;
* Collecting the reward for a quest you never actually finished, or even started. But because of a bug in the dialog you can collect the reward anyway.&lt;br /&gt;
* Getting into a really bad situation, and logging out rather then sticking around to take what's coming to you. (i.e. surrounded by a bunch of really tough NPCs you know will be able to kill you).&lt;br /&gt;
* Logging out, then logging back in again, to restore your lost HPs and spells.&lt;br /&gt;
* Finding an item needed to complete a quest, you were given some place else, logging out and logging into that server to finish the quest, rather then walking there.&lt;br /&gt;
* Finding out that by doing X, Y, and Z, or because of some server glitch you become invincible, then running around and killing NPCs you would normally never stand a chance against.&lt;br /&gt;
* Asking high level PCs to take you places you have no place being, then hanging way back so you can get massive amounts of exps with doing no real work.&lt;br /&gt;
* Asking low level PCs to go with you to places they have no place being, then having them hang way back so you can get a massive amount more exps then you should normally.&lt;br /&gt;
&lt;br /&gt;
===Duping===&lt;br /&gt;
&lt;br /&gt;
What to do when your items dupe?&lt;br /&gt;
&lt;br /&gt;
1) Report to staff@avlis.org of the exact situation that the items are duped.&lt;br /&gt;
2) Dump all duped item in a trash can, or ask a DM to help you if a DM is on line.&lt;br /&gt;
&lt;br /&gt;
Simple as that.&lt;br /&gt;
&lt;br /&gt;
Anyone caught duping and using these items in any way, will be subject to disciplinary actions.&lt;br /&gt;
&lt;br /&gt;
===Sneaking behind a person through a door===&lt;br /&gt;
&lt;br /&gt;
You can not sneak in behind someone who is walking though a door. Try it IRL and see how well it works.&lt;br /&gt;
&lt;br /&gt;
The only reason you can do it at all on Avlis, is the scripts we use by default have a 5 sec delay before it closes the door automaticlly. This was done so more then one person could enter a house at once... without the owner needing to unlock and open the door for everyone who wants to come in.&lt;br /&gt;
&lt;br /&gt;
Also there is the delay between hitting the area transition and the new area loading up. Which is completely OOC... I can tell you for a fact, that it does not take me 10-30 sec's to walk though the door at my house.&lt;br /&gt;
&lt;br /&gt;
So once again, you are not allowed to sneak into someone's house by following them though a open door.&lt;br /&gt;
&lt;br /&gt;
===Transition Ambushes===&lt;br /&gt;
&lt;br /&gt;
Ambushing someone on a transition = uber bad form.&lt;br /&gt;
&lt;br /&gt;
If you want the element of suprise, HIDE somewhere on the map. Using the limitations of the engine (transitions) to gain such is meta gaming and a NO NO.&lt;br /&gt;
&lt;br /&gt;
Now, as far as chasing someone accross a transition... I have not really clarified that here, and I will let someone else do the rulesing on that one.&lt;br /&gt;
&lt;br /&gt;
===ISD===&lt;br /&gt;
&lt;br /&gt;
As a player, it is your repsonsibility to report ISD's to the world leader where you found it.&lt;br /&gt;
&lt;br /&gt;
What is an ISD?&lt;br /&gt;
&lt;br /&gt;
An Illegal Static Drop is a fancy term for an item that drops off of a monster or container that is too powerful. The key words:&lt;br /&gt;
&lt;br /&gt;
ILLEGAL: CoPaP is a low magic conglomerate of servers. Most high-powered magic items are given out by DM's in quests, and VERY rarely, you'll strike it rich and get one in random loot. However for static loot (see below), you should never get items of +1 or greater enchancement bonus, or greater value than 1000 gp. If you see something like this as static loot, it is a bug, and you should report it to the world where you found it. We do this because we do not want people to start &amp;quot;farming&amp;quot; items, i.e. going out and collecting hundreds of copies of the items so they can be sold or traded, thereby hurting the economy we have set up.&lt;br /&gt;
&lt;br /&gt;
STATIC. Static means that the monster has that item as part of their loot EVERY time you kill them. It is not random loot generated by the treasure system.&lt;br /&gt;
&lt;br /&gt;
DROPS. A drop is any item you get from killing a monster or opening a chest, or bashing some other placeable. They can be either static (see above), or random. Random drops are variable and usually controlled by the database on most CoPaP worlds.&lt;br /&gt;
&lt;br /&gt;
Consequences&lt;br /&gt;
&lt;br /&gt;
If you are caught farming an illegal drop, you will be subject to whatever punishment the affected worlds want to give you. Each world in CoPaP controls discipline on their server independently, so you might get off easy on some worlds and banned on others.&lt;br /&gt;
&lt;br /&gt;
If you farm and item in World A, and sell it in World B, you very well might get banned in both A and B if the leaders of those worlds do not like what you are doing.&lt;br /&gt;
&lt;br /&gt;
However, reporting the item drop on the bugs board of the world where you found the item will usually avert this fate. So please help us to maintain the economy of this confederation and you'll be grateful you did it, and so will we.&lt;br /&gt;
&lt;br /&gt;
==Cheesing==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Cheesing&amp;quot; of races or abilities is not acceptable on Avlis.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Cheesing&amp;quot; a race is the act of picking one of the standard NWN player character races and then entering some other non-NWN race into the subrace in order to try and pass yourself off as a non-standard race. &amp;quot;Cheesing&amp;quot; an ability is the act of playing your character as if they have an ability which the NWN engine would not otherwise allow them to have.&lt;br /&gt;
&lt;br /&gt;
Example: You cannot be a giant-kin by picking half-orc and writing &amp;quot;Veerbeeg&amp;quot; in the subrace field. This is not allowed, and if you are caught doing this you will be forced to re-make your character.&lt;br /&gt;
&lt;br /&gt;
ONLY real races are allowed. Custom races are goblin, kobold, half-ogre, half-nymph, half-dryad, drangonari elf, lizardman, and orc. You CANNOT play any other races other than these and the standard elf, dwarf, human, halfling, etc.&lt;br /&gt;
&lt;br /&gt;
Example 2: You cannot say your character is a vampire with exceptional strength and the ability to make other characters into a vampire by biting them. ONLY abilities that are granted by your class, race, and level within NWN are in-game. Extra powers that you make up or pretend to have are unacceptable.&lt;br /&gt;
&lt;br /&gt;
There is a very very good reason that we have this rule.&lt;br /&gt;
&lt;br /&gt;
A long time ago a player came in and decided they wanted to be a vampire. So they did all kinds of things to fake being a vampire, and none of the abilities were really implimented in NWN. It got to be really bad because in order for that vampire to be successful, OTHER player characters had to PRETEND that this person was a vampire.&lt;br /&gt;
&lt;br /&gt;
So it became this whole big thing about having REAL NWN abilities and abilities that you are PRETENDING to have. Not only is that really cheesy, IMO, it can get very confusing.&lt;br /&gt;
&lt;br /&gt;
Player1: *pretends to whack Player2 over the head*&lt;br /&gt;
&lt;br /&gt;
Player2: What was that for?&lt;br /&gt;
&lt;br /&gt;
Player1: You're unconcious now. I whacked you over the head.&lt;br /&gt;
&lt;br /&gt;
Player2: No I'm not. You didn't do any damage to me at all.&lt;br /&gt;
&lt;br /&gt;
Player1: But I have a 42 strength. I'm a giant.&lt;br /&gt;
&lt;br /&gt;
Player2: No you aren't. You look like a halfling, and your character sheet says you have a 7 strength.&lt;br /&gt;
&lt;br /&gt;
Player1: I know. I know. That's what my character sheet says. But I'm REALLY a giant and I have a 42 &lt;br /&gt;
strength, so you better roleplay being knocked out, buster.&lt;br /&gt;
&lt;br /&gt;
Player2: That is the stupidest thing I have ever heard.&lt;br /&gt;
&lt;br /&gt;
That's just an example. You can substitute *pretends to bite your neck and suck blood* in there for the first line if you want. But I think you see my point.&lt;br /&gt;
&lt;br /&gt;
Anyone caught doing these things will be asked to remake their character to conform with the NWN engine and to stop faking abilities.&lt;br /&gt;
&lt;br /&gt;
===Character Backgrounds===&lt;br /&gt;
&lt;br /&gt;
In addition to Player Character races, the PC's background could have the possibility of falling into this cheesing category. Though it is perfectly IC to have one of the following traits in your background, you MUST have an approval of a (vet or senior) DM before you can RP this out.&lt;br /&gt;
&lt;br /&gt;
This list is an example, not exclusive.&lt;br /&gt;
&lt;br /&gt;
1) PC's are assumed to NOT to have any direct/blood relationship (Son, Daughter, wife, husband, lover, etc...) to deities.&lt;br /&gt;
&lt;br /&gt;
2) PC's are assumed to NOT to have any special &amp;quot;gateway&amp;quot; from a foreign world to Avlis, ie: Magical Cloud, Divine intervention, Special Borg Spaceship, Birth from a Rock, Formed by the faeces of a god, transport via a microbiomolecular transport, etc. (Exception: Other than CoPaP, in which case, you must make your character in that CoPaP World then come to Avlis ICly).&lt;br /&gt;
&lt;br /&gt;
3) PC's are assumed to NOT to have any special blood of non-playable avlisian races. (Drow, Vampires, Vampyres, Balors, chickens, demons, badgers, Celestials, Dragons [*See below for Dragon Disciple Exception] etc..)&lt;br /&gt;
&lt;br /&gt;
We encourage players to come up with great backgrounds for their PC's, but like in PnP, if your character has a special background, you must clear it with the DM. We are just making sure the players know that.&lt;br /&gt;
&lt;br /&gt;
*Exception to Dragon Disciples - There's an exception to this bloodline PC's, namely, Dragon Disciples. However, notice we didn't mention the &amp;quot;color&amp;quot; of this dragon disciple. As of this posting, the Red Dragon Disciples simply do NOT exist. NO native Avlissian character (Characters that are made in Avlis) have the blood of a &amp;quot;Red&amp;quot; Dragon. However, in the future, if the team has enough time, we may impliment some kind of Dragon Disciple that is similar, if not the same as Red Dragon Disciple. But as of the time of this posting, there are no dragon blood in any of the Avlissian characters. &lt;br /&gt;
&lt;br /&gt;
===Races===&lt;br /&gt;
&lt;br /&gt;
You cannot play a custom race that is not created by the AutoBic golem. Filling in the subrace field is not acceptable. [[Custom_Races|Custom Races]]&lt;br /&gt;
&lt;br /&gt;
====Elves====&lt;br /&gt;
&lt;br /&gt;
All this information is already posted on the boards or in the players guide. I have consolidated these statements into one place, since players are claiming to not be aware of them. Ignorance is no excuse.&lt;br /&gt;
&lt;br /&gt;
1) Do not make elves with dark skin and white hair on Avlis.&lt;br /&gt;
&lt;br /&gt;
2) Avlisian Elf (directly from the players guide) The most common type of Elf, referred to simply as an Avlissian Elf, is generally akin to a high elf in 2nd Edition AD&amp;amp;D terms. Their skin tones range from milky white to a mild tan, although there are sometimes grayish or bluish undertones visible in rare individuals. Their hair can range from a deep black or blackish green, to a bright blonde or red, much like the human hair colors. The almond shaped eyes of these elves can cover the entire human range of blues, greens, and browns, but violet is also seen. All other statistics for physical stature and size, as well as game play, are identical to high elves.&lt;br /&gt;
&lt;br /&gt;
3) Ghost Elf&lt;br /&gt;
Physically, these elves are much more thin and frail looking than Avlissian Elves, but their state of delicacy is a beautiful one. Their skin is almost always a bright yellow, or bright yellow with a very slight greenish tinge. From some angles, their skin almost seems to give off a faint glow, hence the name ghost elf.&lt;br /&gt;
&lt;br /&gt;
4) Drangonari Elf&lt;br /&gt;
They appear mostly elven in form, except they have scales much like a lizard in colors ranging from the darkest green to a bluish color. Their hair is always black, and their eyes contain slit pupils and range in color from gold to dark brown, with the occasional violets and greys.&lt;br /&gt;
*Drangonari PCs always have black hair and green skin regardless of the colours chosen in character generation&lt;br /&gt;
&lt;br /&gt;
5) Sereg'wethrin&lt;br /&gt;
Sereg'wethrin look very much like Elves. The main differences are their dark skin and black hair&lt;br /&gt;
&lt;br /&gt;
====Drow====&lt;br /&gt;
&lt;br /&gt;
* Avlis reserves the right to protect what we call the &amp;quot;Tone &amp;amp; Feel&amp;quot; of Avlis. This is defined by the entire Avlis works that make up the world's history, culture, and traditions, and is marked by its contrast to other famous campaign settings such as Forgotten Realms, Greyhawk, and Dragonlance.&lt;br /&gt;
&lt;br /&gt;
* Native Avlis Drow are against the Tone &amp;amp; Feel of Avlis and are illegal. You may not play any drow character that is purported to be born on Avlis or from any ficticious drow societies on Avlis, of which there are none.&lt;br /&gt;
&lt;br /&gt;
* Drow PC's from OTHER CoPaP are wholly welcome to play on Avlis so long as they go by the following stipulations:&lt;br /&gt;
&lt;br /&gt;
1) The PC must be created with Red Golem's AutoBic character generator on another CoPaP world, otherwise it will be considered &amp;quot;cheesing&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
2) The drow must be roleplayed as a drow in the biological sense, i.e. sensitive to light, and any other physical drow characteristic.&lt;br /&gt;
&lt;br /&gt;
3) The drow may be of any alignment so long as it follows 1) and 2).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Drow PC's from other CoPaP worlds must be aware of their IC plight on Avlis: There exists another race called Sereg'wethrin which are a dark-skinned elven race that is native to Avlis. This race is hated and feared by the inhabitants of Avlis even more than the inhabitants of the Forgotten Realms hate drow. There are NO examples of good Sereg'wethrin. Thus the inhabitants of Avlis will automatically assume that any dark-skinned elves are up to no good. If you play a drow and come to Avlis, you WILL be mistaken for a Sereg'wethrin by those you encounter, unless they are otherwise educated ICly. This is regardless of your drow's alignment.&lt;br /&gt;
&lt;br /&gt;
* Actions taken against your character by other players within the bounds of Sereg'wethrin treatment are not considered griefing if it is a legitimate IC/CvC situation.&lt;br /&gt;
&lt;br /&gt;
* The actions of Avlis inhabitants against Sereg'wethrin or drow mistaken as sereg are not a personal attack against you as a player. They are the mistaken ignorances of a society that does not know any better, and was designed that way by me.&lt;br /&gt;
&lt;br /&gt;
If you feel your drow PC has been treated unfairly by another player in game, take the appropriate measures listed in our rules for reporting grief behavior.&lt;br /&gt;
&lt;br /&gt;
If you feel your drow PC has been mistreated by a DM, report the incident immediately to the Avlis Team, staff@avlis.org. Avlis does NOT condone DM-harrassment of drow PC's simply because they are drow. However, they WILL mobilize the NPC population of Avlis to react appropriately to you, thus giving you a hard time in that way. Please do not confuse the two.&lt;br /&gt;
&lt;br /&gt;
Good:&lt;br /&gt;
&lt;br /&gt;
Your drow walks into a bar. Five barmaids and the bartender freak out and refuse to serve you. They pee their pants and run.&lt;br /&gt;
&lt;br /&gt;
Good:&lt;br /&gt;
&lt;br /&gt;
Your drow wanders into the forest and comes across a M'Chekian army encampment with some really buff Equalizers among them. The entire group of soldiers turns on you and attacks.&lt;br /&gt;
&lt;br /&gt;
Bad:&lt;br /&gt;
&lt;br /&gt;
You are walking on a road in the middle of nowhere, and 20 Balors and 8 Pit Fiends spawn out of nowhere and kill you. There was no story going on to give a reason for this. It just happened.&lt;br /&gt;
&lt;br /&gt;
===Pregnancy===&lt;br /&gt;
&lt;br /&gt;
Female PC's cannot become pregnant.&lt;br /&gt;
&lt;br /&gt;
If you want your character to become pregnant, you:&lt;br /&gt;
&lt;br /&gt;
1) Have to retire her permanently from PC status and make her an NPC.&lt;br /&gt;
&lt;br /&gt;
2) Need to have team approval to do this.&lt;br /&gt;
&lt;br /&gt;
There are no if's, no but's, and all those things. I really hope this doesn't need to be clarified any further.&lt;br /&gt;
&lt;br /&gt;
===Prestige Classes===&lt;br /&gt;
&lt;br /&gt;
1. Red Dragon Disciple (RDD) and Champion of Torm (CoT) prestige classes are not, should not and will not be available for taking for Avlis characters on Avlis.&lt;br /&gt;
&lt;br /&gt;
- ad. RDD: Red dragons do not exist on Avlis, your native Avlis character will not be able to have the most important IC requirement: red dragon blood in his/her veins. He/she should not even know a Red Dragon exists, unless he has knowledge about other planes.&lt;br /&gt;
Your Avlis character should in no way be able to take this PrC, not even on other worlds, unless he/she is not a native to Avlis because of the lack of said dragon blood.&lt;br /&gt;
If your character is not a native to Avlis, you should have made it on another world in the first place. Characters native to Avlis that have RDD class will be deleveled by DMs.&lt;br /&gt;
The argument that certain spells allow you to summon or change your shape into a red dragon will no longer hold ground. Coders are all set to remove those effects from the involved spells and replace them with Avlis specific creatures.&lt;br /&gt;
&lt;br /&gt;
- ad CoT: Champion of Torm can only be made by Torm or an order dedicated to Torm. Torm does also not exist on Avlis as a god, so you should head over to another world that does have the Deity Torm in its pantheon if you want to ever be able to take this PrC.&lt;br /&gt;
&lt;br /&gt;
Prestige classes in general: The option to gain a prestige class on Avlis should only be available if you meet the requirements AND have done a quest to unlock the class (either scripted or by DM intervention).&lt;br /&gt;
&lt;br /&gt;
If you have taken a PrC on Avlis without meeting these requirements you have intentionally or unintentionally abused a bug in the PrC disabling code. You should contact a DM to get rid of the levels, if you do so on your own you will receive your XP back.&lt;br /&gt;
&lt;br /&gt;
==Roleplaying Related==&lt;br /&gt;
&lt;br /&gt;
===Speaking for NPCs===&lt;br /&gt;
Simply said, don't do it unless you have the title &amp;quot;DM&amp;quot; underneath your name.&lt;br /&gt;
&lt;br /&gt;
You speak for your own characters but not NPC's (solders, the government, commoners, temples of various gods, etc - all off limits to non-DMs.)&lt;br /&gt;
&lt;br /&gt;
===Sexuality===&lt;br /&gt;
&lt;br /&gt;
A sex crime is any act that meets any of the following criteria:&amp;lt;br&amp;gt;&lt;br /&gt;
*Non-consentual, In Character sexuality of any kind.&lt;br /&gt;
*Non-consentual, Out of Character sexuality of any kind.&lt;br /&gt;
*Any form of sexuality with a minor (per the United States most strict definition of a minor).&lt;br /&gt;
&lt;br /&gt;
Roleplaying sex crimes in Avlis or any Avlis owned/controlled medium is prohibited.&lt;br /&gt;
&lt;br /&gt;
Roleplaying includes, but is not limited to: stories, rumors, and accusations In Character (IC).&lt;br /&gt;
&lt;br /&gt;
This is a '''zero tolerance''' policy and anyone caught commiting sex crimes of any kind in Avlis or any Avlis owned/controlled medium will be immediately banned from ALL Avlis owned/controlled mediums.&lt;br /&gt;
===Spies===&lt;br /&gt;
Independent of your race, class, alignment, age, deity, length of beard, sexual preference, etc: the same rules apply to '''every''' character (including changelings). &lt;br /&gt;
&lt;br /&gt;
*The DM sponsor of the guild you're trying to spy and spying for knows about it.&amp;lt;br&amp;gt;&lt;br /&gt;
*All information spied MUST pass through this DM.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===The Domination Effect===&lt;br /&gt;
&lt;br /&gt;
Domination provides physical control over the victim of the spell, as long as the action would not bring the victim direct harm.&lt;br /&gt;
&lt;br /&gt;
Two things to bear in mind here, then:&lt;br /&gt;
*Domination does not provide mental control over the victim of the spell.&lt;br /&gt;
*Domination does not allow you to force someone to tell the truth.&lt;br /&gt;
&lt;br /&gt;
Examples:&amp;lt;br&amp;gt;&lt;br /&gt;
1. &amp;quot;Kill yourself.&amp;quot; - BAD, can be ignored.&amp;lt;br&amp;gt;&lt;br /&gt;
2. &amp;quot;Jump off this building.&amp;quot; - BAD, can be ignored.&amp;lt;br&amp;gt;&lt;br /&gt;
3. &amp;quot;Attack _____&amp;quot; - GOOD.&amp;lt;br&amp;gt;&lt;br /&gt;
4. &amp;quot;Did you _____?&amp;quot; - BAD, victim does not have to answer truthfully.&amp;lt;br&amp;gt;&lt;br /&gt;
5. &amp;quot;Go into that house.&amp;quot; - GOOD.&amp;lt;br&amp;gt;&lt;br /&gt;
6. &amp;quot;Return to your guild hall.&amp;quot; - BAD.&amp;lt;br&amp;gt;&lt;br /&gt;
7. &amp;quot;Show me the ring on your hand.&amp;quot; - GOOD.&amp;lt;br&amp;gt;&lt;br /&gt;
8. &amp;quot;Show me the item that allows you to enter ______&amp;quot; - BAD.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Speaking: Familiars, Changelings, Shapeshifters &amp;amp; Telepathy===&lt;br /&gt;
&lt;br /&gt;
'''Speaking Familiars'''&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
While familiars are magical animals, they do not all gain the ability to speak. Only the following familiars have vocal chords allowing them to speak:&lt;br /&gt;
*Faerie Dragon&lt;br /&gt;
*Imp&lt;br /&gt;
*Mephits&lt;br /&gt;
*Pixie&lt;br /&gt;
&lt;br /&gt;
'''Speaking While Shapeshifted'''&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Shifting into a new form does not allow you to speak with animals of that type. Nor does it allow you to communicate with Druids or Rangers. Most shifter forms are incapable of speech. In addition to PC races, only the following forms have vocal chords which allow you to speak:&lt;br /&gt;
*Azer&lt;br /&gt;
*Balor&lt;br /&gt;
*Death Slaad&lt;br /&gt;
*Dragons (Wyrmlings to Ancient)&lt;br /&gt;
*Gargoyle&lt;br /&gt;
*Giants (Fire or otherwise)&lt;br /&gt;
*Harpy&lt;br /&gt;
*Lupin&lt;br /&gt;
*Medusa&lt;br /&gt;
*Mind Flayer (Illithid)&lt;br /&gt;
*Minotaur&lt;br /&gt;
*Manticore&lt;br /&gt;
*Rakshasa&lt;br /&gt;
*Risen Lord&lt;br /&gt;
*Spectre&lt;br /&gt;
*Tlincalli&lt;br /&gt;
*Troll&lt;br /&gt;
*Vampire&lt;br /&gt;
&lt;br /&gt;
'''Speaking as a Changeling'''&amp;lt;br&amp;gt;&lt;br /&gt;
When a changeling changes form, he changes internally as well as externally. This means that if a changeling assumes a form without vocal chords, he cannot speak.&lt;br /&gt;
&lt;br /&gt;
'''Telepathy'''&amp;lt;br&amp;gt;&lt;br /&gt;
Telepathy can exist between mages and their familiars, depending on the species of familiar. This is the only form of telepathy to exist in Avlis.&lt;br /&gt;
&lt;br /&gt;
No PC may speak telepathically to another PC. No PC may use telepathy or other similar powers to read another PC's mind. This is cheesing.&lt;br /&gt;
&lt;br /&gt;
===Languages===&lt;br /&gt;
&lt;br /&gt;
* English is the official language of the Avlis servers&lt;br /&gt;
* For IC situations, English is considered to be Common&lt;br /&gt;
* For other languages in game, you must actually learn the language and use it at your leisure.&lt;br /&gt;
&lt;br /&gt;
An RL accent is fine, whatever the accent is.&lt;br /&gt;
&lt;br /&gt;
Importing a RL language into Avlis and saying it is an Avlissian language is not fine.&lt;br /&gt;
&lt;br /&gt;
Avlissian languages are made up on their own. If you want to make a language for Race X from scratch and use French (or any other real life) grammar as the basis, or even take a bunch of French (or other foreign) words and switch around a bunch of letters and vowels to make them completely different words, there is no problem with that. The new resulting language must not be recognizable from the base real language however.&lt;br /&gt;
&lt;br /&gt;
But the wholesale importation of another language is a no no.&lt;br /&gt;
&lt;br /&gt;
===In Game Rules===&lt;br /&gt;
&lt;br /&gt;
Various cities and regions in the game itself usually will have their own set of laws and codes of conduct; as well as differing judicial systems. A crime in one can sometimes be tolerable in another place, and vice-versa.&lt;br /&gt;
&lt;br /&gt;
[[Pg:In_Game_Rules|Elysian Law]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Pg:In_Game_Rules|M'chekian Law]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Rules]]&lt;/div&gt;</summary>
		<author><name>TripleAught</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Annihilator&amp;diff=35240</id>
		<title>Annihilator</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Annihilator&amp;diff=35240"/>
		<updated>2010-08-09T18:37:50Z</updated>

		<summary type="html">&lt;p&gt;TripleAught: /* Special Abilities &amp;amp; Feats */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Holy Warriors]]&lt;br /&gt;
&amp;lt;center&amp;gt;'''Classes:''' {{Classes}}&amp;lt;/center&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;'''Paladin Classes:''' {{PaladinClasses}}&amp;lt;/center&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
[[Image:annihilator_f.jpg|frame|A female Annihilator]]&lt;br /&gt;
[[Image:annihilator_k.jpg|frame|A kobold Annihilator]]&lt;br /&gt;
&lt;br /&gt;
'''Description:'''&lt;br /&gt;
Power through superior might has always been the way of Aarilax. Collect as much as you can for yourself, and beat everyone else to it (literally), and you will live a long time. Gain what you desire, for all you really have is desire itself. The annihilators arose out of a society based on these beliefs. The lizardmen of Drotid rule by might alone. Those who can impose their will get to be in charge. Everyone else is a slave. It is the way of Aarilax. Gaining troops to impose their will became a prime concern of the voivods of Drotid long ago. In order to gain a steady group of loyal and powerful troops, the clerics of Aarilax were forced to beseach their god for an answer. In return, Aarilax granted them the annihilators. These warriors became the muscle behind the voivods. Whether it is by frontal assault, or underhanded assassination, the annihilators are up for the task. Each individual holy warrior of Aarilax serves because he must. There is no other way. Aarilax keeps him alive so that he is not eaten or killed by one above him. In return, he owes Aarilax his obedience. This is how annihilators operate.&lt;br /&gt;
&lt;br /&gt;
Annihilators will only serve those who are more powerful than they are, and even then, they will only do it when threatened. When they are in the fortunate position of BEING the one doing the threatening, they are cold-hearted and selfish, existing only to gain more for themselves. An annihilator who gains too much power can be an awful menace. A weak annihilator can often be cowed into doing anything its master desires.&lt;br /&gt;
&lt;br /&gt;
The only organization annihilators know is that of strength. Whenever groups of annihilators exist together, they follow the strongest one, until he or she is murdered or otherwise disposed of. Then the next will take their place. When employed by nonannihilators, these warriors will do what they are told, until their leader slips up and finds a dagger in their back. Annihilators are always biding their time and calculating.&lt;br /&gt;
&lt;br /&gt;
Most of the time, they employ spears and long weapons, which are reminiscent of their tribal lizardman roots. They also wear medium or light armor most of the time, though they are able to deck themselves out heavily when needed.&lt;br /&gt;
&lt;br /&gt;
'''[[NWN:Hit Die|Hit Die]]''': d8&lt;br /&gt;
&lt;br /&gt;
'''Proficiencies''': Armor ([[NWN:Armor Proficiency (Light)|Light]], [[NWN:Armor Proficiency (Medium)|Medium]], [[NWN:Armor Proficiency (Heavy)|Heavy]]), Weapons ([[NWN:Weapon Proficiency (Martial)|Martial]], [[NWN:Weapon Proficiency (Simple)|Simple]])&lt;br /&gt;
&lt;br /&gt;
'''[[NWN:Skill Points|Skill Points]]''':  4 + [[NWN:Int|Int]] mod&lt;br /&gt;
&lt;br /&gt;
'''Skills''': [[NWN:Concentration|Concentration]], [[NWN:Disable_Trap|Disable Trap]], [[NWN:Discipline|Discipline]], [[NWN:Heal|Heal]], [[NWN:Hide|Hide]], [[NWN:Intimidate|Intimidate]], [[NWN:Listen|Listen]], [[NWN:Lore|Lore]], [[NWN:Move_Silently|Move Silently]] [[NWN:Parry|Parry]], [[NWN:Search|Search]], [[NWN:Set_Trap|Set Trap]], [[NWN:Taunt|Taunt]].&lt;br /&gt;
&lt;br /&gt;
'''[[NWN:Saving Throw|Primary Saving Throw(s)]]''': [[NWN:Will|Will]] &amp;amp; [[NWN:Fortitude|Fortitude]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Requirements ==&lt;br /&gt;
&lt;br /&gt;
'''Base Attack Bonus (BAB)''': +7&lt;br /&gt;
&lt;br /&gt;
'''Deity:''' [[Aarilax]]&lt;br /&gt;
&lt;br /&gt;
'''Feats:'''&lt;br /&gt;
* [[NWN:Lightning_Reflexes|Lightning Reflexes]]&lt;br /&gt;
* [[NWN:Weapon_proficiency_%28exotic%29|Exotic Weapon Proficiency]] OR [[NWN:Weapon_Focus|Weapon Focus: Halberd]]&lt;br /&gt;
&lt;br /&gt;
'''Skills:'''&lt;br /&gt;
* [[NWN:Intimidate|Intimidate]] - 3 Ranks&lt;br /&gt;
* [[NWN:Move_Silently|Move Silently]] - 5 Ranks&lt;br /&gt;
* [[NWN:Search|Search]] - 5 Ranks&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Special Abilities &amp;amp; Feats ==&lt;br /&gt;
&lt;br /&gt;
'''Abilities:&lt;br /&gt;
*1st: Detect Good 30', [[NWN:Dirty_Fighting|Dirty Fighting]], [[NWN:Ambidexterity|Ambidexterity]], Use Poison&lt;br /&gt;
*2nd: [[NWN:Dark_Blessing|Dark Blessing]]&lt;br /&gt;
*3rd: Class Feat&lt;br /&gt;
*4th: [[Lay on Harm|Lay On Harm]]&lt;br /&gt;
*5th: [[NWN:Turn_Undead|Turn Undead]]&lt;br /&gt;
*6th: Class Feat&lt;br /&gt;
*7th: [[Holy_Warrior_Smite|Smite Good]]&lt;br /&gt;
*8th: [[NWN:Crippling_Strike|Crippling Strike]]&lt;br /&gt;
*9th: Class Feat&lt;br /&gt;
*10th: Avatar of Murder (as Psionic [[Psychometabolism#Strength_of_the_Land|Strength of the Land]])&lt;br /&gt;
&lt;br /&gt;
Class feats: [[Death_Attack|Death Attack]], [[NWN:Favored_Enemy|Favored Enemy]], [[NWN:Two-weapon_fighting|Two Weapon Fighting]], [[NWN:Improved_Critical|Improved Critical]], [[NWN:Weapon_Focus|Weapon Focus]], [[NWN:Divine_might|Divine Might]], [[NWN:Divine_shield|Divine Shield]]&lt;br /&gt;
&lt;br /&gt;
''Note: The Weapon Focus and Improved Critical bonus feats only offer Halbred, Falchion, and Double-Sword.''&lt;br /&gt;
&lt;br /&gt;
Epic Annihilators receive a bonus feat every 3 levels, and in addition to the [[Paladin]] bonus feat list may choose the following optional feats:&lt;br /&gt;
Favored Enemy, Death Attack, and Aspect of the Serpeant ([[NWN:Aura_of_Fear|Fear Aura]])&lt;br /&gt;
&lt;br /&gt;
''Note: Epic Weapon Focus, Overwhelming Critical, and Devastating Critical are bonus feats (from the Paladin list) and work as normal -- meaning they will apply to weapons for which you have the pre-requisites.''&lt;/div&gt;</summary>
		<author><name>TripleAught</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Annihilator&amp;diff=35239</id>
		<title>Annihilator</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Annihilator&amp;diff=35239"/>
		<updated>2010-08-09T18:37:25Z</updated>

		<summary type="html">&lt;p&gt;TripleAught: /* Special Abilities &amp;amp; Feats */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Holy Warriors]]&lt;br /&gt;
&amp;lt;center&amp;gt;'''Classes:''' {{Classes}}&amp;lt;/center&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;'''Paladin Classes:''' {{PaladinClasses}}&amp;lt;/center&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
[[Image:annihilator_f.jpg|frame|A female Annihilator]]&lt;br /&gt;
[[Image:annihilator_k.jpg|frame|A kobold Annihilator]]&lt;br /&gt;
&lt;br /&gt;
'''Description:'''&lt;br /&gt;
Power through superior might has always been the way of Aarilax. Collect as much as you can for yourself, and beat everyone else to it (literally), and you will live a long time. Gain what you desire, for all you really have is desire itself. The annihilators arose out of a society based on these beliefs. The lizardmen of Drotid rule by might alone. Those who can impose their will get to be in charge. Everyone else is a slave. It is the way of Aarilax. Gaining troops to impose their will became a prime concern of the voivods of Drotid long ago. In order to gain a steady group of loyal and powerful troops, the clerics of Aarilax were forced to beseach their god for an answer. In return, Aarilax granted them the annihilators. These warriors became the muscle behind the voivods. Whether it is by frontal assault, or underhanded assassination, the annihilators are up for the task. Each individual holy warrior of Aarilax serves because he must. There is no other way. Aarilax keeps him alive so that he is not eaten or killed by one above him. In return, he owes Aarilax his obedience. This is how annihilators operate.&lt;br /&gt;
&lt;br /&gt;
Annihilators will only serve those who are more powerful than they are, and even then, they will only do it when threatened. When they are in the fortunate position of BEING the one doing the threatening, they are cold-hearted and selfish, existing only to gain more for themselves. An annihilator who gains too much power can be an awful menace. A weak annihilator can often be cowed into doing anything its master desires.&lt;br /&gt;
&lt;br /&gt;
The only organization annihilators know is that of strength. Whenever groups of annihilators exist together, they follow the strongest one, until he or she is murdered or otherwise disposed of. Then the next will take their place. When employed by nonannihilators, these warriors will do what they are told, until their leader slips up and finds a dagger in their back. Annihilators are always biding their time and calculating.&lt;br /&gt;
&lt;br /&gt;
Most of the time, they employ spears and long weapons, which are reminiscent of their tribal lizardman roots. They also wear medium or light armor most of the time, though they are able to deck themselves out heavily when needed.&lt;br /&gt;
&lt;br /&gt;
'''[[NWN:Hit Die|Hit Die]]''': d8&lt;br /&gt;
&lt;br /&gt;
'''Proficiencies''': Armor ([[NWN:Armor Proficiency (Light)|Light]], [[NWN:Armor Proficiency (Medium)|Medium]], [[NWN:Armor Proficiency (Heavy)|Heavy]]), Weapons ([[NWN:Weapon Proficiency (Martial)|Martial]], [[NWN:Weapon Proficiency (Simple)|Simple]])&lt;br /&gt;
&lt;br /&gt;
'''[[NWN:Skill Points|Skill Points]]''':  4 + [[NWN:Int|Int]] mod&lt;br /&gt;
&lt;br /&gt;
'''Skills''': [[NWN:Concentration|Concentration]], [[NWN:Disable_Trap|Disable Trap]], [[NWN:Discipline|Discipline]], [[NWN:Heal|Heal]], [[NWN:Hide|Hide]], [[NWN:Intimidate|Intimidate]], [[NWN:Listen|Listen]], [[NWN:Lore|Lore]], [[NWN:Move_Silently|Move Silently]] [[NWN:Parry|Parry]], [[NWN:Search|Search]], [[NWN:Set_Trap|Set Trap]], [[NWN:Taunt|Taunt]].&lt;br /&gt;
&lt;br /&gt;
'''[[NWN:Saving Throw|Primary Saving Throw(s)]]''': [[NWN:Will|Will]] &amp;amp; [[NWN:Fortitude|Fortitude]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Requirements ==&lt;br /&gt;
&lt;br /&gt;
'''Base Attack Bonus (BAB)''': +7&lt;br /&gt;
&lt;br /&gt;
'''Deity:''' [[Aarilax]]&lt;br /&gt;
&lt;br /&gt;
'''Feats:'''&lt;br /&gt;
* [[NWN:Lightning_Reflexes|Lightning Reflexes]]&lt;br /&gt;
* [[NWN:Weapon_proficiency_%28exotic%29|Exotic Weapon Proficiency]] OR [[NWN:Weapon_Focus|Weapon Focus: Halberd]]&lt;br /&gt;
&lt;br /&gt;
'''Skills:'''&lt;br /&gt;
* [[NWN:Intimidate|Intimidate]] - 3 Ranks&lt;br /&gt;
* [[NWN:Move_Silently|Move Silently]] - 5 Ranks&lt;br /&gt;
* [[NWN:Search|Search]] - 5 Ranks&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Special Abilities &amp;amp; Feats ==&lt;br /&gt;
&lt;br /&gt;
'''Abilities:&lt;br /&gt;
*1st: Detect Good 30', [[NWN:Dirty_Fighting|Dirty Fighting]], [[NWN:Ambidexterity|Ambidexterity]], Use Poison&lt;br /&gt;
*2nd: [[NWN:Dark_Blessing|Dark Blessing]]&lt;br /&gt;
*3rd: Class Feat&lt;br /&gt;
*4th: [[Lay on Harm|Lay On Harm]]&lt;br /&gt;
*5th: [[NWN:Turn_Undead|Turn Undead]]&lt;br /&gt;
*6th: Class Feat&lt;br /&gt;
*7th: [[Holy_Warrior_Smite|Smite Good]]&lt;br /&gt;
*8th: [[NWN:Crippling_Strike|Crippling Strike]]&lt;br /&gt;
*9th: Class Feat&lt;br /&gt;
*10th: Avatar of Murder (as Psionic [[Psychometabolism#Strength_of_the_Land|Strength of the Land]])&lt;br /&gt;
&lt;br /&gt;
Class feats: [[Death_Attack|Death Attack]], [[NWN:Favored_Enemy|Favored Enemy]], [[NWN:Two-weapon_fighting|Two Weapon Fighting]], [[NWN:Improved_Critical|Improved Critical]], [[NWN:Weapon_Focus|Weapon Focus]], [[NWN:Divine_might|Divine Might]], [[NWN:Divine_shield|Divine Shield]]&lt;br /&gt;
&lt;br /&gt;
Note: The Weapon Focus and Improved Critical bonus feats only offer Halbred, Falchion, and Double-Sword.&lt;br /&gt;
&lt;br /&gt;
Epic Annihilators receive a bonus feat every 3 levels, and in addition to the [[Paladin]] bonus feat list may choose the following optional feats:&lt;br /&gt;
Favored Enemy, Death Attack, and Aspect of the Serpeant ([[NWN:Aura_of_Fear|Fear Aura]])&lt;br /&gt;
&lt;br /&gt;
Note: Epic Weapon Focus, Overwhelming Critical, and Devastating Critical are bonus feats (from the Paladin list) and work as normal -- meaning they will apply to weapons for which you have the pre-requisites.&lt;/div&gt;</summary>
		<author><name>TripleAught</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Annihilator&amp;diff=35238</id>
		<title>Annihilator</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Annihilator&amp;diff=35238"/>
		<updated>2010-08-09T18:37:01Z</updated>

		<summary type="html">&lt;p&gt;TripleAught: /* Special Abilities &amp;amp; Feats */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Holy Warriors]]&lt;br /&gt;
&amp;lt;center&amp;gt;'''Classes:''' {{Classes}}&amp;lt;/center&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;'''Paladin Classes:''' {{PaladinClasses}}&amp;lt;/center&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
[[Image:annihilator_f.jpg|frame|A female Annihilator]]&lt;br /&gt;
[[Image:annihilator_k.jpg|frame|A kobold Annihilator]]&lt;br /&gt;
&lt;br /&gt;
'''Description:'''&lt;br /&gt;
Power through superior might has always been the way of Aarilax. Collect as much as you can for yourself, and beat everyone else to it (literally), and you will live a long time. Gain what you desire, for all you really have is desire itself. The annihilators arose out of a society based on these beliefs. The lizardmen of Drotid rule by might alone. Those who can impose their will get to be in charge. Everyone else is a slave. It is the way of Aarilax. Gaining troops to impose their will became a prime concern of the voivods of Drotid long ago. In order to gain a steady group of loyal and powerful troops, the clerics of Aarilax were forced to beseach their god for an answer. In return, Aarilax granted them the annihilators. These warriors became the muscle behind the voivods. Whether it is by frontal assault, or underhanded assassination, the annihilators are up for the task. Each individual holy warrior of Aarilax serves because he must. There is no other way. Aarilax keeps him alive so that he is not eaten or killed by one above him. In return, he owes Aarilax his obedience. This is how annihilators operate.&lt;br /&gt;
&lt;br /&gt;
Annihilators will only serve those who are more powerful than they are, and even then, they will only do it when threatened. When they are in the fortunate position of BEING the one doing the threatening, they are cold-hearted and selfish, existing only to gain more for themselves. An annihilator who gains too much power can be an awful menace. A weak annihilator can often be cowed into doing anything its master desires.&lt;br /&gt;
&lt;br /&gt;
The only organization annihilators know is that of strength. Whenever groups of annihilators exist together, they follow the strongest one, until he or she is murdered or otherwise disposed of. Then the next will take their place. When employed by nonannihilators, these warriors will do what they are told, until their leader slips up and finds a dagger in their back. Annihilators are always biding their time and calculating.&lt;br /&gt;
&lt;br /&gt;
Most of the time, they employ spears and long weapons, which are reminiscent of their tribal lizardman roots. They also wear medium or light armor most of the time, though they are able to deck themselves out heavily when needed.&lt;br /&gt;
&lt;br /&gt;
'''[[NWN:Hit Die|Hit Die]]''': d8&lt;br /&gt;
&lt;br /&gt;
'''Proficiencies''': Armor ([[NWN:Armor Proficiency (Light)|Light]], [[NWN:Armor Proficiency (Medium)|Medium]], [[NWN:Armor Proficiency (Heavy)|Heavy]]), Weapons ([[NWN:Weapon Proficiency (Martial)|Martial]], [[NWN:Weapon Proficiency (Simple)|Simple]])&lt;br /&gt;
&lt;br /&gt;
'''[[NWN:Skill Points|Skill Points]]''':  4 + [[NWN:Int|Int]] mod&lt;br /&gt;
&lt;br /&gt;
'''Skills''': [[NWN:Concentration|Concentration]], [[NWN:Disable_Trap|Disable Trap]], [[NWN:Discipline|Discipline]], [[NWN:Heal|Heal]], [[NWN:Hide|Hide]], [[NWN:Intimidate|Intimidate]], [[NWN:Listen|Listen]], [[NWN:Lore|Lore]], [[NWN:Move_Silently|Move Silently]] [[NWN:Parry|Parry]], [[NWN:Search|Search]], [[NWN:Set_Trap|Set Trap]], [[NWN:Taunt|Taunt]].&lt;br /&gt;
&lt;br /&gt;
'''[[NWN:Saving Throw|Primary Saving Throw(s)]]''': [[NWN:Will|Will]] &amp;amp; [[NWN:Fortitude|Fortitude]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Requirements ==&lt;br /&gt;
&lt;br /&gt;
'''Base Attack Bonus (BAB)''': +7&lt;br /&gt;
&lt;br /&gt;
'''Deity:''' [[Aarilax]]&lt;br /&gt;
&lt;br /&gt;
'''Feats:'''&lt;br /&gt;
* [[NWN:Lightning_Reflexes|Lightning Reflexes]]&lt;br /&gt;
* [[NWN:Weapon_proficiency_%28exotic%29|Exotic Weapon Proficiency]] OR [[NWN:Weapon_Focus|Weapon Focus: Halberd]]&lt;br /&gt;
&lt;br /&gt;
'''Skills:'''&lt;br /&gt;
* [[NWN:Intimidate|Intimidate]] - 3 Ranks&lt;br /&gt;
* [[NWN:Move_Silently|Move Silently]] - 5 Ranks&lt;br /&gt;
* [[NWN:Search|Search]] - 5 Ranks&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Special Abilities &amp;amp; Feats ==&lt;br /&gt;
&lt;br /&gt;
'''Abilities:&lt;br /&gt;
*1st: Detect Good 30', [[NWN:Dirty_Fighting|Dirty Fighting]], [[NWN:Ambidexterity|Ambidexterity]], Use Poison&lt;br /&gt;
*2nd: [[NWN:Dark_Blessing|Dark Blessing]]&lt;br /&gt;
*3rd: Class Feat&lt;br /&gt;
*4th: [[Lay on Harm|Lay On Harm]]&lt;br /&gt;
*5th: [[NWN:Turn_Undead|Turn Undead]]&lt;br /&gt;
*6th: Class Feat&lt;br /&gt;
*7th: [[Holy_Warrior_Smite|Smite Good]]&lt;br /&gt;
*8th: [[NWN:Crippling_Strike|Crippling Strike]]&lt;br /&gt;
*9th: Class Feat&lt;br /&gt;
*10th: Avatar of Murder (as Psionic [[Psychometabolism#Strength_of_the_Land|Strength of the Land]])&lt;br /&gt;
&lt;br /&gt;
Class feats: [[Death_Attack|Death Attack]], [[NWN:Favored_Enemy|Favored Enemy]], [[NWN:Two-weapon_fighting|Two Weapon Fighting]], [[NWN:Improved_Critical|Improved Critical]], [[NWN:Weapon_Focus|Weapon Focus]], [[NWN:Divine_might|Divine Might]], [[NWN:Divine_shield|Divine Shield]]&lt;br /&gt;
Note: The Weapon Focus and Improved Critical bonus feats only offer Halbred, Falchion, and Double-Sword.&lt;br /&gt;
&lt;br /&gt;
Epic Annihilators receive a bonus feat every 3 levels, and in addition to the [[Paladin]] bonus feat list may choose the following optional feats:&lt;br /&gt;
Favored Enemy, Death Attack, and Aspect of the Serpeant ([[NWN:Aura_of_Fear|Fear Aura]])&lt;br /&gt;
Note: Epic Weapon Focus, Overwhelming Critical, and Devastating Critical are bonus feats (from the Paladin list) and work as normal -- meaning they will apply to weapons for which you have the pre-requisites.&lt;/div&gt;</summary>
		<author><name>TripleAught</name></author>
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