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	<id>https://wiki.bgtscc.net/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=172.68.102.101</id>
	<title>Baldur&#039;s Gate The Sword Coast Chronicles wiki - User contributions [en]</title>
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	<updated>2026-10-17T04:00:31Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Reignite_Evocation&amp;diff=11143</id>
		<title>Reignite Evocation</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Reignite_Evocation&amp;diff=11143"/>
		<updated>2021-01-31T12:16:14Z</updated>

		<summary type="html">&lt;p&gt;172.68.102.101: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{FeatInfo|type=Spellcasting&lt;br /&gt;
&lt;br /&gt;
 Type of Feat: Spellcasting&lt;br /&gt;
 Prerequisite: Spell Focus Evocation&lt;br /&gt;
 Use: Selected, target hostile creature&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You have learned to harness the residual energies of evocation spells. Anytime you cast a hostile evocation spell there&#039;s a chance you can reignite its energies to cast it once more, with a -2 penalty to the DC. Reignition must happen within 10 rounds or the energies fade. Must target a hostile creature. Evocation Focus allows recasting spells level 1-3. Greater Evocation Focus allows recasting spells level 1-6. Epic Evocation Focus allows recasting spells level 1-9. Metamagics not included. Does not work with Bigby spells or Implosion. &lt;br /&gt;
&lt;br /&gt;
== Gameplay Notes ==&lt;br /&gt;
This feat is given automatically the first time an evocation spell is cast after learning Spell Focus: Evocation.&lt;br /&gt;
&lt;br /&gt;
It now works with self-target spells such as Call Lightning, Firestorm or Dimitry&#039;s Final Flare. Still need to target a hostile creature but the effect is centered on the caster. &lt;br /&gt;
&lt;br /&gt;
Does not work with spells cast from items.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Feats]]&lt;br /&gt;
[[Category:Playable Feats]]&lt;br /&gt;
[[Category:Combat feat]]&lt;br /&gt;
[[Category:Spellcasting feats]]&lt;/div&gt;</summary>
		<author><name>172.68.102.101</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Reignite_Evocation&amp;diff=11142</id>
		<title>Reignite Evocation</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Reignite_Evocation&amp;diff=11142"/>
		<updated>2021-01-31T12:15:27Z</updated>

		<summary type="html">&lt;p&gt;172.68.102.101: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{FeatInfo|type=Spellcasting&lt;br /&gt;
 Type of Feat: Spellcasting&lt;br /&gt;
 Prerequisite: Spell Focus Evocation&lt;br /&gt;
 Use: Selected, target hostile creature&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You have learned to harness the residual energies of evocation spells. Anytime you cast a hostile evocation spell there&#039;s a chance you can reignite its energies to cast it once more, with a -2 penalty to the DC. Reignition must happen within 10 rounds or the energies fade. Must target a hostile creature. Evocation Focus allows recasting spells level 1-3. Greater Evocation Focus allows recasting spells level 1-6. Epic Evocation Focus allows recasting spells level 1-9. Metamagics not included. Does not work with Bigby spells or Implosion. &lt;br /&gt;
&lt;br /&gt;
== Gameplay Notes ==&lt;br /&gt;
This feat is given automatically the first time an evocation spell is cast after learning Spell Focus: Evocation.&lt;br /&gt;
&lt;br /&gt;
It now works with self-target spells such as Call Lightning, Firestorm or Dimitry&#039;s Final Flare. Still need to target a hostile creature but the effect is centered on the caster. &lt;br /&gt;
&lt;br /&gt;
Does not work with spells cast from items.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Feats]]&lt;br /&gt;
[[Category:Playable Feats]]&lt;br /&gt;
[[Category:Combat feat]]&lt;br /&gt;
[[Category:Spellcasting feats]]&lt;/div&gt;</summary>
		<author><name>172.68.102.101</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Animal_Companion_(feat)&amp;diff=9263</id>
		<title>Animal Companion (feat)</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Animal_Companion_(feat)&amp;diff=9263"/>
		<updated>2020-09-03T07:48:33Z</updated>

		<summary type="html">&lt;p&gt;172.68.102.101: /* 3.5 comparison */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{FeatInfo|type=Class&lt;br /&gt;
|Prereq=[[Druid]] level 1, [[ranger]] level 4 or [[cleric]] with the [[Animal (domain)|Animal]] domain.&lt;br /&gt;
|Req=[[Dragon Companion]], [[Epic Animal Companion]]&lt;br /&gt;
|Specifics=An [[animal companion]] may be summoned (and unsummoned) by the character. An unsummoned companion can be recalled after a short cooldown time. If an animal companion is killed, it cannot be summoned again until the ranger or druid rests.&lt;br /&gt;
|Use=Selected.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Companion Level&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Animal companion capabilities in NWN2 do NOT stack like they do in PnP. The highest level of animal companion is the animal that you receive. If obtain a new class that has an animal companion, you can change the type of animal that you receive, but you will not receive 2 (or more) companions. For example, a Druid 6 that has a Wolf companion and levels up in Ranger to level 4 will select a new companion. The selected companion&#039;s name and animal type will over-write the Wolf companion but its level will still be identical to that received by the Druid until the Ranger level surpasses the Druid level.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ranger Companions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
NWN2 gives Rangers [[Animal companion|Animal Companions]] at class level - 3. The Ranger&#039;s level is &#039;&#039;not&#039;&#039; adjusted in any other way to determine the level of the companion that they receive.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special&#039;&#039;&#039;: See &#039;&#039;&#039;[https://nwn2.fandom.com/wiki/Animal_companion NWN2Wiki Animal Companion]&#039;&#039;&#039; for the list of animals available in NWN2.&lt;br /&gt;
&lt;br /&gt;
==3.5 comparison==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Companion level&#039;&#039;&#039;&lt;br /&gt;
The effective level used to determine the power of an [[animal companion]] and available selection is the total level of all classes which provide this feature.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ranger level&#039;&#039;&#039;&lt;br /&gt;
A [[ranger]]&#039;s effective level for the purposes of determining the companion’s characteristics and special abilities &#039;&#039;&#039;is equal to half his ranger [[class level]]&#039;&#039;&#039;. This in addition to adjustments made for advanced choices.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;e.g.&#039;&#039;&#039; &lt;br /&gt;
A level 10 ranger&#039;s effective level for animal companions counts is level 5. This means he may have a level 5 animal companion from any of the initial choices, or a level 2 companion from the level 4 list.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Animal companion progression&#039;&#039;&#039;&lt;br /&gt;
{|cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Companion  level&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Bonus hit dice&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Natural armor adjustment&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Str/Dex Adj.&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Bonus tricks&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Special&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|1st–2nd&lt;br /&gt;
| +0&lt;br /&gt;
| +0&lt;br /&gt;
| +0&lt;br /&gt;
|1&lt;br /&gt;
|Link, share spells&lt;br /&gt;
|-&lt;br /&gt;
|3rd–5th&lt;br /&gt;
| +2&lt;br /&gt;
| +2&lt;br /&gt;
| +1&lt;br /&gt;
|2&lt;br /&gt;
|[[Evasion]]&lt;br /&gt;
|-&lt;br /&gt;
|6th–8th&lt;br /&gt;
| +4&lt;br /&gt;
| +4&lt;br /&gt;
| +2&lt;br /&gt;
|3&lt;br /&gt;
|Devotion&lt;br /&gt;
|-&lt;br /&gt;
|9th–11th&lt;br /&gt;
| +6&lt;br /&gt;
| +6&lt;br /&gt;
| +3&lt;br /&gt;
|4&lt;br /&gt;
|Multiattack&lt;br /&gt;
|-&lt;br /&gt;
|12th–14th&lt;br /&gt;
| +8&lt;br /&gt;
| +8&lt;br /&gt;
| +4&lt;br /&gt;
|5&lt;br /&gt;
|&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|15th–17th&lt;br /&gt;
| +10&lt;br /&gt;
| +10&lt;br /&gt;
| +5&lt;br /&gt;
|6&lt;br /&gt;
|[[Improved evasion]]&lt;br /&gt;
|-&lt;br /&gt;
|18th–20th&lt;br /&gt;
| +12&lt;br /&gt;
| +12&lt;br /&gt;
| +6&lt;br /&gt;
|7&lt;br /&gt;
|&amp;amp;nbsp;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Animal companion basics&#039;&#039;&#039;&lt;br /&gt;
Use the base statistics for a creature of the companion’s kind, but make the following changes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bonus hit dice&#039;&#039;&#039;&lt;br /&gt;
Extra eight-sided ([[d8]]) [[hit dice]], each of which gains a [[constitution]] modifier, as normal. Remember that extra &#039;&#039;&#039;hit dice&#039;&#039;&#039; improve the animal companion’s [[base attack bonus]] and [[base save bonus]]es. An animal companion’s base attack bonus is the same as that of a druid of a level equal to the animal’s HD. An [[animal companion]] has good [[fortitude]] and [[reflex]] [[save]]s (treat it as a character whose level equals the animal’s HD). An animal companion gains additional [[skill point]]s and [[feat]]s for bonus HD as normal for advancing a monster’s Hit Dice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Natural armor&#039;&#039;&#039;&lt;br /&gt;
The number noted here is an improvement to the animal companion’s existing [[natural armor bonus]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Str/Dex Adjustment&#039;&#039;&#039;&lt;br /&gt;
Add this value to the animal companion’s [[strength]] and [[dexterity]] scores.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bonus Tricks&#039;&#039;&#039;&lt;br /&gt;
The value given in this column is the total number of “bonus” tricks that the animal knows in addition to any that the druid might choose to teach it (see the [[handle animal]] [[skill]]). These bonus tricks don’t require any training time or &#039;&#039;&#039;handle animal&#039;&#039;&#039; checks, and they don’t count against the normal limit of tricks known by the animal. The character selects these bonus tricks, and once selected, they can’t be changed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Link&#039;&#039;&#039;&lt;br /&gt;
A character can handle her [[animal companion]] as a [[free action]], or push it as a [[move action]], even if she doesn’t have any ranks in the &#039;&#039;&#039;handle animal&#039;&#039;&#039; skill. The character gains a +4 circumstance bonus on all [[wild empathy]] [[skill check|checks]] and &#039;&#039;&#039;handle animal&#039;&#039;&#039; checks made regarding an animal companion.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Share Spells&#039;&#039;&#039;&lt;br /&gt;
At the character’s option, she may have any spell (but not any spell-like ability) she casts upon herself also affect her animal companion. The animal companion must be within 5 feet of her at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting the animal companion if the companion moves farther than 5 feet away and will not affect the animal again, even if it returns to the druid before the duration expires. &lt;br /&gt;
&lt;br /&gt;
Additionally, the character may cast a spell with a target of “You” on her animal companion (as a [[touch range]] spell) instead of on herself. A character and her animal companion can share spells even if the spells normally do not affect creatures of the companion’s type (animal).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Devotion&#039;&#039;&#039;&lt;br /&gt;
An animal companion gains a +4 morale bonus on [[will]] [[save]]s against [[enchantment]] spells and effects.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Multiattack&#039;&#039;&#039;&lt;br /&gt;
An animal companion gains [[multiattack]] as a bonus [[feat]] if it has three or more [[natural attack]]s and does not already have that feat. If it does not have the requisite three or more natural attacks, the animal companion instead gains a second attack with its primary natural weapon, albeit at a –5 penalty.&lt;br /&gt;
&lt;br /&gt;
==NWN comparison==&lt;br /&gt;
*NWN also had a comparatively small choice of animal companions and limited abilities to enhance them.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Animal companion]] (creature)&lt;br /&gt;
*[https://nwn2.fandom.com/wiki/Animal_companion NWN2Wiki Animal Companion]&lt;br /&gt;
*[http://www.d20srd.org/srd/classes/druid.htm#animalCompanion d20 SRD Animal Companion feat]&lt;br /&gt;
*[http://www.d20srd.org/srd/classes/druid.htm#alternativeAnimalCompanions d20 SRD New animal selection at later levels]&lt;br /&gt;
[[Category:Animal companion feats]]&lt;br /&gt;
[[category:Class feats]]&lt;/div&gt;</summary>
		<author><name>172.68.102.101</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Harper_Scout&amp;diff=9255</id>
		<title>Harper Scout</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Harper_Scout&amp;diff=9255"/>
		<updated>2020-08-30T16:30:07Z</updated>

		<summary type="html">&lt;p&gt;172.68.102.101: /* Class Features */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Harper scouts are members of the Harpers, a secret society dedicated to holding back evil, preserving knowledge, and maintaining the balance between civilization and the wild.&lt;br /&gt;
[[File:HarperScout.jpg|thumb]]&lt;br /&gt;
&lt;br /&gt;
== Requirements ==&lt;br /&gt;
&#039;&#039;&#039;[[Alignment]]&#039;&#039;&#039;: Any non-evil.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Skills]]&#039;&#039;&#039;: [[Bluff]] 3 ranks, [[Diplomacy]] 5 ranks, [[Lore: Local]] 4 ranks, [[Perform]] 3 ranks, [[Sense motive]] 2 ranks, [[Lore: Nature]] 2 ranks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[:Category:Feats|Feats]]&#039;&#039;&#039;: [[Alertness]], [[Iron Will]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spellcasting&#039;&#039;&#039;: Able to cast divine spells of 1st level (Ranger or Paladin only).&lt;br /&gt;
&lt;br /&gt;
== Class Features ==&lt;br /&gt;
&lt;br /&gt;
{{Class base features|hit die=6&lt;br /&gt;
|proficiencies=None&lt;br /&gt;
|skill pts=6&lt;br /&gt;
|class skills=[[Appraise]], [[Bluff]], [[Diplomacy]], [[Disguise]], [[Escape Artist]], [[Hide]], all lore skills, [[Listen]], [[Move Silently]], [[Perform]], [[Sleight of Hand]], [[Sense motive]], [[Survival]], [[Tumble]].&lt;br /&gt;
|BAB=Medium&lt;br /&gt;
|high save=[[Reflex]], [[Will]]&lt;br /&gt;
|low save=[[Fortitude]]&lt;br /&gt;
&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;
}}&lt;br /&gt;
&lt;br /&gt;
== Class Abilities ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
Level&lt;br /&gt;
!&lt;br /&gt;
Features Gained&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|[[#Spellcasting|Spellcasting]], [[#Harper&#039;s knowledge|Harper&#039;s Knowledge]]&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|1st [[#Favored Enemy|Favored Enemy]], [[#Deneir&#039;s Eye|Deneir&#039;s Eye]], [[#Skill Focus|Skill Focus]]&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|[[#Tymora&#039;s Smile|Tymora&#039;s Smile]]&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|[[#Lliira&#039;s Heart|Lliira&#039;s Heart]], 2nd [[#Favored Enemy|Favored Enemy]]&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|[[#Azuth&#039;s Touch|Azuth&#039;s Touch]]&lt;br /&gt;
|}&lt;br /&gt;
=== Spellcasting ===&lt;br /&gt;
When a character gains a new level of Harper Scout, she gains new spells per day as if she had also gained a level in whatever divine spellcasting class she belonged to before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained (metamagic or item creation feats, for example).&lt;br /&gt;
If a character had more than one divine spellcasting class before she became a Harper scout, she must decide to which class she adds each level of Harper scout for purposes of determining spells per day when she adds the new level.&lt;br /&gt;
&lt;br /&gt;
=== Harper Knowledge ===&lt;br /&gt;
Like a bard, a Harper scout has a knack for picking up odds and ends of knowledge. This ability works exactly like the bardic knowledge ability of the bard class. If a Harper scout has bard levels, her Harper scout levels and bard levels stack for the purpose of using bardic knowledge.&lt;br /&gt;
&lt;br /&gt;
=== Favored Enemy ===&lt;br /&gt;
A Harper scout selects a favored enemy when he reaches 2nd level and 4th level.&lt;br /&gt;
&lt;br /&gt;
=== Deneir&#039;s Eye ===&lt;br /&gt;
At 2nd level, the Harper Scout gains a +3 sacred bonus to saving throws against traps. This is a supernatural ability. &lt;br /&gt;
&lt;br /&gt;
=== Skill Focus ===&lt;br /&gt;
A Harper scout gains the Skill Focus feat for her Perform skill and any one other Harper scout class skill.&lt;br /&gt;
&lt;br /&gt;
=== Tymora&#039;s Smile ===&lt;br /&gt;
At 3rd level, once per day, the Harper agent receives a +2 sacred bonus on all saving throws for 5 turns. This is a supernatural ability.&lt;br /&gt;
&lt;br /&gt;
=== Lliira&#039;s Heart ===&lt;br /&gt;
At 4th level, the Harper agent gains a +2 sacred bonus to saving throws against mind-affecting spells. This is a supernatural ability.&lt;br /&gt;
&lt;br /&gt;
=== Azuth&#039;s Touch ===&lt;br /&gt;
Once per day, a Harper scout can cast the spell heroism as an arcane spellcaster of his caster level.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Class courtesy of Valefort, thorough testing by the Quality Control Team. Implementation by Endelyon and AoS.&#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>172.68.102.101</name></author>
	</entry>
</feed>