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	<id>https://wiki.bgtscc.net/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=162.158.203.78</id>
	<title>Baldur&#039;s Gate The Sword Coast Chronicles wiki - User contributions [en]</title>
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	<updated>2026-10-17T06:13:22Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=User:172.70.246.79&amp;diff=16143</id>
		<title>User:172.70.246.79</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=User:172.70.246.79&amp;diff=16143"/>
		<updated>2022-11-01T17:09:34Z</updated>

		<summary type="html">&lt;p&gt;162.158.203.78: Good models&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Best models who agree on everything go over on sexodubai.com &lt;br /&gt;
click and you will be extremely satisfied.&lt;/div&gt;</summary>
		<author><name>162.158.203.78</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Divine_Champion&amp;diff=15760</id>
		<title>Divine Champion</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Divine_Champion&amp;diff=15760"/>
		<updated>2022-07-19T23:57:54Z</updated>

		<summary type="html">&lt;p&gt;162.158.203.78: /* Class features */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Description===&lt;br /&gt;
&lt;br /&gt;
The divine champion is the strong right arm of their [[deity]]. They serve as a guardian of holy sites, a protector of pilgrims and a leader of crusades. Though [[paladin]]s&lt;br /&gt;
fill these roles in many good-aligned churchs, a divine champion can take up the banner of any deity, regardless of alignment or ethos.  These holy warriors are loved by their patron&#039;s worshipers and hated by the church&#039;s enemies in equal measure.  Most champions come from a combat or military background.  [[Barbarian]]s, [[fighter]]s, [[paladin]]s, and [[ranger]]s are the most common candidates, though [[monk]]s, [[cleric]]s, and the more militant [[druid]]s frequently pursue this path as well.&lt;br /&gt;
&lt;br /&gt;
===Requirements===&lt;br /&gt;
&#039;&#039;&#039;[[Base attack bonus]]&#039;&#039;&#039;: +7&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Feat]]s&#039;&#039;&#039;: [[Weapon focus]] (any)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Skill]]s&#039;&#039;&#039;: [[Lore: Religion]] 3 ranks&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: While you can choose a deity as part of character creation, having a patron deity is &#039;&#039;&#039;not&#039;&#039;&#039; a requirement to be a divine champion in NWN2.&lt;br /&gt;
&lt;br /&gt;
===Class features===&lt;br /&gt;
{{Class base features|hit die=10&lt;br /&gt;
|proficiencies=Weapons ([[weapon proficiency (simple)|simple]], [[weapon proficiency (martial)|martial]])&lt;br /&gt;
|skill pts=2&lt;br /&gt;
|class skills=[[Athletics]], [[Lore: Religion]], [[Lore: Local]],[[Lore: History]], [[Parry]],[[Ride]], [[Spot]]&lt;br /&gt;
|BAB=High&lt;br /&gt;
|high save=[[Fortitude]]&lt;br /&gt;
|low save=[[Reflex]], [[Will]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====Additional progressions====&lt;br /&gt;
{| cellpadding=&amp;quot;5&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
!Level&lt;br /&gt;
!Features Gained&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|[[Lay on hands]] x1&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Bonus feat, [[sacred defense]] I&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|[[Smite infidel]] x1&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Bonus feat, sacred defense II&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|[[Divine wrath]] x1&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|Bonus feat, sacred defense III&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|Bonus feat, sacred defense IV&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|Bonus feat, sacred defense V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Lay on Hands====&lt;br /&gt;
Once [[per day]], a 1st-level Divine Champion may lay on hands to heal damage equal to their [[Charisma]] bonus x their divine champion level.  If the character already has a lay on hands ability (from Paladin/Hospitaler levels), their divine champion level and their class level in whatever other class gives them the lay on hands ability stack.&lt;br /&gt;
&lt;br /&gt;
====Bonus Feat====&lt;br /&gt;
At 2nd level, the divine champion may select a bonus feat from the following list:&lt;br /&gt;
*&#039;&#039;&#039;[[Blind Fight]] =&#039;&#039;&#039; Second chance to hit unseen enemy.&lt;br /&gt;
*&#039;&#039;&#039;[[Combat Expertise]] =&#039;&#039;&#039; -3 to [[attack roll]]s transfers to +3 to AC.&lt;br /&gt;
*&#039;&#039;&#039;[[Dodge]] =&#039;&#039;&#039; +1 [[AC]] Bonus.&lt;br /&gt;
*&#039;&#039;&#039;[[Extra Turning]] =&#039;&#039;&#039; [[Turn Undead]].&lt;br /&gt;
*&#039;&#039;&#039;[[Improved Combat Expertise]] =&#039;&#039;&#039; +6 to AC transfers to -6 to [[attack roll]]s.&lt;br /&gt;
*&#039;&#039;&#039;[[Improved Critical|Improved Critical (any)]] =&#039;&#039;&#039; Doubles the Critical Hit Probability.&lt;br /&gt;
*&#039;&#039;&#039;[[Improved Initiative]] =&#039;&#039;&#039; +4 [[initiative]] checks.&lt;br /&gt;
*&#039;&#039;&#039;[[Improved Parry]] =&#039;&#039;&#039; Increased chance to counter attacks.&lt;br /&gt;
*&#039;&#039;&#039;[[Weapon Focus|Weapon Focus (any)]] =&#039;&#039;&#039; +1 [[AB]] to one weapon.&lt;br /&gt;
*&#039;&#039;&#039;[[Weapon Proficiency (exotic)]] =&#039;&#039;&#039; Allows to use Exotic [[Weapon]]s.&lt;br /&gt;
*&#039;&#039;&#039;[[Weapon Specialization|Weapon Specialization (any)]] =&#039;&#039;&#039; +2 damage to one weapon.&lt;br /&gt;
*[[Improved Rapid Shot]]&lt;br /&gt;
*[[Weapon Mastery]]&lt;br /&gt;
*[[Weapon Supremacy]]&lt;br /&gt;
*[[Heavy Armor Optimization]]&lt;br /&gt;
*[[Greater Heavy Armor Optimization]]&lt;br /&gt;
*[[Heavy Armor Specialization]]&lt;br /&gt;
*[[Medium Armor Specialization]]&lt;br /&gt;
*[[Shield Bash]]&lt;br /&gt;
*[[Shield Charge]]&lt;br /&gt;
*[[Shield Slam]] &lt;br /&gt;
*[[Powerful Charge]]&lt;br /&gt;
&lt;br /&gt;
If the bonus feat falls on an epic character level, the following feats are available in addition to the list above:&lt;br /&gt;
*&#039;&#039;&#039;[[Armor Skin]] =&#039;&#039;&#039; +1 [[natural armor]] AC.&lt;br /&gt;
*&#039;&#039;&#039;[[Automatic: Quicken Spell]] =&#039;&#039;&#039; quick cast on low level spell.&lt;br /&gt;
*&#039;&#039;&#039;[[Automatic: Silent Spell]] =&#039;&#039;&#039; allows to cast lesser spells when [[silenced]].&lt;br /&gt;
*&#039;&#039;&#039;[[Automatic: Still Spell]] =&#039;&#039;&#039; Remove [[somatic]] failure on lesser spells.&lt;br /&gt;
*&#039;&#039;&#039;[[Epic Damage Reduction]] =&#039;&#039;&#039; 3/- (can be taken 3 times, making a 9/- damage reduction).&lt;br /&gt;
*&#039;&#039;&#039;[[Epic Prowess]] =&#039;&#039;&#039; +1 to All attacks.&lt;br /&gt;
*&#039;&#039;&#039;[[Epic Spell Focus]] =&#039;&#039;&#039; non-stacking +6? [[Difficulty_class|DC]] save spell.&lt;br /&gt;
*&#039;&#039;&#039;[[Epic Spell Penetration]] =&#039;&#039;&#039; +6 on [[caster level]] checks.&lt;br /&gt;
*&#039;&#039;&#039;[[Epic Toughness]] =&#039;&#039;&#039; Hit points +30 stackable.&lt;br /&gt;
*&#039;&#039;&#039;[[Epic Weapon Focus|Epic Weapon Focus (any)]] =&#039;&#039;&#039; +2 attack on a specific weapon. (stackable)&lt;br /&gt;
*&#039;&#039;&#039;[[Epic Weapon Specialization|Epic Weapon Specialization (any)]] =&#039;&#039;&#039; +6 to Damage to chosen weapon.&lt;br /&gt;
*&#039;&#039;&#039;[[Great Smiting]] =&#039;&#039;&#039; 2x [[smite]] damage stackable to 10x.&lt;br /&gt;
*&#039;&#039;&#039;[[Great Wisdom]] =&#039;&#039;&#039; +1 Wisdom up to +10.&lt;br /&gt;
*&#039;&#039;&#039;[[Improved Stunning Fist]] =&#039;&#039;&#039; +2 [[Stunning fist]] [[Difficulty_class|DC]] up to +20.&lt;br /&gt;
*&#039;&#039;&#039;[[Overwhelming Critical|Overwhelming Critical (any)]] =&#039;&#039;&#039; adds critical damage.&lt;br /&gt;
*&#039;&#039;&#039;[[Planar Turning]] =&#039;&#039;&#039; Turn [[outsider]] creature.&lt;br /&gt;
&lt;br /&gt;
At their 4th, 6th, 8th, and 10th levels, the divine champion may choose another bonus feat from this list.&lt;br /&gt;
&lt;br /&gt;
====Sacred Defense====&lt;br /&gt;
A divine champion of 2nd level gains a +1 sacred bonus on all [[save]]s.  This bonus increases to +2 at 4th level, +3 at 6th level, +4 at 8th level, and +5 at 10th level.&lt;br /&gt;
&lt;br /&gt;
====Smite Infidel====&lt;br /&gt;
At 3rd level, the divine champion gains the ability to make a special attack against creatures of differing [[Good]]/[[Evil]] [[alignment]]s.  When using Smite Infidel, the divine champion applies their [[Charisma]] modifier to their attack roll and their class level to the damage delivered.  Smite Infidel may be used once per day.&lt;br /&gt;
&lt;br /&gt;
====Divine Wrath====&lt;br /&gt;
At 5th level, the divine champion is capable of channeling the awesome fury of their patron deity, granting them considerable bonuses in combat.  They gain [[damage reduction]] 5/- and a +3 sacred bonus on [[attack roll]]s, weapon damage (Divine Damage), and saving throws.  &lt;br /&gt;
&lt;br /&gt;
At level 10, the attack, saves, and damage modifier changes to +5.&lt;br /&gt;
&lt;br /&gt;
Divine Wrath is now activated instantly and has a 5 minutes cooldown, its duration is equal to half the character&#039;s Divine Champion levels + Charisma modifier (capped at 10 rounds).[[Category:Combat classes]]&lt;br /&gt;
[[Category:Prestige Class]]&lt;br /&gt;
[[Category:Playable Class]]&lt;/div&gt;</summary>
		<author><name>162.158.203.78</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Weapon_Master&amp;diff=15759</id>
		<title>Weapon Master</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Weapon_Master&amp;diff=15759"/>
		<updated>2022-07-19T23:56:16Z</updated>

		<summary type="html">&lt;p&gt;162.158.203.78: /* Class Features */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Description: ===&lt;br /&gt;
For a Weapon Master, perfection is found in the mastery of a single melee weapon. A Weapon Master seeks to unite this weapon of choice with the body to make them one and to use the weapon as naturally and without thought as any other limb. Weapon masters may not choose Unarmed Strike as their Weapon of Choice due to engine limitations.&lt;br /&gt;
&lt;br /&gt;
===Requirements===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[base attack bonus|Base Attack Bonus]]&#039;&#039;&#039;: +5&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Skill]]s&#039;&#039;&#039;: [[Intimidate]] 4 ranks&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Ability|Abilities]]&#039;&#039;&#039;: Dexterity 13, Intelligence 13&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Feat]]s&#039;&#039;&#039;: [[Weapon focus|Weapon Focus]] in a melee weapon, [[Dodge]], [[Mobility]], [[Combat expertise|Combat Expertise]], [[Spring attack|Spring Attack]], [[Whirlwind attack|Whirlwind Attack]]&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&#039;&#039;&#039;Notes:&#039;&#039;&#039;&lt;br /&gt;
* Weapon Focus in Unarmed Strike will not satisfy the requirement for this class.&lt;br /&gt;
* The ability requirements are not specifically mentioned in the game&#039;s description (although they are noted in the manual) for this class. However, they are required by the feats.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Class Features===&lt;br /&gt;
{{Class base features|&lt;br /&gt;
hit die=d10|&lt;br /&gt;
BAB=High|&lt;br /&gt;
high save=[[Reflex]]|&lt;br /&gt;
low save=[[Fortitude]], [[Will]]|&lt;br /&gt;
proficiencies=None|&lt;br /&gt;
skill pts=2|&lt;br /&gt;
class skills=[[Sense Motive]], [[Intimidate]], [[Lore: History]], [[Parry]], [Listen]], [[Spot]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Class Progression===&lt;br /&gt;
{| cellpadding=&amp;quot;5&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|-  &lt;br /&gt;
| 1 || [[Weapon master#Ki Damage|Ki Damage]] 1/Day, [[Weapon master#Weapon of Choice|Weapon of Choice]]&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Ki Damage 2/Day&lt;br /&gt;
|-  &lt;br /&gt;
| 3 || Ki Damage 3/Day&lt;br /&gt;
|-&lt;br /&gt;
| 4 || Ki Damage 4/Day&lt;br /&gt;
|-  &lt;br /&gt;
| 5 || Ki Damage 5/Day, [[Weapon master#Superior Weapon Focus|Superior Weapon Focus]], [[Weapon master#Increased Multiplier|Increased Multiplier]]&lt;br /&gt;
|-&lt;br /&gt;
| 6 || Ki Damage 6/Day&lt;br /&gt;
|-  &lt;br /&gt;
| 7 || Ki Damage 7/Day, [[Weapon master#Ki Critical|Ki Critical]]&lt;br /&gt;
|-&lt;br /&gt;
| 8 || Ki Damage 8/Day&lt;br /&gt;
|-  &lt;br /&gt;
| 9 || Ki Damage 9/Day&lt;br /&gt;
|-&lt;br /&gt;
| 10 || Ki Damage 10/Day&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Weapon of Choice====&lt;br /&gt;
When characters acquires their first level of Weapon Master, they must select a single melee weapon type (for example, [[longsword|Longsword]] or [[dwarven waraxe|Dwarven Waraxe]]) as their Weapon of Choice. Their Weapon Master abilities only function when they have a weapon of the selected type equipped. See [[Weapon Master#Choosing a Weapon|Choosing a Weapon]] below for information and suggestions. &lt;br /&gt;
&lt;br /&gt;
====Ki Damage====&lt;br /&gt;
Once per day per level, a Weapon Master may choose to make a special attack with her weapon of choice. If this attack hits, it automatically inflicts maximum damage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Only the base weapon damage is maximized by this feat. If the weapon deals additional variable damage, it is possible that a ki damage hit will do less than the maximum possible total damage. A ki damage hit will still do more total damage on average than other hits.&lt;br /&gt;
(On a critical hit ki damage will only maximize one instance of the base damage. (to be tested))&lt;br /&gt;
&lt;br /&gt;
====Increased Multiplier====&lt;br /&gt;
At 5th level, the Weapon Master’s critical multiplier with their chosen weapon increases by +1, i.e. x2 becomes x3, x3 becomes x4, etc.&lt;br /&gt;
&lt;br /&gt;
====Superior Weapon Focus====&lt;br /&gt;
At 5th-level, the Weapon Masters gains +1 to their attack rolls with their Weapon of Choice.&lt;br /&gt;
&lt;br /&gt;
====Ki Critical====&lt;br /&gt;
At 7th level, the Weapon Master increases their threat range by 2 when using their weapon of choice. For example, a Longsword normally has a [[Threat range|Threat Range]] of 19-20. In the hands of a 7th-level Weapon Master with the longsword as their weapon of choice, it threatens on a 17-20.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;This feat does stack with [[Improved Critical]] or the [[Keen]] property. However, only the original Threat Range is doubled; the +2 from Ki Critical is added afterward. Thus, with both feats a Longsword would threaten on a roll of 15-20, rather than 13-20&lt;br /&gt;
[[Category:Prestige Class]]&lt;br /&gt;
[[Category:Combat classes]]&lt;br /&gt;
[[Category:Playable Class]]&lt;/div&gt;</summary>
		<author><name>162.158.203.78</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Divine_Champion&amp;diff=15758</id>
		<title>Divine Champion</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Divine_Champion&amp;diff=15758"/>
		<updated>2022-07-19T23:53:49Z</updated>

		<summary type="html">&lt;p&gt;162.158.203.78: /* Class features */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Description===&lt;br /&gt;
&lt;br /&gt;
The divine champion is the strong right arm of their [[deity]]. They serve as a guardian of holy sites, a protector of pilgrims and a leader of crusades. Though [[paladin]]s&lt;br /&gt;
fill these roles in many good-aligned churchs, a divine champion can take up the banner of any deity, regardless of alignment or ethos.  These holy warriors are loved by their patron&#039;s worshipers and hated by the church&#039;s enemies in equal measure.  Most champions come from a combat or military background.  [[Barbarian]]s, [[fighter]]s, [[paladin]]s, and [[ranger]]s are the most common candidates, though [[monk]]s, [[cleric]]s, and the more militant [[druid]]s frequently pursue this path as well.&lt;br /&gt;
&lt;br /&gt;
===Requirements===&lt;br /&gt;
&#039;&#039;&#039;[[Base attack bonus]]&#039;&#039;&#039;: +7&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Feat]]s&#039;&#039;&#039;: [[Weapon focus]] (any)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Skill]]s&#039;&#039;&#039;: [[Lore: Religion]] 3 ranks&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: While you can choose a deity as part of character creation, having a patron deity is &#039;&#039;&#039;not&#039;&#039;&#039; a requirement to be a divine champion in NWN2.&lt;br /&gt;
&lt;br /&gt;
===Class features===&lt;br /&gt;
{{Class base features|hit die=10&lt;br /&gt;
|proficiencies=Weapons ([[weapon proficiency (simple)|simple]], [[weapon proficiency (martial)|martial]])&lt;br /&gt;
|skill pts=2&lt;br /&gt;
|class skills=Athletics, [[Craft alchemy]], [[Craft armor]], [[Craft trap]], [[Craft weapon]], [[Lore: Religion]], [[Lore: Local]],[[Lore: History]], [[Parry]]&lt;br /&gt;
|BAB=High&lt;br /&gt;
|high save=[[Fortitude]]&lt;br /&gt;
|low save=[[Reflex]], [[Will]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====Additional progressions====&lt;br /&gt;
{| cellpadding=&amp;quot;5&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
!Level&lt;br /&gt;
!Features Gained&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|[[Lay on hands]] x1&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Bonus feat, [[sacred defense]] I&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|[[Smite infidel]] x1&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Bonus feat, sacred defense II&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|[[Divine wrath]] x1&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|Bonus feat, sacred defense III&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|Bonus feat, sacred defense IV&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|Bonus feat, sacred defense V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Lay on Hands====&lt;br /&gt;
Once [[per day]], a 1st-level Divine Champion may lay on hands to heal damage equal to their [[Charisma]] bonus x their divine champion level.  If the character already has a lay on hands ability (from Paladin/Hospitaler levels), their divine champion level and their class level in whatever other class gives them the lay on hands ability stack.&lt;br /&gt;
&lt;br /&gt;
====Bonus Feat====&lt;br /&gt;
At 2nd level, the divine champion may select a bonus feat from the following list:&lt;br /&gt;
*&#039;&#039;&#039;[[Blind Fight]] =&#039;&#039;&#039; Second chance to hit unseen enemy.&lt;br /&gt;
*&#039;&#039;&#039;[[Combat Expertise]] =&#039;&#039;&#039; -3 to [[attack roll]]s transfers to +3 to AC.&lt;br /&gt;
*&#039;&#039;&#039;[[Dodge]] =&#039;&#039;&#039; +1 [[AC]] Bonus.&lt;br /&gt;
*&#039;&#039;&#039;[[Extra Turning]] =&#039;&#039;&#039; [[Turn Undead]].&lt;br /&gt;
*&#039;&#039;&#039;[[Improved Combat Expertise]] =&#039;&#039;&#039; +6 to AC transfers to -6 to [[attack roll]]s.&lt;br /&gt;
*&#039;&#039;&#039;[[Improved Critical|Improved Critical (any)]] =&#039;&#039;&#039; Doubles the Critical Hit Probability.&lt;br /&gt;
*&#039;&#039;&#039;[[Improved Initiative]] =&#039;&#039;&#039; +4 [[initiative]] checks.&lt;br /&gt;
*&#039;&#039;&#039;[[Improved Parry]] =&#039;&#039;&#039; Increased chance to counter attacks.&lt;br /&gt;
*&#039;&#039;&#039;[[Weapon Focus|Weapon Focus (any)]] =&#039;&#039;&#039; +1 [[AB]] to one weapon.&lt;br /&gt;
*&#039;&#039;&#039;[[Weapon Proficiency (exotic)]] =&#039;&#039;&#039; Allows to use Exotic [[Weapon]]s.&lt;br /&gt;
*&#039;&#039;&#039;[[Weapon Specialization|Weapon Specialization (any)]] =&#039;&#039;&#039; +2 damage to one weapon.&lt;br /&gt;
*[[Improved Rapid Shot]]&lt;br /&gt;
*[[Weapon Mastery]]&lt;br /&gt;
*[[Weapon Supremacy]]&lt;br /&gt;
*[[Heavy Armor Optimization]]&lt;br /&gt;
*[[Greater Heavy Armor Optimization]]&lt;br /&gt;
*[[Heavy Armor Specialization]]&lt;br /&gt;
*[[Medium Armor Specialization]]&lt;br /&gt;
*[[Shield Bash]]&lt;br /&gt;
*[[Shield Charge]]&lt;br /&gt;
*[[Shield Slam]] &lt;br /&gt;
*[[Powerful Charge]]&lt;br /&gt;
&lt;br /&gt;
If the bonus feat falls on an epic character level, the following feats are available in addition to the list above:&lt;br /&gt;
*&#039;&#039;&#039;[[Armor Skin]] =&#039;&#039;&#039; +1 [[natural armor]] AC.&lt;br /&gt;
*&#039;&#039;&#039;[[Automatic: Quicken Spell]] =&#039;&#039;&#039; quick cast on low level spell.&lt;br /&gt;
*&#039;&#039;&#039;[[Automatic: Silent Spell]] =&#039;&#039;&#039; allows to cast lesser spells when [[silenced]].&lt;br /&gt;
*&#039;&#039;&#039;[[Automatic: Still Spell]] =&#039;&#039;&#039; Remove [[somatic]] failure on lesser spells.&lt;br /&gt;
*&#039;&#039;&#039;[[Epic Damage Reduction]] =&#039;&#039;&#039; 3/- (can be taken 3 times, making a 9/- damage reduction).&lt;br /&gt;
*&#039;&#039;&#039;[[Epic Prowess]] =&#039;&#039;&#039; +1 to All attacks.&lt;br /&gt;
*&#039;&#039;&#039;[[Epic Spell Focus]] =&#039;&#039;&#039; non-stacking +6? [[Difficulty_class|DC]] save spell.&lt;br /&gt;
*&#039;&#039;&#039;[[Epic Spell Penetration]] =&#039;&#039;&#039; +6 on [[caster level]] checks.&lt;br /&gt;
*&#039;&#039;&#039;[[Epic Toughness]] =&#039;&#039;&#039; Hit points +30 stackable.&lt;br /&gt;
*&#039;&#039;&#039;[[Epic Weapon Focus|Epic Weapon Focus (any)]] =&#039;&#039;&#039; +2 attack on a specific weapon. (stackable)&lt;br /&gt;
*&#039;&#039;&#039;[[Epic Weapon Specialization|Epic Weapon Specialization (any)]] =&#039;&#039;&#039; +6 to Damage to chosen weapon.&lt;br /&gt;
*&#039;&#039;&#039;[[Great Smiting]] =&#039;&#039;&#039; 2x [[smite]] damage stackable to 10x.&lt;br /&gt;
*&#039;&#039;&#039;[[Great Wisdom]] =&#039;&#039;&#039; +1 Wisdom up to +10.&lt;br /&gt;
*&#039;&#039;&#039;[[Improved Stunning Fist]] =&#039;&#039;&#039; +2 [[Stunning fist]] [[Difficulty_class|DC]] up to +20.&lt;br /&gt;
*&#039;&#039;&#039;[[Overwhelming Critical|Overwhelming Critical (any)]] =&#039;&#039;&#039; adds critical damage.&lt;br /&gt;
*&#039;&#039;&#039;[[Planar Turning]] =&#039;&#039;&#039; Turn [[outsider]] creature.&lt;br /&gt;
&lt;br /&gt;
At their 4th, 6th, 8th, and 10th levels, the divine champion may choose another bonus feat from this list.&lt;br /&gt;
&lt;br /&gt;
====Sacred Defense====&lt;br /&gt;
A divine champion of 2nd level gains a +1 sacred bonus on all [[save]]s.  This bonus increases to +2 at 4th level, +3 at 6th level, +4 at 8th level, and +5 at 10th level.&lt;br /&gt;
&lt;br /&gt;
====Smite Infidel====&lt;br /&gt;
At 3rd level, the divine champion gains the ability to make a special attack against creatures of differing [[Good]]/[[Evil]] [[alignment]]s.  When using Smite Infidel, the divine champion applies their [[Charisma]] modifier to their attack roll and their class level to the damage delivered.  Smite Infidel may be used once per day.&lt;br /&gt;
&lt;br /&gt;
====Divine Wrath====&lt;br /&gt;
At 5th level, the divine champion is capable of channeling the awesome fury of their patron deity, granting them considerable bonuses in combat.  They gain [[damage reduction]] 5/- and a +3 sacred bonus on [[attack roll]]s, weapon damage (Divine Damage), and saving throws.  &lt;br /&gt;
&lt;br /&gt;
At level 10, the attack, saves, and damage modifier changes to +5.&lt;br /&gt;
&lt;br /&gt;
Divine Wrath is now activated instantly and has a 5 minutes cooldown, its duration is equal to half the character&#039;s Divine Champion levels + Charisma modifier (capped at 10 rounds).[[Category:Combat classes]]&lt;br /&gt;
[[Category:Prestige Class]]&lt;br /&gt;
[[Category:Playable Class]]&lt;/div&gt;</summary>
		<author><name>162.158.203.78</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Man-at-Arms&amp;diff=15757</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=15757"/>
		<updated>2022-07-19T23:51:56Z</updated>

		<summary type="html">&lt;p&gt;162.158.203.78: /* Class Features */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Knightr.jpg|thumb|376px]]&lt;br /&gt;
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== 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;
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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;
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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;
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== Requirements ==&lt;br /&gt;
Race: Any&lt;br /&gt;
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Alignment: Any Lawful&lt;br /&gt;
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== Class Features ==&lt;br /&gt;
- Hit Die: d12&lt;br /&gt;
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- Base Attack Bonus: High&lt;br /&gt;
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- High Saves: Will&lt;br /&gt;
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- Weapon Proficiencies: Simple and Martial&lt;br /&gt;
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- Armor Proficiencies: All armor and shields (excluding tower shields)&lt;br /&gt;
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- Skill Points: 2 + Int Modifier.&lt;br /&gt;
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- Class Skills: Athletics, Craft Armor, Craft Weapon, Intimidate, [[Lore: History]], [[Lore: Local]], [[Lore: Nobility and Royalty]], Parry,Taunt. ( !NO Tumble anymore!)&lt;br /&gt;
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- Spells per Day/Spells Known: The man-at-arms does not have spell progresision and does not have a spell book.&lt;br /&gt;
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- Class Feats&lt;br /&gt;
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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: Armor Optimization, Mocking Challenge&amp;lt;br /&amp;gt;&lt;br /&gt;
Level 5: Bonus Feat, Vigilant Defender&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 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, 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, Epic Prowess.&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;
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&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;
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&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;
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&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;
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&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;
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&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;
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&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>162.158.203.78</name></author>
	</entry>
</feed>