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	<updated>2026-04-18T18:01:00Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://netheril.net/w/index.php?title=Classes&amp;diff=1733</id>
		<title>Classes</title>
		<link rel="alternate" type="text/html" href="https://netheril.net/w/index.php?title=Classes&amp;diff=1733"/>
		<updated>2021-07-25T06:53:52Z</updated>

		<summary type="html">&lt;p&gt;ElvenStarr: /* Base Classes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
!style=&amp;quot;height:10px; width:1000px; text-align:center;&amp;quot; |This page contains information on each class.&amp;lt;br&amp;gt;&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| style=&amp;quot;height:35px; width:350px; text-align:center;&amp;quot; | Classes represent an investment in a particular type of training for a character. This training can vary, within a field, or can include multiple fields (multi-classing). The table below gives a rough outline of the levels of investment expected from classes.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Title&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Level Range&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Notes&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;text-align:center;&amp;quot; | Novice&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | 1-4&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | ~35% of the population.&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;text-align:center;&amp;quot; | Adept&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | 5-8&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | ~30% of the population.&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;text-align:center;&amp;quot; | Experienced&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | 9-12&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | ~22% of the population.&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;text-align:center;&amp;quot; | Professional&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | 13-16&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | ~10% of the population.&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;text-align:center;&amp;quot; | Master&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | 17-20&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | ~2% of the population.&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;text-align:center;&amp;quot; | Grandmaster&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | 21-30&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | ~1% of the population.&amp;lt;br&amp;gt;Requires an application for characters to proceed into [[Epic Levels]].&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Base Classes ==&lt;br /&gt;
&lt;br /&gt;
'''Multiclass Restrictions''' - Monk/Druid is not allowed to be created due to the power of the build.&lt;br /&gt;
&lt;br /&gt;
=== Barbarian ===&lt;br /&gt;
[[File:DBEPpoU - Imgur.png|right|220px]]&lt;br /&gt;
----&lt;br /&gt;
; Description &lt;br /&gt;
: Barbarians are brave, even reckless warriors, and their great strength and heartiness makes them well suited for adventure. Barbarians scornfully reject the fighter traditions of arms training and discipline, instead tapping into a powerful rage that makes them stronger, tougher, and better able to withstand attacks. They only have the energy for a few such displays per day, but it is usually sufficient. Constant exposure to danger also gives barbarians a sort of &amp;quot;sixth sense,&amp;quot; a preternatural ability to sense danger and dodge attacks, and their running stamina is legendary.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Alignment Restrictions&lt;br /&gt;
: Non-Lawful&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Mechanical Changes&lt;br /&gt;
* Class skill points changed to 5 per level&lt;br /&gt;
* Tumble has been added as a Barbarian Class Skill&lt;br /&gt;
* Number of Rages per day has been increased by 1&lt;br /&gt;
* Barbarian Damage Reduction now granted at levels 6, 9th, 12th, and 15th instead of as normal. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Special Details&lt;br /&gt;
: None.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Bard ===&lt;br /&gt;
[[File:Bard.jpg|right|220px]]&lt;br /&gt;
----&lt;br /&gt;
; Description &lt;br /&gt;
: Bards often serve as negotiators, messengers, scouts, and spies. They love to accompany heroes (and villains) to witness heroic (or villainous) deeds firsthand, since a bard who can tell a story from personal experience earns renown among his fellows. A bard casts arcane spells without any advance preparation, much like a sorcerer. His magic emphasizes charms and illusions, and the bard can also play an inspiring song that strengthens him and his allies. Bards also share some specialized skills with rogues, and their knowledge of item lore is nearly unmatched.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Alignment Restrictions&lt;br /&gt;
: Non-Lawful&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Mechanical Changes&lt;br /&gt;
: None&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Special Details&lt;br /&gt;
: None.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Cleric ===&lt;br /&gt;
[[File:948388f6a982bc947afcfed91d2e5536.jpg|right|220px]]&lt;br /&gt;
----&lt;br /&gt;
; Description &lt;br /&gt;
: Clerics act as intermediaries between the earthly and the divine (or infernal) worlds. A good cleric helps those in need, while an evil cleric seeks to spread his patron's vision of evil across the world. All clerics can heal wounds and bring people back from the brink of death, and powerful clerics can even raise the dead. Likewise, all clerics have authority over undead creatures, and they can turn away or even destroy these creatures. Clerics are trained in the use of simple weapons, and can use all forms of armor and shields without penalty, since armor does not interfere with the casting of divine spells. In addition to his normal complement of spells, every cleric chooses to focus on two of his deity's domains. These domains grant the cleric special powers, and give him access to spells that he might otherwise never learn.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Alignment Restrictions&lt;br /&gt;
: Special, see below.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Mechanical Changes&lt;br /&gt;
: Cleric's alignment and domain choices are now restricted to their choice of deity (Written in during character creation, or by talking to a certain npc before entering the story). For every incorrect domain a cleric will suffer 20% spell failure. For every opposing axis of alignment a cleric will suffer 10% spell failure. Not picking a deity at all will cause a cleric to suffer 100% spell failure. See &amp;quot;Cleric Domains&amp;quot; for a full list of valid deities and their associated alignments and domains.  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Special Details&lt;br /&gt;
&lt;br /&gt;
: '''Divine Worshipper / Domains''': To be a Cleric in Netheril, you have to represent your [[Deities|Deity]] if you want their blessings. This means you must cast from within their [[Cleric Domains|Domains]], and you must espouse their ideals by remaining true to their alignment. For every incorrect domain a cleric will suffer 20% spell failure. For every opposing axes of alignment a cleric will suffer 10% spell failure. Not picking a deity at all will cause a cleric to suffer 100% spell failure. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Druid ===&lt;br /&gt;
[[File:7lwjnJc - Imgur.jpg|right|220px]]&lt;br /&gt;
----&lt;br /&gt;
; Description &lt;br /&gt;
: Druids are divine spellcasters who receive their spells from nature, not the gods. They strive to live in harmony with the natural world, and hate anything that is not part of the natural cycle, especially aberrations and undead creatures. As they gain experience, they learn to take the shapes of animals and eventually of more powerful creatures. The strict oaths taken by every druid prohibit using weapons and armor outside their traditions.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Alignment Restrictions&lt;br /&gt;
: Any Neutral.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Mechanical Changes&lt;br /&gt;
: None&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Special Details&lt;br /&gt;
: '''Nature Magic:''' Must select a [[Deities|god]] or mother nature in order to be able to channel energy for spellcasting.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Fighter ===&lt;br /&gt;
[[File:22kOwb8 - Imgur.jpg|right|220px]]&lt;br /&gt;
----&lt;br /&gt;
; Description &lt;br /&gt;
: Fighters can be many things, from soldiers to criminal enforcers. Some see adventure as a way to get rich, while others use their skills to protect the innocent. Fighters have the best all-around fighting capabilities of the PC classes, and they are trained to use all standard weapons and armor. A fighter's rigorous martial training grants him many bonus feats as he progresses, and high-level fighters have access to special melee maneuvers and exotic weapons not available to any other character.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Alignment Restrictions&lt;br /&gt;
: Any.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Mechanical Changes&lt;br /&gt;
* Second wind power granted at 1st level, 1/day special ability to recover (Fighterlevel * CON) HP to self. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Special Details&lt;br /&gt;
: None.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Monk ===&lt;br /&gt;
[[File:UGyRSw2 - Imgur.png|right|220px]]&lt;br /&gt;
----&lt;br /&gt;
; Description &lt;br /&gt;
: Monks are versatile warriors skilled at fighting without weapons or armor. Good-aligned monks serve as protectors of the people, while evil monks make ideal spies and assassins. Though they don't cast spells, monks channel a subtle energy, called ki. This energy allows them to perform amazing feats, such as healing themselves, catching arrows in flight, and dodging blows with lightning speed. Their mundane and ki-based abilities grow with experience, granting them more power over themselves and their environment. Monks suffer unique penalties to their abilities if they wear armor, as doing so violates their rigid oaths. Monks wearing armor lose their wisdom and level based armor class bonuses, their movement speed, and their additional unarmed attacks per round.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Alignment Restrictions&lt;br /&gt;
: Any Lawful.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Mechanical Changes&lt;br /&gt;
* Class skill points changed to 5 per level&lt;br /&gt;
* Spot, Search, and Taunt added as class skills. &lt;br /&gt;
* Changed to d10 HD&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Special Details&lt;br /&gt;
: None.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Ranger ===&lt;br /&gt;
[[File:SkvA3Np - Imgur.jpg|right|220px]]&lt;br /&gt;
----&lt;br /&gt;
; Description &lt;br /&gt;
: Rangers are skilled stalkers and hunters who make their home in the wilderness. Their martial skill is nearly the equal of the fighter, but they lack the latter's dedication to the craft of fighting. Instead, the ranger focuses his skills and training on a specific enemy - a type of creature he bears a vengeful grudge against and hunts above all others. Rangers often accept the role of protector, aiding those who live in or travel through the woods. His skills allow him to move quietly and stick to the shadows, especially in natural settings, and he also has special knowledge of certain types of creatures. Finally, an experienced ranger has such a tie to nature that he can actually draw on natural power to cast divine spells, much as a druid does, and like a druid he is often accompanied by animal companions.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Alignment Restrictions&lt;br /&gt;
: None.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Mechanical Changes&lt;br /&gt;
* Rangers now gain Evasion at level 12&lt;br /&gt;
* Class skill points  changed to 6 per level&lt;br /&gt;
* Added spells to class spell list:&lt;br /&gt;
** Bull's Strength as a 2nd level spell&lt;br /&gt;
** Endurance as a 2nd level spell&lt;br /&gt;
** Charm Person or Animal as a 2nd level spell&lt;br /&gt;
** Dominate Animal as a 3rd level spell &lt;br /&gt;
** Greater Magic Weapon as a 4th level spell &lt;br /&gt;
** Negative Energy Protection as a 4th level spell&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Special Details&lt;br /&gt;
: '''Nature Magic:''' Must select a [[Deities|god]] or mother nature in order to be able to channel energy for spellcasting.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Rogue ===&lt;br /&gt;
[[File:ACKsAwG - Imgur.jpg|right|220px]]&lt;br /&gt;
----&lt;br /&gt;
; Description &lt;br /&gt;
: Rogues have little in common with each other. While some - maybe even the majority - are stealthy thieves, many serve as scouts, spies, investigators, diplomats, and simple thugs. Rogues are versatile, adaptable, and skilled at getting what others don't want them to get. While not equal to a fighter in combat, a rogue knows how to hit where it hurts, and a sneak attack can dish out a lot of damage. Rogues also seem to have a sixth sense when it comes to avoiding danger. Experienced rogues develop nearly magical powers and skills as they master the arts of stealth, evasion, and sneak attacks. In addition, while not capable of casting spells on their own, a rogue can sometimes &amp;quot;fake it&amp;quot; well enough to cast spells from scrolls, activate wands, and use just about any other magic item.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Alignment Restrictions&lt;br /&gt;
: None.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Mechanical Changes&lt;br /&gt;
: Evasion moved to level 4, Uncanny dodge 1 moved to level 2. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Special Details&lt;br /&gt;
: None.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Sorcerers ===&lt;br /&gt;
[[File:AHHXvkf - Imgur.jpg|right|220px]]&lt;br /&gt;
----&lt;br /&gt;
; Description &lt;br /&gt;
: Sorcerers are arcane spellcasters who manipulate magic energy with imagination and talent rather than studious discipline. They have no books, no mentors, no theories - just raw power that they direct at will. Sorcerers know fewer spells than wizards do and acquire them more slowly, but they can cast individual spells more often and have no need to prepare their incantations ahead of time. Also unlike wizards, sorcerers cannot specialize in a school of magic. Since sorcerers gain their powers without undergoing the years of rigorous study that wizards go through, they have more time to learn fighting skills and are proficient with simple weapons.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Alignment Restrictions&lt;br /&gt;
: None.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Mechanical Changes&lt;br /&gt;
* Changed to d6 HD&lt;br /&gt;
* Base attack bonus changed to &amp;quot;3/4ths&amp;quot; Progression, same as bard.&lt;br /&gt;
* Wizard Bonus feats at levels 5, 10, 15, 20. a handful of martial feats can be selected using these bonus feats. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Special Details&lt;br /&gt;
: '''Power Source:''' Sorcerers draw their power either from pacts, or awakened bloodlines to exotic powers; character's should be aware which they are drawing from. The four main sources are: Infernal, Abyssal, Draconic, Fey. &lt;br /&gt;
:: '''Awakened Bloodlines:''' Awakened bloodlines assumes your character has some small, dilute remnant of exotic-blood in them from a distant ancestor. This ancestor is half-a-dozen or more generations distant, unless the character is a partial-exotic race of that type i.e.: [[Races#Tiefling|Tiefling]], [[Races#Cambion|Cambion]], [[Races#Half-Dragon|Half-Dragon]] etc.&lt;br /&gt;
:: '''Pacted:''' Either to enhance a concentration of existing planar-blood, or to make up for a lack there of, some mortals may choose to make pacts with powerful planar entities, to substitute their patron's power to empower their own. The result of this union may be the awakening of a bloodline unawakened, the enhancement of one already awakened, or, in the cases of no prior bloodline, the appropriate substitute to power their arcane-efforts.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Wizard ===&lt;br /&gt;
[[File:Wizard.jpg|right|220px]]&lt;br /&gt;
----&lt;br /&gt;
; Description &lt;br /&gt;
: Wizards are arcane spellcasters who depend on intensive study to create their magic. To wizards, magic is not a talent but a difficult, rewarding art. When they are prepared for battle, wizards can use their spells to devastating effect. When caught by surprise, they are vulnerable. The wizard's strength is her spells; everything else is secondary. She learns new spells as she experiments and grows in experience, and she can also learn them from other wizards. In addition, over time a wizard learns to manipulate her spells so they go farther, work better, or are improved in some other way. A wizard can call a familiar, a magical creature, small or large, that serves her.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Alignment Restrictions&lt;br /&gt;
: None.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Mechanical Changes&lt;br /&gt;
: None&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Special Details&lt;br /&gt;
: None.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>ElvenStarr</name></author>
		
	</entry>
	<entry>
		<id>https://netheril.net/w/index.php?title=Things_to_know_about_Netheril&amp;diff=1715</id>
		<title>Things to know about Netheril</title>
		<link rel="alternate" type="text/html" href="https://netheril.net/w/index.php?title=Things_to_know_about_Netheril&amp;diff=1715"/>
		<updated>2021-07-18T10:29:01Z</updated>

		<summary type="html">&lt;p&gt;ElvenStarr: /* Winning! I want to win Netheril: Age of Magic!! */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Welcome to Netheril: Age of Discovery ==&lt;br /&gt;
Greetings and welcome to Netheril: Age of Discovery, a Neverwinter Nights Enhanced Edition Persistent World. Netheril is a roleplay server where everyone is welcome to log in and begin their characters journey where political intrigue and harsh lands await you. &lt;br /&gt;
&lt;br /&gt;
This server is based around what the Netherese dubbed &amp;quot;The Golden Age - The First Falling&amp;quot;, 2002 marks the end of Netheril's Golden Age when the nation was at the very pinnacle of its power and moving to the beginnings of the Netheril's Age of Discovery. Those familiar with the Forgotten Realms setting would know that this is set in -2154 DR which is an ancient time where the world is very different to how it is represented in the original game setting.&lt;br /&gt;
&lt;br /&gt;
''It has been a long wait, but at last the return of the Netheril Age of Discovery server is imminent!  Our DM and development team have been hard at work these past months upgrading and reinventing the server.  While some elements of the previous incarnation remain, our new version is set 150 years later and a new city, Conch, will serve as the primary hub for the player characters.&lt;br /&gt;
&lt;br /&gt;
Among the new features you will find on “Netheril v2” are many new maps, new quests, three all new DM factions and plenty of hooks for player factions, much improved loot, a more intuitive crafting system, new spells and a wealth of new domains and deities for clerics.  A unique new housing system has been added which allows unprecedented customisation of a player character’s home or base.  All new enemies and challenges await players, along with the strong RP focus for which the server is known.  Netheril Age of Discovery will officially live Beta launch on 25th July 2021 … we hope to see you there!&lt;br /&gt;
''&lt;br /&gt;
&lt;br /&gt;
== Roleplaying your character ==&lt;br /&gt;
Netheril: Age of Discovery is, above all else, a roleplaying server. This means the story your character tells/is involved in should be at the forefront of how you play the game and should be the focus of what you do when thinking about your character.&lt;br /&gt;
&lt;br /&gt;
== What is &amp;quot;Roleplaying&amp;quot;? ==&lt;br /&gt;
Roleplaying is living your character. It means reacting to the people, places, sights, sounds and smells of the server based on the background you have given your character.&lt;br /&gt;
&lt;br /&gt;
For example:&lt;br /&gt;
You are playing a mighty warrior who is a fearless fighter, however when he was young his home burned down - he could be scared of fire, fire-based enemies or even fire based spells, vowing never to have his sword alight as it reminded him of his burning home.&lt;br /&gt;
&lt;br /&gt;
You are playing a dashing rogue thief who, when he was a young boy, became lost in a forest and was chased out by spiders - you would show fear toward spiders, and particularly try and help hunt down people who used poison as a weapon for example.&lt;br /&gt;
&lt;br /&gt;
So keep in mind that you are free to build your character as you like, but play the character to reflect these physical and tangible flaws, as well as strengths.&lt;br /&gt;
&lt;br /&gt;
'''Huh, showing fear makes my character weak!'''&lt;br /&gt;
&lt;br /&gt;
There is nothing wrong with showing fear and having that as a part of a character's story. Fears and weaknesses are what make characters feel alive, and some of the best moments of roleplay are when your character has his back against the wall like that. The fear/weakness your character has can help someone else's story develop, which in turn makes the world more interesting for you.&lt;br /&gt;
&lt;br /&gt;
== Ok then, what stats do I need to succeed? ==&lt;br /&gt;
If you are playing an 8 Charisma fighter then portray them as a grunt/footsoldier and not as a fearless leader! If you are playing a bard with 1 Perform then have him be rubbish at singing or writing epic stories! If you are playing a crooked guard with 1 Bluff you are probably going to be caught when you lie about what your motives are! All depends on what character you want to play! Succeeding doesn't mean winning, either.&lt;br /&gt;
&lt;br /&gt;
== Winning! I want to win Netheril: Age of Discovery!! ==&lt;br /&gt;
You can't really win, sadly! Part of the reason people play RP servers is to craft a story, with a start a middle and an end. You have to go into playing with the notion that at some point your character will die, and his story will be over. But the impression left on the world is the closest you can get to a win. It's not the final goal you want to achieve that's important, it's the story you tell on the way to getting there.&lt;br /&gt;
&lt;br /&gt;
== Player Death and Respawn Penalty ==&lt;br /&gt;
Death Happens; fortunately you live in a world where death is not the end, but in order to give it some meaning in our setting we have developed a Death System to represent this.&lt;br /&gt;
&lt;br /&gt;
Level 3 and Under: no penalty and no level or xp loss on respawning&lt;br /&gt;
Level 4 and Above: 15% deduction of your total experience points to respawn (can't go below level 4)&lt;br /&gt;
Level 4 and Above; Raise Dead Spell: 10% deduction of your total experience points to get raised&lt;br /&gt;
Level 4 and Above; Resurrection Spell 5% deduction of your total experience points to get resurrected&lt;br /&gt;
Netheril Player Versus Player Guidelines&lt;br /&gt;
These are the player versus player rules that apply in the town of Conch and the lands surrounding it. There are certain aspects of PvP that are just common sense, the main one being:&lt;br /&gt;
&amp;quot;Do not do something to others you would not like done to you.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Player Factions ==&lt;br /&gt;
Starting up a player faction can be done by anyone in the game, if you are pushing your story and involving a group of players there is no reason you cannot work to establishing your own faction or taking over your own plot of land. When you have three or more members in your group you can request a forum from anyone of the DM team. What DM’s will be looking for are groups that have interesting ideas and stories that they independently push along, involving a wide range of people on the server especially those outside of your group and above all else making it fun for not only yourself but others.&lt;br /&gt;
&lt;br /&gt;
== Forum Spying ==&lt;br /&gt;
While forum spying isn't against the rules, there are certain stipulations that must be seen to before it can be deemed to have happened. Firstly, it must be done with the permission of the DM, and it must be done ingame with a DM overseeing, to properly represent the risks that are taken with stealing files from a factions' base.&lt;br /&gt;
&lt;br /&gt;
== Exploits ==&lt;br /&gt;
If you come across something in the game that seems too good to be true it probably is.&lt;br /&gt;
&lt;br /&gt;
Such things could include, but not limited to: A merchant that offers an item at a ridiculously low price or a merchant who will buy an item for more then you paid for it or you find something that drops on a quest that is above what you have seen anywhere else and seems too good to be true you should report it to the DM team. This should be done through the bug reporting tool or you can message one of us in private on Discord.&lt;br /&gt;
&lt;br /&gt;
== [[Rules]]&amp;lt;br&amp;gt; ==&lt;br /&gt;
Make sure you take a look at the server rules and know what is acceptable&lt;/div&gt;</summary>
		<author><name>ElvenStarr</name></author>
		
	</entry>
	<entry>
		<id>https://netheril.net/w/index.php?title=Things_to_know_about_Netheril&amp;diff=1714</id>
		<title>Things to know about Netheril</title>
		<link rel="alternate" type="text/html" href="https://netheril.net/w/index.php?title=Things_to_know_about_Netheril&amp;diff=1714"/>
		<updated>2021-07-18T10:28:31Z</updated>

		<summary type="html">&lt;p&gt;ElvenStarr: /* Roleplaying your character */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Welcome to Netheril: Age of Discovery ==&lt;br /&gt;
Greetings and welcome to Netheril: Age of Discovery, a Neverwinter Nights Enhanced Edition Persistent World. Netheril is a roleplay server where everyone is welcome to log in and begin their characters journey where political intrigue and harsh lands await you. &lt;br /&gt;
&lt;br /&gt;
This server is based around what the Netherese dubbed &amp;quot;The Golden Age - The First Falling&amp;quot;, 2002 marks the end of Netheril's Golden Age when the nation was at the very pinnacle of its power and moving to the beginnings of the Netheril's Age of Discovery. Those familiar with the Forgotten Realms setting would know that this is set in -2154 DR which is an ancient time where the world is very different to how it is represented in the original game setting.&lt;br /&gt;
&lt;br /&gt;
''It has been a long wait, but at last the return of the Netheril Age of Discovery server is imminent!  Our DM and development team have been hard at work these past months upgrading and reinventing the server.  While some elements of the previous incarnation remain, our new version is set 150 years later and a new city, Conch, will serve as the primary hub for the player characters.&lt;br /&gt;
&lt;br /&gt;
Among the new features you will find on “Netheril v2” are many new maps, new quests, three all new DM factions and plenty of hooks for player factions, much improved loot, a more intuitive crafting system, new spells and a wealth of new domains and deities for clerics.  A unique new housing system has been added which allows unprecedented customisation of a player character’s home or base.  All new enemies and challenges await players, along with the strong RP focus for which the server is known.  Netheril Age of Discovery will officially live Beta launch on 25th July 2021 … we hope to see you there!&lt;br /&gt;
''&lt;br /&gt;
&lt;br /&gt;
== Roleplaying your character ==&lt;br /&gt;
Netheril: Age of Discovery is, above all else, a roleplaying server. This means the story your character tells/is involved in should be at the forefront of how you play the game and should be the focus of what you do when thinking about your character.&lt;br /&gt;
&lt;br /&gt;
== What is &amp;quot;Roleplaying&amp;quot;? ==&lt;br /&gt;
Roleplaying is living your character. It means reacting to the people, places, sights, sounds and smells of the server based on the background you have given your character.&lt;br /&gt;
&lt;br /&gt;
For example:&lt;br /&gt;
You are playing a mighty warrior who is a fearless fighter, however when he was young his home burned down - he could be scared of fire, fire-based enemies or even fire based spells, vowing never to have his sword alight as it reminded him of his burning home.&lt;br /&gt;
&lt;br /&gt;
You are playing a dashing rogue thief who, when he was a young boy, became lost in a forest and was chased out by spiders - you would show fear toward spiders, and particularly try and help hunt down people who used poison as a weapon for example.&lt;br /&gt;
&lt;br /&gt;
So keep in mind that you are free to build your character as you like, but play the character to reflect these physical and tangible flaws, as well as strengths.&lt;br /&gt;
&lt;br /&gt;
'''Huh, showing fear makes my character weak!'''&lt;br /&gt;
&lt;br /&gt;
There is nothing wrong with showing fear and having that as a part of a character's story. Fears and weaknesses are what make characters feel alive, and some of the best moments of roleplay are when your character has his back against the wall like that. The fear/weakness your character has can help someone else's story develop, which in turn makes the world more interesting for you.&lt;br /&gt;
&lt;br /&gt;
== Ok then, what stats do I need to succeed? ==&lt;br /&gt;
If you are playing an 8 Charisma fighter then portray them as a grunt/footsoldier and not as a fearless leader! If you are playing a bard with 1 Perform then have him be rubbish at singing or writing epic stories! If you are playing a crooked guard with 1 Bluff you are probably going to be caught when you lie about what your motives are! All depends on what character you want to play! Succeeding doesn't mean winning, either.&lt;br /&gt;
&lt;br /&gt;
== Winning! I want to win Netheril: Age of Magic!! ==&lt;br /&gt;
You can't really win, sadly! Part of the reason people play RP servers is to craft a story, with a start a middle and an end. You have to go into playing with the notion that at some point your character will die, and his story will be over. But the impression left on the world is the closest you can get to a win. It's not the final goal you want to achieve that's important, it's the story you tell on the way to getting there.&lt;br /&gt;
&lt;br /&gt;
== Player Death and Respawn Penalty ==&lt;br /&gt;
Death Happens; fortunately you live in a world where death is not the end, but in order to give it some meaning in our setting we have developed a Death System to represent this.&lt;br /&gt;
&lt;br /&gt;
Level 3 and Under: no penalty and no level or xp loss on respawning&lt;br /&gt;
Level 4 and Above: 15% deduction of your total experience points to respawn (can't go below level 4)&lt;br /&gt;
Level 4 and Above; Raise Dead Spell: 10% deduction of your total experience points to get raised&lt;br /&gt;
Level 4 and Above; Resurrection Spell 5% deduction of your total experience points to get resurrected&lt;br /&gt;
Netheril Player Versus Player Guidelines&lt;br /&gt;
These are the player versus player rules that apply in the town of Conch and the lands surrounding it. There are certain aspects of PvP that are just common sense, the main one being:&lt;br /&gt;
&amp;quot;Do not do something to others you would not like done to you.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Player Factions ==&lt;br /&gt;
Starting up a player faction can be done by anyone in the game, if you are pushing your story and involving a group of players there is no reason you cannot work to establishing your own faction or taking over your own plot of land. When you have three or more members in your group you can request a forum from anyone of the DM team. What DM’s will be looking for are groups that have interesting ideas and stories that they independently push along, involving a wide range of people on the server especially those outside of your group and above all else making it fun for not only yourself but others.&lt;br /&gt;
&lt;br /&gt;
== Forum Spying ==&lt;br /&gt;
While forum spying isn't against the rules, there are certain stipulations that must be seen to before it can be deemed to have happened. Firstly, it must be done with the permission of the DM, and it must be done ingame with a DM overseeing, to properly represent the risks that are taken with stealing files from a factions' base.&lt;br /&gt;
&lt;br /&gt;
== Exploits ==&lt;br /&gt;
If you come across something in the game that seems too good to be true it probably is.&lt;br /&gt;
&lt;br /&gt;
Such things could include, but not limited to: A merchant that offers an item at a ridiculously low price or a merchant who will buy an item for more then you paid for it or you find something that drops on a quest that is above what you have seen anywhere else and seems too good to be true you should report it to the DM team. This should be done through the bug reporting tool or you can message one of us in private on Discord.&lt;br /&gt;
&lt;br /&gt;
== [[Rules]]&amp;lt;br&amp;gt; ==&lt;br /&gt;
Make sure you take a look at the server rules and know what is acceptable&lt;/div&gt;</summary>
		<author><name>ElvenStarr</name></author>
		
	</entry>
	<entry>
		<id>https://netheril.net/w/index.php?title=Factions&amp;diff=1710</id>
		<title>Factions</title>
		<link rel="alternate" type="text/html" href="https://netheril.net/w/index.php?title=Factions&amp;diff=1710"/>
		<updated>2021-07-10T05:44:14Z</updated>

		<summary type="html">&lt;p&gt;ElvenStarr: /* Diiri’s Boys Gang */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There are various factions throughout the world, the most immediate are referenced here.&lt;br /&gt;
&lt;br /&gt;
= '''Conch DM Factions''' =&lt;br /&gt;
&lt;br /&gt;
Each of these three DM factions can be used at character creation as a background to help with your character's stories plus the overall server story and the players connection to the server.&lt;br /&gt;
&lt;br /&gt;
== West Netheril Trading Company ==&lt;br /&gt;
[[File:OCbBve4 - Imgur.png|right|220px]]&lt;br /&gt;
The West Netheril Trading Company is a conglomeration of various Netheril merchant groups who united following the official independence of Conch being announced and the sudden shifting of legal, and social, opportunities.  Seeking to monopolize on the power instability following the revolution, they entered into dialogue early with the leading figures of Conch's new government and arranged an exclusive agreement for trade in the Conch region. &lt;br /&gt;
&lt;br /&gt;
Seeking to act as a middle-man between Conch and many of the external [[Netheril|Netherese]] commercial sectors, the West Netheril Trading Company experienced a spectacular and cyclical rise and fall in luck and wealth throughout its history in Conch due to fractious relations with other factions within the city. In-spite of some prior dabbling in diplomatic and political matters, the trading company has in recent years attempted to foster the image of a trading house, detached from matters outside of the commercial sphere. &lt;br /&gt;
&lt;br /&gt;
The West Netheril Trading Company has brought with its exploits a great amount of wealth to Conch, not only in the commodities it can draw in externally but also in its frequent use of sellswords. The hiring of mercenaries serves a multitude of purposes with the prime two being the location and exploitation of new trade commodities and routes by which to transport them, as well the role of escorts for shipments; both those by land and river.&lt;br /&gt;
&lt;br /&gt;
== Nebular, the University of the Arcane Arts ==&lt;br /&gt;
[[File:EAy9KDk - Imgur.png|right|220px]]&lt;br /&gt;
The origins of Nebular began in Hadrian over a century ago as a joint project between a sorcerer Sherina Tsirak Master Arcanist Cashand Joriin, both from Hadrian.  Unfortunately their ambition of a school where sorcerers and wizards could study together roughly as equals was an idea well ahead of the times, and the Arcanist Guild and other Netherese institutions refused to support it.  Even beginning construction in Conch rather than Hadrian could not appease the Guild so the two abandoned the project.  But the later loss of the Valstiir Enclave abruptly changed the cultural status quo.&lt;br /&gt;
&lt;br /&gt;
The disaster that befell Valstiir reduced the prestige of the wizardly class and the populace of Conch became suspicious of unfettered magical experimentation and research.  Some of this thinking also filtered into the spellcasting community and some senior magicians decided to complete the construction of the university.  Wizards and sorcerers alike pooled their resources and influence for the project.  They were granted a charter from the city of Conch to educate citizens with magical potential in a responsible manner, research subjects of a magical nature safely and openly, and provide expertise on arcane matters when hired or requested.  A key part of the University mission statement was to never seek power for its own sake and to apply their collective knowledge in constructive rather than destructive ways.  Bards have recently started being accepted as students.  &lt;br /&gt;
&lt;br /&gt;
[https://docs.google.com/document/d/1L1JWx8MpMlxOy1FDGA8y66gX4mPCrOJ2badkzHV9d_s/edit University Flyer]&lt;br /&gt;
&lt;br /&gt;
== Diiri’s Boys Gang ==&lt;br /&gt;
[[File:QlcRNMN - Imgur.png|right|220px]]&lt;br /&gt;
One of the main criminal gangs lurking in Conch's Slums district, Diiri's Boys is a collection of neirdowells under the banner of a crazed [[Derro]], a man by the name of [[Grymtol]]. They do not function like others would- the group is practically ritualistic in their dealings. Whether from the various killings to the simple sale of a [[Soulgem]], each step taken must follow exact specifications, sometimes bordering on the inane. Yet under the guidance of Grymtol, the group has flourished into a full-blown gang. Their grip fiercely tight upon their recipe to make [[Soulgem|Soulgems]], their earnings have solidified them as a force to be reckoned with. Those that earn their place within this prestigious group are the most cruel, foul, and vile cutthroats. They are completely loyal to Grymtol and their cause and have cornered the markets on drugs and other illegal goods.&lt;br /&gt;
 &lt;br /&gt;
Diiri’s Boys has a fully structured hierarchy. Underneath Grymtol are his Three Eternals- the true leaders of the gang. They keep it functioning and bring in all the various profits, running plentiful amounts of business with those in the market for under-the-table goods. Each Eternal keeps their own Scar, their errand boys, handpicked from the basic followers named the Rabble.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= '''Other NPC Factions''' =&lt;br /&gt;
&lt;br /&gt;
General information about groups that could influence the region &lt;br /&gt;
&lt;br /&gt;
== Conch City Watch ==&lt;br /&gt;
Attached to the Conch Court House is a small group of militia/guards that aid in the enforcement of the laws of Conch, as set down by the Council, Judges and the local Districts. They may be asked to investigate and detail criminals for trial at the Court House.&lt;br /&gt;
&lt;br /&gt;
== Syndicate of the Weave ==&lt;br /&gt;
A group of arcanists that were formed at the order of a past Mayor of Hadrian to watch over both the town and the ground-based Mythallar that protects the city.&lt;br /&gt;
&lt;br /&gt;
==Fishermen and Dockworkers' Union==&lt;br /&gt;
Once a corrupt and shady guild of Hadrian, it has reinvented itself as an honest union protect the workers of Southbank and Hadrian. Rumours of corruption still linger but they continue to work constructively with the Southbank Overseer.&lt;br /&gt;
&lt;br /&gt;
==Southern Ore Trading Company==&lt;br /&gt;
A dwarven mining company that for many decades has had an office in and a strong link to the town of Hadrian. SOTC has been at the forefront of the reclamation of the Giantsbane Hold and its Temple of Moradin, working hard to restore and preserve a dwarven presence in the region.&lt;br /&gt;
&lt;br /&gt;
==The Keepers of the First Tree==&lt;br /&gt;
A druid grove that is located on an island in the middle of the lower Netheril River. There are rumours of a large tree that is said to grow on the island, supposedly the very first tree to grow its roots into the soil of this region.&lt;br /&gt;
&lt;br /&gt;
==Tel-Quessir of Nuall'an==&lt;br /&gt;
An elven group that has protected the town of Nuall'an and helped it to grow, watching from the edge of their homeland of the Eastern Forest. Of late they have pushed right to the edge of the forest limits to create an outpost that crosses the lower Netheril River.&lt;br /&gt;
&lt;br /&gt;
==Sullivan's Trading Company==&lt;br /&gt;
After a disaster befell the old trading port, those that called the port home rebuilt the town and used the resources of its new ash mine to provide the building blocks and trade to restore the trading port to its former glory.&lt;br /&gt;
&lt;br /&gt;
==Stonemason's Guild==&lt;br /&gt;
Located in the old Adventurer's Guild building in Hadrian, this group helped to reclaim the fallen Floating Palace and turn it into a bridge connecting Hadrian with Southbank and once connected to Hadrian the group rebuild Southbank adding in the Arena that can be seen for miles around.&lt;br /&gt;
&lt;br /&gt;
==Slum Gangs==&lt;br /&gt;
&lt;br /&gt;
Not all gangs are represented in game ...&lt;br /&gt;
&lt;br /&gt;
* The Kolumbo Gang - The Kolumbos are a family  of organised criminals based in the slums of Conch.  Most of the leaders, underbosses and notable enforcers have been blood members (even if very distantly so) of the Kolumbo line, whether human or demi-human.&lt;br /&gt;
&lt;br /&gt;
* The Knots - This is probably the least influential of all the gangs in the slums that is still powerful enough to hold real sway. That is because the gang has a heavy reliance on the personal power of Crispin Knott, a former adventurer and a foe that near any would think twice about going to war with.&lt;br /&gt;
&lt;br /&gt;
* The Rag Boys - The rag boys are all 'retired' bandits, adventurers, and sellswords who realized they liked living more than whatever risk they may undertake outside the city.&lt;br /&gt;
&lt;br /&gt;
* Followers of the Dark Star - The poor, depraved, and impoverished were always easy pickings for the fell and evil powers of the world, and beneath Conch lies the potential to join the cult known as the Dark Star Followers- rumors are spread that they serve Talos, the Destroyer, or perhaps even Dread Moander.&lt;br /&gt;
&lt;br /&gt;
* The Scales - The Scales are a gang that has only recently arrived in the slums of Conch and seized a section of turf.  Led by a vain but charismatic white half-dragon named Kerrar, they are termed &amp;quot;The Scales&amp;quot; because most of the gang members are scaled humanoids such as kobolds and lizardfolk.&lt;br /&gt;
&lt;br /&gt;
* The Mourners - A breach in the city walls allows easy access from the slums to the graveyard.  It was inevitable that someone shady would take advantage of this, and that person was Mortician Kurt Totenstarre.  Kurt runs the old temple near the graveyard called the Solemn Mourners of Conch which provides funeral services such as embalming, grief counselling, tombstones, pallbearers, and crowds for hire.&lt;br /&gt;
&lt;br /&gt;
* Hard Time Jimmy Two Bones and Crew - Hard Time Jimmy Two Bones and his crew are a running joke in Conch. Infamous for all the wrong reasons, Jimmy is a bombastic, bold, daring adventurer cursed by Tyche to never achieve any sort of success in his life- and his galling, outlandish misadventures are the stuff of legend and fame in the city, where bards write ribald and sarcastic rhymes about his storied acts that failed spectacularly. &lt;br /&gt;
&lt;br /&gt;
* The Supplicants - The Slums of Conch are home to many beggars, each with their own personal tale of woe.  Some were born into poverty, others have fallen on hard times.  To most of the gangs a beggar is at worst a nuisance and at best someone to rough up for fun or information.&lt;br /&gt;
&lt;br /&gt;
= '''External States''' =&lt;br /&gt;
&lt;br /&gt;
== Human Countries ==&lt;br /&gt;
&lt;br /&gt;
=== Empires ===&lt;br /&gt;
&lt;br /&gt;
::[[Netheril|Netherese Empire]]&lt;br /&gt;
&lt;br /&gt;
::[[Calimshan]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===  Large Countries ===&lt;br /&gt;
&lt;br /&gt;
::[[Unther|Untherian Empire]]&lt;br /&gt;
&lt;br /&gt;
::[[Mulhorand|Mulhorandian Empire]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===  Small Countries ===&lt;br /&gt;
&lt;br /&gt;
::[[Jhaamdath]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===  City States ===&lt;br /&gt;
&lt;br /&gt;
::[[Deep Imaskar]]&lt;br /&gt;
&lt;br /&gt;
== Dwarf Countries ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===  Large Countries ===&lt;br /&gt;
&lt;br /&gt;
::[[Netheril|Thanedom of Delzoun]]&lt;br /&gt;
&lt;br /&gt;
::[[Netheril|Thanedom of Ammarindar]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Elf Countries ==&lt;br /&gt;
&lt;br /&gt;
===  Large Countries ===&lt;br /&gt;
&lt;br /&gt;
::[[Illefarn]]&lt;br /&gt;
&lt;br /&gt;
::[[Eaerlann]]&lt;br /&gt;
&lt;br /&gt;
::[[Cormanthyr]]&lt;/div&gt;</summary>
		<author><name>ElvenStarr</name></author>
		
	</entry>
	<entry>
		<id>https://netheril.net/w/index.php?title=File:QlcRNMN_-_Imgur.png&amp;diff=1709</id>
		<title>File:QlcRNMN - Imgur.png</title>
		<link rel="alternate" type="text/html" href="https://netheril.net/w/index.php?title=File:QlcRNMN_-_Imgur.png&amp;diff=1709"/>
		<updated>2021-07-10T05:42:58Z</updated>

		<summary type="html">&lt;p&gt;ElvenStarr: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>ElvenStarr</name></author>
		
	</entry>
	<entry>
		<id>https://netheril.net/w/index.php?title=Factions&amp;diff=1708</id>
		<title>Factions</title>
		<link rel="alternate" type="text/html" href="https://netheril.net/w/index.php?title=Factions&amp;diff=1708"/>
		<updated>2021-07-10T05:41:22Z</updated>

		<summary type="html">&lt;p&gt;ElvenStarr: /* Nebular, the University of the Arcane Arts */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There are various factions throughout the world, the most immediate are referenced here.&lt;br /&gt;
&lt;br /&gt;
= '''Conch DM Factions''' =&lt;br /&gt;
&lt;br /&gt;
Each of these three DM factions can be used at character creation as a background to help with your character's stories plus the overall server story and the players connection to the server.&lt;br /&gt;
&lt;br /&gt;
== West Netheril Trading Company ==&lt;br /&gt;
[[File:OCbBve4 - Imgur.png|right|220px]]&lt;br /&gt;
The West Netheril Trading Company is a conglomeration of various Netheril merchant groups who united following the official independence of Conch being announced and the sudden shifting of legal, and social, opportunities.  Seeking to monopolize on the power instability following the revolution, they entered into dialogue early with the leading figures of Conch's new government and arranged an exclusive agreement for trade in the Conch region. &lt;br /&gt;
&lt;br /&gt;
Seeking to act as a middle-man between Conch and many of the external [[Netheril|Netherese]] commercial sectors, the West Netheril Trading Company experienced a spectacular and cyclical rise and fall in luck and wealth throughout its history in Conch due to fractious relations with other factions within the city. In-spite of some prior dabbling in diplomatic and political matters, the trading company has in recent years attempted to foster the image of a trading house, detached from matters outside of the commercial sphere. &lt;br /&gt;
&lt;br /&gt;
The West Netheril Trading Company has brought with its exploits a great amount of wealth to Conch, not only in the commodities it can draw in externally but also in its frequent use of sellswords. The hiring of mercenaries serves a multitude of purposes with the prime two being the location and exploitation of new trade commodities and routes by which to transport them, as well the role of escorts for shipments; both those by land and river.&lt;br /&gt;
&lt;br /&gt;
== Nebular, the University of the Arcane Arts ==&lt;br /&gt;
[[File:EAy9KDk - Imgur.png|right|220px]]&lt;br /&gt;
The origins of Nebular began in Hadrian over a century ago as a joint project between a sorcerer Sherina Tsirak Master Arcanist Cashand Joriin, both from Hadrian.  Unfortunately their ambition of a school where sorcerers and wizards could study together roughly as equals was an idea well ahead of the times, and the Arcanist Guild and other Netherese institutions refused to support it.  Even beginning construction in Conch rather than Hadrian could not appease the Guild so the two abandoned the project.  But the later loss of the Valstiir Enclave abruptly changed the cultural status quo.&lt;br /&gt;
&lt;br /&gt;
The disaster that befell Valstiir reduced the prestige of the wizardly class and the populace of Conch became suspicious of unfettered magical experimentation and research.  Some of this thinking also filtered into the spellcasting community and some senior magicians decided to complete the construction of the university.  Wizards and sorcerers alike pooled their resources and influence for the project.  They were granted a charter from the city of Conch to educate citizens with magical potential in a responsible manner, research subjects of a magical nature safely and openly, and provide expertise on arcane matters when hired or requested.  A key part of the University mission statement was to never seek power for its own sake and to apply their collective knowledge in constructive rather than destructive ways.  Bards have recently started being accepted as students.  &lt;br /&gt;
&lt;br /&gt;
[https://docs.google.com/document/d/1L1JWx8MpMlxOy1FDGA8y66gX4mPCrOJ2badkzHV9d_s/edit University Flyer]&lt;br /&gt;
&lt;br /&gt;
== Diiri’s Boys Gang ==&lt;br /&gt;
One of the main criminal gangs lurking in Conch's Slums district, Diiri's Boys is a collection of neirdowells under the banner of a crazed [[Derro]], a man by the name of [[Grymtol]]. They do not function like others would- the group is practically ritualistic in their dealings. Whether from the various killings to the simple sale of a [[Soulgem]], each step taken must follow exact specifications, sometimes bordering on the inane. Yet under the guidance of Grymtol, the group has flourished into a full-blown gang. Their grip fiercely tight upon their recipe to make [[Soulgem|Soulgems]], their earnings have solidified them as a force to be reckoned with. Those that earn their place within this prestigious group are the most cruel, foul, and vile cutthroats. They are completely loyal to Grymtol and their cause and have cornered the markets on drugs and other illegal goods.&lt;br /&gt;
 &lt;br /&gt;
Diiri’s Boys has a fully structured hierarchy. Underneath Grymtol are his Three Eternals- the true leaders of the gang. They keep it functioning and bring in all the various profits, running plentiful amounts of business with those in the market for under the table goods. Each Eternal keeps their own Scar, their errand boys, handpicked from the basic followers named the Rabble.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= '''Other NPC Factions''' =&lt;br /&gt;
&lt;br /&gt;
General information about groups that could influence the region &lt;br /&gt;
&lt;br /&gt;
== Conch City Watch ==&lt;br /&gt;
Attached to the Conch Court House is a small group of militia/guards that aid in the enforcement of the laws of Conch, as set down by the Council, Judges and the local Districts. They may be asked to investigate and detail criminals for trial at the Court House.&lt;br /&gt;
&lt;br /&gt;
== Syndicate of the Weave ==&lt;br /&gt;
A group of arcanists that were formed at the order of a past Mayor of Hadrian to watch over both the town and the ground-based Mythallar that protects the city.&lt;br /&gt;
&lt;br /&gt;
==Fishermen and Dockworkers' Union==&lt;br /&gt;
Once a corrupt and shady guild of Hadrian, it has reinvented itself as an honest union protect the workers of Southbank and Hadrian. Rumours of corruption still linger but they continue to work constructively with the Southbank Overseer.&lt;br /&gt;
&lt;br /&gt;
==Southern Ore Trading Company==&lt;br /&gt;
A dwarven mining company that for many decades has had an office in and a strong link to the town of Hadrian. SOTC has been at the forefront of the reclamation of the Giantsbane Hold and its Temple of Moradin, working hard to restore and preserve a dwarven presence in the region.&lt;br /&gt;
&lt;br /&gt;
==The Keepers of the First Tree==&lt;br /&gt;
A druid grove that is located on an island in the middle of the lower Netheril River. There are rumours of a large tree that is said to grow on the island, supposedly the very first tree to grow its roots into the soil of this region.&lt;br /&gt;
&lt;br /&gt;
==Tel-Quessir of Nuall'an==&lt;br /&gt;
An elven group that has protected the town of Nuall'an and helped it to grow, watching from the edge of their homeland of the Eastern Forest. Of late they have pushed right to the edge of the forest limits to create an outpost that crosses the lower Netheril River.&lt;br /&gt;
&lt;br /&gt;
==Sullivan's Trading Company==&lt;br /&gt;
After a disaster befell the old trading port, those that called the port home rebuilt the town and used the resources of its new ash mine to provide the building blocks and trade to restore the trading port to its former glory.&lt;br /&gt;
&lt;br /&gt;
==Stonemason's Guild==&lt;br /&gt;
Located in the old Adventurer's Guild building in Hadrian, this group helped to reclaim the fallen Floating Palace and turn it into a bridge connecting Hadrian with Southbank and once connected to Hadrian the group rebuild Southbank adding in the Arena that can be seen for miles around.&lt;br /&gt;
&lt;br /&gt;
==Slum Gangs==&lt;br /&gt;
&lt;br /&gt;
Not all gangs are represented in game ...&lt;br /&gt;
&lt;br /&gt;
* The Kolumbo Gang - The Kolumbos are a family  of organised criminals based in the slums of Conch.  Most of the leaders, underbosses and notable enforcers have been blood members (even if very distantly so) of the Kolumbo line, whether human or demi-human.&lt;br /&gt;
&lt;br /&gt;
* The Knots - This is probably the least influential of all the gangs in the slums that is still powerful enough to hold real sway. That is because the gang has a heavy reliance on the personal power of Crispin Knott, a former adventurer and a foe that near any would think twice about going to war with.&lt;br /&gt;
&lt;br /&gt;
* The Rag Boys - The rag boys are all 'retired' bandits, adventurers, and sellswords who realized they liked living more than whatever risk they may undertake outside the city.&lt;br /&gt;
&lt;br /&gt;
* Followers of the Dark Star - The poor, depraved, and impoverished were always easy pickings for the fell and evil powers of the world, and beneath Conch lies the potential to join the cult known as the Dark Star Followers- rumors are spread that they serve Talos, the Destroyer, or perhaps even Dread Moander.&lt;br /&gt;
&lt;br /&gt;
* The Scales - The Scales are a gang that has only recently arrived in the slums of Conch and seized a section of turf.  Led by a vain but charismatic white half-dragon named Kerrar, they are termed &amp;quot;The Scales&amp;quot; because most of the gang members are scaled humanoids such as kobolds and lizardfolk.&lt;br /&gt;
&lt;br /&gt;
* The Mourners - A breach in the city walls allows easy access from the slums to the graveyard.  It was inevitable that someone shady would take advantage of this, and that person was Mortician Kurt Totenstarre.  Kurt runs the old temple near the graveyard called the Solemn Mourners of Conch which provides funeral services such as embalming, grief counselling, tombstones, pallbearers, and crowds for hire.&lt;br /&gt;
&lt;br /&gt;
* Hard Time Jimmy Two Bones and Crew - Hard Time Jimmy Two Bones and his crew are a running joke in Conch. Infamous for all the wrong reasons, Jimmy is a bombastic, bold, daring adventurer cursed by Tyche to never achieve any sort of success in his life- and his galling, outlandish misadventures are the stuff of legend and fame in the city, where bards write ribald and sarcastic rhymes about his storied acts that failed spectacularly. &lt;br /&gt;
&lt;br /&gt;
* The Supplicants - The Slums of Conch are home to many beggars, each with their own personal tale of woe.  Some were born into poverty, others have fallen on hard times.  To most of the gangs a beggar is at worst a nuisance and at best someone to rough up for fun or information.&lt;br /&gt;
&lt;br /&gt;
= '''External States''' =&lt;br /&gt;
&lt;br /&gt;
== Human Countries ==&lt;br /&gt;
&lt;br /&gt;
=== Empires ===&lt;br /&gt;
&lt;br /&gt;
::[[Netheril|Netherese Empire]]&lt;br /&gt;
&lt;br /&gt;
::[[Calimshan]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===  Large Countries ===&lt;br /&gt;
&lt;br /&gt;
::[[Unther|Untherian Empire]]&lt;br /&gt;
&lt;br /&gt;
::[[Mulhorand|Mulhorandian Empire]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===  Small Countries ===&lt;br /&gt;
&lt;br /&gt;
::[[Jhaamdath]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===  City States ===&lt;br /&gt;
&lt;br /&gt;
::[[Deep Imaskar]]&lt;br /&gt;
&lt;br /&gt;
== Dwarf Countries ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===  Large Countries ===&lt;br /&gt;
&lt;br /&gt;
::[[Netheril|Thanedom of Delzoun]]&lt;br /&gt;
&lt;br /&gt;
::[[Netheril|Thanedom of Ammarindar]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Elf Countries ==&lt;br /&gt;
&lt;br /&gt;
===  Large Countries ===&lt;br /&gt;
&lt;br /&gt;
::[[Illefarn]]&lt;br /&gt;
&lt;br /&gt;
::[[Eaerlann]]&lt;br /&gt;
&lt;br /&gt;
::[[Cormanthyr]]&lt;/div&gt;</summary>
		<author><name>ElvenStarr</name></author>
		
	</entry>
	<entry>
		<id>https://netheril.net/w/index.php?title=File:EAy9KDk_-_Imgur.png&amp;diff=1707</id>
		<title>File:EAy9KDk - Imgur.png</title>
		<link rel="alternate" type="text/html" href="https://netheril.net/w/index.php?title=File:EAy9KDk_-_Imgur.png&amp;diff=1707"/>
		<updated>2021-07-10T05:40:27Z</updated>

		<summary type="html">&lt;p&gt;ElvenStarr: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>ElvenStarr</name></author>
		
	</entry>
	<entry>
		<id>https://netheril.net/w/index.php?title=Factions&amp;diff=1706</id>
		<title>Factions</title>
		<link rel="alternate" type="text/html" href="https://netheril.net/w/index.php?title=Factions&amp;diff=1706"/>
		<updated>2021-07-10T05:39:19Z</updated>

		<summary type="html">&lt;p&gt;ElvenStarr: /* West Netheril Trading Company */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There are various factions throughout the world, the most immediate are referenced here.&lt;br /&gt;
&lt;br /&gt;
= '''Conch DM Factions''' =&lt;br /&gt;
&lt;br /&gt;
Each of these three DM factions can be used at character creation as a background to help with your character's stories plus the overall server story and the players connection to the server.&lt;br /&gt;
&lt;br /&gt;
== West Netheril Trading Company ==&lt;br /&gt;
[[File:OCbBve4 - Imgur.png|right|220px]]&lt;br /&gt;
The West Netheril Trading Company is a conglomeration of various Netheril merchant groups who united following the official independence of Conch being announced and the sudden shifting of legal, and social, opportunities.  Seeking to monopolize on the power instability following the revolution, they entered into dialogue early with the leading figures of Conch's new government and arranged an exclusive agreement for trade in the Conch region. &lt;br /&gt;
&lt;br /&gt;
Seeking to act as a middle-man between Conch and many of the external [[Netheril|Netherese]] commercial sectors, the West Netheril Trading Company experienced a spectacular and cyclical rise and fall in luck and wealth throughout its history in Conch due to fractious relations with other factions within the city. In-spite of some prior dabbling in diplomatic and political matters, the trading company has in recent years attempted to foster the image of a trading house, detached from matters outside of the commercial sphere. &lt;br /&gt;
&lt;br /&gt;
The West Netheril Trading Company has brought with its exploits a great amount of wealth to Conch, not only in the commodities it can draw in externally but also in its frequent use of sellswords. The hiring of mercenaries serves a multitude of purposes with the prime two being the location and exploitation of new trade commodities and routes by which to transport them, as well the role of escorts for shipments; both those by land and river.&lt;br /&gt;
&lt;br /&gt;
== Nebular, the University of the Arcane Arts ==&lt;br /&gt;
The origins of Nebular began in Hadrian over a century ago as a joint project between a sorcerer Sherina Tsirak Master Arcanist Cashand Joriin, both from Hadrian.  Unfortunately their ambition of a school where sorcerers and wizards could study together roughly as equals was an idea well ahead of the times, and the Arcanist Guild and other Netherese institutions refused to support it.  Even beginning construction in Conch rather than Hadrian could not appease the Guild so the two abandoned the project.  But the later loss of the Valstiir Enclave abruptly changed the cultural status quo.&lt;br /&gt;
&lt;br /&gt;
The disaster that befell Valstiir reduced the prestige of the wizardly class and the populace of Conch became suspicious of unfettered magical experimentation and research.  Some of this thinking also filtered into the spellcasting community and some senior magicians decided to complete the construction of the university.  Wizards and sorcerers alike pooled their resources and influence for the project.  They were granted a charter from the city of Conch to educate citizens with magical potential in a responsible manner, research subjects of a magical nature safely and openly, and provide expertise on arcane matters when hired or requested.  A key part of the University mission statement was to never seek power for its own sake and to apply their collective knowledge in constructive rather than destructive ways.  Bards have recently started being accepted as students.  &lt;br /&gt;
&lt;br /&gt;
[https://docs.google.com/document/d/1L1JWx8MpMlxOy1FDGA8y66gX4mPCrOJ2badkzHV9d_s/edit University Flyer]&lt;br /&gt;
&lt;br /&gt;
== Diiri’s Boys Gang ==&lt;br /&gt;
One of the main criminal gangs lurking in Conch's Slums district, Diiri's Boys is a collection of neirdowells under the banner of a crazed [[Derro]], a man by the name of [[Grymtol]]. They do not function like others would- the group is practically ritualistic in their dealings. Whether from the various killings to the simple sale of a [[Soulgem]], each step taken must follow exact specifications, sometimes bordering on the inane. Yet under the guidance of Grymtol, the group has flourished into a full-blown gang. Their grip fiercely tight upon their recipe to make [[Soulgem|Soulgems]], their earnings have solidified them as a force to be reckoned with. Those that earn their place within this prestigious group are the most cruel, foul, and vile cutthroats. They are completely loyal to Grymtol and their cause and have cornered the markets on drugs and other illegal goods.&lt;br /&gt;
 &lt;br /&gt;
Diiri’s Boys has a fully structured hierarchy. Underneath Grymtol are his Three Eternals- the true leaders of the gang. They keep it functioning and bring in all the various profits, running plentiful amounts of business with those in the market for under the table goods. Each Eternal keeps their own Scar, their errand boys, handpicked from the basic followers named the Rabble.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= '''Other NPC Factions''' =&lt;br /&gt;
&lt;br /&gt;
General information about groups that could influence the region &lt;br /&gt;
&lt;br /&gt;
== Conch City Watch ==&lt;br /&gt;
Attached to the Conch Court House is a small group of militia/guards that aid in the enforcement of the laws of Conch, as set down by the Council, Judges and the local Districts. They may be asked to investigate and detail criminals for trial at the Court House.&lt;br /&gt;
&lt;br /&gt;
== Syndicate of the Weave ==&lt;br /&gt;
A group of arcanists that were formed at the order of a past Mayor of Hadrian to watch over both the town and the ground-based Mythallar that protects the city.&lt;br /&gt;
&lt;br /&gt;
==Fishermen and Dockworkers' Union==&lt;br /&gt;
Once a corrupt and shady guild of Hadrian, it has reinvented itself as an honest union protect the workers of Southbank and Hadrian. Rumours of corruption still linger but they continue to work constructively with the Southbank Overseer.&lt;br /&gt;
&lt;br /&gt;
==Southern Ore Trading Company==&lt;br /&gt;
A dwarven mining company that for many decades has had an office in and a strong link to the town of Hadrian. SOTC has been at the forefront of the reclamation of the Giantsbane Hold and its Temple of Moradin, working hard to restore and preserve a dwarven presence in the region.&lt;br /&gt;
&lt;br /&gt;
==The Keepers of the First Tree==&lt;br /&gt;
A druid grove that is located on an island in the middle of the lower Netheril River. There are rumours of a large tree that is said to grow on the island, supposedly the very first tree to grow its roots into the soil of this region.&lt;br /&gt;
&lt;br /&gt;
==Tel-Quessir of Nuall'an==&lt;br /&gt;
An elven group that has protected the town of Nuall'an and helped it to grow, watching from the edge of their homeland of the Eastern Forest. Of late they have pushed right to the edge of the forest limits to create an outpost that crosses the lower Netheril River.&lt;br /&gt;
&lt;br /&gt;
==Sullivan's Trading Company==&lt;br /&gt;
After a disaster befell the old trading port, those that called the port home rebuilt the town and used the resources of its new ash mine to provide the building blocks and trade to restore the trading port to its former glory.&lt;br /&gt;
&lt;br /&gt;
==Stonemason's Guild==&lt;br /&gt;
Located in the old Adventurer's Guild building in Hadrian, this group helped to reclaim the fallen Floating Palace and turn it into a bridge connecting Hadrian with Southbank and once connected to Hadrian the group rebuild Southbank adding in the Arena that can be seen for miles around.&lt;br /&gt;
&lt;br /&gt;
==Slum Gangs==&lt;br /&gt;
&lt;br /&gt;
Not all gangs are represented in game ...&lt;br /&gt;
&lt;br /&gt;
* The Kolumbo Gang - The Kolumbos are a family  of organised criminals based in the slums of Conch.  Most of the leaders, underbosses and notable enforcers have been blood members (even if very distantly so) of the Kolumbo line, whether human or demi-human.&lt;br /&gt;
&lt;br /&gt;
* The Knots - This is probably the least influential of all the gangs in the slums that is still powerful enough to hold real sway. That is because the gang has a heavy reliance on the personal power of Crispin Knott, a former adventurer and a foe that near any would think twice about going to war with.&lt;br /&gt;
&lt;br /&gt;
* The Rag Boys - The rag boys are all 'retired' bandits, adventurers, and sellswords who realized they liked living more than whatever risk they may undertake outside the city.&lt;br /&gt;
&lt;br /&gt;
* Followers of the Dark Star - The poor, depraved, and impoverished were always easy pickings for the fell and evil powers of the world, and beneath Conch lies the potential to join the cult known as the Dark Star Followers- rumors are spread that they serve Talos, the Destroyer, or perhaps even Dread Moander.&lt;br /&gt;
&lt;br /&gt;
* The Scales - The Scales are a gang that has only recently arrived in the slums of Conch and seized a section of turf.  Led by a vain but charismatic white half-dragon named Kerrar, they are termed &amp;quot;The Scales&amp;quot; because most of the gang members are scaled humanoids such as kobolds and lizardfolk.&lt;br /&gt;
&lt;br /&gt;
* The Mourners - A breach in the city walls allows easy access from the slums to the graveyard.  It was inevitable that someone shady would take advantage of this, and that person was Mortician Kurt Totenstarre.  Kurt runs the old temple near the graveyard called the Solemn Mourners of Conch which provides funeral services such as embalming, grief counselling, tombstones, pallbearers, and crowds for hire.&lt;br /&gt;
&lt;br /&gt;
* Hard Time Jimmy Two Bones and Crew - Hard Time Jimmy Two Bones and his crew are a running joke in Conch. Infamous for all the wrong reasons, Jimmy is a bombastic, bold, daring adventurer cursed by Tyche to never achieve any sort of success in his life- and his galling, outlandish misadventures are the stuff of legend and fame in the city, where bards write ribald and sarcastic rhymes about his storied acts that failed spectacularly. &lt;br /&gt;
&lt;br /&gt;
* The Supplicants - The Slums of Conch are home to many beggars, each with their own personal tale of woe.  Some were born into poverty, others have fallen on hard times.  To most of the gangs a beggar is at worst a nuisance and at best someone to rough up for fun or information.&lt;br /&gt;
&lt;br /&gt;
= '''External States''' =&lt;br /&gt;
&lt;br /&gt;
== Human Countries ==&lt;br /&gt;
&lt;br /&gt;
=== Empires ===&lt;br /&gt;
&lt;br /&gt;
::[[Netheril|Netherese Empire]]&lt;br /&gt;
&lt;br /&gt;
::[[Calimshan]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===  Large Countries ===&lt;br /&gt;
&lt;br /&gt;
::[[Unther|Untherian Empire]]&lt;br /&gt;
&lt;br /&gt;
::[[Mulhorand|Mulhorandian Empire]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===  Small Countries ===&lt;br /&gt;
&lt;br /&gt;
::[[Jhaamdath]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===  City States ===&lt;br /&gt;
&lt;br /&gt;
::[[Deep Imaskar]]&lt;br /&gt;
&lt;br /&gt;
== Dwarf Countries ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===  Large Countries ===&lt;br /&gt;
&lt;br /&gt;
::[[Netheril|Thanedom of Delzoun]]&lt;br /&gt;
&lt;br /&gt;
::[[Netheril|Thanedom of Ammarindar]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Elf Countries ==&lt;br /&gt;
&lt;br /&gt;
===  Large Countries ===&lt;br /&gt;
&lt;br /&gt;
::[[Illefarn]]&lt;br /&gt;
&lt;br /&gt;
::[[Eaerlann]]&lt;br /&gt;
&lt;br /&gt;
::[[Cormanthyr]]&lt;/div&gt;</summary>
		<author><name>ElvenStarr</name></author>
		
	</entry>
	<entry>
		<id>https://netheril.net/w/index.php?title=File:OCbBve4_-_Imgur.png&amp;diff=1705</id>
		<title>File:OCbBve4 - Imgur.png</title>
		<link rel="alternate" type="text/html" href="https://netheril.net/w/index.php?title=File:OCbBve4_-_Imgur.png&amp;diff=1705"/>
		<updated>2021-07-10T05:37:22Z</updated>

		<summary type="html">&lt;p&gt;ElvenStarr: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>ElvenStarr</name></author>
		
	</entry>
	<entry>
		<id>https://netheril.net/w/index.php?title=Main_Page&amp;diff=1704</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://netheril.net/w/index.php?title=Main_Page&amp;diff=1704"/>
		<updated>2021-07-10T05:18:16Z</updated>

		<summary type="html">&lt;p&gt;ElvenStarr: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
!style=&amp;quot;height:10px; width:1400px; text-align:center;&amp;quot; | [[File:2isfyK7 - Imgur.png]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;Welcome to the '''Netheril: Age of Discovery Wiki'''!&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| style=&amp;quot;height:35px; width:350px; text-align:center;&amp;quot; | Below are some initial points of reference you might find useful.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-datatable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
!style=&amp;quot;height:25px; width:450px; text-align:center;&amp;quot; | '''Character Creation'''&lt;br /&gt;
!style=&amp;quot;height:25px; width:450px; text-align:center;&amp;quot; | '''Custom Systems'''&lt;br /&gt;
!style=&amp;quot;height:25px; width:450px; text-align:center;&amp;quot; | '''Crafting'''&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| style=&amp;quot;height:100px; width:450px; text-align:center;&amp;quot; | [[Things to know about Netheril]]&amp;lt;br&amp;gt;[[Classes]]&amp;lt;br&amp;gt;[[Prestige Classes]]&amp;lt;br&amp;gt;[[Epic Levels]]&amp;lt;br&amp;gt;[[Races]]&amp;lt;br&amp;gt;Start Location: [[Conch]]&lt;br /&gt;
| style=&amp;quot;height:100px; width:450px; text-align:center;&amp;quot; | [[Banks]]&amp;lt;br&amp;gt;[[Death]]&amp;lt;br&amp;gt;[[In Game Messages]]&amp;lt;br&amp;gt;[[Language System]]&amp;lt;br&amp;gt;[[Player Commands]]&amp;lt;br&amp;gt;[[Player Housing]]&amp;lt;br&amp;gt;[[Player Shops]]&amp;lt;br&amp;gt;[[Netheril Tools]]&amp;lt;br&amp;gt;[[Quests]]&amp;lt;br&amp;gt;[[Teleport System]]&amp;lt;br&amp;gt;[[Treasure Maps]]&amp;lt;br&amp;gt;[[Resting]]&lt;br /&gt;
| style=&amp;quot;height:100px; width:450px; text-align:center;&amp;quot; | [[Crafting Credits]]&amp;lt;br&amp;gt;[[Crafting Fundamentals]]&amp;lt;br&amp;gt;[[Crafting Recipes]]&amp;lt;br&amp;gt;[[Cauldron Potions]]&amp;lt;br&amp;gt;[[Wand Making]]&amp;lt;br&amp;gt;[[Socket Gems &amp;amp; Items]]&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-datatable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
!style=&amp;quot;height:25px; width:450px; text-align:center;&amp;quot; | '''Setting Information'''&lt;br /&gt;
!style=&amp;quot;height:25px; width:450px; text-align:center;&amp;quot; | '''Mechanical Changes'''&lt;br /&gt;
!style=&amp;quot;height:25px; width:450px; text-align:center;&amp;quot; | '''Useful Links'''&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| style=&amp;quot;height:100px; width:450px; text-align:center;&amp;quot; | [[Deities]]&amp;lt;br&amp;gt;[[Factions]]&amp;lt;br&amp;gt;[[Geography]]&amp;lt;br&amp;gt;[[History]]&amp;lt;br&amp;gt;[[Rules]]&amp;lt;br&amp;gt;[[Time]]&amp;lt;br&amp;gt;[[Travel]]&lt;br /&gt;
| style=&amp;quot;height:100px; width:450px; text-align:center;&amp;quot; | [[Class Changes]]&amp;lt;br&amp;gt;[[Feat Changes]]&amp;lt;br&amp;gt;[[Spell Changes]]&amp;lt;br&amp;gt;[[Summon Changes]]&amp;lt;br&amp;gt;[[Cleric Domains]]&lt;br /&gt;
| style=&amp;quot;height:100px; width:450px; text-align:center;&amp;quot; | [[F.A.Q]]&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>ElvenStarr</name></author>
		
	</entry>
	<entry>
		<id>https://netheril.net/w/index.php?title=File:2isfyK7_-_Imgur.png&amp;diff=1703</id>
		<title>File:2isfyK7 - Imgur.png</title>
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		<updated>2021-07-10T05:16:14Z</updated>

		<summary type="html">&lt;p&gt;ElvenStarr: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>ElvenStarr</name></author>
		
	</entry>
	<entry>
		<id>https://netheril.net/w/index.php?title=File:LP97O6i_-_Imgur.png&amp;diff=1702</id>
		<title>File:LP97O6i - Imgur.png</title>
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		<updated>2021-07-10T05:05:51Z</updated>

		<summary type="html">&lt;p&gt;ElvenStarr: &lt;/p&gt;
&lt;hr /&gt;
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		<author><name>ElvenStarr</name></author>
		
	</entry>
	<entry>
		<id>https://netheril.net/w/index.php?title=Classes&amp;diff=1700</id>
		<title>Classes</title>
		<link rel="alternate" type="text/html" href="https://netheril.net/w/index.php?title=Classes&amp;diff=1700"/>
		<updated>2021-07-10T04:54:49Z</updated>

		<summary type="html">&lt;p&gt;ElvenStarr: /* Wizard */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
!style=&amp;quot;height:10px; width:1000px; text-align:center;&amp;quot; |This page contains information on each class.&amp;lt;br&amp;gt;&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| style=&amp;quot;height:35px; width:350px; text-align:center;&amp;quot; | Classes represent an investment in a particular type of training for a character. This training can vary, within a field, or can include multiple fields (multi-classing). The table below gives a rough outline of the levels of investment expected from classes.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Title&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Level Range&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Notes&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;text-align:center;&amp;quot; | Novice&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | 1-4&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | ~35% of the population.&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;text-align:center;&amp;quot; | Adept&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | 5-8&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | ~30% of the population.&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;text-align:center;&amp;quot; | Experienced&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | 9-12&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | ~22% of the population.&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;text-align:center;&amp;quot; | Professional&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | 13-16&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | ~10% of the population.&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;text-align:center;&amp;quot; | Master&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | 17-20&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | ~2% of the population.&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;text-align:center;&amp;quot; | Grandmaster&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | 21-30&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | ~1% of the population.&amp;lt;br&amp;gt;Requires an application for characters to proceed into [[Epic Levels]].&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Base Classes ==&lt;br /&gt;
&lt;br /&gt;
=== Barbarian ===&lt;br /&gt;
[[File:DBEPpoU - Imgur.png|right|220px]]&lt;br /&gt;
----&lt;br /&gt;
; Description &lt;br /&gt;
: Barbarians are brave, even reckless warriors, and their great strength and heartiness makes them well suited for adventure. Barbarians scornfully reject the fighter traditions of arms training and discipline, instead tapping into a powerful rage that makes them stronger, tougher, and better able to withstand attacks. They only have the energy for a few such displays per day, but it is usually sufficient. Constant exposure to danger also gives barbarians a sort of &amp;quot;sixth sense,&amp;quot; a preternatural ability to sense danger and dodge attacks, and their running stamina is legendary.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Alignment Restrictions&lt;br /&gt;
: Non-Lawful&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Mechanical Changes&lt;br /&gt;
: None&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Special Details&lt;br /&gt;
: None.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Bard ===&lt;br /&gt;
[[File:Bard.jpg|right|220px]]&lt;br /&gt;
----&lt;br /&gt;
; Description &lt;br /&gt;
: Bards often serve as negotiators, messengers, scouts, and spies. They love to accompany heroes (and villains) to witness heroic (or villainous) deeds firsthand, since a bard who can tell a story from personal experience earns renown among his fellows. A bard casts arcane spells without any advance preparation, much like a sorcerer. His magic emphasizes charms and illusions, and the bard can also play an inspiring song that strengthens him and his allies. Bards also share some specialized skills with rogues, and their knowledge of item lore is nearly unmatched.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Alignment Restrictions&lt;br /&gt;
: Non-Lawful&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Mechanical Changes&lt;br /&gt;
: None&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Special Details&lt;br /&gt;
: None.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Cleric ===&lt;br /&gt;
[[File:948388f6a982bc947afcfed91d2e5536.jpg|right|220px]]&lt;br /&gt;
----&lt;br /&gt;
; Description &lt;br /&gt;
: Clerics act as intermediaries between the earthly and the divine (or infernal) worlds. A good cleric helps those in need, while an evil cleric seeks to spread his patron's vision of evil across the world. All clerics can heal wounds and bring people back from the brink of death, and powerful clerics can even raise the dead. Likewise, all clerics have authority over undead creatures, and they can turn away or even destroy these creatures. Clerics are trained in the use of simple weapons, and can use all forms of armor and shields without penalty, since armor does not interfere with the casting of divine spells. In addition to his normal complement of spells, every cleric chooses to focus on two of his deity's domains. These domains grant the cleric special powers, and give him access to spells that he might otherwise never learn.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Alignment Restrictions&lt;br /&gt;
: None.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Mechanical Changes&lt;br /&gt;
: None&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Special Details&lt;br /&gt;
&lt;br /&gt;
: '''Divine Worshipper / Domains''': To be a Cleric in Netheril, you have to represent your [[Deities|Deity]] if you want their blessings. This means you must cast from within their [[Cleric Domains|Domains]], and you must espouse their ideals by remaining true to their alignment. For every incorrect domain a cleric will suffer 20% spell failure. For every opposing axes of alignment a cleric will suffer 10% spell failure. Not picking a deity at all will cause a cleric to suffer 100% spell failure. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Druid ===&lt;br /&gt;
[[File:7lwjnJc - Imgur.jpg|right|220px]]&lt;br /&gt;
----&lt;br /&gt;
; Description &lt;br /&gt;
: Druids are divine spellcasters who receive their spells from nature, not the gods. They strive to live in harmony with the natural world, and hate anything that is not part of the natural cycle, especially aberrations and undead creatures. As they gain experience, they learn to take the shapes of animals and eventually of more powerful creatures. The strict oaths taken by every druid prohibit using weapons and armor outside their traditions.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Alignment Restrictions&lt;br /&gt;
: Any Neutral.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Mechanical Changes&lt;br /&gt;
: None&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Special Details&lt;br /&gt;
: '''Nature Magic:''' Must select a [[Deities|god]] or mother nature in order to be able to channel energy for spellcasting.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Fighter ===&lt;br /&gt;
[[File:22kOwb8 - Imgur.jpg|right|220px]]&lt;br /&gt;
----&lt;br /&gt;
; Description &lt;br /&gt;
: Fighters can be many things, from soldiers to criminal enforcers. Some see adventure as a way to get rich, while others use their skills to protect the innocent. Fighters have the best all-around fighting capabilities of the PC classes, and they are trained to use all standard weapons and armor. A fighter's rigorous martial training grants him many bonus feats as he progresses, and high-level fighters have access to special melee maneuvers and exotic weapons not available to any other character.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Alignment Restrictions&lt;br /&gt;
: Any.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Mechanical Changes&lt;br /&gt;
: None&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Special Details&lt;br /&gt;
: None.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Monk ===&lt;br /&gt;
[[File:UGyRSw2 - Imgur.png|right|220px]]&lt;br /&gt;
----&lt;br /&gt;
; Description &lt;br /&gt;
: Monks are versatile warriors skilled at fighting without weapons or armor. Good-aligned monks serve as protectors of the people, while evil monks make ideal spies and assassins. Though they don't cast spells, monks channel a subtle energy, called ki. This energy allows them to perform amazing feats, such as healing themselves, catching arrows in flight, and dodging blows with lightning speed. Their mundane and ki-based abilities grow with experience, granting them more power over themselves and their environment. Monks suffer unique penalties to their abilities if they wear armor, as doing so violates their rigid oaths. Monks wearing armor lose their wisdom and level based armor class bonuses, their movement speed, and their additional unarmed attacks per round.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Alignment Restrictions&lt;br /&gt;
: Any Lawful.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Mechanical Changes&lt;br /&gt;
: None&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Special Details&lt;br /&gt;
: None.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Ranger ===&lt;br /&gt;
[[File:SkvA3Np - Imgur.jpg|right|220px]]&lt;br /&gt;
----&lt;br /&gt;
; Description &lt;br /&gt;
: Rangers are skilled stalkers and hunters who make their home in the wilderness. Their martial skill is nearly the equal of the fighter, but they lack the latter's dedication to the craft of fighting. Instead, the ranger focuses his skills and training on a specific enemy - a type of creature he bears a vengeful grudge against and hunts above all others. Rangers often accept the role of protector, aiding those who live in or travel through the woods. His skills allow him to move quietly and stick to the shadows, especially in natural settings, and he also has special knowledge of certain types of creatures. Finally, an experienced ranger has such a tie to nature that he can actually draw on natural power to cast divine spells, much as a druid does, and like a druid he is often accompanied by animal companions.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Alignment Restrictions&lt;br /&gt;
: None.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Mechanical Changes&lt;br /&gt;
: None&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Special Details&lt;br /&gt;
: '''Nature Magic:''' Must select a [[Deities|god]] or mother nature in order to be able to channel energy for spellcasting.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Rogue ===&lt;br /&gt;
[[File:ACKsAwG - Imgur.jpg|right|220px]]&lt;br /&gt;
----&lt;br /&gt;
; Description &lt;br /&gt;
: Rogues have little in common with each other. While some - maybe even the majority - are stealthy thieves, many serve as scouts, spies, investigators, diplomats, and simple thugs. Rogues are versatile, adaptable, and skilled at getting what others don't want them to get. While not equal to a fighter in combat, a rogue knows how to hit where it hurts, and a sneak attack can dish out a lot of damage. Rogues also seem to have a sixth sense when it comes to avoiding danger. Experienced rogues develop nearly magical powers and skills as they master the arts of stealth, evasion, and sneak attacks. In addition, while not capable of casting spells on their own, a rogue can sometimes &amp;quot;fake it&amp;quot; well enough to cast spells from scrolls, activate wands, and use just about any other magic item.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Alignment Restrictions&lt;br /&gt;
: None.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Mechanical Changes&lt;br /&gt;
: None&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Special Details&lt;br /&gt;
: None.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Sorcerers ===&lt;br /&gt;
[[File:AHHXvkf - Imgur.jpg|right|220px]]&lt;br /&gt;
----&lt;br /&gt;
; Description &lt;br /&gt;
: Sorcerers are arcane spellcasters who manipulate magic energy with imagination and talent rather than studious discipline. They have no books, no mentors, no theories - just raw power that they direct at will. Sorcerers know fewer spells than wizards do and acquire them more slowly, but they can cast individual spells more often and have no need to prepare their incantations ahead of time. Also unlike wizards, sorcerers cannot specialize in a school of magic. Since sorcerers gain their powers without undergoing the years of rigorous study that wizards go through, they have more time to learn fighting skills and are proficient with simple weapons.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Alignment Restrictions&lt;br /&gt;
: None.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Mechanical Changes&lt;br /&gt;
: None.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Special Details&lt;br /&gt;
: '''Power Source:''' Sorcerers draw their power either from pacts, or awakened bloodlines to exotic powers; character's should be aware which they are drawing from. The four main sources are: Infernal, Abyssal, Draconic, Fey. &lt;br /&gt;
:: '''Awakened Bloodlines:''' Awakened bloodlines assumes your character has some small, dilute remnant of exotic-blood in them from a distant ancestor. This ancestor is half-a-dozen or more generations distant, unless the character is a partial-exotic race of that type i.e.: [[Races#Tiefling|Tiefling]], [[Races#Cambion|Cambion]], [[Races#Half-Dragon|Half-Dragon]] etc.&lt;br /&gt;
:: '''Pacted:''' Either to enhance a concentration of existing planar-blood, or to make up for a lack there of, some mortals may choose to make pacts with powerful planar entities, to substitute their patron's power to empower their own. The result of this union may be the awakening of a bloodline unawakened, the enhancement of one already awakened, or, in the cases of no prior bloodline, the appropriate substitute to power their arcane-efforts.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Wizard ===&lt;br /&gt;
[[File:Wizard.jpg|right|220px]]&lt;br /&gt;
----&lt;br /&gt;
; Description &lt;br /&gt;
: Wizards are arcane spellcasters who depend on intensive study to create their magic. To wizards, magic is not a talent but a difficult, rewarding art. When they are prepared for battle, wizards can use their spells to devastating effect. When caught by surprise, they are vulnerable. The wizard's strength is her spells; everything else is secondary. She learns new spells as she experiments and grows in experience, and she can also learn them from other wizards. In addition, over time a wizard learns to manipulate her spells so they go farther, work better, or are improved in some other way. A wizard can call a familiar, a magical creature, small or large, that serves her.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Alignment Restrictions&lt;br /&gt;
: None.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Mechanical Changes&lt;br /&gt;
: None&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Special Details&lt;br /&gt;
: None.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>ElvenStarr</name></author>
		
	</entry>
	<entry>
		<id>https://netheril.net/w/index.php?title=File:Wizard.jpg&amp;diff=1699</id>
		<title>File:Wizard.jpg</title>
		<link rel="alternate" type="text/html" href="https://netheril.net/w/index.php?title=File:Wizard.jpg&amp;diff=1699"/>
		<updated>2021-07-10T04:53:58Z</updated>

		<summary type="html">&lt;p&gt;ElvenStarr: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>ElvenStarr</name></author>
		
	</entry>
	<entry>
		<id>https://netheril.net/w/index.php?title=Classes&amp;diff=1698</id>
		<title>Classes</title>
		<link rel="alternate" type="text/html" href="https://netheril.net/w/index.php?title=Classes&amp;diff=1698"/>
		<updated>2021-07-10T04:48:10Z</updated>

		<summary type="html">&lt;p&gt;ElvenStarr: /* Sorcerers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
!style=&amp;quot;height:10px; width:1000px; text-align:center;&amp;quot; |This page contains information on each class.&amp;lt;br&amp;gt;&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| style=&amp;quot;height:35px; width:350px; text-align:center;&amp;quot; | Classes represent an investment in a particular type of training for a character. This training can vary, within a field, or can include multiple fields (multi-classing). The table below gives a rough outline of the levels of investment expected from classes.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Title&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Level Range&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Notes&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;text-align:center;&amp;quot; | Novice&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | 1-4&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | ~35% of the population.&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;text-align:center;&amp;quot; | Adept&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | 5-8&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | ~30% of the population.&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;text-align:center;&amp;quot; | Experienced&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | 9-12&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | ~22% of the population.&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;text-align:center;&amp;quot; | Professional&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | 13-16&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | ~10% of the population.&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;text-align:center;&amp;quot; | Master&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | 17-20&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | ~2% of the population.&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;text-align:center;&amp;quot; | Grandmaster&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | 21-30&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | ~1% of the population.&amp;lt;br&amp;gt;Requires an application for characters to proceed into [[Epic Levels]].&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Base Classes ==&lt;br /&gt;
&lt;br /&gt;
=== Barbarian ===&lt;br /&gt;
[[File:DBEPpoU - Imgur.png|right|220px]]&lt;br /&gt;
----&lt;br /&gt;
; Description &lt;br /&gt;
: Barbarians are brave, even reckless warriors, and their great strength and heartiness makes them well suited for adventure. Barbarians scornfully reject the fighter traditions of arms training and discipline, instead tapping into a powerful rage that makes them stronger, tougher, and better able to withstand attacks. They only have the energy for a few such displays per day, but it is usually sufficient. Constant exposure to danger also gives barbarians a sort of &amp;quot;sixth sense,&amp;quot; a preternatural ability to sense danger and dodge attacks, and their running stamina is legendary.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Alignment Restrictions&lt;br /&gt;
: Non-Lawful&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Mechanical Changes&lt;br /&gt;
: None&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Special Details&lt;br /&gt;
: None.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Bard ===&lt;br /&gt;
[[File:Bard.jpg|right|220px]]&lt;br /&gt;
----&lt;br /&gt;
; Description &lt;br /&gt;
: Bards often serve as negotiators, messengers, scouts, and spies. They love to accompany heroes (and villains) to witness heroic (or villainous) deeds firsthand, since a bard who can tell a story from personal experience earns renown among his fellows. A bard casts arcane spells without any advance preparation, much like a sorcerer. His magic emphasizes charms and illusions, and the bard can also play an inspiring song that strengthens him and his allies. Bards also share some specialized skills with rogues, and their knowledge of item lore is nearly unmatched.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Alignment Restrictions&lt;br /&gt;
: Non-Lawful&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Mechanical Changes&lt;br /&gt;
: None&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Special Details&lt;br /&gt;
: None.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Cleric ===&lt;br /&gt;
[[File:948388f6a982bc947afcfed91d2e5536.jpg|right|220px]]&lt;br /&gt;
----&lt;br /&gt;
; Description &lt;br /&gt;
: Clerics act as intermediaries between the earthly and the divine (or infernal) worlds. A good cleric helps those in need, while an evil cleric seeks to spread his patron's vision of evil across the world. All clerics can heal wounds and bring people back from the brink of death, and powerful clerics can even raise the dead. Likewise, all clerics have authority over undead creatures, and they can turn away or even destroy these creatures. Clerics are trained in the use of simple weapons, and can use all forms of armor and shields without penalty, since armor does not interfere with the casting of divine spells. In addition to his normal complement of spells, every cleric chooses to focus on two of his deity's domains. These domains grant the cleric special powers, and give him access to spells that he might otherwise never learn.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Alignment Restrictions&lt;br /&gt;
: None.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Mechanical Changes&lt;br /&gt;
: None&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Special Details&lt;br /&gt;
&lt;br /&gt;
: '''Divine Worshipper / Domains''': To be a Cleric in Netheril, you have to represent your [[Deities|Deity]] if you want their blessings. This means you must cast from within their [[Cleric Domains|Domains]], and you must espouse their ideals by remaining true to their alignment. For every incorrect domain a cleric will suffer 20% spell failure. For every opposing axes of alignment a cleric will suffer 10% spell failure. Not picking a deity at all will cause a cleric to suffer 100% spell failure. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Druid ===&lt;br /&gt;
[[File:7lwjnJc - Imgur.jpg|right|220px]]&lt;br /&gt;
----&lt;br /&gt;
; Description &lt;br /&gt;
: Druids are divine spellcasters who receive their spells from nature, not the gods. They strive to live in harmony with the natural world, and hate anything that is not part of the natural cycle, especially aberrations and undead creatures. As they gain experience, they learn to take the shapes of animals and eventually of more powerful creatures. The strict oaths taken by every druid prohibit using weapons and armor outside their traditions.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Alignment Restrictions&lt;br /&gt;
: Any Neutral.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Mechanical Changes&lt;br /&gt;
: None&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Special Details&lt;br /&gt;
: '''Nature Magic:''' Must select a [[Deities|god]] or mother nature in order to be able to channel energy for spellcasting.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Fighter ===&lt;br /&gt;
[[File:22kOwb8 - Imgur.jpg|right|220px]]&lt;br /&gt;
----&lt;br /&gt;
; Description &lt;br /&gt;
: Fighters can be many things, from soldiers to criminal enforcers. Some see adventure as a way to get rich, while others use their skills to protect the innocent. Fighters have the best all-around fighting capabilities of the PC classes, and they are trained to use all standard weapons and armor. A fighter's rigorous martial training grants him many bonus feats as he progresses, and high-level fighters have access to special melee maneuvers and exotic weapons not available to any other character.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Alignment Restrictions&lt;br /&gt;
: Any.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Mechanical Changes&lt;br /&gt;
: None&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Special Details&lt;br /&gt;
: None.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Monk ===&lt;br /&gt;
[[File:UGyRSw2 - Imgur.png|right|220px]]&lt;br /&gt;
----&lt;br /&gt;
; Description &lt;br /&gt;
: Monks are versatile warriors skilled at fighting without weapons or armor. Good-aligned monks serve as protectors of the people, while evil monks make ideal spies and assassins. Though they don't cast spells, monks channel a subtle energy, called ki. This energy allows them to perform amazing feats, such as healing themselves, catching arrows in flight, and dodging blows with lightning speed. Their mundane and ki-based abilities grow with experience, granting them more power over themselves and their environment. Monks suffer unique penalties to their abilities if they wear armor, as doing so violates their rigid oaths. Monks wearing armor lose their wisdom and level based armor class bonuses, their movement speed, and their additional unarmed attacks per round.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Alignment Restrictions&lt;br /&gt;
: Any Lawful.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Mechanical Changes&lt;br /&gt;
: None&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Special Details&lt;br /&gt;
: None.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Ranger ===&lt;br /&gt;
[[File:SkvA3Np - Imgur.jpg|right|220px]]&lt;br /&gt;
----&lt;br /&gt;
; Description &lt;br /&gt;
: Rangers are skilled stalkers and hunters who make their home in the wilderness. Their martial skill is nearly the equal of the fighter, but they lack the latter's dedication to the craft of fighting. Instead, the ranger focuses his skills and training on a specific enemy - a type of creature he bears a vengeful grudge against and hunts above all others. Rangers often accept the role of protector, aiding those who live in or travel through the woods. His skills allow him to move quietly and stick to the shadows, especially in natural settings, and he also has special knowledge of certain types of creatures. Finally, an experienced ranger has such a tie to nature that he can actually draw on natural power to cast divine spells, much as a druid does, and like a druid he is often accompanied by animal companions.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Alignment Restrictions&lt;br /&gt;
: None.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Mechanical Changes&lt;br /&gt;
: None&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Special Details&lt;br /&gt;
: '''Nature Magic:''' Must select a [[Deities|god]] or mother nature in order to be able to channel energy for spellcasting.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Rogue ===&lt;br /&gt;
[[File:ACKsAwG - Imgur.jpg|right|220px]]&lt;br /&gt;
----&lt;br /&gt;
; Description &lt;br /&gt;
: Rogues have little in common with each other. While some - maybe even the majority - are stealthy thieves, many serve as scouts, spies, investigators, diplomats, and simple thugs. Rogues are versatile, adaptable, and skilled at getting what others don't want them to get. While not equal to a fighter in combat, a rogue knows how to hit where it hurts, and a sneak attack can dish out a lot of damage. Rogues also seem to have a sixth sense when it comes to avoiding danger. Experienced rogues develop nearly magical powers and skills as they master the arts of stealth, evasion, and sneak attacks. In addition, while not capable of casting spells on their own, a rogue can sometimes &amp;quot;fake it&amp;quot; well enough to cast spells from scrolls, activate wands, and use just about any other magic item.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Alignment Restrictions&lt;br /&gt;
: None.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Mechanical Changes&lt;br /&gt;
: None&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Special Details&lt;br /&gt;
: None.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Sorcerers ===&lt;br /&gt;
[[File:AHHXvkf - Imgur.jpg|right|220px]]&lt;br /&gt;
----&lt;br /&gt;
; Description &lt;br /&gt;
: Sorcerers are arcane spellcasters who manipulate magic energy with imagination and talent rather than studious discipline. They have no books, no mentors, no theories - just raw power that they direct at will. Sorcerers know fewer spells than wizards do and acquire them more slowly, but they can cast individual spells more often and have no need to prepare their incantations ahead of time. Also unlike wizards, sorcerers cannot specialize in a school of magic. Since sorcerers gain their powers without undergoing the years of rigorous study that wizards go through, they have more time to learn fighting skills and are proficient with simple weapons.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Alignment Restrictions&lt;br /&gt;
: None.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Mechanical Changes&lt;br /&gt;
: None.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Special Details&lt;br /&gt;
: '''Power Source:''' Sorcerers draw their power either from pacts, or awakened bloodlines to exotic powers; character's should be aware which they are drawing from. The four main sources are: Infernal, Abyssal, Draconic, Fey. &lt;br /&gt;
:: '''Awakened Bloodlines:''' Awakened bloodlines assumes your character has some small, dilute remnant of exotic-blood in them from a distant ancestor. This ancestor is half-a-dozen or more generations distant, unless the character is a partial-exotic race of that type i.e.: [[Races#Tiefling|Tiefling]], [[Races#Cambion|Cambion]], [[Races#Half-Dragon|Half-Dragon]] etc.&lt;br /&gt;
:: '''Pacted:''' Either to enhance a concentration of existing planar-blood, or to make up for a lack there of, some mortals may choose to make pacts with powerful planar entities, to substitute their patron's power to empower their own. The result of this union may be the awakening of a bloodline unawakened, the enhancement of one already awakened, or, in the cases of no prior bloodline, the appropriate substitute to power their arcane-efforts.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Wizard ===&lt;br /&gt;
----&lt;br /&gt;
; Description &lt;br /&gt;
: Wizards are arcane spellcasters who depend on intensive study to create their magic. To wizards, magic is not a talent but a difficult, rewarding art. When they are prepared for battle, wizards can use their spells to devastating effect. When caught by surprise, they are vulnerable. The wizard's strength is her spells; everything else is secondary. She learns new spells as she experiments and grows in experience, and she can also learn them from other wizards. In addition, over time a wizard learns to manipulate her spells so they go farther, work better, or are improved in some other way. A wizard can call a familiar, a magical creature, small or large, that serves her.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Alignment Restrictions&lt;br /&gt;
: None.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Mechanical Changes&lt;br /&gt;
: None&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Special Details&lt;br /&gt;
: None.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>ElvenStarr</name></author>
		
	</entry>
	<entry>
		<id>https://netheril.net/w/index.php?title=Classes&amp;diff=1697</id>
		<title>Classes</title>
		<link rel="alternate" type="text/html" href="https://netheril.net/w/index.php?title=Classes&amp;diff=1697"/>
		<updated>2021-07-10T04:47:50Z</updated>

		<summary type="html">&lt;p&gt;ElvenStarr: /* Sorcerers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
!style=&amp;quot;height:10px; width:1000px; text-align:center;&amp;quot; |This page contains information on each class.&amp;lt;br&amp;gt;&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| style=&amp;quot;height:35px; width:350px; text-align:center;&amp;quot; | Classes represent an investment in a particular type of training for a character. This training can vary, within a field, or can include multiple fields (multi-classing). The table below gives a rough outline of the levels of investment expected from classes.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Title&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Level Range&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Notes&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;text-align:center;&amp;quot; | Novice&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | 1-4&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | ~35% of the population.&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;text-align:center;&amp;quot; | Adept&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | 5-8&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | ~30% of the population.&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;text-align:center;&amp;quot; | Experienced&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | 9-12&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | ~22% of the population.&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;text-align:center;&amp;quot; | Professional&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | 13-16&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | ~10% of the population.&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;text-align:center;&amp;quot; | Master&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | 17-20&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | ~2% of the population.&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;text-align:center;&amp;quot; | Grandmaster&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | 21-30&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | ~1% of the population.&amp;lt;br&amp;gt;Requires an application for characters to proceed into [[Epic Levels]].&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Base Classes ==&lt;br /&gt;
&lt;br /&gt;
=== Barbarian ===&lt;br /&gt;
[[File:DBEPpoU - Imgur.png|right|220px]]&lt;br /&gt;
----&lt;br /&gt;
; Description &lt;br /&gt;
: Barbarians are brave, even reckless warriors, and their great strength and heartiness makes them well suited for adventure. Barbarians scornfully reject the fighter traditions of arms training and discipline, instead tapping into a powerful rage that makes them stronger, tougher, and better able to withstand attacks. They only have the energy for a few such displays per day, but it is usually sufficient. Constant exposure to danger also gives barbarians a sort of &amp;quot;sixth sense,&amp;quot; a preternatural ability to sense danger and dodge attacks, and their running stamina is legendary.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Alignment Restrictions&lt;br /&gt;
: Non-Lawful&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Mechanical Changes&lt;br /&gt;
: None&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Special Details&lt;br /&gt;
: None.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Bard ===&lt;br /&gt;
[[File:Bard.jpg|right|220px]]&lt;br /&gt;
----&lt;br /&gt;
; Description &lt;br /&gt;
: Bards often serve as negotiators, messengers, scouts, and spies. They love to accompany heroes (and villains) to witness heroic (or villainous) deeds firsthand, since a bard who can tell a story from personal experience earns renown among his fellows. A bard casts arcane spells without any advance preparation, much like a sorcerer. His magic emphasizes charms and illusions, and the bard can also play an inspiring song that strengthens him and his allies. Bards also share some specialized skills with rogues, and their knowledge of item lore is nearly unmatched.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Alignment Restrictions&lt;br /&gt;
: Non-Lawful&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Mechanical Changes&lt;br /&gt;
: None&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Special Details&lt;br /&gt;
: None.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Cleric ===&lt;br /&gt;
[[File:948388f6a982bc947afcfed91d2e5536.jpg|right|220px]]&lt;br /&gt;
----&lt;br /&gt;
; Description &lt;br /&gt;
: Clerics act as intermediaries between the earthly and the divine (or infernal) worlds. A good cleric helps those in need, while an evil cleric seeks to spread his patron's vision of evil across the world. All clerics can heal wounds and bring people back from the brink of death, and powerful clerics can even raise the dead. Likewise, all clerics have authority over undead creatures, and they can turn away or even destroy these creatures. Clerics are trained in the use of simple weapons, and can use all forms of armor and shields without penalty, since armor does not interfere with the casting of divine spells. In addition to his normal complement of spells, every cleric chooses to focus on two of his deity's domains. These domains grant the cleric special powers, and give him access to spells that he might otherwise never learn.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Alignment Restrictions&lt;br /&gt;
: None.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Mechanical Changes&lt;br /&gt;
: None&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Special Details&lt;br /&gt;
&lt;br /&gt;
: '''Divine Worshipper / Domains''': To be a Cleric in Netheril, you have to represent your [[Deities|Deity]] if you want their blessings. This means you must cast from within their [[Cleric Domains|Domains]], and you must espouse their ideals by remaining true to their alignment. For every incorrect domain a cleric will suffer 20% spell failure. For every opposing axes of alignment a cleric will suffer 10% spell failure. Not picking a deity at all will cause a cleric to suffer 100% spell failure. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Druid ===&lt;br /&gt;
[[File:7lwjnJc - Imgur.jpg|right|220px]]&lt;br /&gt;
----&lt;br /&gt;
; Description &lt;br /&gt;
: Druids are divine spellcasters who receive their spells from nature, not the gods. They strive to live in harmony with the natural world, and hate anything that is not part of the natural cycle, especially aberrations and undead creatures. As they gain experience, they learn to take the shapes of animals and eventually of more powerful creatures. The strict oaths taken by every druid prohibit using weapons and armor outside their traditions.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Alignment Restrictions&lt;br /&gt;
: Any Neutral.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Mechanical Changes&lt;br /&gt;
: None&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Special Details&lt;br /&gt;
: '''Nature Magic:''' Must select a [[Deities|god]] or mother nature in order to be able to channel energy for spellcasting.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Fighter ===&lt;br /&gt;
[[File:22kOwb8 - Imgur.jpg|right|220px]]&lt;br /&gt;
----&lt;br /&gt;
; Description &lt;br /&gt;
: Fighters can be many things, from soldiers to criminal enforcers. Some see adventure as a way to get rich, while others use their skills to protect the innocent. Fighters have the best all-around fighting capabilities of the PC classes, and they are trained to use all standard weapons and armor. A fighter's rigorous martial training grants him many bonus feats as he progresses, and high-level fighters have access to special melee maneuvers and exotic weapons not available to any other character.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Alignment Restrictions&lt;br /&gt;
: Any.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Mechanical Changes&lt;br /&gt;
: None&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Special Details&lt;br /&gt;
: None.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Monk ===&lt;br /&gt;
[[File:UGyRSw2 - Imgur.png|right|220px]]&lt;br /&gt;
----&lt;br /&gt;
; Description &lt;br /&gt;
: Monks are versatile warriors skilled at fighting without weapons or armor. Good-aligned monks serve as protectors of the people, while evil monks make ideal spies and assassins. Though they don't cast spells, monks channel a subtle energy, called ki. This energy allows them to perform amazing feats, such as healing themselves, catching arrows in flight, and dodging blows with lightning speed. Their mundane and ki-based abilities grow with experience, granting them more power over themselves and their environment. Monks suffer unique penalties to their abilities if they wear armor, as doing so violates their rigid oaths. Monks wearing armor lose their wisdom and level based armor class bonuses, their movement speed, and their additional unarmed attacks per round.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Alignment Restrictions&lt;br /&gt;
: Any Lawful.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Mechanical Changes&lt;br /&gt;
: None&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Special Details&lt;br /&gt;
: None.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Ranger ===&lt;br /&gt;
[[File:SkvA3Np - Imgur.jpg|right|220px]]&lt;br /&gt;
----&lt;br /&gt;
; Description &lt;br /&gt;
: Rangers are skilled stalkers and hunters who make their home in the wilderness. Their martial skill is nearly the equal of the fighter, but they lack the latter's dedication to the craft of fighting. Instead, the ranger focuses his skills and training on a specific enemy - a type of creature he bears a vengeful grudge against and hunts above all others. Rangers often accept the role of protector, aiding those who live in or travel through the woods. His skills allow him to move quietly and stick to the shadows, especially in natural settings, and he also has special knowledge of certain types of creatures. Finally, an experienced ranger has such a tie to nature that he can actually draw on natural power to cast divine spells, much as a druid does, and like a druid he is often accompanied by animal companions.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Alignment Restrictions&lt;br /&gt;
: None.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Mechanical Changes&lt;br /&gt;
: None&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Special Details&lt;br /&gt;
: '''Nature Magic:''' Must select a [[Deities|god]] or mother nature in order to be able to channel energy for spellcasting.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Rogue ===&lt;br /&gt;
[[File:ACKsAwG - Imgur.jpg|right|220px]]&lt;br /&gt;
----&lt;br /&gt;
; Description &lt;br /&gt;
: Rogues have little in common with each other. While some - maybe even the majority - are stealthy thieves, many serve as scouts, spies, investigators, diplomats, and simple thugs. Rogues are versatile, adaptable, and skilled at getting what others don't want them to get. While not equal to a fighter in combat, a rogue knows how to hit where it hurts, and a sneak attack can dish out a lot of damage. Rogues also seem to have a sixth sense when it comes to avoiding danger. Experienced rogues develop nearly magical powers and skills as they master the arts of stealth, evasion, and sneak attacks. In addition, while not capable of casting spells on their own, a rogue can sometimes &amp;quot;fake it&amp;quot; well enough to cast spells from scrolls, activate wands, and use just about any other magic item.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Alignment Restrictions&lt;br /&gt;
: None.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Mechanical Changes&lt;br /&gt;
: None&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Special Details&lt;br /&gt;
: None.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Sorcerers ===&lt;br /&gt;
[[File:AHHXvkf - Imgur.jpg|right|210px]]&lt;br /&gt;
----&lt;br /&gt;
; Description &lt;br /&gt;
: Sorcerers are arcane spellcasters who manipulate magic energy with imagination and talent rather than studious discipline. They have no books, no mentors, no theories - just raw power that they direct at will. Sorcerers know fewer spells than wizards do and acquire them more slowly, but they can cast individual spells more often and have no need to prepare their incantations ahead of time. Also unlike wizards, sorcerers cannot specialize in a school of magic. Since sorcerers gain their powers without undergoing the years of rigorous study that wizards go through, they have more time to learn fighting skills and are proficient with simple weapons.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Alignment Restrictions&lt;br /&gt;
: None.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Mechanical Changes&lt;br /&gt;
: None.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Special Details&lt;br /&gt;
: '''Power Source:''' Sorcerers draw their power either from pacts, or awakened bloodlines to exotic powers; character's should be aware which they are drawing from. The four main sources are: Infernal, Abyssal, Draconic, Fey. &lt;br /&gt;
:: '''Awakened Bloodlines:''' Awakened bloodlines assumes your character has some small, dilute remnant of exotic-blood in them from a distant ancestor. This ancestor is half-a-dozen or more generations distant, unless the character is a partial-exotic race of that type i.e.: [[Races#Tiefling|Tiefling]], [[Races#Cambion|Cambion]], [[Races#Half-Dragon|Half-Dragon]] etc.&lt;br /&gt;
:: '''Pacted:''' Either to enhance a concentration of existing planar-blood, or to make up for a lack there of, some mortals may choose to make pacts with powerful planar entities, to substitute their patron's power to empower their own. The result of this union may be the awakening of a bloodline unawakened, the enhancement of one already awakened, or, in the cases of no prior bloodline, the appropriate substitute to power their arcane-efforts.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Wizard ===&lt;br /&gt;
----&lt;br /&gt;
; Description &lt;br /&gt;
: Wizards are arcane spellcasters who depend on intensive study to create their magic. To wizards, magic is not a talent but a difficult, rewarding art. When they are prepared for battle, wizards can use their spells to devastating effect. When caught by surprise, they are vulnerable. The wizard's strength is her spells; everything else is secondary. She learns new spells as she experiments and grows in experience, and she can also learn them from other wizards. In addition, over time a wizard learns to manipulate her spells so they go farther, work better, or are improved in some other way. A wizard can call a familiar, a magical creature, small or large, that serves her.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Alignment Restrictions&lt;br /&gt;
: None.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Mechanical Changes&lt;br /&gt;
: None&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Special Details&lt;br /&gt;
: None.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>ElvenStarr</name></author>
		
	</entry>
	<entry>
		<id>https://netheril.net/w/index.php?title=Classes&amp;diff=1696</id>
		<title>Classes</title>
		<link rel="alternate" type="text/html" href="https://netheril.net/w/index.php?title=Classes&amp;diff=1696"/>
		<updated>2021-07-10T04:47:15Z</updated>

		<summary type="html">&lt;p&gt;ElvenStarr: /* Sorcerers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
!style=&amp;quot;height:10px; width:1000px; text-align:center;&amp;quot; |This page contains information on each class.&amp;lt;br&amp;gt;&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| style=&amp;quot;height:35px; width:350px; text-align:center;&amp;quot; | Classes represent an investment in a particular type of training for a character. This training can vary, within a field, or can include multiple fields (multi-classing). The table below gives a rough outline of the levels of investment expected from classes.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Title&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Level Range&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Notes&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;text-align:center;&amp;quot; | Novice&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | 1-4&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | ~35% of the population.&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;text-align:center;&amp;quot; | Adept&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | 5-8&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | ~30% of the population.&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;text-align:center;&amp;quot; | Experienced&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | 9-12&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | ~22% of the population.&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;text-align:center;&amp;quot; | Professional&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | 13-16&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | ~10% of the population.&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;text-align:center;&amp;quot; | Master&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | 17-20&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | ~2% of the population.&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;text-align:center;&amp;quot; | Grandmaster&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | 21-30&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | ~1% of the population.&amp;lt;br&amp;gt;Requires an application for characters to proceed into [[Epic Levels]].&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Base Classes ==&lt;br /&gt;
&lt;br /&gt;
=== Barbarian ===&lt;br /&gt;
[[File:DBEPpoU - Imgur.png|right|220px]]&lt;br /&gt;
----&lt;br /&gt;
; Description &lt;br /&gt;
: Barbarians are brave, even reckless warriors, and their great strength and heartiness makes them well suited for adventure. Barbarians scornfully reject the fighter traditions of arms training and discipline, instead tapping into a powerful rage that makes them stronger, tougher, and better able to withstand attacks. They only have the energy for a few such displays per day, but it is usually sufficient. Constant exposure to danger also gives barbarians a sort of &amp;quot;sixth sense,&amp;quot; a preternatural ability to sense danger and dodge attacks, and their running stamina is legendary.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Alignment Restrictions&lt;br /&gt;
: Non-Lawful&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Mechanical Changes&lt;br /&gt;
: None&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Special Details&lt;br /&gt;
: None.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Bard ===&lt;br /&gt;
[[File:Bard.jpg|right|220px]]&lt;br /&gt;
----&lt;br /&gt;
; Description &lt;br /&gt;
: Bards often serve as negotiators, messengers, scouts, and spies. They love to accompany heroes (and villains) to witness heroic (or villainous) deeds firsthand, since a bard who can tell a story from personal experience earns renown among his fellows. A bard casts arcane spells without any advance preparation, much like a sorcerer. His magic emphasizes charms and illusions, and the bard can also play an inspiring song that strengthens him and his allies. Bards also share some specialized skills with rogues, and their knowledge of item lore is nearly unmatched.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Alignment Restrictions&lt;br /&gt;
: Non-Lawful&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Mechanical Changes&lt;br /&gt;
: None&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Special Details&lt;br /&gt;
: None.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Cleric ===&lt;br /&gt;
[[File:948388f6a982bc947afcfed91d2e5536.jpg|right|220px]]&lt;br /&gt;
----&lt;br /&gt;
; Description &lt;br /&gt;
: Clerics act as intermediaries between the earthly and the divine (or infernal) worlds. A good cleric helps those in need, while an evil cleric seeks to spread his patron's vision of evil across the world. All clerics can heal wounds and bring people back from the brink of death, and powerful clerics can even raise the dead. Likewise, all clerics have authority over undead creatures, and they can turn away or even destroy these creatures. Clerics are trained in the use of simple weapons, and can use all forms of armor and shields without penalty, since armor does not interfere with the casting of divine spells. In addition to his normal complement of spells, every cleric chooses to focus on two of his deity's domains. These domains grant the cleric special powers, and give him access to spells that he might otherwise never learn.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Alignment Restrictions&lt;br /&gt;
: None.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Mechanical Changes&lt;br /&gt;
: None&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Special Details&lt;br /&gt;
&lt;br /&gt;
: '''Divine Worshipper / Domains''': To be a Cleric in Netheril, you have to represent your [[Deities|Deity]] if you want their blessings. This means you must cast from within their [[Cleric Domains|Domains]], and you must espouse their ideals by remaining true to their alignment. For every incorrect domain a cleric will suffer 20% spell failure. For every opposing axes of alignment a cleric will suffer 10% spell failure. Not picking a deity at all will cause a cleric to suffer 100% spell failure. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Druid ===&lt;br /&gt;
[[File:7lwjnJc - Imgur.jpg|right|220px]]&lt;br /&gt;
----&lt;br /&gt;
; Description &lt;br /&gt;
: Druids are divine spellcasters who receive their spells from nature, not the gods. They strive to live in harmony with the natural world, and hate anything that is not part of the natural cycle, especially aberrations and undead creatures. As they gain experience, they learn to take the shapes of animals and eventually of more powerful creatures. The strict oaths taken by every druid prohibit using weapons and armor outside their traditions.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Alignment Restrictions&lt;br /&gt;
: Any Neutral.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Mechanical Changes&lt;br /&gt;
: None&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Special Details&lt;br /&gt;
: '''Nature Magic:''' Must select a [[Deities|god]] or mother nature in order to be able to channel energy for spellcasting.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Fighter ===&lt;br /&gt;
[[File:22kOwb8 - Imgur.jpg|right|220px]]&lt;br /&gt;
----&lt;br /&gt;
; Description &lt;br /&gt;
: Fighters can be many things, from soldiers to criminal enforcers. Some see adventure as a way to get rich, while others use their skills to protect the innocent. Fighters have the best all-around fighting capabilities of the PC classes, and they are trained to use all standard weapons and armor. A fighter's rigorous martial training grants him many bonus feats as he progresses, and high-level fighters have access to special melee maneuvers and exotic weapons not available to any other character.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Alignment Restrictions&lt;br /&gt;
: Any.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Mechanical Changes&lt;br /&gt;
: None&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Special Details&lt;br /&gt;
: None.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Monk ===&lt;br /&gt;
[[File:UGyRSw2 - Imgur.png|right|220px]]&lt;br /&gt;
----&lt;br /&gt;
; Description &lt;br /&gt;
: Monks are versatile warriors skilled at fighting without weapons or armor. Good-aligned monks serve as protectors of the people, while evil monks make ideal spies and assassins. Though they don't cast spells, monks channel a subtle energy, called ki. This energy allows them to perform amazing feats, such as healing themselves, catching arrows in flight, and dodging blows with lightning speed. Their mundane and ki-based abilities grow with experience, granting them more power over themselves and their environment. Monks suffer unique penalties to their abilities if they wear armor, as doing so violates their rigid oaths. Monks wearing armor lose their wisdom and level based armor class bonuses, their movement speed, and their additional unarmed attacks per round.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Alignment Restrictions&lt;br /&gt;
: Any Lawful.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Mechanical Changes&lt;br /&gt;
: None&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Special Details&lt;br /&gt;
: None.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Ranger ===&lt;br /&gt;
[[File:SkvA3Np - Imgur.jpg|right|220px]]&lt;br /&gt;
----&lt;br /&gt;
; Description &lt;br /&gt;
: Rangers are skilled stalkers and hunters who make their home in the wilderness. Their martial skill is nearly the equal of the fighter, but they lack the latter's dedication to the craft of fighting. Instead, the ranger focuses his skills and training on a specific enemy - a type of creature he bears a vengeful grudge against and hunts above all others. Rangers often accept the role of protector, aiding those who live in or travel through the woods. His skills allow him to move quietly and stick to the shadows, especially in natural settings, and he also has special knowledge of certain types of creatures. Finally, an experienced ranger has such a tie to nature that he can actually draw on natural power to cast divine spells, much as a druid does, and like a druid he is often accompanied by animal companions.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Alignment Restrictions&lt;br /&gt;
: None.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Mechanical Changes&lt;br /&gt;
: None&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Special Details&lt;br /&gt;
: '''Nature Magic:''' Must select a [[Deities|god]] or mother nature in order to be able to channel energy for spellcasting.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Rogue ===&lt;br /&gt;
[[File:ACKsAwG - Imgur.jpg|right|220px]]&lt;br /&gt;
----&lt;br /&gt;
; Description &lt;br /&gt;
: Rogues have little in common with each other. While some - maybe even the majority - are stealthy thieves, many serve as scouts, spies, investigators, diplomats, and simple thugs. Rogues are versatile, adaptable, and skilled at getting what others don't want them to get. While not equal to a fighter in combat, a rogue knows how to hit where it hurts, and a sneak attack can dish out a lot of damage. Rogues also seem to have a sixth sense when it comes to avoiding danger. Experienced rogues develop nearly magical powers and skills as they master the arts of stealth, evasion, and sneak attacks. In addition, while not capable of casting spells on their own, a rogue can sometimes &amp;quot;fake it&amp;quot; well enough to cast spells from scrolls, activate wands, and use just about any other magic item.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Alignment Restrictions&lt;br /&gt;
: None.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Mechanical Changes&lt;br /&gt;
: None&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Special Details&lt;br /&gt;
: None.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Sorcerers ===&lt;br /&gt;
[[File:AHHXvkf - Imgur.jpg|right|240px]]&lt;br /&gt;
----&lt;br /&gt;
; Description &lt;br /&gt;
: Sorcerers are arcane spellcasters who manipulate magic energy with imagination and talent rather than studious discipline. They have no books, no mentors, no theories - just raw power that they direct at will. Sorcerers know fewer spells than wizards do and acquire them more slowly, but they can cast individual spells more often and have no need to prepare their incantations ahead of time. Also unlike wizards, sorcerers cannot specialize in a school of magic. Since sorcerers gain their powers without undergoing the years of rigorous study that wizards go through, they have more time to learn fighting skills and are proficient with simple weapons.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Alignment Restrictions&lt;br /&gt;
: None.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Mechanical Changes&lt;br /&gt;
: None.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Special Details&lt;br /&gt;
: '''Power Source:''' Sorcerers draw their power either from pacts, or awakened bloodlines to exotic powers; character's should be aware which they are drawing from. The four main sources are: Infernal, Abyssal, Draconic, Fey. &lt;br /&gt;
:: '''Awakened Bloodlines:''' Awakened bloodlines assumes your character has some small, dilute remnant of exotic-blood in them from a distant ancestor. This ancestor is half-a-dozen or more generations distant, unless the character is a partial-exotic race of that type i.e.: [[Races#Tiefling|Tiefling]], [[Races#Cambion|Cambion]], [[Races#Half-Dragon|Half-Dragon]] etc.&lt;br /&gt;
:: '''Pacted:''' Either to enhance a concentration of existing planar-blood, or to make up for a lack there of, some mortals may choose to make pacts with powerful planar entities, to substitute their patron's power to empower their own. The result of this union may be the awakening of a bloodline unawakened, the enhancement of one already awakened, or, in the cases of no prior bloodline, the appropriate substitute to power their arcane-efforts.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Wizard ===&lt;br /&gt;
----&lt;br /&gt;
; Description &lt;br /&gt;
: Wizards are arcane spellcasters who depend on intensive study to create their magic. To wizards, magic is not a talent but a difficult, rewarding art. When they are prepared for battle, wizards can use their spells to devastating effect. When caught by surprise, they are vulnerable. The wizard's strength is her spells; everything else is secondary. She learns new spells as she experiments and grows in experience, and she can also learn them from other wizards. In addition, over time a wizard learns to manipulate her spells so they go farther, work better, or are improved in some other way. A wizard can call a familiar, a magical creature, small or large, that serves her.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Alignment Restrictions&lt;br /&gt;
: None.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Mechanical Changes&lt;br /&gt;
: None&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Special Details&lt;br /&gt;
: None.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>ElvenStarr</name></author>
		
	</entry>
	<entry>
		<id>https://netheril.net/w/index.php?title=File:AHHXvkf_-_Imgur.jpg&amp;diff=1695</id>
		<title>File:AHHXvkf - Imgur.jpg</title>
		<link rel="alternate" type="text/html" href="https://netheril.net/w/index.php?title=File:AHHXvkf_-_Imgur.jpg&amp;diff=1695"/>
		<updated>2021-07-10T04:45:29Z</updated>

		<summary type="html">&lt;p&gt;ElvenStarr: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>ElvenStarr</name></author>
		
	</entry>
	<entry>
		<id>https://netheril.net/w/index.php?title=Classes&amp;diff=1694</id>
		<title>Classes</title>
		<link rel="alternate" type="text/html" href="https://netheril.net/w/index.php?title=Classes&amp;diff=1694"/>
		<updated>2021-07-10T04:42:47Z</updated>

		<summary type="html">&lt;p&gt;ElvenStarr: /* Rogue */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
!style=&amp;quot;height:10px; width:1000px; text-align:center;&amp;quot; |This page contains information on each class.&amp;lt;br&amp;gt;&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| style=&amp;quot;height:35px; width:350px; text-align:center;&amp;quot; | Classes represent an investment in a particular type of training for a character. This training can vary, within a field, or can include multiple fields (multi-classing). The table below gives a rough outline of the levels of investment expected from classes.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Title&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Level Range&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Notes&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;text-align:center;&amp;quot; | Novice&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | 1-4&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | ~35% of the population.&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;text-align:center;&amp;quot; | Adept&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | 5-8&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | ~30% of the population.&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;text-align:center;&amp;quot; | Experienced&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | 9-12&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | ~22% of the population.&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;text-align:center;&amp;quot; | Professional&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | 13-16&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | ~10% of the population.&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;text-align:center;&amp;quot; | Master&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | 17-20&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | ~2% of the population.&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;text-align:center;&amp;quot; | Grandmaster&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | 21-30&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | ~1% of the population.&amp;lt;br&amp;gt;Requires an application for characters to proceed into [[Epic Levels]].&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Base Classes ==&lt;br /&gt;
&lt;br /&gt;
=== Barbarian ===&lt;br /&gt;
[[File:DBEPpoU - Imgur.png|right|220px]]&lt;br /&gt;
----&lt;br /&gt;
; Description &lt;br /&gt;
: Barbarians are brave, even reckless warriors, and their great strength and heartiness makes them well suited for adventure. Barbarians scornfully reject the fighter traditions of arms training and discipline, instead tapping into a powerful rage that makes them stronger, tougher, and better able to withstand attacks. They only have the energy for a few such displays per day, but it is usually sufficient. Constant exposure to danger also gives barbarians a sort of &amp;quot;sixth sense,&amp;quot; a preternatural ability to sense danger and dodge attacks, and their running stamina is legendary.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Alignment Restrictions&lt;br /&gt;
: Non-Lawful&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Mechanical Changes&lt;br /&gt;
: None&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Special Details&lt;br /&gt;
: None.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Bard ===&lt;br /&gt;
[[File:Bard.jpg|right|220px]]&lt;br /&gt;
----&lt;br /&gt;
; Description &lt;br /&gt;
: Bards often serve as negotiators, messengers, scouts, and spies. They love to accompany heroes (and villains) to witness heroic (or villainous) deeds firsthand, since a bard who can tell a story from personal experience earns renown among his fellows. A bard casts arcane spells without any advance preparation, much like a sorcerer. His magic emphasizes charms and illusions, and the bard can also play an inspiring song that strengthens him and his allies. Bards also share some specialized skills with rogues, and their knowledge of item lore is nearly unmatched.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Alignment Restrictions&lt;br /&gt;
: Non-Lawful&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Mechanical Changes&lt;br /&gt;
: None&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Special Details&lt;br /&gt;
: None.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Cleric ===&lt;br /&gt;
[[File:948388f6a982bc947afcfed91d2e5536.jpg|right|220px]]&lt;br /&gt;
----&lt;br /&gt;
; Description &lt;br /&gt;
: Clerics act as intermediaries between the earthly and the divine (or infernal) worlds. A good cleric helps those in need, while an evil cleric seeks to spread his patron's vision of evil across the world. All clerics can heal wounds and bring people back from the brink of death, and powerful clerics can even raise the dead. Likewise, all clerics have authority over undead creatures, and they can turn away or even destroy these creatures. Clerics are trained in the use of simple weapons, and can use all forms of armor and shields without penalty, since armor does not interfere with the casting of divine spells. In addition to his normal complement of spells, every cleric chooses to focus on two of his deity's domains. These domains grant the cleric special powers, and give him access to spells that he might otherwise never learn.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Alignment Restrictions&lt;br /&gt;
: None.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Mechanical Changes&lt;br /&gt;
: None&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Special Details&lt;br /&gt;
&lt;br /&gt;
: '''Divine Worshipper / Domains''': To be a Cleric in Netheril, you have to represent your [[Deities|Deity]] if you want their blessings. This means you must cast from within their [[Cleric Domains|Domains]], and you must espouse their ideals by remaining true to their alignment. For every incorrect domain a cleric will suffer 20% spell failure. For every opposing axes of alignment a cleric will suffer 10% spell failure. Not picking a deity at all will cause a cleric to suffer 100% spell failure. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Druid ===&lt;br /&gt;
[[File:7lwjnJc - Imgur.jpg|right|220px]]&lt;br /&gt;
----&lt;br /&gt;
; Description &lt;br /&gt;
: Druids are divine spellcasters who receive their spells from nature, not the gods. They strive to live in harmony with the natural world, and hate anything that is not part of the natural cycle, especially aberrations and undead creatures. As they gain experience, they learn to take the shapes of animals and eventually of more powerful creatures. The strict oaths taken by every druid prohibit using weapons and armor outside their traditions.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Alignment Restrictions&lt;br /&gt;
: Any Neutral.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Mechanical Changes&lt;br /&gt;
: None&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Special Details&lt;br /&gt;
: '''Nature Magic:''' Must select a [[Deities|god]] or mother nature in order to be able to channel energy for spellcasting.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Fighter ===&lt;br /&gt;
[[File:22kOwb8 - Imgur.jpg|right|220px]]&lt;br /&gt;
----&lt;br /&gt;
; Description &lt;br /&gt;
: Fighters can be many things, from soldiers to criminal enforcers. Some see adventure as a way to get rich, while others use their skills to protect the innocent. Fighters have the best all-around fighting capabilities of the PC classes, and they are trained to use all standard weapons and armor. A fighter's rigorous martial training grants him many bonus feats as he progresses, and high-level fighters have access to special melee maneuvers and exotic weapons not available to any other character.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Alignment Restrictions&lt;br /&gt;
: Any.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Mechanical Changes&lt;br /&gt;
: None&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Special Details&lt;br /&gt;
: None.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Monk ===&lt;br /&gt;
[[File:UGyRSw2 - Imgur.png|right|220px]]&lt;br /&gt;
----&lt;br /&gt;
; Description &lt;br /&gt;
: Monks are versatile warriors skilled at fighting without weapons or armor. Good-aligned monks serve as protectors of the people, while evil monks make ideal spies and assassins. Though they don't cast spells, monks channel a subtle energy, called ki. This energy allows them to perform amazing feats, such as healing themselves, catching arrows in flight, and dodging blows with lightning speed. Their mundane and ki-based abilities grow with experience, granting them more power over themselves and their environment. Monks suffer unique penalties to their abilities if they wear armor, as doing so violates their rigid oaths. Monks wearing armor lose their wisdom and level based armor class bonuses, their movement speed, and their additional unarmed attacks per round.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Alignment Restrictions&lt;br /&gt;
: Any Lawful.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Mechanical Changes&lt;br /&gt;
: None&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Special Details&lt;br /&gt;
: None.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Ranger ===&lt;br /&gt;
[[File:SkvA3Np - Imgur.jpg|right|220px]]&lt;br /&gt;
----&lt;br /&gt;
; Description &lt;br /&gt;
: Rangers are skilled stalkers and hunters who make their home in the wilderness. Their martial skill is nearly the equal of the fighter, but they lack the latter's dedication to the craft of fighting. Instead, the ranger focuses his skills and training on a specific enemy - a type of creature he bears a vengeful grudge against and hunts above all others. Rangers often accept the role of protector, aiding those who live in or travel through the woods. His skills allow him to move quietly and stick to the shadows, especially in natural settings, and he also has special knowledge of certain types of creatures. Finally, an experienced ranger has such a tie to nature that he can actually draw on natural power to cast divine spells, much as a druid does, and like a druid he is often accompanied by animal companions.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Alignment Restrictions&lt;br /&gt;
: None.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Mechanical Changes&lt;br /&gt;
: None&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Special Details&lt;br /&gt;
: '''Nature Magic:''' Must select a [[Deities|god]] or mother nature in order to be able to channel energy for spellcasting.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Rogue ===&lt;br /&gt;
[[File:ACKsAwG - Imgur.jpg|right|220px]]&lt;br /&gt;
----&lt;br /&gt;
; Description &lt;br /&gt;
: Rogues have little in common with each other. While some - maybe even the majority - are stealthy thieves, many serve as scouts, spies, investigators, diplomats, and simple thugs. Rogues are versatile, adaptable, and skilled at getting what others don't want them to get. While not equal to a fighter in combat, a rogue knows how to hit where it hurts, and a sneak attack can dish out a lot of damage. Rogues also seem to have a sixth sense when it comes to avoiding danger. Experienced rogues develop nearly magical powers and skills as they master the arts of stealth, evasion, and sneak attacks. In addition, while not capable of casting spells on their own, a rogue can sometimes &amp;quot;fake it&amp;quot; well enough to cast spells from scrolls, activate wands, and use just about any other magic item.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Alignment Restrictions&lt;br /&gt;
: None.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Mechanical Changes&lt;br /&gt;
: None&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Special Details&lt;br /&gt;
: None.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Sorcerers ===&lt;br /&gt;
----&lt;br /&gt;
; Description &lt;br /&gt;
: Sorcerers are arcane spellcasters who manipulate magic energy with imagination and talent rather than studious discipline. They have no books, no mentors, no theories - just raw power that they direct at will. Sorcerers know fewer spells than wizards do and acquire them more slowly, but they can cast individual spells more often and have no need to prepare their incantations ahead of time. Also unlike wizards, sorcerers cannot specialize in a school of magic. Since sorcerers gain their powers without undergoing the years of rigorous study that wizards go through, they have more time to learn fighting skills and are proficient with simple weapons.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Alignment Restrictions&lt;br /&gt;
: None.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Mechanical Changes&lt;br /&gt;
: None.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Special Details&lt;br /&gt;
: '''Power Source:''' Sorcerers draw their power either from pacts, or awakened bloodlines to exotic powers; character's should be aware which they are drawing from. The four main sources are: Infernal, Abyssal, Draconic, Fey. &lt;br /&gt;
:: '''Awakened Bloodlines:''' Awakened bloodlines assumes your character has some small, dilute remnant of exotic-blood in them from a distant ancestor. This ancestor is half-a-dozen or more generations distant, unless the character is a partial-exotic race of that type i.e.: [[Races#Tiefling|Tiefling]], [[Races#Cambion|Cambion]], [[Races#Half-Dragon|Half-Dragon]] etc.&lt;br /&gt;
:: '''Pacted:''' Either to enhance a concentration of existing planar-blood, or to make up for a lack there of, some mortals may choose to make pacts with powerful planar entities, to substitute their patron's power to empower their own. The result of this union may be the awakening of a bloodline unawakened, the enhancement of one already awakened, or, in the cases of no prior bloodline, the appropriate substitute to power their arcane-efforts.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Wizard ===&lt;br /&gt;
----&lt;br /&gt;
; Description &lt;br /&gt;
: Wizards are arcane spellcasters who depend on intensive study to create their magic. To wizards, magic is not a talent but a difficult, rewarding art. When they are prepared for battle, wizards can use their spells to devastating effect. When caught by surprise, they are vulnerable. The wizard's strength is her spells; everything else is secondary. She learns new spells as she experiments and grows in experience, and she can also learn them from other wizards. In addition, over time a wizard learns to manipulate her spells so they go farther, work better, or are improved in some other way. A wizard can call a familiar, a magical creature, small or large, that serves her.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Alignment Restrictions&lt;br /&gt;
: None.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Mechanical Changes&lt;br /&gt;
: None&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Special Details&lt;br /&gt;
: None.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>ElvenStarr</name></author>
		
	</entry>
	<entry>
		<id>https://netheril.net/w/index.php?title=File:ACKsAwG_-_Imgur.jpg&amp;diff=1693</id>
		<title>File:ACKsAwG - Imgur.jpg</title>
		<link rel="alternate" type="text/html" href="https://netheril.net/w/index.php?title=File:ACKsAwG_-_Imgur.jpg&amp;diff=1693"/>
		<updated>2021-07-10T04:41:55Z</updated>

		<summary type="html">&lt;p&gt;ElvenStarr: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>ElvenStarr</name></author>
		
	</entry>
	<entry>
		<id>https://netheril.net/w/index.php?title=Classes&amp;diff=1692</id>
		<title>Classes</title>
		<link rel="alternate" type="text/html" href="https://netheril.net/w/index.php?title=Classes&amp;diff=1692"/>
		<updated>2021-07-10T04:38:38Z</updated>

		<summary type="html">&lt;p&gt;ElvenStarr: /* Ranger */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
!style=&amp;quot;height:10px; width:1000px; text-align:center;&amp;quot; |This page contains information on each class.&amp;lt;br&amp;gt;&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| style=&amp;quot;height:35px; width:350px; text-align:center;&amp;quot; | Classes represent an investment in a particular type of training for a character. This training can vary, within a field, or can include multiple fields (multi-classing). The table below gives a rough outline of the levels of investment expected from classes.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Title&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Level Range&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Notes&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;text-align:center;&amp;quot; | Novice&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | 1-4&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | ~35% of the population.&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;text-align:center;&amp;quot; | Adept&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | 5-8&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | ~30% of the population.&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;text-align:center;&amp;quot; | Experienced&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | 9-12&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | ~22% of the population.&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;text-align:center;&amp;quot; | Professional&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | 13-16&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | ~10% of the population.&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;text-align:center;&amp;quot; | Master&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | 17-20&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | ~2% of the population.&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;text-align:center;&amp;quot; | Grandmaster&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | 21-30&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | ~1% of the population.&amp;lt;br&amp;gt;Requires an application for characters to proceed into [[Epic Levels]].&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Base Classes ==&lt;br /&gt;
&lt;br /&gt;
=== Barbarian ===&lt;br /&gt;
[[File:DBEPpoU - Imgur.png|right|220px]]&lt;br /&gt;
----&lt;br /&gt;
; Description &lt;br /&gt;
: Barbarians are brave, even reckless warriors, and their great strength and heartiness makes them well suited for adventure. Barbarians scornfully reject the fighter traditions of arms training and discipline, instead tapping into a powerful rage that makes them stronger, tougher, and better able to withstand attacks. They only have the energy for a few such displays per day, but it is usually sufficient. Constant exposure to danger also gives barbarians a sort of &amp;quot;sixth sense,&amp;quot; a preternatural ability to sense danger and dodge attacks, and their running stamina is legendary.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Alignment Restrictions&lt;br /&gt;
: Non-Lawful&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Mechanical Changes&lt;br /&gt;
: None&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Special Details&lt;br /&gt;
: None.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Bard ===&lt;br /&gt;
[[File:Bard.jpg|right|220px]]&lt;br /&gt;
----&lt;br /&gt;
; Description &lt;br /&gt;
: Bards often serve as negotiators, messengers, scouts, and spies. They love to accompany heroes (and villains) to witness heroic (or villainous) deeds firsthand, since a bard who can tell a story from personal experience earns renown among his fellows. A bard casts arcane spells without any advance preparation, much like a sorcerer. His magic emphasizes charms and illusions, and the bard can also play an inspiring song that strengthens him and his allies. Bards also share some specialized skills with rogues, and their knowledge of item lore is nearly unmatched.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Alignment Restrictions&lt;br /&gt;
: Non-Lawful&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Mechanical Changes&lt;br /&gt;
: None&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Special Details&lt;br /&gt;
: None.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Cleric ===&lt;br /&gt;
[[File:948388f6a982bc947afcfed91d2e5536.jpg|right|220px]]&lt;br /&gt;
----&lt;br /&gt;
; Description &lt;br /&gt;
: Clerics act as intermediaries between the earthly and the divine (or infernal) worlds. A good cleric helps those in need, while an evil cleric seeks to spread his patron's vision of evil across the world. All clerics can heal wounds and bring people back from the brink of death, and powerful clerics can even raise the dead. Likewise, all clerics have authority over undead creatures, and they can turn away or even destroy these creatures. Clerics are trained in the use of simple weapons, and can use all forms of armor and shields without penalty, since armor does not interfere with the casting of divine spells. In addition to his normal complement of spells, every cleric chooses to focus on two of his deity's domains. These domains grant the cleric special powers, and give him access to spells that he might otherwise never learn.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Alignment Restrictions&lt;br /&gt;
: None.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Mechanical Changes&lt;br /&gt;
: None&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Special Details&lt;br /&gt;
&lt;br /&gt;
: '''Divine Worshipper / Domains''': To be a Cleric in Netheril, you have to represent your [[Deities|Deity]] if you want their blessings. This means you must cast from within their [[Cleric Domains|Domains]], and you must espouse their ideals by remaining true to their alignment. For every incorrect domain a cleric will suffer 20% spell failure. For every opposing axes of alignment a cleric will suffer 10% spell failure. Not picking a deity at all will cause a cleric to suffer 100% spell failure. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Druid ===&lt;br /&gt;
[[File:7lwjnJc - Imgur.jpg|right|220px]]&lt;br /&gt;
----&lt;br /&gt;
; Description &lt;br /&gt;
: Druids are divine spellcasters who receive their spells from nature, not the gods. They strive to live in harmony with the natural world, and hate anything that is not part of the natural cycle, especially aberrations and undead creatures. As they gain experience, they learn to take the shapes of animals and eventually of more powerful creatures. The strict oaths taken by every druid prohibit using weapons and armor outside their traditions.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Alignment Restrictions&lt;br /&gt;
: Any Neutral.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Mechanical Changes&lt;br /&gt;
: None&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Special Details&lt;br /&gt;
: '''Nature Magic:''' Must select a [[Deities|god]] or mother nature in order to be able to channel energy for spellcasting.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Fighter ===&lt;br /&gt;
[[File:22kOwb8 - Imgur.jpg|right|220px]]&lt;br /&gt;
----&lt;br /&gt;
; Description &lt;br /&gt;
: Fighters can be many things, from soldiers to criminal enforcers. Some see adventure as a way to get rich, while others use their skills to protect the innocent. Fighters have the best all-around fighting capabilities of the PC classes, and they are trained to use all standard weapons and armor. A fighter's rigorous martial training grants him many bonus feats as he progresses, and high-level fighters have access to special melee maneuvers and exotic weapons not available to any other character.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Alignment Restrictions&lt;br /&gt;
: Any.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Mechanical Changes&lt;br /&gt;
: None&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Special Details&lt;br /&gt;
: None.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Monk ===&lt;br /&gt;
[[File:UGyRSw2 - Imgur.png|right|220px]]&lt;br /&gt;
----&lt;br /&gt;
; Description &lt;br /&gt;
: Monks are versatile warriors skilled at fighting without weapons or armor. Good-aligned monks serve as protectors of the people, while evil monks make ideal spies and assassins. Though they don't cast spells, monks channel a subtle energy, called ki. This energy allows them to perform amazing feats, such as healing themselves, catching arrows in flight, and dodging blows with lightning speed. Their mundane and ki-based abilities grow with experience, granting them more power over themselves and their environment. Monks suffer unique penalties to their abilities if they wear armor, as doing so violates their rigid oaths. Monks wearing armor lose their wisdom and level based armor class bonuses, their movement speed, and their additional unarmed attacks per round.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Alignment Restrictions&lt;br /&gt;
: Any Lawful.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Mechanical Changes&lt;br /&gt;
: None&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Special Details&lt;br /&gt;
: None.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Ranger ===&lt;br /&gt;
[[File:SkvA3Np - Imgur.jpg|right|220px]]&lt;br /&gt;
----&lt;br /&gt;
; Description &lt;br /&gt;
: Rangers are skilled stalkers and hunters who make their home in the wilderness. Their martial skill is nearly the equal of the fighter, but they lack the latter's dedication to the craft of fighting. Instead, the ranger focuses his skills and training on a specific enemy - a type of creature he bears a vengeful grudge against and hunts above all others. Rangers often accept the role of protector, aiding those who live in or travel through the woods. His skills allow him to move quietly and stick to the shadows, especially in natural settings, and he also has special knowledge of certain types of creatures. Finally, an experienced ranger has such a tie to nature that he can actually draw on natural power to cast divine spells, much as a druid does, and like a druid he is often accompanied by animal companions.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Alignment Restrictions&lt;br /&gt;
: None.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Mechanical Changes&lt;br /&gt;
: None&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Special Details&lt;br /&gt;
: '''Nature Magic:''' Must select a [[Deities|god]] or mother nature in order to be able to channel energy for spellcasting.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Rogue ===&lt;br /&gt;
----&lt;br /&gt;
; Description &lt;br /&gt;
: Rogues have little in common with each other. While some - maybe even the majority - are stealthy thieves, many serve as scouts, spies, investigators, diplomats, and simple thugs. Rogues are versatile, adaptable, and skilled at getting what others don't want them to get. While not equal to a fighter in combat, a rogue knows how to hit where it hurts, and a sneak attack can dish out a lot of damage. Rogues also seem to have a sixth sense when it comes to avoiding danger. Experienced rogues develop nearly magical powers and skills as they master the arts of stealth, evasion, and sneak attacks. In addition, while not capable of casting spells on their own, a rogue can sometimes &amp;quot;fake it&amp;quot; well enough to cast spells from scrolls, activate wands, and use just about any other magic item.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Alignment Restrictions&lt;br /&gt;
: None.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Mechanical Changes&lt;br /&gt;
: None&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Special Details&lt;br /&gt;
: None.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Sorcerers ===&lt;br /&gt;
----&lt;br /&gt;
; Description &lt;br /&gt;
: Sorcerers are arcane spellcasters who manipulate magic energy with imagination and talent rather than studious discipline. They have no books, no mentors, no theories - just raw power that they direct at will. Sorcerers know fewer spells than wizards do and acquire them more slowly, but they can cast individual spells more often and have no need to prepare their incantations ahead of time. Also unlike wizards, sorcerers cannot specialize in a school of magic. Since sorcerers gain their powers without undergoing the years of rigorous study that wizards go through, they have more time to learn fighting skills and are proficient with simple weapons.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Alignment Restrictions&lt;br /&gt;
: None.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Mechanical Changes&lt;br /&gt;
: None.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Special Details&lt;br /&gt;
: '''Power Source:''' Sorcerers draw their power either from pacts, or awakened bloodlines to exotic powers; character's should be aware which they are drawing from. The four main sources are: Infernal, Abyssal, Draconic, Fey. &lt;br /&gt;
:: '''Awakened Bloodlines:''' Awakened bloodlines assumes your character has some small, dilute remnant of exotic-blood in them from a distant ancestor. This ancestor is half-a-dozen or more generations distant, unless the character is a partial-exotic race of that type i.e.: [[Races#Tiefling|Tiefling]], [[Races#Cambion|Cambion]], [[Races#Half-Dragon|Half-Dragon]] etc.&lt;br /&gt;
:: '''Pacted:''' Either to enhance a concentration of existing planar-blood, or to make up for a lack there of, some mortals may choose to make pacts with powerful planar entities, to substitute their patron's power to empower their own. The result of this union may be the awakening of a bloodline unawakened, the enhancement of one already awakened, or, in the cases of no prior bloodline, the appropriate substitute to power their arcane-efforts.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Wizard ===&lt;br /&gt;
----&lt;br /&gt;
; Description &lt;br /&gt;
: Wizards are arcane spellcasters who depend on intensive study to create their magic. To wizards, magic is not a talent but a difficult, rewarding art. When they are prepared for battle, wizards can use their spells to devastating effect. When caught by surprise, they are vulnerable. The wizard's strength is her spells; everything else is secondary. She learns new spells as she experiments and grows in experience, and she can also learn them from other wizards. In addition, over time a wizard learns to manipulate her spells so they go farther, work better, or are improved in some other way. A wizard can call a familiar, a magical creature, small or large, that serves her.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Alignment Restrictions&lt;br /&gt;
: None.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Mechanical Changes&lt;br /&gt;
: None&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Special Details&lt;br /&gt;
: None.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>ElvenStarr</name></author>
		
	</entry>
	<entry>
		<id>https://netheril.net/w/index.php?title=File:SkvA3Np_-_Imgur.jpg&amp;diff=1691</id>
		<title>File:SkvA3Np - Imgur.jpg</title>
		<link rel="alternate" type="text/html" href="https://netheril.net/w/index.php?title=File:SkvA3Np_-_Imgur.jpg&amp;diff=1691"/>
		<updated>2021-07-10T04:37:39Z</updated>

		<summary type="html">&lt;p&gt;ElvenStarr: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>ElvenStarr</name></author>
		
	</entry>
	<entry>
		<id>https://netheril.net/w/index.php?title=Classes&amp;diff=1690</id>
		<title>Classes</title>
		<link rel="alternate" type="text/html" href="https://netheril.net/w/index.php?title=Classes&amp;diff=1690"/>
		<updated>2021-07-10T04:22:35Z</updated>

		<summary type="html">&lt;p&gt;ElvenStarr: /* Monk */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
!style=&amp;quot;height:10px; width:1000px; text-align:center;&amp;quot; |This page contains information on each class.&amp;lt;br&amp;gt;&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| style=&amp;quot;height:35px; width:350px; text-align:center;&amp;quot; | Classes represent an investment in a particular type of training for a character. This training can vary, within a field, or can include multiple fields (multi-classing). The table below gives a rough outline of the levels of investment expected from classes.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Title&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Level Range&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Notes&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;text-align:center;&amp;quot; | Novice&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | 1-4&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | ~35% of the population.&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;text-align:center;&amp;quot; | Adept&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | 5-8&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | ~30% of the population.&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;text-align:center;&amp;quot; | Experienced&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | 9-12&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | ~22% of the population.&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;text-align:center;&amp;quot; | Professional&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | 13-16&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | ~10% of the population.&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;text-align:center;&amp;quot; | Master&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | 17-20&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | ~2% of the population.&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;text-align:center;&amp;quot; | Grandmaster&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | 21-30&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | ~1% of the population.&amp;lt;br&amp;gt;Requires an application for characters to proceed into [[Epic Levels]].&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Base Classes ==&lt;br /&gt;
&lt;br /&gt;
=== Barbarian ===&lt;br /&gt;
[[File:DBEPpoU - Imgur.png|right|220px]]&lt;br /&gt;
----&lt;br /&gt;
; Description &lt;br /&gt;
: Barbarians are brave, even reckless warriors, and their great strength and heartiness makes them well suited for adventure. Barbarians scornfully reject the fighter traditions of arms training and discipline, instead tapping into a powerful rage that makes them stronger, tougher, and better able to withstand attacks. They only have the energy for a few such displays per day, but it is usually sufficient. Constant exposure to danger also gives barbarians a sort of &amp;quot;sixth sense,&amp;quot; a preternatural ability to sense danger and dodge attacks, and their running stamina is legendary.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Alignment Restrictions&lt;br /&gt;
: Non-Lawful&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Mechanical Changes&lt;br /&gt;
: None&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Special Details&lt;br /&gt;
: None.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Bard ===&lt;br /&gt;
[[File:Bard.jpg|right|220px]]&lt;br /&gt;
----&lt;br /&gt;
; Description &lt;br /&gt;
: Bards often serve as negotiators, messengers, scouts, and spies. They love to accompany heroes (and villains) to witness heroic (or villainous) deeds firsthand, since a bard who can tell a story from personal experience earns renown among his fellows. A bard casts arcane spells without any advance preparation, much like a sorcerer. His magic emphasizes charms and illusions, and the bard can also play an inspiring song that strengthens him and his allies. Bards also share some specialized skills with rogues, and their knowledge of item lore is nearly unmatched.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Alignment Restrictions&lt;br /&gt;
: Non-Lawful&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Mechanical Changes&lt;br /&gt;
: None&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Special Details&lt;br /&gt;
: None.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Cleric ===&lt;br /&gt;
[[File:948388f6a982bc947afcfed91d2e5536.jpg|right|220px]]&lt;br /&gt;
----&lt;br /&gt;
; Description &lt;br /&gt;
: Clerics act as intermediaries between the earthly and the divine (or infernal) worlds. A good cleric helps those in need, while an evil cleric seeks to spread his patron's vision of evil across the world. All clerics can heal wounds and bring people back from the brink of death, and powerful clerics can even raise the dead. Likewise, all clerics have authority over undead creatures, and they can turn away or even destroy these creatures. Clerics are trained in the use of simple weapons, and can use all forms of armor and shields without penalty, since armor does not interfere with the casting of divine spells. In addition to his normal complement of spells, every cleric chooses to focus on two of his deity's domains. These domains grant the cleric special powers, and give him access to spells that he might otherwise never learn.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Alignment Restrictions&lt;br /&gt;
: None.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Mechanical Changes&lt;br /&gt;
: None&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Special Details&lt;br /&gt;
&lt;br /&gt;
: '''Divine Worshipper / Domains''': To be a Cleric in Netheril, you have to represent your [[Deities|Deity]] if you want their blessings. This means you must cast from within their [[Cleric Domains|Domains]], and you must espouse their ideals by remaining true to their alignment. For every incorrect domain a cleric will suffer 20% spell failure. For every opposing axes of alignment a cleric will suffer 10% spell failure. Not picking a deity at all will cause a cleric to suffer 100% spell failure. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Druid ===&lt;br /&gt;
[[File:7lwjnJc - Imgur.jpg|right|220px]]&lt;br /&gt;
----&lt;br /&gt;
; Description &lt;br /&gt;
: Druids are divine spellcasters who receive their spells from nature, not the gods. They strive to live in harmony with the natural world, and hate anything that is not part of the natural cycle, especially aberrations and undead creatures. As they gain experience, they learn to take the shapes of animals and eventually of more powerful creatures. The strict oaths taken by every druid prohibit using weapons and armor outside their traditions.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Alignment Restrictions&lt;br /&gt;
: Any Neutral.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Mechanical Changes&lt;br /&gt;
: None&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Special Details&lt;br /&gt;
: '''Nature Magic:''' Must select a [[Deities|god]] or mother nature in order to be able to channel energy for spellcasting.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Fighter ===&lt;br /&gt;
[[File:22kOwb8 - Imgur.jpg|right|220px]]&lt;br /&gt;
----&lt;br /&gt;
; Description &lt;br /&gt;
: Fighters can be many things, from soldiers to criminal enforcers. Some see adventure as a way to get rich, while others use their skills to protect the innocent. Fighters have the best all-around fighting capabilities of the PC classes, and they are trained to use all standard weapons and armor. A fighter's rigorous martial training grants him many bonus feats as he progresses, and high-level fighters have access to special melee maneuvers and exotic weapons not available to any other character.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Alignment Restrictions&lt;br /&gt;
: Any.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Mechanical Changes&lt;br /&gt;
: None&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Special Details&lt;br /&gt;
: None.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Monk ===&lt;br /&gt;
[[File:UGyRSw2 - Imgur.png|right|220px]]&lt;br /&gt;
----&lt;br /&gt;
; Description &lt;br /&gt;
: Monks are versatile warriors skilled at fighting without weapons or armor. Good-aligned monks serve as protectors of the people, while evil monks make ideal spies and assassins. Though they don't cast spells, monks channel a subtle energy, called ki. This energy allows them to perform amazing feats, such as healing themselves, catching arrows in flight, and dodging blows with lightning speed. Their mundane and ki-based abilities grow with experience, granting them more power over themselves and their environment. Monks suffer unique penalties to their abilities if they wear armor, as doing so violates their rigid oaths. Monks wearing armor lose their wisdom and level based armor class bonuses, their movement speed, and their additional unarmed attacks per round.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Alignment Restrictions&lt;br /&gt;
: Any Lawful.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Mechanical Changes&lt;br /&gt;
: None&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Special Details&lt;br /&gt;
: None.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Ranger ===&lt;br /&gt;
----&lt;br /&gt;
; Description &lt;br /&gt;
: Rangers are skilled stalkers and hunters who make their home in the wilderness. Their martial skill is nearly the equal of the fighter, but they lack the latter's dedication to the craft of fighting. Instead, the ranger focuses his skills and training on a specific enemy - a type of creature he bears a vengeful grudge against and hunts above all others. Rangers often accept the role of protector, aiding those who live in or travel through the woods. His skills allow him to move quietly and stick to the shadows, especially in natural settings, and he also has special knowledge of certain types of creatures. Finally, an experienced ranger has such a tie to nature that he can actually draw on natural power to cast divine spells, much as a druid does, and like a druid he is often accompanied by animal companions.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Alignment Restrictions&lt;br /&gt;
: None.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Mechanical Changes&lt;br /&gt;
: None&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Special Details&lt;br /&gt;
: '''Nature Magic:''' Must select a [[Deities|god]] or mother nature in order to be able to channel energy for spellcasting.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Rogue ===&lt;br /&gt;
----&lt;br /&gt;
; Description &lt;br /&gt;
: Rogues have little in common with each other. While some - maybe even the majority - are stealthy thieves, many serve as scouts, spies, investigators, diplomats, and simple thugs. Rogues are versatile, adaptable, and skilled at getting what others don't want them to get. While not equal to a fighter in combat, a rogue knows how to hit where it hurts, and a sneak attack can dish out a lot of damage. Rogues also seem to have a sixth sense when it comes to avoiding danger. Experienced rogues develop nearly magical powers and skills as they master the arts of stealth, evasion, and sneak attacks. In addition, while not capable of casting spells on their own, a rogue can sometimes &amp;quot;fake it&amp;quot; well enough to cast spells from scrolls, activate wands, and use just about any other magic item.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Alignment Restrictions&lt;br /&gt;
: None.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Mechanical Changes&lt;br /&gt;
: None&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Special Details&lt;br /&gt;
: None.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Sorcerers ===&lt;br /&gt;
----&lt;br /&gt;
; Description &lt;br /&gt;
: Sorcerers are arcane spellcasters who manipulate magic energy with imagination and talent rather than studious discipline. They have no books, no mentors, no theories - just raw power that they direct at will. Sorcerers know fewer spells than wizards do and acquire them more slowly, but they can cast individual spells more often and have no need to prepare their incantations ahead of time. Also unlike wizards, sorcerers cannot specialize in a school of magic. Since sorcerers gain their powers without undergoing the years of rigorous study that wizards go through, they have more time to learn fighting skills and are proficient with simple weapons.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Alignment Restrictions&lt;br /&gt;
: None.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Mechanical Changes&lt;br /&gt;
: None.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Special Details&lt;br /&gt;
: '''Power Source:''' Sorcerers draw their power either from pacts, or awakened bloodlines to exotic powers; character's should be aware which they are drawing from. The four main sources are: Infernal, Abyssal, Draconic, Fey. &lt;br /&gt;
:: '''Awakened Bloodlines:''' Awakened bloodlines assumes your character has some small, dilute remnant of exotic-blood in them from a distant ancestor. This ancestor is half-a-dozen or more generations distant, unless the character is a partial-exotic race of that type i.e.: [[Races#Tiefling|Tiefling]], [[Races#Cambion|Cambion]], [[Races#Half-Dragon|Half-Dragon]] etc.&lt;br /&gt;
:: '''Pacted:''' Either to enhance a concentration of existing planar-blood, or to make up for a lack there of, some mortals may choose to make pacts with powerful planar entities, to substitute their patron's power to empower their own. The result of this union may be the awakening of a bloodline unawakened, the enhancement of one already awakened, or, in the cases of no prior bloodline, the appropriate substitute to power their arcane-efforts.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Wizard ===&lt;br /&gt;
----&lt;br /&gt;
; Description &lt;br /&gt;
: Wizards are arcane spellcasters who depend on intensive study to create their magic. To wizards, magic is not a talent but a difficult, rewarding art. When they are prepared for battle, wizards can use their spells to devastating effect. When caught by surprise, they are vulnerable. The wizard's strength is her spells; everything else is secondary. She learns new spells as she experiments and grows in experience, and she can also learn them from other wizards. In addition, over time a wizard learns to manipulate her spells so they go farther, work better, or are improved in some other way. A wizard can call a familiar, a magical creature, small or large, that serves her.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Alignment Restrictions&lt;br /&gt;
: None.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Mechanical Changes&lt;br /&gt;
: None&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Special Details&lt;br /&gt;
: None.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>ElvenStarr</name></author>
		
	</entry>
	<entry>
		<id>https://netheril.net/w/index.php?title=File:UGyRSw2_-_Imgur.png&amp;diff=1689</id>
		<title>File:UGyRSw2 - Imgur.png</title>
		<link rel="alternate" type="text/html" href="https://netheril.net/w/index.php?title=File:UGyRSw2_-_Imgur.png&amp;diff=1689"/>
		<updated>2021-07-10T04:21:30Z</updated>

		<summary type="html">&lt;p&gt;ElvenStarr: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>ElvenStarr</name></author>
		
	</entry>
	<entry>
		<id>https://netheril.net/w/index.php?title=Classes&amp;diff=1688</id>
		<title>Classes</title>
		<link rel="alternate" type="text/html" href="https://netheril.net/w/index.php?title=Classes&amp;diff=1688"/>
		<updated>2021-07-10T04:11:10Z</updated>

		<summary type="html">&lt;p&gt;ElvenStarr: /* Fighter */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
!style=&amp;quot;height:10px; width:1000px; text-align:center;&amp;quot; |This page contains information on each class.&amp;lt;br&amp;gt;&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| style=&amp;quot;height:35px; width:350px; text-align:center;&amp;quot; | Classes represent an investment in a particular type of training for a character. This training can vary, within a field, or can include multiple fields (multi-classing). The table below gives a rough outline of the levels of investment expected from classes.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Title&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Level Range&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Notes&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;text-align:center;&amp;quot; | Novice&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | 1-4&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | ~35% of the population.&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;text-align:center;&amp;quot; | Adept&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | 5-8&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | ~30% of the population.&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;text-align:center;&amp;quot; | Experienced&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | 9-12&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | ~22% of the population.&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;text-align:center;&amp;quot; | Professional&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | 13-16&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | ~10% of the population.&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;text-align:center;&amp;quot; | Master&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | 17-20&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | ~2% of the population.&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;text-align:center;&amp;quot; | Grandmaster&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | 21-30&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | ~1% of the population.&amp;lt;br&amp;gt;Requires an application for characters to proceed into [[Epic Levels]].&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Base Classes ==&lt;br /&gt;
&lt;br /&gt;
=== Barbarian ===&lt;br /&gt;
[[File:DBEPpoU - Imgur.png|right|220px]]&lt;br /&gt;
----&lt;br /&gt;
; Description &lt;br /&gt;
: Barbarians are brave, even reckless warriors, and their great strength and heartiness makes them well suited for adventure. Barbarians scornfully reject the fighter traditions of arms training and discipline, instead tapping into a powerful rage that makes them stronger, tougher, and better able to withstand attacks. They only have the energy for a few such displays per day, but it is usually sufficient. Constant exposure to danger also gives barbarians a sort of &amp;quot;sixth sense,&amp;quot; a preternatural ability to sense danger and dodge attacks, and their running stamina is legendary.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Alignment Restrictions&lt;br /&gt;
: Non-Lawful&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Mechanical Changes&lt;br /&gt;
: None&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Special Details&lt;br /&gt;
: None.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Bard ===&lt;br /&gt;
[[File:Bard.jpg|right|220px]]&lt;br /&gt;
----&lt;br /&gt;
; Description &lt;br /&gt;
: Bards often serve as negotiators, messengers, scouts, and spies. They love to accompany heroes (and villains) to witness heroic (or villainous) deeds firsthand, since a bard who can tell a story from personal experience earns renown among his fellows. A bard casts arcane spells without any advance preparation, much like a sorcerer. His magic emphasizes charms and illusions, and the bard can also play an inspiring song that strengthens him and his allies. Bards also share some specialized skills with rogues, and their knowledge of item lore is nearly unmatched.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Alignment Restrictions&lt;br /&gt;
: Non-Lawful&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Mechanical Changes&lt;br /&gt;
: None&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Special Details&lt;br /&gt;
: None.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Cleric ===&lt;br /&gt;
[[File:948388f6a982bc947afcfed91d2e5536.jpg|right|220px]]&lt;br /&gt;
----&lt;br /&gt;
; Description &lt;br /&gt;
: Clerics act as intermediaries between the earthly and the divine (or infernal) worlds. A good cleric helps those in need, while an evil cleric seeks to spread his patron's vision of evil across the world. All clerics can heal wounds and bring people back from the brink of death, and powerful clerics can even raise the dead. Likewise, all clerics have authority over undead creatures, and they can turn away or even destroy these creatures. Clerics are trained in the use of simple weapons, and can use all forms of armor and shields without penalty, since armor does not interfere with the casting of divine spells. In addition to his normal complement of spells, every cleric chooses to focus on two of his deity's domains. These domains grant the cleric special powers, and give him access to spells that he might otherwise never learn.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Alignment Restrictions&lt;br /&gt;
: None.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Mechanical Changes&lt;br /&gt;
: None&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Special Details&lt;br /&gt;
&lt;br /&gt;
: '''Divine Worshipper / Domains''': To be a Cleric in Netheril, you have to represent your [[Deities|Deity]] if you want their blessings. This means you must cast from within their [[Cleric Domains|Domains]], and you must espouse their ideals by remaining true to their alignment. For every incorrect domain a cleric will suffer 20% spell failure. For every opposing axes of alignment a cleric will suffer 10% spell failure. Not picking a deity at all will cause a cleric to suffer 100% spell failure. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Druid ===&lt;br /&gt;
[[File:7lwjnJc - Imgur.jpg|right|220px]]&lt;br /&gt;
----&lt;br /&gt;
; Description &lt;br /&gt;
: Druids are divine spellcasters who receive their spells from nature, not the gods. They strive to live in harmony with the natural world, and hate anything that is not part of the natural cycle, especially aberrations and undead creatures. As they gain experience, they learn to take the shapes of animals and eventually of more powerful creatures. The strict oaths taken by every druid prohibit using weapons and armor outside their traditions.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Alignment Restrictions&lt;br /&gt;
: Any Neutral.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Mechanical Changes&lt;br /&gt;
: None&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Special Details&lt;br /&gt;
: '''Nature Magic:''' Must select a [[Deities|god]] or mother nature in order to be able to channel energy for spellcasting.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Fighter ===&lt;br /&gt;
[[File:22kOwb8 - Imgur.jpg|right|220px]]&lt;br /&gt;
----&lt;br /&gt;
; Description &lt;br /&gt;
: Fighters can be many things, from soldiers to criminal enforcers. Some see adventure as a way to get rich, while others use their skills to protect the innocent. Fighters have the best all-around fighting capabilities of the PC classes, and they are trained to use all standard weapons and armor. A fighter's rigorous martial training grants him many bonus feats as he progresses, and high-level fighters have access to special melee maneuvers and exotic weapons not available to any other character.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Alignment Restrictions&lt;br /&gt;
: Any.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Mechanical Changes&lt;br /&gt;
: None&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Special Details&lt;br /&gt;
: None.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Monk ===&lt;br /&gt;
----&lt;br /&gt;
; Description &lt;br /&gt;
: Monks are versatile warriors skilled at fighting without weapons or armor. Good-aligned monks serve as protectors of the people, while evil monks make ideal spies and assassins. Though they don't cast spells, monks channel a subtle energy, called ki. This energy allows them to perform amazing feats, such as healing themselves, catching arrows in flight, and dodging blows with lightning speed. Their mundane and ki-based abilities grow with experience, granting them more power over themselves and their environment. Monks suffer unique penalties to their abilities if they wear armor, as doing so violates their rigid oaths. Monks wearing armor lose their wisdom and level based armor class bonuses, their movement speed, and their additional unarmed attacks per round.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Alignment Restrictions&lt;br /&gt;
: Any Lawful.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Mechanical Changes&lt;br /&gt;
: None&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Special Details&lt;br /&gt;
: None.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Ranger ===&lt;br /&gt;
----&lt;br /&gt;
; Description &lt;br /&gt;
: Rangers are skilled stalkers and hunters who make their home in the wilderness. Their martial skill is nearly the equal of the fighter, but they lack the latter's dedication to the craft of fighting. Instead, the ranger focuses his skills and training on a specific enemy - a type of creature he bears a vengeful grudge against and hunts above all others. Rangers often accept the role of protector, aiding those who live in or travel through the woods. His skills allow him to move quietly and stick to the shadows, especially in natural settings, and he also has special knowledge of certain types of creatures. Finally, an experienced ranger has such a tie to nature that he can actually draw on natural power to cast divine spells, much as a druid does, and like a druid he is often accompanied by animal companions.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Alignment Restrictions&lt;br /&gt;
: None.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Mechanical Changes&lt;br /&gt;
: None&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Special Details&lt;br /&gt;
: '''Nature Magic:''' Must select a [[Deities|god]] or mother nature in order to be able to channel energy for spellcasting.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Rogue ===&lt;br /&gt;
----&lt;br /&gt;
; Description &lt;br /&gt;
: Rogues have little in common with each other. While some - maybe even the majority - are stealthy thieves, many serve as scouts, spies, investigators, diplomats, and simple thugs. Rogues are versatile, adaptable, and skilled at getting what others don't want them to get. While not equal to a fighter in combat, a rogue knows how to hit where it hurts, and a sneak attack can dish out a lot of damage. Rogues also seem to have a sixth sense when it comes to avoiding danger. Experienced rogues develop nearly magical powers and skills as they master the arts of stealth, evasion, and sneak attacks. In addition, while not capable of casting spells on their own, a rogue can sometimes &amp;quot;fake it&amp;quot; well enough to cast spells from scrolls, activate wands, and use just about any other magic item.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Alignment Restrictions&lt;br /&gt;
: None.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Mechanical Changes&lt;br /&gt;
: None&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Special Details&lt;br /&gt;
: None.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Sorcerers ===&lt;br /&gt;
----&lt;br /&gt;
; Description &lt;br /&gt;
: Sorcerers are arcane spellcasters who manipulate magic energy with imagination and talent rather than studious discipline. They have no books, no mentors, no theories - just raw power that they direct at will. Sorcerers know fewer spells than wizards do and acquire them more slowly, but they can cast individual spells more often and have no need to prepare their incantations ahead of time. Also unlike wizards, sorcerers cannot specialize in a school of magic. Since sorcerers gain their powers without undergoing the years of rigorous study that wizards go through, they have more time to learn fighting skills and are proficient with simple weapons.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Alignment Restrictions&lt;br /&gt;
: None.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Mechanical Changes&lt;br /&gt;
: None.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Special Details&lt;br /&gt;
: '''Power Source:''' Sorcerers draw their power either from pacts, or awakened bloodlines to exotic powers; character's should be aware which they are drawing from. The four main sources are: Infernal, Abyssal, Draconic, Fey. &lt;br /&gt;
:: '''Awakened Bloodlines:''' Awakened bloodlines assumes your character has some small, dilute remnant of exotic-blood in them from a distant ancestor. This ancestor is half-a-dozen or more generations distant, unless the character is a partial-exotic race of that type i.e.: [[Races#Tiefling|Tiefling]], [[Races#Cambion|Cambion]], [[Races#Half-Dragon|Half-Dragon]] etc.&lt;br /&gt;
:: '''Pacted:''' Either to enhance a concentration of existing planar-blood, or to make up for a lack there of, some mortals may choose to make pacts with powerful planar entities, to substitute their patron's power to empower their own. The result of this union may be the awakening of a bloodline unawakened, the enhancement of one already awakened, or, in the cases of no prior bloodline, the appropriate substitute to power their arcane-efforts.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Wizard ===&lt;br /&gt;
----&lt;br /&gt;
; Description &lt;br /&gt;
: Wizards are arcane spellcasters who depend on intensive study to create their magic. To wizards, magic is not a talent but a difficult, rewarding art. When they are prepared for battle, wizards can use their spells to devastating effect. When caught by surprise, they are vulnerable. The wizard's strength is her spells; everything else is secondary. She learns new spells as she experiments and grows in experience, and she can also learn them from other wizards. In addition, over time a wizard learns to manipulate her spells so they go farther, work better, or are improved in some other way. A wizard can call a familiar, a magical creature, small or large, that serves her.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Alignment Restrictions&lt;br /&gt;
: None.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Mechanical Changes&lt;br /&gt;
: None&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Special Details&lt;br /&gt;
: None.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>ElvenStarr</name></author>
		
	</entry>
	<entry>
		<id>https://netheril.net/w/index.php?title=Classes&amp;diff=1687</id>
		<title>Classes</title>
		<link rel="alternate" type="text/html" href="https://netheril.net/w/index.php?title=Classes&amp;diff=1687"/>
		<updated>2021-07-10T04:10:54Z</updated>

		<summary type="html">&lt;p&gt;ElvenStarr: /* Fighter */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
!style=&amp;quot;height:10px; width:1000px; text-align:center;&amp;quot; |This page contains information on each class.&amp;lt;br&amp;gt;&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| style=&amp;quot;height:35px; width:350px; text-align:center;&amp;quot; | Classes represent an investment in a particular type of training for a character. This training can vary, within a field, or can include multiple fields (multi-classing). The table below gives a rough outline of the levels of investment expected from classes.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Title&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Level Range&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Notes&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;text-align:center;&amp;quot; | Novice&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | 1-4&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | ~35% of the population.&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;text-align:center;&amp;quot; | Adept&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | 5-8&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | ~30% of the population.&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;text-align:center;&amp;quot; | Experienced&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | 9-12&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | ~22% of the population.&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;text-align:center;&amp;quot; | Professional&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | 13-16&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | ~10% of the population.&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;text-align:center;&amp;quot; | Master&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | 17-20&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | ~2% of the population.&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;text-align:center;&amp;quot; | Grandmaster&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | 21-30&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | ~1% of the population.&amp;lt;br&amp;gt;Requires an application for characters to proceed into [[Epic Levels]].&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Base Classes ==&lt;br /&gt;
&lt;br /&gt;
=== Barbarian ===&lt;br /&gt;
[[File:DBEPpoU - Imgur.png|right|220px]]&lt;br /&gt;
----&lt;br /&gt;
; Description &lt;br /&gt;
: Barbarians are brave, even reckless warriors, and their great strength and heartiness makes them well suited for adventure. Barbarians scornfully reject the fighter traditions of arms training and discipline, instead tapping into a powerful rage that makes them stronger, tougher, and better able to withstand attacks. They only have the energy for a few such displays per day, but it is usually sufficient. Constant exposure to danger also gives barbarians a sort of &amp;quot;sixth sense,&amp;quot; a preternatural ability to sense danger and dodge attacks, and their running stamina is legendary.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Alignment Restrictions&lt;br /&gt;
: Non-Lawful&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Mechanical Changes&lt;br /&gt;
: None&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Special Details&lt;br /&gt;
: None.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Bard ===&lt;br /&gt;
[[File:Bard.jpg|right|220px]]&lt;br /&gt;
----&lt;br /&gt;
; Description &lt;br /&gt;
: Bards often serve as negotiators, messengers, scouts, and spies. They love to accompany heroes (and villains) to witness heroic (or villainous) deeds firsthand, since a bard who can tell a story from personal experience earns renown among his fellows. A bard casts arcane spells without any advance preparation, much like a sorcerer. His magic emphasizes charms and illusions, and the bard can also play an inspiring song that strengthens him and his allies. Bards also share some specialized skills with rogues, and their knowledge of item lore is nearly unmatched.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Alignment Restrictions&lt;br /&gt;
: Non-Lawful&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Mechanical Changes&lt;br /&gt;
: None&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Special Details&lt;br /&gt;
: None.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Cleric ===&lt;br /&gt;
[[File:948388f6a982bc947afcfed91d2e5536.jpg|right|220px]]&lt;br /&gt;
----&lt;br /&gt;
; Description &lt;br /&gt;
: Clerics act as intermediaries between the earthly and the divine (or infernal) worlds. A good cleric helps those in need, while an evil cleric seeks to spread his patron's vision of evil across the world. All clerics can heal wounds and bring people back from the brink of death, and powerful clerics can even raise the dead. Likewise, all clerics have authority over undead creatures, and they can turn away or even destroy these creatures. Clerics are trained in the use of simple weapons, and can use all forms of armor and shields without penalty, since armor does not interfere with the casting of divine spells. In addition to his normal complement of spells, every cleric chooses to focus on two of his deity's domains. These domains grant the cleric special powers, and give him access to spells that he might otherwise never learn.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Alignment Restrictions&lt;br /&gt;
: None.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Mechanical Changes&lt;br /&gt;
: None&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Special Details&lt;br /&gt;
&lt;br /&gt;
: '''Divine Worshipper / Domains''': To be a Cleric in Netheril, you have to represent your [[Deities|Deity]] if you want their blessings. This means you must cast from within their [[Cleric Domains|Domains]], and you must espouse their ideals by remaining true to their alignment. For every incorrect domain a cleric will suffer 20% spell failure. For every opposing axes of alignment a cleric will suffer 10% spell failure. Not picking a deity at all will cause a cleric to suffer 100% spell failure. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Druid ===&lt;br /&gt;
[[File:7lwjnJc - Imgur.jpg|right|220px]]&lt;br /&gt;
----&lt;br /&gt;
; Description &lt;br /&gt;
: Druids are divine spellcasters who receive their spells from nature, not the gods. They strive to live in harmony with the natural world, and hate anything that is not part of the natural cycle, especially aberrations and undead creatures. As they gain experience, they learn to take the shapes of animals and eventually of more powerful creatures. The strict oaths taken by every druid prohibit using weapons and armor outside their traditions.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Alignment Restrictions&lt;br /&gt;
: Any Neutral.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Mechanical Changes&lt;br /&gt;
: None&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Special Details&lt;br /&gt;
: '''Nature Magic:''' Must select a [[Deities|god]] or mother nature in order to be able to channel energy for spellcasting.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Fighter ===&lt;br /&gt;
[[File:22kOwb8 - Imgur.jpg|right|240px]]&lt;br /&gt;
----&lt;br /&gt;
; Description &lt;br /&gt;
: Fighters can be many things, from soldiers to criminal enforcers. Some see adventure as a way to get rich, while others use their skills to protect the innocent. Fighters have the best all-around fighting capabilities of the PC classes, and they are trained to use all standard weapons and armor. A fighter's rigorous martial training grants him many bonus feats as he progresses, and high-level fighters have access to special melee maneuvers and exotic weapons not available to any other character.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Alignment Restrictions&lt;br /&gt;
: Any.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Mechanical Changes&lt;br /&gt;
: None&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Special Details&lt;br /&gt;
: None.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Monk ===&lt;br /&gt;
----&lt;br /&gt;
; Description &lt;br /&gt;
: Monks are versatile warriors skilled at fighting without weapons or armor. Good-aligned monks serve as protectors of the people, while evil monks make ideal spies and assassins. Though they don't cast spells, monks channel a subtle energy, called ki. This energy allows them to perform amazing feats, such as healing themselves, catching arrows in flight, and dodging blows with lightning speed. Their mundane and ki-based abilities grow with experience, granting them more power over themselves and their environment. Monks suffer unique penalties to their abilities if they wear armor, as doing so violates their rigid oaths. Monks wearing armor lose their wisdom and level based armor class bonuses, their movement speed, and their additional unarmed attacks per round.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Alignment Restrictions&lt;br /&gt;
: Any Lawful.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Mechanical Changes&lt;br /&gt;
: None&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Special Details&lt;br /&gt;
: None.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Ranger ===&lt;br /&gt;
----&lt;br /&gt;
; Description &lt;br /&gt;
: Rangers are skilled stalkers and hunters who make their home in the wilderness. Their martial skill is nearly the equal of the fighter, but they lack the latter's dedication to the craft of fighting. Instead, the ranger focuses his skills and training on a specific enemy - a type of creature he bears a vengeful grudge against and hunts above all others. Rangers often accept the role of protector, aiding those who live in or travel through the woods. His skills allow him to move quietly and stick to the shadows, especially in natural settings, and he also has special knowledge of certain types of creatures. Finally, an experienced ranger has such a tie to nature that he can actually draw on natural power to cast divine spells, much as a druid does, and like a druid he is often accompanied by animal companions.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Alignment Restrictions&lt;br /&gt;
: None.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Mechanical Changes&lt;br /&gt;
: None&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Special Details&lt;br /&gt;
: '''Nature Magic:''' Must select a [[Deities|god]] or mother nature in order to be able to channel energy for spellcasting.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Rogue ===&lt;br /&gt;
----&lt;br /&gt;
; Description &lt;br /&gt;
: Rogues have little in common with each other. While some - maybe even the majority - are stealthy thieves, many serve as scouts, spies, investigators, diplomats, and simple thugs. Rogues are versatile, adaptable, and skilled at getting what others don't want them to get. While not equal to a fighter in combat, a rogue knows how to hit where it hurts, and a sneak attack can dish out a lot of damage. Rogues also seem to have a sixth sense when it comes to avoiding danger. Experienced rogues develop nearly magical powers and skills as they master the arts of stealth, evasion, and sneak attacks. In addition, while not capable of casting spells on their own, a rogue can sometimes &amp;quot;fake it&amp;quot; well enough to cast spells from scrolls, activate wands, and use just about any other magic item.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Alignment Restrictions&lt;br /&gt;
: None.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Mechanical Changes&lt;br /&gt;
: None&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Special Details&lt;br /&gt;
: None.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Sorcerers ===&lt;br /&gt;
----&lt;br /&gt;
; Description &lt;br /&gt;
: Sorcerers are arcane spellcasters who manipulate magic energy with imagination and talent rather than studious discipline. They have no books, no mentors, no theories - just raw power that they direct at will. Sorcerers know fewer spells than wizards do and acquire them more slowly, but they can cast individual spells more often and have no need to prepare their incantations ahead of time. Also unlike wizards, sorcerers cannot specialize in a school of magic. Since sorcerers gain their powers without undergoing the years of rigorous study that wizards go through, they have more time to learn fighting skills and are proficient with simple weapons.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Alignment Restrictions&lt;br /&gt;
: None.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Mechanical Changes&lt;br /&gt;
: None.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Special Details&lt;br /&gt;
: '''Power Source:''' Sorcerers draw their power either from pacts, or awakened bloodlines to exotic powers; character's should be aware which they are drawing from. The four main sources are: Infernal, Abyssal, Draconic, Fey. &lt;br /&gt;
:: '''Awakened Bloodlines:''' Awakened bloodlines assumes your character has some small, dilute remnant of exotic-blood in them from a distant ancestor. This ancestor is half-a-dozen or more generations distant, unless the character is a partial-exotic race of that type i.e.: [[Races#Tiefling|Tiefling]], [[Races#Cambion|Cambion]], [[Races#Half-Dragon|Half-Dragon]] etc.&lt;br /&gt;
:: '''Pacted:''' Either to enhance a concentration of existing planar-blood, or to make up for a lack there of, some mortals may choose to make pacts with powerful planar entities, to substitute their patron's power to empower their own. The result of this union may be the awakening of a bloodline unawakened, the enhancement of one already awakened, or, in the cases of no prior bloodline, the appropriate substitute to power their arcane-efforts.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Wizard ===&lt;br /&gt;
----&lt;br /&gt;
; Description &lt;br /&gt;
: Wizards are arcane spellcasters who depend on intensive study to create their magic. To wizards, magic is not a talent but a difficult, rewarding art. When they are prepared for battle, wizards can use their spells to devastating effect. When caught by surprise, they are vulnerable. The wizard's strength is her spells; everything else is secondary. She learns new spells as she experiments and grows in experience, and she can also learn them from other wizards. In addition, over time a wizard learns to manipulate her spells so they go farther, work better, or are improved in some other way. A wizard can call a familiar, a magical creature, small or large, that serves her.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Alignment Restrictions&lt;br /&gt;
: None.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Mechanical Changes&lt;br /&gt;
: None&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Special Details&lt;br /&gt;
: None.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>ElvenStarr</name></author>
		
	</entry>
	<entry>
		<id>https://netheril.net/w/index.php?title=File:22kOwb8_-_Imgur.jpg&amp;diff=1686</id>
		<title>File:22kOwb8 - Imgur.jpg</title>
		<link rel="alternate" type="text/html" href="https://netheril.net/w/index.php?title=File:22kOwb8_-_Imgur.jpg&amp;diff=1686"/>
		<updated>2021-07-10T04:10:09Z</updated>

		<summary type="html">&lt;p&gt;ElvenStarr: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>ElvenStarr</name></author>
		
	</entry>
	<entry>
		<id>https://netheril.net/w/index.php?title=Classes&amp;diff=1685</id>
		<title>Classes</title>
		<link rel="alternate" type="text/html" href="https://netheril.net/w/index.php?title=Classes&amp;diff=1685"/>
		<updated>2021-07-10T03:47:07Z</updated>

		<summary type="html">&lt;p&gt;ElvenStarr: /* Druid */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
!style=&amp;quot;height:10px; width:1000px; text-align:center;&amp;quot; |This page contains information on each class.&amp;lt;br&amp;gt;&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| style=&amp;quot;height:35px; width:350px; text-align:center;&amp;quot; | Classes represent an investment in a particular type of training for a character. This training can vary, within a field, or can include multiple fields (multi-classing). The table below gives a rough outline of the levels of investment expected from classes.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Title&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Level Range&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Notes&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;text-align:center;&amp;quot; | Novice&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | 1-4&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | ~35% of the population.&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;text-align:center;&amp;quot; | Adept&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | 5-8&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | ~30% of the population.&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;text-align:center;&amp;quot; | Experienced&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | 9-12&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | ~22% of the population.&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;text-align:center;&amp;quot; | Professional&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | 13-16&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | ~10% of the population.&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;text-align:center;&amp;quot; | Master&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | 17-20&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | ~2% of the population.&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;text-align:center;&amp;quot; | Grandmaster&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | 21-30&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | ~1% of the population.&amp;lt;br&amp;gt;Requires an application for characters to proceed into [[Epic Levels]].&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Base Classes ==&lt;br /&gt;
&lt;br /&gt;
=== Barbarian ===&lt;br /&gt;
[[File:DBEPpoU - Imgur.png|right|220px]]&lt;br /&gt;
----&lt;br /&gt;
; Description &lt;br /&gt;
: Barbarians are brave, even reckless warriors, and their great strength and heartiness makes them well suited for adventure. Barbarians scornfully reject the fighter traditions of arms training and discipline, instead tapping into a powerful rage that makes them stronger, tougher, and better able to withstand attacks. They only have the energy for a few such displays per day, but it is usually sufficient. Constant exposure to danger also gives barbarians a sort of &amp;quot;sixth sense,&amp;quot; a preternatural ability to sense danger and dodge attacks, and their running stamina is legendary.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Alignment Restrictions&lt;br /&gt;
: Non-Lawful&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Mechanical Changes&lt;br /&gt;
: None&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Special Details&lt;br /&gt;
: None.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Bard ===&lt;br /&gt;
[[File:Bard.jpg|right|220px]]&lt;br /&gt;
----&lt;br /&gt;
; Description &lt;br /&gt;
: Bards often serve as negotiators, messengers, scouts, and spies. They love to accompany heroes (and villains) to witness heroic (or villainous) deeds firsthand, since a bard who can tell a story from personal experience earns renown among his fellows. A bard casts arcane spells without any advance preparation, much like a sorcerer. His magic emphasizes charms and illusions, and the bard can also play an inspiring song that strengthens him and his allies. Bards also share some specialized skills with rogues, and their knowledge of item lore is nearly unmatched.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Alignment Restrictions&lt;br /&gt;
: Non-Lawful&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Mechanical Changes&lt;br /&gt;
: None&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Special Details&lt;br /&gt;
: None.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Cleric ===&lt;br /&gt;
[[File:948388f6a982bc947afcfed91d2e5536.jpg|right|220px]]&lt;br /&gt;
----&lt;br /&gt;
; Description &lt;br /&gt;
: Clerics act as intermediaries between the earthly and the divine (or infernal) worlds. A good cleric helps those in need, while an evil cleric seeks to spread his patron's vision of evil across the world. All clerics can heal wounds and bring people back from the brink of death, and powerful clerics can even raise the dead. Likewise, all clerics have authority over undead creatures, and they can turn away or even destroy these creatures. Clerics are trained in the use of simple weapons, and can use all forms of armor and shields without penalty, since armor does not interfere with the casting of divine spells. In addition to his normal complement of spells, every cleric chooses to focus on two of his deity's domains. These domains grant the cleric special powers, and give him access to spells that he might otherwise never learn.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Alignment Restrictions&lt;br /&gt;
: None.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Mechanical Changes&lt;br /&gt;
: None&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Special Details&lt;br /&gt;
&lt;br /&gt;
: '''Divine Worshipper / Domains''': To be a Cleric in Netheril, you have to represent your [[Deities|Deity]] if you want their blessings. This means you must cast from within their [[Cleric Domains|Domains]], and you must espouse their ideals by remaining true to their alignment. For every incorrect domain a cleric will suffer 20% spell failure. For every opposing axes of alignment a cleric will suffer 10% spell failure. Not picking a deity at all will cause a cleric to suffer 100% spell failure. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Druid ===&lt;br /&gt;
[[File:7lwjnJc - Imgur.jpg|right|220px]]&lt;br /&gt;
----&lt;br /&gt;
; Description &lt;br /&gt;
: Druids are divine spellcasters who receive their spells from nature, not the gods. They strive to live in harmony with the natural world, and hate anything that is not part of the natural cycle, especially aberrations and undead creatures. As they gain experience, they learn to take the shapes of animals and eventually of more powerful creatures. The strict oaths taken by every druid prohibit using weapons and armor outside their traditions.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Alignment Restrictions&lt;br /&gt;
: Any Neutral.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Mechanical Changes&lt;br /&gt;
: None&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Special Details&lt;br /&gt;
: '''Nature Magic:''' Must select a [[Deities|god]] or mother nature in order to be able to channel energy for spellcasting.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Fighter ===&lt;br /&gt;
----&lt;br /&gt;
; Description &lt;br /&gt;
: Fighters can be many things, from soldiers to criminal enforcers. Some see adventure as a way to get rich, while others use their skills to protect the innocent. Fighters have the best all-around fighting capabilities of the PC classes, and they are trained to use all standard weapons and armor. A fighter's rigorous martial training grants him many bonus feats as he progresses, and high-level fighters have access to special melee maneuvers and exotic weapons not available to any other character.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Alignment Restrictions&lt;br /&gt;
: Any.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Mechanical Changes&lt;br /&gt;
: None&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Special Details&lt;br /&gt;
: None.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Monk ===&lt;br /&gt;
----&lt;br /&gt;
; Description &lt;br /&gt;
: Monks are versatile warriors skilled at fighting without weapons or armor. Good-aligned monks serve as protectors of the people, while evil monks make ideal spies and assassins. Though they don't cast spells, monks channel a subtle energy, called ki. This energy allows them to perform amazing feats, such as healing themselves, catching arrows in flight, and dodging blows with lightning speed. Their mundane and ki-based abilities grow with experience, granting them more power over themselves and their environment. Monks suffer unique penalties to their abilities if they wear armor, as doing so violates their rigid oaths. Monks wearing armor lose their wisdom and level based armor class bonuses, their movement speed, and their additional unarmed attacks per round.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Alignment Restrictions&lt;br /&gt;
: Any Lawful.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Mechanical Changes&lt;br /&gt;
: None&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Special Details&lt;br /&gt;
: None.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Ranger ===&lt;br /&gt;
----&lt;br /&gt;
; Description &lt;br /&gt;
: Rangers are skilled stalkers and hunters who make their home in the wilderness. Their martial skill is nearly the equal of the fighter, but they lack the latter's dedication to the craft of fighting. Instead, the ranger focuses his skills and training on a specific enemy - a type of creature he bears a vengeful grudge against and hunts above all others. Rangers often accept the role of protector, aiding those who live in or travel through the woods. His skills allow him to move quietly and stick to the shadows, especially in natural settings, and he also has special knowledge of certain types of creatures. Finally, an experienced ranger has such a tie to nature that he can actually draw on natural power to cast divine spells, much as a druid does, and like a druid he is often accompanied by animal companions.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Alignment Restrictions&lt;br /&gt;
: None.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Mechanical Changes&lt;br /&gt;
: None&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Special Details&lt;br /&gt;
: '''Nature Magic:''' Must select a [[Deities|god]] or mother nature in order to be able to channel energy for spellcasting.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Rogue ===&lt;br /&gt;
----&lt;br /&gt;
; Description &lt;br /&gt;
: Rogues have little in common with each other. While some - maybe even the majority - are stealthy thieves, many serve as scouts, spies, investigators, diplomats, and simple thugs. Rogues are versatile, adaptable, and skilled at getting what others don't want them to get. While not equal to a fighter in combat, a rogue knows how to hit where it hurts, and a sneak attack can dish out a lot of damage. Rogues also seem to have a sixth sense when it comes to avoiding danger. Experienced rogues develop nearly magical powers and skills as they master the arts of stealth, evasion, and sneak attacks. In addition, while not capable of casting spells on their own, a rogue can sometimes &amp;quot;fake it&amp;quot; well enough to cast spells from scrolls, activate wands, and use just about any other magic item.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Alignment Restrictions&lt;br /&gt;
: None.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Mechanical Changes&lt;br /&gt;
: None&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Special Details&lt;br /&gt;
: None.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Sorcerers ===&lt;br /&gt;
----&lt;br /&gt;
; Description &lt;br /&gt;
: Sorcerers are arcane spellcasters who manipulate magic energy with imagination and talent rather than studious discipline. They have no books, no mentors, no theories - just raw power that they direct at will. Sorcerers know fewer spells than wizards do and acquire them more slowly, but they can cast individual spells more often and have no need to prepare their incantations ahead of time. Also unlike wizards, sorcerers cannot specialize in a school of magic. Since sorcerers gain their powers without undergoing the years of rigorous study that wizards go through, they have more time to learn fighting skills and are proficient with simple weapons.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Alignment Restrictions&lt;br /&gt;
: None.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Mechanical Changes&lt;br /&gt;
: None.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Special Details&lt;br /&gt;
: '''Power Source:''' Sorcerers draw their power either from pacts, or awakened bloodlines to exotic powers; character's should be aware which they are drawing from. The four main sources are: Infernal, Abyssal, Draconic, Fey. &lt;br /&gt;
:: '''Awakened Bloodlines:''' Awakened bloodlines assumes your character has some small, dilute remnant of exotic-blood in them from a distant ancestor. This ancestor is half-a-dozen or more generations distant, unless the character is a partial-exotic race of that type i.e.: [[Races#Tiefling|Tiefling]], [[Races#Cambion|Cambion]], [[Races#Half-Dragon|Half-Dragon]] etc.&lt;br /&gt;
:: '''Pacted:''' Either to enhance a concentration of existing planar-blood, or to make up for a lack there of, some mortals may choose to make pacts with powerful planar entities, to substitute their patron's power to empower their own. The result of this union may be the awakening of a bloodline unawakened, the enhancement of one already awakened, or, in the cases of no prior bloodline, the appropriate substitute to power their arcane-efforts.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Wizard ===&lt;br /&gt;
----&lt;br /&gt;
; Description &lt;br /&gt;
: Wizards are arcane spellcasters who depend on intensive study to create their magic. To wizards, magic is not a talent but a difficult, rewarding art. When they are prepared for battle, wizards can use their spells to devastating effect. When caught by surprise, they are vulnerable. The wizard's strength is her spells; everything else is secondary. She learns new spells as she experiments and grows in experience, and she can also learn them from other wizards. In addition, over time a wizard learns to manipulate her spells so they go farther, work better, or are improved in some other way. A wizard can call a familiar, a magical creature, small or large, that serves her.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Alignment Restrictions&lt;br /&gt;
: None.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Mechanical Changes&lt;br /&gt;
: None&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Special Details&lt;br /&gt;
: None.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>ElvenStarr</name></author>
		
	</entry>
	<entry>
		<id>https://netheril.net/w/index.php?title=File:7lwjnJc_-_Imgur.jpg&amp;diff=1684</id>
		<title>File:7lwjnJc - Imgur.jpg</title>
		<link rel="alternate" type="text/html" href="https://netheril.net/w/index.php?title=File:7lwjnJc_-_Imgur.jpg&amp;diff=1684"/>
		<updated>2021-07-10T03:46:14Z</updated>

		<summary type="html">&lt;p&gt;ElvenStarr: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>ElvenStarr</name></author>
		
	</entry>
	<entry>
		<id>https://netheril.net/w/index.php?title=Classes&amp;diff=1683</id>
		<title>Classes</title>
		<link rel="alternate" type="text/html" href="https://netheril.net/w/index.php?title=Classes&amp;diff=1683"/>
		<updated>2021-07-10T03:20:55Z</updated>

		<summary type="html">&lt;p&gt;ElvenStarr: /* Barbarian */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
!style=&amp;quot;height:10px; width:1000px; text-align:center;&amp;quot; |This page contains information on each class.&amp;lt;br&amp;gt;&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| style=&amp;quot;height:35px; width:350px; text-align:center;&amp;quot; | Classes represent an investment in a particular type of training for a character. This training can vary, within a field, or can include multiple fields (multi-classing). The table below gives a rough outline of the levels of investment expected from classes.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Title&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Level Range&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Notes&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;text-align:center;&amp;quot; | Novice&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | 1-4&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | ~35% of the population.&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;text-align:center;&amp;quot; | Adept&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | 5-8&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | ~30% of the population.&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;text-align:center;&amp;quot; | Experienced&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | 9-12&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | ~22% of the population.&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;text-align:center;&amp;quot; | Professional&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | 13-16&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | ~10% of the population.&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;text-align:center;&amp;quot; | Master&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | 17-20&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | ~2% of the population.&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;text-align:center;&amp;quot; | Grandmaster&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | 21-30&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | ~1% of the population.&amp;lt;br&amp;gt;Requires an application for characters to proceed into [[Epic Levels]].&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Base Classes ==&lt;br /&gt;
&lt;br /&gt;
=== Barbarian ===&lt;br /&gt;
[[File:DBEPpoU - Imgur.png|right|220px]]&lt;br /&gt;
----&lt;br /&gt;
; Description &lt;br /&gt;
: Barbarians are brave, even reckless warriors, and their great strength and heartiness makes them well suited for adventure. Barbarians scornfully reject the fighter traditions of arms training and discipline, instead tapping into a powerful rage that makes them stronger, tougher, and better able to withstand attacks. They only have the energy for a few such displays per day, but it is usually sufficient. Constant exposure to danger also gives barbarians a sort of &amp;quot;sixth sense,&amp;quot; a preternatural ability to sense danger and dodge attacks, and their running stamina is legendary.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Alignment Restrictions&lt;br /&gt;
: Non-Lawful&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Mechanical Changes&lt;br /&gt;
: None&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Special Details&lt;br /&gt;
: None.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Bard ===&lt;br /&gt;
[[File:Bard.jpg|right|220px]]&lt;br /&gt;
----&lt;br /&gt;
; Description &lt;br /&gt;
: Bards often serve as negotiators, messengers, scouts, and spies. They love to accompany heroes (and villains) to witness heroic (or villainous) deeds firsthand, since a bard who can tell a story from personal experience earns renown among his fellows. A bard casts arcane spells without any advance preparation, much like a sorcerer. His magic emphasizes charms and illusions, and the bard can also play an inspiring song that strengthens him and his allies. Bards also share some specialized skills with rogues, and their knowledge of item lore is nearly unmatched.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Alignment Restrictions&lt;br /&gt;
: Non-Lawful&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Mechanical Changes&lt;br /&gt;
: None&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Special Details&lt;br /&gt;
: None.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Cleric ===&lt;br /&gt;
[[File:948388f6a982bc947afcfed91d2e5536.jpg|right|220px]]&lt;br /&gt;
----&lt;br /&gt;
; Description &lt;br /&gt;
: Clerics act as intermediaries between the earthly and the divine (or infernal) worlds. A good cleric helps those in need, while an evil cleric seeks to spread his patron's vision of evil across the world. All clerics can heal wounds and bring people back from the brink of death, and powerful clerics can even raise the dead. Likewise, all clerics have authority over undead creatures, and they can turn away or even destroy these creatures. Clerics are trained in the use of simple weapons, and can use all forms of armor and shields without penalty, since armor does not interfere with the casting of divine spells. In addition to his normal complement of spells, every cleric chooses to focus on two of his deity's domains. These domains grant the cleric special powers, and give him access to spells that he might otherwise never learn.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Alignment Restrictions&lt;br /&gt;
: None.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Mechanical Changes&lt;br /&gt;
: None&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Special Details&lt;br /&gt;
&lt;br /&gt;
: '''Divine Worshipper / Domains''': To be a Cleric in Netheril, you have to represent your [[Deities|Deity]] if you want their blessings. This means you must cast from within their [[Cleric Domains|Domains]], and you must espouse their ideals by remaining true to their alignment. For every incorrect domain a cleric will suffer 20% spell failure. For every opposing axes of alignment a cleric will suffer 10% spell failure. Not picking a deity at all will cause a cleric to suffer 100% spell failure. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Druid ===&lt;br /&gt;
----&lt;br /&gt;
; Description &lt;br /&gt;
: Druids are divine spellcasters who receive their spells from nature, not the gods. They strive to live in harmony with the natural world, and hate anything that is not part of the natural cycle, especially aberrations and undead creatures. As they gain experience, they learn to take the shapes of animals and eventually of more powerful creatures. The strict oaths taken by every druid prohibit using weapons and armor outside their traditions.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Alignment Restrictions&lt;br /&gt;
: Any Neutral.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Mechanical Changes&lt;br /&gt;
: None&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Special Details&lt;br /&gt;
: '''Nature Magic:''' Must select a [[Deities|god]] or mother nature in order to be able to channel energy for spellcasting.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Fighter ===&lt;br /&gt;
----&lt;br /&gt;
; Description &lt;br /&gt;
: Fighters can be many things, from soldiers to criminal enforcers. Some see adventure as a way to get rich, while others use their skills to protect the innocent. Fighters have the best all-around fighting capabilities of the PC classes, and they are trained to use all standard weapons and armor. A fighter's rigorous martial training grants him many bonus feats as he progresses, and high-level fighters have access to special melee maneuvers and exotic weapons not available to any other character.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Alignment Restrictions&lt;br /&gt;
: Any.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Mechanical Changes&lt;br /&gt;
: None&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Special Details&lt;br /&gt;
: None.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Monk ===&lt;br /&gt;
----&lt;br /&gt;
; Description &lt;br /&gt;
: Monks are versatile warriors skilled at fighting without weapons or armor. Good-aligned monks serve as protectors of the people, while evil monks make ideal spies and assassins. Though they don't cast spells, monks channel a subtle energy, called ki. This energy allows them to perform amazing feats, such as healing themselves, catching arrows in flight, and dodging blows with lightning speed. Their mundane and ki-based abilities grow with experience, granting them more power over themselves and their environment. Monks suffer unique penalties to their abilities if they wear armor, as doing so violates their rigid oaths. Monks wearing armor lose their wisdom and level based armor class bonuses, their movement speed, and their additional unarmed attacks per round.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Alignment Restrictions&lt;br /&gt;
: Any Lawful.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Mechanical Changes&lt;br /&gt;
: None&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Special Details&lt;br /&gt;
: None.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Ranger ===&lt;br /&gt;
----&lt;br /&gt;
; Description &lt;br /&gt;
: Rangers are skilled stalkers and hunters who make their home in the wilderness. Their martial skill is nearly the equal of the fighter, but they lack the latter's dedication to the craft of fighting. Instead, the ranger focuses his skills and training on a specific enemy - a type of creature he bears a vengeful grudge against and hunts above all others. Rangers often accept the role of protector, aiding those who live in or travel through the woods. His skills allow him to move quietly and stick to the shadows, especially in natural settings, and he also has special knowledge of certain types of creatures. Finally, an experienced ranger has such a tie to nature that he can actually draw on natural power to cast divine spells, much as a druid does, and like a druid he is often accompanied by animal companions.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Alignment Restrictions&lt;br /&gt;
: None.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Mechanical Changes&lt;br /&gt;
: None&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Special Details&lt;br /&gt;
: '''Nature Magic:''' Must select a [[Deities|god]] or mother nature in order to be able to channel energy for spellcasting.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Rogue ===&lt;br /&gt;
----&lt;br /&gt;
; Description &lt;br /&gt;
: Rogues have little in common with each other. While some - maybe even the majority - are stealthy thieves, many serve as scouts, spies, investigators, diplomats, and simple thugs. Rogues are versatile, adaptable, and skilled at getting what others don't want them to get. While not equal to a fighter in combat, a rogue knows how to hit where it hurts, and a sneak attack can dish out a lot of damage. Rogues also seem to have a sixth sense when it comes to avoiding danger. Experienced rogues develop nearly magical powers and skills as they master the arts of stealth, evasion, and sneak attacks. In addition, while not capable of casting spells on their own, a rogue can sometimes &amp;quot;fake it&amp;quot; well enough to cast spells from scrolls, activate wands, and use just about any other magic item.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Alignment Restrictions&lt;br /&gt;
: None.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Mechanical Changes&lt;br /&gt;
: None&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Special Details&lt;br /&gt;
: None.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Sorcerers ===&lt;br /&gt;
----&lt;br /&gt;
; Description &lt;br /&gt;
: Sorcerers are arcane spellcasters who manipulate magic energy with imagination and talent rather than studious discipline. They have no books, no mentors, no theories - just raw power that they direct at will. Sorcerers know fewer spells than wizards do and acquire them more slowly, but they can cast individual spells more often and have no need to prepare their incantations ahead of time. Also unlike wizards, sorcerers cannot specialize in a school of magic. Since sorcerers gain their powers without undergoing the years of rigorous study that wizards go through, they have more time to learn fighting skills and are proficient with simple weapons.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Alignment Restrictions&lt;br /&gt;
: None.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Mechanical Changes&lt;br /&gt;
: None.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Special Details&lt;br /&gt;
: '''Power Source:''' Sorcerers draw their power either from pacts, or awakened bloodlines to exotic powers; character's should be aware which they are drawing from. The four main sources are: Infernal, Abyssal, Draconic, Fey. &lt;br /&gt;
:: '''Awakened Bloodlines:''' Awakened bloodlines assumes your character has some small, dilute remnant of exotic-blood in them from a distant ancestor. This ancestor is half-a-dozen or more generations distant, unless the character is a partial-exotic race of that type i.e.: [[Races#Tiefling|Tiefling]], [[Races#Cambion|Cambion]], [[Races#Half-Dragon|Half-Dragon]] etc.&lt;br /&gt;
:: '''Pacted:''' Either to enhance a concentration of existing planar-blood, or to make up for a lack there of, some mortals may choose to make pacts with powerful planar entities, to substitute their patron's power to empower their own. The result of this union may be the awakening of a bloodline unawakened, the enhancement of one already awakened, or, in the cases of no prior bloodline, the appropriate substitute to power their arcane-efforts.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Wizard ===&lt;br /&gt;
----&lt;br /&gt;
; Description &lt;br /&gt;
: Wizards are arcane spellcasters who depend on intensive study to create their magic. To wizards, magic is not a talent but a difficult, rewarding art. When they are prepared for battle, wizards can use their spells to devastating effect. When caught by surprise, they are vulnerable. The wizard's strength is her spells; everything else is secondary. She learns new spells as she experiments and grows in experience, and she can also learn them from other wizards. In addition, over time a wizard learns to manipulate her spells so they go farther, work better, or are improved in some other way. A wizard can call a familiar, a magical creature, small or large, that serves her.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Alignment Restrictions&lt;br /&gt;
: None.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Mechanical Changes&lt;br /&gt;
: None&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Special Details&lt;br /&gt;
: None.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>ElvenStarr</name></author>
		
	</entry>
	<entry>
		<id>https://netheril.net/w/index.php?title=Classes&amp;diff=1682</id>
		<title>Classes</title>
		<link rel="alternate" type="text/html" href="https://netheril.net/w/index.php?title=Classes&amp;diff=1682"/>
		<updated>2021-07-10T03:20:26Z</updated>

		<summary type="html">&lt;p&gt;ElvenStarr: /* Cleric */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
!style=&amp;quot;height:10px; width:1000px; text-align:center;&amp;quot; |This page contains information on each class.&amp;lt;br&amp;gt;&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| style=&amp;quot;height:35px; width:350px; text-align:center;&amp;quot; | Classes represent an investment in a particular type of training for a character. This training can vary, within a field, or can include multiple fields (multi-classing). The table below gives a rough outline of the levels of investment expected from classes.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Title&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Level Range&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Notes&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;text-align:center;&amp;quot; | Novice&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | 1-4&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | ~35% of the population.&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;text-align:center;&amp;quot; | Adept&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | 5-8&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | ~30% of the population.&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;text-align:center;&amp;quot; | Experienced&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | 9-12&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | ~22% of the population.&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;text-align:center;&amp;quot; | Professional&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | 13-16&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | ~10% of the population.&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;text-align:center;&amp;quot; | Master&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | 17-20&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | ~2% of the population.&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;text-align:center;&amp;quot; | Grandmaster&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | 21-30&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | ~1% of the population.&amp;lt;br&amp;gt;Requires an application for characters to proceed into [[Epic Levels]].&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Base Classes ==&lt;br /&gt;
&lt;br /&gt;
=== Barbarian ===&lt;br /&gt;
[[File:DBEPpoU - Imgur.png|right|240px]]&lt;br /&gt;
----&lt;br /&gt;
; Description &lt;br /&gt;
: Barbarians are brave, even reckless warriors, and their great strength and heartiness makes them well suited for adventure. Barbarians scornfully reject the fighter traditions of arms training and discipline, instead tapping into a powerful rage that makes them stronger, tougher, and better able to withstand attacks. They only have the energy for a few such displays per day, but it is usually sufficient. Constant exposure to danger also gives barbarians a sort of &amp;quot;sixth sense,&amp;quot; a preternatural ability to sense danger and dodge attacks, and their running stamina is legendary.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Alignment Restrictions&lt;br /&gt;
: Non-Lawful&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Mechanical Changes&lt;br /&gt;
: None&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Special Details&lt;br /&gt;
: None.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Bard ===&lt;br /&gt;
[[File:Bard.jpg|right|220px]]&lt;br /&gt;
----&lt;br /&gt;
; Description &lt;br /&gt;
: Bards often serve as negotiators, messengers, scouts, and spies. They love to accompany heroes (and villains) to witness heroic (or villainous) deeds firsthand, since a bard who can tell a story from personal experience earns renown among his fellows. A bard casts arcane spells without any advance preparation, much like a sorcerer. His magic emphasizes charms and illusions, and the bard can also play an inspiring song that strengthens him and his allies. Bards also share some specialized skills with rogues, and their knowledge of item lore is nearly unmatched.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Alignment Restrictions&lt;br /&gt;
: Non-Lawful&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Mechanical Changes&lt;br /&gt;
: None&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Special Details&lt;br /&gt;
: None.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Cleric ===&lt;br /&gt;
[[File:948388f6a982bc947afcfed91d2e5536.jpg|right|220px]]&lt;br /&gt;
----&lt;br /&gt;
; Description &lt;br /&gt;
: Clerics act as intermediaries between the earthly and the divine (or infernal) worlds. A good cleric helps those in need, while an evil cleric seeks to spread his patron's vision of evil across the world. All clerics can heal wounds and bring people back from the brink of death, and powerful clerics can even raise the dead. Likewise, all clerics have authority over undead creatures, and they can turn away or even destroy these creatures. Clerics are trained in the use of simple weapons, and can use all forms of armor and shields without penalty, since armor does not interfere with the casting of divine spells. In addition to his normal complement of spells, every cleric chooses to focus on two of his deity's domains. These domains grant the cleric special powers, and give him access to spells that he might otherwise never learn.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Alignment Restrictions&lt;br /&gt;
: None.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Mechanical Changes&lt;br /&gt;
: None&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Special Details&lt;br /&gt;
&lt;br /&gt;
: '''Divine Worshipper / Domains''': To be a Cleric in Netheril, you have to represent your [[Deities|Deity]] if you want their blessings. This means you must cast from within their [[Cleric Domains|Domains]], and you must espouse their ideals by remaining true to their alignment. For every incorrect domain a cleric will suffer 20% spell failure. For every opposing axes of alignment a cleric will suffer 10% spell failure. Not picking a deity at all will cause a cleric to suffer 100% spell failure. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Druid ===&lt;br /&gt;
----&lt;br /&gt;
; Description &lt;br /&gt;
: Druids are divine spellcasters who receive their spells from nature, not the gods. They strive to live in harmony with the natural world, and hate anything that is not part of the natural cycle, especially aberrations and undead creatures. As they gain experience, they learn to take the shapes of animals and eventually of more powerful creatures. The strict oaths taken by every druid prohibit using weapons and armor outside their traditions.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Alignment Restrictions&lt;br /&gt;
: Any Neutral.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Mechanical Changes&lt;br /&gt;
: None&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Special Details&lt;br /&gt;
: '''Nature Magic:''' Must select a [[Deities|god]] or mother nature in order to be able to channel energy for spellcasting.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Fighter ===&lt;br /&gt;
----&lt;br /&gt;
; Description &lt;br /&gt;
: Fighters can be many things, from soldiers to criminal enforcers. Some see adventure as a way to get rich, while others use their skills to protect the innocent. Fighters have the best all-around fighting capabilities of the PC classes, and they are trained to use all standard weapons and armor. A fighter's rigorous martial training grants him many bonus feats as he progresses, and high-level fighters have access to special melee maneuvers and exotic weapons not available to any other character.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Alignment Restrictions&lt;br /&gt;
: Any.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Mechanical Changes&lt;br /&gt;
: None&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Special Details&lt;br /&gt;
: None.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Monk ===&lt;br /&gt;
----&lt;br /&gt;
; Description &lt;br /&gt;
: Monks are versatile warriors skilled at fighting without weapons or armor. Good-aligned monks serve as protectors of the people, while evil monks make ideal spies and assassins. Though they don't cast spells, monks channel a subtle energy, called ki. This energy allows them to perform amazing feats, such as healing themselves, catching arrows in flight, and dodging blows with lightning speed. Their mundane and ki-based abilities grow with experience, granting them more power over themselves and their environment. Monks suffer unique penalties to their abilities if they wear armor, as doing so violates their rigid oaths. Monks wearing armor lose their wisdom and level based armor class bonuses, their movement speed, and their additional unarmed attacks per round.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Alignment Restrictions&lt;br /&gt;
: Any Lawful.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Mechanical Changes&lt;br /&gt;
: None&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Special Details&lt;br /&gt;
: None.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Ranger ===&lt;br /&gt;
----&lt;br /&gt;
; Description &lt;br /&gt;
: Rangers are skilled stalkers and hunters who make their home in the wilderness. Their martial skill is nearly the equal of the fighter, but they lack the latter's dedication to the craft of fighting. Instead, the ranger focuses his skills and training on a specific enemy - a type of creature he bears a vengeful grudge against and hunts above all others. Rangers often accept the role of protector, aiding those who live in or travel through the woods. His skills allow him to move quietly and stick to the shadows, especially in natural settings, and he also has special knowledge of certain types of creatures. Finally, an experienced ranger has such a tie to nature that he can actually draw on natural power to cast divine spells, much as a druid does, and like a druid he is often accompanied by animal companions.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Alignment Restrictions&lt;br /&gt;
: None.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Mechanical Changes&lt;br /&gt;
: None&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Special Details&lt;br /&gt;
: '''Nature Magic:''' Must select a [[Deities|god]] or mother nature in order to be able to channel energy for spellcasting.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Rogue ===&lt;br /&gt;
----&lt;br /&gt;
; Description &lt;br /&gt;
: Rogues have little in common with each other. While some - maybe even the majority - are stealthy thieves, many serve as scouts, spies, investigators, diplomats, and simple thugs. Rogues are versatile, adaptable, and skilled at getting what others don't want them to get. While not equal to a fighter in combat, a rogue knows how to hit where it hurts, and a sneak attack can dish out a lot of damage. Rogues also seem to have a sixth sense when it comes to avoiding danger. Experienced rogues develop nearly magical powers and skills as they master the arts of stealth, evasion, and sneak attacks. In addition, while not capable of casting spells on their own, a rogue can sometimes &amp;quot;fake it&amp;quot; well enough to cast spells from scrolls, activate wands, and use just about any other magic item.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Alignment Restrictions&lt;br /&gt;
: None.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Mechanical Changes&lt;br /&gt;
: None&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Special Details&lt;br /&gt;
: None.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Sorcerers ===&lt;br /&gt;
----&lt;br /&gt;
; Description &lt;br /&gt;
: Sorcerers are arcane spellcasters who manipulate magic energy with imagination and talent rather than studious discipline. They have no books, no mentors, no theories - just raw power that they direct at will. Sorcerers know fewer spells than wizards do and acquire them more slowly, but they can cast individual spells more often and have no need to prepare their incantations ahead of time. Also unlike wizards, sorcerers cannot specialize in a school of magic. Since sorcerers gain their powers without undergoing the years of rigorous study that wizards go through, they have more time to learn fighting skills and are proficient with simple weapons.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Alignment Restrictions&lt;br /&gt;
: None.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Mechanical Changes&lt;br /&gt;
: None.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Special Details&lt;br /&gt;
: '''Power Source:''' Sorcerers draw their power either from pacts, or awakened bloodlines to exotic powers; character's should be aware which they are drawing from. The four main sources are: Infernal, Abyssal, Draconic, Fey. &lt;br /&gt;
:: '''Awakened Bloodlines:''' Awakened bloodlines assumes your character has some small, dilute remnant of exotic-blood in them from a distant ancestor. This ancestor is half-a-dozen or more generations distant, unless the character is a partial-exotic race of that type i.e.: [[Races#Tiefling|Tiefling]], [[Races#Cambion|Cambion]], [[Races#Half-Dragon|Half-Dragon]] etc.&lt;br /&gt;
:: '''Pacted:''' Either to enhance a concentration of existing planar-blood, or to make up for a lack there of, some mortals may choose to make pacts with powerful planar entities, to substitute their patron's power to empower their own. The result of this union may be the awakening of a bloodline unawakened, the enhancement of one already awakened, or, in the cases of no prior bloodline, the appropriate substitute to power their arcane-efforts.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Wizard ===&lt;br /&gt;
----&lt;br /&gt;
; Description &lt;br /&gt;
: Wizards are arcane spellcasters who depend on intensive study to create their magic. To wizards, magic is not a talent but a difficult, rewarding art. When they are prepared for battle, wizards can use their spells to devastating effect. When caught by surprise, they are vulnerable. The wizard's strength is her spells; everything else is secondary. She learns new spells as she experiments and grows in experience, and she can also learn them from other wizards. In addition, over time a wizard learns to manipulate her spells so they go farther, work better, or are improved in some other way. A wizard can call a familiar, a magical creature, small or large, that serves her.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Alignment Restrictions&lt;br /&gt;
: None.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Mechanical Changes&lt;br /&gt;
: None&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Special Details&lt;br /&gt;
: None.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>ElvenStarr</name></author>
		
	</entry>
	<entry>
		<id>https://netheril.net/w/index.php?title=Classes&amp;diff=1681</id>
		<title>Classes</title>
		<link rel="alternate" type="text/html" href="https://netheril.net/w/index.php?title=Classes&amp;diff=1681"/>
		<updated>2021-07-10T03:20:12Z</updated>

		<summary type="html">&lt;p&gt;ElvenStarr: /* Cleric */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
!style=&amp;quot;height:10px; width:1000px; text-align:center;&amp;quot; |This page contains information on each class.&amp;lt;br&amp;gt;&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| style=&amp;quot;height:35px; width:350px; text-align:center;&amp;quot; | Classes represent an investment in a particular type of training for a character. This training can vary, within a field, or can include multiple fields (multi-classing). The table below gives a rough outline of the levels of investment expected from classes.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Title&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Level Range&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Notes&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;text-align:center;&amp;quot; | Novice&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | 1-4&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | ~35% of the population.&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;text-align:center;&amp;quot; | Adept&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | 5-8&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | ~30% of the population.&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;text-align:center;&amp;quot; | Experienced&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | 9-12&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | ~22% of the population.&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;text-align:center;&amp;quot; | Professional&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | 13-16&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | ~10% of the population.&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;text-align:center;&amp;quot; | Master&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | 17-20&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | ~2% of the population.&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;text-align:center;&amp;quot; | Grandmaster&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | 21-30&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | ~1% of the population.&amp;lt;br&amp;gt;Requires an application for characters to proceed into [[Epic Levels]].&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Base Classes ==&lt;br /&gt;
&lt;br /&gt;
=== Barbarian ===&lt;br /&gt;
[[File:DBEPpoU - Imgur.png|right|240px]]&lt;br /&gt;
----&lt;br /&gt;
; Description &lt;br /&gt;
: Barbarians are brave, even reckless warriors, and their great strength and heartiness makes them well suited for adventure. Barbarians scornfully reject the fighter traditions of arms training and discipline, instead tapping into a powerful rage that makes them stronger, tougher, and better able to withstand attacks. They only have the energy for a few such displays per day, but it is usually sufficient. Constant exposure to danger also gives barbarians a sort of &amp;quot;sixth sense,&amp;quot; a preternatural ability to sense danger and dodge attacks, and their running stamina is legendary.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Alignment Restrictions&lt;br /&gt;
: Non-Lawful&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Mechanical Changes&lt;br /&gt;
: None&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Special Details&lt;br /&gt;
: None.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Bard ===&lt;br /&gt;
[[File:Bard.jpg|right|220px]]&lt;br /&gt;
----&lt;br /&gt;
; Description &lt;br /&gt;
: Bards often serve as negotiators, messengers, scouts, and spies. They love to accompany heroes (and villains) to witness heroic (or villainous) deeds firsthand, since a bard who can tell a story from personal experience earns renown among his fellows. A bard casts arcane spells without any advance preparation, much like a sorcerer. His magic emphasizes charms and illusions, and the bard can also play an inspiring song that strengthens him and his allies. Bards also share some specialized skills with rogues, and their knowledge of item lore is nearly unmatched.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Alignment Restrictions&lt;br /&gt;
: Non-Lawful&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Mechanical Changes&lt;br /&gt;
: None&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Special Details&lt;br /&gt;
: None.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Cleric ===&lt;br /&gt;
[[File:948388f6a982bc947afcfed91d2e5536.jpg|right|200px]]&lt;br /&gt;
----&lt;br /&gt;
; Description &lt;br /&gt;
: Clerics act as intermediaries between the earthly and the divine (or infernal) worlds. A good cleric helps those in need, while an evil cleric seeks to spread his patron's vision of evil across the world. All clerics can heal wounds and bring people back from the brink of death, and powerful clerics can even raise the dead. Likewise, all clerics have authority over undead creatures, and they can turn away or even destroy these creatures. Clerics are trained in the use of simple weapons, and can use all forms of armor and shields without penalty, since armor does not interfere with the casting of divine spells. In addition to his normal complement of spells, every cleric chooses to focus on two of his deity's domains. These domains grant the cleric special powers, and give him access to spells that he might otherwise never learn.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Alignment Restrictions&lt;br /&gt;
: None.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Mechanical Changes&lt;br /&gt;
: None&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Special Details&lt;br /&gt;
&lt;br /&gt;
: '''Divine Worshipper / Domains''': To be a Cleric in Netheril, you have to represent your [[Deities|Deity]] if you want their blessings. This means you must cast from within their [[Cleric Domains|Domains]], and you must espouse their ideals by remaining true to their alignment. For every incorrect domain a cleric will suffer 20% spell failure. For every opposing axes of alignment a cleric will suffer 10% spell failure. Not picking a deity at all will cause a cleric to suffer 100% spell failure. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Druid ===&lt;br /&gt;
----&lt;br /&gt;
; Description &lt;br /&gt;
: Druids are divine spellcasters who receive their spells from nature, not the gods. They strive to live in harmony with the natural world, and hate anything that is not part of the natural cycle, especially aberrations and undead creatures. As they gain experience, they learn to take the shapes of animals and eventually of more powerful creatures. The strict oaths taken by every druid prohibit using weapons and armor outside their traditions.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Alignment Restrictions&lt;br /&gt;
: Any Neutral.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Mechanical Changes&lt;br /&gt;
: None&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Special Details&lt;br /&gt;
: '''Nature Magic:''' Must select a [[Deities|god]] or mother nature in order to be able to channel energy for spellcasting.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Fighter ===&lt;br /&gt;
----&lt;br /&gt;
; Description &lt;br /&gt;
: Fighters can be many things, from soldiers to criminal enforcers. Some see adventure as a way to get rich, while others use their skills to protect the innocent. Fighters have the best all-around fighting capabilities of the PC classes, and they are trained to use all standard weapons and armor. A fighter's rigorous martial training grants him many bonus feats as he progresses, and high-level fighters have access to special melee maneuvers and exotic weapons not available to any other character.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Alignment Restrictions&lt;br /&gt;
: Any.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Mechanical Changes&lt;br /&gt;
: None&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Special Details&lt;br /&gt;
: None.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Monk ===&lt;br /&gt;
----&lt;br /&gt;
; Description &lt;br /&gt;
: Monks are versatile warriors skilled at fighting without weapons or armor. Good-aligned monks serve as protectors of the people, while evil monks make ideal spies and assassins. Though they don't cast spells, monks channel a subtle energy, called ki. This energy allows them to perform amazing feats, such as healing themselves, catching arrows in flight, and dodging blows with lightning speed. Their mundane and ki-based abilities grow with experience, granting them more power over themselves and their environment. Monks suffer unique penalties to their abilities if they wear armor, as doing so violates their rigid oaths. Monks wearing armor lose their wisdom and level based armor class bonuses, their movement speed, and their additional unarmed attacks per round.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Alignment Restrictions&lt;br /&gt;
: Any Lawful.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Mechanical Changes&lt;br /&gt;
: None&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Special Details&lt;br /&gt;
: None.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Ranger ===&lt;br /&gt;
----&lt;br /&gt;
; Description &lt;br /&gt;
: Rangers are skilled stalkers and hunters who make their home in the wilderness. Their martial skill is nearly the equal of the fighter, but they lack the latter's dedication to the craft of fighting. Instead, the ranger focuses his skills and training on a specific enemy - a type of creature he bears a vengeful grudge against and hunts above all others. Rangers often accept the role of protector, aiding those who live in or travel through the woods. His skills allow him to move quietly and stick to the shadows, especially in natural settings, and he also has special knowledge of certain types of creatures. Finally, an experienced ranger has such a tie to nature that he can actually draw on natural power to cast divine spells, much as a druid does, and like a druid he is often accompanied by animal companions.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Alignment Restrictions&lt;br /&gt;
: None.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Mechanical Changes&lt;br /&gt;
: None&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Special Details&lt;br /&gt;
: '''Nature Magic:''' Must select a [[Deities|god]] or mother nature in order to be able to channel energy for spellcasting.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Rogue ===&lt;br /&gt;
----&lt;br /&gt;
; Description &lt;br /&gt;
: Rogues have little in common with each other. While some - maybe even the majority - are stealthy thieves, many serve as scouts, spies, investigators, diplomats, and simple thugs. Rogues are versatile, adaptable, and skilled at getting what others don't want them to get. While not equal to a fighter in combat, a rogue knows how to hit where it hurts, and a sneak attack can dish out a lot of damage. Rogues also seem to have a sixth sense when it comes to avoiding danger. Experienced rogues develop nearly magical powers and skills as they master the arts of stealth, evasion, and sneak attacks. In addition, while not capable of casting spells on their own, a rogue can sometimes &amp;quot;fake it&amp;quot; well enough to cast spells from scrolls, activate wands, and use just about any other magic item.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Alignment Restrictions&lt;br /&gt;
: None.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Mechanical Changes&lt;br /&gt;
: None&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Special Details&lt;br /&gt;
: None.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Sorcerers ===&lt;br /&gt;
----&lt;br /&gt;
; Description &lt;br /&gt;
: Sorcerers are arcane spellcasters who manipulate magic energy with imagination and talent rather than studious discipline. They have no books, no mentors, no theories - just raw power that they direct at will. Sorcerers know fewer spells than wizards do and acquire them more slowly, but they can cast individual spells more often and have no need to prepare their incantations ahead of time. Also unlike wizards, sorcerers cannot specialize in a school of magic. Since sorcerers gain their powers without undergoing the years of rigorous study that wizards go through, they have more time to learn fighting skills and are proficient with simple weapons.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Alignment Restrictions&lt;br /&gt;
: None.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Mechanical Changes&lt;br /&gt;
: None.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Special Details&lt;br /&gt;
: '''Power Source:''' Sorcerers draw their power either from pacts, or awakened bloodlines to exotic powers; character's should be aware which they are drawing from. The four main sources are: Infernal, Abyssal, Draconic, Fey. &lt;br /&gt;
:: '''Awakened Bloodlines:''' Awakened bloodlines assumes your character has some small, dilute remnant of exotic-blood in them from a distant ancestor. This ancestor is half-a-dozen or more generations distant, unless the character is a partial-exotic race of that type i.e.: [[Races#Tiefling|Tiefling]], [[Races#Cambion|Cambion]], [[Races#Half-Dragon|Half-Dragon]] etc.&lt;br /&gt;
:: '''Pacted:''' Either to enhance a concentration of existing planar-blood, or to make up for a lack there of, some mortals may choose to make pacts with powerful planar entities, to substitute their patron's power to empower their own. The result of this union may be the awakening of a bloodline unawakened, the enhancement of one already awakened, or, in the cases of no prior bloodline, the appropriate substitute to power their arcane-efforts.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Wizard ===&lt;br /&gt;
----&lt;br /&gt;
; Description &lt;br /&gt;
: Wizards are arcane spellcasters who depend on intensive study to create their magic. To wizards, magic is not a talent but a difficult, rewarding art. When they are prepared for battle, wizards can use their spells to devastating effect. When caught by surprise, they are vulnerable. The wizard's strength is her spells; everything else is secondary. She learns new spells as she experiments and grows in experience, and she can also learn them from other wizards. In addition, over time a wizard learns to manipulate her spells so they go farther, work better, or are improved in some other way. A wizard can call a familiar, a magical creature, small or large, that serves her.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Alignment Restrictions&lt;br /&gt;
: None.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Mechanical Changes&lt;br /&gt;
: None&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Special Details&lt;br /&gt;
: None.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>ElvenStarr</name></author>
		
	</entry>
	<entry>
		<id>https://netheril.net/w/index.php?title=Classes&amp;diff=1680</id>
		<title>Classes</title>
		<link rel="alternate" type="text/html" href="https://netheril.net/w/index.php?title=Classes&amp;diff=1680"/>
		<updated>2021-07-10T03:18:49Z</updated>

		<summary type="html">&lt;p&gt;ElvenStarr: /* Bard */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
!style=&amp;quot;height:10px; width:1000px; text-align:center;&amp;quot; |This page contains information on each class.&amp;lt;br&amp;gt;&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| style=&amp;quot;height:35px; width:350px; text-align:center;&amp;quot; | Classes represent an investment in a particular type of training for a character. This training can vary, within a field, or can include multiple fields (multi-classing). The table below gives a rough outline of the levels of investment expected from classes.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Title&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Level Range&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Notes&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;text-align:center;&amp;quot; | Novice&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | 1-4&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | ~35% of the population.&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;text-align:center;&amp;quot; | Adept&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | 5-8&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | ~30% of the population.&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;text-align:center;&amp;quot; | Experienced&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | 9-12&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | ~22% of the population.&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;text-align:center;&amp;quot; | Professional&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | 13-16&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | ~10% of the population.&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;text-align:center;&amp;quot; | Master&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | 17-20&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | ~2% of the population.&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;text-align:center;&amp;quot; | Grandmaster&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | 21-30&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | ~1% of the population.&amp;lt;br&amp;gt;Requires an application for characters to proceed into [[Epic Levels]].&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Base Classes ==&lt;br /&gt;
&lt;br /&gt;
=== Barbarian ===&lt;br /&gt;
[[File:DBEPpoU - Imgur.png|right|240px]]&lt;br /&gt;
----&lt;br /&gt;
; Description &lt;br /&gt;
: Barbarians are brave, even reckless warriors, and their great strength and heartiness makes them well suited for adventure. Barbarians scornfully reject the fighter traditions of arms training and discipline, instead tapping into a powerful rage that makes them stronger, tougher, and better able to withstand attacks. They only have the energy for a few such displays per day, but it is usually sufficient. Constant exposure to danger also gives barbarians a sort of &amp;quot;sixth sense,&amp;quot; a preternatural ability to sense danger and dodge attacks, and their running stamina is legendary.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Alignment Restrictions&lt;br /&gt;
: Non-Lawful&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Mechanical Changes&lt;br /&gt;
: None&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Special Details&lt;br /&gt;
: None.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Bard ===&lt;br /&gt;
[[File:Bard.jpg|right|220px]]&lt;br /&gt;
----&lt;br /&gt;
; Description &lt;br /&gt;
: Bards often serve as negotiators, messengers, scouts, and spies. They love to accompany heroes (and villains) to witness heroic (or villainous) deeds firsthand, since a bard who can tell a story from personal experience earns renown among his fellows. A bard casts arcane spells without any advance preparation, much like a sorcerer. His magic emphasizes charms and illusions, and the bard can also play an inspiring song that strengthens him and his allies. Bards also share some specialized skills with rogues, and their knowledge of item lore is nearly unmatched.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Alignment Restrictions&lt;br /&gt;
: Non-Lawful&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Mechanical Changes&lt;br /&gt;
: None&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Special Details&lt;br /&gt;
: None.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Cleric ===&lt;br /&gt;
[[File:948388f6a982bc947afcfed91d2e5536.jpg|right|180px]]&lt;br /&gt;
----&lt;br /&gt;
; Description &lt;br /&gt;
: Clerics act as intermediaries between the earthly and the divine (or infernal) worlds. A good cleric helps those in need, while an evil cleric seeks to spread his patron's vision of evil across the world. All clerics can heal wounds and bring people back from the brink of death, and powerful clerics can even raise the dead. Likewise, all clerics have authority over undead creatures, and they can turn away or even destroy these creatures. Clerics are trained in the use of simple weapons, and can use all forms of armor and shields without penalty, since armor does not interfere with the casting of divine spells. In addition to his normal complement of spells, every cleric chooses to focus on two of his deity's domains. These domains grant the cleric special powers, and give him access to spells that he might otherwise never learn.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Alignment Restrictions&lt;br /&gt;
: None.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Mechanical Changes&lt;br /&gt;
: None&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Special Details&lt;br /&gt;
&lt;br /&gt;
: '''Divine Worshipper / Domains''': To be a Cleric in Netheril, you have to represent your [[Deities|Deity]] if you want their blessings. This means you must cast from within their [[Cleric Domains|Domains]], and you must espouse their ideals by remaining true to their alignment. For every incorrect domain a cleric will suffer 20% spell failure. For every opposing axes of alignment a cleric will suffer 10% spell failure. Not picking a deity at all will cause a cleric to suffer 100% spell failure. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Druid ===&lt;br /&gt;
----&lt;br /&gt;
; Description &lt;br /&gt;
: Druids are divine spellcasters who receive their spells from nature, not the gods. They strive to live in harmony with the natural world, and hate anything that is not part of the natural cycle, especially aberrations and undead creatures. As they gain experience, they learn to take the shapes of animals and eventually of more powerful creatures. The strict oaths taken by every druid prohibit using weapons and armor outside their traditions.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Alignment Restrictions&lt;br /&gt;
: Any Neutral.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Mechanical Changes&lt;br /&gt;
: None&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Special Details&lt;br /&gt;
: '''Nature Magic:''' Must select a [[Deities|god]] or mother nature in order to be able to channel energy for spellcasting.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Fighter ===&lt;br /&gt;
----&lt;br /&gt;
; Description &lt;br /&gt;
: Fighters can be many things, from soldiers to criminal enforcers. Some see adventure as a way to get rich, while others use their skills to protect the innocent. Fighters have the best all-around fighting capabilities of the PC classes, and they are trained to use all standard weapons and armor. A fighter's rigorous martial training grants him many bonus feats as he progresses, and high-level fighters have access to special melee maneuvers and exotic weapons not available to any other character.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Alignment Restrictions&lt;br /&gt;
: Any.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Mechanical Changes&lt;br /&gt;
: None&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Special Details&lt;br /&gt;
: None.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Monk ===&lt;br /&gt;
----&lt;br /&gt;
; Description &lt;br /&gt;
: Monks are versatile warriors skilled at fighting without weapons or armor. Good-aligned monks serve as protectors of the people, while evil monks make ideal spies and assassins. Though they don't cast spells, monks channel a subtle energy, called ki. This energy allows them to perform amazing feats, such as healing themselves, catching arrows in flight, and dodging blows with lightning speed. Their mundane and ki-based abilities grow with experience, granting them more power over themselves and their environment. Monks suffer unique penalties to their abilities if they wear armor, as doing so violates their rigid oaths. Monks wearing armor lose their wisdom and level based armor class bonuses, their movement speed, and their additional unarmed attacks per round.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Alignment Restrictions&lt;br /&gt;
: Any Lawful.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Mechanical Changes&lt;br /&gt;
: None&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Special Details&lt;br /&gt;
: None.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Ranger ===&lt;br /&gt;
----&lt;br /&gt;
; Description &lt;br /&gt;
: Rangers are skilled stalkers and hunters who make their home in the wilderness. Their martial skill is nearly the equal of the fighter, but they lack the latter's dedication to the craft of fighting. Instead, the ranger focuses his skills and training on a specific enemy - a type of creature he bears a vengeful grudge against and hunts above all others. Rangers often accept the role of protector, aiding those who live in or travel through the woods. His skills allow him to move quietly and stick to the shadows, especially in natural settings, and he also has special knowledge of certain types of creatures. Finally, an experienced ranger has such a tie to nature that he can actually draw on natural power to cast divine spells, much as a druid does, and like a druid he is often accompanied by animal companions.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Alignment Restrictions&lt;br /&gt;
: None.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Mechanical Changes&lt;br /&gt;
: None&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Special Details&lt;br /&gt;
: '''Nature Magic:''' Must select a [[Deities|god]] or mother nature in order to be able to channel energy for spellcasting.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Rogue ===&lt;br /&gt;
----&lt;br /&gt;
; Description &lt;br /&gt;
: Rogues have little in common with each other. While some - maybe even the majority - are stealthy thieves, many serve as scouts, spies, investigators, diplomats, and simple thugs. Rogues are versatile, adaptable, and skilled at getting what others don't want them to get. While not equal to a fighter in combat, a rogue knows how to hit where it hurts, and a sneak attack can dish out a lot of damage. Rogues also seem to have a sixth sense when it comes to avoiding danger. Experienced rogues develop nearly magical powers and skills as they master the arts of stealth, evasion, and sneak attacks. In addition, while not capable of casting spells on their own, a rogue can sometimes &amp;quot;fake it&amp;quot; well enough to cast spells from scrolls, activate wands, and use just about any other magic item.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Alignment Restrictions&lt;br /&gt;
: None.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Mechanical Changes&lt;br /&gt;
: None&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Special Details&lt;br /&gt;
: None.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Sorcerers ===&lt;br /&gt;
----&lt;br /&gt;
; Description &lt;br /&gt;
: Sorcerers are arcane spellcasters who manipulate magic energy with imagination and talent rather than studious discipline. They have no books, no mentors, no theories - just raw power that they direct at will. Sorcerers know fewer spells than wizards do and acquire them more slowly, but they can cast individual spells more often and have no need to prepare their incantations ahead of time. Also unlike wizards, sorcerers cannot specialize in a school of magic. Since sorcerers gain their powers without undergoing the years of rigorous study that wizards go through, they have more time to learn fighting skills and are proficient with simple weapons.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Alignment Restrictions&lt;br /&gt;
: None.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Mechanical Changes&lt;br /&gt;
: None.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Special Details&lt;br /&gt;
: '''Power Source:''' Sorcerers draw their power either from pacts, or awakened bloodlines to exotic powers; character's should be aware which they are drawing from. The four main sources are: Infernal, Abyssal, Draconic, Fey. &lt;br /&gt;
:: '''Awakened Bloodlines:''' Awakened bloodlines assumes your character has some small, dilute remnant of exotic-blood in them from a distant ancestor. This ancestor is half-a-dozen or more generations distant, unless the character is a partial-exotic race of that type i.e.: [[Races#Tiefling|Tiefling]], [[Races#Cambion|Cambion]], [[Races#Half-Dragon|Half-Dragon]] etc.&lt;br /&gt;
:: '''Pacted:''' Either to enhance a concentration of existing planar-blood, or to make up for a lack there of, some mortals may choose to make pacts with powerful planar entities, to substitute their patron's power to empower their own. The result of this union may be the awakening of a bloodline unawakened, the enhancement of one already awakened, or, in the cases of no prior bloodline, the appropriate substitute to power their arcane-efforts.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Wizard ===&lt;br /&gt;
----&lt;br /&gt;
; Description &lt;br /&gt;
: Wizards are arcane spellcasters who depend on intensive study to create their magic. To wizards, magic is not a talent but a difficult, rewarding art. When they are prepared for battle, wizards can use their spells to devastating effect. When caught by surprise, they are vulnerable. The wizard's strength is her spells; everything else is secondary. She learns new spells as she experiments and grows in experience, and she can also learn them from other wizards. In addition, over time a wizard learns to manipulate her spells so they go farther, work better, or are improved in some other way. A wizard can call a familiar, a magical creature, small or large, that serves her.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Alignment Restrictions&lt;br /&gt;
: None.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Mechanical Changes&lt;br /&gt;
: None&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Special Details&lt;br /&gt;
: None.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>ElvenStarr</name></author>
		
	</entry>
	<entry>
		<id>https://netheril.net/w/index.php?title=Classes&amp;diff=1679</id>
		<title>Classes</title>
		<link rel="alternate" type="text/html" href="https://netheril.net/w/index.php?title=Classes&amp;diff=1679"/>
		<updated>2021-07-10T03:17:54Z</updated>

		<summary type="html">&lt;p&gt;ElvenStarr: /* Bard */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
!style=&amp;quot;height:10px; width:1000px; text-align:center;&amp;quot; |This page contains information on each class.&amp;lt;br&amp;gt;&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| style=&amp;quot;height:35px; width:350px; text-align:center;&amp;quot; | Classes represent an investment in a particular type of training for a character. This training can vary, within a field, or can include multiple fields (multi-classing). The table below gives a rough outline of the levels of investment expected from classes.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Title&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Level Range&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Notes&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;text-align:center;&amp;quot; | Novice&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | 1-4&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | ~35% of the population.&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;text-align:center;&amp;quot; | Adept&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | 5-8&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | ~30% of the population.&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;text-align:center;&amp;quot; | Experienced&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | 9-12&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | ~22% of the population.&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;text-align:center;&amp;quot; | Professional&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | 13-16&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | ~10% of the population.&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;text-align:center;&amp;quot; | Master&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | 17-20&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | ~2% of the population.&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;text-align:center;&amp;quot; | Grandmaster&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | 21-30&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | ~1% of the population.&amp;lt;br&amp;gt;Requires an application for characters to proceed into [[Epic Levels]].&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Base Classes ==&lt;br /&gt;
&lt;br /&gt;
=== Barbarian ===&lt;br /&gt;
[[File:DBEPpoU - Imgur.png|right|240px]]&lt;br /&gt;
----&lt;br /&gt;
; Description &lt;br /&gt;
: Barbarians are brave, even reckless warriors, and their great strength and heartiness makes them well suited for adventure. Barbarians scornfully reject the fighter traditions of arms training and discipline, instead tapping into a powerful rage that makes them stronger, tougher, and better able to withstand attacks. They only have the energy for a few such displays per day, but it is usually sufficient. Constant exposure to danger also gives barbarians a sort of &amp;quot;sixth sense,&amp;quot; a preternatural ability to sense danger and dodge attacks, and their running stamina is legendary.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Alignment Restrictions&lt;br /&gt;
: Non-Lawful&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Mechanical Changes&lt;br /&gt;
: None&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Special Details&lt;br /&gt;
: None.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Bard ===&lt;br /&gt;
[[File:Bard.jpg|right|220px]]&lt;br /&gt;
----&lt;br /&gt;
; Description &lt;br /&gt;
: Bards often serve as negotiators, messengers, scouts, and spies. They love to accompany heroes (and villains) to witness heroic (or villainous) deeds firsthand, since a bard who can tell a story from personal experience earns renown among his fellows. A bard casts arcane spells without any advance preparation, much like a sorcerer. His magic emphasizes charms and illusions, and the bard can also play an inspiring song that strengthens him and his allies. Bards also share some specialized skills with rogues, and their knowledge of item lore is nearly unmatched.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Alignment Restrictions&lt;br /&gt;
: Non-Lawful&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Mechanical Changes&lt;br /&gt;
: None&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Special Details&lt;br /&gt;
: None.&amp;lt;br&amp;gt;&amp;lt;be&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Cleric ===&lt;br /&gt;
[[File:948388f6a982bc947afcfed91d2e5536.jpg|right|180px]]&lt;br /&gt;
----&lt;br /&gt;
; Description &lt;br /&gt;
: Clerics act as intermediaries between the earthly and the divine (or infernal) worlds. A good cleric helps those in need, while an evil cleric seeks to spread his patron's vision of evil across the world. All clerics can heal wounds and bring people back from the brink of death, and powerful clerics can even raise the dead. Likewise, all clerics have authority over undead creatures, and they can turn away or even destroy these creatures. Clerics are trained in the use of simple weapons, and can use all forms of armor and shields without penalty, since armor does not interfere with the casting of divine spells. In addition to his normal complement of spells, every cleric chooses to focus on two of his deity's domains. These domains grant the cleric special powers, and give him access to spells that he might otherwise never learn.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Alignment Restrictions&lt;br /&gt;
: None.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Mechanical Changes&lt;br /&gt;
: None&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Special Details&lt;br /&gt;
&lt;br /&gt;
: '''Divine Worshipper / Domains''': To be a Cleric in Netheril, you have to represent your [[Deities|Deity]] if you want their blessings. This means you must cast from within their [[Cleric Domains|Domains]], and you must espouse their ideals by remaining true to their alignment. For every incorrect domain a cleric will suffer 20% spell failure. For every opposing axes of alignment a cleric will suffer 10% spell failure. Not picking a deity at all will cause a cleric to suffer 100% spell failure. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Druid ===&lt;br /&gt;
----&lt;br /&gt;
; Description &lt;br /&gt;
: Druids are divine spellcasters who receive their spells from nature, not the gods. They strive to live in harmony with the natural world, and hate anything that is not part of the natural cycle, especially aberrations and undead creatures. As they gain experience, they learn to take the shapes of animals and eventually of more powerful creatures. The strict oaths taken by every druid prohibit using weapons and armor outside their traditions.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Alignment Restrictions&lt;br /&gt;
: Any Neutral.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Mechanical Changes&lt;br /&gt;
: None&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Special Details&lt;br /&gt;
: '''Nature Magic:''' Must select a [[Deities|god]] or mother nature in order to be able to channel energy for spellcasting.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Fighter ===&lt;br /&gt;
----&lt;br /&gt;
; Description &lt;br /&gt;
: Fighters can be many things, from soldiers to criminal enforcers. Some see adventure as a way to get rich, while others use their skills to protect the innocent. Fighters have the best all-around fighting capabilities of the PC classes, and they are trained to use all standard weapons and armor. A fighter's rigorous martial training grants him many bonus feats as he progresses, and high-level fighters have access to special melee maneuvers and exotic weapons not available to any other character.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Alignment Restrictions&lt;br /&gt;
: Any.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Mechanical Changes&lt;br /&gt;
: None&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Special Details&lt;br /&gt;
: None.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Monk ===&lt;br /&gt;
----&lt;br /&gt;
; Description &lt;br /&gt;
: Monks are versatile warriors skilled at fighting without weapons or armor. Good-aligned monks serve as protectors of the people, while evil monks make ideal spies and assassins. Though they don't cast spells, monks channel a subtle energy, called ki. This energy allows them to perform amazing feats, such as healing themselves, catching arrows in flight, and dodging blows with lightning speed. Their mundane and ki-based abilities grow with experience, granting them more power over themselves and their environment. Monks suffer unique penalties to their abilities if they wear armor, as doing so violates their rigid oaths. Monks wearing armor lose their wisdom and level based armor class bonuses, their movement speed, and their additional unarmed attacks per round.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Alignment Restrictions&lt;br /&gt;
: Any Lawful.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Mechanical Changes&lt;br /&gt;
: None&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Special Details&lt;br /&gt;
: None.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Ranger ===&lt;br /&gt;
----&lt;br /&gt;
; Description &lt;br /&gt;
: Rangers are skilled stalkers and hunters who make their home in the wilderness. Their martial skill is nearly the equal of the fighter, but they lack the latter's dedication to the craft of fighting. Instead, the ranger focuses his skills and training on a specific enemy - a type of creature he bears a vengeful grudge against and hunts above all others. Rangers often accept the role of protector, aiding those who live in or travel through the woods. His skills allow him to move quietly and stick to the shadows, especially in natural settings, and he also has special knowledge of certain types of creatures. Finally, an experienced ranger has such a tie to nature that he can actually draw on natural power to cast divine spells, much as a druid does, and like a druid he is often accompanied by animal companions.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Alignment Restrictions&lt;br /&gt;
: None.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Mechanical Changes&lt;br /&gt;
: None&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Special Details&lt;br /&gt;
: '''Nature Magic:''' Must select a [[Deities|god]] or mother nature in order to be able to channel energy for spellcasting.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Rogue ===&lt;br /&gt;
----&lt;br /&gt;
; Description &lt;br /&gt;
: Rogues have little in common with each other. While some - maybe even the majority - are stealthy thieves, many serve as scouts, spies, investigators, diplomats, and simple thugs. Rogues are versatile, adaptable, and skilled at getting what others don't want them to get. While not equal to a fighter in combat, a rogue knows how to hit where it hurts, and a sneak attack can dish out a lot of damage. Rogues also seem to have a sixth sense when it comes to avoiding danger. Experienced rogues develop nearly magical powers and skills as they master the arts of stealth, evasion, and sneak attacks. In addition, while not capable of casting spells on their own, a rogue can sometimes &amp;quot;fake it&amp;quot; well enough to cast spells from scrolls, activate wands, and use just about any other magic item.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Alignment Restrictions&lt;br /&gt;
: None.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Mechanical Changes&lt;br /&gt;
: None&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Special Details&lt;br /&gt;
: None.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Sorcerers ===&lt;br /&gt;
----&lt;br /&gt;
; Description &lt;br /&gt;
: Sorcerers are arcane spellcasters who manipulate magic energy with imagination and talent rather than studious discipline. They have no books, no mentors, no theories - just raw power that they direct at will. Sorcerers know fewer spells than wizards do and acquire them more slowly, but they can cast individual spells more often and have no need to prepare their incantations ahead of time. Also unlike wizards, sorcerers cannot specialize in a school of magic. Since sorcerers gain their powers without undergoing the years of rigorous study that wizards go through, they have more time to learn fighting skills and are proficient with simple weapons.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Alignment Restrictions&lt;br /&gt;
: None.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Mechanical Changes&lt;br /&gt;
: None.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Special Details&lt;br /&gt;
: '''Power Source:''' Sorcerers draw their power either from pacts, or awakened bloodlines to exotic powers; character's should be aware which they are drawing from. The four main sources are: Infernal, Abyssal, Draconic, Fey. &lt;br /&gt;
:: '''Awakened Bloodlines:''' Awakened bloodlines assumes your character has some small, dilute remnant of exotic-blood in them from a distant ancestor. This ancestor is half-a-dozen or more generations distant, unless the character is a partial-exotic race of that type i.e.: [[Races#Tiefling|Tiefling]], [[Races#Cambion|Cambion]], [[Races#Half-Dragon|Half-Dragon]] etc.&lt;br /&gt;
:: '''Pacted:''' Either to enhance a concentration of existing planar-blood, or to make up for a lack there of, some mortals may choose to make pacts with powerful planar entities, to substitute their patron's power to empower their own. The result of this union may be the awakening of a bloodline unawakened, the enhancement of one already awakened, or, in the cases of no prior bloodline, the appropriate substitute to power their arcane-efforts.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Wizard ===&lt;br /&gt;
----&lt;br /&gt;
; Description &lt;br /&gt;
: Wizards are arcane spellcasters who depend on intensive study to create their magic. To wizards, magic is not a talent but a difficult, rewarding art. When they are prepared for battle, wizards can use their spells to devastating effect. When caught by surprise, they are vulnerable. The wizard's strength is her spells; everything else is secondary. She learns new spells as she experiments and grows in experience, and she can also learn them from other wizards. In addition, over time a wizard learns to manipulate her spells so they go farther, work better, or are improved in some other way. A wizard can call a familiar, a magical creature, small or large, that serves her.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Alignment Restrictions&lt;br /&gt;
: None.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Mechanical Changes&lt;br /&gt;
: None&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Special Details&lt;br /&gt;
: None.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>ElvenStarr</name></author>
		
	</entry>
	<entry>
		<id>https://netheril.net/w/index.php?title=Classes&amp;diff=1678</id>
		<title>Classes</title>
		<link rel="alternate" type="text/html" href="https://netheril.net/w/index.php?title=Classes&amp;diff=1678"/>
		<updated>2021-07-10T03:17:12Z</updated>

		<summary type="html">&lt;p&gt;ElvenStarr: /* Cleric */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
!style=&amp;quot;height:10px; width:1000px; text-align:center;&amp;quot; |This page contains information on each class.&amp;lt;br&amp;gt;&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| style=&amp;quot;height:35px; width:350px; text-align:center;&amp;quot; | Classes represent an investment in a particular type of training for a character. This training can vary, within a field, or can include multiple fields (multi-classing). The table below gives a rough outline of the levels of investment expected from classes.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Title&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Level Range&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Notes&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;text-align:center;&amp;quot; | Novice&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | 1-4&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | ~35% of the population.&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;text-align:center;&amp;quot; | Adept&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | 5-8&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | ~30% of the population.&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;text-align:center;&amp;quot; | Experienced&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | 9-12&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | ~22% of the population.&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;text-align:center;&amp;quot; | Professional&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | 13-16&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | ~10% of the population.&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;text-align:center;&amp;quot; | Master&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | 17-20&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | ~2% of the population.&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;text-align:center;&amp;quot; | Grandmaster&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | 21-30&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | ~1% of the population.&amp;lt;br&amp;gt;Requires an application for characters to proceed into [[Epic Levels]].&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Base Classes ==&lt;br /&gt;
&lt;br /&gt;
=== Barbarian ===&lt;br /&gt;
[[File:DBEPpoU - Imgur.png|right|240px]]&lt;br /&gt;
----&lt;br /&gt;
; Description &lt;br /&gt;
: Barbarians are brave, even reckless warriors, and their great strength and heartiness makes them well suited for adventure. Barbarians scornfully reject the fighter traditions of arms training and discipline, instead tapping into a powerful rage that makes them stronger, tougher, and better able to withstand attacks. They only have the energy for a few such displays per day, but it is usually sufficient. Constant exposure to danger also gives barbarians a sort of &amp;quot;sixth sense,&amp;quot; a preternatural ability to sense danger and dodge attacks, and their running stamina is legendary.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Alignment Restrictions&lt;br /&gt;
: Non-Lawful&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Mechanical Changes&lt;br /&gt;
: None&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Special Details&lt;br /&gt;
: None.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Bard ===&lt;br /&gt;
[[File:Bard.jpg|right|220px]]&lt;br /&gt;
----&lt;br /&gt;
; Description &lt;br /&gt;
: Bards often serve as negotiators, messengers, scouts, and spies. They love to accompany heroes (and villains) to witness heroic (or villainous) deeds firsthand, since a bard who can tell a story from personal experience earns renown among his fellows. A bard casts arcane spells without any advance preparation, much like a sorcerer. His magic emphasizes charms and illusions, and the bard can also play an inspiring song that strengthens him and his allies. Bards also share some specialized skills with rogues, and their knowledge of item lore is nearly unmatched.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Alignment Restrictions&lt;br /&gt;
: Non-Lawful&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Mechanical Changes&lt;br /&gt;
: None&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Special Details&lt;br /&gt;
: None.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Cleric ===&lt;br /&gt;
[[File:948388f6a982bc947afcfed91d2e5536.jpg|right|180px]]&lt;br /&gt;
----&lt;br /&gt;
; Description &lt;br /&gt;
: Clerics act as intermediaries between the earthly and the divine (or infernal) worlds. A good cleric helps those in need, while an evil cleric seeks to spread his patron's vision of evil across the world. All clerics can heal wounds and bring people back from the brink of death, and powerful clerics can even raise the dead. Likewise, all clerics have authority over undead creatures, and they can turn away or even destroy these creatures. Clerics are trained in the use of simple weapons, and can use all forms of armor and shields without penalty, since armor does not interfere with the casting of divine spells. In addition to his normal complement of spells, every cleric chooses to focus on two of his deity's domains. These domains grant the cleric special powers, and give him access to spells that he might otherwise never learn.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Alignment Restrictions&lt;br /&gt;
: None.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Mechanical Changes&lt;br /&gt;
: None&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Special Details&lt;br /&gt;
&lt;br /&gt;
: '''Divine Worshipper / Domains''': To be a Cleric in Netheril, you have to represent your [[Deities|Deity]] if you want their blessings. This means you must cast from within their [[Cleric Domains|Domains]], and you must espouse their ideals by remaining true to their alignment. For every incorrect domain a cleric will suffer 20% spell failure. For every opposing axes of alignment a cleric will suffer 10% spell failure. Not picking a deity at all will cause a cleric to suffer 100% spell failure. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Druid ===&lt;br /&gt;
----&lt;br /&gt;
; Description &lt;br /&gt;
: Druids are divine spellcasters who receive their spells from nature, not the gods. They strive to live in harmony with the natural world, and hate anything that is not part of the natural cycle, especially aberrations and undead creatures. As they gain experience, they learn to take the shapes of animals and eventually of more powerful creatures. The strict oaths taken by every druid prohibit using weapons and armor outside their traditions.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Alignment Restrictions&lt;br /&gt;
: Any Neutral.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Mechanical Changes&lt;br /&gt;
: None&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Special Details&lt;br /&gt;
: '''Nature Magic:''' Must select a [[Deities|god]] or mother nature in order to be able to channel energy for spellcasting.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Fighter ===&lt;br /&gt;
----&lt;br /&gt;
; Description &lt;br /&gt;
: Fighters can be many things, from soldiers to criminal enforcers. Some see adventure as a way to get rich, while others use their skills to protect the innocent. Fighters have the best all-around fighting capabilities of the PC classes, and they are trained to use all standard weapons and armor. A fighter's rigorous martial training grants him many bonus feats as he progresses, and high-level fighters have access to special melee maneuvers and exotic weapons not available to any other character.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Alignment Restrictions&lt;br /&gt;
: Any.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Mechanical Changes&lt;br /&gt;
: None&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Special Details&lt;br /&gt;
: None.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Monk ===&lt;br /&gt;
----&lt;br /&gt;
; Description &lt;br /&gt;
: Monks are versatile warriors skilled at fighting without weapons or armor. Good-aligned monks serve as protectors of the people, while evil monks make ideal spies and assassins. Though they don't cast spells, monks channel a subtle energy, called ki. This energy allows them to perform amazing feats, such as healing themselves, catching arrows in flight, and dodging blows with lightning speed. Their mundane and ki-based abilities grow with experience, granting them more power over themselves and their environment. Monks suffer unique penalties to their abilities if they wear armor, as doing so violates their rigid oaths. Monks wearing armor lose their wisdom and level based armor class bonuses, their movement speed, and their additional unarmed attacks per round.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Alignment Restrictions&lt;br /&gt;
: Any Lawful.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Mechanical Changes&lt;br /&gt;
: None&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Special Details&lt;br /&gt;
: None.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Ranger ===&lt;br /&gt;
----&lt;br /&gt;
; Description &lt;br /&gt;
: Rangers are skilled stalkers and hunters who make their home in the wilderness. Their martial skill is nearly the equal of the fighter, but they lack the latter's dedication to the craft of fighting. Instead, the ranger focuses his skills and training on a specific enemy - a type of creature he bears a vengeful grudge against and hunts above all others. Rangers often accept the role of protector, aiding those who live in or travel through the woods. His skills allow him to move quietly and stick to the shadows, especially in natural settings, and he also has special knowledge of certain types of creatures. Finally, an experienced ranger has such a tie to nature that he can actually draw on natural power to cast divine spells, much as a druid does, and like a druid he is often accompanied by animal companions.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Alignment Restrictions&lt;br /&gt;
: None.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Mechanical Changes&lt;br /&gt;
: None&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Special Details&lt;br /&gt;
: '''Nature Magic:''' Must select a [[Deities|god]] or mother nature in order to be able to channel energy for spellcasting.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Rogue ===&lt;br /&gt;
----&lt;br /&gt;
; Description &lt;br /&gt;
: Rogues have little in common with each other. While some - maybe even the majority - are stealthy thieves, many serve as scouts, spies, investigators, diplomats, and simple thugs. Rogues are versatile, adaptable, and skilled at getting what others don't want them to get. While not equal to a fighter in combat, a rogue knows how to hit where it hurts, and a sneak attack can dish out a lot of damage. Rogues also seem to have a sixth sense when it comes to avoiding danger. Experienced rogues develop nearly magical powers and skills as they master the arts of stealth, evasion, and sneak attacks. In addition, while not capable of casting spells on their own, a rogue can sometimes &amp;quot;fake it&amp;quot; well enough to cast spells from scrolls, activate wands, and use just about any other magic item.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Alignment Restrictions&lt;br /&gt;
: None.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Mechanical Changes&lt;br /&gt;
: None&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Special Details&lt;br /&gt;
: None.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Sorcerers ===&lt;br /&gt;
----&lt;br /&gt;
; Description &lt;br /&gt;
: Sorcerers are arcane spellcasters who manipulate magic energy with imagination and talent rather than studious discipline. They have no books, no mentors, no theories - just raw power that they direct at will. Sorcerers know fewer spells than wizards do and acquire them more slowly, but they can cast individual spells more often and have no need to prepare their incantations ahead of time. Also unlike wizards, sorcerers cannot specialize in a school of magic. Since sorcerers gain their powers without undergoing the years of rigorous study that wizards go through, they have more time to learn fighting skills and are proficient with simple weapons.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Alignment Restrictions&lt;br /&gt;
: None.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Mechanical Changes&lt;br /&gt;
: None.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Special Details&lt;br /&gt;
: '''Power Source:''' Sorcerers draw their power either from pacts, or awakened bloodlines to exotic powers; character's should be aware which they are drawing from. The four main sources are: Infernal, Abyssal, Draconic, Fey. &lt;br /&gt;
:: '''Awakened Bloodlines:''' Awakened bloodlines assumes your character has some small, dilute remnant of exotic-blood in them from a distant ancestor. This ancestor is half-a-dozen or more generations distant, unless the character is a partial-exotic race of that type i.e.: [[Races#Tiefling|Tiefling]], [[Races#Cambion|Cambion]], [[Races#Half-Dragon|Half-Dragon]] etc.&lt;br /&gt;
:: '''Pacted:''' Either to enhance a concentration of existing planar-blood, or to make up for a lack there of, some mortals may choose to make pacts with powerful planar entities, to substitute their patron's power to empower their own. The result of this union may be the awakening of a bloodline unawakened, the enhancement of one already awakened, or, in the cases of no prior bloodline, the appropriate substitute to power their arcane-efforts.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Wizard ===&lt;br /&gt;
----&lt;br /&gt;
; Description &lt;br /&gt;
: Wizards are arcane spellcasters who depend on intensive study to create their magic. To wizards, magic is not a talent but a difficult, rewarding art. When they are prepared for battle, wizards can use their spells to devastating effect. When caught by surprise, they are vulnerable. The wizard's strength is her spells; everything else is secondary. She learns new spells as she experiments and grows in experience, and she can also learn them from other wizards. In addition, over time a wizard learns to manipulate her spells so they go farther, work better, or are improved in some other way. A wizard can call a familiar, a magical creature, small or large, that serves her.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Alignment Restrictions&lt;br /&gt;
: None.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Mechanical Changes&lt;br /&gt;
: None&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Special Details&lt;br /&gt;
: None.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>ElvenStarr</name></author>
		
	</entry>
	<entry>
		<id>https://netheril.net/w/index.php?title=Classes&amp;diff=1677</id>
		<title>Classes</title>
		<link rel="alternate" type="text/html" href="https://netheril.net/w/index.php?title=Classes&amp;diff=1677"/>
		<updated>2021-07-10T03:16:21Z</updated>

		<summary type="html">&lt;p&gt;ElvenStarr: /* Cleric */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
!style=&amp;quot;height:10px; width:1000px; text-align:center;&amp;quot; |This page contains information on each class.&amp;lt;br&amp;gt;&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| style=&amp;quot;height:35px; width:350px; text-align:center;&amp;quot; | Classes represent an investment in a particular type of training for a character. This training can vary, within a field, or can include multiple fields (multi-classing). The table below gives a rough outline of the levels of investment expected from classes.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Title&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Level Range&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Notes&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;text-align:center;&amp;quot; | Novice&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | 1-4&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | ~35% of the population.&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;text-align:center;&amp;quot; | Adept&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | 5-8&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | ~30% of the population.&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;text-align:center;&amp;quot; | Experienced&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | 9-12&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | ~22% of the population.&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;text-align:center;&amp;quot; | Professional&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | 13-16&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | ~10% of the population.&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;text-align:center;&amp;quot; | Master&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | 17-20&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | ~2% of the population.&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;text-align:center;&amp;quot; | Grandmaster&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | 21-30&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | ~1% of the population.&amp;lt;br&amp;gt;Requires an application for characters to proceed into [[Epic Levels]].&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Base Classes ==&lt;br /&gt;
&lt;br /&gt;
=== Barbarian ===&lt;br /&gt;
[[File:DBEPpoU - Imgur.png|right|240px]]&lt;br /&gt;
----&lt;br /&gt;
; Description &lt;br /&gt;
: Barbarians are brave, even reckless warriors, and their great strength and heartiness makes them well suited for adventure. Barbarians scornfully reject the fighter traditions of arms training and discipline, instead tapping into a powerful rage that makes them stronger, tougher, and better able to withstand attacks. They only have the energy for a few such displays per day, but it is usually sufficient. Constant exposure to danger also gives barbarians a sort of &amp;quot;sixth sense,&amp;quot; a preternatural ability to sense danger and dodge attacks, and their running stamina is legendary.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Alignment Restrictions&lt;br /&gt;
: Non-Lawful&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Mechanical Changes&lt;br /&gt;
: None&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Special Details&lt;br /&gt;
: None.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Bard ===&lt;br /&gt;
[[File:Bard.jpg|right|220px]]&lt;br /&gt;
----&lt;br /&gt;
; Description &lt;br /&gt;
: Bards often serve as negotiators, messengers, scouts, and spies. They love to accompany heroes (and villains) to witness heroic (or villainous) deeds firsthand, since a bard who can tell a story from personal experience earns renown among his fellows. A bard casts arcane spells without any advance preparation, much like a sorcerer. His magic emphasizes charms and illusions, and the bard can also play an inspiring song that strengthens him and his allies. Bards also share some specialized skills with rogues, and their knowledge of item lore is nearly unmatched.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Alignment Restrictions&lt;br /&gt;
: Non-Lawful&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Mechanical Changes&lt;br /&gt;
: None&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Special Details&lt;br /&gt;
: None.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Cleric ===&lt;br /&gt;
[[File:948388f6a982bc947afcfed91d2e5536.jpg|right|200px]]&lt;br /&gt;
----&lt;br /&gt;
; Description &lt;br /&gt;
: Clerics act as intermediaries between the earthly and the divine (or infernal) worlds. A good cleric helps those in need, while an evil cleric seeks to spread his patron's vision of evil across the world. All clerics can heal wounds and bring people back from the brink of death, and powerful clerics can even raise the dead. Likewise, all clerics have authority over undead creatures, and they can turn away or even destroy these creatures. Clerics are trained in the use of simple weapons, and can use all forms of armor and shields without penalty, since armor does not interfere with the casting of divine spells. In addition to his normal complement of spells, every cleric chooses to focus on two of his deity's domains. These domains grant the cleric special powers, and give him access to spells that he might otherwise never learn.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Alignment Restrictions&lt;br /&gt;
: None.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Mechanical Changes&lt;br /&gt;
: None&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Special Details&lt;br /&gt;
&lt;br /&gt;
: '''Divine Worshipper / Domains''': To be a Cleric in Netheril, you have to represent your [[Deities|Deity]] if you want their blessings. This means you must cast from within their [[Cleric Domains|Domains]], and you must espouse their ideals by remaining true to their alignment. For every incorrect domain a cleric will suffer 20% spell failure. For every opposing axes of alignment a cleric will suffer 10% spell failure. Not picking a deity at all will cause a cleric to suffer 100% spell failure. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Druid ===&lt;br /&gt;
----&lt;br /&gt;
; Description &lt;br /&gt;
: Druids are divine spellcasters who receive their spells from nature, not the gods. They strive to live in harmony with the natural world, and hate anything that is not part of the natural cycle, especially aberrations and undead creatures. As they gain experience, they learn to take the shapes of animals and eventually of more powerful creatures. The strict oaths taken by every druid prohibit using weapons and armor outside their traditions.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Alignment Restrictions&lt;br /&gt;
: Any Neutral.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Mechanical Changes&lt;br /&gt;
: None&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Special Details&lt;br /&gt;
: '''Nature Magic:''' Must select a [[Deities|god]] or mother nature in order to be able to channel energy for spellcasting.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Fighter ===&lt;br /&gt;
----&lt;br /&gt;
; Description &lt;br /&gt;
: Fighters can be many things, from soldiers to criminal enforcers. Some see adventure as a way to get rich, while others use their skills to protect the innocent. Fighters have the best all-around fighting capabilities of the PC classes, and they are trained to use all standard weapons and armor. A fighter's rigorous martial training grants him many bonus feats as he progresses, and high-level fighters have access to special melee maneuvers and exotic weapons not available to any other character.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Alignment Restrictions&lt;br /&gt;
: Any.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Mechanical Changes&lt;br /&gt;
: None&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Special Details&lt;br /&gt;
: None.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Monk ===&lt;br /&gt;
----&lt;br /&gt;
; Description &lt;br /&gt;
: Monks are versatile warriors skilled at fighting without weapons or armor. Good-aligned monks serve as protectors of the people, while evil monks make ideal spies and assassins. Though they don't cast spells, monks channel a subtle energy, called ki. This energy allows them to perform amazing feats, such as healing themselves, catching arrows in flight, and dodging blows with lightning speed. Their mundane and ki-based abilities grow with experience, granting them more power over themselves and their environment. Monks suffer unique penalties to their abilities if they wear armor, as doing so violates their rigid oaths. Monks wearing armor lose their wisdom and level based armor class bonuses, their movement speed, and their additional unarmed attacks per round.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Alignment Restrictions&lt;br /&gt;
: Any Lawful.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Mechanical Changes&lt;br /&gt;
: None&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Special Details&lt;br /&gt;
: None.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Ranger ===&lt;br /&gt;
----&lt;br /&gt;
; Description &lt;br /&gt;
: Rangers are skilled stalkers and hunters who make their home in the wilderness. Their martial skill is nearly the equal of the fighter, but they lack the latter's dedication to the craft of fighting. Instead, the ranger focuses his skills and training on a specific enemy - a type of creature he bears a vengeful grudge against and hunts above all others. Rangers often accept the role of protector, aiding those who live in or travel through the woods. His skills allow him to move quietly and stick to the shadows, especially in natural settings, and he also has special knowledge of certain types of creatures. Finally, an experienced ranger has such a tie to nature that he can actually draw on natural power to cast divine spells, much as a druid does, and like a druid he is often accompanied by animal companions.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Alignment Restrictions&lt;br /&gt;
: None.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Mechanical Changes&lt;br /&gt;
: None&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Special Details&lt;br /&gt;
: '''Nature Magic:''' Must select a [[Deities|god]] or mother nature in order to be able to channel energy for spellcasting.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Rogue ===&lt;br /&gt;
----&lt;br /&gt;
; Description &lt;br /&gt;
: Rogues have little in common with each other. While some - maybe even the majority - are stealthy thieves, many serve as scouts, spies, investigators, diplomats, and simple thugs. Rogues are versatile, adaptable, and skilled at getting what others don't want them to get. While not equal to a fighter in combat, a rogue knows how to hit where it hurts, and a sneak attack can dish out a lot of damage. Rogues also seem to have a sixth sense when it comes to avoiding danger. Experienced rogues develop nearly magical powers and skills as they master the arts of stealth, evasion, and sneak attacks. In addition, while not capable of casting spells on their own, a rogue can sometimes &amp;quot;fake it&amp;quot; well enough to cast spells from scrolls, activate wands, and use just about any other magic item.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Alignment Restrictions&lt;br /&gt;
: None.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Mechanical Changes&lt;br /&gt;
: None&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Special Details&lt;br /&gt;
: None.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Sorcerers ===&lt;br /&gt;
----&lt;br /&gt;
; Description &lt;br /&gt;
: Sorcerers are arcane spellcasters who manipulate magic energy with imagination and talent rather than studious discipline. They have no books, no mentors, no theories - just raw power that they direct at will. Sorcerers know fewer spells than wizards do and acquire them more slowly, but they can cast individual spells more often and have no need to prepare their incantations ahead of time. Also unlike wizards, sorcerers cannot specialize in a school of magic. Since sorcerers gain their powers without undergoing the years of rigorous study that wizards go through, they have more time to learn fighting skills and are proficient with simple weapons.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Alignment Restrictions&lt;br /&gt;
: None.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Mechanical Changes&lt;br /&gt;
: None.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Special Details&lt;br /&gt;
: '''Power Source:''' Sorcerers draw their power either from pacts, or awakened bloodlines to exotic powers; character's should be aware which they are drawing from. The four main sources are: Infernal, Abyssal, Draconic, Fey. &lt;br /&gt;
:: '''Awakened Bloodlines:''' Awakened bloodlines assumes your character has some small, dilute remnant of exotic-blood in them from a distant ancestor. This ancestor is half-a-dozen or more generations distant, unless the character is a partial-exotic race of that type i.e.: [[Races#Tiefling|Tiefling]], [[Races#Cambion|Cambion]], [[Races#Half-Dragon|Half-Dragon]] etc.&lt;br /&gt;
:: '''Pacted:''' Either to enhance a concentration of existing planar-blood, or to make up for a lack there of, some mortals may choose to make pacts with powerful planar entities, to substitute their patron's power to empower their own. The result of this union may be the awakening of a bloodline unawakened, the enhancement of one already awakened, or, in the cases of no prior bloodline, the appropriate substitute to power their arcane-efforts.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Wizard ===&lt;br /&gt;
----&lt;br /&gt;
; Description &lt;br /&gt;
: Wizards are arcane spellcasters who depend on intensive study to create their magic. To wizards, magic is not a talent but a difficult, rewarding art. When they are prepared for battle, wizards can use their spells to devastating effect. When caught by surprise, they are vulnerable. The wizard's strength is her spells; everything else is secondary. She learns new spells as she experiments and grows in experience, and she can also learn them from other wizards. In addition, over time a wizard learns to manipulate her spells so they go farther, work better, or are improved in some other way. A wizard can call a familiar, a magical creature, small or large, that serves her.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Alignment Restrictions&lt;br /&gt;
: None.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Mechanical Changes&lt;br /&gt;
: None&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Special Details&lt;br /&gt;
: None.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>ElvenStarr</name></author>
		
	</entry>
	<entry>
		<id>https://netheril.net/w/index.php?title=Classes&amp;diff=1676</id>
		<title>Classes</title>
		<link rel="alternate" type="text/html" href="https://netheril.net/w/index.php?title=Classes&amp;diff=1676"/>
		<updated>2021-07-10T03:13:36Z</updated>

		<summary type="html">&lt;p&gt;ElvenStarr: /* Barbarian */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
!style=&amp;quot;height:10px; width:1000px; text-align:center;&amp;quot; |This page contains information on each class.&amp;lt;br&amp;gt;&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| style=&amp;quot;height:35px; width:350px; text-align:center;&amp;quot; | Classes represent an investment in a particular type of training for a character. This training can vary, within a field, or can include multiple fields (multi-classing). The table below gives a rough outline of the levels of investment expected from classes.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Title&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Level Range&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Notes&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;text-align:center;&amp;quot; | Novice&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | 1-4&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | ~35% of the population.&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;text-align:center;&amp;quot; | Adept&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | 5-8&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | ~30% of the population.&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;text-align:center;&amp;quot; | Experienced&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | 9-12&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | ~22% of the population.&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;text-align:center;&amp;quot; | Professional&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | 13-16&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | ~10% of the population.&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;text-align:center;&amp;quot; | Master&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | 17-20&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | ~2% of the population.&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;text-align:center;&amp;quot; | Grandmaster&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | 21-30&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | ~1% of the population.&amp;lt;br&amp;gt;Requires an application for characters to proceed into [[Epic Levels]].&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Base Classes ==&lt;br /&gt;
&lt;br /&gt;
=== Barbarian ===&lt;br /&gt;
[[File:DBEPpoU - Imgur.png|right|240px]]&lt;br /&gt;
----&lt;br /&gt;
; Description &lt;br /&gt;
: Barbarians are brave, even reckless warriors, and their great strength and heartiness makes them well suited for adventure. Barbarians scornfully reject the fighter traditions of arms training and discipline, instead tapping into a powerful rage that makes them stronger, tougher, and better able to withstand attacks. They only have the energy for a few such displays per day, but it is usually sufficient. Constant exposure to danger also gives barbarians a sort of &amp;quot;sixth sense,&amp;quot; a preternatural ability to sense danger and dodge attacks, and their running stamina is legendary.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Alignment Restrictions&lt;br /&gt;
: Non-Lawful&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Mechanical Changes&lt;br /&gt;
: None&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Special Details&lt;br /&gt;
: None.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Bard ===&lt;br /&gt;
[[File:Bard.jpg|right|220px]]&lt;br /&gt;
----&lt;br /&gt;
; Description &lt;br /&gt;
: Bards often serve as negotiators, messengers, scouts, and spies. They love to accompany heroes (and villains) to witness heroic (or villainous) deeds firsthand, since a bard who can tell a story from personal experience earns renown among his fellows. A bard casts arcane spells without any advance preparation, much like a sorcerer. His magic emphasizes charms and illusions, and the bard can also play an inspiring song that strengthens him and his allies. Bards also share some specialized skills with rogues, and their knowledge of item lore is nearly unmatched.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Alignment Restrictions&lt;br /&gt;
: Non-Lawful&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Mechanical Changes&lt;br /&gt;
: None&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Special Details&lt;br /&gt;
: None.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Cleric ===&lt;br /&gt;
----&lt;br /&gt;
; Description &lt;br /&gt;
: Clerics act as intermediaries between the earthly and the divine (or infernal) worlds. A good cleric helps those in need, while an evil cleric seeks to spread his patron's vision of evil across the world. All clerics can heal wounds and bring people back from the brink of death, and powerful clerics can even raise the dead. Likewise, all clerics have authority over undead creatures, and they can turn away or even destroy these creatures. Clerics are trained in the use of simple weapons, and can use all forms of armor and shields without penalty, since armor does not interfere with the casting of divine spells. In addition to his normal complement of spells, every cleric chooses to focus on two of his deity's domains. These domains grant the cleric special powers, and give him access to spells that he might otherwise never learn.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Alignment Restrictions&lt;br /&gt;
: None.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Mechanical Changes&lt;br /&gt;
: None&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Special Details&lt;br /&gt;
&lt;br /&gt;
: '''Divine Worshipper / Domains''': To be a Cleric in Netheril, you have to represent your [[Deities|Deity]] if you want their blessings. This means you must cast from within their [[Cleric Domains|Domains]], and you must espouse their ideals by remaining true to their alignment. For every incorrect domain a cleric will suffer 20% spell failure. For every opposing axes of alignment a cleric will suffer 10% spell failure. Not picking a deity at all will cause a cleric to suffer 100% spell failure. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Druid ===&lt;br /&gt;
----&lt;br /&gt;
; Description &lt;br /&gt;
: Druids are divine spellcasters who receive their spells from nature, not the gods. They strive to live in harmony with the natural world, and hate anything that is not part of the natural cycle, especially aberrations and undead creatures. As they gain experience, they learn to take the shapes of animals and eventually of more powerful creatures. The strict oaths taken by every druid prohibit using weapons and armor outside their traditions.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Alignment Restrictions&lt;br /&gt;
: Any Neutral.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Mechanical Changes&lt;br /&gt;
: None&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Special Details&lt;br /&gt;
: '''Nature Magic:''' Must select a [[Deities|god]] or mother nature in order to be able to channel energy for spellcasting.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Fighter ===&lt;br /&gt;
----&lt;br /&gt;
; Description &lt;br /&gt;
: Fighters can be many things, from soldiers to criminal enforcers. Some see adventure as a way to get rich, while others use their skills to protect the innocent. Fighters have the best all-around fighting capabilities of the PC classes, and they are trained to use all standard weapons and armor. A fighter's rigorous martial training grants him many bonus feats as he progresses, and high-level fighters have access to special melee maneuvers and exotic weapons not available to any other character.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Alignment Restrictions&lt;br /&gt;
: Any.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Mechanical Changes&lt;br /&gt;
: None&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Special Details&lt;br /&gt;
: None.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Monk ===&lt;br /&gt;
----&lt;br /&gt;
; Description &lt;br /&gt;
: Monks are versatile warriors skilled at fighting without weapons or armor. Good-aligned monks serve as protectors of the people, while evil monks make ideal spies and assassins. Though they don't cast spells, monks channel a subtle energy, called ki. This energy allows them to perform amazing feats, such as healing themselves, catching arrows in flight, and dodging blows with lightning speed. Their mundane and ki-based abilities grow with experience, granting them more power over themselves and their environment. Monks suffer unique penalties to their abilities if they wear armor, as doing so violates their rigid oaths. Monks wearing armor lose their wisdom and level based armor class bonuses, their movement speed, and their additional unarmed attacks per round.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Alignment Restrictions&lt;br /&gt;
: Any Lawful.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Mechanical Changes&lt;br /&gt;
: None&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Special Details&lt;br /&gt;
: None.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Ranger ===&lt;br /&gt;
----&lt;br /&gt;
; Description &lt;br /&gt;
: Rangers are skilled stalkers and hunters who make their home in the wilderness. Their martial skill is nearly the equal of the fighter, but they lack the latter's dedication to the craft of fighting. Instead, the ranger focuses his skills and training on a specific enemy - a type of creature he bears a vengeful grudge against and hunts above all others. Rangers often accept the role of protector, aiding those who live in or travel through the woods. His skills allow him to move quietly and stick to the shadows, especially in natural settings, and he also has special knowledge of certain types of creatures. Finally, an experienced ranger has such a tie to nature that he can actually draw on natural power to cast divine spells, much as a druid does, and like a druid he is often accompanied by animal companions.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Alignment Restrictions&lt;br /&gt;
: None.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Mechanical Changes&lt;br /&gt;
: None&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Special Details&lt;br /&gt;
: '''Nature Magic:''' Must select a [[Deities|god]] or mother nature in order to be able to channel energy for spellcasting.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Rogue ===&lt;br /&gt;
----&lt;br /&gt;
; Description &lt;br /&gt;
: Rogues have little in common with each other. While some - maybe even the majority - are stealthy thieves, many serve as scouts, spies, investigators, diplomats, and simple thugs. Rogues are versatile, adaptable, and skilled at getting what others don't want them to get. While not equal to a fighter in combat, a rogue knows how to hit where it hurts, and a sneak attack can dish out a lot of damage. Rogues also seem to have a sixth sense when it comes to avoiding danger. Experienced rogues develop nearly magical powers and skills as they master the arts of stealth, evasion, and sneak attacks. In addition, while not capable of casting spells on their own, a rogue can sometimes &amp;quot;fake it&amp;quot; well enough to cast spells from scrolls, activate wands, and use just about any other magic item.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Alignment Restrictions&lt;br /&gt;
: None.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Mechanical Changes&lt;br /&gt;
: None&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Special Details&lt;br /&gt;
: None.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Sorcerers ===&lt;br /&gt;
----&lt;br /&gt;
; Description &lt;br /&gt;
: Sorcerers are arcane spellcasters who manipulate magic energy with imagination and talent rather than studious discipline. They have no books, no mentors, no theories - just raw power that they direct at will. Sorcerers know fewer spells than wizards do and acquire them more slowly, but they can cast individual spells more often and have no need to prepare their incantations ahead of time. Also unlike wizards, sorcerers cannot specialize in a school of magic. Since sorcerers gain their powers without undergoing the years of rigorous study that wizards go through, they have more time to learn fighting skills and are proficient with simple weapons.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Alignment Restrictions&lt;br /&gt;
: None.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Mechanical Changes&lt;br /&gt;
: None.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Special Details&lt;br /&gt;
: '''Power Source:''' Sorcerers draw their power either from pacts, or awakened bloodlines to exotic powers; character's should be aware which they are drawing from. The four main sources are: Infernal, Abyssal, Draconic, Fey. &lt;br /&gt;
:: '''Awakened Bloodlines:''' Awakened bloodlines assumes your character has some small, dilute remnant of exotic-blood in them from a distant ancestor. This ancestor is half-a-dozen or more generations distant, unless the character is a partial-exotic race of that type i.e.: [[Races#Tiefling|Tiefling]], [[Races#Cambion|Cambion]], [[Races#Half-Dragon|Half-Dragon]] etc.&lt;br /&gt;
:: '''Pacted:''' Either to enhance a concentration of existing planar-blood, or to make up for a lack there of, some mortals may choose to make pacts with powerful planar entities, to substitute their patron's power to empower their own. The result of this union may be the awakening of a bloodline unawakened, the enhancement of one already awakened, or, in the cases of no prior bloodline, the appropriate substitute to power their arcane-efforts.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Wizard ===&lt;br /&gt;
----&lt;br /&gt;
; Description &lt;br /&gt;
: Wizards are arcane spellcasters who depend on intensive study to create their magic. To wizards, magic is not a talent but a difficult, rewarding art. When they are prepared for battle, wizards can use their spells to devastating effect. When caught by surprise, they are vulnerable. The wizard's strength is her spells; everything else is secondary. She learns new spells as she experiments and grows in experience, and she can also learn them from other wizards. In addition, over time a wizard learns to manipulate her spells so they go farther, work better, or are improved in some other way. A wizard can call a familiar, a magical creature, small or large, that serves her.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Alignment Restrictions&lt;br /&gt;
: None.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Mechanical Changes&lt;br /&gt;
: None&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Special Details&lt;br /&gt;
: None.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>ElvenStarr</name></author>
		
	</entry>
	<entry>
		<id>https://netheril.net/w/index.php?title=Classes&amp;diff=1675</id>
		<title>Classes</title>
		<link rel="alternate" type="text/html" href="https://netheril.net/w/index.php?title=Classes&amp;diff=1675"/>
		<updated>2021-07-10T03:13:04Z</updated>

		<summary type="html">&lt;p&gt;ElvenStarr: /* Bard */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
!style=&amp;quot;height:10px; width:1000px; text-align:center;&amp;quot; |This page contains information on each class.&amp;lt;br&amp;gt;&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| style=&amp;quot;height:35px; width:350px; text-align:center;&amp;quot; | Classes represent an investment in a particular type of training for a character. This training can vary, within a field, or can include multiple fields (multi-classing). The table below gives a rough outline of the levels of investment expected from classes.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Title&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Level Range&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Notes&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;text-align:center;&amp;quot; | Novice&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | 1-4&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | ~35% of the population.&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;text-align:center;&amp;quot; | Adept&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | 5-8&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | ~30% of the population.&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;text-align:center;&amp;quot; | Experienced&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | 9-12&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | ~22% of the population.&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;text-align:center;&amp;quot; | Professional&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | 13-16&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | ~10% of the population.&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;text-align:center;&amp;quot; | Master&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | 17-20&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | ~2% of the population.&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;text-align:center;&amp;quot; | Grandmaster&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | 21-30&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | ~1% of the population.&amp;lt;br&amp;gt;Requires an application for characters to proceed into [[Epic Levels]].&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Base Classes ==&lt;br /&gt;
&lt;br /&gt;
=== Barbarian ===&lt;br /&gt;
[[File:DBEPpoU - Imgur.png|right|280px]]&lt;br /&gt;
----&lt;br /&gt;
; Description &lt;br /&gt;
: Barbarians are brave, even reckless warriors, and their great strength and heartiness makes them well suited for adventure. Barbarians scornfully reject the fighter traditions of arms training and discipline, instead tapping into a powerful rage that makes them stronger, tougher, and better able to withstand attacks. They only have the energy for a few such displays per day, but it is usually sufficient. Constant exposure to danger also gives barbarians a sort of &amp;quot;sixth sense,&amp;quot; a preternatural ability to sense danger and dodge attacks, and their running stamina is legendary.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Alignment Restrictions&lt;br /&gt;
: Non-Lawful&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Mechanical Changes&lt;br /&gt;
: None&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Special Details&lt;br /&gt;
: None.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Bard ===&lt;br /&gt;
[[File:Bard.jpg|right|220px]]&lt;br /&gt;
----&lt;br /&gt;
; Description &lt;br /&gt;
: Bards often serve as negotiators, messengers, scouts, and spies. They love to accompany heroes (and villains) to witness heroic (or villainous) deeds firsthand, since a bard who can tell a story from personal experience earns renown among his fellows. A bard casts arcane spells without any advance preparation, much like a sorcerer. His magic emphasizes charms and illusions, and the bard can also play an inspiring song that strengthens him and his allies. Bards also share some specialized skills with rogues, and their knowledge of item lore is nearly unmatched.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Alignment Restrictions&lt;br /&gt;
: Non-Lawful&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Mechanical Changes&lt;br /&gt;
: None&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Special Details&lt;br /&gt;
: None.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Cleric ===&lt;br /&gt;
----&lt;br /&gt;
; Description &lt;br /&gt;
: Clerics act as intermediaries between the earthly and the divine (or infernal) worlds. A good cleric helps those in need, while an evil cleric seeks to spread his patron's vision of evil across the world. All clerics can heal wounds and bring people back from the brink of death, and powerful clerics can even raise the dead. Likewise, all clerics have authority over undead creatures, and they can turn away or even destroy these creatures. Clerics are trained in the use of simple weapons, and can use all forms of armor and shields without penalty, since armor does not interfere with the casting of divine spells. In addition to his normal complement of spells, every cleric chooses to focus on two of his deity's domains. These domains grant the cleric special powers, and give him access to spells that he might otherwise never learn.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Alignment Restrictions&lt;br /&gt;
: None.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Mechanical Changes&lt;br /&gt;
: None&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Special Details&lt;br /&gt;
&lt;br /&gt;
: '''Divine Worshipper / Domains''': To be a Cleric in Netheril, you have to represent your [[Deities|Deity]] if you want their blessings. This means you must cast from within their [[Cleric Domains|Domains]], and you must espouse their ideals by remaining true to their alignment. For every incorrect domain a cleric will suffer 20% spell failure. For every opposing axes of alignment a cleric will suffer 10% spell failure. Not picking a deity at all will cause a cleric to suffer 100% spell failure. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Druid ===&lt;br /&gt;
----&lt;br /&gt;
; Description &lt;br /&gt;
: Druids are divine spellcasters who receive their spells from nature, not the gods. They strive to live in harmony with the natural world, and hate anything that is not part of the natural cycle, especially aberrations and undead creatures. As they gain experience, they learn to take the shapes of animals and eventually of more powerful creatures. The strict oaths taken by every druid prohibit using weapons and armor outside their traditions.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Alignment Restrictions&lt;br /&gt;
: Any Neutral.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Mechanical Changes&lt;br /&gt;
: None&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Special Details&lt;br /&gt;
: '''Nature Magic:''' Must select a [[Deities|god]] or mother nature in order to be able to channel energy for spellcasting.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Fighter ===&lt;br /&gt;
----&lt;br /&gt;
; Description &lt;br /&gt;
: Fighters can be many things, from soldiers to criminal enforcers. Some see adventure as a way to get rich, while others use their skills to protect the innocent. Fighters have the best all-around fighting capabilities of the PC classes, and they are trained to use all standard weapons and armor. A fighter's rigorous martial training grants him many bonus feats as he progresses, and high-level fighters have access to special melee maneuvers and exotic weapons not available to any other character.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Alignment Restrictions&lt;br /&gt;
: Any.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Mechanical Changes&lt;br /&gt;
: None&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Special Details&lt;br /&gt;
: None.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Monk ===&lt;br /&gt;
----&lt;br /&gt;
; Description &lt;br /&gt;
: Monks are versatile warriors skilled at fighting without weapons or armor. Good-aligned monks serve as protectors of the people, while evil monks make ideal spies and assassins. Though they don't cast spells, monks channel a subtle energy, called ki. This energy allows them to perform amazing feats, such as healing themselves, catching arrows in flight, and dodging blows with lightning speed. Their mundane and ki-based abilities grow with experience, granting them more power over themselves and their environment. Monks suffer unique penalties to their abilities if they wear armor, as doing so violates their rigid oaths. Monks wearing armor lose their wisdom and level based armor class bonuses, their movement speed, and their additional unarmed attacks per round.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Alignment Restrictions&lt;br /&gt;
: Any Lawful.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Mechanical Changes&lt;br /&gt;
: None&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Special Details&lt;br /&gt;
: None.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Ranger ===&lt;br /&gt;
----&lt;br /&gt;
; Description &lt;br /&gt;
: Rangers are skilled stalkers and hunters who make their home in the wilderness. Their martial skill is nearly the equal of the fighter, but they lack the latter's dedication to the craft of fighting. Instead, the ranger focuses his skills and training on a specific enemy - a type of creature he bears a vengeful grudge against and hunts above all others. Rangers often accept the role of protector, aiding those who live in or travel through the woods. His skills allow him to move quietly and stick to the shadows, especially in natural settings, and he also has special knowledge of certain types of creatures. Finally, an experienced ranger has such a tie to nature that he can actually draw on natural power to cast divine spells, much as a druid does, and like a druid he is often accompanied by animal companions.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Alignment Restrictions&lt;br /&gt;
: None.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Mechanical Changes&lt;br /&gt;
: None&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Special Details&lt;br /&gt;
: '''Nature Magic:''' Must select a [[Deities|god]] or mother nature in order to be able to channel energy for spellcasting.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Rogue ===&lt;br /&gt;
----&lt;br /&gt;
; Description &lt;br /&gt;
: Rogues have little in common with each other. While some - maybe even the majority - are stealthy thieves, many serve as scouts, spies, investigators, diplomats, and simple thugs. Rogues are versatile, adaptable, and skilled at getting what others don't want them to get. While not equal to a fighter in combat, a rogue knows how to hit where it hurts, and a sneak attack can dish out a lot of damage. Rogues also seem to have a sixth sense when it comes to avoiding danger. Experienced rogues develop nearly magical powers and skills as they master the arts of stealth, evasion, and sneak attacks. In addition, while not capable of casting spells on their own, a rogue can sometimes &amp;quot;fake it&amp;quot; well enough to cast spells from scrolls, activate wands, and use just about any other magic item.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Alignment Restrictions&lt;br /&gt;
: None.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Mechanical Changes&lt;br /&gt;
: None&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Special Details&lt;br /&gt;
: None.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Sorcerers ===&lt;br /&gt;
----&lt;br /&gt;
; Description &lt;br /&gt;
: Sorcerers are arcane spellcasters who manipulate magic energy with imagination and talent rather than studious discipline. They have no books, no mentors, no theories - just raw power that they direct at will. Sorcerers know fewer spells than wizards do and acquire them more slowly, but they can cast individual spells more often and have no need to prepare their incantations ahead of time. Also unlike wizards, sorcerers cannot specialize in a school of magic. Since sorcerers gain their powers without undergoing the years of rigorous study that wizards go through, they have more time to learn fighting skills and are proficient with simple weapons.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Alignment Restrictions&lt;br /&gt;
: None.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Mechanical Changes&lt;br /&gt;
: None.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Special Details&lt;br /&gt;
: '''Power Source:''' Sorcerers draw their power either from pacts, or awakened bloodlines to exotic powers; character's should be aware which they are drawing from. The four main sources are: Infernal, Abyssal, Draconic, Fey. &lt;br /&gt;
:: '''Awakened Bloodlines:''' Awakened bloodlines assumes your character has some small, dilute remnant of exotic-blood in them from a distant ancestor. This ancestor is half-a-dozen or more generations distant, unless the character is a partial-exotic race of that type i.e.: [[Races#Tiefling|Tiefling]], [[Races#Cambion|Cambion]], [[Races#Half-Dragon|Half-Dragon]] etc.&lt;br /&gt;
:: '''Pacted:''' Either to enhance a concentration of existing planar-blood, or to make up for a lack there of, some mortals may choose to make pacts with powerful planar entities, to substitute their patron's power to empower their own. The result of this union may be the awakening of a bloodline unawakened, the enhancement of one already awakened, or, in the cases of no prior bloodline, the appropriate substitute to power their arcane-efforts.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Wizard ===&lt;br /&gt;
----&lt;br /&gt;
; Description &lt;br /&gt;
: Wizards are arcane spellcasters who depend on intensive study to create their magic. To wizards, magic is not a talent but a difficult, rewarding art. When they are prepared for battle, wizards can use their spells to devastating effect. When caught by surprise, they are vulnerable. The wizard's strength is her spells; everything else is secondary. She learns new spells as she experiments and grows in experience, and she can also learn them from other wizards. In addition, over time a wizard learns to manipulate her spells so they go farther, work better, or are improved in some other way. A wizard can call a familiar, a magical creature, small or large, that serves her.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Alignment Restrictions&lt;br /&gt;
: None.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Mechanical Changes&lt;br /&gt;
: None&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Special Details&lt;br /&gt;
: None.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>ElvenStarr</name></author>
		
	</entry>
	<entry>
		<id>https://netheril.net/w/index.php?title=Classes&amp;diff=1674</id>
		<title>Classes</title>
		<link rel="alternate" type="text/html" href="https://netheril.net/w/index.php?title=Classes&amp;diff=1674"/>
		<updated>2021-07-10T03:12:38Z</updated>

		<summary type="html">&lt;p&gt;ElvenStarr: /* Bard */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
!style=&amp;quot;height:10px; width:1000px; text-align:center;&amp;quot; |This page contains information on each class.&amp;lt;br&amp;gt;&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| style=&amp;quot;height:35px; width:350px; text-align:center;&amp;quot; | Classes represent an investment in a particular type of training for a character. This training can vary, within a field, or can include multiple fields (multi-classing). The table below gives a rough outline of the levels of investment expected from classes.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Title&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Level Range&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Notes&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;text-align:center;&amp;quot; | Novice&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | 1-4&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | ~35% of the population.&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;text-align:center;&amp;quot; | Adept&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | 5-8&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | ~30% of the population.&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;text-align:center;&amp;quot; | Experienced&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | 9-12&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | ~22% of the population.&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;text-align:center;&amp;quot; | Professional&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | 13-16&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | ~10% of the population.&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;text-align:center;&amp;quot; | Master&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | 17-20&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | ~2% of the population.&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;text-align:center;&amp;quot; | Grandmaster&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | 21-30&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | ~1% of the population.&amp;lt;br&amp;gt;Requires an application for characters to proceed into [[Epic Levels]].&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Base Classes ==&lt;br /&gt;
&lt;br /&gt;
=== Barbarian ===&lt;br /&gt;
[[File:DBEPpoU - Imgur.png|right|280px]]&lt;br /&gt;
----&lt;br /&gt;
; Description &lt;br /&gt;
: Barbarians are brave, even reckless warriors, and their great strength and heartiness makes them well suited for adventure. Barbarians scornfully reject the fighter traditions of arms training and discipline, instead tapping into a powerful rage that makes them stronger, tougher, and better able to withstand attacks. They only have the energy for a few such displays per day, but it is usually sufficient. Constant exposure to danger also gives barbarians a sort of &amp;quot;sixth sense,&amp;quot; a preternatural ability to sense danger and dodge attacks, and their running stamina is legendary.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Alignment Restrictions&lt;br /&gt;
: Non-Lawful&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Mechanical Changes&lt;br /&gt;
: None&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Special Details&lt;br /&gt;
: None.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Bard ===&lt;br /&gt;
[[File:Bard.jpg|right|240px]]&lt;br /&gt;
----&lt;br /&gt;
; Description &lt;br /&gt;
: Bards often serve as negotiators, messengers, scouts, and spies. They love to accompany heroes (and villains) to witness heroic (or villainous) deeds firsthand, since a bard who can tell a story from personal experience earns renown among his fellows. A bard casts arcane spells without any advance preparation, much like a sorcerer. His magic emphasizes charms and illusions, and the bard can also play an inspiring song that strengthens him and his allies. Bards also share some specialized skills with rogues, and their knowledge of item lore is nearly unmatched.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Alignment Restrictions&lt;br /&gt;
: Non-Lawful&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Mechanical Changes&lt;br /&gt;
: None&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Special Details&lt;br /&gt;
: None.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Cleric ===&lt;br /&gt;
----&lt;br /&gt;
; Description &lt;br /&gt;
: Clerics act as intermediaries between the earthly and the divine (or infernal) worlds. A good cleric helps those in need, while an evil cleric seeks to spread his patron's vision of evil across the world. All clerics can heal wounds and bring people back from the brink of death, and powerful clerics can even raise the dead. Likewise, all clerics have authority over undead creatures, and they can turn away or even destroy these creatures. Clerics are trained in the use of simple weapons, and can use all forms of armor and shields without penalty, since armor does not interfere with the casting of divine spells. In addition to his normal complement of spells, every cleric chooses to focus on two of his deity's domains. These domains grant the cleric special powers, and give him access to spells that he might otherwise never learn.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Alignment Restrictions&lt;br /&gt;
: None.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Mechanical Changes&lt;br /&gt;
: None&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Special Details&lt;br /&gt;
&lt;br /&gt;
: '''Divine Worshipper / Domains''': To be a Cleric in Netheril, you have to represent your [[Deities|Deity]] if you want their blessings. This means you must cast from within their [[Cleric Domains|Domains]], and you must espouse their ideals by remaining true to their alignment. For every incorrect domain a cleric will suffer 20% spell failure. For every opposing axes of alignment a cleric will suffer 10% spell failure. Not picking a deity at all will cause a cleric to suffer 100% spell failure. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Druid ===&lt;br /&gt;
----&lt;br /&gt;
; Description &lt;br /&gt;
: Druids are divine spellcasters who receive their spells from nature, not the gods. They strive to live in harmony with the natural world, and hate anything that is not part of the natural cycle, especially aberrations and undead creatures. As they gain experience, they learn to take the shapes of animals and eventually of more powerful creatures. The strict oaths taken by every druid prohibit using weapons and armor outside their traditions.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Alignment Restrictions&lt;br /&gt;
: Any Neutral.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Mechanical Changes&lt;br /&gt;
: None&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Special Details&lt;br /&gt;
: '''Nature Magic:''' Must select a [[Deities|god]] or mother nature in order to be able to channel energy for spellcasting.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Fighter ===&lt;br /&gt;
----&lt;br /&gt;
; Description &lt;br /&gt;
: Fighters can be many things, from soldiers to criminal enforcers. Some see adventure as a way to get rich, while others use their skills to protect the innocent. Fighters have the best all-around fighting capabilities of the PC classes, and they are trained to use all standard weapons and armor. A fighter's rigorous martial training grants him many bonus feats as he progresses, and high-level fighters have access to special melee maneuvers and exotic weapons not available to any other character.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Alignment Restrictions&lt;br /&gt;
: Any.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Mechanical Changes&lt;br /&gt;
: None&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Special Details&lt;br /&gt;
: None.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Monk ===&lt;br /&gt;
----&lt;br /&gt;
; Description &lt;br /&gt;
: Monks are versatile warriors skilled at fighting without weapons or armor. Good-aligned monks serve as protectors of the people, while evil monks make ideal spies and assassins. Though they don't cast spells, monks channel a subtle energy, called ki. This energy allows them to perform amazing feats, such as healing themselves, catching arrows in flight, and dodging blows with lightning speed. Their mundane and ki-based abilities grow with experience, granting them more power over themselves and their environment. Monks suffer unique penalties to their abilities if they wear armor, as doing so violates their rigid oaths. Monks wearing armor lose their wisdom and level based armor class bonuses, their movement speed, and their additional unarmed attacks per round.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Alignment Restrictions&lt;br /&gt;
: Any Lawful.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Mechanical Changes&lt;br /&gt;
: None&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Special Details&lt;br /&gt;
: None.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Ranger ===&lt;br /&gt;
----&lt;br /&gt;
; Description &lt;br /&gt;
: Rangers are skilled stalkers and hunters who make their home in the wilderness. Their martial skill is nearly the equal of the fighter, but they lack the latter's dedication to the craft of fighting. Instead, the ranger focuses his skills and training on a specific enemy - a type of creature he bears a vengeful grudge against and hunts above all others. Rangers often accept the role of protector, aiding those who live in or travel through the woods. His skills allow him to move quietly and stick to the shadows, especially in natural settings, and he also has special knowledge of certain types of creatures. Finally, an experienced ranger has such a tie to nature that he can actually draw on natural power to cast divine spells, much as a druid does, and like a druid he is often accompanied by animal companions.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Alignment Restrictions&lt;br /&gt;
: None.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Mechanical Changes&lt;br /&gt;
: None&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Special Details&lt;br /&gt;
: '''Nature Magic:''' Must select a [[Deities|god]] or mother nature in order to be able to channel energy for spellcasting.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Rogue ===&lt;br /&gt;
----&lt;br /&gt;
; Description &lt;br /&gt;
: Rogues have little in common with each other. While some - maybe even the majority - are stealthy thieves, many serve as scouts, spies, investigators, diplomats, and simple thugs. Rogues are versatile, adaptable, and skilled at getting what others don't want them to get. While not equal to a fighter in combat, a rogue knows how to hit where it hurts, and a sneak attack can dish out a lot of damage. Rogues also seem to have a sixth sense when it comes to avoiding danger. Experienced rogues develop nearly magical powers and skills as they master the arts of stealth, evasion, and sneak attacks. In addition, while not capable of casting spells on their own, a rogue can sometimes &amp;quot;fake it&amp;quot; well enough to cast spells from scrolls, activate wands, and use just about any other magic item.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Alignment Restrictions&lt;br /&gt;
: None.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Mechanical Changes&lt;br /&gt;
: None&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Special Details&lt;br /&gt;
: None.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Sorcerers ===&lt;br /&gt;
----&lt;br /&gt;
; Description &lt;br /&gt;
: Sorcerers are arcane spellcasters who manipulate magic energy with imagination and talent rather than studious discipline. They have no books, no mentors, no theories - just raw power that they direct at will. Sorcerers know fewer spells than wizards do and acquire them more slowly, but they can cast individual spells more often and have no need to prepare their incantations ahead of time. Also unlike wizards, sorcerers cannot specialize in a school of magic. Since sorcerers gain their powers without undergoing the years of rigorous study that wizards go through, they have more time to learn fighting skills and are proficient with simple weapons.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Alignment Restrictions&lt;br /&gt;
: None.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Mechanical Changes&lt;br /&gt;
: None.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Special Details&lt;br /&gt;
: '''Power Source:''' Sorcerers draw their power either from pacts, or awakened bloodlines to exotic powers; character's should be aware which they are drawing from. The four main sources are: Infernal, Abyssal, Draconic, Fey. &lt;br /&gt;
:: '''Awakened Bloodlines:''' Awakened bloodlines assumes your character has some small, dilute remnant of exotic-blood in them from a distant ancestor. This ancestor is half-a-dozen or more generations distant, unless the character is a partial-exotic race of that type i.e.: [[Races#Tiefling|Tiefling]], [[Races#Cambion|Cambion]], [[Races#Half-Dragon|Half-Dragon]] etc.&lt;br /&gt;
:: '''Pacted:''' Either to enhance a concentration of existing planar-blood, or to make up for a lack there of, some mortals may choose to make pacts with powerful planar entities, to substitute their patron's power to empower their own. The result of this union may be the awakening of a bloodline unawakened, the enhancement of one already awakened, or, in the cases of no prior bloodline, the appropriate substitute to power their arcane-efforts.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Wizard ===&lt;br /&gt;
----&lt;br /&gt;
; Description &lt;br /&gt;
: Wizards are arcane spellcasters who depend on intensive study to create their magic. To wizards, magic is not a talent but a difficult, rewarding art. When they are prepared for battle, wizards can use their spells to devastating effect. When caught by surprise, they are vulnerable. The wizard's strength is her spells; everything else is secondary. She learns new spells as she experiments and grows in experience, and she can also learn them from other wizards. In addition, over time a wizard learns to manipulate her spells so they go farther, work better, or are improved in some other way. A wizard can call a familiar, a magical creature, small or large, that serves her.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Alignment Restrictions&lt;br /&gt;
: None.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Mechanical Changes&lt;br /&gt;
: None&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Special Details&lt;br /&gt;
: None.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>ElvenStarr</name></author>
		
	</entry>
	<entry>
		<id>https://netheril.net/w/index.php?title=File:Bard.jpg&amp;diff=1673</id>
		<title>File:Bard.jpg</title>
		<link rel="alternate" type="text/html" href="https://netheril.net/w/index.php?title=File:Bard.jpg&amp;diff=1673"/>
		<updated>2021-07-10T03:11:02Z</updated>

		<summary type="html">&lt;p&gt;ElvenStarr: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>ElvenStarr</name></author>
		
	</entry>
	<entry>
		<id>https://netheril.net/w/index.php?title=Classes&amp;diff=1672</id>
		<title>Classes</title>
		<link rel="alternate" type="text/html" href="https://netheril.net/w/index.php?title=Classes&amp;diff=1672"/>
		<updated>2021-07-10T02:57:14Z</updated>

		<summary type="html">&lt;p&gt;ElvenStarr: /* Barbarian */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
!style=&amp;quot;height:10px; width:1000px; text-align:center;&amp;quot; |This page contains information on each class.&amp;lt;br&amp;gt;&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| style=&amp;quot;height:35px; width:350px; text-align:center;&amp;quot; | Classes represent an investment in a particular type of training for a character. This training can vary, within a field, or can include multiple fields (multi-classing). The table below gives a rough outline of the levels of investment expected from classes.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Title&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Level Range&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Notes&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;text-align:center;&amp;quot; | Novice&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | 1-4&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | ~35% of the population.&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;text-align:center;&amp;quot; | Adept&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | 5-8&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | ~30% of the population.&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;text-align:center;&amp;quot; | Experienced&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | 9-12&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | ~22% of the population.&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;text-align:center;&amp;quot; | Professional&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | 13-16&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | ~10% of the population.&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;text-align:center;&amp;quot; | Master&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | 17-20&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | ~2% of the population.&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;text-align:center;&amp;quot; | Grandmaster&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | 21-30&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | ~1% of the population.&amp;lt;br&amp;gt;Requires an application for characters to proceed into [[Epic Levels]].&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Base Classes ==&lt;br /&gt;
&lt;br /&gt;
=== Barbarian ===&lt;br /&gt;
[[File:DBEPpoU - Imgur.png|right|280px]]&lt;br /&gt;
----&lt;br /&gt;
; Description &lt;br /&gt;
: Barbarians are brave, even reckless warriors, and their great strength and heartiness makes them well suited for adventure. Barbarians scornfully reject the fighter traditions of arms training and discipline, instead tapping into a powerful rage that makes them stronger, tougher, and better able to withstand attacks. They only have the energy for a few such displays per day, but it is usually sufficient. Constant exposure to danger also gives barbarians a sort of &amp;quot;sixth sense,&amp;quot; a preternatural ability to sense danger and dodge attacks, and their running stamina is legendary.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Alignment Restrictions&lt;br /&gt;
: Non-Lawful&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Mechanical Changes&lt;br /&gt;
: None&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Special Details&lt;br /&gt;
: None.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Bard ===&lt;br /&gt;
----&lt;br /&gt;
; Description &lt;br /&gt;
: Bards often serve as negotiators, messengers, scouts, and spies. They love to accompany heroes (and villains) to witness heroic (or villainous) deeds firsthand, since a bard who can tell a story from personal experience earns renown among his fellows. A bard casts arcane spells without any advance preparation, much like a sorcerer. His magic emphasizes charms and illusions, and the bard can also play an inspiring song that strengthens him and his allies. Bards also share some specialized skills with rogues, and their knowledge of item lore is nearly unmatched.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Alignment Restrictions&lt;br /&gt;
: Non-Lawful&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Mechanical Changes&lt;br /&gt;
: None&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Special Details&lt;br /&gt;
: None.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Cleric ===&lt;br /&gt;
----&lt;br /&gt;
; Description &lt;br /&gt;
: Clerics act as intermediaries between the earthly and the divine (or infernal) worlds. A good cleric helps those in need, while an evil cleric seeks to spread his patron's vision of evil across the world. All clerics can heal wounds and bring people back from the brink of death, and powerful clerics can even raise the dead. Likewise, all clerics have authority over undead creatures, and they can turn away or even destroy these creatures. Clerics are trained in the use of simple weapons, and can use all forms of armor and shields without penalty, since armor does not interfere with the casting of divine spells. In addition to his normal complement of spells, every cleric chooses to focus on two of his deity's domains. These domains grant the cleric special powers, and give him access to spells that he might otherwise never learn.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Alignment Restrictions&lt;br /&gt;
: None.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Mechanical Changes&lt;br /&gt;
: None&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Special Details&lt;br /&gt;
&lt;br /&gt;
: '''Divine Worshipper / Domains''': To be a Cleric in Netheril, you have to represent your [[Deities|Deity]] if you want their blessings. This means you must cast from within their [[Cleric Domains|Domains]], and you must espouse their ideals by remaining true to their alignment. For every incorrect domain a cleric will suffer 20% spell failure. For every opposing axes of alignment a cleric will suffer 10% spell failure. Not picking a deity at all will cause a cleric to suffer 100% spell failure. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Druid ===&lt;br /&gt;
----&lt;br /&gt;
; Description &lt;br /&gt;
: Druids are divine spellcasters who receive their spells from nature, not the gods. They strive to live in harmony with the natural world, and hate anything that is not part of the natural cycle, especially aberrations and undead creatures. As they gain experience, they learn to take the shapes of animals and eventually of more powerful creatures. The strict oaths taken by every druid prohibit using weapons and armor outside their traditions.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Alignment Restrictions&lt;br /&gt;
: Any Neutral.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Mechanical Changes&lt;br /&gt;
: None&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Special Details&lt;br /&gt;
: '''Nature Magic:''' Must select a [[Deities|god]] or mother nature in order to be able to channel energy for spellcasting.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Fighter ===&lt;br /&gt;
----&lt;br /&gt;
; Description &lt;br /&gt;
: Fighters can be many things, from soldiers to criminal enforcers. Some see adventure as a way to get rich, while others use their skills to protect the innocent. Fighters have the best all-around fighting capabilities of the PC classes, and they are trained to use all standard weapons and armor. A fighter's rigorous martial training grants him many bonus feats as he progresses, and high-level fighters have access to special melee maneuvers and exotic weapons not available to any other character.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Alignment Restrictions&lt;br /&gt;
: Any.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Mechanical Changes&lt;br /&gt;
: None&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Special Details&lt;br /&gt;
: None.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Monk ===&lt;br /&gt;
----&lt;br /&gt;
; Description &lt;br /&gt;
: Monks are versatile warriors skilled at fighting without weapons or armor. Good-aligned monks serve as protectors of the people, while evil monks make ideal spies and assassins. Though they don't cast spells, monks channel a subtle energy, called ki. This energy allows them to perform amazing feats, such as healing themselves, catching arrows in flight, and dodging blows with lightning speed. Their mundane and ki-based abilities grow with experience, granting them more power over themselves and their environment. Monks suffer unique penalties to their abilities if they wear armor, as doing so violates their rigid oaths. Monks wearing armor lose their wisdom and level based armor class bonuses, their movement speed, and their additional unarmed attacks per round.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Alignment Restrictions&lt;br /&gt;
: Any Lawful.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Mechanical Changes&lt;br /&gt;
: None&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Special Details&lt;br /&gt;
: None.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Ranger ===&lt;br /&gt;
----&lt;br /&gt;
; Description &lt;br /&gt;
: Rangers are skilled stalkers and hunters who make their home in the wilderness. Their martial skill is nearly the equal of the fighter, but they lack the latter's dedication to the craft of fighting. Instead, the ranger focuses his skills and training on a specific enemy - a type of creature he bears a vengeful grudge against and hunts above all others. Rangers often accept the role of protector, aiding those who live in or travel through the woods. His skills allow him to move quietly and stick to the shadows, especially in natural settings, and he also has special knowledge of certain types of creatures. Finally, an experienced ranger has such a tie to nature that he can actually draw on natural power to cast divine spells, much as a druid does, and like a druid he is often accompanied by animal companions.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Alignment Restrictions&lt;br /&gt;
: None.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Mechanical Changes&lt;br /&gt;
: None&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Special Details&lt;br /&gt;
: '''Nature Magic:''' Must select a [[Deities|god]] or mother nature in order to be able to channel energy for spellcasting.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Rogue ===&lt;br /&gt;
----&lt;br /&gt;
; Description &lt;br /&gt;
: Rogues have little in common with each other. While some - maybe even the majority - are stealthy thieves, many serve as scouts, spies, investigators, diplomats, and simple thugs. Rogues are versatile, adaptable, and skilled at getting what others don't want them to get. While not equal to a fighter in combat, a rogue knows how to hit where it hurts, and a sneak attack can dish out a lot of damage. Rogues also seem to have a sixth sense when it comes to avoiding danger. Experienced rogues develop nearly magical powers and skills as they master the arts of stealth, evasion, and sneak attacks. In addition, while not capable of casting spells on their own, a rogue can sometimes &amp;quot;fake it&amp;quot; well enough to cast spells from scrolls, activate wands, and use just about any other magic item.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Alignment Restrictions&lt;br /&gt;
: None.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Mechanical Changes&lt;br /&gt;
: None&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Special Details&lt;br /&gt;
: None.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Sorcerers ===&lt;br /&gt;
----&lt;br /&gt;
; Description &lt;br /&gt;
: Sorcerers are arcane spellcasters who manipulate magic energy with imagination and talent rather than studious discipline. They have no books, no mentors, no theories - just raw power that they direct at will. Sorcerers know fewer spells than wizards do and acquire them more slowly, but they can cast individual spells more often and have no need to prepare their incantations ahead of time. Also unlike wizards, sorcerers cannot specialize in a school of magic. Since sorcerers gain their powers without undergoing the years of rigorous study that wizards go through, they have more time to learn fighting skills and are proficient with simple weapons.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Alignment Restrictions&lt;br /&gt;
: None.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Mechanical Changes&lt;br /&gt;
: None.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Special Details&lt;br /&gt;
: '''Power Source:''' Sorcerers draw their power either from pacts, or awakened bloodlines to exotic powers; character's should be aware which they are drawing from. The four main sources are: Infernal, Abyssal, Draconic, Fey. &lt;br /&gt;
:: '''Awakened Bloodlines:''' Awakened bloodlines assumes your character has some small, dilute remnant of exotic-blood in them from a distant ancestor. This ancestor is half-a-dozen or more generations distant, unless the character is a partial-exotic race of that type i.e.: [[Races#Tiefling|Tiefling]], [[Races#Cambion|Cambion]], [[Races#Half-Dragon|Half-Dragon]] etc.&lt;br /&gt;
:: '''Pacted:''' Either to enhance a concentration of existing planar-blood, or to make up for a lack there of, some mortals may choose to make pacts with powerful planar entities, to substitute their patron's power to empower their own. The result of this union may be the awakening of a bloodline unawakened, the enhancement of one already awakened, or, in the cases of no prior bloodline, the appropriate substitute to power their arcane-efforts.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Wizard ===&lt;br /&gt;
----&lt;br /&gt;
; Description &lt;br /&gt;
: Wizards are arcane spellcasters who depend on intensive study to create their magic. To wizards, magic is not a talent but a difficult, rewarding art. When they are prepared for battle, wizards can use their spells to devastating effect. When caught by surprise, they are vulnerable. The wizard's strength is her spells; everything else is secondary. She learns new spells as she experiments and grows in experience, and she can also learn them from other wizards. In addition, over time a wizard learns to manipulate her spells so they go farther, work better, or are improved in some other way. A wizard can call a familiar, a magical creature, small or large, that serves her.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Alignment Restrictions&lt;br /&gt;
: None.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Mechanical Changes&lt;br /&gt;
: None&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Special Details&lt;br /&gt;
: None.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>ElvenStarr</name></author>
		
	</entry>
	<entry>
		<id>https://netheril.net/w/index.php?title=File:DBEPpoU_-_Imgur.png&amp;diff=1671</id>
		<title>File:DBEPpoU - Imgur.png</title>
		<link rel="alternate" type="text/html" href="https://netheril.net/w/index.php?title=File:DBEPpoU_-_Imgur.png&amp;diff=1671"/>
		<updated>2021-07-10T02:55:29Z</updated>

		<summary type="html">&lt;p&gt;ElvenStarr: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>ElvenStarr</name></author>
		
	</entry>
	<entry>
		<id>https://netheril.net/w/index.php?title=Races&amp;diff=1670</id>
		<title>Races</title>
		<link rel="alternate" type="text/html" href="https://netheril.net/w/index.php?title=Races&amp;diff=1670"/>
		<updated>2021-07-10T02:46:24Z</updated>

		<summary type="html">&lt;p&gt;ElvenStarr: /* Dwarf */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page contains a reference for all the playable races on Netheril.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Races =                &lt;br /&gt;
&lt;br /&gt;
=== Dwarf ===  &lt;br /&gt;
&lt;br /&gt;
[[File:UNDzCd0_-_Imgur.jpg|right|400px]]&lt;br /&gt;
            &lt;br /&gt;
Dwarves are known for their skill in warfare, their ability to withstand physical and magical punishment, their hard work, and their capacity for drinking ale. Dwarves are slow to jest and suspicious of strangers, but they are generous to those who earn their trust. They stand just 4 to 4 1/2 feet tall but are broad and compactly built, almost as wide as they are tall. Dwarven skin varies from deep tan to light brown, and their hair is black, gray, or brown. Dwarven men value their beards highly.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
'''Attribute Adjustments:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* +2 Constitution.&amp;lt;br&amp;gt;               &lt;br /&gt;
* -2 Charisma&amp;lt;br&amp;gt;                &lt;br /&gt;
'''Skill Adjustments:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* None.&amp;lt;br&amp;gt;                &lt;br /&gt;
'''Bonus Feats:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* Stonecutting&amp;lt;br&amp;gt;&lt;br /&gt;
* Darkvision&amp;lt;br&amp;gt;&lt;br /&gt;
* Hardiness Vs Poison&amp;lt;br&amp;gt;&lt;br /&gt;
* Hardiness Vs Spells&amp;lt;br&amp;gt;&lt;br /&gt;
* Offensive Training Vs Orcs&amp;lt;br&amp;gt;&lt;br /&gt;
* Offensive Training Vs Goblinoids&amp;lt;br&amp;gt;&lt;br /&gt;
* Defensive Training Vs Giants&amp;lt;br&amp;gt;&lt;br /&gt;
* Skill Affinity (Lore)&lt;br /&gt;
'''Home-Regions:'''&amp;lt;br&amp;gt;             &lt;br /&gt;
* [[Delzoun]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Ammarindar]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Subraces:'''&amp;lt;br&amp;gt;             &lt;br /&gt;
* [[Shield Dwarf]] (Default)&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Gold Dwarf]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Elf ===&lt;br /&gt;
&lt;br /&gt;
[[File:GZxS27A_-_Imgur.png|right|350px]]&lt;br /&gt;
                &lt;br /&gt;
Elves are known for their poetry, song, and magical arts, but when danger threatens they show great skill with weapons and strategy. Elves can live to be over 700 years old, and by human standards are slow to make friends and enemies, and even slower to forget them. Elves are slim and stand 4 1/2 to 5 1/2 feet tall. They tend to be pale-skinned and dark-haired with deep green eyes. They have no facial or body hair, prefer comfortable clothes, and possess unearthly grace. Many other races find them hauntingly beautiful.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &lt;br /&gt;
'''Attribute Adjustments:'''&amp;lt;br&amp;gt;               &lt;br /&gt;
* +2 Dexterity.&amp;lt;br&amp;gt;               &lt;br /&gt;
* -2 Constitution&amp;lt;br&amp;gt;                &lt;br /&gt;
'''Skill Adjustments:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* None.&amp;lt;br&amp;gt;                &lt;br /&gt;
'''Bonus Feats:'''&amp;lt;br&amp;gt;&lt;br /&gt;
* Sleeplessness&amp;lt;br&amp;gt; &lt;br /&gt;
* Hardiness vs Enchantments&amp;lt;br&amp;gt; &lt;br /&gt;
* Partial Skill Affinity (Listen)&amp;lt;br&amp;gt;&lt;br /&gt;
* Partial Skill Affinity (Search)&amp;lt;br&amp;gt; &lt;br /&gt;
* Partial Skill Affinity (Spot)&amp;lt;br&amp;gt;  &lt;br /&gt;
* Low Light Vision&amp;lt;br&amp;gt;                  &lt;br /&gt;
* Keen Senses.&amp;lt;br&amp;gt; &lt;br /&gt;
* Bonus Weapon Proficiencys (Longbow, Longsword, Rapier, Shortbow).&amp;lt;br&amp;gt; &lt;br /&gt;
'''Home-Regions:'''&amp;lt;br&amp;gt;             &lt;br /&gt;
* [[Illefarn]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Eaerlann]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Cormanthyr]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Subraces:'''&amp;lt;br&amp;gt;             &lt;br /&gt;
* [[Moon Elf]] (Default)&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Wild Elf]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Wood Elf]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Sun Elf]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Gnome === &lt;br /&gt;
&lt;br /&gt;
[[File:B6YrDls_-_Imgur.png|right|300px]]&lt;br /&gt;
&lt;br /&gt;
Gnomes are in wide demand as alchemists, inventors, and technicians, though most prefer to remain among their own kind in simple comfort. Gnomes adore animals, gems, and jokes, especially pranks. They love to learn by personal experience, and are always trying new ways to build things. Gnomes stand 3 to 3 1/2 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 generally wear earth tones, but decorate their clothes intricately. Males favor carefully-trimmed beards. Gnomes live 350 to 500 years.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;               &lt;br /&gt;
'''Attribute Adjustments:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* +2 Constitution.&amp;lt;br&amp;gt;               &lt;br /&gt;
* -2 Strength&amp;lt;br&amp;gt;                &lt;br /&gt;
'''Skill Adjustments:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* None.&amp;lt;br&amp;gt;                &lt;br /&gt;
'''Bonus Feats:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* Hardiness Vs Illusions&amp;lt;br&amp;gt; &lt;br /&gt;
* Offensive Training Vs Reptilians&amp;lt;br&amp;gt; &lt;br /&gt;
* Offensive Training Vs Goblinoids&amp;lt;br&amp;gt;&lt;br /&gt;
* Defensive Training Vs Giants&amp;lt;br&amp;gt;&lt;br /&gt;
* Skill Affinity (Listen)&lt;br /&gt;
* Skill Affinity (Concentration)&lt;br /&gt;
* Low Light Vision&lt;br /&gt;
* Spell Focus Illusion.&amp;lt;br&amp;gt; &lt;br /&gt;
'''Home-Regions:'''&amp;lt;br&amp;gt;             &lt;br /&gt;
* [[Delzoun]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Ammarindar]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Subraces:'''&amp;lt;br&amp;gt;             &lt;br /&gt;
* [[Rock Gnome]] (Default)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Half-Elf ===&lt;br /&gt;
&lt;br /&gt;
[[File:QK962eZ_-_Imgur.jpg|right|350px]]&lt;br /&gt;
                &lt;br /&gt;
Half-elves have the curiosity and ambition of their human parent, with the refined senses and love of nature of their elven parent, though they are outsiders among both cultures. To humans, half-elves look like elves. To elves, they look like humans. Half-elves are paler, fairer, and smoother-skinned than their human parents, but their actual skin tones and other details vary just as human features do. Half-elves tend to have green, elven eyes. They live to about 180 years.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
'''Attribute Adjustments:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* None.&amp;lt;br&amp;gt;                &lt;br /&gt;
'''Skill Adjustments:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* None.&amp;lt;br&amp;gt;                &lt;br /&gt;
'''Bonus Feats:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* Sleeplessness&amp;lt;br&amp;gt; &lt;br /&gt;
* Hardiness vs Enchantments&amp;lt;br&amp;gt; &lt;br /&gt;
* Partial Skill Affinity (Listen)&amp;lt;br&amp;gt;&lt;br /&gt;
* Partial Skill Affinity (Search)&amp;lt;br&amp;gt; &lt;br /&gt;
* Partial Skill Affinity (Spot)&amp;lt;br&amp;gt;  &lt;br /&gt;
* Low Light Vision&amp;lt;br&amp;gt; &lt;br /&gt;
'''Home-Regions:'''&amp;lt;br&amp;gt;             &lt;br /&gt;
* [[Illefarn]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Eaerlann]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Cormanthyr]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Netheril]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Calimshan]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Jhaamdath]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Deep Imaskar]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Unther]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Mulhorand]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Subraces:'''&amp;lt;br&amp;gt;             &lt;br /&gt;
* Half-Elf (Default)&lt;br /&gt;
* [[#Half-Drow|Half-Drow]] (Application-Race)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Halflings ===&lt;br /&gt;
&lt;br /&gt;
[[File:PsLfjce_-_Imgur.png|right|300px]]&lt;br /&gt;
             &lt;br /&gt;
Halflings, also known as Hin, are clever, capable, and resourceful survivors. They are notoriously curious, and show a daring that many larger people can't match. They can be lured by wealth, but tend to spend rather than hoard. Halflings have ruddy skin, hair that is black and straight, and brown or black eyes. Halfling men often grow long sideburns, but rarely beards or moustaches. They prefer practical clothing, and would rather wear a comfortable shirt than jewelry. Halflings stand about 3 feet tall, and commonly live to see 150.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
'''Attribute Adjustments:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* +2 Dexterity.&amp;lt;br&amp;gt;               &lt;br /&gt;
* -2 Strength&amp;lt;br&amp;gt;                &lt;br /&gt;
'''Skill Adjustments:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* None.&amp;lt;br&amp;gt;                &lt;br /&gt;
'''Bonus Feats:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* Skill Affinity (Move Silently)&amp;lt;br&amp;gt; &lt;br /&gt;
* Skill Affinity (Listen)&amp;lt;br&amp;gt;&lt;br /&gt;
* Lucky&amp;lt;br&amp;gt;&lt;br /&gt;
* Fearless&amp;lt;br&amp;gt;&lt;br /&gt;
* Good Aim&amp;lt;br&amp;gt;&lt;br /&gt;
* Small Stature&amp;lt;br&amp;gt;&lt;br /&gt;
'''Home-Regions:'''&amp;lt;br&amp;gt;             &lt;br /&gt;
* None.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Subraces:'''&amp;lt;br&amp;gt;             &lt;br /&gt;
* Lightfoot Halfling (Default)&amp;lt;br&amp;gt;  &lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Half-Orc ===&lt;br /&gt;
&lt;br /&gt;
[[File:Ksl54k0_-_Imgur.png|right|300px]]&lt;br /&gt;
                &lt;br /&gt;
Half-Orcs are the short-tempered and sullen result of human and orc pairings. They would rather act than ponder and would rather fight than argue. They love simple pleasures, such as feasting, boasting, and wild dancing. They are an asset at the right sort of party, but not at the duchess's grand ball. Half-orcs are as tall as humans but their brutish features betray their lineage. They also regard scars as tokens of pride and things of beauty. They rarely reach 75 years in age.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
'''Attribute Adjustments:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* +2 Strength&amp;lt;br&amp;gt;&lt;br /&gt;
* -2 Intelligence&amp;lt;br&amp;gt;        &lt;br /&gt;
* -2 Charisma&amp;lt;br&amp;gt;                &lt;br /&gt;
'''Skill Adjustments:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* None.&amp;lt;br&amp;gt;                &lt;br /&gt;
'''Bonus Feats:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* Darkvision&amp;lt;br&amp;gt;&lt;br /&gt;
'''Home-Regions:'''&amp;lt;br&amp;gt;             &lt;br /&gt;
* None.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Subraces:'''&amp;lt;br&amp;gt;             &lt;br /&gt;
* Half-Orc (Default)&lt;br /&gt;
* [[#Orc|Orc]] (Application-Race)&amp;lt;br&amp;gt;         &lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Netherese Humans === &lt;br /&gt;
&lt;br /&gt;
[[File:VVxgWai_-_Imgur.jpg|right|350px]]&lt;br /&gt;
&lt;br /&gt;
Humans are the most adaptable of the common races. Short generations and a penchant for migration and conquest mean they are very physically diverse as well. Skin shades range from nearly black to very pale, hair from black to blond, and facial hair (for men) from sparse to thick. Humans are often unorthodox in their dress, sporting unusual hairstyles, fanciful clothes, tattoos, and the like. Humans of the Netherese Empire believed themselves to be the chosen race based on their ability to control magic like no other race upon the face of the world. Those who were unable to wield magic were considered less cultured and treated accordingly, seen as nothing more than primitive beings. The Netherese, however, had a certain amount of respect for the Dwarves even with their inability to use magic, this was made up by their abilities in various trades, from stonemasonry to metal work.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
                        &lt;br /&gt;
'''Attribute Adjustments:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* None.&amp;lt;br&amp;gt;                &lt;br /&gt;
'''Skill Adjustments:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* None.&amp;lt;br&amp;gt;                &lt;br /&gt;
'''Bonus Feats:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* Quick To Master&amp;lt;br&amp;gt;&lt;br /&gt;
* Skilled&amp;lt;br&amp;gt; &lt;br /&gt;
'''Home-Regions:'''&amp;lt;br&amp;gt;             &lt;br /&gt;
* [[Netheril]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Calimshan]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Jhaamdath]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Deep Imaskar]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Unther]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Mulhorand]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Subraces:'''&amp;lt;br&amp;gt;             &lt;br /&gt;
* Human (Default)&lt;br /&gt;
* [[#Tiefling|Tiefling]] (Application-Race)&amp;lt;br&amp;gt;&lt;br /&gt;
* [[#Aasimar|Aasimar]] (Application-Race)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Non-Netherese Humans === &lt;br /&gt;
&lt;br /&gt;
[[File:OIEskqx_-_Imgur.jpg|right|300px]]&lt;br /&gt;
&lt;br /&gt;
The numerous barbarians such as the Rengarth and Angardt peoples were culturally different to the humans of the Netherese Empire, with many living within the vast open lands of the Patrician Plains. Many of these tribes were very superstitious and fearful of the use of magic, only trusting in their own shamans and primitive priests. There were various tribes of barbarians who lived a semi-nomadic life throughout the wide grasslands west of the Netheril River, each tribe having its own strange customs and rites. The barbarians rarely posed much of a threat directly to the empire because of these divisions and would often war amongst themselves more often than not. Today, however, all of the barbarians hold, at best, a great mistrust towards the Humans of the Netherese, at worst, they would kill them on sight.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
                        &lt;br /&gt;
'''Attribute Adjustments:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* None.&amp;lt;br&amp;gt;                &lt;br /&gt;
'''Skill Adjustments:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* None.&amp;lt;br&amp;gt;                &lt;br /&gt;
'''Bonus Feats:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* Quick To Master&amp;lt;br&amp;gt;&lt;br /&gt;
* Skilled&amp;lt;br&amp;gt; &lt;br /&gt;
'''Home-Regions:'''&amp;lt;br&amp;gt;             &lt;br /&gt;
* [[Netheril]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Calimshan]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Jhaamdath]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Deep Imaskar]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Unther]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Mulhorand]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Subraces:'''&amp;lt;br&amp;gt;             &lt;br /&gt;
* Human (Default)&lt;br /&gt;
* [[#Tiefling|Tiefling]] (Application-Race)&amp;lt;br&amp;gt;&lt;br /&gt;
* [[#Aasimar|Aasimar]] (Application-Race)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Tier 1 Subraces: Non Application required =&lt;br /&gt;
&lt;br /&gt;
=== Aasimar ===&lt;br /&gt;
&lt;br /&gt;
[[File:NDt6Cp0_-_Imgur.png|right|300px]]&lt;br /&gt;
 &lt;br /&gt;
Aasimar are the plane-touched humans who possesses a distant celestial ancestor. On account of their blood-lineage Aasimar have a strong native tilt towards good alignments and virtues.  All aasimar bear some form of physical indicator of their heritage, such as glowing eyes, skin or hair, celestial runes upon their skin, or even wings.  &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;                        &lt;br /&gt;
'''Base Race:''' &lt;br /&gt;
*Human&lt;br /&gt;
&lt;br /&gt;
'''Keyword:''':&lt;br /&gt;
*Aasimar&lt;br /&gt;
&lt;br /&gt;
'''Attribute Adjustments:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* +2 Wisdom&amp;lt;br&amp;gt;   &lt;br /&gt;
* +2 Charisma&amp;lt;br&amp;gt;           &lt;br /&gt;
'''Skill Adjustments:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* None.&amp;lt;br&amp;gt;                &lt;br /&gt;
'''Bonus Feats:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* Darkvision&amp;lt;br&amp;gt; &lt;br /&gt;
* Resistance 5/- Acid&amp;lt;br&amp;gt;&lt;br /&gt;
* Resiatance 5/- Cold&amp;lt;br&amp;gt;&lt;br /&gt;
* Resistance 5/- Electricity&amp;lt;br&amp;gt;&lt;br /&gt;
* Spell Ability - Light 1/Day&lt;br /&gt;
'''Home-Regions:'''&amp;lt;br&amp;gt;             &lt;br /&gt;
* [[Netheril]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Calimshan]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Jhaamdath]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Deep Imaskar]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Unther]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Mulhorand]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Outer-Planes]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Notes:'''&amp;lt;br&amp;gt;             &lt;br /&gt;
*'''Alignment (Good/Neutral):''' On account of their blood-line Aasimar's are naturally inclined to be good or neutral.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Level Adjustment:''' +1&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Goblin ===&lt;br /&gt;
&lt;br /&gt;
[[File:HJCksi6_-_Imgur.png|right|350px]]&lt;br /&gt;
&lt;br /&gt;
Goblins are diminutive but cruel humanoids with pointed ears, small fangs, and a wide range of skin colors.  They are kin to other &amp;quot;goblinoid&amp;quot; races such as the larger hobgoblins and bugbears.  While goblins are often considered little more than a nuisance, they are a fecund race and an unchecked population can often balloon into a serious threat.  &lt;br /&gt;
&lt;br /&gt;
'''Base Race:''' &lt;br /&gt;
* Halfing&lt;br /&gt;
&lt;br /&gt;
'''Keyword:''' &lt;br /&gt;
* goblin&lt;br /&gt;
&lt;br /&gt;
'''Stat Adjustments:''' &lt;br /&gt;
* -2 Strength &lt;br /&gt;
* -2 Charisma&lt;br /&gt;
* +2 Dexterity &lt;br /&gt;
*  small size&lt;br /&gt;
&lt;br /&gt;
'''Skill Adjustments:'''&lt;br /&gt;
* +4 hide/move silently&lt;br /&gt;
'''Feat Adjustments:&lt;br /&gt;
*Saves Adjustments:''' &lt;br /&gt;
* -2 vs Fear&lt;br /&gt;
* +3 vs Disease&lt;br /&gt;
'''Level Adjustment:''' 0&lt;br /&gt;
&lt;br /&gt;
=== Kobold ===&lt;br /&gt;
&lt;br /&gt;
[[File:PqyfPTY_-_Imgur.png|right|350px]]&lt;br /&gt;
&lt;br /&gt;
Kobolds are small reptilian humanoids, dangerous only in great numbers.  They are distant kin to great reptiles such as dragons and sometimes serve them as minions.  Though physically puny and often cowardly, kobolds are industrious creatures and skilled with setting traps and ambushes and at mining.  &lt;br /&gt;
&lt;br /&gt;
'''Base Race:'''&lt;br /&gt;
*Halfling&lt;br /&gt;
&lt;br /&gt;
'''Keyword:'''&lt;br /&gt;
*kobold&lt;br /&gt;
&lt;br /&gt;
'''Stat Adjustments:'''&lt;br /&gt;
* -2 Strength&lt;br /&gt;
*  -2 Constitution&lt;br /&gt;
*  +2 Dex&lt;br /&gt;
*  small size&lt;br /&gt;
&lt;br /&gt;
'''Skill Adjustments:'''&lt;br /&gt;
*  +2 Spellcraft&lt;br /&gt;
*  +4 Hide/MS&lt;br /&gt;
*  +2 spot/search&lt;br /&gt;
&lt;br /&gt;
'''Feat Adjustments:'''&lt;br /&gt;
*  Darkvision&lt;br /&gt;
*  Skill Affinity Listen&lt;br /&gt;
*  Skill Affinity Move silently&lt;br /&gt;
 &lt;br /&gt;
'''Misc Adjustments:'''&lt;br /&gt;
* Natural Armour: +1&lt;br /&gt;
'''Level Adjustment:''' 0&lt;br /&gt;
&lt;br /&gt;
=== Hobgoblin ===&lt;br /&gt;
&lt;br /&gt;
[[File:FrNnUZV_-_Imgur.png|right|350px]]&lt;br /&gt;
&lt;br /&gt;
Hobgoblins are larger cousins of goblins. Though they superficially resemble goblins, they are taller even than most humans and have much stronger and straighter limbs than true goblins.  Hobgoblins are more intelligent, organised and disciplined than the other goblinoid races, but share their cruelly aggressive natures and foul tempers.  Natural warriors, hobgoblins delight in warring with other humanoid races.  &lt;br /&gt;
&lt;br /&gt;
'''Base Race:'''&lt;br /&gt;
* Half-Elf&lt;br /&gt;
'''Keyword:'''&lt;br /&gt;
* hobgoblin&lt;br /&gt;
'''Stat Adjustments:'''&lt;br /&gt;
* +2 Dexterity&lt;br /&gt;
* +2 Constitution&lt;br /&gt;
'''Skill Adjustments:'''&lt;br /&gt;
* +4 Hide/MS&lt;br /&gt;
'''Feat Adjustments:'''&lt;br /&gt;
* Strong Soul&lt;br /&gt;
* Darkvision&lt;br /&gt;
'''Saves Adjustments:'''&lt;br /&gt;
* +2 vs Poison&lt;br /&gt;
* +2 vs Disease.&lt;br /&gt;
'''Level Adjustment:''' +2&lt;br /&gt;
&lt;br /&gt;
=== Gnoll ===&lt;br /&gt;
&lt;br /&gt;
[[File:EbMZhB4_-_Imgur.png|right|350px]]&lt;br /&gt;
&lt;br /&gt;
Gnolls are very tall (generally over 7 feet) and lean humanoids that resemble hyenas.  Known and feared for their feral and savage natures, it is even speculated that gnolls may have distant demonic heritage.  Gnolls are born predators and have a deep craving for hunting and raiding.  Their culture is unsettling to many other humanoid races for gnolls have no qualms about eating humanoids they kill and enslaving those they do not and they also scavenge trophies from their victims.  Gnolls nevertheless form strong family bonds and feel deep loyalty to their pack and bloodline.  &lt;br /&gt;
&lt;br /&gt;
'''Base Race:'''&lt;br /&gt;
* Half-Elf&lt;br /&gt;
'''Keyword:'''&lt;br /&gt;
* gnoll&lt;br /&gt;
'''Stat Adjustments:'''&lt;br /&gt;
* +2 Strength&lt;br /&gt;
* +2 Constitution&lt;br /&gt;
* –2 Intelligence&lt;br /&gt;
* –2 Charisma&lt;br /&gt;
'''Skill Adjustments:'''&lt;br /&gt;
* +4 Intimidate&lt;br /&gt;
* +2 Discipline&lt;br /&gt;
* +2 Spot&lt;br /&gt;
* +2 Listen&lt;br /&gt;
'''Feat Adjustments:'''&lt;br /&gt;
* Add Stealthy&lt;br /&gt;
* Darkvision&lt;br /&gt;
'''Saves Adjustments:'''&lt;br /&gt;
* +3 Fortitude&lt;br /&gt;
* AC: +1&lt;br /&gt;
'''Favoured Class:'''&lt;br /&gt;
* Ranger&lt;br /&gt;
'''Level Adjustment:''' +2&lt;br /&gt;
&lt;br /&gt;
=== Lizard Folk ===&lt;br /&gt;
&lt;br /&gt;
[[File:D2Twoxy_-_Imgur.png|right|350px]]&lt;br /&gt;
&lt;br /&gt;
Primitive and savage, these reptilian humanoids are not inherently evil but can be very dangerous if provoked or on the hunt. They are fiercely territorial, banding together to protect the swamplands they inhabit.  Lizardfolk are hardy creatures with tough, scaly hides and a natural resistance to toxins, and look down upon other races as &amp;quot;softskins&amp;quot;.   &lt;br /&gt;
&lt;br /&gt;
'''Base Race:'''&lt;br /&gt;
* Half-Elf&lt;br /&gt;
'''Keyword:'''&lt;br /&gt;
* lizardfolk&lt;br /&gt;
'''Stat Adjustments:'''&lt;br /&gt;
* +2 Strength&lt;br /&gt;
* +2 Constitution&lt;br /&gt;
* -2 Intelligence&lt;br /&gt;
'''Skill Adjustments:'''&lt;br /&gt;
* -2 Persuade/Bluff&lt;br /&gt;
* -3 Lore&lt;br /&gt;
'''Feat Adjustments:'''&lt;br /&gt;
* Add Darkvision&lt;br /&gt;
'''Saves Adjustments:'''&lt;br /&gt;
* +3 Reflex&lt;br /&gt;
'''Misc Adjustments:'''&lt;br /&gt;
* +5 Natural AC&lt;br /&gt;
* Immunity to Poison&lt;br /&gt;
'''Favoured Class:'''&lt;br /&gt;
* Druid&lt;br /&gt;
&lt;br /&gt;
=== Kenku ===&lt;br /&gt;
&lt;br /&gt;
[[File:Vv2H0V3_-_Imgur.png|right|350px]]&lt;br /&gt;
&lt;br /&gt;
Kenku are avian humanoids with human-like arms and talons in place of feet.  It is said that kenku once had wings as well but those were stripped away by one of their deities. Kenku are covered in black, gray, or brown feathers and have black beaks, along with a relatively humanoid build. They are more agile than humans, but they tend to be physically weaker.  Although notoriously selfish and opportunistic creatures, kenku are surprisingly adept at teamwork whether with their own kind or other humanoids.  Kenku are also capable of mimicking sounds and voices they have heard.  &lt;br /&gt;
&lt;br /&gt;
'''Base Race:'''&lt;br /&gt;
* Half-Elf&lt;br /&gt;
&lt;br /&gt;
'''Keyword:'''&lt;br /&gt;
* kenku&lt;br /&gt;
&lt;br /&gt;
'''Stat Adjustments:'''&lt;br /&gt;
* -2 strength&lt;br /&gt;
* +2 intelligence&lt;br /&gt;
* +2 dexterity&lt;br /&gt;
'''Skill Adjustments:'''&lt;br /&gt;
* +4 bluff&lt;br /&gt;
&lt;br /&gt;
'''Feat Adjustments:'''&lt;br /&gt;
* Low-light vision&lt;br /&gt;
&lt;br /&gt;
'''Saves Adjustments:'''&lt;br /&gt;
* -1 Fort&lt;br /&gt;
* +2 Reflex&lt;br /&gt;
&lt;br /&gt;
'''Favoured Class:''' Rogue&lt;br /&gt;
&lt;br /&gt;
'''Level Adjustment:''' +1&lt;br /&gt;
&lt;br /&gt;
=== Tiefling ===&lt;br /&gt;
&lt;br /&gt;
[[File:AC7EZ4q_-_Imgur.png|right|400px]]&lt;br /&gt;
 &lt;br /&gt;
Tieflings are humans with a diluted fiendish familial ties in their native blood. Unlike Cambions or Alu-Fiends Tieflings have a diluted fraction of fiendish blood in their veins as a result of their nearest fiend ancestor being a distant relative; such as a great-grandparent or older. Tieflings were known for their cunning and personal allure, which made them excellent deceivers as well as inspiring leaders when prejudices were laid aside. All tieflings possess some form of physical sign of their heritage, such as horns, unusual skin colour or even a tail.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
'''Base Race:''' &lt;br /&gt;
* Human&lt;br /&gt;
&lt;br /&gt;
'''Keyword:''' &lt;br /&gt;
* tiefling&lt;br /&gt;
                        &lt;br /&gt;
'''Attribute Adjustments:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* +2 Dexterity&amp;lt;br&amp;gt;   &lt;br /&gt;
* +2 Intelligence&amp;lt;br&amp;gt;&lt;br /&gt;
* -2 Charisma&amp;lt;br&amp;gt;           &lt;br /&gt;
'''Skill Adjustments:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* +2 Hide&amp;lt;br&amp;gt; &lt;br /&gt;
* +2 Bluff&amp;lt;br&amp;gt;               &lt;br /&gt;
'''Bonus Feats:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* Darkvision&amp;lt;br&amp;gt; &lt;br /&gt;
* Resistance 5/- Acid&amp;lt;br&amp;gt;&lt;br /&gt;
* Resiatance 5/- Cold&amp;lt;br&amp;gt;&lt;br /&gt;
* Resistance 5/- Electricity&amp;lt;br&amp;gt;&lt;br /&gt;
* Spell Ability - Darkness 1/Day&amp;lt;br&amp;gt;&lt;br /&gt;
'''Home-Regions:'''&amp;lt;br&amp;gt;             &lt;br /&gt;
* [[Netheril]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Calimshan]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Jhaamdath]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Deep Imaskar]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Unther]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Mulhorand]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Outer-Planes]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Notes:'''&amp;lt;br&amp;gt;            &lt;br /&gt;
*'''Alignment (Evil/Neutral):''' The fiendish blood of Tiefling has a subtle effect on their temperament in line with their distant ancestors. Many tieflings lean into this and result with an alignment closely in line with their distance lineage; while a small proportion may, as a result of up-bringing of environmental influence adopt a more neutral perspective.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Level Adjustment:''' +1&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Orc ===&lt;br /&gt;
&lt;br /&gt;
[[File:PTKW8lv_-_Imgur.png|right|350px]]&lt;br /&gt;
&lt;br /&gt;
Orcs are brutish humanoids, averaging in height at about 6 foot. Savage and brutal in equal measure, Orcs are not a foe to treat lightly, and in number their tribes have proven a constant threat to their neighbours, thriving by raiding and plundering. Orc cultures can range in size, from tribal bands to full settlements. While Orcs for the most part favour brawn over brains, sometimes a particular charismatic and keen-minded orc can arise; either as a leader or a cast out outcast. Outcast orcs are no less dangerous, often as their outcast status often suggests some reason that even orcs were to find abhorrent, though failed coups are other more mundane situations are possibilities also. &lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &lt;br /&gt;
'''Base Race:'''&lt;br /&gt;
*Half-Elf&lt;br /&gt;
 &lt;br /&gt;
'''Keyword:''' &lt;br /&gt;
*orc      &lt;br /&gt;
            &lt;br /&gt;
'''Attribute Adjustments:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* +4 Strength&amp;lt;br&amp;gt;   &lt;br /&gt;
* -2 Intelligence&amp;lt;br&amp;gt;&lt;br /&gt;
* -2 Wisdom&amp;lt;br&amp;gt;  &lt;br /&gt;
* -2 Charisma&amp;lt;br&amp;gt;           &lt;br /&gt;
'''Skill Adjustments:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* +2 Discipline&amp;lt;br&amp;gt;  &lt;br /&gt;
* +2 Heal&amp;lt;br&amp;gt; &lt;br /&gt;
* +2 Intimidate&amp;lt;br&amp;gt;   &lt;br /&gt;
* +2 Taunt&amp;lt;br&amp;gt;              &lt;br /&gt;
'''Bonus Feats:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* Darkvision&amp;lt;br&amp;gt; &lt;br /&gt;
* All Weapon Proficiency&amp;lt;br&amp;gt;&lt;br /&gt;
'''Save Adjustments:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* +4 Vs Poison&amp;lt;br&amp;gt;                      &lt;br /&gt;
'''Alignment (Evil/Neutral):''' The culture of orcs is one of strength and brutal displays to retain position, as a result of this evil, barbaric, pragmatism is the dominant force driving most orcs. This leads to most orcs having an evil alignment, or a neutral alignment with evil/brutal tendencies.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Level Adjustment:''' +1&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Tier 2 Subraces: Application and Background required =&lt;br /&gt;
&lt;br /&gt;
=== Bugbear ===&lt;br /&gt;
&lt;br /&gt;
[[File:Bugbear.jpg|right|350px]]&lt;br /&gt;
&lt;br /&gt;
'''Base Race:''' &lt;br /&gt;
* Half-Elf &lt;br /&gt;
&lt;br /&gt;
'''Keyword:''' &lt;br /&gt;
* bugbear&lt;br /&gt;
&lt;br /&gt;
'''Stat Adjustments:''' &lt;br /&gt;
* +4 Strength &lt;br /&gt;
* +2 Dexterity&lt;br /&gt;
* +2 Constitution &lt;br /&gt;
* -2 Charisma&lt;br /&gt;
&lt;br /&gt;
'''Skill Adjustments:'''&lt;br /&gt;
* +2 heal, taunt, intimidate and discipline&lt;br /&gt;
'''Feat Adjustments:&lt;br /&gt;
* Lowlight Vision&lt;br /&gt;
* Trackless Step&lt;br /&gt;
* Use Poison&lt;br /&gt;
'''Saves Adjustments:''' &lt;br /&gt;
* Fort +1&lt;br /&gt;
* Ref +3&lt;br /&gt;
* Will +1&lt;br /&gt;
&lt;br /&gt;
'''AC:''' +3&lt;br /&gt;
&lt;br /&gt;
'''Favoured Class:''' Rogue&lt;br /&gt;
&lt;br /&gt;
'''Level Adjustment:''' +4&lt;br /&gt;
&lt;br /&gt;
=== Duergar === &lt;br /&gt;
&lt;br /&gt;
[[File:RxWKp3d_-_Imgur.png|right|400px]]&lt;br /&gt;
&lt;br /&gt;
Duergar, also known as grey dwarves, are a subterranean subrace of dwarves found within the Underdark and, occasionally, near volcanoes. Their relationship with their surface cousins is a frigid and hateful one and can be compared to the sentiments shared between the Drow and Surface-Elves.  Their personalities tend to be grim, paranoid and cynical.  &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;                        &lt;br /&gt;
'''Base Race:''' &lt;br /&gt;
* Dwarf&lt;br /&gt;
&lt;br /&gt;
'''Keyword:''' &lt;br /&gt;
* duergar&lt;br /&gt;
&lt;br /&gt;
'''Attribute Adjustments:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* +2 Constitution&amp;lt;br&amp;gt;   &lt;br /&gt;
* -4 Charisma&amp;lt;br&amp;gt;           &lt;br /&gt;
'''Skill Adjustments:'''&amp;lt;br&amp;gt;                 &lt;br /&gt;
* +4 Move Silently&amp;lt;br&amp;gt;  &lt;br /&gt;
* +1 Spot&amp;lt;br&amp;gt;   &lt;br /&gt;
* +1 Listen&amp;lt;br&amp;gt;            &lt;br /&gt;
'''Bonus Feats:'''&amp;lt;br&amp;gt; &lt;br /&gt;
* Darkvision&amp;lt;br&amp;gt;&lt;br /&gt;
* Immune to paralysis and poisons               &lt;br /&gt;
* Spell Ability - Invisibility 1/Day&amp;lt;br&amp;gt;&lt;br /&gt;
'''Home-Regions:'''&amp;lt;br&amp;gt;             &lt;br /&gt;
* [[Underdark]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Notes:'''&amp;lt;br&amp;gt;             &lt;br /&gt;
*'''Alignment (Evil):''' Due to natural cruelty of the Underdark and the cold, methodical pragmatism of Duergar society the majority of Duergar have a strong evil-tilt in their morality, along with a strict abiding to structure and law. As a result most Duergar are Lawful Evil, and Neutral Evil, with some extending to Chaotic Evil.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Level Adjustment:''' +1&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Drow===&lt;br /&gt;
&lt;br /&gt;
[[File:5vnQqFI_-_Imgur.png|right|350px]]&lt;br /&gt;
&lt;br /&gt;
Dark Elf, descended from the original dark-skinned elven subrace called the Illythiiri, the drow were cursed into their present appearance by the good elven deities for following the goddess Lolth. These dark elves are recognizable by their black skin that resembles obsidian and stark white or pale yellow hair, it is not uncommon for them to have pale eyes in the shade of lilac, silver, pink or blue. Living in a matriarchal society these evil and sadistic elves are a ruthless race and not welcomed in the surface world.&lt;br /&gt;
&lt;br /&gt;
'''Base Race:''' &lt;br /&gt;
* Elf &lt;br /&gt;
&lt;br /&gt;
'''Keyword:''' &lt;br /&gt;
* drow&lt;br /&gt;
&lt;br /&gt;
'''Ability adjustments:'''&lt;br /&gt;
* +2 Int&lt;br /&gt;
* +2 Cha&lt;br /&gt;
'''Bonus Feats:'''&lt;br /&gt;
* Darkvision&lt;br /&gt;
* Low Light&lt;br /&gt;
* Iron will: affinity bonus on will saving throws +2&lt;br /&gt;
&lt;br /&gt;
'''Home-Regions:'''&amp;lt;br&amp;gt;             &lt;br /&gt;
* [[Underdark]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Notes:'''&amp;lt;br&amp;gt;   &lt;br /&gt;
*Give darkness(3) 1/day, give spell resistance = 11 +(level)       &lt;br /&gt;
&lt;br /&gt;
'''Level Adjustment:''' +3&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Half Dryad ===&lt;br /&gt;
&lt;br /&gt;
'''Base Race:''' &lt;br /&gt;
* Half-Elf &lt;br /&gt;
&lt;br /&gt;
'''Keyword:''' &lt;br /&gt;
* half dryad&lt;br /&gt;
&lt;br /&gt;
'''Stat Adjustments:''' &lt;br /&gt;
* +2 Wisdom&lt;br /&gt;
* +2 Constitution &lt;br /&gt;
* -2 Strength&lt;br /&gt;
&lt;br /&gt;
'''Skill Adjustments:'''&lt;br /&gt;
* +2 Lore, +2 Animal Empathy&lt;br /&gt;
'''Feat Adjustments:&lt;br /&gt;
* Darkvision&lt;br /&gt;
* DR 5/+1&lt;br /&gt;
* Charm Person or Animal 3/day&lt;br /&gt;
'''Notes:''' &lt;br /&gt;
* Mostrous Regeneration 1/day&lt;br /&gt;
* %50 Vulnerability to Negative Energy&lt;br /&gt;
&lt;br /&gt;
'''AC:''' +1&lt;br /&gt;
&lt;br /&gt;
'''Favoured Class:''' Druid &lt;br /&gt;
&lt;br /&gt;
'''Level Adjustment:''' +2&lt;br /&gt;
&lt;br /&gt;
=== Half Fey ===&lt;br /&gt;
&lt;br /&gt;
'''Base Race:''' &lt;br /&gt;
* Half-Elf &lt;br /&gt;
&lt;br /&gt;
'''Keyword:''' &lt;br /&gt;
* half dryad&lt;br /&gt;
&lt;br /&gt;
'''Stat Adjustments:''' &lt;br /&gt;
* +2 Wisdom&lt;br /&gt;
* +2 Dexterity &lt;br /&gt;
* +4 Charisma &lt;br /&gt;
* -2 Constitution &lt;br /&gt;
&lt;br /&gt;
'''Skill Adjustments:'''&lt;br /&gt;
* +2 Lore, +2 Animal Empathy&lt;br /&gt;
'''Feat Adjustments:&lt;br /&gt;
* Darkvision&lt;br /&gt;
* DR 5/+1&lt;br /&gt;
* Charm Person or Animal 3/day&lt;br /&gt;
* Tashas Hideous Laughter 1/day&lt;br /&gt;
* Sleep 1/day&lt;br /&gt;
* Invisibility 3/day&lt;br /&gt;
&lt;br /&gt;
'''AC:''' +1&lt;br /&gt;
&lt;br /&gt;
'''Favoured Class:''' Sorcerer&lt;br /&gt;
&lt;br /&gt;
'''Level Adjustment:''' +1&lt;br /&gt;
&lt;br /&gt;
=== Half Troll ===&lt;br /&gt;
&lt;br /&gt;
'''Base Race:''' &lt;br /&gt;
* Half-Elf &lt;br /&gt;
&lt;br /&gt;
'''Keyword:''' &lt;br /&gt;
* half troll&lt;br /&gt;
&lt;br /&gt;
'''Stat Adjustments:''' &lt;br /&gt;
* +2 Strength&lt;br /&gt;
* +1 Dexterity &lt;br /&gt;
* +3 Constitution&lt;br /&gt;
* -2 Charisma  &lt;br /&gt;
* -1 Wisdom&lt;br /&gt;
* -1 Intelligence&lt;br /&gt;
* Large Size&lt;br /&gt;
&lt;br /&gt;
'''Skill Adjustments:'''&lt;br /&gt;
* +2 taunt and Discipline, +2 Intimidate, -3 Persuade/Bluff, -2 Hide/Move Silent&lt;br /&gt;
'''Feat Adjustments:&lt;br /&gt;
* Darkvision&lt;br /&gt;
&lt;br /&gt;
'''Saves Adjustments:'''&lt;br /&gt;
* +2 fortitude&lt;br /&gt;
&lt;br /&gt;
'''Notes:'''&lt;br /&gt;
* Damage Vun: Fire/Acid 10%&lt;br /&gt;
* Natural Armour: +1&lt;br /&gt;
&lt;br /&gt;
'''Favoured Class:''' Fighter&lt;br /&gt;
&lt;br /&gt;
'''Level Adjustment:''' +3&lt;br /&gt;
&lt;br /&gt;
=== Satyr ===&lt;br /&gt;
&lt;br /&gt;
[[File:Satyr.jpg|right|350px]]&lt;br /&gt;
&lt;br /&gt;
'''Base Race:''' &lt;br /&gt;
* Human&lt;br /&gt;
&lt;br /&gt;
'''Keyword:''' &lt;br /&gt;
* satyr&lt;br /&gt;
&lt;br /&gt;
'''Stat Adjustments:''' &lt;br /&gt;
* +2 Dexterity &lt;br /&gt;
* +2 Charisma  &lt;br /&gt;
* -2 Wisdom&lt;br /&gt;
* +2 Intelligence&lt;br /&gt;
* Large Size&lt;br /&gt;
&lt;br /&gt;
'''Skill Adjustments:'''&lt;br /&gt;
* +4 perform, +2 Bluff&lt;br /&gt;
'''Feat Adjustments:&lt;br /&gt;
* Darkvision&lt;br /&gt;
&lt;br /&gt;
'''Notes:'''&lt;br /&gt;
* Charm person and Sleep once a day&lt;br /&gt;
* Natural Armour: +2&lt;br /&gt;
&lt;br /&gt;
'''Favoured Class:''' Bard&lt;br /&gt;
&lt;br /&gt;
'''Level Adjustment:''' +2&lt;br /&gt;
&lt;br /&gt;
=== Svirfneblin, Deep Gnome ===&lt;br /&gt;
&lt;br /&gt;
[[File:Deep gnome.png|right|350px]]&lt;br /&gt;
&lt;br /&gt;
'''Base Race:''' &lt;br /&gt;
*Gnome&lt;br /&gt;
&lt;br /&gt;
'''Keyword:'''&lt;br /&gt;
*deep gnome&lt;br /&gt;
&lt;br /&gt;
'''Attribute Adjustments:'''                &lt;br /&gt;
* +2 Dexterity   &lt;br /&gt;
* +2 Wisdom&lt;br /&gt;
* -2 Strength &lt;br /&gt;
* -4 Charisma  &lt;br /&gt;
       &lt;br /&gt;
'''Skill Adjustments:'''               &lt;br /&gt;
* +2 Listen, +2 Hide, +2 Move Silent&lt;br /&gt;
        &lt;br /&gt;
'''Bonus Feats:'''&lt;br /&gt;
* Darkvision&lt;br /&gt;
* Stonecunning               &lt;br /&gt;
&lt;br /&gt;
'''Home-Regions:'''            &lt;br /&gt;
* [[Underdark]]&lt;br /&gt;
&lt;br /&gt;
'''Notes:'''  &lt;br /&gt;
* 1/day blindness/deafness, blur, spell resistance = 11 +(level)&lt;br /&gt;
* gain item &amp;quot;Svirfneblin Disguise Self&amp;quot;&lt;br /&gt;
* +4 dodge bonus &lt;br /&gt;
&lt;br /&gt;
'''Favoured Class:''' Rogue       &lt;br /&gt;
&lt;br /&gt;
'''Level Adjustment:''' +3&lt;br /&gt;
&lt;br /&gt;
= Tier 3 Subraces: In Depth Application and Background required - limits may apply =&lt;br /&gt;
&lt;br /&gt;
=== Half Dragon ===&lt;br /&gt;
&lt;br /&gt;
'''Base Race:'''&lt;br /&gt;
* Human &lt;br /&gt;
&lt;br /&gt;
'''Keyword:''' &lt;br /&gt;
* (red/blue/green/black/white/gold/silver/brass/bronz/copper) halfdragon&lt;br /&gt;
&lt;br /&gt;
'''Ability Bonus:'''   &lt;br /&gt;
* +8 Str &lt;br /&gt;
* +2 Con &lt;br /&gt;
* +2 Int &lt;br /&gt;
* +2 Cha&lt;br /&gt;
* Medium Dragon&lt;br /&gt;
    &lt;br /&gt;
'''Feats:'''    &lt;br /&gt;
* Darkvision&lt;br /&gt;
* low-light vision&lt;br /&gt;
* Immunity to sleep and paralysis effects&lt;br /&gt;
     &lt;br /&gt;
'''Notes:'''  &lt;br /&gt;
* +4 Natural Armor&lt;br /&gt;
* Gain immunity (based on dragon color) and breath weapon (based on dragon color)&lt;br /&gt;
&lt;br /&gt;
Dragon||Immunity||Breath Weapon||&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Red||Fire||Fire||&amp;lt;br&amp;gt;&lt;br /&gt;
Blue||Electricity||Lightning||&amp;lt;br&amp;gt;&lt;br /&gt;
Green||Acid||Acid||&amp;lt;br&amp;gt;&lt;br /&gt;
Black||Acid||Acid||&amp;lt;br&amp;gt;   &lt;br /&gt;
White||Cold||Cold||&amp;lt;br&amp;gt;   &lt;br /&gt;
&lt;br /&gt;
Gold||Fire||Fire||&amp;lt;br&amp;gt;&lt;br /&gt;
Silver||Cold||Cold||&amp;lt;br&amp;gt;&lt;br /&gt;
Bronze||Electricity||Lightning||&amp;lt;br&amp;gt;&lt;br /&gt;
Brass||Fire||Fire||&amp;lt;br&amp;gt;&lt;br /&gt;
Copper||Acid||Acid||&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Level Adjustment:''' +6&lt;br /&gt;
&lt;br /&gt;
=== Half Giant ===&lt;br /&gt;
&lt;br /&gt;
'''Base Race:'''&lt;br /&gt;
*  &lt;br /&gt;
&lt;br /&gt;
'''Keyword:'''&lt;br /&gt;
* half giant&lt;br /&gt;
&lt;br /&gt;
'''Stat Adjustments:'''&lt;br /&gt;
* +3 STR&lt;br /&gt;
* -2 DEX&lt;br /&gt;
* +2 CON&lt;br /&gt;
&lt;br /&gt;
'''Skill Adjustments:''' +4 Taunt and Discipline, +2 Intimidate&lt;br /&gt;
&lt;br /&gt;
'''Feat Adjustments:'''&lt;br /&gt;
* Darkvision&lt;br /&gt;
* Iron Will&lt;br /&gt;
* Knockdown&lt;br /&gt;
* Weapon Proficiency Martial&lt;br /&gt;
&lt;br /&gt;
'''Saves Adjustments:'''&lt;br /&gt;
* +4 Fortitude&lt;br /&gt;
* +1 Reflex &lt;br /&gt;
* +1 Will &lt;br /&gt;
&lt;br /&gt;
'''Notes:'''    &lt;br /&gt;
* Save vs Fire +4&lt;br /&gt;
&lt;br /&gt;
'''AC:''' +2&lt;br /&gt;
&lt;br /&gt;
'''Favoured Class:''' Barbarian&lt;br /&gt;
&lt;br /&gt;
'''Level Adjustment:''' +2&lt;br /&gt;
&lt;br /&gt;
=== Minotaur ===&lt;br /&gt;
&lt;br /&gt;
[[File:Minotaur.jpg|right|350px]]&lt;br /&gt;
&lt;br /&gt;
'''Base Race:'''&lt;br /&gt;
* Half-Elf &lt;br /&gt;
&lt;br /&gt;
'''Keyword:'''&lt;br /&gt;
* minotaur &lt;br /&gt;
&lt;br /&gt;
'''Stat Adjustments:'''&lt;br /&gt;
* +4 STR&lt;br /&gt;
* +2 CON&lt;br /&gt;
* -2 INT&lt;br /&gt;
* -1 CHA&lt;br /&gt;
* Large size&lt;br /&gt;
&lt;br /&gt;
'''Skill Adjustments:'''&lt;br /&gt;
* +2 taunt and Discipline, +3 Intimidate, -2 hide/MS&lt;br /&gt;
&lt;br /&gt;
'''Feat Adjustments:'''&lt;br /&gt;
* Darkvision&lt;br /&gt;
* Bullheaded&lt;br /&gt;
* Monsterous Uncanny Reflexes&lt;br /&gt;
* Knockdown&lt;br /&gt;
* Martial Weapon proficiency&lt;br /&gt;
&lt;br /&gt;
'''Saves Adjustments:'''&lt;br /&gt;
* +1 fortitude, +2 reflex, +2 will&lt;br /&gt;
&lt;br /&gt;
'''Notes:'''&lt;br /&gt;
* Spell Immunity: Confusion&lt;br /&gt;
* Natural Armour: +5&lt;br /&gt;
&lt;br /&gt;
'''Favoured Class:''' Barbarian&lt;br /&gt;
&lt;br /&gt;
'''Level Adjustment:''' +4&lt;br /&gt;
&lt;br /&gt;
=== Ogre ===&lt;br /&gt;
&lt;br /&gt;
'''Base Race:'''&lt;br /&gt;
* Half-Elf&lt;br /&gt;
&lt;br /&gt;
'''Keyword:'''&lt;br /&gt;
* ogre&lt;br /&gt;
    &lt;br /&gt;
'''Stat Adjustments:'''&lt;br /&gt;
* +5 STR&lt;br /&gt;
* -2 DEX&lt;br /&gt;
* +2 CON&lt;br /&gt;
* -2 INT&lt;br /&gt;
* -2 CHA &lt;br /&gt;
* Large size&lt;br /&gt;
&lt;br /&gt;
'''Skill Adjustments:''' +4 taunt and Discipline, +2 Intimidate&lt;br /&gt;
&lt;br /&gt;
'''Feat Adjustments:'''&lt;br /&gt;
* Darkvision&lt;br /&gt;
* Iron Will&lt;br /&gt;
* Knockdown&lt;br /&gt;
* Weapon Proficiency Martial&lt;br /&gt;
&lt;br /&gt;
'''Saves Adjustments:'''&lt;br /&gt;
* +4 Fortitude&lt;br /&gt;
* +1 Reflex &lt;br /&gt;
* +1 Will&lt;br /&gt;
&lt;br /&gt;
'''Favored Class:''' Barbarian&lt;br /&gt;
&lt;br /&gt;
'''AC:''' +5&lt;br /&gt;
&lt;br /&gt;
'''Level Adjustment:''' +3&lt;br /&gt;
&lt;br /&gt;
=== Pixie ===&lt;br /&gt;
&lt;br /&gt;
'''Base Race:'''&lt;br /&gt;
* &lt;br /&gt;
&lt;br /&gt;
'''Keyword:'''&lt;br /&gt;
*  &lt;br /&gt;
&lt;br /&gt;
'''Stat Adjustments:''' &lt;br /&gt;
* -4 str&lt;br /&gt;
* +4 Dex&lt;br /&gt;
* +3 int&lt;br /&gt;
* +2 Wis&lt;br /&gt;
* +3 Cha&lt;br /&gt;
       &lt;br /&gt;
'''Skill Adjustments:''' +2 Listen, +2 move silently, +2 spot, +2 search&lt;br /&gt;
&lt;br /&gt;
'''Feats:'''&lt;br /&gt;
* Darkvision&lt;br /&gt;
        &lt;br /&gt;
'''Notes:'''&lt;br /&gt;
* Invisibility 3/day&lt;br /&gt;
&lt;br /&gt;
'''Favoured Class:''' Rogue&lt;br /&gt;
&lt;br /&gt;
'''Level Adjustment:''' +4&lt;br /&gt;
&lt;br /&gt;
=== Troll ===&lt;br /&gt;
&lt;br /&gt;
'''Base Race:'''&lt;br /&gt;
* Half-Elf &lt;br /&gt;
&lt;br /&gt;
'''Keyword:'''&lt;br /&gt;
* troll &lt;br /&gt;
&lt;br /&gt;
'''Stat Adjustments:'''&lt;br /&gt;
* +4 STR&lt;br /&gt;
* +2 DEX&lt;br /&gt;
* +6 CON&lt;br /&gt;
* -2 WIS&lt;br /&gt;
* -2 INT&lt;br /&gt;
* -4 CHA&lt;br /&gt;
* large size&lt;br /&gt;
&lt;br /&gt;
'''Skill Adjustments:''' +4 taunt and Discipline, +4 Intimidate, -6 Persuade/Bluff, -4 Hide/Move Silent&lt;br /&gt;
&lt;br /&gt;
'''Feat Adjustments:'''&lt;br /&gt;
* Darkvision&lt;br /&gt;
&lt;br /&gt;
'''Saves Adjustments:'''&lt;br /&gt;
* +4 fortitude&lt;br /&gt;
&lt;br /&gt;
'''Notes:'''&lt;br /&gt;
* Natural Armour: +3&lt;br /&gt;
* Regeneration +5&lt;br /&gt;
* Damage Vun: Fire/Acid 50%&lt;br /&gt;
&lt;br /&gt;
'''Favoured Class:''' Fighter&lt;br /&gt;
&lt;br /&gt;
'''Level Adjustment:''' +4&lt;br /&gt;
&lt;br /&gt;
= Tier 4 Subraces: In Depth Application and backstory, these subraces are very rare and will be assessed case by case - Limits will apply =&lt;br /&gt;
&lt;br /&gt;
=== Half Celestial ===&lt;br /&gt;
&lt;br /&gt;
'''Base Race:'''&lt;br /&gt;
* &lt;br /&gt;
&lt;br /&gt;
'''Keyword:'''&lt;br /&gt;
* &lt;br /&gt;
&lt;br /&gt;
'''Stat Adjustments:'''&lt;br /&gt;
* +4 STR&lt;br /&gt;
* +2 CON&lt;br /&gt;
* +2 WIS&lt;br /&gt;
* +2 CHAR&lt;br /&gt;
&lt;br /&gt;
'''Bonus Feats:'''&lt;br /&gt;
* Darkvision&lt;br /&gt;
* Smite Evil&lt;br /&gt;
*  Outsider&lt;br /&gt;
&lt;br /&gt;
'''Notes:'''&lt;br /&gt;
* Resistance 10/ Acid Cold Eletric&lt;br /&gt;
* Immunity to Disease&lt;br /&gt;
* +4 Save v Poison&lt;br /&gt;
* Spell Resistance = 10 +(level)&lt;br /&gt;
* Divine Favour 1/day&lt;br /&gt;
* Aid 1/day, Cure Serious Wounds 1/day&lt;br /&gt;
   &lt;br /&gt;
'''Favoured Class:''' Paladin&lt;br /&gt;
&lt;br /&gt;
'''AC:''' +1&lt;br /&gt;
&lt;br /&gt;
'''Level Adjustment:''' +4&lt;br /&gt;
&lt;br /&gt;
=== Half Dragon - Shadow ===&lt;br /&gt;
&lt;br /&gt;
'''Base Race:'''&lt;br /&gt;
* Human &lt;br /&gt;
&lt;br /&gt;
'''Keyword:''' &lt;br /&gt;
* (red/blue/green/black/white/gold/silver/brass/bronz/copper) shadow&lt;br /&gt;
&lt;br /&gt;
'''Ability Bonus:'''   &lt;br /&gt;
* +6 Str &lt;br /&gt;
* +2 Dex&lt;br /&gt;
* +4 Int &lt;br /&gt;
* +2 Cha&lt;br /&gt;
* Medium Dragon&lt;br /&gt;
    &lt;br /&gt;
'''Feats:'''    &lt;br /&gt;
* Darkvision&lt;br /&gt;
* low-light vision&lt;br /&gt;
* Immunity darkness&lt;br /&gt;
     &lt;br /&gt;
'''Notes:'''  &lt;br /&gt;
* +4 Natural Armor&lt;br /&gt;
* Gain immunity (based on dragon color) and breath weapon (based on dragon color)&lt;br /&gt;
&lt;br /&gt;
Dragon||Immunity||Breath Weapon||&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Red||Fire||Fire||&amp;lt;br&amp;gt;&lt;br /&gt;
Blue||Electricity||Lightning||&amp;lt;br&amp;gt;&lt;br /&gt;
Green||Acid||Acid||&amp;lt;br&amp;gt;&lt;br /&gt;
Black||Acid||Acid||&amp;lt;br&amp;gt;   &lt;br /&gt;
White||Cold||Cold||&amp;lt;br&amp;gt;   &lt;br /&gt;
&lt;br /&gt;
Gold||Fire||Fire||&amp;lt;br&amp;gt;&lt;br /&gt;
Silver||Cold||Cold||&amp;lt;br&amp;gt;&lt;br /&gt;
Bronze||Electricity||Lightning||&amp;lt;br&amp;gt;&lt;br /&gt;
Brass||Fire||Fire||&amp;lt;br&amp;gt;&lt;br /&gt;
Copper||Acid||Acid||&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Level Adjustment:''' +6&lt;br /&gt;
&lt;br /&gt;
=== Half Fiend ===&lt;br /&gt;
&lt;br /&gt;
'''Base Race:'''&lt;br /&gt;
* &lt;br /&gt;
&lt;br /&gt;
'''Keyword:'''&lt;br /&gt;
* &lt;br /&gt;
&lt;br /&gt;
'''Stat Adjustments:'''&lt;br /&gt;
* +4 STR&lt;br /&gt;
* +4 CON&lt;br /&gt;
* +2 INT&lt;br /&gt;
* +2 CHAR&lt;br /&gt;
&lt;br /&gt;
'''Bonus Feats:'''&lt;br /&gt;
* Darkvision&lt;br /&gt;
* Smite Good&lt;br /&gt;
* Outsider&lt;br /&gt;
&lt;br /&gt;
'''Notes:'''&lt;br /&gt;
* Resistance 10/ Acid Cold Eletric&lt;br /&gt;
* Immunity to Disease&lt;br /&gt;
* +4 Save v Poision&lt;br /&gt;
* Spell Resistence = 10 +(level)&lt;br /&gt;
* Damage Reduction 10/1&lt;br /&gt;
* Darkness 1/day&lt;br /&gt;
* Poison 1/day&lt;br /&gt;
* Inflict Serious Wounds 1/day&lt;br /&gt;
    &lt;br /&gt;
'''Favoured Class:''' Cleric&lt;br /&gt;
&lt;br /&gt;
'''AC:''' +1&lt;br /&gt;
&lt;br /&gt;
'''Level Adjustment:''' +4&lt;br /&gt;
&lt;br /&gt;
=== Ogre Magi ===&lt;br /&gt;
&lt;br /&gt;
'''Base Race:'''&lt;br /&gt;
* Half-Elf&lt;br /&gt;
&lt;br /&gt;
'''Keyword:'''&lt;br /&gt;
* ogre&lt;br /&gt;
   &lt;br /&gt;
'''Stat Adjustments:'''&lt;br /&gt;
* +5 STR&lt;br /&gt;
* -2 DEX&lt;br /&gt;
* +2 CON&lt;br /&gt;
* -2 INT&lt;br /&gt;
* -2 CHA&lt;br /&gt;
* Large size&lt;br /&gt;
&lt;br /&gt;
'''Skill Adjustments:''' +4 taunt and Discipline, +2 Intimidate,&lt;br /&gt;
    &lt;br /&gt;
'''Feat Adjustments:'''&lt;br /&gt;
* Darkvision&lt;br /&gt;
* Iron Will&lt;br /&gt;
* Knockdown&lt;br /&gt;
* Weapon Proficiency Martial&lt;br /&gt;
&lt;br /&gt;
'''Saves Adjustments:''' +4 Fortitude, reflex 1, will 1&lt;br /&gt;
    &lt;br /&gt;
'''Favoured Class:''' Barbarian&lt;br /&gt;
&lt;br /&gt;
'''AC:''' +5&lt;br /&gt;
&lt;br /&gt;
'''Level Adjustment:''' +3&lt;br /&gt;
&lt;br /&gt;
=== Star-touched Scion ===&lt;br /&gt;
&lt;br /&gt;
Star-touched Scion: Born of bond between Moon Elves of an ancient blood and the humans of a forgotten realm.&lt;br /&gt;
These children as usually written off as abnormal, sometimes even defective, lacking the commonalities of many half-elves.&lt;br /&gt;
Typically living out normal, uneventful lives, the truth behind their blood yet goes unnoticed by most...&lt;br /&gt;
But for those who seek a life of exploration and adventure, fame and renown is soon replaced by ill fortune and grim fates.&lt;br /&gt;
Though this fact remains unnoticed, for their small numbers and the unknown truth behind their heritage bars the way to&lt;br /&gt;
suspicion and paranoia for most.&lt;br /&gt;
&lt;br /&gt;
'''Base Race:'''&lt;br /&gt;
* &lt;br /&gt;
&lt;br /&gt;
'''Keyword:'''&lt;br /&gt;
* &lt;br /&gt;
&lt;br /&gt;
'''Stat Adjustments:'''&lt;br /&gt;
* +2 CHAR&lt;br /&gt;
* -2 WIS&lt;br /&gt;
&lt;br /&gt;
'''Saves Adjustments:''' +4 Lore, +4 Spellcraft, -2 Bluff, -2 Pick Pocket&lt;br /&gt;
&lt;br /&gt;
'''Notes:'''&lt;br /&gt;
* Sleeplessness: Immune to spells and effects of the 'Sleep' subtype&lt;br /&gt;
* Hardiness vs. Enchantments&lt;br /&gt;
* Partial Skill Affinity (Listen), Partial Skill Affinity (Search), Partial Skill Affinity (Spot)&lt;br /&gt;
* Low-light Vision&lt;br /&gt;
* Spell Penetration&lt;br /&gt;
* Keen Sense&lt;br /&gt;
&lt;br /&gt;
'''Favoured Class:''' Sorcerer&lt;br /&gt;
&lt;br /&gt;
'''Level Adjustment:''' +1&lt;/div&gt;</summary>
		<author><name>ElvenStarr</name></author>
		
	</entry>
	<entry>
		<id>https://netheril.net/w/index.php?title=Valyethra&amp;diff=1646</id>
		<title>Valyethra</title>
		<link rel="alternate" type="text/html" href="https://netheril.net/w/index.php?title=Valyethra&amp;diff=1646"/>
		<updated>2021-06-24T01:53:47Z</updated>

		<summary type="html">&lt;p&gt;ElvenStarr: Created page with &amp;quot;Dogma: Be attentive, diligent, and thorough in the performance of your duties, those who fail in duty, especially if they gave it anything less than their utmost will suffer m...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Dogma: Be attentive, diligent, and thorough in the performance of your duties, those who fail in duty, especially if they gave it anything less than their utmost will suffer mightily for their indolence. All duties are valuable and should be mastered; when assigned to a task, devote yourself to learning its every aspect. No task should be undertaken without a thorough understanding of the intended goal, what its achievement entails and what difficulties might await you during its execution: preparation and forethought are the differences between success and failure. Those above you are your masters and may do with you as they see fit; that is their right, and you must give them nothing but your unconditional obedience and loyalty. Your masters give you what is your due for your service and aptitude, no more, no less; they may grant you advancement if you prove worthy, but ambition, insubordination, and insurrection will see you punished.&lt;br /&gt;
Note, like cornugon Jyalkaath gaining most of his divine power through Bane, the Erinyes demigoddess Valyethrae gains most of her divine power through Shar.&lt;br /&gt;
&lt;br /&gt;
:'''Symbol''': &lt;br /&gt;
:'''Home Plane''': &lt;br /&gt;
:'''Alignment''': Lawful evil&lt;br /&gt;
:'''Portfolio''': &lt;br /&gt;
:'''Worshipers''': Primarily worshipped by soldiers, peace officers, servants, and slaves. Generally all of which are of monster races, though she has a rather large gnoll following. &lt;br /&gt;
:'''Favored weapon''':&lt;br /&gt;
:'''Cleric Alignment''': LE&lt;br /&gt;
:'''NWN Domains''':  Storms, War, Caverns&lt;/div&gt;</summary>
		<author><name>ElvenStarr</name></author>
		
	</entry>
	<entry>
		<id>https://netheril.net/w/index.php?title=Gorellik:&amp;diff=1645</id>
		<title>Gorellik:</title>
		<link rel="alternate" type="text/html" href="https://netheril.net/w/index.php?title=Gorellik:&amp;diff=1645"/>
		<updated>2021-06-24T01:50:32Z</updated>

		<summary type="html">&lt;p&gt;ElvenStarr: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Long ago, Gorellik was the one who originally taught gnolls how to train hyenas for use in hunting. Gorellik had the status of a lesser deity and was perhaps even a higher power, but his followers respected only force and they gradually turned toward the evil side of the giant pantheon. Early gnoll myths did not tell of a creation story for their race so Gorellik could not even claim this familial tie to bind the gnolls to him. Then Yeenoghu, an interloper demon lord that inserted himself with the giants (and made his avatar giant-sized) was able to grab attention from the rudderless gnolls and his power increased as Gorellik's faded away. Yeenoghu offered the gnoll priests new abilities, such as command undead and spells for witchdoctors, that Gorellik could not, and it was only a matter of time before they abandoned Gorellik in droves.&lt;br /&gt;
In modern history, Gorellik was worshiped by the gnoll tribes of the Shar, but saw a sharp decline in the Year of the Fanged Beast, 640 DR, as Yeenoghu surged in popularity and emboldened the tribes to attack the region around Lake Lhespen with their newly acquired shamanistic power.&lt;br /&gt;
Less than a millennium later, Yeenoghu's purview over the gnolls was, for all practical purposes, complete.&lt;br /&gt;
&lt;br /&gt;
:'''Symbol''': &lt;br /&gt;
:'''Home Plane''': &lt;br /&gt;
:'''Alignment''': Chaotic evil&lt;br /&gt;
:'''Portfolio''': &lt;br /&gt;
:'''Worshipers''': Primarily worshipped by gnolls. This is the druid god of gnolls.&lt;br /&gt;
:'''Favored weapon''':&lt;br /&gt;
:'''Cleric Alignment''': CE&lt;br /&gt;
:'''NWN Domains''': Animal, Protection, Creation, Undeath, Travel&lt;/div&gt;</summary>
		<author><name>ElvenStarr</name></author>
		
	</entry>
	<entry>
		<id>https://netheril.net/w/index.php?title=Gorellik:&amp;diff=1644</id>
		<title>Gorellik:</title>
		<link rel="alternate" type="text/html" href="https://netheril.net/w/index.php?title=Gorellik:&amp;diff=1644"/>
		<updated>2021-06-24T01:48:54Z</updated>

		<summary type="html">&lt;p&gt;ElvenStarr: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Long ago, Gorellik was the one who originally taught gnolls how to train hyenas for use in hunting. Gorellik had the status of a lesser deity and was perhaps even a higher power, but his followers respected only force and they gradually turned toward the evil side of the giant pantheon. Early gnoll myths did not tell of a creation story for their race so Gorellik could not even claim this familial tie to bind the gnolls to him. Then Yeenoghu, an interloper demon lord that inserted himself with the giants (and made his avatar giant-sized) was able to grab attention from the rudderless gnolls and his power increased as Gorellik's faded away. Yeenoghu offered the gnoll priests new abilities, such as command undead and spells for witchdoctors, that Gorellik could not, and it was only a matter of time before they abandoned Gorellik in droves.&lt;br /&gt;
In modern history, Gorellik was worshiped by the gnoll tribes of the Shar, but saw a sharp decline in the Year of the Fanged Beast, 640 DR, as Yeenoghu surged in popularity and emboldened the tribes to attack the region around Lake Lhespen with their newly acquired shamanistic power.&lt;br /&gt;
Less than a millennium later, Yeenoghu's purview over the gnolls was, for all practical purposes, complete.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Chaotic evil&lt;br /&gt;
Primarily worshipped by gnolls. This is the druid god of gnolls. &lt;br /&gt;
&lt;br /&gt;
Animal, Protection, Creation, Undeath, Travel&lt;br /&gt;
&lt;br /&gt;
 CE&lt;/div&gt;</summary>
		<author><name>ElvenStarr</name></author>
		
	</entry>
	<entry>
		<id>https://netheril.net/w/index.php?title=Gorellik:&amp;diff=1643</id>
		<title>Gorellik:</title>
		<link rel="alternate" type="text/html" href="https://netheril.net/w/index.php?title=Gorellik:&amp;diff=1643"/>
		<updated>2021-06-24T01:47:44Z</updated>

		<summary type="html">&lt;p&gt;ElvenStarr: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Long ago, Gorellik was the one who originally taught gnolls how to train hyenas for use in hunting. Gorellik had the status of a lesser deity and was perhaps even a higher power, but his followers respected only force and they gradually turned toward the evil side of the giant pantheon. Early gnoll myths did not tell of a creation story for their race so Gorellik could not even claim this familial tie to bind the gnolls to him. Then Yeenoghu, an interloper demon lord that inserted himself with the giants (and made his avatar giant-sized) was able to grab attention from the rudderless gnolls and his power increased as Gorellik's faded away. Yeenoghu offered the gnoll priests new abilities, such as command undead and spells for witchdoctors, that Gorellik could not, and it was only a matter of time before they abandoned Gorellik in droves.&lt;br /&gt;
In modern history, Gorellik was worshiped by the gnoll tribes of the Shar, but saw a sharp decline in the Year of the Fanged Beast, 640 DR, as Yeenoghu surged in popularity and emboldened the tribes to attack the region around Lake Lhespen with their newly acquired shamanistic power.&lt;br /&gt;
Less than a millennium later, Yeenoghu's purview over the gnolls was, for all practical purposes, complete.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:'''Symbol: &lt;br /&gt;
:''' Home Plane:&lt;br /&gt;
:''' Alignment: &lt;br /&gt;
:'''Portfolio:&lt;br /&gt;
:'''Worshipers: &lt;br /&gt;
:'''Favored weapon: &lt;br /&gt;
:'''Cleric Alignment:&lt;br /&gt;
:'''NWN Domains: &lt;br /&gt;
Chaotic evil&lt;br /&gt;
&lt;br /&gt;
Primarily worshipped by gnolls. This is the druid god of gnolls. &lt;br /&gt;
&lt;br /&gt;
Animal, Protection, Creation, Undeath, Travel&lt;br /&gt;
&lt;br /&gt;
 CE&lt;/div&gt;</summary>
		<author><name>ElvenStarr</name></author>
		
	</entry>
	<entry>
		<id>https://netheril.net/w/index.php?title=Gorellik:&amp;diff=1642</id>
		<title>Gorellik:</title>
		<link rel="alternate" type="text/html" href="https://netheril.net/w/index.php?title=Gorellik:&amp;diff=1642"/>
		<updated>2021-06-24T01:46:44Z</updated>

		<summary type="html">&lt;p&gt;ElvenStarr: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Long ago, Gorellik was the one who originally taught gnolls how to train hyenas for use in hunting. Gorellik had the status of a lesser deity and was perhaps even a higher power, but his followers respected only force and they gradually turned toward the evil side of the giant pantheon. Early gnoll myths did not tell of a creation story for their race so Gorellik could not even claim this familial tie to bind the gnolls to him. Then Yeenoghu, an interloper demon lord that inserted himself with the giants (and made his avatar giant-sized) was able to grab attention from the rudderless gnolls and his power increased as Gorellik's faded away. Yeenoghu offered the gnoll priests new abilities, such as command undead and spells for witchdoctors, that Gorellik could not, and it was only a matter of time before they abandoned Gorellik in droves.&lt;br /&gt;
In modern history, Gorellik was worshiped by the gnoll tribes of the Shar, but saw a sharp decline in the Year of the Fanged Beast, 640 DR, as Yeenoghu surged in popularity and emboldened the tribes to attack the region around Lake Lhespen with their newly acquired shamanistic power.&lt;br /&gt;
Less than a millennium later, Yeenoghu's purview over the gnolls was, for all practical purposes, complete.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:'''Symbol: &lt;br /&gt;
:''' Home Plane:&lt;br /&gt;
:''' Alignment: Chaotic evil&lt;br /&gt;
:'''Portfolio:&lt;br /&gt;
:'''Worshipers: Primarily worshipped by gnolls. This is the druid god of gnolls. &lt;br /&gt;
:'''Favored weapon: &lt;br /&gt;
:'''Cleric Alignment: CE&lt;br /&gt;
:'''NWN Domains: Animal, Protection, Creation, Undeath, Travel&lt;/div&gt;</summary>
		<author><name>ElvenStarr</name></author>
		
	</entry>
	<entry>
		<id>https://netheril.net/w/index.php?title=Gorellik:&amp;diff=1641</id>
		<title>Gorellik:</title>
		<link rel="alternate" type="text/html" href="https://netheril.net/w/index.php?title=Gorellik:&amp;diff=1641"/>
		<updated>2021-06-24T01:45:18Z</updated>

		<summary type="html">&lt;p&gt;ElvenStarr: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Long ago, Gorellik was the one who originally taught gnolls how to train hyenas for use in hunting. Gorellik had the status of a lesser deity and was perhaps even a higher power, but his followers respected only force and they gradually turned toward the evil side of the giant pantheon. Early gnoll myths did not tell of a creation story for their race so Gorellik could not even claim this familial tie to bind the gnolls to him. Then Yeenoghu, an interloper demon lord that inserted himself with the giants (and made his avatar giant-sized) was able to grab attention from the rudderless gnolls and his power increased as Gorellik's faded away. Yeenoghu offered the gnoll priests new abilities, such as command undead and spells for witchdoctors, that Gorellik could not, and it was only a matter of time before they abandoned Gorellik in droves.&lt;br /&gt;
In modern history, Gorellik was worshiped by the gnoll tribes of the Shar, but saw a sharp decline in the Year of the Fanged Beast, 640 DR, as Yeenoghu surged in popularity and emboldened the tribes to attack the region around Lake Lhespen with their newly acquired shamanistic power.&lt;br /&gt;
Less than a millennium later, Yeenoghu's purview over the gnolls was, for all practical purposes, complete.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Symbol: &lt;br /&gt;
*Home Plane:&lt;br /&gt;
*Alignment: Chaotic evil&lt;br /&gt;
*Portfolio:&lt;br /&gt;
*Worshipers: Primarily worshipped by gnolls. This is the druid god of gnolls. &lt;br /&gt;
*Favored weapon: &lt;br /&gt;
*Cleric Alignment: CE&lt;br /&gt;
*NWN Domains: Animal, Protection, Creation, Undeath, Travel&lt;/div&gt;</summary>
		<author><name>ElvenStarr</name></author>
		
	</entry>
	<entry>
		<id>https://netheril.net/w/index.php?title=Gorellik:&amp;diff=1640</id>
		<title>Gorellik:</title>
		<link rel="alternate" type="text/html" href="https://netheril.net/w/index.php?title=Gorellik:&amp;diff=1640"/>
		<updated>2021-06-24T01:44:37Z</updated>

		<summary type="html">&lt;p&gt;ElvenStarr: Created page with &amp;quot;Long ago, Gorellik was the one who originally taught gnolls how to train hyenas for use in hunting. Gorellik had the status of a lesser deity and was perhaps even a higher...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Long ago, Gorellik was the one who originally taught gnolls how to train hyenas for use in hunting. Gorellik had the status of a lesser deity and was perhaps even a higher power, but his followers respected only force and they gradually turned toward the evil side of the giant pantheon. Early gnoll myths did not tell of a creation story for their race so Gorellik could not even claim this familial tie to bind the gnolls to him. Then Yeenoghu, an interloper demon lord that inserted himself with the giants (and made his avatar giant-sized) was able to grab attention from the rudderless gnolls and his power increased as Gorellik's faded away. Yeenoghu offered the gnoll priests new abilities, such as command undead and spells for witchdoctors, that Gorellik could not, and it was only a matter of time before they abandoned Gorellik in droves.&lt;br /&gt;
In modern history, Gorellik was worshiped by the gnoll tribes of the Shar, but saw a sharp decline in the Year of the Fanged Beast, 640 DR, as Yeenoghu surged in popularity and emboldened the tribes to attack the region around Lake Lhespen with their newly acquired shamanistic power.&lt;br /&gt;
Less than a millennium later, Yeenoghu's purview over the gnolls was, for all practical purposes, complete.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Symbol: &lt;br /&gt;
Home Plane:&lt;br /&gt;
Alignment: Chaotic evil&lt;br /&gt;
Portfolio:&lt;br /&gt;
Worshipers: Primarily worshipped by gnolls. This is the druid god of gnolls. &lt;br /&gt;
Favored weapon: &lt;br /&gt;
Cleric Alignment: CE&lt;br /&gt;
NWN Domains: Animal, Protection, Creation, Undeath, Travel&lt;/div&gt;</summary>
		<author><name>ElvenStarr</name></author>
		
	</entry>
</feed>