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Rice Krispy Treats 3 tablespoons margarine or butter 1 (10 oz.) package regular marshmallows - or - 4 cups mini marshmallows 6 cups Rice Krispies® Directions 1. Melt margarine in large saucepan over low heat. Add marshmallows and stir until completely melted. Remove from heat.
2. Add KELLOGG'S RICE KRISPIES cereal. Stir until well coated.
3. Using buttered spatula or waxed paper, press mixture evenly into 13 x 9 x 2-inch pan coated with cooking spray. Cut into 2-inch squares when cool. Best if served the same day.
I have gotten a lot of questions about the Play By Post game! I wanted to give you the answers here incase anyone else was wondering the same things.
-To join just let me know if you want a custom character or pick one of the pregens you can veiw them in the forums.
- This is only a "potential" campagin. In other words, we will start with a single adventure and then the players will get to choose whether to continue on with a campaign.
- A lot of people are unfamilar with PBP or have had bad experiences with it. Once we have enough players we will decide on a posting schedule. It will most likely be a minimum of twice a week posts to keep up interest. I have some specific guidelines for PBP gaming that will help keep things simple and fun. Please visit the forums more details.
Also I was asked for an adventure synopsis for this inital game, here you go......
"DarkStep Corporation has discovered a suitable planet for colonization in an unlikely corner of space. By all previous experience, this planet should not be Earth compatible but it is. Is this a natural phenomenon or is there ancient alien technology at work? If it is alien tech can it be retrieved, reverse engineered, and mankind learn the secrets of terraforming? There is only one way to find out... send in the Justifiers!"
I thought it would help if you could see a couple of character sheet for a Justifiers D20 character. Here is two of the pregens I have for the game. First is the security officer a Bull-beta and next is the engineer a Badger-beta. I also have an owl science offcier, fox doctor, tree-frog scout, and cheetha pilot characters but if would like a custom character I can work one up. The character stats are based on a 32 point buy. The skill list is so short becuase only the skills with ranks and/or special bonuses for feats and/or mutations are shown. If you're interested in joining the PBP game in the forums email me or visit the forums.

Tags: Justifiers D20 PBP
Here is the intro into the game. If you like it, let me know if you would like to play in the PBP game.
It is the distant future. The year is 2311. You are Beta Humanoids in the service of Dark Step Incorporated. Dark Step is a small corporation, which only owns colonies on three worlds and two moons in a star system 14 light years from Earth. Dark Step specializes in Beta Human engineering almost exclusively for Justifiers. They are steadily growing as the name in leasing Justifiers to the mega-corps.
Most Beta Humanoids have an accelerated gestational period so from petri-dish to full adulthood takes about 8 years or less depending on species. During this 8 or less years the beta is rigorously trained for only 6 – 18 months depending on career. Beta’s are trained in large groups of 75 to 100 with little more then “drill sergeants” for teachers. This produces large numbers of inexpensive Betas. This is the norm but there are worse Justifier programs depending on the corporation in question. Dark Step leads in most industry standards when it comes to spawning and training Justifiers.
Now Dark Step started a secret program about 20 years ago called “Offspring.” The premise of this program was to produce Betas that were more successful and had a greater percentage at survival. Those executives that were pro-Offspring program told the company that quickly grown Betas were expensive. In addition, they felt Betas would continue to gain more civil rights. Therefore, a more nurturing program for the future “citizens” of the galaxy would be good for the company's public relations. The program was approved.
The Offspring program consists of 35 Betas of varying species, 11 instructors (that take on intimate parental roles with their pupils), the best equipment and training money could buy. Dark Step is not completely convinced of the projects value however, Offspring missions have had a 42% higher success ratio then non-Offspring missions so far. You are one of only 35 Offspring-Betas. Several of your “brothers and sisters”, as you refer to one another, have already gone on exploration missions. You and your crew have only experienced the simulations and today is the real deal.
Tags: D20 Scifi Justifiers
I'm starting a Play by Post game in the Forums. It's going to be a D20 Future game set in the Justifiers universe. I have 6 pre-generated characters for quick start or I can make you a character.
For those of you not familar with Jusitifers here is a quick intro:
A sci-fi RPG in a dark future where "Transmats" allow limited teleportation to a host of Earth-like worlds. Megacorporations hire mercenary teams ("Justifiers") to "pacify" new worlds for colonization and exploitation.
For more info check out the Play by Post - Scifi. or email me
During this blog series we will bring you interviews with several D&D enthusiasts.
Our next interview is with a 35 year old military veteran that works locally for the cable company, he’s a husband and father and an avid role player for over 20 years.
What originally attracted you to Dungeons & Dragons? I started with the first edition of D&D. It was a great way to escape the real world. It was better then just reading a book or watching a movie
How did you feel anticipating your very first game? I was very excited. We started playing every Sunday after church. I looked forward to it every week.
What was your impression after that first game? Loved it! It was great!
Now that you have been playing for over 20 years, how do you feel about the game? Love it! I still get excited about playing. I even get more submerged now then I did then?
What is the most enjoyable part of the game for you? Submerging yourself into a character for that short period of time. It makes you feel like you are in a movie.
How many characters would you say you have played? 70 or so.
What types of characters have you played? I’ve played every type of character in Robotech, I’ve played 16 different characters in Teenage Mutant Ninja Turtles, and who knows how many D&D characters I’ve played.
Out of those characters, which would you say was your favorite? It’s hard to narrow it down to just one. My favorites have been a wolfen paladin, my rockguy from Southern Cross, a Shaman in Shadowrun, and a three foot tall mutant ninja alligator.
Dice are an essential tool in Dungeons & Dragons; do you own your own set? Yes, many! My favorite are my “Van Halen” dice… they’re hot pink & black
What would you tell people that have never played before? You should try it. It is very inexpensive, free if you have a friend with the game books and dice. The worst thing that can happen is that you spend a few hours hanging out with your friends and in the best case scenario you get to experience a game that is better then any movie.
During this blog series we will bring you interviews with several D&D enthusiasts.
Our next interview is with a 25 year old, software engineer with a Bachelor’s degree in Information Technology from University Of South Florida. He is still relatively new to gaming, only being in the hobby for a little over 3 years.
What originally attracted you to Dungeons & Dragons?
I was into the card game, Magic the Gathering, as a kid, and I figured that D&D would be the next level of “nerddom”
How did you feel anticipating your very first game?
Nervous. The social aspect made it seem that uber-thinkers would make me feel like I had a brain the size of a walnut!
What was your impression after that first game?
Still intimidated, it was still very new. The character sheet is crazy, lots of numbers all over the place! However, I was excited for the next time. I kept my very first character sheet, I have it framed on my wall.
Now that you have been playing for over 3 years, how do you feel about the game?
I still feel like I only know a handful about it, because there is so much to info! There are so many monster and so much to learn about each one. It’s a very complex game, very comprehensive. I can see why some gamers have been playing for 20+ years.
What is the most enjoyable part of the game for you?
The social aspect, interaction with other people working together in a creative atmosphere to accomplish something as a team.
How many characters would you say you have played?
Probably 8
What types of characters have you played?
Half-orc barbarian, elf wizard, dwarf cleric, a few others
Out of those characters, which would you say was your favorite?
Depends on my mood. I really liked my barbarian, the big dumb hulk who likes the splatter of blood, because that’s not me in real life at all! But I also like my elf wizard who is female, and not a fighter
Dice are an essential tool in Dungeons & Dragons; do you own your own set?
3. My original set are my favorite. They look cool, clear with white numbers and are functionally awful, but at least look cool.
What would you tell people that have never played before?
I would invite them along for the journey!

Remember what I mentioned in the first installment? Don't convert everything only the most unique.
Well Palladium has some unique dragons and then they have run of the mill. For the run the mill types I have assembled a directory of dragons. This list will pair Palladium dragons with dragons from the D&D supplement Draconomicon that you can use the stats from and apply those stats to your favorite Palladium dragons. Keep in mind this is a quick and dirty converstion. For example the Ice Dragon in Palladium and the Ice Drake in D&D may not have all the same skills and abilities. If you want to take the time to tweak them great, for me I read the Pallaidum Dragon description and roll the D&D stats. It's easy on me and my players don't complain.
Dragons: Palladium to D&D - Fire Dragon (Palladium Dragons and Gods pg 25) = Fire Drake (D&D Draconomicon pg 154)
- Ice Dragon (Palladium Dragons and Gods pg 33) = Ice Drake (D&D Draconomicon pg 154)
- Great Horn Dragon(Palladium Dragons and Gods pg 29) = Fang Dragon (D&D Draconomicon pg 159)
- Thunder Lizards (Palladium Dragons and Gods pg 43) = Landwyrm (D&D Draconomicon pg 168)
- Wooly Dragon (Palladium Dragons and Gods pg 47) = Landwyrm (D&D Draconomicon pg 168)
- Night Stalker Dragon (Palladium Dragons and Gods pg 38) = Shadow Dragon (D&D Draconomicon pg 191)
- Hydra (Palladium Dragons and Gods pg 30) &nb sp; = Hydra (D&D 3.5 Monster Manual I pg 155)
- Serpents of the Wind   ; &n bsp;   ; &n bsp;   ; = Air Drake (D&D Draconomicon pg 152)
A couple of the unique Palladium dragons that need full converstions are Cockatrice, Kukulcan, Lo-Dox, Beast, and Ultucan dragons.
“A warlock is a man or woman who draws his magic powers from a supernatural, elemental intelligence. Like the mystic, priest and witch, there is no true knowledge of spell casting or the mystic arts, instead the warlock, through his link with the elemental intelligence, can draw upon certain spell-like powers. Note: A warlock is not a male witch.” – Palladium Fantasy Core Rule Book pg 108 The Warlock is another unique Palladium Fantasy class. Very similar to the sorcerer however Palladium uses a magic point’s pool system called PPE. To make this D20 compatible I used the vitality and wound points system originally found in Star Wars D20. If you are unfamiliar with the vitality and wound points system you can read about it here… http://www.d20srd.org/srd/variant/adventuring/vitalityAndWoundPoints.htm Here is the new Palladium D20 Warlock! Warlock

Warlock Warlocks must choose a single element to be their benefactor. A warlock can take on a second element via multi-classing, but can have no more than two elements. Abilities: A Warlock’s spells are based on Charisma as they must appeal to the elements, and elementals, for the ability to cast. Also vitality is used to cast the spells, so a higher Constitution would be helpful. A warlock’s spells are set, unlike other spellcasters, however they exhibit a far greater control of their spells than most other spellcasting classes. The spells only affect the particular element (air, earth, fire, or water) of the warlock. They do not generate the secondary effects acid, electricity, poison, or sonic, these are secondary to the spells and cost additional vitality per spell effect. Alignment: Any, but they generally prefer neutral due the chaos of nature. Hit Die: d6 Class Skills: - Air: Bluff, Concentration, Craft, Diplomacy, Jump, Knowledge (Arcana), Knowledge (Astronomy), Knowledge (the planes), Listen, Profession, Spellcraft.
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- Earth: Bluff, Climb, Concentration, Craft, Diplomacy, Heal, Knowledge (Arcana), Knowledge (the planes), Survival, Profession, Spellcraft.
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- Fire: Bluff, Concentration, Craft, Intimidate, Knowledge (Arcana), Knowledge (the planes), Listen, Profession, Spellcraft, Spot, Tumble.
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- Water: Balance, Bluff, Concentration, Craft, Heal, Knowledge (Arcana), Knowledge (the planes), Listen, Profession, Spellcraft, Swim.
Skill Points: - At first level (4 + Int modifier) x 4.
- Each additional level is 4 + Int modifier.
Sense Element: - Air: Can tell wind direction, and can tell/sense time by looking to the heavens. They can also predict any weather condition and detect any other atmospheric disturbances. They can sense small disturbances up to 40 miles and large disturbances up to 100 miles. They can also sense impurities in the air and if they are hazardous.
- Earth: Can recognize most natural minerals. They can also sense tremors from quakes, explosions, heavy equipment and other seismic disturbances. Small disturbances can be sensed up to 40 miles while large disturbances up to 100 miles. They can also sense underground dangers like loose rocks, quicksand, mud, mudslides, and even pit traps, up to 25 ft + 5 ft per level. Underground, earth warlocks have a keen sense of direction.
- Fire: Can sense fires from even small campfires up to 40 miles larger fires like forest fire can be sensed up to 100 miles away. They can tell the temperatures in the air and on surfaces, and can sense changes in temperature. This extends to the ability to touch charred remains like a burnt building or a campfire and tell how long ago it was hot/active active. Fire warlocks can use this ability to sense body temperature, to see if the person has a fever.
- Water: Can sense the location and direction of any body of water within 100 miles. Also they can tell the amount of precipitation in the air. They can predict weather (rain level, fog, snow, etc.). Also they can tell depth of water and safest path to cross in a river, stream, etc. They can tell the amount of contamination in water.
Sense Warlock: - Warlocks are in tune with the patterns and magic of other warlocks and their affect on the elements of the world. Warlocks can sense each other. They can tell which person is the warlock and what element they manipulate. They cannot tell what level or alignment the person is.
Speak Elemental: - Elementals have a unique language often including psychic communication. Warlocks are the only ones who can hear them or speak the language of the elementals.
Sense Elementals: - Once a warlock reaches level three they can sense an elemental up to 100 ft + 10 ft per level. They can tell what direction it is traveling, what type it is, and what size it is. They can also see invisible elementals like many air spirits.
Summon Elemental: - At 4th level a warlock can call an elemental from the elemental plane. They can only call the elemental of their chosen element(s). The spell takes about two hours to cast. Elementals can remain on our world indefinitely but prefer not to be in this world. They become increasing hostile over days. If they are not released they will eventually turn on the warlock.
Spells: - The spells can be chosen in any order in the list. However, the spell corresponds to the chosen element when the level is chosen. In other words, a Fire/Water Warlock attains another level and takes another level of Fire. The spell he chooses is a fire spell. The warlock would have to take the level of water to get a resultant water spell.
- Spell List:
- Alter Body – changes physical body into the element
- Barrier – erects a shield or barrier of element
- Fatigue – stuns opponents using element
- Imprison – captures or ensnares opponent
- Move – shifts the element around, push/pull, levitate, separate, etc.
- Obscure – creates an area of blindness
- Projection – shoots elements as offensive blast
- Sculpt – creates an image out of element
- Transport – moves caster or others
- Volume – increase/decrease amount of element in area
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- Levels are not used like normal spells. Instead the spell parameters are added together to determine the vitality cost.
- Cast Time varies from spell to spell. The casting time for a warlock’s spell is based on the amount of vitality the warlock is spending. Every five points moves the time frame up. Class level lowers the amount of vitality when determining cast time. The first five vitality points is a standard action. Six to ten vitality is a full round action. Etc.
- Components include Somatic (S), Verbal (V), and Material (M). Proper body movements, elemental chanting, and representations of the element are generally required for a warlock to cast. For (+2) per component, the caster can cast without them.
- Range for warlock spells all start at touch, generally the element is touched, or the target creature or object is.
- Short range (25ft + 5ft per level) is (+1).
- Medium range (100ft + 10ft per level) is (+3).
- Long range (400ft + 40ft per level) is (+5).
- Target:
- Self/creature/object (+0)
- ray (+1)
- area effect:
- +1 per 5ft area
- +5 per 5ft area per level
- Example 1: A level 4 Water warlock casts a fog spell to hide a large area. He spends 15 vitality points for three 5ft areas per level. The 4th level warlock gets 3 areas of 20ft, or a 60ft spread equaling 12 squares (15/5=3, 5*4=20, 20*3=60). Therefore the warlock spends 15 vitality to get 12 spaces.
- Example 2: A level 8 warlock casts the same spell. 15 vitality for three 5ft areas per level. The 8th level warlock gets 3 areas of 40ft, or a 120 ft spread equaling 24 squares. (15/5=3, 5*8=40, 40*3=120). Therefore the 8th level warlock spends 15 vitality for 24 squares.
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- Duration:
- Instant (+0)
- Concentration (+1)
- Timed:
- One minute per level (+2)
- Ten minutes per level (+3)
- One hour per caster level (+4)
- One day caster level (+6)
- Permanent (+8)
Saving Throws and Spell Resistance cannot be changed. Alter Body - Components: S, V, M
- Range: Touch (+0)
- Target: Self (+0)
- Duration: Concentration (+1)
- Saving Throw: Willpower or Fortitude (harmless)
- Spell Resistance: Yes
- Effect: physically changes the body of the caster or touched creature.
- Air: The physical body of the target creature, and its properties, become translucent and intangible. The character can pass harmlessly around objects and through small openings. Also target creatures cannot cause harm or be harmed while air. A creature that has become air gets a free move action. Air creatures do not provoke attacks of opportunity.
- Earth: The physical body can become sand or rock, depending on the material component (or chosen if no component is used). The most common transformation is to rock. Sand is free flowing and the creature is able to flow through small openings. A sand creature takes half damage from attacks, and also receives damage resistance 1 per caster level. For stone, the creature gets 5 points per caster level of damage resistance. Weight is tripled for lifting and throwing purposes.
- Fire: The creature’s body and possessions burst forth into flames. They take no damage from fire and magic fire does half damage. The fire creature and its weapons also cause an additional d4 per two levels of the caster in extra fire damage. While the creature is immune to fire in this form, as is his possessions, things around the creature that can ignite do so. Also, a fire creature can go through smaller openings; however there is the risk of lighting anything in the opening on fire.
- Water: The target creature turns into water. Slashing and piercing weapons causes no damage, while bludgeoning weapons causes half damage to the water creature. All of the target creature’s attacks become sub-dual. The target creature gains an additional 10 ft reach. The target creature’s weight is doubled.
- Elemental effect:
- This spell causes damage to any elemental other than that of the same element based on vitality expenditure. This spell has no effect on an elemental of the same element.
- Enhancements:
- Each of the components can be removed for (+2) per component not used.
- Creatures can be affected at range.
- Additional target creatures can be affected. Range has to be changed to at least short (+1) and then the caster must spend an extra (+1) vitality per target creature.
- The duration can be changed to One minute per level (+3) points instead of Concentration (+1).
- Air can do slashing d4 + hand damage with an additional 10 ft reach for (+2) vitality.
- Both types of Earth can double the damage resistance for an additional (+4) vitality. Sand becomes 2 DR per caster level and rock 10 DR per caster level.
Barrier Components: S, V, M - Range: Touch (+0)
- Target: (+1) per 5ft area, need not be a straight line but they must all be connected.
- Duration: Concentration (+1)
- Saving Throw: None
- Spell Resistance: No
- Effect: creates a large shield or wall of the chosen element that emanates from the caster.
- Air: The whirlwind like gusts that fill the designated area make passage nearly impossible. Anyone who attempts to enter the focused tempest can find themselves thrown back (10 ft per caster level) by the sheer force. All thrown and ranged weapons are rendered useless by the wall of wind; however, the wall offers no resistance to sight. Anyone who strikes the wall with a hand weapon has to roll a strength check to avoid having their weapon wrenched from their grasp.
- Earth: The wall offers 10 hp per caster level per 5 ft area. No line of sight can be made through the wall.
- Fire: The wall of fire burns incredibly hot, while it doesn’t offer resistance most do not want to cross it. Anything that crosses the wall is hit with a d8 per every two caster levels burning damage. Anyone who is adjacent to the wall has to roll Fortitude saves to avoid heat exhaustion (-1 to all rolls).
- Water: With the force of a hundred turbulent rivers, this wall can also be crossed but at the crossers peril. While the Air Wall will throw the opponent, the water wall can trap and drown the victim. A failed Strength check will trap a victim and will have to roll a Fortitude save or continues to exhaust himself to roll Strength checks to get out.
- Elemental effect:
- This spell has no effect of elementals, save the spells effects of creating a barrier that the elemental must pass through. Elemental of the same element may pass through without incident.
- Enhancements:
- Each of the components can be removed for (+2) per component not used.
- Barriers can be created at range.
- The duration of all types can last for one minute per caster level for (+3) vitality. Only the duration of an Earth barrier can be changed to permanent (+8).
Fatigue - Components: S, V, M
- Range: Touch (+0)
- Target: Creature (+0)
- Duration: Instant (+0)
- Saving Throw: Fortitude (negates)
- Spell resistance: Yes
- Effect: stuns an opponent.
- Air = suffocation
- Earth = muscle fatigue
- Fire = heat stroke
- Water = dehydration
- Elemental effect:
- Enhancements:
- Each of the components can be removed for (+2) per component not used.
Imprison - Components: S, V, M
- Range: Touch (+0)
- Target: Creature (+0)
- Duration: Concentration (+1)
- Saving Throw: Reflexes (negates)
- Spell Resistance: No
- Effect: Use element to capture opponent.
- Air surrounds the intended target and lifts them from the ground. It does not protect against incoming attacks.
- Earth prisons rise to trap opponents.
- Fire prisons are similar to air prisons, but may take damage or exhaust the opponent within.
- Water offers protection from projectiles. Creatures may drown attempting escape(?).
- Elemental effect:
- Enhancements:
- Each of the components can be removed for (+2) per component not used.
Move - Components: S, V, M
- Range: Touch (+0)
- Target: (+1) per 5 ft area.
- Duration: Instant (+0)
- Saving Throw: None
- Spell resistance: No
- Effect: shifts element around, includes levitate, push/pull, etc. Similar to TK.
- Elemental effect:
- Enhancements:
- Each of the components can be removed for (+2) per component not used.
Obscure - Components: S, V, M
- Range: Touch (+0)
- Target: (+1) per 5ft area
- Duration: One minute per level (+2)
- Saving Throw: None
- Spell resistance: No
- Effect: use element to block senses.
- Air warlocks create fog to obscure vision. The control of air allows the caster to choose the areas that are affected by the obscure. The player may choose who is affected by the fog. The fog must be within the caster’s range, but doesn’t have to connect to the other areas of fog.
- Earth warlocks start a dust storm. All characters in the storm take d3 per ever two caster levels in damage, including the caster if he doesn’t change the range.
- Fire warlocks create a bright flash to blind opponents. The minimized explosive steals the air from the area. All characters in the area have to roll a Fortitude save while the air is replenished in the area. Also, properties must be rolled to see if they catch fire.
- Water warlocks create a heavy downpour by increasing the precipitation in the area. Movement is halved in the area of the increased hydration.
- Elemental effect:
- Enhancements:
- Each of the components can be removed for (+2) per component not used.
- Range should be changed.
- Duration can be changed up to One hour per level.
Projection - Components: S, V, M
- Range: Touch (+0)
- Target: Creature (+0)
- Duration: Instant (+0)
- Saving Throw: Reflexes (halves)
- Spell resistance: Yes
- Effect: damaging blast.
- This is possibly the most useful or changeable spell in a warlock’s arsenal. Damage can be chosen when casting. The range, target, and duration can all be changed. Thus creating a large number of effects. It is advised to have a few attack spell variations prepared in advance this way you do not have to slow the game down when you are in combat.
- Damage:
- D3 per every two levels (+0)
- D4 per every two levels (+1)
- D6 per every two levels (+2)
- D8 per every two levels (+3)
- D10 per every two levels (+4)
- Air: Generally, an Air Projection is caused by debris that is wiped up from the area; though, Air Elementals are another explanation. Along with the damage chosen above, a Projection spell carries with it blow back. A creature hit with an Air projection must roll Strength check or be blown straight back 5 ft per caster level.
- Earth: These are usually large rocks or boulders that are thrown at the opponent. Also, another variation is stone spikes or caltrops. These can be mimicked by the Move spell and Sculpt spell, respectfully, thus Earth projections have no bonus effects for the Projection spell itself.
- Fire: Fire projections have no bonus effects, other than possible ignition of flammable materials.
- Water: Water projection may impede movement on some terrains.
- Elemental effect:
- Enhancements:
- Each of the components can be removed for (+2) per component not used.
- Range may be changed.
- Target can be changed.
- Durations generally does not change, but can for some spells.
- Air can double blow back for (+3) vitality.
- Earth projectiles can be used to pin opponents to walls for (+1) vitality.
Sculpt - Components: S, V, M
- Range: Touch (+0)
- Target: Object (+0)
- Duration: One minute per level (+2)
- Saving Throw: None
- Spell resistance: No
- Effect: create fine detail image out of elements. amount per level
- Elemental effect:
- Enhancements:
- Each of the components can be removed for (+2) per component not used.
Transport - Components: S, V, M
- Range: Touch (+0)
- Target: Creature (+0)
- Duration: Instant (+0)
- Saving throw: Reflexes (harmless)
- Spell resistance: No
- Effect: uses element to move the caster or others. Distance per level.
- Air = flight
- Earth = digging or riding slab
- Fire = flight
- Water = swimming or wave riding on land
- Elemental effect:
- Enhancements:
- Each of the components can be removed for (+2) per component not used.
Volume - Components: S, V, M
- Range: Touch (+0)
- Target: 5ft area per level (+3 per increment)
- Duration: Concentration (+1)
- Saving throw: No
- Spell Resistance: No
- Effect: substantially increases or decreases the amount of an element. Amount per level
- Elemental effect:
- Enhancements:
- Each of the components can be removed for (+2) per component not used.
Tags: Warlock Class
Kobolds in Palladium are not the lizardlike yelping chunks of XP we know of in D&D. The Kobold in Palladium has more in common with the Dwarf then the Goblin. Check out this D20 conversition for the unique Palladium Kobald.

Kobold: Kobolds are the handsomer cousin to goblins and orcs. Like goblins, they are a subterrean race of mischievous, troublesome, and mean-spirited creatures. Kobolds are more dangerous than their goblin kin, because they are smarter, more cunning, organized, and cruel. Not only do they hate and despise the larger more attractive humanoids but they delight in torturing and killing these creatures just for fun.
Unlike other goblinoids, kobolds usually stick to their own kind, pursing an active life of mining, weapons manufacturing, and building strong, regimented underground towns and cities. Territorial in the extreme, any unfortunate wanderer who unwittingly enters into their domain is doomed. Kobolds rare venture to the surface or travel beyond their own realm.
Personality: Typical Kobold is selfish, greedy, arrogant, vindictive, and cruel. They live in rigid societies that put the advancing strength, power, and wealth of the tribe or city above the individual. Therefore a kobold must be cunning to enrich him/her self without the appearance of hording resources/assets that could benefit the tribe/city that he/she is a member.
Physical Description: Kobolds are short, thin but muscular creatures with a pale waxen complexion, no facial hair, black , silver, or white hair, high hairline (hairline typically starts at the top of the head), large ears that come to a rounded point, thick leather skin, yellow and/or red eyes, and small pointed teeth.
Relations: Kobold’s hate humans, elves, gnomes, and changelings. They find goblins and orcs to be pathetic, ignorant barbarians worthy of contempt. They enjoy using, abusing, and torturing them. Kobolds will occasionally alley themselves with trolls, ogres, giants. Kobold‘s have a respect for the Wolfen and their new government and are more then willing to engage in trade with them. In fact 60% of the wolfen empire’s arms and armor are kobold manufactured. They consider dwarves foolish for their allegiance to humans, but respect them as warriors and for their superior skills as armorers, stone workers, and builders, as well as for the Elf-Dwarf War; the average kobold absolutely loathes elves.
Alignment: Typically kobolds are aberrant. Most player characters will be Unprincipled. Good kobolds have rejected their heritage and developed a conscience which has branded him a traitor to his people and shamed his family.
Kobold Lands: Kobolds are most commonly found in the Old Kingdom, Eastern Territory, and Great Northern Wilderness. The largest known communities are in the Old Kingdom Mountains and the Algor mountains.
Religion: typically worship demons, any evil deities, and the occasional powerful dragon.
Language: Goblinese, one additional (the language of the race nearest to the kobold’s native settlement.)
Racial Traits: Starting ability score adjustments: +2 Con, -2 Cha Medium: As Medium creature, Kobolds have no special bonus or penalties due to their size. Speed: 30 feet Darkvision: see in the dark up to 240 feet (but day vision is only 30 feet) Favored Class: |