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	<id>https://wiki.risenholm.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Weavejester</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=Weavejester"/>
	<link rel="alternate" type="text/html" href="https://wiki.risenholm.com/index.php/Special:Contributions/Weavejester"/>
	<updated>2026-05-06T12:58:09Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.43.1</generator>
	<entry>
		<id>https://wiki.risenholm.com/index.php?title=Map_of_Known_World&amp;diff=1218</id>
		<title>Map of Known World</title>
		<link rel="alternate" type="text/html" href="https://wiki.risenholm.com/index.php?title=Map_of_Known_World&amp;diff=1218"/>
		<updated>2021-03-14T11:55:25Z</updated>

		<summary type="html">&lt;p&gt;Weavejester: Created page with &amp;quot;A map of the world known to Risenholm&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:World Map.png|frame|A map of the world known to Risenholm]]&lt;/div&gt;</summary>
		<author><name>Weavejester</name></author>
	</entry>
	<entry>
		<id>https://wiki.risenholm.com/index.php?title=File:World_Map.png&amp;diff=1217</id>
		<title>File:World Map.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.risenholm.com/index.php?title=File:World_Map.png&amp;diff=1217"/>
		<updated>2021-03-14T11:54:27Z</updated>

		<summary type="html">&lt;p&gt;Weavejester: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A map of the world known to Risenholm&lt;/div&gt;</summary>
		<author><name>Weavejester</name></author>
	</entry>
	<entry>
		<id>https://wiki.risenholm.com/index.php?title=Main_Page&amp;diff=1216</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.risenholm.com/index.php?title=Main_Page&amp;diff=1216"/>
		<updated>2021-03-14T11:39:07Z</updated>

		<summary type="html">&lt;p&gt;Weavejester: /* Setting Details */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&amp;lt;blockquote&amp;gt;&amp;lt;q&amp;gt;You who inherit tomorrow: We have sacrificed everything so that you might live on free of the burdens of our folly. Live for the future, for there is naught but sorrow behind you.&amp;lt;/q&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Scars of Risenholm takes place in an original fantasy setting, unrelated and unconnected to The Forgotten Realms or other popular D&amp;amp;D settings. Players take the role of near immortal amnesiacs crawling out of a mystical “well” within the settlement of Risenholm and are encouraged to engage with the local institutions or forge their own trail through the strange realm and circumstances they find themselves in.&lt;br /&gt;
&lt;br /&gt;
===== Server Features =====&lt;br /&gt;
*A unique setting that emphasizes the strange and metaphysical while retaining touchstone fantasy elements.&lt;br /&gt;
*A completely overhauled mechanical experience for level 1-10 characters consisting of a less restrictive class and skill system and combat that prioritizes active abilities and recharging resources.&lt;br /&gt;
*An original soundtrack composed by Edelweiss Records - replacing every track in the vanilla NWN game.&lt;br /&gt;
*Extensive scripting for immersive chat experiences, overhauled stealth system, and in-game long distance/persistent communications.&lt;br /&gt;
*A server run by a diverse and LGBTQ+ friendly community with a zero tolerance policy to harassment, bigotry, and other chud behaviors.&lt;br /&gt;
&lt;br /&gt;
===== Early Access =====&lt;br /&gt;
The server will be open to the public for an early access period beginning on &#039;&#039;&#039;December 27th, 2020 at 05:00PM GMT &#039;&#039;&#039;. This early access period will be a chance for us to fix bugs, test server stability and make balance adjustments to the mechanical systems. &lt;br /&gt;
*We do not anticipate performing a vault wipe when the early access period is over. &lt;br /&gt;
*Expect a multitude of minor changes made to class and server features and occasional server resets.&lt;br /&gt;
*Those interested in DMing or Building for the project after trying out the server are welcome to talk to the staff about opportunities.&lt;br /&gt;
*[https://discord.gg/4aSVzMqsnV Access our community Discord here]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Table of Contents ==&lt;br /&gt;
===New Players Start Here===&lt;br /&gt;
* [[Server Rules and Player Expectations]]&lt;br /&gt;
* [[:Media:SoR_Player_Setting_Guide.pdf ‎|New Player Setting Guide]]&lt;br /&gt;
* [[:Media:SoR_Player_Mechanics_Quickstart.pdf|New Player Mechanics Guide]]&lt;br /&gt;
&lt;br /&gt;
===Setting Details===&lt;br /&gt;
* [[Setting Themes and Overall Ambitions]]&lt;br /&gt;
* [[Risenholm, Within and Without]]&lt;br /&gt;
* [[Notable NPCs]]&lt;br /&gt;
* [[Timeline]]&lt;br /&gt;
* [[&amp;quot;Power&amp;quot;]]&lt;br /&gt;
* [[Religions]]&lt;br /&gt;
* [[Map of Known World]]&lt;br /&gt;
&lt;br /&gt;
===Mechanics===&lt;br /&gt;
* [[General Mechanics Information]]&lt;br /&gt;
* [[Chat Commands and Roleplay Systems]]&lt;br /&gt;
* [[Playable Races]]&lt;br /&gt;
* Classes and Archetypes&lt;br /&gt;
** [[Barbarian]]&lt;br /&gt;
** [[Bard]]&lt;br /&gt;
** [[Cleric]]&lt;br /&gt;
** [[Druid]]&lt;br /&gt;
** [[Fighter]]&lt;br /&gt;
** [[Monk]]&lt;br /&gt;
** [[Paladin]]&lt;br /&gt;
** [[Ranger]]&lt;br /&gt;
** [[Rogue]]&lt;br /&gt;
** [[Sorcerer]]&lt;br /&gt;
** [[Wizard]]&lt;br /&gt;
* [[Skills]]&lt;br /&gt;
* [[Feats]]&lt;br /&gt;
* [[Spells]]&lt;br /&gt;
* [[Stealth and Perception]]&lt;br /&gt;
* [[Equipment and Itemization]]&lt;br /&gt;
* [[Alchemy and Crafting]]&lt;br /&gt;
* [[Death Penalties]]&lt;br /&gt;
* [[Known Issues]]&lt;/div&gt;</summary>
		<author><name>Weavejester</name></author>
	</entry>
	<entry>
		<id>https://wiki.risenholm.com/index.php?title=Fighter&amp;diff=1173</id>
		<title>Fighter</title>
		<link rel="alternate" type="text/html" href="https://wiki.risenholm.com/index.php?title=Fighter&amp;diff=1173"/>
		<updated>2021-02-06T03:12:01Z</updated>

		<summary type="html">&lt;p&gt;Weavejester: /* Hard Target */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Fighters draw [[#&amp;quot;Power&amp;quot;|Power]] from the Primal energy within themselves, pushing their minds and bodies to the absolute limit in the midst of combat. Their mastery of maneuver usage and general martial combat effectiveness make them a premiere melee or ranged warrior with a very active playstyle. Fighter [[#Archetypes|Archetypes]] enhances the basic warrior with unique maneuvers and a focus on reliable damage, tanking, or support roles.&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 most [[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;Dexterity&#039;&#039;&#039; allows you to maximize Armor Class from light/medium armors and improves your Reflex save.&lt;br /&gt;
:&#039;&#039;&#039;Constitution&#039;&#039;&#039; increases your survivability in raw hit points and contributing to your Fortitude 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;
:&#039;&#039;&#039;Charisma&#039;&#039;&#039; contributes to your Will save and support [[General Mechanics Information#Maneuvers|Maneuvers]] such as [[Feats#Maneuver: Commander Strike|&amp;quot;Commander Strike&amp;quot;]].&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;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Level&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Feature&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|[[#Mass Maneuvers|Mass Maneuvers]], [[#Simple_Weapon_Mastery|Simple Weapon Mastery]]&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|[[#Battle Master|Battle Master I]], [[#Bonus Feats|Bonus Feat]]&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|[[#Hard Target|Hard Target I]]&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|[[#Archetypes|Archetype Feature I]], [[#Battle Master|Battle Master II]], [[#Bonus Feats|Bonus Feat]]&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|[[#Hard Target|Hard Target II]], [[#Precision|Precision I]]&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|[[#Battle Master|Battle Master III]], [[#Bonus Feats|Bonus Feat]]&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|[[#Archetypes|Archetype Feature II]], [[#Hard Target|Hard Target III]]&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|[[#Battle Master|Battle Master IV]], [[#Bonus Feats|Bonus Feat]]&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|[[#Hard Target|Hard Target IV]]&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|[[#Archetypes|Archetype Feature III]], [[#Battle Master|Battle Master V]], [[#Bonus Feats|Bonus Feat]], [[#Precision|Precision II]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Fighter Core Mechanics ==&lt;br /&gt;
=== &#039;&#039;&#039;Mass Maneuvers&#039;&#039;&#039; ===&lt;br /&gt;
The Fighter receives the [[Feats#Mass Maneuvers|Mass Maneuvers]] feat 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 Feats&#039;&#039;&#039; ===&lt;br /&gt;
The character gains an array of bonus feats. The following feats are available: Blind Fight, Cleave, Combat Maneuvers (Any), Combat Styles (Any), Deflect Arrows, Evasion, Improved Unarmed Strike.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Hard Target&#039;&#039;&#039; ===&lt;br /&gt;
A Fighter gains a Physical Damage Immunity Bonus commensurate with their class level, as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
!Class Level&lt;br /&gt;
!Damage Immunity&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
| 5%&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
| 10%&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
| 15%&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
| 20%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Battle Master&#039;&#039;&#039; ===&lt;br /&gt;
Fighters are supremely proficient in the use of [[General Mechanics Information#Maneuvers|Maneuvers]], and gain the following benefits:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Class Level&lt;br /&gt;
!Maneuver Bonus&lt;br /&gt;
|-&lt;br /&gt;
|2 || +2 Capacity&lt;br /&gt;
|-&lt;br /&gt;
|4 || +2 DC&lt;br /&gt;
|-&lt;br /&gt;
|6 || +2 Capacity&lt;br /&gt;
|-&lt;br /&gt;
|8 || +2 DC&lt;br /&gt;
|-&lt;br /&gt;
|10 || +1 [[General Mechanics Information#Maneuvers|Maneuver]] Regained on Kill&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Precision&#039;&#039;&#039; ===&lt;br /&gt;
Fighters are notorious for their accuracy with weapons, and receive the following:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Class Level&lt;br /&gt;
!Accuracy Bonus&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
| +1 AB&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
| +2 AB&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Archetypes ==&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Vanquisher&#039;&#039;&#039; ===&lt;br /&gt;
&#039;&#039; &amp;quot;This is the end.&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;Backswing&#039;&#039;&#039;&lt;br /&gt;
| When you miss an attack, gain an extra attack for one round.&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|&#039;&#039;&#039;Vanquishing&#039;&#039;&#039;&lt;br /&gt;
| When you use a [[General Mechanics Information#Maneuvers|Maneuver]] that differs from the last you performed, you gain a stack of &#039;&#039;Vanquishing&#039;&#039;. Each stack of &#039;&#039;Vanquishing&#039;&#039; confers a damage bonus dependent on your equipped weapon style: Single-Weapon, Shield, or Implement +5, Great-Weapon or Crossbow +3, and Dual Wielding or other Ranged Weapon +2. These stacks last for one minute, with the duration refreshed when a stack is gained. You may have a maximum of four stacks at any one time.&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|&#039;&#039;&#039;Flawless Technique&#039;&#039;&#039;&lt;br /&gt;
| Landing a successful [[General Mechanics Information#Maneuvers|Maneuver]] on an enemy while you have stacks of &#039;&#039;Vanquishing&#039;&#039; will deal 2d6 points of damage per stack.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Juggernaut&#039;&#039;&#039; ===&lt;br /&gt;
&#039;&#039; &amp;quot;I have no interest in last stands. This shall be one of many.&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;Inertia&#039;&#039;&#039;&lt;br /&gt;
| Your damage immunity from [[#Hard Target|&#039;&#039;Hard Target&#039;&#039;]] increases by 10%.&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|&#039;&#039;&#039;Momentum&#039;&#039;&#039;&lt;br /&gt;
| When you land a successful [[General Mechanics Information#Maneuvers|Maneuver]] on an opponent, gain temporary hit points equal to 10% of your maximum hit points for two rounds.&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|&#039;&#039;&#039;Pendulum&#039;&#039;&#039;&lt;br /&gt;
| You gain a unique [[General Mechanics Information#Maneuvers|Maneuver]], &#039;&#039;Pendulum&#039;&#039;. You begin recording the damage you receive for one round. At the end of this round, you gain a Damage Reduction shield with a threshold equal to the largest single instance of damage taken during this period, with an absorption limit of the total damage received. This barrier lasts for one minute, and overwrites any existing instances of itself.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Marshal&#039;&#039;&#039; ===&lt;br /&gt;
&#039;&#039; &amp;quot;I shall carve the path to victory. I ask only that you know how to follow.&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;Hard Corps&#039;&#039;&#039;&lt;br /&gt;
| When using a [[General Mechanics Information#Maneuvers|Maneuver]], you grant the effects of your [[#Hard Target|&#039;&#039;Hard Target&#039;&#039;]] class feature to all allies within 10m of you for 1 + Charisma modifier rounds.&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|&#039;&#039;&#039;Lead by Example&#039;&#039;&#039;&lt;br /&gt;
| When you expend a [[General Mechanics Information#Maneuvers|Maneuver]], allies within 10m of you receive the effects of your [[#Precision|Precision]] class feature for a number of rounds equal to 1 + Charisma modifier.&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|&#039;&#039;&#039;Rally&#039;&#039;&#039;&lt;br /&gt;
| You gain access to a unique [[General Mechanics Information#Maneuvers|Maneuver]], &#039;&#039;Rally&#039;&#039;. This targets one ally. That ally is cleared of any negative effects, receives a damage bonus equal to 1 + Charisma modifier (minimum 1) for one minute, and gains temporary hit points equivalent to the healing value of a [[Spells#Cure Moderate Wounds|&#039;&#039;Cure Moderate Wounds&#039;&#039;]] spell. When these temporary hitpoints are lost, the damage bonus is also lost. If at or below 0 hit points, the target is also revived as if by a [[Spells#Raise Dead|&#039;&#039;Raise Dead&#039;&#039;]] spell.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Mass: Apply these same effects to all allies within 10m of the target.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Weavejester</name></author>
	</entry>
	<entry>
		<id>https://wiki.risenholm.com/index.php?title=Ranger&amp;diff=1172</id>
		<title>Ranger</title>
		<link rel="alternate" type="text/html" href="https://wiki.risenholm.com/index.php?title=Ranger&amp;diff=1172"/>
		<updated>2021-02-05T23:13:59Z</updated>

		<summary type="html">&lt;p&gt;Weavejester: /* Favoured Terrain */&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 1 &#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 7m 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>Weavejester</name></author>
	</entry>
	<entry>
		<id>https://wiki.risenholm.com/index.php?title=Stealth_and_Perception&amp;diff=888</id>
		<title>Stealth and Perception</title>
		<link rel="alternate" type="text/html" href="https://wiki.risenholm.com/index.php?title=Stealth_and_Perception&amp;diff=888"/>
		<updated>2021-01-16T21:17:20Z</updated>

		<summary type="html">&lt;p&gt;Weavejester: /* How it works */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Stealth on Risenholm works a little differently to how it operates normally in Neverwinter Nights.&lt;br /&gt;
&lt;br /&gt;
== How it works ==&lt;br /&gt;
&lt;br /&gt;
When a character (the sneak) goes into stealth mode, every round they roll their stealth skill, and those around them (the spotters) roll their perception. This happens twice: once to determine if the sneak is seen (visual), and once to determine if they are heard (audible).&lt;br /&gt;
&lt;br /&gt;
If a spotter&#039;s perception roll beats the sneak&#039;s stealth roll, the sneak is not immediately revealed. Instead, the spotter is put on alert for 2 rounds. The sneak will see the spotter&#039;s perception icon change from a closed eye to a half-open one, and an orange circle with a radius of 4m will appear around the alerted spotter. Only the sneak can see this circle.&lt;br /&gt;
&lt;br /&gt;
If this circle appears while the sneak is within 4m of the spotter, then the sneak is given 1 round to get out of circle. Otherwise, the instant the circle intersects with the sneak, they are immediately revealed to the spotter.&lt;br /&gt;
&lt;br /&gt;
If the spotter&#039;s perception roll beats the sneak&#039;s stealth roll while the spotter is already alert, not only does the spotter remain alert for another 2 rounds, but a white circle with a radius of 4m will appear around the sneak. This indicates something has subconsciously drawn the spotter&#039;s attention to the general area where the sneak is. If this sneak leaves this white circle, they are immediately revealed. Only the sneak can see this circle.&lt;br /&gt;
&lt;br /&gt;
The sneak will see open eyes over the heads of spotter who have detected them, a half-open eye for spotters who are alert but haven&#039;t detected them, and a closed eye for spotters who have not detected them, and are not on alert.&lt;br /&gt;
&lt;br /&gt;
If a spotter&#039;s perception rank is 20 more than the sneak&#039;s hide rank, then the sneak is detected immediately.&lt;br /&gt;
&lt;br /&gt;
== Stealth and Perception modifiers ==&lt;br /&gt;
&lt;br /&gt;
Neverwinter Nights will give characters various bonuses and penalties to their rolls depending on their situation and environment.&lt;br /&gt;
&lt;br /&gt;
==== All perception rolls ====&lt;br /&gt;
&lt;br /&gt;
* If the spotter is in combat, they gain -10 to their perception rolls.&lt;br /&gt;
* If the spotter is standing still, they gain +5 to their perception rolls.&lt;br /&gt;
* If the sneak is standing still, they gain +5 to their stealth rolls.&lt;br /&gt;
&lt;br /&gt;
==== Visual perception rolls ====&lt;br /&gt;
&lt;br /&gt;
* If the sneak is in the back arc of the spotter, they gain +5 to their stealth rolls.&lt;br /&gt;
* If it is night time, then the sneak gains +5 to their stealth rolls, unless they have a light source on them.&lt;br /&gt;
* If it is night time and the sneak has a light source on them, they gain -10 to their stealth rolls.&lt;br /&gt;
&lt;br /&gt;
==== Audible perception rolls ====&lt;br /&gt;
&lt;br /&gt;
* The sneak gains an additional +1 to their stealth roll for every 3m between them and the spotter.&lt;br /&gt;
* The sneak gains +5 to stealth for every 40cm of object (including creatures) between listener and target in outdoor areas.&lt;br /&gt;
* The sneak gains +2 to their roll if the line of sight is blocked and the target is within 4 tiles in indoor areas.&lt;/div&gt;</summary>
		<author><name>Weavejester</name></author>
	</entry>
	<entry>
		<id>https://wiki.risenholm.com/index.php?title=Stealth_and_Perception&amp;diff=887</id>
		<title>Stealth and Perception</title>
		<link rel="alternate" type="text/html" href="https://wiki.risenholm.com/index.php?title=Stealth_and_Perception&amp;diff=887"/>
		<updated>2021-01-16T21:16:43Z</updated>

		<summary type="html">&lt;p&gt;Weavejester: /* How it works */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Stealth on Risenholm works a little differently to how it operates normally in Neverwinter Nights.&lt;br /&gt;
&lt;br /&gt;
== How it works ==&lt;br /&gt;
&lt;br /&gt;
When a character (the sneak) goes into stealth mode, every round they roll their stealth skill, and those around them (the spotters) roll their perception. This happens twice: once to determine if the sneak is seen (visual), and once to determine if they are heard (audible).&lt;br /&gt;
&lt;br /&gt;
If a spotter&#039;s perception roll beats the sneak&#039;s stealth roll, the sneak is not immediately revealed. Instead, the spotter is put on alert for 2 rounds. The sneak will see the spotter&#039;s perception icon change from a closed eye to a half-open one, and an orange circle with a radius of 4m will appear around the alerted spotter. Only the sneak can see this circle.&lt;br /&gt;
&lt;br /&gt;
If this circle appears while the sneak is within 4m of the spotter, then the sneak is given 1 round to get out of circle. Otherwise, the instant the circle intersects with the sneak, they are immediately revealed to the spotter.&lt;br /&gt;
&lt;br /&gt;
If the spotter&#039;s perception roll beats the sneak&#039;s stealth roll while the spotter is already alert, not only does the spotter remain alert for another 2 rounds, but a white circle with a radius of 4m will appear around the sneak. This indicates something has subconsciously drawn the spotter&#039;s attention to the general area where the sneak is. If this sneak leaves this white circle, they are immediately revealed. Only the sneak can see this circle.&lt;br /&gt;
&lt;br /&gt;
The sneak will see open eyes over the heads of spotter who have detected them, a half-open eye for spotters who are alert but haven&#039;t detected them, and a closed eye for spotters who have not detected them, and are not on alert.&lt;br /&gt;
&lt;br /&gt;
If a spotter&#039;s perception is 20 more than the sneak&#039;s hide, then the sneak is detected immediately.&lt;br /&gt;
&lt;br /&gt;
== Stealth and Perception modifiers ==&lt;br /&gt;
&lt;br /&gt;
Neverwinter Nights will give characters various bonuses and penalties to their rolls depending on their situation and environment.&lt;br /&gt;
&lt;br /&gt;
==== All perception rolls ====&lt;br /&gt;
&lt;br /&gt;
* If the spotter is in combat, they gain -10 to their perception rolls.&lt;br /&gt;
* If the spotter is standing still, they gain +5 to their perception rolls.&lt;br /&gt;
* If the sneak is standing still, they gain +5 to their stealth rolls.&lt;br /&gt;
&lt;br /&gt;
==== Visual perception rolls ====&lt;br /&gt;
&lt;br /&gt;
* If the sneak is in the back arc of the spotter, they gain +5 to their stealth rolls.&lt;br /&gt;
* If it is night time, then the sneak gains +5 to their stealth rolls, unless they have a light source on them.&lt;br /&gt;
* If it is night time and the sneak has a light source on them, they gain -10 to their stealth rolls.&lt;br /&gt;
&lt;br /&gt;
==== Audible perception rolls ====&lt;br /&gt;
&lt;br /&gt;
* The sneak gains an additional +1 to their stealth roll for every 3m between them and the spotter.&lt;br /&gt;
* The sneak gains +5 to stealth for every 40cm of object (including creatures) between listener and target in outdoor areas.&lt;br /&gt;
* The sneak gains +2 to their roll if the line of sight is blocked and the target is within 4 tiles in indoor areas.&lt;/div&gt;</summary>
		<author><name>Weavejester</name></author>
	</entry>
	<entry>
		<id>https://wiki.risenholm.com/index.php?title=Stealth_and_Perception&amp;diff=886</id>
		<title>Stealth and Perception</title>
		<link rel="alternate" type="text/html" href="https://wiki.risenholm.com/index.php?title=Stealth_and_Perception&amp;diff=886"/>
		<updated>2021-01-16T21:13:02Z</updated>

		<summary type="html">&lt;p&gt;Weavejester: /* How it works */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Stealth on Risenholm works a little differently to how it operates normally in Neverwinter Nights.&lt;br /&gt;
&lt;br /&gt;
== How it works ==&lt;br /&gt;
&lt;br /&gt;
When a character (the sneak) goes into stealth mode, every round they roll their stealth skill, and those around them (the spotters) roll their perception. This happens twice: once to determine if the sneak is seen (visual), and once to determine if they are heard (audible).&lt;br /&gt;
&lt;br /&gt;
If a spotter&#039;s perception roll beats the sneak&#039;s stealth roll, the sneak is not immediately revealed. Instead, the spotter is put on alert for 2 rounds. The sneak will see the spotter&#039;s perception icon change from a closed eye to a half-open one, and an orange circle with a radius of 4m will appear around the alerted spotter. Only the sneak can see this circle.&lt;br /&gt;
&lt;br /&gt;
If this circle appears while the sneak is within 4m of the spotter, then the sneak is given 1 round to get out of circle. Otherwise, the instant the circle intersects with the sneak, they are immediately revealed to the spotter.&lt;br /&gt;
&lt;br /&gt;
If the spotter&#039;s perception roll beats the sneak&#039;s stealth roll while the spotter is already alert, not only does the spotter remain lert for another 2 rounds, but a white circle with a radius of 4m will appear around the sneak. This indicates something has subconsciously drawn the spotter&#039;s attention to the general area where the sneak is. If this sneak leaves this white circle, they are immediately revealed. Only the sneak can see this circle.&lt;br /&gt;
&lt;br /&gt;
The sneak will see open eyes over the heads of spotter who have detected them, a half-open eye for spotters who are alert but haven&#039;t detected them, and a closed eye for spotters who have not detected them, and are not on alert.&lt;br /&gt;
&lt;br /&gt;
If a spotter&#039;s perception is 20 more than the sneak&#039;s hide, then the sneak is detected immediately.&lt;br /&gt;
&lt;br /&gt;
== Stealth and Perception modifiers ==&lt;br /&gt;
&lt;br /&gt;
Neverwinter Nights will give characters various bonuses and penalties to their rolls depending on their situation and environment.&lt;br /&gt;
&lt;br /&gt;
==== All perception rolls ====&lt;br /&gt;
&lt;br /&gt;
* If the spotter is in combat, they gain -10 to their perception rolls.&lt;br /&gt;
* If the spotter is standing still, they gain +5 to their perception rolls.&lt;br /&gt;
* If the sneak is standing still, they gain +5 to their stealth rolls.&lt;br /&gt;
&lt;br /&gt;
==== Visual perception rolls ====&lt;br /&gt;
&lt;br /&gt;
* If the sneak is in the back arc of the spotter, they gain +5 to their stealth rolls.&lt;br /&gt;
* If it is night time, then the sneak gains +5 to their stealth rolls, unless they have a light source on them.&lt;br /&gt;
* If it is night time and the sneak has a light source on them, they gain -10 to their stealth rolls.&lt;br /&gt;
&lt;br /&gt;
==== Audible perception rolls ====&lt;br /&gt;
&lt;br /&gt;
* The sneak gains an additional +1 to their stealth roll for every 3m between them and the spotter.&lt;br /&gt;
* The sneak gains +5 to stealth for every 40cm of object (including creatures) between listener and target in outdoor areas.&lt;br /&gt;
* The sneak gains +2 to their roll if the line of sight is blocked and the target is within 4 tiles in indoor areas.&lt;/div&gt;</summary>
		<author><name>Weavejester</name></author>
	</entry>
	<entry>
		<id>https://wiki.risenholm.com/index.php?title=Stealth_and_Perception&amp;diff=884</id>
		<title>Stealth and Perception</title>
		<link rel="alternate" type="text/html" href="https://wiki.risenholm.com/index.php?title=Stealth_and_Perception&amp;diff=884"/>
		<updated>2021-01-16T21:10:02Z</updated>

		<summary type="html">&lt;p&gt;Weavejester: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Stealth on Risenholm works a little differently to how it operates normally in Neverwinter Nights.&lt;br /&gt;
&lt;br /&gt;
== How it works ==&lt;br /&gt;
&lt;br /&gt;
When a character (the sneak) goes into stealth mode, every round they roll their stealth skill, and those around them (the spotters) roll their perception. This happens twice: once to determine if the sneak is seen (visual), and once to determine if they are heard (audible).&lt;br /&gt;
&lt;br /&gt;
If a spotter&#039;s perception roll beats the sneak&#039;s stealth roll, the sneak is not immediately revealed. Instead, the spotter is put on alert for 2 rounds. The sneak will see the spotter&#039;s perception icon change from a closed eye to a half-open one, and an orange circle with a radius of 4m will appear around the alerted spotter. Only the sneak can see this circle.&lt;br /&gt;
&lt;br /&gt;
If this circle appears while the sneak is within 4m of the spotter, then the sneak is given 1 round to get out of circle. Otherwise, the instant the circle intersects with the sneak, they are immediately revealed to the spotter.&lt;br /&gt;
&lt;br /&gt;
If the spotter&#039;s perception roll beats the sneak&#039;s stealth roll while the spotter is already alert, a white circle with a radius of 4m will appear around the sneak. This indicates something has subconsciously drawn the spotter&#039;s attention to the general area where the sneak is. If this sneak leaves this white circle, they are immediately revealed.&lt;br /&gt;
&lt;br /&gt;
The sneak will see open eyes over the heads of spotter who have detected them, a half-open eye for spotters who are alert but haven&#039;t detected them, and a closed eye for spotters who have not detected them, and are not on alert.&lt;br /&gt;
&lt;br /&gt;
If a spotter&#039;s perception is 20 more than the sneak&#039;s hide, then the sneak is detected immediately.&lt;br /&gt;
 &lt;br /&gt;
== Stealth and Perception modifiers ==&lt;br /&gt;
&lt;br /&gt;
Neverwinter Nights will give characters various bonuses and penalties to their rolls depending on their situation and environment.&lt;br /&gt;
&lt;br /&gt;
==== All perception rolls ====&lt;br /&gt;
&lt;br /&gt;
* If the spotter is in combat, they gain -10 to their perception rolls.&lt;br /&gt;
* If the spotter is standing still, they gain +5 to their perception rolls.&lt;br /&gt;
* If the sneak is standing still, they gain +5 to their stealth rolls.&lt;br /&gt;
&lt;br /&gt;
==== Visual perception rolls ====&lt;br /&gt;
&lt;br /&gt;
* If the sneak is in the back arc of the spotter, they gain +5 to their stealth rolls.&lt;br /&gt;
* If it is night time, then the sneak gains +5 to their stealth rolls, unless they have a light source on them.&lt;br /&gt;
* If it is night time and the sneak has a light source on them, they gain -10 to their stealth rolls.&lt;br /&gt;
&lt;br /&gt;
==== Audible perception rolls ====&lt;br /&gt;
&lt;br /&gt;
* The sneak gains an additional +1 to their stealth roll for every 3m between them and the spotter.&lt;br /&gt;
* The sneak gains +5 to stealth for every 40cm of object (including creatures) between listener and target in outdoor areas.&lt;br /&gt;
* The sneak gains +2 to their roll if the line of sight is blocked and the target is within 4 tiles in indoor areas.&lt;/div&gt;</summary>
		<author><name>Weavejester</name></author>
	</entry>
	<entry>
		<id>https://wiki.risenholm.com/index.php?title=Stealth_and_Perception&amp;diff=883</id>
		<title>Stealth and Perception</title>
		<link rel="alternate" type="text/html" href="https://wiki.risenholm.com/index.php?title=Stealth_and_Perception&amp;diff=883"/>
		<updated>2021-01-16T21:09:08Z</updated>

		<summary type="html">&lt;p&gt;Weavejester: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Stealth on Risenholm works a little differently to how it operates normally in Neverwinter Nights.&lt;br /&gt;
&lt;br /&gt;
== How it works ==&lt;br /&gt;
&lt;br /&gt;
When a character (the sneak) goes into stealth mode, every round they roll their stealth skill, and those around them (the spotters) roll their perception. This happens twice: once to determine if the sneak is seen (visual), and once to determine if they are heard (audible).&lt;br /&gt;
&lt;br /&gt;
If a spotter&#039;s perception roll beats the sneak&#039;s stealth roll, the sneak is not immediately revealed. Instead, the spotter is put on alert for 2 rounds. The sneak will see the spotter&#039;s perception icon change from a closed eye to a half-open one, and an orange circle with a radius of 4m will appear around the alerted spotter. Only the sneak can see this circle.&lt;br /&gt;
&lt;br /&gt;
If this circle appears while the sneak is within 4m of the spotter, then the sneak is given 1 round to get out of circle. Otherwise, the instant the circle intersects with the sneak, they are immediately revealed to the spotter.&lt;br /&gt;
&lt;br /&gt;
If the spotter&#039;s perception roll beats the sneak&#039;s stealth roll while the spotter is already alert, a white circle with a radius of 4m will appear around the sneak. This indicates something has subconsciously drawn the spotter&#039;s attention to the general area where the sneak is. If this sneak leaves this white circle, they are immediately revealed.&lt;br /&gt;
&lt;br /&gt;
The sneak will see open eyes over the heads of spotter who have detected them, a half-open eye for spotters who are alert but haven&#039;t detected them, and a closed eye for spotters who have not detected them, and are not on alert.&lt;br /&gt;
&lt;br /&gt;
If a spotter&#039;s perception is 20 more than the sneak&#039;s hide, then the sneak is detected immediately.&lt;br /&gt;
 &lt;br /&gt;
== Stealth and Perception modifiers ==&lt;br /&gt;
&lt;br /&gt;
Neverwinter Nights will give characters various bonuses and penalties to their rolls depending on their situation and environment.&lt;br /&gt;
&lt;br /&gt;
==== All perception rolls ====&lt;br /&gt;
&lt;br /&gt;
* If the spotter is in combat, they gain -10 to their perception rolls.&lt;br /&gt;
* If the spotter is standing still, they gain +5 to their perception rolls.&lt;br /&gt;
* If the sneak is standing still, they gain +5 to their stealth rolls.&lt;br /&gt;
&lt;br /&gt;
==== Visual perception rolls ====&lt;br /&gt;
&lt;br /&gt;
* If the sneak is in the back arc of the spotter, they gain +5 to their stealth rolls.&lt;br /&gt;
* If it is night time, then the sneak gains +5 to their stealth rolls, unless they have a light source on them.&lt;br /&gt;
* If it is night time and the sneak has a light source on them, they gain -10 to their stealth rolls.&lt;br /&gt;
* The sneak gains an addition +1 to their stealth roll for every 3m between them and the spotter.&lt;br /&gt;
&lt;br /&gt;
==== Audible perception rolls ====&lt;br /&gt;
&lt;br /&gt;
* The sneak gains +5 to stealth for every 40cm of object (including creatures) between listener and target in outdoor areas.&lt;br /&gt;
* The sneak gains +2 to their roll if the line of sight is blocked and the target is within 4 tiles in indoor areas.&lt;/div&gt;</summary>
		<author><name>Weavejester</name></author>
	</entry>
	<entry>
		<id>https://wiki.risenholm.com/index.php?title=Stealth_and_Perception&amp;diff=882</id>
		<title>Stealth and Perception</title>
		<link rel="alternate" type="text/html" href="https://wiki.risenholm.com/index.php?title=Stealth_and_Perception&amp;diff=882"/>
		<updated>2021-01-16T21:07:35Z</updated>

		<summary type="html">&lt;p&gt;Weavejester: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Stealth on Risenholm works a little differently to how it operates normally in Neverwinter Nights.&lt;br /&gt;
&lt;br /&gt;
## How it works&lt;br /&gt;
&lt;br /&gt;
When a character (the sneak) goes into stealth mode, every round they roll their stealth skill, and those around them (the spotters) roll their perception. This happens twice: once to determine if the sneak is seen (visual), and once to determine if they are heard (audible).&lt;br /&gt;
&lt;br /&gt;
If a spotter&#039;s perception roll beats the sneak&#039;s stealth roll, the sneak is not immediately revealed. Instead, the spotter is put on alert for 2 rounds. The sneak will see the spotter&#039;s perception icon change from a closed eye to a half-open one, and an orange circle with a radius of 4m will appear around the alerted spotter. Only the sneak can see this circle.&lt;br /&gt;
&lt;br /&gt;
If this circle appears while the sneak is within 4m of the spotter, then the sneak is given 1 round to get out of circle. Otherwise, the instant the circle intersects with the sneak, they are immediately revealed to the spotter.&lt;br /&gt;
&lt;br /&gt;
If the spotter&#039;s perception roll beats the sneak&#039;s stealth roll while the spotter is already alert, a white circle with a radius of 4m will appear around the sneak. This indicates something has subconsciously drawn the spotter&#039;s attention to the general area where the sneak is. If this sneak leaves this white circle, they are immediately revealed.&lt;br /&gt;
&lt;br /&gt;
The sneak will see open eyes over the heads of spotter who have detected them, a half-open eye for spotters who are alert but haven&#039;t detected them, and a closed eye for spotters who have not detected them, and are not on alert.&lt;br /&gt;
&lt;br /&gt;
If a spotter&#039;s perception is 20 more than the sneak&#039;s hide, then the sneak is detected immediately.&lt;br /&gt;
&lt;br /&gt;
## Stealth modifiers&lt;br /&gt;
&lt;br /&gt;
Neverwinter Nights will give characters various bonuses and penalties to their rolls depending on their situation and environment.&lt;br /&gt;
&lt;br /&gt;
### General perception rolls&lt;br /&gt;
&lt;br /&gt;
* If the spotter is in combat, they gain -10 to their perception rolls.&lt;br /&gt;
* If the spotter is standing still, they gain +5 to their perception rolls.&lt;br /&gt;
* If the sneak is standing still, they gain +5 to their stealth rolls.&lt;br /&gt;
&lt;br /&gt;
### Visual perception rolls&lt;br /&gt;
&lt;br /&gt;
* If the sneak is in the back arc of the spotter, they gain +5 to their stealth rolls.&lt;br /&gt;
* If it is night time, then the sneak gains +5 to their stealth rolls, unless they have a light source on them.&lt;br /&gt;
* If it is night time and the sneak has a light source on them, they gain -10 to their stealth rolls.&lt;br /&gt;
* The sneak gains an addition +1 to their stealth roll for every 3m between them and the spotter.&lt;br /&gt;
&lt;br /&gt;
### Audible perception rolls&lt;br /&gt;
&lt;br /&gt;
* The sneak gains +5 to stealth for every 40cm of object (including creatures) between listener and target in outdoor areas.&lt;br /&gt;
* The sneak gains +2 to their roll if the line of sight is blocked and the target is within 4 tiles in indoor areas.&lt;/div&gt;</summary>
		<author><name>Weavejester</name></author>
	</entry>
	<entry>
		<id>https://wiki.risenholm.com/index.php?title=Stealth_and_Perception&amp;diff=880</id>
		<title>Stealth and Perception</title>
		<link rel="alternate" type="text/html" href="https://wiki.risenholm.com/index.php?title=Stealth_and_Perception&amp;diff=880"/>
		<updated>2021-01-16T20:42:12Z</updated>

		<summary type="html">&lt;p&gt;Weavejester: Created page with &amp;quot;Stealth on Risenholm works a little differently to how it operates normally in Neverwinter Nights.  When a character (the sneak) goes into stealth mode, every round they roll...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Stealth on Risenholm works a little differently to how it operates normally in Neverwinter Nights.&lt;br /&gt;
&lt;br /&gt;
When a character (the sneak) goes into stealth mode, every round they roll their stealth skill, and those around them (the spotters) roll their perception. This happens twice: once to determine if the sneak is seen, and once to determine if they are heard.&lt;br /&gt;
&lt;br /&gt;
If a spotter&#039;s perception roll beats the sneak&#039;s stealth roll, the sneak is not immediately revealed. Instead, the spotter is put on alert for 2 rounds. The sneak will see the spotter&#039;s perception icon change from a closed eye to a half-open one, and an orange circle with a radius of 4m will appear around the alerted spotter. Only the sneak can see this circle.&lt;br /&gt;
&lt;br /&gt;
If this circle appears while the sneak is within 4m of the spotter, then the sneak is given 1 round to get out of circle. Otherwise, the instant the circle intersects with the sneak, they are immediately revealed to the spotter.&lt;br /&gt;
&lt;br /&gt;
If the spotter&#039;s perception roll beats the sneak&#039;s stealth roll while the spotter is already alert, a white circle with a radius of 4m will appear around the sneak. This indicates something has subconsciously drawn the spotter&#039;s attention to the general area where the sneak is. If this sneak leaves this white circle, they are immediately revealed.&lt;br /&gt;
&lt;br /&gt;
The sneak will see open eyes over the heads of spotter who have detected them, a half-open eye for spotters who are alert but haven&#039;t detected them, and a closed eye for spotters who have not detected them, and are not on alert.&lt;br /&gt;
&lt;br /&gt;
If a spotter&#039;s perception is 20 more than the sneak&#039;s hide, then the sneak is detected immediately.&lt;/div&gt;</summary>
		<author><name>Weavejester</name></author>
	</entry>
	<entry>
		<id>https://wiki.risenholm.com/index.php?title=Main_Page&amp;diff=875</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.risenholm.com/index.php?title=Main_Page&amp;diff=875"/>
		<updated>2021-01-16T19:59:11Z</updated>

		<summary type="html">&lt;p&gt;Weavejester: /* Mechanics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&amp;lt;blockquote&amp;gt;&amp;lt;q&amp;gt;You who inherit tomorrow: We have sacrificed everything so that you might live on free of the burdens of our folly. Live for the future, for there is naught but sorrow behind you.&amp;lt;/q&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Scars of Risenholm takes place in an original fantasy setting, unrelated and unconnected to The Forgotten Realms or other popular D&amp;amp;D settings. Players take the role of near immortal amnesiacs crawling out of a mystical “well” within the settlement of Risenholm and are encouraged to engage with the local institutions or forge their own trail through the strange realm and circumstances they find themselves in.&lt;br /&gt;
&lt;br /&gt;
===== Server Features =====&lt;br /&gt;
*A unique setting that emphasizes the strange and metaphysical while retaining touchstone fantasy elements.&lt;br /&gt;
*A completely overhauled mechanical experience for level 1-10 characters consisting of a less restrictive class and skill system and combat that prioritizes active abilities and recharging resources.&lt;br /&gt;
*An original soundtrack composed by Edelweiss Records - replacing every track in the vanilla NWN game.&lt;br /&gt;
*Extensive scripting for immersive chat experiences, overhauled stealth system, and in-game long distance/persistent communications.&lt;br /&gt;
*A server run by a diverse and LGBTQ+ friendly community with a zero tolerance policy to harassment, bigotry, and other chud behaviors.&lt;br /&gt;
&lt;br /&gt;
===== Early Access =====&lt;br /&gt;
The server will be open to the public for an early access period beginning on &#039;&#039;&#039;December 27th, 2020 at 05:00PM GMT &#039;&#039;&#039;. This early access period will be a chance for us to fix bugs, test server stability and make balance adjustments to the mechanical systems. &lt;br /&gt;
*We do not anticipate performing a vault wipe when the early access period is over. &lt;br /&gt;
*Expect a multitude of minor changes made to class and server features and occasional server resets.&lt;br /&gt;
*Those interested in DMing or Building for the project after trying out the server are welcome to talk to the staff about opportunities.&lt;br /&gt;
*[https://discord.gg/4aSVzMqsnV Access our community Discord here]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Table of Contents ==&lt;br /&gt;
===New Players Start Here===&lt;br /&gt;
* [[Server Rules and Player Expectations]]&lt;br /&gt;
* [[:Media:SoR_Player_Setting_Guide.pdf ‎|New Player Setting Guide]]&lt;br /&gt;
* [[:Media:SoR_Player_Mechanics_Quickstart.pdf|New Player Mechanics Guide]]&lt;br /&gt;
&lt;br /&gt;
===Setting Details===&lt;br /&gt;
* [[Setting Themes and Overall Ambitions]]&lt;br /&gt;
* [[Risenholm, Within and Without]]&lt;br /&gt;
* [[Notable NPCs]]&lt;br /&gt;
* [[Timeline]]&lt;br /&gt;
* [[&amp;quot;Power&amp;quot;]]&lt;br /&gt;
* [[Religions]]&lt;br /&gt;
&lt;br /&gt;
===Mechanics===&lt;br /&gt;
* [[General Mechanics Information]]&lt;br /&gt;
* [[Chat Commands and Roleplay Systems]]&lt;br /&gt;
* [[Playable Races]]&lt;br /&gt;
* Classes and Archetypes&lt;br /&gt;
** [[Barbarian]]&lt;br /&gt;
** [[Bard]]&lt;br /&gt;
** [[Cleric]]&lt;br /&gt;
** [[Druid]]&lt;br /&gt;
** [[Fighter]]&lt;br /&gt;
** [[Monk]]&lt;br /&gt;
** [[Paladin]]&lt;br /&gt;
** [[Ranger]]&lt;br /&gt;
** [[Rogue]]&lt;br /&gt;
** [[Sorcerer]]&lt;br /&gt;
** [[Wizard]]&lt;br /&gt;
* [[Skills]]&lt;br /&gt;
* [[Feats]]&lt;br /&gt;
* [[Spells]]&lt;br /&gt;
* [[Stealth and Perception]]&lt;br /&gt;
* [[Equipment and Itemization]]&lt;br /&gt;
* [[Alchemy and Crafting]]&lt;br /&gt;
* [[Death Penalties]]&lt;br /&gt;
* [[Known Issues]]&lt;/div&gt;</summary>
		<author><name>Weavejester</name></author>
	</entry>
	<entry>
		<id>https://wiki.risenholm.com/index.php?title=Notable_NPCs&amp;diff=864</id>
		<title>Notable NPCs</title>
		<link rel="alternate" type="text/html" href="https://wiki.risenholm.com/index.php?title=Notable_NPCs&amp;diff=864"/>
		<updated>2021-01-14T18:52:15Z</updated>

		<summary type="html">&lt;p&gt;Weavejester: /* Unaffiliated */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A general listing of publicly known NPCs are available below. It is assumed that every character who lives in Risenholm would at least know of the following people.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Within Risenholm&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;The Elder&#039;s Home&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
Elder Agnes Vollan - The leader of Risenholm. An elderly woman who has steered the community since its inception. Everyone&#039;s grandmother. She has ruled with an even hand but has been frequently accused of nepotism, as many of her friends and relatives operate in positions of power within the community. Is or was the wife of &amp;lt;s&amp;gt;Thommald Vollan&amp;lt;/s&amp;gt;, and mother of the current Reeve captain. Close friends with Isabella Fordren, or at least is the closest thing to a friend the notoriously reclusive Isabella has.&lt;br /&gt;
&lt;br /&gt;
Secretary Doressa Wynreinne - A capable secretary who manages the Elder&#039;s public library. While on the jobs she is courteous and professional, but when off duty is a known troublemaker and gossip.&lt;br /&gt;
&lt;br /&gt;
Mushirah Goldgrip - Manages the storehouse. Often alludes to being magically skilled, but rarely talks about it. The Reeves in the storehouse often seem unusually tense around her.&lt;br /&gt;
&lt;br /&gt;
Yasha Logue - Manages the stores in the Well. Tasked with helping new arrivals. A bubbly, consistently optimistic woman. Often completely forgets she&#039;s technically a clerk and doesn&#039;t wear their uniform. Mostly thinks her regular wages are other people being very generous.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;The Reeves&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
Captain Vollan - The son of Agnes and &amp;lt;s&amp;gt;Thommald&amp;lt;/s&amp;gt;. He rejected his own first name after his namesake&#039;s betrayal. Believes he is undeserving of his position, and so leaves much of the running of the Reeves back in Risenholm to Olivia. He instead spends his time in the wilds hunting potential threats to the town.&lt;br /&gt;
&lt;br /&gt;
Quartermaster Olivia Hawke - A handsome woman, tall and muscular. To other halflings, she would cut an impressive figure. She manages the Reeves from behind the scenes, rarely leaving the barracks to take to the field directly. While capable at her job, she nurses a grudge that her loyalty to the town during the previous captain&#039;s betrayal was not rewarded with the captain&#039;s position. She resents having much of the responsibility of leadership without the associated prestige.&lt;br /&gt;
&lt;br /&gt;
Sergeant Boubacar Salif - One of the oldest Reeves still in service. He regrets the actions that he took under the previous captain, and now seeks repentance for both himself and the organization as a whole. While often manning the front desk, he also is an advocate for community outreach and public service.&lt;br /&gt;
&lt;br /&gt;
Olenka Rotheld - A laid-back Reeve who is happy to engage in extended conversation even while on duty. She rarely does her job unless she is acting in direct defense of her brother or his property.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;The Millers&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
Architect Isabella Fordren - The founder and current leader of the Millers organization. The elf is well spoken if you&#039;re important enough to have her attention for more than a passing second. Held in respect in the community despite her total lack of people skills due to her role in designing and managing the building of the various structures around Risenholm. Due to her focus on a multitude of projects, inventions, and designs she is rarely seen outside of the lower levels of the Mill. Married to Cilas.&lt;br /&gt;
&lt;br /&gt;
Foreman Cilas Fordren - A large man who serves as Isabella&#039;s second in command as well as her husband. A straightforward person who doesn&#039;t really have time for most of the organization&#039;s intrigue. He informs the handlers what projects need doing and entrusts them to carry them out and impress his wife.&lt;br /&gt;
&lt;br /&gt;
Scar Researcher Fitz Bazalgate - A halfling handler who is the current head of scar research. Has a total inability to stop talking when the topic of his research is brought up, often with totally unasked for speculation. He puts on a neutral and otherwise friendly demeanor to most people outside the organization but is known to be fiercely competitive and ruthless when it comes time to allocate project resources throughout the guild.&lt;br /&gt;
&lt;br /&gt;
Daikawa Haremaru - Fitz&#039;s assistant who handles scar fragments. He&#039;s constantly tired and worn out from both dealing with Fitz, and the amount of work scar fragment collection entails.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;The Dredgers&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Big Fish&amp;quot; Markus Grillsson - A bullheaded asshole who believes that the Vollan family cannot be trusted in the wake of the Well attack. He seeks to elevate the power the Dredgers&#039; hold over Risenholm in order to push for him to become the new town Elder. While he is a callous prick in direct conversation, his intent is always to help the people of Risenholm. He just thinks he&#039;s the best man to help them.&lt;br /&gt;
&lt;br /&gt;
Mireva - A triton who sells various devices and tools. She admires Grillsson, having a rose-colored view of the Dredgers as a whole. Her poor circulation means she keeps warm through a roaring fire and keeping wrapped up.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;The Merchants&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
Master Blacksmith Horrick Gundursson - A surly dwarf who prefers working in the forge than dealing with others. Although he is the Advisor who represents the merchants in the Elder&#039;s council, he rarely takes up the duties of the position. Instead, he prefers to send one of his many apprentices to represent his interests.&lt;br /&gt;
&lt;br /&gt;
Blacksmith Apprentice Dan Lockwood - A mild-mannered man who sells Gundursson&#039;s wares.&lt;br /&gt;
&lt;br /&gt;
Tailor, Jacq Marian - The town&#039;s tailor. Keeps mostly to themselves, but employs a cast of strange employees.&lt;br /&gt;
&lt;br /&gt;
Herbalist, Ephedra Athelechor - Runs the town&#039;s alchemy supply store. A bitter, cynical elf who has a long-running feud with Isabella Fordren. She maintains a civil demeanor when dealing with her customers, but is bad at maintaining the act.&lt;br /&gt;
&lt;br /&gt;
Scrivener, Thaddius Boyle - A crabby old man who runs the magical supplies store. He often conceals his affection for his adopted steward.&lt;br /&gt;
&lt;br /&gt;
The Boy - Manages the front of the magical supplies store. An orphan from the second generation. He has had to mature quickly due to unfortunate circumstances but still maintains an infectious optimism that even warms Boyle.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Unaffiliated&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
Will Sigerman - A man who has taken his maintenance of the Well to the level of devotion. Has an ongoing grievance with the Fordrens after he was told to stop his work on the Well, and quit the Miller as a result. He has a rough way of speaking but is always willing to act in defence of his home.&lt;br /&gt;
&lt;br /&gt;
Fabella Tarsus - A direct and calm doctor who is tasked with handling new arrivals from the Well.&lt;br /&gt;
&lt;br /&gt;
Bazik Bronzebrow - A retired scar hunter who once pioneered the adventuring lifestyle in Risenholm. Has given up the life after getting a bad hip. Currently advises new scar hunters on how better to survive in the outside world. He doesn&#039;t seem inclined to talk about his former comrades.&lt;br /&gt;
&lt;br /&gt;
Hackett Rotheld - Runs Rotheld&#039;s Refuge, a place for the surplus population of Risenholm to eat and rest. His stern demeanor is at odds with his open, kindly heart. Often plays straight man to his sister&#039;s antics.&lt;br /&gt;
&lt;br /&gt;
Nine Fingered Nick - A simple man who handles scrap collection for the town. While he has close ties with both the Millers and Gundursson, he mostly keeps to himself enough to not really be considered a direct member of any of the town&#039;s factions. He only pays people in an amount of coins he can count, meaning that he can&#039;t pay anyone more than nine coins due to him being unable to count higher than his fingers.&lt;br /&gt;
&lt;br /&gt;
The Crow - A crow that can talk and sells paper. Most residents of Risenholm regard it with a healthy dose of suspicion.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Outside Risenholm&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Exiles&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;s&amp;gt;Thommald Vollan&amp;lt;/s&amp;gt;, former Reeve Captain - Once a hero to the town who was both the first scar hunter and Reeve. Was (or still is) Agnes Vollan&#039;s husband, and the current captain&#039;s father. Now a traitor in exile who damaged the Well before or during going into the building with a band of Reeves loyal only to himself. After a defense was mounted by other Reeves and Millers, he escaped in the ensuing fighting.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Unaffiliated&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
Flint Caulderbranch - The self-proclaimed &#039;Last Lumberer of Suthwood&#039; refused to return to town when the logging operations in the wood failed after scar attacks made work too dangerous. Is bitter with Agnes Vollan, and believes she&#039;s a coward who isn&#039;t willing to take any risks. Although he doesn&#039;t make camp far from the town itself, he wanders about the Suthwood as he pleases.&lt;/div&gt;</summary>
		<author><name>Weavejester</name></author>
	</entry>
	<entry>
		<id>https://wiki.risenholm.com/index.php?title=Playable_Races&amp;diff=739</id>
		<title>Playable Races</title>
		<link rel="alternate" type="text/html" href="https://wiki.risenholm.com/index.php?title=Playable_Races&amp;diff=739"/>
		<updated>2021-01-07T01:22:18Z</updated>

		<summary type="html">&lt;p&gt;Weavejester: /* Orc */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Players can choose from 7 races when making their character.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In general:&lt;br /&gt;
*The once human-only trait of a bonus 1st level feat is applied to all races.&lt;br /&gt;
* &amp;quot;Half&amp;quot; races such as Half-orc or half-elf do not exist. The offspring of mixed parentage will take on the physiology of the mother.&lt;br /&gt;
*Racial ability bonuses/penalties do not exist. Characters will instead be given 4 attribute points to distribute shortly after entering the game world.&lt;br /&gt;
**The maximum an ability can be after this distribution is 20.&lt;br /&gt;
**You may only distribute 2 points into a single attribute during this distribution.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Human ==&lt;br /&gt;
Humans are the most adaptable of the player races. Skin shades range from nearly black to very pale, hair from black to blond, and facial hair from sparse to thick.&lt;br /&gt;
&lt;br /&gt;
Records of human populations are present in almost every discovery regarding the old civilizations and settlements, with naming styles as varied as the people and cultures that made up humanity.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skilled&#039;&#039;&#039;: Humans gain 4 extra skill points at character creation, and 1 additional skill point per level.&lt;br /&gt;
&lt;br /&gt;
== Dwarf ==&lt;br /&gt;
Dwarves are known for their affinity with stone, and possess a sixth sense to perceive things when they are able to feel vibrations through touching a stone or earthen surface. They also possess a sensitive palette and olfactory senses that seems specifically honed to aspects of the air, allowing them to sense when the air within a mineshaft isn&#039;t pure or is dangerous to their wellbeing. They stand just 4 to 4 and a half feet tall, but are broad and compactly built, almost as wide as they are tall. Dwarven skin varies from a deep tan to light brown, with varied hair of blacks, grays, or browns.&lt;br /&gt;
&lt;br /&gt;
It is believed that various dwarven clan holds existed in the far hills and mountains, and there are records of dwarves living among the old civilizations primarily as tradesmen and frontiersmen. Their special sense afforded them chief positions among prospectors and architects, with many of their trademark stonework still standing many centuries later as forgotten ruins.&lt;br /&gt;
&lt;br /&gt;
Those who did not adopt the naming conventions of the settlements they inhabited utilized traditional dwarven names, usually consisting of a given and family name. In especially formal introductions, dwarves might mention their clan as well. &lt;br /&gt;
&lt;br /&gt;
Example given names: Adrik, Barn, Fargrim, Dagnal, Gurdis, Kathra, Tobera, Vistra.&lt;br /&gt;
&lt;br /&gt;
Example family names: Balderk, Gudtrik, Holderhek, Loderr, Torunn, Ungart&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hardiness&#039;&#039;&#039;: 5% Immunity vs. Fire and Cold&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Darkvision&#039;&#039;&#039;: Dwarves are able to see in the dark.&lt;br /&gt;
&lt;br /&gt;
== Elf ==&lt;br /&gt;
Elves possess hyper attuned senses that allow them to enter a meditative trance when they need to attain a heightened sense of awareness and focus on a particular task. These senses are a double edged sword, as elves typically need to consciously dull their senses when entering crowded areas lest their minds become overwhelmed with environmental sensations. How elves interpret colors, sounds, and sensations might seem totally alien in description when relating to a different race.&lt;br /&gt;
&lt;br /&gt;
From what limited knowledge the Risen have gathered the elves were a private people overall, despite records indicating that they lived among the the various settlements. They only formed close bonds with family and particularly dependable friends, as their longevity provided them many opportunities for disappointment. It was common for elves to use their senses and trances to dedicate themselves wholly to a craft or profession to avoid a forlorn and prolonged existence - it has been theorized that elves were among the first to wield Power in an obvious magical manner.&lt;br /&gt;
&lt;br /&gt;
Elves are slim and stand 4 and a half to 5 and a half feet tall. They tend to be pale-skinned and dark-haired with vivid eye colors. They have no facial or body hair, and possess unearthly grace. They live to be over several hundred years old.&lt;br /&gt;
&lt;br /&gt;
They typically had unique names among their people that followed a given and family name structure. Examples: Aelrindel, Ailmar, Afamrail, Briareth, Daealla, Eladtithas, Elenwe, Fildaerae, Ilythyrra, Leilatha, Maiele, Nylaathria, Orym, Saevel, Seiveril, Talindra, Tassarion.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keen Senses&#039;&#039;&#039;: Elves make active Investigation and Perception checks automatically and with no movement penalties.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Low-Light Vision&#039;&#039;&#039;: Allows elves to see better than normal in the dark.&lt;br /&gt;
&lt;br /&gt;
== Gnome ==&lt;br /&gt;
Gnomes possess an uncanny talent for manipulating delicate objects with their hands and understanding the makeup of things with an intuitive sense. They stand between 3 to 3 and a half feet tall, with skin that ranges from dark tan to woody brown. Their hair is fair, and their eyes are often some shade of blue. Gnomes are believed to live well past their hundreds.&lt;br /&gt;
&lt;br /&gt;
Lore regarding the existence of gnomes around Risenholm is typically more difficult to discover than the other races. There are traces of the people living among the settlements much in the way of halflings, but for the most part they appeared to number in the minority within a given population. It has been discovered that gnomes once lived in small villages among the lakelands, thriving despite the harsh environment and whispers of a monstrous fey presence always lurking nearby.&lt;br /&gt;
&lt;br /&gt;
Gnomish names are varied, though tend to stick to a 2 or 3 syllable naming scheme. As gnomish lore is difficult to uncover, it is uncertain whether their surname was a mention of clan or tribe or simply a family name. Examples: Alston, Alvyn, Boddynock, Brocc, Burgell, Dimble, Eldon, Erky, Fabella, Fonkin, Frug, Gerbo, Gimble, Glim, Jebeddo, Kellen, Namfoodle, Nissa, Orryn, Roondar, Seebo, Sindri, Tana, Warryn, Wrenn, Zook.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fade Away&#039;&#039;&#039;: Gnomes have a natural affinity for illusions, and may use this ability to receive the effects of an Invisibility spell once per rest.&lt;br /&gt;
&lt;br /&gt;
== Halfling ==&lt;br /&gt;
Halflings are clever, capable and resourceful survivors. They are notoriously curious, and show a daring that many larger people cannot match. They have ruddy skin, hair that is black and straight, and brown or black eyes. Halflings stand about 3 feet tall and commonly live to 150 years or so.&lt;br /&gt;
&lt;br /&gt;
Much of the unearthed history regarding the past civilizations in and around the Suthwood indicate a healthy population of halflings among the various settlements. They were a hardy people who favored more rural environments and were prolific practitioners of horticulture and survivalists, with many of the technologies that needed to be &amp;quot;rediscovered&amp;quot; being relics and artifacts of halfling size and make that were found in nearby ruins.&lt;br /&gt;
&lt;br /&gt;
Halflings typically followed the naming style of the settlements they inhabited. For the most part they followed a first and surname structure, though occasionally there are references to halflings with a singular name among particularly rural and traditional communities. Example names: Alaric, Branton, Caldwell, Drogon, Oscar, Thomas, Olivia, Amelia, Charlotte, Gilly, Evelynn, Tasha.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Second Breakfast&#039;&#039;&#039;: Halflings may benefit from the effects of two foods at one time, with doubled duration. The durations of all food effects are refreshed upon further consumption.&lt;br /&gt;
&lt;br /&gt;
== Triton ==&lt;br /&gt;
Tritons are large, amphibious humanoids and rank as the tallest of the player races. They have smooth, silvery-blue skin, and hair that is a shade of blue or green. Their facial features are unusually varied compared to other races, and many possess horns of varying shapes and sizes. Their fingers and toes are often webbed, and many prefer to keep their hands and feet bare. Most live for around 200 years.&lt;br /&gt;
&lt;br /&gt;
Gathered lore and knowledge about the ancient triton people show them as primarily living within coastal &amp;quot;protectorates&amp;quot; when they weren&#039;t living among other civilizations. They were assumed to have excelled at coastal fishing and small naval craft operation for trading or raiding due to the designs and size of the ruined naval technology and ancient boat ruins discovered in the nearby coastlines.&lt;br /&gt;
&lt;br /&gt;
Most triton names have 2 or 3 syllables. Their home protectorates were used as a surname with the name that is formed by adding a vowel followed by a &amp;quot;th&amp;quot; to the end of the protectorate&#039;s name. Having no knowledge of their protectorate other than name, most Risen who have integrated into the village prefer to use their given name alone. Examples: Keros, Molos, Nalos, Vodos, Zunis, Corus, Delnis, Jhimas, Otanyn, Shalryn, Vlaryn, Wolyn,Aryn, Belthyn, Duthyn, Feloren.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Amphibious&#039;&#039;&#039;: Tritons can breathe underwater without aid, and traverse water hazards without penalties to movespeed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Low-Light Vision&#039;&#039;&#039;: Allows tritons to see better than normal in the dark.&lt;br /&gt;
&lt;br /&gt;
== Orc ==&lt;br /&gt;
Orcs are one of the largest of the playable races, averaging over 6 feet in height. While tritons are typically taller, orcs are generally heavier and more muscular in build. They are known for having powerful, bulky frames and possess an almost natural aptitude for battle.&lt;br /&gt;
&lt;br /&gt;
Their hues of hair and skin vary even more widely than humans, and their features are often intruded upon by tusk-like teeth protruding from the jaw. Orcs live approximately 60 years.&lt;br /&gt;
&lt;br /&gt;
Recently collected fragments of knowledge of the western plains has revealed a potential connection to the nomadic people who lived among the steppes. These tribes of orcs seemed to give services as guides to travelers seeking to cross the plains and offered fine silk native to the region in trade to nearby settlements - usually as luxurious garments or pieces of intricately woven fabrics to ward off The Sleeping Gods. While game and space was plentiful in the steppes, these tribes favored sportlike competition between khans to settle various disputes - some have claimed that the prophet Shentar originated or spent time with the tribes in life and helped shape this aspect of their culture.&lt;br /&gt;
&lt;br /&gt;
Orcs typically received a single name when born, and would refer to the name of their tribe much like a surname. Examples: Arban, Batuhan, Dzhambul, Erden, Erhi, Muunokhoi, Nekhii, Sarnai, Taban, Timur, Yuul.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Powerful Build&#039;&#039;&#039;: Orcs have an additional capacity of +1 Dash.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Darkvision&#039;&#039;&#039;: Orcs are able to see in the dark.&lt;/div&gt;</summary>
		<author><name>Weavejester</name></author>
	</entry>
	<entry>
		<id>https://wiki.risenholm.com/index.php?title=Death_Penalties&amp;diff=719</id>
		<title>Death Penalties</title>
		<link rel="alternate" type="text/html" href="https://wiki.risenholm.com/index.php?title=Death_Penalties&amp;diff=719"/>
		<updated>2020-12-31T15:23:24Z</updated>

		<summary type="html">&lt;p&gt;Weavejester: /* XP Debt */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Although death is not permanent for the Risen, it can be punishing, particularly for characters of high level.&lt;br /&gt;
&lt;br /&gt;
There are no penalties to dying and then being raised, but if you choose to respawn at the Well, the following penalties apply:&lt;br /&gt;
&lt;br /&gt;
* Loss of all Scar Seeds in your inventory&lt;br /&gt;
* An XP debt propotional to your level based on the table below&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Level !! XP Debt&lt;br /&gt;
|-&lt;br /&gt;
| 1-2 || 0&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 1% of total XP&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 5% of total XP&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 10% of total XP&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 15% of total XP&lt;br /&gt;
|-&lt;br /&gt;
| 7 || 20% of total XP&lt;br /&gt;
|-&lt;br /&gt;
| 8 || 25% of total XP&lt;br /&gt;
|-&lt;br /&gt;
| 9 || 30% of total XP&lt;br /&gt;
|-&lt;br /&gt;
| 10 || 35% of total XP&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== XP Debt ====&lt;br /&gt;
&lt;br /&gt;
XP debt won&#039;t ever cause your character to delevel, but must be worked off before you can gain XP again from creatures or Scars.&lt;br /&gt;
&lt;br /&gt;
Any XP normally gained from creatures or Scars goes to repaying your debt first. For example, if you have 100XP debt, and you earn 150XP from completing a Scar, you would cancel your debt and gain 50XP.&lt;br /&gt;
&lt;br /&gt;
In addition, any XP lost from either the Painter or through an Orb will also reduce your debt by the same amount. For example, if you give the Painter 400XP, they will give you 100 gold &#039;&#039;&#039;and&#039;&#039;&#039; reduce any XP debt by 400 as well.&lt;/div&gt;</summary>
		<author><name>Weavejester</name></author>
	</entry>
	<entry>
		<id>https://wiki.risenholm.com/index.php?title=Death_Penalties&amp;diff=718</id>
		<title>Death Penalties</title>
		<link rel="alternate" type="text/html" href="https://wiki.risenholm.com/index.php?title=Death_Penalties&amp;diff=718"/>
		<updated>2020-12-31T15:23:01Z</updated>

		<summary type="html">&lt;p&gt;Weavejester: /* XP Debt */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Although death is not permanent for the Risen, it can be punishing, particularly for characters of high level.&lt;br /&gt;
&lt;br /&gt;
There are no penalties to dying and then being raised, but if you choose to respawn at the Well, the following penalties apply:&lt;br /&gt;
&lt;br /&gt;
* Loss of all Scar Seeds in your inventory&lt;br /&gt;
* An XP debt propotional to your level based on the table below&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Level !! XP Debt&lt;br /&gt;
|-&lt;br /&gt;
| 1-2 || 0&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 1% of total XP&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 5% of total XP&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 10% of total XP&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 15% of total XP&lt;br /&gt;
|-&lt;br /&gt;
| 7 || 20% of total XP&lt;br /&gt;
|-&lt;br /&gt;
| 8 || 25% of total XP&lt;br /&gt;
|-&lt;br /&gt;
| 9 || 30% of total XP&lt;br /&gt;
|-&lt;br /&gt;
| 10 || 35% of total XP&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== XP Debt ====&lt;br /&gt;
&lt;br /&gt;
XP debt won&#039;t ever cause your character to delevel, but must be worked off before you can gain XP again from creatures or Scars.&lt;br /&gt;
&lt;br /&gt;
Any XP normally gained from creatures or Scars goes to repaying your debt first. For example, if you have 100XP debt, and you earn 150XP from completing a Scar, you would cancel your debt and gain 50XP.&lt;br /&gt;
&lt;br /&gt;
In addition, any XP lost from either the Painter or through an Orb will also reduce your debt by the same amount. For example, if you give the painter 400XP, they will give you 100 gold &#039;&#039;&#039;and&#039;&#039;&#039; reduce any XP debt by 400 as well.&lt;/div&gt;</summary>
		<author><name>Weavejester</name></author>
	</entry>
	<entry>
		<id>https://wiki.risenholm.com/index.php?title=Death_Penalties&amp;diff=717</id>
		<title>Death Penalties</title>
		<link rel="alternate" type="text/html" href="https://wiki.risenholm.com/index.php?title=Death_Penalties&amp;diff=717"/>
		<updated>2020-12-31T15:21:41Z</updated>

		<summary type="html">&lt;p&gt;Weavejester: Created page with &amp;quot;Although death is not permanent for the Risen, it can be punishing, particularly for characters of high level.  There are no penalties to dying and then being raised, but if y...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Although death is not permanent for the Risen, it can be punishing, particularly for characters of high level.&lt;br /&gt;
&lt;br /&gt;
There are no penalties to dying and then being raised, but if you choose to respawn at the Well, the following penalties apply:&lt;br /&gt;
&lt;br /&gt;
* Loss of all Scar Seeds in your inventory&lt;br /&gt;
* An XP debt propotional to your level based on the table below&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Level !! XP Debt&lt;br /&gt;
|-&lt;br /&gt;
| 1-2 || 0&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 1% of total XP&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 5% of total XP&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 10% of total XP&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 15% of total XP&lt;br /&gt;
|-&lt;br /&gt;
| 7 || 20% of total XP&lt;br /&gt;
|-&lt;br /&gt;
| 8 || 25% of total XP&lt;br /&gt;
|-&lt;br /&gt;
| 9 || 30% of total XP&lt;br /&gt;
|-&lt;br /&gt;
| 10 || 35% of total XP&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== XP Debt ====&lt;br /&gt;
&lt;br /&gt;
XP debt won&#039;t ever cause your character to delevel, but must be worked off before you can gain XP again from creatures or Scars.&lt;br /&gt;
&lt;br /&gt;
Any XP normally gained from creatures or Scars goes to repaying your debt first. For example, if you have 100XP debt, and you earn 150XP from completing a Scar, you would cancel your debt and gain 50XP.&lt;br /&gt;
&lt;br /&gt;
In addition, any XP lost from either the Painter or through an Orb will also reduce your debt by the same amount. For example, if you give the painter 400XP, they will give you 100 gold **and** reduce any XP debt by 400 as well.&lt;/div&gt;</summary>
		<author><name>Weavejester</name></author>
	</entry>
	<entry>
		<id>https://wiki.risenholm.com/index.php?title=Main_Page&amp;diff=716</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.risenholm.com/index.php?title=Main_Page&amp;diff=716"/>
		<updated>2020-12-31T15:02:39Z</updated>

		<summary type="html">&lt;p&gt;Weavejester: /* Mechanics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&amp;lt;blockquote&amp;gt;&amp;lt;q&amp;gt;You who inherit tomorrow: We have sacrificed everything so that you might live on free of the burdens of our folly. Live for the future, for there is naught but sorrow behind you.&amp;lt;/q&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Scars of Risenholm takes place in an original fantasy setting, unrelated and unconnected to The Forgotten Realms or other popular D&amp;amp;D settings. Players take the role of near immortal amnesiacs crawling out of a mystical “well” within the settlement of Risenholm and are encouraged to engage with the local institutions or forge their own trail through the strange realm and circumstances they find themselves in.&lt;br /&gt;
&lt;br /&gt;
===== Server Features =====&lt;br /&gt;
*A unique setting that emphasizes the strange and metaphysical while retaining touchstone fantasy elements.&lt;br /&gt;
*A completely overhauled mechanical experience for level 1-10 characters consisting of a less restrictive class and skill system and combat that prioritizes active abilities and recharging resources.&lt;br /&gt;
*An original soundtrack composed by Edelweiss Records - replacing every track in the vanilla NWN game.&lt;br /&gt;
*Extensive scripting for immersive chat experiences, overhauled stealth system, and in-game long distance/persistent communications.&lt;br /&gt;
*A server run by a diverse and LGBTQ+ friendly community with a zero tolerance policy to harassment, bigotry, and other chud behaviors.&lt;br /&gt;
&lt;br /&gt;
===== Early Access =====&lt;br /&gt;
The server will be open to the public for an early access period beginning on &#039;&#039;&#039;December 27th, 2020 at 05:00PM GMT &#039;&#039;&#039;. This early access period will be a chance for us to fix bugs, test server stability and make balance adjustments to the mechanical systems. &lt;br /&gt;
*We do not anticipate performing a vault wipe when the early access period is over. &lt;br /&gt;
*Expect a multitude of minor changes made to class and server features and occasional server resets.&lt;br /&gt;
*Those interested in DMing or Building for the project after trying out the server are welcome to talk to the staff about opportunities.&lt;br /&gt;
*[https://discord.gg/4aSVzMqsnV Access our community Discord here]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Table of Contents ==&lt;br /&gt;
===New Players Start Here===&lt;br /&gt;
* [[Server Rules and Player Expectations]]&lt;br /&gt;
* [[:Media:SoR_Player_Setting_Guide.pdf ‎|New Player Setting Guide]]&lt;br /&gt;
* [[:Media:SoR_Player_Mechanics_Quickstart.pdf|New Player Mechanics Guide]]&lt;br /&gt;
&lt;br /&gt;
===Setting Details===&lt;br /&gt;
* [[Setting Themes and Overall Ambitions]]&lt;br /&gt;
* [[Risenholm, Within and Without]]&lt;br /&gt;
* [[Notable NPCs]]&lt;br /&gt;
* [[Timeline]]&lt;br /&gt;
* [[&amp;quot;Power&amp;quot;]]&lt;br /&gt;
* [[Religions]]&lt;br /&gt;
&lt;br /&gt;
===Mechanics===&lt;br /&gt;
* [[General Mechanics Information]]&lt;br /&gt;
* [[Chat Commands and Roleplay Systems]]&lt;br /&gt;
* [[Playable Races]]&lt;br /&gt;
* Classes and Archetypes&lt;br /&gt;
** [[Barbarian]]&lt;br /&gt;
** [[Bard]]&lt;br /&gt;
** [[Cleric]]&lt;br /&gt;
** [[Druid]]&lt;br /&gt;
** [[Fighter]]&lt;br /&gt;
** [[Monk]]&lt;br /&gt;
** [[Paladin]]&lt;br /&gt;
** [[Ranger]]&lt;br /&gt;
** [[Rogue]]&lt;br /&gt;
** [[Sorcerer]]&lt;br /&gt;
** [[Wizard]]&lt;br /&gt;
* [[Skills]]&lt;br /&gt;
* [[Feats]]&lt;br /&gt;
* [[Spells]]&lt;br /&gt;
* [[Equipment and Itemization]]&lt;br /&gt;
* [[Alchemy and Crafting]]&lt;br /&gt;
* [[Death Penalties]]&lt;br /&gt;
* [[Known Issues]]&lt;/div&gt;</summary>
		<author><name>Weavejester</name></author>
	</entry>
	<entry>
		<id>https://wiki.risenholm.com/index.php?title=Main_Page&amp;diff=715</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.risenholm.com/index.php?title=Main_Page&amp;diff=715"/>
		<updated>2020-12-30T16:19:33Z</updated>

		<summary type="html">&lt;p&gt;Weavejester: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&amp;lt;blockquote&amp;gt;&amp;lt;q&amp;gt;You who inherit tomorrow: We have sacrificed everything so that you might live on free of the burdens of our folly. Live for the future, for there is naught but sorrow behind you.&amp;lt;/q&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Scars of Risenholm takes place in an original fantasy setting, unrelated and unconnected to The Forgotten Realms or other popular D&amp;amp;D settings. Players take the role of near immortal amnesiacs crawling out of a mystical “well” within the settlement of Risenholm and are encouraged to engage with the local institutions or forge their own trail through the strange realm and circumstances they find themselves in.&lt;br /&gt;
&lt;br /&gt;
===== Server Features =====&lt;br /&gt;
*A unique setting that emphasizes the strange and metaphysical while retaining touchstone fantasy elements.&lt;br /&gt;
*A completely overhauled mechanical experience for level 1-10 characters consisting of a less restrictive class and skill system and combat that prioritizes active abilities and recharging resources.&lt;br /&gt;
*An original soundtrack composed by Edelweiss Records - replacing every track in the vanilla NWN game.&lt;br /&gt;
*Extensive scripting for immersive chat experiences, overhauled stealth system, and in-game long distance/persistent communications.&lt;br /&gt;
*A server run by a diverse and LGBTQ+ friendly community with a zero tolerance policy to harassment, bigotry, and other chud behaviors.&lt;br /&gt;
&lt;br /&gt;
===== Early Access =====&lt;br /&gt;
The server will be open to the public for an early access period beginning on &#039;&#039;&#039;December 27th, 2020 at 05:00PM GMT &#039;&#039;&#039;. This early access period will be a chance for us to fix bugs, test server stability and make balance adjustments to the mechanical systems. &lt;br /&gt;
*We do not anticipate performing a vault wipe when the early access period is over. &lt;br /&gt;
*Expect a multitude of minor changes made to class and server features and occasional server resets.&lt;br /&gt;
*Those interested in DMing or Building for the project after trying out the server are welcome to talk to the staff about opportunities.&lt;br /&gt;
*[https://discord.gg/4aSVzMqsnV Access our community Discord here]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Table of Contents ==&lt;br /&gt;
===New Players Start Here===&lt;br /&gt;
* [[Server Rules and Player Expectations]]&lt;br /&gt;
* [[:Media:SoR_Player_Setting_Guide.pdf ‎|New Player Setting Guide]]&lt;br /&gt;
* [[:Media:SoR_Player_Mechanics_Quickstart.pdf|New Player Mechanics Guide]]&lt;br /&gt;
&lt;br /&gt;
===Setting Details===&lt;br /&gt;
* [[Setting Themes and Overall Ambitions]]&lt;br /&gt;
* [[Risenholm, Within and Without]]&lt;br /&gt;
* [[Notable NPCs]]&lt;br /&gt;
* [[Timeline]]&lt;br /&gt;
* [[&amp;quot;Power&amp;quot;]]&lt;br /&gt;
* [[Religions]]&lt;br /&gt;
&lt;br /&gt;
===Mechanics===&lt;br /&gt;
* [[General Mechanics Information]]&lt;br /&gt;
* [[Chat Commands and Roleplay Systems]]&lt;br /&gt;
* [[Playable Races]]&lt;br /&gt;
* Classes and Archetypes&lt;br /&gt;
** [[Barbarian]]&lt;br /&gt;
** [[Bard]]&lt;br /&gt;
** [[Cleric]]&lt;br /&gt;
** [[Druid]]&lt;br /&gt;
** [[Fighter]]&lt;br /&gt;
** [[Monk]]&lt;br /&gt;
** [[Paladin]]&lt;br /&gt;
** [[Ranger]]&lt;br /&gt;
** [[Rogue]]&lt;br /&gt;
** [[Sorcerer]]&lt;br /&gt;
** [[Wizard]]&lt;br /&gt;
* [[Skills]]&lt;br /&gt;
* [[Feats]]&lt;br /&gt;
* [[Spells]]&lt;br /&gt;
* [[Equipment and Itemization]]&lt;br /&gt;
* [[Alchemy and Crafting]]&lt;br /&gt;
* [[Known Issues]]&lt;/div&gt;</summary>
		<author><name>Weavejester</name></author>
	</entry>
	<entry>
		<id>https://wiki.risenholm.com/index.php?title=Chat_Commands_and_Roleplay_Systems&amp;diff=563</id>
		<title>Chat Commands and Roleplay Systems</title>
		<link rel="alternate" type="text/html" href="https://wiki.risenholm.com/index.php?title=Chat_Commands_and_Roleplay_Systems&amp;diff=563"/>
		<updated>2020-12-26T00:42:32Z</updated>

		<summary type="html">&lt;p&gt;Weavejester: /* OOC Communication */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Chat Commands ==&lt;br /&gt;
[[File:Chat_examples.png  |thumb|Examples of in-game text.]]&lt;br /&gt;
=== Standard Conversations and Text Emotes ===&lt;br /&gt;
&lt;br /&gt;
The chat system will automatically punctuate sentences and place spoken words into quotations. In these examples, we will assume the character you are playing is named &amp;quot;Yasia&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;/talk i am talking normally&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Outputs: &lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;quot;I am talking normally.&amp;quot;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
Asterisks (*) between words indicates an action your character is emoting.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;*waves to you*&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Outputs: &lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;span style=&amp;quot;color: green;&amp;quot;&amp;gt;Yasia waves to you.&amp;lt;/span&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Capitalizing the first letter in the emote removes the character&#039;s name from the emote.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;*Waves to you*&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Outputs: &lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;span style=&amp;quot;color: green;&amp;quot;&amp;gt;Waves to you.&amp;lt;/span&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
These can be combined into a single message:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;/talk i am talking normally *waves to you* here I am&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Outputs:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt; &amp;quot;I am talking normally.&amp;quot; &amp;lt;span style=&amp;quot;color: green;&amp;quot;&amp;gt;Yasia waves to you.&amp;lt;/span&amp;gt; &amp;quot;Here I am.&amp;quot;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Spoken words your characters can hear from a distance are indicated by grey text - this text becomes lighter depending on how far away the character who spoke it is.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt; &amp;lt;span style=&amp;quot;color: Blue;&amp;quot;&amp;gt;Bohemond Ventris:&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color: silver;&amp;quot;&amp;gt;&amp;quot;I can&#039;t find Yasia anywhere...&amp;quot;&amp;lt;/span&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
The shout channel can be utilized to make your character heard from a greater distance in the same area. Shouts are not registered server wide like default NWN behavior.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;/shout i am now shouting&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Outputs:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt; &amp;lt;span style=&amp;quot;color: yellow;&amp;quot;&amp;gt;[Shout]&amp;lt;/span&amp;gt; &amp;quot;I am now shouting.&amp;quot;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== OOC Communication ===&lt;br /&gt;
Out of character information can be communicated by preceding the text with &amp;quot;//&amp;quot; or &amp;quot;/ooc&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Animated Emotes ===&lt;br /&gt;
By inputting a &amp;quot;/&amp;quot; followed by a emote, your character will perform the appropriate animation in the game world. The following emotes are available:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
/bow&lt;br /&gt;
/duck&lt;br /&gt;
/dodge&lt;br /&gt;
/drink&lt;br /&gt;
/wave&lt;br /&gt;
/lookleft&lt;br /&gt;
/lookright&lt;br /&gt;
/bored&lt;br /&gt;
/scratch&lt;br /&gt;
/read&lt;br /&gt;
/salute&lt;br /&gt;
/steal&lt;br /&gt;
/taunt&lt;br /&gt;
/victory1&lt;br /&gt;
/victory2&lt;br /&gt;
/victory3&lt;br /&gt;
/conjure1&lt;br /&gt;
/conjure2&lt;br /&gt;
/proneback&lt;br /&gt;
/pronefront&lt;br /&gt;
/getlow&lt;br /&gt;
/getmid&lt;br /&gt;
/nod&lt;br /&gt;
/lookfar&lt;br /&gt;
/pray&lt;br /&gt;
/stand&lt;br /&gt;
/sit&lt;br /&gt;
/spasm&lt;br /&gt;
/rage&lt;br /&gt;
/laugh&lt;br /&gt;
/talk&lt;br /&gt;
/plead&lt;br /&gt;
/worship&lt;br /&gt;
/headache&lt;br /&gt;
/cross&lt;br /&gt;
/beckon&lt;br /&gt;
/crouch&lt;br /&gt;
/point&lt;br /&gt;
/think&lt;br /&gt;
/sleep&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You can chain these animations with regular chat using the systems above. For example, you could input &amp;quot;/wave hello&amp;quot; and Yasia&#039;s model would wave and say &amp;quot;Hello.&amp;quot; in the chat window.&lt;br /&gt;
&lt;br /&gt;
=== System Commands ===&lt;br /&gt;
&lt;br /&gt;
The following commands are available for use at your discretion:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;/hide cloak&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
Will hide your character&#039;s cloak model from being visible&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;/hide helmet&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
Will hide your character&#039;s helmet model from being visible&lt;/div&gt;</summary>
		<author><name>Weavejester</name></author>
	</entry>
	<entry>
		<id>https://wiki.risenholm.com/index.php?title=Main_Page&amp;diff=562</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.risenholm.com/index.php?title=Main_Page&amp;diff=562"/>
		<updated>2020-12-26T00:23:24Z</updated>

		<summary type="html">&lt;p&gt;Weavejester: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&amp;lt;blockquote&amp;gt;&amp;lt;q&amp;gt;You who inherit tomorrow: We have sacrificed everything so that you might live on free of the burdens of our folly. Live for the future, for there is naught but sorrow behind you.&amp;lt;/q&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Scars of Risenholm takes place in an original fantasy setting, unrelated and unconnected to The Forgotten Realms or other popular D&amp;amp;D settings. Players take the role of near immortal amnesiacs crawling out of a mystical “well” within the settlement of Risenholm and are encouraged to engage with the local institutions or forge their own trail through the strange realm and circumstances they find themselves in.&lt;br /&gt;
&lt;br /&gt;
===== Server Features =====&lt;br /&gt;
*A unique setting that emphasizes the strange and metaphysical while retaining touchstone fantasy elements.&lt;br /&gt;
*A completely overhauled mechanical experience for level 1-10 characters consisting of a less restrictive class and skill system and combat that prioritizes active abilities and recharging resources.&lt;br /&gt;
*An original soundtrack composed by Edelweiss Records - replacing every track in the vanilla NWN game.&lt;br /&gt;
*Extensive scripting for immersive chat experiences, overhauled stealth system, and in-game long distance/persistent communications.&lt;br /&gt;
*A server run by a diverse and LGBTQ+ friendly community with a zero tolerance policy to harassment, bigotry, and other chud behaviors.&lt;br /&gt;
&lt;br /&gt;
===== Early Access =====&lt;br /&gt;
The server will be open to the public for an early access period beginning on &#039;&#039;&#039;December 27th, 2020&#039;&#039;&#039;. This early access period will be a chance for us to test server stability, DMing tools, and make balance adjustments to the mechanical systems. &lt;br /&gt;
*We do not anticipate performing a vault wipe when the early access period is over. &lt;br /&gt;
*Expect a multitude of minor changes made to class and server features and occasional server resets.&lt;br /&gt;
*Those interested in DMing or Building for the project after trying out the server are welcome to talk to the staff about opportunities.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Table of Contents ==&lt;br /&gt;
===New Players Start Here===&lt;br /&gt;
* [[Server Rules and Player Expectations]]&lt;br /&gt;
* [[:Media:|New Player Setting Guide]]&lt;br /&gt;
* [[:Media:SoR_Player_Mechanics_Quickstart.pdf|New Player Mechanics Guide]]&lt;br /&gt;
&lt;br /&gt;
===Setting Details===&lt;br /&gt;
* [[Setting Themes and Overall Ambitions]]&lt;br /&gt;
* [[Risenholm, Within and Without]]&lt;br /&gt;
* [[Notable NPCs]]&lt;br /&gt;
* [[Timeline]]&lt;br /&gt;
* [[&amp;quot;Power&amp;quot;]]&lt;br /&gt;
* [[Religions]]&lt;br /&gt;
&lt;br /&gt;
===Mechanics===&lt;br /&gt;
* [[General Mechanics Information]]&lt;br /&gt;
* [[Chat Commands and Roleplay Systems]]&lt;br /&gt;
* [[Playable Races]]&lt;br /&gt;
* Classes and Archetypes&lt;br /&gt;
** [[Barbarian]]&lt;br /&gt;
** [[Bard]]&lt;br /&gt;
** [[Cleric]]&lt;br /&gt;
** [[Druid]]&lt;br /&gt;
** [[Fighter]]&lt;br /&gt;
** [[Monk]]&lt;br /&gt;
** [[Paladin]]&lt;br /&gt;
** [[Ranger]]&lt;br /&gt;
** [[Rogue]]&lt;br /&gt;
** [[Sorcerer]]&lt;br /&gt;
** [[Wizard]]&lt;br /&gt;
* [[Skills]]&lt;br /&gt;
* [[Feats]]&lt;br /&gt;
* [[Spells]]&lt;br /&gt;
* [[Equipment and Itemization]]&lt;br /&gt;
* [[Alchemy and Crafting]]&lt;br /&gt;
* [[Known Issues]]&lt;/div&gt;</summary>
		<author><name>Weavejester</name></author>
	</entry>
	<entry>
		<id>https://wiki.risenholm.com/index.php?title=Main_Page&amp;diff=561</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.risenholm.com/index.php?title=Main_Page&amp;diff=561"/>
		<updated>2020-12-26T00:22:41Z</updated>

		<summary type="html">&lt;p&gt;Weavejester: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;q&amp;gt;You who inherit tomorrow: We have sacrificed everything so that you might live on free of the burdens of our folly. Live for the future, for there is naught but sorrow behind you.&amp;lt;/q&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Scars of Risenholm takes place in an original fantasy setting, unrelated and unconnected to The Forgotten Realms or other popular D&amp;amp;D settings. Players take the role of near immortal amnesiacs crawling out of a mystical “well” within the settlement of Risenholm and are encouraged to engage with the local institutions or forge their own trail through the strange realm and circumstances they find themselves in.&lt;br /&gt;
&lt;br /&gt;
===== Server Features =====&lt;br /&gt;
*A unique setting that emphasizes the strange and metaphysical while retaining touchstone fantasy elements.&lt;br /&gt;
*A completely overhauled mechanical experience for level 1-10 characters consisting of a less restrictive class and skill system and combat that prioritizes active abilities and recharging resources.&lt;br /&gt;
*An original soundtrack composed by Edelweiss Records - replacing every track in the vanilla NWN game.&lt;br /&gt;
*Extensive scripting for immersive chat experiences, overhauled stealth system, and in-game long distance/persistent communications.&lt;br /&gt;
*A server run by a diverse and LGBTQ+ friendly community with a zero tolerance policy to harassment, bigotry, and other chud behaviors.&lt;br /&gt;
&lt;br /&gt;
===== Early Access =====&lt;br /&gt;
The server will be open to the public for an early access period beginning on &#039;&#039;&#039;December 27th, 2020&#039;&#039;&#039;. This early access period will be a chance for us to test server stability, DMing tools, and make balance adjustments to the mechanical systems. &lt;br /&gt;
*We do not anticipate performing a vault wipe when the early access period is over. &lt;br /&gt;
*Expect a multitude of minor changes made to class and server features and occasional server resets.&lt;br /&gt;
*Those interested in DMing or Building for the project after trying out the server are welcome to talk to the staff about opportunities.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Table of Contents ==&lt;br /&gt;
===New Players Start Here===&lt;br /&gt;
* [[Server Rules and Player Expectations]]&lt;br /&gt;
* [[:Media:|New Player Setting Guide]]&lt;br /&gt;
* [[:Media:SoR_Player_Mechanics_Quickstart.pdf|New Player Mechanics Guide]]&lt;br /&gt;
&lt;br /&gt;
===Setting Details===&lt;br /&gt;
* [[Setting Themes and Overall Ambitions]]&lt;br /&gt;
* [[Risenholm, Within and Without]]&lt;br /&gt;
* [[Notable NPCs]]&lt;br /&gt;
* [[Timeline]]&lt;br /&gt;
* [[&amp;quot;Power&amp;quot;]]&lt;br /&gt;
* [[Religions]]&lt;br /&gt;
&lt;br /&gt;
===Mechanics===&lt;br /&gt;
* [[General Mechanics Information]]&lt;br /&gt;
* [[Chat Commands and Roleplay Systems]]&lt;br /&gt;
* [[Playable Races]]&lt;br /&gt;
* Classes and Archetypes&lt;br /&gt;
** [[Barbarian]]&lt;br /&gt;
** [[Bard]]&lt;br /&gt;
** [[Cleric]]&lt;br /&gt;
** [[Druid]]&lt;br /&gt;
** [[Fighter]]&lt;br /&gt;
** [[Monk]]&lt;br /&gt;
** [[Paladin]]&lt;br /&gt;
** [[Ranger]]&lt;br /&gt;
** [[Rogue]]&lt;br /&gt;
** [[Sorcerer]]&lt;br /&gt;
** [[Wizard]]&lt;br /&gt;
* [[Skills]]&lt;br /&gt;
* [[Feats]]&lt;br /&gt;
* [[Spells]]&lt;br /&gt;
* [[Equipment and Itemization]]&lt;br /&gt;
* [[Alchemy and Crafting]]&lt;br /&gt;
* [[Known Issues]]&lt;/div&gt;</summary>
		<author><name>Weavejester</name></author>
	</entry>
	<entry>
		<id>https://wiki.risenholm.com/index.php?title=General_Mechanics_Information&amp;diff=408</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=408"/>
		<updated>2020-12-24T01:12:18Z</updated>

		<summary type="html">&lt;p&gt;Weavejester: /* Maneuvers */&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 eight 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;
== 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&#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;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.&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.&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>Weavejester</name></author>
	</entry>
	<entry>
		<id>https://wiki.risenholm.com/index.php?title=Fighter&amp;diff=249</id>
		<title>Fighter</title>
		<link rel="alternate" type="text/html" href="https://wiki.risenholm.com/index.php?title=Fighter&amp;diff=249"/>
		<updated>2020-12-20T22:20:08Z</updated>

		<summary type="html">&lt;p&gt;Weavejester: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Fighters draw Power from the Primal energy within themselves, pushing their minds and bodies to the absolute limit in the midst of combat. Their mastery of maneuver usage and general martial combat effectiveness make them a premiere melee or ranged warrior with a very active playstyle. Fighter archetypes enhances the basic warrior with unique maneuvers and a focus on reliable damage, tanking, or support roles.&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 most maneuvers like Knockdown. It also provides bonuses to your Fortitude or Reflex save.&lt;br /&gt;
:&#039;&#039;&#039;Dexterity&#039;&#039;&#039; allows you to maximize Armor Class from light/medium armors and improves your Reflex save.&lt;br /&gt;
:&#039;&#039;&#039;Constitution&#039;&#039;&#039; increases your survivability in raw hit points and contributing to your Fortitude save. &lt;br /&gt;
:&#039;&#039;&#039;Intelligence&#039;&#039;&#039; contributes to your maximum maneuver pool and Reflex save.&lt;br /&gt;
:&#039;&#039;&#039;Wisdom&#039;&#039;&#039; contributes to your Will save.&lt;br /&gt;
:&#039;&#039;&#039;Charisma&#039;&#039;&#039; contributes to your Will save and support maneuvers such as &amp;quot;Commander Strike&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Vitals ==&lt;br /&gt;
:&#039;&#039;&#039;Hit Points per level&#039;&#039;&#039;: 10&lt;br /&gt;
:&#039;&#039;&#039;Proficiencies&#039;&#039;&#039;: Armor (Light,Medium, Heavy), Shields, Weapons (Simple, Martial)&lt;br /&gt;
:&#039;&#039;&#039;Skill Points per level&#039;&#039;&#039;: 6&lt;br /&gt;
:&#039;&#039;&#039;Skills&#039;&#039;&#039;: All&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Level&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Feature&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Bonus Feat&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Hard Target I, Battle Master I&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Archetype Feature I, Bonus Feat&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|Hard Target II, Precision I&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|Bonus Feat, Battle Master II&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|Archetype Feature II, Hard Target III&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|Bonus Feat, Battle Master III&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|Hard Target IV&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|Archetype Feature III, Bonus Feat, Battle Master IV, Precision II&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Fighter Core Mechanics ==&lt;br /&gt;
=== &#039;&#039;&#039;Bonus Feats&#039;&#039;&#039; ===&lt;br /&gt;
The character gains an array of bonus feats. The following feats are available: Blind Fight, Cleave, Combat Maneuvers (Any), Combat Styles (Any), Deflect Arrows, Evasion, Improved Unarmed Strike.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Hard Target&#039;&#039;&#039; ===&lt;br /&gt;
A Fighter gains a Damage Immunity Bonus commensurate with their class level, as follows:&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;Damage Immunity&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
| 5%&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
| 10%&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
| 15%&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
| 20%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Battle Master&#039;&#039;&#039; ===&lt;br /&gt;
Fighters are supremely proficient in the use of Maneuvers, and gain the following benefits:&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;Maneuver Bonus&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
| Gain &#039;&#039;Mass Maneuvers&#039;&#039; feat for free&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
| +3 Maneuvers Cap&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
| +2 Maneuver DCs&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
| +1 Maneuver Regained on Kill&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Precision&#039;&#039;&#039; ===&lt;br /&gt;
Fighters are notorious for their accuracy with weapons, and receive the following:&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;Accuracy Bonus&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
| +1 AB&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
| +2 AB&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Archetypes ==&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Vanquisher&#039;&#039;&#039; ===&lt;br /&gt;
&#039;&#039; &amp;quot;This is the end.&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;Backswing&#039;&#039;&#039;&lt;br /&gt;
| When you miss an attack, gain an extra attack for one round.&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|&#039;&#039;&#039;Vanquishing&#039;&#039;&#039;&lt;br /&gt;
| When you use a Maneuver that differs from the last you performed, you gain a stack of Vanquishing. Each stack of Vanquishing confers a damage bonus dependent on your equipped weapon style: Single-Weapon, Shield, or Implement +5, Great-Weapon or Crossbow +3, and Dual Wielding or Bow +2. These stacks last for one minute, with the duration refreshed when a stack is gained. You may have a maximum of four stacks at any one time.&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|&#039;&#039;&#039;Flawless Technique&#039;&#039;&#039;&lt;br /&gt;
| Landing a successful Maneuver on an enemy while you have stacks of Vanquishing will deal 2d6 points of damage per stack.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Juggernaut&#039;&#039;&#039; ===&lt;br /&gt;
&#039;&#039; &amp;quot;I have no interest in last stands. This shall be one of many.&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;Inertia&#039;&#039;&#039;&lt;br /&gt;
| Your damage immunity from Hard Target increases by 10%.&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|&#039;&#039;&#039;Momentum&#039;&#039;&#039;&lt;br /&gt;
| When you land a successful Maneuver on an opponent, gain temporary hit points equal to 10% of your maximum hit points for two rounds.&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|&#039;&#039;&#039;Pendulum&#039;&#039;&#039;&lt;br /&gt;
| You gain a unique Maneuver, Pendulum. You begin recording the damage you receive for one round. At the end of this round, you gain a Damage Reduction shield with a threshold equal to the largest single instance of damage taken during this period, with an absorption limit of the total damage received. This barrier lasts for one minute, and overwrites any existing instances of itself.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Marshal&#039;&#039;&#039; ===&lt;br /&gt;
&#039;&#039; &amp;quot;I shall carve the path to victory. I ask only that you know how to follow.&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;Hard Corps&#039;&#039;&#039;&lt;br /&gt;
| When using a Maneuver, you grant the effects of your Hard Target class feature to all allies within 10m of you for 1 + Charisma modifier rounds.&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|&#039;&#039;&#039;Lead by Example&#039;&#039;&#039;&lt;br /&gt;
| When you expend a Maneuver, allies within 10m of you receive the effects of your Precision class feature for a number of rounds equal to 1 + Charisma modifier.&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|&#039;&#039;&#039;Rally&#039;&#039;&#039;&lt;br /&gt;
| You gain access to a unique Maneuver, Rally. This targets one ally. That ally is cleared of any negative effects, receives a damage bonus equal to 1 + Charisma modifier (minimum 1) for one minute, and gains temporary hit points equivalent to the healing value of a Cure Moderate Wounds spell. When these temporary hitpoints are lost, the damage bonus is also lost. If at or below 0 hit points, the target is also revived as if by a Raise Dead spell. Mass: Apply these same effects to all allies within 10m of the target.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Weavejester</name></author>
	</entry>
	<entry>
		<id>https://wiki.risenholm.com/index.php?title=Main_Page&amp;diff=107</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.risenholm.com/index.php?title=Main_Page&amp;diff=107"/>
		<updated>2020-12-16T04:20:42Z</updated>

		<summary type="html">&lt;p&gt;Weavejester: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;blockquote&amp;gt;&amp;lt;q&amp;gt;You who inherit tomorrow: We have sacrificed everything so that you might live on free of the burdens of our folly. Live for the future, for there is naught but sorrow behind you.&amp;lt;/q&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Scars of Risenholm takes place in an original fantasy setting, unrelated and unconnected to The Forgotten Realms or other popular D&amp;amp;D settings. Players take the role of near immortal amnesiacs crawling out of a mystical “well” within the settlement of Risenholm and are encouraged to engage with the local institutions or forge their own trail through the strange realm and circumstances they find themselves in.&lt;br /&gt;
&lt;br /&gt;
== Table of Contents ==&lt;br /&gt;
===Setting Details===&lt;br /&gt;
* [[New Player Setting Guide]]&lt;br /&gt;
* [[Notable NPCs]]&lt;br /&gt;
* [[Magic]]&lt;br /&gt;
* [[Religions]]&lt;br /&gt;
* [[Risenholm Organisations]]&lt;br /&gt;
* [[Server Tone and Themes]]&lt;br /&gt;
* [[Timeline]]&lt;br /&gt;
&lt;br /&gt;
===Mechanics===&lt;br /&gt;
* [[New Player Mechanics Guide]]&lt;br /&gt;
* [[Alchemy and Crafting]]&lt;br /&gt;
* [[Weapons]]&lt;br /&gt;
* Classes and Archetypes&lt;br /&gt;
** [[Barbarian]]&lt;br /&gt;
** [[Bard]]&lt;br /&gt;
** [[Cleric]]&lt;br /&gt;
** [[Druid]]&lt;br /&gt;
** [[Fighter]]&lt;br /&gt;
** [[Monk]]&lt;br /&gt;
** [[Paladin]]&lt;br /&gt;
** [[Ranger]]&lt;br /&gt;
** [[Rogue]]&lt;br /&gt;
** [[Sorcerer]]&lt;br /&gt;
** [[Wizard]]&lt;br /&gt;
* [[Feats]]&lt;br /&gt;
* [[Spells]]&lt;br /&gt;
* [[Skills]]&lt;/div&gt;</summary>
		<author><name>Weavejester</name></author>
	</entry>
	<entry>
		<id>https://wiki.risenholm.com/index.php?title=Timeline&amp;diff=37</id>
		<title>Timeline</title>
		<link rel="alternate" type="text/html" href="https://wiki.risenholm.com/index.php?title=Timeline&amp;diff=37"/>
		<updated>2020-11-16T00:10:22Z</updated>

		<summary type="html">&lt;p&gt;Weavejester: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Year!!Events&lt;br /&gt;
|-&lt;br /&gt;
|?&amp;amp;nbsp;BR&lt;br /&gt;
|A civilization capable of magic and engineering far in advance of the present appears to have existed at some point in the distant past. Colloquially referred to as the Ancients, or the Ancient Empire, little is known about them, other than that they disappeared abruptly long ago.&lt;br /&gt;
|-&lt;br /&gt;
|?&amp;amp;nbsp;BR&lt;br /&gt;
|At least one later civilization is known from its echos embedded in Scars near Risenholm, known to Risenholm as the Fidenzans, though they did not call themselves that. This society was less advanced than the Ancients, and appears to have been deeply invested in recovering Ancient knowledge. As with the Ancients, the Fidenzans also abruptly vanish many years prior to the founding of Risenholm.&lt;br /&gt;
|-&lt;br /&gt;
|1&amp;amp;nbsp;BR&lt;br /&gt;
|The first people emerge from the Well. The area around the Well is heavily forested, with greenery tangling through ruined structures. Agnes Vollan becomes a leader in the early community. Work begins on clearing out the surrounding forest and ruined stonework. &lt;br /&gt;
|-&lt;br /&gt;
|0&amp;amp;nbsp;AR&lt;br /&gt;
|Risenholm is officially founded after the construction of the First House, the structure now used as the home of the Elder. Further clearing of the area, and ongoing building efforts takes many years, and is still an ongoing process. &lt;br /&gt;
|-&lt;br /&gt;
|1&amp;amp;nbsp;AR&lt;br /&gt;
|Thommald Vollan enters a Scar for the first time. He brings back knowledge of how local monsters are made from Scars, and discovers the first Forging Seeds. Bazik Bronzebrow heads up a small independent group to harvest resources from Scars. They coin the term &#039;&#039;Scar Hunters&#039;&#039;. Foresting and construction work accelerates as metal tools are forged from scavenged Scar-stuff.&lt;br /&gt;
|-&lt;br /&gt;
|3&amp;amp;nbsp;AR&lt;br /&gt;
|The Well continues to throw out groups of people every few months. The village grows to meet their needs, and older members of the community began to take up positions of power to oversee the town’s development. The position of Elder is given to Agnes Vollan. She forms a council of Advisors who represent the larger power blocs in Risenholm.  &lt;br /&gt;
|-&lt;br /&gt;
|5&amp;amp;nbsp;AR&lt;br /&gt;
|In order to deal with internal policing and overseeing external protection, Thommald Vollan becomes the first Reeve, and recruits many of the woodcutters as volunteers. The first small fishing vessels are constructed.&lt;br /&gt;
|-&lt;br /&gt;
|6&amp;amp;nbsp;AR&lt;br /&gt;
|Thommald and Agnes marry, taking the surname Vollan. The birth of their only son, Thommald Junior, follows shortly after.&lt;br /&gt;
|-&lt;br /&gt;
|14&amp;amp;nbsp;AR&lt;br /&gt;
|The process of clearing out trees in order to turn a patch of land into usable farmland is an intense process that takes up many years of work. As this process reaches its final stages, the Fordren Mill is built to process the grain from the farmlands. It’s hailed as a major technological achievement, and becomes the base of operations for Isabella’s band of craftsmen.&lt;br /&gt;
|-&lt;br /&gt;
|16&amp;amp;nbsp;AR&lt;br /&gt;
|Attempts at expanding a logging community south of town result in the disturbing of new Scars. After several failed attempts, the project is called to a halt.&lt;br /&gt;
|-&lt;br /&gt;
|17&amp;amp;nbsp;AR&lt;br /&gt;
|Attempts by the fishing community beneath town to expand into the cave networks beneath the town’s cliffs are halted by repeated monster attacks. Markus Grillson forms the fishermen into a formal group for protection, and swears to try again at a later date.&lt;br /&gt;
|-&lt;br /&gt;
|31&amp;amp;nbsp;AR&lt;br /&gt;
|Thommald Vollan&#039;s behaviour becomes increasingly paranoid and erratic. His leadership of the Reeves is questioned, particularly by Markus Grillson.&lt;br /&gt;
|-&lt;br /&gt;
|32&amp;amp;nbsp;AR&lt;br /&gt;
|Thommald proposes a dramatic change to the Well that he believes will increase the number of people emerging from it. The Advisors vote against his proposal. A day later a small group of Reeves, headed by Thommald, try to break into the Well. They are discovered, and the Millers and some Reeves try to stop him by force. Some time before or during the fighting, an explosion tears through the building, damaging the Well. Thommald and many of the Reeves loyal to him escape in the ensuing chaos, and are labelled exiles.&lt;br /&gt;
&lt;br /&gt;
One week later, the farmlands are overwhelmed by the emergence of a new scar. With it comes a terrible sickness held in the crop, ruining most of the year’s harvest. Amidst this turmoil, Markus Grillsson expands the influence of his fishing community beneath town, inviting in treasure seekers and spelunkers. This expansion brings his newly named Dredgers into a position where they can compete with the older power blocs in town. His continued cries for a change in the town’s leadership grows ever louder.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Weavejester</name></author>
	</entry>
	<entry>
		<id>https://wiki.risenholm.com/index.php?title=Timeline&amp;diff=36</id>
		<title>Timeline</title>
		<link rel="alternate" type="text/html" href="https://wiki.risenholm.com/index.php?title=Timeline&amp;diff=36"/>
		<updated>2020-11-16T00:08:32Z</updated>

		<summary type="html">&lt;p&gt;Weavejester: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Year!!Events&lt;br /&gt;
|-&lt;br /&gt;
|???&amp;amp;nbsp;BR&lt;br /&gt;
|A civilization capable of magic and engineering far in advance of the present appears to have existed at some point in the distant past. Colloquially referred to as the Ancients, or the Ancient Empire, little is known about them, other than that they disappeared abruptly long ago.&lt;br /&gt;
|-&lt;br /&gt;
|???&amp;amp;nbsp;BR&lt;br /&gt;
|At least one later civilization is known from its echos embedded in Scars near Risenholm, known to Risenholm as the Fidenzans, though it&#039;s almost certain that they did not call themselves that. This society was less advanced than the Ancients, and appears to have been deeply invested in recovering Ancient knowledge. As with the Ancients, the Fidenzans also abruptly vanish many years prior to the founding of Risenholm.&lt;br /&gt;
|-&lt;br /&gt;
|1&amp;amp;nbsp;BR&lt;br /&gt;
|The first people emerge from the Well. The area around the Well is heavily forested, with greenery tangling through ruined structures. Agnes Vollan becomes a leader in the early community. Work begins on clearing out the surrounding forest and ruined stonework. &lt;br /&gt;
|-&lt;br /&gt;
|0&amp;amp;nbsp;AR&lt;br /&gt;
|Risenholm is officially founded after the construction of the First House, the structure now used as the home of the Elder. Further clearing of the area, and ongoing building efforts takes many years, and is still an ongoing process. &lt;br /&gt;
|-&lt;br /&gt;
|1&amp;amp;nbsp;AR&lt;br /&gt;
|Thommald Vollan enters a Scar for the first time. He brings back knowledge of how local monsters are made from Scars, and discovers the first Forging Seeds. Bazik Bronzebrow heads up a small independent group to harvest resources from Scars. They coin the term &#039;&#039;Scar Hunters&#039;&#039;. Foresting and construction work accelerates as metal tools are forged from scavenged Scar-stuff.&lt;br /&gt;
|-&lt;br /&gt;
|3&amp;amp;nbsp;AR&lt;br /&gt;
|The Well continues to throw out groups of people every few months. The village grows to meet their needs, and older members of the community began to take up positions of power to oversee the town’s development. The position of Elder is given to Agnes Vollan. She forms a council of Advisors who represent the larger power blocs in Risenholm.  &lt;br /&gt;
|-&lt;br /&gt;
|5&amp;amp;nbsp;AR&lt;br /&gt;
|In order to deal with internal policing and overseeing external protection, Thommald Vollan becomes the first Reeve, and recruits many of the woodcutters as volunteers. The first small fishing vessels are constructed.&lt;br /&gt;
|-&lt;br /&gt;
|6&amp;amp;nbsp;AR&lt;br /&gt;
|Thommald and Agnes marry, taking the surname Vollan. The birth of their only son, Thommald Junior, follows shortly after.&lt;br /&gt;
|-&lt;br /&gt;
|14&amp;amp;nbsp;AR&lt;br /&gt;
|The process of clearing out trees in order to turn a patch of land into usable farmland is an intense process that takes up many years of work. As this process reaches its final stages, the Fordren Mill is built to process the grain from the farmlands. It’s hailed as a major technological achievement, and becomes the base of operations for Isabella’s band of craftsmen.&lt;br /&gt;
|-&lt;br /&gt;
|16&amp;amp;nbsp;AR&lt;br /&gt;
|Attempts at expanding a logging community south of town result in the disturbing of new Scars. After several failed attempts, the project is called to a halt.&lt;br /&gt;
|-&lt;br /&gt;
|17&amp;amp;nbsp;AR&lt;br /&gt;
|Attempts by the fishing community beneath town to expand into the cave networks beneath the town’s cliffs are halted by repeated monster attacks. Markus Grillson forms the fishermen into a formal group for protection, and swears to try again at a later date.&lt;br /&gt;
|-&lt;br /&gt;
|31&amp;amp;nbsp;AR&lt;br /&gt;
|Thommald Vollan&#039;s behaviour becomes increasingly paranoid and erratic. His leadership of the Reeves is questioned, particularly by Markus Grillson.&lt;br /&gt;
|-&lt;br /&gt;
|32&amp;amp;nbsp;AR&lt;br /&gt;
|Thommald proposes a dramatic change to the Well that he believes will increase the number of people emerging from it. The Advisors vote against his proposal. A day later a small group of Reeves, headed by Thommald, try to break into the Well. They are discovered, and the Millers and some Reeves try to stop him by force. Some time before or during the fighting, an explosion tears through the building, damaging the Well. Thommald and many of the Reeves loyal to him escape in the ensuing chaos, and are labelled exiles.&lt;br /&gt;
&lt;br /&gt;
One week later, the farmlands are overwhelmed by the emergence of a new scar. With it comes a terrible sickness held in the crop, ruining most of the year’s harvest. Amidst this turmoil, Markus Grillsson expands the influence of his fishing community beneath town, inviting in treasure seekers and spelunkers. This expansion brings his newly named Dredgers into a position where they can compete with the older power blocs in town. His continued cries for a change in the town’s leadership grows ever louder.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Weavejester</name></author>
	</entry>
</feed>