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	<title>Baldur&#039;s Gate The Sword Coast Chronicles wiki - User contributions [en]</title>
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	<updated>2026-10-17T04:55:08Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Greater_Two-Weapon_Fighting&amp;diff=9081</id>
		<title>Greater Two-Weapon Fighting</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Greater_Two-Weapon_Fighting&amp;diff=9081"/>
		<updated>2020-06-14T17:38:08Z</updated>

		<summary type="html">&lt;p&gt;Stolcor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{FeatInfo|type=General&lt;br /&gt;
&lt;br /&gt;
|Prereq=[[Dexterity|Dex]] 19, [[base attack bonus|BAB]] +11, [[Two-Weapon Fighting]], [[Improved Two-Weapon Fighting]]&lt;br /&gt;
&lt;br /&gt;
|Req=[[Perfect Two-Weapon Fighting]]&lt;br /&gt;
&lt;br /&gt;
|Specifics=You get a third attack with your [[off-hand]] weapon, albeit at a –10 penalty.&lt;br /&gt;
&lt;br /&gt;
An 11th-level [[ranger]] who has chosen the two-weapon combat style is treated as having greater two-weapon fighting, even if he does not have the prerequisites for it, but only when he is wearing light or no [[armor]]. [[Tempest]] receives this feat for free at level 3.&lt;br /&gt;
&lt;br /&gt;
|Use=Automatic}}&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
[[Comparison of two-weapon fighting feats]]&lt;br /&gt;
&lt;br /&gt;
==NWN comparison==&lt;br /&gt;
*This feat did not exist in NWN.&lt;br /&gt;
[[Category:Fighter bonus feats]]&lt;br /&gt;
[[Category:Dexterity-dependent feats]]&lt;/div&gt;</summary>
		<author><name>Stolcor</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Spirit_Shaman&amp;diff=9078</id>
		<title>Spirit Shaman</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Spirit_Shaman&amp;diff=9078"/>
		<updated>2020-06-08T22:52:26Z</updated>

		<summary type="html">&lt;p&gt;Stolcor: /* Additional progressions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Description==&lt;br /&gt;
Master of the spirit world, the &#039;&#039;&#039;spirit shaman&#039;&#039;&#039; follows a different [[divine]] tradition from that of the [[cleric]] or [[druid]]. Her world is filled with powerful, living spirits, some helpful and some malign. By bargaining with these spirits, the spirit shaman gains power over the natural world and mighty divine magic with which to aid her comrades or smite her enemies. Creatures that are considered spirits include [[fey]], [[elemental]]s, and incorporeal [[undead]] such as [[wraith]]s and shadows.&lt;br /&gt;
&lt;br /&gt;
{{Class Feature&lt;br /&gt;
|HD = 8&lt;br /&gt;
|BAB = M&lt;br /&gt;
|Hsave = [[Fortitude]] &amp;amp; [[Will]]&lt;br /&gt;
|Lsave = [[Reflex]]&lt;br /&gt;
|WP = [[Weapon Proficiency (spirit shaman)|Spirit Shaman]] ~ [[club]], [[dagger]], [[dart]], [[handaxe]], [[spear]], [[quarterstaff]], [[sling]], [[shortbow]], [[throwing axe]], and [[light crossbow]].&lt;br /&gt;
|AP = [[Armor proficiency (light)|Light]] &amp;amp; [[Shield proficiency|Shields]]. (except tower shields)&lt;br /&gt;
|skill = 4&lt;br /&gt;
|Cskill = [[Concentration]], Craft ([[Craft (alchemy)|alchemy]]), [[Diplomacy]], [[Heal]], [[Lore: Geography]],[[Lore: History]], [[Lore: Local]], [[Lore: Nature]], [[Lore: The Planes]], [[Listen]], [[Spellcraft]], [[Spot]], and [[Survival]].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spellcasting&#039;&#039;&#039;: [[Divine]] ([[Wisdom]]-based, no need for [[spell preparation]]). Must have a Wisdom score of 10 + the spell&#039;s level to cast a spell. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special&#039;&#039;&#039;: [[Charisma]]-based for spell DC only. Caster&#039;s [[Charisma]] ability score, not [[Wisdom]] is utilized in determining the DC of attack-based spells.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Additional progressions===&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
!Level &lt;br /&gt;
!Features Gained&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|[[Spirit Shaman#Spirit Guide|Spirit Guide]]&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|[[Spirit Shaman#Chastise Spirits|Chastise Spirits]]&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|[[Spirit Shaman#Detect Spirits|Detect Spirits]]&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|[[Spirit Shaman#Blessing of the Spirits|Blessing of the Spirits]]&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|[[Spirit Shaman#Follow the Guide|Follow the Guide]]&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|[[Spirit Shaman#Ghost Warrior|Ghost Warrior]]&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|[[Spirit Shaman#Warding of the Spirits|Warding of the Spirits]]&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|[[Spirit Shaman#Spirit Form|Spirit Form]] 1[[per day|/day]], [[Blood Magic (general)|Blood Magic]]&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|[[Spirit Shaman#Recall Spirit|Recall Spirit]]&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
|Spirit Form 2/day&lt;br /&gt;
|-&lt;br /&gt;
|16&lt;br /&gt;
|[[Spirit Shaman#Weaken Spirits|Weaken Spirits]]&lt;br /&gt;
|-&lt;br /&gt;
|17&lt;br /&gt;
|[[Spirit Shaman#Spirit Journey|Spirit Journey]]&lt;br /&gt;
|-&lt;br /&gt;
|18&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|19&lt;br /&gt;
|[[Spirit Shaman#Favored of the Spirits|Favored of the Spirits]]&lt;br /&gt;
|-&lt;br /&gt;
|20&lt;br /&gt;
|&lt;br /&gt;
Spirit Form 3/day, [[Spirit Shaman#Spirit Who Walks|Spirit Who Walks]]&lt;br /&gt;
|-&lt;br /&gt;
|21&lt;br /&gt;
|&lt;br /&gt;
Epic Character: Spirit Shaman&lt;br /&gt;
&lt;br /&gt;
Chastise Spirits continues to improve&lt;br /&gt;
|-&lt;br /&gt;
|22&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|23&lt;br /&gt;
|Bonus Feat&lt;br /&gt;
|-&lt;br /&gt;
|24&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|25&lt;br /&gt;
|Spirit Form 4/day&lt;br /&gt;
|-&lt;br /&gt;
|26&lt;br /&gt;
|Bonus Feat&lt;br /&gt;
|-&lt;br /&gt;
|27&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|28&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|29&lt;br /&gt;
|Bonus Feat&lt;br /&gt;
|-&lt;br /&gt;
|30&lt;br /&gt;
|Spirit Form 5/day&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Abilities==&lt;br /&gt;
===Warning:===&lt;br /&gt;
Many of these abilities will not work against some spirits pre-MotB expansion, as these creatures have still not been properly identified as &amp;quot;spirits&amp;quot;. Also most Spirit Shaman special abilities such as Spirit Form, Spirit Journey, etc are not instantly activated but must be cast and are subject to the normal [[Concentration]] checks and provoke [[Attack of opportunity|Attacks of Opportunity]] outside of [[Defensive casting|Defensive Casting Mode]].&lt;br /&gt;
&lt;br /&gt;
===Spirit Guide===&lt;br /&gt;
All spirit shamans have a personal spirit guide. This incorporeal entity grants the shaman the [[Alertness]] feat automatically.&lt;br /&gt;
&lt;br /&gt;
===Chastise Spirits===&lt;br /&gt;
Spirits (even if incorporeal) within a 30’ radius of you take 1d8 Burst Damage per Class level (Will save for half, DC is Charisma-based). Usable as a [[standard action]], 3 + Charisma modifier times per day. This ability is very similar to the cleric ability [[Turn Undead]] but is not considered the same for the purpose of feat prerequisites.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note&#039;&#039;: Chastise Spirits now only affects hostile spirits.&lt;br /&gt;
&lt;br /&gt;
===Detect Spirits===&lt;br /&gt;
Usable at will as a [[spell-like ability]]. Same as [[Detect Undead]], but applies to spirits (spirits appear as yellow dots in the mini-map).&lt;br /&gt;
&lt;br /&gt;
===Blessing of the Spirits===&lt;br /&gt;
Usable at will as a Spell-Like Ability. As [[Protection from Alignment]] (self only), except it applies to spirits and has a duration of permanent (may be dispelled).&lt;br /&gt;
&lt;br /&gt;
===Follow the Guide===&lt;br /&gt;
A spirit shaman’s spirit guide helps her maintain control of her mind. At 5th level, if a spirit shaman is targeted by a mind-affecting spell or effect and fails her saving throw, she can attempt it again immediately at the same DC. She only gets this one extra chance to succeed on each saving throw. This ability does not stack with similar abilities granted by other classes the spirit shaman may have.&lt;br /&gt;
&lt;br /&gt;
===Ghost Warrior===&lt;br /&gt;
The Spirit Shaman ignores any concealment or miss chance effects when fighting enemy spirits. Note that this ability will not work against any other creature with concealment.&lt;br /&gt;
&lt;br /&gt;
===Warding of the Spirits===&lt;br /&gt;
Usable once per day as a spell-like ability. As [[Magic Circle against Alignment]], except it applies to spirits and has a duration of 10 minutes per level. Warding of the Spirits does not stack with Blessing of the Spirits.&lt;br /&gt;
&lt;br /&gt;
===Spirit Form===&lt;br /&gt;
At 9th level, the spirit shaman gains the ability to become temporarily incorporeal once per day, gaining a 50% concealment bonus for 1 round per spirit shaman level. The spirit shaman can use this ability twice per day at 15th level, and gains another use every 5th Spirit Shaman level thereafter.&lt;br /&gt;
&lt;br /&gt;
===Recall Spirit===&lt;br /&gt;
At 11th level, the spirit shaman gains the ability to restore life to the recently deceased once per day. The effect is similar to the [[raise dead|Raise Dead]] spell.&lt;br /&gt;
&lt;br /&gt;
===Weaken Spirits===&lt;br /&gt;
At 16th level, the spirit shaman can choose to strip all spirits within 30 feet of herself of their defensive abilities by expending a daily use of her Chastise Spirits ability. When a spirit is weakened, it loses its spell resistance, any damage reduction, and any miss chance or concealment effect it may have. This weakening effect lasts for 1 round plus 1 additional round for every 3 spirit shaman levels. Spirits that make their Will save (DC 10 + spirit shaman level + Charisma modifier) are unaffected by the weakening effect. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note&#039;&#039;: Weaken Spirits now only affects hostile spirits.&lt;br /&gt;
&lt;br /&gt;
===Spirit Journey===&lt;br /&gt;
At 17th level, the spirit shaman gains the ability to vanish bodily into the spirit world once per day. This effect lasts for 1 round per spirit shaman level, and during this time the spirit shaman cannot attack or be attacked. The effect is similar to the [[Ethereal Jaunt]] spell.&lt;br /&gt;
&lt;br /&gt;
===Favored of the Spirits===&lt;br /&gt;
At lvl 19 you gain a contingency effect that activates a [[Heal (spell)|Heal]] if your hit-points or ability score drop to 0. The effect can only be activated once per day. This ability works against instant death spells which inflict damage, such as [[Weird]], [[Vampiric Feast]], etc.&lt;br /&gt;
&lt;br /&gt;
===Spirit Who Walks===&lt;br /&gt;
At 20th level, the spirit shaman becomes one with the spirit world. She gains damage reduction 5/[[cold iron]], a +3 resistance bonus to saves against enchantments, and the Low-light Vision feat if she doesn’t already have it.&lt;br /&gt;
&lt;br /&gt;
==Spellcasting==&lt;br /&gt;
{{class casting synopsis|ability=Charisma&amp;lt;br&amp;gt;Wisdom|type=divine|prepared=No}}&lt;br /&gt;
*[[Druid Spells]]&lt;br /&gt;
*[[Spell_progression#Favored_Soul.2FSpirit_Shaman|Spirit Shaman/Favored Soul Spell Progression]]&lt;br /&gt;
&lt;br /&gt;
A spirit shaman casts divine spells, which are drawn from the druid spell list.&lt;br /&gt;
&lt;br /&gt;
To learn or cast a spell, a spirit shaman must have a Wisdom score equal to at least 10 + the spell level. Spirit shamans also use their Wisdom [[ability modifier]] for determining bonus spells. However, the [[Difficulty Class]] for a saving throw against a spirit shaman&#039;s spell is 10 + the spell level + the spirit shaman&#039;s Charisma modifier + other bonuses. For a more complete explanation, see the wiki page on [[Difficulty_class|DC]]&#039;s.&lt;br /&gt;
&lt;br /&gt;
===Initial selection===&lt;br /&gt;
A spirit shaman begins play knowing four 0-level spells and two 1st-level spells of your choice.&lt;br /&gt;
&lt;br /&gt;
===Leveling===&lt;br /&gt;
At each new spirit shaman level, she gains one or more new spells. The number of spells known increase at each new spirit shaman level according to the spirit shaman spell progression. It is not affected by the character&#039;s wisdom score. These new spells can be chosen from the druid spell list.&lt;br /&gt;
&lt;br /&gt;
===Replacing===&lt;br /&gt;
Starting at their 6th class level, and every two levels after, spirit shamans can replace one known spell with a new spell of the same level. The spell that can be replaced must be two spell levels below (or lower) than what the spirit shaman can currently cast (1st level spell at 6, 1st or 2nd level spell at 8, 1st or 2nd or 3rd level spell at 10, and so forth, up to 20th level).&lt;br /&gt;
&lt;br /&gt;
===Casting===&lt;br /&gt;
A spirit shaman need not prepare her spells in advance. She can cast any known spell at any time, assuming she has not yet used up her spells [[per day]] for that spell level. She does not have to decide ahead of time which spells to cast.&lt;br /&gt;
&lt;br /&gt;
Spirit shamans can also use [[metamagic]] feats instantly when choosing spells to cast, much like a Sorcerer.&lt;br /&gt;
&lt;br /&gt;
===Metamagic Feats===&lt;br /&gt;
The spirit shaman enjoys optimum functionality when using metamagic feats. A level 18 spirit shaman with the Silent Spell amd Empower Spell metamagic feats, for example, may use the Ice Storm spell (good damage, no save) a total of 18 times. Metamagic spells also help the shaman deal with high-save opponents, allowing her to &amp;quot;spam&amp;quot; powerful offensive or defensive/support spells.&lt;br /&gt;
&lt;br /&gt;
===Epic Spells/Bonuses===&lt;br /&gt;
* Spirit Shamans may also learn the following Epic Spells (provided they meet the necessary requirements): [[Entropic Husk]], [[Epic Gate]], [[Hellball]], [[Mass Fowl]] and [[Vampiric Feast]].&lt;br /&gt;
* All casters receive bonuses to spell save DC upon reaching epic caster levels. See [[Difficulty_class|DC]] for more information.&lt;br /&gt;
[[Category:Playable Class]]&lt;/div&gt;</summary>
		<author><name>Stolcor</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Hide_in_the_Shadows&amp;diff=9075</id>
		<title>Hide in the Shadows</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Hide_in_the_Shadows&amp;diff=9075"/>
		<updated>2020-06-06T02:09:05Z</updated>

		<summary type="html">&lt;p&gt;Stolcor: /* Gameplay Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===&amp;lt;b&amp;gt;Hide in the Shadows&amp;lt;/b&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
 Type of Feat: Class Feat&lt;br /&gt;
 Prerequisite: Rogue 7&lt;br /&gt;
 Use: Selected&lt;br /&gt;
&lt;br /&gt;
You may blend seemlesly into the shadows. By placing yourself near an obstacle you can blend into the shadows, entering stealth. Unlike your normal ability to enter stealth you can also use this ability in combat. Entering into the shadows renders you immobile for four seconds while you attempt to blend. If any hostile creatures are within melee attack range the attempt will fail.&lt;br /&gt;
&lt;br /&gt;
== Gameplay Notes ==&lt;br /&gt;
This feats lets rogues enter stealth while in combat, akin to how stealth works in the older D&amp;amp;D games Baldur&#039;s Gate I, and Baldur&#039;s Gate II.&lt;br /&gt;
&lt;br /&gt;
Rogues now gain &amp;quot;Hide in the Shadows&amp;quot; at level 7 for free. This feat works somewhat similar to Hide in Plain Sight with the following differences.&lt;br /&gt;
&lt;br /&gt;
- Only works if near an object. Unwalkable terrain such as cliffs, walls, rocks, etc. and some other environmental placeables such as doors will work. Certain placeables such as trees will not.&lt;br /&gt;
&lt;br /&gt;
- Does not activate instantly and the character is frozen during the hide attempt. This timer is reduced as the character gains more Rogue levels. 7 to 10 = 2, 11 to 15 = 1.5, 16 to 20 = 1, 21 and above = 0. Thus at level 21 Hide in the Shadows is activated instantly.&lt;br /&gt;
&lt;br /&gt;
- If enemies are within 7m range, the Rogue must pass a Reflex saving throw in order for HitS to work. If no enemies are within 7m range HitS will work without this saving throw. The DC of the Reflex save is the enemy BAB if there is only 1. If there is more than one enemy the DC is double the highest BAB of all enemies. Thus if fighting 3 enemies, one with BAB 15, one with BAB 20, and one with BAB 25 the DC for the reflex save is 50. (i.e. you do not want to use HitS in melee if facing more than one enemy, get some distance and then use it.)&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
[[Category:Feats]]&lt;br /&gt;
[[Category:Feats in development]]&lt;/div&gt;</summary>
		<author><name>Stolcor</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Defensive_Roll&amp;diff=9074</id>
		<title>Defensive Roll</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Defensive_Roll&amp;diff=9074"/>
		<updated>2020-06-06T00:10:40Z</updated>

		<summary type="html">&lt;p&gt;Stolcor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{FeatInfo|type=[[Class]]&lt;br /&gt;
|Prereq=[[Rogue]] level 10/13/16/19, [[Shadow Dancer]] level 5, [[Whirling Dervish]] 8 &lt;br /&gt;
|Req=[[Epic Dodge]]&lt;br /&gt;
|Specifics=If the character is struck by a potentially lethal blow (one that would put them at or below 0 hit points), they make a [[Reflex]] saving throw ([[Difficulty_class|DC]] = damage dealt). If successful, they take only half damage from the blow.&lt;br /&gt;
|Use=Automatic. [[Flat-foot|Flat-footed]] characters cannot make a defensive roll.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* This feat may be used multiple times per day.&lt;br /&gt;
* A Rogue can take &#039;&#039;&#039;Defensive Roll&#039;&#039;&#039; as one of their [[Rogue#Special ability|special ability]] choices at level 10, 13, 16 or 19.&lt;br /&gt;
* Shadowdancers receive this feat automatically at level 5.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==3.5 Defensive roll==&lt;br /&gt;
A character with this feature can roll with a potentially lethal blow to take less damage from it than she otherwise would.&lt;br /&gt;
&lt;br /&gt;
Once [[per day]], when she would be reduced to 0 or fewer hit points by damage in combat (from a weapon or other blow, not a spell or special ability), she can attempt to roll with the damage. &lt;br /&gt;
&lt;br /&gt;
To use this ability, the character must attempt a [[Reflex]] [[saving throw]] ([[Difficulty_class|DC]] = damage dealt). If the save succeeds, she takes only half damage from the blow; if it fails, she takes full damage. She must be aware of the attack and able to react to it in order to execute her defensive roll—if she is denied her [[Dexterity]] bonus to [[AC]], she can’t use this ability. &lt;br /&gt;
&lt;br /&gt;
Since this effect would not normally allow a character to make a Reflex save for half damage, the Rogue’s Evasion ability does not apply to the defensive roll.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==External resources==&lt;br /&gt;
*[[NWNWiki:Defensive Roll]]&lt;br /&gt;
[[category:Class feats]]&lt;/div&gt;</summary>
		<author><name>Stolcor</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Dervish&amp;diff=9073</id>
		<title>Dervish</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Dervish&amp;diff=9073"/>
		<updated>2020-06-05T20:34:29Z</updated>

		<summary type="html">&lt;p&gt;Stolcor: /* A Thousand Cuts */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Class Description ==&lt;br /&gt;
[[File:Dervish.jpg|thumb|300x300px]]&lt;br /&gt;
Wild, exotic, and as dangerous as her whirling blades, the dervish epitomizes speed, quickness, and abandon. Her motions appear to be as random as they are graceful, but the steps of her lethal dance play out according to their own rhythm.&lt;br /&gt;
&lt;br /&gt;
Nearly all dervishes belong to nomadic cultures. These nomads are not simple wanderers with no roots to call their own - they have their ancient traditions, and their societies simply do not consider permanent settlements an important part of their nature. They are gypsies, keeping their own traditions and forging their own familial and societal bonds while they move throughout the world. Often, these tribes adopt the attitudes and even some of the laws of the lands they live in - for the sake of expedience, if nothing else. The dervish treats fighting styles the same way. A dervish learns the dance of war as she grows up among her family and her tribe. She watches others as she travels, however, and brings new steps to the dance as she goes.&lt;br /&gt;
&lt;br /&gt;
Fighters, rangers, and monks often take up the role of the dervish. Many paladins look at the wildness of the dance and assume it has some roots in chaos, but those who look past the seeming randomness can find things to learn. Barbarians seldom choose to learn the ways of the dance - the dervish depends on subtlety more than brute force. The way of the dervish has been known to appeal to some druids, bards, and even sorcerers - those who wish to learn a type of fighting that does not rely on heavy arms or armor find the class interesting.&lt;br /&gt;
&lt;br /&gt;
== Requirements ==&lt;br /&gt;
&#039;&#039;&#039;Base Attack Bonus:&#039;&#039;&#039; +5&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Feats:&#039;&#039;&#039; [[Combat Expertise]], [[Dodge]], [[Weapon Focus]] (any slashing melee weapon)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills:&#039;&#039;&#039; [[Perform]] 3, [[Tumble]] 3&lt;br /&gt;
&lt;br /&gt;
== Class Features ==&lt;br /&gt;
&amp;lt;strong&amp;gt;Hit Die:&amp;lt;/strong&amp;gt; d10&lt;br /&gt;
&lt;br /&gt;
&amp;lt;strong&amp;gt;[http://nwn2.wikia.com/wiki/Base_attack_bonus Base Attack Bonus]:&amp;lt;/strong&amp;gt; High.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;strong&amp;gt;High Saves:&amp;lt;/strong&amp;gt; [http://nwn2.wikia.com/wiki/Reflex Reflex], [http://nwn2.wikia.com/wiki/Will Will]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;strong&amp;gt;Weapon Proficiencies:&amp;lt;/strong&amp;gt; None.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;strong&amp;gt;Armor Proficiencies:&amp;lt;/strong&amp;gt; None.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;strong&amp;gt;Skill Points:&amp;lt;/strong&amp;gt; 4 + Int [http://nwn2.wikia.com/wiki/Ability_modifier modifier].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;strong&amp;gt;Class Skills:&amp;lt;/strong&amp;gt; [http://nwn2.wikia.com/wiki/Bluff Bluff], [http://nwn2.wikia.com/wiki/Craft_Weapon Craft Weapon], [http://nwn2.wikia.com/wiki/Craft_Armor Craft Armor], [http://nwn2.wikia.com/wiki/Listen Listen], [http://nwn2.wikia.com/wiki/Lore Lore], [http://nwn2.wikia.com/wiki/Perform Perform], and [http://nwn2.wikia.com/wiki/Tumble Tumble].&lt;br /&gt;
&lt;br /&gt;
== Class Abilities ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
Level&lt;br /&gt;
!&lt;br /&gt;
Features Gained&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|AC Bonus (+1), Dervish Dance 1/day, [[Skill Focus]] ([[Tumble]])&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|[[Dash]]&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|[[Spring Attack]], Dervish Dance 2/day&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Dance of Death&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|AC Bonus (+2), Dervish Dance 3/day&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|[[Improved Initiative]]&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|Dervish Dance 4/day&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|[[Fast movement|Fast Movement]]&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|Tireless dance, Dervish Dance 5/day&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|A Thousand Cuts (3/day), AC Bonus (+3)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== AC Bonus&amp;lt;strong&amp;gt; &amp;lt;/strong&amp;gt; ====&lt;br /&gt;
Specifics: At 1st level, a dervish gains a +1 dodge bonus to AC. This bonus improves to +2 at 5th level and +3 at 10th level. A dervish gains this bonus to Armor Class as long as she is wearing no armor or light armor and not carrying a shield. She loses this bonus when she is immobilized or helpless, when she wears any armor heavier than light, when she carries a shield, or when she carries a medium or heavy load.&lt;br /&gt;
&lt;br /&gt;
Use: Automatic&lt;br /&gt;
&lt;br /&gt;
==== Dervish Dance ====&lt;br /&gt;
Specifics: A dervish can become a whirling dancer of death a certain number of &lt;br /&gt;
times per day. She gains a bonus on her attack and damage rolls; +1 at 1st level, and it increases by an extra +1 at every odd-numbered level thereafter.&lt;br /&gt;
&lt;br /&gt;
A dervish may only perform a dervish dance while wielding a slashing weapon (she may use multiple weapons only if both weapons are of the slashing type). She cannot perform a dervish dance in any armor heavier than light or if she is using a shield.&lt;br /&gt;
&lt;br /&gt;
A dervish dance lasts 1 round for every 2 ranks of Perform that the character has. At the end of a dervish dance, the character becomes fatigued for 1 minute which imposes a -2 penalty to Strength and Dexterity as well as a 10% movement speed decrease (unless she is a 9th-level dervish, at which point this limitation no longer applies).&lt;br /&gt;
&lt;br /&gt;
The dervish dance duration caps at 2 Minutes.&lt;br /&gt;
&lt;br /&gt;
Use: Selected.&lt;br /&gt;
&lt;br /&gt;
==== Dance of Death ====&lt;br /&gt;
Specifics: At 4th level, a dervish gains the benefit of the Cleave feat while performing a dervish dance, even if she does not meet the prerequisites for the feat. At 10th level this improves to Great Cleave.&lt;br /&gt;
&lt;br /&gt;
Use: Automatic&lt;br /&gt;
&lt;br /&gt;
==== Fast Movement ====&lt;br /&gt;
Specifics: When a dervish reaches 8th level, they gain a 10% gain in movement speed.  This ability does not stack with haste.&lt;br /&gt;
&lt;br /&gt;
Use: Automatic&lt;br /&gt;
&lt;br /&gt;
==== Tireless Dance ====&lt;br /&gt;
Specifics: When a dervish reaches 9th level, the character no longer becomes fatigued at the end of a dervish dance.&lt;br /&gt;
&lt;br /&gt;
Use: Automatic&lt;br /&gt;
&lt;br /&gt;
==== A Thousand Cuts ====&lt;br /&gt;
Specifics: When a dervish reaches 10th level, 3 times per day she gains a +2d6 slashing damage bonus on her attacks for 5 rounds.&lt;br /&gt;
&lt;br /&gt;
Use: Selected.&lt;br /&gt;
&lt;br /&gt;
=== Notes ===&lt;br /&gt;
The dervish dance duration caps at 2 minutes.&lt;br /&gt;
&lt;br /&gt;
Dervish dance may be preformed while using a 2-handed weapon as long as that weapon deals slashing damage.&lt;br /&gt;
[[Category:Classes]]&lt;br /&gt;
[[Category:Prestige Class]]&lt;br /&gt;
[[Category:Playable Class]]&lt;/div&gt;</summary>
		<author><name>Stolcor</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Armors_overview&amp;diff=9072</id>
		<title>Armors overview</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Armors_overview&amp;diff=9072"/>
		<updated>2020-06-05T19:24:20Z</updated>

		<summary type="html">&lt;p&gt;Stolcor: Stolcor moved page Armors overview to Armor&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Armor]]&lt;/div&gt;</summary>
		<author><name>Stolcor</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Armor&amp;diff=9071</id>
		<title>Armor</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Armor&amp;diff=9071"/>
		<updated>2020-06-05T19:24:20Z</updated>

		<summary type="html">&lt;p&gt;Stolcor: Stolcor moved page Armors overview to Armor&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
! Armor !! Armor type !! Armor class !! Maximum Dex bonus !! Armor check&amp;lt;br /&amp;gt;penalty !! Arcane spell&amp;lt;br /&amp;gt;failure&lt;br /&gt;
|-&lt;br /&gt;
| [[Clothing]] || Cloth || 0 || Infinite || 0 || 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[Padded armor]] || Light || 1 || 8 || 0 || 5%&lt;br /&gt;
|-&lt;br /&gt;
| [[Leather armor]] || Light || 2 || 6 || 0 || 10%&lt;br /&gt;
|-&lt;br /&gt;
| [[Studded leather armor]] || Light || 3 || 5 || -1 || 15%&lt;br /&gt;
|-&lt;br /&gt;
| [[Hide armor]] || Medium || 3 || 5 || -3 || 20%&lt;br /&gt;
|-&lt;br /&gt;
| [[Chain shirt]] || Light || 4 || 4 || -2 || 20%&lt;br /&gt;
|-&lt;br /&gt;
| [[Scale mail]] || Medium || 5 || 3 || -4 || 25%&lt;br /&gt;
|-&lt;br /&gt;
| [[Breastplate]] || Medium || 5 || 3 || -4 || 25%&lt;br /&gt;
|-&lt;br /&gt;
| [[Chainmail]] || Medium || 6 || 2 || -5 || 30%&lt;br /&gt;
|-&lt;br /&gt;
| [[Splint mail]] || Heavy || 7 || 1 || -7 || 40%&lt;br /&gt;
|-&lt;br /&gt;
| [[Banded mail]] || Heavy || 7 || 1 || -6 || 35%&lt;br /&gt;
|-&lt;br /&gt;
| [[Half-plate]] || Heavy || 8 || 0 || -7 || 40%&lt;br /&gt;
|-&lt;br /&gt;
| [[Full plate]] || Heavy || 8 || 1 || -6 || 35%&lt;br /&gt;
|}&lt;br /&gt;
[[Category:Armor]]&lt;/div&gt;</summary>
		<author><name>Stolcor</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Improved_Sneak_Attack&amp;diff=9070</id>
		<title>Improved Sneak Attack</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Improved_Sneak_Attack&amp;diff=9070"/>
		<updated>2020-06-05T15:01:22Z</updated>

		<summary type="html">&lt;p&gt;Stolcor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{FeatInfo|type=Class, Epic&lt;br /&gt;
|Prereq=Character 21, 8d6 [[Sneak Attack]]&lt;br /&gt;
|Req=None&lt;br /&gt;
|Specifics=Adds +1d6 to sneak attack damage. This feat may be taken multiple times, to a maximum of +10d6. &lt;br /&gt;
|Use=Automatic&lt;br /&gt;
}}&lt;br /&gt;
[[category:Class feats]]&lt;br /&gt;
[[Category:Epic feats]]&lt;/div&gt;</summary>
		<author><name>Stolcor</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Impromptu_Sneak_Attack&amp;diff=9069</id>
		<title>Impromptu Sneak Attack</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Impromptu_Sneak_Attack&amp;diff=9069"/>
		<updated>2020-06-05T14:58:23Z</updated>

		<summary type="html">&lt;p&gt;Stolcor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{FeatInfo|type=Class&lt;br /&gt;
|Prereq=[[Arcane Trickster]] level 3&lt;br /&gt;
|Req=None&lt;br /&gt;
|Specifics=An [[Arcane Trickster]] can use this ability to [[Flat-foot|deny an enemy&#039;s Dexterity bonus to AC]] for one round, allowing the target to be [[Sneak Attack]]ed. The Arcane Trickster may use this ability 1/day at 1st level, 2/day at 7th level, and 3/day at 9th level.&lt;br /&gt;
|Use=Selected&lt;br /&gt;
}}&lt;br /&gt;
[[Category:Class feats]]&lt;/div&gt;</summary>
		<author><name>Stolcor</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Taunt&amp;diff=9064</id>
		<title>Taunt</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Taunt&amp;diff=9064"/>
		<updated>2020-06-03T21:17:08Z</updated>

		<summary type="html">&lt;p&gt;Stolcor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{skill|description=&#039;&#039;&#039;Taunt&#039;&#039;&#039; is used to provoke an enemy into dropping his guard for a short time.&lt;br /&gt;
|ability=Charisma&lt;br /&gt;
|classes=[[Barbarian]], [[Bard]], [[Fighter]], [[Rogue]], [[Warlock]]; [[Arcane Trickster]], [[Duelist]], [[Harper Agent]], [[Guild Thief]], [[Swashbuckler]], [[Warpriest]], [[Weapon Master]]&lt;br /&gt;
|training=No&lt;br /&gt;
|check=The enemy must make a [[Will]] save against a [[difficulty class]] equal to 5 + the attacker&#039;s taunt skill or suffer -2 to [[Armor class|AC]] and -2 to [[concentration]] for five rounds.&lt;br /&gt;
At five ranks, the Taunt effects all enemies within 5 feet of the initial target. This radius increases by 5 feet for every additional five ranks the character has. Using Taunt provokes an attack of opportunity; however, at higher levels, you can taunt mobs while they are too far away to perform a melee attack (ie, 15-20 feet). Taunt penalties are not cumulative. &lt;br /&gt;
|use=Selected (combat)}}&lt;br /&gt;
&lt;br /&gt;
==[[DnD 3.5]] comparison==&lt;br /&gt;
This skill does not exist in DnD 3.5, although it is very similar to the &#039;&#039;demoralise opponent&#039;&#039; aspect of [[intimidate]].&lt;br /&gt;
&lt;br /&gt;
==NWN comparison==&lt;br /&gt;
In NWN1, if the taunt was successful, the opponent suffered an armor class penalty equal to the difference between the Taunt roll and the defender’s roll (to a max of a -6 penalty) for 5 [[round]]s. The target also suffered a 30% chance of spell failure, if they didn’t resist the taunt.&lt;br /&gt;
&lt;br /&gt;
== External resources ==&lt;br /&gt;
*[[NWNWiki:Taunt]]&lt;/div&gt;</summary>
		<author><name>Stolcor</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Taunt&amp;diff=9063</id>
		<title>Taunt</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Taunt&amp;diff=9063"/>
		<updated>2020-06-03T21:16:54Z</updated>

		<summary type="html">&lt;p&gt;Stolcor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{skill|description=&#039;&#039;&#039;Taunt&#039;&#039;&#039; is used to provoke an enemy into dropping his guard for a short time.&lt;br /&gt;
|ability=Charisma&lt;br /&gt;
|classes=[[Barbarian]], [[Bard]], [[Fighter]], [[Rogue]], [[Warlock]]; [[Arcane Trickster]], [[Duelist]], [[Harper agent]], [[Guild Thief]], [[Swashbuckler]], [[Warpriest]], [[Weapon master]]&lt;br /&gt;
|training=No&lt;br /&gt;
|check=The enemy must make a [[Will]] save against a [[difficulty class]] equal to 5 + the attacker&#039;s taunt skill or suffer -2 to [[Armor class|AC]] and -2 to [[concentration]] for five rounds.&lt;br /&gt;
At five ranks, the Taunt effects all enemies within 5 feet of the initial target. This radius increases by 5 feet for every additional five ranks the character has. Using Taunt provokes an attack of opportunity; however, at higher levels, you can taunt mobs while they are too far away to perform a melee attack (ie, 15-20 feet). Taunt penalties are not cumulative. &lt;br /&gt;
|use=Selected (combat)}}&lt;br /&gt;
&lt;br /&gt;
==[[DnD 3.5]] comparison==&lt;br /&gt;
This skill does not exist in DnD 3.5, although it is very similar to the &#039;&#039;demoralise opponent&#039;&#039; aspect of [[intimidate]].&lt;br /&gt;
&lt;br /&gt;
==NWN comparison==&lt;br /&gt;
In NWN1, if the taunt was successful, the opponent suffered an armor class penalty equal to the difference between the Taunt roll and the defender’s roll (to a max of a -6 penalty) for 5 [[round]]s. The target also suffered a 30% chance of spell failure, if they didn’t resist the taunt.&lt;br /&gt;
&lt;br /&gt;
== External resources ==&lt;br /&gt;
*[[NWNWiki:Taunt]]&lt;/div&gt;</summary>
		<author><name>Stolcor</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Monk&amp;diff=9062</id>
		<title>Monk</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Monk&amp;diff=9062"/>
		<updated>2020-06-03T03:23:08Z</updated>

		<summary type="html">&lt;p&gt;Stolcor: /* Additional progressions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Class Feature&lt;br /&gt;
|HD = 8&lt;br /&gt;
|BAB = M&lt;br /&gt;
|Hsave = [[Fortitude]], [[Reflex]] &amp;amp; [[Will]].&lt;br /&gt;
|Lsave = NONE&lt;br /&gt;
|WP = [[Weapon proficiency (monk)|Monk]] ~ [[club]], [[crossbow, light|crossbow (light)]], [[crossbow, heavy|crossbow (heavy)]], [[dagger]], [[handaxe]], [[kama]], [[quarterstaff]], [[shuriken]], and [[sling]].&lt;br /&gt;
|AP = &#039;&#039;&#039;NONE&#039;&#039;&#039;&lt;br /&gt;
|skill = 4&lt;br /&gt;
|Cskill = [[Concentration]], [[Craft alchemy]], [[Craft trap]], [[Diplomacy]], [[Escape Artist]], [[Hide]], [[Listen]], [[Lore: Arcana]], [[Lore: Local]], [[Lore: Religion]], [[Move silently]], [[Parry]], [[Perform]], [[Sense Motive]], [[Spot]], and [[Tumble]]}}&lt;br /&gt;
&#039;&#039;&#039;Monk&#039;&#039;&#039; is a [[base class]] in [[NWN2]].&lt;br /&gt;
==Description==&lt;br /&gt;
The key feature of the monk is his ability to fight unarmed and unarmored. Thanks to his rigorous training, he can strike as hard as if he were armed and strike faster than a warrior with a sword. Though a monk casts no spells, he has a magic of his own. He channels a subtle energy, called &#039;&#039;ki&#039;&#039;, which allows him to perform amazing feats. The monk&#039;s best-known feat is her ability to stun an opponent with an unarmed blow. A monk also has a preternatural awareness that allows him to dodge an attack even if he is not consciously aware of it. As a monk gains experience and power, his mundane and &#039;&#039;ki&#039;&#039;-oriented abilities grow, giving him more and more power over himself and, sometimes, over others.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Alignment]] restrictions&#039;&#039;&#039;: Any [[lawful]] - a monk&#039;s training requires strict discipline.&lt;br /&gt;
*Ex-monks - A monk who becomes non-lawful cannot gain new levels as a monk but retains all monk abilities.&lt;br /&gt;
&lt;br /&gt;
Monks are not proficient with any armor or shields - many of the monk&#039;s special features have specific equipment-related conditions. When wearing armor, using a shield, or carrying a medium or heavy load, a monk loses his AC bonus, as well as his fast movement and flurry of blows abilities.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Additional progressions====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Level!!Features gained!!Flurry of blows attack bonus!!Unarmed damage!!AC bonus!!Unarmored speed bonus (ft)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;1||[[#AC bonus|AC bonus]], [[Flurry of Blows]], [[Improved Unarmed Strike]], [[Stunning Fist]]|| align=&amp;quot;center&amp;quot; | -2/-2|| align=&amp;quot;center&amp;quot; |1d6/1d4|| align=&amp;quot;center&amp;quot; | +0|| align=&amp;quot;center&amp;quot; | +0&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;2||[[Evasion]], [[Deflect Arrows]]|| align=&amp;quot;center&amp;quot; | -1/-1|| align=&amp;quot;center&amp;quot; |1d6/1d4|| align=&amp;quot;center&amp;quot; | +0|| align=&amp;quot;center&amp;quot; | +0&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;3||[[#Still mind|Still mind]], [[Monk speed]]|| align=&amp;quot;center&amp;quot; | -0/-0|| align=&amp;quot;center&amp;quot; |1d6/1d4|| align=&amp;quot;center&amp;quot; | +0|| align=&amp;quot;center&amp;quot; | +10&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;4||[[#Ki Strike|Ki strike]] (Magic)|| align=&amp;quot;center&amp;quot; | +1/+1|| align=&amp;quot;center&amp;quot; |1d8/1d6|| align=&amp;quot;center&amp;quot; | +0|| align=&amp;quot;center&amp;quot; | +10&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;5||[[Purity of Body]], AC Bonus +1|| align=&amp;quot;center&amp;quot; | +2/+2|| align=&amp;quot;center&amp;quot; |1d8/1d6|| align=&amp;quot;center&amp;quot; | +1|| align=&amp;quot;center&amp;quot; | +10&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;6||[[Knockdown]], [[Improved Knockdown]]|| align=&amp;quot;center&amp;quot; | +3/+3|| align=&amp;quot;center&amp;quot; |1d8/1d6|| align=&amp;quot;center&amp;quot; | +1|| align=&amp;quot;center&amp;quot; | +20&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;7||[[Wholeness of Body]]|| align=&amp;quot;center&amp;quot; | +4/+4|| align=&amp;quot;center&amp;quot; |1d8/1d6|| align=&amp;quot;center&amp;quot; | +1|| align=&amp;quot;center&amp;quot; | +20&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;8|||| align=&amp;quot;center&amp;quot; | +5/+5/+0|| align=&amp;quot;center&amp;quot; |1d10/1d8|| align=&amp;quot;center&amp;quot; | +1|| align=&amp;quot;center&amp;quot; | +20&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;9||[[Improved Evasion]]|| align=&amp;quot;center&amp;quot; | +6/+6/+1|| align=&amp;quot;center&amp;quot; |1d10/1d8|| align=&amp;quot;center&amp;quot; | +1|| align=&amp;quot;center&amp;quot; | +30&lt;br /&gt;
|-&lt;br /&gt;
|10||Ki strike (Lawful), AC Bonus +2|| align=&amp;quot;center&amp;quot; | +7/+7/+2|| align=&amp;quot;center&amp;quot; |1d10/1d8|| align=&amp;quot;center&amp;quot; | +2|| align=&amp;quot;center&amp;quot; | +30&lt;br /&gt;
|-&lt;br /&gt;
|11||[[Diamond Body]], [[Greater Flurry]]|| align=&amp;quot;center&amp;quot; | +8/+8/+8/+3|| align=&amp;quot;center&amp;quot; |1d10/1d8|| align=&amp;quot;center&amp;quot; | +2|| align=&amp;quot;center&amp;quot; | +30&lt;br /&gt;
|-&lt;br /&gt;
|12|||| align=&amp;quot;center&amp;quot; | +9/+9/+9/+4|| align=&amp;quot;center&amp;quot; |2d6/1d10|| align=&amp;quot;center&amp;quot; | +2|| align=&amp;quot;center&amp;quot; | +40&lt;br /&gt;
|-&lt;br /&gt;
|13||[[#Diamond soul|Diamond soul]]|| align=&amp;quot;center&amp;quot; | +9/+9/+9/+4|| align=&amp;quot;center&amp;quot; |2d6/1d10|| align=&amp;quot;center&amp;quot; | +2|| align=&amp;quot;center&amp;quot; | +40&lt;br /&gt;
|-&lt;br /&gt;
|14|||| align=&amp;quot;center&amp;quot; | +10/+10/+10/+5|| align=&amp;quot;center&amp;quot; |2d6/1d10|| align=&amp;quot;center&amp;quot; | +2|| align=&amp;quot;center&amp;quot; | +40&lt;br /&gt;
|-&lt;br /&gt;
|15||[[#Quivering palm|Quivering palm]], AC Bonus +3|| align=&amp;quot;center&amp;quot; | +11/+11/+11/+6/+1|| align=&amp;quot;center&amp;quot; |2d6/1d10|| align=&amp;quot;center&amp;quot; | +3|| align=&amp;quot;center&amp;quot; | +45&lt;br /&gt;
|-&lt;br /&gt;
|16||Ki strike (Adamantine)|| align=&amp;quot;center&amp;quot; | +12/+12/+12/+7/+2|| align=&amp;quot;center&amp;quot; |2d8/2d6|| align=&amp;quot;center&amp;quot; | +3|| align=&amp;quot;center&amp;quot; | +45&lt;br /&gt;
|-&lt;br /&gt;
|17|||| align=&amp;quot;center&amp;quot; | +12/+12/+12/+7/+2|| align=&amp;quot;center&amp;quot; |2d8/2d6|| align=&amp;quot;center&amp;quot; | +3|| align=&amp;quot;center&amp;quot; | +45&lt;br /&gt;
|-&lt;br /&gt;
|18|||| align=&amp;quot;center&amp;quot; | +13/+13/+13/+8/+3|| align=&amp;quot;center&amp;quot; |2d8/2d6|| align=&amp;quot;center&amp;quot; | +3|| align=&amp;quot;center&amp;quot; | +50&lt;br /&gt;
|-&lt;br /&gt;
|19||[[#Empty body|Empty body]]|| align=&amp;quot;center&amp;quot; | +14/+14/+14/+9/+4|| align=&amp;quot;center&amp;quot; |2d8/2d6|| align=&amp;quot;center&amp;quot; | +3|| align=&amp;quot;center&amp;quot; | +50&lt;br /&gt;
|-&lt;br /&gt;
|20||[[Perfect self]], AC Bonus +4|| align=&amp;quot;center&amp;quot; | +15/+15/+15/+10/+5|| align=&amp;quot;center&amp;quot; |2d10/2d8|| align=&amp;quot;center&amp;quot; | +4|| align=&amp;quot;center&amp;quot; | +50&lt;br /&gt;
|-&lt;br /&gt;
|21|||| align=&amp;quot;center&amp;quot; | +15/+15/+15/+10/+5|| align=&amp;quot;center&amp;quot; |2d10/2d8|| align=&amp;quot;center&amp;quot; | +4|| align=&amp;quot;center&amp;quot; | +50&lt;br /&gt;
|-&lt;br /&gt;
|22|||| align=&amp;quot;center&amp;quot; | +16/+16/+16/+11/+6/+1|| align=&amp;quot;center&amp;quot; |2d10/2d8|| align=&amp;quot;center&amp;quot; | +4|| align=&amp;quot;center&amp;quot; | +50&lt;br /&gt;
|-&lt;br /&gt;
|23|||| align=&amp;quot;center&amp;quot; | +17/+17/+17/+12/+7/+2|| align=&amp;quot;center&amp;quot; |2d10/2d8|| align=&amp;quot;center&amp;quot; | +4|| align=&amp;quot;center&amp;quot; | +50&lt;br /&gt;
|-&lt;br /&gt;
|24|||| align=&amp;quot;center&amp;quot; | +18/+18/+18/+13/+8/+3|| align=&amp;quot;center&amp;quot; |3d8/2d10|| align=&amp;quot;center&amp;quot; | +4|| align=&amp;quot;center&amp;quot; | +50&lt;br /&gt;
|-&lt;br /&gt;
|25||[[Epic Bonus Feat|Bonus feat]], AC Bonus +5|| align=&amp;quot;center&amp;quot; | +18/+18/+18/+13/+8/+3|| align=&amp;quot;center&amp;quot; |3d8/2d10|| align=&amp;quot;center&amp;quot; | +5|| align=&amp;quot;center&amp;quot; | +50&lt;br /&gt;
|-&lt;br /&gt;
|26|||| align=&amp;quot;center&amp;quot; | +19/+19/+19/+14/+9/+4|| align=&amp;quot;center&amp;quot; |3d8/2d10|| align=&amp;quot;center&amp;quot; | +5|| align=&amp;quot;center&amp;quot; | +50&lt;br /&gt;
|-&lt;br /&gt;
|27|||| align=&amp;quot;center&amp;quot; | +20/+20/+20/+15/+10/+5|| align=&amp;quot;center&amp;quot; |3d8/2d10|| align=&amp;quot;center&amp;quot; | +5|| align=&amp;quot;center&amp;quot; | +50&lt;br /&gt;
|-&lt;br /&gt;
|28|||| align=&amp;quot;center&amp;quot; | +21/+21/+21/+16/+11/+6/+1|| align=&amp;quot;center&amp;quot; |3d10/3d8|| align=&amp;quot;center&amp;quot; | +5|| align=&amp;quot;center&amp;quot; | +50&lt;br /&gt;
|-&lt;br /&gt;
|29|||| align=&amp;quot;center&amp;quot; | +21/+21/+21/+16/+11/+6/+1|| align=&amp;quot;center&amp;quot; |3d10/3d8|| align=&amp;quot;center&amp;quot; | +5|| align=&amp;quot;center&amp;quot; | +50&lt;br /&gt;
|-&lt;br /&gt;
|30||[[Epic Bonus Feat|Bonus feat]], AC Bonus +6|| align=&amp;quot;center&amp;quot; | +22/+22/+22/+17/+12/+7/+2|| align=&amp;quot;center&amp;quot; |3d10/3d8|| align=&amp;quot;center&amp;quot; | +6|| align=&amp;quot;center&amp;quot; | +50&lt;br /&gt;
|}&lt;br /&gt;
*A monk&#039;s [[Flurry of blows|flurry of blows attack bonus]] is still affected by multiclassing. Characters may gain additional attacks by taking a higher [[BAB]] progression class (e.g. [[fighter]] levels), or reduced attacks from taking a lower BAB progression class (e.g. [[wizard]] levels).&lt;br /&gt;
&lt;br /&gt;
*The first unarmed damage stat is for medium size, and the second stats is from small size.&lt;br /&gt;
**Unarmed damage for (potential) large monks in game is larger than for medium sized monks (eg. 6d6 on levels 28-29).&lt;br /&gt;
&lt;br /&gt;
===AC bonus===&lt;br /&gt;
A monk has a sixth sense that lets his avoid even unanticipated attacks. When unarmored, the monk adds his Wisdom bonus (if any) to his AC. In addition, a monk gains a +1 bonus to AC at 5th level. This bonus increases by 1 for every five monk levels thereafter (+2 at 10th, +3 at 15th, and +4 at 20th level). He loses these bonuses when he is immobilized or helpless, when he wears any armor, or when he carries a shield.&lt;br /&gt;
&lt;br /&gt;
===Flurry of blows===&lt;br /&gt;
When unarmored, a monk may strike with a [[Flurry of Blows]] at the expense of accuracy. When doing so, he may make one extra attack in a round at his highest base attack bonus, but this attack takes a -2 penalty, as does each other attack made that round. When a monk reaches 5th level, the penalty lessens to -1, and at 9th level it disappears. When using flurry of blows, a monk may attack only with unarmed strikes or with a [[kama]], a [[quarterstaff]] or [[shuriken]] ([[dagger]] and [[handaxe]] don&#039;t work with Flurry of blows - the other special monk weapons, namely nunchaku, sai and siangham, are not coded into NWN2 in the official campaign).&lt;br /&gt;
&lt;br /&gt;
The Flurry of Blows mode can be activated as long as the weapon in your main hand is one of the monk weapons listed above, or unarmed strike. It can be activated even when the character is wearing armor, or carries a shield. However, wearing armor/shield negates the extra attacks, although the attack penalty still applies. E.g. If a level 1 monk activates Flurry of blows while wearing armor or carrying a shield, he gets a -2 attack penalty, but does not receive the extra attacks.&lt;br /&gt;
&lt;br /&gt;
===Unarmed strike===&lt;br /&gt;
At 1st level, a monk gains [[Improved Unarmed Strike]] as a bonus feat. In addition, a Monk does more damage than other characters with unarmed attacks, and can deal lethal damage with his fists.&lt;br /&gt;
&lt;br /&gt;
===Stunning Fist===&lt;br /&gt;
At 1st level, a monk gains [[Stunning Fist]] as a bonus feat.&lt;br /&gt;
&lt;br /&gt;
===Evasion===&lt;br /&gt;
A monk of 2nd level or higher can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save (such as a red dragon&#039;s fiery breath or a fireball), he instead takes no damage. Evasion can be used only if a monk is wearing light armor or no armor.&lt;br /&gt;
&lt;br /&gt;
===Deflect Arrows===&lt;br /&gt;
A monk of 2nd level or highter can attempt to deflect one incoming missile attack per round. This is treated as a reflex save made against a difficulty class of 20. As long as the monk is not caught flat-footed, the chance to deflect an arrow is automatically applied to the first missile attack in any given round.&lt;br /&gt;
&lt;br /&gt;
===Fast movement===&lt;br /&gt;
At 3rd level, a monk gains an enhancement bonus to his speed. A monk in armor (even light armor) loses this extra speed.&lt;br /&gt;
&lt;br /&gt;
===Still mind===&lt;br /&gt;
A monk of 3rd level or higher gains a +2 bonus on saving throws against spells and effects from the school of [[enchantment]], since his meditation and training improve his resistance to mind-affecting attacks.&lt;br /&gt;
&lt;br /&gt;
===Ki Strike===&lt;br /&gt;
At 4th level, a monk&#039;s unarmed attacks are empowered with &#039;&#039;ki&#039;&#039;. His unarmed attacks are treated as magic weapons for the purpose of dealing damage to creatures with [[damage reduction]]. &#039;&#039;Ki&#039;&#039; strike improves with the character&#039;s monk level, becoming lawful for purposes of damage reduction at level 10 and adamantine for purposes of damage reduction at level 16. These effects stack, i.e. at 16th level the monk&#039;s attacks will be magical, lawful and adamantine, bypassing any resistances to these damage types.&lt;br /&gt;
&lt;br /&gt;
===Purity of body===&lt;br /&gt;
At 5th level, a monk gains control over his body&#039;s immune system. He gains immunity to all diseases.&lt;br /&gt;
&lt;br /&gt;
===Improved Knockdown===&lt;br /&gt;
At 6th level, a monk receives both the [[knockdown]] and [[improved knockdown]] feats for free, ignoring prerequisites.&lt;br /&gt;
&lt;br /&gt;
===Wholeness of body===&lt;br /&gt;
At 7th level or higher, a monk can heal his own wounds. He can heal a number of hit points of damage equal to twice his current monk level each day.&lt;br /&gt;
&lt;br /&gt;
===Improved Evasion===&lt;br /&gt;
At 9th level, a monk&#039;s evasion ability improves. He takes no damage on a successful Reflex saving throw against attacks such as a dragon&#039;s breath weapon or fireball, and takes half damage on a failed save.&lt;br /&gt;
&lt;br /&gt;
===Diamond body===&lt;br /&gt;
At 11th level, a monk is in such firm control of his own metabolism that he gains immunity to [[poison (effect)|poisons]] of all kinds.&lt;br /&gt;
&lt;br /&gt;
===Greater Flurry===&lt;br /&gt;
At 11th level, a monk receives a second extra attack when using Flurry of Blows with unarmed strikes or his special monk weapons. The only weapons this works with (besides unarmed attack) are kama, quarterstaff or shuriken -- a dagger/handaxe/etc will not work with flurry, and the other special monk weapons, namely nunchaku, sai and saingham, are not coded into NWN2 in the official campaign.&lt;br /&gt;
&lt;br /&gt;
===Diamond soul===&lt;br /&gt;
At 13th level, a monk gains [[spell resistance]] equal to his current monk level + 10.&lt;br /&gt;
&lt;br /&gt;
===Quivering palm===&lt;br /&gt;
Starting at 15th level, a monk can set up fatal vibrations within the body of another creature once per day. Unless the target makes a Fortitude saving throw (DC 10 + 1/2 the monk&#039;s level + the monk&#039;s Wis modifier), it dies. Quivering Palm does not work on creatures that have immunity to critical hits. Creatures that have higher hit die or level than the monk are also immune to this ability.&lt;br /&gt;
&lt;br /&gt;
===Empty body===&lt;br /&gt;
At 19th level, a monk gains the ability to fade from sight twice per day. The monk gains a 50% concealment bonus for a number of rounds equal to his class level.&lt;br /&gt;
&lt;br /&gt;
===Perfect self===&lt;br /&gt;
The monk gains immunity to all mind-affecting spells and effects, and damage reduction 10/magic.&lt;br /&gt;
[[Category:Playable Class]]&lt;br /&gt;
[[Category:Base classes]]&lt;br /&gt;
[[Category:Combat classes]]&lt;/div&gt;</summary>
		<author><name>Stolcor</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Weapon_Finesse&amp;diff=9061</id>
		<title>Weapon Finesse</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Weapon_Finesse&amp;diff=9061"/>
		<updated>2020-06-02T21:18:54Z</updated>

		<summary type="html">&lt;p&gt;Stolcor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{FeatInfo&lt;br /&gt;
|type= General&lt;br /&gt;
|Prereq= [[Base attack bonus]] +1 or higher&lt;br /&gt;
|Specifics= A character with this feat is adept at using light weapons subtly and effectively, allowing him to make melee attack rolls with his dexterity modifier instead of strength (if his dexterity is higher than his strength).&lt;br /&gt;
|Req=None&lt;br /&gt;
|Use=Automatic when using any of the following weapons: [[dagger]], [[handaxe]], [[kama]], [[kukri]], [[light hammer]], [[mace]], [[rapier]], [[shortsword]], [[sickle]], whip and [[unarmed strike]].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
*The [[Swashbuckler]] class and [[Animal companion#Badger|badger]] animal companion receive Weapon Finesse at level one.&lt;br /&gt;
*Weapon Finesse does not apply to [[melee touch attack]]s.&lt;br /&gt;
*Although the feat applies to [[unarmed strike]], it does not apply to creature weapons, including [[Wild Shape]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Fighter bonus feats]]&lt;br /&gt;
[[Category:Animal companion feats]]&lt;/div&gt;</summary>
		<author><name>Stolcor</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Intelligence&amp;diff=9060</id>
		<title>Intelligence</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Intelligence&amp;diff=9060"/>
		<updated>2020-06-02T20:09:46Z</updated>

		<summary type="html">&lt;p&gt;Stolcor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Intelligence&#039;&#039;&#039; determines how well a [[character]] learns and reasons. This [[ability]] is important for [[wizard]]s because it affects how many [[spell]]s they can cast, how hard their spells are to resist, and how powerful their spells can be. It&#039;s also important for any character who wants to have a wide assortment of [[skill]]s.&lt;br /&gt;
&lt;br /&gt;
Intelligence [[ability modifier|modifiers]] are applied to:&lt;br /&gt;
*Number of [[skill point]]s gained each [[character level|level]]. (But a character always gets at least 1 skill point per level.)&lt;br /&gt;
*Skill bonuses: [[Appraise]], [[crafting]] skills (all 4 types), [[disable device]], [[lore]], [[search]], and [[spellcraft]] checks. These are the [[skill]]s that have Intelligence as their key ability.&lt;br /&gt;
* [[Damage roll]]s with the [[Combat Insight]] epic feat&lt;br /&gt;
* Damage bonus with [http://nwn2.wikia.com/wiki/Swashbuckler#Insightful_Strike Insightful Strike]&lt;br /&gt;
* AC bonus with [[Canny Defense]] and [[Unfettered Defense]] class feats&lt;br /&gt;
* Wizard&#039;s spell DC&lt;br /&gt;
&lt;br /&gt;
A wizard gains [[bonus spell]]s based on her Intelligence score (see [[ability modifier]]). The minimum Intelligence score needed to cast a wizard spell is 10 + the [[spell&#039;s level]].&lt;br /&gt;
&lt;br /&gt;
An [[animal]] has an Intelligence score of 1 or 2. A [[creature]] of [[human]] like intelligence has a score of at least 3. Some creatures are unintelligent and have an intelligence score of 0 (and are thusly unaffected by some [[spells]]).&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
*&#039;&#039;&#039;Lore&#039;&#039;&#039; was used in [[NWN]] as a collective version of [[knowledge]] and other information skills. [[NWN2]] will include it for the same reasons.&lt;br /&gt;
*When increasing intelligence on level up to a value which would mean a bonus skill point, it is only applied after that level has been taken.&lt;br /&gt;
&lt;br /&gt;
== Gameplay Notes ==&lt;br /&gt;
&lt;br /&gt;
Having negative intelligence even for a few-skill using class can be cumbersome, since a penalty can mean they have only a single skill point to spend! However, if they can last with one skill point (although dangerous even for some combat abilities) then it doesn&#039;t affect much else, since it is not linked to a conversation skill, is not used to increase a save or change attack bonuses or AC as the others are.&lt;br /&gt;
&lt;br /&gt;
== 3.5E Comparison ==&lt;br /&gt;
&lt;br /&gt;
The number of [[language]]s a character knows at the start of the game is not affected, since languages don&#039;t exist - basically, the entire game assumes everyone speaks common, so the need for languages is pretty moot!&lt;br /&gt;
[[Category:Abilities]]&lt;/div&gt;</summary>
		<author><name>Stolcor</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Self-Concealment&amp;diff=9059</id>
		<title>Self-Concealment</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Self-Concealment&amp;diff=9059"/>
		<updated>2020-06-02T18:33:05Z</updated>

		<summary type="html">&lt;p&gt;Stolcor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{FeatInfo|type=General, Epic&lt;br /&gt;
|Prereq=Character level 21&lt;br /&gt;
|Req=[[Dexterity]] 27, [[Hide]] 30, [[Tumble]] 30, [[Improved Evasion]]&lt;br /&gt;
|Specifics=Attacks against you have a 10% chance to miss automatically. This feat may be taken multiple times, to a maximum of 50%.&lt;br /&gt;
|Use=Automatic&lt;br /&gt;
}}&lt;br /&gt;
==Notes==&lt;br /&gt;
It&#039;s actually impossible to take this feat five times due to the skill requirement, which means only characters level 27 and above can take it. There is no way to get 5 feats within those 4 levels, even if 3b20 was not a requirement. With some careful planning, it is possible to take it 4 times for a 40% permanent concealment.&lt;br /&gt;
&lt;br /&gt;
It is also unknown if the concealment granted by this feat is affected by the BG fix to True Seeing.&lt;br /&gt;
&lt;br /&gt;
[[Category:Epic feats]]&lt;/div&gt;</summary>
		<author><name>Stolcor</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Self-Concealment&amp;diff=9058</id>
		<title>Self-Concealment</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Self-Concealment&amp;diff=9058"/>
		<updated>2020-06-02T18:30:00Z</updated>

		<summary type="html">&lt;p&gt;Stolcor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{FeatInfo|type=General, Epic&lt;br /&gt;
|Prereq=Character level 21&lt;br /&gt;
|Req=[[Dexterity]] 27, [[Hide]] 30, [[Tumble]] 30, [[Improved Evasion]]&lt;br /&gt;
|Specifics=Attacks against you have a 10% chance to miss automatically. This feat may be taken multiple times, to a maximum of 50%.&lt;br /&gt;
|Use=Automatic&lt;br /&gt;
}}&lt;br /&gt;
==Notes==&lt;br /&gt;
It&#039;s actually impossible to take this feat five times due to the skill requirement, which means only characters level 27 and above can take it. There is no way to get 5 feats within those 4 levels, even if 3b20 was not a requirement.&lt;br /&gt;
&lt;br /&gt;
It is also unknown if the concealment granted by this feat is affected by the BG fix to True Seeing.&lt;br /&gt;
&lt;br /&gt;
[[Category:Epic feats]]&lt;/div&gt;</summary>
		<author><name>Stolcor</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Self-Concealment&amp;diff=9057</id>
		<title>Self-Concealment</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Self-Concealment&amp;diff=9057"/>
		<updated>2020-06-02T18:29:41Z</updated>

		<summary type="html">&lt;p&gt;Stolcor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{FeatInfo|type=General, Epic&lt;br /&gt;
|Prereq=Character level 21&lt;br /&gt;
|Req=[[Dexterity]] 27, [[Hide]] 30, [[Tumble]] 30, [[Improved Evasion]]&lt;br /&gt;
|Specifics=Attacks against you have a 10% chance to miss automatically. This feat may be taken multiple times, to a maximum of 50%.&lt;br /&gt;
|Use=Automatic&lt;br /&gt;
}}&lt;br /&gt;
==Notes==&lt;br /&gt;
It&#039;s actually impossible to take this feat five times due to the skill requirement, which means only characters level 27 and above can take it. There is no way to get 5 feats within those 4 levels, even if 3b20 was not a requirement.&lt;br /&gt;
&lt;br /&gt;
It is also unknown if this feat is affected by the BG fix to True Seeing.&lt;br /&gt;
&lt;br /&gt;
[[Category:Epic feats]]&lt;/div&gt;</summary>
		<author><name>Stolcor</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Self-Concealment&amp;diff=9056</id>
		<title>Self-Concealment</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Self-Concealment&amp;diff=9056"/>
		<updated>2020-06-02T18:22:25Z</updated>

		<summary type="html">&lt;p&gt;Stolcor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{FeatInfo|type=General, Epic&lt;br /&gt;
|Prereq=Character level 21&lt;br /&gt;
|Req=[[Dexterity]] 27, [[Hide]] 30, [[Tumble]] 30, [[Improved Evasion]]&lt;br /&gt;
|Specifics=Attacks against you have a 10% chance to miss automatically. This feat may be taken multiple times, to a maximum of 50%.&lt;br /&gt;
|Use=Automatic&lt;br /&gt;
}}&lt;br /&gt;
==Notes==&lt;br /&gt;
It&#039;s actually impossible to take this feat five times due to the skill requirement, which means only characters level 27 and above can take it. There is no way to get 5 feats within those 4 levels, even if 3b20 was not a requirement.&lt;br /&gt;
&lt;br /&gt;
[[Category:Epic feats]]&lt;/div&gt;</summary>
		<author><name>Stolcor</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Improved_Evasion&amp;diff=9055</id>
		<title>Improved Evasion</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Improved_Evasion&amp;diff=9055"/>
		<updated>2020-06-02T16:34:02Z</updated>

		<summary type="html">&lt;p&gt;Stolcor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{FeatInfo|type=Class&lt;br /&gt;
|Prereq=[[Monk]] level 9, [[Rogue]] level 10/13/16/19, [[Thief Acrobat]] level 4, or [[Shadow Dancer]] level 10.&lt;br /&gt;
|Req=[[Epic Dodge]], [[Self-Concealment]]&lt;br /&gt;
|Specifics=Whenever a [[Reflex]] save is allowed for half damage, characters with this feat instead take no damage if they succeed at the save. Even if they fail the save, they take only half damage.&lt;br /&gt;
|Use= Automatic&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special:&#039;&#039;&#039;&lt;br /&gt;
*A [[druid]] or [[ranger]]&#039;s [[Animal Companion (feat)|animal companion]] gains &#039;&#039;&#039;improved evasion&#039;&#039;&#039; at 15th level.&lt;br /&gt;
*A [[sorcerer]] or [[wizard]]&#039;s [[Summon Familiar|familiar]] gains &#039;&#039;&#039;improved evasion&#039;&#039;&#039; at 1st level.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[NWNWiki:Improved Evasion]]&lt;br /&gt;
[[Category:Animal companion feats]]&lt;br /&gt;
[[category:Class feats]]&lt;/div&gt;</summary>
		<author><name>Stolcor</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Improved_Evasion&amp;diff=9054</id>
		<title>Improved Evasion</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Improved_Evasion&amp;diff=9054"/>
		<updated>2020-06-02T15:53:36Z</updated>

		<summary type="html">&lt;p&gt;Stolcor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{FeatInfo|type=Class&lt;br /&gt;
|Prereq=[[Monk]] level 9, [[Rogue]] level 10/13/16/19, [[Thief Acrobat]] level 4, or [[Shadow Dancer]] level 10.&lt;br /&gt;
|Req=[[Epic Dodge]], [[Self-Concealment]]&lt;br /&gt;
|Specifics=Whenever a [[Reflex]] save is allowed for half damage, characters with this feat instead take no damage if they succeed at the save. Even if they fail the save, they take only half damage.&lt;br /&gt;
|Use= Automatic&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special:&#039;&#039;&#039;&lt;br /&gt;
*A [[druid]] or [[ranger]]&#039;s [[Animal companion (feat)|animal companion]] gains &#039;&#039;&#039;improved evasion&#039;&#039;&#039; at 15th level.&lt;br /&gt;
*A [[sorcerer]] or [[wizard]]&#039;s [[summon familiar|familiar]] gains &#039;&#039;&#039;improved evasion&#039;&#039;&#039; at 1st level.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[NWNWiki:Improved Evasion]]&lt;br /&gt;
[[Category:Animal companion feats]]&lt;br /&gt;
[[category:Class feats]]&lt;/div&gt;</summary>
		<author><name>Stolcor</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Improved_Evasion&amp;diff=9053</id>
		<title>Improved Evasion</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Improved_Evasion&amp;diff=9053"/>
		<updated>2020-06-02T15:53:18Z</updated>

		<summary type="html">&lt;p&gt;Stolcor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{FeatInfo|type=Class&lt;br /&gt;
|Prereq=[[Monk]] level 9, [[Rogue]] level 10/13/16/19, [[Thief Acrobat]] 4, or [[Shadow Dancer]] level 10.&lt;br /&gt;
|Req=[[Epic Dodge]], [[Self-Concealment]]&lt;br /&gt;
|Specifics=Whenever a [[Reflex]] save is allowed for half damage, characters with this feat instead take no damage if they succeed at the save. Even if they fail the save, they take only half damage.&lt;br /&gt;
|Use= Automatic&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special:&#039;&#039;&#039;&lt;br /&gt;
*A [[druid]] or [[ranger]]&#039;s [[Animal companion (feat)|animal companion]] gains &#039;&#039;&#039;improved evasion&#039;&#039;&#039; at 15th level.&lt;br /&gt;
*A [[sorcerer]] or [[wizard]]&#039;s [[summon familiar|familiar]] gains &#039;&#039;&#039;improved evasion&#039;&#039;&#039; at 1st level.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[NWNWiki:Improved Evasion]]&lt;br /&gt;
[[Category:Animal companion feats]]&lt;br /&gt;
[[category:Class feats]]&lt;/div&gt;</summary>
		<author><name>Stolcor</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Thief_Acrobat&amp;diff=9052</id>
		<title>Thief Acrobat</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Thief_Acrobat&amp;diff=9052"/>
		<updated>2020-06-02T15:52:07Z</updated>

		<summary type="html">&lt;p&gt;Stolcor: /* Class Progression */&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 1st level, a thief-acrobat gains a +1 dodge bonus to Armor Class. After 4th level, and when using combat expertise or improved combat expertise, this bonus becomes +2. This bonus is only applied if she is wearing light or no armor and is unencumbered.&lt;br /&gt;
&lt;br /&gt;
====Improved Knockdown (Ex)==== &lt;br /&gt;
At 2nd level, the thief-acrobat gains Improved Knockdown as a bonus feat, even if she does not have the Knockdown feat prerequisite.&lt;br /&gt;
&lt;br /&gt;
====Springboard (Ex)==== &lt;br /&gt;
The thief-acrobat somersaults into the air, bouncing off any foes in her way to pass beyond them nimbly and gaining a +4 Dodge Bonus to AC for 2 rounds. In addition, any foes she touches during these gymnastics must pass a fortitude save (DC: 10 + Dex + HD/2) or be stunned for two rounds. The Thief Acrobat may use this ability as often as once per minute as long as she is wearing light or no armor and is unencumbered.&lt;br /&gt;
&lt;br /&gt;
====Improved Evasion (Ex)====&lt;br /&gt;
A 4th-level thief-acrobat can avoid damage from certain attacks with a successful Reflex save and takes only half damage on a failed save. She may only do this if she is wearing light or no armor and is unencumbered.&lt;br /&gt;
&lt;br /&gt;
====Kip Up (Ex)====&lt;br /&gt;
At 5th level, as a free action, a thief-acrobat may immediately stand up from any prone position. She may only do this if she is wearing light or no armor and is unencumbered. (Knockdown Immunity)&lt;br /&gt;
&lt;br /&gt;
[[Category:Playable Class]]&lt;br /&gt;
[[Category:Combat classes]]&lt;br /&gt;
[[Category:Prestige Class]]&lt;/div&gt;</summary>
		<author><name>Stolcor</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Improved_Evasion&amp;diff=9051</id>
		<title>Improved Evasion</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Improved_Evasion&amp;diff=9051"/>
		<updated>2020-06-02T15:49:45Z</updated>

		<summary type="html">&lt;p&gt;Stolcor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{FeatInfo|type=Class&lt;br /&gt;
|Prereq=[[Monk]] level 9, [[Rogue]] level 10/13/16/19 or [[Shadow Dancer]] level 10.&lt;br /&gt;
|Req=[[Epic Dodge]], [[Self-Concealment]]&lt;br /&gt;
|Specifics=Whenever a [[Reflex]] save is allowed for half damage, characters with this feat instead take no damage if they succeed at the save. Even if they fail the save, they take only half damage.&lt;br /&gt;
|Use= Automatic&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special:&#039;&#039;&#039;&lt;br /&gt;
*A [[druid]] or [[ranger]]&#039;s [[Animal companion (feat)|animal companion]] gains &#039;&#039;&#039;improved evasion&#039;&#039;&#039; at 15th level.&lt;br /&gt;
*A [[sorcerer]] or [[wizard]]&#039;s [[summon familiar|familiar]] gains &#039;&#039;&#039;improved evasion&#039;&#039;&#039; at 1st level.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[NWNWiki:Improved Evasion]]&lt;br /&gt;
[[Category:Animal companion feats]]&lt;br /&gt;
[[category:Class feats]]&lt;/div&gt;</summary>
		<author><name>Stolcor</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Shadow_Dancer&amp;diff=9050</id>
		<title>Shadow Dancer</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Shadow_Dancer&amp;diff=9050"/>
		<updated>2020-06-02T15:49:10Z</updated>

		<summary type="html">&lt;p&gt;Stolcor: /* Class Features */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Description ==&lt;br /&gt;
[[File:Shadowdancer.jpg|thumb|266px]]Operating in the border between light and darkness, shadowdancers are nimble artists of deception. They are mysterious and unknown, never completely trusted but always inducing wonder when met. [[Rogue| &amp;lt;u&amp;gt;Rogues&amp;lt;/u&amp;gt;]], [[Bard| &amp;lt;u&amp;gt;bards&amp;lt;/u&amp;gt;]], and [[Monk| &amp;lt;u&amp;gt;monks&amp;lt;/u&amp;gt;]] make excellent shadowdancers. [[Fighter| &amp;lt;u&amp;gt;Fighters&amp;lt;/u&amp;gt;]], [[Barbarian| &amp;lt;u&amp;gt;barbarians&amp;lt;/u&amp;gt;]], [[Ranger| &amp;lt;u&amp;gt;rangers&amp;lt;/u&amp;gt;]], and [[Paladin| &amp;lt;u&amp;gt;paladins&amp;lt;/u&amp;gt;]] also find that shadowdancer abilities allow them to strike at their opponents with surprise and skill. [[Wizard| &amp;lt;u&amp;gt;Wizard&amp;lt;/u&amp;gt;]], [[Sorcerer| &amp;lt;u&amp;gt;sorcerer&amp;lt;/u&amp;gt;]], [[Cleric]], and [[Druid| &amp;lt;u&amp;gt;druid&amp;lt;/u&amp;gt;]] shadowdancers employ the defensive capabilities inherent in the prestige class to allow them to cast their spells from safety and move away quickly. Despite their link with shadows and trickery, shadowdancers are as often good as evil.&lt;br /&gt;
&lt;br /&gt;
== Requirements ==&lt;br /&gt;
Race: Any&lt;br /&gt;
&lt;br /&gt;
Alignment: Any&lt;br /&gt;
&lt;br /&gt;
Skills: [[Move_silently| &amp;lt;u&amp;gt;Move silently&amp;lt;/u&amp;gt;]] 8 ranks, [[Hide| &amp;lt;u&amp;gt;Hide&amp;lt;/u&amp;gt;]] 10 ranks, [[Tumble]] 5 ranks.&lt;br /&gt;
&lt;br /&gt;
Feats: [[Dodge]], [[Mobility]].&lt;br /&gt;
&lt;br /&gt;
Ability: Dexterity 19&lt;br /&gt;
&lt;br /&gt;
== Class Features ==&lt;br /&gt;
- Hit Die: d8&lt;br /&gt;
&lt;br /&gt;
- Base Attack Bonus: Medium&lt;br /&gt;
&lt;br /&gt;
- High Saves: Reflex&lt;br /&gt;
&lt;br /&gt;
- Low Saves: Fortitude &amp;amp; Will&lt;br /&gt;
&lt;br /&gt;
- Weapon Proficiencies: A Shadow Dancer is proficient with simple weapons&lt;br /&gt;
&lt;br /&gt;
- Armor Proficiencies: A Shadow Dancer is proficient with light armour. &lt;br /&gt;
&lt;br /&gt;
- Skill Points: 6 + Int Modifier.&lt;br /&gt;
&lt;br /&gt;
- Class Skills: [[Bluff]], [[Craft_trap| &amp;lt;u&amp;gt;Craft Trap&amp;lt;/u&amp;gt;]], [[Diplomacy]], [[Hide]], [[Listen]], [[Move_silently| &amp;lt;u&amp;gt;Move Silently&amp;lt;/u&amp;gt;]], [[Parry]], [[Search]], [[Sleight_of_hand| &amp;lt;u&amp;gt;Sleight of Hand&amp;lt;/u&amp;gt;]], [[Spot]], [[Tumble]]&lt;br /&gt;
&lt;br /&gt;
- Spells per Day/Spells Known: A Shadow Dancer gains no spell progression.&lt;br /&gt;
&lt;br /&gt;
- Class Feats&amp;lt;br /&amp;gt;1: Hide in Plain Sight&amp;lt;br /&amp;gt;2: Darkvision, [[Evasion]], [[Uncanny Dodge]]&amp;lt;br /&amp;gt;3: Summon Shadow x1, Shadow Daze&amp;lt;br /&amp;gt;4: Shadow Evade I x3&amp;lt;br /&amp;gt;5: [[Defensive Roll]], [[Improved Uncanny Dodge]]&amp;lt;br /&amp;gt;6: Shadow Evade II x3&amp;lt;br /&amp;gt;7: [[Slippery Mind]]&amp;lt;br /&amp;gt;8: Shadow Evade III x3&amp;lt;br /&amp;gt;9:&amp;lt;br /&amp;gt;10: Shadow Evade IV x3, [[Improved Evasion]], Shadow Jump&lt;br /&gt;
&lt;br /&gt;
-No bonus feats.&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: rgb(255, 128, 0);&amp;quot;&amp;gt;Hide in Plain Sight&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
At 1st level, a shadowdancer may attempt to enter stealth mode even while being observed. If the attempt fails, the shadowdancer may try again in 6 seconds (1 round).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: rgb(255, 128, 0);&amp;quot;&amp;gt;Darkvision&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
At 2nd level, the shadowdancer gains [[Darkvision| &amp;lt;u&amp;gt;darkvision&amp;lt;/u&amp;gt;]], as the dwarf racial ability.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: rgb(255, 128, 0);&amp;quot;&amp;gt;Evasion&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
At 2nd level, whenever a shadowdancer succeeds on a Reflex [[Saving_throw| &amp;lt;u&amp;gt;save&amp;lt;/u&amp;gt;]] against any effect which allows a save for half damage (such as a &#039;&#039;[[Fireball]]&#039;&#039; spell), the shadowdancer takes no damage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: rgb(255, 128, 0);&amp;quot;&amp;gt;Uncanny Dodge&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
At 2nd level, the shadowdancer always retains their [[Dexterity]] bonus to [[AC]], even if caught [[Flat-foot| &amp;lt;u&amp;gt;flat-footed&amp;lt;/u&amp;gt;]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: rgb(255, 128, 0);&amp;quot;&amp;gt;Summon Shadow&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Once [[Per_day| &amp;lt;u&amp;gt;per day&amp;lt;/u&amp;gt;]], a 3rd-level shadowdancer can summon a shadow as a spell-like ability. On BGTSCC the Shadow Dancer&#039;s Summon Shadow creature was made stronger for the 3 variants.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: rgb(255, 128, 0);&amp;quot;&amp;gt;Shadow Daze&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Once per day, a 3rd-level shadowdancer may inflict an illusory daze upon a target. This daze lasts for 5 rounds. On BGTSCC the Shadow Daze DC is 10 + Class Level + Dex Mod.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: rgb(255, 128, 0);&amp;quot;&amp;gt;Shadow Evade&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Three times per day, a 4th-level shadowdancer may conceal themselves in shadow. For 1 rounds per class level, the shadowdancer has a 5% concealment bonus, 5/magic damage reduction, and +1 [[Dodge_bonus| &amp;lt;u&amp;gt;dodge bonus&amp;lt;/u&amp;gt;]] to AC. At 6th level, the bonus becomes 10% concealment, 5/alchemical silver damage reduction, and +2 dodge bonus. At 8th level it becomes 15% concealment, 10/alchemical silver damage reduction, and +3 dodge bonus. At 10th level, Shadow Evade grants 20% concealment, 10/adamantine damage reduction and +4 dodge bonus. (note, duration used to be fixed at 5 rounds in default NWN2)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: rgb(255, 128, 0);&amp;quot;&amp;gt;Defensive Roll&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
At 5th level, when a shadowdancer suffer damage from an attack that would put them below 1 hit point, they may make a Reflex save to suffer only half damage. This ability is used automatically, but only works once per day.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: rgb(255, 128, 0);&amp;quot;&amp;gt;Improved Uncanny Dodge&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
At 5th level, the shadowdancer can no longer be [[Sneak_attack &amp;lt;u&amp;gt;sneak attacked&amp;lt;/u&amp;gt;] except by a character with 4 or more total levels in classes that grant sneak attack than the [[Class_level &amp;lt;u&amp;gt;class levels&amp;lt;/u&amp;gt;] of the shadowdancer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: rgb(255, 128, 0);&amp;quot;&amp;gt;Slippery Mind&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
At 7th level, the shadowdancer becomes so cunning and elusive that even their mind is hard to pin down. Whenever the shadowdancer fails a saving throw against an enchantment spell or effect, they may immediately reroll the saving throw once, keeping the better of the two results.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: rgb(255, 128, 0);&amp;quot;&amp;gt;Improved Evasion&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
At 10th level, the shadowdancer&#039;s evasion ability improves. Now, they take only half damage even on failed Reflex saves.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: rgb(255, 128, 0);&amp;quot;&amp;gt;Shadow Jump&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
At 10th level, the shadowdancer gains the ability to jump from one shadow to another. This is a supernatural ability akin to the Shadow Walk spell. In reality the shadow dancer briefly enters the plane of shadow to move from one place to another on the prime material. This ability can only be used in the immediate area the shadow dancer is in. It cannot be used to transition to other areas.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Class courtesy of Obsidian and Luna, thorough testing by the Quality Control Team. Shadow Jump by Rasael.&#039;&#039;&lt;br /&gt;
[[Category:Classes]]&lt;br /&gt;
[[Category:Prestige Class]]&lt;br /&gt;
[[Category:Playable Class]]&lt;/div&gt;</summary>
		<author><name>Stolcor</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Epic_Precision&amp;diff=9049</id>
		<title>Epic Precision</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Epic_Precision&amp;diff=9049"/>
		<updated>2020-06-02T14:25:49Z</updated>

		<summary type="html">&lt;p&gt;Stolcor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{FeatInfo|type=General, Epic&lt;br /&gt;
|Prereq=[[Crippling Strike]] OR granted automatically at [[Swashbuckler]] 12&lt;br /&gt;
|Req=None&lt;br /&gt;
|Specifics=You deal halved [[Sneak Attack|sneak attack]] and full [[Death Attack|death attack]] damage against creatures that are normally immune to sneak attacks. Epic Precision allows the Swashbuckler to apply Insightful Strike damage to foes immune to critical hits.&lt;br /&gt;
|Use=Automatic&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==3.5 Rules Comparison==&lt;br /&gt;
*This feat does not exist in D&amp;amp;amp;D 3.5. However 3 spells exist that give the effect on one type of critical immune enemy for a few rounds. Alternate class features that trade a Rogue&#039;s trap finding ability for half Sneak Attack die on immune creatures also exist.&lt;br /&gt;
[[Category:Epic feats]]&lt;/div&gt;</summary>
		<author><name>Stolcor</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Invisible_Blade&amp;diff=9046</id>
		<title>Invisible Blade</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Invisible_Blade&amp;diff=9046"/>
		<updated>2020-06-02T06:22:24Z</updated>

		<summary type="html">&lt;p&gt;Stolcor: /* Bleeding Wound */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Description==&lt;br /&gt;
&#039;&#039;&#039;Invisible Blades&#039;&#039;&#039; are deadly fighters who prefer to use daggers and related weapons in combat. Their training and techniques with these weapons make them just as lethal as any well-armed fighter. Invisible Blades enjoy cultivating misconceptions about the level of danger they present, and they relish any chance to demonstrate that the most unimposing weapons can be the most lethal.&lt;br /&gt;
&lt;br /&gt;
==Requirements==&lt;br /&gt;
&#039;&#039;&#039;[[Skill]]s&#039;&#039;&#039;: [[Bluff]] 8 ranks&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Feat]]s&#039;&#039;&#039;: [[Feint]] (which requires combat expertise), [[Two-weapon fighting|Two-Weapon Fighting]], [[Weapon focus|Weapon Focus]] in [[dagger]] or [[kukri]]&lt;br /&gt;
&lt;br /&gt;
==Class Features==&lt;br /&gt;
{{Class base features|&lt;br /&gt;
hit die=d6|&lt;br /&gt;
BAB=High|&lt;br /&gt;
high save=[[Reflex]]|&lt;br /&gt;
low save=[[Fortitude]], [[Will]]|&lt;br /&gt;
proficiencies=None|&lt;br /&gt;
skill pts=4|&lt;br /&gt;
class skills=[[Bluff]], [[craft alchemy|Craft Alchemy]], [[craft armor|Craft Armor]], [[craft weapon|Craft Weapon]], [[craft trap|Craft Trap]], [[Hide]], [[Listen]], [[Move Silently]], [[Parry]], [[Perform]], [[Spot]], [[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 || [[Unfettered Defense]], [[Bleeding Wound]] 2/round&lt;br /&gt;
|-&lt;br /&gt;
| 2 || -&lt;br /&gt;
|-&lt;br /&gt;
| 3 || [[Bleeding Wound]] 4/round&lt;br /&gt;
|-&lt;br /&gt;
| 4 || -&lt;br /&gt;
|-&lt;br /&gt;
| 5 || [[Feint Mastery]], [[Bleeding Wound]] 6/round&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Bleeding Wound====&lt;br /&gt;
At 1st level, when an Invisible Blade hits with a successful [[Sneak Attack]], he inflicts a bleeding wound that deals 2 points of damage per round for 3 rounds. This damage stacks with previous damage caused by a Bleeding Wound attack. He must be either unarmed or wielding only light weapons in order to inflict a Bleeding Wound. At 3rd level, the damage increases to 4 per round, and at 5th level, it increases to 6 points per round. Each level of Bleeding Wound counts as one die of sneak attack damage for purposes of class and feat prerequisites.&lt;br /&gt;
&lt;br /&gt;
Regardless of the class prerequisites, an Invisible Blade can use &#039;&#039;any&#039;&#039; [[light weapon]] to cause a bleeding wound (i.e. a [[handaxe]] or [[shortsword]] can be used, but not a [[rapier]]).&lt;br /&gt;
&lt;br /&gt;
====Unfettered Defense====&lt;br /&gt;
An Invisible Blade benefits from an increased survival instinct during combat. Because of this sixth sense, he adds 1 point of his [[Intelligence]] bonus (if any) per Invisible Blade level to his [[AC|Armor Class]] in addition to any other modifiers he would normally receive. If the Invisible Blade is caught flat-footed, or is otherwise denied his Dexterity modifier to Armor Class, he also loses this bonus. Unfettered Defense functions only when an Invisible Blade is not wearing armor and is not wielding a ranged weapon. This does not stack with [[Canny_Defense|Canny Defense]] from the [[Duelist]].&lt;br /&gt;
&lt;br /&gt;
====Feint Mastery====&lt;br /&gt;
At 5th level, an Invisible Blade armed with a light weapon becomes so sure of his ability to mislead opponents that he cannot roll less than 5 on his [[Bluff]] check when using the [[Feint]] feat.&lt;br /&gt;
&lt;br /&gt;
[[Category:Playable Class]]&lt;br /&gt;
[[Category:Combat classes]]&lt;br /&gt;
[[Category:Prestige Class]]&lt;/div&gt;</summary>
		<author><name>Stolcor</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Monk&amp;diff=9045</id>
		<title>Monk</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Monk&amp;diff=9045"/>
		<updated>2020-06-02T06:16:57Z</updated>

		<summary type="html">&lt;p&gt;Stolcor: /* Additional progressions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Class Feature&lt;br /&gt;
|HD = 8&lt;br /&gt;
|BAB = M&lt;br /&gt;
|Hsave = [[Fortitude]], [[Reflex]] &amp;amp; [[Will]].&lt;br /&gt;
|Lsave = NONE&lt;br /&gt;
|WP = [[Weapon proficiency (monk)|Monk]] ~ [[club]], [[crossbow, light|crossbow (light)]], [[crossbow, heavy|crossbow (heavy)]], [[dagger]], [[handaxe]], [[kama]], [[quarterstaff]], [[shuriken]], and [[sling]].&lt;br /&gt;
|AP = &#039;&#039;&#039;NONE&#039;&#039;&#039;&lt;br /&gt;
|skill = 4&lt;br /&gt;
|Cskill = [[Concentration]], [[Craft alchemy]], [[Craft trap]], [[Diplomacy]], [[Escape Artist]], [[Hide]], [[Listen]], [[Lore: Arcana]], [[Lore: Local]], [[Lore: Religion]], [[Move silently]], [[Parry]], [[Perform]], [[Sense Motive]], [[Spot]], and [[Tumble]]}}&lt;br /&gt;
&#039;&#039;&#039;Monk&#039;&#039;&#039; is a [[base class]] in [[NWN2]].&lt;br /&gt;
==Description==&lt;br /&gt;
The key feature of the monk is his ability to fight unarmed and unarmored. Thanks to his rigorous training, he can strike as hard as if he were armed and strike faster than a warrior with a sword. Though a monk casts no spells, he has a magic of his own. He channels a subtle energy, called &#039;&#039;ki&#039;&#039;, which allows him to perform amazing feats. The monk&#039;s best-known feat is her ability to stun an opponent with an unarmed blow. A monk also has a preternatural awareness that allows him to dodge an attack even if he is not consciously aware of it. As a monk gains experience and power, his mundane and &#039;&#039;ki&#039;&#039;-oriented abilities grow, giving him more and more power over himself and, sometimes, over others.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Alignment]] restrictions&#039;&#039;&#039;: Any [[lawful]] - a monk&#039;s training requires strict discipline.&lt;br /&gt;
*Ex-monks - A monk who becomes non-lawful cannot gain new levels as a monk but retains all monk abilities.&lt;br /&gt;
&lt;br /&gt;
Monks are not proficient with any armor or shields - many of the monk&#039;s special features have specific equipment-related conditions. When wearing armor, using a shield, or carrying a medium or heavy load, a monk loses his AC bonus, as well as his fast movement and flurry of blows abilities.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Additional progressions====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Level!!Features gained!!Flurry of blows attack bonus!!Unarmed damage!!AC bonus!!Unarmored speed bonus (ft)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;1||[[#AC bonus|AC bonus]], [[Flurry of Blows]], [[Improved Unarmed Strike]], [[Stunning Fist]]|| align=&amp;quot;center&amp;quot; | -2/-2|| align=&amp;quot;center&amp;quot; |1d6/1d4|| align=&amp;quot;center&amp;quot; | +0|| align=&amp;quot;center&amp;quot; | +0&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;2||[[Evasion]], [[Deflect Arrows]]|| align=&amp;quot;center&amp;quot; | -1/-1|| align=&amp;quot;center&amp;quot; |1d6/1d4|| align=&amp;quot;center&amp;quot; | +0|| align=&amp;quot;center&amp;quot; | +0&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;3||[[#Still mind|Still mind]], [[Monk speed]]|| align=&amp;quot;center&amp;quot; | -0/-0|| align=&amp;quot;center&amp;quot; |1d6/1d4|| align=&amp;quot;center&amp;quot; | +0|| align=&amp;quot;center&amp;quot; | +10&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;4||[[#Ki Strike|Ki strike]] (Magic)|| align=&amp;quot;center&amp;quot; | +1/+1|| align=&amp;quot;center&amp;quot; |1d8/1d6|| align=&amp;quot;center&amp;quot; | +0|| align=&amp;quot;center&amp;quot; | +10&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;5||[[Purity of Body]], AC Bonus +1|| align=&amp;quot;center&amp;quot; | +2/+2|| align=&amp;quot;center&amp;quot; |1d8/1d6|| align=&amp;quot;center&amp;quot; | +1|| align=&amp;quot;center&amp;quot; | +10&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;6||[[Knockdown]], [[Improved Knockdown]]|| align=&amp;quot;center&amp;quot; | +3/+3|| align=&amp;quot;center&amp;quot; |1d8/1d6|| align=&amp;quot;center&amp;quot; | +1|| align=&amp;quot;center&amp;quot; | +20&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;7||[[Wholeness of body]]|| align=&amp;quot;center&amp;quot; | +4/+4|| align=&amp;quot;center&amp;quot; |1d8/1d6|| align=&amp;quot;center&amp;quot; | +1|| align=&amp;quot;center&amp;quot; | +20&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;8|||| align=&amp;quot;center&amp;quot; | +5/+5/+0|| align=&amp;quot;center&amp;quot; |1d10/1d8|| align=&amp;quot;center&amp;quot; | +1|| align=&amp;quot;center&amp;quot; | +20&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;9||[[Improved Evasion]]|| align=&amp;quot;center&amp;quot; | +6/+6/+1|| align=&amp;quot;center&amp;quot; |1d10/1d8|| align=&amp;quot;center&amp;quot; | +1|| align=&amp;quot;center&amp;quot; | +30&lt;br /&gt;
|-&lt;br /&gt;
|10||Ki strike (Lawful), AC Bonus +2|| align=&amp;quot;center&amp;quot; | +7/+7/+2|| align=&amp;quot;center&amp;quot; |1d10/1d8|| align=&amp;quot;center&amp;quot; | +2|| align=&amp;quot;center&amp;quot; | +30&lt;br /&gt;
|-&lt;br /&gt;
|11||[[Diamond Body]], [[Greater Flurry]]|| align=&amp;quot;center&amp;quot; | +8/+8/+8/+3|| align=&amp;quot;center&amp;quot; |1d10/1d8|| align=&amp;quot;center&amp;quot; | +2|| align=&amp;quot;center&amp;quot; | +30&lt;br /&gt;
|-&lt;br /&gt;
|12|||| align=&amp;quot;center&amp;quot; | +9/+9/+9/+4|| align=&amp;quot;center&amp;quot; |2d6/1d10|| align=&amp;quot;center&amp;quot; | +2|| align=&amp;quot;center&amp;quot; | +40&lt;br /&gt;
|-&lt;br /&gt;
|13||[[#Diamond soul|Diamond soul]]|| align=&amp;quot;center&amp;quot; | +9/+9/+9/+4|| align=&amp;quot;center&amp;quot; |2d6/1d10|| align=&amp;quot;center&amp;quot; | +2|| align=&amp;quot;center&amp;quot; | +40&lt;br /&gt;
|-&lt;br /&gt;
|14|||| align=&amp;quot;center&amp;quot; | +10/+10/+10/+5|| align=&amp;quot;center&amp;quot; |2d6/1d10|| align=&amp;quot;center&amp;quot; | +2|| align=&amp;quot;center&amp;quot; | +40&lt;br /&gt;
|-&lt;br /&gt;
|15||[[#Quivering palm|Quivering palm]], AC Bonus +3|| align=&amp;quot;center&amp;quot; | +11/+11/+11/+6/+1|| align=&amp;quot;center&amp;quot; |2d6/1d10|| align=&amp;quot;center&amp;quot; | +3|| align=&amp;quot;center&amp;quot; | +45&lt;br /&gt;
|-&lt;br /&gt;
|16||Ki strike (Adamantine)|| align=&amp;quot;center&amp;quot; | +12/+12/+12/+7/+2|| align=&amp;quot;center&amp;quot; |2d8/2d6|| align=&amp;quot;center&amp;quot; | +3|| align=&amp;quot;center&amp;quot; | +45&lt;br /&gt;
|-&lt;br /&gt;
|17|||| align=&amp;quot;center&amp;quot; | +12/+12/+12/+7/+2|| align=&amp;quot;center&amp;quot; |2d8/2d6|| align=&amp;quot;center&amp;quot; | +3|| align=&amp;quot;center&amp;quot; | +45&lt;br /&gt;
|-&lt;br /&gt;
|18|||| align=&amp;quot;center&amp;quot; | +13/+13/+13/+8/+3|| align=&amp;quot;center&amp;quot; |2d8/2d6|| align=&amp;quot;center&amp;quot; | +3|| align=&amp;quot;center&amp;quot; | +50&lt;br /&gt;
|-&lt;br /&gt;
|19||[[#Empty body|Empty body]]|| align=&amp;quot;center&amp;quot; | +14/+14/+14/+9/+4|| align=&amp;quot;center&amp;quot; |2d8/2d6|| align=&amp;quot;center&amp;quot; | +3|| align=&amp;quot;center&amp;quot; | +50&lt;br /&gt;
|-&lt;br /&gt;
|20||[[Perfect self]], AC Bonus +4|| align=&amp;quot;center&amp;quot; | +15/+15/+15/+10/+5|| align=&amp;quot;center&amp;quot; |2d10/2d8|| align=&amp;quot;center&amp;quot; | +4|| align=&amp;quot;center&amp;quot; | +50&lt;br /&gt;
|-&lt;br /&gt;
|21|||| align=&amp;quot;center&amp;quot; | +15/+15/+15/+10/+5|| align=&amp;quot;center&amp;quot; |2d10/2d8|| align=&amp;quot;center&amp;quot; | +4|| align=&amp;quot;center&amp;quot; | +50&lt;br /&gt;
|-&lt;br /&gt;
|22|||| align=&amp;quot;center&amp;quot; | +16/+16/+16/+11/+6/+1|| align=&amp;quot;center&amp;quot; |2d10/2d8|| align=&amp;quot;center&amp;quot; | +4|| align=&amp;quot;center&amp;quot; | +50&lt;br /&gt;
|-&lt;br /&gt;
|23|||| align=&amp;quot;center&amp;quot; | +17/+17/+17/+12/+7/+2|| align=&amp;quot;center&amp;quot; |2d10/2d8|| align=&amp;quot;center&amp;quot; | +4|| align=&amp;quot;center&amp;quot; | +50&lt;br /&gt;
|-&lt;br /&gt;
|24|||| align=&amp;quot;center&amp;quot; | +18/+18/+18/+13/+8/+3|| align=&amp;quot;center&amp;quot; |3d8/2d10|| align=&amp;quot;center&amp;quot; | +4|| align=&amp;quot;center&amp;quot; | +50&lt;br /&gt;
|-&lt;br /&gt;
|25||[[Epic Bonus Feat|Bonus feat]], AC Bonus +5|| align=&amp;quot;center&amp;quot; | +18/+18/+18/+13/+8/+3|| align=&amp;quot;center&amp;quot; |3d8/2d10|| align=&amp;quot;center&amp;quot; | +5|| align=&amp;quot;center&amp;quot; | +50&lt;br /&gt;
|-&lt;br /&gt;
|26|||| align=&amp;quot;center&amp;quot; | +19/+19/+19/+14/+9/+4|| align=&amp;quot;center&amp;quot; |3d8/2d10|| align=&amp;quot;center&amp;quot; | +5|| align=&amp;quot;center&amp;quot; | +50&lt;br /&gt;
|-&lt;br /&gt;
|27|||| align=&amp;quot;center&amp;quot; | +20/+20/+20/+15/+10/+5|| align=&amp;quot;center&amp;quot; |3d8/2d10|| align=&amp;quot;center&amp;quot; | +5|| align=&amp;quot;center&amp;quot; | +50&lt;br /&gt;
|-&lt;br /&gt;
|28|||| align=&amp;quot;center&amp;quot; | +21/+21/+21/+16/+11/+6/+1|| align=&amp;quot;center&amp;quot; |3d10/3d8|| align=&amp;quot;center&amp;quot; | +5|| align=&amp;quot;center&amp;quot; | +50&lt;br /&gt;
|-&lt;br /&gt;
|29|||| align=&amp;quot;center&amp;quot; | +21/+21/+21/+16/+11/+6/+1|| align=&amp;quot;center&amp;quot; |3d10/3d8|| align=&amp;quot;center&amp;quot; | +5|| align=&amp;quot;center&amp;quot; | +50&lt;br /&gt;
|-&lt;br /&gt;
|30||[[Epic Bonus Feat|Bonus feat]], AC Bonus +6|| align=&amp;quot;center&amp;quot; | +22/+22/+22/+17/+12/+7/+2|| align=&amp;quot;center&amp;quot; |3d10/3d8|| align=&amp;quot;center&amp;quot; | +6|| align=&amp;quot;center&amp;quot; | +50&lt;br /&gt;
|}&lt;br /&gt;
*A monk&#039;s [[Flurry of blows|flurry of blows attack bonus]] is still affected by multiclassing. Characters may gain additional attacks by taking a higher [[BAB]] progression class (e.g. [[fighter]] levels), or reduced attacks from taking a lower BAB progression class (e.g. [[wizard]] levels).&lt;br /&gt;
&lt;br /&gt;
*The first unarmed damage stat is for medium size, and the second stats is from small size.&lt;br /&gt;
**Unarmed damage for (potential) large monks in game is larger than for medium sized monks (eg. 6d6 on levels 28-29).&lt;br /&gt;
&lt;br /&gt;
===AC bonus===&lt;br /&gt;
A monk has a sixth sense that lets his avoid even unanticipated attacks. When unarmored, the monk adds his Wisdom bonus (if any) to his AC. In addition, a monk gains a +1 bonus to AC at 5th level. This bonus increases by 1 for every five monk levels thereafter (+2 at 10th, +3 at 15th, and +4 at 20th level). He loses these bonuses when he is immobilized or helpless, when he wears any armor, or when he carries a shield.&lt;br /&gt;
&lt;br /&gt;
===Flurry of blows===&lt;br /&gt;
When unarmored, a monk may strike with a [[Flurry of Blows]] at the expense of accuracy. When doing so, he may make one extra attack in a round at his highest base attack bonus, but this attack takes a -2 penalty, as does each other attack made that round. When a monk reaches 5th level, the penalty lessens to -1, and at 9th level it disappears. When using flurry of blows, a monk may attack only with unarmed strikes or with a [[kama]], a [[quarterstaff]] or [[shuriken]] ([[dagger]] and [[handaxe]] don&#039;t work with Flurry of blows - the other special monk weapons, namely nunchaku, sai and siangham, are not coded into NWN2 in the official campaign).&lt;br /&gt;
&lt;br /&gt;
The Flurry of Blows mode can be activated as long as the weapon in your main hand is one of the monk weapons listed above, or unarmed strike. It can be activated even when the character is wearing armor, or carries a shield. However, wearing armor/shield negates the extra attacks, although the attack penalty still applies. E.g. If a level 1 monk activates Flurry of blows while wearing armor or carrying a shield, he gets a -2 attack penalty, but does not receive the extra attacks.&lt;br /&gt;
&lt;br /&gt;
===Unarmed strike===&lt;br /&gt;
At 1st level, a monk gains [[Improved Unarmed Strike]] as a bonus feat. In addition, a Monk does more damage than other characters with unarmed attacks, and can deal lethal damage with his fists.&lt;br /&gt;
&lt;br /&gt;
===Stunning Fist===&lt;br /&gt;
At 1st level, a monk gains [[Stunning Fist]] as a bonus feat.&lt;br /&gt;
&lt;br /&gt;
===Evasion===&lt;br /&gt;
A monk of 2nd level or higher can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save (such as a red dragon&#039;s fiery breath or a fireball), he instead takes no damage. Evasion can be used only if a monk is wearing light armor or no armor.&lt;br /&gt;
&lt;br /&gt;
===Deflect Arrows===&lt;br /&gt;
A monk of 2nd level or highter can attempt to deflect one incoming missile attack per round. This is treated as a reflex save made against a difficulty class of 20. As long as the monk is not caught flat-footed, the chance to deflect an arrow is automatically applied to the first missile attack in any given round.&lt;br /&gt;
&lt;br /&gt;
===Fast movement===&lt;br /&gt;
At 3rd level, a monk gains an enhancement bonus to his speed. A monk in armor (even light armor) loses this extra speed.&lt;br /&gt;
&lt;br /&gt;
===Still mind===&lt;br /&gt;
A monk of 3rd level or higher gains a +2 bonus on saving throws against spells and effects from the school of [[enchantment]], since his meditation and training improve his resistance to mind-affecting attacks.&lt;br /&gt;
&lt;br /&gt;
===Ki Strike===&lt;br /&gt;
At 4th level, a monk&#039;s unarmed attacks are empowered with &#039;&#039;ki&#039;&#039;. His unarmed attacks are treated as magic weapons for the purpose of dealing damage to creatures with [[damage reduction]]. &#039;&#039;Ki&#039;&#039; strike improves with the character&#039;s monk level, becoming lawful for purposes of damage reduction at level 10 and adamantine for purposes of damage reduction at level 16. These effects stack, i.e. at 16th level the monk&#039;s attacks will be magical, lawful and adamantine, bypassing any resistances to these damage types.&lt;br /&gt;
&lt;br /&gt;
===Purity of body===&lt;br /&gt;
At 5th level, a monk gains control over his body&#039;s immune system. He gains immunity to all diseases.&lt;br /&gt;
&lt;br /&gt;
===Improved Knockdown===&lt;br /&gt;
At 6th level, a monk receives both the [[knockdown]] and [[improved knockdown]] feats for free, ignoring prerequisites.&lt;br /&gt;
&lt;br /&gt;
===Wholeness of body===&lt;br /&gt;
At 7th level or higher, a monk can heal his own wounds. He can heal a number of hit points of damage equal to twice his current monk level each day.&lt;br /&gt;
&lt;br /&gt;
===Improved Evasion===&lt;br /&gt;
At 9th level, a monk&#039;s evasion ability improves. He takes no damage on a successful Reflex saving throw against attacks such as a dragon&#039;s breath weapon or fireball, and takes half damage on a failed save.&lt;br /&gt;
&lt;br /&gt;
===Diamond body===&lt;br /&gt;
At 11th level, a monk is in such firm control of his own metabolism that he gains immunity to [[poison (effect)|poisons]] of all kinds.&lt;br /&gt;
&lt;br /&gt;
===Greater Flurry===&lt;br /&gt;
At 11th level, a monk receives a second extra attack when using Flurry of Blows with unarmed strikes or his special monk weapons. The only weapons this works with (besides unarmed attack) are kama, quarterstaff or shuriken -- a dagger/handaxe/etc will not work with flurry, and the other special monk weapons, namely nunchaku, sai and saingham, are not coded into NWN2 in the official campaign.&lt;br /&gt;
&lt;br /&gt;
===Diamond soul===&lt;br /&gt;
At 13th level, a monk gains [[spell resistance]] equal to his current monk level + 10.&lt;br /&gt;
&lt;br /&gt;
===Quivering palm===&lt;br /&gt;
Starting at 15th level, a monk can set up fatal vibrations within the body of another creature once per day. Unless the target makes a Fortitude saving throw (DC 10 + 1/2 the monk&#039;s level + the monk&#039;s Wis modifier), it dies. Quivering Palm does not work on creatures that have immunity to critical hits. Creatures that have higher hit die or level than the monk are also immune to this ability.&lt;br /&gt;
&lt;br /&gt;
===Empty body===&lt;br /&gt;
At 19th level, a monk gains the ability to fade from sight twice per day. The monk gains a 50% concealment bonus for a number of rounds equal to his class level.&lt;br /&gt;
&lt;br /&gt;
===Perfect self===&lt;br /&gt;
The monk gains immunity to all mind-affecting spells and effects, and damage reduction 10/magic.&lt;br /&gt;
[[Category:Playable Class]]&lt;br /&gt;
[[Category:Base classes]]&lt;br /&gt;
[[Category:Combat classes]]&lt;/div&gt;</summary>
		<author><name>Stolcor</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Monk&amp;diff=9044</id>
		<title>Monk</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Monk&amp;diff=9044"/>
		<updated>2020-06-02T06:03:31Z</updated>

		<summary type="html">&lt;p&gt;Stolcor: /* Additional progressions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Class Feature&lt;br /&gt;
|HD = 8&lt;br /&gt;
|BAB = M&lt;br /&gt;
|Hsave = [[Fortitude]], [[Reflex]] &amp;amp; [[Will]].&lt;br /&gt;
|Lsave = NONE&lt;br /&gt;
|WP = [[Weapon proficiency (monk)|Monk]] ~ [[club]], [[crossbow, light|crossbow (light)]], [[crossbow, heavy|crossbow (heavy)]], [[dagger]], [[handaxe]], [[kama]], [[quarterstaff]], [[shuriken]], and [[sling]].&lt;br /&gt;
|AP = &#039;&#039;&#039;NONE&#039;&#039;&#039;&lt;br /&gt;
|skill = 4&lt;br /&gt;
|Cskill = [[Concentration]], [[Craft alchemy]], [[Craft trap]], [[Diplomacy]], [[Escape Artist]], [[Hide]], [[Listen]], [[Lore: Arcana]], [[Lore: Local]], [[Lore: Religion]], [[Move silently]], [[Parry]], [[Perform]], [[Sense Motive]], [[Spot]], and [[Tumble]]}}&lt;br /&gt;
&#039;&#039;&#039;Monk&#039;&#039;&#039; is a [[base class]] in [[NWN2]].&lt;br /&gt;
==Description==&lt;br /&gt;
The key feature of the monk is his ability to fight unarmed and unarmored. Thanks to his rigorous training, he can strike as hard as if he were armed and strike faster than a warrior with a sword. Though a monk casts no spells, he has a magic of his own. He channels a subtle energy, called &#039;&#039;ki&#039;&#039;, which allows him to perform amazing feats. The monk&#039;s best-known feat is her ability to stun an opponent with an unarmed blow. A monk also has a preternatural awareness that allows him to dodge an attack even if he is not consciously aware of it. As a monk gains experience and power, his mundane and &#039;&#039;ki&#039;&#039;-oriented abilities grow, giving him more and more power over himself and, sometimes, over others.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Alignment]] restrictions&#039;&#039;&#039;: Any [[lawful]] - a monk&#039;s training requires strict discipline.&lt;br /&gt;
*Ex-monks - A monk who becomes non-lawful cannot gain new levels as a monk but retains all monk abilities.&lt;br /&gt;
&lt;br /&gt;
Monks are not proficient with any armor or shields - many of the monk&#039;s special features have specific equipment-related conditions. When wearing armor, using a shield, or carrying a medium or heavy load, a monk loses his AC bonus, as well as his fast movement and flurry of blows abilities.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Additional progressions====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Level!!Features gained!!Flurry of blows attack bonus!!Unarmed damage!!AC bonus!!Unarmored speed bonus (ft)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;1||[[#AC bonus|AC bonus]], [[Flurry of Blows]], [[Improved Unarmed Strike]], [[Stunning Fist]]|| align=&amp;quot;center&amp;quot; | -2/-2|| align=&amp;quot;center&amp;quot; |1d6/1d4|| align=&amp;quot;center&amp;quot; | +0|| align=&amp;quot;center&amp;quot; | +0&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;2||[[Evasion]], [[Deflect Arrows]]|| align=&amp;quot;center&amp;quot; | -1/-1|| align=&amp;quot;center&amp;quot; |1d6/1d4|| align=&amp;quot;center&amp;quot; | +0|| align=&amp;quot;center&amp;quot; | +0&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;3||[[#Still mind|Still mind]], [[Monk speed]]|| align=&amp;quot;center&amp;quot; | -0/-0|| align=&amp;quot;center&amp;quot; |1d6/1d4|| align=&amp;quot;center&amp;quot; | +0|| align=&amp;quot;center&amp;quot; | +10&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;4||[[#Ki Strike|Ki strike]] (Magic)|| align=&amp;quot;center&amp;quot; | +1/+1|| align=&amp;quot;center&amp;quot; |1d8/1d6|| align=&amp;quot;center&amp;quot; | +0|| align=&amp;quot;center&amp;quot; | +10&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;5||[[Purity of Body]], AC Bonus +1|| align=&amp;quot;center&amp;quot; | +2/+2|| align=&amp;quot;center&amp;quot; |1d8/1d6|| align=&amp;quot;center&amp;quot; | +1|| align=&amp;quot;center&amp;quot; | +10&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;6||[[Knockdown]], [[Improved Knockdown]]|| align=&amp;quot;center&amp;quot; | +3/+3|| align=&amp;quot;center&amp;quot; |1d8/1d6|| align=&amp;quot;center&amp;quot; | +1|| align=&amp;quot;center&amp;quot; | +20&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;7||[[Wholeness of body]]|| align=&amp;quot;center&amp;quot; | +4/+4|| align=&amp;quot;center&amp;quot; |1d8/1d6|| align=&amp;quot;center&amp;quot; | +1|| align=&amp;quot;center&amp;quot; | +20&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;8|||| align=&amp;quot;center&amp;quot; | +5/+5/+0|| align=&amp;quot;center&amp;quot; |1d10/1d8|| align=&amp;quot;center&amp;quot; | +1|| align=&amp;quot;center&amp;quot; | +20&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;9||[[Improved Evasion]]|| align=&amp;quot;center&amp;quot; | +6/+6/+1|| align=&amp;quot;center&amp;quot; |1d10/1d8|| align=&amp;quot;center&amp;quot; | +1|| align=&amp;quot;center&amp;quot; | +30&lt;br /&gt;
|-&lt;br /&gt;
|10||Ki strike (Lawful), AC Bonus +2|| align=&amp;quot;center&amp;quot; | +7/+7/+2|| align=&amp;quot;center&amp;quot; |1d10/1d8|| align=&amp;quot;center&amp;quot; | +2|| align=&amp;quot;center&amp;quot; | +30&lt;br /&gt;
|-&lt;br /&gt;
|11||[[Diamond body]], [[Greater Flurry]]|| align=&amp;quot;center&amp;quot; | +8/+8/+8/+3|| align=&amp;quot;center&amp;quot; |1d10/1d8|| align=&amp;quot;center&amp;quot; | +2|| align=&amp;quot;center&amp;quot; | +30&lt;br /&gt;
|-&lt;br /&gt;
|12|||| align=&amp;quot;center&amp;quot; | +9/+9/+9/+4|| align=&amp;quot;center&amp;quot; |2d6/1d10|| align=&amp;quot;center&amp;quot; | +2|| align=&amp;quot;center&amp;quot; | +40&lt;br /&gt;
|-&lt;br /&gt;
|13||[[#Diamond soul|Diamond soul]]|| align=&amp;quot;center&amp;quot; | +9/+9/+9/+4|| align=&amp;quot;center&amp;quot; |2d6/1d10|| align=&amp;quot;center&amp;quot; | +2|| align=&amp;quot;center&amp;quot; | +40&lt;br /&gt;
|-&lt;br /&gt;
|14|||| align=&amp;quot;center&amp;quot; | +10/+10/+10/+5|| align=&amp;quot;center&amp;quot; |2d6/1d10|| align=&amp;quot;center&amp;quot; | +2|| align=&amp;quot;center&amp;quot; | +40&lt;br /&gt;
|-&lt;br /&gt;
|15||[[#Quivering palm|Quivering palm]], AC Bonus +3|| align=&amp;quot;center&amp;quot; | +11/+11/+11/+6/+1|| align=&amp;quot;center&amp;quot; |2d6/1d10|| align=&amp;quot;center&amp;quot; | +3|| align=&amp;quot;center&amp;quot; | +45&lt;br /&gt;
|-&lt;br /&gt;
|16||Ki strike (Adamantine)|| align=&amp;quot;center&amp;quot; | +12/+12/+12/+7/+2|| align=&amp;quot;center&amp;quot; |2d8/2d6|| align=&amp;quot;center&amp;quot; | +3|| align=&amp;quot;center&amp;quot; | +45&lt;br /&gt;
|-&lt;br /&gt;
|17|||| align=&amp;quot;center&amp;quot; | +12/+12/+12/+7/+2|| align=&amp;quot;center&amp;quot; |2d8/2d6|| align=&amp;quot;center&amp;quot; | +3|| align=&amp;quot;center&amp;quot; | +45&lt;br /&gt;
|-&lt;br /&gt;
|18|||| align=&amp;quot;center&amp;quot; | +13/+13/+13/+8/+3|| align=&amp;quot;center&amp;quot; |2d8/2d6|| align=&amp;quot;center&amp;quot; | +3|| align=&amp;quot;center&amp;quot; | +50&lt;br /&gt;
|-&lt;br /&gt;
|19||[[#Empty body|Empty body]]|| align=&amp;quot;center&amp;quot; | +14/+14/+14/+9/+4|| align=&amp;quot;center&amp;quot; |2d8/2d6|| align=&amp;quot;center&amp;quot; | +3|| align=&amp;quot;center&amp;quot; | +50&lt;br /&gt;
|-&lt;br /&gt;
|20||[[Perfect self]], AC Bonus +4|| align=&amp;quot;center&amp;quot; | +15/+15/+15/+10/+5|| align=&amp;quot;center&amp;quot; |2d10/2d8|| align=&amp;quot;center&amp;quot; | +4|| align=&amp;quot;center&amp;quot; | +50&lt;br /&gt;
|-&lt;br /&gt;
|21|||| align=&amp;quot;center&amp;quot; | +15/+15/+15/+10/+5|| align=&amp;quot;center&amp;quot; |2d10/2d8|| align=&amp;quot;center&amp;quot; | +4|| align=&amp;quot;center&amp;quot; | +50&lt;br /&gt;
|-&lt;br /&gt;
|22|||| align=&amp;quot;center&amp;quot; | +16/+16/+16/+11/+6/+1|| align=&amp;quot;center&amp;quot; |2d10/2d8|| align=&amp;quot;center&amp;quot; | +4|| align=&amp;quot;center&amp;quot; | +50&lt;br /&gt;
|-&lt;br /&gt;
|23|||| align=&amp;quot;center&amp;quot; | +17/+17/+17/+12/+7/+2|| align=&amp;quot;center&amp;quot; |2d10/2d8|| align=&amp;quot;center&amp;quot; | +4|| align=&amp;quot;center&amp;quot; | +50&lt;br /&gt;
|-&lt;br /&gt;
|24|||| align=&amp;quot;center&amp;quot; | +18/+18/+18/+13/+8/+3|| align=&amp;quot;center&amp;quot; |3d8/2d10|| align=&amp;quot;center&amp;quot; | +4|| align=&amp;quot;center&amp;quot; | +50&lt;br /&gt;
|-&lt;br /&gt;
|25||[[Epic Bonus Feat|Bonus feat]], AC Bonus +5|| align=&amp;quot;center&amp;quot; | +18/+18/+18/+13/+8/+3|| align=&amp;quot;center&amp;quot; |3d8/2d10|| align=&amp;quot;center&amp;quot; | +5|| align=&amp;quot;center&amp;quot; | +50&lt;br /&gt;
|-&lt;br /&gt;
|26|||| align=&amp;quot;center&amp;quot; | +19/+19/+19/+14/+9/+4|| align=&amp;quot;center&amp;quot; |3d8/2d10|| align=&amp;quot;center&amp;quot; | +5|| align=&amp;quot;center&amp;quot; | +50&lt;br /&gt;
|-&lt;br /&gt;
|27|||| align=&amp;quot;center&amp;quot; | +20/+20/+20/+15/+10/+5|| align=&amp;quot;center&amp;quot; |3d8/2d10|| align=&amp;quot;center&amp;quot; | +5|| align=&amp;quot;center&amp;quot; | +50&lt;br /&gt;
|-&lt;br /&gt;
|28|||| align=&amp;quot;center&amp;quot; | +21/+21/+21/+16/+11/+6/+1|| align=&amp;quot;center&amp;quot; |3d10/3d8|| align=&amp;quot;center&amp;quot; | +5|| align=&amp;quot;center&amp;quot; | +50&lt;br /&gt;
|-&lt;br /&gt;
|29|||| align=&amp;quot;center&amp;quot; | +21/+21/+21/+16/+11/+6/+1|| align=&amp;quot;center&amp;quot; |3d10/3d8|| align=&amp;quot;center&amp;quot; | +5|| align=&amp;quot;center&amp;quot; | +50&lt;br /&gt;
|-&lt;br /&gt;
|30||[[Epic Bonus Feat|Bonus feat]], AC Bonus +6|| align=&amp;quot;center&amp;quot; | +22/+22/+22/+17/+12/+7/+2|| align=&amp;quot;center&amp;quot; |3d10/3d8|| align=&amp;quot;center&amp;quot; | +6|| align=&amp;quot;center&amp;quot; | +50&lt;br /&gt;
|}&lt;br /&gt;
*A monk&#039;s [[Flurry of blows|flurry of blows attack bonus]] is still affected by multiclassing. Characters may gain additional attacks by taking a higher [[BAB]] progression class (e.g. [[fighter]] levels), or reduced attacks from taking a lower BAB progression class (e.g. [[wizard]] levels).&lt;br /&gt;
&lt;br /&gt;
*The first unarmed damage stat is for medium size, and the second stats is from small size.&lt;br /&gt;
**Unarmed damage for (potential) large monks in game is larger than for medium sized monks (eg. 6d6 on levels 28-29).&lt;br /&gt;
&lt;br /&gt;
===AC bonus===&lt;br /&gt;
A monk has a sixth sense that lets his avoid even unanticipated attacks. When unarmored, the monk adds his Wisdom bonus (if any) to his AC. In addition, a monk gains a +1 bonus to AC at 5th level. This bonus increases by 1 for every five monk levels thereafter (+2 at 10th, +3 at 15th, and +4 at 20th level). He loses these bonuses when he is immobilized or helpless, when he wears any armor, or when he carries a shield.&lt;br /&gt;
&lt;br /&gt;
===Flurry of blows===&lt;br /&gt;
When unarmored, a monk may strike with a [[Flurry of Blows]] at the expense of accuracy. When doing so, he may make one extra attack in a round at his highest base attack bonus, but this attack takes a -2 penalty, as does each other attack made that round. When a monk reaches 5th level, the penalty lessens to -1, and at 9th level it disappears. When using flurry of blows, a monk may attack only with unarmed strikes or with a [[kama]], a [[quarterstaff]] or [[shuriken]] ([[dagger]] and [[handaxe]] don&#039;t work with Flurry of blows - the other special monk weapons, namely nunchaku, sai and siangham, are not coded into NWN2 in the official campaign).&lt;br /&gt;
&lt;br /&gt;
The Flurry of Blows mode can be activated as long as the weapon in your main hand is one of the monk weapons listed above, or unarmed strike. It can be activated even when the character is wearing armor, or carries a shield. However, wearing armor/shield negates the extra attacks, although the attack penalty still applies. E.g. If a level 1 monk activates Flurry of blows while wearing armor or carrying a shield, he gets a -2 attack penalty, but does not receive the extra attacks.&lt;br /&gt;
&lt;br /&gt;
===Unarmed strike===&lt;br /&gt;
At 1st level, a monk gains [[Improved Unarmed Strike]] as a bonus feat. In addition, a Monk does more damage than other characters with unarmed attacks, and can deal lethal damage with his fists.&lt;br /&gt;
&lt;br /&gt;
===Stunning Fist===&lt;br /&gt;
At 1st level, a monk gains [[Stunning Fist]] as a bonus feat.&lt;br /&gt;
&lt;br /&gt;
===Evasion===&lt;br /&gt;
A monk of 2nd level or higher can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save (such as a red dragon&#039;s fiery breath or a fireball), he instead takes no damage. Evasion can be used only if a monk is wearing light armor or no armor.&lt;br /&gt;
&lt;br /&gt;
===Deflect Arrows===&lt;br /&gt;
A monk of 2nd level or highter can attempt to deflect one incoming missile attack per round. This is treated as a reflex save made against a difficulty class of 20. As long as the monk is not caught flat-footed, the chance to deflect an arrow is automatically applied to the first missile attack in any given round.&lt;br /&gt;
&lt;br /&gt;
===Fast movement===&lt;br /&gt;
At 3rd level, a monk gains an enhancement bonus to his speed. A monk in armor (even light armor) loses this extra speed.&lt;br /&gt;
&lt;br /&gt;
===Still mind===&lt;br /&gt;
A monk of 3rd level or higher gains a +2 bonus on saving throws against spells and effects from the school of [[enchantment]], since his meditation and training improve his resistance to mind-affecting attacks.&lt;br /&gt;
&lt;br /&gt;
===Ki Strike===&lt;br /&gt;
At 4th level, a monk&#039;s unarmed attacks are empowered with &#039;&#039;ki&#039;&#039;. His unarmed attacks are treated as magic weapons for the purpose of dealing damage to creatures with [[damage reduction]]. &#039;&#039;Ki&#039;&#039; strike improves with the character&#039;s monk level, becoming lawful for purposes of damage reduction at level 10 and adamantine for purposes of damage reduction at level 16. These effects stack, i.e. at 16th level the monk&#039;s attacks will be magical, lawful and adamantine, bypassing any resistances to these damage types.&lt;br /&gt;
&lt;br /&gt;
===Purity of body===&lt;br /&gt;
At 5th level, a monk gains control over his body&#039;s immune system. He gains immunity to all diseases.&lt;br /&gt;
&lt;br /&gt;
===Improved Knockdown===&lt;br /&gt;
At 6th level, a monk receives both the [[knockdown]] and [[improved knockdown]] feats for free, ignoring prerequisites.&lt;br /&gt;
&lt;br /&gt;
===Wholeness of body===&lt;br /&gt;
At 7th level or higher, a monk can heal his own wounds. He can heal a number of hit points of damage equal to twice his current monk level each day.&lt;br /&gt;
&lt;br /&gt;
===Improved Evasion===&lt;br /&gt;
At 9th level, a monk&#039;s evasion ability improves. He takes no damage on a successful Reflex saving throw against attacks such as a dragon&#039;s breath weapon or fireball, and takes half damage on a failed save.&lt;br /&gt;
&lt;br /&gt;
===Diamond body===&lt;br /&gt;
At 11th level, a monk is in such firm control of his own metabolism that he gains immunity to [[poison (effect)|poisons]] of all kinds.&lt;br /&gt;
&lt;br /&gt;
===Greater Flurry===&lt;br /&gt;
At 11th level, a monk receives a second extra attack when using Flurry of Blows with unarmed strikes or his special monk weapons. The only weapons this works with (besides unarmed attack) are kama, quarterstaff or shuriken -- a dagger/handaxe/etc will not work with flurry, and the other special monk weapons, namely nunchaku, sai and saingham, are not coded into NWN2 in the official campaign.&lt;br /&gt;
&lt;br /&gt;
===Diamond soul===&lt;br /&gt;
At 13th level, a monk gains [[spell resistance]] equal to his current monk level + 10.&lt;br /&gt;
&lt;br /&gt;
===Quivering palm===&lt;br /&gt;
Starting at 15th level, a monk can set up fatal vibrations within the body of another creature once per day. Unless the target makes a Fortitude saving throw (DC 10 + 1/2 the monk&#039;s level + the monk&#039;s Wis modifier), it dies. Quivering Palm does not work on creatures that have immunity to critical hits. Creatures that have higher hit die or level than the monk are also immune to this ability.&lt;br /&gt;
&lt;br /&gt;
===Empty body===&lt;br /&gt;
At 19th level, a monk gains the ability to fade from sight twice per day. The monk gains a 50% concealment bonus for a number of rounds equal to his class level.&lt;br /&gt;
&lt;br /&gt;
===Perfect self===&lt;br /&gt;
The monk gains immunity to all mind-affecting spells and effects, and damage reduction 10/magic.&lt;br /&gt;
[[Category:Playable Class]]&lt;br /&gt;
[[Category:Base classes]]&lt;br /&gt;
[[Category:Combat classes]]&lt;/div&gt;</summary>
		<author><name>Stolcor</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Defensive_Roll&amp;diff=9043</id>
		<title>Defensive Roll</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Defensive_Roll&amp;diff=9043"/>
		<updated>2020-06-02T06:02:59Z</updated>

		<summary type="html">&lt;p&gt;Stolcor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{FeatInfo|type=[[Class]]&lt;br /&gt;
|Prereq=[[Rogue]] level 10/13/16/19, [[Shadow Dancer]] level 5 &lt;br /&gt;
|Req=[[Epic Dodge]]&lt;br /&gt;
|Specifics=If the character is struck by a potentially lethal blow (one that would put them at or below 0 hit points), they make a [[Reflex]] saving throw ([[Difficulty_class|DC]] = damage dealt). If successful, they take only half damage from the blow.&lt;br /&gt;
|Use=Automatic. [[Flat-foot|Flat-footed]] characters cannot make a defensive roll.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* This feat may be used multiple times per day.&lt;br /&gt;
* A Rogue can take &#039;&#039;&#039;Defensive Roll&#039;&#039;&#039; as one of their [[Rogue#Special ability|special ability]] choices at level 10, 13, 16 or 19.&lt;br /&gt;
* Shadowdancers receive this feat automatically at level 5.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==3.5 Defensive roll==&lt;br /&gt;
A character with this feature can roll with a potentially lethal blow to take less damage from it than she otherwise would.&lt;br /&gt;
&lt;br /&gt;
Once [[per day]], when she would be reduced to 0 or fewer hit points by damage in combat (from a weapon or other blow, not a spell or special ability), she can attempt to roll with the damage. &lt;br /&gt;
&lt;br /&gt;
To use this ability, the character must attempt a [[Reflex]] [[saving throw]] ([[Difficulty_class|DC]] = damage dealt). If the save succeeds, she takes only half damage from the blow; if it fails, she takes full damage. She must be aware of the attack and able to react to it in order to execute her defensive roll—if she is denied her [[Dexterity]] bonus to [[AC]], she can’t use this ability. &lt;br /&gt;
&lt;br /&gt;
Since this effect would not normally allow a character to make a Reflex save for half damage, the Rogue’s Evasion ability does not apply to the defensive roll.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==External resources==&lt;br /&gt;
*[[NWNWiki:Defensive Roll]]&lt;br /&gt;
[[category:Class feats]]&lt;/div&gt;</summary>
		<author><name>Stolcor</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Monk&amp;diff=9042</id>
		<title>Monk</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Monk&amp;diff=9042"/>
		<updated>2020-06-02T05:38:01Z</updated>

		<summary type="html">&lt;p&gt;Stolcor: /* Additional progressions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Class Feature&lt;br /&gt;
|HD = 8&lt;br /&gt;
|BAB = M&lt;br /&gt;
|Hsave = [[Fortitude]], [[Reflex]] &amp;amp; [[Will]].&lt;br /&gt;
|Lsave = NONE&lt;br /&gt;
|WP = [[Weapon proficiency (monk)|Monk]] ~ [[club]], [[crossbow, light|crossbow (light)]], [[crossbow, heavy|crossbow (heavy)]], [[dagger]], [[handaxe]], [[kama]], [[quarterstaff]], [[shuriken]], and [[sling]].&lt;br /&gt;
|AP = &#039;&#039;&#039;NONE&#039;&#039;&#039;&lt;br /&gt;
|skill = 4&lt;br /&gt;
|Cskill = [[Concentration]], [[Craft alchemy]], [[Craft trap]], [[Diplomacy]], [[Escape Artist]], [[Hide]], [[Listen]], [[Lore: Arcana]], [[Lore: Local]], [[Lore: Religion]], [[Move silently]], [[Parry]], [[Perform]], [[Sense Motive]], [[Spot]], and [[Tumble]]}}&lt;br /&gt;
&#039;&#039;&#039;Monk&#039;&#039;&#039; is a [[base class]] in [[NWN2]].&lt;br /&gt;
==Description==&lt;br /&gt;
The key feature of the monk is his ability to fight unarmed and unarmored. Thanks to his rigorous training, he can strike as hard as if he were armed and strike faster than a warrior with a sword. Though a monk casts no spells, he has a magic of his own. He channels a subtle energy, called &#039;&#039;ki&#039;&#039;, which allows him to perform amazing feats. The monk&#039;s best-known feat is her ability to stun an opponent with an unarmed blow. A monk also has a preternatural awareness that allows him to dodge an attack even if he is not consciously aware of it. As a monk gains experience and power, his mundane and &#039;&#039;ki&#039;&#039;-oriented abilities grow, giving him more and more power over himself and, sometimes, over others.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Alignment]] restrictions&#039;&#039;&#039;: Any [[lawful]] - a monk&#039;s training requires strict discipline.&lt;br /&gt;
*Ex-monks - A monk who becomes non-lawful cannot gain new levels as a monk but retains all monk abilities.&lt;br /&gt;
&lt;br /&gt;
Monks are not proficient with any armor or shields - many of the monk&#039;s special features have specific equipment-related conditions. When wearing armor, using a shield, or carrying a medium or heavy load, a monk loses his AC bonus, as well as his fast movement and flurry of blows abilities.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Additional progressions====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Level!!Features gained!!Flurry of blows attack bonus!!Unarmed damage!!AC bonus!!Unarmored speed bonus (ft)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;1||[[#AC bonus|AC bonus]], [[Flurry of Blows]], [[Improved Unarmed Strike]], [[Stunning Fist]]|| align=&amp;quot;center&amp;quot; | -2/-2|| align=&amp;quot;center&amp;quot; |1d6/1d4|| align=&amp;quot;center&amp;quot; | +0|| align=&amp;quot;center&amp;quot; | +0&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;2||[[Evasion]], [[Deflect Arrows]]|| align=&amp;quot;center&amp;quot; | -1/-1|| align=&amp;quot;center&amp;quot; |1d6/1d4|| align=&amp;quot;center&amp;quot; | +0|| align=&amp;quot;center&amp;quot; | +0&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;3||[[#Still mind|Still mind]], [[Monk speed]]|| align=&amp;quot;center&amp;quot; | -0/-0|| align=&amp;quot;center&amp;quot; |1d6/1d4|| align=&amp;quot;center&amp;quot; | +0|| align=&amp;quot;center&amp;quot; | +10&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;4||[[#Ki Strike|Ki strike]] (Magic)|| align=&amp;quot;center&amp;quot; | +1/+1|| align=&amp;quot;center&amp;quot; |1d8/1d6|| align=&amp;quot;center&amp;quot; | +0|| align=&amp;quot;center&amp;quot; | +10&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;5||[[Purity of Body]], AC Bonus +1|| align=&amp;quot;center&amp;quot; | +2/+2|| align=&amp;quot;center&amp;quot; |1d8/1d6|| align=&amp;quot;center&amp;quot; | +1|| align=&amp;quot;center&amp;quot; | +10&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;6||[[Knockdown]], [[Improved Knockdown]]|| align=&amp;quot;center&amp;quot; | +3/+3|| align=&amp;quot;center&amp;quot; |1d8/1d6|| align=&amp;quot;center&amp;quot; | +1|| align=&amp;quot;center&amp;quot; | +20&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;7||[[Wholeness of body]]|| align=&amp;quot;center&amp;quot; | +4/+4|| align=&amp;quot;center&amp;quot; |1d8/1d6|| align=&amp;quot;center&amp;quot; | +1|| align=&amp;quot;center&amp;quot; | +20&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;8|||| align=&amp;quot;center&amp;quot; | +5/+5/+0|| align=&amp;quot;center&amp;quot; |1d10/1d8|| align=&amp;quot;center&amp;quot; | +1|| align=&amp;quot;center&amp;quot; | +20&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;9||[[Improved evasion]]|| align=&amp;quot;center&amp;quot; | +6/+6/+1|| align=&amp;quot;center&amp;quot; |1d10/1d8|| align=&amp;quot;center&amp;quot; | +1|| align=&amp;quot;center&amp;quot; | +30&lt;br /&gt;
|-&lt;br /&gt;
|10||Ki strike (Lawful), AC Bonus +2|| align=&amp;quot;center&amp;quot; | +7/+7/+2|| align=&amp;quot;center&amp;quot; |1d10/1d8|| align=&amp;quot;center&amp;quot; | +2|| align=&amp;quot;center&amp;quot; | +30&lt;br /&gt;
|-&lt;br /&gt;
|11||[[Diamond body]], [[Greater Flurry]]|| align=&amp;quot;center&amp;quot; | +8/+8/+8/+3|| align=&amp;quot;center&amp;quot; |1d10/1d8|| align=&amp;quot;center&amp;quot; | +2|| align=&amp;quot;center&amp;quot; | +30&lt;br /&gt;
|-&lt;br /&gt;
|12|||| align=&amp;quot;center&amp;quot; | +9/+9/+9/+4|| align=&amp;quot;center&amp;quot; |2d6/1d10|| align=&amp;quot;center&amp;quot; | +2|| align=&amp;quot;center&amp;quot; | +40&lt;br /&gt;
|-&lt;br /&gt;
|13||[[#Diamond soul|Diamond soul]]|| align=&amp;quot;center&amp;quot; | +9/+9/+9/+4|| align=&amp;quot;center&amp;quot; |2d6/1d10|| align=&amp;quot;center&amp;quot; | +2|| align=&amp;quot;center&amp;quot; | +40&lt;br /&gt;
|-&lt;br /&gt;
|14|||| align=&amp;quot;center&amp;quot; | +10/+10/+10/+5|| align=&amp;quot;center&amp;quot; |2d6/1d10|| align=&amp;quot;center&amp;quot; | +2|| align=&amp;quot;center&amp;quot; | +40&lt;br /&gt;
|-&lt;br /&gt;
|15||[[#Quivering palm|Quivering palm]], AC Bonus +3|| align=&amp;quot;center&amp;quot; | +11/+11/+11/+6/+1|| align=&amp;quot;center&amp;quot; |2d6/1d10|| align=&amp;quot;center&amp;quot; | +3|| align=&amp;quot;center&amp;quot; | +45&lt;br /&gt;
|-&lt;br /&gt;
|16||Ki strike (Adamantine)|| align=&amp;quot;center&amp;quot; | +12/+12/+12/+7/+2|| align=&amp;quot;center&amp;quot; |2d8/2d6|| align=&amp;quot;center&amp;quot; | +3|| align=&amp;quot;center&amp;quot; | +45&lt;br /&gt;
|-&lt;br /&gt;
|17|||| align=&amp;quot;center&amp;quot; | +12/+12/+12/+7/+2|| align=&amp;quot;center&amp;quot; |2d8/2d6|| align=&amp;quot;center&amp;quot; | +3|| align=&amp;quot;center&amp;quot; | +45&lt;br /&gt;
|-&lt;br /&gt;
|18|||| align=&amp;quot;center&amp;quot; | +13/+13/+13/+8/+3|| align=&amp;quot;center&amp;quot; |2d8/2d6|| align=&amp;quot;center&amp;quot; | +3|| align=&amp;quot;center&amp;quot; | +50&lt;br /&gt;
|-&lt;br /&gt;
|19||[[#Empty body|Empty body]]|| align=&amp;quot;center&amp;quot; | +14/+14/+14/+9/+4|| align=&amp;quot;center&amp;quot; |2d8/2d6|| align=&amp;quot;center&amp;quot; | +3|| align=&amp;quot;center&amp;quot; | +50&lt;br /&gt;
|-&lt;br /&gt;
|20||[[Perfect self]], AC Bonus +4|| align=&amp;quot;center&amp;quot; | +15/+15/+15/+10/+5|| align=&amp;quot;center&amp;quot; |2d10/2d8|| align=&amp;quot;center&amp;quot; | +4|| align=&amp;quot;center&amp;quot; | +50&lt;br /&gt;
|-&lt;br /&gt;
|21|||| align=&amp;quot;center&amp;quot; | +15/+15/+15/+10/+5|| align=&amp;quot;center&amp;quot; |2d10/2d8|| align=&amp;quot;center&amp;quot; | +4|| align=&amp;quot;center&amp;quot; | +50&lt;br /&gt;
|-&lt;br /&gt;
|22|||| align=&amp;quot;center&amp;quot; | +16/+16/+16/+11/+6/+1|| align=&amp;quot;center&amp;quot; |2d10/2d8|| align=&amp;quot;center&amp;quot; | +4|| align=&amp;quot;center&amp;quot; | +50&lt;br /&gt;
|-&lt;br /&gt;
|23|||| align=&amp;quot;center&amp;quot; | +17/+17/+17/+12/+7/+2|| align=&amp;quot;center&amp;quot; |2d10/2d8|| align=&amp;quot;center&amp;quot; | +4|| align=&amp;quot;center&amp;quot; | +50&lt;br /&gt;
|-&lt;br /&gt;
|24|||| align=&amp;quot;center&amp;quot; | +18/+18/+18/+13/+8/+3|| align=&amp;quot;center&amp;quot; |3d8/2d10|| align=&amp;quot;center&amp;quot; | +4|| align=&amp;quot;center&amp;quot; | +50&lt;br /&gt;
|-&lt;br /&gt;
|25||[[Epic Bonus Feat|Bonus feat]], AC Bonus +5|| align=&amp;quot;center&amp;quot; | +18/+18/+18/+13/+8/+3|| align=&amp;quot;center&amp;quot; |3d8/2d10|| align=&amp;quot;center&amp;quot; | +5|| align=&amp;quot;center&amp;quot; | +50&lt;br /&gt;
|-&lt;br /&gt;
|26|||| align=&amp;quot;center&amp;quot; | +19/+19/+19/+14/+9/+4|| align=&amp;quot;center&amp;quot; |3d8/2d10|| align=&amp;quot;center&amp;quot; | +5|| align=&amp;quot;center&amp;quot; | +50&lt;br /&gt;
|-&lt;br /&gt;
|27|||| align=&amp;quot;center&amp;quot; | +20/+20/+20/+15/+10/+5|| align=&amp;quot;center&amp;quot; |3d8/2d10|| align=&amp;quot;center&amp;quot; | +5|| align=&amp;quot;center&amp;quot; | +50&lt;br /&gt;
|-&lt;br /&gt;
|28|||| align=&amp;quot;center&amp;quot; | +21/+21/+21/+16/+11/+6/+1|| align=&amp;quot;center&amp;quot; |3d10/3d8|| align=&amp;quot;center&amp;quot; | +5|| align=&amp;quot;center&amp;quot; | +50&lt;br /&gt;
|-&lt;br /&gt;
|29|||| align=&amp;quot;center&amp;quot; | +21/+21/+21/+16/+11/+6/+1|| align=&amp;quot;center&amp;quot; |3d10/3d8|| align=&amp;quot;center&amp;quot; | +5|| align=&amp;quot;center&amp;quot; | +50&lt;br /&gt;
|-&lt;br /&gt;
|30||[[Epic Bonus Feat|Bonus feat]], AC Bonus +6|| align=&amp;quot;center&amp;quot; | +22/+22/+22/+17/+12/+7/+2|| align=&amp;quot;center&amp;quot; |3d10/3d8|| align=&amp;quot;center&amp;quot; | +6|| align=&amp;quot;center&amp;quot; | +50&lt;br /&gt;
|}&lt;br /&gt;
*A monk&#039;s [[Flurry of blows|flurry of blows attack bonus]] is still affected by multiclassing. Characters may gain additional attacks by taking a higher [[BAB]] progression class (e.g. [[fighter]] levels), or reduced attacks from taking a lower BAB progression class (e.g. [[wizard]] levels).&lt;br /&gt;
&lt;br /&gt;
*The first unarmed damage stat is for medium size, and the second stats is from small size.&lt;br /&gt;
**Unarmed damage for (potential) large monks in game is larger than for medium sized monks (eg. 6d6 on levels 28-29).&lt;br /&gt;
&lt;br /&gt;
===AC bonus===&lt;br /&gt;
A monk has a sixth sense that lets his avoid even unanticipated attacks. When unarmored, the monk adds his Wisdom bonus (if any) to his AC. In addition, a monk gains a +1 bonus to AC at 5th level. This bonus increases by 1 for every five monk levels thereafter (+2 at 10th, +3 at 15th, and +4 at 20th level). He loses these bonuses when he is immobilized or helpless, when he wears any armor, or when he carries a shield.&lt;br /&gt;
&lt;br /&gt;
===Flurry of blows===&lt;br /&gt;
When unarmored, a monk may strike with a [[Flurry of Blows]] at the expense of accuracy. When doing so, he may make one extra attack in a round at his highest base attack bonus, but this attack takes a -2 penalty, as does each other attack made that round. When a monk reaches 5th level, the penalty lessens to -1, and at 9th level it disappears. When using flurry of blows, a monk may attack only with unarmed strikes or with a [[kama]], a [[quarterstaff]] or [[shuriken]] ([[dagger]] and [[handaxe]] don&#039;t work with Flurry of blows - the other special monk weapons, namely nunchaku, sai and siangham, are not coded into NWN2 in the official campaign).&lt;br /&gt;
&lt;br /&gt;
The Flurry of Blows mode can be activated as long as the weapon in your main hand is one of the monk weapons listed above, or unarmed strike. It can be activated even when the character is wearing armor, or carries a shield. However, wearing armor/shield negates the extra attacks, although the attack penalty still applies. E.g. If a level 1 monk activates Flurry of blows while wearing armor or carrying a shield, he gets a -2 attack penalty, but does not receive the extra attacks.&lt;br /&gt;
&lt;br /&gt;
===Unarmed strike===&lt;br /&gt;
At 1st level, a monk gains [[Improved Unarmed Strike]] as a bonus feat. In addition, a Monk does more damage than other characters with unarmed attacks, and can deal lethal damage with his fists.&lt;br /&gt;
&lt;br /&gt;
===Stunning Fist===&lt;br /&gt;
At 1st level, a monk gains [[Stunning Fist]] as a bonus feat.&lt;br /&gt;
&lt;br /&gt;
===Evasion===&lt;br /&gt;
A monk of 2nd level or higher can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save (such as a red dragon&#039;s fiery breath or a fireball), he instead takes no damage. Evasion can be used only if a monk is wearing light armor or no armor.&lt;br /&gt;
&lt;br /&gt;
===Deflect Arrows===&lt;br /&gt;
A monk of 2nd level or highter can attempt to deflect one incoming missile attack per round. This is treated as a reflex save made against a difficulty class of 20. As long as the monk is not caught flat-footed, the chance to deflect an arrow is automatically applied to the first missile attack in any given round.&lt;br /&gt;
&lt;br /&gt;
===Fast movement===&lt;br /&gt;
At 3rd level, a monk gains an enhancement bonus to his speed. A monk in armor (even light armor) loses this extra speed.&lt;br /&gt;
&lt;br /&gt;
===Still mind===&lt;br /&gt;
A monk of 3rd level or higher gains a +2 bonus on saving throws against spells and effects from the school of [[enchantment]], since his meditation and training improve his resistance to mind-affecting attacks.&lt;br /&gt;
&lt;br /&gt;
===Ki Strike===&lt;br /&gt;
At 4th level, a monk&#039;s unarmed attacks are empowered with &#039;&#039;ki&#039;&#039;. His unarmed attacks are treated as magic weapons for the purpose of dealing damage to creatures with [[damage reduction]]. &#039;&#039;Ki&#039;&#039; strike improves with the character&#039;s monk level, becoming lawful for purposes of damage reduction at level 10 and adamantine for purposes of damage reduction at level 16. These effects stack, i.e. at 16th level the monk&#039;s attacks will be magical, lawful and adamantine, bypassing any resistances to these damage types.&lt;br /&gt;
&lt;br /&gt;
===Purity of body===&lt;br /&gt;
At 5th level, a monk gains control over his body&#039;s immune system. He gains immunity to all diseases.&lt;br /&gt;
&lt;br /&gt;
===Improved Knockdown===&lt;br /&gt;
At 6th level, a monk receives both the [[knockdown]] and [[improved knockdown]] feats for free, ignoring prerequisites.&lt;br /&gt;
&lt;br /&gt;
===Wholeness of body===&lt;br /&gt;
At 7th level or higher, a monk can heal his own wounds. He can heal a number of hit points of damage equal to twice his current monk level each day.&lt;br /&gt;
&lt;br /&gt;
===Improved Evasion===&lt;br /&gt;
At 9th level, a monk&#039;s evasion ability improves. He takes no damage on a successful Reflex saving throw against attacks such as a dragon&#039;s breath weapon or fireball, and takes half damage on a failed save.&lt;br /&gt;
&lt;br /&gt;
===Diamond body===&lt;br /&gt;
At 11th level, a monk is in such firm control of his own metabolism that he gains immunity to [[poison (effect)|poisons]] of all kinds.&lt;br /&gt;
&lt;br /&gt;
===Greater Flurry===&lt;br /&gt;
At 11th level, a monk receives a second extra attack when using Flurry of Blows with unarmed strikes or his special monk weapons. The only weapons this works with (besides unarmed attack) are kama, quarterstaff or shuriken -- a dagger/handaxe/etc will not work with flurry, and the other special monk weapons, namely nunchaku, sai and saingham, are not coded into NWN2 in the official campaign.&lt;br /&gt;
&lt;br /&gt;
===Diamond soul===&lt;br /&gt;
At 13th level, a monk gains [[spell resistance]] equal to his current monk level + 10.&lt;br /&gt;
&lt;br /&gt;
===Quivering palm===&lt;br /&gt;
Starting at 15th level, a monk can set up fatal vibrations within the body of another creature once per day. Unless the target makes a Fortitude saving throw (DC 10 + 1/2 the monk&#039;s level + the monk&#039;s Wis modifier), it dies. Quivering Palm does not work on creatures that have immunity to critical hits. Creatures that have higher hit die or level than the monk are also immune to this ability.&lt;br /&gt;
&lt;br /&gt;
===Empty body===&lt;br /&gt;
At 19th level, a monk gains the ability to fade from sight twice per day. The monk gains a 50% concealment bonus for a number of rounds equal to his class level.&lt;br /&gt;
&lt;br /&gt;
===Perfect self===&lt;br /&gt;
The monk gains immunity to all mind-affecting spells and effects, and damage reduction 10/magic.&lt;br /&gt;
[[Category:Playable Class]]&lt;br /&gt;
[[Category:Base classes]]&lt;br /&gt;
[[Category:Combat classes]]&lt;/div&gt;</summary>
		<author><name>Stolcor</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Monk&amp;diff=9041</id>
		<title>Monk</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Monk&amp;diff=9041"/>
		<updated>2020-06-02T05:37:34Z</updated>

		<summary type="html">&lt;p&gt;Stolcor: /* Additional progressions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Class Feature&lt;br /&gt;
|HD = 8&lt;br /&gt;
|BAB = M&lt;br /&gt;
|Hsave = [[Fortitude]], [[Reflex]] &amp;amp; [[Will]].&lt;br /&gt;
|Lsave = NONE&lt;br /&gt;
|WP = [[Weapon proficiency (monk)|Monk]] ~ [[club]], [[crossbow, light|crossbow (light)]], [[crossbow, heavy|crossbow (heavy)]], [[dagger]], [[handaxe]], [[kama]], [[quarterstaff]], [[shuriken]], and [[sling]].&lt;br /&gt;
|AP = &#039;&#039;&#039;NONE&#039;&#039;&#039;&lt;br /&gt;
|skill = 4&lt;br /&gt;
|Cskill = [[Concentration]], [[Craft alchemy]], [[Craft trap]], [[Diplomacy]], [[Escape Artist]], [[Hide]], [[Listen]], [[Lore: Arcana]], [[Lore: Local]], [[Lore: Religion]], [[Move silently]], [[Parry]], [[Perform]], [[Sense Motive]], [[Spot]], and [[Tumble]]}}&lt;br /&gt;
&#039;&#039;&#039;Monk&#039;&#039;&#039; is a [[base class]] in [[NWN2]].&lt;br /&gt;
==Description==&lt;br /&gt;
The key feature of the monk is his ability to fight unarmed and unarmored. Thanks to his rigorous training, he can strike as hard as if he were armed and strike faster than a warrior with a sword. Though a monk casts no spells, he has a magic of his own. He channels a subtle energy, called &#039;&#039;ki&#039;&#039;, which allows him to perform amazing feats. The monk&#039;s best-known feat is her ability to stun an opponent with an unarmed blow. A monk also has a preternatural awareness that allows him to dodge an attack even if he is not consciously aware of it. As a monk gains experience and power, his mundane and &#039;&#039;ki&#039;&#039;-oriented abilities grow, giving him more and more power over himself and, sometimes, over others.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Alignment]] restrictions&#039;&#039;&#039;: Any [[lawful]] - a monk&#039;s training requires strict discipline.&lt;br /&gt;
*Ex-monks - A monk who becomes non-lawful cannot gain new levels as a monk but retains all monk abilities.&lt;br /&gt;
&lt;br /&gt;
Monks are not proficient with any armor or shields - many of the monk&#039;s special features have specific equipment-related conditions. When wearing armor, using a shield, or carrying a medium or heavy load, a monk loses his AC bonus, as well as his fast movement and flurry of blows abilities.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Additional progressions====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Level!!Features gained!!Flurry of blows attack bonus!!Unarmed damage!!AC bonus!!Unarmored speed bonus (ft)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;1||[[#AC bonus|AC bonus]], [[Flurry of Blows]], [[Improved Unarmed Strike]], [[Stunning Fist]]|| align=&amp;quot;center&amp;quot; | -2/-2|| align=&amp;quot;center&amp;quot; |1d6/1d4|| align=&amp;quot;center&amp;quot; | +0|| align=&amp;quot;center&amp;quot; | +0&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;2||[[Evasion]], [[Deflect arrows]]|| align=&amp;quot;center&amp;quot; | -1/-1|| align=&amp;quot;center&amp;quot; |1d6/1d4|| align=&amp;quot;center&amp;quot; | +0|| align=&amp;quot;center&amp;quot; | +0&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;3||[[#Still mind|Still mind]], [[Monk speed]]|| align=&amp;quot;center&amp;quot; | -0/-0|| align=&amp;quot;center&amp;quot; |1d6/1d4|| align=&amp;quot;center&amp;quot; | +0|| align=&amp;quot;center&amp;quot; | +10&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;4||[[#Ki Strike|Ki strike]] (Magic)|| align=&amp;quot;center&amp;quot; | +1/+1|| align=&amp;quot;center&amp;quot; |1d8/1d6|| align=&amp;quot;center&amp;quot; | +0|| align=&amp;quot;center&amp;quot; | +10&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;5||[[Purity of body]], AC Bonus +1|| align=&amp;quot;center&amp;quot; | +2/+2|| align=&amp;quot;center&amp;quot; |1d8/1d6|| align=&amp;quot;center&amp;quot; | +1|| align=&amp;quot;center&amp;quot; | +10&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;6||[[Knockdown]], [[Improved knockdown]]|| align=&amp;quot;center&amp;quot; | +3/+3|| align=&amp;quot;center&amp;quot; |1d8/1d6|| align=&amp;quot;center&amp;quot; | +1|| align=&amp;quot;center&amp;quot; | +20&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;7||[[Wholeness of body]]|| align=&amp;quot;center&amp;quot; | +4/+4|| align=&amp;quot;center&amp;quot; |1d8/1d6|| align=&amp;quot;center&amp;quot; | +1|| align=&amp;quot;center&amp;quot; | +20&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;8|||| align=&amp;quot;center&amp;quot; | +5/+5/+0|| align=&amp;quot;center&amp;quot; |1d10/1d8|| align=&amp;quot;center&amp;quot; | +1|| align=&amp;quot;center&amp;quot; | +20&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;9||[[Improved evasion]]|| align=&amp;quot;center&amp;quot; | +6/+6/+1|| align=&amp;quot;center&amp;quot; |1d10/1d8|| align=&amp;quot;center&amp;quot; | +1|| align=&amp;quot;center&amp;quot; | +30&lt;br /&gt;
|-&lt;br /&gt;
|10||Ki strike (Lawful), AC Bonus +2|| align=&amp;quot;center&amp;quot; | +7/+7/+2|| align=&amp;quot;center&amp;quot; |1d10/1d8|| align=&amp;quot;center&amp;quot; | +2|| align=&amp;quot;center&amp;quot; | +30&lt;br /&gt;
|-&lt;br /&gt;
|11||[[Diamond body]], [[Greater Flurry]]|| align=&amp;quot;center&amp;quot; | +8/+8/+8/+3|| align=&amp;quot;center&amp;quot; |1d10/1d8|| align=&amp;quot;center&amp;quot; | +2|| align=&amp;quot;center&amp;quot; | +30&lt;br /&gt;
|-&lt;br /&gt;
|12|||| align=&amp;quot;center&amp;quot; | +9/+9/+9/+4|| align=&amp;quot;center&amp;quot; |2d6/1d10|| align=&amp;quot;center&amp;quot; | +2|| align=&amp;quot;center&amp;quot; | +40&lt;br /&gt;
|-&lt;br /&gt;
|13||[[#Diamond soul|Diamond soul]]|| align=&amp;quot;center&amp;quot; | +9/+9/+9/+4|| align=&amp;quot;center&amp;quot; |2d6/1d10|| align=&amp;quot;center&amp;quot; | +2|| align=&amp;quot;center&amp;quot; | +40&lt;br /&gt;
|-&lt;br /&gt;
|14|||| align=&amp;quot;center&amp;quot; | +10/+10/+10/+5|| align=&amp;quot;center&amp;quot; |2d6/1d10|| align=&amp;quot;center&amp;quot; | +2|| align=&amp;quot;center&amp;quot; | +40&lt;br /&gt;
|-&lt;br /&gt;
|15||[[#Quivering palm|Quivering palm]], AC Bonus +3|| align=&amp;quot;center&amp;quot; | +11/+11/+11/+6/+1|| align=&amp;quot;center&amp;quot; |2d6/1d10|| align=&amp;quot;center&amp;quot; | +3|| align=&amp;quot;center&amp;quot; | +45&lt;br /&gt;
|-&lt;br /&gt;
|16||Ki strike (Adamantine)|| align=&amp;quot;center&amp;quot; | +12/+12/+12/+7/+2|| align=&amp;quot;center&amp;quot; |2d8/2d6|| align=&amp;quot;center&amp;quot; | +3|| align=&amp;quot;center&amp;quot; | +45&lt;br /&gt;
|-&lt;br /&gt;
|17|||| align=&amp;quot;center&amp;quot; | +12/+12/+12/+7/+2|| align=&amp;quot;center&amp;quot; |2d8/2d6|| align=&amp;quot;center&amp;quot; | +3|| align=&amp;quot;center&amp;quot; | +45&lt;br /&gt;
|-&lt;br /&gt;
|18|||| align=&amp;quot;center&amp;quot; | +13/+13/+13/+8/+3|| align=&amp;quot;center&amp;quot; |2d8/2d6|| align=&amp;quot;center&amp;quot; | +3|| align=&amp;quot;center&amp;quot; | +50&lt;br /&gt;
|-&lt;br /&gt;
|19||[[#Empty body|Empty body]]|| align=&amp;quot;center&amp;quot; | +14/+14/+14/+9/+4|| align=&amp;quot;center&amp;quot; |2d8/2d6|| align=&amp;quot;center&amp;quot; | +3|| align=&amp;quot;center&amp;quot; | +50&lt;br /&gt;
|-&lt;br /&gt;
|20||[[Perfect self]], AC Bonus +4|| align=&amp;quot;center&amp;quot; | +15/+15/+15/+10/+5|| align=&amp;quot;center&amp;quot; |2d10/2d8|| align=&amp;quot;center&amp;quot; | +4|| align=&amp;quot;center&amp;quot; | +50&lt;br /&gt;
|-&lt;br /&gt;
|21|||| align=&amp;quot;center&amp;quot; | +15/+15/+15/+10/+5|| align=&amp;quot;center&amp;quot; |2d10/2d8|| align=&amp;quot;center&amp;quot; | +4|| align=&amp;quot;center&amp;quot; | +50&lt;br /&gt;
|-&lt;br /&gt;
|22|||| align=&amp;quot;center&amp;quot; | +16/+16/+16/+11/+6/+1|| align=&amp;quot;center&amp;quot; |2d10/2d8|| align=&amp;quot;center&amp;quot; | +4|| align=&amp;quot;center&amp;quot; | +50&lt;br /&gt;
|-&lt;br /&gt;
|23|||| align=&amp;quot;center&amp;quot; | +17/+17/+17/+12/+7/+2|| align=&amp;quot;center&amp;quot; |2d10/2d8|| align=&amp;quot;center&amp;quot; | +4|| align=&amp;quot;center&amp;quot; | +50&lt;br /&gt;
|-&lt;br /&gt;
|24|||| align=&amp;quot;center&amp;quot; | +18/+18/+18/+13/+8/+3|| align=&amp;quot;center&amp;quot; |3d8/2d10|| align=&amp;quot;center&amp;quot; | +4|| align=&amp;quot;center&amp;quot; | +50&lt;br /&gt;
|-&lt;br /&gt;
|25||[[Epic Bonus Feat|Bonus feat]], AC Bonus +5|| align=&amp;quot;center&amp;quot; | +18/+18/+18/+13/+8/+3|| align=&amp;quot;center&amp;quot; |3d8/2d10|| align=&amp;quot;center&amp;quot; | +5|| align=&amp;quot;center&amp;quot; | +50&lt;br /&gt;
|-&lt;br /&gt;
|26|||| align=&amp;quot;center&amp;quot; | +19/+19/+19/+14/+9/+4|| align=&amp;quot;center&amp;quot; |3d8/2d10|| align=&amp;quot;center&amp;quot; | +5|| align=&amp;quot;center&amp;quot; | +50&lt;br /&gt;
|-&lt;br /&gt;
|27|||| align=&amp;quot;center&amp;quot; | +20/+20/+20/+15/+10/+5|| align=&amp;quot;center&amp;quot; |3d8/2d10|| align=&amp;quot;center&amp;quot; | +5|| align=&amp;quot;center&amp;quot; | +50&lt;br /&gt;
|-&lt;br /&gt;
|28|||| align=&amp;quot;center&amp;quot; | +21/+21/+21/+16/+11/+6/+1|| align=&amp;quot;center&amp;quot; |3d10/3d8|| align=&amp;quot;center&amp;quot; | +5|| align=&amp;quot;center&amp;quot; | +50&lt;br /&gt;
|-&lt;br /&gt;
|29|||| align=&amp;quot;center&amp;quot; | +21/+21/+21/+16/+11/+6/+1|| align=&amp;quot;center&amp;quot; |3d10/3d8|| align=&amp;quot;center&amp;quot; | +5|| align=&amp;quot;center&amp;quot; | +50&lt;br /&gt;
|-&lt;br /&gt;
|30||[[Epic Bonus Feat|Bonus feat]], AC Bonus +6|| align=&amp;quot;center&amp;quot; | +22/+22/+22/+17/+12/+7/+2|| align=&amp;quot;center&amp;quot; |3d10/3d8|| align=&amp;quot;center&amp;quot; | +6|| align=&amp;quot;center&amp;quot; | +50&lt;br /&gt;
|}&lt;br /&gt;
*A monk&#039;s [[Flurry of blows|flurry of blows attack bonus]] is still affected by multiclassing. Characters may gain additional attacks by taking a higher [[BAB]] progression class (e.g. [[fighter]] levels), or reduced attacks from taking a lower BAB progression class (e.g. [[wizard]] levels).&lt;br /&gt;
&lt;br /&gt;
*The first unarmed damage stat is for medium size, and the second stats is from small size.&lt;br /&gt;
**Unarmed damage for (potential) large monks in game is larger than for medium sized monks (eg. 6d6 on levels 28-29).&lt;br /&gt;
&lt;br /&gt;
===AC bonus===&lt;br /&gt;
A monk has a sixth sense that lets his avoid even unanticipated attacks. When unarmored, the monk adds his Wisdom bonus (if any) to his AC. In addition, a monk gains a +1 bonus to AC at 5th level. This bonus increases by 1 for every five monk levels thereafter (+2 at 10th, +3 at 15th, and +4 at 20th level). He loses these bonuses when he is immobilized or helpless, when he wears any armor, or when he carries a shield.&lt;br /&gt;
&lt;br /&gt;
===Flurry of blows===&lt;br /&gt;
When unarmored, a monk may strike with a [[Flurry of Blows]] at the expense of accuracy. When doing so, he may make one extra attack in a round at his highest base attack bonus, but this attack takes a -2 penalty, as does each other attack made that round. When a monk reaches 5th level, the penalty lessens to -1, and at 9th level it disappears. When using flurry of blows, a monk may attack only with unarmed strikes or with a [[kama]], a [[quarterstaff]] or [[shuriken]] ([[dagger]] and [[handaxe]] don&#039;t work with Flurry of blows - the other special monk weapons, namely nunchaku, sai and siangham, are not coded into NWN2 in the official campaign).&lt;br /&gt;
&lt;br /&gt;
The Flurry of Blows mode can be activated as long as the weapon in your main hand is one of the monk weapons listed above, or unarmed strike. It can be activated even when the character is wearing armor, or carries a shield. However, wearing armor/shield negates the extra attacks, although the attack penalty still applies. E.g. If a level 1 monk activates Flurry of blows while wearing armor or carrying a shield, he gets a -2 attack penalty, but does not receive the extra attacks.&lt;br /&gt;
&lt;br /&gt;
===Unarmed strike===&lt;br /&gt;
At 1st level, a monk gains [[Improved Unarmed Strike]] as a bonus feat. In addition, a Monk does more damage than other characters with unarmed attacks, and can deal lethal damage with his fists.&lt;br /&gt;
&lt;br /&gt;
===Stunning Fist===&lt;br /&gt;
At 1st level, a monk gains [[Stunning Fist]] as a bonus feat.&lt;br /&gt;
&lt;br /&gt;
===Evasion===&lt;br /&gt;
A monk of 2nd level or higher can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save (such as a red dragon&#039;s fiery breath or a fireball), he instead takes no damage. Evasion can be used only if a monk is wearing light armor or no armor.&lt;br /&gt;
&lt;br /&gt;
===Deflect Arrows===&lt;br /&gt;
A monk of 2nd level or highter can attempt to deflect one incoming missile attack per round. This is treated as a reflex save made against a difficulty class of 20. As long as the monk is not caught flat-footed, the chance to deflect an arrow is automatically applied to the first missile attack in any given round.&lt;br /&gt;
&lt;br /&gt;
===Fast movement===&lt;br /&gt;
At 3rd level, a monk gains an enhancement bonus to his speed. A monk in armor (even light armor) loses this extra speed.&lt;br /&gt;
&lt;br /&gt;
===Still mind===&lt;br /&gt;
A monk of 3rd level or higher gains a +2 bonus on saving throws against spells and effects from the school of [[enchantment]], since his meditation and training improve his resistance to mind-affecting attacks.&lt;br /&gt;
&lt;br /&gt;
===Ki Strike===&lt;br /&gt;
At 4th level, a monk&#039;s unarmed attacks are empowered with &#039;&#039;ki&#039;&#039;. His unarmed attacks are treated as magic weapons for the purpose of dealing damage to creatures with [[damage reduction]]. &#039;&#039;Ki&#039;&#039; strike improves with the character&#039;s monk level, becoming lawful for purposes of damage reduction at level 10 and adamantine for purposes of damage reduction at level 16. These effects stack, i.e. at 16th level the monk&#039;s attacks will be magical, lawful and adamantine, bypassing any resistances to these damage types.&lt;br /&gt;
&lt;br /&gt;
===Purity of body===&lt;br /&gt;
At 5th level, a monk gains control over his body&#039;s immune system. He gains immunity to all diseases.&lt;br /&gt;
&lt;br /&gt;
===Improved Knockdown===&lt;br /&gt;
At 6th level, a monk receives both the [[knockdown]] and [[improved knockdown]] feats for free, ignoring prerequisites.&lt;br /&gt;
&lt;br /&gt;
===Wholeness of body===&lt;br /&gt;
At 7th level or higher, a monk can heal his own wounds. He can heal a number of hit points of damage equal to twice his current monk level each day.&lt;br /&gt;
&lt;br /&gt;
===Improved Evasion===&lt;br /&gt;
At 9th level, a monk&#039;s evasion ability improves. He takes no damage on a successful Reflex saving throw against attacks such as a dragon&#039;s breath weapon or fireball, and takes half damage on a failed save.&lt;br /&gt;
&lt;br /&gt;
===Diamond body===&lt;br /&gt;
At 11th level, a monk is in such firm control of his own metabolism that he gains immunity to [[poison (effect)|poisons]] of all kinds.&lt;br /&gt;
&lt;br /&gt;
===Greater Flurry===&lt;br /&gt;
At 11th level, a monk receives a second extra attack when using Flurry of Blows with unarmed strikes or his special monk weapons. The only weapons this works with (besides unarmed attack) are kama, quarterstaff or shuriken -- a dagger/handaxe/etc will not work with flurry, and the other special monk weapons, namely nunchaku, sai and saingham, are not coded into NWN2 in the official campaign.&lt;br /&gt;
&lt;br /&gt;
===Diamond soul===&lt;br /&gt;
At 13th level, a monk gains [[spell resistance]] equal to his current monk level + 10.&lt;br /&gt;
&lt;br /&gt;
===Quivering palm===&lt;br /&gt;
Starting at 15th level, a monk can set up fatal vibrations within the body of another creature once per day. Unless the target makes a Fortitude saving throw (DC 10 + 1/2 the monk&#039;s level + the monk&#039;s Wis modifier), it dies. Quivering Palm does not work on creatures that have immunity to critical hits. Creatures that have higher hit die or level than the monk are also immune to this ability.&lt;br /&gt;
&lt;br /&gt;
===Empty body===&lt;br /&gt;
At 19th level, a monk gains the ability to fade from sight twice per day. The monk gains a 50% concealment bonus for a number of rounds equal to his class level.&lt;br /&gt;
&lt;br /&gt;
===Perfect self===&lt;br /&gt;
The monk gains immunity to all mind-affecting spells and effects, and damage reduction 10/magic.&lt;br /&gt;
[[Category:Playable Class]]&lt;br /&gt;
[[Category:Base classes]]&lt;br /&gt;
[[Category:Combat classes]]&lt;/div&gt;</summary>
		<author><name>Stolcor</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Monk&amp;diff=9040</id>
		<title>Monk</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Monk&amp;diff=9040"/>
		<updated>2020-06-02T05:35:42Z</updated>

		<summary type="html">&lt;p&gt;Stolcor: /* Additional progressions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Class Feature&lt;br /&gt;
|HD = 8&lt;br /&gt;
|BAB = M&lt;br /&gt;
|Hsave = [[Fortitude]], [[Reflex]] &amp;amp; [[Will]].&lt;br /&gt;
|Lsave = NONE&lt;br /&gt;
|WP = [[Weapon proficiency (monk)|Monk]] ~ [[club]], [[crossbow, light|crossbow (light)]], [[crossbow, heavy|crossbow (heavy)]], [[dagger]], [[handaxe]], [[kama]], [[quarterstaff]], [[shuriken]], and [[sling]].&lt;br /&gt;
|AP = &#039;&#039;&#039;NONE&#039;&#039;&#039;&lt;br /&gt;
|skill = 4&lt;br /&gt;
|Cskill = [[Concentration]], [[Craft alchemy]], [[Craft trap]], [[Diplomacy]], [[Escape Artist]], [[Hide]], [[Listen]], [[Lore: Arcana]], [[Lore: Local]], [[Lore: Religion]], [[Move silently]], [[Parry]], [[Perform]], [[Sense Motive]], [[Spot]], and [[Tumble]]}}&lt;br /&gt;
&#039;&#039;&#039;Monk&#039;&#039;&#039; is a [[base class]] in [[NWN2]].&lt;br /&gt;
==Description==&lt;br /&gt;
The key feature of the monk is his ability to fight unarmed and unarmored. Thanks to his rigorous training, he can strike as hard as if he were armed and strike faster than a warrior with a sword. Though a monk casts no spells, he has a magic of his own. He channels a subtle energy, called &#039;&#039;ki&#039;&#039;, which allows him to perform amazing feats. The monk&#039;s best-known feat is her ability to stun an opponent with an unarmed blow. A monk also has a preternatural awareness that allows him to dodge an attack even if he is not consciously aware of it. As a monk gains experience and power, his mundane and &#039;&#039;ki&#039;&#039;-oriented abilities grow, giving him more and more power over himself and, sometimes, over others.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Alignment]] restrictions&#039;&#039;&#039;: Any [[lawful]] - a monk&#039;s training requires strict discipline.&lt;br /&gt;
*Ex-monks - A monk who becomes non-lawful cannot gain new levels as a monk but retains all monk abilities.&lt;br /&gt;
&lt;br /&gt;
Monks are not proficient with any armor or shields - many of the monk&#039;s special features have specific equipment-related conditions. When wearing armor, using a shield, or carrying a medium or heavy load, a monk loses his AC bonus, as well as his fast movement and flurry of blows abilities.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Additional progressions====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Level!!Features gained!!Flurry of blows attack bonus!!Unarmed damage!!AC bonus!!Unarmored speed bonus (ft)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;1||[[#AC bonus|AC bonus]], [[Flurry of Blows]], [[Improved Unarmed Strike]], [[Stunning Fist]], [[Unarmed Strike]]|| align=&amp;quot;center&amp;quot; | -2/-2|| align=&amp;quot;center&amp;quot; |1d6/1d4|| align=&amp;quot;center&amp;quot; | +0|| align=&amp;quot;center&amp;quot; | +0&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;2||[[Evasion]], [[Deflect arrows]]|| align=&amp;quot;center&amp;quot; | -1/-1|| align=&amp;quot;center&amp;quot; |1d6/1d4|| align=&amp;quot;center&amp;quot; | +0|| align=&amp;quot;center&amp;quot; | +0&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;3||[[#Still mind|Still mind]], [[Monk speed]]|| align=&amp;quot;center&amp;quot; | -0/-0|| align=&amp;quot;center&amp;quot; |1d6/1d4|| align=&amp;quot;center&amp;quot; | +0|| align=&amp;quot;center&amp;quot; | +10&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;4||[[#Ki Strike|Ki strike]] (Magic)|| align=&amp;quot;center&amp;quot; | +1/+1|| align=&amp;quot;center&amp;quot; |1d8/1d6|| align=&amp;quot;center&amp;quot; | +0|| align=&amp;quot;center&amp;quot; | +10&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;5||[[Purity of body]], AC Bonus +1|| align=&amp;quot;center&amp;quot; | +2/+2|| align=&amp;quot;center&amp;quot; |1d8/1d6|| align=&amp;quot;center&amp;quot; | +1|| align=&amp;quot;center&amp;quot; | +10&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;6||[[Knockdown]], [[Improved knockdown]]|| align=&amp;quot;center&amp;quot; | +3/+3|| align=&amp;quot;center&amp;quot; |1d8/1d6|| align=&amp;quot;center&amp;quot; | +1|| align=&amp;quot;center&amp;quot; | +20&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;7||[[Wholeness of body]]|| align=&amp;quot;center&amp;quot; | +4/+4|| align=&amp;quot;center&amp;quot; |1d8/1d6|| align=&amp;quot;center&amp;quot; | +1|| align=&amp;quot;center&amp;quot; | +20&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;8|||| align=&amp;quot;center&amp;quot; | +5/+5/+0|| align=&amp;quot;center&amp;quot; |1d10/1d8|| align=&amp;quot;center&amp;quot; | +1|| align=&amp;quot;center&amp;quot; | +20&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;9||[[Improved evasion]]|| align=&amp;quot;center&amp;quot; | +6/+6/+1|| align=&amp;quot;center&amp;quot; |1d10/1d8|| align=&amp;quot;center&amp;quot; | +1|| align=&amp;quot;center&amp;quot; | +30&lt;br /&gt;
|-&lt;br /&gt;
|10||Ki strike (Lawful), AC Bonus +2|| align=&amp;quot;center&amp;quot; | +7/+7/+2|| align=&amp;quot;center&amp;quot; |1d10/1d8|| align=&amp;quot;center&amp;quot; | +2|| align=&amp;quot;center&amp;quot; | +30&lt;br /&gt;
|-&lt;br /&gt;
|11||[[Diamond body]], [[Greater Flurry]]|| align=&amp;quot;center&amp;quot; | +8/+8/+8/+3|| align=&amp;quot;center&amp;quot; |1d10/1d8|| align=&amp;quot;center&amp;quot; | +2|| align=&amp;quot;center&amp;quot; | +30&lt;br /&gt;
|-&lt;br /&gt;
|12|||| align=&amp;quot;center&amp;quot; | +9/+9/+9/+4|| align=&amp;quot;center&amp;quot; |2d6/1d10|| align=&amp;quot;center&amp;quot; | +2|| align=&amp;quot;center&amp;quot; | +40&lt;br /&gt;
|-&lt;br /&gt;
|13||[[#Diamond soul|Diamond soul]]|| align=&amp;quot;center&amp;quot; | +9/+9/+9/+4|| align=&amp;quot;center&amp;quot; |2d6/1d10|| align=&amp;quot;center&amp;quot; | +2|| align=&amp;quot;center&amp;quot; | +40&lt;br /&gt;
|-&lt;br /&gt;
|14|||| align=&amp;quot;center&amp;quot; | +10/+10/+10/+5|| align=&amp;quot;center&amp;quot; |2d6/1d10|| align=&amp;quot;center&amp;quot; | +2|| align=&amp;quot;center&amp;quot; | +40&lt;br /&gt;
|-&lt;br /&gt;
|15||[[#Quivering palm|Quivering palm]], AC Bonus +3|| align=&amp;quot;center&amp;quot; | +11/+11/+11/+6/+1|| align=&amp;quot;center&amp;quot; |2d6/1d10|| align=&amp;quot;center&amp;quot; | +3|| align=&amp;quot;center&amp;quot; | +45&lt;br /&gt;
|-&lt;br /&gt;
|16||Ki strike (Adamantine)|| align=&amp;quot;center&amp;quot; | +12/+12/+12/+7/+2|| align=&amp;quot;center&amp;quot; |2d8/2d6|| align=&amp;quot;center&amp;quot; | +3|| align=&amp;quot;center&amp;quot; | +45&lt;br /&gt;
|-&lt;br /&gt;
|17|||| align=&amp;quot;center&amp;quot; | +12/+12/+12/+7/+2|| align=&amp;quot;center&amp;quot; |2d8/2d6|| align=&amp;quot;center&amp;quot; | +3|| align=&amp;quot;center&amp;quot; | +45&lt;br /&gt;
|-&lt;br /&gt;
|18|||| align=&amp;quot;center&amp;quot; | +13/+13/+13/+8/+3|| align=&amp;quot;center&amp;quot; |2d8/2d6|| align=&amp;quot;center&amp;quot; | +3|| align=&amp;quot;center&amp;quot; | +50&lt;br /&gt;
|-&lt;br /&gt;
|19||[[#Empty body|Empty body]]|| align=&amp;quot;center&amp;quot; | +14/+14/+14/+9/+4|| align=&amp;quot;center&amp;quot; |2d8/2d6|| align=&amp;quot;center&amp;quot; | +3|| align=&amp;quot;center&amp;quot; | +50&lt;br /&gt;
|-&lt;br /&gt;
|20||[[Perfect self]], AC Bonus +4|| align=&amp;quot;center&amp;quot; | +15/+15/+15/+10/+5|| align=&amp;quot;center&amp;quot; |2d10/2d8|| align=&amp;quot;center&amp;quot; | +4|| align=&amp;quot;center&amp;quot; | +50&lt;br /&gt;
|-&lt;br /&gt;
|21|||| align=&amp;quot;center&amp;quot; | +15/+15/+15/+10/+5|| align=&amp;quot;center&amp;quot; |2d10/2d8|| align=&amp;quot;center&amp;quot; | +4|| align=&amp;quot;center&amp;quot; | +50&lt;br /&gt;
|-&lt;br /&gt;
|22|||| align=&amp;quot;center&amp;quot; | +16/+16/+16/+11/+6/+1|| align=&amp;quot;center&amp;quot; |2d10/2d8|| align=&amp;quot;center&amp;quot; | +4|| align=&amp;quot;center&amp;quot; | +50&lt;br /&gt;
|-&lt;br /&gt;
|23|||| align=&amp;quot;center&amp;quot; | +17/+17/+17/+12/+7/+2|| align=&amp;quot;center&amp;quot; |2d10/2d8|| align=&amp;quot;center&amp;quot; | +4|| align=&amp;quot;center&amp;quot; | +50&lt;br /&gt;
|-&lt;br /&gt;
|24|||| align=&amp;quot;center&amp;quot; | +18/+18/+18/+13/+8/+3|| align=&amp;quot;center&amp;quot; |3d8/2d10|| align=&amp;quot;center&amp;quot; | +4|| align=&amp;quot;center&amp;quot; | +50&lt;br /&gt;
|-&lt;br /&gt;
|25||[[Epic Bonus Feat|Bonus feat]], AC Bonus +5|| align=&amp;quot;center&amp;quot; | +18/+18/+18/+13/+8/+3|| align=&amp;quot;center&amp;quot; |3d8/2d10|| align=&amp;quot;center&amp;quot; | +5|| align=&amp;quot;center&amp;quot; | +50&lt;br /&gt;
|-&lt;br /&gt;
|26|||| align=&amp;quot;center&amp;quot; | +19/+19/+19/+14/+9/+4|| align=&amp;quot;center&amp;quot; |3d8/2d10|| align=&amp;quot;center&amp;quot; | +5|| align=&amp;quot;center&amp;quot; | +50&lt;br /&gt;
|-&lt;br /&gt;
|27|||| align=&amp;quot;center&amp;quot; | +20/+20/+20/+15/+10/+5|| align=&amp;quot;center&amp;quot; |3d8/2d10|| align=&amp;quot;center&amp;quot; | +5|| align=&amp;quot;center&amp;quot; | +50&lt;br /&gt;
|-&lt;br /&gt;
|28|||| align=&amp;quot;center&amp;quot; | +21/+21/+21/+16/+11/+6/+1|| align=&amp;quot;center&amp;quot; |3d10/3d8|| align=&amp;quot;center&amp;quot; | +5|| align=&amp;quot;center&amp;quot; | +50&lt;br /&gt;
|-&lt;br /&gt;
|29|||| align=&amp;quot;center&amp;quot; | +21/+21/+21/+16/+11/+6/+1|| align=&amp;quot;center&amp;quot; |3d10/3d8|| align=&amp;quot;center&amp;quot; | +5|| align=&amp;quot;center&amp;quot; | +50&lt;br /&gt;
|-&lt;br /&gt;
|30||[[Epic Bonus Feat|Bonus feat]], AC Bonus +6|| align=&amp;quot;center&amp;quot; | +22/+22/+22/+17/+12/+7/+2|| align=&amp;quot;center&amp;quot; |3d10/3d8|| align=&amp;quot;center&amp;quot; | +6|| align=&amp;quot;center&amp;quot; | +50&lt;br /&gt;
|}&lt;br /&gt;
*A monk&#039;s [[Flurry of blows|flurry of blows attack bonus]] is still affected by multiclassing. Characters may gain additional attacks by taking a higher [[BAB]] progression class (e.g. [[fighter]] levels), or reduced attacks from taking a lower BAB progression class (e.g. [[wizard]] levels).&lt;br /&gt;
&lt;br /&gt;
*The first unarmed damage stat is for medium size, and the second stats is from small size.&lt;br /&gt;
**Unarmed damage for (potential) large monks in game is larger than for medium sized monks (eg. 6d6 on levels 28-29).&lt;br /&gt;
&lt;br /&gt;
===AC bonus===&lt;br /&gt;
A monk has a sixth sense that lets his avoid even unanticipated attacks. When unarmored, the monk adds his Wisdom bonus (if any) to his AC. In addition, a monk gains a +1 bonus to AC at 5th level. This bonus increases by 1 for every five monk levels thereafter (+2 at 10th, +3 at 15th, and +4 at 20th level). He loses these bonuses when he is immobilized or helpless, when he wears any armor, or when he carries a shield.&lt;br /&gt;
&lt;br /&gt;
===Flurry of blows===&lt;br /&gt;
When unarmored, a monk may strike with a [[Flurry of Blows]] at the expense of accuracy. When doing so, he may make one extra attack in a round at his highest base attack bonus, but this attack takes a -2 penalty, as does each other attack made that round. When a monk reaches 5th level, the penalty lessens to -1, and at 9th level it disappears. When using flurry of blows, a monk may attack only with unarmed strikes or with a [[kama]], a [[quarterstaff]] or [[shuriken]] ([[dagger]] and [[handaxe]] don&#039;t work with Flurry of blows - the other special monk weapons, namely nunchaku, sai and siangham, are not coded into NWN2 in the official campaign).&lt;br /&gt;
&lt;br /&gt;
The Flurry of Blows mode can be activated as long as the weapon in your main hand is one of the monk weapons listed above, or unarmed strike. It can be activated even when the character is wearing armor, or carries a shield. However, wearing armor/shield negates the extra attacks, although the attack penalty still applies. E.g. If a level 1 monk activates Flurry of blows while wearing armor or carrying a shield, he gets a -2 attack penalty, but does not receive the extra attacks.&lt;br /&gt;
&lt;br /&gt;
===Unarmed strike===&lt;br /&gt;
At 1st level, a monk gains [[Improved Unarmed Strike]] as a bonus feat. In addition, a Monk does more damage than other characters with unarmed attacks, and can deal lethal damage with his fists.&lt;br /&gt;
&lt;br /&gt;
===Stunning Fist===&lt;br /&gt;
At 1st level, a monk gains [[Stunning Fist]] as a bonus feat.&lt;br /&gt;
&lt;br /&gt;
===Evasion===&lt;br /&gt;
A monk of 2nd level or higher can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save (such as a red dragon&#039;s fiery breath or a fireball), he instead takes no damage. Evasion can be used only if a monk is wearing light armor or no armor.&lt;br /&gt;
&lt;br /&gt;
===Deflect Arrows===&lt;br /&gt;
A monk of 2nd level or highter can attempt to deflect one incoming missile attack per round. This is treated as a reflex save made against a difficulty class of 20. As long as the monk is not caught flat-footed, the chance to deflect an arrow is automatically applied to the first missile attack in any given round.&lt;br /&gt;
&lt;br /&gt;
===Fast movement===&lt;br /&gt;
At 3rd level, a monk gains an enhancement bonus to his speed. A monk in armor (even light armor) loses this extra speed.&lt;br /&gt;
&lt;br /&gt;
===Still mind===&lt;br /&gt;
A monk of 3rd level or higher gains a +2 bonus on saving throws against spells and effects from the school of [[enchantment]], since his meditation and training improve his resistance to mind-affecting attacks.&lt;br /&gt;
&lt;br /&gt;
===Ki Strike===&lt;br /&gt;
At 4th level, a monk&#039;s unarmed attacks are empowered with &#039;&#039;ki&#039;&#039;. His unarmed attacks are treated as magic weapons for the purpose of dealing damage to creatures with [[damage reduction]]. &#039;&#039;Ki&#039;&#039; strike improves with the character&#039;s monk level, becoming lawful for purposes of damage reduction at level 10 and adamantine for purposes of damage reduction at level 16. These effects stack, i.e. at 16th level the monk&#039;s attacks will be magical, lawful and adamantine, bypassing any resistances to these damage types.&lt;br /&gt;
&lt;br /&gt;
===Purity of body===&lt;br /&gt;
At 5th level, a monk gains control over his body&#039;s immune system. He gains immunity to all diseases.&lt;br /&gt;
&lt;br /&gt;
===Improved Knockdown===&lt;br /&gt;
At 6th level, a monk receives both the [[knockdown]] and [[improved knockdown]] feats for free, ignoring prerequisites.&lt;br /&gt;
&lt;br /&gt;
===Wholeness of body===&lt;br /&gt;
At 7th level or higher, a monk can heal his own wounds. He can heal a number of hit points of damage equal to twice his current monk level each day.&lt;br /&gt;
&lt;br /&gt;
===Improved Evasion===&lt;br /&gt;
At 9th level, a monk&#039;s evasion ability improves. He takes no damage on a successful Reflex saving throw against attacks such as a dragon&#039;s breath weapon or fireball, and takes half damage on a failed save.&lt;br /&gt;
&lt;br /&gt;
===Diamond body===&lt;br /&gt;
At 11th level, a monk is in such firm control of his own metabolism that he gains immunity to [[poison (effect)|poisons]] of all kinds.&lt;br /&gt;
&lt;br /&gt;
===Greater Flurry===&lt;br /&gt;
At 11th level, a monk receives a second extra attack when using Flurry of Blows with unarmed strikes or his special monk weapons. The only weapons this works with (besides unarmed attack) are kama, quarterstaff or shuriken -- a dagger/handaxe/etc will not work with flurry, and the other special monk weapons, namely nunchaku, sai and saingham, are not coded into NWN2 in the official campaign.&lt;br /&gt;
&lt;br /&gt;
===Diamond soul===&lt;br /&gt;
At 13th level, a monk gains [[spell resistance]] equal to his current monk level + 10.&lt;br /&gt;
&lt;br /&gt;
===Quivering palm===&lt;br /&gt;
Starting at 15th level, a monk can set up fatal vibrations within the body of another creature once per day. Unless the target makes a Fortitude saving throw (DC 10 + 1/2 the monk&#039;s level + the monk&#039;s Wis modifier), it dies. Quivering Palm does not work on creatures that have immunity to critical hits. Creatures that have higher hit die or level than the monk are also immune to this ability.&lt;br /&gt;
&lt;br /&gt;
===Empty body===&lt;br /&gt;
At 19th level, a monk gains the ability to fade from sight twice per day. The monk gains a 50% concealment bonus for a number of rounds equal to his class level.&lt;br /&gt;
&lt;br /&gt;
===Perfect self===&lt;br /&gt;
The monk gains immunity to all mind-affecting spells and effects, and damage reduction 10/magic.&lt;br /&gt;
[[Category:Playable Class]]&lt;br /&gt;
[[Category:Base classes]]&lt;br /&gt;
[[Category:Combat classes]]&lt;/div&gt;</summary>
		<author><name>Stolcor</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Monk&amp;diff=9039</id>
		<title>Monk</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Monk&amp;diff=9039"/>
		<updated>2020-06-02T05:32:39Z</updated>

		<summary type="html">&lt;p&gt;Stolcor: /* Flurry of blows */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Class Feature&lt;br /&gt;
|HD = 8&lt;br /&gt;
|BAB = M&lt;br /&gt;
|Hsave = [[Fortitude]], [[Reflex]] &amp;amp; [[Will]].&lt;br /&gt;
|Lsave = NONE&lt;br /&gt;
|WP = [[Weapon proficiency (monk)|Monk]] ~ [[club]], [[crossbow, light|crossbow (light)]], [[crossbow, heavy|crossbow (heavy)]], [[dagger]], [[handaxe]], [[kama]], [[quarterstaff]], [[shuriken]], and [[sling]].&lt;br /&gt;
|AP = &#039;&#039;&#039;NONE&#039;&#039;&#039;&lt;br /&gt;
|skill = 4&lt;br /&gt;
|Cskill = [[Concentration]], [[Craft alchemy]], [[Craft trap]], [[Diplomacy]], [[Escape Artist]], [[Hide]], [[Listen]], [[Lore: Arcana]], [[Lore: Local]], [[Lore: Religion]], [[Move silently]], [[Parry]], [[Perform]], [[Sense Motive]], [[Spot]], and [[Tumble]]}}&lt;br /&gt;
&#039;&#039;&#039;Monk&#039;&#039;&#039; is a [[base class]] in [[NWN2]].&lt;br /&gt;
==Description==&lt;br /&gt;
The key feature of the monk is his ability to fight unarmed and unarmored. Thanks to his rigorous training, he can strike as hard as if he were armed and strike faster than a warrior with a sword. Though a monk casts no spells, he has a magic of his own. He channels a subtle energy, called &#039;&#039;ki&#039;&#039;, which allows him to perform amazing feats. The monk&#039;s best-known feat is her ability to stun an opponent with an unarmed blow. A monk also has a preternatural awareness that allows him to dodge an attack even if he is not consciously aware of it. As a monk gains experience and power, his mundane and &#039;&#039;ki&#039;&#039;-oriented abilities grow, giving him more and more power over himself and, sometimes, over others.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Alignment]] restrictions&#039;&#039;&#039;: Any [[lawful]] - a monk&#039;s training requires strict discipline.&lt;br /&gt;
*Ex-monks - A monk who becomes non-lawful cannot gain new levels as a monk but retains all monk abilities.&lt;br /&gt;
&lt;br /&gt;
Monks are not proficient with any armor or shields - many of the monk&#039;s special features have specific equipment-related conditions. When wearing armor, using a shield, or carrying a medium or heavy load, a monk loses his AC bonus, as well as his fast movement and flurry of blows abilities.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Additional progressions====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Level!!Features gained!!Flurry of blows attack bonus!!Unarmed damage!!AC bonus!!Unarmored speed bonus (ft)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;1||[[#AC bonus|AC bonus]], [[Flurry of blows]], [[Improved unarmed strike]], [[Stunning fist]], [[Unarmed strike]]|| align=&amp;quot;center&amp;quot; | -2/-2|| align=&amp;quot;center&amp;quot; |1d6/1d4|| align=&amp;quot;center&amp;quot; | +0|| align=&amp;quot;center&amp;quot; | +0&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;2||[[Evasion]], [[Deflect arrows]]|| align=&amp;quot;center&amp;quot; | -1/-1|| align=&amp;quot;center&amp;quot; |1d6/1d4|| align=&amp;quot;center&amp;quot; | +0|| align=&amp;quot;center&amp;quot; | +0&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;3||[[#Still mind|Still mind]], [[Monk speed]]|| align=&amp;quot;center&amp;quot; | -0/-0|| align=&amp;quot;center&amp;quot; |1d6/1d4|| align=&amp;quot;center&amp;quot; | +0|| align=&amp;quot;center&amp;quot; | +10&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;4||[[#Ki Strike|Ki strike]] (Magic)|| align=&amp;quot;center&amp;quot; | +1/+1|| align=&amp;quot;center&amp;quot; |1d8/1d6|| align=&amp;quot;center&amp;quot; | +0|| align=&amp;quot;center&amp;quot; | +10&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;5||[[Purity of body]], AC Bonus +1|| align=&amp;quot;center&amp;quot; | +2/+2|| align=&amp;quot;center&amp;quot; |1d8/1d6|| align=&amp;quot;center&amp;quot; | +1|| align=&amp;quot;center&amp;quot; | +10&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;6||[[Knockdown]], [[Improved knockdown]]|| align=&amp;quot;center&amp;quot; | +3/+3|| align=&amp;quot;center&amp;quot; |1d8/1d6|| align=&amp;quot;center&amp;quot; | +1|| align=&amp;quot;center&amp;quot; | +20&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;7||[[Wholeness of body]]|| align=&amp;quot;center&amp;quot; | +4/+4|| align=&amp;quot;center&amp;quot; |1d8/1d6|| align=&amp;quot;center&amp;quot; | +1|| align=&amp;quot;center&amp;quot; | +20&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;8|||| align=&amp;quot;center&amp;quot; | +5/+5/+0|| align=&amp;quot;center&amp;quot; |1d10/1d8|| align=&amp;quot;center&amp;quot; | +1|| align=&amp;quot;center&amp;quot; | +20&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;9||[[Improved evasion]]|| align=&amp;quot;center&amp;quot; | +6/+6/+1|| align=&amp;quot;center&amp;quot; |1d10/1d8|| align=&amp;quot;center&amp;quot; | +1|| align=&amp;quot;center&amp;quot; | +30&lt;br /&gt;
|-&lt;br /&gt;
|10||Ki strike (Lawful), AC Bonus +2|| align=&amp;quot;center&amp;quot; | +7/+7/+2|| align=&amp;quot;center&amp;quot; |1d10/1d8|| align=&amp;quot;center&amp;quot; | +2|| align=&amp;quot;center&amp;quot; | +30&lt;br /&gt;
|-&lt;br /&gt;
|11||[[Diamond body]], [[Greater Flurry]]|| align=&amp;quot;center&amp;quot; | +8/+8/+8/+3|| align=&amp;quot;center&amp;quot; |1d10/1d8|| align=&amp;quot;center&amp;quot; | +2|| align=&amp;quot;center&amp;quot; | +30&lt;br /&gt;
|-&lt;br /&gt;
|12|||| align=&amp;quot;center&amp;quot; | +9/+9/+9/+4|| align=&amp;quot;center&amp;quot; |2d6/1d10|| align=&amp;quot;center&amp;quot; | +2|| align=&amp;quot;center&amp;quot; | +40&lt;br /&gt;
|-&lt;br /&gt;
|13||[[#Diamond soul|Diamond soul]]|| align=&amp;quot;center&amp;quot; | +9/+9/+9/+4|| align=&amp;quot;center&amp;quot; |2d6/1d10|| align=&amp;quot;center&amp;quot; | +2|| align=&amp;quot;center&amp;quot; | +40&lt;br /&gt;
|-&lt;br /&gt;
|14|||| align=&amp;quot;center&amp;quot; | +10/+10/+10/+5|| align=&amp;quot;center&amp;quot; |2d6/1d10|| align=&amp;quot;center&amp;quot; | +2|| align=&amp;quot;center&amp;quot; | +40&lt;br /&gt;
|-&lt;br /&gt;
|15||[[#Quivering palm|Quivering palm]], AC Bonus +3|| align=&amp;quot;center&amp;quot; | +11/+11/+11/+6/+1|| align=&amp;quot;center&amp;quot; |2d6/1d10|| align=&amp;quot;center&amp;quot; | +3|| align=&amp;quot;center&amp;quot; | +45&lt;br /&gt;
|-&lt;br /&gt;
|16||Ki strike (Adamantine)|| align=&amp;quot;center&amp;quot; | +12/+12/+12/+7/+2|| align=&amp;quot;center&amp;quot; |2d8/2d6|| align=&amp;quot;center&amp;quot; | +3|| align=&amp;quot;center&amp;quot; | +45&lt;br /&gt;
|-&lt;br /&gt;
|17|||| align=&amp;quot;center&amp;quot; | +12/+12/+12/+7/+2|| align=&amp;quot;center&amp;quot; |2d8/2d6|| align=&amp;quot;center&amp;quot; | +3|| align=&amp;quot;center&amp;quot; | +45&lt;br /&gt;
|-&lt;br /&gt;
|18|||| align=&amp;quot;center&amp;quot; | +13/+13/+13/+8/+3|| align=&amp;quot;center&amp;quot; |2d8/2d6|| align=&amp;quot;center&amp;quot; | +3|| align=&amp;quot;center&amp;quot; | +50&lt;br /&gt;
|-&lt;br /&gt;
|19||[[#Empty body|Empty body]]|| align=&amp;quot;center&amp;quot; | +14/+14/+14/+9/+4|| align=&amp;quot;center&amp;quot; |2d8/2d6|| align=&amp;quot;center&amp;quot; | +3|| align=&amp;quot;center&amp;quot; | +50&lt;br /&gt;
|-&lt;br /&gt;
|20||[[Perfect self]], AC Bonus +4|| align=&amp;quot;center&amp;quot; | +15/+15/+15/+10/+5|| align=&amp;quot;center&amp;quot; |2d10/2d8|| align=&amp;quot;center&amp;quot; | +4|| align=&amp;quot;center&amp;quot; | +50&lt;br /&gt;
|-&lt;br /&gt;
|21|||| align=&amp;quot;center&amp;quot; | +15/+15/+15/+10/+5|| align=&amp;quot;center&amp;quot; |2d10/2d8|| align=&amp;quot;center&amp;quot; | +4|| align=&amp;quot;center&amp;quot; | +50&lt;br /&gt;
|-&lt;br /&gt;
|22|||| align=&amp;quot;center&amp;quot; | +16/+16/+16/+11/+6/+1|| align=&amp;quot;center&amp;quot; |2d10/2d8|| align=&amp;quot;center&amp;quot; | +4|| align=&amp;quot;center&amp;quot; | +50&lt;br /&gt;
|-&lt;br /&gt;
|23|||| align=&amp;quot;center&amp;quot; | +17/+17/+17/+12/+7/+2|| align=&amp;quot;center&amp;quot; |2d10/2d8|| align=&amp;quot;center&amp;quot; | +4|| align=&amp;quot;center&amp;quot; | +50&lt;br /&gt;
|-&lt;br /&gt;
|24|||| align=&amp;quot;center&amp;quot; | +18/+18/+18/+13/+8/+3|| align=&amp;quot;center&amp;quot; |3d8/2d10|| align=&amp;quot;center&amp;quot; | +4|| align=&amp;quot;center&amp;quot; | +50&lt;br /&gt;
|-&lt;br /&gt;
|25||[[Epic Bonus Feat|Bonus feat]], AC Bonus +5|| align=&amp;quot;center&amp;quot; | +18/+18/+18/+13/+8/+3|| align=&amp;quot;center&amp;quot; |3d8/2d10|| align=&amp;quot;center&amp;quot; | +5|| align=&amp;quot;center&amp;quot; | +50&lt;br /&gt;
|-&lt;br /&gt;
|26|||| align=&amp;quot;center&amp;quot; | +19/+19/+19/+14/+9/+4|| align=&amp;quot;center&amp;quot; |3d8/2d10|| align=&amp;quot;center&amp;quot; | +5|| align=&amp;quot;center&amp;quot; | +50&lt;br /&gt;
|-&lt;br /&gt;
|27|||| align=&amp;quot;center&amp;quot; | +20/+20/+20/+15/+10/+5|| align=&amp;quot;center&amp;quot; |3d8/2d10|| align=&amp;quot;center&amp;quot; | +5|| align=&amp;quot;center&amp;quot; | +50&lt;br /&gt;
|-&lt;br /&gt;
|28|||| align=&amp;quot;center&amp;quot; | +21/+21/+21/+16/+11/+6/+1|| align=&amp;quot;center&amp;quot; |3d10/3d8|| align=&amp;quot;center&amp;quot; | +5|| align=&amp;quot;center&amp;quot; | +50&lt;br /&gt;
|-&lt;br /&gt;
|29|||| align=&amp;quot;center&amp;quot; | +21/+21/+21/+16/+11/+6/+1|| align=&amp;quot;center&amp;quot; |3d10/3d8|| align=&amp;quot;center&amp;quot; | +5|| align=&amp;quot;center&amp;quot; | +50&lt;br /&gt;
|-&lt;br /&gt;
|30||[[Epic Bonus Feat|Bonus feat]], AC Bonus +6|| align=&amp;quot;center&amp;quot; | +22/+22/+22/+17/+12/+7/+2|| align=&amp;quot;center&amp;quot; |3d10/3d8|| align=&amp;quot;center&amp;quot; | +6|| align=&amp;quot;center&amp;quot; | +50&lt;br /&gt;
|}&lt;br /&gt;
*A monk&#039;s [[Flurry of blows|flurry of blows attack bonus]] is still affected by multiclassing. Characters may gain additional attacks by taking a higher [[BAB]] progression class (e.g. [[fighter]] levels), or reduced attacks from taking a lower BAB progression class (e.g. [[wizard]] levels).&lt;br /&gt;
&lt;br /&gt;
*The first unarmed damage stat is for medium size, and the second stats is from small size.&lt;br /&gt;
**Unarmed damage for (potential) large monks in game is larger than for medium sized monks (eg. 6d6 on levels 28-29).&lt;br /&gt;
&lt;br /&gt;
===AC bonus===&lt;br /&gt;
A monk has a sixth sense that lets his avoid even unanticipated attacks. When unarmored, the monk adds his Wisdom bonus (if any) to his AC. In addition, a monk gains a +1 bonus to AC at 5th level. This bonus increases by 1 for every five monk levels thereafter (+2 at 10th, +3 at 15th, and +4 at 20th level). He loses these bonuses when he is immobilized or helpless, when he wears any armor, or when he carries a shield.&lt;br /&gt;
&lt;br /&gt;
===Flurry of blows===&lt;br /&gt;
When unarmored, a monk may strike with a [[Flurry of Blows]] at the expense of accuracy. When doing so, he may make one extra attack in a round at his highest base attack bonus, but this attack takes a -2 penalty, as does each other attack made that round. When a monk reaches 5th level, the penalty lessens to -1, and at 9th level it disappears. When using flurry of blows, a monk may attack only with unarmed strikes or with a [[kama]], a [[quarterstaff]] or [[shuriken]] ([[dagger]] and [[handaxe]] don&#039;t work with Flurry of blows - the other special monk weapons, namely nunchaku, sai and siangham, are not coded into NWN2 in the official campaign).&lt;br /&gt;
&lt;br /&gt;
The Flurry of Blows mode can be activated as long as the weapon in your main hand is one of the monk weapons listed above, or unarmed strike. It can be activated even when the character is wearing armor, or carries a shield. However, wearing armor/shield negates the extra attacks, although the attack penalty still applies. E.g. If a level 1 monk activates Flurry of blows while wearing armor or carrying a shield, he gets a -2 attack penalty, but does not receive the extra attacks.&lt;br /&gt;
&lt;br /&gt;
===Unarmed strike===&lt;br /&gt;
At 1st level, a monk gains [[Improved Unarmed Strike]] as a bonus feat. In addition, a Monk does more damage than other characters with unarmed attacks, and can deal lethal damage with his fists.&lt;br /&gt;
&lt;br /&gt;
===Stunning Fist===&lt;br /&gt;
At 1st level, a monk gains [[Stunning Fist]] as a bonus feat.&lt;br /&gt;
&lt;br /&gt;
===Evasion===&lt;br /&gt;
A monk of 2nd level or higher can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save (such as a red dragon&#039;s fiery breath or a fireball), he instead takes no damage. Evasion can be used only if a monk is wearing light armor or no armor.&lt;br /&gt;
&lt;br /&gt;
===Deflect Arrows===&lt;br /&gt;
A monk of 2nd level or highter can attempt to deflect one incoming missile attack per round. This is treated as a reflex save made against a difficulty class of 20. As long as the monk is not caught flat-footed, the chance to deflect an arrow is automatically applied to the first missile attack in any given round.&lt;br /&gt;
&lt;br /&gt;
===Fast movement===&lt;br /&gt;
At 3rd level, a monk gains an enhancement bonus to his speed. A monk in armor (even light armor) loses this extra speed.&lt;br /&gt;
&lt;br /&gt;
===Still mind===&lt;br /&gt;
A monk of 3rd level or higher gains a +2 bonus on saving throws against spells and effects from the school of [[enchantment]], since his meditation and training improve his resistance to mind-affecting attacks.&lt;br /&gt;
&lt;br /&gt;
===Ki Strike===&lt;br /&gt;
At 4th level, a monk&#039;s unarmed attacks are empowered with &#039;&#039;ki&#039;&#039;. His unarmed attacks are treated as magic weapons for the purpose of dealing damage to creatures with [[damage reduction]]. &#039;&#039;Ki&#039;&#039; strike improves with the character&#039;s monk level, becoming lawful for purposes of damage reduction at level 10 and adamantine for purposes of damage reduction at level 16. These effects stack, i.e. at 16th level the monk&#039;s attacks will be magical, lawful and adamantine, bypassing any resistances to these damage types.&lt;br /&gt;
&lt;br /&gt;
===Purity of body===&lt;br /&gt;
At 5th level, a monk gains control over his body&#039;s immune system. He gains immunity to all diseases.&lt;br /&gt;
&lt;br /&gt;
===Improved Knockdown===&lt;br /&gt;
At 6th level, a monk receives both the [[knockdown]] and [[improved knockdown]] feats for free, ignoring prerequisites.&lt;br /&gt;
&lt;br /&gt;
===Wholeness of body===&lt;br /&gt;
At 7th level or higher, a monk can heal his own wounds. He can heal a number of hit points of damage equal to twice his current monk level each day.&lt;br /&gt;
&lt;br /&gt;
===Improved Evasion===&lt;br /&gt;
At 9th level, a monk&#039;s evasion ability improves. He takes no damage on a successful Reflex saving throw against attacks such as a dragon&#039;s breath weapon or fireball, and takes half damage on a failed save.&lt;br /&gt;
&lt;br /&gt;
===Diamond body===&lt;br /&gt;
At 11th level, a monk is in such firm control of his own metabolism that he gains immunity to [[poison (effect)|poisons]] of all kinds.&lt;br /&gt;
&lt;br /&gt;
===Greater Flurry===&lt;br /&gt;
At 11th level, a monk receives a second extra attack when using Flurry of Blows with unarmed strikes or his special monk weapons. The only weapons this works with (besides unarmed attack) are kama, quarterstaff or shuriken -- a dagger/handaxe/etc will not work with flurry, and the other special monk weapons, namely nunchaku, sai and saingham, are not coded into NWN2 in the official campaign.&lt;br /&gt;
&lt;br /&gt;
===Diamond soul===&lt;br /&gt;
At 13th level, a monk gains [[spell resistance]] equal to his current monk level + 10.&lt;br /&gt;
&lt;br /&gt;
===Quivering palm===&lt;br /&gt;
Starting at 15th level, a monk can set up fatal vibrations within the body of another creature once per day. Unless the target makes a Fortitude saving throw (DC 10 + 1/2 the monk&#039;s level + the monk&#039;s Wis modifier), it dies. Quivering Palm does not work on creatures that have immunity to critical hits. Creatures that have higher hit die or level than the monk are also immune to this ability.&lt;br /&gt;
&lt;br /&gt;
===Empty body===&lt;br /&gt;
At 19th level, a monk gains the ability to fade from sight twice per day. The monk gains a 50% concealment bonus for a number of rounds equal to his class level.&lt;br /&gt;
&lt;br /&gt;
===Perfect self===&lt;br /&gt;
The monk gains immunity to all mind-affecting spells and effects, and damage reduction 10/magic.&lt;br /&gt;
[[Category:Playable Class]]&lt;br /&gt;
[[Category:Base classes]]&lt;br /&gt;
[[Category:Combat classes]]&lt;/div&gt;</summary>
		<author><name>Stolcor</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Monk&amp;diff=9038</id>
		<title>Monk</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Monk&amp;diff=9038"/>
		<updated>2020-06-02T05:32:20Z</updated>

		<summary type="html">&lt;p&gt;Stolcor: /* Unarmed strike */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Class Feature&lt;br /&gt;
|HD = 8&lt;br /&gt;
|BAB = M&lt;br /&gt;
|Hsave = [[Fortitude]], [[Reflex]] &amp;amp; [[Will]].&lt;br /&gt;
|Lsave = NONE&lt;br /&gt;
|WP = [[Weapon proficiency (monk)|Monk]] ~ [[club]], [[crossbow, light|crossbow (light)]], [[crossbow, heavy|crossbow (heavy)]], [[dagger]], [[handaxe]], [[kama]], [[quarterstaff]], [[shuriken]], and [[sling]].&lt;br /&gt;
|AP = &#039;&#039;&#039;NONE&#039;&#039;&#039;&lt;br /&gt;
|skill = 4&lt;br /&gt;
|Cskill = [[Concentration]], [[Craft alchemy]], [[Craft trap]], [[Diplomacy]], [[Escape Artist]], [[Hide]], [[Listen]], [[Lore: Arcana]], [[Lore: Local]], [[Lore: Religion]], [[Move silently]], [[Parry]], [[Perform]], [[Sense Motive]], [[Spot]], and [[Tumble]]}}&lt;br /&gt;
&#039;&#039;&#039;Monk&#039;&#039;&#039; is a [[base class]] in [[NWN2]].&lt;br /&gt;
==Description==&lt;br /&gt;
The key feature of the monk is his ability to fight unarmed and unarmored. Thanks to his rigorous training, he can strike as hard as if he were armed and strike faster than a warrior with a sword. Though a monk casts no spells, he has a magic of his own. He channels a subtle energy, called &#039;&#039;ki&#039;&#039;, which allows him to perform amazing feats. The monk&#039;s best-known feat is her ability to stun an opponent with an unarmed blow. A monk also has a preternatural awareness that allows him to dodge an attack even if he is not consciously aware of it. As a monk gains experience and power, his mundane and &#039;&#039;ki&#039;&#039;-oriented abilities grow, giving him more and more power over himself and, sometimes, over others.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Alignment]] restrictions&#039;&#039;&#039;: Any [[lawful]] - a monk&#039;s training requires strict discipline.&lt;br /&gt;
*Ex-monks - A monk who becomes non-lawful cannot gain new levels as a monk but retains all monk abilities.&lt;br /&gt;
&lt;br /&gt;
Monks are not proficient with any armor or shields - many of the monk&#039;s special features have specific equipment-related conditions. When wearing armor, using a shield, or carrying a medium or heavy load, a monk loses his AC bonus, as well as his fast movement and flurry of blows abilities.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Additional progressions====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Level!!Features gained!!Flurry of blows attack bonus!!Unarmed damage!!AC bonus!!Unarmored speed bonus (ft)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;1||[[#AC bonus|AC bonus]], [[Flurry of blows]], [[Improved unarmed strike]], [[Stunning fist]], [[Unarmed strike]]|| align=&amp;quot;center&amp;quot; | -2/-2|| align=&amp;quot;center&amp;quot; |1d6/1d4|| align=&amp;quot;center&amp;quot; | +0|| align=&amp;quot;center&amp;quot; | +0&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;2||[[Evasion]], [[Deflect arrows]]|| align=&amp;quot;center&amp;quot; | -1/-1|| align=&amp;quot;center&amp;quot; |1d6/1d4|| align=&amp;quot;center&amp;quot; | +0|| align=&amp;quot;center&amp;quot; | +0&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;3||[[#Still mind|Still mind]], [[Monk speed]]|| align=&amp;quot;center&amp;quot; | -0/-0|| align=&amp;quot;center&amp;quot; |1d6/1d4|| align=&amp;quot;center&amp;quot; | +0|| align=&amp;quot;center&amp;quot; | +10&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;4||[[#Ki Strike|Ki strike]] (Magic)|| align=&amp;quot;center&amp;quot; | +1/+1|| align=&amp;quot;center&amp;quot; |1d8/1d6|| align=&amp;quot;center&amp;quot; | +0|| align=&amp;quot;center&amp;quot; | +10&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;5||[[Purity of body]], AC Bonus +1|| align=&amp;quot;center&amp;quot; | +2/+2|| align=&amp;quot;center&amp;quot; |1d8/1d6|| align=&amp;quot;center&amp;quot; | +1|| align=&amp;quot;center&amp;quot; | +10&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;6||[[Knockdown]], [[Improved knockdown]]|| align=&amp;quot;center&amp;quot; | +3/+3|| align=&amp;quot;center&amp;quot; |1d8/1d6|| align=&amp;quot;center&amp;quot; | +1|| align=&amp;quot;center&amp;quot; | +20&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;7||[[Wholeness of body]]|| align=&amp;quot;center&amp;quot; | +4/+4|| align=&amp;quot;center&amp;quot; |1d8/1d6|| align=&amp;quot;center&amp;quot; | +1|| align=&amp;quot;center&amp;quot; | +20&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;8|||| align=&amp;quot;center&amp;quot; | +5/+5/+0|| align=&amp;quot;center&amp;quot; |1d10/1d8|| align=&amp;quot;center&amp;quot; | +1|| align=&amp;quot;center&amp;quot; | +20&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;9||[[Improved evasion]]|| align=&amp;quot;center&amp;quot; | +6/+6/+1|| align=&amp;quot;center&amp;quot; |1d10/1d8|| align=&amp;quot;center&amp;quot; | +1|| align=&amp;quot;center&amp;quot; | +30&lt;br /&gt;
|-&lt;br /&gt;
|10||Ki strike (Lawful), AC Bonus +2|| align=&amp;quot;center&amp;quot; | +7/+7/+2|| align=&amp;quot;center&amp;quot; |1d10/1d8|| align=&amp;quot;center&amp;quot; | +2|| align=&amp;quot;center&amp;quot; | +30&lt;br /&gt;
|-&lt;br /&gt;
|11||[[Diamond body]], [[Greater Flurry]]|| align=&amp;quot;center&amp;quot; | +8/+8/+8/+3|| align=&amp;quot;center&amp;quot; |1d10/1d8|| align=&amp;quot;center&amp;quot; | +2|| align=&amp;quot;center&amp;quot; | +30&lt;br /&gt;
|-&lt;br /&gt;
|12|||| align=&amp;quot;center&amp;quot; | +9/+9/+9/+4|| align=&amp;quot;center&amp;quot; |2d6/1d10|| align=&amp;quot;center&amp;quot; | +2|| align=&amp;quot;center&amp;quot; | +40&lt;br /&gt;
|-&lt;br /&gt;
|13||[[#Diamond soul|Diamond soul]]|| align=&amp;quot;center&amp;quot; | +9/+9/+9/+4|| align=&amp;quot;center&amp;quot; |2d6/1d10|| align=&amp;quot;center&amp;quot; | +2|| align=&amp;quot;center&amp;quot; | +40&lt;br /&gt;
|-&lt;br /&gt;
|14|||| align=&amp;quot;center&amp;quot; | +10/+10/+10/+5|| align=&amp;quot;center&amp;quot; |2d6/1d10|| align=&amp;quot;center&amp;quot; | +2|| align=&amp;quot;center&amp;quot; | +40&lt;br /&gt;
|-&lt;br /&gt;
|15||[[#Quivering palm|Quivering palm]], AC Bonus +3|| align=&amp;quot;center&amp;quot; | +11/+11/+11/+6/+1|| align=&amp;quot;center&amp;quot; |2d6/1d10|| align=&amp;quot;center&amp;quot; | +3|| align=&amp;quot;center&amp;quot; | +45&lt;br /&gt;
|-&lt;br /&gt;
|16||Ki strike (Adamantine)|| align=&amp;quot;center&amp;quot; | +12/+12/+12/+7/+2|| align=&amp;quot;center&amp;quot; |2d8/2d6|| align=&amp;quot;center&amp;quot; | +3|| align=&amp;quot;center&amp;quot; | +45&lt;br /&gt;
|-&lt;br /&gt;
|17|||| align=&amp;quot;center&amp;quot; | +12/+12/+12/+7/+2|| align=&amp;quot;center&amp;quot; |2d8/2d6|| align=&amp;quot;center&amp;quot; | +3|| align=&amp;quot;center&amp;quot; | +45&lt;br /&gt;
|-&lt;br /&gt;
|18|||| align=&amp;quot;center&amp;quot; | +13/+13/+13/+8/+3|| align=&amp;quot;center&amp;quot; |2d8/2d6|| align=&amp;quot;center&amp;quot; | +3|| align=&amp;quot;center&amp;quot; | +50&lt;br /&gt;
|-&lt;br /&gt;
|19||[[#Empty body|Empty body]]|| align=&amp;quot;center&amp;quot; | +14/+14/+14/+9/+4|| align=&amp;quot;center&amp;quot; |2d8/2d6|| align=&amp;quot;center&amp;quot; | +3|| align=&amp;quot;center&amp;quot; | +50&lt;br /&gt;
|-&lt;br /&gt;
|20||[[Perfect self]], AC Bonus +4|| align=&amp;quot;center&amp;quot; | +15/+15/+15/+10/+5|| align=&amp;quot;center&amp;quot; |2d10/2d8|| align=&amp;quot;center&amp;quot; | +4|| align=&amp;quot;center&amp;quot; | +50&lt;br /&gt;
|-&lt;br /&gt;
|21|||| align=&amp;quot;center&amp;quot; | +15/+15/+15/+10/+5|| align=&amp;quot;center&amp;quot; |2d10/2d8|| align=&amp;quot;center&amp;quot; | +4|| align=&amp;quot;center&amp;quot; | +50&lt;br /&gt;
|-&lt;br /&gt;
|22|||| align=&amp;quot;center&amp;quot; | +16/+16/+16/+11/+6/+1|| align=&amp;quot;center&amp;quot; |2d10/2d8|| align=&amp;quot;center&amp;quot; | +4|| align=&amp;quot;center&amp;quot; | +50&lt;br /&gt;
|-&lt;br /&gt;
|23|||| align=&amp;quot;center&amp;quot; | +17/+17/+17/+12/+7/+2|| align=&amp;quot;center&amp;quot; |2d10/2d8|| align=&amp;quot;center&amp;quot; | +4|| align=&amp;quot;center&amp;quot; | +50&lt;br /&gt;
|-&lt;br /&gt;
|24|||| align=&amp;quot;center&amp;quot; | +18/+18/+18/+13/+8/+3|| align=&amp;quot;center&amp;quot; |3d8/2d10|| align=&amp;quot;center&amp;quot; | +4|| align=&amp;quot;center&amp;quot; | +50&lt;br /&gt;
|-&lt;br /&gt;
|25||[[Epic Bonus Feat|Bonus feat]], AC Bonus +5|| align=&amp;quot;center&amp;quot; | +18/+18/+18/+13/+8/+3|| align=&amp;quot;center&amp;quot; |3d8/2d10|| align=&amp;quot;center&amp;quot; | +5|| align=&amp;quot;center&amp;quot; | +50&lt;br /&gt;
|-&lt;br /&gt;
|26|||| align=&amp;quot;center&amp;quot; | +19/+19/+19/+14/+9/+4|| align=&amp;quot;center&amp;quot; |3d8/2d10|| align=&amp;quot;center&amp;quot; | +5|| align=&amp;quot;center&amp;quot; | +50&lt;br /&gt;
|-&lt;br /&gt;
|27|||| align=&amp;quot;center&amp;quot; | +20/+20/+20/+15/+10/+5|| align=&amp;quot;center&amp;quot; |3d8/2d10|| align=&amp;quot;center&amp;quot; | +5|| align=&amp;quot;center&amp;quot; | +50&lt;br /&gt;
|-&lt;br /&gt;
|28|||| align=&amp;quot;center&amp;quot; | +21/+21/+21/+16/+11/+6/+1|| align=&amp;quot;center&amp;quot; |3d10/3d8|| align=&amp;quot;center&amp;quot; | +5|| align=&amp;quot;center&amp;quot; | +50&lt;br /&gt;
|-&lt;br /&gt;
|29|||| align=&amp;quot;center&amp;quot; | +21/+21/+21/+16/+11/+6/+1|| align=&amp;quot;center&amp;quot; |3d10/3d8|| align=&amp;quot;center&amp;quot; | +5|| align=&amp;quot;center&amp;quot; | +50&lt;br /&gt;
|-&lt;br /&gt;
|30||[[Epic Bonus Feat|Bonus feat]], AC Bonus +6|| align=&amp;quot;center&amp;quot; | +22/+22/+22/+17/+12/+7/+2|| align=&amp;quot;center&amp;quot; |3d10/3d8|| align=&amp;quot;center&amp;quot; | +6|| align=&amp;quot;center&amp;quot; | +50&lt;br /&gt;
|}&lt;br /&gt;
*A monk&#039;s [[Flurry of blows|flurry of blows attack bonus]] is still affected by multiclassing. Characters may gain additional attacks by taking a higher [[BAB]] progression class (e.g. [[fighter]] levels), or reduced attacks from taking a lower BAB progression class (e.g. [[wizard]] levels).&lt;br /&gt;
&lt;br /&gt;
*The first unarmed damage stat is for medium size, and the second stats is from small size.&lt;br /&gt;
**Unarmed damage for (potential) large monks in game is larger than for medium sized monks (eg. 6d6 on levels 28-29).&lt;br /&gt;
&lt;br /&gt;
===AC bonus===&lt;br /&gt;
A monk has a sixth sense that lets his avoid even unanticipated attacks. When unarmored, the monk adds his Wisdom bonus (if any) to his AC. In addition, a monk gains a +1 bonus to AC at 5th level. This bonus increases by 1 for every five monk levels thereafter (+2 at 10th, +3 at 15th, and +4 at 20th level). He loses these bonuses when he is immobilized or helpless, when he wears any armor, or when he carries a shield.&lt;br /&gt;
&lt;br /&gt;
===Flurry of blows===&lt;br /&gt;
When unarmored, a monk may strike with a [[flurry of blows]] at the expense of accuracy. When doing so, he may make one extra attack in a round at his highest base attack bonus, but this attack takes a -2 penalty, as does each other attack made that round. When a monk reaches 5th level, the penalty lessens to -1, and at 9th level it disappears. When using flurry of blows, a monk may attack only with unarmed strikes or with a [[kama]], a [[quarterstaff]] or [[shuriken]] ([[dagger]] and [[handaxe]] don&#039;t work with Flurry of blows - the other special monk weapons, namely nunchaku, sai and siangham, are not coded into NWN2 in the official campaign).&lt;br /&gt;
&lt;br /&gt;
The Flurry of Blows mode can be activated as long as the weapon in your main hand is one of the monk weapons listed above, or unarmed strike. It can be activated even when the character is wearing armor, or carries a shield. However, wearing armor/shield negates the extra attacks, although the attack penalty still applies. E.g. If a level 1 monk activates Flurry of blows while wearing armor or carrying a shield, he gets a -2 attack penalty, but does not receive the extra attacks.&lt;br /&gt;
&lt;br /&gt;
===Unarmed strike===&lt;br /&gt;
At 1st level, a monk gains [[Improved Unarmed Strike]] as a bonus feat. In addition, a Monk does more damage than other characters with unarmed attacks, and can deal lethal damage with his fists.&lt;br /&gt;
&lt;br /&gt;
===Stunning Fist===&lt;br /&gt;
At 1st level, a monk gains [[Stunning Fist]] as a bonus feat.&lt;br /&gt;
&lt;br /&gt;
===Evasion===&lt;br /&gt;
A monk of 2nd level or higher can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save (such as a red dragon&#039;s fiery breath or a fireball), he instead takes no damage. Evasion can be used only if a monk is wearing light armor or no armor.&lt;br /&gt;
&lt;br /&gt;
===Deflect Arrows===&lt;br /&gt;
A monk of 2nd level or highter can attempt to deflect one incoming missile attack per round. This is treated as a reflex save made against a difficulty class of 20. As long as the monk is not caught flat-footed, the chance to deflect an arrow is automatically applied to the first missile attack in any given round.&lt;br /&gt;
&lt;br /&gt;
===Fast movement===&lt;br /&gt;
At 3rd level, a monk gains an enhancement bonus to his speed. A monk in armor (even light armor) loses this extra speed.&lt;br /&gt;
&lt;br /&gt;
===Still mind===&lt;br /&gt;
A monk of 3rd level or higher gains a +2 bonus on saving throws against spells and effects from the school of [[enchantment]], since his meditation and training improve his resistance to mind-affecting attacks.&lt;br /&gt;
&lt;br /&gt;
===Ki Strike===&lt;br /&gt;
At 4th level, a monk&#039;s unarmed attacks are empowered with &#039;&#039;ki&#039;&#039;. His unarmed attacks are treated as magic weapons for the purpose of dealing damage to creatures with [[damage reduction]]. &#039;&#039;Ki&#039;&#039; strike improves with the character&#039;s monk level, becoming lawful for purposes of damage reduction at level 10 and adamantine for purposes of damage reduction at level 16. These effects stack, i.e. at 16th level the monk&#039;s attacks will be magical, lawful and adamantine, bypassing any resistances to these damage types.&lt;br /&gt;
&lt;br /&gt;
===Purity of body===&lt;br /&gt;
At 5th level, a monk gains control over his body&#039;s immune system. He gains immunity to all diseases.&lt;br /&gt;
&lt;br /&gt;
===Improved Knockdown===&lt;br /&gt;
At 6th level, a monk receives both the [[knockdown]] and [[improved knockdown]] feats for free, ignoring prerequisites.&lt;br /&gt;
&lt;br /&gt;
===Wholeness of body===&lt;br /&gt;
At 7th level or higher, a monk can heal his own wounds. He can heal a number of hit points of damage equal to twice his current monk level each day.&lt;br /&gt;
&lt;br /&gt;
===Improved Evasion===&lt;br /&gt;
At 9th level, a monk&#039;s evasion ability improves. He takes no damage on a successful Reflex saving throw against attacks such as a dragon&#039;s breath weapon or fireball, and takes half damage on a failed save.&lt;br /&gt;
&lt;br /&gt;
===Diamond body===&lt;br /&gt;
At 11th level, a monk is in such firm control of his own metabolism that he gains immunity to [[poison (effect)|poisons]] of all kinds.&lt;br /&gt;
&lt;br /&gt;
===Greater Flurry===&lt;br /&gt;
At 11th level, a monk receives a second extra attack when using Flurry of Blows with unarmed strikes or his special monk weapons. The only weapons this works with (besides unarmed attack) are kama, quarterstaff or shuriken -- a dagger/handaxe/etc will not work with flurry, and the other special monk weapons, namely nunchaku, sai and saingham, are not coded into NWN2 in the official campaign.&lt;br /&gt;
&lt;br /&gt;
===Diamond soul===&lt;br /&gt;
At 13th level, a monk gains [[spell resistance]] equal to his current monk level + 10.&lt;br /&gt;
&lt;br /&gt;
===Quivering palm===&lt;br /&gt;
Starting at 15th level, a monk can set up fatal vibrations within the body of another creature once per day. Unless the target makes a Fortitude saving throw (DC 10 + 1/2 the monk&#039;s level + the monk&#039;s Wis modifier), it dies. Quivering Palm does not work on creatures that have immunity to critical hits. Creatures that have higher hit die or level than the monk are also immune to this ability.&lt;br /&gt;
&lt;br /&gt;
===Empty body===&lt;br /&gt;
At 19th level, a monk gains the ability to fade from sight twice per day. The monk gains a 50% concealment bonus for a number of rounds equal to his class level.&lt;br /&gt;
&lt;br /&gt;
===Perfect self===&lt;br /&gt;
The monk gains immunity to all mind-affecting spells and effects, and damage reduction 10/magic.&lt;br /&gt;
[[Category:Playable Class]]&lt;br /&gt;
[[Category:Base classes]]&lt;br /&gt;
[[Category:Combat classes]]&lt;/div&gt;</summary>
		<author><name>Stolcor</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Monk&amp;diff=9037</id>
		<title>Monk</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Monk&amp;diff=9037"/>
		<updated>2020-06-02T05:32:01Z</updated>

		<summary type="html">&lt;p&gt;Stolcor: /* Stunning Fist */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Class Feature&lt;br /&gt;
|HD = 8&lt;br /&gt;
|BAB = M&lt;br /&gt;
|Hsave = [[Fortitude]], [[Reflex]] &amp;amp; [[Will]].&lt;br /&gt;
|Lsave = NONE&lt;br /&gt;
|WP = [[Weapon proficiency (monk)|Monk]] ~ [[club]], [[crossbow, light|crossbow (light)]], [[crossbow, heavy|crossbow (heavy)]], [[dagger]], [[handaxe]], [[kama]], [[quarterstaff]], [[shuriken]], and [[sling]].&lt;br /&gt;
|AP = &#039;&#039;&#039;NONE&#039;&#039;&#039;&lt;br /&gt;
|skill = 4&lt;br /&gt;
|Cskill = [[Concentration]], [[Craft alchemy]], [[Craft trap]], [[Diplomacy]], [[Escape Artist]], [[Hide]], [[Listen]], [[Lore: Arcana]], [[Lore: Local]], [[Lore: Religion]], [[Move silently]], [[Parry]], [[Perform]], [[Sense Motive]], [[Spot]], and [[Tumble]]}}&lt;br /&gt;
&#039;&#039;&#039;Monk&#039;&#039;&#039; is a [[base class]] in [[NWN2]].&lt;br /&gt;
==Description==&lt;br /&gt;
The key feature of the monk is his ability to fight unarmed and unarmored. Thanks to his rigorous training, he can strike as hard as if he were armed and strike faster than a warrior with a sword. Though a monk casts no spells, he has a magic of his own. He channels a subtle energy, called &#039;&#039;ki&#039;&#039;, which allows him to perform amazing feats. The monk&#039;s best-known feat is her ability to stun an opponent with an unarmed blow. A monk also has a preternatural awareness that allows him to dodge an attack even if he is not consciously aware of it. As a monk gains experience and power, his mundane and &#039;&#039;ki&#039;&#039;-oriented abilities grow, giving him more and more power over himself and, sometimes, over others.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Alignment]] restrictions&#039;&#039;&#039;: Any [[lawful]] - a monk&#039;s training requires strict discipline.&lt;br /&gt;
*Ex-monks - A monk who becomes non-lawful cannot gain new levels as a monk but retains all monk abilities.&lt;br /&gt;
&lt;br /&gt;
Monks are not proficient with any armor or shields - many of the monk&#039;s special features have specific equipment-related conditions. When wearing armor, using a shield, or carrying a medium or heavy load, a monk loses his AC bonus, as well as his fast movement and flurry of blows abilities.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Additional progressions====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Level!!Features gained!!Flurry of blows attack bonus!!Unarmed damage!!AC bonus!!Unarmored speed bonus (ft)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;1||[[#AC bonus|AC bonus]], [[Flurry of blows]], [[Improved unarmed strike]], [[Stunning fist]], [[Unarmed strike]]|| align=&amp;quot;center&amp;quot; | -2/-2|| align=&amp;quot;center&amp;quot; |1d6/1d4|| align=&amp;quot;center&amp;quot; | +0|| align=&amp;quot;center&amp;quot; | +0&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;2||[[Evasion]], [[Deflect arrows]]|| align=&amp;quot;center&amp;quot; | -1/-1|| align=&amp;quot;center&amp;quot; |1d6/1d4|| align=&amp;quot;center&amp;quot; | +0|| align=&amp;quot;center&amp;quot; | +0&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;3||[[#Still mind|Still mind]], [[Monk speed]]|| align=&amp;quot;center&amp;quot; | -0/-0|| align=&amp;quot;center&amp;quot; |1d6/1d4|| align=&amp;quot;center&amp;quot; | +0|| align=&amp;quot;center&amp;quot; | +10&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;4||[[#Ki Strike|Ki strike]] (Magic)|| align=&amp;quot;center&amp;quot; | +1/+1|| align=&amp;quot;center&amp;quot; |1d8/1d6|| align=&amp;quot;center&amp;quot; | +0|| align=&amp;quot;center&amp;quot; | +10&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;5||[[Purity of body]], AC Bonus +1|| align=&amp;quot;center&amp;quot; | +2/+2|| align=&amp;quot;center&amp;quot; |1d8/1d6|| align=&amp;quot;center&amp;quot; | +1|| align=&amp;quot;center&amp;quot; | +10&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;6||[[Knockdown]], [[Improved knockdown]]|| align=&amp;quot;center&amp;quot; | +3/+3|| align=&amp;quot;center&amp;quot; |1d8/1d6|| align=&amp;quot;center&amp;quot; | +1|| align=&amp;quot;center&amp;quot; | +20&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;7||[[Wholeness of body]]|| align=&amp;quot;center&amp;quot; | +4/+4|| align=&amp;quot;center&amp;quot; |1d8/1d6|| align=&amp;quot;center&amp;quot; | +1|| align=&amp;quot;center&amp;quot; | +20&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;8|||| align=&amp;quot;center&amp;quot; | +5/+5/+0|| align=&amp;quot;center&amp;quot; |1d10/1d8|| align=&amp;quot;center&amp;quot; | +1|| align=&amp;quot;center&amp;quot; | +20&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;9||[[Improved evasion]]|| align=&amp;quot;center&amp;quot; | +6/+6/+1|| align=&amp;quot;center&amp;quot; |1d10/1d8|| align=&amp;quot;center&amp;quot; | +1|| align=&amp;quot;center&amp;quot; | +30&lt;br /&gt;
|-&lt;br /&gt;
|10||Ki strike (Lawful), AC Bonus +2|| align=&amp;quot;center&amp;quot; | +7/+7/+2|| align=&amp;quot;center&amp;quot; |1d10/1d8|| align=&amp;quot;center&amp;quot; | +2|| align=&amp;quot;center&amp;quot; | +30&lt;br /&gt;
|-&lt;br /&gt;
|11||[[Diamond body]], [[Greater Flurry]]|| align=&amp;quot;center&amp;quot; | +8/+8/+8/+3|| align=&amp;quot;center&amp;quot; |1d10/1d8|| align=&amp;quot;center&amp;quot; | +2|| align=&amp;quot;center&amp;quot; | +30&lt;br /&gt;
|-&lt;br /&gt;
|12|||| align=&amp;quot;center&amp;quot; | +9/+9/+9/+4|| align=&amp;quot;center&amp;quot; |2d6/1d10|| align=&amp;quot;center&amp;quot; | +2|| align=&amp;quot;center&amp;quot; | +40&lt;br /&gt;
|-&lt;br /&gt;
|13||[[#Diamond soul|Diamond soul]]|| align=&amp;quot;center&amp;quot; | +9/+9/+9/+4|| align=&amp;quot;center&amp;quot; |2d6/1d10|| align=&amp;quot;center&amp;quot; | +2|| align=&amp;quot;center&amp;quot; | +40&lt;br /&gt;
|-&lt;br /&gt;
|14|||| align=&amp;quot;center&amp;quot; | +10/+10/+10/+5|| align=&amp;quot;center&amp;quot; |2d6/1d10|| align=&amp;quot;center&amp;quot; | +2|| align=&amp;quot;center&amp;quot; | +40&lt;br /&gt;
|-&lt;br /&gt;
|15||[[#Quivering palm|Quivering palm]], AC Bonus +3|| align=&amp;quot;center&amp;quot; | +11/+11/+11/+6/+1|| align=&amp;quot;center&amp;quot; |2d6/1d10|| align=&amp;quot;center&amp;quot; | +3|| align=&amp;quot;center&amp;quot; | +45&lt;br /&gt;
|-&lt;br /&gt;
|16||Ki strike (Adamantine)|| align=&amp;quot;center&amp;quot; | +12/+12/+12/+7/+2|| align=&amp;quot;center&amp;quot; |2d8/2d6|| align=&amp;quot;center&amp;quot; | +3|| align=&amp;quot;center&amp;quot; | +45&lt;br /&gt;
|-&lt;br /&gt;
|17|||| align=&amp;quot;center&amp;quot; | +12/+12/+12/+7/+2|| align=&amp;quot;center&amp;quot; |2d8/2d6|| align=&amp;quot;center&amp;quot; | +3|| align=&amp;quot;center&amp;quot; | +45&lt;br /&gt;
|-&lt;br /&gt;
|18|||| align=&amp;quot;center&amp;quot; | +13/+13/+13/+8/+3|| align=&amp;quot;center&amp;quot; |2d8/2d6|| align=&amp;quot;center&amp;quot; | +3|| align=&amp;quot;center&amp;quot; | +50&lt;br /&gt;
|-&lt;br /&gt;
|19||[[#Empty body|Empty body]]|| align=&amp;quot;center&amp;quot; | +14/+14/+14/+9/+4|| align=&amp;quot;center&amp;quot; |2d8/2d6|| align=&amp;quot;center&amp;quot; | +3|| align=&amp;quot;center&amp;quot; | +50&lt;br /&gt;
|-&lt;br /&gt;
|20||[[Perfect self]], AC Bonus +4|| align=&amp;quot;center&amp;quot; | +15/+15/+15/+10/+5|| align=&amp;quot;center&amp;quot; |2d10/2d8|| align=&amp;quot;center&amp;quot; | +4|| align=&amp;quot;center&amp;quot; | +50&lt;br /&gt;
|-&lt;br /&gt;
|21|||| align=&amp;quot;center&amp;quot; | +15/+15/+15/+10/+5|| align=&amp;quot;center&amp;quot; |2d10/2d8|| align=&amp;quot;center&amp;quot; | +4|| align=&amp;quot;center&amp;quot; | +50&lt;br /&gt;
|-&lt;br /&gt;
|22|||| align=&amp;quot;center&amp;quot; | +16/+16/+16/+11/+6/+1|| align=&amp;quot;center&amp;quot; |2d10/2d8|| align=&amp;quot;center&amp;quot; | +4|| align=&amp;quot;center&amp;quot; | +50&lt;br /&gt;
|-&lt;br /&gt;
|23|||| align=&amp;quot;center&amp;quot; | +17/+17/+17/+12/+7/+2|| align=&amp;quot;center&amp;quot; |2d10/2d8|| align=&amp;quot;center&amp;quot; | +4|| align=&amp;quot;center&amp;quot; | +50&lt;br /&gt;
|-&lt;br /&gt;
|24|||| align=&amp;quot;center&amp;quot; | +18/+18/+18/+13/+8/+3|| align=&amp;quot;center&amp;quot; |3d8/2d10|| align=&amp;quot;center&amp;quot; | +4|| align=&amp;quot;center&amp;quot; | +50&lt;br /&gt;
|-&lt;br /&gt;
|25||[[Epic Bonus Feat|Bonus feat]], AC Bonus +5|| align=&amp;quot;center&amp;quot; | +18/+18/+18/+13/+8/+3|| align=&amp;quot;center&amp;quot; |3d8/2d10|| align=&amp;quot;center&amp;quot; | +5|| align=&amp;quot;center&amp;quot; | +50&lt;br /&gt;
|-&lt;br /&gt;
|26|||| align=&amp;quot;center&amp;quot; | +19/+19/+19/+14/+9/+4|| align=&amp;quot;center&amp;quot; |3d8/2d10|| align=&amp;quot;center&amp;quot; | +5|| align=&amp;quot;center&amp;quot; | +50&lt;br /&gt;
|-&lt;br /&gt;
|27|||| align=&amp;quot;center&amp;quot; | +20/+20/+20/+15/+10/+5|| align=&amp;quot;center&amp;quot; |3d8/2d10|| align=&amp;quot;center&amp;quot; | +5|| align=&amp;quot;center&amp;quot; | +50&lt;br /&gt;
|-&lt;br /&gt;
|28|||| align=&amp;quot;center&amp;quot; | +21/+21/+21/+16/+11/+6/+1|| align=&amp;quot;center&amp;quot; |3d10/3d8|| align=&amp;quot;center&amp;quot; | +5|| align=&amp;quot;center&amp;quot; | +50&lt;br /&gt;
|-&lt;br /&gt;
|29|||| align=&amp;quot;center&amp;quot; | +21/+21/+21/+16/+11/+6/+1|| align=&amp;quot;center&amp;quot; |3d10/3d8|| align=&amp;quot;center&amp;quot; | +5|| align=&amp;quot;center&amp;quot; | +50&lt;br /&gt;
|-&lt;br /&gt;
|30||[[Epic Bonus Feat|Bonus feat]], AC Bonus +6|| align=&amp;quot;center&amp;quot; | +22/+22/+22/+17/+12/+7/+2|| align=&amp;quot;center&amp;quot; |3d10/3d8|| align=&amp;quot;center&amp;quot; | +6|| align=&amp;quot;center&amp;quot; | +50&lt;br /&gt;
|}&lt;br /&gt;
*A monk&#039;s [[Flurry of blows|flurry of blows attack bonus]] is still affected by multiclassing. Characters may gain additional attacks by taking a higher [[BAB]] progression class (e.g. [[fighter]] levels), or reduced attacks from taking a lower BAB progression class (e.g. [[wizard]] levels).&lt;br /&gt;
&lt;br /&gt;
*The first unarmed damage stat is for medium size, and the second stats is from small size.&lt;br /&gt;
**Unarmed damage for (potential) large monks in game is larger than for medium sized monks (eg. 6d6 on levels 28-29).&lt;br /&gt;
&lt;br /&gt;
===AC bonus===&lt;br /&gt;
A monk has a sixth sense that lets his avoid even unanticipated attacks. When unarmored, the monk adds his Wisdom bonus (if any) to his AC. In addition, a monk gains a +1 bonus to AC at 5th level. This bonus increases by 1 for every five monk levels thereafter (+2 at 10th, +3 at 15th, and +4 at 20th level). He loses these bonuses when he is immobilized or helpless, when he wears any armor, or when he carries a shield.&lt;br /&gt;
&lt;br /&gt;
===Flurry of blows===&lt;br /&gt;
When unarmored, a monk may strike with a [[flurry of blows]] at the expense of accuracy. When doing so, he may make one extra attack in a round at his highest base attack bonus, but this attack takes a -2 penalty, as does each other attack made that round. When a monk reaches 5th level, the penalty lessens to -1, and at 9th level it disappears. When using flurry of blows, a monk may attack only with unarmed strikes or with a [[kama]], a [[quarterstaff]] or [[shuriken]] ([[dagger]] and [[handaxe]] don&#039;t work with Flurry of blows - the other special monk weapons, namely nunchaku, sai and siangham, are not coded into NWN2 in the official campaign).&lt;br /&gt;
&lt;br /&gt;
The Flurry of Blows mode can be activated as long as the weapon in your main hand is one of the monk weapons listed above, or unarmed strike. It can be activated even when the character is wearing armor, or carries a shield. However, wearing armor/shield negates the extra attacks, although the attack penalty still applies. E.g. If a level 1 monk activates Flurry of blows while wearing armor or carrying a shield, he gets a -2 attack penalty, but does not receive the extra attacks.&lt;br /&gt;
&lt;br /&gt;
===Unarmed strike===&lt;br /&gt;
At 1st level, a monk gains [[improved unarmed strike]] as a bonus feat. In addition, a Monk does more damage than other characters with unarmed attacks, and can deal lethal damage with his fists.&lt;br /&gt;
&lt;br /&gt;
===Stunning Fist===&lt;br /&gt;
At 1st level, a monk gains [[Stunning Fist]] as a bonus feat.&lt;br /&gt;
&lt;br /&gt;
===Evasion===&lt;br /&gt;
A monk of 2nd level or higher can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save (such as a red dragon&#039;s fiery breath or a fireball), he instead takes no damage. Evasion can be used only if a monk is wearing light armor or no armor.&lt;br /&gt;
&lt;br /&gt;
===Deflect Arrows===&lt;br /&gt;
A monk of 2nd level or highter can attempt to deflect one incoming missile attack per round. This is treated as a reflex save made against a difficulty class of 20. As long as the monk is not caught flat-footed, the chance to deflect an arrow is automatically applied to the first missile attack in any given round.&lt;br /&gt;
&lt;br /&gt;
===Fast movement===&lt;br /&gt;
At 3rd level, a monk gains an enhancement bonus to his speed. A monk in armor (even light armor) loses this extra speed.&lt;br /&gt;
&lt;br /&gt;
===Still mind===&lt;br /&gt;
A monk of 3rd level or higher gains a +2 bonus on saving throws against spells and effects from the school of [[enchantment]], since his meditation and training improve his resistance to mind-affecting attacks.&lt;br /&gt;
&lt;br /&gt;
===Ki Strike===&lt;br /&gt;
At 4th level, a monk&#039;s unarmed attacks are empowered with &#039;&#039;ki&#039;&#039;. His unarmed attacks are treated as magic weapons for the purpose of dealing damage to creatures with [[damage reduction]]. &#039;&#039;Ki&#039;&#039; strike improves with the character&#039;s monk level, becoming lawful for purposes of damage reduction at level 10 and adamantine for purposes of damage reduction at level 16. These effects stack, i.e. at 16th level the monk&#039;s attacks will be magical, lawful and adamantine, bypassing any resistances to these damage types.&lt;br /&gt;
&lt;br /&gt;
===Purity of body===&lt;br /&gt;
At 5th level, a monk gains control over his body&#039;s immune system. He gains immunity to all diseases.&lt;br /&gt;
&lt;br /&gt;
===Improved Knockdown===&lt;br /&gt;
At 6th level, a monk receives both the [[knockdown]] and [[improved knockdown]] feats for free, ignoring prerequisites.&lt;br /&gt;
&lt;br /&gt;
===Wholeness of body===&lt;br /&gt;
At 7th level or higher, a monk can heal his own wounds. He can heal a number of hit points of damage equal to twice his current monk level each day.&lt;br /&gt;
&lt;br /&gt;
===Improved Evasion===&lt;br /&gt;
At 9th level, a monk&#039;s evasion ability improves. He takes no damage on a successful Reflex saving throw against attacks such as a dragon&#039;s breath weapon or fireball, and takes half damage on a failed save.&lt;br /&gt;
&lt;br /&gt;
===Diamond body===&lt;br /&gt;
At 11th level, a monk is in such firm control of his own metabolism that he gains immunity to [[poison (effect)|poisons]] of all kinds.&lt;br /&gt;
&lt;br /&gt;
===Greater Flurry===&lt;br /&gt;
At 11th level, a monk receives a second extra attack when using Flurry of Blows with unarmed strikes or his special monk weapons. The only weapons this works with (besides unarmed attack) are kama, quarterstaff or shuriken -- a dagger/handaxe/etc will not work with flurry, and the other special monk weapons, namely nunchaku, sai and saingham, are not coded into NWN2 in the official campaign.&lt;br /&gt;
&lt;br /&gt;
===Diamond soul===&lt;br /&gt;
At 13th level, a monk gains [[spell resistance]] equal to his current monk level + 10.&lt;br /&gt;
&lt;br /&gt;
===Quivering palm===&lt;br /&gt;
Starting at 15th level, a monk can set up fatal vibrations within the body of another creature once per day. Unless the target makes a Fortitude saving throw (DC 10 + 1/2 the monk&#039;s level + the monk&#039;s Wis modifier), it dies. Quivering Palm does not work on creatures that have immunity to critical hits. Creatures that have higher hit die or level than the monk are also immune to this ability.&lt;br /&gt;
&lt;br /&gt;
===Empty body===&lt;br /&gt;
At 19th level, a monk gains the ability to fade from sight twice per day. The monk gains a 50% concealment bonus for a number of rounds equal to his class level.&lt;br /&gt;
&lt;br /&gt;
===Perfect self===&lt;br /&gt;
The monk gains immunity to all mind-affecting spells and effects, and damage reduction 10/magic.&lt;br /&gt;
[[Category:Playable Class]]&lt;br /&gt;
[[Category:Base classes]]&lt;br /&gt;
[[Category:Combat classes]]&lt;/div&gt;</summary>
		<author><name>Stolcor</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Assassin&amp;diff=9036</id>
		<title>Assassin</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Assassin&amp;diff=9036"/>
		<updated>2020-06-02T02:29:10Z</updated>

		<summary type="html">&lt;p&gt;Stolcor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Description==&lt;br /&gt;
The Assassin is the master of dealing quick, lethal blows. Assassins often function as spies, informants, killers for hire, or agents of vengeance. Their training in anatomy, stealth, poison, and the dark arts allows them to carry out missions of death with shocking, terrifying precision. Most [[rogue|Rogues]], [[monk|Monks]], and [[bard|Bards]] who choose this class become examples of the classic assassin skulking in the shadows with a blade carrying certain death. [[Fighter|Fighters]], ex-[[paladin|Paladins]], [[ranger|Rangers]], [[druid|Druids]], and [[barbarian|Barbarians]] operate as warrior-assassins, with as much ability to kill in combat as from the shadows. [[Sorcerer|Sorcerers]], [[wizard|Wizards]], and [[cleric|Clerics]] may be the most terrifying assassins of all, for with their spells they can infiltrate and slay with even greater impunity.&lt;br /&gt;
&lt;br /&gt;
==Requirements==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Skill]]s&#039;&#039;&#039;: [[Hide]] 8 ranks, [[Move silently|Move Silently]] 8 ranks&lt;br /&gt;
&lt;br /&gt;
==Class Features==&lt;br /&gt;
{{Class base features|hit die=d6&lt;br /&gt;
|proficiencies=Weapons([[Weapon proficiency (simple)|simple]]) and Armor([[Armor proficiency (light)|light]])&lt;br /&gt;
|skill pts=4&lt;br /&gt;
|class skills=[[Bluff]], [[Craft Alchemy]], [[Craft Trap]], [[Craft Weapon]], [[Diplomacy]], [[Disable Device]], [[Escape Artist]], [[Hide]], [[Intimidate]], [[Listen]],[[Lore: Arcana]], [[Lore: Dungeoneering]], [[Lore: Local]], [[Lore: Nobility and Royalty]], [[Move Silently]], [[Open Lock]], [[Parry]] , [[Search]], [[Sense motive]], [[Set Trap]], [[Sleight of Hand]], [[Spot]], [[Tumble]], [[Use Magic Device]].&lt;br /&gt;
|BAB=Medium&lt;br /&gt;
|high save=[[Reflex]]&lt;br /&gt;
|low save=[[Fortitude]], [[Will]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This class can cross-class the Perform Skill.&lt;br /&gt;
&lt;br /&gt;
===Additional features===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Level&lt;br /&gt;
!Features Gained&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|[[Death Attack]] +1d6, [[Use Poison]]&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|[[Poison Resistance]] I, [[Uncanny Dodge]], &#039;&#039;[[Ghostly Visage]]&#039;&#039; x1&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Death Attack +2d6&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Poison Resistance II&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|Death Attack +3d6, [[Improved Uncanny Dodge]], &#039;&#039;[[Darkness]]&#039;&#039; x1&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|Poison Resistance III&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|Death Attack +4d6, &#039;&#039;[[Invisibility]]&#039;&#039; x1&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|Poison Resistance IV, [[Hide in Plain Sight]]&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|Death Attack +5d6, &#039;&#039;[[Greater Invisibility]]&#039;&#039; x1&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|Poison Resistance V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Death Attack===&lt;br /&gt;
At 1st level, the Assassin can make a special sneak attack called a Death Attack.  This ability adds to the Rogue&#039;s [[sneak attack|Sneak Attack]] ability, adding an extra 1d6 points of damage, if you already have levels of Rogue.  This bonus rises to +2d6 at 3rd level, +3d6 at 5th level, +4d6 at 7th level, and +5d6 at 9th level. If used against an opponent not already in combat, a successful death attack forces the victim to make a [[fortitude]] [[save]] or become paralyzed.&lt;br /&gt;
&lt;br /&gt;
The DC for a target to become paralyzed is equal to; Base 10 + Assassin Level + Intelligence bonus modifier. A level 20 character with 10 Assassin levels and a Intelligence score of 16 for a bonus of +3 will have DC of 10 (Base) + 10 (Levels) + 3 (bonus) for 23. Opponent must be out of combat.&lt;br /&gt;
&lt;br /&gt;
If the character has [[Epic Precision]], death attack will do full damage but will not paralyze the target if it is immune to critical hits.&lt;br /&gt;
&lt;br /&gt;
===Use Poison===&lt;br /&gt;
The character is trained in the use of poison and is never at risk of poisoning himself when applying poison to a weapon.&lt;br /&gt;
&lt;br /&gt;
===Poison Resistance===&lt;br /&gt;
The assassin&#039;s expertise with deadly toxins gives him an unnatural resistance to poisons of all types. The assassin gains a +1 bonus on Fortitude saves against poison at 2nd level. This bonus increases to +2 at 4th level, +3 at 6th level, +4 at 8th level, and +5 at 10th level.&lt;br /&gt;
&lt;br /&gt;
===Uncanny Dodge===&lt;br /&gt;
At 2nd level, the Assassin retains their [[dexterity]] bonus to [[AC]] even when caught [[flat-foot|flat-footed]].&lt;br /&gt;
&lt;br /&gt;
===Improved Uncanny Dodge===&lt;br /&gt;
At 5th level, the Assassin can no longer be sneak attacked except by a character with 4 or more total levels in classes that grant sneak attack than the [[character level|character levels]] of the Assassin.&lt;br /&gt;
&lt;br /&gt;
===Hide in Plain Sight===&lt;br /&gt;
At 8th level, the Assassin may enter stealth mode even while being observed.&lt;br /&gt;
&lt;br /&gt;
===Spells===&lt;br /&gt;
At 2nd level, the Assassin gains a spellbook, spells require a base Intelligence score of 10+spell level to be cast and can be picked in that [[Assassin Spells|list]].&lt;br /&gt;
[[Category:Prestige Class]]&lt;br /&gt;
[[Category:Playable Class]]&lt;br /&gt;
[[Category:Combat classes]]&lt;/div&gt;</summary>
		<author><name>Stolcor</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Rogue&amp;diff=9035</id>
		<title>Rogue</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Rogue&amp;diff=9035"/>
		<updated>2020-06-02T02:29:04Z</updated>

		<summary type="html">&lt;p&gt;Stolcor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;====Rogue====&lt;br /&gt;
Rogues have little in common with each other. While some - maybe even the majority - are stealthy thieves, many serve as scouts, spies, investigators, diplomats, and simple thugs. Rogues are versatile, adaptable, and skilled at getting what others don&#039;t want them to get. While not equal to a fighter in combat, a rogue knows how to hit where it hurts, and a [[sneak attack]] can dish out a lot of damage. Rogues also seem to have a sixth sense when it comes to avoiding danger. Experienced rogues develop nearly magical powers and skills as they master the arts of stealth, evasion, and sneak attacks. In addition, while not capable of casting spells on their own, a rogue can sometimes &amp;quot;fake it&amp;quot; well enough to cast spells from [[scroll]]s, activate [[wand]]s, and use just about any other magic item.&lt;br /&gt;
&lt;br /&gt;
{{Class Feature&lt;br /&gt;
|HD = 6&lt;br /&gt;
|BAB = M&lt;br /&gt;
|Hsave = [[Reflex]]&lt;br /&gt;
|Lsave = [[Fortitude]] &amp;amp; [[Will]]&lt;br /&gt;
|WP = [[Weapon Proficiency (simple)|Simple]] &amp;amp; [[Weapon Proficiency (rogue)|Rogue]] ~ [[handaxe]], [[rapier]], [[shortbow]], and [[shortsword]].&lt;br /&gt;
|AP = [[Armor proficiency (light)|Light]].&lt;br /&gt;
|skill = 8&lt;br /&gt;
|Cskill = [[Appraise]], [[Bluff]], Craft ([[Craft (alchemy)|alchemy]], [[Craft (trap)|trap]], [[Craft (weapon)|weapon]]), [[Diplomacy]], [[Disable Device]],  [[Hide]], [[Intimidate]], [[Listen]], [[Lore: Dungeoneering]], [[Lore: Arcana]] , [[Lore: Local]], [[Move Silently]], [[Open Lock]], [[Parry]], [[Search]], [[Sense motive]], [[Set Trap]], [[Sleight of Hand]], [[Spot]], [[Taunt]], [[Tumble]], and [[Use Magic Device]].&lt;br /&gt;
}}&lt;br /&gt;
====Additional progressions====&lt;br /&gt;
{|&lt;br /&gt;
|- style=&amp;quot;font-weight:bold&amp;quot;&lt;br /&gt;
|Level&amp;amp;nbsp;||Features gained&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;1||[[Sneak Attack]] +1d6, [[Rogue#Trapfinding|Trapfinding]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;2||[[Evasion]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;3||Sneak attack +2d6, [[Trap Sense]] +1&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;4||[[Uncanny Dodge]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;5||Sneak attack +3d6&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;6||Trap sense +2&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;7||Sneak attack +4d6, [[Hide in the Shadows]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;8||[[Improved Uncanny Dodge]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;9||Sneak attack +5d6, Trap sense +3&lt;br /&gt;
|-&lt;br /&gt;
|10||Special ability (see below)&lt;br /&gt;
|-&lt;br /&gt;
|11||Sneak attack +6d6&lt;br /&gt;
|-&lt;br /&gt;
|12||Trap sense +4&lt;br /&gt;
|-&lt;br /&gt;
|13||Sneak attack +7d6, Special ability&lt;br /&gt;
|-&lt;br /&gt;
|14||&lt;br /&gt;
|-&lt;br /&gt;
|15||Sneak attack +8d6, Trap sense +5&lt;br /&gt;
|-&lt;br /&gt;
|16||Special ability&lt;br /&gt;
|-&lt;br /&gt;
|17||Sneak attack +9d6&lt;br /&gt;
|-&lt;br /&gt;
|18||Trap sense +6&lt;br /&gt;
|-&lt;br /&gt;
|19||Sneak attack +10d6, Special ability&lt;br /&gt;
|-&lt;br /&gt;
|20||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;21&#039;&#039;&#039;||Sneak attack +11d6&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;22&#039;&#039;&#039;||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;23&#039;&#039;&#039;||Sneak attack +12d6&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;24&#039;&#039;&#039;||Epic Bonus Feat&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;25&#039;&#039;&#039;||Sneak attack +13d6&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;26&#039;&#039;&#039;||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;27&#039;&#039;&#039;||Sneak attack +14d6&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;28&#039;&#039;&#039;||Epic Bonus Feat&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;29&#039;&#039;&#039;||Sneak attack +15d6&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;30&#039;&#039;&#039;||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sneak Attack===&lt;br /&gt;
If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage. This extra damage is 1d6 at 1st level, and it increases by 1d6 every two rogue levels thereafter.&lt;br /&gt;
&lt;br /&gt;
===Trapfinding===&lt;br /&gt;
Rogues (and only rogues) can use the &#039;&#039;&#039;search&#039;&#039;&#039; skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it. Rogues (and only rogues) can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it.&lt;br /&gt;
&lt;br /&gt;
===Evasion===&lt;br /&gt;
At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save (such as a red dragon&#039;s fiery breath or a fireball), she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor.&lt;br /&gt;
&lt;br /&gt;
===Trap Sense===&lt;br /&gt;
At 3rd level, a rogue gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise to +2 when the rogue reaches 6th level, to +3 when she reaches 9th level, to +4 when she reaches 12th level, to +5 at 15th, and to +6 at 18th level.&lt;br /&gt;
&lt;br /&gt;
===Uncanny Dodge===&lt;br /&gt;
Starting at 4th level, a rogue can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized.&lt;br /&gt;
&lt;br /&gt;
===Improved Uncanny Dodge===&lt;br /&gt;
At 8th level a rogue cannot be sneaked attacked by another rogue, unless the attacker has at least four more rogue levels than the target.&lt;br /&gt;
&lt;br /&gt;
===Special ability===&lt;br /&gt;
At 10th, 13th, 16th, and 19th level, a rogue gains a special ability of her choice from among the following options:&amp;lt;br /&amp;gt;&lt;br /&gt;
*[[Crippling strike]]: A rogue with this ability can sneak attack opponents with such precision that her blows weaken and hamper them. An opponent damaged by one of her sneak attacks also takes 2 points of Strength damage. &#039;&#039;&#039;Note&#039;&#039;&#039;: The effects of this ability stacks with itself per hit landed.&lt;br /&gt;
*[[Defensive roll]]: The rogue can roll with a potentially lethal blow to take less damage from it than she otherwise would. Once per day, when she would be reduced to 0 or fewer hit points by damage in combat (from a weapon or other blow, not a spell or special ability), the rogue can attempt to roll with the damage. To use this ability, the rogue must attempt a Reflex saving throw (DC = damage dealt). If the save succeeds, she takes only half damage from the blow; if it fails, she takes full damage. She must be aware of the attack and able to react to it in order to execute her defensive roll-if she is denied her Dexterity bonus to AC, she can&#039;t use this ability. Since this effect would not normally allow a character to make a Reflex save for half damage, the rogue&#039;s evasion ability does not apply to the defensive roll.&lt;br /&gt;
*[[Improved evasion]]: This ability works like evasion, except that the rogue takes no damage on a successful Reflex saving throw against attacks such as a dragon&#039;s breath weapon or a fireball and she takes only half damage on a failed save.&lt;br /&gt;
*[[Opportunist]]: The rogue automatically gains a +4 competence bonus to attack rolls when making an attack of opportunity.&lt;br /&gt;
*[[Skill mastery]]: The rogue cannot roll less than 5 whenever using the Disable Device, Open Lock, or Set Trap skills, even if in combat.&lt;br /&gt;
*[[Slippery mind]]: This ability represents the rogue&#039;s ability to wriggle free from magical effects that would otherwise control or compel her. If a rogue with slippery mind is affected by an enchantment spell or effect and fails her saving throw, she automatically gets one reroll.&lt;br /&gt;
*Or a bonus normal [[feat]].&lt;br /&gt;
A rogue may also use her epic bonus feats at level 24 and 28 to select these special abilities.&lt;br /&gt;
[[Category:Playable Class]]&lt;br /&gt;
[[Category:Base classes]]&lt;br /&gt;
[[Category:Combat classes]]&lt;/div&gt;</summary>
		<author><name>Stolcor</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Assassin&amp;diff=9034</id>
		<title>Assassin</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Assassin&amp;diff=9034"/>
		<updated>2020-06-02T02:28:26Z</updated>

		<summary type="html">&lt;p&gt;Stolcor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Description==&lt;br /&gt;
The Assassin is the master of dealing quick, lethal blows. Assassins often function as spies, informants, killers for hire, or agents of vengeance. Their training in anatomy, stealth, poison, and the dark arts allows them to carry out missions of death with shocking, terrifying precision. Most [[rogue|Rogues]], [[monk|Monks]], and [[bard|Bards]] who choose this class become examples of the classic assassin skulking in the shadows with a blade carrying certain death. [[Fighter|Fighters]], ex-[[paladin|Paladins]], [[ranger|Rangers]], [[druid|Druids]], and [[barbarian|Barbarians]] operate as warrior-assassins, with as much ability to kill in combat as from the shadows. [[Sorcerer|Sorcerers]], [[wizard|Wizards]], and [[cleric|Clerics]] may be the most terrifying assassins of all, for with their spells they can infiltrate and slay with even greater impunity.&lt;br /&gt;
&lt;br /&gt;
==Requirements==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Skill]]s&#039;&#039;&#039;: [[Hide]] 8 ranks, [[Move silently|Move Silently]] 8 ranks&lt;br /&gt;
&lt;br /&gt;
==Class Features==&lt;br /&gt;
{{Class base features|hit die=d6&lt;br /&gt;
|proficiencies=Weapons([[Weapon proficiency (simple)|simple]]) and Armor([[Armor proficiency (light)|light]])&lt;br /&gt;
|skill pts=4&lt;br /&gt;
|class skills=[[Bluff]], [[Craft Alchemy]], [[Craft Trap]], [[Craft Weapon]], [[Diplomacy]], [[Disable Device]], [[Escape Artist]], [[Hide]], [[Intimidate]], [[Listen]],[[Lore: Arcana]], [[Lore: Dungeoneering]], [[Lore: Local]], [[Lore: Nobility and Royalty]], [[Move Silently]], [[Open Lock]], [[Parry]] , [[Search]], [[Sense Motive]], [[Set Trap]], [[Sleight of Hand]], [[Spot]], [[Tumble]], [[Use Magic Device]].&lt;br /&gt;
|BAB=Medium&lt;br /&gt;
|high save=[[Reflex]]&lt;br /&gt;
|low save=[[Fortitude]], [[Will]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This class can cross-class the Perform Skill.&lt;br /&gt;
&lt;br /&gt;
===Additional features===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Level&lt;br /&gt;
!Features Gained&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|[[Death Attack]] +1d6, [[Use Poison]]&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|[[Poison Resistance]] I, [[Uncanny Dodge]], &#039;&#039;[[Ghostly Visage]]&#039;&#039; x1&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Death Attack +2d6&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Poison Resistance II&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|Death Attack +3d6, [[Improved Uncanny Dodge]], &#039;&#039;[[Darkness]]&#039;&#039; x1&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|Poison Resistance III&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|Death Attack +4d6, &#039;&#039;[[Invisibility]]&#039;&#039; x1&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|Poison Resistance IV, [[Hide in Plain Sight]]&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|Death Attack +5d6, &#039;&#039;[[Greater Invisibility]]&#039;&#039; x1&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|Poison Resistance V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Death Attack===&lt;br /&gt;
At 1st level, the Assassin can make a special sneak attack called a Death Attack.  This ability adds to the Rogue&#039;s [[sneak attack|Sneak Attack]] ability, adding an extra 1d6 points of damage, if you already have levels of Rogue.  This bonus rises to +2d6 at 3rd level, +3d6 at 5th level, +4d6 at 7th level, and +5d6 at 9th level. If used against an opponent not already in combat, a successful death attack forces the victim to make a [[fortitude]] [[save]] or become paralyzed.&lt;br /&gt;
&lt;br /&gt;
The DC for a target to become paralyzed is equal to; Base 10 + Assassin Level + Intelligence bonus modifier. A level 20 character with 10 Assassin levels and a Intelligence score of 16 for a bonus of +3 will have DC of 10 (Base) + 10 (Levels) + 3 (bonus) for 23. Opponent must be out of combat.&lt;br /&gt;
&lt;br /&gt;
If the character has [[Epic Precision]], death attack will do full damage but will not paralyze the target if it is immune to critical hits.&lt;br /&gt;
&lt;br /&gt;
===Use Poison===&lt;br /&gt;
The character is trained in the use of poison and is never at risk of poisoning himself when applying poison to a weapon.&lt;br /&gt;
&lt;br /&gt;
===Poison Resistance===&lt;br /&gt;
The assassin&#039;s expertise with deadly toxins gives him an unnatural resistance to poisons of all types. The assassin gains a +1 bonus on Fortitude saves against poison at 2nd level. This bonus increases to +2 at 4th level, +3 at 6th level, +4 at 8th level, and +5 at 10th level.&lt;br /&gt;
&lt;br /&gt;
===Uncanny Dodge===&lt;br /&gt;
At 2nd level, the Assassin retains their [[dexterity]] bonus to [[AC]] even when caught [[flat-foot|flat-footed]].&lt;br /&gt;
&lt;br /&gt;
===Improved Uncanny Dodge===&lt;br /&gt;
At 5th level, the Assassin can no longer be sneak attacked except by a character with 4 or more total levels in classes that grant sneak attack than the [[character level|character levels]] of the Assassin.&lt;br /&gt;
&lt;br /&gt;
===Hide in Plain Sight===&lt;br /&gt;
At 8th level, the Assassin may enter stealth mode even while being observed.&lt;br /&gt;
&lt;br /&gt;
===Spells===&lt;br /&gt;
At 2nd level, the Assassin gains a spellbook, spells require a base Intelligence score of 10+spell level to be cast and can be picked in that [[Assassin Spells|list]].&lt;br /&gt;
[[Category:Prestige Class]]&lt;br /&gt;
[[Category:Playable Class]]&lt;br /&gt;
[[Category:Combat classes]]&lt;/div&gt;</summary>
		<author><name>Stolcor</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Whirling_Dervish&amp;diff=9033</id>
		<title>Whirling Dervish</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Whirling_Dervish&amp;diff=9033"/>
		<updated>2020-06-01T22:35:11Z</updated>

		<summary type="html">&lt;p&gt;Stolcor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Class Description ==&lt;br /&gt;
[[File:Dervish.png|thumb|339x339px]]&lt;br /&gt;
It&#039;s a fighter that dances.&lt;br /&gt;
&lt;br /&gt;
Some rogues and monks, especially those that belong to the Ciphers, choose to concentrate on their movement and speed rather than on raw damage. For those interested in following this school of thought, the Whirling Dervishes are an excellent choice.&lt;br /&gt;
&lt;br /&gt;
== Requirements ==&lt;br /&gt;
&#039;&#039;&#039;Base Attack Bonus:&#039;&#039;&#039; +5&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Feats:&#039;&#039;&#039; [[Dodge]], [[Mobility]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills:&#039;&#039;&#039; [[Hide]] 8, [[Move Silently]] 8, [[Tumble]] 8&lt;br /&gt;
&lt;br /&gt;
== Class Features ==&lt;br /&gt;
&amp;lt;strong&amp;gt;Hit Die:&amp;lt;/strong&amp;gt; d6&lt;br /&gt;
&lt;br /&gt;
&amp;lt;strong&amp;gt;[http://nwn2.wikia.com/wiki/Base_attack_bonus Base Attack Bonus]:&amp;lt;/strong&amp;gt; Medium.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;strong&amp;gt;High Saves:&amp;lt;/strong&amp;gt; [http://nwn2.wikia.com/wiki/Reflex Reflex]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;strong&amp;gt;Weapon Proficiencies:&amp;lt;/strong&amp;gt; None.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;strong&amp;gt;Armor Proficiencies:&amp;lt;/strong&amp;gt; None.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;strong&amp;gt;Skill Points:&amp;lt;/strong&amp;gt; 6 + Int [http://nwn2.wikia.com/wiki/Ability_modifier modifier].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;strong&amp;gt;Class Skills:&amp;lt;/strong&amp;gt; [[Appraise]], [[Bluff]], [[Concentration]], [[craft armor|Craft Armor]], [[craft trap|Craft Trap]], [[craft weapon|Craft Weapon]], [[Hide]], [[Move Silently]], [[Open lock]], [[Search]],  [[Set Trap]], [[Spot]],[[Tumble]], [[Use Magic Device]], [[Perform]], [[Lore Nobility]], [[Lore Local]]&lt;br /&gt;
&lt;br /&gt;
== Class Abilities ==&lt;br /&gt;
{| class=&amp;quot;article-table&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
Level&lt;br /&gt;
!&lt;br /&gt;
Features Gained&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|[[Dash]]&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|[[Evasion]], Bonus Feat (skill focus) x3&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|[[Spring Attack]], [[Sneak Attack]] +1d6&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Critical Sense (+1 attack bonus)&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|Expert Tumbling&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|[[Whirlwind Attack]], [[Sneak Attack]] +2d6&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|Bonus Feat (skill focus) x3&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|[[Defensive Roll]]&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|[[Sneak Attack]] +3d6&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|Minor Teleportation, Critical Sense (+2 attack bonus)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Bonus Feat ====&lt;br /&gt;
Specifics: The Whirling Dervish may choose any Skill Focus feat as a bonus feat.&lt;br /&gt;
&lt;br /&gt;
==== Critical Sense ====&lt;br /&gt;
Specifics: At 4th level the Whirling Dervish improves her understanding of how best to attack to her foe. She gains a +1 bonus to attack rolls which improves to +2 at 10th.&lt;br /&gt;
&lt;br /&gt;
Use: Automatic.&lt;br /&gt;
&lt;br /&gt;
==== Expert Tumbling ====&lt;br /&gt;
Specifics: At 5th level the Whirling Dervish gains the ability to use her tumbling skills to better avoid being hit in combat. She gains a +1 Dodge AC bonus.&lt;br /&gt;
&lt;br /&gt;
Use: Automatic.&lt;br /&gt;
&lt;br /&gt;
==== Minor Teleportation ====&lt;br /&gt;
Specifics: At tenth level, the Whirling Dervish gains the supernatural ability to disappear from sight and travel a short distance without the enemy finding her (equal to the ethereal jaunt spell for 10 rounds). The Whirling Dervish may do this two times per day.&lt;br /&gt;
&lt;br /&gt;
Use: Selected.&lt;br /&gt;
&lt;br /&gt;
[[Category:Classes]]&lt;br /&gt;
[[Category:Prestige Class]]&lt;br /&gt;
[[Category:Playable Class]]&lt;/div&gt;</summary>
		<author><name>Stolcor</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Whirling_Dervish&amp;diff=9032</id>
		<title>Whirling Dervish</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Whirling_Dervish&amp;diff=9032"/>
		<updated>2020-06-01T22:34:55Z</updated>

		<summary type="html">&lt;p&gt;Stolcor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Class Description ==&lt;br /&gt;
[[File:Dervish.png|thumb|339x339px]]&lt;br /&gt;
It&#039;s a fighter that dances.&lt;br /&gt;
&lt;br /&gt;
Some rogues and monks, especially those that belong to the Ciphers, choose to concentrate on their movement and speed rather than on raw damage. For those interested in following this school of thought, the Whirling Dervishes are an excellent choice.&lt;br /&gt;
&lt;br /&gt;
== Requirements ==&lt;br /&gt;
&#039;&#039;&#039;Base Attack Bonus:&#039;&#039;&#039; +5&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Feats:&#039;&#039;&#039; [[Dodge]], [[Mobility]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills:&#039;&#039;&#039; [[Hide]] 8, [[Move Silently]] 8, [[Tumble]] 8&lt;br /&gt;
&lt;br /&gt;
== Class Features ==&lt;br /&gt;
&amp;lt;strong&amp;gt;Hit Die:&amp;lt;/strong&amp;gt; d6&lt;br /&gt;
&lt;br /&gt;
&amp;lt;strong&amp;gt;[http://nwn2.wikia.com/wiki/Base_attack_bonus Base Attack Bonus]:&amp;lt;/strong&amp;gt; Medium.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;strong&amp;gt;High Saves:&amp;lt;/strong&amp;gt; [http://nwn2.wikia.com/wiki/Reflex Reflex]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;strong&amp;gt;Weapon Proficiencies:&amp;lt;/strong&amp;gt; None.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;strong&amp;gt;Armor Proficiencies:&amp;lt;/strong&amp;gt; None.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;strong&amp;gt;Skill Points:&amp;lt;/strong&amp;gt; 6 + Int [http://nwn2.wikia.com/wiki/Ability_modifier modifier].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;strong&amp;gt;Class Skills:&amp;lt;/strong&amp;gt; [[Appraise]], [[Bluff]], [[Concentration]], [[craft armor|Craft Armor]], [[craft trap|Craft Trap]], [[craft weapon|Craft Weapon]], [[Hide]], [[Move Silently]], [[Open lock]], [[Search]],  [[Set Trap]], [[Spot]],[[Tumble]], [[Use Magic Device]], [[Perform]], [[Lore Nobility]], [[Lore Local]]&lt;br /&gt;
&lt;br /&gt;
== Class Abilities ==&lt;br /&gt;
{| class=&amp;quot;article-table&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
Level&lt;br /&gt;
!&lt;br /&gt;
Features Gained&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|[[ash]]&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|[[Evasion]], Bonus Feat (skill focus) x3&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|[[Spring Attack]], [[Sneak Attack]] +1d6&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Critical Sense (+1 attack bonus)&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|Expert Tumbling&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|[[Whirlwind Attack]], [[Sneak Attack]] +2d6&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|Bonus Feat (skill focus) x3&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|[[Defensive Roll]]&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|[[Sneak Attack]] +3d6&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|Minor Teleportation, Critical Sense (+2 attack bonus)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Bonus Feat ====&lt;br /&gt;
Specifics: The Whirling Dervish may choose any Skill Focus feat as a bonus feat.&lt;br /&gt;
&lt;br /&gt;
==== Critical Sense ====&lt;br /&gt;
Specifics: At 4th level the Whirling Dervish improves her understanding of how best to attack to her foe. She gains a +1 bonus to attack rolls which improves to +2 at 10th.&lt;br /&gt;
&lt;br /&gt;
Use: Automatic.&lt;br /&gt;
&lt;br /&gt;
==== Expert Tumbling ====&lt;br /&gt;
Specifics: At 5th level the Whirling Dervish gains the ability to use her tumbling skills to better avoid being hit in combat. She gains a +1 Dodge AC bonus.&lt;br /&gt;
&lt;br /&gt;
Use: Automatic.&lt;br /&gt;
&lt;br /&gt;
==== Minor Teleportation ====&lt;br /&gt;
Specifics: At tenth level, the Whirling Dervish gains the supernatural ability to disappear from sight and travel a short distance without the enemy finding her (equal to the ethereal jaunt spell for 10 rounds). The Whirling Dervish may do this two times per day.&lt;br /&gt;
&lt;br /&gt;
Use: Selected.&lt;br /&gt;
&lt;br /&gt;
[[Category:Classes]]&lt;br /&gt;
[[Category:Prestige Class]]&lt;br /&gt;
[[Category:Playable Class]]&lt;/div&gt;</summary>
		<author><name>Stolcor</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Sneak_Attack&amp;diff=9031</id>
		<title>Sneak Attack</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Sneak_Attack&amp;diff=9031"/>
		<updated>2020-06-01T22:32:58Z</updated>

		<summary type="html">&lt;p&gt;Stolcor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Sneak Attack ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Type of Feat:&#039;&#039;&#039; Class&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources:&#039;&#039;&#039;&lt;br /&gt;
*[[Rogue]] gains &#039;&#039;&#039;sneak attack&#039;&#039;&#039; +1d6 at 1st level, and increases by 1d6 every two rogue levels thereafter. At 30th level the final value is +15d6.&lt;br /&gt;
*[[Phantom]] gains &#039;&#039;&#039;sneak attack&#039;&#039;&#039; +1d6 at 1st level, and increases by 1d6 every two rogue levels thereafter. At 30th level the final value is +15d6. Note: [[Phantom]] and [[Rogue]] sneak dice do not stack, only higher of the two are used.&lt;br /&gt;
&lt;br /&gt;
*[[Arcane Trickster]] gains &#039;&#039;&#039;sneak attack&#039;&#039;&#039; +1d6 at 2nd level, and increases by 1d6 every two arcane trickster levels thereafter. At 10th level the final value is +5d6.&lt;br /&gt;
*[[Daggerspell Mage]] gains &#039;&#039;&#039;sneak attack&#039;&#039;&#039; +1d6 at every 3rd level with a maximum of +3d6 at level 9&lt;br /&gt;
*[[Assassin]] gains &#039;&#039;&#039;death attack&#039;&#039;&#039; (not the same as sneak attack for prestige class requirements) +1d6 at 1st level, and increases by 1d6 every two assassin levels thereafter. At 9th level the final value is +5d6.&lt;br /&gt;
*[[Blackguard]] gains &#039;&#039;&#039;sneak attack&#039;&#039;&#039; +1d6 at 4th level, and increases by 1d6 every third level beyond 4th (7th and 10th). At 10th level the final value is +3d6.&lt;br /&gt;
*[[Invisible Blade]] gains &#039;&#039;&#039;[[Bleeding Wound]]&#039;&#039;&#039; at 1st level, this increases in rank every two additional levels (3rd and 5th).  At 5th level the final value is +6 bleeding damage.&lt;br /&gt;
*[[Guild Thief]] gains &#039;&#039;&#039;sneak attack&#039;&#039;&#039; +1d6 at 1st level, and increases by 1d6 every second level (3rd and 5th). At 5th level the final value is +3d6.&lt;br /&gt;
*[[Bodyguard]] gains &#039;&#039;&#039;sneak attack&#039;&#039;&#039; +2d6 at 3rd level from [[Bodyguard#Frantic Reactions|Frantic Reactions]].&lt;br /&gt;
*[[Divine Seeker]] gains &#039;&#039;&#039;sneak attack&#039;&#039;&#039; +1d6 at 2nd level, and increases to +2d6 at 5th level.&lt;br /&gt;
*[[Whirling Dervish]] gains &#039;&#039;&#039;sneak attack&#039;&#039;&#039; +1d6 every three levels, for a total of +3d6 at level 9.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Specifics:&#039;&#039;&#039; Whenever the character makes a successful attack against an opponent who is [[flat-footed]], cannot see them, or who is in combat with someone else, the character&#039;s blow delivers extra damage. This extra damage is not multiplied in the case of a critical hit. Sneak attack bonuses stacks from any source.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Use:&#039;&#039;&#039; Automatic. Monsters of the construct and undead types are immune to sneak attacks, as are any creatures that are immune to critical hits.  The damage from an Assassin&#039;s Death Attack is calculated differently than normal sneak attack damage.  Because of this, if the character has Epic Precision, death attack will do full damage but will not paralyze the target if it is immune to critical hits.&lt;br /&gt;
&lt;br /&gt;
== Gameplay Notes ==&lt;br /&gt;
&lt;br /&gt;
=== How sneak attack works: Mechanics ===&lt;br /&gt;
&lt;br /&gt;
The extra damage is of the same type as the weapon you hit with (so a [[longsword]] deals [[slashing]] damage). The weapon you use does not matter (a [[greatsword]] is as effective as a [[dagger]]). It applies for every single attack that hits (so includes offhand weapons and the like). They are totally automatic and have no penalty to hit.&lt;br /&gt;
&lt;br /&gt;
For ranged attacks to be considered sneak attack there is an additional restriction that the attacker must be within 30 feet (roughly one tile of an interior area).&lt;br /&gt;
&lt;br /&gt;
A normal attack is upgraded to a sneak attack under the following circumstances (for both melee or ranged attacks):&lt;br /&gt;
* [[Flat-foot|Flat-Footed]] - Target is [[stunned]], [[paralysis|paralyzed]], [[Sleep_(effect)|asleep]]. Unlike NWN a target who has been [[Knockdown|knocked down]] is not automatically subject to sneak attacks.&lt;br /&gt;
* No sight of attacker - If the target cannot see the attacker ([[blindness]], [[invisibility]], and [[stealth]] might apply for this situation).&lt;br /&gt;
* The target is being [[Flank|flanked]].&lt;br /&gt;
* The target is under the effects of [[Feint]].&lt;br /&gt;
* The target is under the effects of [[Impromptu Sneak Attack]].&lt;br /&gt;
&lt;br /&gt;
This means spellcasters who are casting defensive spells, or not attacking the target, can have their concentration broken more easily by sneak attacks.&lt;br /&gt;
&lt;br /&gt;
=== Defenses against sneak attacks ===&lt;br /&gt;
&lt;br /&gt;
* [[Improved Uncanny Dodge]] - A character with this feat cannot be the victim of sneak attacks from [[Flank|flanking]] (sneak attacks from other sources still apply) unless the attacker has 4 or more levels in classes that grant sneak attack (such as [[Rogue]] or [[Assassin]]) than the defender has class levels in classes that grant Improved Uncanny Dodge.&lt;br /&gt;
* Immunity to Sneak attacks. [[Dragon]]s have a specific immunity to sneak attacks.&lt;br /&gt;
* Immunity to Critical Hits. Any creatures who are immune to critical hits are also immune to sneak attacks (note that while this should be true, it doesn&#039;t always work and Deathless Mastery is one such). Some creatures have immunity to critical hits (e.g. [[Elemental]]s, [[Undead]], [[Construct]]s) as a racial property. Others can gain it as a class ability ([[Deathless Mastery]]), from a spell ([[Iron Body]], [[Stone Body]] or [[Living Undeath]]), or a [[Spell-like ability|spell like ability]] ([[Oaken Resilience]]).&lt;br /&gt;
&lt;br /&gt;
[[Epic Precision]] allows a character to perform a limited sneak attack against an opponent who is immune to sneak attacks or critical hits. The sneak attack will then deal half damage, but additional effects, such as those from [[Bleeding Wound]], [[Crippling Strike]] and [[Death Attack]] will not be applied to the target.  However, Epic Precision will allow full damage from a Death Attack.&lt;br /&gt;
&lt;br /&gt;
=== Sneak attack additional ===&lt;br /&gt;
&lt;br /&gt;
These feats work with, or do a special version of, sneak attack:&lt;br /&gt;
* [[Bleeding Wound]] - An [[Invisible Blade]] gains this modified form of sneak attack at level 1; it increases in rank at the 3rd and 5th level of that class.  An opponent who is damaged by sneak attack takes two points of damage per rank of bleeding wound for the next 3 rounds.&lt;br /&gt;
* [[Crippling Strike]] - A rogue with this ability can sneak attack opponents with such precision that her blows weaken and hamper them. An opponent damaged by one of her sneak attacks also takes 2 points of Strength damage.&lt;br /&gt;
* [[Death Attack]] - At 1st level, the assassin can make a special sneak attack called a death attack. This ability adds to the rogue&#039;s sneak attack ability, adding an extra 1d6 points of damage. This bonus rises to +2d6 at 3rd level, +3d6 at 5th level, +4d6 at 7th level, and +5d6 at 9th level. If used against an opponent not already in combat, a successful Death Attack forces the victim to make a Fortitude save or become paralyzed.&lt;br /&gt;
* [[Epic Precision]] - This ability allows sneak attack to damage enemies who are immune to critical hits and sneak attacks.  These sneak attacks only do 50% of normal damage and additional effects such as [[Bleeding Wound]], [[Crippling Strike]] and [[Death Attack]] are not applied.  Epic precision &#039;&#039;&#039;&#039;&#039;will&#039;&#039;&#039;&#039;&#039; allow for full damage from a Death Attack.&lt;br /&gt;
* [[Feint]] - An opponent who falls victim to the Feint feat (opposed check of d20 + [[Bluff]] skill versus d20 + BAB + [[Spot]] skill) is considered flat-footed for the rest of the round and can be sneak attacked. &lt;br /&gt;
* [[Impromptu Sneak Attack]] - Once per day, a 3rd-level arcane trickster can use this ability to deny an enemy his Dexterity bonus to AC for one round, allowing the target to be sneak attacked. The arcane trickster gains an additional daily use of this ability at 7th level, and again at 9th level.&lt;br /&gt;
&lt;br /&gt;
==3.5 Sneak attack==&lt;br /&gt;
If a [[class]] with this feature can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.&lt;br /&gt;
&lt;br /&gt;
The [[character]]’s attack deals extra damage any time her target would be denied a [[dexterity]] bonus to [[AC]] (whether the target actually has a dexterity bonus or not), or when the rogue [[flanking|flanks]] her target. This extra damage is not increased by  [[critical hit]] damage multiplier.&lt;br /&gt;
&lt;br /&gt;
If a character gets sneak attack from multiple sources the bonuses to damage [[stack]].&lt;br /&gt;
&lt;br /&gt;
===Nonlethal damage===&lt;br /&gt;
With a sap (blackjack) or an unarmed strike (or a weapon with the merciful property), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.&lt;br /&gt;
&lt;br /&gt;
===Ranged restrictions===&lt;br /&gt;
Ranged attacks can count as sneak attacks only if the target is within 30 feet.&lt;br /&gt;
&lt;br /&gt;
===Target restrictions===&lt;br /&gt;
A character can sneak attack only living creatures with discernible anatomies. Any creature that is immune to critical hits is not vulnerable to sneak attacks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;e.g.&#039;&#039;&#039; Undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. &lt;br /&gt;
&lt;br /&gt;
The character must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.&lt;br /&gt;
&lt;br /&gt;
==NWN comparison==&lt;br /&gt;
*&#039;&#039;&#039;Assassins&#039;&#039;&#039; in NWN don&#039;t directly gain sneak attack bonus. Instead, the additional damage is incorporated into an altered version of the [[death attack]] ability.&lt;br /&gt;
&lt;br /&gt;
==External resources==&lt;br /&gt;
*[[NWNWiki:Sneak Attack]]&lt;br /&gt;
*[[NWNWiki:Death Attack]]&lt;br /&gt;
[[Category:Game rules]]&lt;br /&gt;
[[Category:Feats]]&lt;/div&gt;</summary>
		<author><name>Stolcor</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Whirling_Dervish&amp;diff=9030</id>
		<title>Whirling Dervish</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Whirling_Dervish&amp;diff=9030"/>
		<updated>2020-06-01T22:32:06Z</updated>

		<summary type="html">&lt;p&gt;Stolcor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Class Description ==&lt;br /&gt;
[[File:Dervish.png|thumb|339x339px]]&lt;br /&gt;
It&#039;s a fighter that dances.&lt;br /&gt;
&lt;br /&gt;
Some rogues and monks, especially those that belong to the Ciphers, choose to concentrate on their movement and speed rather than on raw damage. For those interested in following this school of thought, the Whirling Dervishes are an excellent choice.&lt;br /&gt;
&lt;br /&gt;
== Requirements ==&lt;br /&gt;
&#039;&#039;&#039;Base Attack Bonus:&#039;&#039;&#039; +5&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Feats:&#039;&#039;&#039; [[Dodge]], [[Mobility]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills:&#039;&#039;&#039; [[Hide]] 8, [[Move Silently]] 8, [[Tumble]] 8&lt;br /&gt;
&lt;br /&gt;
== Class Features ==&lt;br /&gt;
&amp;lt;strong&amp;gt;Hit Die:&amp;lt;/strong&amp;gt; d6&lt;br /&gt;
&lt;br /&gt;
&amp;lt;strong&amp;gt;[http://nwn2.wikia.com/wiki/Base_attack_bonus Base Attack Bonus]:&amp;lt;/strong&amp;gt; Medium.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;strong&amp;gt;High Saves:&amp;lt;/strong&amp;gt; [http://nwn2.wikia.com/wiki/Reflex Reflex]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;strong&amp;gt;Weapon Proficiencies:&amp;lt;/strong&amp;gt; None.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;strong&amp;gt;Armor Proficiencies:&amp;lt;/strong&amp;gt; None.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;strong&amp;gt;Skill Points:&amp;lt;/strong&amp;gt; 6 + Int [http://nwn2.wikia.com/wiki/Ability_modifier modifier].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;strong&amp;gt;Class Skills:&amp;lt;/strong&amp;gt; [[Appraise]], [[Bluff]], [[Concentration]], [[craft armor|Craft Armor]], [[craft trap|Craft Trap]], [[craft weapon|Craft Weapon]], [[Hide]], [[Move Silently]], [[Open lock]], [[Search]],  [[Set Trap]], [[Spot]],[[Tumble]], [[Use Magic Device]], [[Perform]], [[Lore Nobility]], [[Lore Local]]&lt;br /&gt;
&lt;br /&gt;
== Class Abilities ==&lt;br /&gt;
{| class=&amp;quot;article-table&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
Level&lt;br /&gt;
!&lt;br /&gt;
Features Gained&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|[http://nwn2.wikia.com/wiki/Dash Dash]&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|[http://nwn2.wikia.com/wiki/Evasion Evasion], Bonus Feat x3&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|[[Spring Attack]], [[Sneak Attack]] +1d6&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Critical Sense (+1 attack bonus)&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|Expert Tumbling&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|[[Whirlwind Attack]], [[Sneak Attack]] +2d6&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|Bonus Feat x3&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|[http://nwn2.wikia.com/wiki/Defensive_Roll Defensive Roll]&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|[http://nwn2.wikia.com/wiki/Sneak_Attack Sneak Attack] +3d6&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|Minor Teleportation, Critical Sense (+2 attack bonus)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Bonus Feat ====&lt;br /&gt;
Specifics: The Whirling Dervish may choose any Skill Focus feat as a bonus feat.&lt;br /&gt;
&lt;br /&gt;
==== Critical Sense ====&lt;br /&gt;
Specifics: At 4th level the Whirling Dervish improves her understanding of how best to attack to her foe. She gains a +1 bonus to attack rolls which improves to +2 at 10th.&lt;br /&gt;
&lt;br /&gt;
Use: Automatic.&lt;br /&gt;
&lt;br /&gt;
==== Expert Tumbling ====&lt;br /&gt;
Specifics: At 5th level the Whirling Dervish gains the ability to use her tumbling skills to better avoid being hit in combat. She gains a +1 Dodge AC bonus.&lt;br /&gt;
&lt;br /&gt;
Use: Automatic.&lt;br /&gt;
&lt;br /&gt;
==== Minor Teleportation ====&lt;br /&gt;
Specifics: At tenth level, the Whirling Dervish gains the supernatural ability to disappear from sight and travel a short distance without the enemy finding her (equal to the ethereal jaunt spell for 10 rounds). The Whirling Dervish may do this two times per day.&lt;br /&gt;
&lt;br /&gt;
Use: Selected.&lt;br /&gt;
&lt;br /&gt;
[[Category:Classes]]&lt;br /&gt;
[[Category:Prestige Class]]&lt;br /&gt;
[[Category:Playable Class]]&lt;/div&gt;</summary>
		<author><name>Stolcor</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Stunning_Fist&amp;diff=9029</id>
		<title>Stunning Fist</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Stunning_Fist&amp;diff=9029"/>
		<updated>2020-06-01T19:49:56Z</updated>

		<summary type="html">&lt;p&gt;Stolcor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{FeatInfo|type=General&lt;br /&gt;
|Prereq=[[Dexterity|Dex]] 13+, [[Wisdom|Wis]] 13+, [[Improved Unarmed Strike]], [[base attack bonus]] +8 or higher.&lt;br /&gt;
|Req=[[Extra Stunning Attacks]], [[Improved Stunning Fist]]&lt;br /&gt;
|Specifics=A character with this feat can attempt a disabling strike with a -4 attack penalty and a -4 damage penalty. If successful, the target must succeed at a Fortitude save (DC 10 + 1/2 the attacker&#039;s level + the attacker&#039;s Wisdom modifier) or be held for three rounds. This attack may be used once per day for every four levels of the character. Constructs and undead are immune to this attack, as are any creatures that are immune to critical hits.&lt;br /&gt;
|Use=Selected&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; [[Monk]]s receive this feat for free at 1st level, even if they do not meet the prerequisites. As well, monks suffer no attack or damage penalties when using this feat and may use it once per day per level. &lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
As of patch 1.23, Stunning Fist does not work on creatures immune to mind-affecting effects.&lt;br /&gt;
&lt;br /&gt;
Also, monk levels don&#039;t stack with non-monk levels for the number of uses per day as they should, with monk levels overlapping non-monk levels. This means a multiclassed monk will only have a number of stunning fist attacks equal to his monk level, regardless of his other levels.&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>Stolcor</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Stunning_Fist&amp;diff=9028</id>
		<title>Stunning Fist</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Stunning_Fist&amp;diff=9028"/>
		<updated>2020-06-01T19:49:09Z</updated>

		<summary type="html">&lt;p&gt;Stolcor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{FeatInfo|type=General&lt;br /&gt;
|Prereq=[[Dexterity|Dex]] 13+, [[Wisdom|Wis]] 13+, [[Improved Unarmed Strike]], [[base attack bonus]] +8 or higher.&lt;br /&gt;
|Req=[[Extra Stunning Attacks]], [[Improved Stunning Fist]]&lt;br /&gt;
|Specifics=A character with this feat can attempt a disabling strike with a -4 attack penalty and a -4 damage penalty. If successful, the target must succeed at a Fortitude save (DC 10 + 1/2 the attacker&#039;s level + the attacker&#039;s Wisdom modifier) or be held for three rounds. This attack may be used once per day for every four levels of the character. [[Construct]]s and [[undead]] are immune to this attack, as are any creatures that are immune to critical hits.&lt;br /&gt;
|Use=Selected&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; [[Monk]]s receive this feat for free at 1st level, even if they do not meet the prerequisites. As well, monks suffer no attack or damage penalties when using this feat and may use it once per day per level. &lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
As of patch 1.23, Stunning Fist does not work on creatures immune to mind-affecting effects.&lt;br /&gt;
&lt;br /&gt;
Also, monk levels don&#039;t stack with non-monk levels for the number of uses per day as they should, with monk levels overlapping non-monk levels. This means a multiclassed monk will only have a number of stunning fist attacks equal to his monk level, regardless of his other levels.&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>Stolcor</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Death_attack&amp;diff=9027</id>
		<title>Death attack</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Death_attack&amp;diff=9027"/>
		<updated>2020-06-01T19:32:41Z</updated>

		<summary type="html">&lt;p&gt;Stolcor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{FeatInfo&lt;br /&gt;
|type      = Class&lt;br /&gt;
|Prereq    = [[Assassin]] level 1&lt;br /&gt;
|Req       = None&lt;br /&gt;
|Specifics = At 1st level, the Assassin can make a special sneak attack called a Death Attack.  This ability adds to the Rogue&#039;s [[Sneak Attack]] ability, adding an extra 1d6 points of damage.  This bonus rises to +2d6 at 3rd level, +3d6 at 5th level, +4d6 at 7th level, and +5d6 at 9th level. If used against an opponent not already in combat, a successful death attack forces the victim to make a [[fortitude]] save or become paralyzed.&lt;br /&gt;
&lt;br /&gt;
The DC for a target to become paralyzed is equal to; 10 + Assassin Level + INT modifier.&lt;br /&gt;
|Use       = Automatic&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Gameplay notes==&lt;br /&gt;
Death attack does not normally work against creatures immune to [[critical hit|critical hits]]. However, if the assassin has [[Epic Precision]], then death attack will bypass such immunity entirely, dealing full damage but does not paralyze the target. This is contrary to the in-game description of the feat.&lt;br /&gt;
&lt;br /&gt;
This ability has a powerful interaction with [[Manyshot]]. Every time two arrows are notched instead of one, both arrows will deal death attack damage and potentially paralyze the target. As such, a character with 7 or more ranged attacks per round (3 in the first &amp;quot;flurry&amp;quot;) using manyshot on an unsuspecting opponent will deal six death attacks, causing high damage and forcing six fortitude saves, paralyzing the target if at least one save fails.&lt;br /&gt;
&lt;br /&gt;
==3.5E comparison==&lt;br /&gt;
[http://www.d20srd.org/srd/prestigeClasses/assassin.htm#deathAttack 3.5E death attack]&lt;br /&gt;
[[Category:Game rules]]&lt;/div&gt;</summary>
		<author><name>Stolcor</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Death_Attack&amp;diff=9026</id>
		<title>Death Attack</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Death_Attack&amp;diff=9026"/>
		<updated>2020-06-01T19:32:15Z</updated>

		<summary type="html">&lt;p&gt;Stolcor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{FeatInfo&lt;br /&gt;
|type      = Class&lt;br /&gt;
|Prereq    = [[Assassin]] level 1&lt;br /&gt;
|Req       = None&lt;br /&gt;
|Specifics = At 1st level, the Assassin can make a special sneak attack called a Death Attack.  This ability adds to the Rogue&#039;s [[Sneak Attack]] ability, adding an extra 1d6 points of damage.  This bonus rises to +2d6 at 3rd level, +3d6 at 5th level, +4d6 at 7th level, and +5d6 at 9th level. If used against an opponent not already in combat, a successful death attack forces the victim to make a [[fortitude]] save or become paralyzed.&lt;br /&gt;
&lt;br /&gt;
The DC for a target to become paralyzed is equal to; 10 + Assassin Level + INT modifier.&lt;br /&gt;
|Use       = Automatic&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Gameplay notes==&lt;br /&gt;
Death attack does not normally work against creatures immune to [[critical hit|critical hits]]. However, if the assassin has [[Epic Precision]], then death attack will bypass such immunity entirely, dealing full damage but does not paralyze the target. This is contrary to the in-game description of the feat.&lt;br /&gt;
&lt;br /&gt;
This ability has a powerful interaction with [[Manyshot]]. Every time two arrows are notched instead of one, both arrows will deal death attack damage and potentially paralyze the target. As such, a character with 7 or more ranged attacks per round (3 in the first &amp;quot;flurry&amp;quot;) using manyshot on an unsuspecting opponent will deal six death attacks, causing high damage and forcing six fortitude saves, paralyzing the target if at least one save fails.&lt;br /&gt;
&lt;br /&gt;
==3.5E comparison==&lt;br /&gt;
[http://www.d20srd.org/srd/prestigeClasses/assassin.htm#deathAttack 3.5E death attack]&lt;br /&gt;
[[Category:Game rules]]&lt;/div&gt;</summary>
		<author><name>Stolcor</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Death_Attack&amp;diff=9025</id>
		<title>Death Attack</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Death_Attack&amp;diff=9025"/>
		<updated>2020-06-01T19:31:43Z</updated>

		<summary type="html">&lt;p&gt;Stolcor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{FeatInfo&lt;br /&gt;
|type      = Class&lt;br /&gt;
|Prereq    = [[Assassin]] level 1&lt;br /&gt;
|Req       = None&lt;br /&gt;
|Specifics = At 1st level, the Assassin can make a special sneak attack called a Death Attack.  This ability adds to the Rogue&#039;s [[Sneak Attack]] ability, adding an extra 1d6 points of damage.  This bonus rises to +2d6 at 3rd level, +3d6 at 5th level, +4d6 at 7th level, and +5d6 at 9th level. If used against an opponent not already in combat, a successful death attack forces the victim to make a [[fortitude]] save or become paralyzed.&lt;br /&gt;
&lt;br /&gt;
The DC for a target to become paralyzed is equal to; 10 + Assassin Level + INT modifier.&lt;br /&gt;
|Use       = Automatic&lt;br /&gt;
}}&lt;br /&gt;
Death attack does not normally work against creatures immune to [[critical hit|critical hits]]. However, if the assassin has [[Epic Precision]], then death attack will bypass such immunity entirely, dealing full damage but does not paralyze the target. This is contrary to the in-game description of the feat.&lt;br /&gt;
&lt;br /&gt;
==Gameplay notes==&lt;br /&gt;
The DC for the paralysis attempt is 10+(Assassin Class Level)+([[Intelligence]] Modifier). So a level 8 Assassin with an intelligence of 20 would have a DC of 23.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This ability has a powerful interaction with [[Manyshot]]. Every time two arrows are notched instead of one, both arrows will deal death attack damage and potentially paralyze the target. As such, a character with 7 or more ranged attacks per round (3 in the first &amp;quot;flurry&amp;quot;) using manyshot on an unsuspecting opponent will deal six death attacks, causing high damage and forcing six fortitude saves, paralyzing the target if at least one save fails.&lt;br /&gt;
&lt;br /&gt;
==3.5E comparison==&lt;br /&gt;
[http://www.d20srd.org/srd/prestigeClasses/assassin.htm#deathAttack 3.5E death attack]&lt;br /&gt;
[[Category:Game rules]]&lt;/div&gt;</summary>
		<author><name>Stolcor</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Death_Attack&amp;diff=9024</id>
		<title>Death Attack</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Death_Attack&amp;diff=9024"/>
		<updated>2020-06-01T19:30:24Z</updated>

		<summary type="html">&lt;p&gt;Stolcor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{FeatInfo&lt;br /&gt;
|type      = Class&lt;br /&gt;
|Prereq    = [[Assassin]] level 1&lt;br /&gt;
|Req       = None&lt;br /&gt;
|Specifics = At 1st level, the Assassin can make a special sneak attack called a Death Attack.  This ability adds to the Rogue&#039;s [[Sneak Attack]] ability, adding an extra 1d6 points of damage.  This bonus rises to +2d6 at 3rd level, +3d6 at 5th level, +4d6 at 7th level, and +5d6 at 9th level. If used against an opponent not already in combat, a successful death attack forces the victim to make a [[fortitude]] save or become paralyzed.&lt;br /&gt;
&lt;br /&gt;
The DC for a target to become paralyzed is equal to; 10 + Assassin Level + INT modifier.&lt;br /&gt;
|Use       = Automatic&lt;br /&gt;
}}&lt;br /&gt;
Death attack does not normally work against creatures immune to critical hits. However, if the assassin has Epic Precision, then death attack will bypass such immunity entirely, dealing full damage but does not paralyze the target. This is contrary to the in-game description of the feat.&lt;br /&gt;
Gameplay notes&lt;br /&gt;
&lt;br /&gt;
The DC for the paralysis attempt is 10+(Assassin Class Level)+(Intelligence Modifier). So a level 8 Assassin with an intelligence of 20 would have a DC of 23.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This ability has a powerful interaction with Manyshot. Every time two arrows are notched instead of one, both arrows will deal death attack damage and potentially paralyze the target. As such, a character with 7 or more ranged attacks per round (3 in the first &amp;quot;flurry&amp;quot;) using manyshot on an unsuspecting opponent will deal six death attacks, causing high damage and forcing six fortitude saves, paralyzing the target if at least one save fails.&lt;br /&gt;
3.5E comparison&lt;br /&gt;
&lt;br /&gt;
3.5E death attack&lt;/div&gt;</summary>
		<author><name>Stolcor</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Death_Attack&amp;diff=9023</id>
		<title>Death Attack</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Death_Attack&amp;diff=9023"/>
		<updated>2020-06-01T19:29:39Z</updated>

		<summary type="html">&lt;p&gt;Stolcor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{FeatInfo&lt;br /&gt;
|type      = Class&lt;br /&gt;
|Prereq    = [[Assassin]] level 1&lt;br /&gt;
|Req       = None&lt;br /&gt;
|Specifics = At 1st level, the Assassin can make a special sneak attack called a Death Attack.  This ability adds to the Rogue&#039;s [[Sneak Attack]] ability, adding an extra 1d6 points of damage.  This bonus rises to +2d6 at 3rd level, +3d6 at 5th level, +4d6 at 7th level, and +5d6 at 9th level. If used against an opponent not already in combat, a successful death attack forces the victim to make a [[fortitude]] save or become paralyzed.&lt;br /&gt;
&lt;br /&gt;
The DC for a target to become paralyzed is equal to; 10 + Assassin Level + INT modifier.&lt;br /&gt;
|Use       = Automatic&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Stolcor</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Death_Attack&amp;diff=9022</id>
		<title>Death Attack</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Death_Attack&amp;diff=9022"/>
		<updated>2020-06-01T19:29:30Z</updated>

		<summary type="html">&lt;p&gt;Stolcor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{FeatInfo&lt;br /&gt;
|type      = Class&lt;br /&gt;
|Prereq    = [[Assassin]] level 1&lt;br /&gt;
|Req       = None&lt;br /&gt;
|Specifics = At 1st level, the Assassin can make a special sneak attack called a Death Attack.  This ability adds to the Rogue&#039;s [[Sneak Attack]] ability, adding an extra 1d6 points of damage.  This bonus rises to +2d6 at 3rd level, +3d6 at 5th level, +4d6 at 7th level, and +5d6 at 9th level. If used against an opponent not already in combat, a successful death attack forces the victim to make a [[fortitude]] save or become paralyzed.&lt;br /&gt;
&lt;br /&gt;
The DC for a target to become paralyzed is equal to; 10 + Assassin Level + INT modifier.&lt;br /&gt;
|Use       = Automatic&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; Death Attack does &amp;lt;i&amp;gt;not&amp;lt;/i&amp;gt; count as a sneak attack to qualify for the [[Arcane Trickster]] class.&lt;br /&gt;
[[category:Class feats]]&lt;/div&gt;</summary>
		<author><name>Stolcor</name></author>
	</entry>
</feed>