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	<id>https://wiki.bgtscc.net/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=62.107.91.51</id>
	<title>Baldur&#039;s Gate The Sword Coast Chronicles wiki - User contributions [en]</title>
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	<updated>2026-10-17T09:10:16Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Pack_Horses&amp;diff=7829</id>
		<title>Pack Horses</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Pack_Horses&amp;diff=7829"/>
		<updated>2017-12-17T14:04:56Z</updated>

		<summary type="html">&lt;p&gt;62.107.91.51: &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;
&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>62.107.91.51</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Summoning&amp;diff=7822</id>
		<title>Summoning</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Summoning&amp;diff=7822"/>
		<updated>2017-12-10T09:49:36Z</updated>

		<summary type="html">&lt;p&gt;62.107.91.51: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summoning System ==&lt;br /&gt;
=== &amp;lt;u&amp;gt;&#039;&#039;&#039;Radial Menu&#039;&#039;&#039;&amp;lt;/u&amp;gt; ===&lt;br /&gt;
BGTSCC has introduced a new spell system which allows a conjurer to select from more then 20 creatures to choose from.&lt;br /&gt;
[[File:Radialmenu.png|centre|thumb|338x338px]]&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;u&amp;gt;&#039;&#039;&#039;Creature Slots&#039;&#039;&#039;&amp;lt;/u&amp;gt; ===&lt;br /&gt;
&amp;quot;Summoned&amp;quot; Creatures go into different slots:&lt;br /&gt;
* Summon Slot (Summon Creature, Planar Calling, Palemaster&#039;s Vampire, Deadwalk, Epic Gate, etc)&lt;br /&gt;
* Cohort Slot (Blackguard&#039;s Hellhound, Thaumaturge&#039;s Cohort)&lt;br /&gt;
* Illusion Slot (Malicious Image, Programmed Image, etc)&lt;br /&gt;
* Copy Slot (Shadow Simulcarum)&lt;br /&gt;
* Dominate Slot (Dominate Person, Dominate Monster)&lt;br /&gt;
* Swarm Slot (Lure Shadow Demons, Animate Dead, Conjure Animals, Conjure Metalman, etc)&lt;br /&gt;
* Animal Slot (Animal Companions, Techsmith&#039;s Gondsman, Negative Plane Avatar)&lt;br /&gt;
* Familiar Slot (Familiars, Improved Familiars)&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;u&amp;gt;&#039;&#039;&#039;Conjuration Spells &amp;amp; Scaling&#039;&#039;&#039;&amp;lt;/u&amp;gt; ===&lt;br /&gt;
All summons have been adjusted to following:&lt;br /&gt;
* Summon Creature I: 2 HD Beast&lt;br /&gt;
* Summon Creature II: 4 HD Beast&lt;br /&gt;
* Summon Creature III: 6 HD Beast&lt;br /&gt;
* Summon Creature IV: 8 HD Beast&lt;br /&gt;
* Summon Creature V: 10 HD Beast or Elemental&lt;br /&gt;
* Summon Creature VI: 12 HD Beast or Elemental&lt;br /&gt;
* Summon Creature VII: 14 HD Beast or Elemental&lt;br /&gt;
* Summon Creature VIII: 16 HD Beast or Elemental&lt;br /&gt;
* Summon Creature IX: 18 HD Beast or Elemental&lt;br /&gt;
* Lesser Planar Binding(5): 8 HD Outsider&lt;br /&gt;
&lt;br /&gt;
* Planar Binding(6): 10 HD Outsider&lt;br /&gt;
* Greater Planar Binding(8): 14 HD Outsider&lt;br /&gt;
* Planar Ally(6):  10 HD Outsider&lt;br /&gt;
* Planar Ally, Greater(8):  14 HD Outsider&lt;br /&gt;
* Gate(9):  18 HD Outsider&lt;br /&gt;
* Epic Gate: 20 HD Outsider or 24 HD Elemental&lt;br /&gt;
* Lure Shadow Demons(8): 16 Outsider&lt;br /&gt;
* Conjure Shadows(3): 6 Rogue&lt;br /&gt;
* Call Elementals(6): 14 HD Elemental&lt;br /&gt;
* Airball(8): 16 HD Elemental&lt;br /&gt;
* Call Shadow Pack(5): 10 HD Outsider&lt;br /&gt;
* Conjure Metalmen(8): 16 HD Outsider&lt;br /&gt;
* Conjure Spiders(7): 14 HD Vermin&lt;br /&gt;
* Revenance(4): 8 HD Paladin or Favoured Soul&lt;br /&gt;
* Sand Warriors(4): 8 HD Fighter&lt;br /&gt;
* Summon Ibrandlin(6): 12 HD Dragon&lt;br /&gt;
* Phantom Wolf(8): 16 HD Magical Beast&lt;br /&gt;
* Phantom Bear(9): 18 HD Magical Beast&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;u&amp;gt;&#039;&#039;&#039;Spellfocus Conjuration&#039;&#039;&#039;&amp;lt;/u&amp;gt; ===&lt;br /&gt;
All summons can be further improved (to a max limit of 24 HD) by:&lt;br /&gt;
* Spellfocus Conjuration: +1 HD&lt;br /&gt;
* Greater Spellfocus Conjuration: +1 HD&lt;br /&gt;
* Red Wizard Specialist (Conjuration only): +1 HD&lt;br /&gt;
* Epic Spellfocus Conjuration: +2 HD&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;u&amp;gt;Swarm Spells&amp;lt;/u&amp;gt; ===&lt;br /&gt;
Such as Lure Shadow Demons, Conjure Metalman that conjure up to 4 creatures for a short time.&lt;br /&gt;
&lt;br /&gt;
They are not benefiting from Extend Summoning (Thaumaturge Feat).&lt;br /&gt;
&lt;br /&gt;
== Planar Calling ==&lt;br /&gt;
Planar Calling Spells bring extraplanar creatures to the material plane. These are considered planar calling:&lt;br /&gt;
* Lesser Planar Binding&lt;br /&gt;
* Planar Binding, Greater &lt;br /&gt;
* Planar Binding&lt;br /&gt;
* Planar Ally&lt;br /&gt;
* Greater Planar Ally&lt;br /&gt;
* Gate&lt;br /&gt;
* Epic Gate &lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;u&amp;gt;&#039;&#039;&#039;Creatures by alignment&#039;&#039;&#039;&amp;lt;/u&amp;gt; ===&lt;br /&gt;
* Good --&amp;gt; Good and Neutral creatures.&lt;br /&gt;
* Lawful Neutral --&amp;gt; Lawful and Neutral creatures.&lt;br /&gt;
* True Neutral --&amp;gt; Neutral creatures.&lt;br /&gt;
* Chaotic Neutral --&amp;gt; Chaotic and Neutral creatures.&lt;br /&gt;
* Evil --&amp;gt; Evil and Neutral creatures.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;u&amp;gt;&#039;&#039;&#039;True Naming&#039;&#039;&#039;&amp;lt;/u&amp;gt; ===&lt;br /&gt;
A host of unique planar beings have been added to the game (and more will be added over time), and can be called if a caster learns their true name. Once an unbound being is called to a caster they will undergo a negotiation for the price of the being&#039;s services. If the caster agree and pay the price, the being will be bound to the caster and can henceforth be called upon and considered an ally.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;How to learn the true name of a planar being&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The DM team can leak a true name as part of an event, as a reward, as a clue, or any other way they see fit. They can also easily create new beings fitting their story lines as they see fit. But don&#039;t expect finding the true name of a being to be easy, they tend to keep those secret for a reason. &lt;br /&gt;
&lt;br /&gt;
Rare books called &#039;Dusty Tome&#039; have been added to the loot tables that, with the right lore skills, can be deciphered and potentially reveal a true name. If you fail to decipher such a book, you can let someone else try who might have better lore/knowledge in the area. Make sure it is someone you trust though, or they could steal the knowledge in the book. The main function of the books are as lore nodes: if successfully deciphered, the book will reward some XP and its description will be updated with a lore text. For a few of the books, that lore text will contain the true name of a planar creature.  &lt;br /&gt;
&lt;br /&gt;
Finally, a true name can be a very valuable trade commodity. You are free to share a true name (or sell it) as you see fit. But remember, these beings are unique, two casters can&#039;t both call on the same one at the same time. So most casters would probably want to keep a true name secret.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;How to call a planar being using its true name&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To call a planar being by its true name you need a Planar Focus. The only known material to be able to function as a focus is a diamond. Three tiers of diamonds can be used:&lt;br /&gt;
* Diamond: lesser beings up to 15 HD&lt;br /&gt;
* Canary Diamond: beings up to 20 HD&lt;br /&gt;
* Blue Diamond: higher beings with no known limits&lt;br /&gt;
If you target one of these gems with a planar calling spell, you will be able to inscribe it with a true name, and then call on that being for negotiation. The negotiation includes a diplomacy check for determining the price that the being requires for its services, and the alignment distance between being and caster will influence it as well (may even make negotiation impossible). If you pay the price for the being&#039;s services the being will be bound to that gem and the gem becomes a Planar Focus bound to you.&lt;br /&gt;
To call a being bound to a Planar Focus, use the appropriate calling spell and target the focus with it, and the being will be called.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Requirements for a successful calling&amp;lt;/u&amp;gt;&lt;br /&gt;
* The called being must be available, i.e., not be called by someone else and not be recovering from a death.&lt;br /&gt;
* Each being has a minimum required calling spell level. If you use a spell that is too weak the being is able to resist your call entirely.&lt;br /&gt;
* Each being has a minimum required caster level. If your caster level is too weak the being is able to resist your call entirely.&lt;br /&gt;
* The gem used as focus must be of sufficient quality to bind the being. See above.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Final notes&amp;lt;/u&amp;gt;&lt;br /&gt;
* When inscribing the true name into the gem, a Lore: The Planes skill check may reveal some information on the being before you call it.&lt;br /&gt;
* If a being is killed, it will not be possible to call it again for 24 hours. This &amp;quot;cooldown&amp;quot; may be increased later, or other penalties considered. Don&#039;t let a called being die, that is &amp;lt;em&amp;gt;not&amp;lt;/em&amp;gt; part of the agreement you made with it...&lt;br /&gt;
* These beings can be stronger, smarter, weaker, uglier, even completely different from those normally called by the calling spells. But they are all subject to QC/dev balance so don&#039;t expect to be calling demi gods (well you can always ask a DM to let you do it and see if you survive it) &lt;br /&gt;
* And probably a bunch of other things that I forget to mention right now.&lt;br /&gt;
Beings that are called through their true name can be more powerful than their generic counterpart. They might have adjusted stats, special feats, spells and hitpoints. However their power comes at at cost and is always paid in gold.&lt;br /&gt;
&lt;br /&gt;
True naming increases their HD to&lt;br /&gt;
* Lesser Planar Binding(5): 11 HD Outsider&lt;br /&gt;
* Planar Binding(6): 13 HD Outsider&lt;br /&gt;
* Greater Planar Binding(8): 15HD Outsider&lt;br /&gt;
* Planar Ally(6): 13 HD Outsider&lt;br /&gt;
* Planar Ally, Greater(8):  15 HD Outsider&lt;br /&gt;
* Gate(9):  19 HD Outsider&lt;br /&gt;
* Epic Gate: 22 HD Outsider or 26 HD Elemental&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;An example:&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The Wishmaster&amp;quot; is an enormous powerful paeliryon devil, that has the power to grant wishes. Although he warns anyone who requests a wish, that a host of devils will be released upon the summoner&#039;s beloved, resulting in their death - if they are lucky, or dragged to hell if they are not. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;The Wishmaster&amp;quot; can be summoned via the epic gate feat and has a DC 34 diplomacy check during the negotiation. Unless you beat the diplomacy check he asks for 400.000 gold for his service. &amp;quot;The Wishmaster&amp;quot; is a 22 HD paeliron with +4 Int,+4 cha, +2 AC and the ability to cast the epic spells &amp;quot;Hellball&amp;quot; and &amp;quot;Ruin&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
(Note: The asking for a wish has to be requested to a DM and is subject to his interpretation.)&lt;br /&gt;
&lt;br /&gt;
== Animating the Dead ==&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;&amp;lt;u&amp;gt;Necromancy (Summoning)&amp;lt;/u&amp;gt;&#039;&#039;&#039; ===&lt;br /&gt;
All undead summons have been adjusted to following:&lt;br /&gt;
* Animate Dead(4): HD = (CL*2)/number of undeads or CL*3 if desecrated.&lt;br /&gt;
* Create Undead(6): 10 HD Fighter&lt;br /&gt;
* Create Baneguard(6): 12 HD Fighter&lt;br /&gt;
* Create Greater Undead (8): 16 HD Fighter or Warlock &lt;br /&gt;
* Army of Dead (8): 16 HD Fighter, Blackguard or Wizard&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;u&amp;gt;&#039;&#039;&#039;Spellfocus Necromancy&#039;&#039;&#039;&amp;lt;/u&amp;gt; ===&lt;br /&gt;
All undead summons can be further improved by:&lt;br /&gt;
* Spellfocus Necromancy: +1 HD&lt;br /&gt;
* Greater Spellfocus Necromancy: +1 HD&lt;br /&gt;
* Red Wizard Specialist (Necromancy only): +1 HD&lt;br /&gt;
* Epic Spellfocus Necromancy: +2 HD&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;u&amp;gt;&#039;&#039;&#039;The Dead Walk (Warlock Invocation)&#039;&#039;&#039;&amp;lt;/u&amp;gt; ===&lt;br /&gt;
Like before, this upgrades at 12 and 21 but now summons two different types: &lt;br /&gt;
* Skeleton: 7 HD, 10 HD, 16 HD (offensive mix of Undead/Fighter)&lt;br /&gt;
* Zombie: 9 HD, 13 HD, 19 HD (defensive mix of Undead/Fighter)&lt;br /&gt;
&lt;br /&gt;
Furthermore they can be improved by taking the [[Ability Focus - Invocations]] feat.&lt;/div&gt;</summary>
		<author><name>62.107.91.51</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Summoning&amp;diff=7662</id>
		<title>Summoning</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Summoning&amp;diff=7662"/>
		<updated>2017-09-22T13:18:02Z</updated>

		<summary type="html">&lt;p&gt;62.107.91.51: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summoning System ==&lt;br /&gt;
=== &amp;lt;u&amp;gt;&#039;&#039;&#039;Radial Menu&#039;&#039;&#039;&amp;lt;/u&amp;gt; ===&lt;br /&gt;
BGTSCC has introduced a new spell system which allows a conjurer to select from more then 20 creatures to choose from.&lt;br /&gt;
[[File:Radialmenu.png|centre|thumb|338x338px]]&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;u&amp;gt;&#039;&#039;&#039;Creature Slots&#039;&#039;&#039;&amp;lt;/u&amp;gt; ===&lt;br /&gt;
&amp;quot;Summoned&amp;quot; Creatures go into different slots:&lt;br /&gt;
* Summon Slot (Summon Creature, Planar Calling, Palemaster&#039;s Vampire, Deadwalk, Epic Gate, etc)&lt;br /&gt;
* Cohort Slot (Blackguard&#039;s Hellhound, Thaumaturge&#039;s Cohort)&lt;br /&gt;
* Illusion Slot (Malicious Image, Programmed Image, etc)&lt;br /&gt;
* Copy Slot (Shadow Simulcarum)&lt;br /&gt;
* Dominate Slot (Dominate Person, Dominate Monster)&lt;br /&gt;
* Swarm Slot (Lure Shadow Demons, Animate Dead, Conjure Animals, Conjure Metalman, etc)&lt;br /&gt;
* Animal Slot (Animal Companions, Techsmith&#039;s Gondsman, Negative Plane Avatar)&lt;br /&gt;
* Familiar Slot (Familiars, Improved Familiars)&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;u&amp;gt;&#039;&#039;&#039;Conjuration Spells &amp;amp; Scaling&#039;&#039;&#039;&amp;lt;/u&amp;gt; ===&lt;br /&gt;
All summons have been adjusted to following:&lt;br /&gt;
* Summon Creature I: 2 HD Beast&lt;br /&gt;
* Summon Creature II: 4 HD Beast&lt;br /&gt;
* Summon Creature III: 6 HD Beast&lt;br /&gt;
* Summon Creature IV: 8 HD Beast&lt;br /&gt;
* Summon Creature V: 10 HD Beast or Elemental&lt;br /&gt;
* Summon Creature VI: 12 HD Beast or Elemental&lt;br /&gt;
* Summon Creature VII: 14 HD Beast or Elemental&lt;br /&gt;
* Summon Creature VIII: 16 HD Beast or Elemental&lt;br /&gt;
* Summon Creature IX: 18 HD Beast or Elemental&lt;br /&gt;
* Lesser Planar Binding(5): 8 HD Outsider&lt;br /&gt;
&lt;br /&gt;
* Planar Binding(6): 10 HD Outsider&lt;br /&gt;
* Greater Planar Binding(8): 14 HD Outsider&lt;br /&gt;
* Planar Ally(6):  10 HD Outsider&lt;br /&gt;
* Planar Ally, Greater(8):  14 HD Outsider&lt;br /&gt;
* Gate(9):  18 HD Outsider&lt;br /&gt;
* Epic Gate: 20 HD Outsider or 24 HD Elemental&lt;br /&gt;
* Lure Shadow Demons(8): 16 Outsider&lt;br /&gt;
* Conjure Shadows(3): 6 Rogue&lt;br /&gt;
* Call Elementals(6): 14 HD Elemental&lt;br /&gt;
* Airball(8): 16 HD Elemental&lt;br /&gt;
* Call Shadow Pack(5): 10 HD Outsider&lt;br /&gt;
* Conjure Metalmen(8): 16 HD Outsider&lt;br /&gt;
* Conjure Spiders(7): 14 HD Vermin&lt;br /&gt;
* Revenance(4): 8 HD Paladin or Favoured Soul&lt;br /&gt;
* Sand Warriors(4): 8 HD Fighter&lt;br /&gt;
* Summon Ibrandlin(6): 12 HD Dragon&lt;br /&gt;
* Phantom Wolf(8): 16 HD Magical Beast&lt;br /&gt;
* Phantom Bear(9): 18 HD Magical Beast&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;u&amp;gt;&#039;&#039;&#039;Spellfocus Conjuration&#039;&#039;&#039;&amp;lt;/u&amp;gt; ===&lt;br /&gt;
All summons can be further improved (to a max limit of 24 HD) by:&lt;br /&gt;
* Spellfocus Conjuration: +1 HD&lt;br /&gt;
* Greater Spellfocus Conjuration: +1 HD&lt;br /&gt;
* Red Wizard Specialist (Conjuration only): +1 HD&lt;br /&gt;
* Epic Spellfocus Conjuration: +2 HD&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;u&amp;gt;Swarm Spells&amp;lt;/u&amp;gt; ===&lt;br /&gt;
Such as Lure Shadow Demons, Conjure Metalman that conjure up to 4 creatures for a short time.&lt;br /&gt;
&lt;br /&gt;
They are not benefiting from Extend Summoning (Thaumaturge Feat).&lt;br /&gt;
&lt;br /&gt;
== Planar Calling ==&lt;br /&gt;
Planar Calling Spells bring extraplanar creatures to the material plane. These are considered planar calling:&lt;br /&gt;
* Lesser Planar Binding&lt;br /&gt;
* Planar Binding, Greater &lt;br /&gt;
* Planar Binding&lt;br /&gt;
* Planar Ally&lt;br /&gt;
* Greater Planar Ally&lt;br /&gt;
* Gate&lt;br /&gt;
* Epic Gate &lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;u&amp;gt;&#039;&#039;&#039;Creatures by alignment&#039;&#039;&#039;&amp;lt;/u&amp;gt; ===&lt;br /&gt;
* Good --&amp;gt; Good and Neutral creatures.&lt;br /&gt;
* Lawful Neutral --&amp;gt; Lawful and Neutral creatures.&lt;br /&gt;
* True Neutral --&amp;gt; Neutral creatures.&lt;br /&gt;
* Chaotic Neutral --&amp;gt; Chaotic and Neutral creatures.&lt;br /&gt;
* Evil --&amp;gt; Evil and Neutral creatures.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;u&amp;gt;&#039;&#039;&#039;True Naming&#039;&#039;&#039;&amp;lt;/u&amp;gt; ===&lt;br /&gt;
A host of unique planar beings have been added to the game (and more will be added over time), and can be called if a caster learns their true name. Once an unbound being is called to a caster they will undergo a negotiation for the price of the being&#039;s services. If the caster agree and pay the price, the being will be bound to the caster and can henceforth be called upon and considered an ally.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;How to learn the true name of a planar being&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The DM team can leak a true name as part of an event, as a reward, as a clue, or any other way they see fit. They can also easily create new beings fitting their story lines as they see fit. But don&#039;t expect finding the true name of a being to be easy, they tend to keep those secret for a reason. &lt;br /&gt;
&lt;br /&gt;
Rare books called &#039;Dusty Tome&#039; have been added to the loot tables that, with the right lore skills, can be deciphered and potentially reveal a true name. If you fail to decipher such a book, you can let someone else try who might have better lore/knowledge in the area. Make sure it is someone you trust though, or they could steal the knowledge in the book. The main function of the books are as lore nodes: if successfully deciphered, the book will reward some XP and its description will be updated with a lore text. For a few of the books, that lore text will contain the true name of a planar creature.  &lt;br /&gt;
&lt;br /&gt;
Finally, a true name can be a very valuable trade commodity. You are free to share a true name (or sell it) as you see fit. But remember, these beings are unique, two casters can&#039;t both call on the same one at the same time. So most casters would probably want to keep a true name secret.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;How to call a planar being using its true name&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To call a planar being by its true name you need a Planar Focus. The only known material to be able to function as a focus is a diamond. Three tiers of diamonds can be used:&lt;br /&gt;
* Diamond: lesser beings up to 15 HD&lt;br /&gt;
* Canary Diamond: beings up to 20 HD&lt;br /&gt;
* Blue Diamond: higher beings with no known limits&lt;br /&gt;
If you target one of these gems with a planar calling spell, you will be able to inscribe it with a true name, and then call on that being for negotiation. The negotiation includes a diplomacy check for determining the price that the being requires for its services, and the alignment distance between being and caster will influence it as well (may even make negotiation impossible). If you pay the price for the being&#039;s services the being will be bound to that gem and the gem becomes a Planar Focus bound to you.&lt;br /&gt;
To call a being bound to a Planar Focus, use the appropriate calling spell and target the focus with it, and the being will be called.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Final notes&amp;lt;/u&amp;gt;&lt;br /&gt;
* When inscribing the true name into the gem, a Lore: The Planes skill check may reveal some information on the being before you call it.&lt;br /&gt;
* If a being is killed, it will not be possible to call it again for 24 hours. This &amp;quot;cooldown&amp;quot; may be increased later, or other penalties considered. Don&#039;t let a called being die, that is &amp;lt;em&amp;gt;not&amp;lt;/em&amp;gt; part of the agreement you made with it...&lt;br /&gt;
* These beings can be stronger, smarter, weaker, uglier, even completely different from those normally called by the calling spells. But they are all subject to QC/dev balance so don&#039;t expect to be calling demi gods (well you can always ask a DM to let you do it and see if you survive it) &lt;br /&gt;
* And probably a bunch of other things that I forget to mention right now.&lt;br /&gt;
Beings that are called through their true name can be more powerful than their generic counterpart. They might have adjusted stats, special feats, spells and hitpoints. However their power comes at at cost and is always paid in gold.&lt;br /&gt;
&lt;br /&gt;
True naming increases their HD to&lt;br /&gt;
* Lesser Planar Binding(5): 11 HD Outsider&lt;br /&gt;
* Planar Binding(6): 13 HD Outsider&lt;br /&gt;
* Greater Planar Binding(8): 15HD Outsider&lt;br /&gt;
* Planar Ally(6): 13 HD Outsider&lt;br /&gt;
* Planar Ally, Greater(8):  15 HD Outsider&lt;br /&gt;
* Gate(9):  19 HD Outsider&lt;br /&gt;
* Epic Gate: 22 HD Outsider or 26 HD Elemental&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;An example:&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The Wishmaster&amp;quot; is an enormous powerful paeliryon devil, that has the power to grant wishes. Although he warns anyone who requests a wish, that a host of devils will be released upon the summoner&#039;s beloved, resulting in their death - if they are lucky, or dragged to hell if they are not. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;The Wishmaster&amp;quot; can be summoned via the epic gate feat and has a DC 34 diplomacy check during the negotiation. Unless you beat the diplomacy check he asks for 400.000 gold for his service. &amp;quot;The Wishmaster&amp;quot; is a 22 HD paeliron with +4 Int,+4 cha, +2 AC and the ability to cast the epic spells &amp;quot;Hellball&amp;quot; and &amp;quot;Ruin&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
(Note: The asking for a wish has to be requested to a DM and is subject to his interpretation.)&lt;br /&gt;
&lt;br /&gt;
== Animating the Dead ==&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;&amp;lt;u&amp;gt;Necromancy (Summoning)&amp;lt;/u&amp;gt;&#039;&#039;&#039; ===&lt;br /&gt;
All undead summons have been adjusted to following:&lt;br /&gt;
* Animate Dead(4): HD = (CL*2)/number of undeads or CL*3 if desecrated.&lt;br /&gt;
* Create Undead(6): 10 HD Fighter&lt;br /&gt;
* Create Baneguard(6): 12 HD Fighter&lt;br /&gt;
* Create Greater Undead (8): 16 HD Fighter or Warlock &lt;br /&gt;
* Army of Dead (8): 16 HD Fighter, Blackguard or Wizard&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;u&amp;gt;&#039;&#039;&#039;Spellfocus Necromancy&#039;&#039;&#039;&amp;lt;/u&amp;gt; ===&lt;br /&gt;
All undead summons can be further improved by:&lt;br /&gt;
* Spellfocus Necromancy: +1 HD&lt;br /&gt;
* Greater Spellfocus Necromancy: +1 HD&lt;br /&gt;
* Red Wizard Specialist (Necromancy only): +1 HD&lt;br /&gt;
* Epic Spellfocus Necromancy: +2 HD&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;u&amp;gt;&#039;&#039;&#039;The Dead Walk (Warlock Invocation)&#039;&#039;&#039;&amp;lt;/u&amp;gt; ===&lt;br /&gt;
Like before, this upgrades at 12 and 21 but now summons two different types: &lt;br /&gt;
* Skeleton: 7 HD, 10 HD, 16 HD (offensive mix of Undead/Fighter)&lt;br /&gt;
* Zombie: 9 HD, 13 HD, 19 HD (defensive mix of Undead/Fighter)&lt;br /&gt;
&lt;br /&gt;
Furthermore they can be improved by taking the Spellfocus: Invocation feat.&lt;/div&gt;</summary>
		<author><name>62.107.91.51</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Thayan_Knight&amp;diff=7247</id>
		<title>Thayan Knight</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Thayan_Knight&amp;diff=7247"/>
		<updated>2017-09-17T08:52:53Z</updated>

		<summary type="html">&lt;p&gt;62.107.91.51: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Class Description ==&lt;br /&gt;
[[File:Thayan knight.jpg|thumb|282x282px]]&lt;br /&gt;
While the Red Wizards are not opposed to blasting their opponents with deadly spells or shredding the minds of their enemies with dark magic, there are times when they need protectors who have mastered the art of swordplay. These protectors are the Thayan Knights, familiar with magic and loyal to none but the tattooed mages. &lt;br /&gt;
&lt;br /&gt;
The Thayan Knights act as bodyguards and enforcers for the Red Wizards and as an extension of their reach. They lead common Thayan troops into battle and help guard the wizard enclaves. Although they are referred to as knights, they have no code of conduct, and the only rule that binds them is that their lives are worth nothing compared to the safety of the Red Wizards. Almost all Thayan knights are fighters, although monks and rangers have been known to pursue this career. Barbarians are typically too reckless to concentrate on defense, and the Red Wizards consider other individuals too weak for the duties of a Thayan knight.&lt;br /&gt;
&lt;br /&gt;
A character can achieve a maximum of 5 levels in the Thayan Knight prestige class.&lt;br /&gt;
&lt;br /&gt;
== Requirements ==&lt;br /&gt;
&amp;lt;strong&amp;gt;Alignment:&amp;lt;/strong&amp;gt; Any nongood.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;strong&amp;gt;Race:&amp;lt;/strong&amp;gt; Human.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;strong&amp;gt;Base Attack Bonus:&amp;lt;/strong&amp;gt; +6&lt;br /&gt;
&lt;br /&gt;
&amp;lt;strong&amp;gt;Feats:&amp;lt;/strong&amp;gt; [[Iron_Will| Iron Will]], [[Weapon_Focus| Weapon Focus]] (Any).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;strong&amp;gt;Skills:&amp;lt;/strong&amp;gt; [[Lore: Arcana]] 2, [[Lore: Local]] 2, [[Intimidate]] 2, [[Spellcraft]] 2.&lt;br /&gt;
&lt;br /&gt;
== Class Features ==&lt;br /&gt;
&amp;lt;strong&amp;gt;Hit Die:&amp;lt;/strong&amp;gt; d10&lt;br /&gt;
&lt;br /&gt;
&amp;lt;strong&amp;gt;[[Base_attack_bonus| Base Attack Bonus]]:&amp;lt;/strong&amp;gt; High.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;strong&amp;gt;High Saves:&amp;lt;/strong&amp;gt; [[Fortitude]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;strong&amp;gt;Weapon Proficiencies:&amp;lt;/strong&amp;gt; All [[Weapon_proficiency_%28simple%29| simple]] and [[Weapon_proficiency_%28martial%29| martial]] weapons.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;strong&amp;gt;Armor Proficiencies:&amp;lt;/strong&amp;gt; [[Armor_proficiency_%28light%29| Light]], [[Armor_proficiency_%28medium%29| Medium]], [[Armor_proficiency_%28heavy%29| Heavy]], [[Shield_proficiency| Shields]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;strong&amp;gt;Skill Points:&amp;lt;/strong&amp;gt; 2 + Int [[Ability_modifier| modifier]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;strong&amp;gt;Class Skills:&amp;lt;/strong&amp;gt; [[Craft_Weapon| Craft Weapon]], [[Craft_Armor| Craft Armor]], [[Listen]],[[Lore: Arcana]], [[Parry]], [[Spellcraft]], [[Taunt]].&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;
|Horrors of Thay&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Zulkir&#039;s Defender, Zulkir&#039;s Favor&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Feared Fighter&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Feared Fighter&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|Zulkir&#039;s Champion, Terrifying Champion&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Horrors of Thay ====&lt;br /&gt;
Specifics: Because of long exposure to the cruelty of her homeland, Thayan knights gain a +2 morale bonus on saving throws against fear effects.&lt;br /&gt;
&lt;br /&gt;
Use: Automatic.&lt;br /&gt;
&lt;br /&gt;
==== Zulkir&#039;s Favor ====&lt;br /&gt;
Specifics: At 2nd level a knight undergoes a long and painful tattooing ritual. This magic tattoo grants the [[Lightning_Reflexes Lightning Reflexes] and [[Skill_Focus Skill Focus] (Intimidate) feats for free. The tattoo also marks the knight as someone loyal the Red Wizards.&lt;br /&gt;
&lt;br /&gt;
Use: Automatic.&lt;br /&gt;
&lt;br /&gt;
==== Zulkir&#039;s Defender ====&lt;br /&gt;
Specifics: A 2nd level Thayan Knight gains the Guarding the Lord feat. This protection acts as the shield other spell cast at the Knight’s character level. The only difference with the spell is that the target only takes 30% damage (instead of 50%), and the caster takes half the initial damage rounded down (instead of the remaining). This ability can be used three times per day. &lt;br /&gt;
&lt;br /&gt;
Use: Selected.&lt;br /&gt;
&lt;br /&gt;
==== Feared Fighter ====&lt;br /&gt;
Specifics: At 3rd and 4th level, a Thayan knight may choose any one feat (except Weapon Specializations feats) from the fighter bonus feat list.&lt;br /&gt;
&lt;br /&gt;
==== Zulkir&#039;s Champion ====&lt;br /&gt;
Specifics: At 5th level, the knight receives a large magic tattoo across her face signifying her devotion to the Red Wizards. This tattoo grants a +1 Luck bonus on all saving throws. &lt;br /&gt;
&lt;br /&gt;
Use: Automatic.&lt;br /&gt;
&lt;br /&gt;
==== Terrifying Champion ====&lt;br /&gt;
Specifics: At 5th level, the knight gains the Epic Skill Focus (Intimidate) feat&lt;br /&gt;
&lt;br /&gt;
Use: Automatic.&lt;br /&gt;
&lt;br /&gt;
=== Notes ===&lt;br /&gt;
&lt;br /&gt;
This class can only be granted by a DM as it is a guild class.&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>62.107.91.51</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Shield_Bash&amp;diff=5349</id>
		<title>Shield Bash</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Shield_Bash&amp;diff=5349"/>
		<updated>2017-09-01T19:15:17Z</updated>

		<summary type="html">&lt;p&gt;62.107.91.51: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===&amp;lt;b&amp;gt;Shield Bash&amp;lt;/b&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
 Type of Feat: General&lt;br /&gt;
 Prerequisite: None&lt;br /&gt;
 Use: Selected (mode)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You can bash an opponent with a shield, using it as an off-hand weapon. Used this way, a shield is a martial bludgeoning weapon. For the purpose of penalties on attack rolls, treat a shield as a one-handed weapon. When you perform a shield bash, you may still apply the shield&#039;s shield bonus to your AC. Shield size impacts how hard it is to use as an off hand weapon as well as determining the amount of damage it does if it hits. Larger shields tend to be more difficult to bash with but do notably more damage. Shields can have critical hits when used as an off-hand weapon. &lt;br /&gt;
&lt;br /&gt;
The additional attack penalty while Shield Bashing mode is on is: 0 Light, 2 Heavy, 2 Tower. This excludes the default &#039;to hit&#039; attack penalty for having a tower shield equipped, which adds another 2 to the penalty. The Agile Shield Fighter and Two-Weapon Fighting feats can each negate up 2 from the penalty. &lt;br /&gt;
&lt;br /&gt;
The base damage for every shield type is d3 Light, d4 Heavy, d6 Tower plus the strength modifier of the bashing character. Shield Bash benefits from all the Shield Weapon Focus/Specialization feats as well as Epic Prowess. When Shield Bashing is on, the shield EB on the shield acts as an EB on a weapon - it will increase both AB and damage for the attacks. Bonus Damage on the shield adds damage to the bash attacks. If enabled, Power Attack and Improved Power Attack add extra damage at the appropriate penalty. The shield cannot be made a Keen weapon by spell. No spell or magical effects (e.g. Flame Weapon, Divine Might, etc.) add further damage to a shield bash attack. A shield bash executed during a charge counts as a free charge attack and gains all of the bonuses from Charging including a damage bonus from Powerful Charge and Greater Charge.&lt;br /&gt;
&lt;br /&gt;
Shield Bash can get up to 3 attacks per round:&lt;br /&gt;
* Improved Two-Weapon Fighting will give 2 attacks/round&lt;br /&gt;
* Greater Two-Weapon Fighting will give 3 attacks/round&lt;br /&gt;
* Agile Shield Fighter + any 1 Shield Weapon (focus or specialization) feat will give 2 attacks/round&lt;br /&gt;
* Agile Shield Fighter + any 2 Shield Weapon (focus or specialization) feats will give 3 attacks/round&lt;br /&gt;
During the bash attack the Shield AC bonus is not deducted from the character&#039;s total armor class. (This is the Improved Shield Bash feat equivalent in PnP Terms)&lt;br /&gt;
&lt;br /&gt;
== Gameplay Notes ==&lt;br /&gt;
Unlike PnP Shield Bash does not give full two weapon fighting penalties on BGTSCC.&lt;br /&gt;
&lt;br /&gt;
To activate the feat, you drag the icon from the Character Sheet-&amp;gt;Feats onto your hotbar. Then you just click on it to activate it (it requires an equipped shield)&lt;br /&gt;
&lt;br /&gt;
Two Weapon Fighting, whether it has been selected as a feat or from an item, negates the -2 AB penalty when you turn Shield Bash on.&lt;br /&gt;
&lt;br /&gt;
Shield Bash can sneak attack.&lt;br /&gt;
== Bugs ==&lt;br /&gt;
[[Category:Feats]]&lt;br /&gt;
[[Category:Playable Feats]]&lt;br /&gt;
[[Category:Combat feat]]&lt;/div&gt;</summary>
		<author><name>62.107.91.51</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Combat_Awareness&amp;diff=5348</id>
		<title>Combat Awareness</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Combat_Awareness&amp;diff=5348"/>
		<updated>2017-09-01T18:41:34Z</updated>

		<summary type="html">&lt;p&gt;62.107.91.51: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===&amp;lt;b&amp;gt;Combat Awareness&amp;lt;/b&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
 Type of Feat: General&lt;br /&gt;
 Prerequisite: Blind-Fight, Combat Focus, WIS 13, base attack bonus +12&lt;br /&gt;
 Use: Automatic.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When activating your combat focus, you learn the current hit point total of all nearby enemies (30 feet).&lt;br /&gt;
&lt;br /&gt;
While you maintain your combat focus, you gain 5% concealment for each combat form feat you have.&lt;br /&gt;
&lt;br /&gt;
== Gameplay Notes ==&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>62.107.91.51</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Silverstar_of_Sel%C3%BBne&amp;diff=516</id>
		<title>Silverstar of Selûne</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Silverstar_of_Sel%C3%BBne&amp;diff=516"/>
		<updated>2017-08-27T06:08:55Z</updated>

		<summary type="html">&lt;p&gt;62.107.91.51: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Notice ==&lt;br /&gt;
This class gains Turn Undead progression. It does not grant the Turn Undead feat.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
[[File:Selune_silvertar.jpg|thumb|302px]]Silverstars are dedicated advocates of freedom and tolerance, wanderers on the path of truth and absolute foes of Shar. They seek to build harmony among lycanthropes and nonschapechanges, and protect the weak and opressed everywhere. They cannot abide slavery and they hate most undead. They rarely settle in one place for long, instead moving along when seized by wanderlust or enticed by a new cause or mission. Sometimes they receive visions and are seen as somewhat &amp;quot;touched&amp;quot; with prophecy by their closeness to the Moonmaiden. They deal with lunar energies and pheneomena and are, to a limited degree, able to wield the power of the moon, bringing its fierce, pure white light to Toril to advance the godess&#039;s wishes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Clerics most often become silverstars, rangers are a less common choice. Selune demands an individualistic outlook on life that is incompatible with the lawful nature of paladins and monks, and her passionately good and chaotic nature leaves little room for the balance a druid requires.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Silverstars are often found in large coastal cities dependent on the sea for trade and sustenance. Others prefer the outlying reaches of civilized realsm, where lycanthropes are most common. Wherever they are found, silverstars actively oppose the activities and misdeeds of Shar&#039;s followers, whether singly or in groups&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: Chaotic Good, Chaotic Neutral, Neutral Good&lt;br /&gt;
&lt;br /&gt;
Base Attack Bonus: +4&lt;br /&gt;
&lt;br /&gt;
Skills: Sense Motive 4 ranks&lt;br /&gt;
&lt;br /&gt;
Feats: Blind-fight, True Believer, Combat Casting&lt;br /&gt;
&lt;br /&gt;
Specia: Must be able to cast 2nd level Divine Spells&lt;br /&gt;
&lt;br /&gt;
Deity: Selûne&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Class Features ==&lt;br /&gt;
- Hit Die: d8&lt;br /&gt;
&lt;br /&gt;
- Base Attack Bonus: Medium&lt;br /&gt;
&lt;br /&gt;
- High Saves: Fortitude &amp;amp; Will&lt;br /&gt;
&lt;br /&gt;
- Weapon Proficiencies: A Silverstar gains no weapon proficiencies.&lt;br /&gt;
&lt;br /&gt;
- Armor Proficiencies: A Silverstar gains no armor proficiencies.&lt;br /&gt;
&lt;br /&gt;
- Skill Points: 2 + Int Modifier.&lt;br /&gt;
&lt;br /&gt;
- Class Skills: Concentration, Craft Weapon, Craft Armor, Diplomacy, Lore, Sense Motive, Spellcraft, Survival&lt;br /&gt;
&lt;br /&gt;
- Spells per Day/Spells Known: At every level the Silverstar gains more spells per day. If a character has more than one spellcasting class before becoming a Silverstar, he must decide which class he adds the new level for purposes of determining spells per day.&lt;br /&gt;
&lt;br /&gt;
- Class Feats&amp;lt;br /&amp;gt;1:&amp;lt;br /&amp;gt;2: Lowlight Vision&amp;lt;br /&amp;gt;3: Moon&#039;s Hand + 1&amp;lt;br /&amp;gt;4: Tears of Selune&amp;lt;br /&amp;gt;5: Prophet&#039;s Sight I&amp;lt;br /&amp;gt;6: Moon&#039;s Hand + 2&amp;lt;br /&amp;gt;7: Moon&#039;s Shield&amp;lt;br /&amp;gt;8: Prophet&#039;s Sight II&amp;lt;br /&amp;gt;9: Moon&#039;s Hand + 2 Burst&amp;lt;br /&amp;gt;10: Moonfire 1x per day&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;Moon&#039;s Hand&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Type of Feat: Class&amp;lt;br /&amp;gt;Prerequisites: Silverstar 3&amp;lt;br /&amp;gt;Specifics: Any mace wielded by a level three silverstar is treated as if it were a +1 heavy shock mace (+1d8 electrical). It loses these abilities if it leaves the hand of the silverstar. At sixth level the weapon is treated as a +2 heavy shock mace (+1d8 electrical). These abilities do not replace or stack with already existing enchantments. On reaching level nine a Silverstar using her moon&#039;s hand ability treats her weapon as if it were a +2 shocking burst weapon (+1d8 electrical +2d8 massive critical).&amp;lt;br /&amp;gt;Use: Automatic  (&#039;&#039;Note: this feat applies to mace, light mace, dire mace, warmace, and morningstar.&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: rgb(255, 128, 0);&amp;quot;&amp;gt;Tears of Selune&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Type of Feat: Class&amp;lt;br /&amp;gt;Prerequisites: Silverstar 4&amp;lt;br /&amp;gt;Specifics: At level 4 a Silverstar can project small balls of luminescent lunar energy from her eyes as a dancing lights spell, at will - as if cast by a sorcerer of her casterlevel.&amp;lt;br /&amp;gt;Use: Selected&lt;br /&gt;
&lt;br /&gt;
Gameplay notes: The dancing lights spell makes it harder for people to hide around you, but also decreases your own hide skill. It will also dazzle and stun any creatures sensitive to light, unless they have the feat for being adapted to daylight. This affects Grey Orcs, Drow, Duergar and Deep Gnomes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: rgb(255, 128, 0);&amp;quot;&amp;gt;Prohpet&#039;s Sight&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Type of Feat: Class&amp;lt;br /&amp;gt;Prerequisites: Silverstar 5&amp;lt;br /&amp;gt;Specifics: Starting at 5th level, once per day a Silverstar is able to see as if under the effect of a true seeing spell cast by a cleric of her level. At 8th level this ability can be used 2x a day.&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;Moon&#039;s Shield&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Type of Feat: Class&amp;lt;br /&amp;gt;Prerequisites: Silverstar 7&amp;lt;br /&amp;gt;Specifics: At 7th level, a silverstar learns how to better resist magic of the Shadow Weave. She gains a +2 bonus on saves versus enchantment, illusion, and necromancy spells and effects with the darkness descriptor. This bonues applies whether or not the source is from the Shadow Weave.&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;Moonfire&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Type of Feat: Class&amp;lt;br /&amp;gt;Prerequisites: Silverstar 10&amp;lt;br /&amp;gt;Specifics: A cone of fiery white moonlight springs from your hand. Living creatures in the area feel an unnatural chill and take 1d8 points of damage per two caster levels, to a maximum of 10d8. Undead and shapechangers take double damage. This application of the spell allows a Reflex save for half damage. Disguised, shapechanged, or polymorphed creatures and objects in the spell&#039;s area at the time the spell is cast must make Will saves or immediately return to their normal forms.&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>62.107.91.51</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Shield_Bash&amp;diff=810</id>
		<title>Shield Bash</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Shield_Bash&amp;diff=810"/>
		<updated>2017-08-25T21:42:30Z</updated>

		<summary type="html">&lt;p&gt;62.107.91.51: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===&amp;lt;b&amp;gt;Shield Bash&amp;lt;/b&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
 Type of Feat: General&lt;br /&gt;
 Prerequisite: None&lt;br /&gt;
 Use: Selected (mode)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You can bash an opponent with a shield, using it as an off-hand weapon. Used this way, a shield is a martial bludgeoning weapon. For the purpose of penalties on attack rolls, treat a shield as a one-handed weapon. When you perform a shield bash, you may still apply the shield&#039;s shield bonus to your AC. Shield size impacts how hard it is to use as an off hand weapon as well as determining the amount of damage it does if it hits. Larger shields tend to be more difficult to bash with but do notably more damage. Shields can have critical hits when used as an off-hand weapon. &lt;br /&gt;
&lt;br /&gt;
The additional attack penalty while Shield Bashing mode is on is: 0 Light, 2 Heavy, 2 Tower. This excludes the default &#039;to hit&#039; attack penalty for having a tower shield equipped, which adds another 2 to the penalty. The Agile Shield Fighter and Two-Weapon Fighting feats can each negate up 2 from the penalty. &lt;br /&gt;
&lt;br /&gt;
The base damage for every shield type is d3 Light, d4 Heavy, d6 Tower plus the strength modifier of the bashing character. Shield Bash benefits from all the Shield Weapon Focus/Specialization feats as well as Epic Prowess. When Shield Bashing is on, the shield EB on the shield acts as an EB on a weapon - it will increase both AB and damage for the attacks. If enabled, Power Attack and Improved Power Attack add extra damage at the appropriate penalty. The shield cannot be made a Keen weapon by spell. No spell or magical effects (e.g. Flame Weapon, Divine Might, etc.) add further damage to a shield bash attack. A shield bash executed during a charge counts as a free charge attack and gains all of the bonuses from Charging including a damage bonus from Powerful Charge and Greater Charge.&lt;br /&gt;
&lt;br /&gt;
Shield Bash can get up to 3 attacks per round:&lt;br /&gt;
* Improved Two-Weapon Fighting will give 2 attacks/round&lt;br /&gt;
* Greater Two-Weapon Fighting will give 3 attacks/round&lt;br /&gt;
* Agile Shield Fighter + any 1 Shield Weapon (focus or specialization) feat will give 2 attacks/round&lt;br /&gt;
* Agile Shield Fighter + any 2 Shield Weapon (focus or specialization) feats will give 3 attacks/round&lt;br /&gt;
During the bash attack the Shield AC bonus is not deducted from the character&#039;s total armor class. (This is the Improved Shield Bash feat equivalent in PnP Terms)&lt;br /&gt;
&lt;br /&gt;
== Gameplay Notes ==&lt;br /&gt;
Unlike PnP Shield Bash does not give full two weapon fighting penalties on BGTSCC.&lt;br /&gt;
&lt;br /&gt;
To activate the feat, you drag the icon from the Character Sheet-&amp;gt;Feats onto your hotbar. Then you just click on it to activate it (it requires an equipped shield)&lt;br /&gt;
&lt;br /&gt;
Two Weapon Fighting, whether it has been selected as a feat or from an item, negates the -2 AB penalty when you turn Shield Bash on.&lt;br /&gt;
&lt;br /&gt;
Shield Bash can sneak attack.&lt;br /&gt;
== Bugs ==&lt;br /&gt;
[[Category:Feats]]&lt;br /&gt;
[[Category:Playable Feats]]&lt;br /&gt;
[[Category:Combat feat]]&lt;/div&gt;</summary>
		<author><name>62.107.91.51</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Shield_Weapon_Specialization&amp;diff=818</id>
		<title>Shield Weapon Specialization</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Shield_Weapon_Specialization&amp;diff=818"/>
		<updated>2017-08-25T21:31:08Z</updated>

		<summary type="html">&lt;p&gt;62.107.91.51: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===&amp;lt;b&amp;gt;Shield Weapon Specialization&amp;lt;/b&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
 Type of Feat: General&lt;br /&gt;
 Prerequisite: Shield Proficiency&lt;br /&gt;
 Use: Automatic&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You gain a +2 bonus on all damage rolls you make using Shields for shield bashing and charge. You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon. You must select a feat separately for Light, Heavy and Tower Shields each.&lt;br /&gt;
&lt;br /&gt;
This feat can grant additional attacks to the [[Shield Bash]] feat.&lt;br /&gt;
&lt;br /&gt;
== Gameplay Notes ==&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>62.107.91.51</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Shield_Weapon_Focus&amp;diff=816</id>
		<title>Shield Weapon Focus</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Shield_Weapon_Focus&amp;diff=816"/>
		<updated>2017-08-25T21:30:49Z</updated>

		<summary type="html">&lt;p&gt;62.107.91.51: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===&amp;lt;b&amp;gt;Shield Weapon Focus&amp;lt;/b&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
 Type of Feat: General&lt;br /&gt;
 Prerequisite: Shield Proficiency&lt;br /&gt;
 Use: Automatic.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You gain a +1 bonus on all attack rolls you make using Shields for shield bashing and charge. You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon. You must select this feat separately for Light, Heavy and Tower Shields.&lt;br /&gt;
&lt;br /&gt;
This feat can grant additional attacks to the [[Shield Bash]] feat.&lt;br /&gt;
&lt;br /&gt;
== Gameplay Notes ==&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>62.107.91.51</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Mass_Reflect_Pain&amp;diff=103</id>
		<title>Mass Reflect Pain</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Mass_Reflect_Pain&amp;diff=103"/>
		<updated>2017-05-15T18:56:05Z</updated>

		<summary type="html">&lt;p&gt;62.107.91.51: Spell was reworked&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===&amp;lt;b&amp;gt;Mass Reflect Pain&amp;lt;/b&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
 Caster Level(s): Clr 9&lt;br /&gt;
 Innate Level: 9&lt;br /&gt;
 School: Abjuration&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Personal&lt;br /&gt;
 Area of Effect / Target: 15 ft.&lt;br /&gt;
 Duration: 1 round / level&lt;br /&gt;
 Save: Fortitude negates&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
Affects all allies within medium range of caster.&lt;br /&gt;
&lt;br /&gt;
Each round the total damage the caster/ally sustained (hit points lost) during that round is reflected back at his attacker(s). Each attacker must make a Fortitude save or take up to half the total damage the caster/ally sustained. The damage is divided evenly between all attackers that failed their saving throw. Further, the attackers that fail their saving throw suffer a -2 penalty on their attacks against the caster/ally for the next round.&lt;br /&gt;
&lt;br /&gt;
== Gameplay Notes ==&lt;br /&gt;
Healing will reduce or nullify the amount of damage reflected in a round.&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
[[Category:Spells]]&lt;br /&gt;
[[Category:Clr 9]]&lt;br /&gt;
[[Category:Innate 9]]&lt;br /&gt;
[[Category:Abjuration]]&lt;br /&gt;
[[Category:Verbal &amp;amp; Somatic]]&lt;/div&gt;</summary>
		<author><name>62.107.91.51</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Greater_Reflect_Pain&amp;diff=101</id>
		<title>Greater Reflect Pain</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Greater_Reflect_Pain&amp;diff=101"/>
		<updated>2017-05-15T18:52:59Z</updated>

		<summary type="html">&lt;p&gt;62.107.91.51: Spell was reworked&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===&amp;lt;b&amp;gt;Greater Reflect Pain&amp;lt;/b&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
 Caster Level(s): Clr 8&lt;br /&gt;
 Innate Level: 8&lt;br /&gt;
 School: Abjuration&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Personal&lt;br /&gt;
 Area of Effect / Target: 8 ft.&lt;br /&gt;
 Duration: 1 round / level&lt;br /&gt;
 Save: Fortitude negates&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
Each round the total damage the caster sustained (hit points lost) during that round is reflected back at his attacker(s). Each attacker must make a Fortitude save or take up to the full total damage the caster sustained. The damage is divided evenly between all attackers that failed their saving throw. Further, the attackers that fail their saving throw suffer a -2 penalty on their attacks against the caster for the next round.&lt;br /&gt;
&lt;br /&gt;
== Gameplay Notes ==&lt;br /&gt;
Healing will reduce or nullify the amount of damage reflected in a round.&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
[[Category:Spells]]&lt;br /&gt;
[[Category:Clr 8]]&lt;br /&gt;
[[Category:Innate 8]]&lt;br /&gt;
[[Category:Abjuration]]&lt;br /&gt;
[[Category:Verbal &amp;amp; Somatic]]&lt;/div&gt;</summary>
		<author><name>62.107.91.51</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Reflect_Pain&amp;diff=99</id>
		<title>Reflect Pain</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Reflect_Pain&amp;diff=99"/>
		<updated>2017-05-15T18:50:50Z</updated>

		<summary type="html">&lt;p&gt;62.107.91.51: Spell was reworked&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===&amp;lt;b&amp;gt;Reflect Pain&amp;lt;/b&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
 Caster Level(s): Clr 6&lt;br /&gt;
 Innate Level: 6&lt;br /&gt;
 School: Abjuration&lt;br /&gt;
 Component(s): Verbal, Somatic&lt;br /&gt;
 Range: Personal&lt;br /&gt;
 Area of Effect / Target: 8 ft.&lt;br /&gt;
 Duration: 1 round / level&lt;br /&gt;
 Save: Fortitude negates&lt;br /&gt;
 Spell Resistance: Yes&lt;br /&gt;
Each round the total damage the caster sustained (hit points lost) during that round is reflected back at his attacker(s). Each attacker must make a Fortitude save or take up to half the total damage the caster sustained. The damage is divided evenly between all attackers that failed their saving throw. Further, the attackers that fail their saving throw suffer a -2 penalty on their attacks against the caster for the next round.&lt;br /&gt;
&lt;br /&gt;
== Gameplay Notes ==&lt;br /&gt;
&lt;br /&gt;
Healing will reduce or nullify the amount of damage reflected in a round.&lt;br /&gt;
== Bugs ==&lt;br /&gt;
[[Category:Spells]]&lt;br /&gt;
[[Category:Clr 6]]&lt;br /&gt;
[[Category:Innate 6]]&lt;br /&gt;
[[Category:Abjuration]]&lt;br /&gt;
[[Category:Verbal &amp;amp; Somatic]]&lt;/div&gt;</summary>
		<author><name>62.107.91.51</name></author>
	</entry>
</feed>