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		<id>https://wiki.bgtscc.net/index.php?title=Druid&amp;diff=8973</id>
		<title>Druid</title>
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		<updated>2020-05-15T21:25:45Z</updated>

		<summary type="html">&lt;p&gt;162.158.158.79: /* Additional progressions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Description ==&lt;br /&gt;
&#039;&#039;&#039;Druids&#039;&#039;&#039; cast [[divine]] [[spell]]s much the same way [[cleric]]s do, though most get their spells from the power of nature rather than from deities. Their spells are oriented toward nature and animals. They strive to live in harmony with the natural world, and hate anything that is not part of the natural cycle, especially aberrations and undead creatures. In addition to spells, druids gain an increasing array of magical powers, including the ability to take the shapes of animals, as they advance in level.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Alignment]] restrictions&#039;&#039;&#039;: Any partially [[neutral]] - druids, in keeping with nature&#039;s ultimate indifference, must maintain at least some measure of dispassion.&lt;br /&gt;
* &#039;&#039;&#039;Ex-Druids =&#039;&#039;&#039; a druid who changes to a prohibited alignment keeps all of their abilities but is prevented from gaining levels as a druid until she regains an alignment with a neutral component.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Multiclass restriction&#039;&#039;&#039; : Can not multiclass with monk.&lt;br /&gt;
&lt;br /&gt;
{{Class Feature&lt;br /&gt;
&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 (druid)|Druid]] ~  [[club]], [[dagger]], [[dart]], [[quarterstaff]], [[scimitar]], [[sickle]], [[sling]], and [[spear]]).&lt;br /&gt;
They are also proficient with all natural attacks (claw, bite, and so forth) of any form they assume with wild shape.&lt;br /&gt;
|AP = [[Armor proficiency (light)|Light]], [[Armor proficiency (medium)|Medium]] &amp;amp; [[Shield proficiency|Shields]]. (except tower shields)&lt;br /&gt;
|skill = 4&lt;br /&gt;
|Cskill = [[Concentration]], Craft ([[Craft (alchemy)|alchemy]]), [[Diplomacy]], [[Heal (skill)|Heal]], [[Lore: Religion]],[[Lore: Nature]], [[Lore: Local]], [[Listen]], [[Parry]],  [[Spellcraft]], [[Spot]] &amp;amp; [[Survival]].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Additional progressions===&lt;br /&gt;
{|&lt;br /&gt;
|- style=&amp;quot;font-weight:bold&amp;quot;&lt;br /&gt;
|Level&lt;br /&gt;
|Features gained&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|[[Animal companion (feat)|Animal companion]], [[Nature sense]]&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|[[Woodland stride]]&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|[[Trackless step]]&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|[[Resist nature&#039;s lure]],&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|[[Wild Shape]] 1[[per day|/day]]&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|Wild shape 2/day&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|Wild shape 3/day&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|Venom immunity&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|Wild shape 4/day&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|Wild shape 4/day (dire animal shapes); Plant Wildshape &#039;&#039;(MOTB)&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
|Wild shape 5/day&lt;br /&gt;
|-&lt;br /&gt;
|16&lt;br /&gt;
|[[Elemental Wild Shape]] 1/day (huge elemental shapes)&lt;br /&gt;
|-&lt;br /&gt;
|18&lt;br /&gt;
|Wild shape 6/day, Elemental wild shape 2/day&lt;br /&gt;
|-&lt;br /&gt;
|20&lt;br /&gt;
|Elemental wild shape 3/day (elder elemental shapes)&lt;br /&gt;
|-&lt;br /&gt;
|22&lt;br /&gt;
|Wild shape&lt;br /&gt;
|-&lt;br /&gt;
|24&lt;br /&gt;
|Bonus feat&lt;br /&gt;
|-&lt;br /&gt;
|26&lt;br /&gt;
|Wild shape&lt;br /&gt;
|-&lt;br /&gt;
|28&lt;br /&gt;
|Bonus feat&lt;br /&gt;
|-&lt;br /&gt;
|30&lt;br /&gt;
|Wild shape&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Animal Companion===&lt;br /&gt;
A druid begins the game with an [[Animal companion]]. Animal companions are loyal allies in any battle. As your character gains experience, his or her animal companion will also grow in power.&lt;br /&gt;
&lt;br /&gt;
Animal companions cannot be directly controlled by their master. They can be controlled with limited efficiency through vocal commands, and set to defensive or offensive behaviors as well as force them to enter stealth. They become more powerful as the master advances. The only penalty the master suffers from the animal companion&#039;s death is that they cannot summon the companion again until they have rested. Animal companions can be named, but cannot be tinted.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Highest level pet comparison====&lt;br /&gt;
&lt;br /&gt;
* [[Epic Animal Companion]] was taken at level 29 druid, level 27 when acquiring the [[Dragon Companion]].&lt;br /&gt;
* Saving throws are in order of [[Fortitude]], [[Reflex]], and [[Will]].&lt;br /&gt;
* Epic animals have all the feats of their earlier form they just don&#039;t show up on the character sheet for some animals.&lt;br /&gt;
* All vanilla pets only have [[Hide]], and [[Move Silently]] skill progression except the Panther, who dumps points into parry/spot/listen crippling its own stealth abilities. It does nothing well as a result.&lt;br /&gt;
* Badgers/Spiders(both the same), Bears, Wolves and Boars(in that order) are the stealthiest pets, outperforming the Epic Panther even at non-epic levels.&lt;br /&gt;
* Bronze Dragon, Blue Dragon are the most alert, and observant pets. The Dragons in particular have higher detection skills than the other pets have in unbuffed stealth.&lt;br /&gt;
* Only Badgers, Bears,, Dragons, and Panthers can be buffed using [[Flame Weapon]].&lt;br /&gt;
* Spiders are considered [[Vermin]], but druid pet spells still affect them unlike the [[Dragon Companion]](which can&#039;t benefit from pet buffs). Poison [[Difficulty_class|DC]] is 17, unsure if this increases to 24 at epic levels.&lt;br /&gt;
* Figure in +6 to all saves versus spells for the [[Dragon Companion]] due to [[Spellcraft]].&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Creature&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Final HP&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Highest AC&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;End Saves&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Attack bonus&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Max Damage&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Skill Progression&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Unique abilities&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|[[Animal companion#Badger progression|&#039;&#039;&#039;Badger&#039;&#039;&#039;]]&lt;br /&gt;
|156&lt;br /&gt;
|31&lt;br /&gt;
|10/14/7&lt;br /&gt;
| +17/+12/+7&lt;br /&gt;
|1d2+2, 1d3+2&lt;br /&gt;
|[[Hide]]/[[Move Silently]]&lt;br /&gt;
|[[Weapon finesse]], [[Iron will]], [[Rage]], [[Multiattack]], [[Evasion]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Animal companion#Boar progression|&#039;&#039;&#039;Boar&#039;&#039;&#039;]]&lt;br /&gt;
|182&lt;br /&gt;
|31&lt;br /&gt;
|11/11/5&lt;br /&gt;
| +14/+9/+4&lt;br /&gt;
|1d8+5&lt;br /&gt;
|[[Hide]]/[[Move Silently]]&lt;br /&gt;
|[[Toughness]], [[Alertness]], [[Multiattack]], [[Evasion]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Animal companion#Brown bear progression|&#039;&#039;&#039;Brown bear&#039;&#039;&#039;]]&lt;br /&gt;
|169&lt;br /&gt;
|29&lt;br /&gt;
|11/12/7&lt;br /&gt;
| +15/+10/+5&lt;br /&gt;
|1d8+6&lt;br /&gt;
|[[Hide]]/[[Move Silently]]&lt;br /&gt;
|[[Iron will]], [[Multiattack]], [[Evasion]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Animal companion#Giant spider progression|&#039;&#039;&#039;Giant spider&#039;&#039;&#039;]]&lt;br /&gt;
|117&lt;br /&gt;
|29&lt;br /&gt;
|9/10/6&lt;br /&gt;
| +13/+8/+3&lt;br /&gt;
|1d8+5&lt;br /&gt;
|[[Hide]]/[[Move Silently]]&lt;br /&gt;
|[[Darkvision]], [[Poison (effect)|Poisonous attacks (1d6 STR)]], [[Iron will]], [[Multiattack]], [[Evasion]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Animal companion#Panther progression|&#039;&#039;&#039;Panther&#039;&#039;&#039;]]&lt;br /&gt;
|156&lt;br /&gt;
|30&lt;br /&gt;
|10/15/5&lt;br /&gt;
| +15/+10/+5&lt;br /&gt;
|1d6+6, 1d3+6&lt;br /&gt;
|[[Parry]]/[[Hide]]/[[Move Silently]]&lt;br /&gt;
|[[Alertness]], [[Skill Focus]] ([[Hide]]), [[Skill Focus]] ([[Move Silently]]), [[Low-light vision]], [[Multiattack]], [[Evasion]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Animal companion#Wolf progression|&#039;&#039;&#039;Wolf&#039;&#039;&#039;]]&lt;br /&gt;
|156&lt;br /&gt;
|29&lt;br /&gt;
|10/13/5&lt;br /&gt;
| +13/+8/+3&lt;br /&gt;
|1d6+4&lt;br /&gt;
|[[Hide]]/[[Move Silently]]&lt;br /&gt;
|[[Knockdown]], [[Weapon focus|Weapon Focus (Creature)]], [[Low-light vision]], [[Multiattack]], [[Evasion]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Animal companion#Epic Badger progression|&#039;&#039;&#039;Epic Badger&#039;&#039;&#039;]]&lt;br /&gt;
|276&lt;br /&gt;
|43&lt;br /&gt;
|15/22/10&lt;br /&gt;
| +27/+25/+23/+21&lt;br /&gt;
|1d2+4, 1d3+4&lt;br /&gt;
|[[Hide]]/[[Move Silently]]&lt;br /&gt;
|[[Weapon finesse]], [[Iron will]], [[Greater rage]], [[Multiattack]], [[Evasion]], [[Improved Evasion]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Animal companion#Epic Boar progression|&#039;&#039;&#039;Epic Boar&#039;&#039;&#039;]]&lt;br /&gt;
|322&lt;br /&gt;
|43&lt;br /&gt;
|16/18/8&lt;br /&gt;
| +25/+23/+21/+19&lt;br /&gt;
|1d8+8&lt;br /&gt;
|[[Hide]]/[[Move Silently]]&lt;br /&gt;
|[[Alertness]], [[Toughness]], [[Multiattack]], [[Evasion]], [[Improved Evasion]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Animal companion#Epic Bear progression|&#039;&#039;&#039;Epic Brown Bear&#039;&#039;&#039;]]&lt;br /&gt;
|299&lt;br /&gt;
|42&lt;br /&gt;
|16/20/10&lt;br /&gt;
| +26/+24/+22/+20&lt;br /&gt;
|1d8+9&lt;br /&gt;
|[[Hide]]/[[Move Silently]]&lt;br /&gt;
|[[Iron Will]], [[Multiattack]], [[Evasion]], [[Improved Evasion]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Animal companion#Epic Dragon, Blue) progression|&#039;&#039;&#039;Epic Dragon, Blue&#039;&#039;&#039;]]&lt;br /&gt;
|364&lt;br /&gt;
|36&lt;br /&gt;
|17/18/16&lt;br /&gt;
| +31/+29/+27/+25/+23/+21&lt;br /&gt;
|1d6+7, 1d8+7&lt;br /&gt;
|[[Spot]]/[[Listen]]/[[Search]]/[[Spellcraft]]&lt;br /&gt;
|[[Alertness]], [[Darkvision]], [[Low-light vision]], [[Multiattack]], [[Evasion]], [[Improved Evasion]], [[Spell Resistance]](22)&lt;br /&gt;
|-&lt;br /&gt;
|[[Animal companion#Epic Dragon, Bronze) progression|&#039;&#039;&#039;Epic Dragon, Bronze&#039;&#039;&#039;]]&lt;br /&gt;
|364&lt;br /&gt;
|36&lt;br /&gt;
|17/18/18&lt;br /&gt;
| +31/+29/+27/+25/+23/+21&lt;br /&gt;
|1d6+7, 1d8+7&lt;br /&gt;
|[[Spot]]/[[Listen]]/[[Search]]/[[Spellcraft]]&lt;br /&gt;
|[[Alertness]], [[Darkvision]], [[Low-light vision]], [[Multiattack]], [[Evasion]], [[Improved Evasion]], [[Spell Resistance]](22)&lt;br /&gt;
|-&lt;br /&gt;
|[[Animal companion#Epic Giant Spider progression|&#039;&#039;&#039;Epic Giant Spider&#039;&#039;&#039;]]&lt;br /&gt;
|207&lt;br /&gt;
|42&lt;br /&gt;
|14/16/9&lt;br /&gt;
| +24/+22/+20/+18&lt;br /&gt;
|1d8+8&lt;br /&gt;
|[[Hide]]/[[Move Silently]]&lt;br /&gt;
|[[Darkvision]], [[Poison (effect)|Poisonous attacks (1d6 STR)]], [[Iron Will]], [[Multiattack]], [[Evasion]], [[Improved Evasion]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Animal companion#Epic Panther progression|&#039;&#039;&#039;Epic Panther&#039;&#039;&#039;]]&lt;br /&gt;
|276&lt;br /&gt;
|43&lt;br /&gt;
|15/23/8&lt;br /&gt;
| +25/+23/+21/+19&lt;br /&gt;
|1d6+8, 1d3+8&lt;br /&gt;
|[[Parry]]/[[Hide]]/[[Move Silently]]&lt;br /&gt;
|[[Alertness]], [[Skill Focus]] ([[Hide]]), [[Skill Focus]] ([[Move Silently]]), [[Low-light vision]], [[Multiattack]], [[Evasion]], [[Improved Evasion]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Animal companion#Epic Wolf progression|&#039;&#039;&#039;Epic Wolf&#039;&#039;&#039;]]&lt;br /&gt;
|276&lt;br /&gt;
|42&lt;br /&gt;
|15/21/8&lt;br /&gt;
| +24/+22/+20/+18&lt;br /&gt;
|1d6+7&lt;br /&gt;
|[[Hide]]/[[Move Silently]]&lt;br /&gt;
|[[Knockdown]], [[Weapon Focus|Weapon Focus (Creature)]], [[Low-light vision]], [[Multiattack]], [[Evasion]], [[Improved Evasion]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Pet Tips====&lt;br /&gt;
&lt;br /&gt;
* Solid buff chain, cast in the following order at levels 18-30: [[Owl&#039;s Insight]], [[Awaken]](Pet Buff), [[Superior Resistance]], [[Jagged Tooth]](Pet Buff), [[Freedom of Movement]]([[Extend Spell]]), [[Tortoise Shell]], [http://nwn2.wikia.com/wiki/Magic_Fang,_Greater Greater Magic Fang](Pet Buff), [[Cat&#039;s Grace]], [[Flame Weapon]]([[Extend Spell]], where applicable), [[Nature&#039;s Avatar]](Pet Buff).&lt;br /&gt;
&lt;br /&gt;
* The [[Epic Gate]]([[Balor]]) feat, or an [[Orglash]] summoned from the appropriate charm are both great additions alongside an epic pet. Be sure to protect your pet from [http://nwn2.wikia.com/wiki/cold_damage cold]([[Orglash]]), and [http://nwn2.wikia.com/wiki/Fire_damage fire]([[Balor]]) damage depending on which one you use. If you use the Orglash, be sure to cast [[Energy Immunity]]([http://nwn2.wikia.com/wiki/Fire_damage Fire]) on it due to its 50% fire vulnerability.&lt;br /&gt;
&lt;br /&gt;
===Nature Sense===&lt;br /&gt;
A druid gains a +2 bonus to Survival and a +2 bonus to Search and Spot while in wilderness areas.&lt;br /&gt;
&lt;br /&gt;
===Woodland Stride===&lt;br /&gt;
Starting at 2nd level, a druid gains a +10% movement increase when in outdoor, natural environments.&lt;br /&gt;
&lt;br /&gt;
===Trackless Step===&lt;br /&gt;
At 3rd level, a druid gains a +4 competence bonus to Hide and Move Silently checks when in wilderness areas.&lt;br /&gt;
&lt;br /&gt;
===Resist Nature&#039;s Lure===&lt;br /&gt;
Starting at 4th level, a druid gains a +2 bonus on saving throws against all Fear spells and effects.&lt;br /&gt;
&lt;br /&gt;
===Wild Shape===&lt;br /&gt;
*At 5th level, a druid gains the ability to turn himself into an animal and back again once per day. A druid can use this ability more times per day at 6th, 7th, 10th, 14th,&amp;amp;nbsp;18th, 22nd, 26th&amp;amp;nbsp;and 30th level. The forms available to him are bear, boar, wolf, or badger.&lt;br /&gt;
*At 12th level, a druid gains the ability to turn himself into a dire animal. The dire form replaces the current animals with dire bear, dire boar, dire wolf, or dire badger.&lt;br /&gt;
&lt;br /&gt;
More details about this ability can be found on the [[Wild Shape]] description page.&lt;br /&gt;
&lt;br /&gt;
===Plant Shape ===&lt;br /&gt;
At 12th level, a druid is able to wild shape into a plant creature - a shambling mound or a treant. Using this ability counts against his normal uses of wild shape.&lt;br /&gt;
&lt;br /&gt;
More details about this ability can be found on the [[Plant Shape]] description page.&lt;br /&gt;
&lt;br /&gt;
===Elemental Shape===&lt;br /&gt;
*At 16th level, a druid becomes able to use wild shape to change into a huge elemental (air, earth, fire, or water) once per day. These elemental forms are in addition to his normal wild shape usage. In addition to the normal effects of wild shape, the druid gains all the elemental&#039;s immunities, extraordinary, supernatural, and spell-like abilities. At 18th level, a druid becomes able to assume elemental form twice per day, and at 20th level he can do so three times per day.&lt;br /&gt;
*At 20th level, a druid gains the ability to turn himself into an elder elemental. The elder form replaces the current elementals with elder air elemental, elder earth elemental, elder fire elemental and elder water elemental.&lt;br /&gt;
&lt;br /&gt;
More details about this ability can be found on the [[Elemental Wild Shape]] description page.&lt;br /&gt;
&lt;br /&gt;
===Venom immunity===&lt;br /&gt;
At 9th level, a druid gains [[immunity]] to all poisons.&lt;br /&gt;
&lt;br /&gt;
==Spellcasting==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{class casting synopsis|ability=Wisdom|type=Divine|prepared=Yes}}&lt;br /&gt;
*[[Druid spell list]]&lt;br /&gt;
*[[Spell progression#Cleric or Druid|Druid spell progression]]: Druids have the same spell progression as [[cleric]]s.&lt;br /&gt;
&lt;br /&gt;
A druid casts divine spells, which are drawn from the druid spell list.&amp;lt;br /&amp;gt;To prepare or cast a spell, the druid must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a druid&#039;s spell is 10 + the spell level + the druid&#039;s Wisdom modifier.&amp;lt;br /&amp;gt;A druid can cast only a certain number of spells of each spell level per day. In addition, he receives bonus spells per day if he has a high Wisdom score.&amp;lt;br /&amp;gt;A druid may prepare and cast any spell on the druid spell list, provided that he can cast spells of that level, but he must choose which spells to prepare before resting.&lt;br /&gt;
&lt;br /&gt;
===Spontaneous Conversion===&lt;br /&gt;
Druids can [[Spontaneous casting|spontaneously cast]] any &#039;&#039;summon creature&#039;&#039; spell (eg. [[summon creature I]]).&lt;br /&gt;
&lt;br /&gt;
==Special Feats Notes==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Druid specific feats===&lt;br /&gt;
There are a number of feats specifically designed to be used with the Druid class. The following list covers these feats for convenience.&lt;br /&gt;
&lt;br /&gt;
* [[Extra Wild Shape]]: +2 Wild Shape uses/day. Up to +1 Elemental Shape use/day.&lt;br /&gt;
** Not very useful unless you have [[Natural spell]] which lets you cast spells in when shifted.&lt;br /&gt;
** It can however prove useful to players who want to take advantage of [[Elephant&#039;s hide]] or [[Oaken resilience]] multiple times.&lt;br /&gt;
** Does not count towards minimum Wild Shape requirements for feats like [[Magical Beast Wild Shape]] and [[Dragon Shape]].&lt;br /&gt;
&lt;br /&gt;
* [[Elephant&#039;s Hide]]: You can spend one of your wild shapes for the day to give yourself a natural armor bonus of +7 for 10 minutes&lt;br /&gt;
** It only provides +2 AC higher than [[Barkskin]] or [[Spiderskin]] at their highest levels and they do not stack together.&lt;br /&gt;
** Useful if someone needs to free up the spell slots for Barkskin or Spiderskin.&lt;br /&gt;
** Also has these advantages over Barkskin and Spiderskin: it is &amp;quot;cast&amp;quot; instantaneously and is not dispellable.&lt;br /&gt;
** &#039;&#039;Cannot be used while shifted.&#039;&#039; &#039;&#039;Short duration.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [[Natural Spell]]: Can cast divine/arcane(multiclass) spells while in Wild Shape.&lt;br /&gt;
** A must-have ability for any druid who wants to take full advantage of Wild Shapes.&lt;br /&gt;
** Allows a shifted Druid to cast [[Magic fang]] and [[Magic_fang,_greater|Greater magic fang]] on himself.&lt;br /&gt;
** As of &#039;&#039;v1.12&#039;&#039;, the Druid does not benefit from casting [[Nature&#039;s Avatar]] on himself in Wild Shape, severely limiting the usefulness of Wild Shapes.&lt;br /&gt;
** It does NOT permit a Druid to cast Epic spells while in Wild Shape &#039;&#039;(v1.12 - 1.23)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [[Oaken Resilience]]: Can spend Wild Shape use to be immune to poison, sleep, and critical hits.&lt;br /&gt;
** Fantastic ability for the critical hit/sneak immunity alone.&lt;br /&gt;
** Cannot be used while shifted, but can prior to shifting. Short duration.&lt;br /&gt;
&lt;br /&gt;
* [[Magical Beast Wild Shape]](Epic): Use one wild shape use to transform into a celestial leopard, phase spider, or winter wolf.&lt;br /&gt;
** Only the [[Celestial leopard|Celestial Leopard]] can be buffed using [[Flame Weapon]], and the added damage bonus of [[Storm Avatar]].&lt;br /&gt;
&lt;br /&gt;
* [[Dragon Shape]](Epic): The character may use wild shape to change into a dragon.&lt;br /&gt;
** As of &#039;&#039;v1.22&#039;&#039;, the Druid &#039;&#039;&#039;DOES&#039;&#039;&#039; benefit from casting [[Magic fang|Magic Fang]], and [[Magic fang, greater|Greater Magic Fang]] on themselves but can no longer do so using the Treant shape.&lt;br /&gt;
** They can use [[Flame Weapon]], and the added damage bonus of [[Storm Avatar]].&lt;br /&gt;
&lt;br /&gt;
* [[Dragon Companion]](Epic): The Druid can summon a small blue dragon or bronze dragon as a companion.&lt;br /&gt;
** See [http://nwn2.wikia.com/wiki/Druid#Highest_level_pet_comparison Pet Comparison].&lt;br /&gt;
&lt;br /&gt;
* [[Epic Animal Companion]] (Epic)&lt;br /&gt;
** Your animal companion&#039;s abilities are determined as if you had three additional levels.&lt;br /&gt;
** See [http://nwn2.wikia.com/wiki/Druid#Highest_level_pet_comparison Pet Comparison].&lt;br /&gt;
&lt;br /&gt;
* [[Legendary Animal Shape]] (Epic): The character may use wild shape to change into a Legendary Animal.&lt;br /&gt;
&lt;br /&gt;
* [[Epic_Elemental_Shape]]: The character may use wild shape to change into a Epic Elemental.&lt;br /&gt;
&lt;br /&gt;
===Feats from other classes===&lt;br /&gt;
&lt;br /&gt;
All &#039;&#039;Automatic&#039;&#039;, and &#039;&#039;Activation&#039;&#039;(if activated before shifting) class feats should carry over to the Druid whether he is shifted into an animal, elemental or other form. &#039;&#039;&#039;There should be no restrictions unless where specifically noted&#039;&#039;&#039;, and this should open up many more combat possibilities and build styles for the player. The following list are some examples of how to use them to your greatest advantage.&lt;br /&gt;
&lt;br /&gt;
* [[Sneak attack]]: All sneak attack bonus damage works normally when a Druid is shifted.&lt;br /&gt;
&lt;br /&gt;
* Barbarian [[Rage]] does work in creature form if activated before Wild Shape.&lt;br /&gt;
&lt;br /&gt;
* Frenzied Berserker [[Frenzy]] does work in creature form if activated before Wild Shape.&lt;br /&gt;
&lt;br /&gt;
===Other combat feats===&lt;br /&gt;
&lt;br /&gt;
Using Wild Shape, the deats Weapon Mastery Unarmed, Unarmed Weapon Focus, Unarmed Weapon Speicalization, Unarmed Improved Critical, and Unarmed Power Critical translate or &amp;quot;morph&amp;quot; temporarily into the appropriate Creature Weapon Feats (only while Shaped, and return to normal when unShaped).&lt;br /&gt;
&lt;br /&gt;
Some other Combat [[Feats]] should function normally whether the Druid is using his Wild shape ability or not. Passive feats that you don&#039;t have to pick from your hotbar are best. For example, a player with [[Great cleave]], [[Circle kick]] or [[Improved parry]] will get full benefits from this feat while attacking in Bear form. However, the same does NOT hold true for feats such as [[Knockdown]], [[Stunning Fist]], [[Whirlwind attack]], [[Expose Weakness]] and so on...&lt;br /&gt;
&lt;br /&gt;
* As a general rule, &#039;&#039;Activation&#039;&#039; type feats(knockdown, [[Expose Weakness|expose weakness]]) are best avoided if you intend to spend your time in wild shape, because changing form prevents you from using most activated abilities(with the exception of spells if you have the [[Natural Spell]] feat).&lt;br /&gt;
&lt;br /&gt;
* On the other hand, &#039;&#039;modes&#039;&#039; like [[Greater Flurry]], [[Track]], [[Darkvision]] and [[Power Attack]] should work normally.&lt;br /&gt;
&lt;br /&gt;
==Important Wild Shape and Character Creation Notes==&lt;br /&gt;
Druids intending to spend most of their time in a [[Wild_shape|Wild Shape]] form (be it animal, plant, elemental, etc) should take note of a few important features of this feat when crafting and leveling their character. Even players who will spend only limited time shapeshifted would do well to become familiar with some of the less obvious caveats and benefits of creature forms.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Ability Score===&lt;br /&gt;
* The druid&#039;s &#039;&#039;mental&#039;&#039; ability scores(Intelligence, Wisdom, and Charisma) transfer to the creature form. Wisdom will be especially important for spellcasting whether in or out of creature form. Players who intend to learn the [[Natural Spell]] feat for casting spells in creature form should also make sure their wisdom score is high enough (19 for 9th level spells), as their animal forms will not increase their wisdom.&lt;br /&gt;
** Be careful about relying on items to increase wisdom(see equipment/spellcasting).&lt;br /&gt;
&lt;br /&gt;
* The druid&#039;s &#039;&#039;&#039;physical&#039;&#039;&#039; ability scores (Strength, Dexterity, and Constitution) are &#039;&#039;&#039;completely&#039;&#039;&#039; ignored, and replaced by the new form&#039;s physical abilities. See the entries for [[Wild_shape|Wild Shape]], [[Plant_shape|Plant Shape]], [[Elemental_wild_shape|Elemental Wild Shape]], [[Magical Beast Wild Shape]], and [[Dragon Shape]] for the specific amounts. These new physical abilities affect skills properly, such as additional stealth, tumble, concentration, etc.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Racial ability bonuses, and penalties do not apply when shifted.&#039;&#039;&#039; This means you will not receive your bonuses or penalties to strength, dexterity, etc while shifted.&lt;br /&gt;
** [[Svirfneblin]] do however retain their natural spell resistance when using wild shape, this is due to the fact it is classified as an &#039;&#039;Automatic&#039;&#039; feat and all such feats are typically carried to the new form. I have not tested [[Drow]]/[[Yuan-ti pureblood|Yuan-ti Pureblood]] spell resistance, but both races use seperately numbered feats which may make this ability exclusive to Svirfneblin if it&#039;s a bug.&lt;br /&gt;
&lt;br /&gt;
*Because mental ability scores transfer and physical ones are replaced, the physical abilities can be lower for a wild shape focused druid, or could even be used as dump stats. However, it should be noted that Strength may be important for any druid intending to carry items without being encumbered outside of her creature forms, and Dexterity and Constitution are important defense stats if she gets attacked before she can change forms.&lt;br /&gt;
&lt;br /&gt;
===Equipment===&lt;br /&gt;
&lt;br /&gt;
* In this new form any &#039;&#039;Activated&#039;&#039; bonus abilities(that do not appear on the mode bar), or spells granted by the three items will not function due to the hotbar issues with shifted druids. Max Dex Bonus on armor is ignored when shifted, due to forms having set AC.&lt;br /&gt;
** Your highest enchantment bonus to armor or bracers will transfer as an enchantment bonus to AC&lt;br /&gt;
** Half of your enchantment bonus (rounded down) to your shield will transfer as a shield bonus to AC&lt;br /&gt;
** Your highest deflection bonus will transfer as a deflection bonus to AC&lt;br /&gt;
** Your natural bonus will transfer as a natural bonus to AC&lt;br /&gt;
** Dodge bonus does not transfer to AC&lt;br /&gt;
**Multiple instances of [[ability]] enhancements do not stack &lt;br /&gt;
**For a given skill only the highest bonus is kept&lt;br /&gt;
&lt;br /&gt;
* The &amp;quot;Creature Weapon&amp;quot; that wild shape forms use rather than unarmed strike cause special problems for the [[Sacred Fist]] class, because having creature weapon isn&#039;t the same as not equipping a weapon. Thus druids with levels in this class that wildshape will take a -8 attack penalty for using a &amp;quot;weapon&amp;quot;. Similarly, medium sized forms will not benefit from [[Weapon Finesse]] due to the creature weapon not being the appropriate size classification.&lt;br /&gt;
&lt;br /&gt;
===Spell and Feat Limitations===&lt;br /&gt;
&lt;br /&gt;
* Your quickbar is disabled when shapeshifted. Any action classified as &#039;&#039;Activation&#039;&#039; that doesn&#039;t appear on the mode bar, &#039;&#039;&#039;including Epic Spells&#039;&#039;&#039;, wild shape racial abilities (Pulses, and the like), character racial abilities (unless cast from right-clicking yourself or an enemy), and the druid&#039;s own [[Oaken Resilience]]/[[Elephant&#039;s Hide]] feats do not function while shifted.&lt;br /&gt;
&lt;br /&gt;
* Druids cannot naturally cast spells in creature form, and they need to learn the [[Natural Spell]] feat to overcome this. For a character who has a wisdom score of at least 13, this becomes available as soon as she gains wild shape. This is an important feat, as it allows the wild-shaped druid to use attack spells on enemies, support spells on allies, and even creature boosting spells on herself (including [[Magic Fang]], [[Magic Fang, Greater|Greater Magic Fang]], and [[Nature&#039;s Avatar]]).&lt;br /&gt;
**Natural Spell allows any form of spellcasting, including spells from other divine classes ([[Cleric]], [[Spirit shaman]]) and even arcane spells ([[Wizard]], [[Bard]], [[Sorcerer]]) to be cast while shifted.&lt;br /&gt;
**However, you still must have enough [[Intelligence]]/[[Charisma]] to cast the arcane spells, and characters relying on items to boost their attributes may not have enough after they change form (if the item is not one that takes effect in creature form, such as a helmet). Note that spells like [[Eagle&#039;s Splendor]]/[[Fox&#039;s Cunning]] should stay in place while you change form, so if an item bonus disappears but a spell&#039;s bonus keeps your charisma high enough, you will still be able to cast. Thus a combination of item and spell boosts can overcome this limitation (though you may lose some prepared spells due to the drop in your main casting stat, which wreaks havoc on a wizard&#039;s spell book. You&#039;ll have to re-prepare your spells all over again frequently).&lt;br /&gt;
**These same problems apply to using items to boost a low wisdom.&lt;br /&gt;
&lt;br /&gt;
* Natural Spell and some other druid abilities usually only affect forms obtained through wild shape and other druid abilities. If a druid casts [[Shapechange]] (9th-level druid spell), it is not the same as using wild shape and she will not be able to cast spells in this form, even with Natural Spell.&lt;br /&gt;
&lt;br /&gt;
* Bard songs and inspirations do not work when wildshaped.&lt;br /&gt;
&lt;br /&gt;
===Size and Movement===&lt;br /&gt;
&lt;br /&gt;
* Wild Shape can change a character&#039;s [[size]] as well. For example, a [[Wild_shape|Dire Bear]] is considered large, while a badger is considered small or tiny(exact size isn&#039;t mentioned in documentation). This makes it especially unfortunate that [[Knockdown]] is not available in creature form, as some large creatures would receive very nice size bonuses against most enemies.&lt;br /&gt;
&lt;br /&gt;
* Besides affecting AC and defense against Knockdown(among other effects), size can also affect a creature&#039;s ability to move. A Treant, for example, takes up a huge amount of space and is unable to move through some areas of the game. Shapeshifting into a treant can sometimes get the character stuck in small areas, if part of the druid&#039;s newly sized form is now overlapping with something, forcing her to change back to druid and move to a more wide-open area. These caveats are very important to consider before changing form, especially during combat.&lt;br /&gt;
&lt;br /&gt;
* Some feats, such as [[Weapon Finesse]] will also be useless due to the increased size of the creature weapon.&lt;br /&gt;
&lt;br /&gt;
===Multiplayer Bugs/Notes===&lt;br /&gt;
&lt;br /&gt;
* Racial ability bonuses(Svirfneblin/Gray Orc Confirmed) to strength, dexterity, constitution, intelligence, wisdom, and charisma are taken away while shifted causing you to lose bonus spells unless you have cast Owl&#039;s Insight/Owl&#039;s Wisdom &#039;&#039;&#039;prior&#039;&#039;&#039; to shifting. This is merely a workaround for losing spells, you still lose -1 [[AC]], [[Difficulty_class|DC]], and [[Will|Will Saves]]. &lt;br /&gt;
&lt;br /&gt;
[[Category:Playable Class]]&lt;br /&gt;
[[Category:Base classes]]&lt;br /&gt;
[[Category:Spellcasting classes]]&lt;/div&gt;</summary>
		<author><name>162.158.158.79</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Dwarf&amp;diff=8969</id>
		<title>Dwarf</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Dwarf&amp;diff=8969"/>
		<updated>2020-05-14T14:48:49Z</updated>

		<summary type="html">&lt;p&gt;162.158.158.79: /* Subraces */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{FRWiki article|Dwarves}}&lt;br /&gt;
[[image:78826.jpg|frame|right|From left to right: [[Gray dwarf]], [[shield dwarf]], [[gold dwarf]]]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dwarves&#039;&#039;&#039; are known for their skill in warfare, their ability to withstand physical and magical punishment, their hard work, and their capacity for drinking ale. Dwarves are slow to jest and suspicious of strangers, but they are generous to those who earn their trust. They stand just 4 to 4 1/2 feet tall, but are broad and compactly built, almost as wide as they are tall. Dwarven skin varies from deep tan to light brown, and their hair is black, gray, or brown. Dwarven men value their beards highly.&lt;br /&gt;
&lt;br /&gt;
==Subraces==&lt;br /&gt;
[[Image:Icon dwarf.jpg|right]]&lt;br /&gt;
*[[Gold Dwarves]]&lt;br /&gt;
*[[Gray Dwarf]]&lt;br /&gt;
*[[Shield Dwarves]]&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
*[[NWNWiki:Dwarf]]&lt;br /&gt;
[[Category:Races]]&lt;br /&gt;
[[Category:Creatures]]&lt;br /&gt;
[[Category:Humanoids]]&lt;/div&gt;</summary>
		<author><name>162.158.158.79</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Cavestalker&amp;diff=8968</id>
		<title>Cavestalker</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Cavestalker&amp;diff=8968"/>
		<updated>2020-05-14T14:42:34Z</updated>

		<summary type="html">&lt;p&gt;162.158.158.79: /* Class Features */&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]], [[Move Silently]], [[Tumble]], [[Search]], [[Sense motive]], [[Survival]]&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 3rd 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>162.158.158.79</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Cavestalker&amp;diff=8967</id>
		<title>Cavestalker</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Cavestalker&amp;diff=8967"/>
		<updated>2020-05-14T14:42:05Z</updated>

		<summary type="html">&lt;p&gt;162.158.158.79: /* Requirements */&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]], [[Move Silently]], [[Tumble]], [[Search]], [[Sense Motive]], [[Survival]]&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 3rd 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>162.158.158.79</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Cavestalker&amp;diff=8966</id>
		<title>Cavestalker</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Cavestalker&amp;diff=8966"/>
		<updated>2020-05-14T14:39:04Z</updated>

		<summary type="html">&lt;p&gt;162.158.158.79: /* Class Features */&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;
&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]], [[Move Silently]], [[Tumble]], [[Search]], [[Sense Motive]], [[Survival]]&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 3rd 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>162.158.158.79</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Shield_Bash&amp;diff=8881</id>
		<title>Shield Bash</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Shield_Bash&amp;diff=8881"/>
		<updated>2020-02-01T19:19:46Z</updated>

		<summary type="html">&lt;p&gt;162.158.158.79: /* Shield Bash */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===&amp;lt;b&amp;gt;Shield Bash&amp;lt;/b&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
 Type of Feat: General&lt;br /&gt;
 Prerequisite: None&lt;br /&gt;
 Use: Selected (mode)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You can bash an opponent with a shield, using it as an off-hand weapon. Used this way, a shield is a martial bludgeoning weapon. For the purpose of penalties on attack rolls, treat a shield as a one-handed weapon. When you perform a shield bash, you may still apply the shield&#039;s shield bonus to your AC. Shield size impacts how hard it is to use as an off hand weapon as well as determining the amount of damage it does if it hits. Larger shields tend to be more difficult to bash with but do notably more damage. Shields can have critical hits when used as an off-hand weapon. &lt;br /&gt;
&lt;br /&gt;
The additional attack penalty while Shield Bashing mode is on is: 0 Light, 2 Heavy, 2 Tower. This excludes the default &#039;to hit&#039; attack penalty for having a tower shield equipped, which adds another 2 to the penalty. The Agile Shield Fighter and Two-Weapon Fighting feats can each negate up 2 from the penalty. &lt;br /&gt;
&lt;br /&gt;
The base damage for every shield type is d3 Light, d4 Heavy, d6 Tower plus the strength modifier of the bashing character. Shield Bash benefits from all the Shield Weapon Focus/Specialization feats as well as Epic Prowess. When Shield Bashing is on, the shield EB on the shield acts as an EB on a weapon - it will increase both AB and damage for the attacks. Bonus Damage on the shield adds damage to the bash attacks. If enabled, Power Attack and Improved Power Attack add extra damage at the appropriate penalty. The shield cannot be made a Keen weapon by spell. No spell or magical effects (e.g. Flame Weapon, Divine Might, etc.) add further damage to a shield bash attack. A shield bash executed during a charge counts as a free charge attack and gains all of the bonuses from Charging including a damage bonus from Powerful Charge.&lt;br /&gt;
&lt;br /&gt;
Shield Bash can get up to 3 attacks per round:&lt;br /&gt;
* Improved Two-Weapon Fighting will give 2 attacks/round&lt;br /&gt;
* Greater Two-Weapon Fighting will give 3 attacks/round&lt;br /&gt;
* Agile Shield Fighter + any 1 Shield Weapon (focus or specialization) feat will give 2 attacks/round&lt;br /&gt;
* Agile Shield Fighter + any 2 Shield Weapon (focus or specialization) feats will give 3 attacks/round&lt;br /&gt;
During the bash attack the Shield AC bonus is not deducted from the character&#039;s total armor class. (This is the Improved Shield Bash feat equivalent in PnP Terms)&lt;br /&gt;
&lt;br /&gt;
== Gameplay Notes ==&lt;br /&gt;
Unlike PnP Shield Bash does not give full two weapon fighting penalties on BGTSCC.&lt;br /&gt;
&lt;br /&gt;
To activate the feat, you drag the icon from the Character Sheet-&amp;gt;Feats onto your hotbar. Then you just click on it to activate it (it requires an equipped shield)&lt;br /&gt;
&lt;br /&gt;
Two Weapon Fighting, whether it has been selected as a feat or from an item, negates the -2 AB penalty when you turn Shield Bash on.&lt;br /&gt;
&lt;br /&gt;
Shield Bash can sneak attack.&lt;br /&gt;
&lt;br /&gt;
Enhanced Power Attack from Frenzied Berzerker PrC doesnt enhance PA/IPA on Shield Bash.&lt;br /&gt;
&lt;br /&gt;
The feat needed for the 2nd or 3rd attack is actually a Shield Weapon Specialization (that one that gives +2 dmg with that shield). Only Shield Specialization (that one that gives +1 AC with Shield) doesnt give a 2nd or 3rd attack, although it´s a prequisite to be able to pick Agile Shield Fighter.&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
[[Category:Feats]]&lt;br /&gt;
[[Category:Playable Feats]]&lt;br /&gt;
[[Category:Combat feat]]&lt;/div&gt;</summary>
		<author><name>162.158.158.79</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Man-at-Arms&amp;diff=8880</id>
		<title>Man-at-Arms</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Man-at-Arms&amp;diff=8880"/>
		<updated>2020-02-01T19:17:45Z</updated>

		<summary type="html">&lt;p&gt;162.158.158.79: /* Class Features */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Knightr.jpg|thumb|376px]]&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
A Man-at-Arms is a skilled melee combatant who fights in the name of his Lord, Cause, Honor, Chivalry or even Himself. A man-at-arms relies on more than a sharp sword and a stout suit of armor to defeat his foes. His drive, determination, and fighting spirit allow him to control the battlefield in ways that others cannot match. &lt;br /&gt;
&lt;br /&gt;
A man-at-arms can challenge an opponent to a duel, calling upon the foe&#039;s pride and ego to force his hand. The man-at-arms&#039;s talent with heavy armor, shields, and defensive tactics grant him the ability to disrupt his foe&#039;s plans. &lt;br /&gt;
&lt;br /&gt;
Only the most talented rogues and monks can slip past a man-at-arms&#039;s defenses to strike at his allies. An adventuring group with wizards, sorcerers, and other lightly armored members thrives with the assistance of a man-at-arms. While the man-at-arms keeps enemies occupied, his allies can use their talents and abilities without fear of attack or harassment.&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 Lawful&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Class Features ==&lt;br /&gt;
- Hit Die: d12&lt;br /&gt;
&lt;br /&gt;
- Base Attack Bonus: High&lt;br /&gt;
&lt;br /&gt;
- High Saves: Will&lt;br /&gt;
&lt;br /&gt;
- Weapon Proficiencies: Simple and Martial&lt;br /&gt;
&lt;br /&gt;
- Armor Proficiencies: All armor and shields (excluding tower shields)&lt;br /&gt;
&lt;br /&gt;
- Skill Points: 2 + Int Modifier.&lt;br /&gt;
&lt;br /&gt;
- Class Skills: Craft Armor, Craft Weapon, Intimidate, [[Lore: History]], [[Lore: Local]], [[Lore: Nobility and Royalty]], Parry,Taunt, and Tumble&lt;br /&gt;
&lt;br /&gt;
- Spells per Day/Spells Known: The man-at-arms does not have spell progresision and does not have a spell book.&lt;br /&gt;
&lt;br /&gt;
- Class Feats&lt;br /&gt;
&lt;br /&gt;
Level 1: Challenge +1, Demoralize Opponent&amp;lt;br /&amp;gt;&lt;br /&gt;
Level 2: Shield Block +1&amp;lt;br /&amp;gt;&lt;br /&gt;
Level 3: -&amp;lt;br /&amp;gt;&lt;br /&gt;
Level 4: Heavy Armor Optimization, Mocking Challenge&amp;lt;br /&amp;gt;&lt;br /&gt;
Level 5: Bonus Feat&amp;lt;br /&amp;gt;&lt;br /&gt;
Level 6: Guarding the Lord&amp;lt;br /&amp;gt;&lt;br /&gt;
Level 7: Challenge +2&amp;lt;br /&amp;gt;&lt;br /&gt;
Level 8: Call to Battle, [[Armored Efficiency]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Level 9: Greater Heavy Armor Optimization&amp;lt;br /&amp;gt;&lt;br /&gt;
Level 10: Bonus Feat&amp;lt;br /&amp;gt;&lt;br /&gt;
Level 11: Shield Block +2&amp;lt;br /&amp;gt;&lt;br /&gt;
Level 12: Daunting Challenge&amp;lt;br /&amp;gt;&lt;br /&gt;
Level 13: Challenge +3&amp;lt;br /&amp;gt;&lt;br /&gt;
Level 14: Rescue&amp;lt;br /&amp;gt;&lt;br /&gt;
Level 15: Bonus Feat&amp;lt;br /&amp;gt;&lt;br /&gt;
Level 16: Indomitable Soul&amp;lt;br /&amp;gt;&lt;br /&gt;
Level 17: Uncanny Dodge&amp;lt;br /&amp;gt;&lt;br /&gt;
Level 18: -&amp;lt;br /&amp;gt;&lt;br /&gt;
Level 19: Challenge +4, Epic Resilience&amp;lt;br /&amp;gt;&lt;br /&gt;
Level 20: Bonus Feat&amp;lt;br /&amp;gt;&lt;br /&gt;
Level 21: Shield Block +3&amp;lt;br /&amp;gt;&lt;br /&gt;
Level 22: -&amp;lt;br /&amp;gt;&lt;br /&gt;
Level 23: Epic Bonus Feat&amp;lt;br /&amp;gt;&lt;br /&gt;
Level 24: -&amp;lt;br /&amp;gt;&lt;br /&gt;
Level 25: Challenge +5&amp;lt;br /&amp;gt;&lt;br /&gt;
Level 26: Epic Bonus Feat&amp;lt;br /&amp;gt;&lt;br /&gt;
Level 27: -&amp;lt;br /&amp;gt;&lt;br /&gt;
Level 28: -&amp;lt;br /&amp;gt;&lt;br /&gt;
Level 29: Epic Bonus Feat&amp;lt;br /&amp;gt;&lt;br /&gt;
Level 30: Challenge +6, Shield Block +4, Epic Bonus Feat&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Bonus Feat: The Man at Arms gains an additional bonus feat at levels 5, 10, 15, 20, 23, 26, 29, and 30. A Man At Arms must still meet all prerequisites for a bonus feat, including ability score and base attack bonus minimums.&amp;lt;br /&amp;gt;The bonus feats are drawn from the fighter feat list and include the following feats: Armor Skin, Deflect Arrows, Cleave, Great Cleave, Blind Fight, Powerful Charge, Furious Charger?, Shield Bash, Shield Charge, Shield Slam, Disarm, Improved Disarm, Dodge, Knockdown, Improved Knockdown, Improved Parry, Mobility, Power Attack, Improved Power Attack, Combat Expertise, Improved Combat Expertise, Exotic Weapon Proficiency, Improved Critical, Weapon Focus, Greater Weapon Focus, Weapon Specialization, Greater Weapon Specialization, Devastating Critical, Epic Weapon Focus, Epic Weapon Specialization, and Overwhelming Critical, Melee Weapon Mastery: Crushing, Melee Weapon Mastery: Slashing, Melee Weapon Mastery: Piercing, Weapon Supremacy, Powerful Charge, Dire Charge, Brutal Throw, Weapon Finesse, Epic DR series, Epic Toughness series.&lt;br /&gt;
[NOTE: This list seems to currently apply for Epic Bonus Feat as well. You cannot take any other feats as bonus feats on Man-at-Arms levels 23, 26 or 29.]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: rgb(255, 0, 0);&amp;quot;&amp;gt;Note: Weapon oriented feats can only be taken for the following weapons; bastard sword, battleaxe, dwarven waraxe, flail, greatsword, greataxe, halberd, handaxe, katana, light hammer, light mace, longsword, morningstar, quarterstaff, rapier, shortspear, shortsword, scimitar, scythe, throwing axe, falchion and warhammer.&amp;lt;/span&amp;gt;&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;Challenge&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Type of Feat: Class Ability&amp;lt;br /&amp;gt;&lt;br /&gt;
Prerequisites: Man-at-Arms 1st level&amp;lt;br /&amp;gt;&lt;br /&gt;
Specifics: &amp;quot;Your dauntless fighting spirit plays a major role in your fighting style, as important as the strength of your arm or the sharpness of your blade. In battle, you use the force of your personality to challenge your enemies. You can call out a foe, shouting a challenge that boosts his confidence or issueing a general challenge that strikes fear into weak opponents and compels strong opponents to seek you out for personal combat. By playing on your enemies&#039; ego, you can manipulate your foes.&amp;quot;You can issue a challenge to an enemy, gaining a +1 bonus on Will saves, attack rolls, and damage rolls. The effect lasts for a number of rounds equal to 5 + your Charisma modifier (if any). At 7th level, the bonus you gain from this ability increases to +2. At 13th level, it rises to +3. At 19th level, it increases to +4. At 25th level, it increases to +5. At 30th level, it increases to +6. You can reissue the challenge if your current target dies, or after 120 seconds - your man-at-arms level have passed. (affecting this ability only)&amp;lt;br /&amp;gt;&lt;br /&gt;
Use: Selected&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: rgb(255, 0, 0);&amp;quot;&amp;gt;Special: You can enter your own text for taunts and challenges.&amp;lt;/span&amp;gt;&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;Demoralize Opponent&amp;lt;br /&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
Type of Feat: Class Ability&amp;lt;br /&amp;gt;&lt;br /&gt;
Prerequisites: Man-at-Arms 1st level,&amp;lt;br /&amp;gt;&lt;br /&gt;
Specifics: You bellow a striking taunt that demoralizes the target. The target must succeed a will saving throw DC 16 + 1/2 Man-at-Arms level + Charisma modifier or become demoralized (-2 attack bonus, -2 all saves, -2 all skills, -1 DEX, -1 STR). Creatures can be both demoralized and shaken, suffering both effects causes panic (-2 attack bonus, -2 damage, -2 all saves, and forcing them to take no action other then to run away from nearby creatures).&amp;lt;br /&amp;gt;&lt;br /&gt;
Use: Selected&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: rgb(255, 0, 0);&amp;quot;&amp;gt;Special: You can enter your own text for taunts and challenges.&amp;lt;/span&amp;gt;&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;Guarding the Lord&amp;lt;br /&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
Type of Feat: Class Ability&amp;lt;br /&amp;gt;&lt;br /&gt;
Prerequisites: Man-at-Arms 2nd level&amp;lt;br /&amp;gt;Beginning at 2nd level, the Man At Arms can protect one selected ally within 30 feet. This protection acts as the shield other spell cast at the Man At Arms&#039; character level. The only difference with the spell is that the target only takes 30% damage (instead of 50%), and the Man At Arms takes half the initial damage rounded down (instead of the remaining). This ability can be used three times per day as per the body guard class ability.&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;Shield Block&amp;lt;br /&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
Type of Feat: Class Ability&amp;lt;br /&amp;gt;&lt;br /&gt;
Prerequisites: Man-at-Arms 2nd level&amp;lt;br /&amp;gt;&lt;br /&gt;
Specifics: Your expertise with shields allows you to position it in such a way that a normally dangerous blow is deflected harmlessly. As you gain experience your competence with shield blocking increases and you gain additional shield AC while a shield is equipped. +1 at second level, +2 at 11th level, +3 at 21st level and +4 at 30th Man-at-Arms level. This bonus AC stacks with any permanent enchantment present on your shield or other forms of shield AC.&amp;lt;br /&amp;gt;&lt;br /&gt;
Use: Automatic&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;Mocking Challenge&amp;lt;br /&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
Type of Feat: Class Ability&amp;lt;br /&amp;gt;&lt;br /&gt;
Prerequisites: Man-at-Arms 4th level&amp;lt;br /&amp;gt;&lt;br /&gt;
Range: 100 feet&amp;lt;br /&amp;gt;&lt;br /&gt;
Specifics: Starting at 4th level, you can shout a challenge to all enemies, calling out for them to face you in combat. As a swift action, you can expend one use of your Man-at-Arms Challenge ability to cause all your enemies within 100&#039; to make Will saves DC 15 + 1/2 your Man-at-Arms level + your Charisma modifier. Creatures that fail this save are goaded to attack you.&amp;lt;br /&amp;gt;&lt;br /&gt;
Use: Selected&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: rgb(255, 0, 0);&amp;quot;&amp;gt;Special: You can enter your own text for taunts and challenges. This ability works on mobs with greater than 5 intelligence. It cannot be negated with mind-spell immunity. This ability will only cause an enemy to attack you if he has an attack action queued. It interrupts spellcasting. &amp;lt;/span&amp;gt;&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;Heavy Armor Optimization&amp;lt;br /&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
Type of Feat: Class Ability&amp;lt;br /&amp;gt;You have trained extensively in heavy armor, and you have learned to take advantage of the protection it offers.&amp;lt;br /&amp;gt;&lt;br /&gt;
Prerequisite: Man at Arms 4th level&amp;lt;br /&amp;gt;&lt;br /&gt;
Benefit: When you are wearing heavy armor, lessen the armor check penalty by 1 and increase the armor bonus by 1. This is done as a +skill bonus to (Hide, Move Silently, and Tumble) and a +1 Dodge AC bonus.&amp;lt;br /&amp;gt;&lt;br /&gt;
Use: Automatic.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: rgb(255, 0, 0);&amp;quot;&amp;gt;Note: This will not work with mithral full plate. It applies itself automatically to full plate.&amp;lt;/span&amp;gt;&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;Call to Battle&amp;lt;br /&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
Type of Feat: Class Ability&amp;lt;br /&amp;gt;&lt;br /&gt;
Prerequisites: Man-at-Arms 8th level&amp;lt;br /&amp;gt;&lt;br /&gt;
Specifics: Starting at 8th level, you become an inspiring figure on the battlefield. When all seems lost, you are a beacon of hope who continues to fight on despite the odds. No cause is yet lost when a man-at-arms still battles on in its name. You become immune to fear. As a swift action, you can expend one use of your Challenge ability to grant an ally a bonus against fear effects equal to your Charisma modifier as well as a number of temporary hit points equal to your man-at-arms level. If the ally&#039;s current hit point total is less than half his normal hit points, the number of temporary hit points granted to that character is doubled. The temporary hit points last for up to 1 minute per man-at-arms level.&amp;lt;br /&amp;gt;&lt;br /&gt;
Use: Selected&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: rgb(255, 0, 0);&amp;quot;&amp;gt;Special: You can enter your own text for taunts and challenges.&amp;lt;/span&amp;gt;&lt;br /&gt;
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&amp;lt;span style=&amp;quot;color: rgb(255, 128, 0);&amp;quot;&amp;gt;Greater Heavy Armor Optimization&amp;lt;br /&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
Type of Feat: Class Ability&amp;lt;br /&amp;gt;You have mastered the use of heavy armor, maximizing its protective qualities while moving more easily in it.&amp;lt;br /&amp;gt;&lt;br /&gt;
Prerequisite: Man At Arms Level 9&amp;lt;br /&amp;gt;Benefit: When you are wearing heavy armor, lessen the armor check penalty by 2 and increase the armor bonus by 2. This is done as a +skill bonus to (Hide, Move Silently, and Tumble) and a +2 Dodge AC bonus. This bonus replaces the one from Heavy Armor Optimization.&amp;lt;br /&amp;gt;&lt;br /&gt;
Use: Automatic.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: rgb(255, 0, 0);&amp;quot;&amp;gt;Note: This will not work with mithral full plate. It applies itself automatically to full plate.&amp;lt;/span&amp;gt;&lt;br /&gt;
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&amp;lt;span style=&amp;quot;color: rgb(255, 128, 0);&amp;quot;&amp;gt;Daunting Challenge&amp;lt;br /&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
Type of Feat: Class Ability&amp;lt;br /&amp;gt;&lt;br /&gt;
Prerequisites: Man-at-Arms 12th level&amp;lt;br /&amp;gt;&lt;br /&gt;
Specifics: Starting at 12th level, a Man-at-Arms can issue a daunting challenge as a free action. Like a test of mettle, this is a general challenge to all foes within 100 feet. Affected creatures must make Will saves DC 15 + 1/2 Man-at-Arms level + Charisma modifier. Creatures that fail this save are shaken (-2 attack bonus, -2 all saves, -2 all skills, -1 DEX, -1 STR). Creatures can be both demoralized and shaken, suffering both effects causes panic (-2 attack bonus, -2 damage, -2 all saves, and forcing them to take no action other then to run away from nearby creatures).&amp;lt;br /&amp;gt;&lt;br /&gt;
Use: Selected&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: rgb(255, 0, 0);&amp;quot;&amp;gt;Special: You can enter your own text for taunts and challenges.&amp;lt;/span&amp;gt;&lt;br /&gt;
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&amp;lt;span style=&amp;quot;color: rgb(255, 128, 0);&amp;quot;&amp;gt;Rescue&amp;lt;br /&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
Type of Feat: Class Ability&amp;lt;br /&amp;gt;&lt;br /&gt;
Prerequisites: Man-at-Arms 14th level&amp;lt;br /&amp;gt;&lt;br /&gt;
Specifics: When rescue is activated allies within 10 feet take half damage; the amount of damage not taken by your allies is taken by you. You also gain Damage reduction 2/- while activated.&lt;br /&gt;
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&amp;lt;span style=&amp;quot;color: rgb(255, 128, 0);&amp;quot;&amp;gt;Indomitable Soul&amp;lt;br /&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
Type of feat: Class Ability&amp;lt;br /&amp;gt;&lt;br /&gt;
Prerequisite: Man At Arms 16th level&amp;lt;br /&amp;gt;&lt;br /&gt;
Specifics: Your physical toughness translates into greater mental resiliency. Where others cave in to magical effects that alter their minds, you stand resolute. Whenever you make a Will save against a mind-affecting or fear ability, you can roll 2d20 and use the higher of the two die rolls.&amp;lt;br /&amp;gt;&lt;br /&gt;
Use: Automatic&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: rgb(255, 0, 0);&amp;quot;&amp;gt;Note: Does not stack with Slippery Mind &amp;lt;/span&amp;gt;&lt;br /&gt;
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&amp;lt;span style=&amp;quot;color: rgb(255, 128, 0);&amp;quot;&amp;gt;Epic Resilience&amp;lt;br /&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
Type of feat: Class Ability&amp;lt;br /&amp;gt;&lt;br /&gt;
Prerequisite: Man At Arms 19th level.&amp;lt;br /&amp;gt;&lt;br /&gt;
Specifics: You no longer automatically fail saving throws on a roll of 1. Of course, you will still fail the save if your result fails to equal or beat the DC.&amp;lt;br /&amp;gt;&lt;br /&gt;
Use: Automatic&lt;br /&gt;
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&#039;&#039;Class courtesy of Rasael and thorough testing by the Quality Control Team. Implementation on the server by Luna. Inspired partly by a Kaedrin design.&#039;&#039;&lt;br /&gt;
[[Category:Classes]]&lt;br /&gt;
[[Category:Base classes]]&lt;br /&gt;
[[Category:Playable Class]]&lt;/div&gt;</summary>
		<author><name>162.158.158.79</name></author>
	</entry>
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