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	<updated>2026-10-17T01:11:57Z</updated>
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	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Daggerspell_Mage&amp;diff=12999</id>
		<title>Daggerspell Mage</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Daggerspell_Mage&amp;diff=12999"/>
		<updated>2021-07-07T20:17:24Z</updated>

		<summary type="html">&lt;p&gt;DM Grinning Death: Undo revision 12949 by Nathaniel (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Class Description ==&lt;br /&gt;
[[File:Cc24481619a1fedfbf3f72ccc262ab47.jpg|thumb|337x337px]]&lt;br /&gt;
In a reclusive monastery in the heart of an ancient forest, a varied group of druids and arcane spellcasters train together. The adherents of this monastery work to perfect a unique fighting and spellcasting style that relies on wielding a pair of daggers at all times.&lt;br /&gt;
&lt;br /&gt;
Daggerspell mages see the quick movements of their deadly daggers as an attendant part of their spellcasting. These sometimes reclusive figures remain spellcasters first and melee combatants second. Daggerspell mages are closely related to the daggerspell shapers, but where the shaper is quiet and calculating, a daggerspell mage is wild and impulsive.&lt;br /&gt;
&lt;br /&gt;
This class provides spellcasting progression in Arcane and Invocation based casters.&lt;br /&gt;
&lt;br /&gt;
== Requirements ==&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; Any nonevil.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Caster level:&#039;&#039;&#039; 5th (for wizard, this means 5th level wizard as an example)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Feats:&#039;&#039;&#039; [[Weapon Focus]] (dagger), [[Two-Weapon Fighting]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Base Class:&#039;&#039;&#039; [[Bard]], [[Sorcerer]], [[Warlock]], or [[Wizard]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills:&#039;&#039;&#039; [[Concentration]] 8.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special:&#039;&#039;&#039; [[Sneak Attack]] 1d6 (or equivalent)&lt;br /&gt;
&lt;br /&gt;
== Class Features ==&lt;br /&gt;
&amp;lt;strong&amp;gt;Hit Die:&amp;lt;/strong&amp;gt; d6&lt;br /&gt;
&lt;br /&gt;
&amp;lt;strong&amp;gt;[http://nwn2.wikia.com/wiki/Base_attack_bonus Base Attack Bonus]&amp;lt;/strong&amp;gt; Medium.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;strong&amp;gt;High Saves:&amp;lt;/strong&amp;gt; [http://nwn2.wikia.com/wiki/Reflex Reflex], [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; None.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;strong&amp;gt;Armor Proficiencies:&amp;lt;/strong&amp;gt; None.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;strong&amp;gt;Skill Points:&amp;lt;/strong&amp;gt; 6 + Int [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_Alchemy Craft Alchemy], [http://nwn2.wikia.com/wiki/Craft_Armor Craft Armor], [http://nwn2.wikia.com/wiki/Craft_Weapon Craft_Weapon], [http://nwn2.wikia.com/wiki/Heal Heal], [http://nwn2.wikia.com/wiki/Hide Hide], [http://nwn2.wikia.com/wiki/Intimidate Intimidate], [http://nwn2.wikia.com/wiki/Listen Listen], [[Lore: Arcana]], [[Lore: Nature]], [[Lore: Local]], [http://nwn2.wikia.com/wiki/Move_Silently Move Silently], [http://nwn2.wikia.com/wiki/Spellcraft Spellcraft], [http://nwn2.wikia.com/wiki/Spot Spot], [http://nwn2.wikia.com/wiki/Survival Survival], [http://nwn2.wikia.com/wiki/Tumble Tumble], and [[Sense motive]].&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;
|Daggercast, Spellcasting Progression&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|[http://nwn2.wikia.com/wiki/Sneak_Attack Sneak Attack] +1d6&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Arcane Throw (Right Hand)&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|Double Daggercast&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|[http://nwn2.wikia.com/wiki/Sneak_Attack Sneak Attack] +2d6&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|Arcane Infusion&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|Arcane Throw (Right and Left Hand)&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|[http://nwn2.wikia.com/wiki/Sneak_Attack Sneak Attack] +3d6&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|[http://nwn2.wikia.com/wiki/Improved_Two-Weapon_Fighting Improved Two-Weapon Fighting]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Spellcasting ====&lt;br /&gt;
Beginning at 1st level, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in an arcane or invocation based spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one arcane or invocation spellcasting class before becoming a daggerspell mage, you must decide which class to progress in.The class does progress eldritch blast damage for warlocks if you pick warlock casting.This class advances 9 spell levels.  It does not gain spells at level 2.&lt;br /&gt;
&lt;br /&gt;
==== [http://nwn2.wikia.com/wiki/Sneak_Attack Sneak Attack] ====&lt;br /&gt;
Beginning at 3rd level, a daggerspell mage deals an extra dice of sneak attack. It increases to two dice at 6th level and three dice at 9th level.&lt;br /&gt;
&lt;br /&gt;
==== Daggercast ====&lt;br /&gt;
Daggerspell mages seamlessly blend the use of their twin daggers with powerful spellcasting abilities. A daggerspell mage delivers melee touch attack spells with a dagger attack (adding the base dagger damage plus any enhance bonus from the right hand).&lt;br /&gt;
&lt;br /&gt;
==== Double Daggercast ====&lt;br /&gt;
As a daggerspell mage advances in level, the connection between his spellcasting abilities and his two-dagger fighting style strengthens. &lt;br /&gt;
&lt;br /&gt;
At 5th level or higher, a daggerspell mage delivers melee touch attack spells with both of his daggers (adding the base dagger damage plus any enhance bonus from each dagger).&lt;br /&gt;
&lt;br /&gt;
==== Arcane Infusion ====&lt;br /&gt;
Arcane Infusion: At 7th level and higher, a daggerspell mage can infuse arcane spell power into his daggers, temporarily enabling them to deal extra energy damage. The daggers deal an extra 1d6 points of magic damage for a number of rounds equal to their class level and has a 5 minute cooldown.&lt;br /&gt;
&lt;br /&gt;
==== Arcane Throw ====&lt;br /&gt;
At 4th level and higher, a daggerspell mage can imbue arcane spell power into his thrown daggers. The mage can deliver a ranged touch attack spell with one of his daggers, adding it&#039;s damage to that of the spell (adding the base dagger damage plus any enhance bonus from the right hand). The dagger returns to the mage automatically.At 8th level, a dagger spell mage adds his/her left hand dagger to ranged touch attack spell damage as well.  This adds your base dagger damage plus any enhance bonus from each dagger to ranged touch attack spells.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
As of forum update section quote, Range Touch Attacks with this class (Dagger Throw) now also add elemental damage from the daggers.&lt;br /&gt;
&lt;br /&gt;
Forum quote(22-4-2017): &amp;quot;Elemental damage from daggers added to Daggerspell mage RTA spells.&amp;quot;[[Category:Classes]]&lt;br /&gt;
[[Category:Prestige Class]]&lt;br /&gt;
[[Category:Playable Class]]&lt;/div&gt;</summary>
		<author><name>DM Grinning Death</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Darkfire_Disciple&amp;diff=12995</id>
		<title>Darkfire Disciple</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Darkfire_Disciple&amp;diff=12995"/>
		<updated>2021-07-07T20:17:07Z</updated>

		<summary type="html">&lt;p&gt;DM Grinning Death: Undo revision 12950 by Nathaniel (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Class Description ==&lt;br /&gt;
[[File:Black Flame Zealot.jpg|thumb|268x268px]]&lt;br /&gt;
The Darkfire Disciples tend to be the hidden blades of their faiths, secret societies of holy slayers devoted to the worship of their deity and the obliteration of its enemies. Trained in unholy rites, the Darkfire Disciple use stealth, divine magic, and the zeal of fanaticism to destroy those who have given offense to their god. Even great rulers are not above the wrath of deities, since the Darkfire Disciple tend to act as sanctioned and respected means for the wealthy and powerful to pursue vendettas.&lt;br /&gt;
&lt;br /&gt;
Clerics and particularly devout rogues or fighters most often become Darkfire Disciples. A small number of their high-ranking clerics keep an eye open for fellow devotees who seem like suitable candidates.&lt;br /&gt;
&lt;br /&gt;
== Requirements ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;strong&amp;gt;Alignment:&amp;lt;/strong&amp;gt; Any nongood.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;strong&amp;gt;Spellcasting:&amp;lt;/strong&amp;gt; Able to cast 2nd level divine spells.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;strong&amp;gt;Skills:&amp;lt;/strong&amp;gt; Hide 8 ranks, Lore: Religion 8 ranks, Move Silently 8 ranks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;strong&amp;gt;Feats:&amp;lt;/strong&amp;gt; [[Iron_Will|Iron will]], 1d6 Sneak Attack damage&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; d6&lt;br /&gt;
&lt;br /&gt;
&amp;lt;strong&amp;gt;Base Attack Bonus:&amp;lt;/strong&amp;gt; Medium.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;strong&amp;gt;High Saves:&amp;lt;/strong&amp;gt; Reflex, Will.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;strong&amp;gt;Weapon Proficiencies:&amp;lt;/strong&amp;gt; None.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;strong&amp;gt;Armor Proficiencies:&amp;lt;/strong&amp;gt; None.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;strong&amp;gt;Skill Points:&amp;lt;/strong&amp;gt; 4 + Int modifier.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;strong&amp;gt;Class Skills:&amp;lt;/strong&amp;gt;&amp;lt;nowiki&amp;gt; &amp;lt;/nowiki&amp;gt;Concentration, Craft Alchemy, Craft Armor, Craft Weapon, Hide, Listen, Lore: Religion, Lore: Local, Move Silently, Open Lock, Search, Sleight of Hand, Spellcraft, Spot, and 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;
|Zealous Heart, Spellcasting Progression Feat&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Poison Use, Spellcasting+2&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Spellcasting+3, +1d6 Sneak Attack&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Sacred Flame +1, Dimension Door 1/day&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|Spellcasting+4&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|Sneak Attack+2d6, Spellcasting+5&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|Spellcasting+6&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|Dimension Door 2/day&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|Spellcasting+7, +3d6 Sneak Attack&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|Spellcasting+8, Sacred Flames 1d4, Dimension Door 3/day&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Divine Spellcasting ====&lt;br /&gt;
At each Darkfire Disciple level except 4 and 8 (8/10 spell progression), the character gains new spells per day (and spells known, if applicable) as if he had also gained a level in a divine spellcasting class to which he belonged before adding the prestige class level.&lt;br /&gt;
&lt;br /&gt;
==== Zealous Heart ====&lt;br /&gt;
A Darkfire Disciple is immune to fear, magical or otherwise. Unlike a paladin&#039;s aura of courage, this confers no special benefits on his companions. A Darkfire Disciple gains this ability at first level.&lt;br /&gt;
&lt;br /&gt;
==== Poison Use ====&lt;br /&gt;
At 2nd level, a Darkfire Disciple gains the ability to use poison safely, as the assassin ability.&lt;br /&gt;
&lt;br /&gt;
==== Sneak Attack ====&lt;br /&gt;
At 3rd level, the Darkfire Disciple gains sneak attack. This ability adds to the rogue&#039;s sneak attack ability, adding an extra 1d6 points of damage. This bonus rises to +2d6 at 6th level, and +3d6 at 9th level.&lt;br /&gt;
&lt;br /&gt;
==== Sacred Flame ====&lt;br /&gt;
Beginning at 4th level, at will, a Darkfire Disciple can command the melee weapons in his possession to burn with a black, deadly fire. The weapons gain the flaming ability, dealing 1 points of fire damage per successful attack in addition to its normal weapon damage, this improves to 1d4 at 10th level.&lt;br /&gt;
&lt;br /&gt;
==== Death Touch ====&lt;br /&gt;
Darkfire Disciples can study their enemies and strike a deadly blow.  With a melee touch attack, the player rolls d6 per effective level (double on a critical) and slays the target if their HP is less than this value. The effective level is the total of Assassin and Darkfire Disciple levels. This ability will only succeed if the target is not immune to sneak attacks and a sneak attack would be valid when the touch is made. This ability takes two rounds to cast.&lt;br /&gt;
&lt;br /&gt;
==== Dimension Door ====&lt;br /&gt;
At 4th level, the Darkfire Disciple gains the Dimension Door ability 1/day. An additional use is gained at 8th and 10th level.&lt;br /&gt;
[[Category:Classes]]&lt;br /&gt;
[[Category:Prestige Class]]&lt;br /&gt;
[[Category:Playable Class]]&lt;br /&gt;
&lt;br /&gt;
==Gameplay Notes==&lt;br /&gt;
The fire damage from Sacred Flame is applied to the character. It works with melee,ranged and unarmed damage. It is multiplied by crits. It is doubled by Manyshot. No damage reduction counts against this damage.&lt;/div&gt;</summary>
		<author><name>DM Grinning Death</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Category:Abjuration_spells&amp;diff=12992</id>
		<title>Category:Abjuration spells</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Category:Abjuration_spells&amp;diff=12992"/>
		<updated>2021-07-07T20:16:55Z</updated>

		<summary type="html">&lt;p&gt;DM Grinning Death: Undo revision 12952 by Nathaniel (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These [[spell]]s are part of the &amp;quot;[[Abjuration]]&amp;quot; [[school of magic]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Spells]]&lt;/div&gt;</summary>
		<author><name>DM Grinning Death</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Alarm&amp;diff=12990</id>
		<title>Alarm</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Alarm&amp;diff=12990"/>
		<updated>2021-07-07T20:16:42Z</updated>

		<summary type="html">&lt;p&gt;DM Grinning Death: Undo revision 12953 by Nathaniel (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{spell&lt;br /&gt;
|icon=&lt;br /&gt;
|image=&lt;br /&gt;
|level_bard=1&lt;br /&gt;
|level_cleric=&lt;br /&gt;
|level_druid=&lt;br /&gt;
|level_paladin=&lt;br /&gt;
|level_ranger=1&lt;br /&gt;
|level_sorwiz=1&lt;br /&gt;
|level_warlock=&lt;br /&gt;
|level_innate=1&lt;br /&gt;
|school=Abjuration&lt;br /&gt;
|descriptor=&lt;br /&gt;
|components=V, S&lt;br /&gt;
|range=Close (25 ft. + 5 ft./2 levels)&lt;br /&gt;
|area=20-ft.-radius emanation centered on a point in space&lt;br /&gt;
|duration=2 hours/level (D)&lt;br /&gt;
|save=none&lt;br /&gt;
|spell_resistance=no&lt;br /&gt;
|hostile=No&lt;br /&gt;
|empower=Yes&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;
&lt;br /&gt;
== Description ==&lt;br /&gt;
Alarm sounds a mental and audible alarm each time a creature of tiny or larger size enters the warded area or touches it. In quiet conditions, the ringing can be heard faintly as far as 180 feet away. The sound lasts for 1 round. Creatures within a silence spell cannot hear the ringing.&lt;br /&gt;
&lt;br /&gt;
Ethereal or astral creatures do not trigger the alarm. This spell functions as an invisible area of effect and is subject to being dispelled.&lt;br /&gt;
&lt;br /&gt;
== Gameplay Notes ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;/div&gt;</summary>
		<author><name>DM Grinning Death</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Bear_Warrior&amp;diff=12988</id>
		<title>Bear Warrior</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Bear_Warrior&amp;diff=12988"/>
		<updated>2021-07-07T20:16:27Z</updated>

		<summary type="html">&lt;p&gt;DM Grinning Death: Undo revision 12955 by Nathaniel (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Bearwarrior.jpg|thumb|370px]]&lt;br /&gt;
&lt;br /&gt;
== Class Notice ==&lt;br /&gt;
PLEASE NOTE CLASS CHANGES!&amp;lt;br /&amp;gt;&lt;br /&gt;
BEAR WARRIORS MAY NOT DUAL CLASS WITH THE DRUID CLASS&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Class Description ==&lt;br /&gt;
Many people, particularly those in the &amp;quot;uncivilized&amp;quot; regions of the world, revere bears as symbols of the warrior&#039;s strength and battle prowess.&lt;br /&gt;
&lt;br /&gt;
By adopting the bear as a totem animal, warriors of these people hope to tap into some of the bear&#039;s strength.&lt;br /&gt;
&lt;br /&gt;
Bear warriors, through a special relationship with bear spirits, literally adopt a bear&#039;s strength in the rage of battle, actually transforming into bears while they fight.&lt;br /&gt;
&lt;br /&gt;
Only characters who can already tap into a spiritual power of rage can heighten that power to become bear warriors.&lt;br /&gt;
&lt;br /&gt;
== Requirements ==&lt;br /&gt;
&#039;&#039;&#039;Base Attack Bonus:&#039;&#039;&#039; +7&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Feats:&#039;&#039;&#039; [[Rage]], [[Power Attack]]&lt;br /&gt;
&lt;br /&gt;
== Class Features ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hit Die:&#039;&#039;&#039; d12&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base Attack Bonus:&#039;&#039;&#039; High&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;High Saves:&#039;&#039;&#039; [[Fortitude]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapon Proficiencies:&#039;&#039;&#039; None.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor Proficiencies:&#039;&#039;&#039; None.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skill Points:&#039;&#039;&#039; 4 + Int [[Ability_modifier| modifier]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class Skills:&#039;&#039;&#039; [[Intimidate]], [[Listen]], [[Lore: Local]], [[Lore: Nature]], [[Survival]], [[Taunt]]&lt;br /&gt;
&lt;br /&gt;
== Class Abilities ==&lt;br /&gt;
{| class=&amp;quot;wikitable&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;
|[[Knockdown]], Bear Shape: Black Bear, Roar&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|[[Scent]]&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Extend Rage I, Bear Shape: Brown Bear &lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|Extend Rage II&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|Bear shape: Dire Bear, [[Improved Knockdown]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
Bear Form: A bear warrior who goes into a rage will automatically transform into a bear. At 1st level she will become a small bear, at 5th level she changes into a full grown brown bear and at 10th level she gains a dire bear form.&amp;lt;br /&amp;gt;While in those forms the bear warrior regains all her ability scores as well as the normal will save bonus and AC penalty from rage. &lt;br /&gt;
&lt;br /&gt;
The ability bonuses (that replace the normal rage ability bonuses) are as follows:&lt;br /&gt;
* Black Bear: +8 strength, +4 constitution, +2 dexterity, +2 natural armor, +2 Will saves, and Fast Regen +2 . All claw and bite attacks have +2 enchantment. 20 base AC.&lt;br /&gt;
* Brown Bear: +10 strength, +8 constitution, +2 dexterity, +5 natural armor, +2 Will saves and Fast Regen +3. All claw and bite attacks have +3 enchantment. 25 base AC.&lt;br /&gt;
* Dire Bear: +12 strength, +8 constitution, +2 dexterity, +7 natural armor, +2 Will saves and Fast Regen +4. All claw and bite attacks have +4 enchantment. 30 base AC. &lt;br /&gt;
* This ability otherwise functions as the polymorph spell.&lt;br /&gt;
* Scent: A 3rd-level bear warrior gains [[Scent]] as a bonus feat.&lt;br /&gt;
* Extend Rage I: A 4th-level bear warrior gains extend rage as a bonus feat&lt;br /&gt;
* Extend Rage II: A 7th-level bear warrior gains extend rage II as a bonus feat&lt;br /&gt;
&lt;br /&gt;
After bear form (rage) expires, the barbarian is tired and suffers -2 Strength, -2 Dexterity, and a -10% movement penalty for 5 rounds.&lt;br /&gt;
=== Roar ===&lt;br /&gt;
&lt;br /&gt;
At 1st level, a bear warrior gains the roar ability. A bear warrior can let out a terrible roar that causes fear in all enemies that hear the cry. Affected creatures must make a Will save (DC 10 + Bear Warrior Level + 1/2 Intimidate ranks).&lt;br /&gt;
Duration: 3 rounds&lt;br /&gt;
Cooldown: 45 Seconds&lt;br /&gt;
&lt;br /&gt;
== Other important information ==&lt;br /&gt;
* Your Armor bonuses will transfer to your polymorphed bear shape in the following method:&lt;br /&gt;
* The enhance bonus on your chest armor or the armor bonus on your bracers transfers as an armor enhance bonus.&lt;br /&gt;
* Half of the enhance bonus on your shield will transfer as a shield enhance bonus.&lt;br /&gt;
* The deflection AC bonus on your helm, cloak, or ring will transfer as a deflection AC bonus.&lt;br /&gt;
* The natural AC bonus on your necklace will transfer as a natural AC bonus. This will not stack with the natural AC bonus the bear already gets. It will use the higher of the 2 bonuses.&lt;br /&gt;
* Barbarians DR feats work while in bear form.&lt;br /&gt;
* Knockdown will work while in bear form.&lt;br /&gt;
* Charge will work while in bear form.&lt;br /&gt;
* Feats in the &#039;Mode Bar&#039; will work while in bear form, such as power attack.&lt;br /&gt;
* The unarmed strike line of feats will work while in bear form on all your attacks.&lt;br /&gt;
* Elemental damage bonuses from your weapon or gloves transfer.&lt;br /&gt;
* Damage vs enemy type does not transfer unless it&#039;s applied from a spell (The damage bonus vs undead from a Mace of Disruption will not transfer, but the bonus from a Bless Weapon spell will.)&lt;br /&gt;
* Item Save bonuses and certain item properties, like materials, will not transfer to Bear Form.&lt;br /&gt;
* Unlike Whirlwind Frenzy and Standard Rage, Bear Form ability bonuses are non-stackable and are unaffected by items or spells (Bull&#039;s Strength, Bear&#039;s Endurance, etc)&lt;br /&gt;
* Skill bonus on items do not stack in Bear Form, only the highest bonus transfers; a ring with +4 to Intimidate and a Helmet with +3 will only give +4 in Bear Form.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Class courtesy of Luna, testing by the Quality Control team&#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>DM Grinning Death</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Bear_Warrior&amp;diff=12987</id>
		<title>Bear Warrior</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Bear_Warrior&amp;diff=12987"/>
		<updated>2021-07-07T20:16:21Z</updated>

		<summary type="html">&lt;p&gt;DM Grinning Death: Undo revision 12956 by Nathaniel (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;tt&lt;/div&gt;</summary>
		<author><name>DM Grinning Death</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Bear_Warrior&amp;diff=12986</id>
		<title>Bear Warrior</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Bear_Warrior&amp;diff=12986"/>
		<updated>2021-07-07T20:16:15Z</updated>

		<summary type="html">&lt;p&gt;DM Grinning Death: Undo revision 12957 by Nathaniel (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;tt&lt;br /&gt;
sese&lt;/div&gt;</summary>
		<author><name>DM Grinning Death</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Amplify&amp;diff=12984</id>
		<title>Amplify</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Amplify&amp;diff=12984"/>
		<updated>2021-07-07T20:15:49Z</updated>

		<summary type="html">&lt;p&gt;DM Grinning Death: Undo revision 12958 by Nathaniel (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{spell&lt;br /&gt;
|icon=Is_amplify.png&lt;br /&gt;
|image=&lt;br /&gt;
|level_bard=1&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=&lt;br /&gt;
|level_warlock=&lt;br /&gt;
|level_innate=1&lt;br /&gt;
|school=Transmutation&lt;br /&gt;
|descriptor=&lt;br /&gt;
|components=V&lt;br /&gt;
|range=Touch&lt;br /&gt;
|area=Single&lt;br /&gt;
|duration_type=short&lt;br /&gt;
|save=[[Harmless]]&lt;br /&gt;
|spell_resistance=No&lt;br /&gt;
|hostile=No&lt;br /&gt;
|empower=Yes&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;
When Amplify is cast, the target gains a 20 bonus to Listen checks.&lt;br /&gt;
&lt;br /&gt;
== Gameplay Notes ==&lt;br /&gt;
&lt;br /&gt;
Amplify doesn&#039;t stack with Clairaudience/Clairvoyance.&lt;/div&gt;</summary>
		<author><name>DM Grinning Death</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Cleric&amp;diff=12983</id>
		<title>Cleric</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Cleric&amp;diff=12983"/>
		<updated>2021-07-07T20:15:38Z</updated>

		<summary type="html">&lt;p&gt;DM Grinning Death: Undo revision 12959 by Nathaniel (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Description==&lt;br /&gt;
Clerics are masters of divine magic, which is especially good at healing. Even an inexperienced Cleric can bring people back from the brink of death, and an experienced Cleric can bring back people who have crossed over that brink. As channelers of divine energy, clerics can affect undead creatures. A Cleric can turn away or even destroy undead. Clerics have some combat training. They can use simple weapons, and they are trained in the use of armor, since armor does not interfere with divine spells the way it does with arcane spells.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Alignment]] Restrictions&#039;&#039;&#039;: A Cleric’s alignment is typically within one step of his deity’s (that is, it may be one step away on either the lawful–chaotic axis or the good–evil axis, but not both). A Cleric may not be neutral unless his deity’s alignment is also neutral. &lt;br /&gt;
&lt;br /&gt;
{{Class Feature&lt;br /&gt;
|HD = 8&lt;br /&gt;
|BAB = M&lt;br /&gt;
|Hsave = [[Fortitude]] &amp;amp; [[Will]]&lt;br /&gt;
|Lsave = [[Reflex]]&lt;br /&gt;
|WP = [[Weapon proficiency (simple)|Simple]].&lt;br /&gt;
|AP = [[Armor proficiency (light)|Light]], [[Armor proficiency (medium)|Medium]], [[Armor proficiency (heavy)|Heavy]] &amp;amp; [[Shield proficiency|Shields]]. (except tower shields)&lt;br /&gt;
|skill = 2&lt;br /&gt;
|Cskill = [[Concentration]], Craft ([[Craft (alchemy)|alchemy]], [[Craft (armor)|armor]], [[Craft (weapon)|weapon]]), [[Diplomacy]], [[Heal (skill)|Heal]],  [[Lore: Arcana]], [[Lore: Religion]], [[Lore: The Planes]],[[Lore: History]], [[Lore: Local]], [[Parry]] and [[Spellcraft]].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Spellcasting===&lt;br /&gt;
{{class casting synopsis|ability=Wisdom|type=divine|prepared=yes}}&lt;br /&gt;
*[[Cleric spell list]]&lt;br /&gt;
*[[Spell progression#Cleric or Druid|Cleric spell progression]]: Clerics have the same spell progression as [[druid]]s.&lt;br /&gt;
&lt;br /&gt;
A Cleric casts divine spells, which are drawn from the Cleric spell list.&amp;lt;br /&amp;gt;To prepare or cast a spell, a cleric must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a Cleric’s spell is 10 + the spell level + the Cleric’s Wisdom modifier.&amp;lt;br /&amp;gt;A Cleric can cast only a certain number of spells of each spell level per day. In addition to his base daily spell allotment, he receives bonus spells per day if he has a high Wisdom score.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Spontaneous Casting====&lt;br /&gt;
A Cleric can channel stored spell energy into healing spells that the Cleric did not prepare ahead of time. The Cleric can &amp;quot;lose&amp;quot; any prepared spell in order to cast any cure spell of the same spell level.&lt;br /&gt;
*Spell slots used to prepare domain spells may not be used for spontaneous casting.&lt;br /&gt;
*A good Cleric (or a [[neutral]] Cleric of a good deity) can spontaneously cast any [[cure spell]].&lt;br /&gt;
*An evil Cleric (or a neutral Cleric of an evil deity) can spontaneously cast any [[inflict spell]].&lt;br /&gt;
*A Cleric who is neither good nor evil and whose deity is neither good nor evil can convert spells to either cure spells or inflict spells (player&#039;s choice). Once the player makes this choice, it cannot be reversed. This choice also determines whether the Cleric turns or [[command undead |commands undead]].&lt;br /&gt;
&lt;br /&gt;
===Deity Selection===&lt;br /&gt;
Due to being set in the Forgotten Realms, all divine spell-casters in the Original Campaign of NWN2 are required to select a [[deity]] during character creation. Clerics choose an alignment and race first and then receive a [[deity|list of deities]] appropriate for them to choose from. The list of domains for each god can be found here.&lt;br /&gt;
&lt;br /&gt;
===Turn Undead===&lt;br /&gt;
Any Cleric has the power to affect undead creatures (such as skeletons, zombies, ghosts, and vampires) by channeling the power of his faith through his holy (or unholy) symbol. A Cleric can turn or destroy undead creatures. To view more information, refer to the [[Turn Undead]] section of the wikia.&lt;br /&gt;
&lt;br /&gt;
===Domains===&lt;br /&gt;
Clerics specialize in two areas of magical expertise called [[Domain]]s. These domains are selected when first becoming a Cleric and cannot be changed. Domains grant added spells and sometimes a free feat or special ability.&lt;br /&gt;
&lt;br /&gt;
====Domain spells====&lt;br /&gt;
A Cleric gets one bonus domain spell slot at each level they receive a domain spell. When a Cleric prepares a spell in a domain spell slot, it should come from one of his two domains (but NWN2 does not enforce this).&lt;br /&gt;
&lt;br /&gt;
===Domain list===&lt;br /&gt;
A Cleric chooses two [[domain]]s at their first class level, ideally representing the deity they have chosen to follow. Each domain gives the Cleric access to at least 2 [[domain spell]]s he can cast that is added to his spell list, as well as possibly gaining a granted power. The Cleric gets the granted powers of both the domains selected.&lt;br /&gt;
&lt;br /&gt;
===Epic Cleric Bonus Feats:===&lt;br /&gt;
[[Armor Skin|Armor Skin (Epic)]], [[Automatic: Quicken Spell]], [[Automatic: Still Spell]], [[Epic Toughness]], [[Epic Energy Resistance]], [[Overwhelming Critical]]. [[Epic Divine Might]], [[Epic Prowess]], [[Great Charisma]], [[Great Smite]] (with [[Destruction (domain)]]), [[Great Strength]], [[Great Wisdom]], [[Great Intelligence]], [[Great Dexterity]] and [[Great Constitution]]&lt;br /&gt;
[[Category:Playable Class]]&lt;br /&gt;
[[Category:Base classes]]&lt;br /&gt;
[[Category:Spellcasting classes]]&lt;/div&gt;</summary>
		<author><name>DM Grinning Death</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Deathsinger&amp;diff=12982</id>
		<title>Deathsinger</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Deathsinger&amp;diff=12982"/>
		<updated>2021-07-07T20:15:23Z</updated>

		<summary type="html">&lt;p&gt;DM Grinning Death: Undo revision 12960 by Nathaniel (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Deathsingers are drow who have blended swordplay and arcane magic into a harmonious whole. In battle, a Deathsinger’s lithe movements and subtle tactics seem misleading, belying their deadly and very brutal martial efficiency. Deathsingers are respected among drow societies, often serving as assassins, personal guardians of the influential drow, or special forces of drow military. &lt;br /&gt;
&lt;br /&gt;
Most Deathsingers prefer to work alone, in shadows or not. However, there are organized groups of those to have been existing among larger drow settlements. Deathsingers are typically trained singly by another Deathsinger and in service the society and deity of Dark Seldarine predominant in the city they&#039;re living in.&lt;br /&gt;
&lt;br /&gt;
Multiclass fighter/wizards can become Deathsingers most readily, though any drow or half-drow who can wield a martial weapon and cast arcane spells can become a Deathsinger. Deathsinging ranger/wizards or rogue/wizards are not unknown.&lt;br /&gt;
[[File:Deathsinger.jpg|thumb]]&lt;br /&gt;
&lt;br /&gt;
== Requirements ==&lt;br /&gt;
&#039;&#039;&#039;[[Race]]&#039;&#039;&#039;: Drow or Half-drow&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Alignment]]&#039;&#039;&#039;: Any evil (or any good if worshiper of Eilistraee).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Base_attack_bonus|Base Attack Bonus]]&#039;&#039;&#039;: +5&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[:Category:Feats|Feats]]&#039;&#039;&#039;: [[Dodge]], [[Combat Expertise]], [[Combat Casting]], [[Weapon Focus]] (Longsword or Rapier)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Deity&#039;&#039;&#039;: Any god of the Dark Seldarine.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spellcasting&#039;&#039;&#039;:  Able to cast arcane spells of 1st level.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;: [[Concentration]] 4, [[Perform]] 4, [[Tumble]] 2.&lt;br /&gt;
&lt;br /&gt;
== Class Features ==&lt;br /&gt;
{{Class base features|hit die=8&lt;br /&gt;
|proficiencies=[[Armor_Proficiency_(light)|light]]&lt;br /&gt;
|skill pts=2&lt;br /&gt;
|class skills=[[Concentration]], [[Lore: Arcana]], [[Lore: History]], [[Lore: Local]], [[Lore: Nobility and Royalty]], [[Perform]], [[Spellcraft]], [[Tumble]]&lt;br /&gt;
|BAB=High&lt;br /&gt;
|high save=[[Reflex]], [[Will]]&lt;br /&gt;
|low save=[[Fortitude]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Special: a Deathsinger straying from the required alignment or deity automatically loses his abilities, those are automatically restored if the Deathsinger meets the requirements again.&lt;br /&gt;
&lt;br /&gt;
== Class Abilities ==&lt;br /&gt;
{| class=&amp;quot;wikitable&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;
||+1 arcane spellcasting level, [[#Bladesong Style|Bladesong Style]], [[#Spellcasting progression|Spellcasting progression]]&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|[[#Skill focus Lore: Local|Skill focus Lore: Local]]&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
||+1 arcane spellcasting level&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|[[#Bonus Feat|Bonus Feat]]&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
||+1 arcane spellcasting level&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|[[#Song of Celerity|Song of Celerity]]&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
||+1 arcane spellcasting level&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|[[#Weakening Cloud|Weakening Cloud]] 2[[per day|/day]]&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
||+1 arcane spellcasting level&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
||+1 arcane spellcasting level, [[#Greater Spellsong|Greater Spellsong]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Spellcasting progression ===&lt;br /&gt;
&lt;br /&gt;
At every odd level and 10th level (6/10 spell progression) you gain new spells per day and an increase in caster level (and spells known) as if you had also gained a level in an arcane spellcasting class to which you belonged before adding the prestige class level. If you had more than one spellcasting class before becoming a Deathsinger, you must decide which class gains the increased casting ability.&lt;br /&gt;
&lt;br /&gt;
=== Bladesong Style ===&lt;br /&gt;
&lt;br /&gt;
When wielding a longsword or rapier and having nothing in the off-hand, a Deathsinger gains a dodge bonus to Armor Class equal to half her class level, up to a maximum of half her Intelligence bonus. If the Deathsinger wears medium or heavy armor, she loses all benefits of the bladesong style. This bonus will not stack with the AC bonus granted by Invisible Blade or Duelist.&lt;br /&gt;
&lt;br /&gt;
=== Skill focus Lore: Local ===&lt;br /&gt;
A Deathsinger is immersed in the traditions and the ways of his people as part of his training. &lt;br /&gt;
&lt;br /&gt;
=== Bonus Feat ===&lt;br /&gt;
At 4th level, the Deathsinger gets a bonus feat. These feats must be drawn from the following list: any reserve feat, [[Blind Fight]], [[Feint]], [[One Weapon]], [[Deadly Defense]], [[Disarm]], [[Improved Critical]] (Weapon), [[Improved Disarm]], [[Mobility]], [[Spring Attack]], [[Whirlwind Attack]].&lt;br /&gt;
&lt;br /&gt;
=== Song of Celerity ===&lt;br /&gt;
A Deathsinger can imbue his sword with any hostile spell he memorized, only one spell at a time can be imbued within the weapon. It is cast at the target on a successful melee attack.&lt;br /&gt;
&lt;br /&gt;
=== Weakening Cloud ===&lt;br /&gt;
A Deathsinger of 8th level is taught the spell Weakening Cloud.  &lt;br /&gt;
&lt;br /&gt;
Specifics: &lt;br /&gt;
*Daze Effect, -2 AC, -2 AB. Fortitude Save for not beeing dazed and halfing the other effects. &lt;br /&gt;
*DC is 5 + Deathsinger levels + Spellcasting Ability modifier. &lt;br /&gt;
*Duration : 1 round per Deathsinger level.&lt;br /&gt;
&lt;br /&gt;
=== Greater Spellsong ===&lt;br /&gt;
A Deathsinger of 10th level ignores arcane spell failure penalties incured by wearing light armors.&lt;br /&gt;
&lt;br /&gt;
[[Category:Prestige Class]]&lt;br /&gt;
[[Category:Classes]]&lt;br /&gt;
[[Category:Playable Class]]&lt;/div&gt;</summary>
		<author><name>DM Grinning Death</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Main_Page&amp;diff=12981</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Main_Page&amp;diff=12981"/>
		<updated>2021-07-07T20:14:18Z</updated>

		<summary type="html">&lt;p&gt;DM Grinning Death: Undo revision 12962 by Nathaniel (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| cellspacing=&amp;quot;4&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-  &lt;br /&gt;
|style=&amp;quot;vertical-align:top; border: 1px solid #000; color: #000;  padding: .4em .9em&amp;quot; rowspan=&amp;quot;2&amp;quot;| &lt;br /&gt;
&amp;lt;h3&amp;gt;Concerning the Community&amp;lt;/h3&amp;gt;&lt;br /&gt;
*[http://bgtscc.net/ BGTSCC Forum]&lt;br /&gt;
*[http://www.bgtscc.net/viewtopic.php?f=7&amp;amp;t=10774 Forum Rules]&lt;br /&gt;
*[http://www.bgtscc.net/viewtopic.php?f=7&amp;amp;t=36831 Server Rules]&lt;br /&gt;
*[[Courtesy in the Realms]]&lt;br /&gt;
*[[Dungeon Masters]]&lt;br /&gt;
*[http://www.bgtscc.net/viewtopic.php?f=7&amp;amp;t=3170 PvP Rules]&lt;br /&gt;
*[[Credits]]&lt;br /&gt;
*[https://bgtscc.net/viewtopic.php?f=7&amp;amp;t=7 For players sharing a router!]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; border: 1px solid #000; color: #000; padding: .4em .9em&amp;quot; rowspan=&amp;quot;2&amp;quot;|&lt;br /&gt;
&amp;lt;h3&amp;gt;Mechanics&amp;lt;/h3&amp;gt;&lt;br /&gt;
*[[Playable Races]]&lt;br /&gt;
*[[:Category:Classes|Classes]]&lt;br /&gt;
*[[:Category:Skills|Skills]]&lt;br /&gt;
*[[:Category:Feats|Feats]]&lt;br /&gt;
*[[:Category:Spells|Spells]]&lt;br /&gt;
*[[Minimum Casterlevels and Craftability]]&lt;br /&gt;
*[[Summoning]]&lt;br /&gt;
*[[Polymorphing]]&lt;br /&gt;
*[[Enchanting]]&lt;br /&gt;
*[[Armors_overview|Armor Overview]]&lt;br /&gt;
*[[Weapons_overview|Weapons Overview]]&lt;br /&gt;
*[[Items|Items]]&lt;br /&gt;
*[[:Category:Languages|Languages]]&lt;br /&gt;
*[[Cleric_Domains|Cleric Domains]]&lt;br /&gt;
*[[Deity|Deities]]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; border: 1px solid #000; color: #000; padding: .4em .9em&amp;quot; rowspan=&amp;quot;2&amp;quot;|&lt;br /&gt;
&amp;lt;h3&amp;gt;Self-Help&amp;lt;/h3&amp;gt;&lt;br /&gt;
*[[Getting Started]]&lt;br /&gt;
*[http://www.bgtscc.net/viewforum.php?f=49/ Tips &amp;amp; Tricks]&lt;br /&gt;
*[http://www.bgtscc.net/viewtopic.php?f=149&amp;amp;t=19575 Chat Commands]&lt;br /&gt;
*[[Guide to PC_Tools]]&lt;br /&gt;
*[[Roleplay Experience Rewards]]&lt;br /&gt;
*[[XP Transfering]]&lt;br /&gt;
*[[Cursed Items]]&lt;br /&gt;
*[[Fishing]]&lt;br /&gt;
*[[Readable Books &amp;amp; Writing]]&lt;br /&gt;
*[https://bgtscc.net/viewtopic.php?f=4&amp;amp;t=75043 Guide to changing hairstyles, tails and head model]&lt;br /&gt;
*[[Item Storage]]&lt;br /&gt;
*[[Pack Horses]]&lt;br /&gt;
*[[Shops Database]]&lt;br /&gt;
*[[Spell Swapper]]&lt;br /&gt;
*[[Cross server communication]]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; border: 1px solid #000; color: #000;  padding: .4em .9em&amp;quot; rowspan=&amp;quot;1&amp;quot;|&lt;br /&gt;
&amp;lt;h3&amp;gt;About the Game&amp;lt;/h3&amp;gt;&lt;br /&gt;
*[[Design Philosophy]]&lt;br /&gt;
*[[Timeline]]&lt;br /&gt;
*[[Setting Map]]&lt;br /&gt;
*[[Locations]]&lt;br /&gt;
*[[Areas_by_CR|Areas by CR]]&lt;br /&gt;
*[[Death and Dying]]&lt;br /&gt;
*[[Talking Monsters]]&lt;br /&gt;
*[[Dynamic Encounters]]&lt;br /&gt;
*[[Custom Changes to this World]]&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>DM Grinning Death</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Main_Page&amp;diff=12980</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Main_Page&amp;diff=12980"/>
		<updated>2021-07-07T20:14:01Z</updated>

		<summary type="html">&lt;p&gt;DM Grinning Death: Undo revision 12967 by Nathaniel (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>DM Grinning Death</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Main_Page&amp;diff=12979</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Main_Page&amp;diff=12979"/>
		<updated>2021-07-07T20:13:46Z</updated>

		<summary type="html">&lt;p&gt;DM Grinning Death: Undo revision 12969 by Nathaniel (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Cheeck&lt;/div&gt;</summary>
		<author><name>DM Grinning Death</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Archivist&amp;diff=12978</id>
		<title>Archivist</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Archivist&amp;diff=12978"/>
		<updated>2021-07-07T20:13:34Z</updated>

		<summary type="html">&lt;p&gt;DM Grinning Death: Undo revision 12971 by Nathaniel (talk)&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>DM Grinning Death</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Arcane_Scholar&amp;diff=12977</id>
		<title>Arcane Scholar</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Arcane_Scholar&amp;diff=12977"/>
		<updated>2021-07-07T20:13:23Z</updated>

		<summary type="html">&lt;p&gt;DM Grinning Death: Undo revision 12972 by Nathaniel (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Description==&lt;br /&gt;
&lt;br /&gt;
Arcane Scholars seek to raise the study of magic to the level of an academic discipline. Their interest is not in researching new spells or finding more specialized uses for their craft, but in understanding the fundamental processes of magic and the inner workings of [[the Weave]], which is the fabric that underlies all magic.&lt;br /&gt;
&lt;br /&gt;
The first Arcane Scholars emerged from the dusty libraries of [[Candlekeep]], where they pored through the writings of a thousand long-dead mages, seeking the unifying principles that underlie all magic. But even the archives of Candlekeep have their limits, and not all practitioners of magic have the means or desire to record their experiences with the Art. So Arcane Scholars dispersed into the wider world, observing and recording all the various expressions of magic they could find. Their tradition has gradually spread, and some mages who have never set foot in Candlekeep have adopted their disciplined and systematic approach to magic.&lt;br /&gt;
&lt;br /&gt;
By gaining a deeper understanding of magic, and by discerning its underlying principles, arcane scholars become specialists in [[metamagic]]. Their spells are more powerful, last longer and can be cast more quickly than those of their peers. Arcane Scholars have also become especially adept at explaining the workings of magic to ordinary folk. Those who travel with Arcane Scholars gain the benefit of their considerable knowledge and are better able to avoid hostile magic.&lt;br /&gt;
&lt;br /&gt;
Arcane Scholars do not limit themselves to studying particular sorts of arcane magic. To truly understand the Art, they believe that one must understand all its expressions. Thus all arcane casters are equally welcome to join their fellowship. Indeed, the insights of sorcerers and bards are particularly prized by Arcane Scholars, as such casters rarely have the patience to discuss the deeper workings of magic.&lt;br /&gt;
&lt;br /&gt;
==Requirements==&lt;br /&gt;
&#039;&#039;&#039;[[Skill]]s&#039;&#039;&#039;: [[Spellcraft]] 8 ranks&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[:Category:Feats|Feat]]s&#039;&#039;&#039;: [[Empower Spell]], [[Skill Focus]] (Concentration), [[Skill Focus]] (Spellcraft)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spellcasting&#039;&#039;&#039;: Able to cast 3rd-level [[arcane]] spells.&lt;br /&gt;
&lt;br /&gt;
===Class Features===&lt;br /&gt;
{{Class base features|&lt;br /&gt;
hit die=d4|&lt;br /&gt;
BAB=Low|&lt;br /&gt;
high save=[[Will]]|&lt;br /&gt;
low save=[[Fortitude]], [[Reflex]]|&lt;br /&gt;
proficiencies=None|&lt;br /&gt;
skill pts=2|&lt;br /&gt;
class skills=[[Appraise]], [[Concentration]], [[Craft Alchemy|Craft Alchemy]], [[Diplomacy]], all Lore skills, [[Search]], [[Spellcraft]]&lt;br /&gt;
}}&lt;br /&gt;
* Spells Per Day/Spells Known: When a new Arcane Scholar level is gained, the character gains new spells per day (and spells known, if applicable) as though he had gained a level in whatever arcane spellcasting class gave him access to 3rd-level arcane spells. If the character has more than one applicable arcane spellcasting class, he must pick one to improve.&lt;br /&gt;
&lt;br /&gt;
===Class Progression===&lt;br /&gt;
{| cellpadding=&amp;quot;5&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Level || Features Gained&lt;br /&gt;
|-  &lt;br /&gt;
| 1 || [[Maximize Spell]] &lt;br /&gt;
|-&lt;br /&gt;
| 2 || [[Spell Knowledge | Spell Knowledge + 1]]&lt;br /&gt;
|-  &lt;br /&gt;
| 3 || [[Improved Empower Spell]]&lt;br /&gt;
|-&lt;br /&gt;
| 4 || -&lt;br /&gt;
|-  &lt;br /&gt;
| 5 || [[Quicken Spell]] &lt;br /&gt;
|-&lt;br /&gt;
| 6 || -&lt;br /&gt;
|-  &lt;br /&gt;
| 7 || [[Improved Maximize Spell]]&lt;br /&gt;
|-&lt;br /&gt;
| 8 || [[Spell Knowledge | Spell Knowledge + 2]]&lt;br /&gt;
|-  &lt;br /&gt;
| 9 || - &lt;br /&gt;
|-&lt;br /&gt;
| 10 || [[Improved Quicken Spell]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Bonus Feats===&lt;br /&gt;
* [[Spell Knowledge]]: At 2nd Level, the Arcane Scholar and any party members gain a +1 bonus to their saves versus spells. This bonus increases to +2 at 8th level.&lt;br /&gt;
&lt;br /&gt;
* [[Improved Empower Spell]]: At 3rd level, the Arcane Scholar becomes especially adept at empowering spells. Empowered spells now only use a spell slot one level higher than the spell&#039;s actual level.&lt;br /&gt;
* [[Improved Maximize Spell]]: At 7th level, the Arcane Scholar becomes especially adept at maximizing spells. Maximized spells now only use up a spell slot two levels higher than the spell&#039;s actual level.&lt;br /&gt;
* [[Improved Quicken Spell]]: At 10th level, the Arcane Scholar becomes especially adept at quickening spells. Quickened spells now only use up a spell slot three levels higher than the spell&#039;s actual level.&lt;br /&gt;
&lt;br /&gt;
[[Category:Prestige Class]]&lt;br /&gt;
[[Category:Playable Class]]&lt;br /&gt;
[[Category:Classes]]&lt;/div&gt;</summary>
		<author><name>DM Grinning Death</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Dervish&amp;diff=12976</id>
		<title>Dervish</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Dervish&amp;diff=12976"/>
		<updated>2021-07-07T20:12:44Z</updated>

		<summary type="html">&lt;p&gt;DM Grinning Death: Undo revision 12961 by Nathaniel (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Class Description ==&lt;br /&gt;
[[File:Dervish.jpg|thumb|300x300px]]&lt;br /&gt;
Wild, exotic, and as dangerous as her whirling blades, the dervish epitomizes speed, quickness, and abandon. Her motions appear to be as random as they are graceful, but the steps of her lethal dance play out according to their own rhythm.&lt;br /&gt;
&lt;br /&gt;
Nearly all dervishes belong to nomadic cultures. These nomads are not simple wanderers with no roots to call their own - they have their ancient traditions, and their societies simply do not consider permanent settlements an important part of their nature. They are gypsies, keeping their own traditions and forging their own familial and societal bonds while they move throughout the world. Often, these tribes adopt the attitudes and even some of the laws of the lands they live in - for the sake of expedience, if nothing else. The dervish treats fighting styles the same way. A dervish learns the dance of war as she grows up among her family and her tribe. She watches others as she travels, however, and brings new steps to the dance as she goes.&lt;br /&gt;
&lt;br /&gt;
Fighters, rangers, and monks often take up the role of the dervish. Many paladins look at the wildness of the dance and assume it has some roots in chaos, but those who look past the seeming randomness can find things to learn. Barbarians seldom choose to learn the ways of the dance - the dervish depends on subtlety more than brute force. The way of the dervish has been known to appeal to some druids, bards, and even sorcerers - those who wish to learn a type of fighting that does not rely on heavy arms or armor find the class interesting.&lt;br /&gt;
&lt;br /&gt;
== Requirements ==&lt;br /&gt;
&#039;&#039;&#039;Base Attack Bonus:&#039;&#039;&#039; +5&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Feats:&#039;&#039;&#039; [[Combat Expertise]], [[Dodge]], [[Weapon Focus]] (any slashing melee weapon)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills:&#039;&#039;&#039; [[Perform]] 3, [[Tumble]] 3&lt;br /&gt;
&lt;br /&gt;
== Class Features ==&lt;br /&gt;
&amp;lt;strong&amp;gt;Hit Die:&amp;lt;/strong&amp;gt; d10&lt;br /&gt;
&lt;br /&gt;
&amp;lt;strong&amp;gt;[http://nwn2.wikia.com/wiki/Base_attack_bonus Base Attack Bonus]:&amp;lt;/strong&amp;gt; High.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;strong&amp;gt;High Saves:&amp;lt;/strong&amp;gt; [http://nwn2.wikia.com/wiki/Reflex Reflex], [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; None.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;strong&amp;gt;Armor Proficiencies:&amp;lt;/strong&amp;gt; None.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;strong&amp;gt;Skill Points:&amp;lt;/strong&amp;gt; 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/Bluff Bluff], [http://nwn2.wikia.com/wiki/Craft_Weapon Craft Weapon], [http://nwn2.wikia.com/wiki/Craft_Armor Craft Armor], [http://nwn2.wikia.com/wiki/Listen Listen], [http://nwn2.wikia.com/wiki/Lore Lore], [http://nwn2.wikia.com/wiki/Perform Perform], and [http://nwn2.wikia.com/wiki/Tumble Tumble].&lt;br /&gt;
&lt;br /&gt;
== Class Abilities ==&lt;br /&gt;
{| class=&amp;quot;wikitable&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;
|AC Bonus (+1), Dervish Dance 1/day, [[Skill Focus]] ([[Tumble]])&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|[[Dash]]&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|[[Spring Attack]], Dervish Dance 2/day&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Dance of Death&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|AC Bonus (+2), Dervish Dance 3/day&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|[[Improved Initiative]]&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|Dervish Dance 4/day&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|[[Fast movement|Fast Movement]]&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|Tireless dance, Dervish Dance 5/day&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|A Thousand Cuts (3/day), AC Bonus (+3)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== AC Bonus&amp;lt;strong&amp;gt; &amp;lt;/strong&amp;gt; ====&lt;br /&gt;
Specifics: At 1st level, a dervish gains a +1 dodge bonus to AC. This bonus improves to +2 at 5th level and +3 at 10th level. A dervish gains this bonus to Armor Class as long as she is wearing no armor or light armor and not carrying a shield. She loses this bonus when she is immobilized or helpless, when she wears any armor heavier than light, when she carries a shield, or when she carries a medium or heavy load.&lt;br /&gt;
&lt;br /&gt;
Use: Automatic&lt;br /&gt;
&lt;br /&gt;
==== Dervish Dance ====&lt;br /&gt;
Specifics: A dervish can become a whirling dancer of death a certain number of &lt;br /&gt;
times per day. She gains a bonus on her attack and damage rolls; +1 at 1st level, and it increases by an extra +1 at every odd-numbered level thereafter.&lt;br /&gt;
&lt;br /&gt;
A dervish may only perform a dervish dance while wielding a slashing melee weapon (she may use multiple weapons only if both weapons are of the slashing type). She cannot perform a dervish dance in any armor heavier than light or if she is using a shield.&lt;br /&gt;
&lt;br /&gt;
A dervish dance lasts 1 round for every 2 ranks of Perform that the character has. At the end of a dervish dance, the character becomes fatigued for 1 minute which imposes a -2 penalty to Strength and Dexterity as well as a 10% movement speed decrease (unless she is a 9th-level dervish, at which point this limitation no longer applies).&lt;br /&gt;
&lt;br /&gt;
The dervish dance duration caps at 2 Minutes.&lt;br /&gt;
&lt;br /&gt;
Use: Selected.&lt;br /&gt;
&lt;br /&gt;
==== Dance of Death ====&lt;br /&gt;
Specifics: At 4th level, a dervish gains the benefit of the Cleave feat while performing a dervish dance, even if she does not meet the prerequisites for the feat. At 10th level this improves to Great Cleave.&lt;br /&gt;
&lt;br /&gt;
Use: Automatic&lt;br /&gt;
&lt;br /&gt;
==== Fast Movement ====&lt;br /&gt;
Specifics: When a dervish reaches 8th level, they gain a 10% gain in movement speed.  This ability does not stack with haste.&lt;br /&gt;
&lt;br /&gt;
Use: Automatic&lt;br /&gt;
&lt;br /&gt;
==== Tireless Dance ====&lt;br /&gt;
Specifics: When a dervish reaches 9th level, the character no longer becomes fatigued at the end of a dervish dance.&lt;br /&gt;
&lt;br /&gt;
Use: Automatic&lt;br /&gt;
&lt;br /&gt;
==== A Thousand Cuts ====&lt;br /&gt;
Specifics: When a dervish reaches 10th level, 3 times per day she gains a +2d6 slashing damage bonus on her attacks for 5 rounds.&lt;br /&gt;
&lt;br /&gt;
Use: Selected.&lt;br /&gt;
&lt;br /&gt;
=== Notes ===&lt;br /&gt;
The dervish dance duration caps at 2 minutes.&lt;br /&gt;
&lt;br /&gt;
Dervish dance may be preformed while using a 2-handed weapon as long as that weapon deals slashing damage.&lt;br /&gt;
&lt;br /&gt;
Note that Throwing Axes will *NOT* work for Dervish Dance.  You will get the message &amp;quot;You must be wearing light or no armor and wielding a slashing weapon (both must be slashing if two weapons are used.&amp;quot;  Throwing Axe&#039;s *WILL* still get the bonuses from 1,000 cuts.&lt;br /&gt;
[[Category:Classes]]&lt;br /&gt;
[[Category:Prestige Class]]&lt;br /&gt;
[[Category:Playable Class]]&lt;/div&gt;</summary>
		<author><name>DM Grinning Death</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Category:Classes&amp;diff=12975</id>
		<title>Category:Classes</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Category:Classes&amp;diff=12975"/>
		<updated>2021-07-07T20:11:06Z</updated>

		<summary type="html">&lt;p&gt;DM Grinning Death: Undo revision 12929 by Nathaniel (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Your class is the primary definition of what your character can do in the extraordinary magical landscape of Dungeons &amp;amp; Dragons. A class is more than a profession; it is your character’s calling. Before you start, you might find it helpful to think about the basic kind of character you want to play. You might be a courageous knight, a skulking rogue, a fervent cleric, or a flamboyant wizard. Or you might be more interested in an unconventional character, such as a brawny rogue who likes to mix it up in hand-to‐hand combat, or a sharpshooter who picks off enemies from afar.&lt;br /&gt;
&lt;br /&gt;
[[File:Classes.jpg|thumb]]&lt;/div&gt;</summary>
		<author><name>DM Grinning Death</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Anointed_Knight&amp;diff=12974</id>
		<title>Anointed Knight</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Anointed_Knight&amp;diff=12974"/>
		<updated>2021-07-07T20:10:58Z</updated>

		<summary type="html">&lt;p&gt;DM Grinning Death: Undo revision 12901 by Nathaniel (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Class Description ==&lt;br /&gt;
[[File:Anointed_Knight.jpg|thumb|388x388px]]&lt;br /&gt;
The anointed knight is a holy soldier who has taken great pains to learn the intricacies of alchemy in order to become a more capable combatant. Armed with an ancestral weapon, she searches for obscure lore, consults with alchemists and sages, and communes with the powers of good. Her unquenchable thirst for knowledge is matched only by her extraordinary combat prowess.&lt;br /&gt;
&lt;br /&gt;
An anointed knight crafts and draws power from magically created oils. By anointing herself with these oils, she unlocks new supernatural powers within her being. She also coats her ancestral weapon with special oils that bestow additional qualities upon the weapon.&lt;br /&gt;
&lt;br /&gt;
Anointed knights are typically paladins or fighters with one or more wizard or cleric levels. Occasionally, an anointed knight emerges from the ranks of single-class wizards, sorcerers, clerics, or bards.&lt;br /&gt;
&lt;br /&gt;
== Requirements ==&lt;br /&gt;
&#039;&#039;&#039;Race:&#039;&#039;&#039; Any&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Feats:&#039;&#039;&#039; [[Iron Will]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base Attack Bonus:&#039;&#039;&#039; +5&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; Any [[good]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills:&#039;&#039;&#039; [[Craft Alchemy]] 3, [[Lore: Arcana]] 3, [[Spellcraft]] 1&lt;br /&gt;
&lt;br /&gt;
== Class Features ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hit Die:&#039;&#039;&#039; d10&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base Attack Bonus:&#039;&#039;&#039; High&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;High Saves:&#039;&#039;&#039; [[Fortitude]], [[Will]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapon Proficiencies:&#039;&#039;&#039; [[Weapon Proficiency (simple)|simple]] and [[Weapon Proficiency (martial)|martial]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor Proficiencies:&#039;&#039;&#039; [[Armor Proficiency (light)|Light]], [[Armor Proficiency (medium)|Medium]], [[Armor Proficiency (heavy)|Heavy]], [[Shield Proficiency|Shields]] (including [[Tower Shield Proficiency|Tower Shields]])&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skill Points:&#039;&#039;&#039; 4 + Int [[Ability_modifier| modifier]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class Skills:&#039;&#039;&#039; [[Concentration]], [[Craft_Weapon| Craft Weapon]], [[Craft_Armor| Craft Armor]], [[Craft_Alchemy| Craft Alchemy]], [[Diplomacy]], [[Heal (skill)|Heal]], [[Lore: Arcana]], [[Lore: History]], [[Lore: Local]], [[Lore: Religion]], [[Parry]], [[Spellcraft]], [[Tumble]]&lt;br /&gt;
&lt;br /&gt;
== Class Progression ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Level !! Features Gained&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Anoint Self (Holy Sight)&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Anoint Weapon +1&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Anoint Self (Celestial Strategy)&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|Anoint Self (Call to Battle)&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|Unbroken Flesh, DR 3/-&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, Anointed Weapon +2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Anoint Self ===&lt;br /&gt;
An Anointed Knight concocts a magical oil with which to anoint herself. Once the oil is applied, the anointed knight permanently gains a new supernatural ability listed below.&lt;br /&gt;
&lt;br /&gt;
Level 1: [[Blind_Fight| Blind-Fight]]&lt;br /&gt;
&lt;br /&gt;
Level 4: [[Toughness]]&lt;br /&gt;
&lt;br /&gt;
Level 6: [[Alertness]]&lt;br /&gt;
&lt;br /&gt;
=== Anoint Weapon ===&lt;br /&gt;
An anointed knight concocts a magic oil with which to coat her ancestral weapon. Once the oil is applied, the ancestral weapon gains a new supernatural ability chosen from the list below for 10 minutes. This ability has a 10 minutes cooldown.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! List of Choices !! Levels 3-9 !! Level 10&lt;br /&gt;
|-&lt;br /&gt;
|Flaming &lt;br /&gt;
|1 Fire&lt;br /&gt;
|1d4 Fire&lt;br /&gt;
|-&lt;br /&gt;
|Frost&lt;br /&gt;
|1 Cold&lt;br /&gt;
|1d4 Cold&lt;br /&gt;
|-&lt;br /&gt;
|Shock&lt;br /&gt;
|1 Electricity&lt;br /&gt;
|1d4 Electricity&lt;br /&gt;
|-&lt;br /&gt;
|Massive Criticals &lt;br /&gt;
|1d6&lt;br /&gt;
|1d8&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Unbroken Flesh&amp;lt;nowiki&amp;gt; &amp;lt;/nowiki&amp;gt; ===&lt;br /&gt;
The Anointed Knight uses a special concoction of magical oils to apply to her flesh at 7th-level granting permanent [[damage reduction]] of 3/-. Note: Only Greater Resiliency and the Epic Damage Reduction feats stack with this DR.&lt;br /&gt;
&lt;br /&gt;
=== Bonus Feat ===&lt;br /&gt;
At 9th and 10th level, the anointed knight gains a bonus feat.&lt;br /&gt;
&lt;br /&gt;
This feat must be drawn from the following feats and the Anointed Knight must meet all the prerequisites for it: &lt;br /&gt;
* [[Armor Specialization (Heavy)]]&lt;br /&gt;
* [[Armor Specialization (Medium)]]&lt;br /&gt;
* [[Cleave]]&lt;br /&gt;
* [[Combat Expertise]]&lt;br /&gt;
* [[Deflect Arrows]]&lt;br /&gt;
* [[Dodge]]&lt;br /&gt;
* [[Elemental Archer&#039;s Improved Elemental Storm]]&lt;br /&gt;
* Epic Ability increases ([[Great Strength]], [[Great Dexterity]], etc)&lt;br /&gt;
* [[Epic Toughness]]&lt;br /&gt;
* [[Weapon Proficiency (exotic) | Exotic Weapon Proficiency]]&lt;br /&gt;
* [[Feint]]&lt;br /&gt;
* [[Fiery Fist]]&lt;br /&gt;
* [[Fiery Ki Defense]]&lt;br /&gt;
* [[Great Cleave]]&lt;br /&gt;
* [[Greater Two-Weapon Defense]]&lt;br /&gt;
* [[Improved Critical]]&lt;br /&gt;
* [[Improved Disarm]]&lt;br /&gt;
* [[Improved Initiative]]&lt;br /&gt;
* [[Improved Knockdown]]&lt;br /&gt;
* [[Improved Two-Weapon Fighting]]&lt;br /&gt;
* [[Improved Unarmed Strike]]&lt;br /&gt;
* [[Indomitable Soul]]&lt;br /&gt;
* [[Knockdown]]&lt;br /&gt;
* [[Mobility]]&lt;br /&gt;
* [[Oversized Two-Weapon Fighting]]&lt;br /&gt;
* [[Point Blank Shot]]&lt;br /&gt;
* [[Power Attack]]&lt;br /&gt;
* [[Rapid Shot]]&lt;br /&gt;
* [[Spring Attack]]&lt;br /&gt;
* [[Steadfast Determination]]&lt;br /&gt;
* [[Stunning Fist]]&lt;br /&gt;
* [[Two-Weapon Fighting]]&lt;br /&gt;
* [[Weapon Finesse]]&lt;br /&gt;
* [[Weapon Focus]]&lt;br /&gt;
* [[Weapon Mastery (Ranged)]]&lt;br /&gt;
* [[Weapon Mastery (Unarmed)]]&lt;br /&gt;
* [[Weapon Specialization]]&lt;br /&gt;
* [[Whirlwind Attack]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Classes]]&lt;br /&gt;
[[Category:Prestige Class]]&lt;br /&gt;
[[Category:Playable Class]]&lt;/div&gt;</summary>
		<author><name>DM Grinning Death</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Arcane_Archer&amp;diff=12973</id>
		<title>Arcane Archer</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Arcane_Archer&amp;diff=12973"/>
		<updated>2021-07-07T20:10:48Z</updated>

		<summary type="html">&lt;p&gt;DM Grinning Death: Undo revision 12902 by Nathaniel (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Description&#039;&#039;&#039;: ([[Prestige Class]]) Master of the elven warbands, the arcane archer is a warrior skilled in using magic to supplement their combat prowess.  Beyond the woods, arcane archers gain renown throughout entire kingdoms for their supernatural accuracy with a bow and their ability to imbue their arrows with magic.  In a group, they can strike fear into an entire enemy army.&lt;br /&gt;
&lt;br /&gt;
[[Fighter]]s, [[ranger]]s, [[paladin]]s, and [[barbarian]]s become arcane archers to add a little magic to their combat abilities. Conversely, [[wizard]]s and [[sorcerer]]s may take this [[prestige class]] to add combat capabilities to their repertoire.  [[Monk]]s, [[cleric]]s, [[druid]]s, [[rogue]]s and [[bard]]s rarely become arcane archers.&lt;br /&gt;
&lt;br /&gt;
==Requirements==&lt;br /&gt;
&#039;&#039;&#039;[[Race]]&#039;&#039;&#039;: [[Elf]] or [[Half-Elf]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Base attack bonus]]&#039;&#039;&#039;: +6.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[:Category:Feats|Feat]]s&#039;&#039;&#039;: [[Point Blank Shot]], [[Weapon Focus]] ([[longbow]] or [[shortbow]]).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Spell]]casting&#039;&#039;&#039;: Ability to cast 1st-[[spell level|level]] [[arcane]] spells or higher.(This requires 11 of whatever stat you would need to cast such arcane spells). Assassin spellcasting can now qualify for this class.&lt;br /&gt;
&lt;br /&gt;
== Class Features ==&lt;br /&gt;
{{Class base features|hit die=8&lt;br /&gt;
|proficiencies=Weapons ([[Weapon Proficiency (simple)|Simple]], [[Weapon Proficiency (martial)|martial]]), armor ([[Armor Proficiency (light)|light]], [[Armor Proficiency (medium)|medium]]) and [[Shield Proficiency | shield]]s (not including [[Tower Shield Proficiency | Tower Shield]]s)&lt;br /&gt;
|skill pts=4&lt;br /&gt;
|class skills=[[Craft Alchemy]], [[Craft Weapon]], [[Hide]], [[Listen]], [[Move Silently]], [[Spot]], [[Survival]], [[Lore: Arcana]] and [[Lore: Local]] skills.&lt;br /&gt;
|BAB=High&lt;br /&gt;
|high save=[[Fortitude]], [[Reflex]]&lt;br /&gt;
|low save=[[Will]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This class can cross-class the Perform Skill.&lt;br /&gt;
&lt;br /&gt;
== Class Abilities ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Level || Features Gained&lt;br /&gt;
|-&lt;br /&gt;
| 1 || [[Enhance arrow]] +1&lt;br /&gt;
|-&lt;br /&gt;
| 2 || [[Imbue arrow]] x3&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Enhance arrow +2&lt;br /&gt;
|-&lt;br /&gt;
| 4 || [[Seeker arrow]] x1&lt;br /&gt;
|-&lt;br /&gt;
| 5 || Enhance arrow +3&lt;br /&gt;
|-&lt;br /&gt;
| 6 || Seeker arrow x2&lt;br /&gt;
|-&lt;br /&gt;
| 7 || Enhance arrow +4&lt;br /&gt;
|-&lt;br /&gt;
| 8 || [[Hail of arrows]] x1&lt;br /&gt;
|-&lt;br /&gt;
| 9 || Enhance arrow +5&lt;br /&gt;
|-&lt;br /&gt;
| 10 || [[Arrow of death]] x1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Feat Descriptions==&lt;br /&gt;
====Enhance arrow====&lt;br /&gt;
Beginning at 1st level, the arcane archer imbues every non-magical arrow they fire with an enhancement bonus. This bonus is +1 at 1st level, +2 at 3rd level, +3 at 5th level, +4 at 7th level, and +5 at 9th level (this adds to both attack bonus and damage dealt). Enhance arrow&#039;s enchantment bonus stacks with a magical bow&#039;s enhancement bonus. Therefore, for example, a +5 bonus on the arrow and a +3 bonus on the bow equals a +8 to attack and damage.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; This ability actually works with magical arrows as well. Essentially, as long as the Arcane Archer has a bow equipped, they will always be able to apply the entire bonus.&lt;br /&gt;
&lt;br /&gt;
====Imbue arrow====&lt;br /&gt;
Three times [[per day]], a 2nd-level archer may choose to fire a special arrow imbued with the &#039;&#039;[[fireball]]&#039;&#039; spell.  When the arrow hits its target, the &#039;&#039;fireball&#039;&#039; spell detonates from that point, inflicting damage as per the spell as though it were cast by a wizard of the arcane archer&#039;s class level.&lt;br /&gt;
&lt;br /&gt;
====Seeker arrow====&lt;br /&gt;
Once per day, a 4th-level arcane archer may fire an arrow that unerringly flies to its target, ignoring any and all cover, concealment, or other factors.  When this ability is used, no attack roll is made; the target is automatically hit and takes damage as normal.  At 6th level, this ability may be used twice a day.&lt;br /&gt;
&lt;br /&gt;
====Hail of arrows====&lt;br /&gt;
At eighth level, the arcane archer gains the ability to perform this special ability, which automatically fires one arrow at every target within range as a full-round action.  This ability may be used once per day.&lt;br /&gt;
&lt;br /&gt;
====Arrow of death====&lt;br /&gt;
At 10th level, an arcane archer can enchant an arrow once per day that forces a target, if damaged by the arrow to make a Fortitude save or be slain. The Difficulty class of this Fortitude save is set to 20 and can&#039;t be modified.&lt;br /&gt;
[[Category:Prestige Class]]&lt;br /&gt;
[[Category:Playable Class]]&lt;/div&gt;</summary>
		<author><name>DM Grinning Death</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Arcane_Scholar&amp;diff=12970</id>
		<title>Arcane Scholar</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Arcane_Scholar&amp;diff=12970"/>
		<updated>2021-07-07T20:10:31Z</updated>

		<summary type="html">&lt;p&gt;DM Grinning Death: Undo revision 12903 by Nathaniel (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Description==&lt;br /&gt;
&lt;br /&gt;
Arcane Scholars seek to raise the study of magic to the level of an academic discipline. Their interest is not in researching new spells or finding more specialized uses for their craft, but in understanding the fundamental processes of magic and the inner workings of [[the Weave]], which is the fabric that underlies all magic.&lt;br /&gt;
&lt;br /&gt;
The first Arcane Scholars emerged from the dusty libraries of [[Candlekeep]], where they pored through the writings of a thousand long-dead mages, seeking the unifying principles that underlie all magic. But even the archives of Candlekeep have their limits, and not all practitioners of magic have the means or desire to record their experiences with the Art. So Arcane Scholars dispersed into the wider world, observing and recording all the various expressions of magic they could find. Their tradition has gradually spread, and some mages who have never set foot in Candlekeep have adopted their disciplined and systematic approach to magic.&lt;br /&gt;
&lt;br /&gt;
By gaining a deeper understanding of magic, and by discerning its underlying principles, arcane scholars become specialists in [[metamagic]]. Their spells are more powerful, last longer and can be cast more quickly than those of their peers. Arcane Scholars have also become especially adept at explaining the workings of magic to ordinary folk. Those who travel with Arcane Scholars gain the benefit of their considerable knowledge and are better able to avoid hostile magic.&lt;br /&gt;
&lt;br /&gt;
Arcane Scholars do not limit themselves to studying particular sorts of arcane magic. To truly understand the Art, they believe that one must understand all its expressions. Thus all arcane casters are equally welcome to join their fellowship. Indeed, the insights of sorcerers and bards are particularly prized by Arcane Scholars, as such casters rarely have the patience to discuss the deeper workings of magic.&lt;br /&gt;
&lt;br /&gt;
==Requirements==&lt;br /&gt;
&#039;&#039;&#039;[[Skill]]s&#039;&#039;&#039;: [[Spellcraft]] 8 ranks&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[:Category:Feats|Feat]]s&#039;&#039;&#039;: [[Empower Spell]], [[Skill Focus]] (Concentration), [[Skill Focus]] (Spellcraft)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spellcasting&#039;&#039;&#039;: Able to cast 3rd-level [[arcane]] spells.&lt;br /&gt;
&lt;br /&gt;
===Class Features===&lt;br /&gt;
{{Class base features|&lt;br /&gt;
hit die=d4|&lt;br /&gt;
BAB=Low|&lt;br /&gt;
high save=[[Will]]|&lt;br /&gt;
low save=[[Fortitude]], [[Reflex]]|&lt;br /&gt;
proficiencies=None|&lt;br /&gt;
skill pts=2|&lt;br /&gt;
class skills=[[Appraise]], [[Concentration]], [[Craft Alchemy|Craft Alchemy]], [[Diplomacy]], all Lore skills, [[Search]], [[Spellcraft]]&lt;br /&gt;
}}&lt;br /&gt;
* Spells Per Day/Spells Known: When a new Arcane Scholar level is gained, the character gains new spells per day (and spells known, if applicable) as though he had gained a level in whatever arcane spellcasting class gave him access to 3rd-level arcane spells. If the character has more than one applicable arcane spellcasting class, he must pick one to improve.&lt;br /&gt;
&lt;br /&gt;
===Class Progression===&lt;br /&gt;
{| cellpadding=&amp;quot;5&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Level || Features Gained&lt;br /&gt;
|-  &lt;br /&gt;
| 1 || [[Maximize Spell]] &lt;br /&gt;
|-&lt;br /&gt;
| 2 || [[Spell Knowledge | Spell Knowledge + 1]]&lt;br /&gt;
|-  &lt;br /&gt;
| 3 || [[Improved Empower Spell]]&lt;br /&gt;
|-&lt;br /&gt;
| 4 || -&lt;br /&gt;
|-  &lt;br /&gt;
| 5 || [[Quicken Spell]] &lt;br /&gt;
|-&lt;br /&gt;
| 6 || -&lt;br /&gt;
|-  &lt;br /&gt;
| 7 || [[Improved Maximize Spell]]&lt;br /&gt;
|-&lt;br /&gt;
| 8 || [[Spell Knowledge | Spell Knowledge + 2]]&lt;br /&gt;
|-  &lt;br /&gt;
| 9 || - &lt;br /&gt;
|-&lt;br /&gt;
| 10 || [[Improved Quicken Spell]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Bonus Feats===&lt;br /&gt;
* [[Spell Knowledge]]: At 2nd Level, the Arcane Scholar and any party members gain a +1 bonus to their saves versus spells. This bonus increases to +2 at 8th level.&lt;br /&gt;
&lt;br /&gt;
* [[Improved Empower Spell]]: At 3rd level, the Arcane Scholar becomes especially adept at empowering spells. Empowered spells now only use a spell slot one level higher than the spell&#039;s actual level.&lt;br /&gt;
* [[Improved Maximize Spell]]: At 7th level, the Arcane Scholar becomes especially adept at maximizing spells. Maximized spells now only use up a spell slot two levels higher than the spell&#039;s actual level.&lt;br /&gt;
* [[Improved Quicken Spell]]: At 10th level, the Arcane Scholar becomes especially adept at quickening spells. Quickened spells now only use up a spell slot three levels higher than the spell&#039;s actual level.&lt;br /&gt;
&lt;br /&gt;
[[Category:Prestige Class]]&lt;br /&gt;
[[Category:Playable Class]]&lt;br /&gt;
[[Category:Classes]]&lt;/div&gt;</summary>
		<author><name>DM Grinning Death</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Archivist&amp;diff=12968</id>
		<title>Archivist</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Archivist&amp;diff=12968"/>
		<updated>2021-07-07T20:10:24Z</updated>

		<summary type="html">&lt;p&gt;DM Grinning Death: Undo revision 12904 by Nathaniel (talk)&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>DM Grinning Death</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Arcane_Trickster&amp;diff=12966</id>
		<title>Arcane Trickster</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Arcane_Trickster&amp;diff=12966"/>
		<updated>2021-07-07T20:10:17Z</updated>

		<summary type="html">&lt;p&gt;DM Grinning Death: Undo revision 12905 by Nathaniel (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Description&#039;&#039;&#039;: Arcane tricksters combine their knowledge of spells with a taste for intrigue, larceny, or just plain mischief. They are among the most adaptable of adventurers. Arcane spellcasting and the sneak attack ability are needed to qualify for this class, making it a natural choice for multiclass [[wizard]]/[[rogue]]s or [[sorcerer]]/rogues. [[Assassin]]s occasionally opt for this class, but usually only if they already have wizard or sorcerer levels. &lt;br /&gt;
&lt;br /&gt;
===Requirements===&lt;br /&gt;
&#039;&#039;&#039;[[Alignment]]&#039;&#039;&#039;: Non-[[lawful]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Skill]]s&#039;&#039;&#039;: [[Lore: Arcana]] 7 ranks, [[Disable Device]] 7 ranks, [[Tumble]] 7 ranks, [[Spellcraft]] 4 ranks&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Spell]]casting&#039;&#039;&#039;: Ability to cast at least one [[arcane]] spell of 3rd [[spell level|level]] or higher&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special&#039;&#039;&#039;: [[Sneak Attack]] +2d6, [[Death Attack]] will now qualify for the Arcane Trickster Class&lt;br /&gt;
&lt;br /&gt;
===Class feature progression===&lt;br /&gt;
{{Class base features|hit die=d4&lt;br /&gt;
|proficiencies=None&lt;br /&gt;
|skill pts=4&lt;br /&gt;
|class skills=[[Appraise]], [[Bluff]], [[Concentration]], [[Craft Alchemy]], [[Craft Trap]], [[Craft Weapon]], [[Diplomacy]], [[Disable Device]], [[Hide]], [[Listen]], all Lore skills, [[Move Silently]], [[Open Lock]], [[Parry]], [[Search]], [[Set Trap]], [[Sleight of Hand]], [[Spellcraft]], [[Spot]], [[Taunt]], [[Tumble]]&lt;br /&gt;
|BAB=Low&lt;br /&gt;
|high save=[[Reflex]], [[Will]]&lt;br /&gt;
|low save=[[Fortitude]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====Additional progressions====&lt;br /&gt;
{| cellpadding=&amp;quot;5&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Level !! Features Gained&lt;br /&gt;
|-  &lt;br /&gt;
| 1 || +1 Arcane Spellcasting Level, [[Arcane Sneak Attack]], [[Pilfer Magic]] x1&lt;br /&gt;
|-&lt;br /&gt;
| 2 || +1 Arcane Spellcasting Level, [[Sneak Attack]] +1d6&lt;br /&gt;
|-  &lt;br /&gt;
| 3 || +1 Arcane Spellcasting Level, [[Impromptu Sneak Attack]] x1&lt;br /&gt;
|-&lt;br /&gt;
| 4 || +1 Arcane Spellcasting Level, [[Sneak Attack]] +2d6&lt;br /&gt;
|-  &lt;br /&gt;
| 5 || +1 Arcane Spellcasting Level, [[Pilfer Magic]] x2, [[Impromptu Sneak Attack]] x2&lt;br /&gt;
|-&lt;br /&gt;
| 6 || +1 Arcane Spellcasting Level, [[Sneak Attack]] +3d6&lt;br /&gt;
|-  &lt;br /&gt;
| 7 || +1 Arcane Spellcasting Level, [[Impromptu Sneak Attack]] x2&lt;br /&gt;
|-&lt;br /&gt;
| 8 || +1 Arcane Spellcasting Level, [[Sneak Attack]] +4d6&lt;br /&gt;
|-  &lt;br /&gt;
| 9 || +1 Arcane Spellcasting Level, [[Pilfer Magic]] x3, [[Impromptu Sneak Attack]] x3&lt;br /&gt;
|-&lt;br /&gt;
| 10 || +1 Arcane Spellcasting Level, [[Sneak Attack]] +5d6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Spells per day / spells known====&lt;br /&gt;
When a new arcane trickster level is gained, the character gains new spells per day (and spells known, if applicable) as though they had gained a level in whatever arcane spellcasting class gave them access 3rd-level arcane spells. If the character has more than one applicable arcane spellcasting class, they must pick one to improve.&lt;br /&gt;
&lt;br /&gt;
====Arcane sneak attack====&lt;br /&gt;
An arcane trickster can deal sneak attack damage with damage-dealing spells that make a touch attack roll (melee or ranged).&lt;br /&gt;
&lt;br /&gt;
====Pilfer magic====&lt;br /&gt;
At 1st level, once per day, the arcane trickster can dispel magical &lt;br /&gt;
effects on a target and receive statistical bonuses from it. The ability&lt;br /&gt;
&amp;lt;nowiki&amp;gt; &amp;lt;/nowiki&amp;gt;is a touch attack equivalent to greater dispel magic. For each spell successfully dispelled, up to 3, the arcane trickster receives +2 bonus to attack rolls and all saving throws for the next ten rounds. They can &lt;br /&gt;
use this ability twice per day at 5th level and three times per day at 9th level. &lt;br /&gt;
&lt;br /&gt;
====Sneak attack====&lt;br /&gt;
At every even-numbered level (2nd, 4th, 6th, 8th, and 10th), the arcane trickster gains an additional +1d6 to their [[Sneak Attack]] damage. This ability stacks with sneak attack dice from other classes.&lt;br /&gt;
&lt;br /&gt;
====Impromptu sneak attack====&lt;br /&gt;
Once per day a 3rd-level arcane trickster can use this ability to deny an enemy their [[Dexterity]] bonus to [[Armor Class|AC]] for one round, allowing the target to be sneak attacked. The arcane trickster gains an additional daily use of this ability at 7th level, and again at 9th level.&lt;br /&gt;
&lt;br /&gt;
[[Category:Spellcasting classes]]&lt;br /&gt;
[[Category:Prestige Class]]&lt;br /&gt;
[[Category:Playable Class]]&lt;/div&gt;</summary>
		<author><name>DM Grinning Death</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Archmage&amp;diff=12965</id>
		<title>Archmage</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Archmage&amp;diff=12965"/>
		<updated>2021-07-07T20:10:10Z</updated>

		<summary type="html">&lt;p&gt;DM Grinning Death: Undo revision 12906 by Nathaniel (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Class Description ==&lt;br /&gt;
[[File:280px-Archmage (art).jpg|thumb|247x247px]]&lt;br /&gt;
The highest art is magic, often referred to simply as &#039;the Art&#039;. Its most advanced practitioners are frequently archmages, persons who can weave spells in ways unimaginable to other spellcasters. An archmage gains strange powers and the ability to alter spells in remarkable ways, but must sacrifice some of her spell capability in order to master these arcane secrets. Most archmages are pure wizards or sorcerers rarely multiclassed, choosing instead to concentrate on perfecting their arcane skills. Archmages in urban areas often hold positions of power in magic-focused organisations. Their pursuit of arcane excellence and their familiarity with High Arcana places them above most of their peers. Some archmages choose a more solitary path, often eschewing society to study in solitude.&lt;br /&gt;
== Requirements ==&lt;br /&gt;
&amp;lt;strong&amp;gt;Race:&amp;lt;/strong&amp;gt; Any&lt;br /&gt;
&lt;br /&gt;
&amp;lt;strong&amp;gt;Race:&amp;lt;/strong&amp;gt; Any&lt;br /&gt;
&lt;br /&gt;
&amp;lt;strong&amp;gt;Alignment:&amp;lt;/strong&amp;gt; Any.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;strong&amp;gt;Skills:&amp;lt;/strong&amp;gt; [[Spellcraft]] 15, [[Lore: Arcana]] 15.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;strong&amp;gt;Feats:&amp;lt;/strong&amp;gt; Skill Focus Spellcraft and Two [[Spell Focus]] feats of any school (but not the same school), Once you have the two spell focus feats you will be given a qualifying feat for archmage. You still need to get Skill focus Spellcraft however.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;strong&amp;gt;Spellcasting:&amp;lt;/strong&amp;gt; Able to cast 7th-circle arcane spells.&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; d4&lt;br /&gt;
&lt;br /&gt;
&amp;lt;strong&amp;gt;[[Base attack bonus]]&amp;lt;/strong&amp;gt;&amp;lt;strong&amp;gt;:&amp;lt;/strong&amp;gt; Low.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;strong&amp;gt;High Saves:&amp;lt;/strong&amp;gt; [[Will]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;strong&amp;gt;Weapon Proficiencies:&amp;lt;/strong&amp;gt; Archmages gain no weapon proficiencies.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;strong&amp;gt;Armor Proficiencies:&amp;lt;/strong&amp;gt; Archmages gain no armor proficiencies.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;strong&amp;gt;Skill Points:&amp;lt;/strong&amp;gt; 2 + Int [[Ability_modifier| modifier]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;strong&amp;gt;Class Skills:&amp;lt;/strong&amp;gt; [[Concentration]], [[Craft Alchemy]], [[Craft Armor]], [[Craft Weapon]], all Lore skills, and [[Spellcraft]].&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;
||&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|| High Arcana feat selection&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|| &lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|| High Arcana feat selection&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
||&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|| High Arcana feat selection&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
||&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|| High Arcana feat selection&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|| &lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|| High Arcana feat selection&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Spells per day / spells known====&lt;br /&gt;
When a new archmage level is gained, the character gains new spells per day (and spells known, if applicable) as though they had gained a level in whatever arcane spellcasting class gave them picked. If the character has more than one applicable arcane spellcasting class, they must pick one to improve.&lt;br /&gt;
&lt;br /&gt;
High Arcana feats: The Archmage can take high arcana feats. All these feats cost one spellslot each and are sacrificed as you rest.&lt;br /&gt;
&lt;br /&gt;
====High Arcana: Spellpower 1 ====&lt;br /&gt;
Specifics: At the cost of one 5th level spell your spellpower increases by one (+1 for purposes of determining level-dependent spell variables such as damage dice or range, and caster level checks only). Spell slots are sacrificed the first time the feat is used after resting and must contain a memorized spell.&lt;br /&gt;
&lt;br /&gt;
Use: Automatic&lt;br /&gt;
&lt;br /&gt;
====High Arcana: Spellpower 2 ====&lt;br /&gt;
Specifics: At the cost of one 7th level spell your spellpower increases by one. Spell slots are sacrificed the first time the feat is used after resting and must contain a memorized spell.&lt;br /&gt;
&lt;br /&gt;
Use: Automatic&lt;br /&gt;
&lt;br /&gt;
====High Arcana: Spellpower 3 ====&lt;br /&gt;
Requirement : Archmage level 8&lt;br /&gt;
&lt;br /&gt;
Specifics: At the cost of one 9th level spell your spellpower increases by one. Spell slots are sacrificed the first time the feat is used after resting and must contain a memorized spell.&lt;br /&gt;
&lt;br /&gt;
Use: Automatic&lt;br /&gt;
&lt;br /&gt;
====High Arcana: Mastery of Shaping ====&lt;br /&gt;
Specifics: At the cost of one 6th level spell you gain the ability to shape your spells in such a manner that they only harm hostile creatures. Your understanding of magic has deepend to the point where you can use this ability at will. If no sacrificed spell slot is available the ability cannot be used. Spell slots are sacrificed the first time the feat is used after resting and must contain a memorized spell.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note that this will not work on all AoE spells! Cone spells and Cloud spells will still melt your friends&#039; faces off, mass enchantments will still stop them in their tracks and while this feat is activated, wards cast on others will do nothing and be lost.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Use: On / Off&lt;br /&gt;
&lt;br /&gt;
====High Arcana: Mastery of the Elements ====&lt;br /&gt;
Requirement : Archmage level 8&lt;br /&gt;
&lt;br /&gt;
Specifics: At the cost of one 8th level spell you gain the ability convert spells from one element into another. This ability can be used at will. If no sacrficed spell slot is available the ability cannot be used. Spell slots are sacrificed the first time the feat is used after resting and must contain a memorized spell. Note that this won&#039;t enable a Frostmage to use their piercing cold ability on spells that aren&#039;t cold-based to begin with.&lt;br /&gt;
&lt;br /&gt;
Use: On / Off&lt;br /&gt;
&lt;br /&gt;
====High Arcana: Arcane Fire ====&lt;br /&gt;
Specifics: At the cost of one 9th level spell you gain the ability convert spells of any level into Arcane Fire. This ability can be used at will. Arcane fire requires a ranged touch attack to hit and does 1d8 magic damage for every level of the spell converted and an additional 1d8 magic damage for every Archmage level with the possibility of a critical hit. If no sacrificed spell slot is available the ability cannot be used. Spell slots are sacrificed the first time the feat is used after resting and must contain a memorized spell.&lt;br /&gt;
&lt;br /&gt;
Use: On / Off&lt;br /&gt;
&lt;br /&gt;
In order to use arcane fire, use &amp;quot;spontaneous conversion&amp;quot; from quickcast menu.&lt;br /&gt;
&lt;br /&gt;
====High Arcana: Spell-Like Ability ====&lt;br /&gt;
Specifics: An archmage who selects this type of high arcana can use one of her arcane spell slots to permanently prepare one of her arcane spells as a spell-like ability that can be used twice per day (for level 7-9), three times per day (for level 4-6) or four times per day (for level 1-3).&lt;br /&gt;
&lt;br /&gt;
This feat can be taken more than once, up to x5 at level 10.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Notes: ===&lt;br /&gt;
&lt;br /&gt;
Spell-like abilities can be picked in this list :&lt;br /&gt;
* [[Analyze Dweomer]]&lt;br /&gt;
* [[Banishment]]&lt;br /&gt;
* [[Chain Lightning]]&lt;br /&gt;
* [[Chaos]]&lt;br /&gt;
* [[Bigby&#039;s_Clenched_Fist]]&lt;br /&gt;
* [[Bigby&#039;s Crushing Hand]]&lt;br /&gt;
* [[Bigby&#039;s Forceful Hand]]&lt;br /&gt;
* [[Bigby&#039;s Grasping Hand]]&lt;br /&gt;
* [[Bigby&#039;s Interposing Hand]]&lt;br /&gt;
* [[Delayed Blast Fireball]]&lt;br /&gt;
* [[Dimensional Anchor]]&lt;br /&gt;
* [[Disintegrate]]&lt;br /&gt;
* [[Dismissal]]&lt;br /&gt;
* [[Dispel Magic]]&lt;br /&gt;
* [[Displacement]]&lt;br /&gt;
* [[Energy Immunity]]&lt;br /&gt;
* [[Enervation]]&lt;br /&gt;
* [[Feeblemind]]&lt;br /&gt;
* [[Fireball]]&lt;br /&gt;
* [[Firebrand]]&lt;br /&gt;
* [[Fireburst]]&lt;br /&gt;
* [[Flame Arrow]]&lt;br /&gt;
* [[Grease]]&lt;br /&gt;
* [[Dispel Magic, Greater|Greater Dispel]]&lt;br /&gt;
* [[Greater Invisibility]]&lt;br /&gt;
* [[Greater Shout]]&lt;br /&gt;
* [[Spell Breach, Greater|Greater Spell Breach]]&lt;br /&gt;
* [[Spell Mantle, Greater|Greater Spell Mantle]]&lt;br /&gt;
* [[Greater Teleport]]&lt;br /&gt;
* [[Haste]]&lt;br /&gt;
* [[Ice Darts]]&lt;br /&gt;
* [[Ice Storm]]&lt;br /&gt;
* [[Improved Mage Armor]]&lt;br /&gt;
* [[Invisibility]]&lt;br /&gt;
* [[Isaac&#039;s Greater Missile Storm]]&lt;br /&gt;
* [[Knock]]&lt;br /&gt;
* [[Spell Mantle, Least|Least Spell Mantle]]&lt;br /&gt;
* [[Spell Breach, Lesser|Lesser Breach]]&lt;br /&gt;
* [[Magic Missile]]&lt;br /&gt;
* [[Mind Blank]]&lt;br /&gt;
* [[Mordenkainen&#039;s Disjunction]]&lt;br /&gt;
* [[Opalescent Glare]]&lt;br /&gt;
* [[Orb of Acid]]&lt;br /&gt;
* [[Orb of Force]]&lt;br /&gt;
* [[Polar Ray]]&lt;br /&gt;
* [[Polymorph]]&lt;br /&gt;
* [[Premonition]]&lt;br /&gt;
* [[Protection from Alignment]]&lt;br /&gt;
* [[Protection from Arrows]]&lt;br /&gt;
* [[Ray of Enfeeblement]]&lt;br /&gt;
* [[Shadow Door]]&lt;br /&gt;
* [[Shadow Shield]]&lt;br /&gt;
* [[Shield (spell)|Shield]]&lt;br /&gt;
* [[Solipsism]]&lt;br /&gt;
* [[Sound Blast]]&lt;br /&gt;
* [[Spell Mantle]]&lt;br /&gt;
* [[Superior Resistance]]&lt;br /&gt;
* [[Teleport]]&lt;br /&gt;
* [[True Seeing]]&lt;br /&gt;
* [[Vampiric Touch]]&lt;br /&gt;
* [[Wail of the Banshee]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
WARNING/NOTE:&lt;br /&gt;
&lt;br /&gt;
High Arcana feats cost spellslots to use! Spellslots are memorized / known spells and are sacrificed alphabetically. Metamagic prepared spells are not checked. Not sacrificing a spell slot for an ability incurs a one time 5 casterlevels and 2 DC penalty. Make sure you memorize a non-metamagic spell to lose at the levels you incur a spell slot loss.&lt;br /&gt;
&lt;br /&gt;
Spell-like abilities are uninterruptible and cast slightly faster than normal spells.  &lt;br /&gt;
&lt;br /&gt;
SLA Sacrificed Spell Slot example:  If your Level 9 spell selection is Wail, Mords and Sanctuary, if you choose Bigby&#039;s Crushing Hand as an SLA, this means that you lose one Level 9 spell slot, but you have 2 castings of Bigby&#039;s Crushing Hand (thus a net gain of 1 Level 9 casting).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Classes]]&lt;br /&gt;
[[Category:Prestige Class]]&lt;br /&gt;
[[Category:Playable Class]]&lt;/div&gt;</summary>
		<author><name>DM Grinning Death</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Assassin&amp;diff=12964</id>
		<title>Assassin</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Assassin&amp;diff=12964"/>
		<updated>2021-07-07T20:10:00Z</updated>

		<summary type="html">&lt;p&gt;DM Grinning Death: Undo revision 12907 by Nathaniel (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Description==&lt;br /&gt;
The Assassin (or Avenger) is the master of dealing quick, lethal blows. Assassins often function as spies, informants, killers for hire, or agents of vengeance. Their training in anatomy, stealth, poison, and the dark arts allows them to carry out missions of death with shocking, terrifying precision. Most [[rogue|Rogues]], [[monk|Monks]], and [[bard|Bards]] who choose this class become examples of the classic assassin skulking in the shadows with a blade carrying certain death. [[Fighter|Fighters]], ex-[[paladin|Paladins]], [[ranger|Rangers]], [[druid|Druids]], and [[barbarian|Barbarians]] operate as warrior-assassins, with as much ability to kill in combat as from the shadows. [[Sorcerer|Sorcerers]], [[wizard|Wizards]], and [[cleric|Clerics]] may be the most terrifying assassins of all, for with their spells they can infiltrate and slay with even greater impunity.&lt;br /&gt;
&lt;br /&gt;
==Requirements==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Skill]]s&#039;&#039;&#039;: [[Hide]] 8 ranks, [[Move Silently]] 8 ranks&lt;br /&gt;
&lt;br /&gt;
==Class Features==&lt;br /&gt;
{{Class base features|hit die=d6&lt;br /&gt;
|proficiencies=Weapons([[Weapon Proficiency (simple)|simple]]) and Armor([[Armor Proficiency (light)|light]])&lt;br /&gt;
|skill pts=4&lt;br /&gt;
|class skills=[[Bluff]], [[Craft Alchemy]], [[Craft Trap]], [[Craft Weapon]], [[Diplomacy]], [[Disable Device]], [[Escape Artist]], [[Hide]], [[Intimidate]], [[Listen]],[[Lore: Arcana]], [[Lore: Dungeoneering]], [[Lore: Local]], [[Lore: Nobility and Royalty]], [[Move Silently]], [[Open Lock]], [[Parry]] , [[Search]], [[Sense motive]], [[Set Trap]], [[Sleight of Hand]], [[Spot]], [[Tumble]], [[Use Magic Device]].&lt;br /&gt;
|BAB=Medium&lt;br /&gt;
|high save=[[Reflex]]&lt;br /&gt;
|low save=[[Fortitude]], [[Will]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This class can cross-class the Perform Skill.&lt;br /&gt;
&lt;br /&gt;
===Additional features===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Level&lt;br /&gt;
!Features Gained&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|[[Death Attack]] +1d6, [[Use Poison]]&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|[[Poison Resistance]] I, [[Uncanny Dodge]], &#039;&#039;[[Ghostly Visage]]&#039;&#039; x1&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Sneak Attack +1d6&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Poison Resistance II&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|Sneak Attack +2d6, [[Improved Uncanny Dodge]], &#039;&#039;[[Darkness]]&#039;&#039; x1&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|Poison Resistance III&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|Sneak Attack +3d6, &#039;&#039;[[Invisibility]]&#039;&#039; x1&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|Poison Resistance IV, [[Hide in Plain Sight]]&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|Sneak Attack +4d6, &#039;&#039;[[Greater Invisibility]]&#039;&#039; x1&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|Poison Resistance V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Death Attack===&lt;br /&gt;
At 1st level, the Assassin can make a special sneak attack called a Death Attack.  This ability adds to the Rogue&#039;s [[Sneak Attack]] ability, adding an extra 1d6 points of damage, if you already have levels of Rogue.  This bonus rises to +2d6 at 3rd level, +3d6 at 5th level, +4d6 at 7th level, and +5d6 at 9th level. If used against an opponent not already in combat, a successful death attack forces the victim to make a [[fortitude]] [[Saving throw|Save]] or become paralyzed.&lt;br /&gt;
&lt;br /&gt;
The DC for a target to become paralyzed is equal to; Base 10 + Assassin Level + Intelligence bonus modifier. A level 20 character with 10 Assassin levels and a Intelligence score of 16 for a bonus of +3 will have DC of 10 (Base) + 10 (Levels) + 3 (bonus) for 23. Opponent must be out of combat.&lt;br /&gt;
&lt;br /&gt;
If the character has [[Epic Precision]], death attack will do full damage but will not paralyze the target if it is immune to critical hits.&lt;br /&gt;
&lt;br /&gt;
===Use Poison===&lt;br /&gt;
The character is trained in the use of poison and is never at risk of poisoning himself when applying poison to a weapon.&lt;br /&gt;
&lt;br /&gt;
===Poison Resistance===&lt;br /&gt;
The assassin&#039;s expertise with deadly toxins gives him an unnatural resistance to poisons of all types. The assassin gains a +1 bonus on Fortitude saves against poison at 2nd level. This bonus increases to +2 at 4th level, +3 at 6th level, +4 at 8th level, and +5 at 10th level.&lt;br /&gt;
&lt;br /&gt;
===Uncanny Dodge===&lt;br /&gt;
At 2nd level, the Assassin retains their [[dexterity]] bonus to [[Armor|AC]] even when caught [[flat-foot|flat-footed]].&lt;br /&gt;
&lt;br /&gt;
===Improved Uncanny Dodge===&lt;br /&gt;
At 5th level, the Assassin can no longer be sneak attacked except by a character with 4 or more total levels in classes that grant sneak attack than the [[Character progression|character levels]] of the Assassin.&lt;br /&gt;
&lt;br /&gt;
===Hide in Plain Sight===&lt;br /&gt;
At 8th level, the Assassin may enter stealth mode even while being observed.&lt;br /&gt;
&lt;br /&gt;
===Spells===&lt;br /&gt;
At 2nd level, the Assassin gains a spellbook, spells require a base Intelligence score of 10+spell level to be cast and can be picked in that [[Assassin Spells|list]].&lt;br /&gt;
&lt;br /&gt;
***NOTE ON ASSASSIN CASTER LEVELS:  Caster level calculation for Assassin is:  Assassin levels + (non-Assassin levels/2) = Caster Level.  So a level 30 character with 8 or 9 Assassin levels will have CL19 while a level 30 PC with 10 Assassin levels will have CL20. Dragonslayer counts up to 6 of its levels as assassin levels, as per its optional assassin spell progression. For example a 10 rogue 10 assassin 10 Dragonslayer would have CL26.&lt;br /&gt;
[[Category:Prestige Class]]&lt;br /&gt;
[[Category:Playable Class]]&lt;br /&gt;
[[Category:Combat classes]]&lt;/div&gt;</summary>
		<author><name>DM Grinning Death</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Barbarian&amp;diff=12963</id>
		<title>Barbarian</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Barbarian&amp;diff=12963"/>
		<updated>2021-07-07T20:09:53Z</updated>

		<summary type="html">&lt;p&gt;DM Grinning Death: Undo revision 12908 by Nathaniel (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Description==&lt;br /&gt;
[[File:Barbarian.jpg|thumb|327x327px]]&lt;br /&gt;
Barbarians are brave, even reckless warriors whose great strength and heartiness makes them well suited for adventure. Where the fighter would rely on training and discipline, the barbarian enters a berserker state that makes him stronger, tougher, and more determined but less concerned with his health. These spectacular rages leave him winded, and he only has the energy for a few a day, but those usually suffice. He also knows the wild and runs at great speed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Alignment restrictions&#039;&#039;&#039;: &amp;lt;u&amp;gt;Any non-lawful&amp;lt;/u&amp;gt;. Barbarians are wild at heart.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; &#039;&#039;&#039;Ex-barbarians =&#039;&#039;&#039; A barbarian who becomes lawful loses the ability to gain more levels as a barbarian. He retains all the other benefits of the class (damage reduction, fast movement, trap sense, and uncanny dodge).&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== CUSTOM CHANGES for BGTSCC: ===&lt;br /&gt;
* Gains [[Armored Efficiency]] feat at level 8&lt;br /&gt;
* At level 20 he gets a +2 Dodge bonus to AC, this bonus AC is removed while raging.&lt;br /&gt;
* Bonus feat at levels 10/20/30&lt;br /&gt;
* Rage increased by 5 rounds&lt;br /&gt;
* Epic Rage - Lowered STR requirement from 27 to 21&lt;br /&gt;
* Thundering Rage - Lowered STR requirement from 25 to 21&lt;br /&gt;
* The class now has access to the custom Lore: Local and Lore: Nature skills.&lt;br /&gt;
* The class now gets Evasion at Barbarian level 18&lt;br /&gt;
&lt;br /&gt;
==== (Standard) Rage: ====&lt;br /&gt;
&lt;br /&gt;
In rage, a barbarian gains phenomenal strength and durability but becomes reckless and less able to defend himself. He temporarily gains a +4 bonus to Strength, a +4 bonus to Constitution, and a +2 morale bonus on Will saves, Rage lasts for &#039;&#039;&#039;8&#039;&#039;&#039; + Constitution bonus (including bonus from rage) rounds.&lt;br /&gt;
&lt;br /&gt;
* no AC penalty anymore when raging.  &lt;br /&gt;
* If CON loss causes HP to drop to zero or below upon Rage expiring an effect was added to heal the character.&lt;br /&gt;
* Bonus damage applied as 2/3/4/5 (Rage/Greater Rage/Mighty Rage/Epic Rage).&lt;br /&gt;
* Regen 1 for Rage/Greater Rage, increases to Regen 2 with Mighty/Epic Rage.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;nowiki/&amp;gt;===&lt;br /&gt;
==== Whirlwind Frenzy: ====&lt;br /&gt;
At level 1, a barbarian may choose Whirlwind Frenzy instead of Standard Rage.  Whirlwind Frenzy grants +4 Strength, +2 Dodge AC, +2 Reflex saves and an additional attack at the highest AB (does not stack with haste). These bonuses increase to: at Level 11 gains +6 Strength, +3 Dodge AC, +3 Reflex; at Level 20 gains +8 Strength, +4 Dodge AC, +4 Reflex; and with Epic Rage gains +10 Strength, +5 Dodge AC, +5 Reflex. The barbarian that chooses Whirlwind Frenzy does not get Indomitable Will at level 14.  The amount of barbarian rage uses remain the same as the normal version. (Note that the Jun 02, 2017 Update implemented a -2 AC penalty while using a shield while under the effects of a Whirwind Frenzy.  See forum post at https://bgtscc.net/viewtopic.php?f=4&amp;amp;t=2716&amp;amp;p=744842)&lt;br /&gt;
Rage lasts for &#039;&#039;&#039;8&#039;&#039;&#039; + Constitution bonus rounds.&lt;br /&gt;
&lt;br /&gt;
{{Class Feature|HD =12|BAB =H|Hsave =[[Fortitude]]|Lsave =[[Reflex]], [[Will]]|WP =[[Weapon Proficiency (simple)|Simple]] &amp;amp; [[Weapon Proficiency (martial)|Martial]].|AP =[[Armor Proficiency (light)|Light]], [[Armor Proficiency (medium)|Medium]] &amp;amp; [[Shield Proficiency|Shields]]. (except tower shields)&amp;lt;br /&amp;gt;|skill =4|Cskill =[[Craft Armor]], [[Craft Trap]], [[Craft Weapon]], [[Intimidate]], [[Listen]],[[Lore: Local]], [[Lore: Nature]], [[Parry]], [[Survival]], and [[Taunt]].}}&lt;br /&gt;
&lt;br /&gt;
====Additional progression====&lt;br /&gt;
{| cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;0&amp;quot; -&lt;br /&gt;
|-&lt;br /&gt;
|Level&amp;amp;nbsp;||Features gained&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;1||[[Rage]] 1[[per day|/day]], [[Fast movement]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;2||[[Uncanny Dodge]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;3||[[Trap Sense]] +1&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;4||Barbarian rage 2/day&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;5||[http://nwn2.wikia.com/wiki/Improved_Uncanny_Dodge Improved uncanny dodge]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;6||Trap sense +2&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;7||[[Damage reduction]] 1/-&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;8||Barbarian Rage 3/day, [[Armored Efficiency]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;9||Trap sense +3&lt;br /&gt;
|-&lt;br /&gt;
|10||Damage reduction 2/-, &#039;&#039;&#039;&#039;&#039;&amp;lt;u&amp;gt;Bonus Feat&amp;lt;/u&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|11||[[Greater Rage]]&lt;br /&gt;
|-&lt;br /&gt;
|12||Barbarian rage 4/day, Trap sense +4&lt;br /&gt;
|-&lt;br /&gt;
|13||Damage reduction 3/-&lt;br /&gt;
|-&lt;br /&gt;
|14||[[Indomitable Will]]&lt;br /&gt;
|-&lt;br /&gt;
|15||Trap sense +5&lt;br /&gt;
|-&lt;br /&gt;
|16||Damage reduction 4/-, Barbarian rage 5/day&lt;br /&gt;
|-&lt;br /&gt;
|17||[[Tireless Rage]]&lt;br /&gt;
|-&lt;br /&gt;
|18||Trap sense +6, &#039;&#039;&#039;&#039;&#039;&amp;lt;u&amp;gt;[[Evasion]]&amp;lt;/u&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|19||Damage reduction 5/-&lt;br /&gt;
|-&lt;br /&gt;
|20||[[Mighty Rage]], Barbarian rage 6/day, &#039;&#039;&#039;&#039;&#039;&amp;lt;u&amp;gt;Bonus Feat&amp;lt;/u&amp;gt;&#039;&#039;&#039;&#039;&#039;, +2 Dodge AC&lt;br /&gt;
|-&lt;br /&gt;
|21||Trap sense +7&lt;br /&gt;
|-&lt;br /&gt;
|22||Damage reduction 6/-&lt;br /&gt;
|-&lt;br /&gt;
|23&lt;br /&gt;
|-&lt;br /&gt;
|24||Trap sense +8, Barbarian rage 7/day, Bonus Feat&lt;br /&gt;
|-&lt;br /&gt;
|25||Damage reduction 7/-&lt;br /&gt;
|-&lt;br /&gt;
|26||&lt;br /&gt;
|-&lt;br /&gt;
|27||Trap sense +9&lt;br /&gt;
|-&lt;br /&gt;
|28||Damage reduction 8/-, Barbarian rage 8/day, Bonus Feat&lt;br /&gt;
|-&lt;br /&gt;
|29||&lt;br /&gt;
|-&lt;br /&gt;
|30||Trap sense +10, &#039;&#039;&#039;&#039;&#039;&amp;lt;u&amp;gt;Bonus Feat&amp;lt;/u&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
===Rage===&lt;br /&gt;
A barbarian can fly into a screaming blood frenzy a certain number of times per day. &lt;br /&gt;
After rage expires, the barbarian is tired and suffers -2 Strength, -2 Dexterity, and a -10% movement penalty for 5 rounds.&lt;br /&gt;
&lt;br /&gt;
===Fast movement===&lt;br /&gt;
A barbarian has an increase in his base land speed by 10 feet.&lt;br /&gt;
===Uncanny dodge===&lt;br /&gt;
At 2nd level, a barbarian gains the ability to react to danger before his senses would normally allow him to do so. He retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized.&lt;br /&gt;
===Trap sense===&lt;br /&gt;
Starting at 3rd level, a barbarian has an intuitive sense that alerts him to danger from traps, giving him a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise by +1 every three levels in barbarian thereafter (6th, 9th, 12th, 15th, and 18th level).&lt;br /&gt;
===Improved uncanny dodge===&lt;br /&gt;
At 5th level, a barbarian can no longer be flanked. This defense denies another character the option to sneak attack the character by flanking her, unless the attacker has at least four more class levels, in their class which provides sneak attack, than the target does.&lt;br /&gt;
===Damage reduction===&lt;br /&gt;
At 7th level, a barbarian gains the ability to shrug off some amount of injury from each blow or attack. Subtract 1 from the damage the barbarian takes each time he is dealt damage from a weapon or a natural attack. At 10th level, and every three barbarian levels thereafter (13th, 16th, and 19th level), this damage reduction rises by 1 point. This damage reduction stacks with the damage reduction from [[Epic Damage Reduction]] and [[Greater Resiliency]] but does not stack with [[Dwarven Defender damage reduction]] or any other damage reduction, such as one granted by items etc.&lt;br /&gt;
===Greater rage===&lt;br /&gt;
At 11th level, a barbarian&#039;s bonuses to Strength and Constitution during his rage each increase to +6, and his morale bonus on Will saves increases to +3. &lt;br /&gt;
===Indomitable will===&lt;br /&gt;
While in a rage, a barbarian of 14th level or higher gains a +4 bonus on Will saves to resist mind-affecting spells. This bonus stacks with all other modifiers, including the morale bonus on Will saves he also receives during his rage.&lt;br /&gt;
===Tireless rage===&lt;br /&gt;
When a barbarian reaches 17th level, he no longer gets fatigued from using rage and can ignore the penalties to Strength, Dexterity, and movement.&lt;br /&gt;
=== Mighty rage ===&lt;br /&gt;
At 20th level, a barbarian&#039;s bonuses to Strength and Constitution during his rage each increase to +8, and his morale bonus on Will saves increases to +4. &lt;br /&gt;
&lt;br /&gt;
=== Barbarian AC ===&lt;br /&gt;
At level 20 a barbarian&#039;s armor class increases. He gets a +2 Dodge bonus to AC, this bonus AC is removed while raging.&lt;br /&gt;
&lt;br /&gt;
=== Bonus Feats ===&lt;br /&gt;
At levels 10, 20, 30 a barbarian gets to choose a bonus feat&lt;br /&gt;
&lt;br /&gt;
===Epic Barbarian Bonus Feats===&lt;br /&gt;
[[Armor Skin|Armor Skin (Epic)]], [[Epic Toughness]], [[Epic Energy Resistance]], [[Epic Rage]], [[Epic Prowess]], [[Great Strength]], [[Overwhelming Critical]], and [[Thundering Rage]]&lt;/div&gt;</summary>
		<author><name>DM Grinning Death</name></author>
	</entry>
</feed>