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	<entry>
		<id>http://inembleth.kriona.net/wiki/index.php?title=Demiurge&amp;diff=1970</id>
		<title>Demiurge</title>
		<link rel="alternate" type="text/html" href="http://inembleth.kriona.net/wiki/index.php?title=Demiurge&amp;diff=1970"/>
				<updated>2011-07-07T03:54:03Z</updated>
		
		<summary type="html">&lt;p&gt;68.115.32.44: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== First Version ==&lt;br /&gt;
&lt;br /&gt;
Some divine crafters are so engrossed in their work that they take on a spiritual connection with the items they create. These crafters become Demiurges. Demiurges focus on the heat of the forge, rather than the heat of battle, and so become stronger casters and crafters, while becoming weaker combatants. &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Requirements:&lt;br /&gt;
&lt;br /&gt;
Skills: Craft (any) 7 ranks&lt;br /&gt;
&lt;br /&gt;
Feats: Any two item creation feats&lt;br /&gt;
&lt;br /&gt;
Ability to cast 3rd level Divine Spells&lt;br /&gt;
&lt;br /&gt;
Special: To advance to level 3 in Demiurge, must have created a homunculus with at least 4 Hit Die.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
HD: d6&lt;br /&gt;
&lt;br /&gt;
Skills: 4 + mInt&lt;br /&gt;
&lt;br /&gt;
Class Skills: Craft(all), Disable Device, Knowledge(Arcana, Engineering, Religion), Spellcraft&lt;br /&gt;
BAB: Poor (half HD)&lt;br /&gt;
&lt;br /&gt;
Saves: Fort (good), Will (bad), Reflex (bad)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Level 1: Construction Focus, Spark of Creation, +1 Spellcasting in Divine Class&lt;br /&gt;
&lt;br /&gt;
Level 2: Divine Builder, +1 Spellcasting in Divine Class&lt;br /&gt;
&lt;br /&gt;
Level 3: Familiar, +1 Spellcasting in Divine Class&lt;br /&gt;
&lt;br /&gt;
Level 4: Divine Builder, +1 Spellcasting in Divine Class&lt;br /&gt;
&lt;br /&gt;
Level 5: Master Divine Builder, +1 Spellcasting in Divine Class&lt;br /&gt;
&lt;br /&gt;
Spark of Creation: You receive a bonus to all Craft checks to make non-alchemical items equal to your Demiurge class level.&lt;br /&gt;
&lt;br /&gt;
Construction Focus: the Demiurge receives the Construct (Artifice) domain.&lt;br /&gt;
&lt;br /&gt;
Familiar: The Demiurge&amp;#039;s connection with his homunculus strengthens, and the homunculus he created to qualify for this path becomes his familiar. Treat the Demiurge&amp;#039;s effective wizard level for determining familiar abilities as equal to the Demiurge&amp;#039;s Hit Dice.&lt;br /&gt;
&lt;br /&gt;
Divine Builder: At level 2 and level 4, you receive the Arcane Discovery &amp;quot;Arcane Builder&amp;quot;. Any creature that is created from your blood, such as a Homunculi, gains the benefits of this as well. Constructs created before you get this can be taught the benefits of it in a special class that requires materials worth 1000 gp per construct to be taught. For example, a level 7 Cleric / 1 Demiurge created a homunculus that builds crossbows. When the character gains another level of Demiurge, he can teach that homunculus to gain the benefits of Divine Builder buy spending 1000 gp to teach it.&lt;br /&gt;
&lt;br /&gt;
Master Divine Builder: The increase in speed from Divine Builder now increases to 33%, and the increase to Spellcraft is now +6.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Thoughts: Crafting in Pathfinder doesn&amp;#039;t work. It takes prohibitively long amounts of time to make even a simple magical item. For example, a +3 weapon will take 8 days to make. If you try to make a golem or other expensive item, it&amp;#039;ll take half a year! &lt;br /&gt;
&lt;br /&gt;
I also *really* wanted the Artifice domain since it works well with my character concept. &lt;br /&gt;
&lt;br /&gt;
Spark of Creation is meant to help out with making things.&lt;br /&gt;
&lt;br /&gt;
The trade off of giving up combat strength (due to wizard hit dice and poor BAB progression) make me think that this is fairly balanced, especially since I plan on going into melee and whacking some bad guys up!&lt;br /&gt;
&lt;br /&gt;
Arcane Builder is from the UM, and is usually for Wizards. I am 90% certain it is based off the feat &amp;quot;Master Artificer&amp;quot; from the Adventurer&amp;#039;s Handbook, and that the author of that book also wrote that Arcane Discovery. However, Master Artificer is much more powerful (50% faster, and applies to *all* crafting).&lt;br /&gt;
&lt;br /&gt;
The requirement of a homunculus with at least 4 HD means that it&amp;#039;ll cost 5k instead of 1k to make the homunculus, since adding HD costs +2k per, and Homunculi have 2 HD starting out.&lt;br /&gt;
&lt;br /&gt;
This class is based loosely off the &amp;quot;Techsmith&amp;quot; from Forgotten Realm&amp;#039;s &amp;quot;Faiths and Pantheons&amp;quot;. That class had more of a mechanical bent to it, including firearms, as well as an anti-golem abilities. They get a very strong golem at first level, and an extra domain at 3rd level. In this, I swapped that around to get a domain at first level and a weak construct at 3rd level.  As is the case with many of my characters, this is based off of one of Plato&amp;#039;s work &amp;quot;Timaeus&amp;quot;, where the &amp;quot;Demiurge&amp;quot; is the Divine Intelligence that creates the world, and sets it on a rational course.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
== Good Version ==&lt;br /&gt;
=== Prerequisites ===&lt;br /&gt;
; Skills: Craft (any) 7 ranks&lt;br /&gt;
; Feats: Craft Construct&lt;br /&gt;
; Spellcasting: L3 divine spells&lt;br /&gt;
; Special: Must have created a homunculus of at least 4 HD&lt;br /&gt;
&lt;br /&gt;
=== Class Properties ===&lt;br /&gt;
; HD: d6&lt;br /&gt;
; Skill points: 4+mInt&lt;br /&gt;
; Class skills: Craft(all), Disable Device, Knowledge(Arcana, Engineering, Religion), Spellcraft&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;0&amp;quot; cellpadding=&amp;quot;8&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color: #ffeebb;&amp;quot;&lt;br /&gt;
! Lvl !! BAB !! Fort !! Refx !! Will !! Spells          !! Special&lt;br /&gt;
|- style=&amp;quot;background-color: #ffffcc;&amp;quot;&lt;br /&gt;
| 1   || +0  ||  +2  ||  +0  ||  +0  || +1 level divine || Foremanculus, Construction Focus, Spark of Creation +1&lt;br /&gt;
|- style=&amp;quot;background-color: #ffeecc;&amp;quot;&lt;br /&gt;
| 2   || +1  ||  +3  ||  +0  ||  +0  || +1 level divine || Divine Builder, Spark of Creation +3&lt;br /&gt;
|- style=&amp;quot;background-color: #ffffcc;&amp;quot;&lt;br /&gt;
| 3   || +1  ||  +3  ||  +1  ||  +1  || +1 level divine || Master Divine Builder, Spark of Creation +5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Class Abilities ===&lt;br /&gt;
&lt;br /&gt;
==== Foremanculus [Ex] ====&lt;br /&gt;
The Demiurge may appoint a homunculus of at least 4 HD to be his on-site foreman or bottom bitch.  When the Demiurge is not within mental link range, a homunculus will not panic as long as the foremanculus is present.  Instructions given by the foremanculus are followed by the other homunculi as if issued by the master himself, although the Demiurge&amp;#039;s direct instructions always take priority and he can overrule the foremanculus whenever he is within mental link range. &lt;br /&gt;
&lt;br /&gt;
==== Construction Focus [Su] ====&lt;br /&gt;
The Demiurge gains the Construct (Artifice) domain.&lt;br /&gt;
&lt;br /&gt;
==== Spark of Creation [Ex] ====&lt;br /&gt;
The Demiurge, and any homunculi made with his blood, gains a +1 insight bonus on all Craft checks.  This bonus rises to +3 at second level, and +5 at third level.&lt;br /&gt;
&lt;br /&gt;
==== Divine Builder [Su] ====&lt;br /&gt;
You can harness the latent divine energy of creation to aid the process of your own constructions.  The time it takes you to build a construct is reduced by 25%.  You gain a +4 insight bonus on Spellcraft checks used in the manufacture of a construct.&lt;br /&gt;
&lt;br /&gt;
==== Master Divine Builder [Su] ====&lt;br /&gt;
As Divine Builder, but the time savings increase to 33%, and the Spellcraft bonus increases to +6.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Thoughts on Version Two ===&lt;br /&gt;
I think this one is more balanced, as well as more thematically coherent. While making wondrous items faster would be nice (as the first version allows), this is focused more on &amp;quot;creating the semblance of life&amp;quot;. Spark of Creation is a little weird, but it&amp;#039;s also extremely helpful since many constructs require strange Craft checks. The idea here is that this guy is so focused on crafting constructs that he can overcome not having ranks in Carpentry, Stonemasonry, Ice sculptures, Limb Topiary, etc.&lt;br /&gt;
&lt;br /&gt;
Whistle While You Work and Foremanculus are there to overcome problems related to using homunculi for your labor.&lt;/div&gt;</summary>
		<author><name>68.115.32.44</name></author>	</entry>

	<entry>
		<id>http://inembleth.kriona.net/wiki/index.php?title=Zael_Tellor&amp;diff=1969</id>
		<title>Zael Tellor</title>
		<link rel="alternate" type="text/html" href="http://inembleth.kriona.net/wiki/index.php?title=Zael_Tellor&amp;diff=1969"/>
				<updated>2011-07-07T03:48:36Z</updated>
		
		<summary type="html">&lt;p&gt;68.115.32.44: /* OOC plans for the revolution */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;Will rewrite later, most of this is now obsolete&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Zael is a character played by [[Will]]. He is a human Cleric, worshiping a god of Heroism and Liberation.&lt;br /&gt;
== Personality ==&lt;br /&gt;
&lt;br /&gt;
Zael understands that sometimes the best option truly is stab someone in the face and Speak with Dead later, but that other times more subtly is required. Despite his faith encouraging courageously charging into battle and letting the Gods of War decide who lives, he understands that in cases where you&amp;#039;re attempting to overthrow an empire that is marauding throughout the continent, blindly charging isn&amp;#039;t always the best option. However, he can only restrain himself so long. He is not a cunning man, and can&amp;#039;t hold back forever. This peculiar understanding that Zael has arose due to seeing the horrors of what the Sa&amp;#039;Enkadian army did to [[Cantur]].&lt;br /&gt;
&lt;br /&gt;
He prides utility, and to that end has learned how to make magical weapons and items to help him in his endeavors.&lt;br /&gt;
&lt;br /&gt;
He&amp;#039;s a charming man, and has learned how to deal with people efficiently from his time delivering weapons to purchasers. When being charming can make the difference between a free meal before the return trip or not, it pays to know a few tricks. &lt;br /&gt;
&lt;br /&gt;
He values a hard work ethic.&lt;br /&gt;
&lt;br /&gt;
== Early life ==&lt;br /&gt;
Zael was born into a family of handimen in the village of [[Kelnon]], along the border of Awn Tellan. His father was a blacksmith who specialized in making tools, and his mother was a handweaver. At the age of 9, he became interested in the work of his father, and started to train under him, learning the fundamentals of the blacksmithing trade. Around this time, the Sa&amp;#039;Enkadian empire launched its war to conquer the continent, and his father thought it prudent to send Zael to a blacksmith who could teach him the way of making weapons. Zael was sent to the city of [[Cantur]], a place well known for its quality weapons.&lt;br /&gt;
&lt;br /&gt;
== Life in Cantur ==&lt;br /&gt;
&lt;br /&gt;
In Cantur, Zael apprenticed under a weaponsmith who taught him how to make weapons and armor. During his third year of apprenticeship, Zael was sent on a routine delivery of crossbows to a neighboring town that had ordered crossbows in case the Sa&amp;#039;Enkadians or bandits attacked, and it was Zael&amp;#039;s job to deliver them. Since there was a good road between the towns, all he took was the cart full of crossbows and a horse to pull the cart. However, halfway between the towns he and his horse were attacked my ravenous wolves. Zael quickly jumped into the cart while watching the wolves tear the horse to shreds. Cursing his master for forgetting to supply crossbow bolts, Zael cowered behind the wooden railing of the cart, hoping beyond hope that a wolf wouldn&amp;#039;t find its way up. And since being eaten alive by ravenous wolves wouldn&amp;#039;t make for a very interesting (or workable) character backstory, as luck would have it, a cleric of the temple at Cantur was out in the area gathering herbs for the temple apothecary. This cleric had with him a machete to cut apart the thick underbrush of the forests near the road, and when he saw the scene unfold before him, he rushed in and slew the wolves. Following this, he healed the horse, and escorted the goods to their destination and back. Along the way, he and Zael talked about the cleric&amp;#039;s god and views. The cleric invited Zael to come see what the order was about, and he accepted this invitation, promising that he&amp;#039;d visit the next time he had free time. Entranced by the ideals of the order, Zael made sure to make regular visits there for the next two years. Following the end of his apprenticeship, Zael joined the order of clerics.&lt;br /&gt;
&lt;br /&gt;
== Life as a Cleric ==&lt;br /&gt;
&lt;br /&gt;
Zael looks back at the day when the wolves attacked as a source of inspiration. He recalls the cowardice he showed by hiding in the cart, and the bravery of the cleric who charged into the pack of wolves. He draws strength from this, vowing to never show such cowardice again. While at the order, Zael started to establish magical powers, and with this, soon started to infuse his creations with magic. Noticing this, the elders of the order appointed him to be in charge of supplying the clerics with whatever sort of weaponry and armor they needed. This was a time of war, and the clerics of this order were often at the frontline of defending the surrounding area. During this time, he also started to branch out with the creation of other items to help the order out, such as a self-sweeping broom, and floating candles. Zael was not without combat prowess himself. He was particularly noted for his ability to channel his convictions through his weapon, causing it a ashen flame to burst from the weapon, smiting his foes. While he was learning the arts of healing, it was discovered that instead of healing those around him when he channeled his deity&amp;#039;s power, he instead hurt and slowed those around him. This was found out when he drained almost all the life energy from the High Cleric of the order.&lt;br /&gt;
&lt;br /&gt;
Recognizing this in Zael, the clerics tasked with teaching how to fight taught him how to avoid hitting his allies, but still hit those he was facing. This had a devastating effect on the bandits that would attack Cantur.&lt;br /&gt;
&lt;br /&gt;
== Sa&amp;#039;Enkadian raid ==&lt;br /&gt;
&lt;br /&gt;
Over the years which Zael lived in Cantur, the town&amp;#039;s reputation of quality arms spread even further, reaching Sa&amp;#039;Enkad. Recognizing the strategic importance of having a good smith for their armies, they decided that Cantur would be their next target in Awn Tellan. The Sa&amp;#039;Enkadian army sent a few thousand men to burn the town and to capture the smiths and all backstock they had. Due to the uncoordinated nature of the area, Cantur only had two day&amp;#039;s notice to prepare for the battle, and despite the best efforts of the order, the town was razed to the ground, destroying the order&amp;#039;s building, as well as all the houses of the town. Only a fourth of the order survived, wisely realizing they could do infinitely more against the Sa&amp;#039;Enkadians alive than if they were dead. Zael was one of these survivors. He realized that despite saving the lives of many Canturians, and killing many Sa&amp;#039;Enkadians, fighting the Sa&amp;#039;Enkadians with head-on force was suicide. &lt;br /&gt;
&lt;br /&gt;
== After the Storm ==&lt;br /&gt;
&lt;br /&gt;
Over the next few months, he wandered Awn Tellan pondering what, if anything, he could do to help his country out. He eventually found himself in a grand library, reading about the falls of great empires in by-gone ages. It was here that he realized the best way to bring about a change would be from within Sa&amp;#039;Enkad. He created a plan for what to do, and set off to Sa&amp;#039;Enkad to learn about the people, and the ways in which he could take down the empire from within.&lt;br /&gt;
&lt;br /&gt;
== Sa&amp;#039;Enkadian travels ==&lt;br /&gt;
&lt;br /&gt;
He ended up in Unnamed Town, and was promptly arrested for tax evasion. Shortly before his jail sentence was up, he was set free by [[Darvin]]. Once free, he gathered up his equipment, and fled with the other escapees to the city of [[Pradhan]] to lay low for a while.&lt;br /&gt;
&lt;br /&gt;
== Viva La Revolucion! ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Insert Revolution Here&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== OOC plans for the revolution ==&lt;br /&gt;
&lt;br /&gt;
* Craft weapons for followers to use. Most likely some basic medium armor, and crossbows. &lt;br /&gt;
* Take Leadership feat to gain a Gnomish Demagogue cohort (to graffiti and work up the populace), and followers. Followers will be usually be level 1 Fighters, trained with Rapid Reload, Weapon Focus (light crossbow), Point Blank Shot. Some will be trained for specific missions. Some will be rogues trained in intimidation or infiltration. As they will be recruited from the poor, I highly doubt there&amp;#039;ll be any spellcasters, but perhaps a sorcerer who never understood their power will be in there.&lt;br /&gt;
* Take Craft Construct to build a workshop of Homunculi that will craft for me, using the rules from Eberron. &lt;br /&gt;
* Take levels in [[Demiurge#Good_Version|Demiurge]].&lt;br /&gt;
* Create golems to make a base out in the desert, as a place where I can plan from. Have golems guard as well.&lt;br /&gt;
* Have many small constructs that&amp;#039;ll supplement the ranks of revolutionaries.&lt;br /&gt;
* Create a way to teleport from my house in Pradhan to my base.&lt;br /&gt;
* Create fake currency to destabilize the economy of the region.&lt;br /&gt;
* Build a Lyre of Building to help out with making structures. Or destabilizing structures.&lt;br /&gt;
* Rob the rich to finance revolution.&lt;br /&gt;
* Create items for buyers through the thieves guild, making money from this. &lt;br /&gt;
* Eventually create a demiplane for me to run the revolution from.&lt;br /&gt;
* TAKE MY TIME&lt;br /&gt;
&lt;br /&gt;
[[Category:By Any Means Necessary Campaign]]&lt;br /&gt;
[[Category:People]]&lt;/div&gt;</summary>
		<author><name>68.115.32.44</name></author>	</entry>

	<entry>
		<id>http://inembleth.kriona.net/wiki/index.php?title=Zael_Tellor&amp;diff=1968</id>
		<title>Zael Tellor</title>
		<link rel="alternate" type="text/html" href="http://inembleth.kriona.net/wiki/index.php?title=Zael_Tellor&amp;diff=1968"/>
				<updated>2011-07-07T03:44:26Z</updated>
		
		<summary type="html">&lt;p&gt;68.115.32.44: /* OOC plans for the revolution */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;Will rewrite later, most of this is now obsolete&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Zael is a character played by [[Will]]. He is a human Cleric, worshiping a god of Heroism and Liberation.&lt;br /&gt;
== Personality ==&lt;br /&gt;
&lt;br /&gt;
Zael understands that sometimes the best option truly is stab someone in the face and Speak with Dead later, but that other times more subtly is required. Despite his faith encouraging courageously charging into battle and letting the Gods of War decide who lives, he understands that in cases where you&amp;#039;re attempting to overthrow an empire that is marauding throughout the continent, blindly charging isn&amp;#039;t always the best option. However, he can only restrain himself so long. He is not a cunning man, and can&amp;#039;t hold back forever. This peculiar understanding that Zael has arose due to seeing the horrors of what the Sa&amp;#039;Enkadian army did to [[Cantur]].&lt;br /&gt;
&lt;br /&gt;
He prides utility, and to that end has learned how to make magical weapons and items to help him in his endeavors.&lt;br /&gt;
&lt;br /&gt;
He&amp;#039;s a charming man, and has learned how to deal with people efficiently from his time delivering weapons to purchasers. When being charming can make the difference between a free meal before the return trip or not, it pays to know a few tricks. &lt;br /&gt;
&lt;br /&gt;
He values a hard work ethic.&lt;br /&gt;
&lt;br /&gt;
== Early life ==&lt;br /&gt;
Zael was born into a family of handimen in the village of [[Kelnon]], along the border of Awn Tellan. His father was a blacksmith who specialized in making tools, and his mother was a handweaver. At the age of 9, he became interested in the work of his father, and started to train under him, learning the fundamentals of the blacksmithing trade. Around this time, the Sa&amp;#039;Enkadian empire launched its war to conquer the continent, and his father thought it prudent to send Zael to a blacksmith who could teach him the way of making weapons. Zael was sent to the city of [[Cantur]], a place well known for its quality weapons.&lt;br /&gt;
&lt;br /&gt;
== Life in Cantur ==&lt;br /&gt;
&lt;br /&gt;
In Cantur, Zael apprenticed under a weaponsmith who taught him how to make weapons and armor. During his third year of apprenticeship, Zael was sent on a routine delivery of crossbows to a neighboring town that had ordered crossbows in case the Sa&amp;#039;Enkadians or bandits attacked, and it was Zael&amp;#039;s job to deliver them. Since there was a good road between the towns, all he took was the cart full of crossbows and a horse to pull the cart. However, halfway between the towns he and his horse were attacked my ravenous wolves. Zael quickly jumped into the cart while watching the wolves tear the horse to shreds. Cursing his master for forgetting to supply crossbow bolts, Zael cowered behind the wooden railing of the cart, hoping beyond hope that a wolf wouldn&amp;#039;t find its way up. And since being eaten alive by ravenous wolves wouldn&amp;#039;t make for a very interesting (or workable) character backstory, as luck would have it, a cleric of the temple at Cantur was out in the area gathering herbs for the temple apothecary. This cleric had with him a machete to cut apart the thick underbrush of the forests near the road, and when he saw the scene unfold before him, he rushed in and slew the wolves. Following this, he healed the horse, and escorted the goods to their destination and back. Along the way, he and Zael talked about the cleric&amp;#039;s god and views. The cleric invited Zael to come see what the order was about, and he accepted this invitation, promising that he&amp;#039;d visit the next time he had free time. Entranced by the ideals of the order, Zael made sure to make regular visits there for the next two years. Following the end of his apprenticeship, Zael joined the order of clerics.&lt;br /&gt;
&lt;br /&gt;
== Life as a Cleric ==&lt;br /&gt;
&lt;br /&gt;
Zael looks back at the day when the wolves attacked as a source of inspiration. He recalls the cowardice he showed by hiding in the cart, and the bravery of the cleric who charged into the pack of wolves. He draws strength from this, vowing to never show such cowardice again. While at the order, Zael started to establish magical powers, and with this, soon started to infuse his creations with magic. Noticing this, the elders of the order appointed him to be in charge of supplying the clerics with whatever sort of weaponry and armor they needed. This was a time of war, and the clerics of this order were often at the frontline of defending the surrounding area. During this time, he also started to branch out with the creation of other items to help the order out, such as a self-sweeping broom, and floating candles. Zael was not without combat prowess himself. He was particularly noted for his ability to channel his convictions through his weapon, causing it a ashen flame to burst from the weapon, smiting his foes. While he was learning the arts of healing, it was discovered that instead of healing those around him when he channeled his deity&amp;#039;s power, he instead hurt and slowed those around him. This was found out when he drained almost all the life energy from the High Cleric of the order.&lt;br /&gt;
&lt;br /&gt;
Recognizing this in Zael, the clerics tasked with teaching how to fight taught him how to avoid hitting his allies, but still hit those he was facing. This had a devastating effect on the bandits that would attack Cantur.&lt;br /&gt;
&lt;br /&gt;
== Sa&amp;#039;Enkadian raid ==&lt;br /&gt;
&lt;br /&gt;
Over the years which Zael lived in Cantur, the town&amp;#039;s reputation of quality arms spread even further, reaching Sa&amp;#039;Enkad. Recognizing the strategic importance of having a good smith for their armies, they decided that Cantur would be their next target in Awn Tellan. The Sa&amp;#039;Enkadian army sent a few thousand men to burn the town and to capture the smiths and all backstock they had. Due to the uncoordinated nature of the area, Cantur only had two day&amp;#039;s notice to prepare for the battle, and despite the best efforts of the order, the town was razed to the ground, destroying the order&amp;#039;s building, as well as all the houses of the town. Only a fourth of the order survived, wisely realizing they could do infinitely more against the Sa&amp;#039;Enkadians alive than if they were dead. Zael was one of these survivors. He realized that despite saving the lives of many Canturians, and killing many Sa&amp;#039;Enkadians, fighting the Sa&amp;#039;Enkadians with head-on force was suicide. &lt;br /&gt;
&lt;br /&gt;
== After the Storm ==&lt;br /&gt;
&lt;br /&gt;
Over the next few months, he wandered Awn Tellan pondering what, if anything, he could do to help his country out. He eventually found himself in a grand library, reading about the falls of great empires in by-gone ages. It was here that he realized the best way to bring about a change would be from within Sa&amp;#039;Enkad. He created a plan for what to do, and set off to Sa&amp;#039;Enkad to learn about the people, and the ways in which he could take down the empire from within.&lt;br /&gt;
&lt;br /&gt;
== Sa&amp;#039;Enkadian travels ==&lt;br /&gt;
&lt;br /&gt;
He ended up in Unnamed Town, and was promptly arrested for tax evasion. Shortly before his jail sentence was up, he was set free by [[Darvin]]. Once free, he gathered up his equipment, and fled with the other escapees to the city of [[Pradhan]] to lay low for a while.&lt;br /&gt;
&lt;br /&gt;
== Viva La Revolucion! ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Insert Revolution Here&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== OOC plans for the revolution ==&lt;br /&gt;
&lt;br /&gt;
* Craft weapons for followers to use. Most likely some basic medium armor, and crossbows. &lt;br /&gt;
* Take Leadership feat to gain a Gnomish Demagogue cohort (to graffiti and work up the populace), and followers. Followers will be usually be level 1 Fighters, trained with Rapid Reload, Weapon Focus (light crossbow), Point Blank Shot. Some will be trained for specific missions. Some will be rogues trained in intimidation or infiltration. As they will be recruited from the poor, I highly doubt there&amp;#039;ll be any spellcasters, but perhaps a sorcerer who never understood their power will be in there.&lt;br /&gt;
* Take Craft Construct to build a workshop of Homunculi that will craft for me, using the rules from Eberron. &lt;br /&gt;
* Take levels in [[Demiurge]].&lt;br /&gt;
* Create golems to make a base out in the desert, as a place where I can plan from. Have golems guard as well.&lt;br /&gt;
* Have many small constructs that&amp;#039;ll supplement the ranks of revolutionaries.&lt;br /&gt;
* Create a way to teleport from my house in Pradhan to my base.&lt;br /&gt;
* Create fake currency to destabilize the economy of the region.&lt;br /&gt;
* Build a Lyre of Building to help out with making structures. Or destabilizing structures.&lt;br /&gt;
* Rob the rich to finance revolution.&lt;br /&gt;
* Create items for buyers through the thieves guild, making money from this. &lt;br /&gt;
* Eventually create a demiplane for me to run the revolution from.&lt;br /&gt;
* TAKE MY TIME&lt;br /&gt;
&lt;br /&gt;
[[Category:By Any Means Necessary Campaign]]&lt;br /&gt;
[[Category:People]]&lt;/div&gt;</summary>
		<author><name>68.115.32.44</name></author>	</entry>

	<entry>
		<id>http://inembleth.kriona.net/wiki/index.php?title=Zael_Tellor&amp;diff=1967</id>
		<title>Zael Tellor</title>
		<link rel="alternate" type="text/html" href="http://inembleth.kriona.net/wiki/index.php?title=Zael_Tellor&amp;diff=1967"/>
				<updated>2011-07-07T03:40:49Z</updated>
		
		<summary type="html">&lt;p&gt;68.115.32.44: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;Will rewrite later, most of this is now obsolete&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Zael is a character played by [[Will]]. He is a human Cleric, worshiping a god of Heroism and Liberation.&lt;br /&gt;
== Personality ==&lt;br /&gt;
&lt;br /&gt;
Zael understands that sometimes the best option truly is stab someone in the face and Speak with Dead later, but that other times more subtly is required. Despite his faith encouraging courageously charging into battle and letting the Gods of War decide who lives, he understands that in cases where you&amp;#039;re attempting to overthrow an empire that is marauding throughout the continent, blindly charging isn&amp;#039;t always the best option. However, he can only restrain himself so long. He is not a cunning man, and can&amp;#039;t hold back forever. This peculiar understanding that Zael has arose due to seeing the horrors of what the Sa&amp;#039;Enkadian army did to [[Cantur]].&lt;br /&gt;
&lt;br /&gt;
He prides utility, and to that end has learned how to make magical weapons and items to help him in his endeavors.&lt;br /&gt;
&lt;br /&gt;
He&amp;#039;s a charming man, and has learned how to deal with people efficiently from his time delivering weapons to purchasers. When being charming can make the difference between a free meal before the return trip or not, it pays to know a few tricks. &lt;br /&gt;
&lt;br /&gt;
He values a hard work ethic.&lt;br /&gt;
&lt;br /&gt;
== Early life ==&lt;br /&gt;
Zael was born into a family of handimen in the village of [[Kelnon]], along the border of Awn Tellan. His father was a blacksmith who specialized in making tools, and his mother was a handweaver. At the age of 9, he became interested in the work of his father, and started to train under him, learning the fundamentals of the blacksmithing trade. Around this time, the Sa&amp;#039;Enkadian empire launched its war to conquer the continent, and his father thought it prudent to send Zael to a blacksmith who could teach him the way of making weapons. Zael was sent to the city of [[Cantur]], a place well known for its quality weapons.&lt;br /&gt;
&lt;br /&gt;
== Life in Cantur ==&lt;br /&gt;
&lt;br /&gt;
In Cantur, Zael apprenticed under a weaponsmith who taught him how to make weapons and armor. During his third year of apprenticeship, Zael was sent on a routine delivery of crossbows to a neighboring town that had ordered crossbows in case the Sa&amp;#039;Enkadians or bandits attacked, and it was Zael&amp;#039;s job to deliver them. Since there was a good road between the towns, all he took was the cart full of crossbows and a horse to pull the cart. However, halfway between the towns he and his horse were attacked my ravenous wolves. Zael quickly jumped into the cart while watching the wolves tear the horse to shreds. Cursing his master for forgetting to supply crossbow bolts, Zael cowered behind the wooden railing of the cart, hoping beyond hope that a wolf wouldn&amp;#039;t find its way up. And since being eaten alive by ravenous wolves wouldn&amp;#039;t make for a very interesting (or workable) character backstory, as luck would have it, a cleric of the temple at Cantur was out in the area gathering herbs for the temple apothecary. This cleric had with him a machete to cut apart the thick underbrush of the forests near the road, and when he saw the scene unfold before him, he rushed in and slew the wolves. Following this, he healed the horse, and escorted the goods to their destination and back. Along the way, he and Zael talked about the cleric&amp;#039;s god and views. The cleric invited Zael to come see what the order was about, and he accepted this invitation, promising that he&amp;#039;d visit the next time he had free time. Entranced by the ideals of the order, Zael made sure to make regular visits there for the next two years. Following the end of his apprenticeship, Zael joined the order of clerics.&lt;br /&gt;
&lt;br /&gt;
== Life as a Cleric ==&lt;br /&gt;
&lt;br /&gt;
Zael looks back at the day when the wolves attacked as a source of inspiration. He recalls the cowardice he showed by hiding in the cart, and the bravery of the cleric who charged into the pack of wolves. He draws strength from this, vowing to never show such cowardice again. While at the order, Zael started to establish magical powers, and with this, soon started to infuse his creations with magic. Noticing this, the elders of the order appointed him to be in charge of supplying the clerics with whatever sort of weaponry and armor they needed. This was a time of war, and the clerics of this order were often at the frontline of defending the surrounding area. During this time, he also started to branch out with the creation of other items to help the order out, such as a self-sweeping broom, and floating candles. Zael was not without combat prowess himself. He was particularly noted for his ability to channel his convictions through his weapon, causing it a ashen flame to burst from the weapon, smiting his foes. While he was learning the arts of healing, it was discovered that instead of healing those around him when he channeled his deity&amp;#039;s power, he instead hurt and slowed those around him. This was found out when he drained almost all the life energy from the High Cleric of the order.&lt;br /&gt;
&lt;br /&gt;
Recognizing this in Zael, the clerics tasked with teaching how to fight taught him how to avoid hitting his allies, but still hit those he was facing. This had a devastating effect on the bandits that would attack Cantur.&lt;br /&gt;
&lt;br /&gt;
== Sa&amp;#039;Enkadian raid ==&lt;br /&gt;
&lt;br /&gt;
Over the years which Zael lived in Cantur, the town&amp;#039;s reputation of quality arms spread even further, reaching Sa&amp;#039;Enkad. Recognizing the strategic importance of having a good smith for their armies, they decided that Cantur would be their next target in Awn Tellan. The Sa&amp;#039;Enkadian army sent a few thousand men to burn the town and to capture the smiths and all backstock they had. Due to the uncoordinated nature of the area, Cantur only had two day&amp;#039;s notice to prepare for the battle, and despite the best efforts of the order, the town was razed to the ground, destroying the order&amp;#039;s building, as well as all the houses of the town. Only a fourth of the order survived, wisely realizing they could do infinitely more against the Sa&amp;#039;Enkadians alive than if they were dead. Zael was one of these survivors. He realized that despite saving the lives of many Canturians, and killing many Sa&amp;#039;Enkadians, fighting the Sa&amp;#039;Enkadians with head-on force was suicide. &lt;br /&gt;
&lt;br /&gt;
== After the Storm ==&lt;br /&gt;
&lt;br /&gt;
Over the next few months, he wandered Awn Tellan pondering what, if anything, he could do to help his country out. He eventually found himself in a grand library, reading about the falls of great empires in by-gone ages. It was here that he realized the best way to bring about a change would be from within Sa&amp;#039;Enkad. He created a plan for what to do, and set off to Sa&amp;#039;Enkad to learn about the people, and the ways in which he could take down the empire from within.&lt;br /&gt;
&lt;br /&gt;
== Sa&amp;#039;Enkadian travels ==&lt;br /&gt;
&lt;br /&gt;
He ended up in Unnamed Town, and was promptly arrested for tax evasion. Shortly before his jail sentence was up, he was set free by [[Darvin]]. Once free, he gathered up his equipment, and fled with the other escapees to the city of [[Pradhan]] to lay low for a while.&lt;br /&gt;
&lt;br /&gt;
== Viva La Revolucion! ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Insert Revolution Here&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== OOC plans for the revolution ==&lt;br /&gt;
&lt;br /&gt;
* Craft weapons for followers to use. Most likely some basic medium armor, and crossbows. &lt;br /&gt;
* Take Leadership feat to gain a Gnomish Demagogue, and followers. Followers will be usually be level 1 Fighters, trained with Rapid Reload, Weapon Focus (light crossbow), Point Blank Shot. Some will be trained for specific missions.&lt;br /&gt;
* Take Craft Construct to build a workshop of Homunculi that will craft for me, using the rules from Eberron. &lt;br /&gt;
* Take levels in [[Demiurge]].&lt;br /&gt;
* Create golems to make a base out in the desert, as a place where I can plan from. Have golems guard as well.&lt;br /&gt;
* Have many small constructs that&amp;#039;ll supplement the ranks of revolutionaries.&lt;br /&gt;
* Create a way to teleport from my house in Pradhan to my base.&lt;br /&gt;
* Create fake currency to destabilize the economy of the region.&lt;br /&gt;
* Build a Lyre of Building to help out with making structures. Or destabilizing structures.&lt;br /&gt;
* Rob the rich to finance revolution.&lt;br /&gt;
* Create items for buyers through the thieves guild, making money from this. &lt;br /&gt;
&lt;br /&gt;
[[Category:By Any Means Necessary Campaign]]&lt;br /&gt;
[[Category:People]]&lt;/div&gt;</summary>
		<author><name>68.115.32.44</name></author>	</entry>

	<entry>
		<id>http://inembleth.kriona.net/wiki/index.php?title=Zael_Tellor&amp;diff=1966</id>
		<title>Zael Tellor</title>
		<link rel="alternate" type="text/html" href="http://inembleth.kriona.net/wiki/index.php?title=Zael_Tellor&amp;diff=1966"/>
				<updated>2011-07-07T03:38:03Z</updated>
		
		<summary type="html">&lt;p&gt;68.115.32.44: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;Will rewrite later, most of this is now obsolete&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Zael is a character played by [[Will]]. He is a human Cleric, worshiping a god of Heroism and Liberation.&lt;br /&gt;
== Personality ==&lt;br /&gt;
&lt;br /&gt;
Zael understands that sometimes the best option truly is stab someone in the face and Speak with Dead later, but that other times more subtly is required. Despite his faith encouraging courageously charging into battle and letting the Gods of War decide who lives, he understands that in cases where you&amp;#039;re attempting to overthrow an empire that is marauding throughout the continent, blindly charging isn&amp;#039;t always the best option. However, he can only restrain himself so long. He is not a cunning man, and can&amp;#039;t hold back forever. This peculiar understanding that Zael has arose due to seeing the horrors of what the Sa&amp;#039;Enkadian army did to [[Cantur]].&lt;br /&gt;
&lt;br /&gt;
He prides utility, and to that end has learned how to make magical weapons and items to help him in his endeavors.&lt;br /&gt;
&lt;br /&gt;
He&amp;#039;s a charming man, and has learned how to deal with people efficiently from his time delivering weapons to purchasers. When being charming can make the difference between a free meal before the return trip or not, it pays to know a few tricks. &lt;br /&gt;
&lt;br /&gt;
He values a hard work ethic.&lt;br /&gt;
&lt;br /&gt;
== Early life ==&lt;br /&gt;
Zael was born into a family of handimen in the village of [[Kelnon]], along the border of Awn Tellan. His father was a blacksmith who specialized in making tools, and his mother was a handweaver. At the age of 9, he became interested in the work of his father, and started to train under him, learning the fundamentals of the blacksmithing trade. Around this time, the Sa&amp;#039;Enkadian empire launched its war to conquer the continent, and his father thought it prudent to send Zael to a blacksmith who could teach him the way of making weapons. Zael was sent to the city of [[Cantur]], a place well known for its quality weapons.&lt;br /&gt;
&lt;br /&gt;
== Life in Cantur ==&lt;br /&gt;
&lt;br /&gt;
In Cantur, Zael apprenticed under a weaponsmith who taught him how to make weapons and armor. During his third year of apprenticeship, Zael was sent on a routine delivery of crossbows to a neighboring town that had ordered crossbows in case the Sa&amp;#039;Enkadians or bandits attacked, and it was Zael&amp;#039;s job to deliver them. Since there was a good road between the towns, all he took was the cart full of crossbows and a horse to pull the cart. However, halfway between the towns he and his horse were attacked my ravenous wolves. Zael quickly jumped into the cart while watching the wolves tear the horse to shreds. Cursing his master for forgetting to supply crossbow bolts, Zael cowered behind the wooden railing of the cart, hoping beyond hope that a wolf wouldn&amp;#039;t find its way up. And since being eaten alive by ravenous wolves wouldn&amp;#039;t make for a very interesting (or workable) character backstory, as luck would have it, a cleric of the temple at Cantur was out in the area gathering herbs for the temple apothecary. This cleric had with him a machete to cut apart the thick underbrush of the forests near the road, and when he saw the scene unfold before him, he rushed in and slew the wolves. Following this, he healed the horse, and escorted the goods to their destination and back. Along the way, he and Zael talked about the cleric&amp;#039;s god and views. The cleric invited Zael to come see what the order was about, and he accepted this invitation, promising that he&amp;#039;d visit the next time he had free time. Entranced by the ideals of the order, Zael made sure to make regular visits there for the next two years. Following the end of his apprenticeship, Zael joined the order of clerics.&lt;br /&gt;
&lt;br /&gt;
== Life as a Cleric ==&lt;br /&gt;
&lt;br /&gt;
Zael looks back at the day when the wolves attacked as a source of inspiration. He recalls the cowardice he showed by hiding in the cart, and the bravery of the cleric who charged into the pack of wolves. He draws strength from this, vowing to never show such cowardice again. While at the order, Zael started to establish magical powers, and with this, soon started to infuse his creations with magic. Noticing this, the elders of the order appointed him to be in charge of supplying the clerics with whatever sort of weaponry and armor they needed. This was a time of war, and the clerics of this order were often at the frontline of defending the surrounding area. During this time, he also started to branch out with the creation of other items to help the order out, such as a self-sweeping broom, and floating candles. Zael was not without combat prowess himself. He was particularly noted for his ability to channel his convictions through his weapon, causing it a ashen flame to burst from the weapon, smiting his foes. While he was learning the arts of healing, it was discovered that instead of healing those around him when he channeled his deity&amp;#039;s power, he instead hurt and slowed those around him. This was found out when he drained almost all the life energy from the High Cleric of the order.&lt;br /&gt;
&lt;br /&gt;
Recognizing this in Zael, the clerics tasked with teaching how to fight taught him how to avoid hitting his allies, but still hit those he was facing. This had a devastating effect on the bandits that would attack Cantur.&lt;br /&gt;
&lt;br /&gt;
== Sa&amp;#039;Enkadian raid ==&lt;br /&gt;
&lt;br /&gt;
Over the years which Zael lived in Cantur, the town&amp;#039;s reputation of quality arms spread even further, reaching Sa&amp;#039;Enkad. Recognizing the strategic importance of having a good smith for their armies, they decided that Cantur would be their next target in Awn Tellan. The Sa&amp;#039;Enkadian army sent a few thousand men to burn the town and to capture the smiths and all backstock they had. Due to the uncoordinated nature of the area, Cantur only had two day&amp;#039;s notice to prepare for the battle, and despite the best efforts of the order, the town was razed to the ground, destroying the order&amp;#039;s building, as well as all the houses of the town. Only a fourth of the order survived, wisely realizing they could do infinitely more against the Sa&amp;#039;Enkadians alive than if they were dead. Zael was one of these survivors. He realized that despite saving the lives of many Canturians, and killing many Sa&amp;#039;Enkadians, fighting the Sa&amp;#039;Enkadians with head-on force was suicide. &lt;br /&gt;
&lt;br /&gt;
== After the Storm ==&lt;br /&gt;
&lt;br /&gt;
Over the next few months, he wandered Awn Tellan pondering what, if anything, he could do to help his country out. He eventually found himself in a grand library, reading about the falls of great empires in by-gone ages. It was here that he realized the best way to bring about a change would be from within Sa&amp;#039;Enkad. He created a plan for what to do, and set off to Sa&amp;#039;Enkad to learn about the people, and the ways in which he could take down the empire from within.&lt;br /&gt;
&lt;br /&gt;
== Sa&amp;#039;Enkadian travels ==&lt;br /&gt;
&lt;br /&gt;
He ended up in Unnamed Town, and was promptly arrested for tax evasion. Shortly before his jail sentence was up, he was set free by [[Darvin]]. Once free, he gathered up his equipment, and fled with the other escapees to the city of [[Pradhan]] to lay low for a while.&lt;br /&gt;
&lt;br /&gt;
== Viva La Revolucion! ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Insert Revolution Here&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== OOC plans for the revolution ==&lt;br /&gt;
&lt;br /&gt;
* Craft weapons for followers to use. Most likely some basic medium armor, and crossbows. &lt;br /&gt;
* Take Leadership feat to gain a Gnomish Demagogue, and followers. Followers will be usually be level 1 Fighters, trained with Rapid Reload, Weapon Focus (light crossbow), Point Blank Shot. Some will be trained for specific missions.&lt;br /&gt;
* Take Craft Construct to build a workshop of Homunculi that will craft for me, using the rules from Eberron. &lt;br /&gt;
* Take levels in [[Demiurge]].&lt;br /&gt;
* Create golems to make a base out in the desert, as a place where I can plan from. Have golems guard as well.&lt;br /&gt;
* Have many small constructs that&amp;#039;ll supplement the ranks of revolutionaries.&lt;br /&gt;
* Create a way to teleport from my house in Pradhan to my base.&lt;br /&gt;
* Create fake currency to destabilize the economy of the region.&lt;br /&gt;
&lt;br /&gt;
[[Category:By Any Means Necessary Campaign]]&lt;br /&gt;
[[Category:People]]&lt;/div&gt;</summary>
		<author><name>68.115.32.44</name></author>	</entry>

	<entry>
		<id>http://inembleth.kriona.net/wiki/index.php?title=Zael_Tellor&amp;diff=1965</id>
		<title>Zael Tellor</title>
		<link rel="alternate" type="text/html" href="http://inembleth.kriona.net/wiki/index.php?title=Zael_Tellor&amp;diff=1965"/>
				<updated>2011-07-07T03:33:08Z</updated>
		
		<summary type="html">&lt;p&gt;68.115.32.44: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;Will rewrite later, most of this is now obsolete&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Zael is a character played by [[Will]]. He is a human Cleric, worshiping a god of Heroism and Liberation.&lt;br /&gt;
== Personality ==&lt;br /&gt;
&lt;br /&gt;
Zael understands that sometimes the best option truly is stab someone in the face and Speak with Dead later, but that other times more subtly is required. Despite his faith encouraging courageously charging into battle and letting the Gods of War decide who lives, he understands that in cases where you&amp;#039;re attempting to overthrow an empire that is marauding throughout the continent, blindly charging isn&amp;#039;t always the best option. However, he can only restrain himself so long. He is not a cunning man, and can&amp;#039;t hold back forever. This peculiar understanding that Zael has arose due to seeing the horrors of what the Sa&amp;#039;Enkadian army did to [[Cantur]].&lt;br /&gt;
&lt;br /&gt;
He prides utility, and to that end has learned how to make magical weapons and items to help him in his endeavors.&lt;br /&gt;
&lt;br /&gt;
He&amp;#039;s a charming man, and has learned how to deal with people efficiently from his time delivering weapons to purchasers. When being charming can make the difference between a free meal before the return trip or not, it pays to know a few tricks. &lt;br /&gt;
&lt;br /&gt;
He values a hard work ethic.&lt;br /&gt;
&lt;br /&gt;
== Early life ==&lt;br /&gt;
Zael was born into a family of handimen in the village of [[Kelnon]], along the border of Awn Tellan. His father was a blacksmith who specialized in making tools, and his mother was a handweaver. At the age of 9, he became interested in the work of his father, and started to train under him, learning the fundamentals of the blacksmithing trade. Around this time, the Sa&amp;#039;Enkadian empire launched its war to conquer the continent, and his father thought it prudent to send Zael to a blacksmith who could teach him the way of making weapons. Zael was sent to the city of [[Cantur]], a place well known for its quality weapons.&lt;br /&gt;
&lt;br /&gt;
== Life in Cantur ==&lt;br /&gt;
&lt;br /&gt;
In Cantur, Zael apprenticed under a weaponsmith who taught him how to make weapons and armor. During his third year of apprenticeship, Zael was sent on a routine delivery of crossbows to a neighboring town that had ordered crossbows in case the Sa&amp;#039;Enkadians or bandits attacked, and it was Zael&amp;#039;s job to deliver them. Since there was a good road between the towns, all he took was the cart full of crossbows and a horse to pull the cart. However, halfway between the towns he and his horse were attacked my ravenous wolves. Zael quickly jumped into the cart while watching the wolves tear the horse to shreds. Cursing his master for forgetting to supply crossbow bolts, Zael cowered behind the wooden railing of the cart, hoping beyond hope that a wolf wouldn&amp;#039;t find its way up. And since being eaten alive by ravenous wolves wouldn&amp;#039;t make for a very interesting (or workable) character backstory, as luck would have it, a cleric of the temple at Cantur was out in the area gathering herbs for the temple apothecary. This cleric had with him a machete to cut apart the thick underbrush of the forests near the road, and when he saw the scene unfold before him, he rushed in and slew the wolves. Following this, he healed the horse, and escorted the goods to their destination and back. Along the way, he and Zael talked about the cleric&amp;#039;s god and views. The cleric invited Zael to come see what the order was about, and he accepted this invitation, promising that he&amp;#039;d visit the next time he had free time. Entranced by the ideals of the order, Zael made sure to make regular visits there for the next two years. Following the end of his apprenticeship, Zael joined the order of clerics.&lt;br /&gt;
&lt;br /&gt;
== Life as a Cleric ==&lt;br /&gt;
&lt;br /&gt;
Zael looks back at the day when the wolves attacked as a source of inspiration. He recalls the cowardice he showed by hiding in the cart, and the bravery of the cleric who charged into the pack of wolves. He draws strength from this, vowing to never show such cowardice again. While at the order, Zael started to establish magical powers, and with this, soon started to infuse his creations with magic. Noticing this, the elders of the order appointed him to be in charge of supplying the clerics with whatever sort of weaponry and armor they needed. This was a time of war, and the clerics of this order were often at the frontline of defending the surrounding area. During this time, he also started to branch out with the creation of other items to help the order out, such as a self-sweeping broom, and floating candles. Zael was not without combat prowess himself. He was particularly noted for his ability to channel his convictions through his weapon, causing it a ashen flame to burst from the weapon, smiting his foes. While he was learning the arts of healing, it was discovered that instead of healing those around him when he channeled his deity&amp;#039;s power, he instead hurt and slowed those around him. This was found out when he drained almost all the life energy from the High Cleric of the order.&lt;br /&gt;
&lt;br /&gt;
Recognizing this in Zael, the clerics tasked with teaching how to fight taught him how to avoid hitting his allies, but still hit those he was facing. This had a devastating effect on the bandits that would attack Cantur.&lt;br /&gt;
&lt;br /&gt;
== Sa&amp;#039;Enkadian raid ==&lt;br /&gt;
&lt;br /&gt;
Over the years which Zael lived in Cantur, the town&amp;#039;s reputation of quality arms spread even further, reaching Sa&amp;#039;Enkad. Recognizing the strategic importance of having a good smith for their armies, they decided that Cantur would be their next target in Awn Tellan. The Sa&amp;#039;Enkadian army sent a few thousand men to burn the town and to capture the smiths and all backstock they had. Due to the uncoordinated nature of the area, Cantur only had two day&amp;#039;s notice to prepare for the battle, and despite the best efforts of the order, the town was razed to the ground, destroying the order&amp;#039;s building, as well as all the houses of the town. Only a fourth of the order survived, wisely realizing they could do infinitely more against the Sa&amp;#039;Enkadians alive than if they were dead. Zael was one of these survivors. He realized that despite saving the lives of many Canturians, and killing many Sa&amp;#039;Enkadians, fighting the Sa&amp;#039;Enkadians with head-on force was suicide. &lt;br /&gt;
&lt;br /&gt;
== After the Storm ==&lt;br /&gt;
&lt;br /&gt;
Over the next few months, he wandered Awn Tellan pondering what, if anything, he could do to help his country out. He eventually found himself in a grand library, reading about the falls of great empires in by-gone ages. It was here that he realized the best way to bring about a change would be from within Sa&amp;#039;Enkad. He created a plan for what to do, and set off to Sa&amp;#039;Enkad to learn about the people, and the ways in which he could take down the empire from within.&lt;br /&gt;
&lt;br /&gt;
== Sa&amp;#039;Enkadian travels ==&lt;br /&gt;
&lt;br /&gt;
He ended up in Unnamed Town, and was promptly arrested for tax evasion. Shortly before his jail sentence was up, he was set free by [[Darvin]]. Once free, he gathered up his equipment, and fled with the other escapees to the city of [[Pradhan]] to lay low for a while.&lt;br /&gt;
&lt;br /&gt;
== Viva La Revolucion! ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Insert Revolution Here&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:By Any Means Necessary Campaign]]&lt;br /&gt;
[[Category:People]]&lt;/div&gt;</summary>
		<author><name>68.115.32.44</name></author>	</entry>

	<entry>
		<id>http://inembleth.kriona.net/wiki/index.php?title=Zael_Tellor&amp;diff=1964</id>
		<title>Zael Tellor</title>
		<link rel="alternate" type="text/html" href="http://inembleth.kriona.net/wiki/index.php?title=Zael_Tellor&amp;diff=1964"/>
				<updated>2011-07-07T03:26:19Z</updated>
		
		<summary type="html">&lt;p&gt;68.115.32.44: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;Will rewrite later, most of this is now obsolete&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Zael is a character played by [[Will]]. He is a human Cleric, worshiping a god of Heroism and Liberation.&lt;br /&gt;
== Personality ==&lt;br /&gt;
&lt;br /&gt;
Zael understands that sometimes the best option truly is stab someone in the face and Speak with Dead later, but that other times more subtly is required. Despite his faith encouraging courageously charging into battle and letting the Gods of War decide who lives, he understands that in cases where you&amp;#039;re attempting to overthrow an empire that is marauding throughout the continent, blindly charging isn&amp;#039;t always the best option. However, he can only restrain himself so long. He is not a cunning man, and can&amp;#039;t hold back forever. This peculiar understanding that Zael has arose due to seeing the horrors of what the Sa&amp;#039;Enkadian army did to [[Cantur]].&lt;br /&gt;
&lt;br /&gt;
He prides utility, and to that end has learned how to make magical weapons and items to help him in his endeavors.&lt;br /&gt;
&lt;br /&gt;
He&amp;#039;s a charming man, and has learned how to deal with people efficiently from his time delivering weapons to purchasers. When being charming can make the difference between a free meal before the return trip or not, it pays to know a few tricks. &lt;br /&gt;
&lt;br /&gt;
He values a hard work ethic.&lt;br /&gt;
&lt;br /&gt;
== Early life ==&lt;br /&gt;
Zael was born into a family of handimen in the village of [[Kelnon]], along the border of Awn Tellan. His father was a blacksmith who specialized in making tools, and his mother was a handweaver. At the age of 9, he became interested in the work of his father, and started to train under him, learning the fundamentals of the blacksmithing trade. Around this time, the Sa&amp;#039;Enkadian empire launched its war to conquer the continent, and his father thought it prudent to send Zael to a blacksmith who could teach him the way of making weapons. Zael was sent to the city of [[Cantur]], a place well known for its quality weapons.&lt;br /&gt;
&lt;br /&gt;
== Life in Cantur ==&lt;br /&gt;
&lt;br /&gt;
In Cantur, Zael apprenticed under a weaponsmith who taught him how to make weapons and armor. During his third year of apprenticeship, Zael was sent on a routine delivery of crossbows to a neighboring town that had ordered crossbows in case the Sa&amp;#039;Enkadians or bandits attacked, and it was Zael&amp;#039;s job to deliver them. Since there was a good road between the towns, all he took was the cart full of crossbows and a horse to pull the cart. However, halfway between the towns he and his horse were attacked my ravenous wolves. Zael quickly jumped into the cart while watching the wolves tear the horse to shreds. Cursing his master for forgetting to supply crossbow bolts, Zael cowered behind the wooden railing of the cart, hoping beyond hope that a wolf wouldn&amp;#039;t find its way up. And since being eaten alive by ravenous wolves wouldn&amp;#039;t make for a very interesting (or workable) character backstory, as luck would have it, a cleric of the temple at Cantur was out in the area gathering herbs for the temple apothecary. This cleric had with him a machete to cut apart the thick underbrush of the forests near the road, and when he saw the scene unfold before him, he rushed in and slew the wolves. Following this, he healed the horse, and escorted the goods to their destination and back. Along the way, he and Zael talked about the cleric&amp;#039;s god and views. The cleric invited Zael to come see what the order was about, and he accepted this invitation, promising that he&amp;#039;d visit the next time he had free time. Entranced by the ideals of the order, Zael made sure to make regular visits there for the next two years. Following the end of his apprenticeship, Zael joined the order of clerics.&lt;br /&gt;
&lt;br /&gt;
== Life as a Cleric ==&lt;br /&gt;
&lt;br /&gt;
Zael looks back at the day when the wolves attacked as a source of inspiration. He recalls the cowardice he showed by hiding in the cart, and the bravery of the cleric who charged into the pack of wolves. He draws strength from this, vowing to never show such cowardice again. While at the order, Zael started to establish magical powers, and with this, soon started to infuse his creations with magic. Noticing this, the elders of the order appointed him to be in charge of supplying the clerics with whatever sort of weaponry and armor they needed. This was a time of war, and the clerics of this order were often at the frontline of defending the surrounding area. During this time, he also started to branch out with the creation of other items to help the order out, such as a self-sweeping broom, and floating candles. Zael was not without combat prowess himself. He was particularly noted for his ability to channel his convictions through his weapon, causing it a ashen flame to burst from the weapon, smiting his foes. While he was learning the arts of healing, it was discovered that instead of healing those around him when he channeled his deity&amp;#039;s power, he instead hurt and slowed those around him. This was found out when he drained almost all the life energy from the High Cleric of the order.&lt;br /&gt;
&lt;br /&gt;
Recognizing this in Zael, the clerics tasked with teaching how to fight taught him how to avoid hitting his allies, but still hit those he was facing. This had a devastating effect on the bandits that would attack Cantur.&lt;br /&gt;
&lt;br /&gt;
== Sa&amp;#039;Enkadian raid ==&lt;br /&gt;
&lt;br /&gt;
Over the years which Zael lived in Cantur, the town&amp;#039;s reputation of quality arms spread even further, reaching Sa&amp;#039;Enkad. Recognizing the strategic importance of having a good smith for their armies, they decided that Cantur would be their next target in Awn Tellan. The Sa&amp;#039;Enkadian army sent a few thousand men to burn the town and to capture the smiths and all backstock they had. Due to the uncoordinated nature of the area, Cantur only had two day&amp;#039;s notice to prepare for the battle, and despite the best efforts of the order, the town was razed to the ground, destroying the order&amp;#039;s building, as well as all the houses of the town. Only a fourth of the order survived, wisely realizing they could do infinitely more against the Sa&amp;#039;Enkadians alive than if they were dead. Zael was one of these survivors. He realized that despite saving the lives of many Canturians, and killing many Sa&amp;#039;Enkadians, fighting the Sa&amp;#039;Enkadians with head-on force was suicide. Over the next few months, he wandered Awn Tellan pondering what, if anything, he could do to help his country out. He eventually found himself in a grand library, reading about the falls of great empires in by-gone ages.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
It was following the Sa&amp;#039;Enkadian raid that Zael decided to set out on his own to Sa&amp;#039;Enkad, to learn what he could of the place and it&amp;#039;s people, and to see if he could affect change there.&lt;br /&gt;
&lt;br /&gt;
== Sa&amp;#039;Enkadian travels ==&lt;br /&gt;
&lt;br /&gt;
He ended up in Unnamed Town, and was promptly arrested for tax evasion. Shortly before his jail sentence was up, he was set free by [[Darvin]]. Once free, he gathered up his equipment, and fled with the other escapees to the city of [[Pradhan]] to lay low for a while.&lt;br /&gt;
&lt;br /&gt;
== Viva La Revolucion! ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Insert Revolution Here&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:By Any Means Necessary Campaign]]&lt;br /&gt;
[[Category:People]]&lt;/div&gt;</summary>
		<author><name>68.115.32.44</name></author>	</entry>

	<entry>
		<id>http://inembleth.kriona.net/wiki/index.php?title=Zael_Tellor&amp;diff=1963</id>
		<title>Zael Tellor</title>
		<link rel="alternate" type="text/html" href="http://inembleth.kriona.net/wiki/index.php?title=Zael_Tellor&amp;diff=1963"/>
				<updated>2011-07-07T02:49:54Z</updated>
		
		<summary type="html">&lt;p&gt;68.115.32.44: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;Will rewrite later, most of this is now obsolete&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Zael is a character played by [[Will]]. He is a human Cleric, worshiping a god of Heroism and Liberation.&lt;br /&gt;
== Personality ==&lt;br /&gt;
&lt;br /&gt;
Zael understands that sometimes the best option truly is stab someone in the face and Speak with Dead later, but that other times more subtly is required. Despite his faith encouraging courageously charging into battle and letting the Gods of War decide who lives, he understands that in cases where you&amp;#039;re attempting to overthrow an empire that is marauding throughout the continent, blindly charging isn&amp;#039;t always the best option. However, he can only restrain himself so long. He is not a cunning man, and can&amp;#039;t hold back forever. This peculiar understanding that Zael has arose due to seeing the horrors of what the Sa&amp;#039;Enkadian army did to [[Cantur]].&lt;br /&gt;
&lt;br /&gt;
He prides utility, and to that end has learned how to make magical weapons and items to help him in his endeavors.&lt;br /&gt;
&lt;br /&gt;
He&amp;#039;s a charming man, and has learned how to deal with people efficiently from his time delivering weapons to purchasers. When being charming can make the difference between a free meal before the return trip or not, it pays to know a few tricks. &lt;br /&gt;
&lt;br /&gt;
He values a hard work ethic.&lt;br /&gt;
&lt;br /&gt;
== Early life ==&lt;br /&gt;
Zael was born into a family of handimen in the village of [[Kelnon]], along the border of Awn Tellan. His father was a blacksmith who specialized in making tools, and his mother was a handweaver. At the age of 9, he became interested in the work of his father, and started to train under him, learning the fundamentals of the blacksmithing trade. Around this time, the Sa&amp;#039;Enkadian empire launched its war to conquer the continent, and his father thought it prudent to send Zael to a blacksmith who could teach him the way of making weapons. Zael was sent to the city of [[Cantur]], a place well known for its quality weapons.&lt;br /&gt;
&lt;br /&gt;
== Life in Cantur ==&lt;br /&gt;
&lt;br /&gt;
In Cantur, Zael apprenticed under a weaponsmith who taught him how to make weapons and armor. During his third year of apprenticeship, Zael was sent on a routine delivery of crossbows to a neighboring town that had ordered crossbows in case the Sa&amp;#039;Enkadians or bandits attacked, and it was Zael&amp;#039;s job to deliver them. Since there was a good road between the towns, all he took was the cart full of crossbows and a horse to pull the cart. However, halfway between the towns he and his horse were attacked my ravenous wolves. Zael quickly jumped into the cart while watching the wolves tear the horse to shreds. Cursing his master for forgetting to supply crossbow bolts, Zael cowered behind the wooden railing of the cart, hoping beyond hope that a wolf wouldn&amp;#039;t find its way up. And since being eaten alive by ravenous wolves wouldn&amp;#039;t make for a very interesting (or workable) character backstory, as luck would have it, a cleric of the temple at Cantur was out in the area gathering herbs for the temple apothecary. This cleric had with him a machete to cut apart the thick underbrush of the forests near the road, and when he saw the scene unfold before him, he rushed in and slew the wolves. Following this, he healed the horse, and escorted the goods to their destination and back. Along the way, he and Zael talked about the cleric&amp;#039;s god and views. The cleric invited Zael to come see what the order was about, and he accepted this invitation, promising that he&amp;#039;d visit the next time he had free time. Entranced by the ideals of the order, Zael made sure to make regular visits there for the next two years. Following the end of his apprenticeship, Zael joined the order of clerics.&lt;br /&gt;
&lt;br /&gt;
== Life as a Cleric ==&lt;br /&gt;
&lt;br /&gt;
Zael looks back at the day when the wolves attacked as a source of inspiration. He recalls the cowardice he showed by hiding in the cart, and the bravery of the cleric who charged into the pack of wolves. He draws strength from this, vowing to never show such cowardice again. While at the order, Zael started to establish magical powers, and with this, soon started to infuse his creations with magic. Noticing this, the elders of the order appointed him to be in charge of supplying the clerics with whatever sort of weaponry and armor they needed. This was a time of war, and the clerics of this order were often at the frontline of defending the surrounding area. During this time, he also started to branch out with the creation of other items to help the order out, such as a self-sweeping broom, and floating candles. Zael was not without combat prowess himself. He was particularly noted for his ability to channel his convictions through his weapon, causing it a ashen flame to burst from the weapon, smiting his foes. While he was learning the arts of healing, it was discovered that instead of healing those around him when he channeled his deity&amp;#039;s power, he instead hurt and slowed those around him. This was found out when he drained almost all the life energy from the High Cleric of the order.&lt;br /&gt;
&lt;br /&gt;
Recognizing this in Zael, the clerics tasked with teaching how to fight taught him how to avoid hitting his allies, but still hit those he was facing. This had a devastating effect on the bandits that would attack Cantur.&lt;br /&gt;
&lt;br /&gt;
== Sa&amp;#039;Enkadian raid ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
It was following the Sa&amp;#039;Enkadian raid that Zael decided to set out on his own to Sa&amp;#039;Enkad, to learn what he could of the place and it&amp;#039;s people, and to see if he could affect change there.&lt;br /&gt;
&lt;br /&gt;
== Sa&amp;#039;Enkadian travels ==&lt;br /&gt;
&lt;br /&gt;
He ended up in Unnamed Town, and was promptly arrested for tax evasion. Shortly before his jail sentence was up, he was set free by [[Darvin]]. Once free, he gathered up his equipment, and fled with the other escapees to the city of [[Pradhan]] to lay low for a while.&lt;br /&gt;
&lt;br /&gt;
== Viva La Revolucion! ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Insert Revolution Here&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:By Any Means Necessary Campaign]]&lt;br /&gt;
[[Category:People]]&lt;/div&gt;</summary>
		<author><name>68.115.32.44</name></author>	</entry>

	<entry>
		<id>http://inembleth.kriona.net/wiki/index.php?title=Zael_Tellor&amp;diff=1962</id>
		<title>Zael Tellor</title>
		<link rel="alternate" type="text/html" href="http://inembleth.kriona.net/wiki/index.php?title=Zael_Tellor&amp;diff=1962"/>
				<updated>2011-07-07T02:36:38Z</updated>
		
		<summary type="html">&lt;p&gt;68.115.32.44: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;Will rewrite later, most of this is now obsolete&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Zael is a character played by [[Will]]. He is a human Cleric, worshiping a god of Heroism and Liberation.&lt;br /&gt;
== Personality ==&lt;br /&gt;
&lt;br /&gt;
Zael understands that sometimes the best option truly is stab someone in the face and Speak with Dead later, but that other times more subtly is required. Despite his faith encouraging courageously charging into battle and letting the Gods of War decide who lives, he understands that in cases where you&amp;#039;re attempting to overthrow an empire that is marauding throughout the continent, blindly charging isn&amp;#039;t always the best option. However, he can only restrain himself so long. He is not a cunning man, and can&amp;#039;t hold back forever. This peculiar understanding that Zael has arose due to seeing the horrors of what the Sa&amp;#039;Enkadian army did to [[Cantur]].&lt;br /&gt;
&lt;br /&gt;
He prides utility, and to that end has learned how to make magical weapons and items to help him in his endeavors.&lt;br /&gt;
&lt;br /&gt;
He&amp;#039;s a charming man, and has learned how to deal with people efficiently from his time delivering weapons to purchasers. When being charming can make the difference between a free meal before the return trip or not, it pays to know a few tricks. &lt;br /&gt;
&lt;br /&gt;
He values a hard work ethic.&lt;br /&gt;
&lt;br /&gt;
== Early life ==&lt;br /&gt;
Zael was born into a family of handimen in the village of [[Kelnon]], along the border of Awn Tellan. His father was a blacksmith who specialized in making tools, and his mother was a handweaver. At the age of 9, he became interested in the work of his father, and started to train under him, learning the fundamentals of the blacksmithing trade. Around this time, the Sa&amp;#039;Enkadian empire launched its war to conquer the continent, and his father thought it prudent to send Zael to a blacksmith who could teach him the way of making weapons. Zael was sent to the city of [[Cantur]], a place well known for its quality weapons.&lt;br /&gt;
&lt;br /&gt;
== Life in Cantur ==&lt;br /&gt;
&lt;br /&gt;
In Cantur, Zael apprenticed under a weaponsmith who taught him how to make weapons and armor. During his third year of apprenticeship, Zael was sent on a routine delivery of crossbows to a neighboring town that had ordered crossbows in case the Sa&amp;#039;Enkadians or bandits attacked, and it was Zael&amp;#039;s job to deliver them. Since there was a good road between the towns, all he took was the cart full of crossbows and a horse to pull the cart. However, halfway between the towns he and his horse were attacked my ravenous wolves. Zael quickly jumped into the cart while watching the wolves tear the horse to shreds. Cursing his master for forgetting to supply crossbow bolts, Zael cowered behind the wooden railing of the cart, hoping beyond hope that a wolf wouldn&amp;#039;t find its way up. And since being eaten alive by ravenous wolves wouldn&amp;#039;t make for a very interesting (or workable) character backstory, as luck would have it, a cleric of the temple at Cantur was out in the area gathering herbs for the temple apothecary. This cleric had with him a machete to cut apart the thick underbrush of the forests near the road, and when he saw the scene unfold before him, he rushed in and slew the wolves. Following this, he healed the horse, and escorted the goods to their destination and back. Along the way, he and Zael talked about the cleric&amp;#039;s god and views. The cleric invited Zael to come see what the order was about, and he accepted this invitation, promising that he&amp;#039;d visit the next time he had free time. Entranced by the ideals of the order, Zael made sure to make regular visits there for the next two years. Following the end of his apprenticeship, Zael joined the order of clerics.&lt;br /&gt;
&lt;br /&gt;
== Life as a Cleric ==&lt;br /&gt;
&lt;br /&gt;
Zael looks back at the day when the wolves attacked as a source of inspiration. He recalls the cowardice he showed by hiding in the cart, and the bravery of the cleric who charged into the pack of wolves. He draws strength from this, vowing to never show such cowardice again. While at the order, Zael started to establish magical powers, and with this, soon started to infuse his creations with magic. Noticing this, the elders of the order appointed him to be in charge of supplying the clerics with whatever sort of weaponry and armor they needed. This was a time of war, and the clerics of this order were often at the frontline of defending the surrounding area.&lt;br /&gt;
&lt;br /&gt;
== Sa&amp;#039;Enkadian raid ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
It was following the Sa&amp;#039;Enkadian raid that Zael decided to set out on his own to Sa&amp;#039;Enkad, to learn what he could of the place and it&amp;#039;s people, and to see if he could affect change there.&lt;br /&gt;
&lt;br /&gt;
== Sa&amp;#039;Enkadian travels ==&lt;br /&gt;
&lt;br /&gt;
He ended up in Unnamed Town, and was promptly arrested for tax evasion. Shortly before his jail sentence was up, he was set free by [[Darvin]]. Once free, he gathered up his equipment, and fled with the other escapees to the city of [[Pradhan]] to lay low for a while.&lt;br /&gt;
&lt;br /&gt;
== Viva La Revolucion! ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Insert Revolution Here&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:By Any Means Necessary Campaign]]&lt;br /&gt;
[[Category:People]]&lt;/div&gt;</summary>
		<author><name>68.115.32.44</name></author>	</entry>

	<entry>
		<id>http://inembleth.kriona.net/wiki/index.php?title=Zael_Tellor&amp;diff=1961</id>
		<title>Zael Tellor</title>
		<link rel="alternate" type="text/html" href="http://inembleth.kriona.net/wiki/index.php?title=Zael_Tellor&amp;diff=1961"/>
				<updated>2011-07-07T02:25:23Z</updated>
		
		<summary type="html">&lt;p&gt;68.115.32.44: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;Will rewrite later, most of this is now obsolete&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Zael is a character played by [[Will]]. He is a human Cleric, worshiping a god of Heroism and Liberation.&lt;br /&gt;
== Personality ==&lt;br /&gt;
&lt;br /&gt;
Zael understands that sometimes the best option truly is stab someone in the face and Speak with Dead later, but that other times more subtly is required. Despite his faith encouraging courageously charging into battle and letting the Gods of War decide who lives, he understands that in cases where you&amp;#039;re attempting to overthrow an empire that is marauding throughout the continent, blindly charging isn&amp;#039;t always the best option. However, he can only restrain himself so long. He is not a cunning man, and can&amp;#039;t hold back forever. This peculiar understanding that Zael has arose due to seeing the horrors of what the Sa&amp;#039;Enkadian army did to [[Cantur]].&lt;br /&gt;
&lt;br /&gt;
He prides utility, and to that end has learned how to make magical weapons and items to help him in his endeavors.&lt;br /&gt;
&lt;br /&gt;
He&amp;#039;s a charming man, and has learned how to deal with people efficiently from his time delivering weapons to purchasers. When being charming can make the difference between a free meal before the return trip or not, it pays to know a few tricks. &lt;br /&gt;
&lt;br /&gt;
He values a hard work ethic.&lt;br /&gt;
&lt;br /&gt;
== Early life ==&lt;br /&gt;
Zael was born into a family of handimen in the village of [[Kelnon]], along the border of Awn Tellan. His father was a blacksmith who specialized in making tools, and his mother was a handweaver. At the age of 9, he became interested in the work of his father, and started to train under him, learning the fundamentals of the blacksmithing trade. Around this time, the Sa&amp;#039;Enkadian empire launched its war to conquer the continent, and his father thought it prudent to send Zael to a blacksmith who could teach him the way of making weapons. Zael was sent to the city of [[Cantur]], a place well known for its quality weapons.&lt;br /&gt;
&lt;br /&gt;
== Life in Cantur ==&lt;br /&gt;
&lt;br /&gt;
In Cantur, Zael apprenticed under a weaponsmith who taught him how to make weapons and armor. During his third year of apprenticeship, Zael was sent on a routine delivery of crossbows to a neighboring town that had ordered crossbows in case the Sa&amp;#039;Enkadians or bandits attacked, and it was Zael&amp;#039;s job to deliver them. Since there was a good road between the towns, all he took was the cart full of crossbows and a horse to pull the cart. However, halfway between the towns he and his horse were attacked my ravenous wolves. Zael quickly jumped into the cart while watching the wolves tear the horse to shreds. Cursing his master for forgetting to supply crossbow bolts, Zael cowered behind the wooden railing of the cart, hoping beyond hope that a wolf wouldn&amp;#039;t find its way up. And since being eaten alive by ravenous wolves wouldn&amp;#039;t make for a very interesting (or workable) character backstory, as luck would have it, a cleric of the temple at Cantur was out in the area gathering herbs for the temple apothecary. This cleric had with him a machete to cut apart the thick underbrush of the forests near the road, and when he saw the scene unfold before him, he rushed in and slew the wolves. Following this, he healed the horse, and escorted the goods to their destination and back. Along the way, he and Zael talked about the cleric&amp;#039;s god and views. The cleric invited Zael to come see what the order was about, and he accepted this invitation, promising that he&amp;#039;d visit the next time he had free time.&lt;br /&gt;
&lt;br /&gt;
== Life as a Cleric ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Sa&amp;#039;Enkadian raid ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
It was following the Sa&amp;#039;Enkadian raid that Zael decided to set out on his own to Sa&amp;#039;Enkad, to learn what he could of the place and it&amp;#039;s people, and to see if he could affect change there.&lt;br /&gt;
&lt;br /&gt;
== Sa&amp;#039;Enkadian travels ==&lt;br /&gt;
&lt;br /&gt;
He ended up in Unnamed Town, and was promptly arrested for tax evasion. Shortly before his jail sentence was up, he was set free by [[Darvin]]. Once free, he gathered up his equipment, and fled with the other escapees to the city of [[Pradhan]] to lay low for a while.&lt;br /&gt;
&lt;br /&gt;
== Viva La Revolucion! ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Insert Revolution Here&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:By Any Means Necessary Campaign]]&lt;br /&gt;
[[Category:People]]&lt;/div&gt;</summary>
		<author><name>68.115.32.44</name></author>	</entry>

	<entry>
		<id>http://inembleth.kriona.net/wiki/index.php?title=Zael_Tellor&amp;diff=1960</id>
		<title>Zael Tellor</title>
		<link rel="alternate" type="text/html" href="http://inembleth.kriona.net/wiki/index.php?title=Zael_Tellor&amp;diff=1960"/>
				<updated>2011-07-07T01:44:09Z</updated>
		
		<summary type="html">&lt;p&gt;68.115.32.44: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;Will rewrite later, most of this is now obsolete&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Zael is a character played by [[Will]]. He is a human Cleric &lt;br /&gt;
== Personality ==&lt;br /&gt;
&lt;br /&gt;
Zael understands that sometimes the best option truly is stab someone in the face and Speak with Dead later, but that other times more subtly is required. Despite his faith encouraging courageously charging into battle and letting the Gods of War decide who lives, he understands that in cases where you&amp;#039;re attempting to overthrow an empire that is marauding throughout the continent, blindly charging isn&amp;#039;t always the best option. However, he can only restrain himself so long. He is not a cunning man, and can&amp;#039;t hold back forever. This peculiar understanding that Zael has arose due to seeing the horrors of what the Sa&amp;#039;Enkadian army did to [[Cantur]].&lt;br /&gt;
&lt;br /&gt;
He prides utility, and to that end has learned how to make magical weapons and items to help him in his endeavors.&lt;br /&gt;
&lt;br /&gt;
He&amp;#039;s a charming man, and has learned how to deal with people efficiently from his time delivering weapons to purchasers. When being charming can make the difference between a free meal before the return trip or not, it pays to know a few tricks. &lt;br /&gt;
&lt;br /&gt;
He values a hard work ethic.&lt;br /&gt;
&lt;br /&gt;
== Early life ==&lt;br /&gt;
Zael was born into a family of handimen in the village of [[Kelnon]], along the border of Awn Tellan. His father was a blacksmith who specialized in making tools, and his mother was a handweaver. At the age of 9, he became interested in the work of his father, and started to train under him, learning the fundamentals of the blacksmithing trade. Around this time, the Sa&amp;#039;Enkadian empire launched its war to conquer the continent, and his father thought it prudent to send Zael to a blacksmith who could teach him the way of making weapons. Zael was sent to the city of [[Cantur]], a place well known for its quality weapons.&lt;br /&gt;
&lt;br /&gt;
== Life in Cantur ==&lt;br /&gt;
&lt;br /&gt;
In Cantur, Zael apprenticed under a weaponsmith who taught him how to make weapons and armor. During his third year of apprenticeship, Zael was sent on a routine delivery of crossbows to a neighboring town that had ordered crossbows in case the Sa&amp;#039;Enkadians or bandits attacked, and it was Zael&amp;#039;s job to deliver them. Since there was a good road between the towns, all he took was the cart full of crossbows and a horse to pull the cart. However, halfway between the towns he and his horse were attacked my ravenous wolves. Zael quickly jumped into the cart while watching the wolves tear the horse to shreds. Cursing his master for forgetting to supply crossbow bolts, Zael cowered behind the wooden railing of the cart, hoping beyond hope that a wolf wouldn&amp;#039;t find its way up. And since being eaten alive by ravenous wolves wouldn&amp;#039;t make for a very interesting (or workable) character backstory, as luck would have it, a cleric of the temple at Cantur was out in the area gathering herbs for the temple apothecary. This cleric had with him a machete to cut apart the thick underbrush of the forests near the road, and when he saw the scene unfold before him, he rushed in and slew the wolves. Following this, he healed the horse, and escorted the goods to their destination and back. Along the way, he and Zael talked about the cleric&amp;#039;s god and views. The cleric invited Zael to come see what the order was about, and he accepted this invitation, promising that he&amp;#039;d visit the next time he had free time.&lt;br /&gt;
&lt;br /&gt;
== Life as a Cleric ==&lt;br /&gt;
&lt;br /&gt;
== Sa&amp;#039;Enkadian raid ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
It was following the Sa&amp;#039;Enkadian raid that Zael decided to set out on his own to Sa&amp;#039;Enkad, to learn what he could of the place and it&amp;#039;s people, and to see if he could affect change there.&lt;br /&gt;
&lt;br /&gt;
== Sa&amp;#039;Enkadian travels ==&lt;br /&gt;
&lt;br /&gt;
He ended up in Unnamed Town, and was promptly arrested for tax evasion. Shortly before his jail sentence was up, he was set free by [[Darvin]]. Once free, he gathered up his equipment, and fled with the other escapees to the city of [[Pradhan]] to lay low for a while.&lt;br /&gt;
&lt;br /&gt;
== Viva La Revolucion! ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Insert Revolution Here&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:By Any Means Necessary Campaign]]&lt;br /&gt;
[[Category:People]]&lt;/div&gt;</summary>
		<author><name>68.115.32.44</name></author>	</entry>

	<entry>
		<id>http://inembleth.kriona.net/wiki/index.php?title=Zael_Tellor&amp;diff=1959</id>
		<title>Zael Tellor</title>
		<link rel="alternate" type="text/html" href="http://inembleth.kriona.net/wiki/index.php?title=Zael_Tellor&amp;diff=1959"/>
				<updated>2011-07-07T01:41:31Z</updated>
		
		<summary type="html">&lt;p&gt;68.115.32.44: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;Will rewrite later, most of this is now obsolete&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Zael is a character played by [[Will]]. He is a human Cleric &lt;br /&gt;
== Personality ==&lt;br /&gt;
&lt;br /&gt;
Zael understands that sometimes the best option truly is stab someone in the face and Speak with Dead later, but that other times more subtly is required. Despite his faith encouraging courageously charging into battle and letting the Gods of War decide who lives, he understands that in cases where you&amp;#039;re attempting to overthrow an empire that is marauding throughout the continent, blindly charging isn&amp;#039;t always the best option. However, he can only restrain himself so long. He is not a cunning man, and can&amp;#039;t hold back forever. This peculiar understanding that Zael has arose due to seeing the horrors of what the Sa&amp;#039;Enkadian army did to [[Cantur]].&lt;br /&gt;
&lt;br /&gt;
He prides utility, and to that end has learned how to make magical weapons and items to help him in his endeavors.&lt;br /&gt;
&lt;br /&gt;
He&amp;#039;s a charming man, and has learned how to deal with people efficiently from his time delivering weapons to purchasers. When being charming can make the difference between a free meal before the return trip or not, it pays to know a few tricks. &lt;br /&gt;
&lt;br /&gt;
== Early life ==&lt;br /&gt;
Zael was born into a family of handimen in the village of [[Kelnon]], along the border of Awn Tellan. His father was a blacksmith who specialized in making tools, and his mother was a handweaver. At the age of 9, he became interested in the work of his father, and started to train under him, learning the fundamentals of the blacksmithing trade. Around this time, the Sa&amp;#039;Enkadian empire launched its war to conquer the continent, and his father thought it prudent to send Zael to a blacksmith who could teach him the way of making weapons. Zael was sent to the city of [[Cantur]], a place well known for its quality weapons.&lt;br /&gt;
&lt;br /&gt;
== Life in Cantur ==&lt;br /&gt;
&lt;br /&gt;
In Cantur, Zael apprenticed under a weaponsmith who taught him how to make weapons and armor. During his third year of apprenticeship, Zael was sent on a routine delivery of crossbows to a neighboring town that had ordered crossbows in case the Sa&amp;#039;Enkadians or bandits attacked, and it was Zael&amp;#039;s job to deliver them. Since there was a good road between the towns, all he took was the cart full of crossbows and a horse to pull the cart. However, halfway between the towns he and his horse were attacked my ravenous wolves. Zael quickly jumped into the cart while watching the wolves tear the horse to shreds. Cursing his master for forgetting to supply crossbow bolts, Zael cowered behind the wooden railing of the cart, hoping beyond hope that a wolf wouldn&amp;#039;t find its way up. And since being eaten alive by ravenous wolves wouldn&amp;#039;t make for a very interesting (or workable) character backstory, as luck would have it, a cleric of the temple at Cantur was out in the area gathering herbs for the temple apothecary. This cleric had with him a machete to cut apart the thick underbrush of the forests near the road, and when he saw the scene unfold before him, he rushed in and slew the wolves. Following this, he healed the horse, and escorted the goods to their destination and back. Along the way, he and Zael talked about the cleric&amp;#039;s god and views. The cleric invited Zael to come see what the order was about, and he accepted this invitation, promising that he&amp;#039;d visit the next time he had free time.&lt;br /&gt;
&lt;br /&gt;
== Life as a Cleric ==&lt;br /&gt;
&lt;br /&gt;
== Sa&amp;#039;Enkadian raid ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
It was following the Sa&amp;#039;Enkadian raid that Zael decided to set out on his own to Sa&amp;#039;Enkad, to learn what he could of the place and it&amp;#039;s people, and to see if he could affect change there.&lt;br /&gt;
&lt;br /&gt;
== Sa&amp;#039;Enkadian travels ==&lt;br /&gt;
&lt;br /&gt;
He ended up in Unnamed Town, and was promptly arrested for tax evasion. Shortly before his jail sentence was up, he was set free by [[Darvin]]. Once free, he gathered up his equipment, and fled with the other escapees to the city of [[Pradhan]] to lay low for a while.&lt;br /&gt;
&lt;br /&gt;
== Viva La Revolucion! ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Insert Revolution Here&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:By Any Means Necessary Campaign]]&lt;br /&gt;
[[Category:People]]&lt;/div&gt;</summary>
		<author><name>68.115.32.44</name></author>	</entry>

	<entry>
		<id>http://inembleth.kriona.net/wiki/index.php?title=Demiurge&amp;diff=1954</id>
		<title>Demiurge</title>
		<link rel="alternate" type="text/html" href="http://inembleth.kriona.net/wiki/index.php?title=Demiurge&amp;diff=1954"/>
				<updated>2011-07-01T19:57:26Z</updated>
		
		<summary type="html">&lt;p&gt;68.115.32.44: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;FIRST VERSION (bad)&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Some divine crafters are so engrossed in their work that they take on a spiritual connection with the items they create. These crafters become Demiurges. Demiurges focus on the heat of the forge, rather than the heat of battle, and so become stronger casters and crafters, while becoming weaker combatants. &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Requirements:&lt;br /&gt;
&lt;br /&gt;
Skills: Craft (any) 7 ranks&lt;br /&gt;
&lt;br /&gt;
Feats: Any two item creation feats&lt;br /&gt;
&lt;br /&gt;
Ability to cast 3rd level Divine Spells&lt;br /&gt;
&lt;br /&gt;
Special: To advance to level 3 in Demiurge, must have created a homunculus with at least 4 Hit Die.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
HD: d6&lt;br /&gt;
&lt;br /&gt;
Skills: 4 + mInt&lt;br /&gt;
&lt;br /&gt;
Class Skills: Craft(all), Disable Device, Knowledge(Arcana, Engineering, Religion), Spellcraft&lt;br /&gt;
BAB: Poor (half HD)&lt;br /&gt;
&lt;br /&gt;
Saves: Fort (good), Will (bad), Reflex (bad)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Level 1: Construction Focus, Spark of Creation, +1 Spellcasting in Divine Class&lt;br /&gt;
&lt;br /&gt;
Level 2: Divine Builder, +1 Spellcasting in Divine Class&lt;br /&gt;
&lt;br /&gt;
Level 3: Familiar, +1 Spellcasting in Divine Class&lt;br /&gt;
&lt;br /&gt;
Level 4: Divine Builder, +1 Spellcasting in Divine Class&lt;br /&gt;
&lt;br /&gt;
Level 5: Master Divine Builder, +1 Spellcasting in Divine Class&lt;br /&gt;
&lt;br /&gt;
Spark of Creation: You receive a bonus to all Craft checks to make non-alchemical items equal to your Demiurge class level.&lt;br /&gt;
&lt;br /&gt;
Construction Focus: the Demiurge receives the Construct (Artifice) domain.&lt;br /&gt;
&lt;br /&gt;
Familiar: The Demiurge&amp;#039;s connection with his homunculus strengthens, and the homunculus he created to qualify for this path becomes his familiar. Treat the Demiurge&amp;#039;s effective wizard level for determining familiar abilities as equal to the Demiurge&amp;#039;s Hit Dice.&lt;br /&gt;
&lt;br /&gt;
Divine Builder: At level 2 and level 4, you receive the Arcane Discovery &amp;quot;Arcane Builder&amp;quot;. Any creature that is created from your blood, such as a Homunculi, gains the benefits of this as well. Constructs created before you get this can be taught the benefits of it in a special class that requires materials worth 1000 gp per construct to be taught. For example, a level 7 Cleric / 1 Demiurge created a homunculus that builds crossbows. When the character gains another level of Demiurge, he can teach that homunculus to gain the benefits of Divine Builder buy spending 1000 gp to teach it.&lt;br /&gt;
&lt;br /&gt;
Master Divine Builder: The increase in speed from Divine Builder now increases to 33%, and the increase to Spellcraft is now +6.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Thoughts: Crafting in Pathfinder doesn&amp;#039;t work. It takes prohibitively long amounts of time to make even a simple magical item. For example, a +3 weapon will take 8 days to make. If you try to make a golem or other expensive item, it&amp;#039;ll take half a year! &lt;br /&gt;
&lt;br /&gt;
I also *really* wanted the Artifice domain since it works well with my character concept. &lt;br /&gt;
&lt;br /&gt;
Spark of Creation is meant to help out with making things.&lt;br /&gt;
&lt;br /&gt;
The trade off of giving up combat strength (due to wizard hit dice and poor BAB progression) make me think that this is fairly balanced, especially since I plan on going into melee and whacking some bad guys up!&lt;br /&gt;
&lt;br /&gt;
Arcane Builder is from the UM, and is usually for Wizards. I am 90% certain it is based off the feat &amp;quot;Master Artificer&amp;quot; from the Adventurer&amp;#039;s Handbook, and that the author of that book also wrote that Arcane Discovery. However, Master Artificer is much more powerful (50% faster, and applies to *all* crafting).&lt;br /&gt;
&lt;br /&gt;
The requirement of a homunculus with at least 4 HD means that it&amp;#039;ll cost 5k instead of 1k to make the homunculus, since adding HD costs +2k per, and Homunculi have 2 HD starting out.&lt;br /&gt;
&lt;br /&gt;
This class is based loosely off the &amp;quot;Techsmith&amp;quot; from Forgotten Realm&amp;#039;s &amp;quot;Faiths and Pantheons&amp;quot;. That class had more of a mechanical bent to it, including firearms, as well as an anti-golem abilities. They get a very strong golem at first level, and an extra domain at 3rd level. In this, I swapped that around to get a domain at first level and a weak construct at 3rd level.  As is the case with many of my characters, this is based off of one of Plato&amp;#039;s work &amp;quot;Timaeus&amp;quot;, where the &amp;quot;Demiurge&amp;quot; is the Divine Intelligence that creates the world, and sets it on a rational course.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;SECOND VERSION (good)&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Requirements:&lt;br /&gt;
&lt;br /&gt;
Skills: Craft (any) 7 ranks&lt;br /&gt;
&lt;br /&gt;
Feats: Craft Construct&lt;br /&gt;
&lt;br /&gt;
Ability to cast 3rd level Divine Spells&lt;br /&gt;
&lt;br /&gt;
Special: Must have created a homunculus of at least 4 HD.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
HD: d6&lt;br /&gt;
&lt;br /&gt;
Skills: 4 + mInt&lt;br /&gt;
&lt;br /&gt;
Class Skills: Craft(all), Disable Device, Knowledge(Arcana, Engineering, Religion), Spellcraft&lt;br /&gt;
BAB: Poor (half HD)&lt;br /&gt;
&lt;br /&gt;
Saves: Fort (good), Will (bad), Reflex (bad)&lt;br /&gt;
&lt;br /&gt;
Level 1: Construction Focus, Spark of Creation, Whistle While You Work, +1 Level of Divine Spellcasting Class&lt;br /&gt;
&lt;br /&gt;
Level 2: Divine Builder, +1 Level of Divine Spellcasting Class&lt;br /&gt;
&lt;br /&gt;
Level 3: Master Divine Builder, Foremanculus, +1 Level of Divine Spellcasting Class&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Spark of Creation: At first level gives +1 to Craft checks, at 2nd level +3, and at 3rd level +5. Homunculi that Demiurge creates gains these bonuses as well. Future increases of Spark of Creation are automatically applied to homunculi through the link forged upon creation. Otherwise same as first version.&lt;br /&gt;
&lt;br /&gt;
Whistle While You Work: So long as a homunculus the Demiurge creates has a job or goal as directed by the Demiurge, they don&amp;#039;t go mad due to distance between master and homunculi. They still lose the telepathic connection past the normal distance.&lt;br /&gt;
&lt;br /&gt;
Construction Focus: As first version ability&lt;br /&gt;
&lt;br /&gt;
Divine Builder: As first version ability, but only applies to constructs.&lt;br /&gt;
&lt;br /&gt;
Master Divine Builder: As first ability.&lt;br /&gt;
&lt;br /&gt;
Formanculus: The Demiurge may choose a homunculus of at least 4 HD to become his familiar and bottom bitch. All other homunculi must follow the Formanculus&amp;#039; instructions, and the Demiurge may override them.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
Thoughts on Version Two: I think this one is more balanced, as well as more thematically coherent. While making wondrous items faster would be nice (as the first version allows), this is focused more on &amp;quot;creating the semblance of life&amp;quot;. Spark of Creation is a little weird, but it&amp;#039;s also extremely helpful since many constructs require strange Craft checks. The idea here is that this guy is so focused on crafting constructs that he can overcome not having ranks in Carpentry, Stonemasonry, Ice sculptures, Limb Topiary, etc.&lt;/div&gt;</summary>
		<author><name>68.115.32.44</name></author>	</entry>

	<entry>
		<id>http://inembleth.kriona.net/wiki/index.php?title=Demiurge&amp;diff=1953</id>
		<title>Demiurge</title>
		<link rel="alternate" type="text/html" href="http://inembleth.kriona.net/wiki/index.php?title=Demiurge&amp;diff=1953"/>
				<updated>2011-07-01T19:55:22Z</updated>
		
		<summary type="html">&lt;p&gt;68.115.32.44: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;FIRST VERSION&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Some divine crafters are so engrossed in their work that they take on a spiritual connection with the items they create. These crafters become Demiurges. Demiurges focus on the heat of the forge, rather than the heat of battle, and so become stronger casters and crafters, while becoming weaker combatants. &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Requirements:&lt;br /&gt;
&lt;br /&gt;
Skills: Craft (any) 7 ranks&lt;br /&gt;
&lt;br /&gt;
Feats: Any two item creation feats&lt;br /&gt;
&lt;br /&gt;
Ability to cast 3rd level Divine Spells&lt;br /&gt;
&lt;br /&gt;
Special: To advance to level 3 in Demiurge, must have created a homunculus with at least 4 Hit Die.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
HD: d6&lt;br /&gt;
&lt;br /&gt;
Skills: 4 + mInt&lt;br /&gt;
&lt;br /&gt;
Class Skills: Craft(all), Disable Device, Knowledge(Arcana, Engineering, Religion), Spellcraft&lt;br /&gt;
BAB: Poor (half HD)&lt;br /&gt;
&lt;br /&gt;
Saves: Fort (good), Will (bad), Reflex (bad)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Level 1: Construction Focus, Spark of Creation, +1 Spellcasting in Divine Class&lt;br /&gt;
&lt;br /&gt;
Level 2: Divine Builder, +1 Spellcasting in Divine Class&lt;br /&gt;
&lt;br /&gt;
Level 3: Familiar, +1 Spellcasting in Divine Class&lt;br /&gt;
&lt;br /&gt;
Level 4: Divine Builder, +1 Spellcasting in Divine Class&lt;br /&gt;
&lt;br /&gt;
Level 5: Master Divine Builder, +1 Spellcasting in Divine Class&lt;br /&gt;
&lt;br /&gt;
Spark of Creation: You receive a bonus to all Craft checks to make non-alchemical items equal to your Demiurge class level.&lt;br /&gt;
&lt;br /&gt;
Construction Focus: the Demiurge receives the Construct (Artifice) domain.&lt;br /&gt;
&lt;br /&gt;
Familiar: The Demiurge&amp;#039;s connection with his homunculus strengthens, and the homunculus he created to qualify for this path becomes his familiar. Treat the Demiurge&amp;#039;s effective wizard level for determining familiar abilities as equal to the Demiurge&amp;#039;s Hit Dice.&lt;br /&gt;
&lt;br /&gt;
Divine Builder: At level 2 and level 4, you receive the Arcane Discovery &amp;quot;Arcane Builder&amp;quot;. Any creature that is created from your blood, such as a Homunculi, gains the benefits of this as well. Constructs created before you get this can be taught the benefits of it in a special class that requires materials worth 1000 gp per construct to be taught. For example, a level 7 Cleric / 1 Demiurge created a homunculus that builds crossbows. When the character gains another level of Demiurge, he can teach that homunculus to gain the benefits of Divine Builder buy spending 1000 gp to teach it.&lt;br /&gt;
&lt;br /&gt;
Master Divine Builder: The increase in speed from Divine Builder now increases to 33%, and the increase to Spellcraft is now +6.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Thoughts: Crafting in Pathfinder doesn&amp;#039;t work. It takes prohibitively long amounts of time to make even a simple magical item. For example, a +3 weapon will take 8 days to make. If you try to make a golem or other expensive item, it&amp;#039;ll take half a year! &lt;br /&gt;
&lt;br /&gt;
I also *really* wanted the Artifice domain since it works well with my character concept. &lt;br /&gt;
&lt;br /&gt;
Spark of Creation is meant to help out with making things.&lt;br /&gt;
&lt;br /&gt;
The trade off of giving up combat strength (due to wizard hit dice and poor BAB progression) make me think that this is fairly balanced, especially since I plan on going into melee and whacking some bad guys up!&lt;br /&gt;
&lt;br /&gt;
Arcane Builder is from the UM, and is usually for Wizards. I am 90% certain it is based off the feat &amp;quot;Master Artificer&amp;quot; from the Adventurer&amp;#039;s Handbook, and that the author of that book also wrote that Arcane Discovery. However, Master Artificer is much more powerful (50% faster, and applies to *all* crafting).&lt;br /&gt;
&lt;br /&gt;
The requirement of a homunculus with at least 4 HD means that it&amp;#039;ll cost 5k instead of 1k to make the homunculus, since adding HD costs +2k per, and Homunculi have 2 HD starting out.&lt;br /&gt;
&lt;br /&gt;
This class is based loosely off the &amp;quot;Techsmith&amp;quot; from Forgotten Realm&amp;#039;s &amp;quot;Faiths and Pantheons&amp;quot;. That class had more of a mechanical bent to it, including firearms, as well as an anti-golem abilities. They get a very strong golem at first level, and an extra domain at 3rd level. In this, I swapped that around to get a domain at first level and a weak construct at 3rd level.  As is the case with many of my characters, this is based off of one of Plato&amp;#039;s work &amp;quot;Timaeus&amp;quot;, where the &amp;quot;Demiurge&amp;quot; is the Divine Intelligence that creates the world, and sets it on a rational course.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;SECOND VERSION&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Requirements:&lt;br /&gt;
&lt;br /&gt;
Skills: Craft (any) 7 ranks&lt;br /&gt;
&lt;br /&gt;
Feats: Craft Construct&lt;br /&gt;
&lt;br /&gt;
Ability to cast 3rd level Divine Spells&lt;br /&gt;
&lt;br /&gt;
Special: Must have created a homunculus of at least 4 HD.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
HD: d6&lt;br /&gt;
&lt;br /&gt;
Skills: 4 + mInt&lt;br /&gt;
&lt;br /&gt;
Class Skills: Craft(all), Disable Device, Knowledge(Arcana, Engineering, Religion), Spellcraft&lt;br /&gt;
BAB: Poor (half HD)&lt;br /&gt;
&lt;br /&gt;
Saves: Fort (good), Will (bad), Reflex (bad)&lt;br /&gt;
&lt;br /&gt;
Level 1: Construction Focus, Spark of Creation, Whistle While You Work, +1 Level of Divine Spellcasting Class&lt;br /&gt;
&lt;br /&gt;
Level 2: Divine Builder, +1 Level of Divine Spellcasting Class&lt;br /&gt;
&lt;br /&gt;
Level 3: Master Divine Builder, Foremanculus, +1 Level of Divine Spellcasting Class&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Spark of Creation: At first level gives +1 to Craft checks, at 2nd level +3, and at 3rd level +5. Homunculi that Demiurge creates gains these bonuses as well. Future increases of Spark of Creation are automatically applied to homunculi through the link forged upon creation. Otherwise same as first version.&lt;br /&gt;
&lt;br /&gt;
Whistle While You Work: So long as a homunculus the Demiurge creates has a job or goal as directed by the Demiurge, they don&amp;#039;t go mad due to distance between master and homunculi. They still lose the telepathic connection past the normal distance.&lt;br /&gt;
&lt;br /&gt;
Construction Focus: As first version ability&lt;br /&gt;
&lt;br /&gt;
Divine Builder: As first version ability, but only applies to constructs.&lt;br /&gt;
&lt;br /&gt;
Master Divine Builder: As first ability.&lt;br /&gt;
&lt;br /&gt;
Formanculus: The Demiurge may choose a homunculus of at least 4 HD to become his familiar and bottom bitch. All other homunculi must follow the Formanculus&amp;#039; instructions, and the Demiurge may override them.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
Thoughts on Version Two: I think this one is more balanced, as well as more thematically coherent. While making wondrous items faster would be nice (as the first version allows), this is focused more on &amp;quot;creating the semblance of life&amp;quot;. Spark of Creation is a little weird, but it&amp;#039;s also extremely helpful since many constructs require strange Craft checks. The idea here is that this guy is so focused on crafting constructs that he can overcome not having ranks in Carpentry, Stonemasonry, Ice sculptures, Limb Topiary, etc.&lt;/div&gt;</summary>
		<author><name>68.115.32.44</name></author>	</entry>

	<entry>
		<id>http://inembleth.kriona.net/wiki/index.php?title=Demiurge&amp;diff=1952</id>
		<title>Demiurge</title>
		<link rel="alternate" type="text/html" href="http://inembleth.kriona.net/wiki/index.php?title=Demiurge&amp;diff=1952"/>
				<updated>2011-07-01T19:54:03Z</updated>
		
		<summary type="html">&lt;p&gt;68.115.32.44: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;FIRST VERSION&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Some divine crafters are so engrossed in their work that they take on a spiritual connection with the items they create. These crafters become Demiurges. Demiurges focus on the heat of the forge, rather than the heat of battle, and so become stronger casters and crafters, while becoming weaker combatants. &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Requirements:&lt;br /&gt;
&lt;br /&gt;
Skills: Craft (any) 7 ranks&lt;br /&gt;
&lt;br /&gt;
Feats: Any two item creation feats&lt;br /&gt;
&lt;br /&gt;
Ability to cast 3rd level Divine Spells&lt;br /&gt;
&lt;br /&gt;
Special: To advance to level 3 in Demiurge, must have created a homunculus with at least 4 Hit Die.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
HD: d6&lt;br /&gt;
&lt;br /&gt;
Skills: 4 + mInt&lt;br /&gt;
&lt;br /&gt;
Class Skills: Craft(all), Disable Device, Knowledge(Arcana, Engineering, Religion), Spellcraft&lt;br /&gt;
BAB: Poor (half HD)&lt;br /&gt;
&lt;br /&gt;
Saves: Fort (good), Will (bad), Reflex (bad)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Level 1: Construction Focus, Spark of Creation, +1 Spellcasting in Divine Class&lt;br /&gt;
&lt;br /&gt;
Level 2: Divine Builder, +1 Spellcasting in Divine Class&lt;br /&gt;
&lt;br /&gt;
Level 3: Familiar, +1 Spellcasting in Divine Class&lt;br /&gt;
&lt;br /&gt;
Level 4: Divine Builder, +1 Spellcasting in Divine Class&lt;br /&gt;
&lt;br /&gt;
Level 5: Master Divine Builder, +1 Spellcasting in Divine Class&lt;br /&gt;
&lt;br /&gt;
Spark of Creation: You receive a bonus to all Craft checks to make non-alchemical items equal to your Demiurge class level.&lt;br /&gt;
&lt;br /&gt;
Construction Focus: the Demiurge receives the Construct (Artifice) domain.&lt;br /&gt;
&lt;br /&gt;
Familiar: The Demiurge&amp;#039;s connection with his homunculus strengthens, and the homunculus he created to qualify for this path becomes his familiar. Treat the Demiurge&amp;#039;s effective wizard level for determining familiar abilities as equal to the Demiurge&amp;#039;s Hit Dice.&lt;br /&gt;
&lt;br /&gt;
Divine Builder: At level 2 and level 4, you receive the Arcane Discovery &amp;quot;Arcane Builder&amp;quot;. Any creature that is created from your blood, such as a Homunculi, gains the benefits of this as well. Constructs created before you get this can be taught the benefits of it in a special class that requires materials worth 1000 gp per construct to be taught. For example, a level 7 Cleric / 1 Demiurge created a homunculus that builds crossbows. When the character gains another level of Demiurge, he can teach that homunculus to gain the benefits of Divine Builder buy spending 1000 gp to teach it.&lt;br /&gt;
&lt;br /&gt;
Master Divine Builder: The increase in speed from Divine Builder now increases to 33%, and the increase to Spellcraft is now +6.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Thoughts: Crafting in Pathfinder doesn&amp;#039;t work. It takes prohibitively long amounts of time to make even a simple magical item. For example, a +3 weapon will take 8 days to make. If you try to make a golem or other expensive item, it&amp;#039;ll take half a year! &lt;br /&gt;
&lt;br /&gt;
I also *really* wanted the Artifice domain since it works well with my character concept. &lt;br /&gt;
&lt;br /&gt;
Spark of Creation is meant to help out with making things.&lt;br /&gt;
&lt;br /&gt;
The trade off of giving up combat strength (due to wizard hit dice and poor BAB progression) make me think that this is fairly balanced, especially since I plan on going into melee and whacking some bad guys up!&lt;br /&gt;
&lt;br /&gt;
Arcane Builder is from the UM, and is usually for Wizards. I am 90% certain it is based off the feat &amp;quot;Master Artificer&amp;quot; from the Adventurer&amp;#039;s Handbook, and that the author of that book also wrote that Arcane Discovery. However, Master Artificer is much more powerful (50% faster, and applies to *all* crafting).&lt;br /&gt;
&lt;br /&gt;
The requirement of a homunculus with at least 4 HD means that it&amp;#039;ll cost 5k instead of 1k to make the homunculus, since adding HD costs +2k per, and Homunculi have 2 HD starting out.&lt;br /&gt;
&lt;br /&gt;
This class is based loosely off the &amp;quot;Techsmith&amp;quot; from Forgotten Realm&amp;#039;s &amp;quot;Faiths and Pantheons&amp;quot;. That class had more of a mechanical bent to it, including firearms, as well as an anti-golem abilities. They get a very strong golem at first level, and an extra domain at 3rd level. In this, I swapped that around to get a domain at first level and a weak construct at 3rd level.  As is the case with many of my characters, this is based off of one of Plato&amp;#039;s work &amp;quot;Timaeus&amp;quot;, where the &amp;quot;Demiurge&amp;quot; is the Divine Intelligence that creates the world, and sets it on a rational course.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;SECOND VERSION&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Requirements:&lt;br /&gt;
&lt;br /&gt;
Skills: Craft (any) 7 ranks&lt;br /&gt;
&lt;br /&gt;
Feats: Craft Construct&lt;br /&gt;
&lt;br /&gt;
Ability to cast 3rd level Divine Spells&lt;br /&gt;
&lt;br /&gt;
Special: Must have created a homunculus of at least 4 HD.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
HD: d6&lt;br /&gt;
&lt;br /&gt;
Skills: 4 + mInt&lt;br /&gt;
&lt;br /&gt;
Class Skills: Craft(all), Disable Device, Knowledge(Arcana, Engineering, Religion), Spellcraft&lt;br /&gt;
BAB: Poor (half HD)&lt;br /&gt;
&lt;br /&gt;
Saves: Fort (good), Will (bad), Reflex (bad)&lt;br /&gt;
&lt;br /&gt;
Level 1: Construction Focus, Spark of Creation, Whistle While You Work, +1 Level of Divine Spellcasting Class&lt;br /&gt;
&lt;br /&gt;
Level 2: Divine Builder, +1 Level of Divine Spellcasting Class&lt;br /&gt;
&lt;br /&gt;
Level 3: Master Divine Builder, Foremanculus, +1 Level of Divine Spellcasting Class&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Spark of Creation: At first level gives +1 to Craft checks, at 2nd level +3, and at 3rd level +5. Homunculi that Demiurge creates gains these bonuses as well. Future increases of Spark of Creation are automatically applied to homunculi. Otherwise same as first version.&lt;br /&gt;
&lt;br /&gt;
Whistle While You Work: So long as a homunculus has a job or goal as directed by the Demiurge, they don&amp;#039;t go mad due to distance between master and homunculi. They still lose the telepathic connection past the normal distance.&lt;br /&gt;
&lt;br /&gt;
Construction Focus: As first version ability&lt;br /&gt;
&lt;br /&gt;
Divine Builder: As first version ability, but only applies to constructs.&lt;br /&gt;
&lt;br /&gt;
Master Divine Builder: As first ability.&lt;br /&gt;
&lt;br /&gt;
Formanculus: The Demiurge may choose a homunculus of at least 4 HD to become his familiar and bottom bitch. All other homunculi can follow the Formanculus&amp;#039; instructions, and the Demiurge may overrride them.&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
Thoughts on Version Two: I think this one is more balanced, as well as more thematically coherent. While making wondrous items faster would be nice (as the first version allows), this is focused more on &amp;quot;creating the semblance of life&amp;quot;. Spark of Creation is a little weird, but it&amp;#039;s also extremely helpful since many constructs require strange Craft checks. The idea here is that this guy is so focused on crafting constructs that he can overcome not having ranks in Carpentry, Stonemasonry, Ice sculptures, Limb Topiary, etc.&lt;/div&gt;</summary>
		<author><name>68.115.32.44</name></author>	</entry>

	<entry>
		<id>http://inembleth.kriona.net/wiki/index.php?title=Demiurge&amp;diff=1951</id>
		<title>Demiurge</title>
		<link rel="alternate" type="text/html" href="http://inembleth.kriona.net/wiki/index.php?title=Demiurge&amp;diff=1951"/>
				<updated>2011-07-01T19:38:50Z</updated>
		
		<summary type="html">&lt;p&gt;68.115.32.44: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;FIRST VERSION&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Some divine crafters are so engrossed in their work that they take on a spiritual connection with the items they create. These crafters become Demiurges. Demiurges focus on the heat of the forge, rather than the heat of battle, and so become stronger casters and crafters, while becoming weaker combatants. &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Requirements:&lt;br /&gt;
&lt;br /&gt;
Skills: Craft (any) 7 ranks&lt;br /&gt;
&lt;br /&gt;
Feats: Any two item creation feats&lt;br /&gt;
&lt;br /&gt;
Ability to cast 3rd level Divine Spells&lt;br /&gt;
&lt;br /&gt;
Special: To advance to level 3 in Demiurge, must have created a homunculus with at least 4 Hit Die.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
HD: d6&lt;br /&gt;
&lt;br /&gt;
Skills: 4 + mInt&lt;br /&gt;
&lt;br /&gt;
Class Skills: Craft(all), Disable Device, Knowledge(Arcana, Engineering, Religion), Spellcraft&lt;br /&gt;
BAB: Poor (half HD)&lt;br /&gt;
&lt;br /&gt;
Saves: Fort (good), Will (bad), Reflex (bad)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Level 1: Construction Focus, Spark of Creation, +1 Spellcasting in Divine Class&lt;br /&gt;
&lt;br /&gt;
Level 2: Divine Builder, +1 Spellcasting in Divine Class&lt;br /&gt;
&lt;br /&gt;
Level 3: Familiar, +1 Spellcasting in Divine Class&lt;br /&gt;
&lt;br /&gt;
Level 4: Divine Builder, +1 Spellcasting in Divine Class&lt;br /&gt;
&lt;br /&gt;
Level 5: Master Divine Builder, +1 Spellcasting in Divine Class&lt;br /&gt;
&lt;br /&gt;
Spark of Creation: You receive a bonus to all Craft checks to make non-alchemical items equal to your Demiurge class level.&lt;br /&gt;
&lt;br /&gt;
Construction Focus: the Demiurge receives the Construct (Artifice) domain.&lt;br /&gt;
&lt;br /&gt;
Familiar: The Demiurge&amp;#039;s connection with his homunculus strengthens, and the homunculus he created to qualify for this path becomes his familiar. Treat the Demiurge&amp;#039;s effective wizard level for determining familiar abilities as equal to the Demiurge&amp;#039;s Hit Dice.&lt;br /&gt;
&lt;br /&gt;
Divine Builder: At level 2 and level 4, you receive the Arcane Discovery &amp;quot;Arcane Builder&amp;quot;. Any creature that is created from your blood, such as a Homunculi, gains the benefits of this as well. Constructs created before you get this can be taught the benefits of it in a special class that requires materials worth 1000 gp per construct to be taught. For example, a level 7 Cleric / 1 Demiurge created a homunculus that builds crossbows. When the character gains another level of Demiurge, he can teach that homunculus to gain the benefits of Divine Builder buy spending 1000 gp to teach it.&lt;br /&gt;
&lt;br /&gt;
Master Divine Builder: The increase in speed from Divine Builder now increases to 33%, and the increase to Spellcraft is now +6.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Thoughts: Crafting in Pathfinder doesn&amp;#039;t work. It takes prohibitively long amounts of time to make even a simple magical item. For example, a +3 weapon will take 8 days to make. If you try to make a golem or other expensive item, it&amp;#039;ll take half a year! &lt;br /&gt;
&lt;br /&gt;
I also *really* wanted the Artifice domain since it works well with my character concept. &lt;br /&gt;
&lt;br /&gt;
Spark of Creation is meant to help out with making things.&lt;br /&gt;
&lt;br /&gt;
The trade off of giving up combat strength (due to wizard hit dice and poor BAB progression) make me think that this is fairly balanced, especially since I plan on going into melee and whacking some bad guys up!&lt;br /&gt;
&lt;br /&gt;
Arcane Builder is from the UM, and is usually for Wizards. I am 90% certain it is based off the feat &amp;quot;Master Artificer&amp;quot; from the Adventurer&amp;#039;s Handbook, and that the author of that book also wrote that Arcane Discovery. However, Master Artificer is much more powerful (50% faster, and applies to *all* crafting).&lt;br /&gt;
&lt;br /&gt;
The requirement of a homunculus with at least 4 HD means that it&amp;#039;ll cost 5k instead of 1k to make the homunculus, since adding HD costs +2k per, and Homunculi have 2 HD starting out.&lt;br /&gt;
&lt;br /&gt;
This class is based loosely off the &amp;quot;Techsmith&amp;quot; from Forgotten Realm&amp;#039;s &amp;quot;Faiths and Pantheons&amp;quot;. That class had more of a mechanical bent to it, including firearms, as well as an anti-golem abilities. They get a very strong golem at first level, and an extra domain at 3rd level. In this, I swapped that around to get a domain at first level and a weak construct at 3rd level.  As is the case with many of my characters, this is based off of one of Plato&amp;#039;s work &amp;quot;Timaeus&amp;quot;, where the &amp;quot;Demiurge&amp;quot; is the Divine Intelligence that creates the world, and sets it on a rational course.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;SECOND VERSION&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Requirements:&lt;br /&gt;
&lt;br /&gt;
Skills: Craft (any) 7 ranks&lt;br /&gt;
&lt;br /&gt;
Feats: Craft Construct&lt;br /&gt;
&lt;br /&gt;
Ability to cast 3rd level Divine Spells&lt;br /&gt;
&lt;br /&gt;
Special: Must have created a homunculus of at least 4 HD.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
HD: d6&lt;br /&gt;
&lt;br /&gt;
Skills: 4 + mInt&lt;br /&gt;
&lt;br /&gt;
Class Skills: Craft(all), Disable Device, Knowledge(Arcana, Engineering, Religion), Spellcraft&lt;br /&gt;
BAB: Poor (half HD)&lt;br /&gt;
&lt;br /&gt;
Saves: Fort (good), Will (bad), Reflex (bad)&lt;br /&gt;
&lt;br /&gt;
Level 1: Construction Focus, Spark of Creation, +1 Level of Divine Spellcasting Class&lt;br /&gt;
&lt;br /&gt;
Level 2: Divine Builder, +1 Level of Divine Spellcasting Class&lt;br /&gt;
&lt;br /&gt;
Level 3: Master Divine Builder, Foremanculus, +1 Level of Divine Spellcasting Class&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Spark of Creation: At first level gives +1 to Craft checks, at 2nd level +3, and at 3rd level +5. Homunculi that Demiurge creates gains these bonuses as well. Otherwise same as first version.&lt;br /&gt;
&lt;br /&gt;
Construction Focus: As first version ability&lt;br /&gt;
&lt;br /&gt;
Divine Builder: As first version ability, but only applies to constructs.&lt;br /&gt;
&lt;br /&gt;
Master Divine Builder: As first ability.&lt;br /&gt;
&lt;br /&gt;
Formanculus: The Demiurge may choose a homunculus of at least 4 HD to become his familiar and bottom bitch. All other homunculi can follow the Formanculus&amp;#039; instructions, and the Demiurge may overrride them.&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
Thoughts on Version Two: I think this one is more balanced, as well as more thematically coherent. While making wondrous items faster would be nice (as the first version allows), this is focused more on &amp;quot;creating the semblance of life&amp;quot;. Spark of Creation is a little weird, but it&amp;#039;s also extremely helpful since many constructs require strange Craft checks. The idea here is that this guy is so focused on crafting constructs that he can overcome not having ranks in Carpentry, Stonemasonry, Ice sculptures, Limb Topiary, etc.&lt;/div&gt;</summary>
		<author><name>68.115.32.44</name></author>	</entry>

	<entry>
		<id>http://inembleth.kriona.net/wiki/index.php?title=Demiurge&amp;diff=1950</id>
		<title>Demiurge</title>
		<link rel="alternate" type="text/html" href="http://inembleth.kriona.net/wiki/index.php?title=Demiurge&amp;diff=1950"/>
				<updated>2011-06-29T20:30:25Z</updated>
		
		<summary type="html">&lt;p&gt;68.115.32.44: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;FIRST VERSION&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Some divine crafters are so engrossed in their work that they take on a spiritual connection with the items they create. These crafters become Demiurges. Demiurges focus on the heat of the forge, rather than the heat of battle, and so become stronger casters and crafters, while becoming weaker combatants. &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Requirements:&lt;br /&gt;
&lt;br /&gt;
Skills: Craft (any) 7 ranks&lt;br /&gt;
&lt;br /&gt;
Feats: Any two item creation feats&lt;br /&gt;
&lt;br /&gt;
Ability to cast 3rd level Divine Spells&lt;br /&gt;
&lt;br /&gt;
Special: To advance to level 3 in Demiurge, must have created a homunculus with at least 4 Hit Die.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
HD: d6&lt;br /&gt;
&lt;br /&gt;
Skills: 4 + mInt&lt;br /&gt;
&lt;br /&gt;
Class Skills: Craft(all), Disable Device, Knowledge(Arcana, Engineering, Religion), Spellcraft&lt;br /&gt;
BAB: Poor (half HD)&lt;br /&gt;
&lt;br /&gt;
Saves: Fort (good), Will (bad), Reflex (bad)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Level 1: Construction Focus, Spark of Creation, +1 Spellcasting in Divine Class&lt;br /&gt;
&lt;br /&gt;
Level 2: Divine Builder, +1 Spellcasting in Divine Class&lt;br /&gt;
&lt;br /&gt;
Level 3: Familiar, +1 Spellcasting in Divine Class&lt;br /&gt;
&lt;br /&gt;
Level 4: Divine Builder, +1 Spellcasting in Divine Class&lt;br /&gt;
&lt;br /&gt;
Level 5: Master Divine Builder, +1 Spellcasting in Divine Class&lt;br /&gt;
&lt;br /&gt;
Spark of Creation: You receive a bonus to all Craft checks to make non-alchemical items equal to your Demiurge class level.&lt;br /&gt;
&lt;br /&gt;
Construction Focus: the Demiurge receives the Construct (Artifice) domain.&lt;br /&gt;
&lt;br /&gt;
Familiar: The Demiurge&amp;#039;s connection with his homunculus strengthens, and the homunculus he created to qualify for this path becomes his familiar. Treat the Demiurge&amp;#039;s effective wizard level for determining familiar abilities as equal to the Demiurge&amp;#039;s Hit Dice.&lt;br /&gt;
&lt;br /&gt;
Divine Builder: At level 2 and level 4, you receive the Arcane Discovery &amp;quot;Arcane Builder&amp;quot;. Any creature that is created from your blood, such as a Homunculi, gains the benefits of this as well. Constructs created before you get this can be taught the benefits of it in a special class that requires materials worth 1000 gp per construct to be taught. For example, a level 7 Cleric / 1 Demiurge created a homunculus that builds crossbows. When the character gains another level of Demiurge, he can teach that homunculus to gain the benefits of Divine Builder buy spending 1000 gp to teach it.&lt;br /&gt;
&lt;br /&gt;
Master Divine Builder: The increase in speed from Divine Builder now increases to 33%, and the increase to Spellcraft is now +6.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Thoughts: Crafting in Pathfinder doesn&amp;#039;t work. It takes prohibitively long amounts of time to make even a simple magical item. For example, a +3 weapon will take 8 days to make. If you try to make a golem or other expensive item, it&amp;#039;ll take half a year! &lt;br /&gt;
&lt;br /&gt;
I also *really* wanted the Artifice domain since it works well with my character concept. &lt;br /&gt;
&lt;br /&gt;
Spark of Creation is meant to help out with making things.&lt;br /&gt;
&lt;br /&gt;
The trade off of giving up combat strength (due to wizard hit dice and poor BAB progression) make me think that this is fairly balanced, especially since I plan on going into melee and whacking some bad guys up!&lt;br /&gt;
&lt;br /&gt;
Arcane Builder is from the UM, and is usually for Wizards. I am 90% certain it is based off the feat &amp;quot;Master Artificer&amp;quot; from the Adventurer&amp;#039;s Handbook, and that the author of that book also wrote that Arcane Discovery. However, Master Artificer is much more powerful (50% faster, and applies to *all* crafting).&lt;br /&gt;
&lt;br /&gt;
The requirement of a homunculus with at least 4 HD means that it&amp;#039;ll cost 5k instead of 1k to make the homunculus, since adding HD costs +2k per, and Homunculi have 2 HD starting out.&lt;br /&gt;
&lt;br /&gt;
This class is based loosely off the &amp;quot;Techsmith&amp;quot; from Forgotten Realm&amp;#039;s &amp;quot;Faiths and Pantheons&amp;quot;. That class had more of a mechanical bent to it, including firearms, as well as an anti-golem abilities. They get a very strong golem at first level, and an extra domain at 3rd level. In this, I swapped that around to get a domain at first level and a weak construct at 3rd level.  As is the case with many of my characters, this is based off of one of Plato&amp;#039;s work &amp;quot;Timaeus&amp;quot;, where the &amp;quot;Demiurge&amp;quot; is the Divine Intelligence that creates the world, and sets it on a rational course.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;SECOND VERSION&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Requirements:&lt;br /&gt;
&lt;br /&gt;
Skills: Craft (any) 7 ranks&lt;br /&gt;
&lt;br /&gt;
Feats: Craft Construct&lt;br /&gt;
&lt;br /&gt;
Ability to cast 3rd level Divine Spells&lt;br /&gt;
&lt;br /&gt;
Special: Must have created a homunculus of at least 4 HD.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
HD: d6&lt;br /&gt;
&lt;br /&gt;
Skills: 4 + mInt&lt;br /&gt;
&lt;br /&gt;
Class Skills: Craft(all), Disable Device, Knowledge(Arcana, Engineering, Religion), Spellcraft&lt;br /&gt;
BAB: Poor (half HD)&lt;br /&gt;
&lt;br /&gt;
Saves: Fort (good), Will (bad), Reflex (bad)&lt;br /&gt;
&lt;br /&gt;
Level 1: Construction Focus, Spark of Creation, +1 Level of Divine Spellcasting Class&lt;br /&gt;
&lt;br /&gt;
Level 2: Divine Builder, +1 Level of Divine Spellcasting Class&lt;br /&gt;
&lt;br /&gt;
Level 3: Master Divine Builder, +1 Level of Divine Spellcasting Class&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Spark of Creation: At first level gives +1 to Craft checks, at 2nd level +3, and at 3rd level +5. Otherwise same as first version.&lt;br /&gt;
&lt;br /&gt;
Construction Focus: As first version ability&lt;br /&gt;
&lt;br /&gt;
Divine Builder: As first version ability, but only applies to constructs.&lt;br /&gt;
&lt;br /&gt;
Master Divine Builder: As first ability.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
Thoughts on Version Two: I think this one is more balanced, as well as more thematically coherent. While making wondrous items faster would be nice (as the first version allows), this is focused more on &amp;quot;creating the semblance of life&amp;quot;. Spark of Creation is a little weird, but it&amp;#039;s also extremely helpful since many constructs require strange Craft checks. The idea here is that this guy is so focused on crafting constructs that he can overcome not having ranks in Carpentry, Stonemasonry, Ice sculptures, Limb Topiary, etc.&lt;/div&gt;</summary>
		<author><name>68.115.32.44</name></author>	</entry>

	<entry>
		<id>http://inembleth.kriona.net/wiki/index.php?title=Demiurge&amp;diff=1949</id>
		<title>Demiurge</title>
		<link rel="alternate" type="text/html" href="http://inembleth.kriona.net/wiki/index.php?title=Demiurge&amp;diff=1949"/>
				<updated>2011-06-29T04:17:20Z</updated>
		
		<summary type="html">&lt;p&gt;68.115.32.44: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Some divine crafters are so engrossed in their work that they take on a spiritual connection with the items they create. These crafters become Demiurges. Demiurges focus on the heat of the forge, rather than the heat of battle, and so become stronger casters and crafters, while becoming weaker combatants. &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Requirements:&lt;br /&gt;
&lt;br /&gt;
Skills: Craft (any) 7 ranks&lt;br /&gt;
&lt;br /&gt;
Feats: Any two item creation feats&lt;br /&gt;
&lt;br /&gt;
Ability to cast 3rd level Divine Spells&lt;br /&gt;
&lt;br /&gt;
Special: To advance to level 3 in Demiurge, must have created a homunculus with at least 4 Hit Die.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
HD: d6&lt;br /&gt;
&lt;br /&gt;
Skills: 4 + mInt&lt;br /&gt;
&lt;br /&gt;
Class Skills: Craft(all), Disable Device, Knowledge(Arcana, Engineering, Religion), Spellcraft&lt;br /&gt;
BAB: Poor (half HD)&lt;br /&gt;
&lt;br /&gt;
Saves: Fort (good), Will (bad), Reflex (bad)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Level 1: Construction Focus, Spark of Creation, +1 Spellcasting in Divine Class&lt;br /&gt;
&lt;br /&gt;
Level 2: Divine Builder, +1 Spellcasting in Divine Class&lt;br /&gt;
&lt;br /&gt;
Level 3: Familiar, +1 Spellcasting in Divine Class&lt;br /&gt;
&lt;br /&gt;
Level 4: Divine Builder, +1 Spellcasting in Divine Class&lt;br /&gt;
&lt;br /&gt;
Level 5: Master Divine Builder, +1 Spellcasting in Divine Class&lt;br /&gt;
&lt;br /&gt;
Spark of Creation: You receive a bonus to all Craft checks to make non-alchemical items equal to your Demiurge class level.&lt;br /&gt;
&lt;br /&gt;
Construction Focus: the Demiurge receives the Construct (Artifice) domain.&lt;br /&gt;
&lt;br /&gt;
Familiar: The Demiurge&amp;#039;s connection with his homunculus strengthens, and the homunculus he created to qualify for this path becomes his familiar. Treat the Demiurge&amp;#039;s effective wizard level for determining familiar abilities as equal to the Demiurge&amp;#039;s Hit Dice.&lt;br /&gt;
&lt;br /&gt;
Divine Builder: At level 2 and level 4, you receive the Arcane Discovery &amp;quot;Arcane Builder&amp;quot;. Any creature that is created from your blood, such as a Homunculi, gains the benefits of this as well. Constructs created before you get this can be taught the benefits of it in a special class that requires materials worth 1000 gp per construct to be taught. For example, a level 7 Cleric / 1 Demiurge created a homunculus that builds crossbows. When the character gains another level of Demiurge, he can teach that homunculus to gain the benefits of Divine Builder buy spending 1000 gp to teach it.&lt;br /&gt;
&lt;br /&gt;
Master Divine Builder: The increase in speed from Divine Builder now increases to 33%, and the increase to Spellcraft is now +6.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Thoughts: Crafting in Pathfinder doesn&amp;#039;t work. It takes prohibitively long amounts of time to make even a simple magical item. For example, a +3 weapon will take 8 days to make. If you try to make a golem or other expensive item, it&amp;#039;ll take half a year! &lt;br /&gt;
&lt;br /&gt;
I also *really* wanted the Artifice domain since it works well with my character concept. &lt;br /&gt;
&lt;br /&gt;
Spark of Creation is meant to help out with making things.&lt;br /&gt;
&lt;br /&gt;
The trade off of giving up combat strength (due to wizard hit dice and poor BAB progression) make me think that this is fairly balanced, especially since I plan on going into melee and whacking some bad guys up!&lt;br /&gt;
&lt;br /&gt;
Arcane Builder is from the UM, and is usually for Wizards. I am 90% certain it is based off the feat &amp;quot;Master Artificer&amp;quot; from the Adventurer&amp;#039;s Handbook, and that the author of that book also wrote that Arcane Discovery. However, Master Artificer is much more powerful (50% faster, and applies to *all* crafting).&lt;br /&gt;
&lt;br /&gt;
The requirement of a homunculus with at least 4 HD means that it&amp;#039;ll cost 5k instead of 1k to make the homunculus, since adding HD costs +2k per, and Homunculi have 2 HD starting out.&lt;br /&gt;
&lt;br /&gt;
This class is based loosely off the &amp;quot;Techsmith&amp;quot; from Forgotten Realm&amp;#039;s &amp;quot;Faiths and Pantheons&amp;quot;. That class had more of a mechanical bent to it, including firearms, as well as an anti-golem abilities. They get a very strong golem at first level, and an extra domain at 3rd level. In this, I swapped that around to get a domain at first level and a weak construct at 3rd level.  As is the case with many of my characters, this is based off of one of Plato&amp;#039;s work &amp;quot;Timaeus&amp;quot;, where the &amp;quot;Demiurge&amp;quot; is the Divine Intelligence that creates the world, and sets it on a rational course.&lt;/div&gt;</summary>
		<author><name>68.115.32.44</name></author>	</entry>

	<entry>
		<id>http://inembleth.kriona.net/wiki/index.php?title=Demiurge&amp;diff=1948</id>
		<title>Demiurge</title>
		<link rel="alternate" type="text/html" href="http://inembleth.kriona.net/wiki/index.php?title=Demiurge&amp;diff=1948"/>
				<updated>2011-06-29T04:13:21Z</updated>
		
		<summary type="html">&lt;p&gt;68.115.32.44: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Some divine crafters are so engrossed in their work that they take on a spiritual connection with the items they create. These crafters become Demiurges. Demiurges focus on the heat of the forge, rather than the heat of battle, and so become stronger casters and crafters, while becoming weaker combatants. &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Requirements:&lt;br /&gt;
&lt;br /&gt;
Skills: Craft (any) 7 ranks&lt;br /&gt;
&lt;br /&gt;
Feats: Any two item creation feats&lt;br /&gt;
&lt;br /&gt;
Ability to cast 3rd level Divine Spells&lt;br /&gt;
&lt;br /&gt;
Special: To advance to level 3 in Demiurge, must have created a homunculus with at least 4 Hit Die.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
HD: d6&lt;br /&gt;
&lt;br /&gt;
Skills: 4 + mInt&lt;br /&gt;
&lt;br /&gt;
Class Skills: Craft(all), Disable Device, Knowledge(Arcana, Engineering, Religion), Spellcraft&lt;br /&gt;
BAB: Poor (half HD)&lt;br /&gt;
&lt;br /&gt;
Saves: Fort (good), Will (bad), Reflex (bad)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Level 1: Construction Focus, Spark of Creation, +1 Spellcasting in Divine Class&lt;br /&gt;
&lt;br /&gt;
Level 2: Divine Builder, +1 Spellcasting in Divine Class&lt;br /&gt;
&lt;br /&gt;
Level 3: Familiar, +1 Spellcasting in Divine Class&lt;br /&gt;
&lt;br /&gt;
Level 4: Divine Builder, +1 Spellcasting in Divine Class&lt;br /&gt;
&lt;br /&gt;
Level 5: Master Divine Builder, +1 Spellcasting in Divine Class&lt;br /&gt;
&lt;br /&gt;
Spark of Creation: You receive a bonus to all Craft checks to make non-alchemical items equal to your Demiurge class level.&lt;br /&gt;
&lt;br /&gt;
Construction Focus: the Demiurge receives the Construct (Artifice) domain.&lt;br /&gt;
&lt;br /&gt;
Familiar: The Demiurge&amp;#039;s connection with his homunculus strengthens, and the homunculus he created to qualify for this path becomes his familiar. Treat the Demiurge&amp;#039;s effective wizard level for determining familiar abilities as equal to the Demiurge&amp;#039;s Hit Dice.&lt;br /&gt;
&lt;br /&gt;
Divine Builder: At level 2 and level 4, you receive the Arcane Discovery &amp;quot;Arcane Builder&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Master Divine Builder: The increase in speed from Divine Builder now increases to 33%, and the increase to Spellcraft is now +6.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Thoughts: Crafting in Pathfinder doesn&amp;#039;t work. It takes prohibitively long amounts of time to make even a simple magical item. For example, a +3 weapon will take 8 days to make. If you try to make a golem or other expensive item, it&amp;#039;ll take half a year! &lt;br /&gt;
&lt;br /&gt;
I also *really* wanted the Artifice domain since it works well with my character concept. &lt;br /&gt;
&lt;br /&gt;
Spark of Creation is meant to help out with making things.&lt;br /&gt;
&lt;br /&gt;
The trade off of giving up combat strength (due to wizard hit dice and poor BAB progression) make me think that this is fairly balanced, especially since I plan on going into melee and whacking some bad guys up!&lt;br /&gt;
&lt;br /&gt;
Arcane Builder is from the UM, and is usually for Wizards. I am 90% certain it is based off the feat &amp;quot;Master Artificer&amp;quot; from the Adventurer&amp;#039;s Handbook, and that the author of that book also wrote that Arcane Discovery. However, Master Artificer is much more powerful (50% faster, and applies to *all* crafting).&lt;br /&gt;
&lt;br /&gt;
The requirement of a homunculus with at least 4 HD means that it&amp;#039;ll cost 5k instead of 1k to make the homunculus, since adding HD costs +2k per, and Homunculi have 2 HD starting out.&lt;br /&gt;
&lt;br /&gt;
This class is based loosely off the &amp;quot;Techsmith&amp;quot; from Forgotten Realm&amp;#039;s &amp;quot;Faiths and Pantheons&amp;quot;. That class had more of a mechanical bent to it, including firearms, as well as an anti-golem abilities. They get a very strong golem at first level, and an extra domain at 3rd level. In this, I swapped that around to get a domain at first level and a weak construct at 3rd level.  As is the case with many of my characters, this is based off of one of Plato&amp;#039;s work &amp;quot;Timaeus&amp;quot;, where the &amp;quot;Demiurge&amp;quot; is the Divine Intelligence that creates the world, and sets it on a rational course.&lt;/div&gt;</summary>
		<author><name>68.115.32.44</name></author>	</entry>

	<entry>
		<id>http://inembleth.kriona.net/wiki/index.php?title=Demiurge&amp;diff=1945</id>
		<title>Demiurge</title>
		<link rel="alternate" type="text/html" href="http://inembleth.kriona.net/wiki/index.php?title=Demiurge&amp;diff=1945"/>
				<updated>2011-06-23T22:31:40Z</updated>
		
		<summary type="html">&lt;p&gt;68.115.32.44: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Some divine crafters are so engrossed in their work that they take on a spiritual connection with the items they create. These crafters become Demiurges. Demiurges focus on the heat of the forge, rather than the heat of battle, and so become stronger casters and crafters, while becoming weaker combatants. &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Requirements:&lt;br /&gt;
&lt;br /&gt;
Skills: Craft (any) 7 ranks&lt;br /&gt;
&lt;br /&gt;
Feats: Any two item creation feats&lt;br /&gt;
&lt;br /&gt;
Ability to cast 3rd level Divine Spells&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
HD: d6&lt;br /&gt;
&lt;br /&gt;
BAB: Poor (half HD)&lt;br /&gt;
&lt;br /&gt;
Saves: Fort (good), Will (bad), Reflex (bad)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Level 1: Construction Focus, Divine Spark, +1 Spellcasting in Divine Class&lt;br /&gt;
&lt;br /&gt;
Level 2: +1 Spellcasting in Divine Class&lt;br /&gt;
&lt;br /&gt;
Level 3: Divine Materialism, +1 Spellcasting in Divine Class&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Construction Focus: the Demiurge receives the Construct (Artifice) domain.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Divine Spark: By imparting a bit of your energy into your items, you can speed up construction time. Before crafting an item, you decide whether to use Divine Spark. If you do, you take two temporary negative levels for the duration of the crafting, and for 7 days after you finish. After this amount of time, the negative levels go away. Further, during this time you can cast one less spell per day for every spell level that you have. If you decide to use Divine Spark, crafting takes 25% less time per level of Demiurge. For example, if a second level Demiurge worked 8 hours a day, it counts as 12 hours towards completing the item. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Divine Materialism: Your connection to the materials you use has strengthened to the point where you know how to make them go much farther than a normal crafter. When crafting, you treat the cost of the magic item as 20% less than the listed price. This bonus stacks with other reductions to the cost.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Thoughts: Crafting in Pathfinder doesn&amp;#039;t work. It takes prohibitively long amounts of time to make even a simple magical item. For example, a +3 weapon will take 8 days to make. If you try to make a golem or other expensive item, it&amp;#039;ll take half a year! This is my attempt to make crafting better by making it take less time (so it&amp;#039;s possible to use it in game), as well as a bit cheaper. &lt;br /&gt;
&lt;br /&gt;
I also *really* wanted the Artifice domain since it works well with my character concept. &lt;br /&gt;
&lt;br /&gt;
The trade off of giving up combat strength (due to wizard hit dice and poor BAB progression) make me think that this is fairly balanced, especially since I plan on going into melee and whacking some bad guys up!&lt;/div&gt;</summary>
		<author><name>68.115.32.44</name></author>	</entry>

	<entry>
		<id>http://inembleth.kriona.net/wiki/index.php?title=Demiurge&amp;diff=1944</id>
		<title>Demiurge</title>
		<link rel="alternate" type="text/html" href="http://inembleth.kriona.net/wiki/index.php?title=Demiurge&amp;diff=1944"/>
				<updated>2011-06-23T22:30:57Z</updated>
		
		<summary type="html">&lt;p&gt;68.115.32.44: New page: Some divine crafters are so engrossed in their work that they take on a spiritual connection with the items they create. These crafters become Demiurges. Demiurges focus on the heat of the...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Some divine crafters are so engrossed in their work that they take on a spiritual connection with the items they create. These crafters become Demiurges. Demiurges focus on the heat of the forge, rather than the heat of battle, and so become stronger casters and crafters, while becoming weaker combatants. &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Requirements:&lt;br /&gt;
Skills: Craft (any) 7 ranks&lt;br /&gt;
Feats: Any two item creation feats&lt;br /&gt;
Ability to cast 3rd level Divine Spells&lt;br /&gt;
&lt;br /&gt;
HD: d6&lt;br /&gt;
BAB: Poor (half HD)&lt;br /&gt;
Saves: Fort (good), Will (bad), Reflex (bad)&lt;br /&gt;
&lt;br /&gt;
Level 1: Construction Focus, Divine Spark, +1 Spellcasting in Divine Class&lt;br /&gt;
Level 2: +1 Spellcasting in Divine Class&lt;br /&gt;
Level 3: Divine Materialism, +1 Spellcasting in Divine Class&lt;br /&gt;
&lt;br /&gt;
Construction Focus: the Demiurge receives the Construct (Artifice) domain.&lt;br /&gt;
&lt;br /&gt;
Divine Spark: By imparting a bit of your energy into your items, you can speed up construction time. Before crafting an item, you decide whether to use Divine Spark. If you do, you take two temporary negative levels for the duration of the crafting, and for 7 days after you finish. After this amount of time, the negative levels go away. Further, during this time you can cast one less spell per day for every spell level that you have. If you decide to use Divine Spark, crafting takes 25% less time per level of Demiurge. For example, if a second level Demiurge worked 8 hours a day, it counts as 12 hours towards completing the item. &lt;br /&gt;
&lt;br /&gt;
Divine Materialism: Your connection to the materials you use has strengthened to the point where you know how to make them go much farther than a normal crafter. When crafting, you treat the cost of the magic item as 20% less than the listed price. This bonus stacks with other reductions to the cost.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Thoughts: Crafting in Pathfinder doesn&amp;#039;t work. It takes prohibitively long amounts of time to make even a simple magical item. For example, a +3 weapon will take 8 days to make. If you try to make a golem or other expensive item, it&amp;#039;ll take half a year! This is my attempt to make crafting better by making it take less time (so it&amp;#039;s possible to use it in game), as well as a bit cheaper. &lt;br /&gt;
&lt;br /&gt;
I also *really* wanted the Artifice domain since it works well with my character concept. &lt;br /&gt;
&lt;br /&gt;
The trade off of giving up combat strength (due to wizard hit dice and poor BAB progression) make me think that this is fairly balanced, especially since I plan on going into melee and whacking some bad guys up!&lt;/div&gt;</summary>
		<author><name>68.115.32.44</name></author>	</entry>

	<entry>
		<id>http://inembleth.kriona.net/wiki/index.php?title=Grontosh_Crazytusks/Poisons&amp;diff=1933</id>
		<title>Grontosh Crazytusks/Poisons</title>
		<link rel="alternate" type="text/html" href="http://inembleth.kriona.net/wiki/index.php?title=Grontosh_Crazytusks/Poisons&amp;diff=1933"/>
				<updated>2011-05-08T22:31:55Z</updated>
		
		<summary type="html">&lt;p&gt;68.115.32.44: New page: Grontosh has spent many hour crafting his own poisons, testing them out on himself to see their effects.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Grontosh has spent many hour crafting his own poisons, testing them out on himself to see their effects.&lt;/div&gt;</summary>
		<author><name>68.115.32.44</name></author>	</entry>

	<entry>
		<id>http://inembleth.kriona.net/wiki/index.php?title=Grontosh_Crazytusks&amp;diff=1932</id>
		<title>Grontosh Crazytusks</title>
		<link rel="alternate" type="text/html" href="http://inembleth.kriona.net/wiki/index.php?title=Grontosh_Crazytusks&amp;diff=1932"/>
				<updated>2011-05-08T22:30:56Z</updated>
		
		<summary type="html">&lt;p&gt;68.115.32.44: New page: A half-orc Mad Scientist played by Will.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A half-orc Mad Scientist played by [[Will]].&lt;/div&gt;</summary>
		<author><name>68.115.32.44</name></author>	</entry>

	<entry>
		<id>http://inembleth.kriona.net/wiki/index.php?title=Zael_Tellor&amp;diff=1921</id>
		<title>Zael Tellor</title>
		<link rel="alternate" type="text/html" href="http://inembleth.kriona.net/wiki/index.php?title=Zael_Tellor&amp;diff=1921"/>
				<updated>2011-05-07T23:48:15Z</updated>
		
		<summary type="html">&lt;p&gt;68.115.32.44: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Zael is a character played by [[Will]]. He is a human Cleric worshiping an Elven god, and focuses on his god&amp;#039;s teachings of Heroism and Liberation. Like other worshippers of his god, he is skilled at using the bow. Prior to dedicating his life to his god, he as a blacksmith and fletcher, both of which he plans on using to further his goals.&lt;br /&gt;
&lt;br /&gt;
== Early life ==&lt;br /&gt;
Zael was born into a family of handimen in the village of [[Kelnon]], along the border of Awn Tellan. His father was a blacksmith who specialized in making tools, and his mother was a handweaver. At the age of 9, he became interested in the work of his father, and started to train under him, learning the fundamentals of the blacksmithing trade. Around this time, the Sa&amp;#039;Enkadian empire launched its war to conquer the continent, and his father thought it prudent to send Zael to a blacksmith who could teach him the way of making weapons. Zael was sent to the city of [[Cantur]], a place well known for its quality weapons.&lt;br /&gt;
&lt;br /&gt;
== Life in Cantur ==&lt;br /&gt;
&lt;br /&gt;
In Cantur, Zael apprenticed under a weaponsmith who taught him how to make weapons and bows. During his third year of apprenticeship, Zael was sent on a routine delivery of crossbows to a neighboring town that had ordered crossbows in case the Sa&amp;#039;Enkadians or bandits attacked, and it was Zael&amp;#039;s job to deliver them. Since there was a good road between the towns, all he took was the cart full of crossbows and a horse to pull the cart. However, halfway between the towns he and his horse were attacked my ravenous wolves. Zael quickly jumped into the cart while watching the wolves tear the horse to shreds.&lt;/div&gt;</summary>
		<author><name>68.115.32.44</name></author>	</entry>

	<entry>
		<id>http://inembleth.kriona.net/wiki/index.php?title=Cantur&amp;diff=1920</id>
		<title>Cantur</title>
		<link rel="alternate" type="text/html" href="http://inembleth.kriona.net/wiki/index.php?title=Cantur&amp;diff=1920"/>
				<updated>2011-05-07T23:44:50Z</updated>
		
		<summary type="html">&lt;p&gt;68.115.32.44: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A town in [[Awn Tellan]] that was well known for its quality weapons.&lt;br /&gt;
&lt;br /&gt;
It had a temple to an Elven god of Heroism and Liberation before the Sa&amp;#039;Enkadian army razed the town to the ground.&lt;/div&gt;</summary>
		<author><name>68.115.32.44</name></author>	</entry>

	<entry>
		<id>http://inembleth.kriona.net/wiki/index.php?title=Cantur&amp;diff=1919</id>
		<title>Cantur</title>
		<link rel="alternate" type="text/html" href="http://inembleth.kriona.net/wiki/index.php?title=Cantur&amp;diff=1919"/>
				<updated>2011-05-07T23:44:15Z</updated>
		
		<summary type="html">&lt;p&gt;68.115.32.44: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A town in [[Awn Tellon]] that was well known for its quality weapons.&lt;br /&gt;
&lt;br /&gt;
It had a temple to an Elven god of Heroism and Liberation before the Sa&amp;#039;Enkadian army razed the town to the ground.&lt;/div&gt;</summary>
		<author><name>68.115.32.44</name></author>	</entry>

	<entry>
		<id>http://inembleth.kriona.net/wiki/index.php?title=Cantur&amp;diff=1918</id>
		<title>Cantur</title>
		<link rel="alternate" type="text/html" href="http://inembleth.kriona.net/wiki/index.php?title=Cantur&amp;diff=1918"/>
				<updated>2011-05-07T23:44:00Z</updated>
		
		<summary type="html">&lt;p&gt;68.115.32.44: New page: A town in Awn Tellon that was well known for its quality weapons.  It had a temple to an Elven god of Heroism and Liberation before the Sa&amp;#039;Enkadian army razed the town to the ground.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A town in Awn Tellon that was well known for its quality weapons.&lt;br /&gt;
&lt;br /&gt;
It had a temple to an Elven god of Heroism and Liberation before the Sa&amp;#039;Enkadian army razed the town to the ground.&lt;/div&gt;</summary>
		<author><name>68.115.32.44</name></author>	</entry>

	<entry>
		<id>http://inembleth.kriona.net/wiki/index.php?title=Zael_Tellor&amp;diff=1917</id>
		<title>Zael Tellor</title>
		<link rel="alternate" type="text/html" href="http://inembleth.kriona.net/wiki/index.php?title=Zael_Tellor&amp;diff=1917"/>
				<updated>2011-05-07T23:42:45Z</updated>
		
		<summary type="html">&lt;p&gt;68.115.32.44: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Zael is a character played by [[Will]]. He is a human Cleric worshiping an Elven god, and focuses on his god&amp;#039;s teachings of Heroism and Liberation. Like other worshippers of his god, he is skilled at using the bow. Prior to dedicating his life to his god, he as a blacksmith and fletcher, both of which he plans on using to further his goals.&lt;br /&gt;
&lt;br /&gt;
== Early life ==&lt;br /&gt;
Zael was born into a family of handimen in the village of [[Kelnon]], along the border of Awn Tellan. His father was a blacksmith who specialized in making tools, and his mother was a handweaver. At the age of 9, he became interested in the work of his father, and started to train under him, learning the fundamentals of the blacksmithing trade. Around this time, the Sa&amp;#039;Enkadian empire launched its war to conquer the continent, and his father thought it prudent to send Zael to a blacksmith who could teach him the way of making weapons. Zael was sent to the city of [[Cantur]], a place well known for its quality weapons.&lt;br /&gt;
&lt;br /&gt;
== Life in Cantur ==&lt;br /&gt;
&lt;br /&gt;
In Cantur, Zael apprenticed under a weaponsmith who taught him how to make weapons and bows. During his third year of apprenticeship, Zael was sent on a routine delivery of crossbows to a neighboring town. The town had ordered crossbows in case the Sa&amp;#039;Enkadians or bandits attacked, and it was Zael&amp;#039;s job to deliver them.&lt;/div&gt;</summary>
		<author><name>68.115.32.44</name></author>	</entry>

	<entry>
		<id>http://inembleth.kriona.net/wiki/index.php?title=Zael_Tellor&amp;diff=1916</id>
		<title>Zael Tellor</title>
		<link rel="alternate" type="text/html" href="http://inembleth.kriona.net/wiki/index.php?title=Zael_Tellor&amp;diff=1916"/>
				<updated>2011-05-07T23:40:27Z</updated>
		
		<summary type="html">&lt;p&gt;68.115.32.44: New page: Zael is a character played by Will. He is a human Cleric worshiping an Elven god, and focuses on his god&amp;#039;s teachings of Heroism and Liberation. Like other worshippers of his god, he is...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Zael is a character played by [[Will]]. He is a human Cleric worshiping an Elven god, and focuses on his god&amp;#039;s teachings of Heroism and Liberation. Like other worshippers of his god, he is skilled at using the bow. Prior to dedicating his life to his god, he as a blacksmith and fletcher, both of which he plans on using to further his goals.&lt;br /&gt;
&lt;br /&gt;
== Early life ==&lt;br /&gt;
Zael was born into a family of handimen in the village of [[Kelnon]], along the border of Awn Tellan. His father was a blacksmith who specialized in making tools, and his mother was a handweaver. At the age of 9, he became interested in the work of his father, and started to train under him, learning the fundamentals of the blacksmithing trade. Around this time, the Sa&amp;#039;Enkadian empire launched its war to conquer the continent, and his father thought it prudent to send Zael to a blacksmith who could teach him the way of making weapons. Zael was sent to the city of [[Cantur]], a place well known for its quality weapons.&lt;/div&gt;</summary>
		<author><name>68.115.32.44</name></author>	</entry>

	<entry>
		<id>http://inembleth.kriona.net/wiki/index.php?title=By_Any_Means_Necessary_Campaign&amp;diff=1915</id>
		<title>By Any Means Necessary Campaign</title>
		<link rel="alternate" type="text/html" href="http://inembleth.kriona.net/wiki/index.php?title=By_Any_Means_Necessary_Campaign&amp;diff=1915"/>
				<updated>2011-05-07T23:39:52Z</updated>
		
		<summary type="html">&lt;p&gt;68.115.32.44: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Player Characters ==&lt;br /&gt;
* [[Raina]] - human wizard/rogue ([[Randi]])&lt;br /&gt;
* [[Zael Tellor]] -- human Cleric ([[Will]])&lt;br /&gt;
&lt;br /&gt;
== Non-Player Characters ==&lt;br /&gt;
* [[Relnareth]] - Raina&amp;#039;s vampire lord&lt;br /&gt;
&lt;br /&gt;
== Events ==&lt;br /&gt;
&lt;br /&gt;
== Kingdoms and Cities ==&lt;br /&gt;
* [[Sa&amp;#039;Enkad]]&lt;br /&gt;
** [[Pradhan]]&lt;br /&gt;
&lt;br /&gt;
[[Category:By Any Means Necessary Campaign]]&lt;br /&gt;
[[Category:Campaigns]]&lt;/div&gt;</summary>
		<author><name>68.115.32.44</name></author>	</entry>

	<entry>
		<id>http://inembleth.kriona.net/wiki/index.php?title=Raina&amp;diff=1914</id>
		<title>Raina</title>
		<link rel="alternate" type="text/html" href="http://inembleth.kriona.net/wiki/index.php?title=Raina&amp;diff=1914"/>
				<updated>2011-05-07T23:34:54Z</updated>
		
		<summary type="html">&lt;p&gt;68.115.32.44: spelling!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Raina is a human wizard/rogue played by [[Randi]].&lt;br /&gt;
&lt;br /&gt;
== Early Years ==&lt;br /&gt;
&lt;br /&gt;
Raina comes from a small village. She lived her entire life in the village, marrying a handsome local farmer and raising children where she grew up. She only left her village once to travel to the capital on a pilgrimage.&lt;br /&gt;
&lt;br /&gt;
Her live was ordinary in every way until a few months after her 31st birthday and birth of her third child. A vampire lord named [[Relnareth]] moved to a nearby and declared the surrounding countryside as his domain. Relnareth vigorously defended his domain, driving off many of the other supernatural predators in the area and inadvertently making the area safer. An old priest named [[Jorda]] from Raina&amp;#039;s village learned of Relnareth&amp;#039;s true nature and began to publicly denounce him. In order to silence the rumors before they spread, Relnareth visited Jorda&amp;#039;s house one evening, the evening Raina was visiting Jorda to bless her newborn baby, and tore the priest limb from limb. Relnareth turned Raina and considered for a moment killing the baby, but instead left with his new prize.&lt;br /&gt;
&lt;br /&gt;
== Lost Years ==&lt;br /&gt;
&lt;br /&gt;
Raina had a hard time adjusting to life as a vampire spawn. She lived her life in a haze, spending the next 60 years as a minion of her new vampire lord. She fed and she obeyed, forced into servitude by the bond between spawn and lord. Her life had lost meaning and she cared for no one - not even Relnareth. She was his minion, but she hated him more than the eternal fires of hell for the curse he had brought to her.&lt;br /&gt;
&lt;br /&gt;
One night, roughly sixty years after Raina was cursed with vampirism, Relnareth sent her on a routine task to collect protection money from one of the city&amp;#039;s merchants. On her way, she stopped to feed on a beggar in an alley. He was sick from some plague that was spreading throughout the city, but Raina&amp;#039;s undead nature meant she had nothing to fear from such trivial concerns. Raina fed, but did not realize he was an aasimar - a human with celestial heritage. His blood burned like nothing Raina had ever experienced before. The searing pain encompassed her thoughts and she lay in the alley for hours, screaming and thrashing in agony.&lt;br /&gt;
&lt;br /&gt;
When Raina woke an hour later in a prison cell, she woke with a clarity of vision she had not possessed since before her turning. She affected an escape from her cell and returned to Relnareth, serving him for several more months. Raina learned everything she could about his operation, his base, his influence, and his reach. Armed with that knowledge, Raina left the city one evening in the post-dusk twilight and ventured the capital of [[Sa&amp;#039;Enkad]].&lt;br /&gt;
&lt;br /&gt;
== Life in the Capital ==&lt;br /&gt;
&lt;br /&gt;
Raina has lived in the capital for eight years. She worked as a maid, cleaning the mansions of the moderately wealthy. She earned the favor of one of her employers, a retired wizard-general named [[Tondrun]]. After convincing him of her sharp intellect and desire to serve [[Sa&amp;#039;Enkad]], Tondrun taught her the fundamentals of magic. Raina would arrive in the evening after sunset, learn the fundamentals of magic from Tondrun, and then clean his estate through the nighttime hours. She kept her feeding in the capital city to the barest minimum, as the embrace constantly reminded her of the evil Relnareth had done onto her.&lt;br /&gt;
&lt;br /&gt;
Convinced that magic was the sole cure for her disease, Raina pushed Tondrun to learn more. However, he grew hesitant to teach her more, telling her that it was the academy&amp;#039;s responsibility to train wizards. The fellow cleaning staff began whispering about how Raina never seemed to age, never seemed to tire, and Raina quickly realized she was falling out of favor with her employer. She left shortly thereafter and traveled across the desert to the coastal city of [[Pradhan]].&lt;br /&gt;
&lt;br /&gt;
== Life in [[Pradhan]] ==&lt;br /&gt;
&lt;br /&gt;
Pradhan was much different from the capital. Raina found an apartment down by the docks. With a vibrant night-life, she had little reason to fear being caught in the sun because of a social situation. She works as a barmaid in a seaside tavern, focusing on her magical abilities in her free time and doing her best to avoid her vampire master.&lt;br /&gt;
&lt;br /&gt;
[[Category:By Any Means Necessary Campaign]]&lt;br /&gt;
[[Category:People]]&lt;/div&gt;</summary>
		<author><name>68.115.32.44</name></author>	</entry>

	<entry>
		<id>http://inembleth.kriona.net/wiki/index.php?title=Zael_Tellon&amp;diff=1913</id>
		<title>Zael Tellon</title>
		<link rel="alternate" type="text/html" href="http://inembleth.kriona.net/wiki/index.php?title=Zael_Tellon&amp;diff=1913"/>
				<updated>2011-05-07T23:32:12Z</updated>
		
		<summary type="html">&lt;p&gt;68.115.32.44: New page: Zael is a character played by Will. He is a human Cleric worshiping an Elven god, and focuses on his god&amp;#039;s teachings of Heroism and Liberation. Like other worshippers of his god, he is...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Zael is a character played by [[Will]]. He is a human Cleric worshiping an Elven god, and focuses on his god&amp;#039;s teachings of Heroism and Liberation. Like other worshippers of his god, he is skilled at using the bow. Prior to dedicating his life to his god, he as a blacksmith and fletcher, both of which he plans on using to further his goals.&lt;/div&gt;</summary>
		<author><name>68.115.32.44</name></author>	</entry>

	<entry>
		<id>http://inembleth.kriona.net/wiki/index.php?title=By_Any_Means_Necessary_Campaign&amp;diff=1912</id>
		<title>By Any Means Necessary Campaign</title>
		<link rel="alternate" type="text/html" href="http://inembleth.kriona.net/wiki/index.php?title=By_Any_Means_Necessary_Campaign&amp;diff=1912"/>
				<updated>2011-05-07T23:26:48Z</updated>
		
		<summary type="html">&lt;p&gt;68.115.32.44: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Player Characters ==&lt;br /&gt;
* [[Raina]] - human wizard/rogue ([[Randi]])&lt;br /&gt;
* [[Zael Tellon]] -- human Cleric ([[Will]])&lt;br /&gt;
&lt;br /&gt;
== Non-Player Characters ==&lt;br /&gt;
* [[Relnareth]] - Raina&amp;#039;s vampire lord&lt;br /&gt;
&lt;br /&gt;
== Events ==&lt;br /&gt;
&lt;br /&gt;
== Kingdoms and Cities ==&lt;br /&gt;
* [[Sa&amp;#039;Enkad]]&lt;br /&gt;
** [[Pradhan]]&lt;br /&gt;
&lt;br /&gt;
[[Category:By Any Means Necessary Campaign]]&lt;br /&gt;
[[Category:Campaigns]]&lt;/div&gt;</summary>
		<author><name>68.115.32.44</name></author>	</entry>

	</feed>