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	<title>Baldur&#039;s Gate The Sword Coast Chronicles wiki - User contributions [en]</title>
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	<updated>2026-10-17T08:12:58Z</updated>
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	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Cavestalker&amp;diff=8132</id>
		<title>Cavestalker</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Cavestalker&amp;diff=8132"/>
		<updated>2018-10-27T08:42:33Z</updated>

		<summary type="html">&lt;p&gt;89.212.68.204: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:CaveStalker.jpg|thumb|312px]]&lt;br /&gt;
&lt;br /&gt;
== Class Notice ==&lt;br /&gt;
Cavestalker abilities give their full stats in the Underdark, non-underdark caves that are nearer to the surface usually only give half the bonuses.&lt;br /&gt;
&lt;br /&gt;
Skill bonuses gained through this class do not count against your stacking limits.&lt;br /&gt;
&lt;br /&gt;
Underdark Affinity for the Ranger camouflage feat will only give 75% of your full movement in stealth, instead of 100%. This is because underground terain is harder to navigate stealthily than wildlands on the surface. [Note: Is currently bugged, not verified to work]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;br /&amp;gt;&#039;&#039;&#039;The Underdark’s most dangerous predators are not its horrific monstrosities, crawling and festering in the darkest of grottoes. Rather, they are the deadly cavestalkers, moving effortlessly through a jungle of living rock—and none are as much at home in these caverns as the drow. Just as a surface ranger feels at peace in the heart of a virgin forest, so too is a cavestalker is at home in the wilds of the Underdark. Yet even in his most familiar environment, he is aware of the ever-present danger that surrounds him. It is in the task of surviving this endless peril that he finds peace away from so-called “civilized folk.”&lt;br /&gt;
&lt;br /&gt;
Rangers and druids are natural candidates for the cavestalkerclass. Underdark races that choose the path of the druid or ranger find little use for the abilities of those classes that are attuned to the wilderness of the surface. The cavestalker class augments and hones those abilities, making them more suitable for use in the endless night and providing a true advantage for those that live away from the light. Rogues occasionally become cavestalkers, since their high skill point allotment allows them to achieve the requirements more easily than other classes. Other classes might enjoy the benefits of becoming a cavestalker, but would likely fi nd meeting the requirements to be prohibitive. Regardless of class, only individuals who have natural darkvision can achieve the affinity with the lightless depths necessary to become a cavestalker.&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: 8 Survival, 4 Lore: Dungeoneering&lt;br /&gt;
&lt;br /&gt;
Feats: Track&lt;br /&gt;
&lt;br /&gt;
Base Attack Bonus: +3&lt;br /&gt;
&lt;br /&gt;
Special: The candidate must posses darkvision&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: High&lt;br /&gt;
&lt;br /&gt;
- High Saves: Fortitude, Reflex&lt;br /&gt;
&lt;br /&gt;
- Weapon Proficiencies: Cavestalkers gain no weapon proficiencies.&lt;br /&gt;
&lt;br /&gt;
- Armor Proficiencies: Cavestalkers gain no armor proficiencies.&lt;br /&gt;
&lt;br /&gt;
- Skill Points: 4 + Int Modifier.&lt;br /&gt;
&lt;br /&gt;
- Class Skills: Heal, Hide, Listen, Lore, Move Silently, Tumble, Search, Sense Motive and Survival.&lt;br /&gt;
&lt;br /&gt;
- Spells per Day/Spells Known: &amp;lt;span style=&amp;quot;color: yellow&amp;quot;&amp;gt;Full caster progression only for rangers and druids &amp;lt;/span&amp;gt;(please re-log after gaining Cavestalker PrC, for progression to apply).&lt;br /&gt;
&lt;br /&gt;
- Other progression:  &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: yellow&amp;quot;&amp;gt;Full Animal companion progression&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: yellow&amp;quot;&amp;gt;Increase wildshape uses (but change the dragon shape feat to require 27 levels of Druid) &amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: yellow&amp;quot;&amp;gt;Cavestalker &amp;lt;u&amp;gt;does not&amp;lt;/u&amp;gt; give access to druid wildshape forms&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Class Feats&lt;br /&gt;
&lt;br /&gt;
Level 1: Advanced spelunker&amp;lt;br /&amp;gt;Level 2: Underdark affinity and hide of stone +1&amp;lt;br /&amp;gt;Level 3: Bonus Feat&amp;lt;br /&amp;gt;Level 4: Cavesense&amp;lt;br /&amp;gt;Level 5: Expert spelunker&amp;lt;br /&amp;gt;Level 6: Gaseous form and hide of stone +2&amp;lt;br /&amp;gt;Level 7: Bonus Feat&amp;lt;br /&amp;gt;Level 8: Blindfight&amp;lt;br /&amp;gt;Level 9: Void in space&amp;lt;br /&amp;gt;Level 10: Master spelunker and hide of stone +3.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Bonus feats from the ranger list. [As a non-ranger you can pick a favored enemy or Combat Expertise / Improved Combat Expertise even on epic levels.]&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;Vermin Shape&amp;lt;br /&amp;gt;&amp;lt;/span&amp;gt;Type of Feat: Class Ability&amp;lt;br /&amp;gt;Prerequisites: Underdark Affinity and Wildshape&amp;lt;br /&amp;gt;Specifics: You transform into a phase spider. As you grow in power you vermin shape also increases, gaining 4 strength, 3 constitution and dexterity every 4 levels(lowest is 10,10,10).  Growth progressions at level 6 and is based of both your Druid and Cavestalker levels even if no spell progression was gained at the relevant Cavestalker levels. This ability consumes one wild shape and uses the amount wildshapes you have per 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;Underdark Affinity&amp;lt;br /&amp;gt;&amp;lt;/span&amp;gt;Type of Feat: Class Ability&amp;lt;br /&amp;gt;Prerequisites: Cavestalker 2nd level,&amp;lt;br /&amp;gt;Specifics: Your adaptation to the Underdark allows you to use your nature-themed class abilities in natural subterranean surroundings as well. These include the druid and ranger abilities of camoufl age, hide in plain sight, trackless step, and woodland stride. If you already have wild empathy, you can now use it to affect vermin. If you have the wild shape ability, add vermin to the types of creatures you can become (subject to all the size and frequency limitations provided by that ability). If you do not already have these underlying abilities, Underdark affinity does not grant them to you; it only augments those you already have.&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 Spelunker&amp;lt;br /&amp;gt;&amp;lt;/span&amp;gt;Type of Feat: Class Ability&amp;lt;br /&amp;gt;Prerequisites: Cavestalker 1st level&amp;lt;br /&amp;gt;Specifics: As a cavestalker, your familiarity with the environs of the Underdark allows you to move through it comfortably, even in the most difficult conditions. As a result, you gain +2 Survival and Tumble Ranks while in natural subterranean surroundings. (The skill bonus does not count against your skill bonus limit but does not stack with other spelunking 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;Expert Spelunker&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;Type of Feat: Class Ability&amp;lt;br /&amp;gt;Prerequisites: Cavestalker 5th level&amp;lt;br /&amp;gt;Specifics: Specifics: As a cavestalker, your familiarity with the environs of the Underdark has grown to allow you to move through it easily, even in the most difficult conditions. As a result, you gain a +1 Dexterity circumstance bonus +2 Tumble and +4 Survival Ranks in natural subterranean surroundings. (The skill bonus does not count against your ability bonus limit but does not stack with other spelunking 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;Master Spelunker&amp;lt;br /&amp;gt;&amp;lt;/span&amp;gt;Type of Feat: Class Ability&amp;lt;br /&amp;gt;Prerequisites: Cavestalker 10th level&amp;lt;br /&amp;gt;Specifics: As a cavestalker, your familiarity with the environs of the Underdark has grown to allow you to move through it effortlessly, even in the most difficult conditions. As a result, you gain a +2 Dexterity circumstance bonus +2 Tumble and +7 Survival Ranks in natural subterranean surroundings. (The skill bonus does not count against your ability or skill bonus limit but does not stack with other spelunking 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;Gaseous Form&amp;lt;br /&amp;gt;&amp;lt;/span&amp;gt;Type of Feat: Class Ability&amp;lt;br /&amp;gt;Prerequisites: Cavestalker 6th level&amp;lt;br /&amp;gt;Specifics: you gain the ability to traverse the treacherous and confined terrain of the Underdark by assuming gaseous form once per day. While in this form your ability to fight is impaired but you are also very hard to hit and injure. For all intents and purposes you have polymorphed into an Incorporeal cloud of barely detectable gas.&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;Hide of Stone&amp;lt;br /&amp;gt;&amp;lt;/span&amp;gt;Type of Feat: Class Ability&amp;lt;br /&amp;gt;Prerequisites: Cavestalker 2nd level&amp;lt;br /&amp;gt;Specifics: As you gain levels in the cavestalker class, your body embraces the rigors of the Underdark and takes on something of its hue and toughness. Your skin hardens and becomes flinty, granting you a natural armor bonus in addition to a circumstance bonus on Hide checks when in natural subterranean surroundings. These bonuses increase with +1 AC and +1 Hide as you progress through the cavestalker class, at 2nd level, at 6th level and finally again at 10th 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;Cavesense&amp;lt;br /&amp;gt;&amp;lt;/span&amp;gt;Type of Feat: Class Ability&amp;lt;br /&amp;gt;Prerequisites: Cavestalker 3rd level&amp;lt;br /&amp;gt;Specifics: Due to your familiarity with the acoustic qualities of the Underdark, you so gain a +2 competence bonus on Listen checks made in subterranean surroundings. Another +2 competence bonus is gained at the 8th Cavestalker 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;Void in Space&amp;lt;br /&amp;gt;&amp;lt;/span&amp;gt;Type of Feat: Class Ability&amp;lt;br /&amp;gt;Prerequisites: Cavestalker 9th level&amp;lt;br /&amp;gt;Specifics: Your attunement to the particular atmosphere of the Underdark allows you to warp the shadows, sounds, scents, and vibrations you give off, rendering you difficult to hear and see. You gain Displacement 8% and a +2 bonus to hide and move silently&amp;lt;br /&amp;gt;Use: Automatic&lt;br /&gt;
&lt;br /&gt;
==Gameplay Notes==&lt;br /&gt;
The vermin shape&#039;s power is calculated by the sum of your Druid and Cavestalker levels. It stops proceeding in power after a sum of 22 levels in those classes and it&#039;s based on the spidershape of the Druid epic Magical beast feat. The progression in power depending of levels is as follow:&lt;br /&gt;
&lt;br /&gt;
CL  STR CON DEX&lt;br /&gt;
&lt;br /&gt;
6:  16  13  13&lt;br /&gt;
&lt;br /&gt;
10: 19  16  16&lt;br /&gt;
&lt;br /&gt;
14: 22  19  19&lt;br /&gt;
&lt;br /&gt;
18: 25  22  22&lt;br /&gt;
&lt;br /&gt;
22: 28  25  25&lt;br /&gt;
&lt;br /&gt;
Base AC is 10&lt;br /&gt;
&lt;br /&gt;
DMG is 2d10+1 and 1d8 CON drain &lt;br /&gt;
&lt;br /&gt;
Blind-Fight is gained in Vermin Shape.&lt;br /&gt;
&lt;br /&gt;
Vermin Shape gains 30 temporary hit points.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
Cavestalker has currently and since some time Spellcraft as class skill.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Class courtesy of Rasael, 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>89.212.68.204</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Divine_Spell_Power&amp;diff=8128</id>
		<title>Divine Spell Power</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Divine_Spell_Power&amp;diff=8128"/>
		<updated>2018-10-19T13:45:25Z</updated>

		<summary type="html">&lt;p&gt;89.212.68.204: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===&amp;lt;b&amp;gt;Divine Spell Power&amp;lt;/b&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
 Type of Feat: Divine&lt;br /&gt;
 Prerequisite: Ability to turn or rebuke undead, 1st level divine spells&lt;br /&gt;
 Use: Selected (mode)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You can spend a turn or rebuke attempt as a free action and roll a turning check (with a special +3 bonus, plus any other modifiers you&#039;d normally apply to your turning check). Treat the result of the turning check as a modifier to your caster level on the next divine spell you cast in that round.&lt;br /&gt;
&lt;br /&gt;
For example, if a cleric used this feat and rolled a 16 on his turning check, he would add a +2 bonus to his caster level for the next divine spell he casts in the round. Had he rolled an 8, he would instead apply a -1 penalty to his caster level for the next divine spell he cast in the round. If you don&#039;t cast a divine spell before your next turn, you lose the effect of the check result. This feat has no effect on your arcane spellcasting ability.&lt;br /&gt;
&lt;br /&gt;
The Min/Max Caster Levels this feat can add or substract are 4 and -4.&lt;br /&gt;
&lt;br /&gt;
== Gameplay Notes ==&lt;br /&gt;
The duration of the casterlevel addition / substraction is equal to a round * wisdom modifier. This feat is essentially the equivalent of Divine Might, except for divine spellcasters.&lt;br /&gt;
&lt;br /&gt;
Mastery of Energy (Hierophant PrC feature) will give you also a +4 bonus to Turning checks of the feat Divine Spellpower.&lt;br /&gt;
&lt;br /&gt;
Only spells of the class which granted you turn undead will be affected, so Cleric, Paladin or Blackguard!&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
[[Category:Feats]]&lt;br /&gt;
[[Category:Playable Feats]]&lt;br /&gt;
[[Category:Spellcasting feat]]&lt;br /&gt;
[[Category:Divine feat]]&lt;/div&gt;</summary>
		<author><name>89.212.68.204</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Man-at-Arms&amp;diff=8127</id>
		<title>Man-at-Arms</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Man-at-Arms&amp;diff=8127"/>
		<updated>2018-10-17T15:15:55Z</updated>

		<summary type="html">&lt;p&gt;89.212.68.204: &lt;/p&gt;
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&lt;div&gt;[[File:Knightr.jpg|thumb|376px]]&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
A Man-at-Arms is a skilled melee combatant who fights in the name of his Lord, Cause, Honor, Chivalry or even Himself. A man-at-arms relies on more than a sharp sword and a stout suit of armor to defeat his foes. His drive, determination, and fighting spirit allow him to control the battlefield in ways that others cannot match. &lt;br /&gt;
&lt;br /&gt;
A man-at-arms can challenge an opponent to a duel, calling upon the foe&#039;s pride and ego to force his hand. The man-at-arms&#039;s talent with heavy armor, shields, and defensive tactics grant him the ability to disrupt his foe&#039;s plans. &lt;br /&gt;
&lt;br /&gt;
Only the most talented rogues and monks can slip past a man-at-arms&#039;s defenses to strike at his allies. An adventuring group with wizards, sorcerers, and other lightly armored members thrives with the assistance of a man-at-arms. While the man-at-arms keeps enemies occupied, his allies can use their talents and abilities without fear of attack or harassment.&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 Lawful&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Class Features ==&lt;br /&gt;
- Hit Die: d12&lt;br /&gt;
&lt;br /&gt;
- Base Attack Bonus: High&lt;br /&gt;
&lt;br /&gt;
- High Saves: Will&lt;br /&gt;
&lt;br /&gt;
- Weapon Proficiencies: Simple and Martial&lt;br /&gt;
&lt;br /&gt;
- Armor Proficiencies: All armor and shields (excluding tower shields)&lt;br /&gt;
&lt;br /&gt;
- Skill Points: 2 + Int Modifier.&lt;br /&gt;
&lt;br /&gt;
- Class Skills: Craft Armor, Craft Weapon, Intimidate, [[Lore: History]], [[Lore: Local]], [[Lore: Nobility and Royalty]], Parry,Taunt, and Tumble&lt;br /&gt;
&lt;br /&gt;
- Spells per Day/Spells Known: The man-at-arms does not have spell progresision and does not have a spell book.&lt;br /&gt;
&lt;br /&gt;
- Class Feats&lt;br /&gt;
&lt;br /&gt;
Level 1: Challenge +1, Demoralize Opponent&amp;lt;br /&amp;gt;&lt;br /&gt;
Level 2: Shield Block +1&amp;lt;br /&amp;gt;&lt;br /&gt;
Level 3: -&amp;lt;br /&amp;gt;&lt;br /&gt;
Level 4: Heavy Armor Optimization, Mocking Challenge&amp;lt;br /&amp;gt;&lt;br /&gt;
Level 5: Bonus Feat&amp;lt;br /&amp;gt;&lt;br /&gt;
Level 6: Guarding the Lord&amp;lt;br /&amp;gt;&lt;br /&gt;
Level 7: Challenge +2&amp;lt;br /&amp;gt;&lt;br /&gt;
Level 8: Call to Battle, [[Armored Efficiency]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Level 9: Greater Heavy Armor Optimization&amp;lt;br /&amp;gt;&lt;br /&gt;
Level 10: Bonus Feat&amp;lt;br /&amp;gt;&lt;br /&gt;
Level 11: Shield Block +2&amp;lt;br /&amp;gt;&lt;br /&gt;
Level 12: Daunting Challenge&amp;lt;br /&amp;gt;&lt;br /&gt;
Level 13: Challenge +3&amp;lt;br /&amp;gt;&lt;br /&gt;
Level 14: Rescue&amp;lt;br /&amp;gt;&lt;br /&gt;
Level 15: Bonus Feat&amp;lt;br /&amp;gt;&lt;br /&gt;
Level 16: Indomitable Soul&amp;lt;br /&amp;gt;&lt;br /&gt;
Level 17: Uncanny Dodge&amp;lt;br /&amp;gt;&lt;br /&gt;
Level 18: -&amp;lt;br /&amp;gt;&lt;br /&gt;
Level 19: Challenge +4, Epic Resilience&amp;lt;br /&amp;gt;&lt;br /&gt;
Level 20: Bonus Feat&amp;lt;br /&amp;gt;&lt;br /&gt;
Level 21: Shield Block +3&amp;lt;br /&amp;gt;&lt;br /&gt;
Level 22: -&amp;lt;br /&amp;gt;&lt;br /&gt;
Level 23: Epic Bonus Feat&amp;lt;br /&amp;gt;&lt;br /&gt;
Level 24: -&amp;lt;br /&amp;gt;&lt;br /&gt;
Level 25: Challenge +5&amp;lt;br /&amp;gt;&lt;br /&gt;
Level 26: Epic Bonus Feat&amp;lt;br /&amp;gt;&lt;br /&gt;
Level 27: -&amp;lt;br /&amp;gt;&lt;br /&gt;
Level 28: -&amp;lt;br /&amp;gt;&lt;br /&gt;
Level 29: Epic Bonus Feat&amp;lt;br /&amp;gt;&lt;br /&gt;
Level 30: Challenge +6, Shield Block +4, Epic Bonus Feat&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Bonus Feat: The Man at Arms gains an additional bonus feat at levels 5, 10, 15, 20, 23, 26, 29, and 30. A Man At Arms must still meet all prerequisites for a bonus feat, including ability score and base attack bonus minimums.&amp;lt;br /&amp;gt;The bonus feats are drawn from the fighter feat list and include the following feats: Armor Skin, Deflect Arrows, Cleave, Great Cleave, Blind Fight, Improved Charge, Furious Charge, Shield Bash, Shield Charge, Shield Slam, Disarm, Improved Disarm, Dodge, Knockdown, Improved Knockdown, Improved Parry, Mobility, Power Attack, Improved Power Attack, Combat Expertise, Improved Combat Expertise, Exotic Weapon Proficiency, Improved Critical, Weapon Focus, Greater Weapon Focus, Weapon Specialization, Greater Weapon Specialization, Devastating Critical, Epic Weapon Focus, Epic Weapon Specialization, and Overwhelming Critical, Melee Weapon Mastery: Crushing, Melee Weapon Mastery: Slashing, Melee Weapon Mastery: Piercing, Weapon Supremacy, Powerful Charge, Dire Charge, Brutal Throw, Weapon Finesse, Epic DR series, Epic Toughness series.&lt;br /&gt;
[NOTE: This list seems to currently apply for Epic Bonus Feat as well. You cannot take any other feats as bonus feats on Man-at-Arms levels 23, 26 or 29.]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: rgb(255, 0, 0);&amp;quot;&amp;gt;Note: Weapon oriented feats can only be taken for the following weapons; bastard sword, battleaxe, dwarven waraxe, flail, greatsword, greataxe, halberd, handaxe, katana, light hammer, light mace, longsword, morningstar, quarterstaff, rapier, shortspear, shortsword, scimitar, scythe, throwing axe, falchion and warhammer.&amp;lt;/span&amp;gt;&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;Challenge&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Type of Feat: Class Ability&amp;lt;br /&amp;gt;&lt;br /&gt;
Prerequisites: Man-at-Arms 1st level&amp;lt;br /&amp;gt;&lt;br /&gt;
Specifics: &amp;quot;Your dauntless fighting spirit plays a major role in your fighting style, as important as the strength of your arm or the sharpness of your blade. In battle, you use the force of your personality to challenge your enemies. You can call out a foe, shouting a challenge that boosts his confidence or issueing a general challenge that strikes fear into weak opponents and compels strong opponents to seek you out for personal combat. By playing on your enemies&#039; ego, you can manipulate your foes.&amp;quot;You can issue a challenge to an enemy, gaining a +1 bonus on Will saves, attack rolls, and damage rolls. The effect lasts for a number of rounds equal to 5 + your Charisma modifier (if any). At 7th level, the bonus you gain from this ability increases to +2. At 13th level, it rises to +3. At 19th level, it increases to +4. At 25th level, it increases to +5. At 30th level, it increases to +6. You can reissue the challenge if your current target dies, or after 120 seconds - your man-at-arms level have passed. (affecting this ability only)&amp;lt;br /&amp;gt;&lt;br /&gt;
Use: Selected&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: rgb(255, 0, 0);&amp;quot;&amp;gt;Special: You can enter your own text for taunts and challenges.&amp;lt;/span&amp;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;Demoralize Opponent&amp;lt;br /&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
Type of Feat: Class Ability&amp;lt;br /&amp;gt;&lt;br /&gt;
Prerequisites: Man-at-Arms 1st level,&amp;lt;br /&amp;gt;&lt;br /&gt;
Specifics: You bellow a striking taunt that demoralizes the target. The target must succeed a will saving throw DC 16 + 1/2 Man-at-Arms level + Charisma modifier or become demoralized (-2 attack bonus, -2 all saves, -2 all skills, -1 DEX, -1 STR). Creatures can be both demoralized and shaken, suffering both effects causes panic (-2 attack bonus, -2 damage, -2 all saves, and forcing them to take no action other then to run away from nearby creatures).&amp;lt;br /&amp;gt;&lt;br /&gt;
Use: Selected&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: rgb(255, 0, 0);&amp;quot;&amp;gt;Special: You can enter your own text for taunts and challenges.&amp;lt;/span&amp;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;Guarding the Lord&amp;lt;br /&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
Type of Feat: Class Ability&amp;lt;br /&amp;gt;&lt;br /&gt;
Prerequisites: Man-at-Arms 2nd level&amp;lt;br /&amp;gt;Beginning at 2nd level, the Man At Arms can protect one selected ally within 30 feet. This protection acts as the shield other spell cast at the Man At Arms&#039; character level. The only difference with the spell is that the target only takes 30% damage (instead of 50%), and the Man At Arms takes half the initial damage rounded down (instead of the remaining). This ability can be used three times per day as per the body guard class ability.&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 Block&amp;lt;br /&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
Type of Feat: Class Ability&amp;lt;br /&amp;gt;&lt;br /&gt;
Prerequisites: Man-at-Arms 2nd level&amp;lt;br /&amp;gt;&lt;br /&gt;
Specifics: Your expertise with shields allows you to position it in such a way that a normally dangerous blow is deflected harmlessly. As you gain experience your competence with shield blocking increases and you gain additional shield AC while a shield is equipped. +1 at second level, +2 at 11th level, +3 at 21st level and +4 at 30th Man-at-Arms level. This bonus AC stacks with any permanent enchantment present on your shield or other forms of shield AC.&amp;lt;br /&amp;gt;&lt;br /&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;Mocking Challenge&amp;lt;br /&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
Type of Feat: Class Ability&amp;lt;br /&amp;gt;&lt;br /&gt;
Prerequisites: Man-at-Arms 4th level&amp;lt;br /&amp;gt;&lt;br /&gt;
Range: 100 feet&amp;lt;br /&amp;gt;&lt;br /&gt;
Specifics: Starting at 4th level, you can shout a challenge to all enemies, calling out for them to face you in combat. As a swift action, you can expend one use of your Man-at-Arms Challenge ability to cause all your enemies within 100&#039; to make Will saves DC 15 + 1/2 your Man-at-Arms level + your Charisma modifier. Creatures that fail this save are goaded to attack you.&amp;lt;br /&amp;gt;&lt;br /&gt;
Use: Selected&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: rgb(255, 0, 0);&amp;quot;&amp;gt;Special: You can enter your own text for taunts and challenges. This ability works on mobs with greater than 5 intelligence. It cannot be negated with mind-spell immunity. This ability will only cause an enemy to attack you if he has an attack action queued. It interrupts spellcasting. &amp;lt;/span&amp;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;Heavy Armor Optimization&amp;lt;br /&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
Type of Feat: Class Ability&amp;lt;br /&amp;gt;You have trained extensively in heavy armor, and you have learned to take advantage of the protection it offers.&amp;lt;br /&amp;gt;&lt;br /&gt;
Prerequisite: Man at Arms 4th level&amp;lt;br /&amp;gt;&lt;br /&gt;
Benefit: When you are wearing heavy armor, lessen the armor check penalty by 1 and increase the armor bonus by 1. This is done as a +skill bonus to (Hide, Move Silently, and Tumble) and a +1 Dodge AC bonus.&amp;lt;br /&amp;gt;&lt;br /&gt;
Use: Automatic.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: rgb(255, 0, 0);&amp;quot;&amp;gt;Note: This will not work with mithral full plate. It applies itself automatically to full plate.&amp;lt;/span&amp;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;Call to Battle&amp;lt;br /&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
Type of Feat: Class Ability&amp;lt;br /&amp;gt;&lt;br /&gt;
Prerequisites: Man-at-Arms 8th level&amp;lt;br /&amp;gt;&lt;br /&gt;
Specifics: Starting at 8th level, you become an inspiring figure on the battlefield. When all seems lost, you are a beacon of hope who continues to fight on despite the odds. No cause is yet lost when a man-at-arms still battles on in its name. You become immune to fear. As a swift action, you can expend one use of your Challenge ability to grant an ally a bonus against fear effects equal to your Charisma modifier as well as a number of temporary hit points equal to your man-at-arms level. If the ally&#039;s current hit point total is less than half his normal hit points, the number of temporary hit points granted to that character is doubled. The temporary hit points last for up to 1 minute per man-at-arms level.&amp;lt;br /&amp;gt;&lt;br /&gt;
Use: Selected&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: rgb(255, 0, 0);&amp;quot;&amp;gt;Special: You can enter your own text for taunts and challenges.&amp;lt;/span&amp;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;Greater Heavy Armor Optimization&amp;lt;br /&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
Type of Feat: Class Ability&amp;lt;br /&amp;gt;You have mastered the use of heavy armor, maximizing its protective qualities while moving more easily in it.&amp;lt;br /&amp;gt;&lt;br /&gt;
Prerequisite: Man At Arms Level 9&amp;lt;br /&amp;gt;Benefit: When you are wearing heavy armor, lessen the armor check penalty by 2 and increase the armor bonus by 2. This is done as a +skill bonus to (Hide, Move Silently, and Tumble) and a +2 Dodge AC bonus. This bonus replaces the one from Heavy Armor Optimization.&amp;lt;br /&amp;gt;&lt;br /&gt;
Use: Automatic.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: rgb(255, 0, 0);&amp;quot;&amp;gt;Note: This will not work with mithral full plate. It applies itself automatically to full plate.&amp;lt;/span&amp;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;Daunting Challenge&amp;lt;br /&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
Type of Feat: Class Ability&amp;lt;br /&amp;gt;&lt;br /&gt;
Prerequisites: Man-at-Arms 12th level&amp;lt;br /&amp;gt;&lt;br /&gt;
Specifics: Starting at 12th level, a Man-at-Arms can issue a daunting challenge as a free action. Like a test of mettle, this is a general challenge to all foes within 100 feet. Affected creatures must make Will saves DC 15 + 1/2 Man-at-Arms level + Charisma modifier. Creatures that fail this save are shaken (-2 attack bonus, -2 all saves, -2 all skills, -1 DEX, -1 STR). Creatures can be both demoralized and shaken, suffering both effects causes panic (-2 attack bonus, -2 damage, -2 all saves, and forcing them to take no action other then to run away from nearby creatures).&amp;lt;br /&amp;gt;&lt;br /&gt;
Use: Selected&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: rgb(255, 0, 0);&amp;quot;&amp;gt;Special: You can enter your own text for taunts and challenges.&amp;lt;/span&amp;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;Rescue&amp;lt;br /&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
Type of Feat: Class Ability&amp;lt;br /&amp;gt;&lt;br /&gt;
Prerequisites: Man-at-Arms 14th level&amp;lt;br /&amp;gt;&lt;br /&gt;
Specifics: When rescue is activated allies within 10 feet take half damage; the amount of damage not taken by your allies is taken by you. You also gain Damage reduction 2/- while activated.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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&amp;lt;span style=&amp;quot;color: rgb(255, 128, 0);&amp;quot;&amp;gt;Indomitable Soul&amp;lt;br /&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
Type of feat: Class Ability&amp;lt;br /&amp;gt;&lt;br /&gt;
Prerequisite: Man At Arms 16th level&amp;lt;br /&amp;gt;&lt;br /&gt;
Specifics: Your physical toughness translates into greater mental resiliency. Where others cave in to magical effects that alter their minds, you stand resolute. Whenever you make a Will save against a mind-affecting or fear ability, you can roll 2d20 and use the higher of the two die rolls.&amp;lt;br /&amp;gt;&lt;br /&gt;
Use: Automatic&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: rgb(255, 0, 0);&amp;quot;&amp;gt;Note: Does not stack with Slippery Mind &amp;lt;/span&amp;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;Epic Resilience&amp;lt;br /&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
Type of feat: Class Ability&amp;lt;br /&amp;gt;&lt;br /&gt;
Prerequisite: Man At Arms 19th level.&amp;lt;br /&amp;gt;&lt;br /&gt;
Specifics: You no longer automatically fail saving throws on a roll of 1. Of course, you will still fail the save if your result fails to equal or beat the DC.&amp;lt;br /&amp;gt;&lt;br /&gt;
Use: Automatic&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Class courtesy of Rasael and thorough testing by the Quality Control Team. Implementation on the server by Luna. Inspired partly by a Kaedrin design.&#039;&#039;&lt;br /&gt;
[[Category:Classes]]&lt;br /&gt;
[[Category:Base classes]]&lt;br /&gt;
[[Category:Playable Class]]&lt;/div&gt;</summary>
		<author><name>89.212.68.204</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Warrior_of_Darkness&amp;diff=8126</id>
		<title>Warrior of Darkness</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Warrior_of_Darkness&amp;diff=8126"/>
		<updated>2018-10-15T22:46:28Z</updated>

		<summary type="html">&lt;p&gt;89.212.68.204: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Class Description ==&lt;br /&gt;
[[File:Warriordarkness.jpg|thumb|293x293px]]&lt;br /&gt;
The warrior of darkness, sometimes called the dark knight, is a practitioner of black magic. He studies the dark arts and learns the terrible secrets involved with evil rituals and spells. However, he does not cast spells himself. Instead, he uses his arcane knowledge to make himself a more formidable combatant.&lt;br /&gt;
&lt;br /&gt;
Evil fighters, often those with a few levels of wizard or sorcerer, sometimes become warriors of darkness. Less frequently, warriors of darkness come from the ranks of single-classed wizards or sorcerers, or bards, rangers, and even clerics.&lt;br /&gt;
&lt;br /&gt;
A warrior of darkness is not usually subtle, nor is he barbaric. Instead, he is a chilling compromise of physical might and intelligent sophistication. Drugs and self-experimentation are his bread and butter. It is essentially a freshman year of college, given class form.&lt;br /&gt;
&lt;br /&gt;
== Requirements ==&lt;br /&gt;
Race: Any&lt;br /&gt;
&lt;br /&gt;
&amp;lt;strong&amp;gt;Feats:&amp;lt;/strong&amp;gt; [http://nwn2.wikia.com/wiki/Iron_Will Iron will].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;strong&amp;gt;Base Attack Bonus:&amp;lt;/strong&amp;gt; +5&lt;br /&gt;
&lt;br /&gt;
&amp;lt;strong&amp;gt;Alignment:&amp;lt;/strong&amp;gt; Any evil.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;strong&amp;gt;Skills:&amp;lt;/strong&amp;gt; [http://nwn2.wikia.com/wiki/Craft_Alchemy Craft Alchemy] 3, [http://nwn2.wikia.com/wiki/Lore Lore] : Arcana 3, [http://nwn2.wikia.com/wiki/Spellcraft Spellcraft] 1.&lt;br /&gt;
&lt;br /&gt;
== Class Features ==&lt;br /&gt;
&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;[http://nwn2.wikia.com/wiki/Base_attack_bonus Base Attack Bonus]&amp;lt;/strong&amp;gt;&amp;lt;strong&amp;gt;:&amp;lt;/strong&amp;gt; High.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;strong&amp;gt;High Saves:&amp;lt;/strong&amp;gt; [http://nwn2.wikia.com/wiki/Fortitude Fortitude], [http://nwn2.wikia.com/wiki/Will Will].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;strong&amp;gt;Weapon Proficiencies:&amp;lt;/strong&amp;gt; All [http://nwn2.wikia.com/wiki/Weapon_proficiency_%28simple%29 simple] and [http://nwn2.wikia.com/wiki/Weapon_proficiency_%28martial%29 martial] weapons.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;strong&amp;gt;Armor Proficiencies:&amp;lt;/strong&amp;gt; [http://nwn2.wikia.com/wiki/Armor_proficiency_%28light%29 Light], [http://nwn2.wikia.com/wiki/Armor_proficiency_%28medium%29 Medium], [http://nwn2.wikia.com/wiki/Armor_proficiency_%28heavy%29 Heavy], [http://nwn2.wikia.com/wiki/Shield_proficiency Shields] &amp;amp; [http://nwn2.wikia.com/wiki/Tower_Shield_Proficiency Tower Shield Proficiency]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;strong&amp;gt;Skill Points:&amp;lt;/strong&amp;gt; 4 + Int [http://nwn2.wikia.com/wiki/Ability_modifier modifier].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;strong&amp;gt;Class Skills:&amp;lt;/strong&amp;gt; [http://nwn2.wikia.com/wiki/Concentration Concentration], [http://nwn2.wikia.com/wiki/Craft_Weapon Craft Weapon], [http://nwn2.wikia.com/wiki/Craft_Armor Craft Armor], [http://nwn2.wikia.com/wiki/Craft_Alchemy Craft Alchemy], [http://nwn2.wikia.com/wiki/Bluff Bluff], [http://nwn2.wikia.com/wiki/Hide Hide],[http://nwn2.wikia.com/wiki/Move_Silently Move Silently], [http://nwn2.wikia.com/wiki/Lore Lore], [http://nwn2.wikia.com/wiki/Parry Parry], [http://nwn2.wikia.com/wiki/Spellcraft Spellcraft], [http://nwn2.wikia.com/wiki/Tumble Tumble].&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;
|Black magic oil (Dweller in Darkness)&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Darkling weapon +1&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Black magic oil (Demonic Celerity)&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|Black magic oil (Rapid Step)&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|Scarred Flesh&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|Bonus Feat&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|Bonus Feat, Darkling weapon +1d4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Black magic oil ===&lt;br /&gt;
A warrior of darkness can use his forbidden arcane arts to create a magic oil that he anoints himself with. Once the oil is applied, the warrior of darkness permanently gains a new supernatural ability listed below.&lt;br /&gt;
&lt;br /&gt;
Level 1: [[Blind Fight]]&lt;br /&gt;
&lt;br /&gt;
Level 4: [[Toughness]]&lt;br /&gt;
&lt;br /&gt;
Level 6: [[Dash]]&lt;br /&gt;
&lt;br /&gt;
=== Darkling Weapon ===&lt;br /&gt;
A warrior of darkness concocts a magic oil with which to coat his favorite weapon. When applied, the oil grants a new supernatural ability chosen from the list below and it lasts 10 minutes. This ability has a 10 minutes cooldown. &lt;br /&gt;
&lt;br /&gt;
List of Choices, Level 3-9: Flaming (1 Fire), Frost (1 Cold), Shock (1 Electricity), Massive Criticals (1d6)&lt;br /&gt;
&lt;br /&gt;
List of Choices, Level 10: Flaming (1d4 Fire), Frost (1d4 Cold), Shock (1d4 Electricity), Massive Criticals (1d8)&lt;br /&gt;
&lt;br /&gt;
=== Scarred Flesh ===&lt;br /&gt;
Through ritual scarification, a 7th level warrior of darkness gains damage reduction 3/-. Note: Only Greater Resiliency and the Epic Damage Reduction feats stack with this DR.&lt;br /&gt;
=== Bonus Feat ===&lt;br /&gt;
At 9th and 10th level, the warrior of darkness gains a bonus feat.&lt;br /&gt;
&lt;br /&gt;
This feat must be drawn from the following feats and the warrior of darkness must meet all the prerequisites for it: &lt;br /&gt;
* [[Armor Specialization (Heavy)]]&lt;br /&gt;
* [[Armor Specialization (Medium)]]&lt;br /&gt;
* [http://nwn2.wikia.com/wiki/Cleave Cleave]&lt;br /&gt;
* [http://nwn2.wikia.com/wiki/Combat_expertise Combat Expertise]&lt;br /&gt;
* [http://nwn2.wikia.com/wiki/Deflect_Arrows Deflect Arrows]&lt;br /&gt;
* [http://nwn2.wikia.com/wiki/Dodge Dodge]&lt;br /&gt;
* [[Elemental Archer&#039;s Improved Elemental Storm]]&lt;br /&gt;
* Epic Ability increases ([http://nwn2.wikia.com/wiki/Great_Strength Great Strength], [http://nwn2.wikia.com/wiki/Great_Dexterity Great Dexterity], etc)&lt;br /&gt;
* [http://nwn2.wikia.com/wiki/Epic_Toughness Epic Toughness]&lt;br /&gt;
* [http://nwn2.wikia.com/wiki/Weapon_Proficiency_%28exotic%29 Exotic Weapon Proficiency]&lt;br /&gt;
* [http://nwn2.wikia.com/wiki/Feint Feint]&lt;br /&gt;
* [[Fiery Fist]]&lt;br /&gt;
* [[Fiery Ki Defense]]&lt;br /&gt;
* [http://nwn2.wikia.com/wiki/Great_Cleave Great Cleave]&lt;br /&gt;
* [[Greater Two-Weapon Defense]]&lt;br /&gt;
* [http://nwn2.wikia.com/wiki/Improved_critical Improved Critical]&lt;br /&gt;
* [http://nwn2.wikia.com/wiki/Improved_Disarm Improved Disarm]&lt;br /&gt;
* [http://nwn2.wikia.com/wiki/Improved_Initiative Improved Initiative]&lt;br /&gt;
* [http://nwn2.wikia.com/wiki/Improved_Knockdown Improved Knockdown]&lt;br /&gt;
* [http://nwn2.wikia.com/wiki/Improved_Two-Weapon_Fighting Improved Two-Weapon Fighting]&lt;br /&gt;
* [http://nwn2.wikia.com/wiki/Improved_unarmed_strike Improved Unarmed Strike]&lt;br /&gt;
* [http://nwn2.wikia.com/wiki/Indomitable_soul Indomitable Soul]&lt;br /&gt;
* [http://nwn2.wikia.com/wiki/Knockdown Knockdown]&lt;br /&gt;
* [http://nwn2.wikia.com/wiki/Mobility Mobility]&lt;br /&gt;
* [[Oversized Two-Weapon Fighting]]&lt;br /&gt;
* [http://nwn2.wikia.com/wiki/Point_Blank_Shot Point Blank Shot]&lt;br /&gt;
* [http://nwn2.wikia.com/wiki/Power_Attack Power Attack]&lt;br /&gt;
* [http://nwn2.wikia.com/wiki/Rapid_Shot Rapid Shot]&lt;br /&gt;
* [http://nwn2.wikia.com/wiki/Spring_Attack Spring Attack]&lt;br /&gt;
* [http://nwn2.wikia.com/wiki/Steadfast_Determination Steadfast Determination]&lt;br /&gt;
* [http://nwn2.wikia.com/wiki/Stunning_Fist Stunning Fist]&lt;br /&gt;
* [http://nwn2.wikia.com/wiki/Two-Weapon_Fighting Two-Weapon Fighting]&lt;br /&gt;
* [http://nwn2.wikia.com/wiki/Weapon_Finesse Weapon Finesse]&lt;br /&gt;
* [http://nwn2.wikia.com/wiki/Weapon_Focus Weapon Focus]&lt;br /&gt;
* [[Weapon Mastery (Ranged)]]&lt;br /&gt;
* [[Weapon Mastery (Unarmed)]]&lt;br /&gt;
* [http://nwn2.wikia.com/wiki/Weapon_Specialization Weapon Specialization]&lt;br /&gt;
* [http://nwn2.wikia.com/wiki/Whirlwind_Attack Whirlwind Attack]&lt;br /&gt;
[[Category:Classes]]&lt;br /&gt;
[[Category:Prestige Class]]&lt;br /&gt;
[[Category:Playable Class]]&lt;/div&gt;</summary>
		<author><name>89.212.68.204</name></author>
	</entry>
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