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	<id>https://wiki.bgtscc.net/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=162.158.203.8</id>
	<title>Baldur&#039;s Gate The Sword Coast Chronicles wiki - User contributions [en]</title>
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	<updated>2026-10-17T07:08:36Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Hunter_(Ranger_Class_Kit)&amp;diff=11504</id>
		<title>Hunter (Ranger Class Kit)</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Hunter_(Ranger_Class_Kit)&amp;diff=11504"/>
		<updated>2021-03-23T08:00:29Z</updated>

		<summary type="html">&lt;p&gt;162.158.203.8: /* Extra Favored Enemy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Elf_Hunter.jpg|thumb|400px]]&lt;br /&gt;
&lt;br /&gt;
This kit is not available at character creation and must be unlocked by meeting special requirements, listed below. This kit has 10 available levels.&lt;br /&gt;
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A ranger with this kit cannot cast spells.&lt;br /&gt;
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== Description ==&lt;br /&gt;
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A Hunter is someone who fights with cunning and guile, they utilize dexterity and speed to sneak up on their opponent or face them head on.&lt;br /&gt;
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A Hunter is a cunning fighter that can dispatch his opponents before they even see him, or if he so chooses, can meet them face to face.&lt;br /&gt;
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Hunters are loners in a wild world. They fend for themselves, live by themselves, and their might is matched by none in their forests.&lt;br /&gt;
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A Hunter is exactly what their namesake implies, they hunt, whether their prey be animal or elf, orc or dragon, they always find it, and they always kill or capture it.&lt;br /&gt;
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== Requirements ==&lt;br /&gt;
Race: Any&lt;br /&gt;
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Alignment: Any&lt;br /&gt;
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Class: Ranger&lt;br /&gt;
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== Kit Features ==&lt;br /&gt;
- Hit Die: d8&lt;br /&gt;
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- Base Attack Bonus: High&lt;br /&gt;
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- High Saves: Fortitude, Reflex&lt;br /&gt;
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- Weapon Proficiencies: A hunter gains no weapon proficiencies.&lt;br /&gt;
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- Armor Proficiencies: A hunter gains no armor proficiencies.&lt;br /&gt;
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- Skill Points: 6 + Int Modifier.&lt;br /&gt;
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- Class Skills: Concentration, Craft (alchemy, armor, trap, weapon), Heal, Hide, Listen, Lore (Dungeoneering, Geography, Nature, Local, Religion), Move Silently, Parry, Search, Set Trap, Spot, and Survival.&lt;br /&gt;
&lt;br /&gt;
- Spells per Day/Spells Known: Ranger spellcasting is forfeited.&lt;br /&gt;
&lt;br /&gt;
===Kit Feats===&lt;br /&gt;
{| class=&amp;quot;article-table&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
Level&lt;br /&gt;
!&lt;br /&gt;
Features Gained&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Hunter Trapping&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Fast Movement&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Uncanny Dodge&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Extra Favored Enemy I&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|Rapid Shot&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|Swift Tracker&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|Extra Favored Enemy II&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|Manyshot &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
- Bonus Feats: The hunter adds a number of trap-enhancing choices to the ranger&#039;s bonus-feat-list.&lt;br /&gt;
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- Barbed Traps: &lt;br /&gt;
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Perequisites: Hunter Trapping&lt;br /&gt;
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Specifics: A quarry who sets of a trap without succeeding the reflex saving throw is now slowed by barbs specifically designed to impair its movement. The slow effect lasts for one round per four hunter levels and is always three rounds minimally. If the target succeeds the reflex throw saving throw the slow effect is still applied but only for two rounds.&lt;br /&gt;
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Use: Automatic&lt;br /&gt;
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Entangling Traps:&lt;br /&gt;
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Perequisites: Hunter Trapping&lt;br /&gt;
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Specifics: A quarry who sets of a trap without succeeding the reflex saving throw is now entangled. The entanglement lasts for one round per four hunter levels and is always three rounds minimally.&lt;br /&gt;
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Use: Automatic&lt;br /&gt;
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Poisoned Traps:&lt;br /&gt;
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Perequisites: Hunter Trapping&lt;br /&gt;
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Specifics: You add a poison to your traps. The Poison is applied if the target fails the reflex saving throw. The Poison DC scales to 14, 17 21,24,27 and 30, whenever the reflex saving throw&#039;s DC reaches this threshold. The base poison DC is 10. All poisons do constitution damage.&lt;br /&gt;
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Use: Automatic&lt;br /&gt;
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== Hunter Trapping ==&lt;br /&gt;
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Specifics: A hunter can lay down an improvised trap once every turn. A trap does 1d6 piercing damage for every ranger level, with a reflex save to halve the damage. The reflex save is 10, +1 for every five hunter levels, and +1 for every five ranks in the craft trap skill. The number of traps a hunter can have active at the same time is one for every 10 ranger levels. The maximum number is four, the first trap being granted at level one, the second at level 10, and so on. Higher level hunters gain a progressing cooldown reduction and so are able to lay traps more quickly. At levels 6, 10 and 14 ten seconds are deducted. And from 14 onwards the cooldown is reduced by one round for every four levels, finally reaching one round at level 30.&lt;br /&gt;
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Use: Selected&lt;br /&gt;
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== Extra Favored Enemy ==&lt;br /&gt;
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Specifics: You may select an additional Favored Enemy feat at hunter level 4 and 9. These stack with your progression as a ranger.&lt;br /&gt;
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Use: Selected through conversation&lt;br /&gt;
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== Notes ==&lt;br /&gt;
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- Hunter Trapping&#039;s cool down reduction is not properly displayed, it starts the timer at 60 seconds only in the end it deducts the reduced cool down. So if you are supposed to have a 10 seconds reduced cool down it will simply be available again once it hits the 10 seconds remaining cool down.&lt;br /&gt;
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- The traps saving throw DCs are not displayed, however you can look at them by trying to disable your own traps.&lt;br /&gt;
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- It is also not displayed if enemies fail their saving throws or not, neither for the trap itself nor for the poison they might apply if the Poisoned Traps feat was selected&lt;br /&gt;
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&lt;br /&gt;
&#039;&#039;Class courtesy of Rasael and thorough testing by the Quality Control Team.&#039;&#039;&lt;br /&gt;
[[Category:Classes]]&lt;br /&gt;
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&#039;&#039;Gameplay Notes: fast movement is granted per travel domain feat, so it doesn&#039;t stack with Barbarian fast movement.&#039;&#039;&lt;/div&gt;</summary>
		<author><name>162.158.203.8</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Shield_Feats&amp;diff=10713</id>
		<title>Shield Feats</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Shield_Feats&amp;diff=10713"/>
		<updated>2020-12-17T12:21:03Z</updated>

		<summary type="html">&lt;p&gt;162.158.203.8: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Shields.jpg|thumb]]These feats are custom to Baldurs Gate: The Sword Coast Chronicles. They were implemented based on their Pencil and Paper incarnations and the work Obsidian had initially done to include them in NWN2.&lt;br /&gt;
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Some homebrew modifications were made in order to translate them into the game environment. The Shield attack does not handle as on off-hand weapon for example although it does suffer a penalty that can be mitigated by the two weapon fighting feats. (e..a dual wielding)&lt;br /&gt;
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It is also worth noting that if you have sneak attack dice, you will land sneak attacks after successfully shield slamming your opponent. The reason for this is that the daze causes the opponent to lose sight of you.&lt;br /&gt;
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&amp;lt;span style=&amp;quot;color: rgb(255, 128, 0);&amp;quot;&amp;gt;Shield Bash&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Type of Feat: General&amp;lt;br /&amp;gt;Prerequisites: None&amp;lt;br /&amp;gt;Specifics: 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. A shield Bash counts as an extra attack and will happen the moment you switch it on and every six seconds afterwards while you are attacking.&lt;br /&gt;
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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 shield equipped, which adds another 2 in the case of the towershield. When using a towershield to bash the attacker incurs another momentary +2 during the Bash attack itself only. These penalties can be reduced or negated with the Two weapon (heavy &amp;amp; tower shields) and Improved Two Weapon Fighting feats (applicable to towershields only). The base damage for every shield type is d3 Light, d4 Heavy, d6 Tower plus the strength modifier of the bashing character including any and all buffs. If enabled modes such as power attack add extra damage at the appropriate penalty and a critical hit with the shield will double the total damage dealt. The shield cannot be made a Keen weapon by spell. Armor Class Enchantment bonuses on the shield do not affect the attack or damage rolls but it is possible to find shields that do above or below average damage. 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 and Greater Charge.&amp;lt;br /&amp;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;
You gain an additional shield bash at BAB 11, and another one at BAB 21.&amp;lt;br /&amp;gt;Use: Automatically if switched on&lt;br /&gt;
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&amp;lt;span style=&amp;quot;color: rgb(255, 128, 0);&amp;quot;&amp;gt;Weapon Focus [Shield Type]&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Type of Feat: General&amp;lt;br /&amp;gt;Prerequisites: None or able to use Tower Shields or previous Weapon Focus feat&amp;lt;br /&amp;gt;Specifics: All shield types now have Weapon Focus, Greater Weapon Focus and Epic Weapon Focus feat variants. These increase your attack roll used when you attack using your shield.&lt;br /&gt;
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&amp;lt;span style=&amp;quot;color: rgb(255, 128, 0);&amp;quot;&amp;gt;Weapon Specialization [Shield Type]&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Type of Feat: General&amp;lt;br /&amp;gt;Prerequisites: None or able to use Tower Shields or previous Weapon Specialization feat&amp;lt;br /&amp;gt;Specifics: All shield types now have Weapon Specialization, Greater Weapon Specialization and Epic Weapon Specialization feat variants. These increase your damage roll used when you attack and hit using your shield.&lt;br /&gt;
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&amp;lt;span style=&amp;quot;color: rgb(255, 128, 0);&amp;quot;&amp;gt;Shield [Type] Specialization [Shield Type]&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Type of Feat: General&amp;lt;br /&amp;gt;Prerequisites: None or able to use Tower Shields&amp;lt;br /&amp;gt;Specifics: All shield types now have [Type] Specialization feat variants. These increase your AC for the given shield type by 1. This feat stacks with all other forms of shield AC.&lt;br /&gt;
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&amp;lt;span style=&amp;quot;color: rgb(255, 128, 0);&amp;quot;&amp;gt;Agile Shield Fighter&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Type of Feat: General&amp;lt;br /&amp;gt;&lt;br /&gt;
Prerequisites: Shield Bash, Dex 13, Shield Specialization feat&amp;lt;br /&amp;gt;&lt;br /&gt;
Specifics: When making a shield bash and armed strike attack as part of a full attack action, your attack penalty is reduced by 2.&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;Shield Charge&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Type of Feat: General&amp;lt;br /&amp;gt;Prerequisites: Shield Bash, Base Attack Bonus + 3, Knockdown&amp;lt;br /&amp;gt;Specifics: If you hit an opponent with your shield as part of a charge action, in addition to dealing damage normally, you will perform a trip check without provoking an attack of opportunity. If you lose, the defender does not get to try to trip you in return. Size increasing or diminishing effects can affect your trip. (The +4 size bonus from Powerful Charge applies as well as a +4 for Improved Knockdown)&amp;lt;br /&amp;gt;Use: Automatically once a Shield ability such as Shield Bash or Shield Slam hits a target during a charge or Selected&lt;br /&gt;
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&amp;lt;span style=&amp;quot;color: rgb(255, 128, 0);&amp;quot;&amp;gt;Shield Slam&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Type of Feat: General&amp;lt;br /&amp;gt;Prerequisites: Shield Bash, Shield Charge, Base Attack Bonus + 6&amp;lt;br /&amp;gt;Specifics: As a combat action or as a charge action, you may make an attack with your shield against an opponent. If you hit, you force the target damaged by this attack to make a Fortitude saving throw (DC 10 + 1/2 character level + Str modifier) in addition to dealing damage normally. A defender who fails this saving throw is dazed for 1 round (until just before your next action). Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be dazed. A Shield Slam can cost you one or several attacks in the time it takes to execute during your combat round. A Shield Slam inflicts damage like a Shield Bash even if the opponent saves, as long as the Slam has connected.&amp;lt;br /&amp;gt;Use: Selected&lt;br /&gt;
: When you daze an opponent with your slam he is thrown off-balance, essentially being flatfooted. Such an opponent is susceptible to sneak attacks and cannot perform any actions. This includes not being able to drink potions. This is unlike the normal daze effect that spells for example use which seems to protect against sneak attacks and allows dazed creature to drink potions. Daze Immunity does not prevent the Shield Slam daze.&lt;br /&gt;
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&#039;&#039;Feats courtesy of Rasael, testing by the Quality Control Team.&#039;&#039;&lt;br /&gt;
[[Category:Feats]]&lt;br /&gt;
[[Category:Playable Feats]]&lt;/div&gt;</summary>
		<author><name>162.158.203.8</name></author>
	</entry>
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