<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://wiki.bgtscc.net/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=DM+Vanquish</id>
	<title>Baldur&#039;s Gate The Sword Coast Chronicles wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://wiki.bgtscc.net/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=DM+Vanquish"/>
	<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Special:Contributions/DM_Vanquish"/>
	<updated>2026-10-17T03:04:34Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.43.0</generator>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Epic_Divine_Might&amp;diff=8642</id>
		<title>Epic Divine Might</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Epic_Divine_Might&amp;diff=8642"/>
		<updated>2019-05-31T12:27:18Z</updated>

		<summary type="html">&lt;p&gt;DM Vanquish: /* Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{FeatInfo|type=Divine, Epic&lt;br /&gt;
|Prereq=[[Charisma|Cha]] 21, [[Strength|Str]] 21, [[Divine Might]], [[Power Attack]], [[Turn Undead|ability to turn or rebuke creatures]]&lt;br /&gt;
|Req=None&lt;br /&gt;
|Specifics=Spend one of your turn/rebuke undead attempts to add twice your Charisma bonus to your weapon damage for a number of rounds equal to twice your Charisma modifier. The effects of this feat &#039;&#039; &#039;&#039;&#039;replaces&#039;&#039;&#039; &#039;&#039; (does not stack with) those granted by Divine Might.&lt;br /&gt;
|Use=Selected&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* Epic Divine Might deals [[Damage type#Divine|divine]] damage, and is multiplied on critical hits.&lt;br /&gt;
* The damage from this feat is applied to the character, which means [http://nwn2.wikia.com/wiki/Damage_resistance damage resistance] does not apply.&lt;br /&gt;
* Beware that Epic Divine Might may require a thin spread of attributes, unless [[Red Dragon Disciple]] levels are used, or a race with a bonus to either Charisma or Strength.&lt;br /&gt;
* Unlike [[Divine Might]], a character does not have to level up in a class with the [[Turn Undead]] class feature ([[Cleric]], [[Paladin]], and [[Blackguard]]) to acquire this feat. E.g. a Bard 27/Cleric 3 that took [[Divine Might]] at level 3 as a cleric, can acquire Epic Divine Might at character level 29 as a Bard, as long as the other prerequisites are met.&lt;br /&gt;
[[Category:Epic feats]]&lt;br /&gt;
[[category:Divine feats]]&lt;br /&gt;
[[Category:Strength-dependent feats]]&lt;/div&gt;</summary>
		<author><name>DM Vanquish</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Phantom&amp;diff=8641</id>
		<title>Phantom</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Phantom&amp;diff=8641"/>
		<updated>2019-05-30T15:43:12Z</updated>

		<summary type="html">&lt;p&gt;DM Vanquish: /* Class Features */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:New.jpg|thumb|383x383px]]&lt;br /&gt;
&lt;br /&gt;
== Class Description ==&lt;br /&gt;
Phantoms move through the shadows, striking down the unwary and vanishing again with ease. Phantoms walk where others cannot. They blend their training in stealth and assassination with a focused mind. Their rigorous preparation sharpens their minds and bodies, giving them supernatural abilities of stealth and making them phantoms in the eyes of many. Although phantoms in battle lack the staying power of martial characters such as fighters or barbarians, they excel at making combat occur on their terms: appearing and disappearing seemingly at a whim. &lt;br /&gt;
&lt;br /&gt;
Phantoms are trained in the secretive and shadowy techniques originating from the Konishi ninja clan of Kozakura--a family which has served many of the opposing factions in that far eastern land for untold years. One former and storied high ranking ninja of this clan, fleeing to Shou Town in Telflamm after an assassination job in Shou Lung ended in disaster, ended up disseminating her knowledge of the ninja art for hire in that city. Eventually, as pupils from all over the world came to learn the art of the ninja in Telflamm, the path of the ninjas taught there began to spread slowly westward with a Faerunian twist. &lt;br /&gt;
&lt;br /&gt;
Rebranded as phantoms and abandoning the eastern mythic of &amp;quot;ninja,&amp;quot; those pursuing this path in the west instead took up a more obvious and terrifyingly descriptive name of their stealth and surprise in combat. Still, phantoms retain much of their eastern ninja origin and in many respects are the same type of profession in all but name, and their arts are essentially the same as those of the ninjas that passed them down. Phantoms continue to act as highly trained spies, and often are experts in matters of intrusion, sabotage, and elimination. The phantom also is generally still part of a tight-knit clan whose profession and goals he or she shares. Some phantoms remain generalists, equally at home in matters of stealth and combat. Some are specialists, becoming adept at social skills, magic, or interaction with nature. &lt;br /&gt;
&lt;br /&gt;
Even under their new moniker, phantoms remain as exotic, secretive, and dangerous as their eastern cousins. &lt;br /&gt;
&lt;br /&gt;
(( Phantom is a BG-customized version of the Ninja PRC by Kaedrin. All credit for the class concept, its mechanics, and its function goes to Kaedrin. The BGTSCC staff would like to thank him for his contribution to not only our server but the NWN2 community as a whole, and you can see more of his custom content at http://nwn2customcontent.wikidot.com )) &lt;br /&gt;
&lt;br /&gt;
== Requirements ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p style=&amp;quot;font-weight:normal;&amp;quot;&amp;gt;Alignment Restriction: Non-chaotic, non-good only&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Class Features ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p style=&amp;quot;font-weight:normal;margin-top:1em;margin-bottom:1em;&amp;quot;&amp;gt;Hit Die: d6&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p style=&amp;quot;font-weight:normal;&amp;quot;&amp;gt;Base Attack Bonus: Medium.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p style=&amp;quot;font-weight:normal;&amp;quot;&amp;gt;High Saves: Reflex.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p style=&amp;quot;font-weight:normal;&amp;quot;&amp;gt;Weapon Proficiencies: Simple, Monk, and Rogue Weapons.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p style=&amp;quot;font-weight:normal;&amp;quot;&amp;gt;Armor Proficiencies: None.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p style=&amp;quot;font-weight:normal;&amp;quot;&amp;gt;Skill Points: (6 + Int modifier)x4.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p style=&amp;quot;font-weight:normal;&amp;quot;&amp;gt;Class Skills: Bluff, Concentration, Craft Alchemy, Craft Traps, Craft Weapon, Craft Armor, Disable Device, Disguise, Diplomacy, Escape Artist, Hide, Listen, Lore: Arcana, Move Silently, Open Lock, Search, Sleight of Hand, Spot, and Tumble.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Class Progression ==&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;
|| AC Bonus, Ki Power, Sneak Attack +1d6&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|| Ghost Step (Invisible)&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|| Sneak Attack +2d6, Poison Use&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|| &lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|| Sneak Attack +3d6&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|| Acrobatics +2, Ki Dodge&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|| Sneak Attack +4d6&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|| Ghost Strike, Trapfinding&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|| Sneak Attack +5d6&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|| Ghost Step (Ethereal), AC Bonus +1&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|| Sneak Attack +6d6&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|| Acrobatics +4, Evasion&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
|| Sneak Attack +7d6&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
|| &lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
|| Sneak Attack +8d6&lt;br /&gt;
|-&lt;br /&gt;
|16&lt;br /&gt;
|| Ghost Sight, Crippling Strike&lt;br /&gt;
|-&lt;br /&gt;
|17&lt;br /&gt;
|| Sneak Attack +9d6&lt;br /&gt;
|-&lt;br /&gt;
|18&lt;br /&gt;
|| Acrobatics +6, Greater Ki Dodge&lt;br /&gt;
|-&lt;br /&gt;
|19&lt;br /&gt;
|| Sneak Attack +10d6&lt;br /&gt;
|-&lt;br /&gt;
|20&lt;br /&gt;
|| Ghost Walk, AC Bonus +2&lt;br /&gt;
|-&lt;br /&gt;
|21&lt;br /&gt;
|| Sneak Attack +11d6&lt;br /&gt;
|-&lt;br /&gt;
|22&lt;br /&gt;
|| &lt;br /&gt;
|-&lt;br /&gt;
|23&lt;br /&gt;
|| Bonus Epic Feat, Sneak Attack +12d6&lt;br /&gt;
|-&lt;br /&gt;
|24&lt;br /&gt;
|| Acrobatics +8, Improved Evasion&lt;br /&gt;
|-&lt;br /&gt;
|25&lt;br /&gt;
|| Sneak Attack +13d6&lt;br /&gt;
|-&lt;br /&gt;
|26&lt;br /&gt;
|| Bonus Epic Feat&lt;br /&gt;
|-&lt;br /&gt;
|27&lt;br /&gt;
|| Sneak Attack +14d6&lt;br /&gt;
|-&lt;br /&gt;
|28&lt;br /&gt;
|| &lt;br /&gt;
|-&lt;br /&gt;
|29&lt;br /&gt;
|| Bonus Epic Feat, Sneak Attack +15d6&lt;br /&gt;
|-&lt;br /&gt;
|30&lt;br /&gt;
|| AC Bonus +3, Acrobatics +10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p style=&amp;quot;color:gold&amp;quot;&amp;gt;&#039;&#039;&#039;&#039;&#039;Phantom sneak attack dice do not stack with rogue! You will only receive the higher of the two.&#039;&#039;&#039;&#039;&#039;&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Phantoms gain bonus epic feats at 23rd, 26th, and 29th level.&lt;br /&gt;
&lt;br /&gt;
=== AC Bonus ===&lt;br /&gt;
A phantom is highly trained at dodging blows, and she has a sixth sense that lets her avoid even unanticipated attacks. When unarmored and unencumbered, a phantom adds her Wisdom bonus (if any) to her Armor Class. This ability does not stack with the monk&#039;s AC bonus ability. In addition, a phantom gains a +1 bonus (Dodge) to AC every ten levels.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: The phantom AC is capped by Phantom levels so that it only kicks in if you have more than 20 wisdom so that the low level Phantoms aren&#039;t impacted. (implemented since 5-20-18)&lt;br /&gt;
&lt;br /&gt;
=== Ki Power ===&lt;br /&gt;
A phantom can channel her ki to manifest special powers of stealth and mobility. She can use her ki powers a number of times per day equal to her class level (up to 30 uses/day). Ki powers can be used only if a phantom is wearing no armor and is unencumbered.&lt;br /&gt;
&lt;br /&gt;
=== Ghost Step ===&lt;br /&gt;
Starting at 2nd level, a phantom can spend one daily use of her ki power to become invisible for 3 rounds. At 10th level, a phantom can become ethereal when using ghost step instead of becoming invisible. This is an instantly activated ability.&lt;br /&gt;
&lt;br /&gt;
=== Acrobatics ===&lt;br /&gt;
Starting at 6th level, a phantom gains a +2 bonus to Tumble checks. This bonus increases to +4 at 12th level, +6 at 18th level, +8 at 24th level, and +10 at 30th level.&lt;br /&gt;
&lt;br /&gt;
=== Ki Dodge ===&lt;br /&gt;
At 6th level and higher, a phantom can spend one daily use of her ki power to cause an attack against her to miss when it might otherwise hit. When a phantom activates this ability, her outline shifts and wavers, granting her concealment (20% miss chance) against all attacks for 3 rounds. This is an instantly activated ability.&lt;br /&gt;
&lt;br /&gt;
=== Ghost Strike ===&lt;br /&gt;
At 8th level and higher, a phantom can spend one daily use of her ki power to strike spirits as if they were corporeal (this ignores their concealment bonus like the Spirit Shaman&#039;s Ghost Warrior ability) for three rounds. This is an instantly activated ability.&lt;br /&gt;
&lt;br /&gt;
=== Ghost Sight ===&lt;br /&gt;
At 16th level and higher, a phantom can see invisible and ethereal creatures as easily as she sees material creatures and objects.&lt;br /&gt;
Forum states the Ghost Sight is actually a True Sight effect and stays till death after it is once applied. &lt;br /&gt;
&lt;br /&gt;
=== Crippling Strike ===&lt;br /&gt;
A phantom with this ability can sneak attack opponents with such precision that her blows weaken and hamper them. An opponent damaged by one of her sneak attacks also takes 2 points of Strength damage. Ability points lost to damage return on their own at the rate of 1 point per day for each damaged ability. Phantoms are granted this feat at 16th level.&lt;br /&gt;
&lt;br /&gt;
=== Greater Ki Dodge ===&lt;br /&gt;
Starting at 18th level, a phantom&#039;s ki dodge ability grants total concealment (50% miss chance).&lt;br /&gt;
&lt;br /&gt;
=== Ghost Walk ===&lt;br /&gt;
A 20th-level phantom can spend two daily uses of her ki power to enter the Ethereal Plane for an extended period of time. This ability functions as the ethereal jaunt spell with a caster level equal to the phantom&#039;s class level. This is an instantly activated ability.&lt;br /&gt;
&lt;br /&gt;
[[Category:Base classes]]&lt;br /&gt;
[[Category:Classes]]&lt;br /&gt;
[[Category:Playable Class]]&lt;/div&gt;</summary>
		<author><name>DM Vanquish</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Deathsinger&amp;diff=8640</id>
		<title>Deathsinger</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Deathsinger&amp;diff=8640"/>
		<updated>2019-05-29T14:17:21Z</updated>

		<summary type="html">&lt;p&gt;DM Vanquish: /* Class Features */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Deathsingers are drow who have blended swordplay and arcane magic into a harmonious whole. In battle, a Deathsinger’s lithe movements and subtle tactics seem misleading, belying their deadly and very brutal martial efficiency. Deathsingers are respected among drow societies, often serving as assassins, personal guardians of the influential drow, or special forces of drow military. &lt;br /&gt;
&lt;br /&gt;
Most Deathsingers prefer to work alone, in shadows or not. However, there are organized groups of those to have been existing among larger drow settlements. Deathsingers are typically trained singly by another Deathsinger and in service the society and deity of Dark Seldarine predominant in the city they&#039;re living in.&lt;br /&gt;
&lt;br /&gt;
Multiclass fighter/wizards can become Deathsingers most readily, though any drow or half-drow who can wield a martial weapon and cast arcane spells can become a Deathsinger. Deathsinging ranger/wizards or rogue/wizards are not unknown.&lt;br /&gt;
[[File:Deathsinger.jpg|thumb]]&lt;br /&gt;
&lt;br /&gt;
== Requirements ==&lt;br /&gt;
&#039;&#039;&#039;[[Race]]&#039;&#039;&#039;: Drow or Half-drow&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Alignment]]&#039;&#039;&#039;: Any evil (or any good if worshiper of Eilistraee).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Base_attack_bonus|Base Attack Bonus]]&#039;&#039;&#039;: +5&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[:Category:Feats|Feats]]&#039;&#039;&#039;: [[Dodge]], [[Combat Expertise]], [[Combat Casting]], [[Weapon Focus]] (Longsword or Rapier)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Deity&#039;&#039;&#039;: Any god of the Dark Seldarine.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spellcasting&#039;&#039;&#039;:  Able to cast arcane spells of 1st level (Wizard or Sorc only).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;: [[Concentration]] 4, [[Perform]] 4, [[Tumble]] 2.&lt;br /&gt;
&lt;br /&gt;
== Class Features ==&lt;br /&gt;
{{Class base features|hit die=8&lt;br /&gt;
|proficiencies=[[Armor_Proficiency_(light)|light]]&lt;br /&gt;
|skill pts=2&lt;br /&gt;
|class skills=[[Concentration]], [[Lore: Arcana]], [[Lore: History]], [[Lore: Local]], [[Lore: Nobility and Royalty]], [[Perform]], [[Spellcraft]], [[Tumble]]&lt;br /&gt;
|BAB=High&lt;br /&gt;
|high save=[[Reflex]], [[Will]]&lt;br /&gt;
|low save=[[Fortitude]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Special: a Deathsinger straying from the required alignment or deity automatically loses his abilities, those are automatically restored if the Deathsinger meets the requirements again.&lt;br /&gt;
&lt;br /&gt;
== Class Abilities ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
Level&lt;br /&gt;
!&lt;br /&gt;
Features Gained&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
||+1 arcane spellcasting level, [[#Bladesong Style|Bladesong Style]], [[#Spellcasting progression|Spellcasting progression]]&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|[[#Skill focus Lore: Local|Skill focus Lore: Local]]&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
||+1 arcane spellcasting level&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|[[#Bonus Feat|Bonus Feat]]&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
||+1 arcane spellcasting level&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|[[#Song of Celerity|Song of Celerity]]&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
||+1 arcane spellcasting level&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|[[#Weakening Cloud|Weakening Cloud]] 2[[per day|/day]]&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
||+1 arcane spellcasting level&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
||+1 arcane spellcasting level, [[#Greater Spellsong|Greater Spellsong]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Spellcasting progression ===&lt;br /&gt;
&lt;br /&gt;
At every odd level and 10th level (6/10 spell progression) you gain new spells per day and an increase in caster level (and spells known) as if you had also gained a level in an arcane spellcasting class to which you belonged before adding the prestige class level. If you had more than one spellcasting class before becoming a Deathsinger, you must decide which class gains the increased casting ability.&lt;br /&gt;
&lt;br /&gt;
=== Bladesong Style ===&lt;br /&gt;
&lt;br /&gt;
When wielding a longsword or rapier and having nothing in the off-hand, a Deathsinger gains a dodge bonus to Armor Class equal to half her class level, up to a maximum of half her Intelligence bonus. If the Deathsinger wears medium or heavy armor, she loses all benefits of the bladesong style. This bonus will not stack with the AC bonus granted by Invisible Blade or Duelist.&lt;br /&gt;
&lt;br /&gt;
=== Skill focus Lore: Local ===&lt;br /&gt;
A Deathsinger is immersed in the traditions and the ways of his people as part of his training. &lt;br /&gt;
&lt;br /&gt;
=== Bonus Feat ===&lt;br /&gt;
At 4th level, the Deathsinger gets a bonus feat. These feats must be drawn from the following list: any reserve feat, [[Blind Fight]], [[Feint]], [[One Weapon]], [[Deadly Defense]], [[Disarm]], [[Improved Critical]] (Weapon), [[Improved Disarm]], [[Mobility]], [[Spring Attack]], [[Whirlwind Attack]].&lt;br /&gt;
&lt;br /&gt;
=== Song of Celerity ===&lt;br /&gt;
A Deathsinger can imbue his sword with any hostile spell he memorized, only one spell at a time can be imbued within the weapon. It is cast at the target on a successful melee attack.&lt;br /&gt;
&lt;br /&gt;
=== Weakening Cloud ===&lt;br /&gt;
A Deathsinger of 8th level is taught the spell Weakening Cloud.  &lt;br /&gt;
&lt;br /&gt;
Specifics: &lt;br /&gt;
*Daze Effect, -2 AC, -2 AB. Fortitude Save for not beeing dazed and halfing the other effects. &lt;br /&gt;
*DC is 5 + Deathsinger levels + Spellcasting Ability modifier. &lt;br /&gt;
*Duration : 1 round per Deathsinger level.&lt;br /&gt;
&lt;br /&gt;
=== Greater Spellsong ===&lt;br /&gt;
A Deathsinger of 10th level ignores arcane spell failure penalties incured by wearing light armors.&lt;br /&gt;
&lt;br /&gt;
[[Category:Prestige Class]]&lt;br /&gt;
[[Category:Classes]]&lt;br /&gt;
[[Category:Playable Class]]&lt;/div&gt;</summary>
		<author><name>DM Vanquish</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Red_Wizard_of_Thay&amp;diff=8600</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=8600"/>
		<updated>2019-03-28T18:52:12Z</updated>

		<summary type="html">&lt;p&gt;DM Vanquish: &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 [[File:Red_wizard.png|thumb]]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. All Red Wizards have some skill as a specialist wizard, and most follow that path exclusively, but a few dabble in other sorts of learning (such as combat or divine magic).&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).&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;
&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;
* 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 Vanquish</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Guild_Thief&amp;diff=8599</id>
		<title>Guild Thief</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Guild_Thief&amp;diff=8599"/>
		<updated>2019-03-22T15:16:31Z</updated>

		<summary type="html">&lt;p&gt;DM Vanquish: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Description===&lt;br /&gt;
Organized crime can be found everywhere in the Sword Coast, from the powerful Shadow Thieves of Amn to smaller organizations thieves often congregate for mutual benefit. There they hone their shady skills.&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|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=[[Appraise]], [[Bluff]], [[Craft alchemy]], [[craft trap|Craft Trap]], [[craft weapon|Craft Weapon]], [[Diplomacy]], [[disable device|Disable Device]], [[Intimidate]], [[Listen]], [[Lore: Dungeoneering]], [[Lore: Local]], [[Lore: Arcana]], [[move silently|Move Silently]], [[open lock|Open Lock]], [[Parry]], [[Search]], [[set trap|Set Trap]], [[sleight of hand|Sleight of Hand]], [[Spot]], [[Taunt]], [[Tumble]]&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 guilf thief gets a bonus feat. This feat can be:&lt;br /&gt;
*[[Alertness]]&lt;br /&gt;
*[[blind-fight|Blind-Fight]]&lt;br /&gt;
*[[combat expertise|Combat Expertise]]&lt;br /&gt;
*[[Feint]]&lt;br /&gt;
*[[lightning reflexes|Lightning Reflexes]]&lt;br /&gt;
*[[nimble fingers|Nimble Fingers]]&lt;br /&gt;
*[[skill focus|Skill Focus]] &lt;br /&gt;
*[[silent spell|Silent Spell]]&lt;br /&gt;
*[[still spell|Still Spell]]&lt;br /&gt;
*[[Track]]&lt;br /&gt;
*[[weapon finesse|Weapon Finesse]]&lt;br /&gt;
*[[weapon focus|Weapon Focus]]&lt;br /&gt;
&lt;br /&gt;
====Uncanny Dodge====&lt;br /&gt;
At 2nd level the guild thief retains their [[Dexterity]] bonus to [[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 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 Vanquish</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Category:Spellcasting_classes&amp;diff=8484</id>
		<title>Category:Spellcasting classes</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Category:Spellcasting_classes&amp;diff=8484"/>
		<updated>2019-02-27T19:38:56Z</updated>

		<summary type="html">&lt;p&gt;DM Vanquish: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Some [[:Category:Classes|classes]] provide access to [[spell]]s.&lt;br /&gt;
&lt;br /&gt;
[[Category:Classes]]&lt;br /&gt;
[[Category:Magical concepts]]&lt;/div&gt;</summary>
		<author><name>DM Vanquish</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=User:DM_Vanquish&amp;diff=8481</id>
		<title>User:DM Vanquish</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=User:DM_Vanquish&amp;diff=8481"/>
		<updated>2019-02-27T18:54:18Z</updated>

		<summary type="html">&lt;p&gt;DM Vanquish: ADM Vanquish profile page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== ADM Vanquish ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Temperament:&#039;&#039;&#039; Calm, patient, firm, fair, easy to talk to&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Style:&#039;&#039;&#039; Random encounters, Riddles, Mystery, Solo character development, Horror and sometimes &#039;&#039;Dice driven psuedo-PnP&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Goals:&#039;&#039;&#039; 1. To maximize the player&#039;s experience by providing unexpected encounters thus diminishing the &amp;quot;routine&amp;quot; of the setting. 2. Assist players in developing their well thought out characters. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tips that will help you get the most out of my events&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
1. Be creative! Even though you may be used to solving all of your problems with a hammer, in my events there is always more than one way to drive a nail (or remove it entirely).&lt;br /&gt;
&lt;br /&gt;
2. Use critical thinking! The smartest or most clever solutions maximize your experience. Charging headlong into the fray may be a glorious tactic, it is also a good way of paying a visit to Myrkul. If the tactic is to sacrifice yourself to buy time for your companion&#039;s escape, then that&#039;s different! I have a keen eye for bravery and foolishness.&lt;br /&gt;
&lt;br /&gt;
3. Death in events: If your character dies please don&#039;t ask me for a raise. I roll a d20 to determine the likelihood an NPC stumbles upon your corpse. The Difficulty Class is based on the way the death occurred and the area that it happened.&lt;br /&gt;
&lt;br /&gt;
4. Feel free to contact me on the forum [https://bgtscc.net/index.php] via PM if any developments in character occur from my events.&lt;br /&gt;
&lt;br /&gt;
5. If your character is engaged in dialogue with an NPC I am controlling and decides to go psychopathic. You MUST notify me of intention to attack. Much like following the rules of PvP. Such that, hostility must be emoted before a mechanical attack. From there I will decide how we proceed based on the context of the situation.&lt;br /&gt;
&lt;br /&gt;
6. I look at your character sheets before I drop an encounter on you. Be very aware that I customize events based on what may help your character grow. This means I will adjust your alignment if applicable.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Disclaimer:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
My events are best enjoyed in groups, so if you begin solo don&#039;t hesitate to reach out for help. However, be mindful about calling in your Epic level friends while being pre-epic level. The most difficult thing for a DM to balance in a &#039;&#039;hostile encounter&#039;&#039; is wide variation in party level distribution. Epic characters will quickly steal the show if I kept the CR of the encounter at 11 and four level 30s show up.&lt;br /&gt;
&lt;br /&gt;
Also, if your character or your friend&#039;s character dies during an event, do not send me a salty tell. I will not respond and the encounter will end for you immediately. It is not my desire to embarrass, punish or slaughter your character. There is always a way out of my encounters! Always.&lt;/div&gt;</summary>
		<author><name>DM Vanquish</name></author>
	</entry>
</feed>