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	<updated>2026-04-19T12:28:57Z</updated>
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	<entry>
		<id>http://sundren.games/wiki/index.php?title=Darkwood_Stalker&amp;diff=4791</id>
		<title>Darkwood Stalker</title>
		<link rel="alternate" type="text/html" href="http://sundren.games/wiki/index.php?title=Darkwood_Stalker&amp;diff=4791"/>
		<updated>2009-07-22T06:04:09Z</updated>

		<summary type="html">&lt;p&gt;Joker: /* Class Skills */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Darkwood Stalker==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;PRESTIGE CLASS: This class is not available at character creation and must be unlocked by meeting special requirements, listed below&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Description: Elves and orcs are ancient foes, their enmity dating back to times before humans walked the land. Some elves train as elite hunters of the hated orcs. These hunters, called darkwood stalkers among the elves,pursue their age-old enemies with grim determination.&lt;br /&gt;
Darkwood stalkers usually come from the ranks of elf (or half-elf) rangers and rogues, although the rare elf barbarian can follow this path as well. Fighters and paladins make poor darkwood stalkers without gaining at least one level in ranger or rogue. Spell casters rarely take up the mantle of the darkwood stalkerm although druids willing to forgoe spellcasting can fit well into the order&lt;br /&gt;
&lt;br /&gt;
Most darkwood stalkers are affiliated with elven military units, although some are lone scouts or field agents.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Requirements===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Race:&amp;lt;/b&amp;gt; Elf or Half-Elf&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Base Attack Bonus:&amp;lt;/b&amp;gt; +5&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Skills:&amp;lt;/b&amp;gt; Hide 5 Ranks, Listen 5 Ranks, Move Silently 5 Ranks, Spot 5 Ranks, Survival 5 Ranks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Feats:&amp;lt;/b&amp;gt; Dodge, Track.&lt;br /&gt;
&lt;br /&gt;
===Class Skills===&lt;br /&gt;
The class skills of the Darkwood Stalker are:&lt;br /&gt;
&lt;br /&gt;
* Climb&lt;br /&gt;
* Craft: Armorsmithing&lt;br /&gt;
* Craft: Tailoring &amp;amp; Leatherwork&lt;br /&gt;
* Craft: Trap &amp;amp; Contraption Making&lt;br /&gt;
* Craft: Weaponsmithing&lt;br /&gt;
* Craft: Woodworking&lt;br /&gt;
* Heal&lt;br /&gt;
* Hide&lt;br /&gt;
* Jump&lt;br /&gt;
* Knowledge (Nature)&lt;br /&gt;
* Listen&lt;br /&gt;
* Move Silently&lt;br /&gt;
* Profession: Cook&lt;br /&gt;
* Profession: Fisher&lt;br /&gt;
* Profession: Woodcutter&lt;br /&gt;
* Search&lt;br /&gt;
* Set Trap&lt;br /&gt;
* Spot&lt;br /&gt;
* Survival&lt;br /&gt;
* Swim&lt;br /&gt;
* Use Rope&lt;br /&gt;
&lt;br /&gt;
===Class Features===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Base Attack Bonus:&amp;lt;/b&amp;gt; High&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;High Saves:&amp;lt;/b&amp;gt; Reflex and Fortitude&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Weapon Proficiencies:&amp;lt;/b&amp;gt; Darkwood Stalkers gain no weapon proficiencies.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Armor Proficiencies:&amp;lt;/b&amp;gt;Darkwood Stalkers gain no armor proficiencies.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Skill Points:&amp;lt;/b&amp;gt; 4 + Int Modifier.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Ancient Foe:&amp;lt;/b&amp;gt; At 1st level, the darkwood stalker gains Favored Enemy: Orc. At 4th level he gains Favored Enemy: Half-Orc. At 7th Level he gains Imp Favored Enemy: Orc. At 10th level he gains Imp Favored Enemy: Half-Orc. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Uncanny Dodge:&amp;lt;/b&amp;gt; Starting at 2nd level, a darkwood stalker gains the ability to react to danger before his senses would normally allow him to do so. He retains his Dexterity bonus to Armor Class (if any) regardless of being caught flat-footed or struck by an invisible attacker. He still loses his Dexterity bonus to AC if immobilized.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Improved Uncanny Dodge:&amp;lt;/b&amp;gt; At 5th level and higher, a darkwood stalker can no longer be flanked, since he can react to opponents on opposites sides of him as easily as he can react to a single attacker. This defense denies other characters the ability to use flank attacks to sneak attack him. The exception to this defense is that a rogue of at least 4 levels higher then the character can flank him (and thus sneak attack him).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Dark Vision:&amp;lt;/b&amp;gt; Although stealthy and keen-eyed, the darkwood stalker is often at a disadvantage against orcs when fighting in darkness. Long ago, elven sages developed a ritual to allow the most dedicated stalkers to overcome thei disadvantage. At 4th level, a darkwood stalker gains darkvision.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Sneak Attack:&amp;lt;/b&amp;gt;  At 3rd level and every 3 levels afterwards, the darkwoods stalker gains sneak attack +1d6, culminating at 9th level with +3d6.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Defensive Roll: &amp;lt;/b&amp;gt; At 8th level the darkwood stalker gains the defensive roll feat identical to the rogue class feat.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Death Attack: &amp;lt;/b&amp;gt; Identical to the assassin class ability except that the DC is 10 + int modifier + class level. Gained at 10th Level.&lt;/div&gt;</summary>
		<author><name>Joker</name></author>
	</entry>
	<entry>
		<id>http://sundren.games/wiki/index.php?title=Shadowdancer&amp;diff=4790</id>
		<title>Shadowdancer</title>
		<link rel="alternate" type="text/html" href="http://sundren.games/wiki/index.php?title=Shadowdancer&amp;diff=4790"/>
		<updated>2009-07-22T05:59:11Z</updated>

		<summary type="html">&lt;p&gt;Joker: /* Class Skills */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Shadowdancer==&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: Operating in the border between light and darkness, shadowdancers are nimble artists of deception. They are mysterious and unknown, never completely trusted but always inducing wonder when met. Rogues, bards, and monks make excellent shadowdancers. Fighters, barbarians, rangers, and paladins also find that shadowdancer abilities allow them to strike at their opponents with surprise and skill. Wizard, sorcerer, cleric, and druid shadowdancers employ the defensive capabilities inherent in the prestige class to allow them to cast their spells from safety and move away quickly. Despite their link with shadows and trickery, shadowdancers are as often good as evil.&lt;br /&gt;
&lt;br /&gt;
=== Requirements===&lt;br /&gt;
To qualify to become a Shadowdancer, a character must fulfill all the following criteria.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Skills:&#039;&#039;&#039; Move silently 8 ranks, Hide 10 ranks, Tumble 5 ranks. &lt;br /&gt;
* &#039;&#039;&#039;Feats:&#039;&#039;&#039; Dodge, Mobility. &lt;br /&gt;
&lt;br /&gt;
===Class Skills===&lt;br /&gt;
The class skills of the Shadowdancer are: &lt;br /&gt;
* Balance&lt;br /&gt;
* Bluff&lt;br /&gt;
* Craft: Tailoring &amp;amp; Leatherwork&lt;br /&gt;
* Craft: Trap &amp;amp; Contraption making&lt;br /&gt;
* Diplomacy&lt;br /&gt;
* Disguise&lt;br /&gt;
* Escape Artist&lt;br /&gt;
* Hide&lt;br /&gt;
* Knowledge: Religion&lt;br /&gt;
* Listen&lt;br /&gt;
* Move Silently&lt;br /&gt;
* Parry&lt;br /&gt;
* Perform&lt;br /&gt;
* Search&lt;br /&gt;
* Sleight of Hand&lt;br /&gt;
* Spot&lt;br /&gt;
* Tumble&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;  D8&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Weapon and Armor Proficiency:&#039;&#039;&#039;  The Shadowdancer is proficient in the usage of light armor, and simple weapons.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hide in Plain Sight:&#039;&#039;&#039; At 4th level, a shadowdancer may attempt to enter stealth mode even while being observed. If the attempt fails, the shadowdancer may try again in 6 seconds (1 round). Take note that this ability is traditionally granted at 1st level, though has been modified for the purposes of balance on Sundren.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Darkvision:&#039;&#039;&#039; At 2nd level, the shadowdancer gains darkvision, as the dwarf racial ability. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Evasion:&#039;&#039;&#039; At 2nd level, whenever a shadowdancer succeeds on a Reflex save against any effect which allows a save for half damage (such as a fireball spell), the shadowdancer takes no damage. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Uncanny Dodge:&#039;&#039;&#039; At 2nd level, the shadowdancer always retains their Dexterity bonus to AC, even if caught flat-footed. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Summon Shadow:&#039;&#039;&#039; Once per day, a 3rd-level shadowdancer can summon a shadow as a spell-like ability. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shadow Daze:&#039;&#039;&#039; Once per day, a 3rd-level shadowdancer may inflict an illusory daze upon a target. This daze lasts for 5 rounds. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shadow Evade:&#039;&#039;&#039; Three times per day, a 4th-level shadowdancer may conceal themselves in shadow. For 3 rounds, the shadowdancer has a 5% concealment bonus, 5/magic damage reduction, and +1 dodge bonus to AC. At 6th level, the bonus becomes 10% concealment, 5/alchemical silver damage reduction, and +2 dodge bonus. At 8th level it becomes 15% concealment, 10/alchemical silver damage reduction, and +3 dodge bonus. At 10th level, Shadow Evade grants 20% concealment, 10/adamantine damage reduction and +4 dodge bonus. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Defensive Roll:&#039;&#039;&#039; At 5th level, when a shadowdancer suffer damage from an attack that would put them below 1 hit point, they may make a Reflex save to suffer only half damage. This ability is used automatically, but only works once per day. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Improved Uncanny Dodge:&#039;&#039;&#039; At 5th level, the shadowdancer can no longer be sneak attacked except by a character with 4 or more total levels in classes that grant sneak attack than the class levels of the shadowdancer. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Slippery Mind:&#039;&#039;&#039; At 7th level, the shadowdancer becomes so cunning and elusive that even their mind is hard to pin down. Whenever the shadowdancer fails a saving throw against an enchantment spell or effect, they may immediately reroll the saving throw once, keeping the better of the two results. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Improved Evasion:&#039;&#039;&#039; At 10th level, the shadowdancer&#039;s evasion ability improves. Now, they take only half damage even on failed Reflex saves.&lt;/div&gt;</summary>
		<author><name>Joker</name></author>
	</entry>
	<entry>
		<id>http://sundren.games/wiki/index.php?title=Bard&amp;diff=4379</id>
		<title>Bard</title>
		<link rel="alternate" type="text/html" href="http://sundren.games/wiki/index.php?title=Bard&amp;diff=4379"/>
		<updated>2009-05-26T05:46:30Z</updated>

		<summary type="html">&lt;p&gt;Joker: /* 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;
* 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;
* Swim&lt;br /&gt;
* Taunt&lt;br /&gt;
* Tumble&lt;br /&gt;
* Use Magic Device&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>Joker</name></author>
	</entry>
	<entry>
		<id>http://sundren.games/wiki/index.php?title=Wizard&amp;diff=4378</id>
		<title>Wizard</title>
		<link rel="alternate" type="text/html" href="http://sundren.games/wiki/index.php?title=Wizard&amp;diff=4378"/>
		<updated>2009-05-26T05:43:39Z</updated>

		<summary type="html">&lt;p&gt;Joker: /* 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;
* 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;
* 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;
* Spell Craft&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>Joker</name></author>
	</entry>
	<entry>
		<id>http://sundren.games/wiki/index.php?title=Barbarian&amp;diff=4377</id>
		<title>Barbarian</title>
		<link rel="alternate" type="text/html" href="http://sundren.games/wiki/index.php?title=Barbarian&amp;diff=4377"/>
		<updated>2009-05-26T05:40:43Z</updated>

		<summary type="html">&lt;p&gt;Joker: /* 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: 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;
* 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>Joker</name></author>
	</entry>
	<entry>
		<id>http://sundren.games/wiki/index.php?title=Ranger&amp;diff=4376</id>
		<title>Ranger</title>
		<link rel="alternate" type="text/html" href="http://sundren.games/wiki/index.php?title=Ranger&amp;diff=4376"/>
		<updated>2009-05-26T05:38:10Z</updated>

		<summary type="html">&lt;p&gt;Joker: /* 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: Tailoring &amp;amp; Leatherwork&lt;br /&gt;
* Craft: Trap and Contraptions&lt;br /&gt;
* Craft: Weaponsmithing &lt;br /&gt;
* Craft : Woodworking&lt;br /&gt;
* Heal&lt;br /&gt;
* Hide&lt;br /&gt;
* Jump&lt;br /&gt;
* Knowledge: Geography&lt;br /&gt;
* Knowledge: Dungeoneering&lt;br /&gt;
* Knowledge: Nature&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:  Woodworker&lt;br /&gt;
* Search&lt;br /&gt;
* Set Trap&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>Joker</name></author>
	</entry>
	<entry>
		<id>http://sundren.games/wiki/index.php?title=Ranger&amp;diff=4375</id>
		<title>Ranger</title>
		<link rel="alternate" type="text/html" href="http://sundren.games/wiki/index.php?title=Ranger&amp;diff=4375"/>
		<updated>2009-05-26T05:36:35Z</updated>

		<summary type="html">&lt;p&gt;Joker: /* 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;
* Heal&lt;br /&gt;
* Hide&lt;br /&gt;
* Jump&lt;br /&gt;
* Knowledge: Geography&lt;br /&gt;
* Knowledge: Dungeoneering&lt;br /&gt;
* Knowledge: Nature&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:  Woodworker&lt;br /&gt;
* Search&lt;br /&gt;
* Set Trap&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>Joker</name></author>
	</entry>
</feed>