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	<title>Baldur&#039;s Gate The Sword Coast Chronicles wiki - User contributions [en]</title>
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	<updated>2026-10-17T04:04:54Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Attack_of_opportunity&amp;diff=4078</id>
		<title>Attack of opportunity</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Attack_of_opportunity&amp;diff=4078"/>
		<updated>2017-08-13T21:05:12Z</updated>

		<summary type="html">&lt;p&gt;107.10.251.213: addendum for defensive casting added&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;An &#039;&#039;&#039;attack of opportunity (AoO)&#039;&#039;&#039; is a single extra [[melee]] attack per [[round]] that a combatant can make when an opponent within reach takes an action that provokes attacks of opportunity.&lt;br /&gt;
&lt;br /&gt;
== NWN2 Gameplay ==&lt;br /&gt;
&lt;br /&gt;
A player gets a single melee AoO per [[round]]. This is done instantly - with a distinctive yellow colored particle effect (like a ghostly sword slash) but no animation. Your current target also doesn&#039;t change, and no actions are cancelled. If [[invisible]] or in [[stealth]] mode, you do &#039;&#039;not&#039;&#039; make AoO&#039;s - they are hostile actions and would usually break the stealth/invisibility at odd times (eg; for a caster with [[etherealness]] cast on themselves).&lt;br /&gt;
&lt;br /&gt;
The attack is a single normal melee attack at your current primary right hand weapons attack (so, if using [[power attack]] your attack is lowered and damage increased). You also can make an AoO even if you are already at the maximum 6 [[base attack bonus|base attacks]].&lt;br /&gt;
&lt;br /&gt;
If you cannot attack for any reason (eg: stunned) you cannot make attacks of opportunity. Casting a spell or doing another long action means AoO&#039;s are held until after it has taken place.&lt;br /&gt;
&lt;br /&gt;
=== Causes of Attacks of opportunity ===&lt;br /&gt;
&lt;br /&gt;
Attacks of opportunity occur against a person for these actions (&#039;&#039;&#039;if you are armed with a melee weapon and they are near enough for a melee attack**&#039;&#039;&#039;):&lt;br /&gt;
&lt;br /&gt;
* Non-combat movement while in melee - moving into or out of a threatened area ([[Spring Attack]] denies all AoO from movement during combat. In theory, this could be used to prevent a melee opponent from landing an attack - with first Initiative, a character can land a blow, then move out of melee range before the opposing character makes an attack.)&lt;br /&gt;
* Casting a spell without using [[defensive casting]]&lt;br /&gt;
* Attempting to [[Taunt]]&lt;br /&gt;
* Drinking a potion&lt;br /&gt;
* Using [[Disarm]] ([[Improved Disarm]] does not provoke the AoO)&lt;br /&gt;
* Firing a ranged weapon&lt;br /&gt;
&lt;br /&gt;
=== Notable things which do not cause Attacks of opportunity ===&lt;br /&gt;
&lt;br /&gt;
These notable things do not cause an AoO for whatever reason:&lt;br /&gt;
* Using a [[Heal_(skill)|healing]] kit&lt;br /&gt;
* Using a spellcasting item (wand, scroll, rod, misc. item with a spell on it)&lt;br /&gt;
* Using [[knockdown]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;**&#039;&#039;&#039;Note that casting a spell without using defensive casting will provoke an attack of opportunity regardless of whether or not you are armed with a melee weapon; merely being in melee range of an opponent is enough.[[Category:Game rules]]&lt;/div&gt;</summary>
		<author><name>107.10.251.213</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Character_creation&amp;diff=4202</id>
		<title>Character creation</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Character_creation&amp;diff=4202"/>
		<updated>2017-08-11T03:27:30Z</updated>

		<summary type="html">&lt;p&gt;107.10.251.213: spelling corrections&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In NWN2, the whole Character creation is a lot different from the NWN1.&lt;br /&gt;
&lt;br /&gt;
# Select a [[Race]].&lt;br /&gt;
# Select a [[Subrace]]. (if Available)&lt;br /&gt;
# Customizing [[Appearance]]. (there&#039;s also Change in color of Hair Accessory for Female, and Toggle Facial Hair for Males ~ different for each Head.)&lt;br /&gt;
# Selecting [[Class]], each of which has a starting outfit. (you can also view prestige classes and their outfits, but you obviously can&#039;t choose them yet)&amp;lt;br /&amp;gt;&#039;&#039;&#039;BUT Pay Close attention to the [[Alignment]] restrictions of Each [[Class]]， especially the [[:Category:Prestige classes|Prestige Class]]; If you decide to [[Multiclass]].&#039;&#039;&#039;&lt;br /&gt;
# Select an [[Alignment]] (with limitations according to your class)&lt;br /&gt;
# Choose a [[Deity]]; this is required for [[Divine]] caster classes AND [[Favored Soul]]&#039;s &amp;lt;u&amp;gt;[[Favored Weapon]]&amp;lt;/u&amp;gt;. If [[Divine]] casting is not in your plans (or you are not going to select [[Favored Soul]] as part of your [[Multiclass]]), pick what will best describe your Playing [[Character]], or just No [[Deity]].&lt;br /&gt;
# Distribute your [[Abilities]]; Each statistic has an un-modified CAP of &#039;&#039;&#039;18&#039;&#039;&#039;. IF your [[Race]] has a modifier that CAP can rise as high as &#039;&#039;&#039;20&#039;&#039;&#039; or fall as low as 1&#039;&#039;&#039;4&#039;&#039;&#039;.  All characters start with 32 points to distribute and increasing abilities starts on a 1-for-1 basis.  However, as you raise an ability closer to its maximum starting value, points used to raise it increase significantly; they might otherwise be used more efficiently for other [[attributes]].&lt;br /&gt;
# Choose a [[Character Background]].&lt;br /&gt;
# Select a [[Package]]. To distribute your Skill Points at 1st Level AND Choose a [[:Category:Background traits|Background trait]]; instead of selecting a Package, click on &#039;&#039;&#039;{ CUSTOMIZE }&#039;&#039;&#039; Button above the Different types of Packages.&lt;br /&gt;
# Then &#039;&#039;&#039;Finalize :&#039;&#039;&#039; Enter name, Biography (Delete the Text in side; so the Status of your character ingame can be seen easily without having to scroll down the text), and [[voice set]] for character. (Clicking the {Play Sound} button repeatedly over the same selection will let you hear other speeches that voice uses.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Appearance==&lt;br /&gt;
*NWN2 will include approximately 160 [[head]]s total for all [[race]]s (about six general ones and one or two special ones for each [[subrace]]). [http://forums.netgamers.co.uk/showthread.php?t=7187]&lt;br /&gt;
*Tinting of skin and hair color will be more flexible and include more options in NWN2, and each class has a starting outfit. [http://nwn2forums.bioware.com/forums/viewpost.html?topic=489900&amp;amp;post=4226183&amp;amp;forum=95]&lt;br /&gt;
&lt;br /&gt;
=== GFFEditor ===&lt;br /&gt;
You can alter your character&#039;s appearance using GFFEditor. First, you will need to save your game -- the editor modifies save files. You may want to set the game to use windowed graphics instead of full screen temporarily. Then you will need to locate the save file directory you have just created. If you are using windows 7 and you used quicksave, the directory should be named Documents\Neverwinter Nights 2\saves\000000 - quicksave\. The file you will need to modify is named playerinfo.ifo, or if you are editing a companion&#039;s appearance you will be editing a .ros file with a name on the file which matches your companion&#039;s name.&lt;br /&gt;
&lt;br /&gt;
Once you have opened the file using GFFEditor, you can open the tree of values and change the ArmorVisualType to something other than 0 (which is cloth armor), and/or the Variation to something other than 0. You can experiment with values, or you can go into the map editor and try things there. You will need to open armor.2da using the 2da feature of the map editor to find how to convert armor names to ArmorVisualType numbers.&lt;br /&gt;
&lt;br /&gt;
If the armor you choose shows any skin below the neck, and if your character has any tinting on his or her face skin you will also need to update your character&#039;s body to match your character&#039;s face. In GFFEditor, find Tint_Head open that, then open the Tintable nested inside of it, and then select the Tint which is inside of that. Then from the menu on the top of the editor, select Edit -&amp;gt; Copy Node / Subtree. Next, you will need to go to the Tintable which is just below Tint_Head (not the one which is inside of it, and not the one which is immediately above TrackingMode. Open it up, and right click on the Tint node there and delete it. Then go back up to the top and use Edit -&amp;gt; Paste as Child Node. If you have done this right, the tint entries for your character&#039;s body will match the tint entries for your character&#039;s head. You can go in game and load the quicksave to see if things look right without armor. If you messed things up horribly you will need to load a previous save, generate a new quicksave and start over.&lt;br /&gt;
&lt;br /&gt;
If your character appears to be wearing gloves or boots that you do not like, you will need to install a mod which lets you go barefoot and gloveless. (This means locating such a mod and placing it in the override directory which sits next to your saves directory.) Once you have installed a mod which allows you to be barefoot you may also need to add Boots and/or Gloves nodes to your character&#039;s save file. To add boots: go to the TopLevelStruct node for a .ros file or the top User-Defined Struct for your playerlist.ifo file. Once you have that node selected, right click on it and Add [User-Defined Struct: 0]. Next, go to Tint_Head, open that up, open up the contained Tintable, and select the contained Tint node and go to the top menu and use Edit -&amp;gt; Copy Node / Subtree. Then select the user defined struct node you have just created (which will typically be identified by a number near 195 and 205) and use the top menu to Edit -&amp;gt; Paste as Child node. Finally, right click on the user defined struct again and Add [Byte], and then Add [Byte] again. Then fill in the Field ID for this node -- it was blank when you created it, type in Boots. Then select the Tint node that you pasted in and change its Field ID to ArmorTint. Then select the first Byte node that you created and change its Field ID to ArmorVisualType, and change its numeric value to 10. Then select the second Byte node that you created and change its Field ID to Variation (and it should be 0). Finally, right click on your new Boots node and from the top menu select Edit -&amp;gt; Copy Node / Subtree. Then go up to the containing node (the node that contains all your character&#039;s details) and from the top menu select Edit -&amp;gt; Paste as Child node. Finally, go down to the bottom and find your new node and change its name from Boots001 to Gloves. Save the file in GFFEditor and load it in the game and you should be barefoot and bare handed.&lt;br /&gt;
&lt;br /&gt;
== see also ==&lt;br /&gt;
* [[Character progression]]&lt;br /&gt;
[[Category:Game rules]]&lt;/div&gt;</summary>
		<author><name>107.10.251.213</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Sneak_Attack&amp;diff=3099</id>
		<title>Sneak Attack</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Sneak_Attack&amp;diff=3099"/>
		<updated>2016-12-31T21:33:03Z</updated>

		<summary type="html">&lt;p&gt;107.10.251.213: Edit grammar and simplify notes on Epic Precision.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;NWN2 sneak attack&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Type of Feat:&#039;&#039;&#039; Class&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources:&#039;&#039;&#039;&lt;br /&gt;
*[[Rogue]]s gain &#039;&#039;&#039;sneak attack&#039;&#039;&#039; +1[[d6]] at 1st level, and increases by 1d6 every two rogue levels thereafter. At 30th level the final value is +15d6.&lt;br /&gt;
*[[Arcane trickster]]s gain &#039;&#039;&#039;sneak attack&#039;&#039;&#039; +1d6 at 2nd level, and increases by 1d6 every two arcane trickster levels thereafter. At 10th level the final value is +5d6.&lt;br /&gt;
*[[Assassin]]s gain &#039;&#039;&#039;death attack&#039;&#039;&#039; (not the same as sneak attack for prestige class requirements) +1d6 at 1st level, and increases by 1d6 every two assassin levels thereafter. At 9th level the final value is +5d6.&lt;br /&gt;
*[[Blackguard]]s gain &#039;&#039;&#039;sneak attack&#039;&#039;&#039; +1d6 at 4th level, and increases by 1d6 every third level beyond 4th (7th and 10th). At 10th level the final value is +3d6.&lt;br /&gt;
*[[Invisible Blade]]s gain &#039;&#039;&#039;[[Bleeding Wound]]&#039;&#039;&#039; at 1st level, this increases in rank every two additional levels (3rd and 5th).  At 5th level the final value is +6 bleeding damage.&lt;br /&gt;
*[[Shadow thief of amn(PRC)|Shadow thieves of Amn]] &#039;&#039;&#039;sneak attack&#039;&#039;&#039; +1d6 at 1st level, and increases by 1d6 every second level (3rd and 5th). At 5th level the final value is +3d6.&lt;br /&gt;
*[[Neverwinter nine(PRC)|Neverwinter Nine]] &#039;&#039;&#039;sneak attack&#039;&#039;&#039; +2d6 at 3rd level from [[Frantic Reactions]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Specifics:&#039;&#039;&#039; Whenever the character makes a successful attack against an opponent who is [[flat-footed]], cannot see them, or who is in combat with someone else, the character&#039;s blow delivers extra damage. This extra damage is not multiplied in the case of a critical hit. Sneak attack bonuses stacks from any source.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Use:&#039;&#039;&#039; Automatic. Monsters of the construct and undead types are immune to sneak attacks, as are any creatures that are immune to critical hits.  The damage from an Assassin&#039;s Death Attack is calculated differently than normal sneak attack damage.  Because of this, if the character has Epic Precision, death attack will do full damage but will not paralyze the target if it is immune to critical hits.&lt;br /&gt;
&lt;br /&gt;
== Gameplay Notes ==&lt;br /&gt;
&lt;br /&gt;
=== How sneak attack works: Mechanics ===&lt;br /&gt;
&lt;br /&gt;
The extra damage is of the same type as the weapon you hit with (so a [[longsword]] deals [[slashing]] damage). The weapon you use does not matter (a [[greatsword]] is as effective as a [[dagger]]). It applies for every single attack that hits (so includes offhand weapons and the like). They are totally automatic and have no penalty to hit.&lt;br /&gt;
&lt;br /&gt;
For ranged attacks to be considered sneak attack there is an additional restriction that the attacker must be within 30 feet (roughly one tile of an interior area).&lt;br /&gt;
&lt;br /&gt;
A normal attack is upgraded to a sneak attack under the following circumstances (for both melee or ranged attacks):&lt;br /&gt;
* [[Flat-foot|Flat-Footed]] - Target is [[stunned]], [[paralysis|paralyzed]], [[Sleep_(effect)|asleep]]. Unlike NWN a target who has been [[Knockdown|knocked down]] is not automatically subject to sneak attacks.&lt;br /&gt;
* No sight of attacker - If the target cannot see the attacker ([[blindness]], [[invisibility]], and [[stealth]] might apply for this situation).&lt;br /&gt;
* The target is being [[Flank|flanked]].&lt;br /&gt;
* The target is under the effects of [[Feint]].&lt;br /&gt;
* The target is under the effects of [[Impromptu Sneak Attack]].&lt;br /&gt;
&lt;br /&gt;
This means spellcasters who are casting defensive spells, or not attacking the target, can have their concentration broken more easily by sneak attacks.&lt;br /&gt;
&lt;br /&gt;
=== Defenses against sneak attacks ===&lt;br /&gt;
&lt;br /&gt;
* [[Improved Uncanny Dodge]] - A character with this feat cannot be the victim of sneak attacks from [[Flank|flanking]] (sneak attacks from other sources still apply) unless the attacker has 4 or more levels in classes that grant sneak attack (such as [[Rogue]] or [[Assassin]]) than the defender has class levels in classes that grant Improved Uncanny Dodge.&lt;br /&gt;
* Immunity to Sneak attacks. [[Dragon]]s have a specific immunity to sneak attacks.&lt;br /&gt;
* Immunity to Critical Hits. Any creatures who are immune to critical hits are also immune to sneak attacks (note that while this should be true, it doesn&#039;t always work and Deathless Mastery is one such). Some creatures have immunity to critical hits (e.g. [[Elemental]]s, [[Undead]], [[Construct]]s) as a racial property. Others can gain it as a class ability ([[Deathless Mastery]]), from a spell ([[Iron Body]], [[Stone Body]] or [[Living Undeath]]), or a [[Spell-like ability|spell like ability]] ([[Oaken Resilience]]).&lt;br /&gt;
&lt;br /&gt;
[[Epic Precision]] allows a character to perform a limited sneak attack against an opponent who is immune to sneak attacks or critical hits. The sneak attack will then deal half damage, but additional effects, such as those from [[Bleeding Wound]], [[Crippling Strike]] and [[Death Attack]] will not be applied to the target.  However, Epic Precision will allow full damage from a Death Attack.&lt;br /&gt;
&lt;br /&gt;
=== Sneak attack additional ===&lt;br /&gt;
&lt;br /&gt;
These feats work with, or do a special version of, sneak attack:&lt;br /&gt;
* [[Bleeding Wound]] - An [[Invisible Blade]] gains this modified form of sneak attack at level 1; it increases in rank at the 3rd and 5th level of that class.  An opponent who is damaged by sneak attack takes two points of damage per rank of bleeding wound for the next 3 rounds.&lt;br /&gt;
* [[Crippling Strike]] - A rogue with this ability can sneak attack opponents with such precision that her blows weaken and hamper them. An opponent damaged by one of her sneak attacks also takes 2 points of Strength damage.&lt;br /&gt;
* [[Death Attack]] - At 1st level, the assassin can make a special sneak attack called a death attack. This ability adds to the rogue&#039;s sneak attack ability, adding an extra 1d6 points of damage. This bonus rises to +2d6 at 3rd level, +3d6 at 5th level, +4d6 at 7th level, and +5d6 at 9th level. If used against an opponent not already in combat, a successful Death Attack forces the victim to make a Fortitude save or become paralyzed.&lt;br /&gt;
* [[Epic Precision]] - This ability allows sneak attack to damage enemies who are immune to critical hits and sneak attacks.  These sneak attacks only do 50% of normal damage and additional effects such as [[Bleeding Wound]], [[Crippling Strike]] and [[Death Attack]] are not applied.  Epic precision &#039;&#039;&#039;&#039;&#039;will&#039;&#039;&#039;&#039;&#039; allow for full damage from a Death Attack.&lt;br /&gt;
* [[Feint]] - An opponent who falls victim to the Feint feat (opposed check of d20 + [[Bluff]] skill versus d20 + BAB + [[Spot]] skill) is considered flat-footed for the rest of the round and can be sneak attacked. &lt;br /&gt;
* [[Impromptu Sneak Attack]] - Once per day, a 3rd-level arcane trickster can use this ability to deny an enemy his Dexterity bonus to AC for one round, allowing the target to be sneak attacked. The arcane trickster gains an additional daily use of this ability at 7th level, and again at 9th level.&lt;br /&gt;
&lt;br /&gt;
==3.5 Sneak attack==&lt;br /&gt;
If a [[class]] with this feature can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.&lt;br /&gt;
&lt;br /&gt;
The [[character]]’s attack deals extra damage any time her target would be denied a [[dexterity]] bonus to [[AC]] (whether the target actually has a dexterity bonus or not), or when the rogue [[flanking|flanks]] her target. This extra damage is not increased by  [[critical hit]] damage multiplier.&lt;br /&gt;
&lt;br /&gt;
If a character gets sneak attack from multiple sources the bonuses to damage [[stack]].&lt;br /&gt;
&lt;br /&gt;
===Nonlethal damage===&lt;br /&gt;
With a sap (blackjack) or an unarmed strike (or a weapon with the merciful property), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.&lt;br /&gt;
&lt;br /&gt;
===Ranged restrictions===&lt;br /&gt;
Ranged attacks can count as sneak attacks only if the target is within 30 feet.&lt;br /&gt;
&lt;br /&gt;
===Target restrictions===&lt;br /&gt;
A character can sneak attack only living creatures with discernible anatomies. Any creature that is immune to critical hits is not vulnerable to sneak attacks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;e.g.&#039;&#039;&#039; Undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. &lt;br /&gt;
&lt;br /&gt;
The character must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.&lt;br /&gt;
&lt;br /&gt;
===Sources===&lt;br /&gt;
*[[Rogue]]s gain &#039;&#039;&#039;sneak attack&#039;&#039;&#039; +1[[d6]] at 1st level, and increases by 1d6 every two rogue levels thereafter. At 19th level the final value is +10d6.&lt;br /&gt;
*[[Arcane trickster]]s gain &#039;&#039;&#039;sneak attack&#039;&#039;&#039; +1d6 at 2nd level, and increases by 1d6 every two arcane trickster levels thereafter. At 10th level the final value is +5d6.&lt;br /&gt;
*[[Assassin]]s gain &#039;&#039;&#039;sneak attack&#039;&#039;&#039; +1d6 at 1st level, and increases by 1d6 every two assassin levels thereafter. At 9th level the final value is +5d6.&lt;br /&gt;
*[[Blackguard]]s gain &#039;&#039;&#039;sneak attack&#039;&#039;&#039; +1d6 at 4th level, and increases by 1d6 every third level beyond 4th (7th and 10th). At 10th level the final value is +3d6.&lt;br /&gt;
*[[Invisible Blade]]s gain &#039;&#039;&#039;sneak attack&#039;&#039;&#039; +1d6 at 1st level which increases by 1d6 with every two additional Invisible Blade levels (3rd and 5th level).  To a maximum of +3d6 at 5th level.  They can substitute this sneak attack damage to deal a bleeding wound instead.&lt;br /&gt;
*[[Shadow thief of amn(PRC)|Shadow thieves of Amn]] &#039;&#039;&#039;sneak attack&#039;&#039;&#039; +1d6 at 1st level, and increases by 1d6 every second level (3rd and 5th). At 5th level the final value is +3d6.&lt;br /&gt;
&lt;br /&gt;
==Pre-release notes==&lt;br /&gt;
*NWN did not incorporate non-lethal damage. NWN2 may not include it either for the same reasons.&lt;br /&gt;
&lt;br /&gt;
==NWN comparison==&lt;br /&gt;
*&#039;&#039;&#039;Assassins&#039;&#039;&#039; in NWN don&#039;t directly gain sneak attack bonus. Instead, the additional damage is incorporated into an altered version of the [[death attack]] ability.&lt;br /&gt;
&lt;br /&gt;
==External resources==&lt;br /&gt;
*[[NWNWiki:Sneak Attack]]&lt;br /&gt;
*[[NWNWiki:Death Attack]]&lt;br /&gt;
[[Category:Game rules]]&lt;br /&gt;
[[Category:Feats]]&lt;/div&gt;</summary>
		<author><name>107.10.251.213</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Invisibility,_Greater&amp;diff=2269</id>
		<title>Invisibility, Greater</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Invisibility,_Greater&amp;diff=2269"/>
		<updated>2016-12-30T03:19:26Z</updated>

		<summary type="html">&lt;p&gt;107.10.251.213: fixed duration notes for Assassin version of this spell&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{spell&lt;br /&gt;
|icon=Is_invisgreat.png&lt;br /&gt;
|image=&lt;br /&gt;
|level_bard=4&lt;br /&gt;
|level_sorwiz=4&lt;br /&gt;
|level_innate=4&lt;br /&gt;
|school=Illusion&lt;br /&gt;
|descriptor=&lt;br /&gt;
|components=VS&lt;br /&gt;
|range=Touch&lt;br /&gt;
|area=Single&lt;br /&gt;
|duration_type=s&lt;br /&gt;
|save=Harmless&lt;br /&gt;
|empower=No&lt;br /&gt;
|extend=Yes&lt;br /&gt;
|maximize=No&lt;br /&gt;
|quicken=Yes&lt;br /&gt;
|silent=Yes&lt;br /&gt;
|still=Yes&lt;br /&gt;
|persist=No}}&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
The target creature becomes invisible and impossible to detect using normal vision. After attacking or casting spells the target creature will become partially visible and detectable by enemies, but treated as having 50% concealment.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
*[[Invisibility Purge]] removes both the invisibility and concealment from this spell.&lt;br /&gt;
*The [[Assassin#Spells|Assassin]] version of this spell has a duration of ten rounds per Assassin level instead of one round per caster level like the arcane spell.  As such, the Assassin version will not stack with caster levels from other classes.&lt;br /&gt;
*Single target spells and items cannot be used upon the caster for the duration of the spell, although weapons can.&lt;br /&gt;
&lt;br /&gt;
==NWN comparison==&lt;br /&gt;
*In NWN this spell lasts for 1 minute per caster level.&lt;br /&gt;
&lt;br /&gt;
==External resources==&lt;br /&gt;
*[[NWNWiki:Improved invisibility (spell)]]&lt;br /&gt;
*[http://www.d20srd.org/srd/spells/greaterinvisibility.htm d20 SRD Greater Invisibility]&lt;/div&gt;</summary>
		<author><name>107.10.251.213</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Manyshot&amp;diff=3445</id>
		<title>Manyshot</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Manyshot&amp;diff=3445"/>
		<updated>2016-12-11T05:33:09Z</updated>

		<summary type="html">&lt;p&gt;107.10.251.213: changed &amp;quot;Required for&amp;quot; from &amp;quot;None&amp;quot; to &amp;quot;Improved Rapid Shot&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{FeatInfo|type=General&lt;br /&gt;
&lt;br /&gt;
|Prereq=[[Dexterity|Dex]] 17, [[Point Blank Shot]], [[Rapid Shot]], [[BAB]] +6&lt;br /&gt;
&lt;br /&gt;
|Req=[[Improved Rapid Shot]]&lt;br /&gt;
&lt;br /&gt;
|Specifics=The first shot you fire in a round, you notch two arrows instead of one. Both arrows use the same attack roll, but the attack roll is made at a -4 penalty. If the attack roll hits, the target takes damage from both arrows (extra damage, as from sneak attack and/or critical hits, are only applied to one of the arrows).&lt;br /&gt;
&lt;br /&gt;
When your base attack bonus reaches +11, the first and second attacks you make in the round fire two arrows, and the attack roll penalty increases to -6.&lt;br /&gt;
&lt;br /&gt;
When your base attack bonus reaches +16, the first three attacks you make in the round fire two arrows, and the attack roll penalty increases to -8.&lt;br /&gt;
&lt;br /&gt;
A [[fighter|Fighter]] may select &#039;&#039;&#039;Manyshot&#039;&#039;&#039; as one of his Fighter [[bonus feat]]s.&lt;br /&gt;
&lt;br /&gt;
A 6th-level [[ranger|Ranger]] who has chosen the archery combat style is treated as having &#039;&#039;&#039;Manyshot&#039;&#039;&#039; even if he does not have the prerequisites for it, but only when he is wearing light or no armor.&lt;br /&gt;
&lt;br /&gt;
Regardless of the number of arrows you fire, you apply precision-based damage only once. If you score a critical hit, only the first arrow fired deals critical damage; all others deal regular damage.&lt;br /&gt;
&lt;br /&gt;
|Use=Standard action.}}&lt;br /&gt;
&lt;br /&gt;
==Gameplay notes==&lt;br /&gt;
Notching two arrows instead of one works like this:&lt;br /&gt;
*The two arrows are treated as one projectile. Only one attack roll is made (at an appropriate penalty, listed above), and is used by both arrows. If one arrow is deflected or misses due to concealment, so does the other. Damage from both arrows is dealt in one &amp;quot;packet&amp;quot;, so [[damage reduction]] only applies once.&lt;br /&gt;
*The first arrow is only affected by the attack penalty. Otherwise, it behaves just like a normal attack.&lt;br /&gt;
*The second arrow is affected by the attack penalty, cannot deal [[sneak attack]] damage, and cannot result in a critical hit. Other than that, damage from all sources is dealt normally, and any other effects of attacks still apply.&lt;br /&gt;
&lt;br /&gt;
The above will happen for the first attack in a round at 6-10 BAB, for the first two attacks at 11-15 BAB, and for the first three attacks at 16+ BAB. All other attacks in a round are unaffected.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; style=&amp;quot;text-align:center&amp;quot; cellpadding=4&lt;br /&gt;
|+Manyshot AB breakpoints&lt;br /&gt;
! BAB !! Normal AB !! Manyshot AB&lt;br /&gt;
|-&lt;br /&gt;
!6&lt;br /&gt;
| +6/+1&lt;br /&gt;
| (+2)/+1&lt;br /&gt;
|-&lt;br /&gt;
!11&lt;br /&gt;
| +11/+6/+1&lt;br /&gt;
| (+5)/(+0)/+1&lt;br /&gt;
|-&lt;br /&gt;
!16&lt;br /&gt;
| +16/+11/+6/+1&lt;br /&gt;
| (+8)/(+3)/(-2)/+1&lt;br /&gt;
|}&lt;br /&gt;
Parentheses indicates &#039;&#039;&#039;doubled&#039;&#039;&#039; arrows per NWN 2 implementation.&lt;br /&gt;
&lt;br /&gt;
[[Death attack]] is treated differently from sneak attack and *does* apply to both arrows.&lt;br /&gt;
&lt;br /&gt;
==3.5E comparison==&lt;br /&gt;
[http://www.d20srd.org/srd/feats.htm#manyshot 3.5E Manyshot]&lt;br /&gt;
[[Category:Fighter bonus feats]]&lt;br /&gt;
[[Category:Combat feats]]&lt;br /&gt;
[[Category:Dexterity-dependent feats]]&lt;/div&gt;</summary>
		<author><name>107.10.251.213</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Invocation&amp;diff=5236</id>
		<title>Invocation</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Invocation&amp;diff=5236"/>
		<updated>2016-04-04T03:17:23Z</updated>

		<summary type="html">&lt;p&gt;107.10.251.213: /* Available invocations */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Invocations are [[Spell-like ability|spell-like abilities]] used by the [[Warlock]]. They rely on the [[Charisma]] attribute.&lt;br /&gt;
Invocations have [[somatic component|somatic]] and occasionally [[verbal component|verbal]] components. Like the [[eldritch blast]], they can be used an unlimited times per day.&lt;br /&gt;
&lt;br /&gt;
==Available invocations==&lt;br /&gt;
&lt;br /&gt;
=====Least invocations=====&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; | Invocation&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; | ESL&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; | Type&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
|[[Eldritch Spear]]&lt;br /&gt;
|2nd&lt;br /&gt;
|Blast shape&lt;br /&gt;
|Blast range increases to 250 feet.&lt;br /&gt;
|-&lt;br /&gt;
|[[Hideous Blow]]&lt;br /&gt;
|1st&lt;br /&gt;
|Blast shape&lt;br /&gt;
|Melee attack channels an eldritch blast.&lt;br /&gt;
|-&lt;br /&gt;
|[[Draining Blast]]&lt;br /&gt;
|2nd&lt;br /&gt;
|Eldritch essence&lt;br /&gt;
|Target of Eldritch Blast must make [[Will]] save or be [[slow]]ed for 1 round.&lt;br /&gt;
|-&lt;br /&gt;
|[[Frightful Blast]]&lt;br /&gt;
|2nd&lt;br /&gt;
|Eldritch essence&lt;br /&gt;
|If enemy is &amp;lt; 6HD and fails will save, they are frightened for 10 rounds. Their will save vs mind spells drops by 2, and damage and AB decrease by 2.&lt;br /&gt;
|-&lt;br /&gt;
|[[Beguiling Influence]]&lt;br /&gt;
|2nd&lt;br /&gt;
|Other&lt;br /&gt;
|Duration: 24h, +6 to [[Bluff]], [[Diplomacy]], [[Intimidate]].&lt;br /&gt;
|-&lt;br /&gt;
|[[Dark One&#039;s Own Luck]]&lt;br /&gt;
|2nd&lt;br /&gt;
|Other&lt;br /&gt;
|Duration: 24h, Charisma modifier bonus to all [[saving throw|Saving Throws]].&lt;br /&gt;
|-&lt;br /&gt;
|[[Darkness (invocation)|Darkness]]&lt;br /&gt;
|1st&lt;br /&gt;
|Other&lt;br /&gt;
|Duration: 1 round/lvl [[Darkness]], as per spell.&lt;br /&gt;
|-&lt;br /&gt;
|[[Devil&#039;s Sight]]&lt;br /&gt;
|2nd&lt;br /&gt;
|Other&lt;br /&gt;
|Duration: 24h, Grants [[darkvision|Darkvision]] 60&#039;. Supposed to grant [[Ultravision]] (as spell), but currently bugged.&lt;br /&gt;
|-&lt;br /&gt;
|[[Entropic Warding]]&lt;br /&gt;
|2nd&lt;br /&gt;
|Other&lt;br /&gt;
|Duration: 1 turn/lvl, +4 [[move silently|Move Silently]] and [[hide|Hide]], 20% concealment from ranged attacks.&lt;br /&gt;
|-&lt;br /&gt;
|[[Leaps and Bounds]]&lt;br /&gt;
|2nd&lt;br /&gt;
|Other&lt;br /&gt;
|Duration: 24h, +4 bonus to Dexterity and [[tumble|Tumble]].&lt;br /&gt;
|-&lt;br /&gt;
|[[Otherworldly Whispers]]&lt;br /&gt;
|2nd&lt;br /&gt;
|Other&lt;br /&gt;
|Duration: 24h, +6 bonus to [[Lore]] and [[Spellcraft]].&lt;br /&gt;
|-&lt;br /&gt;
|[[See the Unseen]]&lt;br /&gt;
|2nd&lt;br /&gt;
|Other&lt;br /&gt;
|Duration: 24h, [[see invisibility|See Invisibility]] spell + [[darkvision|Darkvision]] 60&#039;.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Lesser invocations=====&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; | Invocation&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; | ESL&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; | Type&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
|[[Eldritch Chain]]&lt;br /&gt;
|4th&lt;br /&gt;
|Blast shape&lt;br /&gt;
|Blast jumps to caster level/5 secondary targets. All secondary targets take half damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[Beshadowed Blast]]&lt;br /&gt;
|4th&lt;br /&gt;
|Eldritch essence&lt;br /&gt;
|Target must make [[Fortitude]] save or be [[blind]]ed for 1 round (i.e., -2 AC, considered [[flat-footed]]).&lt;br /&gt;
|-&lt;br /&gt;
|[[Brimstone Blast]]&lt;br /&gt;
|3rd&lt;br /&gt;
|Eldritch essence&lt;br /&gt;
|Duration: 1 round/5 caster levels. For every round the enemy fails his [[Reflex]] save, he takes 2d6 [[fire damage]]. Once a save is made, it stops. Does not stack.&lt;br /&gt;
|-&lt;br /&gt;
|[[Hellrime Blast]]&lt;br /&gt;
|4th&lt;br /&gt;
|Eldritch essence&lt;br /&gt;
|Blast deals [[cold damage]] and target must make [[Fortitude]] save or take -2 penalty to dex for 3 rounds.&lt;br /&gt;
|-&lt;br /&gt;
|[[Charm (invocation)|Charm]]&lt;br /&gt;
|4th&lt;br /&gt;
|Other&lt;br /&gt;
|As Charm Monster spell (i.e. 50% improvement in reputation). Save vs. [[Will]]. Duration 3 rounds + 1 per 2 class levels. Spell resistance applies.&lt;br /&gt;
|-&lt;br /&gt;
|[[Curse of Despair]]&lt;br /&gt;
|4th&lt;br /&gt;
|Other&lt;br /&gt;
|Save vs. [[Will]] or be permanently cursed with -3 to all abilities, e.g., Strength, Dexterity, etc. Spell resistance applies.&lt;br /&gt;
|-&lt;br /&gt;
|[[Dread Seizure]]&lt;br /&gt;
|4th&lt;br /&gt;
|Other&lt;br /&gt;
|Reduces speed of target by 1/2 and applies penalties to attacks on creatures more than 5ft from target.&lt;br /&gt;
|-&lt;br /&gt;
|[[Flee the Scene]]&lt;br /&gt;
|4th&lt;br /&gt;
|Other&lt;br /&gt;
|As [[Haste]] spell for 5 rounds on whole party.&lt;br /&gt;
|-&lt;br /&gt;
|[[The Dead Walk]]&lt;br /&gt;
|4th&lt;br /&gt;
|Other&lt;br /&gt;
|Duration: 1 hour/caster level. As [[Animate Dead]] spell. Summons an [[undead]] follower:levels 1-6: Skeleton;levels 7-10: Zombie;Level 11+: Skeleton warrior.&lt;br /&gt;
|-&lt;br /&gt;
|[[Voracious Dispelling]]&lt;br /&gt;
|4th&lt;br /&gt;
|Other&lt;br /&gt;
|As [[Dispel Magic]] spell where if any spells are dispelled the target takes 1 point of damage/2 caster levels (capped at 10 levels). No save, but spell resistance applies.&lt;br /&gt;
|-&lt;br /&gt;
|[[Walk Unseen]]&lt;br /&gt;
|2nd&lt;br /&gt;
|Other&lt;br /&gt;
|Duration: 24 hours, as [[Invisibility]] spell (i.e., 50% [[concealment]], opponent loses Dexterity bonus to AC).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Greater invocations=====&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; | Invocation&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; | ESL&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; | Type&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
|[[Eldritch Cone]]&lt;br /&gt;
|5th&lt;br /&gt;
|Blast shape&lt;br /&gt;
|Blast takes shape of a cone.&lt;br /&gt;
|-&lt;br /&gt;
|[[Bewitching Blast]]&lt;br /&gt;
|4th&lt;br /&gt;
|Eldritch essence&lt;br /&gt;
|Save vs Will or become [[confused]] for 1 round.(Immunity to Mind spells can prevent this aspect)&lt;br /&gt;
|-&lt;br /&gt;
|[[Hindering Blast]]&lt;br /&gt;
|4th&lt;br /&gt;
|Eldritch essence&lt;br /&gt;
|A creature affected by Hindering Blast is slowed for 1 round (Will negates).&lt;br /&gt;
|-&lt;br /&gt;
|[[Noxious Blast]]&lt;br /&gt;
|6th&lt;br /&gt;
|Eldritch essence&lt;br /&gt;
|Target must make [[Fortitude]] save or be [[dazed]] for 10 rounds.&lt;br /&gt;
|-&lt;br /&gt;
|[[Vitriolic Blast]]&lt;br /&gt;
|6th&lt;br /&gt;
|Eldritch essence&lt;br /&gt;
|Blast ignores [[spell resistance]] and deals 2d6 [[acid damage]] per roundfor one round/5 levels. Effect stacks with itself.&lt;br /&gt;
|-&lt;br /&gt;
|[[Chilling Tentacles]]&lt;br /&gt;
|5th&lt;br /&gt;
|Other&lt;br /&gt;
|Duration: 1 round/lvl, Special version of [[Evard&#039;s Black Tentacles|Evard&#039;s Black Tentacles ]]with additional 2d6 cold damage each round. Damage caused by this spell breaks invisibility.&lt;br /&gt;
|-&lt;br /&gt;
|[[Devour Magic]]&lt;br /&gt;
|6th&lt;br /&gt;
|Other&lt;br /&gt;
|A touch-range [[Dispel Magic]] spell where caster gains 2*casterLeveltemporary HP for each spell dispelled for a short time (1 minute per gained HP).&lt;br /&gt;
|-&lt;br /&gt;
|[[Tenacious Plague]]&lt;br /&gt;
|6th&lt;br /&gt;
|Other&lt;br /&gt;
|Duration: 3 rounds, Special version of [[Insect plague|Insect Plague]]. Note: the script for this spell is very sloppy. This spell instead of making a cloud AOE effect instead does a 1 time check of all hostiles in the AOE and uses delaycommand to assign damage to each hostile for 3 rounds up to the casterlevel/3 hostiles will be affected. The damage applied is magic 2d6, BUT it must make an attack roll versus FULL AC with a bab of +4. This spell does no damage to a fighter in full plate with a tower shield +2 or better because it could never hit them. (The description of Tenacious Plague indicates a scaling AB).&lt;br /&gt;
|-&lt;br /&gt;
|[[Wall of Perilous Flame]]&lt;br /&gt;
|5th&lt;br /&gt;
|Other&lt;br /&gt;
|Duration: 3 rounds, a modified [[Wall of Flame]] that does 2d6 + CHA modifier fire damage/round (x2 damage to undead)(half damage is magical and can&#039;t be resisted).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Dark invocations=====&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; | Invocation&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; | ESL&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; | Type&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
|[[Eldritch Doom]]&lt;br /&gt;
|8th&lt;br /&gt;
|Blast shape&lt;br /&gt;
|Blast affects all enemies within a 20ft blast radius. Reflex save for half damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[Binding Blast]]&lt;br /&gt;
|7th&lt;br /&gt;
|Eldritch Essence&lt;br /&gt;
|Target must make a Will save or be stunned for one round.&lt;br /&gt;
|-&lt;br /&gt;
|[[Utterdark Blast]]&lt;br /&gt;
|8th&lt;br /&gt;
|Eldritch essence&lt;br /&gt;
|Target must make [[Fortitude]] save or gain two negative levels for the duration of 1 hour. This invocation deals [[negative energy damage]].&lt;br /&gt;
|-&lt;br /&gt;
|[[Dark Foresight]]&lt;br /&gt;
|9th&lt;br /&gt;
|Other&lt;br /&gt;
|DR 10/[[alchemical silver]] for 1 round/level or until CasterLevel*10 (max 150) damage is absorbed.&#039;&#039;(Bugged in v1.03: At caster level 15+ it lasts for 150 rounds or until Casterlevel*10 damage is absorbed.)&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|[[Retributive Invisibility]]&lt;br /&gt;
|6th&lt;br /&gt;
|Other&lt;br /&gt;
|Duration: 3 rounds, [[Invisibility, Greater]] (50% conceal). Should it be dispelled,hostiles within a &#039;huge&#039; blast radius will take 4d6 magic damage (Fort save for half).&lt;br /&gt;
|-&lt;br /&gt;
|[[Word of Changing]]&lt;br /&gt;
|5th&lt;br /&gt;
|Other&lt;br /&gt;
|Duration: 1 turn/lvl, Warlock turns into a [[cornugon]] (horned devil).&lt;br /&gt;
|}&lt;br /&gt;
[[Category:Magical concepts]]&lt;br /&gt;
[[Category:Warlock invocations| ]]&lt;br /&gt;
[[Category:Spell lists]]&lt;/div&gt;</summary>
		<author><name>107.10.251.213</name></author>
	</entry>
</feed>