Updated Mechanics Changes

Started by Howlando, May 09, 2011, 06:27:10 PM

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Howlando

Updated mechanics changes. Fixes or suggestions welcome. I'd like us to do a better job of keeping this accurate and at least semi-complete.

Howlando

In fact, if someone really wants some howland brownie points and wants to take the time to clean up the post even more in terms of formating and how the information is presented, as well as including maybe some other stuff scattered around the forums and website.... why, here's the post code. Simply make the changes and I or another DM can edit it in.

[noparse]
[hide=Major Changes]Major Changes:

Characters start at level 2.

Rolling a 1 is not an auto-failure on spells.

Hours are twenty seven real-life minutes long, instead of two. Turns remain unmodified at one minute. Everything that used to be hour-duration is now 5minutes, unless otherwise modified.

Your character may rest only in an inn room (after having paid the innkeep) or out in the wild with a campfire and bedroll. You may rest once every 20 minutes.

Being a paladin requires having an appropriate deity in your deity field.

Casting spells as a cleric requires have an appropriate deity and domains as well as alignment matching your deity.

Casting spells as a druid requires appropriate deity.

Various spell visual effects have been removed/shortened.

Ability stat bonuses from multiple items do not stack.

Rangers get a special tracking ability (accessible through a player tool or by /c track).

Paladins get a special Detect Evil ability (accessible through player tool or /c detect evil). Paladins are forbidden by their code to knowingly quest with evil characters.

Stealth is more effective in some areas (such as dark caves) than it is in brightly lit rooms. A PC that is transluscent has been heard only, not spotted (this is default, but bears repeating: although difficult to enforce, we ask that people do not definitively identify characters who have only been "heard").

There are various damage modes (subdual, sparring, blackout and full damage) all accessible through the crafting menu, player tools, or voice command (/c subdual, /c full damage, /c sparring, /c subdual blackout). Blackout mode sends a PC into a special "unconscious" area, you can then grab their unconscious body and take it with you somewhere. Familiars/Companions/Summons should be on the damage mode of their master. Note that summons switch to FD as they are being unsummoned, this is a bug and an unavoidable one so be careful.

Characters may choose flavorful "Perks" at level 5. Note - choose carefully, once selected perks can not be changed and there will be no confirmation dialogue to ensure you selected the perk you want.

Characters have access to "EFU Secondary Skill" point system. [/hide]

[hide=Ability Changes]Ability Changes:

"Feeding" your animal companion or familiar can only be done once every fifteen minutes, and will heal 1d4 hitpoints.

An animal companion or familiar's master will lose experience and d6 HP when their associate dies, as a result of mental anguish from the close mental bond between the two. The loss of a familiar incurs 100 XP loss; the loss of an animal companion incurs 200 XP loss.

Trickery domain power will give a Bluff bonus rather than a Persuade bonus.

Death Domain shadow avatar will not appear before level four. The avatars have also been modified to be appropriate for each particular deity.

Turn Undead has been modified to allow for commanding as well as destroying. Specifically,
  • Clerics with an evil alignment will command the undead.
Clerics with the Good domain will command good-aligned outsiders.
Clerics with the Evil domain will command evil-aligned outsiders.
Clerics with the Fire domain will command Fire Elementals (likewise for the Earth, Air, and Water domains).[/LIST]Skill Changes:

Bioware pickpocket is disabled. Pickpocketing is done via a pickpocket tool, subject to our own custom limitations. See forums for details.

Use Magic Device requires a DC Check of 15 + spell level to successfully use a wand. If you do not succeed in your check, a charge is not expended. Some DM-only loot may not work this way.

Scroll use with UMD requires a check of 25 + spell level of scroll, scroll is not lost if you fail.

Craft Weapons - Bioware crafting is not supported.

Craft Weapons - Bioware crafting is not supported.

Craft Traps - Bioware crafting is not supported.  [/hide]

[hide=Spell Changes]Spell Changes:

Arcane
All cantrips are 1d4 + 1 in damage.

Charm person has a duration increase, the duration is 1round/level.

Blindness/Deafness has a duration of 2 rounds/level, and will not affect constructs, undead, or oozes.

Clairvoyance/Clairaudience grants +15 spot/listen, 2rounds/level.

Negative Energy Burst's will save negates the STR drain in addition to halving the damage.

Greater Magic Weapon: +2 at level 5, +1/5 levels after (so +3 at 10, +4 at 15, etc) duration is turn/level.

Ray of Enfeeblement lasts for turns/level.

Resist Elements last for 24 hours.

Keen Edge: duration is turn/level, and can be used on all melee weapons (regardless of damage type)

War Cry: bonus is added to allies

Find Traps: No longer disarms traps, merely identifies them

Mind Fog: Duration is increased to round/level

Shelgarn's Persistent blade: Duration is decreased to round/level

Shield: Blocks Isaac's Lesser Missile Storm and Isaac's Greater Missile Storm.

Mage Armor: +4 Armor AC (the way this is implemented, it will not stack with magic vestment)

Flame Weapon/Darkfire: 1d4 fire damage, 1d6 fire damage level 8+

Charm Animal: duration is round/level

Energy Buffer: hour/level duration

True Seeing: no longer automatically sees stealthed opponents. The effects that this spell grant are See Invisibility and immunity to illusions (which includes color spray, phantasmal killer, and so on).

Polymorph Self: Additional forms can be accessed through Crafting Menu, Bioware forms have been adjusted (reduced regeneration on troll form, umber hulk form has +10 spot instead of True Seeing)

Isaac's Greater Missile Storm: 1d6/level capped at 20

Stoneskin/Greater Stoneskin. Duration is turn/level. Greater Stoneskin has damage reduction of 15/+5

Mind Blank duration is hour/level

Incendiary Cloud has damage of 10d6 fire damage

Premonition has damage reduction of 20/+5, duration remains at hour/level.

Blackstaff duration is turn/level

Dominate Monster duration is turn/level

Summons changed to 3 rounds/level, minimum six rounds.  Default summons reflect an basic island type of theme.  A number of additional themes are available through reagents, items, and other means in game. Although still being tweaked, spell focus conjuration/greater spell focus conjuration are useful in summoning more summons at once. Modified to consider PaleMaster levels.

Lesser Dispel Magic/Dispel Magic/Greater Dispel Magic are updated to allow the maximum caster level to be improved through spell focus and greater spell focus abjuration. These spells can be resisted by Spell Resistance.

Lesser Spell Breach/Greater Spell Breach are updated to increase the number of effect dispelled by one if the caster has Spell Focus Abjuration, by an additional one if the caster also has Greater Spell Focus Abjuration, and recuced by one of the target has Arcane Defense Abjuration.

Hold Person was updated to use mind spell saves.

Hold Monster was updated to use mind spell saves.

Hold Animal was updated to use mind spell saves.

Invisibility Sphere is now the same as casting Invisibility on everybody within two meters, except lasting for only one round/level.

Scare is not restricted by HD.

Ball Lightning gives 2d6 damage per ball

Divine
Magic Vestment is +1 at levels 1-6, +2 at levels 7-12, +3 for levels 13+. It will also only work on armor; not on shields.

Freedom: grants immunity petrification

Cure light wounds now heals 4 + 1d4 + 1 per caster level. This way, it will always be more effective than cure minor wounds.

Battletide: bonuses to allies

Harm: 10 negative damage/caster level, capped at 150; will save halves damage, can be fatal

Word of Faith: Will save is involved, duration of blindness turn/level

Earthquake: On failed reflex save, the victim is KDed for 1d4 rounds

Sunbeam blindness duration is increased to round/level  

Drown: magical damage

Continual flame will mark items as plot to prevent exploits.

Call Lightning only works when it is raining.

Raise Dead - The raise dead spell now requires a small diamond as a component, and has a high % chance of spell failure based on a number of factors including alignments, and how faithful a priest the caster is.

Magic Fang and Greater Magic Fang, when used by clerics with the Reptilian domain, will affect summoned creatures.

Stone Bones changed to give a bonus of 2 AC, boosted by +1 AC per two caster levels. Modified to consider PaleMaster levels.

Magic Circle vs Evil is now the same as casting Protection from Evil on everybody within three meters.

Magic Circle vs Good is now the same as casting Protection from Good on everybody within three meters.

Animate Dead currently summons a zombie with half of the HD of its caster. Animate Dead can be used on special corpse objects to summon a variety of zombies.

Bigby's Forceful Hand now has a strength bonus of +4 instead of +14.

Evard's Black tentacles now only gives a bonus to the number of tentacles when cast with Empower Spell, instead of increasing the number of tentacles and damage of each tentacle. Freedom of Movement makes you immune to paralysis, Spell Resistance is checked, and it can be absorbed by Spell Mantles. Small creatures are not automatically immune but receive +8 to their grapple check to avoid tentacles.

Lesser Planar Binding conjures whatever you would summon at level 3 for 24 hour duration.

Call Lightning is restricted to exterior areas during rain, causing 1d10 damage[/hide]

[hide=Death]Death

Death has serious consequences.

Respawning removes 1/3 total experience. Characters that have died from a PvP action can not respawn, but can only be raised. Consult a DM if you feel that you have been griefed.

Raise Dead removes 1/6 total experience.

Resurrection removes 1/9 total experience.[/hide]

[hide=Other]Other

Caltrops will not stack when dropped on top of each other.

AC from Bracers will not work if your character is wearing any form of armor beyond clothing.
[/hide]


[hide=Class Changes]Class Changes

[hide=Cleric]Cleric

Clerics must worship a deity accepted by our system. The character's alignment and domains must match with this deity. Additional domains are available via override.


QuoteNew Domains

That's right! We are adding twenty two thirty three (see the reply) new domains, designed specifically for Escape from Underdark. These are entirely optional, and can be accessed simply by downloading a "domains.2da" override and unzipping it into your NWN override directory.

This new "domains.2da" override adds the following exciting new domains:

  • Chaos Domain
    Spells: Cloud of Bewilderment (3), Confusion (5)
    Abilities: Turn Outsiders.

  • Luck Domain
    Spells: True Strike (1), Bestow Curse (2), Protection from Spells (6)
    Abilities: Defensive Roll.

  • Law Domain
    Spells: Clarity (2), Hold Monster (5)
    Abilities: Turn Outsiders.

  • Ooze Domain
    Spells: Grease (1), Stinking Cloud (3), Evard's Black Tentacles (4)
    Abilities: Command Slimes.

  • Cavern Domain
    Spells: Darkness (1), One with the Land (2), Call Lightning (4)
    Abilities: Once/day, gain a temporary +3 Search, +3 Spot, +3 Listen bonus that lasts for one turn/level, usable only in caverns.

  • Darkness Domain
    Spells: Darkness (1), Blindness/Deafness (2), Shadow Conjuration (4)
    Abilities: Ultravision, once/day.

  • Hatred Domain
    Spells: Bestow Curse (2), Inflict Critical Wounds (3), Harm (5)
    Abilities: Once/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/level.

  • Metal Domain
    Spells: Shelgarn's Persistent Blade (1), Darkfire (2), Keen Edge (5)
    Abilities: Once/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.

  • Portal Domain
    Spells: Summon Creature III (2), Dismissal (3), Displacement (4)
    Abilities: Portal Sense -- supernatural ability to detect nearby hidden portals using Wisdom.

  • Spider Domain
    Spells: Web (1), Poison (3)
    Abilities: Command Spiders.

  • Drow Domain
    Spells: Charm Person (2), Clairvoyance & Clairaudience (3), Improved Invisibility (5)
    Abilities: Racial Power.

  • Orc Domain
    Spells: Prayer (2), Blood Frenzy (3), War Cry (5)
    Abilities: Racial Power.

  • Dwarf Domain
    Spells: Glyph of Warding (2), Greater Magic Weapon (3)
    Abilities: Racial Power.

  • Elf Domain
    Spells: True Strike (1), Cat's Grace (2)
    Abilities: Racial Power.

  • Halfling Domain
    Spells: Cat's Grace (2), Freedom of Movement (3)
    Abilities: Racial Power.

  • Gnome Domain
    Spells: Color Spray (1), Displacement (3)
    Abilities: Racial Power.

  • Illusion Domain
    Spells: Invisibility (2), Displacement (3), Phantasmal Killer (4)
    Abilities:

  • Spells Domain
    Spells: Lesser Dispel (1), Shield (2), Lesser Spell Breach (4), Feeblemind (6)
    Abilities:

  • Reptilian Domain
    Spells: Magic Fang (1), Greater Magic Fang (2), Poison (3)
    Abilities: Command Lizards.

  • Undeath Domain
    Spells: Stone Bones (1), Negative Energy Burst (3)
    Abilities: Turning Boost -- same as Sun domain.

  • Sea Caves Domain
    Spells: Ironguts (1), Drown (5)
    Abilities: Underwater Breathing -- boosts the length of time which you can stay underwater before drowning.

  • Fungus Domain
    Spells: Barkskin (2), Cloud of Bewilderment (3), Mind Fog (5)
    Abilities:
Racial Powers
Certain racial domains grant a once/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 Kobolds for gnomes) for all friendly members of that race within 30ft, lasting one round/level. Racial powers are unlocked via Crafting Menu -> Player Tools.

Ooh! How do I get it?
To get the new domains, simply download the following "domains.2da" file, unzip it, and put it in the "override" directory inside your NWN folder. If you already have the Luck Domain override, you should be able to overwrite it -- the Luck Domain is included with the others in this package.

Do I now need this to play on EfU?
No! It is entirely optional. You simply won't be able to create a character using the new domains if you don't have the override.

Will these new domains work elsewhere?
Simply put, no. The new domains will not work at all on other servers -- such servers will likely reject the character immediately. They may work to a certain extent in single player, but the domain abilities will not be available.

You've begged for more domains to add flavor to your cleric concepts, and behold, I provide: 11 new domains. Download the override here and unzip the 2DAs to your override folder; you're done! This is completely optional; existing clerics won't be broken. The Faiths of Faerun pages haven't been updated yet, so the deities that are supported are listed below, along with the domain mechanics.

---
DOMAIN (NWN displayed name)
Feat: If any
N: Nth-level(circle) spell
Deities: ...
---
FATE (Destiny)
Feat: Uncanny Dodge
1: True Strike
2: See Invisibility
3: Clairaudience/Clairvoyance
Deities: Beshaba, Hathor, Hoar, Jergal, Kelemvor, Myrkul, Savras.
---
CHARM (Charmed)
Feat: None
1: Charm Person
2: Aura of Glory
3: Charm Monster
Deities: Eilistraee, Finder Wyvernspur, Gargauth, Hanali Celanil, Lliira, Milil, Oghma, Sharess, Sharindlar, Sheela Peryroyl, Sune.
---
NOBILITY (Noble)
Feat: None
1: Rallying Cry
2: Charm Person
3: See Invisibility
Deities: Horus-Re, Lathander, Milil, Nobanion, Red Knight, Siamorphe.
---
PLANNING (Plot)
Feat: Extend Spell
1: Identify
2: See Invisibility
3: Clairaudience/Clairvoyance
Deities: Gond, Helm, Ilneval, Red Knight, Siamorphe, Ubtao.
---
RENEWAL (Renewal)
Feat: None
1: Cure Moderate Wounds
2: Remove Disease
3: Restoration
Deities: Angharradh, Chauntea, Finder Wyvernspur, Kossuth, Lathander, Shiallia, Silvanus.
---
REPOSE (Rest)
Feat: Favored Enemy: Undead
2: Remove Disease
3: Death Ward
5: Undeath to Death
Deities: Jergal, Kelemvor, Osiris, Urogalan.
---
RETRIBUTION (Vengeance)
Feat: Divine Might
2: Death Armor
3: Death Ward
4: Elemental Shield
Deities: Hoar, Horus-Re, Kiaransalee, Loviatar, Osiris, Shevarash, Tyr, Uthgar.
---
RUNE (Runestone)
Feat: Scribe Scroll
1: Identify
2: Glyph of Warding
4: Delayed Blast Fireball
Deities: Deneir, Dugmaren Brightmantle, Jergal, Mystra, Thoth.
---
STORM (Stormwalker)
Feat: Resist Energy: Electricity
2: Gust of Wind
3: Call Lightning
5: Ice Storm
Deities: Aerdrie Faenya, Anhur, Auril, Isis, Istishia, Talos, Umberlee.
---
SUFFERING (Pain)
Feat: None
1: Ray of Enfeeblement
2: Death Armor
5: Enervation
Deities: Ilmater, Jergal, Kossuth, Loviatar, Talona, Yurtrus.
---
TRADE (Barter)
Feat: Skill Focus Appraise
1: Identify
2: Knock
3: See Invisibility
Deities: Abbathor, Nephthys, Shaundakul, Vergadain, Waukeen.[/quote][/hide]
[hide=Rogue]
QuoteRogue
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.

Some of them have additional bonuses if you play a pure rogue (PRC allowed), some of them only work if you play pure and all of them are selectable at your leisure from the time you hit the required level (as a rogue).

You may only select one level 5 perk and one level 8 perk. Once taken, they are yours even if you drop a few levels.

Level 5 perks:

[INDENT]Diplomat

[INDENT]"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[/INDENT]

Engineer

[INDENT]"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, +1 Use Magic Device
Pure Bonus: 1 random throwable object each reset.[/INDENT]

Locksmith

[INDENT]"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.[/INDENT]

Poisoner

[INDENT]"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 reset, Use Poison Ability[/INDENT]

Smuggler

[INDENT]"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.[/INDENT]

Thief

[INDENT]"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[/INDENT]

Trapsmith

[INDENT]"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.[/INDENT][/INDENT]

Level 8 perks:

All these perks require you to remain pure.

[INDENT]Archaeologist

[INDENT]"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, +4 Saving Throw vs Traps (All).[/INDENT]

Athletic

[INDENT]"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: +10% movement speed.[/INDENT]

Commander

[INDENT]"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:

QuoteCommand 1/day

Provide bonuses to companions around you and yourself.

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

Lasts 60s.
[/INDENT]

Merchant Lord

[INDENT]"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, 2d20 gp each rest.[/INDENT]

Politician

[INDENT]"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 Charisma / additional In-Game consideration.[/INDENT]

Scout

[INDENT]"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, Animals don't attack you.[/INDENT]

Shadow

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

Perk bonuses: 10% Concealment, +3 Hide, +3 Move Silently.[/INDENT]

Swashbuckler

[INDENT]"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:

QuoteSwashbuckling 1/day

Get bonuses and penalty depending on number of enemies nearby:

0-1: +1 AB, +1 AC, -1 damage.
2-3: +2 AB, +2 AC, -2 damage.
4+ : +3 AB, +3 AC, +1 attack a round, -3 damage.

Lasts 60s.
[/INDENT]

Thug

[INDENT]"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/+4 DR, 10 temporary hitpoints after rest.[/INDENT][/INDENT]
[/hide]

[hide=Bard]Bard
QuoteHenceforth, bards will be able to acquire songbooks in which they can collect several unique songs and curses. When a bard possesses a songbook with songs in it she may "activate" a song, after which the Bard Song ability will use that song. To switch back to the default song, choose the option to deactivate the songbook. A songbook is not required to use the ability itself.

Songbooks allow bards to scribe known songs at variable costs and absorb other songbooks. The latter will copy any unknown song from the source songbook to the target songbook and proceed to destroy the source songbook. All characters may also destroy songbooks directly. Given the rarity of some songs, this can be a serious blow to the songbook's owner -- that should be kept in mind by all parties, which is not to say that songbooks are in any way sacred (quite the contrary). Individual songs may not be transferred directly from one book to another, though bards may remove songs from any given songbook.

Take not that all information about songs is stored on the songbooks themselves, not the characters. This may seem obvious but it can have some unforeseen consequences, such as Bard Song suddenly not using the song you expected it to.

Some chat commands are provided as well. Type /c songbook help for more.

The songs, of course, are a secret, but as a teaser the vast majority of them have a distinctly EfU feel. Look forward to hopefully seeing some of these as loot.
[/hide]
Barbarians

10% movement speed increase feat disabled if in heavy armor.

Barbarian Damage Reduction, disabled in heavy armor.
Level 5 10% damage reduction
level 7 20% damage reduction

Level 8 20% movement speed bonus that's lost with heavy armor.

Charisma bonus is applied to strength/con while raging. (Example a fourteen charisma barbarian would get +2 strength and +2 con in addition to the base +4str/+4con. His rage would be +6 str/+6 con.) Negative charisma will also reduce rage bonuses using this same formula.

Level 1 rage is capped at +4/+4 (Total)
Level 4 rage is capped at +8/+8
Level 8 rage uncapped

Rangers and Druids

Ranger tracking has been improved (this may need tweaking)
Druids now receive tracking at level 6

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

Rangers receive an AB bonus vs. their favored enemies.
This AB bonus is equal to ranger level/2, rounded down.

Rangers receive a +4 spot/listen/search bonus if they have 5 ranger levels and are in a wilderness area.

Prestige Classes

Have gone through considerable adjustments, see elsewhere for details.[/hide]

[hide=Feat Changes to Spells]Feat Changes to Spells

Quote
  • Bull's Strength/Endurance/Eagle's Splendor/Fox's Cunning/Cat's Grace/Owl's Wisdom have been changed as follows:
    • A caster without SF nor GSF: Transmutation casts the spell as normal with a 1 + 1d4 enhancement
    • A caster with SF: Transmutation casts the spell with a 2+1d3 enhancement
    • A caster with GSF: Transmutation casts the spell with a 3+1d2 enhancement
    • Ball Lightning has been downgraded to do 1d9 damage per ball as opposed to 2d6.
    • Shield has been changed as follows:
      • A caster without SF nor GSF: Abjuration casts the spell as normal. It grants +4 deflection AC.
      • A caster with SF: Abjuration casts the spell with a +2 armor enhancement bonus (does not stack with mage armor)
      • A caster with GSF: Abjuration casts the spell with a +4 armor enhancement bonus (does not stack with mage armor)
      • This  is designed to counteract the weirdness of abjurers being worse at  protecting themselves than mages of other schools (by missing out on the  mage armor spell). This brings them up to a par again, with protection  consistent with casting mage armor on oneself.
      • Summon duration has been reduced to 4 rounds/level for vanilla  casting, 5 rounds/level for SF: Conjuration and the usual 6 rounds/level  for GSF: Conjuration (i.e. casters with GSF: Conjuration will, for the  most part, be unaffected by this change). To compensate for losing  transmutation spells for spell school specialization: conjuration, this  will grant an additional 2 rounds/level duration on summoning spells.
      • Clairvoyance/Clairaudience has been changed as follows:
        • Vanilla casting casts the spell as normal.
        • Double duration for SF: Divination
        • Double again for GSF: Divination
        • If  the caster has GSF: Divination and targets themselves, then they will  also receive a glowy eye effect and 5/+1 damage reduction to represent a  sort of minor form of premonition (consolation for missing out on  ghostly visage).
        • Masochism has been changed as follows:
          • Vanilla casting casts the spell as normal
          • HP reduction denominator decreased from 5 to 4 in case of SF: Enchantment
          • HP reduction denominator decreased from 5 to 3 in case of GSF: Enchantment
          • Vampiric touch has been changed as follows:
            • Vanilla casting deals only 1d5 damage per 2 levels
            • 1d6 damage per 2 levels for SF: Necromancy (consistent with what it used to be)
            • 1d7 damage per 2 levels for GSF: Necromancy
            • Cure blindness/deafness has been changed as follows:
              • Vanilla casting is unaffected
              • If cast with SF: Divination, the spell will give a residual 2 round/level immunity to blindness and deafness.
              • If cast with GSF: Divination, the spell will give a residual 5 round/level immunity to blindness and deafness.
              • Clarity has been changed as follows:
                • Vanilla casting is unaffected
                • With SF: Abjuration, the duration is doubled
                • With GSF: Abjuration, the duration is doubled again
                • See invisible has been changed to have double duration for GSF: Divination
                • True strike has been changed as follows:
                  • Only +15 AB for vanilla casting
                  • +20 AB for SF: Divination (Consistent with what it used to be)
                  • +25 AB for GSF: Divination
                  • Polymorph Self has been changed as follows:
                    • The duration is only 1 turn/2 levels for vanilla casting
                    • The duration is 1 turn/level for SF: Transmutation (consistent with what it used to be)
                    • The duration is 2 turns/level for GSF: Transmutation
                    • Augment Familiar has been changed as follows:
                      • Only 1 round/level for vanilla casting
                      • 2 rounds/level for SF: Transmutation (consistent with what it used to be)
                      • 3 rounds/level for GSF: Transmutation
                      • Ghostly visage has been changed as follows:
                        • 10% concealment for vanilla casting
                        • 15% concealment for SF: Illusion
                        • 20% concealment for GSF: Illusion
                        • Invisibility sphere has been changed as follows
                          • Vanilla casting is unaffected
                          • Duration is double for SF: Illusion
                          • Duration is double again for GSF: Illusion
                          • Protection from/Resist/Endure Elements have been changed as follows:
                            • No modification for vanilla casting
                            • The absorption limit is increased by 5 for SF: Abjuration
                            • The absorption limit is increased by another 5 for GSF: Abjuration
                            • Feeblemind has been changed to drain all three of intelligence, charisma and wisdom
                            • Summons  created by animate dead without corpses have received a downgrade. They  now have wizard AB progression, lower AC and no automatic strength  upgrades.
                            • Haste has been changed as follows:
                              • Vanilla haste is unaffected.
                              • Haste  with SF: Transmutation provides an additional 5% movement speed increase if targeted on the  caster
                              • Haste with GSF: Transmutation provides an additional 10% movement speed increase if targeted on  the caster.
                              • Expeditious retreat has been changed as follows:
                                • Vanilla expeditious retreat is unchanged (50% movement speed increase)
                                • Expeditious retreat with SF: Transmutation provides a 55% movement speed increase.
                                • Expeditious retreat with GSF: Transmutation provides a 60% movement speed increase.
                                • Bestow Curse has been changed as follows:
                                  • Vanilla bestow curse is unchanged
                                  • Bestow curse with GSF: Transmutation reduces all abilities by 3 rather than just 2
                                  [/LIST]
                                  • Balagarn's Iron Horn has been modified as follows:
                                    • The vanilla spell casts with an opposed strength roll of 14 (rather than 20) to knock opponents over
                                    • With SF: Enchantment, the opposed strength roll is 18 (rather than 20)
                                    • With GSF: Enchantment, the opposed strength roll is 22 (rather than 20)
                                    • Find Traps has been modified as follows
                                      • Undisarmable traps are disregarded
                                      • If the caster has neither SF nor GSF Divination, the maximum disarm  DC for traps which can be disarmed by this spell is 20.
                                      • If the caster has SF: Divination, the maximum disarm DC for traps which can be disarmed by this spell is 23.
                                      • If the caster has GSF: Divination, the maximum disarm DC for traps which can be disarmed by this spell is 26.
                                      [/LIST][/hide]

                                      [hide=Optional New Spells]
                                      We have introduced a number of new spells which are optionally available for download. Here is an exhaustive list of the custom spells which we have implemented to date:

                                      • Sorcerer/Wizard (Level 0):
                                        • Necromancy
                                          • Disrupt Undead: Deal 1d6 positive damage to a single undead creature.
                                          [/LIST]
                                          • 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.
                                                    [/LIST]
                                                    • 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
                                                              [/LIST]
                                                              • 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.
                                                                      [/LIST]
                                                                      • 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.
                                                                                [/LIST]
                                                                                • 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.
                                                                                      [/LIST]
                                                                                      • Cleric (Level 1):
                                                                                        • Transmutation
                                                                                          • Bless Water: Create holy water
                                                                                          • Enchantment
                                                                                            • Command
                                                                                            [/LIST]
                                                                                            • Cleric (Level 3):
                                                                                              • Necromancy
                                                                                                • Heart Clutch
                                                                                                • Enchantment
                                                                                                  • Masochism
                                                                                                  [/LIST]
                                                                                                  • Cleric (Level 4):
                                                                                                    • Abjuration
                                                                                                      • Ward Area
                                                                                                      • Mass Ultravision
                                                                                                      • Lower Spell Resistance
                                                                                                      [/LIST]
                                                                                                      • Cleric (Level 5):
                                                                                                        • Enchantment
                                                                                                          • Chaav's Laugh: Give bonuses to nearby targets of good alignment, and penalties to nearby targets of evil alignment.
                                                                                                          [/LIST]
                                                                                                          • Cleric (Level 6):
                                                                                                            • Divination
                                                                                                              • Scrying
                                                                                                              [/LIST]
                                                                                                              • Druid (Level 1):
                                                                                                                • Transmutation
                                                                                                                  • Jump
                                                                                                                  [/LIST]
                                                                                                                  • Druid (Level 3):
                                                                                                                    • Transmutation
                                                                                                                      • Mass Ultravision
                                                                                                                      [/LIST]
                                                                                                                      • Druid (Level 5):
                                                                                                                        • Transmutation
                                                                                                                          • Baleful Polymorph
                                                                                                                          [/LIST]
                                                                                                                          • Druid (Level 6):
                                                                                                                            • Divination
                                                                                                                              • Scrying
                                                                                                                              [/LIST]
                                                                                                                              • Paladin (Level 1):
                                                                                                                                • Transmutation
                                                                                                                                  • Bless Water
                                                                                                                                  [/LIST]
                                                                                                                                  • Bard (Level 2):
                                                                                                                                    • Abjuration
                                                                                                                                      • Alarm
                                                                                                                                      • Transmutation
                                                                                                                                        • Whispering Wind
                                                                                                                                        [/LIST]
                                                                                                                                        • Bard (Level 4)
                                                                                                                                          • Transmutation
                                                                                                                                            • Mass Ultravision
                                                                                                                                            [/LIST] [/LIST]The overrides are available here for download. Instructions are contained within the README.txt file contained in the archive:

                                                                                                                                            http://www.escapefromunderdark.com/downloads/spells.zip[/hide]



                                                                                                                                            If you notice anything listed here is not actually the way it is in game, please make a bug report post in the bug reports forum

                                                                                                                                            This thread updated for EFU:A[/noparse][/hide]

                                                                                                                                            Howlando


                                                                                                                                            Random_White_Guy

                                                                                                                                            I accept this forum challenge!
                                                                                                                                            [11:23 PM] Howlando: Feel free LealWG
                                                                                                                                            [11:23 PM] Howlando: I'll give you a high five + fist bump tip

                                                                                                                                            [1:34 AM] BigOrcMan: RwG, a moment on the lips, forever on the hips

                                                                                                                                            TimelessStudy

                                                                                                                                            [hide=Major Changes]Major Changes:

                                                                                                                                            Characters start at level 2.

                                                                                                                                            Rolling a 1 is not an auto-failure on saving throws.

                                                                                                                                            Hours are twenty seven real-life minutes long, instead of two. Turns remain unmodified at one minute. Everything that used to be hour-duration is now 5minutes, unless otherwise modified.

                                                                                                                                            Your character may rest only in an inn room (after having paid the innkeep) or out in the wild with a campfire and bedroll. You may rest once every 20 minutes.

                                                                                                                                            Being a paladin requires having an appropriate deity in your deity field.

                                                                                                                                            Casting spells as a cleric requires have an appropriate deity and domains as well as alignment matching your deity.

                                                                                                                                            Casting spells as a druid requires appropriate deity.

                                                                                                                                            Various spell visual effects have been removed/shortened.

                                                                                                                                            Ability stat bonuses from multiple items do not stack. Bonuses from items and spells will stack

                                                                                                                                            Rangers get a special tracking ability (accessible through a player tool or by /c track). This skill is based upon Search, Spot, and Lore

                                                                                                                                            Paladins get a special Detect Evil ability (accessible through player tool or /c detect evil). Paladins are forbidden by their code to knowingly quest with evil characters.

                                                                                                                                            Stealth is more effective in some areas (such as dark caves) than it is in brightly lit rooms. A PC that is transluscent has been heard only, not spotted (this is default, but bears repeating: although difficult to enforce, we ask that people do not definitively identify characters who have only been "heard").

                                                                                                                                            There are various damage modes (subdual, sparring, blackout and full damage) all accessible through the crafting menu, player tools, or voice command (/c subdual, /c full damage, /c sparring, /c subdual blackout). Blackout mode sends a PC into a special "unconscious" area, you can then grab their unconscious body and take it with you somewhere. Familiars/Companions/Summons should be on the damage mode of their master. Note that summons switch to FD as they are being unsummoned, this is a bug and an unavoidable one so be careful.

                                                                                                                                            Characters may choose flavorful "Perks" at level 5. Note - choose carefully, once selected perks can not be changed and there will be no confirmation dialogue to ensure you selected the perk you want.

                                                                                                                                            Characters have access to "EFU Secondary Skill" point system. [/hide]

                                                                                                                                            [hide=Ability Changes]Ability Changes:

                                                                                                                                            "Feeding" your animal companion or familiar can only be done once every fifteen minutes, and will heal 1d4 hitpoints.

                                                                                                                                            An animal companion or familiar's master will lose experience and d6 HP when their associate dies, as a result of mental anguish from the close mental bond between the two. The loss of a familiar incurs 100 XP loss; the loss of an animal companion incurs 200 XP loss.

                                                                                                                                            Trickery domain power will give a Bluff bonus rather than a Persuade bonus.

                                                                                                                                            Death Domain shadow avatar will not appear before level four. The avatars have also been modified to be appropriate for each particular deity.

                                                                                                                                            Turn Undead has been modified to allow for commanding as well as destroying. Specifically,
                                                                                                                                            • Clerics with an evil alignment will command the undead.
                                                                                                                                            Clerics with the Good domain will command good-aligned outsiders.
                                                                                                                                            Clerics with the Evil domain will command evil-aligned outsiders.
                                                                                                                                            Clerics with the Fire domain will command Fire Elementals (likewise for the Earth, Air, and Water domains).[/list]Skill Changes:

                                                                                                                                            Bioware pickpocket is disabled. Pickpocketing is done via a pickpocket tool, subject to our own custom limitations. See forums for details.

                                                                                                                                            Use Magic Device requires a DC Check of 15 + spell level to successfully use a wand. If you do not succeed in your check, a charge is not expended. Some DM-only loot may not work this way.

                                                                                                                                            Scroll use with UMD requires a check of 25 + spell level of scroll, scroll is not lost if you fail.

                                                                                                                                            Craft Weapons - Bioware crafting is not supported.

                                                                                                                                            Craft Weapons - Bioware crafting is not supported.

                                                                                                                                            Craft Traps - Bioware crafting is not supported. [/hide]

                                                                                                                                            [hide=Spell Changes]Spell Changes:

                                                                                                                                            Arcane
                                                                                                                                            All cantrips are 1d4 + 1 in damage.

                                                                                                                                            Charm person has a duration increase, the duration is 1round/level.

                                                                                                                                            Blindness/Deafness has a duration of 2 rounds/level, and will not affect constructs, undead, or oozes.

                                                                                                                                            Clairvoyance/Clairaudience grants +15 spot/listen, 2rounds/level.

                                                                                                                                            Negative Energy Burst's will save negates the STR drain in addition to halving the damage.

                                                                                                                                            Greater Magic Weapon: +2 at level 5, +1/5 levels after (so +3 at 10, +4 at 15, etc) duration is turn/level.

                                                                                                                                            Ray of Enfeeblement lasts for turn/level.

                                                                                                                                            Resist Elements last for 24 hours.

                                                                                                                                            Keen Edge: duration is turn/level, and can be used on all melee weapons (regardless of damage type)

                                                                                                                                            War Cry: bonus is added to allies

                                                                                                                                            Find Traps: No longer disarms traps, merely identifies them

                                                                                                                                            Mind Fog: Duration is increased to round/level

                                                                                                                                            Shelgarn's Persistent blade: Duration is decreased to round/level

                                                                                                                                            Shield: Blocks Isaac's Lesser Missile Storm and Isaac's Greater Missile Storm.

                                                                                                                                            Mage Armor: +4 Armor AC (the way this is implemented, it will not stack with magic vestment as it applies to your clothing

                                                                                                                                            Flame Weapon/Darkfire: 1d4 fire damage, 1d6 fire damage level 8+ - These will not stack with one another, nor will different elemental types of damage

                                                                                                                                            Charm Animal: duration is round/level

                                                                                                                                            Energy Buffer: hour/level duration

                                                                                                                                            True Seeing: no longer automatically sees stealthed opponents. The effects that this spell grant are See Invisibility and immunity to illusions (which includes color spray, phantasmal killer, and so on).

                                                                                                                                            Polymorph Self: Additional forms can be accessed through Crafting Menu, Bioware forms have been adjusted (reduced regeneration on troll form, umber hulk form has +10 spot instead of True Seeing)

                                                                                                                                            Isaac's Greater Missile Storm: 1d6/level capped at 20

                                                                                                                                            Stoneskin/Greater Stoneskin. Duration is turn/level. Greater Stoneskin has damage reduction of 15/+5

                                                                                                                                            Mind Blank duration is hour/level

                                                                                                                                            Incendiary Cloud has damage of 10d6 fire damage

                                                                                                                                            Premonition has damage reduction of 20/+5, duration remains at hour/level.

                                                                                                                                            Blackstaff duration is turn/level

                                                                                                                                            Dominate Monster duration is turn/level

                                                                                                                                            Summons changed to 3 rounds/level, minimum six rounds. Default summons reflect an basic island type of theme. A number of additional themes are available through reagents, items, and other means in game. Although still being tweaked, spell focus conjuration/greater spell focus conjuration are useful in summoning more summons at once. Modified to consider PaleMaster levels.

                                                                                                                                            Lesser Dispel Magic/Dispel Magic/Greater Dispel Magic are updated to allow the maximum caster level to be improved through spell focus and greater spell focus abjuration. These spells can be resisted by Spell Resistance.

                                                                                                                                            Lesser Spell Breach/Greater Spell Breach are updated to increase the number of effect dispelled by one if the caster has Spell Focus Abjuration, by an additional one if the caster also has Greater Spell Focus Abjuration, and recuced by one of the target has Arcane Defense Abjuration.

                                                                                                                                            Hold Person was updated to use mind spell saves.

                                                                                                                                            Hold Monster was updated to use mind spell saves.

                                                                                                                                            Hold Animal was updated to use mind spell saves.

                                                                                                                                            Invisibility Sphere is now the same as casting Invisibility on everybody within two meters, except lasting for only one round/level.

                                                                                                                                            Scare is not restricted by HD.

                                                                                                                                            Ball Lightning gives 1d9 damage per ball

                                                                                                                                            Divine
                                                                                                                                            Magic Vestment is +1 at levels 1-6, +2 at levels 7-12, +3 for levels 13+. It will also only work on armor; not on shields.

                                                                                                                                            Freedom: grants immunity petrification

                                                                                                                                            Cure light wounds now heals 4 + 1d4 + 1 per caster level. This way, it will always be more effective than cure minor wounds.

                                                                                                                                            Battletide: bonuses to allies

                                                                                                                                            Harm: 10 negative damage/caster level, capped at 150; will save halves damage, can be fatal

                                                                                                                                            Word of Faith: Will save is involved, duration of blindness turn/level

                                                                                                                                            Earthquake: On failed reflex save, the victim is KDed for 1d4 rounds

                                                                                                                                            Sunbeam blindness duration is increased to round/level

                                                                                                                                            Drown: magical damage

                                                                                                                                            Continual flame will mark items as plot to prevent exploits.


                                                                                                                                            Raise Dead - The raise dead spell now requires a small diamond as a component, and has a high % chance of spell failure based on a number of factors including alignments, and how faithful a priest the caster is.

                                                                                                                                            Magic Fang and Greater Magic Fang, when used by clerics with the Reptilian domain, will affect summoned creatures.

                                                                                                                                            Stone Bones changed to give a bonus of 2 AC, boosted by +1 AC per two caster levels. Modified to consider PaleMaster levels.

                                                                                                                                            Magic Circle vs Evil is now the same as casting Protection from Evil on everybody within three meters.

                                                                                                                                            Magic Circle vs Good is now the same as casting Protection from Good on everybody within three meters.

                                                                                                                                            Animate Dead currently summons a zombie with half of the HD of its caster. Animate Dead can be used on special corpse objects to summon a variety of zombies.

                                                                                                                                            Bigby's Forceful Hand now has a strength bonus of +4 instead of +14.

                                                                                                                                            Evard's Black tentacles now only gives a bonus to the number of tentacles when cast with Empower Spell, instead of increasing the number of tentacles and damage of each tentacle. Freedom of Movement makes you immune to paralysis, Spell Resistance is checked, and it can be absorbed by Spell Mantles. Small creatures are not automatically immune but receive +8 to their grapple check to avoid tentacles.

                                                                                                                                            Lesser Planar Binding conjures whatever you would summon at level 3 for 24 hour duration.

                                                                                                                                            Call Lightning is restricted to exterior areas during rain, causing 1d10 damage[/hide]

                                                                                                                                            [hide=Death]Death

                                                                                                                                            Death has serious consequences.

                                                                                                                                            Respawning removes 1/3 total experience. Characters that have died from a PvP action can not respawn, but can only be raised. Consult a DM if you feel that you have been griefed.

                                                                                                                                            Raise Dead removes 1/6 total experience.

                                                                                                                                            Resurrection removes 1/9 total experience.[/hide]

                                                                                                                                            [hide=Other]Other

                                                                                                                                            Caltrops will not stack when dropped on top of each other.

                                                                                                                                            AC from Bracers will not work if your character is wearing any form of armor beyond clothing.
                                                                                                                                            [/hide]


                                                                                                                                            [hide=Class Changes]Class Changes

                                                                                                                                            [hide=Cleric]Cleric

                                                                                                                                            Clerics must worship a deity accepted by our system. The character's alignment and domains must match with this deity. Additional domains are available via override.


                                                                                                                                            QuoteNew Domains

                                                                                                                                            That's right! We are adding twenty two thirty three (see the reply) new domains, designed specifically for Escape from Underdark. These are entirely optional, and can be accessed simply by downloading a "domains.2da" override and unzipping it into your NWN override directory.

                                                                                                                                            This new "domains.2da" override adds the following exciting new domains:
                                                                                                                                            • Chaos Domain
                                                                                                                                              Spells: Cloud of Bewilderment (3), Confusion (5)
                                                                                                                                              Abilities: Turn Outsiders.
                                                                                                                                            • Luck Domain
                                                                                                                                              Spells: True Strike (1), Bestow Curse (2), Protection from Spells (6)
                                                                                                                                              Abilities: Defensive Roll.
                                                                                                                                            • Law Domain
                                                                                                                                              Spells: Clarity (2), Hold Monster (5)
                                                                                                                                              Abilities: Turn Outsiders.
                                                                                                                                            • Ooze Domain
                                                                                                                                              Spells: Grease (1), Stinking Cloud (3), Evard's Black Tentacles (4)
                                                                                                                                              Abilities: Command Slimes.
                                                                                                                                            • Cavern Domain
                                                                                                                                              Spells: Darkness (1), One with the Land (2), Call Lightning (4)
                                                                                                                                              Abilities: Once/day, gain a temporary +3 Search, +3 Spot, +3 Listen bonus that lasts for one turn/level, usable only in caverns.
                                                                                                                                            • Darkness Domain
                                                                                                                                              Spells: Darkness (1), Blindness/Deafness (2), Shadow Conjuration (4)
                                                                                                                                              Abilities: Ultravision, once/day.
                                                                                                                                            • Hatred Domain
                                                                                                                                              Spells: Bestow Curse (2), Inflict Critical Wounds (3), Harm (5)
                                                                                                                                              Abilities: Once/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/level.
                                                                                                                                            • Metal Domain
                                                                                                                                              Spells: Shelgarn's Persistent Blade (1), Darkfire (2), Keen Edge (5)
                                                                                                                                              Abilities: Once/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.
                                                                                                                                            • Portal Domain
                                                                                                                                              Spells: Summon Creature III (2), Dismissal (3), Displacement (4)
                                                                                                                                              Abilities: Portal Sense -- supernatural ability to detect nearby hidden portals using Wisdom.
                                                                                                                                            • Spider Domain
                                                                                                                                              Spells: Web (1), Poison (3)
                                                                                                                                              Abilities: Command Spiders.
                                                                                                                                            • Drow Domain
                                                                                                                                              Spells: Charm Person (2), Clairvoyance & Clairaudience (3), Improved Invisibility (5)
                                                                                                                                              Abilities: Racial Power.
                                                                                                                                            • Orc Domain
                                                                                                                                              Spells: Prayer (2), Blood Frenzy (3), War Cry (5)
                                                                                                                                              Abilities: Racial Power.
                                                                                                                                            • Dwarf Domain
                                                                                                                                              Spells: Glyph of Warding (2), Greater Magic Weapon (3)
                                                                                                                                              Abilities: Racial Power.
                                                                                                                                            • Elf Domain
                                                                                                                                              Spells: True Strike (1), Cat's Grace (2)
                                                                                                                                              Abilities: Racial Power.
                                                                                                                                            • Halfling Domain
                                                                                                                                              Spells: Cat's Grace (2), Freedom of Movement (3)
                                                                                                                                              Abilities: Racial Power.
                                                                                                                                            • Gnome Domain
                                                                                                                                              Spells: Color Spray (1), Displacement (3)
                                                                                                                                              Abilities: Racial Power.
                                                                                                                                            • Illusion Domain
                                                                                                                                              Spells: Invisibility (2), Displacement (3), Phantasmal Killer (4)
                                                                                                                                              Abilities:
                                                                                                                                            • Spells Domain
                                                                                                                                              Spells: Lesser Dispel (1), Shield (2), Lesser Spell Breach (4), Feeblemind (6)
                                                                                                                                              Abilities:
                                                                                                                                            • Reptilian Domain
                                                                                                                                              Spells: Magic Fang (1), Greater Magic Fang (2), Poison (3)
                                                                                                                                              Abilities: Command Lizards.
                                                                                                                                            • Undeath Domain
                                                                                                                                              Spells: Stone Bones (1), Negative Energy Burst (3)
                                                                                                                                              Abilities: Turning Boost -- same as Sun domain.
                                                                                                                                            • Sea Caves Domain
                                                                                                                                              Spells: Ironguts (1), Drown (5)
                                                                                                                                              Abilities: Underwater Breathing -- boosts the length of time which you can stay underwater before drowning.
                                                                                                                                            • Fungus Domain
                                                                                                                                              Spells: Barkskin (2), Cloud of Bewilderment (3), Mind Fog (5)
                                                                                                                                              Abilities:
                                                                                                                                            Racial Powers
                                                                                                                                            Certain racial domains grant a once/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 Kobolds for gnomes) for all friendly members of that race within 30ft, lasting one round/level. Racial powers are unlocked via Crafting Menu -> Player Tools.

                                                                                                                                            Ooh! How do I get it?
                                                                                                                                            To get the new domains, simply download the following "domains.2da" file, unzip it, and put it in the "override" directory inside your NWN folder. If you already have the Luck Domain override, you should be able to overwrite it -- the Luck Domain is included with the others in this package.

                                                                                                                                            Do I now need this to play on EfU?
                                                                                                                                            No! It is entirely optional. You simply won't be able to create a character using the new domains if you don't have the override.

                                                                                                                                            Will these new domains work elsewhere?
                                                                                                                                            Simply put, no. The new domains will not work at all on other servers -- such servers will likely reject the character immediately. They may work to a certain extent in single player, but the domain abilities will not be available.

                                                                                                                                            You've begged for more domains to add flavor to your cleric concepts, and behold, I provide: 11 new domains. Download the override here and unzip the 2DAs to your override folder; you're done! This is completely optional; existing clerics won't be broken. The Faiths of Faerun pages haven't been updated yet, so the deities that are supported are listed below, along with the domain mechanics.

                                                                                                                                            ---
                                                                                                                                            DOMAIN (NWN displayed name)
                                                                                                                                            Feat: If any
                                                                                                                                            N: Nth-level(circle) spell
                                                                                                                                            Deities: ...
                                                                                                                                            ---
                                                                                                                                            FATE (Destiny)
                                                                                                                                            Feat: Uncanny Dodge
                                                                                                                                            1: True Strike
                                                                                                                                            2: See Invisibility
                                                                                                                                            3: Clairaudience/Clairvoyance
                                                                                                                                            Deities: Beshaba, Hathor, Hoar, Jergal, Kelemvor, Myrkul, Savras.
                                                                                                                                            ---
                                                                                                                                            CHARM (Charmed)
                                                                                                                                            Feat: None
                                                                                                                                            1: Charm Person
                                                                                                                                            2: Aura of Glory
                                                                                                                                            3: Charm Monster
                                                                                                                                            Deities: Eilistraee, Finder Wyvernspur, Gargauth, Hanali Celanil, Lliira, Milil, Oghma, Sharess, Sharindlar, Sheela Peryroyl, Sune.
                                                                                                                                            ---
                                                                                                                                            NOBILITY (Noble)
                                                                                                                                            Feat: None
                                                                                                                                            1: Rallying Cry
                                                                                                                                            2: Charm Person
                                                                                                                                            3: See Invisibility
                                                                                                                                            Deities: Horus-Re, Lathander, Milil, Nobanion, Red Knight, Siamorphe.
                                                                                                                                            ---
                                                                                                                                            PLANNING (Plot)
                                                                                                                                            Feat: Extend Spell
                                                                                                                                            1: Identify
                                                                                                                                            2: See Invisibility
                                                                                                                                            3: Clairaudience/Clairvoyance
                                                                                                                                            Deities: Gond, Helm, Ilneval, Red Knight, Siamorphe, Ubtao.
                                                                                                                                            ---
                                                                                                                                            RENEWAL (Renewal)
                                                                                                                                            Feat: None
                                                                                                                                            1: Cure Moderate Wounds
                                                                                                                                            2: Remove Disease
                                                                                                                                            3: Restoration
                                                                                                                                            Deities: Angharradh, Chauntea, Finder Wyvernspur, Kossuth, Lathander, Shiallia, Silvanus.
                                                                                                                                            ---
                                                                                                                                            REPOSE (Rest)
                                                                                                                                            Feat: Favored Enemy: Undead
                                                                                                                                            2: Remove Disease
                                                                                                                                            3: Death Ward
                                                                                                                                            5: Undeath to Death
                                                                                                                                            Deities: Jergal, Kelemvor, Osiris, Urogalan.
                                                                                                                                            ---
                                                                                                                                            RETRIBUTION (Vengeance)
                                                                                                                                            Feat: Divine Might
                                                                                                                                            2: Death Armor
                                                                                                                                            3: Death Ward
                                                                                                                                            4: Elemental Shield
                                                                                                                                            Deities: Hoar, Horus-Re, Kiaransalee, Loviatar, Osiris, Shevarash, Tyr, Uthgar.
                                                                                                                                            ---
                                                                                                                                            RUNE (Runestone)
                                                                                                                                            Feat: Scribe Scroll
                                                                                                                                            1: Identify
                                                                                                                                            2: Glyph of Warding
                                                                                                                                            4: Delayed Blast Fireball
                                                                                                                                            Deities: Deneir, Dugmaren Brightmantle, Jergal, Mystra, Thoth.
                                                                                                                                            ---
                                                                                                                                            STORM (Stormwalker)
                                                                                                                                            Feat: Resist Energy: Electricity
                                                                                                                                            2: Gust of Wind
                                                                                                                                            3: Call Lightning
                                                                                                                                            5: Ice Storm
                                                                                                                                            Deities: Aerdrie Faenya, Anhur, Auril, Isis, Istishia, Talos, Umberlee.
                                                                                                                                            ---
                                                                                                                                            SUFFERING (Pain)
                                                                                                                                            Feat: None
                                                                                                                                            1: Ray of Enfeeblement
                                                                                                                                            2: Death Armor
                                                                                                                                            5: Enervation
                                                                                                                                            Deities: Ilmater, Jergal, Kossuth, Loviatar, Talona, Yurtrus.
                                                                                                                                            ---
                                                                                                                                            TRADE (Barter)
                                                                                                                                            Feat: Skill Focus Appraise
                                                                                                                                            1: Identify
                                                                                                                                            2: Knock
                                                                                                                                            3: See Invisibility
                                                                                                                                            Deities: Abbathor, Nephthys, Shaundakul, Vergadain, Waukeen.[/quote][/hide]
                                                                                                                                            [hide=Rogue]
                                                                                                                                            QuoteRogue

                                                                                                                                            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.

                                                                                                                                            Some of them have additional bonuses if you play a pure rogue (PRC allowed), some of them only work if you play pure and all of them are selectable at your leisure from the time you hit the required level (as a rogue).

                                                                                                                                            You may only select one level 5 perk and one level 8 perk. Once taken, they are yours even if you drop a few levels.

                                                                                                                                            Level 5 perks:
                                                                                                                                            [indent]Diplomat
                                                                                                                                            [indent]"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[/indent]
                                                                                                                                            Engineer
                                                                                                                                            [indent]"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, +1 Use Magic Device
                                                                                                                                            Pure Bonus: 1 random throwable object each reset.[/indent]
                                                                                                                                            Locksmith
                                                                                                                                            [indent]"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.[/indent]
                                                                                                                                            Poisoner
                                                                                                                                            [indent]"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 reset, Use Poison Ability[/indent]
                                                                                                                                            Smuggler
                                                                                                                                            [indent]"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.[/indent]
                                                                                                                                            Thief
                                                                                                                                            [indent]"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[/indent]
                                                                                                                                            Trapsmith
                                                                                                                                            [indent]"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.[/indent][/indent]
                                                                                                                                            Level 8 perks:

                                                                                                                                            All these perks require you to remain pure.
                                                                                                                                            [indent]Archaeologist
                                                                                                                                            [indent]"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, +4 Saving Throw vs Traps (All).[/indent]
                                                                                                                                            Athletic
                                                                                                                                            [indent]"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: +10% movement speed.[/indent]
                                                                                                                                            Commander
                                                                                                                                            [indent]"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:

                                                                                                                                            QuoteCommand 1/day

                                                                                                                                            Provide bonuses to companions around you and yourself.

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

                                                                                                                                            Lasts 60s.
                                                                                                                                            [/indent]
                                                                                                                                            Merchant Lord
                                                                                                                                            [indent]"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, 2d20 gp each rest.[/indent]
                                                                                                                                            Politician
                                                                                                                                            [indent]"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 Charisma / additional In-Game consideration.[/indent]
                                                                                                                                            Scout
                                                                                                                                            [indent]"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, Animals don't attack you.[/indent]
                                                                                                                                            Shadow
                                                                                                                                            [indent]"Years of elusive play has made you a part of the background, more easily concealed in both day and night."

                                                                                                                                            Perk bonuses: 10% Concealment, +3 Hide, +3 Move Silently.[/indent]
                                                                                                                                            Swashbuckler
                                                                                                                                            [indent]"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:

                                                                                                                                            QuoteSwashbuckling 1/day

                                                                                                                                            Get bonuses and penalty depending on number of enemies nearby:

                                                                                                                                            0-1: +1 AB, +1 AC, -1 damage.
                                                                                                                                            2-3: +2 AB, +2 AC, -2 damage.
                                                                                                                                            4+ : +3 AB, +3 AC, +1 attack a round, -3 damage.

                                                                                                                                            Lasts 60s.
                                                                                                                                            [/indent]
                                                                                                                                            Thug
                                                                                                                                            [indent]"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/+4 DR, 10 temporary hitpoints after rest.[/indent][/indent]
                                                                                                                                            [/hide]

                                                                                                                                            [hide=Bard]Bard
                                                                                                                                            QuoteHenceforth, bards will be able to acquire songbooks in which they can collect several unique songs and curses. When a bard possesses a songbook with songs in it she may "activate" a song, after which the Bard Song ability will use that song. To switch back to the default song, choose the option to deactivate the songbook. A songbook is not required to use the ability itself.

                                                                                                                                            Songbooks allow bards to scribe known songs at variable costs and absorb other songbooks. The latter will copy any unknown song from the source songbook to the target songbook and proceed to destroy the source songbook. All characters may also destroy songbooks directly. Given the rarity of some songs, this can be a serious blow to the songbook's owner -- that should be kept in mind by all parties, which is not to say that songbooks are in any way sacred (quite the contrary). Individual songs may not be transferred directly from one book to another, though bards may remove songs from any given songbook.

                                                                                                                                            Take not that all information about songs is stored on the songbooks themselves, not the characters. This may seem obvious but it can have some unforeseen consequences, such as Bard Song suddenly not using the song you expected it to.

                                                                                                                                            Some chat commands are provided as well. Type /c songbook help for more.

                                                                                                                                            The songs, of course, are a secret, but as a teaser the vast majority of them have a distinctly EfU feel. Look forward to hopefully seeing some of these as loot.
                                                                                                                                            [/hide]
                                                                                                                                            Barbarians

                                                                                                                                            10% movement speed increase feat disabled if in heavy armor.

                                                                                                                                            Barbarian Damage Reduction, disabled in heavy armor.
                                                                                                                                            Level 5 10% damage reduction
                                                                                                                                            level 7 20% damage reduction

                                                                                                                                            Level 8 20% movement speed bonus that's lost with heavy armor.

                                                                                                                                            Charisma bonus is applied to strength/con while raging. (Example a fourteen charisma barbarian would get +2 strength and +2 con in addition to the base +4str/+4con. His rage would be +6 str/+6 con.) Negative charisma will also reduce rage bonuses using this same formula.

                                                                                                                                            Level 1 rage is capped at +4/+4 (Total)
                                                                                                                                            Level 4 rage is capped at +8/+8
                                                                                                                                            Level 8 rage uncapped

                                                                                                                                            Rangers and Druids

                                                                                                                                            Ranger tracking has been improved (this may need tweaking)
                                                                                                                                            Druids now receive tracking at level 6

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

                                                                                                                                            Rangers receive an AB bonus vs. their favored enemies.
                                                                                                                                            This AB bonus is equal to ranger level/2, rounded down.

                                                                                                                                            Rangers receive a +4 spot/listen/search bonus if they have 5 ranger levels and are in a wilderness area.

                                                                                                                                            Prestige Classes

                                                                                                                                            Have gone through considerable adjustments, see elsewhere for details.[/hide]

                                                                                                                                            [hide=Feat Changes to Spells]Feat Changes to Spells

                                                                                                                                            Quote
                                                                                                                                            • Bull's Strength/Endurance/Eagle's Splendor/Fox's Cunning/Cat's Grace/Owl's Wisdom have been changed as follows:
                                                                                                                                              • A caster without SF nor GSF: Transmutation casts the spell as normal with a 1 + 1d4 enhancement
                                                                                                                                              • A caster with SF: Transmutation casts the spell with a 2+1d3 enhancement
                                                                                                                                              • A caster with GSF: Transmutation casts the spell with a 3+1d2 enhancement
                                                                                                                                            • Shield has been changed as follows:
                                                                                                                                              • A caster without SF nor GSF: Abjuration casts the spell as normal. It grants +4 deflection AC.
                                                                                                                                              • A caster with SF: Abjuration casts the spell with a +2 armor enhancement bonus (does not stack with mage armor)
                                                                                                                                              • A caster with GSF: Abjuration casts the spell with a +4 armor enhancement bonus (does not stack with mage armor)
                                                                                                                                              • This is designed to counteract the weirdness of abjurers being worse at protecting themselves than mages of other schools (by missing out on the mage armor spell). This brings them up to a par again, with protection consistent with casting mage armor on oneself.
                                                                                                                                            • Summon duration has been reduced to 4 rounds/level for vanilla casting, 5 rounds/level for SF: Conjuration and the usual 6 rounds/level for GSF: Conjuration (i.e. casters with GSF: Conjuration will, for the most part, be unaffected by this change). To compensate for losing transmutation spells for spell school specialization: conjuration, this will grant an additional 2 rounds/level duration on summoning spells.
                                                                                                                                            • Clairvoyance/Clairaudience has been changed as follows:
                                                                                                                                              • Vanilla casting casts the spell as normal.
                                                                                                                                              • Double duration for SF: Divination
                                                                                                                                              • Double again for GSF: Divination
                                                                                                                                              • If the caster has GSF: Divination and targets themselves, then they will also receive a glowy eye effect and 5/+1 damage reduction to represent a sort of minor form of premonition (consolation for missing out on ghostly visage).
                                                                                                                                            • Masochism has been changed as follows:
                                                                                                                                              • Vanilla casting casts the spell as normal
                                                                                                                                              • HP reduction denominator decreased from 5 to 4 in case of SF: Enchantment
                                                                                                                                              • HP reduction denominator decreased from 5 to 3 in case of GSF: Enchantment
                                                                                                                                            • Vampiric touch has been changed as follows:
                                                                                                                                              • Vanilla casting deals only 1d5 damage per 2 levels
                                                                                                                                              • 1d6 damage per 2 levels for SF: Necromancy (consistent with what it used to be)
                                                                                                                                              • 1d7 damage per 2 levels for GSF: Necromancy
                                                                                                                                            • Cure blindness/deafness has been changed as follows:
                                                                                                                                              • Vanilla casting is unaffected
                                                                                                                                              • If cast with SF: Divination, the spell will give a residual 2 round/level immunity to blindness and deafness.
                                                                                                                                              • If cast with GSF: Divination, the spell will give a residual 5 round/level immunity to blindness and deafness.
                                                                                                                                            • Clarity has been changed as follows:
                                                                                                                                              • Vanilla casting is unaffected
                                                                                                                                              • With SF: Abjuration, the duration is doubled
                                                                                                                                              • With GSF: Abjuration, the duration is doubled again
                                                                                                                                            • See invisible has been changed to have double duration for GSF: Divination
                                                                                                                                            • True strike has been changed as follows:
                                                                                                                                              • Only +15 AB for vanilla casting
                                                                                                                                              • +20 AB for SF: Divination (Consistent with what it used to be)
                                                                                                                                              • +25 AB for GSF: Divination
                                                                                                                                            • Polymorph Self has been changed as follows:
                                                                                                                                              • The duration is only 1 turn/2 levels for vanilla casting
                                                                                                                                              • The duration is 1 turn/level for SF: Transmutation (consistent with what it used to be)
                                                                                                                                              • The duration is 2 turns/level for GSF: Transmutation
                                                                                                                                            • Augment Familiar has been changed as follows:
                                                                                                                                              • Only 1 round/level for vanilla casting
                                                                                                                                              • 2 rounds/level for SF: Transmutation (consistent with what it used to be)
                                                                                                                                              • 3 rounds/level for GSF: Transmutation
                                                                                                                                            • Ghostly visage has been changed as follows:
                                                                                                                                              • 10% concealment for vanilla casting
                                                                                                                                              • 15% concealment for SF: Illusion
                                                                                                                                              • 20% concealment for GSF: Illusion
                                                                                                                                            • Invisibility sphere has been changed as follows
                                                                                                                                              • Vanilla casting is unaffected
                                                                                                                                              • Duration is double for SF: Illusion
                                                                                                                                              • Duration is double again for GSF: Illusion
                                                                                                                                            • Protection from/Resist/Endure Elements have been changed as follows:
                                                                                                                                              • No modification for vanilla casting
                                                                                                                                              • The absorption limit is increased by 5 for SF: Abjuration
                                                                                                                                              • The absorption limit is increased by another 5 for GSF: Abjuration
                                                                                                                                            • Feeblemind has been changed to drain all three of intelligence, charisma and wisdom
                                                                                                                                            • Summons created by animate dead without corpses have received a downgrade. They now have wizard AB progression, lower AC and no automatic strength upgrades.
                                                                                                                                            • Haste has been changed as follows:
                                                                                                                                              • Vanilla haste is unaffected.
                                                                                                                                              • Haste with SF: Transmutation provides an additional 5% movement speed increase if targeted on the caster
                                                                                                                                              • Haste with GSF: Transmutation provides an additional 10% movement speed increase if targeted on the caster.
                                                                                                                                            • Expeditious retreat has been changed as follows:
                                                                                                                                              • Vanilla expeditious retreat is unchanged (50% movement speed increase)
                                                                                                                                              • Expeditious retreat with SF: Transmutation provides a 55% movement speed increase.
                                                                                                                                              • Expeditious retreat with GSF: Transmutation provides a 60% movement speed increase.
                                                                                                                                            • Bestow Curse has been changed as follows:
                                                                                                                                              • Vanilla bestow curse is unchanged
                                                                                                                                              • Bestow curse with GSF: Transmutation reduces all abilities by 3 rather than just 2
                                                                                                                                            • Balagarn's Iron Horn has been modified as follows:
                                                                                                                                              • The vanilla spell casts with an opposed strength roll of 14 (rather than 20) to knock opponents over
                                                                                                                                              • With SF: Enchantment, the opposed strength roll is 18 (rather than 20)
                                                                                                                                              • With GSF: Enchantment, the opposed strength roll is 22 (rather than 20)
                                                                                                                                            • Find Traps has been modified as follows
                                                                                                                                              • Undisarmable traps are disregarded
                                                                                                                                              • If the caster has neither SF nor GSF Divination, the maximum disarm DC for traps which can be disarmed by this spell is 20.
                                                                                                                                              • If the caster has SF: Divination, the maximum disarm DC for traps which can be disarmed by this spell is 23.
                                                                                                                                              • If the caster has GSF: Divination, the maximum disarm DC for traps which can be disarmed by this spell is 26.
                                                                                                                                            [/hide]

                                                                                                                                            [hide=Optional New Spells]
                                                                                                                                            We have introduced a number of new spells which are optionally available for download. Here is an exhaustive list of the custom spells which we have implemented to date:
                                                                                                                                            • 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.
                                                                                                                                            • Cleric (Level 1):
                                                                                                                                              • Transmutation
                                                                                                                                                • Bless Water: Create holy water
                                                                                                                                              • Enchantment
                                                                                                                                                • Command
                                                                                                                                            • Cleric (Level 3):
                                                                                                                                              • Necromancy
                                                                                                                                                • Heart Clutch
                                                                                                                                              • Enchantment
                                                                                                                                                • Masochism
                                                                                                                                            • Cleric (Level 4):
                                                                                                                                              • Abjuration
                                                                                                                                                • Ward Area
                                                                                                                                                • Mass Ultravision
                                                                                                                                                • Lower Spell Resistance
                                                                                                                                            • Cleric (Level 5):
                                                                                                                                              • Enchantment
                                                                                                                                                • Chaav's Laugh: Give bonuses to nearby targets of good alignment, and penalties to nearby targets of evil alignment.
                                                                                                                                            • Cleric (Level 6):
                                                                                                                                              • Divination
                                                                                                                                                • Scrying
                                                                                                                                            • Druid (Level 1):
                                                                                                                                              • Transmutation
                                                                                                                                                • Jump
                                                                                                                                            • Druid (Level 3):
                                                                                                                                              • Transmutation
                                                                                                                                                • Mass Ultravision
                                                                                                                                            • Druid (Level 5):
                                                                                                                                              • Transmutation
                                                                                                                                                • Baleful Polymorph
                                                                                                                                            • Druid (Level 6):
                                                                                                                                              • Divination
                                                                                                                                                • Scrying
                                                                                                                                            • Paladin (Level 1):
                                                                                                                                              • Transmutation
                                                                                                                                                • Bless Water
                                                                                                                                            • Bard (Level 2):
                                                                                                                                              • Abjuration
                                                                                                                                                • Alarm
                                                                                                                                              • Transmutation
                                                                                                                                                • Whispering Wind
                                                                                                                                            • Bard (Level 4)
                                                                                                                                              • Transmutation
                                                                                                                                                • Mass Ultravision
                                                                                                                                            The overrides are available here for download. Instructions are contained within the README.txt file contained in the archive:

                                                                                                                                            http://www.escapefromunderdark.com/downloads/spells.zip[/hide]



                                                                                                                                            If you notice anything listed here is not actually the way it is in game, please make a bug report post in the bug reports forum

                                                                                                                                            This thread updated for EFU:A[/hide]

                                                                                                                                            TimelessStudy

                                                                                                                                            Removed duplicate reports of changes - Re-worded a few mechanical changes - Elaborated on tracking checks - fixed reported changes that were reported once again with a new change.

                                                                                                                                            Bearic

                                                                                                                                            I put this together, noticing there were only the pop-up pages on the information section. I also noticed the Tiefling and Aasimar have removed feats from those that would normally be half-elven. =]
                                                                                                                                             
                                                                                                                                             
                                                                                                                                            [hide=Races of EFU:A]Races of EFU:A
                                                                                                                                             
                                                                                                                                            [hide=Dwarves and their Subrace Choices] Dwarves and their Subrace choices:
                                                                                                                                             
                                                                                                                                            Gold Dwarf: Unlike the shield dwarves, the gold dwarves maintained their great kingdom in the Great Rift and did not decline in terrible wars against evil humanoids. While they practiced some magic, they never acquired the hubris that caused the downfall of some human nations. Confident and secure in their remote home, the gold dwarves gained a reputation for haughtiness and pride.
                                                                                                                                             
                                                                                                                                            Since the Thunder Blessing, many young gold dwarves have left the Great Rift and are exploring the rest of Faerûn. The folk of other lands have learned that while some gold dwarves are aloof and suspicious, for the most part they are forthright warriors and shrewd traders.
                                                                                                                                            • Ability Adjustments: -2 Dex, +2 Cha.
                                                                                                                                            • Bonus Feats: Favored Enemy (Aberration).
                                                                                                                                            • Favored Class: Fighter.
                                                                                                                                            • Favored Alignment: Lawful neutral.
                                                                                                                                            • Application: No.
                                                                                                                                            • Keywords:gold dwarf.
                                                                                                                                            Grey Dwarf: Long ago, mind-flayers conquered the strongholds of clan Duergar of the dwarven kingdom of Shanatar. After generations of enslavement and cruel experimentation at the hands of the illithids, the duergar rose against their masters and regained their freedom. They emerged as a new subrace of dwarf with limited mental powers.
                                                                                                                                             
                                                                                                                                            The gray dwarves are an evil and bitter race, but retain the superior skill and workmanship of dwarvenkind. They have found a niche for themselves in the Underdark, creating armor and weapons to trade with the warring races of that realm. They seem to have been denied the Thunder Blessing.
                                                                                                                                             
                                                                                                                                            Duergar on the whole are evil, but some turn their backs on their fellows and seek a different sort of life. For some, this means abandoning the evil gods of the duergar and embracing the traditional pantheon, while for others it is a more practical betrayal, usually involving stealing from other gray dwarves. When discovered, an outcast is typically stripped of his possessions, tattooed on the face and arms to mark him as a criminal, and cast out under penalty of death. Some clans secretly aid their outcasts – or encourage them to leave before they are found out. To return is to die.
                                                                                                                                             
                                                                                                                                            This grim fate drives most outcasts to the surface, where they struggle to survive in an unwelcoming world. The surface dwarves hate the duergar because they turned to evil, and no other surface race holds much love for the gray dwarves. Most of the gray dwarves met by surface dwellers are tattooed exiles, although a small number were lucky or smart enough to leave before being discovered. Male and female duergar are bald, and women do not grow beards. They are much thinner than other dwarves, with severe facial expressions, gray hair, and gray skin.
                                                                                                                                            • Ability Adjustments: -2 Cha.
                                                                                                                                            • Skills: Listen +1, Spot +1, Move Silently +4.
                                                                                                                                            • Other: Light sensitivity.
                                                                                                                                            • Favored Class: Fighter.
                                                                                                                                            • Favored Alignment: Lawful evil.
                                                                                                                                            • Application: Yes.
                                                                                                                                            • Level Adjustment: 1.
                                                                                                                                            • Keywords: duergar, gray dwarf.
                                                                                                                                             
                                                                                                                                            Shield Dwarf(1): The sculpted halls and echoing chambers of dwarven kingdoms are scattered throughout the Underdark like forgotten necklaces of semiprecious stones. Dwarven kingdoms such as Xonathanur, Oghrann, and Gharraghaur taught the less civilized races of Faerûn what it meant to hold and wield power. Unlike the ancient human empires, the dwarves distrusted magic, so they were never seduced by the heights of magical folly that toppled Netheril and Imaskar. Instead, the dwarves become locked in eternal wars with goblin-kind and the other dwellers in the Underdark. One by one, the dwarven empires of the north failed, leaving only scattered survivors in the mountains or unconquered sections of the Underdark.
                                                                                                                                             
                                                                                                                                            The clans that survived these battles are the shield dwarves. For many human generations there were divided into two types: the Hidden, given to reclusion and secrecy, and the Wanderers, comfortable with other races and inclined to exploration. Since the Thunder Blessing, the older members of Hidden clans are beginning to change their hearts. Within a few decades the differences between Hidden and Wanderer may become meaningless.
                                                                                                                                            • Favored Alignment: Lawful neutral.
                                                                                                                                            • Application: No.
                                                                                                                                            • Keywords: N/A.
                                                                                                                                             
                                                                                                                                            Wild Dwarf: Wild dwarves, who call themselves "dur Authalar" (the People), are the primitive inhabitants of the Jungles of Chult and the Mhair and Black Jungles. They have largely rejected the clan-based craft and smith-oriented culture of their gold, gray, and shield dwarf cousins, choosing instead to live in hunting bands with ever-shifting memberships. Eschewing all trappings of civilization, wild dwarves live like beasts, engaged in an endless hunt for survival. Only those who dare the shadowy depths of Faerûn's southern hungles are even aware of the existence of this barbaric dwarven sub race, for these elusive hunters keep to the depths of their woodland homes.
                                                                                                                                             
                                                                                                                                            Wild dwarves are dark-skinned, short, and stout, with dark brown eyes. Their heavily tattoed bodies are covered with grease to ward off insects and make them hard to hold. Wild dwarves wear little except their long, woven hair, which serve as adequate clothing. They plaster their hair and skin with mud to form a crude armor when going to war.
                                                                                                                                            • Bonus Feats: Use Poison.
                                                                                                                                            • Skills: Lore +2.
                                                                                                                                            • Saves: Disease +4, poison +1.
                                                                                                                                            • Other: Damage resistance fire 5/-.
                                                                                                                                            • Favored Class: Ranger.
                                                                                                                                            • Favored Alignment: Lawful neutral.
                                                                                                                                            • Application: Yes.
                                                                                                                                            • Level Adjustment: 1.
                                                                                                                                            • Keywords: wild dwarf.
                                                                                                                                            [/hide][hide= Elves and their Subraces Choices:]Elves and their Subrace Choices:
                                                                                                                                             
                                                                                                                                            Drow: Descended from the original dark-skinned elven subrace called the illythiiri, the drow are cursed into their present appearance by the good elven deities for following the goddess Lolth down the path to evil and corruption. Also called dark elves, the drow have black skin that resembles polished obsidian and stark white or pale yellow hair. They commonly have very pale eyes (so pale as to be often mistaken for white) in shades of lilac, silver, pink, and blue. They also tend to be smaller and thinner than most elves. Most drow on the surface are evil and worship Vhaeraun, but some outcasts and renegades have a more neutral attitude.
                                                                                                                                            • Ability Adjustments: +2 Int, +2 Cha.
                                                                                                                                            • Bonus Feats: Darkvision.
                                                                                                                                            • Skills: Lore +1.
                                                                                                                                            • Saves: Will +2.
                                                                                                                                            • Other: Darkness (3) 1/day, light sensitivity, SR 11 + class level.
                                                                                                                                            • Favored Class: Wizard (male), cleric (female).
                                                                                                                                            • Favored Alignment: Neutral evil.
                                                                                                                                            • Application: Yes.
                                                                                                                                            • Level Adjustment: 2.
                                                                                                                                            • Keywords: dark elf, drow.
                                                                                                                                             
                                                                                                                                             
                                                                                                                                            Moon Elf(1): Moon elves are the most common sort of elves in Faerûn. Also called silver elves, they have fair skin (sometimes tinged with blue) and hair of silver-white, black, or blue (though rare, humanlike colors are possible). Their eyes are blue or green, with gold flecks. They are the elven subrace most tolerant of humankind and most half elves are descended from moon elves.
                                                                                                                                            • Favored Alignment: Chaotic good.
                                                                                                                                            • Application: No.
                                                                                                                                            • Keywords: N/A.
                                                                                                                                            Sun Elf: Sun elves are less common across Faerûn than moon elves, because most live on Evermeet, where non-elves are not allowed to tread. Also called gold elves, they have bronze skin; hair of golden blond, copper, or black; and green or gold eyes. They are seen as the most civilized and haughty of elves, preferring to remain separate from humankind and other non-elven races.
                                                                                                                                            • Ability Adjustments: -2 Dex, +2 Int.
                                                                                                                                            • Skills: Lore +1.
                                                                                                                                            • Favored Class: Wizard.
                                                                                                                                            • Favored Alignment: Lawful good, lawful neutral.
                                                                                                                                            • Application: No.
                                                                                                                                            • Keywords: sun elf.
                                                                                                                                             
                                                                                                                                             
                                                                                                                                            Wild Elf: The very rare wild elves are rarely seen by others, because they live in the heard of thick forests and they have incredible skill at keeping hidden. Also called green elves, their skin tends to be dark brown, and their hair ranges from black to light brown, lightening to silvery white with age.
                                                                                                                                            • Ability Adjustments: +2 Con, -2 Int.
                                                                                                                                            • Favored Class: Sorcerer.
                                                                                                                                            • Favored Alignment: Chaotic good.
                                                                                                                                            • Application: No.
                                                                                                                                            • Keywords: wild elf.
                                                                                                                                             
                                                                                                                                            Wood Elf: Wood elves are reclusive, but less so than the almost feral wild elves. Also called copper elves, they have coppery skin tinged with green, and brown, green, or hazel eyes. Their hair is usually brown or black, with blond and coppery red occasionally found.
                                                                                                                                            • Ability Adjustments: +2 Str, -2 Int, -2 Cha.
                                                                                                                                            • Favored Class: Ranger.
                                                                                                                                            • Favored Alignment: Chaotic good.
                                                                                                                                            • Application: No.
                                                                                                                                            • Keywords: wood elf.
                                                                                                                                            [/hide][hide=Gnomes and their Subrace Choices] Gnomes and their Subrace Choices:
                                                                                                                                             
                                                                                                                                            Svirfneblin: Hidden in the depths of the Underdark live the svirfneblin, or deep gnomes. Reclusive, suspicious, and resentful of intrusion into their cavern homes, the deep gnomes share little of the humor or openness of their surface cousins. Where a rock gnome community bursts with energy, excitement and laughter, a svirfneblin city is a dull and colorless place of echoing silence and furtive motion in the shadows. All hands are raised against the svirfneblin – or so the deep gnomes believe, anyway. The deep gnome may be the world's stealthiest and most elusive folk.
                                                                                                                                             
                                                                                                                                            Centuries upon centuries of surviving the deadly perils of the Underdark have bred in this race an amazing gift for avoiding attention. In their cavern homes, they are nearly undetectable with magic and even in the strange and threatening (to them) surface world, the deep gnome's natural stealth makes them difficult to spot or catch. Svirfneblin have gnarled physiques, brown or gray skin, gray eyes, and gray hair (although males are bald). Then tend to be sullen, withdrawn, and suspicious to a fault.
                                                                                                                                            • Ability Adjustments:+2 Dex, -2 Con, +2 Wis, -4 Cha.
                                                                                                                                            • Bonus Feats: Darkvision. Skills: Craft Trap +2, Hide +2. Saves: Universal +2 universal.
                                                                                                                                            • Bonus AC: +4 (natural).
                                                                                                                                            • Other: Light sensitivity, blindness/deafness (3) 1/day, Blur 1/day, SR 11 + class level.
                                                                                                                                            • Favored Class: Rogue.
                                                                                                                                            • Favored Alignment: Any neutral.
                                                                                                                                            • Application: Yes.
                                                                                                                                            • Level Adjustment: 3.
                                                                                                                                            • Keywords: deep gnome, svirfneblin.
                                                                                                                                            Rock Gnome(1): Rock Gnomes are the most common type of gnomes in Faerûn, and are usually just called gnomes since they are the only sort that surface dwellers ever see. They are inquisitive, irrepressible, and at times insincere. Equipped by nature with keen curiosity and a knack for mechanical workings, gnomes excel at intricate crafts such as gemcutting, toymaking and clockwork engineering.
                                                                                                                                            • Favored Alignment: Neutral good.
                                                                                                                                            • Application: No.
                                                                                                                                            • Keywords: N/A.
                                                                                                                                            [/hide][hide=Half-Elves and their Subrace Choices] Half-Elves and their Subrace Choices:
                                                                                                                                             
                                                                                                                                            Deep Imaskari: Secret and few, the deep Imaskari are heirs to the lost empire of Imaskar. One of the earliest human empires, Imaskar rose in what is now the Dust Desert and Plains of Purple Dust. Wizard-kings of heady power, the Imaskari were destroyed by the slaves they had abducted from other worlds (who eventually became the folk of Mulhorand and Unther) and the machinations of unusual creatures of their own creation (the phaerimms). Their empire crumblind, the Imaskari faded away into history, leaving behind nothing but mysterious ruins. A secret few, however, charged with epic wizardry, managed to preserve themselves and their kin. Fleeing deep into the bowels of the earth, they sealed themselves away from both the knowledge and reciminations of the surface world.
                                                                                                                                             
                                                                                                                                            A deep Imaskari appears mostly human. Her skin looks pale and stonelike, as if expertly sculpted from the finest veined marble, though it is as soft as human skin to the touch (this stonelike appearance is a remnant of the magical alteration that all the Imaskari underwent to survive in Deep Imaskar). Otherwise, a deep Imaskari is tall and slender -- a typical male stands bewtween 5-3/4 and 6 feet high and weighs around 160 pounds, and a female is about half a foot shorter and 40 pounds lighter.
                                                                                                                                            • Ability Adjustments: -2 Dex, +2 Int.
                                                                                                                                            • Bonus Feats: Darkvision.
                                                                                                                                            • Skills: Hide +4.
                                                                                                                                            • Other: Bonus spell slot wizard, level 1.
                                                                                                                                            • Favored Class: Wizard.
                                                                                                                                            • Favored Alignment: Any netrual, any evil.
                                                                                                                                            • Application: Yes.
                                                                                                                                            • Level Adjustment: 1.
                                                                                                                                            • Keywords: deep imaskari.
                                                                                                                                            Half-Drow: Half-drow have dusky skin, silver or white hair, and a broad range of eye colors. They are often just as dark-hearted as their elven parents, but with a bitter resentment that comes from knowing that they are considered second-class members of drow society. In human society, half-drow are distrusted nearly as much as their full-blooded cousins. Despite this, good half-drow are much less rare than good drow. Whether this has to do with the influence of their human blood, or the desire to rebel against the drow who treat them so poorly, is difficult to tell.
                                                                                                                                            • Skills: Bluff +2.
                                                                                                                                            • Favored Alignment: Chaotic evil.
                                                                                                                                            • Application: Yes.
                                                                                                                                            • Keywords: half-drow, half drow.
                                                                                                                                            Half-elf(1): Half-elves have the curiosity and ambition of their human parent, with the refined senses and love of nature of their elven parent, though they are outsiders among both cultures. To humans, half-elves look like elves. To elves, they look like humans. Half-elves are paler, fairer, and smoother-skinned than their human parents, but their actual skin tones and other details vary just as human features do. Half-elves tend to have green, elven eyes.
                                                                                                                                            • Favored Alignment: Any.
                                                                                                                                            • Application: No.
                                                                                                                                            • Keywords: N/A.
                                                                                                                                            Hobgobblin: Hobgoblins are the larger cousins of goblins, and far more aggressive. They are at constant war with elves and harbor a deep hatred of them. Hobgoblins stand over 6 feet tall, with reddish-brown hair and fur-covered hide. These creatures have a strong grasp of strategy and tactics, and are capable of developing sophisticated battle plans. Their society is geared toward military activities, with young being raised for battle. Under the leadership of a skilled warrior, hobgoblin bands can be formidable opponents.
                                                                                                                                            • Racial Type: Goblinoid.
                                                                                                                                            • Ability Adjustments: +2 Dex, +2 Con.
                                                                                                                                            • Removed Feats: Sleeplessness, Hardiness vs. Enchantments, Partial Skill Affinity (Listen), Partial Skill Affinity (Search), Partial Skill Affinity (Spot), Low-light Vision.
                                                                                                                                            • Bonus Feats: Darkvision.
                                                                                                                                            • Skills: Move Silently +4.
                                                                                                                                            • Favored Class: Fighter.
                                                                                                                                            • Favored Alignment: Lawful evil.
                                                                                                                                            • Application: Yes.
                                                                                                                                            • Level Adjustment: 1.
                                                                                                                                            • Keywords: hobgoblin.
                                                                                                                                            Gnoll: Gnolls appear as anthropomorphic hyenas. They are usually around seven feet tall and use armor made of horn, metal plates, and leather, and large weapons. Gnolls are generally depicted as savage, barbaric creatures that often practice cannibalism, and enjoy eating the flesh of other sentient species. Gnolls are not especially strong or intelligent, but they are cunning and, when pressed, will fight to the death.
                                                                                                                                            • Racial Type: Goblinoid.
                                                                                                                                            • Ability Adjustments: +4 Str, +2 Con, -2 Int, -2 Cha.
                                                                                                                                            • Bonus AC: +1 (natural).
                                                                                                                                            • Favored Class: Ranger.
                                                                                                                                            • Favored Alignment: Chaotic evil.
                                                                                                                                            • Application: Yes.
                                                                                                                                            • Level Adjustment: 1.
                                                                                                                                            • Keywords: gnoll.
                                                                                                                                            [/hide][hide=Halfings and their subrace choices:] Halflings and their subrace choices:
                                                                                                                                             
                                                                                                                                            Ghostwise Halfling: These wild, nearly feral halflings rarely leave their confines of the deep forests. Strange and reclusive, they form close-knit communities because of their amazing talents and are uncomfortable with strangers. Like other halflings, they refer to themselves as the hin. They do not have a name for their race, because their culture is almost entirely cut off from outside world, and their awareness of other kinds of halflings is very low.
                                                                                                                                            • Removed Feats: Lucky.
                                                                                                                                            • Favored Class: Ranger.
                                                                                                                                            • Favored Alignment: Any neutral.
                                                                                                                                            • Application: Yes.
                                                                                                                                            • Keywords: ghostwise halfling.
                                                                                                                                            Lightfoot Halfling(1): The most common type of halfling seen in the world, the lightfoots are the most likely to give in to their desire to wander. They are at home living side by side with folk of many different races and cultures. Lightfoot halflings are more likely to worship non-halfling deities than any other halfing subrace.
                                                                                                                                            • Favored Alignment: Neutral good, chaotic good.
                                                                                                                                            • Application: No.
                                                                                                                                            • Keywords: N/A.
                                                                                                                                            Stargazer Halfling: The secretive stargazer halflings are a separate sub race who make their homes in the uncivilized parts of the archipelago. Although universally nocturnal and uncivilized, the stargazers maintain a highly distinct cultural identity between their many different tribes. While some tribes are peaceful and prefer contemplative study of the nightsky above, others practice cannibalism and hunt any intruder. Surrounded by myth, misunderstanding, and secrets, the stargazers are an important group of the archipelago.
                                                                                                                                             
                                                                                                                                            Stargazers are noticeably paler than other halflings, but otherwise resemble their cousins.
                                                                                                                                            • Removed Feats: Lucky.
                                                                                                                                            • Bonus Feats: Darkvision.
                                                                                                                                            • Skills: Animal Empathy +2, Discipline +2, Lore +2, Tumble +2.
                                                                                                                                            • Favored Class: Barbarian.
                                                                                                                                            • Favored Alignment: Any.
                                                                                                                                            • Application: Yes.
                                                                                                                                            • Keywords: stargazer halfling.
                                                                                                                                            Strongheart Halfling: While the lightfoot halflings value the experience of travel and sight of new lands and peoples, the stronghearts are a more organized, orderly, and industrious race. They build to last and fiercely defend their homelands against threats that their lightfoot kin would simply flee. Northland humans familiar with the easygoing ways of the lightfoot halflings are surprised to learn that some halflings are capable of a warrior tradition and aren't afraid to show a hint of arrogance or confidence in their own abilities and strengths. Strongheart halflings enjoy athletic contests and value exceptional skills of all kinds.
                                                                                                                                            • Removed Feats: Lucky.
                                                                                                                                            • Bonus Feats: Strong Soul.
                                                                                                                                            • Favored Class: Fighter.
                                                                                                                                            • Favored Alignment: Neutral good.
                                                                                                                                            • Application: No.
                                                                                                                                            • Keywords: strongheart halfling.
                                                                                                                                            Goblin: Mortal enemies of halflings and gnomes, respectively, and just general enemies of pretty much everyone else, the filthy goblins and kobolds are a menace to societies everywhere. Although fiercely territorial and mostly far away from heavily populated areas, they do not often shy away from raiding when the potential is good; and where they are seldomly more than a nuisance when alone, in great numbers they can cause great havoc.
                                                                                                                                             
                                                                                                                                            Goblins stand at 3 to 3-1/2 feet tall at 40 to 45 pounds, with dull and glazed eyes in colors ranging from red to yellow -- much like the color of their skin.
                                                                                                                                             
                                                                                                                                            NB: As a special case, goblin and kobold characters are excempt from all rules of OOC courtesy in PvP normally extended to other races. Ideally, the harsh survival should be the main attraction of these two races, and as such they are fair targets at all times (assuming no other rules are broken). While they may still defend themselves if attacked, this is a one way rule. Applications for these races are also especially easy to have approved because of this.
                                                                                                                                            • Racial Type: Goblinoid.
                                                                                                                                            • Ability Adjustments: -2 Cha.
                                                                                                                                            • Removed Feats: Lucky.
                                                                                                                                            • Skills: Move Silently +2, Listen -2.
                                                                                                                                            • Saves: Fear -1.
                                                                                                                                            • Favored Class: Rogue.
                                                                                                                                            • Favored Alignment: Neutral evil.
                                                                                                                                            • Application: Yes.
                                                                                                                                            • Keywords: goblin.
                                                                                                                                            Kobold: Mortal enemies of halflings and gnomes, respectively, and just general enemies of pretty much everyone else, the filthy goblins and kobolds are a menace to societies everywhere. Although fiercely territorial and mostly far away from heavily populated areas, they do not often shy away from raiding when the potential is good; and where they are seldomly more than a nuisance when alone, in great numbers they can cause great havoc.
                                                                                                                                             
                                                                                                                                            Kobolds reach heights of only 2 to 2-1/2 feet, have scaly skin in dark rusty brown to near black shades, glowing red eyes, and nonprehensile tails.
                                                                                                                                             
                                                                                                                                            NB: As a special case, goblin and kobold characters are excempt from all rules of OOC courtesy in PvP normally extended to other races. Ideally, the harsh survival should be the main attraction of these two races, and as such they are fair targets at all times (assuming no other rules are broken). While they may still defend themselves if attacked, this is a one way rule. Applications for these races are also especially easy to have approved because of this.
                                                                                                                                            • Racial Type: Reptilian.
                                                                                                                                            • Ability Adjustments: -2 Str, -2 Con.
                                                                                                                                            • Removed Feats: Lucky.
                                                                                                                                            • Bonus Feats: Dodge.
                                                                                                                                            • Skills: Search +2
                                                                                                                                            • Bonus AC: +1 (natural).
                                                                                                                                            • Favored Class: Sorcerer.
                                                                                                                                            • Favored Alignment: Lawful evil.
                                                                                                                                            • Application: Yes.
                                                                                                                                            • Keywords: kobold.
                                                                                                                                            [/hide][hide=Half-Orcs and their subrace choices:] Half-Orcs and their subrace choices:
                                                                                                                                             
                                                                                                                                            Half-Orc(1): Half-Orcs are the short-tempered and sullen result of human and orc pairings. They would rather act than ponder and would rather fight than argue. They love simple pleasures, such as feasting, boasting, and wild dancing. They are an asset at the right sort of party, but not at the duchess's grand ball. Half-orcs are as tall as humans but their brutish features betray their lineage. They also regard scars as tokens of pride and things of beauty.
                                                                                                                                            • Favored Alignment: Any.
                                                                                                                                            • Application: No.
                                                                                                                                            • Keywords: N/A.
                                                                                                                                            Orog: Orogs are very similar in appearance to large mountain orcs, except for somewhat larger ears and huge, pale eyes adjusted to the luminosity of the Underdark. They average six and a half feet in height.
                                                                                                                                             
                                                                                                                                            Over the years, orogs have become excellent at forging arms and armor from the many metals of the Underdark, equipment they will only rarely leave without.
                                                                                                                                            • Racial Type: Orc.
                                                                                                                                            • Ability Adjustments: +4 Str, -2 Dex, +2 Int, -2 Wis, +4 Cha.
                                                                                                                                            • Bonus Feats: Weapon Proficiency (Martial)
                                                                                                                                            • Skills: Craft Armor +2, Craft Weapon +2, Lore +5.
                                                                                                                                            • Bonus AC: +2 (natural).
                                                                                                                                            • Other: Damage resistance cold 5/-, fire 5/-, light sensitivity.
                                                                                                                                            • Favored Class: Fighter.
                                                                                                                                            • Favored Alignment: Chaotic evil.
                                                                                                                                            • Application: Yes.
                                                                                                                                            • Level Adjustment: 2.
                                                                                                                                            • Keywords: deep orc, orog.
                                                                                                                                            Grey Orc: The orcs of the eastern lands are concentrated in the Moonsea and Endless Wastes today, with a much smaller number scattered through the various lands that lie between. A gray orc looks less bestial than their more savage norther kin, but is still obviously nonhuman. They are somewhat hairy, with long manes of bristly hair on their heads, shoulders, and backs. Their faces are less porcine than the mountain orcs, with the exception of their tusks. They have yellow, orange, or red eyes, lupine ears, and black or gray hair. Gray orcs are more apt to wear "civilized" clothing than mountain orcs, and prefer varying shades of brown, black, blue, and other dark colors. Skin tones tend towards gray with mottled patches of lighter or darker gray on the chest and flanks.
                                                                                                                                            • Racial Type: Orc.
                                                                                                                                            • Ability Adjustments: +2 Wis.
                                                                                                                                            • Bonus Feats: Weapon Proficiency (Martial).
                                                                                                                                            • Other: Light sensitivity.
                                                                                                                                            • Favored Class: Cleric.
                                                                                                                                            • Favored Alignment: Chaotic evil.
                                                                                                                                            • Application: Yes.
                                                                                                                                            • Level Adjustment: 1.
                                                                                                                                            • Keywords: gray orc.
                                                                                                                                            Mountain Orc: The orcs of the North and Spine of the World comprise the oldest and most numerous of the various orc sub races active on Faerûn. In fact, many people assume that all orcs are like the savage warmongers found in these regions, and do not identify gray orcs or even half-orcs as separate races.
                                                                                                                                             
                                                                                                                                            A mountain orc is quite obviously a monstrous creature to most of the civilized folk of Faerûn. Mountain orcs look vaguely like primitive humans but are a fair bit taller at seven or more feet in height; a rare few exceed eight feet in height. They have stocky, powerful necks, and their bestial heads seem to sit directly on their massive shoulders. Their eyes are always a deep shade of red, and their faces are dominated by porcine snouts and large tusks. Mountain orcs often weave braids and tiny bones into their thick matted hair, which is usually black. Their clothing is crude and primitve, often composed of unpleasant colors like blood red, mustard yellow, yellow-green, and deep purple. Far from the cleanest race on Faerûn, they delight in deocrating their bodies with scars and warpaint.
                                                                                                                                            • Racial Type: Orc.
                                                                                                                                            • Ability Adjustments: +2 Str, -2 Wis.
                                                                                                                                            • Bonus Feats: Weapon Proficiency (Martial).
                                                                                                                                            • Other: Light sensitivity.
                                                                                                                                            • Favored Class: Barbarian.
                                                                                                                                            • Favored Alignment: Chaotic evil.
                                                                                                                                            • Application: Yes.
                                                                                                                                            • Keywords: mountain orc.
                                                                                                                                            Lizardfolk: Lizardfolk are primitive reptilian humanoids that can be very dangerous if provoked. Their society is strictly patriarchal, the most powerful member ruling over the others. Shamans offer advice but rarely become leaders themselves. Survival is the utmost concern of lizardfolk, and a threatened or starving tribe will go to incredible lengths (even committing deeds considered abominable by other humanoids) to ensure its continued existence.
                                                                                                                                             
                                                                                                                                            Most tribes live in swamps, but about a third of the population lives in underwater air-filled caves. They survive by fishing, gathering, and scavenging, while those that live near other himanoids make raids for food, supplies, and slaves.
                                                                                                                                             
                                                                                                                                            Lizardfolk are usually 6 to 7 fet tall with green, gray, or brown scales. Their tails, at 3 to 4 feet's length, are used for balance. Lizardfolk average between 200 and 250 pounds. Their patron deity is Semuanya, whose chief concern is the survival and propagation of its charges.
                                                                                                                                            • Racial Type: Reptilian.
                                                                                                                                            • Ability Adjustments: +2 Con, +2 Cha.
                                                                                                                                            • Removed Feats: Sleeplessness, Hardiness vs. Enchantments, Partial Skill Affinity (Listen), Partial Skill Affinity (Search), Partial Skill Affinity (Spot), Low-light Vision.
                                                                                                                                            • Bonus Feats: Shield Proficiency, Weapon Proficiency (Simple).
                                                                                                                                            • Skills: Tumble +4.
                                                                                                                                            • Saves: Reflex +3.
                                                                                                                                            • Bonus AC: +5 (natural).
                                                                                                                                            • Favored Class: Druid.
                                                                                                                                            • Favored Alignment: Any neutral, any evil.
                                                                                                                                            • Application: Yes.
                                                                                                                                            • Level Adjustment: 2.
                                                                                                                                            • Keywords: lizardfolk.
                                                                                                                                            Bugbear: Bugbears are the biggest and the strongest of the goblinoid races, and are more aggressive than their smaller relatives. They survive primarily by hunting weaker creatures. Although not related to bears, they have hide and claws that resemble those of their namesake. Bugbears are muscular and stand seven feet tall. They prefer to dwell in temperate, mountainous regions, living in small tribal units.
                                                                                                                                            • Racial Type: Goblinoid.
                                                                                                                                            • Ability Adjustments: +2 Str, +2 Dex, +2 Con.
                                                                                                                                            • Skills: Move Silently +4.
                                                                                                                                            • Saves: Fortitude +1, Reflex +3, Will +1.
                                                                                                                                            • Bonus AC: +3 (natural).
                                                                                                                                            • Favored Class: Rogue.
                                                                                                                                            • Favored Alignment: Chaotic evil.
                                                                                                                                            • Application: Yes.
                                                                                                                                            • Level Adjustment: 3.
                                                                                                                                            • Keywords: bugbear.
                                                                                                                                            Minotaur: Minotaurs stand quite large at over seven feet, horns not included. They are covered in short, shaggy fur in colours ranging from a light brown to jet-black, which scales in thickness according to the environment's temperature. Minotaur horns measure anywhere from just a few inches for young female minotaurs up to two feet for ancient bulls, either straight or varying degrees of curved in colours ranging from white-gray to black.
                                                                                                                                            • Racial Type: Monstrous.
                                                                                                                                            • Ability Adjustments: +6 Str, +4 Con, -2 Int.
                                                                                                                                            • Bonus Feats: Weapon Proficiency (Martial), Weapon Proficiency (Simple).
                                                                                                                                            • Skills: Listen +4, Search +4, Spot +4.
                                                                                                                                            • Bonus AC: +5 (natural).
                                                                                                                                            • Other: Spell immunity charm person, hold person.
                                                                                                                                            • Favored Class: Barbarian.
                                                                                                                                            • Favored Alignment: Chaotic evil.
                                                                                                                                            • Application: Yes.
                                                                                                                                            • Level Adjustment: 2.
                                                                                                                                            • Keywords: minotaur.
                                                                                                                                            Ogre: Big, ugly, and greedy creatures, ogres survive by raiding and scavenging. They associate freely with giants and trolls to prey on the weak.
                                                                                                                                             
                                                                                                                                            Ogres are notoriously bad-tempered, tending to solve problems by smashing them, or fleeing or ignoring them if that fails. They are not difficult neither when it comes to homes nor food; they will settle almost anywhere and eat nearly anything that can be caught, stolen, or slain.
                                                                                                                                             
                                                                                                                                            An adult ogre reaches nine to ten feet in height and weighs in at 650 pounds, with skin colours ranging from dull yellow to dull brown.
                                                                                                                                            • Racial Type: Giant.
                                                                                                                                            • Ability Adjustments: +8 Str, -2 Dex, +4 Con, -2 Int, -2 Cha.
                                                                                                                                            • Bonus Feats: Armor Proficiency (Light), Armor Proficiency (Medium), Shield Proficiency, Weapon Proficiency (Martial), Weapon Proficiency (Simple)
                                                                                                                                            • Bonus AC: +5 (natural).
                                                                                                                                            • Favored Class: Barbarian.
                                                                                                                                            • Favored Alignment: Chaotic evil.
                                                                                                                                            • Application: Yes.
                                                                                                                                            • Level Adjustment: 3.
                                                                                                                                            • Keywords: ogre.
                                                                                                                                            Troglodyte: Troglodytes are revolting, warmongering lizards who savour the taste of their enemies, humanoids in particular. Their ferocity and innate cunning more than compensate for their low intelligence. Fiercely territorial, and thoroughly evil, they often lead bloody raids against humanoid settlements or ambush caravans that get too close to their hunting grounds. Sometimes, they even expand their hunting grounds just to excuse a raid.
                                                                                                                                            • Racial Type: Reptilian.
                                                                                                                                            • Ability Adjustments: -2 Str, +4 Con, +2 Cha.
                                                                                                                                            • Skills: Hide +4.
                                                                                                                                            • Bonus AC: +6 (natural).
                                                                                                                                            • Other: Stinking cloud (5) 1/day.
                                                                                                                                            • Favored Class: Cleric.
                                                                                                                                            • Favored Alignment: Chaotic evil.
                                                                                                                                            • Application: Yes.
                                                                                                                                            • Level Adjustment: 2.
                                                                                                                                            • Keywords: troglodyte.
                                                                                                                                            [/hide][hide=Humans and their subrace choices:] Humans and their subrace choices:
                                                                                                                                             
                                                                                                                                             
                                                                                                                                            Air Genasi: Air genasi are fast and free-willed. Because the traits that identify an air genasi are subtle, many go unrecognized for what they are for many years and are sometimes mistaken for sorcerers. Those who are overtly different quickly learn to disguise their nature from common folk, at least until they are able to protect themselves and struke out on their own.
                                                                                                                                            Air genasi look human except for one or two distinguishing featers related to their elemental ancestor, such as light blue skin, white hair, or flesh that is cool to the touch.
                                                                                                                                            • Ability Adjustments: +2 Dex, +2 Int, -2 Wis, -2 Cha.
                                                                                                                                            • Other: Choke immunity, spell immunity cloud of bewilderment, cloudkill, drown, mind fog, stinking cloud.
                                                                                                                                            • Favored Class: Fighter.
                                                                                                                                            • Favored Alignment: Any neutral.
                                                                                                                                            • Application: Yes.
                                                                                                                                            • Level Adjustment: 1.
                                                                                                                                            • Keywords: air genasi.
                                                                                                                                            Earth Genasi: Earth genasi are patient, stubborn, and contemplative in their decision making. Marked at birth with obvious traits reflecting their heritage, earth genasi are often shunned by others, but their physical gifts make them able to defend themselves against most attackers. Earth genasi are obviously not human, but have mostly human features except for one or two distinguishing traits related to their elemental ancestors like earthlike skin, eyes like black pits or gems, very large hands or feet, iron gray hair, or metallic sheen to skin or hair.
                                                                                                                                            • Ability Adjustments: +2 Str, +2 Con, -2 Wis, -2 Cha.
                                                                                                                                            • Favored Class: Fighter.
                                                                                                                                            • Favored Alignment: Any neutral.
                                                                                                                                            • Application: Yes.
                                                                                                                                            • Level Adjustment: 1.
                                                                                                                                            • Keywords: earth genasi.
                                                                                                                                            Fire Genasi: Fire genasi are usually thought of as hot-blooded and quick to anger, and they hvae earned that reputation. Mercurial, proud, and often fearless, they are not content to sit and watch the world pass them by. Fire genasi have obvious physical traits that mark them as different from humans, and they are often the target of mistrust and persecution. Some fire genasi are able to use their quick wits to turn the tables on their tormentors, while others find that their barbed words only make their foes more angry. Many fire genasi are destroyed as infants by their own parents, who fear that they are demonspawn.
                                                                                                                                             
                                                                                                                                            Fire genasi often have charcoal gray or deep red skin, red-hued hair, eyes that glow when the genasi is angry, or a constant smell of smoke about them.
                                                                                                                                            • Ability Adjustments: +2 Int, -2 Cha.
                                                                                                                                            • Saves: Fire +1, +1/5 levels.
                                                                                                                                            • Favored Class: Fighter.
                                                                                                                                            • Favored Alignment: Any neutral.
                                                                                                                                            • Application: Yes.
                                                                                                                                            • Level Adjustment: 1.
                                                                                                                                            • Keywords: fire genasi.
                                                                                                                                            Water Genasi: Water genasi are patient and indepentent, used to solving problems on their own and not afraid to take a lot of time doing so. At times they are fierce and destructive like terrible storms, but more often than not they present a tranquil appearance, despite whatever emotions run underneath that quiet surface. Because their elemental forebear usually has no interest in them, water genasi are often abandoned by their human parents and raised instead by aquatic cratures such as aquatic elves, dolphins, locatha, merfolk, sahuagin, or even aboleths. Water genasi usually leave their parents (real or adoptive) upon reaching maturity, taking to the open sea in order to explore, learn, and develop their own personality and place in the world.
                                                                                                                                             
                                                                                                                                            Water genasi are set apart from humans in appearance with traits such as lightly scaled skin, blue-green skin or hair, or webbed hands and feet.
                                                                                                                                            • Ability Adjustments: +2 Con, -2 Cha.
                                                                                                                                            • Other: Water breathing.
                                                                                                                                            • Favored Class: Fighter.
                                                                                                                                            • Favored Alignment: Any neutral.
                                                                                                                                            • Application: Yes.
                                                                                                                                            • Level Adjustment: 1.
                                                                                                                                            • Keywords: water genasi.
                                                                                                                                            Human(1): Humans are the most adaptable of the common races. Short generations and a penchant for migration and conquest mean they are very physically diverse as well. Skin shades range from nearly black to very pale, hair from black to blond, and facial hair (for men) from sparse to thick. Humans are often unorthodox in their dress, sporting unusual hairstyles, fanciful clothes, tattoos, and the like.
                                                                                                                                            • Favored Alignment: Any.
                                                                                                                                            • Application: No.
                                                                                                                                            • Keywords: N/A.
                                                                                                                                            Tiefling: Because they are descended from evil outsiders, those who know of their ancestry immediately consider most tieflings evil and untrustworthy. Not all tieflings are evil or untrustworthy, but enough are that the prejudice tends to cling. Some tieflings have a minor physical trait suggesting their heritage, such as pointed teeth, red eyes, small horns, the odor of brimstone, cloven feet, or just an unnatural aura of wrongness. Those descended from an infernal minion of a Faerûnian deity often carry a birthmark of the deity’s holy symbol or another trait related to that evil faith.
                                                                                                                                            • Ability Adjustments: +2 Dex, +2 Int, -2 Cha.
                                                                                                                                            • Removed Feats: Sleeplessness, Hardiness vs. Enchantments, Partial Skill Affinity (Listen), Partial Skill Affinity (Search), Partial Skill Affinity (Spot), Low-light Vision.
                                                                                                                                            • Bonus Feats: Darkvision.
                                                                                                                                            • Skills: Bluff +2, Hide +2, Lore +1.
                                                                                                                                            • Other: Damage resistance cold 5/-, electrical 5/-, fire 5/-, darkness (3) 1/day.
                                                                                                                                            • Favored Class: Rogue.
                                                                                                                                            • Favored Alignment: Chaotic neutral.
                                                                                                                                            • Application: Yes.
                                                                                                                                            • Level Adjustment: 1.
                                                                                                                                            • Keywords: tiefling.
                                                                                                                                            Aasimar: Carrying the blood of a celestial, an aasimar is usually good-aligned and fights against evil in the world. Some have a minor trait suggesting their heritage, such as silver hair, golden eyes, or an unnaturally intense stare. Those descended from a celestial minion of a Faerûnian deity often carry a birthmark in the shape of the deity's holy symbol or some other mark significant to that faith.
                                                                                                                                            • Ability Adjustments: +2 Cha, +2 Wis.
                                                                                                                                            • Removed Feats: Sleeplessness, Hardiness vs. Enchantments, Partial Skill Affinity (Listen), Partial Skill Affinity (Search), Partial Skill Affinity (Spot), Low-light Vision.
                                                                                                                                            • Bonus Feats: Darkvision.
                                                                                                                                            • Skills: Listen +2, Spot +2.
                                                                                                                                            • Other: Damage resistance acid 5/-, cold 5/-, electrical 5/-, light (5) 1/day.
                                                                                                                                            • Favored Class: Paladin.
                                                                                                                                            • Favored Alignment: Lawful good.
                                                                                                                                            • Application: Yes.
                                                                                                                                            • Level Adjustment: 1.
                                                                                                                                            • Keywords: aasimar.
                                                                                                                                            [/hide][hide=Any Race's Subrace:] Any Race's Subrace:
                                                                                                                                             
                                                                                                                                            Wereboar: The harsh life of the two-faced lycanthrope makes for a fight-or-die mentality in most cases. While some gladly embrace their fates, others consider their situation more of a curse, but common for all is that the animalistic drives of their alter egos always get the better of them. Whether intentionally or not (but mostly intentionally), death follows in the wake of shapeshifters everywhere.
                                                                                                                                             
                                                                                                                                            Over time, lycanthropes commonly adopt traits of their other half, such as whisker-like hair, refined senses, or fast growing nails. Sinister nature complemented by freakish appearances means lycanthropes rarely die to natural causes.
                                                                                                                                             
                                                                                                                                            Adjustments to animal and hybrid forms are applied on top of any adjustments to the base race.
                                                                                                                                             
                                                                                                                                            Base form:
                                                                                                                                            • Racial Type: Shapechanger.
                                                                                                                                            • Ability Adjustments: +2 Wis.
                                                                                                                                            • Bonus Feats: Alertness, Iron Will, Low-light Vision, Toughness, Weapon Proficiency (Creature).
                                                                                                                                            • Skills: Listen +7, Spot +5
                                                                                                                                            • Saves: Fortitude +3, Reflex +3, Will +1.
                                                                                                                                            • Bonus AC: +2 (natural).
                                                                                                                                            • Favored Class: Any.
                                                                                                                                            • Favored Alignment: Neutral evil.
                                                                                                                                            • Application: Yes.
                                                                                                                                            • Level Adjustment: 3.
                                                                                                                                            • Keywords: wereboar.
                                                                                                                                            Animal/hybrid form:
                                                                                                                                            • Ability Adjustments: +4 Str, +6 Con.
                                                                                                                                            • Other: DR 10/+1.
                                                                                                                                            Werecat: The harsh life of the two-faced lycanthrope makes for a fight-or-die mentality in most cases. While some gladly embrace their fates, others consider their situation more of a curse, but common for all is that the animalistic drives of their alter egos always get the better of them. Whether intentionally or not (but mostly intentionally), death follows in the wake of shapeshifters everywhere.
                                                                                                                                             
                                                                                                                                            Over time, lycanthropes commonly adopt traits of their other half, such as whisker-like hair, refined senses, or fast growing nails. Sinister nature complemented by freakish appearances means lycanthropes rarely die to natural causes.
                                                                                                                                             
                                                                                                                                            Adjustments to animal and hybrid forms are applied on top of any adjustments to the base race.
                                                                                                                                             
                                                                                                                                            Base form:
                                                                                                                                            • Racial Type: Shapechanger.
                                                                                                                                            • Ability Adjustments: +2 Wis.
                                                                                                                                            • Bonus Feats: Iron Will, Low-light Vision, Stealthy, Toughness, Weapon Finesse, Weapon Proficiency (Creature).
                                                                                                                                            • Skills: Hide +3, Listen +3, Move Silently +3, Spot +3, Tumble +4.
                                                                                                                                            • Saves: Fortitude +2, Reflex +4, Will +1.
                                                                                                                                            • Bonus AC: +2 (natural).
                                                                                                                                            • Favored Class: Any.
                                                                                                                                            • Favored Alignment: Chaotic evil.
                                                                                                                                            • Application: Yes.
                                                                                                                                            • Level Adjustment: 3.
                                                                                                                                            • Keywords: werecat.
                                                                                                                                            Animal/hybrid form:
                                                                                                                                            • Ability Adjustments: -4 Str, +6 Dex, +2 Con.
                                                                                                                                            • Saves: Fortitude +4, Reflex -1, Will +1.
                                                                                                                                            • Other: DR 10/+1.
                                                                                                                                            Wererat: The harsh life of the two-faced lycanthrope makes for a fight-or-die mentality in most cases. While some gladly embrace their fates, others consider their situation more of a curse, but common for all is that the animalistic drives of their alter egos always get the better of them. Whether intentionally or not (but mostly intentionally), death follows in the wake of shapeshifters everywhere.
                                                                                                                                             
                                                                                                                                            Over time, lycanthropes commonly adopt traits of their other half, such as whisker-like hair, refined senses, or fast growing nails. Sinister nature complemented by freakish appearances means lycanthropes rarely die to natural causes.
                                                                                                                                             
                                                                                                                                            Adjustments to animal and hybrid forms are applied on top of any adjustments to the base race.
                                                                                                                                             
                                                                                                                                            Base form:
                                                                                                                                            • Racial Type: Shapechanger.
                                                                                                                                            • Ability Adjustments: +2 Wis.
                                                                                                                                            • Bonus Feats: Alertness, Iron Will, Low-light Vision, Weapon Finesse, Weapon Proficiency (Creature).
                                                                                                                                            • Skills: Hide +8, Listen +4, Move Silently +4, Spot +4.
                                                                                                                                            • Saves: Fortitude +3, Reflex +5, Will +3.
                                                                                                                                            • Bonus AC: +2 (natural).
                                                                                                                                            • Favored Class: Any.
                                                                                                                                            • Favored Alignment: Lawful evil.
                                                                                                                                            • Application: Yes.
                                                                                                                                            • Level Adjustment: 3.
                                                                                                                                            • Keywords: wererat.
                                                                                                                                            Animal/hybrid form:
                                                                                                                                            • Ability Adjustments: +6 Dex, +2 Con.
                                                                                                                                            • Saves: Fortitude +3, Reflex -2, Will -1.
                                                                                                                                            • Other: DR 10/+1.
                                                                                                                                            Werewolf: The harsh life of the two-faced lycanthrope makes for a fight-or-die mentality in most cases. While some gladly embrace their fates, others consider their situation more of a curse, but common for all is that the animalistic drives of their alter egos always get the better of them. Whether intentionally or not (but mostly intentionally), death follows in the wake of shapeshifters everywhere.
                                                                                                                                             
                                                                                                                                            Over time, lycanthropes commonly adopt traits of their other half, such as whisker-like hair, refined senses, or fast growing nails. Sinister nature complemented by freakish appearances means lycanthropes rarely die to natural causes.
                                                                                                                                             
                                                                                                                                            Adjustments to animal and hybrid forms are applied on top of any adjustments to the base race.
                                                                                                                                             
                                                                                                                                            Base form:
                                                                                                                                            • Racial Type: Shapechanger.
                                                                                                                                            • Ability Adjustments: +2 Wis.
                                                                                                                                            • Bonus Feats: Alertness, Iron Will, Low-light Vision, Weapon Focus (Creature), Weapon Proficiency (Creature).
                                                                                                                                            • Skills: Hide +2, Listen +3, Move Silently +3, Spot +3.
                                                                                                                                            • Saves: Fortitude +5, Reflex +5, Will +1.
                                                                                                                                            • Bonus AC: +2 (natural).
                                                                                                                                            • Favored Class: Any.
                                                                                                                                            • Favored Alignment: Chaotic evil.
                                                                                                                                            • Application: Yes.
                                                                                                                                            • Level Adjustment: 3.
                                                                                                                                            • Keywords: werewolf.
                                                                                                                                            Animal/hybrid form:
                                                                                                                                            • Ability Adjustments: +2 Str, +4 Dex, +4 Con.
                                                                                                                                            • Saves: Fortitude +1, Reflex -2, Will +1.
                                                                                                                                            • Other: DR 5/+2.
                                                                                                                                            [/hide]
                                                                                                                                             
                                                                                                                                             
                                                                                                                                            (1Default. These sub races have no associated keywords. No unassociated keyword entered will have any in game effect.)
                                                                                                                                             
                                                                                                                                            [/hide]

                                                                                                                                            Damien

                                                                                                                                            That is awesome Bearic.

                                                                                                                                            Howlando

                                                                                                                                            Great job guys. Thank you. If anyone else notices anything that's missing or wrong, feel free to post in this thread.

                                                                                                                                            Ebok

                                                                                                                                            Under New spells:

                                                                                                                                            Sorcerer/Wizard (Level 4):
                                                                                                                                            • Divination
                                                                                                                                            • [/COLOR]
                                                                                                                                              • Arcane Eye: For 10 minutes/level, create an invisible, mobile sensor which you possess and use for scouting and spying.
                                                                                                                                            ______________________

                                                                                                                                            This is incorrect.
                                                                                                                                            It should read as the following:


                                                                                                                                            Sorcerer/Wizard (Level 4):
                                                                                                                                            • Divination
                                                                                                                                              • Arcane Eye: For 1 minute/2 levels, create an invisible, mobile sensor which you possess and use for scouting and spying. With SF Divination, 1 min/level.
                                                                                                                                              [/LIST]

                                                                                                                                              Ebok

                                                                                                                                              Under New spells:

                                                                                                                                              Sorcerer/Wizard (Level 4):
                                                                                                                                              • Divination
                                                                                                                                              • [/COLOR]
                                                                                                                                                • Arcane Eye: For 10 minutes/level, create an invisible, mobile sensor which you possess and use for scouting and spying.
                                                                                                                                              ______________________

                                                                                                                                              This is incorrect.
                                                                                                                                              It should read as the following:


                                                                                                                                              Sorcerer/Wizard (Level 4):
                                                                                                                                              • Divination
                                                                                                                                                • Arcane Eye: For 1  minute/2 levels, create an invisible, mobile sensor which you possess  and use for scouting and spying. With SF Divination, 1 min/level.
                                                                                                                                                [/LIST]

                                                                                                                                                Egon the Monkey

                                                                                                                                                As of version 672:

                                                                                                                                                Palemaster levels already applied to the following spells:
                                                                                                                                                • Animate Dead
                                                                                                                                                Palemaster levels were added to:
                                                                                                                                                • Negative Energy Ray
                                                                                                                                                • Ray of Enfeeblement
                                                                                                                                                • Negative Energy Burst
                                                                                                                                                • Vampiric Touch
                                                                                                                                                • Enervation
                                                                                                                                                • Fear

                                                                                                                                                12 Hatch

                                                                                                                                                Arcane Eye isn't 10 minutes per level.  I think it's 1 per level, or 2 per level with divination focus?  Not sure exactly, but 10 is incorrect!

                                                                                                                                                12 Hatch

                                                                                                                                                Another small error:

                                                                                                                                                Lycanthropes are listed as having 10/+1 DR, with werewolves the exception at 5/+2 DR.  In reality, I believe all of them have both 10/+1 and 5/+2 DR.

                                                                                                                                                Relinquish

                                                                                                                                                Bards no longer require perform to benefit their songs, but every 3 ranks in perform is an additional round of bardsong.