Much of this information used to be located in the forum titled "information for new players" which is currently not visible. Not sure if this is intentional either.
Updated. And am going to post missing info below (with some updates) to make it easier for Cluckyx to find it all.
Unfortunately I have no access to the additional perks that were added after the original set, and cannot include that. But hopefully Cluckyx can find it in the old Information for New Players forum.
Class Rules and Mechanics Changes
A listing for every class, uniting info from both the old "Realmslore" threads, the old mechanics changes listings, and some changes that were listed as "core" but actually relate to class. Also with updated links where appropriate.
STILL TO DO ON THIS LIST:
- Link to rogue perks (once placed on the website), under Rogue listing.
- Link to Feat Changes to Spells (once placed on the website), under spellcasting classes.
- Information on default summoning themes available in the OOC starting area, listed under each class affected (if desirable)
- More information on pickpocket for Bard and Rogue, instead of "see forums for details".
- Links to canon orders, under Paladin and Monk listings.
- Links to deity listings, under Cleric, Paladin and Druid listings.
- Incorporate, or link to, the Character Expectations guides for Clerics, Druids and Paladins under their respective listings
- General clean-up of formatting and text, as a lot has been copied and pasted from elsewhere.
[hide=Barbarians]
Barbarians10% movement speed increase feat disabled if in heavy armor.
20% movement speed bonus at level 8, also lost with heavy armor.
Barbarian Damage Reduction, disabled in heavy armor.
Level 5 10% damage reduction
level 7 20% damage reduction
Charisma bonus is applied to strength/con while raging. (Example a fourteen charisma barbarian would get +2 strength and +2 con in addition to the base +4str/+4con. His rage would be +6 str/+6 con.) Negative charisma will also reduce rage bonuses using this same formula.
Level 1 rage is capped at +4/+4 (Total)
Level 4 rage is capped at +8/+8
Level 8 rage uncapped
[/hide]
[hide=Bard]
BardSongbooks:Bards are able to acquire a songbook in which they can collect several unique songs and curses. When a bard possesses a songbook with songs in it she may "activate" a song, after which the Bard Song ability will use that song. To switch back to the default song, choose the option to deactivate the songbook. A songbook is not required to use the ability itself.
Songbooks allow bards to scribe known songs at variable costs and absorb other songbooks. The latter will copy any unknown song from the source songbook to the target songbook and proceed to destroy the source songbook. All characters may also destroy songbooks directly. Given the rarity of some songs, this can be a serious blow to the songbook's owner -- that should be kept in mind by all parties, which is not to say that songbooks are in any way sacred (quite the contrary). Individual songs may not be transferred directly from one book to another, though bards may remove songs from any given songbook.
Take note that all information about songs is stored in the songbooks themselves, not the characters. This may seem obvious but it can have some unforeseen consequences, such as Bard Song suddenly not using the song you expected it to.
Some chat commands are provided as well. Type /c songbook help for more.
The songs, of course, are a secret, but as a teaser the vast majority of them have a distinctly EfU feel. Look forward to hopefully seeing some of these as loot.
UMD:Use Magic Device requires a DC Check 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.
Scroll use with UMD requires a check of 25 + spell level of scroll, scroll is not lost if you fail.
Some class-restricted items are ooc-ly marked as not usable via UMD in their description - this is for balance and flavour reasons for specific classes, and we ask that you respect it.
Pickpocket:Pickpocket in its Bioware implementation is disabled. Pickpocketing is done via a pickpocket tool, subject to our own custom limitations. See forums for details.
However, this skill still works when rolling a skill check, attempting to conceal items during a search, and using it as part of a quest's dialog.
Some bard spells have been modified, please see the Arcane Spell Changes (//%22http://www.escapefromundeath.com/documentation/mechanics/changes/arcane%22) for more details. [/hide]
[hide=Cleric]
ClericCasting spells as a cleric requires an appropriate deity in your deity field, as welll as domains and an alignment appropriate to your deity.
Clerics have access to additional domains (//%22http://www.escapefromundeath.com/documentation/mechanics/cleric-domains%22) via an override.
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).[/LIST]Trickery domain power will give a Bluff bonus rather than a Persuade bonus.
Death Domain shadow avatar will not appear before level four. The avatars have also been modified to be appropriate for each particular deity.
Some cleric spells may be modified, please see the Divine Spell Changes (//%22http://www.escapefromundeath.com/documentation/mechanics/changes/divine%22) for more details. [/hide]
[hide=Druid]
DruidsCasting spells as a druid requires appropriate deity in your deity field, as well as an alignment appropriate to your deity (while remaining neutral in some aspect). Deities that support Druids are as follows:
QuoteNature Deities - Chauntea, Kossuth, Malar, Mielikki, Silvanus, Talos, Umberlee, Auril, Eldath, Gwaeron Windstrom, Lurue, Nobanion, Shiallia, Talona, Ubato, Ulutiu, Thard Harr, Aerdrie Faenya, Angharradh, Deep Sashelas, Fenmarel Mestarine, Rillifane Rallathil, Solonor Thelandria, Baervan Wildwanderer, Segojan Earthcaller, Sheela Peryroyl, Anhur, Isis, Osiris, Sebek, Hiatea, Sekolah, and Cyrrollalee.
Druids may not wear metal armor, use metal shields or wield weapons other than those they are proficient in as a druid. Mielikki has more lenient spiritual oaths than most deities that druids worship in the Realms, so Druids of Mielikki can use any of the standard armor or weapons that rangers normally use (all simple and martial weapons, all light and medium armor, and all shields) without violating their spiritual oaths. A druid who wears prohibited armor or wields a prohibited weapon may lose their ability to use their magical powers while doing so and for an unspecified time thereafter.
Druids select an animal companion from a list unique to the EfU:M setting (//%22http://www.escapefromundeath.com/documentation/setting-information/animal-companions%22).
"Feeding" your animal companion can only be done once every fifteen minutes, and will heal 1d4 hitpoints.
An animal companion's master will lose 200 XP and d6 HP when their associate dies, as a result of mental anguish from the close mental bond between the two.
Druids receive the tracking ability (//%22http://www.escapefromundeath.com/documentation/tracking%22) at level 6.
10% movement speed increase if the PC has 3 druid levels, and is in a wilderness area
15% movement speed increase if the PC has 6 druid levels, and is in a wilderness area
20% movement speed increase if the PC has 9 druid levels, and is in a wilderness area
Some druid spells may be modified, please see the Divine Spell Changes (//%22http://www.escapefromundeath.com/documentation/mechanics/changes/divine%22) for more details.[/hide]
[hide=Fighter]
FighterThere are no specific rules or additions for Fighters in EfU:M at this time.[/hide]
[hide=Monk]
MonkA Monk may not multiclass freely, and once a level in the class is taken, the character must progress solely as a monk. A monk who gains a new class or (if already multiclass) raises another class by a level may never again raise her monk level, though she retains all her monk abilities. In the Forgotten Realms, monks who are members of canon monk orders are granted more leniency - please note that an application must be made to have a background as a member of a canon order on arriving in EfU. [/hide]
[hide=Paladin]
PaladinBeing a paladin requires having an appropriate deity in your deity field. Deities that support Paladins are as follows:
QuoteAzuth, Chauntea, Helm, Ilmater, Kelemvor, Lathander, Mielikki, Mystra, Sune, Torm, Tyr, Deneir, Eldath, Gwaeron Windstrom, Hoar, Jergal, Milil, Nobanion, Red Knight, Savras, Shiallia, Siamorphe, Ulutiu, Hathor, Horus-Re, Isis, Osiris, Corellon, Berronar Truesilver, Clangeddin Silverbeard, Gorm Gulthyn, Marthammor Duin, Moradin, Arvoreen, Cyrrollalee, Utogalan, Yondalla, Baervan Wildwanderer, Baravar Cloakshadow, Flandal Steelskin, Gaerdal Ironhand, Garil Glittergold, and Segojan Earthcaller.
A Paladin may not multiclass freely, and once a level in the class is taken, the character must progress solely as a paladin. A paladin who gains a new class or (if already multiclass) raises another class by a level may never again raise her paladin level, though she retains all her paladin abilities. In the Forgotten Realms, paladins who are members of canon paladin orders are granted more leniency - please note that an application must be made to have a background as a member of a canon order on arriving in EfU.
Paladins get a special Detect Evil ability (accessible through player tool or /c detect evil). Paladins are forbidden by their code to knowingly quest with evil characters.
Some paladin spells may be modified, please see the Divine Spell Changes (//%22http://www.escapefromundeath.com/documentation/mechanics/changes/divine%22) for more details.[/hide]
[hide=Ranger]
RangersRangers receive the tracking ability (//%22http://www.escapefromundeath.com/documentation/tracking%22) (accessible through a player tool or by /c track).
Rangers select an animal companion from a list unique to the EfU:M setting (//%22http://www.escapefromundeath.com/documentation/setting-information/animal-companions%22) at level 6.
"Feeding" your animal companion can only be done once every fifteen minutes, and will heal 1d4 hitpoints.
An animal companion's master will lose 200 XP and d6 HP when their associate dies, as a result of mental anguish from the close mental bond between the two.
10% movement speed increase if the PC has 3 ranger levels, and is in a wilderness area
15% movement speed increase if the PC has 6 ranger levels, and is in a wilderness area
20% movement speed increase if the PC has 9 ranger levels, and is in a wilderness area
Rangers receive an AB bonus vs. their favored enemies.
This AB bonus is equal to ranger level/2, rounded down.
Rangers receive a +4 spot/listen/search bonus if they have 5 ranger levels and are in a wilderness area.
Some ranger spells may be modified, please see the Divine Spell Changes (//%22http://www.escapefromundeath.com/documentation/mechanics/changes/divine%22) for more details.[/hide]
[hide=Rogue]
RogueRogue on EFU is a very versatile class, able to fill a lot of different roles. Although it works well in combination as a multiclass, the EFU DM team would give this additional incentive to remain pure and help better realize your character's concept through sixteen new perks added specifically for rogues - as a bonus to the selection already available.
UMD:Use Magic Device requires a DC Check 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.
Scroll use with UMD requires a check of 25 + spell level of scroll, scroll is not lost if you fail.
Some class-restricted items are ooc-ly marked as not usable via UMD in their description - this is for balance and flavour reasons for specific classes, and we ask that you respect it.
Pickpocket:Pickpocket in its Bioware implementation is disabled. Pickpocketing is done via a pickpocket tool, subject to our own custom limitations. See forums for details.
However, this skill still works when rolling a skill check, attempting to conceal items during a search, and using it as part of a quest's dialog.[/hide]
[hide=Sorcerer]
SorcererSome sorcerer spells have been modified, please see the Arcane Spell Changes (//%22http://www.escapefromundeath.com/documentation/mechanics/changes/arcane%22) for more details.
Sorcerers select a familiar from a list unique to the EfU:M setting (//%22http://www.escapefromundeath.com/documentation/setting-information/familiars%22).
"Feeding" your familiar can only be done once every fifteen minutes, and will heal 1d4 hitpoints.
A familiar's master will lose 100 XP and d6 HP when their associate dies, as a result of mental anguish from the close mental bond between the two.
Sorcerers have access to the various custom summoning themes available in game, and can alter their default summoning theme after character creation. [/hide]
[hide=Wizard]
WizardSome wizard spells have been modified, please see the Arcane Spell Changes (//%22http://www.escapefromundeath.com/documentation/mechanics/changes/arcane%22) for more details.
Wizards select a familiar from a list unique to the EfU:M setting (//%22http://www.escapefromundeath.com/documentation/setting-information/familiars%22).
"Feeding" your familiar can only be done once every fifteen minutes, and will heal 1d4 hitpoints.
A familiar's master will lose 100 XP and d6 HP when their associate dies, as a result of mental anguish from the close mental bond between the two.
Wizards have access to the various custom summoning themes available in game, and can alter their default summoning theme after character creation.[/hide]
Updated Feat Changes to Spells
Feat Changes to SpellsRe-ordered by school of magic (since generally people are looking at specialising in certain schools). Removed spell changes that are general changes and not feat-related.
TO DO FOR THIS LIST:
- Update each change that only affects specialised wizards or specific classes. Probably by adding "[spell] has been changed as follows for [x class types] only:" to the established format.
The following changes have been made to spells where a caster has one of the Spell Focus and Greater Spell Focus feats for the associated school of magic. These apply to any class that can cast the spell, except where noted.
[hide=Abjuration]
AbjurationClarity has been changed as follows:
- Vanilla: unaffected
- SF: the duration is doubled
- GSF: duration is doubled again
Protection from/Resist/Endure Elements have been changed as follows:
- Vanilla: unchanged
- SF: absorption limit is increased by 5
- GSF: absorption limit is increased by another 5
Shield has been changed as follows:
- Vanilla: casts the spell as normal, granting +4 deflection AC.
- SF: casts the spell with a +2 armor enhancement bonus (does not stack with mage armor)
- GSF: casts the spell with a +4 armor enhancement bonus (does not stack with mage armor)
[**]This is designed to counteract the weirdness of abjurers being worse at protecting themselves than mages of other schools (by missing out on the mage armor spell). This brings them up to a par again, with protection consistent with casting mage armor on oneself.[/LIST][/hide]
[hide=Conjuration]
ConjurationSummon Creature Spells have been changed as follows:
- Vanilla: duration has been reduced to 4 rounds/level
- SF: duration is 5 rounds/level
- GSF: duration is the normal 6 rounds/level
[**]This is to compensate wizards for losing transmutation spells for spell school specialization: conjuration, this will grant an additional 2 rounds/level duration on summoning spells.[/LIST][/hide]
[hide=Divination]
DivinationClairvoyance/Clairaudience has been changed as follows:
- Vanilla: casts the spell as normal.
- SF: Double duration
- GSF: Double duration again. Additionally, if the caster targets themselves, then they will also receive a glowy eye effect and 5/+1 damage reduction to represent a sort of minor form of premonition (consolation for missing out on ghostly visage).
Cure blindness/deafness has been changed as follows:
- Vanilla: unaffected
- SF: gives a residual 2 round/level immunity to blindness and deafness.
- GSF: gives a residual 5 round/level immunity to blindness and deafness.
Find Traps has been modified as follows:
- Undisarmable traps are disregarded
- Vanilla: the maximum disarm DC for traps which can be disarmed by this spell is 20.
- SF: the maximum disarm DC for traps is 23.
- GSF: the maximum disarm DC for traps is 26.
See invisible has been changed as follows:
- Vanilla: unchanged
- SF: unchanged
- GSF: double duration
True strike has been changed as follows:
- Vanilla: reduced to +15 AB
- SF: +20 AB (consistent with what it used to be)
- GSF: +25 AB
[/hide]
[hide=Enchantment]
EnchantmentBalagarn's Iron Horn has been modified as follows:
- vanilla: casts with an opposed strength roll of 14 (rather than 20) to knock opponents over
- SF: the opposed strength roll is 18 (rather than 20)
- GSF: the opposed strength roll is 22 (rather than 20)
Masochism has been changed as follows:
- Vanilla: as normal
- SF: HP reduction denominator decreased from 5 to 4
- GSF: HP reduction denominator decreased from 5 to 3
[/hide]
[hide=Evocation]
EvocationThere are no additional changes for SF or GSF Evocation at this time, as evocation spells already benefit the most from SF.
[/hide]
[hide=Illusion]
IllusionGhostly visage has been changed as follows:
- Vanilla: 10% concealment
- SF: 15% concealment
- GSF: 20% concealment
Invisibility sphere has been changed as follows
- Vanilla: unaffected
- SF: Duration is doubled
- GSF: Duration is doubled again
[/hide]
[hide=Necromancy]
NecromancyVampiric touch has been changed as follows:
- Vanilla: deals only 1d5 damage per 2 levels
- SF: 1d6 damage per 2 levels (consistent with what it used to be)
- GSF: 1d7 damage per 2 levels
[/hide]
[hide=Transmutation]
TransmutationAugment Familiar has been changed as follows:
- Vanilla: duration decreased to 1 round/level
- SF: 2 rounds/level
- GSF: 3 rounds/level
Bull's Strength/Endurance/Eagle's Splendor/Fox's Cunning/Cat's Grace/Owl's Wisdom have been changed as follows:
- Vanilla: as normal with a 1+1d4 enhancement
- SF: casts the spell with a 2+1d3 enhancement
- GSF: casts the spell with a 3+1d2 enhancement
Bestow Curse has been changed as follows:
- Vanilla: unchanged
- SF: unchanged
- GSF: reduces all abilities by 3 rather than just 2
Expeditious retreat has been changed as follows:
- Vanilla: unchanged (50% movement speed increase)
- SF: a 55% movement speed increase.
- GSF: a 60% movement speed increase.
Haste has been changed as follows:
- Vanilla: unchanged
- SF: an additional 5% movement speed increase if targeted on the caster
- GSF: an additional 10% movement speed increase if targeted on the caster.
Polymorph Self has been changed as follows:
- Vanilla: duration is only 1 turn/2 levels
- SF: duration is 1 turn/level (consistent with what it used to be)
- GSF: duration is 2 turns/level
[/hide]