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		<updated>2026-04-29T06:01:10Z</updated>
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	<entry>
		<id>https://www.alandfaraway.info/Wiki/index.php?title=Knight_Protector&amp;diff=3284</id>
		<title>Knight Protector</title>
		<link rel="alternate" type="text/html" href="https://www.alandfaraway.info/Wiki/index.php?title=Knight_Protector&amp;diff=3284"/>
				<updated>2017-11-20T09:17:10Z</updated>
		
		<summary type="html">&lt;p&gt;Ithildur: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Classes]]&lt;br /&gt;
[[Category:Prestige Classes]]&lt;br /&gt;
{{Class&lt;br /&gt;
| Image = [[Image:knightprotector.jpg|256px|Knight Protector]]&lt;br /&gt;
| Name = Knight Protector&lt;br /&gt;
| HitDie = d8&lt;br /&gt;
| Skills = 4&lt;br /&gt;
| Proficiencies = [[None]]&lt;br /&gt;
| ClassSkills = [[Climb]], [[Craft]], [[Diplomacy]], [[Intimidate]], [[Jump]], [[Knowledge (Local)]], [[Knowledge (Nobility)]], [[Listen]], [[Parry]], [[Ride]], [[Search]], [[Sense Motive]], [[Spot]], [[Swim]]&lt;br /&gt;
| Requirements = Yes&lt;br /&gt;
| ReqBAB = 6&lt;br /&gt;
| ReqOther = Special In-Character RP requirement&lt;br /&gt;
| Source = [[Complete Warrior]]&lt;br /&gt;
| SourcePage = 55&lt;br /&gt;
}}&lt;br /&gt;
{{ExternalSource_d20srd|http://www.d20srd.org/indexes/classes.htm}}&lt;br /&gt;
{{ExternalSource_nwn2wiki|http://nwn2.wikia.com/wiki/Neverwinter_Nine_(class)}}&lt;br /&gt;
{{ExternalSource_realmshelps|http://www.realmshelps.net/charbuild/classes/prestige/general/knightprotector.shtml}}&lt;br /&gt;
: ''&amp;quot;The few, the proud, the knight protectors are martial characters dedicated to restoring the ideals of knightly chivalry before they fade forever. The protectors see moral decay everywhere they look in the world around them, brought on by a lapse in ethical behavior. Like paladins, knight protectors adhere to a rigid code of behavior that embraces such values as honor, honesty, chivalry, and courage. Unlike paladins, the first duty of knight protectors is to this code and the ideals for which it stands, rather than to a deity or a holy order. A protector is expected to display these ideals in all aspects of his behavior and throughout all his actions and deeds, however arduous they may be..&amp;quot;'' -- [[Complete Warrior]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Class Features ==&lt;br /&gt;
{{ClassProgression&lt;br /&gt;
| MaxLevel = 5&lt;br /&gt;
| BAB = High&lt;br /&gt;
| Fortitude = Low&lt;br /&gt;
| Reflex = High&lt;br /&gt;
| Will = High&lt;br /&gt;
| Special1 = [[Protective Aura I]]&lt;br /&gt;
| Special2 = [[Guarding the Lord]] x3/day&lt;br /&gt;
| Special3 = [[Frantic Reactions]]&lt;br /&gt;
| Special4 = [[Protective Aura II]]&lt;br /&gt;
| Special5 = [[All-Out Assault]]&lt;br /&gt;
| Special6 = [[Poison Resistance III]]&lt;br /&gt;
| Special7 = [[Death Attack +4d6]], [[Invisibility]] x1 &lt;br /&gt;
| Special8 = [[Poison Resistance IV]], [[Hide in Plain Sight]]&lt;br /&gt;
| Special9 = [[Death Attack +5d6]], [[Greater Invisibility]] x1&lt;br /&gt;
| Special10 = [[Poison Resistance V]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Protective Aura'''&lt;br /&gt;
&lt;br /&gt;
At 1st level, the Protector gain an aura that grants +2 to all saving throws, +1 deflection bonus to armor class for all allies within 10 feet. This bonus does NOT apply to the Protector, only to their allies. At 4th level, this bonus increases to +3 saving throws, +2 deflection bonus, and the protection extends to allies within 15 feet.&lt;br /&gt;
&lt;br /&gt;
'''Guarding the Lord'''&lt;br /&gt;
&lt;br /&gt;
Beginning at 2nd level, the Protector can protect one selected ally within 30 feet. This protection acts as the [[Shield Other]] spell cast at the Protector’s character level. The only difference with the spell is that the target only takes 30% damage (instead of 50%), and the Protector takes half the initial damage rounded down (instead of the remaining). This ability can be used three times per day.&lt;br /&gt;
&lt;br /&gt;
'''Frantic Reactions'''&lt;br /&gt;
&lt;br /&gt;
At 3rd level, the Protector can rush across the battlefield and defeat the enemies plaguing their allies. This translates to a 10% increase in movement speed, +2 bonus to AC against attacks of opportunity provoked by movement and +2d6 sneak attack damage.&lt;br /&gt;
&lt;br /&gt;
'''All-Out Assault'''&lt;br /&gt;
&lt;br /&gt;
At 5th level, the Protector can concentrate for a round and focus their strength, making all of their melee attacks for the next three rounds inflict maximum damage. However, at the end of each of these three rounds, the Protector takes 10 points of damage from the incredible strain. This ability can be used once per day.&lt;br /&gt;
&lt;br /&gt;
The 10 points of damage are Magical, so a damage reduction of 10 Magical will prevent this 30 points of damage.&lt;br /&gt;
    &lt;br /&gt;
Only some damage modifiers are maximized:&lt;br /&gt;
&lt;br /&gt;
Physical damage modifiers (additional bludgeoning, piercing, and slashing) are maximised.&lt;br /&gt;
Non-Physical damage modifiers (e.g. Cold, Magical, Acid) are not maximised.&lt;br /&gt;
Sneak attack damage is not maximised.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Classes}}&lt;/div&gt;</summary>
		<author><name>Ithildur</name></author>	</entry>

	<entry>
		<id>https://www.alandfaraway.info/Wiki/index.php?title=Shadow_Thief&amp;diff=3262</id>
		<title>Shadow Thief</title>
		<link rel="alternate" type="text/html" href="https://www.alandfaraway.info/Wiki/index.php?title=Shadow_Thief&amp;diff=3262"/>
				<updated>2017-11-13T00:01:13Z</updated>
		
		<summary type="html">&lt;p&gt;Ithildur: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Classes]]&lt;br /&gt;
[[Category:Prestige Classes]]&lt;br /&gt;
{{Class&lt;br /&gt;
| Image = [[Image:StoAmn.jpg|256px|Shadow Thief of Amn]]&lt;br /&gt;
| Name = Shadow Thief of Amn&lt;br /&gt;
| HitDie = d6&lt;br /&gt;
| Skills = 6&lt;br /&gt;
| Proficiencies = [[Simple Weapon]]s, [[Light Armor]]&lt;br /&gt;
| ClassSkills = [[Appraise]], [[Bluff]], [[Climb]], [[Craft]], [[Diplomacy]], [[Disable Device]], [[Forgery]], [[Intimidate]], [[Jump]], [[Knowledge: Local]], [[Listen]], [[Move Silently]], [[Open Lock]], [[Parry]], [[Profession]], [[Search]], [[Sense Motive]], [[Sleight of Hand]], [[Spot]], [[Use Rope]]&lt;br /&gt;
| Requirements = Yes&lt;br /&gt;
| ReqSkills = [[Bluff]] 3, [[Hide]] 8, [[Intimidate]] 3, [[Move Silently]] 3, [[Gather Information]] 3&lt;br /&gt;
| ReqFeats = [[Stealthy]]&lt;br /&gt;
| ReqOther = Special: The candidate must be a member of a Shadow Thieves' guild.&lt;br /&gt;
| Source = [[Player's Guide to Faerun]]&lt;br /&gt;
| SourcePage = &lt;br /&gt;
}}&lt;br /&gt;
{{ExternalSource_d20srd|http://www.d20srd.org/srd/prestigeClasses/}}&lt;br /&gt;
{{ExternalSource_nwn2wiki|http://nwn2.wikia.com/wiki/Shadow_Thief_of_Amn_(class)}}&lt;br /&gt;
{{ExternalSource_realmshelps|http://www.realmshelps.net/charbuild/classes/prestige/realms/shadowthief.shtml}}&lt;br /&gt;
{{ExternalSource_frwiki|http://forgottenrealms.wikia.com/wiki/Shadow_thief_of_Amn}}&lt;br /&gt;
: ''&amp;quot;The organization known as the Shadow Thieves is the largest and most prosperous thieves' guild in all of Faerûn. Its success is derived from its system of interlocking guilds, each dedicated to the twin goals of profit and power. From the organization's stronghold in Amn, this series of guilds controls the lion's share of all criminal operations along the Sword Coast, and it also reaches beyond that area into many other parts of Faerûn. As a member of a Shadow Thieves' guild, a shadow thief of Ann knows only her own minions, her coworkers, and her superior. This web of secrecy preserves the organization, because any members who are captured can sell out only a few others. Most shadow thieves of Amn were previously rogues, although specialists in some criminal fields are more likely to have backgrounds as fighters or rangers. Clerics of evil deities (particularly Mask and Shar) take up this path to fill certain roles in the field, and sorcerers and wizards also have important roles. Shadow thieves excel at working with others, intimidating common folk, administering punitive beatings, and acquiring important contacts.&amp;quot;'' -- [[Player's Guide to Faerun]]&lt;br /&gt;
&lt;br /&gt;
A character can achieve a maximum of 5 levels in the Shadow Thief  prestige class.&lt;br /&gt;
&lt;br /&gt;
== Class Features ==&lt;br /&gt;
{{ClassProgression&lt;br /&gt;
| MaxLevel = 5&lt;br /&gt;
| BAB = Medium&lt;br /&gt;
| Fortitude = Low&lt;br /&gt;
| Reflex = High&lt;br /&gt;
| Will = Low&lt;br /&gt;
| Special1 = [[Sneak Attack +1d6]], [[Doublespeak]]&lt;br /&gt;
| Special2 = Bonus Feat, [[Uncanny Dodge]]&lt;br /&gt;
| Special3 = [[Sneak Attack +2d6]], [[Reputation]]&lt;br /&gt;
| Special4 = Bonus Feat&lt;br /&gt;
| Special5 = [[Sneak Attack +3d6]], [[Improved Uncanny Dodge]]&lt;br /&gt;
| Special6 = &lt;br /&gt;
| Special7 = &lt;br /&gt;
| Special8 = &lt;br /&gt;
| Special9 = &lt;br /&gt;
| Special10 = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Sneak Attack'''&lt;br /&gt;
&lt;br /&gt;
Starting at 1st level, the shadow thief gets the sneak attack ability at +1d6 damage. This is the same as the rogue ability of the same name, and its effects stack with that ability. This ability increases by +1d6 at 3rd and 5th level.&lt;br /&gt;
&lt;br /&gt;
'''Doublespeak'''&lt;br /&gt;
&lt;br /&gt;
At 1st level, the shadow thief gets a +2 bonus on all Bluff and Diplomacy checks.&lt;br /&gt;
&lt;br /&gt;
'''Bonus Feat'''&lt;br /&gt;
&lt;br /&gt;
At 2nd level and 4th level the shadow thief gets a bonus feat. This feat can be:&lt;br /&gt;
&lt;br /&gt;
    Alertness&lt;br /&gt;
    Blind-Fight&lt;br /&gt;
    Combat Expertise&lt;br /&gt;
    Feint&lt;br /&gt;
    Lightning Reflexes&lt;br /&gt;
    Nimble Fingers&lt;br /&gt;
    Skill Focus&lt;br /&gt;
    Silent Spell&lt;br /&gt;
    Still Spell&lt;br /&gt;
    Track&lt;br /&gt;
    Weapon Finesse&lt;br /&gt;
    Weapon Focus&lt;br /&gt;
&lt;br /&gt;
'''Uncanny Dodge'''&lt;br /&gt;
&lt;br /&gt;
At 2nd level the shadow thief retains their Dexterity bonus to AC even when caught flat-footed.&lt;br /&gt;
&lt;br /&gt;
'''Reputation'''&lt;br /&gt;
&lt;br /&gt;
At 3rd level, the shadow thief gets a 10% discount from all merchants and an additional +2 bonus on all Bluff, Intimidate, and Diplomacy checks because of their reputation.&lt;br /&gt;
&lt;br /&gt;
'''Improved Uncanny Dodge'''&lt;br /&gt;
&lt;br /&gt;
At 5th level, the shadow thief can no longer be sneak attacked except by a character with 4 or more total levels in classes that grant sneak attack than the character levels of the shadow thief.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Classes}}&lt;/div&gt;</summary>
		<author><name>Ithildur</name></author>	</entry>

	<entry>
		<id>https://www.alandfaraway.info/Wiki/index.php?title=Bladesinger&amp;diff=3261</id>
		<title>Bladesinger</title>
		<link rel="alternate" type="text/html" href="https://www.alandfaraway.info/Wiki/index.php?title=Bladesinger&amp;diff=3261"/>
				<updated>2017-11-12T23:59:49Z</updated>
		
		<summary type="html">&lt;p&gt;Ithildur: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Classes]]&lt;br /&gt;
[[Category:Prestige Classes]]&lt;br /&gt;
{{Class&lt;br /&gt;
| Image = [[Image:bladesinger.jpg|256px|Bladesinger]]&lt;br /&gt;
| Name = Bladesinger&lt;br /&gt;
| HitDie = d8&lt;br /&gt;
| Skills = 2&lt;br /&gt;
| Proficiencies = [[Light Armor]]&lt;br /&gt;
| ClassSkills = [[Balance]], [[Concentration]], [[Craft]], [[Jump]], [[Knowledge: Arcana]], [[Parry]], [[Perform]], [[Spellcraft]], [[Tumble]]&lt;br /&gt;
| Requirements = Yes&lt;br /&gt;
| ReqBAB = +5&lt;br /&gt;
| ReqFeats = [[Combat Expertise]], [[Dodge]], [[Weapon Focus (longsword), or Weapon Focus (rapier) ]]&lt;br /&gt;
| ReqSkills = [[Balance]] 2, [[Concentration]] 4, [[Perform: Dance]] 2, [[Perform: Sing]] 2, [[Tumble]] 2&lt;br /&gt;
| ReqOther = Race: Elf or Half-Elf, ability to cast 1st-level arcane spells (note, due to NWN2 mechanics, at least 2 levels of the spell-casting class are required).&lt;br /&gt;
| Source = [[Adapted from Races of Faerun, Complete Warrior]]&lt;br /&gt;
| SourcePage = 179/17&lt;br /&gt;
}}&lt;br /&gt;
{{ExternalSource_d20srd|http://www.d20srd.org/indexes/classes.htm}}&lt;br /&gt;
{{ExternalSource_nwn2wiki|http://nwn2.wikia.com/wiki/}}&lt;br /&gt;
{{ExternalSource_realmshelps|http://www.realmshelps.net/charbuild/classes/prestige/general/bladesinger.shtml}}&lt;br /&gt;
{{ExternalSource_frwiki|http://forgottenrealms.wikia.com/wiki/bladesinger}}&lt;br /&gt;
: ''&amp;quot;Bladesingers are elves who have blended art, swordplay, and arcane magic into a harmonious whole. In battle, a Bladesinger's lithe movements and subtle tactics seem beautiful, belying their deadly martial efficiency. Bladesingers have a treasured place in elven society, balancing the joys of art and magic with the skill of masterful fighting, and so Bladesingers are well-respected by other elves. They usually serve as itinerant guardians and champions of the elf community at large rather than tying themselves to one particular settlement. Multiclass Fighter/Wizards are the most obvious candidates for the prestige class, although any elf (or half-elf) who can wield a martial weapon and cast arcane spells can become a bladesinger. Bladesinging Ranger/Wizards, Rogue/Wizards, and Bladesinger Bards are not unknown.&amp;quot;'' -- [[Races of Faerun]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Class Features ==&lt;br /&gt;
{{ClassProgression&lt;br /&gt;
| MaxLevel = 10&lt;br /&gt;
| BAB = High&lt;br /&gt;
| Fortitude = Low&lt;br /&gt;
| Reflex = High&lt;br /&gt;
| Will = High&lt;br /&gt;
| Special1 = [[Bladesong Style]]&lt;br /&gt;
| Special2 = Bonus Feat: [[Extend Spell]]&lt;br /&gt;
| Special3 = [[Lesser Spellsong]]&lt;br /&gt;
| Special4 = [[Song of Celerity]] x1&lt;br /&gt;
| Special5 = &lt;br /&gt;
| Special6 = [[Greater Spellsong]]&lt;br /&gt;
| Special7 = Bonus Feat: [[Deflect Arrows]]&lt;br /&gt;
| Special8 = [[Song of Celerity]] x2&lt;br /&gt;
| Special9 = &lt;br /&gt;
| Special10 = [[Song of Fury]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Spells Per Day/Spells Known:''' When a new, odd-numbered Bladesinger level is gained, the character gains new spells per day and spells known as though they had gained a level in their arcane spellcasting class.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Bladesong Style:'''  At 1st Level while unarmoured or wearing light armour and weilding a Rapier or Longsword in one hand (and nothing in the other), the Bladesinger gains a Dodge Bonus to their AC equal to their level but not exceeding their intelligence bonus.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Extend Spell:'''  At 2nd Level the Bladesinger learns to enhance the duration of their spells, gaining the extend spell feat.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Lesser Spellsong:'''  At 3rd level the Bladesinger gains Skill Focus: Concentration as a bonus feat.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Song of Celerity:'''  At 4th level a Bladesinger may quicken a single spell per day on the fly. At 8th level the Bladesinger may do this a second time per day (gives automatic quicken 1-3 as it's all engine grants)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Greater Spellsong:'''  At 6th Level a Bladesinger may choose to wear light armour with no effect to their spellcasting (ignore ASF in light armour).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Deflect Arrows:''' At 7th level the Bladesinger can attempt to deflect arrows with his free hand, per the feat.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Song of Fury:'''  At 10th level the Bladesinger can choose to make an additional attack per round at their highest AB; doing so causes a -2 on all attacks (including the extra attack). This mode does not stack with Haste.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Classes}}&lt;/div&gt;</summary>
		<author><name>Ithildur</name></author>	</entry>

	<entry>
		<id>https://www.alandfaraway.info/Wiki/index.php?title=Shadow_Thief&amp;diff=3260</id>
		<title>Shadow Thief</title>
		<link rel="alternate" type="text/html" href="https://www.alandfaraway.info/Wiki/index.php?title=Shadow_Thief&amp;diff=3260"/>
				<updated>2017-11-12T23:59:12Z</updated>
		
		<summary type="html">&lt;p&gt;Ithildur: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Classes]]&lt;br /&gt;
[[Category:Prestige Classes]]&lt;br /&gt;
{{Class&lt;br /&gt;
| Image = [[Image:StoAmn.jpg|256px|Shadow Thief of Amn]]&lt;br /&gt;
| Name = Shadow Thief of Amn&lt;br /&gt;
| HitDie = d6&lt;br /&gt;
| Skills = 6&lt;br /&gt;
| Proficiencies = [[Simple Weapon]]s, [[Light Armor]]&lt;br /&gt;
| ClassSkills = [[Appraise]], [[Bluff]], [[Climb]], [[Craft]], [[Diplomacy]], [[Disable Device]], [[Forgery]], [[Intimidate]], [[Jump]], [[Knowledge: Local]], [[Listen]], [[Move Silently]], [[Open Lock]], [[Parry]], [[Profession]], [[Search]], [[Sense Motive]], [[Sleight of Hand]], [[Spot]], [[Use Rope]]&lt;br /&gt;
| Requirements = Yes&lt;br /&gt;
| ReqSkills = [[Bluff]] 3, [[Hide]] 8, [[Intimidate]] 3, [[Move Silently]] 3, [[Gather Information]] 3&lt;br /&gt;
| ReqFeats = [[Stealthy]]&lt;br /&gt;
| ReqOther = Special: The candidate must be a member of a Shadow Thieves' guild.&lt;br /&gt;
| Source = [[Player's Guide to Faerun]]&lt;br /&gt;
| SourcePage = &lt;br /&gt;
}}&lt;br /&gt;
{{ExternalSource_d20srd|http://www.d20srd.org/srd/prestigeClasses/}}&lt;br /&gt;
{{ExternalSource_nwn2wiki|http://nwn2.wikia.com/wiki/Shadow_Thief_of_Amn_(class)}}&lt;br /&gt;
{{ExternalSource_realmshelps|http://www.realmshelps.net/charbuild/classes/prestige/realms/shadowthief.shtml}}&lt;br /&gt;
{{ExternalSource_frwiki|http://forgottenrealms.wikia.com/wiki/Shadow_Thieves}}&lt;br /&gt;
: ''&amp;quot;The organization known as the Shadow Thieves is the largest and most prosperous thieves' guild in all of Faerûn. Its success is derived from its system of interlocking guilds, each dedicated to the twin goals of profit and power. From the organization's stronghold in Amn, this series of guilds controls the lion's share of all criminal operations along the Sword Coast, and it also reaches beyond that area into many other parts of Faerûn. As a member of a Shadow Thieves' guild, a shadow thief of Ann knows only her own minions, her coworkers, and her superior. This web of secrecy preserves the organization, because any members who are captured can sell out only a few others. Most shadow thieves of Amn were previously rogues, although specialists in some criminal fields are more likely to have backgrounds as fighters or rangers. Clerics of evil deities (particularly Mask and Shar) take up this path to fill certain roles in the field, and sorcerers and wizards also have important roles. Shadow thieves excel at working with others, intimidating common folk, administering punitive beatings, and acquiring important contacts.&amp;quot;'' -- [[Player's Guide to Faerun]]&lt;br /&gt;
&lt;br /&gt;
A character can achieve a maximum of 5 levels in the Shadow Thief  prestige class.&lt;br /&gt;
&lt;br /&gt;
== Class Features ==&lt;br /&gt;
{{ClassProgression&lt;br /&gt;
| MaxLevel = 5&lt;br /&gt;
| BAB = Medium&lt;br /&gt;
| Fortitude = Low&lt;br /&gt;
| Reflex = High&lt;br /&gt;
| Will = Low&lt;br /&gt;
| Special1 = [[Sneak Attack +1d6]], [[Doublespeak]]&lt;br /&gt;
| Special2 = Bonus Feat, [[Uncanny Dodge]]&lt;br /&gt;
| Special3 = [[Sneak Attack +2d6]], [[Reputation]]&lt;br /&gt;
| Special4 = Bonus Feat&lt;br /&gt;
| Special5 = [[Sneak Attack +3d6]], [[Improved Uncanny Dodge]]&lt;br /&gt;
| Special6 = &lt;br /&gt;
| Special7 = &lt;br /&gt;
| Special8 = &lt;br /&gt;
| Special9 = &lt;br /&gt;
| Special10 = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Sneak Attack'''&lt;br /&gt;
&lt;br /&gt;
Starting at 1st level, the shadow thief gets the sneak attack ability at +1d6 damage. This is the same as the rogue ability of the same name, and its effects stack with that ability. This ability increases by +1d6 at 3rd and 5th level.&lt;br /&gt;
&lt;br /&gt;
'''Doublespeak'''&lt;br /&gt;
&lt;br /&gt;
At 1st level, the shadow thief gets a +2 bonus on all Bluff and Diplomacy checks.&lt;br /&gt;
&lt;br /&gt;
'''Bonus Feat'''&lt;br /&gt;
&lt;br /&gt;
At 2nd level and 4th level the shadow thief gets a bonus feat. This feat can be:&lt;br /&gt;
&lt;br /&gt;
    Alertness&lt;br /&gt;
    Blind-Fight&lt;br /&gt;
    Combat Expertise&lt;br /&gt;
    Feint&lt;br /&gt;
    Lightning Reflexes&lt;br /&gt;
    Nimble Fingers&lt;br /&gt;
    Skill Focus&lt;br /&gt;
    Silent Spell&lt;br /&gt;
    Still Spell&lt;br /&gt;
    Track&lt;br /&gt;
    Weapon Finesse&lt;br /&gt;
    Weapon Focus&lt;br /&gt;
&lt;br /&gt;
'''Uncanny Dodge'''&lt;br /&gt;
&lt;br /&gt;
At 2nd level the shadow thief retains their Dexterity bonus to AC even when caught flat-footed.&lt;br /&gt;
&lt;br /&gt;
'''Reputation'''&lt;br /&gt;
&lt;br /&gt;
At 3rd level, the shadow thief gets a 10% discount from all merchants and an additional +2 bonus on all Bluff, Intimidate, and Diplomacy checks because of their reputation.&lt;br /&gt;
&lt;br /&gt;
'''Improved Uncanny Dodge'''&lt;br /&gt;
&lt;br /&gt;
At 5th level, the shadow thief can no longer be sneak attacked except by a character with 4 or more total levels in classes that grant sneak attack than the character levels of the shadow thief.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Classes}}&lt;/div&gt;</summary>
		<author><name>Ithildur</name></author>	</entry>

	<entry>
		<id>https://www.alandfaraway.info/Wiki/index.php?title=Shadow_Thief&amp;diff=3259</id>
		<title>Shadow Thief</title>
		<link rel="alternate" type="text/html" href="https://www.alandfaraway.info/Wiki/index.php?title=Shadow_Thief&amp;diff=3259"/>
				<updated>2017-11-12T23:58:18Z</updated>
		
		<summary type="html">&lt;p&gt;Ithildur: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Classes]]&lt;br /&gt;
[[Category:Prestige Classes]]&lt;br /&gt;
{{Class&lt;br /&gt;
| Image = [[Image:Stoamn.jpg|256px|Shadow Thief of Amn]]&lt;br /&gt;
| Name = Shadow Thief of Amn&lt;br /&gt;
| HitDie = d6&lt;br /&gt;
| Skills = 6&lt;br /&gt;
| Proficiencies = [[Simple Weapon]]s, [[Light Armor]]&lt;br /&gt;
| ClassSkills = [[Appraise]], [[Bluff]], [[Climb]], [[Craft]], [[Diplomacy]], [[Disable Device]], [[Forgery]], [[Intimidate]], [[Jump]], [[Knowledge: Local]], [[Listen]], [[Move Silently]], [[Open Lock]], [[Parry]], [[Profession]], [[Search]], [[Sense Motive]], [[Sleight of Hand]], [[Spot]], [[Use Rope]]&lt;br /&gt;
| Requirements = Yes&lt;br /&gt;
| ReqSkills = [[Bluff]] 3, [[Hide]] 8, [[Intimidate]] 3, [[Move Silently]] 3, [[Gather Information]] 3&lt;br /&gt;
| ReqFeats = [[Stealthy]]&lt;br /&gt;
| ReqOther = Special: The candidate must be a member of a Shadow Thieves' guild.&lt;br /&gt;
| Source = [[Player's Guide to Faerun]]&lt;br /&gt;
| SourcePage = &lt;br /&gt;
}}&lt;br /&gt;
{{ExternalSource_d20srd|http://www.d20srd.org/srd/prestigeClasses/}}&lt;br /&gt;
{{ExternalSource_nwn2wiki|http://nwn2.wikia.com/wiki/Shadow_Thief_of_Amn_(class)}}&lt;br /&gt;
{{ExternalSource_realmshelps|http://www.realmshelps.net/charbuild/classes/prestige/realms/shadowthief.shtml}}&lt;br /&gt;
{{ExternalSource_frwiki|http://forgottenrealms.wikia.com/wiki/Shadow_Thieves}}&lt;br /&gt;
: ''&amp;quot;The organization known as the Shadow Thieves is the largest and most prosperous thieves' guild in all of Faerûn. Its success is derived from its system of interlocking guilds, each dedicated to the twin goals of profit and power. From the organization's stronghold in Amn, this series of guilds controls the lion's share of all criminal operations along the Sword Coast, and it also reaches beyond that area into many other parts of Faerûn. As a member of a Shadow Thieves' guild, a shadow thief of Ann knows only her own minions, her coworkers, and her superior. This web of secrecy preserves the organization, because any members who are captured can sell out only a few others. Most shadow thieves of Amn were previously rogues, although specialists in some criminal fields are more likely to have backgrounds as fighters or rangers. Clerics of evil deities (particularly Mask and Shar) take up this path to fill certain roles in the field, and sorcerers and wizards also have important roles. Shadow thieves excel at working with others, intimidating common folk, administering punitive beatings, and acquiring important contacts.&amp;quot;'' -- [[Player's Guide to Faerun]]&lt;br /&gt;
&lt;br /&gt;
A character can achieve a maximum of 5 levels in the Shadow Thief  prestige class.&lt;br /&gt;
&lt;br /&gt;
== Class Features ==&lt;br /&gt;
{{ClassProgression&lt;br /&gt;
| MaxLevel = 5&lt;br /&gt;
| BAB = Medium&lt;br /&gt;
| Fortitude = Low&lt;br /&gt;
| Reflex = High&lt;br /&gt;
| Will = Low&lt;br /&gt;
| Special1 = [[Sneak Attack +1d6]], [[Doublespeak]]&lt;br /&gt;
| Special2 = Bonus Feat, [[Uncanny Dodge]]&lt;br /&gt;
| Special3 = [[Sneak Attack +2d6]], [[Reputation]]&lt;br /&gt;
| Special4 = Bonus Feat&lt;br /&gt;
| Special5 = [[Sneak Attack +3d6]], [[Improved Uncanny Dodge]]&lt;br /&gt;
| Special6 = &lt;br /&gt;
| Special7 = &lt;br /&gt;
| Special8 = &lt;br /&gt;
| Special9 = &lt;br /&gt;
| Special10 = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Sneak Attack'''&lt;br /&gt;
&lt;br /&gt;
Starting at 1st level, the shadow thief gets the sneak attack ability at +1d6 damage. This is the same as the rogue ability of the same name, and its effects stack with that ability. This ability increases by +1d6 at 3rd and 5th level.&lt;br /&gt;
&lt;br /&gt;
'''Doublespeak'''&lt;br /&gt;
&lt;br /&gt;
At 1st level, the shadow thief gets a +2 bonus on all Bluff and Diplomacy checks.&lt;br /&gt;
&lt;br /&gt;
'''Bonus Feat'''&lt;br /&gt;
&lt;br /&gt;
At 2nd level and 4th level the shadow thief gets a bonus feat. This feat can be:&lt;br /&gt;
&lt;br /&gt;
    ''Alertness&lt;br /&gt;
    Blind-Fight&lt;br /&gt;
    Combat Expertise&lt;br /&gt;
    Feint&lt;br /&gt;
    Lightning Reflexes&lt;br /&gt;
    Nimble Fingers&lt;br /&gt;
    Skill Focus&lt;br /&gt;
    Silent Spell&lt;br /&gt;
    Still Spell&lt;br /&gt;
    Track&lt;br /&gt;
    Weapon Finesse&lt;br /&gt;
    Weapon Focus''&lt;br /&gt;
&lt;br /&gt;
'''Uncanny Dodge'''&lt;br /&gt;
&lt;br /&gt;
At 2nd level the shadow thief retains their Dexterity bonus to AC even when caught flat-footed.&lt;br /&gt;
&lt;br /&gt;
'''Reputation'''&lt;br /&gt;
&lt;br /&gt;
At 3rd level, the shadow thief gets a 10% discount from all merchants and an additional +2 bonus on all Bluff, Intimidate, and Diplomacy checks because of their reputation.&lt;br /&gt;
&lt;br /&gt;
'''Improved Uncanny Dodge'''&lt;br /&gt;
&lt;br /&gt;
At 5th level, the shadow thief can no longer be sneak attacked except by a character with 4 or more total levels in classes that grant sneak attack than the character levels of the shadow thief.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Classes}}&lt;/div&gt;</summary>
		<author><name>Ithildur</name></author>	</entry>

	<entry>
		<id>https://www.alandfaraway.info/Wiki/index.php?title=Shadow_Thief&amp;diff=3258</id>
		<title>Shadow Thief</title>
		<link rel="alternate" type="text/html" href="https://www.alandfaraway.info/Wiki/index.php?title=Shadow_Thief&amp;diff=3258"/>
				<updated>2017-11-12T23:56:07Z</updated>
		
		<summary type="html">&lt;p&gt;Ithildur: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Classes]]&lt;br /&gt;
[[Category:Prestige Classes]]&lt;br /&gt;
{{Class&lt;br /&gt;
| Image = [[Image:stoamn.jpg|256px|Shadow Thief of Amn]]&lt;br /&gt;
| Name = Shadow Thief of Amn&lt;br /&gt;
| HitDie = d6&lt;br /&gt;
| Skills = 6&lt;br /&gt;
| Proficiencies = [[Simple Weapon]]s, [[Light Armor]]&lt;br /&gt;
| ClassSkills = [[Appraise]], [[Bluff]], [[Climb]], [[Craft]], [[Diplomacy]], [[Disable Device]], [[Forgery]], [[Intimidate]], [[Jump]], [[Knowledge: Local]], [[Listen]], [[Move Silently]], [[Open Lock]], [[Parry]], [[Profession]], [[Search]], [[Sense Motive]], [[Sleight of Hand]], [[Spot]], [[Use Rope]]&lt;br /&gt;
| Requirements = Yes&lt;br /&gt;
| ReqSkills = [[Bluff]] 3, [[Hide]] 8, [[Intimidate]] 3, [[Move Silently]] 3, [[Gather Information]] 3&lt;br /&gt;
| ReqFeats = [[Stealthy]]&lt;br /&gt;
| ReqOther = Special: The candidate must be a member of a Shadow Thieves' guild.&lt;br /&gt;
| Source = [[Player's Guide to Faerun]]&lt;br /&gt;
| SourcePage = &lt;br /&gt;
}}&lt;br /&gt;
{{ExternalSource_d20srd|http://www.d20srd.org/srd/prestigeClasses/}}&lt;br /&gt;
{{ExternalSource_nwn2wiki|http://nwn2.wikia.com/wiki/Shadow_Thief_of_Amn_(class)}}&lt;br /&gt;
{{ExternalSource_realmshelps|http://www.realmshelps.net/charbuild/classes/prestige/realms/shadowthief.shtml}}&lt;br /&gt;
{{ExternalSource_frwiki|http://forgottenrealms.wikia.com/wiki/Shadow_Thieves}}&lt;br /&gt;
: ''&amp;quot;The organization known as the Shadow Thieves is the largest and most prosperous thieves' guild in all of Faerûn. Its success is derived from its system of interlocking guilds, each dedicated to the twin goals of profit and power. From the organization's stronghold in Amn, this series of guilds controls the lion's share of all criminal operations along the Sword Coast, and it also reaches beyond that area into many other parts of Faerûn. As a member of a Shadow Thieves' guild, a shadow thief of Ann knows only her own minions, her coworkers, and her superior. This web of secrecy preserves the organization, because any members who are captured can sell out only a few others. Most shadow thieves of Amn were previously rogues, although specialists in some criminal fields are more likely to have backgrounds as fighters or rangers. Clerics of evil deities (particularly Mask and Shar) take up this path to fill certain roles in the field, and sorcerers and wizards also have important roles. Shadow thieves excel at working with others, intimidating common folk, administering punitive beatings, and acquiring important contacts.&amp;quot;'' -- [[Player's Guide to Faerun]]&lt;br /&gt;
&lt;br /&gt;
A character can achieve a maximum of 5 levels in the Shadow Thief  prestige class.&lt;br /&gt;
&lt;br /&gt;
== Class Features ==&lt;br /&gt;
{{ClassProgression&lt;br /&gt;
| MaxLevel = 5&lt;br /&gt;
| BAB = Medium&lt;br /&gt;
| Fortitude = Low&lt;br /&gt;
| Reflex = High&lt;br /&gt;
| Will = Low&lt;br /&gt;
| Special1 = [[Death Attack +1d6]], [[Use Poison]]&lt;br /&gt;
| Special2 = [[Poison Resistance I]], [[Uncanny Dodge]], [[Ghostly Visage]] x1 &lt;br /&gt;
| Special3 = [[Death Attack +2d6]]&lt;br /&gt;
| Special4 = [[Poison Resistance II]]&lt;br /&gt;
| Special5 = [[Death Attack +3d6]], [[Improved Uncanny Dodge]], [[Darkness]] x1 &lt;br /&gt;
| Special6 = [[Poison Resistance III]]&lt;br /&gt;
| Special7 = [[Death Attack +4d6]], [[Invisibility]] x1 &lt;br /&gt;
| Special8 = [[Poison Resistance IV]], [[Hide in Plain Sight]]&lt;br /&gt;
| Special9 = [[Death Attack +5d6]], [[Greater Invisibility]] x1&lt;br /&gt;
| Special10 = [[Poison Resistance V]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Sneak Attack'''&lt;br /&gt;
&lt;br /&gt;
Starting at 1st level, the shadow thief gets the sneak attack ability at +1d6 damage. This is the same as the rogue ability of the same name, and its effects stack with that ability. This ability increases by +1d6 at 3rd and 5th level.&lt;br /&gt;
&lt;br /&gt;
'''Doublespeak'''&lt;br /&gt;
&lt;br /&gt;
At 1st level, the shadow thief gets a +2 bonus on all Bluff and Diplomacy checks.&lt;br /&gt;
&lt;br /&gt;
'''Bonus Feat'''&lt;br /&gt;
&lt;br /&gt;
At 2nd level and 4th level the shadow thief gets a bonus feat. This feat can be:&lt;br /&gt;
&lt;br /&gt;
    ''Alertness&lt;br /&gt;
    Blind-Fight&lt;br /&gt;
    Combat Expertise&lt;br /&gt;
    Feint&lt;br /&gt;
    Lightning Reflexes&lt;br /&gt;
    Nimble Fingers&lt;br /&gt;
    Skill Focus&lt;br /&gt;
    Silent Spell&lt;br /&gt;
    Still Spell&lt;br /&gt;
    Track&lt;br /&gt;
    Weapon Finesse&lt;br /&gt;
    Weapon Focus''&lt;br /&gt;
&lt;br /&gt;
'''Uncanny Dodge'''&lt;br /&gt;
&lt;br /&gt;
At 2nd level the shadow thief retains their Dexterity bonus to AC even when caught flat-footed.&lt;br /&gt;
&lt;br /&gt;
'''Reputation'''&lt;br /&gt;
&lt;br /&gt;
At 3rd level, the shadow thief gets a 10% discount from all merchants and an additional +2 bonus on all Bluff, Intimidate, and Diplomacy checks because of their reputation.&lt;br /&gt;
&lt;br /&gt;
'''Improved Uncanny Dodge'''&lt;br /&gt;
&lt;br /&gt;
At 5th level, the shadow thief can no longer be sneak attacked except by a character with 4 or more total levels in classes that grant sneak attack than the character levels of the shadow thief.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Classes}}&lt;/div&gt;</summary>
		<author><name>Ithildur</name></author>	</entry>

	<entry>
		<id>https://www.alandfaraway.info/Wiki/index.php?title=Shadow_Thief&amp;diff=3257</id>
		<title>Shadow Thief</title>
		<link rel="alternate" type="text/html" href="https://www.alandfaraway.info/Wiki/index.php?title=Shadow_Thief&amp;diff=3257"/>
				<updated>2017-11-12T23:52:32Z</updated>
		
		<summary type="html">&lt;p&gt;Ithildur: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Classes]]&lt;br /&gt;
[[Category:Prestige Classes]]&lt;br /&gt;
{{Class&lt;br /&gt;
| Image = [[Image:stoamn.jpg|256px|Shadow Thief of Amn]]&lt;br /&gt;
| Name = Shadow Thief of Amn&lt;br /&gt;
| HitDie = d6&lt;br /&gt;
| Skills = 6&lt;br /&gt;
| Proficiencies = [[Simple Weapon]]s, [[Light Armor]]&lt;br /&gt;
| ClassSkills = [[Balance]], [[Bluff]], [[Climb]], [[Craft]], [[Decipher Script]], [[Diplomacy]], [[Disable Device]], [[Disguise]], [[Escape Artist]], [[Forgery]], [[Gather Information]], [[Hide]], [[Intimidate]], [[Jump]], [[Listen]], [[Move Silently]], [[Open Lock]], [[Parry]], [[Search]], [[Sense Motive]], [[Sleight of Hand]], [[Spot]], [[Swim]], [[Tumble]], [[Use Rope]], [[Use Magic Device]]&lt;br /&gt;
| Requirements = Yes&lt;br /&gt;
| ReqSkills = [[Bluff]] 3, [[Hide]] 8, [[Intimidate]] 3, [[Move Silently]] 3, [[Gather Information]] 3&lt;br /&gt;
| ReqFeats = [[Stealthy]]&lt;br /&gt;
| ReqOther = Special: The candidate must be a member of a Shadow Thieves' guild.&lt;br /&gt;
| Source = [[Player's Guide to Faerun]]&lt;br /&gt;
| SourcePage = &lt;br /&gt;
}}&lt;br /&gt;
{{ExternalSource_d20srd|http://www.d20srd.org/srd/prestigeClasses/}}&lt;br /&gt;
{{ExternalSource_nwn2wiki|http://nwn2.wikia.com/wiki/Shadow_Thief_of_Amn_(class)}}&lt;br /&gt;
{{ExternalSource_realmshelps|http://www.realmshelps.net/charbuild/classes/prestige/realms/shadowthief.shtml}}&lt;br /&gt;
{{ExternalSource_frwiki|http://forgottenrealms.wikia.com/wiki/Shadow_Thieves}}&lt;br /&gt;
: ''&amp;quot;The organization known as the Shadow Thieves is the largest and most prosperous thieves' guild in all of Faerûn. Its success is derived from its system of interlocking guilds, each dedicated to the twin goals of profit and power. From the organization's stronghold in Amn, this series of guilds controls the lion's share of all criminal operations along the Sword Coast, and it also reaches beyond that area into many other parts of Faerûn. As a member of a Shadow Thieves' guild, a shadow thief of Ann knows only her own minions, her coworkers, and her superior. This web of secrecy preserves the organization, because any members who are captured can sell out only a few others. Most shadow thieves of Amn were previously rogues, although specialists in some criminal fields are more likely to have backgrounds as fighters or rangers. Clerics of evil deities (particularly Mask and Shar) take up this path to fill certain roles in the field, and sorcerers and wizards also have important roles. Shadow thieves excel at working with others, intimidating common folk, administering punitive beatings, and acquiring important contacts.&amp;quot;'' -- [[Player's Guide to Faerun]]&lt;br /&gt;
&lt;br /&gt;
A character can achieve a maximum of 5 levels in the Shadow Thief  prestige class.&lt;br /&gt;
&lt;br /&gt;
== Class Features ==&lt;br /&gt;
{{ClassProgression&lt;br /&gt;
| MaxLevel = 5&lt;br /&gt;
| BAB = Medium&lt;br /&gt;
| Fortitude = Low&lt;br /&gt;
| Reflex = High&lt;br /&gt;
| Will = Low&lt;br /&gt;
| Special1 = [[Death Attack +1d6]], [[Use Poison]]&lt;br /&gt;
| Special2 = [[Poison Resistance I]], [[Uncanny Dodge]], [[Ghostly Visage]] x1 &lt;br /&gt;
| Special3 = [[Death Attack +2d6]]&lt;br /&gt;
| Special4 = [[Poison Resistance II]]&lt;br /&gt;
| Special5 = [[Death Attack +3d6]], [[Improved Uncanny Dodge]], [[Darkness]] x1 &lt;br /&gt;
| Special6 = [[Poison Resistance III]]&lt;br /&gt;
| Special7 = [[Death Attack +4d6]], [[Invisibility]] x1 &lt;br /&gt;
| Special8 = [[Poison Resistance IV]], [[Hide in Plain Sight]]&lt;br /&gt;
| Special9 = [[Death Attack +5d6]], [[Greater Invisibility]] x1&lt;br /&gt;
| Special10 = [[Poison Resistance V]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Classes}}&lt;/div&gt;</summary>
		<author><name>Ithildur</name></author>	</entry>

	<entry>
		<id>https://www.alandfaraway.info/Wiki/index.php?title=Shadow_Thief&amp;diff=3256</id>
		<title>Shadow Thief</title>
		<link rel="alternate" type="text/html" href="https://www.alandfaraway.info/Wiki/index.php?title=Shadow_Thief&amp;diff=3256"/>
				<updated>2017-11-12T23:51:37Z</updated>
		
		<summary type="html">&lt;p&gt;Ithildur: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Classes]]&lt;br /&gt;
[[Category:Prestige Classes]]&lt;br /&gt;
{{Class&lt;br /&gt;
| Image = [[Image:stofamn.jpg|256px|Shadow Thief of Amn]]&lt;br /&gt;
| Name = Shadow Thief of Amn&lt;br /&gt;
| HitDie = d6&lt;br /&gt;
| Skills = 6&lt;br /&gt;
| Proficiencies = [[Simple Weapon]]s, [[Light Armor]]&lt;br /&gt;
| ClassSkills = [[Balance]], [[Bluff]], [[Climb]], [[Craft]], [[Decipher Script]], [[Diplomacy]], [[Disable Device]], [[Disguise]], [[Escape Artist]], [[Forgery]], [[Gather Information]], [[Hide]], [[Intimidate]], [[Jump]], [[Listen]], [[Move Silently]], [[Open Lock]], [[Parry]], [[Search]], [[Sense Motive]], [[Sleight of Hand]], [[Spot]], [[Swim]], [[Tumble]], [[Use Rope]], [[Use Magic Device]]&lt;br /&gt;
| Requirements = Yes&lt;br /&gt;
| ReqSkills = [[Bluff]] 3, [[Hide]] 8, [[Intimidate]] 3, [[Move Silently]] 3, [[Gather Information]] 3&lt;br /&gt;
| ReqFeats = [[Stealthy]]&lt;br /&gt;
| ReqOther = Special: The candidate must be a member of a Shadow Thieves' guild.&lt;br /&gt;
| Source = [[Player's Guide to Faerun]]&lt;br /&gt;
| SourcePage = &lt;br /&gt;
}}&lt;br /&gt;
{{ExternalSource_d20srd|http://www.d20srd.org/srd/prestigeClasses/}}&lt;br /&gt;
{{ExternalSource_nwn2wiki|http://nwn2.wikia.com/wiki/Shadow_Thief_of_Amn_(class)}}&lt;br /&gt;
{{ExternalSource_realmshelps|http://www.realmshelps.net/charbuild/classes/prestige/realms/shadowthief.shtml}}&lt;br /&gt;
{{ExternalSource_frwiki|http://forgottenrealms.wikia.com/wiki/Shadow_Thieves}}&lt;br /&gt;
: ''&amp;quot;The organization known as the Shadow Thieves is the largest and most prosperous thieves' guild in all of Faerûn. Its success is derived from its system of interlocking guilds, each dedicated to the twin goals of profit and power. From the organization's stronghold in Amn, this series of guilds controls the lion's share of all criminal operations along the Sword Coast, and it also reaches beyond that area into many other parts of Faerûn. As a member of a Shadow Thieves' guild, a shadow thief of Ann knows only her own minions, her coworkers, and her superior. This web of secrecy preserves the organization, because any members who are captured can sell out only a few others. Most shadow thieves of Amn were previously rogues, although specialists in some criminal fields are more likely to have backgrounds as fighters or rangers. Clerics of evil deities (particularly Mask and Shar) take up this path to fill certain roles in the field, and sorcerers and wizards also have important roles. Shadow thieves excel at working with others, intimidating common folk, administering punitive beatings, and acquiring important contacts.&amp;quot;'' -- [[Player's Guide to Faerun]]&lt;br /&gt;
&lt;br /&gt;
A character can achieve a maximum of 5 levels in the Shadow Thief  prestige class.&lt;br /&gt;
&lt;br /&gt;
== Class Features ==&lt;br /&gt;
{{ClassProgression&lt;br /&gt;
| MaxLevel = 5&lt;br /&gt;
| BAB = Medium&lt;br /&gt;
| Fortitude = Low&lt;br /&gt;
| Reflex = High&lt;br /&gt;
| Will = Low&lt;br /&gt;
| Special1 = [[Death Attack +1d6]], [[Use Poison]]&lt;br /&gt;
| Special2 = [[Poison Resistance I]], [[Uncanny Dodge]], [[Ghostly Visage]] x1 &lt;br /&gt;
| Special3 = [[Death Attack +2d6]]&lt;br /&gt;
| Special4 = [[Poison Resistance II]]&lt;br /&gt;
| Special5 = [[Death Attack +3d6]], [[Improved Uncanny Dodge]], [[Darkness]] x1 &lt;br /&gt;
| Special6 = [[Poison Resistance III]]&lt;br /&gt;
| Special7 = [[Death Attack +4d6]], [[Invisibility]] x1 &lt;br /&gt;
| Special8 = [[Poison Resistance IV]], [[Hide in Plain Sight]]&lt;br /&gt;
| Special9 = [[Death Attack +5d6]], [[Greater Invisibility]] x1&lt;br /&gt;
| Special10 = [[Poison Resistance V]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Classes}}&lt;/div&gt;</summary>
		<author><name>Ithildur</name></author>	</entry>

	<entry>
		<id>https://www.alandfaraway.info/Wiki/index.php?title=Shadow_Thief&amp;diff=3255</id>
		<title>Shadow Thief</title>
		<link rel="alternate" type="text/html" href="https://www.alandfaraway.info/Wiki/index.php?title=Shadow_Thief&amp;diff=3255"/>
				<updated>2017-11-12T23:48:28Z</updated>
		
		<summary type="html">&lt;p&gt;Ithildur: Created page with &amp;quot;Category:Classes Category:Prestige Classes {{Class | Image = Shadow Thief of Amn | Name = Shadow Thief of Amn | HitDie = d6 | Skills = 6 |...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Classes]]&lt;br /&gt;
[[Category:Prestige Classes]]&lt;br /&gt;
{{Class&lt;br /&gt;
| Image = [[Image:assassin.jpg|256px|Shadow Thief of Amn]]&lt;br /&gt;
| Name = Shadow Thief of Amn&lt;br /&gt;
| HitDie = d6&lt;br /&gt;
| Skills = 6&lt;br /&gt;
| Proficiencies = [[Simple Weapon]]s, [[Light Armor]]&lt;br /&gt;
| ClassSkills = [[Balance]], [[Bluff]], [[Climb]], [[Craft]], [[Decipher Script]], [[Diplomacy]], [[Disable Device]], [[Disguise]], [[Escape Artist]], [[Forgery]], [[Gather Information]], [[Hide]], [[Intimidate]], [[Jump]], [[Listen]], [[Move Silently]], [[Open Lock]], [[Parry]], [[Search]], [[Sense Motive]], [[Sleight of Hand]], [[Spot]], [[Swim]], [[Tumble]], [[Use Rope]], [[Use Magic Device]]&lt;br /&gt;
| Requirements = Yes&lt;br /&gt;
| ReqSkills = [[Disguise]] 4, [[Hide]] 8, [[Move Silently]] 8&lt;br /&gt;
| ReqOther = Alignment: Any Evil&lt;br /&gt;
| ReqAlignment = {{AlignmentGrid|n|n|n|n|n|n|y|y|y}}&lt;br /&gt;
| Source = [[Dungeon Master's Guide]]&lt;br /&gt;
| SourcePage = 180&lt;br /&gt;
}}&lt;br /&gt;
{{ExternalSource_d20srd|http://www.d20srd.org/srd/prestigeClasses/}}&lt;br /&gt;
{{ExternalSource_nwn2wiki|http://nwn2.wikia.com/wiki/Shadow_Thief_of_Amn_(class)}}&lt;br /&gt;
{{ExternalSource_realmshelps|http://www.realmshelps.net/charbuild/classes/prestige/realms/shadowthief.shtml}}&lt;br /&gt;
{{ExternalSource_frwiki|http://forgottenrealms.wikia.com/wiki/Shadow_Thieves}}&lt;br /&gt;
: ''&amp;quot;The organization known as the Shadow Thieves is the largest and most prosperous thieves' guild in all of Faerûn. Its success is derived from its system of interlocking guilds, each dedicated to the twin goals of profit and power. From the organization's stronghold in Amn, this series of guilds controls the lion's share of all criminal operations along the Sword Coast, and it also reaches beyond that area into many other parts of Faerûn. As a member of a Shadow Thieves' guild, a shadow thief of Ann knows only her own minions, her coworkers, and her superior. This web of secrecy preserves the organization, because any members who are captured can sell out only a few others. Most shadow thieves of Amn were previously rogues, although specialists in some criminal fields are more likely to have backgrounds as fighters or rangers. Clerics of evil deities (particularly Mask and Shar) take up this path to fill certain roles in the field, and sorcerers and wizards also have important roles. Shadow thieves excel at working with others, intimidating common folk, administering punitive beatings, and acquiring important contacts.&amp;quot;'' -- [[Player's Guide to Faerun]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Class Features ==&lt;br /&gt;
{{ClassProgression&lt;br /&gt;
| MaxLevel = 5&lt;br /&gt;
| BAB = Medium&lt;br /&gt;
| Fortitude = Low&lt;br /&gt;
| Reflex = High&lt;br /&gt;
| Will = Low&lt;br /&gt;
| Special1 = [[Death Attack +1d6]], [[Use Poison]]&lt;br /&gt;
| Special2 = [[Poison Resistance I]], [[Uncanny Dodge]], [[Ghostly Visage]] x1 &lt;br /&gt;
| Special3 = [[Death Attack +2d6]]&lt;br /&gt;
| Special4 = [[Poison Resistance II]]&lt;br /&gt;
| Special5 = [[Death Attack +3d6]], [[Improved Uncanny Dodge]], [[Darkness]] x1 &lt;br /&gt;
| Special6 = [[Poison Resistance III]]&lt;br /&gt;
| Special7 = [[Death Attack +4d6]], [[Invisibility]] x1 &lt;br /&gt;
| Special8 = [[Poison Resistance IV]], [[Hide in Plain Sight]]&lt;br /&gt;
| Special9 = [[Death Attack +5d6]], [[Greater Invisibility]] x1&lt;br /&gt;
| Special10 = [[Poison Resistance V]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Classes}}&lt;/div&gt;</summary>
		<author><name>Ithildur</name></author>	</entry>

	<entry>
		<id>https://www.alandfaraway.info/Wiki/index.php?title=Warpriest&amp;diff=3254</id>
		<title>Warpriest</title>
		<link rel="alternate" type="text/html" href="https://www.alandfaraway.info/Wiki/index.php?title=Warpriest&amp;diff=3254"/>
				<updated>2017-11-12T01:23:14Z</updated>
		
		<summary type="html">&lt;p&gt;Ithildur: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Classes]]&lt;br /&gt;
[[Category:Prestige Classes]]&lt;br /&gt;
{{Class&lt;br /&gt;
| Image = [[Image:warpriest.jpg|256px|Warpriest]]&lt;br /&gt;
| Name = Warpriest&lt;br /&gt;
| HitDie = d10&lt;br /&gt;
| Skills = 2&lt;br /&gt;
| Proficiencies = [[Simple Weapon]]s, [[Martial Weapon]]s, Light, Medium, Heavy Armor, [[Shields]] (including Tower Shields)&lt;br /&gt;
| ClassSkills = [[Concentration]], [[Craft]], [[Diplomacy]], [[Handle Animal]], [[Knowlegde: History]], [[Parry]], [[Ride]], [[Sense Motive]], [[Spellcraft]], [[Swim]]&lt;br /&gt;
| Requirements = Yes&lt;br /&gt;
| ReqBAB = +5&lt;br /&gt;
| ReqSkills = [[Diplomacy]] 8, [[Sense Motive]] 5&lt;br /&gt;
| ReqFeats = [[Combat Casting]]&lt;br /&gt;
| ReqOther = Ability to cast 4th level divine spells.&lt;br /&gt;
| Source = [[Complete Divine]]&lt;br /&gt;
}}&lt;br /&gt;
{{ExternalSource_d20srd|http://www.d20srd.org/srd/classes/}}&lt;br /&gt;
{{ExternalSource_nwn2wiki|http://nwn2.wikia.com/wiki/Warpriest}}&lt;br /&gt;
{{ExternalSource_realmshelps|http://www.realmshelps.net/charbuild/classes/prestige/general/warpriest.shtml}}&lt;br /&gt;
{{ExternalSource_frwiki|http://forgottenrealms.wikia.com/wiki/warpriest}}&lt;br /&gt;
&lt;br /&gt;
: ''&amp;quot;Warpriests are fierce, earthy clerics who pray for peace but prepare for war. Their strong wills, powerful personalities, and devotion to their deities make them fearsome combatants. Warpriests are experts of group warfare and have many powers to protect and rally their allies while terrifying their foes. Clerics, Druids, Rangers and Paladins can become Warpriests to enhance their party's fighting abilities. Most NPC warpriests spend their time preparing for war. This effort includes personal training for combat, prayer, training with the local ruler's army, and studying history. Warpriests tend to have the more extroverted characteristics associated with their deities. Occasionally they can be found scouting terrain in peacetime, and some have been known to hide their identities to spy on enemy nations. They rarely go on adventures, and when they do it's to obtain some artifact or wondrous weapon to increase their prowess.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Class Features ==&lt;br /&gt;
{{ClassProgression&lt;br /&gt;
| MaxLevel = 10&lt;br /&gt;
| BAB = High&lt;br /&gt;
| Fortitude = High&lt;br /&gt;
| Reflex = Low&lt;br /&gt;
| Will = Low&lt;br /&gt;
| Special1 = [[Remove Fear]] x1, [[War Glory]]&lt;br /&gt;
| Special2 = [[Remove Fear]] x2, [[Inflame I]]&lt;br /&gt;
| Special3 = [[Remove Fear]] x3, [[Mass Cure Light Wounds]] x1/day&lt;br /&gt;
| Special4 = [[Remove Fear]] x4, [[Inflame II]]&lt;br /&gt;
| Special5 = [[Remove Fear]] x5, [[Fear Aura]] 1x/day&lt;br /&gt;
| Special6 = [[Remove Fear]] x6, [[Inflame III]], [[Battletide]] 1/Day&lt;br /&gt;
| Special7 = [[Remove Fear]] x7, [[Haste]] 3x/Day&lt;br /&gt;
| Special8 = [[Remove Fear]] x8, [[Inflame IV]]&lt;br /&gt;
| Special9 = [[Remove Fear]] x9, [[Mass Heal]] x1/Day&lt;br /&gt;
| Special10 = [[Remove Fear]] x10, [[Inflame V]], [[Implacable Foe]] x1/Day&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Spells Per Day/Spells Known:''' &lt;br /&gt;
At each even-numbered level, Warpriests gain new spells per day and an added level of effective spellcasting in whatever divine spellcasting class gave them access to 4th-level divine spells when become a Warpriest. If a character has multiple classes that give him access to 4th-level Divine Spells, he must choose which spellcasting class will benefit from Warpriest levels when first selecting this prestige class.&lt;br /&gt;
&lt;br /&gt;
'''Remove Fear'''&lt;br /&gt;
&lt;br /&gt;
A Warpriest may cast the Remove Fear spell once per day per level of the Warpriest.&lt;br /&gt;
&lt;br /&gt;
'''War Glory'''&lt;br /&gt;
&lt;br /&gt;
All allies within 10' of the Warpriest have +1 to hit, though the Warpriest himself does not gain this bonus. All enemies within the same range suffers a -1 morale penalty to saving throws and this penalty cannot be resisted in any way (though leaving the radius instantly cancels the effect). This power is always active.&lt;br /&gt;
&lt;br /&gt;
''Due to a bug in the script, on hardcore difficulty the penalty affects not just enemies, but all creatures that belong to factions different from the warpriest's faction. For example, if a party member comes close to a non-companion warpriest npc (let's say Darovik in MoB official campaign), they will be affected by saving throw decrease, even if the warpriest is not hostile.''&lt;br /&gt;
&lt;br /&gt;
'''Inflame'''&lt;br /&gt;
&lt;br /&gt;
Starting at 2nd level, a Warpriest can use this ability to grant himself and all allies within 40' a bonus to saving throws vs. fear and mind effects for five rounds. This bonus is +2 at level 2, +4 at level 4, +6 at level 6 and +8 at level 8 and +10 at level 10.&lt;br /&gt;
&lt;br /&gt;
'''Mass Cure Light Wounds'''&lt;br /&gt;
&lt;br /&gt;
Upon reaching 3rd level, a Warpriest can use Mass Cure Light Wounds once per day as a spell-like ability. The Warpriest's class level is used to determine the caster level for this spell.&lt;br /&gt;
&lt;br /&gt;
'''Fear Aura'''&lt;br /&gt;
&lt;br /&gt;
At 5th level, a Warpriest can create an aura of fear that affects all enemies within a 20' radius. Foes must make a Will save (DC 10 + Warpriest's class level + Warpriest's Charisma modifier) or be affected as if by a Fear spell. This power can be used once per day.&lt;br /&gt;
&lt;br /&gt;
'''Battletide'''&lt;br /&gt;
&lt;br /&gt;
At 6th level, a Warpriest can cast Battletide as a spell-like ability once per day. The Warpriest's class level is used to determine the caster level for this spell.&lt;br /&gt;
&lt;br /&gt;
'''Haste'''&lt;br /&gt;
&lt;br /&gt;
At 7th level, a Warpriest can cast Haste as a spell-like ability three times per day. The Warpriest's class level is used to determine the caster level for this spell.&lt;br /&gt;
&lt;br /&gt;
'''Mass Heal'''&lt;br /&gt;
&lt;br /&gt;
At 9th level, a Warpriest can cast Mass Heal as a spell-like ability once per day. The Warpriest's class level is used to determine the caster level for this spell.&lt;br /&gt;
&lt;br /&gt;
'''Implacable Foe'''&lt;br /&gt;
&lt;br /&gt;
At 10th level, a Warpriest can bestow all allies within 30' (though not themselves) an extra +20 hit points. This ability halves the Warpriest's movement for ten rounds. After ten rounds all recipients lose 20 hit points. This ability may be used once per day.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Classes}}&lt;/div&gt;</summary>
		<author><name>Ithildur</name></author>	</entry>

	<entry>
		<id>https://www.alandfaraway.info/Wiki/index.php?title=Warpriest&amp;diff=3253</id>
		<title>Warpriest</title>
		<link rel="alternate" type="text/html" href="https://www.alandfaraway.info/Wiki/index.php?title=Warpriest&amp;diff=3253"/>
				<updated>2017-11-12T01:15:24Z</updated>
		
		<summary type="html">&lt;p&gt;Ithildur: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Classes]]&lt;br /&gt;
[[Category:Prestige Classes]]&lt;br /&gt;
{{Class&lt;br /&gt;
| Image = [[Image:warpriest.jpg|256px|Warpriest]]&lt;br /&gt;
| Name = Warpriest&lt;br /&gt;
| HitDie = d10&lt;br /&gt;
| Skills = 2&lt;br /&gt;
| Proficiencies = [[Simple Weapon]]s, [[Martial Weapon]]s, Light, Medium, Heavy Armor, [[Shields]] (including Tower Shields)&lt;br /&gt;
| ClassSkills = [[Concentration]], [[Craft]], [[Diplomacy]], [[Handle Animal]], [[Knowlegde: History]], [[Parry]], [[Ride]], [[Sense Motive]], [[Spellcraft]], [[Swim]]&lt;br /&gt;
| Requirements = Yes&lt;br /&gt;
| ReqBAB = +5&lt;br /&gt;
| ReqSkills = [[Diplomacy]] 8, [[Sense Motive]] 5&lt;br /&gt;
| ReqFeats = [[Combat Casting]]&lt;br /&gt;
| ReqOther = Ability to cast 4th level divine spells.&lt;br /&gt;
| Source = [[Complete Divine]]&lt;br /&gt;
}}&lt;br /&gt;
{{ExternalSource_d20srd|http://www.d20srd.org/srd/classes/}}&lt;br /&gt;
{{ExternalSource_nwn2wiki|http://nwn2.wikia.com/wiki/Warpriest}}&lt;br /&gt;
{{ExternalSource_realmshelps|http://www.realmshelps.net/charbuild/classes/prestige/general/warpriest.shtml}}&lt;br /&gt;
{{ExternalSource_frwiki|http://forgottenrealms.wikia.com/wiki/warpriest}}&lt;br /&gt;
&lt;br /&gt;
: ''&amp;quot;Warpriests are fierce, earthy clerics who pray for peace but prepare for war. Their strong wills, powerful personalities, and devotion to their deities make them fearsome combatants. Clerics make good warpriests; members of other classes need levels as a cleric before they can qualify as warpriests because of the domain requirements.&lt;br /&gt;
&lt;br /&gt;
Most NPC warpriests spend their time preparing for war. This effort includes personal training for combat, prayer, training with the local ruler's army, and studying history. Warpriests tend to have the more extroverted characteristics associated with their deities. Occasionally they can be found scouting terrain in peacetime, and some have been known to hide their identities to spy on enemy nations. They rarely go on adventures, and when they do it's to obtain some artifact or wondrous weapon to increase their prowess.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Class Features ==&lt;br /&gt;
{{ClassProgression&lt;br /&gt;
| MaxLevel = 10&lt;br /&gt;
| BAB = High&lt;br /&gt;
| Fortitude = High&lt;br /&gt;
| Reflex = Low&lt;br /&gt;
| Will = Low&lt;br /&gt;
| Special1 = +1 divine spellcasting level, [[Enhanced Weapons]] +1, [[Electricity Resistance]] 5/&lt;br /&gt;
| Special2 = +1 divine spellcasting level, [[Shock Weapon]]&lt;br /&gt;
| Special3 = +1 divine spellcasting level &lt;br /&gt;
| Special4 = +1 divine spellcasting level, [[Electricity Resistance]] 10/&lt;br /&gt;
| Special5 = +1 divine spellcasting level, [[Shocking Burst Weapon]]&lt;br /&gt;
| Special6 = +1 divine spellcasting level, [[Enhanced Weapons]] +2&lt;br /&gt;
| Special7 = +1 divine spellcasting level, [[Electricity Resistance]] 15/&lt;br /&gt;
| Special8 = +1 divine spellcasting level, [[Shocking Burst and Sonic Weapon]]&lt;br /&gt;
| Special9 = +1 divine spellcasting level, [[Enhanced Weapons]] +3, [[Electricity Immunity]]&lt;br /&gt;
| Special10 = +1 divine spellcasting level, [[Extended Storm Avatar]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Spells Per Day/Spells Known:''' &lt;br /&gt;
At each even-numbered level, Warpriests gain new spells per day and an added level of effective spellcasting in whatever divine spellcasting class gave them access to 4th-level divine spells when become a Warpriest. If a character has multiple classes that give him access to 4th-level Divine Spells, he must choose which spellcasting class will benefit from Warpriest levels when first selecting this prestige class.&lt;br /&gt;
&lt;br /&gt;
'''Remove Fear'''&lt;br /&gt;
&lt;br /&gt;
A Warpriest may cast the Remove Fear spell once per day per level of the Warpriest.&lt;br /&gt;
&lt;br /&gt;
'''War Glory'''&lt;br /&gt;
&lt;br /&gt;
All allies within 10' of the Warpriest have +1 to hit, though the Warpriest himself does not gain this bonus. All enemies within the same range suffers a -1 morale penalty to saving throws and this penalty cannot be resisted in any way (though leaving the radius instantly cancels the effect). This power is always active.&lt;br /&gt;
&lt;br /&gt;
''Due to a bug in the script, on hardcore difficulty the penalty affects not just enemies, but all creatures that belong to factions different from the warpriest's faction. For example, if a party member comes close to a non-companion warpriest npc (let's say Darovik in MoB official campaign), they will be affected by saving throw decrease, even if the warpriest is not hostile.''&lt;br /&gt;
&lt;br /&gt;
'''Inflame'''&lt;br /&gt;
&lt;br /&gt;
Starting at 2nd level, a Warpriest can use this ability to grant himself and all allies within 40' a bonus to saving throws vs. fear and mind effects for five rounds. This bonus is +2 at level 2, +4 at level 4, +6 at level 6 and +8 at level 8 and +10 at level 10.&lt;br /&gt;
&lt;br /&gt;
'''Mass Cure Light Wounds'''&lt;br /&gt;
&lt;br /&gt;
Upon reaching 3rd level, a Warpriest can use Mass Cure Light Wounds once per day as a spell-like ability. The Warpriest's class level is used to determine the caster level for this spell.&lt;br /&gt;
&lt;br /&gt;
'''Fear Aura'''&lt;br /&gt;
&lt;br /&gt;
At 5th level, a Warpriest can create an aura of fear that affects all enemies within a 20' radius. Foes must make a Will save (DC 10 + Warpriest's class level + Warpriest's Charisma modifier) or be affected as if by a Fear spell. This power can be used once per day.&lt;br /&gt;
&lt;br /&gt;
'''Battletide'''&lt;br /&gt;
&lt;br /&gt;
At 6th level, a Warpriest can cast Battletide as a spell-like ability once per day. The Warpriest's class level is used to determine the caster level for this spell.&lt;br /&gt;
&lt;br /&gt;
'''Haste'''&lt;br /&gt;
&lt;br /&gt;
At 7th level, a Warpriest can cast Haste as a spell-like ability three times per day. The Warpriest's class level is used to determine the caster level for this spell.&lt;br /&gt;
&lt;br /&gt;
'''Mass Heal'''&lt;br /&gt;
&lt;br /&gt;
At 9th level, a Warpriest can cast Mass Heal as a spell-like ability once per day. The Warpriest's class level is used to determine the caster level for this spell.&lt;br /&gt;
&lt;br /&gt;
'''Implacable Foe'''&lt;br /&gt;
&lt;br /&gt;
At 10th level, a Warpriest can bestow all allies within 30' (though not themselves) an extra +20 hit points. This ability halves the Warpriest's movement for ten rounds. After ten rounds all recipients lose 20 hit points. This ability may be used once per day.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Classes}}&lt;/div&gt;</summary>
		<author><name>Ithildur</name></author>	</entry>

	<entry>
		<id>https://www.alandfaraway.info/Wiki/index.php?title=Warpriest&amp;diff=3252</id>
		<title>Warpriest</title>
		<link rel="alternate" type="text/html" href="https://www.alandfaraway.info/Wiki/index.php?title=Warpriest&amp;diff=3252"/>
				<updated>2017-11-12T01:12:51Z</updated>
		
		<summary type="html">&lt;p&gt;Ithildur: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Classes]]&lt;br /&gt;
[[Category:Prestige Classes]]&lt;br /&gt;
{{Class&lt;br /&gt;
| Image = [[Image:warpriest.jpg|256px|Warpriest]]&lt;br /&gt;
| Name = Warpriest&lt;br /&gt;
| HitDie = d10&lt;br /&gt;
| Skills = 2&lt;br /&gt;
| Proficiencies = [[Simple Weapon]]s, [[Martial Weapon]]s, Light, Medium, Heavy Armor, [[Shields]] (including Tower Shields)&lt;br /&gt;
| ClassSkills = [[Concentration]], [[Craft]], [[Diplomacy]], [[Handle Animal]], [[Knowlegde: History]], [[Parry]], [[Ride]], [[Sense Motive]], [[Spellcraft]], [[Swim]]&lt;br /&gt;
| Requirements = Yes&lt;br /&gt;
| ReqBAB = +5&lt;br /&gt;
| ReqSkills = [[Diplomacy]] 8, [[Sense Motive]] 5&lt;br /&gt;
| ReqFeats = [[Combat Casting]]&lt;br /&gt;
| ReqOther = Ability to cast 4th level divine spells.&lt;br /&gt;
| Source = [[Complete Divine]]&lt;br /&gt;
}}&lt;br /&gt;
{{ExternalSource_d20srd|http://www.d20srd.org/srd/classes/}}&lt;br /&gt;
{{ExternalSource_nwn2wiki|http://nwn2.wikia.com/wiki/Warpriest}}&lt;br /&gt;
{{ExternalSource_realmshelps|http://www.realmshelps.net/charbuild/classes/prestige/general/warpriest.shtml}}&lt;br /&gt;
{{ExternalSource_frwiki|http://forgottenrealms.wikia.com/wiki/warpriest}}&lt;br /&gt;
&lt;br /&gt;
: ''&amp;quot;Warpriests are fierce, earthy clerics who pray for peace but prepare for war. Their strong wills, powerful personalities, and devotion to their deities make them fearsome combatants. Clerics make good warpriests; members of other classes need levels as a cleric before they can qualify as warpriests because of the domain requirements.&lt;br /&gt;
&lt;br /&gt;
Most NPC warpriests spend their time preparing for war. This effort includes personal training for combat, prayer, training with the local ruler's army, and studying history. Warpriests tend to have the more extroverted characteristics associated with their deities. Occasionally they can be found scouting terrain in peacetime, and some have been known to hide their identities to spy on enemy nations. They rarely go on adventures, and when they do it's to obtain some artifact or wondrous weapon to increase their prowess.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Class Features ==&lt;br /&gt;
{{ClassProgression&lt;br /&gt;
| MaxLevel = 10&lt;br /&gt;
| BAB = High&lt;br /&gt;
| Fortitude = High&lt;br /&gt;
| Reflex = Low&lt;br /&gt;
| Will = Low&lt;br /&gt;
| Special1 = +1 divine spellcasting level, [[Enhanced Weapons]] +1, [[Electricity Resistance]] 5/&lt;br /&gt;
| Special2 = +1 divine spellcasting level, [[Shock Weapon]]&lt;br /&gt;
| Special3 = +1 divine spellcasting level &lt;br /&gt;
| Special4 = +1 divine spellcasting level, [[Electricity Resistance]] 10/&lt;br /&gt;
| Special5 = +1 divine spellcasting level, [[Shocking Burst Weapon]]&lt;br /&gt;
| Special6 = +1 divine spellcasting level, [[Enhanced Weapons]] +2&lt;br /&gt;
| Special7 = +1 divine spellcasting level, [[Electricity Resistance]] 15/&lt;br /&gt;
| Special8 = +1 divine spellcasting level, [[Shocking Burst and Sonic Weapon]]&lt;br /&gt;
| Special9 = +1 divine spellcasting level, [[Enhanced Weapons]] +3, [[Electricity Immunity]]&lt;br /&gt;
| Special10 = +1 divine spellcasting level, [[Extended Storm Avatar]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
At each even-numbered level, Warpriests gain new spells per day and an added level of effective spellcasting in whatever divine spellcasting class gave them access to 4th-level divine spells when become a Warpriest. If a character has multiple classes that give him access to 4th-level Divine Spells, he must choose which spellcasting class will benefit from Warpriest levels when first selecting this prestige class.&lt;br /&gt;
War Glory&lt;br /&gt;
&lt;br /&gt;
All allies within 10' of the Warpriest have +1 to hit, though the Warpriest himself does not gain this bonus. All enemies within the same range suffers a -1 morale penalty to saving throws and this penalty cannot be resisted in any way (though leaving the radius instantly cancels the effect). This power is always active.&lt;br /&gt;
&lt;br /&gt;
Due to a bug in the script, on hardcore difficulty the penalty affects not just enemies, but all creatures that belong to factions different from the warpriest's faction. For example, if a party member comes close to a non-companion warpriest npc (let's say Darovik in MoB official campaign), they will be affected by saving throw decrease, even if the warpriest is not hostile.&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
Inflame&lt;br /&gt;
&lt;br /&gt;
Starting at 2nd level, a Warpriest can use this ability to grant himself and all allies within 40' a bonus to saving throws vs. fear and mind effects for five rounds. This bonus is +2 at level 2, +4 at level 4, +6 at level 6 and +8 at level 8 and +10 at level 10.&lt;br /&gt;
Remove Fear&lt;br /&gt;
&lt;br /&gt;
A Warpriest may cast the Remove Fear spell once per day per level of the Warpriest.&lt;br /&gt;
Mass Cure Light Wounds&lt;br /&gt;
&lt;br /&gt;
Upon reaching 3rd level, a Warpriest can use Mass Cure Light Wounds once per day as a spell-like ability. The Warpriest's class level is used to determine the caster level for this spell.&lt;br /&gt;
Fear Aura&lt;br /&gt;
&lt;br /&gt;
At 5th level, a Warpriest can create an aura of fear that affects all enemies within a 20' radius. Foes must make a Will save (DC 10 + Warpriest's class level + Warpriest's Charisma modifier) or be affected as if by a Fear spell. This power can be used once per day.&lt;br /&gt;
Battletide&lt;br /&gt;
&lt;br /&gt;
At 6th level, a Warpriest can cast Battletide as a spell-like ability once per day. The Warpriest's class level is used to determine the caster level for this spell.&lt;br /&gt;
Haste&lt;br /&gt;
&lt;br /&gt;
At 7th level, a Warpriest can cast Haste as a spell-like ability three times per day. The Warpriest's class level is used to determine the caster level for this spell.&lt;br /&gt;
Mass Heal&lt;br /&gt;
&lt;br /&gt;
At 9th level, a Warpriest can cast Mass Heal as a spell-like ability once per day. The Warpriest's class level is used to determine the caster level for this spell.&lt;br /&gt;
Implacable Foe&lt;br /&gt;
&lt;br /&gt;
At 10th level, a Warpriest can bestow all allies within 30' (though not themselves) an extra +20 hit points. This ability halves the Warpriest's movement for ten rounds. After ten rounds all recipients lose 20 hit points. This ability may be used once per day.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Classes}}&lt;/div&gt;</summary>
		<author><name>Ithildur</name></author>	</entry>

	<entry>
		<id>https://www.alandfaraway.info/Wiki/index.php?title=Stormlord&amp;diff=3251</id>
		<title>Stormlord</title>
		<link rel="alternate" type="text/html" href="https://www.alandfaraway.info/Wiki/index.php?title=Stormlord&amp;diff=3251"/>
				<updated>2017-11-12T01:11:48Z</updated>
		
		<summary type="html">&lt;p&gt;Ithildur: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Classes]]&lt;br /&gt;
[[Category:Prestige Classes]]&lt;br /&gt;
{{Class&lt;br /&gt;
| Image = [[Image:stormlord.jpg|256px|Stormlord]]&lt;br /&gt;
| Name = Stormlord&lt;br /&gt;
| HitDie = d8&lt;br /&gt;
| Skills = 2&lt;br /&gt;
| Proficiencies = ''None''&lt;br /&gt;
| ClassSkills = [[Concentration]], [[Disguise]], [[Gather Information]], [[Intimidate]], [[Knowledge: Nature]], [[Knowledge: Relgion]], [[Survival]], [[Swim]]&lt;br /&gt;
| Requirements = Yes&lt;br /&gt;
| ReqFeats = [[Great Fortitude]], [[Toughness]], [[Weapon Focus]] in a Stormlord weapon ([[Spear]], [[Throwing axe]], [[Dart]], or [[Shuriken]])&lt;br /&gt;
| ReqOther = [[Saving Throws]]: [[Fortitude]] +4, Able to cast 3rd-level divine spells.&lt;br /&gt;
| Source = [[Complete Divine]]&lt;br /&gt;
}}&lt;br /&gt;
{{ExternalSource_d20srd|http://www.d20srd.org/srd/classes/}}&lt;br /&gt;
{{ExternalSource_nwn2wiki|http://nwn2.wikia.com/wiki/Stormlord}}&lt;br /&gt;
{{ExternalSource_realmshelps|http://www.realmshelps.net/charbuild/classes/prestige/realms/stormlord.shtml}}&lt;br /&gt;
{{ExternalSource_frwiki|http://forgottenrealms.wikia.com/wiki/Stormlord}}&lt;br /&gt;
&lt;br /&gt;
: ''&amp;quot;Talos the Destroyer embodies the uncaring and destructive forces of nature that may strike at any time. Stormlords are the chief agents of the Destroyer's wrath, inflicting destructive rampages wherever they wander in order to spread word of his endless fury. Talos cares only that they call up a storm or engage in a spectacular act of violence every tenday or so.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
Most stormlords are clerics, druids, or cleric/sorcerers, although other class combinations, particularly those including fighter or even barbarian, are not unknown. Wizards have their own means of destroying things, and bards rarely can generate enough force with their spells to be considered worthy by the Destroyer.&lt;br /&gt;
&lt;br /&gt;
Stormlords often live as brigands, indulging their personal desires for wealth, food, luxury items, and wanton behavior as they crave random, spectacular acts of violence. They often pose as lunatics, in order to spread the word of Talos, and otherwise adopt disguises in order to scout out rich prizes to strike at.&lt;br /&gt;
&lt;br /&gt;
Stormlords wield thunder and lightning like a warrior wields his sword. Because of their command of one of the most destructive aspects of nature, Stormlords are viewed with awe and fear by lesser folk, regardless of their motivation.&lt;br /&gt;
&lt;br /&gt;
A Stormlord is a kind of battle cleric. The character continues to develop her divine spellcasting without any loss of spell levels or spells per day, gains several nice bonuses to certain weapons, and exceptional resistance to electrical damage. The weapon bonuses apply only to Stormlord weapons, meaning the Spear, Throwing axe, Dart, and Shuriken. Clerics tend to make the best Stormlords, but most any divine spellcasting character will be able to unlock the class.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Class Features ==&lt;br /&gt;
{{ClassProgression&lt;br /&gt;
| MaxLevel = 10&lt;br /&gt;
| BAB = Medium&lt;br /&gt;
| Fortitude = High&lt;br /&gt;
| Reflex = Low&lt;br /&gt;
| Will = High&lt;br /&gt;
| Special1 = +1 divine spellcasting level, [[Enhanced Weapons]] +1, [[Electricity Resistance]] 5/&lt;br /&gt;
| Special2 = +1 divine spellcasting level, [[Shock Weapon]]&lt;br /&gt;
| Special3 = +1 divine spellcasting level &lt;br /&gt;
| Special4 = +1 divine spellcasting level, [[Electricity Resistance]] 10/&lt;br /&gt;
| Special5 = +1 divine spellcasting level, [[Shocking Burst Weapon]]&lt;br /&gt;
| Special6 = +1 divine spellcasting level, [[Enhanced Weapons]] +2&lt;br /&gt;
| Special7 = +1 divine spellcasting level, [[Electricity Resistance]] 15/&lt;br /&gt;
| Special8 = +1 divine spellcasting level, [[Shocking Burst and Sonic Weapon]]&lt;br /&gt;
| Special9 = +1 divine spellcasting level, [[Enhanced Weapons]] +3, [[Electricity Immunity]]&lt;br /&gt;
| Special10 = +1 divine spellcasting level, [[Extended Storm Avatar]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Spells Per Day/Spells Known:''' When a new Stormlord level is gained, the character gains new spells per day as though he had gained a level in whatever divine spellcasting class gave him access to 3rd-level divine spells. If the character has more than one applicable divine spellcasting class, he must pick one to improve.&lt;br /&gt;
&lt;br /&gt;
'''Electricity Resistance'''&lt;br /&gt;
&lt;br /&gt;
Stormlords are granted resistance to Electrical Damage 5/- at 1st level, 10/- at 4th level, and 15/- at 7th level.&lt;br /&gt;
&lt;br /&gt;
'''Enhanced Weapons'''&lt;br /&gt;
&lt;br /&gt;
Stormlord weapons (Spear, Throwing axe, Dart, or Shuriken) get +1 a enhancement bonus at 1st level, +2 at 6th level, and +3 at 9th level. This enhancement bonus ''stacks'' with any enhancement bonus on the weapon, so if you have a Spear +5 you'll actually get a +8 enhancement at level 9.&lt;br /&gt;
&lt;br /&gt;
'''Shock Weapon'''&lt;br /&gt;
&lt;br /&gt;
At the 2nd level, a Stormlord may add 1d8 Electricity damage to their weapon for 20 rounds (if they are wielding a Stormlord weapon: Spear, Throwing Axe, Dart, or Shuriken).&lt;br /&gt;
&lt;br /&gt;
''Notes: this ability sometimes does not affect your weapon if it already has elemental damage on it, such as +1d6 fire damage or +2 magical damage.''&lt;br /&gt;
&lt;br /&gt;
''The damage bonus actually gets temporarily applied to your weapon and will show up in its description when you examine it.''&lt;br /&gt;
&lt;br /&gt;
''This ability has no limit on uses per day.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Shocking Burst Weapon'''&lt;br /&gt;
&lt;br /&gt;
At the 5th level, Shock Weapon adds 1d8 Electrical plus an extra 2d8 on critical hits for 20 rounds.&lt;br /&gt;
&lt;br /&gt;
'''Shocking Burst and Sonic Weapon'''&lt;br /&gt;
&lt;br /&gt;
Same as Shocking Burst, with an added 1d8 Sonic Damage (for a total of 2d8, plus 2d8 on critical hits). Gained at 8th level.&lt;br /&gt;
&lt;br /&gt;
'''Electricity Immunity'''&lt;br /&gt;
&lt;br /&gt;
At the 9th level, a Stormlord is fully Immune to Electrical Damage.&lt;br /&gt;
&lt;br /&gt;
'''Extended Storm Avatar'''&lt;br /&gt;
&lt;br /&gt;
At the 10th level, a Stormlord may cast Storm Avatar as though Druid with caster level equal to character level with Extend Spell, once per day. This provides an increased movement speed, immunity to ranged attacks and Knockdown, +3d6 bonus electrical damage on attacks with melee weapons, and will last 1 round per character level (not class or caster level).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Classes}}&lt;/div&gt;</summary>
		<author><name>Ithildur</name></author>	</entry>

	<entry>
		<id>https://www.alandfaraway.info/Wiki/index.php?title=Warpriest&amp;diff=3250</id>
		<title>Warpriest</title>
		<link rel="alternate" type="text/html" href="https://www.alandfaraway.info/Wiki/index.php?title=Warpriest&amp;diff=3250"/>
				<updated>2017-11-12T01:11:23Z</updated>
		
		<summary type="html">&lt;p&gt;Ithildur: Created page with &amp;quot;Category:Classes Category:Prestige Classes {{Class | Image = Warpriest | Name = Warpriest | HitDie = d10 | Skills = 2 | Proficiencies = [...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Classes]]&lt;br /&gt;
[[Category:Prestige Classes]]&lt;br /&gt;
{{Class&lt;br /&gt;
| Image = [[Image:warpriest.jpg|256px|Warpriest]]&lt;br /&gt;
| Name = Warpriest&lt;br /&gt;
| HitDie = d10&lt;br /&gt;
| Skills = 2&lt;br /&gt;
| Proficiencies = [[Simple Weapon]]s, [[Martial Weapon]]s, Light, Medium, Heavy Armor, [[Shields]] (including Tower Shields)&lt;br /&gt;
| ClassSkills = [[Concentration]], [[Craft]], [[Diplomacy]], [[Handle Animal]], [[Knowlegde: History]], [[Parry]], [[Ride]], [[Sense Motive]], [[Spellcraft]], [[Swim]]&lt;br /&gt;
| Requirements = Yes&lt;br /&gt;
| ReqBAB = +5&lt;br /&gt;
| ReqSkills = [[Diplomacy]] 8, [[Sense Motive]] 5&lt;br /&gt;
| ReqFeats = [[Combat Casting]]&lt;br /&gt;
| ReqOther = Ability to cast 4th level divine spells.&lt;br /&gt;
| Source = [[Complete Divine]]&lt;br /&gt;
}}&lt;br /&gt;
{{ExternalSource_d20srd|http://www.d20srd.org/srd/classes/}}&lt;br /&gt;
{{ExternalSource_nwn2wiki|http://nwn2.wikia.com/wiki/Warpriest}}&lt;br /&gt;
{{ExternalSource_realmshelps|http://www.realmshelps.net/charbuild/classes/prestige/general/warpriest.shtml}}&lt;br /&gt;
{{ExternalSource_frwiki|http://forgottenrealms.wikia.com/wiki/warpriest}}&lt;br /&gt;
&lt;br /&gt;
: ''&amp;quot;Warpriests are fierce, earthy clerics who pray for peace but prepare for war. Their strong wills, powerful personalities, and devotion to their deities make them fearsome combatants. Clerics make good warpriests; members of other classes need levels as a cleric before they can qualify as warpriests because of the domain requirements.&lt;br /&gt;
&lt;br /&gt;
Most NPC warpriests spend their time preparing for war. This effort includes personal training for combat, prayer, training with the local ruler's army, and studying history. Warpriests tend to have the more extroverted characteristics associated with their deities. Occasionally they can be found scouting terrain in peacetime, and some have been known to hide their identities to spy on enemy nations. They rarely go on adventures, and when they do it's to obtain some artifact or wondrous weapon to increase their prowess.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Class Features ==&lt;br /&gt;
{{ClassProgression&lt;br /&gt;
| MaxLevel = 10&lt;br /&gt;
| BAB = High&lt;br /&gt;
| Fortitude = High&lt;br /&gt;
| Reflex = Low&lt;br /&gt;
| Will = Low&lt;br /&gt;
| Special1 = +1 divine spellcasting level, [[Enhanced Weapons]] +1, [[Electricity Resistance]] 5/&lt;br /&gt;
| Special2 = +1 divine spellcasting level, [[Shock Weapon]]&lt;br /&gt;
| Special3 = +1 divine spellcasting level &lt;br /&gt;
| Special4 = +1 divine spellcasting level, [[Electricity Resistance]] 10/&lt;br /&gt;
| Special5 = +1 divine spellcasting level, [[Shocking Burst Weapon]]&lt;br /&gt;
| Special6 = +1 divine spellcasting level, [[Enhanced Weapons]] +2&lt;br /&gt;
| Special7 = +1 divine spellcasting level, [[Electricity Resistance]] 15/&lt;br /&gt;
| Special8 = +1 divine spellcasting level, [[Shocking Burst and Sonic Weapon]]&lt;br /&gt;
| Special9 = +1 divine spellcasting level, [[Enhanced Weapons]] +3, [[Electricity Immunity]]&lt;br /&gt;
| Special10 = +1 divine spellcasting level, [[Extended Storm Avatar]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Classes}}&lt;/div&gt;</summary>
		<author><name>Ithildur</name></author>	</entry>

	<entry>
		<id>https://www.alandfaraway.info/Wiki/index.php?title=Stormlord&amp;diff=3249</id>
		<title>Stormlord</title>
		<link rel="alternate" type="text/html" href="https://www.alandfaraway.info/Wiki/index.php?title=Stormlord&amp;diff=3249"/>
				<updated>2017-11-11T20:56:18Z</updated>
		
		<summary type="html">&lt;p&gt;Ithildur: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Classes]]&lt;br /&gt;
[[Category:Prestige Classes]]&lt;br /&gt;
{{Class&lt;br /&gt;
| Image = [[Image:stormlord.jpg|256px|Stormlord]]&lt;br /&gt;
| Name = Stormlord&lt;br /&gt;
| HitDie = d8&lt;br /&gt;
| Skills = 2&lt;br /&gt;
| Proficiencies = ''None''&lt;br /&gt;
| ClassSkills = [[Concentration]], [[Disguise]], [[Gather Information]], [[Intimidate]], [[Knowledge: Nature]], [[Knowledge: Relgion]], [[Survival]], [[Swim]]&lt;br /&gt;
| Requirements = Yes&lt;br /&gt;
| ReqFeats = [[Great Fortitude]], [[Toughness]], [[Weapon Focus]] in a Stormlord weapon ([[Spear]], [[Throwing axe]], [[Dart]], or [[Shuriken]])&lt;br /&gt;
| ReqOther = [[Saving Throws]]: [[Fortitude]] +4, Able to cast 3rd-level divine spells.&lt;br /&gt;
| Source = [[Complete Divine]]&lt;br /&gt;
}}&lt;br /&gt;
{{ExternalSource_d20srd|http://www.d20srd.org/srd/classes/}}&lt;br /&gt;
{{ExternalSource_nwn2wiki|http://nwn2.wikia.com/wiki/Stormlord}}&lt;br /&gt;
{{ExternalSource_realmshelps|http://www.realmshelps.net/charbuild/classes/prestige/realms/stormlord.shtml}}&lt;br /&gt;
{{ExternalSource_frwiki|http://forgottenrealms.wikia.com/wiki/Stormlord}}&lt;br /&gt;
&lt;br /&gt;
: ''&amp;quot;Talos the Destroyer embodies the uncaring and destructive forces of nature that may strike at any time. Stormlords are the chief agents of the Destroyer's wrath, inflicting destructive rampages wherever they wander in order to spread word of his endless fury. Talos cares only that they call up a storm or engage in a spectacular act of violence every tenday or so.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
Most stormlords are clerics, druids, or cleric/sorcerers, although other class combinations, particularly those including fighter or even barbarian, are not unknown. Wizards have their own means of destroying things, and bards rarely can generate enough force with their spells to be considered worthy by the Destroyer.&lt;br /&gt;
&lt;br /&gt;
Stormlords often live as brigands, indulging their personal desires for wealth, food, luxury items, and wanton behavior as they crave random, spectacular acts of violence. They often pose as lunatics, in order to spread the word of Talos, and otherwise adopt disguises in order to scout out rich prizes to strike at.&lt;br /&gt;
&lt;br /&gt;
Stormlords wield thunder and lightning like a warrior wields his sword. Because of their command of one of the most destructive aspects of nature, Stormlords are viewed with awe and fear by lesser folk, regardless of their motivation.&lt;br /&gt;
&lt;br /&gt;
A Stormlord is a kind of battle cleric. The character continues to develop her divine spellcasting without any loss of spell levels or spells per day, gains several nice bonuses to certain weapons, and exceptional resistance to electrical damage. The weapon bonuses apply only to Stormlord weapons, meaning the Spear, Throwing axe, Dart, and Shuriken. Clerics tend to make the best Stormlords, but most any divine spellcasting character will be able to unlock the class.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Class Features ==&lt;br /&gt;
{{ClassProgression&lt;br /&gt;
| MaxLevel = 10&lt;br /&gt;
| BAB = Medium&lt;br /&gt;
| Fortitude = High&lt;br /&gt;
| Reflex = Will&lt;br /&gt;
| Will = High&lt;br /&gt;
| Special1 = +1 divine spellcasting level, [[Enhanced Weapons]] +1, [[Electricity Resistance]] 5/&lt;br /&gt;
| Special2 = +1 divine spellcasting level, [[Shock Weapon]]&lt;br /&gt;
| Special3 = +1 divine spellcasting level &lt;br /&gt;
| Special4 = +1 divine spellcasting level, [[Electricity Resistance]] 10/&lt;br /&gt;
| Special5 = +1 divine spellcasting level, [[Shocking Burst Weapon]]&lt;br /&gt;
| Special6 = +1 divine spellcasting level, [[Enhanced Weapons]] +2&lt;br /&gt;
| Special7 = +1 divine spellcasting level, [[Electricity Resistance]] 15/&lt;br /&gt;
| Special8 = +1 divine spellcasting level, [[Shocking Burst and Sonic Weapon]]&lt;br /&gt;
| Special9 = +1 divine spellcasting level, [[Enhanced Weapons]] +3, [[Electricity Immunity]]&lt;br /&gt;
| Special10 = +1 divine spellcasting level, [[Extended Storm Avatar]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Spells Per Day/Spells Known:''' When a new Stormlord level is gained, the character gains new spells per day as though he had gained a level in whatever divine spellcasting class gave him access to 3rd-level divine spells. If the character has more than one applicable divine spellcasting class, he must pick one to improve.&lt;br /&gt;
&lt;br /&gt;
'''Electricity Resistance'''&lt;br /&gt;
&lt;br /&gt;
Stormlords are granted resistance to Electrical Damage 5/- at 1st level, 10/- at 4th level, and 15/- at 7th level.&lt;br /&gt;
&lt;br /&gt;
'''Enhanced Weapons'''&lt;br /&gt;
&lt;br /&gt;
Stormlord weapons (Spear, Throwing axe, Dart, or Shuriken) get +1 a enhancement bonus at 1st level, +2 at 6th level, and +3 at 9th level. This enhancement bonus ''stacks'' with any enhancement bonus on the weapon, so if you have a Spear +5 you'll actually get a +8 enhancement at level 9.&lt;br /&gt;
&lt;br /&gt;
'''Shock Weapon'''&lt;br /&gt;
&lt;br /&gt;
At the 2nd level, a Stormlord may add 1d8 Electricity damage to their weapon for 20 rounds (if they are wielding a Stormlord weapon: Spear, Throwing Axe, Dart, or Shuriken).&lt;br /&gt;
&lt;br /&gt;
''Notes: this ability sometimes does not affect your weapon if it already has elemental damage on it, such as +1d6 fire damage or +2 magical damage.''&lt;br /&gt;
&lt;br /&gt;
''The damage bonus actually gets temporarily applied to your weapon and will show up in its description when you examine it.''&lt;br /&gt;
&lt;br /&gt;
''This ability has no limit on uses per day.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Shocking Burst Weapon'''&lt;br /&gt;
&lt;br /&gt;
At the 5th level, Shock Weapon adds 1d8 Electrical plus an extra 2d8 on critical hits for 20 rounds.&lt;br /&gt;
&lt;br /&gt;
'''Shocking Burst and Sonic Weapon'''&lt;br /&gt;
&lt;br /&gt;
Same as Shocking Burst, with an added 1d8 Sonic Damage (for a total of 2d8, plus 2d8 on critical hits). Gained at 8th level.&lt;br /&gt;
&lt;br /&gt;
'''Electricity Immunity'''&lt;br /&gt;
&lt;br /&gt;
At the 9th level, a Stormlord is fully Immune to Electrical Damage.&lt;br /&gt;
&lt;br /&gt;
'''Extended Storm Avatar'''&lt;br /&gt;
&lt;br /&gt;
At the 10th level, a Stormlord may cast Storm Avatar as though Druid with caster level equal to character level with Extend Spell, once per day. This provides an increased movement speed, immunity to ranged attacks and Knockdown, +3d6 bonus electrical damage on attacks with melee weapons, and will last 1 round per character level (not class or caster level).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Classes}}&lt;/div&gt;</summary>
		<author><name>Ithildur</name></author>	</entry>

	<entry>
		<id>https://www.alandfaraway.info/Wiki/index.php?title=Stormlord&amp;diff=3248</id>
		<title>Stormlord</title>
		<link rel="alternate" type="text/html" href="https://www.alandfaraway.info/Wiki/index.php?title=Stormlord&amp;diff=3248"/>
				<updated>2017-11-11T20:54:12Z</updated>
		
		<summary type="html">&lt;p&gt;Ithildur: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Classes]]&lt;br /&gt;
[[Category:Prestige Classes]]&lt;br /&gt;
{{Class&lt;br /&gt;
| Image = [[Image:stormlord.jpg|256px|Stormlord]]&lt;br /&gt;
| Name = Stormlord&lt;br /&gt;
| HitDie = d8&lt;br /&gt;
| Skills = 2&lt;br /&gt;
| Proficiencies = ''None''&lt;br /&gt;
| ClassSkills = [[Concentration]], [[Disguise]], [[Gather Information]], [[Intimidate]], [[Knowledge: Nature]], [[Knowledge: Relgion]], [[Survival]], [[Swim]]&lt;br /&gt;
| Requirements = Yes&lt;br /&gt;
| ReqSave = [[Fortitude]] +4&lt;br /&gt;
| ReqFeats = [[Great Fortitude]], [[Toughness]], [[Weapon Focus]] in a Stormlord weapon ([[Spear]], [[Throwing axe]], [[Dart]], or [[Shuriken]])&lt;br /&gt;
| ReqOther = Able to cast 3rd-level divine spells.&lt;br /&gt;
| Source = [[Complete Divine]]&lt;br /&gt;
}}&lt;br /&gt;
{{ExternalSource_d20srd|http://www.d20srd.org/srd/classes/}}&lt;br /&gt;
{{ExternalSource_nwn2wiki|http://nwn2.wikia.com/wiki/Stormlord}}&lt;br /&gt;
{{ExternalSource_realmshelps|http://www.realmshelps.net/charbuild/classes/prestige/realms/stormlord.shtml}}&lt;br /&gt;
{{ExternalSource_frwiki|http://forgottenrealms.wikia.com/wiki/Stormlord}}&lt;br /&gt;
&lt;br /&gt;
: ''&amp;quot;Talos the Destroyer embodies the uncaring and destructive forces of nature that may strike at any time. Stormlords are the chief agents of the Destroyer's wrath, inflicting destructive rampages wherever they wander in order to spread word of his endless fury. Talos cares only that they call up a storm or engage in a spectacular act of violence every tenday or so.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
Most stormlords are clerics, druids, or cleric/sorcerers, although other class combinations, particularly those including fighter or even barbarian, are not unknown. Wizards have their own means of destroying things, and bards rarely can generate enough force with their spells to be considered worthy by the Destroyer.&lt;br /&gt;
&lt;br /&gt;
Stormlords often live as brigands, indulging their personal desires for wealth, food, luxury items, and wanton behavior as they crave random, spectacular acts of violence. They often pose as lunatics, in order to spread the word of Talos, and otherwise adopt disguises in order to scout out rich prizes to strike at.&lt;br /&gt;
&lt;br /&gt;
Stormlords wield thunder and lightning like a warrior wields his sword. Because of their command of one of the most destructive aspects of nature, Stormlords are viewed with awe and fear by lesser folk, regardless of their motivation.&lt;br /&gt;
&lt;br /&gt;
A Stormlord is a kind of battle cleric. The character continues to develop her divine spellcasting without any loss of spell levels or spells per day, gains several nice bonuses to certain weapons, and exceptional resistance to electrical damage. The weapon bonuses apply only to Stormlord weapons, meaning the Spear, Throwing axe, Dart, and Shuriken. Clerics tend to make the best Stormlords, but most any divine spellcasting character will be able to unlock the class.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Class Features ==&lt;br /&gt;
{{ClassProgression&lt;br /&gt;
| MaxLevel = 10&lt;br /&gt;
| BAB = Medium&lt;br /&gt;
| Fortitude = High&lt;br /&gt;
| Reflex = Will&lt;br /&gt;
| Will = High&lt;br /&gt;
| Special1 = +1 divine spellcasting level, [[Enhanced Weapons]] +1, [[Electricity Resistance]] 5/&lt;br /&gt;
| Special2 = +1 divine spellcasting level, [[Shock Weapon]]&lt;br /&gt;
| Special3 = +1 divine spellcasting level &lt;br /&gt;
| Special4 = +1 divine spellcasting level, [[Electricity Resistance]] 10/&lt;br /&gt;
| Special5 = +1 divine spellcasting level, [[Shocking Burst Weapon]]&lt;br /&gt;
| Special6 = +1 divine spellcasting level, [[Enhanced Weapons]] +2&lt;br /&gt;
| Special7 = +1 divine spellcasting level, [[Electricity Resistance]] 15/&lt;br /&gt;
| Special8 = +1 divine spellcasting level, [[Shocking Burst and Sonic Weapon]]&lt;br /&gt;
| Special9 = +1 divine spellcasting level, [[Enhanced Weapons]] +3, [[Electricity Immunity]]&lt;br /&gt;
| Special10 = +1 divine spellcasting level, [[Extended Storm Avatar]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Spells Per Day/Spells Known:''' When a new Stormlord level is gained, the character gains new spells per day as though he had gained a level in whatever divine spellcasting class gave him access to 3rd-level divine spells. If the character has more than one applicable divine spellcasting class, he must pick one to improve.&lt;br /&gt;
&lt;br /&gt;
'''Electricity Resistance'''&lt;br /&gt;
&lt;br /&gt;
Stormlords are granted resistance to Electrical Damage 5/- at 1st level, 10/- at 4th level, and 15/- at 7th level.&lt;br /&gt;
&lt;br /&gt;
'''Enhanced Weapons'''&lt;br /&gt;
&lt;br /&gt;
Stormlord weapons (Spear, Throwing axe, Dart, or Shuriken) get +1 a enhancement bonus at 1st level, +2 at 6th level, and +3 at 9th level. This enhancement bonus ''stacks'' with any enhancement bonus on the weapon, so if you have a Spear +5 you'll actually get a +8 enhancement at level 9.&lt;br /&gt;
&lt;br /&gt;
'''Shock Weapon'''&lt;br /&gt;
&lt;br /&gt;
At the 2nd level, a Stormlord may add 1d8 Electricity damage to their weapon for 20 rounds (if they are wielding a Stormlord weapon: Spear, Throwing Axe, Dart, or Shuriken).&lt;br /&gt;
&lt;br /&gt;
''Notes: this ability sometimes does not affect your weapon if it already has elemental damage on it, such as +1d6 fire damage or +2 magical damage.''&lt;br /&gt;
&lt;br /&gt;
''The damage bonus actually gets temporarily applied to your weapon and will show up in its description when you examine it.''&lt;br /&gt;
&lt;br /&gt;
''This ability has no limit on uses per day.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Shocking Burst Weapon'''&lt;br /&gt;
&lt;br /&gt;
At the 5th level, Shock Weapon adds 1d8 Electrical plus an extra 2d8 on critical hits for 20 rounds.&lt;br /&gt;
&lt;br /&gt;
'''Shocking Burst and Sonic Weapon'''&lt;br /&gt;
&lt;br /&gt;
Same as Shocking Burst, with an added 1d8 Sonic Damage (for a total of 2d8, plus 2d8 on critical hits). Gained at 8th level.&lt;br /&gt;
&lt;br /&gt;
'''Electricity Immunity'''&lt;br /&gt;
&lt;br /&gt;
At the 9th level, a Stormlord is fully Immune to Electrical Damage.&lt;br /&gt;
&lt;br /&gt;
'''Extended Storm Avatar'''&lt;br /&gt;
&lt;br /&gt;
At the 10th level, a Stormlord may cast Storm Avatar as though Druid with caster level equal to character level with Extend Spell, once per day. This provides an increased movement speed, immunity to ranged attacks and Knockdown, +3d6 bonus electrical damage on attacks with melee weapons, and will last 1 round per character level (not class or caster level).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Classes}}&lt;/div&gt;</summary>
		<author><name>Ithildur</name></author>	</entry>

	<entry>
		<id>https://www.alandfaraway.info/Wiki/index.php?title=Stormlord&amp;diff=3247</id>
		<title>Stormlord</title>
		<link rel="alternate" type="text/html" href="https://www.alandfaraway.info/Wiki/index.php?title=Stormlord&amp;diff=3247"/>
				<updated>2017-11-11T20:53:47Z</updated>
		
		<summary type="html">&lt;p&gt;Ithildur: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Classes]]&lt;br /&gt;
[[Category:Prestige Classes]]&lt;br /&gt;
{{Class&lt;br /&gt;
| Image = [[Image:stormlord.jpg|256px|Stormlord]]&lt;br /&gt;
| Name = Stormlord&lt;br /&gt;
| HitDie = d8&lt;br /&gt;
| Skills = 2&lt;br /&gt;
| Proficiencies = ''None''&lt;br /&gt;
| ClassSkills = [[Concentration]], [[Disguise]], [[Gather Information]], [[Intimidate]], [[Knowledge: Nature]], [[Knowledge: Relgion]], [[Survival]], [[Swim]]&lt;br /&gt;
| Requirements = Yes&lt;br /&gt;
| ReqSave = [[Fortitude]] +4&lt;br /&gt;
| ReqFeats = [[Great Fortitude]], [[Toughness]], [[Weapon Focus]] in a Stormlord weapon ([[Spear]], [[Throwing axe]], [[Dart]], or [[Shuriken]])&lt;br /&gt;
| ReqOther = Able to cast 3rd-level divine spells.&lt;br /&gt;
| Source = [[Complete Divine]]&lt;br /&gt;
}}&lt;br /&gt;
{{ExternalSource_d20srd|http://www.d20srd.org/srd/classes/}}&lt;br /&gt;
{{ExternalSource_nwn2wiki|http://nwn2.wikia.com/wiki/Stormlord}}&lt;br /&gt;
{{ExternalSource_realmshelps|http://www.realmshelps.net/charbuild/classes/prestige/realms/stormlord.shtml}}&lt;br /&gt;
{{ExternalSource_frwiki|http://forgottenrealms.wikia.com/wiki/Stormlord}}&lt;br /&gt;
&lt;br /&gt;
: ''&amp;quot;Talos the Destroyer embodies the uncaring and destructive forces of nature that may strike at any time. Stormlords are the chief agents of the Destroyer's wrath, inflicting destructive rampages wherever they wander in order to spread word of his endless fury. Talos cares only that they call up a storm or engage in a spectacular act of violence every tenday or so.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
Most stormlords are clerics, druids, or cleric/sorcerers, although other class combinations, particularly those including fighter or even barbarian, are not unknown. Wizards have their own means of destroying things, and bards rarely can generate enough force with their spells to be considered worthy by the Destroyer.&lt;br /&gt;
&lt;br /&gt;
Stormlords often live as brigands, indulging their personal desires for wealth, food, luxury items, and wanton behavior as they crave random, spectacular acts of violence. They often pose as lunatics, in order to spread the word of Talos, and otherwise adopt disguises in order to scout out rich prizes to strike at.&lt;br /&gt;
&lt;br /&gt;
Stormlords wield thunder and lightning like a warrior wields his sword. Because of their command of one of the most destructive aspects of nature, Stormlords are viewed with awe and fear by lesser folk, regardless of their motivation.&lt;br /&gt;
&lt;br /&gt;
A Stormlord is a kind of battle cleric. The character continues to develop her divine spellcasting without any loss of spell levels or spells per day, gains several nice bonuses to certain weapons, and exceptional resistance to electrical damage. The weapon bonuses apply only to Stormlord weapons, meaning the Spear, Throwing axe, Dart, and Shuriken. Clerics tend to make the best Stormlords, but most any divine spellcasting character will be able to unlock the class.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Class Features ==&lt;br /&gt;
{{ClassProgression&lt;br /&gt;
| MaxLevel = 10&lt;br /&gt;
| BAB = Medium&lt;br /&gt;
| Fortitude = High&lt;br /&gt;
| Reflex = Will&lt;br /&gt;
| Will = High&lt;br /&gt;
| Special1 = +1 divine spellcasting level, [[Enhanced Weapons]] +1, [[Electricity Resistance]] 5/&lt;br /&gt;
| Special2 = +1 divine spellcasting level, [[Shock Weapon]]&lt;br /&gt;
| Special3 = +1 divine spellcasting level &lt;br /&gt;
| Special4 = +1 divine spellcasting level, [[Electricity Resistance]] 10/&lt;br /&gt;
| Special5 = +1 divine spellcasting level, [[Shocking Burst Weapon]]&lt;br /&gt;
| Special6 = +1 divine spellcasting level, [[Enhanced Weapons]] +2&lt;br /&gt;
| Special7 = +1 divine spellcasting level, [[Electricity Resistance]] 15/&lt;br /&gt;
| Special8 = +1 divine spellcasting level, [[Shocking Burst and Sonic Weapon]]&lt;br /&gt;
| Special9 = +1 divine spellcasting level, [[Enhanced Weapons]] +3, [[Electricity Immunity]]&lt;br /&gt;
| Special10 = +1 divine spellcasting level, [[Extended Storm Avatar]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Spells Per Day/Spells Known:''' When a new Stormlord level is gained, the character gains new spells per day as though he had gained a level in whatever divine spellcasting class gave him access to 3rd-level divine spells. If the character has more than one applicable divine spellcasting class, he must pick one to improve.&lt;br /&gt;
&lt;br /&gt;
'''Electricity Resistance'''&lt;br /&gt;
&lt;br /&gt;
Stormlords are granted resistance to Electrical Damage 5/- at 1st level, 10/- at 4th level, and 15/- at 7th level.&lt;br /&gt;
&lt;br /&gt;
'''Enhanced Weapons'''&lt;br /&gt;
&lt;br /&gt;
Stormlord weapons (Spear, Throwing axe, Dart, or Shuriken) get +1 a enhancement bonus at 1st level, +2 at 6th level, and +3 at 9th level. This enhancement bonus ''stacks'' with any enhancement bonus on the weapon, so if you have a Spear +5 you'll actually get a +8 enhancement at level 9.&lt;br /&gt;
&lt;br /&gt;
'''Shock Weapon'''&lt;br /&gt;
&lt;br /&gt;
At the 2nd level, a Stormlord may add 1d8 Electricity damage to their weapon for 20 rounds (if they are wielding a Stormlord weapon: Spear, Throwing Axe, Dart, or Shuriken).&lt;br /&gt;
&lt;br /&gt;
''Notes: this ability sometimes does not affect your weapon if it already has elemental damage on it, such as +1d6 fire damage or +2 magical damage.''&lt;br /&gt;
&lt;br /&gt;
''The damage bonus actually gets temporarily applied to your weapon and will show up in its description when you examine it.''&lt;br /&gt;
&lt;br /&gt;
''This ability has no limit on uses per day.''&lt;br /&gt;
&lt;br /&gt;
'''Shocking Burst Weapon'''&lt;br /&gt;
&lt;br /&gt;
At the 5th level, Shock Weapon adds 1d8 Electrical plus an extra 2d8 on critical hits for 20 rounds.&lt;br /&gt;
&lt;br /&gt;
'''Shocking Burst and Sonic Weapon'''&lt;br /&gt;
&lt;br /&gt;
Same as Shocking Burst, with an added 1d8 Sonic Damage (for a total of 2d8, plus 2d8 on critical hits). Gained at 8th level.&lt;br /&gt;
&lt;br /&gt;
'''Electricity Immunity'''&lt;br /&gt;
&lt;br /&gt;
At the 9th level, a Stormlord is fully Immune to Electrical Damage.&lt;br /&gt;
&lt;br /&gt;
'''Extended Storm Avatar'''&lt;br /&gt;
&lt;br /&gt;
At the 10th level, a Stormlord may cast Storm Avatar as though Druid with caster level equal to character level with Extend Spell, once per day. This provides an increased movement speed, immunity to ranged attacks and Knockdown, +3d6 bonus electrical damage on attacks with melee weapons, and will last 1 round per character level (not class or caster level).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Classes}}&lt;/div&gt;</summary>
		<author><name>Ithildur</name></author>	</entry>

	<entry>
		<id>https://www.alandfaraway.info/Wiki/index.php?title=Stormlord&amp;diff=3246</id>
		<title>Stormlord</title>
		<link rel="alternate" type="text/html" href="https://www.alandfaraway.info/Wiki/index.php?title=Stormlord&amp;diff=3246"/>
				<updated>2017-11-11T20:51:23Z</updated>
		
		<summary type="html">&lt;p&gt;Ithildur: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Classes]]&lt;br /&gt;
[[Category:Prestige Classes]]&lt;br /&gt;
{{Class&lt;br /&gt;
| Image = [[Image:stormlord.jpg|256px|Stormlord]]&lt;br /&gt;
| Name = Stormlord&lt;br /&gt;
| HitDie = d8&lt;br /&gt;
| Skills = 2&lt;br /&gt;
| Proficiencies = ''None''&lt;br /&gt;
| ClassSkills = [[Concentration]], [[Disguise]], [[Gather Information]], [[Intimidate]], [[Knowledge: Nature]], [[Knowledge: Relgion]], [[Survival]], [[Swim]]&lt;br /&gt;
| Requirements = Yes&lt;br /&gt;
| ReqSave = [[Fortitude]] +4&lt;br /&gt;
| ReqFeats = [[Great Fortitude]], [[Toughness]], [[Weapon Focus]] in a Stormlord weapon ([[Spear]], [[Throwing axe]], [[Dart]], or [[Shuriken]])&lt;br /&gt;
| ReqOther = Able to cast 3rd-level divine spells.&lt;br /&gt;
| Source = [[Complete Divine]]&lt;br /&gt;
}}&lt;br /&gt;
{{ExternalSource_d20srd|http://www.d20srd.org/srd/classes/}}&lt;br /&gt;
{{ExternalSource_nwn2wiki|http://nwn2.wikia.com/wiki/Stormlord}}&lt;br /&gt;
{{ExternalSource_realmshelps|http://www.realmshelps.net/charbuild/classes/prestige/realms/stormlord.shtml}}&lt;br /&gt;
{{ExternalSource_frwiki|http://forgottenrealms.wikia.com/wiki/Stormlord}}&lt;br /&gt;
&lt;br /&gt;
: ''&amp;quot;Talos the Destroyer embodies the uncaring and destructive forces of nature that may strike at any time. Stormlords are the chief agents of the Destroyer's wrath, inflicting destructive rampages wherever they wander in order to spread word of his endless fury. Talos cares only that they call up a storm or engage in a spectacular act of violence every tenday or so.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
Most stormlords are clerics, druids, or cleric/sorcerers, although other class combinations, particularly those including fighter or even barbarian, are not unknown. Wizards have their own means of destroying things, and bards rarely can generate enough force with their spells to be considered worthy by the Destroyer.&lt;br /&gt;
&lt;br /&gt;
Stormlords often live as brigands, indulging their personal desires for wealth, food, luxury items, and wanton behavior as they crave random, spectacular acts of violence. They often pose as lunatics, in order to spread the word of Talos, and otherwise adopt disguises in order to scout out rich prizes to strike at.&lt;br /&gt;
&lt;br /&gt;
Stormlords wield thunder and lightning like a warrior wields his sword. Because of their command of one of the most destructive aspects of nature, Stormlords are viewed with awe and fear by lesser folk, regardless of their motivation.&lt;br /&gt;
&lt;br /&gt;
A Stormlord is a kind of battle cleric. The character continues to develop her divine spellcasting without any loss of spell levels or spells per day, gains several nice bonuses to certain weapons, and exceptional resistance to electrical damage. The weapon bonuses apply only to Stormlord weapons, meaning the Spear, Throwing axe, Dart, and Shuriken. Clerics tend to make the best Stormlords, but most any divine spellcasting character will be able to unlock the class.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Class Features ==&lt;br /&gt;
{{ClassProgression&lt;br /&gt;
| MaxLevel = 10&lt;br /&gt;
| BAB = Medium&lt;br /&gt;
| Fortitude = High&lt;br /&gt;
| Reflex = Will&lt;br /&gt;
| Will = High&lt;br /&gt;
| Special1 = +1 divine spellcasting level, [[Enhanced Weapons]] +1, [[Electricity Resistance]] 5/&lt;br /&gt;
| Special2 = +1 divine spellcasting level, [[Shock Weapon]]&lt;br /&gt;
| Special3 = +1 divine spellcasting level &lt;br /&gt;
| Special4 = +1 divine spellcasting level, [[Electricity Resistance]] 10/&lt;br /&gt;
| Special5 = +1 divine spellcasting level, [[Shocking Burst Weapon]]&lt;br /&gt;
| Special6 = +1 divine spellcasting level, [[Enhanced Weapons]] +2&lt;br /&gt;
| Special7 = +1 divine spellcasting level, [[Electricity Resistance]] 15/&lt;br /&gt;
| Special8 = +1 divine spellcasting level, [[Shocking Burst and Sonic Weapon]]&lt;br /&gt;
| Special9 = +1 divine spellcasting level, [[Enhanced Weapons]] +3, [[Electricity Immunity]]&lt;br /&gt;
| Special10 = +1 divine spellcasting level, [[Extended Storm Avatar]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Spells Per Day/Spells Known:''' When a new Stormlord level is gained, the character gains new spells per day as though he had gained a level in whatever divine spellcasting class gave him access to 3rd-level divine spells. If the character has more than one applicable divine spellcasting class, he must pick one to improve.&lt;br /&gt;
&lt;br /&gt;
'''Electricity Resistance'''&lt;br /&gt;
&lt;br /&gt;
Stormlords are granted resistance to Electrical Damage 5/- at 1st level, 10/- at 4th level, and 15/- at 7th level.&lt;br /&gt;
&lt;br /&gt;
'''Enhanced Weapons'''&lt;br /&gt;
&lt;br /&gt;
Stormlord weapons (Spear, Throwing axe, Dart, or Shuriken) get +1 a enhancement bonus at 1st level, +2 at 6th level, and +3 at 9th level. This enhancement bonus ''stacks'' with any enhancement bonus on the weapon, so if you have a Spear +5 you'll actually get a +8 enhancement at level 9.&lt;br /&gt;
&lt;br /&gt;
'''Shock Weapon'''&lt;br /&gt;
&lt;br /&gt;
At the 2nd level, a Stormlord may add 1d8 Electricity damage to their weapon for 20 rounds (if they are wielding a Stormlord weapon: Spear, Throwing Axe, Dart, or Shuriken).&lt;br /&gt;
&lt;br /&gt;
''Notes: this ability sometimes does not affect your weapon if it already has elemental damage on it, such as +1d6 fire damage or +2 magical damage. The damage bonus actually gets temporarily applied to your weapon and will show up in its description when you examine it. This ability has no limit on uses per day.''&lt;br /&gt;
&lt;br /&gt;
'''Shocking Burst Weapon'''&lt;br /&gt;
&lt;br /&gt;
At the 5th level, Shock Weapon adds 1d8 Electrical plus an extra 2d8 on critical hits for 20 rounds.&lt;br /&gt;
&lt;br /&gt;
'''Shocking Burst and Sonic Weapon'''&lt;br /&gt;
&lt;br /&gt;
Same as Shocking Burst, with an added 1d8 Sonic Damage (for a total of 2d8, plus 2d8 on critical hits). Gained at 8th level.&lt;br /&gt;
&lt;br /&gt;
'''Electricity Immunity'''&lt;br /&gt;
&lt;br /&gt;
At the 9th level, a Stormlord is fully Immune to Electrical Damage.&lt;br /&gt;
&lt;br /&gt;
'''Extended Storm Avatar'''&lt;br /&gt;
&lt;br /&gt;
At the 10th level, a Stormlord may cast Storm Avatar as though Druid with caster level equal to character level with Extend Spell, once per day. This provides an increased movement speed, immunity to ranged attacks and Knockdown, +3d6 bonus electrical damage on attacks with melee weapons, and will last 1 round per character level (not class or caster level).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Classes}}&lt;/div&gt;</summary>
		<author><name>Ithildur</name></author>	</entry>

	<entry>
		<id>https://www.alandfaraway.info/Wiki/index.php?title=Stormlord&amp;diff=3245</id>
		<title>Stormlord</title>
		<link rel="alternate" type="text/html" href="https://www.alandfaraway.info/Wiki/index.php?title=Stormlord&amp;diff=3245"/>
				<updated>2017-11-11T20:50:29Z</updated>
		
		<summary type="html">&lt;p&gt;Ithildur: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Classes]]&lt;br /&gt;
[[Category:Prestige Classes]]&lt;br /&gt;
{{Class&lt;br /&gt;
| Image = [[Image:stormlord.jpg|256px|Stormlord]]&lt;br /&gt;
| Name = Stormlord&lt;br /&gt;
| HitDie = d8&lt;br /&gt;
| Skills = 2&lt;br /&gt;
| Proficiencies = ''None''&lt;br /&gt;
| ClassSkills = [[Concentration]], [[Disguise]], [[Gather Information]], [[Intimidate]], [[Knowledge: Nature]], [[Knowledge: Relgion]], [[Survival]], [[Swim]]&lt;br /&gt;
| Requirements = Yes&lt;br /&gt;
| ReqSave = [[Fortitude]] +4&lt;br /&gt;
| ReqFeats = [[Great Fortitude]], [[Toughness]], [[Weapon Focus]] in a Stormlord weapon ([[Spear]], [[Throwing axe]], [[Dart]], or [[Shuriken]])&lt;br /&gt;
| ReqOther = Able to cast 3rd-level divine spells.&lt;br /&gt;
| Source = [[Complete Divine]]&lt;br /&gt;
}}&lt;br /&gt;
{{ExternalSource_d20srd|http://www.d20srd.org/srd/classes/}}&lt;br /&gt;
{{ExternalSource_nwn2wiki|http://nwn2.wikia.com/wiki/Stormlord}}&lt;br /&gt;
{{ExternalSource_realmshelps|http://www.realmshelps.net/charbuild/classes/prestige/realms/stormlord.shtml}}&lt;br /&gt;
{{ExternalSource_frwiki|http://forgottenrealms.wikia.com/wiki/Stormlord}}&lt;br /&gt;
&lt;br /&gt;
: ''&amp;quot;Talos the Destroyer embodies the uncaring and destructive forces of nature that may strike at any time. Stormlords are the chief agents of the Destroyer's wrath, inflicting destructive rampages wherever they wander in order to spread word of his endless fury. Talos cares only that they call up a storm or engage in a spectacular act of violence every tenday or so.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
Most stormlords are clerics, druids, or cleric/sorcerers, although other class combinations, particularly those including fighter or even barbarian, are not unknown. Wizards have their own means of destroying things, and bards rarely can generate enough force with their spells to be considered worthy by the Destroyer.&lt;br /&gt;
&lt;br /&gt;
Stormlords often live as brigands, indulging their personal desires for wealth, food, luxury items, and wanton behavior as they crave random, spectacular acts of violence. They often pose as lunatics, in order to spread the word of Talos, and otherwise adopt disguises in order to scout out rich prizes to strike at.&lt;br /&gt;
&lt;br /&gt;
Stormlords wield thunder and lightning like a warrior wields his sword. Because of their command of one of the most destructive aspects of nature, Stormlords are viewed with awe and fear by lesser folk, regardless of their motivation.&lt;br /&gt;
&lt;br /&gt;
A Stormlord is a kind of battle cleric. The character continues to develop her divine spellcasting without any loss of spell levels or spells per day, gains several nice bonuses to certain weapons, and exceptional resistance to electrical damage. The weapon bonuses apply only to Stormlord weapons, meaning the Spear, Throwing axe, Dart, and Shuriken. Clerics tend to make the best Stormlords, but most any divine spellcasting character will be able to unlock the class.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Class Features ==&lt;br /&gt;
{{ClassProgression&lt;br /&gt;
| MaxLevel = 10&lt;br /&gt;
| BAB = Medium&lt;br /&gt;
| Fortitude = High&lt;br /&gt;
| Reflex = Will&lt;br /&gt;
| Will = High&lt;br /&gt;
| Special1 = +1 divine spellcasting level, [[Enhanced Weapons]] +1, [[Electricity Resistance]] 5/&lt;br /&gt;
| Special2 = +1 divine spellcasting level, [[Shock Weapon]]&lt;br /&gt;
| Special3 = +1 divine spellcasting level &lt;br /&gt;
| Special4 = +1 divine spellcasting level, [[Electricity Resistance]] 10/&lt;br /&gt;
| Special5 = +1 divine spellcasting level, [[Shocking Burst Weapon]]&lt;br /&gt;
| Special6 = +1 divine spellcasting level, [[Enhanced Weapons]] +2&lt;br /&gt;
| Special7 = +1 divine spellcasting level, [[Electricity Resistance]] 15/&lt;br /&gt;
| Special8 = +1 divine spellcasting level, [[Shocking Burst and Sonic Weapon]]&lt;br /&gt;
| Special9 = +1 divine spellcasting level, [[Enhanced Weapons]] +3, [[Electricity Immunity]]&lt;br /&gt;
| Special10 = +1 divine spellcasting level, [[Extended Storm Avatar]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Spells Per Day/Spells Known:''' When a new Stormlord level is gained, the character gains new spells per day as though he had gained a level in whatever divine spellcasting class gave him access to 3rd-level divine spells. If the character has more than one applicable divine spellcasting class, he must pick one to improve.&lt;br /&gt;
&lt;br /&gt;
'''Electricity Resistance'''&lt;br /&gt;
&lt;br /&gt;
Stormlords are granted resistance to Electrical Damage 5/- at 1st level, 10/- at 4th level, and 15/- at 7th level.&lt;br /&gt;
&lt;br /&gt;
'''Enhanced Weapons'''&lt;br /&gt;
&lt;br /&gt;
Stormlord weapons (Spear, Throwing axe, Dart, or Shuriken) get +1 a enhancement bonus at 1st level, +2 at 6th level, and +3 at 9th level. This enhancement bonus ''stacks'' with any enhancement bonus on the weapon, so if you have a Spear +5 you'll actually get a +8 enhancement at level 9.&lt;br /&gt;
&lt;br /&gt;
'''Shock Weapon'''&lt;br /&gt;
&lt;br /&gt;
At the 2nd level, a Stormlord may add 1d8 Electricity damage to their weapon for 20 rounds (if they are wielding a Stormlord weapon: Spear, Throwing Axe, Dart, or Shuriken).&lt;br /&gt;
&lt;br /&gt;
''Notes:&lt;br /&gt;
&lt;br /&gt;
    This ability sometimes does not affect your weapon if it already has elemental damage on it, such as +1d6 fire damage or +2 magical damage.&lt;br /&gt;
    The damage bonus actually gets temporarily applied to your weapon and will show up in its description when you examine it.&lt;br /&gt;
    This ability has no limit on uses per day.''&lt;br /&gt;
&lt;br /&gt;
'''Shocking Burst Weapon'''&lt;br /&gt;
&lt;br /&gt;
At the 5th level, Shock Weapon adds 1d8 Electrical plus an extra 2d8 on critical hits for 20 rounds.&lt;br /&gt;
&lt;br /&gt;
'''Shocking Burst and Sonic Weapon'''&lt;br /&gt;
&lt;br /&gt;
Same as Shocking Burst, with an added 1d8 Sonic Damage (for a total of 2d8, plus 2d8 on critical hits). Gained at 8th level.&lt;br /&gt;
&lt;br /&gt;
'''Electricity Immunity'''&lt;br /&gt;
&lt;br /&gt;
At the 9th level, a Stormlord is fully Immune to Electrical Damage.&lt;br /&gt;
&lt;br /&gt;
'''Extended Storm Avatar'''&lt;br /&gt;
&lt;br /&gt;
At the 10th level, a Stormlord may cast Storm Avatar as though Druid with caster level equal to character level with Extend Spell, once per day. This provides an increased movement speed, immunity to ranged attacks and Knockdown, +3d6 bonus electrical damage on attacks with melee weapons, and will last 1 round per character level (not class or caster level).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Classes}}&lt;/div&gt;</summary>
		<author><name>Ithildur</name></author>	</entry>

	<entry>
		<id>https://www.alandfaraway.info/Wiki/index.php?title=Stormlord&amp;diff=3244</id>
		<title>Stormlord</title>
		<link rel="alternate" type="text/html" href="https://www.alandfaraway.info/Wiki/index.php?title=Stormlord&amp;diff=3244"/>
				<updated>2017-11-11T20:42:56Z</updated>
		
		<summary type="html">&lt;p&gt;Ithildur: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Classes]]&lt;br /&gt;
[[Category:Prestige Classes]]&lt;br /&gt;
{{Class&lt;br /&gt;
| Image = [[Image:stormlord.jpg|256px|Stormlord]]&lt;br /&gt;
| Name = Stormlord&lt;br /&gt;
| HitDie = d8&lt;br /&gt;
| Skills = 2&lt;br /&gt;
| Proficiencies = ''None''&lt;br /&gt;
| ClassSkills = [[Concentration]], [[Disguise]], [[Gather Information]], [[Intimidate]], [[Knowledge: Nature]], [[Knowledge: Relgion]], [[Survival]], [[Swim]]&lt;br /&gt;
| Requirements = Yes&lt;br /&gt;
| ReqSave = [[Fortitude]] +4&lt;br /&gt;
| ReqFeats = [[Great Fortitude]], [[Toughness]], [[Weapon Focus]] in a Stormlord weapon ([[Spear]], [[Throwing axe]], [[Dart]], or [[Shuriken]])&lt;br /&gt;
| ReqOther = Able to cast 3rd-level divine spells.&lt;br /&gt;
| Source = [[Complete Divine]]&lt;br /&gt;
}}&lt;br /&gt;
{{ExternalSource_d20srd|http://www.d20srd.org/srd/classes/}}&lt;br /&gt;
{{ExternalSource_nwn2wiki|http://nwn2.wikia.com/wiki/Stormlord}}&lt;br /&gt;
{{ExternalSource_realmshelps|http://www.realmshelps.net/charbuild/classes/prestige/realms/stormlord.shtml}}&lt;br /&gt;
{{ExternalSource_frwiki|http://forgottenrealms.wikia.com/wiki/Stormlord}}&lt;br /&gt;
&lt;br /&gt;
: ''&amp;quot;Talos the Destroyer embodies the uncaring and destructive forces of nature that may strike at any time. Stormlords are the chief agents of the Destroyer's wrath, inflicting destructive rampages wherever they wander in order to spread word of his endless fury. Talos cares only that they call up a storm or engage in a spectacular act of violence every tenday or so.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
Most stormlords are clerics, druids, or cleric/sorcerers, although other class combinations, particularly those including fighter or even barbarian, are not unknown. Wizards have their own means of destroying things, and bards rarely can generate enough force with their spells to be considered worthy by the Destroyer.&lt;br /&gt;
&lt;br /&gt;
Stormlords often live as brigands, indulging their personal desires for wealth, food, luxury items, and wanton behavior as they crave random, spectacular acts of violence. They often pose as lunatics, in order to spread the word of Talos, and otherwise adopt disguises in order to scout out rich prizes to strike at.&lt;br /&gt;
&lt;br /&gt;
Stormlords wield thunder and lightning like a warrior wields his sword. Because of their command of one of the most destructive aspects of nature, Stormlords are viewed with awe and fear by lesser folk, regardless of their motivation.&lt;br /&gt;
&lt;br /&gt;
A Stormlord is a kind of battle cleric. The character continues to develop her divine spellcasting without any loss of spell levels or spells per day, gains several nice bonuses to certain weapons, and exceptional resistance to electrical damage. The weapon bonuses apply only to Stormlord weapons, meaning the Spear, Throwing axe, Dart, and Shuriken. Clerics tend to make the best Stormlords, but most any divine spellcasting character will be able to unlock the class.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Class Features ==&lt;br /&gt;
{{ClassProgression&lt;br /&gt;
| MaxLevel = 10&lt;br /&gt;
| BAB = Medium&lt;br /&gt;
| Fortitude = High&lt;br /&gt;
| Reflex = Will&lt;br /&gt;
| Will = High&lt;br /&gt;
| Special1 = +1 divine spellcasting level, [[Unarmed Damage]], AC bonus +1, Code of Conduct&lt;br /&gt;
| Special2 = +1 divine spellcasting level&lt;br /&gt;
| Special3 = +1 divine spellcasting level, [[Fast Movement]]&lt;br /&gt;
| Special4 = [[Sacred Flames]] x1/day&lt;br /&gt;
| Special5 = +1 divine spellcasting level, AC bonus +2&lt;br /&gt;
| Special6 = +1 divine spellcasting level, [[Uncanny Dodge]]&lt;br /&gt;
| Special7 = +1 divine spellcasting level&lt;br /&gt;
| Special8 = [[Sacred Flames]] x2/day&lt;br /&gt;
| Special9 = +1 divine spellcasting level&lt;br /&gt;
| Special10 = +1 divine spellcasting level, [[Inner Armor]], AC bonux +3&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Spells Per Day/Spells Known:''' When a new Stormlord level is gained, the character gains new spells per day as though he had gained a level in whatever divine spellcasting class gave him access to 3rd-level divine spells. If the character has more than one applicable divine spellcasting class, he must pick one to improve.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Classes}}&lt;/div&gt;</summary>
		<author><name>Ithildur</name></author>	</entry>

	<entry>
		<id>https://www.alandfaraway.info/Wiki/index.php?title=Stormlord&amp;diff=3243</id>
		<title>Stormlord</title>
		<link rel="alternate" type="text/html" href="https://www.alandfaraway.info/Wiki/index.php?title=Stormlord&amp;diff=3243"/>
				<updated>2017-11-11T20:42:22Z</updated>
		
		<summary type="html">&lt;p&gt;Ithildur: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Classes]]&lt;br /&gt;
[[Category:Prestige Classes]]&lt;br /&gt;
{{Class&lt;br /&gt;
| Image = [[Image:stormlord.jpg|256px|Stormlord]]&lt;br /&gt;
| Name = Stormlord&lt;br /&gt;
| HitDie = d8&lt;br /&gt;
| Skills = 2&lt;br /&gt;
| Proficiencies = ''None''&lt;br /&gt;
| ClassSkills = [[Concentration]], [[Disguise]], [[Gather Information]], [[Intimidate]], [[Knowledge: Nature]], [[Knowledge: Relgion]], [[Survival]], [[Swim]]&lt;br /&gt;
| Requirements = Yes&lt;br /&gt;
| ReqSave = [[Fortitude]] +4&lt;br /&gt;
| ReqFeats = [[Great Fortitude]], [[Toughness]], [[Weapon Focus]] in a Stormlord weapon ([[Spear]], [[Throwing axe]], [[Dart]], or [[Shuriken]])&lt;br /&gt;
| ReqOther = Able to cast 3rd-level divine spells.&lt;br /&gt;
| Source = [[Complete Divine]]&lt;br /&gt;
}}&lt;br /&gt;
{{ExternalSource_d20srd|http://www.d20srd.org/srd/classes/}}&lt;br /&gt;
{{ExternalSource_nwn2wiki|http://nwn2.wikia.com/wiki/Stormlord}}&lt;br /&gt;
{{ExternalSource_realmshelps|http://www.realmshelps.net/charbuild/classes/prestige/realms/stormlord.shtml}}&lt;br /&gt;
{{ExternalSource_fr_wiki|http://forgottenrealms.wikia.com/wiki/Stormlord}}&lt;br /&gt;
&lt;br /&gt;
: ''&amp;quot;Talos the Destroyer embodies the uncaring and destructive forces of nature that may strike at any time. Stormlords are the chief agents of the Destroyer's wrath, inflicting destructive rampages wherever they wander in order to spread word of his endless fury. Talos cares only that they call up a storm or engage in a spectacular act of violence every tenday or so.&amp;quot;'' -- [[]]&lt;br /&gt;
&lt;br /&gt;
Most stormlords are clerics, druids, or cleric/sorcerers, although other class combinations, particularly those including fighter or even barbarian, are not unknown. Wizards have their own means of destroying things, and bards rarely can generate enough force with their spells to be considered worthy by the Destroyer.&lt;br /&gt;
&lt;br /&gt;
Stormlords often live as brigands, indulging their personal desires for wealth, food, luxury items, and wanton behavior as they crave random, spectacular acts of violence. They often pose as lunatics, in order to spread the word of Talos, and otherwise adopt disguises in order to scout out rich prizes to strike at.&lt;br /&gt;
&lt;br /&gt;
Stormlords wield thunder and lightning like a warrior wields his sword. Because of their command of one of the most destructive aspects of nature, Stormlords are viewed with awe and fear by lesser folk, regardless of their motivation.&lt;br /&gt;
&lt;br /&gt;
A Stormlord is a kind of battle cleric. The character continues to develop her divine spellcasting without any loss of spell levels or spells per day, gains several nice bonuses to certain weapons, and exceptional resistance to electrical damage. The weapon bonuses apply only to Stormlord weapons, meaning the Spear, Throwing axe, Dart, and Shuriken. Clerics tend to make the best Stormlords, but most any divine spellcasting character will be able to unlock the class.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Class Features ==&lt;br /&gt;
{{ClassProgression&lt;br /&gt;
| MaxLevel = 10&lt;br /&gt;
| BAB = Medium&lt;br /&gt;
| Fortitude = High&lt;br /&gt;
| Reflex = Will&lt;br /&gt;
| Will = High&lt;br /&gt;
| Special1 = +1 divine spellcasting level, [[Unarmed Damage]], AC bonus +1, Code of Conduct&lt;br /&gt;
| Special2 = +1 divine spellcasting level&lt;br /&gt;
| Special3 = +1 divine spellcasting level, [[Fast Movement]]&lt;br /&gt;
| Special4 = [[Sacred Flames]] x1/day&lt;br /&gt;
| Special5 = +1 divine spellcasting level, AC bonus +2&lt;br /&gt;
| Special6 = +1 divine spellcasting level, [[Uncanny Dodge]]&lt;br /&gt;
| Special7 = +1 divine spellcasting level&lt;br /&gt;
| Special8 = [[Sacred Flames]] x2/day&lt;br /&gt;
| Special9 = +1 divine spellcasting level&lt;br /&gt;
| Special10 = +1 divine spellcasting level, [[Inner Armor]], AC bonux +3&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Spells Per Day/Spells Known:''' When a new Stormlord level is gained, the character gains new spells per day as though he had gained a level in whatever divine spellcasting class gave him access to 3rd-level divine spells. If the character has more than one applicable divine spellcasting class, he must pick one to improve.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Classes}}&lt;/div&gt;</summary>
		<author><name>Ithildur</name></author>	</entry>

	<entry>
		<id>https://www.alandfaraway.info/Wiki/index.php?title=Stormlord&amp;diff=3242</id>
		<title>Stormlord</title>
		<link rel="alternate" type="text/html" href="https://www.alandfaraway.info/Wiki/index.php?title=Stormlord&amp;diff=3242"/>
				<updated>2017-11-11T20:40:52Z</updated>
		
		<summary type="html">&lt;p&gt;Ithildur: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Classes]]&lt;br /&gt;
[[Category:Prestige Classes]]&lt;br /&gt;
{{Class&lt;br /&gt;
| Image = [[Image:stormlord.jpg|256px|Stormlord]]&lt;br /&gt;
| Name = Stormlord&lt;br /&gt;
| HitDie = d8&lt;br /&gt;
| Skills = 2&lt;br /&gt;
| Proficiencies = ''None''&lt;br /&gt;
| ClassSkills = [[Concentration]], [[Disguise]], [[Gather Information]], [[Intimidate]], [[Knowledge: Nature]], [[Knowledge: Relgion]], [[Survival]], [[Swim]]&lt;br /&gt;
| Requirements = Yes&lt;br /&gt;
| ReqSave = [[Fortitude]] +4&lt;br /&gt;
| ReqFeats = [[Great Fortitude]], [[Toughness]], [[Weapon Focus]] in a Stormlord weapon ([[Spear]], [[Throwing axe]], [[Dart]], or [[Shuriken]])&lt;br /&gt;
| ReqOther = Able to cast 3rd-level divine spells.&lt;br /&gt;
| Source = [[Complete Divine]]&lt;br /&gt;
}}&lt;br /&gt;
{{ExternalSource_d20srd|http://www.d20srd.org/srd/classes/}}&lt;br /&gt;
{{ExternalSource_nwn2wiki|http://nwn2.wikia.com/wiki/Stormlord}}&lt;br /&gt;
{{ExternalSource_realmshelps|http://www.realmshelps.net/charbuild/classes/prestige/realms/stormlord.shtml}}&lt;br /&gt;
{{ExternalSource_fr_wiki|http://forgottenrealms.wikia.com/wiki/Stormlord}}&lt;br /&gt;
&lt;br /&gt;
: ''&amp;quot;Talos the Destroyer embodies the uncaring and destructive forces of nature that may strike at any time. Stormlords are the chief agents of the Destroyer's wrath, inflicting destructive rampages wherever they wander in order to spread word of his endless fury. Talos cares only that they call up a storm or engage in a spectacular act of violence every tenday or so.&lt;br /&gt;
&lt;br /&gt;
Most stormlords are clerics, druids, or cleric/sorcerers, although other class combinations, particularly those including fighter or even barbarian, are not unknown. Wizards have their own means of destroying things, and bards rarely can generate enough force with their spells to be considered worthy by the Destroyer.&lt;br /&gt;
&lt;br /&gt;
Stormlords often live as brigands, indulging their personal desires for wealth, food, luxury items, and wanton behavior as they crave random, spectacular acts of violence. They often pose as lunatics, in order to spread the word of Talos, and otherwise adopt disguises in order to scout out rich prizes to strike at.&lt;br /&gt;
&lt;br /&gt;
Stormlords wield thunder and lightning like a warrior wields his sword. Because of their command of one of the most destructive aspects of nature, Stormlords are viewed with awe and fear by lesser folk, regardless of their motivation.&lt;br /&gt;
&lt;br /&gt;
A Stormlord is a kind of battle cleric. The character continues to develop her divine spellcasting without any loss of spell levels or spells per day, gains several nice bonuses to certain weapons, and exceptional resistance to electrical damage. The weapon bonuses apply only to Stormlord weapons, meaning the Spear, Throwing axe, Dart, and Shuriken. Clerics tend to make the best Stormlords, but most any divine spellcasting character will be able to unlock the class.&amp;quot;'' -- [[]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Class Features ==&lt;br /&gt;
{{ClassProgression&lt;br /&gt;
| MaxLevel = 10&lt;br /&gt;
| BAB = High&lt;br /&gt;
| Fortitude = High&lt;br /&gt;
| Reflex = High&lt;br /&gt;
| Will = Low&lt;br /&gt;
| Special1 = +1 divine spellcasting level, [[Unarmed Damage]], AC bonus +1, Code of Conduct&lt;br /&gt;
| Special2 = +1 divine spellcasting level&lt;br /&gt;
| Special3 = +1 divine spellcasting level, [[Fast Movement]]&lt;br /&gt;
| Special4 = [[Sacred Flames]] x1/day&lt;br /&gt;
| Special5 = +1 divine spellcasting level, AC bonus +2&lt;br /&gt;
| Special6 = +1 divine spellcasting level, [[Uncanny Dodge]]&lt;br /&gt;
| Special7 = +1 divine spellcasting level&lt;br /&gt;
| Special8 = [[Sacred Flames]] x2/day&lt;br /&gt;
| Special9 = +1 divine spellcasting level&lt;br /&gt;
| Special10 = +1 divine spellcasting level, [[Inner Armor]], AC bonux +3&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Spell progression'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Inner armor'''&lt;br /&gt;
&lt;br /&gt;
At 10th level, a sacred fist may use inner armour once per day. This provides +4 sacred bonus to AC, +4 sacred bonus to all saves, 25 spell resistance for a number of rounds equal to his wisdom modifier.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Classes}}&lt;/div&gt;</summary>
		<author><name>Ithildur</name></author>	</entry>

	<entry>
		<id>https://www.alandfaraway.info/Wiki/index.php?title=Stormlord&amp;diff=3241</id>
		<title>Stormlord</title>
		<link rel="alternate" type="text/html" href="https://www.alandfaraway.info/Wiki/index.php?title=Stormlord&amp;diff=3241"/>
				<updated>2017-11-11T20:38:19Z</updated>
		
		<summary type="html">&lt;p&gt;Ithildur: Created page with &amp;quot;Category:Classes Category:Prestige Classes {{Class | Image = Stormlord | Name = Stormlord | HitDie = d8 | Skills = 2 | Proficiencies = ''...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Classes]]&lt;br /&gt;
[[Category:Prestige Classes]]&lt;br /&gt;
{{Class&lt;br /&gt;
| Image = [[Image:stormlord.jpg|256px|Stormlord]]&lt;br /&gt;
| Name = Stormlord&lt;br /&gt;
| HitDie = d8&lt;br /&gt;
| Skills = 2&lt;br /&gt;
| Proficiencies = ''None''&lt;br /&gt;
| ClassSkills = [[Balance]], [[Concentration]], [[Escape Artist]], [[Heal]], [[Jump]], [[Profession]], [[Spellcraft]], [[Tumble]]&lt;br /&gt;
| Requirements = Yes&lt;br /&gt;
| ReqSave = [[Fortitude]] +4&lt;br /&gt;
| ReqFeats = [[Great Fortitude]], [[Toughness]], [[Weapon Focus]] in a Stormlord weapon ([[Spear]], [[Throwing axe]], [[Dart]], or [[Shuriken]])&lt;br /&gt;
| ReqOther = Able to cast 3rd-level divine spells.&lt;br /&gt;
| Source = [[Complete Divine]]&lt;br /&gt;
}}&lt;br /&gt;
{{ExternalSource_d20srd|http://www.d20srd.org/srd/classes/}}&lt;br /&gt;
{{ExternalSource_nwn2wiki|http://nwn2.wikia.com/wiki/Stormlord}}&lt;br /&gt;
{{ExternalSource_realmshelps|http://www.realmshelps.net/charbuild/classes/prestige/realms/stormlord.shtml}}&lt;br /&gt;
{{ExternalSource_fr_wiki|http://forgottenrealms.wikia.com/wiki/Stormlord}}&lt;br /&gt;
&lt;br /&gt;
: ''&amp;quot;Talos the Destroyer embodies the uncaring and destructive forces of nature that may strike at any time. Stormlords are the chief agents of the Destroyer's wrath, inflicting destructive rampages wherever they wander in order to spread word of his endless fury. Talos cares only that they call up a storm or engage in a spectacular act of violence every tenday or so.&lt;br /&gt;
&lt;br /&gt;
Most stormlords are clerics, druids, or cleric/sorcerers, although other class combinations, particularly those including fighter or even barbarian, are not unknown. Wizards have their own means of destroying things, and bards rarely can generate enough force with their spells to be considered worthy by the Destroyer.&lt;br /&gt;
&lt;br /&gt;
Stormlords often live as brigands, indulging their personal desires for wealth, food, luxury items, and wanton behavior as they crave random, spectacular acts of violence. They often pose as lunatics, in order to spread the word of Talos, and otherwise adopt disguises in order to scout out rich prizes to strike at.&lt;br /&gt;
&lt;br /&gt;
Stormlords wield thunder and lightning like a warrior wields his sword. Because of their command of one of the most destructive aspects of nature, Stormlords are viewed with awe and fear by lesser folk, regardless of their motivation.&lt;br /&gt;
&lt;br /&gt;
A Stormlord is a kind of battle cleric. The character continues to develop her divine spellcasting without any loss of spell levels or spells per day, gains several nice bonuses to certain weapons, and exceptional resistance to electrical damage. The weapon bonuses apply only to Stormlord weapons, meaning the Spear, Throwing axe, Dart, and Shuriken. Clerics tend to make the best Stormlords, but most any divine spellcasting character will be able to unlock the class.&amp;quot;'' -- [[]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Class Features ==&lt;br /&gt;
{{ClassProgression&lt;br /&gt;
| MaxLevel = 10&lt;br /&gt;
| BAB = High&lt;br /&gt;
| Fortitude = High&lt;br /&gt;
| Reflex = High&lt;br /&gt;
| Will = Low&lt;br /&gt;
| Special1 = +1 divine spellcasting level, [[Unarmed Damage]], AC bonus +1, Code of Conduct&lt;br /&gt;
| Special2 = +1 divine spellcasting level&lt;br /&gt;
| Special3 = +1 divine spellcasting level, [[Fast Movement]]&lt;br /&gt;
| Special4 = [[Sacred Flames]] x1/day&lt;br /&gt;
| Special5 = +1 divine spellcasting level, AC bonus +2&lt;br /&gt;
| Special6 = +1 divine spellcasting level, [[Uncanny Dodge]]&lt;br /&gt;
| Special7 = +1 divine spellcasting level&lt;br /&gt;
| Special8 = [[Sacred Flames]] x2/day&lt;br /&gt;
| Special9 = +1 divine spellcasting level&lt;br /&gt;
| Special10 = +1 divine spellcasting level, [[Inner Armor]], AC bonux +3&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Spell progression'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Inner armor'''&lt;br /&gt;
&lt;br /&gt;
At 10th level, a sacred fist may use inner armour once per day. This provides +4 sacred bonus to AC, +4 sacred bonus to all saves, 25 spell resistance for a number of rounds equal to his wisdom modifier.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Classes}}&lt;/div&gt;</summary>
		<author><name>Ithildur</name></author>	</entry>

	<entry>
		<id>https://www.alandfaraway.info/Wiki/index.php?title=Sacred_Fist&amp;diff=3240</id>
		<title>Sacred Fist</title>
		<link rel="alternate" type="text/html" href="https://www.alandfaraway.info/Wiki/index.php?title=Sacred_Fist&amp;diff=3240"/>
				<updated>2017-11-11T20:19:20Z</updated>
		
		<summary type="html">&lt;p&gt;Ithildur: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Classes]]&lt;br /&gt;
[[Category:Prestige Classes]]&lt;br /&gt;
{{Class&lt;br /&gt;
| Image = [[Image:sacredfist.jpg|256px|Sacred Fist]]&lt;br /&gt;
| Name = Sacred Fist&lt;br /&gt;
| HitDie = d8&lt;br /&gt;
| Skills = 4&lt;br /&gt;
| Proficiencies = ''None''&lt;br /&gt;
| ClassSkills = [[Balance]], [[Concentration]], [[Escape Artist]], [[Heal]], [[Jump]], [[Profession]], [[Spellcraft]], [[Tumble]]&lt;br /&gt;
| Requirements = Yes&lt;br /&gt;
| ReqBAB = +4 (note: +8 BAB or 1st level Monk is required for Stunning Fist)&lt;br /&gt;
| ReqFeats = [[Improved Unarmed Strike]], [[Stunning Fist]], [[Combat Casting]]&lt;br /&gt;
| ReqSkills = [[Knowledge]] (Religion) (8) &lt;br /&gt;
| ReqOther = Able to cast 1st-level divine spell.&lt;br /&gt;
| Source = [[Complete Divine]]&lt;br /&gt;
}}&lt;br /&gt;
{{ExternalSource_d20srd|http://www.d20srd.org/srd/classes/}}&lt;br /&gt;
{{ExternalSource_nwn2wiki|http://nwn2.wikia.com/wiki/Sacred_Fist}}&lt;br /&gt;
{{ExternalSource_realmshelps|http://www.realmshelps.net/charbuild/classes/prestige/general/sacredfist.shtml}}&lt;br /&gt;
&lt;br /&gt;
: ''&amp;quot;Sacred Fists are independent organizations found within many temples. Their ascetic members have turned their divine magic inward, bringing their bodies and wills into harmony. Sacred Fists have forsworn the use of weapons and heavy armor. They consider their bodies and minds gifts from their deity, and they believe that not developing those gifts to their fullest potential is a sin. Spellcasting does not dishonor them or their deity. Sacred Fists are strong in faith, will and body.&lt;br /&gt;
&lt;br /&gt;
Clerics are excellent candidates for Sacred Fist orders. Paladins may also choose to join them, but are seldom comfortable surrendering the trappings of their calling. Fighters, rogues, bards and even ex-monks may make good candidates, provided they have enough levels in a class that grants divine spells. Druids occasionally find the class's combat skills useful, but sorcerers and wizards find little to interest them.&amp;quot;'' -- [[Complete Divine]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Class Features ==&lt;br /&gt;
{{ClassProgression&lt;br /&gt;
| MaxLevel = 10&lt;br /&gt;
| BAB = High&lt;br /&gt;
| Fortitude = High&lt;br /&gt;
| Reflex = High&lt;br /&gt;
| Will = Low&lt;br /&gt;
| Special1 = +1 divine spellcasting level, [[Unarmed Damage]], AC bonus +1, Code of Conduct&lt;br /&gt;
| Special2 = +1 divine spellcasting level&lt;br /&gt;
| Special3 = +1 divine spellcasting level, [[Fast Movement]]&lt;br /&gt;
| Special4 = [[Sacred Flames]] x1/day&lt;br /&gt;
| Special5 = +1 divine spellcasting level, AC bonus +2&lt;br /&gt;
| Special6 = +1 divine spellcasting level, [[Uncanny Dodge]]&lt;br /&gt;
| Special7 = +1 divine spellcasting level&lt;br /&gt;
| Special8 = [[Sacred Flames]] x2/day&lt;br /&gt;
| Special9 = +1 divine spellcasting level&lt;br /&gt;
| Special10 = +1 divine spellcasting level, [[Inner Armor]], AC bonux +3&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Spell progression'''&lt;br /&gt;
&lt;br /&gt;
When a new sacred fist level is gained, except at 4th and 8th level, the character gains new spells per day as if he had also gained a level in a divine spellcasting class he belonged to before adding the prestige class. He does not, however, gain any other benefit a character of that class would have gained, except for an increased effective level of spellcasting. If a character had more than one divine spellcasting class before becoming an sacred fist, he must decide to which class he adds the new level for purposes of determining spells per day.&lt;br /&gt;
&lt;br /&gt;
'''Unarmed damage'''&lt;br /&gt;
&lt;br /&gt;
A sacred fist's unarmed damage follows the same progression as monk. If the sacred fist also has monk levels then the levels stack for the purpose of determining the damage.&lt;br /&gt;
&lt;br /&gt;
'''AC bonus'''&lt;br /&gt;
&lt;br /&gt;
When unencumbered, wearing no or light armor and not using a shield a sacred fist gains a +1 AC bonus. This increases to +2 at level 5 and +3 at 10.&lt;br /&gt;
&lt;br /&gt;
''Note: Though not mentioned in the description, this has the added benefit of allowing you to retain both your light armor bonus and your Monk AC bonus. This only functions if you already have Monk levels.''&lt;br /&gt;
&lt;br /&gt;
'''Sacred Fist Code of Conduct'''&lt;br /&gt;
&lt;br /&gt;
Sacred fists have vowed to refrain from using weapons. Whenever a sacred fist equips any weapon they suffer a -8 attack penalty.&lt;br /&gt;
&lt;br /&gt;
'''Fast movement'''&lt;br /&gt;
&lt;br /&gt;
At level 3 a sacred fist gains a +10ft speed bonus. At level 6 this becomes +20ft, at 8th +30ft. Wearing medium or heavy armor or encumberance disables this bonus. If the sacred fist also has monk levels then the levels stack for the purpose of determining the speed bonus.&lt;br /&gt;
&lt;br /&gt;
Sacred Fist fast movements works even in light armor, unlike Monk which only works in no armor (robes).&lt;br /&gt;
&lt;br /&gt;
'''Sacred flames'''&lt;br /&gt;
&lt;br /&gt;
At 4th level, a sacred fist may use a standard action to invoke sacred flames around his hands and feet. These flames add to the sacred fist's unarmed damage. The additional damage is equal to the sacred fist's class levels plus his wisdom modifier (if any).&lt;br /&gt;
Half the damage is fire damage(rounded up), and the rest is sacred energy and thus not subject to effects that reduce fire damage. The sacred flame lasts for 1 minute and can be invoked once per day. At 8th level, sacred flames can be used twice per day.&lt;br /&gt;
&lt;br /&gt;
'''Uncanny Dodge'''&lt;br /&gt;
&lt;br /&gt;
At 6th level, the Sacred Fist retains any Dexterity bonus to AC when flat-footed or when struck by an invisible attacker.&lt;br /&gt;
&lt;br /&gt;
'''Inner armor'''&lt;br /&gt;
&lt;br /&gt;
At 10th level, a sacred fist may use inner armour once per day. This provides +4 sacred bonus to AC, +4 sacred bonus to all saves, 25 spell resistance for a number of rounds equal to his wisdom modifier.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Classes}}&lt;/div&gt;</summary>
		<author><name>Ithildur</name></author>	</entry>

	<entry>
		<id>https://www.alandfaraway.info/Wiki/index.php?title=Sacred_Fist&amp;diff=3239</id>
		<title>Sacred Fist</title>
		<link rel="alternate" type="text/html" href="https://www.alandfaraway.info/Wiki/index.php?title=Sacred_Fist&amp;diff=3239"/>
				<updated>2017-11-11T20:18:42Z</updated>
		
		<summary type="html">&lt;p&gt;Ithildur: /* Class Features */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Classes]]&lt;br /&gt;
[[Category:Prestige Classes]]&lt;br /&gt;
{{Class&lt;br /&gt;
| Image = [[Image:sacredfist.jpg|256px|Sacred Fist]]&lt;br /&gt;
| Name = Sacred Fist&lt;br /&gt;
| HitDie = d8&lt;br /&gt;
| Skills = 4&lt;br /&gt;
| Proficiencies = ''None''&lt;br /&gt;
| ClassSkills = [[Balance]], [[Concentration]], [[Escape Artist]], [[Heal]], [[Jump]], [[Profession]], [[Spellcraft]], [[Tumble]]&lt;br /&gt;
| Requirements = Yes&lt;br /&gt;
| ReqBAB = +4 (note: +8 BAB or 1st level Monk is required for Stunning Fist)&lt;br /&gt;
| ReqFeats = [[Improved Unarmed Strike]], [[Stunning Fist]], [[Combat Casting]]&lt;br /&gt;
| ReqSkills = [[Knowledge]] (Religion) (8) &lt;br /&gt;
| ReqOther = Able to cast 1st-level divine spell.&lt;br /&gt;
| Source = [[Complete Divine]]&lt;br /&gt;
}}&lt;br /&gt;
{{ExternalSource_d20srd|http://www.d20srd.org/srd/classes/}}&lt;br /&gt;
{{ExternalSource_nwn2wiki|http://nwn2.wikia.com/wiki/Sacred_Fist}}&lt;br /&gt;
{{ExternalSource_realmshelps|http://www.realmshelps.net/charbuild/classes/prestige/general/sacredfist.shtml}}&lt;br /&gt;
&lt;br /&gt;
: ''&amp;quot;Sacred Fists are independent organizations found within many temples. Their ascetic members have turned their divine magic inward, bringing their bodies and wills into harmony. Sacred Fists have forsworn the use of weapons and heavy armor. They consider their bodies and minds gifts from their deity, and they believe that not developing those gifts to their fullest potential is a sin. Spellcasting does not dishonor them or their deity. Sacred Fists are strong in faith, will and body.&lt;br /&gt;
&lt;br /&gt;
Clerics are excellent candidates for Sacred Fist orders. Paladins may also choose to join them, but are seldom comfortable surrendering the trappings of their calling. Fighters, rogues, bards and even ex-monks may make good candidates, provided they have enough levels in a class that grants divine spells. Druids occasionally find the class's combat skills useful, but sorcerers and wizards find little to interest them.&amp;quot;'' -- [[Complete Divine]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Class Features ==&lt;br /&gt;
{{ClassProgression&lt;br /&gt;
| MaxLevel = 10&lt;br /&gt;
| BAB = High&lt;br /&gt;
| Fortitude = High&lt;br /&gt;
| Reflex = High&lt;br /&gt;
| Will = Low&lt;br /&gt;
| Special1 = +1 divine spellcasting level, [[Unarmed Damage]], AC bonus +1, Code of Conduct&lt;br /&gt;
| Special2 = +1 divine spellcasting level&lt;br /&gt;
| Special3 = +1 divine spellcasting level, [[Fast Movement]]&lt;br /&gt;
| Special4 = [[Sacred Flames]] x1/day&lt;br /&gt;
| Special5 = +1 divine spellcasting level, AC bonus +2&lt;br /&gt;
| Special6 = +1 divine spellcasting level, [[Uncanny Dodge]]&lt;br /&gt;
| Special7 = +1 divine spellcasting level&lt;br /&gt;
| Special8 = [[Sacred Flames]] x2/day&lt;br /&gt;
| Special9 = +1 divine spellcasting level&lt;br /&gt;
| Special10 = +1 divine spellcasting level, [[Inner Armor]], AC bonux +3&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Spell progression'''&lt;br /&gt;
&lt;br /&gt;
When a new sacred fist level is gained, except at 4th and 8th level, the character gains new spells per day as if he had also gained a level in a divine spellcasting class he belonged to before adding the prestige class. He does not, however, gain any other benefit a character of that class would have gained, except for an increased effective level of spellcasting. If a character had more than one divine spellcasting class before becoming an sacred fist, he must decide to which class he adds the new level for purposes of determining spells per day.&lt;br /&gt;
&lt;br /&gt;
'''Unarmed damage'''&lt;br /&gt;
&lt;br /&gt;
A sacred fist's unarmed damage follows the same progression as monk. If the sacred fist also has monk levels then the levels stack for the purpose of determining the damage.&lt;br /&gt;
&lt;br /&gt;
'''AC bonus'''&lt;br /&gt;
&lt;br /&gt;
When unencumbered, wearing no or light armor and not using a shield a sacred fist gains a +1 AC bonus. This increases to +2 at level 5 and +3 at 10.&lt;br /&gt;
&lt;br /&gt;
''Note: Though not mentioned in the description, this has the added benefit of allowing you to retain both your light armor bonus and your Monk AC bonus. This only functions if you already have Monk levels.''&lt;br /&gt;
&lt;br /&gt;
'''Sacred Fist Code of Conduct'''&lt;br /&gt;
&lt;br /&gt;
Sacred fists have vowed to refrain from using weapons. Whenever a sacred fist equips any weapon they suffer a -8 attack penalty.&lt;br /&gt;
&lt;br /&gt;
'''Fast movement'''&lt;br /&gt;
&lt;br /&gt;
At level 3 a sacred fist gains a +10ft speed bonus. At level 6 this becomes +20ft, at 8th +30ft. Wearing medium or heavy armor or encumberance disables this bonus. If the sacred fist also has monk levels then the levels stack for the purpose of determining the speed bonus.&lt;br /&gt;
&lt;br /&gt;
Sacred Fist fast movements works even in light armor, unlike Monk which only works in no armor (robes).&lt;br /&gt;
&lt;br /&gt;
'''Sacred flames'''&lt;br /&gt;
&lt;br /&gt;
At 4th level, a sacred fist may use a standard action to invoke sacred flames around his hands and feet. These flames add to the sacred fist's unarmed damage. The additional damage is equal to the sacred fist's class levels plus his wisdom modifier (if any).&lt;br /&gt;
Half the damage is fire damage(rounded up), and the rest is sacred energy and thus not subject to effects that reduce fire damage. The sacred flame lasts for 1 minute and can be invoked once per day. At 8th level, sacred flames can be used twice per day.&lt;br /&gt;
&lt;br /&gt;
'''Uncanny Dodge'''&lt;br /&gt;
&lt;br /&gt;
At 6th level, the Sacred Fist retains any Dexterity bonus to AC when flat-footed or when struck by an invisible attacker.&lt;br /&gt;
&lt;br /&gt;
'''Inner armor'''&lt;br /&gt;
&lt;br /&gt;
At 10th level, a sacred fist may use inner armour once per day. This provides +4 sacred bonus to AC, +4 sacred bonus to all saves, 25 spell resistance for a number of rounds equal to his wisdom modifier.&lt;br /&gt;
&lt;br /&gt;
{{Classes}}&lt;/div&gt;</summary>
		<author><name>Ithildur</name></author>	</entry>

	<entry>
		<id>https://www.alandfaraway.info/Wiki/index.php?title=Sacred_Fist&amp;diff=3238</id>
		<title>Sacred Fist</title>
		<link rel="alternate" type="text/html" href="https://www.alandfaraway.info/Wiki/index.php?title=Sacred_Fist&amp;diff=3238"/>
				<updated>2017-11-11T20:18:26Z</updated>
		
		<summary type="html">&lt;p&gt;Ithildur: /* Class Features */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Classes]]&lt;br /&gt;
[[Category:Prestige Classes]]&lt;br /&gt;
{{Class&lt;br /&gt;
| Image = [[Image:sacredfist.jpg|256px|Sacred Fist]]&lt;br /&gt;
| Name = Sacred Fist&lt;br /&gt;
| HitDie = d8&lt;br /&gt;
| Skills = 4&lt;br /&gt;
| Proficiencies = ''None''&lt;br /&gt;
| ClassSkills = [[Balance]], [[Concentration]], [[Escape Artist]], [[Heal]], [[Jump]], [[Profession]], [[Spellcraft]], [[Tumble]]&lt;br /&gt;
| Requirements = Yes&lt;br /&gt;
| ReqBAB = +4 (note: +8 BAB or 1st level Monk is required for Stunning Fist)&lt;br /&gt;
| ReqFeats = [[Improved Unarmed Strike]], [[Stunning Fist]], [[Combat Casting]]&lt;br /&gt;
| ReqSkills = [[Knowledge]] (Religion) (8) &lt;br /&gt;
| ReqOther = Able to cast 1st-level divine spell.&lt;br /&gt;
| Source = [[Complete Divine]]&lt;br /&gt;
}}&lt;br /&gt;
{{ExternalSource_d20srd|http://www.d20srd.org/srd/classes/}}&lt;br /&gt;
{{ExternalSource_nwn2wiki|http://nwn2.wikia.com/wiki/Sacred_Fist}}&lt;br /&gt;
{{ExternalSource_realmshelps|http://www.realmshelps.net/charbuild/classes/prestige/general/sacredfist.shtml}}&lt;br /&gt;
&lt;br /&gt;
: ''&amp;quot;Sacred Fists are independent organizations found within many temples. Their ascetic members have turned their divine magic inward, bringing their bodies and wills into harmony. Sacred Fists have forsworn the use of weapons and heavy armor. They consider their bodies and minds gifts from their deity, and they believe that not developing those gifts to their fullest potential is a sin. Spellcasting does not dishonor them or their deity. Sacred Fists are strong in faith, will and body.&lt;br /&gt;
&lt;br /&gt;
Clerics are excellent candidates for Sacred Fist orders. Paladins may also choose to join them, but are seldom comfortable surrendering the trappings of their calling. Fighters, rogues, bards and even ex-monks may make good candidates, provided they have enough levels in a class that grants divine spells. Druids occasionally find the class's combat skills useful, but sorcerers and wizards find little to interest them.&amp;quot;'' -- [[Complete Divine]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Class Features ==&lt;br /&gt;
{{ClassProgression&lt;br /&gt;
| MaxLevel = 10&lt;br /&gt;
| BAB = High&lt;br /&gt;
| Fortitude = High&lt;br /&gt;
| Reflex = High&lt;br /&gt;
| Will = Low&lt;br /&gt;
| Special1 = +1 divine spellcasting level [[Unarmed Damage]], AC bonus +1, Code of Conduct, &lt;br /&gt;
| Special2 = +1 divine spellcasting level&lt;br /&gt;
| Special3 = +1 divine spellcasting level, [[Fast Movement]]&lt;br /&gt;
| Special4 = [[Sacred Flames]] x1/day&lt;br /&gt;
| Special5 = +1 divine spellcasting level, AC bonus +2&lt;br /&gt;
| Special6 = +1 divine spellcasting level, [[Uncanny Dodge]]&lt;br /&gt;
| Special7 = +1 divine spellcasting level&lt;br /&gt;
| Special8 = [[Sacred Flames]] x2/day&lt;br /&gt;
| Special9 = +1 divine spellcasting level&lt;br /&gt;
| Special10 = +1 divine spellcasting level, [[Inner Armor]], AC bonux +3&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Spell progression'''&lt;br /&gt;
&lt;br /&gt;
When a new sacred fist level is gained, except at 4th and 8th level, the character gains new spells per day as if he had also gained a level in a divine spellcasting class he belonged to before adding the prestige class. He does not, however, gain any other benefit a character of that class would have gained, except for an increased effective level of spellcasting. If a character had more than one divine spellcasting class before becoming an sacred fist, he must decide to which class he adds the new level for purposes of determining spells per day.&lt;br /&gt;
&lt;br /&gt;
'''Unarmed damage'''&lt;br /&gt;
&lt;br /&gt;
A sacred fist's unarmed damage follows the same progression as monk. If the sacred fist also has monk levels then the levels stack for the purpose of determining the damage.&lt;br /&gt;
&lt;br /&gt;
'''AC bonus'''&lt;br /&gt;
&lt;br /&gt;
When unencumbered, wearing no or light armor and not using a shield a sacred fist gains a +1 AC bonus. This increases to +2 at level 5 and +3 at 10.&lt;br /&gt;
&lt;br /&gt;
''Note: Though not mentioned in the description, this has the added benefit of allowing you to retain both your light armor bonus and your Monk AC bonus. This only functions if you already have Monk levels.''&lt;br /&gt;
&lt;br /&gt;
'''Sacred Fist Code of Conduct'''&lt;br /&gt;
&lt;br /&gt;
Sacred fists have vowed to refrain from using weapons. Whenever a sacred fist equips any weapon they suffer a -8 attack penalty.&lt;br /&gt;
&lt;br /&gt;
'''Fast movement'''&lt;br /&gt;
&lt;br /&gt;
At level 3 a sacred fist gains a +10ft speed bonus. At level 6 this becomes +20ft, at 8th +30ft. Wearing medium or heavy armor or encumberance disables this bonus. If the sacred fist also has monk levels then the levels stack for the purpose of determining the speed bonus.&lt;br /&gt;
&lt;br /&gt;
Sacred Fist fast movements works even in light armor, unlike Monk which only works in no armor (robes).&lt;br /&gt;
&lt;br /&gt;
'''Sacred flames'''&lt;br /&gt;
&lt;br /&gt;
At 4th level, a sacred fist may use a standard action to invoke sacred flames around his hands and feet. These flames add to the sacred fist's unarmed damage. The additional damage is equal to the sacred fist's class levels plus his wisdom modifier (if any).&lt;br /&gt;
Half the damage is fire damage(rounded up), and the rest is sacred energy and thus not subject to effects that reduce fire damage. The sacred flame lasts for 1 minute and can be invoked once per day. At 8th level, sacred flames can be used twice per day.&lt;br /&gt;
&lt;br /&gt;
'''Uncanny Dodge'''&lt;br /&gt;
&lt;br /&gt;
At 6th level, the Sacred Fist retains any Dexterity bonus to AC when flat-footed or when struck by an invisible attacker.&lt;br /&gt;
&lt;br /&gt;
'''Inner armor'''&lt;br /&gt;
&lt;br /&gt;
At 10th level, a sacred fist may use inner armour once per day. This provides +4 sacred bonus to AC, +4 sacred bonus to all saves, 25 spell resistance for a number of rounds equal to his wisdom modifier.&lt;br /&gt;
&lt;br /&gt;
{{Classes}}&lt;/div&gt;</summary>
		<author><name>Ithildur</name></author>	</entry>

	<entry>
		<id>https://www.alandfaraway.info/Wiki/index.php?title=Sacred_Fist&amp;diff=3237</id>
		<title>Sacred Fist</title>
		<link rel="alternate" type="text/html" href="https://www.alandfaraway.info/Wiki/index.php?title=Sacred_Fist&amp;diff=3237"/>
				<updated>2017-11-11T20:17:14Z</updated>
		
		<summary type="html">&lt;p&gt;Ithildur: /* Class Features */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Classes]]&lt;br /&gt;
[[Category:Prestige Classes]]&lt;br /&gt;
{{Class&lt;br /&gt;
| Image = [[Image:sacredfist.jpg|256px|Sacred Fist]]&lt;br /&gt;
| Name = Sacred Fist&lt;br /&gt;
| HitDie = d8&lt;br /&gt;
| Skills = 4&lt;br /&gt;
| Proficiencies = ''None''&lt;br /&gt;
| ClassSkills = [[Balance]], [[Concentration]], [[Escape Artist]], [[Heal]], [[Jump]], [[Profession]], [[Spellcraft]], [[Tumble]]&lt;br /&gt;
| Requirements = Yes&lt;br /&gt;
| ReqBAB = +4 (note: +8 BAB or 1st level Monk is required for Stunning Fist)&lt;br /&gt;
| ReqFeats = [[Improved Unarmed Strike]], [[Stunning Fist]], [[Combat Casting]]&lt;br /&gt;
| ReqSkills = [[Knowledge]] (Religion) (8) &lt;br /&gt;
| ReqOther = Able to cast 1st-level divine spell.&lt;br /&gt;
| Source = [[Complete Divine]]&lt;br /&gt;
}}&lt;br /&gt;
{{ExternalSource_d20srd|http://www.d20srd.org/srd/classes/}}&lt;br /&gt;
{{ExternalSource_nwn2wiki|http://nwn2.wikia.com/wiki/Sacred_Fist}}&lt;br /&gt;
{{ExternalSource_realmshelps|http://www.realmshelps.net/charbuild/classes/prestige/general/sacredfist.shtml}}&lt;br /&gt;
&lt;br /&gt;
: ''&amp;quot;Sacred Fists are independent organizations found within many temples. Their ascetic members have turned their divine magic inward, bringing their bodies and wills into harmony. Sacred Fists have forsworn the use of weapons and heavy armor. They consider their bodies and minds gifts from their deity, and they believe that not developing those gifts to their fullest potential is a sin. Spellcasting does not dishonor them or their deity. Sacred Fists are strong in faith, will and body.&lt;br /&gt;
&lt;br /&gt;
Clerics are excellent candidates for Sacred Fist orders. Paladins may also choose to join them, but are seldom comfortable surrendering the trappings of their calling. Fighters, rogues, bards and even ex-monks may make good candidates, provided they have enough levels in a class that grants divine spells. Druids occasionally find the class's combat skills useful, but sorcerers and wizards find little to interest them.&amp;quot;'' -- [[Complete Divine]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Class Features ==&lt;br /&gt;
{{ClassProgression&lt;br /&gt;
| MaxLevel = 10&lt;br /&gt;
| BAB = High&lt;br /&gt;
| Fortitude = High&lt;br /&gt;
| Reflex = High&lt;br /&gt;
| Will = Low&lt;br /&gt;
| Special1 = [[Unarmed Damage]], AC bonus +1, Code of Conduct, +1 divine spellcasting level&lt;br /&gt;
| Special2 = +1 divine spellcasting level&lt;br /&gt;
| Special3 = [[Fast Movement]], +1 divine spellcasting level&lt;br /&gt;
| Special4 = [[Sacred Flames]] x1/day&lt;br /&gt;
| Special5 = AC bonus +2, +1 divine spellcasting level&lt;br /&gt;
| Special6 = [[Uncanny Dodge]], +1 divine spellcasting level&lt;br /&gt;
| Special7 = +1 divine spellcasting level&lt;br /&gt;
| Special8 = [[Sacred Flames]] x2/day&lt;br /&gt;
| Special9 = +1 divine spellcasting level&lt;br /&gt;
| Special10 = [[Inner Armor]], AC bonux +3, +1 divine spellcasting level&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Spell progression'''&lt;br /&gt;
&lt;br /&gt;
When a new sacred fist level is gained, except at 4th and 8th level, the character gains new spells per day as if he had also gained a level in a divine spellcasting class he belonged to before adding the prestige class. He does not, however, gain any other benefit a character of that class would have gained, except for an increased effective level of spellcasting. If a character had more than one divine spellcasting class before becoming an sacred fist, he must decide to which class he adds the new level for purposes of determining spells per day.&lt;br /&gt;
&lt;br /&gt;
'''Unarmed damage'''&lt;br /&gt;
&lt;br /&gt;
A sacred fist's unarmed damage follows the same progression as monk. If the sacred fist also has monk levels then the levels stack for the purpose of determining the damage.&lt;br /&gt;
&lt;br /&gt;
'''AC bonus'''&lt;br /&gt;
&lt;br /&gt;
When unencumbered, wearing no or light armor and not using a shield a sacred fist gains a +1 AC bonus. This increases to +2 at level 5 and +3 at 10.&lt;br /&gt;
&lt;br /&gt;
''Note: Though not mentioned in the description, this has the added benefit of allowing you to retain both your light armor bonus and your Monk AC bonus. This only functions if you already have Monk levels.''&lt;br /&gt;
&lt;br /&gt;
'''Sacred Fist Code of Conduct'''&lt;br /&gt;
&lt;br /&gt;
Sacred fists have vowed to refrain from using weapons. Whenever a sacred fist equips any weapon they suffer a -8 attack penalty.&lt;br /&gt;
&lt;br /&gt;
'''Fast movement'''&lt;br /&gt;
&lt;br /&gt;
At level 3 a sacred fist gains a +10ft speed bonus. At level 6 this becomes +20ft, at 8th +30ft. Wearing medium or heavy armor or encumberance disables this bonus. If the sacred fist also has monk levels then the levels stack for the purpose of determining the speed bonus.&lt;br /&gt;
&lt;br /&gt;
Sacred Fist fast movements works even in light armor, unlike Monk which only works in no armor (robes).&lt;br /&gt;
&lt;br /&gt;
'''Sacred flames'''&lt;br /&gt;
&lt;br /&gt;
At 4th level, a sacred fist may use a standard action to invoke sacred flames around his hands and feet. These flames add to the sacred fist's unarmed damage. The additional damage is equal to the sacred fist's class levels plus his wisdom modifier (if any).&lt;br /&gt;
Half the damage is fire damage(rounded up), and the rest is sacred energy and thus not subject to effects that reduce fire damage. The sacred flame lasts for 1 minute and can be invoked once per day. At 8th level, sacred flames can be used twice per day.&lt;br /&gt;
&lt;br /&gt;
'''Uncanny Dodge'''&lt;br /&gt;
&lt;br /&gt;
At 6th level, the Sacred Fist retains any Dexterity bonus to AC when flat-footed or when struck by an invisible attacker.&lt;br /&gt;
&lt;br /&gt;
'''Inner armor'''&lt;br /&gt;
&lt;br /&gt;
At 10th level, a sacred fist may use inner armour once per day. This provides +4 sacred bonus to AC, +4 sacred bonus to all saves, 25 spell resistance for a number of rounds equal to his wisdom modifier.&lt;br /&gt;
&lt;br /&gt;
{{Classes}}&lt;/div&gt;</summary>
		<author><name>Ithildur</name></author>	</entry>

	<entry>
		<id>https://www.alandfaraway.info/Wiki/index.php?title=Sacred_Fist&amp;diff=3236</id>
		<title>Sacred Fist</title>
		<link rel="alternate" type="text/html" href="https://www.alandfaraway.info/Wiki/index.php?title=Sacred_Fist&amp;diff=3236"/>
				<updated>2017-11-11T20:16:42Z</updated>
		
		<summary type="html">&lt;p&gt;Ithildur: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Classes]]&lt;br /&gt;
[[Category:Prestige Classes]]&lt;br /&gt;
{{Class&lt;br /&gt;
| Image = [[Image:sacredfist.jpg|256px|Sacred Fist]]&lt;br /&gt;
| Name = Sacred Fist&lt;br /&gt;
| HitDie = d8&lt;br /&gt;
| Skills = 4&lt;br /&gt;
| Proficiencies = ''None''&lt;br /&gt;
| ClassSkills = [[Balance]], [[Concentration]], [[Escape Artist]], [[Heal]], [[Jump]], [[Profession]], [[Spellcraft]], [[Tumble]]&lt;br /&gt;
| Requirements = Yes&lt;br /&gt;
| ReqBAB = +4 (note: +8 BAB or 1st level Monk is required for Stunning Fist)&lt;br /&gt;
| ReqFeats = [[Improved Unarmed Strike]], [[Stunning Fist]], [[Combat Casting]]&lt;br /&gt;
| ReqSkills = [[Knowledge]] (Religion) (8) &lt;br /&gt;
| ReqOther = Able to cast 1st-level divine spell.&lt;br /&gt;
| Source = [[Complete Divine]]&lt;br /&gt;
}}&lt;br /&gt;
{{ExternalSource_d20srd|http://www.d20srd.org/srd/classes/}}&lt;br /&gt;
{{ExternalSource_nwn2wiki|http://nwn2.wikia.com/wiki/Sacred_Fist}}&lt;br /&gt;
{{ExternalSource_realmshelps|http://www.realmshelps.net/charbuild/classes/prestige/general/sacredfist.shtml}}&lt;br /&gt;
&lt;br /&gt;
: ''&amp;quot;Sacred Fists are independent organizations found within many temples. Their ascetic members have turned their divine magic inward, bringing their bodies and wills into harmony. Sacred Fists have forsworn the use of weapons and heavy armor. They consider their bodies and minds gifts from their deity, and they believe that not developing those gifts to their fullest potential is a sin. Spellcasting does not dishonor them or their deity. Sacred Fists are strong in faith, will and body.&lt;br /&gt;
&lt;br /&gt;
Clerics are excellent candidates for Sacred Fist orders. Paladins may also choose to join them, but are seldom comfortable surrendering the trappings of their calling. Fighters, rogues, bards and even ex-monks may make good candidates, provided they have enough levels in a class that grants divine spells. Druids occasionally find the class's combat skills useful, but sorcerers and wizards find little to interest them.&amp;quot;'' -- [[Complete Divine]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Class Features ==&lt;br /&gt;
{{ClassProgression&lt;br /&gt;
| MaxLevel = 10&lt;br /&gt;
| BAB = High&lt;br /&gt;
| Fortitude = High&lt;br /&gt;
| Reflex = High&lt;br /&gt;
| Will = Low&lt;br /&gt;
| Special1 = [[Unarmed Damage]], AC bonus +1, Code of Conduct, +1 divine spellcasting level&lt;br /&gt;
| Special2 = +1 divine spellcasting level&lt;br /&gt;
| Special3 = [[Fast Movement]], +1 divine spellcasting level&lt;br /&gt;
| Special4 = [[Sacred Flames]] x1/day&lt;br /&gt;
| Special5 = AC bonus +2, +1 divine spellcasting level&lt;br /&gt;
| Special6 = [[Uncanny Dodge]], +1 divine spellcasting level&lt;br /&gt;
| Special7 = +1 divine spellcasting level&lt;br /&gt;
| Special8 = [[[Sacred Flames]] x2/day&lt;br /&gt;
| Special9 = +1 divine spellcasting level&lt;br /&gt;
| Special10 = [[Inner Armor]], AC bonux +3, +1 divine spellcasting level&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Spell progression'''&lt;br /&gt;
&lt;br /&gt;
When a new sacred fist level is gained, except at 4th and 8th level, the character gains new spells per day as if he had also gained a level in a divine spellcasting class he belonged to before adding the prestige class. He does not, however, gain any other benefit a character of that class would have gained, except for an increased effective level of spellcasting. If a character had more than one divine spellcasting class before becoming an sacred fist, he must decide to which class he adds the new level for purposes of determining spells per day.&lt;br /&gt;
&lt;br /&gt;
'''Unarmed damage'''&lt;br /&gt;
&lt;br /&gt;
A sacred fist's unarmed damage follows the same progression as monk. If the sacred fist also has monk levels then the levels stack for the purpose of determining the damage.&lt;br /&gt;
&lt;br /&gt;
'''AC bonus'''&lt;br /&gt;
&lt;br /&gt;
When unencumbered, wearing no or light armor and not using a shield a sacred fist gains a +1 AC bonus. This increases to +2 at level 5 and +3 at 10.&lt;br /&gt;
&lt;br /&gt;
''Note: Though not mentioned in the description, this has the added benefit of allowing you to retain both your light armor bonus and your Monk AC bonus. This only functions if you already have Monk levels.''&lt;br /&gt;
&lt;br /&gt;
'''Sacred Fist Code of Conduct'''&lt;br /&gt;
&lt;br /&gt;
Sacred fists have vowed to refrain from using weapons. Whenever a sacred fist equips any weapon they suffer a -8 attack penalty.&lt;br /&gt;
&lt;br /&gt;
'''Fast movement'''&lt;br /&gt;
&lt;br /&gt;
At level 3 a sacred fist gains a +10ft speed bonus. At level 6 this becomes +20ft, at 8th +30ft. Wearing medium or heavy armor or encumberance disables this bonus. If the sacred fist also has monk levels then the levels stack for the purpose of determining the speed bonus.&lt;br /&gt;
&lt;br /&gt;
Sacred Fist fast movements works even in light armor, unlike Monk which only works in no armor (robes).&lt;br /&gt;
&lt;br /&gt;
'''Sacred flames'''&lt;br /&gt;
&lt;br /&gt;
At 4th level, a sacred fist may use a standard action to invoke sacred flames around his hands and feet. These flames add to the sacred fist's unarmed damage. The additional damage is equal to the sacred fist's class levels plus his wisdom modifier (if any).&lt;br /&gt;
Half the damage is fire damage(rounded up), and the rest is sacred energy and thus not subject to effects that reduce fire damage. The sacred flame lasts for 1 minute and can be invoked once per day. At 8th level, sacred flames can be used twice per day.&lt;br /&gt;
&lt;br /&gt;
'''Uncanny Dodge'''&lt;br /&gt;
&lt;br /&gt;
At 6th level, the Sacred Fist retains any Dexterity bonus to AC when flat-footed or when struck by an invisible attacker.&lt;br /&gt;
&lt;br /&gt;
'''Inner armor'''&lt;br /&gt;
&lt;br /&gt;
At 10th level, a sacred fist may use inner armour once per day. This provides +4 sacred bonus to AC, +4 sacred bonus to all saves, 25 spell resistance for a number of rounds equal to his wisdom modifier.&lt;br /&gt;
&lt;br /&gt;
{{Classes}}&lt;/div&gt;</summary>
		<author><name>Ithildur</name></author>	</entry>

	<entry>
		<id>https://www.alandfaraway.info/Wiki/index.php?title=Sacred_Fist&amp;diff=3235</id>
		<title>Sacred Fist</title>
		<link rel="alternate" type="text/html" href="https://www.alandfaraway.info/Wiki/index.php?title=Sacred_Fist&amp;diff=3235"/>
				<updated>2017-11-11T20:12:40Z</updated>
		
		<summary type="html">&lt;p&gt;Ithildur: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Classes]]&lt;br /&gt;
[[Category:Prestige Classes]]&lt;br /&gt;
{{Class&lt;br /&gt;
| Image = [[Image:sacredfist.jpg|256px|Sacred Fist]]&lt;br /&gt;
| Name = Sacred Fist&lt;br /&gt;
| HitDie = d8&lt;br /&gt;
| Skills = 4&lt;br /&gt;
| Proficiencies = ''None''&lt;br /&gt;
| ClassSkills = [[Balance]], [[Concentration]], [[Escape Artist]], [[Heal]], [[Jump]], [[Profession]], [[Spellcraft]], [[Tumble]]&lt;br /&gt;
| Requirements = Yes&lt;br /&gt;
| ReqBAB = +4 (note: +8 BAB or 1st level Monk is required for Stunning Fist)&lt;br /&gt;
| ReqFeats = [[Improved Unarmed Strike]], [[Stunning Fist]], [[Combat Casting]]&lt;br /&gt;
| ReqSkills = [[Knowledge]] (Religion) (8) &lt;br /&gt;
| ReqOther = Able to cast 1st-level divine spell.&lt;br /&gt;
| Source = [[Complete Divine]]&lt;br /&gt;
}}&lt;br /&gt;
{{ExternalSource_d20srd|http://www.d20srd.org/srd/classes/}}&lt;br /&gt;
{{ExternalSource_nwn2wiki|http://nwn2.wikia.com/wiki/Sacred_Fist}}&lt;br /&gt;
{{ExternalSource_realmshelps|http://www.realmshelps.net/charbuild/classes/prestige/general/sacredfist.shtml}}&lt;br /&gt;
&lt;br /&gt;
: ''&amp;quot;Sacred Fists are independent organizations found within many temples. Their ascetic members have turned their divine magic inward, bringing their bodies and wills into harmony. Sacred Fists have forsworn the use of weapons and heavy armor. They consider their bodies and minds gifts from their deity, and they believe that not developing those gifts to their fullest potential is a sin. Spellcasting does not dishonor them or their deity. Sacred Fists are strong in faith, will and body.&lt;br /&gt;
&lt;br /&gt;
Clerics are excellent candidates for Sacred Fist orders. Paladins may also choose to join them, but are seldom comfortable surrendering the trappings of their calling. Fighters, rogues, bards and even ex-monks may make good candidates, provided they have enough levels in a class that grants divine spells. Druids occasionally find the class's combat skills useful, but sorcerers and wizards find little to interest them.&amp;quot;'' -- [[Complete Divine]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Class Features ==&lt;br /&gt;
{{ClassProgression&lt;br /&gt;
| MaxLevel = 10&lt;br /&gt;
| BAB = High&lt;br /&gt;
| Fortitude = High&lt;br /&gt;
| Reflex = High&lt;br /&gt;
| Will = Low&lt;br /&gt;
| Special1 = [[Kelemvor's Boon]]&lt;br /&gt;
| Special2 = [[Improved Turning]] &lt;br /&gt;
| Special3 = [[Extra Turning II]]&lt;br /&gt;
| Special4 = [[Save Bonus]]&lt;br /&gt;
| Special5 = [[Bond of Fatal Touch]] (Ghost Touch) &lt;br /&gt;
| Special6 = [[Divine Vengeance]]&lt;br /&gt;
| Special7 = [[Bond of Fatal Touch]]  (Undead Bane)&lt;br /&gt;
| Special8 = [[Save Bonus]], [[Ethereal Purge]] &lt;br /&gt;
| Special9 = [[Bond of Fatal Touch]] (Disruption)&lt;br /&gt;
| Special10 = [[ Extra Turning III]], [[Empower Turning]], [[Kelemvor's Grace]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Spell progression'''&lt;br /&gt;
&lt;br /&gt;
When a new sacred fist level is gained, except at 4th and 8th level, the character gains new spells per day as if he had also gained a level in a divine spellcasting class he belonged to before adding the prestige class. He does not, however, gain any other benefit a character of that class would have gained, except for an increased effective level of spellcasting. If a character had more than one divine spellcasting class before becoming an sacred fist, he must decide to which class he adds the new level for purposes of determining spells per day.&lt;br /&gt;
&lt;br /&gt;
'''Unarmed damage'''&lt;br /&gt;
&lt;br /&gt;
A sacred fist's unarmed damage follows the same progression as monk. If the sacred fist also has monk levels then the levels stack for the purpose of determining the damage.&lt;br /&gt;
&lt;br /&gt;
'''AC bonus'''&lt;br /&gt;
&lt;br /&gt;
When unencumbered, wearing no or light armor and not using a shield a sacred fist gains a +1 AC bonus. This increases to +2 at level 5 and +3 at 10.&lt;br /&gt;
&lt;br /&gt;
''Note: Though not mentioned in the description, this has the added benefit of allowing you to retain both your light armor bonus and your Monk AC bonus. This only functions if you already have Monk levels.''&lt;br /&gt;
&lt;br /&gt;
'''Sacred Fist Code of Conduct'''&lt;br /&gt;
&lt;br /&gt;
Sacred fists have vowed to refrain from using weapons. Whenever a sacred fist equips any weapon they suffer a -8 attack penalty.&lt;br /&gt;
&lt;br /&gt;
'''Fast movement'''&lt;br /&gt;
&lt;br /&gt;
At level 3 a sacred fist gains a +10ft speed bonus. At level 6 this becomes +20ft, at 8th +30ft. Wearing medium or heavy armor or encumberance disables this bonus. If the sacred fist also has monk levels then the levels stack for the purpose of determining the speed bonus.&lt;br /&gt;
&lt;br /&gt;
Sacred Fist fast movements works even in light armor, unlike Monk which only works in no armor (robes).&lt;br /&gt;
&lt;br /&gt;
'''Sacred flames'''&lt;br /&gt;
&lt;br /&gt;
At 4th level, a sacred fist may use a standard action to invoke sacred flames around his hands and feet. These flames add to the sacred fist's unarmed damage. The additional damage is equal to the sacred fist's class levels plus his wisdom modifier (if any).&lt;br /&gt;
Half the damage is fire damage(rounded up), and the rest is sacred energy and thus not subject to effects that reduce fire damage. The sacred flame lasts for 1 minute and can be invoked once per day. At 8th level, sacred flames can be used twice per day.&lt;br /&gt;
&lt;br /&gt;
'''Uncanny Dodge'''&lt;br /&gt;
&lt;br /&gt;
At 6th level, the Sacred Fist retains any Dexterity bonus to AC when flat-footed or when struck by an invisible attacker.&lt;br /&gt;
&lt;br /&gt;
'''Inner armor'''&lt;br /&gt;
&lt;br /&gt;
At 10th level, a sacred fist may use inner armour once per day. This provides +4 sacred bonus to AC, +4 sacred bonus to all saves, 25 spell resistance for a number of rounds equal to his wisdom modifier.&lt;br /&gt;
&lt;br /&gt;
{{Classes}}&lt;/div&gt;</summary>
		<author><name>Ithildur</name></author>	</entry>

	<entry>
		<id>https://www.alandfaraway.info/Wiki/index.php?title=Sacred_Fist&amp;diff=3234</id>
		<title>Sacred Fist</title>
		<link rel="alternate" type="text/html" href="https://www.alandfaraway.info/Wiki/index.php?title=Sacred_Fist&amp;diff=3234"/>
				<updated>2017-11-11T20:11:12Z</updated>
		
		<summary type="html">&lt;p&gt;Ithildur: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Classes]]&lt;br /&gt;
[[Category:Prestige Classes]]&lt;br /&gt;
{{Class&lt;br /&gt;
| Image = [[Image:sacredfist.jpg|256px|Sacred Fist]]&lt;br /&gt;
| Name = Sacred Fist&lt;br /&gt;
| HitDie = d8&lt;br /&gt;
| Skills = 4&lt;br /&gt;
| Proficiencies = ''None''&lt;br /&gt;
| ClassSkills = [[Balance]], [[Concentration]], [[Escape Artist]], [[Heal]], [[Jump]], [[Profession]], [[Spellcraft]], [[Tumble]]&lt;br /&gt;
| Requirements = Yes&lt;br /&gt;
| ReqBAB = +4 (note: +8 BAB or 1st level Monk is required for Stunning Fist)&lt;br /&gt;
| ReqFeats = [[Improved Unarmed Strike]], [[Stunning Fist]], [[Combat Casting]]&lt;br /&gt;
| ReqSkills = [[Knowledge]] (Religion) (8) &lt;br /&gt;
| ReqOther = Able to cast 1st-level divine spell.&lt;br /&gt;
| Source = [[Complete Divine]]&lt;br /&gt;
}}&lt;br /&gt;
{{ExternalSource_d20srd|http://www.d20srd.org/srd/classes/}}&lt;br /&gt;
{{ExternalSource_nwn2wiki|http://nwn2.wikia.com/wiki/Sacred_Fist}}&lt;br /&gt;
{{ExternalSource_realmshelps|http://www.realmshelps.net/charbuild/classes/prestige/general/sacredfist.shtml}}&lt;br /&gt;
&lt;br /&gt;
: ''&amp;quot;Sacred Fists are independent organizations found within many temples. Their ascetic members have turned their divine magic inward, bringing their bodies and wills into harmony. Sacred Fists have forsworn the use of weapons and heavy armor. They consider their bodies and minds gifts from their deity, and they believe that not developing those gifts to their fullest potential is a sin. Spellcasting does not dishonor them or their deity. Sacred Fists are strong in faith, will and body.&lt;br /&gt;
&lt;br /&gt;
Clerics are excellent candidates for Sacred Fist orders. Paladins may also choose to join them, but are seldom comfortable surrendering the trappings of their calling. Fighters, rogues, bards and even ex-monks may make good candidates, provided they have enough levels in a class that grants divine spells. Druids occasionally find the class's combat skills useful, but sorcerers and wizards find little to interest them.&amp;quot;'' -- [[Complete Divine]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Class Features ==&lt;br /&gt;
{{ClassProgression&lt;br /&gt;
| MaxLevel = 10&lt;br /&gt;
| BAB = High&lt;br /&gt;
| Fortitude = High&lt;br /&gt;
| Reflex = High&lt;br /&gt;
| Will = Low&lt;br /&gt;
| Special1 = [[Kelemvor's Boon]]&lt;br /&gt;
| Special2 = [[Improved Turning]] &lt;br /&gt;
| Special3 = [[Extra Turning II]]&lt;br /&gt;
| Special4 = [[Save Bonus]]&lt;br /&gt;
| Special5 = [[Bond of Fatal Touch]] (Ghost Touch) &lt;br /&gt;
| Special6 = [[Divine Vengeance]]&lt;br /&gt;
| Special7 = [[Bond of Fatal Touch]]  (Undead Bane)&lt;br /&gt;
| Special8 = [[Save Bonus]], [[Ethereal Purge]] &lt;br /&gt;
| Special9 = [[Bond of Fatal Touch]] (Disruption)&lt;br /&gt;
| Special10 = [[ Extra Turning III]], [[Empower Turning]], [[Kelemvor's Grace]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Spell progression'''&lt;br /&gt;
&lt;br /&gt;
When a new sacred fist level is gained, except at 4th and 8th level, the character gains new spells per day as if he had also gained a level in a divine spellcasting class he belonged to before adding the prestige class. He does not, however, gain any other benefit a character of that class would have gained, except for an increased effective level of spellcasting. If a character had more than one divine spellcasting class before becoming an sacred fist, he must decide to which class he adds the new level for purposes of determining spells per day.&lt;br /&gt;
&lt;br /&gt;
'''Unarmed damage'''&lt;br /&gt;
&lt;br /&gt;
A sacred fist's unarmed damage follows the same progression as monk. If the sacred fist also has monk levels then the levels stack for the purpose of determining the damage.&lt;br /&gt;
&lt;br /&gt;
'''AC bonus'''&lt;br /&gt;
&lt;br /&gt;
When unencumbered, wearing no or light armor and not using a shield a sacred fist gains a +1 AC bonus. This increases to +2 at level 5 and +3 at 10.&lt;br /&gt;
&lt;br /&gt;
''Note: Though not mentioned in the description, this has the added benefit of allowing you to retain both your light armor bonus and your Monk AC bonus. This only functions if you already have Monk levels.''&lt;br /&gt;
&lt;br /&gt;
'''Sacred Fist Code of Conduct'''&lt;br /&gt;
&lt;br /&gt;
Sacred fists have vowed to refrain from using weapons. Whenever a sacred fist equips any weapon they suffer a -8 attack penalty.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Classes}}&lt;/div&gt;</summary>
		<author><name>Ithildur</name></author>	</entry>

	<entry>
		<id>https://www.alandfaraway.info/Wiki/index.php?title=Sacred_Fist&amp;diff=3233</id>
		<title>Sacred Fist</title>
		<link rel="alternate" type="text/html" href="https://www.alandfaraway.info/Wiki/index.php?title=Sacred_Fist&amp;diff=3233"/>
				<updated>2017-11-11T20:09:54Z</updated>
		
		<summary type="html">&lt;p&gt;Ithildur: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Classes]]&lt;br /&gt;
[[Category:Prestige Classes]]&lt;br /&gt;
{{Class&lt;br /&gt;
| Image = [[Image:sacredfist.jpg|256px|Sacred Fist]]&lt;br /&gt;
| Name = Sacred Fist&lt;br /&gt;
| HitDie = d8&lt;br /&gt;
| Skills = 4&lt;br /&gt;
| Proficiencies = ''None''&lt;br /&gt;
| ClassSkills = [[Balance]], [[Concentration]], [[Escape Artist]], [[Heal]], [[Jump]], [[Profession]], [[Spellcraft]], [[Tumble]]&lt;br /&gt;
| Requirements = Yes&lt;br /&gt;
| ReqBAB = +4 (note: +8 BAB or 1st level Monk is required for Stunning Fist)&lt;br /&gt;
| ReqFeats = [[Improved Unarmed Strike]], [[Stunning Fist]], [[Combat Casting]]&lt;br /&gt;
| ReqSkills = [[Knowledge]] (Religion) (8) &lt;br /&gt;
| ReqOther = Able to cast 1st-level divine spell.&lt;br /&gt;
| Source = [[Complete Divine]]&lt;br /&gt;
}}&lt;br /&gt;
{{ExternalSource_d20srd|http://www.d20srd.org/srd/classes/}}&lt;br /&gt;
{{ExternalSource_nwn2wiki|http://nwn2.wikia.com/wiki/Sacred_Fist}}&lt;br /&gt;
{{ExternalSource_realmshelps|http://www.realmshelps.net/charbuild/classes/prestige/general/sacredfist.shtml}}&lt;br /&gt;
&lt;br /&gt;
: ''&amp;quot;Sacred Fists are independent organizations found within many temples. Their ascetic members have turned their divine magic inward, bringing their bodies and wills into harmony. Sacred Fists have forsworn the use of weapons and heavy armor. They consider their bodies and minds gifts from their deity, and they believe that not developing those gifts to their fullest potential is a sin. Spellcasting does not dishonor them or their deity. Sacred Fists are strong in faith, will and body.&lt;br /&gt;
&lt;br /&gt;
Clerics are excellent candidates for Sacred Fist orders. Paladins may also choose to join them, but are seldom comfortable surrendering the trappings of their calling. Fighters, rogues, bards and even ex-monks may make good candidates, provided they have enough levels in a class that grants divine spells. Druids occasionally find the class's combat skills useful, but sorcerers and wizards find little to interest them.&amp;quot;'' -- [[Complete Divine]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Class Features ==&lt;br /&gt;
{{ClassProgression&lt;br /&gt;
| MaxLevel = 10&lt;br /&gt;
| BAB = High&lt;br /&gt;
| Fortitude = High&lt;br /&gt;
| Reflex = High&lt;br /&gt;
| Will = Low&lt;br /&gt;
| Special1 = [[Kelemvor's Boon]]&lt;br /&gt;
| Special2 = [[Improved Turning]] &lt;br /&gt;
| Special3 = [[Extra Turning II]]&lt;br /&gt;
| Special4 = [[Save Bonus]]&lt;br /&gt;
| Special5 = [[Bond of Fatal Touch]] (Ghost Touch) &lt;br /&gt;
| Special6 = [[Divine Vengeance]]&lt;br /&gt;
| Special7 = [[Bond of Fatal Touch]]  (Undead Bane)&lt;br /&gt;
| Special8 = [[Save Bonus]], [[Ethereal Purge]] &lt;br /&gt;
| Special9 = [[Bond of Fatal Touch]] (Disruption)&lt;br /&gt;
| Special10 = [[ Extra Turning III]], [[Empower Turning]], [[Kelemvor's Grace]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Spell progression'''&lt;br /&gt;
&lt;br /&gt;
When a new sacred fist level is gained, except at 4th and 8th level, the character gains new spells per day as if he had also gained a level in a divine spellcasting class he belonged to before adding the prestige class. He does not, however, gain any other benefit a character of that class would have gained, except for an increased effective level of spellcasting. If a character had more than one divine spellcasting class before becoming an sacred fist, he must decide to which class he adds the new level for purposes of determining spells per day.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Classes}}&lt;/div&gt;</summary>
		<author><name>Ithildur</name></author>	</entry>

	<entry>
		<id>https://www.alandfaraway.info/Wiki/index.php?title=Sacred_Fist&amp;diff=3232</id>
		<title>Sacred Fist</title>
		<link rel="alternate" type="text/html" href="https://www.alandfaraway.info/Wiki/index.php?title=Sacred_Fist&amp;diff=3232"/>
				<updated>2017-11-11T20:07:23Z</updated>
		
		<summary type="html">&lt;p&gt;Ithildur: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Classes]]&lt;br /&gt;
[[Category:Prestige Classes]]&lt;br /&gt;
{{Class&lt;br /&gt;
| Image = [[Image:sacredfist.jpg|256px|Sacred Fist]]&lt;br /&gt;
| Name = Sacred Fist&lt;br /&gt;
| HitDie = d8&lt;br /&gt;
| Skills = 4&lt;br /&gt;
| Proficiencies = ''None''&lt;br /&gt;
| ClassSkills = [[Balance]], [[Concentration]], [[Escape Artist]], [[Heal]], [[Jump]], [[Profession]], [[Spellcraft]], [[Tumble]]&lt;br /&gt;
| Requirements = Yes&lt;br /&gt;
| ReqFeats = [[Improved Unarmed Strike]], [[Stunning Fist]], [[Combat Casting]]&lt;br /&gt;
| ReqSkills = [[Knowledge]] (Religion) (8) &lt;br /&gt;
| ReqOther = Able to cast 1st-level divine spell.&lt;br /&gt;
| Source = [[Neverwinter Nights 2]]&lt;br /&gt;
}}&lt;br /&gt;
{{ExternalSource_d20srd|http://www.d20srd.org/srd/classes/}}&lt;br /&gt;
{{ExternalSource_nwn2wiki|http://nwn2.wikia.com/wiki/Sacred_Fist}}&lt;br /&gt;
{{ExternalSource_realmshelps|http://www.realmshelps.net/charbuild/classes/prestige/general/sacredfist.shtml}}&lt;br /&gt;
&lt;br /&gt;
: ''&amp;quot;Sacred Fists are independent organizations found within many temples. Their ascetic members have turned their divine magic inward, bringing their bodies and wills into harmony. Sacred Fists have forsworn the use of weapons and heavy armor. They consider their bodies and minds gifts from their deity, and they believe that not developing those gifts to their fullest potential is a sin. Spellcasting does not dishonor them or their deity. Sacred Fists are strong in faith, will and body.&lt;br /&gt;
&lt;br /&gt;
Clerics are excellent candidates for Sacred Fist orders. Paladins may also choose to join them, but are seldom comfortable surrendering the trappings of their calling. Fighters, rogues, bards and even ex-monks may make good candidates, provided they have enough levels in a class that grants divine spells. Druids occasionally find the class's combat skills useful, but sorcerers and wizards find little to interest them.&amp;quot;'' -- [[Complete Divine]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Class Features ==&lt;br /&gt;
{{ClassProgression&lt;br /&gt;
| MaxLevel = 10&lt;br /&gt;
| BAB = High&lt;br /&gt;
| Fortitude = High&lt;br /&gt;
| Reflex = High&lt;br /&gt;
| Will = Low&lt;br /&gt;
| Special1 = [[Kelemvor's Boon]]&lt;br /&gt;
| Special2 = [[Improved Turning]] &lt;br /&gt;
| Special3 = [[Extra Turning II]]&lt;br /&gt;
| Special4 = [[Save Bonus]]&lt;br /&gt;
| Special5 = [[Bond of Fatal Touch]] (Ghost Touch) &lt;br /&gt;
| Special6 = [[Divine Vengeance]]&lt;br /&gt;
| Special7 = [[Bond of Fatal Touch]]  (Undead Bane)&lt;br /&gt;
| Special8 = [[Save Bonus]], [[Ethereal Purge]] &lt;br /&gt;
| Special9 = [[Bond of Fatal Touch]] (Disruption)&lt;br /&gt;
| Special10 = [[ Extra Turning III]], [[Empower Turning]], [[Kelemvor's Grace]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Spells Per Day/Spells Known ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Classes}}&lt;/div&gt;</summary>
		<author><name>Ithildur</name></author>	</entry>

	<entry>
		<id>https://www.alandfaraway.info/Wiki/index.php?title=File:StoAmn.jpg&amp;diff=3231</id>
		<title>File:StoAmn.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.alandfaraway.info/Wiki/index.php?title=File:StoAmn.jpg&amp;diff=3231"/>
				<updated>2017-11-11T20:01:48Z</updated>
		
		<summary type="html">&lt;p&gt;Ithildur: &lt;/p&gt;
&lt;hr /&gt;
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		<author><name>Ithildur</name></author>	</entry>

	<entry>
		<id>https://www.alandfaraway.info/Wiki/index.php?title=File:Stormlord.jpg&amp;diff=3230</id>
		<title>File:Stormlord.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.alandfaraway.info/Wiki/index.php?title=File:Stormlord.jpg&amp;diff=3230"/>
				<updated>2017-11-11T20:01:36Z</updated>
		
		<summary type="html">&lt;p&gt;Ithildur: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Ithildur</name></author>	</entry>

	<entry>
		<id>https://www.alandfaraway.info/Wiki/index.php?title=File:Warpriest.jpg&amp;diff=3229</id>
		<title>File:Warpriest.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.alandfaraway.info/Wiki/index.php?title=File:Warpriest.jpg&amp;diff=3229"/>
				<updated>2017-11-11T20:01:23Z</updated>
		
		<summary type="html">&lt;p&gt;Ithildur: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Ithildur</name></author>	</entry>

	<entry>
		<id>https://www.alandfaraway.info/Wiki/index.php?title=File:Sacredfist.jpg&amp;diff=3228</id>
		<title>File:Sacredfist.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.alandfaraway.info/Wiki/index.php?title=File:Sacredfist.jpg&amp;diff=3228"/>
				<updated>2017-11-11T20:01:02Z</updated>
		
		<summary type="html">&lt;p&gt;Ithildur: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Ithildur</name></author>	</entry>

	<entry>
		<id>https://www.alandfaraway.info/Wiki/index.php?title=Sacred_Fist&amp;diff=3227</id>
		<title>Sacred Fist</title>
		<link rel="alternate" type="text/html" href="https://www.alandfaraway.info/Wiki/index.php?title=Sacred_Fist&amp;diff=3227"/>
				<updated>2017-11-11T20:00:23Z</updated>
		
		<summary type="html">&lt;p&gt;Ithildur: Created page with &amp;quot;Category:Classes Category:Prestige Classes {{Class | Image = Sacred Fist | Name = Sacred Fist | HitDie = d8 | Skills = 4 | Proficiencies...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Classes]]&lt;br /&gt;
[[Category:Prestige Classes]]&lt;br /&gt;
{{Class&lt;br /&gt;
| Image = [[Image:sacredfist.jpg|256px|Sacred Fist]]&lt;br /&gt;
| Name = Sacred Fist&lt;br /&gt;
| HitDie = d8&lt;br /&gt;
| Skills = 4&lt;br /&gt;
| Proficiencies = ''None''&lt;br /&gt;
| ClassSkills = ?&lt;br /&gt;
| Requirements = Yes&lt;br /&gt;
| ReqFeats = [[Extra Turning]], [[Great Fortitude]]&lt;br /&gt;
| ReqSaves = [[Will]] (4)&lt;br /&gt;
| ReqSkills = [[Diplomacy]] (5),[[Knowledge]] (planes) (5) &lt;br /&gt;
| ReqOther = Able to cast 3rd-level divine spells, Able to cast speak with dead as a divine spell, Must be proficient with the [[bastard sword]].&lt;br /&gt;
| Source = [[Neverwinter Nights 2]]&lt;br /&gt;
}}&lt;br /&gt;
{{ExternalSource_d20srd|http://www.d20srd.org/srd/classes/}}&lt;br /&gt;
{{ExternalSource_nwn2wiki|http://nwn2.wikia.com/wiki/Sacred_Fist}}&lt;br /&gt;
{{ExternalSource_realmshelps|http://www.realmshelps.net/charbuild/classes/prestige/general/sacredfist.shtml&lt;br /&gt;
&lt;br /&gt;
: ''&amp;quot;Sacred Fists are independent organizations found within many temples. Their ascetic members have turned their divine magic inward, bringing their bodies and wills into harmony. Sacred Fists have forsworn the use of weapons and heavy armor. They consider their bodies and minds gifts from their deity, and they believe that not developing those gifts to their fullest potential is a sin. Spellcasting does not dishonor them or their deity. Sacred Fists are strong in faith, will and body.&lt;br /&gt;
&lt;br /&gt;
Clerics are excellent candidates for Sacred Fist orders. Paladins may also choose to join them, but are seldom comfortable surrendering the trappings of their calling. Fighters, rogues, bards and even ex-monks may make good candidates, provided they have enough levels in a class that grants divine spells. Druids occasionally find the class's combat skills useful, but sorcerers and wizards find little to interest them.&amp;quot;'' -- [[Complete Divine]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Class Features ==&lt;br /&gt;
{{ClassProgression&lt;br /&gt;
| MaxLevel = 10&lt;br /&gt;
| BAB = Medium&lt;br /&gt;
| Fortitude = High&lt;br /&gt;
| Reflex = Low&lt;br /&gt;
| Will = High&lt;br /&gt;
| Special1 = [[Kelemvor's Boon]]&lt;br /&gt;
| Special2 = [[Improved Turning]] &lt;br /&gt;
| Special3 = [[Extra Turning II]]&lt;br /&gt;
| Special4 = [[Save Bonus]]&lt;br /&gt;
| Special5 = [[Bond of Fatal Touch]] (Ghost Touch) &lt;br /&gt;
| Special6 = [[Divine Vengeance]]&lt;br /&gt;
| Special7 = [[Bond of Fatal Touch]]  (Undead Bane)&lt;br /&gt;
| Special8 = [[Save Bonus]], [[Ethereal Purge]] &lt;br /&gt;
| Special9 = [[Bond of Fatal Touch]] (Disruption)&lt;br /&gt;
| Special10 = [[ Extra Turning III]], [[Empower Turning]], [[Kelemvor's Grace]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Spells Per Day/Spells Known ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Classes}}&lt;/div&gt;</summary>
		<author><name>Ithildur</name></author>	</entry>

	<entry>
		<id>https://www.alandfaraway.info/Wiki/index.php?title=Red_Wizard_of_Thay&amp;diff=3221</id>
		<title>Red Wizard of Thay</title>
		<link rel="alternate" type="text/html" href="https://www.alandfaraway.info/Wiki/index.php?title=Red_Wizard_of_Thay&amp;diff=3221"/>
				<updated>2017-11-10T22:40:56Z</updated>
		
		<summary type="html">&lt;p&gt;Ithildur: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Classes]]&lt;br /&gt;
[[Category:Prestige Classes]]&lt;br /&gt;
{{Class&lt;br /&gt;
| Image = [[Image:Redwizard.jpg|256px|Red Wizard of Thay]]&lt;br /&gt;
| Name = Red Wizard of Thay&lt;br /&gt;
| HitDie = d4&lt;br /&gt;
| Skills = 2&lt;br /&gt;
| Proficiencies = ''None''&lt;br /&gt;
| ClassSkills = [[Bluff]], [[Concentration]], [[Craft]], [[Intimidate]], [[Knowledge]] (All), [[Profession]], [[Spellcraft]].&lt;br /&gt;
| Requirements = Yes&lt;br /&gt;
| ReqFeats = [[Spell Penetration]], [[Greater Spell Penetration]], one [[Metamagic]] or [[Item Creation]] feat (other than Scribe Scroll)&lt;br /&gt;
| ReqSkills = [[Spellcraft]] 8&lt;br /&gt;
| ReqOther = Race: Human, Spellcasting: Specialist Wizard, able to cast 3rd-level arcane spells, Alignment: Any non-good&lt;br /&gt;
| ReqAlignment = {{AlignmentGrid|n|n|n|y|y|y|y|y|y}}&lt;br /&gt;
| Source = [[Dungeon Master's Guide]]&lt;br /&gt;
}}&lt;br /&gt;
{{ExternalSource_nwn2wiki|http://nwn2.wikia.com/wiki/Red_Wizard_of_Thay}}&lt;br /&gt;
{{ExternalSource_realmshelps|http://www.realmshelps.net/charbuild/classes/prestige/realms/red.shtml}}&lt;br /&gt;
{{ExternalSource_frwiki|http://forgottenrealms.wikia.com/wiki/Red_Wizards_of_Thay}}&lt;br /&gt;
The Red Wizards are the masters of Thay, the would-be magical overlords of Faerûn. They focus on a school of magic more intently than any specialist, achieving incredible mastery of magic within a very narrow focus. Seen as cruel and evil tyrants by people across Toril, a few choose to leave their region, assume secret identities, and practice magic without having to worry about political alliances and possible slave uprisings.&lt;br /&gt;
&lt;br /&gt;
Early in their careers, would-be Red Wizards specialize in a school of magic. All Red Wizards have some skill as a specialist wizard, and most follow that path exclusively, but a few dabble in other sorts of learning (such as combat or divine magic). While it is possible for a sorcerer or bard to become a Red Wizard, such misfits are ridiculed in their homeland and are incredibly rare.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Class Features ==&lt;br /&gt;
{{ClassProgression&lt;br /&gt;
| MaxLevel = 10&lt;br /&gt;
| BAB = Low&lt;br /&gt;
| Fortitude = Low&lt;br /&gt;
| Reflex = Low&lt;br /&gt;
| Will = High&lt;br /&gt;
| Special1 = [[Enhanced Specialization]], [[Specialist Defense]] +1&lt;br /&gt;
| Special2 = [[Spell Power]] +1&lt;br /&gt;
| Special3 = [[Specialist Defense]] +2&lt;br /&gt;
| Special4 = [[Spell Power]] +2&lt;br /&gt;
| Special5 = Bonus Feat&lt;br /&gt;
| Special6 = [[Spell Power]] +3&lt;br /&gt;
| Special7 = [[Specialist Defense]] +3&lt;br /&gt;
| Special8 = [[Spell Power]] +4&lt;br /&gt;
| Special9 = [[Specialist Defense]] +4&lt;br /&gt;
| Special10 = [[Spell Power]] +5, Bonus Feat&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Spells Per Day/Spells Known:''' When a new Red Wizard level is gained, the character gains new spells per day (and spells known, if applicable) as though he had gained a level in Wizard.&lt;br /&gt;
    &lt;br /&gt;
'''Enhanced Specialization:''' Upon becoming a Red Wizard, the character becomes even more skilled at casting spells from his chosen school of specialization - gaining +1 to DC for spells requiring a save and +1 to attempts to penetrate spell resistance. Red Wizards also lose the ability to learn new spells and use scrolls from a second prohibited school of magic (already known spells are not lost, however).&lt;br /&gt;
&lt;br /&gt;
''Note: Although the description of this feat implies that the +1 bonus to DC is only for spells from the chosen school of Specialization, the +1 bonus to DC is actually applied to ALL of the Red Wizard's spells (it does not, however, affect the DC of Epic Spells from any school). It is unknown if the same goes for the +1 bonus to spell penetration. (Tested with an Wizard 10/ Arcane Scholar 10/ Red Wizard 8 with Practiced Spellcaster, Epic Spell Penetration. He should have 28+4+6 Spell Penetration plus an 1 for 1d20. Bigby failed Spell Resistance 40. Conclusion: It does not!)''&lt;br /&gt;
&lt;br /&gt;
This second prohibited school depends upon the Red Wizard's specialization school:&lt;br /&gt;
        Abjuration, Conjuration, Evocation, Necromancy, Transmutation: lose Illusion&lt;br /&gt;
        Divination: lose Enchantment&lt;br /&gt;
        Enchantment, Illusion: lose Abjuration&lt;br /&gt;
    &lt;br /&gt;
'''Specialist Defense:''' A Red Wizard gains a bonus to defending against spells from his specialist school. This bonus is +1 at 1st level, +2 at 3rd level, +3 at 7th level, and +4 at 9th level.&lt;br /&gt;
    &lt;br /&gt;
'''Spell Power:''' At 2nd level, The Red Wizard's effective caster level for determining level-dependent variable checks for spells is increased by +1. This bonus increases by +1 every even-numbered Red Wizard level, to a maximum of +5 at 10th level.&lt;br /&gt;
&lt;br /&gt;
''Note: Although not specified in the feat description, this bonus only applies to spells from the chosen school of Specialization. This includes any Epic Spells from the chosen school.&lt;br /&gt;
&lt;br /&gt;
Note: Because spell-save DC is raised by +1 for every 3 caster levels over 20, this feat has the potential to raise the DC of spells from the chosen school of Specialization by an additional +1 or +2 points (e.g. a Wizard 7 / Red Wizard 10 with Practiced Spellcaster: Wizard casting spells from his chosen school of Specialization would be benefiting as a 26th-level caster, and would thus receive an Epic Bonus of +2 to his spell-save DC).''&lt;br /&gt;
    &lt;br /&gt;
'''Wizard Bonus Feat:''' Red Wizards gain a bonus metamagic or item creation feat at levels 5 and 10.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Classes}}&lt;/div&gt;</summary>
		<author><name>Ithildur</name></author>	</entry>

	<entry>
		<id>https://www.alandfaraway.info/Wiki/index.php?title=Red_Wizard_of_Thay&amp;diff=3220</id>
		<title>Red Wizard of Thay</title>
		<link rel="alternate" type="text/html" href="https://www.alandfaraway.info/Wiki/index.php?title=Red_Wizard_of_Thay&amp;diff=3220"/>
				<updated>2017-11-10T22:40:15Z</updated>
		
		<summary type="html">&lt;p&gt;Ithildur: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Classes]]&lt;br /&gt;
[[Category:Prestige Classes]]&lt;br /&gt;
{{Class&lt;br /&gt;
| Image = [[Image:Redwizard.jpg|256px|Red Wizard of Thay]]&lt;br /&gt;
| Name = Red Wizard of Thay&lt;br /&gt;
| HitDie = d4&lt;br /&gt;
| Skills = 2&lt;br /&gt;
| Proficiencies = ''None''&lt;br /&gt;
| ClassSkills = [[Bluff]], [[Concentration]], [[Craft]], [[Intimidate]], [[Knowledge]] (All), [[Profession]], [[Spellcraft]].&lt;br /&gt;
| Requirements = Yes&lt;br /&gt;
| ReqFeats = [[Spell Penetration]], [[Greater Spell Penetration]], one [[Metamagic]] or [[Item Creation]] feat (other than Scribe Scroll)&lt;br /&gt;
| ReqSkills = [[Spellcraft]] 8&lt;br /&gt;
| ReqOther = Race: Human, Spellcasting: Specialist Wizard, able to cast 3rd-level arcane spells, Alignment: Any non-good&lt;br /&gt;
| ReqAlignment = {{AlignmentGrid|n|n|n|y|y|y|y|y|y}}&lt;br /&gt;
| Source = [[Dungeon Master's Guide]]&lt;br /&gt;
}}&lt;br /&gt;
{{ExternalSource_nwn2wiki|http://nwn2.wikia.com/wiki/Red_Wizard_of_Thay}}&lt;br /&gt;
{{ExternalSource_realmshelps|http://www.realmshelps.net/charbuild/classes/prestige/realms/red.shtml}}&lt;br /&gt;
{{ExternalSource_frwiki|http://forgottenrealms.wikia.com/wiki/Red_Wizards_of_Thay}}&lt;br /&gt;
The Red Wizards are the masters of Thay and the would-be magical overlords of Faerûn. They focus on a school of magic more intently than any specialist, achieving incredible mastery of magic within a very narrow focus. Seen as cruel and evil tyrants by people across Toril, a few choose to leave their region, assume secret identities, and practice magic without having to worry about political alliances and possible slave uprisings.&lt;br /&gt;
&lt;br /&gt;
Early in their careers, would-be Red Wizards specialize in a school of magic. All Red Wizards have some skill as a specialist wizard, and most follow that path exclusively, but a few dabble in other sorts of learning (such as combat or divine magic). While it is possible for a sorcerer or bard to become a Red Wizard, such misfits are ridiculed in their homeland and are incredibly rare.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Class Features ==&lt;br /&gt;
{{ClassProgression&lt;br /&gt;
| MaxLevel = 10&lt;br /&gt;
| BAB = Low&lt;br /&gt;
| Fortitude = Low&lt;br /&gt;
| Reflex = Low&lt;br /&gt;
| Will = High&lt;br /&gt;
| Special1 = [[Enhanced Specialization]], [[Specialist Defense]] +1&lt;br /&gt;
| Special2 = [[Spell Power]] +1&lt;br /&gt;
| Special3 = [[Specialist Defense]] +2&lt;br /&gt;
| Special4 = [[Spell Power]] +2&lt;br /&gt;
| Special5 = Bonus Feat&lt;br /&gt;
| Special6 = [[Spell Power]] +3&lt;br /&gt;
| Special7 = [[Specialist Defense]] +3&lt;br /&gt;
| Special8 = [[Spell Power]] +4&lt;br /&gt;
| Special9 = [[Specialist Defense]] +4&lt;br /&gt;
| Special10 = [[Spell Power]] +5, Bonus Feat&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Spells Per Day/Spells Known:''' When a new Red Wizard level is gained, the character gains new spells per day (and spells known, if applicable) as though he had gained a level in Wizard.&lt;br /&gt;
    &lt;br /&gt;
'''Enhanced Specialization:''' Upon becoming a Red Wizard, the character becomes even more skilled at casting spells from his chosen school of specialization - gaining +1 to DC for spells requiring a save and +1 to attempts to penetrate spell resistance. Red Wizards also lose the ability to learn new spells and use scrolls from a second prohibited school of magic (already known spells are not lost, however).&lt;br /&gt;
&lt;br /&gt;
''Note: Although the description of this feat implies that the +1 bonus to DC is only for spells from the chosen school of Specialization, the +1 bonus to DC is actually applied to ALL of the Red Wizard's spells (it does not, however, affect the DC of Epic Spells from any school). It is unknown if the same goes for the +1 bonus to spell penetration. (Tested with an Wizard 10/ Arcane Scholar 10/ Red Wizard 8 with Practiced Spellcaster, Epic Spell Penetration. He should have 28+4+6 Spell Penetration plus an 1 for 1d20. Bigby failed Spell Resistance 40. Conclusion: It does not!)''&lt;br /&gt;
&lt;br /&gt;
This second prohibited school depends upon the Red Wizard's specialization school:&lt;br /&gt;
        Abjuration, Conjuration, Evocation, Necromancy, Transmutation: lose Illusion&lt;br /&gt;
        Divination: lose Enchantment&lt;br /&gt;
        Enchantment, Illusion: lose Abjuration&lt;br /&gt;
    &lt;br /&gt;
'''Specialist Defense:''' A Red Wizard gains a bonus to defending against spells from his specialist school. This bonus is +1 at 1st level, +2 at 3rd level, +3 at 7th level, and +4 at 9th level.&lt;br /&gt;
    &lt;br /&gt;
'''Spell Power:''' At 2nd level, The Red Wizard's effective caster level for determining level-dependent variable checks for spells is increased by +1. This bonus increases by +1 every even-numbered Red Wizard level, to a maximum of +5 at 10th level.&lt;br /&gt;
&lt;br /&gt;
''Note: Although not specified in the feat description, this bonus only applies to spells from the chosen school of Specialization. This includes any Epic Spells from the chosen school.&lt;br /&gt;
&lt;br /&gt;
Note: Because spell-save DC is raised by +1 for every 3 caster levels over 20, this feat has the potential to raise the DC of spells from the chosen school of Specialization by an additional +1 or +2 points (e.g. a Wizard 7 / Red Wizard 10 with Practiced Spellcaster: Wizard casting spells from his chosen school of Specialization would be benefiting as a 26th-level caster, and would thus receive an Epic Bonus of +2 to his spell-save DC).''&lt;br /&gt;
    &lt;br /&gt;
'''Wizard Bonus Feat:''' Red Wizards gain a bonus metamagic or item creation feat at levels 5 and 10.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Classes}}&lt;/div&gt;</summary>
		<author><name>Ithildur</name></author>	</entry>

	<entry>
		<id>https://www.alandfaraway.info/Wiki/index.php?title=Red_Wizard_of_Thay&amp;diff=3219</id>
		<title>Red Wizard of Thay</title>
		<link rel="alternate" type="text/html" href="https://www.alandfaraway.info/Wiki/index.php?title=Red_Wizard_of_Thay&amp;diff=3219"/>
				<updated>2017-11-10T22:39:21Z</updated>
		
		<summary type="html">&lt;p&gt;Ithildur: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Classes]]&lt;br /&gt;
[[Category:Prestige Classes]]&lt;br /&gt;
{{Class&lt;br /&gt;
| Image = [[Image:Redwizard.jpg|256px|Red Wizard of Thay]]&lt;br /&gt;
| Name = Red Wizard of Thay&lt;br /&gt;
| HitDie = d4&lt;br /&gt;
| Skills = 2&lt;br /&gt;
| Proficiencies = ''None''&lt;br /&gt;
| ClassSkills = [[Bluff]], [[Concentration]], [[Craft]], [[Intimidate]], [[Knowledge]] (All), [[Profession]], [[Spellcraft]].&lt;br /&gt;
| Requirements = Yes&lt;br /&gt;
| ReqFeats = [[Spell Penetration]], [[Greater Spell Penetration]], one [[Metamagic]] or [[Item Creation]] feat (other than Scribe Scroll)&lt;br /&gt;
| ReqSkills = [[Spellcraft]] 8&lt;br /&gt;
| ReqOther = Race: Human, Spellcasting: Specialist Wizard, able to cast 3rd-level arcane spells, Alignment: Any non-good&lt;br /&gt;
| ReqAlignment = {{AlignmentGrid|n|n|n|y|y|y|y|y|y}}&lt;br /&gt;
| Source = [[Dungeon Master's Guide]]&lt;br /&gt;
}}&lt;br /&gt;
{{ExternalSource_nwn2wiki|http://nwn2.wikia.com/wiki/Red_Wizard_of_Thay}}&lt;br /&gt;
{{ExternalSource_realmshelps|http://www.realmshelps.net/charbuild/classes/prestige/realms/red.shtml}}&lt;br /&gt;
{{ExternalSource_frwiki|http://forgottenrealms.wikia.com/wiki/Red_Wizards_of_Thay}}&lt;br /&gt;
The Red Wizards are the masters of Thay, the conquerors of that land’s native Rashemi, and the would-be magical overlords of Faerûn. They focus on a school of magic more intently than any specialist, achieving incredible mastery of magic within a very narrow focus. Seen as cruel and evil tyrants by people across Toril, a few choose to leave their region, assume secret identities, and practice magic without having to worry about political alliances and possible slave uprisings.&lt;br /&gt;
&lt;br /&gt;
Early in their careers, would-be Red Wizards specialize in a school of magic. All Red Wizards have some skill as a specialist wizard, and most follow that path exclusively, but a few dabble in other sorts of learning (such as combat or divine magic). While it is possible for a sorcerer or bard to become a Red Wizard, such misfits are ridiculed in their homeland and are incredibly rare.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Class Features ==&lt;br /&gt;
{{ClassProgression&lt;br /&gt;
| MaxLevel = 10&lt;br /&gt;
| BAB = Low&lt;br /&gt;
| Fortitude = Low&lt;br /&gt;
| Reflex = Low&lt;br /&gt;
| Will = High&lt;br /&gt;
| Special1 = [[Enhanced Specialization]], [[Specialist Defense]] +1&lt;br /&gt;
| Special2 = [[Spell Power]] +1&lt;br /&gt;
| Special3 = [[Specialist Defense]] +2&lt;br /&gt;
| Special4 = [[Spell Power]] +2&lt;br /&gt;
| Special5 = Bonus Feat&lt;br /&gt;
| Special6 = [[Spell Power]] +3&lt;br /&gt;
| Special7 = [[Specialist Defense]] +3&lt;br /&gt;
| Special8 = [[Spell Power]] +4&lt;br /&gt;
| Special9 = [[Specialist Defense]] +4&lt;br /&gt;
| Special10 = [[Spell Power]] +5, Bonus Feat&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Spells Per Day/Spells Known:''' When a new Red Wizard level is gained, the character gains new spells per day (and spells known, if applicable) as though he had gained a level in Wizard.&lt;br /&gt;
    &lt;br /&gt;
'''Enhanced Specialization:''' Upon becoming a Red Wizard, the character becomes even more skilled at casting spells from his chosen school of specialization - gaining +1 to DC for spells requiring a save and +1 to attempts to penetrate spell resistance. Red Wizards also lose the ability to learn new spells and use scrolls from a second prohibited school of magic (already known spells are not lost, however).&lt;br /&gt;
&lt;br /&gt;
''Note: Although the description of this feat implies that the +1 bonus to DC is only for spells from the chosen school of Specialization, the +1 bonus to DC is actually applied to ALL of the Red Wizard's spells (it does not, however, affect the DC of Epic Spells from any school). It is unknown if the same goes for the +1 bonus to spell penetration. (Tested with an Wizard 10/ Arcane Scholar 10/ Red Wizard 8 with Practiced Spellcaster, Epic Spell Penetration. He should have 28+4+6 Spell Penetration plus an 1 for 1d20. Bigby failed Spell Resistance 40. Conclusion: It does not!)''&lt;br /&gt;
&lt;br /&gt;
This second prohibited school depends upon the Red Wizard's specialization school:&lt;br /&gt;
        Abjuration, Conjuration, Evocation, Necromancy, Transmutation: lose Illusion&lt;br /&gt;
        Divination: lose Enchantment&lt;br /&gt;
        Enchantment, Illusion: lose Abjuration&lt;br /&gt;
    &lt;br /&gt;
'''Specialist Defense:''' A Red Wizard gains a bonus to defending against spells from his specialist school. This bonus is +1 at 1st level, +2 at 3rd level, +3 at 7th level, and +4 at 9th level.&lt;br /&gt;
    &lt;br /&gt;
'''Spell Power:''' At 2nd level, The Red Wizard's effective caster level for determining level-dependent variable checks for spells is increased by +1. This bonus increases by +1 every even-numbered Red Wizard level, to a maximum of +5 at 10th level.&lt;br /&gt;
&lt;br /&gt;
''Note: Although not specified in the feat description, this bonus only applies to spells from the chosen school of Specialization. This includes any Epic Spells from the chosen school.&lt;br /&gt;
&lt;br /&gt;
Note: Because spell-save DC is raised by +1 for every 3 caster levels over 20, this feat has the potential to raise the DC of spells from the chosen school of Specialization by an additional +1 or +2 points (e.g. a Wizard 7 / Red Wizard 10 with Practiced Spellcaster: Wizard casting spells from his chosen school of Specialization would be benefiting as a 26th-level caster, and would thus receive an Epic Bonus of +2 to his spell-save DC).''&lt;br /&gt;
    &lt;br /&gt;
'''Wizard Bonus Feat:''' Red Wizards gain a bonus metamagic or item creation feat at levels 5 and 10.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Classes}}&lt;/div&gt;</summary>
		<author><name>Ithildur</name></author>	</entry>

	<entry>
		<id>https://www.alandfaraway.info/Wiki/index.php?title=File:Redwizard.jpg&amp;diff=3218</id>
		<title>File:Redwizard.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.alandfaraway.info/Wiki/index.php?title=File:Redwizard.jpg&amp;diff=3218"/>
				<updated>2017-11-10T22:38:57Z</updated>
		
		<summary type="html">&lt;p&gt;Ithildur: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Ithildur</name></author>	</entry>

	<entry>
		<id>https://www.alandfaraway.info/Wiki/index.php?title=Red_Wizard_of_Thay&amp;diff=3217</id>
		<title>Red Wizard of Thay</title>
		<link rel="alternate" type="text/html" href="https://www.alandfaraway.info/Wiki/index.php?title=Red_Wizard_of_Thay&amp;diff=3217"/>
				<updated>2017-11-10T22:35:18Z</updated>
		
		<summary type="html">&lt;p&gt;Ithildur: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Classes]]&lt;br /&gt;
[[Category:Prestige Classes]]&lt;br /&gt;
{{Class&lt;br /&gt;
| Image = [[Image:redwizard.jpg|256px|Red Wizard of Thay]]&lt;br /&gt;
| Name = Red Wizard of Thay&lt;br /&gt;
| HitDie = d4&lt;br /&gt;
| Skills = 2&lt;br /&gt;
| Proficiencies = ''None''&lt;br /&gt;
| ClassSkills = [[Bluff]], [[Concentration]], [[Craft]], [[Intimidate]], [[Knowledge]] (All), [[Profession]], [[Spellcraft]].&lt;br /&gt;
| Requirements = Yes&lt;br /&gt;
| ReqFeats = [[Spell Penetration]], [[Greater Spell Penetration]], one [[Metamagic]] or [[Item Creation]] feat (other than Scribe Scroll)&lt;br /&gt;
| ReqSkills = [[Spellcraft]] 8&lt;br /&gt;
| ReqOther = Race: Human, Spellcasting: Specialist Wizard, able to cast 3rd-level arcane spells, Alignment: Any non-good&lt;br /&gt;
| ReqAlignment = {{AlignmentGrid|n|n|n|y|y|y|y|y|y}}&lt;br /&gt;
| Source = [[Dungeon Master's Guide]]&lt;br /&gt;
}}&lt;br /&gt;
{{ExternalSource_nwn2wiki|http://nwn2.wikia.com/wiki/Red_Wizard_of_Thay}}&lt;br /&gt;
{{ExternalSource_realmshelps|http://www.realmshelps.net/charbuild/classes/prestige/realms/red.shtml}}&lt;br /&gt;
{{ExternalSource_frwiki|http://forgottenrealms.wikia.com/wiki/Red_Wizards_of_Thay}}&lt;br /&gt;
The Red Wizards are the masters of Thay, the conquerors of that land’s native Rashemi, and the would-be magical overlords of Faerûn. They focus on a school of magic more intently than any specialist, achieving incredible mastery of magic within a very narrow focus. Seen as cruel and evil tyrants by people across Toril, a few choose to leave their region, assume secret identities, and practice magic without having to worry about political alliances and possible slave uprisings.&lt;br /&gt;
&lt;br /&gt;
Early in their careers, would-be Red Wizards specialize in a school of magic. All Red Wizards have some skill as a specialist wizard, and most follow that path exclusively, but a few dabble in other sorts of learning (such as combat or divine magic). While it is possible for a sorcerer or bard to become a Red Wizard, such misfits are ridiculed in their homeland and are incredibly rare.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Class Features ==&lt;br /&gt;
{{ClassProgression&lt;br /&gt;
| MaxLevel = 10&lt;br /&gt;
| BAB = Low&lt;br /&gt;
| Fortitude = Low&lt;br /&gt;
| Reflex = Low&lt;br /&gt;
| Will = High&lt;br /&gt;
| Special1 = [[Enhanced Specialization]], [[Specialist Defense]] +1&lt;br /&gt;
| Special2 = [[Spell Power]] +1&lt;br /&gt;
| Special3 = [[Specialist Defense]] +2&lt;br /&gt;
| Special4 = [[Spell Power]] +2&lt;br /&gt;
| Special5 = Bonus Feat&lt;br /&gt;
| Special6 = [[Spell Power]] +3&lt;br /&gt;
| Special7 = [[Specialist Defense]] +3&lt;br /&gt;
| Special8 = [[Spell Power]] +4&lt;br /&gt;
| Special9 = [[Specialist Defense]] +4&lt;br /&gt;
| Special10 = [[Spell Power]] +5, Bonus Feat&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Spells Per Day/Spells Known:''' When a new Red Wizard level is gained, the character gains new spells per day (and spells known, if applicable) as though he had gained a level in Wizard.&lt;br /&gt;
    &lt;br /&gt;
'''Enhanced Specialization:''' Upon becoming a Red Wizard, the character becomes even more skilled at casting spells from his chosen school of specialization - gaining +1 to DC for spells requiring a save and +1 to attempts to penetrate spell resistance. Red Wizards also lose the ability to learn new spells and use scrolls from a second prohibited school of magic (already known spells are not lost, however).&lt;br /&gt;
&lt;br /&gt;
''Note: Although the description of this feat implies that the +1 bonus to DC is only for spells from the chosen school of Specialization, the +1 bonus to DC is actually applied to ALL of the Red Wizard's spells (it does not, however, affect the DC of Epic Spells from any school). It is unknown if the same goes for the +1 bonus to spell penetration. (Tested with an Wizard 10/ Arcane Scholar 10/ Red Wizard 8 with Practiced Spellcaster, Epic Spell Penetration. He should have 28+4+6 Spell Penetration plus an 1 for 1d20. Bigby failed Spell Resistance 40. Conclusion: It does not!)''&lt;br /&gt;
&lt;br /&gt;
This second prohibited school depends upon the Red Wizard's specialization school:&lt;br /&gt;
        Abjuration, Conjuration, Evocation, Necromancy, Transmutation: lose Illusion&lt;br /&gt;
        Divination: lose Enchantment&lt;br /&gt;
        Enchantment, Illusion: lose Abjuration&lt;br /&gt;
    &lt;br /&gt;
'''Specialist Defense:''' A Red Wizard gains a bonus to defending against spells from his specialist school. This bonus is +1 at 1st level, +2 at 3rd level, +3 at 7th level, and +4 at 9th level.&lt;br /&gt;
    &lt;br /&gt;
'''Spell Power:''' At 2nd level, The Red Wizard's effective caster level for determining level-dependent variable checks for spells is increased by +1. This bonus increases by +1 every even-numbered Red Wizard level, to a maximum of +5 at 10th level.&lt;br /&gt;
&lt;br /&gt;
''Note: Although not specified in the feat description, this bonus only applies to spells from the chosen school of Specialization. This includes any Epic Spells from the chosen school.&lt;br /&gt;
&lt;br /&gt;
Note: Because spell-save DC is raised by +1 for every 3 caster levels over 20, this feat has the potential to raise the DC of spells from the chosen school of Specialization by an additional +1 or +2 points (e.g. a Wizard 7 / Red Wizard 10 with Practiced Spellcaster: Wizard casting spells from his chosen school of Specialization would be benefiting as a 26th-level caster, and would thus receive an Epic Bonus of +2 to his spell-save DC).''&lt;br /&gt;
    &lt;br /&gt;
'''Wizard Bonus Feat:''' Red Wizards gain a bonus metamagic or item creation feat at levels 5 and 10.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Classes}}&lt;/div&gt;</summary>
		<author><name>Ithildur</name></author>	</entry>

	<entry>
		<id>https://www.alandfaraway.info/Wiki/index.php?title=Red_Wizard_of_Thay&amp;diff=3216</id>
		<title>Red Wizard of Thay</title>
		<link rel="alternate" type="text/html" href="https://www.alandfaraway.info/Wiki/index.php?title=Red_Wizard_of_Thay&amp;diff=3216"/>
				<updated>2017-11-10T22:31:23Z</updated>
		
		<summary type="html">&lt;p&gt;Ithildur: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Classes]]&lt;br /&gt;
[[Category:Prestige Classes]]&lt;br /&gt;
{{Class&lt;br /&gt;
| Image = [[Image:redwizard.jpg|256px|Red Wizard of Thay]]&lt;br /&gt;
| Name = Red Wizard of Thay&lt;br /&gt;
| HitDie = d4&lt;br /&gt;
| Skills = 2&lt;br /&gt;
| Proficiencies = ''None''&lt;br /&gt;
| ClassSkills = [[Bluff]], [[Concentration]], [[Craft]], [[Intimidate]], [[Knowledge]] (All), [[Profession]], [[Spellcraft]].&lt;br /&gt;
| Requirements = Yes&lt;br /&gt;
| ReqFeats = [[Spell Penetration]], [[Greater Spell Penetration]], one [[Metamagic]] or [[Item Creation]] feat (other than Scribe Scroll)&lt;br /&gt;
| ReqSkills = [[Spellcraft]] 8&lt;br /&gt;
| ReqOther = Race: Human, Spellcasting: Specialist Wizard, able to cast 3rd-level arcane spells, Alignment: Any non-good&lt;br /&gt;
| ReqAlignment = {{AlignmentGrid|n|n|n|y|y|y|y|y|y}}&lt;br /&gt;
| Source = [[Dungeon Master's Guide]]&lt;br /&gt;
}}&lt;br /&gt;
{{ExternalSource_nwn2wiki|http://nwn2.wikia.com/wiki/Arcane_Scholar_of_Candlekeep}}&lt;br /&gt;
{{ExternalSource_realmshelps|http://www.realmshelps.net/charbuild/classes/prestige/realms/red.shtml}}&lt;br /&gt;
{{ExternalSource_frwiki|http://forgottenrealms.wikia.com/wiki/Red_Wizards_of_Thay}}&lt;br /&gt;
The Red Wizards are the masters of Thay, the conquerors of that land’s native Rashemi, and the would-be magical overlords of Faerûn. They focus on a school of magic more intently than any specialist, achieving incredible mastery of magic within a very narrow focus. Seen as cruel and evil tyrants by people across Toril, a few choose to leave their region, assume secret identities, and practice magic without having to worry about political alliances and possible slave uprisings.&lt;br /&gt;
&lt;br /&gt;
Early in their careers, would-be Red Wizards specialize in a school of magic. All Red Wizards have some skill as a specialist wizard, and most follow that path exclusively, but a few dabble in other sorts of learning (such as combat or divine magic). While it is possible for a sorcerer or bard to become a Red Wizard, such misfits are ridiculed in their homeland and are incredibly rare.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Class Features ==&lt;br /&gt;
{{ClassProgression&lt;br /&gt;
| MaxLevel = 10&lt;br /&gt;
| BAB = Low&lt;br /&gt;
| Fortitude = Low&lt;br /&gt;
| Reflex = Low&lt;br /&gt;
| Will = High&lt;br /&gt;
| Special1 = [[Enhanced Specialization]], [[Specialist Defense]] +1&lt;br /&gt;
| Special2 = [[Spell Power]] +1&lt;br /&gt;
| Special3 = [[Specialist Defense]] +2&lt;br /&gt;
| Special4 = [[Spell Power]] +2&lt;br /&gt;
| Special5 = Bonus Feat&lt;br /&gt;
| Special6 = [[Spell Power]] +3&lt;br /&gt;
| Special7 = [[Specialist Defense]] +3&lt;br /&gt;
| Special8 = [[Spell Power]] +4&lt;br /&gt;
| Special9 = [[Specialist Defense]] +4&lt;br /&gt;
| Special10 = [[Spell Power]] +5, Bonus Feat&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Spells Per Day/Spells Known:''' When a new Red Wizard level is gained, the character gains new spells per day (and spells known, if applicable) as though he had gained a level in Wizard.&lt;br /&gt;
    &lt;br /&gt;
'''Enhanced Specialization:''' Upon becoming a Red Wizard, the character becomes even more skilled at casting spells from his chosen school of specialization - gaining +1 to DC for spells requiring a save and +1 to attempts to penetrate spell resistance. Red Wizards also lose the ability to learn new spells and use scrolls from a second prohibited school of magic (already known spells are not lost, however).&lt;br /&gt;
&lt;br /&gt;
''Note: Although the description of this feat implies that the +1 bonus to DC is only for spells from the chosen school of Specialization, the +1 bonus to DC is actually applied to ALL of the Red Wizard's spells (it does not, however, affect the DC of Epic Spells from any school). It is unknown if the same goes for the +1 bonus to spell penetration. (Tested with an Wizard 10/ Arcane Scholar 10/ Red Wizard 8 with Practiced Spellcaster, Epic Spell Penetration. He should have 28+4+6 Spell Penetration plus an 1 for 1d20. Bigby failed Spell Resistance 40. Conclusion: It does not!)''&lt;br /&gt;
&lt;br /&gt;
This second prohibited school depends upon the Red Wizard's specialization school:&lt;br /&gt;
        Abjuration, Conjuration, Evocation, Necromancy, Transmutation: lose Illusion&lt;br /&gt;
        Divination: lose Enchantment&lt;br /&gt;
        Enchantment, Illusion: lose Abjuration&lt;br /&gt;
    &lt;br /&gt;
'''Specialist Defense:''' A Red Wizard gains a bonus to defending against spells from his specialist school. This bonus is +1 at 1st level, +2 at 3rd level, +3 at 7th level, and +4 at 9th level.&lt;br /&gt;
    &lt;br /&gt;
'''Spell Power:''' At 2nd level, The Red Wizard's effective caster level for determining level-dependent variable checks for spells is increased by +1. This bonus increases by +1 every even-numbered Red Wizard level, to a maximum of +5 at 10th level.&lt;br /&gt;
&lt;br /&gt;
''Note: Although not specified in the feat description, this bonus only applies to spells from the chosen school of Specialization. This includes any Epic Spells from the chosen school.&lt;br /&gt;
&lt;br /&gt;
Note: Because spell-save DC is raised by +1 for every 3 caster levels over 20, this feat has the potential to raise the DC of spells from the chosen school of Specialization by an additional +1 or +2 points (e.g. a Wizard 7 / Red Wizard 10 with Practiced Spellcaster: Wizard casting spells from his chosen school of Specialization would be benefiting as a 26th-level caster, and would thus receive an Epic Bonus of +2 to his spell-save DC).''&lt;br /&gt;
    &lt;br /&gt;
'''Wizard Bonus Feat:''' Red Wizards gain a bonus metamagic or item creation feat at levels 5 and 10.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Classes}}&lt;/div&gt;</summary>
		<author><name>Ithildur</name></author>	</entry>

	<entry>
		<id>https://www.alandfaraway.info/Wiki/index.php?title=Red_Wizard_of_Thay&amp;diff=3215</id>
		<title>Red Wizard of Thay</title>
		<link rel="alternate" type="text/html" href="https://www.alandfaraway.info/Wiki/index.php?title=Red_Wizard_of_Thay&amp;diff=3215"/>
				<updated>2017-11-10T22:27:22Z</updated>
		
		<summary type="html">&lt;p&gt;Ithildur: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Classes]]&lt;br /&gt;
[[Category:Prestige Classes]]&lt;br /&gt;
{{Class&lt;br /&gt;
| Image = [[Image:redwizard.jpg|256px|Red Wizard of Thay]]&lt;br /&gt;
| Name = Red Wizard of Thay&lt;br /&gt;
| HitDie = d4&lt;br /&gt;
| Skills = 2&lt;br /&gt;
| Proficiencies = ''None''&lt;br /&gt;
| ClassSkills = [[Bluff]], [[Concentration]], [[Craft]], [[Intimidate]], [[Knowledge]] (All), [[Profession]], [[Spellcraft]].&lt;br /&gt;
| Requirements = Yes&lt;br /&gt;
| ReqFeats = [[Spell Penetration]], [[Greater Spell Penetration]], one [[Metamagic]] or [[Item Creation]] feat (other than Scribe Scroll)&lt;br /&gt;
| ReqSkills = [[Spellcraft]] 8&lt;br /&gt;
| ReqOther = Race: Human, Spellcasting: Specialist Wizard, able to cast 3rd-level arcane spells, Alignment: Any non-good&lt;br /&gt;
| ReqAlignment = {{AlignmentGrid|n|n|n|y|y|y|y|y|y}}&lt;br /&gt;
| Source = [[Dungeon Master's Guide]]&lt;br /&gt;
}}&lt;br /&gt;
{{ExternalSource_nwn2wiki|http://nwn2.wikia.com/wiki/Arcane_Scholar_of_Candlekeep}}&lt;br /&gt;
{{ExternalSource_realmshelps|http://www.realmshelps.net/charbuild/classes/prestige/realms/red.shtml}}&lt;br /&gt;
{{ExternalSource_frwiki|http://forgottenrealms.wikia.com/wiki/Red_Wizards_of_Thay}}&lt;br /&gt;
The Red Wizards are the masters of Thay, the conquerors of that land’s native Rashemi, and the would-be magical overlords of Faerûn. They focus on a school of magic more intently than any specialist, achieving incredible mastery of magic within a very narrow focus. Seen as cruel and evil tyrants by people across Toril, a few choose to leave their region, assume secret identities, and practice magic without having to worry about political alliances and possible slave uprisings.&lt;br /&gt;
&lt;br /&gt;
Early in their careers, would-be Red Wizards specialize in a school of magic. All Red Wizards have some skill as a specialist wizard, and most follow that path exclusively, but a few dabble in other sorts of learning (such as combat or divine magic). While it is possible for a sorcerer or bard to become a Red Wizard, such misfits are ridiculed in their homeland and are incredibly rare.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Class Features ==&lt;br /&gt;
{{ClassProgression&lt;br /&gt;
| MaxLevel = 10&lt;br /&gt;
| BAB = Low&lt;br /&gt;
| Fortitude = Low&lt;br /&gt;
| Reflex = Low&lt;br /&gt;
| Will = High&lt;br /&gt;
| Special1 = [[Enhanced Specialization]], [[Specialist Defense]] +1, +1 level of existing arcane spellcasting class &lt;br /&gt;
| Special2 = [[Spell Power]]&lt;br /&gt;
| Special3 = [[Specialist Defense]] +2&lt;br /&gt;
| Special5 = [[Quicken Spell]]&lt;br /&gt;
| Special7 = [[Improved Maximize Spell]]&lt;br /&gt;
| Special8 = [[Spell Knowledge]] (+2)&lt;br /&gt;
| Special10 = [[Improved Quicken Spell]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Spells Per Day/Spells Known:''' When a new Red Wizard level is gained, the character gains new spells per day (and spells known, if applicable) as though he had gained a level in Wizard.&lt;br /&gt;
    &lt;br /&gt;
'''Enhanced Specialization:''' Upon becoming a Red Wizard, the character becomes even more skilled at casting spells from his chosen school of specialization - gaining +1 to DC for spells requiring a save and +1 to attempts to penetrate spell resistance. Red Wizards also lose the ability to learn new spells and use scrolls from a second prohibited school of magic (already known spells are not lost, however).&lt;br /&gt;
&lt;br /&gt;
''Note: Although the description of this feat implies that the +1 bonus to DC is only for spells from the chosen school of Specialization, the +1 bonus to DC is actually applied to ALL of the Red Wizard's spells (it does not, however, affect the DC of Epic Spells from any school). It is unknown if the same goes for the +1 bonus to spell penetration. (Tested with an Wizard 10/ Arcane Scholar 10/ Red Wizard 8 with Practiced Spellcaster, Epic Spell Penetration. He should have 28+4+6 Spell Penetration plus an 1 for 1d20. Bigby failed Spell Resistance 40. Conclusion: It does not!)''&lt;br /&gt;
&lt;br /&gt;
This second prohibited school depends upon the Red Wizard's specialization school:&lt;br /&gt;
        Abjuration, Conjuration, Evocation, Necromancy, Transmutation: lose Illusion&lt;br /&gt;
        Divination: lose Enchantment&lt;br /&gt;
        Enchantment, Illusion: lose Abjuration&lt;br /&gt;
    &lt;br /&gt;
'''Specialist Defense:''' A Red Wizard gains a bonus to defending against spells from his specialist school. This bonus is +1 at 1st level, +2 at 3rd level, +3 at 7th level, and +4 at 9th level.&lt;br /&gt;
    &lt;br /&gt;
'''Spell Power:''' At 2nd level, The Red Wizard's effective caster level for determining level-dependent variable checks for spells is increased by +1. This bonus increases by +1 every even-numbered Red Wizard level, to a maximum of +5 at 10th level.&lt;br /&gt;
&lt;br /&gt;
''Note: Although not specified in the feat description, this bonus only applies to spells from the chosen school of Specialization. This includes any Epic Spells from the chosen school.&lt;br /&gt;
&lt;br /&gt;
Note: Because spell-save DC is raised by +1 for every 3 caster levels over 20, this feat has the potential to raise the DC of spells from the chosen school of Specialization by an additional +1 or +2 points (e.g. a Wizard 7 / Red Wizard 10 with Practiced Spellcaster: Wizard casting spells from his chosen school of Specialization would be benefiting as a 26th-level caster, and would thus receive an Epic Bonus of +2 to his spell-save DC).''&lt;br /&gt;
    &lt;br /&gt;
'''Wizard Bonus Feat:''' Red Wizards gain a bonus metamagic or item creation feat at levels 5 and 10.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Classes}}&lt;/div&gt;</summary>
		<author><name>Ithildur</name></author>	</entry>

	<entry>
		<id>https://www.alandfaraway.info/Wiki/index.php?title=Red_Wizard_of_Thay&amp;diff=3214</id>
		<title>Red Wizard of Thay</title>
		<link rel="alternate" type="text/html" href="https://www.alandfaraway.info/Wiki/index.php?title=Red_Wizard_of_Thay&amp;diff=3214"/>
				<updated>2017-11-10T22:22:40Z</updated>
		
		<summary type="html">&lt;p&gt;Ithildur: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Classes]]&lt;br /&gt;
[[Category:Prestige Classes]]&lt;br /&gt;
{{Class&lt;br /&gt;
| Image = [[Image:redwizard.jpg|256px|Red Wizard of Thay]]&lt;br /&gt;
| Name = Red Wizard of Thay&lt;br /&gt;
| HitDie = d4&lt;br /&gt;
| Skills = 2&lt;br /&gt;
| Proficiencies = ''None''&lt;br /&gt;
| ClassSkills = [[Bluff]], [[Concentration]], [[Craft]], [[Intimidate]], [[Knowledge]] (All), [[Profession]], [[Spellcraft]].&lt;br /&gt;
| Requirements = Yes&lt;br /&gt;
| ReqFeats = [[Spell Penetration]], [[Greater Spell Penetration]], one [[Metamagic]] or [[Item Creation]] feat (other than Scribe Scroll)&lt;br /&gt;
| ReqSkills = [[Spellcraft]] 8&lt;br /&gt;
| ReqOther = Race: Human, Spellcasting: Specialist Wizard, able to cast 3rd-level arcane spells&lt;br /&gt;
| ReqAlignment = {{AlignmentGrid|n|n|n|y|y|y|y|y|y}}&lt;br /&gt;
| Source = [[Dungeon Master's Guide]]&lt;br /&gt;
}}&lt;br /&gt;
{{ExternalSource_nwn2wiki|http://nwn2.wikia.com/wiki/Arcane_Scholar_of_Candlekeep}}&lt;br /&gt;
{{ExternalSource_realmshelps|http://www.realmshelps.net/charbuild/classes/prestige/realms/red.shtml}}&lt;br /&gt;
{{ExternalSource_frwiki|http://forgottenrealms.wikia.com/wiki/Red_Wizards_of_Thay}}&lt;br /&gt;
The Red Wizards are the masters of Thay, the conquerors of that land’s native Rashemi, and the would-be magical overlords of Faerûn. They focus on a school of magic more intently than any specialist, achieving incredible mastery of magic within a very narrow focus. Seen as cruel and evil tyrants by people across Toril, a few choose to leave their region, assume secret identities, and practice magic without having to worry about political alliances and possible slave uprisings.&lt;br /&gt;
&lt;br /&gt;
Early in their careers, would-be Red Wizards specialize in a school of magic. All Red Wizards have some skill as a specialist wizard, and most follow that path exclusively, but a few dabble in other sorts of learning (such as combat or divine magic). While it is possible for a sorcerer or bard to become a Red Wizard, such misfits are ridiculed in their homeland and are incredibly rare.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Class Features ==&lt;br /&gt;
{{ClassProgression&lt;br /&gt;
| MaxLevel = 10&lt;br /&gt;
| BAB = Low&lt;br /&gt;
| Fortitude = Low&lt;br /&gt;
| Reflex = Low&lt;br /&gt;
| Will = High&lt;br /&gt;
| Special1 = [[Maximize Spell]]&lt;br /&gt;
| Special2 = [[Spell Knowledge]] (+1)&lt;br /&gt;
| Special3 = [[Improved Empower Spell]]&lt;br /&gt;
| Special5 = [[Quicken Spell]]&lt;br /&gt;
| Special7 = [[Improved Maximize Spell]]&lt;br /&gt;
| Special8 = [[Spell Knowledge]] (+2)&lt;br /&gt;
| Special10 = [[Improved Quicken Spell]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Spells Per Day/Spells Known:''' When a new Red Wizard level is gained, the character gains new spells per day (and spells known, if applicable) as though he had gained a level in Wizard.&lt;br /&gt;
    &lt;br /&gt;
'''Enhanced Specialization:''' Upon becoming a Red Wizard, the character becomes even more skilled at casting spells from his chosen school of specialization - gaining +1 to DC for spells requiring a save and +1 to attempts to penetrate spell resistance. Red Wizards also lose the ability to learn new spells and use scrolls from a second prohibited school of magic (already known spells are not lost, however).&lt;br /&gt;
&lt;br /&gt;
''Note: Although the description of this feat implies that the +1 bonus to DC is only for spells from the chosen school of Specialization, the +1 bonus to DC is actually applied to ALL of the Red Wizard's spells (it does not, however, affect the DC of Epic Spells from any school). It is unknown if the same goes for the +1 bonus to spell penetration. (Tested with an Wizard 10/ Arcane Scholar 10/ Red Wizard 8 with Practiced Spellcaster, Epic Spell Penetration. He should have 28+4+6 Spell Penetration plus an 1 for 1d20. Bigby failed Spell Resistance 40. Conclusion: It does not!)''&lt;br /&gt;
&lt;br /&gt;
This second prohibited school depends upon the Red Wizard's specialization school:&lt;br /&gt;
        Abjuration, Conjuration, Evocation, Necromancy, Transmutation: lose Illusion&lt;br /&gt;
        Divination: lose Enchantment&lt;br /&gt;
        Enchantment, Illusion: lose Abjuration&lt;br /&gt;
    &lt;br /&gt;
'''Specialist Defense:''' A Red Wizard gains a bonus to defending against spells from his specialist school. This bonus is +1 at 1st level, +2 at 3rd level, +3 at 7th level, and +4 at 9th level.&lt;br /&gt;
    &lt;br /&gt;
'''Spell Power:''' At 2nd level, The Red Wizard's effective caster level for determining level-dependent variable checks for spells is increased by +1. This bonus increases by +1 every even-numbered Red Wizard level, to a maximum of +5 at 10th level.&lt;br /&gt;
&lt;br /&gt;
''Note: Although not specified in the feat description, this bonus only applies to spells from the chosen school of Specialization. This includes any Epic Spells from the chosen school.&lt;br /&gt;
&lt;br /&gt;
Note: Because spell-save DC is raised by +1 for every 3 caster levels over 20, this feat has the potential to raise the DC of spells from the chosen school of Specialization by an additional +1 or +2 points (e.g. a Wizard 7 / Red Wizard 10 with Practiced Spellcaster: Wizard casting spells from his chosen school of Specialization would be benefiting as a 26th-level caster, and would thus receive an Epic Bonus of +2 to his spell-save DC).''&lt;br /&gt;
    &lt;br /&gt;
'''Wizard Bonus Feat:''' Red Wizards gain a bonus metamagic or item creation feat at levels 5 and 10.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Classes}}&lt;/div&gt;</summary>
		<author><name>Ithildur</name></author>	</entry>

	<entry>
		<id>https://www.alandfaraway.info/Wiki/index.php?title=Red_Wizard_of_Thay&amp;diff=3213</id>
		<title>Red Wizard of Thay</title>
		<link rel="alternate" type="text/html" href="https://www.alandfaraway.info/Wiki/index.php?title=Red_Wizard_of_Thay&amp;diff=3213"/>
				<updated>2017-11-10T22:20:55Z</updated>
		
		<summary type="html">&lt;p&gt;Ithildur: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Classes]]&lt;br /&gt;
[[Category:Prestige Classes]]&lt;br /&gt;
{{Class&lt;br /&gt;
| Image = [[Image:redwizard.jpg|256px|Red Wizard of Thay]]&lt;br /&gt;
| Name = Red Wizard of Thay&lt;br /&gt;
| HitDie = d4&lt;br /&gt;
| Skills = 2&lt;br /&gt;
| Proficiencies = ''None''&lt;br /&gt;
| ClassSkills = [[Bluff]], [[Concentration]], [[Craft]], [[Intimidate]], [[Knowledge]] (All), [[Profession]], [[Spellcraft]].&lt;br /&gt;
| Requirements = Yes&lt;br /&gt;
| ReqRace = Human&lt;br /&gt;
| ReqFeats = [[Spell Penetration]], [[Greater Spell Penetration]], one [[Metamagic]] or [[Item Creation]] feat (other than Scribe Scroll)&lt;br /&gt;
| ReqSkills = [[Spellcraft]] 8&lt;br /&gt;
| ReqOther = Spellcasting: Specialist Wizard, able to cast 3rd-level arcane spells&lt;br /&gt;
| ReqAlignment = Any non-good&lt;br /&gt;
| Source = [[Dungeon Master's Guide]]&lt;br /&gt;
}}&lt;br /&gt;
{{ExternalSource_nwn2wiki|http://nwn2.wikia.com/wiki/Arcane_Scholar_of_Candlekeep}}&lt;br /&gt;
{{ExternalSource_realmshelps|http://www.realmshelps.net/charbuild/classes/prestige/realms/red.shtml}}&lt;br /&gt;
{{ExternalSource_frwiki|http://forgottenrealms.wikia.com/wiki/Red_Wizards_of_Thay}}&lt;br /&gt;
The Red Wizards are the masters of Thay, the conquerors of that land’s native Rashemi, and the would-be magical overlords of Faerûn. They focus on a school of magic more intently than any specialist, achieving incredible mastery of magic within a very narrow focus. Seen as cruel and evil tyrants by people across Toril, a few choose to leave their region, assume secret identities, and practice magic without having to worry about political alliances and possible slave uprisings.&lt;br /&gt;
&lt;br /&gt;
Early in their careers, would-be Red Wizards specialize in a school of magic. All Red Wizards have some skill as a specialist wizard, and most follow that path exclusively, but a few dabble in other sorts of learning (such as combat or divine magic). While it is possible for a sorcerer or bard to become a Red Wizard, such misfits are ridiculed in their homeland and are incredibly rare.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Class Features ==&lt;br /&gt;
{{ClassProgression&lt;br /&gt;
| MaxLevel = 10&lt;br /&gt;
| BAB = Low&lt;br /&gt;
| Fortitude = Low&lt;br /&gt;
| Reflex = Low&lt;br /&gt;
| Will = High&lt;br /&gt;
| Special1 = [[Maximize Spell]]&lt;br /&gt;
| Special2 = [[Spell Knowledge]] (+1)&lt;br /&gt;
| Special3 = [[Improved Empower Spell]]&lt;br /&gt;
| Special5 = [[Quicken Spell]]&lt;br /&gt;
| Special7 = [[Improved Maximize Spell]]&lt;br /&gt;
| Special8 = [[Spell Knowledge]] (+2)&lt;br /&gt;
| Special10 = [[Improved Quicken Spell]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Spells Per Day/Spells Known:''' When a new Red Wizard level is gained, the character gains new spells per day (and spells known, if applicable) as though he had gained a level in Wizard.&lt;br /&gt;
    &lt;br /&gt;
'''Enhanced Specialization:''' Upon becoming a Red Wizard, the character becomes even more skilled at casting spells from his chosen school of specialization - gaining +1 to DC for spells requiring a save and +1 to attempts to penetrate spell resistance. Red Wizards also lose the ability to learn new spells and use scrolls from a second prohibited school of magic (already known spells are not lost, however).&lt;br /&gt;
&lt;br /&gt;
''Note: Although the description of this feat implies that the +1 bonus to DC is only for spells from the chosen school of Specialization, the +1 bonus to DC is actually applied to ALL of the Red Wizard's spells (it does not, however, affect the DC of Epic Spells from any school). It is unknown if the same goes for the +1 bonus to spell penetration. (Tested with an Wizard 10/ Arcane Scholar 10/ Red Wizard 8 with Practiced Spellcaster, Epic Spell Penetration. He should have 28+4+6 Spell Penetration plus an 1 for 1d20. Bigby failed Spell Resistance 40. Conclusion: It does not!)''&lt;br /&gt;
&lt;br /&gt;
This second prohibited school depends upon the Red Wizard's specialization school:&lt;br /&gt;
        Abjuration, Conjuration, Evocation, Necromancy, Transmutation: lose Illusion&lt;br /&gt;
        Divination: lose Enchantment&lt;br /&gt;
        Enchantment, Illusion: lose Abjuration&lt;br /&gt;
    &lt;br /&gt;
'''Specialist Defense:''' A Red Wizard gains a bonus to defending against spells from his specialist school. This bonus is +1 at 1st level, +2 at 3rd level, +3 at 7th level, and +4 at 9th level.&lt;br /&gt;
    &lt;br /&gt;
'''Spell Power:''' At 2nd level, The Red Wizard's effective caster level for determining level-dependent variable checks for spells is increased by +1. This bonus increases by +1 every even-numbered Red Wizard level, to a maximum of +5 at 10th level.&lt;br /&gt;
&lt;br /&gt;
''Note: Although not specified in the feat description, this bonus only applies to spells from the chosen school of Specialization. This includes any Epic Spells from the chosen school.&lt;br /&gt;
&lt;br /&gt;
Note: Because spell-save DC is raised by +1 for every 3 caster levels over 20, this feat has the potential to raise the DC of spells from the chosen school of Specialization by an additional +1 or +2 points (e.g. a Wizard 7 / Red Wizard 10 with Practiced Spellcaster: Wizard casting spells from his chosen school of Specialization would be benefiting as a 26th-level caster, and would thus receive an Epic Bonus of +2 to his spell-save DC).''&lt;br /&gt;
    &lt;br /&gt;
'''Wizard Bonus Feat:''' Red Wizards gain a bonus metamagic or item creation feat at levels 5 and 10.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Classes}}&lt;/div&gt;</summary>
		<author><name>Ithildur</name></author>	</entry>

	<entry>
		<id>https://www.alandfaraway.info/Wiki/index.php?title=Red_Wizard_of_Thay&amp;diff=3212</id>
		<title>Red Wizard of Thay</title>
		<link rel="alternate" type="text/html" href="https://www.alandfaraway.info/Wiki/index.php?title=Red_Wizard_of_Thay&amp;diff=3212"/>
				<updated>2017-11-10T22:18:26Z</updated>
		
		<summary type="html">&lt;p&gt;Ithildur: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Classes]]&lt;br /&gt;
[[Category:Prestige Classes]]&lt;br /&gt;
{{Class&lt;br /&gt;
| Image = [[Image:redwizard.jpg|256px|Red Wizard of Thay]]&lt;br /&gt;
| Name = Red Wizard of Thay&lt;br /&gt;
| HitDie = d4&lt;br /&gt;
| Skills = 2&lt;br /&gt;
| Proficiencies = ''None''&lt;br /&gt;
| ClassSkills = [[Bluff]], [[Concentration]], [[Craft]], [[Intimidate]], [[Knowledge]] (All), [[Profession]], [[Spellcraft]].&lt;br /&gt;
| Requirements = Yes&lt;br /&gt;
| ReqFeats = [[Spell Penetration]], [[Greater Spell Penetration]], one [[Metamagic]] or [[Item Creation]] feat (other than Scribe Scroll)&lt;br /&gt;
| ReqSkills = [[Spellcraft]] 8&lt;br /&gt;
| ReqOther = Spellcasting: Specialist Wizard, able to cast 3rd-level arcane spells&lt;br /&gt;
| Source = [[Dungeon Master's Guide]]&lt;br /&gt;
}}&lt;br /&gt;
{{ExternalSource_nwn2wiki|http://nwn2.wikia.com/wiki/Arcane_Scholar_of_Candlekeep}}&lt;br /&gt;
{{ExternalSource_realmshelps|http://www.realmshelps.net/charbuild/classes/prestige/realms/red.shtml}}&lt;br /&gt;
{{ExternalSource_frwiki|http://forgottenrealms.wikia.com/wiki/Red_Wizards_of_Thay}}&lt;br /&gt;
The Red Wizards are the masters of Thay, the conquerors of that land’s native Rashemi, and the would-be magical overlords of Faerûn. They focus on a school of magic more intently than any specialist, achieving incredible mastery of magic within a very narrow focus. Seen as cruel and evil tyrants by people across Toril, a few choose to leave their region, assume secret identities, and practice magic without having to worry about political alliances and possible slave uprisings.&lt;br /&gt;
&lt;br /&gt;
Early in their careers, would-be Red Wizards specialize in a school of magic. All Red Wizards have some skill as a specialist wizard, and most follow that path exclusively, but a few dabble in other sorts of learning (such as combat or divine magic). While it is possible for a sorcerer or bard to become a Red Wizard, such misfits are ridiculed in their homeland and are incredibly rare.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Class Features ==&lt;br /&gt;
{{ClassProgression&lt;br /&gt;
| MaxLevel = 10&lt;br /&gt;
| BAB = Low&lt;br /&gt;
| Fortitude = Low&lt;br /&gt;
| Reflex = Low&lt;br /&gt;
| Will = High&lt;br /&gt;
| Special1 = [[Maximize Spell]]&lt;br /&gt;
| Special2 = [[Spell Knowledge]] (+1)&lt;br /&gt;
| Special3 = [[Improved Empower Spell]]&lt;br /&gt;
| Special5 = [[Quicken Spell]]&lt;br /&gt;
| Special7 = [[Improved Maximize Spell]]&lt;br /&gt;
| Special8 = [[Spell Knowledge]] (+2)&lt;br /&gt;
| Special10 = [[Improved Quicken Spell]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Spells Per Day/Spells Known:''' When a new Red Wizard level is gained, the character gains new spells per day (and spells known, if applicable) as though he had gained a level in Wizard.&lt;br /&gt;
    &lt;br /&gt;
'''Enhanced Specialization:''' Upon becoming a Red Wizard, the character becomes even more skilled at casting spells from his chosen school of specialization - gaining +1 to DC for spells requiring a save and +1 to attempts to penetrate spell resistance. Red Wizards also lose the ability to learn new spells and use scrolls from a second prohibited school of magic (already known spells are not lost, however).&lt;br /&gt;
&lt;br /&gt;
''Note: Although the description of this feat implies that the +1 bonus to DC is only for spells from the chosen school of Specialization, the +1 bonus to DC is actually applied to ALL of the Red Wizard's spells (it does not, however, affect the DC of Epic Spells from any school). It is unknown if the same goes for the +1 bonus to spell penetration. (Tested with an Wizard 10/ Arcane Scholar 10/ Red Wizard 8 with Practiced Spellcaster, Epic Spell Penetration. He should have 28+4+6 Spell Penetration plus an 1 for 1d20. Bigby failed Spell Resistance 40. Conclusion: It does not!)''&lt;br /&gt;
&lt;br /&gt;
This second prohibited school depends upon the Red Wizard's specialization school:&lt;br /&gt;
        Abjuration, Conjuration, Evocation, Necromancy, Transmutation: lose Illusion&lt;br /&gt;
        Divination: lose Enchantment&lt;br /&gt;
        Enchantment, Illusion: lose Abjuration&lt;br /&gt;
    &lt;br /&gt;
'''Specialist Defense:''' A Red Wizard gains a bonus to defending against spells from his specialist school. This bonus is +1 at 1st level, +2 at 3rd level, +3 at 7th level, and +4 at 9th level.&lt;br /&gt;
    &lt;br /&gt;
'''Spell Power:''' At 2nd level, The Red Wizard's effective caster level for determining level-dependent variable checks for spells is increased by +1. This bonus increases by +1 every even-numbered Red Wizard level, to a maximum of +5 at 10th level.&lt;br /&gt;
&lt;br /&gt;
''Note: Although not specified in the feat description, this bonus only applies to spells from the chosen school of Specialization. This includes any Epic Spells from the chosen school.&lt;br /&gt;
&lt;br /&gt;
Note: Because spell-save DC is raised by +1 for every 3 caster levels over 20, this feat has the potential to raise the DC of spells from the chosen school of Specialization by an additional +1 or +2 points (e.g. a Wizard 7 / Red Wizard 10 with Practiced Spellcaster: Wizard casting spells from his chosen school of Specialization would be benefiting as a 26th-level caster, and would thus receive an Epic Bonus of +2 to his spell-save DC).''&lt;br /&gt;
    &lt;br /&gt;
'''Wizard Bonus Feat:''' Red Wizards gain a bonus metamagic or item creation feat at levels 5 and 10.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Classes}}&lt;/div&gt;</summary>
		<author><name>Ithildur</name></author>	</entry>

	<entry>
		<id>https://www.alandfaraway.info/Wiki/index.php?title=Red_Wizard_of_Thay&amp;diff=3211</id>
		<title>Red Wizard of Thay</title>
		<link rel="alternate" type="text/html" href="https://www.alandfaraway.info/Wiki/index.php?title=Red_Wizard_of_Thay&amp;diff=3211"/>
				<updated>2017-11-10T22:14:31Z</updated>
		
		<summary type="html">&lt;p&gt;Ithildur: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Classes]]&lt;br /&gt;
[[Category:Prestige Classes]]&lt;br /&gt;
{{Class&lt;br /&gt;
| Image = [[Image:redwizard.jpg|256px|Red Wizard of Thay]]&lt;br /&gt;
| Name = Red Wizard of Thay&lt;br /&gt;
| HitDie = d4&lt;br /&gt;
| Skills = 2&lt;br /&gt;
| Proficiencies = ''None''&lt;br /&gt;
| ClassSkills = [[Bluff]], [[Concentration]], [[Craft]], [[Intimidate]], [[Knowledge]] (All), [[Profession]], [[Spellcraft]].&lt;br /&gt;
| Requirements = Yes&lt;br /&gt;
| ReqFeats = [[Spell Penetration]], [[Greater Spell Penetration]], one [[Metamagic]] or [[Item Creation]] feat (other than Scribe Scroll)&lt;br /&gt;
| ReqSkills = [[Spellcraft]] 8&lt;br /&gt;
| ReqOther = Spellcasting: Specialist Wizard, able to cast 3rd-level arcane spells&lt;br /&gt;
| Source = [[Dungeon Master's Guide]]&lt;br /&gt;
}}&lt;br /&gt;
{{ExternalSource_nwn2wiki|http://nwn2.wikia.com/wiki/Arcane_Scholar_of_Candlekeep}}&lt;br /&gt;
{{ExternalSource_realmshelps|http://www.realmshelps.net/charbuild/classes/prestige/realms/red.shtml}}&lt;br /&gt;
{{ExternalSource_frwiki|http://forgottenrealms.wikia.com/wiki/Red_Wizards_of_Thay}}&lt;br /&gt;
The Red Wizards are the masters of Thay, the conquerors of that land’s native Rashemi, and the would-be magical overlords of Faerûn. They focus on a school of magic more intently than any specialist, achieving incredible mastery of magic within a very narrow focus. Seen as cruel and evil tyrants by people across Toril, a few choose to leave their region, assume secret identities, and practice magic without having to worry about political alliances and possible slave uprisings.&lt;br /&gt;
&lt;br /&gt;
Early in their careers, would-be Red Wizards specialize in a school of magic. All Red Wizards have some skill as a specialist wizard, and most follow that path exclusively, but a few dabble in other sorts of learning (such as combat or divine magic). While it is possible for a sorcerer or bard to become a Red Wizard, such misfits are ridiculed in their homeland and are incredibly rare.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Class Features ==&lt;br /&gt;
{{ClassProgression&lt;br /&gt;
| MaxLevel = 10&lt;br /&gt;
| BAB = Low&lt;br /&gt;
| Fortitude = Low&lt;br /&gt;
| Reflex = Low&lt;br /&gt;
| Will = High&lt;br /&gt;
| Special1 = [[Maximize Spell]]&lt;br /&gt;
| Special2 = [[Spell Knowledge]] (+1)&lt;br /&gt;
| Special3 = [[Improved Empower Spell]]&lt;br /&gt;
| Special5 = [[Quicken Spell]]&lt;br /&gt;
| Special7 = [[Improved Maximize Spell]]&lt;br /&gt;
| Special8 = [[Spell Knowledge]] (+2)&lt;br /&gt;
| Special10 = [[Improved Quicken Spell]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Spells Per Day/Spells Known ===&lt;br /&gt;
When a new Arcane Scholar level is gained, the character gains new spells per day (and spells known, if applicable) as though he had gained a level in whatever arcane spellcasting class gave him access to 3rd-level arcane spells. If the character has more than one applicable arcane spellcasting class, he must pick one to improve.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Spell Knowledge:''' At 2nd Level, the Arcane Scholar and any party members gain a +1 bonus to their saves versus spells. This bonus increases to +2 at 8th level.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Improved Empower Spell:''' At 3rd level, the Arcane Scholar becomes especially adept at empowering spells. Empowered spells now only use a spell slot one level higher than the spell's actual level.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Improved Maximize Spell:''' At 7th level, the Arcane Scholar becomes especially adept at maximizing spells. Maximized spells now only use up a spell slot two levels higher than the spell's actual level.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Improved Quicken Spell:''' At 10th level, the Arcane Scholar becomes especially adept at quickening spells. Quickened spells now only use up a spell slot three levels higher than the spell's actual level.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Classes}}&lt;/div&gt;</summary>
		<author><name>Ithildur</name></author>	</entry>

	<entry>
		<id>https://www.alandfaraway.info/Wiki/index.php?title=Red_Wizard_of_Thay&amp;diff=3210</id>
		<title>Red Wizard of Thay</title>
		<link rel="alternate" type="text/html" href="https://www.alandfaraway.info/Wiki/index.php?title=Red_Wizard_of_Thay&amp;diff=3210"/>
				<updated>2017-11-10T22:12:00Z</updated>
		
		<summary type="html">&lt;p&gt;Ithildur: Created page with &amp;quot;Category:Classes Category:Prestige Classes {{Class | Image = Red Wizard of Thay | Name = Red Wizard of Thay | HitDie = d4 | Skills = 2 |...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Classes]]&lt;br /&gt;
[[Category:Prestige Classes]]&lt;br /&gt;
{{Class&lt;br /&gt;
| Image = [[Image:redwizard.jpg|256px|Red Wizard of Thay]]&lt;br /&gt;
| Name = Red Wizard of Thay&lt;br /&gt;
| HitDie = d4&lt;br /&gt;
| Skills = 2&lt;br /&gt;
| Proficiencies = ''None''&lt;br /&gt;
| ClassSkills = [[Appraise]], [[Concentration]], [[Craft]] (Alchemy), [[Decipher Script]], [[Diplomacy]], [[Knowledge]] (All), [[Profession]], [[Search]], [[Speak Language]], [[Spellcraft]].&lt;br /&gt;
| Requirements = Yes&lt;br /&gt;
| ReqFeats = [[Spell Penetration]], [[Greater Spell Penetration]], one [[Metamagic]] or [[Item Creation]] feat (other than Scribe Scroll)&lt;br /&gt;
| ReqSkills = [[Spellcraft]] 8&lt;br /&gt;
| ReqOther = Spellcasting: Specialist Wizard, able to cast 3rd-level arcane spells&lt;br /&gt;
| Source = [[Dungeon Master's Guide]]&lt;br /&gt;
}}&lt;br /&gt;
{{ExternalSource_nwn2wiki|http://nwn2.wikia.com/wiki/Arcane_Scholar_of_Candlekeep}}&lt;br /&gt;
{{ExternalSource_realmshelps|http://www.realmshelps.net/charbuild/classes/prestige/realms/red.shtml&lt;br /&gt;
{{ExternalSource_frwiki|http://forgottenrealms.wikia.com/wiki/Red_Wizards_of_Thay}}&lt;br /&gt;
The Red Wizards are the masters of Thay, the conquerors of that land’s native Rashemi, and the would-be magical overlords of Faerûn. They focus on a school of magic more intently than any specialist, achieving incredible mastery of magic within a very narrow focus. Seen as cruel and evil tyrants by people across Toril, a few choose to leave their region, assume secret identities, and practice magic without having to worry about political alliances and possible slave uprisings.&lt;br /&gt;
&lt;br /&gt;
Early in their careers, would-be Red Wizards specialize in a school of magic. All Red Wizards have some skill as a specialist wizard, and most follow that path exclusively, but a few dabble in other sorts of learning (such as combat or divine magic). While it is possible for a sorcerer or bard to become a Red Wizard, such misfits are ridiculed in their homeland and are incredibly rare.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Class Features ==&lt;br /&gt;
{{ClassProgression&lt;br /&gt;
| MaxLevel = 10&lt;br /&gt;
| BAB = Low&lt;br /&gt;
| Fortitude = Low&lt;br /&gt;
| Reflex = Low&lt;br /&gt;
| Will = High&lt;br /&gt;
| Special1 = [[Maximize Spell]]&lt;br /&gt;
| Special2 = [[Spell Knowledge]] (+1)&lt;br /&gt;
| Special3 = [[Improved Empower Spell]]&lt;br /&gt;
| Special5 = [[Quicken Spell]]&lt;br /&gt;
| Special7 = [[Improved Maximize Spell]]&lt;br /&gt;
| Special8 = [[Spell Knowledge]] (+2)&lt;br /&gt;
| Special10 = [[Improved Quicken Spell]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Spells Per Day/Spells Known ===&lt;br /&gt;
When a new Arcane Scholar level is gained, the character gains new spells per day (and spells known, if applicable) as though he had gained a level in whatever arcane spellcasting class gave him access to 3rd-level arcane spells. If the character has more than one applicable arcane spellcasting class, he must pick one to improve.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Spell Knowledge:''' At 2nd Level, the Arcane Scholar and any party members gain a +1 bonus to their saves versus spells. This bonus increases to +2 at 8th level.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Improved Empower Spell:''' At 3rd level, the Arcane Scholar becomes especially adept at empowering spells. Empowered spells now only use a spell slot one level higher than the spell's actual level.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Improved Maximize Spell:''' At 7th level, the Arcane Scholar becomes especially adept at maximizing spells. Maximized spells now only use up a spell slot two levels higher than the spell's actual level.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Improved Quicken Spell:''' At 10th level, the Arcane Scholar becomes especially adept at quickening spells. Quickened spells now only use up a spell slot three levels higher than the spell's actual level.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Classes}}&lt;/div&gt;</summary>
		<author><name>Ithildur</name></author>	</entry>

	<entry>
		<id>https://www.alandfaraway.info/Wiki/index.php?title=Red_Dragon_Disciple&amp;diff=3209</id>
		<title>Red Dragon Disciple</title>
		<link rel="alternate" type="text/html" href="https://www.alandfaraway.info/Wiki/index.php?title=Red_Dragon_Disciple&amp;diff=3209"/>
				<updated>2017-11-10T21:59:45Z</updated>
		
		<summary type="html">&lt;p&gt;Ithildur: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Classes]]&lt;br /&gt;
[[Category:Prestige Classes]]&lt;br /&gt;
{{Class&lt;br /&gt;
| Image = [[Image:Dragondisciple.jpg|256px|Dragon Disciple]]&lt;br /&gt;
| Name = Dragon Disciple&lt;br /&gt;
| HitDie = d12&lt;br /&gt;
| Skills = 2&lt;br /&gt;
| Proficiencies = &lt;br /&gt;
| ClassSkills = [[Concentration]], [[Craft]], [[Diplomacy]], [[Escape Artist]], [[Gather Information]], [[Knowledge]] (All), [[Listen]], [[Profession]], [[Search]], [[Speak Language]], [[Spellcraft]], [[Spot]]&lt;br /&gt;
| Requirements = Yes&lt;br /&gt;
| ReqSkills = [[Knowledge (Arcana)]] 8&lt;br /&gt;
| ReqOther = Ability to cast arcane spells without preparation (Levels in Bard or Sorcerer)&lt;br /&gt;
| Source = [[Dungeon Master's Guide]]&lt;br /&gt;
| SourcePage = 183&lt;br /&gt;
}}&lt;br /&gt;
{{ExternalSource_d20srd|http://www.d20srd.org/srd/prestigeClasses/dragonDisciple.htm}}&lt;br /&gt;
{{ExternalSource_nwn2wiki|http://nwn2.wikia.com/wiki/Red_Dragon_Disciple}}&lt;br /&gt;
{{ExternalSource_realmshelps|http://www.realmshelps.net/charbuild/classes/prestige/general/dragondisciple.shtml}}&lt;br /&gt;
{{ExternalSource_frwiki|http://forgottenrealms.wikia.com/wiki/Dragon_disciples}}&lt;br /&gt;
: ''&amp;quot;It is known that certain dragons can take humanoid form and even have humanoid lovers. Sometimes a child is born of this union, and every child of that child unto the thousandth generation claims a bit of dragon blood, be it ever so small. Usually, little comes of it, though mighty sorcerers occasionally credit their powers to draconic heritage. For some, however, dragon blood beckons irresistibly. These characters become dragon disciples, who use their magical power as a catalyst to ignite their dragon blood, realizing its fullest potential.&amp;quot;'' -- [[Dungeon Master's Guide]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Class Features ==&lt;br /&gt;
{{ClassProgression&lt;br /&gt;
| MaxLevel = 10&lt;br /&gt;
| BAB = Medium&lt;br /&gt;
| Fortitude = High&lt;br /&gt;
| Reflex = Low&lt;br /&gt;
| Will = High&lt;br /&gt;
| Special1 = [[Natural Armor Increase I]]&lt;br /&gt;
| Special2 = +2 Strength&lt;br /&gt;
| Special3 = [[Breath Weapon I]]&lt;br /&gt;
| Special4 = [[Natural armor increase II]], +2 Strength&lt;br /&gt;
| Special5 = [[Blind-fight]]&lt;br /&gt;
| Special6 = +2 Constitution&lt;br /&gt;
| Special7 = [[Natural armor increase III]], [[Breath Weapon II]]&lt;br /&gt;
| Special8 = +2 Intelligence&lt;br /&gt;
| Special9 = &lt;br /&gt;
| Special10 = [[Natural armor increase IV]], [[Breath Weapon III]], +4 Strength, +2 Charisma, [[Half Dragon]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Natural Armor Increase'''&lt;br /&gt;
&lt;br /&gt;
At 1st, level, the red dragon disciple's skin toughens and begins to grow scaly, granting them a +1 natural armor bonus to AC. This bonus improves to +2 at 4th level, +3 at 7th level, and +4 at 10th level.&lt;br /&gt;
&lt;br /&gt;
'''Draconic Ability Scores'''&lt;br /&gt;
&lt;br /&gt;
As the red dragon disciple's oneness with their draconic blood increases, their ability scores improve significantly. At 2nd level, they gain a +2 to Strength. At 4th level, this bonus increases to +4. At 6th level, the red dragon disciple gains a +2 to Constitution, and at 9th level they gain +2 Intelligence. Finally, at 10th level, they gain an additional +4 bonus to Strength (for a total of +8) and a +2 to Charisma.&lt;br /&gt;
&lt;br /&gt;
Note: This feat will permanently modify your ability scores, rather than providing an artificial boost like an item or spell.&lt;br /&gt;
&lt;br /&gt;
'''Breath Weapon'''&lt;br /&gt;
&lt;br /&gt;
At 3rd level, the dragon disciple gains the ability to breathe a cone of fire that deals 2d10 points of damage to all creatures within its area. This damage increases to 4d10 at 7th level and 6d10 at 10th level. Targets may make a Reflex save (DC 10 + 1/2 the red dragon disciple's class level + the character's Charisma bonus). This ability may be used once per day.&lt;br /&gt;
&lt;br /&gt;
'''Blind-Fight'''&lt;br /&gt;
&lt;br /&gt;
At 5th level, the red dragon disciple gains the ability to fight well, even if blinded or against invisible creatures. A character with this ability gets to reroll their miss chance percentile one time to see if they actually hit. Furthermore, invisible creatures get no bonus to hit the RDD in melee.&lt;br /&gt;
&lt;br /&gt;
'''Half-Dragon'''&lt;br /&gt;
&lt;br /&gt;
At 10th level, the red dragon disciple's transformation is complete. They become a half-dragon and gains darkvision as well as immunity to sleep, paralysis, and fire.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Classes}}&lt;/div&gt;</summary>
		<author><name>Ithildur</name></author>	</entry>

	</feed>