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	<id>https://wiki.bgtscc.net/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Zhazz</id>
	<title>Baldur&#039;s Gate The Sword Coast Chronicles wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://wiki.bgtscc.net/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Zhazz"/>
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	<updated>2026-10-17T03:51:19Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.43.0</generator>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Shield_Specialization&amp;diff=16961</id>
		<title>Shield Specialization</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Shield_Specialization&amp;diff=16961"/>
		<updated>2025-08-31T13:38:18Z</updated>

		<summary type="html">&lt;p&gt;Zhazz: Aligned Use with in-game description, and how it actually functions.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===&amp;lt;b&amp;gt;Shield Specialization&amp;lt;/b&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
 Type of Feat: General&lt;br /&gt;
 Prerequisite: Shield proficiency&lt;br /&gt;
 Use: Automatic.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You gain +1 Shield AC when using the selected kind of Shield. (Light / Heavy / Tower)&lt;br /&gt;
&lt;br /&gt;
== Gameplay Notes ==&lt;br /&gt;
The shield AC stacks with other Shield AC, it normally would not. It also stacks with the Man-at-Arms shield AC bonuses.&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
[[Category:Feats]]&lt;br /&gt;
[[Category:Playable Feats]]&lt;/div&gt;</summary>
		<author><name>Zhazz</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Barbarian&amp;diff=11370</id>
		<title>Barbarian</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Barbarian&amp;diff=11370"/>
		<updated>2021-03-16T22:11:14Z</updated>

		<summary type="html">&lt;p&gt;Zhazz: Fixed broken links.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Description==&lt;br /&gt;
[[File:Barbarian.jpg|thumb|327x327px]]&lt;br /&gt;
Barbarians are brave, even reckless warriors whose great strength and heartiness makes them well suited for adventure. Where the fighter would rely on training and discipline, the barbarian enters a berserker state that makes him stronger, tougher, and more determined but less concerned with his health. These spectacular rages leave him winded, and he only has the energy for a few a day, but those usually suffice. He also knows the wild and runs at great speed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Alignment restrictions&#039;&#039;&#039;: &amp;lt;u&amp;gt;Any non-lawful&amp;lt;/u&amp;gt;. Barbarians are wild at heart.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; &#039;&#039;&#039;Ex-barbarians =&#039;&#039;&#039; A barbarian who becomes lawful loses the ability to gain more levels as a barbarian. He retains all the other benefits of the class (damage reduction, fast movement, trap sense, and uncanny dodge).&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== CUSTOM CHANGES for BGTSCC: ===&lt;br /&gt;
* Gains [[Armored Efficiency]] feat at level 8&lt;br /&gt;
* At level 20 he gets a +2 Dodge bonus to AC, this bonus AC is removed while raging.&lt;br /&gt;
* Bonus feat at levels 10/20/30&lt;br /&gt;
* Rage increased by 5 rounds&lt;br /&gt;
* Epic Rage - Lowered STR requirement from 27 to 21&lt;br /&gt;
* Thundering Rage - Lowered STR requirement from 25 to 21&lt;br /&gt;
* The class now has access to the custom Lore: Local and Lore: Nature skills.&lt;br /&gt;
* The class now gets Evasion at Barbarian level 18&lt;br /&gt;
&lt;br /&gt;
==== (Standard) Rage: ====&lt;br /&gt;
&lt;br /&gt;
In rage, a barbarian gains phenomenal strength and durability but becomes reckless and less able to defend himself. He temporarily gains a +4 bonus to Strength, a +4 bonus to Constitution, and a +2 morale bonus on Will saves, Rage lasts for &#039;&#039;&#039;8&#039;&#039;&#039; + Constitution bonus (including bonus from rage) rounds.&lt;br /&gt;
&lt;br /&gt;
* no AC penalty anymore when raging.  &lt;br /&gt;
* If CON loss causes HP to drop to zero or below upon Rage expiring an effect was added to heal the character.&lt;br /&gt;
* Bonus damage applied as 2/3/4/5 (Rage/Greater Rage/Mighty Rage/Epic Rage).&lt;br /&gt;
* Regen 1 for Rage/Greater Rage, increases to Regen 2 with Mighty/Epic Rage.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;nowiki/&amp;gt;===&lt;br /&gt;
==== Whirlwind Frenzy: ====&lt;br /&gt;
At level 1, a barbarian may choose Whirlwind Frenzy instead of Standard Rage.  Whirlwind Frenzy grants +4 Strength, +2 Dodge AC, +2 Reflex saves and an additional attack at the highest AB (does not stack with haste). These bonuses increase to: at Level 11 gains +6 Strength, +3 Dodge AC, +3 Reflex; at Level 20 gains +8 Strength, +4 Dodge AC, +4 Reflex; and with Epic Rage gains +10 Strength, +5 Dodge AC, +5 Reflex. The barbarian that chooses Whirlwind Frenzy does not get Indomitable Will at level 14.  The amount of barbarian rage uses remain the same as the normal version. (Note that the Jun 02, 2017 Update implemented a -2 AC penalty while using a shield while under the effects of a Whirwind Frenzy.  See forum post at https://bgtscc.net/viewtopic.php?f=4&amp;amp;t=2716&amp;amp;p=744842)&lt;br /&gt;
Rage lasts for &#039;&#039;&#039;8&#039;&#039;&#039; + Constitution bonus rounds.&lt;br /&gt;
&lt;br /&gt;
{{Class Feature|HD =12|BAB =H|Hsave =[[Fortitude]]|Lsave =[[Reflex]], [[Will]]|WP =[[Weapon Proficiency (simple)|Simple]] &amp;amp; [[Weapon Proficiency (martial)|Martial]].|AP =[[Armor Proficiency (light)|Light]], [[Armor Proficiency (medium)|Medium]] &amp;amp; [[Shield Proficiency|Shields]]. (except tower shields)&amp;lt;br /&amp;gt;|skill =4|Cskill =[[Craft Armor]], [[Craft Trap]], [[Craft Weapon]], [[Intimidate]], [[Listen]],[[Lore: Local]], [[Lore: Nature]], [[Parry]], [[Survival]], and [[Taunt]].}}&lt;br /&gt;
&lt;br /&gt;
====Additional progression====&lt;br /&gt;
{| cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;0&amp;quot; -&lt;br /&gt;
|-&lt;br /&gt;
|Level&amp;amp;nbsp;||Features gained&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;1||[[Rage]] 1[[per day|/day]], [[Fast movement]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;2||[[Uncanny Dodge]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;3||[[Trap Sense]] +1&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;4||Barbarian rage 2/day&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;5||[http://nwn2.wikia.com/wiki/Improved_Uncanny_Dodge Improved uncanny dodge]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;6||Trap sense +2&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;7||[[Damage reduction]] 1/-&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;8||Barbarian Rage 3/day, [[Armored Efficiency]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;9||Trap sense +3&lt;br /&gt;
|-&lt;br /&gt;
|10||Damage reduction 2/-, &#039;&#039;&#039;&#039;&#039;&amp;lt;u&amp;gt;Bonus Feat&amp;lt;/u&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|11||[[Greater Rage]]&lt;br /&gt;
|-&lt;br /&gt;
|12||Barbarian rage 4/day, Trap sense +4&lt;br /&gt;
|-&lt;br /&gt;
|13||Damage reduction 3/-&lt;br /&gt;
|-&lt;br /&gt;
|14||[[Indomitable Will]]&lt;br /&gt;
|-&lt;br /&gt;
|15||Trap sense +5&lt;br /&gt;
|-&lt;br /&gt;
|16||Damage reduction 4/-, Barbarian rage 5/day&lt;br /&gt;
|-&lt;br /&gt;
|17||[[Tireless Rage]]&lt;br /&gt;
|-&lt;br /&gt;
|18||Trap sense +6, &#039;&#039;&#039;&#039;&#039;&amp;lt;u&amp;gt;[[Evasion]]&amp;lt;/u&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|19||Damage reduction 5/-&lt;br /&gt;
|-&lt;br /&gt;
|20||[[Mighty Rage]], Barbarian rage 6/day, &#039;&#039;&#039;&#039;&#039;&amp;lt;u&amp;gt;Bonus Feat&amp;lt;/u&amp;gt;&#039;&#039;&#039;&#039;&#039;, +2 Dodge AC&lt;br /&gt;
|-&lt;br /&gt;
|21||Trap sense +7&lt;br /&gt;
|-&lt;br /&gt;
|22||Damage reduction 6/-&lt;br /&gt;
|-&lt;br /&gt;
|23&lt;br /&gt;
|-&lt;br /&gt;
|24||Trap sense +8, Barbarian rage 7/day, Bonus Feat&lt;br /&gt;
|-&lt;br /&gt;
|25||Damage reduction 7/-&lt;br /&gt;
|-&lt;br /&gt;
|26||&lt;br /&gt;
|-&lt;br /&gt;
|27||Trap sense +9&lt;br /&gt;
|-&lt;br /&gt;
|28||Damage reduction 8/-, Barbarian rage 8/day, Bonus Feat&lt;br /&gt;
|-&lt;br /&gt;
|29||&lt;br /&gt;
|-&lt;br /&gt;
|30||Trap sense +10, &#039;&#039;&#039;&#039;&#039;&amp;lt;u&amp;gt;Bonus Feat&amp;lt;/u&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
===Rage===&lt;br /&gt;
A barbarian can fly into a screaming blood frenzy a certain number of times per day. &lt;br /&gt;
After rage expires, the barbarian is tired and suffers -2 Strength, -2 Dexterity, and a -10% movement penalty for 5 rounds.&lt;br /&gt;
&lt;br /&gt;
===Fast movement===&lt;br /&gt;
A barbarian has an increase in his base land speed by 10 feet.&lt;br /&gt;
===Uncanny dodge===&lt;br /&gt;
At 2nd level, a barbarian gains the ability to react to danger before his senses would normally allow him to do so. He retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized.&lt;br /&gt;
===Trap sense===&lt;br /&gt;
Starting at 3rd level, a barbarian has an intuitive sense that alerts him to danger from traps, giving him 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 by +1 every three levels in barbarian thereafter (6th, 9th, 12th, 15th, and 18th level).&lt;br /&gt;
===Improved uncanny dodge===&lt;br /&gt;
At 5th level, a barbarian can no longer be flanked. This defense denies another character the option to sneak attack the character by flanking her, unless the attacker has at least four more class levels, in their class which provides sneak attack, than the target does.&lt;br /&gt;
===Damage reduction===&lt;br /&gt;
At 7th level, a barbarian gains the ability to shrug off some amount of injury from each blow or attack. Subtract 1 from the damage the barbarian takes each time he is dealt damage from a weapon or a natural attack. At 10th level, and every three barbarian levels thereafter (13th, 16th, and 19th level), this damage reduction rises by 1 point. This damage reduction stacks with the damage reduction from [[Epic Damage Reduction]] and [[Greater Resiliency]] but does not stack with [[Dwarven Defender damage reduction]] or any other damage reduction, such as one granted by items etc.&lt;br /&gt;
===Greater rage===&lt;br /&gt;
At 11th level, a barbarian&#039;s bonuses to Strength and Constitution during his rage each increase to +6, and his morale bonus on Will saves increases to +3. &lt;br /&gt;
===Indomitable will===&lt;br /&gt;
While in a rage, a barbarian of 14th level or higher gains a +4 bonus on Will saves to resist mind-affecting spells. This bonus stacks with all other modifiers, including the morale bonus on Will saves he also receives during his rage.&lt;br /&gt;
===Tireless rage===&lt;br /&gt;
When a barbarian reaches 17th level, he no longer gets fatigued from using rage and can ignore the penalties to Strength, Dexterity, and movement.&lt;br /&gt;
=== Mighty rage ===&lt;br /&gt;
At 20th level, a barbarian&#039;s bonuses to Strength and Constitution during his rage each increase to +8, and his morale bonus on Will saves increases to +4. &lt;br /&gt;
&lt;br /&gt;
=== Barbarian AC ===&lt;br /&gt;
At level 20 a barbarian&#039;s armor class increases. He gets a +2 Dodge bonus to AC, this bonus AC is removed while raging.&lt;br /&gt;
&lt;br /&gt;
=== Bonus Feats ===&lt;br /&gt;
At levels 10, 20, 30 a barbarian gets to choose a bonus feat&lt;br /&gt;
&lt;br /&gt;
===Epic Barbarian Bonus Feats===&lt;br /&gt;
[[Armor Skin|Armor Skin (Epic)]], [[Epic Toughness]], [[Epic Energy Resistance]], [[Epic Rage]], [[Epic Prowess]], [[Great Strength]], [[Overwhelming Critical]], and [[Thundering Rage]]&lt;/div&gt;</summary>
		<author><name>Zhazz</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Arcane_Archer&amp;diff=11351</id>
		<title>Arcane Archer</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Arcane_Archer&amp;diff=11351"/>
		<updated>2021-03-15T16:26:56Z</updated>

		<summary type="html">&lt;p&gt;Zhazz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Description&#039;&#039;&#039;: ([[Prestige Class]]) Master of the elven warbands, the arcane archer is a warrior skilled in using magic to supplement their combat prowess.  Beyond the woods, arcane archers gain renown throughout entire kingdoms for their supernatural accuracy with a bow and their ability to imbue their arrows with magic.  In a group, they can strike fear into an entire enemy army.&lt;br /&gt;
&lt;br /&gt;
[[Fighter]]s, [[ranger]]s, [[paladin]]s, and [[barbarian]]s become arcane archers to add a little magic to their combat abilities. Conversely, [[wizard]]s and [[sorcerer]]s may take this [[prestige class]] to add combat capabilities to their repertoire.  [[Monk]]s, [[cleric]]s, [[druid]]s, [[rogue]]s and [[bard]]s rarely become arcane archers.&lt;br /&gt;
&lt;br /&gt;
==Requirements==&lt;br /&gt;
&#039;&#039;&#039;[[Race]]&#039;&#039;&#039;: [[Elf]] or [[Half-Elf]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Base attack bonus]]&#039;&#039;&#039;: +6.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[:Category:Feats|Feat]]s&#039;&#039;&#039;: [[Point Blank Shot]], [[Weapon Focus]] ([[longbow]] or [[shortbow]]).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Spell]]casting&#039;&#039;&#039;: Ability to cast 1st-[[spell level|level]] [[arcane]] spells or higher.(This requires 11 of whatever stat you would need to cast such arcane spells). Assassin spellcasting can now qualify for this class.&lt;br /&gt;
&lt;br /&gt;
== Class Features ==&lt;br /&gt;
{{Class base features|hit die=8&lt;br /&gt;
|proficiencies=Weapons ([[Weapon Proficiency (simple)|Simple]], [[Weapon Proficiency (martial)|martial]]), armor ([[Armor Proficiency (light)|light]], [[Armor Proficiency (medium)|medium]]) and [[Shield Proficiency | shield]]s (not including [[Tower Shield Proficiency | Tower Shield]]s)&lt;br /&gt;
|skill pts=4&lt;br /&gt;
|class skills=[[Craft Alchemy]], [[Craft Weapon]], [[Hide]], [[Listen]], [[Move Silently]], [[Spot]], [[Survival]], [[Lore: Arcana]] and [[Lore: Local]] skills.&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;
This class can cross-class the Perform Skill.&lt;br /&gt;
&lt;br /&gt;
== Class Abilities ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Level || Features Gained&lt;br /&gt;
|-&lt;br /&gt;
| 1 || [[Enhance arrow]] +1&lt;br /&gt;
|-&lt;br /&gt;
| 2 || [[Imbue arrow]] x3&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Enhance arrow +2&lt;br /&gt;
|-&lt;br /&gt;
| 4 || [[Seeker arrow]] x1&lt;br /&gt;
|-&lt;br /&gt;
| 5 || Enhance arrow +3&lt;br /&gt;
|-&lt;br /&gt;
| 6 || Seeker arrow x2&lt;br /&gt;
|-&lt;br /&gt;
| 7 || Enhance arrow +4&lt;br /&gt;
|-&lt;br /&gt;
| 8 || [[Hail of arrows]] x1&lt;br /&gt;
|-&lt;br /&gt;
| 9 || Enhance arrow +5&lt;br /&gt;
|-&lt;br /&gt;
| 10 || [[Arrow of death]] x1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Feat Descriptions==&lt;br /&gt;
====Enhance arrow====&lt;br /&gt;
Beginning at 1st level, the arcane archer imbues every non-magical arrow they fire with an enhancement bonus. This bonus is +1 at 1st level, +2 at 3rd level, +3 at 5th level, +4 at 7th level, and +5 at 9th level (this adds to both attack bonus and damage dealt). Enhance arrow&#039;s enchantment bonus stacks with a magical bow&#039;s enhancement bonus. Therefore, for example, a +5 bonus on the arrow and a +3 bonus on the bow equals a +8 to attack and damage.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; This ability actually works with magical arrows as well. Essentially, as long as the Arcane Archer has a bow equipped, they will always be able to apply the entire bonus.&lt;br /&gt;
&lt;br /&gt;
====Imbue arrow====&lt;br /&gt;
Three times [[per day]], a 2nd-level archer may choose to fire a special arrow imbued with the &#039;&#039;[[fireball]]&#039;&#039; spell.  When the arrow hits its target, the &#039;&#039;fireball&#039;&#039; spell detonates from that point, inflicting damage as per the spell as though it were cast by a wizard of the arcane archer&#039;s class level.&lt;br /&gt;
&lt;br /&gt;
====Seeker arrow====&lt;br /&gt;
Once per day, a 4th-level arcane archer may fire an arrow that unerringly flies to its target, ignoring any and all cover, concealment, or other factors.  When this ability is used, no attack roll is made; the target is automatically hit and takes damage as normal.  At 6th level, this ability may be used twice a day.&lt;br /&gt;
&lt;br /&gt;
====Hail of arrows====&lt;br /&gt;
At eighth level, the arcane archer gains the ability to perform this special ability, which automatically fires one arrow at every target within range as a full-round action.  This ability may be used once per day.&lt;br /&gt;
&lt;br /&gt;
====Arrow of death====&lt;br /&gt;
At 10th level, an arcane archer can enchant an arrow once per day that forces a target, if damaged by the arrow to make a Fortitude save or be slain. The Difficulty class of this Fortitude save is set to 20 and can&#039;t be modified.&lt;br /&gt;
[[Category:Prestige Class]]&lt;br /&gt;
[[Category:Playable Class]]&lt;/div&gt;</summary>
		<author><name>Zhazz</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Arcane_Archer&amp;diff=11350</id>
		<title>Arcane Archer</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Arcane_Archer&amp;diff=11350"/>
		<updated>2021-03-15T16:14:24Z</updated>

		<summary type="html">&lt;p&gt;Zhazz: Fixed broken links.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Description&#039;&#039;&#039;: ([[Prestige class]]) Master of the elven warbands, the arcane archer is a warrior skilled in using magic to supplement their combat prowess.  Beyond the woods, arcane archers gain renown throughout entire kingdoms for their supernatural accuracy with a bow and their ability to imbue their arrows with magic.  In a group, they can strike fear into an entire enemy army.&lt;br /&gt;
&lt;br /&gt;
[[Fighter]]s, [[ranger]]s, [[paladin]]s, and [[barbarian]]s become arcane archers to add a little magic to their combat abilities. Conversely, [[wizard]]s and [[sorcerer]]s may take this [[prestige class]] to add combat capabilities to their repertoire.  [[Monk]]s, [[cleric]]s, [[druid]]s, [[rogue]]s and [[bard]]s rarely become arcane archers.&lt;br /&gt;
&lt;br /&gt;
==Requirements==&lt;br /&gt;
&#039;&#039;&#039;[[Race]]&#039;&#039;&#039;: [[Elf]] or [[Half-Elf]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Base attack bonus]]&#039;&#039;&#039;: +6.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Feats]]&#039;&#039;&#039;: [[Point Blank Shot]], [[Weapon Focus]] ([[longbow]] or [[shortbow]]).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Spell]]casting&#039;&#039;&#039;: Ability to cast 1st-[[spell level|level]] [[arcane]] spells or higher.(This requires 11 of whatever stat you would need to cast such arcane spells). Assassin spellcasting can now qualify for this class.&lt;br /&gt;
&lt;br /&gt;
== Class Features ==&lt;br /&gt;
{{Class base features|hit die=8&lt;br /&gt;
|proficiencies=Weapons ([[Weapon Proficiency (simple)|Simple]], [[Weapon Proficiency (martial)|martial]]), armor ([[Armor Proficiency (light)|light]], [[Armor Proficiency (medium)|medium]]) and [[Shield Proficiency | shield]]s (not including [[Tower Shield Proficiency | Tower Shield]]s)&lt;br /&gt;
|skill pts=4&lt;br /&gt;
|class skills=[[Craft Alchemy]], [[Craft Weapon]], [[Hide]], [[Listen]], [[Move Silently]], [[Spot]], [[Survival]], [[Lore: Arcana]] and [[Lore: Local]] skills.&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;
This class can cross-class the Perform Skill.&lt;br /&gt;
&lt;br /&gt;
== Class Abilities ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Level || Features Gained&lt;br /&gt;
|-&lt;br /&gt;
| 1 || [[Enhance arrow]] +1&lt;br /&gt;
|-&lt;br /&gt;
| 2 || [[Imbue arrow]] x3&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Enhance arrow +2&lt;br /&gt;
|-&lt;br /&gt;
| 4 || [[Seeker arrow]] x1&lt;br /&gt;
|-&lt;br /&gt;
| 5 || Enhance arrow +3&lt;br /&gt;
|-&lt;br /&gt;
| 6 || Seeker arrow x2&lt;br /&gt;
|-&lt;br /&gt;
| 7 || Enhance arrow +4&lt;br /&gt;
|-&lt;br /&gt;
| 8 || [[Hail of arrows]] x1&lt;br /&gt;
|-&lt;br /&gt;
| 9 || Enhance arrow +5&lt;br /&gt;
|-&lt;br /&gt;
| 10 || [[Arrow of death]] x1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Feat Descriptions==&lt;br /&gt;
====Enhance arrow====&lt;br /&gt;
Beginning at 1st level, the arcane archer imbues every non-magical arrow they fire with an enhancement bonus. This bonus is +1 at 1st level, +2 at 3rd level, +3 at 5th level, +4 at 7th level, and +5 at 9th level (this adds to both attack bonus and damage dealt). Enhance arrow&#039;s enchantment bonus stacks with a magical bow&#039;s enhancement bonus. Therefore, for example, a +5 bonus on the arrow and a +3 bonus on the bow equals a +8 to attack and damage.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; This ability actually works with magical arrows as well. Essentially, as long as the Arcane Archer has a bow equipped, they will always be able to apply the entire bonus.&lt;br /&gt;
&lt;br /&gt;
====Imbue arrow====&lt;br /&gt;
Three times [[per day]], a 2nd-level archer may choose to fire a special arrow imbued with the &#039;&#039;[[fireball]]&#039;&#039; spell.  When the arrow hits its target, the &#039;&#039;fireball&#039;&#039; spell detonates from that point, inflicting damage as per the spell as though it were cast by a wizard of the arcane archer&#039;s class level.&lt;br /&gt;
&lt;br /&gt;
====Seeker arrow====&lt;br /&gt;
Once per day, a 4th-level arcane archer may fire an arrow that unerringly flies to its target, ignoring any and all cover, concealment, or other factors.  When this ability is used, no attack roll is made; the target is automatically hit and takes damage as normal.  At 6th level, this ability may be used twice a day.&lt;br /&gt;
&lt;br /&gt;
====Hail of arrows====&lt;br /&gt;
At eighth level, the arcane archer gains the ability to perform this special ability, which automatically fires one arrow at every target within range as a full-round action.  This ability may be used once per day.&lt;br /&gt;
&lt;br /&gt;
====Arrow of death====&lt;br /&gt;
At 10th level, an arcane archer can enchant an arrow once per day that forces a target, if damaged by the arrow to make a Fortitude save or be slain. The Difficulty class of this Fortitude save is set to 20 and can&#039;t be modified.&lt;br /&gt;
[[Category:Prestige Class]]&lt;br /&gt;
[[Category:Playable Class]]&lt;/div&gt;</summary>
		<author><name>Zhazz</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Category:Touch_Attack_Spells&amp;diff=11349</id>
		<title>Category:Touch Attack Spells</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Category:Touch_Attack_Spells&amp;diff=11349"/>
		<updated>2021-03-15T15:41:15Z</updated>

		<summary type="html">&lt;p&gt;Zhazz: Removed broken redirect.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Spells]]&lt;/div&gt;</summary>
		<author><name>Zhazz</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Category:Melee_touch_attack_spells&amp;diff=11348</id>
		<title>Category:Melee touch attack spells</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Category:Melee_touch_attack_spells&amp;diff=11348"/>
		<updated>2021-03-15T15:40:47Z</updated>

		<summary type="html">&lt;p&gt;Zhazz: Removed broken redirect,&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This category is for any spells that act as a [[melee]] [[touch attack]].&lt;br /&gt;
[[category:Spells]]&lt;br /&gt;
[[Category:Touch Attack Spells]]&lt;/div&gt;</summary>
		<author><name>Zhazz</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Combat_Related,_Strikes,_Blows_and_Styles&amp;diff=11347</id>
		<title>Combat Related, Strikes, Blows and Styles</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Combat_Related,_Strikes,_Blows_and_Styles&amp;diff=11347"/>
		<updated>2021-03-15T15:37:59Z</updated>

		<summary type="html">&lt;p&gt;Zhazz: Added links to each feat&amp;#039;s respective page. Rearranged feats by use type, and by alphabetical order. Staggering Strike still missing an actual page.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Combat_styles.jpg|thumb|206px]]These feats are custom to Baldurs Gate: The Sword Coast Chronicles. They were implemented based on their Pencil and Paper incarnations.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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&#039;&#039;&#039;Please note that these feats are not currently enabled yet. There is no guarantee that they will go live in this form, or at all.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mode Toggled Feats==&lt;br /&gt;
===[[Athkatlan Triparite]]===&lt;br /&gt;
Type: General / Fighter [Style]&amp;lt;br /&amp;gt;&lt;br /&gt;
Prerequisite: Dex 13&amp;lt;br /&amp;gt;&lt;br /&gt;
Description: You limit yourself to three attacks per round. In exchange you gain both 1 damage dodge AC per lost attack.&amp;lt;br /&amp;gt;&lt;br /&gt;
When dual-wielding, only the attacks of the main hand are limited and the bonuses are applied to attacks with both hands.&amp;lt;br /&amp;gt;&lt;br /&gt;
CAPPED to a maximum bonus of +4.&amp;lt;br /&amp;gt;&lt;br /&gt;
Use: Selected as a mode&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
===[[Northlander Hewing]]===&lt;br /&gt;
Type: General / Fighter [Style] (can be picked as fighter bonus feat)&amp;lt;br /&amp;gt;&lt;br /&gt;
Prerequisite: Strength 13, BAB +5&amp;lt;br /&amp;gt;&lt;br /&gt;
Description: Northlander hewing is a style of combat made famous by the Northern barbarian tribes, who are reknown for the savage strength they can put behind each blow. You limit yourself to 2/3 of your attacks (rounded to nearest integer) each round but do maximum damage with the remaining attacks. You add your strength modifier as extra physical damage. Due to the strength you must put behind your blows you suffer an attack bonus and dodge AC penalty of 2.  Due to the strength you must put behind your blows to hew you also take an attack bonus and dodge AC penalty equal to half the amount of attacks lost in this manner. Northlander hewing is a style of combat made famous by the Northern barbarian tribes, who are reknowned for the savage strength they can put behind each blow.&amp;lt;br /&amp;gt;&lt;br /&gt;
Use: Selected as a mode&lt;br /&gt;
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&lt;br /&gt;
===[[Sembian Fencing]]===&lt;br /&gt;
Type: General / Fighter [Style]&amp;lt;br /&amp;gt;&lt;br /&gt;
Prerequisite: Dexterity 13&amp;lt;br /&amp;gt;&lt;br /&gt;
Description: You limit yourself to two attacks per round but your BAB is raised by two for every lost attack. You additionally gain a tumble skill bonus of twice the amount of attacks lost, and a dexterity bonus for every attack lost, owing to your increased attention on positioning. Additionally you do two points of extra damage when you hit.&amp;lt;br /&amp;gt;&lt;br /&gt;
Use: Selected as a mode&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Selected Use Feats==&lt;br /&gt;
===[[Arterial Strike]]===&lt;br /&gt;
Type of Feat: General&amp;lt;br /&amp;gt;&lt;br /&gt;
Prerequisites: Base Attack Bonus +4, Sneak attack&amp;lt;br /&amp;gt;&lt;br /&gt;
Specifics: If you hit with a sneak attack, you may choose to forgo +ld6 of extra sneak attack damage to deliver a wound that won&#039;t stop bleeding. Each wound caused in this manner saps an extra 2 point of damage per round from the victim, until the victim receives healing. Wounds from multiple arterial strikes result in cumulative bleeding loss (two successful arterial strikes cause an extra 4 points of damage per round until healed). You may deliver only one bleeding wound per attack.&amp;lt;br /&amp;gt;&lt;br /&gt;
Use: Selected&lt;br /&gt;
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===[[Awesome Blow]]===&lt;br /&gt;
Type of Feat: General&amp;lt;br /&amp;gt;&lt;br /&gt;
Prerequisites: Power Attack, Knockdown, Strength 25&amp;lt;br /&amp;gt;&lt;br /&gt;
Specifics: As a standard action, the creature can choose to subtract 4 from its melee attack roll and deliver an awesome blow. If the creature hits a corporeal opponent smaller than itself with an awesome blow, its opponent must succeed on a Reflex save (DC equal to damage dealt) or be knocked flying 10 feet in a direction of the attacking creature&#039;s choice and fall prone. The attacking creature can only push the opponent in a straight line, and the opponent can&#039;t move closer to the attacking creature than the square it started in. If an obstacle prevents the completion of the opponent&#039;s move, the opponent and the obstacle each take 1d6 points of damage, and the opponent stops in the space adjacent to the obstacle.&amp;lt;br /&amp;gt;&lt;br /&gt;
Use: Selected&lt;br /&gt;
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&lt;br /&gt;
===[[Backstab]]===&lt;br /&gt;
Type of Feat: General, Fighter and Rogue&amp;lt;br /&amp;gt;&lt;br /&gt;
Prerequisites: None&amp;lt;br /&amp;gt;&lt;br /&gt;
Specifics: When used on a creature from behind you que an attack action against the target and gain a +2 Attack Bonus for the next round. In order for the backstab to succeed you must be attacking from behind. This ability can be used once per round.&amp;lt;br /&amp;gt;&lt;br /&gt;
Use: Selected&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
===[[Battle Howl]]===&lt;br /&gt;
Type: General / Fighter [Maneuver]&amp;lt;br /&amp;gt;&lt;br /&gt;
Prerequisite: BAB +3&amp;lt;br /&amp;gt;&lt;br /&gt;
Description: Once per turn, you may let out a battle cry during a charge action. The target of the charge makes a Will save of DC 10 + your CHA modifier + 1 for every five ranks in the Intimidate skill. If they fail, they get -2 to hit for 1d4 rounds.&amp;lt;br /&amp;gt;&lt;br /&gt;
Use: Selected&lt;br /&gt;
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&lt;br /&gt;
===[[Blinding Strike]]===&lt;br /&gt;
Type: Rogue&amp;lt;br /&amp;gt;&lt;br /&gt;
Prerequisite: BAB +2&amp;lt;br /&amp;gt;&lt;br /&gt;
Description: As a full attack action, you may make a single attack using your best attack bonus. If you hit, the opponent makes a Fortitude save DC 10 + half your rogue class level + one fifth of your hit dice or is blinded for 1d4 rounds. The DC also increases by one for every 5 Rogue levels. This strike only works once per turn and not on a creature previously hit with Blinding strike within that turn.&amp;lt;br /&amp;gt;&lt;br /&gt;
Use: Selected&lt;br /&gt;
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===[[Brutal Strike]]===&lt;br /&gt;
Type of Feat: General, Fighter&amp;lt;br /&amp;gt;&lt;br /&gt;
Prerequisites: Power Attack, Strength 13, Base attack bonus +6&amp;lt;br /&amp;gt;&lt;br /&gt;
Specifics: If you use your Power Attack feat to increase your damage with a bludgeoning weapon, you can attempt a brutal strike. You must declare your intention before making your attack. If the attack hits and your opponent takes damage, he must make a Fortitude save (DC 10 + your extra damage from the Power Attack feat on the attack) or be sickened for 1 round. You can use this feat once per round during your attack action.&amp;lt;br /&amp;gt;Special: This feat cannot be used against a creature that is not subject to extra damage from critical hits. A fighter can select Brutal Strike as one of his fighter bonus feats.&amp;lt;br /&amp;gt;&lt;br /&gt;
Use: Selected&lt;br /&gt;
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===[[Chiontar Seagull]]===&lt;br /&gt;
Type: General / Fighter [Maneuver]&amp;lt;br /&amp;gt;&lt;br /&gt;
Prerequisite: Dex 14&amp;lt;br /&amp;gt;&lt;br /&gt;
Description: As a full round action, you may make a Tumble check vs the opposed Sense Motive or Spot DC of your opponent. If you succeed, you get a free melee attack against an opponent who loses their DEX bonus to AC. If you fail the check, you are knockeddown and may not attack for one round.&amp;lt;br /&amp;gt;&lt;br /&gt;
Use: Selected&lt;br /&gt;
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===[[Deadeye Shot]]===&lt;br /&gt;
Type of Feat: General&amp;lt;br /&amp;gt;&lt;br /&gt;
Prerequisites: Point Blank Shot, Base Attack Bonus + 4&amp;lt;br /&amp;gt;&lt;br /&gt;
Specifics: By firing just as your ally connects with a blow, you take advantage of the distraction to strike the same enemy when his guard is ruined. If you ready a ranged attack to occur when an ally strikes a particular target, and your ally succeeds, that target loses his Dexterity bonus to AC against your attack.&amp;lt;br /&amp;gt;&lt;br /&gt;
Use: Selected&lt;br /&gt;
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&lt;br /&gt;
===[[Flensing Strike]]===&lt;br /&gt;
Type of Feat: General&amp;lt;br /&amp;gt;&lt;br /&gt;
Prerequisites: Weapon Focus Kama, Exotic Weapon Proficiency&amp;lt;br /&amp;gt;&lt;br /&gt;
Specifics: ing Flensing Strike is a full-round action. Make an attack roll with your kama. If you hit a living, corporeal foe, that creature must make a Fortitude saving throw (DC 10 + 1/2 your character level + your Wis modifier), in addition to taking damage normally. The DC is increased by 2 if you are wielding two kamas (creatures wielding more than two kamas gain no additional bonuses). The target adds his natural armor bonus, if any, as a bonus on this saving throw. A target that fails the saving throw is wracked with pain, receiving a -4 penalty on attack rolls, saves, and checks for 1 minute. Constructs, oozes, plants, undead, incorporeal creatures, creatures immune to extra damage from critical hits, and creatures with a special immunity to pain are not susceptible to this feat.&amp;lt;br /&amp;gt;&lt;br /&gt;
Use: Selected&lt;br /&gt;
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===[[Frontline Archer]]===&lt;br /&gt;
Type of Feat: General&amp;lt;br /&amp;gt;&lt;br /&gt;
Prerequisites: Dexterity 15, Weapon Focus (longbow), Lightning Reflexes&amp;lt;br /&amp;gt;&lt;br /&gt;
Specifics: You may use your Longbow to do a Melee Trip attack. If successful, you follow up on the trip attempt with a melee Longbow attack, which does damage equal to a Club of the same size. If the bow is magical, it is treated as a magic weapon for overcoming Damage Reduction. You gain a +4 bonus on your trip attempt as if you have Improved Knockdown. (but not another +4 if you actually have it). Using this feat starts the cooldown on Knockdown.&amp;lt;br /&amp;gt;&lt;br /&gt;
Use: Selected&lt;br /&gt;
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&lt;br /&gt;
===[[Low Blow]]===&lt;br /&gt;
Type of Feat: General&amp;lt;br /&amp;gt;&lt;br /&gt;
Prerequisites: Base Attack Bonus +4, Mobility&amp;lt;br /&amp;gt;&lt;br /&gt;
Specifics: As a full-round action, you can enter an area occupied by an opponent who is at least one size category larger than you. You can then make a single melee attack at your highest attack bonus against this creature, who is considered flat-footed against the attack. After your attack, you return to the 5-foot square from which you entered the opponent&#039;s square. Using this feat does not provoke an attack of opperunity.&amp;lt;br /&amp;gt;&lt;br /&gt;
Use: Selected&lt;br /&gt;
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===Staggering Strike===&lt;br /&gt;
Type of Feat: General&amp;lt;br /&amp;gt;&lt;br /&gt;
Prerequisites: Base Attack Bonus +6, Sneak attack&amp;lt;br /&amp;gt;&lt;br /&gt;
Specifics: If you deal damage with a melee sneak attack, you can also deliver a wound that limits your foe&#039;s mobility. For 1 round, your target is treated as if it were staggered, even if its nonlethal damage doesn&#039;t exactly equal its current hit points. A target can resist this effect by making a successful Fortitude save (DC equal to damage dealt). Multiple staggering strikes on the same creature do not stack. This feat has no effect on creatures not subject to sneak attack damage.&amp;lt;br /&amp;gt;&lt;br /&gt;
Use: Selected&lt;br /&gt;
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===[[Sudden Willow Strike]]===&lt;br /&gt;
Type of Feat: General&amp;lt;br /&amp;gt;&lt;br /&gt;
Prerequisites: Stunning Fist, Weapon Focus (quarterstaff), Dex 13, Wis 13&amp;lt;br /&amp;gt;&lt;br /&gt;
Specifics: Your monastic training allows great precision with your quarterstaff. You can lash out swiftly and strike foes in vulnerable areas, stunning them.&amp;lt;br /&amp;gt;Special: You can use your Stunning Fist feat with quarterstaff attacks.&amp;lt;br /&amp;gt;&lt;br /&gt;
Use: Selected&lt;br /&gt;
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===[[Turmish Flourish]]===&lt;br /&gt;
Type: General / Fighter [Style]&amp;lt;br /&amp;gt;&lt;br /&gt;
Prerequisite: Improved Initiative, BAB +3&amp;lt;br /&amp;gt;&lt;br /&gt;
Description: Once every five rounds, while in parry mode, you may make a free attack at your best attack bonus against the opponent you last attacked. You must pass a tumble DC check of 10 + The Sensemotive ranks of your adversary in order to not provoke an attack of oppertunity. The DC of this check is increased by 2 for every nearby enemy attacking you. If the opponents spot skill has five more ranks than his sense motive skill, that skill is used to determine the DC instead. In that case the DC total suffers a -4 penalty however.&amp;lt;br /&amp;gt;&lt;br /&gt;
Use: Selected&lt;br /&gt;
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&#039;&#039;Feats curtesy of Rasael, testing by the Quality Control Team. Implementation on the server by Luna&#039;&#039;&lt;br /&gt;
[[Category:Feats]]&lt;br /&gt;
[[Category:Feats in development]]&lt;/div&gt;</summary>
		<author><name>Zhazz</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Athktatlan_Triparite&amp;diff=11344</id>
		<title>Athktatlan Triparite</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Athktatlan_Triparite&amp;diff=11344"/>
		<updated>2021-03-15T15:04:00Z</updated>

		<summary type="html">&lt;p&gt;Zhazz: Zhazz moved page Athktatlan Triparite to Athkatlan Triparite: Misspelling in page name.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Athkatlan Triparite]]&lt;/div&gt;</summary>
		<author><name>Zhazz</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Athkatlan_Triparite&amp;diff=11343</id>
		<title>Athkatlan Triparite</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Athkatlan_Triparite&amp;diff=11343"/>
		<updated>2021-03-15T15:04:00Z</updated>

		<summary type="html">&lt;p&gt;Zhazz: Zhazz moved page Athktatlan Triparite to Athkatlan Triparite: Misspelling in page name.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== &#039;&#039;&#039;Athkatlan Triparite&#039;&#039;&#039; ===&lt;br /&gt;
 Type of Feat: General / Fighter [Style]&lt;br /&gt;
 Prerequisite: DEX 13&lt;br /&gt;
 Use: Selected (mode)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You limit yourself to three attacks per round. In exchange you gain both 1 damage and dodge AC per lost attack.&lt;br /&gt;
&lt;br /&gt;
When dual-wielding, only the attacks of the main hand are limited, while the bonuses are applied to attacks with both hands.&lt;br /&gt;
&lt;br /&gt;
CAPPED to a maximum bonus of +4.&lt;br /&gt;
&lt;br /&gt;
== Gameplay Notes ==&lt;br /&gt;
This style (as well as Sembian Fencing) will instantly deactivate upon casting any spell.&lt;br /&gt;
&lt;br /&gt;
This style will instantly deactivate upon equipping/unequipping an item, making it incompatible with polymorph effects (Shapechange, Wild Shape, Bear Form, etc...)&lt;br /&gt;
&lt;br /&gt;
Does not work with other combat style feats (e.g. Sembian Fencing) but works with combat stances (e.g. Power Attack/Combat Expertise).&lt;br /&gt;
&lt;br /&gt;
Does work with Monk´s Flurry and Greater Flurry. Your Attacks per Round are still reduced to your 3 highest AB, but you will get extra Damage and AC for the loss of the extra attacks from Flurry.&lt;br /&gt;
&lt;br /&gt;
As of 8/8/18 update the bonus AC and damage was capped to a maximum of +4.&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
[[Category:Feats]]&lt;br /&gt;
[[Category:Combat Style]]&lt;br /&gt;
[[Category:Feats in development]]&lt;br /&gt;
[[Category:Combat feat]]&lt;/div&gt;</summary>
		<author><name>Zhazz</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Athkatlan_Triparite&amp;diff=11342</id>
		<title>Athkatlan Triparite</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Athkatlan_Triparite&amp;diff=11342"/>
		<updated>2021-03-15T15:02:51Z</updated>

		<summary type="html">&lt;p&gt;Zhazz: Ease-of-read change to the description.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== &#039;&#039;&#039;Athkatlan Triparite&#039;&#039;&#039; ===&lt;br /&gt;
 Type of Feat: General / Fighter [Style]&lt;br /&gt;
 Prerequisite: DEX 13&lt;br /&gt;
 Use: Selected (mode)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You limit yourself to three attacks per round. In exchange you gain both 1 damage and dodge AC per lost attack.&lt;br /&gt;
&lt;br /&gt;
When dual-wielding, only the attacks of the main hand are limited, while the bonuses are applied to attacks with both hands.&lt;br /&gt;
&lt;br /&gt;
CAPPED to a maximum bonus of +4.&lt;br /&gt;
&lt;br /&gt;
== Gameplay Notes ==&lt;br /&gt;
This style (as well as Sembian Fencing) will instantly deactivate upon casting any spell.&lt;br /&gt;
&lt;br /&gt;
This style will instantly deactivate upon equipping/unequipping an item, making it incompatible with polymorph effects (Shapechange, Wild Shape, Bear Form, etc...)&lt;br /&gt;
&lt;br /&gt;
Does not work with other combat style feats (e.g. Sembian Fencing) but works with combat stances (e.g. Power Attack/Combat Expertise).&lt;br /&gt;
&lt;br /&gt;
Does work with Monk´s Flurry and Greater Flurry. Your Attacks per Round are still reduced to your 3 highest AB, but you will get extra Damage and AC for the loss of the extra attacks from Flurry.&lt;br /&gt;
&lt;br /&gt;
As of 8/8/18 update the bonus AC and damage was capped to a maximum of +4.&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
[[Category:Feats]]&lt;br /&gt;
[[Category:Combat Style]]&lt;br /&gt;
[[Category:Feats in development]]&lt;br /&gt;
[[Category:Combat feat]]&lt;/div&gt;</summary>
		<author><name>Zhazz</name></author>
	</entry>
</feed>