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	<id>https://wiki.bgtscc.net/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=172.69.79.167</id>
	<title>Baldur&#039;s Gate The Sword Coast Chronicles wiki - User contributions [en]</title>
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	<updated>2026-10-17T06:00:59Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Whirling_Dervish&amp;diff=15934</id>
		<title>Whirling Dervish</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Whirling_Dervish&amp;diff=15934"/>
		<updated>2022-07-23T20:59:52Z</updated>

		<summary type="html">&lt;p&gt;172.69.79.167: /* Class Abilities */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Class Description ==&lt;br /&gt;
[[File:Dervish.png|thumb|339x339px]]&lt;br /&gt;
Some rogues and monks, especially those that belong to the Ciphers of the Transcendent Order in Sigil, choose to concentrate on their movement and speed rather than on raw damage. &lt;br /&gt;
&lt;br /&gt;
For those interested in following this school of thought, the Whirling Dervishes are an excellent choice.&lt;br /&gt;
&lt;br /&gt;
== Requirements ==&lt;br /&gt;
&#039;&#039;&#039;Base Attack Bonus:&#039;&#039;&#039; +5&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Feats:&#039;&#039;&#039; [[Dodge]], [[Mobility]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills:&#039;&#039;&#039; [[Hide]] 8, [[Move Silently]] 8, [[Acrobatics]] 8&lt;br /&gt;
&lt;br /&gt;
== Class Features ==&lt;br /&gt;
&amp;lt;strong&amp;gt;Hit Die:&amp;lt;/strong&amp;gt; d6&lt;br /&gt;
&lt;br /&gt;
&amp;lt;strong&amp;gt;[[Base_attack_bonus|Base Attack Bonus]]:&amp;lt;/strong&amp;gt; Medium.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;strong&amp;gt;High Saves:&amp;lt;/strong&amp;gt; [[Reflex]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;strong&amp;gt;Weapon Proficiencies:&amp;lt;/strong&amp;gt; None.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;strong&amp;gt;Armor Proficiencies:&amp;lt;/strong&amp;gt; None.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;strong&amp;gt;Skill Points:&amp;lt;/strong&amp;gt; 6 + Int [[Ability_modifier|modifier]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;strong&amp;gt;Class Skills:&amp;lt;/strong&amp;gt; [[Acrobatics]], [[Appraise]], [[Athletics]], [[Bluff]], [[Concentration]], [[Hide]], [[Lore Local]], [[Lore Nobility]], [[Move Silently]], [[Open Lock]], [[Perform]], [[Search]], [[Spot]], [[Use Magic Device]].&lt;br /&gt;
&lt;br /&gt;
== Class Abilities ==&lt;br /&gt;
{| class=&amp;quot;article-table&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
Level&lt;br /&gt;
!&lt;br /&gt;
Features Gained&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|[[Dash]]&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|[[Evasion]], Bonus Feat (skill focus) x3&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|[[Spring Attack]], [[Sneak Attack]] +1d6&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Critical Sense (+1 attack bonus)&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|Expert Tumbling&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|[[Whirlwind Attack]], [[Sneak Attack]] +2d6&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|Bonus Feat (skill focus) x3&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|[[Defensive Roll]]&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|[[Sneak Attack]] +3d6&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|Minor Teleportation, Critical Sense (+2 attack bonus), Springboard &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Bonus Feat ====&lt;br /&gt;
Specifics: The Whirling Dervish may choose any Skill Focus feat as a bonus feat.&lt;br /&gt;
&lt;br /&gt;
==== Critical Sense ====&lt;br /&gt;
Specifics: At 4th level the Whirling Dervish improves her understanding of how best to attack to her foe. She gains a +1 bonus to attack rolls which improves to +2 at 10th.&lt;br /&gt;
&lt;br /&gt;
Use: Automatic.&lt;br /&gt;
&lt;br /&gt;
==== Expert Tumbling ====&lt;br /&gt;
Specifics: At 5th level the Whirling Dervish gains the ability to use her tumbling skills to better avoid being hit in combat. She gains a +1 Dodge AC bonus.&lt;br /&gt;
&lt;br /&gt;
Use: Automatic.&lt;br /&gt;
&lt;br /&gt;
==== Minor Teleportation ====&lt;br /&gt;
Specifics: At tenth level, the Whirling Dervish gains the supernatural ability to disappear from sight and travel a short distance without the enemy finding her (equal to the ethereal jaunt spell for 10 rounds). The Whirling Dervish may do this two times per day.&lt;br /&gt;
&lt;br /&gt;
Use: Selected.&lt;br /&gt;
&lt;br /&gt;
====Springboard==== &lt;br /&gt;
The Whirling Dervish somersaults into the air, bouncing off any foes in her way to pass beyond them nimbly and gaining a +4 Dodge Bonus to AC for 2 rounds. In addition, any foes he touches during these gymnastics must pass a fortitude save (DC: 10 + WD level + Dex mod.) or be stunned for two rounds. The Whirling Dervish may use this ability as often as once per minute as long as she is wearing light or no armor and is unencumbered.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Classes]]&lt;br /&gt;
[[Category:Prestige Class]]&lt;br /&gt;
[[Category:Playable Class]]&lt;/div&gt;</summary>
		<author><name>172.69.79.167</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Hunter_(Ranger_Class_Kit)&amp;diff=15932</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=15932"/>
		<updated>2022-07-23T20:58:04Z</updated>

		<summary type="html">&lt;p&gt;172.69.79.167: /* Kit Features */&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;
&lt;br /&gt;
A ranger with this kit cannot cast spells.&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&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;
Class: Ranger&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Kit 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: A hunter gains no weapon proficiencies.&lt;br /&gt;
&lt;br /&gt;
- Armor Proficiencies: A hunter gains no armor proficiencies.&lt;br /&gt;
&lt;br /&gt;
- Skill Points: 6 + Int Modifier.&lt;br /&gt;
&lt;br /&gt;
- Class Skills: [[Concentration]], Craft (alchemy, armor, trap, weapon), [[Disable Device]], [[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, Trapfinding&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;
|&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;
&lt;br /&gt;
- Trapfinding&lt;br /&gt;
A Hunter can use the search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it. A Hunter can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
- Barbed Traps: &lt;br /&gt;
&lt;br /&gt;
Perequisites: Hunter Trapping&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
Use: Automatic&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Entangling Traps:&lt;br /&gt;
&lt;br /&gt;
Perequisites: Hunter Trapping&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
Use: Automatic&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Poisoned Traps:&lt;br /&gt;
&lt;br /&gt;
Perequisites: Hunter Trapping&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
Use: Automatic&lt;br /&gt;
&lt;br /&gt;
== Hunter Trapping ==&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
Use: Selected&lt;br /&gt;
&lt;br /&gt;
== Extra Favored Enemy ==&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
Use: Selected through conversation&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&lt;br /&gt;
- 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;
&lt;br /&gt;
- The traps saving throw DCs are not displayed, however you can look at them by trying to disable your own traps.&lt;br /&gt;
&lt;br /&gt;
- 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;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Class courtesy of Rasael and thorough testing by the Quality Control Team.&#039;&#039;&lt;br /&gt;
[[Category:Classes]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#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>172.69.79.167</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Shadow_Adept&amp;diff=15930</id>
		<title>Shadow Adept</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Shadow_Adept&amp;diff=15930"/>
		<updated>2022-07-23T20:55:36Z</updated>

		<summary type="html">&lt;p&gt;172.69.79.167: /* Abilities */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Description ==&lt;br /&gt;
[[File:Shadow_adept.jpg|thumb]]Some spellcasters who discover the existence of the Shadow Weave are cautious, altering their magic slowly. Others are more reckless, and hurl themselves into the abyss of the Shadow Weave, immediately acquiring all the gifts available to the casual student and discovering secrets unavailable to all but the most dedicated. These spellcasters are the shadow adepts, who make great sacrifices in some aspects of the Art in order to reap greater benefits elsewhere.&lt;br /&gt;
&lt;br /&gt;
Most shadow adepts are sorcerers or wizards, and they gain the greatest power from this path. However, any spellcaster can tap the Shadow Weave, and a few bards, clerics, and rangers have been known to make this choice. Any user of the Shadow Weave must follow Shar, and even among them the number of those who know the secret are few. Shar jealously guards knowledge of the Shadow Weave; she curses or kills those who discover it and try to use it without her approval.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Requirements ==&lt;br /&gt;
Race: Any&lt;br /&gt;
&lt;br /&gt;
Deity: Shar&lt;br /&gt;
&lt;br /&gt;
Alignment: Any non-good&lt;br /&gt;
&lt;br /&gt;
Skills: Lore: Arcana 8, Spellcraft 8 ranks&lt;br /&gt;
&lt;br /&gt;
Feats: Any one Metamagic Feat, True Believer&lt;br /&gt;
&lt;br /&gt;
Spellcasting: Ability to cast 3rd-level arcane or divine spells.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Class Features ==&lt;br /&gt;
- Hit Die: d4&lt;br /&gt;
&lt;br /&gt;
- Base Attack Bonus: Low&lt;br /&gt;
&lt;br /&gt;
- High Saves: Will&lt;br /&gt;
&lt;br /&gt;
- Weapon Proficiencies: A Shadow Adept gains no weapon proficiencies.&lt;br /&gt;
&lt;br /&gt;
- Armor Proficiencies: A Shadow Adept gains no armor proficiencies.&lt;br /&gt;
&lt;br /&gt;
- Skill Points: 2 + Int Modifier.&lt;br /&gt;
&lt;br /&gt;
- Class Skills: [[Bluff]], [[Concentration]], [[Disguise]], [[Hide]], [[Lore]] (all), [[Spellcraft]]&lt;br /&gt;
&lt;br /&gt;
- Spells per Day/Spells Known: A shadow adept’s training focuses on magic. Thus, when a new shadow adept level is gained, the character gains new spells per day as if she had also gained a level in whatever spellcasting class he belonged to before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained. If a character had more than one spellcasting class before she became a shadow adept, she must decide to which class to add the levels of shadow adept to for the purpose of determining spells per day.&lt;br /&gt;
&lt;br /&gt;
- Class Feats&amp;lt;br /&amp;gt;1: Shadow Weave User&amp;lt;br /&amp;gt;2: Shadow Defense +1&amp;lt;br /&amp;gt;3: Spellpower + 1&amp;lt;br /&amp;gt;4: Shield of Shadows&amp;lt;br /&amp;gt;5: Shadow Defense + 2&amp;lt;br /&amp;gt;6: Darkvision&amp;lt;br /&amp;gt;7: Spellpower + 2&amp;lt;br /&amp;gt;8: Shadow Defense + 3&amp;lt;br /&amp;gt;9: Shadow Walk&amp;lt;br /&amp;gt;10: Spellpower + 3&lt;br /&gt;
&lt;br /&gt;
- Bonus Feats: No bonus feats.&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;Shadow Weave User&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Type of Feat: Spellcasting&amp;lt;br /&amp;gt;Prerequisites: Magical Discovery or Shadow Adept 1&amp;lt;br /&amp;gt;Specifics: From now on, your spells tap the Shadow Weave instead of the Weave. You can also activate magic items that use the Shadow Weave without taking damage. Add a +2 bonus to the DC for all saving throws of spells you cast from the schools of Enchantment, Illusion, and Necromancy, and spells with the darkness descriptor. You also get a +4 bonus on caster level checks for spells from these schools. The Shadow Weave proves less than optimal for effects involving energy or matter. Your effective caster level for spells you cast from the schools of Evocation or Transmutation (except spells with the darkness descriptor) is reduced by four. The reduced caster level affects the spell&#039;s range, duration, damage, and any other level-dependent variables the spell might have, including dispel checks against you. The DC&#039;s for spells from the negatively affected schools are reduced by two but the casterlevel decrease does not affect the DC of these spells just as the casterlevel increase from other schools does not boost the DC. You can no longer cast spells with the light descriptor, no matter what your level is although you can still use items that produce this effect. Spells with the Light descriptor automatically fail and from now on, any magic item you create is a Shadow Magic item. You are not affected by Wild or Dead Magic zones.&amp;lt;br /&amp;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;Shadow Defense&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Type of Feat: Class&amp;lt;br /&amp;gt;Prerequisites: Shadow Adept 2&amp;lt;br /&amp;gt;Specifics: The shadow adept’s saving throws against spells from the schools of Enchantment, Illusion, and Necromancy, as well spells with the darkness descriptor are increased. At level 2 the bonus is +1, at level 5 its + 2 and at level 8 it is + 3.&amp;lt;br /&amp;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;Spell Power&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Type of Feat: Class&amp;lt;br /&amp;gt;Prerequisites: Shadow Adept 3&amp;lt;br /&amp;gt;Specifics: Shadow Weave spells from the schools of Enchantment, Illusion, and Necromancy are empowered by + 1 at level 3, + 2 at level 7 and + 3 at level 10. Casterlevels gained in this manner can also increase the spell save DC and stack with casterlevel bonuses from other feats or classes.&amp;lt;br /&amp;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;Shield of Shadows&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;Type of Feat: Class&amp;lt;br /&amp;gt;Prerequisites: Shadow Adept 4&amp;lt;br /&amp;gt;Specifics: A shadow adept can surround herself with mobile disk of purple-black force as a standard action. The shield of shadows has the effects of a shield spell and also provides three-quarters concealment (30% miss chance). The shield of shadows lasts 1 round per caster level and may be used twice per day. At 8th level, the shield also grants spell resistance of 12 + the character’s shadow adept level, as if the shadow adept were under the effect of a spell resistance spell.&amp;lt;br /&amp;gt;Use: Selected&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;Shadow Walk&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Type of Feat: Class&amp;lt;br /&amp;gt;Prerequisites: Shadow Adept 9&amp;lt;br /&amp;gt;Specifics: The Shadow Adept is able to Shadow Walk as per the spell. She still needs to have linked a rune to the desired destination. The shadow realm is less dangerous to a Shadow adept, though it is certainly not safe by any measure. Shadow Adepts no longer need to have 850gp to cast Shadow Walk.&amp;lt;br /&amp;gt;Use: Selected&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Class courtesy of Rasael, thorough testing by the Quality Control Team. Implementation on the server by Luna.&#039;&#039;&lt;br /&gt;
[[Category:Classes]]&lt;br /&gt;
[[Category:Prestige Class]]&lt;br /&gt;
[[Category:Playable Class]]&lt;/div&gt;</summary>
		<author><name>172.69.79.167</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Order_of_the_Bow_Initiate&amp;diff=15927</id>
		<title>Order of the Bow Initiate</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Order_of_the_Bow_Initiate&amp;diff=15927"/>
		<updated>2022-07-23T20:54:01Z</updated>

		<summary type="html">&lt;p&gt;172.69.79.167: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Class Notice ==&lt;br /&gt;
The Order of the Bow Initiate PRC facilitates a special long ranged style of combat gameplay. It is unlike other archer prestige classes in that it provides the character with abilities surpassing the normal range of bows and crossbows. The character in essence becomes a sniper or marksman, extending the range of his attack through OOBI abilities. &lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;Way of the Bow &#039;&#039;is not a religious creed, nor is the Order of the Bow an actual organization. Instead it refers to a discipline: that of mastering the bow. Initiates literally dedicate themselves to mastering the order that is the bow. The &#039;&#039;order &#039;&#039;thus represents the bow as a microcosm, its every aspect a study pursued by the initiate.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Description: ==&lt;br /&gt;
[[File:OOBI.jpg|thumb]]&lt;br /&gt;
&lt;br /&gt;
When asked &amp;quot;What is Truth?,&amp;quot; an initiate of the Order of the Bow picks up his bow, fires an arrow and, without saying a word, lets his mastery of the weapon serve as the gauge of the archer&#039;s progress along the way. By learning the meditative art of the Way of the Bow, the archer improves his discipline, precision, and spirituality. Order of the Bow initiates see their weapons as extensions of their being, and the use of a bow as a spiritual experience. Everything comes down to that one shot in the world of the Initiate hence a common saying is: &amp;quot;One shot, one kill&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Fighters are the most common initiates of the Order of the Bow. Rangers, paladins, and even barbarians utilize these skills and philosophies well. Some rogues and bards have been known to enter the order, but they are rare indeed.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;Way of the Bow &#039;&#039;is not a religious creed, nor is the Order of the Bow an actual organization. Instead it refers to a discipline: that of mastering the bow. Initiates literally dedicate themselves to mastering the order that is the bow. The &#039;&#039;order &#039;&#039;thus represents the bow as a microcosm, its every aspect a study pursued by the initiate.&lt;br /&gt;
&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;
Base attack bonus: +5&lt;br /&gt;
&lt;br /&gt;
Skills: [[Lore: Religion]] 2, [[Craft: Carving/Sculpting]] 5 ranks&lt;br /&gt;
&lt;br /&gt;
Feats: Point Blank Shot, Rapid Shot, Weapon Focus Short Bow or Longbow&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: Reflex, Will&lt;br /&gt;
&lt;br /&gt;
- Weapon Proficiencies: An Order of the Bow Initiate gains no weapon proficiencies.&lt;br /&gt;
&lt;br /&gt;
- Armor Proficiencies: An Order of the Bow Initiate gains no armor proficiencies.&lt;br /&gt;
&lt;br /&gt;
- Skill Points: 2 + Int Modifier.&lt;br /&gt;
&lt;br /&gt;
- Class Skills: [[Concentration]], [[Lore: History]], [[Lore: Local]]. [[Lore: Religion]], [[Ride]], [[Spot]], [[Sense Motive]]&lt;br /&gt;
&lt;br /&gt;
- Class Feats&lt;br /&gt;
&lt;br /&gt;
1: Ranged precision 1d6&amp;lt;br /&amp;gt;2: Dead Eye Shot&amp;lt;br /&amp;gt;3: Ranged precision 2d6&amp;lt;br /&amp;gt;4: Greater Weapon Focus&amp;lt;br /&amp;gt;5: Ranged precision 3d6&amp;lt;br /&amp;gt;6: Blind Fight&amp;lt;br /&amp;gt;7: Ranged precision 4d6&amp;lt;br /&amp;gt;8: None&amp;lt;br /&amp;gt;9: Ranged precision 5d6&amp;lt;br /&amp;gt;10: Sharp-Shooting&lt;br /&gt;
&lt;br /&gt;
No bonus feats.&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;Ranged Precision I to V&lt;br /&gt;
&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;Type of Feat: Class Ability&amp;lt;br /&amp;gt;Prerequisites: Order of the Bow Initiate&amp;lt;br /&amp;gt;Specifics: During a regular ranged attack an initiate takes a precisely aimed attack.  &lt;br /&gt;
Ranged Precision was changed to a combat style mode. Ranged Precision reduces your total attacks to 2 (before Rapid Shot/Haste) but increases your damage per shot by 1d6 at level 1 and for every odd OOBI level, ending at 5d6 at OOBI 9.&lt;br /&gt;
An initiate’s ranged precision attack only works against living creatures with discernible anatomies. Any creature that is immune to critical hits (either naturally or through a class, item or ability benefit) is not vulnerable to a ranged precision attack. Unlike with a rogue’s sneak attack, the initiate’s target does not have to be flat-footed or denied its Dexterity bonus, but if it is, the initiate’s extra precision damage stacks with sneak attack damage. &amp;lt;br /&amp;gt;Use: Selected as a Mode&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: rgb(255, 128, 0);&amp;quot;&amp;gt;Sharp Shooting&lt;br /&gt;
&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;Type of Feat: Class Ability&amp;lt;br /&amp;gt;Prerequisites: Order of the Bow Initiate level 10&amp;lt;br /&amp;gt;Specifics: You mark your target. Sharp Shooting fires a single arrow that, if it hits, negates enemy DR for the next 3 rounds. In addition, Sharp Shooting removes any missile protection effects the enemy might have, such as Storm Avatar. Sharp Shooting can be used 3 times per day.&amp;lt;br /&amp;gt;Use: Selected &lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: rgb(255, 128, 0);&amp;quot;&amp;gt;Dead Eye Shot&lt;br /&gt;
&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;Type of Feat: General&amp;lt;br /&amp;gt;Prerequisites: Point Blank Shot, Base Attack Bonus + 4&amp;lt;br /&amp;gt;Specifics: By firing just as your ally connects with a blow, you take advantage of the distraction to strike the same enemy when his guard is ruined. If you ready a ranged attack to occur when an ally strikes a particular target, and your ally succeeds, that target loses his Dexterity bonus to AC against your attack.&amp;lt;br /&amp;gt;Use: Selected&lt;br /&gt;
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(Notice: Abilities only work with bows, not crossbows,slings)&lt;br /&gt;
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&lt;br /&gt;
==Updates==&lt;br /&gt;
* Ranged Precision now checks if Rapid Shot is turned on for attack calculations.&lt;br /&gt;
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&lt;br /&gt;
&#039;&#039;Class courtesy of Rasael, thorough testing by the Quality Control Team. Implementation on the server by Luna.Updated by Rhifox,&#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>172.69.79.167</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Monk&amp;diff=15924</id>
		<title>Monk</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Monk&amp;diff=15924"/>
		<updated>2022-07-23T20:51:36Z</updated>

		<summary type="html">&lt;p&gt;172.69.79.167: /* Additional progressions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Class Feature&lt;br /&gt;
|HD = 8&lt;br /&gt;
|BAB = M&lt;br /&gt;
|Hsave = [[Fortitude]], [[Reflex]] &amp;amp; [[Will]].&lt;br /&gt;
|Lsave = NONE&lt;br /&gt;
|WP = [[Weapon proficiency (monk)|Monk]] ~ [[club]], [[crossbow, light|crossbow (light)]], [[crossbow, heavy|crossbow (heavy)]], [[dagger]], [[handaxe]], [[kama]], [[quarterstaff]], [[shuriken]], and [[sling]].&lt;br /&gt;
|AP = &#039;&#039;&#039;NONE&#039;&#039;&#039;&lt;br /&gt;
|skill = 4&lt;br /&gt;
|Cskill = [[Acrobatics]], [[Athletics]], [[Concentration]], [[Craft]] (all), [[Diplomacy]], [[Escape Artist]], [[Hide]], [[Listen]], [[Lore: Arcana]], [[Lore: Local]], [[Lore: Religion]], [[Move Silently]], [[Parry]], [[Perform]], [[Profession]] (all) [[Sense Motive]], [[Spot]]}}&lt;br /&gt;
&#039;&#039;&#039;Monk&#039;&#039;&#039; is a [[base class]] in [[NWN2]].&lt;br /&gt;
==Description==&lt;br /&gt;
The key feature of the monk is his ability to fight unarmed and unarmored. Thanks to his rigorous training, he can strike as hard as if he were armed and strike faster than a warrior with a sword. Though a monk casts no spells, he has a magic of his own. He channels a subtle energy, called &#039;&#039;ki&#039;&#039;, which allows him to perform amazing feats. The monk&#039;s best-known feat is her ability to stun an opponent with an unarmed blow. A monk also has a preternatural awareness that allows him to dodge an attack even if he is not consciously aware of it. As a monk gains experience and power, his mundane and &#039;&#039;ki&#039;&#039;-oriented abilities grow, giving him more and more power over himself and, sometimes, over others.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Alignment]] restrictions&#039;&#039;&#039;: Any [[lawful]] - a monk&#039;s training requires strict discipline.&lt;br /&gt;
*Ex-monks - A monk who becomes non-lawful cannot gain new levels as a monk but retains all monk abilities.&lt;br /&gt;
&lt;br /&gt;
Monks are not proficient with any armor or shields - many of the monk&#039;s special features have specific equipment-related conditions. When wearing armor, using a shield, or carrying a medium or heavy load, a monk loses his AC bonus, as well as his fast movement and flurry of blows abilities.&lt;br /&gt;
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&lt;br /&gt;
====Additional progressions====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Level!!Features gained!!Flurry of blows attack bonus!!Unarmed damage!!AC bonus!!Unarmored speed bonus (ft)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;1||[[#AC bonus|AC bonus]], [[Flurry of Blows]], [[Improved Unarmed Strike]], [[Stunning Fist]]|| align=&amp;quot;center&amp;quot; | -2/-2|| align=&amp;quot;center&amp;quot; |1d6/1d4|| align=&amp;quot;center&amp;quot; | +0|| align=&amp;quot;center&amp;quot; | +0&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;2||[[Evasion]], [[Deflect Arrows]]|| align=&amp;quot;center&amp;quot; | -1/-1|| align=&amp;quot;center&amp;quot; |1d6/1d4|| align=&amp;quot;center&amp;quot; | +0|| align=&amp;quot;center&amp;quot; | +0&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;3||[[#Still mind|Still mind]], [[Monk speed]]|| align=&amp;quot;center&amp;quot; | -0/-0|| align=&amp;quot;center&amp;quot; |1d6/1d4|| align=&amp;quot;center&amp;quot; | +0|| align=&amp;quot;center&amp;quot; | +10&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;4||[[#Ki Strike|Ki strike]] (Magic)|| align=&amp;quot;center&amp;quot; | +1/+1|| align=&amp;quot;center&amp;quot; |1d8/1d6|| align=&amp;quot;center&amp;quot; | +0|| align=&amp;quot;center&amp;quot; | +10&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;5||[[Purity of Body]], AC Bonus +1|| align=&amp;quot;center&amp;quot; | +2/+2|| align=&amp;quot;center&amp;quot; |1d8/1d6|| align=&amp;quot;center&amp;quot; | +1|| align=&amp;quot;center&amp;quot; | +10&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;6||Choice between [[Improved Grapple]], [[Improved Knockdown]], or [[Improved Disarm]]|| align=&amp;quot;center&amp;quot; | +3/+3|| align=&amp;quot;center&amp;quot; |1d8/1d6|| align=&amp;quot;center&amp;quot; | +1|| align=&amp;quot;center&amp;quot; | +20&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;7||[[Wholeness of Body]]|| align=&amp;quot;center&amp;quot; | +4/+4|| align=&amp;quot;center&amp;quot; |1d8/1d6|| align=&amp;quot;center&amp;quot; | +1|| align=&amp;quot;center&amp;quot; | +20&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;8|||| align=&amp;quot;center&amp;quot; | +5/+5/+0|| align=&amp;quot;center&amp;quot; |1d10/1d8|| align=&amp;quot;center&amp;quot; | +1|| align=&amp;quot;center&amp;quot; | +20&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;9||[[Improved Evasion]]|| align=&amp;quot;center&amp;quot; | +6/+6/+1|| align=&amp;quot;center&amp;quot; |1d10/1d8|| align=&amp;quot;center&amp;quot; | +1|| align=&amp;quot;center&amp;quot; | +30&lt;br /&gt;
|-&lt;br /&gt;
|10||Ki strike (Lawful), AC Bonus +2|| align=&amp;quot;center&amp;quot; | +7/+7/+2|| align=&amp;quot;center&amp;quot; |1d10/1d8|| align=&amp;quot;center&amp;quot; | +2|| align=&amp;quot;center&amp;quot; | +30&lt;br /&gt;
|-&lt;br /&gt;
|11||[[Diamond Body]], [[Greater Flurry]]|| align=&amp;quot;center&amp;quot; | +8/+8/+8/+3|| align=&amp;quot;center&amp;quot; |1d10/1d8|| align=&amp;quot;center&amp;quot; | +2|| align=&amp;quot;center&amp;quot; | +30&lt;br /&gt;
|-&lt;br /&gt;
|12|||| align=&amp;quot;center&amp;quot; | +9/+9/+9/+4|| align=&amp;quot;center&amp;quot; |2d6/1d10|| align=&amp;quot;center&amp;quot; | +2|| align=&amp;quot;center&amp;quot; | +40&lt;br /&gt;
|-&lt;br /&gt;
|13||[[#Diamond soul|Diamond soul]]|| align=&amp;quot;center&amp;quot; | +9/+9/+9/+4|| align=&amp;quot;center&amp;quot; |2d6/1d10|| align=&amp;quot;center&amp;quot; | +2|| align=&amp;quot;center&amp;quot; | +40&lt;br /&gt;
|-&lt;br /&gt;
|14|||| align=&amp;quot;center&amp;quot; | +10/+10/+10/+5|| align=&amp;quot;center&amp;quot; |2d6/1d10|| align=&amp;quot;center&amp;quot; | +2|| align=&amp;quot;center&amp;quot; | +40&lt;br /&gt;
|-&lt;br /&gt;
|15||[[#Quivering palm|Quivering palm]], AC Bonus +3|| align=&amp;quot;center&amp;quot; | +11/+11/+11/+6/+1|| align=&amp;quot;center&amp;quot; |2d6/1d10|| align=&amp;quot;center&amp;quot; | +3|| align=&amp;quot;center&amp;quot; | +45&lt;br /&gt;
|-&lt;br /&gt;
|16||Ki strike (Adamantine)|| align=&amp;quot;center&amp;quot; | +12/+12/+12/+7/+2|| align=&amp;quot;center&amp;quot; |2d8/2d6|| align=&amp;quot;center&amp;quot; | +3|| align=&amp;quot;center&amp;quot; | +45&lt;br /&gt;
|-&lt;br /&gt;
|17|||| align=&amp;quot;center&amp;quot; | +12/+12/+12/+7/+2|| align=&amp;quot;center&amp;quot; |2d8/2d6|| align=&amp;quot;center&amp;quot; | +3|| align=&amp;quot;center&amp;quot; | +45&lt;br /&gt;
|-&lt;br /&gt;
|18|||| align=&amp;quot;center&amp;quot; | +13/+13/+13/+8/+3|| align=&amp;quot;center&amp;quot; |2d8/2d6|| align=&amp;quot;center&amp;quot; | +3|| align=&amp;quot;center&amp;quot; | +50&lt;br /&gt;
|-&lt;br /&gt;
|19||[[#Empty body|Empty body]]|| align=&amp;quot;center&amp;quot; | +14/+14/+14/+9/+4|| align=&amp;quot;center&amp;quot; |2d8/2d6|| align=&amp;quot;center&amp;quot; | +3|| align=&amp;quot;center&amp;quot; | +50&lt;br /&gt;
|-&lt;br /&gt;
|20||[[Perfect self]], AC Bonus +4|| align=&amp;quot;center&amp;quot; | +15/+15/+15/+10/+5|| align=&amp;quot;center&amp;quot; |2d10/2d8|| align=&amp;quot;center&amp;quot; | +4|| align=&amp;quot;center&amp;quot; | +50&lt;br /&gt;
|-&lt;br /&gt;
|21|||| align=&amp;quot;center&amp;quot; | +15/+15/+15/+10/+5|| align=&amp;quot;center&amp;quot; |2d10/2d8|| align=&amp;quot;center&amp;quot; | +4|| align=&amp;quot;center&amp;quot; | +50&lt;br /&gt;
|-&lt;br /&gt;
|22|||| align=&amp;quot;center&amp;quot; | +16/+16/+16/+11/+6/+1|| align=&amp;quot;center&amp;quot; |2d10/2d8|| align=&amp;quot;center&amp;quot; | +4|| align=&amp;quot;center&amp;quot; | +50&lt;br /&gt;
|-&lt;br /&gt;
|23|||| align=&amp;quot;center&amp;quot; | +17/+17/+17/+12/+7/+2|| align=&amp;quot;center&amp;quot; |2d10/2d8|| align=&amp;quot;center&amp;quot; | +4|| align=&amp;quot;center&amp;quot; | +50&lt;br /&gt;
|-&lt;br /&gt;
|24|||| align=&amp;quot;center&amp;quot; | +18/+18/+18/+13/+8/+3|| align=&amp;quot;center&amp;quot; |3d8/2d10|| align=&amp;quot;center&amp;quot; | +4|| align=&amp;quot;center&amp;quot; | +50&lt;br /&gt;
|-&lt;br /&gt;
|25||[[Epic Bonus Feat|Bonus feat]], AC Bonus +5|| align=&amp;quot;center&amp;quot; | +18/+18/+18/+13/+8/+3|| align=&amp;quot;center&amp;quot; |3d8/2d10|| align=&amp;quot;center&amp;quot; | +5|| align=&amp;quot;center&amp;quot; | +50&lt;br /&gt;
|-&lt;br /&gt;
|26|||| align=&amp;quot;center&amp;quot; | +19/+19/+19/+14/+9/+4|| align=&amp;quot;center&amp;quot; |3d8/2d10|| align=&amp;quot;center&amp;quot; | +5|| align=&amp;quot;center&amp;quot; | +50&lt;br /&gt;
|-&lt;br /&gt;
|27|||| align=&amp;quot;center&amp;quot; | +20/+20/+20/+15/+10/+5|| align=&amp;quot;center&amp;quot; |3d8/2d10|| align=&amp;quot;center&amp;quot; | +5|| align=&amp;quot;center&amp;quot; | +50&lt;br /&gt;
|-&lt;br /&gt;
|28|||| align=&amp;quot;center&amp;quot; | +21/+21/+21/+16/+11/+6/+1|| align=&amp;quot;center&amp;quot; |3d10/3d8|| align=&amp;quot;center&amp;quot; | +5|| align=&amp;quot;center&amp;quot; | +50&lt;br /&gt;
|-&lt;br /&gt;
|29|||| align=&amp;quot;center&amp;quot; | +21/+21/+21/+16/+11/+6/+1|| align=&amp;quot;center&amp;quot; |3d10/3d8|| align=&amp;quot;center&amp;quot; | +5|| align=&amp;quot;center&amp;quot; | +50&lt;br /&gt;
|-&lt;br /&gt;
|30||[[Epic Bonus Feat|Bonus feat]], AC Bonus +6|| align=&amp;quot;center&amp;quot; | +22/+22/+22/+17/+12/+7/+2|| align=&amp;quot;center&amp;quot; |3d10/3d8|| align=&amp;quot;center&amp;quot; | +6|| align=&amp;quot;center&amp;quot; | +50&lt;br /&gt;
|}&lt;br /&gt;
*A monk&#039;s [[Flurry of blows|flurry of blows attack bonus]] is still affected by multiclassing. Characters may gain additional attacks by taking a higher [[BAB]] progression class (e.g. [[fighter]] levels), or reduced attacks from taking a lower BAB progression class (e.g. [[wizard]] levels).&lt;br /&gt;
&lt;br /&gt;
*The first unarmed damage stat is for medium size, and the second stats is from small size.&lt;br /&gt;
**Unarmed damage for (potential) large monks in game is larger than for medium sized monks (eg. 6d6 on levels 28-29).&lt;br /&gt;
&lt;br /&gt;
===AC bonus===&lt;br /&gt;
A monk has a sixth sense that lets his avoid even unanticipated attacks. When unarmored, the monk adds his Wisdom bonus (if any) to his AC. In addition, a monk gains a +1 bonus to AC at 5th level. This bonus increases by 1 for every five monk levels thereafter (+2 at 10th, +3 at 15th, and +4 at 20th level). He loses these bonuses when he is immobilized or helpless, when he wears any armor, or when he carries a shield.&lt;br /&gt;
&lt;br /&gt;
===Flurry of blows===&lt;br /&gt;
When unarmored, a monk may strike with a [[Flurry of Blows]] at the expense of accuracy. When doing so, he may make one extra attack in a round at his highest base attack bonus, but this attack takes a -2 penalty, as does each other attack made that round. When a monk reaches 5th level, the penalty lessens to -1, and at 9th level it disappears. When using flurry of blows, a monk may attack only with unarmed strikes or with a [[kama]], a [[quarterstaff]] or [[shuriken]] ([[dagger]] and [[handaxe]] don&#039;t work with Flurry of blows - the other special monk weapons, namely nunchaku, sai and siangham, are not coded into NWN2 in the official campaign).&lt;br /&gt;
&lt;br /&gt;
The Flurry of Blows mode can be activated as long as the weapon in your main hand is one of the monk weapons listed above, or unarmed strike. It can be activated even when the character is wearing armor, or carries a shield. However, wearing armor/shield negates the extra attacks, although the attack penalty still applies. E.g. If a level 1 monk activates Flurry of blows while wearing armor or carrying a shield, he gets a -2 attack penalty, but does not receive the extra attacks.&lt;br /&gt;
&lt;br /&gt;
===Unarmed strike===&lt;br /&gt;
At 1st level, a monk gains [[Improved Unarmed Strike]] as a bonus feat. In addition, a Monk does more damage than other characters with unarmed attacks, and can deal lethal damage with his fists.&lt;br /&gt;
&lt;br /&gt;
===Stunning Fist===&lt;br /&gt;
At 1st level, a monk gains [[Stunning Fist]] as a bonus feat.&lt;br /&gt;
&lt;br /&gt;
===Evasion===&lt;br /&gt;
A monk of 2nd level or higher can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save (such as a red dragon&#039;s fiery breath or a fireball), he instead takes no damage. Evasion can be used only if a monk is wearing light armor or no armor.&lt;br /&gt;
&lt;br /&gt;
===Deflect Arrows===&lt;br /&gt;
A monk of 2nd level or highter can attempt to deflect one incoming missile attack per round. This is treated as a reflex save made against a difficulty class of 20. As long as the monk is not caught flat-footed, the chance to deflect an arrow is automatically applied to the first missile attack in any given round.&lt;br /&gt;
&lt;br /&gt;
===Fast movement===&lt;br /&gt;
At 3rd level, a monk gains an enhancement bonus to his speed. A monk in armor (even light armor) loses this extra speed.&lt;br /&gt;
&lt;br /&gt;
===Still mind===&lt;br /&gt;
A monk of 3rd level or higher gains a +2 bonus on saving throws against spells and effects from the school of [[enchantment]], since his meditation and training improve his resistance to mind-affecting attacks.&lt;br /&gt;
&lt;br /&gt;
===Ki Strike===&lt;br /&gt;
At 4th level, a monk&#039;s unarmed attacks are empowered with &#039;&#039;ki&#039;&#039;. His unarmed attacks are treated as magic weapons for the purpose of dealing damage to creatures with [[damage reduction]]. &#039;&#039;Ki&#039;&#039; strike improves with the character&#039;s monk level, becoming lawful for purposes of damage reduction at level 10 and adamantine for purposes of damage reduction at level 16. These effects stack, i.e. at 16th level the monk&#039;s attacks will be magical, lawful and adamantine, bypassing any resistances to these damage types.&lt;br /&gt;
&lt;br /&gt;
===Purity of body===&lt;br /&gt;
At 5th level, a monk gains control over his body&#039;s immune system. He gains immunity to all diseases.&lt;br /&gt;
&lt;br /&gt;
===Wholeness of body===&lt;br /&gt;
At 7th level or higher, a monk can heal his own wounds. He can heal a number of hit points of damage equal to twice his current monk level each day.&lt;br /&gt;
&lt;br /&gt;
===Improved Evasion===&lt;br /&gt;
At 9th level, a monk&#039;s evasion ability improves. He takes no damage on a successful Reflex saving throw against attacks such as a dragon&#039;s breath weapon or fireball, and takes half damage on a failed save.&lt;br /&gt;
&lt;br /&gt;
===Diamond body===&lt;br /&gt;
At 11th level, a monk is in such firm control of his own metabolism that he gains immunity to [[poison (effect)|poisons]] of all kinds.&lt;br /&gt;
&lt;br /&gt;
===Greater Flurry===&lt;br /&gt;
At 11th level, a monk receives a second extra attack when using Flurry of Blows with unarmed strikes or his special monk weapons. The only weapons this works with (besides unarmed attack) are kama, quarterstaff or shuriken -- a dagger/handaxe/etc will not work with flurry, and the other special monk weapons, namely nunchaku, sai and saingham, are not coded into NWN2 in the official campaign.&lt;br /&gt;
&lt;br /&gt;
===Diamond soul===&lt;br /&gt;
At 13th level, a monk gains [[spell resistance]] equal to his current monk level + 10.&lt;br /&gt;
&lt;br /&gt;
===Quivering palm===&lt;br /&gt;
Starting at 15th level, a monk can set up fatal vibrations within the body of another creature once per day. Unless the target makes a Fortitude saving throw (DC 10 + 1/2 the monk&#039;s level + the monk&#039;s Wis modifier), it dies. Quivering Palm does not work on creatures that have immunity to critical hits. Creatures that have higher hit die or level than the monk are also immune to this ability.&lt;br /&gt;
&lt;br /&gt;
===Empty body===&lt;br /&gt;
At 19th level, a monk gains the ability to fade from sight twice per day. The monk gains a 50% concealment bonus for a number of rounds equal to his class level.&lt;br /&gt;
&lt;br /&gt;
===Perfect self===&lt;br /&gt;
The monk gains immunity to all mind-affecting spells and effects, and damage reduction 10/magic.&lt;br /&gt;
[[Category:Playable Class]]&lt;br /&gt;
[[Category:Base classes]]&lt;br /&gt;
[[Category:Combat classes]]&lt;/div&gt;</summary>
		<author><name>172.69.79.167</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Paladin&amp;diff=15916</id>
		<title>Paladin</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Paladin&amp;diff=15916"/>
		<updated>2022-07-23T20:40:58Z</updated>

		<summary type="html">&lt;p&gt;172.69.79.167: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Paladin ==&lt;br /&gt;
Paladins take their adventures seriously, and even a mundane mission is, in the heart of the paladin, a personal test - an opportunity to demonstrate bravery, to learn tactics, and to do good in the world. Divine power protects these warriors of virtue, warding off harm, protecting them from disease, healing them and their allies, and guarding against fear. Finally, a paladin can use this power to destroy evil. Even a novice paladin can detect evil, and more experienced paladins can smite evil foes and turn away undead. Many of the paladin&#039;s special abilities also benefit from a high [[charisma]] score.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Alignment]] restrictions&#039;&#039;&#039;: [[Lawful Good]] ONLY. Paladins must be lawful good, and they lose their divine powers if they deviate from that alignment. &lt;br /&gt;
* Ex-Paladins = A paladin who ceases to be lawful good, who willfully commits an evil act, or who grossly violates the code of conduct loses all paladin spells and abilities (including the service of the paladin’s mount, but not weapon, armor, and shield proficiencies). He may not progress any farther in levels as a paladin. He regains his abilities and advancement potential if he atones for his violations as appropriate.&lt;br /&gt;
&lt;br /&gt;
{{Class Feature&lt;br /&gt;
|HD = 10&lt;br /&gt;
|BAB = H&lt;br /&gt;
|Hsave = [[Fortitude]]&lt;br /&gt;
|Lsave = [[Reflex]] &amp;amp; [[Will]].&lt;br /&gt;
|WP = [[Weapon Proficiency (simple)|Simple]] &amp;amp; [[Weapon Proficiency (martial)|Martial]]&lt;br /&gt;
|AP = [[Armor Proficiency (light)|Light]], [[Armor Proficiency (medium)|Medium]], [[Armor Proficiency (heavy)|Heavy]] &amp;amp; [[Shield Proficiency|Shields]]. (not [[Tower Shield Proficiency| Tower Shields]])&lt;br /&gt;
|skill = 2&lt;br /&gt;
|Cskill = [[Concentration]], [[Craft]] (all), [[Diplomacy]], [[Heal_(skill)|Heal]], [[Lore: History]], [[Lore: Local]], [[Lore: Nobility and Royalty]], [[Lore: Religion]], [[Parry]], [[Profession]] (all), [[Ride]], [[Sense Motive]].&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Spellcasting&#039;&#039;&#039;: [[Divine]] ([[Wisdom]] based, armor related chance of spell failure is ignored). Must have a Wisdom score of 10 + the spell’s level to cast a spell.&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&amp;amp;nbsp;||Features gained&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;1||[[Smite Evil]] 1[[per day|/day]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;2||[[Divine Grace]], [[Lay on Hands]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;3||[[Aura of Courage]], [[Divine health]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;4||[[Turn Undead]], Spells&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;5||Smite evil 2/day, Warhorse&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;6||[[Remove Disease]] 1/day&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;8||[[Armored Efficiency]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;9||Remove disease 2/day&lt;br /&gt;
|-&lt;br /&gt;
|10||Smite evil 3/day&lt;br /&gt;
|-&lt;br /&gt;
|12||Remove disease 3/day&lt;br /&gt;
|-&lt;br /&gt;
|15||Remove disease 4/day, Smite evil 4/day&lt;br /&gt;
|-&lt;br /&gt;
|18||Remove disease 5/day&lt;br /&gt;
|-&lt;br /&gt;
|20||Smite evil 5/day&lt;br /&gt;
|-&lt;br /&gt;
|21||Remove disease 6/day&lt;br /&gt;
|-&lt;br /&gt;
|23|| Bonus Feat&lt;br /&gt;
|-&lt;br /&gt;
|24||Remove disease 7/day&lt;br /&gt;
|-&lt;br /&gt;
|25||Smite evil 6/day&lt;br /&gt;
|-&lt;br /&gt;
|26|| Bonus Feat&lt;br /&gt;
|-&lt;br /&gt;
|27||Remove disease 8/day&lt;br /&gt;
|-&lt;br /&gt;
|29|| Bonus Feat&lt;br /&gt;
|-&lt;br /&gt;
|30||Smite evil 7/day, Remove disease 9/day&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Epic Paladin Bonus Feats:=====&lt;br /&gt;
[[Armor Skin|Armor Skin (Epic)]], [[Epic Toughness]], [[Overwhelming Critical]] [[Epic Energy Resistance]], [[Epic Divine Might]], [[Epic Prowess]], [[Great Charisma]], [[Great Smiting]], [[Great Strength]], [[Great Wisdom]], [[Great Intelligence]], [[Great Dexterity]] and [[Great Constitution]]&lt;br /&gt;
&lt;br /&gt;
===Smite Evil===&lt;br /&gt;
Once per day, a paladin may attempt to smite evil with one normal melee attack. She adds her Charisma bonus (if any) to her attack roll and deals 1 extra point of damage per paladin level. If the paladin attempts to smite a creature that is not evil, the smite has no effect, but the ability is still used up for that day. At 5th level, and at every five levels thereafter, the paladin may smite evil one additional time per day, to a maximum of seven times per day at 30th level.&lt;br /&gt;
&lt;br /&gt;
===Divine Grace===&lt;br /&gt;
At 2nd level, a paladin gains a bonus equal to his Charisma bonus (if any) on all saving throws.&lt;br /&gt;
&lt;br /&gt;
===Lay on Hands===&lt;br /&gt;
Beginning at 2nd level, a paladin with a Charisma score of 12 or higher can heal wounds (his own or those of others) by touch. Each day he can heal a total number of hit points of damage equal to his paladin level times her Charisma bonus. For example, a 7th-level paladin with a 16 Charisma (+3 bonus) can heal 21 points of damage per day.&lt;br /&gt;
===Aura of courage===&lt;br /&gt;
Beginning at 3rd level, a paladin is immune to fear (magical or otherwise). Each ally within 10 feet of him gains a +4 morale bonus on saving throws against fear effects.&lt;br /&gt;
&lt;br /&gt;
===Divine Health===&lt;br /&gt;
At 3rd level, a paladin gains immunity to all diseases, including supernatural and magical diseases (such as mummy rot and lycanthropy).&lt;br /&gt;
&lt;br /&gt;
===Turn Undead===&lt;br /&gt;
When a paladin reaches 4th level, he gains the supernatural ability to turn undead. He may use this ability a number of times per day equal to 3 + his Charisma modifier. He turns undead as a [[cleric]] of three levels lower would.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Note: A Paladin&#039;s Turn Undead can benefit from a Cleric&#039;s [[Sun (domain)]] and [[Evil (domain)]].&lt;br /&gt;
&lt;br /&gt;
===Warhorse===&lt;br /&gt;
At level 5 a paladin can summon a Warhorse. Warhorses are an animal companion for paladins. They cannot be ridden (yet), but will help in combat.&lt;br /&gt;
&lt;br /&gt;
===Remove disease===&lt;br /&gt;
At 6th level, a paladin can remove disease once per day. At 9th level and every three levels after that, the paladin can cure disease one more time per day.&lt;br /&gt;
&lt;br /&gt;
==Spellcasting==&lt;br /&gt;
{{class casting synopsis|ability=Wisdom|type=divine|prepared=yes}}&lt;br /&gt;
*[https://wiki.bgtscc.net/index.php?title=Category:Paladin_spells Paladin Spell List]&lt;br /&gt;
*[[Spell progression#Paladin or Ranger|Paladin spell progression]]: Paladins have the same spell progression as [[ranger]]s.&lt;br /&gt;
&lt;br /&gt;
Beginning at 4th level, a paladin gains the ability to cast a small number of divine spells, which are drawn from the paladin spell list. A paladin must choose and prepare his spells in advance.&amp;lt;br /&amp;gt;To prepare or cast a spell, a paladin must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a paladin’s spell is 10 + the spell level + the paladin’s Wisdom modifier.&amp;lt;br /&amp;gt;Like other spellcasters, a paladin can cast only a certain number of spells of each spell level per day.&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Category:Base classes]]&lt;br /&gt;
[[Category:Spellcasting classes]]&lt;/div&gt;</summary>
		<author><name>172.69.79.167</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Paladin&amp;diff=15915</id>
		<title>Paladin</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Paladin&amp;diff=15915"/>
		<updated>2022-07-23T20:39:13Z</updated>

		<summary type="html">&lt;p&gt;172.69.79.167: /* Additional progressions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Paladin ==&lt;br /&gt;
Paladins take their adventures seriously, and even a mundane mission is, in the heart of the paladin, a personal test - an opportunity to demonstrate bravery, to learn tactics, and to do good in the world. Divine power protects these warriors of virtue, warding off harm, protecting them from disease, healing them and their allies, and guarding against fear. Finally, a paladin can use this power to destroy evil. Even a novice paladin can detect evil, and more experienced paladins can smite evil foes and turn away undead. Many of the paladin&#039;s special abilities also benefit from a high [[charisma]] score.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Alignment]] restrictions&#039;&#039;&#039;: [[Lawful Good]] ONLY. Paladins must be lawful good, and they lose their divine powers if they deviate from that alignment. &lt;br /&gt;
* Ex-Paladins = A paladin who ceases to be lawful good, who willfully commits an evil act, or who grossly violates the code of conduct loses all paladin spells and abilities (including the service of the paladin’s mount, but not weapon, armor, and shield proficiencies). He may not progress any farther in levels as a paladin. He regains his abilities and advancement potential if he atones for his violations as appropriate.&lt;br /&gt;
&lt;br /&gt;
{{Class Feature&lt;br /&gt;
|HD = 10&lt;br /&gt;
|BAB = H&lt;br /&gt;
|Hsave = [[Fortitude]]&lt;br /&gt;
|Lsave = [[Reflex]] &amp;amp; [[Will]].&lt;br /&gt;
|WP = [[Weapon Proficiency (simple)|Simple]] &amp;amp; [[Weapon Proficiency (martial)|Martial]]&lt;br /&gt;
|AP = [[Armor Proficiency (light)|Light]], [[Armor Proficiency (medium)|Medium]], [[Armor Proficiency (heavy)|Heavy]] &amp;amp; [[Shield Proficiency|Shields]]. (not [[Tower Shield Proficiency| Tower Shields]])&lt;br /&gt;
|skill = 2&lt;br /&gt;
|Cskill = [[Concentration]], [[Craft]] (all), [[Diplomacy]], [[Heal_(skill)|Heal]], [[Lore: History]], [[Lore: Local]], [[Lore: Nobility and Royalty]], [[Lore: Religion]], [[Parry]], [[Profession]] (all), [[Ride]], [[Sense Motive]].&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Spellcasting&#039;&#039;&#039;: [[Divine]] ([[Wisdom]] based, armor related chance of spell failure is ignored). Must have a Wisdom score of 10 + the spell’s level to cast a spell.&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&amp;amp;nbsp;||Features gained&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;1||[[Smite Evil]] 1[[per day|/day]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;2||[[Divine Grace]], [[Lay on Hands]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;3||[[Aura of Courage]], [[Divine health]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;4||[[Turn Undead]], Spells&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;5||Smite evil 2/day, Warhorse&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;6||[[Remove Disease]] 1/day&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;8||[[Armored Efficiency]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;9||Remove disease 2/day&lt;br /&gt;
|-&lt;br /&gt;
|10||Smite evil 3/day&lt;br /&gt;
|-&lt;br /&gt;
|12||Remove disease 3/day&lt;br /&gt;
|-&lt;br /&gt;
|15||Remove disease 4/day, Smite evil 4/day&lt;br /&gt;
|-&lt;br /&gt;
|18||Remove disease 5/day&lt;br /&gt;
|-&lt;br /&gt;
|20||Smite evil 5/day&lt;br /&gt;
|-&lt;br /&gt;
|21||Remove disease 6/day&lt;br /&gt;
|-&lt;br /&gt;
|23|| Bonus Feat&lt;br /&gt;
|-&lt;br /&gt;
|24||Remove disease 7/day&lt;br /&gt;
|-&lt;br /&gt;
|25||Smite evil 6/day&lt;br /&gt;
|-&lt;br /&gt;
|26|| Bonus Feat&lt;br /&gt;
|-&lt;br /&gt;
|27||Remove disease 8/day&lt;br /&gt;
|-&lt;br /&gt;
|29|| Bonus Feat&lt;br /&gt;
|-&lt;br /&gt;
|30||Smite evil 7/day, Remove disease 9/day&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Epic Paladin Bonus Feats:=====&lt;br /&gt;
[[Armor Skin|Armor Skin (Epic)]], [[Epic Toughness]], [[Overwhelming Critical]] [[Epic Energy Resistance]], [[Epic Divine Might]], [[Epic Prowess]], [[Great Charisma]], [[Great Smiting]], [[Great Strength]], [[Great Wisdom]], [[Great Intelligence]], [[Great Dexterity]] and [[Great Constitution]]&lt;br /&gt;
&lt;br /&gt;
===Smite Evil===&lt;br /&gt;
Once per day, a paladin may attempt to smite evil with one normal melee attack. She adds her Charisma bonus (if any) to her attack roll and deals 1 extra point of damage per paladin level. If the paladin attempts to smite a creature that is not evil, the smite has no effect, but the ability is still used up for that day. At 5th level, and at every five levels thereafter, the paladin may smite evil one additional time per day, to a maximum of seven times per day at 30th level.&lt;br /&gt;
&lt;br /&gt;
===Divine Grace===&lt;br /&gt;
At 2nd level, a paladin gains a bonus equal to his Charisma bonus (if any) on all saving throws.&lt;br /&gt;
&lt;br /&gt;
===Lay on Hands===&lt;br /&gt;
Beginning at 2nd level, a paladin with a Charisma score of 12 or higher can heal wounds (his own or those of others) by touch. Each day he can heal a total number of hit points of damage equal to his paladin level times her Charisma bonus. For example, a 7th-level paladin with a 16 Charisma (+3 bonus) can heal 21 points of damage per day.&lt;br /&gt;
===Aura of courage===&lt;br /&gt;
Beginning at 3rd level, a paladin is immune to fear (magical or otherwise). Each ally within 10 feet of him gains a +4 morale bonus on saving throws against fear effects.&lt;br /&gt;
&lt;br /&gt;
===Divine Health===&lt;br /&gt;
At 3rd level, a paladin gains immunity to all diseases, including supernatural and magical diseases (such as mummy rot and lycanthropy).&lt;br /&gt;
&lt;br /&gt;
===Turn Undead===&lt;br /&gt;
When a paladin reaches 4th level, he gains the supernatural ability to turn undead. He may use this ability a number of times per day equal to 3 + his Charisma modifier. He turns undead as a [[cleric]] of three levels lower would.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Note: A Paladin&#039;s Turn Undead can benefit from a Cleric&#039;s [[Sun (domain)]] and [[Evil (domain)]].&lt;br /&gt;
&lt;br /&gt;
===Remove disease===&lt;br /&gt;
At 6th level, a paladin can remove disease once per day. At 9th level and every three levels after that, the paladin can cure disease one more time per day.&lt;br /&gt;
&lt;br /&gt;
==Spellcasting==&lt;br /&gt;
{{class casting synopsis|ability=Wisdom|type=divine|prepared=yes}}&lt;br /&gt;
*[https://wiki.bgtscc.net/index.php?title=Category:Paladin_spells Paladin Spell List]&lt;br /&gt;
*[[Spell progression#Paladin or Ranger|Paladin spell progression]]: Paladins have the same spell progression as [[ranger]]s.&lt;br /&gt;
&lt;br /&gt;
Beginning at 4th level, a paladin gains the ability to cast a small number of divine spells, which are drawn from the paladin spell list. A paladin must choose and prepare his spells in advance.&amp;lt;br /&amp;gt;To prepare or cast a spell, a paladin must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a paladin’s spell is 10 + the spell level + the paladin’s Wisdom modifier.&amp;lt;br /&amp;gt;Like other spellcasters, a paladin can cast only a certain number of spells of each spell level per day.&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Category:Base classes]]&lt;br /&gt;
[[Category:Spellcasting classes]]&lt;/div&gt;</summary>
		<author><name>172.69.79.167</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Rogue&amp;diff=15913</id>
		<title>Rogue</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Rogue&amp;diff=15913"/>
		<updated>2022-07-23T20:35:17Z</updated>

		<summary type="html">&lt;p&gt;172.69.79.167: /* Special ability */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;====Rogue====&lt;br /&gt;
Rogues have little in common with each other. While some - maybe even the majority - are stealthy thieves, many serve as scouts, spies, investigators, diplomats, and simple thugs. Rogues are versatile, adaptable, and skilled at getting what others don&#039;t want them to get. While not equal to a fighter in combat, a rogue knows how to hit where it hurts, and a [[sneak attack]] can dish out a lot of damage. Rogues also seem to have a sixth sense when it comes to avoiding danger. Experienced rogues develop nearly magical powers and skills as they master the arts of stealth, evasion, and sneak attacks. In addition, while not capable of casting spells on their own, a rogue can sometimes &amp;quot;fake it&amp;quot; well enough to cast spells from [[scroll]]s, activate [[wand]]s, and use just about any other magic item.&lt;br /&gt;
&lt;br /&gt;
{{Class Feature&lt;br /&gt;
|HD = 6&lt;br /&gt;
|BAB = M&lt;br /&gt;
|Hsave = [[Reflex]]&lt;br /&gt;
|Lsave = [[Fortitude]] &amp;amp; [[Will]]&lt;br /&gt;
|WP = [[Weapon Proficiency (simple)|Simple]] &amp;amp; [[Weapon Proficiency (rogue)|Rogue]] ~ [[handaxe]], [[rapier]], [[shortbow]], and [[shortsword]].&lt;br /&gt;
|AP = [[Armor proficiency (light)|Light]].&lt;br /&gt;
|skill = 8&lt;br /&gt;
|Cskill = [[Appraise]], [[Bluff]], Craft ([[Craft (alchemy)|alchemy]], [[Craft (trap)|trap]], [[Craft (weapon)|weapon]]), [[Diplomacy]], [[Disable Device]], [[Disguise]], [[Escape Artist]],  [[Hide]], [[Intimidate]], [[Listen]], [[Lore: Dungeoneering]], [[Lore: Arcana]] , [[Lore: Local]], [[Move Silently]], [[Open Lock]], [[Parry]], [[Perform]], [[Search]], [[Sense motive]], [[Set Trap]], [[Sleight of Hand]], [[Spot]], [[Taunt]], [[Tumble]], [[Use Magic Device]].&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&amp;amp;nbsp;||Features gained&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;1||[[Sneak Attack]] +1d6, [[Rogue#Trapfinding|Trapfinding]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;2||[[Evasion]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;3||Sneak attack +2d6, [[Trap Sense]] +1&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;4||[[Uncanny Dodge]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;5||Sneak attack +3d6&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;6||Trap sense +2&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;7||Sneak attack +4d6,&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;8||[[Improved Uncanny Dodge]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;9||Sneak attack +5d6, Trap sense +3&lt;br /&gt;
|-&lt;br /&gt;
|10||Special ability (see below)&lt;br /&gt;
|-&lt;br /&gt;
|11||Sneak attack +6d6&lt;br /&gt;
|-&lt;br /&gt;
|12||Trap sense +4&lt;br /&gt;
|-&lt;br /&gt;
|13||Sneak attack +7d6, Special ability&lt;br /&gt;
|-&lt;br /&gt;
|14||&lt;br /&gt;
|-&lt;br /&gt;
|15||Sneak attack +8d6, Trap sense +5&lt;br /&gt;
|-&lt;br /&gt;
|16||Special ability&lt;br /&gt;
|-&lt;br /&gt;
|17||Sneak attack +9d6&lt;br /&gt;
|-&lt;br /&gt;
|18||Trap sense +6&lt;br /&gt;
|-&lt;br /&gt;
|19||Sneak attack +10d6, Special ability&lt;br /&gt;
|-&lt;br /&gt;
|20||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;21&#039;&#039;&#039;||Sneak attack +11d6&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;22&#039;&#039;&#039;||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;23&#039;&#039;&#039;||Sneak attack +12d6&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;24&#039;&#039;&#039;||Epic Bonus Feat&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;25&#039;&#039;&#039;||Sneak attack +13d6&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;26&#039;&#039;&#039;||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;27&#039;&#039;&#039;||Sneak attack +14d6&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;28&#039;&#039;&#039;||Epic Bonus Feat&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;29&#039;&#039;&#039;||Sneak attack +15d6&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;30&#039;&#039;&#039;||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sneak Attack===&lt;br /&gt;
If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage. This extra damage is 1d6 at 1st level, and it increases by 1d6 every two rogue levels thereafter.&lt;br /&gt;
&lt;br /&gt;
===Trapfinding===&lt;br /&gt;
Rogues (or Divine Seeker3 or Phantom8 ) can use the &#039;&#039;&#039;search&#039;&#039;&#039; skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it. Rogues (and only rogues) can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it.&lt;br /&gt;
&lt;br /&gt;
===Evasion===&lt;br /&gt;
At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save (such as a red dragon&#039;s fiery breath or a fireball), she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor.&lt;br /&gt;
&lt;br /&gt;
===Trap Sense===&lt;br /&gt;
At 3rd level, a rogue gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise to +2 when the rogue reaches 6th level, to +3 when she reaches 9th level, to +4 when she reaches 12th level, to +5 at 15th, and to +6 at 18th level.&lt;br /&gt;
&lt;br /&gt;
===Uncanny Dodge===&lt;br /&gt;
Starting at 4th level, a rogue can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized.&lt;br /&gt;
&lt;br /&gt;
===Improved Uncanny Dodge===&lt;br /&gt;
At 8th level a rogue cannot be sneaked attacked by another rogue, unless the attacker has at least four more rogue levels than the target.&lt;br /&gt;
&lt;br /&gt;
===Special ability===&lt;br /&gt;
At 10th, 13th, 16th, and 19th level, a rogue gains a special ability of her choice from among the following options:&amp;lt;br /&amp;gt;&lt;br /&gt;
*[[Crippling strike]]: A rogue with this ability can sneak attack opponents with such precision that her blows weaken and hamper them. An opponent damaged by one of her sneak attacks also takes 2 points of Strength damage. &#039;&#039;&#039;Note&#039;&#039;&#039;: The effects of this ability stacks with itself per hit landed.&lt;br /&gt;
*[[Defensive roll]]: The rogue can roll with a potentially lethal blow to take less damage from it than she otherwise would. Once per day, when she would be reduced to 0 or fewer hit points by damage in combat (from a weapon or other blow, not a spell or special ability), the rogue can attempt to roll with the damage. To use this ability, the rogue must attempt a Reflex saving throw (DC = damage dealt). If the save succeeds, she takes only half damage from the blow; if it fails, she takes full damage. She must be aware of the attack and able to react to it in order to execute her defensive roll-if she is denied her Dexterity bonus to AC, she can&#039;t use this ability. Since this effect would not normally allow a character to make a Reflex save for half damage, the rogue&#039;s evasion ability does not apply to the defensive roll.&lt;br /&gt;
*[[Improved evasion]]: This ability works like evasion, except that the rogue takes no damage on a successful Reflex saving throw against attacks such as a dragon&#039;s breath weapon or a fireball and she takes only half damage on a failed save.&lt;br /&gt;
*[[Opportunist]]: The rogue automatically gains a +4 competence bonus to attack rolls when making an attack of opportunity.&lt;br /&gt;
*[[Skill mastery]]: The rogue cannot roll less than 5 whenever using the [[Acrobatics]], [[Disable Device]], [[Open Lock]], or [[Set Trap]] skills, even if in combat.&lt;br /&gt;
*[[Slippery mind]]: This ability represents the rogue&#039;s ability to wriggle free from magical effects that would otherwise control or compel her. If a rogue with slippery mind is affected by an enchantment spell or effect and fails her saving throw, she automatically gets one reroll.&lt;br /&gt;
*Or a bonus normal [[feat]].&lt;br /&gt;
&lt;br /&gt;
*Hide in Plain Sight (indoors): (Hide in the Shadows is replaced by the new Create Diversion ability.) Rogues can now select Hide in Plain Sight (indoors) starting at level 16 with rogue bonus feats. A rogue may attempt to enter stealth mode even while being observed. If the attempt fails, the rogue may try again in 6 seconds (1 round).&lt;br /&gt;
*Hide in Plain Sight (HiPS): If a rogue already have either HiPS (indoors) or HiPS (outdoors), they can select unrestricted HiPS with rogue bonus feats. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A rogue may also use her epic bonus feats at level 24 and 28 to select these special abilities.&lt;br /&gt;
[[Category:Playable Class]]&lt;br /&gt;
[[Category:Base classes]]&lt;br /&gt;
[[Category:Combat classes]]&lt;/div&gt;</summary>
		<author><name>172.69.79.167</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Thief_Acrobat&amp;diff=15911</id>
		<title>Thief Acrobat</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Thief_Acrobat&amp;diff=15911"/>
		<updated>2022-07-23T20:32:26Z</updated>

		<summary type="html">&lt;p&gt;172.69.79.167: /* Class Features */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Description==&lt;br /&gt;
Like any large guild, a thieves’ guild has many specialists within its ranks—pickpockets, burglars, swindlers, and even highway robbers. None of these, however, have the prestige of a Thief Acrobat—the superlative second-storey burglar who is infamous for daring escapades across the city’s rooftops. &lt;br /&gt;
&lt;br /&gt;
The Thief Acrobat excels at getting into and out of places no one else can. If every street-level entrance to the Jewelers’ Guild House is locked and well guarded, the thief-acrobat simply jumps atop the building from the roof of a nearby inn, throws a grappling hook to the highest minaret, runs up the attached rope to a shuttered window, and quickly picks the lock. Should her escape go awry once she has the goods, her gymnastic combat style keeps her out of harm’s way.&lt;br /&gt;
&lt;br /&gt;
Most Thief Acrobats began as rogues and worked their way up through a guild’s ranks, but even Rangers, Barbarians, and even Illusionists (who wind up working for various regional thieves&#039; guilds) are known to pursue the acrobatic arts from time to time.&lt;br /&gt;
&lt;br /&gt;
==Requirements==&lt;br /&gt;
&#039;&#039;&#039;Feats:&#039;&#039;&#039; [[Evasion]], [[Dash]], Skill Focus: Tumble or Skill Focus: Escape Artist&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills:&#039;&#039;&#039; [[Tumble]] 10 ranks, [[Escape Artist]] 10 ranks&lt;br /&gt;
&lt;br /&gt;
==Class Features==&lt;br /&gt;
{{Class base features|&lt;br /&gt;
hit die=d6|&lt;br /&gt;
BAB=High|&lt;br /&gt;
high save=[[Reflex]]|&lt;br /&gt;
low save=[[Will]], [[Fortitude]]|&lt;br /&gt;
proficiencies=None|&lt;br /&gt;
skill pts=6|&lt;br /&gt;
class skills=[[Appraise]], [[Disable Device]], [[Escape Artist]], [[Hide]], [[Move Silently]], [[Open Lock]], [[Perform]], [[Search]] and [[Tumble]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Class Progression===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Level || Features Gained&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Kip Up &lt;br /&gt;
|-&lt;br /&gt;
| 2 || Agile Fighting 1 &lt;br /&gt;
|-&lt;br /&gt;
| 3 || [[Improved Knockdown]]  &lt;br /&gt;
|-&lt;br /&gt;
| 4 || Agile Fighting 2, Springboard, Skill Mastery (Acrobatics)&lt;br /&gt;
|-&lt;br /&gt;
| 5 || [[Improved Evasion]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Kip Up (Ex)====&lt;br /&gt;
At 1th level, as a free action, a thief-acrobat may immediately stand up from any prone position. She may only do this if she is wearing light or no armor and is unencumbered. &lt;br /&gt;
&lt;br /&gt;
====Agile Fighting (Ex)==== &lt;br /&gt;
A whirling, spinning thief-acrobat is a devilishly difficult target. Starting at 2nd level, a thief-acrobat gains a +1 dodge bonus to Armor Class. After 4th level, and when using combat expertise or improved combat expertise, this bonus becomes +2. This bonus is only applied if she is wearing light or no armor and is unencumbered. At 4th level, Agile Fighting also grants Knockdown immunity.&lt;br /&gt;
&lt;br /&gt;
====Improved Knockdown (Ex)==== &lt;br /&gt;
At 3rd level, the thief-acrobat gains Improved Knockdown as a bonus feat.&lt;br /&gt;
&lt;br /&gt;
====Springboard (Ex)==== &lt;br /&gt;
The thief-acrobat somersaults into the air, bouncing off any foes in her way to pass beyond them nimbly and gaining a +4 Dodge Bonus to AC for 2 rounds. In addition, any foes she touches during these gymnastics must pass a fortitude save (DC: 10 + Dex + HD/2) or be stunned for two rounds. The Thief Acrobat may use this ability as often as once per minute as long as she is wearing light or no armor and is unencumbered.&lt;br /&gt;
&lt;br /&gt;
====Skill Mastery (Acrobatics) (Ex)====&lt;br /&gt;
At level 4, a character with skill mastery can&#039;t roll less than 5 for the selected skill, even in combat.&lt;br /&gt;
&lt;br /&gt;
====Improved Evasion (Ex)====&lt;br /&gt;
A 5th-level thief-acrobat can avoid damage from certain attacks with a successful Reflex save and takes only half damage on a failed save. She may only do this if she is wearing light or no armor and is unencumbered.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Update: &lt;br /&gt;
&lt;br /&gt;
* New feature: Skill Mastery (Acrobatics), level 4. A character with skill mastery can&#039;t roll less than 5 for the selected skills, , even in combat.&lt;br /&gt;
* Thief Acrobats can no longer use their abilities while using a shield heavier than light.&lt;br /&gt;
&lt;br /&gt;
* Kip-up is now level 1, and only grants guaranteed success on kip-up checks (see Acrobatics skill in Skills section).&lt;br /&gt;
&lt;br /&gt;
* Springboard is now a buff to the Acrobatics action rather than a separate action. The feat will have its cooldown triggered when Tumble is used, so the Springboard feat can still be used to monitor this, but Springboard cooldown only affects the springboard-specific effects. When you use Tumble, if you have Springboard available, it will perform its stun/AC boost and trigger the cooldown when using the Tumble action if the enemy fails their saving throw (DC 10 + TA level *2 + Dex mod). If Springboard is on CD, you can still use Tumble, but it will not perform the springboard effects until the CD is available again.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Playable Class]]&lt;br /&gt;
[[Category:Combat classes]]&lt;br /&gt;
[[Category:Prestige Class]]&lt;/div&gt;</summary>
		<author><name>172.69.79.167</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Rogue&amp;diff=15907</id>
		<title>Rogue</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Rogue&amp;diff=15907"/>
		<updated>2022-07-23T20:27:08Z</updated>

		<summary type="html">&lt;p&gt;172.69.79.167: /* Special ability */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;====Rogue====&lt;br /&gt;
Rogues have little in common with each other. While some - maybe even the majority - are stealthy thieves, many serve as scouts, spies, investigators, diplomats, and simple thugs. Rogues are versatile, adaptable, and skilled at getting what others don&#039;t want them to get. While not equal to a fighter in combat, a rogue knows how to hit where it hurts, and a [[sneak attack]] can dish out a lot of damage. Rogues also seem to have a sixth sense when it comes to avoiding danger. Experienced rogues develop nearly magical powers and skills as they master the arts of stealth, evasion, and sneak attacks. In addition, while not capable of casting spells on their own, a rogue can sometimes &amp;quot;fake it&amp;quot; well enough to cast spells from [[scroll]]s, activate [[wand]]s, and use just about any other magic item.&lt;br /&gt;
&lt;br /&gt;
{{Class Feature&lt;br /&gt;
|HD = 6&lt;br /&gt;
|BAB = M&lt;br /&gt;
|Hsave = [[Reflex]]&lt;br /&gt;
|Lsave = [[Fortitude]] &amp;amp; [[Will]]&lt;br /&gt;
|WP = [[Weapon Proficiency (simple)|Simple]] &amp;amp; [[Weapon Proficiency (rogue)|Rogue]] ~ [[handaxe]], [[rapier]], [[shortbow]], and [[shortsword]].&lt;br /&gt;
|AP = [[Armor proficiency (light)|Light]].&lt;br /&gt;
|skill = 8&lt;br /&gt;
|Cskill = [[Appraise]], [[Bluff]], Craft ([[Craft (alchemy)|alchemy]], [[Craft (trap)|trap]], [[Craft (weapon)|weapon]]), [[Diplomacy]], [[Disable Device]], [[Disguise]], [[Escape Artist]],  [[Hide]], [[Intimidate]], [[Listen]], [[Lore: Dungeoneering]], [[Lore: Arcana]] , [[Lore: Local]], [[Move Silently]], [[Open Lock]], [[Parry]], [[Perform]], [[Search]], [[Sense motive]], [[Set Trap]], [[Sleight of Hand]], [[Spot]], [[Taunt]], [[Tumble]], [[Use Magic Device]].&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&amp;amp;nbsp;||Features gained&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;1||[[Sneak Attack]] +1d6, [[Rogue#Trapfinding|Trapfinding]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;2||[[Evasion]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;3||Sneak attack +2d6, [[Trap Sense]] +1&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;4||[[Uncanny Dodge]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;5||Sneak attack +3d6&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;6||Trap sense +2&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;7||Sneak attack +4d6,&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;8||[[Improved Uncanny Dodge]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;9||Sneak attack +5d6, Trap sense +3&lt;br /&gt;
|-&lt;br /&gt;
|10||Special ability (see below)&lt;br /&gt;
|-&lt;br /&gt;
|11||Sneak attack +6d6&lt;br /&gt;
|-&lt;br /&gt;
|12||Trap sense +4&lt;br /&gt;
|-&lt;br /&gt;
|13||Sneak attack +7d6, Special ability&lt;br /&gt;
|-&lt;br /&gt;
|14||&lt;br /&gt;
|-&lt;br /&gt;
|15||Sneak attack +8d6, Trap sense +5&lt;br /&gt;
|-&lt;br /&gt;
|16||Special ability&lt;br /&gt;
|-&lt;br /&gt;
|17||Sneak attack +9d6&lt;br /&gt;
|-&lt;br /&gt;
|18||Trap sense +6&lt;br /&gt;
|-&lt;br /&gt;
|19||Sneak attack +10d6, Special ability&lt;br /&gt;
|-&lt;br /&gt;
|20||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;21&#039;&#039;&#039;||Sneak attack +11d6&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;22&#039;&#039;&#039;||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;23&#039;&#039;&#039;||Sneak attack +12d6&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;24&#039;&#039;&#039;||Epic Bonus Feat&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;25&#039;&#039;&#039;||Sneak attack +13d6&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;26&#039;&#039;&#039;||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;27&#039;&#039;&#039;||Sneak attack +14d6&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;28&#039;&#039;&#039;||Epic Bonus Feat&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;29&#039;&#039;&#039;||Sneak attack +15d6&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;30&#039;&#039;&#039;||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sneak Attack===&lt;br /&gt;
If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage. This extra damage is 1d6 at 1st level, and it increases by 1d6 every two rogue levels thereafter.&lt;br /&gt;
&lt;br /&gt;
===Trapfinding===&lt;br /&gt;
Rogues (or Divine Seeker3 or Phantom8 ) can use the &#039;&#039;&#039;search&#039;&#039;&#039; skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it. Rogues (and only rogues) can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it.&lt;br /&gt;
&lt;br /&gt;
===Evasion===&lt;br /&gt;
At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save (such as a red dragon&#039;s fiery breath or a fireball), she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor.&lt;br /&gt;
&lt;br /&gt;
===Trap Sense===&lt;br /&gt;
At 3rd level, a rogue gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise to +2 when the rogue reaches 6th level, to +3 when she reaches 9th level, to +4 when she reaches 12th level, to +5 at 15th, and to +6 at 18th level.&lt;br /&gt;
&lt;br /&gt;
===Uncanny Dodge===&lt;br /&gt;
Starting at 4th level, a rogue can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized.&lt;br /&gt;
&lt;br /&gt;
===Improved Uncanny Dodge===&lt;br /&gt;
At 8th level a rogue cannot be sneaked attacked by another rogue, unless the attacker has at least four more rogue levels than the target.&lt;br /&gt;
&lt;br /&gt;
===Special ability===&lt;br /&gt;
At 10th, 13th, 16th, and 19th level, a rogue gains a special ability of her choice from among the following options:&amp;lt;br /&amp;gt;&lt;br /&gt;
*[[Crippling strike]]: A rogue with this ability can sneak attack opponents with such precision that her blows weaken and hamper them. An opponent damaged by one of her sneak attacks also takes 2 points of Strength damage. &#039;&#039;&#039;Note&#039;&#039;&#039;: The effects of this ability stacks with itself per hit landed.&lt;br /&gt;
*[[Defensive roll]]: The rogue can roll with a potentially lethal blow to take less damage from it than she otherwise would. Once per day, when she would be reduced to 0 or fewer hit points by damage in combat (from a weapon or other blow, not a spell or special ability), the rogue can attempt to roll with the damage. To use this ability, the rogue must attempt a Reflex saving throw (DC = damage dealt). If the save succeeds, she takes only half damage from the blow; if it fails, she takes full damage. She must be aware of the attack and able to react to it in order to execute her defensive roll-if she is denied her Dexterity bonus to AC, she can&#039;t use this ability. Since this effect would not normally allow a character to make a Reflex save for half damage, the rogue&#039;s evasion ability does not apply to the defensive roll.&lt;br /&gt;
*[[Improved evasion]]: This ability works like evasion, except that the rogue takes no damage on a successful Reflex saving throw against attacks such as a dragon&#039;s breath weapon or a fireball and she takes only half damage on a failed save.&lt;br /&gt;
*[[Opportunist]]: The rogue automatically gains a +4 competence bonus to attack rolls when making an attack of opportunity.&lt;br /&gt;
*[[Skill mastery]]: The rogue cannot roll less than 5 whenever using the [[Acrobatics]], [[Disable Device]], [[Open Lock]], or [[Set Trap]] skills, even if in combat.&lt;br /&gt;
*[[Slippery mind]]: This ability represents the rogue&#039;s ability to wriggle free from magical effects that would otherwise control or compel her. If a rogue with slippery mind is affected by an enchantment spell or effect and fails her saving throw, she automatically gets one reroll.&lt;br /&gt;
*Or a bonus normal [[feat]].&lt;br /&gt;
&lt;br /&gt;
*Skill Mastery (Acrobatics): The rogue cannot roll less than 5 whenever using Arobatics, even in combat.&lt;br /&gt;
&lt;br /&gt;
*Hide in Plain Sight (indoors): (Hide in the Shadows is replaced by the new Create Diversion ability.) Rogues can now select Hide in Plain Sight (indoors) starting at level 16 with rogue bonus feats. A rogue may attempt to enter stealth mode even while being observed. If the attempt fails, the rogue may try again in 6 seconds (1 round).&lt;br /&gt;
*Hide in Plain Sight (HiPS): If a rogue already have either HiPS (indoors) or HiPS (outdoors), they can select unrestricted HiPS with rogue bonus feats. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A rogue may also use her epic bonus feats at level 24 and 28 to select these special abilities.&lt;br /&gt;
[[Category:Playable Class]]&lt;br /&gt;
[[Category:Base classes]]&lt;br /&gt;
[[Category:Combat classes]]&lt;/div&gt;</summary>
		<author><name>172.69.79.167</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Thief_Acrobat&amp;diff=15904</id>
		<title>Thief Acrobat</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Thief_Acrobat&amp;diff=15904"/>
		<updated>2022-07-23T20:23:54Z</updated>

		<summary type="html">&lt;p&gt;172.69.79.167: /* Improved Knockdown (Ex) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Description==&lt;br /&gt;
Like any large guild, a thieves’ guild has many specialists within its ranks—pickpockets, burglars, swindlers, and even highway robbers. None of these, however, have the prestige of a Thief Acrobat—the superlative second-storey burglar who is infamous for daring escapades across the city’s rooftops. &lt;br /&gt;
&lt;br /&gt;
The Thief Acrobat excels at getting into and out of places no one else can. If every street-level entrance to the Jewelers’ Guild House is locked and well guarded, the thief-acrobat simply jumps atop the building from the roof of a nearby inn, throws a grappling hook to the highest minaret, runs up the attached rope to a shuttered window, and quickly picks the lock. Should her escape go awry once she has the goods, her gymnastic combat style keeps her out of harm’s way.&lt;br /&gt;
&lt;br /&gt;
Most Thief Acrobats began as rogues and worked their way up through a guild’s ranks, but even Rangers, Barbarians, and even Illusionists (who wind up working for various regional thieves&#039; guilds) are known to pursue the acrobatic arts from time to time.&lt;br /&gt;
&lt;br /&gt;
==Requirements==&lt;br /&gt;
&#039;&#039;&#039;Feats:&#039;&#039;&#039; [[Evasion]], [[Dash]], Skill Focus: Tumble or Skill Focus: Escape Artist&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills:&#039;&#039;&#039; [[Tumble]] 10 ranks, [[Escape Artist]] 10 ranks&lt;br /&gt;
&lt;br /&gt;
==Class Features==&lt;br /&gt;
{{Class base features|&lt;br /&gt;
hit die=d6|&lt;br /&gt;
BAB=High|&lt;br /&gt;
high save=[[Reflex]]|&lt;br /&gt;
low save=[[Will]], [[Fortitude]]|&lt;br /&gt;
proficiencies=None|&lt;br /&gt;
skill pts=6|&lt;br /&gt;
class skills=[[Appraise]], [[Disable Device]], [[Escape Artist]], [[Hide]], [[Move Silently]], [[Open Lock]], [[Perform]], [[Search]] and [[Tumble]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Class Progression===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Level || Features Gained&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Kip Up &lt;br /&gt;
|-&lt;br /&gt;
| 2 || Agile Fighting 1 &lt;br /&gt;
|-&lt;br /&gt;
| 3 || [[Improved Knockdown]]  &lt;br /&gt;
|-&lt;br /&gt;
| 4 || Agile Fighting 2, Springboard, Skill Mastery (Acrobatics)&lt;br /&gt;
|-&lt;br /&gt;
| 5 || [[Improved Evasion]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Kip Up (Ex)====&lt;br /&gt;
At 1th level, as a free action, a thief-acrobat may immediately stand up from any prone position. She may only do this if she is wearing light or no armor and is unencumbered. &lt;br /&gt;
&lt;br /&gt;
====Agile Fighting (Ex)==== &lt;br /&gt;
A whirling, spinning thief-acrobat is a devilishly difficult target. Starting at 2nd level, a thief-acrobat gains a +1 dodge bonus to Armor Class. After 4th level, and when using combat expertise or improved combat expertise, this bonus becomes +2. This bonus is only applied if she is wearing light or no armor and is unencumbered. At 4th level, Agile Fighting also grants Knockdown immunity.&lt;br /&gt;
&lt;br /&gt;
====Improved Knockdown (Ex)==== &lt;br /&gt;
At 3rd level, the thief-acrobat gains Improved Knockdown as a bonus feat.&lt;br /&gt;
&lt;br /&gt;
====Springboard (Ex)==== &lt;br /&gt;
The thief-acrobat somersaults into the air, bouncing off any foes in her way to pass beyond them nimbly and gaining a +4 Dodge Bonus to AC for 2 rounds. In addition, any foes she touches during these gymnastics must pass a fortitude save (DC: 10 + Dex + HD/2) or be stunned for two rounds. The Thief Acrobat may use this ability as often as once per minute as long as she is wearing light or no armor and is unencumbered.&lt;br /&gt;
&lt;br /&gt;
====Improved Evasion (Ex)====&lt;br /&gt;
A 5th-level thief-acrobat can avoid damage from certain attacks with a successful Reflex save and takes only half damage on a failed save. She may only do this if she is wearing light or no armor and is unencumbered.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Update: &lt;br /&gt;
&lt;br /&gt;
* New feature: Skill Mastery (Acrobatics), level 4. A character with skill mastery can&#039;t roll less than 5 for the selected skills, , even in combat.&lt;br /&gt;
* Thief Acrobats can no longer use their abilities while using a shield heavier than light.&lt;br /&gt;
&lt;br /&gt;
* Kip-up is now level 1, and only grants guaranteed success on kip-up checks (see Acrobatics skill in Skills section).&lt;br /&gt;
&lt;br /&gt;
* Springboard is now a buff to the Acrobatics action rather than a separate action. The feat will have its cooldown triggered when Tumble is used, so the Springboard feat can still be used to monitor this, but Springboard cooldown only affects the springboard-specific effects. When you use Tumble, if you have Springboard available, it will perform its stun/AC boost and trigger the cooldown when using the Tumble action if the enemy fails their saving throw (DC 10 + TA level *2 + Dex mod). If Springboard is on CD, you can still use Tumble, but it will not perform the springboard effects until the CD is available again.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Playable Class]]&lt;br /&gt;
[[Category:Combat classes]]&lt;br /&gt;
[[Category:Prestige Class]]&lt;/div&gt;</summary>
		<author><name>172.69.79.167</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Thief_Acrobat&amp;diff=15903</id>
		<title>Thief Acrobat</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Thief_Acrobat&amp;diff=15903"/>
		<updated>2022-07-23T20:23:12Z</updated>

		<summary type="html">&lt;p&gt;172.69.79.167: /* Agile Fighting (Ex) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Description==&lt;br /&gt;
Like any large guild, a thieves’ guild has many specialists within its ranks—pickpockets, burglars, swindlers, and even highway robbers. None of these, however, have the prestige of a Thief Acrobat—the superlative second-storey burglar who is infamous for daring escapades across the city’s rooftops. &lt;br /&gt;
&lt;br /&gt;
The Thief Acrobat excels at getting into and out of places no one else can. If every street-level entrance to the Jewelers’ Guild House is locked and well guarded, the thief-acrobat simply jumps atop the building from the roof of a nearby inn, throws a grappling hook to the highest minaret, runs up the attached rope to a shuttered window, and quickly picks the lock. Should her escape go awry once she has the goods, her gymnastic combat style keeps her out of harm’s way.&lt;br /&gt;
&lt;br /&gt;
Most Thief Acrobats began as rogues and worked their way up through a guild’s ranks, but even Rangers, Barbarians, and even Illusionists (who wind up working for various regional thieves&#039; guilds) are known to pursue the acrobatic arts from time to time.&lt;br /&gt;
&lt;br /&gt;
==Requirements==&lt;br /&gt;
&#039;&#039;&#039;Feats:&#039;&#039;&#039; [[Evasion]], [[Dash]], Skill Focus: Tumble or Skill Focus: Escape Artist&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills:&#039;&#039;&#039; [[Tumble]] 10 ranks, [[Escape Artist]] 10 ranks&lt;br /&gt;
&lt;br /&gt;
==Class Features==&lt;br /&gt;
{{Class base features|&lt;br /&gt;
hit die=d6|&lt;br /&gt;
BAB=High|&lt;br /&gt;
high save=[[Reflex]]|&lt;br /&gt;
low save=[[Will]], [[Fortitude]]|&lt;br /&gt;
proficiencies=None|&lt;br /&gt;
skill pts=6|&lt;br /&gt;
class skills=[[Appraise]], [[Disable Device]], [[Escape Artist]], [[Hide]], [[Move Silently]], [[Open Lock]], [[Perform]], [[Search]] and [[Tumble]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Class Progression===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Level || Features Gained&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Kip Up &lt;br /&gt;
|-&lt;br /&gt;
| 2 || Agile Fighting 1 &lt;br /&gt;
|-&lt;br /&gt;
| 3 || [[Improved Knockdown]]  &lt;br /&gt;
|-&lt;br /&gt;
| 4 || Agile Fighting 2, Springboard, Skill Mastery (Acrobatics)&lt;br /&gt;
|-&lt;br /&gt;
| 5 || [[Improved Evasion]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Kip Up (Ex)====&lt;br /&gt;
At 1th level, as a free action, a thief-acrobat may immediately stand up from any prone position. She may only do this if she is wearing light or no armor and is unencumbered. &lt;br /&gt;
&lt;br /&gt;
====Agile Fighting (Ex)==== &lt;br /&gt;
A whirling, spinning thief-acrobat is a devilishly difficult target. Starting at 2nd level, a thief-acrobat gains a +1 dodge bonus to Armor Class. After 4th level, and when using combat expertise or improved combat expertise, this bonus becomes +2. This bonus is only applied if she is wearing light or no armor and is unencumbered. At 4th level, Agile Fighting also grants Knockdown immunity.&lt;br /&gt;
&lt;br /&gt;
====Improved Knockdown (Ex)==== &lt;br /&gt;
At 3nd level, the thief-acrobat gains Improved Knockdown as a bonus feat.&lt;br /&gt;
&lt;br /&gt;
====Springboard (Ex)==== &lt;br /&gt;
The thief-acrobat somersaults into the air, bouncing off any foes in her way to pass beyond them nimbly and gaining a +4 Dodge Bonus to AC for 2 rounds. In addition, any foes she touches during these gymnastics must pass a fortitude save (DC: 10 + Dex + HD/2) or be stunned for two rounds. The Thief Acrobat may use this ability as often as once per minute as long as she is wearing light or no armor and is unencumbered.&lt;br /&gt;
&lt;br /&gt;
====Improved Evasion (Ex)====&lt;br /&gt;
A 5th-level thief-acrobat can avoid damage from certain attacks with a successful Reflex save and takes only half damage on a failed save. She may only do this if she is wearing light or no armor and is unencumbered.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Update: &lt;br /&gt;
&lt;br /&gt;
* New feature: Skill Mastery (Acrobatics), level 4. A character with skill mastery can&#039;t roll less than 5 for the selected skills, , even in combat.&lt;br /&gt;
* Thief Acrobats can no longer use their abilities while using a shield heavier than light.&lt;br /&gt;
&lt;br /&gt;
* Kip-up is now level 1, and only grants guaranteed success on kip-up checks (see Acrobatics skill in Skills section).&lt;br /&gt;
&lt;br /&gt;
* Springboard is now a buff to the Acrobatics action rather than a separate action. The feat will have its cooldown triggered when Tumble is used, so the Springboard feat can still be used to monitor this, but Springboard cooldown only affects the springboard-specific effects. When you use Tumble, if you have Springboard available, it will perform its stun/AC boost and trigger the cooldown when using the Tumble action if the enemy fails their saving throw (DC 10 + TA level *2 + Dex mod). If Springboard is on CD, you can still use Tumble, but it will not perform the springboard effects until the CD is available again.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Playable Class]]&lt;br /&gt;
[[Category:Combat classes]]&lt;br /&gt;
[[Category:Prestige Class]]&lt;/div&gt;</summary>
		<author><name>172.69.79.167</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Power_Attack&amp;diff=15898</id>
		<title>Power Attack</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Power_Attack&amp;diff=15898"/>
		<updated>2022-07-23T20:11:54Z</updated>

		<summary type="html">&lt;p&gt;172.69.79.167: /* Gameplay Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{FeatInfo&lt;br /&gt;
|type=General (Tactical)&lt;br /&gt;
|Prereq=[[Str]] 13+&lt;br /&gt;
|Req=[[Cleave]], [[Divine Might]], [[Divine Shield]], [[Great Cleave]], [[Improved Power Attack]], [[Favored Power Attack]].&lt;br /&gt;
|Specifics=A character with this feat can make powerful but ungainly melee attacks. When Power Attack is selected, it grants a +3 bonus to the damage roll, but at the cost of −3 to the attack roll.&lt;br /&gt;
&lt;br /&gt;
A character wielding a two-handed weapon, or wielding a one-handed weapon with both hands, instead adds +6 to the damage dealt with this feat. Power Attack does not add bonus damage to a [[light weapon]] (except with unarmed strikes or natural weapon attacks), but the penalty to attack rolls still applies. Certain classes like the [[frenzied berserker|Frenzied Berserker]] enjoy a more favorable bonus to damage.  [[Favored Power Attack]] can also increase the bonus.&lt;br /&gt;
|Use=Action Mode}}&lt;br /&gt;
&lt;br /&gt;
==NWN Comparison==&lt;br /&gt;
*[[NWNWiki:Power Attack|Power Attack]] in NWN gave a fixed +5 bonus to-damage with a fixed -5 to-hit penalty.&lt;br /&gt;
&lt;br /&gt;
==3.5E Rules Comparison==&lt;br /&gt;
*D20 System &#039;&#039;&#039;Power Attack&#039;&#039;&#039; allows the character to select any value up to their [[BAB]] as a to-hit penalty and damage bonus.&lt;br /&gt;
[[Category:Fighter bonus feats]]&lt;br /&gt;
[[Category:Combat feats]]&lt;br /&gt;
[[Category:Action modes]]&lt;br /&gt;
[[Category:Strength-dependent feats]]&lt;br /&gt;
&lt;br /&gt;
==Gameplay Notes==&lt;br /&gt;
* Power Attack only recalculates when changing weapons.&lt;br /&gt;
* It can now be activated while moving.&lt;br /&gt;
* Shortspears should now benefit from power attack (but they cannot be 2H&#039;ed).&lt;/div&gt;</summary>
		<author><name>172.69.79.167</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Weapon_Finesse&amp;diff=15897</id>
		<title>Weapon Finesse</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Weapon_Finesse&amp;diff=15897"/>
		<updated>2022-07-23T20:10:38Z</updated>

		<summary type="html">&lt;p&gt;172.69.79.167: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{FeatInfo&lt;br /&gt;
|type= General&lt;br /&gt;
|Prereq= [[Base attack bonus]] +1 or higher&lt;br /&gt;
|Specifics= A character with this feat is adept at using light weapons subtly and effectively, allowing him to make melee attack rolls with his dexterity modifier instead of strength (if his dexterity is higher than his strength).&lt;br /&gt;
|Req=None&lt;br /&gt;
|Use=Automatic when using any of the following weapons: [[dagger]], [[handaxe]], [[kama]], [[kukri]], [[light flail]], [[light hammer]], [[mace]], [[rapier]], [[shortsword]], [[sickle]], whip and [[unarmed strike]].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
*The [[Swashbuckler]] class and [[Animal companion#Badger|badger]] animal companion receive Weapon Finesse at level one.&lt;br /&gt;
*Weapon Finesse does not apply to [[melee touch attack]]s.&lt;br /&gt;
*Although the feat applies to [[unarmed strike]], it does not apply to creature weapons, including [[Wild Shape]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Fighter bonus feats]]&lt;br /&gt;
[[Category:Animal companion feats]]&lt;/div&gt;</summary>
		<author><name>172.69.79.167</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Tiefling&amp;diff=15895</id>
		<title>Tiefling</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Tiefling&amp;diff=15895"/>
		<updated>2022-07-23T20:07:42Z</updated>

		<summary type="html">&lt;p&gt;172.69.79.167: /* Racial features */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{FRWiki article|Tieflings}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Tiefling.jpg|200px|right|Tiefling]]&lt;br /&gt;
Carrying the very taint of evil in their forms, and perhaps their very souls, &#039;&#039;&#039;tieflings&#039;&#039;&#039; are often persecuted and feared throughout the [[plane]]s. Because they are descended from evil [[outsider]]s, those who know their ancestry immediately consider most tieflings evil and untrustworthy. Not all tieflings are evil or untrustworthy, but enough are that the prejudice tends to cling.&lt;br /&gt;
&lt;br /&gt;
Some tieflings have a minor physical trait suggesting their heritage, such as pointed teeth, red eyes, small horns, the odor of brimstone, cloven feet, or just an unnatural aura of wrongness. Those descended from an infernal minion often carry a birthmark of the deity&#039;s holy symbol or another trait related to that evil faith.&lt;br /&gt;
&lt;br /&gt;
==Ability adjustments==&lt;br /&gt;
+2 [[Dexterity]], +2 [[Intelligence]], -2 [[Charisma]]&lt;br /&gt;
&lt;br /&gt;
==Racial features==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Icon tiefling.jpg|right]]&lt;br /&gt;
[[Level adjustment]]: +1. Tieflings are slightly more powerful and gain levels more slowly than other races. It will take more experience for a tiefling to reach level 2 than it would for normal races, for example.&lt;br /&gt;
&lt;br /&gt;
[[Size]]: Medium&lt;br /&gt;
&lt;br /&gt;
[[Favored class]]: [[Rogue]]. A [[multiclass]] tiefling&#039;s rogue class does not count when determining whether he takes an [[multiclass penalty|experience point penalty for multiclassing]].&lt;br /&gt;
&lt;br /&gt;
*[[Darkvision]]: Tieflings can see in the dark up to 60 feet.&lt;br /&gt;
*[[Infernal Resistance]]: [[Damage resistance]] to Cold, Electricity &amp;amp; Fire 5.&lt;br /&gt;
* [[Skill Affinity (Bluff)]]: +2 racial bonus to [[bluff]]&lt;br /&gt;
* [[Skill Affinity (Hide)]]: +2 racial bonus to [[hide]]&lt;br /&gt;
*Spell-like abilities:&lt;br /&gt;
**[[Darkness]] spell 1[[per day|/day]] as a sorcerer of equal level.&lt;br /&gt;
*Bonus Languages: [[Language: Abyssal]] or [[Language: Infernal]]&lt;br /&gt;
&lt;br /&gt;
==[[DnD 3.5]] comparison==&lt;br /&gt;
*NWN and NWN2 both exclude languages.&lt;br /&gt;
*The game does not seem to acknowledge [[planetouched]] PCs&#039; status as [[native (subtype)|native outsiders]]. Consequently they do not receive [[weapon proficiency (simple)|simple]] and [[weapon proficiency (martial)|martial]] weapon proficiencies for free, and do not receive immunity to spells such as [[charm person]]. They will also not be affected by [[turn undead]] attempts against outsiders.&lt;br /&gt;
==Notable Tieflings==&lt;br /&gt;
*[[Neeshka]]&lt;br /&gt;
[[Category:Subraces]]&lt;/div&gt;</summary>
		<author><name>172.69.79.167</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Pack_Horses&amp;diff=15893</id>
		<title>Pack Horses</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Pack_Horses&amp;diff=15893"/>
		<updated>2022-07-23T20:02:27Z</updated>

		<summary type="html">&lt;p&gt;172.69.79.167: /* Pack Horses */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Pack horses can be bought from select horse merchants. Each horse will come fully equipped with saddlebags and harness, and are bred and trained specifically for carrying heavy loads across long distances. Each merchant has several variations for sale, some stronger than others but also more expensive.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Horse Merchants ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Horse Merchant Locations on the surface:&#039;&#039;&#039;&lt;br /&gt;
*Soubar&lt;br /&gt;
*Baldurs Gate, East Farmlands&lt;br /&gt;
*Friendly Arm Inn&lt;br /&gt;
*Beregost&lt;br /&gt;
&#039;&#039;&#039;Servant Merchant Locations in the underdark:&#039;&#039;&#039;&lt;br /&gt;
*Sshamath Darkwoods (Ryldrar Zolavar)&lt;br /&gt;
*Rockrun (Ordri Smootsigh)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Horse Merchant Services:&#039;&#039;&#039;&lt;br /&gt;
*Sell/Buy pack horses&lt;br /&gt;
*Stable horses&lt;br /&gt;
*Help locate lost horses&lt;br /&gt;
*Retrieve lost saddlebags in case the horse was killed (as part of buying a replacement horse)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Pack Horses ==&lt;br /&gt;
The weight carrying capacity of the horse is limited by its strength. Its saddlebag also has an upper limit of 100 items, regardless of item type. To interact with your horse you must start a conversation with it. It has the following options:&lt;br /&gt;
*Lead the horse - it will then follow you wherever you go.&lt;br /&gt;
*Tie the horse down - it will stay in that location, even after server reset.&lt;br /&gt;
*Take the saddlebag off - allow you to access the inventory of the saddlebag.&lt;br /&gt;
*Put the saddlebag on - contents of the saddlebag are persisted.&lt;br /&gt;
*Name the horse - if it hasn&#039;t already been named.&lt;br /&gt;
&lt;br /&gt;
When you log out, your horse will leave the server with you, regardless if you are leading it or it was tied down somewhere. And it will return once you log back in. If the horse dies, it is dead. You can buy a new one at a horse merchant and have the option to pay him to have all content of the old saddlebag retrieved.&lt;br /&gt;
&lt;br /&gt;
Pack Horses no longer leave the party in combat. Protection of the horse is player responsibility.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;BETA&#039;&#039;&#039;: This system is currently in BETA, and any items lost as a result of using the system will &#039;&#039;&#039;not&#039;&#039;&#039; be reimbursed. That said, it has passed internal testing and is expected to work as advertised. Should you experience any problems, be sure to file a bug report on the forums so errors can be dealt with as fast as possible.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Category:Server Systems]]&lt;/div&gt;</summary>
		<author><name>172.69.79.167</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Tiefling&amp;diff=15890</id>
		<title>Tiefling</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Tiefling&amp;diff=15890"/>
		<updated>2022-07-23T19:57:56Z</updated>

		<summary type="html">&lt;p&gt;172.69.79.167: /* Racial features */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{FRWiki article|Tieflings}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Tiefling.jpg|200px|right|Tiefling]]&lt;br /&gt;
Carrying the very taint of evil in their forms, and perhaps their very souls, &#039;&#039;&#039;tieflings&#039;&#039;&#039; are often persecuted and feared throughout the [[plane]]s. Because they are descended from evil [[outsider]]s, those who know their ancestry immediately consider most tieflings evil and untrustworthy. Not all tieflings are evil or untrustworthy, but enough are that the prejudice tends to cling.&lt;br /&gt;
&lt;br /&gt;
Some tieflings have a minor physical trait suggesting their heritage, such as pointed teeth, red eyes, small horns, the odor of brimstone, cloven feet, or just an unnatural aura of wrongness. Those descended from an infernal minion often carry a birthmark of the deity&#039;s holy symbol or another trait related to that evil faith.&lt;br /&gt;
&lt;br /&gt;
==Ability adjustments==&lt;br /&gt;
+2 [[Dexterity]], +2 [[Intelligence]], -2 [[Charisma]]&lt;br /&gt;
&lt;br /&gt;
==Racial features==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Icon tiefling.jpg|right]]&lt;br /&gt;
[[Level adjustment]]: +1. Tieflings are slightly more powerful and gain levels more slowly than other races. It will take more experience for a tiefling to reach level 2 than it would for normal races, for example.&lt;br /&gt;
&lt;br /&gt;
[[Size]]: Medium&lt;br /&gt;
&lt;br /&gt;
[[Favored class]]: [[Rogue]]. A [[multiclass]] tiefling&#039;s rogue class does not count when determining whether he takes an [[multiclass penalty|experience point penalty for multiclassing]].&lt;br /&gt;
&lt;br /&gt;
*[[Darkvision]]: Tieflings can see in the dark up to 60 feet.&lt;br /&gt;
*[[Infernal Resistance]]: [[Damage resistance]] to Cold, Electricity &amp;amp; Fire 5.&lt;br /&gt;
* [[Skill Affinity (Bluff)]]: +2 racial bonus to [[bluff]]&lt;br /&gt;
* [[Skill Affinity (Hide)]]: +2 racial bonus to [[hide]]&lt;br /&gt;
*Spell-like abilities:&lt;br /&gt;
**[[Darkness]] spell 1[[per day|/day]] as a sorcerer of equal level.&lt;br /&gt;
*Bonus Languages: Abyssal or Infernal&lt;br /&gt;
&lt;br /&gt;
==[[DnD 3.5]] comparison==&lt;br /&gt;
*NWN and NWN2 both exclude languages.&lt;br /&gt;
*The game does not seem to acknowledge [[planetouched]] PCs&#039; status as [[native (subtype)|native outsiders]]. Consequently they do not receive [[weapon proficiency (simple)|simple]] and [[weapon proficiency (martial)|martial]] weapon proficiencies for free, and do not receive immunity to spells such as [[charm person]]. They will also not be affected by [[turn undead]] attempts against outsiders.&lt;br /&gt;
==Notable Tieflings==&lt;br /&gt;
*[[Neeshka]]&lt;br /&gt;
[[Category:Subraces]]&lt;/div&gt;</summary>
		<author><name>172.69.79.167</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Trap&amp;diff=15889</id>
		<title>Trap</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Trap&amp;diff=15889"/>
		<updated>2022-07-23T19:53:54Z</updated>

		<summary type="html">&lt;p&gt;172.69.79.167: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A trap is a hazard placed on the ground that will trigger an effect, harming whoever set it off. Traps, if detected with [[search]] mode, appear as an ominous red overlay in the area. A character can use [[set trap]] to place their own trap kits, or use [[disable device]] to disable or to recover one set by opponents. The [[craft trap]] skill allows one to assemble trap kits.&lt;br /&gt;
&lt;br /&gt;
Traps come in a number of varieties such as generic trap kits, projectile traps, alarms and magical spell traps. Traps also have varying power levels, in ascending order: Minor, Average, Strong, and Deadly.&lt;br /&gt;
&lt;br /&gt;
The effects of trap kits that can be used by the PC are as follows:&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Type&lt;br /&gt;
!Strength&lt;br /&gt;
!Target&lt;br /&gt;
!Damage&lt;br /&gt;
!Special&lt;br /&gt;
!Save&lt;br /&gt;
!DC&lt;br /&gt;
|- style=&amp;quot;background:#eeffee; color:black&amp;quot;&lt;br /&gt;
|rowspan=4|Acid Blob&lt;br /&gt;
|Minor&lt;br /&gt;
|single creature&lt;br /&gt;
|3d6 acid&lt;br /&gt;
|paralysis, 2 rounds&lt;br /&gt;
|reflex&lt;br /&gt;
|15&lt;br /&gt;
|- style=&amp;quot;background:#eeffee; color:black&amp;quot;&lt;br /&gt;
|Average&lt;br /&gt;
|single creature&lt;br /&gt;
|5d6 acid&lt;br /&gt;
|paralysis, 3 rounds&lt;br /&gt;
|reflex&lt;br /&gt;
|20&lt;br /&gt;
|- style=&amp;quot;background:#eeffee; color:black&amp;quot;&lt;br /&gt;
|Strong&lt;br /&gt;
|single creature&lt;br /&gt;
|12d6 acid&lt;br /&gt;
|paralysis, 4 rounds&lt;br /&gt;
|reflex&lt;br /&gt;
|25&lt;br /&gt;
|- style=&amp;quot;background:#eeffee; color:black&amp;quot;&lt;br /&gt;
|Deadly&lt;br /&gt;
|single creature&lt;br /&gt;
|18d6 acid&lt;br /&gt;
|paralysis, 5 rounds&lt;br /&gt;
|reflex&lt;br /&gt;
|25&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=4|Acid Splash&lt;br /&gt;
|Minor&lt;br /&gt;
|single creature&lt;br /&gt;
|2d8 acid&lt;br /&gt;
|&amp;amp;nbsp;&lt;br /&gt;
|reflex&lt;br /&gt;
|12&lt;br /&gt;
|-&lt;br /&gt;
|Average&lt;br /&gt;
|single creature&lt;br /&gt;
|3d8 acid&lt;br /&gt;
|&amp;amp;nbsp;&lt;br /&gt;
|reflex&lt;br /&gt;
|14&lt;br /&gt;
|-&lt;br /&gt;
|Strong&lt;br /&gt;
|single creature&lt;br /&gt;
|5d8 acid&lt;br /&gt;
|&amp;amp;nbsp;&lt;br /&gt;
|reflex&lt;br /&gt;
|17&lt;br /&gt;
|-&lt;br /&gt;
|Deadly&lt;br /&gt;
|single creature&lt;br /&gt;
|8d8 acid&lt;br /&gt;
|&amp;amp;nbsp;&lt;br /&gt;
|reflex&lt;br /&gt;
|20&lt;br /&gt;
|- style=&amp;quot;background:#ffffee; color:black&amp;quot;&lt;br /&gt;
|rowspan=4|Electrical&lt;br /&gt;
|Minor&lt;br /&gt;
|4 creatures, 15 ft radius&lt;br /&gt;
|8d6 electrical&lt;br /&gt;
|&amp;amp;nbsp;&lt;br /&gt;
|reflex&lt;br /&gt;
|19&lt;br /&gt;
|- style=&amp;quot;background:#ffffee; color:black&amp;quot;&lt;br /&gt;
|Average&lt;br /&gt;
|5 creatures, 15 ft radius&lt;br /&gt;
|15d6 electrical&lt;br /&gt;
|&amp;amp;nbsp;&lt;br /&gt;
|reflex&lt;br /&gt;
|22&lt;br /&gt;
|- style=&amp;quot;background:#ffffee; color:black&amp;quot;&lt;br /&gt;
|Strong&lt;br /&gt;
|6 creatures, 15 ft radius&lt;br /&gt;
|20d6 electrical&lt;br /&gt;
|&amp;amp;nbsp;&lt;br /&gt;
|reflex&lt;br /&gt;
|26&lt;br /&gt;
|- style=&amp;quot;background:#ffffee; color:black&amp;quot;&lt;br /&gt;
|Deadly&lt;br /&gt;
|7 creatures, 15 ft radius&lt;br /&gt;
|30d6 electrical&lt;br /&gt;
|&amp;amp;nbsp;&lt;br /&gt;
|reflex&lt;br /&gt;
|28&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=4|Fire&lt;br /&gt;
|Minor&lt;br /&gt;
|5 ft radius&lt;br /&gt;
|5d6 fire&lt;br /&gt;
|&amp;amp;nbsp;&lt;br /&gt;
|reflex&lt;br /&gt;
|18&lt;br /&gt;
|-&lt;br /&gt;
|Average&lt;br /&gt;
|5 ft radius&lt;br /&gt;
|8d6 fire&lt;br /&gt;
|&amp;amp;nbsp;&lt;br /&gt;
|reflex&lt;br /&gt;
|20&lt;br /&gt;
|-&lt;br /&gt;
|Strong&lt;br /&gt;
|10 ft radius&lt;br /&gt;
|15d6 fire&lt;br /&gt;
|&amp;amp;nbsp;&lt;br /&gt;
|reflex&lt;br /&gt;
|23&lt;br /&gt;
|-&lt;br /&gt;
|Deadly&lt;br /&gt;
|10 ft radius&lt;br /&gt;
|25d6 fire&lt;br /&gt;
|&amp;amp;nbsp;&lt;br /&gt;
|reflex&lt;br /&gt;
|26&lt;br /&gt;
|- style=&amp;quot;background:#eeffff; color:black&amp;quot;&lt;br /&gt;
|rowspan=4|Frost&lt;br /&gt;
|Minor&lt;br /&gt;
|single creature&lt;br /&gt;
|2d4 cold&lt;br /&gt;
|paralysis, 1 round&lt;br /&gt;
|fortitude&lt;br /&gt;
|12&lt;br /&gt;
|- style=&amp;quot;background:#eeffff; color:black&amp;quot;&lt;br /&gt;
|Average&lt;br /&gt;
|single creature&lt;br /&gt;
|3d4 cold&lt;br /&gt;
|paralysis, 2 rounds&lt;br /&gt;
|fortitude&lt;br /&gt;
|13&lt;br /&gt;
|- style=&amp;quot;background:#eeffff; color:black&amp;quot;&lt;br /&gt;
|Strong&lt;br /&gt;
|single creature&lt;br /&gt;
|5d4 cold&lt;br /&gt;
|paralysis, 3 rounds&lt;br /&gt;
|fortitude&lt;br /&gt;
|14&lt;br /&gt;
|- style=&amp;quot;background:#eeffff; color:black&amp;quot;&lt;br /&gt;
|Deadly&lt;br /&gt;
|single creature&lt;br /&gt;
|8d4 cold&lt;br /&gt;
|paralysis, 4 rounds&lt;br /&gt;
|fortitude&lt;br /&gt;
|15&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=4|Holy&lt;br /&gt;
|Minor&lt;br /&gt;
|single creature&lt;br /&gt;
|colspan=2|2d4 (4d10 if undead) divine&lt;br /&gt;
|none&lt;br /&gt;
|&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|Average&lt;br /&gt;
|single creature&lt;br /&gt;
|colspan=2|3d4 (5d10 if undead) divine&lt;br /&gt;
|none&lt;br /&gt;
|&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|Strong&lt;br /&gt;
|single creature&lt;br /&gt;
|colspan=2|6d4 (8d10 if undead) divine&lt;br /&gt;
|none&lt;br /&gt;
|&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|Deadly&lt;br /&gt;
|single creature&lt;br /&gt;
|colspan=2|8d4 (12d10 if undead) divine&lt;br /&gt;
|none&lt;br /&gt;
|&amp;amp;nbsp;&lt;br /&gt;
|- style=&amp;quot;background:#efefef; color:black&amp;quot;&lt;br /&gt;
|rowspan=4|Negative&lt;br /&gt;
|Minor&lt;br /&gt;
|single creature&lt;br /&gt;
|2d6 negative&lt;br /&gt;
| -1 strength&lt;br /&gt;
|fortitude&lt;br /&gt;
|12&lt;br /&gt;
|- style=&amp;quot;background:#efefef; color:black&amp;quot;&lt;br /&gt;
|Average&lt;br /&gt;
|single creature&lt;br /&gt;
|3d6 negative&lt;br /&gt;
| -1 strength&lt;br /&gt;
|fortitude&lt;br /&gt;
|15&lt;br /&gt;
|- style=&amp;quot;background:#efefef; color:black&amp;quot;&lt;br /&gt;
|Strong&lt;br /&gt;
|single creature&lt;br /&gt;
|5d6 negative&lt;br /&gt;
| -2 strength&lt;br /&gt;
|fortitude&lt;br /&gt;
|18&lt;br /&gt;
|- style=&amp;quot;background:#efefef; color:black&amp;quot;&lt;br /&gt;
|Deadly&lt;br /&gt;
|single creature&lt;br /&gt;
|8d6 negative&lt;br /&gt;
| -1 level&lt;br /&gt;
|fortitude&lt;br /&gt;
|21&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=4|Sonic&lt;br /&gt;
|Minor&lt;br /&gt;
|10 ft radius&lt;br /&gt;
|2d4 sonic&lt;br /&gt;
|stun, 2 rounds&lt;br /&gt;
|will&lt;br /&gt;
|12&lt;br /&gt;
|-&lt;br /&gt;
|Average&lt;br /&gt;
|10 ft radius&lt;br /&gt;
|3d4 sonic&lt;br /&gt;
|stun, 2 rounds&lt;br /&gt;
|will&lt;br /&gt;
|14&lt;br /&gt;
|-&lt;br /&gt;
|Strong&lt;br /&gt;
|10 ft radius&lt;br /&gt;
|5d4 sonic&lt;br /&gt;
|stun, 3 rounds&lt;br /&gt;
|will&lt;br /&gt;
|17&lt;br /&gt;
|-&lt;br /&gt;
|Deadly&lt;br /&gt;
|10 ft radius&lt;br /&gt;
|8d4 sonic&lt;br /&gt;
|stun, 4 rounds&lt;br /&gt;
|will&lt;br /&gt;
|20&lt;br /&gt;
|- style=&amp;quot;background:#ffeeee; color:black&amp;quot;&lt;br /&gt;
|rowspan=4|Spike&lt;br /&gt;
|Minor&lt;br /&gt;
|single creature&lt;br /&gt;
|2d6 piercing&lt;br /&gt;
|&amp;amp;nbsp;&lt;br /&gt;
|reflex&lt;br /&gt;
|15&lt;br /&gt;
|- style=&amp;quot;background:#ffeeee; color:black&amp;quot;&lt;br /&gt;
|Average&lt;br /&gt;
|single creature&lt;br /&gt;
|3d6 piercing&lt;br /&gt;
|&amp;amp;nbsp;&lt;br /&gt;
|reflex&lt;br /&gt;
|15&lt;br /&gt;
|- style=&amp;quot;background:#ffeeee; color:black&amp;quot;&lt;br /&gt;
|Strong&lt;br /&gt;
|single creature&lt;br /&gt;
|5d6 piercing&lt;br /&gt;
|&amp;amp;nbsp;&lt;br /&gt;
|reflex&lt;br /&gt;
|15&lt;br /&gt;
|- style=&amp;quot;background:#ffeeee; color:black&amp;quot;&lt;br /&gt;
|Deadly&lt;br /&gt;
|single creature&lt;br /&gt;
|25d6 piercing&lt;br /&gt;
|&amp;amp;nbsp;&lt;br /&gt;
|reflex&lt;br /&gt;
|15&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=4|Tangle&lt;br /&gt;
|Minor&lt;br /&gt;
|5 ft radius&lt;br /&gt;
|&amp;amp;nbsp;&lt;br /&gt;
|slow, 3 rounds&lt;br /&gt;
|reflex&lt;br /&gt;
|20&lt;br /&gt;
|-&lt;br /&gt;
|Average&lt;br /&gt;
|5 ft radius&lt;br /&gt;
|&amp;amp;nbsp;&lt;br /&gt;
|slow, 4 rounds&lt;br /&gt;
|reflex&lt;br /&gt;
|25&lt;br /&gt;
|-&lt;br /&gt;
|Strong&lt;br /&gt;
|10 ft radius&lt;br /&gt;
|&amp;amp;nbsp;&lt;br /&gt;
|slow, 4 rounds&lt;br /&gt;
|reflex&lt;br /&gt;
|30&lt;br /&gt;
|-&lt;br /&gt;
|Deadly&lt;br /&gt;
|10 ft radius&lt;br /&gt;
|&amp;amp;nbsp;&lt;br /&gt;
|slow, 5 rounds&lt;br /&gt;
|reflex&lt;br /&gt;
|35&lt;br /&gt;
|- style=&amp;quot;background:#ddffdd; color:black&amp;quot;&lt;br /&gt;
|rowspan=4|Gas&lt;br /&gt;
|Minor&lt;br /&gt;
|15 ft radius&lt;br /&gt;
|1d6 dexterity&lt;br /&gt;
|Poison&lt;br /&gt;
|fortitude&lt;br /&gt;
|18&lt;br /&gt;
|- style=&amp;quot;background:#ddffdd; color:black&amp;quot;&lt;br /&gt;
|Average&lt;br /&gt;
|15 ft radius&lt;br /&gt;
|1d6 constitution&lt;br /&gt;
|Poison&lt;br /&gt;
|fortitude&lt;br /&gt;
|20&lt;br /&gt;
|- style=&amp;quot;background:#ddffdd; color:black&amp;quot;&lt;br /&gt;
|Strong&lt;br /&gt;
|15 ft radius&lt;br /&gt;
|2d6 constitution&lt;br /&gt;
|Poison&lt;br /&gt;
|fortitude&lt;br /&gt;
|18&lt;br /&gt;
|- style=&amp;quot;background:#ddffdd; color:black&amp;quot;&lt;br /&gt;
|Deadly&lt;br /&gt;
|15 ft radius&lt;br /&gt;
|3d6 constitution&lt;br /&gt;
|Poison&lt;br /&gt;
|fortitude&lt;br /&gt;
|20&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Gameplay Notes==&lt;br /&gt;
*Traps set by players should no longer trigger unless the two characters are hostile with each other. If a PC is killed by a trap, it is treated as a pvp death if the trap was set by a player, rather than a pve death.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[category:Game rules]]&lt;/div&gt;</summary>
		<author><name>172.69.79.167</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Disarm&amp;diff=15886</id>
		<title>Disarm</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Disarm&amp;diff=15886"/>
		<updated>2022-07-23T19:48:48Z</updated>

		<summary type="html">&lt;p&gt;172.69.79.167: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{FeatInfo|type=General&lt;br /&gt;
&lt;br /&gt;
|Prereq=[[Intelligence|Int]] 13+&lt;br /&gt;
&lt;br /&gt;
|Req=[[Improved Disarm]]&lt;br /&gt;
&lt;br /&gt;
|Specifics=The character can perform a disarm maneuver that does no damage, provokes an [[attack of opportunity]], but potentially renders the target unarmed. The attempt is resolved using an opposed roll. If the character is hit by the [[attack of opportunity]], they must make a [[Concentration]] check against the attack roll. Failure on this check interrupts the action. Improved versions of these feats removes this [[attack of opportunity]].&lt;br /&gt;
 &lt;br /&gt;
The attacker&#039;s disarm roll is:&lt;br /&gt;
 &lt;br /&gt;
(attacker&#039;s AB corresponding to his highest AB attack) + 4*(attacker&#039;s size modifier) + 4*(size of attacker&#039;s weapon) +1D20&lt;br /&gt;
&lt;br /&gt;
The defender&#039;s roll is:&lt;br /&gt;
 &lt;br /&gt;
(defender&#039;s AB corresponding to his highest AB attack) + 4*(defender&#039;s size modifier) + 4*(size of defender&#039;s weapon) +1D20 &lt;br /&gt;
&lt;br /&gt;
If the attacker meets or beats the defender&#039;s roll, the defender&#039;s main hand weapon is disarmed.  If the attacker&#039;s main (right) hand is empty, the attacker&#039;s weapon size in this case is the same as his creature size. &lt;br /&gt;
&lt;br /&gt;
If the target&#039;s weapon is not droppable, it will be destroyed if the target is disarmed.&lt;br /&gt;
By default, creatures created in the toolset are not disarmable, they must be set to be disarmable in the toolset.&lt;br /&gt;
&lt;br /&gt;
|Use=Selected. A disarm attempt provokes an attack of opportunity.&lt;br /&gt;
}}&lt;br /&gt;
[[Category:Combat feats]]&lt;/div&gt;</summary>
		<author><name>172.69.79.167</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Knockdown&amp;diff=15884</id>
		<title>Knockdown</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Knockdown&amp;diff=15884"/>
		<updated>2022-07-23T19:46:50Z</updated>

		<summary type="html">&lt;p&gt;172.69.79.167: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{FeatInfo&lt;br /&gt;
|type=General&lt;br /&gt;
|Prereq=None&lt;br /&gt;
|Req=[[Improved knockdown]]&lt;br /&gt;
|Specifics=A character with this feat can attempt a special knockdown attempt, which does not cause damage and provokes an [[attack of opportunity]]. A character hit by the [[attack of opportunity]] must make a Concentration check against the attack roll. Failure on this check interrupts the action. Improved versions of these feats removes this [[attack of opportunity]]. A character may only knock down creatures that are one size larger than itself or less. The attacker makes a d20 roll modified by his [[strength]] bonus, and the difference between his creature size and the target creature size times 4. The defender makes a d20 roll modified by the better of his strength and dexterity bonus. If the attacker meets or beats the defender&#039;s roll, the defender is knocked down. [[Prone]] characters cannot attack. Characters receive a +4 bonus to attack prone opponents in melee, but a -4 penalty to attack them with a ranged weapon.&lt;br /&gt;
|Use=Selected&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special:&#039;&#039;&#039; Monks receive this feat for free at level 6. A [[Animal companion #Wolf progression|Wolf]] animal companion will receive Knockdown for free at 1st level. &lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
*A successful Knockdown disrupts spellcasting.&lt;br /&gt;
*Knockdown requires a successful [[melee touch attack]] to be made.&lt;br /&gt;
*Knockdown has a two-round cooldown after each attempt.&lt;br /&gt;
*The check for the knockdown attempt is not modified by spells such as [[Enlarge Person]] and [[Reduce Person]] because these have no effect on the size modifier.&lt;br /&gt;
*It is most effective against a target that has a low dexterity and strength - commonly [[wizard]]s and [[sorcerer]]s, although [[bard]] and [[cleric]] type classes may not have a great deal of those either. However, most spell casters have defensive spells that protect against this feat.&lt;br /&gt;
*As a note, this obviously is most useful in a party situation, because if there are allies attacking the target, they gain a bonuses to attack them for one round, and the target cannot defend itself (it loses, for instance, [[combat expertise]] bonuses).&lt;br /&gt;
*Knockdown can be blocked by [[mirror image]], &amp;lt;strike&amp;gt;though a knockdown attempt is an automatic hit and will remove one image per attempt.&amp;lt;/strike&amp;gt;&lt;br /&gt;
*Knockdown attempts can be parried.&lt;br /&gt;
*The spells [[foundation of stone]] and [[storm avatar]] confer immunity to knockdown.&lt;br /&gt;
&lt;br /&gt;
==NWN1 comparison==&lt;br /&gt;
It dealt damage, but was an attack with -4 to hit, and had the same effects applied. It also was countered by the now removed [[discipline]] skill, since the attack roll also had to beat the targets discipline.&lt;br /&gt;
[[Category:Animal companion feats]]&lt;br /&gt;
[[Category:Combat feats]]&lt;br /&gt;
[[Category:Fighter bonus feats]]&lt;/div&gt;</summary>
		<author><name>172.69.79.167</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Combat_Expertise&amp;diff=15879</id>
		<title>Combat Expertise</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Combat_Expertise&amp;diff=15879"/>
		<updated>2022-07-23T19:40:08Z</updated>

		<summary type="html">&lt;p&gt;172.69.79.167: /* Gameplay Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{FeatInfo|type=General&lt;br /&gt;
&lt;br /&gt;
|Prereq=[[Intelligence|Int]] 13+.&lt;br /&gt;
&lt;br /&gt;
|Req=[[Feint]], [[Improved Combat Expertise]], [[Whirlwind Attack]], [[Combat Insight]]&lt;br /&gt;
&lt;br /&gt;
|Specifics=A character with this feat can make defensive attacks, gaining a +3 bonus to [[AC]] but receiving a -3 penalty to attack rolls.&lt;br /&gt;
&lt;br /&gt;
|Use=Combat mode}}__NOTOC__&lt;br /&gt;
&lt;br /&gt;
== Gameplay Notes ==&lt;br /&gt;
&lt;br /&gt;
*Combat Expertise AC is of the &amp;quot;Untyped&amp;quot; type, meaning it works against all attacks, including [[touch attack]]s, is not lost flat-footed, and stacks with all other forms of AC.&lt;br /&gt;
&lt;br /&gt;
*The attack penalty does not apply to the AB used for touch attacks, essentially making it free AC for a caster.&lt;br /&gt;
&lt;br /&gt;
*It only works with melee weapons equipped, though it can be used while casting spells.&lt;br /&gt;
&lt;br /&gt;
*Combat Expertise now only turns off when changing gear if you equip a ranged weapon.&lt;br /&gt;
&lt;br /&gt;
*It can now be activated while moving.&lt;br /&gt;
&lt;br /&gt;
==D&amp;amp;D Comparison==&lt;br /&gt;
*In D&amp;amp;D, the penalty to AB and bonus to AC can be chosen by the player, to a maximum of 5.&lt;br /&gt;
*The bonus to AC is of the Dodge type.&lt;br /&gt;
&lt;br /&gt;
==NWN comparison==&lt;br /&gt;
*&#039;&#039;&#039;Expertise&#039;&#039;&#039; in NWN gave a fixed +5 bonus to Armor Class with a fixed -5 to-hit penalty.&lt;br /&gt;
&lt;br /&gt;
==External resources==&lt;br /&gt;
*[http://nwn.wikia.com/wiki/Expertise NWNWiki: Expertise]&lt;br /&gt;
*[http://www.d20srd.org/srd/feats.htm#combatExpertise d20 SRD: Combat Expertise]&lt;br /&gt;
[[Category:Fighter bonus feats]]&lt;br /&gt;
[[Category:Combat feats]]&lt;br /&gt;
[[Category:Action modes]]&lt;br /&gt;
[[Category:Feats that give AC bonus]]&lt;/div&gt;</summary>
		<author><name>172.69.79.167</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Power_Attack&amp;diff=15877</id>
		<title>Power Attack</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Power_Attack&amp;diff=15877"/>
		<updated>2022-07-23T19:38:57Z</updated>

		<summary type="html">&lt;p&gt;172.69.79.167: /* Gameplay Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{FeatInfo&lt;br /&gt;
|type=General (Tactical)&lt;br /&gt;
|Prereq=[[Str]] 13+&lt;br /&gt;
|Req=[[Cleave]], [[Divine Might]], [[Divine Shield]], [[Great Cleave]], [[Improved Power Attack]], [[Favored Power Attack]].&lt;br /&gt;
|Specifics=A character with this feat can make powerful but ungainly melee attacks. When Power Attack is selected, it grants a +3 bonus to the damage roll, but at the cost of −3 to the attack roll.&lt;br /&gt;
&lt;br /&gt;
A character wielding a two-handed weapon, or wielding a one-handed weapon with both hands, instead adds +6 to the damage dealt with this feat. Power Attack does not add bonus damage to a [[light weapon]] (except with unarmed strikes or natural weapon attacks), but the penalty to attack rolls still applies. Certain classes like the [[frenzied berserker|Frenzied Berserker]] enjoy a more favorable bonus to damage.  [[Favored Power Attack]] can also increase the bonus.&lt;br /&gt;
|Use=Action Mode}}&lt;br /&gt;
&lt;br /&gt;
==NWN Comparison==&lt;br /&gt;
*[[NWNWiki:Power Attack|Power Attack]] in NWN gave a fixed +5 bonus to-damage with a fixed -5 to-hit penalty.&lt;br /&gt;
&lt;br /&gt;
==3.5E Rules Comparison==&lt;br /&gt;
*D20 System &#039;&#039;&#039;Power Attack&#039;&#039;&#039; allows the character to select any value up to their [[BAB]] as a to-hit penalty and damage bonus.&lt;br /&gt;
[[Category:Fighter bonus feats]]&lt;br /&gt;
[[Category:Combat feats]]&lt;br /&gt;
[[Category:Action modes]]&lt;br /&gt;
[[Category:Strength-dependent feats]]&lt;br /&gt;
&lt;br /&gt;
==Gameplay Notes==&lt;br /&gt;
* Power Attack only recalculates when changing weapons.&lt;br /&gt;
* It can now be activated while moving.&lt;/div&gt;</summary>
		<author><name>172.69.79.167</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Power_Attack&amp;diff=15876</id>
		<title>Power Attack</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Power_Attack&amp;diff=15876"/>
		<updated>2022-07-23T19:37:50Z</updated>

		<summary type="html">&lt;p&gt;172.69.79.167: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{FeatInfo&lt;br /&gt;
|type=General (Tactical)&lt;br /&gt;
|Prereq=[[Str]] 13+&lt;br /&gt;
|Req=[[Cleave]], [[Divine Might]], [[Divine Shield]], [[Great Cleave]], [[Improved Power Attack]], [[Favored Power Attack]].&lt;br /&gt;
|Specifics=A character with this feat can make powerful but ungainly melee attacks. When Power Attack is selected, it grants a +3 bonus to the damage roll, but at the cost of −3 to the attack roll.&lt;br /&gt;
&lt;br /&gt;
A character wielding a two-handed weapon, or wielding a one-handed weapon with both hands, instead adds +6 to the damage dealt with this feat. Power Attack does not add bonus damage to a [[light weapon]] (except with unarmed strikes or natural weapon attacks), but the penalty to attack rolls still applies. Certain classes like the [[frenzied berserker|Frenzied Berserker]] enjoy a more favorable bonus to damage.  [[Favored Power Attack]] can also increase the bonus.&lt;br /&gt;
|Use=Action Mode}}&lt;br /&gt;
&lt;br /&gt;
==NWN Comparison==&lt;br /&gt;
*[[NWNWiki:Power Attack|Power Attack]] in NWN gave a fixed +5 bonus to-damage with a fixed -5 to-hit penalty.&lt;br /&gt;
&lt;br /&gt;
==3.5E Rules Comparison==&lt;br /&gt;
*D20 System &#039;&#039;&#039;Power Attack&#039;&#039;&#039; allows the character to select any value up to their [[BAB]] as a to-hit penalty and damage bonus.&lt;br /&gt;
[[Category:Fighter bonus feats]]&lt;br /&gt;
[[Category:Combat feats]]&lt;br /&gt;
[[Category:Action modes]]&lt;br /&gt;
[[Category:Strength-dependent feats]]&lt;br /&gt;
&lt;br /&gt;
==Gameplay Notes==&lt;br /&gt;
* Power Attack only recalculates when changing weapons.&lt;/div&gt;</summary>
		<author><name>172.69.79.167</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Combat_Expertise&amp;diff=15875</id>
		<title>Combat Expertise</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Combat_Expertise&amp;diff=15875"/>
		<updated>2022-07-23T19:34:47Z</updated>

		<summary type="html">&lt;p&gt;172.69.79.167: /* Gameplay Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{FeatInfo|type=General&lt;br /&gt;
&lt;br /&gt;
|Prereq=[[Intelligence|Int]] 13+.&lt;br /&gt;
&lt;br /&gt;
|Req=[[Feint]], [[Improved Combat Expertise]], [[Whirlwind Attack]], [[Combat Insight]]&lt;br /&gt;
&lt;br /&gt;
|Specifics=A character with this feat can make defensive attacks, gaining a +3 bonus to [[AC]] but receiving a -3 penalty to attack rolls.&lt;br /&gt;
&lt;br /&gt;
|Use=Combat mode}}__NOTOC__&lt;br /&gt;
&lt;br /&gt;
== Gameplay Notes ==&lt;br /&gt;
&lt;br /&gt;
*Combat Expertise AC is of the &amp;quot;Untyped&amp;quot; type, meaning it works against all attacks, including [[touch attack]]s, is not lost flat-footed, and stacks with all other forms of AC.&lt;br /&gt;
&lt;br /&gt;
*The attack penalty does not apply to the AB used for touch attacks, essentially making it free AC for a caster.&lt;br /&gt;
&lt;br /&gt;
*It only works with melee weapons equipped, though it can be used while casting spells.&lt;br /&gt;
&lt;br /&gt;
*Combat Expertise now only turns off when changing gear if you equip a ranged weapon.&lt;br /&gt;
&lt;br /&gt;
==D&amp;amp;D Comparison==&lt;br /&gt;
*In D&amp;amp;D, the penalty to AB and bonus to AC can be chosen by the player, to a maximum of 5.&lt;br /&gt;
*The bonus to AC is of the Dodge type.&lt;br /&gt;
&lt;br /&gt;
==NWN comparison==&lt;br /&gt;
*&#039;&#039;&#039;Expertise&#039;&#039;&#039; in NWN gave a fixed +5 bonus to Armor Class with a fixed -5 to-hit penalty.&lt;br /&gt;
&lt;br /&gt;
==External resources==&lt;br /&gt;
*[http://nwn.wikia.com/wiki/Expertise NWNWiki: Expertise]&lt;br /&gt;
*[http://www.d20srd.org/srd/feats.htm#combatExpertise d20 SRD: Combat Expertise]&lt;br /&gt;
[[Category:Fighter bonus feats]]&lt;br /&gt;
[[Category:Combat feats]]&lt;br /&gt;
[[Category:Action modes]]&lt;br /&gt;
[[Category:Feats that give AC bonus]]&lt;/div&gt;</summary>
		<author><name>172.69.79.167</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Shield_Charge&amp;diff=15872</id>
		<title>Shield Charge</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Shield_Charge&amp;diff=15872"/>
		<updated>2022-07-23T19:32:31Z</updated>

		<summary type="html">&lt;p&gt;172.69.79.167: /* Gameplay Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===&amp;lt;b&amp;gt;Shield Charge&amp;lt;/b&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
 Type of Feat: General&lt;br /&gt;
 Prerequisite: Improved Shield Bash, Base Attack Bonus + 3&lt;br /&gt;
 Use: Automatic.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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)&lt;br /&gt;
&lt;br /&gt;
== Gameplay Notes ==&lt;br /&gt;
&lt;br /&gt;
Shield Charge now only requires Improved Shield Bash. It no longer requires IKD.&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>172.69.79.167</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Shield_Charge&amp;diff=15871</id>
		<title>Shield Charge</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Shield_Charge&amp;diff=15871"/>
		<updated>2022-07-23T19:32:11Z</updated>

		<summary type="html">&lt;p&gt;172.69.79.167: /* Gameplay Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===&amp;lt;b&amp;gt;Shield Charge&amp;lt;/b&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
 Type of Feat: General&lt;br /&gt;
 Prerequisite: Improved Shield Bash, Base Attack Bonus + 3&lt;br /&gt;
 Use: Automatic.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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)&lt;br /&gt;
&lt;br /&gt;
== Gameplay Notes ==&lt;br /&gt;
&lt;br /&gt;
 Shield Charge now only requires Improved Shield Bash. It no longer requires IKD.&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>172.69.79.167</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Shield_Charge&amp;diff=15870</id>
		<title>Shield Charge</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Shield_Charge&amp;diff=15870"/>
		<updated>2022-07-23T19:31:35Z</updated>

		<summary type="html">&lt;p&gt;172.69.79.167: /* Shield Charge */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===&amp;lt;b&amp;gt;Shield Charge&amp;lt;/b&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
 Type of Feat: General&lt;br /&gt;
 Prerequisite: Improved Shield Bash, Base Attack Bonus + 3&lt;br /&gt;
 Use: Automatic.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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)&lt;br /&gt;
&lt;br /&gt;
== Gameplay Notes ==&lt;br /&gt;
&lt;br /&gt;
The knockdown feat is a second feat prerequisite, though it is undocumented elsewhere.&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>172.69.79.167</name></author>
	</entry>
</feed>