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	<updated>2026-04-09T03:05:04Z</updated>
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	<entry>
		<id>http://sundren.games/wiki/index.php?title=Shadowbane_Stalker&amp;diff=5038</id>
		<title>Shadowbane Stalker</title>
		<link rel="alternate" type="text/html" href="http://sundren.games/wiki/index.php?title=Shadowbane_Stalker&amp;diff=5038"/>
		<updated>2009-09-12T02:36:25Z</updated>

		<summary type="html">&lt;p&gt;Fezzik: /* Requirements */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Shadowbane 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: Those they name as heretics or servants of evil call them zealots. Those they protect from darkness call them saviors. Whatever their label, shadowbane stalkers rank as some of the most feared individuals wherever they go. A shadowbane stalker serves her order or church through acting as its eye in the night, seeking out the evils hidden among civilisation. Of course, with the divine gifts she wields to further her faith&#039;s purposes, she is also capable of taking them out quickly and efficiently in case it is deemed necessary for the greater good.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Requirements===&lt;br /&gt;
To qualify to become a Shadowbane Stalker, a character must fulfill all the following criteria.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Alignment:&#039;&#039;&#039; Any Good.&lt;br /&gt;
* &#039;&#039;&#039;Spells:&#039;&#039;&#039; Able to cast 1st level divine spells (as a Cleric, Favored Soul or Paladin).&lt;br /&gt;
* &#039;&#039;&#039;Skills:&#039;&#039;&#039; Gather Information 8 ranks, Search 4 ranks, Sense Motive 4 ranks. &lt;br /&gt;
* &#039;&#039;&#039;Feats:&#039;&#039;&#039; Shadow, Godsbane.&lt;br /&gt;
* &#039;&#039;&#039;Special:&#039;&#039;&#039; Sneak Attack.&lt;br /&gt;
&lt;br /&gt;
===Class Skills===&lt;br /&gt;
The class skills of the Shadowbane Stalker are: &lt;br /&gt;
* Appraise&lt;br /&gt;
* Balance&lt;br /&gt;
* Climb&lt;br /&gt;
* Concentration&lt;br /&gt;
* Craft: Alchemy&lt;br /&gt;
* Craft: Weaponsmithing&lt;br /&gt;
* Craft: Tailoring &amp;amp; Leatherwork&lt;br /&gt;
* Craft Trap &amp;amp; Contraption Making&lt;br /&gt;
* Decipher Script&lt;br /&gt;
* Disable Device&lt;br /&gt;
* Escape Artist&lt;br /&gt;
* Gather Information&lt;br /&gt;
* Heal&lt;br /&gt;
* Hide&lt;br /&gt;
* Intimidate&lt;br /&gt;
* Jump&lt;br /&gt;
* Knowledge: Architecture &amp;amp; Engineering&lt;br /&gt;
* Knowledge: Local &lt;br /&gt;
* Knowledge: History&lt;br /&gt;
* Knowledge: Religion&lt;br /&gt;
* Knowledge: The Planes&lt;br /&gt;
* Listen&lt;br /&gt;
* Lore&lt;br /&gt;
* Move Silently&lt;br /&gt;
* Open Lock&lt;br /&gt;
* Parry &lt;br /&gt;
* Profession: Cook &lt;br /&gt;
* Profession: Fisher&lt;br /&gt;
* Search&lt;br /&gt;
* Sense Motive  &lt;br /&gt;
* Sleight of Hand&lt;br /&gt;
* Spellcraft&lt;br /&gt;
* Spot&lt;br /&gt;
* Tumble&lt;br /&gt;
* Use Magic Device&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 Progression:&#039;&#039;&#039; Medium progression; High Reflex and Will saves&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skill Points at Each Level: &#039;&#039;&#039; 6 + Int modifier.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Hit Dice:&#039;&#039;&#039;  D8&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Weapon and Armor Proficiency:&#039;&#039;&#039;  Shadowbane stalkers gain no weapon proficiencies.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spells per Day/Spells Known:&#039;&#039;&#039; When a new shadowbane stalker level is gained (except 4th and 9th level), the character gains new spells per day (and spells known, if applicable) as though she had gained a level in whatever divine spellcasting class gave her access to 1st-level divine spells. If the character has more than one applicable spellcasting class, she must pick one to improve.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Detect Evil:&#039;&#039;&#039; A shadowbane stalker can use detect evil at will.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sacred Stealth:&#039;&#039;&#039; The shadowbane stalker can channel some of her divine power to become stealthier. She gains a +4 sacred bonus on Hide and Move Silently checks for a number of minutes equal to her Charisma bonus plus half her class level. At 7th level, this bonus increases to +8. This is cast as a spell-like ability and can be used twice per day.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Discover Subterfuge:&#039;&#039;&#039; A shadowbane stalker trains diligently to detect subterfuge and misdirection of others. At 2nd level and higher, she gains a +2 competence bonus on Search and Sense Motive checks. This bonus increases to +4 at 5th level and +6 at 8th level.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sneak Attack:&#039;&#039;&#039; Beginning at 3rd level, the stalker deals an additional 1d6 damage on sneak attacks. This bonus increases to 2d6 at 6th level and 3d6 at 9th level.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sacred Defense:&#039;&#039;&#039; At 4th level and higher, a shadowbane stalker can channel some of her divine power to become more evasive to enemy attacks. She gains a +4 sacred bonus to her armor class as a spell-like ability. This bonus lasts for 4 rounds after casting and can be used once per day. At 9th level, the duration is increased to 7 rounds.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Sacred Strike:&#039;&#039;&#039; At 10th level, the shadowbane stalker can channel some of her divine power to wreak havoc upon the wicked. She gains a 2d6 divine damage bonus on all attacks against evil creatures for 1 + half her Charisma modifier in rounds after casting. Sacred Strike is activated as a spell-like ability, and can be used twice per day.&lt;/div&gt;</summary>
		<author><name>Fezzik</name></author>
	</entry>
	<entry>
		<id>http://sundren.games/wiki/index.php?title=Triadic_Knight&amp;diff=5037</id>
		<title>Triadic Knight</title>
		<link rel="alternate" type="text/html" href="http://sundren.games/wiki/index.php?title=Triadic_Knight&amp;diff=5037"/>
		<updated>2009-09-12T02:35:29Z</updated>

		<summary type="html">&lt;p&gt;Fezzik: Created page with &amp;#039;==Triadic Knight==  &amp;#039;&amp;#039;PRESTIGE CLASS:  This class is not available at character creation and must be unlocked by meeting special requirements, listed below.&amp;#039;&amp;#039;  Description: Triad…&amp;#039;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Triadic Knight==&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: Triadic knights are holy warriors who worship the Triad of Tyr, Torm and Ilmater. Their history can be traced back to the Fiend Wars of Impultur, when the three churces joined forces to proclaim the Triad Crusade, but they no longer comprise a single order of paladins. They believe that to truly embody the virtues of a paladin, one must draw on the strengths of all three gods. Through courage and perseverance, Triadic knights seek justice for all.&lt;br /&gt;
&lt;br /&gt;
=== Requirements===&lt;br /&gt;
To qualify to become a Triadic Knight, a character must fulfill all the following criteria.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Alignment:&#039;&#039;&#039; Lawful Good.&lt;br /&gt;
* &#039;&#039;&#039;Basic Attack Bonus:&#039;&#039;&#039; +5&lt;br /&gt;
* &#039;&#039;&#039;Spells:&#039;&#039;&#039; Able to cast 1st level divine spells (as a Cleric, Favored Soul or Paladin).&lt;br /&gt;
* &#039;&#039;&#039;Skills:&#039;&#039;&#039; Knowledge: Local 4 ranks, Knowledge: Religion 4 ranks, Knowledge: The Planes 2 ranks.&lt;br /&gt;
* &#039;&#039;&#039;Feats:&#039;&#039;&#039; Toughness and either Smite Evil or Smite Infidel.&lt;br /&gt;
* &#039;&#039;&#039;Special:&#039;&#039;&#039; Arbiter&#039;s Alliance membership.&lt;br /&gt;
&lt;br /&gt;
===Class Skills===&lt;br /&gt;
The class skills of the Triadic Knight are: &lt;br /&gt;
* Concentration &lt;br /&gt;
* Craft: Alchemy&lt;br /&gt;
* Craft: Weaponsmithing&lt;br /&gt;
* Craft: Armorsmithing&lt;br /&gt;
* Diplomacy&lt;br /&gt;
* Heal&lt;br /&gt;
* Knowledge: Local&lt;br /&gt;
* Knowledge: Religion&lt;br /&gt;
* Knowledge: The Planes&lt;br /&gt;
* Lore&lt;br /&gt;
* Parry&lt;br /&gt;
* Profession: Cook&lt;br /&gt;
* Profession: Miner&lt;br /&gt;
* Profession: Woodcutter&lt;br /&gt;
* Sense Motive.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Class Features ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base Attack Bonus Progression:&#039;&#039;&#039; High progression; High Fortitude saves&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skill Points at Each Level: &#039;&#039;&#039; 2 + Int modifier.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Hit Dice:&#039;&#039;&#039;  D10&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Weapon and Armor Proficiency:&#039;&#039;&#039;  Triadic Knight gain no weapon proficiencies.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spells per Day/Spells Known:&#039;&#039;&#039; When a new Triadic knight level is gained (except 1st and 4th level), the character gains new spells per day (and spells known, if applicable) as though he had gained a level in whatever divine spellcasting class gave him access to 1st-level divine spells. If the character has more than one applicable spellcasting class, he must pick one to improve.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Martyr&#039;s Embrace:&#039;&#039;&#039; Starting at 1st level, the Triadic knight can protect one selected ally within 30 feet once per day. This protection acts as the Shield Other spell and is cast as a cleric of twice the knight&#039;s class level.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hands of Ilmater:&#039;&#039;&#039; At 2nd level, the Triadic knight gains Perfect Health. He becomes immune to all disease and poison effects.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Judge&#039;s Insight:&#039;&#039;&#039; At 3rd level, as a spell-like ability, the knight can cast Discern Lies once per day as a cleric of twice his class level.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Eyes of Tyr:&#039;&#039;&#039; At 4th level, a Triadic knight can no longer be dazed or blinded by magical effects.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Lion&#039;s Roar: &#039;&#039;&#039; At 4th level, a knight can use Shout once per day as a spell-like ability as a cleric of twice the knight&#039;s level.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heart of Torm:&#039;&#039;&#039; At 5th level, the Triadic knight gains immunity to fear.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Great Smiting:&#039;&#039;&#039; At 5th level, the Smiting abilities of the Triadic Knight are amplified to be twice as strong. He gains Great Smiting (1) as a bonus feat.&lt;/div&gt;</summary>
		<author><name>Fezzik</name></author>
	</entry>
	<entry>
		<id>http://sundren.games/wiki/index.php?title=Shadowbane_Stalker&amp;diff=5036</id>
		<title>Shadowbane Stalker</title>
		<link rel="alternate" type="text/html" href="http://sundren.games/wiki/index.php?title=Shadowbane_Stalker&amp;diff=5036"/>
		<updated>2009-09-12T02:24:54Z</updated>

		<summary type="html">&lt;p&gt;Fezzik: Created page with &amp;#039;==Shadowbane Stalker==  &amp;#039;&amp;#039;PRESTIGE CLASS:  This class is not available at character creation and must be unlocked by meeting special requirements, listed below.&amp;#039;&amp;#039;  Description: T…&amp;#039;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Shadowbane 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: Those they name as heretics or servants of evil call them zealots. Those they protect from darkness call them saviors. Whatever their label, shadowbane stalkers rank as some of the most feared individuals wherever they go. A shadowbane stalker serves her order or church through acting as its eye in the night, seeking out the evils hidden among civilisation. Of course, with the divine gifts she wields to further her faith&#039;s purposes, she is also capable of taking them out quickly and efficiently in case it is deemed necessary for the greater good.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Requirements===&lt;br /&gt;
To qualify to become a Shadowdancer, a character must fulfill all the following criteria.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Alignment:&#039;&#039;&#039; Any Good.&lt;br /&gt;
* &#039;&#039;&#039;Spells:&#039;&#039;&#039; Able to cast 1st level divine spells (as a Cleric, Favored Soul or Paladin).&lt;br /&gt;
* &#039;&#039;&#039;Skills:&#039;&#039;&#039; Gather Information 8 ranks, Search 4 ranks, Sense Motive 4 ranks. &lt;br /&gt;
* &#039;&#039;&#039;Feats:&#039;&#039;&#039; Shadow, Godsbane.&lt;br /&gt;
* &#039;&#039;&#039;Special:&#039;&#039;&#039; Sneak Attack.&lt;br /&gt;
&lt;br /&gt;
===Class Skills===&lt;br /&gt;
The class skills of the Shadowbane Stalker are: &lt;br /&gt;
* Appraise&lt;br /&gt;
* Balance&lt;br /&gt;
* Climb&lt;br /&gt;
* Concentration&lt;br /&gt;
* Craft: Alchemy&lt;br /&gt;
* Craft: Weaponsmithing&lt;br /&gt;
* Craft: Tailoring &amp;amp; Leatherwork&lt;br /&gt;
* Craft Trap &amp;amp; Contraption Making&lt;br /&gt;
* Decipher Script&lt;br /&gt;
* Disable Device&lt;br /&gt;
* Escape Artist&lt;br /&gt;
* Gather Information&lt;br /&gt;
* Heal&lt;br /&gt;
* Hide&lt;br /&gt;
* Intimidate&lt;br /&gt;
* Jump&lt;br /&gt;
* Knowledge: Architecture &amp;amp; Engineering&lt;br /&gt;
* Knowledge: Local &lt;br /&gt;
* Knowledge: History&lt;br /&gt;
* Knowledge: Religion&lt;br /&gt;
* Knowledge: The Planes&lt;br /&gt;
* Listen&lt;br /&gt;
* Lore&lt;br /&gt;
* Move Silently&lt;br /&gt;
* Open Lock&lt;br /&gt;
* Parry &lt;br /&gt;
* Profession: Cook &lt;br /&gt;
* Profession: Fisher&lt;br /&gt;
* Search&lt;br /&gt;
* Sense Motive  &lt;br /&gt;
* Sleight of Hand&lt;br /&gt;
* Spellcraft&lt;br /&gt;
* Spot&lt;br /&gt;
* Tumble&lt;br /&gt;
* Use Magic Device&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 Progression:&#039;&#039;&#039; Medium progression; High Reflex and Will saves&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skill Points at Each Level: &#039;&#039;&#039; 6 + Int modifier.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Hit Dice:&#039;&#039;&#039;  D8&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Weapon and Armor Proficiency:&#039;&#039;&#039;  Shadowbane stalkers gain no weapon proficiencies.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spells per Day/Spells Known:&#039;&#039;&#039; When a new shadowbane stalker level is gained (except 4th and 9th level), the character gains new spells per day (and spells known, if applicable) as though she had gained a level in whatever divine spellcasting class gave her access to 1st-level divine spells. If the character has more than one applicable spellcasting class, she must pick one to improve.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Detect Evil:&#039;&#039;&#039; A shadowbane stalker can use detect evil at will.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sacred Stealth:&#039;&#039;&#039; The shadowbane stalker can channel some of her divine power to become stealthier. She gains a +4 sacred bonus on Hide and Move Silently checks for a number of minutes equal to her Charisma bonus plus half her class level. At 7th level, this bonus increases to +8. This is cast as a spell-like ability and can be used twice per day.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Discover Subterfuge:&#039;&#039;&#039; A shadowbane stalker trains diligently to detect subterfuge and misdirection of others. At 2nd level and higher, she gains a +2 competence bonus on Search and Sense Motive checks. This bonus increases to +4 at 5th level and +6 at 8th level.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sneak Attack:&#039;&#039;&#039; Beginning at 3rd level, the stalker deals an additional 1d6 damage on sneak attacks. This bonus increases to 2d6 at 6th level and 3d6 at 9th level.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sacred Defense:&#039;&#039;&#039; At 4th level and higher, a shadowbane stalker can channel some of her divine power to become more evasive to enemy attacks. She gains a +4 sacred bonus to her armor class as a spell-like ability. This bonus lasts for 4 rounds after casting and can be used once per day. At 9th level, the duration is increased to 7 rounds.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Sacred Strike:&#039;&#039;&#039; At 10th level, the shadowbane stalker can channel some of her divine power to wreak havoc upon the wicked. She gains a 2d6 divine damage bonus on all attacks against evil creatures for 1 + half her Charisma modifier in rounds after casting. Sacred Strike is activated as a spell-like ability, and can be used twice per day.&lt;/div&gt;</summary>
		<author><name>Fezzik</name></author>
	</entry>
	<entry>
		<id>http://sundren.games/wiki/index.php?title=Classes&amp;diff=5035</id>
		<title>Classes</title>
		<link rel="alternate" type="text/html" href="http://sundren.games/wiki/index.php?title=Classes&amp;diff=5035"/>
		<updated>2009-09-12T02:11:29Z</updated>

		<summary type="html">&lt;p&gt;Fezzik: /* 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;
* [[Swashbuckler]]&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]] &#039;&#039;(Custom PRC)&#039;&#039; &lt;br /&gt;
* [[Dark Hunter]] &#039;&#039;(Custom PRC)&#039;&#039; &lt;br /&gt;
* [[Darkwood Stalker]] &#039;&#039;(Custom PRC)&#039;&#039; &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]] &#039;&#039;(Custom PRC)&#039;&#039; &lt;br /&gt;
* [[Mystic Theurge]] &#039;&#039;(Custom PRC)&#039;&#039;&lt;br /&gt;
* [[Palemaster]]&lt;br /&gt;
* [[Sacred Fist]]&lt;br /&gt;
* [[Shadowdancer]]&lt;br /&gt;
* [[Shadowbane Stalker]] &#039;&#039;(Custom PRC)&#039;&#039;&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, others may be DM given only, through In Character events.&lt;br /&gt;
&lt;br /&gt;
* [[Doomguide]]&lt;br /&gt;
* [[Dragon Disciple]]&lt;br /&gt;
* [[Dreadmaster of Bane]] &#039;&#039;(Custom PRC)&#039;&#039;&lt;br /&gt;
* [[Harper Agent]]&lt;br /&gt;
* [[Heartwarder]] &#039;&#039;(Custom PRC)&#039;&#039;&lt;br /&gt;
* [[Hellfire Warlock]]&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;
* [[Samurai]] &#039;&#039;(Custom Base Class)&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Shadow Thief of Amn]]&lt;br /&gt;
* [[Stormlord of Talos]]&lt;br /&gt;
* [[Thayan Knight]] &#039;&#039;(Custom PRC)&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
* [[Triadic Knight]] &#039;&#039;(Custom PRC)&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
* [[Warlock]]&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;
&lt;br /&gt;
==Cleric Domains==&lt;br /&gt;
Sorted by Pantheon: &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[Drow Pantheon]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Dwarven Pantheon]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Elven Pantheon]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Faerunian Pantheon]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Gnome Pantheon]]&amp;lt;br&amp;gt; &lt;br /&gt;
* [[Halfling Pantheon]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Mulhorandi Pantheon]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Orc Pantheon]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
((Taken from: http://www.sundren.org/forum/showthread.php?t=5147))&lt;/div&gt;</summary>
		<author><name>Fezzik</name></author>
	</entry>
	<entry>
		<id>http://sundren.games/wiki/index.php?title=Classes&amp;diff=5034</id>
		<title>Classes</title>
		<link rel="alternate" type="text/html" href="http://sundren.games/wiki/index.php?title=Classes&amp;diff=5034"/>
		<updated>2009-09-12T02:10:18Z</updated>

		<summary type="html">&lt;p&gt;Fezzik: /* Locked Classes - Hidden Access */&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;
* [[Swashbuckler]]&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]] &#039;&#039;(Custom PRC)&#039;&#039; &lt;br /&gt;
* [[Dark Hunter]] &#039;&#039;(Custom PRC)&#039;&#039; &lt;br /&gt;
* [[Darkwood Stalker]] &#039;&#039;(Custom PRC)&#039;&#039; &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]] &#039;&#039;(Custom PRC)&#039;&#039; &lt;br /&gt;
* [[Mystic Theurge]] &#039;&#039;(Custom PRC)&#039;&#039;&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, others may be DM given only, through In Character events.&lt;br /&gt;
&lt;br /&gt;
* [[Doomguide]]&lt;br /&gt;
* [[Dragon Disciple]]&lt;br /&gt;
* [[Dreadmaster of Bane]] &#039;&#039;(Custom PRC)&#039;&#039;&lt;br /&gt;
* [[Harper Agent]]&lt;br /&gt;
* [[Heartwarder]] &#039;&#039;(Custom PRC)&#039;&#039;&lt;br /&gt;
* [[Hellfire Warlock]]&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;
* [[Samurai]] &#039;&#039;(Custom Base Class)&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Shadow Thief of Amn]]&lt;br /&gt;
* [[Stormlord of Talos]]&lt;br /&gt;
* [[Thayan Knight]] &#039;&#039;(Custom PRC)&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
* [[Triadic Knight]] &#039;&#039;(Custom PRC)&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
* [[Warlock]]&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;
&lt;br /&gt;
==Cleric Domains==&lt;br /&gt;
Sorted by Pantheon: &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[Drow Pantheon]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Dwarven Pantheon]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Elven Pantheon]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Faerunian Pantheon]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Gnome Pantheon]]&amp;lt;br&amp;gt; &lt;br /&gt;
* [[Halfling Pantheon]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Mulhorandi Pantheon]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Orc Pantheon]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
((Taken from: http://www.sundren.org/forum/showthread.php?t=5147))&lt;/div&gt;</summary>
		<author><name>Fezzik</name></author>
	</entry>
	<entry>
		<id>http://sundren.games/wiki/index.php?title=Frenzied_Berserker&amp;diff=4405</id>
		<title>Frenzied Berserker</title>
		<link rel="alternate" type="text/html" href="http://sundren.games/wiki/index.php?title=Frenzied_Berserker&amp;diff=4405"/>
		<updated>2009-05-28T19:41:47Z</updated>

		<summary type="html">&lt;p&gt;Fezzik: /* Class Skills */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Frenzied Berserker==&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;
The random madness of the thunderstorm and the unpredictability of the slaadi come together in the soul of the frenzied berserker. Unlike most other characters, they do not fight to achieve a heroic goal or defeat a loathsome villain. Those are mere excuses -- it is the thrill of combat that draws them. For the frenzied berserker, the insanity of battle is like an addictive drug -- they must constantly seek out more conflict to feed their craving for battle. Because of their traditional love for battle, Barbarians are the ones who most frequently adopt this prestige class. Spellcasting characters almost never become frenzied berserkers. &lt;br /&gt;
&lt;br /&gt;
=== Requirements===&lt;br /&gt;
To qualify to become a Frenzied Berserker, a character must fulfill all the following criteria.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Base Attack Bonus:&#039;&#039;&#039; +6 &lt;br /&gt;
* &#039;&#039;&#039;Alignment:&#039;&#039;&#039; Any Non-Lawful &lt;br /&gt;
* &#039;&#039;&#039;Skills:&#039;&#039;&#039; Jump 8 ranks&lt;br /&gt;
* &#039;&#039;&#039;Feats:&#039;&#039;&#039; Cleave, Great Cleave, Power Attack, Second Wind&lt;br /&gt;
&lt;br /&gt;
===Class Skills===&lt;br /&gt;
The class skills of the Frenzied Berserker are: &lt;br /&gt;
* Climb&lt;br /&gt;
* Craft : Woodworking&lt;br /&gt;
* Intimidate&lt;br /&gt;
* Jump&lt;br /&gt;
* Parry&lt;br /&gt;
* Profession: Fisher&lt;br /&gt;
* Profession: Miner&lt;br /&gt;
* Profession: Woodcutter&lt;br /&gt;
* Survival&lt;br /&gt;
* Swim&lt;br /&gt;
&lt;br /&gt;
=== Class Features ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base Attack Bonus Progression:&#039;&#039;&#039; High&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skill Points at Each Level: &#039;&#039;&#039; 2 + Int modifier.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Hit Dice:&#039;&#039;&#039;  D12&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Weapon and Armor Proficiency:&#039;&#039;&#039;  The Frenzied Berserker gains no new weapon or armor proficiencies.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Toughness:&#039;&#039;&#039; At 1st-level the Frenzied Berserker gains Toughness as a bonus feat. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Frenzy:&#039;&#039;&#039; A 1st-level Frenzied Berserker gains the ability to frenzy. Frenzy adds a +6 bonus to Strength (no Constitution bonus), imposes a -4 penalty to AC, and gives the Frenzied Berserker a single extra attack at their highest Base Attack Bonus (this does not stack with haste or other effects that add an additional attack). Each round of the frenzy, the frenzied berserker takes 6 points of damage (12 in the unpatched game). The effects last 3 + Constitution modifier rounds, after which the frenzied berserker is fatigued for 5 rounds, suffering -2 Strength, -2 Dexterity, and -10% movement penalties. Initially, this ability can be used once per day and at 3rd level and every odd level after that, the frenzied berserker gains an additional use per day. Bonuses and penalties (including fatigue effects) from Frenzy and Barbarian Rage stack with each other. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Supreme Cleave:&#039;&#039;&#039; At 2nd level, whenever the Frenzied Berserker drops an opponent in melee, they gain two cleave attacks against an adjacent foe instead of one. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Deathless Frenzy:&#039;&#039;&#039; At 4th level, when the Frenzied Berserker is under the effects of Frenzy, he/she has the effects of the 4th level Cleric spell Death Ward. For the duration of the Frenzy, the Frenzied Berserker is immune to any Energy Drain, Negative Energy Damage, Ability Decreasing Effects or Death Spells, Spell-like Abilities, and Effects. This bonus is in additon to all benefits and penalties granted by Frenzy itself. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Enhanced Power Attack:&#039;&#039;&#039; At 5th level, the Frenzied Berserker gains a +5 damage bonus (instead of +3) using the Power Attack feat. Using the Improved Power Attack feat, the Frenzied Berserker gains a +10 damage bonus (instead of +6). This translates to +10 with two-handed weapons for standard Power Attack and +20 for Improved Power Attack. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Inspire Frenzy:&#039;&#039;&#039; At 6th level, the Frenzied Berserker can inspire a Frenzy in all his/her allies. This ability only affects the Berserker&#039;s allies. Inspire Frenzy grants a bonus identical to the Frenzied Berserker&#039;s Frenzy except that it lasts for 2 rounds (insead of 3 + Constitution Modifier rounds), applies Fatigue penalties for 2 rounds afterwards (instead of 5 rounds), and that the bonuses from Inspire Frenzy and Barbarian Rage doe not stack (penalties still accrue). The Frenzied Berserker can use this ability once per day at 6th level, twice per day at 8th level, and three times per day at 10th level. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Greater Frenzy:&#039;&#039;&#039; At 8th level, the Frenzied Berserker gains a +10 bonus to Strength while under Frenzy instead of a +6. The Frenzied Berserker retains the additional extra attack at highest attack bonus as well as the -4 penalty to AC. The Berserker continues to take 6 dmager per round of Frenzy (12 in unpatched game), and is still fatigued for 5 rounds afterwards (-2 Strength, -2 Dexterity, -10% Movement Speed). The effects of Greater Frenzy stack with all effects of Barbarian Rage (including Fatigue), though there is a +12 cap on bonuses to Ability Scores. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Supreme Power Attack:&#039;&#039;&#039; A 10th level, the Frenzied Berserker gains a +6 damage bonus (instead of +3) using the Power Attack feat. Using the Improved Power Attack feat, the Frenzied Berserker gains a +12 damage bonus (instead of +6). This translates to +12 with two-handed weapons for standard Power Attack and +24 for Improved Power Attack. This replaces the bonus granted by Enhanced Power Attack.&lt;/div&gt;</summary>
		<author><name>Fezzik</name></author>
	</entry>
	<entry>
		<id>http://sundren.games/wiki/index.php?title=Swashbuckler&amp;diff=4404</id>
		<title>Swashbuckler</title>
		<link rel="alternate" type="text/html" href="http://sundren.games/wiki/index.php?title=Swashbuckler&amp;diff=4404"/>
		<updated>2009-05-26T20:44:46Z</updated>

		<summary type="html">&lt;p&gt;Fezzik: /* Class Features */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Swashbuckler ==&lt;br /&gt;
&lt;br /&gt;
The swashbuckler embodies the concepts of daring and panache. Favoring agility and wit over brute force, the swashbuckler excels both in combat situations and &lt;br /&gt;
social interactions, making her a versatile character indeed.&lt;br /&gt;
&lt;br /&gt;
===Class Features:===&lt;br /&gt;
&lt;br /&gt;
- &amp;lt;b&amp;gt;Hit Die:&amp;lt;/b&amp;gt; d10&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; Fortitude.&lt;br /&gt;
&lt;br /&gt;
- &amp;lt;b&amp;gt;Weapon Proficiencies:&amp;lt;/b&amp;gt; Simple and martial weapons.&lt;br /&gt;
&lt;br /&gt;
- &amp;lt;b&amp;gt;Armor Proficiencies:&amp;lt;/b&amp;gt;  Light armor.&lt;br /&gt;
&lt;br /&gt;
- &amp;lt;b&amp;gt;Skill Points:&amp;lt;/b&amp;gt; 4 + Int modifier per level, x4 at first level.&lt;br /&gt;
&lt;br /&gt;
===Class Skills:===&lt;br /&gt;
* Balance&lt;br /&gt;
* Bluff&lt;br /&gt;
* Climb&lt;br /&gt;
* Craft: Jewelcrafting&lt;br /&gt;
* Craft: Tailoring &amp;amp; Leatherwork&lt;br /&gt;
* Craft: Weaponsmithing &lt;br /&gt;
* Craft : Woodworking&lt;br /&gt;
* Diplomacy&lt;br /&gt;
* Escape Artist&lt;br /&gt;
* Jump&lt;br /&gt;
* Knowledge: Geography&lt;br /&gt;
* Knowledge: History&lt;br /&gt;
* Knowledge: Local&lt;br /&gt;
* Lore&lt;br /&gt;
* Parry&lt;br /&gt;
* Perform&lt;br /&gt;
* Profession: Cook&lt;br /&gt;
* Profession: Fisher&lt;br /&gt;
* Sense Motive&lt;br /&gt;
* Swim&lt;br /&gt;
* Taunt&lt;br /&gt;
* Tumble&lt;br /&gt;
* Use Rope&lt;br /&gt;
&lt;br /&gt;
=== Class Features ===&lt;br /&gt;
- &amp;lt;b&amp;gt;Weapon Finesse:&amp;lt;/b&amp;gt; A swashbuckler gains Weapon Finesse as a bonus feat at&lt;br /&gt;
1st level even if she does not qualify for the feat.&lt;br /&gt;
&lt;br /&gt;
- &amp;lt;b&amp;gt;Grace:&amp;lt;/b&amp;gt; A swashbuckler gains a +1 bonus on Reflex saves at 2nd level.&lt;br /&gt;
This bonus increases to +2 at 11th level, to +3 at 20th level, and to +4 at&lt;br /&gt;
29th level.  A swashbuckler loses this bonus when wearing medium or heavy armor&lt;br /&gt;
or when encumbered.&lt;br /&gt;
&lt;br /&gt;
- &amp;lt;b&amp;gt;Insightful Strike:&amp;lt;/b&amp;gt; At 3rd level, a swashbuckler becomes able to place&lt;br /&gt;
her finesse attacks where they deal greater damage.  She applies her &lt;br /&gt;
ntelligence bonus (if any) as a bonus on damage rolls (in addition to any&lt;br /&gt;
strength bonus she may have) with any light weapon, as well as any other weapon&lt;br /&gt;
that can be used with Weapon Finesse, such as a rapier.  Targets immune to &lt;br /&gt;
neak attacks or critical hits are immune to the swashbuckler&#039;s insightful &lt;br /&gt;
strike.  A swashbuckler cannot use this ability when wearing medium or heavy&lt;br /&gt;
armor or when encumbered.&lt;br /&gt;
&lt;br /&gt;
- &amp;lt;b&amp;gt;Swashbuckler Dodge:&amp;lt;/b&amp;gt; A swashbuckler is trained at focusing her defense&lt;br /&gt;
on a single opponent in melee.  She gains a +1 dodge bonus to AC against melee&lt;br /&gt;
attacks from her current target or last attacker.  This bonus increases by +1&lt;br /&gt;
at every five levels after 5th (+2 at 10th level, +3 at 15th, +4 at 20th, +5 at&lt;br /&gt;
25th, and +6 at 30th).  A swashbuckler loses this bonus when wearing medium or&lt;br /&gt;
heavy armor or when encumbered.&lt;br /&gt;
&lt;br /&gt;
- &amp;lt;b&amp;gt;Mobility:&amp;lt;/b&amp;gt; At 7th level, a swashbuckler gains Mobility as a bonus feat&lt;br /&gt;
even if she does not qualify for it.&lt;br /&gt;
&lt;br /&gt;
- &amp;lt;b&amp;gt;Improved Flanking:&amp;lt;/b&amp;gt; A swashbuckler of 8th level or higher who is flanking an opponent gains a +4 bonus on attacks instead of a +2 bonus on&lt;br /&gt;
attacks.&lt;br /&gt;
&lt;br /&gt;
- &amp;lt;b&amp;gt;Lucky:&amp;lt;/b&amp;gt; At 11th level, a swashbuckler gains Luck of Heroes as a bonus&lt;br /&gt;
feat.&lt;br /&gt;
&lt;br /&gt;
- &amp;lt;b&amp;gt;Acrobatic Skill Mastery:&amp;lt;/b&amp;gt; At 13th level, a swashbuckler becomes so&lt;br /&gt;
certain in the use of her acrobatic skills that she can use them reliably even&lt;br /&gt;
under adverse conditions.  When making a Tumble check, a swashbuckler cannot&lt;br /&gt;
roll less than 5, even if in combat. &lt;br /&gt;
&lt;br /&gt;
- &amp;lt;b&amp;gt;Weakening Critical:&amp;lt;/b&amp;gt; A swashbuckler of 14th level or higher who scores a critical hit against a creature also deals 2 points of Strength damage to the creature.  Creatures immune to critical hits are immune to this effect.&lt;br /&gt;
&lt;br /&gt;
- &amp;lt;b&amp;gt;Slippery Mind:&amp;lt;/b&amp;gt; When a swashbuckler reaches 17th level, her mind becomes more difficult to control. If the swashbuckler fails her save against an enchantment spell or effect, she automatically gets one reroll. She gets only this one extra chance to succeed at a certain saving throw.&lt;br /&gt;
&lt;br /&gt;
-&amp;lt;b&amp;gt;Wounding Critical:&amp;lt;/b&amp;gt;  A swashbuckler of 19th level or higher who scores a critical hit against a creature also deals 2 points of Constitution damage to the creature.  (This damage is in addition to the Strength damage dealt by the swashbuckler&#039;s weakening critical class feature.) Creatures immune to critical hits are immune to this effect.&lt;/div&gt;</summary>
		<author><name>Fezzik</name></author>
	</entry>
	<entry>
		<id>http://sundren.games/wiki/index.php?title=Swashbuckler&amp;diff=4403</id>
		<title>Swashbuckler</title>
		<link rel="alternate" type="text/html" href="http://sundren.games/wiki/index.php?title=Swashbuckler&amp;diff=4403"/>
		<updated>2009-05-26T20:44:08Z</updated>

		<summary type="html">&lt;p&gt;Fezzik: /* Swashbuckler */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Swashbuckler ==&lt;br /&gt;
&lt;br /&gt;
The swashbuckler embodies the concepts of daring and panache. Favoring agility and wit over brute force, the swashbuckler excels both in combat situations and &lt;br /&gt;
social interactions, making her a versatile character indeed.&lt;br /&gt;
&lt;br /&gt;
===Class Features:===&lt;br /&gt;
&lt;br /&gt;
- &amp;lt;b&amp;gt;Hit Die:&amp;lt;/b&amp;gt; d10&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; Fortitude.&lt;br /&gt;
&lt;br /&gt;
- &amp;lt;b&amp;gt;Weapon Proficiencies:&amp;lt;/b&amp;gt; Simple and martial weapons.&lt;br /&gt;
&lt;br /&gt;
- &amp;lt;b&amp;gt;Armor Proficiencies:&amp;lt;/b&amp;gt;  Light armor.&lt;br /&gt;
&lt;br /&gt;
- &amp;lt;b&amp;gt;Skill Points:&amp;lt;/b&amp;gt; 4 + Int modifier per level, x4 at first level.&lt;br /&gt;
&lt;br /&gt;
===Class Skills:===&lt;br /&gt;
* Balance&lt;br /&gt;
* Bluff&lt;br /&gt;
* Climb&lt;br /&gt;
* Craft: Jewelcrafting&lt;br /&gt;
* Craft: Tailoring &amp;amp; Leatherwork&lt;br /&gt;
* Craft: Weaponsmithing &lt;br /&gt;
* Craft : Woodworking&lt;br /&gt;
* Diplomacy&lt;br /&gt;
* Escape Artist&lt;br /&gt;
* Jump&lt;br /&gt;
* Knowledge: Geography&lt;br /&gt;
* Knowledge: History&lt;br /&gt;
* Knowledge: Local&lt;br /&gt;
* Lore&lt;br /&gt;
* Parry&lt;br /&gt;
* Perform&lt;br /&gt;
* Profession: Cook&lt;br /&gt;
* Profession: Fisher&lt;br /&gt;
* Sense Motive&lt;br /&gt;
* Swim&lt;br /&gt;
* Taunt&lt;br /&gt;
* Tumble&lt;br /&gt;
* Use Rope&lt;br /&gt;
&lt;br /&gt;
=== Class Features ===&lt;br /&gt;
 &amp;lt;b&amp;gt;Weapon Finesse:&amp;lt;/b&amp;gt; A swashbuckler gains Weapon Finesse as a bonus feat at&lt;br /&gt;
1st level even if she does not qualify for the feat.&lt;br /&gt;
&lt;br /&gt;
- &amp;lt;b&amp;gt;Grace:&amp;lt;/b&amp;gt; A swashbuckler gains a +1 bonus on Reflex saves at 2nd level.&lt;br /&gt;
This bonus increases to +2 at 11th level, to +3 at 20th level, and to +4 at&lt;br /&gt;
29th level.  A swashbuckler loses this bonus when wearing medium or heavy armor&lt;br /&gt;
or when encumbered.&lt;br /&gt;
&lt;br /&gt;
- &amp;lt;b&amp;gt;Insightful Strike:&amp;lt;/b&amp;gt; At 3rd level, a swashbuckler becomes able to place&lt;br /&gt;
her finesse attacks where they deal greater damage.  She applies her &lt;br /&gt;
ntelligence bonus (if any) as a bonus on damage rolls (in addition to any&lt;br /&gt;
strength bonus she may have) with any light weapon, as well as any other weapon&lt;br /&gt;
that can be used with Weapon Finesse, such as a rapier.  Targets immune to &lt;br /&gt;
neak attacks or critical hits are immune to the swashbuckler&#039;s insightful &lt;br /&gt;
strike.  A swashbuckler cannot use this ability when wearing medium or heavy&lt;br /&gt;
armor or when encumbered.&lt;br /&gt;
&lt;br /&gt;
- &amp;lt;b&amp;gt;Swashbuckler Dodge:&amp;lt;/b&amp;gt; A swashbuckler is trained at focusing her defense&lt;br /&gt;
on a single opponent in melee.  She gains a +1 dodge bonus to AC against melee&lt;br /&gt;
attacks from her current target or last attacker.  This bonus increases by +1&lt;br /&gt;
at every five levels after 5th (+2 at 10th level, +3 at 15th, +4 at 20th, +5 at&lt;br /&gt;
25th, and +6 at 30th).  A swashbuckler loses this bonus when wearing medium or&lt;br /&gt;
heavy armor or when encumbered.&lt;br /&gt;
&lt;br /&gt;
- &amp;lt;b&amp;gt;Mobility:&amp;lt;/b&amp;gt; At 7th level, a swashbuckler gains Mobility as a bonus feat&lt;br /&gt;
even if she does not qualify for it.&lt;br /&gt;
&lt;br /&gt;
- &amp;lt;b&amp;gt;Improved Flanking:&amp;lt;/b&amp;gt; A swashbuckler of 8th level or higher who is flanking an opponent gains a +4 bonus on attacks instead of a +2 bonus on&lt;br /&gt;
attacks.&lt;br /&gt;
&lt;br /&gt;
- &amp;lt;b&amp;gt;Lucky:&amp;lt;/b&amp;gt; At 11th level, a swashbuckler gains Luck of Heroes as a bonus&lt;br /&gt;
feat.&lt;br /&gt;
&lt;br /&gt;
- &amp;lt;b&amp;gt;Acrobatic Skill Mastery:&amp;lt;/b&amp;gt; At 13th level, a swashbuckler becomes so&lt;br /&gt;
certain in the use of her acrobatic skills that she can use them reliably even&lt;br /&gt;
under adverse conditions.  When making a Tumble check, a swashbuckler cannot&lt;br /&gt;
roll less than 5, even if in combat. &lt;br /&gt;
&lt;br /&gt;
- &amp;lt;b&amp;gt;Weakening Critical:&amp;lt;/b&amp;gt; A swashbuckler of 14th level or higher who scores a critical hit against a creature also deals 2 points of Strength damage to the creature.  Creatures immune to critical hits are immune to this effect.&lt;br /&gt;
&lt;br /&gt;
- &amp;lt;b&amp;gt;Slippery Mind:&amp;lt;/b&amp;gt; When a swashbuckler reaches 17th level, her mind becomes more difficult to control. If the swashbuckler fails her save against an enchantment spell or effect, she automatically gets one reroll. She gets only this one extra chance to succeed at a certain saving throw.&lt;br /&gt;
&lt;br /&gt;
-&amp;lt;b&amp;gt;Wounding Critical:&amp;lt;/b&amp;gt;  A swashbuckler of 19th level or higher who scores a critical hit against a creature also deals 2 points of Constitution damage to the creature.  (This damage is in addition to the Strength damage dealt by the swashbuckler&#039;s weakening critical class feature.) Creatures immune to critical hits are immune to this effect.&lt;/div&gt;</summary>
		<author><name>Fezzik</name></author>
	</entry>
	<entry>
		<id>http://sundren.games/wiki/index.php?title=Swashbuckler&amp;diff=4402</id>
		<title>Swashbuckler</title>
		<link rel="alternate" type="text/html" href="http://sundren.games/wiki/index.php?title=Swashbuckler&amp;diff=4402"/>
		<updated>2009-05-26T20:40:48Z</updated>

		<summary type="html">&lt;p&gt;Fezzik: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Swashbuckler ==&lt;br /&gt;
&lt;br /&gt;
The swashbuckler embodies the concepts of daring and panache. Favoring agility and wit over brute force, the swashbuckler excels both in combat situations and social interactions, making her a versatile character indeed.&lt;br /&gt;
&lt;br /&gt;
===Class Features:===&lt;br /&gt;
&lt;br /&gt;
- &amp;lt;b&amp;gt;Hit Die:&amp;lt;/b&amp;gt; d10&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; Fortitude.&lt;br /&gt;
&lt;br /&gt;
- &amp;lt;b&amp;gt;Weapon Proficiencies:&amp;lt;/b&amp;gt; Simple and martial weapons.&lt;br /&gt;
&lt;br /&gt;
- &amp;lt;b&amp;gt;Armor Proficiencies:&amp;lt;/b&amp;gt;  Light armor.&lt;br /&gt;
&lt;br /&gt;
- &amp;lt;b&amp;gt;Skill Points:&amp;lt;/b&amp;gt; 4 + Int modifier per level, x4 at first level.&lt;br /&gt;
&lt;br /&gt;
===Class Skills:===&lt;br /&gt;
* Balance&lt;br /&gt;
* Bluff&lt;br /&gt;
* Climb&lt;br /&gt;
* Craft: Jewelcrafting&lt;br /&gt;
* Craft: Tailoring &amp;amp; Leatherwork&lt;br /&gt;
* Craft: Weaponsmithing &lt;br /&gt;
* Craft : Woodworking&lt;br /&gt;
* Diplomacy&lt;br /&gt;
* Escape Artist&lt;br /&gt;
* Jump&lt;br /&gt;
* Knowledge: Geography&lt;br /&gt;
* Knowledge: History&lt;br /&gt;
* Knowledge: Local&lt;br /&gt;
* Lore&lt;br /&gt;
* Parry&lt;br /&gt;
* Perform&lt;br /&gt;
* Profession: Cook&lt;br /&gt;
* Profession: Fisher&lt;br /&gt;
* Sense Motive&lt;br /&gt;
* Swim&lt;br /&gt;
* Taunt&lt;br /&gt;
* Tumble&lt;br /&gt;
* Use Rope&lt;br /&gt;
&lt;br /&gt;
=== Class Features ===&lt;br /&gt;
 &amp;lt;b&amp;gt;Weapon Finesse:&amp;lt;/b&amp;gt; A swashbuckler gains Weapon Finesse as a bonus feat at 1st level even if she does not qualify for the feat.&lt;br /&gt;
&lt;br /&gt;
- &amp;lt;b&amp;gt;Grace:&amp;lt;/b&amp;gt; A swashbuckler gains a +1 bonus on Reflex saves at 2nd level. This bonus increases to +2 at 11th level, to +3 at 20th level, and to +4 at 29th level.  A swashbuckler loses this bonus when wearing medium or heavy armor or when encumbered.&lt;br /&gt;
&lt;br /&gt;
- &amp;lt;b&amp;gt;Insightful Strike:&amp;lt;/b&amp;gt; At 3rd level, a swashbuckler becomes able to place her finesse attacks where they deal greater damage.  She applies her Intelligence bonus (if any) as a bonus on damage rolls (in addition to any Strength bonus she may have) with any light weapon, as well as any other weapon that can be used with Weapon Finesse, such as a rapier.  Targets immune to sneak attacks or critical hits are immune to the swashbuckler&#039;s insightful strike.  A swashbuckler cannot use this ability when wearing medium or heavy armor or when encumbered.&lt;br /&gt;
&lt;br /&gt;
- &amp;lt;b&amp;gt;Swashbuckler Dodge:&amp;lt;/b&amp;gt; A swashbuckler is trained at focusing her defense on a single opponent in melee.  She gains a +1 dodge bonus to AC against melee attacks from her current target or last attacker.  This bonus increases by +1 at every five levels after 5th (+2 at 10th level, +3 at 15th, +4 at 20th, +5 at 25th, and +6 at 30th).  A swashbuckler loses this bonus when wearing medium or heavy armor or when encumbered.&lt;br /&gt;
&lt;br /&gt;
- &amp;lt;b&amp;gt;Mobility:&amp;lt;/b&amp;gt; At 7th level, a swashbuckler gains Mobility as a bonus feat even if she does not qualify for it.&lt;br /&gt;
&lt;br /&gt;
- &amp;lt;b&amp;gt;Improved Flanking:&amp;lt;/b&amp;gt; A swashbuckler of 8th level or higher who is flanking an opponent gains a +4 bonus on attacks instead of a +2 bonus on attacks.&lt;br /&gt;
&lt;br /&gt;
- &amp;lt;b&amp;gt;Lucky:&amp;lt;/b&amp;gt; At 11th level, a swashbuckler gains Luck of Heroes as a bonus feat.&lt;br /&gt;
&lt;br /&gt;
- &amp;lt;b&amp;gt;Acrobatic Skill Mastery:&amp;lt;/b&amp;gt; At 13th level, a swashbuckler becomes so certain in the use of her acrobatic skills that she can use them reliably even under adverse conditions.  When making a Tumble check, a swashbuckler cannot roll less than 5, even if in combat. &lt;br /&gt;
&lt;br /&gt;
- &amp;lt;b&amp;gt;Weakening Critical:&amp;lt;/b&amp;gt; A swashbuckler of 14th level or higher who scores a critical hit against a creature also deals 2 points of Strength damage to the creature.  Creatures immune to critical hits are immune to this effect.&lt;br /&gt;
&lt;br /&gt;
- &amp;lt;b&amp;gt;Slippery Mind:&amp;lt;/b&amp;gt; When a swashbuckler reaches 17th level, her mind becomes more difficult to control. If the swashbuckler fails her save against an enchantment spell or effect, she automatically gets one reroll. She gets only this one extra chance to succeed at a certain saving throw.&lt;br /&gt;
&lt;br /&gt;
-&amp;lt;b&amp;gt;Wounding Critical:&amp;lt;/b&amp;gt;  A swashbuckler of 19th level or higher who scores a critical hit against a creature also deals 2 points of Constitution damage to the creature.  (This damage is in addition to the Strength damage dealt by the swashbuckler&#039;s weakening critical class feature.) Creatures immune to critical hits are immune to this effect.&lt;/div&gt;</summary>
		<author><name>Fezzik</name></author>
	</entry>
	<entry>
		<id>http://sundren.games/wiki/index.php?title=Swashbuckler&amp;diff=4401</id>
		<title>Swashbuckler</title>
		<link rel="alternate" type="text/html" href="http://sundren.games/wiki/index.php?title=Swashbuckler&amp;diff=4401"/>
		<updated>2009-05-26T20:35:42Z</updated>

		<summary type="html">&lt;p&gt;Fezzik: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Swashbuckler ==&lt;br /&gt;
&lt;br /&gt;
The swashbuckler embodies the concepts of daring and panache. Favoring agility and wit over brute force, the swashbuckler excels both in combat situations and social interactions, making her a versatile character indeed.&lt;br /&gt;
&lt;br /&gt;
== Class Features: ==&lt;br /&gt;
&lt;br /&gt;
- &amp;lt;b&amp;gt;Hit Die:&amp;lt;/b&amp;gt; d10&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; Fortitude.&lt;br /&gt;
&lt;br /&gt;
- &amp;lt;b&amp;gt;Weapon Proficiencies:&amp;lt;/b&amp;gt; Simple and martial weapons.&lt;br /&gt;
&lt;br /&gt;
- &amp;lt;b&amp;gt;Armor Proficiencies:&amp;lt;/b&amp;gt;  Light armor.&lt;br /&gt;
&lt;br /&gt;
- &amp;lt;b&amp;gt;Skill Points:&amp;lt;/b&amp;gt; 4 + Int modifier per level, x4 at first level.&lt;br /&gt;
&lt;br /&gt;
== Class Skills: ==&lt;br /&gt;
* Appraise&lt;br /&gt;
* Balance&lt;br /&gt;
* Bluff&lt;br /&gt;
* Climb&lt;br /&gt;
* Concentration&lt;br /&gt;
* Craft: Alchemy&lt;br /&gt;
* Craft: Armorsmithing&lt;br /&gt;
* Craft: Jewelcrafting&lt;br /&gt;
* Craft: Tailoring &amp;amp; Leatherwork&lt;br /&gt;
* Craft: Trap and Contraptions&lt;br /&gt;
* Craft: Weaponsmithing &lt;br /&gt;
* Craft : Woodworking&lt;br /&gt;
* Decipher Script&lt;br /&gt;
* Diplomacy&lt;br /&gt;
* Disguise&lt;br /&gt;
* Escape Artist&lt;br /&gt;
* Gather Information&lt;br /&gt;
* Hide&lt;br /&gt;
* Jump&lt;br /&gt;
* Knowledge: Geography&lt;br /&gt;
* Knowledge: Arcana&lt;br /&gt;
* Knowledge: Architecture&lt;br /&gt;
* Knowledge: Dungeoneering&lt;br /&gt;
* Knowledge: History&lt;br /&gt;
* Knowledge: Local&lt;br /&gt;
* Knowledge: Nature&lt;br /&gt;
* Knowledge: Nobility and Royalty&lt;br /&gt;
* Knowledge: Religion&lt;br /&gt;
* Knowledge: The Planes &lt;br /&gt;
* Listen&lt;br /&gt;
* Lore&lt;br /&gt;
* Move Silently&lt;br /&gt;
* Parry&lt;br /&gt;
* Perform&lt;br /&gt;
* Profession: Cook&lt;br /&gt;
* Profession: Fisher&lt;br /&gt;
* Profession: Miner&lt;br /&gt;
* Profession: Woodcutter&lt;br /&gt;
* Sense Motive&lt;br /&gt;
* Sleight of Hand&lt;br /&gt;
* Spellcraft&lt;br /&gt;
* Swim&lt;br /&gt;
* Taunt&lt;br /&gt;
* Tumble&lt;br /&gt;
* Use Magic Device&lt;br /&gt;
&lt;br /&gt;
== ((Level)) ==&lt;br /&gt;
 &amp;lt;b&amp;gt;Weapon Finesse:&amp;lt;/b&amp;gt; A swashbuckler gains Weapon Finesse as a bonus feat at 1st level even if she does not qualify for the feat.&lt;br /&gt;
&lt;br /&gt;
- &amp;lt;b&amp;gt;Grace:&amp;lt;/b&amp;gt; A swashbuckler gains a +1 bonus on Reflex saves at 2nd level. This bonus increases to +2 at 11th level, to +3 at 20th level, and to +4 at 29th level.  A swashbuckler loses this bonus when wearing medium or heavy armor or when encumbered.&lt;br /&gt;
&lt;br /&gt;
- &amp;lt;b&amp;gt;Insightful Strike:&amp;lt;/b&amp;gt; At 3rd level, a swashbuckler becomes able to place her finesse attacks where they deal greater damage.  She applies her Intelligence bonus (if any) as a bonus on damage rolls (in addition to any Strength bonus she may have) with any light weapon, as well as any other weapon that can be used with Weapon Finesse, such as a rapier.  Targets immune to sneak attacks or critical hits are immune to the swashbuckler&#039;s insightful strike.  A swashbuckler cannot use this ability when wearing medium or heavy armor or when encumbered.&lt;br /&gt;
&lt;br /&gt;
- &amp;lt;b&amp;gt;Swashbuckler Dodge:&amp;lt;/b&amp;gt; A swashbuckler is trained at focusing her defense on a single opponent in melee.  She gains a +1 dodge bonus to AC against melee attacks from her current target or last attacker.  This bonus increases by +1 at every five levels after 5th (+2 at 10th level, +3 at 15th, +4 at 20th, +5 at 25th, and +6 at 30th).  A swashbuckler loses this bonus when wearing medium or heavy armor or when encumbered.&lt;br /&gt;
&lt;br /&gt;
- &amp;lt;b&amp;gt;Mobility:&amp;lt;/b&amp;gt; At 7th level, a swashbuckler gains Mobility as a bonus feat even if she does not qualify for it.&lt;br /&gt;
&lt;br /&gt;
- &amp;lt;b&amp;gt;Improved Flanking:&amp;lt;/b&amp;gt; A swashbuckler of 8th level or higher who is flanking an opponent gains a +4 bonus on attacks instead of a +2 bonus on attacks.&lt;br /&gt;
&lt;br /&gt;
- &amp;lt;b&amp;gt;Lucky:&amp;lt;/b&amp;gt; At 11th level, a swashbuckler gains Luck of Heroes as a bonus feat.&lt;br /&gt;
&lt;br /&gt;
- &amp;lt;b&amp;gt;Acrobatic Skill Mastery:&amp;lt;/b&amp;gt; At 13th level, a swashbuckler becomes so certain in the use of her acrobatic skills that she can use them reliably even under adverse conditions.  When making a Tumble check, a swashbuckler cannot roll less than 5, even if in combat. &lt;br /&gt;
&lt;br /&gt;
- &amp;lt;b&amp;gt;Weakening Critical:&amp;lt;/b&amp;gt; A swashbuckler of 14th level or higher who scores a critical hit against a creature also deals 2 points of Strength damage to the creature.  Creatures immune to critical hits are immune to this effect.&lt;br /&gt;
&lt;br /&gt;
- &amp;lt;b&amp;gt;Slippery Mind:&amp;lt;/b&amp;gt; When a swashbuckler reaches 17th level, her mind becomes more difficult to control. If the swashbuckler fails her save against an enchantment spell or effect, she automatically gets one reroll. She gets only this one extra chance to succeed at a certain saving throw.&lt;br /&gt;
&lt;br /&gt;
-&amp;lt;b&amp;gt;Wounding Critical:&amp;lt;/b&amp;gt;  A swashbuckler of 19th level or higher who scores a critical hit against a creature also deals 2 points of Constitution damage to the creature.  (This damage is in addition to the Strength damage dealt by the swashbuckler&#039;s weakening critical class feature.) Creatures immune to critical hits are immune to this effect.&lt;/div&gt;</summary>
		<author><name>Fezzik</name></author>
	</entry>
	<entry>
		<id>http://sundren.games/wiki/index.php?title=Warlock&amp;diff=4374</id>
		<title>Warlock</title>
		<link rel="alternate" type="text/html" href="http://sundren.games/wiki/index.php?title=Warlock&amp;diff=4374"/>
		<updated>2009-05-26T04:04:30Z</updated>

		<summary type="html">&lt;p&gt;Fezzik: /* Class Skills */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Warlock==&lt;br /&gt;
&lt;br /&gt;
Born of a supernatural bloodline, a warlock seeks to master the perilous magic that suffuses his soul. Unlike sorcerers and wizards, who approach arcane magic through the medium of spells, a warlock invokes powerful magic through nothing more than an effort of will. The font of dark magic burning in their souls makes them resistant to many forms of attack and arms them with dangerous power. Warlocks learn to harness their power to perform a small number of specific attacks and tricks called invocations. Warlocks make up for their lack of versatility by being tougher and more resilient than sorcerers or wizards. By harnessing his innate magical gift through fearsome determination and willpower, a warlock can perform feats of supernatural stealth, beguile the weak-minded, or scour his foes with blasts of eldritch power.&lt;br /&gt;
&lt;br /&gt;
=== Requirements===&lt;br /&gt;
To qualify to become a Warlock, a character must fulfill all the following criteria.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Alignment: &#039;&#039;&#039; Any Chaotic or Evil&lt;br /&gt;
&lt;br /&gt;
===Class Skills===&lt;br /&gt;
The class skills of the Warlock are: &lt;br /&gt;
* Bluff&lt;br /&gt;
* Concentration&lt;br /&gt;
* Craft: Alchemy&lt;br /&gt;
* Craft: Jewelcrafting&lt;br /&gt;
* Craft: Tailoring &amp;amp; Leatherwork&lt;br /&gt;
* Craft: Weaponsmithing&lt;br /&gt;
* Disguise&lt;br /&gt;
* Heal&lt;br /&gt;
* Intimidate&lt;br /&gt;
* Jump&lt;br /&gt;
* Knowledge: Aracana&lt;br /&gt;
* Knowledge: Religion&lt;br /&gt;
* Knowledge: The Planes &lt;br /&gt;
* Lore&lt;br /&gt;
* Profession:  Cook&lt;br /&gt;
* Sense Motive&lt;br /&gt;
* Spell Craft&lt;br /&gt;
* Taunt&lt;br /&gt;
* Use Magic Device&lt;br /&gt;
&lt;br /&gt;
=== Class Features ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skill Points at Each Level: &#039;&#039;&#039; 2 + Int modifier.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Hit Dice:&#039;&#039;&#039;  d6&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Weapon and Armor Proficiency:&#039;&#039;&#039;  A warlock can use any of his invocations while wearing light armor without incurring the normal arcane spell failure chance. A warlock wearing medium or heavy armor or using a shield incurs a chance of arcane spell failure, though. The class is also proficient in the use of all simple weapons.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Eldritch Blast:&#039;&#039;&#039;  A warlock attacks his foes with eldritch power, using baleful magical energy to deal damage and sometimes impart other debilitating effects. An eldritch blast deals 1d6 points of damage at 1st level and increases in power as the warlock rises in level (up to 14d6 by level 30). There is no saving throw with this attack, but spell resistance can negate it. This power can be used at will. &lt;br /&gt;
&lt;br /&gt;
* An eldritch blast is a ray with a range of 60ft. &lt;br /&gt;
* It is a ranged touch attack that affects a single target. &lt;br /&gt;
* It applies half damage to objects. &lt;br /&gt;
* It is a weapon-like spell (Critical hit on a roll of 20)&lt;br /&gt;
* Both an Eldritch Essence and Blast Shape can be applied to a single Blast&lt;br /&gt;
* Applied invocations may cause additional effects and thus allow for a saving throw. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Eldritch Essence: &#039;&#039;&#039; Some of a warlock&#039;s invocations, such as Frightful Blast, modify the damage or other effects of the warlock&#039;s eldritch blast. Unless otherwise noted, the eldritch blast deals normal damage in addition to the effect of the essence. The warlock can apply only one essence to a blast at a time. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Blast Shape: &#039;&#039;&#039; These invocations modify the range, target(s), or area of a warlock&#039;s eldritch blast. Unless otherwise noted, the eldritch blast does normal damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Eldritch Lore: &#039;&#039;&#039; At 2nd level the warlock gains a +2 bonus to lore and spellcraft skill checks. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Damage Reduction: &#039;&#039;&#039; Fortified by the supernatural power flowing in his body, a warlock becomes resistant to physical attacks at 3rd level and above, gaining damage reduction 1/cold iron (damage from attacks are reduced by 1 point unless the damage comes from cold iron). At 7th level and every four levels thereafter, a warlock&#039;s damage reduction improves, up to 7/cold iron at level 27.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Decieve Item: &#039;&#039;&#039; From level 4 onwards, a warlock gains a +4 bonus to use magic device skill checks. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Fiendish Resilience: &#039;&#039;&#039;Once per day, for 20 rounds, the warlock gains fast healing. The value is 1 point from 8th level, 2 points from 13th level and 5 points from 18th level. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Energy Resistance: &#039;&#039;&#039; At level 10 a warlock can choose two energy types from acid, cold, electricity, fire, and sonic. He gains 5 points damage resistance against those chosen damage types. At 20th level, a warlock gains resistance 10 to his chosen energy types. At 30th level, a warlock gains resistance 15 to his chosen energy types. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Imbue Item: &#039;&#039;&#039; From level 12 onwards, a warlock can use his supernatural power to create magic items, even if he does not know the spells required to make the item (although he must know the appropriate item creation feat). He can substitute a use magic device check (DC 15 + spell level for arcane spells or 25 + spell level for divine spells) in place of a required spell he does not know or can&#039;t cast.&lt;/div&gt;</summary>
		<author><name>Fezzik</name></author>
	</entry>
	<entry>
		<id>http://sundren.games/wiki/index.php?title=Monk&amp;diff=4373</id>
		<title>Monk</title>
		<link rel="alternate" type="text/html" href="http://sundren.games/wiki/index.php?title=Monk&amp;diff=4373"/>
		<updated>2009-05-26T03:45:53Z</updated>

		<summary type="html">&lt;p&gt;Fezzik: /* Class Skills */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Monk==&lt;br /&gt;
&lt;br /&gt;
The key feature of the monk is her ability to fight unarmed and unarmored. Thanks to her rigorous training, she can strike as hard as if she were armed and strike faster than a warrior with a sword. Though a monk casts no spells, she has a magic of her own. She channels a subtle energy, called ki, which allows her 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 her to dodge an attack even if she is not consciously aware of it. As a monk gains experience and power, her mundane and ki-oriented abilities grow, giving her more and more power over herself and, sometimes, over others.&lt;br /&gt;
&lt;br /&gt;
=== Requirements===&lt;br /&gt;
To qualify to become a Monk, a character must fulfill all the following criteria.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Alignment: &#039;&#039;&#039; Any Lawful&lt;br /&gt;
&lt;br /&gt;
===Class Skills===&lt;br /&gt;
The class skills of the Monk are: &lt;br /&gt;
* Balance&lt;br /&gt;
* Climb&lt;br /&gt;
* Concentration&lt;br /&gt;
* Craft: Alchemy&lt;br /&gt;
* Craft: Jewelcrafting&lt;br /&gt;
* Craft: Tailoring &amp;amp; Leatherwork&lt;br /&gt;
* Craft: Trap and Contraptions&lt;br /&gt;
* Craft : Woodworking&lt;br /&gt;
* Diplomacy&lt;br /&gt;
* Escape Artist&lt;br /&gt;
* Hide&lt;br /&gt;
* Jump&lt;br /&gt;
* Knowledge: Aracana&lt;br /&gt;
* Knowledge: Religion&lt;br /&gt;
* Listen&lt;br /&gt;
* Lore&lt;br /&gt;
* Move Silently&lt;br /&gt;
* Parry&lt;br /&gt;
* Perform ?&lt;br /&gt;
* Profession:  Cook&lt;br /&gt;
* Profession:  Fisher&lt;br /&gt;
* Profession:  Woodworker&lt;br /&gt;
* Sense Motive&lt;br /&gt;
* Spot&lt;br /&gt;
* Swim&lt;br /&gt;
* Tumble&lt;br /&gt;
&lt;br /&gt;
=== Class Features ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base Attack Bonus Progression:&#039;&#039;&#039; Medium&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skill Points at Each Level: &#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;
&#039;&#039;&#039; Weapon and Armor Proficiency:&#039;&#039;&#039;  Monks are not proficient with any armors or shields, though are capable of using simple weapons.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; AC Bonus:&#039;&#039;&#039;  A monk has a sixth sense that lets her avoid even unanticipated attacks. When unarmored, the monk adds her Wisdom bonus (if any) to her 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). She loses these bonuses when she is immobilized or helpless, when she wears any armor, or when she carries a shield.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unarmed Strike:&#039;&#039;&#039;  At 1st level, a monk gains improved unarmed strike as a bonus feat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Stunning Fist: &#039;&#039;&#039; At 1st level, a monk gains stunning fist as a bonus feat. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Evasion: &#039;&#039;&#039; A monk of 2nd level or higher can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save (such as a red dragon&#039;s fiery breath or a fireball), she instead takes no damage. Evasion can be used only if a monk is wearing light armor or no armor. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Deflect Arrows: &#039;&#039;&#039; 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;
&#039;&#039;&#039; Fast Movement: &#039;&#039;&#039; At 3rd level, a monk gains an enhancement bonus to her speed. A monk in armor (even light armor) loses this extra speed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Still Mind: &#039;&#039;&#039; A monk of 3rd level or higher gains a +2 bonus on saving throws against spells and effects from the school of enchantment, since her meditation and training improve her resistance to mind-affecting attacks. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Ki Strike: &#039;&#039;&#039; At 4th level, a monk&#039;s unarmed attacks are empowered with ki. Her unarmed attacks are treated as magic weapons for the purpose of dealing damage to creatures with damage reduction. Ki 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. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Purity of Body: &#039;&#039;&#039; At 5th level, a monk gains control over her body&#039;s immune system. She gains immunity to all diseases.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Improved Knockdown: &#039;&#039;&#039; At 6th level, a monk receives both the knockdown and improved knockdown feats for free, ignoring prerequisites.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Wholeness of Body: &#039;&#039;&#039; At 7th level or higher, a monk can heal her own wounds. She can heal a number of hit points of damage equal to twice her current monk level each day.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Improved Evasion: &#039;&#039;&#039; At 9th level, a monk&#039;s evasion ability improves. She still takes no damage on a successful Reflex saving throw against attacks such as a dragon&#039;s breath weapon or a fireball, but henceforth she takes only half damage on a failed save.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Diamond Body: &#039;&#039;&#039; At 11th level, a monk is in such firm control of her own metabolism that she gains immunity to poisons of all kinds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Improved Flurry: &#039;&#039;&#039; At 11th level, a monk receives a second extra attack when using Flurry of Blows and using unarmed strikes or his special monk weapons (kama, dagger, handaxe, quarterstaff and shuriken - 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;
&#039;&#039;&#039; Diamond Soul: &#039;&#039;&#039; At 13th level, a monk gains spell resistance equal to her current monk level + 10.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Quivering Palm: &#039;&#039;&#039; 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;
&#039;&#039;&#039; Empty Body: &#039;&#039;&#039; 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;
&#039;&#039;&#039; Perfect Self: &#039;&#039;&#039; At 20th level, a monk has tuned her body with skill and quasi-magical abilities to the point that she becomes a magical creature. The monk gains damage reduction 10/magic, which allows her to ignore the first 10 points of damage from any attack made by a non-magical weapon or by any natural attack made by a creature that doesn&#039;t have similar damage reduction. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Improved Evasion: &#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Fezzik</name></author>
	</entry>
	<entry>
		<id>http://sundren.games/wiki/index.php?title=Paladin&amp;diff=4372</id>
		<title>Paladin</title>
		<link rel="alternate" type="text/html" href="http://sundren.games/wiki/index.php?title=Paladin&amp;diff=4372"/>
		<updated>2009-05-26T03:39:57Z</updated>

		<summary type="html">&lt;p&gt;Fezzik: /* Class Skills */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Paladin==&lt;br /&gt;
&lt;br /&gt;
Paladins take their adventures seriously, and even a mundane mission is, in the heart of the paladin, a personal test - an opportunity to demonstrate bravery, to learn tactics, and to do good in the world. Divine power protects these warriors of virtue, warding off harm, protecting them from disease, healing them and their allies, and guarding against fear. Finally, a paladin can use this power to destroy evil. Even a novice paladin can detect evil, and more experienced paladins can smite evil foes and turn away undead. Many of the paladin&#039;s special abilities also benefit from a high charisma score.&lt;br /&gt;
&lt;br /&gt;
=== Requirements===&lt;br /&gt;
To qualify to become a Paladin, a character must fulfill all the following criteria.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Alignment: &#039;&#039;&#039; Lawful Good&lt;br /&gt;
&lt;br /&gt;
===Class Skills===&lt;br /&gt;
The class skills of the Paladin are: &lt;br /&gt;
* Concentration&lt;br /&gt;
* Craft: Armorsmithing&lt;br /&gt;
* Craft: Weaponsmithing &lt;br /&gt;
* Diplomacy&lt;br /&gt;
* Heal&lt;br /&gt;
* Knowledge: Nobility and Royalty&lt;br /&gt;
* Knowledge: Religion&lt;br /&gt;
* Lore&lt;br /&gt;
* Parry&lt;br /&gt;
* Profession:  Miner&lt;br /&gt;
* Profession:  Woodworker&lt;br /&gt;
* Sense Motive&lt;br /&gt;
&lt;br /&gt;
=== Class Features ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base Attack Bonus Progression:&#039;&#039;&#039; High&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skill Points at Each Level: &#039;&#039;&#039; 2 + Int modifier&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Hit Dice:&#039;&#039;&#039;  D10&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Weapon and Armor Proficiency:&#039;&#039;&#039;  The Paladin is proficient in the use of all simple and martial weapons, light, medium and heavy armor, and shields (except for tower shields).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Divine Spellcasting:&#039;&#039;&#039;  A Paladin casts divine spells, which are drawn from the Paladin spell list. To prepare or cast a spell, a Paladin must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a Paladin&#039;s spell is 10 + the spell level + the Paladin&#039;s Wisdom modifier. A Paladin can cast only a certain number of spells of each spell level per day. In addition to his base daily spell allotment, he receives bonus spells per day if he has a high Wisdom score.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Smite Evil:&#039;&#039;&#039;  Once per day, a paladin may attempt to smite evil with one normal melee attack. She adds her Charisma bonus (if any) to her attack roll and deals 1 extra point of damage per paladin level. If the paladin accidentally smites a creature that is not evil, the smite has no effect, but the ability is still used up for that day. At 5th level, and at every five levels thereafter, the paladin may smite evil one additional time per day, to a maximum of seven times per day at 30th level&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Divine Grace: &#039;&#039;&#039; At 2nd level, a paladin gains a bonus equal to his Charisma bonus (if any) on all saving throws&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Lay on Hands: &#039;&#039;&#039; Beginning at 2nd level, a paladin with a Charisma score of 12 or higher can heal wounds (her own or those of others) by touch. Each day she can heal a total number of hit points of damage equal to her paladin level times her Charisma bonus. For example, a 7th-level paladin with a 16 Charisma (+3 bonus) can heal 21 points of damage per day. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Aura of Courage: &#039;&#039;&#039; Beginning at 3rd level, a paladin is immune to fear (magical or otherwise). Each ally within 10 feet of him gains a +4 morale bonus on saving throws against fear effects.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Divine Health: &#039;&#039;&#039; At 3rd level, a paladin gains immunity to all diseases, including supernatural and magical diseases (such as mummy rot and lycanthropy). &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Turn Undead: &#039;&#039;&#039; Turning undead is a full action in NWN2. It does not provoke attacks of opportunity. You may attempt to turn undead a number of times per day equal to 3 + your Charisma modifier (regardless of what mixed classes you possess). You can increase this number by taking the extra turning feat. A Paladin turns undead as would a Cleric three levels lower than himself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Remove Disease: &#039;&#039;&#039; At 6th level, a paladin can remove disease once per day. At 9th level and every three levels after that, the paladin can cure disease one more time per day.&lt;/div&gt;</summary>
		<author><name>Fezzik</name></author>
	</entry>
	<entry>
		<id>http://sundren.games/wiki/index.php?title=Wizard&amp;diff=4371</id>
		<title>Wizard</title>
		<link rel="alternate" type="text/html" href="http://sundren.games/wiki/index.php?title=Wizard&amp;diff=4371"/>
		<updated>2009-05-26T03:29:04Z</updated>

		<summary type="html">&lt;p&gt;Fezzik: /* Class Skills */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Wizard==&lt;br /&gt;
&lt;br /&gt;
Wizards are arcane spellcasters who depend on intensive study to create their magic. To wizards, magic is not a talent but a difficult, rewarding art. When they are prepared for battle, wizards can use their spells to devastating effect. When caught by surprise, they are vulnerable. The wizard&#039;s strength is her spells. Everything else is secondary. She learns new spells as she experiments and grows in experience, and she can also learn them from other wizards. In addition to learning new spells, a wizard can, over time, learn to manipulate her spells so they go farther, work better, or are improved in some other way. Some wizards prefer to specialize in a certain type of magic. Specialization makes a wizard more powerful in her chosen field, but it denies her access to some of the spells that lie outside that field. &lt;br /&gt;
&lt;br /&gt;
=== Requirements===&lt;br /&gt;
To qualify to become a Wizard, the character must fulfill the following criteria.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Not Applicable &#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
===Class Skills===&lt;br /&gt;
The class skills of the Wizard are: &lt;br /&gt;
* Balance&lt;br /&gt;
* Climb&lt;br /&gt;
* Concentration&lt;br /&gt;
* Craft: Alchemy&lt;br /&gt;
* Craft: Armorsmithing&lt;br /&gt;
* Craft: Jewelcrafting&lt;br /&gt;
* Craft: Tailoring &amp;amp; Leatherwork&lt;br /&gt;
* Craft: Weaponsmithing &lt;br /&gt;
* Craft : Woodworking&lt;br /&gt;
* Decipher Script&lt;br /&gt;
* Disguise&lt;br /&gt;
* Escape Artist&lt;br /&gt;
* Forgery&lt;br /&gt;
* Gather Information&lt;br /&gt;
* Jump&lt;br /&gt;
* Knowledge: Geography&lt;br /&gt;
* Knowledge: Aracana&lt;br /&gt;
* Knowledge: Architecture&lt;br /&gt;
* Knowledge: Dungeoneering&lt;br /&gt;
* Knowledge: History&lt;br /&gt;
* Knowledge: Local&lt;br /&gt;
* Knowledge: Nature&lt;br /&gt;
* Knowledge: Nobility and Royalty&lt;br /&gt;
* Knowledge: Religion&lt;br /&gt;
* Knowledge: The Planes &lt;br /&gt;
* Listen&lt;br /&gt;
* Lore&lt;br /&gt;
* Profession:  Cook&lt;br /&gt;
* Profession:  Fisher&lt;br /&gt;
* Profession:  Miner&lt;br /&gt;
* Profession:  Woodworker&lt;br /&gt;
* Sense Motive&lt;br /&gt;
* Spell Craft&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 Progression:&#039;&#039;&#039; Low&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skill Points at Each Level: &#039;&#039;&#039; 2 + Int modifier&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Hit Dice:&#039;&#039;&#039;  D4&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Weapon and Armor Proficiency:&#039;&#039;&#039;  The Wizard is proficient with no armor, as it interferes with his arcane abilities. Wizards are proficient, though, with clubs, daggers, all forms of crossbows, and quarterstaffs.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Arcane Spellcasting:&#039;&#039;&#039;  A Wizard casts arcane spells, which are drawn from the Sorcerer/Wizard spell list. To prepare or cast a spell, a Wizard must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a Wizards spell is 10 + the spell level + the Wizard&#039;s Intelligence modifier. A Wizard can cast only a certain number of spells of each spell level per day. In addition to his base daily spell allotment, he receives bonus spells per day if he has a high Intelligence score. Wizards, unlike Sorcerers, are required to prepare their spells ahead of time, prior to each rest.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Spellcasting Schools: &#039;&#039;&#039; A school is one of eight groupings of spells, each defined by a common theme. If desired, a wizard may specialize in one school of magic (see below), or be a generalist, where there are no bonuses and no penalties. &lt;br /&gt;
&lt;br /&gt;
The eight schools of arcane magic are Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, and Transmutation. &lt;br /&gt;
&lt;br /&gt;
The wizard must choose whether to specialize and, if she does so, choose her specialty at 1st level. At this time, she must also give up another school of magic, which become her prohibited school (see table below). A specialist wizard then can prepare one additional spell per spell level each day. Unlike in the original DnD rules, the additional spell need not be of the specialist school. &lt;br /&gt;
&lt;br /&gt;
Spells of the prohibited school or schools are not available to the wizard, and she can not cast such spells from scrolls. She can use wands with prohibited school spells though. She may not change her specialization later. &lt;br /&gt;
&lt;br /&gt;
This only affects a wizards spell selection; a multi-classed wizard / cleric can still cast clerical spells from the prohibited school, for instance. Also, according to the original DnD rules, a specialist wizard / sorcerer (one level of sorcerer is enough) can use all arcane items from the prohibited school; this even appears as a tip in official rulebooks. &lt;br /&gt;
&lt;br /&gt;
Specialist wizards get +2 on spellcraft checks when dealing with spells from their own school. Other than that, there seems to be no difference between specialists implemented in NWN2.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Scribe Scroll: &#039;&#039;&#039; Wizards recieve the Scribe Scroll feat for free at first level. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Summon Familiar: &#039;&#039;&#039; Wizards gain this ability for free at first level, much like a Sorcerer. The familiar selected provides minor bonuses, depending on the selection made. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Wizard Bonus Feats: &#039;&#039;&#039; At level 5 and every five levels after (5, 10, 15, 20), the wizard may select a bonus feat, chosen from the metamagic, item creation and spell feat lists. The wizard must still meet all prerequisites for a bonus feat, including caster level minimums. This bonus feat is in addition to the feats every character gains for advancing in character level.&lt;/div&gt;</summary>
		<author><name>Fezzik</name></author>
	</entry>
	<entry>
		<id>http://sundren.games/wiki/index.php?title=Spirit_Shaman&amp;diff=4370</id>
		<title>Spirit Shaman</title>
		<link rel="alternate" type="text/html" href="http://sundren.games/wiki/index.php?title=Spirit_Shaman&amp;diff=4370"/>
		<updated>2009-05-26T03:26:50Z</updated>

		<summary type="html">&lt;p&gt;Fezzik: /* Class Skills */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Spirit Shaman==&lt;br /&gt;
&lt;br /&gt;
Master of the spirit world, the spirit shaman follows a different divine tradition than the cleric or druid. Her world is filled with powerful, living spirits, some helpful and some malign. By bargaining with these spirits, the spirit shaman gains power over the natural world and mighty divine magic with which to aid her comrades or smite her enemies. Creatures that are considered spirits include fey, elementals, and incorporeal undead such as wraiths and shadows.&lt;br /&gt;
&lt;br /&gt;
=== Requirements===&lt;br /&gt;
To qualify to become a Spirit Shaman, a character must fulfill all the following criteria.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Not Applicable &#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
===Class Skills===&lt;br /&gt;
The class skills of the Spirit Shaman are: &lt;br /&gt;
* Balance&lt;br /&gt;
* Climb&lt;br /&gt;
* Concentration&lt;br /&gt;
* Craft: Alchemy&lt;br /&gt;
* Craft: Jewelcrafting&lt;br /&gt;
* Craft: Tailoring &amp;amp; Leatherwork&lt;br /&gt;
* Craft : Woodworking&lt;br /&gt;
* Decipher Script&lt;br /&gt;
* Diplomacy&lt;br /&gt;
* Disguise&lt;br /&gt;
* Escape Artist&lt;br /&gt;
* Forgery&lt;br /&gt;
* Gather Information&lt;br /&gt;
* Heal&lt;br /&gt;
* Jump&lt;br /&gt;
* Knowledge: Geography&lt;br /&gt;
* Knowledge: Aracana&lt;br /&gt;
* Knowledge: Architecture&lt;br /&gt;
* Knowledge: Dungeoneering&lt;br /&gt;
* Knowledge: History&lt;br /&gt;
* Knowledge: Local&lt;br /&gt;
* Knowledge: Nature&lt;br /&gt;
* Knowledge: Nobility and Royalty&lt;br /&gt;
* Knowledge: Religion&lt;br /&gt;
* Knowledge: The Planes &lt;br /&gt;
* Listen&lt;br /&gt;
* Lore&lt;br /&gt;
* Profession:  Cook&lt;br /&gt;
* Profession:  Fisher&lt;br /&gt;
* Profession:  Miner&lt;br /&gt;
* Profession:  Woodworker&lt;br /&gt;
* Search&lt;br /&gt;
* Sense Motive&lt;br /&gt;
* Spell Craft&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 Progression:&#039;&#039;&#039; Medium&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skill Points at Each Level: &#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;
&#039;&#039;&#039; Weapon and Armor Proficiency:&#039;&#039;&#039;  The Spirit Shaman is proficient in the use of light armor and shields (except for tower shields). He can also make use of the club, dagger, dart, handaxe, quarterstaff, spear, sling, shortbow, and throwing axe.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Divine Spellcasting:&#039;&#039;&#039;  A Spirit Shaman makes use of the Druid&#039;s spell-list, though in an entirely different manner, more akin to a Sorcerer. The Spirit Shaman can cast any spell he knows at any time without preparation, and need not plan his spellbook before each rest. This class uses Wisdom to determine what level spell can be cast, while Charisma determines the DC for any offensive casting. The Spirit Shaman requires a Wisdom of at least 10 + Spell Level when determining what he is able to cast. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spirit Guide:&#039;&#039;&#039;  All spirit shamans have a personal spirit guide. This incorporeal entity grants the shaman the Alertness feat automatically.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Chastise Spirits: &#039;&#039;&#039; Spirits (even if incorporeal) within a 30’ radius Burst of you take 1d4 per Class level (Will save for half, DC is Charisma-based). Usable as a standard action, 3 + Charisma modifier times per day. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Detect Spirits: &#039;&#039;&#039; Usable at will as a spell-like ability. Same as Detect Undead, but applies to spirits. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Blessing of the Spirits: &#039;&#039;&#039; Activated with a 10 minute ritual. Usable at will as a Spell-Like Ability. As Protection from Evil (self only), except it applies to spirits and has a duration of permanent (may be dispelled or dismissed). &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Follow the Guide: &#039;&#039;&#039; If you fail a saving throw vs. an enchantment, you receive a save the next round at the same DC. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Ghost Warrior: &#039;&#039;&#039; Any weapon you hold gains &amp;quot;Ghost Touch&amp;quot;. Incorporeal creatures attempting to make a touch attack on you must hit your normal AC instead (i.e., all your bonuses to AC are &amp;quot;Ghost Touch&amp;quot; as well). &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Warding of the Spirits: &#039;&#039;&#039; Activated with a 10 minute ritual. Usable once per day as a spell-like ability. As Magic Circle against Evil, except it applies to spirits and has a duration of 10 minutes per level.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Spirit Form: &#039;&#039;&#039; You become incorporeal. This is a supernatural ability which is activated with a standard action and has a duration of 1 minute. In addition to the standard benefits of being incorporeal, you gain a touch attack (attack roll is Dexterity based) that does 1d6 damage and is treated as ‘magic’ for purposes of overcoming damage reduction.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Guide Magic: &#039;&#039;&#039; Your spirit guide (i.e., a second sentience within your mind) can maintain Concentration on spells for you. Conditions affecting your body (such as damage and being entangled) do not apply to it, so it does not normally have to make Concentration checks. If a spell requires a check, it uses your Concentration check bonus.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Recall Spirit: &#039;&#039;&#039; Raise Dead, usable once per week as a spell-like ability. Only usable within 1 round of the target’s death, but does not result in loss of level. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Excorcism: &#039;&#039;&#039; Drive a spirit out of a body it is possessing by making a class level check + charisma modifier vs. DC 10 + possessing creature&#039;s HD + possessing creature&#039;s Charisma modifier. An exorcized spirit cannot attempt to possess the same victim for 24 hours. Usable as a full round action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Weaken Spirit: &#039;&#039;&#039; When using the Chastise Spirit class ability, you may forgo damage to remove some of the defenses of every Spirit in the area of effect (Will negates). Each affected spirit has the following suppressed: Spell resistance, damage reduction (except vs. /adamantine or /-), and an incorporeal creature loses its immunity to non-magic attacks, the 50% miss chance of corporeal attacks, and its ability to move through solid objects. The effect lasts for 1 round per 3 HD of damage forgone.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Spirit Journey: &#039;&#039;&#039; Shadow Walk (self only), usable 1/day as a spell-like ability. Travels through the Plane of Spirit (instead of the Plane of Shadow), so does not need to enter through shadows.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Favoured of the Spirits: &#039;&#039;&#039; You gain a contingency effect that activates a Heal if your hit-points or ability score drop to 0 (or lower). &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Spirit Who Walks: &#039;&#039;&#039; You become a fey being and gain damage reduction 5/cold iron.&lt;/div&gt;</summary>
		<author><name>Fezzik</name></author>
	</entry>
	<entry>
		<id>http://sundren.games/wiki/index.php?title=Sorcerer&amp;diff=4369</id>
		<title>Sorcerer</title>
		<link rel="alternate" type="text/html" href="http://sundren.games/wiki/index.php?title=Sorcerer&amp;diff=4369"/>
		<updated>2009-05-26T03:24:05Z</updated>

		<summary type="html">&lt;p&gt;Fezzik: /* Class Skills */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Sorcerer==&lt;br /&gt;
&lt;br /&gt;
Sorcerers cast arcane spells through innate power rather than through careful training and study. Their magic is intuitive rather than logical. Sorcerers know fewer spells than wizards do and acquire powerful spells more slowly than wizards, but they can cast spells more often and have no need to select and prepare their spells ahead of time. Sorcerers do not specialize in certain schools of magic the way wizards sometimes do. Since sorcerers gain their powers without undergoing the years of rigorous study that wizards go through, they don&#039;t have the background of arcane knowledge than most wizards have. However, they do have more time to learn fighting skills, and they are proficient with simple weapons. &lt;br /&gt;
&lt;br /&gt;
=== Requirements===&lt;br /&gt;
To qualify to become a Sorcerer, a character must fulfill all the following criteria.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Not Applicable &#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
===Class Skills===&lt;br /&gt;
The class skills of the Sorcerer are: &lt;br /&gt;
* Balance&lt;br /&gt;
* Bluff&lt;br /&gt;
* Climb&lt;br /&gt;
* Concentration&lt;br /&gt;
* Craft: Alchemy&lt;br /&gt;
* Craft: Jewelcrafting&lt;br /&gt;
* Craft: Tailoring &amp;amp; Leatherwork&lt;br /&gt;
* Craft: Weaponsmithing &lt;br /&gt;
* Craft: Woodworking&lt;br /&gt;
* Decipher Script&lt;br /&gt;
* Disguise&lt;br /&gt;
* Escape Artist&lt;br /&gt;
* Forgery&lt;br /&gt;
* Gather Information&lt;br /&gt;
* Jump&lt;br /&gt;
* Knowledge: Geography&lt;br /&gt;
* Knowledge: Aracana&lt;br /&gt;
* Knowledge: Architecture&lt;br /&gt;
* Knowledge: Dungeoneering&lt;br /&gt;
* Knowledge: History&lt;br /&gt;
* Knowledge: Local&lt;br /&gt;
* Knowledge: Nature&lt;br /&gt;
* Knowledge: Nobility and Royalty&lt;br /&gt;
* Knowledge: Religion&lt;br /&gt;
* Knowledge: The Planes &lt;br /&gt;
* Lore&lt;br /&gt;
* Profession:  Cook&lt;br /&gt;
* Profession:  Fisher&lt;br /&gt;
* Profession:  Miner&lt;br /&gt;
* Profession:  Woodworker&lt;br /&gt;
* Sense Motive&lt;br /&gt;
* Spell Craft&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 Progression:&#039;&#039;&#039; Low&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skill Points at Each Level: &#039;&#039;&#039; 2 + Int modifier&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Hit Dice:&#039;&#039;&#039;  D4&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Weapon and Armor Proficiency:&#039;&#039;&#039;  The Sorcerer is proficient in the use of simple weapons, though no armor, as it interferes with his arcane abilities.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Arcane Spellcasting:&#039;&#039;&#039;  A Sorcerer casts arcane spells, which are drawn from the Sorcerer/Wizard spell list. To prepare or cast a spell, a Sorcerer must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a Sorcerer&#039;s spell is 10 + the spell level + the Sorcerer&#039;s Charisma modifier. A Sorcerer can cast only a certain number of spells of each spell level per day. In addition to his base daily spell allotment, he receives bonus spells per day if he has a high Charisma score. A sorcerer does not need to prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his spells per day for that spell level. He does not have to decide ahead of time which spells he’ll cast.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Summon Familiar:&#039;&#039;&#039;  Sorcerers gain summon familiar at 1st level. The creature that the Sorcerer elects as a familiar upon character creation will effect what bonuses he shall recieve from the feat.&lt;/div&gt;</summary>
		<author><name>Fezzik</name></author>
	</entry>
	<entry>
		<id>http://sundren.games/wiki/index.php?title=Rogue&amp;diff=4368</id>
		<title>Rogue</title>
		<link rel="alternate" type="text/html" href="http://sundren.games/wiki/index.php?title=Rogue&amp;diff=4368"/>
		<updated>2009-05-26T03:20:23Z</updated>

		<summary type="html">&lt;p&gt;Fezzik: /* Class Skills */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Rogue==&lt;br /&gt;
&lt;br /&gt;
Rogues have little in common with each other. While some - maybe even the majority - are stealthy thieves, many serve as scouts, spies, investigators, diplomats, and simple thugs. Rogues are versatile, adaptable, and skilled at getting what others don&#039;t want them to get. While not equal to a fighter in combat, a rogue knows how to hit where it hurts, and a sneak attack can dish out a lot of damage. Rogues also seem to have a sixth sense when it comes to avoiding danger. Experienced rogues develop nearly magical powers and skills as they master the arts of stealth, evasion, and sneak attacks. In addition, while not capable of casting spells on their own, a rogue can sometimes &amp;quot;fake it&amp;quot; well enough to cast spells from scrolls, activate wands, and use just about any other magic item.&lt;br /&gt;
&lt;br /&gt;
=== Requirements===&lt;br /&gt;
To qualify to become a Rogue, a character must fulfill all the following criteria.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Not Applicable &#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
===Class Skills===&lt;br /&gt;
The class skills of the Rogue are: &lt;br /&gt;
* Appraise&lt;br /&gt;
* Balance&lt;br /&gt;
* Bluff&lt;br /&gt;
* Climb&lt;br /&gt;
* Craft: Alchemy&lt;br /&gt;
* Craft: Jewelcrafting&lt;br /&gt;
* Craft: Tailoring &amp;amp; Leatherwork&lt;br /&gt;
* Craft: Trap and Contraptions&lt;br /&gt;
* Craft: Weaponsmithing &lt;br /&gt;
* Craft : Woodworking&lt;br /&gt;
* Decipher Script&lt;br /&gt;
* Disable Device&lt;br /&gt;
* Diplomacy&lt;br /&gt;
* Disguise&lt;br /&gt;
* Escape Artist&lt;br /&gt;
* Forgery&lt;br /&gt;
* Gather Information&lt;br /&gt;
* Hide&lt;br /&gt;
* Intimidate&lt;br /&gt;
* Jump&lt;br /&gt;
* Knowledge: Geography&lt;br /&gt;
* Knowledge: Aracana&lt;br /&gt;
* Knowledge: Architecture&lt;br /&gt;
* Knowledge: Dungeoneering&lt;br /&gt;
* Knowledge: History&lt;br /&gt;
* Knowledge: Local&lt;br /&gt;
* Knowledge: Nature&lt;br /&gt;
* Knowledge: Nobility and Royalty&lt;br /&gt;
* Knowledge: Religion&lt;br /&gt;
* Knowledge: The Planes &lt;br /&gt;
* Listen&lt;br /&gt;
* Lore&lt;br /&gt;
* Move Silently&lt;br /&gt;
* Open Locks&lt;br /&gt;
* Parry&lt;br /&gt;
* Perform&lt;br /&gt;
* Profession:  Cook&lt;br /&gt;
* Profession:  Fisher&lt;br /&gt;
* Profession:  Miner&lt;br /&gt;
* Profession:  Woodworker&lt;br /&gt;
* Search&lt;br /&gt;
* Sense Motive&lt;br /&gt;
* Set Trap&lt;br /&gt;
* Sleight of Hand&lt;br /&gt;
* Spot&lt;br /&gt;
* Survival&lt;br /&gt;
* Swim&lt;br /&gt;
* Taunt&lt;br /&gt;
* Tumble&lt;br /&gt;
* Use Magic Device&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 Progression:&#039;&#039;&#039; Medium&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skill Points at Each Level: &#039;&#039;&#039; 8 + Int modifier&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Hit Dice:&#039;&#039;&#039;  D6&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Weapon and Armor Proficiency:&#039;&#039;&#039;  The Rogue is proficient in the use of all simple weapons and light armor.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Sneak Attack:&#039;&#039;&#039; If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage. This extra damage is 1d6 at 1st level, and it increases by 1d6 every two rogue levels thereafter.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Trapfinding:&#039;&#039;&#039;  Rogues (and only rogues) can use the search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it. Rogues (and only rogues) can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Evasion: &#039;&#039;&#039; At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save (such as a red dragon&#039;s fiery breath or a fireball), she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Trap Sense: &#039;&#039;&#039; At 3rd level, a rogue gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise to +2 when the rogue reaches 6th level, to +3 when she reaches 9th level, to +4 when she reaches 12th level, to +5 at 15th, and to +6 at 18th level.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Uncanny Dodge: &#039;&#039;&#039; Starting at 4th level, a rogue can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Improved Uncanny Dodge: &#039;&#039;&#039; At 8th level a rogue cannot be sneaked attacked by another rogue, unless the attacker has at least four more rogue levels than the target.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Special Ability: &#039;&#039;&#039; On attaining 10th level, and at every three levels thereafter (13th, 16th, and 19th), a rogue gains a special ability of her choice from among the following options:&lt;br /&gt;
&lt;br /&gt;
* Crippling strike: A rogue with this ability can sneak attack opponents with such precision that her blows weaken and hamper them. An opponent damaged by one of her sneak attacks also takes 2 points of Strength damage. &lt;br /&gt;
* Defensive roll: The rogue can roll with a potentially lethal blow to take less damage from it than she otherwise would. Once per day, when she would be reduced to 0 or fewer hit points by damage in combat (from a weapon or other blow, not a spell or special ability), the rogue can attempt to roll with the damage. To use this ability, the rogue must attempt a Reflex saving throw (DC = damage dealt). If the save succeeds, she takes only half damage from the blow; if it fails, she takes full damage. She must be aware of the attack and able to react to it in order to execute her defensive roll-if she is denied her Dexterity bonus to AC, she can&#039;t use this ability. Since this effect would not normally allow a character to make a Reflex save for half damage, the rogue&#039;s evasion ability does not apply to the defensive roll. &lt;br /&gt;
* Improved evasion: This ability works like evasion, except that the rogue takes no damage on a successful Reflex saving throw against attacks such as a dragon&#039;s breath weapon or a fireball and she takes only half damage on a failed save. &lt;br /&gt;
* Opportunist: The rogue automatically gains a +4 competence bonus to attack rolls when making an attack of opportunity. &lt;br /&gt;
* Skill mastery: The rogue cannot roll less than 5 whenever using the Disable Device, Open Lock, or Set Trap skills, even if in combat. &lt;br /&gt;
* Slippery mind: This ability represents the rogue&#039;s ability to wriggle free from magical effects that would otherwise control or compel her. If a rogue with slippery mind is affected by an enchantment spell or effect and fails her saving throw, she automatically gets one reroll. &lt;br /&gt;
* A bonus normal feat.&lt;/div&gt;</summary>
		<author><name>Fezzik</name></author>
	</entry>
	<entry>
		<id>http://sundren.games/wiki/index.php?title=Bard&amp;diff=4367</id>
		<title>Bard</title>
		<link rel="alternate" type="text/html" href="http://sundren.games/wiki/index.php?title=Bard&amp;diff=4367"/>
		<updated>2009-05-26T03:18:51Z</updated>

		<summary type="html">&lt;p&gt;Fezzik: /* Class Skills */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Bard==&lt;br /&gt;
&lt;br /&gt;
A bard brings forth magic from his soul, not from a book. He can cast only a small number of spells, but he can do so without selecting or preparing them in advance. His magic emphasizes charms and illusions over the more dramatic evocation spells that wizards and sorcerers often use. In addition to spells, a bard works magic with his music and poetry. He can encourage allies, hold his audiences rapt, and counter magical effects that rely on speech or sound. Bards have some of the skills that rogues have, although bards are not as focused on skill mastery as rogues are. A bard listens to stories as well as telling them, of course, so he has a vast knowledge of local events and noteworthy items.&lt;br /&gt;
&lt;br /&gt;
=== Requirements===&lt;br /&gt;
To qualify to become a Bard, the character must fulfill the following criteria.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Alignment: &#039;&#039;&#039; Any Non-Lawful&lt;br /&gt;
&lt;br /&gt;
===Class Skills===&lt;br /&gt;
The class skills of the Bard are: &lt;br /&gt;
* Appraise&lt;br /&gt;
* Balance&lt;br /&gt;
* Bluff&lt;br /&gt;
* Climb&lt;br /&gt;
* Concentration&lt;br /&gt;
* Craft: Alchemy&lt;br /&gt;
* Craft: Armorsmithing&lt;br /&gt;
* Craft: Jewelcrafting&lt;br /&gt;
* Craft: Tailoring &amp;amp; Leatherwork&lt;br /&gt;
* Craft: Trap and Contraptions&lt;br /&gt;
* Craft: Weaponsmithing &lt;br /&gt;
* Craft : Woodworking&lt;br /&gt;
* Decipher Script&lt;br /&gt;
* Diplomacy&lt;br /&gt;
* Disguise&lt;br /&gt;
* Escape Artist&lt;br /&gt;
* Forgery&lt;br /&gt;
* Gather Information&lt;br /&gt;
* Hide&lt;br /&gt;
* Jump&lt;br /&gt;
* Knowledge: Geography&lt;br /&gt;
* Knowledge: Aracana&lt;br /&gt;
* Knowledge: Architecture&lt;br /&gt;
* Knowledge: Dungeoneering&lt;br /&gt;
* Knowledge: History&lt;br /&gt;
* Knowledge: Local&lt;br /&gt;
* Knowledge: Nature&lt;br /&gt;
* Knowledge: Nobility and Royalty&lt;br /&gt;
* Knowledge: Religion&lt;br /&gt;
* Knowledge: The Planes &lt;br /&gt;
* Listen&lt;br /&gt;
* Lore&lt;br /&gt;
* Move Silently&lt;br /&gt;
* Parry&lt;br /&gt;
* Perform&lt;br /&gt;
* Profession:  Cook&lt;br /&gt;
* Profession:  Fisher&lt;br /&gt;
* Profession:  Miner&lt;br /&gt;
* Profession:  Woodworker&lt;br /&gt;
* Sense Motive&lt;br /&gt;
* Sleight of Hand&lt;br /&gt;
* Spell Craft&lt;br /&gt;
* Survival&lt;br /&gt;
* Swim&lt;br /&gt;
* Taunt&lt;br /&gt;
* Tumble&lt;br /&gt;
* Use Magic Device&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 Progression:&#039;&#039;&#039; Medium&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skill Points at Each Level: &#039;&#039;&#039; 6 + Int modifier&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Hit Dice:&#039;&#039;&#039;  D6&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Weapon and Armor Proficiency:&#039;&#039;&#039;  The Bard is proficient in the use of simple weapons, light armor, and shields (except for tower shields).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Arcane Spellcasting:&#039;&#039;&#039;  A bard casts arcane spells, which are drawn from the bard spell list. He can cast any spell he knows without preparing it ahead of time. To learn or cast a spell, a bard must have a Charisma score equal to at least 10 + the spell level (Cha 10 for 0-level spells, Cha 11 for 1st-level spells, and so forth). Starting at 8th level, and every three levels after, bards can replace one known spell with a new spell of the same level. The spell that can be replaced must be two spell levels below what the bard can currently cast (1st level spell at 8, 1st or 2nd level spell at 11, 1st or 2nd or 3rd level spell at 14, and so forth). Bards do not suffer from arcane spell failure when wearing light armor. Medium and heavy armor, as well as all shields, still incur the normal failure chance.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Bardic Music: &#039;&#039;&#039; Once per day per bard level, a bard can use his song or poetics to produce magical effects on those around him (including himself). Each ability requires both a minimum bard level and a minimum number of ranks in the Perform skill to qualify; if a bard does not have the required number of ranks in at least one Perform skill, he does not gain the bardic music ability until he acquires the needed ranks. Some bard songs are acquired automatically as the bard levels up, but others can only be learned from songbooks the bard discovers while adventuring. Those that are aquired through leveling are: Countersong (1), Fascinate (1), Inspire Courage (1), Inspire Competence (2), Haven Song (3), Cloud Mind (6), Inspire Regeneration (7), Inspire Toughness (8), Ironskin Chant (9), Inspire Defence (10), Inspire Slowing (11), Song of Freedom (12), Inspire Jaring (14), and Song of Heroism (15).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Bardic Knowledge: &#039;&#039;&#039; This feat allows the character to identify items more easily than others. It grants the character a bonus equal to their bard or harper agent level to any Lore checks.&lt;/div&gt;</summary>
		<author><name>Fezzik</name></author>
	</entry>
	<entry>
		<id>http://sundren.games/wiki/index.php?title=Cleric&amp;diff=4366</id>
		<title>Cleric</title>
		<link rel="alternate" type="text/html" href="http://sundren.games/wiki/index.php?title=Cleric&amp;diff=4366"/>
		<updated>2009-05-26T03:18:30Z</updated>

		<summary type="html">&lt;p&gt;Fezzik: /* Class Skills */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Cleric==&lt;br /&gt;
&lt;br /&gt;
Clerics are masters of divine magic, which is especially good at healing. Even an inexperienced Cleric can bring people back from the brink of death, and an experienced Cleric can bring back people who have crossed over that brink. As channelers of divine energy, clerics can affect undead creatures. A Cleric can turn away or even destroy undead. Clerics have some combat training. They can use simple weapons, and they are trained in the use of armor, since armor does not interfere with divine spells the way it does with arcane spells&lt;br /&gt;
&lt;br /&gt;
=== Requirements===&lt;br /&gt;
To qualify to become a Cleric, a character must fulfill all the following criteria.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Special: &#039;&#039;&#039; Although the Cleric is an open class without technical restriction, Sundren requires that a Cleric must use the spellcasting domains favoured by his or her deity.&lt;br /&gt;
&lt;br /&gt;
===Class Skills===&lt;br /&gt;
The class skills of the Cleric are: &lt;br /&gt;
* Balance&lt;br /&gt;
* Climb&lt;br /&gt;
* Concentration&lt;br /&gt;
* Craft: Alchemy&lt;br /&gt;
* Craft: Armorsmithing&lt;br /&gt;
* Craft: Jewelcrafting&lt;br /&gt;
* Craft: Tailoring &amp;amp; Leatherwork&lt;br /&gt;
* Craft: Weaponsmithing &lt;br /&gt;
* Craft : Woodworking&lt;br /&gt;
* Decipher Script&lt;br /&gt;
* Diplomacy&lt;br /&gt;
* Disguise&lt;br /&gt;
* Escape Artist&lt;br /&gt;
* Forgery&lt;br /&gt;
* Gather Information&lt;br /&gt;
* Heal&lt;br /&gt;
* Jump&lt;br /&gt;
* Knowledge: Geography&lt;br /&gt;
* Knowledge: Aracana&lt;br /&gt;
* Knowledge: Architecture&lt;br /&gt;
* Knowledge: Dungeoneering&lt;br /&gt;
* Knowledge: History&lt;br /&gt;
* Knowledge: Local&lt;br /&gt;
* Knowledge: Nature&lt;br /&gt;
* Knowledge: Nobility and Royalty&lt;br /&gt;
* Knowledge: Religion&lt;br /&gt;
* Knowledge: The Planes &lt;br /&gt;
* Lore&lt;br /&gt;
* Parry&lt;br /&gt;
* Profession:  Cook&lt;br /&gt;
* Profession:  Fisher&lt;br /&gt;
* Profession:  Miner&lt;br /&gt;
* Profession:  Woodworker&lt;br /&gt;
* Sense Motive&lt;br /&gt;
* Spell Craft&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 Progression:&#039;&#039;&#039; Medium&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skill Points at Each Level: &#039;&#039;&#039; 2 + Int modifier&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Hit Dice:&#039;&#039;&#039;  D8&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Weapon and Armor Proficiency:&#039;&#039;&#039;  The Cleric is proficient in the use of all simple weapons, light, medium and heavy armor, and shields (except for tower shields).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Divine Spellcasting:&#039;&#039;&#039;  A Cleric casts divine spells, which are drawn from the Cleric spell list. To prepare or cast a spell, a cleric must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a Cleric’s spell is 10 + the spell level + the Cleric’s Wisdom modifier. A Cleric can cast only a certain number of spells of each spell level per day. In addition to his base daily spell allotment, he receives bonus spells per day if he has a high Wisdom score.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spontaneous Casting:&#039;&#039;&#039;  A Cleric can channel stored spell energy into healing spells that the Cleric did not prepare ahead of time. The Cleric can &amp;quot;lose&amp;quot; any prepared spell in order to cast any cure spell of the same spell level. &lt;br /&gt;
&lt;br /&gt;
-Spell slots used to prepare domain spells may not be used for spontaneous casting. &amp;lt;br&amp;gt;&lt;br /&gt;
-A good Cleric (or a neutral Cleric of a good deity) can spontaneously cast any cure spell. &amp;lt;br&amp;gt;&lt;br /&gt;
-An evil Cleric (or a neutral Cleric of an evil deity) can spontaneously cast any inflict spell. &amp;lt;br&amp;gt;&lt;br /&gt;
-A Cleric who is neither good nor evil and whose deity is neither good nor evil can convert spells to either cure spells or inflict spells (player&#039;s choice). Once the player makes this choice, it cannot be reversed. This choice also determines whether the Cleric turns or commands undead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Turn Undead: &#039;&#039;&#039; Turning undead is a full action in NWN2. It does not provoke attacks of opportunity. You may attempt to turn undead a number of times per day equal to 3 + your Charisma modifier (regardless of what mixed classes you possess). You can increase this number by taking the extra turning feat. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Domain Spells and Abilities: &#039;&#039;&#039; The domain that a Cleric is dedicated to based on his choice of deity will often grant spells or abilities in addition to those that the Cleric already has access to. They range in power and effect, and are often unique. A list of these domains and their abilities can be found during NWN 2 character creation, and are a work in progress for the Wiki.&lt;/div&gt;</summary>
		<author><name>Fezzik</name></author>
	</entry>
	<entry>
		<id>http://sundren.games/wiki/index.php?title=Druid&amp;diff=4365</id>
		<title>Druid</title>
		<link rel="alternate" type="text/html" href="http://sundren.games/wiki/index.php?title=Druid&amp;diff=4365"/>
		<updated>2009-05-26T03:17:24Z</updated>

		<summary type="html">&lt;p&gt;Fezzik: /* Class Skills */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Druid==&lt;br /&gt;
&lt;br /&gt;
Druids cast divine spells much the same way clerics do, though most get their spells from the power of nature rather than from deities. Their spells are oriented toward nature and animals. They strive to live in harmony with the natural world, and hate anything that is not part of the natural cycle, especially aberrations and undead creatures. In addition to spells, druids gain an increasing array of magical powers, including the ability to take the shapes of animals, as they advance in level.&lt;br /&gt;
&lt;br /&gt;
=== Requirements===&lt;br /&gt;
To qualify to become a Druid, the character must fulfill the following criteria.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Alignment: &#039;&#039;&#039; Partial-Neutrality. A Druid&#039;s alignment must include the Neutral axis.&lt;br /&gt;
* &#039;&#039;&#039;Special: &#039;&#039;&#039; Sundren has implemented the traditional D&amp;amp;D rule that a Druid may not cast spells while in metal armor. Don&#039;t bother trying.&lt;br /&gt;
&lt;br /&gt;
===Class Skills===&lt;br /&gt;
The class skills of the Druid are: &lt;br /&gt;
* Balance&lt;br /&gt;
* Climb&lt;br /&gt;
* Concentration&lt;br /&gt;
* Craft: Alchemy&lt;br /&gt;
* Craft: Jewelcrafting&lt;br /&gt;
* Craft: Tailoring &amp;amp; Leatherwork &lt;br /&gt;
* Craft : Woodworking&lt;br /&gt;
* Decipher Script&lt;br /&gt;
* Diplomacy&lt;br /&gt;
* Disguise&lt;br /&gt;
* Escape Artist&lt;br /&gt;
* Forgery&lt;br /&gt;
* Gather Information&lt;br /&gt;
* Heal&lt;br /&gt;
* Jump&lt;br /&gt;
* Knowledge: Geography&lt;br /&gt;
* Knowledge: Aracana&lt;br /&gt;
* Knowledge: Architecture&lt;br /&gt;
* Knowledge: Dungeoneering&lt;br /&gt;
* Knowledge: History&lt;br /&gt;
* Knowledge: Local&lt;br /&gt;
* Knowledge: Nature&lt;br /&gt;
* Knowledge: Nobility and Royalty&lt;br /&gt;
* Knowledge: Religion&lt;br /&gt;
* Knowledge: The Planes &lt;br /&gt;
* Listen&lt;br /&gt;
* Lore&lt;br /&gt;
* Parry&lt;br /&gt;
* Profession:  Cook&lt;br /&gt;
* Profession:  Fisher&lt;br /&gt;
* Profession:  Miner&lt;br /&gt;
* Profession:  Woodworker&lt;br /&gt;
* Sense Motive&lt;br /&gt;
* Spell Craft&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 Progression:&#039;&#039;&#039; Medium&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skill Points at Each Level: &#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;
&#039;&#039;&#039; Weapon and Armor Proficiency:&#039;&#039;&#039;  The Druid is proficient in the use of a unique weapon list, including the club, dagger, dart, quarterstaff, scimitar, sickle, sling, and spear. They can also make use of light and medium armor, as well as shields (except for tower shields).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Divine Spellcasting:&#039;&#039;&#039;  A druid casts divine spells, which are drawn from the druid spell list. To prepare or cast a spell, the druid must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a druid&#039;s spell is 10 + the spell level + the druid&#039;s Wisdom modifier. A druid can cast only a certain number of spells of each spell level per day. In addition, she receives bonus spells per day if she has a high Wisdom score. A druid may prepare and cast any spell on the druid spell list, provided that she can cast spells of that level, but she must choose which spells to prepare before resting.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Animal Companion: &#039;&#039;&#039; A druid begins the game with an Animal companion. Animal companions are loyal allies in any battle. As your character gains experience, his or her animal companion will also grow in power. Animal companions cannot be directly controlled by their master. They are essentially aggressive tanks. They become more powerful as the master advances. The only penalty the master suffers from the animal companion&#039;s death is that they cannot summon the companion again until they have rested. Animal companions can be named, but cannot be tinted.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Nature Sense: &#039;&#039;&#039; A druid gains a +2 bonus to Survival and a +2 bonus to Search and Spot while in wilderness areas. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Woodland Stride: &#039;&#039;&#039;Starting at 2nd level, a druid gains a +10% movement increase when in outdoor, natural environments.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Trackless Step: &#039;&#039;&#039; At 3rd level, a druid gains a +4 competence bonus to Hide and Move Silently checks when in wilderness areas.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Resist Nature&#039;s Lure: &#039;&#039;&#039; Starting at 4th level, a druid gains a +2 bonus on saving throws against all Fear spells and effects.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Wildshape: &#039;&#039;&#039; At 5th level, a druid gains the ability to turn herself into an animal and back again once per day. A druid can use this ability more times per day at 6th, 7th, 10th, 14th, and 18th level. The forms available are bear, boar, wolf, or badger. At 8th level, a druid gains the ability to turn herself into a dire animal beginning with the dire badger. As the druids gains in levels, they gain the ability to take larger dire forms, culminating at 12th level with the dire bear. Unique to Sundren, are the panther and dire panther forms, as well as domestic and tiny shapes, such as birds, mice, cats, horses (etc).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Plant Shape: &#039;&#039;&#039; At 12th level, a druid is able to wild shape into a plant creature - a shambling mound or a treant. Using this ability counts against her normal uses of wild shape. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A Thousand Faces:&#039;&#039;&#039; Unique to Sundren, is the implemented Thousand Faces ability. With this, the Druid can take the form of several different humanoid forms, using the effects of a Disguise Self spell.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Elemental Shape: &#039;&#039;&#039; At 16th level, a druid becomes able to use wild shape to change into a huge elemental (air, earth, fire, or water).  In addition to the normal effects of wild shape, the druid gains all the elemental&#039;s immunities, extraordinary, supernatural, and spell-like abilities.  At 20th level, though, the druid may make use of the elder elemental shape.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Venom Immunity: &#039;&#039;&#039; At 9th level, a druid gains immunity to all poisons.&lt;/div&gt;</summary>
		<author><name>Fezzik</name></author>
	</entry>
	<entry>
		<id>http://sundren.games/wiki/index.php?title=Favoured_Soul&amp;diff=4364</id>
		<title>Favoured Soul</title>
		<link rel="alternate" type="text/html" href="http://sundren.games/wiki/index.php?title=Favoured_Soul&amp;diff=4364"/>
		<updated>2009-05-26T03:17:01Z</updated>

		<summary type="html">&lt;p&gt;Fezzik: /* Class Skills */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Favoured Soul==&lt;br /&gt;
&lt;br /&gt;
The favored soul follows the path of the cleric but is able to channel divine power with surprising ease. She is able to perform the same tasks as her fellow divine spellcasters but with virtually no study. Favored souls cast their spells naturally, as much through force of personality as through study. Though this gives them extraordinary divine abilities no normal person could ever match, they see their gift as a call to action, and so in some ways may lag behind their more studious colleagues. &lt;br /&gt;
&lt;br /&gt;
Favored souls cast divine spells by means of an innate connection rather than through laborious training and prayer, so their divine connection is natural rather than learned. Mortals who perform great services to deities, devoting their lives and work to the cause of their god or goddess, sometimes become the Chosen of that deity. &lt;br /&gt;
&lt;br /&gt;
Being born a favored soul has both advantages and disadvantages. Like a cleric, a favored soul has access to her god&#039;s divine magic. Unlike a cleric, however, the magic of a favored soul is natural. As such, it is unlikely to be denied by her god. Because favored souls do not need to pray for their spells, deities don&#039;t need to approve or disapprove each and every incantation. This and the many divine powers of a favored soul make members of the class quite powerful. Despite these powers, favored souls are often hindered by a sense of inescapable destiny that surrounds their births. They didn&#039;t choose their paths and may not want anything to do with their religion. In this way, the powers of a favored soul can be a burden rather than a blessing.&lt;br /&gt;
&lt;br /&gt;
=== Requirements===&lt;br /&gt;
To qualify to become a Favoured Soul, the character must fulfill the following criteria.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Not Applicable &#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
===Class Skills===&lt;br /&gt;
The class skills of the Favoured Soul are: &lt;br /&gt;
* Balance&lt;br /&gt;
* Climb&lt;br /&gt;
* Concentration&lt;br /&gt;
* Craft: Alchemy&lt;br /&gt;
* Craft: Armorsmithing&lt;br /&gt;
* Craft: Jewelcrafting&lt;br /&gt;
* Craft: Tailoring &amp;amp; Leatherwork&lt;br /&gt;
* Craft: Weaponsmithing &lt;br /&gt;
* Craft : Woodworking&lt;br /&gt;
* Decipher Script&lt;br /&gt;
* Diplomacy&lt;br /&gt;
* Disguise&lt;br /&gt;
* Escape Artist&lt;br /&gt;
* Forgery&lt;br /&gt;
* Gather Information&lt;br /&gt;
* Heal&lt;br /&gt;
* Jump&lt;br /&gt;
* Knowledge: Geography&lt;br /&gt;
* Knowledge: Aracana&lt;br /&gt;
* Knowledge: Architecture&lt;br /&gt;
* Knowledge: Dungeoneering&lt;br /&gt;
* Knowledge: History&lt;br /&gt;
* Knowledge: Local&lt;br /&gt;
* Knowledge: Nature&lt;br /&gt;
* Knowledge: Nobility and Royalty&lt;br /&gt;
* Knowledge: Religion&lt;br /&gt;
* Knowledge: The Planes &lt;br /&gt;
* Lore&lt;br /&gt;
* Parry&lt;br /&gt;
* Profession:  Cook&lt;br /&gt;
* Profession:  Fisher&lt;br /&gt;
* Profession:  Miner&lt;br /&gt;
* Profession:  Woodworker&lt;br /&gt;
* Sense Motive&lt;br /&gt;
* Spell Craft&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 Progression:&#039;&#039;&#039; Medium&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skill Points at Each Level: &#039;&#039;&#039; 2 + Int modifier&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Hit Dice:&#039;&#039;&#039;  D8&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Weapon and Armor Proficiency:&#039;&#039;&#039;  The Favoured Soul is proficient in the use of simple weapons, as well as their deity&#039;s favourite weapon. They can also make use of light and medium armor, and shields (except for tower shields).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Divine Spellcasting:&#039;&#039;&#039;  A Favoured Soul makes use of the Cleric&#039;s spell-list, though in an entirely different manner, more akin to a Sorcerer. The Favoured Soul can cast any spell he knows at any time without preparation, and need not plan his spellbook before each rest. This class uses Charisma to determine what level spell can be cast, while Wisdom determines the DC for any offensive casting. The Favoured Soul requires a Charisma of at least 10 + Spell Level when determining what he is able to cast.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Deities Weapon Proficiency: &#039;&#039;&#039; At level 1, Favored souls gain a weapon proficiency feat that allows them to use their deity’s favored weapon. For example, favored souls of Kelemvor will gain the Exotic Weapon Proficiency feat, enabling them to use a bastard sword. If the deity&#039;s favored weapon is an unarmed strike, the favored soul receives Improved Unarmed Strike instead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Weapon Focus - Deity&#039;s Favoured Weapon: &#039;&#039;&#039; At level 3, a Favored Soul automatically gains the Weapon Focus feat for their deity’s favored weapon. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Weapon Specialization - Deity&#039;s Favoured Weapon: &#039;&#039;&#039; At level 12, a Favored Soul automatically gains the Weapon Specialization for their deity’s favored weapon.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Energy Resistance: &#039;&#039;&#039; At 5th level, a favored soul chooses an energy type and gains resistance (10/-) against that type. At 10th level and 15th level, the character gains resistance (10/-) against another energy type of her choosing. These effects don&#039;t stack; you simply choose a different energy type. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Damage Reduction: &#039;&#039;&#039; At level 20, depending on alignment, the Favored Soul gains damage reduction 10/alchemical silver if lawful, or 10/cold iron if chaotic. A neutrally aligned Favored Soul can choose either type&lt;/div&gt;</summary>
		<author><name>Fezzik</name></author>
	</entry>
	<entry>
		<id>http://sundren.games/wiki/index.php?title=Ranger&amp;diff=4363</id>
		<title>Ranger</title>
		<link rel="alternate" type="text/html" href="http://sundren.games/wiki/index.php?title=Ranger&amp;diff=4363"/>
		<updated>2009-05-26T03:16:34Z</updated>

		<summary type="html">&lt;p&gt;Fezzik: /* Class Skills */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Ranger==&lt;br /&gt;
&lt;br /&gt;
A ranger can use a variety of weapons and is quite capable in combat. His skills allow him to survive in the wilderness, to find his prey, and to avoid detection. He also has special knowledge about certain types of creatures, which makes it easier for him to find and defeat such foes. Finally, an experienced ranger has such a tie to nature that he can actually draw upon natural power to cast divine spells, much as a druid does.&lt;br /&gt;
&lt;br /&gt;
=== Requirements===&lt;br /&gt;
To qualify to become a Ranger, a character must fulfill all the following criteria.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Not Applicable: &#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
===Class Skills===&lt;br /&gt;
The class skills of the Ranger are: &lt;br /&gt;
* Balance&lt;br /&gt;
* Climb&lt;br /&gt;
* Concentration&lt;br /&gt;
* Craft: Alchemy&lt;br /&gt;
* Craft: Armorsmithing&lt;br /&gt;
* Craft: Jewelcrafting&lt;br /&gt;
* Craft: Tailoring &amp;amp; Leatherwork&lt;br /&gt;
* Craft: Trap and Contraptions&lt;br /&gt;
* Craft: Weaponsmithing &lt;br /&gt;
* Craft : Woodworking&lt;br /&gt;
* Decipher Script&lt;br /&gt;
* Disguise&lt;br /&gt;
* Escape Artist&lt;br /&gt;
* Forgery&lt;br /&gt;
* Gather Information&lt;br /&gt;
* Heal&lt;br /&gt;
* Hide&lt;br /&gt;
* Jump&lt;br /&gt;
* Knowledge: Geography&lt;br /&gt;
* Knowledge: Aracana&lt;br /&gt;
* Knowledge: Architecture&lt;br /&gt;
* Knowledge: Dungeoneering&lt;br /&gt;
* Knowledge: History&lt;br /&gt;
* Knowledge: Local&lt;br /&gt;
* Knowledge: Nature&lt;br /&gt;
* Knowledge: Nobility and Royalty&lt;br /&gt;
* Knowledge: Religion&lt;br /&gt;
* Knowledge: The Planes &lt;br /&gt;
* Listen&lt;br /&gt;
* Lore&lt;br /&gt;
* Move Silently&lt;br /&gt;
* Parry&lt;br /&gt;
* Profession:  Cook&lt;br /&gt;
* Profession:  Fisher&lt;br /&gt;
* Profession:  Miner&lt;br /&gt;
* Profession:  Woodworker&lt;br /&gt;
* Search&lt;br /&gt;
* Sense Motive&lt;br /&gt;
* Set Trap&lt;br /&gt;
* Sleight of Hand&lt;br /&gt;
* Spell Craft&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 Progression:&#039;&#039;&#039; High&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skill Points at Each Level: &#039;&#039;&#039; 6 + Int modifier&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Hit Dice:&#039;&#039;&#039;  D8&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Weapon and Armor Proficiency:&#039;&#039;&#039;  The Ranger is proficient in the use of all simple and martial weapons, light armor, and shields (except for tower shields).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Divine Spellcasting:&#039;&#039;&#039;  A Ranger casts divine spells, which are drawn from the Ranger spell list. To prepare or cast a spell, a Ranger must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a Ranger&#039;s spell is 10 + the spell level + the Ranger&#039;s Wisdom modifier. A Ranger can cast only a certain number of spells of each spell level per day. In addition to his base daily spell allotment, he receives bonus spells per day if he has a high Wisdom score.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Track:&#039;&#039;&#039;  A ranger has the ability to find and read tracks, but he moves slowly when doing so. This will be displayed on the mini-map. The feat also depends on ranks in the survival skill.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Favoured Enemy: &#039;&#039;&#039; At 1st level, a ranger may select a type of creature as his favored enemy. The ranger gains a +1 bonus on Bluff, Listen, Spot, and Taunt checks, and also a +1 bonus on weapon damage rolls against their favored enemy. At 5th level, and every five levels after that, the ranger can choose an additional favored enemy and gains +1 to all favored enemy bonuses.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Combat Style: &#039;&#039;&#039; At 2nd level, a ranger must select one of two combat styles to pursue: archery or two-weapon combat. He loses all benefits of his combat style when wearing medium or heavy armor.&lt;br /&gt;
&lt;br /&gt;
* Basic: At 2nd level, if the ranger selects archery, he is treated as having the Rapid Shot feat, even if he does not have the normal prerequisites for that feat.  If the ranger selects two-weapon combat, he is treated as having the Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat.&lt;br /&gt;
&lt;br /&gt;
* Improved: At 6th level, a ranger’s aptitude in his chosen combat style (archery or two-weapon combat) improves. If he selected archery at 2nd level, he is treated as having the Manyshot feat, even if he does not have the normal prerequisites for that feat. If the ranger selected two-weapon combat at 2nd level, he is treated as having the Improved Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat. &lt;br /&gt;
&lt;br /&gt;
* Mastered: At 11th level, a ranger’s aptitude in his chosen combat style (archery or two-weapon combat) improves again. If he selected archery at 2nd level, he is treated as having the Improved Rapid Shot feat, even if he does not have the normal prerequisites for that feat.  If the ranger selected two-weapon combat at 2nd level, he is treated as having the Greater Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Toughness: &#039;&#039;&#039; At 3rd level the ranger gains toughness as a bonus feat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Animal Companion: &#039;&#039;&#039; At 4th level, a ranger gains an animal companion. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Woodland Stride: &#039;&#039;&#039; Starting at 7th level, a ranger gains a +10% movement increase when in outdoor, natural environments.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Swift Tracker: &#039;&#039;&#039; At 8th level, a ranger can use their tracking skill and move at normal speed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Evasion:&#039;&#039;&#039; At 9th level, a ranger 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 the ranger is wearing light armor or no armor. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Camoflauge: &#039;&#039;&#039; At 13th level the ranger does not suffer a movement penalty for using stealth mode when in outdoor areas. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hide in Plain Sight (Outdoors): &#039;&#039;&#039; When outdoors, a 17th level ranger has the ability to use the Hide skill even when being watched and in combat. This ability is similar to that of the Shadowdancer, except that it functions only while outdoors.&lt;/div&gt;</summary>
		<author><name>Fezzik</name></author>
	</entry>
	<entry>
		<id>http://sundren.games/wiki/index.php?title=Fighter&amp;diff=4362</id>
		<title>Fighter</title>
		<link rel="alternate" type="text/html" href="http://sundren.games/wiki/index.php?title=Fighter&amp;diff=4362"/>
		<updated>2009-05-26T03:11:32Z</updated>

		<summary type="html">&lt;p&gt;Fezzik: /* Class Skills */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Fighter==&lt;br /&gt;
&lt;br /&gt;
Fighters can be many things, from soldiers to criminal enforcers. Some see adventure as a way to get rich, while others use their skills to protect the innocent. Of all the classes, the Fighter has the best all around fighting capabilities (hence the name). Fighters are familiar with all the standard weapons and armours. In addition to general fighting prowess, each Fighter develops particular specialities of his own. A given Fighter may be especially capable with certain weapons; another might be trained to execute specific fancy maneuvers. As fighters gain experience, they get more opportunities to develop their fighting skills. Thanks to their focus on combat maneuvers, they can master the most difficult ones relatively quickly. &lt;br /&gt;
&lt;br /&gt;
=== Requirements===&lt;br /&gt;
To qualify to become a Fighter, a character must fulfill all the following criteria.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Not Applicable: &#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
===Class Skills===&lt;br /&gt;
The class skills of the Fighter are: &lt;br /&gt;
* Balance&lt;br /&gt;
* Bluff&lt;br /&gt;
* Climb&lt;br /&gt;
* Craft: Armorsmithing&lt;br /&gt;
* Craft: Jewelcrafting&lt;br /&gt;
* Craft: Tailoring &amp;amp; Leatherwork&lt;br /&gt;
* Craft: Weaponsmithing &lt;br /&gt;
* Craft : Woodworking&lt;br /&gt;
* Decipher Script&lt;br /&gt;
* Disable Device&lt;br /&gt;
* Disguise&lt;br /&gt;
* Escape Artist&lt;br /&gt;
* Forgery&lt;br /&gt;
* Gather Information&lt;br /&gt;
* Intimidate&lt;br /&gt;
* Jump&lt;br /&gt;
* Knowledge: Geography&lt;br /&gt;
* Knowledge: Aracana&lt;br /&gt;
* Knowledge: Architecture&lt;br /&gt;
* Knowledge: Dungeoneering&lt;br /&gt;
* Knowledge: History&lt;br /&gt;
* Knowledge: Local&lt;br /&gt;
* Knowledge: Nature&lt;br /&gt;
* Knowledge: Nobility and Royalty&lt;br /&gt;
* Knowledge: Religion&lt;br /&gt;
* Knowledge: The Planes &lt;br /&gt;
* Lore&lt;br /&gt;
* Parry&lt;br /&gt;
* Profession:  Cook&lt;br /&gt;
* Profession:  Fisher&lt;br /&gt;
* Profession:  Miner&lt;br /&gt;
* Profession:  Woodworker&lt;br /&gt;
* Sense Motive&lt;br /&gt;
* Survival&lt;br /&gt;
* Swim&lt;br /&gt;
* Taunt&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 Progression:&#039;&#039;&#039; High&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skill Points at Each Level: &#039;&#039;&#039; 2 + Int modifier&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Hit Dice:&#039;&#039;&#039;  D10&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Weapon and Armor Proficiency:&#039;&#039;&#039;  The Fighter is proficient in the use of all simple and martial weapons, light, medium and heavy armor, and shields (including tower shields).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Bonus Feats:&#039;&#039;&#039;  At 1st level, a Fighter gets a bonus combat-oriented feat in addition to the feat that any 1st-level character gets and the bonus feat granted to a human character. The Fighter gains an additional bonus feat at 2nd level and every two Fighter levels thereafter (4th, 6th, 8th, 10th, 12th, 14th, 16th, 18th, and 20th). These bonus feats must be drawn from the feats noted as fighter bonus feats. A Fighter must still meet all prerequisites for a bonus feat, including ability score and base attack bonus minimums. &lt;br /&gt;
&lt;br /&gt;
The bonus feats are in addition to the feats every character gains from character progression. Some of the bonus feats include, though might not be limited to: &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Blind-Fight &lt;br /&gt;
*Combat Expertise &lt;br /&gt;
*Improved Combat Expertise &lt;br /&gt;
*Whirlwind Attack &lt;br /&gt;
*Disarm &lt;br /&gt;
*Improved Disarm &lt;br /&gt;
*Dodge &lt;br /&gt;
*Mobility &lt;br /&gt;
*Spring Attack &lt;br /&gt;
*Great Fortitude &lt;br /&gt;
*Improved Critical &lt;br /&gt;
*Improved Parry &lt;br /&gt;
*Improved Unarmed Strike &lt;br /&gt;
*Deflect Arrows &lt;br /&gt;
*Stunning Fist &lt;br /&gt;
*Knockdown &lt;br /&gt;
*Improved Knockdown &lt;br /&gt;
*Point Blank Shot &lt;br /&gt;
*Rapid Shot &lt;br /&gt;
*Many Shot &lt;br /&gt;
*Power Attack &lt;br /&gt;
*Cleave &lt;br /&gt;
*Great Cleave &lt;br /&gt;
*Improved Power Attack &lt;br /&gt;
*Weapon Proficiency (exotic) &lt;br /&gt;
*Rapid Reload &lt;br /&gt;
*Two-Weapon Fighting &lt;br /&gt;
*Two-Weapon Defense &lt;br /&gt;
*Improved Two-Weapon Defense &lt;br /&gt;
*Improved Two-Weapon Fighting &lt;br /&gt;
*Greater Two-Weapon Fighting &lt;br /&gt;
*Weapon Finesse &lt;br /&gt;
*Weapon Focus &lt;br /&gt;
*Greater Weapon Focus &lt;br /&gt;
*Power Critical &lt;br /&gt;
*Weapon Specialization &lt;br /&gt;
*Greater Weapon Specialization &amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Fezzik</name></author>
	</entry>
	<entry>
		<id>http://sundren.games/wiki/index.php?title=Favoured_Soul&amp;diff=4361</id>
		<title>Favoured Soul</title>
		<link rel="alternate" type="text/html" href="http://sundren.games/wiki/index.php?title=Favoured_Soul&amp;diff=4361"/>
		<updated>2009-05-26T03:03:36Z</updated>

		<summary type="html">&lt;p&gt;Fezzik: /* Class Skills */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Favoured Soul==&lt;br /&gt;
&lt;br /&gt;
The favored soul follows the path of the cleric but is able to channel divine power with surprising ease. She is able to perform the same tasks as her fellow divine spellcasters but with virtually no study. Favored souls cast their spells naturally, as much through force of personality as through study. Though this gives them extraordinary divine abilities no normal person could ever match, they see their gift as a call to action, and so in some ways may lag behind their more studious colleagues. &lt;br /&gt;
&lt;br /&gt;
Favored souls cast divine spells by means of an innate connection rather than through laborious training and prayer, so their divine connection is natural rather than learned. Mortals who perform great services to deities, devoting their lives and work to the cause of their god or goddess, sometimes become the Chosen of that deity. &lt;br /&gt;
&lt;br /&gt;
Being born a favored soul has both advantages and disadvantages. Like a cleric, a favored soul has access to her god&#039;s divine magic. Unlike a cleric, however, the magic of a favored soul is natural. As such, it is unlikely to be denied by her god. Because favored souls do not need to pray for their spells, deities don&#039;t need to approve or disapprove each and every incantation. This and the many divine powers of a favored soul make members of the class quite powerful. Despite these powers, favored souls are often hindered by a sense of inescapable destiny that surrounds their births. They didn&#039;t choose their paths and may not want anything to do with their religion. In this way, the powers of a favored soul can be a burden rather than a blessing.&lt;br /&gt;
&lt;br /&gt;
=== Requirements===&lt;br /&gt;
To qualify to become a Favoured Soul, the character must fulfill the following criteria.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Not Applicable &#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
===Class Skills===&lt;br /&gt;
The class skills of the Favoured Soul are: &lt;br /&gt;
* Balance&lt;br /&gt;
* Climb&lt;br /&gt;
* Concentration&lt;br /&gt;
* Craft: Alchemy&lt;br /&gt;
* Craft: Armorsmithing&lt;br /&gt;
* Craft: Jewelcrafting&lt;br /&gt;
* Craft: Tailoring &amp;amp; Leatherwork&lt;br /&gt;
* Craft: Weaponsmithing &lt;br /&gt;
* Craft : Woodworking&lt;br /&gt;
* Decipher Script&lt;br /&gt;
* Disguise&lt;br /&gt;
* Escape Artist&lt;br /&gt;
* Forgery&lt;br /&gt;
* Gather Information&lt;br /&gt;
* Heal&lt;br /&gt;
* Jump&lt;br /&gt;
* Knowledge: Geography&lt;br /&gt;
* Knowledge: Aracana&lt;br /&gt;
* Knowledge: Architecture&lt;br /&gt;
* Knowledge: Dungeoneering&lt;br /&gt;
* Knowledge: History&lt;br /&gt;
* Knowledge: Local&lt;br /&gt;
* Knowledge: Nature&lt;br /&gt;
* Knowledge: Nobility and Royalty&lt;br /&gt;
* Knowledge: Religion&lt;br /&gt;
* Knowledge: The Planes &lt;br /&gt;
* Lore&lt;br /&gt;
* Parry&lt;br /&gt;
* Profession:  Cook&lt;br /&gt;
* Profession:  Fisher&lt;br /&gt;
* Profession:  Miner&lt;br /&gt;
* Profession:  Woodworker&lt;br /&gt;
* Sense Motive&lt;br /&gt;
* Spell Craft&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 Progression:&#039;&#039;&#039; Medium&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skill Points at Each Level: &#039;&#039;&#039; 2 + Int modifier&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Hit Dice:&#039;&#039;&#039;  D8&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Weapon and Armor Proficiency:&#039;&#039;&#039;  The Favoured Soul is proficient in the use of simple weapons, as well as their deity&#039;s favourite weapon. They can also make use of light and medium armor, and shields (except for tower shields).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Divine Spellcasting:&#039;&#039;&#039;  A Favoured Soul makes use of the Cleric&#039;s spell-list, though in an entirely different manner, more akin to a Sorcerer. The Favoured Soul can cast any spell he knows at any time without preparation, and need not plan his spellbook before each rest. This class uses Charisma to determine what level spell can be cast, while Wisdom determines the DC for any offensive casting. The Favoured Soul requires a Charisma of at least 10 + Spell Level when determining what he is able to cast.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Deities Weapon Proficiency: &#039;&#039;&#039; At level 1, Favored souls gain a weapon proficiency feat that allows them to use their deity’s favored weapon. For example, favored souls of Kelemvor will gain the Exotic Weapon Proficiency feat, enabling them to use a bastard sword. If the deity&#039;s favored weapon is an unarmed strike, the favored soul receives Improved Unarmed Strike instead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Weapon Focus - Deity&#039;s Favoured Weapon: &#039;&#039;&#039; At level 3, a Favored Soul automatically gains the Weapon Focus feat for their deity’s favored weapon. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Weapon Specialization - Deity&#039;s Favoured Weapon: &#039;&#039;&#039; At level 12, a Favored Soul automatically gains the Weapon Specialization for their deity’s favored weapon.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Energy Resistance: &#039;&#039;&#039; At 5th level, a favored soul chooses an energy type and gains resistance (10/-) against that type. At 10th level and 15th level, the character gains resistance (10/-) against another energy type of her choosing. These effects don&#039;t stack; you simply choose a different energy type. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Damage Reduction: &#039;&#039;&#039; At level 20, depending on alignment, the Favored Soul gains damage reduction 10/alchemical silver if lawful, or 10/cold iron if chaotic. A neutrally aligned Favored Soul can choose either type&lt;/div&gt;</summary>
		<author><name>Fezzik</name></author>
	</entry>
	<entry>
		<id>http://sundren.games/wiki/index.php?title=Druid&amp;diff=4360</id>
		<title>Druid</title>
		<link rel="alternate" type="text/html" href="http://sundren.games/wiki/index.php?title=Druid&amp;diff=4360"/>
		<updated>2009-05-26T03:00:52Z</updated>

		<summary type="html">&lt;p&gt;Fezzik: /* Class Skills */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Druid==&lt;br /&gt;
&lt;br /&gt;
Druids cast divine spells much the same way clerics do, though most get their spells from the power of nature rather than from deities. Their spells are oriented toward nature and animals. They strive to live in harmony with the natural world, and hate anything that is not part of the natural cycle, especially aberrations and undead creatures. In addition to spells, druids gain an increasing array of magical powers, including the ability to take the shapes of animals, as they advance in level.&lt;br /&gt;
&lt;br /&gt;
=== Requirements===&lt;br /&gt;
To qualify to become a Druid, the character must fulfill the following criteria.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Alignment: &#039;&#039;&#039; Partial-Neutrality. A Druid&#039;s alignment must include the Neutral axis.&lt;br /&gt;
* &#039;&#039;&#039;Special: &#039;&#039;&#039; Sundren has implemented the traditional D&amp;amp;D rule that a Druid may not cast spells while in metal armor. Don&#039;t bother trying.&lt;br /&gt;
&lt;br /&gt;
===Class Skills===&lt;br /&gt;
The class skills of the Druid are: &lt;br /&gt;
* Balance&lt;br /&gt;
* Climb&lt;br /&gt;
* Concentration&lt;br /&gt;
* Craft: Alchemy&lt;br /&gt;
* Craft: Jewelcrafting&lt;br /&gt;
* Craft: Tailoring &amp;amp; Leatherwork &lt;br /&gt;
* Craft : Woodworking&lt;br /&gt;
* Decipher Script&lt;br /&gt;
* Disguise&lt;br /&gt;
* Escape Artist&lt;br /&gt;
* Forgery&lt;br /&gt;
* Gather Information&lt;br /&gt;
* Heal&lt;br /&gt;
* Jump&lt;br /&gt;
* Knowledge: Geography&lt;br /&gt;
* Knowledge: Aracana&lt;br /&gt;
* Knowledge: Architecture&lt;br /&gt;
* Knowledge: Dungeoneering&lt;br /&gt;
* Knowledge: History&lt;br /&gt;
* Knowledge: Local&lt;br /&gt;
* Knowledge: Nature&lt;br /&gt;
* Knowledge: Nobility and Royalty&lt;br /&gt;
* Knowledge: Religion&lt;br /&gt;
* Knowledge: The Planes &lt;br /&gt;
* Listen&lt;br /&gt;
* Lore&lt;br /&gt;
* Parry&lt;br /&gt;
* Profession:  Cook&lt;br /&gt;
* Profession:  Fisher&lt;br /&gt;
* Profession:  Miner&lt;br /&gt;
* Profession:  Woodworker&lt;br /&gt;
* Sense Motive&lt;br /&gt;
* Spell Craft&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 Progression:&#039;&#039;&#039; Medium&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skill Points at Each Level: &#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;
&#039;&#039;&#039; Weapon and Armor Proficiency:&#039;&#039;&#039;  The Druid is proficient in the use of a unique weapon list, including the club, dagger, dart, quarterstaff, scimitar, sickle, sling, and spear. They can also make use of light and medium armor, as well as shields (except for tower shields).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Divine Spellcasting:&#039;&#039;&#039;  A druid casts divine spells, which are drawn from the druid spell list. To prepare or cast a spell, the druid must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a druid&#039;s spell is 10 + the spell level + the druid&#039;s Wisdom modifier. A druid can cast only a certain number of spells of each spell level per day. In addition, she receives bonus spells per day if she has a high Wisdom score. A druid may prepare and cast any spell on the druid spell list, provided that she can cast spells of that level, but she must choose which spells to prepare before resting.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Animal Companion: &#039;&#039;&#039; A druid begins the game with an Animal companion. Animal companions are loyal allies in any battle. As your character gains experience, his or her animal companion will also grow in power. Animal companions cannot be directly controlled by their master. They are essentially aggressive tanks. They become more powerful as the master advances. The only penalty the master suffers from the animal companion&#039;s death is that they cannot summon the companion again until they have rested. Animal companions can be named, but cannot be tinted.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Nature Sense: &#039;&#039;&#039; A druid gains a +2 bonus to Survival and a +2 bonus to Search and Spot while in wilderness areas. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Woodland Stride: &#039;&#039;&#039;Starting at 2nd level, a druid gains a +10% movement increase when in outdoor, natural environments.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Trackless Step: &#039;&#039;&#039; At 3rd level, a druid gains a +4 competence bonus to Hide and Move Silently checks when in wilderness areas.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Resist Nature&#039;s Lure: &#039;&#039;&#039; Starting at 4th level, a druid gains a +2 bonus on saving throws against all Fear spells and effects.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Wildshape: &#039;&#039;&#039; At 5th level, a druid gains the ability to turn herself into an animal and back again once per day. A druid can use this ability more times per day at 6th, 7th, 10th, 14th, and 18th level. The forms available are bear, boar, wolf, or badger. At 8th level, a druid gains the ability to turn herself into a dire animal beginning with the dire badger. As the druids gains in levels, they gain the ability to take larger dire forms, culminating at 12th level with the dire bear. Unique to Sundren, are the panther and dire panther forms, as well as domestic and tiny shapes, such as birds, mice, cats, horses (etc).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Plant Shape: &#039;&#039;&#039; At 12th level, a druid is able to wild shape into a plant creature - a shambling mound or a treant. Using this ability counts against her normal uses of wild shape. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A Thousand Faces:&#039;&#039;&#039; Unique to Sundren, is the implemented Thousand Faces ability. With this, the Druid can take the form of several different humanoid forms, using the effects of a Disguise Self spell.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Elemental Shape: &#039;&#039;&#039; At 16th level, a druid becomes able to use wild shape to change into a huge elemental (air, earth, fire, or water).  In addition to the normal effects of wild shape, the druid gains all the elemental&#039;s immunities, extraordinary, supernatural, and spell-like abilities.  At 20th level, though, the druid may make use of the elder elemental shape.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Venom Immunity: &#039;&#039;&#039; At 9th level, a druid gains immunity to all poisons.&lt;/div&gt;</summary>
		<author><name>Fezzik</name></author>
	</entry>
	<entry>
		<id>http://sundren.games/wiki/index.php?title=Cleric&amp;diff=4359</id>
		<title>Cleric</title>
		<link rel="alternate" type="text/html" href="http://sundren.games/wiki/index.php?title=Cleric&amp;diff=4359"/>
		<updated>2009-05-26T02:55:52Z</updated>

		<summary type="html">&lt;p&gt;Fezzik: /* Class Skills */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Cleric==&lt;br /&gt;
&lt;br /&gt;
Clerics are masters of divine magic, which is especially good at healing. Even an inexperienced Cleric can bring people back from the brink of death, and an experienced Cleric can bring back people who have crossed over that brink. As channelers of divine energy, clerics can affect undead creatures. A Cleric can turn away or even destroy undead. Clerics have some combat training. They can use simple weapons, and they are trained in the use of armor, since armor does not interfere with divine spells the way it does with arcane spells&lt;br /&gt;
&lt;br /&gt;
=== Requirements===&lt;br /&gt;
To qualify to become a Cleric, a character must fulfill all the following criteria.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Special: &#039;&#039;&#039; Although the Cleric is an open class without technical restriction, Sundren requires that a Cleric must use the spellcasting domains favoured by his or her deity.&lt;br /&gt;
&lt;br /&gt;
===Class Skills===&lt;br /&gt;
The class skills of the Cleric are: &lt;br /&gt;
* Balance&lt;br /&gt;
* Climb&lt;br /&gt;
* Concentration&lt;br /&gt;
* Craft: Alchemy&lt;br /&gt;
* Craft: Armorsmithing&lt;br /&gt;
* Craft: Jewelcrafting&lt;br /&gt;
* Craft: Tailoring &amp;amp; Leatherwork&lt;br /&gt;
* Craft: Weaponsmithing &lt;br /&gt;
* Craft : Woodworking&lt;br /&gt;
* Decipher Script&lt;br /&gt;
* Disguise&lt;br /&gt;
* Escape Artist&lt;br /&gt;
* Forgery&lt;br /&gt;
* Gather Information&lt;br /&gt;
* Heal&lt;br /&gt;
* Jump&lt;br /&gt;
* Knowledge: Geography&lt;br /&gt;
* Knowledge: Aracana&lt;br /&gt;
* Knowledge: Architecture&lt;br /&gt;
* Knowledge: Dungeoneering&lt;br /&gt;
* Knowledge: History&lt;br /&gt;
* Knowledge: Local&lt;br /&gt;
* Knowledge: Nature&lt;br /&gt;
* Knowledge: Nobility and Royalty&lt;br /&gt;
* Knowledge: Religion&lt;br /&gt;
* Knowledge: The Planes &lt;br /&gt;
* Lore&lt;br /&gt;
* Parry&lt;br /&gt;
* Profession:  Cook&lt;br /&gt;
* Profession:  Fisher&lt;br /&gt;
* Profession:  Miner&lt;br /&gt;
* Profession:  Woodworker&lt;br /&gt;
* Sense Motive&lt;br /&gt;
* Spell Craft&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 Progression:&#039;&#039;&#039; Medium&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skill Points at Each Level: &#039;&#039;&#039; 2 + Int modifier&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Hit Dice:&#039;&#039;&#039;  D8&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Weapon and Armor Proficiency:&#039;&#039;&#039;  The Cleric is proficient in the use of all simple weapons, light, medium and heavy armor, and shields (except for tower shields).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Divine Spellcasting:&#039;&#039;&#039;  A Cleric casts divine spells, which are drawn from the Cleric spell list. To prepare or cast a spell, a cleric must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a Cleric’s spell is 10 + the spell level + the Cleric’s Wisdom modifier. A Cleric can cast only a certain number of spells of each spell level per day. In addition to his base daily spell allotment, he receives bonus spells per day if he has a high Wisdom score.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spontaneous Casting:&#039;&#039;&#039;  A Cleric can channel stored spell energy into healing spells that the Cleric did not prepare ahead of time. The Cleric can &amp;quot;lose&amp;quot; any prepared spell in order to cast any cure spell of the same spell level. &lt;br /&gt;
&lt;br /&gt;
-Spell slots used to prepare domain spells may not be used for spontaneous casting. &amp;lt;br&amp;gt;&lt;br /&gt;
-A good Cleric (or a neutral Cleric of a good deity) can spontaneously cast any cure spell. &amp;lt;br&amp;gt;&lt;br /&gt;
-An evil Cleric (or a neutral Cleric of an evil deity) can spontaneously cast any inflict spell. &amp;lt;br&amp;gt;&lt;br /&gt;
-A Cleric who is neither good nor evil and whose deity is neither good nor evil can convert spells to either cure spells or inflict spells (player&#039;s choice). Once the player makes this choice, it cannot be reversed. This choice also determines whether the Cleric turns or commands undead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Turn Undead: &#039;&#039;&#039; Turning undead is a full action in NWN2. It does not provoke attacks of opportunity. You may attempt to turn undead a number of times per day equal to 3 + your Charisma modifier (regardless of what mixed classes you possess). You can increase this number by taking the extra turning feat. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Domain Spells and Abilities: &#039;&#039;&#039; The domain that a Cleric is dedicated to based on his choice of deity will often grant spells or abilities in addition to those that the Cleric already has access to. They range in power and effect, and are often unique. A list of these domains and their abilities can be found during NWN 2 character creation, and are a work in progress for the Wiki.&lt;/div&gt;</summary>
		<author><name>Fezzik</name></author>
	</entry>
	<entry>
		<id>http://sundren.games/wiki/index.php?title=Bard&amp;diff=4358</id>
		<title>Bard</title>
		<link rel="alternate" type="text/html" href="http://sundren.games/wiki/index.php?title=Bard&amp;diff=4358"/>
		<updated>2009-05-26T02:52:12Z</updated>

		<summary type="html">&lt;p&gt;Fezzik: /* Class Skills */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Bard==&lt;br /&gt;
&lt;br /&gt;
A bard brings forth magic from his soul, not from a book. He can cast only a small number of spells, but he can do so without selecting or preparing them in advance. His magic emphasizes charms and illusions over the more dramatic evocation spells that wizards and sorcerers often use. In addition to spells, a bard works magic with his music and poetry. He can encourage allies, hold his audiences rapt, and counter magical effects that rely on speech or sound. Bards have some of the skills that rogues have, although bards are not as focused on skill mastery as rogues are. A bard listens to stories as well as telling them, of course, so he has a vast knowledge of local events and noteworthy items.&lt;br /&gt;
&lt;br /&gt;
=== Requirements===&lt;br /&gt;
To qualify to become a Bard, the character must fulfill the following criteria.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Alignment: &#039;&#039;&#039; Any Non-Lawful&lt;br /&gt;
&lt;br /&gt;
===Class Skills===&lt;br /&gt;
The class skills of the Bard are: &lt;br /&gt;
* Appraise&lt;br /&gt;
* Balance&lt;br /&gt;
* Bluff&lt;br /&gt;
* Climb&lt;br /&gt;
* Concentration&lt;br /&gt;
* Craft: Alchemy&lt;br /&gt;
* Craft: Armorsmithing&lt;br /&gt;
* Craft: Jewelcrafting&lt;br /&gt;
* Craft: Tailoring &amp;amp; Leatherwork&lt;br /&gt;
* Craft: Trap and Contraptions&lt;br /&gt;
* Craft: Weaponsmithing &lt;br /&gt;
* Craft : Woodworking&lt;br /&gt;
* Decipher Script&lt;br /&gt;
* Disguise&lt;br /&gt;
* Escape Artist&lt;br /&gt;
* Forgery&lt;br /&gt;
* Gather Information&lt;br /&gt;
* Hide&lt;br /&gt;
* Jump&lt;br /&gt;
* Knowledge: Geography&lt;br /&gt;
* Knowledge: Aracana&lt;br /&gt;
* Knowledge: Architecture&lt;br /&gt;
* Knowledge: Dungeoneering&lt;br /&gt;
* Knowledge: History&lt;br /&gt;
* Knowledge: Local&lt;br /&gt;
* Knowledge: Nature&lt;br /&gt;
* Knowledge: Nobility and Royalty&lt;br /&gt;
* Knowledge: Religion&lt;br /&gt;
* Knowledge: The Planes &lt;br /&gt;
* Listen&lt;br /&gt;
* Lore&lt;br /&gt;
* Move Silently&lt;br /&gt;
* Parry&lt;br /&gt;
* Perform&lt;br /&gt;
* Profession:  Cook&lt;br /&gt;
* Profession:  Fisher&lt;br /&gt;
* Profession:  Miner&lt;br /&gt;
* Profession:  Woodworker&lt;br /&gt;
* Sense Motive&lt;br /&gt;
* Sleight of Hand&lt;br /&gt;
* Spell Craft&lt;br /&gt;
* Survival&lt;br /&gt;
* Swim&lt;br /&gt;
* Taunt&lt;br /&gt;
* Tumble&lt;br /&gt;
* Use Magic Device&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 Progression:&#039;&#039;&#039; Medium&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skill Points at Each Level: &#039;&#039;&#039; 6 + Int modifier&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Hit Dice:&#039;&#039;&#039;  D6&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Weapon and Armor Proficiency:&#039;&#039;&#039;  The Bard is proficient in the use of simple weapons, light armor, and shields (except for tower shields).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Arcane Spellcasting:&#039;&#039;&#039;  A bard casts arcane spells, which are drawn from the bard spell list. He can cast any spell he knows without preparing it ahead of time. To learn or cast a spell, a bard must have a Charisma score equal to at least 10 + the spell level (Cha 10 for 0-level spells, Cha 11 for 1st-level spells, and so forth). Starting at 8th level, and every three levels after, bards can replace one known spell with a new spell of the same level. The spell that can be replaced must be two spell levels below what the bard can currently cast (1st level spell at 8, 1st or 2nd level spell at 11, 1st or 2nd or 3rd level spell at 14, and so forth). Bards do not suffer from arcane spell failure when wearing light armor. Medium and heavy armor, as well as all shields, still incur the normal failure chance.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Bardic Music: &#039;&#039;&#039; Once per day per bard level, a bard can use his song or poetics to produce magical effects on those around him (including himself). Each ability requires both a minimum bard level and a minimum number of ranks in the Perform skill to qualify; if a bard does not have the required number of ranks in at least one Perform skill, he does not gain the bardic music ability until he acquires the needed ranks. Some bard songs are acquired automatically as the bard levels up, but others can only be learned from songbooks the bard discovers while adventuring. Those that are aquired through leveling are: Countersong (1), Fascinate (1), Inspire Courage (1), Inspire Competence (2), Haven Song (3), Cloud Mind (6), Inspire Regeneration (7), Inspire Toughness (8), Ironskin Chant (9), Inspire Defence (10), Inspire Slowing (11), Song of Freedom (12), Inspire Jaring (14), and Song of Heroism (15).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Bardic Knowledge: &#039;&#039;&#039; This feat allows the character to identify items more easily than others. It grants the character a bonus equal to their bard or harper agent level to any Lore checks.&lt;/div&gt;</summary>
		<author><name>Fezzik</name></author>
	</entry>
	<entry>
		<id>http://sundren.games/wiki/index.php?title=Barbarian&amp;diff=4357</id>
		<title>Barbarian</title>
		<link rel="alternate" type="text/html" href="http://sundren.games/wiki/index.php?title=Barbarian&amp;diff=4357"/>
		<updated>2009-05-26T02:34:04Z</updated>

		<summary type="html">&lt;p&gt;Fezzik: /* Class Skills */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Barbarian==&lt;br /&gt;
&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;
=== Requirements===&lt;br /&gt;
To qualify to become a Barbarian, a character must fulfill all the following criteria.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Alignment: &#039;&#039;&#039; Any Non-Lawful&lt;br /&gt;
&lt;br /&gt;
===Class Skills===&lt;br /&gt;
The class skills of the Barbarian are: &lt;br /&gt;
* Balance&lt;br /&gt;
* Climb&lt;br /&gt;
* Craft: Alchemy&lt;br /&gt;
* Craft: Armorsmithing&lt;br /&gt;
* Craft: Jewelcrafting&lt;br /&gt;
* Craft: Tailoring &amp;amp; Leatherwork&lt;br /&gt;
* Craft: Weaponsmithing &lt;br /&gt;
* Decipher Script&lt;br /&gt;
* Escape Artist&lt;br /&gt;
* Forgery&lt;br /&gt;
* Gather Information&lt;br /&gt;
* Intimidate&lt;br /&gt;
* Jump&lt;br /&gt;
* Knowledge : all &lt;br /&gt;
* Listen&lt;br /&gt;
* Parry&lt;br /&gt;
* Professions : all&lt;br /&gt;
* Sense Motive&lt;br /&gt;
* Survival&lt;br /&gt;
* Swim&lt;br /&gt;
* Taunt&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 Progression:&#039;&#039;&#039; High&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skill Points at Each Level: &#039;&#039;&#039; 4 + Int modifier&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Hit Dice:&#039;&#039;&#039;  D12&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Weapon and Armor Proficiency:&#039;&#039;&#039;  The Barbarian is proficient in the use of simple and martial weapons, light and medium armor, and shields (except for tower shields).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Rage:&#039;&#039;&#039;  The barbarian may rage, gaining a +4 morale bonus to Strength and Constitution and +2 to all Will saving throws, in exchange for a -2 penalty to AC. The Barbarian may use this ability 1x/day at 1st level, +1/day at 4th level, and every 4 levels thereafter, extending into epic levels. The stat bonuses of a rage stack with all other bonuses. At level 11, the Barbarian&#039;s rage is enhanced to a Greater Rage. This feature improves rage. A character’s bonuses to strength and constitution during his rage each increase to +6, and his morale bonus on will saves increases to +3. The penalty to AC remains at –2.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Fast Movement: &#039;&#039;&#039; A Barbarian has a 10% bonus to his movement rate. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Uncanny Dodge: &#039;&#039;&#039; A character with this feature can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if paralyzed. At 5th level, the Barbarian gains access to Improved Uncanny Dodge.  A character with this feature 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;
&lt;br /&gt;
&#039;&#039;&#039; Trap Sense: &#039;&#039;&#039; This feature provides a bonus on reflex saves made to avoid traps and an equal dodge bonus to AC against attacks made by traps. Starting at third level with a +1 bonus, this ability increases by an additional +1 every three levels thereafter.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Damage Reduction: &#039;&#039;&#039; The Barbarian gains damage reduction 1/- at 7th level, increasing in value by an additional 1/- at every third level after gaining the ability. Damage reduction is the ability of a creature to effectively &amp;quot;shrug off&amp;quot; or instantly regenerate damage done to it. Damage reduction can reduce damage to 0 but not below 0. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Indominable Will: &#039;&#039;&#039; This feature improves rage. A character gains a +4 bonus on will saves to resist enchantment spells. This bonus stacks with all other modifiers, including the morale bonus on will saves he also receives during his rage. The Barbarian gains this ability at his 14th level.&lt;/div&gt;</summary>
		<author><name>Fezzik</name></author>
	</entry>
	<entry>
		<id>http://sundren.games/wiki/index.php?title=The_Triumvirate&amp;diff=2573</id>
		<title>The Triumvirate</title>
		<link rel="alternate" type="text/html" href="http://sundren.games/wiki/index.php?title=The_Triumvirate&amp;diff=2573"/>
		<updated>2008-09-01T14:08:01Z</updated>

		<summary type="html">&lt;p&gt;Fezzik: /* Leadership/People of Note */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Summary==&lt;br /&gt;
&lt;br /&gt;
The Triumvirate are a coalition of paladins, clerics and warrior priests united by their faith in Tyr, Torm and Illmater. They have come to Sundren with a sacred task: intercept and eradicate the servants of Bane within the valley.&lt;br /&gt;
&lt;br /&gt;
==Base(s) of Operations==&lt;br /&gt;
&lt;br /&gt;
The Temple of the Triumvirate, Sundren Military District.&lt;br /&gt;
&lt;br /&gt;
==Leadership/People of Note==&lt;br /&gt;
&lt;br /&gt;
* High Adjudicator [[Caspar]]&lt;br /&gt;
* High Adjudicator [[Balthasar]]&lt;br /&gt;
* High Adjudicator [[Melchior]]&lt;br /&gt;
* Noble Judicator [[Tamryn Jorandur]]&lt;br /&gt;
* Noble Judicator [[Hano Fetten]]&lt;br /&gt;
* Judicator Maria Lighthaven&lt;br /&gt;
&lt;br /&gt;
==Ranks==&lt;br /&gt;
* High Adjudicator&lt;br /&gt;
* Lesser Adjudicator&lt;br /&gt;
* Noble Judicator&lt;br /&gt;
* Judicator&lt;br /&gt;
* High Cleric/Paladin; of Tyr, Torm or Illmater&lt;br /&gt;
* Lesser Cleric/Paladin; of Tyr, Torm or Illmater&lt;/div&gt;</summary>
		<author><name>Fezzik</name></author>
	</entry>
</feed>