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		<id>https://wiki.bgtscc.net/index.php?title=Bard&amp;diff=12951</id>
		<title>Bard</title>
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		<updated>2021-07-07T20:08:30Z</updated>

		<summary type="html">&lt;p&gt;161.185.151.250: Undo revision 12909 by Nathaniel (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Description ==&lt;br /&gt;
A bard brings forth magic from his soul, not from a book. He can cast only a small number of spells, but he can do so without selecting or preparing them in advance. His magic emphasizes charms and illusions over the more dramatic evocation spells that wizards and sorcerers often use. In addition to spells, a bard works magic with his music and poetry. He can encourage allies, hold his audiences rapt, and counter magical effects that rely on speech or sound. Bards have some of the skills that rogues have, although bards are not as focused on skill mastery as rogues are. A bard listens to stories as well as telling them, of course, so he has a vast knowledge of local events and noteworthy items.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Alignment]] restrictions&#039;&#039;&#039;: Any non-[[lawful]] - Bards are wanderers, guided by whim and intuition.&lt;br /&gt;
*Ex-bards = A bard who becomes lawful in alignment cannot progress in levels as a bard, though he retains all his bard abilities.&lt;br /&gt;
&lt;br /&gt;
{{Class Feature&lt;br /&gt;
|HD = 6&lt;br /&gt;
|BAB = M&lt;br /&gt;
|Hsave = [[Reflex]], [[Will]]&lt;br /&gt;
|Lsave = [[Fortitude]]&lt;br /&gt;
|WP = [[Weapon proficiency (simple)|Simple]] &amp;amp; [[Weapon proficiency (bard)|Bard]] ~ ([[longsword]], [[rapier]], [[shortbow]], and [[shortsword]])&lt;br /&gt;
|AP = [[Armor proficiency (light)|Light]] &amp;amp; [[Shield proficiency|Shields]] (except tower shields)&lt;br /&gt;
|skill = 6&lt;br /&gt;
|Cskill = [[Appraise]], [[Bluff]], [[Concentration]], Craft ([[Craft (alchemy)|alchemy]], [[Craft (armor)|armor]], [[Craft (trap)|trap]], [[Craft (weapon)|weapon]]), [[Diplomacy]], [[Disguise]], [[Hide]], [[Listen]], all Lore skills, [[Move Silently]], [[Parry]], [[Perform]], [[Sleight of Hand]], [[Spellcraft]], [[Taunt]], [[Tumble]] and [[Use magic device]].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Spellcasting===&lt;br /&gt;
A bard casts arcane spells, which are drawn from the bard spell list. He can cast any spell he knows without preparing it ahead of time. To learn or cast a spell, a bard must have a Charisma score equal to at least 10 + the spell level (Cha 10 for 0-level spells, Cha 11 for 1st-level spells, and so forth). Starting at 8th level, and every three levels after, bards can replace one known spell with a new spell of the same level. The replaced spell must be two spell levels below what the bard can currently cast (1st level spell at 8, 1st or 2nd level spell at 11, 1st or 2nd or 3rd level spell at 14, and so forth). Bards do not suffer from arcane spell failure when wearing light armor. Medium and heavy armor, as well as all shields, still incur the normal failure chance.&lt;br /&gt;
&lt;br /&gt;
{{class casting synopsis|ability=Charisma|type=arcane|prepared=no}}&lt;br /&gt;
*[[:Category:Bard_spells]]&lt;br /&gt;
*[[Spell progression#Bard|Bard spell progression]]&lt;br /&gt;
&lt;br /&gt;
===Bard Ability &amp;amp; Spell progression===&lt;br /&gt;
{| style=&amp;quot;text-align:center&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Level|| rowspan=&amp;quot;2&amp;quot; |[[BAB]]|| colspan=&amp;quot;3&amp;quot; |[[Saving throws]]|| rowspan=&amp;quot;2&amp;quot; |Ability gained|| rowspan=&amp;quot;2&amp;quot; |Inspirations gained|| colspan=&amp;quot;7&amp;quot; |Spell known|| rowspan=&amp;quot;22&amp;quot; | || colspan=&amp;quot;8&amp;quot; |Spells per day&lt;br /&gt;
|- style=&amp;quot;font-weight:bold&amp;quot;&lt;br /&gt;
|Fort||Ref||Will||&amp;amp;nbsp;0&amp;amp;nbsp;||&amp;amp;nbsp;1&amp;amp;nbsp;||&amp;amp;nbsp;2&amp;amp;nbsp;||&amp;amp;nbsp;3&amp;amp;nbsp;||&amp;amp;nbsp;4&amp;amp;nbsp;||&amp;amp;nbsp;5&amp;amp;nbsp;||&amp;amp;nbsp;6&amp;amp;nbsp;||&amp;amp;nbsp;0&amp;amp;nbsp;||&amp;amp;nbsp;1&amp;amp;nbsp;||&amp;amp;nbsp;2&amp;amp;nbsp;||&amp;amp;nbsp;3&amp;amp;nbsp;||&amp;amp;nbsp;4&amp;amp;nbsp;||&amp;amp;nbsp;5&amp;amp;nbsp;||&amp;amp;nbsp;6&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|1||+0||+0||+2||+2||[[Bardic music]], [[Bardic knowledge]], [[Countersong]], [[Fascinate]] || [[Inspire courage]] +1&lt;br /&gt;
||4||-||-||-||-||-||-||2||-||-||-||-||-||-&lt;br /&gt;
|-&lt;br /&gt;
|2||+1||+0||+3||+3||&amp;amp;nbsp;||[[Inspire competence]] +2||5||2*||-||-||-||-||-||3||0||-||-||-||-||-&lt;br /&gt;
|-&lt;br /&gt;
|3||+2||+1||+3||+3||[[Haven song]]||&amp;amp;nbsp;||5||3||-||-||-||-||-||3||1||-||-||-||-||-&lt;br /&gt;
|-&lt;br /&gt;
|4||+3||+1||+4||+4||&amp;amp;nbsp;||&amp;amp;nbsp;||5||3||2*||-||-||-||-||3||2||0||-||-||-||-&lt;br /&gt;
|-&lt;br /&gt;
|5||+3||+1||+4||+4||&amp;amp;nbsp;||[[Inspire defense]] +2||5||4||3||-||-||-||-||3||3||1||-||-||-||-&lt;br /&gt;
|-&lt;br /&gt;
|6||+4||+2||+5||+5||[[Cloud mind]]||&amp;amp;nbsp;||5||4||3||-||-||-||-||3||3||2||-||-||-||-&lt;br /&gt;
|-&lt;br /&gt;
|7||+5||+2||+5||+5||&amp;amp;nbsp;||[[Inspire regeneration]] +1||5||4||4||2*||-||-||-||3||3||2||0||-||-||-&lt;br /&gt;
|-&lt;br /&gt;
|8||+6/+1||+2||+6||+6||&amp;amp;nbsp;||[[Inspire toughness]] +1, [[Inspire courage]] +2||5||4||4||3||-||-||-||3||3||3||1||-||-||-&lt;br /&gt;
|-&lt;br /&gt;
|9||+6/+1||+3||+6||+6||[[Ironskin chant]] 5/-||&amp;amp;nbsp;||5||4||4||3||-||-||-||3||3||3||2||-||-||-&lt;br /&gt;
|-&lt;br /&gt;
|10||+7/+2||+3||+7||+7||&amp;amp;nbsp;||[[Inspire defense]] +3||5||4||4||4||2*||-||-||3||3||3||2||0||-||-&lt;br /&gt;
|-&lt;br /&gt;
|11||+8/+3||+3||+7||+7||&amp;amp;nbsp;||[[Inspire slowing]] 15%, [[Inspire competence]] +4||5||4||4||4||3||-||-||3||3||3||3||1||-||-&lt;br /&gt;
|-&lt;br /&gt;
|12||+9/+4||+4||+8||+8||[[Song of freedom]]||[[Inspire regeneration]] +2||5||4||4||4||3||-||-||3||3||3||3||2||-||-&lt;br /&gt;
|-&lt;br /&gt;
|13||+9/+4||+4||+8||+8||&amp;amp;nbsp;||[[Inspire toughness]] +2||5||4||4||4||4||2*||-||3||3||3||3||2||0||-&lt;br /&gt;
|-&lt;br /&gt;
|14||+10/+5||+4||+9||+9||&amp;amp;nbsp;||[[Inspire jarring]], [[Inspire courage]] +3||5||4||4||4||4||3||-||4||3||3||3||3||1||-&lt;br /&gt;
|-&lt;br /&gt;
|15||+11/+6/+1||+5||+9||+9||[[Song of heroism]]||[[Inspire defense]] +4||5||4||4||4||4||3||-||4||4||3||3||3||2||-&lt;br /&gt;
|-&lt;br /&gt;
|16||+12/+7/+2||+5||+10||+10||&amp;amp;nbsp;||[[Inspire slowing]] 30%||5||5||4||4||4||4||2*||4||4||4||3||3||2||0&lt;br /&gt;
|-&lt;br /&gt;
|17||+12/+7/+2||+5||+10||+10||&amp;amp;nbsp;||[[Inspire regeneration]] +3||5||5||5||4||4||4||3||4||4||4||4||3||3||1&lt;br /&gt;
|-&lt;br /&gt;
|18||+13/+8/+3||+6||+11||+11||[[Legionnaire&#039;s march]]||[[Inspire toughness]] +3||5||5||5||5||4||4||3||4||4||4||4||4||3||2&lt;br /&gt;
|-&lt;br /&gt;
|19||+14/+9/+4||+6||+11||+11||&amp;amp;nbsp;||[[Inspire competence]] +6||5||5||5||5||5||4||4||4||4||4||4||4||4||3&lt;br /&gt;
|-&lt;br /&gt;
|20||+15/+10/+5||+6||+12||+12||&amp;amp;nbsp;||[[Inspire courage]] +4, [[Inspire defense]] +5||5||5||5||5||5||5||4||4||4||4||4||4||4||4&lt;br /&gt;
|}&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; Provided the [[bard]] has sufficient [[charisma]] to have a [[Abilities#Ability_Score_Modifier_Table|bonus spell]] of this [[spell level]].&lt;br /&gt;
&lt;br /&gt;
===Epic Bard Ability &amp;amp; Spell progression===&lt;br /&gt;
{| style=&amp;quot;text-align:center&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Level|| rowspan=&amp;quot;2&amp;quot; |[[BAB]]|| colspan=&amp;quot;3&amp;quot; |[[Saving throws]]|| rowspan=&amp;quot;2&amp;quot; |Ability gained|| colspan=&amp;quot;7&amp;quot; |Spell known|| rowspan=&amp;quot;22&amp;quot; | || colspan=&amp;quot;7&amp;quot; |Spells per day&lt;br /&gt;
|- style=&amp;quot;font-weight:bold&amp;quot;&lt;br /&gt;
|Fort||Ref||Will||&amp;amp;nbsp;0&amp;amp;nbsp;||&amp;amp;nbsp;1&amp;amp;nbsp;||&amp;amp;nbsp;2&amp;amp;nbsp;||&amp;amp;nbsp;3&amp;amp;nbsp;||&amp;amp;nbsp;4&amp;amp;nbsp;||&amp;amp;nbsp;5&amp;amp;nbsp;||&amp;amp;nbsp;6&amp;amp;nbsp;||&amp;amp;nbsp;0&amp;amp;nbsp;||&amp;amp;nbsp;1&amp;amp;nbsp;||&amp;amp;nbsp;2&amp;amp;nbsp;||&amp;amp;nbsp;3&amp;amp;nbsp;||&amp;amp;nbsp;4&amp;amp;nbsp;||&amp;amp;nbsp;5&amp;amp;nbsp;||&amp;amp;nbsp;6&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|21||+15/+10/+5||+7||+12||+12||&amp;amp;nbsp;||5||5||5||5||5||5||4||4||4||4||4||4||4||4&lt;br /&gt;
|-&lt;br /&gt;
|22||+16/+11/+6/+1||+7||+13||+13||[[Inspire regeneration]] +4||5||5||5||5||5||5||4||4||4||4||4||4||4||4&lt;br /&gt;
|-&lt;br /&gt;
|23||+17/+12/+7/+2||+7||+13||+13||[[Inspire toughness]] +4, Bonus feat||5||5||5||5||5||5||4||4||4||4||4||4||4||4&lt;br /&gt;
|-&lt;br /&gt;
|24||+18/+13/+8/+3||+8||+14||+14||&amp;amp;nbsp;||5||5||5||5||5||5||4||4||4||4||4||4||4||4&lt;br /&gt;
|-&lt;br /&gt;
|25||+18/+13/+8/+3||+8||+14||+14||[[Inspire defense]] +6||5||5||5||5||5||5||4||4||4||4||4||4||4||4&lt;br /&gt;
|-&lt;br /&gt;
|26||+19/+14/+9/+4||+8||+15||+15||[[Inspire courage]] +5, Bonus feat||5||5||5||5||5||5||4||4||4||4||4||4||4||4&lt;br /&gt;
|-&lt;br /&gt;
|27||+20/+15/+10/+5||+9||+15||+15||[[Inspire competence]] +8, [[Inspire regeneration]] +5||5||5||5||5||5||5||4||4||4||4||4||4||4||4&lt;br /&gt;
|-&lt;br /&gt;
|28||+21/+16/+11/+6/+1||+9||+16||+16||[[Inspire toughness]] +5||5||5||5||5||5||5||4||4||4||4||4||4||4||4&lt;br /&gt;
|-&lt;br /&gt;
|29||+21/+16/+11/+6/+1||+9||+16||+16||Bonus feat||5||5||5||5||5||5||4||4||4||4||4||4||4||4&lt;br /&gt;
|-&lt;br /&gt;
|30||+22/+17/+12/+7/+2||+10||+17||+17||[[Inspire defense]] +7||5||5||5||5||5||5||4||4||4||4||4||4||4||4&lt;br /&gt;
|}&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; Provided the [[bard]] has sufficient [[charisma]] to have a bonus spell of this [[spell level|level]].&lt;br /&gt;
&lt;br /&gt;
===Bardic Knowledge===&lt;br /&gt;
A bard picks up a lot of stray knowledge while wandering the land and learning stories from other bards. He gets +1 to all lore skills for each 5 levels of bard.&lt;br /&gt;
&lt;br /&gt;
===[[Bardic inspiration]]===&lt;br /&gt;
You can sing songs that can improve morale and mystically enhance the offensive and defensive strengths of the bard and his or her companions. These are constantly active buffs to the party and the bard with specific effects. Only 1 inspiration may be active at any time; and Requires 3 Ranks of [[Perform]].&lt;br /&gt;
&lt;br /&gt;
*[[Inspire Courage]] (1st level): A bard can use song to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. This gives a bonus to hit and damage. It starts at +1, and becomes +2 at 8th level, +3 at 14th level, +4 at 20th level, +5 at 26th. &lt;br /&gt;
*[[Inspire Competence]] (2nd level): A bard can use his music to help an ally succeed at a task. This gives a skill bonus to all allies. It starts at +2 and becomes +4 at 11th level and +6 at 19th level and +8 at lv 27. The range is 30 feet.&lt;br /&gt;
*[[Inspire Defense]] (5th level): A bard can use song to inspire defense in his allies (including himself). This gives a dodge AC bonus to all allies. It starts at +2 and becomes +3 at 10th level, +4 at 15th level, +5 at 20th level, +6 at 25th level +7 at 30th level.&lt;br /&gt;
*[[Inspire Regeneration]] (7th level): A bard can use song to inspire regeneration in his allies (including himself). This heals all party members a certain number of hit points every two rounds. This starts at 1 hit point and becomes 2 at 12th level, 3 at 17th level,3 at 22th level, 5 at 27th level. This inspiration does not affect Constructs and Undead. &lt;br /&gt;
*[[Inspire Toughness]] (8th level): A bard can use song to inspire toughness in his allies (including himself). This gives a bonus to saving throws for all allies. It starts at +1, +2 at 13th level, +3 at 18th level, +4 at 23th level, +5 at 28th level.&lt;br /&gt;
*[[Inspire Slowing]] (11th level): A bard can use song to inspire slowing in his enemies. All enemies that come within 20 feet of the bard have to make a Will save (DC 13 + (1/2 Bard level) + CHA modifier) otherwise they will be slowed down. Initially they are slowed down 15% but at 16th level they are slowed by 30%. There are no further penalties besides movement, unlike the slow spell. It only ever affects enemies, never allies or neutrals.&lt;br /&gt;
*[[Inspire Jarring]] (14th level): A bard can use song to inspire jarring in his enemies. All enemies within 20’ of the bard suffer a -4 penalty to all Concentration checks and -2 to all Will saves.&lt;br /&gt;
&lt;br /&gt;
===[[Bardic Music]]===&lt;br /&gt;
You can sing a song to help allies and hinder foes.  As you progress in level and Performance skill, new songs become available and older songs become more powerful (Bard level/day).&lt;br /&gt;
*[[Countersong]] (requires Perform 3): This song puts a buff on the targeted ally that lasts for 10 rounds or until discharged. Any hostile magic that would affect the countersong&#039;s target has to make a Spell Resistance check of 10 + levels of Bard the singer possesses. Whether the spell is blocked or not, the countersong is discharged. A bard cannot cast this on himself, only on allies.&lt;br /&gt;
*[[Fascinate]] (requires Perform 3): Every hostile creature within 90 feet must make a Will save against a (DC of 11 + the bard&#039;s Charisma modifier). This is an enchantment (compulsion) mind-affecting ability. If the target fails this save, then they are dazed for 10 rounds and the bard is within 90 feet of them. If a creature is attacked, or is within 10 feet of a creature being attacked, the effect ends for that creature, though anyone who fails their saving throw will be dazed for at least one round. Fascinate affects up to one enemy per level of the bard. &lt;br /&gt;
*[[Haven Song]] (3rd level, requires Perform 6): This song renders all enemies who fail a Will save against (DC 11 + 1/2 Perform skill) to be unable to attack the bard for 10 rounds or until the bard takes hostile action against them or their allies (for example, attacking or casting a harmful spell). The Fascinate and Cloud Mind songs do not count as hostile actions. This song affects deafened targets.&lt;br /&gt;
*[[Cloud Mind]] (6th level, requires Perform 9): A single target makes a mind-affecting will saving throw against (DC 11 + 1/2 Perform skill) or is mesmerized for 10 rounds. The target only breaks out of his mesmerized state if attacked. This doesn&#039;t count as a hostile ability for breaking the effects of invisibility. Any creatures summoned by the mesmerized target will be calmed as well, because they technically count as an extension of the summoner. However, killing summoned creatures will NOT break the enchantment on the caster, as long as he himself is not affected. For example, if a wizard summons an elemental and the bard sings Cloud Mind, both the enemy spellcaster and his summoned elemental will be calmed. Casting Word of Faith will kill the summoned elemental, but will not break the mesmerization effect on the spellcaster if he is outside the radius of Word of Faith.   &lt;br /&gt;
*[[Ironskin Chant]] (9th level, requires Perform 12): This song gives the party damage reduction 5/- for 4 rounds. (The damage reduction applies to any type of damage, including magic damage.)&lt;br /&gt;
*[[Song of Freedom]] (12th level, requires Perform 15): This song will break curses and enchantments on allies with a check of d20 + bard&#039;s level against DC (11 + caster level of the effect to be dispelled). (The radius of this song is RADIUS_SIZE_MEDIUM, centred on the bard.)&lt;br /&gt;
*[[Song of Heroism]] (15th level, requires Perform 18): This song inspires either the bard or a single targeted ally. For 5 rounds, the inspired creature gains +4 dodge bonus to AC and a +4 morale bonus to saving throws. Additionally, the inspired creature gains +4 temporary hit points per level. There is a cool down of 20 rounds before this ability can be used again.&lt;br /&gt;
*[[Legionnaire&#039;s March]] (18th level, requires Perform 21): This song rallies all allies within 60 feet. The game determines the highest base attack bonus of all allies in the area of effect, and all affected characters now use this as their new base attack. All affected characters get a +4 competence bonus to damage rolls, as well. This ability lasts for 10 rounds. There is a cool down of 5 minutes (game time) before this ability can be used again.&lt;br /&gt;
&lt;br /&gt;
=== Special Abilities ===&lt;br /&gt;
Some songs need to be selected as a general feat when Leveling up; and will be available IF the requirements are satisfied &#039;&#039;&#039;BEFORE&#039;&#039;&#039; leveling up to the availability of that song.&lt;br /&gt;
*[[Curse song]] (requires Perform 3) Bard Level = 1 : Bards are able to sing a song that can curse their enemies. https://nwn2.fandom.com/wiki/Curse_Song&lt;br /&gt;
*[[Lingering song]] (requires Perform 3) Bard Level = 6 : This ability causes the bard&#039;s songs to last an additional 5 rounds.&lt;br /&gt;
&lt;br /&gt;
=== Armor restrictions ===&lt;br /&gt;
A bard can cast bard spells while wearing light armor without incurring the normal arcane spell failure chance. However, like any other arcane spellcaster, a bard wearing medium or heavy armor or using a shield* incurs a chance of arcane spell failure if the spell in question has a somatic component (most do). A multiclass bard still incurs the normal arcane spell failure chance for arcane spells received from other classes. There is also an additional feat ([[Battle_caster|Battle Caster]]) that can be taken by bards (not inherent) that allows them to wear medium armor (but not use shields) without spell penalties. Note however that Medium Armor Proficiency is not included and bards do not get that feat for free.&lt;br /&gt;
&lt;br /&gt;
*n.b. [[Shield]]s constructed from exotic materials such as [[Mithral]] and [[Zalantar]] have reduced or no [[Arcane Spell Failure]] chance.&lt;br /&gt;
&lt;br /&gt;
===Casting===&lt;br /&gt;
A bard casts arcane spells, which are drawn from the bard spell list. He can cast any spell he knows without preparing it ahead of time. Every bard spell has a verbal component (singing, reciting, or music). To learn or cast a spell, a bard must have a Charisma score equal to at least 10 + the spell. The Difficulty Class for a saving throw against a bard’s spell is 10 + the spell level + the bard’s Charisma modifier.&lt;br /&gt;
&lt;br /&gt;
Like other spellcasters, a bard can cast only a certain number of spells of each spell level [[per day]]. &lt;br /&gt;
&lt;br /&gt;
In addition, he receives bonus spells per day if he has a high Charisma score. &lt;br /&gt;
The bard’s selection of spells is extremely limited. A bard begins play knowing four 0-level spells of your choice. At most new bard levels, he gains one or more new spells, as indicated on Table: Bard Spells Known. (Unlike spells per day, the number of spells a bard knows is not affected by his Charisma score; the Bard Spells Known is a fixed number.)&lt;br /&gt;
&lt;br /&gt;
Upon reaching 5th level, and at every third bard level after that (8th, 11th, and so on), a bard can choose to learn a new spell in place of one he already knows. In effect, the bard “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level bard spell the bard can cast.&lt;br /&gt;
&lt;br /&gt;
A bard may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.&lt;br /&gt;
&lt;br /&gt;
As noted above, a bard need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the spell’s level.&lt;br /&gt;
&lt;br /&gt;
===Epic Bard Bonus Feats:===&lt;br /&gt;
[[Armor Skin|Armor Skin (Epic)]], [[Chorus of Heroism]], [[Song of Requiem]], [[Epic Toughness]], [[Epic Energy Resistance]], [[Overwhelming Critical]], [[Blinding Speed]], [[Hymn of Requiem]], [[Epic Prowess]], [[Great Charisma]], [[Great Strength]], [[Great Wisdom]], [[Great Intelligence]], [[Great Dexterity]] and [[Great Constitution]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Spellcasting classes]]&lt;br /&gt;
[[Category:Base classes]]&lt;br /&gt;
[[Category:Combat classes]]&lt;br /&gt;
[[Category:Playable Class]]&lt;/div&gt;</summary>
		<author><name>161.185.151.250</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Bear_Warrior&amp;diff=12948</id>
		<title>Bear Warrior</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Bear_Warrior&amp;diff=12948"/>
		<updated>2021-07-07T20:08:14Z</updated>

		<summary type="html">&lt;p&gt;161.185.151.250: Undo revision 12910 by Nathaniel (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Bearwarrior.jpg|thumb|370px]]&lt;br /&gt;
&lt;br /&gt;
== Class Notice ==&lt;br /&gt;
PLEASE NOTE CLASS CHANGES!&amp;lt;br /&amp;gt;&lt;br /&gt;
BEAR WARRIORS MAY NOT DUAL CLASS WITH THE DRUID CLASS&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Class Description ==&lt;br /&gt;
Many people, particularly those in the &amp;quot;uncivilized&amp;quot; regions of the world, revere bears as symbols of the warrior&#039;s strength and battle prowess.&lt;br /&gt;
&lt;br /&gt;
By adopting the bear as a totem animal, warriors of these people hope to tap into some of the bear&#039;s strength.&lt;br /&gt;
&lt;br /&gt;
Bear warriors, through a special relationship with bear spirits, literally adopt a bear&#039;s strength in the rage of battle, actually transforming into bears while they fight.&lt;br /&gt;
&lt;br /&gt;
Only characters who can already tap into a spiritual power of rage can heighten that power to become bear warriors.&lt;br /&gt;
&lt;br /&gt;
== Requirements ==&lt;br /&gt;
&#039;&#039;&#039;Base Attack Bonus:&#039;&#039;&#039; +7&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Feats:&#039;&#039;&#039; [[Rage]], [[Power Attack]]&lt;br /&gt;
&lt;br /&gt;
== Class Features ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hit Die:&#039;&#039;&#039; d12&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base Attack Bonus:&#039;&#039;&#039; High&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;High Saves:&#039;&#039;&#039; [[Fortitude]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapon Proficiencies:&#039;&#039;&#039; None.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor Proficiencies:&#039;&#039;&#039; None.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skill Points:&#039;&#039;&#039; 4 + Int [[Ability_modifier| modifier]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class Skills:&#039;&#039;&#039; [[Intimidate]], [[Listen]], [[Lore: Local]], [[Lore: Nature]], [[Survival]], [[Taunt]]&lt;br /&gt;
&lt;br /&gt;
== Class Abilities ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
Level&lt;br /&gt;
!&lt;br /&gt;
Features Gained&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|[[Knockdown]], Bear Shape: Black Bear, Roar&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|[[Scent]]&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Extend Rage I, Bear Shape: Brown Bear &lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|Extend Rage II&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|Bear shape: Dire Bear, [[Improved Knockdown]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
Bear Form: A bear warrior who goes into a rage will automatically transform into a bear. At 1st level she will become a small bear, at 5th level she changes into a full grown brown bear and at 10th level she gains a dire bear form.&amp;lt;br /&amp;gt;While in those forms the bear warrior regains all her ability scores as well as the normal will save bonus and AC penalty from rage. &lt;br /&gt;
&lt;br /&gt;
The ability bonuses (that replace the normal rage ability bonuses) are as follows:&lt;br /&gt;
* Black Bear: +8 strength, +4 constitution, +2 dexterity, +2 natural armor, +2 Will saves, and Fast Regen +2 . All claw and bite attacks have +2 enchantment. 20 base AC.&lt;br /&gt;
* Brown Bear: +10 strength, +8 constitution, +2 dexterity, +5 natural armor, +2 Will saves and Fast Regen +3. All claw and bite attacks have +3 enchantment. 25 base AC.&lt;br /&gt;
* Dire Bear: +12 strength, +8 constitution, +2 dexterity, +7 natural armor, +2 Will saves and Fast Regen +4. All claw and bite attacks have +4 enchantment. 30 base AC. &lt;br /&gt;
* This ability otherwise functions as the polymorph spell.&lt;br /&gt;
* Scent: A 3rd-level bear warrior gains [[Scent]] as a bonus feat.&lt;br /&gt;
* Extend Rage I: A 4th-level bear warrior gains extend rage as a bonus feat&lt;br /&gt;
* Extend Rage II: A 7th-level bear warrior gains extend rage II as a bonus feat&lt;br /&gt;
&lt;br /&gt;
After bear form (rage) expires, the barbarian is tired and suffers -2 Strength, -2 Dexterity, and a -10% movement penalty for 5 rounds.&lt;br /&gt;
=== Roar ===&lt;br /&gt;
&lt;br /&gt;
At 1st level, a bear warrior gains the roar ability. A bear warrior can let out a terrible roar that causes fear in all enemies that hear the cry. Affected creatures must make a Will save (DC 10 + Bear Warrior Level + 1/2 Intimidate ranks).&lt;br /&gt;
Duration: 3 rounds&lt;br /&gt;
Cooldown: 45 Seconds&lt;br /&gt;
&lt;br /&gt;
== Other important information ==&lt;br /&gt;
* Your Armor bonuses will transfer to your polymorphed bear shape in the following method:&lt;br /&gt;
* The enhance bonus on your chest armor or the armor bonus on your bracers transfers as an armor enhance bonus.&lt;br /&gt;
* Half of the enhance bonus on your shield will transfer as a shield enhance bonus.&lt;br /&gt;
* The deflection AC bonus on your helm, cloak, or ring will transfer as a deflection AC bonus.&lt;br /&gt;
* The natural AC bonus on your necklace will transfer as a natural AC bonus. This will not stack with the natural AC bonus the bear already gets. It will use the higher of the 2 bonuses.&lt;br /&gt;
* Barbarians DR feats work while in bear form.&lt;br /&gt;
* Knockdown will work while in bear form.&lt;br /&gt;
* Charge will work while in bear form.&lt;br /&gt;
* Feats in the &#039;Mode Bar&#039; will work while in bear form, such as power attack.&lt;br /&gt;
* The unarmed strike line of feats will work while in bear form on all your attacks.&lt;br /&gt;
* Elemental damage bonuses from your weapon or gloves transfer.&lt;br /&gt;
* Damage vs enemy type does not transfer unless it&#039;s applied from a spell (The damage bonus vs undead from a Mace of Disruption will not transfer, but the bonus from a Bless Weapon spell will.)&lt;br /&gt;
* Item Save bonuses and certain item properties, like materials, will not transfer to Bear Form.&lt;br /&gt;
* Unlike Whirlwind Frenzy and Standard Rage, Bear Form ability bonuses are non-stackable and are unaffected by items or spells (Bull&#039;s Strength, Bear&#039;s Endurance, etc)&lt;br /&gt;
* Skill bonus on items do not stack in Bear Form, only the highest bonus transfers; a ring with +4 to Intimidate and a Helmet with +3 will only give +4 in Bear Form.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Class courtesy of Luna, testing by the Quality Control team&#039;&#039;&lt;br /&gt;
[[Category:Classes]]&lt;br /&gt;
[[Category:Prestige Class]]&lt;br /&gt;
[[Category:Playable Class]]&lt;/div&gt;</summary>
		<author><name>161.185.151.250</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Blackguard&amp;diff=12946</id>
		<title>Blackguard</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Blackguard&amp;diff=12946"/>
		<updated>2021-07-07T20:08:05Z</updated>

		<summary type="html">&lt;p&gt;161.185.151.250: Undo revision 12911 by Nathaniel (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Blackguard ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;: The Blackguard epitomizes evil. Consorting with demons and devils and serving dark deities, the Blackguard is hated and feared by all.  The Blackguard has many options available to them -- sending forth dark minions and servants to do their bidding, attacking with stealth and honorless guile, or straightforward smiting of the forces of good that stand in their way.  Therefore, almost any class is suited to take the Blackguard prestige class.&lt;br /&gt;
&lt;br /&gt;
== Requirements ==&lt;br /&gt;
&#039;&#039;&#039;Alignment&#039;&#039;&#039;: Any [[Evil (alignment)|evil]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base attack bonus&#039;&#039;&#039;: +6&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;: [[Hide]] 5&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Feats&#039;&#039;&#039;: [[Cleave]], [[Power Attack]]&lt;br /&gt;
&lt;br /&gt;
== Class feature progression ==&lt;br /&gt;
&#039;&#039;&#039;Hit Die:&#039;&#039;&#039; d10&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base Attack Bonus:&#039;&#039;&#039; High&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;High Saves:&#039;&#039;&#039; [[Fortitude]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapon Proficiencies:&#039;&#039;&#039; [[Weapon Proficiency (simple)|simple]] and [[Weapon Proficiency (martial)|martial]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor Proficiencies:&#039;&#039;&#039; [[Armor Proficiency (light)|Light]], [[Armor Proficiency (medium)|Medium]], [[Armor Proficiency (heavy)|Heavy]], [[Shield Proficiency|Shields]] (except for [[Tower Shield Proficiency|Tower Shields]])&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skill Points:&#039;&#039;&#039; 2 + Int [[Ability_modifier| modifier]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class Skills:&#039;&#039;&#039; [[Concentration]], [[Craft Armor]], [[Craft Trap]], [[Craft Weapon]], [[Diplomacy]], [[Heal (skill)|Heal]], [[Hide]], [[Intimidate]], [[Lore: Religion]], [[Lore: The Planes]], [[Lore: Local]], [[Lore: History]], [[Lore: Nobility and Royalty]], [[Parry]]&lt;br /&gt;
&lt;br /&gt;
== Class Progression ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Level || Features Gained&lt;br /&gt;
|-&lt;br /&gt;
| 1 || [[Use Poison]]&lt;br /&gt;
|-&lt;br /&gt;
| 2 || [[Smite Good]] x1, Dark Blessing&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Aura of Despair, [[Turn Undead]], Create Undead (Animal Slot, 10 HD)&lt;br /&gt;
|-&lt;br /&gt;
| 4 || [[Sneak Attack]] +1d6&lt;br /&gt;
|-&lt;br /&gt;
| 5 || Summon Fiend (Summon Slot, 10 HD)&lt;br /&gt;
|-&lt;br /&gt;
| 6 || &lt;br /&gt;
|-&lt;br /&gt;
| 7 || [[Sneak Attack]] +2d6, Create Undead (Animal Slot, 15 HD)&lt;br /&gt;
|-&lt;br /&gt;
| 8 || &lt;br /&gt;
|-&lt;br /&gt;
| 9 || &lt;br /&gt;
|-&lt;br /&gt;
| 10 || [[Sneak Attack]] +3d6, [[Extra Smiting]], Summon Fiend (Summon Slot, 15 HD)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Use Poison ===&lt;br /&gt;
A Blackguard can safely [[Poison]] his/her melee weapon without the need to make a [[Dexterity]] [[check]].&lt;br /&gt;
&lt;br /&gt;
=== Smite Good ===&lt;br /&gt;
Once [[per day|a day]], a Blackguard of 2nd level or higher may attempt to smite a good-aligned enemy with one normal melee attack.  The Blackguard adds their [[Charisma]] bonus to the [[attack roll]] and adds 1 extra point of damage per class level.&lt;br /&gt;
&lt;br /&gt;
=== Dark Blessing ===&lt;br /&gt;
At 2nd level, the Blackguard applies their [[Charisma]] [[Ability modifier|modifier]] to all [[saving throw]]s.&lt;br /&gt;
&lt;br /&gt;
=== Aura of Despair ===&lt;br /&gt;
Beginning at 3rd level, the Blackguard radiates a malign aura that causes enemies within 10 feet of them to take a –2 penalty on all [[saving throw|saving throws]].&lt;br /&gt;
&lt;br /&gt;
=== Turn Undead ===&lt;br /&gt;
When a Blackguard reaches 3rd level, he gains the supernatural ability to [[Turn Undead]]. He may use this ability a number of times [[Per day|per day]] equal to 3 + his [[Charisma]] [[Ability modifier|modifier]]. He turns undead as a [[Cleric]] of two levels lower would.&lt;br /&gt;
&lt;br /&gt;
=== Summon Fiend ===&lt;br /&gt;
At 5th level, the Blackguard can summon a hellfire hound (upgraded again at level 10).&lt;br /&gt;
&lt;br /&gt;
=== [[Sneak Attack]] ===&lt;br /&gt;
At 4th level, the Blackguard gains the [[Sneak Attack|sneak attack]] ability.  This ability functions exactly like the [[Rogue]] ability of the same name.  The bonus damage is +1d6 at 4th level, +2d6 at 7th level, and +3d6 at 10th level.&lt;br /&gt;
&lt;br /&gt;
=== Spells ===&lt;br /&gt;
At 2nd level, the Blackguard gains a spellbook. Spells require a base [[Wisdom]] score of 10 + [[spell level]] to be cast and can be picked in that [[Blackguard Spells|list]].&lt;br /&gt;
&lt;br /&gt;
***NOTE ON BLACKGUARD CASTER LEVELS:  Caster level calculation for Blackguard is:  Blackguard levels + (non-Blackguard levels/2) = Caster Level.  So a level 30 character with 8 or 9 Blackguard levels will have CL19 while a level 30 PC with 10 Blackguard levels will have CL20. Dragonslayer counts up to 6 of its levels as Blackguard levels, as per its optional Blackguard spell progression. For example a 10 rogue 10 Blackguard 10 Dragonslayer would have CL23.&lt;br /&gt;
&lt;br /&gt;
[[Category:Classes]]&lt;br /&gt;
[[Category:Prestige Class]]&lt;br /&gt;
[[Category:Playable Class]]&lt;/div&gt;</summary>
		<author><name>161.185.151.250</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Bladesinger&amp;diff=12942</id>
		<title>Bladesinger</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Bladesinger&amp;diff=12942"/>
		<updated>2021-07-07T20:07:43Z</updated>

		<summary type="html">&lt;p&gt;161.185.151.250: Undo revision 12912 by Nathaniel (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Bladesingers are elves who have blended art, swordplay, and arcane magic into a harmonious whole. In battle, a bladesinger’s lithe movements and subtle tactics seem beautiful, belying their deadly martial efficiency. Bladesingers have a treasured place in elf society, balancing the joys of art and magic with the skill of masterful fighting, and so bladesingers are well-respected by other elves. They usually serve as itinerant guardians and champions of the elf community at large rather than tying themselves to one particular settlement. &lt;br /&gt;
&lt;br /&gt;
Most bladesingers work alone, sufficient unto themselves, but in larger communities they sometimes have the opportunity to fight together in the same combat. Bladesingers are normally trained singly by another &lt;br /&gt;
bladesinger, and the concept of anything as formalized as a bladesinger school is an absurd notion to them.&lt;br /&gt;
&lt;br /&gt;
Multiclass fighter/wizards can become bladesingers most easily, though any elf who can wield a martial weapon and cast arcane spells can become a bladesinger. Bladesinging ranger/wizards or rogue/wizards are not unknown.&lt;br /&gt;
[[File:Bladesinger2.jpg|thumb]]&lt;br /&gt;
&lt;br /&gt;
== Requirements ==&lt;br /&gt;
&#039;&#039;&#039;[[Race]]&#039;&#039;&#039;: Elf or Half-elf&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Alignment]]&#039;&#039;&#039;: Any [[Good]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Base_attack_bonus|Base Attack Bonus]]&#039;&#039;&#039;: +5&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[:Category:Feats|Feats]]&#039;&#039;&#039;: [[Dodge]], [[Combat Expertise]], [[Combat Casting]], [[Weapon Focus]] (Longsword or Rapier)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Deity&#039;&#039;&#039;: Any god of the Seldarine.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spellcasting&#039;&#039;&#039;:  Able to cast arcane spells of 1st level.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;: [[Concentration]] 4, [[Perform]] 4, [[Tumble]] 2.&lt;br /&gt;
&lt;br /&gt;
== Class Features ==&lt;br /&gt;
{{Class base features|hit die=8&lt;br /&gt;
|proficiencies=[[Armor_Proficiency_(light)|light]]&lt;br /&gt;
|skill pts=2&lt;br /&gt;
|class skills=[[Concentration]], [[Lore: Arcana]], [[Lore: History]], [[Lore: Local]], [[Lore: Nobility and Royalty]], [[Perform]], [[Spellcraft]], [[Tumble]]&lt;br /&gt;
|BAB=High&lt;br /&gt;
|high save=[[Reflex]], [[Will]]&lt;br /&gt;
|low save=[[Fortitude]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Special: a Bladesinger straying from the required alignment or deity automatically loses his abilities, those are automatically restored if the Bladesinger meets the requirements again.&lt;br /&gt;
&lt;br /&gt;
== Class Abilities ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
Level&lt;br /&gt;
!&lt;br /&gt;
Features Gained&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
||+1 arcane spellcasting level, [[#Bladesong Style|Bladesong Style]], [[#Spellcasting progression|Spellcasting progression]]&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|[[#Skill focus Lore: Local|Skill focus Lore: Local]]&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
||+1 arcane spellcasting level&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|[[#Bonus Feat|Bonus Feat]]&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
||+1 arcane spellcasting level&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|[[#Song of Celerity|Song of Celerity]]&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
||+1 arcane spellcasting level&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|[[#Freezing field|Freezing field]] 2[[per day|/day]]&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
||+1 arcane spellcasting level&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
||+1 arcane spellcasting level, [[#Greater Spellsong|Greater Spellsong]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Spellcasting progression ===&lt;br /&gt;
&lt;br /&gt;
6/10 Progression.&lt;br /&gt;
&lt;br /&gt;
At every odd level and 10th level you gain new spells per day and an increase in caster level (and spells known) as if you had also gained a level in an arcane spellcasting class to which you belonged before adding the prestige class level. If you had more than one spellcasting class before becoming a Bladesinger, you must decide which class gains the increased casting ability.&lt;br /&gt;
&lt;br /&gt;
=== Bladesong Style ===&lt;br /&gt;
&lt;br /&gt;
When wielding a longsword or rapier and having nothing in the off-hand, a bladesinger gains a dodge bonus to Armor Class equal to half her class level, up to a maximum of half her Intelligence bonus. If the bladesinger wears medium or heavy armor, she loses all benefits of the bladesong style. This bonus will not stack with the AC bonus granted by Invisible Blade or Duelist.&lt;br /&gt;
&lt;br /&gt;
=== Skill focus Lore: Local ===&lt;br /&gt;
A bladesinger is immersed in the traditions and the ways of his people as part of his training. &lt;br /&gt;
&lt;br /&gt;
=== Bonus Feat ===&lt;br /&gt;
At 4th level, the bladesinger gets a bonus feat. These feats must be drawn from the following list: any reserve feat, [[Blind Fight]], [[Feint]], [[One Weapon]], [[Deadly Defense]], [[Disarm]], [[Improved Critical]] (Weapon), [[Improved Disarm]], [[Mobility]], [[Spring Attack]], [[Whirlwind Attack]].&lt;br /&gt;
&lt;br /&gt;
=== Song of Celerity ===&lt;br /&gt;
A bladesinger can imbue his sword with any hostile spell he memorized, only one spell at a time can be imbued within the weapon. It is cast at the target on a successful melee attack.&lt;br /&gt;
&lt;br /&gt;
=== Freezing field ===&lt;br /&gt;
A bladesinger of 8th level is taught the spell Freezing field. Created ages ago to freeze the area around dragon wings to block and slow them so that they can&#039;t fly away this spell greatly reduces the movement speed of everyone in the area of effect and hampers both their offense and defense. &lt;br /&gt;
&lt;br /&gt;
Specifics: &lt;br /&gt;
*-80 speed, -2 AC, -2 AB. Fortitude for half (cold immunity cancels the effect completely). &lt;br /&gt;
*DC is 10 + Bladesinger levels + spellcasting ability modifier. &lt;br /&gt;
*Duration : 1 round per bladesinger level.&lt;br /&gt;
&lt;br /&gt;
=== Greater Spellsong ===&lt;br /&gt;
A bladesinger of 10th level ignores arcane spell failure penalties incured by wearing light armors.&lt;br /&gt;
&lt;br /&gt;
[[Category:Prestige Class]]&lt;br /&gt;
[[Category:Classes]]&lt;br /&gt;
[[Category:Playable Class]]&lt;/div&gt;</summary>
		<author><name>161.185.151.250</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Blood_Magus&amp;diff=12939</id>
		<title>Blood Magus</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Blood_Magus&amp;diff=12939"/>
		<updated>2021-07-07T20:07:35Z</updated>

		<summary type="html">&lt;p&gt;161.185.151.250: Undo revision 12913 by Nathaniel (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Blood_Mage_by_Elfdaughter.jpg|thumb|348px]]&lt;br /&gt;
&lt;br /&gt;
== Class Description ==&lt;br /&gt;
Taught in the shadow, Blood Magi practice the art of fueling spells with the essence of life, blood. A Blood Magus is a powerful individual, schooled in the profane and knowledgeable of the darkest secrets of magic. A powerful Blood Magus is capable of extending her life, sacrifice her life force or the life force of others to power her spells and an array of bloody rituals. In civilized areas the use of such magic is frowned upon and considered barbaric as well as dangerous because of the harm its disciples often inflict upon others to fuel their horrid spells and rituals. Students of this profane form of magic often do so in isolation for fear of discovery although the ability itself it is not innately evil.&lt;br /&gt;
&lt;br /&gt;
The most common forms of blood magic encountered are monstrous rituals of sacrifice practiced by Orcs and Goblins or the more benign forming of blood bonds and promises between warriors by cutting their hands and shaking it or by consuming their comrade&#039;s blood. In some backward regions it is also still custom to sign important contracts and deeds in blood or to drink the blood of slain enemies to take their strength. Blood has always been indelibly linked to the supernatural. It represents fertility, strength and life itself. The giving up of life force or life energy, whether voluntary or not, is a sacrifice of great potency.&lt;br /&gt;
&lt;br /&gt;
Blood Magic can be exceptionally evil and corrupting because of the &#039;easy&#039; power it offers, for this reason it is outlawed and shunned in all civilized societies regardless of alignment. Those that have attempted to regulate the practice have historically ended up with power crazed cabals of Blood Magi which (attempt to) sacrifice their patrons, apprentices, colleagues and other Mages. Another notable drawback to the practice of this profane form of magic is that it only works creatures that have blood. In light of this the position of Blood Magic in the realms has been relegated to being both exotic and dangerous in favor of the reliable traditional tenets of Arcane study. Finding a practicing Blood Magus can be considered extremely rare as they have almost always given in to the inherent malign-capriciousness their abilities promote.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Practicing any sort of visible Blood Magic means consenting to be killed on sight by other players and civilized NPCs regardless of their heritage or alignment. It does not give licence to kill others however, the Blood Magus must still observe the PvP rules.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Exceptions to discovery are: Blood Component because it is a tiny pin-prick, Scarification and passive abilities. Use of Bloodwalk or Bloodseeking spell is almost guaranteed to end in being &amp;quot;outted.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Background ==&lt;br /&gt;
Blood Magic is very old, as old as life and magic. It is a form of specialized necromancy that focuses on the manipulation of life&#039;s vital element: blood, through which magic can be empowered and the normally required ingredients may be substituted. For blood magic to be potent the sacrifice must be voluntary (the way spirit shamans use it on themselves if they have the feat), which is why victims are often manipulated or enspelled. Potent power can also be drawn from spilled blood and bleeding wounds, whether internally or external so long as the magic can access it. This is how Blood Magi normally power their spells, by injuring victims and drawing on their blood, reserving the more demanding sacrifices for rituals.&lt;br /&gt;
&lt;br /&gt;
Because of how Blood Magic works the specialized field of the Blood Magus is a moral slippery slope. Despite not being inherently evil it produces many power crazed madmen and women, contributing to the bad reputation necromancy in general is known by. The fact that many evil monster races practice crude forms of blood magic and associated ritual sacrifice cements this reputation as practically beyond redemption.&lt;br /&gt;
&lt;br /&gt;
Ever since the Mulhorandi people and their pantheon arrived on Faerun Blood Magic has been the domain of Set and has been almost exclusively practiced in the far east. With the ascension of Bhaal as part of the dead three Blood Magic has however begun to become less rare in the rest of Faerun, largely because Bhaal has been competing with Set to draw it into his portfolio. Blood Magic is now shared between the deities&#039; portfolio&#039;s, neither possessing it exclusively. This is a source of continuous strife between Set and Bhaal, through it will not prevent them from allying temporarily if expedient. Finding practicing Blood Magi among Bhaal&#039;s faithful is quite common these days as those with a talent for the arcane are encouraged to take the easy path power that it promises. Blood Magic is still also practiced by those unaffiliated with Set or Bhaal, but these practitioners find themselves under their deific manipulations to tempt them into acts of wanton evil and lust for power or mayhem.&lt;br /&gt;
&lt;br /&gt;
In the eastern nations of Mulhorand, Unther and Thay Blood magic is considered especially barbaric and unstable because of its more public historical record. Instead of having been largely restricted to use by monster races there have been repeated historical incidents involving power-crazed cabals of Blood Mages. In Mulhorand the practice is considered an unforgivable sin and implies links to Set. In Thay there are known cabals of mages who practice blood magic though the field of study is excluded from the school of Necromancy by ancient decree.&lt;br /&gt;
&lt;br /&gt;
Thayan Blood Magi are not affiliated with any school of magic and are normally evicted once their dabbling becomes known, or is not immediately abandoned. Such Red Wizards normally live on the fringe of thayan society and are considered unsavory company at best. While most Thayans are perfectly happy to do business with Blood Mages it is always the sort of business others shouldn&#039;t know about. As a consequence many Blood Mages work as assassins or spies and face the risk of disappearing themselves if their employer wishes to tie up any loose ends. A particular animosity exists with the school of Necromancy, which wishes to eradicate the practice of Blood Magic for the unsavory reputation it attaches to necromancers and because of the mages which the promise of power tempts from its ranks.&lt;br /&gt;
&lt;br /&gt;
Due to Set&#039;s initial exclusive incorporation of Blood Magic into his portfolio many literary sources are Mulhorandi in origin. Cabals of blood mages are outlawed in Mulhorand and barely tolerated in Thay because of their tendency towards wanton slaughter and the ritual sacrifice of fellow mages.&lt;br /&gt;
&lt;br /&gt;
It is likely for that reason that students of Blood Magic on the Sword Coast may procure access to old Mulhorandi or Thayan sources, be it independently, through the manipulations of Bhaal, or of Set.&lt;br /&gt;
&lt;br /&gt;
Blood Magic remained relatively obscure in ancient Netheril, the craft having been cataloged in Xinnizer&#039;s guide to the obscure Art which details exotic forms of magic, including Elven, but focusing in particular on primitive humanoid races. Xinnizer cataloged Blood Magic as being a form of ritual sacrifice practiced by various Orc and Goblin tribes in his day.&lt;br /&gt;
&lt;br /&gt;
More detail is provided in Khuzon Delvind Dachar&#039;s account of Mulhorandi sects undermining the moral fabric of the Empire. In his account, known as Khuzon&#039;s warning, he describes blood magic in considerable detail, which led some to question whether the author had been involved first hand and was a remorseful reformist. While insightful and revealing a link to Set as well as some of the underlying magical principles the book does not provide any detail on the necessary preparation for the described (horrific) rituals and vile deeds. It is by this book that most Faerunian scholars know of the subject as it has been remarkably well preserved and copied many times by later generations seeking to strengthen the empire against Set&#039;s depredations. Such copies have inevitably also made their way to the Sword Coast, and though rare they are not impossible to acquire for people of means.&lt;br /&gt;
&lt;br /&gt;
== Requirements ==&lt;br /&gt;
&#039;&#039;&#039;Race:&#039;&#039;&#039; Any&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; Any non-[[lawful]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills:&#039;&#039;&#039; [[Concentration]] 4&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Feats:&#039;&#039;&#039; [[Toughness]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spellcasting:&#039;&#039;&#039; Able to cast 3rd-level arcane spells&lt;br /&gt;
&lt;br /&gt;
== Class Features ==&lt;br /&gt;
&#039;&#039;&#039;Hit Die:&#039;&#039;&#039; d6&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base Attack Bonus:&#039;&#039;&#039; Low&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;High Saves: [[Fortitude]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapon Proficiencies:&#039;&#039;&#039; none&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor Proficiencies:&#039;&#039;&#039; none&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skill Points:&#039;&#039;&#039; 2 + Int [[Ability_modifier| modifier]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class Skills:&#039;&#039;&#039; [[Bluff]], [[Craft Alchemy]], [[Concentration]], [[Disguise]], [[Heal (skill)|Heal]], [[Lore: Arcana]], [[Lore: Local]], [[Lore: The Planes]], [[Spellcraft]] &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spells per Day/Spells Known:&#039;&#039;&#039; At every level except 5th &amp;amp; 10th the Blood Magus gains more spells per day. If a character had more than one spellcasting class before becoming a blood magus, he must decide which class he adds the new level for purposes of determining spells known and spells per day.&lt;br /&gt;
&lt;br /&gt;
== Class Progression ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Level !! Features Gained&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Blood Component, Stanch, [[Skill Focus]] [[Concentration|(Concentration)]]&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Scarification&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Death Knell&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Blood Draught&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|Blood Seeking Spell&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|Thicker Than Water&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|Awaken Blood&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|Infusion (+2 Constitution)&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|Bloodwalk&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Blood Component ===&lt;br /&gt;
A blood magus may use a drop of his own blood as an additional spell&#039;s material component. The pinprick to draw the requisite blood is a free action that becomes a normal part of casting the spell. Using this ability deals the blood magus 1 point of damage but raises spell&#039;s caster level by 1.&lt;br /&gt;
&lt;br /&gt;
Note: This stacks with Bloodseeking Spell and other spell power or caster level increases.&lt;br /&gt;
&lt;br /&gt;
=== Stanch ===&lt;br /&gt;
The blood magus automatically stabilizes his wounds when his hit points drop below 0. He still passes on if he reaches -10 hit points or below.&lt;br /&gt;
&lt;br /&gt;
=== Scarification ===&lt;br /&gt;
The blood magus learns to inscribe spells on his own skin for future use. Effectively, he gains the [[Scribe Scroll]] feat using an alternative medium. All rules, XP costs, and expenses that apply to [[Brew Potion]] also apply to this ability, with the following exceptions. Likewise, &amp;quot;reading&amp;quot; a scar follows the same rules as reading a scroll, but only a blood magus can decipher his own scars. A blood magus may only have six active scars at any one time. Scars store the Blood Magus&#039; full caster level.&lt;br /&gt;
&lt;br /&gt;
Note: You can only have one scar per spell level, so no storing of six level nine spells for example.&lt;br /&gt;
&lt;br /&gt;
=== Death Knell ===&lt;br /&gt;
Two times per day the Blood Magus can use [[Death Knell]] as a spell-like ability. The target takes 2d4 points of negative energy damage. If this damage is lethal, the target decomposes and you gain 1d8 temporary hit points and a +2 bonus to Strength. You can only benefit from one casting of this spell at a time; its effects do not stack with itself.&lt;br /&gt;
&lt;br /&gt;
=== Blood Draught ===&lt;br /&gt;
The blood magus learns how to store spells of up to 3rd level in his own blood. Effectively, he gains the [[Brew Potion]] feat using an alternative medium. All rules, XP costs, and expenses that apply to [[Brew Potion]] also apply to this ability, with the following exceptions. Once &amp;quot;brewed&amp;quot;, a blood draught remains in circulation within the magus&#039; body. The maximum number of draughts stored at one time is equal to his levels of blood magus plus his [[Constitution]] score, but if he is slain, they are all immediately ruined.&lt;br /&gt;
&lt;br /&gt;
Note: These are effectively potions but they cannot be traded.&lt;br /&gt;
&lt;br /&gt;
=== Bloodseeking Spell ===&lt;br /&gt;
The Blood Magus can imbue his spells with the ability to draw blood from their targets. To use this ability, a blood magus must inflict a wound upon himself; this is a free action that deals 3 points of damage to the blood magus and becomes a normal part of casting the spell. Damage reduction doesn&#039;t apply. A bloodseeking spell fuels itself on the blood of it&#039;s target increasing the caster level by 2. This ability is positively reviled throughout civilized lands because it is almost always associated with the ritual sacrifice of unwilling victims. Orcs and other monstrous races are known to practice such profane forms of magic but power crazed cabals are not unheard of in human domains either. Bloodseeking spells are an easy way to gain power but they start the Blood Magus down a path of profane corruption. &#039;&#039;&#039;Use of this ability marks the Blood Magus as having consented to be killed on sight by civilized races of any alignment.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Note: This stacks with Blood Component and other spell power or caster level increases.&lt;br /&gt;
&lt;br /&gt;
=== Thicker than Water ===&lt;br /&gt;
The blood magus&#039; vital fluids are partially under his conscious control. When he is injured, his blood withdraws from the wound, preventing 1 point of damage. Effectively, the blood magus has a &amp;quot;hardness&amp;quot; of 1. ([[Damage reduction]] 1/-)&lt;br /&gt;
&lt;br /&gt;
=== Awaken Blood ===&lt;br /&gt;
The blood magus gains the supernatural ability to bestow momentary consciousness on an opponent&#039;s blood. Once per day, he can make a ranged touch attack against a living foe. If he hits, the opponent&#039;s blood attempts to get free - all at once. The hydrostatic pressure disrupts the victim&#039;s tissues, dealing 10d10 points of damage. If the target fails a Fortitude saving throw (DC 10 + Class Level + Blood Magus&#039;s Con modifier) he is also stunned for 1 round. Awaken Blood has a five-minute cooldown. &#039;&#039;&#039;Use of this ability marks the Blood Magus as having consented to be killed on sight by civilized races of any alignment.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Infusion ===&lt;br /&gt;
The blood magus prepares a special one time distillation of his own blood. Partaking of the infusion, he permanently gains 2 points of [[Constitution]].&lt;br /&gt;
&lt;br /&gt;
=== Bloodwalk ===&lt;br /&gt;
The blood magus attains the supernatural ability to transport himself over great distances via the blood of living creatures. Once per day, as a standard action, he can seamlessly enter any one living creature whose size equals or exceeds his own and pass any distance to another living creature in a single round, regardless of the distance separating the two. If he desires, the blood magus may attempt to make a &amp;quot;bloody&amp;quot; exit from the destination creature. He bursts forth explosively from the creature&#039;s body, dealing 16d6 points of damage unless the target passes a Fortitude save (DC 10 + Class Level + Blood Magus&#039;s Con modifier).&lt;br /&gt;
&lt;br /&gt;
This ability can be used to mark a person, to travel to this person as if by teleport or to attack a person.&amp;lt;br /&amp;gt;Use: Selected&lt;br /&gt;
&lt;br /&gt;
Note: Cooldown is 5 minutes, an hour for the actual in-between areas teleport.&lt;br /&gt;
&lt;br /&gt;
Gameplay Notes: When you are marking some person that person need to accept ( give consent mechanically) to be marked. &lt;br /&gt;
Once when he accept the rune will be created and it will be created in that persons inventory. So after that, you need to ask him to give you that rune so that you can teleport to him anytime and anywhere ...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Class courtesy of Rasael, thorough testing by the Quality Control Team. Implementation on the server by Luna.&#039;&#039;&lt;br /&gt;
[[Category:Classes]]&lt;br /&gt;
[[Category:Prestige Class]]&lt;br /&gt;
[[Category:Playable Class]]&lt;/div&gt;</summary>
		<author><name>161.185.151.250</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Bodyguard&amp;diff=12937</id>
		<title>Bodyguard</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Bodyguard&amp;diff=12937"/>
		<updated>2021-07-07T20:07:24Z</updated>

		<summary type="html">&lt;p&gt;161.185.151.250: Undo revision 12914 by Nathaniel (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Description===&lt;br /&gt;
Bodyguards are wardens with powers to shield others from harm and react to danger with equal parts focus and fury. Their abilities aren’t strictly defensive; they are trained to kill swiftly, not to endlessly absorb punishment until more help arrives. Bodyguards come from all walks of life, though the job is most suited for [[fighter]]s, [[ranger]]s, [[paladin]]s, [[rogue]]s, and [[monk]]s who have the necessary mix of martial prowess and combat reflexes.&lt;br /&gt;
&lt;br /&gt;
A character can achieve a maximum of 5 levels in the Bodyguard prestige class.&lt;br /&gt;
&lt;br /&gt;
===Requirements===&lt;br /&gt;
&#039;&#039;&#039;[[Base attack bonus|Base Attack Bonus]]&#039;&#039;&#039;: +6&lt;br /&gt;
&lt;br /&gt;
===Class Features===&lt;br /&gt;
{{Class base features|&lt;br /&gt;
hit die=d8|&lt;br /&gt;
BAB=High|&lt;br /&gt;
high save=[[Reflex]], [[Will]]|&lt;br /&gt;
low save=[[Fortitude]]|&lt;br /&gt;
proficiencies=none|&lt;br /&gt;
skill pts=4|&lt;br /&gt;
class skills=[[Concentration]], [[craft alchemy|Craft Alchemy]], [[craft armor|Craft Armor]], [[craft trap|Craft Trap]], [[craft weapon|Craft Weapon]], [[Diplomacy]], [[Heal_%28skill%29|Heal]], [[Intimidate]], [[Listen]],  [[Lore: Local]], [[Lore: Nobility and Royalty]],[[Lore: History]], [[Search]], [[Spot]], [[Parry]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Class Progression===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Level&lt;br /&gt;
!Features Gained&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|[[Bodyguard#Protective Aura|Protective Aura]] I&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|[[Bodyguard#Guarding the Lord|Guarding the Lord]] x3&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|[[Bodyguard#Frantic Reactions|Frantic Reactions]]&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Protective aura II&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|[[Bodyguard#All-Out Assault|All-Out Assault]] x1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Protective Aura====&lt;br /&gt;
At 1st level, the Bodyguard gains an aura that grants +2 to all [[saving throw]]s, +1 deflection bonus to armor class for all allies within 10 feet. This bonus does NOT apply to the Bodyguard, only to their allies. At 4th level, this bonus increases to +3 [[saving throw]]s, +2 deflection bonus, and the protection extends to allies within 15 feet.&lt;br /&gt;
&lt;br /&gt;
====Guarding the Lord====&lt;br /&gt;
Beginning at 2nd level, the Bodyguard can protect one selected ally within 30 feet. This protection acts as the [[Shield Other]] spell cast at the Bodyguard&#039;s character level. The only difference with the spell is that the target only takes 30% damage (instead of 50%), and the Bodyguard takes half the initial damage rounded down (instead of the remaining). This ability can be used three times per day.&lt;br /&gt;
&lt;br /&gt;
====Frantic Reactions====&lt;br /&gt;
At 3rd level, the Bodyguard can rush across the battlefield and defeat the enemies plaguing their allies. This translates to a 10% increase in movement speed, +2 bonus to AC against attacks of opportunity provoked by movement and +2d6 [[Sneak Attack|sneak attack]] damage.&lt;br /&gt;
&lt;br /&gt;
====All-Out Assault====&lt;br /&gt;
At 5th level, the Bodyguard can concentrate for a round and focus their strength, making all of their melee attacks for the next three rounds inflict maximum damage. However, at the end of each of these three rounds, the Bodyguard takes 10 points of damage from the incredible strain. This ability can be used once per day.&lt;br /&gt;
* The 10 points of damage are Magical, so a damage reduction of 10 Magical will prevent this 30 points of damage.&lt;br /&gt;
* Only some damage modifiers are maximized:&lt;br /&gt;
** Physical damage modifiers (additional bludgeoning, piercing, and slashing) are maximized.&lt;br /&gt;
** non-Physical damage modifiers (e.g. Cold, Magical, Acid) are &#039;&#039;&#039;not&#039;&#039;&#039; maximized.&lt;br /&gt;
** [[Sneak Attack]] damage is &#039;&#039;&#039;not&#039;&#039;&#039; maximized.&lt;br /&gt;
&lt;br /&gt;
[[Category:Playable Class]]&lt;br /&gt;
[[Category:Prestige Class]]&lt;br /&gt;
[[Category:Classes]]&lt;br /&gt;
[[Category:Combat classes]]&lt;/div&gt;</summary>
		<author><name>161.185.151.250</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Breach_Gnome&amp;diff=12935</id>
		<title>Breach Gnome</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Breach_Gnome&amp;diff=12935"/>
		<updated>2021-07-07T20:07:17Z</updated>

		<summary type="html">&lt;p&gt;161.185.151.250: Undo revision 12915 by Nathaniel (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Description: ==&lt;br /&gt;
[[File:Breach_gnome.png|thumb|204px]]A breachgnome is a mighty gnome who is skilled in fighting in cramped conditions. A high-level breachgnome in the right position can hold off a superior force for as long as his strength holds out. Such gnomes are trained to fight alone, and they excel at doing so.&lt;br /&gt;
&lt;br /&gt;
Most breachgnomes are fighters, rangers, paladins, or barbarians - combatants who are well-suited to the demands of the position and can benefit most from the capabilities of the class. Rogues and bards sometimes take this class, but both they and sorcerers, wizards, and druids are normally better off avoiding hand-to-hand combat, so it is rare.&lt;br /&gt;
&lt;br /&gt;
Breachgnomes sometimes work in small units, prepared to block off a number of different passages so that their fellows can either get into a better position or even escape. They are almost exclusively found in gnome villages or towns. Sometimes Breachgnomes can be found wandering along, searching for fellow gnomes in need of his unique skills.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Requirements ==&lt;br /&gt;
Race: Gnome&lt;br /&gt;
&lt;br /&gt;
Alignment: Any non-chaotic&lt;br /&gt;
&lt;br /&gt;
BAB: +4&lt;br /&gt;
&lt;br /&gt;
Skills: Spot 5, Listen 5 ranks&lt;br /&gt;
&lt;br /&gt;
Feats: Dodge, Improved Initiative, Lightning Reflexes&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Class Features ==&lt;br /&gt;
- Hit Die: d10&lt;br /&gt;
&lt;br /&gt;
- Base Attack Bonus: High&lt;br /&gt;
&lt;br /&gt;
- High Saves: Reflex&lt;br /&gt;
&lt;br /&gt;
- Weapon Proficiencies: Breach Gnomes are proficient with all simple and martial weapons.&lt;br /&gt;
&lt;br /&gt;
- Armor Proficiencies: Breach Gnomes are proficient with all types of armor and shields.&lt;br /&gt;
&lt;br /&gt;
- Skill Points: 2 + Int Modifier.&lt;br /&gt;
&lt;br /&gt;
- Class Skills: Bluff, Concentration, Craft Weapon, Hide, Listen, Spot.&lt;br /&gt;
&lt;br /&gt;
- Spells per Day/Spells Known: This class offers no spell progression.&lt;br /&gt;
&lt;br /&gt;
- Class Feats&amp;lt;br /&amp;gt;1: Seal the breach (AC)&amp;lt;br /&amp;gt;2: Uncanny Dodge&amp;lt;br /&amp;gt;3: Bonus Feat&amp;lt;br /&amp;gt;4: Seal the breach (Dexterity)&amp;lt;br /&amp;gt;5: Seal the breach (AB)&lt;br /&gt;
&lt;br /&gt;
- Bonus Feats: Two Weapon Fighting, Improved Two Weapon Fighting, Blind Fight, Combat Expertise, Improved Combat Expertise, Improved Critical, Disarm, Improved Disarm, Knockdown, Improved Knockdown.&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: rgb(255, 128, 0);&amp;quot;&amp;gt;Seal the Breach&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Type of Feat: Class&amp;lt;br /&amp;gt;Prerequisites: Breach Gnome 1&amp;lt;br /&amp;gt;Specifics: When fighting with unwalkable terrain on his flank the Breach Gnome excels. At 1st level he gains a dodge AC bonus of + 2, at 4th level he gains a dexterity bonus of +2 and at 5fth level he gains a AB bonus of +2. The bonuses apply for as long as the Breach Gnome occupies the breach. The bonuses are doubled if the Breach Gnome is fighting in a position flanked on both sides by unwalkable terrain.&amp;lt;br /&amp;gt;Use: Selected (Defaulted On)&amp;lt;br /&amp;gt;NOTE: Bonuses are checked and applied at the start of each combat round and last for 6 seconds.  These bonuses are currently not applied with a ranged weapon equipped (And is therefore useful for melee and casters, but not shooters).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: rgb(255, 128, 0);&amp;quot;&amp;gt;Uncanny Dodge&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Type of Feat: Class&amp;lt;br /&amp;gt;Prerequisites: Breach Gnome 2&amp;lt;br /&amp;gt;Specifics: The Breach Gnome gains uncanny dodge at level 2, regardless of meeting the requirements.&amp;lt;br /&amp;gt;Use: Automatic&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Class courtesy of Rasael, thorough testing by the Quality Control Team. Implementation on the server by Luna.&#039;&#039;&lt;br /&gt;
[[Category:Classes]]&lt;br /&gt;
[[Category:Prestige Class]]&lt;br /&gt;
[[Category:Playable Class]]&lt;/div&gt;</summary>
		<author><name>161.185.151.250</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Cavalier_(Paladin_Class_Kit)&amp;diff=12934</id>
		<title>Cavalier (Paladin Class Kit)</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Cavalier_(Paladin_Class_Kit)&amp;diff=12934"/>
		<updated>2021-07-07T20:07:03Z</updated>

		<summary type="html">&lt;p&gt;161.185.151.250: Undo revision 12916 by Nathaniel (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This kit is not available at character creation and must be unlocked by meeting special requirements, listed below.&lt;br /&gt;
This kit has 19 levels.&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
&lt;br /&gt;
Cavaliers lose access to the following abilities:&lt;br /&gt;
* Lay-on-hands.&lt;br /&gt;
* Turn Undead. (also, you cannot &amp;quot;pick-up&amp;quot; Turn Undead from another Class, such as Cleric.  Essentially, this Kit &#039;&#039;&#039;blocks&#039;&#039;&#039; Turn Undead)&lt;br /&gt;
* Remove Disease.&lt;br /&gt;
&lt;br /&gt;
== Requirements ==&lt;br /&gt;
Race: Any&lt;br /&gt;
&lt;br /&gt;
Class: Paladin&lt;br /&gt;
&lt;br /&gt;
===Kit Feats===&lt;br /&gt;
1: Favored Enemy I&lt;br /&gt;
&lt;br /&gt;
2: Extra Smiting&lt;br /&gt;
&lt;br /&gt;
3:&lt;br /&gt;
&lt;br /&gt;
4:&lt;br /&gt;
&lt;br /&gt;
5: Shield Bash,&lt;br /&gt;
&lt;br /&gt;
6: Favored Enemy II&lt;br /&gt;
&lt;br /&gt;
7:&lt;br /&gt;
&lt;br /&gt;
8: Shield Charge&lt;br /&gt;
&lt;br /&gt;
9:&lt;br /&gt;
&lt;br /&gt;
10: Favored Enemy III&lt;br /&gt;
&lt;br /&gt;
11: Shield Slam&lt;br /&gt;
&lt;br /&gt;
12:&lt;br /&gt;
&lt;br /&gt;
13:&lt;br /&gt;
&lt;br /&gt;
14: Favored Enemy IV&lt;br /&gt;
&lt;br /&gt;
15: Epic Prowess&lt;br /&gt;
&lt;br /&gt;
16:&lt;br /&gt;
&lt;br /&gt;
17:&lt;br /&gt;
&lt;br /&gt;
18: Favored Enemy V&lt;br /&gt;
&lt;br /&gt;
19: Great Smiting 1&lt;br /&gt;
&lt;br /&gt;
== Favored Enemy ==&lt;br /&gt;
Specifics: Cavaliers may pick a favored enemy from the ranger list at levels 1, 6, 10, 14, and 18.&lt;br /&gt;
Use: Selection through a conversation triggered by a feat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Class courtesy of Rasael and thorough testing by the Quality Control Team.&#039;&#039;&lt;br /&gt;
[[Category:Classes]]&lt;br /&gt;
&lt;br /&gt;
== Gameplay Notes ==&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
Currently you receive Great Smiting already on your 18th level of Cavalier.&lt;br /&gt;
&lt;br /&gt;
Because of the way Favored Enemy bonuses are calculated, it is not recommended to mix Ranger levels with Cavalier.  When no Ranger levels are present, you will accurately gain your +1 damage to all FE&#039;s / FE (so +5 w/ 5 FE&#039;s as a Cavalier 19).  However, if Ranger levels are present the calculation is (Ranger level divided by 5) + 1.  So if you were to make a Paladin (Cavalier) 27/ Ranger 3 you would only get 1 damage vs. your 6 FE&#039;s, rather than 5 damage against your 5 FEs.&lt;/div&gt;</summary>
		<author><name>161.185.151.250</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Cavestalker&amp;diff=12933</id>
		<title>Cavestalker</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Cavestalker&amp;diff=12933"/>
		<updated>2021-07-07T20:06:55Z</updated>

		<summary type="html">&lt;p&gt;161.185.151.250: Undo revision 12917 by Nathaniel (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:CaveStalker.jpg|thumb|312px]]&lt;br /&gt;
&lt;br /&gt;
== Class Notice ==&lt;br /&gt;
Cavestalker abilities give their full stats in the Underdark, non-underdark caves that are nearer to the surface usually only give half the bonuses.&lt;br /&gt;
&lt;br /&gt;
Skill bonuses gained through this class do not count against your stacking limits.&lt;br /&gt;
&lt;br /&gt;
Underdark Affinity for the Ranger camouflage feat will only give 75% of your full movement in stealth, instead of 100%. This is because underground terain is harder to navigate stealthily than wildlands on the surface. [Note: Is currently bugged, not verified to work]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;br /&amp;gt;&#039;&#039;&#039;The Underdark’s most dangerous predators are not its horrific monstrosities, crawling and festering in the darkest of grottoes. Rather, they are the deadly cavestalkers, moving effortlessly through a jungle of living rock—and none are as much at home in these caverns as the drow. Just as a surface ranger feels at peace in the heart of a virgin forest, so too is a cavestalker is at home in the wilds of the Underdark. Yet even in his most familiar environment, he is aware of the ever-present danger that surrounds him. It is in the task of surviving this endless peril that he finds peace away from so-called “civilized folk.”&lt;br /&gt;
&lt;br /&gt;
Rangers and druids are natural candidates for the cavestalkerclass. Underdark races that choose the path of the druid or ranger find little use for the abilities of those classes that are attuned to the wilderness of the surface. The cavestalker class augments and hones those abilities, making them more suitable for use in the endless night and providing a true advantage for those that live away from the light. Rogues occasionally become cavestalkers, since their high skill point allotment allows them to achieve the requirements more easily than other classes. Other classes might enjoy the benefits of becoming a cavestalker, but would likely fi nd meeting the requirements to be prohibitive. Regardless of class, only individuals who have natural darkvision can achieve the affinity with the lightless depths necessary to become a cavestalker.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Requirements ==&lt;br /&gt;
Race: Any&lt;br /&gt;
&lt;br /&gt;
Alignment: Any&lt;br /&gt;
&lt;br /&gt;
Skills: 8 [[Survival]], 4 [[Lore: Dungeoneering]]&lt;br /&gt;
&lt;br /&gt;
Feats: Track&lt;br /&gt;
&lt;br /&gt;
Base Attack Bonus: +3&lt;br /&gt;
&lt;br /&gt;
Special: The candidate must posses [[Darkvision]]&lt;br /&gt;
&lt;br /&gt;
== Class Features ==&lt;br /&gt;
- Hit Die: d8&lt;br /&gt;
&lt;br /&gt;
- Base Attack Bonus: High&lt;br /&gt;
&lt;br /&gt;
- High Saves: Fortitude, Reflex&lt;br /&gt;
&lt;br /&gt;
- Weapon Proficiencies: Cavestalkers gain no weapon proficiencies.&lt;br /&gt;
&lt;br /&gt;
- Armor Proficiencies: Cavestalkers gain no armor proficiencies.&lt;br /&gt;
&lt;br /&gt;
- Skill Points: 4 + Int Modifier.&lt;br /&gt;
&lt;br /&gt;
- Class Skills: [[Heal (skill)|Heal]], [[Hide]], [[Listen]], [[Lore: Dungeoneering]], [[Lore: Geography]], [[Lore: Local]], [[Lore: Nature]], [[Move Silently]], [[Search]], [[Sense motive]], [[Spellcraft]], [[Survival]], [[Tumble]]&lt;br /&gt;
&lt;br /&gt;
- Spells per Day/Spells Known: &amp;lt;span style=&amp;quot;color: yellow&amp;quot;&amp;gt;Full caster progression only for rangers or druids &amp;lt;/span&amp;gt;(please re-log after gaining Cavestalker PrC, for progression to apply).&lt;br /&gt;
&lt;br /&gt;
- Other progression:  &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: yellow&amp;quot;&amp;gt;Full Animal companion progression&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: yellow&amp;quot;&amp;gt;Increase wildshape uses (but change the dragon shape feat to require 27 levels of Druid) &amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: yellow&amp;quot;&amp;gt;Cavestalker &amp;lt;u&amp;gt;does not&amp;lt;/u&amp;gt; give access to druid wildshape forms&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Class Feats&lt;br /&gt;
&lt;br /&gt;
Level 1: Advanced spelunker&amp;lt;br /&amp;gt;Level 2: Underdark affinity and hide of stone +1, Vermin Shape * &amp;lt;br /&amp;gt;Level 3: Bonus Feat&amp;lt;br /&amp;gt;Level 4: Cavesense&amp;lt;br /&amp;gt;Level 5: Expert spelunker&amp;lt;br /&amp;gt;Level 6: Gaseous form and hide of stone +2&amp;lt;br /&amp;gt;Level 7: Bonus Feat&amp;lt;br /&amp;gt;Level 8: Blindfight&amp;lt;br /&amp;gt;Level 9: Void in space&amp;lt;br /&amp;gt;Level 10: Master spelunker and hide of stone +3.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Bonus feats from the ranger list. [As a non-ranger you can pick a favored enemy or Combat Expertise / Improved Combat Expertise even on epic levels.]&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: rgb(255, 128, 0);&amp;quot;&amp;gt;Advanced Spelunker&amp;lt;br /&amp;gt;&amp;lt;/span&amp;gt;Type of Feat: Class Ability&amp;lt;br /&amp;gt;Prerequisites: Cavestalker 1st level&amp;lt;br /&amp;gt;Specifics: As a cavestalker, your familiarity with the environs of the Underdark allows you to move through it comfortably, even in the most difficult conditions. As a result, you gain +2 Survival and Tumble Ranks while in natural subterranean surroundings. (The skill bonus does not count against your skill bonus limit but does not stack with other spelunking feats)&amp;lt;br /&amp;gt;Use: Automatic&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: rgb(255, 128, 0);&amp;quot;&amp;gt;Underdark Affinity&amp;lt;br /&amp;gt;&amp;lt;/span&amp;gt;Type of Feat: Class Ability&amp;lt;br /&amp;gt;Prerequisites: Cavestalker 2nd level,&amp;lt;br /&amp;gt;Specifics: Your adaptation to the Underdark allows you to use your nature-themed class abilities in natural subterranean surroundings as well. These include the druid and ranger abilities of camoufl age, hide in plain sight, trackless step, and woodland stride. If you already have wild empathy, you can now use it to affect vermin. If you have the wild shape ability, add vermin to the types of creatures you can become (subject to all the size and frequency limitations provided by that ability). If you do not already have these underlying abilities, Underdark affinity does not grant them to you; it only augments those you already have.&amp;lt;br /&amp;gt;Use: Automatic&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: rgb(255, 128, 0);&amp;quot;&amp;gt;Vermin Shape&amp;lt;br /&amp;gt;&amp;lt;/span&amp;gt;Type of Feat: Class Ability&amp;lt;br /&amp;gt;Prerequisites: Underdark Affinity and Wildshape&amp;lt;br /&amp;gt;Specifics: You transform into a phase spider. As you grow in power you vermin shape also increases, gaining 4 strength, 3 constitution and dexterity every 4 levels(lowest is 10,10,10).  Growth progressions at level 6 and is based of both your Druid and Cavestalker levels even if no spell progression was gained at the relevant Cavestalker levels. This ability consumes one wild shape and uses the amount wildshapes you have per day.&amp;lt;br /&amp;gt;Use: Selected&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: rgb(255, 128, 0);&amp;quot;&amp;gt;Hide of Stone&amp;lt;br /&amp;gt;&amp;lt;/span&amp;gt;Type of Feat: Class Ability&amp;lt;br /&amp;gt;Prerequisites: Cavestalker 2nd level&amp;lt;br /&amp;gt;Specifics: As you gain levels in the cavestalker class, your body embraces the rigors of the Underdark and takes on something of its hue and toughness. Your skin hardens and becomes flinty, granting you a natural armor bonus in addition to a circumstance bonus on Hide checks when in natural subterranean surroundings. These bonuses increase with +1 AC and +1 Hide as you progress through the cavestalker class, at 2nd level, at 6th level and finally again at 10th level.&amp;lt;br /&amp;gt;Use: Automatic&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: rgb(255, 128, 0);&amp;quot;&amp;gt;Cavesense&amp;lt;br /&amp;gt;&amp;lt;/span&amp;gt;Type of Feat: Class Ability&amp;lt;br /&amp;gt;Prerequisites: Cavestalker 4rd level&amp;lt;br /&amp;gt;Specifics: Due to your familiarity with the acoustic qualities of the Underdark, you so gain a +2 competence bonus on Listen checks made in subterranean surroundings. Another +2 competence bonus is gained at the 8th Cavestalker level.&amp;lt;br /&amp;gt;Use: Automatic&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: rgb(255, 128, 0);&amp;quot;&amp;gt;Expert Spelunker&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;Type of Feat: Class Ability&amp;lt;br /&amp;gt;Prerequisites: Cavestalker 5th level&amp;lt;br /&amp;gt;Specifics: Specifics: As a cavestalker, your familiarity with the environs of the Underdark has grown to allow you to move through it easily, even in the most difficult conditions. As a result, you gain a +1 Dexterity circumstance bonus +2 Tumble and +4 Survival Ranks in natural subterranean surroundings. (The skill bonus does not count against your ability bonus limit but does not stack with other spelunking feats)&amp;lt;br /&amp;gt;Use: Automatic&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: rgb(255, 128, 0);&amp;quot;&amp;gt;Gaseous Form&amp;lt;br /&amp;gt;&amp;lt;/span&amp;gt;Type of Feat: Class Ability&amp;lt;br /&amp;gt;Prerequisites: Cavestalker 6th level&amp;lt;br /&amp;gt;Specifics: you gain the ability to traverse the treacherous and confined terrain of the Underdark by assuming gaseous form once per day. While in this form your ability to fight is impaired but you are also very hard to hit and injure. For all intents and purposes you have polymorphed into an Incorporeal cloud of barely detectable gas.&amp;lt;br /&amp;gt;Use: Selected&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: rgb(255, 128, 0);&amp;quot;&amp;gt;Void in Space&amp;lt;br /&amp;gt;&amp;lt;/span&amp;gt;Type of Feat: Class Ability&amp;lt;br /&amp;gt;Prerequisites: Cavestalker 9th level&amp;lt;br /&amp;gt;Specifics: Your attunement to the particular atmosphere of the Underdark allows you to warp the shadows, sounds, scents, and vibrations you give off, rendering you difficult to hear and see. You gain Displacement 8% and a +2 bonus to hide and move silently&amp;lt;br /&amp;gt;Use: Automatic&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: rgb(255, 128, 0);&amp;quot;&amp;gt;Master Spelunker&amp;lt;br /&amp;gt;&amp;lt;/span&amp;gt;Type of Feat: Class Ability&amp;lt;br /&amp;gt;Prerequisites: Cavestalker 10th level&amp;lt;br /&amp;gt;Specifics: As a cavestalker, your familiarity with the environs of the Underdark has grown to allow you to move through it effortlessly, even in the most difficult conditions. As a result, you gain a +2 Dexterity circumstance bonus +2 Tumble and +7 Survival Ranks in natural subterranean surroundings. (The skill bonus does not count against your ability or skill bonus limit but does not stack with other spelunking feats)&amp;lt;br /&amp;gt;Use: Automatic&lt;br /&gt;
&lt;br /&gt;
==Gameplay Notes==&lt;br /&gt;
The vermin shape&#039;s power is calculated by the sum of your Druid and Cavestalker levels. It stops proceeding in power after a sum of 22 levels in those classes and it&#039;s based on the spidershape of the Druid epic Magical beast feat. The progression in power depending of levels is as follow:&lt;br /&gt;
&lt;br /&gt;
CL  STR CON DEX&lt;br /&gt;
&lt;br /&gt;
6:  16  13  13&lt;br /&gt;
&lt;br /&gt;
10: 19  16  16&lt;br /&gt;
&lt;br /&gt;
14: 22  19  19&lt;br /&gt;
&lt;br /&gt;
18: 25  22  22&lt;br /&gt;
&lt;br /&gt;
22: 28  25  25&lt;br /&gt;
&lt;br /&gt;
Base AC is 10&lt;br /&gt;
&lt;br /&gt;
DMG is 2d10+1 and 1d8 CON drain &lt;br /&gt;
&lt;br /&gt;
Blind-Fight is gained in Vermin Shape.&lt;br /&gt;
&lt;br /&gt;
Vermin Shape gains 30 temporary hit points.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
* Cavestalker has [[Spellcraft]] as a class skill.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Class courtesy of Rasael, testing by the Quality Control Team. Implementation on the server by Luna.&#039;&#039;&lt;br /&gt;
[[Category:Classes]]&lt;br /&gt;
[[Category:Prestige Class]]&lt;br /&gt;
[[Category:Playable Class]]&lt;/div&gt;</summary>
		<author><name>161.185.151.250</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Cleric&amp;diff=12932</id>
		<title>Cleric</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Cleric&amp;diff=12932"/>
		<updated>2021-07-07T20:06:47Z</updated>

		<summary type="html">&lt;p&gt;161.185.151.250: Undo revision 12918 by Nathaniel (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Description==&lt;br /&gt;
Clerics are masters of divine magic, which is especially good at healing. Even an inexperienced Cleric can bring people back from the brink of death, and an experienced Cleric can bring back people who have crossed over that brink. As channelers of divine energy, clerics can affect undead creatures. A Cleric can turn away or even destroy undead. Clerics have some combat training. They can use simple weapons, and they are trained in the use of armor, since armor does not interfere with divine spells the way it does with arcane spells.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Alignment]] Restrictions&#039;&#039;&#039;: A Cleric’s alignment is typically within one step of his deity’s (that is, it may be one step away on either the lawful–chaotic axis or the good–evil axis, but not both). A Cleric may not be neutral unless his deity’s alignment is also neutral. &lt;br /&gt;
&lt;br /&gt;
{{Class Feature&lt;br /&gt;
|HD = 8&lt;br /&gt;
|BAB = M&lt;br /&gt;
|Hsave = [[Fortitude]] &amp;amp; [[Will]]&lt;br /&gt;
|Lsave = [[Reflex]]&lt;br /&gt;
|WP = [[Weapon proficiency (simple)|Simple]].&lt;br /&gt;
|AP = [[Armor proficiency (light)|Light]], [[Armor proficiency (medium)|Medium]], [[Armor proficiency (heavy)|Heavy]] &amp;amp; [[Shield proficiency|Shields]]. (except tower shields)&lt;br /&gt;
|skill = 2&lt;br /&gt;
|Cskill = [[Concentration]], Craft ([[Craft (alchemy)|alchemy]], [[Craft (armor)|armor]], [[Craft (weapon)|weapon]]), [[Diplomacy]], [[Heal (skill)|Heal]],  [[Lore: Arcana]], [[Lore: Religion]], [[Lore: The Planes]],[[Lore: History]], [[Lore: Local]], [[Parry]] and [[Spellcraft]].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Spellcasting===&lt;br /&gt;
{{class casting synopsis|ability=Wisdom|type=divine|prepared=yes}}&lt;br /&gt;
*[[Cleric spell list]]&lt;br /&gt;
*[[Spell progression#Cleric or Druid|Cleric spell progression]]: Clerics have the same spell progression as [[druid]]s.&lt;br /&gt;
&lt;br /&gt;
A Cleric casts divine spells, which are drawn from the Cleric spell list.&amp;lt;br /&amp;gt;To prepare or cast a spell, a cleric must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a Cleric’s spell is 10 + the spell level + the Cleric’s Wisdom modifier.&amp;lt;br /&amp;gt;A Cleric can cast only a certain number of spells of each spell level per day. In addition to his base daily spell allotment, he receives bonus spells per day if he has a high Wisdom score.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Spontaneous Casting====&lt;br /&gt;
A Cleric can channel stored spell energy into healing spells that the Cleric did not prepare ahead of time. The Cleric can &amp;quot;lose&amp;quot; any prepared spell in order to cast any cure spell of the same spell level.&lt;br /&gt;
*Spell slots used to prepare domain spells may not be used for spontaneous casting.&lt;br /&gt;
*A good Cleric (or a [[neutral]] Cleric of a good deity) can spontaneously cast any [[cure spell]].&lt;br /&gt;
*An evil Cleric (or a neutral Cleric of an evil deity) can spontaneously cast any [[inflict spell]].&lt;br /&gt;
*A Cleric who is neither good nor evil and whose deity is neither good nor evil can convert spells to either cure spells or inflict spells (player&#039;s choice). Once the player makes this choice, it cannot be reversed. This choice also determines whether the Cleric turns or [[command undead |commands undead]].&lt;br /&gt;
&lt;br /&gt;
===Deity Selection===&lt;br /&gt;
Due to being set in the Forgotten Realms, all divine spell-casters in the Original Campaign of NWN2 are required to select a [[deity]] during character creation. Clerics choose an alignment and race first and then receive a [[deity|list of deities]] appropriate for them to choose from. The list of domains for each god can be found here.&lt;br /&gt;
&lt;br /&gt;
===Turn Undead===&lt;br /&gt;
Any Cleric has the power to affect undead creatures (such as skeletons, zombies, ghosts, and vampires) by channeling the power of his faith through his holy (or unholy) symbol. A Cleric can turn or destroy undead creatures. To view more information, refer to the [[Turn Undead]] section of the wikia.&lt;br /&gt;
&lt;br /&gt;
===Domains===&lt;br /&gt;
Clerics specialize in two areas of magical expertise called [[Domain]]s. These domains are selected when first becoming a Cleric and cannot be changed. Domains grant added spells and sometimes a free feat or special ability.&lt;br /&gt;
&lt;br /&gt;
====Domain spells====&lt;br /&gt;
A Cleric gets one bonus domain spell slot at each level they receive a domain spell. When a Cleric prepares a spell in a domain spell slot, it should come from one of his two domains (but NWN2 does not enforce this).&lt;br /&gt;
&lt;br /&gt;
===Domain list===&lt;br /&gt;
A Cleric chooses two [[domain]]s at their first class level, ideally representing the deity they have chosen to follow. Each domain gives the Cleric access to at least 2 [[domain spell]]s he can cast that is added to his spell list, as well as possibly gaining a granted power. The Cleric gets the granted powers of both the domains selected.&lt;br /&gt;
&lt;br /&gt;
===Epic Cleric Bonus Feats:===&lt;br /&gt;
[[Armor Skin|Armor Skin (Epic)]], [[Automatic: Quicken Spell]], [[Automatic: Still Spell]], [[Epic Toughness]], [[Epic Energy Resistance]], [[Overwhelming Critical]]. [[Epic Divine Might]], [[Epic Prowess]], [[Great Charisma]], [[Great Smite]] (with [[Destruction (domain)]]), [[Great Strength]], [[Great Wisdom]], [[Great Intelligence]], [[Great Dexterity]] and [[Great Constitution]]&lt;br /&gt;
[[Category:Playable Class]]&lt;br /&gt;
[[Category:Base classes]]&lt;br /&gt;
[[Category:Spellcasting classes]]&lt;/div&gt;</summary>
		<author><name>161.185.151.250</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Commoner&amp;diff=12931</id>
		<title>Commoner</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Commoner&amp;diff=12931"/>
		<updated>2021-07-07T20:06:39Z</updated>

		<summary type="html">&lt;p&gt;161.185.151.250: Undo revision 12919 by Nathaniel (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Description==&lt;br /&gt;
The commoner is your average person, peasant, craftsman.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Class Feature|HD =4|BAB =L|Hsave = None|Lsave =[[Fortitude]], [[Reflex]], [[Will]]|WP =[[Weapon proficiency (simple)|Simple]].|AP = None|skill =2|Cskill =[[Craft armor]], [[Craft trap]], [[Craft weapon]], [[Craft alchemy]], [[Spot]], [[Listen]]}}&lt;br /&gt;
&lt;br /&gt;
===Commoner setting===&lt;br /&gt;
A commoner gets this feat at level 1, it allows you to lower the ability scores of the character.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Note==&lt;br /&gt;
This class is MEANT to be bad.&lt;/div&gt;</summary>
		<author><name>161.185.151.250</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Crusader_(Paladin_Class_Kit)&amp;diff=12928</id>
		<title>Crusader (Paladin Class Kit)</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Crusader_(Paladin_Class_Kit)&amp;diff=12928"/>
		<updated>2021-07-07T20:06:20Z</updated>

		<summary type="html">&lt;p&gt;161.185.151.250: Undo revision 12920 by Nathaniel (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This kit is not available at character creation and must be unlocked by meeting special requirements, listed below.&lt;br /&gt;
This kit has 29 levels.&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
Crusaders are paladins who hear the call to fight evil every waking hour. Parangons of virtue and martial prowess alike the Crusaders hone their fighting techniques with their weapon of choice to simultaneously attack and defend with deadly efficiency. However their restless nature does not allow them the peace of mind necessary to cast spells.&lt;br /&gt;
&lt;br /&gt;
== Losses ==&lt;br /&gt;
Crusader loses access to: Spellcasting.&lt;br /&gt;
&lt;br /&gt;
== Requirements ==&lt;br /&gt;
Ability: 13 Wisdom&lt;br /&gt;
&lt;br /&gt;
Class: Paladin&lt;br /&gt;
&lt;br /&gt;
===Kit Feats===&lt;br /&gt;
1: Weapon of choice&lt;br /&gt;
&lt;br /&gt;
2: &lt;br /&gt;
&lt;br /&gt;
3: Weapon Focus (for Weapon of Choice (automatically selected))&lt;br /&gt;
&lt;br /&gt;
4:&lt;br /&gt;
&lt;br /&gt;
5: Power Attack&lt;br /&gt;
&lt;br /&gt;
6: &lt;br /&gt;
&lt;br /&gt;
7: Weapon defense I&lt;br /&gt;
&lt;br /&gt;
8: &lt;br /&gt;
&lt;br /&gt;
9: Crusader Strike&lt;br /&gt;
&lt;br /&gt;
10: Indomitable Soul&lt;br /&gt;
&lt;br /&gt;
11:&lt;br /&gt;
&lt;br /&gt;
12: Weapon defense II&lt;br /&gt;
&lt;br /&gt;
13: Greater Weapon Focus (for Weapon of Choice (automatically selected))&lt;br /&gt;
&lt;br /&gt;
14: Spell like ability : Holy Sword, 10 minutes cooldown. Cast at caster level equal to Crusader&#039;s levels.&lt;br /&gt;
&lt;br /&gt;
15:&lt;br /&gt;
&lt;br /&gt;
16:&lt;br /&gt;
&lt;br /&gt;
17: Weapon defense III&lt;br /&gt;
&lt;br /&gt;
18: Divine Shroud&lt;br /&gt;
&lt;br /&gt;
19:&lt;br /&gt;
&lt;br /&gt;
20:&lt;br /&gt;
&lt;br /&gt;
21: Epic Weapon focus&lt;br /&gt;
&lt;br /&gt;
22: Weapon defense IV&lt;br /&gt;
&lt;br /&gt;
23:&lt;br /&gt;
&lt;br /&gt;
24:&lt;br /&gt;
&lt;br /&gt;
25:&lt;br /&gt;
&lt;br /&gt;
26:&lt;br /&gt;
&lt;br /&gt;
27: weapon defense V&lt;br /&gt;
&lt;br /&gt;
28:&lt;br /&gt;
&lt;br /&gt;
29: permanent holy sword (Cooldownless SLA), weapon defense VI&lt;br /&gt;
&lt;br /&gt;
==Weapon of choice==&lt;br /&gt;
A Crusader must choose one two-handable weapon to specialize himself into. The possible choices are :&lt;br /&gt;
*Club&lt;br /&gt;
*Morningstar&lt;br /&gt;
*Quarterstaff&lt;br /&gt;
*Spear&lt;br /&gt;
*Short sword&lt;br /&gt;
*Rapier&lt;br /&gt;
*Scimitar&lt;br /&gt;
*Longsword&lt;br /&gt;
*Greatsword&lt;br /&gt;
*Battleaxe&lt;br /&gt;
*Greataxe&lt;br /&gt;
*Halberd&lt;br /&gt;
*Warhammer&lt;br /&gt;
*Scythe&lt;br /&gt;
*Katana&lt;br /&gt;
*Bastard sword&lt;br /&gt;
*Dwarven waraxe&lt;br /&gt;
*Falchion&lt;br /&gt;
*Warmace&lt;br /&gt;
&lt;br /&gt;
==Weapon defense==&lt;br /&gt;
When wielding his weapon of choice and using a medium or heavy armor the Crusader gains +1 shield AC. This bonus increases to +2 at 12th level, +3 at 17th level, +4 at 22th level, +5 at 27th level, +6 at 29th level.&lt;br /&gt;
Crusader defense only applies when you&#039;ve got nothing in your off-hand, it is also shield enhancement bonus so no stacking with a shield spell. You must wear a medium or heavy armor for weapon defense to take effect.&lt;br /&gt;
&lt;br /&gt;
==Crusader Strike==&lt;br /&gt;
A Crusader adds his WIS bonus to damage (divine) up to 1/10th the Crusader&#039;s Paladin levels (max +3 damage at level 30).&lt;br /&gt;
&lt;br /&gt;
==Spell like ability : Holy Sword==&lt;br /&gt;
At level 14 a Crusader can cast Holy Sword at will, with a cooldown of 10 minutes, this cooldown is removed at level 29.&lt;br /&gt;
&lt;br /&gt;
==Divine Shroud==&lt;br /&gt;
Crusader calls upon his patron to protect himself from hostile magic. He receives Spell Resistance equal to 12 + crusader levels for the duration of the effect.&lt;br /&gt;
&lt;br /&gt;
Duration: 10 rounds&lt;br /&gt;
Cooldown: 10 rounds&lt;br /&gt;
Uses per day: 3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Class courtesy of Valefort and thorough testing by the Quality Control Team.&#039;&#039;&lt;br /&gt;
[[Category:Classes]]&lt;br /&gt;
&lt;br /&gt;
== Gameplay Notes ==&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;/div&gt;</summary>
		<author><name>161.185.151.250</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Category:Classes&amp;diff=12927</id>
		<title>Category:Classes</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Category:Classes&amp;diff=12927"/>
		<updated>2021-07-07T20:05:58Z</updated>

		<summary type="html">&lt;p&gt;161.185.151.250: Undo revision 12922 by Nathaniel (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Your class is the primary definition of what your character can do in the extraordinary magical landscape of Dungeons &amp;amp; Dragons. A class is more than a profession; it is your character’s calling. Before you start, you might find it helpful to think about the basic kind of character you want to play. You might be a courageous knight, a skulking rogue, a fervent cleric, or a flamboyant wizard. Or you might be more interested in an unconventional character, such as a brawny rogue who likes to mix it up in hand-to‐hand combat, or a sharpshooter who picks off enemies from afar.&lt;br /&gt;
&lt;br /&gt;
[[File:Classes.jpg|thumb]]&lt;/div&gt;</summary>
		<author><name>161.185.151.250</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Daggerspell_Mage&amp;diff=12926</id>
		<title>Daggerspell Mage</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Daggerspell_Mage&amp;diff=12926"/>
		<updated>2021-07-07T20:05:29Z</updated>

		<summary type="html">&lt;p&gt;161.185.151.250: Undo revision 12923 by Nathaniel (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Class Description ==&lt;br /&gt;
[[File:Cc24481619a1fedfbf3f72ccc262ab47.jpg|thumb|337x337px]]&lt;br /&gt;
In a reclusive monastery in the heart of an ancient forest, a varied group of druids and arcane spellcasters train together. The adherents of this monastery work to perfect a unique fighting and spellcasting style that relies on wielding a pair of daggers at all times.&lt;br /&gt;
&lt;br /&gt;
Daggerspell mages see the quick movements of their deadly daggers as an attendant part of their spellcasting. These sometimes reclusive figures remain spellcasters first and melee combatants second. Daggerspell mages are closely related to the daggerspell shapers, but where the shaper is quiet and calculating, a daggerspell mage is wild and impulsive.&lt;br /&gt;
&lt;br /&gt;
This class provides spellcasting progression in Arcane and Invocation based casters.&lt;br /&gt;
&lt;br /&gt;
== Requirements ==&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; Any nonevil.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Caster level:&#039;&#039;&#039; 5th (for wizard, this means 5th level wizard as an example)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Feats:&#039;&#039;&#039; [[Weapon Focus]] (dagger), [[Two-Weapon Fighting]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Base Class:&#039;&#039;&#039; [[Bard]], [[Sorcerer]], [[Warlock]], or [[Wizard]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills:&#039;&#039;&#039; [[Concentration]] 8.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special:&#039;&#039;&#039; [[Sneak Attack]] 1d6 (or equivalent)&lt;br /&gt;
&lt;br /&gt;
== Class Features ==&lt;br /&gt;
&amp;lt;strong&amp;gt;Hit Die:&amp;lt;/strong&amp;gt; d6&lt;br /&gt;
&lt;br /&gt;
&amp;lt;strong&amp;gt;[http://nwn2.wikia.com/wiki/Base_attack_bonus Base Attack Bonus]&amp;lt;/strong&amp;gt; Medium.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;strong&amp;gt;High Saves:&amp;lt;/strong&amp;gt; [http://nwn2.wikia.com/wiki/Reflex Reflex], [http://nwn2.wikia.com/wiki/Will Will]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;strong&amp;gt;Weapon Proficiencies:&amp;lt;/strong&amp;gt; None.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;strong&amp;gt;Armor Proficiencies:&amp;lt;/strong&amp;gt; None.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;strong&amp;gt;Skill Points:&amp;lt;/strong&amp;gt; 6 + Int [http://nwn2.wikia.com/wiki/Ability_modifier modifier].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;strong&amp;gt;Class Skills:&amp;lt;/strong&amp;gt; [http://nwn2.wikia.com/wiki/Concentration Concentration], [http://nwn2.wikia.com/wiki/Craft_Alchemy Craft Alchemy], [http://nwn2.wikia.com/wiki/Craft_Armor Craft Armor], [http://nwn2.wikia.com/wiki/Craft_Weapon Craft_Weapon], [http://nwn2.wikia.com/wiki/Heal Heal], [http://nwn2.wikia.com/wiki/Hide Hide], [http://nwn2.wikia.com/wiki/Intimidate Intimidate], [http://nwn2.wikia.com/wiki/Listen Listen], [[Lore: Arcana]], [[Lore: Nature]], [[Lore: Local]], [http://nwn2.wikia.com/wiki/Move_Silently Move Silently], [http://nwn2.wikia.com/wiki/Spellcraft Spellcraft], [http://nwn2.wikia.com/wiki/Spot Spot], [http://nwn2.wikia.com/wiki/Survival Survival], [http://nwn2.wikia.com/wiki/Tumble Tumble], and [[Sense motive]].&lt;br /&gt;
&lt;br /&gt;
== Class Abilities ==&lt;br /&gt;
{| class=&amp;quot;article-table&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
Level&lt;br /&gt;
!&lt;br /&gt;
Features Gained&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Daggercast, Spellcasting Progression&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|[http://nwn2.wikia.com/wiki/Sneak_Attack Sneak Attack] +1d6&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Arcane Throw (Right Hand)&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|Double Daggercast&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|[http://nwn2.wikia.com/wiki/Sneak_Attack Sneak Attack] +2d6&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|Arcane Infusion&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|Arcane Throw (Right and Left Hand)&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|[http://nwn2.wikia.com/wiki/Sneak_Attack Sneak Attack] +3d6&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|[http://nwn2.wikia.com/wiki/Improved_Two-Weapon_Fighting Improved Two-Weapon Fighting]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Spellcasting ====&lt;br /&gt;
Beginning at 1st level, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in an arcane or invocation based spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one arcane or invocation spellcasting class before becoming a daggerspell mage, you must decide which class to progress in.The class does progress eldritch blast damage for warlocks if you pick warlock casting.This class advances 9 spell levels.  It does not gain spells at level 2.&lt;br /&gt;
&lt;br /&gt;
==== [http://nwn2.wikia.com/wiki/Sneak_Attack Sneak Attack] ====&lt;br /&gt;
Beginning at 3rd level, a daggerspell mage deals an extra dice of sneak attack. It increases to two dice at 6th level and three dice at 9th level.&lt;br /&gt;
&lt;br /&gt;
==== Daggercast ====&lt;br /&gt;
Daggerspell mages seamlessly blend the use of their twin daggers with powerful spellcasting abilities. A daggerspell mage delivers melee touch attack spells with a dagger attack (adding the base dagger damage plus any enhance bonus from the right hand).&lt;br /&gt;
&lt;br /&gt;
==== Double Daggercast ====&lt;br /&gt;
As a daggerspell mage advances in level, the connection between his spellcasting abilities and his two-dagger fighting style strengthens. &lt;br /&gt;
&lt;br /&gt;
At 5th level or higher, a daggerspell mage delivers melee touch attack spells with both of his daggers (adding the base dagger damage plus any enhance bonus from each dagger).&lt;br /&gt;
&lt;br /&gt;
==== Arcane Infusion ====&lt;br /&gt;
Arcane Infusion: At 7th level and higher, a daggerspell mage can infuse arcane spell power into his daggers, temporarily enabling them to deal extra energy damage. The daggers deal an extra 1d6 points of magic damage for a number of rounds equal to their class level and has a 5 minute cooldown.&lt;br /&gt;
&lt;br /&gt;
==== Arcane Throw ====&lt;br /&gt;
At 4th level and higher, a daggerspell mage can imbue arcane spell power into his thrown daggers. The mage can deliver a ranged touch attack spell with one of his daggers, adding it&#039;s damage to that of the spell (adding the base dagger damage plus any enhance bonus from the right hand). The dagger returns to the mage automatically.At 8th level, a dagger spell mage adds his/her left hand dagger to ranged touch attack spell damage as well.  This adds your base dagger damage plus any enhance bonus from each dagger to ranged touch attack spells.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
As of forum update section quote, Range Touch Attacks with this class (Dagger Throw) now also add elemental damage from the daggers.&lt;br /&gt;
&lt;br /&gt;
Forum quote(22-4-2017): &amp;quot;Elemental damage from daggers added to Daggerspell mage RTA spells.&amp;quot;[[Category:Classes]]&lt;br /&gt;
[[Category:Prestige Class]]&lt;br /&gt;
[[Category:Playable Class]]&lt;/div&gt;</summary>
		<author><name>161.185.151.250</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Darkfire_Disciple&amp;diff=12925</id>
		<title>Darkfire Disciple</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Darkfire_Disciple&amp;diff=12925"/>
		<updated>2021-07-07T20:04:40Z</updated>

		<summary type="html">&lt;p&gt;161.185.151.250: Undo revision 12924 by Nathaniel (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Class Description ==&lt;br /&gt;
[[File:Black Flame Zealot.jpg|thumb|268x268px]]&lt;br /&gt;
The Darkfire Disciples tend to be the hidden blades of their faiths, secret societies of holy slayers devoted to the worship of their deity and the obliteration of its enemies. Trained in unholy rites, the Darkfire Disciple use stealth, divine magic, and the zeal of fanaticism to destroy those who have given offense to their god. Even great rulers are not above the wrath of deities, since the Darkfire Disciple tend to act as sanctioned and respected means for the wealthy and powerful to pursue vendettas.&lt;br /&gt;
&lt;br /&gt;
Clerics and particularly devout rogues or fighters most often become Darkfire Disciples. A small number of their high-ranking clerics keep an eye open for fellow devotees who seem like suitable candidates.&lt;br /&gt;
&lt;br /&gt;
== Requirements ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;strong&amp;gt;Alignment:&amp;lt;/strong&amp;gt; Any nongood.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;strong&amp;gt;Spellcasting:&amp;lt;/strong&amp;gt; Able to cast 2nd level divine spells.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;strong&amp;gt;Skills:&amp;lt;/strong&amp;gt; Hide 8 ranks, Lore: Religion 8 ranks, Move Silently 8 ranks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;strong&amp;gt;Feats:&amp;lt;/strong&amp;gt; [[Iron_Will|Iron will]], 1d6 Sneak Attack damage&lt;br /&gt;
&lt;br /&gt;
== Class Features ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;strong&amp;gt;Hit Die:&amp;lt;/strong&amp;gt; d6&lt;br /&gt;
&lt;br /&gt;
&amp;lt;strong&amp;gt;Base Attack Bonus:&amp;lt;/strong&amp;gt; Medium.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;strong&amp;gt;High Saves:&amp;lt;/strong&amp;gt; Reflex, Will.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;strong&amp;gt;Weapon Proficiencies:&amp;lt;/strong&amp;gt; None.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;strong&amp;gt;Armor Proficiencies:&amp;lt;/strong&amp;gt; None.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;strong&amp;gt;Skill Points:&amp;lt;/strong&amp;gt; 4 + Int modifier.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;strong&amp;gt;Class Skills:&amp;lt;/strong&amp;gt;&amp;lt;nowiki&amp;gt; &amp;lt;/nowiki&amp;gt;Concentration, Craft Alchemy, Craft Armor, Craft Weapon, Hide, Listen, Lore: Religion, Lore: Local, Move Silently, Open Lock, Search, Sleight of Hand, Spellcraft, Spot, and Tumble&lt;br /&gt;
&lt;br /&gt;
== Class Abilities ==&lt;br /&gt;
{| class=&amp;quot;article-table&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
Level&lt;br /&gt;
!&lt;br /&gt;
Features Gained&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Zealous Heart, Spellcasting Progression Feat&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Poison Use, Spellcasting+2&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Spellcasting+3, +1d6 Sneak Attack&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Sacred Flame +1, Dimension Door 1/day&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|Spellcasting+4&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|Sneak Attack+2d6, Spellcasting+5&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|Spellcasting+6&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|Dimension Door 2/day&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|Spellcasting+7, +3d6 Sneak Attack&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|Spellcasting+8, Sacred Flames 1d4, Dimension Door 3/day&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Divine Spellcasting ====&lt;br /&gt;
At each Darkfire Disciple level except 4 and 8 (8/10 spell progression), the character gains new spells per day (and spells known, if applicable) as if he had also gained a level in a divine spellcasting class to which he belonged before adding the prestige class level.&lt;br /&gt;
&lt;br /&gt;
==== Zealous Heart ====&lt;br /&gt;
A Darkfire Disciple is immune to fear, magical or otherwise. Unlike a paladin&#039;s aura of courage, this confers no special benefits on his companions. A Darkfire Disciple gains this ability at first level.&lt;br /&gt;
&lt;br /&gt;
==== Poison Use ====&lt;br /&gt;
At 2nd level, a Darkfire Disciple gains the ability to use poison safely, as the assassin ability.&lt;br /&gt;
&lt;br /&gt;
==== Sneak Attack ====&lt;br /&gt;
At 3rd level, the Darkfire Disciple gains sneak 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 6th level, and +3d6 at 9th level.&lt;br /&gt;
&lt;br /&gt;
==== Sacred Flame ====&lt;br /&gt;
Beginning at 4th level, at will, a Darkfire Disciple can command the melee weapons in his possession to burn with a black, deadly fire. The weapons gain the flaming ability, dealing 1 points of fire damage per successful attack in addition to its normal weapon damage, this improves to 1d4 at 10th level.&lt;br /&gt;
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==== Death Touch ====&lt;br /&gt;
Darkfire Disciples can study their enemies and strike a deadly blow.  With a melee touch attack, the player rolls d6 per effective level (double on a critical) and slays the target if their HP is less than this value. The effective level is the total of Assassin and Darkfire Disciple levels. This ability will only succeed if the target is not immune to sneak attacks and a sneak attack would be valid when the touch is made. This ability takes two rounds to cast.&lt;br /&gt;
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==== Dimension Door ====&lt;br /&gt;
At 4th level, the Darkfire Disciple gains the Dimension Door ability 1/day. An additional use is gained at 8th and 10th level.&lt;br /&gt;
[[Category:Classes]]&lt;br /&gt;
[[Category:Prestige Class]]&lt;br /&gt;
[[Category:Playable Class]]&lt;br /&gt;
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==Gameplay Notes==&lt;br /&gt;
The fire damage from Sacred Flame is applied to the character. It works with melee,ranged and unarmed damage. It is multiplied by crits. It is doubled by Manyshot. No damage reduction counts against this damage.&lt;/div&gt;</summary>
		<author><name>161.185.151.250</name></author>
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