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	<id>https://wiki.bgtscc.net/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=77.190.173.169</id>
	<title>Baldur&#039;s Gate The Sword Coast Chronicles wiki - User contributions [en]</title>
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	<updated>2026-10-17T04:00:42Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.43.0</generator>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=One_Weapon&amp;diff=13173</id>
		<title>One Weapon</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=One_Weapon&amp;diff=13173"/>
		<updated>2021-08-18T21:53:29Z</updated>

		<summary type="html">&lt;p&gt;77.190.173.169: /* Gameplay Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===&amp;lt;b&amp;gt;One Weapon&amp;lt;/b&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
 Type of Feat: General  [Style]&lt;br /&gt;
 Prerequisite: Tumble 6, BaB +6&lt;br /&gt;
 Use: Selected (mode)&lt;br /&gt;
If you are fighting with only one weapon, and carrying nothing in your &lt;br /&gt;
off hand, the One Weapon feat enables a combat style in which you narrow&lt;br /&gt;
&amp;lt;nowiki&amp;gt; &amp;lt;/nowiki&amp;gt;your profile and situationally attempt to dodge, deflect, and dish out &lt;br /&gt;
attacks. While the style is active you gain +1 dodge AC.&lt;br /&gt;
&lt;br /&gt;
If you roll a 6 or higher during combat (on a d10, unrelated to attacks, secretly rolled) you perform a tumble skill check for one of several maneuvers.&lt;br /&gt;
&lt;br /&gt;
You may perform an acrobatic dodge (+4 tumble, +1 dodge AC), a weaving assault (+d4 AB), insightful footwork (+2 dodge AC one round), a deflecting sweep (1 Deflection AC, +1 for every ten parry ranks), or an off-hand swap (+4 bluff), all these bonuses last 1 round.&lt;br /&gt;
&lt;br /&gt;
== Gameplay Notes ==&lt;br /&gt;
This feat works now with Two-Handed Weapons (e.g. Greatsword,Greataxe...). The only restriction is you cant carry something in your offhand (no second weapon, no shield). Your weapon doesnt have to be a light weapon to enable this feat.  Does not work with Unarmed Attacks.&lt;br /&gt;
Disabled for Wildshapes and creature weapons.&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
[[Category:Feats]]&lt;br /&gt;
[[Category:Combat Style]]&lt;br /&gt;
[[Category:Feats in development]]&lt;br /&gt;
[[Category:Combat feat]]&lt;/div&gt;</summary>
		<author><name>77.190.173.169</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Death_Attack&amp;diff=13172</id>
		<title>Death Attack</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Death_Attack&amp;diff=13172"/>
		<updated>2021-08-18T18:57:57Z</updated>

		<summary type="html">&lt;p&gt;77.190.173.169: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{FeatInfo&lt;br /&gt;
|type      = Class&lt;br /&gt;
|Prereq    = [[Assassin]] level 1&lt;br /&gt;
|Req       = None&lt;br /&gt;
|Specifics = At 1st level, the Assassin can make a special sneak attack called a Death Attack. This ability adds to the Rogue&#039;s [[Sneak Attack]] ability, adding an extra 1d6 points of damage, if you already have levels of Rogue.&lt;br /&gt;
If used against an opponent not already in combat, a successful death attack forces the victim to make a [[fortitude]] save or become paralyzed.&lt;br /&gt;
&lt;br /&gt;
The DC for a target to become paralyzed is equal to; 10 + Assassin Level + INT modifier.&lt;br /&gt;
|Use       = Automatic&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Gameplay notes==&lt;br /&gt;
Death attack does not normally work against creatures immune to [[critical hit|critical hits]]. However, if the assassin has [[Epic Precision]], then death attack will bypass such immunity entirely, dealing full damage but does not paralyze the target. This is contrary to the in-game description of the feat.&lt;br /&gt;
&lt;br /&gt;
This ability has a powerful interaction with [[Manyshot]]. Every time two arrows are notched instead of one, both arrows will deal death attack damage and potentially paralyze the target. As such, a character with 7 or more ranged attacks per round (3 in the first &amp;quot;flurry&amp;quot;) using manyshot on an unsuspecting opponent will deal six death attacks, causing high damage and forcing six fortitude saves, paralyzing the target if at least one save fails.&lt;br /&gt;
&lt;br /&gt;
==3.5E comparison==&lt;br /&gt;
[http://www.d20srd.org/srd/prestigeClasses/assassin.htm#deathAttack 3.5E death attack]&lt;br /&gt;
[[Category:Game rules]]&lt;/div&gt;</summary>
		<author><name>77.190.173.169</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Shield_Bash&amp;diff=13171</id>
		<title>Shield Bash</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Shield_Bash&amp;diff=13171"/>
		<updated>2021-08-18T12:57:59Z</updated>

		<summary type="html">&lt;p&gt;77.190.173.169: /* Shield Bash */&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 AC 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.&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 cannot sneak attack.&lt;br /&gt;
&lt;br /&gt;
Enhanced Power Attack from Frenzied Berzerker PrC doesnt enhance PA/IPA on Shield Bash.&lt;br /&gt;
&lt;br /&gt;
The feat needed for the 2nd or 3rd attack is actually a Shield Weapon Specialization (that one that gives +2 dmg with that shield). Only Shield Specialization (that one that gives +1 AC with Shield) doesnt give a 2nd or 3rd attack, although it´s a prequisite to be able to pick Agile Shield Fighter.&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>77.190.173.169</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Self-Concealment&amp;diff=13170</id>
		<title>Self-Concealment</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Self-Concealment&amp;diff=13170"/>
		<updated>2021-08-18T12:38:46Z</updated>

		<summary type="html">&lt;p&gt;77.190.173.169: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{FeatInfo|type=General, Epic&lt;br /&gt;
|Prereq=Character level 21&lt;br /&gt;
|Req=[[Dexterity]] 25, [[Hide]] 30, [[Tumble]] 30 &lt;br /&gt;
|Specifics=Attacks against you have a 10% chance to miss automatically. This feat may be taken multiple times, to a maximum of 50%.&lt;br /&gt;
|Use=Automatic&lt;br /&gt;
}}&lt;br /&gt;
==Notes==&lt;br /&gt;
It&#039;s actually impossible to take this feat five times due to the skill requirement, which means only characters level 27 and above can take it. There is no way to get 5 feats within those 4 levels, even if 3b20 was not a requirement. With some careful planning, it is possible to take it 4 times for a 40% permanent concealment.&lt;br /&gt;
&lt;br /&gt;
It is also unknown if the concealment granted by this feat is affected by the BG fix to True Seeing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
\\requirements lowered (~anouncement 24 Jul 2021, 19:15)&lt;br /&gt;
[[Category:Epic feats]]&lt;/div&gt;</summary>
		<author><name>77.190.173.169</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Self-Concealment&amp;diff=13169</id>
		<title>Self-Concealment</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Self-Concealment&amp;diff=13169"/>
		<updated>2021-08-18T12:36:47Z</updated>

		<summary type="html">&lt;p&gt;77.190.173.169: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{FeatInfo|type=General, Epic&lt;br /&gt;
|Prereq=Character level 21&lt;br /&gt;
|Req=[[Dexterity]] 25, [[Hide]] 30, [[Tumble]] 30, [[Improved Evasion]]&lt;br /&gt;
|Specifics=Attacks against you have a 10% chance to miss automatically. This feat may be taken multiple times, to a maximum of 50%.&lt;br /&gt;
|Use=Automatic&lt;br /&gt;
}}&lt;br /&gt;
==Notes==&lt;br /&gt;
It&#039;s actually impossible to take this feat five times due to the skill requirement, which means only characters level 27 and above can take it. There is no way to get 5 feats within those 4 levels, even if 3b20 was not a requirement. With some careful planning, it is possible to take it 4 times for a 40% permanent concealment.&lt;br /&gt;
&lt;br /&gt;
It is also unknown if the concealment granted by this feat is affected by the BG fix to True Seeing.&lt;br /&gt;
&lt;br /&gt;
[[Category:Epic feats]]&lt;/div&gt;</summary>
		<author><name>77.190.173.169</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Hierophant&amp;diff=13168</id>
		<title>Hierophant</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Hierophant&amp;diff=13168"/>
		<updated>2021-08-18T10:31:13Z</updated>

		<summary type="html">&lt;p&gt;77.190.173.169: /* Abilities */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:396_hierophant_druid.jpg|thumb|300px]]&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
A divine spellcaster who rises high in the service of his deity gains access to spells and abilities of which lesser faithful can only dream.&lt;br /&gt;
&lt;br /&gt;
The hierophant is a prestige class of clerics and druids. Hierophants are higher members of clergy and druidic circles who decide to temporarily forgo gaining the highest levels of divine magic in order to concentrate on the mastery of what they already possess. This has the chief consequence of having spells that are much more potent than normal, allowing hierophants to heal and damage much more efficiently and powerfully through understanding rather than calling on more involved prayers.&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;
Skills: Lore ( Religion ) 15 ranks OR Lore ( Nature ) 15 ranks&lt;br /&gt;
&lt;br /&gt;
Feats: Any metamagic feat&lt;br /&gt;
&lt;br /&gt;
Spell level: Able to cast 7th Circle Divine spells or higher&lt;br /&gt;
&lt;br /&gt;
Druid and Cleric 19 Wisdom, Spirit Shaman 19 Wisdom OR 19 Charisma.&lt;br /&gt;
&lt;br /&gt;
Class: Cleric, Druid, Spirit Shaman.&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, Will&lt;br /&gt;
&lt;br /&gt;
- Weapon Proficiencies: A hierophant gains no weapon proficiencies.&lt;br /&gt;
&lt;br /&gt;
- Armor Proficiencies: A hierophant 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 Armor]], [[Craft Weapon]], [[Craft Alchemy]], [[Heal (skill)|Heal]], [[Spellcraft]], [[Lore: Arcana]], [[Lore: History]], [[Lore: Local]], [[Lore: Religion]]&lt;br /&gt;
&lt;br /&gt;
- Spells per Day/Spells Known: The Hierophant gains more spells per day at every level. If a character had more than one spellcasting class before becoming a hierophant, he must decide which class he adds the new level for purposes of determining spells per day. &lt;br /&gt;
&lt;br /&gt;
- Hierophant Levels stack with Cleric (+ Morninglord of Lathander) Levels for [[Turn_Undead| Turning Undead]].&lt;br /&gt;
&lt;br /&gt;
- Class Feats&lt;br /&gt;
&lt;br /&gt;
1:&amp;lt;br /&amp;gt;2: Special Ability&amp;lt;br /&amp;gt;3:&amp;lt;br /&amp;gt;4: Special Ability&amp;lt;br /&amp;gt;5:&amp;lt;br /&amp;gt;6: Special Ability&amp;lt;br /&amp;gt;7:&amp;lt;br /&amp;gt;8: Special Ability&amp;lt;br /&amp;gt;9:&amp;lt;br /&amp;gt;10: Special Ability&lt;br /&gt;
&lt;br /&gt;
No bonus feats.&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: rgb(255, 128, 0);&amp;quot;&amp;gt;Blast Infidel&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;/span&amp;gt;Type of Feat: Class Ability&amp;lt;br /&amp;gt;Prerequisites: Hierophant 1&amp;lt;br /&amp;gt;Specifics: The Hierophant now deals double the damage for any negative energy spells that he casts (inflict wounds series, death knell, harm, slay living and negative energy ray). This does not apply to Vampiric Feast or Spell-like abilities.&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;Faith Healing&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;/span&amp;gt;Type of Feat: Class Ability&amp;lt;br /&amp;gt;Prerequisites: Hierophant 1&amp;lt;br /&amp;gt;Specifics: The Hierophant now heals for double the amount when casting any of the cure wounds spells (applies to all cure wounds or mass cure wounds spells).&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;Mastery of Energy&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;/span&amp;gt;Type of Feat: Class Ability&amp;lt;br /&amp;gt;Prerequisites: Hierophant 1&amp;lt;br /&amp;gt;Specifics: Available only to hierophants with cleric levels, this ability allows a hierophant to channel positive or negative energy much more effectively, increasing his ability to affect undead. Add a +4 bonus to the hierophant’s turning checks and turning damage rolls. This ability affects other creatures than undead if the hierophant can turn other creatures, such as with a domain power.&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;Advanced Divine Spell Power&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;/span&amp;gt;Type of Feat: Class Ability&amp;lt;br /&amp;gt;Prerequisites: Hierophant 1, Divine Spellpower&amp;lt;br /&amp;gt;Specifics: Available only to hierophants with the feat Divine Spell Power, the feat now uses your full turning roll to complement casterlevel and progress DC&#039;s (You can go beyond +4). You no longer suffer negative effects from rolling poorly. &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;Metamagic Feat&amp;lt;br /&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
Type of Feat: Class Ability&amp;lt;br /&amp;gt;Prerequisites: Hierophant 1&amp;lt;br /&amp;gt;Specifics: A hierophant can choose a metamagic feat in place of one of the special abilities described here if desired. This does not include improved metamagic feats.&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;Gift of the Deity&amp;lt;br /&amp;gt;&amp;lt;/span&amp;gt;Type of Feat: Class Ability&amp;lt;br /&amp;gt;Prerequisites: Hierophant 9&amp;lt;br /&amp;gt;Specifics: Your visage of the deity line of spells are now automatically empowered by your deity.&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;Inscribe Rune&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;/span&amp;gt;Type of Feat: Class Ability&amp;lt;br /&amp;gt;Prerequisites: Hierophant 6 or Dwarven Runesmith&amp;lt;br /&amp;gt;Specifics: A 6th level Hierophant can learn to channel his power into runes, storing the spell for later use. He may store one spell per spell level, to a maximum of six runes, creating and imbuing the rune at modest expense compared to scribing a scroll of similar level.&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;Spellpower&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;/span&amp;gt;Type of Feat: Class Ability&amp;lt;br /&amp;gt;Prerequisites: Hierophant 1&amp;lt;br /&amp;gt;Specifics: This special ability increases a hierophant’s effective caster level by 1 for purposes of determining dependent spell variables (such as damage and DC calculation). This ability can be selected more than once up to a maximum of 3 times, for a total casterlevel bonus of +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;Toll of Nature&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;/span&amp;gt;Type of Feat: Class Ability&amp;lt;br /&amp;gt;Prerequisites: Hierophant 1&amp;lt;br /&amp;gt;Specifics: The Hierophant excels with spells that attack the nerve system of living creatures, being able to alter their lethality further. The following spells recieve a +2 DC bonus; Contagion, Infestation of Maggots, Poison, Quillfire (the DC is set right now), Mass Contagion, Swamp Lung, Blood to Water, Dehydrate, Hypothermia and Cascading Plague.&amp;lt;br /&amp;gt;Use: Automatic&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: rgb(255, 128, 0);&amp;quot;&amp;gt;Oak Friend&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;/span&amp;gt;Type of Feat: Class Ability&amp;lt;br /&amp;gt;Prerequisites: Hierophant 1, [[Oaken Resilience]]&amp;lt;br /&amp;gt;Specifics: A druid who has the feat oaken resilience may learn to grant the benefits of that feat to a friendly creature. This creature becomes immune to poison, sleep, paralysis, stunning and critical hits for ten minutes. Using Oak Friend costs one wildshape use.&amp;lt;br /&amp;gt;Use: Selected&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: rgb(255, 128, 0);&amp;quot;&amp;gt;Animal Companion Progression&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;/span&amp;gt;Type of Feat: Class Ability&amp;lt;br /&amp;gt;Prerequisites: Hierophant 1, Animal Companion&amp;lt;br /&amp;gt;Specifics: Your levels of Hierophant count towards your animal companion progression. You must have an Animal Companion already to profit from this feat.&lt;br /&gt;
&lt;br /&gt;
== Gameplay Notes ==&lt;br /&gt;
Mastery of Energy will give you also a +4 bonus to Turning check of the feat [[Divine Spell Power]][[https://wiki.bgtscc.net/index.php?title=Divine_Spell_Power#Gameplay_Notes]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Class courtesy of Rasael and Karond, 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>77.190.173.169</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Swift_Tracker&amp;diff=13167</id>
		<title>Swift Tracker</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Swift_Tracker&amp;diff=13167"/>
		<updated>2021-08-18T07:56:02Z</updated>

		<summary type="html">&lt;p&gt;77.190.173.169: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{FeatInfo|type=Class&lt;br /&gt;
|Prereq= [[Track]] and either [[Ranger]] level 8, [[Wilderness Stalker]] 3 or [[Harper Priest]] with Blessing Mielikki&#039;s Forest Hunter&lt;br /&gt;
|Req=None&lt;br /&gt;
|Specifics=This feat allows to [[track]] while receiving no penalty to movement speed.&lt;br /&gt;
|Use=Automatic&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>77.190.173.169</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Swift_Tracker&amp;diff=13166</id>
		<title>Swift Tracker</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Swift_Tracker&amp;diff=13166"/>
		<updated>2021-08-18T07:52:30Z</updated>

		<summary type="html">&lt;p&gt;77.190.173.169: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{FeatInfo|type=Class&lt;br /&gt;
|Prereq=[[Ranger]] level 8, [[Wilderness Stalker]] 3&lt;br /&gt;
|Req=None&lt;br /&gt;
|Specifics=This feat allows to [[track]] while receiving no penalty to movement speed.&lt;br /&gt;
|Use=Automatic&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>77.190.173.169</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Swift_Tracker&amp;diff=13165</id>
		<title>Swift Tracker</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Swift_Tracker&amp;diff=13165"/>
		<updated>2021-08-18T07:51:53Z</updated>

		<summary type="html">&lt;p&gt;77.190.173.169: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{FeatInfo|type=Class&lt;br /&gt;
|Prereq=[[Ranger]] level 8, Wilderness Stalker 3&lt;br /&gt;
|Req=None&lt;br /&gt;
|Specifics=This feat allows to [[track]] while receiving no penalty to movement speed.&lt;br /&gt;
|Use=Automatic&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>77.190.173.169</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Hunter_(Ranger_Class_Kit)&amp;diff=13164</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=13164"/>
		<updated>2021-08-18T07:43:01Z</updated>

		<summary type="html">&lt;p&gt;77.190.173.169: /* Kit Feats */&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), Heal, Hide, Listen, Lore (Dungeoneering, Geography, Nature, Local, Religion), Move Silently, Parry, Search, Set Trap, Spot, and Survival.&lt;br /&gt;
&lt;br /&gt;
- Spells per Day/Spells Known: Ranger spellcasting is forfeited.&lt;br /&gt;
&lt;br /&gt;
===Kit Feats===&lt;br /&gt;
{| class=&amp;quot;article-table&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
Level&lt;br /&gt;
!&lt;br /&gt;
Features Gained&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Hunter Trapping&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Fast Movement&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Uncanny Dodge&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Extra Favored Enemy I&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|Rapid Shot&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|&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;
&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>77.190.173.169</name></author>
	</entry>
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