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	<id>https://wiki.bgtscc.net/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Nimne</id>
	<title>Baldur&#039;s Gate The Sword Coast Chronicles wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://wiki.bgtscc.net/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Nimne"/>
	<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Special:Contributions/Nimne"/>
	<updated>2026-10-17T00:06:28Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.43.0</generator>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Cross_server_communication&amp;diff=13041</id>
		<title>Cross server communication</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Cross_server_communication&amp;diff=13041"/>
		<updated>2021-08-03T10:48:58Z</updated>

		<summary type="html">&lt;p&gt;Nimne: shouts and alternate chat type&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;While BGTSCC runs on 2 or more servers there are additional systems in place to make sure people can still interact with each other even when playing on different servers.&lt;br /&gt;
&lt;br /&gt;
== Cross server scry ==&lt;br /&gt;
The default nwn2 player list and player chat will only list the people who are on the same server as you. However the &#039;&#039;&#039;scry&#039;&#039;&#039; will display all players regardless of which server they are on (unless, of course, they have decided to hide themselves).&lt;br /&gt;
&lt;br /&gt;
Players on the same server as you will be listed first in alphabetical order. Thereafter players from other servers are listed.&lt;br /&gt;
&lt;br /&gt;
If another server crashes it can take a couple of minutes before the players from that server are cleared from the scry. &lt;br /&gt;
&lt;br /&gt;
== Cross server chat ==&lt;br /&gt;
&lt;br /&gt;
Messages across servers will show up as server messages. If you really want to you can also use these command to communicate with people on the same server.&lt;br /&gt;
&lt;br /&gt;
If you mistype a name the server will warn you. However since there&#039;s a few seconds delay in the communication between servers it cannot know with 100% certainty if the player you tried to reach exists or not, and will attempt to send the message regardless.&lt;br /&gt;
&lt;br /&gt;
=== Character ===&lt;br /&gt;
To send a message to another character use either of the following:&lt;br /&gt;
&lt;br /&gt;
&amp;gt;crosstell &amp;quot;character name&amp;quot; message&lt;br /&gt;
&lt;br /&gt;
&amp;gt;ct &amp;quot;character name&amp;quot; message&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&lt;br /&gt;
&amp;gt;ct &amp;quot;Mat Cauthon&amp;quot; Beautiful lace!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Player ===&lt;br /&gt;
To send a message to another player use either of the following:&lt;br /&gt;
&lt;br /&gt;
&amp;gt;crosstellplayer &amp;quot;player name&amp;quot; message&lt;br /&gt;
&lt;br /&gt;
&amp;gt;ctp &amp;quot;player name&amp;quot; message&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&lt;br /&gt;
&amp;gt;ctp &amp;quot;WotFan&amp;quot; I need a hero.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Reply ===&lt;br /&gt;
To reply to the last person who messaged you, write:&lt;br /&gt;
&lt;br /&gt;
&amp;gt;ctr message&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&lt;br /&gt;
&amp;gt;ctr Almost dead yesterday, maybe dead tomorrow, but alive, gloriously alive, today.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Resend ===&lt;br /&gt;
To send again to the last person you sent a message to, write:&lt;br /&gt;
&lt;br /&gt;
&amp;gt;ctre message&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Shout (DM only) ===&lt;br /&gt;
To send to everyone on both servers, write:&lt;br /&gt;
&lt;br /&gt;
&amp;gt;ctshout message&lt;br /&gt;
&lt;br /&gt;
== Alternate chat type ==&lt;br /&gt;
Normally cross server chat messages appear as a message sent from the server. If you prefer you can also receive messages as if they were sent by your own character (but never the actual sending character since they aren&#039;t avaliable for sending messages on that server). To try the alternate method write:&lt;br /&gt;
&lt;br /&gt;
&amp;gt;cttogglechattype&lt;/div&gt;</summary>
		<author><name>Nimne</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Main_Page&amp;diff=12872</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Main_Page&amp;diff=12872"/>
		<updated>2021-06-26T10:50:14Z</updated>

		<summary type="html">&lt;p&gt;Nimne: added link to cross server communication&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| cellspacing=&amp;quot;4&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-  &lt;br /&gt;
|style=&amp;quot;vertical-align:top; border: 1px solid #000; color: #000;  padding: .4em .9em&amp;quot; rowspan=&amp;quot;2&amp;quot;| &lt;br /&gt;
&amp;lt;h3&amp;gt;Concerning the Community&amp;lt;/h3&amp;gt;&lt;br /&gt;
*[http://bgtscc.net/ BGTSCC Forum]&lt;br /&gt;
*[http://www.bgtscc.net/viewtopic.php?f=7&amp;amp;t=10774 Forum Rules]&lt;br /&gt;
*[http://www.bgtscc.net/viewtopic.php?f=7&amp;amp;t=36831 Server Rules]&lt;br /&gt;
*[[Courtesy in the Realms]]&lt;br /&gt;
*[[Dungeon Masters]]&lt;br /&gt;
*[http://www.bgtscc.net/viewtopic.php?f=7&amp;amp;t=3170 PvP Rules]&lt;br /&gt;
*[[Credits]]&lt;br /&gt;
*[https://bgtscc.net/viewtopic.php?f=7&amp;amp;t=7 For players sharing a router!]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; border: 1px solid #000; color: #000; padding: .4em .9em&amp;quot; rowspan=&amp;quot;2&amp;quot;|&lt;br /&gt;
&amp;lt;h3&amp;gt;Mechanics&amp;lt;/h3&amp;gt;&lt;br /&gt;
*[[Playable Races]]&lt;br /&gt;
*[[:Category:Classes|Classes]]&lt;br /&gt;
*[[:Category:Skills|Skills]]&lt;br /&gt;
*[[:Category:Feats|Feats]]&lt;br /&gt;
*[[:Category:Spells|Spells]]&lt;br /&gt;
*[[Minimum Casterlevels and Craftability]]&lt;br /&gt;
*[[Summoning]]&lt;br /&gt;
*[[Polymorphing]]&lt;br /&gt;
*[[Enchanting]]&lt;br /&gt;
*[[Armors_overview|Armor Overview]]&lt;br /&gt;
*[[Weapons_overview|Weapons Overview]]&lt;br /&gt;
*[[Items|Items]]&lt;br /&gt;
*[[:Category:Languages|Languages]]&lt;br /&gt;
*[[Cleric_Domains|Cleric Domains]]&lt;br /&gt;
*[[Deity|Deities]]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; border: 1px solid #000; color: #000; padding: .4em .9em&amp;quot; rowspan=&amp;quot;2&amp;quot;|&lt;br /&gt;
&amp;lt;h3&amp;gt;Self-Help&amp;lt;/h3&amp;gt;&lt;br /&gt;
*[[Getting Started]]&lt;br /&gt;
*[http://www.bgtscc.net/viewforum.php?f=49/ Tips &amp;amp; Tricks]&lt;br /&gt;
*[http://www.bgtscc.net/viewtopic.php?f=149&amp;amp;t=19575 Chat Commands]&lt;br /&gt;
*[[Guide to PC_Tools]]&lt;br /&gt;
*[[Roleplay Experience Rewards]]&lt;br /&gt;
*[[XP Transfering]]&lt;br /&gt;
*[[Cursed Items]]&lt;br /&gt;
*[[Fishing]]&lt;br /&gt;
*[[Readable Books &amp;amp; Writing]]&lt;br /&gt;
*[https://bgtscc.net/viewtopic.php?f=4&amp;amp;t=75043 Guide to changing hairstyles, tails and head model]&lt;br /&gt;
*[[Item Storage]]&lt;br /&gt;
*[[Pack Horses]]&lt;br /&gt;
*[[Shops Database]]&lt;br /&gt;
*[[Spell Swapper]]&lt;br /&gt;
*[[Cross server communication]]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; border: 1px solid #000; color: #000;  padding: .4em .9em&amp;quot; rowspan=&amp;quot;1&amp;quot;|&lt;br /&gt;
&amp;lt;h3&amp;gt;About the Game&amp;lt;/h3&amp;gt;&lt;br /&gt;
*[[Design Philosophy]]&lt;br /&gt;
*[[Timeline]]&lt;br /&gt;
*[[Setting Map]]&lt;br /&gt;
*[[Locations]]&lt;br /&gt;
*[[Areas_by_CR|Areas by CR]]&lt;br /&gt;
*[[Death and Dying]]&lt;br /&gt;
*[[Talking Monsters]]&lt;br /&gt;
*[[Dynamic Encounters]]&lt;br /&gt;
*[[Custom Changes to this World]]&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Nimne</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Cross_server_communication&amp;diff=12871</id>
		<title>Cross server communication</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Cross_server_communication&amp;diff=12871"/>
		<updated>2021-06-26T10:46:40Z</updated>

		<summary type="html">&lt;p&gt;Nimne: created system&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;While BGTSCC runs on 2 or more servers there are additional systems in place to make sure people can still interact with each other even when playing on different servers.&lt;br /&gt;
&lt;br /&gt;
== Cross server scry ==&lt;br /&gt;
The default nwn2 player list and player chat will only list the people who are on the same server as you. However the &#039;&#039;&#039;scry&#039;&#039;&#039; will display all players regardless of which server they are on (unless, of course, they have decided to hide themselves).&lt;br /&gt;
&lt;br /&gt;
Players on the same server as you will be listed first in alphabetical order. Thereafter players from other servers are listed.&lt;br /&gt;
&lt;br /&gt;
If another server crashes it can take a couple of minutes before the players from that server are cleared from the scry. &lt;br /&gt;
&lt;br /&gt;
== Cross server chat ==&lt;br /&gt;
&lt;br /&gt;
Messages across servers will show up as server messages. If you really want to you can also use these command to communicate with people on the same server.&lt;br /&gt;
&lt;br /&gt;
If you mistype a name the server will warn you. However since there&#039;s a few seconds delay in the communication between servers it cannot know with 100% certainty if the player you tried to reach exists or not, and will attempt to send the message regardless.&lt;br /&gt;
&lt;br /&gt;
=== Character ===&lt;br /&gt;
To send a message to another character use either of the following:&lt;br /&gt;
&lt;br /&gt;
&amp;gt;crosstell &amp;quot;character name&amp;quot; message&lt;br /&gt;
&lt;br /&gt;
&amp;gt;ct &amp;quot;character name&amp;quot; message&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&lt;br /&gt;
&amp;gt;ct &amp;quot;Mat Cauthon&amp;quot; Beautiful lace!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Player ===&lt;br /&gt;
To send a message to another player use either of the following:&lt;br /&gt;
&lt;br /&gt;
&amp;gt;crosstellplayer &amp;quot;player name&amp;quot; message&lt;br /&gt;
&lt;br /&gt;
&amp;gt;ctp &amp;quot;player name&amp;quot; message&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&lt;br /&gt;
&amp;gt;ctp &amp;quot;WotFan&amp;quot; I need a hero.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Reply ===&lt;br /&gt;
To reply to the last person who messaged you, write:&lt;br /&gt;
&lt;br /&gt;
&amp;gt;ctr message&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&lt;br /&gt;
&amp;gt;ctr Almost dead yesterday, maybe dead tomorrow, but alive, gloriously alive, today.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Resend ===&lt;br /&gt;
To send again to the last person you sent a message to, write:&lt;br /&gt;
&lt;br /&gt;
&amp;gt;ctre message&lt;/div&gt;</summary>
		<author><name>Nimne</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Techsmith_of_Gond&amp;diff=12726</id>
		<title>Techsmith of Gond</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Techsmith_of_Gond&amp;diff=12726"/>
		<updated>2021-06-06T18:46:10Z</updated>

		<summary type="html">&lt;p&gt;Nimne: clarified qualification&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Description ==&lt;br /&gt;
[[File:Techsmith.png|thumb|184px]]Faerûn resounds with the measured cadence of blacksmiths hammering out their newest creation, the clitter-clack of tinkerers cobbling together the contents of a bin of junk to create something truly useful, and the fizzling pops of chemicals as alchemists labor to create some heretofore unseen form of artificial life. At the head of this orchestra of technological progress can be found the techsmiths of Gond, men and women devoted to the development of new inventions and the progression of achievement in the name of the Wonderbringer.&lt;br /&gt;
&lt;br /&gt;
Though based in the Lantanese City of Illul, techsmiths can be found throughout the continent as advisers to rulers, as merchants selling fantastic wares, and as builders and operations of small golems tasked with taking care of unsightly municipal duties such as caring for large sewer systems or interring the dead. Theirs is a primarily cosmopolitan pursuit, making techsmiths far more common in cities than in pastoral regions. Most travel widely, however, both to share their own creations and the monitor the creations of folk from all corners of the known world. Because of their skill in building constructs, techsmiths are sometimes called into service to destroy dangerous things of that type before they cause too much harm. Techsmiths tend toward extreme eccentricity, often concerning themselves with the solution of some mathematical formula far more than personal interaction with their companions. Slow to make friends with those who do not share their obsession with mechanics and explosives (in that order), it has often been said that a techsmith&#039;s only true confidante is the golemlike construct known as a gondsman, who serves as the techsmiths servant, assistant and friend.&lt;br /&gt;
&lt;br /&gt;
The techsmitsh draw their ranks almost exclusively from the clergy of Gond, since the High Holy Crafthouse of Inspiration, where the secret of the Techsmiths are imparted to would-be members of the order does not accept applications from followers of other deities. Clerics of other gods who bestow the craft domain upon their followers (such as gnomish or dwarven gods) occasionally convert to Gond worship in order to gain the secrets of the Techsmiths. It is said that this troubles the Wonderbringer but little, as the end result promises interesting creations from headstrong inventors.&lt;br /&gt;
&lt;br /&gt;
Those techsmiths who do not adventure often attempt to profit from their proprietary knowledge by creating smoke powder weapons and bombs and selling them to the highest bidder. Unscrupulous techsmiths seek out conflict that they might profit from both sides. Such individuals are a good source of explosives, firearms and new inventions, and do lucrative business selling their goods to members of the adventuring class. In large cities with a strong Gondian presence, they may form a Guild, but most work alone.&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: Craft Armor 6, Craft Weapon 6, Craft Alchemy 6 ranks&lt;br /&gt;
&lt;br /&gt;
Feats: Craft wondrous Item, Skill Focus Craft Armor or Skill focus Craft Weapon or Skill Focus Craft Alchemy&lt;br /&gt;
&lt;br /&gt;
Spellcasting: Ability to cast 4th level divine or arcane spells&lt;br /&gt;
&lt;br /&gt;
Deity: Gond&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: rgb(255, 128, 0);&amp;quot;&amp;gt;NOTE: If you aren&#039;t given a qualification feat when you acquire level 4 spells, try casting a level 4 spell and then rest. &amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Class Features ==&lt;br /&gt;
-Hit Die: d6&lt;br /&gt;
&lt;br /&gt;
-Base Attack Bonus: Low&lt;br /&gt;
&lt;br /&gt;
-High Saves: Will and Fortitude&lt;br /&gt;
&lt;br /&gt;
-Weapon Proficiencies: A Techsmith gains no weapon proficiencies.&lt;br /&gt;
&lt;br /&gt;
-Armor Proficiencies: A Techsmith gains no armor proficiencies.&lt;br /&gt;
&lt;br /&gt;
-Skill Points: 4 + Int Modifier.&lt;br /&gt;
&lt;br /&gt;
-Class Skills: Craft Alchemy, Craft Armor, Craft Weapon, Concentration, Appraise, Disable Device, Lore, Open Lock, Spellcraft, Lore Religion, Lore Geography, Lore Engineer&lt;br /&gt;
&lt;br /&gt;
-Spells per Day/Spells Known: When a new Techsmith level is gained, the character gains new spells per day as if she had also gained a level in whatever spellcasting class he belonged to before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained. If a character had more than one spellcasting class before she became a Techsmith, he must decide to which class to add the levels of Techsmith to for the purpose of determining spells per day.&lt;br /&gt;
&lt;br /&gt;
-Class Feats&amp;lt;br /&amp;gt;1: Gondsman&amp;lt;br /&amp;gt;2: Technical Knack +2&amp;lt;br /&amp;gt;3:&amp;lt;br /&amp;gt;4: Smoke Powder Bombs&amp;lt;br /&amp;gt;5: Technical Knack +4&amp;lt;br /&amp;gt;6:&amp;lt;br /&amp;gt;7: Improved Critical&amp;lt;br /&amp;gt;8: Technical Knack +6&amp;lt;br /&amp;gt;9: Explosive Obsession&amp;lt;br /&amp;gt;10: Smite Construct&lt;br /&gt;
&lt;br /&gt;
-Bonus Feats: No bonus feats.&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: rgb(255, 128, 0);&amp;quot;&amp;gt;Gondsman&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Type of Feat: Class&amp;lt;br /&amp;gt;Prerequisites: Techsmith 1&amp;lt;br /&amp;gt;Specifics: Upon becoming a techsmith the character may construct a gondsman - a loyal mechanical warrior, assistant, bodyguard and friend. This gondsman costs the techsmith nothing, for it is assumed that in the time before becoming a techsmith he has been researching and working on parts of the gondsman in his spare time.&amp;lt;br /&amp;gt;A gondsman is a construct, is made of metal and wood. The Techsmith can create a gondsman in one of two sizes: Small (Str 13, Dex 14, Con 14, Int 4, Wis 13, Cha 6) Or medium: (Str 15, Dex 12, Con 14, Int 4, Wis 13, Cha 6). The gondsman has +5 natural armor, neutral alignment, d10 for hitdice and is equal in level to the techsmith&#039;s classlevel + 3 + the techsmith&#039;s hit dice divided by 3. It has a basic attack which deals 1d8 base damage. It can use any equipment appropriate for it&#039;s size.&amp;lt;br /&amp;gt;As the techsmith gains a level, the gondsman also increases in ability by gaining a hit die. The gondsman gains the normal improvements for a construct that adds a hit die. d10 hitpoints, attack bonus as a cleric, poor base save bonus improvement. In addition, each time the techsmith gains a level, he may add an upgrade to the Gondsman, selecting the following options: +1 Str, +1 Dex, +1 BAB, +1 to one save, +1 natural armor bonus&amp;lt;br /&amp;gt;If a gondsman is reduced 0 hitpoints, it is destroyed. The Gondsman is commanded by the techsmith through a supernatural ability, it does not take initiatve to do anything other than follow it&#039;s creator and must be commanded to do differently.&amp;lt;br /&amp;gt;Use: Selected&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: rgb(255, 128, 0);&amp;quot;&amp;gt;Technical Knack&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Type of Feat: Class&amp;lt;br /&amp;gt;Prerequisites: Techsmith 2&amp;lt;br /&amp;gt;Specifics: Techsmiths of 2nd, 5fth and 8th level pick up a technical knack, an intimate familiarity with the working of mechanical gadgetry and science that allows them a +2 competence bonus on all Alchemy, Appraise, Craft, Disable Device, Lore and Open lock checks .&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;Smokepowder Bomb&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Type of Feat: Class&amp;lt;br /&amp;gt;Prerequisites: Techsmith 4&amp;lt;br /&amp;gt;Specifics: At 4th level the Techsmith is inducted into the art of crafting smokepowder weaponry, specifically bomb making. He can now create one smokepowder bomb per day at the cost of 250 gp. These bombs do 12d6 points of damage in a 15 foot radius. 11d6 of this damage is bludgeoning and 1d6 is sonic. &amp;lt;br /&amp;gt;Use: Selected&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: rgb(255, 128, 0);&amp;quot;&amp;gt;Techsmith Improved Critical&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Type of Feat: Class&amp;lt;br /&amp;gt;Prerequisites: Techsmith 7&amp;lt;br /&amp;gt;Specifics: At 7th level the Techsmith&#039;s study of metals and other crafting materials, means he knows how to best utilize any weapon and find the weakspots of any armor. He aquires the Improved Critical feat for any weapon he uses.&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;Explosive Obsession&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Type of Feat: Class&amp;lt;br /&amp;gt;Prerequisites: Techsmith 9&amp;lt;br /&amp;gt;Specifics: At ninth level a techsmith&#039;s familiarity with the intricacies of smokepowder allows them to create enhanced bombs. These powerful explosives deal 16d6 points of damage and have a blast radius of 15 feet. 15d6 of this damage is bludgeoning and 1d6 is sonic.&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;Smite Construct&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Type of Feat: Class&amp;lt;br /&amp;gt;Prerequisites: Techsmith 10&amp;lt;br /&amp;gt;Specifics: Techsmith is a lethal foe to any opposing constructs. As a declared attack once per round he can smite an opposing construct. If he rolls 17 or higher and hits the construct it immediately destroyed.&amp;lt;br /&amp;gt;Use: Selected&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Class courtesy of Rasael, thorough testing by the Quality Control Team. Implementation on the server by Luna.&#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>Nimne</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Feytouched&amp;diff=9184</id>
		<title>Feytouched</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Feytouched&amp;diff=9184"/>
		<updated>2020-07-26T17:03:25Z</updated>

		<summary type="html">&lt;p&gt;Nimne: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Description==&lt;br /&gt;
Among descendants of creatures from the fey realms, there are those who seek to distance themselves from their influence and deny their legacy. Then there are those who wholeheartedly embrace their heritage, despite the danger. Some are driven by a fascination of all things faerie, others hope to unlock any hidden potential within and still others merely wish to indulge in its whirling chaos. For though Fey wield powerful magic, few mortals can do the same without risking their sanity.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Requirements==&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; Any Chaotic&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Feats:&#039;&#039;&#039; [[Fey Heritage]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills:&#039;&#039;&#039; [[Spellcraft]] 11 ranks, [[Bluff]] 7 ranks, [[Lore: Nature]] 3 ranks&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class:&#039;&#039;&#039; Warlock or Sorcerer&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cannot be:&#039;&#039;&#039; Hellfire Warlock, Dragon Disciple or Blackguard&lt;br /&gt;
&lt;br /&gt;
==Class Features==&lt;br /&gt;
{{Class base features|&lt;br /&gt;
hit die=d6|&lt;br /&gt;
BAB=Medium|&lt;br /&gt;
high save=[[Will]]|&lt;br /&gt;
low save=[[Fortitude]], [[Reflex]]|&lt;br /&gt;
proficiencies=None|&lt;br /&gt;
skill pts=2|&lt;br /&gt;
class skills=[[Bluff]], [[Concentration]], [[Craft alchemy|Craft Alchemy]], [[Craft trap|Craft Trap]], [[Disguise]], [[Heal (skill)|Heal]], [[Intimidate]], [[Lore: Arcana]],[[Lore: Nature]], [[Lore: Local]], [[Lore: The Planes]], [[Spellcraft]], [[Survival]], [[Taunt]] and [[Use magic device|Use Magic Device]].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Class Progression===&lt;br /&gt;
Spellcasting: progresses sorcerer spellcasting or warlock invocation and eldritch blasts.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Level || Features Gained&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Twilight Inspiration &lt;br /&gt;
|-&lt;br /&gt;
| 2 || &lt;br /&gt;
|-&lt;br /&gt;
| 3 || Feystep&lt;br /&gt;
|-&lt;br /&gt;
| 4 || &lt;br /&gt;
|-&lt;br /&gt;
| 5 || Fervent Touch&lt;br /&gt;
|-&lt;br /&gt;
| 6 || &lt;br /&gt;
|-&lt;br /&gt;
| 7 || Witch Sight&lt;br /&gt;
|-&lt;br /&gt;
| 8 || &lt;br /&gt;
|-&lt;br /&gt;
| 9 || Wild Embrace&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Twilight Inspiration====&lt;br /&gt;
Every day a Feytouched embrace their heritage they are inspired to become a little more like the creatures they emulate. They gain&lt;br /&gt;
+1 luck dodge AC but lose the ability to use Fiendish Resilience. In addition they randomly gain any one of the following benefits.&lt;br /&gt;
+3 lore nature, +3 bluff, +3 disguise, + 2 Listen, + 2 spot&lt;br /&gt;
&lt;br /&gt;
The benefits change every now and then, usually after rest. Upon rolling a 20 on a d20 they gain all skill bonuses. If they roll a 1 they gain none.&lt;br /&gt;
&lt;br /&gt;
====Feystep====&lt;br /&gt;
A Feytouched can shift into the plane of fairy, turning ethereal for 3 rounds and heedlessly advancing to appear some 20 yards ahead. Cooldown 17 rounds.&lt;br /&gt;
If Wild Embrace is active they roll a d7, and if the result is 6 or higher, the cooldown is instantly reset, but if they roll a 1 they end up off course and dazed.&lt;br /&gt;
&lt;br /&gt;
====Fervent Touch====&lt;br /&gt;
Feytouched learn to commit wholeheartedly to any attack. Whenever Feytouched Warlocks cast an eldritch blast they add a random number between 1 and their Charisma modifier to its damage. Whenever Feytouched Sorcerers cast enchantment spells they add 1 to its DC.&lt;br /&gt;
&lt;br /&gt;
====Witch Sight====&lt;br /&gt;
A Feytouched learns how to see through some of the trickery and illusions of their kind. They can cast Witch Sight with a 47 rounds cooldown. However seeing the world as the Fey do is difficult for mortal eyes and can speed up their descent into madness. (See Wild Embrace). &lt;br /&gt;
&lt;br /&gt;
====Wild Embrace====&lt;br /&gt;
The Feytouched fully embraces the chaos within and uses it to empower their magic, but risk going insane in the process.&lt;br /&gt;
While this mode is active they gain +3 CL on all their spells. But every time they cast a spell they must roll a d3, or a d2 if they are also using Witch Sight at the same time. If they roll a 1, they must make a Will saving throw. If they fail the save they become temporarily insane, wandering randomly and defenselessly for 2 rounds and losing their spell. Immunity to mind effects does not protect against this madness. If they make the save the DC increases by 1d3 next time for a Feytouched Warlock and 2d3 for a Feytouched Sorcerer. The DC starts at half their HD and resets when they fail the save or stop casting with this mode for 29 rounds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Issues==&lt;br /&gt;
Wild Embrace does not work with Hideous Blow after first strike. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Playable Class]]&lt;br /&gt;
[[Category:Combat classes]]&lt;br /&gt;
[[Category:Prestige Class]]&lt;/div&gt;</summary>
		<author><name>Nimne</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Expose_Weakness&amp;diff=9177</id>
		<title>Expose Weakness</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Expose_Weakness&amp;diff=9177"/>
		<updated>2020-07-25T17:05:12Z</updated>

		<summary type="html">&lt;p&gt;Nimne: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{FeatInfo|type=Class, Epic&lt;br /&gt;
|Prereq=Character level 21, [[Evasion]], [[Epic Prowess]]&lt;br /&gt;
|Req=None&lt;br /&gt;
|Specifics=The character uses one attack from a flurry. If the attack hits, the target&#039;s weakness is exposed: Every round for 4 rounds the target takes damage equal to the character&#039;s [[Dexterity]] bonus (minimum of 2). This damage ignores all damage reductions and immunities. During this time, the target&#039;s [[AC]] is also reduced by 3. This ability has a cooldown of 12 seconds.&lt;br /&gt;
|Use=Automatic&lt;br /&gt;
}}&lt;br /&gt;
== Note ==&lt;br /&gt;
Expose Weakness has been reworked so that an on-hit property is added to the weapon; it works like a mode, once you activate it the first attack to hit the target will inflict the bleeding and AC penalty to it and a 12s timer will start. After 12s the on-hit property will be re-added to your weapon automatically. This fixes the auto-hit bug used by vanilla Expose Weakness. &lt;br /&gt;
&lt;br /&gt;
*Please also note that Expose Weakness does not (and never has, including the vanilla game) work with ranged weapons.  It is a melee only feat, so plan your build accordingly.&lt;br /&gt;
&lt;br /&gt;
*It does work when polymorphed but then only deals half DEX damage. &lt;br /&gt;
&lt;br /&gt;
[[Category:Class feats]]&lt;br /&gt;
[[Category:Epic feats]]&lt;br /&gt;
[[Category:Dexterity-dependent feats]]&lt;/div&gt;</summary>
		<author><name>Nimne</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Feytouched&amp;diff=9099</id>
		<title>Feytouched</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Feytouched&amp;diff=9099"/>
		<updated>2020-06-19T21:18:11Z</updated>

		<summary type="html">&lt;p&gt;Nimne: bug&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Description==&lt;br /&gt;
Among descendants of creatures from the fey realms, there are those who seek to distance themselves from their influence and deny their legacy. Then there are those who wholeheartedly embrace their heritage, despite the danger. Some are driven by a fascination of all things faerie, others hope to unlock any hidden potential within and still others merely wish to indulge in its whirling chaos. For though Fey wield powerful magic, few mortals can do the same without risking their sanity.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== NOTE: This class is locked for testing and might change before release. ===&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
==Requirements==&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; Any Chaotic&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Feats:&#039;&#039;&#039; [[Fey Heritage]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills:&#039;&#039;&#039; [[Spellcraft]] 11 ranks, [[Bluff]] 7 ranks, [[Lore: Nature]] 3 ranks&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class:&#039;&#039;&#039; Warlock or Sorcerer&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cannot be:&#039;&#039;&#039; Hellfire Warlock, Dragon Disciple or Blackguard&lt;br /&gt;
&lt;br /&gt;
==Class Features==&lt;br /&gt;
{{Class base features|&lt;br /&gt;
hit die=d6|&lt;br /&gt;
BAB=Medium|&lt;br /&gt;
high save=[[Will]]|&lt;br /&gt;
low save=[[Fortitude]], [[Reflex]]|&lt;br /&gt;
proficiencies=None|&lt;br /&gt;
skill pts=2|&lt;br /&gt;
class skills=[[Bluff]], [[Concentration]], [[Craft alchemy|Craft Alchemy]], [[Craft trap|Craft Trap]], [[Disguise]], [[Heal (skill)|Heal]], [[Intimidate]], [[Lore: Arcana]],[[Lore: Nature]], [[Lore: Local]], [[Lore: The Planes]], [[Spellcraft]], [[Survival]], [[Taunt]] and [[Use magic device|Use Magic Device]].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Class Progression===&lt;br /&gt;
Spellcasting: progresses sorcerer spellcasting or warlock invocation and eldritch blasts.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Level || Features Gained&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Twilight Inspiration &lt;br /&gt;
|-&lt;br /&gt;
| 2 || &lt;br /&gt;
|-&lt;br /&gt;
| 3 || Feystep&lt;br /&gt;
|-&lt;br /&gt;
| 4 || &lt;br /&gt;
|-&lt;br /&gt;
| 5 || Fervent Touch&lt;br /&gt;
|-&lt;br /&gt;
| 6 || &lt;br /&gt;
|-&lt;br /&gt;
| 7 || Witch Sight&lt;br /&gt;
|-&lt;br /&gt;
| 8 || &lt;br /&gt;
|-&lt;br /&gt;
| 9 || Wild Embrace&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Twilight Inspiration====&lt;br /&gt;
Every day a Feytouched embrace their heritage they are inspired to become a little more like the creatures they emulate. They gain&lt;br /&gt;
+1 luck dodge AC but lose the ability to use Fiendish Resilience. In addition they randomly gain any one of the following benefits.&lt;br /&gt;
+3 lore nature, +3 bluff, +3 disguise, + 2 Listen, + 2 spot&lt;br /&gt;
&lt;br /&gt;
The benefits change every now and then, usually after rest. Upon rolling a 20 on a d20 they gain all skill bonuses. If they roll a 1 they gain none.&lt;br /&gt;
&lt;br /&gt;
====Feystep====&lt;br /&gt;
A Feytouched can shift into the plane of fairy, turning ethereal for 3 rounds and heedlessly advancing to appear some 20 yards ahead. Cooldown 17 rounds.&lt;br /&gt;
If Wild Embrace is active they roll a d7, and if the result is 6 or higher, the cooldown is instantly reset, but if they roll a 1 they end up off course and dazed.&lt;br /&gt;
&lt;br /&gt;
====Fervent Touch====&lt;br /&gt;
Feytouched learn to commit wholeheartedly to any attack. Whenever Feytouched Warlocks cast an eldritch blast they add a random number between 1 and their Charisma modifier to its damage. Whenever Feytouched Sorcerers cast enchantment spells they add 1 to its DC.&lt;br /&gt;
&lt;br /&gt;
====Witch Sight====&lt;br /&gt;
A Feytouched learns how to see through some of the trickery and illusions of their kind. They can cast Witch Sight with a 47 rounds cooldown. However seeing the world as the Fey do is difficult for mortal eyes and can speed up their descent into madness. (See Wild Embrace). &lt;br /&gt;
&lt;br /&gt;
====Wild Embrace====&lt;br /&gt;
The Feytouched fully embraces the chaos within and uses it to empower their magic, but risk going insane in the process.&lt;br /&gt;
While this mode is active they gain +3 CL on all their spells. But every time they cast a spell they must roll a d3, or a d2 if they are also using Witch Sight at the same time. If they roll a 1, they must make a Will saving throw. If they fail the save they become temporarily insane, wandering randomly and defenselessly for 2 rounds and losing their spell. Immunity to mind effects does not protect against this madness. If they make the save the DC increases by 1d3 next time for a Feytouched Warlock and 2d3 for a Feytouched Sorcerer. The DC starts at half their HD and resets when they fail the save or stop casting with this mode for 29 rounds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Issues==&lt;br /&gt;
Wild Embrace does not work with Hideous Blow after first strike. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Playable Class]]&lt;br /&gt;
[[Category:Combat classes]]&lt;br /&gt;
[[Category:Prestige Class]]&lt;/div&gt;</summary>
		<author><name>Nimne</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Feytouched&amp;diff=9005</id>
		<title>Feytouched</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Feytouched&amp;diff=9005"/>
		<updated>2020-05-30T07:56:09Z</updated>

		<summary type="html">&lt;p&gt;Nimne: updated&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Description==&lt;br /&gt;
Among descendants of creatures from the fey realms, there are those who seek to distance themselves from their influence and deny their legacy. Then there are those who wholeheartedly embrace their heritage, despite the danger. Some are driven by a fascination of all things faerie, others hope to unlock any hidden potential within and still others merely wish to indulge in its whirling chaos. For though Fey wield powerful magic, few mortals can do the same without risking their sanity.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== NOTE: This class is locked for testing and might change before release. ===&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
==Requirements==&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; Any Chaotic&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Feats:&#039;&#039;&#039; [[Fey Heritage]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills:&#039;&#039;&#039; [[Spellcraft]] 11 ranks, [[Bluff]] 7 ranks, [[Lore: Nature]] 3 ranks&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class:&#039;&#039;&#039; Warlock or Sorcerer&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cannot be:&#039;&#039;&#039; Hellfire Warlock, Dragon Disciple or Blackguard&lt;br /&gt;
&lt;br /&gt;
==Class Features==&lt;br /&gt;
{{Class base features|&lt;br /&gt;
hit die=d6|&lt;br /&gt;
BAB=Medium|&lt;br /&gt;
high save=[[Will]]|&lt;br /&gt;
low save=[[Fortitude]], [[Reflex]]|&lt;br /&gt;
proficiencies=None|&lt;br /&gt;
skill pts=2|&lt;br /&gt;
class skills=[[Bluff]], [[Concentration]], [[Craft alchemy|Craft Alchemy]], [[Craft trap|Craft Trap]], [[Disguise]], [[Heal (skill)|Heal]], [[Intimidate]], [[Lore: Arcana]],[[Lore: Nature]], [[Lore: Local]], [[Lore: The Planes]], [[Spellcraft]], [[Survival]], [[Taunt]] and [[Use magic device|Use Magic Device]].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Class Progression===&lt;br /&gt;
Spellcasting: progresses sorcerer spellcasting or warlock invocation and eldritch blasts.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Level || Features Gained&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Twilight Inspiration &lt;br /&gt;
|-&lt;br /&gt;
| 2 || &lt;br /&gt;
|-&lt;br /&gt;
| 3 || Feystep&lt;br /&gt;
|-&lt;br /&gt;
| 4 || &lt;br /&gt;
|-&lt;br /&gt;
| 5 || Fervent Touch&lt;br /&gt;
|-&lt;br /&gt;
| 6 || &lt;br /&gt;
|-&lt;br /&gt;
| 7 || Witch Sight&lt;br /&gt;
|-&lt;br /&gt;
| 8 || &lt;br /&gt;
|-&lt;br /&gt;
| 9 || Wild Embrace&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Twilight Inspiration====&lt;br /&gt;
Every day a Feytouched embrace their heritage they are inspired to become a little more like the creatures they emulate. They gain&lt;br /&gt;
+1 luck dodge AC but lose the ability to use Fiendish Resilience. In addition they randomly gain any one of the following benefits.&lt;br /&gt;
+3 lore nature, +3 bluff, +3 disguise, + 2 Listen, + 2 spot&lt;br /&gt;
&lt;br /&gt;
The benefits change every now and then, usually after rest. Upon rolling a 20 on a d20 they gain all skill bonuses. If they roll a 1 they gain none.&lt;br /&gt;
&lt;br /&gt;
====Feystep====&lt;br /&gt;
A Feytouched can shift into the plane of fairy, turning ethereal for 3 rounds and heedlessly advancing to appear some 20 yards ahead. Cooldown 17 rounds.&lt;br /&gt;
If Wild Embrace is active they roll a d7, and if the result is 6 or higher, the cooldown is instantly reset, but if they roll a 1 they end up off course and dazed.&lt;br /&gt;
&lt;br /&gt;
====Fervent Touch====&lt;br /&gt;
Feytouched learn to commit wholeheartedly to any attack. Whenever Feytouched Warlocks cast an eldritch blast they add a random number between 1 and their Charisma modifier to its damage. Whenever Feytouched Sorcerers cast enchantment spells they add 1 to its DC.&lt;br /&gt;
&lt;br /&gt;
====Witch Sight====&lt;br /&gt;
A Feytouched learns how to see through some of the trickery and illusions of their kind. They can cast Witch Sight with a 47 rounds cooldown. However seeing the world as the Fey do is difficult for mortal eyes and can speed up their descent into madness. (See Wild Embrace). &lt;br /&gt;
&lt;br /&gt;
====Wild Embrace====&lt;br /&gt;
The Feytouched fully embraces the chaos within and uses it to empower their magic, but risk going insane in the process.&lt;br /&gt;
While this mode is active they gain +3 CL on all their spells. But every time they cast a spell they must roll a d3, or a d2 if they are also using Witch Sight at the same time. If they roll a 1, they must make a Will saving throw. If they fail the save they become temporarily insane, wandering randomly and defenselessly for 2 rounds and losing their spell. Immunity to mind effects does not protect against this madness. If they make the save the DC increases by 1d3 next time for a Feytouched Warlock and 2d3 for a Feytouched Sorcerer. The DC starts at half their HD and resets when they fail the save or stop casting with this mode for 29 rounds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Playable Class]]&lt;br /&gt;
[[Category:Combat classes]]&lt;br /&gt;
[[Category:Prestige Class]]&lt;/div&gt;</summary>
		<author><name>Nimne</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Feytouched&amp;diff=8975</id>
		<title>Feytouched</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Feytouched&amp;diff=8975"/>
		<updated>2020-05-17T17:17:23Z</updated>

		<summary type="html">&lt;p&gt;Nimne: Created class&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Description==&lt;br /&gt;
Among descendants of creatures from the fey realms, there are those who seek to distance themselves from their influence and deny their legacy. Then there are those who wholeheartedly embrace their heritage, despite the danger. Some are driven by a fascination of all things faerie, others hope to unlock any hidden potential within and still others merely wish to indulge in its whirling chaos. For though Fey wield powerful magic, few mortals can do the same without risking their sanity.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== NOTE: This class is locked for testing and might change before release. ===&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
==Requirements==&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; Any Chaotic&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Feats:&#039;&#039;&#039; [[Fey Heritage]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills:&#039;&#039;&#039; [[Spellcraft]] 11 ranks, [[Bluff]] 7 ranks, [[Lore: Nature]] 3 ranks&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class:&#039;&#039;&#039; Warlock or Sorcerer&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cannot be:&#039;&#039;&#039; Hellfire Warlock, Dragon Disciple or Blackguard&lt;br /&gt;
&lt;br /&gt;
==Class Features==&lt;br /&gt;
{{Class base features|&lt;br /&gt;
hit die=d6|&lt;br /&gt;
BAB=Medium|&lt;br /&gt;
high save=[[Will]]|&lt;br /&gt;
low save=[[Fortitude]], [[Reflex]]|&lt;br /&gt;
proficiencies=None|&lt;br /&gt;
skill pts=2|&lt;br /&gt;
class skills=[[Bluff]], [[Concentration]], [[Craft alchemy|Craft Alchemy]], [[Craft armor|Craft Armor]], [[Craft weapon|Craft Weapon]], [[Disguise]], [[Heal (skill)|Heal]], [[Intimidate]], [[Lore: Arcana]],[[Lore: Nature]], [[Lore: Local]], [[Lore: The Planes]], [[Spellcraft]], [[Taunt]] and [[Use magic device|Use Magic Device]].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Class Progression===&lt;br /&gt;
Spellcasting: progresses sorcerer spellcasting or warlock invocation and eldritch blasts.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Level || Features Gained&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Twilight Inspiration &lt;br /&gt;
|-&lt;br /&gt;
| 2 || &lt;br /&gt;
|-&lt;br /&gt;
| 3 || Feystep&lt;br /&gt;
|-&lt;br /&gt;
| 4 || &lt;br /&gt;
|-&lt;br /&gt;
| 5 || Fervent Touch&lt;br /&gt;
|-&lt;br /&gt;
| 6 || &lt;br /&gt;
|-&lt;br /&gt;
| 7 || Witch Sight&lt;br /&gt;
|-&lt;br /&gt;
| 8 || &lt;br /&gt;
|-&lt;br /&gt;
| 9 || Wild Embrace&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Twilight Inspiration====&lt;br /&gt;
Every day a Feytouched embrace their heritage they are inspired to become a little more like the creatures they emulate. They gain&lt;br /&gt;
+1 luck dodge AC but lose the ability to use Fiendish Resilience. In addition they randomly gain any one of the following benefits.&lt;br /&gt;
+3 lore nature, +3 bluff, +3 disguise, + 2 Listen, + 2 spot&lt;br /&gt;
&lt;br /&gt;
The benefits change every now and then, usually after rest. Upon rolling a 20 on a d20 they gain all skill bonuses. If they roll a 1 they gain none.&lt;br /&gt;
&lt;br /&gt;
====Feystep====&lt;br /&gt;
A Feytouched can shift into the plane of fairy, turning ethereal for 3 rounds and heedlessly advancing to appear some 20 yards ahead. Cooldown 17 rounds.&lt;br /&gt;
If Wild Embrace is active they roll a d7, and if the result is 5 or higher, the cooldown is instantly reset, but if they roll a 1 they end up off course and dazed.&lt;br /&gt;
&lt;br /&gt;
====Fervent Touch====&lt;br /&gt;
Feytouched learn to commit wholeheartedly to any attack. Whenever Feytouched Warlocks cast an eldritch blast they add a random number between 1 and their Charisma modifier to its damage. Whenever Feytouched Sorcerers cast enchantment spells they add 1 to its DC.&lt;br /&gt;
&lt;br /&gt;
====Witch Sight====&lt;br /&gt;
A Feytouched learns how to see through some of the trickery and illusions of their kind. They can cast Witch Sight with a 47 rounds cooldown. However seeing the world as the Fey do is difficult for mortal eyes and can speed up their descent into madness. (See Wild Embrace). &lt;br /&gt;
&lt;br /&gt;
====Wild Embrace====&lt;br /&gt;
The Feytouched fully embraces the chaos within and uses it to empower their magic, but risk going insane in the process.&lt;br /&gt;
While this mode is active they gain +3 CL on all their spells. But every time they cast a spell they must roll a d3, or a d2 if they are also using Witch Sight at the same time. If they roll a 1, they must make a Will saving throw. If they fail the save they become temporarily insane, wandering randomly and defenselessly for 2 rounds and losing their spell. Immunity to mind effects does not protect against this madness. If they make the save the DC increases by 1d3 for next time. The DC starts at half their HD and resets when they fail the save or stop casting with this mode for 29 rounds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Playable Class]]&lt;br /&gt;
[[Category:Combat classes]]&lt;br /&gt;
[[Category:Prestige Class]]&lt;/div&gt;</summary>
		<author><name>Nimne</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Water_Genasi&amp;diff=8921</id>
		<title>Water Genasi</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Water_Genasi&amp;diff=8921"/>
		<updated>2020-04-20T08:11:45Z</updated>

		<summary type="html">&lt;p&gt;Nimne: Updated genasi abilities&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{FRWiki article|Water genasi}}&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
[[Image:Water_genasi.jpg|thumb|300x300px|Water Genasi]]&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Water Genasi&#039;&#039;&#039; [[Subrace|subrace]] was not included in the original NWN2, but has been added in the [[Mask of the Betrayer]] expansion.&lt;br /&gt;
&lt;br /&gt;
Water [[genasi]] are patient and slow to change, preferring to wear away opposition slowly, but are capable of great violence in extreme situations. They appear mostly human, with one or two traits reflecting their quasi-elemental nature, such as lightly-scaled skin, clammy flesh, blue-green skin or hair that waves as if underwater.&lt;br /&gt;
&lt;br /&gt;
==Ability adjustments==&lt;br /&gt;
+2 [[Constitution]], -2 [[Charisma]]&lt;br /&gt;
&lt;br /&gt;
==Racial features==&lt;br /&gt;
 &lt;br /&gt;
[[Image:Icon watergenasi.jpg|right]]&lt;br /&gt;
[[Level adjustment]]: +1. Genasi are slightly more powerful and gain levels more slowly than other races. It will take more experience for a genasi to reach level 2 than it would for normal races, for example.&lt;br /&gt;
&lt;br /&gt;
[[Size]]: Medium&lt;br /&gt;
&lt;br /&gt;
[[Favored class]]: [[Fighter]]. A [[multiclass]] genasi&#039;s fighter class does not count when determining whether she takes an [[Multiclass penalty|XP penalty for multiclassing]].&lt;br /&gt;
&lt;br /&gt;
* [[Darkvision]] (60ft.)&lt;br /&gt;
* Resistance to [[cold]] 5&lt;br /&gt;
* [[Shrouding Fog]]: Once every 20 rounds, a water genasi can call upon their elemental nature to summon a fog which grants all friendly creatures within the fog concealment (40% miss chance). This effect lasts 5 rounds. &lt;br /&gt;
&lt;br /&gt;
==[[DnD 3.5]] comparison==&lt;br /&gt;
The following features have been excluded/altered:&lt;br /&gt;
* Instead of &amp;quot;Shrouding Fog&amp;quot;, water genasi can cast &#039;&#039;Create Water&#039;&#039; once per day as cast by a 5th-level [[druid]].&lt;br /&gt;
* Instead of elemental resistance, they receive +1 racial bonus on saving throws against water spells and effects. This bonus increases by +1 for every five class levels the genasi attains. &lt;br /&gt;
* Water genasi breathe water as an extraordinary ability.&lt;br /&gt;
* Clerical focus: Water genasi [[cleric]]s must choose a deity with access to the [[Water (domain)|Water domain]] and take that domain as one of their choices.&lt;br /&gt;
[[Category:Subraces]]&lt;/div&gt;</summary>
		<author><name>Nimne</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Shrouding_Fog&amp;diff=8920</id>
		<title>Shrouding Fog</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Shrouding_Fog&amp;diff=8920"/>
		<updated>2020-04-20T08:10:58Z</updated>

		<summary type="html">&lt;p&gt;Nimne: Updated genasi abilities&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{FeatInfo|type=Racial&lt;br /&gt;
&lt;br /&gt;
|Prereq=[[Water genasi]]&lt;br /&gt;
&lt;br /&gt;
|Req=None&lt;br /&gt;
&lt;br /&gt;
|Specifics=Once every 20 rounds, a water genasi can call upon their elemental nature to summon a fog which grants all friendly creatures within the fog concealment (40% miss chance). This effect lasts 5 rounds. &lt;br /&gt;
&lt;br /&gt;
|Use=Selected.}}&lt;br /&gt;
[[category:Racial feats]]&lt;/div&gt;</summary>
		<author><name>Nimne</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Earth_Genasi&amp;diff=8919</id>
		<title>Earth Genasi</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Earth_Genasi&amp;diff=8919"/>
		<updated>2020-04-20T08:09:24Z</updated>

		<summary type="html">&lt;p&gt;Nimne: Updated genasi abilities&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Earth_genasi.jpg|thumb|300x300px|Earth Genasi]]The &#039;&#039;&#039;Earth Genasi&#039;&#039;&#039; [[Subrace|subrace]] was not included in the original NWN2, but has been added in the [[Mask of the Betrayer]] expansion.&lt;br /&gt;
&lt;br /&gt;
Earth [[genasi]] are slow to act, ponderous in thought and set in their ways. They appear mostly human, with one or two traits reflecting their quasi-elemental nature, such as earthlike skin, rough facial features or eyes like black pits.&lt;br /&gt;
&lt;br /&gt;
==Ability adjustments==&lt;br /&gt;
+2 [[Strength]], +2 [[Constitution]], -2 [[Wisdom]], -2 [[Charisma]]&lt;br /&gt;
&lt;br /&gt;
==Racial features==&lt;br /&gt;
[[Level adjustment]]: +1. Genasi are slightly more powerful and gain levels more slowly than other races. It will take more experience for a genasi to reach level 2 than it would for normal races, for example.&lt;br /&gt;
&lt;br /&gt;
[[Size]]: Medium&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
[[Image:Icon earthgenasi.jpg|right]]&lt;br /&gt;
[[Favored class]]: [[Fighter]]. A [[multiclass]] genasi&#039;s fighter class does not count when determining whether she takes an [[Multiclass penalty|XP penalty for multiclassing]].&lt;br /&gt;
&lt;br /&gt;
* [[Darkvision]] (60ft.)&lt;br /&gt;
* Resistance to [[acid]] 5&lt;br /&gt;
* [[Merge with Stone]]: Once every 30 rounds, an earth genasi can call upon their elemental nature to make their skin as hard as stone, gaining DR 10/adamantine. The effect lasts for 5 rounds. &lt;br /&gt;
&lt;br /&gt;
==[[DnD 3.5]] comparison==&lt;br /&gt;
*Instead of elemental resistance, they receive +1 racial bonus on saving throws against earth spells and effects. This bonus increases by +1 for every five class levels the genasi attains.&lt;br /&gt;
*Clerical Focus: Earth genasi [[cleric]]s must choose a deity with access to the [[Earth (domain)|Earth]] domain and take that domain as one of their choices. &lt;br /&gt;
*Instead of &amp;quot;Merge with Stone&amp;quot;, Earth genasi can use &#039;&#039;pass without trace&#039;&#039; once per day as cast by a 5th-level [[druid]].&lt;br /&gt;
[[Category:Subraces]]&lt;/div&gt;</summary>
		<author><name>Nimne</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Merge_with_Stone&amp;diff=8918</id>
		<title>Merge with Stone</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Merge_with_Stone&amp;diff=8918"/>
		<updated>2020-04-20T08:08:55Z</updated>

		<summary type="html">&lt;p&gt;Nimne: Updated genasi abilities&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{FeatInfo|type=Racial&lt;br /&gt;
&lt;br /&gt;
|Prereq=[[Earth genasi]]&lt;br /&gt;
&lt;br /&gt;
|Req=None&lt;br /&gt;
&lt;br /&gt;
|Specifics=Once every 30 rounds, an earth genasi can call upon their elemental nature to make their skin as hard as stone, gaining DR 10/adamantine. The effect lasts for 5 rounds. &lt;br /&gt;
&lt;br /&gt;
|Use=Selected.}}&lt;br /&gt;
[[category:Racial feats]]&lt;/div&gt;</summary>
		<author><name>Nimne</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Summon_Gale&amp;diff=8917</id>
		<title>Summon Gale</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Summon_Gale&amp;diff=8917"/>
		<updated>2020-04-20T08:07:34Z</updated>

		<summary type="html">&lt;p&gt;Nimne: Updated genasi abilities&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{FeatInfo|type=Racial&lt;br /&gt;
&lt;br /&gt;
|Prereq=[[Air genasi]]&lt;br /&gt;
&lt;br /&gt;
|Req=None&lt;br /&gt;
&lt;br /&gt;
|Specifics=Once every 15 rounds, an air genasi can call upon their elemental nature and summon a powerful blast of wind that can knock over foes who fail a Fortitude save (DC 12 + Cha modifier + half their level) as well as disperse some harmful cloud effects in its path.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|Use=Selected.}}&lt;br /&gt;
[[category:Racial feats]]&lt;/div&gt;</summary>
		<author><name>Nimne</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Air_Genasi&amp;diff=8916</id>
		<title>Air Genasi</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Air_Genasi&amp;diff=8916"/>
		<updated>2020-04-20T08:06:43Z</updated>

		<summary type="html">&lt;p&gt;Nimne: Updated genasi abilities&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{FRWiki article|Air genasi}}&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
[[Image:Air_genasi.jpg|thumb|300x300px|Air Genasi]]&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Air Genasi&#039;&#039;&#039; [[Subrace|subrace]] was not included in the original NWN2, but has been added in the [[Mask of the Betrayer]] expansion.&lt;br /&gt;
&lt;br /&gt;
Air [[Genasi]] see themselves as the inheritors of the sky, the wind and the very air of the world. They appear mostly human, with one or two unusual traits reflecting their quasi-elemental nature, such as a light blue color to their skin or hair, a slight breeze in their presence at all times, or flesh that is cool to the touch.&lt;br /&gt;
&lt;br /&gt;
==Ability adjustments==&lt;br /&gt;
+2 [[Dexterity]], +2 [[Intelligence]], -2 [[Wisdom]], -2 [[Charisma]]&lt;br /&gt;
&lt;br /&gt;
==Racial features==&lt;br /&gt;
[[Level adjustment]]: +1. Genasi are slightly more powerful and gain levels more slowly than other races. It will take more experience for a genasi to reach level 2 than it would for normal races, for example.&lt;br /&gt;
&lt;br /&gt;
[[Size]]: Medium&lt;br /&gt;
&lt;br /&gt;
[[Favored class]]: [[Fighter]]. A [[multiclass]] genasi&#039;s fighter class does not count when determining whether she takes an [[Multiclass penalty|XP penalty for multiclassing]].&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
[[Image:Ira gea raceicon.jpg|right]]&lt;br /&gt;
* [[Darkvision]] (60ft.)&lt;br /&gt;
* Resistance to [[electricity]] 5&lt;br /&gt;
* [[Summon Gale]]: Once every 15 rounds, an air genasi can call upon their elemental nature and summon a powerful blast of wind that can knock over foes who fail a Fortitude save (DC 12 + Cha modifier + half their level) as well as disperse some harmful cloud effects in its path.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[DnD 3.5]] comparison==&lt;br /&gt;
The following attributes have not been included:&lt;br /&gt;
*Breathless: Air genasi do not breathe, so they are immune to [[drown]]ing, suffocation, and attacks that require inhalation.&lt;br /&gt;
*Instead of elemental resistance, they receive +1 racial bonus on saving throws against air spells and effects. This bonus increases by +1 for every five class levels the genasi attains.&lt;br /&gt;
*Clerical Focus: Air genasi [[cleric]]s must choose a deity with access to the [[Air (domain)|Air domain]] and take that domain as one of their choices.&lt;br /&gt;
*Instead of &amp;quot;Summon Gale&amp;quot;, Air genasi can cast &#039;&#039;levitate&#039;&#039; once per day as a 5th level [[sorcerer]].&lt;br /&gt;
[[Category:Subraces]]&lt;/div&gt;</summary>
		<author><name>Nimne</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Reach_to_the_Blaze&amp;diff=8915</id>
		<title>Reach to the Blaze</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Reach_to_the_Blaze&amp;diff=8915"/>
		<updated>2020-04-20T08:04:59Z</updated>

		<summary type="html">&lt;p&gt;Nimne: Updated genasi abilities&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{FeatInfo|type=Racial&lt;br /&gt;
&lt;br /&gt;
|Prereq=[[Fire genasi]]&lt;br /&gt;
&lt;br /&gt;
|Req=None&lt;br /&gt;
&lt;br /&gt;
|Specifics=Once every 20 rounds, a fire genasi can call upon their elemental nature and radiate flames that damage all those within 5 feet, doing 2d4 points of damage per 5 levels per round. (Reflex save for half damage, DC = 12 + Cha modifier + half their level). This effect lasts for 5 rounds. &lt;br /&gt;
&lt;br /&gt;
|Use=Selected.}}&lt;br /&gt;
[[category:Racial feats]]&lt;/div&gt;</summary>
		<author><name>Nimne</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Fire_Genasi&amp;diff=8914</id>
		<title>Fire Genasi</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Fire_Genasi&amp;diff=8914"/>
		<updated>2020-04-20T08:03:51Z</updated>

		<summary type="html">&lt;p&gt;Nimne: Updated genasi abilities&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Fire_genasi.jpg|thumb|300x300px|Fire Genasi]]The &#039;&#039;&#039;Fire Genasi&#039;&#039;&#039; [[Subrace|subrace]] was not included in the original NWN2, but has been added in the [[Mask of the Betrayer]] expansion.&lt;br /&gt;
&lt;br /&gt;
Fire [[genasi]] are hot-blooded and quick to anger, proud and unafraid to take action. They appear mostly human, with one or two traits reflecting their quasi-elemental nature, such as skin the color of burnt coal, red hair that waves like flames or eyes that glow when the Genasi is angry.&lt;br /&gt;
&lt;br /&gt;
==Ability adjustments==&lt;br /&gt;
+2 [[Intelligence]], -2 [[Charisma]]&lt;br /&gt;
&lt;br /&gt;
==Racial features==&lt;br /&gt;
 &lt;br /&gt;
[[Image:Icon firegenasi.jpg|right]]&lt;br /&gt;
[[Level adjustment]]: +1. Genasi are slightly more powerful and gain levels more slowly than other races. It will take more experience for a genasi to reach level 2 than it would for normal races, for example.&lt;br /&gt;
&lt;br /&gt;
[[Size]]: Medium&lt;br /&gt;
&lt;br /&gt;
[[Favored class]]: [[Fighter]]. A [[multiclass]] genasi&#039;s fighter class does not count when determining whether she takes an [[Multiclass penalty|XP penalty for multiclassing]].&lt;br /&gt;
&lt;br /&gt;
* [[Darkvision]] (60ft.)&lt;br /&gt;
* Resistance to [[fire]] 5&lt;br /&gt;
* [[Reach to the Blaze]]: Once every 20 rounds, a fire genasi can call upon their elemental nature and radiate flames that damage all those within 5 feet, doing 2d4 points of damage per 5 levels per round. (Reflex save for half damage, DC = 12 + Cha modifier + half their level). This effect lasts for 5 rounds. &lt;br /&gt;
&lt;br /&gt;
==[[DnD 3.5]] Comparison==&lt;br /&gt;
The following features have been excluded:&lt;br /&gt;
*Instead of elemental resistance, Fire genasi receive +1 racial bonus on saving throws against fire spells and effects. This bonus increases by +1 for every five class levels the genasi attains. &lt;br /&gt;
*Clerical Focus: Fire genasi [[cleric]]s must choose a deity with access to the [[Fire (domain)|Fire domain]] and take that domain as one of their choices.&lt;br /&gt;
*Instead of &amp;quot;Reach to the Blaze&amp;quot;, Fire genasi can cast &#039;&#039;Control Flame&#039;&#039; as a spell-like ability, causing nonmagical flame to flare or diminish at will for 5 minutes once per day.&lt;br /&gt;
[[Category:Subraces]]&lt;/div&gt;</summary>
		<author><name>Nimne</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Legendary_Animal_Shape&amp;diff=8909</id>
		<title>Legendary Animal Shape</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Legendary_Animal_Shape&amp;diff=8909"/>
		<updated>2020-04-04T10:31:01Z</updated>

		<summary type="html">&lt;p&gt;Nimne: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{FeatInfo&lt;br /&gt;
|type=Druid, Epic&lt;br /&gt;
|Prereq=Druid 20|&lt;br /&gt;
|Req=&lt;br /&gt;
|Specifics=The character may use wild shape to change into a legendary animal. The transformation has a duration of 1 hour per class level.&lt;br /&gt;
|Use=Selected&lt;br /&gt;
&lt;br /&gt;
==Base Stats==&lt;br /&gt;
&lt;br /&gt;
Bear: 35 STR / 30 CON / 14 DEX / 16 NAT AC / 2d6, 2d6, 4d6 DMG&lt;br /&gt;
&lt;br /&gt;
Tiger: 37 STR / 24 CON / 24 DEX / 13 NAT AC / 2d6, 2d6, 2d8 DMG&lt;br /&gt;
&lt;br /&gt;
Lion: 35 STR / 24 CON / 24 DEX / 14 NAT AC / 2d6, 2d6, 2d8 DMG&lt;br /&gt;
&lt;br /&gt;
Wolf: 33 STR / 22 CON / 30 DEX / 12 NAT AC / 2d6 DMG&lt;br /&gt;
&lt;br /&gt;
==Special==&lt;br /&gt;
&lt;br /&gt;
Forms are Large size.&lt;br /&gt;
&lt;br /&gt;
Bear: 15/- DR, Steadfast Determination&lt;br /&gt;
&lt;br /&gt;
Tiger: 10/- DR, Dire Charge&lt;br /&gt;
&lt;br /&gt;
Lion: 10/- DR, Dire Charge&lt;br /&gt;
&lt;br /&gt;
Wolf: 10/- DR, Knockdown&lt;br /&gt;
&lt;br /&gt;
All forms have +30% movement speed that doesn&#039;t stack with spells&lt;br /&gt;
&lt;br /&gt;
==Abilities==&lt;br /&gt;
&lt;br /&gt;
Reckless Fury (Bear): +4 AB/dmg, -4 AC, 20/- DR&lt;br /&gt;
&lt;br /&gt;
Killer Instinct (Tiger): +4d10 Massive crit, bonus feat: Power Crit: Creature&lt;br /&gt;
&lt;br /&gt;
Battle Sense (Lion): +2 AB/AC, bonus feat: Cleave &amp;amp; Supreme Cleave&lt;br /&gt;
&lt;br /&gt;
Ferocious Howl (Wolf): -4 AC/AB/skill/saves in an AOE. Will Save DC=30 for half&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Each Ability has 3 min Cooldown and lasts for (DRUID_LVL - 10)/2 rounds, minimum 5 rounds (Druid 20) and maximum 10 rounds (Druid 30).&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
[[Category:Class feats]]&lt;br /&gt;
[[Category:Epic feats]]&lt;/div&gt;</summary>
		<author><name>Nimne</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Legendary_Animal_Shape&amp;diff=8908</id>
		<title>Legendary Animal Shape</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Legendary_Animal_Shape&amp;diff=8908"/>
		<updated>2020-04-04T10:18:34Z</updated>

		<summary type="html">&lt;p&gt;Nimne: created page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{FeatInfo&lt;br /&gt;
|type=Druid, Epic&lt;br /&gt;
|Prereq=Druid 20|&lt;br /&gt;
|Req=&lt;br /&gt;
|Specifics=The character may use wild shape to change into a legendary animal. The transformation has a duration of 1 hour per class level.&lt;br /&gt;
|Use=Selected&lt;br /&gt;
&lt;br /&gt;
==Base Stats==&lt;br /&gt;
&lt;br /&gt;
Bear: 35 STR / 30 CON / 14 DEX / 16 NAT AC / 2d6, 2d6, 4d6 DMG&lt;br /&gt;
&lt;br /&gt;
Tiger: 37 STR / 24 CON / 24 DEX / 13 NAT AC / 2d6, 2d6, 2d8 DMG&lt;br /&gt;
&lt;br /&gt;
Lion: 35 STR / 24 CON / 24 DEX / 14 NAT AC / 2d6, 2d6, 2d8 DMG&lt;br /&gt;
&lt;br /&gt;
Wolf: 33 STR / 22 CON / 30 DEX / 12 NAT AC / 2d6 DMG&lt;br /&gt;
&lt;br /&gt;
==Special==&lt;br /&gt;
&lt;br /&gt;
Forms are Large size.&lt;br /&gt;
&lt;br /&gt;
Bear: 15/- DR, Steadfast Determination&lt;br /&gt;
&lt;br /&gt;
Tiger: 10/- DR, Dire Charge&lt;br /&gt;
&lt;br /&gt;
Lion: 10/- DR, Dire Charge&lt;br /&gt;
&lt;br /&gt;
Wolf: 10/- DR, Knockdown&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Abilities==&lt;br /&gt;
&lt;br /&gt;
Reckless Fury (Bear): +4 AB/dmg, -4 AC, 20/- DR&lt;br /&gt;
&lt;br /&gt;
Killer Instinct (Tiger): +4d10 Massive crit, bonus feat: Power Crit: Creature&lt;br /&gt;
&lt;br /&gt;
Battle Sense (Lion): +2 AB/AC, bonus feat: Cleave &amp;amp; Supreme Cleave&lt;br /&gt;
&lt;br /&gt;
Ferocious Howl (Wolf): -4 AC/AB/skill/saves in an AOE. Will Save DC=30 for half&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Each Ability has 3 min Cooldown and lasts for (DRUID_LVL - 10)/2 rounds, minimum 5 rounds (Druid 20) and maximum 10 rounds (Druid 30).&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
[[Category:Class feats]]&lt;br /&gt;
[[Category:Epic feats]]&lt;/div&gt;</summary>
		<author><name>Nimne</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Epic_Elemental_Shape&amp;diff=8907</id>
		<title>Epic Elemental Shape</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Epic_Elemental_Shape&amp;diff=8907"/>
		<updated>2020-04-04T10:12:19Z</updated>

		<summary type="html">&lt;p&gt;Nimne: created page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{FeatInfo&lt;br /&gt;
|type=Druid, Epic&lt;br /&gt;
|Prereq=Druid 20|&lt;br /&gt;
|Req=&lt;br /&gt;
|Specifics=The character may use wild shape to change into an epic elemental. The transformation has a duration of 1 hour per class level.&lt;br /&gt;
|Use=Selected&lt;br /&gt;
&lt;br /&gt;
==Base Stats==&lt;br /&gt;
&lt;br /&gt;
Fire: 32 STR / 20 CON / 28 DEX / 10 NAT AC / 2d8 +1d8 fire, 2d8 +1d8 fire&lt;br /&gt;
&lt;br /&gt;
Water: 34 STR / 22 CON / 22 DEX / 14 NAT AC / 2d10, 2d10&lt;br /&gt;
&lt;br /&gt;
Earth: 36 STR / 24 CON / 10 DEX / 18 NAT AC / 2d10, 2d10&lt;br /&gt;
&lt;br /&gt;
Air: 28 STR / 18 CON / 34 DEX / 9 NAT AC / 2d8, 2d8&lt;br /&gt;
&lt;br /&gt;
==Special==&lt;br /&gt;
&lt;br /&gt;
All elementals have: 10/- DR, Darkvision and elemental immunities (crit, sneak, mind etc.)&lt;br /&gt;
&lt;br /&gt;
Fire: 100% fire Immunity, 50% cold weakness, 30% movement speed&lt;br /&gt;
&lt;br /&gt;
Water: 100% fire Immunity&lt;br /&gt;
&lt;br /&gt;
Earth: 15/- DR&lt;br /&gt;
&lt;br /&gt;
Air: 50% movement speed&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Movement speed doesn&#039;t stack with spells.&lt;br /&gt;
&lt;br /&gt;
==Abilities==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fire&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
(2 min) Sacrificial Flare - The fire elemental swirls wildly, building momentum until it appears a blur, before splitting part of itself and hurling it into the ground, blasting enemies in range&lt;br /&gt;
&lt;br /&gt;
Elemental itself takes 10d6 damage.&lt;br /&gt;
Initial dmg in a large AoE = (DRUID_LVL)*d6.&lt;br /&gt;
Secondary dmg = (DRUID_LVL - 10)/2 *d6 in the area where the fireball hit for 3 rounds.&lt;br /&gt;
DC 30 Reflex saves halve the damage. No SR checks.&lt;br /&gt;
&lt;br /&gt;
(5 min) Effulgent Shield - The caster creates a shimmering globe of fire around herself with a radiance and fury resembling that of the sun itself.&lt;br /&gt;
&lt;br /&gt;
Duration: 10 rounds&lt;br /&gt;
Elemental Shield: 1d6 + DRUID_LVL - 10 dmg&lt;br /&gt;
Blindness Aura: single fort save DC=DRUID_LVL&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Water&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
(2 min CD) Drown: The water elemental quivers in almost excited way, wrapping herself around her opponent&#039;s face and contracting, almost like a constrictor squeezing its prey.&lt;br /&gt;
&lt;br /&gt;
Just like the spell but in a personal range and DC = DRUID_LVL. No SR Check.&lt;br /&gt;
&lt;br /&gt;
(5 min CD) Twisted Torrents: A seemingly impossible amount of water begins to gush forth from within the water elemental, swiftly churning into a violent and chaotic whirlpool in a radius around her, disorienting and scattering her foes while refreshing herself.&lt;br /&gt;
&lt;br /&gt;
Duration: DRUID_LVL/2 - 5 rounds&lt;br /&gt;
&lt;br /&gt;
8 torrents spawn each round in close vicnity to the elemental&lt;br /&gt;
If a torent hits a water elemental it heals for 5 HP and speeds it up by +50%&lt;br /&gt;
If a torent hits an enemy:&lt;br /&gt;
&lt;br /&gt;
Knockdown (30 DC fort)&lt;br /&gt;
50% slow for 3 sec (no save)&lt;br /&gt;
5d6 physical dmg (no save, bonus +20 cold vs fire elem)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Earth&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
(2 min CD) Boulder Toss: The Earth elemental tenses before ripping a section of the ground up beneath it with unsettling ease and hurling it into the distance straight at its foes.&lt;br /&gt;
&lt;br /&gt;
(DRUID_LVL)*d6 physical dmg in a small radius AoE that knockdowns for 2 rounds.&lt;br /&gt;
Reflex DC 30 halves dmg and saves from KD.&lt;br /&gt;
&lt;br /&gt;
(5 min CD) Cataclysmic Quake - The earth elemental sinks its massive arms into the ground, seeming to become one with the very earth below him as the land itself throws violent tantrums in response to his call.&lt;br /&gt;
&lt;br /&gt;
Gargantuan AoE centered around elemental. Doesn&#039;t damage allies.&lt;br /&gt;
2 quakes in 1 round. Each does:&lt;br /&gt;
(DRUID_LVL) d6 physical dmg (DC=30 Reflex for half)&lt;br /&gt;
DC 25 knockdown check&lt;br /&gt;
DC 35 concentration check&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Air&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
(2 min CD) Plasma Pulse: The elemental builds electrical energy within itself until it can hold no more, the energy releasing randomly in superheated bolts of plasma towards nearby targets&lt;br /&gt;
&lt;br /&gt;
Duration: 5 rounds&lt;br /&gt;
Effect: Lightning strike on a random target every 3 sec. Same target cant get hit twice in a row.&lt;br /&gt;
Dmg: (5+DRUID_LVL/2) * d6 dmg.&lt;br /&gt;
Reflex DC=30 to halve damage and save from 1 round stun.&lt;br /&gt;
&lt;br /&gt;
(5 min CD) Fleeting Wind - A sprightly and refreshing wind begins to kick up around the air elemental, invigorating her allies and quickening their movements, making them light as the air itself.&lt;br /&gt;
&lt;br /&gt;
Duration: DRUID_LVL/2 rounds&lt;br /&gt;
Effect: Freedom of Movement + Haste to all allies in huge AoE. The elemental also receives Evasion.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
[[Category:Class feats]]&lt;br /&gt;
[[Category:Epic feats]]&lt;/div&gt;</summary>
		<author><name>Nimne</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Reignite_Evocation&amp;diff=8889</id>
		<title>Reignite Evocation</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Reignite_Evocation&amp;diff=8889"/>
		<updated>2020-02-16T12:19:49Z</updated>

		<summary type="html">&lt;p&gt;Nimne: updated&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt; Type of Feat: Spellcasting&lt;br /&gt;
 Prerequisite: Spell Focus Evocation&lt;br /&gt;
 Use: Selected, target hostile creature&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You have learned to harness the residual energies of evocation spells. Anytime you cast a hostile evocation spell there&#039;s a chance you can reignite its energies to cast it once more, with a -2 penalty to the DC. Reignition must happen within 10 rounds or the energies fade. Must target a hostile creature. Evocation Focus allows recasting spells level 1-3. Greater Evocation Focus allows recasting spells level 1-6. Epic Evocation Focus allows recasting spells level 1-9. Metamagics not included. Does not work with Bigby spells or Implosion. &lt;br /&gt;
&lt;br /&gt;
== Gameplay Notes ==&lt;br /&gt;
This feat is given automatically the first time an evocation spell is cast after learning Spell Focus: Evocation.&lt;br /&gt;
&lt;br /&gt;
It now works with self-target spells such as Call Lightning, Firestorm or Dimitry&#039;s Final Flare. Still need to target a hostile creature but the effect is centered on the caster. &lt;br /&gt;
&lt;br /&gt;
Does not work with spells cast from items.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Feats]]&lt;br /&gt;
[[Category:Playable Feats]]&lt;br /&gt;
[[Category:Combat feat]]&lt;/div&gt;</summary>
		<author><name>Nimne</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Reignite_Evocation&amp;diff=8841</id>
		<title>Reignite Evocation</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Reignite_Evocation&amp;diff=8841"/>
		<updated>2019-12-31T16:59:09Z</updated>

		<summary type="html">&lt;p&gt;Nimne: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt; Type of Feat: Spellcasting&lt;br /&gt;
 Prerequisite: Spell Focus Evocation&lt;br /&gt;
 Use: Selected, target hostile creature&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You have learned to harness the residual energies of evocation spells. Anytime you cast a hostile evocation spell there&#039;s a chance you can reignite its energies to cast it once more, with a -5 penalty to the DC. Reignition must happen within 10 rounds or the energies fade. Must target a hostile creature. Evocation Focus allows recasting spells level 1-3. Greater Evocation Focus allows recasting spells level 1-6. Epic Evocation Focus allows recasting spells level 1-9. Metamagics not included. Does not work with Bigby spells or Implosion. &lt;br /&gt;
&lt;br /&gt;
== Gameplay Notes ==&lt;br /&gt;
This feat is given automatically the first time an evocation spell is cast after learning Spell Focus: Evocation.&lt;br /&gt;
&lt;br /&gt;
Due to the need to target a hostile creature it does not currently work with self-target spells such as Call Lightning, Firestorm or Dimitry&#039;s Final Flare. &lt;br /&gt;
&lt;br /&gt;
Does not work with spells cast from items.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Feats]]&lt;br /&gt;
[[Category:Playable Feats]]&lt;br /&gt;
[[Category:Combat feat]]&lt;/div&gt;</summary>
		<author><name>Nimne</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Reignite_Evocation&amp;diff=8840</id>
		<title>Reignite Evocation</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Reignite_Evocation&amp;diff=8840"/>
		<updated>2019-12-31T09:52:55Z</updated>

		<summary type="html">&lt;p&gt;Nimne: Created feat&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===&amp;lt;b&amp;gt;Reignite Evocation&amp;lt;/b&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
 Type of Feat: Spellcasting&lt;br /&gt;
 Prerequisite: Spell Focus Evocation&lt;br /&gt;
 Use: Selected, target hostile creature&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You have learned to harness the residual energies of evocation spells. Anytime you cast a hostile evocation spell there&#039;s a chance you can reignite its energies to cast it once more, with a -5 penalty to the DC. Reignition must happen within 10 rounds or the energies fade. Must target a hostile creature. Evocation Focus allows recasting spells level 1-3. Greater Evocation Focus allows recasting spells level 1-6. Epic Evocation Focus allows recasting spells level 1-9. Metamagics not included. Does not work with Bigby spells or Implosion. &lt;br /&gt;
&lt;br /&gt;
== Gameplay Notes ==&lt;br /&gt;
This feat is given automatically the first time an evocation spell is cast after learning Spell Focus: Evocation.&lt;br /&gt;
&lt;br /&gt;
Due to the need to target a hostile creature it does not currently work with self-target spells such as Call Lightning, Firestorm or Dimitry&#039;s Final Flare. &lt;br /&gt;
&lt;br /&gt;
Does not work with spells cast from items.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Feats]]&lt;br /&gt;
[[Category:Playable Feats]]&lt;br /&gt;
[[Category:Combat feat]]&lt;/div&gt;</summary>
		<author><name>Nimne</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Main_Page&amp;diff=8754</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Main_Page&amp;diff=8754"/>
		<updated>2019-09-28T16:54:33Z</updated>

		<summary type="html">&lt;p&gt;Nimne: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| cellspacing=&amp;quot;4&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-  &lt;br /&gt;
|style=&amp;quot;vertical-align:top; border: 1px solid #000; color: #000;  padding: .4em .9em&amp;quot; rowspan=&amp;quot;2&amp;quot;| &lt;br /&gt;
&amp;lt;h3&amp;gt;Concerning the Community&amp;lt;/h3&amp;gt;&lt;br /&gt;
*[http://bgtscc.net/ BGTSCC Forum]&lt;br /&gt;
*[http://www.bgtscc.net/viewtopic.php?f=7&amp;amp;t=10774 Forum Rules]&lt;br /&gt;
*[http://www.bgtscc.net/viewtopic.php?f=7&amp;amp;t=36831 Server Rules]&lt;br /&gt;
*[[Courtesy in the Realms]]&lt;br /&gt;
*[[Dungeon Masters]]&lt;br /&gt;
*[http://www.bgtscc.net/viewtopic.php?f=7&amp;amp;t=3170 PvP Rules]&lt;br /&gt;
*[[Credits]]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; border: 1px solid #000; color: #000; padding: .4em .9em&amp;quot; rowspan=&amp;quot;2&amp;quot;|&lt;br /&gt;
&amp;lt;h3&amp;gt;Mechanics&amp;lt;/h3&amp;gt;&lt;br /&gt;
*[[Playable Races]]&lt;br /&gt;
*[[:Category:Classes|Classes]]&lt;br /&gt;
*[[:Category:Skills|Skills]]&lt;br /&gt;
*[[:Category:Feats|Feats]]&lt;br /&gt;
*[[:Category:Spells|Spells]]&lt;br /&gt;
*[[Summoning]]&lt;br /&gt;
*[[Polymorphing]]&lt;br /&gt;
*[[Enchanting]]&lt;br /&gt;
*[[Armors_overview|Armor Overview]]&lt;br /&gt;
*[[Weapons_overview|Weapons Overview]]&lt;br /&gt;
*[[Items|Items]]&lt;br /&gt;
*[[:Category:Languages|Languages]]&lt;br /&gt;
*[[Cleric_Domains|Cleric Domains]]&lt;br /&gt;
*[[Deity|Deities]]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; border: 1px solid #000; color: #000; padding: .4em .9em&amp;quot; rowspan=&amp;quot;2&amp;quot;|&lt;br /&gt;
&amp;lt;h3&amp;gt;Self-Help&amp;lt;/h3&amp;gt;&lt;br /&gt;
*[[Getting Started]]&lt;br /&gt;
*[http://www.bgtscc.net/viewforum.php?f=49/ Tips &amp;amp; Tricks]&lt;br /&gt;
*[http://www.bgtscc.net/viewtopic.php?f=149&amp;amp;t=19575 Chat Commands]&lt;br /&gt;
*[[Guide to PC_Tools]]&lt;br /&gt;
*[[Roleplay Experience Rewards]]&lt;br /&gt;
*[[XP Transfering]]&lt;br /&gt;
*[[Cursed Items]]&lt;br /&gt;
*[[Fishing]]&lt;br /&gt;
*[[Readable Books &amp;amp; Writing]]&lt;br /&gt;
*[[Item Storage]]&lt;br /&gt;
*[[Pack Horses]]&lt;br /&gt;
*[[Shops Database]]&lt;br /&gt;
*[[Spell Swapper]]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; border: 1px solid #000; color: #000;  padding: .4em .9em&amp;quot; rowspan=&amp;quot;1&amp;quot;|&lt;br /&gt;
&amp;lt;h3&amp;gt;About the Game&amp;lt;/h3&amp;gt;&lt;br /&gt;
*[[Design Philosophy]]&lt;br /&gt;
*[[Timeline]]&lt;br /&gt;
*[[Setting Map]]&lt;br /&gt;
*[[Locations]]&lt;br /&gt;
*[[Areas_by_CR|Areas by CR]]&lt;br /&gt;
*[[Death and Dying]]&lt;br /&gt;
*[[Talking Monsters]]&lt;br /&gt;
*[[Dynamic Encounters]]&lt;br /&gt;
*[[Custom Changes to this World]]&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Nimne</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Main_Page&amp;diff=8753</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Main_Page&amp;diff=8753"/>
		<updated>2019-09-28T16:51:48Z</updated>

		<summary type="html">&lt;p&gt;Nimne: Link to spellswapper&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| cellspacing=&amp;quot;4&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-  &lt;br /&gt;
|style=&amp;quot;vertical-align:top; border: 1px solid #000; color: #000;  padding: .4em .9em&amp;quot; rowspan=&amp;quot;2&amp;quot;| &lt;br /&gt;
&amp;lt;h3&amp;gt;Concerning the Community&amp;lt;/h3&amp;gt;&lt;br /&gt;
*[http://bgtscc.net/ BGTSCC Forum]&lt;br /&gt;
*[http://www.bgtscc.net/viewtopic.php?f=7&amp;amp;t=10774 Forum Rules]&lt;br /&gt;
*[http://www.bgtscc.net/viewtopic.php?f=7&amp;amp;t=36831 Server Rules]&lt;br /&gt;
*[[Courtesy in the Realms]]&lt;br /&gt;
*[[Dungeon Masters]]&lt;br /&gt;
*[http://www.bgtscc.net/viewtopic.php?f=7&amp;amp;t=3170 PvP Rules]&lt;br /&gt;
*[[Credits]]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; border: 1px solid #000; color: #000; padding: .4em .9em&amp;quot; rowspan=&amp;quot;2&amp;quot;|&lt;br /&gt;
&amp;lt;h3&amp;gt;Mechanics&amp;lt;/h3&amp;gt;&lt;br /&gt;
*[[Playable Races]]&lt;br /&gt;
*[[:Category:Classes|Classes]]&lt;br /&gt;
*[[:Category:Skills|Skills]]&lt;br /&gt;
*[[:Category:Feats|Feats]]&lt;br /&gt;
*[[:Category:Spells|Spells]]&lt;br /&gt;
*[[Summoning]]&lt;br /&gt;
*[[Polymorphing]]&lt;br /&gt;
*[[Enchanting]]&lt;br /&gt;
*[[Armors_overview|Armor Overview]]&lt;br /&gt;
*[[Weapons_overview|Weapons Overview]]&lt;br /&gt;
*[[Items|Items]]&lt;br /&gt;
*[[:Category:Languages|Languages]]&lt;br /&gt;
*[[Cleric_Domains|Cleric Domains]]&lt;br /&gt;
*[[Deity|Deities]]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; border: 1px solid #000; color: #000; padding: .4em .9em&amp;quot; rowspan=&amp;quot;2&amp;quot;|&lt;br /&gt;
&amp;lt;h3&amp;gt;Self-Help&amp;lt;/h3&amp;gt;&lt;br /&gt;
*[[Getting Started]]&lt;br /&gt;
*[http://www.bgtscc.net/viewforum.php?f=49/ Tips &amp;amp; Tricks]&lt;br /&gt;
*[http://www.bgtscc.net/viewtopic.php?f=149&amp;amp;t=19575 Chat Commands]&lt;br /&gt;
*[[Guide to PC_Tools]]&lt;br /&gt;
*[[Roleplay Experience Rewards]]&lt;br /&gt;
*[[XP Transfering]]&lt;br /&gt;
*[[Cursed Items]]&lt;br /&gt;
*[[Fishing]]&lt;br /&gt;
*[[Readable Books &amp;amp; Writing]]&lt;br /&gt;
*[[Item Storage]]&lt;br /&gt;
*[[Pack Horses]]&lt;br /&gt;
*[[Shops Database]]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top; border: 1px solid #000; color: #000;  padding: .4em .9em&amp;quot; rowspan=&amp;quot;1&amp;quot;|&lt;br /&gt;
&amp;lt;h3&amp;gt;About the Game&amp;lt;/h3&amp;gt;&lt;br /&gt;
*[[Design Philosophy]]&lt;br /&gt;
*[[Timeline]]&lt;br /&gt;
*[[Setting Map]]&lt;br /&gt;
*[[Locations]]&lt;br /&gt;
*[[Areas_by_CR|Areas by CR]]&lt;br /&gt;
*[[Death and Dying]]&lt;br /&gt;
*[[Talking Monsters]]&lt;br /&gt;
*[[Dynamic Encounters]]&lt;br /&gt;
*[[Custom Changes to this World]]&lt;br /&gt;
*[[Spell Swapper]]&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Nimne</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Spell_Swapper&amp;diff=8752</id>
		<title>Spell Swapper</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Spell_Swapper&amp;diff=8752"/>
		<updated>2019-09-28T16:48:54Z</updated>

		<summary type="html">&lt;p&gt;Nimne: Created page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A spell-swapping djinni can be found in the nexus. This proud creature will condescend to help spontaneous spell casting classes (sorcerer, spirit shaman, favored soul, bard and warlock) to swap one of their spells to another spell of the same level.&lt;br /&gt;
&lt;br /&gt;
== Limitation ==&lt;br /&gt;
The djinni is a most busy creature and has no patience with those who would bother him too often. Thus he will not extend his help anymore often than 1 swap/month and he might even charge gold for his services. The limitations might change in the future.&lt;br /&gt;
&lt;br /&gt;
== How to use ==&lt;br /&gt;
Simply talk with the djinni. He will first ask you to select which level of spell you want to swap, from cantrip to level 9 spells. He will then ask you which spell you want to get rid of. Then you will pick which spell, from the full collection available to your class, that you want to gain. NOTE: Once you confirm the swap it cannot be changed, other than by swapping again once the swapping cooldown has expired.&lt;br /&gt;
If you happen to have more than one spontaneous spellcasting class, then you will first have to choose for which class you want to swap.&lt;br /&gt;
&lt;br /&gt;
== Issues ==&lt;br /&gt;
Due to nwn2 scripting limitations, the djinni might be confused if you have more than 1 spellcasting class. It will list all your known spells as available to be swapped out, instead of just the spells belonging to the class you are swapping with. Obviously it is not allowed to swap spells between classes and trying to do so will fail. It might also be the case that legitimate swaps will fail because the script believes you already have the spell you are trying to swap to. Unfortunately there does not seem to be a way around that without a lot of extra work.&lt;br /&gt;
&lt;br /&gt;
If your character is de-leveled, all swaps made at the level(s) you lose will also be reversed.&lt;br /&gt;
&lt;br /&gt;
Thread: https://bgtscc.net/viewtopic.php?f=519&amp;amp;t=66997&lt;/div&gt;</summary>
		<author><name>Nimne</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Fiery_Fist&amp;diff=8725</id>
		<title>Fiery Fist</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Fiery_Fist&amp;diff=8725"/>
		<updated>2019-08-01T13:58:00Z</updated>

		<summary type="html">&lt;p&gt;Nimne: duration fix&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{FeatInfo&lt;br /&gt;
 |type=General&lt;br /&gt;
 |Prereq=BAB +8, Dex 13, Wis 13, Improved Unarmed Strike, Stunning Fist&lt;br /&gt;
 |Req=None&lt;br /&gt;
 |Specifics=You can expend two uses of your uses of the Stunning Fist feat to surround your fists and feet in flame. You gain an extra 1d6 points of fire damage on your unarmed strikes for a number of rounds equal to 1/2 your monk level + 1/2 your Wisdom modifier.&lt;br /&gt;
 |Use=Selected&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
Special: A fighter may select Fiery Fist as one of his fighter bonus feats.&lt;br /&gt;
[[Category:Playable Feats]]&lt;br /&gt;
[[Category:Combat feat]]&lt;br /&gt;
[[Category:Ki feat]]&lt;/div&gt;</summary>
		<author><name>Nimne</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Silver_Fang&amp;diff=8651</id>
		<title>Silver Fang</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Silver_Fang&amp;diff=8651"/>
		<updated>2019-06-15T14:09:42Z</updated>

		<summary type="html">&lt;p&gt;Nimne: Created spell&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=4&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=Transmutation&lt;br /&gt;
|descriptor=&lt;br /&gt;
|components=VS&lt;br /&gt;
|range=Personal&lt;br /&gt;
|area=One creature&lt;br /&gt;
|duration= 1 round / level &lt;br /&gt;
|save=[[none]]&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=No&lt;br /&gt;
|persist=No}}&lt;br /&gt;
&lt;br /&gt;
By following an ancient ritual, you suffuse claws and fangs and other natural attacks with silver that repels the enemies of the land. &lt;br /&gt;
The target deals an extra 1d6 damage against aberrations, undead and outsiders.&lt;/div&gt;</summary>
		<author><name>Nimne</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Cascading_Plague&amp;diff=8632</id>
		<title>Cascading Plague</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Cascading_Plague&amp;diff=8632"/>
		<updated>2019-05-24T14:00:33Z</updated>

		<summary type="html">&lt;p&gt;Nimne: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&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=6&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=6&lt;br /&gt;
|school=Necromancy &lt;br /&gt;
|descriptor=Disease&lt;br /&gt;
|components=VS&lt;br /&gt;
|range=Medium&lt;br /&gt;
|area=One creature (special)&lt;br /&gt;
|duration=1 round / level&lt;br /&gt;
|save=[[Fortitude]] 1/2&lt;br /&gt;
|spell_resistance=Yes (initial target only)&lt;br /&gt;
|hostile=Yes&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;
|save_type = F}}&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
The caster unleashes a terrible plague against a single target, a highly contagious disease which digs deeper and deeper into a creature&#039;s limbs and calcifies them. Every round for five rounds the target takes 1d8 magical and dexterity damage (save for half), stacking with itself. If a creature&#039;s dexterity ever reaches zero, it becomes paralyzed for the remainder of the spell. Every round the plague can also spread to a nearby enemy which is affected the same way, up to a maximum of half your caster level in infected creatures. Multiple castings of the spell do not stack.&lt;/div&gt;</summary>
		<author><name>Nimne</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Drunken_Master&amp;diff=8602</id>
		<title>Drunken Master</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Drunken_Master&amp;diff=8602"/>
		<updated>2019-04-08T15:24:59Z</updated>

		<summary type="html">&lt;p&gt;Nimne: Corkscrew Rush details&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Description==&lt;br /&gt;
Martial arts students face a bewildering array of martial arts schools, each with its own adherents and detractors. However, few schools are as unusual -or as controversial- as drunken boxing. By weaving and staggering about as if inebriated, drunken boxers avoid many blows. Likewise, their stumbling, lurching attacks catch their opponents off guard. Moreover, when they actually imbibe alcohol, drunken masters can perform truly prodigious feats of strength and bravery.&lt;br /&gt;
&lt;br /&gt;
This ability garners a drunken master little respect among adherents of other martial arts schools, because drunken boxing exacts a toll on its users. Drunken masters may remain intoxicated for hours after a ﬁght, and they are often found half-asleep in taverns, mumbling incoherently. This ﬂies in the face of other schools’ ascetic principles. Members of rival schools must be wary—they never know when the tipsy lout at the bar is just a harmless thug, and when he is a nigh-unstoppable drunken master.&lt;br /&gt;
&lt;br /&gt;
==Requirements==&lt;br /&gt;
&#039;&#039;&#039;Feats:&#039;&#039;&#039; [[Dodge]], [[Great Fortitude]], [[Flurry of Blows]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills:&#039;&#039;&#039; [[Tumble]] 8 ranks&lt;br /&gt;
&lt;br /&gt;
==Class Features==&lt;br /&gt;
{{Class base features|&lt;br /&gt;
hit die=d8|&lt;br /&gt;
BAB=High|&lt;br /&gt;
high save=[[Fortitude]], [[Reflex]]|&lt;br /&gt;
low save=[[Will]]|&lt;br /&gt;
proficiencies=None|&lt;br /&gt;
skill pts=4|&lt;br /&gt;
class skills=[[Bluff]], [[Concentration]], [[Craft alchemy]], [[Craft trap]], [[Diplomacy]], [[Hide]], [[Listen]], [[Lore: Arcana]], [[Lore: Religion]], [[Lore: Local]], [[Move silently]], [[Parry]], 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 || Drink Like a Demon &lt;br /&gt;
|-&lt;br /&gt;
| 2 || Improvised Weapons&lt;br /&gt;
|-&lt;br /&gt;
| 3 || &lt;br /&gt;
|-&lt;br /&gt;
| 4 || Swaying Waist 1&lt;br /&gt;
|-&lt;br /&gt;
| 5 || Breath of Flame&lt;br /&gt;
|-&lt;br /&gt;
| 6 || [[Feint]]&lt;br /&gt;
|-&lt;br /&gt;
| 7 || Swaying Waist 2&lt;br /&gt;
|-&lt;br /&gt;
| 8 || For Medicinal Purposes&lt;br /&gt;
|-&lt;br /&gt;
| 9 || Corkscrew Rush&lt;br /&gt;
|-&lt;br /&gt;
| 10 || Improvised Flaming Weapon, Swaying Waist 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; This class does not progress any [[monk]] abilities or unarmed damage. &lt;br /&gt;
&lt;br /&gt;
====Drink Like a Demon====&lt;br /&gt;
From level 1 a drunken master&#039;s body handles alcohol differently from other people&#039;s. He can drink a large tankard of ale, a bottle of wine, or a corresponding amount of stronger alcohol in a single round. Every bottle or tankard of alcohol he consumes reduces his Wisdom by 1-3 points, and increases his [[Strength]] by 1-3 points, depending on the strength of the alcohol. A drunken master may benefit from a level of drunkenness equal to his class level (max +10 strength), but he is not allowed to go lower than 6 wisdom. The duration of both the penalty and the bonus is 5 minutes. The duration is renewed with every bottle drunk, but the master will gradually sober up as the alcohol leaves his body. (If the drunken master is immune to ability loss then the drinks have no effect). &lt;br /&gt;
&lt;br /&gt;
====Improvised Weapons====&lt;br /&gt;
While bottles and tankards are a Drunken Master&#039;s preferred improvised weapons, from 2nd level he can use furniture, farm implements, or nearly anything else at hand to attack his foes. When using this ability the Drunken Master will randomly find and equip one of: broken bottle (dagger), discarded tool (kama), torn off table-leg or root (club), piece of plank or long branch (quarterstaff). He gains extra attacks even with improvised weapons that cannot be used with flurry of blows. A Drunken Master&#039;s improvised weapons deal bonus damage depending on how great their unarmed damage is (up to a max damage bonus of 2d10), and have an [[attack bonus]] of 1 per 2 Drunken Master levels. Most improvised weapons deal bludgeoning damage, although some would deal piercing or slashing damage. Only [[Monk]], Drunken Master, and [[Fist of the Forest]] levels count for the bonus damage. The weapons that the Drunken Master improvises typically last for 13-20 rounds. Cooldown 20 rounds.&lt;br /&gt;
&lt;br /&gt;
====Swaying Waist====&lt;br /&gt;
A drunken master knows how to weave and bob during an attack, making him more difficult to hit. He gains +1 dodge AC at level 4, +2 at level 7 and +3 at level 10. &#039;&#039;&#039;Only works when not wearing armor.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
====Breath of Flame====&lt;br /&gt;
A 5th-level drunken master can ignite some of the alcohol within his body and spew it forth from his mouth. This breath of flame deals 8d12 points of fire damage to all within the 30-foot cone, or half damage to those who make a [[Reflex]] save (DC 15 + the drunken master&#039;s class level + the drunken master&#039;s Con modifier). Each time a drunken master uses breath of flame, it consumes one drink&#039;s worth of alcohol from within his body, lessening the penalty to his Wisdom score and reducing the bonus to his [[Strength]] score. Cooldown 2 minutes. &lt;br /&gt;
&lt;br /&gt;
====For Medicinal Purposes====&lt;br /&gt;
At 8th level, a drunken master gains the ability to convert a single alcoholic drink he has ingested into a single potion of cure critical wounds, as if he had just drunk a dose of the potion (4d8 + 20 in healing). To use this ability, the character must be under the effect of an alcoholic drink (see Drink Like a Demon). When he converts one drink of alcohol into one dose of the potion, his ability scores change (+1 to [[Wisdom]], -1 to [[Strength]]) as if the duration of the alcohol&#039;s effect had expired. 5 minute cooldown. &lt;br /&gt;
&lt;br /&gt;
====Corkscrew Rush====&lt;br /&gt;
A drunken master of 9th level or higher can perform this maneuver, leaping forward and twisting his body in midair as he attempts to head-butt or kick an opponent. He charges his opponent in a bull rush and if it succeeds, the opponent is stunned for 1 round. However, if the bull rush attempt fails, the drunken master lands prone in front of the opponent. &#039;&#039;&#039;Does not work while wearing armor.&#039;&#039;&#039; Cooldown 30 seconds. &lt;br /&gt;
&lt;br /&gt;
====Improvised Flaming Weapons====&lt;br /&gt;
At 10th level the Drunken Master can use the alcohol in his blood to set fire to his improvised weapons for an extra 1d6 fire damage.&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
The improvised weapon bonus damage follows the progression of monk fist damage. This means that a level 10 Drunken Master / level 10 Monk will have the full 2d10 bonus damage. &lt;br /&gt;
&lt;br /&gt;
When improvising a club or a dagger the master gains bonus attacks as if they were flurried. That means 2 attacks with flurry of blows (buggy attack counted) and 3 attacks with greater flurry.&lt;br /&gt;
&lt;br /&gt;
A gnome or halfling won&#039;t get the improvised quarterstaff unless they have the monkey grip feat. &lt;br /&gt;
&lt;br /&gt;
Corkscrew Rush rolls 1d20 + Strength Modifier + Size Modifier VS the same for your target. Success on equal or higher roll. &lt;br /&gt;
&lt;br /&gt;
[[Category:Playable Class]]&lt;br /&gt;
[[Category:Combat classes]]&lt;br /&gt;
[[Category:Prestige Class]]&lt;/div&gt;</summary>
		<author><name>Nimne</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Charge&amp;diff=8601</id>
		<title>Charge</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Charge&amp;diff=8601"/>
		<updated>2019-04-06T12:48:49Z</updated>

		<summary type="html">&lt;p&gt;Nimne: 2 attacks with improved initiative&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===&amp;lt;b&amp;gt;Charge&amp;lt;/b&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
 Type of Feat: General&lt;br /&gt;
 Prerequisite: None&lt;br /&gt;
 Use: Selected&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Charging is a special full-round action that allows you to move up to twice your speed and attack during the action. However, it carries tight restrictions on how you can move. After moving, you may make a single melee attack. You get a +2 bonus on the attack roll and take a –2 penalty to your AC until the start of the next round. During your charge you are very vulnerable to weapons with piercing damage such as spears but also ranged projectiles. Regardless of your normal base attack bonus you can only make one attack at the end of your charge. However, with the Improved Initiative feat and a BaB over 10, you can make 2 attacks.&lt;br /&gt;
&lt;br /&gt;
== Gameplay Notes ==&lt;br /&gt;
This is a free feat since it is a base action, any character will receive it for free at level 1!&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>Nimne</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Invocation&amp;diff=8520</id>
		<title>Invocation</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Invocation&amp;diff=8520"/>
		<updated>2019-03-09T16:34:23Z</updated>

		<summary type="html">&lt;p&gt;Nimne: Added baleful domination&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Notes==&lt;br /&gt;
&lt;br /&gt;
Invocations are [[Spell-like ability|Spell-like Abilities]] used by the [[Warlock]].&lt;br /&gt;
&lt;br /&gt;
Their DCs rely on the [[Charisma]] attribute.&lt;br /&gt;
&lt;br /&gt;
Invocations have [[somatic component|somatic]] and occasionally [[verbal component|verbal]] components.&lt;br /&gt;
&lt;br /&gt;
Like [[Eldritch Blast]], they can be used unlimited times per day.&lt;br /&gt;
&lt;br /&gt;
===Least Invocations===&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background:#efefef;color:#000000;&amp;quot; | Invocation&lt;br /&gt;
! style=&amp;quot;background:#efefef;color:#000000;&amp;quot; | ESL&lt;br /&gt;
! style=&amp;quot;background:#efefef;color:#000000;&amp;quot; | Type&lt;br /&gt;
! style=&amp;quot;background:#efefef;color:#000000;&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
|[[Eldritch Spear]]&lt;br /&gt;
|2nd&lt;br /&gt;
|Blast Shape&lt;br /&gt;
|Eldritch Blast range increases to PC&#039;s perception sight range, 131 feet.&lt;br /&gt;
|-&lt;br /&gt;
|[[Hideous Blow]]&lt;br /&gt;
|1st&lt;br /&gt;
|Blast Shape&lt;br /&gt;
|A single melee attack each round channels an Eldritch Blast.&lt;br /&gt;
|-&lt;br /&gt;
|[[Draining Blast]]&lt;br /&gt;
|2nd&lt;br /&gt;
|Eldritch Essence&lt;br /&gt;
|[[Will]] save or [[Slow]]ed for 1 round.&lt;br /&gt;
|-&lt;br /&gt;
|[[Frightful Blast]]&lt;br /&gt;
|2nd&lt;br /&gt;
|Eldritch Essence&lt;br /&gt;
|Enemies &amp;lt; 6HD; [[Will]] save or [[Shaken]] for 10 rounds. (-2 attack rolls, damage, and all saving throws)&lt;br /&gt;
|-&lt;br /&gt;
|[[All-Seeing Eyes]]&lt;br /&gt;
|2nd&lt;br /&gt;
|Spell-like Ability&lt;br /&gt;
|Duration: 24 hours, Gain [[Blind Fight]] feat.&lt;br /&gt;
|-&lt;br /&gt;
|[[Beguiling Influence]]&lt;br /&gt;
|2nd&lt;br /&gt;
|Spell-like Ability&lt;br /&gt;
|Duration: 24 hours, +6 [[Bluff]], [[Diplomacy]], and [[Intimidate]].&lt;br /&gt;
|-&lt;br /&gt;
|[[Dark One&#039;s Own Luck]]&lt;br /&gt;
|2nd&lt;br /&gt;
|Spell-like Ability&lt;br /&gt;
|Duration: 24 hours, [[Charisma]] modifier bonus to all [[saving throw|Saving Throws]].&lt;br /&gt;
|-&lt;br /&gt;
|[[Darkness (invocation)|Darkness]]&lt;br /&gt;
|1st&lt;br /&gt;
|Spell-like Ability&lt;br /&gt;
|Duration: 1 round per caster level, [[Darkness]] spell.&lt;br /&gt;
|-&lt;br /&gt;
|[[Entropic Warding]]&lt;br /&gt;
|2nd&lt;br /&gt;
|Spell-like Ability&lt;br /&gt;
|Duration: 1 turn per caster level, +4 [[Hide]] and [[Move Silently]], 20% concealment from arrows, rays, and spell ranged attacks.&lt;br /&gt;
|-&lt;br /&gt;
|[[Leaps and Bounds]]&lt;br /&gt;
|2nd&lt;br /&gt;
|Spell-like Ability&lt;br /&gt;
|Duration: 24 hours, +4 [[Dexterity]] and [[Tumble]].&lt;br /&gt;
|-&lt;br /&gt;
|[[Otherworldly Whispers]]&lt;br /&gt;
|2nd&lt;br /&gt;
|Spell-like Ability&lt;br /&gt;
|Duration: 24 hours, +6 [[Lore]] and [[Spellcraft]].&lt;br /&gt;
|-&lt;br /&gt;
|[[Quill Barrage]]&lt;br /&gt;
|1st&lt;br /&gt;
|Spell-like Ability&lt;br /&gt;
|Deals 1d4+1 magic damage each. After level 1, creates 1 additional quill per two caster levels, to a maximum of 5 quills at level 9.&lt;br /&gt;
|-&lt;br /&gt;
|[[See the Unseen]]&lt;br /&gt;
|2nd&lt;br /&gt;
|Spell-like Ability&lt;br /&gt;
|Duration: 24 hours, [[See Invisibility]] spell + [[Darkvision]] 60&#039;.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Lesser Invocations===&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background:#efefef;color:#000000;&amp;quot; | Invocation&lt;br /&gt;
! style=&amp;quot;background:#efefef;color:#000000;&amp;quot; | ESL&lt;br /&gt;
! style=&amp;quot;background:#efefef;color:#000000;&amp;quot; | Type&lt;br /&gt;
! style=&amp;quot;background:#efefef;color:#000000;&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
|[[Eldritch Chain]]&lt;br /&gt;
|4th&lt;br /&gt;
|Blast Shape&lt;br /&gt;
|Eldritch Blast will affect an additional target within 30 feet per five caster levels. All secondary targets take half damage. If you miss any target the chain ends there.&lt;br /&gt;
|-&lt;br /&gt;
|[[Beshadowed Blast]]&lt;br /&gt;
|4th&lt;br /&gt;
|Eldritch Essence&lt;br /&gt;
|[[Fortitude]] save or [[Blind]]ed for 1 round. (-2 AC, 50% melee miss chance, cannot target ranged attacks or spells, considered [[Flat-Footed]])&lt;br /&gt;
|-&lt;br /&gt;
|[[Brimstone Blast]]&lt;br /&gt;
|3rd&lt;br /&gt;
|Eldritch Essence&lt;br /&gt;
|Eldritch Blast deals fire damage. [[Reflex]] save every round for 2d6 fire damage, duration 1 round per five caster levels. Once a save is made, it stops. Does not stack.&lt;br /&gt;
|-&lt;br /&gt;
|[[Hellrime Blast]]&lt;br /&gt;
|4th&lt;br /&gt;
|Eldritch Essence&lt;br /&gt;
|Eldritch Blast deals cold damage. [[Fortitude]] save or -4 penalty to [[Dexterity]], duration 10 minutes. Does not stack.&lt;br /&gt;
|-&lt;br /&gt;
|[[Tempest Blast]]&lt;br /&gt;
|4th&lt;br /&gt;
|Eldritch Essence&lt;br /&gt;
|Eldritch Blast small AoE centered on the caster, deals electric damage. [[Reflex]] save or [[Dazed]] for 1 round. Only affects hostiles.&lt;br /&gt;
|-&lt;br /&gt;
|[[Undead Bane Blast]]&lt;br /&gt;
|3rd&lt;br /&gt;
|Eldritch Essence&lt;br /&gt;
|Eldritch Blast small AoE centered on the caster. Undead take +2d6 damage. Only affects hostiles.&lt;br /&gt;
|-&lt;br /&gt;
|[[Charm (invocation)|Charm]]&lt;br /&gt;
|4th&lt;br /&gt;
|Spell-like Ability&lt;br /&gt;
|[[Will]] save or [[Charm]]ed for 3 rounds + 1 per two caster levels. (Charmed monsters do not attack or move) Spell Resistance applies.&lt;br /&gt;
|-&lt;br /&gt;
|[[Curse of Despair]]&lt;br /&gt;
|4th&lt;br /&gt;
|Spell-like Ability&lt;br /&gt;
|[[Will]] save or permanently cursed with -2 [[Strength]], [[Dexterity]], [[Constitution]], [[Intelligence]], [[Wisdom]], and [[Charisma]]. -1 penalty on attack rolls for 10 rounds. Spell Resistance applies. Does not stack with itself or the [[Bestow Curse]] spell.&lt;br /&gt;
|-&lt;br /&gt;
|[[Dread Seizure]]&lt;br /&gt;
|4th&lt;br /&gt;
|Spell-like Ability&lt;br /&gt;
|[[Fortitude]] save or -3 penalty to attack rolls and -30% movement speed for 3 rounds.&lt;br /&gt;
|-&lt;br /&gt;
|[[Firestride Exhalation]]&lt;br /&gt;
|4th&lt;br /&gt;
|Spell-like Ability&lt;br /&gt;
|AoE, 15-foot cone. 1d6 per caster level fire damage. [[Reflex]] save for half damage. Max caster level 18, pacted to a dragon max 21. Draconic Heritage pre-max caster level and DC +2.&lt;br /&gt;
|-&lt;br /&gt;
|[[Flee the Scene]]&lt;br /&gt;
|4th&lt;br /&gt;
|Spell-like Ability&lt;br /&gt;
|Duration: 1 round per two caster levels, [[Haste]] spell centered on the caster with a small AoE.&lt;br /&gt;
|-&lt;br /&gt;
|[[Frightful Presence]]&lt;br /&gt;
|3rd&lt;br /&gt;
|Spell-like Ability&lt;br /&gt;
|AoE 30-foot centered on caster, [[Will]] save or [[Shaken]] for 10 minutes. (-2 attack rolls, damage, and all saving throws) Immunity to Mind Spells can prevent the fear.&lt;br /&gt;
|-&lt;br /&gt;
|[[Ignore the Pyre]]&lt;br /&gt;
|4th&lt;br /&gt;
|Spell-like Ability&lt;br /&gt;
|Duration: 24 hours, Gain resistance equal to your caster level against one energy type. (Acid, Cold, Electricity, Fire, Sonic)&lt;br /&gt;
|-&lt;br /&gt;
|[[The Dead Walk]]&lt;br /&gt;
|4th&lt;br /&gt;
|Spell-like Ability&lt;br /&gt;
|Duration: 1 hour per caster level, [[Summoning#The_Dead_Walk_(Warlock_Invocation)|Summons]] a Skeleton or Zombie. Upgrades at caster levels 6, 12, and 21.&lt;br /&gt;
|-&lt;br /&gt;
|[[Voracious Dispelling]]&lt;br /&gt;
|4th&lt;br /&gt;
|Spell-like Ability&lt;br /&gt;
|Dispell save 1d20 + your caster level(max +10) against DC 11 + the spell&#039;s caster level for each effect on the target. If any spells are dispelled, the target takes 1 point of damage per two caster levels. No save, but Spell Resistance applies.&lt;br /&gt;
|-&lt;br /&gt;
|[[Walk Unseen]]&lt;br /&gt;
|2nd&lt;br /&gt;
|Spell-like Ability&lt;br /&gt;
|Duration: 24 hours, [[Invisibility]] spell.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Greater Invocations===&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background:#efefef;color:#000000;&amp;quot; | Invocation&lt;br /&gt;
! style=&amp;quot;background:#efefef;color:#000000;&amp;quot; | ESL&lt;br /&gt;
! style=&amp;quot;background:#efefef;color:#000000;&amp;quot; | Type&lt;br /&gt;
! style=&amp;quot;background:#efefef;color:#000000;&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
|[[Eldritch Cone]]&lt;br /&gt;
|5th&lt;br /&gt;
|Blast Shape&lt;br /&gt;
|Eldritch Blast takes shape of a 30-foot cone. No ranged touch attack. [[Reflex]] save for half damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[Bewitching Blast]]&lt;br /&gt;
|4th&lt;br /&gt;
|Eldritch Essence&lt;br /&gt;
|[[Will]] save or [[Confused]] for 1 round. (Wander randomly, attack a random nearby creature even allies, or simply stand still) Immunity to Mind Spells can prevent the confusion.&lt;br /&gt;
|-&lt;br /&gt;
|[[Hindering Blast]]&lt;br /&gt;
|4th&lt;br /&gt;
|Eldritch Essence&lt;br /&gt;
|[[Will]] save or [[Slow]]ed for 2 rounds.&lt;br /&gt;
|-&lt;br /&gt;
|[[Noxious Blast]]&lt;br /&gt;
|6th&lt;br /&gt;
|Eldritch Essence&lt;br /&gt;
|[[Fortitude]] save or [[Dazed]] for 10 rounds. (Stand still and do nothing) Immunity to Mind Spells can prevent the daze.&lt;br /&gt;
|-&lt;br /&gt;
|[[Repelling Blast]]&lt;br /&gt;
|6th&lt;br /&gt;
|Eldritch Essence&lt;br /&gt;
|Eldritch Blast small AoE centered on the caster. [[Reflex]] save or [[Knockdown|knocked down]] for 4 seconds. Only affects hostiles.&lt;br /&gt;
|-&lt;br /&gt;
|[[Vitriolic Blast]]&lt;br /&gt;
|6th&lt;br /&gt;
|Eldritch Essence&lt;br /&gt;
|Eldritch Blast deals acid damage and ignores [[Spell Resistance]]. 2d6 acid damage per round for 1 round per five caster levels. Stacks.&lt;br /&gt;
|-&lt;br /&gt;
|[[Caustic Web]]&lt;br /&gt;
|4th&lt;br /&gt;
|Spell-like Ability&lt;br /&gt;
|Duration: 1 round per caster level, [[Web]] spell. [[Strength]] save each round or immobilized, on save can move at a reduced rate. Entering 2d6 acid damage, plus 1d6 per round they remain inside.&lt;br /&gt;
|-&lt;br /&gt;
|[[Chilling Tentacles]]&lt;br /&gt;
|5th&lt;br /&gt;
|Spell-like Ability&lt;br /&gt;
|Duration: 1 round per caster level, large AoE. 1d4 tentacles, each on hit 1d6+4 bludgeoning damage, [[Fortitude]] save or paralyzed for 1 round. 2d6 cold damage per round.&lt;br /&gt;
|-&lt;br /&gt;
|[[Devour Magic]]&lt;br /&gt;
|6th&lt;br /&gt;
|Spell-like Ability&lt;br /&gt;
|Dispell save 1d20 + your caster level(max +20) against DC 11 + the spell&#039;s caster level for each effect on the target. If any spells are dispelled, gain twice your caster level in temporary hit points. Temporary hit points fade after 1 minute.&lt;br /&gt;
|-&lt;br /&gt;
|[[Hellspawned Grace]]&lt;br /&gt;
|6th&lt;br /&gt;
|Spell-like Ability&lt;br /&gt;
|Duration: 1 round per caster level, Shapechange into a Hellhound.&lt;br /&gt;
|-&lt;br /&gt;
|[[Primal Speed]]&lt;br /&gt;
|6th&lt;br /&gt;
|Spell-like Ability&lt;br /&gt;
|Duration: 1 round per caster level. +3 Resistance bonus to [[Reflex]] saves, +15% movement speed. +1 for each Draconic Heritage feat / pact.&lt;br /&gt;
|-&lt;br /&gt;
|[[Tenacious Plague]]&lt;br /&gt;
|6th&lt;br /&gt;
|Spell-like Ability&lt;br /&gt;
|Duration: 3 rounds, 1 swarm per three caster levels. Each swarm has d20 + caster level base attack bonus and deals 2d6 magical damage on hit. Does not stack.&lt;br /&gt;
|-&lt;br /&gt;
|[[Wall of Perilous Flame]]&lt;br /&gt;
|5th&lt;br /&gt;
|Spell-like Ability&lt;br /&gt;
|Duration: 2 rounds per caster level, creates a wall of fire. Deals 2d6 + [[Charisma]] modifier damage per round. Half fire damage, half magic damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[Aberrant Claw]]&lt;br /&gt;
|5th&lt;br /&gt;
|Spell-like Ability&lt;br /&gt;
|Duration: 1 round per caster level,  touched creature grows an Aberrant Claw from its back. The Claw may make one attack each round against targets that are in melee range. To hit it rolls a melee touch attack, whereupon success it does 2d6 bludgeoning damage to the target. The hand also provides +2 deflection AC.&lt;br /&gt;
|-&lt;br /&gt;
|[[Painful Slumber of Ages]]&lt;br /&gt;
|6th&lt;br /&gt;
|Spell-like Ability&lt;br /&gt;
|Put a creature to sleep indefinitely.&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|[[Baleful Polymorph]]&lt;br /&gt;
|5th&lt;br /&gt;
|Spell-like Ability&lt;br /&gt;
|Turn a creature into a small animal.&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|[[Baleful Domination]]&lt;br /&gt;
|6th&lt;br /&gt;
|Spell-like Ability&lt;br /&gt;
|A single creature becomes your servant, but slowly sickens and dies.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Dark Invocations===&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background:#efefef;color:#000000;&amp;quot; | Invocation&lt;br /&gt;
! style=&amp;quot;background:#efefef;color:#000000;&amp;quot; | ESL&lt;br /&gt;
! style=&amp;quot;background:#efefef;color:#000000;&amp;quot; | Type&lt;br /&gt;
! style=&amp;quot;background:#efefef;color:#000000;&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
|[[Eldritch Doom]]&lt;br /&gt;
|8th&lt;br /&gt;
|Blast Shape&lt;br /&gt;
|Eldritch Blast affects all enemies within a 20-foot targeted area. No ranged touch attack. [[Reflex]] save for half damage. Only affects hostiles.&lt;br /&gt;
|-&lt;br /&gt;
|[[Binding Blast]]&lt;br /&gt;
|7th&lt;br /&gt;
|Eldritch Essence&lt;br /&gt;
|[[Will]] save or [[Stunned]] for 1 round. (Stand still and do nothing, melee attacks get +4 bonus to hit them, considered [[Flat-Footed]])&lt;br /&gt;
|-&lt;br /&gt;
|[[Utterdark Blast]]&lt;br /&gt;
|8th&lt;br /&gt;
|Eldritch Essence&lt;br /&gt;
|Eldritch Blast deals negative energy damage. (Heals undead) [[Fortitude]] save or two negative levels, duration 1 hour. Does not stack.&lt;br /&gt;
|-&lt;br /&gt;
|[[Dark Foresight]]&lt;br /&gt;
|9th&lt;br /&gt;
|Spell-like Ability&lt;br /&gt;
|Duration: 10 minutes per caster level, +2 Dodge AC, +2 [[Reflex]] [[saving throw|Saving Throws]], and Immunity to Sneak Attacks.&lt;br /&gt;
|-&lt;br /&gt;
|[[Dark Premonition]]&lt;br /&gt;
|9th&lt;br /&gt;
|Spell-like Ability&lt;br /&gt;
|Duration: 1 round per caster level, DR 15/[[Alchemical Silver]]. Ends after absorbing 150 damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[Dragon Scales]]&lt;br /&gt;
|6th&lt;br /&gt;
|Spell-like Ability&lt;br /&gt;
|Duration: 1 round per caster level, +1 Dodge AC, -2 CHA. Pacted to a dragon +1, Draconic Heritage +1.&lt;br /&gt;
|-&lt;br /&gt;
|[[Dreadful Word]]&lt;br /&gt;
|4th&lt;br /&gt;
|Spell-like Ability&lt;br /&gt;
|Duration: 1 round per caster level, [[Confusion]] spell. [[Will]] save, affects 1d4 +1 per caster level creatures. Protection from Alignment and Immunity to Mind Spells do NOT prevent the confusion.&lt;br /&gt;
|-&lt;br /&gt;
|[[Ill Omen]]&lt;br /&gt;
|4th&lt;br /&gt;
|Spell-like Ability&lt;br /&gt;
|Duration: 1 round per caster level, [[Will]] save or -2 AC. Does not stack.&lt;br /&gt;
|-&lt;br /&gt;
|[[Instill Vulnerability]]&lt;br /&gt;
|7th&lt;br /&gt;
|Spell-like Ability&lt;br /&gt;
|Duration: 24 hours, [[Fortitude]] save or imbue a single creature with vulnerability to one energy type. (Acid, Cold, Electricity, Fire, Sonic) Does not stack.&lt;br /&gt;
|-&lt;br /&gt;
|[[Lure Shadow Demons]]&lt;br /&gt;
|8th&lt;br /&gt;
|Spell-like Ability&lt;br /&gt;
|Duration: 1 round per caster level (20 max), summon 1d3 16HD Shadow Demons. Uses summon swarm slot and can be improved by Conjuration Focus feats.&lt;br /&gt;
|-&lt;br /&gt;
|[[Otherworldly Leap]]&lt;br /&gt;
|4th&lt;br /&gt;
|Spell-like Ability&lt;br /&gt;
|Blink to target location, cooldown 30 seconds. (You must be able to normally reach the selected destination)&lt;br /&gt;
|-&lt;br /&gt;
|[[Retributive Invisibility]]&lt;br /&gt;
|6th&lt;br /&gt;
|Spell-like Ability&lt;br /&gt;
|Duration: 1 round per caster level, [[Invisibility, Greater|Greater Invisibility]] spell. If dispelled deals 4d6 sonic damage in a 20-foot area, [[Fortitude]] save or [[Stunned]] for 1 round.&lt;br /&gt;
|-&lt;br /&gt;
|[[Witch Sight]]&lt;br /&gt;
|4th&lt;br /&gt;
|Spell-like Ability&lt;br /&gt;
|Duration: 1 turn per caster level, can see through Illusion, Sanctuary, Invisibility, Ethereal, and Darkness effects.&lt;br /&gt;
|-&lt;br /&gt;
|[[Word of Changing]]&lt;br /&gt;
|5th&lt;br /&gt;
|Spell-like Ability&lt;br /&gt;
|Duration: 1 turn per caster level, shapechange into various forms.&lt;br /&gt;
|}&lt;br /&gt;
[[Category:Magical concepts]]&lt;br /&gt;
[[Category:Warlock invocations]]&lt;br /&gt;
[[Category:Spell lists]]&lt;/div&gt;</summary>
		<author><name>Nimne</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Baleful_Domination&amp;diff=8519</id>
		<title>Baleful Domination</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Baleful_Domination&amp;diff=8519"/>
		<updated>2019-03-09T16:31:40Z</updated>

		<summary type="html">&lt;p&gt;Nimne: Created spell&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{spell&lt;br /&gt;
|icon=&lt;br /&gt;
|image=&lt;br /&gt;
|level_bard=&lt;br /&gt;
|level_cleric=&lt;br /&gt;
|level_druid=&lt;br /&gt;
|level_paladin=&lt;br /&gt;
|level_ranger=&lt;br /&gt;
|level_sorwiz=&lt;br /&gt;
|level_warlock=3&lt;br /&gt;
|level_innate=6&lt;br /&gt;
|school=Enchantment &lt;br /&gt;
|descriptor=Mind-Affecting&lt;br /&gt;
|components=VS&lt;br /&gt;
|range=Medium&lt;br /&gt;
|Target: One creature &lt;br /&gt;
|duration=1 min / level&lt;br /&gt;
|save=[[Will negates]]&lt;br /&gt;
|spell_resistance=Yes&lt;br /&gt;
|hostile=Yes&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;
|save_type = W}}&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
A single creature becomes your servant, but slowly sickens and dies. You place a magical command on a living creature to carry out a service or to refrain from an action or course of activity, as you desire. The creature’s level must be no higher than your own and bosses are immune. 5 minutes after the target becomes affected by this invocation, it takes 1d4 points of Strength damage; this damage repeats every 5 minutes thereafter. If the target’s Strength is reduced to 0, the invocation immediately ends. Creatures immune to Strength damage instead take 2d4 points of magical damage every 5 minutes.&lt;br /&gt;
(If used on a PC they only get dazed for 10 rounds).&lt;/div&gt;</summary>
		<author><name>Nimne</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Drunken_Master&amp;diff=8518</id>
		<title>Drunken Master</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Drunken_Master&amp;diff=8518"/>
		<updated>2019-03-08T11:21:20Z</updated>

		<summary type="html">&lt;p&gt;Nimne: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Description==&lt;br /&gt;
Martial arts students face a bewildering array of martial arts schools, each with its own adherents and detractors. However, few schools are as unusual -or as controversial- as drunken boxing. By weaving and staggering about as if inebriated, drunken boxers avoid many blows. Likewise, their stumbling, lurching attacks catch their opponents off guard. Moreover, when they actually imbibe alcohol, drunken masters can perform truly prodigious feats of strength and bravery.&lt;br /&gt;
&lt;br /&gt;
This ability garners a drunken master little respect among adherents of other martial arts schools, because drunken boxing exacts a toll on its users. Drunken masters may remain intoxicated for hours after a ﬁght, and they are often found half-asleep in taverns, mumbling incoherently. This ﬂies in the face of other schools’ ascetic principles. Members of rival schools must be wary—they never know when the tipsy lout at the bar is just a harmless thug, and when he is a nigh-unstoppable drunken master.&lt;br /&gt;
&lt;br /&gt;
==Requirements==&lt;br /&gt;
&#039;&#039;&#039;Feats:&#039;&#039;&#039; [[Dodge]], [[Great Fortitude]], [[Flurry of Blows]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills:&#039;&#039;&#039; [[Tumble]] 8 ranks&lt;br /&gt;
&lt;br /&gt;
==Class Features==&lt;br /&gt;
{{Class base features|&lt;br /&gt;
hit die=d8|&lt;br /&gt;
BAB=High|&lt;br /&gt;
high save=[[Fortitude]], [[Reflex]]|&lt;br /&gt;
low save=[[Will]]|&lt;br /&gt;
proficiencies=None|&lt;br /&gt;
skill pts=4|&lt;br /&gt;
class skills=[[Bluff]], [[Concentration]], [[Craft alchemy]], [[Craft trap]], [[Diplomacy]], [[Hide]], [[Listen]], [[Lore: Arcana]], [[Lore: Religion]], [[Lore: Local]], [[Move silently]], [[Parry]], 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 || Drink Like a Demon &lt;br /&gt;
|-&lt;br /&gt;
| 2 || Improvised Weapons&lt;br /&gt;
|-&lt;br /&gt;
| 3 || &lt;br /&gt;
|-&lt;br /&gt;
| 4 || Swaying Waist 1&lt;br /&gt;
|-&lt;br /&gt;
| 5 || Breath of Flame&lt;br /&gt;
|-&lt;br /&gt;
| 6 || [[Feint]]&lt;br /&gt;
|-&lt;br /&gt;
| 7 || Swaying Waist 2&lt;br /&gt;
|-&lt;br /&gt;
| 8 || For Medicinal Purposes&lt;br /&gt;
|-&lt;br /&gt;
| 9 || Corkscrew Rush&lt;br /&gt;
|-&lt;br /&gt;
| 10 || Improvised Flaming Weapon, Swaying Waist 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; This class does not progress any [[monk]] abilities or unarmed damage. &lt;br /&gt;
&lt;br /&gt;
====Drink Like a Demon====&lt;br /&gt;
From level 1 a drunken master&#039;s body handles alcohol differently from other people&#039;s. He can drink a large tankard of ale, a bottle of wine, or a corresponding amount of stronger alcohol in a single round. Every bottle or tankard of alcohol he consumes reduces his Wisdom by 1-3 points, and increases his [[Strength]] by 1-3 points, depending on the strength of the alcohol. A drunken master may benefit from a level of drunkenness equal to his class level (max +10 strength), but he is not allowed to go lower than 6 wisdom. The duration of both the penalty and the bonus is 5 minutes. The duration is renewed with every bottle drunk, but the master will gradually sober up as the alcohol leaves his body. (If the drunken master is immune to ability loss then the drinks have no effect). &lt;br /&gt;
&lt;br /&gt;
====Improvised Weapons====&lt;br /&gt;
While bottles and tankards are a Drunken Master&#039;s preferred improvised weapons, from 2nd level he can use furniture, farm implements, or nearly anything else at hand to attack his foes. When using this ability the Drunken Master will randomly find and equip one of: broken bottle (dagger), discarded tool (kama), torn off table-leg or root (club), piece of plank or long branch (quarterstaff). He gains extra attacks even with improvised weapons that cannot be used with flurry of blows. A Drunken Master&#039;s improvised weapons deal bonus damage depending on how great their unarmed damage is (up to a max damage bonus of 2d10), and have an [[attack bonus]] of 1 per 2 Drunken Master levels. Most improvised weapons deal bludgeoning damage, although some would deal piercing or slashing damage. Only [[Monk]], Drunken Master, and [[Fist of the Forest]] levels count for the bonus damage. The weapons that the Drunken Master improvises typically last for 13-20 rounds. Cooldown 20 rounds.&lt;br /&gt;
&lt;br /&gt;
====Swaying Waist====&lt;br /&gt;
A drunken master knows how to weave and bob during an attack, making him more difficult to hit. He gains +1 dodge AC at level 4, +2 at level 7 and +3 at level 10. &#039;&#039;&#039;Only works when not wearing armor.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
====Breath of Flame====&lt;br /&gt;
A 5th-level drunken master can ignite some of the alcohol within his body and spew it forth from his mouth. This breath of flame deals 8d12 points of fire damage to all within the 30-foot cone, or half damage to those who make a [[Reflex]] save (DC 15 + the drunken master&#039;s class level + the drunken master&#039;s Con modifier). Each time a drunken master uses breath of flame, it consumes one drink&#039;s worth of alcohol from within his body, lessening the penalty to his Wisdom score and reducing the bonus to his [[Strength]] score. Cooldown 2 minutes. &lt;br /&gt;
&lt;br /&gt;
====For Medicinal Purposes====&lt;br /&gt;
At 8th level, a drunken master gains the ability to convert a single alcoholic drink he has ingested into a single potion of cure critical wounds, as if he had just drunk a dose of the potion (4d8 + 20 in healing). To use this ability, the character must be under the effect of an alcoholic drink (see Drink Like a Demon). When he converts one drink of alcohol into one dose of the potion, his ability scores change (+1 to [[Wisdom]], -1 to [[Strength]]) as if the duration of the alcohol&#039;s effect had expired. 5 minute cooldown. &lt;br /&gt;
&lt;br /&gt;
====Corkscrew Rush====&lt;br /&gt;
A drunken master of 9th level or higher can perform this maneuver, leaping forward and twisting his body in midair as he attempts to head-butt or kick an opponent. He charges his opponent in a bull rush and if it succeeds, the opponent is stunned for 1 round. However, if the bull rush attempt fails, the drunken master lands prone in front of the opponent. &#039;&#039;&#039;Does not work while wearing armor.&#039;&#039;&#039; Cooldown 30 seconds. &lt;br /&gt;
&lt;br /&gt;
====Improvised Flaming Weapons====&lt;br /&gt;
At 10th level the Drunken Master can use the alcohol in his blood to set fire to his improvised weapons for an extra 1d6 fire damage.&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
The improvised weapon bonus damage follows the progression of monk fist damage. This means that a level 10 Drunken Master / level 10 Monk will have the full 2d10 bonus damage. &lt;br /&gt;
&lt;br /&gt;
When improvising a club or a dagger the master gains bonus attacks as if they were flurried. That means 2 attacks with flurry of blows (buggy attack counted) and 3 attacks with greater flurry.&lt;br /&gt;
&lt;br /&gt;
A gnome or halfling won&#039;t get the improvised quarterstaff unless they have the monkey grip feat. &lt;br /&gt;
&lt;br /&gt;
[[Category:Playable Class]]&lt;br /&gt;
[[Category:Combat classes]]&lt;br /&gt;
[[Category:Prestige Class]]&lt;/div&gt;</summary>
		<author><name>Nimne</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Drunken_Master&amp;diff=8505</id>
		<title>Drunken Master</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Drunken_Master&amp;diff=8505"/>
		<updated>2019-03-06T08:41:30Z</updated>

		<summary type="html">&lt;p&gt;Nimne: monkey grip&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Description==&lt;br /&gt;
Martial arts students face a bewildering array of martial arts schools, each with its own adherents and detractors. However, few schools are as unusual -or as controversial- as drunken boxing. By weaving and staggering about as if inebriated, drunken boxers avoid many blows. Likewise, their stumbling, lurching attacks catch their opponents off guard. Moreover, when they actually imbibe alcohol, drunken masters can perform truly prodigious feats of strength and bravery.&lt;br /&gt;
&lt;br /&gt;
This ability garners a drunken master little respect among adherents of other martial arts schools, because drunken boxing exacts a toll on its users. Drunken masters may remain intoxicated for hours after a ﬁght, and they are often found half-asleep in taverns, mumbling incoherently. This ﬂies in the face of other schools’ ascetic principles. Members of rival schools must be wary—they never know when the tipsy lout at the bar is just a harmless thug, and when he is a nigh-unstoppable drunken master.&lt;br /&gt;
&lt;br /&gt;
==Requirements==&lt;br /&gt;
&#039;&#039;&#039;Feats:&#039;&#039;&#039; [[Dodge]], [[Great Fortitude]], [[Flurry of Blows]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills:&#039;&#039;&#039; [[Tumble]] 8 ranks&lt;br /&gt;
&lt;br /&gt;
==Class Features==&lt;br /&gt;
{{Class base features|&lt;br /&gt;
hit die=d8|&lt;br /&gt;
BAB=High|&lt;br /&gt;
high save=[[Fortitude]], [[Reflex]]|&lt;br /&gt;
low save=[[Will]]|&lt;br /&gt;
proficiencies=None|&lt;br /&gt;
skill pts=4|&lt;br /&gt;
class skills=[[Bluff]], [[Concentration]], [[Craft alchemy]], [[Craft trap]], [[Diplomacy]], [[Hide]], [[Listen]], [[Lore: Arcana]], [[Lore: Religion]], [[Lore: Local]], [[Move silently]], [[Parry]], 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 || Drink Like a Demon &lt;br /&gt;
|-&lt;br /&gt;
| 2 || Improvised Weapons&lt;br /&gt;
|-&lt;br /&gt;
| 3 || &lt;br /&gt;
|-&lt;br /&gt;
| 4 || Swaying Waist 1&lt;br /&gt;
|-&lt;br /&gt;
| 5 || Breath of Flame&lt;br /&gt;
|-&lt;br /&gt;
| 6 || [[Feint]]&lt;br /&gt;
|-&lt;br /&gt;
| 7 || Swaying Waist 2&lt;br /&gt;
|-&lt;br /&gt;
| 8 || For Medicinal Purposes&lt;br /&gt;
|-&lt;br /&gt;
| 9 || Corkscrew Rush&lt;br /&gt;
|-&lt;br /&gt;
| 10 || Improvised Flaming Weapon, Swaying Waist 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; This class does not progress any [[monk]] abilities or unarmed damage. &lt;br /&gt;
&lt;br /&gt;
====Drink Like a Demon====&lt;br /&gt;
From level 1 a drunken master&#039;s body handles alcohol differently from other people&#039;s. He can drink a large tankard of ale, a bottle of wine, or a corresponding amount of stronger alcohol in a single round. Every bottle or tankard of alcohol he consumes reduces his Wisdom by 1-3 points, and increases his [[Strength]] by 1-3 points, depending on the strength of the alcohol. A drunken master may benefit from a level of drunkenness equal to his class level (max +10 strength), but he is not allowed to go lower than 6 wisdom. The duration of both the penalty and the bonus is 5 minutes. The duration is renewed with every bottle drunk, but the master will gradually sober up as the alcohol leaves his body. (If the drunken master is immune to ability loss then the drinks have no effect). &lt;br /&gt;
&lt;br /&gt;
====Improvised Weapons====&lt;br /&gt;
While bottles and tankards are a Drunken Master&#039;s preferred improvised weapons, from 2nd level he can use furniture, farm implements, or nearly anything else at hand to attack his foes. When using this ability the Drunken Master will randomly find and equip one of: broken bottle (dagger), discarded tool (kama), torn off table-leg or root (club), piece of plank or long branch (quarterstaff). He gains extra attacks even with improvised weapons that cannot be used with flurry of blows. A Drunken Master&#039;s improvised weapons deal bonus damage depending on how great their unarmed damage is (up to a max damage bonus of 2d10), and have an [[attack bonus]] of 1 per 2 Drunken Master levels. Most improvised weapons deal bludgeoning damage, although some would deal piercing or slashing damage. Only [[Monk]], Drunken Master, and [[Fist of the Forest]] levels count for the bonus damage. The weapons that the Drunken Master improvises with can break at any time, but typically last for 13-20 rounds. Cooldown 20 rounds.&lt;br /&gt;
&lt;br /&gt;
====Swaying Waist====&lt;br /&gt;
A drunken master knows how to weave and bob during an attack, making him more difficult to hit. He gains +1 dodge AC at level 4, +2 at level 7 and +3 at level 10. &#039;&#039;&#039;Only works when not wearing armor.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
====Breath of Flame====&lt;br /&gt;
A 5th-level drunken master can ignite some of the alcohol within his body and spew it forth from his mouth. This breath of flame deals 8d12 points of fire damage to all within the 30-foot cone, or half damage to those who make a [[Reflex]] save (DC 15 + the drunken master&#039;s class level + the drunken master&#039;s Con modifier). Each time a drunken master uses breath of flame, it consumes one drink&#039;s worth of alcohol from within his body, lessening the penalty to his Wisdom score and reducing the bonus to his [[Strength]] score. Cooldown 2 minutes. &lt;br /&gt;
&lt;br /&gt;
====For Medicinal Purposes====&lt;br /&gt;
At 8th level, a drunken master gains the ability to convert a single alcoholic drink he has ingested into a single potion of cure critical wounds, as if he had just drunk a dose of the potion (4d8 + 20 in healing). To use this ability, the character must be under the effect of an alcoholic drink (see Drink Like a Demon). When he converts one drink of alcohol into one dose of the potion, his ability scores change (+1 to [[Wisdom]], -1 to [[Strength]]) as if the duration of the alcohol&#039;s effect had expired. 5 minute cooldown. &lt;br /&gt;
&lt;br /&gt;
====Corkscrew Rush====&lt;br /&gt;
A drunken master of 9th level or higher can perform this maneuver, leaping forward and twisting his body in midair as he attempts to head-butt or kick an opponent. He charges his opponent in a bull rush and if it succeeds, the opponent is stunned for 1 round. However, if the bull rush attempt fails, the drunken master lands prone in front of the opponent. &#039;&#039;&#039;Does not work while wearing armor.&#039;&#039;&#039; Cooldown 30 seconds. &lt;br /&gt;
&lt;br /&gt;
====Improvised Flaming Weapons====&lt;br /&gt;
At 10th level the Drunken Master can use the alcohol in his blood to set fire to his improvised weapons for an extra 1d6 fire damage.&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
The improvised weapon bonus damage follows the progression of monk fist damage. This means that a level 10 Drunken Master / level 10 Monk will have the full 2d10 bonus damage. &lt;br /&gt;
&lt;br /&gt;
When improvising a club or a dagger the master gains bonus attacks as if they were flurried. That means 2 attacks with flurry of blows (buggy attack counted) and 3 attacks with greater flurry.&lt;br /&gt;
&lt;br /&gt;
A gnome or halfling won&#039;t get the improvised quarterstaff unless they have the monkey grip feat. &lt;br /&gt;
&lt;br /&gt;
[[Category:Playable Class]]&lt;br /&gt;
[[Category:Combat classes]]&lt;br /&gt;
[[Category:Prestige Class]]&lt;/div&gt;</summary>
		<author><name>Nimne</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Thief_Acrobat&amp;diff=8502</id>
		<title>Thief Acrobat</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Thief_Acrobat&amp;diff=8502"/>
		<updated>2019-03-05T16:45:48Z</updated>

		<summary type="html">&lt;p&gt;Nimne: Created page&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-story 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]], [[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 2nd 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>Nimne</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Drunken_Master&amp;diff=8501</id>
		<title>Drunken Master</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Drunken_Master&amp;diff=8501"/>
		<updated>2019-03-05T07:39:48Z</updated>

		<summary type="html">&lt;p&gt;Nimne: Released&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Description==&lt;br /&gt;
Martial arts students face a bewildering array of martial arts schools, each with its own adherents and detractors. However, few schools are as unusual -or as controversial- as drunken boxing. By weaving and staggering about as if inebriated, drunken boxers avoid many blows. Likewise, their stumbling, lurching attacks catch their opponents off guard. Moreover, when they actually imbibe alcohol, drunken masters can perform truly prodigious feats of strength and bravery.&lt;br /&gt;
&lt;br /&gt;
This ability garners a drunken master little respect among adherents of other martial arts schools, because drunken boxing exacts a toll on its users. Drunken masters may remain intoxicated for hours after a ﬁght, and they are often found half-asleep in taverns, mumbling incoherently. This ﬂies in the face of other schools’ ascetic principles. Members of rival schools must be wary—they never know when the tipsy lout at the bar is just a harmless thug, and when he is a nigh-unstoppable drunken master.&lt;br /&gt;
&lt;br /&gt;
==Requirements==&lt;br /&gt;
&#039;&#039;&#039;Feats:&#039;&#039;&#039; [[Dodge]], [[Great Fortitude]], [[Flurry of Blows]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills:&#039;&#039;&#039; [[Tumble]] 8 ranks&lt;br /&gt;
&lt;br /&gt;
==Class Features==&lt;br /&gt;
{{Class base features|&lt;br /&gt;
hit die=d8|&lt;br /&gt;
BAB=High|&lt;br /&gt;
high save=[[Fortitude]], [[Reflex]]|&lt;br /&gt;
low save=[[Will]]|&lt;br /&gt;
proficiencies=None|&lt;br /&gt;
skill pts=4|&lt;br /&gt;
class skills=[[Bluff]], [[Concentration]], [[Craft alchemy]], [[Craft trap]], [[Diplomacy]], [[Hide]], [[Listen]], [[Lore: Arcana]], [[Lore: Religion]], [[Lore: Local]], [[Move silently]], [[Parry]], 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 || Drink Like a Demon &lt;br /&gt;
|-&lt;br /&gt;
| 2 || Improvised Weapons&lt;br /&gt;
|-&lt;br /&gt;
| 3 || &lt;br /&gt;
|-&lt;br /&gt;
| 4 || Swaying Waist 1&lt;br /&gt;
|-&lt;br /&gt;
| 5 || Breath of Flame&lt;br /&gt;
|-&lt;br /&gt;
| 6 || [[Feint]]&lt;br /&gt;
|-&lt;br /&gt;
| 7 || Swaying Waist 2&lt;br /&gt;
|-&lt;br /&gt;
| 8 || For Medicinal Purposes&lt;br /&gt;
|-&lt;br /&gt;
| 9 || Corkscrew Rush&lt;br /&gt;
|-&lt;br /&gt;
| 10 || Improvised Flaming Weapon, Swaying Waist 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; This class does not progress any [[monk]] abilities or unarmed damage. &lt;br /&gt;
&lt;br /&gt;
====Drink Like a Demon====&lt;br /&gt;
From level 1 a drunken master&#039;s body handles alcohol differently from other people&#039;s. He can drink a large tankard of ale, a bottle of wine, or a corresponding amount of stronger alcohol in a single round. Every bottle or tankard of alcohol he consumes reduces his Wisdom by 1-3 points, and increases his [[Strength]] by 1-3 points, depending on the strength of the alcohol. A drunken master may benefit from a level of drunkenness equal to his class level (max +10 strength), but he is not allowed to go lower than 6 wisdom. The duration of both the penalty and the bonus is 5 minutes. The duration is renewed with every bottle drunk, but the master will gradually sober up as the alcohol leaves his body. (If the drunken master is immune to ability loss then the drinks have no effect). &lt;br /&gt;
&lt;br /&gt;
====Improvised Weapons====&lt;br /&gt;
While bottles and tankards are a Drunken Master&#039;s preferred improvised weapons, from 2nd level he can use furniture, farm implements, or nearly anything else at hand to attack his foes. When using this ability the Drunken Master will randomly find and equip one of: broken bottle (dagger), discarded tool (kama), torn off table-leg or root (club), piece of plank or long branch (quarterstaff). He gains extra attacks even with improvised weapons that cannot be used with flurry of blows. A Drunken Master&#039;s improvised weapons deal bonus damage depending on how great their unarmed damage is (up to a max damage bonus of 2d10), and have an [[attack bonus]] of 1 per 2 Drunken Master levels. Most improvised weapons deal bludgeoning damage, although some would deal piercing or slashing damage. Only [[Monk]], Drunken Master, and [[Fist of the Forest]] levels count for the bonus damage. The weapons that the Drunken Master improvises with can break at any time, but typically last for 13-20 rounds. Cooldown 20 rounds.&lt;br /&gt;
&lt;br /&gt;
====Swaying Waist====&lt;br /&gt;
A drunken master knows how to weave and bob during an attack, making him more difficult to hit. He gains +1 dodge AC at level 4, +2 at level 7 and +3 at level 10. &#039;&#039;&#039;Only works when not wearing armor.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
====Breath of Flame====&lt;br /&gt;
A 5th-level drunken master can ignite some of the alcohol within his body and spew it forth from his mouth. This breath of flame deals 8d12 points of fire damage to all within the 30-foot cone, or half damage to those who make a [[Reflex]] save (DC 15 + the drunken master&#039;s class level + the drunken master&#039;s Con modifier). Each time a drunken master uses breath of flame, it consumes one drink&#039;s worth of alcohol from within his body, lessening the penalty to his Wisdom score and reducing the bonus to his [[Strength]] score. Cooldown 2 minutes. &lt;br /&gt;
&lt;br /&gt;
====For Medicinal Purposes====&lt;br /&gt;
At 8th level, a drunken master gains the ability to convert a single alcoholic drink he has ingested into a single potion of cure critical wounds, as if he had just drunk a dose of the potion (4d8 + 20 in healing). To use this ability, the character must be under the effect of an alcoholic drink (see Drink Like a Demon). When he converts one drink of alcohol into one dose of the potion, his ability scores change (+1 to [[Wisdom]], -1 to [[Strength]]) as if the duration of the alcohol&#039;s effect had expired. 5 minute cooldown. &lt;br /&gt;
&lt;br /&gt;
====Corkscrew Rush====&lt;br /&gt;
A drunken master of 9th level or higher can perform this maneuver, leaping forward and twisting his body in midair as he attempts to head-butt or kick an opponent. He charges his opponent in a bull rush and if it succeeds, the opponent is stunned for 1 round. However, if the bull rush attempt fails, the drunken master lands prone in front of the opponent. &#039;&#039;&#039;Does not work while wearing armor.&#039;&#039;&#039; Cooldown 30 seconds. &lt;br /&gt;
&lt;br /&gt;
====Improvised Flaming Weapons====&lt;br /&gt;
At 10th level the Drunken Master can use the alcohol in his blood to set fire to his improvised weapons for an extra 1d6 fire damage.&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
The improvised weapon bonus damage follows the progression of monk fist damage. This means that a level 10 Drunken Master / level 10 Monk will have the full 2d10 bonus damage. &lt;br /&gt;
&lt;br /&gt;
When improvising a club or a dagger the master gains bonus attacks as if they were flurried. That means 2 attacks with flurry of blows (buggy attack counted) and 3 attacks with greater flurry.&lt;br /&gt;
&lt;br /&gt;
[[Category:Playable Class]]&lt;br /&gt;
[[Category:Combat classes]]&lt;br /&gt;
[[Category:Prestige Class]]&lt;/div&gt;</summary>
		<author><name>Nimne</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Drunken_Master&amp;diff=8500</id>
		<title>Drunken Master</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Drunken_Master&amp;diff=8500"/>
		<updated>2019-03-04T18:09:37Z</updated>

		<summary type="html">&lt;p&gt;Nimne: high bab, updated improv&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;This class is locked for testing.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
Martial arts students face a bewildering array of martial arts schools, each with its own adherents and detractors. However, few schools are as unusual -or as controversial- as drunken boxing. By weaving and staggering about as if inebriated, drunken boxers avoid many blows. Likewise, their stumbling, lurching attacks catch their opponents off guard. Moreover, when they actually imbibe alcohol, drunken masters can perform truly prodigious feats of strength and bravery.&lt;br /&gt;
&lt;br /&gt;
This ability garners a drunken master little respect among adherents of other martial arts schools, because drunken boxing exacts a toll on its users. Drunken masters may remain intoxicated for hours after a ﬁght, and they are often found half-asleep in taverns, mumbling incoherently. This ﬂies in the face of other schools’ ascetic principles. Members of rival schools must be wary—they never know when the tipsy lout at the bar is just a harmless thug, and when he is a nigh-unstoppable drunken master.&lt;br /&gt;
&lt;br /&gt;
==Requirements==&lt;br /&gt;
&#039;&#039;&#039;Feats:&#039;&#039;&#039; [[Dodge]], [[Great Fortitude]], [[Flurry of Blows]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills:&#039;&#039;&#039; [[Tumble]] 8 ranks&lt;br /&gt;
&lt;br /&gt;
==Class Features==&lt;br /&gt;
{{Class base features|&lt;br /&gt;
hit die=d8|&lt;br /&gt;
BAB=High|&lt;br /&gt;
high save=[[Fortitude]], [[Reflex]]|&lt;br /&gt;
low save=[[Will]]|&lt;br /&gt;
proficiencies=None|&lt;br /&gt;
skill pts=4|&lt;br /&gt;
class skills=[[Bluff]], [[Concentration]], [[Craft alchemy]], [[Craft trap]], [[Diplomacy]], [[Hide]], [[Listen]], [[Lore: Arcana]], [[Lore: Religion]], [[Lore: Local]], [[Move silently]], [[Parry]], 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 || Drink Like a Demon &lt;br /&gt;
|-&lt;br /&gt;
| 2 || Improvised Weapons&lt;br /&gt;
|-&lt;br /&gt;
| 3 || &lt;br /&gt;
|-&lt;br /&gt;
| 4 || Swaying Waist 1&lt;br /&gt;
|-&lt;br /&gt;
| 5 || Breath of Flame&lt;br /&gt;
|-&lt;br /&gt;
| 6 || [[Feint]]&lt;br /&gt;
|-&lt;br /&gt;
| 7 || Swaying Waist 2&lt;br /&gt;
|-&lt;br /&gt;
| 8 || For Medicinal Purposes&lt;br /&gt;
|-&lt;br /&gt;
| 9 || Corkscrew Rush&lt;br /&gt;
|-&lt;br /&gt;
| 10 || Improvised Flaming Weapon, Swaying Waist 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; This class does not progress any [[monk]] abilities or unarmed damage. &lt;br /&gt;
&lt;br /&gt;
====Drink Like a Demon====&lt;br /&gt;
From level 1 a drunken master&#039;s body handles alcohol differently from other people&#039;s. He can drink a large tankard of ale, a bottle of wine, or a corresponding amount of stronger alcohol in a single round. Every bottle or tankard of alcohol he consumes reduces his Wisdom by 1-3 points, and increases his [[Strength]] by 1-3 points, depending on the strength of the alcohol. A drunken master may benefit from a level of drunkenness equal to his class level (max +10 strength), but he is not allowed to go lower than 6 wisdom. The duration of both the penalty and the bonus is 5 minutes. The duration is renewed with every bottle drunk, but the master will gradually sober up as the alcohol leaves his body. (If the drunken master is immune to ability loss then the drinks have no effect). &lt;br /&gt;
&lt;br /&gt;
====Improvised Weapons====&lt;br /&gt;
While bottles and tankards are a Drunken Master&#039;s preferred improvised weapons, from 2nd level he can use furniture, farm implements, or nearly anything else at hand to attack his foes. When using this ability the Drunken Master will randomly find and equip one of: broken bottle (dagger), discarded tool (kama), torn off table-leg or root (club), piece of plank or long branch (quarterstaff). He gains extra attacks even with improvised weapons that cannot be used with flurry of blows. A Drunken Master&#039;s improvised weapons deal bonus damage depending on how great their unarmed damage is (up to a max damage bonus of 2d10), and have an [[attack bonus]] of 1 per 2 Drunken Master levels. Most improvised weapons deal bludgeoning damage, although some would deal piercing or slashing damage. Only [[Monk]], Drunken Master, and [[Fist of the Forest]] levels count for the bonus damage. The weapons that the Drunken Master improvises with can break at any time, but typically last for 13-20 rounds. Cooldown 20 rounds.&lt;br /&gt;
&lt;br /&gt;
====Swaying Waist====&lt;br /&gt;
A drunken master knows how to weave and bob during an attack, making him more difficult to hit. He gains +1 dodge AC at level 4, +2 at level 7 and +3 at level 10. &#039;&#039;&#039;Only works when not wearing armor.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
====Breath of Flame====&lt;br /&gt;
A 5th-level drunken master can ignite some of the alcohol within his body and spew it forth from his mouth. This breath of flame deals 8d12 points of fire damage to all within the 30-foot cone, or half damage to those who make a [[Reflex]] save (DC 15 + the drunken master&#039;s class level + the drunken master&#039;s Con modifier). Each time a drunken master uses breath of flame, it consumes one drink&#039;s worth of alcohol from within his body, lessening the penalty to his Wisdom score and reducing the bonus to his [[Strength]] score. Cooldown 2 minutes. &lt;br /&gt;
&lt;br /&gt;
====For Medicinal Purposes====&lt;br /&gt;
At 8th level, a drunken master gains the ability to convert a single alcoholic drink he has ingested into a single potion of cure critical wounds, as if he had just drunk a dose of the potion (4d8 + 20 in healing). To use this ability, the character must be under the effect of an alcoholic drink (see Drink Like a Demon). When he converts one drink of alcohol into one dose of the potion, his ability scores change (+1 to [[Wisdom]], -1 to [[Strength]]) as if the duration of the alcohol&#039;s effect had expired. 5 minute cooldown. &lt;br /&gt;
&lt;br /&gt;
====Corkscrew Rush====&lt;br /&gt;
A drunken master of 9th level or higher can perform this maneuver, leaping forward and twisting his body in midair as he attempts to head-butt or kick an opponent. He charges his opponent in a bull rush and if it succeeds, the opponent is stunned for 1 round. However, if the bull rush attempt fails, the drunken master lands prone in front of the opponent. &#039;&#039;&#039;Does not work while wearing armor.&#039;&#039;&#039; Cooldown 30 seconds. &lt;br /&gt;
&lt;br /&gt;
====Improvised Flaming Weapons====&lt;br /&gt;
At 10th level the Drunken Master can use the alcohol in his blood to set fire to his improvised weapons for an extra 1d6 fire damage.&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
The improvised weapon bonus damage follows the progression of monk fist damage. This means that a level 10 Drunken Master / level 10 Monk will have the full 2d10 bonus damage. &lt;br /&gt;
&lt;br /&gt;
When improvising a club or a dagger the master gains bonus attacks as if they were flurried. That means 2 attacks with flurry of blows (buggy attack counted) and 3 attacks with greater flurry.&lt;br /&gt;
&lt;br /&gt;
[[Category:Playable Class]]&lt;br /&gt;
[[Category:Combat classes]]&lt;br /&gt;
[[Category:Prestige Class]]&lt;/div&gt;</summary>
		<author><name>Nimne</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Hierophant&amp;diff=8480</id>
		<title>Hierophant</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Hierophant&amp;diff=8480"/>
		<updated>2019-02-27T18:49:44Z</updated>

		<summary type="html">&lt;p&gt;Nimne: &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;
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== Requirements ==&lt;br /&gt;
Race: Any&lt;br /&gt;
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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;
Class: Cleric, Druid, Spirit Shaman.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Class Features ==&lt;br /&gt;
- Hit Die: d8&lt;br /&gt;
&lt;br /&gt;
- Base Attack Bonus: Medium&lt;br /&gt;
&lt;br /&gt;
- High Saves: Fortitude, 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;
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&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;
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&amp;lt;span style=&amp;quot;color: rgb(255, 128, 0);&amp;quot;&amp;gt;Animal Companion Progression&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;/span&amp;gt;Type of Feat: Class Ability&amp;lt;br /&amp;gt;Prerequisites: Hierophant 1, Animal Companion&amp;lt;br /&amp;gt;Specifics: Your levels of Hierophant count towards your animal companion progression. You must have an Animal Companion already to profit from this feat.&lt;br /&gt;
&lt;br /&gt;
== Gameplay Notes ==&lt;br /&gt;
Mastery of Energy will give you also a +4 bonus to Turning check of the feat [[Divine Spellpower]][[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>Nimne</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Cascading_Plague&amp;diff=8479</id>
		<title>Cascading Plague</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Cascading_Plague&amp;diff=8479"/>
		<updated>2019-02-27T18:48:29Z</updated>

		<summary type="html">&lt;p&gt;Nimne: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&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=9&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=6&lt;br /&gt;
|school=Necromancy &lt;br /&gt;
|descriptor=Disease&lt;br /&gt;
|components=VS&lt;br /&gt;
|range=Medium&lt;br /&gt;
|area=One creature (special)&lt;br /&gt;
|duration=1 round / level&lt;br /&gt;
|save=[[Fortitude]] 1/2&lt;br /&gt;
|spell_resistance=Yes (initial target only)&lt;br /&gt;
|hostile=Yes&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;
|save_type = F}}&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
The caster unleashes a terrible plague against a single target, a highly contagious disease which digs deeper and deeper into a creature&#039;s limbs and calcifies them. Every round for five rounds the target takes 1d8 magical and dexterity damage (save for half), stacking with itself. If a creature&#039;s dexterity ever reaches zero, it becomes paralyzed for the remainder of the spell. Every round the plague can also spread to a nearby enemy which is affected the same way, up to a maximum of half your caster level in infected creatures. Multiple castings of the spell do not stack.&lt;/div&gt;</summary>
		<author><name>Nimne</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Cascading_Plague&amp;diff=8478</id>
		<title>Cascading Plague</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Cascading_Plague&amp;diff=8478"/>
		<updated>2019-02-27T18:34:52Z</updated>

		<summary type="html">&lt;p&gt;Nimne: Changed spell level&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&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=9&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=6&lt;br /&gt;
|school=Necromancy &lt;br /&gt;
|descriptor=Disease&lt;br /&gt;
|components=VS&lt;br /&gt;
|range=Medium&lt;br /&gt;
|area=One creature (special)&lt;br /&gt;
|duration=1 round / level&lt;br /&gt;
|save=[[Fortitude]] 1/2&lt;br /&gt;
|spell_resistance=Yes (initial target only)&lt;br /&gt;
|hostile=Yes&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;
|save_type = F}}&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
The caster unleashes a terrible plague against a single target, a highly contagious disease which digs deeper and deeper into a creature&#039;s limbs and calcifies them. Every round for five rounds the target takes 1d8 magical and dexterity damage (save for half), stacking with itself. If a creature&#039;s dexterity ever reaches zero, it becomes paralyzed for the remainder of the spell. Every round the plague can also spread to a nearby target which is affected the same way, up to a maximum of half your caster level in infected creatures. Multiple castings of the spell do not stack.&lt;/div&gt;</summary>
		<author><name>Nimne</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Extra_Invocation&amp;diff=8477</id>
		<title>Extra Invocation</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Extra_Invocation&amp;diff=8477"/>
		<updated>2019-02-27T13:19:55Z</updated>

		<summary type="html">&lt;p&gt;Nimne: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===&amp;lt;b&amp;gt;Extra Invocation&amp;lt;/b&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
 Type of Feat: Class [Epic]&lt;br /&gt;
 Prerequisite: Epic Warlock&lt;br /&gt;
 Use: Automatic.&lt;br /&gt;
&lt;br /&gt;
You may select one extra invocation the next time you level up your spell progression. This feat may be selected multiple times.&lt;br /&gt;
&lt;br /&gt;
== Gameplay Notes ==&lt;br /&gt;
This feat is not active in game. &lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
[[Category:Feats]]&lt;br /&gt;
[[Category:Feats in development]]&lt;br /&gt;
[[Category:Warlock feat]]&lt;br /&gt;
[[Category:Epic]]&lt;/div&gt;</summary>
		<author><name>Nimne</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Manyshot&amp;diff=8471</id>
		<title>Manyshot</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Manyshot&amp;diff=8471"/>
		<updated>2019-02-26T11:19:25Z</updated>

		<summary type="html">&lt;p&gt;Nimne: automatic manyshot&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{FeatInfo|type=General&lt;br /&gt;
&lt;br /&gt;
|Prereq=[[Dexterity|Dex]] 17, [[Point Blank Shot]], [[Rapid Shot]], [[BAB]] +6&lt;br /&gt;
&lt;br /&gt;
|Req=[[Improved Rapid Shot]]&lt;br /&gt;
&lt;br /&gt;
|Specifics=The first shot you fire in a round, you notch two arrows instead of one. Both arrows use the same attack roll, but the attack roll is made at a -4 penalty. If the attack roll hits, the target takes damage from both arrows (extra damage, as from sneak attack and/or critical hits, are only applied to one of the arrows).&lt;br /&gt;
&lt;br /&gt;
When your base attack bonus reaches +11, the first and second attacks you make in the round fire two arrows, and the attack roll penalty increases to -6.&lt;br /&gt;
&lt;br /&gt;
When your base attack bonus reaches +16, the first three attacks you make in the round fire two arrows, and the attack roll penalty increases to -8.&lt;br /&gt;
&lt;br /&gt;
A [[fighter|Fighter]] may select &#039;&#039;&#039;Manyshot&#039;&#039;&#039; as one of his Fighter [[bonus feat]]s.&lt;br /&gt;
&lt;br /&gt;
A 6th-level [[ranger|Ranger]] who has chosen the archery combat style is treated as having &#039;&#039;&#039;Manyshot&#039;&#039;&#039; even if he does not have the prerequisites for it, but only when he is wearing light or no armor.&lt;br /&gt;
&lt;br /&gt;
Regardless of the number of arrows you fire, you apply precision-based damage only once. If you score a critical hit, only the first arrow fired deals critical damage; all others deal regular damage.&lt;br /&gt;
&lt;br /&gt;
|Use=Standard action.}}&lt;br /&gt;
&lt;br /&gt;
==Gameplay notes==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Automatic manyshot:&#039;&#039;&#039; Toggle automatic manyshot with chat command: &amp;gt;manyshot on and &amp;gt;manyshot off&lt;br /&gt;
&lt;br /&gt;
Notching two arrows instead of one works like this:&lt;br /&gt;
*The two arrows are treated as one projectile. Only one attack roll is made (at an appropriate penalty, listed above), and is used by both arrows. If one arrow is deflected or misses due to concealment, so does the other. Damage from both arrows is dealt in one &amp;quot;packet&amp;quot;, so [[damage reduction]] only applies once.&lt;br /&gt;
*The first arrow is only affected by the attack penalty. Otherwise, it behaves just like a normal attack.&lt;br /&gt;
*The second arrow is affected by the attack penalty, cannot deal [[sneak attack]] damage, and cannot result in a critical hit. Other than that, damage from all sources is dealt normally, and any other effects of attacks still apply.&lt;br /&gt;
&lt;br /&gt;
The above will happen for the first attack in a round at 6-10 BAB, for the first two attacks at 11-15 BAB, and for the first three attacks at 16+ BAB. All other attacks in a round are unaffected.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; style=&amp;quot;text-align:center&amp;quot; cellpadding=4&lt;br /&gt;
|+Manyshot AB breakpoints&lt;br /&gt;
! BAB !! Normal AB !! Manyshot AB&lt;br /&gt;
|-&lt;br /&gt;
!6&lt;br /&gt;
| +6/+1&lt;br /&gt;
| (+2)/+1&lt;br /&gt;
|-&lt;br /&gt;
!11&lt;br /&gt;
| +11/+6/+1&lt;br /&gt;
| (+5)/(+0)/+1&lt;br /&gt;
|-&lt;br /&gt;
!16&lt;br /&gt;
| +16/+11/+6/+1&lt;br /&gt;
| (+8)/(+3)/(-2)/+1&lt;br /&gt;
|}&lt;br /&gt;
Parentheses indicates &#039;&#039;&#039;doubled&#039;&#039;&#039; arrows per NWN 2 implementation.&lt;br /&gt;
&lt;br /&gt;
[[Death attack]] is treated differently from sneak attack and *does* apply to both arrows.&lt;br /&gt;
&lt;br /&gt;
==3.5E comparison==&lt;br /&gt;
[http://www.d20srd.org/srd/feats.htm#manyshot 3.5E Manyshot]&lt;br /&gt;
[[Category:Fighter bonus feats]]&lt;br /&gt;
[[Category:Combat feats]]&lt;br /&gt;
[[Category:Dexterity-dependent feats]]&lt;/div&gt;</summary>
		<author><name>Nimne</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Drunken_Master&amp;diff=8467</id>
		<title>Drunken Master</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Drunken_Master&amp;diff=8467"/>
		<updated>2019-02-24T14:39:10Z</updated>

		<summary type="html">&lt;p&gt;Nimne: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;This class is locked for testing.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
Martial arts students face a bewildering array of martial arts schools, each with its own adherents and detractors. However, few schools are as unusual -or as controversial- as drunken boxing. By weaving and staggering about as if inebriated, drunken boxers avoid many blows. Likewise, their stumbling, lurching attacks catch their opponents off guard. Moreover, when they actually imbibe alcohol, drunken masters can perform truly prodigious feats of strength and bravery.&lt;br /&gt;
&lt;br /&gt;
This ability garners a drunken master little respect among adherents of other martial arts schools, because drunken boxing exacts a toll on its users. Drunken masters may remain intoxicated for hours after a ﬁght, and they are often found half-asleep in taverns, mumbling incoherently. This ﬂies in the face of other schools’ ascetic principles. Members of rival schools must be wary—they never know when the tipsy lout at the bar is just a harmless thug, and when he is a nigh-unstoppable drunken master.&lt;br /&gt;
&lt;br /&gt;
==Requirements==&lt;br /&gt;
&#039;&#039;&#039;Feats:&#039;&#039;&#039; [[Dodge]], [[Great Fortitude]], [[Flurry of Blows]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills:&#039;&#039;&#039; [[Tumble]] 8 ranks&lt;br /&gt;
&lt;br /&gt;
==Class Features==&lt;br /&gt;
{{Class base features|&lt;br /&gt;
hit die=d8|&lt;br /&gt;
BAB=Medium|&lt;br /&gt;
high save=[[Fortitude]], [[Reflex]]|&lt;br /&gt;
low save=[[Will]]|&lt;br /&gt;
proficiencies=None|&lt;br /&gt;
skill pts=4|&lt;br /&gt;
class skills=[[Bluff]], [[Concentration]], [[Craft alchemy]], [[Craft trap]], [[Diplomacy]], [[Hide]], [[Listen]], [[Lore: Arcana]], [[Lore: Religion]], [[Lore: Local]], [[Move silently]], [[Parry]], 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 || Drink Like a Demon &lt;br /&gt;
|-&lt;br /&gt;
| 2 || Improvised Weapons&lt;br /&gt;
|-&lt;br /&gt;
| 3 || &lt;br /&gt;
|-&lt;br /&gt;
| 4 || Swaying Waist 1&lt;br /&gt;
|-&lt;br /&gt;
| 5 || Breath of Flame&lt;br /&gt;
|-&lt;br /&gt;
| 6 || [[Feint]]&lt;br /&gt;
|-&lt;br /&gt;
| 7 || Swaying Waist 2&lt;br /&gt;
|-&lt;br /&gt;
| 8 || For Medicinal Purposes&lt;br /&gt;
|-&lt;br /&gt;
| 9 || Corkscrew Rush&lt;br /&gt;
|-&lt;br /&gt;
| 10 || Improvised Flaming Weapon, Swaying Waist 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; This class does not progress any [[monk]] abilities or unarmed damage. &lt;br /&gt;
&lt;br /&gt;
====Drink Like a Demon====&lt;br /&gt;
From level 1 a drunken master&#039;s body handles alcohol differently from other people&#039;s. He can drink a large tankard of ale, a bottle of wine, or a corresponding amount of stronger alcohol in a single round. Every bottle or tankard of alcohol he consumes reduces his Wisdom by 1-3 points, and increases his [[Strength]] by 1-3 points, depending on the strength of the alcohol. A drunken master may benefit from a level of drunkenness equal to his class level (max +10 strength), but he is not allowed to go lower than 6 wisdom. The duration of both the penalty and the bonus is 5 minutes. The duration is renewed with every bottle drunk, but the master will gradually sober up as the alcohol leaves his body. (If the drunken master is immune to ability loss then the drinks have no effect). &lt;br /&gt;
&lt;br /&gt;
====Improvised Weapons====&lt;br /&gt;
While bottles and tankards are a Drunken Master&#039;s preferred improvised weapons, from 2nd level he can use furniture, farm implements, or nearly anything else at hand to attack his foes. When using this ability the Drunken Master will randomly find and equip one of: broken bottle (dagger), discarded tool (kama), torn off table-leg or root (club), piece of plank or long branch (quarterstaff). A Drunken Master&#039;s improvised weapons deal bonus damage depending on how great their unarmed damage is (up to a max damage bonus of 2d10), and have an [[attack bonus]] of 1 per 2 Drunken Master levels. Most improvised weapons deal bludgeoning damage, although some would deal piercing or slashing damage. Only [[Monk]], Drunken Master, and [[Fist of the Forest]] levels count for the bonus damage. The weapons that the Drunken Master improvises with can break at any time, but typically last for 9-16 rounds. Cooldown 20 rounds.&lt;br /&gt;
&lt;br /&gt;
====Swaying Waist====&lt;br /&gt;
A drunken master knows how to weave and bob during an attack, making him more difficult to hit. He gains +1 dodge AC at level 4, +2 at level 7 and +3 at level 10. &#039;&#039;&#039;Only works when not wearing armor.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
====Breath of Flame====&lt;br /&gt;
A 5th-level drunken master can ignite some of the alcohol within his body and spew it forth from his mouth. This breath of flame deals 8d12 points of fire damage to all within the 30-foot cone, or half damage to those who make a [[Reflex]] save (DC 15 + the drunken master&#039;s class level + the drunken master&#039;s Con modifier). Each time a drunken master uses breath of flame, it consumes one drink&#039;s worth of alcohol from within his body, lessening the penalty to his Wisdom score and reducing the bonus to his [[Strength]] score. Cooldown 2 minutes. &lt;br /&gt;
&lt;br /&gt;
====For Medicinal Purposes====&lt;br /&gt;
At 8th level, a drunken master gains the ability to convert a single alcoholic drink he has ingested into a single potion of cure critical wounds, as if he had just drunk a dose of the potion (4d8 + 20 in healing). To use this ability, the character must be under the effect of an alcoholic drink (see Drink Like a Demon). When he converts one drink of alcohol into one dose of the potion, his ability scores change (+1 to [[Wisdom]], -1 to [[Strength]]) as if the duration of the alcohol&#039;s effect had expired. 5 minute cooldown. &lt;br /&gt;
&lt;br /&gt;
====Corkscrew Rush====&lt;br /&gt;
A drunken master of 9th level or higher can perform this maneuver, leaping forward and twisting his body in midair as he attempts to head-butt or kick an opponent. He charges his opponent in a bull rush and if it succeeds, the opponent is stunned for 1 round. However, if the bull rush attempt fails, the drunken master lands prone in front of the opponent. &#039;&#039;&#039;Does not work while wearing armor.&#039;&#039;&#039; Cooldown 30 seconds. &lt;br /&gt;
&lt;br /&gt;
====Improvised Flaming Weapons====&lt;br /&gt;
At 10th level the Drunken Master can use the alcohol in his blood to set fire to his improvised weapons for an extra 1d6 fire damage.&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
The improvised weapon bonus damage follows the progression of monk fist damage. This means that a level 10 Drunken Master / level 10 Monk will have the full 2d10 bonus damage. &lt;br /&gt;
&lt;br /&gt;
[[Category:Playable Class]]&lt;br /&gt;
[[Category:Combat classes]]&lt;br /&gt;
[[Category:Prestige Class]]&lt;/div&gt;</summary>
		<author><name>Nimne</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Cascading_Plague&amp;diff=8448</id>
		<title>Cascading Plague</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Cascading_Plague&amp;diff=8448"/>
		<updated>2019-02-14T09:54:08Z</updated>

		<summary type="html">&lt;p&gt;Nimne: Created spell&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&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=9&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=9&lt;br /&gt;
|school=Necromancy &lt;br /&gt;
|descriptor=Disease&lt;br /&gt;
|components=VS&lt;br /&gt;
|range=Medium&lt;br /&gt;
|area=One creature (special)&lt;br /&gt;
|duration=1 round / level&lt;br /&gt;
|save=[[Fortitude]] 1/2&lt;br /&gt;
|spell_resistance=Yes (initial target only)&lt;br /&gt;
|hostile=Yes&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;
|save_type = F}}&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
The caster unleashes a terrible plague against a single target, a highly contagious disease which digs deeper and deeper into a creature&#039;s limbs and calcifies them. Every round for five rounds the target takes 1d8 magical and dexterity damage (save for half), stacking with itself. If a creature&#039;s dexterity ever reaches zero, it becomes paralyzed for the remainder of the spell. Every round the plague can also spread to a nearby target which is affected the same way, up to a maximum of half your caster level in infected creatures. Multiple castings of the spell do not stack.&lt;/div&gt;</summary>
		<author><name>Nimne</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Drunken_Master&amp;diff=8361</id>
		<title>Drunken Master</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Drunken_Master&amp;diff=8361"/>
		<updated>2019-02-02T14:01:07Z</updated>

		<summary type="html">&lt;p&gt;Nimne: Created class&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;This class is locked for testing.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
Martial arts students face a bewildering array of martial arts schools, each with its own adherents and detractors. However, few schools are as unusual -or as controversial- as drunken boxing. By weaving and staggering about as if inebriated, drunken boxers avoid many blows. Likewise, their stumbling, lurching attacks catch their opponents off guard. Moreover, when they actually imbibe alcohol, drunken masters can perform truly prodigious feats of strength and bravery.&lt;br /&gt;
This ability garners a drunken master little respect among adherents of other martial arts schools, because drunken boxing exacts a toll on its users. Drunken masters may remain intoxicated for hours after a ﬁght, and they are often found half-asleep in taverns, mumbling incoherently. This ﬂies in the face of other schools’ ascetic principles. Members of rival schools must be wary—they never know when the tipsy lout at the bar is just a harmless thug, and when he is a nigh-unstoppable drunken master.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Requirements==&lt;br /&gt;
&#039;&#039;&#039;[[Skill]]s&#039;&#039;&#039;: [[Tumble]] 8 ranks&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Feat]]s&#039;&#039;&#039;: [[Dodge]], [[Great Fortitude]], [[Flurry of Blows]]&lt;br /&gt;
&lt;br /&gt;
==Class Features==&lt;br /&gt;
{{Class base features|&lt;br /&gt;
hit die=d8|&lt;br /&gt;
BAB=Medium|&lt;br /&gt;
high save=[[Fortitude]], [[Reflex]]|&lt;br /&gt;
low save=[[Will]]|&lt;br /&gt;
proficiencies=None|&lt;br /&gt;
skill pts=4|&lt;br /&gt;
class skills=[[Bluff]], [[Concentration]], [[Craft alchemy]], [[Craft trap]], [[Diplomacy]], [[Hide]], [[Listen]], [[Lore: Arcana]], [[Lore: Religion]], [[Lore: Local]], [[Move silently]], [[Parry]], 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 || Drink like a demon &lt;br /&gt;
|-&lt;br /&gt;
| 2 || Improvised weapons&lt;br /&gt;
|-&lt;br /&gt;
| 3 || &lt;br /&gt;
|-&lt;br /&gt;
| 4 || Swaying waist 1&lt;br /&gt;
|-&lt;br /&gt;
| 5 || Breath of flame&lt;br /&gt;
|-&lt;br /&gt;
| 6 || [[Feint]]&lt;br /&gt;
|-&lt;br /&gt;
| 7 || Swaying waist 2&lt;br /&gt;
|-&lt;br /&gt;
| 8 || For medicinal purposes&lt;br /&gt;
|-&lt;br /&gt;
| 9 || Corkscrew rush&lt;br /&gt;
|-&lt;br /&gt;
| 10 || Improvised flaming weapon, Swaying waist 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; This class does not progress any monk abilities or unarmed damage. &lt;br /&gt;
&lt;br /&gt;
====Drink Like a Demon====&lt;br /&gt;
From level 1 a drunken master&#039;s body handles alcohol differently from other people&#039;s. He can drink a large tankard of ale, a bottle of wine, or a corresponding amount of stronger alcohol in a single round. Every bottle or tankard of alcohol he consumes reduces his Wisdom by 1-3 points, and increases his Strength by 1-3 points, depending on the strength of the alcohol. A drunken master may benefit from a level of drunkenness equal to his class level (max +10 strength), but he is not allowed to go lower than 6 wisdom. The duration of both the penalty and the bonus is 5 minutes. The duration is renewed with every bottle drunk, but the master will gradually sober up as the alcohol leaves his body. (If the drunken master is immune to ability loss then the drinks have no effect). &lt;br /&gt;
&lt;br /&gt;
====Improvised Weapons====&lt;br /&gt;
While bottles and tankards are a drunken master&#039;s preferred improvised weapons, from 2nd level he can use furniture, farm implements, or nearly anything else at hand to attack his foes. When using this ability the drunken master will randomly find and equip one of: broken bottle (dagger), discarded tool (kama), torn off table-leg or root (club), piece of plank or long branch (quarterstaff). A drunken master&#039;s improvised weapons deal bonus damage depending on how great their unarmed damage is (up to a max damage bonus of 2d10), and have a attack bonus of 1 per 2 drunken master levels. Most improvised weapons deal bludgeoning damage, although some would deal piercing or slashing damage. Only monk, drunken master and fist of forest levels count for the bonus damage. The weapons that the drunken master improvise with can break at any time, but typically last for 9-16 rounds. Cooldown 20 rounds. &lt;br /&gt;
&lt;br /&gt;
====Swaying Waist====&lt;br /&gt;
A drunken master knows how to weave and bob during an attack, making him more difficult to hit. He gains +1 dodge AC at level 4, +2 at level 7 and +3 at level 10. Only works when not wearing armor. &lt;br /&gt;
&lt;br /&gt;
====Breath of Flame====&lt;br /&gt;
A 5th-level drunken master can ignite some of the alcohol within his body and spew it forth from his mouth. This breath of flame deals 8d12 points of fire damage to all within the 30-foot cone, or half damage to those who make a Reflex save (DC 15 + the drunken master&#039;s class level + the drunken master&#039;s Con modifier). Each time a drunken master uses breath of flame, it consumes one drink&#039;s worth of alcohol from within his body, lessening the penalty to his Wisdom score and reducing the bonus to his Strength score. Cooldown 2 minutes. &lt;br /&gt;
&lt;br /&gt;
====For Medicinal Purposes====&lt;br /&gt;
At 8th level, a drunken master gains the ability to convert a single alcoholic drink he has ingested into a single potion of cure critical wounds, as if he had just drunk a dose of the potion (4d8 + 20 in healing). To use this ability, the character must be under the effect of an alcoholic drink (see Drink Like a Demon). When he converts one drink of alcohol into one dose of the potion, his ability scores change (+1 to Wisdom, -1 to Strength) as if the duration of the alcohol&#039;s effect had expired. 5 min cooldown. &lt;br /&gt;
&lt;br /&gt;
====Corkscrew Rush====&lt;br /&gt;
A drunken master of 9th level or higher can perform this maneuver, leaping forward and twisting his body in midair as he attempts to head-butt or kick an opponent. He charges his opponent in a bull rush and if it succeeds, the opponent is stunned for 1 round. However, if the bull rush attempt fails, the drunken master lands prone in front of the opponent. Does not work while wearing armor. Cooldown 30s. &lt;br /&gt;
&lt;br /&gt;
====Improvised Flaming Weapons====&lt;br /&gt;
At 10th level the Drunken Master can use the alcohol in his blood to set fire to his improvised weapons for an extra 1d6 fire damage.&lt;br /&gt;
&lt;br /&gt;
[[Category:Playable Class]]&lt;br /&gt;
[[Category:Combat classes]]&lt;br /&gt;
[[Category:Prestige Class]]&lt;/div&gt;</summary>
		<author><name>Nimne</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Telthor_Companion&amp;diff=8222</id>
		<title>Telthor Companion</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Telthor_Companion&amp;diff=8222"/>
		<updated>2019-01-07T09:53:42Z</updated>

		<summary type="html">&lt;p&gt;Nimne: Updated with Orglash etc&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===&amp;lt;b&amp;gt;Telthor Companion&amp;lt;/b&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
 Type of Feat: Class&lt;br /&gt;
 Prerequisite: Spirit Shaman 4&lt;br /&gt;
 Use: Automatic&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A Telthor wolf companion or an Orglash companion may be summoned (and unsummoned) by the character. An unsummoned companion can be recalled after a short cooldown time. If the companion is killed, it cannot be summoned again until the spirit shaman rests. A spirit shaman receives full companion progression, just like the druid. Natural Bond and Epic Animal Companion can increase your companion&#039;s hit dice. &lt;br /&gt;
&lt;br /&gt;
== Gameplay Notes ==&lt;br /&gt;
You will be granted the animal companion feat after taking this feat. Use the animal companion feat to summon your Telthor Companion. The spirit shaman decides which companion they want the first time they use this feat.&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
[[Category:Feats]]&lt;br /&gt;
[[Category:Playable Feats]]&lt;br /&gt;
[[Category:Spirit Shaman feat]]&lt;/div&gt;</summary>
		<author><name>Nimne</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Invocation&amp;diff=8186</id>
		<title>Invocation</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Invocation&amp;diff=8186"/>
		<updated>2018-12-07T20:55:04Z</updated>

		<summary type="html">&lt;p&gt;Nimne: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Notes==&lt;br /&gt;
&lt;br /&gt;
Invocations are [[Spell-like ability|Spell-like Abilities]] used by the [[Warlock]].&lt;br /&gt;
&lt;br /&gt;
Their DCs rely on the [[Charisma]] attribute.&lt;br /&gt;
&lt;br /&gt;
Invocations have [[somatic component|somatic]] and occasionally [[verbal component|verbal]] components.&lt;br /&gt;
&lt;br /&gt;
Like [[Eldritch Blast]], they can be used unlimited times per day.&lt;br /&gt;
&lt;br /&gt;
===Least Invocations===&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background:#efefef;color:#000000;&amp;quot; | Invocation&lt;br /&gt;
! style=&amp;quot;background:#efefef;color:#000000;&amp;quot; | ESL&lt;br /&gt;
! style=&amp;quot;background:#efefef;color:#000000;&amp;quot; | Type&lt;br /&gt;
! style=&amp;quot;background:#efefef;color:#000000;&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
|[[Eldritch Spear]]&lt;br /&gt;
|2nd&lt;br /&gt;
|Blast Shape&lt;br /&gt;
|Eldritch Blast range increases to PC&#039;s perception sight range, 131 feet.&lt;br /&gt;
|-&lt;br /&gt;
|[[Hideous Blow]]&lt;br /&gt;
|1st&lt;br /&gt;
|Blast Shape&lt;br /&gt;
|A single melee attack each round channels an Eldritch Blast.&lt;br /&gt;
|-&lt;br /&gt;
|[[Draining Blast]]&lt;br /&gt;
|2nd&lt;br /&gt;
|Eldritch Essence&lt;br /&gt;
|[[Will]] save or [[Slow]]ed for 1 round.&lt;br /&gt;
|-&lt;br /&gt;
|[[Frightful Blast]]&lt;br /&gt;
|2nd&lt;br /&gt;
|Eldritch Essence&lt;br /&gt;
|Enemies &amp;lt; 6HD; [[Will]] save or [[Shaken]] for 10 rounds. (-2 attack rolls, damage, and all saving throws)&lt;br /&gt;
|-&lt;br /&gt;
|[[All-Seeing Eyes]]&lt;br /&gt;
|2nd&lt;br /&gt;
|Spell-like Ability&lt;br /&gt;
|Duration: 24 hours, Gain [[Blind Fight]] feat.&lt;br /&gt;
|-&lt;br /&gt;
|[[Beguiling Influence]]&lt;br /&gt;
|2nd&lt;br /&gt;
|Spell-like Ability&lt;br /&gt;
|Duration: 24 hours, +6 [[Bluff]], [[Diplomacy]], and [[Intimidate]].&lt;br /&gt;
|-&lt;br /&gt;
|[[Dark One&#039;s Own Luck]]&lt;br /&gt;
|2nd&lt;br /&gt;
|Spell-like Ability&lt;br /&gt;
|Duration: 24 hours, [[Charisma]] modifier bonus to all [[saving throw|Saving Throws]].&lt;br /&gt;
|-&lt;br /&gt;
|[[Darkness (invocation)|Darkness]]&lt;br /&gt;
|1st&lt;br /&gt;
|Spell-like Ability&lt;br /&gt;
|Duration: 1 round per caster level, [[Darkness]] spell.&lt;br /&gt;
|-&lt;br /&gt;
|[[Entropic Warding]]&lt;br /&gt;
|2nd&lt;br /&gt;
|Spell-like Ability&lt;br /&gt;
|Duration: 1 turn per caster level, +4 [[Hide]] and [[Move Silently]], 20% concealment from arrows, rays, and spell ranged attacks.&lt;br /&gt;
|-&lt;br /&gt;
|[[Leaps and Bounds]]&lt;br /&gt;
|2nd&lt;br /&gt;
|Spell-like Ability&lt;br /&gt;
|Duration: 24 hours, +4 [[Dexterity]] and [[Tumble]].&lt;br /&gt;
|-&lt;br /&gt;
|[[Otherworldly Whispers]]&lt;br /&gt;
|2nd&lt;br /&gt;
|Spell-like Ability&lt;br /&gt;
|Duration: 24 hours, +6 [[Lore]] and [[Spellcraft]].&lt;br /&gt;
|-&lt;br /&gt;
|[[Quill Barrage]]&lt;br /&gt;
|1st&lt;br /&gt;
|Spell-like Ability&lt;br /&gt;
|Deals 1d4+1 magic damage each. After level 1, creates 1 additional quill per two caster levels, to a maximum of 5 quills at level 9.&lt;br /&gt;
|-&lt;br /&gt;
|[[See the Unseen]]&lt;br /&gt;
|2nd&lt;br /&gt;
|Spell-like Ability&lt;br /&gt;
|Duration: 24 hours, [[See Invisibility]] spell + [[Darkvision]] 60&#039;.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Lesser Invocations===&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background:#efefef;color:#000000;&amp;quot; | Invocation&lt;br /&gt;
! style=&amp;quot;background:#efefef;color:#000000;&amp;quot; | ESL&lt;br /&gt;
! style=&amp;quot;background:#efefef;color:#000000;&amp;quot; | Type&lt;br /&gt;
! style=&amp;quot;background:#efefef;color:#000000;&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
|[[Eldritch Chain]]&lt;br /&gt;
|4th&lt;br /&gt;
|Blast Shape&lt;br /&gt;
|Eldritch Blast will affect an additional target within 30 feet per five caster levels. All secondary targets take half damage. If you miss any target the chain ends there.&lt;br /&gt;
|-&lt;br /&gt;
|[[Beshadowed Blast]]&lt;br /&gt;
|4th&lt;br /&gt;
|Eldritch Essence&lt;br /&gt;
|[[Fortitude]] save or [[Blind]]ed for 1 round. (-2 AC, 50% melee miss chance, cannot target ranged attacks or spells, considered [[Flat-Footed]])&lt;br /&gt;
|-&lt;br /&gt;
|[[Brimstone Blast]]&lt;br /&gt;
|3rd&lt;br /&gt;
|Eldritch Essence&lt;br /&gt;
|Eldritch Blast deals fire damage. [[Reflex]] save every round for 2d6 fire damage, duration 1 round per five caster levels. Once a save is made, it stops. Does not stack.&lt;br /&gt;
|-&lt;br /&gt;
|[[Hellrime Blast]]&lt;br /&gt;
|4th&lt;br /&gt;
|Eldritch Essence&lt;br /&gt;
|Eldritch Blast deals cold damage. [[Fortitude]] save or -4 penalty to [[Dexterity]], duration 10 minutes. Does not stack.&lt;br /&gt;
|-&lt;br /&gt;
|[[Tempest Blast]]&lt;br /&gt;
|4th&lt;br /&gt;
|Eldritch Essence&lt;br /&gt;
|Eldritch Blast small AoE centered on the caster, deals electric damage. [[Reflex]] save or [[Dazed]] for 1 round. Only affects hostiles.&lt;br /&gt;
|-&lt;br /&gt;
|[[Undead Bane Blast]]&lt;br /&gt;
|3rd&lt;br /&gt;
|Eldritch Essence&lt;br /&gt;
|Eldritch Blast small AoE centered on the caster. Undead take +2d6 damage. Only affects hostiles.&lt;br /&gt;
|-&lt;br /&gt;
|[[Charm (invocation)|Charm]]&lt;br /&gt;
|4th&lt;br /&gt;
|Spell-like Ability&lt;br /&gt;
|[[Will]] save or [[Charm]]ed for 3 rounds + 1 per two caster levels. (Charmed monsters do not attack or move) Spell Resistance applies.&lt;br /&gt;
|-&lt;br /&gt;
|[[Curse of Despair]]&lt;br /&gt;
|4th&lt;br /&gt;
|Spell-like Ability&lt;br /&gt;
|[[Will]] save or permanently cursed with -2 [[Strength]], [[Dexterity]], [[Constitution]], [[Intelligence]], [[Wisdom]], and [[Charisma]]. -1 penalty on attack rolls for 10 rounds. Spell Resistance applies. Does not stack with itself or the [[Bestow Curse]] spell.&lt;br /&gt;
|-&lt;br /&gt;
|[[Dread Seizure]]&lt;br /&gt;
|4th&lt;br /&gt;
|Spell-like Ability&lt;br /&gt;
|[[Fortitude]] save or -3 penalty to attack rolls and -30% movement speed for 3 rounds.&lt;br /&gt;
|-&lt;br /&gt;
|[[Firestride Exhalation]]&lt;br /&gt;
|4th&lt;br /&gt;
|Spell-like Ability&lt;br /&gt;
|AoE, 15-foot cone. 1d6 per caster level fire damage. [[Reflex]] save for half damage. Max caster level 18, pacted to a dragon max 21. Draconic Heritage pre-max caster level and DC +2.&lt;br /&gt;
|-&lt;br /&gt;
|[[Flee the Scene]]&lt;br /&gt;
|4th&lt;br /&gt;
|Spell-like Ability&lt;br /&gt;
|Duration: 1 round per two caster levels, [[Haste]] spell centered on the caster with a small AoE.&lt;br /&gt;
|-&lt;br /&gt;
|[[Frightful Presence]]&lt;br /&gt;
|3rd&lt;br /&gt;
|Spell-like Ability&lt;br /&gt;
|AoE 30-foot centered on caster, [[Will]] save or [[Shaken]] for 10 minutes. (-2 attack rolls, damage, and all saving throws) Immunity to Mind Spells can prevent the fear.&lt;br /&gt;
|-&lt;br /&gt;
|[[Ignore the Pyre]]&lt;br /&gt;
|4th&lt;br /&gt;
|Spell-like Ability&lt;br /&gt;
|Duration: 24 hours, Gain resistance equal to your caster level against one energy type. (Acid, Cold, Electricity, Fire, Sonic)&lt;br /&gt;
|-&lt;br /&gt;
|[[The Dead Walk]]&lt;br /&gt;
|4th&lt;br /&gt;
|Spell-like Ability&lt;br /&gt;
|Duration: 1 hour per caster level, [[Summoning#The_Dead_Walk_(Warlock_Invocation)|Summons]] a Skeleton or Zombie. Upgrades at caster levels 6, 12, and 21.&lt;br /&gt;
|-&lt;br /&gt;
|[[Voracious Dispelling]]&lt;br /&gt;
|4th&lt;br /&gt;
|Spell-like Ability&lt;br /&gt;
|Dispell save 1d20 + your caster level(max +10) against DC 11 + the spell&#039;s caster level for each effect on the target. If any spells are dispelled, the target takes 1 point of damage per two caster levels. No save, but Spell Resistance applies.&lt;br /&gt;
|-&lt;br /&gt;
|[[Walk Unseen]]&lt;br /&gt;
|2nd&lt;br /&gt;
|Spell-like Ability&lt;br /&gt;
|Duration: 24 hours, [[Invisibility]] spell.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Greater Invocations===&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background:#efefef;color:#000000;&amp;quot; | Invocation&lt;br /&gt;
! style=&amp;quot;background:#efefef;color:#000000;&amp;quot; | ESL&lt;br /&gt;
! style=&amp;quot;background:#efefef;color:#000000;&amp;quot; | Type&lt;br /&gt;
! style=&amp;quot;background:#efefef;color:#000000;&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
|[[Eldritch Cone]]&lt;br /&gt;
|5th&lt;br /&gt;
|Blast Shape&lt;br /&gt;
|Eldritch Blast takes shape of a 30-foot cone. No ranged touch attack. [[Reflex]] save for half damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[Bewitching Blast]]&lt;br /&gt;
|4th&lt;br /&gt;
|Eldritch Essence&lt;br /&gt;
|[[Will]] save or [[Confused]] for 1 round. (Wander randomly, attack a random nearby creature even allies, or simply stand still) Immunity to Mind Spells can prevent the confusion.&lt;br /&gt;
|-&lt;br /&gt;
|[[Hindering Blast]]&lt;br /&gt;
|4th&lt;br /&gt;
|Eldritch Essence&lt;br /&gt;
|[[Will]] save or [[Slow]]ed for 2 rounds.&lt;br /&gt;
|-&lt;br /&gt;
|[[Noxious Blast]]&lt;br /&gt;
|6th&lt;br /&gt;
|Eldritch Essence&lt;br /&gt;
|[[Fortitude]] save or [[Dazed]] for 10 rounds. (Stand still and do nothing) Immunity to Mind Spells can prevent the daze.&lt;br /&gt;
|-&lt;br /&gt;
|[[Repelling Blast]]&lt;br /&gt;
|6th&lt;br /&gt;
|Eldritch Essence&lt;br /&gt;
|Eldritch Blast small AoE centered on the caster. [[Reflex]] save or [[Knockdown|knocked down]] for 4 seconds. Only affects hostiles.&lt;br /&gt;
|-&lt;br /&gt;
|[[Vitriolic Blast]]&lt;br /&gt;
|6th&lt;br /&gt;
|Eldritch Essence&lt;br /&gt;
|Eldritch Blast deals acid damage and ignores [[Spell Resistance]]. 2d6 acid damage per round for 1 round per five caster levels. Stacks.&lt;br /&gt;
|-&lt;br /&gt;
|[[Caustic Web]]&lt;br /&gt;
|4th&lt;br /&gt;
|Spell-like Ability&lt;br /&gt;
|Duration: 1 round per caster level, [[Web]] spell. [[Strength]] save each round or immobilized, on save can move at a reduced rate. Entering 2d6 acid damage, plus 1d6 per round they remain inside.&lt;br /&gt;
|-&lt;br /&gt;
|[[Chilling Tentacles]]&lt;br /&gt;
|5th&lt;br /&gt;
|Spell-like Ability&lt;br /&gt;
|Duration: 1 round per caster level, large AoE. 1d4 tentacles, each on hit 1d6+4 bludgeoning damage, [[Fortitude]] save or paralyzed for 1 round. 2d6 cold damage per round.&lt;br /&gt;
|-&lt;br /&gt;
|[[Devour Magic]]&lt;br /&gt;
|6th&lt;br /&gt;
|Spell-like Ability&lt;br /&gt;
|Dispell save 1d20 + your caster level(max +20) against DC 11 + the spell&#039;s caster level for each effect on the target. If any spells are dispelled, gain twice your caster level in temporary hit points. Temporary hit points fade after 1 minute.&lt;br /&gt;
|-&lt;br /&gt;
|[[Hellspawned Grace]]&lt;br /&gt;
|6th&lt;br /&gt;
|Spell-like Ability&lt;br /&gt;
|Duration: 1 round per caster level, Shapechange into a Hellhound.&lt;br /&gt;
|-&lt;br /&gt;
|[[Primal Speed]]&lt;br /&gt;
|6th&lt;br /&gt;
|Spell-like Ability&lt;br /&gt;
|Duration: 1 round per caster level. +3 Resistance bonus to [[Reflex]] saves, +15% movement speed. +1 for each Draconic Heritage feat / pact.&lt;br /&gt;
|-&lt;br /&gt;
|[[Tenacious Plague]]&lt;br /&gt;
|6th&lt;br /&gt;
|Spell-like Ability&lt;br /&gt;
|Duration: 3 rounds, 1 swarm per three caster levels. Each swarm has d20 + caster level base attack bonus and deals 2d6 magical damage on hit. Does not stack.&lt;br /&gt;
|-&lt;br /&gt;
|[[Wall of Perilous Flame]]&lt;br /&gt;
|5th&lt;br /&gt;
|Spell-like Ability&lt;br /&gt;
|Duration: 2 rounds per caster level, creates a wall of fire. Deals 2d6 + [[Charisma]] modifier damage per round. Half fire damage, half magic damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[Aberrant Claw]]&lt;br /&gt;
|5th&lt;br /&gt;
|Spell-like Ability&lt;br /&gt;
|Duration: 1 round per caster level,  touched creature grows an Aberrant Claw from its back. The Claw may make one attack each round against targets that are in melee range. To hit it rolls a melee touch attack, whereupon success it does 2d6 bludgeoning damage to the target. The hand also provides +2 deflection AC.&lt;br /&gt;
|-&lt;br /&gt;
|[[Painful Slumber of Ages]]&lt;br /&gt;
|6th&lt;br /&gt;
|Spell-like Ability&lt;br /&gt;
|Put a creature to sleep indefinitely.&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|[[Baleful Polymorph]]&lt;br /&gt;
|6th&lt;br /&gt;
|Spell-like Ability&lt;br /&gt;
|Turn a creature into a small animal.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Dark Invocations===&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background:#efefef;color:#000000;&amp;quot; | Invocation&lt;br /&gt;
! style=&amp;quot;background:#efefef;color:#000000;&amp;quot; | ESL&lt;br /&gt;
! style=&amp;quot;background:#efefef;color:#000000;&amp;quot; | Type&lt;br /&gt;
! style=&amp;quot;background:#efefef;color:#000000;&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
|[[Eldritch Doom]]&lt;br /&gt;
|8th&lt;br /&gt;
|Blast Shape&lt;br /&gt;
|Eldritch Blast affects all enemies within a 20-foot targeted area. No ranged touch attack. [[Reflex]] save for half damage. Only affects hostiles.&lt;br /&gt;
|-&lt;br /&gt;
|[[Binding Blast]]&lt;br /&gt;
|7th&lt;br /&gt;
|Eldritch Essence&lt;br /&gt;
|[[Will]] save or [[Stunned]] for 1 round. (Stand still and do nothing, melee attacks get +4 bonus to hit them, considered [[Flat-Footed]])&lt;br /&gt;
|-&lt;br /&gt;
|[[Utterdark Blast]]&lt;br /&gt;
|8th&lt;br /&gt;
|Eldritch Essence&lt;br /&gt;
|Eldritch Blast deals negative energy damage. (Heals undead) [[Fortitude]] save or two negative levels, duration 1 hour. Does not stack.&lt;br /&gt;
|-&lt;br /&gt;
|[[Dark Foresight]]&lt;br /&gt;
|9th&lt;br /&gt;
|Spell-like Ability&lt;br /&gt;
|Duration: 10 minutes per caster level, +2 Dodge AC, +2 [[Reflex]] [[saving throw|Saving Throws]], and Immunity to Sneak Attacks.&lt;br /&gt;
|-&lt;br /&gt;
|[[Dark Premonition]]&lt;br /&gt;
|9th&lt;br /&gt;
|Spell-like Ability&lt;br /&gt;
|Duration: 1 round per caster level, DR 15/[[Alchemical Silver]]. Ends after absorbing 150 damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[Dragon Scales]]&lt;br /&gt;
|6th&lt;br /&gt;
|Spell-like Ability&lt;br /&gt;
|Duration: 1 round per caster level, +1 Dodge AC, -2 CHA. Pacted to a dragon +1, Draconic Heritage +1.&lt;br /&gt;
|-&lt;br /&gt;
|[[Dreadful Word]]&lt;br /&gt;
|4th&lt;br /&gt;
|Spell-like Ability&lt;br /&gt;
|Duration: 1 round per caster level, [[Confusion]] spell. [[Will]] save, affects 1d4 +1 per caster level creatures. Protection from Alignment and Immunity to Mind Spells do NOT prevent the confusion.&lt;br /&gt;
|-&lt;br /&gt;
|[[Ill Omen]]&lt;br /&gt;
|4th&lt;br /&gt;
|Spell-like Ability&lt;br /&gt;
|Duration: 1 round per caster level, [[Will]] save or -2 AC. Does not stack.&lt;br /&gt;
|-&lt;br /&gt;
|[[Instill Vulnerability]]&lt;br /&gt;
|7th&lt;br /&gt;
|Spell-like Ability&lt;br /&gt;
|Duration: 24 hours, [[Fortitude]] save or imbue a single creature with vulnerability to one energy type. (Acid, Cold, Electricity, Fire, Sonic) Does not stack.&lt;br /&gt;
|-&lt;br /&gt;
|[[Lure Shadow Demons]]&lt;br /&gt;
|8th&lt;br /&gt;
|Spell-like Ability&lt;br /&gt;
|Duration: 1 round per caster level (20 max), summon 1d3 16HD Shadow Demons. Uses summon swarm slot and can be improved by Conjuration Focus feats.&lt;br /&gt;
|-&lt;br /&gt;
|[[Otherworldly Leap]]&lt;br /&gt;
|4th&lt;br /&gt;
|Spell-like Ability&lt;br /&gt;
|Blink to target location, cooldown 30 seconds. (You must be able to normally reach the selected destination)&lt;br /&gt;
|-&lt;br /&gt;
|[[Retributive Invisibility]]&lt;br /&gt;
|6th&lt;br /&gt;
|Spell-like Ability&lt;br /&gt;
|Duration: 1 round per caster level, [[Invisibility, Greater|Greater Invisibility]] spell. If dispelled deals 4d6 sonic damage in a 20-foot area, [[Fortitude]] save or [[Stunned]] for 1 round.&lt;br /&gt;
|-&lt;br /&gt;
|[[Witch Sight]]&lt;br /&gt;
|4th&lt;br /&gt;
|Spell-like Ability&lt;br /&gt;
|Duration: 1 turn per caster level, can see through Illusion, Sanctuary, Invisibility, Ethereal, and Darkness effects.&lt;br /&gt;
|-&lt;br /&gt;
|[[Word of Changing]]&lt;br /&gt;
|5th&lt;br /&gt;
|Spell-like Ability&lt;br /&gt;
|Duration: 1 turn per caster level, shapechange into various forms.&lt;br /&gt;
|}&lt;br /&gt;
[[Category:Magical concepts]]&lt;br /&gt;
[[Category:Warlock invocations]]&lt;br /&gt;
[[Category:Spell lists]]&lt;/div&gt;</summary>
		<author><name>Nimne</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Word_of_Changing&amp;diff=8185</id>
		<title>Word of Changing</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Word_of_Changing&amp;diff=8185"/>
		<updated>2018-12-07T10:33:51Z</updated>

		<summary type="html">&lt;p&gt;Nimne: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{spell&lt;br /&gt;
|name= Word of Changing&lt;br /&gt;
|level_warlock=Dark&lt;br /&gt;
|level_innate=5&lt;br /&gt;
|school=&lt;br /&gt;
|descriptor=&lt;br /&gt;
|components=&lt;br /&gt;
|range=Personal&lt;br /&gt;
|area=&lt;br /&gt;
|duration=&lt;br /&gt;
|duration_type=M&lt;br /&gt;
|save=&lt;br /&gt;
|save_type=H&lt;br /&gt;
|spell_resistance=No&lt;br /&gt;
|hostile=No&lt;br /&gt;
|invocation=&lt;br /&gt;
|icon = Is_wordofchanging.png}}&lt;br /&gt;
You utter a powerful word that transforms you into a fearsome horned devil ([[cornugon]]) for 60 seconds per [[caster level]].&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;0&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; class=&amp;quot;article-table&amp;quot; style=&amp;quot;width: 500px;&amp;quot;&lt;br /&gt;
|+&#039;&#039;&#039;Word of Changing Stats&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[[Str]]&#039;&#039;&#039;&lt;br /&gt;
|30&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[[Dex]]&#039;&#039;&#039;&lt;br /&gt;
|25&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[[Con]]&#039;&#039;&#039;&lt;br /&gt;
|25&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[[DR]]&#039;&#039;&#039;&lt;br /&gt;
|[[Damage_type#Acid|Acid]] 10, [[Damage_type#Cold|Cold]] 10&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[[AC]]&#039;&#039;&#039;&lt;br /&gt;
|Base +16&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[[SR]]&#039;&#039;&#039;&lt;br /&gt;
|28&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[[Immunity]]&#039;&#039;&#039;&lt;br /&gt;
|[[Poison_(effect)|Poison]], [[Damage_type#Fire|Fire]], DR 10 / chaotic&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Regeneration&#039;&#039;&#039;&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[[Natural_weapon|Natural Weapons]]&#039;&#039;&#039;&lt;br /&gt;
|Claw 2d6, Claw 2d6, Bite 2d8&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
You can also turn into a Dryad, Gibbering Mouther, Goristro, Planetar and Slaad. &lt;br /&gt;
&lt;br /&gt;
==Gameplay Notes==&lt;br /&gt;
*Changing into a form disables spellcasting and applies a 100% spell failure.&lt;br /&gt;
*Hideous Blow does work when shapechanged, but only if it is applied before changing shape. &lt;br /&gt;
*Items merge by standard polymorph rules, AC is disabled the same, see: [[Polymorphing]]&lt;br /&gt;
*[[Ability Focus - Invocations]] gives +1 AC and +1 AB when shapechanged.&lt;br /&gt;
*The [[Warlock]] cannot use combat feats such as [[Knockdown]], [[Improved_knockdown|Improved Knockdown]], and [[Whirlwind Attack]]. Mode activated from the modal bar ([[Hide]], [[Power_attack|Power Attack]], [[Flurry_of_blows|Flurry of Blows]], etc.) are still available, but NOT if used from the quick-slot bars (can only be used from the modal bar). &lt;br /&gt;
*Note that the Warlock retains her mental stats ([[Intelligence|Int]], [[Wis]], and [[Cha]]) while shifted into this form. However, all racial modifiers, abilities and penalties are disabled.&lt;br /&gt;
*The Warlock is considered an Outsider while shifted, thus some spells will not work on her. Some enhancement spells must be cast before shifting (e.g.:[[Enlarge Person]]) and others from other party members (e.g.:[[Jagged Tooth]]).&lt;br /&gt;
&lt;br /&gt;
==Shape details==&lt;br /&gt;
[[File:WoC Shapes.png|800px]]&lt;/div&gt;</summary>
		<author><name>Nimne</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Word_of_Changing&amp;diff=8184</id>
		<title>Word of Changing</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Word_of_Changing&amp;diff=8184"/>
		<updated>2018-12-07T09:52:52Z</updated>

		<summary type="html">&lt;p&gt;Nimne: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{spell&lt;br /&gt;
|name= Word of Changing&lt;br /&gt;
|level_warlock=Dark&lt;br /&gt;
|level_innate=5&lt;br /&gt;
|school=&lt;br /&gt;
|descriptor=&lt;br /&gt;
|components=&lt;br /&gt;
|range=Personal&lt;br /&gt;
|area=&lt;br /&gt;
|duration=&lt;br /&gt;
|duration_type=M&lt;br /&gt;
|save=&lt;br /&gt;
|save_type=H&lt;br /&gt;
|spell_resistance=No&lt;br /&gt;
|hostile=No&lt;br /&gt;
|invocation=&lt;br /&gt;
|icon = Is_wordofchanging.png}}&lt;br /&gt;
You utter a powerful word that transforms you into a fearsome horned devil ([[cornugon]]) for 60 seconds per [[caster level]].&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;0&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; class=&amp;quot;article-table&amp;quot; style=&amp;quot;width: 500px;&amp;quot;&lt;br /&gt;
|+&#039;&#039;&#039;Word of Changing Stats&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[[Str]]&#039;&#039;&#039;&lt;br /&gt;
|31&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[[Dex]]&#039;&#039;&#039;&lt;br /&gt;
|25&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[[Con]]&#039;&#039;&#039;&lt;br /&gt;
|25&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[[DR]]&#039;&#039;&#039;&lt;br /&gt;
|[[Damage_type#Acid|Acid]] 10, [[Damage_type#Cold|Cold]] 10&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[[AC]]&#039;&#039;&#039;&lt;br /&gt;
|Base +16&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[[SR]]&#039;&#039;&#039;&lt;br /&gt;
|28&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[[Immunity]]&#039;&#039;&#039;&lt;br /&gt;
|[[Poison_(effect)|Poison]], [[Damage_type#Fire|Fire]], DR 10 / chaotic&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Regeneration&#039;&#039;&#039;&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[[Natural_weapon|Natural Weapons]]&#039;&#039;&#039;&lt;br /&gt;
|Claw 2d6, Claw 2d6, Bite 2d8&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
You can also turn into a Dryad, Gibbering Mouther, Goristro, Planetar and Slaad. &lt;br /&gt;
&lt;br /&gt;
==Gameplay Notes==&lt;br /&gt;
*Changing into a form disables spellcasting and applies a 100% spell failure.&lt;br /&gt;
*Hideous Blow does work when shapechanged, but only if it is applied before changing shape. &lt;br /&gt;
*Items merge by standard polymorph rules, AC is disabled the same, see: [[Polymorphing]]&lt;br /&gt;
*[[Ability Focus - Invocations]] gives +1 AC and +1 AB when shapechanged.&lt;br /&gt;
*The [[Warlock]] cannot use combat feats such as [[Knockdown]], [[Improved_knockdown|Improved Knockdown]], and [[Whirlwind Attack]]. Mode activated from the modal bar ([[Hide]], [[Power_attack|Power Attack]], [[Flurry_of_blows|Flurry of Blows]], etc.) are still available, but NOT if used from the quick-slot bars (can only be used from the modal bar). &lt;br /&gt;
*Note that the Warlock retains her mental stats ([[Intelligence|Int]], [[Wis]], and [[Cha]]) while shifted into this form. However, all racial modifiers, abilities and penalties are disabled.&lt;br /&gt;
*The Warlock is considered an Outsider while shifted, thus some spells will not work on her. Some enhancement spells must be cast before shifting (e.g.:[[Enlarge Person]]) and others from other party members (e.g.:[[Jagged Tooth]]).&lt;br /&gt;
&lt;br /&gt;
==Shape details==&lt;br /&gt;
[[File:WoC Shapes.png|800px]]&lt;/div&gt;</summary>
		<author><name>Nimne</name></author>
	</entry>
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