Character Classes of EFU

Started by Vlaid, August 03, 2013, 01:55:15 PM

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Vlaid

Check the new EFU Wiki here for the most up-to-date information on classes in EfU: City of Rings.


Character Classes of EFU

Available Classes
Druid
Fighter
Monk
Paladin
Ranger
Rogue
Sorcerer
Wizard
Bard
Barbarian
Cleric


Prestige Classes
Note: Prestige classes require an application and some level of "Earn in Game" to acquire. The mechanical requirements of skills and feats have been removed.
Assassin
Blackguard
Bloodmage
Pale Master
Shadowdancer
Shifter
Weapon Master
Ascetic
Divine Champion
Dwarven Defender
Knight (Purple Dragon Knight)
Dragon Disciple
Arcane Archer



Vlaid

Druid



Alignment: Any Neutral
Hit Die: d8
Proficiencies: Armor (Light, Medium), Shields, Weapon (Druid)
Skill Points: 4+int modifier per level (4+int modifier)*4 at 1st level
Save Progression: Fort High, Will High, Ref Low
Attack Bonus: +3/4 levels

General

QuoteDruids in EFU5 do not require the patronage of a specific deity in order to cast spells. Players of druids should generally put something appropriately descriptive within their deity field.

Druid characters must maintain a commitment to a lifestyle that eschews the trapping of conventional civilized life.

In the decayed urban setting of the Rings, this can be a difficult thing. Furthermore, players should be aware that there exists a consistent prejudice within the Rings against all druids (often referred to as 'Changelings') and indeed any who exhibit the power to dramatically change their form.

Druids (or Changelings, as many have come to embrace the term) thus tend to spend time away from settled neighbourhoods and large groups of people, often preferring the company of vermin and stray animals or seeking out patches of wildness.

There exist regions of the Rings that have become overgrown parks or vine-covered patches of wildness, these areas tend to attract the attention of Changelings who seek to expand them or violently protect them from the incursions of others.

Some Changelings possess a connection with the Fey (and perhaps receive their strange powers as a result of it), and tend to exhibit those peculiar characteristics of that strange kind: a childlike capriciousness, a love of tricks & trickery, a wild and ever-changing emotional state, an appreciation for beauty and grotesque oddity to the same degree, and in general a certain passionate eccentricity.

Regardless, all Druids / Changelings should generally adhere to the following guidelines lest they lose their strange powers:

An aversion to civilization and conventional civilized behavior
A refusal to use tools, weapons, and armor that bears too heavy a mark of civilization (limited to druid weapon proficiency weapons with some small exceptions; non-metal armor only)
A general respect for nature: animals & plantlife
A strong dislike of such practices as: animating the dead, summoning demons & devils, the conjuration of bizarre extra planar creatures from beyond the City, and other acts of high magic
There are many reasons for the prejudice and dislike of Changelings within the Rings. But it is widely believed that the presence of Changelings tends to bring bad luck.

Spellcasting: Divine (spell failure from armor is ignored), wisdom-based (a base wisdom score of 10 + the spell's level is required to cast a spell, bonus spells are based on modified wisdom, and the wisdom modifier affects spell DCs), and requires preparation.

Custom spell changes: We have introduced a number of new spells.  A complete list of all spell changes can be found here.


[hide=Custom Spells]
   

       
  • Druid (Level 1):

            
    • Transmutation

                 
      • Jump
  • Druid (Level 2):

            
    • Transmutation

                 
      • Cat's Grace
      • Eagle's Splendor
      • Fox's Cunning
      • Owl's Wisdom
  • Druid (Level 3):

            
    • Transmutation

                 
      • Mass Ultravision
  • Druid (Level 5):

            
    • Transmutation

                 
      • Baleful Polymorph
  • Druid (Level 6):

            
    • Divination

                 
      • Scrying
[/hide]

Resting: Unlike most other classes in EFU Druids do not require a bedroll or campfire to rest.

Tracking: Starting at level 6 druids are able to track NPCs(not PCs) in the same area as themselves.


[hide=Tracking]What is tracking?

"Tracking in hunting is the science and art of observing a place through animal footprints and other signs, including: tracks, beds, chews, scat, hair, etc. ... So called, 'master trackers', are able to know an animal through its tracks and trails, also known as spoor. These include not only identification and interpretation of tracks, but also scat (or feces), feathers, kills, scratching posts, trails, drag marks, sounds, marking posts, and more. There is a story in most of these marks to be found. The skilled tracker is able to discern these markings and recreate what transpired."

-- Wikipedia, on Tracking

One of the extra benefits that we provide for rangers and other wilderness oriented characters is a scripted Tracking ability. Rangers get this ability at ranger level two, and druids get it at druid level six. Tracking allows a character to use their keen observation skills to collect information on nearby animals, monsters, and characters without directly observing them.

How does tracking work on EFU?

To perform tracking, you can use either the Tracking option in the crafting menu, or the "/c track" voice command. They both do the same thing: your character will stoop for four seconds, and tracking information will be displayed in the combat window.

Successful tracking will yield a list of results. The amount of information conveyed in these results depends on the degree to which the tracker's roll to track exceeds the prey's roll to avoid being detected. The following are sample results, in increasing order of success:

(nothing)
Other undistinguishable tracks here.
Creature tracks to the N.
Small creature tracks to the N.
Small creature tracks to the NNW.
Small creature tracks to the NNW, nearby.
Small animal tracks to the NNW, nearby.
Small animal tracks roughly 5 meters to the NNW.
Small animal tracks (of the Rabbit of Caerbannog) roughly 5 meters to the NNW.Tracking is done in EFU using opposed rolls. A tracker's ability to track his prey is a combination of the following:

    The tracker's ranger levels.
    The tracker's spot and search skills.
    The tracker's lore skill, capped by his ranger levels.
    The distance between the tracker and his prey.
    Whether the prey is the tracker's favored enemy.
    Whether the tracker has special vision (low-light vision or darkvision).

The prey's ability to confound a tracker is a combination of the following:

    The prey's size.
    The weight the prey is carrying.
    Whether the prey is flying/levitating.
    The prey's hide and move silently skills.
    Whether the prey is moving in Stealth Mode.
    Whether the prey has the Trackless Step feat.

What environmental factors can affect tracking?

Tracking is easiest in outdoor natural environments. Attempting to track in an indoors environment, or in an artificial environment, will incur a small penalty, due to the decreased number of visible cues (no rocks to displace, no lichen to trample, no mushrooms to brush aside).

What counts as "outdoor" or "artificial" in the Underdark? A mushroom grove is an outdoor natural environment. The streets of Traensyr are an outdoor artificial environment. The interior of the Sanctuary Town Hall is an artificial indoor environment.

Certain areas also impose spot and listen modifiers, due to low amounts of light, constant echoing, or other environmental factors. These modifiers will factor into tracking by changing the effective spot and listen skills of the tracker.

How does Favored Enemy factor into tracking?

Good question! Rangers study their favored enemies and develop a keen understanding of their weaknesses; this understanding allows them to more skillfully track these foes. When attempting to decipher the tracks of a favored enemy, a ranger gets a bonus to their tracking roll.

Furthermore, certain racial types which an ordinary tracker might not be able to tell apart simply by virtue of their tracks (aberration tracks and outsider tracks are both "strange", magical beast tracks don't look that different from regular beast tracks, half-elf tracks look very similar to human tracks, et cetera) can be distinguished by a tracker for whom such creatures are favored enemies.

This emphasizes the favored enemy choice. A tracker with Favored Enemy: Aberrations isn't just a tracker: he is an aberration hunter, who can track aberrations better than his peers and identify the fine distinctions between an ordinary vrock's talon scratches and a hated hook horror's claw marks.

Does tracking properly identify the racial types of subrace PCs?

Yes! If you are attempting to track a goblin or kobold PC, they will show up as goblinoid or reptilian, not halfling (the base racial type which those subraces are built upon in our subrace system). Everything will work as expected, when it comes to tracking subrace characters.

How does filtering work for the "/c track" command?

You can use filtering to reduce the number of results shown when performing tracking. For example, consider a tracker searching a crypt for a drow necromancer. The crypt contains sixteen skeletons, the drow necromancer, and a stealthy drow assassin. Regular tracking results might look like:

Other undistinguishable tracks here.
Medium-sized elf tracks to the WSW, very distant.
Medium-sized undead tracks to the WSW, distant.
Medium-sized undead tracks to the SSW, distant.
Medium-sized undead tracks to the SSW, distant.
Medium-sized undead tracks to the SSW, distant.
Medium-sized undead tracks to the SSW, distant.
Medium-sized undead tracks to the SSW, distant.
(...repeated ten more times...)But the tracker doesn't care about the list of skeletons! Is there a way to get tracking results about the drow whom you care about, without having the flood of results about the skeletons, whom you don't?

Yes. Use "/c track -race elf", and the only result you get is "Medium-sized elf tracks to the WSW, very distant." This removes all of the undesirable information about the skeletons. Notice that it also removes the first result about indistinguishable tracks, coming from the stealthy drow assassin -- despite the fact that he is actually drow, your tracking results weren't accurate enough to determine that he was drow, and so he got filtered out.

You can do the same trick to filter out creatures by size category, or by name, using "/c track -size" and "/c track -name". Filters can also be combined, so to get only results about medium-sized goblinoids, you can do "/c track -size medium -race goblinoid".[/hide]

Divine Wands: Druids are able to use wands crafted by divine spell-casters.

Animal Companions: The Animal Companion system has been customized for EfU.


[hide=Animal Companions]EFU uses a more dynamic animal companion system where you have to find the companion yourself in the wilderness of the Underdark. A Player Tool called Train Companion is available at the time your ranger or druid receive the Summon Animal Companion feat. By targeting an animal empathized creature, you learn if the animal can be trained as a companion, if you have enough levels (druid and ranger levels) to train the animal, the XP cost of doing so, whether it will replace your old animal companion and ask you to confirm. Repeatedly targeting the animal with the player tool will then turn the animal into your new animal companion.

Use of the Summon Animal Companion feat will call upon the trained animal companion. However, if the animal companion dies it is dead for good and you will have to train a new animal. There is no XP cost for the animal dying.

You can name your animal companion through the voice command:

/c name_companion Biter

Which will name your companion Biter. It usually takes a few seconds after the animal companion is summoned or the voice command is issued before you can see the change. Alternatively, you may have to enter a new area. Only one name (no surnames) can be applied at this time.

The start area also have a selection of starting animal companions from the surface. See the parrot.

With this change it is possible for us to give you unique custom animal companions. If you get one of these, remember that death is final.

Also there are some commands available for your companion:
/c astealth a      Puts your companion in stealth mode.
/c adetect a       Puts your companion in detect mode.
/v a      Speaks through your companion.  You do not actually speak through your companion, but you can make it say things such as "Growls".  Type /v a "Growls".[/hide]

Wildshapes:The Wildshapes available to Druids have been significantly altered to a custom system that allows a much larger variety of forms, some of which are unlocked at higher level or through applications. Additionally your base physical stats before adjustments from buffs now affect the the power of your forms. The exact effects of these custom forms are not publicly disclosed and must be discovered in game. [Many forms are coming, being improved, or removed.  I will update this once the new list is released]

Wildshape bonuses lost when the skin refreshes can be reset with the command: /c wildshape_reset.  This can be used an unlimited amount of times once you have wildshaped at least once.  Please do not abuse this.

[hide=Application Wildshapes] Existing wildshapes which require an application:

    Ymphian Sabertooth Tiger
    Great Lizard
    Ancient Cave Bear
    Great Black Wolf

    Lesser Water Elemental
    Lesser Fire Elemental
    Lesser Earth Elemental
    Lesser Air Elemental[/hide]

Natural Swiftness:Starting at level 3 Druids begin to move more quickly in natural areas.  10% movement speed increase if the PC has at least 3 druid levels, and is in a wilderness (caves) area.
15% movement speed increase if the PC has at least 6 druid levels, and is in a wilderness (caves) area
20% movement speed increase if the PC has at least 9 druid levels, and is in a wilderness (caves) area.

Restrictions:  Druids restrict themselves to non-metal armor and weapons that are permitted by the Druid Class Weapon Proficiency feat. Other weapon types may be considered by DMs on a case by case basis (generally we permit druids to use the favored weapon of their divine patron). All druids should be vigorously opposed to the undead, aberrations, and the encroachment of civilization upon the wild.

Kits: Druids have a number of kits available to them, purely optionally, to further specialize their druidic abilities.


[hide=Primordial Druid (Application only):]

Available through application only.

Selectable through the crafting menu and additional class perks .  Must be a non-good druid.  Must remain pure druid (except for PrCs).

Calling upon ancient and strange oozes and slimes, Primordial druids believe their wards are the oldest and most important forms of life on Toril. Typically viewing the ooze as a cleansing force of renewal their methods can bring them into conflict with other druids who take a more careful and precise approach to the balance.

"In the wake of devastation and destruction, some druids have begun to believe that the only way the world can be renewed and balance restored is for the world to be reverted to the primordial slime. By washing away the abominable horrors by a tide of ooze, new and natural life will begin anew.

As druid, except:

    Summoning theme set to ooze
    Animal companion works similarly as Ooze Devout ooze familiar (degrade tool, can be fed, etc.)
    25% acid immunity at level 8
    Access to minor slime form polymorph at level 5, more powerful slime at 8[/hide]

[hide=Rot Druid (Application only):]

Available only through application.

Based primarily in their veneration of the dark deity of Rot, Moander, Rot Druids spread decay, rot, disease and often form alliances with a strange race of insectoid people; the formians. Their ways represent the natural decay of life. Rot Druids gain access custom wild shape forms and if they apply for the Rot lair get some other specialized benefits.  A very difficult class to gain, but perhaps harder to play.  It may require extreme loneliness and few if any allies.
Special Rot shapes:

    Rothive Taskmaster
    Rothive Myrmarch [/color][/hide]

Vlaid

Fighter




Alignment: Any
Hit Die:  d10
Proficiencies: Armor (Light, Medium, Heavy), Shields, Weapon (Simple, Martial)
Skill Points: 2+int modifier per level (2+int modifier)*4 at 1st level
Save Progression: Fort High, Will Low, Ref Low
Attack Bonus: +1/level
Other: Bonus feats at level 1 and every even number of Fighter levels after (2, 4, 6, 8, ect).

General
Fighters are the penultimate warriors defined by martial prowess, training and discipline. The polar opposite of the Barbarian, Fighters are the backbone of nearly any conflict. What the fighter does they do without flashy magical powers or supernatural ability but none can debate the necessity of their role to any group hoping to survive the dangers of EFU.

Perks: Like many classes fighters have their own unique set of EfU perks.  You must remain pure fighter to take advantage of these (except for prestige classes).


[hide=Fighter Perks]

Like many classes in EFU Fighters have a number of perks to  choose from which grant some minor combat advantages.
A 1/day player tool is available to each perk with varying effects.  Type '/c fighter_perk' to activate.

Body Guard
Be it a Sheik's loyal eunuch guarding his harem or a King's most trusted Knight guarding his vulnerable heir, powerful men have always needed trustworthy and loyal men to guard what they treasure most.

Level 1: +1 vs Mind Affecting, Immunity: Charm Person
Level 5: +3 Discipline
Level 8: +1 Will, Immunity: Dominate Person

Quote from: /c fighter_perk

Nearest neutral creature within 10 feet receives +2 AC, +4 vs Fear and +2 vs Mind Affecting. Lasts 1 turn.

Bounty Hunter
When a runner is noted and bounty is posted, the target is all that matters. Bounty hunter seeks the wanted for fair reward, and no one else. Nothing can come in between the payday and the hunter when contract is taken.

Level 1: Special tanglefoot bag each reset
Level 5: +4 Disable Trap, +4 Set Trap. Get a trap kit each rest.
Level 8: Gain 5% movement speed, 5% physical immunity and +4 saving throw vs traps

Quote from: /c fighter_perk

25% movement speed increase. Lasts 1 turn.

Brawler
While the powerful of the Realms seek their enjoyment in grand tourneys involving gleaming armor and groomed destriers, the peasants make do with a baser form of contest: the bareknuckle brawl. The haggard men and women who take part in this bloody and storied contest in the inns and streets of the great cities bear its clear markings of flattened noses, missing teeth, and swelled brows.

Level 1: 2/- Damage Resistance vs Bludgeoning
Level 5: WS: Unarmed Strike
Level 8: Improved Critical: Unarmed Strike

Quote from: /c fighter_perk

Gloves receive 1d4 bludgeoning damage bonus and the brawler gets 5/+1 damage reduction for 30 points of damage. Lasts 1 turn.

Cutthroat
Every city has its slum, and every slum has its thug-- dim men, often as not, who rule their shabby blocks by right of might and fear. From thieves guild enforcer to dockside pimp, these lesions of humanity plague the already grim lives of the poor and oppressed.

Level 1: +5 Intimidate
Level 5: Use Poison, double poison duration
Level 8: 10% Concealment

Quote from: /c fighter_perk

Weapon and gloves receive on-hit: Poison DC 14 1d2 strength damage. Lasts 1 turn.

Desert Warrior
Be it a Calishite Mameluke or a Bedine raider, the harsh deserts of Faerun produce a unique breed of warrior. As harsh and sharp as the red sun, these men and women are death on the sands with their shamshirs gleaming bright.[/h]

Level 1: +4 vs Fire
Level 5: +2 Fortitude
Level 8: 20% Fire Immunity

Quote from: /c fighter_perk

The Desert Warrior is surrounded by a flame shield dealing 1d6 fire damage to attacking creatures. Lasts 1 turn.

Drill Sergeant
The terror of the aspirant, you are the supreme commander and second to none -- upon the training grounds. Where others vied their martial talents to selfish or protective duties, you have dedicated yourself to ensure the future generations know which end of the blade to hold. A master of practice matches and troop inspiration, your students will praise all the devious little assignments given them. Someday.

Level 1: You train characters at or below half your levels + 2 (max level 7). They receive bonus XP for getting beaten in sparring matches (time limited), whereas you regenerate up to 1/4th of your own max HP if you lose
Level 5: +1 Concentration, Discipline, Heal, Intimidate, Listen and Spot
Level 8: 2/day Master of the Drill Ability -- +1 AB, +1 AC, +10% movement speed and give allies 1/4th of your Concentration, Discipline, Listen and Spot ranks as bonus inspiration. Lasts 1 turn.

Quote from: /c fighter_perk

Drill Sergeant inspires allies to give a little bit more. 20 temporary hitpoints given allies. Lasts 5 turns.

Dual-wielder
Regardless of whether you started as right handed or left handed, you always considered favoring one over the other would hamper you in the long run. Sacrificing the comfort and reliance of a shield you instead enter combat with blades blazing, whether in the form of two singular weapons or a staff for both hands.

Level 1: Gain ambidexterity if dexterity is 13 or above.
Level 5: 5% phyiscal immunity. The effects of magic weapon, flame weapon, darkfire. poison and alchemist's fire duplicated to off-hand weapon when cast.
Level 8: +2 off-hand attack bonus.

Quote from: /c fighter_perk fire|acid|electrical|cold

Gain +1d4 elemental damage for 2 turns. Overrides existing bonus. If held, off-hand weapon receives +2 Deflection AC for 5 turns. Defaults to fire.

Duelist
Quick-footed, quick-tongued, and quick-witted men go by many names in the realms: bravos, swashbucklers, fencers, corsairs. Eschewing the heavy arms and armor of the traditional warrior, they live (and die) by their cunning.

Level 1: +3 tumble, +3 taunt
Level 5: +2 AC vs Slashing, +3 parry
Level 8: Uncanny Dodge 1 feat

Quote from: /c fighter_perk

Duelist receives +2 AB. Lasts 1 turn.

Houndmaster
Where others focused solely on their own martial expertise, you broadened your training to include a particular breed of species. Now wherever battle is joined you fight fiercely beside man's best friend.

Level 1: +2 intimidate, animals are less likely to attack you.
Level 5: Tracking, +2 spot, +2 listen, +2 search.
Level 8: 2/- DR piercing. Your dog is trained more rapidly.

Quote from: /c fighter_perk

Call dog -- your faithful companion joins you. The dog gains XP over time and will grow stronger while called. On its death you get a new pup. Can name it with the /c name_companion X command.


Lay Sword
Temples of all faiths often boast a number of lay members skilled with blade and hammer, but unsuited for the life of a priest. These men wage war for their respective deities, taking orders not from worldly lords but the sanctified mouths of priests and priestesses.

Level 1: +1 vs Divine
Level 5: +1 Will
Level 8: +1 Universal Saves

Quote from: /c fighter_perk

If evil: Receives +2 AB and +1 AC vs Good.
If good: Receives +2 AC and +1 universal saving throw vs Evil.
If neutral: Receives +1 AC and +1 fortitude save.

Lasts 1 turn.

Man-at-arms
These rugged men make up the bulk of any Lord's army, but they are not the characters of tales and stories. Often as not, these soldiers die nameless deaths on the battlefield-- fodder for the tales of greater men. Still, someone must walk the walls and guard the tents.

Level 1: +4 vs Disease
Level 5: +3 Discipline, Cleave feat
Level 8: 10% Physical Immunity

Quote from: /c fighter_perk

Gain 20% physical damage immunity. Lasts 1 turn.

Marksman
Favoring shots of precision and strength, marksmen are a common contribution in any army. Few things are as intimidating as a deadly shot aimed at close range and the cold certainty that the man behind it will not miss.

Level 1: +3 spot, +3 listen
Level 5: Spawn a bundle of magical bolts each rest
Level 8: +2 Dexterity

Quote from: /c fighter_perk

Held crossbow receives +1 attack bonus and 2d8 massive criticals. Lasts 1 turn.

Pit Fighter
Be it a freeman seeking coins and glory in the Great Arena of Westgate or a Thayan slave fighting for his very life, pit fighters are a common fixture among the realm. These men, if they survive, tend to be excellent warriors but poor soldiers.

Level 1: +3 Taunt
Level 5: Dodge
Level 8: 10% movement speed

Quote from: /c fighter_perk

Gain bonuses depending on hitpoint percentage:
> 70% gain +1 AC, 5% speed.
> 40% gain +1 AC, +1 Regeneration, 5% speed.
<= 40% gain +1 AB, +1 AC, +2 Regeneration, 10% speed.

Lasts 1 turn.

Rebel
Champion of freedom or a rabble-rouser going alone, rebels fight against the established government for personal or idealistic reasons. As their path often leads to being an outcast, they befriend easily fellow outlaws and rarely depend on beds to get back lost strength.

Chaotic Alignment Only.

Level 1: 1 Potion of protection vs Law each reset, neutral to the bandit faction NPCs, can rest without campfire in the wilderness
Level 5: 2/- Physical Damage Resistance vs. Lawful
Level 8: +1 Attack vs. Lawful

Quote from: /c fighter_perk

All nearby chaotic-aligned creatures receive +2 AB. Lasts 1 turn.

Red Star Defiant
The aftermath of the Red Star rising brought along countless tragedies throughout Faerun. As gods fall to the Night Serpent and the weave of magic causing chaos at Mystryl's whims, you sought natural answers to cope with the changed world. Now you will never again dread the silence or kneel before arcanists' folly, you rely solely on own concoctions and prowess.

Level 1: May prepare two brews. Ascetic item and spell restrictions. Leftover herbs are used to create a healing kit each time brews are prepared. Humans, Half-Orcs and Half-Elves receive +1 versus Spells.
Level 5: May prepare four brews. -5 DC on medicinal herbs and kits when used on yourself.
Level 8: May prepare six brews. Additional level 8 abilities available to choose one from 1/day.

Restoration spell effect is applied the Defiant after resting.

Brews are special effects prepared for each rest cycle, giving permanent powers. These can be swapped before resting and must be organized through the crafting menu:

Ogre's Brawn - +2 + level/3 strength.
Ape's Reflexes - +2 + level/3 dexterity.
Toughness - +2 + level/3 constitution.

Herbalist's Touch - +2 heal, double effect of medicinal herbs and +5 to Herbalism.
Cat's Mind - +4 spot, +4 listen, +4 search and Ultravision.
Peacock's Rufflement - +1 will, +4 concentration, +3 taunt and + base ranks in taunt.
Bladework - +5 parry and 2/- damage resistance slashing.
Silvertongue - +2 + level/2 appraise, bluff, intimidate and persuade. +2 charisma. Reroll failed social checks.

Mongoose Dance - +2 + level/4 reflex.
Guile of the Fox - +2 + level/4 will.

Snake Blood - Immunity: Poison.
Leper's Sanction - Immunity: Disease.
Fearless - Immunity: Fear.

Focus - +1 AB and +1 AC.
Streak of Lizard - Regenerate 2 hp every 18 - 2*con mod seconds.
Earth's Endurance - 15% physical damage immunity.
Weathering the Elements - 20% elemental damage immunity.
Draught of the Porcupine - 1d4 piercing damage shield.
Flight of the Predator - 10% movement speed.
Shield of Mystra - 14 spell resistance.

Purifier's Breath - 15% negative energy immunity, +1 AB and +1 positive damage vs Undead and +2 saves vs Death.
Aberration Bane - +1 AB, + 2 AC, +2 fort and +2 will: vs Aberrations.

Goblin Purge - +1 AB and +1d4 slashing vs Goblinoids.
Reptilian Hunt - +2 vs poison. +1 AB and +2 AC vs Reptilian.
Trapper - +4 disable and set trap. +2 search. Trap kit prepared. (Note: You need to cross-class in the skills once to benefit).
Fury - +1 AB and +1 piercing damage.
Hallow - Immunity: Cursed.

Gardener - Gain 1 seed and d2 produce of a random Underdark plant. +3 Farming.
Hunter - Can rest without a campfire and animals do not attack you.

Quote from: /c fighter_perk dispel|sharpen|purge|heal
Can be used again after 10 min duration.

Base Charisma modifier affects the delay duration. Bonuses each give -45s, up to -180s (3 minutes). Penalties each give +60s, up to +120 (2 minutes). Half-Orcs and Half-Elves receive +1 bonus to Charisma modifier in this regard.

dispel

Weapon gains on-hit cast spell: Dispel Magic (2) for 1 turn.

sharpen

Weapon gains +1 attack bonus for 4 + fighter level turns.

purge

Invisibility Purge in area around the Red Star Defiant for 1 turn.

heal (default)
Overrides perk reset duration. Perk can be used again after 4 min.

Level 1: Cure Wounds (2d8 + fighter level*2 hp).
Level 5: Cure Wounds (3d8 + fighter level*2 hp).
Level 8: Cure Wounds (4d8 + fighter level*2 hp).

Quote from: Level 8 one 1/day:
/c rsd fervor|shade|haste|calmmind|defiance|endurance|res tore

fervor (fire default)

Right hand weapon gains +2 attack bonus and +1d4 elemental damage. Lasts 2 turns/level.

shade

50% concealment. Lasts 2 + level/2 turns.

haste

Haste. Round/level.

calmmind

Immunity: Mind Affecting. 7 + level rounds.

defiance

Minor globe of invulnerability. 5 + level rounds.

endurance

Stoneskin 7/+4 DR for level * 10 damage. Lasts until destroyed or rest.

restore

Greater restoration. Remove Curse. Heal 50% of total HP.


Self-taught
Not every man is so lucky to have a mentor to school them in battle. Some, forced by circumstance, win their martial skill through the teachers of hardship and experience. These individuals, while lacking the discipline of formally trained soldiers, can be fearsome with their unorthodox and unpredictable styles-- if they manage to survive long enough to hone them.

Level 1: -5 Concentration, -5 Discipline
Level 5: +1 AB
Level 8: +1 Dodge AC

Quote from: /c fighter_perk

Random [-2 - +3] attack decrease/bonus and [-2 - +3] AC decrease/bonus. Lasts 1 turn.

Sellsword
Base men with loyalties as fluid as a dying man's bowels, sellswords can be found milling about potential conflicts like carrion crows. It has been said that a sellsword can only be trusted as far as he can be paid, and many a lordling has been ruined by ignoring this wisdom.

Level 1: 1d4 gp gained each rest/reset
Level 5: +5 intimidate, +2 appraise
Level 8: 1d6 Sneak Attack

Quote from: /c fighter_perk

Sellsword bribes nearby reasonable creatures to consider him neutral. Costs 4d6gp. Lasts 2 turns.

Sharpshooter
A trained longbowman or selftaught, the Sharpshooter is a force to be reckoned upon the battlefield. With the know-how to destroy an opponent from afar, few enemies have the chance to ever inspect the fighter's expertise at a close range.

Level 1: +3 spot, +3 listen
Level 5: Spawn a bundle of magical arrows each rest
Level 8: +2 Dexterity

Quote from: /c fighter_perk

Held bow receives +1 attack bonus and +2 mighty property. Lasts 1 turn.


Slaver
Whether a former man of Stenton, a pirate, or one of the many slaver bands that roam the mainland, you've spent your life making a profit off the suffering and misery of others. Indifferent to the plight of your fellow man you will capture and sell anyone or anything you can, from beasts to monsters and other sentient races.

Level 1: +3 appraise, +3 intimidate, special tanglefoot throwable each reset
Level 5: Dominate Person 1/day, Weapon Proficiency Exotic Feat
Level 8: On login gain a set of shackles that disappear on reset

Quote from: /c fighter_perk

Slaver throws out a set of chains trapping up to two hostile creatures to himself. Chained victims receive 30% movement speed penalty. Lasts 3 rounds.

Squire
The children of the wealthy receive a very different sort of warrior's education than the common footman-- one based as much in morality and honor as it is in swordplay and siegecraft. Though some see such codes as more hindrance than help, the noble warriors of the realm see it as the only thing separating them from the common filth that pollute the battlefields.

Level 1: +3 Persuade, Lore, Concentration
Level 5: Disarm
Level 8: +2 Charisma

Quote from: /c fighter_perk

Squire gains immunity to fear and +2 will. Lasts 5 turns.

Vagabond
Drifting from place to place and caravan to caravan, vagabonds pack lightly for speed of journey. Long years of experience have made them adept at fending off blows, nimbleness replacing their more thickly armored counterparts' reliance on armor.

Level 1: Light armor bonus. Can track in wilderness.
Level 5: Light armor bonus. +10% Movement speed.
Level 8: Light armor bonus. +1 Reflex. Evasion feat.

Quote from: Light armor bonus
Adds armor bonus to leather, studded leather and chain shirt armor pieces worn. Total armor bonus is calculated: +2/+3/+4 on level 1/5/8 respectively.
- Armor AC on the item.
+2 that negates penalty for leather armor.
- Dexterity modifier above 2.  Resulting in total max 16 AC at level 1, 17 AC at level 5 and 18 AC at level 8 regardless of armor worn.

Quote from: /c fighter_perk

Invisibility. Lasts 2 turns.

Vigilante
Champions of the established rule or of their own governance, vigilantes hunt mercilessly any dissenters who stray from the desired path. They are more capable upon familiar grounds, this often being the place they reside.

Lawful Alignment Only.

Level 1: 1 Potion of protection vs Chaos each reset, Locale Bonus Dunwarren: +1 AC, +2 vs Mind Affecting, +10% Movement Speed
Level 5: 2/- Physical Damage Resistance vs. Chaotic
Level 8: +1 Attack vs. Chaotic

Quote from: /c fighter_perk

The Vigilante dashes forward in pursuit, gaining +1 AB and +15% movement speed. Lasts 1 turn.

Watchman
Every settlement from Waterdeep to the hamlet of Pig's Bottom has its guards. These warriors vary as much as the towns they serve-- some are little more than farmer's whelps armed with cudgels, while others more closely resemble a standing army. All have some expertise in watching the walls and bringing low threats from within and without.

Level 1: +4 spot/listen
Level 5: Darkvision is put on worn helmet
Level 8: +2 vs Mind Affecting

Quote from: /c fighter_perk

Watchman can see invisible creatures. Lasts 2 turns.
[/hide]

Vlaid

Monk



Alignment: Any Lawful
Hit Die: d8
Proficiencies: Armor (none), Weapon (Monk)
Skill Points: 4+int modifier per level (4+int modifier)*4 at 1st level
Save Progression: Fort High, Will High, Ref High
Attack Bonus: +3/4 levels
Specialty Weapon: The monk retains his unarmed base attack bonus when fighting with a kama. Kamas are also permitted when using (the monk-specific feat) flurry of blows. (These are the only two instances in which kamas receive special treatment in the hands of monks.)

General
Devoted to a philosophy, set of tenets or religious belief the Monk trains both their mind and body along a path of spiritual enlightenment to become something more than the sum of their parts. The Monk does not wear armor and is capable of supernatural feats of quickness and agility that defies explanation by the mundane.

Monastic Orders: Monks are not required to have an order to which they belong. An application is not required for low ranking membership in a canon order and feel free to create your own monastic order for your character.  Note that all monks should have a guiding "philosophy" regardless if he/she is a member of an EfU canon order.


[hide=Monastic Orders]
Dozens of monastic orders exist in Faerun.  Most are small circles of no more than a dozen or so members, living in isolated monasteries in the wilderness.  A few orders include hundreds of members and influence events across entire nations.  Some of the prominent orders include:

Broken Ones (Good):  Of all the popular deities of Faerun, Ilmater is the deity most associated with an order of monks who act purely in his name.  The Broken Ones can freely multiclass as clerics, divine champions, arcane devotees, divine disciples, hierophants, and divine seekers of Ilmater.  The Dalelands house no monasteries of great fame, but monks of Ilmater frequently travel through the Dales, sheltering in Ilmater's temples if they cannot find other lodging.

Dark Moon (Evil):  Shar is worshiped by a powerful sect of monks who maintain open temples in lands ruled by evil overlords or hide among hills, back alleys, or the Underdark.  Most of the Dark Moon monks are human, but occasionally they are joined by a half-orc, shade, or drow.  The monks of the Dark Moon can freely multiclass as sorcerers, so long as their monk level and sorcerer level stay within two levels of each other.

Hin Fist (Neutral or Good):  The halflings of Luiren turn their confidence into belief in the power of a single halfling to master herself and the world.  Enterprising Luiren monks sometimes establish monasteries in the north.  Although only halflings can study Hin Fist in Luiren, some Hin Fist monasteries outside Luiren accept exceptional gnomes and dwarves.  Monks of the Hin Fist order can multiclass as fighters, rogues, of paladins (usually of Yondalla).

Long Death (Evil):  The Long Death order worships the principles of death without caring much which deity currently owns the portfolio.  They are more than willing to share death and its antecedent, pain, with others.  Clerics of the previous god of death, Myrkul, chose to view them as part of their god's long-range plans.  Kelemvor (the current god of the dead) views them as enemies, but is at least pleased they do not actively promote undeath.  Velsharoon (the god of necromancy and undeath) wants to woo them, but has not figured out how.  Monks of the Long Death may multiclass freely as fighters, assassins, and blackguards.  This order is quite strong in Thay, though not with the sanction or cooperation of the Red Wizards.

Old Order (Neutral, Sometimes Good, Rarely Evil):  Monks of the Old Order do not worship any deity, but are devoted to the philosophy espoused by a deity who is either now dead or has never existed on the Material Plane of Toril.  The monks contradict themselves on this point, but the deity's identity isn't important to them, it's the message they care about.  The Old Order never has huge monasteries, but has spread widely throughout Faerun.  Monks of the Old Order can multiclass freely as rogues, sorcerers, and shadowdancers, but must maintain more monk levels than their combined levels of the other classes.

Shining Hand (Good or Neutral):  The Shining Hand is one of the oldest monk orders of Amn, mixing faith in Azuth, and the practice of wizardry with monastic devotions.  Amn's crackdown on the practice of wizardry has sent some Shining Hand groups underground and sent others out into the wider world.  Monks of the Shining Hand can multiclass freely as wizards so long as their monk level equals or exceeds their wizard level.

Sun Soul (Good or Neutral):  The allegiance of this widespread but disorganized sect varies between groups, some following Lathander, others Selune, and a few devoted to Sune.  The Sun Soul order, along with the Old Order, is the most likely to have monasteries hidden in far flung wilderness areas.  Members of the Sun Soul order can gain levels in one other class and still progress as a monk as long as their monk level is their highest class level.

Yellow Rose (Good, Neutral):  Also known as the Disciples of Saint Sollars, this solitary monastery of Ilmater worshipers in the Earthspur Mountains of Damara is known for loyalty to its allies and destruction to its enemies.  Greatly respected on matters of truth and diplomacy, the monks work hard to survive in their harsh remote sanctuary.  The monks often travel with Ilmataran paladins, particularly from the Order of the Golden Cup.  They may multiclass freely as rangers and shadowdancers.[/hide]

Monk Stances: Monks can learn a number of monk stances which provide some advantages while active. Stances can be learned from scrolls or given by DMs. Each stance will last for 5 minutes when activated and then be unusable for 5 minutes after the duration expires. Type "/c monkstance stancename" to activate a given stance, with the name of the stance in place of stancename and "/c monkstance list" to see a list of the stances you have learned.

Multiclassing:  Druid/Monk is forbidden.  Other combinations require an application describing the build.

Monk Prestige Classes: Monks gain exclusive access to a very unique prestige class that can only be selected at or near creation as well another.  All prestige classes require an application.


Ascetic

Vlaid

Paladin



Alignment: Lawful Good only
Hit Die: d10
Proficiencies: Armor (Light, Medium, Heavy), Shields, Weapon (Simple, Martial)
Skill Points: 2+int modifier per level (2+int modifier)*4 at 1st level
Save Progression: Fort High, Will Low, Ref Low
Attack Bonus: +1/level
Spellcasting: Divine (spell failure from armor is ignored), wisdom-based (a base wisdom score of 10 + the spell's level is required to cast a spell, bonus spells are based on modified wisdom, and the wisdom modifier affects spell DCs), and requires preparation.

General
QuotePaladins in EFU5 do not receive their powers from a specific deity as in previous chapters and canon Forgotten Realms.

Instead, all paladin characters begin with modified feats and the absence of standard paladin abilities.

Yet within the rings there exist opportunities for members of the paladin class to either join a specific Paladin Order to adopt a specific Paladin Code.

When a paladin character joins an Order or adopts a Code, they will receive full Paladin powers as per standard NWN. Ejection from the Order or failure to maintain the Code will of course result in losing paladin powers. Generally, avoiding the company of evil companions is a condition of these Orders and Codes and thus "/c detect evil" should be used to avoid inappropriate friends & questing companions when your character becomes a true Paladin.

If it is your intention to play a paladin, you should start playing one at level one and simply seek out an appropriate Order or Code.

Different EFU5 Paladin Orders & Codes may permit multiclass possibilities, but most paladins should maintain a single class.

Consult with a DM if you have more questions.

Starting/Fallen Paladins: Starting/Fallen Paladins will have Divine Grace, Aura of Courage, and Divine Health replaced with Luck of Heroes, Fearless, and Resist Disease respectively. This is to reflect the lack of a Paladin Order or otherwise loss of divine power.  Once a Paladin gives oath to an Order, he/she will gain the benefits of a normal Paladin and lose the replaced feats (maybe take note not to take Luck of Heroes or Resist Disease if you intend to be a TRUE Paladin and find an Order or group).

[hide=Example Codes of Conduct]

Fealty (not as relevant in EfU: Circle of Rings, though it may relate to the paladin's chosen Order.)

Paladins must uphold the teachings of their deity. This does not mean street preaching, but they must live their lives and exhibit themselves in their deities image. They must obey the tenets of their god. They must strive to act in a manner that is in the interest of their god.

For example, a paladin of Lathander who is miserable and hopeless will no longer be a paladin of Lathander. A paladin of Torm who is reluctant to combat evil will no longer be a paladin of Torm, etc.

Courtesy

A paladin must conduct themselves with a modicum of proper behavior. They are expected to be respectful of others. A paladin who routinely spreads slander and speaks ill of others behind their backs could lose powers. A paladin who engages in street brawls could lose their powers.

This does not mean a paladin has to be a nicey nicey patsy, they just must behave with a semblance of dignity. They are the 'elite' representatives of their faith and are expected to act as such.

For example, a paladin of Torm who spreads words around town about how much he hates a local Banite, and spreads tales about his ill behavior without proof, could lose powers.

On the other hand, if the same paladin openly speaks plainly of foul deeds comitted by the Banite, and urges others to be cautious against, or take actions against, the Banite, is fine.

Basically, confrontation is ok, but shit-talking is not. Likewise, a paladin who gets in arguments and fisticuffs with local thugs could lose power, but one who engages in honorable duals or fights to defend themselves is fine.

Honesty

A paladin is expected to be honest in words and deeds. Paladins can not lie under any circumstances. They may choose to not speak at all, as opposed to lying. They also can not practice deceit. Disguising themselves in order to sow discontent among their rivals is dishonest.

A paladin may 'disguise' themselves so as not to be seen immediately for who they are, but they may not use this to their advantage, by pretending to be someone else when confronted, or to perform actions in the guise of another, or an unknown.

For example, a paladin, if captured, and asked by the enemy where to find the undefended leader of the paladin's group, can not lie, but may refuse to answer.

A paladin may wear a large cloak over his head to pass through an unfriendly town unmolested, but they may not wear the cloak in order to hand out notices signed by a false name, or to spread word about their rivals crimes while pretending to be a local thug.

Valor

A paladin is expected to be courageous, both in battle and out. While retreat is, at times, the only sensible option, if a paladin routinely flees prematurely, or flees in a manner that endangers his companions, he could lose his paladinhood. Likewise, a paladin is expected to be brave in representing his faith, and standing up against his enemies out of battle as well.

For example, a paladin who flees a powerful orc once he takes a solid blow, and thus allows the orc to slay his companions, could lose powers. If a paladin finds himself surrounded by powerful orcs, with no hope for victory, he may retreat honorably, but still must take care to see that his retreat does not cause loss of innocent lives.

Likewise, a paladin who becomes meek and timid when confronted by representatives of rival faiths, could lose powers.

Honor

Honor is everything to a paladin, at times almost to a fault. He is expected to be respectful to all, even his enemies. No pissing on their corpses for the paladin. He is also expected to be willing to go all the way to see that his honor is maintained. He will always keep his word once given, or die trying.

For example, if an enemy he has defeated behaved courageously in his own way, a paladin might even adhere to his dying wish, or see a proper burial performed. A paladin will never desecrate the dead.

If a paladin is challenged to a duel by someone of similar ability, he must accept. If, say, a drunken commoner well beneath him challenges him, he may turn away, as this shows greater honor than beating the man.

Some more specific examples things a paladin will and will not do...

- Will not work alongside evil people, in any way. A paladin may meet with them, or have conversations, but nothing that remotely benefits the evil one is allowed, including plotting, questing, giving them gold, etc.

- Will not break his word without giving full effort to uphold it.

- Will not lie or deceive.

- Will not attack, or harm in any way, an innocent.

- Will not torture in any way, for any reason.

- Will not break the law, unless the law is unjust or in conflict with their deity's dogma. Even then, they will strive to see it overturned without breaking it.

- Will never betray a friend, ever.

- Will never take dirty money or items, or otherwise enrich themselves off the misdeeds of others.

- Will not desecrate the dead in any manner.

- Will not attack or kill an unarmed, and/or unaware foe.

- Will not use poisons to defeat an enemy.

- Will obviously not steal, murder, etc.[/hide]

Detect Evil: Paladins can detect evil. Type /c detect evil, or use the player tool. Paladins are expected to use this tool to uphold their oaths regarding adventuring with or aiding evil.

Divine Wands: Paladins are able to use wands crafted by divine spell-casters.

Summon Mount: Summon mount has been disabled on EFU.

Vlaid

Ranger




Alignment: Any
Hit Die: d10
Proficiencies: Armor (Light, Medium), Shields, Weapon (Simple, Martial)
Skill Points: 4+int modifier per level (4+int modifier)*4 at 1st level
Save Progression: Fort High, Will Low, Ref Low
Attack Bonus: +1/level
Spellcasting: Divine (spell failure from armor is ignored), wisdom-based (a base wisdom score of 10 + the spell's level is required to cast a spell, bonus spells are based on modified wisdom, and the wisdom modifier affects spell DCs), and requires preparation.

General
The Ranger is a scout, warrior and woodsman. But the Ranger is not always the guardian of the wilds that the Druid is as they owe no oaths to circles of elders. Able to slip through the shadows with great ease while little escapes the Rangers notice they make ideal wilderness scouts and explorers.

Animal Companions: EFU uses a more dynamic animal companion system where you have to find the companion yourself in the wilderness of the Underdark.

[hide=Animal Companions]
EFU uses a more dynamic animal companion system where you have to find the companion yourself in the wilderness of the Underdark. A Player Tool called Train Companion is available at the time your ranger or druid receive the Summon Animal Companion feat. By targeting an animal empathized creature, you learn if the animal can be trained as a companion, if you have enough levels (druid and ranger levels) to train the animal, the XP cost of doing so, whether it will replace your old animal companion and ask you to confirm. Repeatedly targeting the animal with the player tool will then turn the animal into your new animal companion.

Use of the Summon Animal Companion feat will call upon the trained animal companion. However, if the animal companion dies it is dead for good and you will have to train a new animal. There is no XP cost for the animal dying.

You can name your animal companion through the voice command:

/c name_companion Biter

Which will name your companion Biter. It usually takes a few seconds after the animal companion is summoned or the voice command is issued before you can see the change. Alternatively, you may have to enter a new area. Only one name (no surnames) can be applied at this time.

The start area also have a selection of starting animal companions from the surface. See the parrot.

With this change it is possible for us to give you unique custom animal companions. If you get one of these, remember that death is final.

Also there are some commands available for your companion:
/c astealth a      Puts your companion in stealth mode.
/c adetect a       Puts your companion in detect mode.
/v a      Speaks through your companion.  You do not actually speak through your companion, but you can make it say things such as "Growls".  Type /v a "Growls".[/hide]

Divine Wands: Rangers are able to use wands crafted by divine spell-casters.

Favored Enemy: The attack bonus against Favored Enemies has been changed to +1/3 Ranger levels (from +1/2 lvls).

Like many classes in EFU Rangers have a number of perks to choose from which grant some minor combat advantages. However unlike most classes the perks Rangers receive are based on which favored enemies they select at 1, 5 and 10.


[hide=Favored Enemy Perks]

All of the ranger bonuses below kick in only with minimum six ranger levels:

    Aberration
        +1 Will.
        +2 Concentration and Heal.
        +2 Hide, +2 Move Silently, +1 AB, +1 AC, while within the Lowerdark.

    Animal
        +2 Animal Empathy, Disable Trap, and Set Trap.
        Random generated trap each rest.

    Beast
        +1 additional AB and damage VS magical beasts.
        2/- DR slashing.
        Awaken bonus to Animal Companion.

    Construct
        2/- DR bludgeoning.
        +1 electrical damage vs constructs.
        +2 Search, +2 Spot, +1 AC, +1 AB, while within the Machine.

    Dragon
        +4 dodge AC vs Dragons.
        +1 additional AB and Damage VS reptilians.
        +5% Physical damage immunity.
        Immunity: Fear.

    Dwarf
        +1 non-magical AB VS Lawful.
        +2 Appraise and Search.
        Plunder: Enemies slain may yield a few gold pieces.
        Retrieve a flesh trophy from slain PC dwarves.

    Elemental
        10% Elemental Immunity. (acid, cold, electrical and fire)
        +1 random elemental damage (acid, cold, electrical or fire) each rest/reset.

    Elf
        Immunity: Sleep.
        +1 additional AB and damage VS half-elves.
        +2 Listen and Spot.
        Retrieve a flesh trophy from slain PC elves.

    Fey
        +2 VS mind affecting.
        7% concealment.

    Giant
        +4 Discipline.
        +4 dodge AC against giants. (if not dwarf or gnome)
        Dwarves and gnomes with FE: Giant gain +1 additional AB and damage VS giants.

    Gnome
        Spell Immunity: Color Spray.
        Spell Immunity: Tasha's Hideous Laughter.
        Retrieve a flesh trophy from slain PC gnomes.

    Goblinoid
        Bonus Feat: Cleave.
        Retrieve a flesh trophy from slain PC goblins.

    Half-elf
        +1 additional AB and damage VS elves.
        +1 additional AB and damage VS humans.
        +2 Bluff, +2 Persuade.
        Retrieve a flesh trophy from slain PC half-elfs.

    Half-orc
        +1 additional AB and damage VS humans.
        +1 additional AB and damage VS orcs.
        +2 Intimidate, +2 Taunt.
        Retrieve a flesh trophy from slain PC half-orcs.

    Halfling
        +1 AC vs halflings.
        +1d4 bludgeoning VS halflings.
        +2 Spot and Listen VS halflings.
        Retrieve a flesh trophy from slain PC halflings.

    Human
        Gain access to Examine Mark player tool.
        Retrieve a flesh trophy from slain PC humans.

    Magical Beast
        +1 additional AB and damage VS beasts.
        +1 VS Spells (if not dwarf).
        +3 Lore and +2 Spellcraft.

    Monstrous Humanoid
        5% Physical damage immunity.
        +5% Movement speed added to wilderness speed (creating a total of 15% instead of 10%).
        +1 Fortitude.

    Orc
        +1 additional AB and damage VS half-orcs.
        5/- DR fire.

    Outsider
        Protection from alignment benefits against all Outsiders.
        1/day Dismissal (7).

    Reptilian
        +1 additional AB and damage VS dragons.
        Use Poison feat.
        +4 VS poison.
        +4 VS traps.
        Retrieve a flesh trophy from slain PC kobolds.

    Shapechanger
        Immunity: Disease.
        Drawn blood has a chance of revealing lycanthropic nature of other PCs, both natural and infected.
        +2 spot and listen.
        An additional +2 spot and listen against shapechangers.
        +2 dodge AC vs shapechangers.

    Undead
        10% negative energy immunity.
        +2 VS death and negative energy.
        +1 Divine damage VS undead.

    Vermin
        +4 vs poison.
        +1 Reflex.
        Spell Immunity: Web.
        +2 Listen, +2 Spot, +1 AB, +1 AC, while within the Sewers and oozed Lower.

Regarding these changes:

Access these simply by choosing the matching Favored Enemy feat.

Multiclassing is possible, PRCs, etc., so long as you have six ranger levels. Otherwise you will only benefit from the +1 AB/3 levels, and default ranger bonuses.

Additional changes are likely in the future, though please refrain from making knee jerk, fussy suggestions.

Any ambiguity should be found out in game.[/hide]

Natural Swiftness: Rangers gain 10% movement speed increase if the character has 2 Ranger levels and is in a wilderness (caves) area.  This is disabled in heavy armor.

Natural Senses:  Rangers gain +4 bonus to Spot, Search and Listen in wilderness areas if they have at least 5 Ranger levels.

Resting:  Unlike most other classes in EFU Rangers do not require a campfire to rest in the wilderness.  A bedroll is still required, however.

Tracking:  Rangers are able to track NPCs (not PCs) in the same area as themselves if they have at least 2 Ranger levels.


[hide=Tracking]

What is tracking?

"Tracking in hunting is the science and art of observing a place through animal footprints and other signs, including: tracks, beds, chews, scat, hair, etc. ... So called, 'master trackers', are able to know an animal through its tracks and trails, also known as spoor. These include not only identification and interpretation of tracks, but also scat (or feces), feathers, kills, scratching posts, trails, drag marks, sounds, marking posts, and more. There is a story in most of these marks to be found. The skilled tracker is able to discern these markings and recreate what transpired."

-- Wikipedia, on Tracking

One of the extra benefits that we provide for rangers and other wilderness oriented characters is a scripted Tracking ability. Rangers get this ability at ranger level two, and druids get it at druid level six. Tracking allows a character to use their keen observation skills to collect information on nearby animals, monsters, and characters without directly observing them.

How does tracking work on EFU?

To perform tracking, you can use either the Tracking option in the crafting menu, or the "/c track" voice command. They both do the same thing: your character will stoop for four seconds, and tracking information will be displayed in the combat window.

Successful tracking will yield a list of results. The amount of information conveyed in these results depends on the degree to which the tracker's roll to track exceeds the prey's roll to avoid being detected. The following are sample results, in increasing order of success:

(nothing)
Other undistinguishable tracks here.
Creature tracks to the N.
Small creature tracks to the N.
Small creature tracks to the NNW.
Small creature tracks to the NNW, nearby.
Small animal tracks to the NNW, nearby.
Small animal tracks roughly 5 meters to the NNW.
Small animal tracks (of the Rabbit of Caerbannog) roughly 5 meters to the NNW.Tracking is done in EFU using opposed rolls.

A tracker's ability to track his prey is a combination of the following:

    The tracker's ranger levels.
    The tracker's spot and search skills.
    The tracker's lore skill, capped by his ranger levels.
    The distance between the tracker and his prey.
    Whether the prey is the tracker's favored enemy.
    Whether the tracker has special vision (low-light vision or darkvision).

The prey's ability to confound a tracker is a combination of the following:

    The prey's size.
    The weight the prey is carrying.
    Whether the prey is flying/levitating.
    The prey's hide and move silently skills.
    Whether the prey is moving in Stealth Mode.
    Whether the prey has the Trackless Step feat.

What environmental factors can affect tracking?

Tracking is easiest in outdoor natural environments. Attempting to track in an indoors environment, or in an artificial environment, will incur a small penalty, due to the decreased number of visible cues (no rocks to displace, no lichen to trample, no mushrooms to brush aside).

What counts as "outdoor" or "artificial" in the Underdark? A mushroom grove is an outdoor natural environment. The streets of Traensyr are an outdoor artificial environment. The interior of the Sanctuary Town Hall is an artificial indoor environment.

Certain areas also impose spot and listen modifiers, due to low amounts of light, constant echoing, or other environmental factors. These modifiers will factor into tracking by changing the effective spot and listen skills of the tracker.

How does Favored Enemy factor into tracking?

Good question! Rangers study their favored enemies and develop a keen understanding of their weaknesses; this understanding allows them to more skillfully track these foes. When attempting to decipher the tracks of a favored enemy, a ranger gets a bonus to their tracking roll.

Furthermore, certain racial types which an ordinary tracker might not be able to tell apart simply by virtue of their tracks (aberration tracks and outsider tracks are both "strange", magical beast tracks don't look that different from regular beast tracks, half-elf tracks look very similar to human tracks, et cetera) can be distinguished by a tracker for whom such creatures are favored enemies.

This emphasizes the favored enemy choice. A tracker with Favored Enemy: Aberrations isn't just a tracker: he is an aberration hunter, who can track aberrations better than his peers and identify the fine distinctions between an ordinary vrock's talon scratches and a hated hook horror's claw marks.

Does tracking properly identify the racial types of subrace PCs?

Yes! If you are attempting to track a goblin or kobold PC, they will show up as goblinoid or reptilian, not halfling (the base racial type which those subraces are built upon in our subrace system). Everything will work as expected, when it comes to tracking subrace characters.

How does filtering work for the "/c track" command?

You can use filtering to reduce the number of results shown when performing tracking. For example, consider a tracker searching a crypt for a drow necromancer. The crypt contains sixteen skeletons, the drow necromancer, and a stealthy drow assassin. Regular tracking results might look like:

Other undistinguishable tracks here.
Medium-sized elf tracks to the WSW, very distant.
Medium-sized undead tracks to the WSW, distant.
Medium-sized undead tracks to the SSW, distant.
Medium-sized undead tracks to the SSW, distant.
Medium-sized undead tracks to the SSW, distant.
Medium-sized undead tracks to the SSW, distant.
Medium-sized undead tracks to the SSW, distant.
(...repeated ten more times...)But the tracker doesn't care about the list of skeletons! Is there a way to get tracking results about the drow whom you care about, without having the flood of results about the skeletons, whom you don't?

Yes. Use "/c track -race elf", and the only result you get is "Medium-sized elf tracks to the WSW, very distant." This removes all of the undesirable information about the skeletons. Notice that it also removes the first result about indistinguishable tracks, coming from the stealthy drow assassin -- despite the fact that he is actually drow, your tracking results weren't accurate enough to determine that he was drow, and so he got filtered out.

You can do the same trick to filter out creatures by size category, or by name, using "/c track -size" and "/c track -name". Filters can also be combined, so to get only results about medium-sized goblinoids, you can do "/c track -size medium -race goblinoid".[/hide]

Vlaid

Rogue



Alignment: Any
Hit Die: d6
Proficiencies: Armor (Light), Weapon (Rogue)
Skill Points: 8+int modifier per level (8+int modifier)*4 at 1st level
Save Progression: Fort Low, Will Low, Ref High
Attack Bonus: +3/4 levels

Efu change: Evasion received at lvl 5, instead of lvl 2.

General
Scoundrel, cutpurse, burglar, politician, assassin, thug - the Rogue goes by many names and few of them are well loved or honorable. What nearly all of them have in common is a reliance on handling problems indirectly and a talent for subterfuge.

Cut Purse: Rogues and Bards receive a Cut Purse player tool accessible through the Crafting Menu which allows you to cut another player's purse to steal a small amount of gold from them - often without them getting any IC or OOC indication of who did it depending on how you perform the theft, how well your skill checks are and various other factors. Please remember that PVP rules apply to this tool!


[hide=Cut Purse]

   You can use Cut Purse more often than Pick Pocket (the 30-minute delay only applies to the target you robbed previously).

   Size of the purse matters – for someone with five gold coins, losing even one is a major setback and very easy to discern. Get up in the thousands and you may not notice the few gold coins slipping away.

   Even if you are successful - the target will (after a certain delay) receive a message saying that their purse is missing.

   If you fail your PC will be dropped out of stealth and an emote forced on your PC indicating that he attempted so.

   Pickpocket skill will help ensure the target does not actually see the attempted theft.

   Bluff skill will allow you to act casually so that they do not know it was you.

   Stealth and or invisibility will increase your chances of success by making it harder to spot the attempt.[/hide]

Examine Mark: Rogues receive access to a special player tool that can be used via the player tools menu. When used on a PC or NPC, this tool will tell you varying amounts of information about the target based on certain skills and how many Rogue levels you have.

[hide=Examine Mark]

If the examiner has 4 Rogue levels: they will be told if the target is in Detect Mode and if the target is in Stealth Mode (if you they see the target).

If the examiner has 5 Rogue levels and at least 7 modified Spot: when used on a target that is already in Stealth Mode they will be given an approximate value of the targets Hide and Move Silently skill levels.

If the examiner has 6 Rogue levels with at least 7 modified Spot: they will be given an approximate value of the targets Spot skill level.

If the examiner has 6 Rogue levels: they will be given the targets approximate value of gold held. The more pickpocket and wisdom the target has the less likely you will receive this information, or it may be less accurate.

If the examiner has 7 Rogue levels with at least 5 modified Spot: they will be given the approximate value of the targets net weight of possessions.

If the examiner has 8 Rogue levels with at least 14 modified Spot: they will be given the targets approximate Listen skill level.

If the examiner has 8 Rogue levels with at least 11 modified Heal and Spot skill: they will be given the targets exact current and maximum HP values.[/hide]

Perks: Like many classes in EFU Rogues have a large list of perks to choose from.  However unlike most classes they get to choose multiple perks - one at level 4, 6 and 8, with level 8 perks being more powerful.  Also unlike most classes, you will always receive your perk benefits once earned, even if you fall in levels.

Rogue 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.


[hide=Rogue Minor Perks (4 and 6)]

Ambidextrous
"Since childhood you've made use of any tools at hand and unlike your more common associates you realize you have two of them. Favoring no hand above the other, you are as trained and adept in the use of the left as much as the right, making you a capable wielder of dual and double weapons."

Pure Bonus: Ambidexterity feat.

Bruiser
"Long brawls in the streets and exposure to numbing fists have made you more resilient to heavy-handed blows. As the number of fights increased you learnt to cover your openings and improve your hand-to-hand combat."

Bonus: Weapon Specialization Unarmed Feat.  5% Immunity Bludgeoning and +3 intimidate.

Diplomat
"You have made a living of moving in diplomatic circles, adapting to the social climate and improving your own skills in the same."

Bonus: +2 Bluff, Intimidate, Persuade


Cutpurse
"Growing up as a street urchin you were soon taught the sole means of survival relied on how softly your small hands could get away with the purse of those passing by. Where many others would end up in worse fates, you survived the ordeals of youth with only a slight streak of kleptomania."

Bonus: +2 Pickpocket.
+2d6 more gold stolen by using the Cutpurse player tool.


Dirty Fighter
"Whether it is biting, a sharp elbow to the side or cheap punches you have done it all and will do it again in order to win a fight."

Bonus: Dirty Fighting feat.

Duck
"Some ordeals are simply too much to bear. In the cutthroat and missile-heavy onslaught of tavern brawls you found it easier just to pick up a stool, plate or table; and quietly head for the nearest exit with the makeshift cover beside you. While others may mock your behavior, it is not your feathers they have to pick up afterwards."

Bonus: Shield Proficiency feat.

Educated
"Always studious, you received an extensive and well rounded education."

Bonus: +3 Lore.
Gain XP for translating ancient texts

Engineer
"Mechanical contraptions and magical devices have always fascinated you. From an early age you have been fiddling with different devices, enough to know a bit more than your peers on how to avoid wrecking such."

Bonus: +1 Disable Trap, +1 Open Lock, +2 Craft Trap, +1 Use Magic Device
Pure Bonus: 1 random throwable object each rest.

Explorer
"Curiosity has always been a driving motivator in your life. From the deepest canyons to the highest peaks, upon vast oceans of sea or sand, deep in rural communities or in the capital cities of Faerun; you have either seen the sights or your feet will bring you there someday. With every sight comes the experience of something new, something you may one day bring others to explore in full."

Pure Bonus: Half of exploration bonus for visiting new areas is converted to permanent XP. Works retroactively.

Fencing Lessons
"Classical swordsmanship was an aspect of your early training."

Bonus: +2 Parry, +2 Discipline, +2 Concentration.

Forger
"From falsified receipts to false orders a Forger's work in crime is unprecedentedly useful. A clerk in your youth or simply a dedicated criminal you have found that personal business brings far more wealth than public office."

Bonus: May forge a copy of a license in someone else's name. Player tool 2/day. Target first the license to forge, then the PC whose name it should be forged in.

Fortune Teller
"In the uncertain times when even gods perish, the frightful commoner seeks ways to ensure there is a tomorrow. Hidden in dark corners and covered in mystical symbols are the fortune tellers responding to this need; holding the answers to the future in a deck of cards, the posing of a question and, of course, a bit of gold."

Bonus: Special tarot card draws and interpretations. Tarot deck given PC.

Fugitive
"Being on the run has taught you to make do with minimal comforts. While you may be cold sleeping in the dark without a fire, at least you are not dead."

Bonus: +2 Listen. Can sleep in wilderness without the need of a fire. Still needs a bedroll.

Investigator
"Your youth exposed you to less-than-moral methods of obtaining what you need. Now reformed, you use your familiarity with under-handed methods to expose and thwart wrongdoers."

Bonus: +2 Spot, Listen, Search. Player tool to detect forged items.

Ironmind
"Whether a stubborn personality trait or practice through hard lessons, people have a hard time with changing your mind."

Bonus: +2 Concentration.
+1 save vs Mind Affecting.

Knifemaster
"From a young age knives always fascinated you. More than just a convenient tool - you have learnt to adapt its uses to your own battle repertoire and you never leave home without a selection of throwing knives and daggers at the ready."

Bonus: 5% Immunity Slashing.
Pure Bonus: Random set of throwing knives each rest.

Locksmith
"The study of locks - particularly belonging to others - has drawn you to it. You know the trademarks of the best locks in Faerun and have picked a few yourself."

Bonus: +3 Open Lock
Pure Bonus: +1 Thieves' Tools each reset.

Lurker
"To thrive you must be daring they said. Stand still and be left behind they said. You have seen people come and go over the years from your corner and other hiding places. Like a spider you prefer to remain still until the moment is right, only then making a decisive strike. Fortune favours the bold they said. They don't say anything anymore."

Bonus: +2 Hide
Pure Bonus: +1 saving throw vs Fire and Cold[

Packed
"A long life of gathering pointless objects has paid off, as dragging them along has made your muscles strong and back sturdy. You're able to bring with you even more pointless objects."

Only available for medium-sized races with 13 or less strength, or small-sized races with 11 or less strength.

Pure Bonus: +1 Strength.

Physician
"You grew up learning the basics of healing. You're proud to say that your abilities as a healer have never relied on the ineffable whims of the gods."

Level 5: +4 Heal, +2 Saves Vs. Disease and Poison
Pure Bonus: Healed of disease after rest.

Poisoner
"Few things are as deadly or as promising as the poisoner's arts. Through careful study you have learnt to apply poison and your failures have given you an increased resistance to being poisoned."

Bonus: +2 vs Poison
Pure Bonus: 1 random poison each rest, Use Poison Ability, Poison Weapon has double duration.

Rooftop Runner
"Born in the big cities, you know that often the fastest way to get around isn't the streets. Whether from Calimport, Waterdeep or any other large city in the lands, extensive use of the so-called Thieves' Highway has served you well and given you an edge on your peers who have used less uneven methods of travel."

Bonus: +3 Tumble.
Pure Bonus: +5% movement speed.

Scavenger
"Broken-nailed, soot-faced and covered in grime. Surrounded by flies more often than not. You are a sore sight that puts you at a disadvantage in social circles, but that is an easy tradeoff for one who has found what you did in places shied by others. Digging through trash piles you sometimes discover treasures left forgotten."

Bonus: +3 Search, +3 vs Disease.
Digging through trashpiles occasionally yield results.

Smuggler
"Transferring illegal contraband from one place to another is a thrill you chase. Whether successful or not, you have learnt enough to carry on with the trade and how to avoid getting caught with contraband that'll see you dead."

Bonus: +3 Pick Pocket
Pure Bonus: Able to better hide items when being searched.

Starthrower
"As an added means to distract your opponent before a well placed hidden attack, you have adopted the way of the throwing star."

Pure Bonus: Gain a set of special shuriken each rest.

Survivor
"Like rats, you have an uncanny ability to know when it is time to leave a sinking ship. Years of unfortunate practice has left you with honed instincts, giving you that extra surge of energy to crawl away from certain death."

Bonus: +2 saving throw vs Death.
Pure Bonus: +15% higher chance of stabilizing.

Tail
"Be it for work or idle curiosity, few have you beat at following a mark. Countless attempts of shaking you off have only made you bolder. You know where they live. You are their greatest fan."

Bonus: +2 Move Silently
Pure Bonus: +1 saving throw vs Traps

Thief
"Personal property is a foreign word to you and so you pay it no heed. Whether a two-story man, cutpurse or enterprising looter, you know how to open locks people make much effort to keep locked and get away with the contents."

Bonus: +2 Open Lock, +1 Hide and Move Silently

Trapsmith
"The careful application of a length of wire, the keeping of tension where the thread is cut, the concealed manner of placement - you know a lot about traps and it keeps you alive."

Bonus: +2 Disable Trap, +2 Set Trap, +2 Search
Pure Bonus: 1 random trap each reset.

Treasure Hunter
"Some people leave their plates half-full. Some people leave their plates with a tiny bit of leftovers. You dig out every single morsel you can find and then scrutinize for more.A cursory glance has never satisfied you and you spend far too much time to make sure something has been done in full. While usually a waste of time, there are occasions you discover things others pass by."

Bonus: +2 Search
Pure Bonus: Small chance to discover random loot when opening a treasure chest for the first time.[/hide]

[hide=Rogue Major Perks ( 8) ]

All these perks require you to remain pure.


Apothecary
"For whatever reason, you have taken up an apron and refined yourself into both a formidable alchemist and herbalist - rivaling even mages in these same fields."

Perk bonuses: +15 Alchemy, +15 Herbalism. Create a set of dissipating potions each reset.

Arcane Trickster
"Rogues with an affinity for magic sometimes take the path of the arcane trickster, utilizing his natural intelligence and charisma to play tricks with the weave itself. Nothing is as frustrating to an opponent as someone not only capable of dodging spells - but also stealing his own enchantments."

Perk bonuses: +1 magical damage, +2 Will, +2 Vs Spells, 10% chance to dodge spells targeting you from a hostile creature.

Quote from: Spellthief

Spellthief 3/day

Steal up to three enchantments from 1-3 enemy targets (Intelligence modifier + Charisma modifier) around you, removing them from the victim and applying the effect to you for a turn. After the theft, you must wait one turn to do it again.

Archaeologist
"Delving into old ruins, studying lost civilization and uncovering strange artifacts, the life of an archaeologist enticed you from the beginning and over time you have only grown more experienced in studying ancient ruins, searching for the lost."

Perk bonuses: +2 Disable Trap, +2 Lore, +2 Search, +2 Spot, +5 UMD, +2 will, +4 Saving Throw vs Traps (All), 25% chance of retaining a scroll or a charge on a wand after use. If not already in possession of it, gain two Magic Disruptor throwables each reset.

Athletic
"Chased throughout childhood and being on the run have given you increased speed as a trait of survival. A standing motto for you have always been to be a bit faster than the slowest of the group."

Perk bonus: +15% movement speed, +2 reflex. Climb player tool no longer auto-fails on a roll of 1.

Commander
"You were born with an influence that touched others, meant to lead in noble campaigns or ruthless slaughter. When the world is in chaos and danger near, you are the one they look to for inspiration."

Perk bonus: +2 will, +1% Immunity to everything except magical damage, +5% Movement Speed, +3 Persuade.

Quote from: Command

Command 3/day

Provide bonuses to companions around you and yourself.

+2 AB, +2 AC, +10% movement speed, +20 temporary hit points, +2 will, +4 concentration, +4 discipline, 5/+1 Damage Reduction for 20 damage.

Lasts 60s.

Detective
"A rare commodity to law enforcement, a skilled thief that uses her skills to oppose society's underbelly is a criminal's worst fear. She can eye a cut-purse or sniff out a lie better than anyone."

Bonus: +1 AB, +3 Spot, Listen, Search. +2 Wisdom. Use of /c detect act to judge someone's bluffing ability. Player tool to identify forged items. If not already in possession of it, gain two Sparks of Revelation throwables each reset.

Shadow
"Years of elusive play has made you a part of the background, more easily concealed in both day and night."

Perk bonuses: 15% Concealment, +3 Hide, +3 Move Silently. If not already in possession of it, gain one Vanishing Smoke throwable each reset.

Merchant Lord
"Coin and commerce, both are words that you learnt the meaning of long ago. Now you are an enterprising individual through which the currency flows, a person of repute in circles coveting gold."

Perk Bonuses: +4 Appraise, wage of 12 gold per tick, +2 will.

Politician
"Your character's ordeals and trials in the game of politics have paid off, giving you increased presence. Your character receives +2 charisma to represent his force of personality."

Perk bonus: +2 will, +2 Charisma, +3 Bluff, +3 Persuade, 7gp sponsor wage in Sanctuary, re-roll failed Bluff/Persuade checks.

Scout
"A life in the wilderness has become yours by choice or force. Whether a nomad or a hired scout, you have grown fond of the wilds and your place in it, at the point where animals consider you one of them and leave you alone for the most parts."

Perk bonuses: +2 Hide, +2 Move Silently, +20% movement speed in the wilds, +2 Fort, Animals don't attack you. Access to tracking. If not already in possession of it, gain four Alarm throwables each reset.

Spymaster
"Forsaking the more traditional role of your peers, the grit and blood of dungeons have been exchanged with the sophisticated dance of cloak and daggers in noblemen's halls. A master of spies, you hear and see everything with the appearance of never even leaving your comfortable seating of choice. You, of course, know that appearances are deceiving, and remain cold-thinking and undaunted in face of the next threat to rise against your chosen dedication."

Perk bonuses: +3 Bluff, +2 vs Mind Affecting, +2 vs Fear, +4 vs Poison. 5gp wage. Disguise Ability.

Swashbuckler
"A swift cut here, a taunt there and an impossible backflip that leaves you out of harm's way - the way of a Swashbuckler. You have learnt the art of fighting a style that most consider mere theatrics than actual swordplay. Of course, you know better."

Perk bonus: +1 AB, +1 AC, +2 Reflex

Quote from: Swashbuckling

Swashbuckling 3/day

+1 AB, +2 AC, +10% Movement speed.

Random effect either on yourself or your enemies every second round.

Lasts 120s.

Thug
"Your character has survived a tough life in the streets and the fights have paid off. You are able to shrug off some damage and strike with more precision."

Perk bonuses: +1 AB, 2/- Physical Damage Resistance, +3 Taunt, +3 Intimidate, +2 Constitution.[/hide]

Use Magic Device: Use Magic Device is a skill which allows Rogues to use a wide variety of trinkets, wands, rods and equipment not normally usable by Rogues. In the low level setting of EFU this can be quite potent indeed once the Rogue gets their UMD skill to a sufficient level.

[hide=EfU UMD Charts and guidelines]

From DM Elmo's post in Pup's Skill Changes thread:

Use Magic Device Item Cost Table
Some five years ago a DM called Thrawn modified the UMD so that each point of UMD would give a boost to your ability to use magical devices of higher total cost* instead of giving a boost on every instance of 1, 5, 10, 15... skill point value. This means in practice that in EFU:M, the following total cost* table is being used.



The highest amount is used if there are two or more restricting factors in the item, for instance an item only usable by Halfling and only usable by Evil will use the Alignment UMD value. Your UMD value will allow you to use items which have total cost below your UMD value and the appropriate restriction table.


Item's Total Cost

Total cost refers to the cost that is calculated for the item by the game, depending on the abilities it is capable of doing. For instance, a normal longsword has a total cost of 30 gold coins. Adding +1 cold damage to it will raise its total cost by the NWN standards to a total cost of 580 gold coins. The total cost is not the selling price you receive in shops or even the price you buy them from shops. You cannot determine the true cost of the items you hold in game through any method but you can verify it by creating an exact duplicate of the weapon/item in the toolset and then viewing its total cost. Below is a picture to aid you:




Note that the additional cost can be set by DM to any for any item they create, thus raising the total cost. That means you cannot know for certain if the items total cost is the same it would be if you created a duplicate of that. The DMs likely only bother to change items cost for exceptional items and for a good reason. If you encounter an item which does not have the normal total cost, it is not allowed to spread the knowledge of its modified total cost or value of UMD needed to use it.

About the use of UMD

In the gameworld, many items are restricted in some ways. You are usually allowed to use any item you find with your UMD skill, however few exceptions exist to that rule. First, if an item has "//OOC: Do not use this item if you are not a Halfling and of Good alignment" then it means you are not allowed to use it under any circumstances when you don't meet all the requirements. (unless a DM has directly told you that you can use it).

Second, use your common sense. Although most of these items are marked with the earlier //OOC mark in its description, there might exist items like Only usable by halfling -suits, which might not be magical but simply too small for larger type of creatures to use. No magical proficiency will make you able to fit into pants which are five size smaller than your own. If you are not sure whether you can use a certain item with UMD, ask from a DM.[/hide]

Vlaid

Sorcerer




Alignment: Any
Hit Points: Max HP rolls up to level 3 and then d4+con modifier per level
Proficiencies: Armor (none), Weapon (Simple)
Skill Points: 2+int modifier per level (2+int modifier)*4 at 1st level
Save Progression: Fort Low, Will High, Ref Low
Attack Bonus: +1/2 levels
Spellcasting: Arcane (spell failure from armor is a factor), charisma-based (a base charisma score of 10 + the spell's level is required to cast a spell, bonus spells are based on modified charisma, and the charisma modifier affects spell DCs), and spontaneous cast (no spell preparation required).

General
Sorcerers are people who owe their arcane talent to no dedication of study but to their heritage or to some strange accident outside of their control. A distant relation to a dragon, afflicted by a strange curse or blessing, the victim of a magical experiment or accident of Mystryl - the explanations are nearly endless. The results are the same, arcane spellcasting ability innately without the need to study scrolls and spellbooks as a Wizard does.

Custom Arcane Spells: We have introduced a number of new spells. Below is an exhaustive list of the custom spells which we have implemented to date for Wizards and Sorcerers.  A complete list of all spell changes can be found here.


[hide=Custom Arcane Spells]

Sorcerer/Wizard (Level 0):

Necromancy
   Disrupt Undead: Deal 1d6 positive damage to a single undead creature.
        Sorcerer/Wizard (Level 1):

Enchantment
   Command: For one round, make a target flee, approach, fall or halt.
   Nybor's Gentle Reminder: Stun for 1 round, penalties for 1 round/level after.
   Rouse: Awaken all sleeping creatures in a 10-foot-radius burst.

Transmutation
   Jump: Significant bonus to Tumble.

Evocation
   Burning Bolt: Fire multiple flaming bolts at an opponent

Necromancy
   Chill Touch: Make undead flee. Deal strength and negative energy damage to everyone else.

Sorcerer/Wizard (Level 2):

Transmutation
   Augment Familiar: For 1 round/level, your familiar becomes much more effective in combat.
   Whispering Wind: Send messages to distant locations of your choice.

Evocation
   Scorching Ray: Ranged spell which deals fire damage.

Abjuration
   Alarm: For 2 hours/level, set up an invisible alarm which telepathically alerts you when a creature moves into the region.

Enchantment
        Masochism: Gain brief, temporary bonuses based on hitpoints lost in any given round

Sorcerer/Wizard (Level 3):

Evocation
   Ice Burst: High radius, relatively low-damage burst of ice damage.

Conjuration
   Regroup: Teleport up to 1 willing companion per level to your position from within a limited radius.

Necromancy
   Heart Clutch: For as long as you concentrate,   and   as long as your opponent continues to fail your fortitude saves   for  up  to 1 round per level, continually damage and paralyze the  target humanoid.

Sorcerer/Wizard (Level 4):

Divination
   Scrying: For 1 minute/level, spy on any creature in your current area OR any PC within range.
   Arcane Eye: For 10 minutes/level, create an invisible, mobile sensor which you possess and use for scouting and spying.
   
Abjuration
   Ward Area: Temporarily protect the current area from scrying.
   Ilyykur's   Mantle: You cloak yourself in an aura that gives you a +1   bonus per 3   caster levels (maximum +5) on saving throws against  spells  and spell   like abilities, and you gain electricity resistance  10.
   Lower Spell Resistance: Lower a single target's spell resistance.

Evocation
   Blast of Flame: Unleash a flaming cone which deals up to 10d6 damage to everyone caught within.
   Acid/Cold/Electric/Fire Orb: Launch an orb of elemental damage against a single target which bypasses spell resistance.

Transmutation
   Mass Ultravision: Everyone within the area of effect receives magical sight which is able to pierce even magical darkness.

Sorcerer/Wizard (Level 5):

Conjuration
   Teleport: Teleport yourself and, if desired, a small party to a predetermined location.
   Transmutation:
   Baleful Polymorph: Turn your victim permanently into a chicken if they fail a -4 fortitude save.[/hide]

Familiars: Familiars in EFU have been changed to creatures that more accurately reflect the setting. [I will update this if and when these are changed for EFU5]

[hide=EfU Custom Familiars]

This is a list of current familiars. Some of these are completely custom for EfU, while a few others have been extensively modified for balance purposes. For familiars, please note that spellcasters need not have a familiar that shares their alignment, but deliberately picking a familiar with a diametrical opposite alignment is discouraged.


    Bat


    Alignment: True Neutral

    The nightshrieker possesses an ability few can emulate: sonar. This allows the bat to strike with surgical precision, but it sadly lacks momentum to be of much use against big opponents. On the other hand, the sonar also grants a near perfect nightvision which is excellent for reconnaissance.


    Rat


    Substitutes: Panther

    Alignment: True Neutral

    A traditional choice for arcane spellcasters, centuries have proven the rat a faithful companion. Often Underestimated due to it's size, the rat is capable of going places and seeing things that others cannot. With proper care, it won't even smell. Very much.


    Floating Skull


    Substitutes: Hell Hound

    Alignment: Chaotic Evil

    A floating, seemingly sentient skull with it's origins shrouded in mystery. While few know much of them, most who behold them find the sight frightening and most who hear their endless ramblings find it maddening. Such a familiar is boasting material only in few and small circles.

    This familiar is capable of intelligent conversation.


    Imp


    Alignment: Lawful Evil

    Small but insidious devils often bound to the service of sorcerers and wizards. Imps have a gleeful attraction to pranks, riddles, and bawdy jokes and a natural apptitude for magic.

    This familiar is capable of intelligent conversation.


    Gull


    Substitutes: Fire Mephit

    Alignment: True Neutral

    Highly intelligent coastal birds that have learned to co-exist with civilization in a scavenger role. Though most people find them incredibly annoying in their endless quest for food, wizards and sorcerers who bind them find them to be extremely loyal. As long as they keep a scrap of food tucked away.


    Parrot


    Substitutes: Ice Mephit

    Alignment: True Neutral

    Although among the smarter species of birds, parrots are nevertheless more exotic as familiars, in part because of their relative rarity but as well because they tend to be overly possessive of their masters. While working with a parrot can be easy enough, working with somebody working with a parrot can be a challenge to put it mildly.

    This familiar can memorize a few simple phrases, but not lead an intelligent conversation.


    Chicken


    Substitutes: Pixie

    Alignment: True Neutral

    A niche more than a practicality, the chicken can provide hours upon hours of fun for its owner and act as an excellent vessel for magical energies. Easily frightened and seemingly lacking in mental capacity, those who have gazed into the eyes of a bound chicken swear they've seen something mezmerizing in those beady little eyes.


    Raven


    Alignment: True Neutral

    Prized for its intelligence and cunning, the classy raven remains an ever popular choice of familiar. The blue-black bird possesses an almost unmatched aptitude for learning and adapting to unique situations, and its beak makes an excellent tool both for opening clasps and plucking out eyes.

    This familiar can memorize a few simple phrases, but not lead an intelligent conversation.


    Snake


    Substitutes: Faerie Dragon

    Alignment: True Neutral

    Cunning hunters, snakes are often seen as lazy due to their preference to let their prey come to them. When pressed, however, snakes are quick, agile, and many possess extremely potent venoms. In many cases, a familiar shares traits with its master, so for rotund or crafty spellcasters to have snake familiars is not uncommon.


    Ooze


    Substitutes: Pseudodragon

    Alignment: True Neutral

    These amorphous creatures resemble tiny cubes of gelatinous goo. As actual lab tools, the unique ability of oozes to absorb and assimilate nearly anything have proven especially useful over time. Unfortunately, they do not care for being handled, and many who have tried have found they have little desire to do so again.


    Eyeball


    Alignment: Chaotic Evil

    No larger than the size of a fist in diameter, the eyeball is a particularly frightening creature to command, not surprisingly because of its resemblance to the significantly larger beholder. The many taboos surrounding these alien natured creatures means only the most eccentric people would ever consider binding one as a familiar.

    This familiar is capable of intelligent conversation.[/hide]

Perks: Like many classes in EFU Sorcerers have a large list of perks to choose from.

[hide=Sorceror Perks]

Arcane Mimic - Flexible, powerful and relentless, the Arcane Mimic is born with the unusual ability not to cast spells of his own, but to mimic manifestations of the Weave around him. These bizarre magical phenomena are especially dreaded by more conventional mages, who understand the power of their own spells... and the talent of the Mimic in using these spells against them.

Notice: Bugs are possible, report if found. Spells and abilities themselves should not be changed and are to be considered as they are usually in efu, such as spell targeting. Self-only spells are self-only, and so on. Failure to report bugs such as these and intentional self-benefitting abuse of said bugs , is a valid reason for retirement of the character. Please do not take Craft Wand with Arcane Mimic as there are issues with that, however feel free to take Brew Potion (but do not brew potions that are normally unbrewable).

Level 1:
The sorcerer has no spells of his own.
Steal Spell 1 - There are two possible uses for this spell. Note that in each case, you may not steal a spell of a level higher than half of your total hit die, or greater than your charisma score - 10.
Used on a creature: The previous spell cast by the target creature is stolen and stored. You may not target yourself. You may not steal the same spell again until you've rested.
Used on a potion: You destroy a potion and steal its spell.
Recall Spell 1 - Casts the spell stored by "Steal Spell 1" at your full sorcerer level. A spellcraft check must be made to retain the spell in memory, which increases every time you cast that spell without mimicking a new one. Otherwise the spell is lost.
Sequencer (1 spell) - 1 use/day
10 Spell Resistance

Level 5:
Steal Spell 2 - As Steal Spell 1, but acts on a separate spell slot
Recall Spell 2 - As Recall Spell 1, but acts on a separate spell slot
Sequencer (2 spells) - 1 use/day
12 Spell Resistance

Level 8:
Steal Spell 3 - As Steal Spell 1/2, but acts on a separate spell slot
Recall Spell 3 - As Recall Spell 1/2, but acts on a separate spell slot
Sequencer (3 spells) - 1 use/day
14 Spell Resistance



Bone Warden -The long vigil is the popular name for the service you're known, guarding the tombs of ancient warriors and kings. Somewhat less known is your ordeals into the dark arts of necromancy and the communion with the bones you have in your keep. Now the knuckles of saints and villains alike bend to one man -- you.

Evil only.

Level 1: Animate Dead 2/day player tool. Receive raisable skeleton bones each rest.
Level 5: 3/- DR Slashing and Piercing. Animated minions receive +3 natural AC.
Level 8: 15% Negative Energy Immunity. Attendance at the Court of Bones 2/day.

Quote from: Attendance at the Court Bones

Attendance at the Court of Bones

Summon two skeleton royal guards. Nearby undead minions receive +2 AB, +2 AC amd regeneration. Lasts 2 turns.

Carrion Feaster - Scorned, reviled, pursued. Even at the end of the world there is room for contempt of those who have embraced survival. While it sickened you at first, you have learnt to go by through doing what others dare not and you feast upon those that stand in your way. Better they nurture someone alive than through ignorance succumbing, either to starvation or the influence of the Dread.

Evil only.

Level 1: Animate Dead 2/day player tool. Standard animate dead creature replaced with a ghoul.
Level 5: Immunity: Disease, +10% movement speed. Consume Corpse player tool 1/day.
Level 8: +2 STR, gloves receive on-hit: ghoul touch. +2 vampiric regeneration and +15% movement speed on animated creatures.

Quote from: Consume Corpse

Consume Corpse

Destroy target undead minion and restore your life with 1/4th of the target's hitpoints.

Contriver - To harness the energies of one's innate power is no easy task, especially when one's own well being is at stake. Many arcanists must improvise to survive the dangers adventuring often offers, and the contriver is more than apt at this task. Their ingenuity, experience, and hardiness allows them to make use of a multitude of protective equipment that would bog down most mages.

Level 1: -35% Arcane Spell Failure, Armor Proficiency (Light)
Level 5: +3 Discipline, Armor Proficiency (Medium)
Level 8: +2 Constitution, Shield Proficiency



Cultist - Many powers, fell or strange, find themselves happy to accept fervent worship. Those lucky enough to be born with arcane talent to supplement their presence of self often find it a great boon to assist their object of praise. Thus, the cultist's eagerness gains them a significant advantage in coaxing recruits, escaping those distraught at their beliefs, and calling forth minions relevant to the pursuit of their worship's ends. Whether these ends are nefarious, strange, or otherwise, is ultimately up to the whims of this natural leader.

Level 1: +3 Persuade, +20 Total Maximum Summoning Points
Level 5: Bless (2) 1/day, +1 Universal Saves, Changed to +40 Total Maximum Summoning Points
Level 8: Lesser Planar Binding (9) 1/day, Changed to +60 Total Maximum Summoning Points


Dream Eater - The deepest desires and darkest secrets, the most haunting experiences and worst fears. Dreams create and shape a world of imagination few others ever see. In a world where the sanctuary of dreams has been perverted by the Night Serpent, it is horrifying to know others have learnt to do the same.

Evil only.

Level 1: Immunity: Sleep. Nightmare 1/day.
Level 5: Sleep spell affects 4 + 1d4 HD's worth of more creatures. Nightmare 2/day.
Level 8: 20% Concealment. +2 to Sleep spell DC. Nightmare 3/day.

Quote from: Nightmare

Nightmare (player tool)

Deals 2d6 + 1/level magical damage to the sleeping target. Heals the sorcerer for half.
Kills a sleeping NPC of hit dice 4 or below.
Provides a random boon.

Hematologist - The idea that the blood is what sparks the talent within many young sorcerers is well known throughout the lands, and some sorcerers take this research to heart, studying the blood of others and pushing the limits of their own. This makes them more privy to the expertise of a physician, for good or ill, while the research is often used to strengthen the sorcerer's own physical form, empowered by what magic courses through their veins.

Level 1: +2 Fortitude Save, Drawn blood can produce magical benefits, Blood Track 5/day player tool (use on PC blood vials)
Level 5: +3 Heal, +1d6 Sneak Attack, Spell Penetration
Level 8: Spell Resistance: 10, 10% Physical Damage Reduction, Blood Expunge 1/day player tool (use on PC blood vial, knockdown effect on blood owner for 2-3 rounds)



Hydromancer -The call of the sea has forever lured adventurers. While those who cross its surface are often attuned to the winds for ease of sailing, there are some who take their path deeper. Like as not followers of the Bitch Queen, it is thought that something within these sorcerers' blood is deeply attuned to the hidden powers of the depths and they grow to be almost as comfortable beneath the surface as above.

Spell modifications:

    Ice dagger -- Upon impact, the dagger splits into shards damaging nearby enemy creatures for 1d4 cold damage.
    Burning Hands -- Changed to Gout of Water, dealing cold damage and causing 25% Cold vulnerability for 4 rounds.
    Flame Arrow -- Damage changed to cold.
    Vampiric Touch -- Hand of Umberlee, damage changed to cold and freezes target for 2 rounds.
    Elemental Shield -- Damage shield changed to cold.
    Firebrand -- Damage changed to cold.
    Stoneskin -- VFX changed to cold.

Level 1: Flame Weapon changed to cold. Slow regeneration underwater. Drinking potions restores 1 hp.
Level 5: +1 cold damage. Halves spellcasting penalty underwater. Double water breath duration.
Level 8: 50% Cold Immunity. Negates spellcasting penalty underwater. +10% movement speed underwater.



Infuser -While the potency of electrical charges is widely known within arcane circles, few go the length to investigate the potential for use and storage like the Infusers. Narrowing their innate powers to a specific field they have gained a recklessness few others envy. It is not an uncommon sight when Talos makes his call to find these mad sorcerers holding themselves and objects aloft at high places, devotedly beckoning the Storm Lord's favour.

Spell modifications:

    Horizikaul's boom -- Also does 1d4 electrical damage.
    Ice storm -- Cold damage changed to electrical.

Level 1: Flame Weapon changed to electrical. When hit by Electric Jolt or Geedle's Electric Loop the sorcerer is charged up, granting a 1d4 electrical damage shield and 10% movement speed for 2 turns.
Level 5: Rechargable Infuser Orb with 1/charge Electric Jolt, 3/charge Lightning Bolt and 5/charge Scintillating Sphere. Gains 1d3 charges when Electrical Jolt is casted on the item. Max 9 charges.
Level 8: 50% Electrical Immunity. Orb max charges now 18.

Quote from: Rechargeable Infuser Orb

The rechargable orb will correctly give you charges for the different spells on first charge-up after a rest. Using any of the spells from the orb until the spell charges reach zero will make you unable to cast more of the same spell, even after charging with electrical jolt. A rest will fix that.

However, as long as you do not deplete the number of spell charges to 0 (not item charges) you can continue to refresh them through charging with electrical jolt. At level 5 this method can only be used for the lightning bolt and electrical jolt spells, as scintillating sphere can only be used once.

Lifestealer - Some magic has the power to scour away the soul and leave a man hollow within. Sorcerers, who often lack the circumspection and understanding of wizards, will occasionally and tragically dabble in such dark fonts of the Arcane without any regard for the price. Though none could possibly accept such a terrible price willingly, those who inadvertently do pay this toll welcome upon themselves a malevolent and relentless hunger which must continually seek the souls and lifeforce of other beings to prevent it from consuming them utterly. It is when this cruel curse intersects and interacts with the innate magical power of the Sorcerer that the wretched Lifestealer is born.

Level 1: Ray of Enfeeblement will apply all stolen strength to the caster as a strength buff for the spell's duration, the sorcerer's equipped weapon has +3 vampiric regeneration.

Level 5: If Negative Energy Burst successfully saps the strength of at least 1 target, the same is applied as a strength bonus to the caster. Negative energy burst no longer drains the caster's strength. Gluttonous Thirst: If you slay an NPC that is not immune to ability drain, you are healed a number of hitpoints equal to your caster level.

Level 8: Enervation applies a +1 bonus to BAB for every 2 levels stolen. This buff effect lasts for 1 turn/level, and is refreshed every time Enervation is cast. This rise in BAB may be sufficient to increase the sorcerer's attacks per round. Does not apply if Enervation is cast on an NPC. Relentless Hunger: If an opponent affected by the spell Negative Energy Protection is hit by one of Negative Energy Ray, Negative Energy Burst, Vampiric Touch, Ray of Enfeeblement or Enervation then the spell will be successfully blocked. However, Negative Energy Protection is dispelled in the process, enabling penetration by any subsequent draining or negative energy spells.



Maiden of Woe (female only) - Broken lips have long since stopped uttering pleas and praise to silence. Now sorrow surround you like a blanket against a dark world, a world in which misery has come with company. The unjudged come at your call and beckon, seeking respite before returning to a plane of a god unresponsive.

Evil only.

Level 1: Negative Energy Ray (3) 5/day. Spirit summoning theme. Spirits are drawn to the sorceress (player tool toggle).
Level 5: 5/- DR Negative Energy. Absorb necromancy spells of level 2 and below. A larger number of spirits are drawn to the sorceress.
Level 8: A ghostly white aura circle the sorceress. 15% Concealment. Upon death, hostile creatures nearby must succeed against a fortitude save of DC 18 + Sorceress' charisma modifier or be cursed. Stronger spirits flock to the sorceress.



Mesmerizing - From beautiful maidens to the smooth tongued, the charismatic presence of the blood-born can seldom be denied. Some find themselves so thoroughly exalted even among others who share their magics, and this reflects in their very visage, offering an arbiter who has immense power over their fellow man.

Level 1: +3 Bluff, +3 Intimidate, +3 Persuade, +5 Appraise
Level 5: Charm player tool 2/day (failed will save makes target confused for 3 + Cha mod rounds, only works on hostile monsters), Charm Person and Dominate Person induce a variety of additional effects, Re-roll failed bluff/persuade rolls automatically once
Level 8: +2 Charisma, Mass Charm (15) 1/day



Ooze Savant - The primordial ooze has always had an occult charm drawing in the impressionable or the mad. As a fervent servant you carry a piece of sentience with you that may once have been a part of this legendary being, your devout purpose to make it grow and make it consume.

Evil only.

Sewer and oozed Lower area bonus:
+4 Hide, +4 Move Silently, 5/+1 damage reduction and slow regeneration.

Spell modifications:

    Special Summon Familiar. Disabled until level 5. Can name it with /c name_companion.
    Acid Splash summons the Summon I Slime at target.
    Slimes innate summoning theme.

Level 1: Flame Weapon changed to acid. Player tool to corrode items into a mush usable for the ooze (Gives XP at low levels).
Level 5: Acid Splash 3/day. Can call upon an ooze which can be fed to grow stronger. And bigger. Use the Corrode Tool on the ooze.
Level 8: 50% Acid Immunity. Crumble 1/day.



Planar Bound - Some sorcerers have an ancestry that one way or another is directed towards the higher or lower planes. These arcanists often find it easier to call upon or command allies from a more reflective society and often carry some traits connected to those.

Good/Evil only.

Level 1: Summon Creature 1 1/day token. Summoning theme set depending on alignment (Good: Higher Planes, Lawful-Evil: Devils, Non-lawful evil: Demons).
Level 5: +2 save vs opposite alignment's spells. Light emanates from the sorcerer. Good only: 10% Cold Immunity. Evil only: 10% Fire Immunity.
Level 8: Damage Reduction 5/+1. Good only: +2 wisdom. Evil only: +2 int. Stronger light emanates from the sorcerer.



Positivist - Positivists are those sorcerers who specialize exclusively in the manipulation and control of positive energy. Although such a focus grants access to incredible healing powers and weapons against the undead, it does come at a cost: the inability to conjure other offensive forms of damage.

-APPLICATION ONLY-

Good only (Exceptions possible via app)

Spell modifications:

    All hostile spells are disabled (unless otherwise modified below)
    Flare: Grants 1d4 + [heal skill/5] points of healing - can be cast at a distance
    Light: in addition to causing light, does1d6 + [heal skill/5] points of healing (can only be cast next to the PC)
    Burning Hands - Purifying Fire: does no damage (unless undead), 1d4 per caster level of positive healing (or damage to undead) - capped at 5, cures disease/neutralizes poison
    Combust - Positive Energy Bath - does no damage (unless undead), 2d6 + [heal skill/5] points of healing (or damage to undead), lesser Restoration. Bursts as normal Combust with a slight difference: Burst every round, number of bursts equal to the Positovist's levels, and each burst will be: Lesser Restoration + [Charisma Modifier healing]. If Undead, the bursts damage [Charisma Modifier] positive energy.
    Fireball - Positive Energy Blast - does no damage (unless undead), 1d6/caster level points of healing (or damage to undead) to all PCs and NPCs in area of effect.
    Wall of Fire - Wall of Purifying Positive Energy - does no damage (unless undead), does 4d6 points of healing to all PCs and NPCs that remain in its area of effect (/round)
    Elemental Shield - Beacon of Positive Energy - The Positivist and all those who around her receive 4d6 points of healing and Restoration (unless Undead, then damage 4d6 Positive Energy). All who were initially in the radius get bursts similar to the Positive Energy Bath - Lesser Restoration + Healing for Positivist's CHA modifier.
    Cloudkill - Regenerative Cloud - Undead must pass a fortitude DC or be banished/destroyed on enter.
    Firebrand - Rain of Positive Energy - 1d6/lvl Healing for every non undead ally in the area, 1d6/lvl positive energy damage to Undead. (Number of bolts is still bound by the regular Firebrand)

Level 1: Flame Weapon changed to positive energy, celestial summoning theme granted
Level 5: Sorcerer Token in order to brew healing/restortive brews 5/day (Need the Brew Potion feat in order to use)
Level 8: +1 positive energy to physical attacks, begins to glow, regeneration +1. Receive Rain of Positive Energy Token (Firebrand(4) 1/day)

Rotbringer (male only) - In the halls of the shuffling, the strong-legged man is king. Whatever innate power dwells within you, it is clear that it draws the unliving like moths to a flame. Wherever you go there is an army waiting to be raised, ready to follow one who is turning slowly into someone like them.

Evil only.

Level 1: Animate Dead 2/day player tool. Suitable creatures slain come back as special zombies.
Level 5: Negative Energy Ray and Negative Energy Burst heal the sorcerer. Flies start to circle. Animating without a corpse creates two zombies.
Level 8: Negative Energy Burst (5) 2/day. Control Undead 1/day.



Scion - Most bloodborn arcanists realize their origin and fates greater than the ordinary, though a select few of them ever seek to research and harness the power of their past and descendants. Whether that of an ancient race, relation to the draconic, or an ancestry even more obscure, the Scion's body is greatly empowered in many ways in line with what his bloodline and predecessors would sanction. These many peculiar benefits assist him as he uncovers the secrets of the past, and what a Scion's destiny holds henceforth.

Level 1: +1 Natural AC, +1d4 Slashing Damage to unarmed attacks (Needs gauntlets), +3 Lore, +2 Saves VS Traps
Level 5: +1 Attack Bonus, +2 Strength, 2/- physical damage resistance, Changed to +3 Saves VS Traps
Level 8: Changed to +2 Natural AC, Changed to +1d6 Slashing Damage to unarmed attacks (Needs gauntlets), Immunity to Poison, Changed to +4 Saves VS Traps



Spellsword - Uncommonly heard of, and even more rarely practiced, the mages who do combine their magical talent with martial expertise epitomize why this style of combat is often unfounded. Regardless of it's difficulty, a minority of arcanists continue down this path in the pursuit of their own prosperity, offering a unique versatility on the battlefield.

Level 1: Weapon Proficiency (Martial), Weapon Proficiency (Exotic), +1 AB
Level 5: +3 Taunt, +2 Magical Damage on melee & ranged attacks
Level 8: Damage Reduction 5/+1, +1 Dodge AC, AB bonus changed to +2



Stalker - Some sorcerers who discover the ability to withdraw away from the realm of sight become all too comfortable with the solitude, and become drunk upon the secrets that pervade the dark and hidden places of the world. The habit is frightfully addictive, and self-destructive in equal measure. It is a horrible thing for a man to wake up one day, and to forget what it means to have a face...

Level 1: +5 Hide/+5 Move Silently for a PC if medium stature or larger, +2 Hide/+2 Move Silently if small stature or smaller, Camouflage (5) 1 use/day
Level 5: Darkness (3) 3 use/day, -2 WIS, +2 DEX
Level 8: Permanent Invisibility - Every 10 rounds, if the PC is not already invisible, the effect "Invisibility" is applied to them automatically. The PC may not switch this off. Skin irreversibly becomes ashen in tone.



Tribal Shaman - Whether someone who makes their way as a shaman among their tribe, or a witch doctor somewhere else in the wilds, those who bear inherent arcane power are often feared and respected among similarly primitive people. The abilities of these sorcerers give them the tools to allow them to more easily survive their harsh environments and the many inhabitants that stalk them.

Level 1: Animals do not attack you, +5 Hide/+5 Move Silently for a PC if medium stature or larger, +2 Hide/+2 Move Silently if small stature or smaller, One With the Land (7) 1/day
Level 5: +3 Spot, +3 Listen, 10% Elemental Damage Reduction, Tracking Ability
Level 8: +2 Wisdom, Hold Animal (3) 1/day



Unpredictable - Either born from the chaos of Limbo or one who's talents has manifested in a way beyond their understanding, these subjects, willing or not, find their potentially immense powers to be kept in check by their inability to control the erratic ways they become divulged. These sorts of arcanists are often feared by others and themselves alike, unknowing as to what their affliction will cause them to procure next.

Level 1: +3 Intimidate, On Hit Chaos Shield Level 3 (Needs a worn armor of any kind)
Level 5: Spell DC fluctuation, Random element on cast of "Flame Weapon"
Level 8: A Gift of Pandemonium (Contact a DM upon reaching this level with this perk to receive your "gift" from the table. This can possibly permanently end your character)



Witchcraft - Whether one who finds their home within the bogs, or who's hands are oft found clasped around the stirring rod of a cauldron, witches who make their home amongst the Archipelago's numerous exotic herbs and reagents find a welcome boon in their pursuit of creating concoctions that negate their otherwise gossamer and abnormal outward appearance.

Level 1: +5 EFUSS Alchemy, +5 EFUSS Herbalism, +2 VS Disease, Use Poison
Level 5: +5 Spellcraft, + 2 VS Poison
Level 8: Regeneration +1



Zealous Faith - Those who come to the realization that their magic is a god given gift find that their devotion does not go unrewarded. Often, this manifests itself depending on what deity a person will serve, becoming more and more obvious in the magics they call forth. Whatever the origin, their spellcraft becomes empowered to smite the foes of their patron.

Level 1: +2 Divine Save, When cast on oneself, "Magic Weapon" induces an additional +1 divine damage for neutral & good, +1 negative energy damage for evil, Bless (2) 3/day
Level 5: +2 Fear Save, When cast on oneself, "Shield" offers an additional +2 AC, and 50% Damage Immunity to negative energy damage for neutral & good, 50% Damage Immunity to divine damage for evil
Level 8: +2 Will Save, When cast on oneself, the damage of "Flame Weapon" is replaced with divine damage and glow for neutral & good, negative energy damage and glow for evil[/INDENT] Akin to the fighter class implementations:

These are selected from the crafting menu.

Only usable by pure sorcerers, with the exception of PRCs.

Changes are very possible in the future, as well as additional perks.

Any ambiguously written perks are to be found out in game!

Have fun![/hide]

Vlaid

Wizard




Alignment: Any
Hit Points: d4
Proficiencies:  Armor (none), Weapon (Wizard)
Skill Points:  2+int modifier per level (2+int modifier)*4 at 1st level
Save Progression:  Fort Low, Will High, Ref Low
Attack Bonus:  +1/2 levels
Spellcasting:  Arcane (spell failure from armor is a factor), intelligence-based (a base intelligence score of 10 + the spell's level is required to cast a spell, bonus spells are based on modified intelligence, and the intelligence modifier affects spell DCs), and requires preparation. Wizards begin the game knowing all cantrips and four three + intelligence modifier 1st-level spells.

General
Practitioners of the arcane who have devoted no small amount of time to studying the complexities of the weave. Ranging from mad magi delving into arcane secrets too much for them to handle to benign scholars hoping to use their knowledge for the good of Faerun.

Custom Arcane Spells:  We have introduced a number of new spells. Below is an exhaustive list of the custom spells which we have implemented to date for Wizards and Sorcerers.  A complete list of all spell changes can be found here.


[hide=Custom Arcane Spells]

Sorcerer/Wizard (Level 0):

Necromancy
   Disrupt Undead: Deal 1d6 positive damage to a single undead creature.
        Sorcerer/Wizard (Level 1):

Enchantment
   Command: For one round, make a target flee, approach, fall or halt.
   Nybor's Gentle Reminder: Stun for 1 round, penalties for 1 round/level after.
   Rouse: Awaken all sleeping creatures in a 10-foot-radius burst.

Transmutation
   Jump: Significant bonus to Tumble.

Evocation
   Burning Bolt: Fire multiple flaming bolts at an opponent

Necromancy
   Chill Touch: Make undead flee. Deal strength and negative energy damage to everyone else.

Sorcerer/Wizard (Level 2):

Transmutation
   Augment Familiar: For 1 round/level, your familiar becomes much more effective in combat.
   Whispering Wind: Send messages to distant locations of your choice.

Evocation
   Scorching Ray: Ranged spell which deals fire damage.

Abjuration
   Alarm: For 2 hours/level, set up an invisible alarm which telepathically alerts you when a creature moves into the region.

Enchantment
        Masochism: Gain brief, temporary bonuses based on hitpoints lost in any given round

Sorcerer/Wizard (Level 3):

Evocation
   Ice Burst: High radius, relatively low-damage burst of ice damage.

Conjuration
   Regroup: Teleport up to 1 willing companion per level to your position from within a limited radius.

Necromancy
   Heart Clutch: For as long as you concentrate,   and   as long as your opponent continues to fail your fortitude saves   for  up  to 1 round per level, continually damage and paralyze the  target humanoid.

Sorcerer/Wizard (Level 4):

Divination
   Scrying: For 1 minute/level, spy on any creature in your current area OR any PC within range.
   Arcane Eye: For 10 minutes/level, create an invisible, mobile sensor which you possess and use for scouting and spying.
   
Abjuration
   Ward Area: Temporarily protect the current area from scrying.
   Ilyykur's   Mantle: You cloak yourself in an aura that gives you a +1   bonus per 3   caster levels (maximum +5) on saving throws against  spells  and spell   like abilities, and you gain electricity resistance  10.
   Lower Spell Resistance: Lower a single target's spell resistance.

Evocation
   Blast of Flame: Unleash a flaming cone which deals up to 10d6 damage to everyone caught within.
   Acid/Cold/Electric/Fire Orb: Launch an orb of elemental damage against a single target which bypasses spell resistance.

Transmutation
   Mass Ultravision: Everyone within the area of effect receives magical sight which is able to pierce even magical darkness.

Sorcerer/Wizard (Level 5):

Conjuration
   Teleport: Teleport yourself and, if desired, a small party to a predetermined location.
   Transmutation:
   Baleful Polymorph: Turn your victim permanently into a chicken if they fail a -4 fortitude save.[/hide]

Familiars: Familiars in EFU have been changed to creatures that more accurately reflect the setting. [I will update this if and when these are changed for EFU5]

[hide=EfU Custom Familiars]

This is a list of current familiars. Some of these are completely custom for EfU, while a few others have been extensively modified for balance purposes. For familiars, please note that spellcasters need not have a familiar that shares their alignment, but deliberately picking a familiar with a diametrical opposite alignment is discouraged.


    Bat


    Alignment: True Neutral

    The nightshrieker possesses an ability few can emulate: sonar. This allows the bat to strike with surgical precision, but it sadly lacks momentum to be of much use against big opponents. On the other hand, the sonar also grants a near perfect nightvision which is excellent for reconnaissance.


    Rat


    Substitutes: Panther

    Alignment: True Neutral

    A traditional choice for arcane spellcasters, centuries have proven the rat a faithful companion. Often Underestimated due to it's size, the rat is capable of going places and seeing things that others cannot. With proper care, it won't even smell. Very much.


    Floating Skull


    Substitutes: Hell Hound

    Alignment: Chaotic Evil

    A floating, seemingly sentient skull with it's origins shrouded in mystery. While few know much of them, most who behold them find the sight frightening and most who hear their endless ramblings find it maddening. Such a familiar is boasting material only in few and small circles.

    This familiar is capable of intelligent conversation.


    Imp


    Alignment: Lawful Evil

    Small but insidious devils often bound to the service of sorcerers and wizards. Imps have a gleeful attraction to pranks, riddles, and bawdy jokes and a natural apptitude for magic.

    This familiar is capable of intelligent conversation.


    Gull


    Substitutes: Fire Mephit

    Alignment: True Neutral

    Highly intelligent coastal birds that have learned to co-exist with civilization in a scavenger role. Though most people find them incredibly annoying in their endless quest for food, wizards and sorcerers who bind them find them to be extremely loyal. As long as they keep a scrap of food tucked away.


    Parrot


    Substitutes: Ice Mephit

    Alignment: True Neutral

    Although among the smarter species of birds, parrots are nevertheless more exotic as familiars, in part because of their relative rarity but as well because they tend to be overly possessive of their masters. While working with a parrot can be easy enough, working with somebody working with a parrot can be a challenge to put it mildly.

    This familiar can memorize a few simple phrases, but not lead an intelligent conversation.


    Chicken


    Substitutes: Pixie

    Alignment: True Neutral

    A niche more than a practicality, the chicken can provide hours upon hours of fun for its owner and act as an excellent vessel for magical energies. Easily frightened and seemingly lacking in mental capacity, those who have gazed into the eyes of a bound chicken swear they've seen something mezmerizing in those beady little eyes.


    Raven


    Alignment: True Neutral

    Prized for its intelligence and cunning, the classy raven remains an ever popular choice of familiar. The blue-black bird possesses an almost unmatched aptitude for learning and adapting to unique situations, and its beak makes an excellent tool both for opening clasps and plucking out eyes.

    This familiar can memorize a few simple phrases, but not lead an intelligent conversation.


    Snake


    Substitutes: Faerie Dragon

    Alignment: True Neutral

    Cunning hunters, snakes are often seen as lazy due to their preference to let their prey come to them. When pressed, however, snakes are quick, agile, and many possess extremely potent venoms. In many cases, a familiar shares traits with its master, so for rotund or crafty spellcasters to have snake familiars is not uncommon.


    Ooze


    Substitutes: Pseudodragon

    Alignment: True Neutral

    These amorphous creatures resemble tiny cubes of gelatinous goo. As actual lab tools, the unique ability of oozes to absorb and assimilate nearly anything have proven especially useful over time. Unfortunately, they do not care for being handled, and many who have tried have found they have little desire to do so again.


    Eyeball


    Alignment: Chaotic Evil

    No larger than the size of a fist in diameter, the eyeball is a particularly frightening creature to command, not surprisingly because of its resemblance to the significantly larger beholder. The many taboos surrounding these alien natured creatures means only the most eccentric people would ever consider binding one as a familiar.

    This familiar is capable of intelligent conversation.[/hide]

Vlaid

Bard


Alignment: Any non-Lawful
Hit Points: d6
Proficiencies: Armor (Light, Medium), Shields, Weapon (Simple)
Skill Points: 4+int modifier per level (4+int modifier)*4 at 1st level
Save Progression: Fort Low, Will High, Ref High
Attack Bonus: +3/4 levels
Spellcasting: Arcane (spell failure from armor is a factor), charisma-based (a base charisma score of 10 + the spell's level is required to cast a spell, bonus spells are based on modified charisma, and the charisma modifier affects spell DCs), and spontaneous cast (no spell preparation required). Bards begin the game knowing four cantrips.


General
The Bard in EFU is many things. A tale spinner, a singer, a master of lore, an inspiring presence to allies and filling enemies with dread. Bards can be adept at a surprising number of roles that their namesake would not suggest. Some bards choose to focus on a more martial role - using their songs, magic and ability to use a wide array of trinkets, scrolls or wands to make up for the lack of might that a Fighter or Barbarian might have. Other bards choose to focus on politics, subterfuge, adventuring or even darker paths. There is little a Bard can't do with at least a bit of skill.

Custom Bard Songs: In addition to the default Bard Song and the Cursed Song feat variant - Bards can discover and learn new server specific songs. These songs have completely custom effects that can only be discovered through experimentation, you won't find them documented on the forums. More than 20 new Bard Songs have been added for EFU5, most with a new twist on them.

Songsheets and Songbooks: Bards in EFU gain access to the above mentioned Custom Bard Songs through song sheets and songbooks.  See below for details.


[hide=Custom Bard Song Guide]

   -In order to  access the custom Bard songs available in EFU:R a Songbook  item is  required - you will receive one when you activate a perk or buy one from a store.

   -You can add a song to your songbook either by using a songsheet on your songbook or absorbing another songbook into yours (either by being gifted a songbook or stealing one from another Bard).

   -To absorb a songbook into yours use it like you would a songsheet and target the songbook you want to absorbs the songs into.

   -There are two varieties of custom Bard songs in EFU.  The variety that are  beneficial to your allies and the cursed  variety which affect enemies via damage, negative effects or even damage.

   -You can scribe cursed songs to  your songbook without the  Cursed Song feat but you will not be able to  use them.

   -There are two types of songs you can have active at any given moment in EFU. First, the Cursed Song feat (which requires you to take the feat to use) and only affects hostile targets. Second, any other custom bard song of which there are two types of - inspiring which typically affects allies positively or cursed which typically affects hostile targets negatively (and requires the Cursed Song feat to use but not to scribe into your songbook).

   -For every 3 points of the Bard's total Perform skill Bard songs will last 1 extra round. Additionally, every character level over 5 grants another round of duration.[/hide]

Cut Purse:Rogues and Bards receive a Cut Purse player tool accessible through the Crafting Menu which allows you to cut another player's purse to steal a small amount of gold from them - often without them getting any IC or OOC indication of who did it depending on how you perform the theft, how well your skill checks are and various other factors. Please remember that PVP rules apply to this tool!

[hide=Cut Purse]

   You can use Cut Purse more often than Pick Pocket (the 30-minute delay only applies to the target you robbed previously).

   Size of the purse matters – for someone with five gold coins, losing even one is a major setback and very easy to discern. Get up in the thousands and you may not notice the few gold coins slipping away.

   Even if you are successful - the target will (after a certain delay) receive a message saying that their purse is missing.

   If you fail your PC will be dropped out of stealth and an emote forced on your PC indicating that he attempted so.

   Pickpocket skill will help ensure the target does not actually see the attempted theft.

   Bluff skill will allow you to act casually so that they do not know it was you.

   Stealth and or invisibility will increase your chances of success by making it harder to spot the attempt.[/hide]

Multiclassing:Bards can multiclass freely but if they do the effects of their perk as detailed below are disabled.  Whatever song you gained remains in your songbook, however.  They may still take levels in prestige classes without losing their perk.

Perks: [Temporarily disabled] Like many classes in EFU Bards have a large list of minor perks to choose from which also grant a single custom bard song as a bonus to start your song collection.


[hide=Bard Perks]

Blade
You are a master artisan with your weapon, as much a performer as a warrior. You made your trade at festivals and carnivals as a sword swallower and knife juggler. You jump and spin with your weapon in an impressive and intimidating display, or in a slow and graceful dance. If there is a showy way to wield, throw, or display a weapon, nobody knows it better than you.  - Song: Excelion's Excellent Introduction.
- Perk: Cleave feat.

Cantor (Good only)
Once you led the gospel at your deity's church or temple, singing harmony to soothe and inspire the following. Now at the end of all days you are a shining light in a world cast to darkness, bringing hope and praise in the name of a deity that may be dead.  - Song: Holy Canticle of the Righteous.
- Perk: Bless is bestowed the bard on singing.

Dwarven Barreller (Dwarf only)
You enjoy the finer things in life. A hearty laugh, a goblin to clobber, and a barrel of dwarven ale. The most whimsical of dwarves, you are still stout and dependable and your brothers are always glad to have you along to brighten the dark tunnels of the mines.  - Song: Hennrick Hammerhand's Song of the Deep.
- Perk: Heavy Armor Proficiency.

Gypsy
You are of the Gur, the Bedine, or perhaps the Argenti. To live is to take what you can and run with it, stand tall when you must, or flee to survive. You have learned the stories and songs of your people and family, walked the long path and lived a life of free soul - and whether it was questionable or honorable in the eyes of others, you are free to do what you like.  - Song: Macasta's Ballad of the Bandit Princess.
- Perk: +10% Movement Speed.

Jack of All Trades
The True Bard, versatile but a master of no craft. You can wield all weapons, wear most armor, cast spells, and employ the thief's arsenal of skills. You are an entertainer, a storyteller, a singer, a lore keeper and when the mood strikes, you are not one to be held back.  - Song: Calley Olwyn's Swift Seekings
- Perk: Weapon Proficiency: Martial.

Jester
You are the fool, the clown, the buffoon. Everything is a joke, including yourself! You are the comedian who raises morale, entertain, and crafts scapegoats for the world's problems. Mirth and merriment are your bread and butter and you like it slathered on thick.  - Song: Gnomish party Song.
- Perk: Receive a throwable object each reset.

Loremaster
Ancient scrolls and dusty tomes are old friends to the ones who seek the most secret and hidden lore. While your oration and tone may be as dry as what you pursue, the knowledge found inspire further progress.  - Song: Esoterotept's Esoteric Expression of Examination.
- Perk: Gain XP for translating ancient texts.

Minstrel
You are a musician, a master of the lute, flute, horn, or even cowbell. Making your living supplying festivity at ins and for crowds, there is nothing more joyous than the music you've written to inspire others. Your value as an entertainer is known and appreciated by all.  - Song: Goldbrick's Golden Glories.
- Perk: Free resting at inns.

Orator
Few are those born with such vocal force that rivets attention with every word. The power to turn a crowd to one's own agenda is comparable to the highest spells and most deadly weapons, a power you are well on your way to master.  - Song: Bhast's Honeyed Tongue.
- Perk: Re-roll failed bluff and persuade checks.

Piper
Exposed to destitution at a young age, for years your only friends were the rats salvaging the garbage alongside you. Their squeaks and scratching turned to melody in your ears and soon you joined the orchestra, quickly becoming the conductor playing the pipe. Animals have ever since found harmony in your songs but it is the friends who started it all who have come with you all the way.  - Song: Wild Pipings of the Rat Prince.
- Perk: Animals don't attack you.

Skald
Honored and respected, you are the warrior-bard. You travel and fight alongside your fellows, seeking adventure and acclaim and then immortalizing them and yourself through songs and poetry. Woe be to the one who maligns you for they will find themselves slandered as villains for the world to know.  - Song: Saga of the Grey Mist Raiders.
- Perk: 5% Immunity to slashing and cold damage.

Spellsinger
Some bards sacrifice their spellcasting flexibility for sturdier armors. Spellsingers have learnt to make use of leather without incurring penalties, and have an easier time casting spells in the heavier variants if they are daring enough.  - Song: Spellsong's Chant.
- Perk: -15% Arcane Spell Failure on armor.

Spirit Chanter (Evil only)
From an early age you've always felt that you were never quite alone. Restless voices whispered to you in tranquil moments, their grief beckoning your inquiry. Now you sing for spirits only you see, voice tingling with the undertones of the incorporeal.  - Song: Dirge of the Tormented.
- Perk: 2/- Negative Energy DR.

Troubadour
You are the romantic poet, the chivalrous writer. Nobody espouses the ideals of pure heart and true love as you. Even in these darks days, there is love to be found, and you will find it. You will nurture and protect it and bring it back into the world through poetry and song.  - Song: Christopher Donrick's Ballad to Beauty.
- Perk: 4gp wage while within an inn.
[/hide]

Custom spells: We have introduced a number of new spells which are optionally available for download. Below is an exhaustive list of the custom spells which we have available to Bards.  A complete list of all custom spells can be found here.

[hide=Custom Spells]

Bard (Level 2)
Abjuration
   Alarm

Transmutation
        Whispering Wind

Bard (Level 4)
Transmutation
   Mass Ultravision[/hide]

Vlaid

Barbarian


Alignment: Any non-Lawful
Hit Points: d12
Proficiencies: Armor (Light, Medium), Shields, Weapon (Simple, Martial)
Skill Points: 4+int modifier per level (4+int modifier)*4 at 1st level
Save Progression: Fort High, Will Low, Ref Low
Attack Bonus: +1/level

General
Savage warriors who are able to take immense punishment and deal it out in equal measure. The Barbarian is able to tap into a primal rage to fuel their physical prowess in combat to great efficiency.

Resting: Unlike most other classes in EFU Barbarians do not require a bedroll to rest.

Basic Barbarian Bonuses:
Level 5: +10% damage immunity.
Level 7: +10% movement speed becomes +15% movement speed.
Level 8: +10% damage immunity becomes +15% damage immunity.

Damage Immunity: Varies from each Barbarian and furor, but generally from 10%-20%.

Armor Restriction: Benefits such as movement speed and damage immunity are disabled when using heavy armor. Barbarians are generally expected to use medium armor or lighter to make use of their class as designed.

Multiclassing: Barbarians may not take fighter levels.

Barbarian Rage: Barbarians primarily receive benefit in embracing their inner rage. By choosing a number of bonuses for entering the fray called "furors", they are able to customize their battle frenzy to a degree. These furors generally apply when a barbarian rage is used, with some exceptions.


[hide=Barbarian Rage Changes]
Quote from: Base Properties of Barbarian Rage
The barbarian rage has the following base properties:

+4 Strength
+4 Constitution
+2 Will Save
-2 Armor Class


  • The barbarian rage is a free action.
  • The duration of the barbarian rage is equal to 10 rounds modified by an equivalent number of rounds to the barbarian's wisdom modifier determined at initial use of the barbarian rage.
  • The intensity of the barbarian rage has a chance to be improved or penalized by charisma score by how low or high the modifier is proportionally upon initial use of rage.

Quote from: Barbarian Rage and Charisma Modifier
If the barbarian has a positive charisma modifier at the initial use of rage, they roll 1d(X+1), where X is equal to their charisma modifier, for strength and constitution separately. They then subtract one from that result and receive it as a bonus equal to that number for the related ability scores. The bonus cannot exceed one point for every two barbarian levels.

If the barbarian has a negative charisma modifier at the initial use of rage, they roll 1d(X+1), where X is the integer of the negative modifier, for strength and constitution separately. They then subtract one from that result and receive it as a  penalty equal to that number for the related ability scores.

This results in the most common rolls being akin to the following, before other modifications:

6   CHA = 2, 3, or 4
8   CHA = 3 or 4
10 CHA = Always 4
12 CHA = 4 or 5 (2 or more barb levels)
14 CHA = 4, 5, or 6 (4 or more barb levels)
16 CHA = 4, 5, 6, or 7 (6 or more barb levels)

An so forth...

Quote from: Barbarian Rage Cooldown Properties
By default, barbarian rage can be used on a 20 minute cooldown.

The barbarian rage can be used indefinitely between cooldown periods, though this is affected by a number of factors:


  • Cooldown starts counting at the start of using a barbarian rage. This cooldown cannot be less than 5 minutes.
  • For every barbarian class level the barbarian has, this cooldown is decreased by 1 minute.
  • For every non-barbarian class level the barbarian has, the cooldown is increased by 1 minute.
  • The cooldown is modified by an equivalent number of minutes to the barbarian's wisdom modifier, whether positive or negative, including buffs, determined at the initial usage of a barbarian rage.
  • The feat "Thug" decreases the cooldown of barbarian rage by an additional 2 minutes.
  • When a barbarian rage ends, the barbarian receives an additional point of what is known as exhaustion.
  • When cooldown is determined at the start of a barbarian rage, for every point of exhaustion the barbarian has, add another 1d10 minutes to the cooldown.
  • After resting, all points of exhaustion are removed from the barbarian.
  • Barbarian Furors and rare gear may affect the cooldown and exhaustion points, or have effects depending on exhaustion levels...
Quote from: Cooldown Examples
Quote from: Barbarian A
Barbarian A is a level 6 barbarian with 14 wisdom. The first usage of their barbarian rage induces a cooldown of 12 minutes (20 - 6[barbarian level] - 2[positive wisdom modifier]) between the first and second rage. Provided nothing else changes, the cooldown between the second and third rage would be 12 + 1d10 minutes. Between the third and fourth, 12 + 2d10 minutes.
Quote from: Barbarian BBarbarian B is a level 7 rogue and level 1 barbarian with 6 wisdom. The first usage of their rage induces a cooldown of 28 minutes (20 + 7[rogue level] - 1[barbarian level] + 2[negative wisdom modifier]) between the first and second rage. Before their next rage, they use a Potion of Owl's Wisdom, increasing their wisdom to 11. This causes their negative wisdom modifier to be removed, and upon using their next rage, causing the cooldown between the second and third to be 26 + 1d10 minutes. If the extra wisdom is lost, then between the third and fourth, 28 + 2d10 minutes.
Quote from: Barbarian CBarbarian C is a level 10 barbarian who buffs up to 22 wisdom. They also have the Thug feat. The first usage of their barbarian rage induces a cooldown of 5 minutes. (20 - 10[barbarian levels] - 6[wisdom modifier] - 2[thug perk], though minimum of 5 minutes) between the first and second rage. Provided nothing else changes, the cooldown between the second and third rage would be 2 minutes + 1d10 minutes, though with a minimum of 5 minutes. Between the third and fourth, 2 + 2d10 minutes, with a minimum of 5 minutes.
[/hide]

Furors: Furors are the modifiers to barbarian rage which can be earned by various actions found in game. Barbarians can unlock an additional furor when reaching either 5 or 7 levels of barbarian. Tasks may be attempted any number of times, once per reset, though they will, of course, likely have their own risks.

[hide=Barbarian Furors]
Quote from: Basic Furors
Here is a list of basic furors available in game:

Quote from: Exhilarating Rage
Provide an additional 1dX strength and constitution for the duration of the rage, where X is equal to the barbarian's charisma modifier, provided it is positive. The roll is done separately for strength and constitution. This specific bonus to both stats cannot exceed +1 per two barbarian levels, though stacks with the base rage charisma bonus.
Quote from: Inspiring RageApply the barbarian's charisma modifier to strength and constitution to nearby allies in a gargantuan radius for the duration of the rage, provided it is positive. The bonus to both stats cannot exceed +1 per two barbarian levels.
Quote from: Everlasting RageProvide an additional bonus to the duration of each rage equal to the barbarian's wisdom modifier, provided it is positive. The bonus to duration cannot exceed one round per two barbarian level.
Quote from: Enduring RageThe increased duration of barbarian rage cooldown provided per exhaustion point becomes 1dX, where X is equal to 10 - wisdom modifier, instead of 1d10, provided the wisdom modifier is positive.
Quote from: Terrifying RageUpon initial use of barbarian rage, enemies in a gargantuan radius receive -1 attack bonus, -1 damage, and -1 will for the duration of the rage. Then those enemies must make a will save VS fear with a DC equal to 10 + Y, where Y is the barbarian's intimidate skill divided by 3 rounded down. If they fail, they are feared for 1dX rounds, where X is equal to the amount of barbarian levels.
Quote from: Ear-Shattering RageUpon initial use of barbarian rage, enemies in a gargantuan radius take sonic damage equal to 2dX, where X is equal the amount of barbarian levels. Then those enemies must make a will save VS sonic with a DC equal to 10 + Y, where Y is the barbarian's intimidate skill divided by 3 rounded down. If they fail, they are dazed for 1dX rounds, then deafened for 1dX rounds, rolled separately. Already deafened foes are not afflicted by these effects.
Quote from: Panicking RageUpon initial use of barbarian rage, the barbarian fears themselves for 1d3 rounds, receives X dodge AC for 1dX rounds, where X is equal to the amount of barbarian levels. The barbarian receives +20% movement speed for the duration of the rage.
Quote from: Bloodcrazed RageProvides vampiric regeneration +1dX to the barbarian's equipped melee weapon for the duration of the rage, where X is equal to the amount of barbarian levels.
Quote from: Punishing RageProvides the barbarian's armor a damage shield which causes slashing damage equal to 1dX on hit for the duration of the rage, where X is the barbarian level.
Quote from: Stalker RageUpon initial use of barbarian rage, provide +X to the skills Hide, Listen, Move Silently, Search, Spot, and Tumble equal to the amount of barbarian levels for the duration of the rage.
Quote from: Agile RageAll applications of strength in the barbarian rage instead applies that value to dexterity, minus 2.
Quote from: Berserker RageProvides an additional +1d4 strength and constitution for the duration of the rage, rolled separately, but also induces a fatigue period for one turn after the rage which causes -2 strength, constitution, armor class, and will save.
[/hide]

[hide=Barbarian Weird Furors (This is currently not implemented and will be available in the future.)]

Quote from: Weird Furors
Here is a list of rarer furors available in game:

Quote from: Turtle Shell RageProvides +25% additional damage immunity and 5dX temporary hit points where X is equal to the amount of barbarian levels, though also applies a 25% movement speed penalty for the duration of the rage.
Quote from: Salt Raider's RageThe barbarian's armor does not deter swimming speed, gains underwater breathing, gains X*5% immunity to electrical damage, and gains +X to taunt, where X is equal to the amount of barbarian levels, for the duration of the rage.
Quote from: Huntsman's RageProvides mighty +1dX to the barbarian's equipped ranged weapon for the duration of the rage, where X is equal to the amount of barbarian levels.
Quote from: Avenging RageIf not enraged, receive a free instance of your rage that does not induce any exhaustion points when an allied player character dies within a gargantuan radius of the barbarian.
Quote from: Avaricious RageFor the duration of the barbarian's rage, landing a killing blow on a humanoid enemy provides 2dX gold pieces, where X is equal to the amount of barbarian levels, up to a maximum of 10*barbarian levels per rage.
Quote from: Sewer-DwellerUpon initial use of barbarian rage, the barbarian is cured of any poisons and diseases and ability score penalties afflicted by them. Then the barbarian gains immunity to poison, disease, the spell Grease, the spell Stinking Cloud, and X*5% immunity to acid damage, for the duration of the rage, where X is equal to the amount of barbarian levels.
[/hide]

Vlaid

Cleric


Alignment: Any (Must be compatible with the Cleric's dogma)
Hit Points: d8
Proficiencies: Armor (Light, Medium, Heavy), Shields, Weapon (Simple)
Skill Points: 2+int modifier per level (2+int modifier)*4 at 1st level
Save Progression: Fort High, Will High, Ref Low
Attack Bonus: +3/4 levels
Spellcasting: Divine (spell failure from armor is ignored), wisdom-based (a base wisdom score of 10 + the spell's level is required to cast a spell, bonus spells are based on modified wisdom, and the wisdom modifier affects spell DCs), and requires preparation (except for "cure" and "inflict" spells, which can be spontaneously cast).

General
The "Relic Guardian" kit is now gone, instead all Clerics now mechanically function as "Relic Guardians" under the same restrictions of primary and secondary domains. Relics can be found of specific new faiths. Portraying a cleric of a canonical god is acceptable but requires finding relevant relics of their portfolio. Failure to adequately support and portray the basis of your faith may result in the relics crumbling or fading away.

The cleric may only be attuned to a single relic at a given time.

Aside from the cleric's level, the spell circle level of the cleric is determined by the Relic they guard.

Primary domains are also restricted by race and alignment:
- A human can't have the Dwarf domain, etc.
- A non evil aligned PC can't have the Evil domain, etc.

Relic Attunement Player Tool: Once a day the cleric may attune to an appropriate Relic for her and will be able to use its abilities and powers.

Relic Sacrifice Player Tool: Once a day the cleric may sacrifice or sanctify a Relic that they don't wish to keep permanently in order to receive XP.

Primary Domains (must select one):
Air, Death, Earth, Evil, Fire, Good, Water, Chaos, Law, Knowledge, Magic, Destruction, Drow, Elf, Dwarf, Halfling, Gnome, Orc.

Secondary Domains (must select one):
Animal, Healing, Strength, Sun, Travel, Trickery, War, Luck, Ooze, Cavern, Darkness, Metal, Portal, Spider, Illusion, Spells, Reptilian, Undeath, SeaCaves, Renewal, Repose, Retribution, Rune, Storm, Suffering, Trade, Planning, Charm, Nobility, Fungus, Protection, Plant, Fate, Hatred.


[hide=Relic Types]
         
         
         
         
         
         
         
         
         
         
         
         
         
         
         
         
         
         
         
         
         
         
         
         
         
         
         
         
         
         
         
         
         
         
         
         
         
         
         
         
         
Relic TypeAssociated Domains
AirAir, Storm
AnimalAnimal
ChaosChaos
CharmCharm
DarknessDarkness
DeathDeath, Undeath
DestructionDestruction
DwarfDwarf
EarthEarth, Cavern
ElfElf
EvilEvil
FateFate, Retribution
FireFire
GnomeGnome
GoodGood
HalflingHalfling
HatredHatred
HealingHealing, Renewal, Repose
IllusionIllusion
KnowledgeKnowledge, Rune
LawLaw, Nobility
LuckLuck
MagicMagic, Spells
MetalMetal
OozeOoze
OrcOrc
PortalPortal
PlantPlant, Fungus
ProtectionProtection
ReptilianReptilian
StrengthStrength
SufferingSuffering
SunSun
SpiderSpider, Drow
TravelTravel, Trade, Planning
TrickeryTrickery
WarWar
WaterWater, SeaCaves
UniversalALL
[/hide]

[hide=Domain Descriptions]
I have left the "Associated Deities" as guidelines for those who want to portray a cleric of a canon deity rather than the "New Faiths".

Racial Powers: Certain racial domains grant a 1/day racial power. This power grants a temporary +1 AB and +1 save bonus versus fear, plus +1 to whatever that race's associated stat is (Str for orcs, Con for dwarves, Dex for elves/drow and halflings, Int for gnomes), and +2 AB versus that race's favored enemy (Elves for orcs and drow, Orcs for dwarves and elves, Goblins for halflings and gnomes) for all friendly members of that race within 30ft, lasting one round/level.

(*) Requires Custom Domains Override


Air Domain
Spells: Call Lightning (3), Chain Lightning (6)
Associated Deities: Aerdrie Faenya, Akadi, Auril, Bahamut, Pazrael, Set, Shaundakul, Sheela Peryroyl, Valkur

Animal Domain
Spells: Cat's Grace (2), True Seeing (3), Polymorph Self (5)
Abilities: Summon Creature spell is cast as if it were the next spell level higher
Associated Deities: Aerdrie Faenya, Baervan Wildwanderer, Baphomet, Chauntea, Fenmarel Mestarine, Gwaeron Windstrom, Hiatea, Lurue, Malar, Mielikki, Nobanion, Pazrael, Sebek, Shiallia, Silvanus, Thard Harr, Ulutiu, Uthgar

Cavern Domain *
Spells: Darkness (1), One with the Land (2), Call Lightning (4)
Abilities: 1/day, gain a temporary +3 Search, +3 Spot, +3 Listen bonus that lasts for one turn/level, usable only in caverns.
Associated Deities: Callarduran Smoothhands, Dumathoin, Geb, Ghaunadaur, Grumbar, Gruumsh, Luthic, Segojan Earthcaller, Skoraeus Stonebones, Shar

Charm Domain *
Spells: Charm person (1), Aura of Glory (2), Charm Monster (3)
Abilities: ---
Associated Deities: Eilistraee, Gargauth, Lliira, Milil, Oghma, Sharess, Sune

Chaos Domain *
Spells: Cloud of Bewilderment (3), Confusion (5)
Associated Deities: Aerdrie Faenya, Anghaarradh, Anhur, Bahgtru, Baphomet, Besheba, Corellon Larethian, Cyric, Deep Sashelas, Diirinka, Dugmaren Brightmantle, Erevan Ilesere, Eilistraee, Fenmarel Mestarine, Garagos, Ghaunadaur, Great Mother, Grolantor, Gruumsh, Haela Brightaxe, Hanali Celanil, Hlal, Hruggek, Kiaransalee, Labelas Enoreth, Laogzed, Lliira, Lolth, Lurue, Maglubiyet, Malar, Nephthys, Orcus, Pazrael, Rillifane Rallathil, Sehanine Moonbow, Selune, Selvetarm, Sharess, Shargaas, Sharindlar, Shaundakul, Shevarash, Solonor Thelandira, Stronmaus, Sune, Talona, Talos, Task, Tempus, Thard Harr, Tymora, Umberlee, Urdlen, Uthgar, Valkur, Vaprak, Vhaeraun

Darkness Domain *
Spells: Darkness (1), Blindness/Deafness (2), Shadow Conjuration (4)
Abilities: Ultravision 1/day
Associated Deities: Lolth, Mask, Set, Shar, Shargaas

Death Domain
Spells: Phantasmal Killer (4), Enervation (5)
Abilities: Negative Plane Avatar - The cleric is able to summon a shadow that gains in power as the cleric advances.
Associated Deities: Great Mother, Grolantor, Jergal, Laogzed, Memnor, Moander, Null, Orcus, Osiris, Urogalan, Velsharoon, Yurtrus

Destruction Domain
Spells: Stinking Cloud (3), Acid Fog (6)
Associated Deities: Bane, Blibdoolpoolp, Cyric, Diirinka, Garagos, Ilneval, Istishia, Kossuth, Laogzed, Lolth, Maglubiyet, Moander, Talona, Talos, Umberlee, Vaprak, Yurtrus

Drow Domain *
Spells: Charm person (2), Clairvoyance/Clairaudience (3), Improved Invisibility (5)
Abilities: Racial Power
Associated Deities: Eilistraee, Ghaunadaur, Kiaransalee, Lolth, Selvetarm, Vhaeraun

Dwarf Domain *
Spells: Glyph of Warding (2), Greater Magic Weapon (3)
Abilities: Racial Power
Associated Deities: Abbathor, Berronar Truesilver, Clangeddin Silverbeard, Deep Duerra, Diirinka, Dugmaren Brightmantle, Dumathoin, Gorm Gulthyn, Haela Brightaxe, Laduguer, Marthammor Duin, Moradin, Sharindlar, Thard Harr,
Vergadain

Earth Domain
Spells: Stoneskin (4), Energy Buffer (5)
Associated Deities: Callarduran Smoothhands, Chauntea, Dumathoin, Geb, Gond, Grolantor, Grumbar, Moradin, Kurtulmak, Luthic, Segojan Earthcaller, Skoraeus Stonebones, Urdlen, Urogalan

Elf Domain *
Spells: True Strike (1), Cat's Grace (2)
Abilities: Racial Power
Associated Deities: Aerdrie Faenya, Anghaarradh, Corellon Larethian, Deep Sashelas, Erevan Ilesere, Eilistraee, Fenmarel Mestarine, Hanali Celanil, Labelas Enoreth, Rillifane Rallathil, Sehanine Moonbow, Shevarash, Solonor Thelandira

Evil Domain
Spells: Negative Energy Ray (1), Negative Energy Burst (3), Enervation (5)
Associated Deities: Abbathor, Auril, Bahgtru, Bane, Baphomet, Besheba, Blibdoolpoolp, Cyric,Deep Duerra, Diirinka, Gargauth, Ghaunadaur, Great Mother, Grolantor, Gruumsh, Hruggek, Ilneval, Ilsensine, Kiaransalee, Kurtulmak, Laduguer, Lolth, Loviatar, Luthic, Maglubiyet, Malar, Mask, Memnor, Moander, Orcus, Pazrael, Sebek, Sekolah, Selvetarm, Set, Shar, Shargaas, Surtr, Talona, Talos, Task, Tiamat, Umberlee, Urdlen, Vaprak, Velsharoon, Vhaeraun, Yurtrus

Fate Domain *
Spells: True Strike (1), See Invisibility (2), Clairaudience/Clairvoyance (3)
Abilities: Bonus Feat - Uncanny Dodge
Associated Deities: Besheba, Hoar, Jergal, Kelemvor, Savras

Fire Domain
Spells: Wall of Fire (4), Energy Buffer (5)
Associated Deities: Gond, Kossuth, Surtr, Talos

Fungus Domain *
Spells: Barkskin (2), Cloud of Bewilderment (3), Mind Fog (5)
Abilities: ---
Associated Deities: Ghaunadaur, Moander

Gnome Domain *
Spells: Color Spray (1), Displacement (3)
Abilities: Racial Power
Associated Deities: Baervan Wildwanderer, Baravar Cloakshadow, Callarduran Smoothhands, Flandal Steelskin, Gaerdal Ironhand, Garl Glittergold, Segojan Earthcaller, Urdlen

Good Domain
Spells: Stoneskin (4), Lesser Planar Binding (5)
Associated Deities: Aerdrie Faenya, Anghaarradh, Anhur, Arvoreen, Baervan Wildwanderer, Bahamut, Baravar Cloakshadow, Berronar Truesilver, Chauntea, Clangeddin Silverbeard, Corellon Larethian, Cyrrollalee, Deep Sashelas, Deneir, Dugmaren Brightmantle, Eldath, Eilistraee, Flandal Steelskin, Gaerdal Ironhand, Garl Glittergold, Gorm Gulthyn, Gwaeron Windstrom, Haela Brightaxe, Hanali Celanil, Hathor, Hiatea, Hlal, Horus-Re, Iallanis, Ilmater, Isis, Labelas Enoreth, Lathander, Lliira, Lurue, Marthammor Duin, Mielikki, Milil, Moradin, Mystra, Nephthys, Nobanion, Osiris, Rillifane Rallathil, Segojan Earthcaller, Sehanine Moonbow, Selune, Sharess, Sharindlar, Shiallia, Solonor Thelandira, Stronmaus, Sune, Thard Harr, Torm, Tymora, Tyr, Valkur, Yondalla

Halfling Domain *
Spells: Cat's Grace (2), Freedom of Movement (3)
Abilities: Racial Power
Associated Deities: Arvoreen, Brandobaris, Cyrrollalee, Sheela Peryroyl, Urogalan, YondallaHatred Domain *Spells: Bestow Curse (2), Inflict Critical Wounds (3), Harm (5)Abilities: 1/day, target a particular enemy to gain a +1 AB bonus and a +1 negative energy damage bonus, both versus their racial type, that last for one round/levelAssociated Deities: Bane, Baphomet, Ghaunadaur, Great Mother, Grolantor, Gruumsh, Kurtulmak, Set, Tiamat, Urdlen

Healing Domain
Spells: Cure Serious Wounds (2), Heal (5)
Abilities: Empowered Healing - The following healing spells are cast as if with the empower spell feat: cure minor wounds, cure light wounds, cure moderate wounds, cure serious wounds, and cure critical wounds
Associated Deities: Berronar Truesilver, Iallanis, Ilmater, Lurue, Luthic, Sharindlar, Skoraeus Stonebones, Torm

Illusion Domain *
Spells: Invisibility (2), Displacement (3), Phantasmal Killer (4)
Abilities: ---
Associated Deities: Akadi, Azuth, Baravar Cloakshadow, Cyric, Mystra, Sehanine Moonbow

Knowledge Domain
Spells: Identify (1), Knock (2), Clairaudience/Clairvoyance (3), True Seeing (4), Legend Lore (6)
Abilities: ---
Associated Deities: Anghaarradh, Annam, Azuth, Deep Sashelas, Deneir, Dugmaren Brightmantle, Dumathoin, Gond, Gwaeron Windstrom, Hathor, Ilsensine, Labelas Enoreth, Memnor, Milil, Mystra, Null, Oghma, Savras, Sehanine Moonbow, Shar, Siamorphe, Skoraeus Stonebones, Thoth, Tyr, Waukeen

Law Domain *
Spells: Clarity (2), Hold Monster (5)
Associated Deities: Arvoreen, Azuth, Bahamut, Bane, Berronar Truesilver, Clangeddin Silverbeard, Cyrrollalee, Deep Duerra, Gaerdal Ironhand, Gargauth, Garl Glittergold, Gorm Gulthyn, Helm, Hoar, Horus-Re, Ilmater, Ilsensine, Jergal, Kelemvor, Kurtulmak, Laduguer, Loviatar, Moradin, Nobanion, Null, Osiris, Red Knight, Savras, Sekolah, Siamorphe, Tiamat, Torm, Tyr, Set, Ulutiu, Urogalan, Yondalla

Luck Domain *
Spells: True Strike (1), Bestow Curse (2), Protection from Spells (6)
Abilities: Bonus Feat - Defensive Roll
Associated Deities: Abbathor, Bahamut, Besheba, Brandobaris, Erevan Ilesere, Haela Brightaxe, Mask, Oghma, Tymora, Vergadain

Magic Domain
Spells: Mage Armor (1), Melf's Acid Arrow (2), Negative Energy Burst (3), Stoneskin (4), Ice Storm (5)
Abilities: ---
Associated Deities: Annam, Azuth, Corellon Larethian, Hanali Celanil, Ilsensine, Isis, Laduguer, Mystra, Savras, Set, Thoth, Velsharoon

Metal Domain *
Spells: Shelgarn's Persistent Blade (1), Darkfire (2), Keen Edge (5)
Abilities: 1/day, add temporary fire damage to your weapon for one round/level: +1 Fire damage for non-hammer weapons, and +1d4 Fire damage for hammers. This should stack with Darkfire.
Associated Deities: Dumathoin, Flandal Steelskin, Gond, Grumbar, Laduguer

Nobility Domain *
Spells: Rallying Cry (1), Charm Person (2), See Invisibility (3)
Abilities: ---
Associated Deities: Bahamut, Lathander, Milil, Nobanion, Red Knight, Siamorphe

Ooze Domain *
Spells: Grease (1), Stinking Cloud (3), Evard's Black Tentacles (4)
Associated Deities: Ilsensine, Ghaunadaur, Laogzed

Orc Domain *
Spells: Prayer (2), Blood Frenzy (3), War Cry (5)
Abilities: Racial Power
Associated Deities: Bahgtru, Gruumsh, Ilneval, Luthic, Shargaas, Yurtrus

Planning Domain *
Spells: Identify (1), See Invisibility (2), Clairaudience/Clairvoyance (3)
Abilities: Bonus Feat - Extend Spell
Associated Deities: Gond, Helm, Red Knight, Siamorphe, Ubtao

Plant Domain
Spells: Barkskin (2), Creeping Doom (7)
Associated Deities: Anghaarradh, Annam, Baervan Wildwanderer, Chauntea, Eldath, Fenmarel Mestarine, Gwaeron Windstrom, Hiatea, Mielikki, Osiris, Rillifane Rallathil, Sheela Peryroyl, Shiallia, Silvanus, Solonor Thelandira, Thard Harr, Ubtao

Portal Domain *
Spells: Summon creature III (2), Dismissal (3), Displacement (4)
Abilities: Portal Sense - automatic supernatural ability to detect nearby hidden portals using Wisdom
Associated Deities: Eilistraee, Shaundakul

Protection Domain
Spells: Minor Globe of Invulnerability (4), Energy Buffer (5)
Abilities: Divine Protection - The cleric is able to cast an improved form of Sanctuary that sets the save difficulty class at 10 + Cha Modifier + Cleric Level. This has a duration of 1 round per caster level + the cleric's Charisma modifier
Associated Deities: Anghaarradh, Arvoreen, Baravar Cloakshadow, Berronar Truesilver, Chauntea, Corellon Larethian, Deneir, Dumathoin, Eldath, Gaerdal Ironhand, Garl Glittergold, Geb, Gorm,  Gulthyn, Helm, Hanali Celanil, Kelemvor, Laduguer, Lathander, Marthammor Duin, Moradin, Nephthys, Rillifane Rallathil, Selune, Shaundakul, Silvanus, Skoraeus Stonebones, Stronmaus, Sune, Tempus, Torm, Tymora, Ubtao, Ulutiu, Urogalan, Valkur, Waukeen, Yondalla

Renewal Domain *

Spells: Cure Moderate Wounds (1), Remove disease (2), Restoration (3)
Abilities: ---
Associated Deities: Anghaarradh, Kossuth, Lathander, Shiallia, Silvanus

Repose Domain *
Spells: Remove disease (2), Death ward (3), Undeath to Death (5)
Abilities: Bonus Feat - Favored Enemy (Undead)Associated Deities: Jergal, Kelemvor

Reptilian Domain *
Spells: Magic Fang (1), Greater Magic Fang (2), Poison (3)
Associated Deities: Kurtulmak, Sebek, Set, Tiamat, Ubtao

Retribution Domain *
Spells: Death Armor (2), Death ward (3), Elemental Shield (4)
Abilities: Bonus Feat - Divine Might
Associated Deities: Hoar, Loviatar, Tyr, Uthgar

Rune Domain *
Spells: Identify (1), Glyph of Warding (2), Delayed Blast Fireball (4)
Abilities: Bonus Feat - Scribe Scroll
Associated Deities: Deneir, Jergal, Mystra

Sea Caves Domain *

Spells: Ironguts (1), Drown (5)
Abilities: Underwater Breathing - boosts the length of time which you can stay underwater before drowning
Associated Deities: Blibdoolpoolp, Deep Sashelas, Istishia, Sekolah, Ulutiu, Umberlee, Valkur

Spells Domain *
Spells: Lesser Dispel (1), Shield (2), Lesser Spell Breach (4), Feeblemind (6)
Abilities: ---
Associated Deities: Azuth, Mystra, Savras, Thoth

Spider Domain *
Spells: Web (1), Poison (3)
Associated Deities: Lolth, Selvetarm

Strength Domain
Spells: Divine Power (3), Stoneskin (5)
Abilities: Divine Strength- The cleric gains a bonus to Strength equal to 2 + 1 per 3 class levels. This has a duration of 5 rounds + the cleric's Charisma modifier
Associated Deities: Anhur, Bahgtru, Clangeddin Silverbeard, Garagos, Great Mother, Gruumsh, Helm, Iallanis, Ilmater, Lathander, Loviatar, Malar, Sekolah, Tempus, Torm, Ulutiu, Uthgar

Storm Domain *
Spells: Gust of Wind (2), Call Lightning (3), Ice Storm (5)
Abilities: Bonus Feat - Resist Energy (Electricity)
Associated Deities: Auril, Aerdrie Faenya, Bahamut, Istishia, Talos, Umberlee

Suffering Domain *
Spells: Ray of Enfeeblement (1), Death Armor (2), Enervation (5)Abilities: ---Associated Deities: Ilmater, Jergal, Kossuth, Loviatar, TalonaSun DomainSpells: Searing Light (2), Sunbeam (7)Abilities: Exceptional Turning - Add 1d6 to all turning checks to determine the maximum Hit Die of undead turned. Also add 1d4 to the number of undead turned.Associated Deities: Annam, Hiatea, Horus-Re, Iallanis, Lathander

Trade Domain *
Spells: Identify (1), Knock (2), See Invisibility (3)
Abilities: Bonus Feat - Skill Focus (Appraise)Associated Deities: Abbathor, Shaundakul, Vergadain, Waukeen

Travel Domain
Spells: Entangle (1), Web (2), Freedom of Movement (3), Slow (4), Haste (5)Abilities: ---Associated Deities: Akadi, Baervan Wildwanderer, Brandobaris, Fenmarel Mestarine, Gwaeron Windstrom, Hoar, Istishia, Kelemvor, Lliira, Marthammor Duin, Mielikki, Oghma, Sehanine Moonbow, Selune, Sharess, Shaundakul, Tymora, Vhaeraun, Waukeen

Trickery Domain
Spells: Invisibility (2), Invisibility Sphere (3), Improved Invisibility (5)Abilities: Divine Trickery - Bonus to , bluff, search, disable trap, move silently, open lock, and pick pocket checks equal to 1 per 2 caster levels. This effect lasts for 5 turns + the cleric's charisma modifierAssociated Deities: Abbathor, Akadi, Baravar Cloakshadow, Besheba, Brandobaris, Cyric, Diirinka, Erevan Ilesere, Gargauth, Garl Glittergold, Hlal, Hruggek, Lolth, Maglubiyet, Mask, Memnor, Moander, Oghma, Sharess, Shargaas, Surtr, Vergadain, Vhaeraun

Undeath Domain *
Spells: Stone Bones (1), Negative Energy Burst (3)
Associated Deities: Kiaransalee, Orcus, Velsharoon

War Domain
Spells: Cat's Grace (2), Aura of Vitality (7)
Abilities: Battle Mastery - The cleric gains a bonus of 1 + 1 per 5 caster levels to dexterity, constitution, attack rolls and damage. As well, the cleric gains damage reduction twice this amount. The effect will last for 5 rounds + charisma modifierAssociated Deities: Anhur, Arvoreen, Clangeddin Silverbeard, Corellon Larethian, Deep Duerra, Gaerdal Ironhand, Garagos, Gorm Gulthyn, Gruumsh, Haela Brightaxe, Hruggek, Ilneval, Kurtulmak, Red Knight, Sekolah, Selvetarm, Shevarash, Solonor Thelandira, Surtr, Tempus, Tyr, Uthgar, Vaprak

Water Domain
Spells: Poison (3), Ice Storm (5)
Associated Deities: Auril, Blibdoolpoolp, Deep Sashelas, Eldath, Isis, Istishia, Sebek, Silvanus, Umberlee
[/hide]

Turn Undead: EFU now has a new Turn Undead system based on the Cleric's domains.  When a PC initiates the use of Turn Undead, one effect out of three possible ones based on the primary domain of the Cleric will randomly take place.

The new Turn Undead effects ignore the regular Turn Undead effect entirely (unless otherwise specified), regardless of the bonuses of any of the domains listed in the past (for example, Turning Undead, Destruction Domain turns Constructs, etc.).

The Custom Turn Undead Feats (That can only be achieved with the help of DMs and items) override this system, and the cleric will only use the turn undead power she has.

Secondary Domain effects will be included sometime in the future.


[hide=Turn Undead - Primary Domain Effects]
Glossary for the effects below:
DLevel = Divine level, the combined level of any class the character has which does turn undead (Cleric, Paladin, Blackguard, Champion of Torm)
CHA = Charisma modifier

Quote from: Air Domain
Tailwind: Nearby allies in a colossal radius receive +25% movement speed for 5 + 3*CHA
rounds.
Flurry: Nearby enemies in a huge radius roll a fortitude save VS DC 10 + 2*CHA or are knocked over for 1d4 rounds.
Enveloping Gale: Nearby allies in a colossal radius have +1 dodge AC for 3 + 1*CHA turns.

Quote from: Chaos Domain
Empower Chaos: Nearby allies and enemies in a colossal radius with a chaotic alignment receive +1 non-magical AB, +1 divine damage, +1 dodge AC, and +1 universal saves for 5 + 3*CHA rounds.
Influx of Turmoil: Nearby allies and enemies in a colossal radius receive +2 to a random ability score or -2 to a random ability score for 5 + 3*CHA turn.
Anarchy's Arrival: Nearby enemies in a colossal radius roll a mind-affecting save VS DC 10 + 2*CHA or are confused for 1d4 rounds. Nearby enemies in a colossal radius with a lawful alignment receive a -3 penalty to the saving throw.

Quote from: Death Domain
Onset of Decay: Nearby enemies in a huge radius receive 1d8 + 2*CHA negative energy damage. Nearby allies and enemies who are undead are healed for this amount.
Lesser Death Ward: Nearby allies in a colossal radius receive +6 to Death saving throws for 5 + 3*CHA rounds.
Decrepitude: Nearby non-undead enemies in a colossal radius receive -4 saving throws to Cold, Death, Disease, Negative Energy, and Poison for 5 + 3*CHA rounds.

Quote from: Destruction Domain
To Rust: Nearby enemies in a colossal radius have any held shield item rendered equippable only by constructs for 3 + 1*CHA rounds.
Sacrificial Bombardier: After a brief warning, a ball of fire is cast at the user's location which does 2*CHAd4 damage to nearby allies and enemies in a huge radius , including the user.
Break Constructs: Nearby allies in a colossal radius receive +1 bludgeoning damage VS all, and +1d6 bludgeoning damage VS constructs for 5 + 3*CHA rounds.

Quote from: Drow Domain
Empower Drow: Nearby allies and enemies in a colossal radius who are drow or half-drow receive +1 non-magical AB, +1 divine damage, +1 dodge AC, and +1 universal saves for 5 + 3*CHA rounds.
Webs of the Drider: Nearby allies in a colossal radius are given Immunity: Web for 5 + 3*CHA rounds. The spell Web is then cast where the user stands.
Venomous Cruelty: Nearby allies in a huge radius with an evil alignment have a 80% chance to receive On Hit: Poison DC 18 (CON damage) for 5 + 3*CHA rounds.

Quote from: Dwarf Domain
Empower Dwarves: Nearby allies and enemies in a colossal radius who are dwarves receive +1 non-magical AB, +1 divine damage, +1 dodge AC, and +1 universal saves for 5 + 3*CHA rounds.
Tactical Maneuver: Nearby allies in a colossal radius who are dwarves receive +4 dodge AC VS goblinoids, orcs, and half-orcs, +1d4 bludgeoning damage VS giants, and +1 non-magical AB VS giants. Nearby allies who are not dwarves receive +2 dodge AC VS goblinoids, orcs, and half-orcs, and +1 non-magical AB VS giants. This lasts for 5 + 3*CHA rounds.
Stout Guzzler: Nearby allies in a colossal radius receive +2 CON and +4 saving throws VS poison for 5 + 3*CHA rounds.

Quote from: Earth Domain
Lesser Stoneskin: Nearby allies in a colossal radius receive 15/+5 damage reduction for 5 + 3*CHA rounds, up to a maximum of 20 damage.
Call Boulder: A boulder emerges from the ground in front of the user. This boulder can be lifted and thrown like typical thrown boulders. For 3 + 1*CHA rounds, the user automatically succeeds checks to lift and throw boulders.
Toughness of the Crag: Nearby allies in a colossal radius receive 20% physical damage immunity and a 20% movement speed penalty for 5 + 3*CHA rounds.

Quote from: Elf Domain
Empower Elves: Nearby allies and enemies in a colossal radius who are non-drow elves or half-elves receive +1 non-magical AB, +1 divine damage, +1 dodge AC, and +1 universal saves for 5 + 3*CHA rounds.
Elven Aim: Nearby allies in a colossal radius have their ranged weapons receive +1 non-magical AB, ranged ammunition receives +1 magical damage and +1 piercing damage for 5 + 3*CHA turn.
Eyes of the Forest: Nearby allies in a colossal radius receive +1*DLevel Listen and +1*DLevel Spot for 3 + 1*CHA turns.

Quote from: Evil Domain
Empower Evil: Nearby allies and enemies in a colossal radius with an evil alignment receive +1 non-magical AB, +1 divine damage, +1 dodge AC, and +1 universal saves for 5 + 3*CHA rounds.
Rend the Righteous: Nearby allies in a colossal radius receive +1d4 negative energy damage VS good for 3 + 1*CHA turns.
Drain Life: Does 1dCHA negative energy damage to nearby living allies and enemies in a huge radius. Heals the user equal to the total damage done up to a maximum of DLevel*CHA.

Quote from: Fire Domain
Wildfire: Nearby enemies in a colossal radius are lit aflame for 1dCHA fire damage a round for three rounds. On the third round, they make a reflex save VS DC 10 + 2*CHA. Upon failure, they and all nearby enemies in a huge radius to them around them take an additional 1dCHA fire damage. 
The Cleansing Flame: Any nearby allies in a colossal radius afflicted by poison, disease, or a negative effect removable by Lesser Restoration has the spell Combust cast upon them equal to a level three caster. If the spell is successfully cast, poison, disease, and any such negative effects are removed.
Playing With Fire: Nearby allies in a colossal radius receive 20% fire damage immunity and a flame shield of 1dCHA for 5 + 3*CHA rounds.

Quote from: Gnome Domain
Empower Gnomes: Nearby allies and enemies in a colossal radius who are gnomes receive +1 non-magical AB, +1 divine damage, +1 dodge AC, and +1 universal saves for 5 + 3*CHA rounds.
Slaughter the Vile: Nearby allies in a colossal radius receive +2 dodge AC VS reptilians, +1 dodge AC VS giants and goblinoids, +1 non-magical AB VS giants, goblinoids, and reptilians, +1d4 divine damage VS reptilians, and +1 divine damage VS giants and goblinoids for 5 + 3*CHA rounds.
Mastery of Illusions: Nearby allies in a colossal radius receive 15% concealment for 5 + 3*CHA rounds.

Quote from: Good Domain
Empower Good: Nearby allies and enemies in a colossal radius with a good alignment receive +1 non-magical AB, +1 divine damage, +1 dodge AC, and +1 universal saves for 5 + 3*CHA rounds.
Turn the Unholy: Nearby enemies in a colossal radius who are evil outsiders or undead take 1*CHAd4 divine damage. Additionally, they make a will save VS DC 10 + 2*CHA or are feared for 1d4 rounds.
Call to the Righteous: Nearby allies and enemies in a colossal radius have a chance to receive the effects of the spell Aid cast upon for 5 + 3*CHA rounds according to the following table:

Lawful Good = 90%
Neutral Good = 80%
Chaotic Good = 70%
Lawful Neutral = 60%
True Neutral = 50%
Chaotic Neutral = 40%
Lawful Evil = 30%
Neutral Evil = 20%
Chaotic Evil = 10%

Quote from: Halfling Domain
Empower Halflings: Nearby allies and enemies in a colossal radius who are halflings receive +1 non-magical AB, +1 divine damage, +1 dodge AC, and +1 universal saves for 5 + 3*CHA rounds.
Champion the Smallfolk: The user receives +1 dodge AC for every nearby ally in a huge radius who is a dwarf, gnome, or halfling, up to a maximum of +4 or +1*DLevel, whichever is lower, for 5 + 3*CHA rounds. For every +2 dodge AC, receive +1 universal saves for the duration. For every +4 dodge AC, receive +1 non-magical AB for the duration.
Guile of the Hin: Nearby allies in a colossal radius receive +2 saves VS fear and +1*DLevel Tumble for 5 + 3*CHA rounds.

Quote from: Knowledge Domain
Empower the Intelligent: Nearby allies and enemies in a colossal radius with 13 or more INT receive +1 non-magical AB, +1 divine damage, +1 dodge AC, and +1 universal saves for 5 + 3*CHA rounds.
Scholarly Pursuits: Nearby allies in a colossal radius receive +2*DLevel Lore and +1*DLevel Concentration for 3 + 1*CHA turns.
Drain Understanding: Nearby enemies in a colossal radius make a mind-affecting save VS DC 10 + 2*CHA. Upon failure they lose -1 INT, WIS, and CHA for 5 + 3*CHA rounds. The user gains INT, WIS, and CHA equal to the amount lost by enemies, up to a maximum of +4 or +1*DLevel, whichever is lower, for the duration.

Quote from: Law Domain
Empower Law: Nearby allies and enemies in a colossal radius with a lawful alignment receive +1 non-magical AB, +1 divine damage, +1 dodge AC, and +1 universal saves for 5 + 3*CHA rounds.
Eschew Discord: Nearby non-chaotic allies in a colossal radius have a 80% chance to receive the effects of the spell Clarity for 5 + 3*CHA rounds. Nearby non-lawful enemies in a colossal radius have a 80% to take 1dCHA divine damage.
Punish the Guilty: Nearby enemies in a colossal radius have their will save reduced by 1d4 and movement speed reduced by 10% for 5 + 3*CHA rounds.

Quote from: Magic Domain
Defense of the Arcane: Nearby allies in a colossal radius who are bards, characters with the feat Courteous Magocracy, clerics with the Magic and/or Spells domain, sorcerers, or wizards, have a 50% chance to receive each of the following spells: Endure Elements, Ghostly Visage, and Mage Armor.
Practice of the Art: Nearby allies in a colossal radius receive +1*DLevel Spellcraft for 5 + 3*CHA rounds.
Droplets of the Weave: Create a "Droplet of the Weave" in the user's inventory. This is a miscellaneous small item which is only usable by bards, clerics, sorcerers, and wizards, infused a single use of one of any spell learned by bards, sorcerers, or wizards, up to the third circle, chosen at random. Characters can carry of a maximum of one. Excess disappear, as do all on server reset.

Quote from: Orc Domain
Empower Orcs: Nearby allies and enemies in a colossal radius who are half-orcs or orcs receive +1 non-magical AB, +1 divine damage, +1 dodge AC, and +1 universal saves for 5 + 3*CHA rounds.
Wrath of the Orcblood: Nearby allies in a colossal radius receive +2 dodge AC VS dwarves, elves, and half-elves, and +1d4 bludgeoning damage VS dwarves, elves, and half-elves for 5 + 3*CHA rounds.
Reckless Crush: Nearby allies in a colossal radius receive Blood Frenzy for 5 + 3*CHA rounds.

Quote from: Water Domain
Lesser Drown: The nearest single enemy in a colossal radius rolls a fortitude save VS DC 10 + 2*CHA or takes magical damage equal to 20% of their maximum health points.
Blessings of the Waves: Nearby allies in a colossal radius have their swim speed unaffected by armor for 3 + 1*CHA turns.
Glacial Blast: Nearby enemies in a colossal radius take 1dCHA cold damage, then roll a reflex save VS DC 10 + 2*CHA or are slowed by 20% for 3 + 1*CHA rounds.
[/hide]

Multiclassing: Clerics may freely multiclass, however remember that the more powerful Relics require a certain number of Cleric levels to use.

Custom Spells: Below is an exhaustive list of the custom spells which we have implemented to date for Clerics.  A complete list of all EfU custom spells can be found here.


[hide=Custom Spells]

Cleric (Level 1)
   Bless Water: Create holy water
   Command

Cleric (Level 3)
   Heart Clutch
   Masochism

Cleric (Level 4)
   Ward Area
   Mass Ultravision
   Lower Spell Resistance

Cleric (Level 5)
   Chaav's Laugh

Cleric (Level 6)
   Scrying[/hide]

Vlaid

Assassin


Alignment: Any Evil (some exceptions possible)
Hit Points: d6
Proficiencies: Armor (Light), Weapon (Simple)
Skill Points: 4+int modifier per level
Save Progression: Fort Low, Will Low, Ref High
Attack Bonus: +3/4 levels

General:
The Assassin is the great equalizer between the strong and weak. No matter who you are those who can afford the services of the Assassin can pay to see their foes removed - for a price. Sometimes, rarely, Assassins kill for more than strictly greed such as Assassins working for a particular church, political agenda, or secret society.

Assassin Content: The Assassin class is basically unchanged from NWN.  Before even submitting an application for a prestige class you should review the guidelines below under Earning.

Earning In Game: To begin earning Assassin the following are good guidelines to follow:
   

       
  • Perform a minimum of one and ideally more targeted assassinations on behalf of some other party (i.e. you are not killing for yourself, but rather being assigned targets).
  • In most cases this will be done specifically for gold, in some cases it will be because you've been ordered to do so by a superior (i.e. a   Banite assassin taking out enemies of the faith as determined by a high ranking Priest).
  • Generally these will be FD (full death) kills, however in some cases subdual beatdowns will be acceptable.
  • It is not okay to full damage when you would otherwise subdue just as a way to earn this prestige class.

Vlaid

Blackguard


Alignment: Any Evil
Hit Points: d10
Proficiencies: Armor (Light, Medium, Heavy), Shields, Weapon (Simple, Martial)
Skill Points: 2+int modifier per level
Save Progression: Fort High, Will Low, Ref Low
Attack Bonus: +1/level

Blackguard Content: Blackguard is basically unchanged from standard NWN rules.  Before even submitting an application to become a Blackguard review the guidelines below under Earning.

Earning In Game: To begin earning Blackguard the following is a good guideline to follow:
   

       
  • Have the help, patronage, and support of an evil outsider.
  • Be the leader for a major evil organization or group.
  • Have a reputation that is sufficiently fearsome in the eyes of the DM staff.
  • Earning the support of an evil outsider will not be easy at all, and will be complicated and costly.
  • The  evil group you lead should likely be prominent, effective, numerous, and powerful.  A handful of other PCs that you quest with does not cut it.  The group should have accomplished major things, or be well on its way.
  • Your reputation must be such that there is considerable buzz and widespread fear among other characters about your PC.
  • This is a difficult prestige class to earn

Vlaid

Bloodmage


Alignment: Any
Hit Points: As Sorcerer
Proficiencies: As Sorcerer
Skill Points: As Sorcerer
Save Progression: As Sorcerer
Attack Bonus: As Sorcerer
Spellcasting: As Sorcerer
Special: This  prestige class is applied as a template added to your character and not  a separate class that you must take levels in by itself.

General
Among the halls of loremasters and towers of masters of the Arcane, it is whispered of those who practice a more intuitive, primitive, savage form of magic. Marked by their distinctive blood-red skin, the Bloodmage is a skilled sorcerer who has undertaken dangerous and destructive rituals in order to unlock the powers within their very own blood.  To become a Bloodmage is indeed no easy thing, for the ritual consumes, warps, or destroys as often as succeeds. Yet those who successfully become a Bloodmage can acheive powers to rival those of the most skilled wizard, as well as unlock extraordinary physical gifts.

Bloodmage Content: The Bloodmage is a specially scripted, non-canon prestige class for EFU.  Its place in the EFU universe is entirely of the EFU DM team's invention, and the way it structures is considerably different than most prestige classes.  It is certainly a very prestigious and difficult class to earn.  Before even submitting an application for a prestige class you should review the guidelines below under Earning.

Earning In Game: Even knowing of the existence of Bloodmages who practice their unique form of sorcery is something that no characters will know about without actually learning about it in-game through the course of their character's story. What little detail that is posted here is mostly for the OOC benefit of players so they know that there's "something" out there neat that they could maybe have a character angle towards. To begin earning Blood Mage the following is a good guideline to follow:
   

       
  • Have 5 levels of Sorcerer
  • Successfully discover the existence of the path of becoming a Bloodmage in character
  • Gather all required ingredients, and successfully perform the Bloodmage Ritual
  • Should the Bloodmage Ritual be a completed success, your character will now be a Bloodmage. Some LETO'ing from the DMs will be required. The actual benefits and bonuses are not something we wish to disclose, but you can trust that they are extremely powerful.
  • Bloodmages practice a form of ancient, primitive, savage sorcery that can seem sinister and disturbing, but there is no particular alignment required. It is not, in and of itself, an evil form of magic.
  • We  wish to keep a lot of the details of this class shrouded in mystery, but feel free to talk to myself or another DM if you have a question you think would be appropriate to have answered.
Blood Mage Ritual: The Blood Mage Ritual is extremely complicated and difficult to undertake, and is also extremely dangerous for your character. Even should you successfully complete the ritual, at the end of it you will (with DM supervision) roll 1d100. According to a pre-set table, there are 100 different versions of what happens next.  According to the odds, the ritual may end up being very favorable indeed for your character....  or may, through pure random chance, permanently retire or end your character.  The DMs will strictly adhere to the random results, so even if we like your character a lot there's still a chance that taking the path of the Blood Mage will permanently end the PC.  Players should understand this clearly before they decide to pursue this path. The ritual may be performed more than once with the effects of multiple successful rituals being applied - there is still always the chance of negative or lethal results even after successfully becoming a Blood Mage.