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	<id>https://wiki.bgtscc.net/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=96.245.178.102</id>
	<title>Baldur&#039;s Gate The Sword Coast Chronicles wiki - User contributions [en]</title>
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	<updated>2026-10-17T09:09:41Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Hide_in_the_Shadows&amp;diff=7675</id>
		<title>Hide in the Shadows</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Hide_in_the_Shadows&amp;diff=7675"/>
		<updated>2017-09-25T19:35:21Z</updated>

		<summary type="html">&lt;p&gt;96.245.178.102: /* Gameplay Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===&amp;lt;b&amp;gt;Hide in the Shadows&amp;lt;/b&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
 Type of Feat: Class Feat&lt;br /&gt;
 Prerequisite: Rogue 10&lt;br /&gt;
 Use: Selected&lt;br /&gt;
&lt;br /&gt;
You may blend seemlesly into the shadows. By placing yourself near an obstacle you can blend into the shadows, entering stealth. Unlike your normal ability to enter stealth you can also use this ability in combat. Entering into the shadows renders you immobile for four seconds while you attempt to blend. If any hostile creatures are within melee attack range the attempt will fail.&lt;br /&gt;
&lt;br /&gt;
== Gameplay Notes ==&lt;br /&gt;
This feats lets rogues enter stealth while in combat, akin to how stealth works in the older D&amp;amp;D games Baldur&#039;s Gate I, and Baldur&#039;s Gate II.&lt;br /&gt;
&lt;br /&gt;
Rogues now gain &amp;quot;Hide in the Shadows&amp;quot; at level 7 for free. This feat works somewhat similar to Hide in Plain Sight with the following differences.&lt;br /&gt;
&lt;br /&gt;
- Only works if near an object. Unwalkable terrain such as cliffs, walls, rocks, etc. and some other environmental placeables such as doors will work. Certain placeables such as tree&#039;s will not.&lt;br /&gt;
&lt;br /&gt;
- Does not activate instantly and the character is frozen during the hide attempt. This timer is reduced as the character gains more Rogue levels. 7 to 10 = 2, 11 to 15 = 1.5, 16 to 20 = 1, 21 and above = 0. Thus at level 21 Hide in the Shadows is activated instantly.&lt;br /&gt;
&lt;br /&gt;
- If enemies are within 7m range, the Rogue must pass a Reflex saving throw in order for HitS to work. If no enemies are within 7m range HitS will work without this saving throw. The DC of the Reflex save is the enemy BAB if there is only 1. If there is more than one enemy the DC is double the highest BAB of all enemies. Thus if fighting 3 enemies, one with BAB 15, one with BAB 20, and one with BAB 25 the DC for the reflex save is 50. (i.e. you do not want to use HitS in melee if facing more than one enemy, get some distance and then use it.)&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
[[Category:Feats]]&lt;br /&gt;
[[Category:Feats in development]]&lt;/div&gt;</summary>
		<author><name>96.245.178.102</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Hide_in_the_Shadows&amp;diff=7674</id>
		<title>Hide in the Shadows</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Hide_in_the_Shadows&amp;diff=7674"/>
		<updated>2017-09-25T19:34:24Z</updated>

		<summary type="html">&lt;p&gt;96.245.178.102: /* Gameplay Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===&amp;lt;b&amp;gt;Hide in the Shadows&amp;lt;/b&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
 Type of Feat: Class Feat&lt;br /&gt;
 Prerequisite: Rogue 10&lt;br /&gt;
 Use: Selected&lt;br /&gt;
&lt;br /&gt;
You may blend seemlesly into the shadows. By placing yourself near an obstacle you can blend into the shadows, entering stealth. Unlike your normal ability to enter stealth you can also use this ability in combat. Entering into the shadows renders you immobile for four seconds while you attempt to blend. If any hostile creatures are within melee attack range the attempt will fail.&lt;br /&gt;
&lt;br /&gt;
== Gameplay Notes ==&lt;br /&gt;
This feats lets rogues enter stealth while in combat, akin to how stealth works in the older D&amp;amp;D games Baldur&#039;s Gate I, and Baldur&#039;s Gate II.&lt;br /&gt;
&lt;br /&gt;
Rogues now gain &amp;quot;Hide in the Shadows&amp;quot; at level 7 for free. This feat works somewhat similar to Hide in Plain Sight with the following differences.&lt;br /&gt;
- Only works if near an object. Unwalkable terrain such as cliffs, walls, rocks, etc. and some other environmental placeables such as doors will work. Certain placeables such as tree&#039;s will not.&lt;br /&gt;
- Does not activate instantly and the character is frozen during the hide attempt. This timer is reduced as the character gains more Rogue levels. 7 to 10 = 2, 11 to 15 = 1.5, 16 to 20 = 1, 21 and above = 0. Thus at level 21 Hide in the Shadows is activated instantly.&lt;br /&gt;
- If enemies are within 7m range, the Rogue must pass a Reflex saving throw in order for HitS to work. If no enemies are within 7m range HitS will work without this saving throw. The DC of the Reflex save is the enemy BAB if there is only 1. If there is more than one enemy the DC is double the highest BAB of all enemies. Thus if fighting 3 enemies, one with BAB 15, one with BAB 20, and one with BAB 25 the DC for the reflex save is 50. (i.e. you do not want to use HitS in melee if facing more than one enemy, get some distance and then use it.)&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
[[Category:Feats]]&lt;br /&gt;
[[Category:Feats in development]]&lt;/div&gt;</summary>
		<author><name>96.245.178.102</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Archivist&amp;diff=6978</id>
		<title>Archivist</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Archivist&amp;diff=6978"/>
		<updated>2017-09-15T12:18:20Z</updated>

		<summary type="html">&lt;p&gt;96.245.178.102: /* Description */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Dq68so.jpg|thumb|210px]]&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
 *****This class is not implemented/available for selection at this time*****&lt;br /&gt;
An Archivist is a wielder of divine magic, similar to a cleric only in the type and nature of the magic that is at his command. Indeed, the archivist has more in common with the wizard than he does with the standard servant of the divine, due to the scholarly way in which he collects and maintains his spell selection. Archivists seek out esoteric sources of divine lore, wherever those sources might be, securing those secretsfor themselves and their fellow scholars.&lt;br /&gt;
&lt;br /&gt;
The archivist is a more acadamic profession than the cleric or paladin but hardier and more wordly than the average cloistered wizard. Due to the exploratory and often dangerous nature of their work, archivists develop techniques for safeguarding themselves from the foul taint that so often surrounds and accompanies the lost or forbidden lore they seek. Archivists are thus exceptional support characters, bolstering the efforts of those who aid them in their scholarly pursuits.&lt;br /&gt;
&lt;br /&gt;
Characters of any alignment can become archivists, but the class does require some measure of academic detachment. As a result, archivists of an ethically lawful bent are quite common.&lt;br /&gt;
&lt;br /&gt;
== Class Features ==&lt;br /&gt;
- Hit Die: d6&lt;br /&gt;
&lt;br /&gt;
- Base Attack Bonus: Low&lt;br /&gt;
&lt;br /&gt;
- High Saves: Fortitude, Will&lt;br /&gt;
&lt;br /&gt;
- Weapon Proficiencies: Archivists are proficient with all simple weapons.&lt;br /&gt;
&lt;br /&gt;
- Armor Proficiencies: Archivists are proficient with light and medium armor, but not with shields.&lt;br /&gt;
&lt;br /&gt;
- Skill Points: 4 + Int Modifier.&lt;br /&gt;
&lt;br /&gt;
- Class Skills:  Concentration, Craft Armor, Craft Weapon, Craft Alchemy, Heal, Search, Sense Motive, Spellcraft, Lore, Use Magic Device.&lt;br /&gt;
&lt;br /&gt;
- Spells per Day/Spells Known: An archivist casts divine spells, drawn primarily from the cleric spell list although he can eventually uncover, learn, and prepare noncleric divine spells spells from the druid and ranger list. Unlike clerics, archivists prepare spells from a prayerbook, a collection of copied divine spells. To learn, prepare, or cast a spell, an archivist must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an archivist&#039;s spell is 10 + the spell level + the archivist&#039;s Intelligence modifier.&lt;br /&gt;
&lt;br /&gt;
An archivist begins play with a prayerbook containing all 0-level cleric spells plus three 1st-level cleric spells of the player&#039;s choice. For each point of Intelligence bonus the archivist has, the prayerbook has an additional 1st-level cleric spell. At each new class level, the archivist gains two new cleric spells for his prayerbook; these can be of any spell level or levels that he can cast (based on his new archivist level). At any time, an archivist can also add spells found on scrolls containing divine spells to his prayerbook. The archivist can learn and thus prepare nonclerical divine spells in this fashion but the two free spells he gains for advancing in class level must be selected from the cleric spell list. To learn divine spells that are not on the cleric spell list the archivist must be able to use the item containing the spell, to cast it, after having marked it with the &#039;Analyze Spell&#039; orison. Using Analyze Spell, an archivist can add divine spells found on scrolls to his prayerbook. In order to do so he must be able to cast the spell from the item, however. Upon doing so the item marked for analysis is destroyed.&lt;br /&gt;
&lt;br /&gt;
Archivists gain the same allotment of spells per day as wizards, with the exception that they gain one more spell per spell level. Archivist bonus spell slots are earned by increasing the wisdom ability modifier, not the intelligence ability.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
- Class Feats&lt;br /&gt;
&lt;br /&gt;
1: Scribe Scroll&amp;lt;br /&amp;gt;2: Skill Affinity: Lore&amp;lt;br /&amp;gt;3: Slippery Mind&amp;lt;br /&amp;gt;4: &amp;lt;br /&amp;gt;5: Bonus Feat&amp;lt;br /&amp;gt;6: &amp;lt;br /&amp;gt;7:&amp;lt;br /&amp;gt;8: &amp;lt;br /&amp;gt;9:&amp;lt;br /&amp;gt;10: Bonus Feat&amp;lt;br /&amp;gt;11:&amp;lt;br /&amp;gt;12:&amp;lt;br /&amp;gt;13:&amp;lt;br /&amp;gt;14:&amp;lt;br /&amp;gt;&lt;br /&gt;
15: Bonus Feat&amp;lt;br /&amp;gt;16:&amp;lt;br /&amp;gt;17:&amp;lt;br /&amp;gt;18:&amp;lt;br /&amp;gt;19:&amp;lt;br /&amp;gt;20: Bonus Feat&amp;lt;br /&amp;gt;21:&amp;lt;br /&amp;gt;22:&amp;lt;br /&amp;gt;23:&amp;lt;br /&amp;gt;24:&amp;lt;br /&amp;gt;25: Bonus Feat&amp;lt;br /&amp;gt;26:&amp;lt;br /&amp;gt;27:&amp;lt;br /&amp;gt;28:&amp;lt;br /&amp;gt;29:&amp;lt;br /&amp;gt;30: Bonus Feat&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
- Bonus Feats: At level 5 and every five levels after (5, 10, 15, 20), the Archivist may select a bonus feat, chosen from the following list: Skill Focus (any Knowledge skill), Spell Focus, any metamagic feat, or any item creation feat. This bonus feat is in addition to the feats every character gains for advancing in character level.&lt;br /&gt;
&lt;br /&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;Scribe Scroll&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;/span&amp;gt;Type of Feat: Class Ability&amp;lt;br /&amp;gt;Prerequisites: Spellcaster level 1+&amp;lt;br /&amp;gt;Specifics: You can create a scroll of any spell that you know. Scribing a scroll is accomplished by casting a spell on a blank scroll in your inventory. Creating a scroll costs gold pieces based on the relative power of the spell. Scrolls containing first level spells can cost hundreds of gold pieces while those made with higher level spells can cost several thousand. Any arcane or divine spell of any level may be placed on a scroll. Warlock invocations cannot be placed on scrolls.&amp;lt;br /&amp;gt;Use: Cast on a spell on a blank scroll in your inventory.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: rgb(255, 128, 0);&amp;quot;&amp;gt;Skill Affinity: Lore&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;/span&amp;gt;Type of Feat: Class Ability&amp;lt;br /&amp;gt;Prerequisites:&amp;lt;br /&amp;gt;Specifics: The character receives a +2 bonus to Lore skill checks.&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;Slippery Mind&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;/span&amp;gt;Type of Feat: Class Ability&amp;lt;br /&amp;gt;Prerequisites:&amp;lt;br /&amp;gt;Specifics: A character with this feature can wriggle free from magical effects that would otherwise control or compel her. If the character is affected by an enchantment and fails her saving throw, she can attempt her saving throw again. She only gets this one extra chance to succeed at her saving throw. If it fails as well, the spell’s effects occur normally..&amp;lt;br /&amp;gt;Use: Automatic&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. The archivist base class is inspired and adapted to NWN2: BGTSCC from its appearance in &#039;Heroes of Horror&#039;, page 82.&#039;&#039;&lt;br /&gt;
[[Category:Classes]]&lt;br /&gt;
[[Category:In development]]&lt;br /&gt;
[[Category:Base classes]]&lt;/div&gt;</summary>
		<author><name>96.245.178.102</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Shifter&amp;diff=6977</id>
		<title>Shifter</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Shifter&amp;diff=6977"/>
		<updated>2017-09-15T12:17:58Z</updated>

		<summary type="html">&lt;p&gt;96.245.178.102: /* Description */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Shifter_dryad.png|thumb|218px]]&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
 *****This class is not implemented/available for selection at this time*****&lt;br /&gt;
The shifter has no form that she calls her own. Instead, she clothes herself in whatever shape is most expedient at the time. While others base their identities largely on their external forms, the shifter actually comes closer to her true self through all her transformations. Of necessity, her sense of self is based not on her outward form, but on her soul, which is truly the only constant about her. It is the inner strength of that soul that enables her to take on any shape and remain herself within.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
At first, the shifter can risk only humanoid forms and familiar animal shapes. As she grows more comfortable with her own true shapelessness, however, she can assume more outlandish forms. Eventually, she knows herself so well that she feels just as comfortable in the shape of a completely different creature type as she does in her own. At that point, her past - even her race - becomes irrelevant, since external form no longer matters to her.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The shifter&#039;s path is ideal for a spellcaster of any race who has experienced shapeshifting and yearns for more of it. Such a character can be a great force for either good or ill in the world; an evil shifter in particular poses a terrible threat, for she can appear anywhere, in any form. The same opponents may face her again and again, in one shape after another, never realizing that they actually face a single, formless enemy.&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;
Feats: Alertness, Toughness&lt;br /&gt;
&lt;br /&gt;
Spells: Able to cast 3rd level divine spells&lt;br /&gt;
&lt;br /&gt;
Special: Must be Druid, Ranger or Spirit Shaman&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, Reflex&lt;br /&gt;
&lt;br /&gt;
- Weapon Proficiencies: A Shifter gains no weapon proficiencies.&lt;br /&gt;
&lt;br /&gt;
- Armor Proficiencies: A Shifter gains no armor proficiencies.&lt;br /&gt;
&lt;br /&gt;
- Skill Points: 4 + Int Modifier.&lt;br /&gt;
&lt;br /&gt;
- Class Skills: Concentration, Craft (alchemy, armor, trap, weapon), Hide, Listen, Lore, Spot, and Survival&lt;br /&gt;
&lt;br /&gt;
- Spells per Day/Spells Known: The Shifter gains spell progression in any of the classes need to qualify.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
- Class Feats&lt;br /&gt;
&lt;br /&gt;
1: Shifter Wild Shape&amp;lt;br /&amp;gt;&lt;br /&gt;
2:&amp;lt;br /&amp;gt;&lt;br /&gt;
3: Bonus Feat&amp;lt;br /&amp;gt;&lt;br /&gt;
4:&amp;lt;br /&amp;gt;&lt;br /&gt;
5: Bonus Feat&amp;lt;br /&amp;gt;&lt;br /&gt;
6: Supernatural Ease&amp;lt;br /&amp;gt;&lt;br /&gt;
7: Bonus Feat&amp;lt;br /&amp;gt;&lt;br /&gt;
8:&amp;lt;br /&amp;gt;&lt;br /&gt;
9: Bonus Feat&amp;lt;br /&amp;gt;&lt;br /&gt;
10: Evershifting Form&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Bonus Feats: As bonus feat the Shifter may choose any of the unarmed weapon focus, specialization or mastery feats that she qualifies for. Alternatively she may learn how to shift into a special form.&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;Shifter Wildshape &lt;br /&gt;
&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;Type of Feat: Class&amp;lt;br /&amp;gt;Prerequisites: Shifter 1&amp;lt;br /&amp;gt;Specifics: Beginning at 1st level, the shifter can take the form of another creature. This ability is distinct from the Druid&#039;s wildshape ability, shifter abilities do not overlap with it in any way. From 1st until 6th level the shifter may shapechange five times a day. Thereafter, she can use shift ten times a day. Upon reaching level ten, the shifter may use this ability at will. &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;Supernatural Ease &lt;br /&gt;
&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;Type of Feat: Class&amp;lt;br /&amp;gt;Prerequisites: Shifter 6&amp;lt;br /&amp;gt;Specifics: Upon reaching level 6, whenever the Shifter uses her shapeshifting ability it is no longer an extraordinary effect - but supernatural instead.&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;Evershifting Form&lt;br /&gt;
&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;Type of Feat: Class&amp;lt;br /&amp;gt;Prerequisites: Shifter 10&amp;lt;br /&amp;gt;Specifics: Upon reaching level ten, the shifter may use his wildshape ability at will. As an action the shifter may also use Evershifting form to adopt the appearance of another creature, this is not a wildshape or polymorph type effect.&amp;lt;br /&amp;gt;Use: Selected&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[STATS below are likely to be adjusted downwards during QC testing!]&#039;&#039;&#039;&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;Shifter Forms Power Progression&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Specifics: Shifter forms progress with your characters hit dice. At certain HD intervals they increase in STR, DEX, CON as well as any skills such forms might possess. Skill increases are always equal to the highest ability increase, excluding the form bonus. All ability scores are base ability scores, unbuffed.&lt;br /&gt;
&lt;br /&gt;
Level 27 and on: 41 STR, 38 DEX and 38 CON&amp;lt;br /&amp;gt;Level 25 and on: 38 STR, 35 DEX and 35 CON&amp;lt;br /&amp;gt;Level 23 and on: 35 STR, 31 DEX and 31 CON&amp;lt;br /&amp;gt;Level 21 and on: 31 STR, 28 DEX and 28 CON&amp;lt;br /&amp;gt;Level 19 and on: 28 STR, 25 DEX and 25 CON&amp;lt;br /&amp;gt;Level 17 and on: 25 STR, 22 DEX and 22 CON&amp;lt;br /&amp;gt;Level 16 and on: 22 STR, 19 DEX and 19 CON&amp;lt;br /&amp;gt;Level 14 and on: 18 STR, 16 DEX and 16 CON&amp;lt;br /&amp;gt;Level 12 and below: 14 STR, 13 DEX and 13 CON&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: rgb(255, 128, 0);&amp;quot;&amp;gt;Wolf Form (default form) &amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Specifics: The wolf form gains a dexterity increase of two points. The form has access to charge and knockdown. It gains the progressing skills: spot, tumble and taunt.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: rgb(255, 128, 0);&amp;quot;&amp;gt;Bear Form (default form)&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Specifics: The bear form gains a strength and constitution increase of four points. It loses six points of dexterity. The form has access to charge, dire charge and knockdown. It gains no progressing skills.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: rgb(255, 128, 0);&amp;quot;&amp;gt;Boar Form (default form)&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Specifics: The boar form gains a strength increase of two points. The form has access to charge and knockdown. It gains the progressing skill: tumble.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: rgb(255, 128, 0);&amp;quot;&amp;gt;Badger Form (default form)&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Specifics: The badger form gains a dexterity increase of six points. It loses two points of constitution. The form has access to charge and feint. It gains the progressing skills: bluff, hide and move silently.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: rgb(255, 128, 0);&amp;quot;&amp;gt;Panther Form (default form)&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Specifics: The panther form gains a dexterity increase of four points. The form has access to charge and knockdown. It gains the progressing skills: listen, hide and move silently.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: rgb(255, 128, 0);&amp;quot;&amp;gt;Wraith Spider Form (bonus)&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Specifics: The spider form gains a dexterity increase of four points. The form has access to charge, expose weakness and knockdown. It gains the progressing skills: listen, hide and tumble.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: rgb(255, 128, 0);&amp;quot;&amp;gt;Wyvern Form (bonus)&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Specifics: The wyvern form gains a dexterity and strength increase of three points. The form has access to charge and feint. It gains the progressing skills: listen, taunt and bluff.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: rgb(255, 128, 0);&amp;quot;&amp;gt;Dryad Form (bonus)&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Specifics: The dryad form gains a dexterity increase of two points. The form has access to song of heroism, song of freedom and haven song as a bard of equal level. It gains the progressing skills: diplomacy, bluff and spot.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: rgb(255, 128, 0);&amp;quot;&amp;gt;Shambling Mound Form (bonus)&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Specifics: The shambling mound form gains a constituion increase of eight points. It loses four points of dexterity. The form has access to Great Fortitude, Steadfast Determination, Steadfast Resolve, and epic damage reduction 9/-. It gains the progressing skill: listen.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: rgb(255, 128, 0);&amp;quot;&amp;gt;Clay Golem Form (bonus)&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Specifics: The clay golem form gains a strength and constitution increase of six points. It loses six points of dexterity. The form has access to Great Fortitude, knockdown and improved knockdown. It gains no progressing skills.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: rgb(255, 128, 0);&amp;quot;&amp;gt;Worg Form (bonus)&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Specifics: The worg form gains a dexterity and strength increase of two points. The form has access to charge, knockdown and improved knockdown. It gains the progressing skills: spot, tumble and taunt.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: rgb(255, 128, 0);&amp;quot;&amp;gt;Beetle Form (bonus)&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Specifics: The beetle form gains a strengt and constitution increase of four points. The form has access to knockdown and improved knockdown. It gains the progressing skill: listen.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: rgb(255, 128, 0);&amp;quot;&amp;gt;Werewolf Form (bonus)&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Specifics: The werewolf form gains a strength, constiution and dexterity increase of two points. The form has access to charge and knockdown. It gains the progressing skills: listen and tumble.&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:In development]]&lt;/div&gt;</summary>
		<author><name>96.245.178.102</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Solar_Channeler&amp;diff=6976</id>
		<title>Solar Channeler</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Solar_Channeler&amp;diff=6976"/>
		<updated>2017-09-15T12:17:33Z</updated>

		<summary type="html">&lt;p&gt;96.245.178.102: /* Notice */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Notice ==&lt;br /&gt;
 *****This class is not implemented/available for selection at this time*****&lt;br /&gt;
This class gains Turn Undead progression. It does not grant the Turn Undead feat.&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
[[File:Solar_channeler1.jpg|thumb|318px]]Holy warriors ready to defend the Material Plane against demonic invasion, solar channelers are effective healers and spellcasters until the situation demands melee combat. Then they become furious angels.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Solar Channelers enter the class through participating in the Ritual of Feathers, a prayer filled ceremony after which an actual solar briefly appears and wordlessly touches you with its sword. From that moment forward, you find that the gates on your ability to channel positive energy have been opened. Taking on the path of the solar channeler requires further practice, study and greater inner strength.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For this reason only experienced clergy become Solar Channelers. Solar Channeler Champions are renowned for their ability to assume the like of a Solar, changing their visage and assuming a large number of traits ascribed to these celestial angels. At no point do they become actual angels themselves however. This distinction is not always noted by those opposing the Channeler, though any character with ranks in spellcraft will quickly discern that a shapechanging effect is at play.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The ritual of feathers is the usual path through which Solar Channelers begin their advancement in the class. The ritual requires the possession of an Angelic feather, from which the name is derived. As such, undertaking the path of the Solar Channeler is usually reserved for the champions of a church. In rare instances Angels have been known to bless goodly adventurers with their feathers, sometimes after a show of support by smiting a fiend the party was fighting. Such Divine intervention is extremely rare however, and necessarily limited to situations where Heaven would even consider sending an Angel.&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 Good&lt;br /&gt;
&lt;br /&gt;
BAB: 6&lt;br /&gt;
&lt;br /&gt;
Feat: True Believer&lt;br /&gt;
&lt;br /&gt;
Special: Ability to cast 2nd level Divine Spells&lt;br /&gt;
&lt;br /&gt;
Class: Cleric or Paladin&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, High for Paladins&lt;br /&gt;
&lt;br /&gt;
- High Saves: Fortitude, Will&lt;br /&gt;
&lt;br /&gt;
- Weapon Proficiencies: Solar Channelers gain no weapon proficiencies.&lt;br /&gt;
&lt;br /&gt;
- Armor Proficiencies: Solar Channelers gain no armour 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, Spellcraft.&lt;br /&gt;
&lt;br /&gt;
- Spells per Day/Spells Known: This class offers full spell progression in the Cleric and Paladin class.&lt;br /&gt;
&lt;br /&gt;
- Class Feats&amp;lt;br /&amp;gt;1: Spell Progression&amp;lt;br /&amp;gt;2: Glaring Eyes&amp;lt;br /&amp;gt;3: Solar&#039;s Grace I&amp;lt;br /&amp;gt;4:&amp;lt;br /&amp;gt;5:&amp;lt;br /&amp;gt;6: Solar&#039;s Grace II&amp;lt;br /&amp;gt;7: Solar&#039;s Wrath&amp;lt;br /&amp;gt;8:&amp;lt;br /&amp;gt;9: Solar&#039;s Grace III&amp;lt;br /&amp;gt;10: Channel Solar&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;Glaring Eyes&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Type of Feat: Class&amp;lt;br /&amp;gt;Prerequisites: Solar Channeler 2&amp;lt;br /&amp;gt;Specifics: You gain the ability to use Searing Light as a spell like ability, at will.&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;Solar&#039;s Grace&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Type of Feat: Class&amp;lt;br /&amp;gt;Prerequisites: Solar Channeler 3&amp;lt;br /&amp;gt;Specifics: You gain the ability to use Solar&#039;s Grace at will. You take on the characteristics of a Solar temporarily. At level 3 the duration is one minute. At level 6 it becomes two, and at level 9 it finally becomes 3 minutes. This ability consumes one use of turn-undead.&amp;lt;br /&amp;gt;Use: Selected&lt;br /&gt;
&lt;br /&gt;
:::::::: [Solar&#039;s Grace bestows: (I / II / II)&amp;lt;br /&amp;gt;- 2 / 5 / 8 regenerate&amp;lt;br /&amp;gt;- Increased SR effect 12 / 22 / 32&amp;lt;br /&amp;gt;- Fire &amp;amp; Elec DR 5 / 10 / 15&amp;lt;br /&amp;gt;- At the cost of one use of Turn undead&amp;lt;br /&amp;gt;- Lasts for one minute. (ten rounds)&amp;lt;br /&amp;gt;- As a standard action]&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;Solar&#039;s Wrath&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Type of Feat: Class&amp;lt;br /&amp;gt;Prerequisites: Solar Channeler 7&amp;lt;br /&amp;gt;Specifics: At level 7 a Solar Channeler gains the ability to bestow his weapon with properties akin to the Solar&#039;s Greatsword. This ability consumes one use of turn-undead and lasts for one minute.&amp;lt;br /&amp;gt;Use: Selected&lt;br /&gt;
&lt;br /&gt;
:::::::: [Solar&#039;s Wrath bestows:&amp;lt;br /&amp;gt;- 2d6 damage versus Evil&amp;lt;br /&amp;gt;- +5 Enhancement&amp;lt;br /&amp;gt;- At the cost of one use of Turn undead&amp;lt;br /&amp;gt;- Lasts for one minute. (ten rounds)&amp;lt;br /&amp;gt;- As a standard action]&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;Channel Solar&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Type of Feat: Class&amp;lt;br /&amp;gt;Prerequisites: Solar Channeler 10&amp;lt;br /&amp;gt;Specifics: You gain the ability to Channel a Solar-like Shape thee times per day. While you are in solar-like form, your body and gear are replaced by a body and a magic greatsword like those of a solar. You become a Medium creature (if you were of a different size before), and you lose the ability to cast spells and to use the class features of your normal form while you&#039;re in solar-like form. You remain in this form for one minute. The Solar-like form gains +1 Strength, Dexterity and Constitution for every epic level over twenty hit dice. At no point do you become an actual angel, through this fact may be lost on others. Any character will ranks in spellcraft will quickly note that a shapechanging effect is at play.&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. This class is an adaptation of the Solar Channeler from &amp;quot;The Shattered Gates of Slaughtergarde&amp;quot;, page 8.&#039;&#039;&lt;br /&gt;
[[Category:Classes]]&lt;br /&gt;
[[Category:Prestige Class]]&lt;br /&gt;
[[Category:In development]]&lt;/div&gt;</summary>
		<author><name>96.245.178.102</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Solar_Channeler&amp;diff=6975</id>
		<title>Solar Channeler</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Solar_Channeler&amp;diff=6975"/>
		<updated>2017-09-15T12:17:25Z</updated>

		<summary type="html">&lt;p&gt;96.245.178.102: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Notice ==&lt;br /&gt;
*****This class is not implemented/available for selection at this time*****&lt;br /&gt;
This class gains Turn Undead progression. It does not grant the Turn Undead feat.&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
[[File:Solar_channeler1.jpg|thumb|318px]]Holy warriors ready to defend the Material Plane against demonic invasion, solar channelers are effective healers and spellcasters until the situation demands melee combat. Then they become furious angels.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Solar Channelers enter the class through participating in the Ritual of Feathers, a prayer filled ceremony after which an actual solar briefly appears and wordlessly touches you with its sword. From that moment forward, you find that the gates on your ability to channel positive energy have been opened. Taking on the path of the solar channeler requires further practice, study and greater inner strength.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For this reason only experienced clergy become Solar Channelers. Solar Channeler Champions are renowned for their ability to assume the like of a Solar, changing their visage and assuming a large number of traits ascribed to these celestial angels. At no point do they become actual angels themselves however. This distinction is not always noted by those opposing the Channeler, though any character with ranks in spellcraft will quickly discern that a shapechanging effect is at play.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The ritual of feathers is the usual path through which Solar Channelers begin their advancement in the class. The ritual requires the possession of an Angelic feather, from which the name is derived. As such, undertaking the path of the Solar Channeler is usually reserved for the champions of a church. In rare instances Angels have been known to bless goodly adventurers with their feathers, sometimes after a show of support by smiting a fiend the party was fighting. Such Divine intervention is extremely rare however, and necessarily limited to situations where Heaven would even consider sending an Angel.&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 Good&lt;br /&gt;
&lt;br /&gt;
BAB: 6&lt;br /&gt;
&lt;br /&gt;
Feat: True Believer&lt;br /&gt;
&lt;br /&gt;
Special: Ability to cast 2nd level Divine Spells&lt;br /&gt;
&lt;br /&gt;
Class: Cleric or Paladin&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, High for Paladins&lt;br /&gt;
&lt;br /&gt;
- High Saves: Fortitude, Will&lt;br /&gt;
&lt;br /&gt;
- Weapon Proficiencies: Solar Channelers gain no weapon proficiencies.&lt;br /&gt;
&lt;br /&gt;
- Armor Proficiencies: Solar Channelers gain no armour 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, Spellcraft.&lt;br /&gt;
&lt;br /&gt;
- Spells per Day/Spells Known: This class offers full spell progression in the Cleric and Paladin class.&lt;br /&gt;
&lt;br /&gt;
- Class Feats&amp;lt;br /&amp;gt;1: Spell Progression&amp;lt;br /&amp;gt;2: Glaring Eyes&amp;lt;br /&amp;gt;3: Solar&#039;s Grace I&amp;lt;br /&amp;gt;4:&amp;lt;br /&amp;gt;5:&amp;lt;br /&amp;gt;6: Solar&#039;s Grace II&amp;lt;br /&amp;gt;7: Solar&#039;s Wrath&amp;lt;br /&amp;gt;8:&amp;lt;br /&amp;gt;9: Solar&#039;s Grace III&amp;lt;br /&amp;gt;10: Channel Solar&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;Glaring Eyes&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Type of Feat: Class&amp;lt;br /&amp;gt;Prerequisites: Solar Channeler 2&amp;lt;br /&amp;gt;Specifics: You gain the ability to use Searing Light as a spell like ability, at will.&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;Solar&#039;s Grace&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Type of Feat: Class&amp;lt;br /&amp;gt;Prerequisites: Solar Channeler 3&amp;lt;br /&amp;gt;Specifics: You gain the ability to use Solar&#039;s Grace at will. You take on the characteristics of a Solar temporarily. At level 3 the duration is one minute. At level 6 it becomes two, and at level 9 it finally becomes 3 minutes. This ability consumes one use of turn-undead.&amp;lt;br /&amp;gt;Use: Selected&lt;br /&gt;
&lt;br /&gt;
:::::::: [Solar&#039;s Grace bestows: (I / II / II)&amp;lt;br /&amp;gt;- 2 / 5 / 8 regenerate&amp;lt;br /&amp;gt;- Increased SR effect 12 / 22 / 32&amp;lt;br /&amp;gt;- Fire &amp;amp; Elec DR 5 / 10 / 15&amp;lt;br /&amp;gt;- At the cost of one use of Turn undead&amp;lt;br /&amp;gt;- Lasts for one minute. (ten rounds)&amp;lt;br /&amp;gt;- As a standard action]&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;Solar&#039;s Wrath&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Type of Feat: Class&amp;lt;br /&amp;gt;Prerequisites: Solar Channeler 7&amp;lt;br /&amp;gt;Specifics: At level 7 a Solar Channeler gains the ability to bestow his weapon with properties akin to the Solar&#039;s Greatsword. This ability consumes one use of turn-undead and lasts for one minute.&amp;lt;br /&amp;gt;Use: Selected&lt;br /&gt;
&lt;br /&gt;
:::::::: [Solar&#039;s Wrath bestows:&amp;lt;br /&amp;gt;- 2d6 damage versus Evil&amp;lt;br /&amp;gt;- +5 Enhancement&amp;lt;br /&amp;gt;- At the cost of one use of Turn undead&amp;lt;br /&amp;gt;- Lasts for one minute. (ten rounds)&amp;lt;br /&amp;gt;- As a standard action]&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;Channel Solar&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Type of Feat: Class&amp;lt;br /&amp;gt;Prerequisites: Solar Channeler 10&amp;lt;br /&amp;gt;Specifics: You gain the ability to Channel a Solar-like Shape thee times per day. While you are in solar-like form, your body and gear are replaced by a body and a magic greatsword like those of a solar. You become a Medium creature (if you were of a different size before), and you lose the ability to cast spells and to use the class features of your normal form while you&#039;re in solar-like form. You remain in this form for one minute. The Solar-like form gains +1 Strength, Dexterity and Constitution for every epic level over twenty hit dice. At no point do you become an actual angel, through this fact may be lost on others. Any character will ranks in spellcraft will quickly note that a shapechanging effect is at play.&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. This class is an adaptation of the Solar Channeler from &amp;quot;The Shattered Gates of Slaughtergarde&amp;quot;, page 8.&#039;&#039;&lt;br /&gt;
[[Category:Classes]]&lt;br /&gt;
[[Category:Prestige Class]]&lt;br /&gt;
[[Category:In development]]&lt;/div&gt;</summary>
		<author><name>96.245.178.102</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Solar_Channeler&amp;diff=6974</id>
		<title>Solar Channeler</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Solar_Channeler&amp;diff=6974"/>
		<updated>2017-09-15T12:17:10Z</updated>

		<summary type="html">&lt;p&gt;96.245.178.102: /* Notice */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Notice ==*****This class is not implemented/available for selection at this time*****&lt;br /&gt;
This class gains Turn Undead progression. It does not grant the Turn Undead feat.&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
[[File:Solar_channeler1.jpg|thumb|318px]]Holy warriors ready to defend the Material Plane against demonic invasion, solar channelers are effective healers and spellcasters until the situation demands melee combat. Then they become furious angels.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Solar Channelers enter the class through participating in the Ritual of Feathers, a prayer filled ceremony after which an actual solar briefly appears and wordlessly touches you with its sword. From that moment forward, you find that the gates on your ability to channel positive energy have been opened. Taking on the path of the solar channeler requires further practice, study and greater inner strength.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For this reason only experienced clergy become Solar Channelers. Solar Channeler Champions are renowned for their ability to assume the like of a Solar, changing their visage and assuming a large number of traits ascribed to these celestial angels. At no point do they become actual angels themselves however. This distinction is not always noted by those opposing the Channeler, though any character with ranks in spellcraft will quickly discern that a shapechanging effect is at play.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The ritual of feathers is the usual path through which Solar Channelers begin their advancement in the class. The ritual requires the possession of an Angelic feather, from which the name is derived. As such, undertaking the path of the Solar Channeler is usually reserved for the champions of a church. In rare instances Angels have been known to bless goodly adventurers with their feathers, sometimes after a show of support by smiting a fiend the party was fighting. Such Divine intervention is extremely rare however, and necessarily limited to situations where Heaven would even consider sending an Angel.&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 Good&lt;br /&gt;
&lt;br /&gt;
BAB: 6&lt;br /&gt;
&lt;br /&gt;
Feat: True Believer&lt;br /&gt;
&lt;br /&gt;
Special: Ability to cast 2nd level Divine Spells&lt;br /&gt;
&lt;br /&gt;
Class: Cleric or Paladin&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, High for Paladins&lt;br /&gt;
&lt;br /&gt;
- High Saves: Fortitude, Will&lt;br /&gt;
&lt;br /&gt;
- Weapon Proficiencies: Solar Channelers gain no weapon proficiencies.&lt;br /&gt;
&lt;br /&gt;
- Armor Proficiencies: Solar Channelers gain no armour 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, Spellcraft.&lt;br /&gt;
&lt;br /&gt;
- Spells per Day/Spells Known: This class offers full spell progression in the Cleric and Paladin class.&lt;br /&gt;
&lt;br /&gt;
- Class Feats&amp;lt;br /&amp;gt;1: Spell Progression&amp;lt;br /&amp;gt;2: Glaring Eyes&amp;lt;br /&amp;gt;3: Solar&#039;s Grace I&amp;lt;br /&amp;gt;4:&amp;lt;br /&amp;gt;5:&amp;lt;br /&amp;gt;6: Solar&#039;s Grace II&amp;lt;br /&amp;gt;7: Solar&#039;s Wrath&amp;lt;br /&amp;gt;8:&amp;lt;br /&amp;gt;9: Solar&#039;s Grace III&amp;lt;br /&amp;gt;10: Channel Solar&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;Glaring Eyes&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Type of Feat: Class&amp;lt;br /&amp;gt;Prerequisites: Solar Channeler 2&amp;lt;br /&amp;gt;Specifics: You gain the ability to use Searing Light as a spell like ability, at will.&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;Solar&#039;s Grace&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Type of Feat: Class&amp;lt;br /&amp;gt;Prerequisites: Solar Channeler 3&amp;lt;br /&amp;gt;Specifics: You gain the ability to use Solar&#039;s Grace at will. You take on the characteristics of a Solar temporarily. At level 3 the duration is one minute. At level 6 it becomes two, and at level 9 it finally becomes 3 minutes. This ability consumes one use of turn-undead.&amp;lt;br /&amp;gt;Use: Selected&lt;br /&gt;
&lt;br /&gt;
:::::::: [Solar&#039;s Grace bestows: (I / II / II)&amp;lt;br /&amp;gt;- 2 / 5 / 8 regenerate&amp;lt;br /&amp;gt;- Increased SR effect 12 / 22 / 32&amp;lt;br /&amp;gt;- Fire &amp;amp; Elec DR 5 / 10 / 15&amp;lt;br /&amp;gt;- At the cost of one use of Turn undead&amp;lt;br /&amp;gt;- Lasts for one minute. (ten rounds)&amp;lt;br /&amp;gt;- As a standard action]&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;Solar&#039;s Wrath&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Type of Feat: Class&amp;lt;br /&amp;gt;Prerequisites: Solar Channeler 7&amp;lt;br /&amp;gt;Specifics: At level 7 a Solar Channeler gains the ability to bestow his weapon with properties akin to the Solar&#039;s Greatsword. This ability consumes one use of turn-undead and lasts for one minute.&amp;lt;br /&amp;gt;Use: Selected&lt;br /&gt;
&lt;br /&gt;
:::::::: [Solar&#039;s Wrath bestows:&amp;lt;br /&amp;gt;- 2d6 damage versus Evil&amp;lt;br /&amp;gt;- +5 Enhancement&amp;lt;br /&amp;gt;- At the cost of one use of Turn undead&amp;lt;br /&amp;gt;- Lasts for one minute. (ten rounds)&amp;lt;br /&amp;gt;- As a standard action]&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;Channel Solar&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Type of Feat: Class&amp;lt;br /&amp;gt;Prerequisites: Solar Channeler 10&amp;lt;br /&amp;gt;Specifics: You gain the ability to Channel a Solar-like Shape thee times per day. While you are in solar-like form, your body and gear are replaced by a body and a magic greatsword like those of a solar. You become a Medium creature (if you were of a different size before), and you lose the ability to cast spells and to use the class features of your normal form while you&#039;re in solar-like form. You remain in this form for one minute. The Solar-like form gains +1 Strength, Dexterity and Constitution for every epic level over twenty hit dice. At no point do you become an actual angel, through this fact may be lost on others. Any character will ranks in spellcraft will quickly note that a shapechanging effect is at play.&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. This class is an adaptation of the Solar Channeler from &amp;quot;The Shattered Gates of Slaughtergarde&amp;quot;, page 8.&#039;&#039;&lt;br /&gt;
[[Category:Classes]]&lt;br /&gt;
[[Category:Prestige Class]]&lt;br /&gt;
[[Category:In development]]&lt;/div&gt;</summary>
		<author><name>96.245.178.102</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Solar_Channeler&amp;diff=6973</id>
		<title>Solar Channeler</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Solar_Channeler&amp;diff=6973"/>
		<updated>2017-09-15T12:16:56Z</updated>

		<summary type="html">&lt;p&gt;96.245.178.102: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Notice ==&lt;br /&gt;
*****This class is not implemented/available for selection at this time*****&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:Solar_channeler1.jpg|thumb|318px]]Holy warriors ready to defend the Material Plane against demonic invasion, solar channelers are effective healers and spellcasters until the situation demands melee combat. Then they become furious angels.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Solar Channelers enter the class through participating in the Ritual of Feathers, a prayer filled ceremony after which an actual solar briefly appears and wordlessly touches you with its sword. From that moment forward, you find that the gates on your ability to channel positive energy have been opened. Taking on the path of the solar channeler requires further practice, study and greater inner strength.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For this reason only experienced clergy become Solar Channelers. Solar Channeler Champions are renowned for their ability to assume the like of a Solar, changing their visage and assuming a large number of traits ascribed to these celestial angels. At no point do they become actual angels themselves however. This distinction is not always noted by those opposing the Channeler, though any character with ranks in spellcraft will quickly discern that a shapechanging effect is at play.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The ritual of feathers is the usual path through which Solar Channelers begin their advancement in the class. The ritual requires the possession of an Angelic feather, from which the name is derived. As such, undertaking the path of the Solar Channeler is usually reserved for the champions of a church. In rare instances Angels have been known to bless goodly adventurers with their feathers, sometimes after a show of support by smiting a fiend the party was fighting. Such Divine intervention is extremely rare however, and necessarily limited to situations where Heaven would even consider sending an Angel.&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 Good&lt;br /&gt;
&lt;br /&gt;
BAB: 6&lt;br /&gt;
&lt;br /&gt;
Feat: True Believer&lt;br /&gt;
&lt;br /&gt;
Special: Ability to cast 2nd level Divine Spells&lt;br /&gt;
&lt;br /&gt;
Class: Cleric or Paladin&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, High for Paladins&lt;br /&gt;
&lt;br /&gt;
- High Saves: Fortitude, Will&lt;br /&gt;
&lt;br /&gt;
- Weapon Proficiencies: Solar Channelers gain no weapon proficiencies.&lt;br /&gt;
&lt;br /&gt;
- Armor Proficiencies: Solar Channelers gain no armour 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, Spellcraft.&lt;br /&gt;
&lt;br /&gt;
- Spells per Day/Spells Known: This class offers full spell progression in the Cleric and Paladin class.&lt;br /&gt;
&lt;br /&gt;
- Class Feats&amp;lt;br /&amp;gt;1: Spell Progression&amp;lt;br /&amp;gt;2: Glaring Eyes&amp;lt;br /&amp;gt;3: Solar&#039;s Grace I&amp;lt;br /&amp;gt;4:&amp;lt;br /&amp;gt;5:&amp;lt;br /&amp;gt;6: Solar&#039;s Grace II&amp;lt;br /&amp;gt;7: Solar&#039;s Wrath&amp;lt;br /&amp;gt;8:&amp;lt;br /&amp;gt;9: Solar&#039;s Grace III&amp;lt;br /&amp;gt;10: Channel Solar&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;Glaring Eyes&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Type of Feat: Class&amp;lt;br /&amp;gt;Prerequisites: Solar Channeler 2&amp;lt;br /&amp;gt;Specifics: You gain the ability to use Searing Light as a spell like ability, at will.&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;Solar&#039;s Grace&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Type of Feat: Class&amp;lt;br /&amp;gt;Prerequisites: Solar Channeler 3&amp;lt;br /&amp;gt;Specifics: You gain the ability to use Solar&#039;s Grace at will. You take on the characteristics of a Solar temporarily. At level 3 the duration is one minute. At level 6 it becomes two, and at level 9 it finally becomes 3 minutes. This ability consumes one use of turn-undead.&amp;lt;br /&amp;gt;Use: Selected&lt;br /&gt;
&lt;br /&gt;
:::::::: [Solar&#039;s Grace bestows: (I / II / II)&amp;lt;br /&amp;gt;- 2 / 5 / 8 regenerate&amp;lt;br /&amp;gt;- Increased SR effect 12 / 22 / 32&amp;lt;br /&amp;gt;- Fire &amp;amp; Elec DR 5 / 10 / 15&amp;lt;br /&amp;gt;- At the cost of one use of Turn undead&amp;lt;br /&amp;gt;- Lasts for one minute. (ten rounds)&amp;lt;br /&amp;gt;- As a standard action]&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;Solar&#039;s Wrath&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Type of Feat: Class&amp;lt;br /&amp;gt;Prerequisites: Solar Channeler 7&amp;lt;br /&amp;gt;Specifics: At level 7 a Solar Channeler gains the ability to bestow his weapon with properties akin to the Solar&#039;s Greatsword. This ability consumes one use of turn-undead and lasts for one minute.&amp;lt;br /&amp;gt;Use: Selected&lt;br /&gt;
&lt;br /&gt;
:::::::: [Solar&#039;s Wrath bestows:&amp;lt;br /&amp;gt;- 2d6 damage versus Evil&amp;lt;br /&amp;gt;- +5 Enhancement&amp;lt;br /&amp;gt;- At the cost of one use of Turn undead&amp;lt;br /&amp;gt;- Lasts for one minute. (ten rounds)&amp;lt;br /&amp;gt;- As a standard action]&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;Channel Solar&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Type of Feat: Class&amp;lt;br /&amp;gt;Prerequisites: Solar Channeler 10&amp;lt;br /&amp;gt;Specifics: You gain the ability to Channel a Solar-like Shape thee times per day. While you are in solar-like form, your body and gear are replaced by a body and a magic greatsword like those of a solar. You become a Medium creature (if you were of a different size before), and you lose the ability to cast spells and to use the class features of your normal form while you&#039;re in solar-like form. You remain in this form for one minute. The Solar-like form gains +1 Strength, Dexterity and Constitution for every epic level over twenty hit dice. At no point do you become an actual angel, through this fact may be lost on others. Any character will ranks in spellcraft will quickly note that a shapechanging effect is at play.&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. This class is an adaptation of the Solar Channeler from &amp;quot;The Shattered Gates of Slaughtergarde&amp;quot;, page 8.&#039;&#039;&lt;br /&gt;
[[Category:Classes]]&lt;br /&gt;
[[Category:Prestige Class]]&lt;br /&gt;
[[Category:In development]]&lt;/div&gt;</summary>
		<author><name>96.245.178.102</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Pious_Templar&amp;diff=6972</id>
		<title>Pious Templar</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Pious_Templar&amp;diff=6972"/>
		<updated>2017-09-15T12:09:13Z</updated>

		<summary type="html">&lt;p&gt;96.245.178.102: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Description ==&lt;br /&gt;
[[File:Pious_templar.jpg|thumb|326px]]*****This class has not been implemented at this time*****&lt;br /&gt;
Sworn to the defense of a temple site, the pious templar is a holy warrior blessed by her deity with combat prowess and great endurance. She bears her deity&#039;s favored weapon into battle and fights her deity&#039;s enemies without question or hesitation. In addition to defending the temple itself, a pious templar may be charged with additional duties, including a campaign to attack foes on their own home ground.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;Faithful people of all professions can enter the ranks of the pious templars; clerics and paladins are especially likely to do so. Some temples (such as those of Mystra or Azuth) welcome wizards and sorcerers to become pious templars, valuing the ability to use arcane magic combined with the martial training of a pious templar. Likewise, Mask&#039;s temples are often guarded by rogue/pious templars, who combine combat training with sneak attack tactics. Ranger/pious templars serve in temples of Mielikki and Malar, while barbarian/pious templars not unknown in the temples of Uthgar. Only monks, with their own specialized combat training, are unlikely to adopt the pious templar class.&lt;br /&gt;
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== Requirements ==&lt;br /&gt;
Race: Any&lt;br /&gt;
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Alignment: Any&lt;br /&gt;
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Base Attack Bonus: +5&lt;br /&gt;
&lt;br /&gt;
Skills: Lore 4 ranks&lt;br /&gt;
&lt;br /&gt;
Feats: True Believer&lt;br /&gt;
&lt;br /&gt;
Deity: Any&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Class Features ==&lt;br /&gt;
- Hit Die: d10&lt;br /&gt;
&lt;br /&gt;
- Base Attack Bonus: High&lt;br /&gt;
&lt;br /&gt;
- High Saves: Fortitude, NO will save progression&lt;br /&gt;
&lt;br /&gt;
- Weapon Proficiencies: A Pious Templar gains no weapon proficiencies.&lt;br /&gt;
&lt;br /&gt;
- Armor Proficiencies: A Pious Templar gains no armor proficiencies.&lt;br /&gt;
&lt;br /&gt;
- Skill Points: 2 + Int Modifier.&lt;br /&gt;
&lt;br /&gt;
- Class Skills: Lore, Heal, Craft Weapon, Craft Armor, Concentration, Survival.&lt;br /&gt;
&lt;br /&gt;
- Spells per Day/Spells Known: A pious templar has the ability to cast a small number of divine spells. To cast a spell, the pious templar must have a Wisdom score of at least 10 + the spell’s level, so a pious templar with a Wisdom of 10 or lower cannot cast these spells. Pious templar bonus spells are based on Wisdom, and saving throws against these spells have a DC of 10 + spell level + the pious templar’s Wisdom modifier. When the pious templar gets 0 spells of a given level, such as 0 1st-level spells at 1st level, she gets only bonus spells. (A pious templar without a bonus spell for that level cannot yet cast a spell of that level.) A pious templar has access to any spell on the list and can freely choose which to prepare, just like a cleric. A pious templar prepares and casts spells just as a cleric does (though the pious templar cannot spontaneously cast cure or inflict spells).&lt;br /&gt;
&lt;br /&gt;
- Class Feats&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;1: Bonus Feat&amp;lt;br /&amp;gt;2: Smite 2 / day&amp;lt;br /&amp;gt;3: Damage Reduction 1/-&amp;lt;br /&amp;gt;4: Bonus Feat&amp;lt;br /&amp;gt;5: Smite 4 / day,&amp;lt;br /&amp;gt;6:&amp;lt;br /&amp;gt;7: Damage Reduction 2/-&amp;lt;br /&amp;gt;8: Bonus Feat&amp;lt;br /&amp;gt;9: Smite every 30 seconds&amp;lt;br /&amp;gt;10: Mettle&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Bonus Feat: Bonus feats are drawn from the fighter list.The pious templar may still need fighter levels to qualify for some such 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;Smite&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Type of Feat: Class&amp;lt;br /&amp;gt;Prerequisites: Pious Templar 2&amp;lt;br /&amp;gt;Specifics: Twice per day, a pious templar of 2nd level or higher may make a single melee attack with a +4 attack bonus and a damage bonus equal to her pious templar level (if she hits). The pious templar must declare the smite before making the attack. Starting at 6th level, a pious templar can smite four times per day and finally at 9th level every half turn at will.&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;Damage Reduction&amp;lt;br /&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
Type of Feat: Class&amp;lt;br /&amp;gt;Prerequisites: Pious Templar 3&amp;lt;br /&amp;gt;Specifics: Starting at 3rd level, pious templars have the ability to shrug off some amount of injury from each blow or attack. A pious templar gains damage reduction 1/-. At 7th level, this damage reduction rises to 2/-.&amp;lt;br /&amp;gt;Use: Automatic&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;Mettle&amp;lt;br /&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
Type of Feat: Class&amp;lt;br /&amp;gt;Prerequisites: Pious Templar 10&amp;lt;br /&amp;gt;Specifics: A pious templar&#039;s special blessing allows her to shrug off magical effects that would otherwise harm her. If a pious templar makes a successful Will or Fortitude saving throw that would normally reduce the spell&#039;s effect, she suffers no effect from the spell at all. Only those spells with a Saving Throw entry of &amp;quot;Will partial&amp;quot;, &amp;quot;Fortitude half,&amp;quot; or similar entries can be negated through this ability.&amp;lt;br /&amp;gt;Use: Automatic&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;Good and Neutral aligned Spell Selection&amp;lt;br /&amp;gt;&amp;lt;/span&amp;gt;A good or neutral pious Templar uses the paladin spell list.&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;Evil aligned Spell Selection&amp;lt;br /&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
Level 1: Blessed Aim, Bull&#039;s Strength, Cure light wounds, Desecrate, Doom, Lesser Energized Shield, Protection from Good, Protection from Evil, Magical Weapon, Negative Energy Ray, Resistance, Second Wind, Strategic Charge&amp;lt;br /&amp;gt;Level 2: Cure moderate wounds, Eagle&#039;s Splendor, Owls Wisdom, Death Knell, Inflict Serious Wounds, Remove Paralysis, Resist Energy, Strength of Stone, Zeal&amp;lt;br /&amp;gt;Level 3: Cure Serious Wounds, Circle against Alignment, Contagion, Dispel Magic, Greater Magic Weapon, Prayer, Protection from Energy, Remove Blindness &amp;amp; Deafness, Remove Curse, Summon Monster III&amp;lt;br /&amp;gt;Level 4: Castigation, Cure critical wounds, Deathward, Freedom of Movement, Inflict Critical Wounds, Lesser Visage of the Deity, Poison, Restoration, Weapon of the Deity.&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. Would be Implementation on the server by Luna. This class is an adaptation from &amp;quot;Complete Divine&amp;quot;, page 50.&#039;&#039;&lt;br /&gt;
[[Category:Classes]]&lt;br /&gt;
[[Category:Prestige Class]]&lt;br /&gt;
[[Category:In development]]&lt;/div&gt;</summary>
		<author><name>96.245.178.102</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Enchanted_Bow&amp;diff=6764</id>
		<title>Enchanted Bow</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Enchanted_Bow&amp;diff=6764"/>
		<updated>2017-09-13T20:38:45Z</updated>

		<summary type="html">&lt;p&gt;96.245.178.102: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{spell&lt;br /&gt;
|icon=&lt;br /&gt;
|image=&lt;br /&gt;
|level_bard=&lt;br /&gt;
|level_cleric=&lt;br /&gt;
|level_druid=&lt;br /&gt;
|level_paladin=&lt;br /&gt;
|level_ranger=&lt;br /&gt;
|level_sorwiz=7&lt;br /&gt;
|level_warlock=&lt;br /&gt;
|level_innate=7&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|descriptor=&lt;br /&gt;
|components=V,S&lt;br /&gt;
|range=Personal&lt;br /&gt;
|area=Self&lt;br /&gt;
|duration_type=&lt;br /&gt;
|save=[[Harmless]]&lt;br /&gt;
|spell_resistance=No&lt;br /&gt;
|hostile=No&lt;br /&gt;
|empower=No&lt;br /&gt;
|extend=Yes&lt;br /&gt;
|maximize=No&lt;br /&gt;
|quicken=Yes&lt;br /&gt;
|silent=Yes&lt;br /&gt;
|still=Yes&lt;br /&gt;
|persist=Yes}}&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
&lt;br /&gt;
When cast, the caster creates a light-blue glowing short-bow. The bow automatically loads itself when drawn, conjuring forth enchanted arrows. Enchanted Arrows are magical arrows with a +3 enhancement. Once created the bow cannot leave the caster&#039;s body and remains in his inventory permanently until he rests. The bow cannot be traded, sold or auctioned.&lt;br /&gt;
&lt;br /&gt;
== Gameplay Notes ==&lt;br /&gt;
&lt;br /&gt;
Duration is until PC Rests.&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
[[Category:Spells]]&lt;br /&gt;
[[Category:Sor / Wiz 7]]&lt;br /&gt;
[[Category:Innate 7]]&lt;br /&gt;
[[Category:Evocation]]&lt;br /&gt;
[[Category:Verbal &amp;amp; Somatic]]&lt;/div&gt;</summary>
		<author><name>96.245.178.102</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Enchanted_Bow&amp;diff=6763</id>
		<title>Enchanted Bow</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Enchanted_Bow&amp;diff=6763"/>
		<updated>2017-09-13T20:38:09Z</updated>

		<summary type="html">&lt;p&gt;96.245.178.102: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{spell&lt;br /&gt;
|icon=&lt;br /&gt;
|image=&lt;br /&gt;
|level_bard=&lt;br /&gt;
|level_cleric=&lt;br /&gt;
|level_druid=&lt;br /&gt;
|level_paladin=&lt;br /&gt;
|level_ranger=&lt;br /&gt;
|level_sorwiz=7&lt;br /&gt;
|level_warlock=&lt;br /&gt;
|level_innate=7&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|descriptor=&lt;br /&gt;
|components=V,S&lt;br /&gt;
|range=Personal&lt;br /&gt;
|area=Self&lt;br /&gt;
|duration_type=Long&lt;br /&gt;
|save=[[Harmless]]&lt;br /&gt;
|spell_resistance=No&lt;br /&gt;
|hostile=No&lt;br /&gt;
|empower=No&lt;br /&gt;
|extend=Yes&lt;br /&gt;
|maximize=No&lt;br /&gt;
|quicken=Yes&lt;br /&gt;
|silent=Yes&lt;br /&gt;
|still=Yes&lt;br /&gt;
|persist=Yes}}&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
&lt;br /&gt;
When cast, the caster creates a light-blue glowing short-bow. The bow automatically loads itself when drawn, conjuring forth enchanted arrows. Enchanted Arrows are magical arrows with a +3 enhancement. Once created the bow cannot leave the caster&#039;s body and remains in his inventory permanently until he rests. The bow cannot be traded, sold or auctioned.&lt;br /&gt;
&lt;br /&gt;
== Gameplay Notes ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
[[Category:Spells]]&lt;br /&gt;
[[Category:Sor / Wiz 7]]&lt;br /&gt;
[[Category:Innate 7]]&lt;br /&gt;
[[Category:Evocation]]&lt;br /&gt;
[[Category:Verbal &amp;amp; Somatic]]&lt;/div&gt;</summary>
		<author><name>96.245.178.102</name></author>
	</entry>
</feed>