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	<title>Baldur&#039;s Gate The Sword Coast Chronicles wiki - User contributions [en]</title>
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	<updated>2026-10-17T03:50:51Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Acolyte_of_the_Skin&amp;diff=16936</id>
		<title>Acolyte of the Skin</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Acolyte_of_the_Skin&amp;diff=16936"/>
		<updated>2025-08-26T16:39:29Z</updated>

		<summary type="html">&lt;p&gt;Wurdpass: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Description==&lt;br /&gt;
The temptation of power drives some people to extreme lengths, regardless of the consequences. Replacing your own skin with that of a living demon is a goal that most couldn&#039;t even conceive of, let alone consider. But this ghastly fate is exactly what some spellcasters seek in their desperate quest.&lt;br /&gt;
&lt;br /&gt;
The Ritual of Bonding is a blasphemy that was long ago eradicated from most arcane libraries, but a few barely legible copies - or at least references thereto - survive along with promises of great power. Spellcasters who happen upon such documents can choose to destroy or ignore the fiend, but the temptation has already occurred. Those who give in can eventually stumble upon the complete ritual, usually through extended contact with one or more summoned fiends that are all too eager to share their terrible knowledge. The Ritual of Bonding is painful and not to be undertaken lightly. The ritual requires at least a minute from initiation to completion, and, once begun, nothing can halt its progress. The fiendish essence consumes the caster&#039;s own skin, an agonizing process - wise candidates keep some cure potions on hand. At the end of the rite, the acolyte&#039;s skin sports an oily, almost unnoticeable sheen. However, as he gains additional levels in the prestige class, his skin darkens, sprouts spikes, and gradually gives him a fiendish visage. The fiendish essence also begins to whisper foul secrets to its wearer, urging him to evil. (The wearer can accept or ignore this advice according to his temperament.)&lt;br /&gt;
&lt;br /&gt;
Acolytes of the skin are ill suited for any position other than one that provides temporal power. Although NPC acolytes might sometimes serve more powerful evil characters as sinister captains, they would rather be calling the shots. They prefer to remain safely ensconced in well-defended fortresses of evil, though sometimes an acolyte might lead an expedition to retrieve a rumored tome of evil arcane magic or other artifact of malign power.&lt;br /&gt;
&lt;br /&gt;
==Requirements==&lt;br /&gt;
&#039;&#039;&#039;[[Alignment]]&#039;&#039;&#039;: Any evil&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Feats]]&#039;&#039;&#039;: [[Evil Brand]], [[Disciple of Darkness]], [[Scion of Sorrow]], or [[Thrall to Demon]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Skill|Skills]]&#039;&#039;&#039;:: [[Lore: The Planes]] 8&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spells or Spell-like Abilities&#039;&#039;&#039;: Caster level 5th.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special&#039;&#039;&#039;: Must have made peaceful contact with a summoned evil outsider.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special&#039;&#039;&#039;: Must undergo the Ritual of Bonding (see below).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special&#039;&#039;&#039;: Cannot cross class with druid, spirit shaman, ranger, or feytouched.&lt;br /&gt;
&lt;br /&gt;
==Class Features==&lt;br /&gt;
{{Class base features&lt;br /&gt;
|hit die = d6&lt;br /&gt;
|BAB = Medium&lt;br /&gt;
|proficiencies = None&lt;br /&gt;
|skill pts = 2&lt;br /&gt;
|class skills = [[Concentration]], [[Intimidate]], [[Lore: Arcana]], [[Lore: The Planes]], [[Spellcraft]]&lt;br /&gt;
|high save = [[Will]], [[Fortitude]]&lt;br /&gt;
|low save = [[Reflex]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Class Progression==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Level !! Features Gained&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Wear Fiend, Poison&lt;br /&gt;
|-&lt;br /&gt;
| 2 || +1 Spellcasting Level, Flame Resistant&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Fiendish Glare&lt;br /&gt;
|-&lt;br /&gt;
| 4 || +1 Spellcasting Level, Fiendish Knowledge&lt;br /&gt;
|-&lt;br /&gt;
| 5 || Skin Adaptation&lt;br /&gt;
|-&lt;br /&gt;
| 6 || +1 Spellcasting Level, Cold Resistant&lt;br /&gt;
|-&lt;br /&gt;
| 7 || Glare of the Pit&lt;br /&gt;
|-&lt;br /&gt;
| 8 || +1 Spellcasting Level, Fiendish Knowledge&lt;br /&gt;
|-&lt;br /&gt;
| 9 || Summon Fiend&lt;br /&gt;
|-&lt;br /&gt;
| 10 || +1 Spellcasting Level, Fiendish Symbiosis&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Spells per Day/Spells Known:=== &lt;br /&gt;
At each even-numbered level, an acolyte of the skin gains new spells per day (and spells known, if applicable) as if he had also gained a level in a spellcasting class to which he belonged before adding the prestige class level. He does not, however, gain any other benefit a character of that class would have gained (improved chance of turning or destroying undead, a bonus feat, and so on). If he had more than one spellcasting class before becoming an acolyte of the skin, he must decide to which class to add each level for the purpose of determining spells per day and spells known.&lt;br /&gt;
&lt;br /&gt;
===Wear Fiend (Su)===&lt;br /&gt;
An acolyte of the skin summons the essence of a fiend and wears it like a second skin. The bonded fiendish skin is for all intents and purposes the character&#039;s own. It increases the acolyte of the skin&#039;s natural armor bonus by 1 and grants a +2 inherent bonus to Dexterity. The acolyte also gains darkvision. The character chooses at first level whether this skin is a devil, a demon, or a yugoloth.&lt;br /&gt;
&lt;br /&gt;
===Poison (Sp)===&lt;br /&gt;
An acolyte of the skin can use [[Poison|poison]] once per day. The save DC is 14 + the acolyte&#039;s primary spellcasting ability modifier (Intelligence for wizards, Charisma for sorcerers and warlocks, Wisdom for clerics, and so forth). At 5th level, an acolyte can use this ability two times per day.&lt;br /&gt;
&lt;br /&gt;
===Flame Resistant (Ex)=== &lt;br /&gt;
At 2nd level and higher, the fiendish skin binds more tightly, granting an acolyte resistance to fire 10.&lt;br /&gt;
&lt;br /&gt;
===Fiendish Glare (Su)===&lt;br /&gt;
From 3rd level on, an acolyte of the skin has the supernatural ability to unnerve opponents with a ferocious glare once per day. This is not a gaze attack, and the target need not meet the acolyte&#039;s eyes or even see the acolyte (although the acolyte must have line of effect to the target). Glaring is a standard action that affects any creature the acolyte can see within 100 feet. The target becomes shaken for 10 minutes, and must also attempt a Will save (DC 10 + acolyte&#039;s class level + Cha modifier) or be stunned. The duration of the stun effect depends on the target&#039;s hit points:&lt;br /&gt;
&lt;br /&gt;
50 or less: 10 rounds&lt;br /&gt;
&lt;br /&gt;
51 to 100: for 3 rounds&lt;br /&gt;
&lt;br /&gt;
101 to 150: for 2 rounds&lt;br /&gt;
&lt;br /&gt;
151 or more: 1 round&lt;br /&gt;
&lt;br /&gt;
Fiendish glare is a mind-affecting fear effect.&lt;br /&gt;
&lt;br /&gt;
===Fiendish Knowledge=== &lt;br /&gt;
The fiendish skin whispers promises of great power, and to prove it, reveals a hitherto unknown ability. At 4th and 8th level, the acolyte chooses a bonus feat for which he already meets the prerequisites.&lt;br /&gt;
&lt;br /&gt;
===Skin Adaptation===&lt;br /&gt;
By 5th level, an acolyte&#039;s skin and its wearer have grown more comfortable together, as if they had never been separate. The increase to natural armor granted by the fiendish skin improves to +2 and the acolyte gains a +2 inherent bonus to Constitution.&lt;br /&gt;
&lt;br /&gt;
===Cold Resistant===&lt;br /&gt;
Beginning at 6th level, an acolyte has resistance to cold 10.&lt;br /&gt;
&lt;br /&gt;
===Glare of the Pit===&lt;br /&gt;
At 7th level and higher, an acolyte has the supernatural ability to produce fiery rays from his eyes. Once per day as a standard action, he can project two rays (one from each eye) with a range of 100 feet. Each ray requires a ranged touch attack to hit and deals 8d6 points of fire damage.&lt;br /&gt;
&lt;br /&gt;
===Fiendish Symbiosis===&lt;br /&gt;
At 10th level, the fiendish skin and acolyte become one, and only final death can separate them. An acolyte of this level gains damage reduction 10/good.&lt;br /&gt;
&lt;br /&gt;
== Gameplay Notes ==&lt;br /&gt;
&lt;br /&gt;
Acolyte of the Skin&#039;s AC bonus from the abilities &#039;Wear Fiend&#039; and then &#039;Skin Adaptation&#039; is calculated as an increase to Base Natural AC and stacks with everything. Per this form post: https://bgtscc.net/viewtopic.php?p=974988#p974988 (8/26/2025)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Playable Class]]&lt;br /&gt;
[[Category:Classes]]&lt;br /&gt;
[[Category:Prestige classes]]&lt;br /&gt;
[[Category:Combat classes]]&lt;br /&gt;
[[Category:Spellcasting classes]]&lt;/div&gt;</summary>
		<author><name>Wurdpass</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Battlerager&amp;diff=16934</id>
		<title>Battlerager</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Battlerager&amp;diff=16934"/>
		<updated>2025-08-26T16:38:02Z</updated>

		<summary type="html">&lt;p&gt;Wurdpass: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Description ==&lt;br /&gt;
[[File:At the end of the day by gh mongo.jpg|thumb|508x508px]]&lt;br /&gt;
Dwarven battleragers, or kuldjargh (&amp;quot;axe idiots&amp;quot;), are legendary berserker warriors who can enter a battle frenzy through ritualistic singing. They are believed to have been touched by the dwarven gods of battle, who taught them that if they die in battle, they will return to Faerûn stronger than before as a just reward. Therefore, they have no fear of death. They are given to drinking, rowdy and boisterous singing, and drunken dancing. Battleragers command grudging, if fearful, respect within dwarven society, where they are known to have coined such philosophically complex dwarven maxims like &amp;quot;head first&amp;quot; and &amp;quot;if it moves, kill it.&amp;quot; Most live short, glorious lives.&lt;br /&gt;
&lt;br /&gt;
While enraged, a battlerager&#039;s face becomes distorted and twisted. His teeth grind together as spittle flies from his mouth and dribbles down his beard. His eyes enlarge, bulge, and become bloodshot. Charging into battle, he bellows forth his clan or holy war song, throwing his hammers and axes all the way, before cleaving his foes with his mighty dwarven waraxe. In short, he becomes almost unstoppable. Battleragers are often covered from head to toe in body art, from tattoos to brands to ritual scars. They prefer to wear spiked armor, and some of them ride specially trained boars into battle.&lt;br /&gt;
&lt;br /&gt;
Battleragers are usually single classed barbarians before taking the prestige class, though multiclass barbarian/fighters are also common. Barbarians/rangers and barbarian/clerics (known as &amp;quot;vindicators&amp;quot;) are not uncommon as well. Other multiclass combinations are almost unheard of.&lt;br /&gt;
&lt;br /&gt;
The battlerager fills a particular niche in dwarf society and culture. He is a fearless and impulsive warrior, able to enter into an insane rampage. Battleragers are ruthlessly used by dwarf generals for their shock power against attacking armies. NPC battleragers often come from a familial clan made up predominantly of battleragers. These clans often form guilds or halls within dwarven society, though these &amp;quot;guilds&amp;quot; are often more akin to a family or fraternal order. Regardless, battlerager guilds are often located on the fringes of dwarven society, kept out of view and away from easily influenced dwarven children, who often hear of the kuldjarghs&#039; fearlessness but rarely their folly. While heroic battle is honored ifi dwarven society and battleragers often excel in this, more often than not they also epitomize lives wasted in stupid rage, something most dwarves realize they cannot afford in a world filled with orcs and goblins.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Requirements ==&lt;br /&gt;
Race: Dwarf&lt;br /&gt;
&lt;br /&gt;
Alignment: Any non Lawful&lt;br /&gt;
&lt;br /&gt;
Base attack bonus: +5&lt;br /&gt;
&lt;br /&gt;
Skills: Lore: Religion 2, Perform 2 ranks, Intimidate 8 ranks&lt;br /&gt;
&lt;br /&gt;
Feats: Cleave, Rage, Power Attack&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Class Features ==&lt;br /&gt;
- Hit Die: d12&lt;br /&gt;
&lt;br /&gt;
- Base Attack Bonus: High&lt;br /&gt;
&lt;br /&gt;
- High Saves: Fortitude&lt;br /&gt;
&lt;br /&gt;
- Weapon Proficiencies: Battle ragers gain no weapon proficiencies.&lt;br /&gt;
&lt;br /&gt;
- Armor Proficiencies: Battleragers are proficient will all types of armour. They gain no shield proficiencies.&lt;br /&gt;
&lt;br /&gt;
- Skill Points: 2 + Int Modifier.&lt;br /&gt;
&lt;br /&gt;
- Class Skills: [[Acrobatics]], [[Intimidate]], [[Craft Weapon]], [[Lore Local]], [[Lore Religion]], [[Listen]], [[Perform]], [[Survival]].&lt;br /&gt;
&lt;br /&gt;
== Class Abilities ==&lt;br /&gt;
&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;
|Gruff, Rock Gut&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Fearless, Spikes&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Improved Unarmed Strike, Powerful Charge&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Great cleave, Reckless Offensive&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|Natural Armor + 2, Extended Rage, Dire Charge&lt;br /&gt;
|}&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;Gruff&lt;br /&gt;
&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;Type of Feat: Class&amp;lt;br /&amp;gt;Prerequisites: Battlerager 1&amp;lt;br /&amp;gt;Specifics: Battleragers are known to be rude, uncouth and violent. They suffer a -4 penalty on all Charisma ability checks and Charisma-based skill checks, except for Intimidate. Battleragers receive a +2 bonus on all Intimidate checks.&amp;lt;br /&amp;gt;Use: Automatic&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: rgb(255, 128, 0);&amp;quot;&amp;gt;Rock Gut&lt;br /&gt;
&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;Type of Feat: Class&amp;lt;br /&amp;gt;Prerequisites: Battlerager 1&amp;lt;br /&amp;gt;Specifics: A battlerager&#039;s natural resistance to poison is stronger than most dwarves. At 1st level his +2 racial savingthrow against poisons increases to +4.&amp;lt;br /&amp;gt;Use: Automatic&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: rgb(255, 128, 0);&amp;quot;&amp;gt;Spikes&lt;br /&gt;
&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;Type of Feat: Class&amp;lt;br /&amp;gt;Prerequisites: Battlerager 2&amp;lt;br /&amp;gt;Specifics: Following the examples of reknown Battleragers you learn how to viciously add spikes to your battle gear&lt;br /&gt;
 so that enemies striking you will suffer from it. People successfully attacking a battlerager in melee suffer 1d4 piercing damage.&amp;lt;br /&amp;gt;Use: Automatic&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: rgb(255, 128, 0);&amp;quot;&amp;gt;Improved Unarmed Strike &lt;br /&gt;
&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;Type of Feat: Class&amp;lt;br /&amp;gt;Prerequisites: Battlerager 3&amp;lt;br /&amp;gt;Specifics: At 3rd level a battlerager gains the Improved Unarmed Strike feat, regardless of meeting the requirements.&amp;lt;br /&amp;gt;Use: Automatic&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: rgb(255, 128, 0);&amp;quot;&amp;gt;Great Cleave &lt;br /&gt;
&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;Type of Feat: Class&amp;lt;br /&amp;gt;Prerequisites: Battlerager 4&amp;lt;br /&amp;gt;Specifics: At 4th level a battlerager gains the Great Cleave feat, regardless of meeting the requirements.&amp;lt;br /&amp;gt;Use: Automatic&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: rgb(255, 128, 0);&amp;quot;&amp;gt;Reckless Offensive&amp;lt;br /&amp;gt;&amp;lt;/span&amp;gt;Type of Feat: Class / General&amp;lt;br /&amp;gt;Prerequisites: Battlerager 4 or BAB 4&amp;lt;br /&amp;gt;Specifics: At 4th level a battlerager gains the Reckless Offensive, regardless of meeting the requirements. On your action, before making attack rolls for a round, you may choose to take a -4 penalty to your AC during the round to gain a +2 competence bonus on all melee attacks in the same round. The penalty to AC and bonus on melee attacks apply until your next action. You cannot use Reckless Offensive with ranged attacks.&amp;lt;br /&amp;gt;Use: Automatic&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: rgb(255, 128, 0);&amp;quot;&amp;gt;Natural AC + 2&amp;lt;br /&amp;gt;&amp;lt;/span&amp;gt;Type of Feat: Class&amp;lt;br /&amp;gt;Prerequisites: Battlerager 5&amp;lt;br /&amp;gt;Specifics: At 5th level a battlerager&#039;s natural AC increases by +2.&amp;lt;br /&amp;gt;Use: Automatic&lt;br /&gt;
&#039;&#039; &#039;&#039;&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;Extended Rage&amp;lt;br /&amp;gt;&amp;lt;/span&amp;gt;Type of Feat: Class&amp;lt;br /&amp;gt;Prerequisites: Battlerager 5&amp;lt;br /&amp;gt;Specifics: At 5th level a battlerager gains the Extended Rage Feat, regardless of meeting the requirements.&lt;br /&gt;
&lt;br /&gt;
[This will not stack with the extend rage feat and become extend rage II. To do this you must first recieve extend rage from dwarven battlerager and then choose Extend rage II as a feat]&amp;lt;br /&amp;gt;Use: Automatic&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: rgb(255, 128, 0);&amp;quot;&amp;gt;Powerful Charge&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Type of Feat: General&amp;lt;br /&amp;gt;Prerequisites: Charge&amp;lt;br /&amp;gt;Specifics: When you charge, if your melee attack hits, it deals an extra 1d8 points of damage for medium size creatures and 1d6 for anything smaller. Large creatures gain an extra damage of 2d6; Huge gain 3d6; Gargantuan gain 4d6 and Colossal 6d6. This feat works only when you make a charge. It does not work when you&#039;re mounted. If you have the ability to make multiple attacks on a charge, you may apply this extra damage to all of those attacks in the round provided you do so before the charge expires. This feat also increases the damage of a Shield that is used as a weapon during a charge action.&amp;lt;br /&amp;gt;[User note: this also affects Shield Bash damage and Shield Charge Knockdown calculations. Itl lasts for your entire charge action. The hardcoded Knockdown feat is is not affected]&amp;lt;br /&amp;gt;Use: Automatically&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;Dire Charge&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Type of Feat: Epic&amp;lt;br /&amp;gt;Prerequisites: Improved Initiative&amp;lt;br /&amp;gt;Specifics: You can make a full attack as part of a charge. You are no longer restricted to having only a single attack.&amp;lt;br /&amp;gt;Use: Automatic when you Charge&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Class courtesy of Rasael, thorough testing by the Quality Control Team. Implementation by Luna.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Gameplay Notes ==&lt;br /&gt;
&lt;br /&gt;
Battlerager&#039;s AC bonus &#039;Natural AC +2&#039; is calculated as an increase to Base Natural AC and stacks with everything. Per this form post: https://bgtscc.net/viewtopic.php?p=974988#p974988 (8/26/2025)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Classes]]&lt;br /&gt;
[[Category:Prestige Class]]&lt;br /&gt;
[[Category:Playable Class]]&lt;/div&gt;</summary>
		<author><name>Wurdpass</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Phantom&amp;diff=16932</id>
		<title>Phantom</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Phantom&amp;diff=16932"/>
		<updated>2025-08-26T16:36:42Z</updated>

		<summary type="html">&lt;p&gt;Wurdpass: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:New.jpg|thumb|383x383px]]&lt;br /&gt;
&lt;br /&gt;
== Class Description ==&lt;br /&gt;
Phantoms move through the shadows, striking down the unwary and vanishing again with ease. Phantoms walk where others cannot. They blend their training in stealth and assassination with a focused mind. Their rigorous preparation sharpens their minds and bodies, giving them supernatural abilities of stealth and making them phantoms in the eyes of many. Although phantoms in battle lack the staying power of martial characters such as fighters or barbarians, they excel at making combat occur on their terms: appearing and disappearing seemingly at a whim. &lt;br /&gt;
&lt;br /&gt;
Phantoms are trained in the secretive and shadowy techniques originating from the Konishi ninja clan of Kozakura--a family which has served many of the opposing factions in that far eastern land for untold years. One former and storied high ranking ninja of this clan, fleeing to Shou Town in Telflamm after an assassination job in Shou Lung ended in disaster, ended up disseminating her knowledge of the ninja art for hire in that city. Eventually, as pupils from all over the world came to learn the art of the ninja in Telflamm, the path of the ninjas taught there began to spread slowly westward with a Faerunian twist. &lt;br /&gt;
&lt;br /&gt;
Rebranded as phantoms and abandoning the eastern mythic of &amp;quot;ninja,&amp;quot; those pursuing this path in the west instead took up a more obvious and terrifyingly descriptive name of their stealth and surprise in combat. Still, phantoms retain much of their eastern ninja origin and in many respects are the same type of profession in all but name, and their arts are essentially the same as those of the ninjas that passed them down. Phantoms continue to act as highly trained spies, and often are experts in matters of intrusion, sabotage, and elimination. The phantom also is generally still part of a tight-knit clan whose profession and goals he or she shares. Some phantoms remain generalists, equally at home in matters of stealth and combat. Some are specialists, becoming adept at social skills, magic, or interaction with nature. &lt;br /&gt;
&lt;br /&gt;
Even under their new moniker, phantoms remain as exotic, secretive, and dangerous as their eastern cousins. &lt;br /&gt;
&lt;br /&gt;
(( Phantom is a BG-customized version of the Ninja PRC by Kaedrin. All credit for the class concept, its mechanics, and its function goes to Kaedrin. The BGTSCC staff would like to thank him for his contribution to not only our server but the NWN2 community as a whole, and you can see more of his custom content at http://nwn2customcontent.wikidot.com )) &lt;br /&gt;
&lt;br /&gt;
== Requirements ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p style=&amp;quot;font-weight:normal;&amp;quot;&amp;gt;Alignment Restriction: Non-chaotic, non-good only&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Class Features ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p style=&amp;quot;font-weight:normal;margin-top:1em;margin-bottom:1em;&amp;quot;&amp;gt;Hit Die: d6&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p style=&amp;quot;font-weight:normal;&amp;quot;&amp;gt;Base Attack Bonus: Medium.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p style=&amp;quot;font-weight:normal;&amp;quot;&amp;gt;High Saves: Reflex.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p style=&amp;quot;font-weight:normal;&amp;quot;&amp;gt;Weapon Proficiencies: Simple, Monk, and Rogue Weapons.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p style=&amp;quot;font-weight:normal;&amp;quot;&amp;gt;Armor Proficiencies: None.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p style=&amp;quot;font-weight:normal;&amp;quot;&amp;gt;Skill Points: &lt;br /&gt;
&amp;lt;BR&amp;gt;(6 + Int modifier)x4 at level one.&lt;br /&gt;
&amp;lt;BR&amp;gt;6 + Int modifier on subsequent levels.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p style=&amp;quot;font-weight:normal;&amp;quot;&amp;gt;Class Skills: [[Acrobatics]], [[Athletics]], [[Bluff]], [[Concentration]], [[Diplomacy]], [[Disguise]], [[Escape Artist]], [[Gather Information]], [[Hide]], [[Listen]], [[Lore: Arcana]], [[Move Silently]], [[Open Lock]], [[Search]], [[Sleight of Hand]], [[Spot]].&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Class Progression ==&lt;br /&gt;
{| class=&amp;quot;article-table&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
Level&lt;br /&gt;
!&lt;br /&gt;
Features Gained&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|| AC Bonus, Ki Power, Sneak Attack +1d6&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|| Ghost Step (Invisible)&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|| Sneak Attack +2d6, Poison Use&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|| &lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|| Sneak Attack +3d6, AC Bonus +1&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|| Acrobatics +2, Ki Dodge&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|| Sneak Attack +4d6&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|| Ghost Strike, Trapfinding&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|| Sneak Attack +5d6&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|| Ghost Step (Ethereal), AC Bonus +2&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|| Sneak Attack +6d6&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|| Acrobatics +4, [[Evasion]]&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
|| Sneak Attack +7d6&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
|| &lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
|| Sneak Attack +8d6, AC Bonus +3&lt;br /&gt;
|-&lt;br /&gt;
|16&lt;br /&gt;
|| Ghost Sight, [[Crippling Strike]]&lt;br /&gt;
|-&lt;br /&gt;
|17&lt;br /&gt;
|| Sneak Attack +9d6&lt;br /&gt;
|-&lt;br /&gt;
|18&lt;br /&gt;
|| Acrobatics +6, Greater Ki Dodge&lt;br /&gt;
|-&lt;br /&gt;
|19&lt;br /&gt;
|| Sneak Attack +10d6&lt;br /&gt;
|-&lt;br /&gt;
|20&lt;br /&gt;
|| Ghost Walk, AC Bonus +4&lt;br /&gt;
|-&lt;br /&gt;
|21&lt;br /&gt;
|| Sneak Attack +11d6&lt;br /&gt;
|-&lt;br /&gt;
|22&lt;br /&gt;
|| &lt;br /&gt;
|-&lt;br /&gt;
|23&lt;br /&gt;
|| Bonus Epic Feat, Sneak Attack +12d6&lt;br /&gt;
|-&lt;br /&gt;
|24&lt;br /&gt;
|| Acrobatics +8, Improved Evasion&lt;br /&gt;
|-&lt;br /&gt;
|25&lt;br /&gt;
|| Sneak Attack +13d6, AC Bonus +5&lt;br /&gt;
|-&lt;br /&gt;
|26&lt;br /&gt;
|| Bonus Epic Feat&lt;br /&gt;
|-&lt;br /&gt;
|27&lt;br /&gt;
|| Sneak Attack +14d6&lt;br /&gt;
|-&lt;br /&gt;
|28&lt;br /&gt;
|| &lt;br /&gt;
|-&lt;br /&gt;
|29&lt;br /&gt;
|| Bonus Epic Feat, Sneak Attack +15d6&lt;br /&gt;
|-&lt;br /&gt;
|30&lt;br /&gt;
|| AC Bonus +6, Acrobatics +10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p style=&amp;quot;color:gold&amp;quot;&amp;gt;&#039;&#039;&#039;&#039;&#039;Phantom sneak attack dice ACTUALLY DOES stack with rogue! You will receive a total combination of the two (as per statements from 16-5-2025 on Discord).&#039;&#039;&#039;&#039;&#039;&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Phantoms gain bonus epic feats at 23rd, 26th, and 29th level.&lt;br /&gt;
&lt;br /&gt;
=== AC Bonus ===&lt;br /&gt;
A phantom is highly trained at dodging blows, and she has a sixth sense that lets her avoid even unanticipated attacks. When unarmored and unencumbered, a phantom adds her Wisdom bonus (if any) to her Armor Class. This ability does not stack with the monk&#039;s AC bonus ability.&lt;br /&gt;
In addition, a phantom gains a +1 bonus (Dodge) to AC every 5 levels.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: Wis AC bonus is capped by Wis mod = AC, to a maximum determined by phantom level.&lt;br /&gt;
&lt;br /&gt;
=== Ki Power ===&lt;br /&gt;
A phantom can channel her ki to manifest special powers of stealth and mobility. She can use her ki powers a number of times per day equal to her class level (up to 30 uses/day). Ki powers can be used only if a phantom is wearing no armor and is unencumbered.&lt;br /&gt;
&lt;br /&gt;
Phantom now gains additional ki uses equal to Wisdom modifier.&lt;br /&gt;
&lt;br /&gt;
=== Ghost Step ===&lt;br /&gt;
Starting at 2nd level, a phantom can spend one daily use of her ki power to become invisible for 3 rounds. At 10th level, a phantom can become ethereal when using ghost step instead of becoming invisible. This is an instantly activated ability.&lt;br /&gt;
&lt;br /&gt;
=== Acrobatics ===&lt;br /&gt;
Starting at 6th level, a phantom gains a +2 bonus to Tumble checks. This bonus increases to +4 at 12th level, +6 at 18th level, +8 at 24th level, and +10 at 30th level.&lt;br /&gt;
&lt;br /&gt;
=== Ki Dodge ===&lt;br /&gt;
At 6th level and higher, a phantom can spend one daily use of her ki power to cause an attack against her to miss when it might otherwise hit. When a phantom activates this ability, her outline shifts and wavers, granting her concealment (20% miss chance) against all attacks for 3 rounds. This is an instantly activated ability. Concealment does not stack with Shadow Evade or Self Concealment.&lt;br /&gt;
&lt;br /&gt;
=== Ghost Strike ===&lt;br /&gt;
At 8th level and higher, a phantom can spend one daily use of her ki power to strike spirits as if they were corporeal (this ignores their concealment bonus like the Spirit Shaman&#039;s Ghost Warrior ability) for three rounds. This is an instantly activated ability.&lt;br /&gt;
&lt;br /&gt;
=== Ghost Sight ===&lt;br /&gt;
At 16th level and higher, a phantom can see invisible and ethereal creatures as easily as she sees material creatures and objects.&lt;br /&gt;
Forum states the Ghost Sight is actually a True Sight effect and stays till death after it is once applied. &lt;br /&gt;
&lt;br /&gt;
=== Crippling Strike ===&lt;br /&gt;
A phantom with this ability can sneak attack opponents with such precision that her blows weaken and hamper them. An opponent damaged by one of her sneak attacks also takes 2 points of Strength damage. Ability points lost to damage return on their own at the rate of 1 point per day for each damaged ability. Phantoms are granted this feat at 16th level.&lt;br /&gt;
&lt;br /&gt;
=== Greater Ki Dodge ===&lt;br /&gt;
Starting at 18th level, a phantom&#039;s ki dodge ability grants total concealment of 50%. Will not stack with other concealment powers.&lt;br /&gt;
&lt;br /&gt;
=== Ghost Walk ===&lt;br /&gt;
A 20th-level phantom can spend two daily uses of her ki power to enter the Ethereal Plane for an extended period of time. This ability functions as the ethereal jaunt spell with a caster level equal to the phantom&#039;s class level. This is an instantly activated ability.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Gameplay Notes ==&lt;br /&gt;
&lt;br /&gt;
Phantom&#039;s AC bonus, both from Wisdom and the flat +1 - +6 increase, as referenced under the &#039;AC bonus&#039; section is calculated as innate AC and stacks with everything. Per this form post: https://bgtscc.net/viewtopic.php?p=974987#p974987 (8/26/2025)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Base classes]]&lt;br /&gt;
[[Category:Classes]]&lt;br /&gt;
[[Category:Playable Class]]&lt;/div&gt;</summary>
		<author><name>Wurdpass</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Sacred_Fist&amp;diff=16929</id>
		<title>Sacred Fist</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Sacred_Fist&amp;diff=16929"/>
		<updated>2025-08-26T16:35:25Z</updated>

		<summary type="html">&lt;p&gt;Wurdpass: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Description==&lt;br /&gt;
Sacred fists are independent organizations found within many temples. Their ascetic members have turned their divine magic inward, bringing their bodies and wills into harmony. Sacred fists have forsworn the use of weapons and heavy armor. They consider their bodies and minds gifts from their deity, and they believe that not developing those gifts to their fullest potential is a sin. Spellcasting does not dishonor them or their deity, provided the sacred fist casts spells with a range of touch. Sacred fists are strong in faith, will, and body.&lt;br /&gt;
&lt;br /&gt;
[[Cleric]]s are excellent candidates for sacred fists orders. [[Paladin]]s may also choose to join them, but are seldom comfortable surrendering the trappings of their calling. [[Fighter]]s, [[rogue]]s, [[bard]]s, and even ex-[[monk]]s may make good candidates, provided they have enough levels in a class that grants divine spells. [[Druid]]s often find the class&#039;s combat skills useful, as do sorcerers and wizards who have some levels as a cleric or other source of divine spells.&lt;br /&gt;
&lt;br /&gt;
Sacred fists are as varied as their faiths. In general, they travel the land individually, lending their skills to those who need protection or assistance. All sacred fists seek challenges that allow them to further develop their fighting skills.&lt;br /&gt;
&lt;br /&gt;
==Requirements==&lt;br /&gt;
*[[Base attack bonus]]: +4 (note: +8 BAB is required for stunning fist, or 1st level Monk)&lt;br /&gt;
*[[Skill rank]]s: [[Lore: Religion]] 8&lt;br /&gt;
*[[Feat]]s: [[Improved Unarmed Strike]], [[Stunning Fist]], [[Combat Casting]]&lt;br /&gt;
*[[Spell]]s: Able to cast 1st-level [[divine]] spells&lt;br /&gt;
&lt;br /&gt;
==Class features progression==&lt;br /&gt;
{{Class base features&lt;br /&gt;
|hit die=d8&lt;br /&gt;
|proficiencies=None&lt;br /&gt;
|skill pts=4&lt;br /&gt;
|class skills=[[Acrobatics]], [[Athletics]], [[Concentration]], [[Escape Artist]], [[Heal_(skill)|Heal]], [[Lore: Religion]], [[Profession]] (all), [[Spellcraft]]&lt;br /&gt;
|BAB=High&lt;br /&gt;
|high save=[[Fortitude]], [[Reflex]]&lt;br /&gt;
|low save=[[Will]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Class Progression==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Level !! Features Gained&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;1|| +1 divine spellcasting level, [[#Unarmed damage|Unarmed damage]], AC bonus +1, Code of Conduct&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;2|| +1 divine spellcasting level&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;3|| +1 divine spellcasting level, [[#Fast movement|Fast movement]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;4|| [[#Sacred flames|Sacred flames]] 1[[per day|/day]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;5|| +1 divine spellcasting level, AC Bonus +2&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;6|| +1 divine spellcasting level, [[Uncanny Dodge]], Fast movement&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;7|| +1 divine spellcasting level&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;8|| Sacred flames 2[[per day|/day]]. Fast movement&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;9|| +1 divine spellcasting level&lt;br /&gt;
|-&lt;br /&gt;
|10|| +1 divine spellcasting level, Inner Armor, AC Bonus +3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===AC bonus===&lt;br /&gt;
When unencumbered, wearing no or light armor and not using a shield a sacred fist gains a +1 AC bonus. This increases to +2 at level 5 and +3 at 10.&lt;br /&gt;
&lt;br /&gt;
Note: Monk wisdom AC fixed to no longer work while wearing light armor.&lt;br /&gt;
&lt;br /&gt;
===Sacred Fist Code of Conduct===&lt;br /&gt;
Sacred fists have vowed to refrain from using weapons. Whenever a sacred fist equips any weapon they suffer a -8 attack penalty.&lt;br /&gt;
&lt;br /&gt;
Note: As of v1.12, this penalty also applies to [[Wild Shape]].&lt;br /&gt;
&lt;br /&gt;
===Fast movement===&lt;br /&gt;
At level 3 a sacred fist gains a +10ft speed bonus. At level 6 this becomes +20ft, at 8th +30ft. Wearing medium or heavy armor or encumberance disables this bonus. If the sacred fist also has monk levels then the levels [[stack]] for the purpose of determining the speed bonus.&lt;br /&gt;
&lt;br /&gt;
Sacred Fist fast movements works even in light armor, unlike Monk which only works in no armor (robes).&lt;br /&gt;
&lt;br /&gt;
===Spell progression===&lt;br /&gt;
When a new sacred fist level is gained, except at 4th and 8th level, the character gains new spells per day as if he had also gained a level in a divine spellcasting class he belonged to before adding the prestige class. He does not, however, gain any other benefit a character of that class would have gained, except for an increased effective level of spellcasting. If a character had more than one divine spellcasting class before becoming a sacred fist, he must decide to which class he adds the new level for purposes of determining spells per day.&lt;br /&gt;
&lt;br /&gt;
===Unarmed damage===&lt;br /&gt;
A sacred fist&#039;s unarmed damage follows the same progression as [[monk]]. If the sacred fist also has monk levels then the levels [[stack]] for the purpose of determining the damage.&lt;br /&gt;
&lt;br /&gt;
===Sacred flames===&lt;br /&gt;
At 4th level, a sacred fist may use a [[standard action]] to invoke sacred flames around his hands and feet. These flames add to the sacred fist&#039;s unarmed damage. The additional damage is equal to the sacred fist&#039;s [[class level]]s plus his [[wisdom]] [[ability modifier|modifier]] (if any).&lt;br /&gt;
&lt;br /&gt;
Half the damage is fire damage(rounded up), and the rest is sacred energy and thus not subject to effects that reduce fire damage. The sacred flame lasts for 1 [[minute]] and can be invoked once per day. At 8th level, sacred flames can be used twice per day.&lt;br /&gt;
&lt;br /&gt;
Note: as this damage is applied to the character, it (ironically) affects any worn weapon, and is not subject to [[damage resistance]].&lt;br /&gt;
&lt;br /&gt;
===Uncanny Dodge===&lt;br /&gt;
At 6th level, the Sacred Fist retains any [[Dexterity]] bonus to AC when [[Flat-foot|flat-footed]] or when struck by an invisible attacker.&lt;br /&gt;
&lt;br /&gt;
===Inner armor===&lt;br /&gt;
At 10th level, a sacred fist may use inner armour once per day. This provides +4 sacred bonus to AC, +4 sacred bonus to all saves, 25 [[spell resistance]] for a number of [[round]]s equal to his wisdom modifier.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Gameplay Notes ==&lt;br /&gt;
&lt;br /&gt;
Sacred Fist&#039;s AC bonus as referenced under the &#039;AC bonus&#039; section is calculated as innate AC and stacks with everything. Per this form post: https://bgtscc.net/viewtopic.php?p=974987#p974987 (8/26/2025)&lt;br /&gt;
&lt;br /&gt;
[[Category:Prestige classes]]&lt;br /&gt;
[[Category:Playable Class]]&lt;br /&gt;
[[Category:Spellcasting classes]]&lt;/div&gt;</summary>
		<author><name>Wurdpass</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Luck_of_Heroes&amp;diff=16928</id>
		<title>Luck of Heroes</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Luck_of_Heroes&amp;diff=16928"/>
		<updated>2025-08-26T16:34:59Z</updated>

		<summary type="html">&lt;p&gt;Wurdpass: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{FeatInfo|type=Background&lt;br /&gt;
|Prereq=1st level background trait, or [[Cleric]] with [[Luck (domain)|Luck]] domain, or lvl 11 [[Swashbuckler]].&lt;br /&gt;
|Req=None&lt;br /&gt;
|Specifics=Character gains a +1 bonus on all saving throws as well as a +1 luck bonus to Armor Class.&lt;br /&gt;
|Use=Automatic}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Gameplay Notes ==&lt;br /&gt;
&lt;br /&gt;
The +1 bonus to AC is calculated as innate AC and stacks with everything. Per this form post: https://bgtscc.net/viewtopic.php?p=974987#p974987 (8/26/2025)&lt;/div&gt;</summary>
		<author><name>Wurdpass</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Monk&amp;diff=16927</id>
		<title>Monk</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Monk&amp;diff=16927"/>
		<updated>2025-08-26T16:34:12Z</updated>

		<summary type="html">&lt;p&gt;Wurdpass: &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 = All: [[Fortitude]], [[Reflex]], [[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 = [[Acrobatics]], [[Athletics]], [[Concentration]], [[Craft]] (all), [[Diplomacy]], [[Escape Artist]], [[Hide]], [[Listen]], [[Lore: Arcana]], [[Lore: Local]], [[Lore: Religion]], [[Move Silently]], [[Parry]], [[Perform]], [[Profession]] (all) [[Sense Motive]], [[Spot]]}}&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||Choice between [[Improved Grapple]], [[Improved Knockdown]], or [[Improved Disarm]]|| 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||Tongue of the Sun and Moon|| 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;
===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;
===Tongue of the Sun and Moon===&lt;br /&gt;
Beginning at 17th level, a monk can speak with, understand, and be understood by any living creature.&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;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Gameplay Notes ==&lt;br /&gt;
&lt;br /&gt;
Monk&#039;s AC bonus, both the Wisdom and flat +1 - +6 bonus, as referenced under the &#039;AC bonus&#039; section is calculated as innate AC and stacks with everything. Per this form post: https://bgtscc.net/viewtopic.php?p=974987#p974987 (8/26/2025)&lt;br /&gt;
&lt;br /&gt;
[[Category:Playable Class]]&lt;br /&gt;
[[Category:Base classes]]&lt;br /&gt;
[[Category:Combat classes]]&lt;/div&gt;</summary>
		<author><name>Wurdpass</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Fist_of_the_Forest&amp;diff=16926</id>
		<title>Fist of the Forest</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Fist_of_the_Forest&amp;diff=16926"/>
		<updated>2025-08-26T16:31:15Z</updated>

		<summary type="html">&lt;p&gt;Wurdpass: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:https://holiviantales.files.wordpress.com/2016/02/forestfist1.png|thumb|508x508px]]&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;To be one with the wild, you must become wild yourself. It&#039;s only natural.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
For some, the pursuit of an animalistic lifestyle is a form of asceticism. A feral disposition seems to come naturally to others. In either case, the result is a powerful defender of nature: the fist of the forest. Some become fists of the forest on their own by listening to and defending nature, while others are part of clans, druidic circles, or other collectives who defend and embody the wild.&lt;br /&gt;
&lt;br /&gt;
To learn and maintain their bestial powers, fists of the forest must live like a wild animal. They must sleep in natural environments, never inside buildings, unless forced by circumstances (imprisonment). Furthermore, they cannot purchase food—fists of the forest must obtain it by hunting, gathering, begging, or stealing. Some fists of the forest even give up speech, the use of fire and tools, and all possessions, but such extremes are not required.&lt;br /&gt;
&lt;br /&gt;
In any month in which a fist of the forest buys food or voluntarily sleeps indoors more than three times, all fist of the forest class features cease to function until they have spent thirty consecutive days living like an animal once more, or until an ally devoted to the ways of the fist of the forest casts atonement on you.&lt;br /&gt;
&lt;br /&gt;
Though the two classes seem to have little in common, the paths of the [[monk]] and the [[barbarian]] often converge in the fist of the forest. [[Monk]]s and other disciplined characters seek heightened connections with nature through a primal devotion to its defense. [[Barbarian]]s and other wild characters seem to simply end up on this path if they are fated for it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;A character can achieve a maximum of 3 levels in the Fist of the Forest prestige class.&lt;br /&gt;
&lt;br /&gt;
== Requirements ==&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Base Attack Bonus +4&amp;lt;br /&amp;gt;&lt;br /&gt;
Feats: Great Fortitude, Improved Unarmed Strike, Power Attack.&amp;lt;br /&amp;gt;&lt;br /&gt;
Skills: Survival 4.&lt;br /&gt;
&lt;br /&gt;
== Class Features ==&lt;br /&gt;
&#039;&#039;&#039;Hit Die&#039;&#039;&#039;: d10&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base Attack Bonus&#039;&#039;&#039;: High.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;High Saves&#039;&#039;&#039;: [[Fortitude]], [[Reflex]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapon Proficiencies&#039;&#039;&#039;: None.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor Proficiencies&#039;&#039;&#039;: None.&amp;lt;br /&amp;gt;- Skill Points: 2 + Int modifier.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class Skills&#039;&#039;&#039;: [[Acrobatics]], [[Craft Armor]], [[Craft Weapon]], [[Diplomacy]], [[Heal (skill)|Heal]], [[Intimidate]], [[Listen]], [[Lore: Arcana]], [[Parry]], [[Move Silently]], [[Spot]] and [[Survival]].&lt;br /&gt;
&lt;br /&gt;
==Class Abilities==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 1&#039;&#039;&#039;: AC Bonus, Bonus Feat: Dash, Feral Stance 1/day, Unarmed Damage Increase&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 2&#039;&#039;&#039;: Uncanny Dodge, Ki Strike (Magic)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 3&#039;&#039;&#039;: Feral Stance 2/day, Blind-Fight&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;AC Bonus&#039;&#039;&#039;: While unarmored, you gain a bonus to your dodge Armor Class equal to your Constitution bonus (if any). Modified Constitution is used for this bonus (spell/item enhancements are now calculated (as of year 2024/25). This bonus will not work while wildshaped.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Feral Stance&#039;&#039;&#039;: Once per day, you can enter a feral battle trance. While you are in this state, the raw power of the beast flows through you. For the duration of the trance, you gain a +4 bonus to Dexterity and a +2 bonus on attack rolls. A feral trance lasts for a number of rounds equal to 3 + your Con modifier. At 3rd level, you can use this ability twice per day. The Extend Rage feat increases the duration by 5 rounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unarmed Damage Increase&#039;&#039;&#039;: Your unarmed attacks deal more damage than usual. You deal +1d4 blunt damage when not wielding any weapons.&lt;br /&gt;
&lt;br /&gt;
== Gameplay Notes ==&lt;br /&gt;
&lt;br /&gt;
The Fist of the Forest&#039;s AC bonus is calculated as innate AC and stacks with everything. Per this form post: https://bgtscc.net/viewtopic.php?p=974987#p974987 (8/26/2025)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Classes]]&lt;br /&gt;
[[Category:Prestige Class]]&lt;br /&gt;
[[Category:Playable Class]]&lt;/div&gt;</summary>
		<author><name>Wurdpass</name></author>
	</entry>
</feed>