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	<updated>2026-04-19T12:57:18Z</updated>
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	<entry>
		<id>http://sundren.games/wiki/index.php?title=Mage_Killer&amp;diff=1425</id>
		<title>Mage Killer</title>
		<link rel="alternate" type="text/html" href="http://sundren.games/wiki/index.php?title=Mage_Killer&amp;diff=1425"/>
		<updated>2008-05-27T01:15:22Z</updated>

		<summary type="html">&lt;p&gt;99.239.179.69: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Mage Killer==&lt;br /&gt;
&lt;br /&gt;
Description: Mage-killers are a rare breed. They master magic designed for combat against other spellcasters. They learn not only combat skills such as might be taight to a warrior, but also spells that target the weaknesses of their foes. Some use traps, others use weapons, but all hone their magical skills to a fine point, for it is those skills that distinguish them from the usual run of hunters and killers. They develop friendships with the sorts of people who can lead them to their foes, but the dirty buisness of overcoming those foes they take upon their own shoulders.&lt;br /&gt;
&lt;br /&gt;
Most mage-killers are essentially bounty hunters specializing in a particular sort of prey. Some, however, follow such a path out of religious conviction. Ironiclly, followers of both Azuth and Sahr use mage-killers in the pursuit of their respective deity&#039;s aims. &lt;br /&gt;
&lt;br /&gt;
The church of Azuth believes in the responsible use of magic. This prevents others not gifted in the Art from treating all spellcasters as enemies, but also preserves the very Weave itself. Azuth&#039;s followers usually first offer warning to any spellcaster who abuses the powers he possesses. Failing htat, however, they increase the response, until at last they are forced to send a mage-killer to defeat the reckless spellcaster.&lt;br /&gt;
&lt;br /&gt;
Shar&#039;s followers, of course, concern themselves with the Weave only insofar as it affects the Shadow Weave. their mage-killers instead seek out prominent Weave users and kill tehm publicly as a warning to those who oppose their deity and as a emonstration of the power of the Shadow Weave. Through such means, Shar&#039;s followers hope to weaken Mystra&#039;s power over magic. So far, her followers have had little success in the weakening of Mystra&#039;s might, since the sorts of spells they prefer are not all so well suited to overcoming other spellcasters. What mages they have killed were often as not taken down by her deadly Dark Moon sorecerer-monks. But if they seem, on the surface, less well suited to the taks of killing other spellcasters, their fanantical devotion to their deity&#039;s cause more then makes up for it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Requirements===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills:&#039;&#039;&#039; Spellcraft 10 ranks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Feats:&#039;&#039;&#039; Ligtning Reflexes, Greater Fortutidue, Combat Casting, Martial Weapon Proficiency&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spells:&#039;&#039;&#039; Able to cast 4th level spells (divine &#039;&#039;or&#039;&#039; arcane)&lt;br /&gt;
&lt;br /&gt;
===Class Skills===&lt;br /&gt;
&lt;br /&gt;
* Concentration &lt;br /&gt;
* Crafting Weapon&lt;br /&gt;
* Crafting Armor&lt;br /&gt;
* Crafting Alchemy&lt;br /&gt;
* Craft Trap&lt;br /&gt;
* Intimidate&lt;br /&gt;
* Spellcraft&lt;br /&gt;
* Knowledge: Any&lt;br /&gt;
* Gather Information&lt;br /&gt;
&lt;br /&gt;
Skill Points at Each Level: 2 + INT modifier.&lt;br /&gt;
Hit Die: d4.&lt;br /&gt;
High Saving Throw: Will.&lt;br /&gt;
Base Attack Bonus: Low.&lt;br /&gt;
&lt;br /&gt;
===Class Features===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapons and Armor Proficiency:&#039;&#039;&#039; Mage-killers gain no proficiency with any weapon or armor.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spells per Day:&#039;&#039;&#039; A mage-killer&#039;s training focuses on magic. Thus when a character gains a new level of mage-killer, she gains new spells per day as if she had also gained a level in whatever spellcasting class she belonged to before she added the prestige class. She does not, however, gain any of the other benefits a character of that class would have gained (improved chance of turning undead, metamagic or item creation feats, and so on).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Improved Saves:&#039;&#039;&#039; The mage-killer learns to improve his resistance to the very sort of spells he uses against others. At 1st level and every odd-numbered level thereafter, he gains a +1 bonus on his Fortitude and Reflex saves. These bonuses stack.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Augment Summoning:&#039;&#039;&#039; At 2nd level, the character gains the Augment Summoning feat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spell Focus Feats:&#039;&#039;&#039; At 4th, 6th, 8th, and 10th Level the character gains a Spell Focus Feat in this order: Conjuration, Transmutation, Evocation, Necromancy&lt;/div&gt;</summary>
		<author><name>99.239.179.69</name></author>
	</entry>
	<entry>
		<id>http://sundren.games/wiki/index.php?title=Darkwood_Stalker&amp;diff=1424</id>
		<title>Darkwood Stalker</title>
		<link rel="alternate" type="text/html" href="http://sundren.games/wiki/index.php?title=Darkwood_Stalker&amp;diff=1424"/>
		<updated>2008-05-27T01:12:21Z</updated>

		<summary type="html">&lt;p&gt;99.239.179.69: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Darkwood Stalker==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;PRESTIGE CLASS: This class is not available at character creation and must be unlocked by meeting special requirements, listed below&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Description: Elves and orcs are ancient foes, their enmity dating back to times before humans walked the land. Some elves train as elite hunters of the hated orcs. These hunters, called darkwood stalkers among the elves,pursue their age-old enemies with grim determination.&lt;br /&gt;
Darkwood stalkers usually come from the ranks of elf (or half-elf) rangers and rogues, although the rare elf barbarian can follow this path as well. Fighters and paladins make poor darkwood stalkers without gaining at least one level in ranger or rogue. Spell casters rarely take up the mantle of the darkwood stalkerm although druids willing to forgoe spellcasting can fit well into the order&lt;br /&gt;
&lt;br /&gt;
Most darkwood stalkers are affiliated with elven military units, although some are lone scouts or field agents.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Requirements===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Race:&amp;lt;/b&amp;gt; Elf or Half-Elf&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Base Attack Bonus:&amp;lt;/b&amp;gt; +5&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Skills:&amp;lt;/b&amp;gt; Hide 5 Ranks, Listen 5 Ranks, Move Silently 5 Ranks, Spot 5 Ranks, Survival 5 Ranks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Feats:&amp;lt;/b&amp;gt; Dodge, Track.&lt;br /&gt;
&lt;br /&gt;
===Class Skills===&lt;br /&gt;
The class skills of the Darkwood Stalker are:&lt;br /&gt;
&lt;br /&gt;
* Climb&lt;br /&gt;
* Crafting&lt;br /&gt;
* Heal&lt;br /&gt;
* Hide&lt;br /&gt;
* Jump&lt;br /&gt;
* Knowledge (Nature)&lt;br /&gt;
* Listen&lt;br /&gt;
* Move Silently&lt;br /&gt;
* Search&lt;br /&gt;
* Spot&lt;br /&gt;
* Survival&lt;br /&gt;
* Swim&lt;br /&gt;
* Use Rope&lt;br /&gt;
&lt;br /&gt;
===Class Features===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Base Attack Bonus:&amp;lt;/b&amp;gt; High&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;High Saves:&amp;lt;/b&amp;gt; Reflex and Fortitude&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Weapon Proficiencies:&amp;lt;/b&amp;gt; Darkwood Stalkers gain no weapon proficiencies.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Armor Proficiencies:&amp;lt;/b&amp;gt;Darkwood Stalkers gain no armor proficiencies.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Skill Points:&amp;lt;/b&amp;gt; 4 + Int Modifier.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Ancient Foe:&amp;lt;/b&amp;gt; At 1st level, the darkwood stalker gains Favored Enemy: Orc. At 4th level he gains Favored Enemy: Half-Orc. At 7th Level he gains Imp Favored Enemy: Orc. At 10th level he gains Imp Favored Enemy: Half-Orc. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Uncanny Dodge:&amp;lt;/b&amp;gt; Starting at 2nd level, a darkwood stalker gains the ability to react to danger before his senses would normally allow him to do so. He retains his Dexterity bonus to Armor Class (if any) regardless of being caught flat-footed or struck by an invisible attacker. He still loses his Dexterity bonus to AC if immobilized.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Improved Uncanny Dodge:&amp;lt;/b&amp;gt; At 5th level and higher, a darkwood stalker can no longer be flanked, since he can react to opponents on opposites sides of him as easily as he can react to a single attacker. This defense denies other characters the ability to use flank attacks to sneak attack him. The exception to this defense is that a rogue of at least 4 levels higher then the character can flank him (and thus sneak attack him).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Dark Vision:&amp;lt;/b&amp;gt; Although stealthy and keen-eyed, the darkwood stalker is often at a disadvantage against orcs when fighting in darkness. Long ago, elven sages developed a ritual to allow the most dedicated stalkers to overcome thei disadvantage. At 4th level, a darkwood stalker gains darkvision.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Sneak Attack:&amp;lt;/b&amp;gt;  At 3rd level and every 3 levels afterwards, the darkwoods stalker gains sneak attack +1d6, culminating at 9th level with +3d6.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Defensive Roll: &amp;lt;/b&amp;gt; At 8th level the darkwood stalker gains the defensive roll feat identical to the rogue class feat.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Death Attack: &amp;lt;/b&amp;gt; Identical to the assassin class ability except that the DC is 10 + int modifier. Gained at 10th Level.&lt;/div&gt;</summary>
		<author><name>99.239.179.69</name></author>
	</entry>
	<entry>
		<id>http://sundren.games/wiki/index.php?title=Dark_Hunter&amp;diff=1423</id>
		<title>Dark Hunter</title>
		<link rel="alternate" type="text/html" href="http://sundren.games/wiki/index.php?title=Dark_Hunter&amp;diff=1423"/>
		<updated>2008-05-27T01:08:53Z</updated>

		<summary type="html">&lt;p&gt;99.239.179.69: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Dark Hunter==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;PRESTIGE CLASS: This class is not available at character creation and must be unlocked by meeting special requirements, listed below&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Description: Dark hunters specialize in hunting down and eliminating creatures in the dark, twisting caves of the Underdark, often protecting underground communities or those people who make their living under the eart (such as miners or hunters). They use stealth, ambush, and deception to single out foes and remove them one by one. A typical strategy is to locate the enemy, then hide against a nearby wall of earth or stone. The dark hunter then waits for her enemy to pass by, leaping out to attack when the target least expects it. A dark hunter uses her knowledge of underground terrain to find the best areas to create pits, cave-ins, and rockslides, often enabling her to eliminate the enemy without drawing her axe. If a dark hunter is outnumbered, she retreats into the darkness, hiding until she can pick off individual targets.&lt;br /&gt;
Because they spend so much time in the stark wilderness of caves and caverns, dark hunters are slightly ostracized by other members of society. Most individuals live among others of their own kind, so the rootless existence of the dark hunter seems like a social aberration. Still, grat honor is to be found in protecting the clan from attack, so dark hunters are given respect. None of this concerns the individual, who cares little for what others think; she finds purpose in what she does every time she brings down another one of her enemies. She prefers to work alone, but also knows that cooperation with others has its advantages.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Requirements===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base Attack Bonus:&#039;&#039;&#039; +5&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills:&#039;&#039;&#039; Craft Traps 5 Ranks, Knowledge (Dungeoneering) 2 Ranks, Move Silently 2 Ranks, Survival 2 Ranks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Feats:&#039;&#039;&#039;  Blind-Fight, Track.&lt;br /&gt;
&lt;br /&gt;
===Class Skills===&lt;br /&gt;
The class skills of the Dark Hunter are:&lt;br /&gt;
&lt;br /&gt;
* Climb&lt;br /&gt;
* Concentration&lt;br /&gt;
* Crafting&lt;br /&gt;
* Disable Device&lt;br /&gt;
* Hide&lt;br /&gt;
* Knowledge (Dungeoneering)&lt;br /&gt;
* Listen&lt;br /&gt;
* Move Silently&lt;br /&gt;
* Spot&lt;br /&gt;
* Survival&lt;br /&gt;
* Swim&lt;br /&gt;
* Use Rope&lt;br /&gt;
&lt;br /&gt;
===Class Features===&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;Weapon Proficiencies:&#039;&#039;&#039; Dark hunters gain no weapon proficiencies.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor Proficiencies:&#039;&#039;&#039; Dark hunters gain no armor proficiencies.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skill Points:&#039;&#039;&#039; 4 + Int Modifier.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hit Dice:&#039;&#039;&#039; D8&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Improved Stone Cunning:&#039;&#039;&#039; At first level, a dark hunter gains the stone cunning ability possessed by dwarves, or, if the character already has the ability, she increases her bonus from +2 to +4 on the checks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Darkvision:&#039;&#039;&#039; Dark hunters spend most of their lives in the darkest caverns they can find. As a dark hunter&#039;s skills improve, her almost mystical understanding of the deep caverns sharpens her inborn visual acuity. She gains Darkvision at 2nd level.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sneak Attack:&#039;&#039;&#039;  Functions identicly to the rogue ability. Gained at 3rd Level.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stone&#039;s Hue:&#039;&#039;&#039; When underground, a dark hunter can take on the coloration of the stone, and may seem to blend into the surface of a wall. As long as she reamins underground, she gains a +10 bonus to the hide skill at 4th level.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Death Attack:&#039;&#039;&#039; Brand new reworked death attack ability similar to PNP. The DC is 10 + int modifier. Gained at 5th Level.&lt;/div&gt;</summary>
		<author><name>99.239.179.69</name></author>
	</entry>
	<entry>
		<id>http://sundren.games/wiki/index.php?title=Combat_Medic&amp;diff=1422</id>
		<title>Combat Medic</title>
		<link rel="alternate" type="text/html" href="http://sundren.games/wiki/index.php?title=Combat_Medic&amp;diff=1422"/>
		<updated>2008-05-27T01:02:38Z</updated>

		<summary type="html">&lt;p&gt;99.239.179.69: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Combat Medic==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;PRESTIGE CLASS:  This class is not available at character creation and must be unlocked by meeting special requirements, listed below.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Description: On the front lines of battle, injury is inevitable. Where the carnage is at its worst, the combat medic can be found, keeping her allies alive and tending to the fallen. For a combat medic, the goal is not to kill the enemy  but to make sure the enemy does not kill her troops. Her ability to keep forces fighting makes her invaluable to an army. She is entrusted with the care of the best forces available, sometimes even assigned to elite strike teams.&lt;br /&gt;
&lt;br /&gt;
===Requirements===&lt;br /&gt;
To qualify to become a Combat Medic, a character must fulfill the following criteria:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Alignment:&#039;&#039;&#039; Any Non-Evil.&lt;br /&gt;
* &#039;&#039;&#039;Skills:&#039;&#039;&#039; Concentration 4 Ranks, Heal 8 Ranks.&lt;br /&gt;
* &#039;&#039;&#039;Feats:&#039;&#039;&#039; Combat Casting, Dodge.&lt;br /&gt;
* &#039;&#039;&#039;Spells:&#039;&#039;&#039; Can Cast 1st Level Divine Spells&lt;br /&gt;
&lt;br /&gt;
===Class Skills===&lt;br /&gt;
The class skills of the Combat Medic are:&lt;br /&gt;
&lt;br /&gt;
* Concentration&lt;br /&gt;
* Crafting&lt;br /&gt;
* Diplomacy&lt;br /&gt;
* Heal&lt;br /&gt;
* Knowledge (History)&lt;br /&gt;
* Knowledge (Religion)&lt;br /&gt;
* Profession&lt;br /&gt;
* Ride&lt;br /&gt;
* Spellcraft&lt;br /&gt;
* Spot&lt;br /&gt;
&lt;br /&gt;
===Class Features===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base Attack Progression:&#039;&#039;&#039; Low&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skill Points at Each Level:&#039;&#039;&#039; 2 + Intelligence Modifier&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hit Dice:&#039;&#039;&#039; D6&lt;br /&gt;
&lt;br /&gt;
As she advances in level, a combat medic gains abilities that enhance her healing skills. She also continues to gain spellcasting power. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spellcasting:&#039;&#039;&#039; As you attain more levels, you continue your training in your chosen spellcasting field. At each level except first, you get new spells per day and spells known as if you had also gained a level in any one divine spellcasting class, provided you belonged to that class previously. You do not, however, gain any other class feature a character of that class would have gained. This essentially means that you add the level of combat medic to the level of whatever eligible spellcasting class you have, and then determine spells per day and caster levels accordingly. If you had more than one eligible spellcasting class before becoming a combat medic, you must decide to which class you add each level of combat medic for the purposes of determining spells per day, spells known, and caster level. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Healing Kicker (Su):&#039;&#039;&#039; You hate to see your careful work ruined by an attack made right afterward. Thus, you can  add a short-term protective effect to your healing spells, allowing a healed target to more easily survive the rigors of combat. Whenever you cast a conjuration (healing) spell on an ally, you imbue the spell with a secondary effect as described below. In each case, the secondary effect lasts for 1 round unless otherwise noted.  You can’t apply this secondary benefit to yourself. This will effect all spells healing spells  except Mass Heal.&lt;br /&gt;
&lt;br /&gt;
At 1st level, you can imbue a healing spell with a sanctuary effect (as the spell). The Will save DC to overcome this effect is equal to 11 + class level (of combat medic) + Wisdom modifier. &lt;br /&gt;
At 3rd level, you can grant the target of your healing spell a competence bonus on Reflex saves equal to your class level. &lt;br /&gt;
At 5th level, you can imbue a healing spell with a maximized aid effect (as the spell, but the quantity of temporary hit points granted is equal to 8 + your class level). This effect lasts for 1 minute or until the temporary hit points are depleted, whichever comes first. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Defensive Casting (Ex):&#039;&#039;&#039; Starting at 2nd level, you are capable of spellcasting even under the most dangerous circumstances. You gain a competence bonus equal to your class level on Concentration checks made to cast spells defensively. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Field Healer (Ex):&#039;&#039;&#039; At 2nd level, you become adept at administering first aid quickly and while under duress. You gain a +5 to your heal skill. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mobility:&#039;&#039;&#039; You frequently find it necessary to dive into a pitched melee in order to heal a comrade. As a result, you gain Mobility as a bonus feat at 3rd level. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Evasion (Ex):&#039;&#039;&#039; Beginning at 4th level, you can avoid damage from certain attacks with a successful Reflex save. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heal:&#039;&#039;&#039; At 5th level, you gain the ability to cast Mass Heal once per day.&lt;/div&gt;</summary>
		<author><name>99.239.179.69</name></author>
	</entry>
	<entry>
		<id>http://sundren.games/wiki/index.php?title=Classes&amp;diff=1421</id>
		<title>Classes</title>
		<link rel="alternate" type="text/html" href="http://sundren.games/wiki/index.php?title=Classes&amp;diff=1421"/>
		<updated>2008-05-27T00:54:55Z</updated>

		<summary type="html">&lt;p&gt;99.239.179.69: /* Open Prestige Classes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Open Classes==&lt;br /&gt;
The following classes are open by default to all Sundren players:&lt;br /&gt;
&lt;br /&gt;
* [[Barbarian]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Bard]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Cleric]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Druid]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Favoured Soul]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Fighter]]&amp;lt;br&amp;gt; &lt;br /&gt;
* [[Monk]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Paladin]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Ranger]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Rogue]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Sorcerer]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Spirit Shaman]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Wizard]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Open Prestige Classes==&lt;br /&gt;
The following PRC&#039;s are open by default to all Sundren players.&lt;br /&gt;
&lt;br /&gt;
* [[Arcane Scholar of Candlekeep]]&lt;br /&gt;
* [[Arcane Archer]]&lt;br /&gt;
* [[Arcane Trickster]]&lt;br /&gt;
* [[Assassin]]&lt;br /&gt;
* [[Blackguard]]&lt;br /&gt;
* [[Combat Medic]] (Custom PRC) &lt;br /&gt;
* [[Dark Hunter]] (Custom PRC) &lt;br /&gt;
* [[Darkwood Stalker]] (Custom PRC) &lt;br /&gt;
* [[Divine Champion]]&lt;br /&gt;
* [[Duelist]]&lt;br /&gt;
* [[Dwarven Defender]]&lt;br /&gt;
* [[Eldritch Knight]] &lt;br /&gt;
* [[Frenzied Berserker]]&lt;br /&gt;
* [[Invisible Blade]]&lt;br /&gt;
* [[Mage Killer]] (Custom PRC) &lt;br /&gt;
* [[Palemaster]]&lt;br /&gt;
* [[Sacred Fist]]&lt;br /&gt;
* [[Shadowdancer]]&lt;br /&gt;
* [[Warpriest]]&lt;br /&gt;
* [[Weapon Master]]&lt;br /&gt;
&lt;br /&gt;
==Locked Classes - Hidden Access==&lt;br /&gt;
Locked classes require a player finding the right NPC, completing a quest, or otherwise &amp;quot;unlocking&amp;quot; the potential to take that class.&lt;br /&gt;
&lt;br /&gt;
* [[Dreadmaster of Bane]] &#039;&#039;(Custom PRC)&#039;&#039;&lt;br /&gt;
* [[Harper Agent]]&lt;br /&gt;
* [[Ice Fury of Auril]] &#039;&#039;(Custom PRC)&#039;&#039;&lt;br /&gt;
* [[Master of Many Forms]] &#039;&#039;(Custom PRC)&#039;&#039;&lt;br /&gt;
* [[Nature&#039;s Warrior]] &#039;&#039;(Custom PRC)&#039;&#039;&lt;br /&gt;
* [[Red Wizard of Thay]]&lt;br /&gt;
* [[Shadow Thief of Amn]]&lt;br /&gt;
* [[Stormlord of Talos]]&lt;br /&gt;
* [[Dragon Disciple]]&lt;br /&gt;
* [[Thayan Knight]] &#039;&#039;(Custom PRC)&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: Sundren has implemented many PRC&#039;s that do not appear in the traditional NWN2 campaign, or expansion.&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Classes Unavailable for Play==&lt;br /&gt;
The following classes are unavailable for play in Sundren at this time upon character creation. This has not always been so, and may or may not be open to change in the near future.&lt;br /&gt;
&lt;br /&gt;
* [[Neverwinter Nine]]&lt;br /&gt;
* [[Warlock]]&lt;br /&gt;
&lt;br /&gt;
==Cleric domains==&lt;/div&gt;</summary>
		<author><name>99.239.179.69</name></author>
	</entry>
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