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	<title>Baldur&#039;s Gate The Sword Coast Chronicles wiki - User contributions [en]</title>
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	<updated>2026-10-17T03:50:40Z</updated>
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	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Damnation&amp;diff=13086</id>
		<title>Damnation</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Damnation&amp;diff=13086"/>
		<updated>2021-08-08T15:34:21Z</updated>

		<summary type="html">&lt;p&gt;EasternCheesE: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{spell&lt;br /&gt;
|name=Damnation&lt;br /&gt;
|icon=Is_damnation.png&lt;br /&gt;
|image=&lt;br /&gt;
|level_bard=&lt;br /&gt;
|level_cleric=&lt;br /&gt;
|level_druid=&lt;br /&gt;
|level_paladin=&lt;br /&gt;
|level_ranger=&lt;br /&gt;
|level_sorwiz=&lt;br /&gt;
|level_warlock=&lt;br /&gt;
|level_additional=&lt;br /&gt;
|level_innate=Epic&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|descriptor=&lt;br /&gt;
|components=VS&lt;br /&gt;
|range=Touch&lt;br /&gt;
|area=Single&lt;br /&gt;
|duration=Instant&lt;br /&gt;
|duration_type=&lt;br /&gt;
|save=Will partial (DC+5)&lt;br /&gt;
|save_type=W&lt;br /&gt;
|spell_resistance=Yes&lt;br /&gt;
|hostile=Yes&lt;br /&gt;
|touch_attack_type=&lt;br /&gt;
|empower=&lt;br /&gt;
|extend=&lt;br /&gt;
|maximize=&lt;br /&gt;
|quicken=&lt;br /&gt;
|silent=&lt;br /&gt;
|still=&lt;br /&gt;
|persist=&lt;br /&gt;
|invocation=}}&lt;br /&gt;
==Description==&lt;br /&gt;
You banish a single foe to the Hells. If the target fails the saving throw, its soul is sent willingly into the Hells to be tormented and ultimately devoured by fiends, believing that this is a just reward for an ill-spent life. Creatures that succeed at their saving throw are nonetheless exhausted from resisting so powerful an enchantment, and they are Dazed for 1d3 rounds. Additionally, infernal energies radiate from the damned target, afflicting every enemy of the caster within 10 feet with the effects of a &#039;&#039;greater bestow curse&#039;&#039; if they do not succeed at a Will saving throw.&lt;br /&gt;
&lt;br /&gt;
==Gameplay notes==&lt;br /&gt;
This spell doesn&#039;t actually send the target anywhere. It simply kills them on failed save. [[Death Ward]] and similar effects do not prevent this from occurring. Immunity to mind-affecting effects does not stop the spell either, but negates the daze effect on a successful save.&lt;br /&gt;
&lt;br /&gt;
==Acquisition==&lt;br /&gt;
To learn this spell, a character must take the [[feat]] &#039;&#039;&#039;Epic Spell: Damnation&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Type of feat&#039;&#039;&#039;: Epic&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Prerequisite&#039;&#039;&#039;: Ability to cast 9th level [[spells]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;, [[Spellcraft]] 24 ranks&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Classes:&#039;&#039;&#039; [[Cleric]], [[Druid]], [[Warlock]]&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;, [[Sacred Fist]], [[Warpriest]], [[Harper Agent]]&lt;br /&gt;
&lt;br /&gt;
====Notes====&lt;br /&gt;
&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Any level 9 spell qualifies, regardless of class. Any [[Invocation#Dark_invocations|dark invocation]] also qualifies, regardless of its equivalent spell level.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; This feat may be taken on a Warlock level if and only if the character is able to cast dark invocations. This is because there are actually two feats corresponding to this epic spell: one for warlocks and one for non-warlocks. It should be noted that no character will ever be eligible for both feats due to the character level cap of 30.&lt;br /&gt;
&lt;br /&gt;
[[Category:Spells]]&lt;br /&gt;
[[Category:Epic spells]]&lt;br /&gt;
[[Category:Epic feats]]&lt;/div&gt;</summary>
		<author><name>EasternCheesE</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Damnation&amp;diff=13085</id>
		<title>Damnation</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Damnation&amp;diff=13085"/>
		<updated>2021-08-08T15:33:53Z</updated>

		<summary type="html">&lt;p&gt;EasternCheesE: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{spell&lt;br /&gt;
|name=Damnation&lt;br /&gt;
|icon=Is_damnation.png&lt;br /&gt;
|image=&lt;br /&gt;
|level_bard=&lt;br /&gt;
|level_cleric=&lt;br /&gt;
|level_druid=&lt;br /&gt;
|level_paladin=&lt;br /&gt;
|level_ranger=&lt;br /&gt;
|level_sorwiz=&lt;br /&gt;
|level_warlock=&lt;br /&gt;
|level_additional=&lt;br /&gt;
|level_innate=Epic&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|descriptor=&lt;br /&gt;
|components=VS&lt;br /&gt;
|range=Touch&lt;br /&gt;
|area=Single&lt;br /&gt;
|duration=Instant&lt;br /&gt;
|duration_type=&lt;br /&gt;
|save=Will partial (DC+5)&lt;br /&gt;
|save_type=W&lt;br /&gt;
|spell_resistance=Yes&lt;br /&gt;
|hostile=Yes&lt;br /&gt;
|touch_attack_type=&lt;br /&gt;
|empower=&lt;br /&gt;
|extend=&lt;br /&gt;
|maximize=&lt;br /&gt;
|quicken=&lt;br /&gt;
|silent=&lt;br /&gt;
|still=&lt;br /&gt;
|persist=&lt;br /&gt;
|invocation=}}&lt;br /&gt;
==Description==&lt;br /&gt;
You banish a single foe to the Hells. If the target fails the saving throw, its soul is sent willingly into the Hells to be tormented and ultimately devoured by fiends, believing that this is a just reward for an ill-spent life. Creatures that succeed at their saving throw are nonetheless exhausted from resisting so powerful an enchantment, and they are Dazed for 1d3 rounds. Additionally, infernal energies radiate from the damned target, afflicting every enemy of the caster within 10 feet with the effects of a &#039;&#039;greater bestow curse&#039;&#039; if they do not succeed at a Will saving throw.&lt;br /&gt;
&lt;br /&gt;
==Gameplay notes==&lt;br /&gt;
This spell doesn&#039;t actually send the target anywhere. It simply kills them on failed save. [[Death Ward]] and similar effects do not prevent this from occurring. Immunity to mind-affecting effects does not stop the spell either, but negates the daze effect on a successful save.&lt;br /&gt;
&lt;br /&gt;
==Acquisition==&lt;br /&gt;
To learn this spell, a character must take the [[feat]] &#039;&#039;&#039;Epic Spell: Damnation&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Type of feat&#039;&#039;&#039;: Epic&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Prerequisite&#039;&#039;&#039;: Ability to cast 9th level [[spells]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;, [[Spellcraft]] 24 ranks&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Classes:&#039;&#039;&#039; [[Cleric]], [[Druid]], [[Sorcerer]], [[Warlock]]&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;, [[Wizard]], [[Sacred Fist]], [[Warpriest]], [[Harper Agent]]&lt;br /&gt;
&lt;br /&gt;
====Notes====&lt;br /&gt;
&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Any level 9 spell qualifies, regardless of class. Any [[Invocation#Dark_invocations|dark invocation]] also qualifies, regardless of its equivalent spell level.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; This feat may be taken on a Warlock level if and only if the character is able to cast dark invocations. This is because there are actually two feats corresponding to this epic spell: one for warlocks and one for non-warlocks. It should be noted that no character will ever be eligible for both feats due to the character level cap of 30.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; This feats is not available for wizards/sorcerers.&lt;br /&gt;
[[Category:Spells]]&lt;br /&gt;
[[Category:Epic spells]]&lt;br /&gt;
[[Category:Epic feats]]&lt;/div&gt;</summary>
		<author><name>EasternCheesE</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Assassin&amp;diff=13076</id>
		<title>Assassin</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Assassin&amp;diff=13076"/>
		<updated>2021-08-06T07:27:52Z</updated>

		<summary type="html">&lt;p&gt;EasternCheesE: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Description==&lt;br /&gt;
The Assassin (or Avenger) is the master of dealing quick, lethal blows. Assassins often function as spies, informants, killers for hire, or agents of vengeance. Their training in anatomy, stealth, poison, and the dark arts allows them to carry out missions of death with shocking, terrifying precision. Most [[rogue|Rogues]], [[monk|Monks]], and [[bard|Bards]] who choose this class become examples of the classic assassin skulking in the shadows with a blade carrying certain death. [[Fighter|Fighters]], ex-[[paladin|Paladins]], [[ranger|Rangers]], [[druid|Druids]], and [[barbarian|Barbarians]] operate as warrior-assassins, with as much ability to kill in combat as from the shadows. [[Sorcerer|Sorcerers]], [[wizard|Wizards]], and [[cleric|Clerics]] may be the most terrifying assassins of all, for with their spells they can infiltrate and slay with even greater impunity.&lt;br /&gt;
&lt;br /&gt;
==Requirements==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Skill]]s&#039;&#039;&#039;: [[Hide]] 8 ranks, [[Move Silently]] 8 ranks&lt;br /&gt;
&lt;br /&gt;
==Class Features==&lt;br /&gt;
{{Class base features|hit die=d6&lt;br /&gt;
|proficiencies=Weapons([[Weapon Proficiency (simple)|simple]]) and Armor([[Armor Proficiency (light)|light]])&lt;br /&gt;
|skill pts=4&lt;br /&gt;
|class skills=[[Bluff]], [[Craft Alchemy]], [[Craft Trap]], [[Craft Weapon]], [[Diplomacy]], [[Disable Device]], [[Disguise]], [[Escape Artist]], [[Hide]], [[Intimidate]], [[Listen]],[[Lore: Arcana]], [[Lore: Dungeoneering]], [[Lore: Local]], [[Lore: Nobility and Royalty]], [[Move Silently]], [[Open Lock]], [[Parry]] , [[Search]], [[Sense motive]], [[Set Trap]], [[Sleight of Hand]], [[Spot]], [[Tumble]], [[Use Magic Device]].&lt;br /&gt;
|BAB=Medium&lt;br /&gt;
|high save=[[Reflex]]&lt;br /&gt;
|low save=[[Fortitude]], [[Will]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This class can cross-class the Perform Skill.&lt;br /&gt;
&lt;br /&gt;
===Additional features===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Level&lt;br /&gt;
!Features Gained&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|[[Death Attack]] +1d6, [[Use Poison]]&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|[[Poison Resistance]] I, [[Uncanny Dodge]], &#039;&#039;[[Ghostly Visage]]&#039;&#039; x1&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Sneak Attack +1d6&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Poison Resistance II&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|Sneak Attack +2d6, [[Improved Uncanny Dodge]], &#039;&#039;[[Darkness]]&#039;&#039; x1&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|Poison Resistance III&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|Sneak Attack +3d6, &#039;&#039;[[Invisibility]]&#039;&#039; x1&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|Poison Resistance IV, [[Hide in Plain Sight]]&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|Sneak Attack +4d6, &#039;&#039;[[Greater Invisibility]]&#039;&#039; x1&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|Poison Resistance V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Death Attack===&lt;br /&gt;
At 1st level, the Assassin can make a special sneak attack called a Death Attack.  This ability adds to the Rogue&#039;s [[Sneak Attack]] ability, adding an extra 1d6 points of damage, if you already have levels of Rogue. If used against an opponent not already in combat, a successful death attack forces the victim to make a [[fortitude]] [[Saving throw|Save]] or become paralyzed.&lt;br /&gt;
&lt;br /&gt;
The DC for a target to become paralyzed is equal to; Base 10 + Assassin Level + Intelligence bonus modifier. A level 20 character with 10 Assassin levels and a Intelligence score of 16 for a bonus of +3 will have DC of 10 (Base) + 10 (Levels) + 3 (bonus) for 23. Opponent must be out of combat.&lt;br /&gt;
&lt;br /&gt;
If the character has [[Epic Precision]], death attack will do full damage but will not paralyze the target if it is immune to critical hits.&lt;br /&gt;
&lt;br /&gt;
===Use Poison===&lt;br /&gt;
The character is trained in the use of poison and is never at risk of poisoning himself when applying poison to a weapon.&lt;br /&gt;
&lt;br /&gt;
===Poison Resistance===&lt;br /&gt;
The assassin&#039;s expertise with deadly toxins gives him an unnatural resistance to poisons of all types. The assassin gains a +1 bonus on Fortitude saves against poison at 2nd level. This bonus increases to +2 at 4th level, +3 at 6th level, +4 at 8th level, and +5 at 10th level.&lt;br /&gt;
&lt;br /&gt;
===Uncanny Dodge===&lt;br /&gt;
At 2nd level, the Assassin retains their [[dexterity]] bonus to [[Armor|AC]] even when caught [[flat-foot|flat-footed]].&lt;br /&gt;
&lt;br /&gt;
===Improved Uncanny Dodge===&lt;br /&gt;
At 5th level, the Assassin can no longer be sneak attacked except by a character with 4 or more total levels in classes that grant sneak attack than the [[Character progression|character levels]] of the Assassin.&lt;br /&gt;
&lt;br /&gt;
===Hide in Plain Sight===&lt;br /&gt;
At 8th level, the Assassin may enter stealth mode even while being observed.&lt;br /&gt;
&lt;br /&gt;
===Spells===&lt;br /&gt;
At 2nd level, the Assassin gains a spellbook, spells require a base Intelligence score of 10+spell level to be cast and can be picked in that [[Assassin Spells|list]].&lt;br /&gt;
&lt;br /&gt;
***NOTE ON ASSASSIN CASTER LEVELS:  Caster level calculation for Assassin is:  Assassin levels + (non-Assassin levels/2) = Caster Level.  So a level 30 character with 8 or 9 Assassin levels will have CL19 while a level 30 PC with 10 Assassin levels will have CL20. Dragonslayer counts up to 6 of its levels as assassin levels, as per its optional assassin spell progression. For example a 10 rogue 10 assassin 10 Dragonslayer would have CL26.&lt;br /&gt;
[[Category:Prestige Class]]&lt;br /&gt;
[[Category:Playable Class]]&lt;br /&gt;
[[Category:Combat classes]]&lt;/div&gt;</summary>
		<author><name>EasternCheesE</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Rogue&amp;diff=13075</id>
		<title>Rogue</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Rogue&amp;diff=13075"/>
		<updated>2021-08-06T07:25:24Z</updated>

		<summary type="html">&lt;p&gt;EasternCheesE: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;====Rogue====&lt;br /&gt;
Rogues have little in common with each other. While some - maybe even the majority - are stealthy thieves, many serve as scouts, spies, investigators, diplomats, and simple thugs. Rogues are versatile, adaptable, and skilled at getting what others don&#039;t want them to get. While not equal to a fighter in combat, a rogue knows how to hit where it hurts, and a [[sneak attack]] can dish out a lot of damage. Rogues also seem to have a sixth sense when it comes to avoiding danger. Experienced rogues develop nearly magical powers and skills as they master the arts of stealth, evasion, and sneak attacks. In addition, while not capable of casting spells on their own, a rogue can sometimes &amp;quot;fake it&amp;quot; well enough to cast spells from [[scroll]]s, activate [[wand]]s, and use just about any other magic item.&lt;br /&gt;
&lt;br /&gt;
{{Class Feature&lt;br /&gt;
|HD = 6&lt;br /&gt;
|BAB = M&lt;br /&gt;
|Hsave = [[Reflex]]&lt;br /&gt;
|Lsave = [[Fortitude]] &amp;amp; [[Will]]&lt;br /&gt;
|WP = [[Weapon Proficiency (simple)|Simple]] &amp;amp; [[Weapon Proficiency (rogue)|Rogue]] ~ [[handaxe]], [[rapier]], [[shortbow]], and [[shortsword]].&lt;br /&gt;
|AP = [[Armor proficiency (light)|Light]].&lt;br /&gt;
|skill = 8&lt;br /&gt;
|Cskill = [[Appraise]], [[Bluff]], Craft ([[Craft (alchemy)|alchemy]], [[Craft (trap)|trap]], [[Craft (weapon)|weapon]]), [[Diplomacy]], [[Disable Device]], [[Disguise]], [[Escape Artist]],  [[Hide]], [[Intimidate]], [[Listen]], [[Lore: Dungeoneering]], [[Lore: Arcana]] , [[Lore: Local]], [[Move Silently]], [[Open Lock]], [[Parry]], [[Perform]], [[Search]], [[Sense motive]], [[Set Trap]], [[Sleight of Hand]], [[Spot]], [[Taunt]], [[Tumble]], [[Use Magic Device]].&lt;br /&gt;
}}&lt;br /&gt;
====Additional progressions====&lt;br /&gt;
{|&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;
|&amp;amp;nbsp;1||[[Sneak Attack]] +1d6, [[Rogue#Trapfinding|Trapfinding]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;2||[[Evasion]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;3||Sneak attack +2d6, [[Trap Sense]] +1&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;4||[[Uncanny Dodge]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;5||Sneak attack +3d6&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;6||Trap sense +2&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;7||Sneak attack +4d6, [[Hide in the Shadows]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;8||[[Improved Uncanny Dodge]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;9||Sneak attack +5d6, Trap sense +3&lt;br /&gt;
|-&lt;br /&gt;
|10||Special ability (see below)&lt;br /&gt;
|-&lt;br /&gt;
|11||Sneak attack +6d6&lt;br /&gt;
|-&lt;br /&gt;
|12||Trap sense +4&lt;br /&gt;
|-&lt;br /&gt;
|13||Sneak attack +7d6, Special ability&lt;br /&gt;
|-&lt;br /&gt;
|14||&lt;br /&gt;
|-&lt;br /&gt;
|15||Sneak attack +8d6, Trap sense +5&lt;br /&gt;
|-&lt;br /&gt;
|16||Special ability&lt;br /&gt;
|-&lt;br /&gt;
|17||Sneak attack +9d6&lt;br /&gt;
|-&lt;br /&gt;
|18||Trap sense +6&lt;br /&gt;
|-&lt;br /&gt;
|19||Sneak attack +10d6, Special ability&lt;br /&gt;
|-&lt;br /&gt;
|20||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;21&#039;&#039;&#039;||Sneak attack +11d6&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;22&#039;&#039;&#039;||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;23&#039;&#039;&#039;||Sneak attack +12d6&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;24&#039;&#039;&#039;||Epic Bonus Feat&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;25&#039;&#039;&#039;||Sneak attack +13d6&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;26&#039;&#039;&#039;||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;27&#039;&#039;&#039;||Sneak attack +14d6&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;28&#039;&#039;&#039;||Epic Bonus Feat&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;29&#039;&#039;&#039;||Sneak attack +15d6&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;30&#039;&#039;&#039;||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sneak Attack===&lt;br /&gt;
If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage. This extra damage is 1d6 at 1st level, and it increases by 1d6 every two rogue levels thereafter.&lt;br /&gt;
&lt;br /&gt;
===Trapfinding===&lt;br /&gt;
Rogues (and only rogues) can use the &#039;&#039;&#039;search&#039;&#039;&#039; skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it. Rogues (and only rogues) can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it.&lt;br /&gt;
&lt;br /&gt;
===Evasion===&lt;br /&gt;
At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save (such as a red dragon&#039;s fiery breath or a fireball), she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor.&lt;br /&gt;
&lt;br /&gt;
===Trap Sense===&lt;br /&gt;
At 3rd level, a rogue gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise to +2 when the rogue reaches 6th level, to +3 when she reaches 9th level, to +4 when she reaches 12th level, to +5 at 15th, and to +6 at 18th level.&lt;br /&gt;
&lt;br /&gt;
===Uncanny Dodge===&lt;br /&gt;
Starting at 4th level, a rogue can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized.&lt;br /&gt;
&lt;br /&gt;
===Improved Uncanny Dodge===&lt;br /&gt;
At 8th level a rogue cannot be sneaked attacked by another rogue, unless the attacker has at least four more rogue levels than the target.&lt;br /&gt;
&lt;br /&gt;
===Special ability===&lt;br /&gt;
At 10th, 13th, 16th, and 19th level, a rogue gains a special ability of her choice from among the following options:&amp;lt;br /&amp;gt;&lt;br /&gt;
*[[Crippling strike]]: A rogue 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. &#039;&#039;&#039;Note&#039;&#039;&#039;: The effects of this ability stacks with itself per hit landed.&lt;br /&gt;
*[[Defensive roll]]: The rogue can roll with a potentially lethal blow to take less damage from it than she otherwise would. Once per day, when she would be reduced to 0 or fewer hit points by damage in combat (from a weapon or other blow, not a spell or special ability), the rogue can attempt to roll with the damage. To use this ability, the rogue must attempt a Reflex saving throw (DC = damage dealt). If the save succeeds, she takes only half damage from the blow; if it fails, she takes full damage. She must be aware of the attack and able to react to it in order to execute her defensive roll-if she is denied her Dexterity bonus to AC, she can&#039;t use this ability. Since this effect would not normally allow a character to make a Reflex save for half damage, the rogue&#039;s evasion ability does not apply to the defensive roll.&lt;br /&gt;
*[[Improved evasion]]: This ability works like evasion, except that the rogue takes no damage on a successful Reflex saving throw against attacks such as a dragon&#039;s breath weapon or a fireball and she takes only half damage on a failed save.&lt;br /&gt;
*[[Opportunist]]: The rogue automatically gains a +4 competence bonus to attack rolls when making an attack of opportunity.&lt;br /&gt;
*[[Skill mastery]]: The rogue cannot roll less than 5 whenever using the Disable Device, Open Lock, or Set Trap skills, even if in combat.&lt;br /&gt;
*[[Slippery mind]]: This ability represents the rogue&#039;s ability to wriggle free from magical effects that would otherwise control or compel her. If a rogue with slippery mind is affected by an enchantment spell or effect and fails her saving throw, she automatically gets one reroll.&lt;br /&gt;
*Or a bonus normal [[feat]].&lt;br /&gt;
A rogue may also use her epic bonus feats at level 24 and 28 to select these special abilities.&lt;br /&gt;
[[Category:Playable Class]]&lt;br /&gt;
[[Category:Base classes]]&lt;br /&gt;
[[Category:Combat classes]]&lt;/div&gt;</summary>
		<author><name>EasternCheesE</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Rogue&amp;diff=13074</id>
		<title>Rogue</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Rogue&amp;diff=13074"/>
		<updated>2021-08-06T07:19:23Z</updated>

		<summary type="html">&lt;p&gt;EasternCheesE: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;====Rogue====&lt;br /&gt;
Rogues have little in common with each other. While some - maybe even the majority - are stealthy thieves, many serve as scouts, spies, investigators, diplomats, and simple thugs. Rogues are versatile, adaptable, and skilled at getting what others don&#039;t want them to get. While not equal to a fighter in combat, a rogue knows how to hit where it hurts, and a [[sneak attack]] can dish out a lot of damage. Rogues also seem to have a sixth sense when it comes to avoiding danger. Experienced rogues develop nearly magical powers and skills as they master the arts of stealth, evasion, and sneak attacks. In addition, while not capable of casting spells on their own, a rogue can sometimes &amp;quot;fake it&amp;quot; well enough to cast spells from [[scroll]]s, activate [[wand]]s, and use just about any other magic item.&lt;br /&gt;
&lt;br /&gt;
{{Class Feature&lt;br /&gt;
|HD = 6&lt;br /&gt;
|BAB = M&lt;br /&gt;
|Hsave = [[Reflex]]&lt;br /&gt;
|Lsave = [[Fortitude]] &amp;amp; [[Will]]&lt;br /&gt;
|WP = [[Weapon Proficiency (simple)|Simple]] &amp;amp; [[Weapon Proficiency (rogue)|Rogue]] ~ [[handaxe]], [[rapier]], [[shortbow]], and [[shortsword]].&lt;br /&gt;
|AP = [[Armor proficiency (light)|Light]].&lt;br /&gt;
|skill = 8&lt;br /&gt;
|Cskill = [[Appraise]], [[Bluff]], Craft ([[Craft (alchemy)|alchemy]], [[Craft (trap)|trap]], [[Craft (weapon)|weapon]]), [[Diplomacy]], [[Disable Device]], [[Disguise]], [[Escape Artist]],  [[Hide]], [[Intimidate]], [[Listen]], [[Lore: Dungeoneering]], [[Lore: Arcana]] , [[Lore: Local]], [[Move Silently]], [[Open Lock]], [[Parry]], [[Search]], [[Sense motive]], [[Set Trap]], [[Sleight of Hand]], [[Spot]], [[Taunt]], [[Tumble]], [[Use Magic Device]] and [[Escape Artist]].&lt;br /&gt;
}}&lt;br /&gt;
====Additional progressions====&lt;br /&gt;
{|&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;
|&amp;amp;nbsp;1||[[Sneak Attack]] +1d6, [[Rogue#Trapfinding|Trapfinding]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;2||[[Evasion]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;3||Sneak attack +2d6, [[Trap Sense]] +1&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;4||[[Uncanny Dodge]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;5||Sneak attack +3d6&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;6||Trap sense +2&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;7||Sneak attack +4d6, [[Hide in the Shadows]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;8||[[Improved Uncanny Dodge]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;9||Sneak attack +5d6, Trap sense +3&lt;br /&gt;
|-&lt;br /&gt;
|10||Special ability (see below)&lt;br /&gt;
|-&lt;br /&gt;
|11||Sneak attack +6d6&lt;br /&gt;
|-&lt;br /&gt;
|12||Trap sense +4&lt;br /&gt;
|-&lt;br /&gt;
|13||Sneak attack +7d6, Special ability&lt;br /&gt;
|-&lt;br /&gt;
|14||&lt;br /&gt;
|-&lt;br /&gt;
|15||Sneak attack +8d6, Trap sense +5&lt;br /&gt;
|-&lt;br /&gt;
|16||Special ability&lt;br /&gt;
|-&lt;br /&gt;
|17||Sneak attack +9d6&lt;br /&gt;
|-&lt;br /&gt;
|18||Trap sense +6&lt;br /&gt;
|-&lt;br /&gt;
|19||Sneak attack +10d6, Special ability&lt;br /&gt;
|-&lt;br /&gt;
|20||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;21&#039;&#039;&#039;||Sneak attack +11d6&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;22&#039;&#039;&#039;||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;23&#039;&#039;&#039;||Sneak attack +12d6&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;24&#039;&#039;&#039;||Epic Bonus Feat&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;25&#039;&#039;&#039;||Sneak attack +13d6&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;26&#039;&#039;&#039;||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;27&#039;&#039;&#039;||Sneak attack +14d6&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;28&#039;&#039;&#039;||Epic Bonus Feat&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;29&#039;&#039;&#039;||Sneak attack +15d6&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;30&#039;&#039;&#039;||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sneak Attack===&lt;br /&gt;
If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage. This extra damage is 1d6 at 1st level, and it increases by 1d6 every two rogue levels thereafter.&lt;br /&gt;
&lt;br /&gt;
===Trapfinding===&lt;br /&gt;
Rogues (and only rogues) can use the &#039;&#039;&#039;search&#039;&#039;&#039; skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it. Rogues (and only rogues) can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it.&lt;br /&gt;
&lt;br /&gt;
===Evasion===&lt;br /&gt;
At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save (such as a red dragon&#039;s fiery breath or a fireball), she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor.&lt;br /&gt;
&lt;br /&gt;
===Trap Sense===&lt;br /&gt;
At 3rd level, a rogue gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise to +2 when the rogue reaches 6th level, to +3 when she reaches 9th level, to +4 when she reaches 12th level, to +5 at 15th, and to +6 at 18th level.&lt;br /&gt;
&lt;br /&gt;
===Uncanny Dodge===&lt;br /&gt;
Starting at 4th level, a rogue can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized.&lt;br /&gt;
&lt;br /&gt;
===Improved Uncanny Dodge===&lt;br /&gt;
At 8th level a rogue cannot be sneaked attacked by another rogue, unless the attacker has at least four more rogue levels than the target.&lt;br /&gt;
&lt;br /&gt;
===Special ability===&lt;br /&gt;
At 10th, 13th, 16th, and 19th level, a rogue gains a special ability of her choice from among the following options:&amp;lt;br /&amp;gt;&lt;br /&gt;
*[[Crippling strike]]: A rogue 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. &#039;&#039;&#039;Note&#039;&#039;&#039;: The effects of this ability stacks with itself per hit landed.&lt;br /&gt;
*[[Defensive roll]]: The rogue can roll with a potentially lethal blow to take less damage from it than she otherwise would. Once per day, when she would be reduced to 0 or fewer hit points by damage in combat (from a weapon or other blow, not a spell or special ability), the rogue can attempt to roll with the damage. To use this ability, the rogue must attempt a Reflex saving throw (DC = damage dealt). If the save succeeds, she takes only half damage from the blow; if it fails, she takes full damage. She must be aware of the attack and able to react to it in order to execute her defensive roll-if she is denied her Dexterity bonus to AC, she can&#039;t use this ability. Since this effect would not normally allow a character to make a Reflex save for half damage, the rogue&#039;s evasion ability does not apply to the defensive roll.&lt;br /&gt;
*[[Improved evasion]]: This ability works like evasion, except that the rogue takes no damage on a successful Reflex saving throw against attacks such as a dragon&#039;s breath weapon or a fireball and she takes only half damage on a failed save.&lt;br /&gt;
*[[Opportunist]]: The rogue automatically gains a +4 competence bonus to attack rolls when making an attack of opportunity.&lt;br /&gt;
*[[Skill mastery]]: The rogue cannot roll less than 5 whenever using the Disable Device, Open Lock, or Set Trap skills, even if in combat.&lt;br /&gt;
*[[Slippery mind]]: This ability represents the rogue&#039;s ability to wriggle free from magical effects that would otherwise control or compel her. If a rogue with slippery mind is affected by an enchantment spell or effect and fails her saving throw, she automatically gets one reroll.&lt;br /&gt;
*Or a bonus normal [[feat]].&lt;br /&gt;
A rogue may also use her epic bonus feats at level 24 and 28 to select these special abilities.&lt;br /&gt;
[[Category:Playable Class]]&lt;br /&gt;
[[Category:Base classes]]&lt;br /&gt;
[[Category:Combat classes]]&lt;/div&gt;</summary>
		<author><name>EasternCheesE</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Rogue&amp;diff=13073</id>
		<title>Rogue</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Rogue&amp;diff=13073"/>
		<updated>2021-08-06T07:18:57Z</updated>

		<summary type="html">&lt;p&gt;EasternCheesE: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;====Rogue====&lt;br /&gt;
Rogues have little in common with each other. While some - maybe even the majority - are stealthy thieves, many serve as scouts, spies, investigators, diplomats, and simple thugs. Rogues are versatile, adaptable, and skilled at getting what others don&#039;t want them to get. While not equal to a fighter in combat, a rogue knows how to hit where it hurts, and a [[sneak attack]] can dish out a lot of damage. Rogues also seem to have a sixth sense when it comes to avoiding danger. Experienced rogues develop nearly magical powers and skills as they master the arts of stealth, evasion, and sneak attacks. In addition, while not capable of casting spells on their own, a rogue can sometimes &amp;quot;fake it&amp;quot; well enough to cast spells from [[scroll]]s, activate [[wand]]s, and use just about any other magic item.&lt;br /&gt;
&lt;br /&gt;
{{Class Feature&lt;br /&gt;
|HD = 6&lt;br /&gt;
|BAB = M&lt;br /&gt;
|Hsave = [[Reflex]]&lt;br /&gt;
|Lsave = [[Fortitude]] &amp;amp; [[Will]]&lt;br /&gt;
|WP = [[Weapon Proficiency (simple)|Simple]] &amp;amp; [[Weapon Proficiency (rogue)|Rogue]] ~ [[handaxe]], [[rapier]], [[shortbow]], and [[shortsword]].&lt;br /&gt;
|AP = [[Armor proficiency (light)|Light]].&lt;br /&gt;
|skill = 8&lt;br /&gt;
|Cskill = [[Appraise]], [[Bluff]], Craft ([[Craft (alchemy)|alchemy]], [[Craft (trap)|trap]], [[Craft (weapon)|weapon]]), [[Diplomacy]], [[Disable Device]], [[Disguise]],  [[Hide]], [[Intimidate]], [[Listen]], [[Lore: Dungeoneering]], [[Lore: Arcana]] , [[Lore: Local]], [[Move Silently]], [[Open Lock]], [[Parry]], [[Search]], [[Sense motive]], [[Set Trap]], [[Sleight of Hand]], [[Spot]], [[Taunt]], [[Tumble]], [[Use Magic Device]] and [[Escape Artist]].&lt;br /&gt;
}}&lt;br /&gt;
====Additional progressions====&lt;br /&gt;
{|&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;
|&amp;amp;nbsp;1||[[Sneak Attack]] +1d6, [[Rogue#Trapfinding|Trapfinding]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;2||[[Evasion]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;3||Sneak attack +2d6, [[Trap Sense]] +1&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;4||[[Uncanny Dodge]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;5||Sneak attack +3d6&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;6||Trap sense +2&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;7||Sneak attack +4d6, [[Hide in the Shadows]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;8||[[Improved Uncanny Dodge]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;9||Sneak attack +5d6, Trap sense +3&lt;br /&gt;
|-&lt;br /&gt;
|10||Special ability (see below)&lt;br /&gt;
|-&lt;br /&gt;
|11||Sneak attack +6d6&lt;br /&gt;
|-&lt;br /&gt;
|12||Trap sense +4&lt;br /&gt;
|-&lt;br /&gt;
|13||Sneak attack +7d6, Special ability&lt;br /&gt;
|-&lt;br /&gt;
|14||&lt;br /&gt;
|-&lt;br /&gt;
|15||Sneak attack +8d6, Trap sense +5&lt;br /&gt;
|-&lt;br /&gt;
|16||Special ability&lt;br /&gt;
|-&lt;br /&gt;
|17||Sneak attack +9d6&lt;br /&gt;
|-&lt;br /&gt;
|18||Trap sense +6&lt;br /&gt;
|-&lt;br /&gt;
|19||Sneak attack +10d6, Special ability&lt;br /&gt;
|-&lt;br /&gt;
|20||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;21&#039;&#039;&#039;||Sneak attack +11d6&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;22&#039;&#039;&#039;||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;23&#039;&#039;&#039;||Sneak attack +12d6&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;24&#039;&#039;&#039;||Epic Bonus Feat&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;25&#039;&#039;&#039;||Sneak attack +13d6&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;26&#039;&#039;&#039;||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;27&#039;&#039;&#039;||Sneak attack +14d6&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;28&#039;&#039;&#039;||Epic Bonus Feat&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;29&#039;&#039;&#039;||Sneak attack +15d6&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;30&#039;&#039;&#039;||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sneak Attack===&lt;br /&gt;
If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage. This extra damage is 1d6 at 1st level, and it increases by 1d6 every two rogue levels thereafter.&lt;br /&gt;
&lt;br /&gt;
===Trapfinding===&lt;br /&gt;
Rogues (and only rogues) can use the &#039;&#039;&#039;search&#039;&#039;&#039; skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it. Rogues (and only rogues) can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it.&lt;br /&gt;
&lt;br /&gt;
===Evasion===&lt;br /&gt;
At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save (such as a red dragon&#039;s fiery breath or a fireball), she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor.&lt;br /&gt;
&lt;br /&gt;
===Trap Sense===&lt;br /&gt;
At 3rd level, a rogue gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise to +2 when the rogue reaches 6th level, to +3 when she reaches 9th level, to +4 when she reaches 12th level, to +5 at 15th, and to +6 at 18th level.&lt;br /&gt;
&lt;br /&gt;
===Uncanny Dodge===&lt;br /&gt;
Starting at 4th level, a rogue can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized.&lt;br /&gt;
&lt;br /&gt;
===Improved Uncanny Dodge===&lt;br /&gt;
At 8th level a rogue cannot be sneaked attacked by another rogue, unless the attacker has at least four more rogue levels than the target.&lt;br /&gt;
&lt;br /&gt;
===Special ability===&lt;br /&gt;
At 10th, 13th, 16th, and 19th level, a rogue gains a special ability of her choice from among the following options:&amp;lt;br /&amp;gt;&lt;br /&gt;
*[[Crippling strike]]: A rogue 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. &#039;&#039;&#039;Note&#039;&#039;&#039;: The effects of this ability stacks with itself per hit landed.&lt;br /&gt;
*[[Defensive roll]]: The rogue can roll with a potentially lethal blow to take less damage from it than she otherwise would. Once per day, when she would be reduced to 0 or fewer hit points by damage in combat (from a weapon or other blow, not a spell or special ability), the rogue can attempt to roll with the damage. To use this ability, the rogue must attempt a Reflex saving throw (DC = damage dealt). If the save succeeds, she takes only half damage from the blow; if it fails, she takes full damage. She must be aware of the attack and able to react to it in order to execute her defensive roll-if she is denied her Dexterity bonus to AC, she can&#039;t use this ability. Since this effect would not normally allow a character to make a Reflex save for half damage, the rogue&#039;s evasion ability does not apply to the defensive roll.&lt;br /&gt;
*[[Improved evasion]]: This ability works like evasion, except that the rogue takes no damage on a successful Reflex saving throw against attacks such as a dragon&#039;s breath weapon or a fireball and she takes only half damage on a failed save.&lt;br /&gt;
*[[Opportunist]]: The rogue automatically gains a +4 competence bonus to attack rolls when making an attack of opportunity.&lt;br /&gt;
*[[Skill mastery]]: The rogue cannot roll less than 5 whenever using the Disable Device, Open Lock, or Set Trap skills, even if in combat.&lt;br /&gt;
*[[Slippery mind]]: This ability represents the rogue&#039;s ability to wriggle free from magical effects that would otherwise control or compel her. If a rogue with slippery mind is affected by an enchantment spell or effect and fails her saving throw, she automatically gets one reroll.&lt;br /&gt;
*Or a bonus normal [[feat]].&lt;br /&gt;
A rogue may also use her epic bonus feats at level 24 and 28 to select these special abilities.&lt;br /&gt;
[[Category:Playable Class]]&lt;br /&gt;
[[Category:Base classes]]&lt;br /&gt;
[[Category:Combat classes]]&lt;/div&gt;</summary>
		<author><name>EasternCheesE</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Thief_Acrobat&amp;diff=13057</id>
		<title>Thief Acrobat</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Thief_Acrobat&amp;diff=13057"/>
		<updated>2021-08-04T17:01:22Z</updated>

		<summary type="html">&lt;p&gt;EasternCheesE: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Description==&lt;br /&gt;
Like any large guild, a thieves’ 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-storey burglar who is infamous for daring escapades across the city’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’ Guild House 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’s way.&lt;br /&gt;
&lt;br /&gt;
Most Thief Acrobats began as rogues and worked their way up through a guild’s ranks, but even Rangers, Barbarians, and even Illusionists (who wind up working for various regional thieves&#039; guilds) are known to pursue the acrobatic arts from time to time.&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; [[Tumble]] 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=[[Appraise]], [[Disable Device]], [[Escape Artist]], [[Hide]], [[Move Silently]], [[Open Lock]], [[Perform]], [[Search]] and [[Tumble]]&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 || Agile Fighting &lt;br /&gt;
|-&lt;br /&gt;
| 2 || [[Improved Knockdown]]&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Springboard &lt;br /&gt;
|-&lt;br /&gt;
| 4 || [[Improved Evasion]]&lt;br /&gt;
|-&lt;br /&gt;
| 5 || Kip Up &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Agile Fighting (Ex)==== &lt;br /&gt;
A whirling, spinning thief-acrobat is a devilishly difficult target. Starting at 1st level, a thief-acrobat gains a +1 dodge bonus to Armor Class. After 4th level, and when using combat expertise or improved combat expertise, this bonus becomes +2. This bonus is only applied if she is wearing light or no armor and is unencumbered.&lt;br /&gt;
&lt;br /&gt;
====Improved Knockdown (Ex)==== &lt;br /&gt;
At 2nd level, the thief-acrobat gains Improved Knockdown as a bonus feat, even if she does not have the Knockdown feat prerequisite.&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 + Dex + HD/2) or be stunned for two 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;
====Improved Evasion (Ex)====&lt;br /&gt;
A 4th-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;
====Kip Up (Ex)====&lt;br /&gt;
At 5th 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. (Knockdown Immunity)&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>EasternCheesE</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Thief_Acrobat&amp;diff=13056</id>
		<title>Thief Acrobat</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Thief_Acrobat&amp;diff=13056"/>
		<updated>2021-08-04T16:57:27Z</updated>

		<summary type="html">&lt;p&gt;EasternCheesE: Removed duplicated hide from skills.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Description==&lt;br /&gt;
Like any large guild, a thieves’ 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-storey burglar who is infamous for daring escapades across the city’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’ Guild House 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’s way.&lt;br /&gt;
&lt;br /&gt;
Most Thief Acrobats began as rogues and worked their way up through a guild’s ranks, but even Rangers, Barbarians, and even Illusionists (who wind up working for various regional thieves&#039; guilds) are known to pursue the acrobatic arts from time to time.&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; [[Tumble]] 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=[[Appraise]], [[Disable Device]], [[Escape Artist]], [[Hide]], [[Diplomacy]], [[Move Silently]], [[Open Lock]], [[Perform]], [[Search]] and [[Tumble]]&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 || Agile Fighting &lt;br /&gt;
|-&lt;br /&gt;
| 2 || [[Improved Knockdown]]&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Springboard &lt;br /&gt;
|-&lt;br /&gt;
| 4 || [[Improved Evasion]]&lt;br /&gt;
|-&lt;br /&gt;
| 5 || Kip Up &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Agile Fighting (Ex)==== &lt;br /&gt;
A whirling, spinning thief-acrobat is a devilishly difficult target. Starting at 1st level, a thief-acrobat gains a +1 dodge bonus to Armor Class. After 4th level, and when using combat expertise or improved combat expertise, this bonus becomes +2. This bonus is only applied if she is wearing light or no armor and is unencumbered.&lt;br /&gt;
&lt;br /&gt;
====Improved Knockdown (Ex)==== &lt;br /&gt;
At 2nd level, the thief-acrobat gains Improved Knockdown as a bonus feat, even if she does not have the Knockdown feat prerequisite.&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 + Dex + HD/2) or be stunned for two 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;
====Improved Evasion (Ex)====&lt;br /&gt;
A 4th-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;
====Kip Up (Ex)====&lt;br /&gt;
At 5th 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. (Knockdown Immunity)&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>EasternCheesE</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Axe_Storm_of_Clangeddin&amp;diff=13017</id>
		<title>Axe Storm of Clangeddin</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Axe_Storm_of_Clangeddin&amp;diff=13017"/>
		<updated>2021-07-17T12:28:02Z</updated>

		<summary type="html">&lt;p&gt;EasternCheesE: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{spell&lt;br /&gt;
|icon=&lt;br /&gt;
|image=&lt;br /&gt;
|level_bard=&lt;br /&gt;
|level_cleric=4&lt;br /&gt;
|level_druid=&lt;br /&gt;
|level_paladin=&lt;br /&gt;
|level_ranger=&lt;br /&gt;
|level_sorwiz=&lt;br /&gt;
|level_warlock=&lt;br /&gt;
|level_innate=4&lt;br /&gt;
|school=Abjuration &lt;br /&gt;
|descriptor=Clangeddin&lt;br /&gt;
|components=VS&lt;br /&gt;
|range=Self&lt;br /&gt;
|area=15 feet&lt;br /&gt;
|duration=3 rounds, +1 / 3 levels&lt;br /&gt;
|save=[[n/a]]&lt;br /&gt;
|spell_resistance=n/a&lt;br /&gt;
|hostile=No&lt;br /&gt;
|empower=No&lt;br /&gt;
|extend=Yes&lt;br /&gt;
|maximize=No&lt;br /&gt;
|quicken=Yes&lt;br /&gt;
|silent=Yes&lt;br /&gt;
|still=Yes&lt;br /&gt;
|persist=No}}&lt;br /&gt;
== Description ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;* This spell is not present on server as of 17.07.2021 *&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
When this spell is cast, each affected dwarf gains an additional attack per round with every axe wielded in melee combat or hurled at an opponent. Movement, spellcasting, spell effects, or attacks with weapons other than axes are not sped up. &lt;br /&gt;
&lt;br /&gt;
For the purposes of this spell, axes include battle axes, hand axes, hatchets, throwing axes, and two-handed battle axes; these may be nonmagical or magical. This spell is not cumulative with itself or with other similar magic. A slow spell will negate the effects of an Axe Storm of Clangeddin but otherwise have no effect, and a haste spell will negate the effects of this spell and function normally.&lt;br /&gt;
&lt;br /&gt;
== Gameplay Notes ==&lt;br /&gt;
Note: This spell is available to all Dwarven Clergy, Duergar excluded.&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;/div&gt;</summary>
		<author><name>EasternCheesE</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Axe_Storm_of_Clangeddin&amp;diff=13016</id>
		<title>Axe Storm of Clangeddin</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Axe_Storm_of_Clangeddin&amp;diff=13016"/>
		<updated>2021-07-17T12:26:53Z</updated>

		<summary type="html">&lt;p&gt;EasternCheesE: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{spell&lt;br /&gt;
|icon=&lt;br /&gt;
|image=&lt;br /&gt;
|level_bard=&lt;br /&gt;
|level_cleric=4&lt;br /&gt;
|level_druid=&lt;br /&gt;
|level_paladin=&lt;br /&gt;
|level_ranger=&lt;br /&gt;
|level_sorwiz=&lt;br /&gt;
|level_warlock=&lt;br /&gt;
|level_innate=4&lt;br /&gt;
|school=Abjuration &lt;br /&gt;
|descriptor=Clangeddin&lt;br /&gt;
|components=VS&lt;br /&gt;
|range=Self&lt;br /&gt;
|area=15 feet&lt;br /&gt;
|duration=3 rounds, +1 / 3 levels&lt;br /&gt;
|save=[[n/a]]&lt;br /&gt;
|spell_resistance=n/a&lt;br /&gt;
|hostile=No&lt;br /&gt;
|empower=No&lt;br /&gt;
|extend=Yes&lt;br /&gt;
|maximize=No&lt;br /&gt;
|quicken=Yes&lt;br /&gt;
|silent=Yes&lt;br /&gt;
|still=Yes&lt;br /&gt;
|persist=No}}&lt;br /&gt;
== Description ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;* This spell is not present on server currently *&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
When this spell is cast, each affected dwarf gains an additional attack per round with every axe wielded in melee combat or hurled at an opponent. Movement, spellcasting, spell effects, or attacks with weapons other than axes are not sped up. &lt;br /&gt;
&lt;br /&gt;
For the purposes of this spell, axes include battle axes, hand axes, hatchets, throwing axes, and two-handed battle axes; these may be nonmagical or magical. This spell is not cumulative with itself or with other similar magic. A slow spell will negate the effects of an Axe Storm of Clangeddin but otherwise have no effect, and a haste spell will negate the effects of this spell and function normally.&lt;br /&gt;
&lt;br /&gt;
== Gameplay Notes ==&lt;br /&gt;
Note: This spell is available to all Dwarven Clergy, Duergar excluded.&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;/div&gt;</summary>
		<author><name>EasternCheesE</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Axe_Storm_of_Clangeddin&amp;diff=13015</id>
		<title>Axe Storm of Clangeddin</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Axe_Storm_of_Clangeddin&amp;diff=13015"/>
		<updated>2021-07-17T12:26:46Z</updated>

		<summary type="html">&lt;p&gt;EasternCheesE: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{spell&lt;br /&gt;
|icon=&lt;br /&gt;
|image=&lt;br /&gt;
|level_bard=&lt;br /&gt;
|level_cleric=4&lt;br /&gt;
|level_druid=&lt;br /&gt;
|level_paladin=&lt;br /&gt;
|level_ranger=&lt;br /&gt;
|level_sorwiz=&lt;br /&gt;
|level_warlock=&lt;br /&gt;
|level_innate=4&lt;br /&gt;
|school=Abjuration &lt;br /&gt;
|descriptor=Clangeddin&lt;br /&gt;
|components=VS&lt;br /&gt;
|range=Self&lt;br /&gt;
|area=15 feet&lt;br /&gt;
|duration=3 rounds, +1 / 3 levels&lt;br /&gt;
|save=[[n/a]]&lt;br /&gt;
|spell_resistance=n/a&lt;br /&gt;
|hostile=No&lt;br /&gt;
|empower=No&lt;br /&gt;
|extend=Yes&lt;br /&gt;
|maximize=No&lt;br /&gt;
|quicken=Yes&lt;br /&gt;
|silent=Yes&lt;br /&gt;
|still=Yes&lt;br /&gt;
|persist=No}}&lt;br /&gt;
== Description ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;* This spell is not present on server currently *&#039;&#039;&#039; &lt;br /&gt;
When this spell is cast, each affected dwarf gains an additional attack per round with every axe wielded in melee combat or hurled at an opponent. Movement, spellcasting, spell effects, or attacks with weapons other than axes are not sped up. &lt;br /&gt;
&lt;br /&gt;
For the purposes of this spell, axes include battle axes, hand axes, hatchets, throwing axes, and two-handed battle axes; these may be nonmagical or magical. This spell is not cumulative with itself or with other similar magic. A slow spell will negate the effects of an Axe Storm of Clangeddin but otherwise have no effect, and a haste spell will negate the effects of this spell and function normally.&lt;br /&gt;
&lt;br /&gt;
== Gameplay Notes ==&lt;br /&gt;
Note: This spell is available to all Dwarven Clergy, Duergar excluded.&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;/div&gt;</summary>
		<author><name>EasternCheesE</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Hierophant&amp;diff=12865</id>
		<title>Hierophant</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Hierophant&amp;diff=12865"/>
		<updated>2021-06-24T09:25:11Z</updated>

		<summary type="html">&lt;p&gt;EasternCheesE: Removed Augment Form mention since it&amp;#039;s not available to Hierophant ATM and is being discussed by QC if to add it.&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;
A divine spellcaster who rises high in the service of his deity gains access to spells and abilities of which lesser faithful can only dream.&lt;br /&gt;
&lt;br /&gt;
The hierophant is a prestige class of clerics and druids. Hierophants are higher members of clergy and druidic circles who decide to temporarily forgo gaining the highest levels of divine magic in order to concentrate on the mastery of what they already possess. 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 rather than calling on more involved prayers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Requirements ==&lt;br /&gt;
Race: Any&lt;br /&gt;
&lt;br /&gt;
Alignment: Any&lt;br /&gt;
&lt;br /&gt;
Skills: 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 and Cleric 19 Wisdom, Spirit Shaman 19 Wisdom OR 19 Charisma.&lt;br /&gt;
&lt;br /&gt;
Class: Cleric, Druid, Spirit Shaman.&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]], [[Craft Armor]], [[Craft Weapon]], [[Craft Alchemy]], [[Heal (skill)|Heal]], [[Spellcraft]], [[Lore: Arcana]], [[Lore: History]], [[Lore: Local]], [[Lore: Religion]]&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 and turning damage rolls. 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, to a maximum of six runes, creating and imbuing the rune at modest expense compared to scribing a scroll of similar level.&amp;lt;br /&amp;gt;Use: Automatic&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: rgb(255, 128, 0);&amp;quot;&amp;gt;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;
&lt;br /&gt;
== Gameplay Notes ==&lt;br /&gt;
Mastery of Energy will give you also a +4 bonus to Turning check of the feat [[Divine Spell Power]][[https://wiki.bgtscc.net/index.php?title=Divine_Spell_Power#Gameplay_Notes]].&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>EasternCheesE</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Weapon_Mastery&amp;diff=12842</id>
		<title>Weapon Mastery</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Weapon_Mastery&amp;diff=12842"/>
		<updated>2021-06-17T06:54:09Z</updated>

		<summary type="html">&lt;p&gt;EasternCheesE: Removed Weapon specialization requirement since it doesn&amp;#039;t require it in game. In-game description does also just say &amp;quot;fighter 12&amp;quot;, but it&amp;#039;s impossible to have less than 12 BAB with fighter 12, thus, removed BAB +8 requirement as well.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Melee &amp;lt;b&amp;gt;Weapon Mastery&amp;lt;/b&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
 Type of Feat: General&lt;br /&gt;
 Prerequisite: Fighter 12&lt;br /&gt;
 Use: Automatic.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When using the appropriate weapon, you gain a +2 bonus on attacks and a +2 bonus on damage. This feat is available separately for slashing, bludgeoning and piercing weapon types. It applies only to weapons of the specified damage type.&lt;br /&gt;
&lt;br /&gt;
== Gameplay Notes ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
[[Category:Feats]]&lt;br /&gt;
[[Category:Playable Feats]]&lt;br /&gt;
[[Category:Combat feat]]&lt;/div&gt;</summary>
		<author><name>EasternCheesE</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Uncanny_Dodge&amp;diff=12773</id>
		<title>Uncanny Dodge</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Uncanny_Dodge&amp;diff=12773"/>
		<updated>2021-06-13T18:49:57Z</updated>

		<summary type="html">&lt;p&gt;EasternCheesE: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{FeatInfo&lt;br /&gt;
|type=Class&lt;br /&gt;
|Prereq=[[Barbarian]] 2, [[Air (domain)|Air Domain]] 1, [[Rogue]] 4, [[Assassin]] 2, [[Dwarven Defender]] 2, [[Fist of the Forest]] 2, [[Guild Thief]] 2, [[Man-at-Arms]] 17, [[Shadow Dancer]] 2, [[Sacred Fist]] 6&lt;br /&gt;
|Req=[[Improved Uncanny Dodge]]&lt;br /&gt;
|Specifics=The [[character]] retains his [[Dexterity|Dex]] bonus to [[AC]], even if caught [[flat-footed]] or attacked by a hidden or invisible creature.&lt;br /&gt;
|Use=Automatic}}&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
*Uncanny Dodge is not upgraded to Improved Uncanny Dodge if a character with the feat gains it again from another class.&lt;br /&gt;
&lt;br /&gt;
==NWN comparison==&lt;br /&gt;
*In NWN, &#039;&#039;&#039;Uncanny dodge&#039;&#039;&#039; also incorporated the reflex bonus provided by [[trap sense]].&lt;br /&gt;
*While not mentioned in description, it does make PC to retain all the AC they should&#039;ve lost on being flat footed (Dex, Dodge, Tumble AC).&lt;br /&gt;
&lt;br /&gt;
==External resources==&lt;br /&gt;
*[[NWNWiki:Uncanny Dodge]]&lt;br /&gt;
[[Category:Class feats]]&lt;/div&gt;</summary>
		<author><name>EasternCheesE</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Ilyykur%27s_Mantle&amp;diff=12761</id>
		<title>Ilyykur&#039;s Mantle</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Ilyykur%27s_Mantle&amp;diff=12761"/>
		<updated>2021-06-09T15:54:55Z</updated>

		<summary type="html">&lt;p&gt;EasternCheesE: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{spell&lt;br /&gt;
|icon=Is_chainlightning.png&lt;br /&gt;
|image=&lt;br /&gt;
|level_sorwiz=4&lt;br /&gt;
|level_innate=4&lt;br /&gt;
|school=Abjuration&lt;br /&gt;
|descriptor=Electricity&lt;br /&gt;
|components=VS&lt;br /&gt;
|range=Self&lt;br /&gt;
|area=Self&lt;br /&gt;
|duration_type=1min / level&lt;br /&gt;
|save=None&lt;br /&gt;
|save_type=R&lt;br /&gt;
|spell_resistance=No&lt;br /&gt;
|hostile=No&lt;br /&gt;
|empower=No&lt;br /&gt;
|extend=Yes&lt;br /&gt;
|maximize=No&lt;br /&gt;
|quicken=Yes&lt;br /&gt;
|silent=Yes&lt;br /&gt;
|still=Yes&lt;br /&gt;
|persist=No&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
You surround yourself with an electrical shield. You gain damage reduction 15/- electricity and gain a +1 save versus spells for every four levels.&lt;/div&gt;</summary>
		<author><name>EasternCheesE</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Animalistic_Power&amp;diff=12729</id>
		<title>Animalistic Power</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Animalistic_Power&amp;diff=12729"/>
		<updated>2021-06-07T07:43:47Z</updated>

		<summary type="html">&lt;p&gt;EasternCheesE: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{spell&lt;br /&gt;
|level_cleric=2&lt;br /&gt;
|level_druid=2&lt;br /&gt;
|level_ranger=2&lt;br /&gt;
|level_sorwiz=2&lt;br /&gt;
|level_innate=2&lt;br /&gt;
|school=Transmutation&lt;br /&gt;
|descriptor=none&lt;br /&gt;
|components=VS&lt;br /&gt;
|range=Touch&lt;br /&gt;
|area=Single&lt;br /&gt;
|duration=10 minutes / Level &lt;br /&gt;
|save=Harmless&lt;br /&gt;
|save_type=none&lt;br /&gt;
|spell_resistance=No&lt;br /&gt;
|hostile=No&lt;br /&gt;
|empower=No&lt;br /&gt;
|extend=No&lt;br /&gt;
|maximize=No&lt;br /&gt;
|quicken=No&lt;br /&gt;
|silent=No&lt;br /&gt;
|still=No&lt;br /&gt;
|persist=No&lt;br /&gt;
|icon = Is_animalisticpower.png}}&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
You imbue the subject with an aspect of the natural world. The subject gains a +2 bonus to Strength, Dexterity, and Constitution.&lt;br /&gt;
&lt;br /&gt;
==Gameplay Notes==&lt;br /&gt;
-Deleted obsolete bug note (just tested)&lt;br /&gt;
-Spell duration was changed to 10 minutes per caster level to make it more useful.&lt;/div&gt;</summary>
		<author><name>EasternCheesE</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Athkatlan_Triparite&amp;diff=12725</id>
		<title>Athkatlan Triparite</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Athkatlan_Triparite&amp;diff=12725"/>
		<updated>2021-06-06T08:50:32Z</updated>

		<summary type="html">&lt;p&gt;EasternCheesE: Added info about mainhand attacks being reduced to 0.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== &#039;&#039;&#039;Athkatlan Triparite&#039;&#039;&#039; ===&lt;br /&gt;
 Type of Feat: General / Fighter [Style]&lt;br /&gt;
 Prerequisite: DEX 13&lt;br /&gt;
 Use: Selected (mode)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You limit yourself to three attacks per round. In exchange you gain both 1 damage and dodge AC per lost attack.&lt;br /&gt;
&lt;br /&gt;
When dual-wielding, only the attacks of the main hand are limited, while the bonuses are applied to attacks with both hands. Keep in mind, it means if you have less or exactly 4 attacks with main hand, it will reduce them to zero, thus your PC will only attack with offhand weapon. Reaching 5 attacks per round with mainhand will allow to have 1 mainhand attack/your maximum offhand attacks per round. &lt;br /&gt;
&lt;br /&gt;
CAPPED to a maximum bonus of +4.&lt;br /&gt;
&lt;br /&gt;
== Gameplay Notes ==&lt;br /&gt;
This style (as well as Sembian Fencing) will instantly deactivate upon casting any spell.&lt;br /&gt;
&lt;br /&gt;
This style will instantly deactivate upon equipping/unequipping an item, making it incompatible with polymorph effects (Shapechange, Wild Shape, Bear Form, etc...)&lt;br /&gt;
&lt;br /&gt;
Does not work with other combat style feats (e.g. Sembian Fencing) but works with combat stances (e.g. Power Attack/Combat Expertise).&lt;br /&gt;
&lt;br /&gt;
Does work with Monk´s Flurry and Greater Flurry. Your Attacks per Round are still reduced to your 3 highest AB, but you will get extra Damage and AC for the loss of the extra attacks from Flurry.&lt;br /&gt;
&lt;br /&gt;
As of 8/8/18 update the bonus AC and damage was capped to a maximum of +4.&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
[[Category:Feats]]&lt;br /&gt;
[[Category:Combat Style]]&lt;br /&gt;
[[Category:Feats in development]]&lt;br /&gt;
[[Category:Combat feat]]&lt;/div&gt;</summary>
		<author><name>EasternCheesE</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Dragon_Shape&amp;diff=11288</id>
		<title>Dragon Shape</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Dragon_Shape&amp;diff=11288"/>
		<updated>2021-02-28T13:30:49Z</updated>

		<summary type="html">&lt;p&gt;EasternCheesE: Removed remark of not working Sneak attack immunity since it was tested to be working.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{FeatInfo&lt;br /&gt;
|type=Druid, Epic&lt;br /&gt;
|Prereq=Character 21, [[Wisdom]] 27, [[Wild Shape]] 8x/day (requires 26 levels of druid)&lt;br /&gt;
|Req=[[Dragon Companion]]&lt;br /&gt;
|Specifics=The character may use wild shape to change into a [[dragon]]. The transformation has a duration of 1 hour per class level.&lt;br /&gt;
|Use=Selected (must choose which type of dragon)&lt;br /&gt;
&lt;br /&gt;
Dragon Shape varies in strength according to your druid level. A level 30 druid becomes a 30 HD Dragon, a level 28-29 druid becomes a 28 HD Dragon and a level 27 or lower druid becomes a 25 HD Dragon.&lt;br /&gt;
==Notes==&lt;br /&gt;
&lt;br /&gt;
The Red Dragon shape is the strongest of the three. The following stats are obtained from dragonform, -&lt;br /&gt;
&lt;br /&gt;
* STR 33  DEX 10  CON 23  &lt;br /&gt;
* 2d8+1 damage    &lt;br /&gt;
* 28 AC&lt;br /&gt;
* 150 temporary bonus hitpoints&lt;br /&gt;
* +1 attack bonus&lt;br /&gt;
* Immunity: Mind effects, [[Paralysis]], [[Sneak attack]]&lt;br /&gt;
* [[Spell Resistance]] 22&lt;br /&gt;
* True Seeing&lt;br /&gt;
* Racial type Dragon&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
* If the wizard&#039;s spell [[Enlarge Person]] or the cleric&#039;s [[Righteous Might]] is cast on the druid BEFORE he transforms into a dragon, the result is a dragon form that looks 10 times larger than its supposed to look.&lt;br /&gt;
&lt;br /&gt;
* If [[Reduce Animal]] is cast on bear form, that shape cancelled and then dragon shape taken on by the druid it will crash the game or cause the dragon to walk on the underside of the walkmesh in an area.&lt;br /&gt;
&lt;br /&gt;
* Deep Gnomes that transform into Red Dragons retain their racial SR of 41 rather than the dragon shapes SR of 22.&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
}}&lt;br /&gt;
[[Category:Class feats]]&lt;br /&gt;
[[Category:Epic feats]]&lt;/div&gt;</summary>
		<author><name>EasternCheesE</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Red_Wizard_of_Thay&amp;diff=11270</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=11270"/>
		<updated>2021-02-24T18:20:55Z</updated>

		<summary type="html">&lt;p&gt;EasternCheesE: &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). [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;
&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>EasternCheesE</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Guild_Thief&amp;diff=11223</id>
		<title>Guild Thief</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Guild_Thief&amp;diff=11223"/>
		<updated>2021-02-14T09:40:38Z</updated>

		<summary type="html">&lt;p&gt;EasternCheesE: &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 Weapon]], [[Diplomacy]], [[Disable Device]], [[Disguise]], [[Escape Artist]], [[Intimidate]], [[Listen]], [[Lore: Local]], [[Move Silently]], [[Open Lock]], [[Parry]], [[Search]], [[Sense motive]], [[Set Trap]], [[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 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 [[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>EasternCheesE</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Archmage&amp;diff=11114</id>
		<title>Archmage</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Archmage&amp;diff=11114"/>
		<updated>2021-01-28T16:11:45Z</updated>

		<summary type="html">&lt;p&gt;EasternCheesE: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Class Description ==&lt;br /&gt;
[[File:280px-Archmage (art).jpg|thumb|247x247px]]&lt;br /&gt;
The highest art is magic, often referred to simply as &#039;the Art&#039;. Its most advanced practitioners are frequently archmages, persons who can weave spells in ways unimaginable to other spellcasters. An archmage gains strange powers and the ability to alter spells in remarkable ways, but must sacrifice some of her spell capability in order to master these arcane secrets. Most archmages are pure wizards or sorcerers rarely multiclassed, choosing instead to concentrate on perfecting their arcane skills. Archmages in urban areas often hold positions of power in magic-focused organisations. Their pursuit of arcane excellence and their familiarity with High Arcana places them above most of their peers. Some archmages choose a more solitary path, often eschewing society to study in solitude.&lt;br /&gt;
== Requirements ==&lt;br /&gt;
&amp;lt;strong&amp;gt;Race:&amp;lt;/strong&amp;gt; Any&lt;br /&gt;
&lt;br /&gt;
&amp;lt;strong&amp;gt;Race:&amp;lt;/strong&amp;gt; Any&lt;br /&gt;
&lt;br /&gt;
&amp;lt;strong&amp;gt;Alignment:&amp;lt;/strong&amp;gt; Any.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;strong&amp;gt;Skills:&amp;lt;/strong&amp;gt; [[Spellcraft]] 15, [[Lore: Arcana]] 15.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;strong&amp;gt;Feats:&amp;lt;/strong&amp;gt; Skill Focus Spellcraft and Two [[Spell Focus]] feats of any school (but not the same school), Once you have the two spell focus feats you will be given a qualifying feat for archmage. You still need to get Skill focus Spellcraft however.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;strong&amp;gt;Spellcasting:&amp;lt;/strong&amp;gt; Able to cast 7th-circle arcane spells.&lt;br /&gt;
&lt;br /&gt;
== Class Features ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;strong&amp;gt;Hit Die:&amp;lt;/strong&amp;gt; d4&lt;br /&gt;
&lt;br /&gt;
&amp;lt;strong&amp;gt;[[Base attack bonus]]&amp;lt;/strong&amp;gt;&amp;lt;strong&amp;gt;:&amp;lt;/strong&amp;gt; Low.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;strong&amp;gt;High Saves:&amp;lt;/strong&amp;gt; [[Will]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;strong&amp;gt;Weapon Proficiencies:&amp;lt;/strong&amp;gt; Archmages gain no weapon proficiencies.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;strong&amp;gt;Armor Proficiencies:&amp;lt;/strong&amp;gt; Archmages gain no armor proficiencies.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;strong&amp;gt;Skill Points:&amp;lt;/strong&amp;gt; 2 + Int [[Ability_modifier| modifier]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;strong&amp;gt;Class Skills:&amp;lt;/strong&amp;gt; [[Concentration]], [[Craft Alchemy]], [[Craft Armor]], [[Craft Weapon]], all Lore skills, and [[Spellcraft]].&lt;br /&gt;
&lt;br /&gt;
== Class Abilities ==&lt;br /&gt;
{| class=&amp;quot;article-table&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
Level&lt;br /&gt;
!&lt;br /&gt;
Features Gained&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
||&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|| High Arcana feat selection&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|| &lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|| High Arcana feat selection&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
||&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|| High Arcana feat selection&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
||&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|| High Arcana feat selection&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|| &lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|| High Arcana feat selection&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Spells per day / spells known====&lt;br /&gt;
When a new archmage level is gained, the character gains new spells per day (and spells known, if applicable) as though they had gained a level in whatever arcane spellcasting class gave them picked. If the character has more than one applicable arcane spellcasting class, they must pick one to improve.&lt;br /&gt;
&lt;br /&gt;
High Arcana feats: The Archmage can take high arcana feats. All these feats cost one spellslot each and are sacrificed as you rest.&lt;br /&gt;
&lt;br /&gt;
====High Arcana: Spellpower 1 ====&lt;br /&gt;
Specifics: At the cost of one 5th level spell your spellpower increases by one (+1 for purposes of determining level-dependent spell variables such as damage dice or range, and caster level checks only). Spell slots are sacrificed the first time the feat is used after resting and must contain a memorized spell.&lt;br /&gt;
&lt;br /&gt;
Use: Automatic&lt;br /&gt;
&lt;br /&gt;
====High Arcana: Spellpower 2 ====&lt;br /&gt;
Specifics: At the cost of one 7th level spell your spellpower increases by one. Spell slots are sacrificed the first time the feat is used after resting and must contain a memorized spell.&lt;br /&gt;
&lt;br /&gt;
Use: Automatic&lt;br /&gt;
&lt;br /&gt;
====High Arcana: Spellpower 3 ====&lt;br /&gt;
Requirement : Archmage level 8&lt;br /&gt;
&lt;br /&gt;
Specifics: At the cost of one 9th level spell your spellpower increases by one. Spell slots are sacrificed the first time the feat is used after resting and must contain a memorized spell.&lt;br /&gt;
&lt;br /&gt;
Use: Automatic&lt;br /&gt;
&lt;br /&gt;
====High Arcana: Mastery of Shaping ====&lt;br /&gt;
Specifics: At the cost of one 6th level spell you gain the ability to shape your spells in such a manner that they only harm hostile creatures. Your understanding of magic has deepend to the point where you can use this ability at will. If no sacrificed spell slot is available the ability cannot be used. Spell slots are sacrificed the first time the feat is used after resting and must contain a memorized spell.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note that this will not work on all AoE spells! Cone spells and Cloud spells will still melt your friends&#039; faces off, mass enchantments will still stop them in their tracks and while this feat is activated, wards cast on others will do nothing and be lost.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Use: On / Off&lt;br /&gt;
&lt;br /&gt;
====High Arcana: Mastery of the Elements ====&lt;br /&gt;
Requirement : Archmage level 8&lt;br /&gt;
&lt;br /&gt;
Specifics: At the cost of one 8th level spell you gain the ability convert spells from one element into another. This ability can be used at will. If no sacrficed spell slot is available the ability cannot be used. Spell slots are sacrificed the first time the feat is used after resting and must contain a memorized spell. Note that this won&#039;t enable a Frostmage to use their piercing cold ability on spells that aren&#039;t cold-based to begin with.&lt;br /&gt;
&lt;br /&gt;
Use: On / Off&lt;br /&gt;
&lt;br /&gt;
====High Arcana: Arcane Fire ====&lt;br /&gt;
Specifics: At the cost of one 9th level spell you gain the ability convert spells of any level into Arcane Fire. This ability can be used at will. Arcane fire requires a ranged touch attack to hit and does 1d8 magic damage for every level of the spell converted and an additional 1d8 magic damage for every Archmage level with the possibility of a critical hit. If no sacrificed spell slot is available the ability cannot be used. Spell slots are sacrificed the first time the feat is used after resting and must contain a memorized spell.&lt;br /&gt;
&lt;br /&gt;
Use: On / Off&lt;br /&gt;
&lt;br /&gt;
In order to use arcane fire, use &amp;quot;spontaneous conversion&amp;quot; from quickcast menu.&lt;br /&gt;
&lt;br /&gt;
====High Arcana: Spell-Like Ability ====&lt;br /&gt;
Specifics: An archmage who selects this type of high arcana can use one of her arcane spell slots to permanently prepare one of her arcane spells as a spell-like ability that can be used twice per day (for level 7-9), three times per day (for level 4-6) or four times per day (for level 1-3).&lt;br /&gt;
&lt;br /&gt;
This feat can be taken more than once, up to x5 at level 10.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Notes: ===&lt;br /&gt;
&lt;br /&gt;
Spell-like abilities can be picked in this list :&lt;br /&gt;
* [[Analyze Dweomer|Analyze dweomer]]&lt;br /&gt;
* Banishment&lt;br /&gt;
* Chain lightning&lt;br /&gt;
* Chaos&lt;br /&gt;
* Bigby&#039;s Clenching hand&lt;br /&gt;
* Bigby&#039;s Crushing hand&lt;br /&gt;
* Bigby&#039;s Forceful hand&lt;br /&gt;
* Bigby&#039;s Grasping hand&lt;br /&gt;
* Bigby&#039;s Interposing hand&lt;br /&gt;
* Delayed Blast fireball&lt;br /&gt;
* [[Dimensional Anchor|Dimensional anchor]]&lt;br /&gt;
* Disintegrate&lt;br /&gt;
* Dismissal&lt;br /&gt;
* Dispel magic&lt;br /&gt;
* Displacement&lt;br /&gt;
* Energy Immunity&lt;br /&gt;
* Enervation&lt;br /&gt;
* Feeblemind&lt;br /&gt;
* Fireball&lt;br /&gt;
* Firebrand&lt;br /&gt;
* Fireburst&lt;br /&gt;
* Flame Arrow&lt;br /&gt;
* Grease&lt;br /&gt;
* Greater Dispel&lt;br /&gt;
* Greater invisibility&lt;br /&gt;
* Greater Isaacs Missile Storm&lt;br /&gt;
* Greater Shout&lt;br /&gt;
* Greater Spell breach&lt;br /&gt;
* Greater spellmantle&lt;br /&gt;
* [[Greater Teleport|Greater teleport]]&lt;br /&gt;
* Haste&lt;br /&gt;
* [[Ice Darts|Ice darts]]&lt;br /&gt;
* Ice storm&lt;br /&gt;
* Improved Mage Armor&lt;br /&gt;
* Invisibility&lt;br /&gt;
* Knock&lt;br /&gt;
* Least spell mantle&lt;br /&gt;
* Lesser breach&lt;br /&gt;
* Magic missile&lt;br /&gt;
* Mindblank&lt;br /&gt;
* Mordenkainen&#039;s Disjunction&lt;br /&gt;
* Opalescent Glare&lt;br /&gt;
* Orb of Acid&lt;br /&gt;
* Orb of Force&lt;br /&gt;
* Polar Ray&lt;br /&gt;
* Polymorph&lt;br /&gt;
* Premonition&lt;br /&gt;
* Protection from alignement&lt;br /&gt;
* Protection from arrows&lt;br /&gt;
* Ray of enfeeblement&lt;br /&gt;
* [[Shadow Door]]&lt;br /&gt;
* Shadow Shield&lt;br /&gt;
* Shield&lt;br /&gt;
* Solipsism&lt;br /&gt;
* [[Sound Blast]]&lt;br /&gt;
* Spell Mantle&lt;br /&gt;
* Superior Resistance&lt;br /&gt;
* [[Teleport]]&lt;br /&gt;
* True Seeing&lt;br /&gt;
* Vampiric Touch&lt;br /&gt;
* Wail of the Banshee&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
WARNING/NOTE:&lt;br /&gt;
&lt;br /&gt;
High Arcana feats cost spellslots to use! Spellslots are memorized / known spells and are sacrificed alphabetically. Metamagic prepared spells are not checked. Not sacrificing a spell slot for an ability incurs a one time 5 casterlevels and 2 DC penalty. Make sure you memorize a non-metamagic spell to lose at the levels you incur a spell slot loss.&lt;br /&gt;
&lt;br /&gt;
Spell-like abilities are uninterruptible and cast slightly faster than normal spells.  &lt;br /&gt;
&lt;br /&gt;
SLA Sacrificed Spell Slot example:  If your Level 9 spell selection is Wail, Mords and Sanctuary, if you choose Bigby&#039;s Crushing Hand as an SLA, this means that you lose one Level 9 spell slot, but you have 2 castings of Bigby&#039;s Crushing Hand (thus a net gain of 1 Level 9 casting).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Classes]]&lt;br /&gt;
[[Category:Prestige Class]]&lt;br /&gt;
[[Category:Playable Class]]&lt;/div&gt;</summary>
		<author><name>EasternCheesE</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Category:Asn_4&amp;diff=10814</id>
		<title>Category:Asn 4</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Category:Asn_4&amp;diff=10814"/>
		<updated>2020-12-30T13:16:31Z</updated>

		<summary type="html">&lt;p&gt;EasternCheesE: Created page with &amp;quot;1) Clairaudience/Clairvoyance  2) Freedom of Movement  3) Greater Invisibility  4) Poison&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;1) [[Clairaudience/Clairvoyance]]&lt;br /&gt;
&lt;br /&gt;
2) [[Freedom of Movement]]&lt;br /&gt;
&lt;br /&gt;
3) [[Greater Invisibility]]&lt;br /&gt;
&lt;br /&gt;
4) [[Poison]]&lt;/div&gt;</summary>
		<author><name>EasternCheesE</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Melf%27s_Acid_Arrow&amp;diff=10813</id>
		<title>Melf&#039;s Acid Arrow</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Melf%27s_Acid_Arrow&amp;diff=10813"/>
		<updated>2020-12-30T13:13:23Z</updated>

		<summary type="html">&lt;p&gt;EasternCheesE: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{spell&lt;br /&gt;
|icon=Is AcidArrow.png&lt;br /&gt;
|image=&lt;br /&gt;
|level_sorwiz=2&lt;br /&gt;
|level_additional=Assassin 3, Magic 2&lt;br /&gt;
|level_innate=2&lt;br /&gt;
|school=Conjuration&lt;br /&gt;
|descriptor=Acid&lt;br /&gt;
|components=VS&lt;br /&gt;
|range=Long&lt;br /&gt;
|area=Single&lt;br /&gt;
|duration=6 seconds + 6 seconds / 3 levels&lt;br /&gt;
|save=No&lt;br /&gt;
|empower=Yes&lt;br /&gt;
|extend=No&lt;br /&gt;
|maximize=Yes&lt;br /&gt;
|quicken=Yes&lt;br /&gt;
|silent=Yes&lt;br /&gt;
|still=Yes&lt;br /&gt;
|persist=No&lt;br /&gt;
|spell_resistance = No&lt;br /&gt;
|save_type = R&lt;br /&gt;
|hostile = Yes}}&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
Melf&#039;s Acid Arrow creates a projectile of acid that the caster fires at a target. If the caster is successful on a ranged touch attack at the target then 3d6 points of acid damage are done the first round and 1d6 points for each round after the first.&lt;/div&gt;</summary>
		<author><name>EasternCheesE</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Darkflame_Arrow&amp;diff=10812</id>
		<title>Darkflame Arrow</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Darkflame_Arrow&amp;diff=10812"/>
		<updated>2020-12-30T13:13:03Z</updated>

		<summary type="html">&lt;p&gt;EasternCheesE: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{spell&lt;br /&gt;
|icon=&lt;br /&gt;
|image=&lt;br /&gt;
|level_bard=&lt;br /&gt;
|level_cleric=&lt;br /&gt;
|level_druid=&lt;br /&gt;
|level_paladin=&lt;br /&gt;
|level_ranger=3&lt;br /&gt;
|level_sorwiz=&lt;br /&gt;
|level_warlock=&lt;br /&gt;
|level_additional=[[Assassin]] 3&lt;br /&gt;
|level_innate=3&lt;br /&gt;
|school=Evocation &lt;br /&gt;
|descriptor=&lt;br /&gt;
|components=V&lt;br /&gt;
|range=Long&lt;br /&gt;
|area=1 Hostile Target&lt;br /&gt;
|duration=Instantaneous&lt;br /&gt;
|save=[[No]]&lt;br /&gt;
|spell_resistance=Yes&lt;br /&gt;
|hostile=No&lt;br /&gt;
|empower=No&lt;br /&gt;
|extend=Yes&lt;br /&gt;
|maximize=No&lt;br /&gt;
|quicken=Yes&lt;br /&gt;
|silent=Yes&lt;br /&gt;
|still=Yes&lt;br /&gt;
|persist=No}}&lt;br /&gt;
&lt;br /&gt;
This spell is cast upon a masterwork arrow or bolt, engulfing its head in black fire. The arrow deals normal damage and wreaths the target in black flame that deals an extra 2d6 points of damage. The black flames continue to engulf the victim for 2 more rounds, dealing 2d6 points of damage each subsequent round (at the start of your turn), and they cannot be extinguished (although they can be dispelled). The arrow or bolt must be fired during the same round the spell is cast, or the magic dissipates and is lost. Creatures with immunity or resistance to fire take full damage from the black flames. The projectile is destroyed even if it misses its target. &lt;br /&gt;
&lt;br /&gt;
== Gameplay Notes ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
Category:Asn 3 // Removed the link as it wasn&#039;t implemented on server for assassin.&lt;/div&gt;</summary>
		<author><name>EasternCheesE</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Category:Asn_3&amp;diff=10811</id>
		<title>Category:Asn 3</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Category:Asn_3&amp;diff=10811"/>
		<updated>2020-12-30T13:09:11Z</updated>

		<summary type="html">&lt;p&gt;EasternCheesE: Created page with &amp;quot;1) Invisibility  2) Deep Slumber  3) False Life&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;1) [[Invisibility]]&lt;br /&gt;
&lt;br /&gt;
2) [[Deep Slumber]]&lt;br /&gt;
&lt;br /&gt;
3) [[False Life]]&lt;/div&gt;</summary>
		<author><name>EasternCheesE</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Category:Asn_2&amp;diff=10810</id>
		<title>Category:Asn 2</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Category:Asn_2&amp;diff=10810"/>
		<updated>2020-12-30T13:08:24Z</updated>

		<summary type="html">&lt;p&gt;EasternCheesE: Created page with &amp;quot;1) Cat&amp;#039;s Grace  2) Fox&amp;#039;s Cunning  3) Darkness&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;1) [[Cat&#039;s Grace]]&lt;br /&gt;
&lt;br /&gt;
2) [[Fox&#039;s Cunning]]&lt;br /&gt;
&lt;br /&gt;
3) [[Darkness]]&lt;/div&gt;</summary>
		<author><name>EasternCheesE</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Category:Asn_1&amp;diff=10809</id>
		<title>Category:Asn 1</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Category:Asn_1&amp;diff=10809"/>
		<updated>2020-12-30T13:07:26Z</updated>

		<summary type="html">&lt;p&gt;EasternCheesE: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;1) [[Detect Poison]]&lt;br /&gt;
&lt;br /&gt;
2) [[Ghostly Visage]]&lt;br /&gt;
&lt;br /&gt;
3) [[Sleep]]&lt;br /&gt;
&lt;br /&gt;
4) [[True Strike]]&lt;/div&gt;</summary>
		<author><name>EasternCheesE</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Category:Asn_1&amp;diff=10808</id>
		<title>Category:Asn 1</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Category:Asn_1&amp;diff=10808"/>
		<updated>2020-12-30T13:07:16Z</updated>

		<summary type="html">&lt;p&gt;EasternCheesE: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;1) [[Detect Poison]]&lt;br /&gt;
2) [[Ghostly Visage]]&lt;br /&gt;
3) [[Sleep]]&lt;br /&gt;
4) [[True Strike]]&lt;/div&gt;</summary>
		<author><name>EasternCheesE</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Category:Asn_1&amp;diff=10807</id>
		<title>Category:Asn 1</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Category:Asn_1&amp;diff=10807"/>
		<updated>2020-12-30T13:06:34Z</updated>

		<summary type="html">&lt;p&gt;EasternCheesE: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;1) [[Detect Poison]]&lt;/div&gt;</summary>
		<author><name>EasternCheesE</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Category:Asn_1&amp;diff=10806</id>
		<title>Category:Asn 1</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Category:Asn_1&amp;diff=10806"/>
		<updated>2020-12-30T13:05:47Z</updated>

		<summary type="html">&lt;p&gt;EasternCheesE: Created page with &amp;quot;1) Detect poison&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;1) [[Detect poison]]&lt;/div&gt;</summary>
		<author><name>EasternCheesE</name></author>
	</entry>
</feed>