Status
Status: ONLINE
Players: 4
Type: PW Story
Connect: efu.us.to
IRC: irc.darkmyst.org #efu
Mechanics
Overview of Mechanic Changes

 

World

  • Characters start at level 2.
  • Rolling a 1 on saves is not an automatic failure.
  • Hours are 27 real-life minutes long, instead of two. Turns remain unmodified at one minute. Spells and abilities with hour-durations have been changed to 5 turns per hour.
  • Your character may rest only in an inn room (after having paid the innkeep) or out in the wild with a campfire and bedroll. You may rest once every 27 minutes.
  • Divine casters must have an appropriate deity in their deity field. In addition, druids (but not rangers) may only choose designated nature deities, and clerics must choose from their patron's list of domains.
  • Various spell visual effects have been removed/shortened.
  • Ability bonuses from spells and items will not stack.
  • AC from bracers will not stack if your character is wearing any form of armor beyond clothing.
  • Caltrops will not stack when dropped on top of each other.
  • Stealth is more effective in some areas (such as dark caves) than it is in brightly lit rooms. A PC that is translucent has been heard only, not spotted (this is default, but bears repeating: although difficult to enforce, we ask that people do not definitively identify characters who have only been "heard").
  • There are various damage modes (subdual, sparring, and full damage) all accessible through the crafting menu or chat text commands. Familiars/companions/summons should be on the damage mode of their master.
Abilities

  • An animal companion or familiar's master will lose experience and d6 HP when their associate dies, as a result of mental anguish from the close mental bond between the two. The loss of a familiar incurs a 100 XP loss; the loss of an animal companion incurs a 200 XP loss.
  • "Feeding" your animal companion or familiar can only be done once every fifteen minutes, and will heal 1d4 HP.
  • Death Domain shadow avatar will not appear before level four. The avatars have also been modified to better reflect the individual deities granting the domain.
  • Trickery domain power will give a Bluff bonus rather than a Persuade bonus.
  • Turn Undead has been modified to allow for commanding as well as destroying. Specifically,
    • Clerics with an evil alignment will command the undead.
    • Clerics with the Good domain will command good-aligned outsiders.
    • Clerics with the Evil domain will command evil-aligned outsiders.
    • Clerics with the Fire domain will command Fire Elementals (likewise for the Earth, Air, and Water domains).
Skills

  • Craft Armor - BioWare crafting is not supported; skill not definitively reassigned.
  • Craft Weapons - BioWare crafting is not supported; skill not definitively reassigned.
  • Craft Traps - BioWare crafting is not supported; reassigned as Engineering/Tech Knowledge. Consider this skill to be like Lore for technology. It is used with siege weapons and svirfneblin technology, for example. This is used rather consistently in the game.
  • Pickpocket has been disabled for use against NPCs and PCs. You can still use it for scripted pickpocket rolls (such as in a scripted quest) or in a DM situation (such as stealing a key from an NPC). Pickpocket also affects how well a PC performs in thief mode (accessible through crafting menu only).
  • Set Trap has had its DCs lowered. See table here.
  • Tumble has been modified to grant AC according to whichever is lower of base ranks and effective ranks.
  • Use Magic Device
    • requires passing a DC of 15 + spell level to successfully use a wand. If you do not succeed in your check, a charge is not expended. Some DM-only loot may not work this way.
    • requires passing a DC of 25 + spell level to successfully use a scroll. If you do not succeed in your check, the scroll is not consumed.
    • has been modified to make for smoother progression when bypassing item restrictions.
Spells

  • All cantrips deal 1d4 + 1 damage.
  • Animate dead: if used on a corpse item, animates that creature. Otherwise, summons a 5 HD shambling corpse. Does not work on player corpses.
  • Battletide: bonuses apply to allies
  • Blackstaff: duration increased to turn/level
  • Blindness/deafness: will not affect constructs, undead, or oozes; duration increased to 2 rounds/level.
  • Call lightning: 1d10 damage; works only in exterior areas when it's raining, and will be attracted to lightning rods; affects all targets in area.
  • Charm person or animal: duration increased to round/level.
  • Charm person: duration increased to round/level.
  • Clairaudience/clairvoyance: grants +15 Spot/Listen; duration increased to 2 rounds/level.
  • Continual flame: marks items as plot to prevent merchant exploiting.
  • Darkfire: 1d4 + 1/4 caster level fire damage; works on gloves; duration decreased to turn/level.
  • Darkness: grants 20% concealment bonus and does not affect perception/visibility range or count as cover for stealth.
  • Dominate monster: duration reduced to turn/level.
  • Drown: damage type changed to magical.
  • Earthquake: on failed Reflex save, victim is knocked down for 1d4 rounds.
  • Energy buffer: duration increased to hour/level.
  • Find traps: no longer disarms traps, merely identifies them.
  • Flame weapon: works on gloves.
  • Freedom of movement: grants immunity to petrification.
  • Grater magic weapon: +2 at level 5, + 1/5 subsequent caster levels (+3 at 10, +4 at 15, etc.); works on gloves; duration decreased to turn/level.
  • Greater stoneskin: damage reduction reduced to 15/+5; duration decreased to turn/level.
  • Harm: 10 negative damage/caster level, capped at 150; successful Will save for half (potentially fatal).
  • Hold animal: updated to use Mind-Affecting saves.
  • Hold monster: updated to use Mind-Affecting saves.
  • Hold person: updated to use Mind-Affecting saves.
  • Incendiary cloud: damage changed to 10d6 fire damage.
  • Invisibility sphere: grants invisibility to everybody within two meters; duration reduced to round/level.
  • Isaac's greater missile storm: 1d6 damage/missile.
  • Keen edge: works on all weapon types; duration decreased to turn/level.
  • Mage armor: +4 total armor AC; spell is applied to worn armor; armor type AC cannot exceed +4 (so a leather armor with 2 armor AC will only receive +2 armor AC from mage armor, for a total of +4).
  • Magic circle vs. alignment: confers protection from alignment on all allies within three meters.
  • Magic vestment: +1 at levels 1-6, +2 at levels 7-12, +3 for levels 13+; only work son armor (not shields).
  • Magic weapon: works on gloves.
  • Mind blank: duration increased to 5 turns/level.
  • Mind fog: duration increased to round/level.
  • Negative energy burst: Will save negates Str drain in addition to halving the damage.
  • Polymorph self: additional forms can be accessed through crafting menu; standard BioWare forms have been adjusted appropriately.
  • Premonition: damage reduction reduced to 20/+5,
  • Raise dead: requires a small diamond as a component, and has a high chance of failure based on several factors left to DM discretion.
  • Ray of enfeeblement: duration increased to turn/level.
  • Resist elements: duration increased to (24 * 5) turns.
  • Shelgarn's persistent blade: duration decreased to round/level.
  • Shield: blocks Isaac's lesser missile storm and Isaac's greater missile storm.
  • Stone bones: Ac bonus increased to 2 + 1/2 caster levels.
  • Stoneskin: duration decreased to turn/level.
  • Sunbeam: blindness duration increased to round/level.
  • True seeing: grants see invisibility and immunity to illusions; does not reveal stealthed opponents.
  • Ultravision: high-powered version of Darkvision, no other effects (does not pierce darkness).
  • War cry: bonuses applied to allies.
  • Word of faith: successful Will save negates; blindness duration increased to turn/level.
  • Summons last for 3 rounds/level, minimum 6 rounds. Various themes are available through reagents, items, and other means in game, both temporarily and permanently. Characters have summoning buffers that lets them summon creatures until the buffer fills, at which point creatures will automatically unsummon.
Feats

  • Arcane Defense
    • abjuration:
      • Reduces the number of effects dispelled by lesser spell breach and greater spell breach by one.
  • Spell Focus, (Lesser & Greater)
    • abjuration:
      • Increases the maximum caster level for lesser dispel/dispel magic/greater dispelling by one and two, respectively.
      • Increases the number of effects dispelled by lesser spell breach and greater spell breach by one and two, respectively.
    • conjuration:
      • Lowers the summoning cost by 25% and 50%, respectively, of each conjured creature allowing the spellcaster to control multiple summoned creatures at any one time.
    • necromancy:
      • Lowers the animation cost by 25% and 50%, respectively, of each animated creature allowing the spellcaster to control multiple animated creatures at any one time.
    • divination:
      • Increases scrying duration by 150% and 200%, respectively.
Classes

    Barbarian
    • 10% movement speed increase feat disabled when in heavy amour.


    • Barbarian Damage Immunity, disabled in heavy amour.
    • Level 5: 10% damage immunity.
    • Level 7: 20% damage immunity.
    • Level 8: 20% movement speed bonus, disabled in heavy armour.


    • Charisma modifier is applied to Str/Con while raging, capped at +1 at level 4 and an additional +1 per 2 levels thereafter (at level 5, a 14 Cha barbarian would get +1 Str and +1 Con in addition to the base +4 Str/+4 Con, for a total of +5 Str/+5 Con).A negative Charisma modifier will have an opposite effect.

    Druid/Ranger
    • Druids receive tracking at level 6.
    • Rangers receive tracking at level 2.


    • 10% movement speed increase if the PC has 3 druid/ranger levels, and is in a wilderness area.
    • 15% movement speed increase if the PC has 6 druid/ranger levels, and is in a wilderness area.
    • 20% movement speed increase if the PC has 9 druid/ranger levels, and is in a wilderness area.


    • Rangers receive an AB bonus vs. their favoured enemies equal to half their ranger level, rounded down.
    • Rangers receive a +4 Spot/Listen/Search bonus if they have 5 ranger levels and are in a wilderness area.

    Paladin
    • Level 1: Detect Evil, accessible through crafting menu and chat text command.


    • Summon Mount has been disabled.
Prestige Classes

    Arcane archer
    • Now receives the Elf domain special power, minimum 3 round duration.

    Blackguard
    • Level 1: Detect Good, accessible through crafting menu and chat text command.

    Dwarven defender
    • Now receives the Dwarf domain special power, minimum 3 round duration.

    Pale master
    • Level 1: Arcane Defense: Necromancy (+2 saves vs. necromancy spells).
    • Level 2: +1 Str.
    • Level 3: +2 Con bonus, 50% negative energy damage immunity, 50% positive energy vulnerability.
    • Level 4: Str bonus increased to +2, for the Summon Undead the pale master can pick one of three undead types: an incorporeal spirit, a mummy, or a stitched horror (all three monster-types are custom for EfU: A).
    • Level 5: Immunity negative energy 75%, Immunity Level Drain, +4 saves vs. death, 75% positive energy vulnerability.
    • Level 6: Con bonus increased to +4.


    • Pale masters may also be able to find special undead grafts to give them additional abilities.

    Purple Dragon Knight
    • Now Knight.


    • Requirements:
    • Alignment: Non-chaotic.
    • BAB: +4.
    • Feats: one of Mounted Combat, Disarm, Improved Initiative, Improved Parry, or Iron Will.
    • Skills: Intimidate 1, Listen 2, Persuade 1, Spot 2.


    • Requires override.
      Additional information available here.

    Shifter
    • Shifters in EfU: A have a totally custom shift system that lets them (theoretically) shift into virtually any monster found in the game-world.

    EfU:A Archaeologist
      Requirements:
    • Skills: 5 Lore, 4 Search.
    • Special: Claim to a significant archaeological discovery.


    • Progression:
    • Level 1: Deneir's Eye, Skill Focus (Disable Trap), Skill Focus (Lore), Skill Focus (Open Lock), Skill Focus (Search)
    • Level 2: Darkvision, Uncanny Dodge II
    • Level 3: Cat's Grace, Stonecunning, Uncanny Dodge III
    • Level 4: Hit Die Increase: d8, Invisibility, Skill Mastery
    • Level 5: Automatic Still Spell I, Tymora's Smile 1/day


    • Requires override.
      Additional information available here.

    EfU:A Divine champion
      Requirements:
    • BAB: +4.
    • Feats: Weapon Focus in a melee weapon


    • Progression: as champion of Torm, except
    • Level 1: Turn Undead
    • Level 2: Divine Might
    • Level 3: Divine Shield, Smite Good


    • Requires override.
      Additional information available here.

    EfU:A Cult elite knight
      Requirements:
    • Alignment: Lawful good.
    • Special: Must have been approached by a leader of their faith about the grim opportunity to be given a longer leash with regards to how they carry out their duties.


    • Progression:
    • Level 1: Sacrament of Trust (RP), Lay On Hands
    • Level 2: Contagion, Smite Evil
    • Level 3: Great Smiting I
    • Level 4: Extra Smiting
    • Level 5: Inflict Serious Wounds


    • Requires override.
      Additional information available here.

    EfU:A Weapon master
      Progression: as weapon master, except
    • Level 1: Barbarian Fast Movement, Improved Initiative, Improved Parry
    • Level 2: Skill Focus: Concentration, Disciplie, Called Shot
    • Level 3: Power Attack, Disarm
    • Level 4: Blinding Speed


    • Requires override.
      Additional information available here.

Death

  • Respawning removes 1/3 total experience.
  • Raise dead removes 1/6 total experience.
  • Resurrection removes 1/9 total experience.
A dark, involving, and continually evolving game world where your character and interests have a real impact on the progression of the environment, as well as all those in it.
--The Beggar
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