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Bleeding

Players will no longer automatically die when they reach 0 hit points. Instead, when a PC falls to 0 hit points, they will start to bleed. Each round, a bleeding player will either have a chance to lose a hit point or stabilize.

If a player stabilizes, they will stop losing hit points but will still be unconscious until healed or they enter into recovery mode. A player has a 10% chance per hour (2 minutes real time) to enter recovery mode. Once in recovery, a player may move around but is still several wounded and his stats are modified to reflect this. Once in recovery, a player has a 10% per day to enter the normal healing process. If he does, all negative effects of the recovery state are removed.

If a player does not stabilize, they will continue to lose one hit point per round. Once a player reaches -10 hit points, they will die.

Resting

Characters must usually wait 8 hours between rests. Within the city, players will not be allowed to

rest on their own. They will need to make use of a bed, available at taverns, inns and a few other places. There are different types of rooms. No more vagrants sleeping in the street.

Outside the city, most players will need to rest near a campfire, using a bedroll. Rangers can do without the campfire, and druids do not need either. When camping in the wild, there is a chance of 'restless sleep', dependent on character level, class type, and racial type. If a failed rest occurs, a check against the PC's constitution is made to determine the type of penalty.

Familiars

Familiars are greatly reduced in power. They have had removed their damage reduction, their regeneration, and spell like abilities. They have penalties to skills they were given for the OC, like Disable Device and Open Lock. They are not tanks, or mages, or rogues. They are companions and friends.

When your familiar dies you will get a 200xp/level penalty, if you succeed a fortitude save this is only 100xp/level. Familiars have a maximum HP of half the caster's maximum HP. Thus, a familiar may appear to be 'damaged' when it is actually in full health. Only certain familiars are allowed to roam in town. At the time of writing these are Pixies and familiars that appear as non-threatening natural animals.

Armor and armor enhancement bonuses

Armor and armor enhancement bonuses have been 'merged' through scripting. Mage armor, bracers of armor, and both the base and bonus part of armor is supposed to be all one type, and will be treated as such by the engine now. So if you had leather armor +1, bracers of armor AC3, and mage armor all running, you'd only be at +4 AC total, because all those sources overlap. Other types are still cumulative, like natural, deflection, and doge. (And of those, dodge stacks, the others overlap similar bonuses of the same type).

Cleric, Paladin, Druid, Ranger.

In order to pray for their spells these classes must have a valid deity in their deity field, which is appropriate for their alignment. Exceptions may be approved by DMs; same process as faction or DM- approved subrace or PrC approval. Druids cannot wear metal armor, with the exception of druids of Mieliki but they are restricted to medium metal armors, or lighter.

Pick pocketing

Pick pocketing is allowed. At the first couple of character levels pick pocket skill is reduced. This is done to make sure that only players that have put some time in their character do this. This should reduce the grief factor and make sure that it is not cheapened but instead a valid RP tool.

Pick pocket 2 * Pickpocket has a penalty applied to successive attempts that lasts a minute. * You can no longer pickpocket from PCs who are under level 4 * You can no longer pickpocket items heavier than 3 lbs * Items in stacks larger than 1 will only permit you to steal one of that stack

Traps

In some of the newer quests, persistent traps are used. These cannot be disarmed with the engine mechanism, but instead have a "trap mechanism" nearby that a rogue can click on to disarm or recover the trap. This mechanism is detected when a skilled character approaches a detected trap or by a option in the craft menu. If the character is in combat, only disarming is possible. ATTENTION! These traps do NOT allow the Take 20 rule!

Healkits, medicine bags and Bathing

Healkits and medicine bags have been changed.

Medicine Bags will now:

NOT heal people Cure poison and disease Stop bleeding people from bleeding and give them 1hp Apply longterm care when used on another Healkits will now:

Heal people if you beat a DC of 10 Cure poison and disease

Stop bleeding people from bleeding and give them 1hp Apply longterm care when used on another The difference between the different types of healkits is as followed: (heal roll in the following list means 'd20 + Healskill - 10')

+1 - Will heal the 'heal roll' at 1hp per round +3 - Will heal the 'heal roll' times 3 at 2hp per round +6 - Will heal the 'heal roll' times 6 at 4hp per round +10 - Will heal the 'heal roll' times 10 at 6hp per round This means that if you roll a 12 and have a heal skill of 9 you would heal 11HP if you used a +1 kit, 33HP with a +3 kit, 66HP with a +6 kit and 110HP with a +10kit.

Healing no longer stacks, so you can't apply several kits in succession to get faster healing.

Longterm care You get longterm care either by having someone else apply a healkit or medicine bag on you and succeeding the roll, by taking a nice long bath in one of various baths, or by resting in some of the more luxorious inns.

If you rest while longterm care is active on you you will heal up to half of you maximum HP while resting. So stop smelling bad and take those baths.

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