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		<title>Deity</title>
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		<updated>2025-05-06T14:08:16Z</updated>

		<summary type="html">&lt;p&gt;DM Limerence: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A &#039;&#039;&#039;deity&#039;&#039;&#039; is a member of a pantheon (or other demigod or entity) that is worshiped on [[Faerun]] (and other worlds).&lt;br /&gt;
&lt;br /&gt;
At character creation, one must choose a deity from a list [[Forgotten Realms]] deities. These are common deities worshiped and include pantheons from remote areas like [[Mulhorand]] and [[Chult]]. If a character&#039;s current deity is not compatible with his current alignment or class, the deity will need to be changed to one that actually fits the character.&lt;br /&gt;
&lt;br /&gt;
==Heterodox Domains==&lt;br /&gt;
Aside from their normal, canon domains, some deities on Baldur&#039;s Gate: The Sword Coast Chronicles also have access to several extra domains. These domains are considered heterodox domains - they are at odds with the traditional worship of that god, representing independent interpretations of that god&#039;s doctrine. In some cases, these domains represent outright heretical beliefs, and they are opposed, sometimes violently, by the mainstream church. In other cases, heterodox followers are accepted as a valid interpretation of their god&#039;s doctrine, even if more traditional priests do not agree that they &amp;quot;have the right of it.&amp;quot; The Luck domain is a particularly common heterodox domain, representing a more free form interpretation of that god&#039;s will - Luck heterodox clerics differ from mainstream beliefs typically by believing one should allow the whims of the world and their god to guide them. Luck heterodox clerics are often much less attached to the dogma of their god than more traditional clerics, believing that their god&#039;s message can be found in many different ways.&lt;br /&gt;
&lt;br /&gt;
How a god is able to bestow the powers of domains they do not normally grant is unclear. In some cases, another god or entity may be granting the domain&#039;s powers in place of the god the priest thinks they are venerating, while some gods may actively seek to foster conflict and debate within their worshipers.&lt;br /&gt;
&lt;br /&gt;
Heterodox Domains are marked in italics on the deity list. &lt;br /&gt;
&lt;br /&gt;
===Examples===&lt;br /&gt;
Every heterodox cleric has their own reasons for believing the way they do. Some examples of why priests of a certain god might have these uncommon domains include the following.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Myrkul&#039;&#039;&#039; &#039;&#039;(Travel, War)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Clerics of Myrkul with the Travel domain focus on Myrkul&#039;s role as a god of transition and new beginnings. He is the ferryman that brings souls from one life and into the next, and so should not be feared. &lt;br /&gt;
&lt;br /&gt;
Clerics with the War domain believe Myrkul to be the king of war, that the truth of war is death, not honor, glory, freedom, conquest, or any of the other hollow causes claimed by those who fight. In the end, the only kingdom that ever wins in war is Myrkul&#039;s.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Selûne&#039;&#039;&#039; &#039;&#039;(Darkness)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Clerics of Selûne with the Darkness domain often come from the Dark Moon heresy, the idea that Selûne and Shar are two sides of the same goddess. Others favor the outcast and the lost, and believe strongly in the importance of internal judgment over external judgment, that what is hidden is private and that personal truths are more valuable than absolute truths.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Siamorphe&#039;&#039;&#039; &#039;&#039;(Luck, Magic)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Clerics of Siamorphe with the Luck domain believe that there is no divine right in blood - kings can produce incompetent fools while the simplest peasant can give birth to the wisest rulers of men. These clerics place little value in the aristocracy and do not care about heritage or lineage. They seek out rulers from whereever they can find them, such as among the common folk or local minority groups. &lt;br /&gt;
&lt;br /&gt;
Clerics of Siamorphe with the Magic domain often come from or advocate for magocratic societies where the ruling class is comprised of spellcasters. These clerics believe that those with magic have been blessed directly by the gods, or else that their arcane knowledge makes them wiser than non-magical rulers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Gods of Fury&#039;&#039;&#039; &#039;&#039;(Fury)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Though the Gods of Fury is not an uncommon belief, representing the alliance between Talos, Auril, Malar, and Umberlee, some priests take this belief further and worship Fury as a whole. This is most commonly represented by expanding which gods are considered a &amp;quot;god of fury.&amp;quot; They often believe that the entire orcish pantheon is an aspect of the Gods of Fury (and that Gruumsh is Talos, or vice versa), as well as various other gods of pain and destruction like Loviatar and Urdlen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Gods of Renewal&#039;&#039;&#039; &#039;&#039;(Healing)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Healing and Renewal domains represent two sides to rejuvenation. To renew is to accelerate or empower natural growth, to purge the body of poisons and toxic elements (physically, mentally, and spiritually) and emerge on the other side as a better, cleaner person. To heal, on the other hand, is to impose one&#039;s holy power on another. It is the divine miracle, the grace of the cleric and their god bestowed upon the subject to restore them to strength. Heterodox Healing clerics serving Renewal gods - who tend to be gods of nature - are often priests in civilized communities, rather than rural ones, and are typically more self-sure than the traditional priests of that god. They usually come from two extremes: those very new to the faith, impatient and eager, and those elder members of it - where long years of power and leadership has lead to arrogance.&lt;br /&gt;
&lt;br /&gt;
==Deity List==&lt;br /&gt;
The following deities are used in NWN2. Player characters may also opt to worship no deity at all (unless class requires one). If the character is a cleric or favored soul, they must have one of the god&#039;s provided alignments. If the character is a druid or spirit shaman, they must have an neutral alignment that is within one step of the deity&#039;s alignment. If the character is a cleric, they must choose domains associated with their deity.&lt;br /&gt;
&lt;br /&gt;
===Faerun deities===&lt;br /&gt;
{|class=&amp;quot;sortable&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;4&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Deity&lt;br /&gt;
!Title(s), Aspects/Aliases&lt;br /&gt;
!Alignment&lt;br /&gt;
!Favored Weapon&lt;br /&gt;
!Cleric Alignment&lt;br /&gt;
|Domains&lt;br /&gt;
|-&lt;br /&gt;
|[[Ao]]&lt;br /&gt;
|&amp;lt;span style=&amp;quot;font-size:85%&amp;quot;&amp;gt;&#039;&#039;The [[Overgod]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Lord Ao&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Hidden One&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The One Who is Hidden&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Watcher&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|[[True neutral]]&lt;br /&gt;
|[[Longsword]]&lt;br /&gt;
|None&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Akadi]]&lt;br /&gt;
|&amp;lt;span style=&amp;quot;font-size:85%&amp;quot;&amp;gt;&#039;&#039;Queen of Air&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Lady of Air&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Lady of the Winds&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Queen of Air Elementals&amp;lt;/span&amp;gt;&lt;br /&gt;
|[[True neutral]]&lt;br /&gt;
|[[Flail]]&lt;br /&gt;
|TN, NE, LN, CN&lt;br /&gt;
|Air, Illusion, &#039;&#039;Magic&#039;&#039;, Travel, Trickery&lt;br /&gt;
|-&lt;br /&gt;
|[[Auril]]&lt;br /&gt;
|&amp;lt;span style=&amp;quot;font-size:85%&amp;quot;&amp;gt;&#039;&#039;Frostmaiden&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Icedawn&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Cold Goddess&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Lady Frostkiss&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|[[Neutral evil]]&lt;br /&gt;
|[[Battleaxe]]&lt;br /&gt;
|NE, LE, CE&lt;br /&gt;
|Air, Cold, Evil, &#039;&#039;Fury&#039;&#039;, Storm, Water&lt;br /&gt;
|-&lt;br /&gt;
|[[Azuth]]&lt;br /&gt;
|&amp;lt;span style=&amp;quot;font-size:85%&amp;quot;&amp;gt;&#039;&#039;The High One&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Patron of Wizards&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Lord of Spells&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Hand of Sorcery&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Lord of Spellcraft&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|[[Lawful neutral]]&lt;br /&gt;
|[[Quarterstaff]]&lt;br /&gt;
|LE, LN, LG&lt;br /&gt;
|Illusion, Knowledge, Law, Magic, &#039;&#039;Protection&#039;&#039;, Spell&lt;br /&gt;
|-&lt;br /&gt;
|[[Bane (deity)|Bane]] (Dead)&lt;br /&gt;
|&amp;lt;span style=&amp;quot;font-size:85%&amp;quot;&amp;gt;&#039;&#039;The Black Lord&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Lord Bane&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Lord of Darkness&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Black Hand&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Dark One&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|[[Lawful evil]]&lt;br /&gt;
|[[Morningstar]]&lt;br /&gt;
|LE, LN, NE&lt;br /&gt;
|Evil, Destruction, Hatred, Law, Tyranny, &#039;&#039;War&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|[[Beshaba]]&lt;br /&gt;
|&amp;lt;span style=&amp;quot;font-size:85%&amp;quot;&amp;gt;&#039;&#039;The Maid of Misfortune&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Black Bess&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Lady Doom&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Maid of Misrule&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|[[Chaotic evil]]&lt;br /&gt;
|[[Whip]]&lt;br /&gt;
|CN, CE, NE&lt;br /&gt;
|Chaos, Evil, Fate, Luck, Trickery&lt;br /&gt;
|-&lt;br /&gt;
|[[Bhaal]] (Dead)&lt;br /&gt;
|&amp;lt;span style=&amp;quot;font-size:85%&amp;quot;&amp;gt;&#039;&#039;Lord of Murder&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Bale&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Niynjushigampo&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|[[Lawful evil]]&lt;br /&gt;
|[[Shortsword]]&lt;br /&gt;
|LN, LE, NE&lt;br /&gt;
|Death, Destruction, Evil, Law, Retribution, &#039;&#039;Trickery&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|[[Chauntea]]&lt;br /&gt;
|&amp;lt;span style=&amp;quot;font-size:85%&amp;quot;&amp;gt;&#039;&#039;The Great Mother&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Grain Goddess&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Golden Goddess&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;She Who Shapes All&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|[[Neutral good]]&lt;br /&gt;
|[[Scythe]]&lt;br /&gt;
|CG, LG, NG, N&lt;br /&gt;
|Animal, Earth, Good, Plant, Protection, Renewal&lt;br /&gt;
|-&lt;br /&gt;
|[[Cyric]]&lt;br /&gt;
|&amp;lt;span style=&amp;quot;font-size:85%&amp;quot;&amp;gt;&#039;&#039;Prince of Lies&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Dark Sun&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|[[Chaotic evil]]&lt;br /&gt;
|[[Longsword]]&lt;br /&gt;
|CE, CN, NE&lt;br /&gt;
|Chaos, Death, Destruction, Evil, Hatred, Illusion, Retribution, Suffering, Undeath&lt;br /&gt;
|-&lt;br /&gt;
|[[Deneir]]&lt;br /&gt;
|&amp;lt;span style=&amp;quot;font-size:85%&amp;quot;&amp;gt;&#039;&#039;Lord of All Glyphs and Images&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Scribe of Oghma&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|[[Neutral good]]&lt;br /&gt;
|[[Dagger]]&lt;br /&gt;
|CG, LG, NG&lt;br /&gt;
|Good, Knowledge, &#039;&#039;Luck&#039;&#039;, Protection, Rune&lt;br /&gt;
|-&lt;br /&gt;
|[[Eldath]]&lt;br /&gt;
|&amp;lt;span style=&amp;quot;font-size:85%&amp;quot;&amp;gt;&#039;&#039;Goddess of Singing Waters&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Quiet One&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Mother Guardian of Groves&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Green Goddess&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Mother of the Waters&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|[[Neutral good]]&lt;br /&gt;
|[[Unarmed strike]]&lt;br /&gt;
|NG, CG, CN&lt;br /&gt;
|Community, Family, Good, Plant, Protection, Water&lt;br /&gt;
|-&lt;br /&gt;
|[[Gond]]&lt;br /&gt;
|&amp;lt;span style=&amp;quot;font-size:85%&amp;quot;&amp;gt;&#039;&#039;Wonderbringer&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Lord of All Smiths&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Inspiration Divine&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Holy Maker of All Things&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Gearsmith&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Nebelun (Gnomes)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Zionil (in the Shining Lands)&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|[[True neutral]]&lt;br /&gt;
|[[Warhammer]]&lt;br /&gt;
|Any&lt;br /&gt;
|Earth, Fire, Knowledge, &#039;&#039;Luck&#039;&#039;, Metal, Planning&lt;br /&gt;
|-&lt;br /&gt;
|[[Grumbar]]&lt;br /&gt;
|&amp;lt;span style=&amp;quot;font-size:85%&amp;quot;&amp;gt;&#039;&#039;Boss of Earth&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Earthlord&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Gnarly One&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;King of the Land Below the Roots&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Boss of the Earth Elementals&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|[[True neutral]]&lt;br /&gt;
|[[Warhammer]]&lt;br /&gt;
|TN, NG, NE, LN, CN&lt;br /&gt;
|Balance, Cavern, &#039;&#039;Darkness&#039;&#039;, Earth, &#039;&#039;Endurance&#039;&#039;, &#039;&#039;Luck&#039;&#039;, Metal&lt;br /&gt;
|-&lt;br /&gt;
|[[Helm]]&lt;br /&gt;
|&amp;lt;span style=&amp;quot;font-size:85%&amp;quot;&amp;gt;&#039;&#039;He of the Unsleeping Eyes&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Watcher&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Vigilant&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Vigilant One&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Great Guard&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The God of Guardians&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|[[Lawful neutral]]&lt;br /&gt;
|[[Bastard sword]]&lt;br /&gt;
|LG, LN, LE&lt;br /&gt;
|Law, Planning, Protection, Strength, War&lt;br /&gt;
|-&lt;br /&gt;
|[[Ibrandul]] (Dead)&lt;br /&gt;
|&amp;lt;span style=&amp;quot;font-size:85%&amp;quot;&amp;gt;&#039;&#039;Lord of the Dry Depths&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Skulking God&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Lurker in Darkness&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|[[Chaotic neutral]]&lt;br /&gt;
|[[Quarterstaff]]&lt;br /&gt;
|CG, CN, CE, N, NE&lt;br /&gt;
|Cavern, Chaos, Darkness, Scalykind, Travel, &#039;&#039;Trickery&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|[[Ilmater]]&lt;br /&gt;
|&amp;lt;span style=&amp;quot;font-size:85%&amp;quot;&amp;gt;&#039;&#039;The Crying God&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Lord on the Rack&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The One Who Endures&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Broken One&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The One Who Endures&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Rack-Broken Lord&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|[[Lawful good]]&lt;br /&gt;
|[[Unarmed strike]]&lt;br /&gt;
|LG, LN, NG&lt;br /&gt;
|Endurance, Good, Healing, Law, Strength, Suffering&lt;br /&gt;
|-&lt;br /&gt;
|[[Istishia]]&lt;br /&gt;
|&amp;lt;span style=&amp;quot;font-size:85%&amp;quot;&amp;gt;&#039;&#039;The Water Lord&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;God-King of Water Elementals&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|[[True neutral]]&lt;br /&gt;
|[[Warhammer]]&lt;br /&gt;
|TN, NG, NE, LN, CN&lt;br /&gt;
|Destruction, Ocean, Storm, Travel, Water&lt;br /&gt;
|-&lt;br /&gt;
|[[Kelemvor]]&lt;br /&gt;
|&amp;lt;span style=&amp;quot;font-size:85%&amp;quot;&amp;gt;&#039;&#039;Lord of the Dead&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Judge of the Damned&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|[[Lawful neutral]]&lt;br /&gt;
|[[Bastard Sword]]&lt;br /&gt;
|LG, LN, LE&lt;br /&gt;
|Fate, Law, Magic, Protection, Repose, Travel&lt;br /&gt;
|-&lt;br /&gt;
|[[Kossuth]]&lt;br /&gt;
|&amp;lt;span style=&amp;quot;font-size:85%&amp;quot;&amp;gt;&#039;&#039;The Lord of Flames&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Firelord&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Tyrant-King&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tyrant Among Fire Elementals&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|[[True neutral]]&lt;br /&gt;
|[[Flail]]&lt;br /&gt;
|TN, NG, NE, LN, CN, LG, LE&lt;br /&gt;
(Kossuth has Lawful tendencies)&lt;br /&gt;
|Destruction, Fire, &#039;&#039;Fury&#039;&#039;, &#039;&#039;Healing&#039;&#039;, Renewal, Suffering&lt;br /&gt;
|-&lt;br /&gt;
|[[Lathander]]&lt;br /&gt;
|&amp;lt;span style=&amp;quot;font-size:85%&amp;quot;&amp;gt;&#039;&#039;Morninglord&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Commander of Creativity&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Inspiration&#039;s Dawn&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Rose-and-Gold God&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Bringer of the Dawn&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Lord of Birth and Renewal&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Patron to Spring and Eternal Youth&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Mentor of Self-Perfection&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Amaunator&#039;&#039; (Dead)&lt;br /&gt;
&amp;lt;/span&amp;gt;&lt;br /&gt;
|[[Neutral good]]&lt;br /&gt;
|[[Mace]]&lt;br /&gt;
|CG, LG, NG&lt;br /&gt;
|Good, Nobility, Protection, Renewal, Strength, Sun&lt;br /&gt;
|-&lt;br /&gt;
|[[Leira]] (Dead)&lt;br /&gt;
|&amp;lt;span style=&amp;quot;font-size:85%&amp;quot;&amp;gt;&#039;&#039;Lady of the Mists&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Mother of Illusionists&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Guardian of Liars&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Mistshadow&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|[[Chaotic neutral]]&lt;br /&gt;
|[[Kukri]]&lt;br /&gt;
|CG, CN, CE, N&lt;br /&gt;
|&#039;&#039;Air&#039;&#039;, Charm, Darkness, Illusion, &#039;&#039;Magic&#039;&#039;, Spell, Trickery&lt;br /&gt;
|-&lt;br /&gt;
|[[Lliira]]&lt;br /&gt;
|&amp;lt;span style=&amp;quot;font-size:85%&amp;quot;&amp;gt;&#039;&#039;Our Lady of Joy&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Joybringer&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Goddess of Joy&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Mistress of the Revels&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|[[Chaotic good]]&lt;br /&gt;
|[[Shuriken]]&lt;br /&gt;
|CN, NG, CG&lt;br /&gt;
|Chaos, Charm, Family, Good, &#039;&#039;Magic&#039;&#039;, Travel, &#039;&#039;Trickery&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|[[Loviatar]]&lt;br /&gt;
|&amp;lt;span style=&amp;quot;font-size:85%&amp;quot;&amp;gt;&#039;&#039;Maiden of Pain&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Willing Whip&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Patroness of Torturers&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|[[Lawful evil]]&lt;br /&gt;
|[[Whip]]&lt;br /&gt;
|LN, NE, LE&lt;br /&gt;
|Evil, &#039;&#039;Fury&#039;&#039;, Law, Retribution, Strength, Suffering&lt;br /&gt;
|-&lt;br /&gt;
|[[Malar]]&lt;br /&gt;
|&amp;lt;span style=&amp;quot;font-size:85%&amp;quot;&amp;gt;&#039;&#039;The Beastlord&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Lord of Beasts&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Black-Blooded Pard&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Ravaging Bear&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|[[Chaotic evil]]&lt;br /&gt;
|[[Unarmed strike]]&lt;br /&gt;
|CE, CN, NE&lt;br /&gt;
|Animal, Chaos, Evil, &#039;&#039;Fury&#039;&#039;, Strength, Moon&lt;br /&gt;
|-&lt;br /&gt;
|[[Mask]]&lt;br /&gt;
|&amp;lt;span style=&amp;quot;font-size:85%&amp;quot;&amp;gt;&#039;&#039;Master of All Thieves&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Shadowlord&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Lord of Shadows&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|[[Neutral evil]]&lt;br /&gt;
|[[Longsword]]&lt;br /&gt;
|LE, NE, CE&lt;br /&gt;
|Darkness, Evil, Luck, Trickery&lt;br /&gt;
|-&lt;br /&gt;
|[[Mielikki]]&lt;br /&gt;
|&amp;lt;span style=&amp;quot;font-size:85%&amp;quot;&amp;gt;&#039;&#039;Our Lady of the Forest&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Supreme Ranger&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Daughter to Silvanus&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|[[Neutral good]]&lt;br /&gt;
|[[Scimitar]]&lt;br /&gt;
|LG, NG, CG&lt;br /&gt;
|Animal, Fey, Good, &#039;&#039;Luck&#039;&#039;, Plant, Travel&lt;br /&gt;
|-&lt;br /&gt;
|[[Milil]]&lt;br /&gt;
|&amp;lt;span style=&amp;quot;font-size:85%&amp;quot;&amp;gt;&#039;&#039;Lord of Song&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Lord of All Songs&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Guardian of Singers and Troubadours&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The One True Hand of All-Wise Oghma&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|[[Neutral good]]&lt;br /&gt;
|[[Rapier]]&lt;br /&gt;
|NG, LG, CG&lt;br /&gt;
|Charm, Good, Knowledge, &#039;&#039;Luck&#039;&#039;, Nobility&lt;br /&gt;
|-&lt;br /&gt;
|[[Myrkul]] (Dead)&lt;br /&gt;
|&amp;lt;span style=&amp;quot;font-size:85%&amp;quot;&amp;gt;&#039;&#039;Lord of Bones&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Old Lord Skull&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Reaper&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Lord of the Dead&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|[[Neutral evil]]&lt;br /&gt;
|[[Scythe]]&lt;br /&gt;
|LE, NE, CE&lt;br /&gt;
|Darkness, Death, Evil, Suffering, &#039;&#039;Travel&#039;&#039;, Undeath, &#039;&#039;War&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|[[Mystra]]&lt;br /&gt;
|&amp;lt;span style=&amp;quot;font-size:85%&amp;quot;&amp;gt;&#039;&#039;The Lady of Mysteries&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Mother of All Magic&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Our Lady of Spells&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|[[Neutral good]]&lt;br /&gt;
|[[Shuriken]]&lt;br /&gt;
|CG, LG, NG, LN, LE&lt;br /&gt;
|Illusion, Knowledge, Good, Magic, Rune, Spell&lt;br /&gt;
|-&lt;br /&gt;
|[[Oghma]]&lt;br /&gt;
|&amp;lt;span style=&amp;quot;font-size:85%&amp;quot;&amp;gt;&#039;&#039;The Binder of What is Known&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Lord of Knowledge&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Patron of Bards&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Wise God&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|[[True neutral]]&lt;br /&gt;
|[[Longsword]]&lt;br /&gt;
|Any&lt;br /&gt;
|Balance, Charm, Knowledge, Luck, Travel, Trickery&lt;br /&gt;
|-&lt;br /&gt;
|[[Selûne]]&lt;br /&gt;
|&amp;lt;span style=&amp;quot;font-size:85%&amp;quot;&amp;gt;&#039;&#039;Our Lady of Silver&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Moonmaiden&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Night White Lady&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|[[Chaotic good]]&lt;br /&gt;
|[[Morningstar]]&lt;br /&gt;
|CG, CN, NG&lt;br /&gt;
|Chaos, &#039;&#039;Darkness&#039;&#039;, &#039;&#039;Dream&#039;&#039;, Good, Moon, Protection, Travel&lt;br /&gt;
|-&lt;br /&gt;
|[[Shar]]&lt;br /&gt;
|&amp;lt;span style=&amp;quot;font-size:85%&amp;quot;&amp;gt;&#039;&#039;Mistress of the Night&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Lady of Loss&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Nightsinger&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Dark Lady&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Dark Goddess&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|[[Neutral evil]]&lt;br /&gt;
|[[Shortsword]]&lt;br /&gt;
|CE, NE, LE&lt;br /&gt;
|Darkness, Evil, &#039;&#039;Illusion&#039;&#039;, Knowledge, &#039;&#039;Trickery&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|[[Shaundakul]]&lt;br /&gt;
|&amp;lt;span style=&amp;quot;font-size:85%&amp;quot;&amp;gt;&#039;&#039;The Rider of the Winds&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Helping Hand&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|[[Chaotic neutral]]&lt;br /&gt;
|[[Greatsword]]&lt;br /&gt;
|CG, CN, CE&lt;br /&gt;
|Air, Chaos, &#039;&#039;Luck&#039;&#039;, Portal, Protection, Trade, Travel&lt;br /&gt;
|-&lt;br /&gt;
|[[Silvanus]]&lt;br /&gt;
|&amp;lt;span style=&amp;quot;font-size:85%&amp;quot;&amp;gt;&#039;&#039;Oak Father&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Forest Father&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Old Oak&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Treefather&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Old Father Tree&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|[[True neutral]]&lt;br /&gt;
|[[Warmace]]&lt;br /&gt;
|TN, NG, NE, LN, CN&lt;br /&gt;
|Animal, &#039;&#039;Balance&#039;&#039;, &#039;&#039;Healing&#039;&#039;, Plant, Protection, Renewal, Water&lt;br /&gt;
|-&lt;br /&gt;
|[[Sune]]&lt;br /&gt;
|&amp;lt;span style=&amp;quot;font-size:85%&amp;quot;&amp;gt;&#039;&#039;Firehair&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Lady Firehair&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Lady of Love&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Princess of Passion&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|[[Chaotic good]]&lt;br /&gt;
|[[Whip]]&lt;br /&gt;
|CN, CG, NG, LG&lt;br /&gt;
|Chaos, Charm, Good, &#039;&#039;Luck&#039;&#039;, Pleasure, Protection&lt;br /&gt;
|-&lt;br /&gt;
|[[Talona]]&lt;br /&gt;
|&amp;lt;span style=&amp;quot;font-size:85%&amp;quot;&amp;gt;&#039;&#039;Lady of Poison&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Mistress of Disease&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;She of the Deadly Kiss&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Mother of All Plagues&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|[[Chaotic evil]]&lt;br /&gt;
|[[Unarmed strike]]&lt;br /&gt;
|CN, CE, NE&lt;br /&gt;
|Blightbringer, Chaos, &#039;&#039;Death&#039;&#039;, Destruction, Evil, Suffering&lt;br /&gt;
|-&lt;br /&gt;
|[[Talos]]&lt;br /&gt;
|&amp;lt;span style=&amp;quot;font-size:85%&amp;quot;&amp;gt;&#039;&#039;The Destroyer&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Raging One&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Stormstar&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Storm Lord&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Wildfire&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Kozah (Bedine, Netheril)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Bhaelros (Calimshan)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Malyk (Underdark)&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|[[Chaotic evil]]&lt;br /&gt;
|[[Spear]]&lt;br /&gt;
|CE, NE, CN&lt;br /&gt;
|&#039;&#039;Air&#039;&#039;, Chaos, Destruction, Evil, Fire, &#039;&#039;Fury&#039;&#039;, Storm&lt;br /&gt;
|-&lt;br /&gt;
|[[Tempus]]&lt;br /&gt;
|&amp;lt;span style=&amp;quot;font-size:85%&amp;quot;&amp;gt;&#039;&#039;Lord of Battles&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Foehammer&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tempos (Uthgardt)&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|[[Chaotic neutral]]&lt;br /&gt;
|[[Battleaxe]]&lt;br /&gt;
|CN, CG, CE&lt;br /&gt;
|Chaos, Protection, Strength, War&lt;br /&gt;
|-&lt;br /&gt;
|[[Torm]]&lt;br /&gt;
|&amp;lt;span style=&amp;quot;font-size:85%&amp;quot;&amp;gt;&#039;&#039;The True&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The True God&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Brave&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Loyal Fury&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|[[Lawful good]]&lt;br /&gt;
|[[Greatsword]]&lt;br /&gt;
|NG, LG, LN&lt;br /&gt;
|Good, Healing, Law, Protection, Strength&lt;br /&gt;
|-&lt;br /&gt;
|[[Tymora]]&lt;br /&gt;
|&amp;lt;span style=&amp;quot;font-size:85%&amp;quot;&amp;gt;&#039;&#039;Lady Luck&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Lady Who Smiles&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Our Smiling Lady&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|[[Chaotic good]]&lt;br /&gt;
|[[Shuriken]]&lt;br /&gt;
|CN, CG, NG&lt;br /&gt;
|Chaos, Good, Luck, Protection, Travel&lt;br /&gt;
|-&lt;br /&gt;
|[[Tyr]]&lt;br /&gt;
|&amp;lt;span style=&amp;quot;font-size:85%&amp;quot;&amp;gt;&#039;&#039;The Even-Handed&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grimjaws&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Maimed God&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Wounded One&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Just God&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|[[Lawful good]]&lt;br /&gt;
|[[Longsword]]&lt;br /&gt;
|LG, LN, NG&lt;br /&gt;
|Good, Knowledge, Law, Retribution, War, Wrath&lt;br /&gt;
|-&lt;br /&gt;
|[[Ubtao]]&lt;br /&gt;
|&amp;lt;span style=&amp;quot;font-size:85%&amp;quot;&amp;gt;&#039;&#039;Creator of Chult&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Founder of Mezro&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Father of the Dinosaurs&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|[[True neutral]]&lt;br /&gt;
|[[Sickle]]&lt;br /&gt;
|N, NG, NE, LN, CN&lt;br /&gt;
|&#039;&#039;Animal&#039;&#039;, Balance, &#039;&#039;Knowledge&#039;&#039;, Planning, Plant, Protection, Scalykind&lt;br /&gt;
|-&lt;br /&gt;
|[[Umberlee]]&lt;br /&gt;
|&amp;lt;span style=&amp;quot;font-size:85%&amp;quot;&amp;gt;&#039;&#039;The Bitch Queen&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sea Queen&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Queen of the Deeps&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|[[Chaotic evil]]&lt;br /&gt;
|[[Halberd]]&lt;br /&gt;
|CN, CE, NE&lt;br /&gt;
|Chaos, Destruction, Evil, &#039;&#039;Fury&#039;&#039;, Ocean, Storm, Water, Watery Death&lt;br /&gt;
|-&lt;br /&gt;
|[[Uthgar]]&lt;br /&gt;
|&amp;lt;span style=&amp;quot;font-size:85%&amp;quot;&amp;gt;&#039;&#039;Battle Father&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Father of the Uthgardt&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|[[Chaotic neutral]]&lt;br /&gt;
|[[Battleaxe]]&lt;br /&gt;
|CN, CG, CE, NG, N&lt;br /&gt;
|Animal, Chaos, Retribution, Strength, War&lt;br /&gt;
|-&lt;br /&gt;
|[[Waukeen]] (Missing)&lt;br /&gt;
|&amp;lt;span style=&amp;quot;font-size:85%&amp;quot;&amp;gt;&#039;&#039;Merchants&#039; Friend&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Liberty&#039;s Maiden&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Golden Lady&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Merchant&#039;s Friend&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Our Lady of Gold&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Coinmaiden&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|[[True neutral]]&lt;br /&gt;
|[[Scythe]]&lt;br /&gt;
|N, NG, NE, LN, CN&lt;br /&gt;
|Balance, Knowledge, &#039;&#039;Luck&#039;&#039;, Protection, Travel, Trade, &#039;&#039;Trickery&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Elven deities===&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;sortable&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;4&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Deity&lt;br /&gt;
!Title(s), Aspects/Aliases&lt;br /&gt;
!Alignment&lt;br /&gt;
!Favored Weapon&lt;br /&gt;
!Cleric Alignment&lt;br /&gt;
|Domains&lt;br /&gt;
|-&lt;br /&gt;
|[[Aerdrie Faenya]]&lt;br /&gt;
|&amp;lt;span style=&amp;quot;font-size:85%&amp;quot;&amp;gt;&#039;&#039;The Winged Mother&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Lady of Air and Wind&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Queen of the Avariel&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;She of the Azure Plumage&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Bringer of Rain and Storms&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|[[Chaotic good]]&lt;br /&gt;
|[[Quarterstaff]]&lt;br /&gt;
|CG, CN, NG&lt;br /&gt;
|Air, Animal, Chaos, Elf, Good, Storm&lt;br /&gt;
|-&lt;br /&gt;
|[[Angarradh]]&lt;br /&gt;
|&amp;lt;span style=&amp;quot;font-size:85%&amp;quot;&amp;gt;&#039;&#039;The Triune Goddess&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The One and the Three&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Union of the Three&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Queen of Arvandor&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|[[Chaotic good]]&lt;br /&gt;
|[[Spear]]&lt;br /&gt;
|CG, CN, NG&lt;br /&gt;
|Chaos, Elf, Good, &#039;&#039;Healing&#039;&#039;, Knowledge, Plant, Protection, Renewal&lt;br /&gt;
|-&lt;br /&gt;
|[[Corellon Larethian]]&lt;br /&gt;
|&amp;lt;span style=&amp;quot;font-size:85%&amp;quot;&amp;gt;&#039;&#039;Creator of the Elves, The Protector&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;First of the Seldarine&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Protector and Preserver of Life&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Ruler of All Elves&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Coronal of Arvandor&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Patron of [[sun elf|Sun Elves]]&amp;lt;/span&amp;gt;&lt;br /&gt;
|[[Chaotic good]]&lt;br /&gt;
|[[Longsword]]&lt;br /&gt;
|CG, CN, NG&lt;br /&gt;
|Chaos, Elf, Good, Magic, Protection, War&lt;br /&gt;
|-&lt;br /&gt;
|[[Deep Sashelas]]&lt;br /&gt;
|&amp;lt;span style=&amp;quot;font-size:85%&amp;quot;&amp;gt;&#039;&#039;Lord of the Undersea&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Dolphin Prince&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Knowledgeable One&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sailor&#039;s Friend&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|[[Chaotic good]]&lt;br /&gt;
|[[Spear]]&lt;br /&gt;
|NG, CG, CN&lt;br /&gt;
|Chaos, Elf, Good, Knowledge, Ocean, Water&lt;br /&gt;
|-&lt;br /&gt;
|[[Erevan Ilesere]]&lt;br /&gt;
|&amp;lt;span style=&amp;quot;font-size:85%&amp;quot;&amp;gt;&#039;&#039;The Trickster&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Chameleon&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Green Changeling&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Evershifting Shapechanger&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Fey Jester&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Jack of the Seelie Court&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|[[Chaotic neutral]]&lt;br /&gt;
|[[Shortsword]]&lt;br /&gt;
|CG, CN, CE&lt;br /&gt;
|Chaos, Elf, Luck, Trickery&lt;br /&gt;
|-&lt;br /&gt;
|[[Fenmarel Mestarine]]&lt;br /&gt;
|&amp;lt;span style=&amp;quot;font-size:85%&amp;quot;&amp;gt;&#039;&#039;The Lone Wolf&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|[[Chaotic neutral]]&lt;br /&gt;
|[[Dagger]]&lt;br /&gt;
|CG, CN, CE&lt;br /&gt;
|Animal, Chaos, Elf, Plant, Travel&lt;br /&gt;
|-&lt;br /&gt;
|[[Hanali Celanil]]&lt;br /&gt;
|&amp;lt;span style=&amp;quot;font-size:85%&amp;quot;&amp;gt;&#039;&#039;The Heart of Gold&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Winsome Rose&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Archer of Love&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Kiss of Romance&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Lady Goldheart&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|[[Chaotic good]]&lt;br /&gt;
|[[Dagger]]&lt;br /&gt;
|CG, CN, NG&lt;br /&gt;
|Chaos, Charm, Elf, Good, Magic, Pleasure, Protection&lt;br /&gt;
|-&lt;br /&gt;
|[[Melira Taralen]]&lt;br /&gt;
|&amp;lt;span style=&amp;quot;font-size:85%&amp;quot;&amp;gt;&#039;&#039;The Songstress&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Patron of Bards and Minstrels&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|[[Chaotic good]]&lt;br /&gt;
|[[Rapier]]&lt;br /&gt;
|NG, CG, CN&lt;br /&gt;
|Chaos, Charm, Elf, Good&lt;br /&gt;
|-&lt;br /&gt;
|[[Labelas Enoreth]]&lt;br /&gt;
|&amp;lt;span style=&amp;quot;font-size:85%&amp;quot;&amp;gt;&#039;&#039;The Lifegiver&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Lord of the Continuum&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The One-Eyed God&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Philosopher&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Sage at Sunset&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|[[Chaotic good]]&lt;br /&gt;
|[[Quarterstaff]]&lt;br /&gt;
|CG, CN, NG&lt;br /&gt;
|Chaos, Elf, Good, Knowledge, &#039;&#039;Luck&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|[[Rillifane Rallathil]]&lt;br /&gt;
|&amp;lt;span style=&amp;quot;font-size:85%&amp;quot;&amp;gt;&#039;&#039;The Leaflord&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Wild One&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Great Oak&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Many-Branched&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Many-Limbed&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Old Man of the Yuirwood&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Patron of [[wild elf|Wild Elves]]&amp;lt;/span&amp;gt;&lt;br /&gt;
|[[Chaotic good]]&lt;br /&gt;
|[[Quarterstaff]]&lt;br /&gt;
|CG, CN, NG&lt;br /&gt;
|Chaos, Elf, Fey, Good, Plant, Protection&lt;br /&gt;
|-&lt;br /&gt;
|[[Sehanine Moonbow]]&lt;br /&gt;
|&amp;lt;span style=&amp;quot;font-size:85%&amp;quot;&amp;gt;&#039;&#039;Daughter of the Night Skies&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Goddess of Moonlight&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Lunar Lady&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Moonlit Mystery&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Mystic Seer&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Luminous Cloud&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Lady of Dreams&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Patron of [[moon elf|Moon Elves]]&amp;lt;/span&amp;gt;&lt;br /&gt;
|[[Chaotic good]]&lt;br /&gt;
|[[Quarterstaff]]&lt;br /&gt;
|CG, CN, NG&lt;br /&gt;
|Chaos, &#039;&#039;Dream&#039;&#039;, Elf, Good, Illusion, Knowledge, &#039;&#039;Magic&#039;&#039;, Moon, Travel&lt;br /&gt;
|-&lt;br /&gt;
|[[Shevarash]]&lt;br /&gt;
|&amp;lt;span style=&amp;quot;font-size:85%&amp;quot;&amp;gt;&#039;&#039;The Black Archer&#039;&#039;&lt;br /&gt;
&#039;&#039;The Night Hunter&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Arrow Bringer&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|[[Chaotic neutral]]&lt;br /&gt;
|[[Longbow]]&lt;br /&gt;
|CG, CN, CE&lt;br /&gt;
|Chaos, Elf, Retribution, &#039;&#039;Strength&#039;&#039;, War&lt;br /&gt;
|-&lt;br /&gt;
|[[Solonor Thelandira]]&lt;br /&gt;
|&amp;lt;span style=&amp;quot;font-size:85%&amp;quot;&amp;gt;&#039;&#039;Keen-Eye&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Great Archer&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Forest Hunter&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Patron of [[wood elf|Wood Elves]]&amp;lt;/span&amp;gt;&lt;br /&gt;
|[[Chaotic good]]&lt;br /&gt;
|[[Longbow]]&lt;br /&gt;
|CG, CN, NG&lt;br /&gt;
|Chaos, Elf, Good, Plant, War&lt;br /&gt;
|-&lt;br /&gt;
|[[Tethrin Veraldé]]&lt;br /&gt;
|&amp;lt;span style=&amp;quot;font-size:85%&amp;quot;&amp;gt;T&#039;&#039;he Shining One&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Master of Blades&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|[[Neutral Good]]&lt;br /&gt;
|[[Longsword]]&lt;br /&gt;
|NG, LG, CG&lt;br /&gt;
|Elf, Good, Strength, War&lt;br /&gt;
|-&lt;br /&gt;
|[[Vandria Gilmadrith]]&lt;br /&gt;
|&amp;lt;span style=&amp;quot;font-size:85%&amp;quot;&amp;gt;&#039;&#039;The Steelheart&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Lady of Grief&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|[[Lawful neutral]]&lt;br /&gt;
|[[Longbow]]&lt;br /&gt;
|LG, NG, LN, N&lt;br /&gt;
|Elf, Law, Protection, War&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Drow deities===&lt;br /&gt;
{|class=&amp;quot;sortable&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;4&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Deity&lt;br /&gt;
!Title(s), Aspects/Aliases&lt;br /&gt;
!Alignment&lt;br /&gt;
!Favored Weapon&lt;br /&gt;
!Cleric Alignment&lt;br /&gt;
!Domains&lt;br /&gt;
|-&lt;br /&gt;
|[[Eilistraee]]&lt;br /&gt;
|&amp;lt;span style=&amp;quot;font-size:85%&amp;quot;&amp;gt;&#039;&#039;The Dark Maiden&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Lady of the Dance&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Lady Silverhair&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|[[Chaotic good]]&lt;br /&gt;
|[[Bastard sword]]&lt;br /&gt;
|CG, CN, NG&lt;br /&gt;
|Chaos, Charm, Drow, Elf, Good, &#039;&#039;Luck&#039;&#039;, Moon, Portal, &#039;&#039;Protection&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|[[Ghaunadaur]]&lt;br /&gt;
|&amp;lt;span style=&amp;quot;font-size:85%&amp;quot;&amp;gt;&#039;&#039;That Which Lurks&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Elder Eye&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Ancient One&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
God of [[ooze]]&amp;lt;/span&amp;gt;&lt;br /&gt;
|[[Chaotic evil]]&lt;br /&gt;
|[[Warhammer]]&lt;br /&gt;
|CE, CN, NE&lt;br /&gt;
|Cavern, Chaos, &#039;&#039;Darkness&#039;&#039;, Drow, Evil, &#039;&#039;Fury&#039;&#039;, Hatred, Slime&lt;br /&gt;
|-&lt;br /&gt;
|[[Kiransalee]]&lt;br /&gt;
|&amp;lt;span style=&amp;quot;font-size:85%&amp;quot;&amp;gt;&#039;&#039;Lady of the Dead&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Revenancer&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Vengeful Banshee&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Goddess of [[undead]]&amp;lt;/span&amp;gt;&lt;br /&gt;
|[[Chaotic evil]]&lt;br /&gt;
|[[Dagger]]&lt;br /&gt;
|CE, CN, NE&lt;br /&gt;
|Chaos, Drow, Evil, &#039;&#039;Magic&#039;&#039;, Retribution, Undeath&lt;br /&gt;
|-&lt;br /&gt;
|[[Lolth]]&lt;br /&gt;
|&amp;lt;span style=&amp;quot;font-size:85%&amp;quot;&amp;gt;&#039;&#039;The Spider Queen&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Queen of Spiders&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Demon Queen of Spiders&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Demon Queen of the Abyss&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Queen of the Demonweb Pits&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weaver of Destiny&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;the Mother of Lusts&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Dark Mother of All Drow&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Lady of Spiders&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Patroness of [[drow|Drow]]&amp;lt;/span&amp;gt;&lt;br /&gt;
|[[Chaotic evil]]&lt;br /&gt;
|[[Whip]]&lt;br /&gt;
|CE, CN, NE    *Female only*&lt;br /&gt;
|Chaos, Darkness, Demonic, Destruction, Drow, Evil, Spider, Trickery&lt;br /&gt;
|-&lt;br /&gt;
|[[Selvetarm]]&lt;br /&gt;
|&amp;lt;span style=&amp;quot;font-size:85%&amp;quot;&amp;gt;&#039;&#039;Champion of Lolth&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Thane of Lolth&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Spider That Waits&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Spider Demon&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Prince of the Aranea&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Lord of the Venomire&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|[[Chaotic evil]]&lt;br /&gt;
|[[Morningstar]]&lt;br /&gt;
|CE, CN, NE&lt;br /&gt;
|Chaos, Drow, Evil, Spider, War&lt;br /&gt;
|-&lt;br /&gt;
|[[Vhaeraun]]&lt;br /&gt;
|&amp;lt;span style=&amp;quot;font-size:85%&amp;quot;&amp;gt;&#039;&#039;The Masked Lord&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Masked God of Night&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Shadow&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Masked Mage&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|[[Chaotic evil]]&lt;br /&gt;
|[[Shortsword]]&lt;br /&gt;
|CE, CN, NE&lt;br /&gt;
|Chaos, &#039;&#039;Darkness&#039;&#039;, Drow, Evil, Travel, Trickery&lt;br /&gt;
|-&lt;br /&gt;
|[[Zinzerena]]&lt;br /&gt;
|&amp;lt;span style=&amp;quot;font-size:85%&amp;quot;&amp;gt;&#039;&#039;The Hunted&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Princess of the Outcasts&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|[[Chaotic neutral]]&lt;br /&gt;
|[[Shortsword]]&lt;br /&gt;
|CG, CN, CE, N&lt;br /&gt;
|Chaos, &#039;&#039;Death&#039;&#039;, Drow, Luck, Trickery&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Dwarven deities===&lt;br /&gt;
{|class=&amp;quot;sortable&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;4&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Deity &lt;br /&gt;
!Title(s), Aspects/Aliases&lt;br /&gt;
!Alignment &lt;br /&gt;
!Favored Weapon &lt;br /&gt;
!Cleric Alignment&lt;br /&gt;
|Domains&lt;br /&gt;
|-&lt;br /&gt;
|[[Abbathor]]&lt;br /&gt;
|&amp;lt;span style=&amp;quot;font-size:85%&amp;quot;&amp;gt;&#039;&#039;Great Master of Greed&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Trove Lord&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Avaricious&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Wyrm of Avarice&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|[[Neutral evil]]&lt;br /&gt;
|[[Dagger]]&lt;br /&gt;
|NE, LE, CE&lt;br /&gt;
|Dwarf, Evil, &#039;&#039;Fury&#039;&#039;, Greed, Luck, Trade, Trickery&lt;br /&gt;
|-&lt;br /&gt;
|[[Berronar Truesilver]]&lt;br /&gt;
|&amp;lt;span style=&amp;quot;font-size:85%&amp;quot;&amp;gt;&#039;&#039;The Revered Mother&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Mother Goddess&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Matron of Home and Hearth&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Mother of Safety, Truth and Home&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|[[Lawful good]]&lt;br /&gt;
|[[Morningstar]]&lt;br /&gt;
|LG, NG, LN&lt;br /&gt;
|Community, Dwarf, Family, Good, Healing, Law, Protection&lt;br /&gt;
|-&lt;br /&gt;
|[[Clangeddin Silverbeard]]&lt;br /&gt;
|&amp;lt;span style=&amp;quot;font-size:85%&amp;quot;&amp;gt;&#039;&#039;The Father of Battle&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Lord of the Twin Axes&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Giantkiller&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Goblinbane&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Wyrmslayer&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Rock of Battle&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|[[Lawful good]]&lt;br /&gt;
|[[Battleaxe]]&lt;br /&gt;
|LG, NG, LN&lt;br /&gt;
|Dwarf, Good, Law, Strength, War&lt;br /&gt;
|-&lt;br /&gt;
|[[Deep Duerra]]&lt;br /&gt;
|&amp;lt;span style=&amp;quot;font-size:85%&amp;quot;&amp;gt;&#039;&#039;Queen of the Invisible Art&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Axe Princess of Conquest&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Daul of Laduguer&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Patroness of [[Duergar]]&amp;lt;/span&amp;gt;&lt;br /&gt;
|[[Lawful evil]]&lt;br /&gt;
|[[Battleaxe]]&lt;br /&gt;
|LE, NE, LN&lt;br /&gt;
|Dwarf, Earth, Evil, Law, War&lt;br /&gt;
|-&lt;br /&gt;
|[[Dugmaren Brightmantle]]&lt;br /&gt;
|&amp;lt;span style=&amp;quot;font-size:85%&amp;quot;&amp;gt;&#039;&#039;The Gleam in the Eye&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Wandering Tinker&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Errant Explorer&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|[[Chaotic good]]&lt;br /&gt;
|[[Shortsword]]&lt;br /&gt;
|CG, NG, CN&lt;br /&gt;
|Chaos, Dwarf, Good, Knowledge, &#039;&#039;Protection&#039;&#039;, Rune&lt;br /&gt;
|-&lt;br /&gt;
|[[Dumathoin]]&lt;br /&gt;
|&amp;lt;span style=&amp;quot;font-size:85%&amp;quot;&amp;gt;&#039;&#039;Keeper of Secrets under the Mountain&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Silent Keeper&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Mountain Shield&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Patron of [[shield dwarf|Shield Dwarves]]&amp;lt;/span&amp;gt;&lt;br /&gt;
|[[True neutral]]&lt;br /&gt;
|[[Warmace]]&lt;br /&gt;
|N, NG, NE, LN, CN&lt;br /&gt;
|Cavern, Dwarf, Earth, Knowledge, Metal, Protection&lt;br /&gt;
|-&lt;br /&gt;
|[[Gorm Gulthyn]]&lt;br /&gt;
|&amp;lt;span style=&amp;quot;font-size:85%&amp;quot;&amp;gt;&#039;&#039;Fire Eyes&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Golden Guardian&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Sentinel&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Lord of the Bronze Mask&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Eternally Vigilant&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|[[Lawful good]]&lt;br /&gt;
|[[Dwarven waraxe]]&lt;br /&gt;
|LG, NG, LN&lt;br /&gt;
|Dwarf, Good, Law, Protection, War&lt;br /&gt;
|-&lt;br /&gt;
|[[Haela Brightaxe]]&lt;br /&gt;
|&amp;lt;span style=&amp;quot;font-size:85%&amp;quot;&amp;gt;&#039;&#039;Lady of the Fray&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Luckmaiden&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Hard&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|[[Chaotic good]]&lt;br /&gt;
|[[Greatsword]]&lt;br /&gt;
|CG, NG, CN&lt;br /&gt;
|Chaos, Dwarf, Good, Luck, War&lt;br /&gt;
|-&lt;br /&gt;
|[[Laduguer]]&lt;br /&gt;
|&amp;lt;span style=&amp;quot;font-size:85%&amp;quot;&amp;gt;&#039;&#039;The Exile&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Gray Protector&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Master of Crate&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Slave Driver&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Taskmaster&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Harsh&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Patron of [[Duergar]]&amp;lt;/span&amp;gt;&lt;br /&gt;
|[[Lawful evil]]&lt;br /&gt;
|[[Warhammer]]&lt;br /&gt;
|LE, NE, LN&lt;br /&gt;
|Dwarf, Evil, Law, Magic, Metal, Protection&lt;br /&gt;
|-&lt;br /&gt;
|[[Marthammor Duin]]&lt;br /&gt;
|&amp;lt;span style=&amp;quot;font-size:85%&amp;quot;&amp;gt;&#039;&#039;Finder-of-Trails&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Watcher over Wanderers&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Watchful Eye&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Hammer&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Finder&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Wanderer&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|[[Neutral good]]&lt;br /&gt;
|[[Morningstar]]&lt;br /&gt;
|NG, LG, CG&lt;br /&gt;
|Dwarf, &#039;&#039;Earth&#039;&#039;, Good, &#039;&#039;Luck&#039;&#039;, Protection, Travel&lt;br /&gt;
|-&lt;br /&gt;
|[[Moradin]]&lt;br /&gt;
|&amp;lt;span style=&amp;quot;font-size:85%&amp;quot;&amp;gt;&#039;&#039;The Soul Forger&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Dwarf-Father&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The All-Father&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Creator&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|[[Lawful good]]&lt;br /&gt;
|[[Warhammer]]&lt;br /&gt;
|LG, NG, LN&lt;br /&gt;
|Dwarf, Earth, Good, Law, Protection&lt;br /&gt;
|-&lt;br /&gt;
|[[Sharindlar]]&lt;br /&gt;
|&amp;lt;span style=&amp;quot;font-size:85%&amp;quot;&amp;gt;&#039;&#039;Lady of Life&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Lady of Mercy&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Merciful&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Bountiful&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Shining Dancer&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|[[Chaotic good]]&lt;br /&gt;
|[[Flail]]&lt;br /&gt;
|CG, NG, CN&lt;br /&gt;
|Chaos, Charm, Dwarf, Good, Healing, Moon, &#039;&#039;Trickery&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|[[Thard Harr]]&lt;br /&gt;
|&amp;lt;span style=&amp;quot;font-size:85%&amp;quot;&amp;gt;&#039;&#039;Lord of the Jungle Deeps&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Disentangler&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|[[Chaotic good]]&lt;br /&gt;
|[[Kukri]]&lt;br /&gt;
|CG, NG, CN&lt;br /&gt;
|Animal, Chaos, Dwarf, Good, Plant&lt;br /&gt;
|-&lt;br /&gt;
|[[Thautam]]&lt;br /&gt;
|&amp;lt;span style=&amp;quot;font-size:85%&amp;quot;&amp;gt;&#039;&#039;The Blind God&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|[[Neutral]]&lt;br /&gt;
|[[Light hammer]] (heavy pick)&lt;br /&gt;
|N, LN, CN, NG, NE&lt;br /&gt;
|Dwarf, Earth, Luck, Magic, Metal&lt;br /&gt;
|-&lt;br /&gt;
|[[Vergadain]]&lt;br /&gt;
|&amp;lt;span style=&amp;quot;font-size:85%&amp;quot;&amp;gt;&#039;&#039;The Merchant King&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Trickster&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Laughing Dwarf&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Short Father&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
God of Wealth and Luck&amp;lt;/span&amp;gt;&lt;br /&gt;
|[[True neutral]]&lt;br /&gt;
|[[Longsword]]&lt;br /&gt;
|N, NG, NE, LN, CN&lt;br /&gt;
|Dwarf, &#039;&#039;Earth&#039;&#039;, &#039;&#039;Knowledge&#039;&#039;, Luck, Trade, Trickery&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Gnome deities===&lt;br /&gt;
{|class=&amp;quot;sortable&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;4&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Deity&lt;br /&gt;
!Title(s), Aspects/Aliases&lt;br /&gt;
!Alignment&lt;br /&gt;
!Favored Weapon&lt;br /&gt;
!Cleric Alignment&lt;br /&gt;
|Domains&lt;br /&gt;
|-&lt;br /&gt;
|[[Baervan Wildwanderer]]&lt;br /&gt;
|&amp;lt;span style=&amp;quot;font-size:85%&amp;quot;&amp;gt;&#039;&#039;The Forest Gnome&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Masked Leaf&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Father of Fish and Fungus&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
God of forests&amp;lt;/span&amp;gt;&lt;br /&gt;
|[[Neutral good]]&lt;br /&gt;
|[[Shortspear]]&lt;br /&gt;
|NG, LG, CG&lt;br /&gt;
|Animal, Gnome, Good, Plant, &#039;&#039;Protection&#039;&#039;, Travel&lt;br /&gt;
|-&lt;br /&gt;
|[[Baravar Cloakshadow]]&lt;br /&gt;
|&amp;lt;span style=&amp;quot;font-size:85%&amp;quot;&amp;gt;&#039;&#039;The Sly One&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Master of Illusion&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Lord in Disguise&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Bane of Goblinkin&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
God of illusions&amp;lt;/span&amp;gt;&lt;br /&gt;
|[[Neutral good]]&lt;br /&gt;
|[[Dagger]]&lt;br /&gt;
|NG, LG, CG&lt;br /&gt;
|Gnome, Good, Illusion, &#039;&#039;Magic&#039;&#039;, Protection, Trickery&lt;br /&gt;
|-&lt;br /&gt;
|[[Callarduran Smoothhands]]&lt;br /&gt;
|&amp;lt;span style=&amp;quot;font-size:85%&amp;quot;&amp;gt;&#039;&#039;Deep Brother&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Master of Stone&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Lord of Deepearth&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
God of stone, mining, the [[Underdark]], [[svirfneblin]]&amp;lt;/span&amp;gt;&lt;br /&gt;
|[[True neutral]]&lt;br /&gt;
|[[Battleaxe]]&lt;br /&gt;
|N, NG, NE, LN, CN&lt;br /&gt;
|Cavern, Earth, Gnome, &#039;&#039;Luck&#039;&#039;, &#039;&#039;Protection&#039;&#039;, &#039;&#039;Trickery&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|[[Flandal Steelskin]]&lt;br /&gt;
|&amp;lt;span style=&amp;quot;font-size:85%&amp;quot;&amp;gt;&#039;&#039;Master of Metal&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Great Steelsmith&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Lord of Smiths&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Armorer&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Weaponsmith&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Pyromancer&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
God of metallurgy&amp;lt;/span&amp;gt;&lt;br /&gt;
|[[Neutral good]]&lt;br /&gt;
|[[Warhammer]]&lt;br /&gt;
|NG, LG, CG&lt;br /&gt;
|&#039;&#039;Earth&#039;&#039;, &#039;&#039;Fire&#039;&#039;, Gnome, Good, &#039;&#039;Luck&#039;&#039;, Metal&lt;br /&gt;
|-&lt;br /&gt;
|[[Gaerdal Ironhand]]&lt;br /&gt;
|&amp;lt;span style=&amp;quot;font-size:85%&amp;quot;&amp;gt;&#039;&#039;The Stern&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Shield of the Golden Hills&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
God of combat&amp;lt;/span&amp;gt;&lt;br /&gt;
|[[Lawful good]]&lt;br /&gt;
|[[Warhammer]]&lt;br /&gt;
|LG, NG, LN&lt;br /&gt;
|Gnome, Good, Law, Protection, War&lt;br /&gt;
|-&lt;br /&gt;
|[[Garl Glittergold]]&lt;br /&gt;
|&amp;lt;span style=&amp;quot;font-size:85%&amp;quot;&amp;gt;&#039;&#039;The Joker&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Priceless Gem&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Sparkling Wit&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Watchful Protector&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
God of [[gnome]]s&amp;lt;/span&amp;gt;&lt;br /&gt;
|[[Lawful good]]&lt;br /&gt;
|[[Battleaxe]]&lt;br /&gt;
|LG, NG, LN&lt;br /&gt;
|Gnome, Good, Law, Protection, Trickery&lt;br /&gt;
|-&lt;br /&gt;
|[[Segojan Earthcaller]]&lt;br /&gt;
|&amp;lt;span style=&amp;quot;font-size:85%&amp;quot;&amp;gt;&#039;&#039;Earthfriend&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Lord of the Burrow&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
God of earth&amp;lt;/span&amp;gt;&lt;br /&gt;
|[[Neutral good]]&lt;br /&gt;
|[[Morningstar]]&lt;br /&gt;
|NG, LG, CG&lt;br /&gt;
|&#039;&#039;Animal&#039;&#039;, Cavern, Earth, Gnome, Good, &#039;&#039;Magic&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|[[Urdlen]]&lt;br /&gt;
|&amp;lt;span style=&amp;quot;font-size:85%&amp;quot;&amp;gt;&#039;&#039;The Crawler Below&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
God of impulse, bloodlust&amp;lt;/span&amp;gt;&lt;br /&gt;
|[[Chaotic evil]]&lt;br /&gt;
|[[Unarmed strike]]&lt;br /&gt;
|CE, CN, NE, LE&lt;br /&gt;
|Chaos, Earth, Evil, &#039;&#039;Fury&#039;&#039;, Gnome, Greed, Hatred&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;Svirfneblin clerics can only select Segojan Earthcaller, Callarduran Smoothhands and Urdlen from the gnomish pantheon.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Halfling deities===&lt;br /&gt;
{|class=&amp;quot;sortable&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;4&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Deity&lt;br /&gt;
!Title(s), Aspects/Aliases&lt;br /&gt;
!Alignment&lt;br /&gt;
!Favored Weapon&lt;br /&gt;
!Cleric Alignment&lt;br /&gt;
|Domains&lt;br /&gt;
|-&lt;br /&gt;
|[[Arvoreen]]&lt;br /&gt;
|&amp;lt;span style=&amp;quot;font-size:85%&amp;quot;&amp;gt;&#039;&#039;The Defender&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Vigilant Guardian&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Wary Sword&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|[[Lawful good]]&lt;br /&gt;
|[[Shortsword]]&lt;br /&gt;
|LG, NG, LN&lt;br /&gt;
|Good, Halfling, Law, Protection, War&lt;br /&gt;
|-&lt;br /&gt;
|[[Brandobaris]]&lt;br /&gt;
|&amp;lt;span style=&amp;quot;font-size:85%&amp;quot;&amp;gt;&#039;&#039;The Irrepressible Scamp&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Master of Stealth&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|[[True neutral]]&lt;br /&gt;
|[[Dagger]]&lt;br /&gt;
|N, NG, NE, LN, CN&lt;br /&gt;
|&#039;&#039;Darkness&#039;&#039;, Halfling, Luck, &#039;&#039;Magic&#039;&#039;, Travel, Trickery&lt;br /&gt;
|-&lt;br /&gt;
|[[Cyrrollalee]]&lt;br /&gt;
|&amp;lt;span style=&amp;quot;font-size:85%&amp;quot;&amp;gt;&#039;&#039;The Hand of Fellowship&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Hearthkeeper&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Faithful&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|[[Lawful good]]&lt;br /&gt;
|[[Club]]&lt;br /&gt;
|LG, NG, LN&lt;br /&gt;
|Community, Family, Good, Halfling, Law, &#039;&#039;Luck&#039;&#039;, &#039;&#039;Protection&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|[[Sheela Peryroyl]]&lt;br /&gt;
|&amp;lt;span style=&amp;quot;font-size:85%&amp;quot;&amp;gt;&#039;&#039;Green Sister&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Wise&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Watchful Mother&#039;&#039;&lt;br /&gt;
|[[True neutral]]&lt;br /&gt;
|[[Sickle]]&lt;br /&gt;
|N, NG, NE, LN, CN&lt;br /&gt;
|Air, Charm, &#039;&#039;Earth&#039;&#039;, Halfling, &#039;&#039;Luck&#039;&#039;, Plant&lt;br /&gt;
|-&lt;br /&gt;
|[[Urogalan]]&lt;br /&gt;
|&amp;lt;span style=&amp;quot;font-size:85%&amp;quot;&amp;gt;&#039;&#039;He Who Must Be&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Black Hound&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Lord in the Earth&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Protector&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Shaper&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|[[Lawful neutral]]&lt;br /&gt;
|[[Flail]]&lt;br /&gt;
|LN, LG, LE&lt;br /&gt;
|&#039;&#039;Death&#039;&#039;, Earth, Halfling, Law, Protection, Repose&lt;br /&gt;
|-&lt;br /&gt;
|[[Yondalla]]&lt;br /&gt;
|&amp;lt;span style=&amp;quot;font-size:85%&amp;quot;&amp;gt;&#039;&#039;The Protector and Provider&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Nurturing Matriarch&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Blessed One&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|[[Lawful good]]&lt;br /&gt;
|[[Shortsword]]&lt;br /&gt;
|LG, NG, LN&lt;br /&gt;
|Family, Good, Halfling, Law, &#039;&#039;Luck&#039;&#039;, Protection&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Orcish deities===&lt;br /&gt;
{|class=&amp;quot;sortable&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;4&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Deity&lt;br /&gt;
!Title(s), Aspects/Aliases&lt;br /&gt;
!Alignment&lt;br /&gt;
!Favored Weapon&lt;br /&gt;
!Cleric Alignment&lt;br /&gt;
|Domains&lt;br /&gt;
|-&lt;br /&gt;
|[[Bahgtru]]&lt;br /&gt;
|&amp;lt;span style=&amp;quot;font-size:85%&amp;quot;&amp;gt;&#039;&#039;The Leg Breaker&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Strong&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Son of Gruumsh&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Fist of Gruumsh&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|[[Chaotic evil]]&lt;br /&gt;
|[[Kukri]]&lt;br /&gt;
|CE, CN, NE&lt;br /&gt;
|Chaos, Evil, &#039;&#039;Fury&#039;&#039;, Orc, Strength&lt;br /&gt;
|-&lt;br /&gt;
|[[Gruumsh]]&lt;br /&gt;
|&amp;lt;span style=&amp;quot;font-size:85%&amp;quot;&amp;gt;&#039;&#039;He Who Never Sleeps&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;He Who Watches&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The One-Eyed God&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|[[Chaotic evil]]&lt;br /&gt;
|[[Spear]]&lt;br /&gt;
|CE, CN, NE&lt;br /&gt;
|Cavern, Chaos, Evil, &#039;&#039;Fury&#039;&#039;, Hatred, Orc, Strength, War&lt;br /&gt;
|-&lt;br /&gt;
|[[Ilneval]]&lt;br /&gt;
|&amp;lt;span style=&amp;quot;font-size:85%&amp;quot;&amp;gt;&#039;&#039;The War Maker&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Horde Leader&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Crafty Warrior&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Lieutenant of Gruumsh&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;War Master&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Son of Strife&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|[[Neutral evil]]&lt;br /&gt;
|[[Longsword]]&lt;br /&gt;
|NE, LE, CE&lt;br /&gt;
|Destruction, Evil, &#039;&#039;Fury&#039;&#039;, Orc, Planning, War&lt;br /&gt;
|-&lt;br /&gt;
|[[Luthic]]&lt;br /&gt;
|&amp;lt;span style=&amp;quot;font-size:85%&amp;quot;&amp;gt;&#039;&#039;The Cave Mother&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Great Mother&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Mother of Bahgtru&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Healer&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Blood Moon Witch&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|[[Neutral evil]]&lt;br /&gt;
|[[Unarmed strike]]&lt;br /&gt;
|NE, LE, CE&lt;br /&gt;
|Cavern, &#039;&#039;Darkness&#039;&#039;, Earth, Evil, Family, Healing, Orc&lt;br /&gt;
|-&lt;br /&gt;
|[[Shargaas]]&lt;br /&gt;
|&amp;lt;span style=&amp;quot;font-size:85%&amp;quot;&amp;gt;&#039;&#039;The Night Lord&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Blade in the Darkness&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Stalker Below&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|[[Chaotic evil]]&lt;br /&gt;
|[[Shortsword]]&lt;br /&gt;
|CE, CN, NE&lt;br /&gt;
|Chaos, Darkness, Evil, Orc, Trickery&lt;br /&gt;
|-&lt;br /&gt;
|[[Yurtrus]]&lt;br /&gt;
|&amp;lt;span style=&amp;quot;font-size:85%&amp;quot;&amp;gt;&#039;&#039;The White-Handed&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;White Hands&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Lord of Maggots&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Rotting One&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Rotting Lord&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Rotting Yurtrus&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|[[Neutral evil]]&lt;br /&gt;
|[[Unarmed strike]]&lt;br /&gt;
|NE, CE, LN, CN&lt;br /&gt;
|Corruption, Death, Destruction, Evil, &#039;&#039;Fury&#039;&#039;, Orc, Suffering&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Demideities===&lt;br /&gt;
{|class=&amp;quot;sortable&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;4&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Deity&lt;br /&gt;
!Title(s), Aspects/Aliases&lt;br /&gt;
!Alignment&lt;br /&gt;
!Favored Weapon&lt;br /&gt;
!Cleric Alignment&lt;br /&gt;
|Domains&lt;br /&gt;
|-&lt;br /&gt;
|[[Finder Wyvernspur]]&lt;br /&gt;
|&amp;lt;span style=&amp;quot;font-size:85%&amp;quot;&amp;gt;&#039;&#039;The Nameless Bard&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|[[Chaotic neutral]]&lt;br /&gt;
|[[Bastard sword]]&lt;br /&gt;
|CN, CG, CE&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Garagos]]&lt;br /&gt;
|&amp;lt;span style=&amp;quot;font-size:85%&amp;quot;&amp;gt;&#039;&#039;Lord of War&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Master of All Weapons&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Reaver&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targus&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|[[Chaotic neutral]]&lt;br /&gt;
|[[Longsword]]&lt;br /&gt;
|CN, CG, CE&lt;br /&gt;
|Chaos, Destruction, Strength, War&lt;br /&gt;
|-&lt;br /&gt;
|[[Gargauth]]&lt;br /&gt;
|&amp;lt;span style=&amp;quot;font-size:85%&amp;quot;&amp;gt;&#039;&#039;The Tenth Lord of the Nine&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Tenth Lord of Nine&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Hidden Lord&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Hidden Lord of the Shield&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Lost Lord of the Pit&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Lord Who Watches&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039; The Lord of All&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Outcast&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Exile&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Formerly: Treasurer of Hell&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|[[Lawful evil]]&lt;br /&gt;
|[[Dagger]]&lt;br /&gt;
|LE, LN, NE&lt;br /&gt;
|Charm, Corruption, &#039;&#039;Diabolic&#039;&#039;, Evil, Law, &#039;&#039;Luck&#039;&#039;, Trickery&lt;br /&gt;
|-&lt;br /&gt;
|[[Gwaeron Windstrom]]&lt;br /&gt;
|&amp;lt;span style=&amp;quot;font-size:85%&amp;quot;&amp;gt;&#039;&#039;Master of Tracking&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tracker who Never Goes Astray&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Mouth of Mielikki&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Master Tracker&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|[[Neutral good]]&lt;br /&gt;
|[[Greatsword]]&lt;br /&gt;
|NG, LG, CG&lt;br /&gt;
|Animal, Good, Knowledge, Plant, Travel&lt;br /&gt;
|-&lt;br /&gt;
|[[Herne]]&lt;br /&gt;
|&amp;lt;span style=&amp;quot;font-size:85%&amp;quot;&amp;gt;&#039;&#039;The Huntmaster&#039;&#039;&lt;br /&gt;
(worshiped by orcs of the High Forest)&amp;lt;/span&amp;gt;&lt;br /&gt;
|[[True neutral]]&lt;br /&gt;
|[[Spear]]&lt;br /&gt;
|N, NG, NE, LN, CN&lt;br /&gt;
|Animal, Repose, Travel, Strength&lt;br /&gt;
|-&lt;br /&gt;
|[[Hoar]]&lt;br /&gt;
|&amp;lt;span style=&amp;quot;font-size:85%&amp;quot;&amp;gt;&#039;&#039;The Doombringer&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;God of Revenge&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Lord of Three Thunders&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Poet of Justice&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Assuran&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|[[Lawful neutral]]&lt;br /&gt;
|[[Shortspear]]&lt;br /&gt;
|LN, LG, LE&lt;br /&gt;
|&#039;&#039;Destruction&#039;&#039;, Fate, Law, &#039;&#039;Luck&#039;&#039;, Retribution, Travel, &#039;&#039;War&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|[[Jergal]]&lt;br /&gt;
|&amp;lt;span style=&amp;quot;font-size:85%&amp;quot;&amp;gt;&#039;&#039;Lord of the End of Everything&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Pitiless One&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Forgotten One&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Final Scribe&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Scribe of the Doomed&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Bleak Seneschal&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Seneschal of the Crystal Spire&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Nakasr&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Formerly:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Lord of Bones&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Lord of the Dead&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Protector of the Names of the Dead&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;King of the Walking Dead&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Guardian of Tombs&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Judge of the Damned&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Grim Reaper&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|[[Lawful neutral]]&lt;br /&gt;
|[[Scythe]]&lt;br /&gt;
|LN, LG, LE&lt;br /&gt;
|&#039;&#039;Death&#039;&#039;, Fate, Law, &#039;&#039;Luck&#039;&#039;, Repose, Rune, Suffering&lt;br /&gt;
|-&lt;br /&gt;
|[[Lurue]]&lt;br /&gt;
|&amp;lt;span style=&amp;quot;font-size:85%&amp;quot;&amp;gt;&#039;&#039;The Unicorn&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Unicorn Queen&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Queen of Talking Beasts&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|[[Chaotic good]]&lt;br /&gt;
|[[Spear]]&lt;br /&gt;
|CG, NG, CN&lt;br /&gt;
|Animal, Chaos, Fey, Good, Healing&lt;br /&gt;
|-&lt;br /&gt;
|[[Nobanion]]&lt;br /&gt;
|&amp;lt;span style=&amp;quot;font-size:85%&amp;quot;&amp;gt;&#039;&#039;Lord Firemane&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;King of the Beasts&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;King of Lions and Strong Beasts&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Lion King&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Lord of the Gulthmere Forest&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Guardian of the Vilhon Reach&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|[[Lawful good]]&lt;br /&gt;
|[[Light hammer]] (Heavy Pick)&lt;br /&gt;
|LG, NG, LN&lt;br /&gt;
|Animal, &#039;&#039;Fey&#039;&#039;, Good, Law, Nobility&lt;br /&gt;
|-&lt;br /&gt;
|[[Red Knight]]&lt;br /&gt;
|&amp;lt;span style=&amp;quot;font-size:85%&amp;quot;&amp;gt;&#039;&#039;Lady of Strategy&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grandmaster of the Lanceboard&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Crimson General&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Red Lady&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Red Lord&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|[[Lawful neutral]]&lt;br /&gt;
|[[Longsword]]&lt;br /&gt;
|LN, LG, LE&lt;br /&gt;
|&#039;&#039;Knowledge&#039;&#039;, Law, &#039;&#039;Luck&#039;&#039;, Nobility, Planning, War&lt;br /&gt;
|-&lt;br /&gt;
|[[Savras]]&lt;br /&gt;
|&amp;lt;span style=&amp;quot;font-size:85%&amp;quot;&amp;gt;&#039;&#039;The All-Seeing&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;He of the Third Eye&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Lord of Divination&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|[[Lawful neutral]]&lt;br /&gt;
|[[Dagger]]&lt;br /&gt;
|LN, LG, LE&lt;br /&gt;
|Fate, Knowledge, Law, Protection, Spell&lt;br /&gt;
|-&lt;br /&gt;
|[[Sharess]]&lt;br /&gt;
|&amp;lt;span style=&amp;quot;font-size:85%&amp;quot;&amp;gt;&#039;&#039;The Dancing Lady&#039;&#039;&lt;br /&gt;
Patroness of Festhalls&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Festhall Madam&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Mother of Cats&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Foe of Set&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Lustful Mistress&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Feline of Felicity&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Succubus of Sensation&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Tawny Temptress&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Bast&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Bastet&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Felidae&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Zandilar the Dancer&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|[[Chaotic good]]&lt;br /&gt;
|[[Unarmed strike]]&lt;br /&gt;
|CG, NG, CN&lt;br /&gt;
|Chaos, Charm, Good, Pleasure, Travel, Trickery&lt;br /&gt;
|-&lt;br /&gt;
|[[Shiallia]]&lt;br /&gt;
|&amp;lt;span style=&amp;quot;font-size:85%&amp;quot;&amp;gt;&#039;&#039;Dancer in the Glades&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Daughter of the High Forest&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Lady of the Woods&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sister Goddess&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|[[Neutral good]]&lt;br /&gt;
|[[Quarterstaff]]&lt;br /&gt;
|NG, LG, CG&lt;br /&gt;
|Animal, Good, &#039;&#039;Healing&#039;&#039;, Plant, Renewal&lt;br /&gt;
|-&lt;br /&gt;
|[[Siamorphe]]&lt;br /&gt;
|&amp;lt;span style=&amp;quot;font-size:85%&amp;quot;&amp;gt;&#039;&#039;The Divine Right&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|[[Lawful neutral]]&lt;br /&gt;
|[[Mace]]&lt;br /&gt;
|LN, LG, LE&lt;br /&gt;
|Knowledge, Law, &#039;&#039;Luck&#039;&#039;, &#039;&#039;Magic&#039;&#039;, Nobility, Planning&lt;br /&gt;
|-&lt;br /&gt;
|[[Ulutiu]]&lt;br /&gt;
|&amp;lt;span style=&amp;quot;font-size:85%&amp;quot;&amp;gt;&#039;&#039;The Eternal Sleeper&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Father of the Giants&#039; Kin&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Lord in the Ice&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|[[Lawful neutral]]&lt;br /&gt;
|[[Shortspear]] (Harpoon)&lt;br /&gt;
|LN, LG, LE&lt;br /&gt;
|Animal, Cold, Law, Ocean, Protection&lt;br /&gt;
|-&lt;br /&gt;
|[[Valkur]]&lt;br /&gt;
|&amp;lt;span style=&amp;quot;font-size:85%&amp;quot;&amp;gt;&#039;&#039;Captain of the Waves&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Mighty&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|[[Chaotic good]]&lt;br /&gt;
|[[Rapier]] (Cutlass)&lt;br /&gt;
|CG, NG, CN&lt;br /&gt;
|Air, Chaos, Good, Ocean, Protection&lt;br /&gt;
|-&lt;br /&gt;
|[[Iyachtu Xvim]]&lt;br /&gt;
|&amp;lt;span style=&amp;quot;font-size:85%&amp;quot;&amp;gt;&#039;&#039;The Godson&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Son of Bane&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The New Darkness&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Lord of Darkness&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Cruel Master&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Fiend King&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|[[Lawful evil]]&lt;br /&gt;
|[[Club]]&lt;br /&gt;
|LE, LN, NE&lt;br /&gt;
|Destruction, Evil, Hatred, Law, Tyranny&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Mulhorandi deities===&lt;br /&gt;
{|class=&amp;quot;sortable&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;4&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Deity&lt;br /&gt;
!Title&lt;br /&gt;
!Alignment&lt;br /&gt;
!Favored Weapon&lt;br /&gt;
!Cleric Alignment&lt;br /&gt;
!Domains&lt;br /&gt;
|-&lt;br /&gt;
|[[Anhur]]&lt;br /&gt;
|&amp;lt;span style=&amp;quot;font-size:85%&amp;quot;&amp;gt;&#039;&#039;General of the Gods&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Champion of Physical Prowess&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Falcon of War&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Supreme Marshall of All Armies&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;God of War, Thunder, Rain, and Storms&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Ramathant (Thay)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Ramman, Ramatep, Rumatep&#039;&#039; (Unther)&amp;lt;/span&amp;gt;&lt;br /&gt;
|[[Chaotic good]]&lt;br /&gt;
|[[Falchion]]&lt;br /&gt;
|CG, CN, NG&lt;br /&gt;
|Chaos, Good, Strength, Storm, War&lt;br /&gt;
|-&lt;br /&gt;
|[[Geb]]&lt;br /&gt;
|&amp;lt;span style=&amp;quot;font-size:85%&amp;quot;&amp;gt;&#039;&#039;King of the Riches Under the Earth&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Father Under the Skies and Sands&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Lord Earth&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Gebthant (Thay)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Gebakotep (Unther)&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|[[True neutral]]&lt;br /&gt;
|[[Quarterstaff]]&lt;br /&gt;
|N, NG, NE, LN, CN&lt;br /&gt;
|Cavern, Earth, Metal, Protection&lt;br /&gt;
|-&lt;br /&gt;
|[[Hathor]]&lt;br /&gt;
|&amp;lt;span style=&amp;quot;font-size:85%&amp;quot;&amp;gt;&#039;&#039;The Nurturing Mother&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Quiet One&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Dancer of Fortune&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;She Who is There for Those in Need&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hatharia (Thay)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hathelya (Unther)&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|[[Neutral good]]&lt;br /&gt;
|[[Shortsword]]&lt;br /&gt;
|LG, NG, CG&lt;br /&gt;
|Community, Family, Fate, Good, Moon&lt;br /&gt;
|-&lt;br /&gt;
|[[Horus-Re]]&lt;br /&gt;
|&amp;lt;span style=&amp;quot;font-size:85%&amp;quot;&amp;gt;&#039;&#039;Lord of the Sun&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Master of Vengeance&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Ruler of Mulhorand&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Pharaoh of the Gods&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Helcaliant (Thay)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hokatep (Unther)&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|[[Lawful good]]&lt;br /&gt;
|[[Scimitar]] (Khopesh)&lt;br /&gt;
|LG, LN, NG&lt;br /&gt;
|Good, Law, Nobility, Retribution, Sun&lt;br /&gt;
|-&lt;br /&gt;
|[[Isis]]&lt;br /&gt;
|&amp;lt;span style=&amp;quot;font-size:85%&amp;quot;&amp;gt;&#039;&#039;Bountiful Lady&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Lady of All Love&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Mistress of Weather&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Lady of Rivers&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Mistress of Enchantment&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Isharia (Thay)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Ishtar (Unther)&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|[[Neutral good]]&lt;br /&gt;
|[[Dagger]]&lt;br /&gt;
|LG, NG, CG&lt;br /&gt;
|Family, Good, Magic, Storm, Water&lt;br /&gt;
|-&lt;br /&gt;
|[[Nephthys]]&lt;br /&gt;
|&amp;lt;span style=&amp;quot;font-size:85%&amp;quot;&amp;gt;&#039;&#039;Guardian of Wealth and Commerce&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Protector of the Dead&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Devoted Lady&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Lady of Sands&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Avenging Mother&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Nesharia (Thay)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Neselthia (Unther)&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|[[Chaotic good]]&lt;br /&gt;
|[[Whip]]&lt;br /&gt;
|CG, CN, NG&lt;br /&gt;
|Chaos, Good, Protection, Trade&lt;br /&gt;
|-&lt;br /&gt;
|[[Osiris]]&lt;br /&gt;
|&amp;lt;span style=&amp;quot;font-size:85%&amp;quot;&amp;gt;&#039;&#039;Lord of Nature&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Judge of the Dead&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The White Crown&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Reaper of the Harvest&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Osirant (Thay)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Ozrikotep (Unther)&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|[[Lawful good]]&lt;br /&gt;
|[[Flail]]&lt;br /&gt;
|LG, LN, NG&lt;br /&gt;
|Good, Law, Plant, Repose, Retribution&lt;br /&gt;
|-&lt;br /&gt;
|[[Sebek]]&lt;br /&gt;
|&amp;lt;span style=&amp;quot;font-size:85%&amp;quot;&amp;gt;&#039;&#039;Lord of Crocodiles&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Smiling Death&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sebethant (Thay)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sebakar (Unther)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sobek&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|[[Neutral evil]]&lt;br /&gt;
|[[Spear]]&lt;br /&gt;
|LE, NE, CE&lt;br /&gt;
|Animal, Evil, Scalykind, Water&lt;br /&gt;
|-&lt;br /&gt;
|[[Set]]&lt;br /&gt;
|&amp;lt;span style=&amp;quot;font-size:85%&amp;quot;&amp;gt;&#039;&#039;Lord of Evil&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Defiler of the Dead&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Lord of Carrion&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Father of Jackals&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Brother of Serpents&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Outcast of the Gods&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;King of Malice&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;God of Darkness&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;God of Desert Storms&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Typhon (Thay, Unther)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Gilgeam&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Zehir&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|[[Lawful evil]]&lt;br /&gt;
|[[Spear]]&lt;br /&gt;
|LE, LN, NE&lt;br /&gt;
|Air, Darkness, Evil, Hatred, Law, Magic, Scalykind&lt;br /&gt;
|-&lt;br /&gt;
|[[Thoth]]&lt;br /&gt;
|&amp;lt;span style=&amp;quot;font-size:85%&amp;quot;&amp;gt;&#039;&#039;Lord of Magic&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Scribe of the Gods&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Knower of All Secrets&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Keeper of Knowledge&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;King of Knowledge&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Protector of Murghôm&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tholaunt (Thay)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Thalatos (Unther)&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|[[True neutral]]&lt;br /&gt;
|[[Quarterstaff]]&lt;br /&gt;
|N, NG, NE, LN, CN&lt;br /&gt;
|Knowledge, Magic, Spell, Rune&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Untheric deities===&lt;br /&gt;
{|class=&amp;quot;sortable&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;4&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Deity&lt;br /&gt;
!Title&lt;br /&gt;
!Alignment&lt;br /&gt;
!Favored Weapon&lt;br /&gt;
!Cleric Alignment&lt;br /&gt;
!Domains&lt;br /&gt;
|-&lt;br /&gt;
|[[Gilgeam]] (Dead)&lt;br /&gt;
|&amp;lt;span style=&amp;quot;font-size:85%&amp;quot;&amp;gt;&#039;&#039;The Great&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Father of Victory&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Master of Wars&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;God of the Sky and the Cities&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Supreme Ruler of Unther, Chessenta, Threskel,&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Chondath, Turmish, the Shaar, and Yuirwood&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Tyrant&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Gilgamesh&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|[[Lawful evil]]&lt;br /&gt;
|[[Warhammer]] (Heavy Mace)&lt;br /&gt;
|LE, LN, NE&lt;br /&gt;
|Air, Strength, Tyranny, War&lt;br /&gt;
|-&lt;br /&gt;
|[[Tiamat]]&lt;br /&gt;
|&amp;lt;span style=&amp;quot;font-size:85%&amp;quot;&amp;gt;&#039;&#039;Archdevil&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Avaricious&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Bane of Bahamut&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Creator of Evil Dragonkind&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Chromatic Dragon&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Dragon Queen&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Dark Lady&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Nemesis of the Gods&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Queen of Chaos&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Queen of Evil Dragonkind&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Undying Queen&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Azharul&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|[[Lawful evil]]&lt;br /&gt;
|[[Light hammer]] (Heavy Pick)&lt;br /&gt;
|LE, LN, NE&lt;br /&gt;
|Evil, Greed, Law, Scalykind, Tyranny&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Kara-Turan deities===&lt;br /&gt;
{|class=&amp;quot;sortable&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;4&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Deity&lt;br /&gt;
!Title&lt;br /&gt;
!Alignment&lt;br /&gt;
!Favored Weapon&lt;br /&gt;
!Cleric Alignment&lt;br /&gt;
!Domains&lt;br /&gt;
|-&lt;br /&gt;
|[[Celestial Bureaucracy]]&lt;br /&gt;
|&amp;lt;span style=&amp;quot;font-size:85%&amp;quot;&amp;gt;&#039;&#039;Celestial Bureaucracy of Heaven&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Celestial Bureaucracy of Kara-Tur&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Celestial Emperor&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Ai Ch&#039;ing&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Chan Cheng&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Ch&#039;en Hsiang&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Chih Shih&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fa Kuan&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hsing Yong&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Kwan Ying&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Nung Chiang&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Shu Chia&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|[[Lawful neutral]]&lt;br /&gt;
|[[Unarmed strike]]&lt;br /&gt;
|LN, LG, LE&lt;br /&gt;
|Family, Knowledge, Law, Luck, Metal, Protection, Renewal, Rune, War&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Yuan-ti deities===&lt;br /&gt;
{|class=&amp;quot;sortable&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;4&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Deity&lt;br /&gt;
!Title&lt;br /&gt;
!Alignment&lt;br /&gt;
!Favored Weapon&lt;br /&gt;
!Cleric Alignment&lt;br /&gt;
!Domains&lt;br /&gt;
|-&lt;br /&gt;
|[[Sseth]]&lt;br /&gt;
|&amp;lt;span style=&amp;quot;font-size:85%&amp;quot;&amp;gt;&#039;&#039;The Slitherer Supreme&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Varae&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Merrshaulk&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|[[Chaotic evil]]&lt;br /&gt;
|[[Longsword]]&lt;br /&gt;
|Sseth only has serpentine clerics&lt;br /&gt;
|Air, Animal, Chaos, Evil, Knowledge, Magic, Planning, Scalykind, Trickery&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Draconic deities===&lt;br /&gt;
{|class=&amp;quot;sortable&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;4&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Deity&lt;br /&gt;
!Title&lt;br /&gt;
!Alignment&lt;br /&gt;
!Favored Weapon&lt;br /&gt;
!Cleric Alignment&lt;br /&gt;
!Domains&lt;br /&gt;
|-&lt;br /&gt;
|[[Asgorath]]&lt;br /&gt;
|&amp;lt;span style=&amp;quot;font-size:85%&amp;quot;&amp;gt;&#039;&#039;The World Shaper&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Concordant Dragon&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Great Eternal Wheel&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Swallower of Shades&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Ninefold Dragon&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Creator of Dragonkind&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|[[Neutral]]&lt;br /&gt;
|[[Scimitar]]&lt;br /&gt;
|Asgorath only has dragon clerics&lt;br /&gt;
|Dragon, Knowledge, Magic, Spell, Strength, Travel&lt;br /&gt;
|-&lt;br /&gt;
|[[Bahamut]]&lt;br /&gt;
|&amp;lt;span style=&amp;quot;font-size:85%&amp;quot;&amp;gt;&#039;&#039;Angel of the Seven Heavens&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Draco Paladin&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The God of Dragons&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grandfather of Dragons&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grand Master of Flowers&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;King of the Good Dragons&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Justicemaker&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Justice Bringer&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Lord of the North Wind&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Lord of Pure Incantations&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Platinum Dragon&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Valiant&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|[[Lawful good]]&lt;br /&gt;
|[[Light hammer]] (heavy pick)&lt;br /&gt;
|LG, NG&lt;br /&gt;
|Air, Cold, Dragon, Good, Luck, Nobility, Protection, Storm&lt;br /&gt;
|-&lt;br /&gt;
|[[Hlal]]&lt;br /&gt;
|&amp;lt;span style=&amp;quot;font-size:85%&amp;quot;&amp;gt;&#039;&#039;Messenger of Asgorath&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Jester&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Pursued&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Quicksilver&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Avachel&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Aasterinian&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|[[Chaotic good]]&lt;br /&gt;
|[[Shortsword]]&lt;br /&gt;
|CG, NG, CN&lt;br /&gt;
|Chaos, Charm, Dragon, Good, Illusion, Luck, Scalykind, Trade, Trickery&lt;br /&gt;
|-&lt;br /&gt;
|[[Lendys]]&lt;br /&gt;
|&amp;lt;span style=&amp;quot;font-size:85%&amp;quot;&amp;gt;&#039;&#039;Scale of Justice&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Balancer&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weigher of Lives&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|[[Lawful neutral]]&lt;br /&gt;
|[[Longsword]]&lt;br /&gt;
|Lendys only has dragon clerics&lt;br /&gt;
|Balance, Destruction, Law, Protection&lt;br /&gt;
|-&lt;br /&gt;
|[[Null]]&lt;br /&gt;
|&amp;lt;span style=&amp;quot;font-size:85%&amp;quot;&amp;gt;&#039;&#039;Deathwyrm&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Guardian of the Lost&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Night Dragon&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Reaver&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|[[Lawful neutral]] and [[Lawful evil]]&lt;br /&gt;
|[[Scimitar]]&lt;br /&gt;
|Null only has dragon clerics&lt;br /&gt;
|Death, Fate, Knowledge, Law, Scalykind&lt;br /&gt;
|-&lt;br /&gt;
|[[Tamara]]&lt;br /&gt;
|&amp;lt;span style=&amp;quot;font-size:85%&amp;quot;&amp;gt;&#039;&#039;Her Beneficence&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Her Mercy&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|[[Neutral good]]&lt;br /&gt;
|[[Scimitar]]&lt;br /&gt;
|NG, LG, CG, N&lt;br /&gt;
|Dragon, Good, Family, Healing, Strength, Sun&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Archdevils===&lt;br /&gt;
{|class=&amp;quot;sortable&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;4&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Deity&lt;br /&gt;
!Title&lt;br /&gt;
!Alignment&lt;br /&gt;
!Favored Weapon&lt;br /&gt;
!Cleric Alignment&lt;br /&gt;
!Domains&lt;br /&gt;
|-&lt;br /&gt;
|[[Asmodeus]]&lt;br /&gt;
|&amp;lt;span style=&amp;quot;font-size:85%&amp;quot;&amp;gt;&#039;&#039;Supreme Master of the Ning Hells&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Lord of Nessus&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Lord of the Ninth&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Lord of the Ruby Rod&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Lord of Lies&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Prince of Evil&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Cloven&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Old Hoof and Horn&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Archfiend&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Raging Fiend&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|[[Lawful evil]]&lt;br /&gt;
|[[Mace]]&lt;br /&gt;
|Archfiend clerics not allowed on BG&lt;br /&gt;
|Diabolic, Evil, Law&lt;br /&gt;
|-&lt;br /&gt;
|[[Baalzebul]]&lt;br /&gt;
|&amp;lt;span style=&amp;quot;font-size:85%&amp;quot;&amp;gt;&#039;&#039;Lord of the Seventh&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Lord of the Flies&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Lord of the Lies&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Lord of Lies&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Triel the Fallen&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Fallen One&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Archduke of Maladomini&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Slug Archduke&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|[[Lawful evil]]&lt;br /&gt;
|[[Morningstar]]&lt;br /&gt;
|Archfiend clerics not allowed on BG&lt;br /&gt;
|Diabolic, Evil, Law, Strength, Trickery, War&lt;br /&gt;
|-&lt;br /&gt;
|[[Belial and Fierna]]&lt;br /&gt;
|&amp;lt;span style=&amp;quot;font-size:85%&amp;quot;&amp;gt;&#039;&#039;Lord of the Fourth&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Lady of the Fourth&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Lord of Pain and Suffering&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fiery Lady of Phlegethos&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Great Belial&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Archduke Belial&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Archduchess Fierna&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|[[Lawful evil]]&lt;br /&gt;
|[[Halberd]] (Ranseur) and [[Scimitar]]&lt;br /&gt;
|Archfiend clerics not allowed on BG&lt;br /&gt;
|Evil, Fire, Knowledge, Law, Trickery&lt;br /&gt;
|-&lt;br /&gt;
|[[Dispater]]&lt;br /&gt;
|&amp;lt;span style=&amp;quot;font-size:85%&amp;quot;&amp;gt;&#039;&#039;Lord of the Second&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Lord of Dis&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Archduke of Dis&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Iron Duke&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Father of Strife&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|[[Lawful evil]]&lt;br /&gt;
|[[Mace]]&lt;br /&gt;
|Archfiend clerics not allowed on BG&lt;br /&gt;
|Destruction, Diabolic, Evil, Law, War&lt;br /&gt;
|-&lt;br /&gt;
|[[Glasya]]&lt;br /&gt;
|&amp;lt;span style=&amp;quot;font-size:85%&amp;quot;&amp;gt;&#039;&#039;Queen of the Erinyes&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Princess of Hell&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Princess of the Night&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Dark Prodigy&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|[[Lawful evil]]&lt;br /&gt;
|[[Whip]] (Scourge)&lt;br /&gt;
|Archfiend clerics not allowed on BG&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Levistus]]&lt;br /&gt;
|&amp;lt;span style=&amp;quot;font-size:85%&amp;quot;&amp;gt;&#039;&#039;Lord of the Fifth&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Lord of Stygia&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Prince of Stygia&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Prince Levistus&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Prince of Betrayal&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Frozen Prince&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Rogue Archdevil&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|[[Lawful evil]]&lt;br /&gt;
|[[Rapier]]&lt;br /&gt;
|Archfiend clerics not allowed on BG&lt;br /&gt;
|Cold, Evil, Diabolic, Law, Trickery, War&lt;br /&gt;
|-&lt;br /&gt;
|[[Mammon]]&lt;br /&gt;
|&amp;lt;span style=&amp;quot;font-size:85%&amp;quot;&amp;gt;&#039;&#039;Lord of the Third&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Lord of Avarice&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Lord of Lust&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;King of Greed&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;King of Covetousness&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Archduke of Minauros&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Viscount of Minauros&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Serpent&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|[[Lawful evil]]&lt;br /&gt;
|[[Shortspear]]&lt;br /&gt;
|Archfiend clerics not allowed on BG&lt;br /&gt;
|Diabolic, Evil, Greed, Law, Trickery&lt;br /&gt;
|-&lt;br /&gt;
|[[Mephistopheles]]&lt;br /&gt;
|&amp;lt;span style=&amp;quot;font-size:85%&amp;quot;&amp;gt;&#039;&#039;Lord of the Eighth&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Lord of the Citadel&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Lord of No Mercy&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Lord of Hellfire&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Cold Lord&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duke of Brimstone&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Archduke of Cania&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Baron of Cania&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Archdevil of Contradictions&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|[[Lawful evil]]&lt;br /&gt;
|[[Halberd]] (Ranseur)&lt;br /&gt;
|Archfiend clerics not allowed on BG&lt;br /&gt;
|Diabolic, Evil, Fire, Law&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Demon Lords===&lt;br /&gt;
{|class=&amp;quot;sortable&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;4&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Deity&lt;br /&gt;
!Title&lt;br /&gt;
!Alignment&lt;br /&gt;
!Favored Weapon&lt;br /&gt;
!Cleric Alignment&lt;br /&gt;
!Domains&lt;br /&gt;
|-&lt;br /&gt;
|[[Baphomet]]&lt;br /&gt;
|&amp;lt;span style=&amp;quot;font-size:85%&amp;quot;&amp;gt;&#039;&#039;Prince of Beasts&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Demon Lord of Minotaurs&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Horned King&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|[[Chaotic evil]]&lt;br /&gt;
|[[Club]]&lt;br /&gt;
|Archfiend clerics not allowed on BG&lt;br /&gt;
|Animal, Chaos, Evil, Fury, Hatred, Retribution, Strength&lt;br /&gt;
|-&lt;br /&gt;
|[[Dagon]]&lt;br /&gt;
|&amp;lt;span style=&amp;quot;font-size:85%&amp;quot;&amp;gt;&#039;&#039;Prince of the Depths&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Prince of the Darkened Depths&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Father Dagon&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|[[Chaotic evil]]&lt;br /&gt;
|[[Halberd]] (Trident)&lt;br /&gt;
|Archfiend clerics not allowed on BG&lt;br /&gt;
|Chaos, Evil, Water&lt;br /&gt;
|-&lt;br /&gt;
|[[Demogorgon]]&lt;br /&gt;
|&amp;lt;span style=&amp;quot;font-size:85%&amp;quot;&amp;gt;&#039;&#039;Prince of Demons&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Deep Father&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Sibilant Beast&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Master of the Spiraling Detphs&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Master of the Mysterious&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;King of the Deviants&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|[[Chaotic evil]]&lt;br /&gt;
|[[Flail]]&lt;br /&gt;
|Archfiend clerics not allowed on BG&lt;br /&gt;
|Chaos, Corruption, Demonic, Evil&lt;br /&gt;
|-&lt;br /&gt;
|[[Fraz-Urb&#039;luu]]&lt;br /&gt;
|&amp;lt;span style=&amp;quot;font-size:85%&amp;quot;&amp;gt;&#039;&#039;Prince of Deception&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Demon Lord of Illusions&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|[[Chaotic evil]]&lt;br /&gt;
|[[Warmace]] (Greatclub)&lt;br /&gt;
|Archfiend clerics not allowed on BG&lt;br /&gt;
|Chaos, Demonic, Evil, Trickery, War&lt;br /&gt;
|-&lt;br /&gt;
|[[Graz&#039;zt]]&lt;br /&gt;
|&amp;lt;span style=&amp;quot;font-size:85%&amp;quot;&amp;gt;&#039;&#039;The Dark Prince&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Dark Man&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Shadow King&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|[[Chaotic evil]]&lt;br /&gt;
|[[Dagger]]&lt;br /&gt;
|Archfiend clerics not allowed on BG&lt;br /&gt;
|Chaos, Demonic, Evil&lt;br /&gt;
|-&lt;br /&gt;
|[[Juiblex]]&lt;br /&gt;
|&amp;lt;span style=&amp;quot;font-size:85%&amp;quot;&amp;gt;&#039;&#039;The Faceless Lord&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Slime Lord&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Father of Slime&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Patron of Pestilence&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Fetid Prince&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Indescribabe Darkness&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;He Who Slithers&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Glistener&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Unspeakable&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Unnameable One&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Oozing Hunger&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Slick of Foulest Humors&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Demon Lord of Ooze&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Lord of Nothing&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|[[Chaotic evil]]&lt;br /&gt;
|[[Mace]]&lt;br /&gt;
|Archfiend clerics not allowed on BG&lt;br /&gt;
|Chaos, Corruption, Evil, Slime&lt;br /&gt;
|-&lt;br /&gt;
|[[Kostchtchie]]&lt;br /&gt;
|&amp;lt;span style=&amp;quot;font-size:85%&amp;quot;&amp;gt;&#039;&#039;Prince of Wrath&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|[[Chaotic evil]]&lt;br /&gt;
|[[Warhammer]]&lt;br /&gt;
|Archfiend clerics not allowed on BG&lt;br /&gt;
|Chaos, Cold, Evil, Fury, War&lt;br /&gt;
|-&lt;br /&gt;
|[[Malcanthet]]&lt;br /&gt;
|&amp;lt;span style=&amp;quot;font-size:85%&amp;quot;&amp;gt;&#039;&#039;Queen of the Succubi&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|[[Chaotic evil]]&lt;br /&gt;
|[[Whip]] (Scourge)&lt;br /&gt;
|Archfiend clerics not allowed on BG&lt;br /&gt;
|Chaos, Evil, Trickery&lt;br /&gt;
|-&lt;br /&gt;
|[[Obox-Ob]]&lt;br /&gt;
|&amp;lt;span style=&amp;quot;font-size:85%&amp;quot;&amp;gt;&#039;&#039;Prince of Vermin&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Primal Chaos&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|[[Chaotic evil]]&lt;br /&gt;
|[[Rapier]] (Stinger)&lt;br /&gt;
|Archfiend clerics not allowed on BG&lt;br /&gt;
|Chaos, Destruction, Evil&lt;br /&gt;
|-&lt;br /&gt;
|[[Orcus]] (Dead)&lt;br /&gt;
|&amp;lt;span style=&amp;quot;font-size:85%&amp;quot;&amp;gt;&#039;&#039;Lord of the Undead&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Prince of the Undead&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Prince of Undeath&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Blood Lord&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Lord of Specters&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Master of Vampires&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|[[Chaotic evil]]&lt;br /&gt;
|[[Morningstar]]&lt;br /&gt;
|Archfiend clerics not allowed on BG&lt;br /&gt;
|Chaos, Death, Demonic, Evil&lt;br /&gt;
|-&lt;br /&gt;
|[[Pale Night]]&lt;br /&gt;
|&amp;lt;span style=&amp;quot;font-size:85%&amp;quot;&amp;gt;&#039;&#039;Mother of Demons&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The White Lady&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Queen of Night&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|[[Chaotic evil]]&lt;br /&gt;
|[[Unarmed strike]]&lt;br /&gt;
|Archfiend clerics not allowed on BG&lt;br /&gt;
|Chaos, Corruption, Evil, Knowledge&lt;br /&gt;
|-&lt;br /&gt;
|[[Pazuzu]]&lt;br /&gt;
|&amp;lt;span style=&amp;quot;font-size:85%&amp;quot;&amp;gt;&#039;&#039;Prince of the Lower Aerial Kingdoms&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Dark Angel of the Four Winds&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Pazrael&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|[[Chaotic evil]]&lt;br /&gt;
|[[Longsword]]&lt;br /&gt;
|Archfiend clerics not allowed on BG&lt;br /&gt;
|Air, Chaos, Evil&lt;br /&gt;
|-&lt;br /&gt;
|[[Yeenoghu]]&lt;br /&gt;
|&amp;lt;span style=&amp;quot;font-size:85%&amp;quot;&amp;gt;&#039;&#039;Prince of Gnolls&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Gnoll Lord&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Lord of Savagery&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Beast of Butchery&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Ruler of Ruin&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Destroyer&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|[[Chaotic evil]]&lt;br /&gt;
|[[Flail]]&lt;br /&gt;
|Archfiend clerics not allowed on BG&lt;br /&gt;
|Chaos, Demonic, Evil, Fury&lt;br /&gt;
|-&lt;br /&gt;
|[[Zuggtmoy]]&lt;br /&gt;
|&amp;lt;span style=&amp;quot;font-size:85%&amp;quot;&amp;gt;&#039;&#039;Lady of Fungi&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Demon Queen of Fungi&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Lady of Rot and Decay&amp;lt;/span&amp;gt;&lt;br /&gt;
|[[Chaotic evil]]&lt;br /&gt;
|[[Sickle]]&lt;br /&gt;
|Archfiend clerics not allowed on BG&lt;br /&gt;
|Chaos, Evil, Plant, Slime&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sylvan deities===&lt;br /&gt;
{|class=&amp;quot;sortable&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;4&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Deity&lt;br /&gt;
!Title&lt;br /&gt;
!Alignment&lt;br /&gt;
!Favored Weapon&lt;br /&gt;
!Cleric Alignment&lt;br /&gt;
!Domains&lt;br /&gt;
|-&lt;br /&gt;
|[[Titania]]&lt;br /&gt;
|&amp;lt;span style=&amp;quot;font-size:85%&amp;quot;&amp;gt;&#039;&#039;Tiandra&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Summer Queen&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Faerie Queen&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Queen of Light&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|[[Chaotic good]]&lt;br /&gt;
|[[Quarterstaff]] (Wand)&lt;br /&gt;
|Fey clerics not allowed on BG&lt;br /&gt;
|Chaos, Fey, Good, Magic&lt;br /&gt;
|-&lt;br /&gt;
|[[Oberon]]&lt;br /&gt;
|&amp;lt;span style=&amp;quot;font-size:85%&amp;quot;&amp;gt;&#039;&#039;The Lord of Beasts&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;King Oberon&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Oran&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Green Lord&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|[[Neutral good]]&lt;br /&gt;
|[[Longsword]]&lt;br /&gt;
|Fey clerics not allowed on BG&lt;br /&gt;
|Animal, Fey, Good, Plant&lt;br /&gt;
|-&lt;br /&gt;
|[[Hyrsam]]&lt;br /&gt;
|&amp;lt;span style=&amp;quot;font-size:85%&amp;quot;&amp;gt;&#039;&#039;Damh&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Prince of Fools&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Savage&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|[[Chaotic neutral]]&lt;br /&gt;
|[[Club]] (Fiddlestick)&lt;br /&gt;
|Fey clerics not allowed on BG&lt;br /&gt;
|Chaos, Charm, Fey, Trickery&lt;br /&gt;
|-&lt;br /&gt;
|[[Verenestra]]&lt;br /&gt;
|&amp;lt;span style=&amp;quot;font-size:85%&amp;quot;&amp;gt;&#039;&#039;The Oak Princess&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|[[Neutral]]&lt;br /&gt;
|[[Dagger]]&lt;br /&gt;
|Fey clerics not allowed on BG&lt;br /&gt;
|Charm, Fey, Pleasure&lt;br /&gt;
|-&lt;br /&gt;
|[[Queen of Air and Darkness]]&lt;br /&gt;
|&amp;lt;span style=&amp;quot;font-size:85%&amp;quot;&amp;gt;&#039;&#039;The Black Diamond&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|[[Chaotic evil]]&lt;br /&gt;
|[[Dagger]]&lt;br /&gt;
|Fey clerics not allowed on BG&lt;br /&gt;
|Air, Chaos, Darkness, Evil, Fey, Illusion&lt;br /&gt;
|-&lt;br /&gt;
|[[Baba Yaga]]&lt;br /&gt;
|&amp;lt;span style=&amp;quot;font-size:85%&amp;quot;&amp;gt;&#039;&#039;Mother of All Witches&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Bone Mother&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Little Grandmother&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|[[Neutral evil]]&lt;br /&gt;
|[[Warmace]] (Greatclub)&lt;br /&gt;
|Fey clerics not allowed on BG&lt;br /&gt;
|Evil, Fey, Magic, Trickery&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Heresies===&lt;br /&gt;
{|class=&amp;quot;sortable&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;4&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Deity&lt;br /&gt;
!Alignment&lt;br /&gt;
!Favored Weapon&lt;br /&gt;
!Cleric Alignment&lt;br /&gt;
!Domains&lt;br /&gt;
|-&lt;br /&gt;
|[[Dark Moon]]&lt;br /&gt;
|[[Lawful neutral]], [[Neutral]], [[Chaotic neutral]]&lt;br /&gt;
|[[Mace]]&lt;br /&gt;
|LN, N, CN&lt;br /&gt;
|Cavern, Darkness, Knowledge, Moon, Protection, Travel&lt;br /&gt;
|-&lt;br /&gt;
|[[Risen Sun]]&lt;br /&gt;
|[[Lawful good]], [[Lawful neutral]]&lt;br /&gt;
|[[Mace]]&lt;br /&gt;
|LG, LN&lt;br /&gt;
|Fire, Law, Nobility, Renewal, Sun&lt;br /&gt;
|-&lt;br /&gt;
|[[Shared Suffering]]&lt;br /&gt;
|[[Neutral]]&lt;br /&gt;
|[[Unarmed strike]]&lt;br /&gt;
|N&lt;br /&gt;
|Healing, Retribution, Strength, Suffering&lt;br /&gt;
|-&lt;br /&gt;
|[[Three-Faced Sun]]&lt;br /&gt;
|[[Lawful neutral]]&lt;br /&gt;
|[[Scythe]]&lt;br /&gt;
|LN&lt;br /&gt;
|Death, Law, Renewal, Sun&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Game rules]]&lt;br /&gt;
[[Category:Forgotten Realms deities| ]]&lt;/div&gt;</summary>
		<author><name>DM Limerence</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Kelemvor&amp;diff=16855</id>
		<title>Kelemvor</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Kelemvor&amp;diff=16855"/>
		<updated>2025-05-06T14:04:48Z</updated>

		<summary type="html">&lt;p&gt;DM Limerence: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Deity&lt;br /&gt;
|alias=Lord of the Dead, Judge of the Damned&lt;br /&gt;
|power=G&lt;br /&gt;
|pantheon=F&lt;br /&gt;
|symbol=Upright skeletal arm holding the golden scales of justice&lt;br /&gt;
|alignment=LN&lt;br /&gt;
|cleric=LE, LG, LN&lt;br /&gt;
|portfolio=Death, the dead&lt;br /&gt;
|worshippers=The dying, families of the dying, gravediggers, hunters of the [[undead]], morticians, mourners&lt;br /&gt;
|domain_fate=1&lt;br /&gt;
|domain_magic=1&lt;br /&gt;
|domain_law=1&lt;br /&gt;
|domain_protection=1&lt;br /&gt;
|domain_repose=1&lt;br /&gt;
|domain_travel=1&lt;br /&gt;
|weapon=[[Bastard sword]] - &amp;quot;Fatal Touch&amp;quot;&lt;br /&gt;
|weapon_canon=&lt;br /&gt;
|allies=[[Jergal]], [[Sehanine Moonbow]], [[Lathander]]&lt;br /&gt;
|enemies=[[Cyric]], [[Velsharoon]], [[Talona]]}}&lt;br /&gt;
&#039;&#039;&#039;Kelemvor&#039;&#039;&#039; (pronounced &#039;&#039;KELL-em-vor&#039;&#039;), formerly &#039;&#039;&#039;Kelemvor Lyonsbane&#039;&#039;&#039;, also known as the Lord of the Dead and Judge of the Damned, is the god of death and the dead, and master of the Crystal Spire in the [[Fugue Plane]]. In his mortal days, Kelemvor was a skilled mercenary, with the heart of a noble [[paladin]], concealed under rude manners and thwarted by his mysterious family curse.&lt;br /&gt;
&lt;br /&gt;
Fair yet cold, Kelemvor is the god of death and the dead—the most recent deity to hold this position, following in the footsteps of [[Jergal]], [[Myrkul]], and [[Cyric]]. Unlike these other deities, whose rule as gods of the dead made the afterlife an uncertain and fearful thing, Kelemvor urges knowledge that death is a natural part of life and should not be feared as long as it is understood.&lt;/div&gt;</summary>
		<author><name>DM Limerence</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Fate_(domain)&amp;diff=16854</id>
		<title>Fate (domain)</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Fate_(domain)&amp;diff=16854"/>
		<updated>2025-05-06T14:03:20Z</updated>

		<summary type="html">&lt;p&gt;DM Limerence: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Clerics who take the Fate domain have a deeper understanding of life and mortality. They understand and accept that all things have a designated purpose in life, defined by the gods, the universe, or simple &amp;quot;gut feeling&amp;quot;, and believe true enlightenment and satisfaction is found in finding and fulfilling one&#039;s purpose. They believe that when people feel stress and frustration, it is often because they are trying to run from their destiny. Fate clerics often tend to the dying, helping them fulfill their last wishes so that they can end their lives in peace.&lt;br /&gt;
&lt;br /&gt;
{{Domain|power=[[Uncanny Dodge]]: The cleric gains the ability to react to danger before his senses would normally allow.&lt;br /&gt;
|1st spell=[[Status]]&lt;br /&gt;
|2nd spell=[[Scrying]]&lt;br /&gt;
|3rd spell=[[Evil Eye]]&lt;br /&gt;
|4th spell=[[Walk Safely]]&lt;br /&gt;
|5th spell=[[Dominate Person]]&lt;br /&gt;
|6th spell=[[Legend Lore]]&lt;br /&gt;
|7th spell=[[Greater Evil Eye]]&lt;br /&gt;
|8th spell=[[Dominate Monster]]&lt;br /&gt;
|9th spell=[[Foresight]]&lt;br /&gt;
}}&lt;br /&gt;
== BGTSCC Features ==&lt;br /&gt;
* In order to use domains your [[Deity | deity]] must match.&lt;br /&gt;
&lt;br /&gt;
== Deities with Fate Domain ==&lt;br /&gt;
*[[Beshaba]]&lt;br /&gt;
*[[Hathor]]&lt;br /&gt;
*[[Hoar]]&lt;br /&gt;
*[[Jergal]]&lt;br /&gt;
*[[Kelemvor]]&lt;br /&gt;
*[[Null]]&lt;br /&gt;
*[[Savras]]&lt;/div&gt;</summary>
		<author><name>DM Limerence</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Travel_(domain)&amp;diff=16853</id>
		<title>Travel (domain)</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Travel_(domain)&amp;diff=16853"/>
		<updated>2025-05-06T14:03:07Z</updated>

		<summary type="html">&lt;p&gt;DM Limerence: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Clerics who take the Travel domain believe in open borders, exploration, innovation, and new beginnings. They rarely settle down in static churches, preferring to pray at or construct roadside shrines and tend to other travelers on the road. Travel clerics are not always about moving place-to-place, though. In cities, Travel clerics bless new ventures and mercantile or adventuring startups, and they even perform funerary rites to help the soul successfully pass on from this life to the next. Travel clerics favor transitional seasons like spring and autumn, and consider the wheel, the shoe, the ship, and the horse to be sacred objects.&lt;br /&gt;
&lt;br /&gt;
{{Domain|power=[[Woodland Stride]]: The cleric receives a 10% movement increase when in outdoor, natural environments. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Granted Power&#039;&#039;&#039;: [[Extra Skill]] ([[Lore: Geography]], [[Survival]]): The cleric is skilled at navigating and surviving long periods away from civilization.&lt;br /&gt;
|1st spell=[[Longstrider]]&lt;br /&gt;
|2nd spell=[[Scrying]]&lt;br /&gt;
|3rd spell=[[Freedom of Movement]]&lt;br /&gt;
|4th spell=[[Dimension Door]]&lt;br /&gt;
|5th spell=[[Teleport]]&lt;br /&gt;
|6th spell=[[Tree Stride]]&lt;br /&gt;
|7th spell=[[Greater Teleport]]&lt;br /&gt;
|8th spell=[[Mass Passwall]]&lt;br /&gt;
|9th spell=[[Teleportation Circle]]&lt;br /&gt;
}}&lt;br /&gt;
== BGTSCC Features ==&lt;br /&gt;
* In order to use domains your [[Deity | deity]] must match.&lt;br /&gt;
&lt;br /&gt;
== Deities with Travel Domain ==&lt;br /&gt;
*[[Akadi]]&lt;br /&gt;
*[[Asgorath]]&lt;br /&gt;
*[[Baervan Wildwanderer]]&lt;br /&gt;
*[[Brandobaris]]&lt;br /&gt;
*[[Fenmarel Mestarine]]&lt;br /&gt;
*[[Gwaeron Windstrom]]&lt;br /&gt;
*[[Herne]]&lt;br /&gt;
*[[Hoar]]&lt;br /&gt;
*[[Ibrandul]]&lt;br /&gt;
*[[Istishia]]&lt;br /&gt;
*[[Kelemvor]]&lt;br /&gt;
*[[Lliira]]&lt;br /&gt;
*[[Marthammor Duin]]&lt;br /&gt;
*[[Mielikki]]&lt;br /&gt;
*[[Myrkul]]&lt;br /&gt;
*[[Oghma]]&lt;br /&gt;
*[[Sehanine Moonbow]]&lt;br /&gt;
*[[Selûne]]&lt;br /&gt;
*[[Sharess]]&lt;br /&gt;
*[[Shaundakul]]&lt;br /&gt;
*[[Tymora]]&lt;br /&gt;
*[[Vhaeraun]]&lt;br /&gt;
*[[Waukeen]]&lt;/div&gt;</summary>
		<author><name>DM Limerence</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Magic_(domain)&amp;diff=16852</id>
		<title>Magic (domain)</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Magic_(domain)&amp;diff=16852"/>
		<updated>2025-05-06T14:02:50Z</updated>

		<summary type="html">&lt;p&gt;DM Limerence: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Clerics who take the Magic domain are deeply in tune with the Weave. They teach that magic is an art and should be explored for its own sake, not just the practical effects it can provide. Magic clerics typically work to foster greater respect and understanding of magic in the world, and tend to the needs of all spellcasters and beings with inborn magic, such as planetouched humans. Magic clerics often take up weaving, using it as a means for gaining a greater appreciation and spiritual connection with the magical forces that underlie reality.&lt;br /&gt;
&lt;br /&gt;
{{Domain|power=[[Courteous Magocracy]]: The cleric&#039;s constant exposure to magic and spellcasters has taught them to be cautious and diplomatic. They also have an eye for magical goods.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Granted Power&#039;&#039;&#039;: [[Skill Focus]] ([[Use Magic Device]]): The cleric is adept at using all kinds of magical items.&lt;br /&gt;
|1st spell=[[Identify]]&lt;br /&gt;
|2nd spell=[[Know Protection]]&lt;br /&gt;
|3rd spell=[[Assay Resistance]]&lt;br /&gt;
|4th spell=[[Aeili&#039;s Astrological Augment]]&lt;br /&gt;
|5th spell=[[Dispel Magic, Greater|Greater Dispel Magic]]&lt;br /&gt;
|6th spell=[[Greater Scrying]]&lt;br /&gt;
|7th spell=[[Spell Mantle]]&lt;br /&gt;
|8th spell=[[Protection from Spells]]&lt;br /&gt;
|9th spell=[[Disjoin Magic]]&lt;br /&gt;
}}&lt;br /&gt;
== BGTSCC Features ==&lt;br /&gt;
* In order to use domains your [[Deity | deity]] must match.&lt;br /&gt;
&lt;br /&gt;
== Deities with Magic Domain ==&lt;br /&gt;
*[[Akadi]]&lt;br /&gt;
*[[Asgorath]]&lt;br /&gt;
*[[Azuth]]&lt;br /&gt;
*[[Baravar Cloakshadow]]&lt;br /&gt;
*[[Brandobaris]]&lt;br /&gt;
*[[Corellon Larethian]]&lt;br /&gt;
*[[Hanali Celanil]]&lt;br /&gt;
*[[Isis]]&lt;br /&gt;
*[[Kiaransalee]]&lt;br /&gt;
*[[Kelemvor]]&lt;br /&gt;
*[[Laduguer]]&lt;br /&gt;
*[[Leira]]&lt;br /&gt;
*[[Lliira]]&lt;br /&gt;
*[[Mystra]]&lt;br /&gt;
*[[Segojan Earthcaller]]&lt;br /&gt;
*[[Sehanine Moonbow]]&lt;br /&gt;
*[[Set]]&lt;br /&gt;
*[[Siamorphe]]&lt;br /&gt;
*[[Sseth]]&lt;br /&gt;
*[[Thautam]]&lt;br /&gt;
*[[Thoth]]&lt;/div&gt;</summary>
		<author><name>DM Limerence</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Law_(domain)&amp;diff=16851</id>
		<title>Law (domain)</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Law_(domain)&amp;diff=16851"/>
		<updated>2025-05-06T14:02:39Z</updated>

		<summary type="html">&lt;p&gt;DM Limerence: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Clerics who take the Law domain believe in the importance of order in ensuring a stable and peaceful society. Law clerics value authority, hierarchy, civilization, tradition, and the status quo, and they typically follow a code or strong set of principles that governs their lives. Law clerics are almost always honest and keep rigidly to their word, even if it requires stomaching people and actions they dislike, and they often serve as facilitators of contracts and oaths, such as judges, magistrates, and bankers. To a Law cleric, the ideal world is one where everyone is held to the same set of rules, so that everyone understands what is and is not appropriate behavior.&lt;br /&gt;
&lt;br /&gt;
With their dedication towards order, Law clerics are diametrically opposed to clerics of Chaos, whose focus on the individual threaten the peace and stability that they fight to preserve.&lt;br /&gt;
&lt;br /&gt;
{{Domain|power=[[Iron Will]]: The cleric receives +2 to Will saves.&lt;br /&gt;
|1st spell=[[Lionheart]]&lt;br /&gt;
|2nd spell=[[Magic Circle against Alignment]]&lt;br /&gt;
|3rd spell=[[Clairaudience/Clairvoyance]]&lt;br /&gt;
|4th spell=[[Hold Monster]]&lt;br /&gt;
|5th spell=[[Dispel Magic, Greater|Greater Dispel Magic]]&lt;br /&gt;
|6th spell=[[Word of Faith]]&lt;br /&gt;
|7th spell=[[Hold Person, Mass|Mass Hold Person]]&lt;br /&gt;
|8th spell=[[Summon Creature IX]]&lt;br /&gt;
|9th spell=[[Hold Monster, Mass|Mass Hold Monster]]&lt;br /&gt;
}}&lt;br /&gt;
== BGTSCC Features ==&lt;br /&gt;
* In order to use domains your [[Deity | deity]] must match.&lt;br /&gt;
&lt;br /&gt;
== Deities with Law Domain ==&lt;br /&gt;
*[[Arvoreen]]&lt;br /&gt;
*[[Azuth]]&lt;br /&gt;
*[[Bane]]&lt;br /&gt;
*[[Berronar Truesilver]]&lt;br /&gt;
*[[Bhaal]]&lt;br /&gt;
*[[Celestial Bureaucracy]]&lt;br /&gt;
*[[Clangeddin Silverbeard]]&lt;br /&gt;
*[[Cyrrollalee]]&lt;br /&gt;
*[[Deep Duerra]]&lt;br /&gt;
*[[Gaerdal Ironhand]]&lt;br /&gt;
*[[Gargauth]]&lt;br /&gt;
*[[Garl Glittergold]]&lt;br /&gt;
*[[Gorm Gulthyn]]&lt;br /&gt;
*[[Helm]]&lt;br /&gt;
*[[Hoar]]&lt;br /&gt;
*[[Horus-Re]]&lt;br /&gt;
*[[Ilmater]]&lt;br /&gt;
*[[Jergal]]&lt;br /&gt;
*[[Kelemvor]]&lt;br /&gt;
*[[Laduguer]]&lt;br /&gt;
*[[Lendys]]&lt;br /&gt;
*[[Loviatar]]&lt;br /&gt;
*[[Moradin]]&lt;br /&gt;
*[[Mystra]]&lt;br /&gt;
*[[Nobanion]]&lt;br /&gt;
*[[Null]]&lt;br /&gt;
*[[Osiris]]&lt;br /&gt;
*[[Red Knight]]&lt;br /&gt;
*[[Savras]]&lt;br /&gt;
*[[Set]]&lt;br /&gt;
*[[Siamorphe]]&lt;br /&gt;
*[[Tiamat]]&lt;br /&gt;
*[[Torm]]&lt;br /&gt;
*[[Tyr]]&lt;br /&gt;
*[[Ulutiu]]&lt;br /&gt;
*[[Urogalan]]&lt;br /&gt;
*[[Vandria Gilmadrith]]&lt;br /&gt;
*[[Yondalla]]&lt;/div&gt;</summary>
		<author><name>DM Limerence</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Kelemvor&amp;diff=16850</id>
		<title>Kelemvor</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Kelemvor&amp;diff=16850"/>
		<updated>2025-05-06T14:02:02Z</updated>

		<summary type="html">&lt;p&gt;DM Limerence: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Deity&lt;br /&gt;
|alias=Lord of the Dead, Judge of the Damned&lt;br /&gt;
|power=G&lt;br /&gt;
|pantheon=F&lt;br /&gt;
|symbol=Upright skeletal arm holding the golden scales of justice&lt;br /&gt;
|alignment=LN&lt;br /&gt;
|cleric=LE, LG, LN&lt;br /&gt;
|portfolio=Death, the dead&lt;br /&gt;
|worshippers=The dying, families of the dying, gravediggers, hunters of the [[undead]], morticians, mourners&lt;br /&gt;
|domain_fate=1&lt;br /&gt;
|domain_magic=1&lt;br /&gt;
|domain_repose=1&lt;br /&gt;
|domain_law=1&lt;br /&gt;
|domain_protection=1&lt;br /&gt;
|domain_travel=1&lt;br /&gt;
|domain_canon=Fate and Repose&lt;br /&gt;
|weapon=[[Bastard sword]] - &amp;quot;Fatal Touch&amp;quot;&lt;br /&gt;
|weapon_canon=&lt;br /&gt;
|allies=[[Jergal]], [[Sehanine Moonbow]], [[Lathander]]&lt;br /&gt;
|enemies=[[Cyric]], [[Velsharoon]], [[Talona]]}}&lt;br /&gt;
&#039;&#039;&#039;Kelemvor&#039;&#039;&#039; (pronounced &#039;&#039;KELL-em-vor&#039;&#039;), formerly &#039;&#039;&#039;Kelemvor Lyonsbane&#039;&#039;&#039;, also known as the Lord of the Dead and Judge of the Damned, is the god of death and the dead, and master of the Crystal Spire in the [[Fugue Plane]]. In his mortal days, Kelemvor was a skilled mercenary, with the heart of a noble [[paladin]], concealed under rude manners and thwarted by his mysterious family curse.&lt;br /&gt;
&lt;br /&gt;
Fair yet cold, Kelemvor is the god of death and the dead—the most recent deity to hold this position, following in the footsteps of [[Jergal]], [[Myrkul]], and [[Cyric]]. Unlike these other deities, whose rule as gods of the dead made the afterlife an uncertain and fearful thing, Kelemvor urges knowledge that death is a natural part of life and should not be feared as long as it is understood.&lt;/div&gt;</summary>
		<author><name>DM Limerence</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Protection_(domain)&amp;diff=16849</id>
		<title>Protection (domain)</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Protection_(domain)&amp;diff=16849"/>
		<updated>2025-05-06T14:01:54Z</updated>

		<summary type="html">&lt;p&gt;DM Limerence: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Clerics who take the Protection domain are able to shield themselves and others from harm using their special abilities and spells. Protection is one of the most common domains offered by the gods, and clerics who take it are focused on how their service can safeguard their communities. Protection rituals are commonly performed to beseech a god to watch over their worshipers and keep them from harm.&lt;br /&gt;
&lt;br /&gt;
{{Domain|power=[[Divine Protection]]: Once per day, the cleric is able to cast an improved &#039;&#039;sanctuary&#039;&#039; spell-like ability that sets the save DC at 10 + Charisma modifier + cleric level. The effect has a duration of 1 round per caster level + the cleric&#039;s Charisma modifier.&lt;br /&gt;
|1st spell=[[Shield Other]]&lt;br /&gt;
|2nd spell=[[Protection from Energy]]&lt;br /&gt;
|3rd spell=[[Lesser Globe of Invulnerability]]&lt;br /&gt;
|4th spell=[[Stoneskin]]&lt;br /&gt;
|5th spell=[[Energy Immunity]]&lt;br /&gt;
|6th spell=[[Globe of Invulnerability]]&lt;br /&gt;
|7th spell=[[Protection from Spells]]&lt;br /&gt;
|8th spell=[[Mind Blank]]&lt;br /&gt;
|9th spell=[[Hilater&#039;s Greater Misdirection]]&lt;br /&gt;
}}&lt;br /&gt;
== BGTSCC Features ==&lt;br /&gt;
* In order to use domains your [[Deity | deity]] must match.&lt;br /&gt;
&lt;br /&gt;
== Deities with Protection Domain ==&lt;br /&gt;
*[[Angharradh]]&lt;br /&gt;
*[[Arvoreen]]&lt;br /&gt;
*[[Azuth]]&lt;br /&gt;
*[[Baervan Wildwanderer]]&lt;br /&gt;
*[[Baravar Cloakshadow]]&lt;br /&gt;
*[[Berronar Truesilver]]&lt;br /&gt;
*[[Callarduran Smoothhands]]&lt;br /&gt;
*[[Celestial Bureaucracy]]&lt;br /&gt;
*[[Chauntea]]&lt;br /&gt;
*[[Corellon Larethian]]&lt;br /&gt;
*[[Cyrrollalee]]&lt;br /&gt;
*[[Deneir]]&lt;br /&gt;
*[[Dumathoin]]&lt;br /&gt;
*[[Eilistraee]]&lt;br /&gt;
*[[Eldath]]&lt;br /&gt;
*[[Gaerdal Ironhand]]&lt;br /&gt;
*[[Garl Glittergold]]&lt;br /&gt;
*[[Geb]]&lt;br /&gt;
*[[Gorm Gulthyn]]&lt;br /&gt;
*[[Hanali Celanil]]&lt;br /&gt;
*[[Helm]]&lt;br /&gt;
*[[Kelemvor]]&lt;br /&gt;
*[[Laduguer]]&lt;br /&gt;
*[[Lathander]]&lt;br /&gt;
*[[Lendys]]&lt;br /&gt;
*[[Marthammor Duin]]&lt;br /&gt;
*[[Moradin]]&lt;br /&gt;
*[[Nephthys]]&lt;br /&gt;
*[[Rillifane Rallathil]]&lt;br /&gt;
*[[Savras]]&lt;br /&gt;
*[[Selûne]]&lt;br /&gt;
*[[Shaundakul]]&lt;br /&gt;
*[[Silvanus]]&lt;br /&gt;
*[[Sune]]&lt;br /&gt;
*[[Tempus]]&lt;br /&gt;
*[[Torm]]&lt;br /&gt;
*[[Tymora]]&lt;br /&gt;
*[[Ubtao]]&lt;br /&gt;
*[[Ulutiu]]&lt;br /&gt;
*[[Urogalan]]&lt;br /&gt;
*[[Valkur]]&lt;br /&gt;
*[[Vandria Gilmadrith]]&lt;br /&gt;
*[[Waukeen]]&lt;br /&gt;
*[[Yondalla]]&lt;/div&gt;</summary>
		<author><name>DM Limerence</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Repose_(domain)&amp;diff=16848</id>
		<title>Repose (domain)</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Repose_(domain)&amp;diff=16848"/>
		<updated>2025-05-06T14:01:02Z</updated>

		<summary type="html">&lt;p&gt;DM Limerence: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Clerics who take the Repose domain seek the grace of a good death, and are granted spells to combat unnecessary death. They conduct funerals, care for the recently and soon-to-be departed, counsel survivors, maintain graveyards, and perform rituals to ensure the souls of the deceased reach their final destination. Repose clerics teach the importance of accepting death as something not to be feared, and that an end is necessary to having a life of worth, but they also believe that every person has their proper time and it is not their duty to rush that passing. Repose clerics only very rarely make use of undead, and prefer instead to help them find their rest.&lt;br /&gt;
&lt;br /&gt;
{{Domain|power=[[Death Touch]]: The cleric can kill with a touch. The target dies instantly unless he has more than d6 times the cleric&#039;s hit dice in hit points remaining. Only living creatures with a discernable anatomy are affected.&lt;br /&gt;
|1st spell=[[Speak with Dead]]&lt;br /&gt;
|2nd spell=[[Deep Slumber]]&lt;br /&gt;
|3rd spell=[[Death Ward]]&lt;br /&gt;
|4th spell=[[Deathsight]]&lt;br /&gt;
|5th spell=[[Heal (spell)|Heal]]&lt;br /&gt;
|6th spell=[[Slay Living]]&lt;br /&gt;
|7th spell=[[Undeath to Death]]&lt;br /&gt;
|8th spell=[[Destruction (spell)|Destruction]]&lt;br /&gt;
|9th spell=[[Wail of the Banshee]]&lt;br /&gt;
}}&lt;br /&gt;
== BGTSCC Features ==&lt;br /&gt;
* In order to use domains your [[Deity | deity]] must match.&lt;br /&gt;
&lt;br /&gt;
== Deities with Repose Domain ==&lt;br /&gt;
*[[Kelemvor]]&lt;br /&gt;
*[[Herne]]&lt;br /&gt;
*[[Jergal]]&lt;br /&gt;
*[[Osiris]]&lt;br /&gt;
*[[Urogalan]]&lt;/div&gt;</summary>
		<author><name>DM Limerence</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Morninglord_of_Lathander&amp;diff=16847</id>
		<title>Morninglord of Lathander</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Morninglord_of_Lathander&amp;diff=16847"/>
		<updated>2025-05-04T13:47:32Z</updated>

		<summary type="html">&lt;p&gt;DM Limerence: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Church of Lathander is well known and highly respected across Faerûn. A large part of that respect comes from Lathander&#039;s elite priests, who are known as the morninglords. Morninglords are, in many ways, the epitome of the classical cleric archetype - they are kindly healers and advisors, stalwart protectors, and implacable foes of the undead. Because morninglords believe it is their duty to bring Lathander&#039;s light to all the dark places of the world, they often travel the breadth of Faerûn, preaching the glories of their god to any who will listen and smiting his foes wherever they appear.&lt;br /&gt;
&lt;br /&gt;
Clerics comprise the majority of morninglord candidates, but paladins of Lathander frequently hear the calling as well. Multiclass fighters, and more rarely rangers, sometimes join the ranks of the morninglords as well, but other classes are very rare.&lt;br /&gt;
&lt;br /&gt;
== BGTSCC Features ==&lt;br /&gt;
* This class is essentially a renamed [https://nwn2.fandom.com/wiki/Doomguide Doomguide] from the base game. This was because when the server started, [[Kelemvor]] had not yet ascended as a deity. Kelemvor has been a canon deity in our server timeline since 1360 DR.&lt;br /&gt;
* As of May 2025, this PrC is currently being reviewed given it is a reskinned Doomguide.&lt;br /&gt;
* The Fatal Bond is [[Kelemvor]]&#039;s bastard sword.  In this adaptation the Fatal Bond was changed to [[Lathander]]&#039;s weapon, the Dawnspeaker.  However, all weapon restrictions were lifted.  Any weapon can be used with Bond of Dawnspeaker.&lt;br /&gt;
&lt;br /&gt;
==Requirements==&lt;br /&gt;
&#039;&#039;&#039;[[Alignment]]&#039;&#039;&#039;: Any [[Good]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Feats&#039;&#039;&#039;: [[Extra Turning]], [[Great Fortitude]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Skill]]s&#039;&#039;&#039;: [[Diplomacy]] 5 ranks&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spellcasting&#039;&#039;&#039;: 3rd level divine spells&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Deity&#039;&#039;&#039;: [[Lathander]]&lt;br /&gt;
&lt;br /&gt;
==Class Features==&lt;br /&gt;
&#039;&#039;&#039;Hit Die:&#039;&#039;&#039; d6&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base Attack Bonus:&#039;&#039;&#039; Medium&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 (martial)|martial]]&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; 2 + Int [[Ability_modifier| modifier]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class Skills:&#039;&#039;&#039; [[Concentration]], [[Diplomacy]], [[Heal_(skill)|Heal]], [[Lore: Arcana]], [[Lore: History]], [[Lore: Local]], [[Lore: Religion]], [[Lore: The Planes]], [[Spellcraft]]&lt;br /&gt;
&lt;br /&gt;
== Class Progression ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Level&amp;amp;nbsp;||Features gained&lt;br /&gt;
|-&lt;br /&gt;
|1|| +1 Divine Spellcasting Level, [[Morninglord_of_Lathander#Lathander&#039;s Boon|Lathander&#039;s Boon]]&lt;br /&gt;
|-&lt;br /&gt;
|2|| +1 Divine Spellcasting Level, [[Improved Turning]]&lt;br /&gt;
|-&lt;br /&gt;
|3|| +1 Divine Spellcasting Level, [[Extra Turning II|Extra Turning II ]]&lt;br /&gt;
|-&lt;br /&gt;
|4|| +1 Divine Spellcasting Level, [[Morninglord_of_Lathander#Save_Bonus|Save Bonus]]&lt;br /&gt;
|-&lt;br /&gt;
|5|| +1 Divine Spellcasting Level, [[Morninglord_of_Lathander#Bond of Fatal Touch|Bond of Fatal Touch]] (Ghost Touch) CHA Mod/day&lt;br /&gt;
|-&lt;br /&gt;
|6|| +1 Divine Spellcasting Level, [[Morninglord_of_Lathander#Divine Vengeance|Divine Vengeance]]&lt;br /&gt;
|-&lt;br /&gt;
|7|| +1 Divine Spellcasting Level, [[Morninglord_of_Lathander#Bond of Fatal Touch|Bond of Fatal Touch]] (Undead Bane) CHA Mod/day&lt;br /&gt;
|-&lt;br /&gt;
|8|| +1 Divine Spellcasting Level, [[Morninglord_of_Lathander#Save Bonus|Save Bonus]], [[Morninglord_of_Lathander#Ethereal Purge|Ethereal Purge]] 1/day&lt;br /&gt;
|-&lt;br /&gt;
|9|| +1 Divine Spellcasting Level, [[Morninglord_of_Lathander#Bond of Fatal Touch|Bond of Fatal Touch]] (Disruption) CHA Mod/day&lt;br /&gt;
|-&lt;br /&gt;
|10|| +1 Divine Spellcasting Level, [[Extra Turning III]], [[Empower Turning]], [[Morninglord_of_Lathander#Lathander&#039;s Grace|Lathander&#039;s Grace]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Divine Spellcasting===&lt;br /&gt;
At each Morninglord level, the character gains new spells as if he had also gained a level in a divine spellcasting class to which he belonged before adding the prestige class level. He does not, however, gain any other benefit a character of that class would have gained.&lt;br /&gt;
&lt;br /&gt;
===Lathander&#039;s Boon===&lt;br /&gt;
This ability combines your Morninglord and [[Cleric]] and [[Paladin]] levels for the purpose of [[Turn Undead|turning undead]] and divine spellcasting.&lt;br /&gt;
&lt;br /&gt;
===Improved Turning===&lt;br /&gt;
At Level 2, Morninglords gains [[Improved Turning]].&lt;br /&gt;
&lt;br /&gt;
===Extra Turning===&lt;br /&gt;
At level 3, Morninglords gain [[Extra Turning II]]. At level 10, they gain [[Extra Turning III]].&lt;br /&gt;
&lt;br /&gt;
===Divine Vengeance===&lt;br /&gt;
At level 6, Morninglords gain [[Divine Vengeance]] (not to be confused with [[Sacred Vengeance]]).&lt;br /&gt;
&lt;br /&gt;
===Empower Turning===&lt;br /&gt;
At level 10, Morninglords gain [[Empower Turning]].&lt;br /&gt;
&lt;br /&gt;
===Save Bonus===&lt;br /&gt;
At 4th level, Morninglords get a +4 bonus to [[saving throw]]s against death effects and to overcome a negative level. Upon reaching 8th level, a Morninglord gets +8 bonus to saving throws against death and makes all saving throws to overcome a negative level.&lt;br /&gt;
&lt;br /&gt;
===Bond of Dawnspeaker===&lt;br /&gt;
The Morninglord&#039;s devotion to [[Lathander]] has helped him to establish a certain supernatural link to Lathander&#039;s powerful weapon. These links manifest in the form of a pale green nimbus around a weapon, representing the ability of the Morninglord to increase the power of the weapon he wields. The ability lasts for 1 round each time it is used and can be invoked as a free action a number of times per day equal to the Morninglord &#039;s charisma bonus (minimum 1). A Morninglord must decide to use the ability before attacking and if the attack misses that use is wasted. At 5th level the bond grants wielded weapons the ghost touch property. At 7th level weapons wielded by a Morninglord gain both ghost touch and undead bane properties. At 9th level wielded weapons gain the ghost touch, undead bane and disruption properties even if they are not bludgeoning weapons. The weapons normal abilities still applies.&lt;br /&gt;
&lt;br /&gt;
===Ethereal Purge===&lt;br /&gt;
Once per day the Morninglord may surround himself with a sphere of power with a radius of 5 feet per class level that forces all ethereal creatures in the area to manifest on or shift themselves to the material plane, as appropriate. For example, it forces ghosts to manifest and ethereal creatures are forced into material plane. Such creatures may attempt a will save (DC 10 + 1/2 Morninglord class level + [[Wisdom]] [[Ability_modifier|modifier]]) to resist this effect. Those who fail suffer the above effects and are prevented from returning to the ethereal plane for 1 minute per class level. &lt;br /&gt;
&lt;br /&gt;
*Note: This ability technically works as a concealment negating effect, meaning anyone caught in the area will lose their concealment bonus, including party members protected by [[Displacement]] or [[Greater Invisibility]] (and yes, this includes the caster as well). Also, due to a bug, even creatures without any concealment on them must attempt a [[will]] save, even though there is nothing to negate there.&lt;br /&gt;
&lt;br /&gt;
===Lathander&#039;s Grace===&lt;br /&gt;
A Morninglord gains complete immunity to energy drain and death effects. Furthermore, allies within 10 feet of him gain a +4 bonus on saving throws against death effects and to saving throws to overcome a negative level.&lt;br /&gt;
&lt;br /&gt;
*Note that saving throw increase against negative levels is not implemented and it cannot be implemented, because negative levels are applied in a wide variety of ways (Energy Drain, Enervation, Monster special abilities). Energy Drain and Enervation don&#039;t even allow a save, while monster special abilities usually allow a save of SAVING_THROW_TYPE_NEGATIVE type. So the best that can be done is add a +4 saving throw increase against negative energy, but this won&#039;t help against spells that apply negative levels.&lt;br /&gt;
*Bug: While the saving throw increase is set as a supernatural effect, the actual AoE effect is not, so it is possible to dispel this aura from Morninglords, and then the saving throw bonus granted by it is lost as well.&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 Limerence</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Morninglord_of_Lathander&amp;diff=16846</id>
		<title>Morninglord of Lathander</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Morninglord_of_Lathander&amp;diff=16846"/>
		<updated>2025-05-04T13:46:07Z</updated>

		<summary type="html">&lt;p&gt;DM Limerence: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Church of Lathander is well known and highly respected across Faerûn. A large part of that respect comes from Lathander&#039;s elite priests, who are known as the morninglords. Morninglords are, in many ways, the epitome of the classical cleric archetype - they are kindly healers and advisors, stalwart protectors, and implacable foes of the undead. Because morninglords believe it is their duty to bring Lathander&#039;s light to all the dark places of the world, they often travel the breadth of Faerûn, preaching the glories of their god to any who will listen and smiting his foes wherever they appear.&lt;br /&gt;
&lt;br /&gt;
Clerics comprise the majority of morninglord candidates, but paladins of Lathander frequently hear the calling as well. Multiclass fighters, and more rarely rangers, sometimes join the ranks of the morninglords as well, but other classes are very rare.&lt;br /&gt;
&lt;br /&gt;
== BGTSCC Features ==&lt;br /&gt;
* This class is essentially a renamed [https://nwn2.fandom.com/wiki/Doomguide Doomguide] from the base game. This was because when the server started, [[Kelemvor]] had not yet ascended as a deity. Kelemvor has been a canon deity in our server timeline since 1360 DR.&lt;br /&gt;
* As of May 2025, this PrC is currently being reviewed given it is a reskinned Doomguide. The staff team are currently discussing it.&lt;br /&gt;
* The Fatal Bond is [[Kelemvor]]&#039;s bastard sword.  In this adaptation the Fatal Bond was changed to [[Lathander]]&#039;s weapon, the Dawnspeaker.  However, all weapon restrictions were lifted.  Any weapon can be used with Bond of Dawnspeaker.&lt;br /&gt;
&lt;br /&gt;
==Requirements==&lt;br /&gt;
&#039;&#039;&#039;[[Alignment]]&#039;&#039;&#039;: Any [[Good]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Feats&#039;&#039;&#039;: [[Extra Turning]], [[Great Fortitude]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Skill]]s&#039;&#039;&#039;: [[Diplomacy]] 5 ranks&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spellcasting&#039;&#039;&#039;: 3rd level divine spells&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Deity&#039;&#039;&#039;: [[Lathander]]&lt;br /&gt;
&lt;br /&gt;
==Class Features==&lt;br /&gt;
&#039;&#039;&#039;Hit Die:&#039;&#039;&#039; d6&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base Attack Bonus:&#039;&#039;&#039; Medium&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 (martial)|martial]]&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; 2 + Int [[Ability_modifier| modifier]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class Skills:&#039;&#039;&#039; [[Concentration]], [[Diplomacy]], [[Heal_(skill)|Heal]], [[Lore: Arcana]], [[Lore: History]], [[Lore: Local]], [[Lore: Religion]], [[Lore: The Planes]], [[Spellcraft]]&lt;br /&gt;
&lt;br /&gt;
== Class Progression ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Level&amp;amp;nbsp;||Features gained&lt;br /&gt;
|-&lt;br /&gt;
|1|| +1 Divine Spellcasting Level, [[Morninglord_of_Lathander#Lathander&#039;s Boon|Lathander&#039;s Boon]]&lt;br /&gt;
|-&lt;br /&gt;
|2|| +1 Divine Spellcasting Level, [[Improved Turning]]&lt;br /&gt;
|-&lt;br /&gt;
|3|| +1 Divine Spellcasting Level, [[Extra Turning II|Extra Turning II ]]&lt;br /&gt;
|-&lt;br /&gt;
|4|| +1 Divine Spellcasting Level, [[Morninglord_of_Lathander#Save_Bonus|Save Bonus]]&lt;br /&gt;
|-&lt;br /&gt;
|5|| +1 Divine Spellcasting Level, [[Morninglord_of_Lathander#Bond of Fatal Touch|Bond of Fatal Touch]] (Ghost Touch) CHA Mod/day&lt;br /&gt;
|-&lt;br /&gt;
|6|| +1 Divine Spellcasting Level, [[Morninglord_of_Lathander#Divine Vengeance|Divine Vengeance]]&lt;br /&gt;
|-&lt;br /&gt;
|7|| +1 Divine Spellcasting Level, [[Morninglord_of_Lathander#Bond of Fatal Touch|Bond of Fatal Touch]] (Undead Bane) CHA Mod/day&lt;br /&gt;
|-&lt;br /&gt;
|8|| +1 Divine Spellcasting Level, [[Morninglord_of_Lathander#Save Bonus|Save Bonus]], [[Morninglord_of_Lathander#Ethereal Purge|Ethereal Purge]] 1/day&lt;br /&gt;
|-&lt;br /&gt;
|9|| +1 Divine Spellcasting Level, [[Morninglord_of_Lathander#Bond of Fatal Touch|Bond of Fatal Touch]] (Disruption) CHA Mod/day&lt;br /&gt;
|-&lt;br /&gt;
|10|| +1 Divine Spellcasting Level, [[Extra Turning III]], [[Empower Turning]], [[Morninglord_of_Lathander#Lathander&#039;s Grace|Lathander&#039;s Grace]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Divine Spellcasting===&lt;br /&gt;
At each Morninglord level, the character gains new spells as if he had also gained a level in a divine spellcasting class to which he belonged before adding the prestige class level. He does not, however, gain any other benefit a character of that class would have gained.&lt;br /&gt;
&lt;br /&gt;
===Lathander&#039;s Boon===&lt;br /&gt;
This ability combines your Morninglord and [[Cleric]] and [[Paladin]] levels for the purpose of [[Turn Undead|turning undead]] and divine spellcasting.&lt;br /&gt;
&lt;br /&gt;
===Improved Turning===&lt;br /&gt;
At Level 2, Morninglords gains [[Improved Turning]].&lt;br /&gt;
&lt;br /&gt;
===Extra Turning===&lt;br /&gt;
At level 3, Morninglords gain [[Extra Turning II]]. At level 10, they gain [[Extra Turning III]].&lt;br /&gt;
&lt;br /&gt;
===Divine Vengeance===&lt;br /&gt;
At level 6, Morninglords gain [[Divine Vengeance]] (not to be confused with [[Sacred Vengeance]]).&lt;br /&gt;
&lt;br /&gt;
===Empower Turning===&lt;br /&gt;
At level 10, Morninglords gain [[Empower Turning]].&lt;br /&gt;
&lt;br /&gt;
===Save Bonus===&lt;br /&gt;
At 4th level, Morninglords get a +4 bonus to [[saving throw]]s against death effects and to overcome a negative level. Upon reaching 8th level, a Morninglord gets +8 bonus to saving throws against death and makes all saving throws to overcome a negative level.&lt;br /&gt;
&lt;br /&gt;
===Bond of Dawnspeaker===&lt;br /&gt;
The Morninglord&#039;s devotion to [[Lathander]] has helped him to establish a certain supernatural link to Lathander&#039;s powerful weapon. These links manifest in the form of a pale green nimbus around a weapon, representing the ability of the Morninglord to increase the power of the weapon he wields. The ability lasts for 1 round each time it is used and can be invoked as a free action a number of times per day equal to the Morninglord &#039;s charisma bonus (minimum 1). A Morninglord must decide to use the ability before attacking and if the attack misses that use is wasted. At 5th level the bond grants wielded weapons the ghost touch property. At 7th level weapons wielded by a Morninglord gain both ghost touch and undead bane properties. At 9th level wielded weapons gain the ghost touch, undead bane and disruption properties even if they are not bludgeoning weapons. The weapons normal abilities still applies.&lt;br /&gt;
&lt;br /&gt;
===Ethereal Purge===&lt;br /&gt;
Once per day the Morninglord may surround himself with a sphere of power with a radius of 5 feet per class level that forces all ethereal creatures in the area to manifest on or shift themselves to the material plane, as appropriate. For example, it forces ghosts to manifest and ethereal creatures are forced into material plane. Such creatures may attempt a will save (DC 10 + 1/2 Morninglord class level + [[Wisdom]] [[Ability_modifier|modifier]]) to resist this effect. Those who fail suffer the above effects and are prevented from returning to the ethereal plane for 1 minute per class level. &lt;br /&gt;
&lt;br /&gt;
*Note: This ability technically works as a concealment negating effect, meaning anyone caught in the area will lose their concealment bonus, including party members protected by [[Displacement]] or [[Greater Invisibility]] (and yes, this includes the caster as well). Also, due to a bug, even creatures without any concealment on them must attempt a [[will]] save, even though there is nothing to negate there.&lt;br /&gt;
&lt;br /&gt;
===Lathander&#039;s Grace===&lt;br /&gt;
A Morninglord gains complete immunity to energy drain and death effects. Furthermore, allies within 10 feet of him gain a +4 bonus on saving throws against death effects and to saving throws to overcome a negative level.&lt;br /&gt;
&lt;br /&gt;
*Note that saving throw increase against negative levels is not implemented and it cannot be implemented, because negative levels are applied in a wide variety of ways (Energy Drain, Enervation, Monster special abilities). Energy Drain and Enervation don&#039;t even allow a save, while monster special abilities usually allow a save of SAVING_THROW_TYPE_NEGATIVE type. So the best that can be done is add a +4 saving throw increase against negative energy, but this won&#039;t help against spells that apply negative levels.&lt;br /&gt;
*Bug: While the saving throw increase is set as a supernatural effect, the actual AoE effect is not, so it is possible to dispel this aura from Morninglords, and then the saving throw bonus granted by it is lost as well.&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 Limerence</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Morninglord_of_Lathander&amp;diff=16845</id>
		<title>Morninglord of Lathander</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Morninglord_of_Lathander&amp;diff=16845"/>
		<updated>2025-05-04T13:45:26Z</updated>

		<summary type="html">&lt;p&gt;DM Limerence: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Church of Lathander is well known and highly respected across Faerûn. A large part of that respect comes from Lathander&#039;s elite priests, who are known as the morninglords. Morninglords are, in many ways, the epitome of the classical cleric archetype - they are kindly healers and advisors, stalwart protectors, and implacable foes of the undead. Because morninglords believe it is their duty to bring Lathander&#039;s light to all the dark places of the world, they often travel the breadth of Faerûn, preaching the glories of their god to any who will listen and smiting his foes wherever they appear.&lt;br /&gt;
&lt;br /&gt;
Clerics comprise the majority of morninglord candidates, but paladins of Lathander frequently hear the calling as well. Multiclass fighters, and more rarely rangers, sometimes join the ranks of the morninglords as well, but other classes are very rare.&lt;br /&gt;
&lt;br /&gt;
== BGTSCC Features ==&lt;br /&gt;
* This class is essentially a renamed [https://nwn2.fandom.com/wiki/Doomguide Doomguide] from the base game. This was because when the server started, [[Kelemvor]] had not yet ascended as a deity.&lt;br /&gt;
* As of May 2025, this PrC is currently being reviewed given it is a reskinned Doomguide. The staff team are currently discussing it.&lt;br /&gt;
* The Fatal Bond is [[Kelemvor]]&#039;s bastard sword.  In this adaptation the Fatal Bond was changed to [[Lathander]]&#039;s weapon, the Dawnspeaker.  However, all weapon restrictions were lifted.  Any weapon can be used with Bond of Dawnspeaker.&lt;br /&gt;
&lt;br /&gt;
==Requirements==&lt;br /&gt;
&#039;&#039;&#039;[[Alignment]]&#039;&#039;&#039;: Any [[Good]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Feats&#039;&#039;&#039;: [[Extra Turning]], [[Great Fortitude]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Skill]]s&#039;&#039;&#039;: [[Diplomacy]] 5 ranks&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spellcasting&#039;&#039;&#039;: 3rd level divine spells&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Deity&#039;&#039;&#039;: [[Lathander]]&lt;br /&gt;
&lt;br /&gt;
==Class Features==&lt;br /&gt;
&#039;&#039;&#039;Hit Die:&#039;&#039;&#039; d6&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base Attack Bonus:&#039;&#039;&#039; Medium&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 (martial)|martial]]&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; 2 + Int [[Ability_modifier| modifier]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class Skills:&#039;&#039;&#039; [[Concentration]], [[Diplomacy]], [[Heal_(skill)|Heal]], [[Lore: Arcana]], [[Lore: History]], [[Lore: Local]], [[Lore: Religion]], [[Lore: The Planes]], [[Spellcraft]]&lt;br /&gt;
&lt;br /&gt;
== Class Progression ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Level&amp;amp;nbsp;||Features gained&lt;br /&gt;
|-&lt;br /&gt;
|1|| +1 Divine Spellcasting Level, [[Morninglord_of_Lathander#Lathander&#039;s Boon|Lathander&#039;s Boon]]&lt;br /&gt;
|-&lt;br /&gt;
|2|| +1 Divine Spellcasting Level, [[Improved Turning]]&lt;br /&gt;
|-&lt;br /&gt;
|3|| +1 Divine Spellcasting Level, [[Extra Turning II|Extra Turning II ]]&lt;br /&gt;
|-&lt;br /&gt;
|4|| +1 Divine Spellcasting Level, [[Morninglord_of_Lathander#Save_Bonus|Save Bonus]]&lt;br /&gt;
|-&lt;br /&gt;
|5|| +1 Divine Spellcasting Level, [[Morninglord_of_Lathander#Bond of Fatal Touch|Bond of Fatal Touch]] (Ghost Touch) CHA Mod/day&lt;br /&gt;
|-&lt;br /&gt;
|6|| +1 Divine Spellcasting Level, [[Morninglord_of_Lathander#Divine Vengeance|Divine Vengeance]]&lt;br /&gt;
|-&lt;br /&gt;
|7|| +1 Divine Spellcasting Level, [[Morninglord_of_Lathander#Bond of Fatal Touch|Bond of Fatal Touch]] (Undead Bane) CHA Mod/day&lt;br /&gt;
|-&lt;br /&gt;
|8|| +1 Divine Spellcasting Level, [[Morninglord_of_Lathander#Save Bonus|Save Bonus]], [[Morninglord_of_Lathander#Ethereal Purge|Ethereal Purge]] 1/day&lt;br /&gt;
|-&lt;br /&gt;
|9|| +1 Divine Spellcasting Level, [[Morninglord_of_Lathander#Bond of Fatal Touch|Bond of Fatal Touch]] (Disruption) CHA Mod/day&lt;br /&gt;
|-&lt;br /&gt;
|10|| +1 Divine Spellcasting Level, [[Extra Turning III]], [[Empower Turning]], [[Morninglord_of_Lathander#Lathander&#039;s Grace|Lathander&#039;s Grace]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Divine Spellcasting===&lt;br /&gt;
At each Morninglord level, the character gains new spells as if he had also gained a level in a divine spellcasting class to which he belonged before adding the prestige class level. He does not, however, gain any other benefit a character of that class would have gained.&lt;br /&gt;
&lt;br /&gt;
===Lathander&#039;s Boon===&lt;br /&gt;
This ability combines your Morninglord and [[Cleric]] and [[Paladin]] levels for the purpose of [[Turn Undead|turning undead]] and divine spellcasting.&lt;br /&gt;
&lt;br /&gt;
===Improved Turning===&lt;br /&gt;
At Level 2, Morninglords gains [[Improved Turning]].&lt;br /&gt;
&lt;br /&gt;
===Extra Turning===&lt;br /&gt;
At level 3, Morninglords gain [[Extra Turning II]]. At level 10, they gain [[Extra Turning III]].&lt;br /&gt;
&lt;br /&gt;
===Divine Vengeance===&lt;br /&gt;
At level 6, Morninglords gain [[Divine Vengeance]] (not to be confused with [[Sacred Vengeance]]).&lt;br /&gt;
&lt;br /&gt;
===Empower Turning===&lt;br /&gt;
At level 10, Morninglords gain [[Empower Turning]].&lt;br /&gt;
&lt;br /&gt;
===Save Bonus===&lt;br /&gt;
At 4th level, Morninglords get a +4 bonus to [[saving throw]]s against death effects and to overcome a negative level. Upon reaching 8th level, a Morninglord gets +8 bonus to saving throws against death and makes all saving throws to overcome a negative level.&lt;br /&gt;
&lt;br /&gt;
===Bond of Dawnspeaker===&lt;br /&gt;
The Morninglord&#039;s devotion to [[Lathander]] has helped him to establish a certain supernatural link to Lathander&#039;s powerful weapon. These links manifest in the form of a pale green nimbus around a weapon, representing the ability of the Morninglord to increase the power of the weapon he wields. The ability lasts for 1 round each time it is used and can be invoked as a free action a number of times per day equal to the Morninglord &#039;s charisma bonus (minimum 1). A Morninglord must decide to use the ability before attacking and if the attack misses that use is wasted. At 5th level the bond grants wielded weapons the ghost touch property. At 7th level weapons wielded by a Morninglord gain both ghost touch and undead bane properties. At 9th level wielded weapons gain the ghost touch, undead bane and disruption properties even if they are not bludgeoning weapons. The weapons normal abilities still applies.&lt;br /&gt;
&lt;br /&gt;
===Ethereal Purge===&lt;br /&gt;
Once per day the Morninglord may surround himself with a sphere of power with a radius of 5 feet per class level that forces all ethereal creatures in the area to manifest on or shift themselves to the material plane, as appropriate. For example, it forces ghosts to manifest and ethereal creatures are forced into material plane. Such creatures may attempt a will save (DC 10 + 1/2 Morninglord class level + [[Wisdom]] [[Ability_modifier|modifier]]) to resist this effect. Those who fail suffer the above effects and are prevented from returning to the ethereal plane for 1 minute per class level. &lt;br /&gt;
&lt;br /&gt;
*Note: This ability technically works as a concealment negating effect, meaning anyone caught in the area will lose their concealment bonus, including party members protected by [[Displacement]] or [[Greater Invisibility]] (and yes, this includes the caster as well). Also, due to a bug, even creatures without any concealment on them must attempt a [[will]] save, even though there is nothing to negate there.&lt;br /&gt;
&lt;br /&gt;
===Lathander&#039;s Grace===&lt;br /&gt;
A Morninglord gains complete immunity to energy drain and death effects. Furthermore, allies within 10 feet of him gain a +4 bonus on saving throws against death effects and to saving throws to overcome a negative level.&lt;br /&gt;
&lt;br /&gt;
*Note that saving throw increase against negative levels is not implemented and it cannot be implemented, because negative levels are applied in a wide variety of ways (Energy Drain, Enervation, Monster special abilities). Energy Drain and Enervation don&#039;t even allow a save, while monster special abilities usually allow a save of SAVING_THROW_TYPE_NEGATIVE type. So the best that can be done is add a +4 saving throw increase against negative energy, but this won&#039;t help against spells that apply negative levels.&lt;br /&gt;
*Bug: While the saving throw increase is set as a supernatural effect, the actual AoE effect is not, so it is possible to dispel this aura from Morninglords, and then the saving throw bonus granted by it is lost as well.&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 Limerence</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Weapon_Master&amp;diff=16838</id>
		<title>Weapon Master</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Weapon_Master&amp;diff=16838"/>
		<updated>2025-04-05T14:38:58Z</updated>

		<summary type="html">&lt;p&gt;DM Limerence: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Description: ===&lt;br /&gt;
The monk and the drunken master all harness ki energy as part of their martial disciplines; they are not, however, the only such persons to do so. Some pursue the study of ki by mastering a single melee weapon. To unite this weapon of choice with the body, to make them one, to use the weapon as naturally and without thought as any other limb, is the goal of weapon master.&lt;br /&gt;
&lt;br /&gt;
Note - weapon masters may not choose Unarmed Strike as their Weapon of Choice due to engine limitations.&lt;br /&gt;
&lt;br /&gt;
===Requirements===&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;[[Skill]]s&#039;&#039;&#039;: [[Intimidate]] 4 ranks&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Ability|Abilities]]&#039;&#039;&#039;: Dexterity 13, Intelligence 13&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Feat]]s&#039;&#039;&#039;: [[Weapon focus|Weapon Focus]] in a melee weapon, [[Dodge]], [[Mobility]], [[Combat expertise|Combat Expertise]], [[Spring attack|Spring Attack]], [[Whirlwind attack|Whirlwind Attack]]&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&#039;&#039;&#039;Notes:&#039;&#039;&#039;&lt;br /&gt;
* Weapon Focus in Unarmed Strike will not satisfy the requirement for this class.&lt;br /&gt;
* The ability requirements are not specifically mentioned in the game&#039;s description (although they are noted in the manual) for this class. However, they are required by the feats.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Class Features===&lt;br /&gt;
{{Class base features|&lt;br /&gt;
hit die=d10|&lt;br /&gt;
BAB=High|&lt;br /&gt;
high save=[[Reflex]]|&lt;br /&gt;
low save=[[Fortitude]], [[Will]]|&lt;br /&gt;
proficiencies=None|&lt;br /&gt;
skill pts=2|&lt;br /&gt;
class skills=[[Intimidate]], [[Listen]], [[Lore: History]], [[Parry]], [[Sense Motive]], [[Spot]]&lt;br /&gt;
}}&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;
&lt;br /&gt;
|-  &lt;br /&gt;
| 1 || [[Weapon master#Ki Damage|Ki Damage]] 1/Day, [[Weapon master#Weapon of Choice|Weapon of Choice]]&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Ki Damage 2/Day&lt;br /&gt;
|-  &lt;br /&gt;
| 3 || Ki Damage 3/Day&lt;br /&gt;
|-&lt;br /&gt;
| 4 || Ki Damage 4/Day&lt;br /&gt;
|-  &lt;br /&gt;
| 5 || Ki Damage 5/Day, [[Weapon master#Superior Weapon Focus|Superior Weapon Focus]], [[Weapon master#Increased Multiplier|Increased Multiplier]]&lt;br /&gt;
|-&lt;br /&gt;
| 6 || Ki Damage 6/Day&lt;br /&gt;
|-  &lt;br /&gt;
| 7 || Ki Damage 7/Day, [[Weapon master#Ki Critical|Ki Critical]]&lt;br /&gt;
|-&lt;br /&gt;
| 8 || Ki Damage 8/Day&lt;br /&gt;
|-  &lt;br /&gt;
| 9 || Ki Damage 9/Day&lt;br /&gt;
|-&lt;br /&gt;
| 10 || Ki Damage 10/Day, [[Improved Whirlwind Attack]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Weapon of Choice====&lt;br /&gt;
When characters acquires their first level of Weapon Master, they must select a single melee weapon type (for example, [[longsword|Longsword]] or [[dwarven waraxe|Dwarven Waraxe]]) as their Weapon of Choice. Their Weapon Master abilities only function when they have a weapon of the selected type equipped. See [[Weapon Master#Choosing a Weapon|Choosing a Weapon]] below for information and suggestions. &lt;br /&gt;
&lt;br /&gt;
====Ki Damage====&lt;br /&gt;
Once per day per level, a Weapon Master may choose to make a special attack with her weapon of choice. If this attack hits, it automatically inflicts maximum damage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Only the base weapon damage is maximized by this feat. If the weapon deals additional variable damage, it is possible that a ki damage hit will do less than the maximum possible total damage. A ki damage hit will still do more total damage on average than other hits.&lt;br /&gt;
(On a critical hit ki damage will only maximize one instance of the base damage. (to be tested))&lt;br /&gt;
&lt;br /&gt;
====Increased Multiplier====&lt;br /&gt;
At 5th level, the Weapon Master’s critical multiplier with their chosen weapon increases by +1, i.e. x2 becomes x3, x3 becomes x4, etc.&lt;br /&gt;
&lt;br /&gt;
====Superior Weapon Focus====&lt;br /&gt;
At 5th-level, the Weapon Masters gains +1 to their attack rolls with their Weapon of Choice.&lt;br /&gt;
&lt;br /&gt;
====Ki Critical====&lt;br /&gt;
At 7th level, the Weapon Master increases their threat range by 2 when using their weapon of choice. For example, a Longsword normally has a [[Threat range|Threat Range]] of 19-20. In the hands of a 7th-level Weapon Master with the longsword as their weapon of choice, it threatens on a 17-20.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;This feat does stack with [[Improved Critical]] or the [[Keen]] property. However, only the original Threat Range is doubled; the +2 from Ki Critical is added afterward. Thus, with both feats a Longsword would threaten on a roll of 15-20, rather than 13-20.&lt;br /&gt;
&lt;br /&gt;
====Improved Whirlwind Attack====&lt;br /&gt;
At 10th level, the Weapon Master receives the [[Improved Whirlwind Attack]] feat for free, even if he does not meet the prerequisites.&lt;br /&gt;
&lt;br /&gt;
[[Category:Prestige Class]]&lt;br /&gt;
[[Category:Combat classes]]&lt;br /&gt;
[[Category:Playable Class]]&lt;/div&gt;</summary>
		<author><name>DM Limerence</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Warpriest&amp;diff=16837</id>
		<title>Warpriest</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Warpriest&amp;diff=16837"/>
		<updated>2025-04-05T14:37:57Z</updated>

		<summary type="html">&lt;p&gt;DM Limerence: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Description==&lt;br /&gt;
Warpriests are fierce, earthy [[cleric]]s who pray for peace but prepare for war. Their strong wills, powerful personalities, and devotion to their deities make them fearsome combatants. [[Cleric]]s and [[favored soul]]s make good warpriests; [[druid]]s and [[spirit shaman]]s are rare but make fierce servants on behalf of balance and spirits.&lt;br /&gt;
&lt;br /&gt;
Most warpriests spend their time preparing for war. This effort includes personal training for combat, prayer, training with the local ruler&#039;s army, and studying history. Warpriests tend to have the more extroverted characteristics associated with their deities. Occasionally they can be found scouting terrain in peacetime, and some have been known to hide their identities to spy on enemy nations. They rarely go on adventures, and when they do it&#039;s to obtain some artifact or wondrous weapon to increase their prowess.&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;Skills&#039;&#039;&#039;: [[Diplomacy]] 8 ranks, [[Spot]] 5 ranks&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Feats&#039;&#039;&#039;: [[Combat Casting]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spellcasting&#039;&#039;&#039;: Ability to cast 4th [[spell level|level]] [[divine]] spells.&lt;br /&gt;
&lt;br /&gt;
==Class Features==&lt;br /&gt;
&#039;&#039;&#039;Hit Die:&#039;&#039;&#039; d10&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Base_attack_bonus| 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; [[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; 2 + Int [[Ability_modifier| modifier]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class Skills:&#039;&#039;&#039; [[Concentration]], [[Diplomacy]], [[Heal (skill)|Heal]], [[Intimidate]], [[Lore: History]], [[Lore: Local]], [[Lore: Religion]], [[Parry]], [[Ride]], [[Sense Motive]], [[Spellcraft]], [[Spot]]&lt;br /&gt;
&lt;br /&gt;
==BGTSCC Features==&lt;br /&gt;
This class has been changed from the base game to include these new features:&lt;br /&gt;
* Receives [[Spot]] as a Class Skill.&lt;br /&gt;
* Each level of Warpriest will advance [[Turn Undead]] progression from other classes.&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 || [[Warpriest#Remove Fear|Remove Fear]] 1/Day, [[Warpriest#War Glory|War Glory]]&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Remove Fear 2/Day, +1 Divine Spellcasting Level, [[Warpriest#Inflame|Inflame]] I&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Remove Fear 3/Day, [[Warpriest#Mass Cure Light Wounds|Mass Cure Light Wounds]] 1/Day&lt;br /&gt;
|-&lt;br /&gt;
| 4 || Remove Fear 4/Day, +1 Divine Spellcasting Level, Inflame II&lt;br /&gt;
|-&lt;br /&gt;
| 5 || Remove Fear 5/Day, [[Warpriest#Fear Aura|Fear Aura]] 1/Day&lt;br /&gt;
|-&lt;br /&gt;
| 6 || Remove Fear 6/Day, +1 Divine Spellcasting Level, Inflame III, [[Warpriest#Battletide|Battletide]] 1/Day&lt;br /&gt;
|-&lt;br /&gt;
| 7 || Remove Fear 7/Day, [[Warpriest#Haste|Haste]] 3/Day&lt;br /&gt;
|-&lt;br /&gt;
| 8 || Remove Fear 8/Day, +1 Divine Spellcasting Level, Inflame IV&lt;br /&gt;
|-&lt;br /&gt;
| 9 || Remove Fear 9/Day, [[Warpriest#Mass Heal|Mass Heal]] 1/Day, +1 Divine Spellcasting Level&lt;br /&gt;
|-&lt;br /&gt;
| 10 || Remove Fear 10/Day, +1 Divine Spellcasting Level, Inflame V, [[Warpriest#Implacable Foe|Implacable Foe]] 1/Day&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Divine Spellcasting===&lt;br /&gt;
At each even-numbered level and level 9 (6/10 progression), Warpriests gain new spells [[per day]] and an added level of effective spellcasting in whatever divine spellcasting class gave them access to 4th-level divine spells when become a Warpriest. If a character has multiple classes that give him access to 4th-level Divine Spells, he must choose which spellcasting class will benefit from Warpriest levels when first selecting this prestige class.&lt;br /&gt;
&lt;br /&gt;
===War Glory===&lt;br /&gt;
All allies within 10&#039; of the Warpriest have +1 to hit, though the Warpriest himself does not gain this bonus. All enemies within the same range suffers a -1 morale penalty to [[saving throw]]s and this penalty cannot be resisted in any way (though leaving the radius instantly cancels the effect). This power is always active.&lt;br /&gt;
&lt;br /&gt;
Due to a bug in the script, on hardcore difficulty the penalty affects not just enemies, but all creatures that belong to factions different from the warpriest&#039;s faction. For example, if a party member comes close to a non-companion warpriest npc (let&#039;s say Darovik in MoB official campaign), they will be affected by saving throw decrease, even if the warpriest is not hostile.&lt;br /&gt;
&lt;br /&gt;
===Inflame===&lt;br /&gt;
Starting at 2nd level, a Warpriest can use this ability to grant himself and all allies within 40&#039; a bonus to saving throws vs. fear and mind effects for five rounds. This bonus is +2 at level 2, +4 at level 4, +6 at level 6 and +8 at level 8 and +10 at level 10.&lt;br /&gt;
&lt;br /&gt;
===Remove Fear===&lt;br /&gt;
A Warpriest may cast the [[Remove Fear]] spell once per day per level of the Warpriest.&lt;br /&gt;
&lt;br /&gt;
===Mass Cure Light Wounds===&lt;br /&gt;
Upon reaching 3rd level, a Warpriest can use [[cure light wounds, mass|Mass Cure Light Wounds]] once per day as a spell-like ability. The Chars. Caster level is used to determine the caster level for this spell.&lt;br /&gt;
&lt;br /&gt;
===Fear Aura===&lt;br /&gt;
At 5th level, a Warpriest can create an aura of fear that affects all enemies within a 20&#039; radius. Foes must make a [[Will]] save ([[Difficulty_class|DC]] 10 + Warpriest&#039;s class level + Warpriest&#039;s [[Cha]]risma modifier) or be affected as if by a [[fear|Fear]] spell. This power can be used once per day.&lt;br /&gt;
&lt;br /&gt;
===Battletide===&lt;br /&gt;
At 6th level, a Warpriest can cast [[battletide|Battletide]] as a spell-like ability once per day. The Chars. Caster level is used to determine the caster level for this spell.&lt;br /&gt;
&lt;br /&gt;
===Haste===&lt;br /&gt;
At 7th level, a Warpriest can cast [[haste|Haste]] as a spell-like ability three times per day. The Chars. Caster level is used to determine the caster level for this spell.&lt;br /&gt;
&lt;br /&gt;
===Mass Heal===&lt;br /&gt;
At 9th level, a Warpriest can cast [[Heal, mass|Mass Heal]] as a spell-like ability once per day. The Chars. Caster level is used to determine the caster level for this spell.&lt;br /&gt;
&lt;br /&gt;
===Implacable Foe===&lt;br /&gt;
At 10th level, a Warpriest can bestow all allies within 30&#039; (though not themselves) an extra +20 [[hit point]]s. This ability halves the Warpriest&#039;s movement for ten rounds. After ten rounds all recipients lose 20 hit points. This ability may be used once per day.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Prestige classes]]&lt;br /&gt;
[[Category:Classes]]&lt;br /&gt;
[[Category:Combat classes]]&lt;br /&gt;
[[Category:Playable Class]]&lt;br /&gt;
[[Category:Spellcasting classes]]&lt;/div&gt;</summary>
		<author><name>DM Limerence</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Thief_Acrobat&amp;diff=16836</id>
		<title>Thief Acrobat</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Thief_Acrobat&amp;diff=16836"/>
		<updated>2025-04-05T14:37:15Z</updated>

		<summary type="html">&lt;p&gt;DM Limerence: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Description==&lt;br /&gt;
Like any large guild, a thieves&#039; guild has many specialists within its ranks - pickpockets, burglars, swindlers, and even highway robbers. None of these, however, have the prestige of a thief-acrobat - the superlative second-story burglar who is infamous for daring escapades across the city&#039;s rooftops.&lt;br /&gt;
&lt;br /&gt;
The thief-acrobat excels at getting into and out of places no one else can. If every street-level entrance to the Jewelers&#039; Guildhouse is locked and well guarded, the thief-acrobat simply jumps atop the building from the roof of a nearby inn, throws a grappling hook to the highest minaret, runs up the attached rope to a shuttered window, and quickly picks the lock. Should her escape go awry once she has the goods, her gymnastic combat style keeps her out of harm&#039;s way.&lt;br /&gt;
&lt;br /&gt;
Most thief-acrobats began as [[rogue]]s and worked their way up through the guild&#039;s ranks. Members of other classes - particularly the [[barbarian]] and illusionist - often find the acrobatics and climbing skills of the thief acrobat prestige class quite attractive as well.&lt;br /&gt;
&lt;br /&gt;
Adventuring parties often encounter a thief-acrobat in the midst of some crime. Sometimes, however, a thief-acrobat hires adventurers to help with particularly dangerous capers, or even to create diversions while she works.&lt;br /&gt;
&lt;br /&gt;
==Requirements==&lt;br /&gt;
&#039;&#039;&#039;Feats:&#039;&#039;&#039; [[Evasion]], [[Dash]], Skill Focus: Tumble or Skill Focus: Escape Artist&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills:&#039;&#039;&#039; [[Acrobatics]] 10 ranks, [[Escape Artist]] 10 ranks&lt;br /&gt;
&lt;br /&gt;
==Class Features==&lt;br /&gt;
{{Class base features|&lt;br /&gt;
hit die=d6|&lt;br /&gt;
BAB=High|&lt;br /&gt;
high save=[[Reflex]]|&lt;br /&gt;
low save=[[Will]], [[Fortitude]]|&lt;br /&gt;
proficiencies=None|&lt;br /&gt;
skill pts=6|&lt;br /&gt;
class skills=[[Acrobatics]], [[Appraise]], [[Athletics]], [[Escape Artist]], [[Hide]], [[Move Silently]], [[Open Lock]], [[Perform]], [[Search]]&lt;br /&gt;
}}&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 || Kip Up &lt;br /&gt;
|-&lt;br /&gt;
| 2 || Agile Fighting 1 &lt;br /&gt;
|-&lt;br /&gt;
| 3 || [[Improved Knockdown]]  &lt;br /&gt;
|-&lt;br /&gt;
| 4 || Agile Fighting 2, Springboard, Skill Mastery (Acrobatics)&lt;br /&gt;
|-&lt;br /&gt;
| 5 || [[Improved Evasion]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Kip Up (Ex)====&lt;br /&gt;
At 1th level, as a free action, a thief-acrobat may immediately stand up from any prone position. She may only do this if she is wearing light or no armor and is unencumbered. &lt;br /&gt;
&lt;br /&gt;
====Agile Fighting (Ex)==== &lt;br /&gt;
A whirling, spinning thief-acrobat is a devilishly difficult target. Starting at 2nd level, a thief-acrobat gains a +1 dodge bonus to Armor Class. After 4th level and when using combat expertise this bonus becomes +2. This bonus is only applied if she is wearing light or no armor and is unencumbered. At 4th level, Agile Fighting also grants Knockdown immunity.&lt;br /&gt;
&lt;br /&gt;
====Improved Knockdown (Ex)==== &lt;br /&gt;
At 3rd level, the thief-acrobat gains Improved Knockdown as a bonus feat.&lt;br /&gt;
&lt;br /&gt;
====Springboard (Ex)==== &lt;br /&gt;
The thief-acrobat somersaults into the air, bouncing off any foes in her way to pass beyond them nimbly and gaining a +4 Dodge Bonus to AC for 2 rounds. In addition, any foes she touches during these gymnastics must pass a fortitude save (DC 10 + TA level *2 + Dex mod) or be stunned for one rounds. The Thief Acrobat may use this ability as often as once per minute as long as she is wearing light or no armor and is unencumbered.&lt;br /&gt;
&lt;br /&gt;
====Skill Mastery (Acrobatics) (Ex)====&lt;br /&gt;
At level 4, a character with skill mastery can&#039;t roll less than 5 for the selected skill, even in combat.&lt;br /&gt;
&lt;br /&gt;
====Improved Evasion (Ex)====&lt;br /&gt;
A 5th-level thief-acrobat can avoid damage from certain attacks with a successful Reflex save and takes only half damage on a failed save. She may only do this if she is wearing light or no armor and is unencumbered.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Update: &lt;br /&gt;
&lt;br /&gt;
* New feature: Skill Mastery (Acrobatics), level 4. A character with skill mastery can&#039;t roll less than 5 for the selected skills, , even in combat.&lt;br /&gt;
* Thief Acrobats can no longer use their abilities while using a shield heavier than light.&lt;br /&gt;
&lt;br /&gt;
* Kip-up is now level 1, and only grants guaranteed success on kip-up checks (see Acrobatics skill in Skills section).&lt;br /&gt;
&lt;br /&gt;
* Springboard is now a buff to the Acrobatics action rather than a separate action. The feat will have its cooldown triggered when Tumble is used, so the Springboard feat can still be used to monitor this, but Springboard cooldown only affects the springboard-specific effects. When you use Tumble, if you have Springboard available, it will perform its stun/AC boost and trigger the cooldown when using the Tumble action if the enemy fails their saving throw (DC 10 + TA level *2 + Dex mod). If Springboard is on CD, you can still use Tumble, but it will not perform the springboard effects until the CD is available again.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Playable Class]]&lt;br /&gt;
[[Category:Combat classes]]&lt;br /&gt;
[[Category:Prestige Class]]&lt;/div&gt;</summary>
		<author><name>DM Limerence</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Thief_Acrobat&amp;diff=16835</id>
		<title>Thief Acrobat</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Thief_Acrobat&amp;diff=16835"/>
		<updated>2025-04-05T14:37:02Z</updated>

		<summary type="html">&lt;p&gt;DM Limerence: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Description==&lt;br /&gt;
Like any large guild, a thieves&#039; guild has many specialists within its ranks - pickpockets, burglars, swindlers, and even highway robbers. None of these, however, have the prestige of a thief-acrobat - the superlative second-story burglar who is infamous for daring escapades across the city&#039;s rooftops.&lt;br /&gt;
&lt;br /&gt;
The thief-acrobat excels at getting into and out of places no one else can. If every street-level entrance to the Jewelers&#039; Guildhouse is locked and well guarded, the thief-acrobat simply jumps atop the building from the roof of a nearby inn, throws a grappling hook to the highest minaret, runs up the attached rope to a shuttered window, and quickly picks the lock. Should her escape go awry once she has the goods, her gymnastic combat style keeps her our of harm&#039;s way.&lt;br /&gt;
&lt;br /&gt;
Most thief-acrobats began as [[rogue]]s and worked their way up through the guild&#039;s ranks. Members of other classes - particularly the [[barbarian]] and illusionist - often find the acrobatics and climbing skills of the thief acrobat prestige class quite attractive as well.&lt;br /&gt;
&lt;br /&gt;
Adventuring parties often encounter a thief-acrobat in the midst of some crime. Sometimes, however, a thief-acrobat hires adventurers to help with particularly dangerous capers, or even to create diversions while she works.&lt;br /&gt;
&lt;br /&gt;
==Requirements==&lt;br /&gt;
&#039;&#039;&#039;Feats:&#039;&#039;&#039; [[Evasion]], [[Dash]], Skill Focus: Tumble or Skill Focus: Escape Artist&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills:&#039;&#039;&#039; [[Acrobatics]] 10 ranks, [[Escape Artist]] 10 ranks&lt;br /&gt;
&lt;br /&gt;
==Class Features==&lt;br /&gt;
{{Class base features|&lt;br /&gt;
hit die=d6|&lt;br /&gt;
BAB=High|&lt;br /&gt;
high save=[[Reflex]]|&lt;br /&gt;
low save=[[Will]], [[Fortitude]]|&lt;br /&gt;
proficiencies=None|&lt;br /&gt;
skill pts=6|&lt;br /&gt;
class skills=[[Acrobatics]], [[Appraise]], [[Athletics]], [[Escape Artist]], [[Hide]], [[Move Silently]], [[Open Lock]], [[Perform]], [[Search]]&lt;br /&gt;
}}&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 || Kip Up &lt;br /&gt;
|-&lt;br /&gt;
| 2 || Agile Fighting 1 &lt;br /&gt;
|-&lt;br /&gt;
| 3 || [[Improved Knockdown]]  &lt;br /&gt;
|-&lt;br /&gt;
| 4 || Agile Fighting 2, Springboard, Skill Mastery (Acrobatics)&lt;br /&gt;
|-&lt;br /&gt;
| 5 || [[Improved Evasion]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Kip Up (Ex)====&lt;br /&gt;
At 1th level, as a free action, a thief-acrobat may immediately stand up from any prone position. She may only do this if she is wearing light or no armor and is unencumbered. &lt;br /&gt;
&lt;br /&gt;
====Agile Fighting (Ex)==== &lt;br /&gt;
A whirling, spinning thief-acrobat is a devilishly difficult target. Starting at 2nd level, a thief-acrobat gains a +1 dodge bonus to Armor Class. After 4th level and when using combat expertise this bonus becomes +2. This bonus is only applied if she is wearing light or no armor and is unencumbered. At 4th level, Agile Fighting also grants Knockdown immunity.&lt;br /&gt;
&lt;br /&gt;
====Improved Knockdown (Ex)==== &lt;br /&gt;
At 3rd level, the thief-acrobat gains Improved Knockdown as a bonus feat.&lt;br /&gt;
&lt;br /&gt;
====Springboard (Ex)==== &lt;br /&gt;
The thief-acrobat somersaults into the air, bouncing off any foes in her way to pass beyond them nimbly and gaining a +4 Dodge Bonus to AC for 2 rounds. In addition, any foes she touches during these gymnastics must pass a fortitude save (DC 10 + TA level *2 + Dex mod) or be stunned for one rounds. The Thief Acrobat may use this ability as often as once per minute as long as she is wearing light or no armor and is unencumbered.&lt;br /&gt;
&lt;br /&gt;
====Skill Mastery (Acrobatics) (Ex)====&lt;br /&gt;
At level 4, a character with skill mastery can&#039;t roll less than 5 for the selected skill, even in combat.&lt;br /&gt;
&lt;br /&gt;
====Improved Evasion (Ex)====&lt;br /&gt;
A 5th-level thief-acrobat can avoid damage from certain attacks with a successful Reflex save and takes only half damage on a failed save. She may only do this if she is wearing light or no armor and is unencumbered.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Update: &lt;br /&gt;
&lt;br /&gt;
* New feature: Skill Mastery (Acrobatics), level 4. A character with skill mastery can&#039;t roll less than 5 for the selected skills, , even in combat.&lt;br /&gt;
* Thief Acrobats can no longer use their abilities while using a shield heavier than light.&lt;br /&gt;
&lt;br /&gt;
* Kip-up is now level 1, and only grants guaranteed success on kip-up checks (see Acrobatics skill in Skills section).&lt;br /&gt;
&lt;br /&gt;
* Springboard is now a buff to the Acrobatics action rather than a separate action. The feat will have its cooldown triggered when Tumble is used, so the Springboard feat can still be used to monitor this, but Springboard cooldown only affects the springboard-specific effects. When you use Tumble, if you have Springboard available, it will perform its stun/AC boost and trigger the cooldown when using the Tumble action if the enemy fails their saving throw (DC 10 + TA level *2 + Dex mod). If Springboard is on CD, you can still use Tumble, but it will not perform the springboard effects until the CD is available again.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Playable Class]]&lt;br /&gt;
[[Category:Combat classes]]&lt;br /&gt;
[[Category:Prestige Class]]&lt;/div&gt;</summary>
		<author><name>DM Limerence</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Tempest&amp;diff=16834</id>
		<title>Tempest</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Tempest&amp;diff=16834"/>
		<updated>2025-04-05T14:35:22Z</updated>

		<summary type="html">&lt;p&gt;DM Limerence: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Class Description ==&lt;br /&gt;
[[File:Tempest.png|thumb|305x305px]]&lt;br /&gt;
The tempest is the point of calm within a whirling barrier of deadly blades. Poets use colorful terms such as &amp;quot;dancer&amp;quot; to describe the movement of a tempest and her two blades, but mastery of this fighting style is not about dancing. not is it about impressing anyone - least of all poets. The tempest focuses on learning the ultimate secrets of two-weapon fighting for a single purpose - the destruction of her enemies.&lt;br /&gt;
&lt;br /&gt;
Typically hardy individualists, tempests rarely learn their skills through any sort of formal training. Instead, they master their art though constant application of its disciplines and experimentation on their foes. Similarly, no matter how famous tempests become, it&#039;s rare for them to take on students. Their art, they say is one that can be learned but never taught.&lt;br /&gt;
&lt;br /&gt;
This prestige class is open to all classes and races. Though tempests are rare, every humanoid race has boasted at least a few. Elves make for nimble, clever tempests whose dexterity works to their advantage. Dwarves, perhaps because they favor heavy armor and heavy weapons, are the least likely characters to become tempests. Even members of the smaller races can find the tempest&#039;s path appealing.&lt;br /&gt;
&lt;br /&gt;
== Requirements ==&lt;br /&gt;
&amp;lt;strong&amp;gt;Base Attack Bonus:&amp;lt;/strong&amp;gt; +6&lt;br /&gt;
&lt;br /&gt;
&amp;lt;strong&amp;gt;Feats:&amp;lt;/strong&amp;gt; [http://nwn2.wikia.com/wiki/Dodge Dodge], [http://nwn2.wikia.com/wiki/Mobility Mobility], [http://nwn2.wikia.com/wiki/Spring_Attack Spring Attack], [http://nwn2.wikia.com/wiki/Improved_Two-Weapon_Fighting Improved Two-Weapon Fighting]&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/Fortitude Fortitude]&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; 2 + 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; [[Acrobatics]], [[Athletics]], [[Concentration]], [[Lore: History]], [[Lore: Local]], [[Parry]], [[Sleight of Hand]]&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;
|Tempest Defense (+1 AC)&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Tempest Defense (+1 AC, +1 AB)&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Tempest Defense (+1 AC, +1 AB), [http://nwn2.wikia.com/wiki/Greater_Two-Weapon_Fighting Greater Two-Weapon Fighting]&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Tempest Defense (+2 AC, +1 AB)&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|Tempest Defense (+2 AC, +2 AB), [http://nwn2.wikia.com/wiki/Whirlwind_Attack Whirlwind Attack], Tempest Whirlwind&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Tempest Defense ====&lt;br /&gt;
Specifics: When wielding two weapons and wearing light or no armor, the Tempest gains the ability to defend herself with more skill and to seek out the gaps in an opponents defense. At level 1, the tempest gains a +1 Dodge AC bonus. At level 2, the tempest gains a +1 Attack Bonuss. At level 4 the Dodge bonus improves to +2. At level 5, the Attack Bonues improves to +2.&lt;br /&gt;
&lt;br /&gt;
Use: Automatic.&lt;br /&gt;
&lt;br /&gt;
==== Tempest Whirlwind ====&lt;br /&gt;
Specifics: The Tempest&#039;s skill with two weapons has improved to the point her whirlwind attack is a deadly dance of blades. This is an improved Whirlwind Attack that deals an additional 2d6 slashing damage on each attack made.&lt;br /&gt;
&lt;br /&gt;
Use: Selected.&lt;br /&gt;
&lt;br /&gt;
=== Notes ===&lt;br /&gt;
If the Tempest was a Ranger, the normal Two-Weapon and Improved Two-Weapon feats are granted at level 1.&lt;br /&gt;
[[Category:Classes]]&lt;br /&gt;
[[Category:Prestige Class]]&lt;br /&gt;
[[Category:Playable Class]]&lt;/div&gt;</summary>
		<author><name>DM Limerence</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Stormsinger&amp;diff=16833</id>
		<title>Stormsinger</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Stormsinger&amp;diff=16833"/>
		<updated>2025-04-05T14:34:13Z</updated>

		<summary type="html">&lt;p&gt;DM Limerence: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Class Description ==&lt;br /&gt;
[[File:Stormsinger.jpg|thumb|380x380px]]&lt;br /&gt;
The stormsingers have learned secret methods of harnessing the magic powers of music to influence and control the weather. These songs seem to have greater effects and potency in colder regions than in more temperate or tropical regions, so most stormsingers prefer to dwell in cold places so they can practice their special form of magic. Ships that ply the seas of the North often hire on a stormsinger partially to serve as entertainment for long sea voyages, but mostly so the stormsinger can protect the ship from powerful storms.&lt;br /&gt;
&lt;br /&gt;
The music used by stormsingers to control the weather derives from a specific form of bardic music; as a result, all stormsingers have at least a little bit of training as [[bard]]s. Many of them are actually multiclass bard/[[druid]]s, although bard/[[cleric]]s and bard/[[sorcerer]]s make excellent stormsingers as well. They depend upon their sharp wits and ability to control weather for protection, so it is fairly unusual to encounter a stormsinger with any levels of fighter or similar classes.&lt;br /&gt;
&lt;br /&gt;
BUG NOTE: This class will not progress number of bard songs per day. It may appear that you are gaining songs per day below level 20, but it will even out in epic levels and a 25 Bard/5Dissonant Chord will end up with 25 songs per day and a 20 Bard/10 Stormsinger will end up with 20 songs per day. As compensation, if your character is level 23 with at least 4 combined levels of Dissonant Chord and Stormsinger you will be granted the Extra Music feat for free, so don&#039;t take the Extra Music feat if your build will qualify for it and if you want to receive it later for free. We apologize for this inconvenience but it&#039;s a limitation of the game engine.&lt;br /&gt;
&lt;br /&gt;
== Requirements ==&lt;br /&gt;
&#039;&#039;&#039;Feats:&#039;&#039;&#039; Bard Song&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills:&#039;&#039;&#039; [[Concentration]] 8, [[Lore: Arcana]] 8, [[Lore: Geography]] 4, [[Lore: Nature]] 4, [[Perform]] 8, [[Spellcraft]] 4&lt;br /&gt;
&lt;br /&gt;
== Class Features ==&lt;br /&gt;
&#039;&#039;&#039;Hit Die:&#039;&#039;&#039; d6&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base Attack Bonus:&#039;&#039;&#039; Medium&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;High Saves:&#039;&#039;&#039; [[Reflex]], [[Will]]&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; [[Atheletics]], [[Concentration]], [[Diplomacy]], [[Listen]], [[Lore: Arcana]], [[Lore: Geography]], [[Lore: Local]], [[Lore: Nature]], [[Perform]], [[Spellcraft]], [[Spot]], [[Survival]]&lt;br /&gt;
&lt;br /&gt;
== Class Progression ==&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;
|Stormsong (gust of wind), Spellcaster Progression&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Stormpower&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Stormsong (thunderstrike)&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Resistance to electricity 5&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|Stormsong (call lightning)&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|Resistance to electricity 10&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|Stormsong (winter&#039;s ballad)&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|Resistance to electricity 15&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|Stormsong (great thunderstrike)&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|Stormsong (storm of vengeance)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Spellcasting ===&lt;br /&gt;
At each Stormsinger level, the character gains new spells per day (and spells known, if applicable) as if she had also gained a level in a spellcasting class she belonged to before adding the prestige class. If a character had more than one spellcasting class before becoming a Stormsinger, she must decide which class she increases when she gains a level.&lt;br /&gt;
&lt;br /&gt;
=== Bardic Music ===&lt;br /&gt;
A stormsinger&#039;s class level stacks with any levels of bard she has for purposes of determining the number of times per day she may use bardic music. Many of the stormsinger&#039;s high-level abilities require her bardic music as well. When a Stormsinger uses her bardic music ability to create a stormsong effect (see below), it counts as one (or more) uses of her bardic music for the day. Stormsinger levels do not stack with bard levels for determining which songs a bard has access to. A Stormsinger&#039;s level only stacks with the effects of all bardic music if the Stormsinger choose bardic spell casting. If for example, a Stormsinger chooses to progress in [[Wizard]] spell casting, they will not advance the effects of their existing bardic music. They will still advance the songs per day in this case so the number of times the Stormsinger&#039;s songs can be used will increase.&lt;br /&gt;
&lt;br /&gt;
=== Warlock Progression ===&lt;br /&gt;
If Warlock spellcasting progression is chosen at Level 1 of Stormsinger, Stormsinger will also progress Warlock Blast dice.&lt;br /&gt;
&lt;br /&gt;
=== Stormsong ===&lt;br /&gt;
The Stormsinger can use her bardic music ability to create various storm-related effects in addition to the normal uses of bardic music.&lt;br /&gt;
&lt;br /&gt;
==== Gust of Wind ==== &lt;br /&gt;
: A Stormsinger of 1st level or higher with 9 or more ranks in [[Perform]] can use bardic music to generate a &#039;&#039;[[Gust of Wind]]&#039;&#039;, as the spell of the same name. Her [[caster level]] is equal to her ranks in [[Perform]], with a maximum [[caster level]] of 30th.&lt;br /&gt;
&lt;br /&gt;
=== Stormpower ===&lt;br /&gt;
At 2nd level, a Stormsinger gains a +2 bonus on [[Perform]] checks to use her stormsong powers and adds a +2 bonus to her caster level with stormsong powers.&lt;br /&gt;
&lt;br /&gt;
==== Thunderstrike ====&lt;br /&gt;
: At 3rd level, a Stormsinger with 11 or more ranks in Perform can use bardic music to unleash a deadly thunderbolt. The bolt can be targeted at any one creature within 60 feet, and the Stormsinger must make a successful ranged touch attack to hit the target. If she hits, the stormsinger then makes a Perform check; the result indicates how much electricity damage the thunderbolt deals (double on a critical hit). A [[Reflex]] save (DC10 + Stormsinger&#039;s class level + Cha modifier) halves the damage. If the creature fails its Reflex save, it must make a [[Fortitude]] save (same DC) or be deafened for a number of rounds equal to the damage dealt.&lt;br /&gt;
&lt;br /&gt;
=== Resistance to Electricity ===&lt;br /&gt;
At 4th level, a Stormsinger gains [[resistance]] to electricity 5. This increases to resistance to electricity 10 at 6th, and resistance to electricity 15 at 8th.&lt;br /&gt;
&lt;br /&gt;
==== Call Lightning ==== &lt;br /&gt;
: A Stormsinger of 5th level or higher with 13 or more ranks in Perform can use bardic music to generate a &#039;&#039;[[Call Lightning]]&#039;&#039; effect, as the spell of the same name. Her caster level is equal to her ranks in [[Perform]], with a maximum caster level of 30th.&lt;br /&gt;
&lt;br /&gt;
==== Winter&#039;s Ballad ==== &lt;br /&gt;
: A Stormsinger of 7th level or higher with 15 or more ranks in [[Perform]] can use bardic music to generate a Greater Call Lightning effect, as the spell of the same name. Her caster level is equal to her ranks in [[Perform]], with a maximum caster level of 30th.&lt;br /&gt;
&lt;br /&gt;
==== Great Thunderstrike ====&lt;br /&gt;
: At 9th level, a Stormsinger with 17 or more ranks in [[Perform]] can use bardic music to unleash a terrible stroke of lightning, bellowed by a deafening clap of thunder. The Great Thunderstrike affects a line 60 feet long from the Stormsinger. The Stormsinger makes a [[Perform]] check; the results indicate how much electricity damage the Great Thunderstrike deals (double on a critical). A [[Reflex]] save (DC13 + Stormsinger&#039;s class level + Cha modifier) halves the damage. If the creature fails its [[Reflex]] save, it must make a [[Fortitude]] save (same DC) or take an additional d6 (Stormsinger levels) points of sonic damage and be permanently deafened.&lt;br /&gt;
&lt;br /&gt;
: The Great Thunderstrike is very strenuous, and uses up two of the Stormsinger&#039;s bardic music uses for the day.&lt;br /&gt;
&lt;br /&gt;
==== Storm of Vengeance ====&lt;br /&gt;
: At 10th level, a Stormsinger with 18 or more ranks in [[Perform]] can use bardic music to cause a storm of vengeance, as the spell of the same name (DC 10 + Stormsinger&#039;s class level + Cha modifier). Her caster level is equal to her ranks in [[Perform]], with a maximum [[caster level]] of 35th. This potent ability is quite exhausting to use; each time it is activated, the Stormsinger uses four of her bardic music uses for the day.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Use: Automatic.[[Category:Classes]]&lt;br /&gt;
[[Category:Prestige Class]]&lt;br /&gt;
[[Category:Playable Class]]&lt;/div&gt;</summary>
		<author><name>DM Limerence</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Shadow_Dancer&amp;diff=16832</id>
		<title>Shadow Dancer</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Shadow_Dancer&amp;diff=16832"/>
		<updated>2025-04-05T14:33:11Z</updated>

		<summary type="html">&lt;p&gt;DM Limerence: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Description ==&lt;br /&gt;
[[File:Shadowdancer.jpg|thumb|266px]]Operating in the border between light and darkness, shadowdancers are nimble artists of deception. They are mysterious and unknown, never completely trusted but always inducing wonder when met.&lt;br /&gt;
&lt;br /&gt;
[[Rogue]]s, [[bard]]s, and [[monk]]s make excellent shadowdancers, but [[fighter]]s, [[barbarian]]s, [[ranger]]s, and [[paladin]]s also find shadowdancer abilities allow them to strike at their opponents with surprise and skill. [[Wizard]], [[sorcerer]], [[cleric]], and [[druid]] shadowdancers employ the defensive capabilities inherent in the prestige class to allow them to cast their spells from safety and move away quickly. Despite their link with shadows and trickery shadowdancers are as often good as evil. They may use their incredible abilities as they wish.&lt;br /&gt;
&lt;br /&gt;
Shadowdancers often work in troupes, never staying in one place too long. Some use their abilities to entertain. Others operate as thieves, using their abilities to infiltrate past defenses and dupe others. All shadowdancer troupes maintain an aura of mystery among the populace, who never know whether to think well or ill of them.&lt;br /&gt;
&lt;br /&gt;
== Requirements ==&lt;br /&gt;
Race: Any&lt;br /&gt;
&lt;br /&gt;
Alignment: Any&lt;br /&gt;
&lt;br /&gt;
Skills: [[Move Silently]] 8 ranks, [[Hide]] 10 ranks, [[Acrobatics]] 5 ranks.&lt;br /&gt;
&lt;br /&gt;
Feats: [[Dodge]], [[Mobility]].&lt;br /&gt;
&lt;br /&gt;
Ability: Dexterity 19&lt;br /&gt;
&lt;br /&gt;
== Class Features ==&lt;br /&gt;
- Hit Die: d8&lt;br /&gt;
&lt;br /&gt;
- Base Attack Bonus: Medium&lt;br /&gt;
&lt;br /&gt;
- High Saves: Reflex&lt;br /&gt;
&lt;br /&gt;
- Low Saves: Fortitude &amp;amp; Will&lt;br /&gt;
&lt;br /&gt;
- Weapon Proficiencies: A Shadow Dancer is proficient with simple weapons&lt;br /&gt;
&lt;br /&gt;
- Armor Proficiencies: A Shadow Dancer is proficient with light armour. &lt;br /&gt;
&lt;br /&gt;
- Skill Points: 6 + Int Modifier.&lt;br /&gt;
&lt;br /&gt;
- Class Skills: [[Acrobatics]], [[Athletics]], [[Bluff]], [[Diplomacy]], [[Disguise]], [[Escape Artist]], [[Hide]], [[Linguistics]], [[Listen]], [[Lore: Arcana]], [[Lore: Dungeoneering]], [[Lore: Local]], [[Lore: The Planes]], [[Move Silently]], [[Parry]], [[Perform]], [[Search]], [[Sleight of Hand]], [[Spot]]&lt;br /&gt;
&lt;br /&gt;
- Spells per Day/Spells Known: A Shadow Dancer gains no spell progression.&lt;br /&gt;
&lt;br /&gt;
- Class Feats&amp;lt;br /&amp;gt;1: Hide in Plain Sight&amp;lt;br /&amp;gt;2: Darkvision, [[Evasion]], [[Uncanny Dodge]]&amp;lt;br /&amp;gt;3: Summon Shadow x1, Shadow Daze&amp;lt;br /&amp;gt;4: Shadow Evade I x3&amp;lt;br /&amp;gt;5: [[Defensive Roll]], [[Improved Uncanny Dodge]]&amp;lt;br /&amp;gt;6: Shadow Evade II x3&amp;lt;br /&amp;gt;7: [[Slippery Mind]]&amp;lt;br /&amp;gt;8: Shadow Evade III x3&amp;lt;br /&amp;gt;9:&amp;lt;br /&amp;gt;10: Shadow Evade IV x3, [[Improved Evasion]], Shadow Jump&lt;br /&gt;
&lt;br /&gt;
-No bonus feats.&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: rgb(255, 128, 0);&amp;quot;&amp;gt;Hide in Plain Sight&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
At 1st level, a shadowdancer may attempt to enter stealth mode even while being observed. If the attempt fails, the shadowdancer may try again in 6 seconds (1 round).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: rgb(255, 128, 0);&amp;quot;&amp;gt;Darkvision&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
At 2nd level, the shadowdancer gains [[Darkvision| &amp;lt;u&amp;gt;darkvision&amp;lt;/u&amp;gt;]], as the dwarf racial ability.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: rgb(255, 128, 0);&amp;quot;&amp;gt;Evasion&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
At 2nd level, whenever a shadowdancer succeeds on a Reflex [[Saving_throw| &amp;lt;u&amp;gt;save&amp;lt;/u&amp;gt;]] against any effect which allows a save for half damage (such as a &#039;&#039;[[Fireball]]&#039;&#039; spell), the shadowdancer takes no damage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: rgb(255, 128, 0);&amp;quot;&amp;gt;Uncanny Dodge&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
At 2nd level, the shadowdancer always retains their [[Dexterity]] bonus to [[AC]], even if caught [[Flat-foot| &amp;lt;u&amp;gt;flat-footed&amp;lt;/u&amp;gt;]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: rgb(255, 128, 0);&amp;quot;&amp;gt;Summon Shadow&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Once [[Per_day| &amp;lt;u&amp;gt;per day&amp;lt;/u&amp;gt;]], a 3rd-level shadowdancer can summon a shadow as a spell-like ability. On BGTSCC the Shadow Dancer&#039;s Summon Shadow creature was made stronger for the 3 variants.&lt;br /&gt;
The summoned shade is Undead, though the alignment ICly matches those of the shadowdancer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: rgb(255, 128, 0);&amp;quot;&amp;gt;Shadow Daze&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Once per day, a 3rd-level shadowdancer may inflict an illusory daze upon a target. This daze lasts for 5 rounds. On BGTSCC the Shadow Daze DC is 10 + Class Level + Dex Mod.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: rgb(255, 128, 0);&amp;quot;&amp;gt;Shadow Evade&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Three times per day, a 4th-level shadowdancer may conceal themselves in shadow. For 1 rounds per class level, the shadowdancer has a 5% concealment bonus, 5/magic damage reduction, and +1 [[Dodge_bonus| &amp;lt;u&amp;gt;dodge bonus&amp;lt;/u&amp;gt;]] to AC. At 6th level, the bonus becomes 10% concealment, 5/alchemical silver damage reduction, and +2 dodge bonus. At 8th level it becomes 15% concealment, 10/alchemical silver damage reduction, and +3 dodge bonus. At 10th level, Shadow Evade grants 20% concealment, 10/adamantine damage reduction and +4 dodge bonus. (note, duration used to be fixed at 5 rounds in default NWN2)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: rgb(255, 128, 0);&amp;quot;&amp;gt;Defensive Roll&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
At 5th level, when a shadowdancer suffer damage from an attack that would put them below 1 hit point, they may make a Reflex save to suffer only half damage. This ability is used automatically, but only works once per day.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: rgb(255, 128, 0);&amp;quot;&amp;gt;Improved Uncanny Dodge&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
At 5th level, the shadowdancer can no longer be [[Sneak_attack| &amp;lt;u&amp;gt;sneak attacked&amp;lt;/u&amp;gt;]] except by a character with 4 or more total levels in classes that grant sneak attack than the [[Class_level| &amp;lt;u&amp;gt;class levels&amp;lt;/u&amp;gt;]] of the shadowdancer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: rgb(255, 128, 0);&amp;quot;&amp;gt;Slippery Mind&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
At 7th level, the shadowdancer becomes so cunning and elusive that even their mind is hard to pin down. Whenever the shadowdancer fails a saving throw against an enchantment spell or effect, they may immediately reroll the saving throw once, keeping the better of the two results.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: rgb(255, 128, 0);&amp;quot;&amp;gt;Improved Evasion&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
At 10th level, the shadowdancer&#039;s evasion ability improves. Now, they take only half damage even on failed Reflex saves.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: rgb(255, 128, 0);&amp;quot;&amp;gt;Shadow Jump&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
At 10th level, the shadowdancer gains the ability to jump from one shadow to another. This is a supernatural ability akin to the Shadow Walk spell. In reality the shadow dancer briefly enters the plane of shadow to move from one place to another on the prime material. This ability can only be used in the immediate area the shadow dancer is in. It cannot be used to transition to other areas.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Class courtesy of Obsidian and Luna, thorough testing by the Quality Control Team. Shadow Jump by Rasael.&#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 Limerence</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Sacred_Fist&amp;diff=16831</id>
		<title>Sacred Fist</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Sacred_Fist&amp;diff=16831"/>
		<updated>2025-04-05T14:32:08Z</updated>

		<summary type="html">&lt;p&gt;DM Limerence: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Description==&lt;br /&gt;
Sacred fists are independent organizations found within many temples. Their ascetic members have turned their divine magic inward, bringing their bodies and wills into harmony. Sacred fists have forsworn the use of weapons and heavy armor. They consider their bodies and minds gifts from their deity, and they believe that not developing those gifts to their fullest potential is a sin. Spellcasting does not dishonor them or their deity, provided the sacred fist casts spells with a range of touch. Sacred fists are strong in faith, will, and body.&lt;br /&gt;
&lt;br /&gt;
[[Cleric]]s are excellent candidates for sacred fists orders. [[Paladin]]s may also choose to join them, but are seldom comfortable surrendering the trappings of their calling. [[Fighter]]s, [[rogue]]s, [[bard]]s, and even ex-[[monk]]s may make good candidates, provided they have enough levels in a class that grants divine spells. [[Druid]]s often find the class&#039;s combat skills useful, as do sorcerers and wizards who have some levels as a cleric or other source of divine spells.&lt;br /&gt;
&lt;br /&gt;
Sacred fists are as varied as their faiths. In general, they travel the land individually, lending their skills to those who need protection or assistance. All sacred fists seek challenges that allow them to further develop their fighting skills.&lt;br /&gt;
&lt;br /&gt;
==Requirements==&lt;br /&gt;
*[[Base attack bonus]]: +4 (note: +8 BAB is required for stunning fist, or 1st level Monk)&lt;br /&gt;
*[[Skill rank]]s: [[Lore: Religion]] 8&lt;br /&gt;
*[[Feat]]s: [[Improved Unarmed Strike]], [[Stunning Fist]], [[Combat Casting]]&lt;br /&gt;
*[[Spell]]s: Able to cast 1st-level [[divine]] spells&lt;br /&gt;
&lt;br /&gt;
==Class features progression==&lt;br /&gt;
{{Class base features&lt;br /&gt;
|hit die=d8&lt;br /&gt;
|proficiencies=None&lt;br /&gt;
|skill pts=4&lt;br /&gt;
|class skills=[[Acrobatics]], [[Athletics]], [[Concentration]], [[Escape Artist]], [[Heal_(skill)|Heal]], [[Lore: Religion]], [[Profession]] (all), [[Spellcraft]]&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;
==Class Progression==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Level !! Features Gained&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;1|| +1 divine spellcasting level, [[#Unarmed damage|Unarmed damage]], AC bonus +1, Code of Conduct&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;2|| +1 divine spellcasting level&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;3|| +1 divine spellcasting level, [[#Fast movement|Fast movement]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;4|| [[#Sacred flames|Sacred flames]] 1[[per day|/day]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;5|| +1 divine spellcasting level, AC Bonus +2&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;6|| +1 divine spellcasting level, [[Uncanny Dodge]], Fast movement&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;7|| +1 divine spellcasting level&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;8|| Sacred flames 2[[per day|/day]]. Fast movement&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;9|| +1 divine spellcasting level&lt;br /&gt;
|-&lt;br /&gt;
|10|| +1 divine spellcasting level, Inner Armor, AC Bonus +3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===AC bonus===&lt;br /&gt;
When unencumbered, wearing no or light armor and not using a shield a sacred fist gains a +1 AC bonus. This increases to +2 at level 5 and +3 at 10.&lt;br /&gt;
&lt;br /&gt;
Note: Monk wisdom AC fixed to no longer work while wearing light armor.&lt;br /&gt;
&lt;br /&gt;
===Sacred Fist Code of Conduct===&lt;br /&gt;
Sacred fists have vowed to refrain from using weapons. Whenever a sacred fist equips any weapon they suffer a -8 attack penalty.&lt;br /&gt;
&lt;br /&gt;
Note: As of v1.12, this penalty also applies to [[Wild Shape]].&lt;br /&gt;
&lt;br /&gt;
===Fast movement===&lt;br /&gt;
At level 3 a sacred fist gains a +10ft speed bonus. At level 6 this becomes +20ft, at 8th +30ft. Wearing medium or heavy armor or encumberance disables this bonus. If the sacred fist also has monk levels then the levels [[stack]] for the purpose of determining the speed bonus.&lt;br /&gt;
&lt;br /&gt;
Sacred Fist fast movements works even in light armor, unlike Monk which only works in no armor (robes).&lt;br /&gt;
&lt;br /&gt;
===Spell progression===&lt;br /&gt;
When a new sacred fist level is gained, except at 4th and 8th level, the character gains new spells per day as if he had also gained a level in a divine spellcasting class he belonged to before adding the prestige class. He does not, however, gain any other benefit a character of that class would have gained, except for an increased effective level of spellcasting. If a character had more than one divine spellcasting class before becoming a sacred fist, he must decide to which class he adds the new level for purposes of determining spells per day.&lt;br /&gt;
&lt;br /&gt;
===Unarmed damage===&lt;br /&gt;
A sacred fist&#039;s unarmed damage follows the same progression as [[monk]]. If the sacred fist also has monk levels then the levels [[stack]] for the purpose of determining the damage.&lt;br /&gt;
&lt;br /&gt;
===Sacred flames===&lt;br /&gt;
At 4th level, a sacred fist may use a [[standard action]] to invoke sacred flames around his hands and feet. These flames add to the sacred fist&#039;s unarmed damage. The additional damage is equal to the sacred fist&#039;s [[class level]]s plus his [[wisdom]] [[ability modifier|modifier]] (if any).&lt;br /&gt;
&lt;br /&gt;
Half the damage is fire damage(rounded up), and the rest is sacred energy and thus not subject to effects that reduce fire damage. The sacred flame lasts for 1 [[minute]] and can be invoked once per day. At 8th level, sacred flames can be used twice per day.&lt;br /&gt;
&lt;br /&gt;
Note: as this damage is applied to the character, it (ironically) affects any worn weapon, and is not subject to [[damage resistance]].&lt;br /&gt;
&lt;br /&gt;
===Uncanny Dodge===&lt;br /&gt;
At 6th level, the Sacred Fist retains any [[Dexterity]] bonus to AC when [[Flat-foot|flat-footed]] or when struck by an invisible attacker.&lt;br /&gt;
&lt;br /&gt;
===Inner armor===&lt;br /&gt;
At 10th level, a sacred fist may use inner armour once per day. This provides +4 sacred bonus to AC, +4 sacred bonus to all saves, 25 [[spell resistance]] for a number of [[round]]s equal to his wisdom modifier.&lt;br /&gt;
&lt;br /&gt;
[[Category:Prestige classes]]&lt;br /&gt;
[[Category:Playable Class]]&lt;br /&gt;
[[Category:Spellcasting classes]]&lt;/div&gt;</summary>
		<author><name>DM Limerence</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Red_Wizard_of_Thay&amp;diff=16830</id>
		<title>Red Wizard of Thay</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Red_Wizard_of_Thay&amp;diff=16830"/>
		<updated>2025-04-05T14:31:05Z</updated>

		<summary type="html">&lt;p&gt;DM Limerence: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
==Description==&lt;br /&gt;
&lt;br /&gt;
The Red Wizards are the masters of Thay, the conquerors of that land’s native Rashemi, and the would-be magical overlords of Faerûn. They focus on a school of magic more intently than any specialist, achieving incredible mastery of magic within a very narrow focus. Seen as cruel and evil tyrants by people across Toril, a few choose to leave their region, assume secret identities, and practice magic without having to worry about political alliances and possible slave uprisings.&lt;br /&gt;
&lt;br /&gt;
Early in their careers, would-be Red Wizards specialize in a school of magic and acquire the Tattoo Focus feat that prepares them for entry into the full Red Wizard prestige class. All Red Wizards must be a specialist [[wizard]], and most follow that path exclusively, but a few dabble in other sorts of learning (such as combat or divine magic). While it is possible that some Red Wizards multiclass as a [[sorcerer]] or [[bard]], such misfits are ridiculed in their homeland and are incredibly rare.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: rgb(255, 0, 0);&amp;quot;&amp;gt;You must take your first level of Red Wizard as soon as possible (level 6). [Therefore you have to log out/in after lv5 to get the qualification feat. Also, it&#039;s only possible if you take at least 1 of required feats as your starting feat since you only get 2 feats from lvl 1 to 5.]&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Requirements==&lt;br /&gt;
&#039;&#039;&#039;Race:&#039;&#039;&#039; [[Human]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; Any non-good&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills:&#039;&#039;&#039; [[Spellcraft]] 8 ranks&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Feats:&#039;&#039;&#039; [[Spell Penetration]], [[Greater Spell Penetration]], one [[metamagic]] or item creation feat (other than [[Scribe Scroll]])&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spellcasting&#039;&#039;&#039;: Specialist Wizard, able to cast 3rd-level arcane spells&lt;br /&gt;
&lt;br /&gt;
==Class Features==&lt;br /&gt;
&#039;&#039;&#039;Hit Die:&#039;&#039;&#039; d4&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base Attack Bonus:&#039;&#039;&#039; Low&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;High Saves:&#039;&#039;&#039; [[Will]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Proficiencies:&#039;&#039;&#039; None&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skill Points:&#039;&#039;&#039; 2 + Int [[Ability_modifier| modifier]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class Skills:&#039;&#039;&#039; [[Bluff]], [[Concentration]], [[Intimidate]], [[Lore]] (all), [[Spellcraft]]&lt;br /&gt;
&lt;br /&gt;
Red Wizard&lt;br /&gt;
*Level 1. Spellcasting progression +1 (Wizard only), Specialist Defense +1, Circle Magic Feat Access&lt;br /&gt;
&lt;br /&gt;
*Level 2. Spellcasting progression +2, Spellpower +1 (Chosen School only)&lt;br /&gt;
&lt;br /&gt;
*Level 3. Spellcasting progression +3, Specialist Defense +2&lt;br /&gt;
&lt;br /&gt;
*Level 4. Spellcasting progression +4, Spellpower +2 (Chosen School only)&lt;br /&gt;
&lt;br /&gt;
*Level 5 Spellcasting progression +5, Bonus Feat (Meta-Magic or Item Creation)&lt;br /&gt;
&lt;br /&gt;
*Level 6. Spellcasting progression +6, Spellpower +3 (Chosen School only)&lt;br /&gt;
&lt;br /&gt;
*Level 7. Spellcasting progression +7, Specialist Defense +3&lt;br /&gt;
&lt;br /&gt;
*Level 8. Spellcasting progression +8, Spellpower +4 (Chosen School only)&lt;br /&gt;
&lt;br /&gt;
*Level 9. Spellcasting progression +9, Specialist Defense +4&lt;br /&gt;
&lt;br /&gt;
*Level 10. Spellcasting progression +10, Spellpower +5 (Chosen School only), Bonus Feat (Meta-Magic or Item Creation)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spells Per Day/Spells Known:&#039;&#039;&#039; When a new Red Wizard level is gained, the character gains new spells per day (and spells known, if applicable) as though he had gained a level in Wizard.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Enhanced Specialization:&#039;&#039;&#039; Upon becoming a Red Wizard, the character becomes even more skilled at casting spells from his chosen school of specialization - gaining +1 to DC for spells requiring a save and +1 to attempts to penetrate spell resistance. &#039;&#039;&#039;Red Wizards also lose the ability to learn new spells and use scrolls from a second prohibited school of magic&#039;&#039;&#039; (already known spells are not lost, however)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Circle Magic:&#039;&#039;&#039; Red Wizards gain access to the [[Casting_Forms| Circle Magic feats]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Specialist Defense:&#039;&#039;&#039; A Red Wizard gains a bonus to defending against spells from his specialist school. This bonus is +1 at 1st level, +2 at 3rd level, +3 at 7th level, and +4 at 9th level.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spell Power:&#039;&#039;&#039; At 2nd level, The Red Wizard&#039;s effective caster level for determining level-dependent variable checks for spells is increased by +1. This bonus increases by +1 every even-numbered Red Wizard level, to a maximum of +5 at 10th level.&lt;br /&gt;
**Note: Although not specified in the feat description, this bonus only applies to spells from the chosen school of Specialization. This includes any Epic Spells from the chosen school.&lt;br /&gt;
**Also Note: Because spell-save DC is raised by +1 for every 3 caster levels over 20, this feat has the potential to raise the DC of spells from the chosen school of Specialization by an additional +1 or +2 points (e.g. a Wizard 7 / Red Wizard 10 with Practiced Spellcaster: Wizard casting spells from his chosen school of Specialization would be benefiting as a 26th-level caster, and would thus receive an Epic Bonus of +2 to his spell-save DC).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wizard Bonus Feat:&#039;&#039;&#039; Red Wizards gain a bonus metamagic or item creation feat at levels 5 and 10.&lt;br /&gt;
&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;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: rgb(255, 0, 0);&amp;quot;&amp;gt;You must take your first level of Red Wizard as soon as possible (level 6). [Therefore you have to log out/in after lv5 to get the qualification feat]&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* unlike the original vanilla NWN 2 you can pick your second prohibited school freely. So it&#039;s not determined automatically on your specialized school. You ll be granted a feat on having your first Red Wizard level which will let you pick your 2nd prohibited school. This process is quite similar to picking a prohibited school at your first level as specialized Wizard.&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;school of magic&#039;&#039;&#039; is a group of related [[spell]]s that work in similar ways. The eight schools of magic available to spellcasters are:&lt;br /&gt;
* [[Abjuration]] - protective spells - create physical or magical barriers, negate magical or physical abilities, harm trespassers, or even banish the subject of the spell to another plane of existence.&lt;br /&gt;
* [[Conjuration]] - bring manifestations of objects, creatures, or some form of energy to the spellcaster, actually transport creatures from another plane of existence to the spellcaster&#039;s plane, heal, transport creatures or objects over great distances, or create objects or effects on the spot.&lt;br /&gt;
* [[Divination]] - learn secrets long forgotten, to predict the future, to find hidden things, and to foil deceptive spells.&lt;br /&gt;
* [[Enchantment]] - affect the minds of others, influencing or controlling their behavior; all enchantments are mind-affecting spells.&lt;br /&gt;
* [[Evocation]] - manipulate energy or tap an unseen source of power to produce a desired end; create something out of nothing; produce spectacular effects and deal large amounts of damage.&lt;br /&gt;
* [[Illusion]] - deceive the senses or minds of others; cause people to see things that are not there, &#039;&#039;not&#039;&#039; see things that are there, hear phantom noises, or remember things that never happened; illusions come in five types: figments, glamers, patterns, phantasms, and shadows.&lt;br /&gt;
* [[Necromancy]] - manipulate the power of death, unlife, and life force; usually involving undead creatures.&lt;br /&gt;
* [[Transmutation]] - change the properties of some creature, thing, or condition.&lt;br /&gt;
&lt;br /&gt;
==== Specializations and Prohibitions ====&lt;br /&gt;
Specializing in a school allows the PC to memorize 1 extra spell per level, but disallows using any spells from the opposing school:&lt;br /&gt;
{| class=&amp;quot;article-table&amp;quot;&lt;br /&gt;
!Specialized School&lt;br /&gt;
!Prohibited School&lt;br /&gt;
|-&lt;br /&gt;
|Abjuration&lt;br /&gt;
|Conjuration&lt;br /&gt;
|-&lt;br /&gt;
|Conjuration&lt;br /&gt;
|Transmutation&lt;br /&gt;
|-&lt;br /&gt;
|Divination&lt;br /&gt;
|Illusion&lt;br /&gt;
|-&lt;br /&gt;
|Enchantment&lt;br /&gt;
|Illusion&lt;br /&gt;
|-&lt;br /&gt;
|Evocation&lt;br /&gt;
|Conjuration&lt;br /&gt;
|-&lt;br /&gt;
|Illusion&lt;br /&gt;
|Enchantment&lt;br /&gt;
|-&lt;br /&gt;
|Necromancy&lt;br /&gt;
|Divination&lt;br /&gt;
|-&lt;br /&gt;
|Transmutation&lt;br /&gt;
|Conjuration&lt;br /&gt;
|}&lt;br /&gt;
[[Category:Schools of magic| ]]&lt;br /&gt;
[[Category:Magical concepts]]&lt;/div&gt;</summary>
		<author><name>DM Limerence</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Pale_Master&amp;diff=16829</id>
		<title>Pale Master</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Pale_Master&amp;diff=16829"/>
		<updated>2025-04-05T14:30:12Z</updated>

		<summary type="html">&lt;p&gt;DM Limerence: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Palemaster.jpg|thumb|300x300px]]&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
“The dead aren’t so bad once you get to know them”&lt;br /&gt;
&lt;br /&gt;
Necromancy is usually a poor choice for arcane spellcasters - those who really want to master the deathless arts almost always pursue divine means. However, an alternative exists for those who desire power over undead but refuse to give up their arcane craft completely. Enter the pale master, who draws on a font of special lore that provides a macabre power all its own.&lt;br /&gt;
&lt;br /&gt;
Many pale masters still end up supplementing their arcane power with levels of divine magic. The mixture of &amp;quot;pale lore&amp;quot; and clerical abilities to sway, create, command, and destroy undead can be a potent one.&lt;br /&gt;
&lt;br /&gt;
Pale masters head special strike groups comprising lesser undead, supplemented as needed with more powerful, summoned undead. Sometimes they serve or act in collusion with powerful evil characters, such as true necromancers or divine spellcasters with Death as one of their domains. Wherever pale masters go, undead follow. Often it is difficult to tell a pale master from the undead that he surrounds himself with.&lt;br /&gt;
&lt;br /&gt;
==Requirements==&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; Any non-good, Lore: Religion 8&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spellcasting:&#039;&#039;&#039; Ability to cast 3rd-level arcane spells&lt;br /&gt;
&lt;br /&gt;
==Class Features==&lt;br /&gt;
&#039;&#039;&#039;Hit Die:&#039;&#039;&#039; d6&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Base_attack_bonus| Base Attack Bonus]]:&#039;&#039;&#039; Low&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;High Saves:&#039;&#039;&#039; [[Will]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skill points:&#039;&#039;&#039; 2 + Int [[Ability_modifier| modifier]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills:&#039;&#039;&#039; [[Concentration]], [[Diplomacy]], [[Disguise]], [[Heal (skill)|Heal]], [[Hide]], [[Listen]], [[Lore]] (all), [[Move Silently]], [[Spellcraft]]&lt;br /&gt;
&lt;br /&gt;
==BGTSCC Features==&lt;br /&gt;
This class has been changed from the base game to include these new features:&lt;br /&gt;
* Receives an additional [[caster level]] at 10th level.  This makes the full caster progression 6/10 allowing for a Pale Master to achieve a full 30 [[caster level]] with [[Practiced Spellcaster]].&lt;br /&gt;
* Touch attack has the following DC: 10 + Pale Master Level + Casting Attribute Modifier (CHA or INT).  This allows the DC to scale and follow pnp rules more closely rather than a fixed DC.&lt;br /&gt;
* The Pale Master summons have been improved.  See below.&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;
|Arcane Spellcasting Level +1, Bone Skin I&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Animate Dead x1&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Arcane Spellcasting Level +1, [[Darkvision]]&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Bone Skin II, Summon Undead x1&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|Arcane Spellcasting Level +1, Deathless Vigor&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|Undead Graft x2&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|Arcane Spellcasting Level +1, Tough as Bone&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|Bone skin III, Undead Graft x3&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|Arcane Spellcasting Level +1, Summon Greater Undead x1&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|Arcane Spellcasting Level +1, Deathless mastery, Deathless Master&#039;s Touch x3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Spells per Day/Spells Known===&lt;br /&gt;
When a new, odd-numbered pale master level &#039;&#039;&#039;and level 10&#039;&#039;&#039; is gained (6/10 caster progression), the character gains new spells per day as though he had gained a level in whatever arcane spellcasting class gave him access to 3rd-level arcane spells. If the character had more than one applicable arcane spellcasting class, he must pick one to improve.&lt;br /&gt;
&lt;br /&gt;
===Bone Skin===&lt;br /&gt;
At 1st level, the Pale Master&#039;s tough, cadaverous flesh gives them a +2 natural armor bonus to AC. This bonus increases to +4 at 4th level and +6 at 8th level.&lt;br /&gt;
&lt;br /&gt;
===Animate Dead===&lt;br /&gt;
A 2nd-level Pale Master can use [[Animate Dead]] as a spell-like ability once per day.&lt;br /&gt;
&lt;br /&gt;
===[[Darkvision]]===&lt;br /&gt;
At 3rd level, the Pale Master gains the ability to see in the dark.&lt;br /&gt;
&lt;br /&gt;
===Summon Undead===&lt;br /&gt;
At 4th level, the Pale Master can use [[Create Undead]] as a spell-like ability once per day.&lt;br /&gt;
&lt;br /&gt;
===Deathless Vigor===&lt;br /&gt;
At 5th level, the Pale Master gains a +4 bonus to their [[Fortitude]] saves.&lt;br /&gt;
&lt;br /&gt;
===Undead Graft===&lt;br /&gt;
At 6th level, the Pale Master performs a horrific operation that replaces one of their arms with a supernaturally-animated, undead appendage. The pale master may make a touch attack with this arm that paralyzes the target twice per day. At 8th level, the pale master may use this touch attack three times per day.&lt;br /&gt;
&lt;br /&gt;
===Tough as Bone===&lt;br /&gt;
At 7th level, the Pale Master becomes more and more like one of the implacable undead. They gain immunity to hold, paralysis, and stun effects.&lt;br /&gt;
&lt;br /&gt;
===Summon Greater Undead===&lt;br /&gt;
At 9th level, the Pale Master can use [[Create Greater Undead]] as a spell-like ability once per day.&lt;br /&gt;
&lt;br /&gt;
===Deathless Mastery===&lt;br /&gt;
At the 10th level, the Pale Master is practically an undead creature himself. He gains immunity to critical hits.&lt;br /&gt;
&lt;br /&gt;
===Deathless Master&#039;s Touch===&lt;br /&gt;
At 10th level the Pale Master&#039;s touch becomes deadly and can instantly kill a target. This ability may be used three times a day. &lt;br /&gt;
&lt;br /&gt;
DC is 10+ Pale Master level + casting attribute modifier (CHA or INT)&lt;br /&gt;
&lt;br /&gt;
Does not bypass death immunity.&lt;br /&gt;
&lt;br /&gt;
==Level 10 Pale master summons==&lt;br /&gt;
===Palemaster Animate Dead Level 10===&lt;br /&gt;
&lt;br /&gt;
[[File:Animatedead.png|&amp;lt;span title=&amp;quot;Palemaster Animate Dead Level 10&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
===Palemaster Summon Undead Level 10===&lt;br /&gt;
&lt;br /&gt;
[[File:Summonundead.png|&amp;lt;span title=&amp;quot;Palemaster Summon Greater Undead Level 10&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
===Palemaster Summon Greater Undead Level 10===&lt;br /&gt;
&lt;br /&gt;
[[File:Greaterundead.png|&amp;lt;span title=&amp;quot;Palemaster Summon Undead Level 10&amp;quot;&amp;gt;&amp;lt;/span&amp;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 Limerence</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Order_of_the_Bow_Initiate&amp;diff=16828</id>
		<title>Order of the Bow Initiate</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Order_of_the_Bow_Initiate&amp;diff=16828"/>
		<updated>2025-04-05T14:29:11Z</updated>

		<summary type="html">&lt;p&gt;DM Limerence: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Class Notice ==&lt;br /&gt;
The Order of the Bow Initiate PRC facilitates a special long ranged style of combat gameplay. It is unlike other archer prestige classes in that it provides the character with abilities surpassing the normal range of bows and crossbows. The character in essence becomes a sniper or marksman, extending the range of his attack through OOBI abilities. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Description: ==&lt;br /&gt;
[[File:OOBI.jpg|thumb]]&lt;br /&gt;
&lt;br /&gt;
The Way of the Bow is used by some for spiritual self-improvement, by others a philosophical art. Others practice it as a way of life, and yet others employ it as a religious ceremony. Of course, many find the art of killing with the bow to be an important skill in a dangerous world. The Way of the Bow is always what you make of it. The Way of the Bow embraces the following concepts:&lt;br /&gt;
&lt;br /&gt;
Through one&#039;s archery, one&#039;s true character can be determined.&lt;br /&gt;
&lt;br /&gt;
The Way of the Bow is a spiritual art. By learning it, the archer learns about himself. By improving in the Way of the Bow, the archer improves himself.&lt;br /&gt;
&lt;br /&gt;
The Way of the Bow is a highly meditative martial art whose ultimate goals are Truth, Goodness, and Beauty.&lt;br /&gt;
&lt;br /&gt;
When asked, &amp;quot;What is Truth?&amp;quot;, a Master Archer picks up his bow, fires an arrow and, without saying a word, lets his mastery of the bow serve as the gauge of the archer&#039;s progress along the &amp;quot;way,&amp;quot; thereby showing the archer&#039;s knowledge of reality, or &amp;quot;truth&amp;quot; itself.&lt;br /&gt;
&lt;br /&gt;
The Way of the Bow is a matter of precision and discipline: the relationship you have with your bow, the arrow, your body, and your mind. The Way of the Bow is standing meditation. When you shoot, you can see the reflection of your mind, as in a mirror. The target is the mirror. When you release, you also let go of your ego. You can see your own mind.&lt;br /&gt;
&lt;br /&gt;
[[Fighter]]s are the most common initiates of the Order of the Bow. Powerful [[ranger]]s, [[paladin]]s, and even [[barbarian]]s utilize these skills and philosophies as well.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Requirements: ==&lt;br /&gt;
Race: Any&lt;br /&gt;
&lt;br /&gt;
Alignment: Any&lt;br /&gt;
&lt;br /&gt;
Base attack bonus: +5&lt;br /&gt;
&lt;br /&gt;
Skills: [[Lore: Religion]] 2, [[Craft: Carving/Sculpting]] 5 ranks&lt;br /&gt;
&lt;br /&gt;
Feats: Point Blank Shot, Rapid Shot, Weapon Focus Short Bow or Longbow&lt;br /&gt;
&lt;br /&gt;
== Class Features ==&lt;br /&gt;
- Hit Die: d8&lt;br /&gt;
&lt;br /&gt;
- Base Attack Bonus: High&lt;br /&gt;
&lt;br /&gt;
- High Saves: Reflex, Will&lt;br /&gt;
&lt;br /&gt;
- Weapon Proficiencies: An Order of the Bow Initiate gains no weapon proficiencies.&lt;br /&gt;
&lt;br /&gt;
- Armor Proficiencies: An Order of the Bow Initiate gains no armor proficiencies.&lt;br /&gt;
&lt;br /&gt;
- Skill Points: 2 + Int Modifier.&lt;br /&gt;
&lt;br /&gt;
- Class Skills: [[Concentration]], [[Lore: History]], [[Lore: Local]]. [[Lore: Religion]], [[Ride]], [[Spot]], [[Sense Motive]]&lt;br /&gt;
&lt;br /&gt;
- Class Feats&lt;br /&gt;
&lt;br /&gt;
1: Ranged precision 1d6&amp;lt;br /&amp;gt;2: Dead Eye Shot&amp;lt;br /&amp;gt;3: Ranged precision 2d6&amp;lt;br /&amp;gt;4: Greater Weapon Focus&amp;lt;br /&amp;gt;5: Ranged precision 3d6&amp;lt;br /&amp;gt;6: Blind Fight&amp;lt;br /&amp;gt;7: Ranged precision 4d6&amp;lt;br /&amp;gt;8: None&amp;lt;br /&amp;gt;9: Ranged precision 5d6&amp;lt;br /&amp;gt;10: Sharp-Shooting&lt;br /&gt;
&lt;br /&gt;
No bonus feats.&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: rgb(255, 128, 0);&amp;quot;&amp;gt;Ranged Precision I to V&lt;br /&gt;
&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;Type of Feat: Class Ability&amp;lt;br /&amp;gt;Prerequisites: Order of the Bow Initiate&amp;lt;br /&amp;gt;Specifics: During a regular ranged attack an initiate takes a precisely aimed attack.  &lt;br /&gt;
Ranged Precision was changed to a combat style mode. Ranged Precision reduces your total attacks to 2 (before Rapid Shot/Haste) but increases your damage per shot by 1d6 at level 1 and for every odd OOBI level, ending at 5d6 at OOBI 9.&lt;br /&gt;
An initiate’s ranged precision attack only works against living creatures with discernible anatomies. Any creature that is immune to critical hits (either naturally or through a class, item or ability benefit) is not vulnerable to a ranged precision attack. Unlike with a rogue’s sneak attack, the initiate’s target does not have to be flat-footed or denied its Dexterity bonus, but if it is, the initiate’s extra precision damage stacks with sneak attack damage. &amp;lt;br /&amp;gt;Use: Selected as a Mode&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: rgb(255, 128, 0);&amp;quot;&amp;gt;Sharp Shooting&lt;br /&gt;
&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;Type of Feat: Class Ability&amp;lt;br /&amp;gt;Prerequisites: Order of the Bow Initiate level 10&amp;lt;br /&amp;gt;Specifics: You mark your target. Sharp Shooting fires a single arrow that, if it hits, negates enemy DR for the next 3 rounds. In addition, Sharp Shooting removes any missile protection effects the enemy might have, such as Storm Avatar. Sharp Shooting can be used 3 times per day.&amp;lt;br /&amp;gt;Use: Selected &lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: rgb(255, 128, 0);&amp;quot;&amp;gt;Dead Eye Shot&lt;br /&gt;
&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;Type of Feat: General&amp;lt;br /&amp;gt;Prerequisites: Point Blank Shot, Base Attack Bonus + 4&amp;lt;br /&amp;gt;Specifics: By firing just as your ally connects with a blow, you take advantage of the distraction to strike the same enemy when his guard is ruined. If you ready a ranged attack to occur when an ally strikes a particular target, and your ally succeeds, that target loses his Dexterity bonus to AC against your attack.&amp;lt;br /&amp;gt;Use: Selected&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
(Notice: Abilities only work with bows, not crossbows,slings)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Updates==&lt;br /&gt;
* Ranged Precision now checks if Rapid Shot is turned on for attack calculations.&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.Updated by Rhifox,&#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 Limerence</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Olin_Gisir&amp;diff=16827</id>
		<title>Olin Gisir</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Olin_Gisir&amp;diff=16827"/>
		<updated>2025-04-05T14:28:21Z</updated>

		<summary type="html">&lt;p&gt;DM Limerence: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Class Description ==&lt;br /&gt;
&lt;br /&gt;
As all Faerûnians know, elves have very long memories. Events that took place thousands of years ago and have been largely forgotten by the shorter-lived races are still fresh in the minds of the elves, since they occurred only a generation or so ago from their perspective. Along with such clear memories comes considerable knowledge, some of which is best kept secret.&lt;br /&gt;
&lt;br /&gt;
The Olin Gisiae (which means &amp;quot;secret keepers&amp;quot; in Elven; singular Olin Gisir) are elite elf mages who have taken it upon themselves to guard these dark secrets from the rest of the world, ensuring that ancient demons remain bound away in protective circles, unholy artifacts remain forgotten, and places of dark power remain unvisited by mortals. Olin Gisiae are silent and somber most of the time as they attend to their responsibilities, and they keep a detailed journal of odd portents and omens that they see while traveling, so that they can return later and investigate.&lt;br /&gt;
&lt;br /&gt;
The Olin Gisiae have an informal organization. As inveterate collectors of useful information, they’re quick to notice elves and half-elves who might qualify for the class and just as quick to welcome newcomers into their ranks. Olin Gisiae are recruited exclusively from the ranks of wizards and other arcane casters. The ideal candidate possesses a keen mind and an irresistible curiosity that sends her hunting for ancient mysteries on her own. Usually, a seasoned secret-keeper watches prospective recruits for some time to determine their motives and desires. Those who seem to be seeking power or personal glory are ignored, or sometimes even killed if their searches threaten to reveal dangerous secrets to the world. Those who respect the secrets they discover are contacted and offered training.&lt;br /&gt;
&lt;br /&gt;
Most elves understand the mission of the Olin Gisiae and support it wholeheartedly. Thus, an Olin Gisir can expect a friendly or helpful welcome in almost any elven community. Among non-elves who know about the Olin Gisiae’s mission and duties, good-hearted folk are usually friendly, but those who see the secretkeeper as an obstacle for some reason are usually unfriendly or hostile. Characters who are unaware of a secret-keeper’s appointed task are usually indifferent.&lt;br /&gt;
&lt;br /&gt;
== Requirements ==&lt;br /&gt;
&#039;&#039;&#039;Race&#039;&#039;&#039;: [[Elf]] or [[half-elf]] (not drow or half-drow).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alignment&#039;&#039;&#039;: Any non-evil.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;: [[Concentration]] 8, [[Lore: Arcana]] 8, [[Lore: History]] 4&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;
&#039;&#039;&#039;Feats&#039;&#039;&#039;: Iron Will, Extend spell, any other metamagic.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PRC Restrictions&#039;&#039;&#039;: Can not cross class with palemaster or Blood Magus.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Deity Restrictions&#039;&#039;&#039;: Must worship the Seldarine.&lt;br /&gt;
&lt;br /&gt;
== Class Features ==&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; 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; 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; 2 + Int modifier.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;strong&amp;gt;Class Skills:&amp;lt;/strong&amp;gt; [[Concentration]], [[Heal_(skill)|Heal]], [[Lore: Arcana]], [[Lore: Dungeoneering]], [[Lore: History]], [[Lore: Religion]], [[Lore: The Planes]], [[Search]], [[Sense Motive]], [[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;
|Ancient Knowledge&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Secret&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Secret, Word of Protection&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|Word of Dispel&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|Secret&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|Word of Might/Song of Might&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|Secret, Word of Power&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Arcane Spellcasting ====&lt;br /&gt;
Specifics: When a new Olin Gisir 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;
&lt;br /&gt;
==== Ancient Knowledge ====&lt;br /&gt;
Specifics:You have studied ancient lore in considerable depth. You gain a +1 bonus on all Knowledge (arcana), Knowledge (history), and Use Magic Device checks. The bonus increases to +2 at 4th level, to +3 at 7th level, and to +4 at 10th level.&lt;br /&gt;
&lt;br /&gt;
Use: Automatic.&lt;br /&gt;
&lt;br /&gt;
==== Secret ====&lt;br /&gt;
Specifics: You have picked up countless bits of forgotten lore from ancient tomes you have uncovered, the whispers of imprisoned fiends you have been set to guard, and other even more dangerous sources. At level 2 you can choose any one secret from the list below. You can choose another secret at level 4, level 7, and level 10.&lt;br /&gt;
&lt;br /&gt;
Use: Special.&lt;br /&gt;
&lt;br /&gt;
=== Secrets list ===&lt;br /&gt;
* Forgotten Spell Lore: You can learn any metamagic feat.&lt;br /&gt;
* Ancient Artifice: You can learn any item creation feat.&lt;br /&gt;
* Secret of Health: You gain 20 bonus HP, 30 at level 10.&lt;br /&gt;
* Lore of True Stamina: You gain a bonus to your Fortitude saves equal to [Olin Gisir Level/3], rounded down.&lt;br /&gt;
* Fiend Warding: You gain +2 Dodge AC and +2 to Saves against Evil Creatures.&lt;br /&gt;
* Focused Mind: You gain a +10 bonus to Concentration.&lt;br /&gt;
* Natural Understanding: You gain a +2 bonus to Sense Motive, Survival, Lore: Nature, and you gain Vine Mine as a spell-like ability, castable 3/day.&lt;br /&gt;
* Ancient songcraft : the spellcaster listening to this song is momentarily attuned with the Weave at a deeper level, giving them a single minded focus allowing him to cast spells up to level 5 as if they were quickened. (Target gains auto-quicken 0-5 for 5 rounds, available only to bards).&lt;br /&gt;
&lt;br /&gt;
=== Word of Protection ===&lt;br /&gt;
Specifics: At 4th level, you can use create Shield as a spell-like ability twice per day. &lt;br /&gt;
&lt;br /&gt;
Use: Selected.&lt;br /&gt;
&lt;br /&gt;
=== Word of Dispel === &lt;br /&gt;
Specifics: At 5th level, you can use Dispel Magic as a spell-like ability twice per day. At 7th level, you cast Greater Dispel Magic instead.&lt;br /&gt;
&lt;br /&gt;
Use: Selected.&lt;br /&gt;
&lt;br /&gt;
=== Word of Might ===&lt;br /&gt;
Specifics: At 8th level, you gain the ability to cast Word of Faith as a spell-like ability twice per day. &lt;br /&gt;
&lt;br /&gt;
Use: Selected.&lt;br /&gt;
&lt;br /&gt;
=== Song of Might === &lt;br /&gt;
Specifics: At 8th level you can use bardic music to cast Word of Faith. The DC is equal to 13 + Olin Gisir&#039;s class level + Charisma modifier. The song of might is very strenuous and uses up three of the Olin Gisir&#039;s bardic music uses for the day. &lt;br /&gt;
&lt;br /&gt;
Use: Selected.&lt;br /&gt;
&lt;br /&gt;
=== Word of Power ===&lt;br /&gt;
Specifics: At 10th level you draw upon the vast knowledge you amassed and guard to improve the potency of your spells, +1 DC on your spells (not songs).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Note ===&lt;br /&gt;
All spell-like abilities are cast at the character&#039;s caster level.&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 Limerence</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Olin_Gisir&amp;diff=16826</id>
		<title>Olin Gisir</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Olin_Gisir&amp;diff=16826"/>
		<updated>2025-04-05T14:27:48Z</updated>

		<summary type="html">&lt;p&gt;DM Limerence: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Class Description ==&lt;br /&gt;
&lt;br /&gt;
As all Faerûnians know, elves have very long memories. Events that took place thousands of years ago and have been largely forgotten by the shorter-lived races are still fresh in the minds of the elves, since they occurred only a generation or so ago from their perspective. Along with such clear memories comes considerable knowledge, some of which is best kept secret.&lt;br /&gt;
&lt;br /&gt;
The Olin Gisiae (which means &amp;quot;secret keepers&amp;quot; in Elven; singular Olin Gisir) are elite elf mages who have taken it upon themselves to guard these dark secrets from the rest of the world, ensuring that ancient demons remain bound away in protective circles, unholy artifacts remain forgotten, and places of dark power remain unvisited by mortals. Olin Gisiae are silent and somber most of the time as they attend to their responsibilities, and they keep a detailed journal of odd portents and omens that they see while traveling, so that they can return later and investigate.&lt;br /&gt;
&lt;br /&gt;
The Olin Gisiae have an informal organization. As inveterate collectors of useful information, they’re quick to notice elves and half-elves who might qualify for the class and just as quick to welcome newcomers into their ranks. Olin Gisiae are recruited exclusively from the ranks of wizards and other arcane casters. The ideal candidate possesses a keen mind and an irresistible curiosity that sends her hunting for ancient mysteries on her own. Usually, a seasoned secret-keeper watches prospective recruits for some time to determine their motives and desires. Those who seem to be seeking power or personal glory are ignored, or sometimes even killed if their searches threaten to reveal dangerous secrets to the world. Those who respect the secrets they discover are contacted and offered training.&lt;br /&gt;
&lt;br /&gt;
Most elves understand the mission of the Olin Gisiae and support it wholeheartedly. Thus, an Olin Gisir can expect a friendly or helpful welcome in almost any elven community. Among non-elves who know about the Olin Gisiae’s mission and duties, good-hearted folk are usually friendly, but those who see the secretkeeper as an obstacle for some reason are usually unfriendly or hostile. Characters who are unaware of a secret-keeper’s appointed task are usually indifferent.&lt;br /&gt;
&lt;br /&gt;
== Requirements ==&lt;br /&gt;
&#039;&#039;&#039;[[Race]]&#039;&#039;&#039;: [[Elf]] or [[half-elf]] (not drow or half-drow).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Alignment]]&#039;&#039;&#039;: Any non-evil.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Skills]]&#039;&#039;&#039;: [[Concentration]] 8, [[Lore: Arcana]] 8, [[Lore: History]] 4&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;
&#039;&#039;&#039;[[Feats]]&#039;&#039;&#039;: Iron Will, Extend spell, any other metamagic.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PRC Restrictions&#039;&#039;&#039;: Can not cross class with palemaster or Blood Magus.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Deity Restrictions&#039;&#039;&#039;: Must worship the Seldarine.&lt;br /&gt;
&lt;br /&gt;
== Class Features ==&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; 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; 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; 2 + Int modifier.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;strong&amp;gt;Class Skills:&amp;lt;/strong&amp;gt; [[Concentration]], [[Heal_(skill)|Heal]], [[Lore: Arcana]], [[Lore: Dungeoneering]], [[Lore: History]], [[Lore: Religion]], [[Lore: The Planes]], [[Search]], [[Sense Motive]], [[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;
|Ancient Knowledge&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Secret&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Secret, Word of Protection&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|Word of Dispel&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|Secret&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|Word of Might/Song of Might&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|Secret, Word of Power&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Arcane Spellcasting ====&lt;br /&gt;
Specifics: When a new Olin Gisir 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;
&lt;br /&gt;
==== Ancient Knowledge ====&lt;br /&gt;
Specifics:You have studied ancient lore in considerable depth. You gain a +1 bonus on all Knowledge (arcana), Knowledge (history), and Use Magic Device checks. The bonus increases to +2 at 4th level, to +3 at 7th level, and to +4 at 10th level.&lt;br /&gt;
&lt;br /&gt;
Use: Automatic.&lt;br /&gt;
&lt;br /&gt;
==== Secret ====&lt;br /&gt;
Specifics: You have picked up countless bits of forgotten lore from ancient tomes you have uncovered, the whispers of imprisoned fiends you have been set to guard, and other even more dangerous sources. At level 2 you can choose any one secret from the list below. You can choose another secret at level 4, level 7, and level 10.&lt;br /&gt;
&lt;br /&gt;
Use: Special.&lt;br /&gt;
&lt;br /&gt;
=== Secrets list ===&lt;br /&gt;
* Forgotten Spell Lore: You can learn any metamagic feat.&lt;br /&gt;
* Ancient Artifice: You can learn any item creation feat.&lt;br /&gt;
* Secret of Health: You gain 20 bonus HP, 30 at level 10.&lt;br /&gt;
* Lore of True Stamina: You gain a bonus to your Fortitude saves equal to [Olin Gisir Level/3], rounded down.&lt;br /&gt;
* Fiend Warding: You gain +2 Dodge AC and +2 to Saves against Evil Creatures.&lt;br /&gt;
* Focused Mind: You gain a +10 bonus to Concentration.&lt;br /&gt;
* Natural Understanding: You gain a +2 bonus to Sense Motive, Survival, Lore: Nature, and you gain Vine Mine as a spell-like ability, castable 3/day.&lt;br /&gt;
* Ancient songcraft : the spellcaster listening to this song is momentarily attuned with the Weave at a deeper level, giving them a single minded focus allowing him to cast spells up to level 5 as if they were quickened. (Target gains auto-quicken 0-5 for 5 rounds, available only to bards).&lt;br /&gt;
&lt;br /&gt;
=== Word of Protection ===&lt;br /&gt;
Specifics: At 4th level, you can use create Shield as a spell-like ability twice per day. &lt;br /&gt;
&lt;br /&gt;
Use: Selected.&lt;br /&gt;
&lt;br /&gt;
=== Word of Dispel === &lt;br /&gt;
Specifics: At 5th level, you can use Dispel Magic as a spell-like ability twice per day. At 7th level, you cast Greater Dispel Magic instead.&lt;br /&gt;
&lt;br /&gt;
Use: Selected.&lt;br /&gt;
&lt;br /&gt;
=== Word of Might ===&lt;br /&gt;
Specifics: At 8th level, you gain the ability to cast Word of Faith as a spell-like ability twice per day. &lt;br /&gt;
&lt;br /&gt;
Use: Selected.&lt;br /&gt;
&lt;br /&gt;
=== Song of Might === &lt;br /&gt;
Specifics: At 8th level you can use bardic music to cast Word of Faith. The DC is equal to 13 + Olin Gisir&#039;s class level + Charisma modifier. The song of might is very strenuous and uses up three of the Olin Gisir&#039;s bardic music uses for the day. &lt;br /&gt;
&lt;br /&gt;
Use: Selected.&lt;br /&gt;
&lt;br /&gt;
=== Word of Power ===&lt;br /&gt;
Specifics: At 10th level you draw upon the vast knowledge you amassed and guard to improve the potency of your spells, +1 DC on your spells (not songs).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Note ===&lt;br /&gt;
All spell-like abilities are cast at the character&#039;s caster level.&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 Limerence</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Mystic_Theurge&amp;diff=16825</id>
		<title>Mystic Theurge</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Mystic_Theurge&amp;diff=16825"/>
		<updated>2025-04-05T14:26:39Z</updated>

		<summary type="html">&lt;p&gt;DM Limerence: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Mystic Theurge ===&lt;br /&gt;
&lt;br /&gt;
== Class Description ==&lt;br /&gt;
Blurring the line between divine and arcane, mystic theurges draw power from divine sources and musty tomes alike, While most spellcasters choose one path to magical power, mystic theurges walk two roads at once, simultaneously mastering spells common to [[cleric]]s and [[wizard]]s.&lt;br /&gt;
&lt;br /&gt;
Mystic theurges have unparalleled diversity of spells. In time, a mystic theurge can cast most spells of their arcane and divine classes. While a mystic theurge doesn&#039;t have the uninterrupted spell advancement of a cleric, wizard, or [[sorcerer]], he makes up for this with versatility. Mystic theurges are so obsessed with magical lore, traveling to the ends of the earth to learn some new arcane secret or divine insight.&lt;br /&gt;
&lt;br /&gt;
Because a mystic theurge casts both arcane and divine spells, members of this class are multiclass spellcasters. Cleric/sorcerers and cleric/wizards are the most common mystic theurges, with [[druid]]/sorcerers more rare and druid/wizards almost unheard of. Mystic theurges tend to be fascinated with magic in whatever form it takes. They&#039;re always on the hunt for powerful magic items and new arcane spells. Mystic theurges use the power of their spellcasting to further their deity&#039;s agenda.&lt;br /&gt;
&lt;br /&gt;
== Requirements ==&lt;br /&gt;
&#039;&#039;&#039;[[Skills]]&#039;&#039;&#039;: [[Lore: Arcana]] 10, [[Lore: Religion]] 10, [[Spellcraft]] 8, [[Concentration]] 8.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[:Category:Feats|Feat]]s&#039;&#039;&#039;: [[Iron Will]], [[Skill Focus|Skill Focus: Concentration]], Any [[Metamagic]] feat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spellcasting&#039;&#039;&#039;: Able to cast both 3rd-level [[arcane]] and [[divine]] spells.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Class Features ==&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; 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; 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; 2 + Int modifier.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;strong&amp;gt;Class Skills:&amp;lt;/strong&amp;gt;: [[Concentration]], [[Diplomacy]], [[Heal_(skill)|Heal]], [[Linguistics]], [[Lore: Arcana]], [[Lore:_Geography|Lore: Geography and Astronomy]], [[Lore: History]], [[Lore: Nature]], [[Lore: Religion]], [[Lore: The Planes]], [[Sense Motive]], [[Spellcraft]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Class Abilities ==&lt;br /&gt;
Level 1: [[Mystic_Theurge#Theurge Power|Theurge Power]] (+1), [[Mystic_Theurge#Theurge Lore|Theurge Lore]], [[Mystic_Theurge#Spellcasting Progression|Spellcasting Progression]]&lt;br /&gt;
&lt;br /&gt;
Level 2: [[Mystic_Theurge#Spell Surge|Spell Surge]] (+1)&lt;br /&gt;
&lt;br /&gt;
Level 3: [[Mystic_Theurge#Theurge Power|Theurge Power]] (+2)&lt;br /&gt;
&lt;br /&gt;
Level 4: [[Mystic_Theurge#Spell Surge|Spell Surge]] (+2), [[Extend Spell]]&lt;br /&gt;
&lt;br /&gt;
Level 5: [[Mystic_Theurge#Theurge Power|Theurge Power]] (+3)&lt;br /&gt;
&lt;br /&gt;
Level 6: [[Mystic_Theurge#Spell Surge|Spell Surge]] (+3)&lt;br /&gt;
&lt;br /&gt;
Level 7: [[Mystic_Theurge#Theurge Power|Theurge Power]] (+4)&lt;br /&gt;
&lt;br /&gt;
Level 8: [[Mystic_Theurge#Spell Surge|Spell Surge]] (+4)&lt;br /&gt;
&lt;br /&gt;
Level 9: [[Mystic_Theurge#Theurge Power|Theurge Power]] (+5)&lt;br /&gt;
&lt;br /&gt;
Level 10: [[Mystic_Theurge#Spell Surge|Spell Surge]] (+5)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Spellcasting Progression===&lt;br /&gt;
At every level you gain new spells per day and an increase in caster level (and spells known) as if you had also gained a level in either arcane or divine spellcasting class to which you belonged before adding the prestige class level. You must decide which of the classes progresses spellcasting and choose only one, either arcane or divine.&lt;br /&gt;
&lt;br /&gt;
===Theurge Power===&lt;br /&gt;
Mystic Theurge spell proficiency grows as they ascend in power. At each odd level, Mystic Theurge receives +1 to their caster level in both spellcasting classes (Caster Level ONLY!). This bonus does not provide new spells or progress spellcasting. The caster level achieved this way can&#039;t exceed the character&#039;s level.&lt;br /&gt;
&lt;br /&gt;
For example, a Wizard 10 / Cleric 10 / Mystic Theurge 10 with Practiced Spellcaster for each Class, will have level 20 spellcasting progression for Wizard (Level 9 spells at Caster Level 29) and level 10 spellcasting progression for Cleric (Level 5 spells at Caster Level 19).&lt;br /&gt;
&lt;br /&gt;
===Theurge Lore===&lt;br /&gt;
Mystic Theurge is fascinated with mysteries and ancient knowledge. Starting from level 1, they add their class level as a bonus to [[Spellcraft]], [[Lore: Arcana]] and [[Lore: Religion]] skills.&lt;br /&gt;
&lt;br /&gt;
===Spell Surge===&lt;br /&gt;
Once a day the mystic theurge can cause a surge of arcane and divine magic to cast his next spell 1 caster level higher than normal. This bonus increases every other level after, up to +5 at level 10. After a mystic theurge has used his spell surge, every time the mystic theurge casts a spell, arcane or divine, there is a 10% chance they refresh the ability. There is no limit on how many times this may happen in a day.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Credits ==&lt;br /&gt;
Class courtesy of Almarea90 and KOPOJIbPAKOB, with testing by the BGTSCC Quality Control Team. Implementation on the server by BloodRiot.&lt;br /&gt;
&lt;br /&gt;
&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 Limerence</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Master_Spy&amp;diff=16824</id>
		<title>Master Spy</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Master_Spy&amp;diff=16824"/>
		<updated>2025-04-05T14:25:22Z</updated>

		<summary type="html">&lt;p&gt;DM Limerence: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Class Description ==&lt;br /&gt;
&lt;br /&gt;
Some adventurers glory in their reputations—the wider their exploits are known, the happier they are. By contrast, the master spy prefers to avoid attention. She does her work quietly and in private, keeping well away from public scrutiny. To allay suspicions, she often maintains a cover identity by pretending to be a member of some other class—typically the one in which she began her career.&lt;br /&gt;
&lt;br /&gt;
Master spies are rarely popular, but so long as nation distrusts nation there will be work for those who can gather information that others wish to keep hidden. Many a ruler who publicly claims to abhor master spies secretly employs a stable of them, if only to protect his own secrets from the master spies of other nations. This set of circumstances, plus the secrecy inherent in the profession of master spy and its high mortality rate, makes it impossible to determine how many master spies are active in a setting at any given time.&lt;br /&gt;
&lt;br /&gt;
[[Rogue]]s make excellent master spies because of their generous skill allotments and their propensity for sneakiness. Likewise, [[ranger]]s have an edge when operating as master spies in outdoor surroundings. However, a character of any class can become a master spy—the more unlikely the combination may seem, the better the cover it provides. Some [[wizard]]s and [[sorcerer]]s use their spell ability as a cover for subterfuge, and some [[barbarian]]s are far more subtle than they seem. Master spies can be of any alignment. They range from self-serving information brokers who sell their services to the highest bidder to high-minded moles who penetrate and destroy corrupt organizations.&lt;br /&gt;
&lt;br /&gt;
It’s important for a master spy to keep her personal emotions distinct from her professional attachments. She must be ready to liquidate someone she has come to like without a moment’s thought if so ordered. Betrayal is her business, and her loyalty is always to her mission, not to the people she encounters while carrying it out.&lt;br /&gt;
&lt;br /&gt;
Occasionally, a master spy may find it expedient to infiltrate an adventuring party heading for the area where her real mission lies. In such a case, she behaves in all ways as a loyal party member until her goals and those of her companions diverge.&lt;br /&gt;
&lt;br /&gt;
== Requirements ==&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;Skills:&#039;&#039;&#039; [[Bluff]] 5, [[Disguise]] 5, [[Linguistics]] 5, [[Gather Information]] 5.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Feats:&#039;&#039;&#039; [[Deceitful]]&lt;br /&gt;
&lt;br /&gt;
== Class Features ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hit Die:&#039;&#039;&#039; d6&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base Attack Bonus:&#039;&#039;&#039; Medium&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;High Saves:&#039;&#039;&#039; [[Reflex]], [[Will]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapon Proficiencies:&#039;&#039;&#039; [[Weapon Proficiency (simple)| simple]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor Proficiencies:&#039;&#039;&#039; [[Armor Proficiency (light) | Light]], [[Armor Proficiency (medium) | Medium]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skill Points:&#039;&#039;&#039; 6 + Int [[Ability modifier | modifier]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class Skills:&#039;&#039;&#039; [[Acrobatics]], [[Appraise]], [[Athletics]], [[Bluff]], [[Disguise]], [[Diplomacy]], [[Disable Device]], [[Escape Artist]], [[Gather Information]], [[Hide]], [[Intimidate]], [[Linguistics]], [[Listen]], [[Lore: Local]], [[Move Silently]], [[Open Lock]], [[Search]], [[Sense Motive]], [[Sleight of Hand]], [[Spot]], [[Use Magic Device]]&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;
|[[Cover Identity]]&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|[[Disguise Self]] (1/day), +1d6 [[Sneak Attack]], [[Undetectable Alignment]]&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|[[Unlikely Cover]], [[Use Poison]]&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|[[Slippery Mind]], +1d6 [[Sneak Attack]]&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|[[Deep Cover]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Cover Identity (Ex) ===&lt;br /&gt;
A Master Spy is rigorously trained to establish nearly flawless cover identities. While disguised, she gains a +2 circumstance bonus on Disguise checks and a +1 bonus to Bluff, Disguise, and Gather Information checks for every 5 ranks that the Master Spy possesses in a Craft or Profession skill as she becomes more skilled at living out the life of her assumed identity. At the DM&#039;s discretion, these bonuses may be reduced or eliminated in regions where the cover identity would seem out of place (bakers from Shadowdale, for example, would attract suspicion in the ruins of Myth Drannor).&lt;br /&gt;
&lt;br /&gt;
The cover identity ability does not provide any additional skills that might be necessary to make a cover identity believable, such as knowledge of the proper homeland, the ability to speak a foreign language, spellcasting ability, or the like. Thus, Master Spies generally pick cover identities that complement their existing skills.&lt;br /&gt;
&lt;br /&gt;
=== Disguise Self (Sp) ===&lt;br /&gt;
At 2nd level the Master Spy learns to cast the spell &#039;&#039;disguise self&#039;&#039; once per day. The caster decides what to disguise and may at any time remove the disguise. Unlike regular disguises, the &#039;&#039;disguise self&#039;&#039; spell creates an illusion which can be detected and dispelled. The detection DC for the spell is the Master Spy&#039;s hit dice + 10.&lt;br /&gt;
&lt;br /&gt;
=== Sneak Attack ===&lt;br /&gt;
This ability functions like the rogue ability of the same name. The extra damage increases by 1d6 points at 2nd level, and by another 1d6 points at 4th level. If a Master Spy gets a sneak attack bonus from another source (such as rogue levels), the bonuses on damage stack. Furthermore, Master Spy levels stack with any other appropriate class levels (such as rogue or assassin) for the purpose of overcoming improved uncanny dodge.&lt;br /&gt;
&lt;br /&gt;
=== Undetectable Alignment (Ex) ===&lt;br /&gt;
At 2nd level, the web of different identities and agendas inside a master spy&#039;s mind makes it impossible for others to detect her alignment by means of any form of divination. This ability functions like an &#039;&#039;undetectable alignment&#039;&#039; spell, except that it is always active.&lt;br /&gt;
&lt;br /&gt;
=== Unlikely Cover (Ex) ===&lt;br /&gt;
At 3rd level, the DC for Spot checks made to penetrate the Master Spy&#039;s disguise increases by 4.&lt;br /&gt;
&lt;br /&gt;
=== Use Poison ===&lt;br /&gt;
At 3rd level, a Master Spy receives training in the use of poison and never risks accidentally poisoning herself when applying poison to a blade.&lt;br /&gt;
&lt;br /&gt;
=== Slippery Mind (Ex) ===&lt;br /&gt;
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&#039;s effects occur normally.&lt;br /&gt;
&lt;br /&gt;
=== Deep Cover (Ex) ===&lt;br /&gt;
At 5th level, the Master Spy gains an additional +2 circumstance bonus to her Bluff, Disguise, and Gather Information checks while disguised. Furthermore, when the Master Spy is disguised within one of her cover identities, her mind is so thoroughly trained and conditioned to think like the person she pretends to be that any magical scrying or mind reading at a power level short of deific reveals nothing about her true nature. Only the thoughts, alignment, and emotions of the fictitious persona can be detected. While disguised, all scrying attempts made on the Master Spy automatically fail. She additionally gains the benefits of an unbreakable non-detection spell while disguised.&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 Limerence</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Invisible_Blade&amp;diff=16823</id>
		<title>Invisible Blade</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Invisible_Blade&amp;diff=16823"/>
		<updated>2025-04-05T14:22:36Z</updated>

		<summary type="html">&lt;p&gt;DM Limerence: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Description==&lt;br /&gt;
Invisible blades are deadly fighters who prefer to use daggers and related weapons in combat. Their training and techniques with these weapons make them just as lethal as any well-armed fighter. Invisible blades enjoy cultivating misconceptions about the level of danger they present, and they relish any chance to demonstrate that the most unimposing weapons can be the most lethal. Thus, invisible blades are rarely impressed by how mighty their opponents appear.&lt;br /&gt;
&lt;br /&gt;
Invisible blades are silently egotistical gladiators who regard their combat style as superior to all other martial philosophies. They place enormous emphasis on making a single decisive strike, thereby ending a bout in one combat round. Most invisible blades pick up their skills in a guild that loans out its members for the games. A few, however, learn from seasoned professionals who expect a potential gladiator to practice fanatically with the dagger until he can pass the required rite-of-passage combat.&lt;br /&gt;
&lt;br /&gt;
==Requirements==&lt;br /&gt;
&#039;&#039;&#039;[[Skill]]s&#039;&#039;&#039;: [[Bluff]] 8 ranks&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Feats&#039;&#039;&#039;: [[Feint]] (which requires combat expertise), [[Two-Weapon Fighting]], [[Weapon Focus]] in [[dagger]] or [[kukri]]&lt;br /&gt;
&lt;br /&gt;
==Class Features==&lt;br /&gt;
{{Class base features|&lt;br /&gt;
hit die=d6|&lt;br /&gt;
BAB=High|&lt;br /&gt;
high save=[[Reflex]]|&lt;br /&gt;
low save=[[Fortitude]], [[Will]]|&lt;br /&gt;
proficiencies=None|&lt;br /&gt;
skill pts=4|&lt;br /&gt;
class skills=[[Acrobatics]], [[Athletics]], [[Bluff]], [[Escape Artist]], [[Hide]], [[Listen]], [[Move Silently]], [[Parry]], [[Perform]], [[Sense Motive]], [[Spot]]&lt;br /&gt;
}}&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 || [[Unfettered Defense]], [[Bleeding Wound]] 2/round&lt;br /&gt;
|-&lt;br /&gt;
| 2 || -&lt;br /&gt;
|-&lt;br /&gt;
| 3 || [[Bleeding Wound]] 4/round&lt;br /&gt;
|-&lt;br /&gt;
| 4 || -&lt;br /&gt;
|-&lt;br /&gt;
| 5 || [[Feint Mastery]], [[Bleeding Wound]] 6/round&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Bleeding Wound====&lt;br /&gt;
*Invisible Blade Bleeding Wound now bypasses DR*&lt;br /&gt;
At 1st level, when an Invisible Blade hits with a successful [[Sneak Attack]], he inflicts a bleeding wound that deals 2 points of damage per round for 3 rounds. This damage stacks with previous damage caused by a Bleeding Wound attack. He must be either unarmed or wielding only light weapons in order to inflict a Bleeding Wound. At 3rd level, the damage increases to 4 per round, and at 5th level, it increases to 6 points per round. Each level of Bleeding Wound counts as one die of sneak attack damage for purposes of class and feat prerequisites.&lt;br /&gt;
&lt;br /&gt;
Regardless of the class prerequisites, an Invisible Blade can use &#039;&#039;any&#039;&#039; [[light weapon]] to cause a bleeding wound (i.e. a [[handaxe]] or [[shortsword]] can be used, but not a [[rapier]]).&lt;br /&gt;
&lt;br /&gt;
====Unfettered Defense====&lt;br /&gt;
An Invisible Blade benefits from an increased survival instinct during combat. Because of this sixth sense, he adds 1 point of his [[Intelligence]] bonus (if any) per Invisible Blade level to his [[AC|Armor Class]] in addition to any other modifiers he would normally receive. If the Invisible Blade is caught flat-footed, or is otherwise denied his Dexterity modifier to Armor Class, he also loses this bonus. Unfettered Defense functions only when an Invisible Blade is not wearing armor and is not wielding a ranged weapon. This does not stack with [[Canny_Defense|Canny Defense]] from the [[Duelist]].&lt;br /&gt;
&lt;br /&gt;
====Feint Mastery====&lt;br /&gt;
At 5th level, an Invisible Blade armed with a light weapon becomes so sure of his ability to mislead opponents that he cannot roll less than 5 on his [[Bluff]] check when using the [[Feint]] feat.&lt;br /&gt;
&lt;br /&gt;
[[Category:Playable Class]]&lt;br /&gt;
[[Category:Combat classes]]&lt;br /&gt;
[[Category:Prestige Class]]&lt;/div&gt;</summary>
		<author><name>DM Limerence</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Hospitaler&amp;diff=16822</id>
		<title>Hospitaler</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Hospitaler&amp;diff=16822"/>
		<updated>2025-04-05T14:21:21Z</updated>

		<summary type="html">&lt;p&gt;DM Limerence: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Class Description ==&lt;br /&gt;
&lt;br /&gt;
[[File:Hospitaler.jpg|thumb|377x377px]]&lt;br /&gt;
Hospitalers are a fighting force of necessity, sworn to poverty, obedience, and the defense of those in their care. It is the duty of knights hospitaler to protect people traveling on religious pilgrimages. Over the years, this single duty has expanded to include the construction and administration of hospitals and refugee facilities.&lt;br /&gt;
&lt;br /&gt;
Most hospitalers are [[paladin]]s, though [[ranger]]s, [[fighter]]/[[cleric]]s and even [[ranger]]/clerics often join the knights hospitaler as well.&lt;br /&gt;
&lt;br /&gt;
Hospitalers often travel in groups, usually with pilgrims on their way to or from a site of particular importance to their faith. Hospitalers may be found running pilgrim hostels, defending temple hospitals, or standing vigil over religious relics and sites. They seldom go on quests or adventures except to rescue endangered pilgrims or to recover relics or sites from heretics and unbelievers.&lt;br /&gt;
&lt;br /&gt;
== Requirements ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; Any nonchaotic.&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;Skills:&#039;&#039;&#039; [[Diplomacy]] 5 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spellcasting:&#039;&#039;&#039; Able to cast 1st level divine spells.&lt;br /&gt;
&lt;br /&gt;
== Class Features ==&lt;br /&gt;
&#039;&#039;&#039;Hit Die:&#039;&#039;&#039; d8&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; All [[Weapon Proficiency (simple)|simple]] and [[Weapon Proficiency (martial)|martial]] weapons&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]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skill Points:&#039;&#039;&#039; 2 + Int modifier&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class Skills:&#039;&#039;&#039; [[Concentration]], [[Diplomacy]], [[Heal (skill)|Heal]], [[Lore: History]], [[Lore: Local]], [[Lore: Religion]], [[Parry]], [[Ride]]&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;
|Lay on Hands, Bonus Feat, Spellcasting Progression&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Spellcasting+1&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Remove Disease 1/day&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Spellcasting+2&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|Bonus Feat&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|Spellcasting+3&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|Remove Disease 2/day&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|Spellcasting+4&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|Spellcasting+5, Bonus Feat&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|Spellcasting+6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Divine Spellcasting ====&lt;br /&gt;
Specifics: Hospitalers gain new spells per day and an added level of effective spellcasting in any divine casting class. This spellcasting ability increase (6/10 casting progression) is gained at the levels 2, 4, 6, 8, 9, and 10 (6/10 progression).&lt;br /&gt;
&lt;br /&gt;
==== Bonus Feats ====&lt;br /&gt;
This feat must be drawn from the following feats and the Hospitaler must meet all the prerequisites for it:&lt;br /&gt;
 &lt;br /&gt;
* [[Armor Specialization (Heavy)]]&lt;br /&gt;
* [[Armor Specialization (Medium)]]&lt;br /&gt;
* [http://nwn2.wikia.com/wiki/Blind_Fight Blind Fight]&lt;br /&gt;
* Combat Mastery (any)&lt;br /&gt;
* [http://nwn2.wikia.com/wiki/Epic_Weapon_Focus Epic Weapon Focus] (any)&lt;br /&gt;
* [http://nwn2.wikia.com/wiki/Cleave Cleave]&lt;br /&gt;
* [http://nwn2.wikia.com/wiki/Combat_expertise Combat Expertise]&lt;br /&gt;
* [http://nwn2.wikia.com/wiki/Deflect_Arrows Deflect Arrows]&lt;br /&gt;
* [http://nwn2.wikia.com/wiki/Dodge Dodge]&lt;br /&gt;
* [[Elemental Archer&#039;s Improved Elemental Storm]]&lt;br /&gt;
* Epic Ability increases ([http://nwn2.wikia.com/wiki/Great_Strength Great Strength], [http://nwn2.wikia.com/wiki/Great_Dexterity Great Dexterity], etc)&lt;br /&gt;
* [http://nwn2.wikia.com/wiki/Epic_Toughness Epic Toughness]&lt;br /&gt;
* [http://nwn2.wikia.com/wiki/Weapon_Proficiency_%28exotic%29 Exotic Weapon Proficiency]&lt;br /&gt;
* [http://nwn2.wikia.com/wiki/Feint Feint]&lt;br /&gt;
* [[Fiery Fist]]&lt;br /&gt;
* [[Fiery Ki Defense]]&lt;br /&gt;
* [http://nwn2.wikia.com/wiki/Great_Cleave Great Cleave]&lt;br /&gt;
* [[Greater Two-Weapon Defense]]&lt;br /&gt;
* [http://nwn2.wikia.com/wiki/Improved_critical Improved Critical]&lt;br /&gt;
* [http://nwn2.wikia.com/wiki/Improved_Disarm Improved Disarm]&lt;br /&gt;
* [http://nwn2.wikia.com/wiki/Improved_Initiative Improved Initiative]&lt;br /&gt;
* [http://nwn2.wikia.com/wiki/Improved_Knockdown Improved Knockdown]&lt;br /&gt;
* [http://nwn2.wikia.com/wiki/Improved_Whirlwind_Attack Improved Whirlwind Attack]&lt;br /&gt;
* [http://nwn2.wikia.com/wiki/Improved_Two-Weapon_Fighting Improved Two-Weapon Fighting]&lt;br /&gt;
* [http://nwn2.wikia.com/wiki/Improved_unarmed_strike Improved Unarmed Strike]&lt;br /&gt;
* [http://nwn2.wikia.com/wiki/Indomitable_soul Indomitable Soul]&lt;br /&gt;
* [http://nwn2.wikia.com/wiki/Knockdown Knockdown]&lt;br /&gt;
* [http://nwn2.wikia.com/wiki/Manyshot Manyshot]&lt;br /&gt;
* [http://nwn2.wikia.com/wiki/Mobility Mobility]&lt;br /&gt;
* [[Oversized Two-Weapon Fighting]]&lt;br /&gt;
* [http://nwn2.wikia.com/wiki/Point_Blank_Shot Point Blank Shot]&lt;br /&gt;
* [http://nwn2.wikia.com/wiki/Power_Attack Power Attack]&lt;br /&gt;
* [http://nwn2.wikia.com/wiki/Rapid_Shot Rapid Shot]&lt;br /&gt;
* [http://nwn2.wikia.com/wiki/Rapid_Reload Rapid Reload]&lt;br /&gt;
* [http://nwn2.wikia.com/wiki/Spring_Attack Spring Attack]&lt;br /&gt;
* [http://nwn2.wikia.com/wiki/Steadfast_Determination Steadfast Determination]&lt;br /&gt;
* [http://nwn2.wikia.com/wiki/Stunning_Fist Stunning Fist]&lt;br /&gt;
* [http://nwn2.wikia.com/wiki/Two-Weapon_Fighting Two-Weapon Fighting]&lt;br /&gt;
* Two-Weapon Defense line&lt;br /&gt;
* [http://nwn2.wikia.com/wiki/Weapon_Finesse Weapon Finesse]&lt;br /&gt;
* [http://nwn2.wikia.com/wiki/Weapon_Focus Weapon Focus]&lt;br /&gt;
* [[Weapon Mastery (Ranged)]]&lt;br /&gt;
* [[Weapon Mastery (Unarmed)]]&lt;br /&gt;
* [http://nwn2.wikia.com/wiki/Weapon_Specialization Weapon Specialization]&lt;br /&gt;
* [http://nwn2.wikia.com/wiki/Whirlwind_Attack Whirlwind Attack]&lt;br /&gt;
&lt;br /&gt;
==== Remove Disease ====&lt;br /&gt;
Specifics:Starting at 3rd level a hospitaler can remove disease with a touch once per day. This increase to two uses per day at 7th level.&lt;br /&gt;
&lt;br /&gt;
Use: Selected.&lt;br /&gt;
&lt;br /&gt;
==== Lay on Hands ====&lt;br /&gt;
Specifics: Beginning at 1st level, a Hospitaler with a Charisma score of 12 or higher can heal wounds (her own or those of others) by touch. Each day she can heal a total number of hit points of damage equal to her Hospitaler level times her Charisma bonus. For example, a 7th-level hospitaler with a 16 Charisma (+3 bonus) can heal 21 points of damage per day. Hospitaler levels stack with Paladin and Divine Champion for determining the effects of the heal. Lay on hands may also be used to target undead for damage.&lt;br /&gt;
&lt;br /&gt;
Use: Selected.&lt;br /&gt;
[[Category:Classes]]&lt;br /&gt;
[[Category:Prestige Class]]&lt;br /&gt;
[[Category:Playable Class]]&lt;/div&gt;</summary>
		<author><name>DM Limerence</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Hierophant&amp;diff=16821</id>
		<title>Hierophant</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Hierophant&amp;diff=16821"/>
		<updated>2025-04-05T14:20:11Z</updated>

		<summary type="html">&lt;p&gt;DM Limerence: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:396_hierophant_druid.jpg|thumb|300px]]&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
The hierophant is a divine spellcaster who are able to channel different and sometimes deeper connections with their magic. This has the chief consequence of having spells that are much more potent than normal, allowing hierophants to heal and damage much more efficiently and powerfully through understanding their prayers at a deeper, transcendent level.&lt;br /&gt;
&lt;br /&gt;
Most hierophants are [[cleric]]s, [[druid]]s or [[spirit shaman]]s, given their focus on deep introspection. [[Favored Soul]]s are much less common.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Requirements ==&lt;br /&gt;
Race: Any&lt;br /&gt;
&lt;br /&gt;
Alignment: Any&lt;br /&gt;
&lt;br /&gt;
Skills: Lore ( Religion ) 15 ranks OR Lore ( Nature ) 15 ranks&lt;br /&gt;
&lt;br /&gt;
Feats: Any metamagic feat&lt;br /&gt;
&lt;br /&gt;
Spell level: Able to cast 7th Circle Divine spells or higher&lt;br /&gt;
&lt;br /&gt;
Druid, Cleric and Favored Soul 19 Wisdom, Spirit Shaman 19 Wisdom OR 19 Charisma.&lt;br /&gt;
&lt;br /&gt;
Class: Cleric, Druid, Spirit Shaman, Favored Soul.&lt;br /&gt;
&lt;br /&gt;
== Class Features ==&lt;br /&gt;
- Hit Die: d8&lt;br /&gt;
&lt;br /&gt;
- Base Attack Bonus: Medium&lt;br /&gt;
&lt;br /&gt;
- High Saves: Fortitude, Will&lt;br /&gt;
&lt;br /&gt;
- Weapon Proficiencies: A hierophant gains no weapon proficiencies.&lt;br /&gt;
&lt;br /&gt;
- Armor Proficiencies: A hierophant gains no armor proficiencies.&lt;br /&gt;
&lt;br /&gt;
- Skill Points: 2 + Int Modifier.&lt;br /&gt;
&lt;br /&gt;
- Class Skills:  [[Concentration]], [[Heal (skill)|Heal]], [[Lore: Arcana]], [[Lore: History]], [[Lore: Local]], [[Lore: Nature]], [[Lore: Religion]], [[Spellcraft]]. &lt;br /&gt;
&lt;br /&gt;
- Spells per Day/Spells Known: The Hierophant gains more spells per day at every level. If a character had more than one spellcasting class before becoming a hierophant, he must decide which class he adds the new level for purposes of determining spells per day. &lt;br /&gt;
&lt;br /&gt;
- Hierophant Levels stack with Cleric (+ Morninglord of Lathander) Levels for [[Turn_Undead| Turning Undead]].&lt;br /&gt;
&lt;br /&gt;
- Class Feats&lt;br /&gt;
&lt;br /&gt;
1:&amp;lt;br /&amp;gt;2: Special Ability&amp;lt;br /&amp;gt;3:&amp;lt;br /&amp;gt;4: Special Ability&amp;lt;br /&amp;gt;5:&amp;lt;br /&amp;gt;6: Special Ability&amp;lt;br /&amp;gt;7:&amp;lt;br /&amp;gt;8: Special Ability&amp;lt;br /&amp;gt;9:&amp;lt;br /&amp;gt;10: Special Ability&lt;br /&gt;
&lt;br /&gt;
No bonus feats.&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: rgb(255, 128, 0);&amp;quot;&amp;gt;Blast Infidel&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;/span&amp;gt;Type of Feat: Class Ability&amp;lt;br /&amp;gt;Prerequisites: Hierophant 1&amp;lt;br /&amp;gt;Specifics: The Hierophant now deals double the damage for any negative energy spells that he casts (inflict wounds series, death knell, harm, slay living and negative energy ray). This does not apply to Vampiric Feast or Spell-like abilities.&amp;lt;br /&amp;gt;Use: Automatic&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: rgb(255, 128, 0);&amp;quot;&amp;gt;Faith Healing&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;/span&amp;gt;Type of Feat: Class Ability&amp;lt;br /&amp;gt;Prerequisites: Hierophant 1&amp;lt;br /&amp;gt;Specifics: The Hierophant now heals for double the amount when casting any of the cure wounds spells (applies to all cure wounds or mass cure wounds spells).&amp;lt;br /&amp;gt;Use: Automatic&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: rgb(255, 128, 0);&amp;quot;&amp;gt;Mastery of Energy&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;/span&amp;gt;Type of Feat: Class Ability&amp;lt;br /&amp;gt;Prerequisites: Hierophant 1&amp;lt;br /&amp;gt;Specifics: Available only to hierophants with cleric levels, this ability allows a hierophant to channel positive or negative energy much more effectively, increasing his ability to affect undead. Add a +4 bonus to the hierophant’s turning checks, turning damage rolls, and damage and DCs for [[Sacred Purification]] and [[Profane Corruption]]. This ability affects other creatures than undead if the hierophant can turn other creatures, such as with a domain power.&amp;lt;br /&amp;gt;Use: Automatic&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: rgb(255, 128, 0);&amp;quot;&amp;gt;Advanced Divine Spell Power&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;/span&amp;gt;Type of Feat: Class Ability&amp;lt;br /&amp;gt;Prerequisites: Hierophant 1, Divine Spellpower&amp;lt;br /&amp;gt;Specifics: Available only to hierophants with the feat Divine Spell Power, the feat now uses your full turning roll to complement casterlevel and progress DC&#039;s (You can go beyond +4). You no longer suffer negative effects from rolling poorly. &amp;lt;br /&amp;gt;Use: Automatic&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: rgb(255, 128, 0);&amp;quot;&amp;gt;Metamagic Feat&amp;lt;br /&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
Type of Feat: Class Ability&amp;lt;br /&amp;gt;Prerequisites: Hierophant 1&amp;lt;br /&amp;gt;Specifics: A hierophant can choose a metamagic feat in place of one of the special abilities described here if desired. This does not include improved metamagic feats.&amp;lt;br /&amp;gt;Use: Automatic&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: rgb(255, 128, 0);&amp;quot;&amp;gt;Gift of the Deity&amp;lt;br /&amp;gt;&amp;lt;/span&amp;gt;Type of Feat: Class Ability&amp;lt;br /&amp;gt;Prerequisites: Hierophant 9&amp;lt;br /&amp;gt;Specifics: Your visage of the deity line of spells are now automatically empowered by your deity.&amp;lt;br /&amp;gt;Use: Automatic&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: rgb(255, 128, 0);&amp;quot;&amp;gt;Inscribe Rune&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;/span&amp;gt;Type of Feat: Class Ability&amp;lt;br /&amp;gt;Prerequisites: Hierophant 6 or Dwarven Runesmith&amp;lt;br /&amp;gt;Specifics: A 6th level Hierophant can learn to channel his power into runes, storing the spell for later use. He may store one spell per spell level, &#039;&#039;&#039;to a maximum of six runes&#039;&#039;&#039;, creating and imbuing the rune at modest expense compared to scribing a scroll of similar level. Runes do not support Metamagic.&amp;lt;br /&amp;gt;Rune cost = Caster Level x Spell Level x 10, per Rune.&amp;lt;br /&amp;gt;Use: Automatic&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: rgb(255, 128, 0);&amp;quot;&amp;gt;Spellpower&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;/span&amp;gt;Type of Feat: Class Ability&amp;lt;br /&amp;gt;Prerequisites: Hierophant 1&amp;lt;br /&amp;gt;Specifics: This special ability increases a hierophant’s effective caster level by 1 for purposes of determining dependent spell variables (such as damage and DC calculation). This ability can be selected more than once up to a maximum of 3 times, for a total casterlevel bonus of +3.&amp;lt;br /&amp;gt;Use: Automatic&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: rgb(255, 128, 0);&amp;quot;&amp;gt;Toll of Nature&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;/span&amp;gt;Type of Feat: Class Ability&amp;lt;br /&amp;gt;Prerequisites: Hierophant 1&amp;lt;br /&amp;gt;Specifics: The Hierophant excels with spells that attack the nerve system of living creatures, being able to alter their lethality further. The following spells recieve a +2 DC bonus; Contagion, Infestation of Maggots, Poison, Quillfire (the DC is set right now), Mass Contagion, Swamp Lung, Blood to Water, Dehydrate, Hypothermia and Cascading Plague.&amp;lt;br /&amp;gt;Use: Automatic&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: rgb(255, 128, 0);&amp;quot;&amp;gt;Oak Friend&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;/span&amp;gt;Type of Feat: Class Ability&amp;lt;br /&amp;gt;Prerequisites: Hierophant 1, [[Oaken Resilience]]&amp;lt;br /&amp;gt;Specifics: A druid who has the feat oaken resilience may learn to grant the benefits of that feat to a friendly creature. This creature becomes immune to poison, sleep, paralysis, stunning and critical hits for ten minutes. Using Oak Friend costs one wildshape use.&amp;lt;br /&amp;gt;Use: Selected&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: rgb(255, 128, 0);&amp;quot;&amp;gt;Animal Companion Progression&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;/span&amp;gt;Type of Feat: Class Ability&amp;lt;br /&amp;gt;Prerequisites: Hierophant 1, Animal Companion&amp;lt;br /&amp;gt;Specifics: Your levels of Hierophant count towards your animal companion progression. You must have an Animal Companion already to profit from this feat.&lt;br /&gt;
&lt;br /&gt;
== Gameplay Notes ==&lt;br /&gt;
Mastery of Energy will give you also a +4 bonus to Turning check of the feats [[Divine Spell Power]], [[Sacred Purification]], and [[Profane Corruption]] as though the character&#039;s Charisma were +8 higher than normal.&lt;br /&gt;
[[https://wiki.bgtscc.net/index.php?title=Divine_Spell_Power#Gameplay_Notes]].&lt;br /&gt;
&lt;br /&gt;
==Server Notes==&lt;br /&gt;
You have to choose which spell progression to take on the first level even though there are meta magic options available. This is not automatic.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Class courtesy of Rasael and Karond, thorough testing by the Quality Control Team. Implementation on the server by Luna.&#039;&#039;&lt;br /&gt;
[[Category:Classes]]&lt;br /&gt;
[[Category:Prestige Class]]&lt;br /&gt;
[[Category:Playable Class]]&lt;/div&gt;</summary>
		<author><name>DM Limerence</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Hellfire_Warlock&amp;diff=16820</id>
		<title>Hellfire Warlock</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Hellfire_Warlock&amp;diff=16820"/>
		<updated>2025-04-05T14:19:23Z</updated>

		<summary type="html">&lt;p&gt;DM Limerence: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Description==&lt;br /&gt;
“It is not the weapon that is evil, but the wielder.” - Galena Todrick, hellfire warlock&lt;br /&gt;
&lt;br /&gt;
The hellfire warlocks are a secretive group of specialist warlocks who have mastered hellfire, a dangerous energy found only in the Nine Hells. By tapping into this infernal power, these characters learn to infuse their eldritch blasts and magic items that they wield with the dark power of hellfire.&lt;br /&gt;
&lt;br /&gt;
Hellfire warlocks typically learn their power through being exposed to some infernal agency. Witnessing the power inherent in hellfire creates a strong attraction many find too strong to resist. Alternatively, some stumble across hellfire while experimenting with eldritch blast.&lt;br /&gt;
&lt;br /&gt;
All hellfire warlocks walk a dangerous path. Each use of hellfire brings you ever closer to death. You must be vigilant in your resolve and resist using this terrible magic recklessly. Since you wield the power of Hell itself, others are suspicious at best and downright hostile at worst. They fail to understand why you would use such power willingly and how you can resist its allure.&lt;br /&gt;
&lt;br /&gt;
Since hellfire warlocks are nearly universally reviled, these characters keep to themselves. Their isolation pushes them to test the limits of their morality, and in time, most succumb to the darkness blooming within them. Hellfire warlocks are jealous and petty. They see others who practice their dark art as threats to their prominence and power, so these characters are swift to destroy their rivals.&lt;br /&gt;
&lt;br /&gt;
Some hellfire warlocks attach themselves to infernal cults, believing that through service to an archfiend, they can increase their knowledge and skill. Hellfire warlocks act as guardians and enforcers in such organizations, valued for their combat capabilities.&lt;br /&gt;
 &lt;br /&gt;
A character can achieve a maximum of 3 levels in the Hellfire warlock prestige class.&lt;br /&gt;
&lt;br /&gt;
==Requirements==&lt;br /&gt;
&#039;&#039;&#039;Skills:&#039;&#039;&#039; [[Intimidate]] 6, [[Lore: The Planes]] 12, [[Spellcraft]] 6&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spellcasting:&#039;&#039;&#039; Must have [[Elemental Blast]] &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; Evil.&lt;br /&gt;
&lt;br /&gt;
==Class features progression==&lt;br /&gt;
{{Class base features|hit die=d6&lt;br /&gt;
|proficiencies=None&lt;br /&gt;
|skill pts=2&lt;br /&gt;
|class skills=[[Concentration]], [[Disguise]], [[Intimidate]], [[Lore: Arcana]], [[Lore: Local]], [[Lore: Religion]], [[Lore: The Planes]], [[Spellcraft]], [[Use Magic Device]]&lt;br /&gt;
|BAB=Medium&lt;br /&gt;
|high save=[[Will]]&lt;br /&gt;
|low save=[[Reflex]], [[Fortitude]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====Additional progressions====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold&amp;quot;&lt;br /&gt;
|Level&amp;amp;nbsp;||Features gained&lt;br /&gt;
|-&lt;br /&gt;
|1||[[Hellfire warlock#Hellfire Blast|Hellfire Blast]] +2d6&lt;br /&gt;
|-&lt;br /&gt;
|2||Hellfire Blast +4d6, [[Hellfire warlock#Summon Baatezu|Summon Baatezu]], [[Hellfire warlock#Resistance to Fire|Resistance to Fire]] 10&lt;br /&gt;
|-&lt;br /&gt;
|3||Hellfire Blast +6d6, [[Hellfire warlock#Hellfire Shield|Hellfire Shield]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Invocations===&lt;br /&gt;
At each level, you gain new invocations known and an increase in invoker level as if you had also gained a level in the warlock class. You do not, however, gain any other benefit a character of that class would have gained.&lt;br /&gt;
&lt;br /&gt;
===Hellfire Blast===&lt;br /&gt;
Whenever you use your Eldritch blast ability, you can change your Eldritch blast into a hellfire blast. A hellfire blast deals your normal Eldritch blast damage plus an extra 2d6 points of damage per class level. If your blast hits multiple targets (for example, the Eldritch chain or Eldritch cone blast shape invocations), each target takes the extra damage. This damage is not fire damage. Hellfire burns hotter than any normal fire.&lt;br /&gt;
&lt;br /&gt;
Each time you use this ability, you take 1 point of Constitution damage. This is mainly because of the dangerous nature of Hellfire this supernatural flame burns your enemies flesh and soul, but also takes a little of you as well. &lt;br /&gt;
&lt;br /&gt;
===Resistance to Fire===&lt;br /&gt;
At 2nd level, you gain resistance to fire 10. This resistance stacks with any resistance to fire you have gained from [[warlock]] class levels.  ***Note that due to a bug the energy resistance does not stack with Warlock Resistance, so its best to chose something other than fire***&lt;br /&gt;
&lt;br /&gt;
===Summon Baatezu===&lt;br /&gt;
Once per day, the Hellfire Warlock can randomly summon a Baatezu from the Nine Hells to fight for the party. Control of the Baatezu lasts for a number of rounds equal to 1 round per hellfire warlock level + 1d8 + their Charisma bonus. When the ability expires, the caster loses dominance over the Baatezu - which can have disastrous consequences, as devils typically despise being bothered by lesser beings. The caster is advised not to leave this up to chance, and dispel this summons before this time is up, sending the Baatezu back to the Nine Hells - though the devil might not attack, this method is the only certain way of avoiding a violent confrontation with the angry creature.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
\\Uses the same summon slot as epic gate.&lt;br /&gt;
&lt;br /&gt;
===Hellfire Shield===&lt;br /&gt;
You can call up hellfire to surround yourself with a protective barrier. Whenever someone directs a melee attack against you, you can, as an immediate action, aim a blast of hellfire at that creature. This blast deals damage equal to your eldritch blast (including bonus damage from the hellfire blast ability). This blast automatically strikes the target, which can attempt a Reflex saving throw for half damage (DC 10 + 1/2 your character level + your Cha modifier).&lt;br /&gt;
&lt;br /&gt;
Each time you use this ability, you take 1 point of Constitution damage.  This is mainly because of the dangerous nature of Hellfire this supernatural flame burns your enemies flesh and soul, but also takes a little of you as well.&lt;br /&gt;
&lt;br /&gt;
== Gameplay notes ==&lt;br /&gt;
Both Hellfire Blast and Hellfire Shield are &amp;quot;play modes&amp;quot;, in a similar vein to, for instance, Power Attack. This means you do not have to enable them at all times.&lt;br /&gt;
&lt;br /&gt;
This also means that you can apply an essence and shape to your eldricht blast as you would normally do (for instance, Eldricht Chain, Hellrime Blast).&lt;br /&gt;
&lt;br /&gt;
Finally, it should be noted that the constitution damage only applies if you actually hit a target: if for instance you cast an Eldricht Doom where there is no foe to hit, the constitution damage will not apply.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
If you block constitution drain you cannot use your hellfire abilities (custom server change)&lt;br /&gt;
*Hellfire Shield halves damage on a &#039;&#039;failed&#039;&#039; save.&lt;br /&gt;
*Class levels now stack with Warlock to determine Eldritch Blast Damage.&lt;br /&gt;
*RPGplayer&#039;s warlock fix has been added, which fixes issues relating to hellfire shield, Hellfire blast and constitution damage not being applied or dispellable. &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 Limerence</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Harper_Scout&amp;diff=16819</id>
		<title>Harper Scout</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Harper_Scout&amp;diff=16819"/>
		<updated>2025-04-05T14:18:57Z</updated>

		<summary type="html">&lt;p&gt;DM Limerence: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Harper scouts are friends of the Harpers or members of the Harpers, a secret society dedicated to holding back evil, preserving knowledge, and maintaining the balance between civilization and the wild. Harper scouts receive divine blessings and many skills to help them in their duties of espionage, stealth, and reporting information.&lt;br /&gt;
&lt;br /&gt;
Harper scouts are primarily [[ranger]]s or multiclass ranger characters with levels in [[bard]], [[rogue]], [[sorcerer]], and [[wizard]], since these classes tend to have versatility and mobility. All have some skill at manipulating others, a resistance to outside mental influences, acute abilities of perception, and a talent for solving problems.&lt;br /&gt;
&lt;br /&gt;
Extremely rare are Harper scouts who are [[paladin]]s of a few select deities related to the Harpers (such as [[Azuth]], [[Corellon Larethian]], [[Deneir]], [[Mystra]]). Unable to participate in some of the activities Harpers are known for (those that would contravene being a paladin), these paladin Harper scouts tend to be close friends to the Harpers, serving to work with them and other allies on missions. Even rarer, but not impossible, are paladins who are formally part of the Harpers.&lt;br /&gt;
&lt;br /&gt;
Taking levels in this class represents being a close friend to the Harpers or being a Harper. Please note that being formally part of the Harpers Faction has separate requirements.&lt;br /&gt;
&lt;br /&gt;
[[File:HarperScout.jpg|thumb]]&lt;br /&gt;
&lt;br /&gt;
== Requirements ==&lt;br /&gt;
&#039;&#039;&#039;[[Alignment]]&#039;&#039;&#039;: Any non-evil.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Skills]]&#039;&#039;&#039;: [[Bluff]] 3 ranks, [[Diplomacy]] 5 ranks, [[Lore: Local]] 4 ranks, [[Perform]] 3 ranks, [[Sense motive]] 2 ranks, [[Lore: Nature]] 2 ranks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[:Category:Feats|Feats]]&#039;&#039;&#039;: [[Alertness]], [[Iron Will]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spellcasting&#039;&#039;&#039;: Able to cast divine spells of 1st level (Ranger or Paladin only).&lt;br /&gt;
&lt;br /&gt;
== Class Features ==&lt;br /&gt;
&lt;br /&gt;
{{Class base features|hit die=6&lt;br /&gt;
|proficiencies=None&lt;br /&gt;
|skill pts=6&lt;br /&gt;
|class skills=[[Acrobatics]], [[Appraise]], [[Athletics]], [[Bluff]], [[Diplomacy]], [[Disguise]], [[Escape Artist]], [[Gather Information]], [[Hide]], [[Linguistics]], [[Listen]], [[Lore]] (all), [[Move Silently]], [[Perform]], [[Sleight of Hand]], [[Sense motive]], [[Survival]].&lt;br /&gt;
|BAB=Medium&lt;br /&gt;
|high save=[[Reflex]], [[Will]]&lt;br /&gt;
|low save=[[Fortitude]]&lt;br /&gt;
}}&lt;br /&gt;
- Other progression:  &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: yellow&amp;quot;&amp;gt;Full Animal companion progression&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Class Abilities ==&lt;br /&gt;
&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;
|[[#Spellcasting|Spellcasting]], [[#Harper&#039;s knowledge|Harper&#039;s Knowledge]]&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|1st [[#Favored Enemy|Favored Enemy]], [[#Deneir&#039;s Eye|Deneir&#039;s Eye]], [[#Skill Focus|Skill Focus]]&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|[[#Tymora&#039;s Smile|Tymora&#039;s Smile]]&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|[[#Lliira&#039;s Heart|Lliira&#039;s Heart]], 2nd [[#Favored Enemy|Favored Enemy]]&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|[[#Azuth&#039;s Touch|Azuth&#039;s Touch]]&lt;br /&gt;
|}&lt;br /&gt;
=== Spellcasting ===&lt;br /&gt;
When a character gains a new level of Harper Scout, she gains new spells per day as if she had also gained a level in whatever divine spellcasting class she belonged to before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained (metamagic or item creation feats, for example).&lt;br /&gt;
If a character had more than one divine spellcasting class before she became a Harper scout, she must decide to which class she adds each level of Harper scout for purposes of determining spells per day when she adds the new level.&lt;br /&gt;
&lt;br /&gt;
=== Harper Knowledge ===&lt;br /&gt;
Like a bard, a Harper scout has a knack for picking up odds and ends of knowledge. This ability works exactly like the bardic knowledge ability of the bard class. If a Harper scout has bard levels, her Harper scout levels and bard levels stack for the purpose of using bardic knowledge.&lt;br /&gt;
&lt;br /&gt;
=== Favored Enemy ===&lt;br /&gt;
A Harper scout selects a favored enemy when he reaches 2nd level and 4th level.&lt;br /&gt;
&lt;br /&gt;
=== Deneir&#039;s Eye ===&lt;br /&gt;
At 2nd level, the Harper Scout gains a +3 sacred bonus to saving throws against traps. This is a supernatural ability. &lt;br /&gt;
&lt;br /&gt;
=== Skill Focus ===&lt;br /&gt;
A Harper scout gains the Skill Focus feat for her Perform skill and any one other Harper scout class skill.&lt;br /&gt;
&lt;br /&gt;
=== Tymora&#039;s Smile ===&lt;br /&gt;
At 3rd level, once per day, the Harper agent receives a +2 sacred bonus on all saving throws for 5 turns. This is a supernatural ability.&lt;br /&gt;
&lt;br /&gt;
=== Lliira&#039;s Heart ===&lt;br /&gt;
At 4th level, the Harper Scout gains a +2 sacred bonus to saving throws against mind-affecting spells. This is a supernatural ability.&lt;br /&gt;
&lt;br /&gt;
=== Azuth&#039;s Touch ===&lt;br /&gt;
Once per day, a Harper scout can cast the spell heroism as an arcane spellcaster of his caster level.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Class courtesy of Valefort, thorough testing by the Quality Control Team. Implementation by Endelyon and AoS.&#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 Limerence</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Harper_Priest&amp;diff=16818</id>
		<title>Harper Priest</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Harper_Priest&amp;diff=16818"/>
		<updated>2025-04-05T14:17:19Z</updated>

		<summary type="html">&lt;p&gt;DM Limerence: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Nearly every Harper recognizes the importance of the deities who inspired the creation of the Harpers: [[Deneir]], [[Eldath]], [[Lliira]], [[Mielikki]], [[Milil]], [[Mystra]], [[Oghma]], [[Selûne]], [[Silvanus]], and [[Tymora]]; and the elven deities [[Aerdrie Faenya]], [[Angharradh]], [[Corellon Larethian]], [[Erevan Ilesere]], [[Fenmarel Mestarine]], [[Hanali Celanil]], [[Labelas Enoreth]], [[Rillifane Rallathil]], [[Sehanine Moonbow]], and [[Solonor Thelandira]]. Some, however, choose to pursue a closer relationship with these deities who came together at the Dancing Place.&lt;br /&gt;
&lt;br /&gt;
Although most Harper priests are human, half-elven, or elven clerics who have selected one of the deities listed above as their patron, the Harpers recruit their members from many backgrounds, cultures, and religious affiliations, as long as those deities do not promote evil ends or wanton destruction. Human druids, dwarven clerics, gnome rangers, halfling rogue/clerics of [[Brandobaris]], and many others are all welcome. Deities whose portfolios and interests particularly parallel those of the Harper patron deities include [[Akadi]], [[Azuth]], [[Chauntea]], [[Gwaeron Windstrom]], [[Lathander]], [[Lurue]], [[Red Knight]], [[Savras]], [[Shaundakul]], [[Shiallia]], [[Valkur]], and many of the neutral- or good-aligned deities of the various racial pantheons.&lt;br /&gt;
&lt;br /&gt;
Harper priests can be found on their own or in the company of other Harpers or allies of similar outlooks. Even alone, the Harper priest can count on support from those friendly to the Harper cause.&lt;br /&gt;
&lt;br /&gt;
Taking levels in this class represents being a close friend to the Harpers or being a Harper. Please note that being formally part of the Harpers Faction has separate requirements.&lt;br /&gt;
&lt;br /&gt;
[[File:Harperpriest.jpg|thumb]]&lt;br /&gt;
&lt;br /&gt;
== Requirements ==&lt;br /&gt;
&#039;&#039;&#039;[[Alignment]]&#039;&#039;&#039;: Any non-evil.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Skills]]&#039;&#039;&#039;: [[Diplomacy]] 4 ranks, [[Lore: Arcana]] 4 ranks, [[Lore: Religion]] 8 ranks, [[Spellcraft]] 8 ranks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[:Category:Feats|Feats]]&#039;&#039;&#039;: [[Alertness]], [[Iron Will]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spellcasting&#039;&#039;&#039;: Able to cast 3rd-[[Spell_level|level]] [[divine]] spells (except Ranger and Paladin, see [[Harper Scout]]).&lt;br /&gt;
&lt;br /&gt;
== Class Features ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hit Die:&#039;&#039;&#039; d8&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Base_attack_bonus| Base Attack Bonus]]:&#039;&#039;&#039; Medium&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]]&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]] (not 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; [[Acrobatics]], [[Concentration]], [[Diplomacy]], [[Heal_(skill)|Heal]], [[Lore]] (all), [[Listen]], [[Perform]], [[Sense Motive]], [[Spellcraft]], [[Spot]], [[Survival]]&lt;br /&gt;
&lt;br /&gt;
== Class Abilities ==&lt;br /&gt;
&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;
|Spellcasting Progression, [[#Blessing|Blessing]], [[#Harper&#039;s knowledge|Harper&#039;s Knowledge]]&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|[[#Blessing|Blessing]]&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|[[#Blessing|Blessing]]&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|[[#Greater Blessing|Greater Blessing]]&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|[[#Greater Blessing|Greater Blessing]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Spellcasting Progression===&lt;br /&gt;
A Harper priest&#039;s training focuses on magic. Thus, when a character gains a new level of Harper priest, she gains new spells per day as if she had also gained a level in whatever divine spellcasting class she belonged to before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained (improved chance of controlling or rebuking undead, metamagic or item creation feats, and so on).&lt;br /&gt;
&lt;br /&gt;
=== Harper&#039;s Knowledge ===&lt;br /&gt;
Like a bard, a Harper Priest has a knack for picking up odds and ends of knowledge. This ability works exactly like the bardic knowledge ability of the bard class. If a Harper Priest has bard levels, her Harper Priest levels and bard levels stack for the purpose of using bardic knowledge.&lt;br /&gt;
&lt;br /&gt;
=== Blessing ===&lt;br /&gt;
At level 1,2 and 3, a Harper priest may choose one blessing from the list of blessings below. &lt;br /&gt;
&lt;br /&gt;
* Deneir&#039;s Eye: the Harper Priest gains a +3 sacred bonus to [[saving throw]]s against traps.  This is a [[supernatural ability]].&lt;br /&gt;
* Lliira&#039;s Heart: the Harper Priest gains a +2 sacred bonus to saving throws against mind-affecting spells.  This is a supernatural ability.&lt;br /&gt;
* Tymora&#039;s Smile: once per day, the Harper Priest or a target receives a +2 sacred bonus on all saving throws for 5 turns.  This is a supernatural ability.&lt;br /&gt;
* Mystra&#039;s Boon: the Harper Priest gains a +2 sacred bonus on all saves against spells.&lt;br /&gt;
* Silvanus&#039;s Calm: the Harper Priest gets the Combat Focus feat.&lt;br /&gt;
* Mielikki&#039;s Forest Hunter: Swift Tracker (requires Track)&lt;br /&gt;
* Oghma&#039;s Greatest Book, Volume III: +10 on knowledge checks for 5 minutes, 1/day, Reqs: Intelligence 13&lt;br /&gt;
* Selûne&#039;s Radiance: Turn Undead Progression (requires Turn Undead to be useful)&lt;br /&gt;
* Lurue&#039;s voice: Animal Companion Progression (requires an Animal Companion to be useful)&lt;br /&gt;
&lt;br /&gt;
=== Greater Blessing ===&lt;br /&gt;
At level 4 and 5 a Harper Priest may choose one greater blessing from the list of Greater blessings below. Instead of a Greater blessing he may pick a Lesser blessing.&lt;br /&gt;
&lt;br /&gt;
* Eldath&#039;s Soothing Pool: This spell conjures a magical pool of water. All friendly creatures staying near the fountain gain fast healing 5, are cured from any disease and are immune to all mind affecting spells.&lt;br /&gt;
&lt;br /&gt;
Duration : 1 round /caster level.&lt;br /&gt;
&lt;br /&gt;
* Lliira&#039;s candle of calm (1/day):&lt;br /&gt;
**Level : 6&lt;br /&gt;
**School : Evocation&lt;br /&gt;
**Target: all creatures in a 70 feet radius.&lt;br /&gt;
**Saving Throw: Will negates&lt;br /&gt;
**Spell Resistance: Yes&lt;br /&gt;
&lt;br /&gt;
This spell conjures a lit magical candle, all creatures in a 70 feet radius must make a will saving throw. If they fail they are blind for 1d4 rounds and take a -5 AB penalty for 1 round/CL, if not they take a -5 AB for 2 rounds, then -4 AB for 2 rounds, -3 AB for 2 rounds, -2 AB for 2 rounds, -1 AB for 2 rounds.&lt;br /&gt;
&lt;br /&gt;
* Milil&#039;s Forgotten Melody (1/day):&lt;br /&gt;
**Level : 5&lt;br /&gt;
**School : Enchantment&lt;br /&gt;
**Target: 1 to 4 creatures in a Colossal area.&lt;br /&gt;
**Saving Throw: Will negates&lt;br /&gt;
**Spell Resistance: Yes&lt;br /&gt;
&lt;br /&gt;
To set this spell in motion, the caster sings the first phrase or the chorus of a tuneful, catchy song. Those potentially affected by the forgotten melody must each make a successful will saving throw at a -4 penalty or become obsessed with that song. Those affected cannot get the song out of their beads until they finish it, and they worry the lyrics around in their minds over and over, trying to remember them and complete the song. While trying to finish the song, those affected cannot cast spells or use psionic abilities since they cannot focus on any other intense mental activity other than finishing the song. This spell is especially devastating to very intelligent beings, since it subverts their ability to concentrate intensely. The duration is determined by the intelligence of the individual affected: beings who fail their saving throws are affected for a number of rounds equal to their intelligence modifier minus their wisdom modifier (a negative wisdom modifier will make the spell last longer).&lt;br /&gt;
&lt;br /&gt;
* Mystra&#039;s Secret Spell Stash: Magic Missile, cast at your CL (infinite times/day).&lt;br /&gt;
Reqs: Intelligence 13 -&amp;gt; apparently these Magic Missiles are not stopped by the Shield spell; tough they are stopped by a failed check against Spell Resistance.&lt;br /&gt;
&lt;br /&gt;
* Shaundakul&#039;s binding:&lt;br /&gt;
**Level : 6&lt;br /&gt;
**Target: One Creature&lt;br /&gt;
**Duration : 1 round/level&lt;br /&gt;
**Saving Throw: Reflex negates&lt;br /&gt;
**Spell Resistance: Yes&lt;br /&gt;
&lt;br /&gt;
Calling upon the power of elemental air, you encircle the target in whipping winds. The subject can act normally, but it cannot move from its current location. The winds carry its voice away, so it can speak but cannot be heard, and it cannot hear anything but the roar of the winds. Furthermore, no sonic or language dependent spells or effects can be cast into or out of the winds though spells cast by you upon yourself function normally).&lt;br /&gt;
&lt;br /&gt;
Specifics : Your movespeed is reduced to 0, you are silenced and incur a concentration penalty equal to the caster&#039;s caster level.&lt;br /&gt;
&lt;br /&gt;
* Tymora&#039;s Luck Rabbit&lt;br /&gt;
**spell level : 5&lt;br /&gt;
**Target : 1 creature&lt;br /&gt;
**Duration : 10 min/level&lt;br /&gt;
&lt;br /&gt;
**The spell target gains a bonus to natural armor equal to the caster level /5, capped at 4, +1 to all saving throws, +2 at CL 20 and +1 to all skills.&lt;br /&gt;
&lt;br /&gt;
**Reqs: Dexterity 13&lt;br /&gt;
&lt;br /&gt;
* Seldarine&#039;s Gift: You can summon forth a +5 magic longbow, mighty 5, the bow cannot be given and dissapears at the end of the day. You also gain the elven weapon proficiency for the duration of the spell.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Class courtesy of Valefort, thorough testing by the Quality Control Team. Implementation by Endelyon and AoS.&#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 Limerence</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Harper_Priest&amp;diff=16817</id>
		<title>Harper Priest</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Harper_Priest&amp;diff=16817"/>
		<updated>2025-04-05T14:16:57Z</updated>

		<summary type="html">&lt;p&gt;DM Limerence: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Nearly every Harper recognizes the importance of the deities who inspired the creation of the Harpers: [[Deneir]], [[Eldath]], [[Lliira]], [[Mielikki]], [[Milil]], [[Mystra]], [[Oghma]], [[Selûne]], [[Silvanus]], and [[Tymora]]; and the elven deities [[Aerdrie Faenya]], [[Angharradh]], [[Corellon Larethian]], [[Erevan Ilesere]], [[Fenmarel Mestarine]], [[Hanali Celanil]], [[Labelas Enoreth]], [[Rillifane Rallathil]], [[Sehanine Moonbow]], and [[Solonor Thelandira]]. Some, however, choose to pursue a closer relationship with these deities who came together at the Dancing Place.&lt;br /&gt;
&lt;br /&gt;
Although most Harper priests are human, half-elven, or elven clerics who have selected one of the deities listed above as their patron, the Harpers recruit their members from many backgrounds, cultures, and religious affiliations, as long as those deities do not promote evil ends or wanton destruction. Human druids, dwarven clerics, gnome rangers, halfling rogue/clerics of [[Brandobaris]], and many others are all welcome. Deities whose portfolios and interests particularly parallel those of the Harper patron deities include [[Akadi]], [[Azuth]], [[Chauntea]], [[Gwaeron Windstrom]], [[Lathander]], [[Lurue]], [[Red Knight]], [[Savras]], [[Shaundakul]], [[Shialha]], [[Valkur]], and many of the neutral- or good-aligned deities of the various racial pantheons.&lt;br /&gt;
&lt;br /&gt;
Harper priests can be found on their own or in the company of other Harpers or allies of similar outlooks. Even alone, the Harper priest can count on support from those friendly to the Harper cause.&lt;br /&gt;
&lt;br /&gt;
Taking levels in this class represents being a close friend to the Harpers or being a Harper. Please note that being formally part of the Harpers Faction has separate requirements.&lt;br /&gt;
&lt;br /&gt;
[[File:Harperpriest.jpg|thumb]]&lt;br /&gt;
&lt;br /&gt;
== Requirements ==&lt;br /&gt;
&#039;&#039;&#039;[[Alignment]]&#039;&#039;&#039;: Any non-evil.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Skills]]&#039;&#039;&#039;: [[Diplomacy]] 4 ranks, [[Lore: Arcana]] 4 ranks, [[Lore: Religion]] 8 ranks, [[Spellcraft]] 8 ranks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[:Category:Feats|Feats]]&#039;&#039;&#039;: [[Alertness]], [[Iron Will]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spellcasting&#039;&#039;&#039;: Able to cast 3rd-[[Spell_level|level]] [[divine]] spells (except Ranger and Paladin, see [[Harper Scout]]).&lt;br /&gt;
&lt;br /&gt;
== Class Features ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hit Die:&#039;&#039;&#039; d8&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Base_attack_bonus| Base Attack Bonus]]:&#039;&#039;&#039; Medium&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]]&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]] (not 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; [[Acrobatics]], [[Concentration]], [[Diplomacy]], [[Heal_(skill)|Heal]], [[Lore]] (all), [[Listen]], [[Perform]], [[Sense Motive]], [[Spellcraft]], [[Spot]], [[Survival]]&lt;br /&gt;
&lt;br /&gt;
== Class Abilities ==&lt;br /&gt;
&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;
|Spellcasting Progression, [[#Blessing|Blessing]], [[#Harper&#039;s knowledge|Harper&#039;s Knowledge]]&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|[[#Blessing|Blessing]]&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|[[#Blessing|Blessing]]&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|[[#Greater Blessing|Greater Blessing]]&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|[[#Greater Blessing|Greater Blessing]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Spellcasting Progression===&lt;br /&gt;
A Harper priest&#039;s training focuses on magic. Thus, when a character gains a new level of Harper priest, she gains new spells per day as if she had also gained a level in whatever divine spellcasting class she belonged to before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained (improved chance of controlling or rebuking undead, metamagic or item creation feats, and so on).&lt;br /&gt;
&lt;br /&gt;
=== Harper&#039;s Knowledge ===&lt;br /&gt;
Like a bard, a Harper Priest has a knack for picking up odds and ends of knowledge. This ability works exactly like the bardic knowledge ability of the bard class. If a Harper Priest has bard levels, her Harper Priest levels and bard levels stack for the purpose of using bardic knowledge.&lt;br /&gt;
&lt;br /&gt;
=== Blessing ===&lt;br /&gt;
At level 1,2 and 3, a Harper priest may choose one blessing from the list of blessings below. &lt;br /&gt;
&lt;br /&gt;
* Deneir&#039;s Eye: the Harper Priest gains a +3 sacred bonus to [[saving throw]]s against traps.  This is a [[supernatural ability]].&lt;br /&gt;
* Lliira&#039;s Heart: the Harper Priest gains a +2 sacred bonus to saving throws against mind-affecting spells.  This is a supernatural ability.&lt;br /&gt;
* Tymora&#039;s Smile: once per day, the Harper Priest or a target receives a +2 sacred bonus on all saving throws for 5 turns.  This is a supernatural ability.&lt;br /&gt;
* Mystra&#039;s Boon: the Harper Priest gains a +2 sacred bonus on all saves against spells.&lt;br /&gt;
* Silvanus&#039;s Calm: the Harper Priest gets the Combat Focus feat.&lt;br /&gt;
* Mielikki&#039;s Forest Hunter: Swift Tracker (requires Track)&lt;br /&gt;
* Oghma&#039;s Greatest Book, Volume III: +10 on knowledge checks for 5 minutes, 1/day, Reqs: Intelligence 13&lt;br /&gt;
* Selûne&#039;s Radiance: Turn Undead Progression (requires Turn Undead to be useful)&lt;br /&gt;
* Lurue&#039;s voice: Animal Companion Progression (requires an Animal Companion to be useful)&lt;br /&gt;
&lt;br /&gt;
=== Greater Blessing ===&lt;br /&gt;
At level 4 and 5 a Harper Priest may choose one greater blessing from the list of Greater blessings below. Instead of a Greater blessing he may pick a Lesser blessing.&lt;br /&gt;
&lt;br /&gt;
* Eldath&#039;s Soothing Pool: This spell conjures a magical pool of water. All friendly creatures staying near the fountain gain fast healing 5, are cured from any disease and are immune to all mind affecting spells.&lt;br /&gt;
&lt;br /&gt;
Duration : 1 round /caster level.&lt;br /&gt;
&lt;br /&gt;
* Lliira&#039;s candle of calm (1/day):&lt;br /&gt;
**Level : 6&lt;br /&gt;
**School : Evocation&lt;br /&gt;
**Target: all creatures in a 70 feet radius.&lt;br /&gt;
**Saving Throw: Will negates&lt;br /&gt;
**Spell Resistance: Yes&lt;br /&gt;
&lt;br /&gt;
This spell conjures a lit magical candle, all creatures in a 70 feet radius must make a will saving throw. If they fail they are blind for 1d4 rounds and take a -5 AB penalty for 1 round/CL, if not they take a -5 AB for 2 rounds, then -4 AB for 2 rounds, -3 AB for 2 rounds, -2 AB for 2 rounds, -1 AB for 2 rounds.&lt;br /&gt;
&lt;br /&gt;
* Milil&#039;s Forgotten Melody (1/day):&lt;br /&gt;
**Level : 5&lt;br /&gt;
**School : Enchantment&lt;br /&gt;
**Target: 1 to 4 creatures in a Colossal area.&lt;br /&gt;
**Saving Throw: Will negates&lt;br /&gt;
**Spell Resistance: Yes&lt;br /&gt;
&lt;br /&gt;
To set this spell in motion, the caster sings the first phrase or the chorus of a tuneful, catchy song. Those potentially affected by the forgotten melody must each make a successful will saving throw at a -4 penalty or become obsessed with that song. Those affected cannot get the song out of their beads until they finish it, and they worry the lyrics around in their minds over and over, trying to remember them and complete the song. While trying to finish the song, those affected cannot cast spells or use psionic abilities since they cannot focus on any other intense mental activity other than finishing the song. This spell is especially devastating to very intelligent beings, since it subverts their ability to concentrate intensely. The duration is determined by the intelligence of the individual affected: beings who fail their saving throws are affected for a number of rounds equal to their intelligence modifier minus their wisdom modifier (a negative wisdom modifier will make the spell last longer).&lt;br /&gt;
&lt;br /&gt;
* Mystra&#039;s Secret Spell Stash: Magic Missile, cast at your CL (infinite times/day).&lt;br /&gt;
Reqs: Intelligence 13 -&amp;gt; apparently these Magic Missiles are not stopped by the Shield spell; tough they are stopped by a failed check against Spell Resistance.&lt;br /&gt;
&lt;br /&gt;
* Shaundakul&#039;s binding:&lt;br /&gt;
**Level : 6&lt;br /&gt;
**Target: One Creature&lt;br /&gt;
**Duration : 1 round/level&lt;br /&gt;
**Saving Throw: Reflex negates&lt;br /&gt;
**Spell Resistance: Yes&lt;br /&gt;
&lt;br /&gt;
Calling upon the power of elemental air, you encircle the target in whipping winds. The subject can act normally, but it cannot move from its current location. The winds carry its voice away, so it can speak but cannot be heard, and it cannot hear anything but the roar of the winds. Furthermore, no sonic or language dependent spells or effects can be cast into or out of the winds though spells cast by you upon yourself function normally).&lt;br /&gt;
&lt;br /&gt;
Specifics : Your movespeed is reduced to 0, you are silenced and incur a concentration penalty equal to the caster&#039;s caster level.&lt;br /&gt;
&lt;br /&gt;
* Tymora&#039;s Luck Rabbit&lt;br /&gt;
**spell level : 5&lt;br /&gt;
**Target : 1 creature&lt;br /&gt;
**Duration : 10 min/level&lt;br /&gt;
&lt;br /&gt;
**The spell target gains a bonus to natural armor equal to the caster level /5, capped at 4, +1 to all saving throws, +2 at CL 20 and +1 to all skills.&lt;br /&gt;
&lt;br /&gt;
**Reqs: Dexterity 13&lt;br /&gt;
&lt;br /&gt;
* Seldarine&#039;s Gift: You can summon forth a +5 magic longbow, mighty 5, the bow cannot be given and dissapears at the end of the day. You also gain the elven weapon proficiency for the duration of the spell.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Class courtesy of Valefort, thorough testing by the Quality Control Team. Implementation by Endelyon and AoS.&#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 Limerence</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Harper_Mage&amp;diff=16816</id>
		<title>Harper Mage</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Harper_Mage&amp;diff=16816"/>
		<updated>2025-04-05T14:13:38Z</updated>

		<summary type="html">&lt;p&gt;DM Limerence: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Wizard]]s and [[sorcerer]]s have been part of the Harpers since the organization&#039;s inception. Many of its senior members today are powerful mages. Among the organization&#039;s principal allies are several influential wizards and sorcerers who have made some of their accumulated knowledge available to the Harpers. [[Mystra]], the deity of magic, is one of the patron deities of the Harpers; her predecessor was one of the deities who met at the Dancing Place centuries ago to inspire the founding of the organization. With such a rich magical tradition, it is inevitable that Harpers would develop some of their own magical lore and techniques to pass on to their agents.&lt;br /&gt;
&lt;br /&gt;
The Harper mage has two principal responsibilities. The first of these is aiding the Harpers with spells and arcane knowledge. This aid might include anything from casting spells in a battle in which Harper agents are involved to using divination magic to find a missing Harper to examining a vanquished Red Wizard&#039;s personal spellbooks. Of course, many Harper mages are agents themselves, using their magic to investigate the activities of any number of evil groups.&lt;br /&gt;
&lt;br /&gt;
The other primary responsibility of the Harper mage is to study, record, and pass on ancient lore, particularly that dealing with arcane discoveries. Harper mages do not limit themselves to just the study of arcana, however. Many a mage becomes an expert in other fields as well. Some study nature, supplementing the knowledge and wisdom offered by [[druid]]s. Others study history, synthesizing their understanding of ancient magical lore with an insight into what forces of history may have played a part in shaping a particular approach to magic. Although perhaps not the equal of some of the more distinguished sages of the Realms, these Harper scholars are nevertheless respected in their own right.&lt;br /&gt;
&lt;br /&gt;
[[Wizard]]s, [[sorcerer]]s, and [[bard]]s all make fine harper mages. Multiclassed [[rogue]]/wizards and rogue/sorcerers are also common among their ranks.&lt;br /&gt;
&lt;br /&gt;
Taking levels in this class represents being a close friend to the Harpers or being a Harper. Please note that being formally part of the Harpers Faction has separate requirements.&lt;br /&gt;
&lt;br /&gt;
[[File:Harpermage.jpg|thumb]]&lt;br /&gt;
&lt;br /&gt;
== Requirements ==&lt;br /&gt;
&#039;&#039;&#039;[[Alignment]]&#039;&#039;&#039;: Any non-evil.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Skills]]&#039;&#039;&#039;: [[Concentration]] 4 ranks, [[Lore: Arcana]] 8 ranks, [[Lore: Local]] 5 ranks, Lore: (Any other ) 4 ranks, [[Sense motive]] 2 ranks, [[Spellcraft]] 8 ranks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[:Category:Feats|Feats]]&#039;&#039;&#039;: [[Alertness]], [[Iron Will]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spellcasting&#039;&#039;&#039;: Able to cast 3rd-[[Spell_level|level]] [[arcane]] spells ([[Wizard]], [[Sorcerer]] or [[Bard]]).&lt;br /&gt;
&lt;br /&gt;
== Class Features ==&lt;br /&gt;
{{Class base features|hit die=4&lt;br /&gt;
|proficiencies=None&lt;br /&gt;
|skill pts=4&lt;br /&gt;
|class skills=[[Acrobatics]], [[Bluff]], [[Concentration]], [[Diplomacy]], [[Disguise]], [[Gather Information]], [[Heal_(skill)|Heal]], [[Hide]], [[Lore]] (all), [[Linguistics]], [[Listen]], [[Move Silently]], [[Perform]], [[Ride]], [[Sense motive]], [[Spellcraft]], [[Spot]].&lt;br /&gt;
|BAB=Low&lt;br /&gt;
|high save=[[Will]]&lt;br /&gt;
|low save=[[Reflex]],[[Fortitude]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Class Abilities ==&lt;br /&gt;
&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;
|Spellcasting Progression, [[#Harper&#039;s knowledge|Harper&#039;s Knowledge]]&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|[[#Arcane theory|Arcane theory]], [[#Oghma&#039;s insight|Oghma&#039;s insight]]&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|[[Extend Spell]]&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|[[#Mystra&#039;s Boon|Mystra&#039;s Boon]]&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|[[#Specialist|Specialist]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Spellcasting Progression ===&lt;br /&gt;
A Harper mage&#039;s training focuses on magic. Thus, when a character gains a new level of Harper mage, she gains new spells per day as if she had also gained a level in whatever arcane spellcasting class she belonged to before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained (metamagic or item creation feats, for example).&lt;br /&gt;
If a character had more than one arcane spellcasting class before she became a Harper mage, she must decide to which class she adds each level of Harper mage for purposes of determining spells per day when she adds the new level.&lt;br /&gt;
&lt;br /&gt;
=== Harper&#039;s Knowledge ===&lt;br /&gt;
Like a bard, a Harper scout has a knack for picking up odds and ends of knowledge. This ability works exactly like the bardic knowledge ability of the bard class. If a Harper scout has bard levels, her Harper scout levels and bard levels stack for the purpose of using bardic knowledge.&lt;br /&gt;
&lt;br /&gt;
=== Oghma&#039;s Insight ===&lt;br /&gt;
As lorekeepers, Harper mages develop a keen interest in many fields. The Harper mage gains a free Skill Focus feat in any one Lore skill.&lt;br /&gt;
&lt;br /&gt;
=== Arcane Theory ===&lt;br /&gt;
At 2nd level, the Harper mage gains Skill Focus Spellcraft. This represents an introduction to theories of magic from other civilizations through study and preservation of old lore.&lt;br /&gt;
&lt;br /&gt;
=== Mystra&#039;s Boon ===&lt;br /&gt;
Harper mages gain a +2 insight bonus on all saves against magical effects.&lt;br /&gt;
&lt;br /&gt;
=== Specialist ===&lt;br /&gt;
At 5th level the Harper mage focuses his study on the spell school of his choice. The Harper Mage gains a Spell Focus feat.&lt;br /&gt;
&lt;br /&gt;
For clarity, the Harper Mage gains any of the first tier Spell Focus feats on a pop up menu after taking their 5th Harper Mage level. This feature cannot be used to take Greater or Epic Spell Focus feats. Closing this menu without making a selection will not give you another chance to open it and select a feat, so careful what you click.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Class courtesy of Valefort, thorough testing by the Quality Control Team. Implementation by Endelyon and AoS.&#039;&#039;&lt;br /&gt;
[[Category:Classes]]&lt;br /&gt;
[[Category:Prestige Class]]&lt;br /&gt;
[[Category:Playable Class]]&lt;br /&gt;
[[Category:Spellcasting classes]]&lt;/div&gt;</summary>
		<author><name>DM Limerence</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Harper_Agent&amp;diff=16815</id>
		<title>Harper Agent</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Harper_Agent&amp;diff=16815"/>
		<updated>2025-04-05T14:11:50Z</updated>

		<summary type="html">&lt;p&gt;DM Limerence: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Description===&lt;br /&gt;
&lt;br /&gt;
The semisecret organization known as the Harpers has members scattered all across Faerûn. These individuals are dedicated to battling evil, discovering and preserving forgotten lore, and maintaining the balance between nature and civilization. Harper agents are the &#039;field agents&#039; of the Harper organization, acting directly to gather intelligence and eliminate threats to the greater good. Equally adept at operating alone or in small groups, Harper agents display a versatility that few others can match.&lt;br /&gt;
&lt;br /&gt;
Bards are the most common candidates for the Harper agent prestige class, but they are by no means the only qualified characters. [[Ranger]]s, [[rogue]]s, [[sorcerer]]s, and [[wizard]]s all possess the diversity of skill and ability necessary to become Harper agents. [[Cleric]]s, especially of [[Deneir]], [[Lliira]], and [[Tymora]], are occasionally found in the ranks of this prestige class, as are [[druid]]s and [[monk]]s. [[Barbarian]]s, [[fighter]]s, and [[paladin]]s rarely become Harper agents because they lack the subtlety for the work.&lt;br /&gt;
&lt;br /&gt;
Taking levels in this class represents being a close friend to the Harpers or being a Harper. Please note that being formally part of the Harpers Faction has separate requirements.&lt;br /&gt;
&lt;br /&gt;
A character can achieve a maximum of 5 levels in the Harper agent prestige class.&lt;br /&gt;
===Requirements===&lt;br /&gt;
&#039;&#039;&#039;[[Alignment]]&#039;&#039;&#039;: Any non-[[evil]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Skill]]s&#039;&#039;&#039;: [[Diplomacy]] 8 ranks, [[Lore: Local]] 4 ranks, [[Survival]] 2 ranks&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Feat]]s&#039;&#039;&#039;: [[Alertness]], [[iron will|Iron Will]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Class]]&#039;&#039;&#039;: One level in a spell-casting class is required to become a Harper agent.&lt;br /&gt;
===Class Features===&lt;br /&gt;
{{Class base features|hit die=6&lt;br /&gt;
|proficiencies=[[Weapon proficiency (simple)|simple]],[[Armor proficiency (light)|Light]]&lt;br /&gt;
|skill pts=6&lt;br /&gt;
|class skills=[[Acrobatics]], [[Appraise]], [[Athletics]], [[Bluff]], [[Diplomacy]], [[Disguise]], [[Escape Artist]], [[Gather Information]], [[Hide]], [[Linguistics]], [[Listen]], [[Lore]] (all), [[Move Silently]], [[Perform]], [[Profession]] (all), [[Sense Motive]], [[Sleight of Hand]], [[Survival]].&lt;br /&gt;
|BAB=Medium&lt;br /&gt;
|high save=[[Will]]&lt;br /&gt;
|low save=[[Fortitude]], [[Will]]&lt;br /&gt;
}}&lt;br /&gt;
*While Perform is listed as a class skill, a glitch prevents one from adding skill points into perform on level ups.&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 || Harper knowledge&lt;br /&gt;
|-&lt;br /&gt;
| 2 || +1 spellcasting level, Deneir&#039;s eye, Lliira&#039;s heart&lt;br /&gt;
|-&lt;br /&gt;
| 3 || +1 spellcasting level, Tymora&#039;s smile x1&lt;br /&gt;
|-&lt;br /&gt;
| 4 || +1 spellcasting level, Lurue&#039;s voice x3&lt;br /&gt;
|-&lt;br /&gt;
| 5 || +1 spellcasting level, Mystra&#039;s boon&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Spells per Day / Spells Known====&lt;br /&gt;
Starting at second level and each level after that, the Harper agent progresses in a selected spellcasting class.  When the player first chooses this prestige class, if they have multiple spellcasting classes, they choose which one they advance in.&lt;br /&gt;
&lt;br /&gt;
====Harper Knowledge====&lt;br /&gt;
Like a bard, a Harper agent has a knack for picking up odds and ends of knowledge.  This ability works exactly like the bardic knowledge ability of the bard class.  If a Harper agent has bard levels, the character&#039;s Harper agent levels and bard levels stack for bardic knowledge.&lt;br /&gt;
&lt;br /&gt;
====Deneir&#039;s Eye====&lt;br /&gt;
At 2nd level, the Harper agent gains a +3 sacred bonus to [[saving throw]]s against traps.  This is a [[supernatural ability]].&lt;br /&gt;
&lt;br /&gt;
====Lliira&#039;s Heart====&lt;br /&gt;
At 2nd level, the Harper agent gains a +2 sacred bonus to saving throws against mind-affecting spells.  This is a supernatural ability.&lt;br /&gt;
&lt;br /&gt;
====Tymora&#039;s Smile====&lt;br /&gt;
At 3rd level, once [[per day]], the Harper agent receives a +2 sacred bonus on all saving throws for 5 turns.  This is a supernatural ability.&lt;br /&gt;
&lt;br /&gt;
====Lurue&#039;s Voice====&lt;br /&gt;
At 4th level, the Harper agent may use this ability to cast &#039;&#039;[[Dominate Animal]]&#039;&#039; as per the spell, three times a day.&lt;br /&gt;
&lt;br /&gt;
====Mystra&#039;s Boon====&lt;br /&gt;
At 5th level, the Harper agent gains a +2 sacred bonus on all saves against spells.&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 Limerence</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Feytouched&amp;diff=16812</id>
		<title>Feytouched</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Feytouched&amp;diff=16812"/>
		<updated>2025-03-31T12:48:23Z</updated>

		<summary type="html">&lt;p&gt;DM Limerence: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Description==&lt;br /&gt;
Among descendants of creatures from the fey realms, there are those who seek to distance themselves from their influence and deny their legacy. Then there are those who wholeheartedly embrace their heritage, despite the danger. Some are driven by a fascination of all things faerie, others hope to unlock any hidden potential within and still others merely wish to indulge in its whirling chaos. For though Fey wield powerful magic, few mortals can do the same without risking their sanity.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Requirements==&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; Any Chaotic&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Feats:&#039;&#039;&#039; [[Fey Heritage]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills:&#039;&#039;&#039; [[Spellcraft]] 11 ranks, [[Bluff]] 7 ranks, [[Lore: Nature]] 3 ranks&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class:&#039;&#039;&#039; [[Warlock]], [[Bard]] or [[Sorcerer]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cannot be:&#039;&#039;&#039; Hellfire Warlock, Dragon Disciple or Blackguard&lt;br /&gt;
&lt;br /&gt;
==Class Features==&lt;br /&gt;
{{Class base features|&lt;br /&gt;
hit die=d6|&lt;br /&gt;
BAB=Medium|&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=[[Bluff]], [[Concentration]], [[Disguise]], [[Heal (skill)|Heal]], [[Intimidate]], [[Lore: Arcana]], [[Lore: Nature]], [[Lore: Local]], [[Lore: The Planes]], [[Spellcraft]], [[Survival]], [[Use Magic Device]].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Class Progression===&lt;br /&gt;
Spellcasting: progresses sorcerer spellcasting or warlock invocation and eldritch blasts.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Level || Features Gained&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Twilight Inspiration &lt;br /&gt;
|-&lt;br /&gt;
| 2 || &lt;br /&gt;
|-&lt;br /&gt;
| 3 || Feystep&lt;br /&gt;
|-&lt;br /&gt;
| 4 || [[Heartfire]]&lt;br /&gt;
|-&lt;br /&gt;
| 5 || Fervent Touch&lt;br /&gt;
|-&lt;br /&gt;
| 6 || &lt;br /&gt;
|-&lt;br /&gt;
| 7 || [[Witch Sight]]&lt;br /&gt;
|-&lt;br /&gt;
| 8 || &lt;br /&gt;
|-&lt;br /&gt;
| 9 || Wild Embrace&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Twilight Inspiration====&lt;br /&gt;
Every day a Feytouched embrace their heritage they are inspired to become a little more like the creatures they emulate. They gain&lt;br /&gt;
+1 luck dodge AC but lose the ability to use Fiendish Resilience. In addition they randomly gain any one of the following benefits.&lt;br /&gt;
+3 lore nature, +3 bluff, +3 disguise, + 2 Listen, + 2 spot&lt;br /&gt;
&lt;br /&gt;
The benefits change every now and then, usually after rest. Upon rolling a 20 on a d20 they gain all skill bonuses. If they roll a 1 they gain none.&lt;br /&gt;
&lt;br /&gt;
====Feystep====&lt;br /&gt;
A Feytouched can shift into the plane of fairy, turning ethereal for 3 rounds and heedlessly advancing to appear some 20 yards ahead. Cooldown 17 rounds.&lt;br /&gt;
If Wild Embrace is active they roll a d7, and if the result is 6 or higher, the cooldown is instantly reset, but if they roll a 1 they end up off course and dazed.&lt;br /&gt;
&lt;br /&gt;
====Heartfire====&lt;br /&gt;
Outlined creatures do not benefit from the concealment normally provided by darkness, blur, displacement, invisibility, or similar effects. In addition, if they fail a Fortitude save, affected creatures take 1d4 points of fire damage each round as their passions manifest as physically damaging fire. Creatures that make a successful Fortitude save take only half damage each round for the duration of the spell (minimum 1 point per round).&lt;br /&gt;
&lt;br /&gt;
====Fervent Touch====&lt;br /&gt;
Feytouched learn to commit wholeheartedly to any attack. Whenever Feytouched Warlocks cast an eldritch blast they add a random number between 1 and their Charisma modifier to its damage. Whenever Feytouched Sorcerers cast enchantment spells they add 1 to its DC.&lt;br /&gt;
&lt;br /&gt;
====Witch Sight====&lt;br /&gt;
A Feytouched learns how to see through some of the trickery and illusions of their kind. They can cast Witch Sight with a 47 rounds cooldown. However seeing the world as the Fey do is difficult for mortal eyes and can speed up their descent into madness. (See Wild Embrace). &lt;br /&gt;
&lt;br /&gt;
====Wild Embrace====&lt;br /&gt;
The Feytouched fully embraces the chaos within and uses it to empower their magic, but risk going insane in the process.&lt;br /&gt;
While this mode is active they gain +3 CL on all their spells. But every time they cast a spell they must roll a d3, or a d2 if they are also using Witch Sight at the same time. If they roll a 1, they must make a Will saving throw. If they fail the save they become temporarily insane, wandering randomly and defenselessly for 2 rounds and losing their spell. Immunity to mind effects does not protect against this madness. If they make the save the DC increases by 1d3 next time for a Feytouched Warlock and 2d3 for a Feytouched Sorcerer. The DC starts at half their HD and resets when they fail the save or stop casting with this mode for 29 rounds.&lt;br /&gt;
&lt;br /&gt;
==Issues==&lt;br /&gt;
Wild Embrace does not work with Hideous Blow after first strike. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Playable Class]]&lt;br /&gt;
[[Category:Combat classes]]&lt;br /&gt;
[[Category:Prestige Class]]&lt;/div&gt;</summary>
		<author><name>DM Limerence</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Guild_Thief&amp;diff=16811</id>
		<title>Guild Thief</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Guild_Thief&amp;diff=16811"/>
		<updated>2025-03-30T14:12:07Z</updated>

		<summary type="html">&lt;p&gt;DM Limerence: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Description===&lt;br /&gt;
Guild thieves are thieves who operate in urban areas as part of an organized thieves&#039; guild. They control and manipulate almost all the crime in their home cities. Guild thieves are usually organized into divisions (assassins, beggars, bounty hunters, burglars, con artists and tricksters, cutpurses and pickpockets, enforcers and thugs, racketeers, scouts and spies, and fences, pirates, and smugglers), each of which is led by a guildmaster responsible for crimes of that type. The guildmasters report to a head guildmaster. Guild thieves generally only know their own minions, their coworkers, and their superior. This web of secrecy preserves the organization, because any that are captured can only sell out a few others.&lt;br /&gt;
&lt;br /&gt;
Most guild thieves are [[rogue]]s, although specialists in some divisions are more likely to be [[fighter]]s or [[ranger]]s. [[Cleric]]s of evil deities (particularly [[Mask]] and [[Shar]]) take roles in many divisions, and [[sorcerer]]s and [[wizard]]s also have important roles, but their prominence is dependent on the land in which they operate. (Some lands have few [[sorcerer]]s and [[wizard]]s or discourage them from staying or developing by placing many restrictions on them.) Guild thieves excel at working with others, intimidating common folk, administering punitive beatings, and acquiring important contacts.&lt;br /&gt;
&lt;br /&gt;
===Requirements===&lt;br /&gt;
&#039;&#039;&#039;[[Skill]]s&#039;&#039;&#039;: [[Bluff]] 3 ranks, [[Hide]] 8 ranks, [[Intimidate]] 3 ranks, [[Move Silently]] 3 ranks&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Feat]]s&#039;&#039;&#039;: [[Stealthy]]&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]]), armor ([[Armor Proficiency (light)|light]])&lt;br /&gt;
|skill pts=6&lt;br /&gt;
|class skills=[[Acrobatics]], [[Appraise]], [[Athletics]], [[Bluff]], [[Diplomacy]], [[Disable Device]], [[Disguise]], [[Escape Artist]], [[Intimidate]], [[Linguistics]], [[Listen]], [[Lore: Local]], [[Move Silently]], [[Open Lock]], [[Parry]], [[Search]], [[Sense motive]], [[Sleight of Hand]], [[Spot]].&lt;br /&gt;
|BAB=Medium&lt;br /&gt;
|high save=[[Reflex]]&lt;br /&gt;
|low save=[[Fortitude]], [[Will]]&lt;br /&gt;
}}&lt;br /&gt;
====Sneak Attack====&lt;br /&gt;
Starting at 1st level, the guild thief gets the [[Sneak Attack]] ability at +1d6 damage. This is the same as the [[Rogue]] ability of the same name, and its effects stack with that ability. This ability increases by +1d6 at 3rd and 5th level.&lt;br /&gt;
&lt;br /&gt;
====Doublespeak====&lt;br /&gt;
At 1st level, the guild thief gets a +2 bonus on all Bluff and Diplomacy checks.&lt;br /&gt;
&lt;br /&gt;
====Bonus Feat====&lt;br /&gt;
At 2nd level and 4th level the guild thief gets a bonus feat. This feat can be:&lt;br /&gt;
*[[Alertness]]&lt;br /&gt;
*[[Blind Fight]]&lt;br /&gt;
*[[Combat Expertise]]&lt;br /&gt;
*[[Feint]]&lt;br /&gt;
*[[Lightning Reflexes]]&lt;br /&gt;
*[[Nimble Fingers]]&lt;br /&gt;
*[[Skill Focus]] &lt;br /&gt;
*[[Silent Spell]]&lt;br /&gt;
*[[Still Spell]]&lt;br /&gt;
*[[Track]]&lt;br /&gt;
*[[Weapon Finesse]]&lt;br /&gt;
*[[Weapon Focus]]&lt;br /&gt;
&lt;br /&gt;
====Uncanny Dodge====&lt;br /&gt;
At 2nd level the guild thief retains their [[Dexterity]] bonus to [[Armor Class|AC]] even when caught [[flat-foot]]ed.&lt;br /&gt;
&lt;br /&gt;
====Reputation====&lt;br /&gt;
At 3rd level, the guild thief gets a 10% discount from all merchants and an additional +2 bonus on all Bluff, Intimidate, and Diplomacy checks because of their reputation.&lt;br /&gt;
&lt;br /&gt;
====Improved Uncanny Dodge====&lt;br /&gt;
At 5th level, the guild thief can no longer be sneak attacked by flanking except by a character with 4 or more total levels in classes that grant sneak attack than the [[character level]]s of the Guild Thief.&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 || [[Sneak Attack]] +1d6, Doublespeak&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Bonus feat, [[Uncanny Dodge]]&lt;br /&gt;
|-&lt;br /&gt;
| 3 || [[Sneak Attack]] +2d6, Reputation&lt;br /&gt;
|-&lt;br /&gt;
| 4 || Bonus feat&lt;br /&gt;
|-&lt;br /&gt;
| 5 || [[Sneak Attack]] +3d6, [[Improved Uncanny Dodge]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Classes]]&lt;br /&gt;
[[Category:Prestige classes]]&lt;br /&gt;
[[Category:Combat classes]]&lt;br /&gt;
[[Category:Playable Class]]&lt;/div&gt;</summary>
		<author><name>DM Limerence</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Frost_Mage&amp;diff=16810</id>
		<title>Frost Mage</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Frost_Mage&amp;diff=16810"/>
		<updated>2025-03-30T14:10:06Z</updated>

		<summary type="html">&lt;p&gt;DM Limerence: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Class Description ==&lt;br /&gt;
[[File:Frost wizard.jpg|thumb|334x334px]]&lt;br /&gt;
Frost mages usually hail from lands of cold, snow, and ice tundra, glaciers, even outer planes perpetually shrouded in winter. Others become obsessed with the power of glacial cold and focus all their energy into discovering the mysteries of the frostfell and its magic. All frost mages, however, eventually become adapted to cold environments as their skin slowly turns to frost. They learn to take advantage of the natural or magically enhanced frostfell environment, harnessing the existing cold to further empower their own spells.&lt;br /&gt;
&lt;br /&gt;
As members of this prestige class must have the ability to cast arcane spells, frost mages come from a narrow group, usually [[bard]]s, [[sorcerer]]s, and [[wizard]]s. Some frost mage [[sorcerer]]s believe silver dragon blood runs in their veins, while others feel they possess an innate talent for works of cold and ice magic. Most wizards who become frost mages see the frostfell as a mysterious and undiscovered frontier of arcane power, one from which they can draw strong magic for their own purposes.&lt;br /&gt;
&lt;br /&gt;
Frost mages live and study in complexes of ice caverns, towers constructed in frozen reaches of the outer planes, or within dungeons they have magically altered into frostfell environments. Sometimes they serve more powerful evil characters singly or in a group, such as frost giants, cryohydras, or deities of cold or ice. More often, the evil frost mage commands his own forces of ice and cold, growing a frostfell army as he prepares to bring about a new ice age and become overlord of a frozen world.&lt;br /&gt;
&lt;br /&gt;
== Requirements ==&lt;br /&gt;
&#039;&#039;&#039;Feats:&#039;&#039;&#039; [[Spell Penetration]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills:&#039;&#039;&#039; [[Lore: Arcana]] 8&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spellcasting:&#039;&#039;&#039; 1st level Arcane magic.&lt;br /&gt;
&lt;br /&gt;
== Class Features ==&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|Base Attack Bonus]]:&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; 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; 2 + Int [[Ability_modifier|modifier]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;strong&amp;gt;Class Skills:&amp;lt;/strong&amp;gt; [[Concentration]], [[Intimidate]], [[Lore]] (all), [[Search]], [[Spellcraft]], [[Survival]]&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;
|Armor of Frost (Natural Armor +1), Spellcasting Progression&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Resistance to Cold 10&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Armor of Frost (Natural Armor +2)&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|One with the Cold&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|Armor of Frost (Natural Armor +3)&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;
|Armor of Frost (Natural Armor +4),Piercing Cold &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Armor of Frost ====&lt;br /&gt;
Specifics: At 1st, 4th, 7th, and 10th level, a frost mage&#039;s body becomes more like the ice he venerates. His skin turns whiter and colder to the touch as the permanent layer of frost grows deeper. This provides an increase to the character&#039;s existing natural armor starting at +1 and increasing by +1 each time to +4 at 10th. This is an enhance bonus and does not stack with other Natural AC bonuses.&lt;br /&gt;
&lt;br /&gt;
Use: Automatic.&lt;br /&gt;
&lt;br /&gt;
==== Spellcasting progression ====&lt;br /&gt;
Specifics: At every level 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 or divine spellcasting class to which you belonged before adding the prestige class level. If you had more than one spellcasting class before becoming a frost mage, you must decide which class gains the increased casting ability.&lt;br /&gt;
&lt;br /&gt;
==== Cold Resistance 10 ====&lt;br /&gt;
Specifics: Starting at 2nd level, the frost mage&#039;s icy skin grants him resistance to cold 10.&lt;br /&gt;
&lt;br /&gt;
Use: Automatic.&lt;br /&gt;
&lt;br /&gt;
==== One with the Cold ====&lt;br /&gt;
Specifics: At 6th level, the frost mage&#039;s body has become perfectly adapted to cold energy. He gains the cold subtype, granting him immunity to cold. His oneness with cold, however, makes him more susceptible to flame. He gains vulnerability to fire, which means he takes half again as much (+50%) damage as normal from fire.&lt;br /&gt;
&lt;br /&gt;
Use: Automatic.&lt;br /&gt;
&lt;br /&gt;
==== Piercing Cold ====&lt;br /&gt;
Specifics: At 10th level, the frost mage gains the Piercing Cold ability. This allows a frost mage to ignore any cold resistance or immunity with his cold spells. Affected Spells: Burst of Glacial Wrath, Cone of Cold, Creeping Cold, Greater Creeping Cold, Hypothermia, Icelance, Ice Storm, Lesser Orb of Cold, Orb of Cold, Polar Ray, Ray of Frost, Frost Breath&lt;br /&gt;
&lt;br /&gt;
Use: Automatic.&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 Limerence</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Frenzied_Berserker&amp;diff=16809</id>
		<title>Frenzied Berserker</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Frenzied_Berserker&amp;diff=16809"/>
		<updated>2025-03-30T14:09:01Z</updated>

		<summary type="html">&lt;p&gt;DM Limerence: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Description ==&lt;br /&gt;
&lt;br /&gt;
The random madness of the thunderstorm and the unpredictability of the slaadi come together in the soul of the frenzied berserker. Unlike most other characters, she does not fight to achieve some heroic goal or defeat a loathsome villain. Those are mere excuses–it is the thrill of combat that draws her. For the frenzied barbarian, the insanity of battle is much like an addictive drug–she must constantly seek out more conflict to feed her craving for battle.&lt;br /&gt;
&lt;br /&gt;
Along the wild borderlands and in the evil kingdoms of the world, frenzied berserkers often lead warbands that include a variety of character types–and even other frenzied berserkers. Some such groups turn to banditry and brigandage; others serve as specialized mercenaries. Whatever their origin, such warbands naturally gravitate toward situations of instability and conflict, because wars and civil strife are their bread and butter. Indeed, the coming of a frenzied berserker is the most obvious herald of troubled times.&lt;br /&gt;
&lt;br /&gt;
The frenzied berserker’s path is unsuited for most adventurers–a fact for which the peace-lovers of the world can be thankful. Because of their traditional love for battle, orc and half-orc [[barbarian]]s are the ones who most frequently adopt this prestige class, though human and dwarf barbarians also find it appealing. It might seem that elves would be good candidates because of their chaotic nature, but the elven aesthetic and love of grace are at odds with the frenzied berserker’s devaluation of the self. Spellcasting characters and monks almost never become frenzied berserkers.&lt;br /&gt;
&lt;br /&gt;
Frenzied berserkers often lead tribal warbands or raiders made up of fighters, barbarians, or other martial characters. Some fall in with humanoid and even giantish tribes, but not all frenzied berserkers turn their chaotic strength to evil. A few have found homes in small villages or in rural areas, acting as members of the settlement’s defenses. Most people give even such well-intentioned frenzied berserkers a wide berth, however, and they often find themselves wandering as loners in the wilderness.&lt;br /&gt;
&lt;br /&gt;
== Requirements ==&lt;br /&gt;
&#039;&#039;&#039;Base Attack Bonus&#039;&#039;&#039;: +6&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alignment&#039;&#039;&#039;: Any non-[[lawful]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Feats&#039;&#039;&#039;: [[Cleave]], [[Great Cleave]], [[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; 2 + Int [[Ability_modifier| modifier]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class Skills:&#039;&#039;&#039; [[Athletics]], [[Intimidate]], [[Parry]], [[Ride]], [[Survival]]&lt;br /&gt;
&lt;br /&gt;
== BGTSCC Features ==&lt;br /&gt;
This class has been changed from the base game to include these new features:&lt;br /&gt;
* Frenzy is now instant.&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 || [[Frenzy]] x1, [[Toughness]]&lt;br /&gt;
|-&lt;br /&gt;
| 2 || [[Supreme Cleave]]&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Frenzy x2&lt;br /&gt;
|-&lt;br /&gt;
| 4 || [[Deathless Frenzy]]&lt;br /&gt;
|-&lt;br /&gt;
| 5 || Frenzy x3, [[Enhanced Power Attack]]&lt;br /&gt;
|-&lt;br /&gt;
| 6 || [[Inspire Frenzy]] x1&lt;br /&gt;
|-&lt;br /&gt;
| 7 || Frenzy x4&lt;br /&gt;
|-&lt;br /&gt;
| 8 || Inspire Frenzy x2, [[Greater Frenzy]]&lt;br /&gt;
|-&lt;br /&gt;
| 9 || Frenzy x5&lt;br /&gt;
|-&lt;br /&gt;
| 10 || Inspire Frenzy x3, [[Supreme Power Attack]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Toughness ===&lt;br /&gt;
At 1st-level the Frenzied Berserker gains [[Toughness]] as a bonus feat.&lt;br /&gt;
&lt;br /&gt;
=== Frenzy ===&lt;br /&gt;
A 1st-level Frenzied Berserker gains the ability to frenzy. Frenzy adds a +6 bonus to [[Strength]] (no [[Constitution]] bonus), imposes a -4 penalty to AC, and gives the Frenzied Berserker a single extra attack at their highest Base Attack Bonus (this does not stack with [[haste]] or other effects that add an additional attack). Each round of the frenzy, the frenzied berserker takes 6 points of damage (12 in the unpatched game). The effects last 3 + Constitution modifier rounds (Extend Rage feat extends the duration by 5 rounds), after which the frenzied berserker is fatigued for 5 rounds, suffering -2 [[Strength]], -2 [[Dexterity]], and -10% movement penalties. Initially, this ability can be used once per day and at 3rd level and every odd level after that, the frenzied berserker gains an additional use per day. Bonuses and penalties (including fatigue effects) from Frenzy and Barbarian Rage stack with each other. Frenzy bonuses do not stack with any strength enhancements from items or other buffs.&lt;br /&gt;
&lt;br /&gt;
Frenzy can be instantly activated.&lt;br /&gt;
&lt;br /&gt;
=== Supreme Cleave ===&lt;br /&gt;
At 2nd level, whenever the Frenzied Berserker drops an opponent in melee, they gain two cleave attacks against an adjacent foe instead of one.&lt;br /&gt;
&lt;br /&gt;
=== Deathless Frenzy ===&lt;br /&gt;
At 4th level, when the Frenzied Berserker is under the effects of Frenzy, he/she has the effects of the 4th level [[Cleric]] spell [[Death Ward]]. For the duration of the Frenzy, the Frenzied Berserker is immune to any Energy Drain, Negative Energy Damage, Death Spells, Spell-like Abilities, and Effects. This bonus is in addition to all benefits and penalties granted by Frenzy itself.&lt;br /&gt;
&lt;br /&gt;
=== Enhanced Power Attack ===&lt;br /&gt;
At 5th level, the Frenzied Berserker gains 1.5x damage bonus using the Power Attack feat.  This translates to +18 dmg with two-handed weapons for a +6 Power Attack.&lt;br /&gt;
&lt;br /&gt;
=== Inspire Frenzy ===&lt;br /&gt;
At 6th level, the Frenzied Berserker can inspire a Frenzy in all his/her allies. This ability only affects the Berserker&#039;s allies. Inspire Frenzy grants a bonus identical to the Frenzied Berserker&#039;s Frenzy except that it lasts for 2 rounds (instead of 3 + Constitution Modifier rounds), applies Fatigue penalties for 2 rounds afterwards (instead of 5 rounds), and that the bonuses from Inspire Frenzy and Barbarian Rage do not stack (penalties still accrue). The Frenzied Berserker can use this ability once per day at 6th level, twice per day at 8th level, and three times per day at 10th level.&lt;br /&gt;
&lt;br /&gt;
=== Greater Frenzy ===&lt;br /&gt;
At 8th level, the Frenzied Berserker gains a +10 bonus to Strength while under Frenzy instead of a +6. The Frenzied Berserker retains the additional extra attack at highest attack bonus as well as the -4 penalty to AC. The Berserker continues to take 6 damage per round of Frenzy (12 in unpatched game), and is still fatigued for 5 rounds afterwards (-2 Strength, -2 Dexterity, -10% Movement Speed). The effects of Greater Frenzy stack with all effects of Barbarian Rage (including Fatigue), though there is a +12 cap on bonuses to Ability Scores.&lt;br /&gt;
&lt;br /&gt;
Note: the NWN2 class description wrongly states this ability is acquired at 7th level.&lt;br /&gt;
&lt;br /&gt;
=== Supreme Power Attack ===&lt;br /&gt;
A 10th level, the Frenzied Berserker gains a 2x damage bonus using the Power Attack feat. This translates to +24 dmg with two-handed weapons for the +6 Power Attack option (for example). This replaces the bonus granted by Enhanced Power Attack.&lt;br /&gt;
&lt;br /&gt;
== Gameplay Notes ==&lt;br /&gt;
As of the 3-13-2019 update ability immunity was removed from Death Ward, Mass Death Ward and Deathless Frenzy rage.&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 Limerence</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Fist_of_the_Forest&amp;diff=16808</id>
		<title>Fist of the Forest</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Fist_of_the_Forest&amp;diff=16808"/>
		<updated>2025-03-30T14:07:49Z</updated>

		<summary type="html">&lt;p&gt;DM Limerence: /* Description */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:https://holiviantales.files.wordpress.com/2016/02/forestfist1.png|thumb|508x508px]]&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;To be one with the wild, you must become wild yourself. It&#039;s only natural.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
For some, the pursuit of an animalistic lifestyle is a form of asceticism. A feral disposition seems to come naturally to others. In either case, the result is a powerful defender of nature: the fist of the forest. Some become fists of the forest on their own by listening to and defending nature, while others are part of clans, druidic circles, or other collectives who defend and embody the wild.&lt;br /&gt;
&lt;br /&gt;
To learn and maintain their bestial powers, fists of the forest must live like a wild animal. They must sleep in natural environments, never inside buildings, unless forced by circumstances (imprisonment). Furthermore, they cannot purchase food—fists of the forest must obtain it by hunting, gathering, begging, or stealing. Some fists of the forest even give up speech, the use of fire and tools, and all possessions, but such extremes are not required.&lt;br /&gt;
&lt;br /&gt;
In any month in which a fist of the forest buys food or voluntarily sleeps indoors more than three times, all fist of the forest class features cease to function until they have spent thirty consecutive days living like an animal once more, or until an ally devoted to the ways of the fist of the forest casts atonement on you.&lt;br /&gt;
&lt;br /&gt;
Though the two classes seem to have little in common, the paths of the [[monk]] and the [[barbarian]] often converge in the fist of the forest. [[Monk]]s and other disciplined characters seek heightened connections with nature through a primal devotion to its defense. [[Barbarian]]s and other wild characters seem to simply end up on this path if they are fated for it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;A character can achieve a maximum of 3 levels in the Fist of the Forest prestige class.&lt;br /&gt;
&lt;br /&gt;
== Requirements ==&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Base Attack Bonus +4&amp;lt;br /&amp;gt;&lt;br /&gt;
Feats: Great Fortitude, Improved Unarmed Strike, Power Attack.&amp;lt;br /&amp;gt;&lt;br /&gt;
Skills: Survival 4.&lt;br /&gt;
&lt;br /&gt;
== Class Features ==&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]], [[Reflex]].&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.&amp;lt;br /&amp;gt;- Skill Points: 2 + Int modifier.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class Skills&#039;&#039;&#039;: [[Acrobatics]], [[Craft Armor]], [[Craft Weapon]], [[Diplomacy]], [[Heal (skill)|Heal]], [[Intimidate]], [[Listen]], [[Lore: Arcana]], [[Parry]], [[Move Silently]], [[Spot]] and [[Survival]].&lt;br /&gt;
&lt;br /&gt;
==Class Abilities==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 1&#039;&#039;&#039;: AC Bonus, Bonus Feat: Dash, Feral Stance 1/day, Unarmed Damage Increase&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 2&#039;&#039;&#039;: Uncanny Dodge, Ki Strike (Magic)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 3&#039;&#039;&#039;: Feral Stance 2/day, Blind-Fight&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;AC Bonus&#039;&#039;&#039;: While unarmored, you gain a bonus to your dodge Armor Class equal to your Constitution bonus (if any). Only your base Constitution is used for this bonus (spell/item enhancements are not used). This bonus will not work while wildshaped.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Feral Stance&#039;&#039;&#039;: Once per day, you can enter a feral battle trance. While you are in this state, the raw power of the beast flows through you. For the duration of the trance, you gain a +4 bonus to Dexterity and a +2 bonus on attack rolls. A feral trance lasts for a number of rounds equal to 3 + your Con modifier. At 3rd level, you can use this ability twice per day. The Extend Rage feat increases the duration by 5 rounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unarmed Damage Increase&#039;&#039;&#039;: Your unarmed attacks deal more damage than usual. You deal +1d4 blunt damage when not wielding any weapons.&lt;br /&gt;
[[Category:Classes]]&lt;br /&gt;
[[Category:Prestige Class]]&lt;br /&gt;
[[Category:Playable Class]]&lt;/div&gt;</summary>
		<author><name>DM Limerence</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Eldritch_Knight&amp;diff=16807</id>
		<title>Eldritch Knight</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Eldritch_Knight&amp;diff=16807"/>
		<updated>2025-03-30T14:05:42Z</updated>

		<summary type="html">&lt;p&gt;DM Limerence: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Description===&lt;br /&gt;
&lt;br /&gt;
Studying the martial and arcane arts to equal degree, the eldritch knight is a versatile combatant who can cast a fireball on her foes or charge them with sword drawn. The eldritch knight takes pride in her ability to use the right technique for the job: spells against physically tough foes and force of arms against spellcasting enemies.&lt;br /&gt;
&lt;br /&gt;
Eldritch knights split their time between physical training to become better soldiers and arcane study to learn more powerful spells. They tend to be driven individuals, because simultaneously perfecting their spellcasting and combat prowess requires immense time and effort. Eldritch knights are never truly at home among arcane spellcasters or elite soldiers, so many drift from wizard school to mercenary unit to band of adventurers.&lt;br /&gt;
&lt;br /&gt;
Every would-be eldritch knight must demonstrate both skill with a broad array of weapons and mastery of the basics of arcane spellcasting. Thus, almost all eldritch knights are multiclass characters already, with [[fighter]]/[[wizard]] the most common combination. A few eldritch knights were once [[bard]]s, and even [[paladin]]/[[sorcerer]]s aren&#039;t unheard of.&lt;br /&gt;
&lt;br /&gt;
Eldritch knights can be found wherever there&#039;s a good fight or the promise of arcane lore. They find higher level fighters and wizards particularly interesting, and some eldritch knights apprentice themselves for a time to learn the finer points of arcane technique or weapons prowess.&lt;br /&gt;
&lt;br /&gt;
===Requirements===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Feats&#039;&#039;&#039;: [[Weapon Proficiency (martial)|Weapon Proficiency (Martial)]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Spell]]casting&#039;&#039;&#039;: Able to cast 3rd-[[Spell_level|level]] [[arcane]] spells&lt;br /&gt;
&lt;br /&gt;
===Class Features===&lt;br /&gt;
{{Class base features|hit die=d6&lt;br /&gt;
|proficiencies=None&lt;br /&gt;
|skill pts=2&lt;br /&gt;
|class skills=[[Athletics]], [[Concentration]], [[Linguistics]], [[Lore: Arcana]], [[Lore: Local]], [[Lore: Nobility and Royalty]], [[Parry]], [[Sense Motive]], [[Spellcraft]]&lt;br /&gt;
|BAB=High&lt;br /&gt;
|high save=[[Fortitude]]&lt;br /&gt;
|low save=[[Will]], [[Reflex]]&lt;br /&gt;
}}&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 || [[Combat_Casting|Combat casting]], [[Skill_Focus|Skill Focus]] [[concentration|(Concentration)]]&lt;br /&gt;
|-&lt;br /&gt;
| 2 || +1 arcane spellcasting level&lt;br /&gt;
|-  &lt;br /&gt;
| 3 || +1 arcane spellcasting level&lt;br /&gt;
|-&lt;br /&gt;
| 4 || +1 arcane spellcasting level&lt;br /&gt;
|-  &lt;br /&gt;
| 5 || +1 arcane spellcasting level&lt;br /&gt;
|-&lt;br /&gt;
| 6 || +1 arcane spellcasting level&lt;br /&gt;
|-  &lt;br /&gt;
| 7 || +1 arcane spellcasting level&lt;br /&gt;
|-&lt;br /&gt;
| 8 || +1 arcane spellcasting level&lt;br /&gt;
|-  &lt;br /&gt;
| 9 || +1 arcane spellcasting level&lt;br /&gt;
|-&lt;br /&gt;
| 10 || +1 arcane spellcasting level&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Bonus Feats====&lt;br /&gt;
The eldritch knight gains [[Combat Casting]] and Skill Focus (Concentration) at first level.&lt;br /&gt;
&lt;br /&gt;
====Arcane Spellcasting====&lt;br /&gt;
At each level (except 1st level), an eldritch knight gains new spells [[per day]], plus another effective casting level, as if they progressed in an arcane spellcasting class that they had prior to becoming an eldritch knight.  If a character has multiple arcane spellcasting classes when becoming an eldritch knight, they must choose which arcane spellcasting class will benefit from all levels of eldritch knight.&lt;br /&gt;
&lt;br /&gt;
[[Category:Spellcasting classes]]&lt;br /&gt;
[[Category:Combat classes]]&lt;br /&gt;
[[Category:Prestige Class]]&lt;br /&gt;
[[Category:Playable Class]]&lt;/div&gt;</summary>
		<author><name>DM Limerence</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Dwarven_Defender&amp;diff=16806</id>
		<title>Dwarven Defender</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Dwarven_Defender&amp;diff=16806"/>
		<updated>2025-03-30T14:04:50Z</updated>

		<summary type="html">&lt;p&gt;DM Limerence: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Dwarven Defender==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
The defender is a sponsored champion of a dwarven cause, a dwarven aristocrat, a dwarven deity, or the dwarven way of life. As the name might imply, this character is a skilled combatant trained in the arts of defense. A line of dwarven defenders is a far better defense than a 10-foot-thick wall of stone, and much more dangerous.&lt;br /&gt;
&lt;br /&gt;
Most dwarven defenders are [[fighter]]s, [[paladin]]s, [[ranger]]s, or [[cleric]]s, although [[sorcerer]]s, [[wizard]]s, and [[druid]]s can certainly all benefit from the defensive capabilities of this prestige class. [[Rogue]]s, [[bard]]s, and [[monk]]s usually depend too heavily on mobility to really use the abilities of the dwarven defender class to their fullest.&lt;br /&gt;
&lt;br /&gt;
Dwarven defenders are usually soldiers in a dwarven citadel, segregated into their own units separate from regular warriors or fighters. Occasionally a lone, wandering dwarven defender can be encountered on some mission, although he usually guards his words so closely that it&#039;s difficult to learn what his quest actually entails.&lt;br /&gt;
&lt;br /&gt;
===Requirements===&lt;br /&gt;
&#039;&#039;&#039;[[Race]]&#039;&#039;&#039;: [[Dwarf]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Alignment]]&#039;&#039;&#039;: Any [[lawful]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Base Attack Bonus]]&#039;&#039;&#039;: +7&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Feat]]s&#039;&#039;&#039;: [[Dodge]], [[Toughness]]&lt;br /&gt;
&lt;br /&gt;
===Class feature progression===&lt;br /&gt;
{{Class base features|hit die=12&lt;br /&gt;
|proficiencies=Weapons ([[weapon proficiency (simple)|simple]], [[weapon proficiency (martial)|martial]]), armor ([[armor proficiency (light)|light]], [[armor proficiency (medium)|medium]], [[armor proficiency (heavy)|heavy]]), as well as [[shield proficiency|shields]] (except for [[tower shield]]s)&lt;br /&gt;
|skill pts=2&lt;br /&gt;
|class skills=[[Craft alchemy]], [[Craft armor]], [[Craft weapon]], [[Listen]], [[Parry]], [[Spot]]&lt;br /&gt;
|BAB=High&lt;br /&gt;
|high save=[[Fortitude]], [[Will]]&lt;br /&gt;
|low save=[[Reflex]]&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 || [[Defensive stance]] x1, [[improved defense]] I&lt;br /&gt;
|-&lt;br /&gt;
| 2 || [[Uncanny dodge]]&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Defensive stance x2&lt;br /&gt;
|-&lt;br /&gt;
| 4 || improved defense II, [[trap sense]] I&lt;br /&gt;
|-&lt;br /&gt;
| 5 || Defensive stance x3&lt;br /&gt;
|-&lt;br /&gt;
| 6 || [[Dwarven Defender damage reduction]] I, [[improved uncanny dodge]]&lt;br /&gt;
|-&lt;br /&gt;
| 7 || Defensive stance x4, improved defense III&lt;br /&gt;
|-&lt;br /&gt;
| 8 ||&lt;br /&gt;
|-&lt;br /&gt;
| 9 || Defensive stance x5, trap sense II&lt;br /&gt;
|-&lt;br /&gt;
| 10 || Dwarven Defender damage reduction II, improved defense IV&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Defensive stance====&lt;br /&gt;
The dwarven defender can become a bastion of defense. They cannot move from the spot they&#039;re defending, but they gain +2 enhancement bonus to [[Strength]] and +4 to [[Constitution]], a +4 Dodge bonus to [[AC]], and a +2 bonus to all [[save]]s. A 1st-level dwarven defender can use this ability once [[per day]]. They gain an additional use every two levels beyond 1st.&lt;br /&gt;
&lt;br /&gt;
A dwarven defender with a ranged weapon equipped cannot activate defensive stance.&lt;br /&gt;
Defensive Stance disables CE/ICE.&lt;br /&gt;
&lt;br /&gt;
====Improved defense====&lt;br /&gt;
The Dwarven Defender receives a +1 [[dodge bonus]] to [[AC]] at 1st level. This bonus improves by an additional +1 at 4th, 7th, and 10th level.&lt;br /&gt;
&lt;br /&gt;
====Uncanny dodge====&lt;br /&gt;
At 2nd level the dwarven defender retains their [[Dexterity]] bonus even when caught [[flat-foot]]ed.&lt;br /&gt;
&lt;br /&gt;
====Trap sense====&lt;br /&gt;
At 4th level the dwarven defender gets a +1 [[reflex]] bonus against all traps.  At 9th level this bonus increases by an additional +1.&lt;br /&gt;
&lt;br /&gt;
====Damage reduction====&lt;br /&gt;
At 6th level, the dwarven defender gains [[DR]] 3/-.  This increases to DR 6/- at 10th level.&lt;br /&gt;
&lt;br /&gt;
====Improved uncanny dodge====&lt;br /&gt;
At 6th level, the dwarven defender can no longer be [[sneak attack]]ed except by a character with 4 or more total levels in classes that grant sneak attack than the [[character level]]s of the dwarven defender.&lt;br /&gt;
&lt;br /&gt;
====Gameplay Notes====&lt;br /&gt;
&lt;br /&gt;
* The Dwarven Defender can achieve high damage resistance in fewer levels than other classes. [[Barbarian | Barbarians]], and [[ Warlock | Warlocks]] must take at least 19-22 levels to achieve similar results to a level 17 Defender.&lt;br /&gt;
&lt;br /&gt;
[[Category:Prestige Class]]&lt;br /&gt;
[[Category:Playable Class]]&lt;br /&gt;
[[Category:Classes]]&lt;br /&gt;
[[Category:Combat classes]]&lt;/div&gt;</summary>
		<author><name>DM Limerence</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Duelist&amp;diff=16805</id>
		<title>Duelist</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Duelist&amp;diff=16805"/>
		<updated>2025-03-30T14:03:25Z</updated>

		<summary type="html">&lt;p&gt;DM Limerence: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Duelist.jpg|thumb|300x300px]]&lt;br /&gt;
&lt;br /&gt;
== Class Description ==&lt;br /&gt;
In a world with heavily armored knights on huge, galloping chargers and powerful mages wielding mind-churning spells, there&#039;s no place for the daring swashbuckler who relies on his wits and reflexes to survive, right? Wrong. The duelist proves that precision and skill are viable alternatives to massive weapons and agility is a viable alternative to heavy armor.&lt;br /&gt;
&lt;br /&gt;
The duelist is a nimble, intelligent fighter trained in making precise attacks with light weapons, such as the rapier. Also known as the swashbuckler, the duelist always takes full advantage of his quick reflexes and wits in a fight. Rather than wearing bulky armor, duelists feel the best way to protect themselves is to not get hit at all.&lt;br /&gt;
&lt;br /&gt;
Duelists are most often [[fighter]]s or [[ranger]]s, but almost as often are [[rogue]]s or [[bard]]s. [[Wizard]]s, [[sorcerer]]s and [[monk]]s make surprisingly good duelists due to the lack of the class&#039;s reliance on armor. They benefit greatly from the weapon skill the duelist offers. [[Paladin]]s and [[barbarian]]s who deviate a good deal from their archetypes become duelists. Elves are more likely to become duelists than dwarves, and halfling and gnome duelists are not uncommon. Half-orc duelists are very rare.&lt;br /&gt;
&lt;br /&gt;
Duelists are usually loners looking for adventure or a get-rich-quick scheme. Occasionally they work in very small, tight-knit groups, fighting with team-based tactics.&lt;br /&gt;
&lt;br /&gt;
== Requirements ==&lt;br /&gt;
&amp;lt;strong&amp;gt;Base Attack Bonus:&amp;lt;/strong&amp;gt; +6&lt;br /&gt;
&lt;br /&gt;
&amp;lt;strong&amp;gt;Feats:&amp;lt;/strong&amp;gt; [[Dodge]], [[Mobility]], [[Weapon_Finesse| Weapon finesse]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;strong&amp;gt;Skills:&amp;lt;/strong&amp;gt; [[Acrobatics]] 5 ranks, [[Parry]] 5 ranks&lt;br /&gt;
&lt;br /&gt;
== Class Features ==&lt;br /&gt;
&amp;lt;strong&amp;gt;Hit Die:&amp;lt;/strong&amp;gt; d10&lt;br /&gt;
&lt;br /&gt;
&amp;lt;strong&amp;gt;[[Base_attack_bonus| Base Attack Bonus]]&amp;lt;/strong&amp;gt;&amp;lt;strong&amp;gt;:&amp;lt;/strong&amp;gt; High.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;strong&amp;gt;High Saves:&amp;lt;/strong&amp;gt; [[Reflex]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;strong&amp;gt;Weapon Proficiencies:&amp;lt;/strong&amp;gt; [[Weapon_Proficiency_(simple)|simple]], [[Weapon_Proficiency_(martial)|martial]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;strong&amp;gt;Skill Points:&amp;lt;/strong&amp;gt; 4 + Int [[Ability_modifier| modifier]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;strong&amp;gt;Class Skills:&amp;lt;/strong&amp;gt; [[Acrobatics]], [[Athletics]], [[Bluff]], [[Escape Artist]], [[Listen]], [[Lore: Local]], [[Parry]], [[Perform]], [[Sense Motive]], [[Spot]].&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;
|Canny defense&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Improved reaction x1&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Enhanced mobility&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Improved reaction x2, Grace&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|Precise strike +1d6&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|Improved reaction x3, Flourish&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|Elaborate parry&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|Improved reaction x4&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|Deflect arrows&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|Improved reaction x5, precise strike +2d6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Canny Defense ===&lt;br /&gt;
When not wearing armor or using a shield, the duelist adds his intelligence bonus to his AC, max bonus equal to his Duelist level. This does not stack with Unfettered Defense from the Invisible Blade.&lt;br /&gt;
&lt;br /&gt;
=== Improved Reaction ===&lt;br /&gt;
At 2nd level, the duelist can improve his speed and reaction time, triggering the equivalent of the &#039;&#039;haste&#039;&#039; spell as if cast by a sorcerer of the duelist’s class level.  This ability can be used once per day at 2nd level, two times per day at 4th level, three times per day at 6th level, four times per day at 8th level, and five times per day at 10th level.&lt;br /&gt;
&lt;br /&gt;
=== Enhanced Mobility&amp;lt;nowiki&amp;gt; &amp;lt;/nowiki&amp;gt; ===&lt;br /&gt;
At 3rd level, when not wearing armor or using a shield, the duelist gains an additional +4 dodge bonus to AC against attacks of opportunity provoked by movement. This bonus stacks with that granted by the Mobility feat.&lt;br /&gt;
&lt;br /&gt;
=== Grace ===&lt;br /&gt;
At 4th level, the duelist gains a +2 bonus on Reflex saves.&lt;br /&gt;
&lt;br /&gt;
=== Precise Strike ===&lt;br /&gt;
At 5th level, the duelist gains the ability to strike precisely with a piercing weapon, gaining 1d6 piercing damage. This damage is not multiplied on a critical hit.  This damage is applied to enemies who are immune to critical hits.  Precise Strike does not work when the duelist has an off-hand weapon or shield equipped, but it does work with two-handed weapons. At 10th level, the damage increases to 2d6.  The damage from Precise Strike is automatically applied.&lt;br /&gt;
&lt;br /&gt;
=== Flourish ===&lt;br /&gt;
At 6th-level, Duelists can make an impressive, flashy attack with a piercing weapon that catches their foe off guard. This attack deals 2d6 additional points of piercing damage. There is no limit to the number of times per day the duelist may use this ability, but has a 12-second “cool down” between uses.&lt;br /&gt;
&lt;br /&gt;
=== Elaborate Parry ===&lt;br /&gt;
At 7th level, the duelist masters the art of defense with his blade.  The duelist adds his class level to Parry checks.&lt;br /&gt;
&lt;br /&gt;
Elaborate Parry no longer gives extra deflection AC per 6 ranks of Parry.&lt;br /&gt;
It now gives a dodge bonus to AC equal to HALF the number of levels the character has in Duelist when using [[Fighting Defensively]] or Parry (max +5 AC (type: Dodge) that stacks with Fighting Defensively +2 AC for total of +7 AC) 18-Nov-2022.&lt;br /&gt;
&lt;br /&gt;
=== Deflect Arrows ===&lt;br /&gt;
A 9th-level duelist gains [http://nwn2.wikia.com/wiki/Deflect_Arrows deflect arrows] as a bonus feat.[[Category:Classes]]&lt;br /&gt;
[[Category:Prestige Class]]&lt;br /&gt;
[[Category:Playable Class]]&lt;/div&gt;</summary>
		<author><name>DM Limerence</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Drunken_Master&amp;diff=16804</id>
		<title>Drunken Master</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Drunken_Master&amp;diff=16804"/>
		<updated>2025-03-30T14:02:20Z</updated>

		<summary type="html">&lt;p&gt;DM Limerence: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Description==&lt;br /&gt;
Martial arts students face a bewildering array of martial arts schools, each with its own adherents and detractors. But few schools are as unusual - or as controversial - as Drunken Boxing. By weaving and staggering about as if inebriated, drunken boxers avoid many blows. Likewise, their stumbling, lurching attacks catch their opponents off guard. Moreover, when they actually imbibe alcohol, drunken masters can perform truly prodigious feats of strength and bravery.&lt;br /&gt;
&lt;br /&gt;
None of this garners them much respect among other martial arts schools, because drunken boxing exacts a toll on its users. Drunken masters remain intoxicated for hours after a fight, and they are often found half asleep in taverns, mumbling incoherently. This flies in the face of other schools&#039; ascetic principles. But rival schools must be wary - they never know when the tipsy lout at the bar is just a harmless thug, and when it is a nigh-unstoppable drunken master.&lt;br /&gt;
&lt;br /&gt;
Monks form the backbone of the drunken boxing school. They lose some face with their original school or monastery for becoming a drunken master, but a brilliant display of drunken fighting can sometimes silence critics in one&#039;s former school. Prospective students are studied at a distance by drunken masters, then treated to a display of drunken boxing&#039;s power. If the student expresses enthusiasm for learning the new techniques, a group of drunken masters take him or her from tavern to tavern, getting rip-roaring drunk, causing trouble, and passing along the first secrets of the technique. Those who survive the revelry are new drunken masters.&lt;br /&gt;
&lt;br /&gt;
Drunken masters are often found in taverns and bars. They rarely pick fights there, but are quick to come to the aid of someone overmatched in a tavern brawl. Most keep a low profile, although some are famous - or infamous - for the deeds they have performed while under the influence.&lt;br /&gt;
&lt;br /&gt;
==Requirements==&lt;br /&gt;
&#039;&#039;&#039;Feats:&#039;&#039;&#039; [[Dodge]], [[Great Fortitude]], [[Flurry of Blows]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills:&#039;&#039;&#039; [[Tumble]] 8 ranks&lt;br /&gt;
&lt;br /&gt;
==Class Features==&lt;br /&gt;
{{Class base features|&lt;br /&gt;
hit die=d8|&lt;br /&gt;
BAB=High|&lt;br /&gt;
high save=[[Fortitude]], [[Reflex]]|&lt;br /&gt;
low save=[[Will]]|&lt;br /&gt;
proficiencies=None|&lt;br /&gt;
skill pts=4|&lt;br /&gt;
class skills=[[Acrobatics]], [[Athletics]], [[Bluff]], [[Concentration]], [[Diplomacy]], [[Escape Artist]], [[Hide]], [[Listen]], [[Lore: Arcana]], [[Lore: Local]], [[Lore: Religion]], [[Move Silently]], [[Parry]], and [[Perform]]&lt;br /&gt;
}}&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 || Drink Like a Demon &lt;br /&gt;
|-&lt;br /&gt;
| 2 || Improvised Weapons&lt;br /&gt;
|-&lt;br /&gt;
| 3 || &lt;br /&gt;
|-&lt;br /&gt;
| 4 || Swaying Waist 1&lt;br /&gt;
|-&lt;br /&gt;
| 5 || Breath of Flame&lt;br /&gt;
|-&lt;br /&gt;
| 6 || [[Feint]]&lt;br /&gt;
|-&lt;br /&gt;
| 7 || Swaying Waist 2&lt;br /&gt;
|-&lt;br /&gt;
| 8 || For Medicinal Purposes&lt;br /&gt;
|-&lt;br /&gt;
| 9 || Corkscrew Rush&lt;br /&gt;
|-&lt;br /&gt;
| 10 || Improvised Flaming Weapon, Swaying Waist 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; This class does not progress any [[monk]] abilities or unarmed damage. &lt;br /&gt;
&lt;br /&gt;
====Drink Like a Demon====&lt;br /&gt;
From level 1 a drunken master&#039;s body handles alcohol differently from other people&#039;s. He can drink a large tankard of ale, a bottle of wine, or a corresponding amount of stronger alcohol in a single round. Every bottle or tankard of alcohol he consumes reduces his Wisdom by 1-3 points, and increases his [[Strength]] by 1-3 points, depending on the strength of the alcohol. A drunken master may benefit from a level of drunkenness equal to his class level (max +10 strength), but he is not allowed to go lower than 6 wisdom. The duration of both the penalty and the bonus is 5 minutes. The duration is renewed with every bottle drunk, but the master will gradually sober up as the alcohol leaves his body. (If the drunken master is immune to ability loss then the drinks have no effect). This effect doesn&#039;t stack with [[Strength]] bonus from consumables or magical items.&lt;br /&gt;
&lt;br /&gt;
====Improvised Weapons====&lt;br /&gt;
While bottles and tankards are a Drunken Master&#039;s preferred improvised weapons, from 2nd level he can use furniture, farm implements, or nearly anything else at hand to attack his foes. When using this ability the Drunken Master will randomly find and equip one of: broken bottle (dagger), discarded tool (kama), torn off table-leg or root (club), piece of plank or long branch (quarterstaff). He gains extra attacks even with improvised weapons that cannot be used with flurry of blows. A Drunken Master&#039;s improvised weapons deal bonus damage depending on how great their unarmed damage is (up to a max damage bonus of 2d10), and have an [[attack bonus]] of 1 per 2 Drunken Master levels. Most improvised weapons deal bludgeoning damage, although some would deal piercing or slashing damage. Only [[Monk]], Drunken Master, and [[Fist of the Forest]] levels count for the bonus damage. The weapons that the Drunken Master improvises typically last for 13-20 rounds. Cooldown 20 rounds.&lt;br /&gt;
&lt;br /&gt;
====Swaying Waist====&lt;br /&gt;
A drunken master knows how to weave and bob during an attack, making him more difficult to hit. He gains +1 dodge AC at level 4, +2 at level 7 and +3 at level 10. &#039;&#039;&#039;Only works when not wearing armor.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
====Breath of Flame====&lt;br /&gt;
A 5th-level drunken master can ignite some of the alcohol within his body and spew it forth from his mouth. This breath of flame deals 8d12 points of fire damage to all within the 30-foot cone, or half damage to those who make a [[Reflex]] save (DC 15 + the drunken master&#039;s class level + the drunken master&#039;s Con modifier). Each time a drunken master uses breath of flame, it consumes one drink&#039;s worth of alcohol from within his body, lessening the penalty to his Wisdom score and reducing the bonus to his [[Strength]] score. Cooldown 2 minutes. &lt;br /&gt;
&lt;br /&gt;
====For Medicinal Purposes====&lt;br /&gt;
At 8th level, a drunken master gains the ability to convert a single alcoholic drink he has ingested into a single potion of cure critical wounds, as if he had just drunk a dose of the potion (4d8 + 20 in healing). To use this ability, the character must be under the effect of an alcoholic drink (see Drink Like a Demon). When he converts one drink of alcohol into one dose of the potion, his ability scores change (+1 to [[Wisdom]], -1 to [[Strength]]) as if the duration of the alcohol&#039;s effect had expired. 5 minute cooldown. &lt;br /&gt;
&lt;br /&gt;
====Corkscrew Rush====&lt;br /&gt;
A drunken master of 9th level or higher can perform this maneuver, leaping forward and twisting his body in midair as he attempts to head-butt or kick an opponent. He charges his opponent in a bull rush and if it succeeds, the opponent is stunned for 1 round. However, if the bull rush attempt fails, the drunken master lands prone in front of the opponent. &#039;&#039;&#039;Does not work while wearing armor.&#039;&#039;&#039; Cooldown 30 seconds. &lt;br /&gt;
&lt;br /&gt;
====Improvised Flaming Weapons====&lt;br /&gt;
At 10th level the Drunken Master can use the alcohol in his blood to set fire to his improvised weapons for an extra 1d6 fire damage.&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
The improvised weapon bonus damage follows the progression of monk fist damage. This means that a level 10 Drunken Master / level 10 Monk will have the full 2d10 bonus damage. &lt;br /&gt;
&lt;br /&gt;
When improvising a club or a dagger the master gains bonus attacks as if they were flurried. That means 2 attacks with flurry of blows (buggy attack counted) and 3 attacks with greater flurry.&lt;br /&gt;
&lt;br /&gt;
A gnome or halfling won&#039;t get the improvised quarterstaff unless they have the monkey grip feat. &lt;br /&gt;
&lt;br /&gt;
Corkscrew Rush rolls 1d20 + Strength Modifier + Size Modifier VS the same for your target. Success on equal or higher roll. &lt;br /&gt;
&lt;br /&gt;
[[Category:Playable Class]]&lt;br /&gt;
[[Category:Combat classes]]&lt;br /&gt;
[[Category:Prestige Class]]&lt;/div&gt;</summary>
		<author><name>DM Limerence</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Dread_Pirate&amp;diff=16803</id>
		<title>Dread Pirate</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Dread_Pirate&amp;diff=16803"/>
		<updated>2025-03-30T14:01:28Z</updated>

		<summary type="html">&lt;p&gt;DM Limerence: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Class Description ==&lt;br /&gt;
[[File:Pirate3.png|thumb|303x303px]]&lt;br /&gt;
Thugs and cutthroats in every port lay claim to the title “pirate,” but actually making a fortune through piracy is no easy task. A dread pirate, however, has mastered every aspect of larceny on the high seas. His network of contacts tells him when a particularly valuable cargo is shipping out. After a flawless ambush at sea, he swings aboard the target ship on a rope, rapier in hand. Once he and his shipmates have overpowered the prize vessel’s crew, they liberate the cargo and make their escape. Later, the dread pirate meets representatives from the black market in some isolated cave and sells his newly acquired cargo for a handsome profit.&lt;br /&gt;
&lt;br /&gt;
Some dread pirates accomplish their goals through fear, killing indiscriminately and ruling their ships at rapier-point. Others minimize bloodshed and exhibit a curious sort of chivalry, perhaps realizing that the captain and crew of a prize ship are more likely to surrender if they believe they’ll live to see port again. Now and then a dread pirate takes his chivalric streak a step further and preys only on the ships of enemy nations—or even solely on other pirates.&lt;br /&gt;
&lt;br /&gt;
A dread pirate’s lifestyle fits most [[rogue]]s to a tee, for the job requires a number of skills that members of other classes don’t have the time or inclination to learn. However, the class is also attractive for some spellcasters, who can use magic to conceal their ships or incapacitate a prize vessel’s crew.&lt;br /&gt;
&lt;br /&gt;
== Requirements ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;strong&amp;gt;Feats:&amp;lt;/strong&amp;gt; [[Weapon_Finesse| Weapon Finesse]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;strong&amp;gt;Base Attack Bonus:&amp;lt;/strong&amp;gt;  +4.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;strong&amp;gt;Alignment:&amp;lt;/strong&amp;gt; Any nonlawful.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;strong&amp;gt;Skills:&amp;lt;/strong&amp;gt; [[Appraise ]] 8, [[Lore: Geography]] 4.&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; d8&lt;br /&gt;
&lt;br /&gt;
&amp;lt;strong&amp;gt;[[Base_attack_bonus| Base Attack Bonus]]&amp;lt;/strong&amp;gt;&amp;lt;strong&amp;gt;:&amp;lt;/strong&amp;gt; High.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;strong&amp;gt;High Saves:&amp;lt;/strong&amp;gt; [[Reflex]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;strong&amp;gt;Weapon Proficiencies:&amp;lt;/strong&amp;gt; All [[Weapon_Proficiency_(simple)| simple]] and [[Weapon_Proficiency_(martial)| martial]] weapons.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;strong&amp;gt;Armor Proficiencies:  &amp;lt;/strong&amp;gt;[[Armor_Proficiency_(light)| Light armor]]. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;strong&amp;gt;Skill Points:&amp;lt;/strong&amp;gt;  6 + Int [[Ability_modifier| modifier]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;strong&amp;gt;Class Skills: &amp;lt;/strong&amp;gt;[[Acrobatics]], [[Appraise]], [[Athletics]], [[Bluff]], [[Gather Information]], [[Intimidate]], [[Listen]], [[Lore: Geography]], [[Lore: Local]], [[Perform]], [[Search]], [[Sense Motive]], [[Sleight of Hand]], [[Spot]]&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;
|Two Weapon Fighting&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Fearsome Reputation +2&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Rally the Crew +1&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Spring Attack&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|Luck of Heroes&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|Fearsome Reputation +4, Improved Two Weapon Fighting&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|Rally the Crew +2&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|Skill Focus (Tumble)&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|Fight to the Death&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
| Fearsome Reputation +6, Rally the Crew +3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Fearsome Reputation ===&lt;br /&gt;
&lt;br /&gt;
Specifics: By the time he attains 2nd level, a dread pirate has developed a reputation on the high seas and gains a +2 bonus on either Diplomacy or Intimidate checks depending if he is known as honorable or dishonorable. This bonus increases to +4 at 6th level and to +6 at 10th level.&lt;br /&gt;
&lt;br /&gt;
Use: Automatic&lt;br /&gt;
&lt;br /&gt;
=== Rally the Crew ===&lt;br /&gt;
&lt;br /&gt;
Specifics: Starting at 3rd level, a dread pirate can inspire his allies (including himself) to great bravery in combat once per day. This inspiration grants them a +1 bonus on saving throws against charm and fear effects, a +1 attack bonus, and a +1 bonus on weapon damage rolls. This is an instantly activated ability and lasts for 1 minute per class level. At 7th level, a dread pirate can use this ability twice per day, and the bonus increases to +2. At 10th level, a dread pirate can use this ability three times per day, and the bonus increases to +3. Rally the Crew can not be used while Inspire Courage is active.&lt;br /&gt;
&lt;br /&gt;
If a dread pirate has the inspire courage bardic music ability, he adds this bonus whenever he uses the inspire courage ability. For example, an 8th-level bard/3rd-level dread pirate would provide a +3 bonus on attack rolls and weapon damage rolls. Inspire Courage does not gain the benefit of the Fight to the Death ability.&lt;br /&gt;
&lt;br /&gt;
Use: Selected&lt;br /&gt;
&lt;br /&gt;
=== Fight to the Death ===&lt;br /&gt;
&lt;br /&gt;
Specifics: Fight to the Death: At 9th level and higher, a dread pirate can inspire his allies to carry on against tremendous odds. Each ally within range gains temporary hit points equal to 10 + the dread pirate&#039;s Cha bonus (minimum 10) and gains a dodge bonus to Armor Class equal to the dread pirate&#039;s Cha bonus (minimum +1, caps at +5). These bonuses last for 1 round per dread pirate level.&lt;br /&gt;
&lt;br /&gt;
Use: Selected&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 Limerence</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Dragon_Slayer&amp;diff=16802</id>
		<title>Dragon Slayer</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Dragon_Slayer&amp;diff=16802"/>
		<updated>2025-03-30T14:00:19Z</updated>

		<summary type="html">&lt;p&gt;DM Limerence: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Class Description ==&lt;br /&gt;
[[File:Dragonslayer-Art-1920x1080.jpg|thumb|510x510px]]&lt;br /&gt;
They come from all walks of life, from all cultures and societies. They may be poor or wealthy, strong or wise, good or evil, skilled with blade or spell. But all dragonslayers share a singular courage and strength of heart - a necessary commodity in their line of work.&lt;br /&gt;
&lt;br /&gt;
Characters of any class may pursue the path of the dragonslayer. [[Fighter]]s, [[barbarian]]s, and [[paladin]]s enjoy the class&#039;s increased combat prowess against these powerful enemies. [[Sorcerer]]s, [[cleric]]s, [[wizard]]s, [[druid]]s, [[blackguard]]s, and [[assassin]]s can continue to improve their spellcasting ability while gaining new powers suitable for use in battling dragons. Even [[bard]]s, [[monk]]s, [[ranger]]s, and [[rogue]]s have much to gain from this class. Multi-class characters, such as [[fighter]]/[[sorcerer]]s or [[barbarian]]/[[cleric]]s, can make particularly good dragonslayers, bringing a variety of talents to the task.&lt;br /&gt;
&lt;br /&gt;
Dragonslayers have few close associates who aren&#039;t as skilled as they are in the art of battling dragons. Unless a dragonslayer can trust you with his life, he isn&#039;t likely to spend much time in your company. This attitude can lead to a life of solitude, as the dragonslayer travels wherever the cause takes him. A few dragonslayers actively seek out others who share their bravery and dedication, even training those who show promise.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NOTE&#039;&#039;&#039;: This class provides spellcasting progression in either Arcane, Divine, or Invocation based casters. Spellcasting progression also works for [[Blackguard|blackguards]] and [[Assassin|assassins]].&lt;br /&gt;
&lt;br /&gt;
== Requirements ==&lt;br /&gt;
&#039;&#039;&#039;Feats:&#039;&#039;&#039; [[Dodge]], [[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;Skills:&#039;&#039;&#039; [[Acrobatics]] 2&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| 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; 2 + Int [[Ability_modifier| modifier]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class Skills:&#039;&#039;&#039; [[Acrobatics]], [[Intimidate]], [[Lore: Arcana]], [[Lore: Local]], [[Parry]], [[Search]]&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;
|[[Aura of Courage]], Damage Bonus (vs Dragons), Spellcasting Progression&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|[[True Strike]] 1/day, [[Spell Penetration]]&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|DR 1/-&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|[[Energy Resistance]] 5&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|DR 2/-, [[Lightning Reflexes]]&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|[[Greater Spell Penetration]]&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|DR 3/-&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|[[Energy Resistance]] 10, [[True Strike]] 2/day&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Spellcasting ===&lt;br /&gt;
&lt;br /&gt;
At each odd level (1, 3, 5, 7, 9) and level 10 (6/10 progression), 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, divine, 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 spellcasting class before becoming a dragonslayer, you must decide which class to progress in.  Note: This includes [[Assassin]], [[Blackguard]], and Eldritch Blast progression for [[Warlock|Warlocks]].&lt;br /&gt;
&lt;br /&gt;
=== Aura of Courage ===&lt;br /&gt;
&lt;br /&gt;
At 1st level, a dragonslayer gains immunity to fear. Allies within 10 feet of the dragonslayer gain a +4 bonus on saving throws against fear effects.&lt;br /&gt;
&lt;br /&gt;
=== Damage Bonus ===&lt;br /&gt;
&lt;br /&gt;
A dragonslayer gains a bonus on weapon damage rolls against dragons equal to his class level.&lt;br /&gt;
&lt;br /&gt;
=== True Strike ===&lt;br /&gt;
&lt;br /&gt;
At 2nd level, a dragonslayer may use true strike once per day. At 10th level, a dragonslayer may use true strike twice per day.&lt;br /&gt;
&lt;br /&gt;
=== Damage Reduction ===&lt;br /&gt;
&lt;br /&gt;
At 3rd level, a dragonslayer gains damage reduction 1/-. This improves to damage reduction 2/- at 6th level, and to damage reduction 3/- at 9th level. This damage reduction only stacks with the DR granted by Greater Resiliency and the epic damage reduction feats.&lt;br /&gt;
&lt;br /&gt;
Deactivated for Warlocks for DR stacking issues.&lt;br /&gt;
&lt;br /&gt;
=== Energy Resistance ===&lt;br /&gt;
&lt;br /&gt;
At 5th level, a dragonslayer gains resistance to acid 5, cold 5, electricity 5, fire 5, and sonic 5. These resistances improve to 10 at 10th level.&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 Limerence</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Dragon_Disciple&amp;diff=16801</id>
		<title>Dragon Disciple</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Dragon_Disciple&amp;diff=16801"/>
		<updated>2025-03-30T13:57:10Z</updated>

		<summary type="html">&lt;p&gt;DM Limerence: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A dragon disciple is different. He always suspected, but the flying dreams confirm it. The experience is so vivid and real that other dreams are as dusty cinders in comparison. Hurtling through the sky, unfettered by the earth, the dreamer exults in his beautifully scaled wings pulling him through the clouds. His senses are alive as never before, allowing him to smell, hear, and see with a terrible clarity no mere human can ever really comprehend. A volatile power burns in his lungs, a potency he knows he could unleash with a mere breath. It&#039;s almost... draconic.&lt;br /&gt;
&lt;br /&gt;
It is known that certain powerful dragons can take humanoid form and even have humanoid lovers. Sometimes a child is born of this union, and every child of that child unto the thousandth generation claims a bit of dragon blood, be it ever so small. Usually, little comes of it, though mighty [[sorcerer]]s occasionally credit their powers to draconic heritage. For some, however, dragon blood beckons irresistibly. First come the dreams. Many dismiss them as nothing more than wish fulfillment (or even nightmares), and that&#039;s the end of it. But a few embrace the dreams, recognizing their allure as a promise. These become dragon disciples, who use their magical power as a catalyst to ignite their dragon blood, realizing its fullest potential.&lt;br /&gt;
&lt;br /&gt;
Dragon disciples prefer a life of exploration to a cloistered existence. Most are [[sorcerer]]s, but [[bard]]s sometimes follow the path. Already adept at magic, many pursue adventure, especially if it furthers their goal of finding out more about their draconic heritage. All dragon disciples are drawn to areas known to harbor dragons.&lt;br /&gt;
&lt;br /&gt;
[[File:Dragondisciple.jpg|thumb]]&lt;br /&gt;
&lt;br /&gt;
== Requirements ==&lt;br /&gt;
&#039;&#039;&#039;[[Alignment]]&#039;&#039;&#039;: Special, not neutral &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Skills]]&#039;&#039;&#039;: [[Lore: Arcana]] 8 ranks&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Languages&#039;&#039;&#039;: Draconic&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spellcasting&#039;&#039;&#039;: Able to cast 5th level arcane spells without preparation (Sorcerer or Bard)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special&#039;&#039;&#039;: Dragon Disciple is only choosable by characters whose alignment matches that of their intended colour. In other words only a Lawful Good character can become a Gold Dragon Disciple, and only a Lawful Evil character can become a Green Dragon Disciple.&lt;br /&gt;
&lt;br /&gt;
*Black Dragon: Chaotic Evil  - Acid&lt;br /&gt;
*Blue Dragon: Lawful Evil    - Electrical&lt;br /&gt;
*Brass Dragon: Chaotic Good  - Fire&lt;br /&gt;
*Bronze Dragon: Lawful Good  - Electrical&lt;br /&gt;
*Copper Dragon: Chaotic Good - Acid &lt;br /&gt;
*Gold Dragon: Lawful Good    - Fire&lt;br /&gt;
*Green Dragon: Lawful Evil   - Acid&lt;br /&gt;
*Red Dragon: Chaotic Evil    - Fire&lt;br /&gt;
*Silver Dragon: Lawful Good  - Cold&lt;br /&gt;
*White Dragon: Chaotic Evil  - Cold&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARNING/NOTE&#039;&#039;&#039;: This class cannot multiclass with [[Dragon Warrior]], [[Dragon Slayer]] or [[Pale Master]].&lt;br /&gt;
&lt;br /&gt;
== Class Features: ==&lt;br /&gt;
{{Class base features|hit die=6&lt;br /&gt;
|proficiencies=None&lt;br /&gt;
|skill pts=2&lt;br /&gt;
|class skills=[[Concentration]], [[Diplomacy]], [[Escape Artist]], [[Lore: Arcana]], [[Listen]], [[Perform]], [[Search]], [[Spellcraft]], and [[Spot]].&lt;br /&gt;
|BAB=Low&lt;br /&gt;
|high save=[[Will]],[[Fortitude]]&lt;br /&gt;
|low save=[[Reflex]]&lt;br /&gt;
}}&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;
|NA +1, Spell Casting Progression&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Claw and Bite (1d6 bite and 1d4 claw)&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Breath Weapon 3d12&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|NA +1&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|Blind Fight&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|Ability Increase: CON +2&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|Breath Weapon 6d12, NA +1&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|Ability Increase: INT +2&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|Dragon Apotheosis (STR +2, CHA +2, NA +1, Darkvision, Immunity Element/Paralysis)&lt;br /&gt;
|}&lt;br /&gt;
=== Spellcasting ===&lt;br /&gt;
The character gains new spells per day (and spells known, if applicable) as though he had gained a level in the bard or sorcerer base class at every Dragon Disciple level except levels 3, 7 and 10 (7/10 progression).&lt;br /&gt;
&lt;br /&gt;
=== Natural Armor Increase===&lt;br /&gt;
At 1st, 4th, and 7th level, a dragon disciple becomes more draconic in appearance. His skin develops tiny iridescent scales, nearly invisible at first but becoming more noticeable at higher levels. This provides an increase to the character&#039;s existing natural armor (if any). As his skin thickens, a dragon disciple takes on more and more of his progenitor&#039;s physical aspect.&lt;br /&gt;
&lt;br /&gt;
=== Claw and Bite ===&lt;br /&gt;
At 2nd level, a dragon disciple gains claw and bite attacks if he does not already have them. A dragon disciple is considered proficient with these attacks. Gains 1d6 bite and 1d4 claw.&lt;br /&gt;
&lt;br /&gt;
=== Ability Boost===&lt;br /&gt;
As a dragon disciple gains levels in this prestige class, his ability scores increase as noted. These increases stack and are gained as if through level advancement.&lt;br /&gt;
&lt;br /&gt;
=== Breath Weapon ===&lt;br /&gt;
At 3rd level, a dragon disciple gains a minor breath weapon, derived from his draconic ancestor. The type and shape depend on the dragon variety whose heritage he enjoys. Regardless of the ancestor, the breath weapon deals 3d12 points of damage of the appropriate energy type.&lt;br /&gt;
At 7th level, the damage increases to 6d12, and when a disciple attains dragon apotheosis at 10th level it reaches its full power at 9d12. The DC of the breath weapon is 10 + class level + Con modifier. Uses per day equal to the dragon disciple&#039;s Cha modifer.&lt;br /&gt;
&lt;br /&gt;
=== Blindsense === &lt;br /&gt;
At 5th level, the dragon disciple gains blind fight. Using nonvisual senses, such as acute smell or hearing, the dragon disciple notices things it cannot see. In melee, every time you miss because of concealment, you can reroll your miss chance percentile roll one time to see if you actually hit. An invisible attacker gets no advantages related to hitting you in melee. That is, you don’t lose your Dexterity bonus to Armor Class, and the attacker doesn’t get the usual +2 bonus for being invisible. The invisible attacker’s bonuses do still apply for ranged attacks, however. Gains Blind Fight.&lt;br /&gt;
&lt;br /&gt;
=== Dragon Apotheosis ===&lt;br /&gt;
At 10th level, a dragon disciple fully realizes his draconic heritage. His breath weapon reaches full strength, and he gains +2 to Strength and Charisma. His natural armor bonus increases by 1 to +4 total, and he acquires darkvision, immunity to sleep and paralysis effects, and immunity to energy type used by his breath weapon.&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 Limerence</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Divine_Champion&amp;diff=16800</id>
		<title>Divine Champion</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Divine_Champion&amp;diff=16800"/>
		<updated>2025-03-30T13:54:45Z</updated>

		<summary type="html">&lt;p&gt;DM Limerence: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Description===&lt;br /&gt;
&lt;br /&gt;
A divine champion is the strong right arm of her [[deity]]. She serves as a guardian of holy sites, a protector of pilgrims, and a leader of crusades. Though [[paladin]]s fill these roles in many good-aligned churches, a divine champion can take up the banner of any deity, regardless of alignment or ethos. Rivalries between divine champions of opposing faiths have been the stuff of legends told by bards for centuries. These holy warriors are loved by their patron’s worshipers and hated by the church’s enemies in equal measure.&lt;br /&gt;
&lt;br /&gt;
Most divine champions come from a combat or military background. [[Barbarian]]s, [[fighter]]s, [[paladin]]s, and [[ranger]]s are the most common candidates, though [[monk]]s, [[cleric]]s, and the more militant druids frequently pursue this path as well. Many divine champions of evil gods are also [[blackguard]]s, and divine champions of all alignments often have levels in prestige classes unique to their churches. [[Bard]]s, [[rogue]]s, [[sorcerer]]s, and [[wizard]]s rarely become divine champions unless they are unusually militant.&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;[[Feat]]s&#039;&#039;&#039;: [[Weapon focus]] (any)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Skill]]s&#039;&#039;&#039;: [[Lore: Religion]] 3 ranks&lt;br /&gt;
&lt;br /&gt;
===Class features===&lt;br /&gt;
{{Class base features|hit die=10&lt;br /&gt;
|proficiencies=Weapons ([[weapon proficiency (simple)|simple]], [[weapon proficiency (martial)|martial]])&lt;br /&gt;
|skill pts=2&lt;br /&gt;
|class skills=[[Athletics]], [[Lore: Local]], [[Lore: Religion]], [[Parry]], [[Ride]], [[Spot]]&lt;br /&gt;
|BAB=High&lt;br /&gt;
|high save=[[Fortitude]]&lt;br /&gt;
|low save=[[Reflex]], [[Will]]&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&lt;br /&gt;
!Features Gained&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|[[Lay on hands]] x1&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Bonus feat, [[sacred defense]] I&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|[[Smite infidel]] x1&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Bonus feat, sacred defense II&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|[[Divine wrath]] x1&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|Bonus feat, sacred defense III&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|Bonus feat, sacred defense IV&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|Bonus feat, sacred defense V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Lay on Hands====&lt;br /&gt;
Once [[per day]], a 1st-level Divine Champion may lay on hands to heal damage equal to their [[Charisma]] bonus x their divine champion level.  If the character already has a lay on hands ability (from Paladin/Hospitaler levels), their divine champion level and their class level in whatever other class gives them the lay on hands ability stack.&lt;br /&gt;
&lt;br /&gt;
====Bonus Feat====&lt;br /&gt;
At 2nd level, the divine champion may select a bonus feat from the following list:&lt;br /&gt;
*&#039;&#039;&#039;[[Blind Fight]] =&#039;&#039;&#039; Second chance to hit unseen enemy.&lt;br /&gt;
*&#039;&#039;&#039;[[Combat Expertise]] =&#039;&#039;&#039; -3 to [[attack roll]]s transfers to +3 to AC.&lt;br /&gt;
*&#039;&#039;&#039;[[Dodge]] =&#039;&#039;&#039; +1 [[AC]] Bonus.&lt;br /&gt;
*&#039;&#039;&#039;[[Extra Turning]] =&#039;&#039;&#039; [[Turn Undead]].&lt;br /&gt;
*&#039;&#039;&#039;[[Improved Critical|Improved Critical (any)]] =&#039;&#039;&#039; Doubles the Critical Hit Probability.&lt;br /&gt;
*&#039;&#039;&#039;[[Improved Initiative]] =&#039;&#039;&#039; +4 [[initiative]] checks.&lt;br /&gt;
*&#039;&#039;&#039;[[Improved Parry]] =&#039;&#039;&#039; Increased chance to counter attacks.&lt;br /&gt;
*&#039;&#039;&#039;[[Weapon Focus|Weapon Focus (any)]] =&#039;&#039;&#039; +1 [[AB]] to one weapon.&lt;br /&gt;
*&#039;&#039;&#039;[[Weapon Proficiency (exotic)]] =&#039;&#039;&#039; Allows to use Exotic [[Weapon]]s.&lt;br /&gt;
*&#039;&#039;&#039;[[Weapon Specialization|Weapon Specialization (any)]] =&#039;&#039;&#039; +2 damage to one weapon.&lt;br /&gt;
*[[Improved Rapid Shot]]&lt;br /&gt;
*[[Weapon Mastery]]&lt;br /&gt;
*[[Weapon Supremacy]]&lt;br /&gt;
*[[Armor Optimization]]&lt;br /&gt;
*[[Greater Armor Optimization]]&lt;br /&gt;
*[[Heavy Armor Specialization]]&lt;br /&gt;
*[[Medium Armor Specialization]]&lt;br /&gt;
*[[Shield Bash]]&lt;br /&gt;
*[[Shield Charge]]&lt;br /&gt;
*[[Shield Slam]] &lt;br /&gt;
*[[Powerful Charge]]&lt;br /&gt;
*And, if not listed above already, MOST Feats from the Fighter Class bonus feats are included...but you are recommended to TEST IT OUT on the BGTSCC JEGs first. User beware.&lt;br /&gt;
&lt;br /&gt;
If the bonus feat falls on an epic character level, the following feats are available in addition to the list above:&lt;br /&gt;
*&#039;&#039;&#039;[[Armor Skin]] =&#039;&#039;&#039; +1 [[natural armor]] AC.&lt;br /&gt;
*&#039;&#039;&#039;[[Automatic: Quicken Spell]] =&#039;&#039;&#039; quick cast on low level spell.&lt;br /&gt;
*&#039;&#039;&#039;[[Automatic: Silent Spell]] =&#039;&#039;&#039; allows to cast lesser spells when [[silenced]].&lt;br /&gt;
*&#039;&#039;&#039;[[Automatic: Still Spell]] =&#039;&#039;&#039; Remove [[somatic]] failure on lesser spells.&lt;br /&gt;
*&#039;&#039;&#039;[[Epic Damage Reduction]] =&#039;&#039;&#039; 3/- (can be taken 3 times, making a 9/- damage reduction).&lt;br /&gt;
*&#039;&#039;&#039;[[Epic Prowess]] =&#039;&#039;&#039; +1 to All attacks.&lt;br /&gt;
*&#039;&#039;&#039;[[Epic Spell Focus]] =&#039;&#039;&#039; non-stacking +6? [[Difficulty_class|DC]] save spell.&lt;br /&gt;
*&#039;&#039;&#039;[[Epic Spell Penetration]] =&#039;&#039;&#039; +6 on [[caster level]] checks.&lt;br /&gt;
*&#039;&#039;&#039;[[Epic Toughness]] =&#039;&#039;&#039; Hit points +30 stackable.&lt;br /&gt;
*&#039;&#039;&#039;[[Epic Weapon Focus|Epic Weapon Focus (any)]] =&#039;&#039;&#039; +2 attack on a specific weapon. (stackable)&lt;br /&gt;
*&#039;&#039;&#039;[[Epic Weapon Specialization|Epic Weapon Specialization (any)]] =&#039;&#039;&#039; +6 to Damage to chosen weapon.&lt;br /&gt;
*&#039;&#039;&#039;[[Great Smiting]] =&#039;&#039;&#039; 2x [[smite]] damage stackable to 10x.&lt;br /&gt;
*&#039;&#039;&#039;[[Great Wisdom]] =&#039;&#039;&#039; +1 Wisdom up to +10.&lt;br /&gt;
*&#039;&#039;&#039;[[Improved Stunning Fist]] =&#039;&#039;&#039; +2 [[Stunning fist]] [[Difficulty_class|DC]] up to +20.&lt;br /&gt;
*&#039;&#039;&#039;[[Overwhelming Critical|Overwhelming Critical (any)]] =&#039;&#039;&#039; adds critical damage.&lt;br /&gt;
*&#039;&#039;&#039;[[Planar Turning]] =&#039;&#039;&#039; Turn [[outsider]] creature.&lt;br /&gt;
&lt;br /&gt;
At their 4th, 6th, 8th, and 10th levels, the divine champion may choose another bonus feat from this list.&lt;br /&gt;
&lt;br /&gt;
====Sacred Defense====&lt;br /&gt;
A divine champion of 2nd level gains a +1 sacred bonus on all [[save]]s.  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;
====Smite Infidel====&lt;br /&gt;
At 3rd level, the divine champion gains the ability to make a special attack against creatures of differing [[Good]]/[[Evil]] [[alignment]]s.  When using Smite Infidel, the divine champion applies their [[Charisma]] modifier to their attack roll and their class level to the damage delivered.  Smite Infidel may be used once per day.&lt;br /&gt;
&lt;br /&gt;
====Divine Wrath====&lt;br /&gt;
At 5th level, the divine champion is capable of channeling the awesome fury of their patron deity, granting them considerable bonuses in combat.  They gain [[damage reduction]] 5/- and a +3 sacred bonus on [[attack roll]]s, weapon damage (Divine Damage), and saving throws.  &lt;br /&gt;
&lt;br /&gt;
At level 10, the attack, saves, and damage modifier changes to +5.&lt;br /&gt;
&lt;br /&gt;
Divine Wrath is now activated instantly and has a 5 minutes cooldown, its duration is equal to half the character&#039;s Divine Champion levels + Charisma modifier (capped at 10 rounds).[[Category:Combat classes]]&lt;br /&gt;
[[Category:Prestige Class]]&lt;br /&gt;
[[Category:Playable Class]]&lt;/div&gt;</summary>
		<author><name>DM Limerence</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Blackguard&amp;diff=16799</id>
		<title>Blackguard</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Blackguard&amp;diff=16799"/>
		<updated>2025-03-30T13:50:42Z</updated>

		<summary type="html">&lt;p&gt;DM Limerence: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Blackguard ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;: The blackguard epitomizes evil. He is nothing short of a mortal fiend. The quintessential black knight, this villain carries a reputation of the foulest sort that is very well deserved. Consorting with demons and devils and serving dark deities, the blackguard is hated and feared by all. Some people call these villains anti-paladins due to their completely evil nature.&lt;br /&gt;
&lt;br /&gt;
The blackguard has many options available to him - sending forth dark minions and servants to do his bidding, attacking with stealth and honorless guile, or straightforward smiting of the forces of good that stand in his way [[Fighter]]s, ex-[[paladin]]s, [[ranger]]s, [[monk]]s, [[druid]]s, and [[barbarian]]s make for indomitable combat-oriented blackguards, while [[rogue]]s and [[bard]]ic blackguards are likely to stress the subtle aspects of their abilities and spells. [[Sorcerer]]s, [[wizard]]s, and [[cleric]]s who become blackguards are sometimes called diabolists and favor dealing with fiends even more than other blackguards do.&lt;br /&gt;
&lt;br /&gt;
Blackguards usually lead legions of undead, evil outsiders, or other monsters to conquer their own doomed demesne or expand their existing territory. Sometimes they serve more powerful evil characters as dark lieutenants. On occasion they operate alone as hired killers or wandering purveyors of ill, destruction, and chaos.&lt;br /&gt;
&lt;br /&gt;
NOTE - In PnP, a requirement of becoming a Blackguard is that &#039;the blackguard must have made peaceful contact with an evil outsider who was summoned by him or someone else to have contracted the taint of true evil.&#039;&lt;br /&gt;
Blackguards are also a divine class, and receive their spells from their deity.&lt;br /&gt;
&lt;br /&gt;
== Requirements ==&lt;br /&gt;
&#039;&#039;&#039;Alignment&#039;&#039;&#039;: Any [[Evil (alignment)|evil]]&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;Skills&#039;&#039;&#039;: [[Hide]] 5&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Feats&#039;&#039;&#039;: [[Cleave]], [[Power Attack]]&lt;br /&gt;
&lt;br /&gt;
== Class feature progression ==&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]]&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]] (except for [[Tower Shield Proficiency|Tower Shields]])&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skill Points:&#039;&#039;&#039; 2 + Int [[Ability_modifier| modifier]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class Skills:&#039;&#039;&#039; [[Concentration]], [[Diplomacy]], [[Heal (skill)|Heal]], [[Hide]], [[Intimidate]], [[Lore: History]], [[Lore: Local]], [[Lore: Nobility and Royalty]], [[Lore: Religion]], [[Lore: The Planes]], [[Parry]], [[Ride]].&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 || [[Use Poison]]&lt;br /&gt;
|-&lt;br /&gt;
| 2 || [[Smite Good]] x1, Dark Blessing&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Aura of Despair, [[Turn Undead]], Create Undead (Summon Slot, 10 HD)&lt;br /&gt;
|-&lt;br /&gt;
| 4 || [[Sneak Attack]] +1d6&lt;br /&gt;
|-&lt;br /&gt;
| 5 || Summon Fiend (Cohort Slot, 10 HD)&lt;br /&gt;
|-&lt;br /&gt;
| 6 || &lt;br /&gt;
|-&lt;br /&gt;
| 7 || [[Sneak Attack]] +2d6, Create Undead (Summon Slot, 15 HD)&lt;br /&gt;
|-&lt;br /&gt;
| 8 || &lt;br /&gt;
|-&lt;br /&gt;
| 9 || Summon Fiend (Cohort Slot, 15 HD)&lt;br /&gt;
|-&lt;br /&gt;
| 10 || [[Sneak Attack]] +3d6, [[Extra Smiting]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Use Poison ===&lt;br /&gt;
A Blackguard can safely [[Poison]] his/her melee weapon without the need to make a [[Dexterity]] [[check]].&lt;br /&gt;
&lt;br /&gt;
=== Smite Good ===&lt;br /&gt;
Once [[per day|a day]], a Blackguard of 2nd level or higher may attempt to smite a good-aligned enemy with one normal melee attack.  The Blackguard adds their [[Charisma]] bonus to the [[attack roll]] and adds 1 extra point of damage per class level.&lt;br /&gt;
&lt;br /&gt;
=== Dark Blessing ===&lt;br /&gt;
At 2nd level, the Blackguard applies their [[Charisma]] [[Ability modifier|modifier]] to all [[saving throw]]s.&lt;br /&gt;
&lt;br /&gt;
=== Aura of Despair ===&lt;br /&gt;
Beginning at 3rd level, the Blackguard radiates a malign aura that causes enemies within 10 feet of them to take a –2 penalty on all [[saving throw|saving throws]].&lt;br /&gt;
&lt;br /&gt;
=== Turn Undead ===&lt;br /&gt;
When a Blackguard reaches 3rd level, he gains the supernatural ability to [[Turn Undead]]. He may use this ability a number of times [[Per day|per day]] equal to 3 + his [[Charisma]] [[Ability modifier|modifier]]. He turns undead as a [[Cleric]] of two levels lower would.&lt;br /&gt;
&lt;br /&gt;
=== Summon Fiend ===&lt;br /&gt;
At 5th level, the Blackguard can summon a hellfire hound (upgraded again at level 9).&lt;br /&gt;
&lt;br /&gt;
=== [[Sneak Attack]] ===&lt;br /&gt;
At 4th level, the Blackguard gains the [[Sneak Attack|sneak attack]] ability.  This ability functions exactly like the [[Rogue]] ability of the same name.  The bonus damage is +1d6 at 4th level, +2d6 at 7th level, and +3d6 at 10th level.&lt;br /&gt;
&lt;br /&gt;
=== Spells ===&lt;br /&gt;
At 2nd level, the Blackguard gains a spellbook. Spells require a base [[Wisdom]] score of 10 + [[spell level]] to be cast and can be picked in that [[Blackguard Spells|list]].&lt;br /&gt;
&lt;br /&gt;
***NOTE ON BLACKGUARD CASTER LEVELS:  Caster level calculation for Blackguard is:  Blackguard levels + (non-Blackguard levels/2) = Caster Level.  So a level 30 character with 8 or 9 Blackguard levels will have CL19 while a level 30 PC with 10 Blackguard levels will have CL20. Dragonslayer counts up to 6 of its levels as Blackguard levels, as per its optional Blackguard spell progression. For example a 10 rogue 10 Blackguard 10 Dragonslayer would have CL26.&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 Limerence</name></author>
	</entry>
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