<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en-GB">
	<id>https://wiki.risenholm.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Eldwen</id>
	<title>Risenholm - User contributions [en-gb]</title>
	<link rel="self" type="application/atom+xml" href="https://wiki.risenholm.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Eldwen"/>
	<link rel="alternate" type="text/html" href="https://wiki.risenholm.com/index.php/Special:Contributions/Eldwen"/>
	<updated>2026-05-06T14:49:50Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.43.1</generator>
	<entry>
		<id>https://wiki.risenholm.com/index.php?title=Ranger&amp;diff=869</id>
		<title>Ranger</title>
		<link rel="alternate" type="text/html" href="https://wiki.risenholm.com/index.php?title=Ranger&amp;diff=869"/>
		<updated>2021-01-16T07:46:37Z</updated>

		<summary type="html">&lt;p&gt;Eldwen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Rangers draw [[&amp;quot;Power&amp;quot;|Power]] from primal energies around them, drawing supernatural intuition regarding their surroundings and the creatures that inhabit it. They possess high HP and proficiencies to make them effective martial combatants, and are supplemented by a small selection of Primal spells and features to make them specialized in area control. Their [[#Archetypes|archetypes]] empower their area superiority, their effectiveness as a tank, or grants them a potent animal companion.&lt;br /&gt;
:&lt;br /&gt;
:Maximizing &#039;&#039;&#039;Strength&#039;&#039;&#039; or &#039;&#039;&#039;Dexterity&#039;&#039;&#039; is recommended for attacking with weapons and using [[General Mechanics Information#Maneuvers|Maneuvers]] like [[Feats#Maneuver: Knockdown|Knockdown]]. It also provides bonuses to your Fortitude or Reflex save.&lt;br /&gt;
:A high &#039;&#039;&#039;Constitution&#039;&#039;&#039; is recommended for increasing your survivability in raw hit points and contributing to your Fortitude save.&lt;br /&gt;
:&#039;&#039;&#039;Dexterity&#039;&#039;&#039; contributes to Armor Class depending on armor type and your Reflex save.&lt;br /&gt;
:&#039;&#039;&#039;Intelligence&#039;&#039;&#039; contributes to your maximum [[General Mechanics Information#Maneuvers|Maneuver]] pool and Reflex save.&lt;br /&gt;
:&#039;&#039;&#039;Wisdom&#039;&#039;&#039; contributes to your spellcasting, Will save and the duration of [[Feats#Maneuver: Called Shot|Maneuver: Called Shot]].&lt;br /&gt;
:&#039;&#039;&#039;Charisma&#039;&#039;&#039; contributes to certain [[#Archetypes|Archetype]] features, support [[General Mechanics Information#Maneuvers|Maneuvers]] such as [[Feats#Maneuver: Commander Strike|&amp;quot;Commander Strike&amp;quot;]], and your Will save.&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
== Vitals ==&lt;br /&gt;
:&#039;&#039;&#039;Hit Die:&#039;&#039;&#039;: d10 (10 HP per Level)&lt;br /&gt;
:&#039;&#039;&#039;Proficiencies&#039;&#039;&#039;: Armor (All), Shields, Weapons (Simple, Martial)&lt;br /&gt;
:&#039;&#039;&#039;Skill Points per Level (*4 at 1st level)&#039;&#039;&#039;: 6&lt;br /&gt;
:&#039;&#039;&#039;Skills&#039;&#039;&#039;: All&lt;br /&gt;
:&#039;&#039;&#039;Primary Saving Throw(s)&#039;&#039;&#039;: Fortitude, Reflex&lt;br /&gt;
:&#039;&#039;&#039;Spellcasting Ability&#039;&#039;&#039;: Wisdom (10 + Spell Level to be able to cast a spell)&lt;br /&gt;
:&#039;&#039;&#039;Spellcasting Type&#039;&#039;&#039;: Primal. Memorized. Memorized spellcasters cannot clear memorized slots after casting a spell, until after their next rest. However, any spells placed into an empty slot start as memorized and available for use.&lt;br /&gt;
:&#039;&#039;&#039;Spellbook&#039;&#039;&#039;: Rangers know all available spells once they become capable of casting at a given spell level.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Level&lt;br /&gt;
!Feature&lt;br /&gt;
|-&lt;br /&gt;
|1 || [[#Spell List|Spellcasting Level 1]], [[#Maneuver: Called Shot|Maneuver: Called Shot]], [[#Simple Weapon Mastery|Simple Weapon Mastery]]&lt;br /&gt;
|-&lt;br /&gt;
|2 || [[#Bonus Feat: Combat Style|Bonus Feat: Combat Style]]&lt;br /&gt;
|-&lt;br /&gt;
|3 || [[#Awareness|Awareness]], [[#Favoured Terrain|Favoured Terrain]]&lt;br /&gt;
|-&lt;br /&gt;
|4 || [[#Archetypes|Archetype Feature I]]&lt;br /&gt;
|-&lt;br /&gt;
|5 || [[#Spell List|Spellcasting Level 2]]&lt;br /&gt;
|-&lt;br /&gt;
|6 || [[#Woodland Stride|Woodland Stride]]&lt;br /&gt;
|-&lt;br /&gt;
|7 || [[#Archetypes|Archetype Feature II]]&lt;br /&gt;
|-&lt;br /&gt;
|8 ||  [[#Evasion|Evasion]]&lt;br /&gt;
|-&lt;br /&gt;
|9 || [[#Spell List|Spellcasting Level 3]]&lt;br /&gt;
|-&lt;br /&gt;
|10 || [[#Archetypes|Archetype Feature III]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Ranger Core Mechanics ==&lt;br /&gt;
=== &#039;&#039;&#039;Maneuver: Called Shot&#039;&#039;&#039; ===&lt;br /&gt;
The Ranger learns the [[Feats#Maneuver: Called Shot|&#039;&#039;Called Shot&#039;&#039;]] [[General Mechanics Information#Maneuvers|Maneuver]] for free.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Simple Weapon Mastery&#039;&#039;&#039; ===&lt;br /&gt;
The Fighter receives the [[Feats#Simple_Weapon_Mastery|Simple Weapon Mastery]] feat for free.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Bonus Feat: Combat Style&#039;&#039;&#039; ===&lt;br /&gt;
The Ranger receives a bonus feat with which they may learn an additional Combat Style.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Awareness&#039;&#039;&#039; ===&lt;br /&gt;
A Ranger has an &#039;&#039;Awareness&#039;&#039; pool with a maximum capacity equal to their class level. This is used by class features such as &#039;&#039;Favoured Terrain&#039;&#039;. The Ranger recovers 3 &#039;&#039;Awareness&#039;&#039; upon slaying an &#039;&#039;Elite&#039;&#039; rated enemy or higher.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Favoured Terrain&#039;&#039;&#039; ===&lt;br /&gt;
The Ranger is able to identify positions where the environment puts them at an advantage over their enemies. These appear to the Ranger as 4m radius zones of &#039;&#039;Favoured Terrain&#039;&#039; within which they gain a +1 attack bonus, +2 physical damage to their attacks, and enemies suffer a -1 attack bonus penalty. The Ranger may use this feat to consume a use of &#039;&#039;Awareness&#039;&#039; and designate a location as &#039;&#039;Favoured Terrain&#039;&#039; at a place of their choosing within 40m. Each instance of &#039;&#039;Favoured Terrain&#039;&#039; lasts one minute.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Woodland Stride&#039;&#039;&#039; ===&lt;br /&gt;
The character is immune to the [[Spells#Grease|Grease]], [[Spells#Web|Web]], and [[Spells#Entangle|Entangle]] spells.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Evasion&#039;&#039;&#039; ===&lt;br /&gt;
Whenever a reflex save is allowed for half damage, the character instead takes no damage if they succeed at the save.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Spell List&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
!scope=&amp;quot;col&amp;quot;|1st Level Spells&lt;br /&gt;
!scope=&amp;quot;col&amp;quot;|2nd Level Spells&lt;br /&gt;
!scope=&amp;quot;col&amp;quot;|3rd Level Spells&lt;br /&gt;
|-style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
[[Spells#Camouflage|Camouflage]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Cure Light Wounds|Cure Light Wounds]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Entangle|Entangle]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Grease|Grease]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Magic_Weapon|Magic Weapon]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#PROTECTION_FROM_ALIGNMENT|Protection]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Resist Elements|Resist Elements]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Sleep|Sleep]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Summon_Creature_I|Summon Creature I]]&amp;lt;br&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
[[Spells#Aid|Aid]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Barkskin|Barkskin]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Cat&#039;s Grace|Cat&#039;s Grace]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Cure Moderate Wounds|Cure Moderate Wounds]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Hold_Animal|Hold Animal]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#One With The Land|One With The Land]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Summon_Creature_II|Summon Creature II]]&amp;lt;br&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
[[Spells#Cure Serious Wounds|Cure Serious Wounds]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Greater_Magic_Weapon|Greater Magic Weapon]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Invisibility_Purge|Invisibility Purge]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Neutralize Poison|Neutralize Poison]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Protection_from_Elements|Protection From Elements]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Remove Disease|Remove Disease]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Summon_Creature_III|Summon Creature III]]&amp;lt;br&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Spellcasting Progression&#039;&#039;&#039; ===&lt;br /&gt;
Rangers receive the following number of spell slots per level, with bonus slots possible from a high WIS modifier.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Class Level&lt;br /&gt;
!Slots (level 1/level 2/level 3)&lt;br /&gt;
|-&lt;br /&gt;
|1 || 1&lt;br /&gt;
|-&lt;br /&gt;
|5 || 2/1&lt;br /&gt;
|-&lt;br /&gt;
|9 || 3/2/1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Archetypes ==&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Wayfinder&#039;&#039;&#039; ===&lt;br /&gt;
&#039;&#039; &amp;quot;I know the way.&amp;quot; &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Class Level&lt;br /&gt;
!Feature&lt;br /&gt;
!Details&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|&#039;&#039;&#039;Guide&#039;&#039;&#039;&lt;br /&gt;
| Allies can now benefit from the base bonuses of your [[#Favoured Terrain|&#039;&#039;Favoured Terrain&#039;&#039;]] while being within it. You receive double the benefits for being within [[#Favoured Terrain|&#039;&#039;Favoured Terrain&#039;&#039;]].&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|&#039;&#039;&#039;Wayfinding&#039;&#039;&#039;&lt;br /&gt;
| Enemies inside your [[#Favoured Terrain|&#039;&#039;Favoured Terrain&#039;&#039;]] receive a 25% vulnerability to all damage.&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|&#039;&#039;&#039;The Road Less Travelled&#039;&#039;&#039;&lt;br /&gt;
|If an ally strikes an enemy suffering from the vulnerability effect of &#039;&#039;Wayfinding&#039;&#039;, and they do not already have the [[Spells#Haste|&#039;&#039;Haste&#039;&#039;]] effect, they receive the [[Spells#Haste|&#039;&#039;Haste&#039;&#039;]] effect for one minute.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Warden&#039;&#039;&#039; ===&lt;br /&gt;
&#039;&#039; &amp;quot;This land is my land.&amp;quot; &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Class Level&lt;br /&gt;
!Feature&lt;br /&gt;
!Details&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|&#039;&#039;&#039;Borders&#039;&#039;&#039;&lt;br /&gt;
| Enemies inside your [[#Favoured Terrain|&#039;&#039;Favoured Terrain&#039;&#039;]] suffer double the penalties for being within its area. In addition, you now receive 10% Damage Immunity while within its borders. This damage immunity increases by another 10% for each Warden archetype feature.&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|&#039;&#039;&#039;Warding&#039;&#039;&#039;&lt;br /&gt;
| When an enemy is within your [[#Favoured Terrain|&#039;&#039;Favoured Terrain&#039;&#039;]], they suffer from the [[Spells#Slow|&#039;&#039;Slow&#039;&#039;]] effect.&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|&#039;&#039;&#039;Homeland&#039;&#039;&#039;&lt;br /&gt;
| While within [[#Favoured Terrain|&#039;&#039;Favoured Terrain&#039;&#039;]], the [[Spells#Freedom of Movement|&#039;&#039;Freedom of Movement&#039;&#039;]] effect is applied to you each round, removing any relevant effects and restoring the duration. If no existing [[Spells#Freedom of Movement|&#039;&#039;Freedom of Movement&#039;&#039;]] exists with a duration longer than one minute, the duration of this effect is one minute.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Beastmaster&#039;&#039;&#039; ===&lt;br /&gt;
&#039;&#039; &amp;quot;Man and beast; one and the same.&amp;quot; &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Class Level&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Feature&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Details&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|&#039;&#039;&#039;Animal Companion&#039;&#039;&#039;&lt;br /&gt;
| Your attunement with the wilds has attracted the friendship of various beasts of nature. You may have an &#039;&#039;Animal Companion&#039;&#039; of the types listed below, which you may change to another type by targeting yourself with this feat while able to rest. You may use this ability for free once per rest, with subsequent uses costing one [[#Awareness|&#039;&#039;Awareness&#039;&#039;]]. This ally has a CR equal to your Ranger level. If you also possess the &#039;&#039;Animal Companion&#039;&#039; feature from the Druid [[Druid#Wildspeaker|&#039;&#039;Wildspeaker&#039;&#039;]], your Druid and Ranger levels stack when determining the creature&#039;s CR.&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|&#039;&#039;&#039;Pack Tactics&#039;&#039;&#039;&lt;br /&gt;
| When you use a [[General Mechanics Information#Maneuvers|Maneuver]] on a creature, your &#039;&#039;Animal Companion&#039;&#039; performs a [[General Mechanics Information#Maneuvers|Maneuver]] on its current target, as defined by its type below. Your &#039;&#039;Animal Companion&#039;&#039; also becomes &#039;&#039;Elite&#039;&#039; rated.&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|&#039;&#039;&#039;Natural Synergy&#039;&#039;&#039;&lt;br /&gt;
| For the cost of one [[#Awareness|&#039;&#039;Awareness&#039;&#039;]], you may cast [[Spells#Awaken|&#039;&#039;Awaken&#039;&#039;]] by targeting your &#039;&#039;Animal Companion&#039;&#039; with its summoning feat.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Animal&lt;br /&gt;
!Role&lt;br /&gt;
!Maneuver&lt;br /&gt;
|-&lt;br /&gt;
|Bear&lt;br /&gt;
|Brute&lt;br /&gt;
|[[Feats#Maneuver: Provoke|Provoke]]&lt;br /&gt;
|-&lt;br /&gt;
|Boar&lt;br /&gt;
|Soldier&lt;br /&gt;
|[[Feats#Maneuver: Provoke|Provoke]]&lt;br /&gt;
|-&lt;br /&gt;
|Wolf&lt;br /&gt;
|Skirmisher&lt;br /&gt;
|[[Feats#Maneuver: Knockdown|Knockdown]]&lt;br /&gt;
|-&lt;br /&gt;
|Hawk&lt;br /&gt;
|Lurker&lt;br /&gt;
|[[Feats#Maneuver: Blind|Blind]]&lt;br /&gt;
|-&lt;br /&gt;
|Lynx&lt;br /&gt;
|Lurker&lt;br /&gt;
|[[Feats#Maneuver: Blind|Blind]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Eldwen</name></author>
	</entry>
	<entry>
		<id>https://wiki.risenholm.com/index.php?title=Paladin&amp;diff=868</id>
		<title>Paladin</title>
		<link rel="alternate" type="text/html" href="https://wiki.risenholm.com/index.php?title=Paladin&amp;diff=868"/>
		<updated>2021-01-16T07:39:49Z</updated>

		<summary type="html">&lt;p&gt;Eldwen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Paladins draw [[&amp;quot;Power&amp;quot;|Power]] from devotion to an Oath, or set of Oaths. Their high HP and basic proficiencies are supplemented by &#039;&#039;Channel Divinity&#039;&#039; features and a small support spell list to make them an effective martial combatant and ally. Paladin [[#Archetypes|Archetypes]] focus on particular aspects of their playstyle: dealing bursts of unmitigated damage, effective tanking, or healing.&lt;br /&gt;
:&lt;br /&gt;
:Maximizing &#039;&#039;&#039;Strength&#039;&#039;&#039; or &#039;&#039;&#039;Dexterity&#039;&#039;&#039; is recommended for attacking with weapons and using [[General Mechanics Information#Maneuvers|Maneuvers]] like [[Feats#Maneuver: Knockdown|Knockdown]]. It also provides bonuses to your Fortitude or Reflex save.&lt;br /&gt;
:&#039;&#039;&#039;Charisma&#039;&#039;&#039; contributes to your [[#Spell List|spellcasting]], certain [[#Archetypes|Archetype]] features, [[#Divine Grace|Divine Grace]], support [[General Mechanics Information#Maneuvers|Maneuvers]] such as [[Feats#Maneuver: Commander Strike|&amp;quot;Commander Strike&amp;quot;]], and your Will save.&lt;br /&gt;
:&#039;&#039;&#039;Constitution&#039;&#039;&#039; is recommended for increasing your survivability in raw hit points and contributing to your Fortitude save.&lt;br /&gt;
:&#039;&#039;&#039;Dexterity&#039;&#039;&#039; contributes to Armor Class depending on armor type and your Reflex save.&lt;br /&gt;
:&#039;&#039;&#039;Intelligence&#039;&#039;&#039; contributes to your maximum [[General_Mechanics_Information#Maneuvers|Maneuver]] pool and Reflex save.&lt;br /&gt;
:&#039;&#039;&#039;Wisdom&#039;&#039;&#039; contributes to your Will save.&lt;br /&gt;
&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
== Vitals ==&lt;br /&gt;
:&#039;&#039;&#039;Hit Die&#039;&#039;&#039;: d10 (10 HP per Level)&lt;br /&gt;
:&#039;&#039;&#039;Proficiencies&#039;&#039;&#039;: Armor (All), Shields, Weapons (Simple, Martial)&lt;br /&gt;
:&#039;&#039;&#039;Skill Points per level (*4 at 1st level)&#039;&#039;&#039;: 6&lt;br /&gt;
:&#039;&#039;&#039;Skills&#039;&#039;&#039;: All&lt;br /&gt;
:&#039;&#039;&#039;Primary Saving Throw(s)&#039;&#039;&#039;: Fortitude&lt;br /&gt;
:&#039;&#039;&#039;Spellcasting Ability&#039;&#039;&#039;: Charisma (10 + Spell Level to be able to cast a spell)&lt;br /&gt;
:&#039;&#039;&#039;Spellcasting Type&#039;&#039;&#039;: Devotion. Memorized. Memorized spellcasters cannot clear memorized slots after casting a spell, until after their next rest. However, any spells placed into an empty slot start as memorized and available for use.&lt;br /&gt;
:&#039;&#039;&#039;Spellbook&#039;&#039;&#039;: Paladins know all available spells once they become capable of casting at a given spell level.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Level&lt;br /&gt;
!Feature&lt;br /&gt;
|-&lt;br /&gt;
|1 || [[#Spell List|Spellcasting Level 1]], [[#Simple_Weapon_Mastery|Simple Weapon Mastery]]&lt;br /&gt;
|-&lt;br /&gt;
|2 || [[#Divine Health|Divine Health]], [[#Lay on Hands|Lay on Hands I]], [[#Aura of Courage|Aura of Courage]]&lt;br /&gt;
|-&lt;br /&gt;
|3 || [[#Channel Divinity|Channel Divinity]]: [[Feats#Channel Divinity: Divine Might|Divine Might]]/[[Feats#Channel Divinity: Divine Shield|Divine Shield]], [[#Divine Smite|Smite I]], [[#Divine Grace|Divine Grace]]&lt;br /&gt;
|-&lt;br /&gt;
|4 || [[#Archetypes|Archetype Feature I]], [[#Lay on Hands|Lay on Hands II]]&lt;br /&gt;
|-&lt;br /&gt;
|5 || [[#Spell List|Spellcasting Level 2]], [[#Divine Smite|Smite II]] &lt;br /&gt;
|-&lt;br /&gt;
|6 || [[#Lay on Hands|Lay on Hands III]]&lt;br /&gt;
|-&lt;br /&gt;
|7 || [[#Archetypes|Archetype Feature II]], [[#Divine Smite|Smite III]]&lt;br /&gt;
|-&lt;br /&gt;
|8 || [[#Lay on Hands|Lay on Hands IV]]&lt;br /&gt;
|-&lt;br /&gt;
|9 || [[#Spell List|Spellcasting Level 3]], [[#Divine Smite|Smite IV]]&lt;br /&gt;
|-&lt;br /&gt;
|10 || [[#Archetypes|Archetype Feature III]], [[#Lay on Hands|Lay on Hands V]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Paladin Core Mechanics ==&lt;br /&gt;
=== &#039;&#039;&#039;Simple Weapon Mastery&#039;&#039;&#039; ===&lt;br /&gt;
The Paladin receives the [[Feats#Simple_Weapon_Mastery|Simple Weapon Mastery]] feat for free.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Divine Health&#039;&#039;&#039; ===&lt;br /&gt;
The Paladin is immune to disease.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Lay on Hands&#039;&#039;&#039; ===&lt;br /&gt;
A Paladin may heal themselves or an ally for an amount equal to 1d4 per class level, plus the target&#039;s top [Charisma modifier] hit dice. This also removes any poison or disease afflicting the target. The Paladin may use this a number of times per day as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Class Level&lt;br /&gt;
!Uses&lt;br /&gt;
|-&lt;br /&gt;
|2 || 1&lt;br /&gt;
|-&lt;br /&gt;
|4 || 2&lt;br /&gt;
|-&lt;br /&gt;
|6 || 3&lt;br /&gt;
|-&lt;br /&gt;
|8 || 4&lt;br /&gt;
|-&lt;br /&gt;
|10 || 5&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Aura of Courage&#039;&#039;&#039; ===&lt;br /&gt;
The Paladin is immune to Fear.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Channel Divinity&#039;&#039;&#039; ===&lt;br /&gt;
The character gains access to features that draw upon a &#039;&#039;Channel Divinity&#039;&#039; pool, representing a reserve of divine energy. These features may be granted by class levels, feats, or archetypes. This pool has a maximum capacity of equal to the sum total of their Paladin and Cleric levels. The character also regains 3 charges of &#039;&#039;Channel Divinity&#039;&#039; whenever an &#039;&#039;Elite&#039;&#039; rated enemy or higher is slain. Paladins receive the [[Feats#Channel Divinity: Divine Might|&#039;&#039;Divine Might&#039;&#039;]] and [[Feats#Channel Divinity: Divine Shield|&#039;&#039;Divine Shield&#039;&#039;]] options for free.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Divine Smite&#039;&#039;&#039; ===&lt;br /&gt;
Once per round, a Paladin may expend a use of &#039;&#039;Smite&#039;&#039; and strike a target for 1d4 bonus Divine damage per Paladin class level. This damage is applied to their next successful attack, and this is also when the one round timer is applied. A Paladin regains a use of &#039;&#039;Smite&#039;&#039; when an enemy rated Elite or higher is slain. A Paladin may use &#039;&#039;Smite&#039;&#039; a number of times per day according to their class level:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Class Level&lt;br /&gt;
!Uses&lt;br /&gt;
|-&lt;br /&gt;
|3 || 2&lt;br /&gt;
|-&lt;br /&gt;
|5 || 4&lt;br /&gt;
|-&lt;br /&gt;
|7 || 6&lt;br /&gt;
|-&lt;br /&gt;
|9 || 8&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Divine Grace&#039;&#039;&#039; ===&lt;br /&gt;
The Paladin adds their Charisma bonus to their saving throws.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Spell List&#039;&#039;&#039; ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
!scope=&amp;quot;col&amp;quot;|1st Level Spells&lt;br /&gt;
!scope=&amp;quot;col&amp;quot;|2nd Level Spells&lt;br /&gt;
!scope=&amp;quot;col&amp;quot;|3rd Level Spells&lt;br /&gt;
|-style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
[[Spells#Bless|Bless]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Cure Light Wounds|Cure Light Wounds]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Endure Elements|Endure Elements]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Magic_Weapon|Magic Weapon]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#PROTECTION_FROM_ALIGNMENT|Protection]]&amp;lt;br&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
[[Spells#Aid|Aid]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#AuraOfGlory|Aura Of Glory]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Bless Weapon|Bless Weapon]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Bulls_Strength|Bull&#039;s Strength]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Cure Moderate Wounds|Cure Moderate Wounds]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Eagle_Splendor|Eagle&#039;s Splendor]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Remove Paralysis|Remove Paralysis]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Resist_Elements|Resist Elements]]&amp;lt;br&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
[[Spells#Cure Serious Wounds|Cure Serious Wounds]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Dispel_Magic|Dispel Magic]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Greater_Magic_Weapon|Greater Magic Weapon]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Neutralize Poison|Neutralize Poison]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Prayer|Prayer]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Remove_Blindness_and_Deafness|Remove Blindness/Deafness]]&amp;lt;br&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Spellcasting Progression&#039;&#039;&#039; ===&lt;br /&gt;
Paladins receive the following number of spell slots per level, with bonus slots possible from a high CHA modifier.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Class Level&lt;br /&gt;
!Slots (level 1/level 2/level 3)&lt;br /&gt;
|-&lt;br /&gt;
|1 || 1&lt;br /&gt;
|-&lt;br /&gt;
|5 || 2/1&lt;br /&gt;
|-&lt;br /&gt;
|9 || 3/2/1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Archetypes ==&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Avenger&#039;&#039;&#039; ===&lt;br /&gt;
&#039;&#039; &amp;quot;Your sins have been counted.&amp;quot; &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Class Level&lt;br /&gt;
!Feature&lt;br /&gt;
!Details&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|&#039;&#039;&#039;Judge&#039;&#039;&#039;&lt;br /&gt;
| When you [[#Divine Smite|&#039;&#039;Smite&#039;&#039;]] a creature, your [[Feats#Channel Divinity: Divine Might|&#039;&#039;Divine Might&#039;&#039;]] damage bonus is doubled until its effect expires. You also regain the use of [[#Channel Divinity|&#039;&#039;Channel Divinity&#039;&#039;]] used to empower [[Feats#Channel Divinity: Divine Might|&#039;&#039;Divine Might&#039;&#039;]], if this ability is active. In addition, if a creature you have previously struck with [[#Divine Smite|&#039;&#039;Smite&#039;&#039;]] is slain, you regain one use of [[#Divine Smite|&#039;&#039;Smite&#039;&#039;]].&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|&#039;&#039;&#039;Jury&#039;&#039;&#039;&lt;br /&gt;
| If you [[#Divine Smite|&#039;&#039;Smite&#039;&#039;]] any creature whilst under the effects of &#039;&#039;Judge&#039;&#039;, you gain a bonus attack for one minute. The struck target also proceeds to take damage each round equal to the [[#Divine Smite|&#039;&#039;Smite&#039;&#039;]] damage, for a total of 12 rounds. If the target dies while under the effects of &#039;&#039;Jury&#039;&#039;, the damage over time effect transfers to another enemy within 10m of the target. You may only have one instance of &#039;&#039;Jury&#039;&#039; in play at a time.&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|&#039;&#039;&#039;Executioner&#039;&#039;&#039;&lt;br /&gt;
| When you strike a creature with [[#Divine Smite|&#039;&#039;Smite&#039;&#039;]], you do additional damage according to its health category: Injured +2d6, Badly Wounded +4d8, and Near Death +8d10. This additional damage also strikes enemies within 4m of the slain target and knocks them back 4m.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Templar&#039;&#039;&#039; ===&lt;br /&gt;
&#039;&#039; &amp;quot;My will is steel.&amp;quot; &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Class Level&lt;br /&gt;
!Feature&lt;br /&gt;
!Details&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|&#039;&#039;&#039;Forge&#039;&#039;&#039;&lt;br /&gt;
| 25% of the damage you take is recorded. When this value exceeds your [[Feats#Channel Divinity: Divine Shield|&#039;&#039;Divine Shield&#039;&#039;]] absorption limit, you regain a use of [[#Channel Divinity|&#039;&#039;Channel Divinity&#039;&#039;]].&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|&#039;&#039;&#039;Anvil&#039;&#039;&#039;&lt;br /&gt;
| When [[Feats#Channel Divinity: Divine Shield|&#039;&#039;Divine Shield&#039;&#039;]] is activated, you gain temporary hitpoints equal to the total absorption limit for a number of rounds equal to your Charisma modifier.&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|&#039;&#039;&#039;Tempered&#039;&#039;&#039;&lt;br /&gt;
| While [[Feats#Channel Divinity: Divine Shield|&#039;&#039;Divine Shield&#039;&#039;]] is active, you gain physical damage immunity equal to your Paladin class level plus Charisma modifier.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Hospitaller&#039;&#039;&#039; ===&lt;br /&gt;
&#039;&#039; &amp;quot;Stay on your feet, we have much work to be done this day.&amp;quot; &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Class Level&lt;br /&gt;
!Feature&lt;br /&gt;
!Details&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|&#039;&#039;&#039;Fending Gauntlet&#039;&#039;&#039;&lt;br /&gt;
| When you use [[#Lay on Hands|&#039;&#039;Lay on Hands&#039;&#039;]] on an ally, they also gain the effects of your [[Feats#Channel Divinity: Divine Shield|&#039;&#039;Divine Shield&#039;&#039;]] at no cost. When you use your last [[#Lay on Hands|&#039;&#039;Lay on Hands&#039;&#039;]], a point is deducted from your [[#Channel Divinity|&#039;&#039;Channel Divinity&#039;&#039;]] and a use of [[#Lay on Hands|&#039;&#039;Lay on Hands&#039;&#039;]] is restored.&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|&#039;&#039;&#039;Furious Rejuvenation&#039;&#039;&#039;&lt;br /&gt;
| Your [[#Divine Smite|&#039;&#039;Smite&#039;&#039;]] restores a use of [[#Lay on Hands|&#039;&#039;Lay on Hands&#039;&#039;]] when used, and causes the next [[#Lay on Hands|&#039;&#039;Lay on Hands&#039;&#039;]] used within [Charisma modifier] rounds to have an empowered effect.&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|&#039;&#039;&#039;Ablative Assault&#039;&#039;&#039;&lt;br /&gt;
| When you use [[#Lay on Hands|&#039;&#039;Lay on Hands&#039;&#039;]], your target also receives temporary hit points equal to your [[#Lay on Hands|&#039;&#039;Lay on Hands&#039;&#039;]] healing value for a number of rounds equal to your Charisma modifier. In addition, any Divine damage you deal for this same number of rounds is applied as temporary hit points to your last [[#Lay on Hands|&#039;&#039;Lay on Hands&#039;&#039;]] target. These temporary hit points also last a number of rounds equal to your Charisma modifier.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Eldwen</name></author>
	</entry>
	<entry>
		<id>https://wiki.risenholm.com/index.php?title=General_Mechanics_Information&amp;diff=867</id>
		<title>General Mechanics Information</title>
		<link rel="alternate" type="text/html" href="https://wiki.risenholm.com/index.php?title=General_Mechanics_Information&amp;diff=867"/>
		<updated>2021-01-16T01:40:21Z</updated>

		<summary type="html">&lt;p&gt;Eldwen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Character Creation ==&lt;br /&gt;
&lt;br /&gt;
Player characters in Scars of Risenholm start at level &#039;&#039;&#039;3&#039;&#039;&#039; and can advance up to level &#039;&#039;&#039;10&#039;&#039;&#039;. Experience is a resource that can be spent to increase the power of equipment, so players can expect to journey from as low as 3rd level back up to level 10 multiple times.&lt;br /&gt;
&lt;br /&gt;
The playable races do not provide attribute bonuses anymore. During the introductory scene, players will allocate &#039;&#039;&#039;4&#039;&#039;&#039; attribute increases with a maximum of 2 increases per attribute. The highest an attribute can be at level 1 is &#039;&#039;&#039;20&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
A character&#039;s alignment has no bearing on combat mechanics or anything metaphysical in the game world. It is purely there for your own reference.&lt;br /&gt;
&lt;br /&gt;
== Core Systemic Changes and Settings ==&lt;br /&gt;
&lt;br /&gt;
*All classes possess &#039;&#039;&#039;full base attack bonus progression&#039;&#039;&#039; and start with two attacks per round. The second attack will not show on your character sheet until level 6 due to technical limitations.&lt;br /&gt;
*&#039;&#039;&#039;Armor class&#039;&#039;&#039; is still determined by your worn equipment and class features, though the maximum dexterity bonus has been adjusted to allow more flexibility in wearing half-plate and other medium armors.&lt;br /&gt;
*&#039;&#039;&#039;Character size&#039;&#039;&#039; has no impact on &#039;&#039;&#039;AC, AB, or Skills. Small characters can use all weapon types.&#039;&#039;&#039;.&lt;br /&gt;
*All characters receive &#039;&#039;&#039;Weapon Finesse, Ambidexterity&#039;&#039;&#039;, and &#039;&#039;&#039;Critical Hit Resilience&#039;&#039;&#039; at level 1. &#039;&#039;&#039;Critical Hit Resilience&#039;&#039;&#039; prevents a character from receiving more than one critical hit per round.&lt;br /&gt;
*&#039;&#039;&#039;Ability Point Maximum&#039;&#039;&#039; is your base score +8, allowing a maximum of 30 in a stat.&lt;br /&gt;
*&#039;&#039;&#039;Bonus physical damage&#039;&#039;&#039; is calculated from both &#039;&#039;&#039;Strength&#039;&#039;&#039; and &#039;&#039;&#039;Dexterity&#039;&#039;&#039; bonuses.&lt;br /&gt;
*&#039;&#039;&#039;Casting spells no longer provoke attacks of opportunity&#039;&#039;&#039; and &#039;&#039;&#039;cannot be interrupted&#039;&#039;&#039; by damage.&lt;br /&gt;
*&#039;&#039;&#039;Cantrips can be cast at-will&#039;&#039;&#039;, without using spell slots.&lt;br /&gt;
*&#039;&#039;&#039;Stealth operates off a single skill&#039;&#039;&#039;, and players will receive visual information regarding perception and risk of discovery as they move while the mode is active. Players are encouraged to read the skill in its entirety and pay particular attention to feedback in the game world.&lt;br /&gt;
*&#039;&#039;&#039;Rolling a 1&#039;&#039;&#039; on a saving throw is &#039;&#039;&#039;not an automatic failure&#039;&#039;&#039;.&lt;br /&gt;
*Characters &#039;&#039;&#039;gain maximum hit point rolls&#039;&#039;&#039; on level up.&lt;br /&gt;
*&#039;&#039;&#039;Saving throw bonuses&#039;&#039;&#039; are calculated from two attribute bonuses instead of one:&lt;br /&gt;
**Fortitude is based on your Strength and Constitution&lt;br /&gt;
**Reflex is based on your Dexterity and Intelligence&lt;br /&gt;
**Will is based on your Wisdom and Charisma&lt;br /&gt;
*&#039;&#039;&#039;Friendly fire is on&#039;&#039;&#039; by default for spells. The &amp;quot;Selective Spell&amp;quot; metamagic can make these spells harmless to your allies.&lt;br /&gt;
&lt;br /&gt;
== Scar Mechanics ==&lt;br /&gt;
[[File:Scar.png   |thumb|Interacting with a Scar opens a chat window.]]&lt;br /&gt;
Scars are the static &amp;quot;dungeon&amp;quot; content that is available on the module. You may occasionally find an object in the wild with an &amp;lt;span style=&amp;quot;color: orange;&amp;quot;&amp;gt;orange name&amp;lt;/span&amp;gt;, these objects can be interacted with to begin the Scar exploration process. There are a few common rules to Scars:&lt;br /&gt;
&lt;br /&gt;
*This is instanced content. If you see another group enter the Scar, you are free to enter your own version of the Scar as well and complete it at your own pace.&lt;br /&gt;
*Scars have level requirements. In general, you must travel further away from Risenholm to find higher level content.&lt;br /&gt;
*Scars can be challenged alone or with &#039;&#039;&#039;up to two allies&#039;&#039;&#039;. The challenge is generally balanced around the assumption of a pair of adventurers trying the content on the standard difficulty, though there are some extreme difficulty Scars in development.&lt;br /&gt;
*Difficulty levels can be adjusted prior to starting the Scar. These modify the enemies within and also the reward quality.&lt;br /&gt;
*All loot placeables in a Scar (or in the overworld) &#039;&#039;&#039;can be looted by every player for their own rewards&#039;&#039;&#039;.&lt;br /&gt;
*Upon overcoming the Scar, typically by killing the boss creature, characters will obtain an experience reward and a &amp;quot;Scar Fragment&amp;quot;. These fragments can be brought back to Risenholm for a gold reward, increased by the Influence skill.&lt;br /&gt;
*&#039;&#039;&#039;You will not receive the rewards of a Scar you just completed if you attempt it again&#039;&#039;&#039; - you must travel to another Scar and overcome it before you can gain rewards from the original again.&lt;br /&gt;
&lt;br /&gt;
== Stability ==&lt;br /&gt;
[[File:Stability.png   |thumb|Using potions and other magical items while low on stability is a bad idea.]]&lt;br /&gt;
Stability is a measure of your character&#039;s ability to use magic items and is restored when you fully rest or use the Stabilize ability in the resting menu. &lt;br /&gt;
*Your base stability score is calculated as 10 + Character level and can be increased or decreased with equipment. &lt;br /&gt;
*Using potions, scrolls, and magical items will drain stability with every use, usually at a rate of 1 stability per spell circle level. &lt;br /&gt;
*Using an item that drains stability while you are below 0 stability is extremely dangerous and usually leads to your character receiving massive unmitigated damage (1d10 Magical damage per point of Instability).&lt;br /&gt;
*Items that posses the Additional Property: Mundane description will not drain stability when used.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For example, a potion of Bull&#039;s Strength will drain 2 stability when used. A scroll of the same spell will also drain 2 stability.&lt;br /&gt;
&lt;br /&gt;
== Maneuvers ==&lt;br /&gt;
&lt;br /&gt;
Maneuvers are a replacement for active combat feats such as &amp;quot;Disarm&amp;quot; and &amp;quot;Called Shot&amp;quot;. They use their own unique resource pool and can only be utilized in combat.&lt;br /&gt;
*Maneuvers will use your current target when activated and can be utilized with melee and ranged weapons.&lt;br /&gt;
*They are considered free actions and will not interrupt your current attack sequence.&lt;br /&gt;
*There is a short cooldown period between maneuver use - a message will alert you to when you can use maneuvers again, and you can watch the hotbar icon for a visual indication of cooldown progress.&lt;br /&gt;
*Your maximum maneuver capacity is: 3 + Intelligence modifier.&lt;br /&gt;
*Your maneuver DC is: 10 + half your character level rounded down + the higher of your Strength or Dexterity modifier.&lt;br /&gt;
*Equipment can increase your maximum maneuver capacity.&lt;br /&gt;
*You regain maneuvers when non-minion enemies die nearby.&lt;br /&gt;
&lt;br /&gt;
== Metamagic ==&lt;br /&gt;
&lt;br /&gt;
Metamagic feats have been overhauled, utilizing a system that is completely separated from spell level consumption. They use their own unique resource pool.&lt;br /&gt;
*How each metamagic is used is described in the feat description. In general, metamagic is activated to work on the next spell cast - you will not spend resources until the spell is actually cast or the metamagic benefit is gained.&lt;br /&gt;
*Metamagic of different types can be stacked. For example, you can freely Empower, Heighten, and Silence a cast of Fireball so long as you have the required resources to spend.&lt;br /&gt;
*Metamagic is applied to anything that casts a spell. This includes potions, scrolls, and items.&lt;br /&gt;
*Your maximum metamagic capacity is 3 + the sum of your Intelligence, Wisdom, and Charisma modifiers.&lt;br /&gt;
*Equipment can increase your maximum metamagic capacity.&lt;br /&gt;
*You regain metamagic when non-minion enemies die nearby.&lt;/div&gt;</summary>
		<author><name>Eldwen</name></author>
	</entry>
</feed>