Post by Dead Greyhawk on Sept 24, 2004 21:14:46 GMT -5
Bind Wounds Non-weapon Proficiency
The Bind Wounds Non-weapon Proficiency allows the proficient character a chance to heal an injured party member following a battle. If a character takes damage in a battle, following the battle a character with Bind Wounds has the potential to heal the character 1-3 HP. Bind Wounds requires that the character have the requisite herbs and salves as consumables. These herbs and salves are generally purchasable from the religion that taught Bind Wounds to the character, or can be found in nature by characters with the appropriate non-weapon proficiency (Plant Identification, for example). The character doing the binding must make a 3d6 check against WIS to successfully heal the injured character. Failure of the WIS check causes no ill effect. Proficient characters lacking the herbs and salves are unable heal injured characters.
Swimming
To swim in armor requires checks vs. STR. Unarmored characters roll 2d6 vs STR to swim. Characters in leather armor roll 3d6 to swim. Characters in chain-like armor roll 4d6 to swim. Characters in plate-like armor roll 5d6 to swim. Magical armor reduces the check by 2d6. Thus characters wearing magical chain-like armor require 2d6 rolls to swim, while characters wearing magical plate-like armor roll 3d6 to swim.
Encumbered characters can swim for a time equal to their CON in rounds. Character that totally unencumber themselves can swim for a time equal to 10X CON in rounds. Characters must make a successful STR check every CON/3 rounds. Thus a character wearing leather armor and possessing a 15 CON would have to make a 3d6 STR check to swim successfully, and could swim for 15 rounds, rolling a 3d6 STR check every 5 rounds. If the same character were to, after successfully making the first 3d6 STR check, discard all their items and belongings, they could swim for 150 rounds, rolling a 2d6 STR check every 50 rounds.
Characters able to breathe underwater can travel at the same rate as their above water indoor rate. Unencumbered characters can move vertically in the water as well as horizontally, at the same rate as their normal movement rate. Characters able to breathe underwater who possess magical abilities to move normally underwater may travel at their above water outdoor rate (three times their indoor rate).
Characters trapped below water without the ability to breathe water may hold their breath a number of rounds equal to their CON/3. Following that time period, a character must make a 2d6 + 1d6/round CON check each subsequent round, or breath in water. Once a character breathes in water, they will drown in 1d4 rounds, losing the appropriate percent of their HP each round. For example, a character with a 12 CON and 20 HP is trapped in an underwater cave. The character can hold their breath 4 rounds. After these 4 rounds, the character must make a 2d6 CON check or breath in water; with a 12 CON this is automatically made. In the 6th round, the character must make a 3d6 CON check. If this is made, then in the 7th round the character must make a 4d6 CON check. If this is failed, 1d4 is rolled to determine the duration of drowning; if a 3 is rolled the character loses 34% of their HP each round until they die.
Swimming characters are engaged in the act of swimming. While they can engage in combat directly in front of them, they can not do other actions, such as getting items out of backpacks, casting spells, or use magic items, without successfully making a 3d6 DEX check.
Training Following Achievement of Level
Characters need not train to gain improvements in THAC0 or more HP. Characters must train to acquire new spell levels, attack modes or multiple attacks, new skills, weapon and non-weapon proficiencies, and languages. The cost of training varies, but generally is between 200 – 700 GP X Level. These costs pay for time for the trainer, training equipment, and necessary consumable reagents. Training generally takes a minimum of Level days, but can take up to Level + 2d6 days. Weapon and non-weapon proficiencies are considered to be equivalent to 1st level for calculation of time and cost. Languages take 1d3 months to gain competency or 2d6 days to learn the basics plus 1d10 months of additional study to gain competency. Skills may be learned from any person that has that skill or a comparable magical ability. For example, monk abilities to speak with animals may be learned from druids. The time factor in such a case is doubled.
Aging
Characteristics of the characters are not altered as the character ages.
Horsemanship Non-weapon Proficiency
All player characters are assumed to be able to ride a horse for transportation. Fighters and their subclasses are assumed to be able to fight from horseback. All Cavalier skills at horsemanship are determined via Unearthed Arcana. The base ability for riding is determined as a 1d20 check versus DEX. The Horsemanship Non-weapon Proficiency allows a character to control a horse beyond this base level. Such actions include: causing trained warhorses to fight while ridden; training horses for riding; assessing the quality of available horses; riding through crowded areas, such as city streets; and activities such as steeplechase.
The Bind Wounds Non-weapon Proficiency allows the proficient character a chance to heal an injured party member following a battle. If a character takes damage in a battle, following the battle a character with Bind Wounds has the potential to heal the character 1-3 HP. Bind Wounds requires that the character have the requisite herbs and salves as consumables. These herbs and salves are generally purchasable from the religion that taught Bind Wounds to the character, or can be found in nature by characters with the appropriate non-weapon proficiency (Plant Identification, for example). The character doing the binding must make a 3d6 check against WIS to successfully heal the injured character. Failure of the WIS check causes no ill effect. Proficient characters lacking the herbs and salves are unable heal injured characters.
Swimming
To swim in armor requires checks vs. STR. Unarmored characters roll 2d6 vs STR to swim. Characters in leather armor roll 3d6 to swim. Characters in chain-like armor roll 4d6 to swim. Characters in plate-like armor roll 5d6 to swim. Magical armor reduces the check by 2d6. Thus characters wearing magical chain-like armor require 2d6 rolls to swim, while characters wearing magical plate-like armor roll 3d6 to swim.
Encumbered characters can swim for a time equal to their CON in rounds. Character that totally unencumber themselves can swim for a time equal to 10X CON in rounds. Characters must make a successful STR check every CON/3 rounds. Thus a character wearing leather armor and possessing a 15 CON would have to make a 3d6 STR check to swim successfully, and could swim for 15 rounds, rolling a 3d6 STR check every 5 rounds. If the same character were to, after successfully making the first 3d6 STR check, discard all their items and belongings, they could swim for 150 rounds, rolling a 2d6 STR check every 50 rounds.
Characters able to breathe underwater can travel at the same rate as their above water indoor rate. Unencumbered characters can move vertically in the water as well as horizontally, at the same rate as their normal movement rate. Characters able to breathe underwater who possess magical abilities to move normally underwater may travel at their above water outdoor rate (three times their indoor rate).
Characters trapped below water without the ability to breathe water may hold their breath a number of rounds equal to their CON/3. Following that time period, a character must make a 2d6 + 1d6/round CON check each subsequent round, or breath in water. Once a character breathes in water, they will drown in 1d4 rounds, losing the appropriate percent of their HP each round. For example, a character with a 12 CON and 20 HP is trapped in an underwater cave. The character can hold their breath 4 rounds. After these 4 rounds, the character must make a 2d6 CON check or breath in water; with a 12 CON this is automatically made. In the 6th round, the character must make a 3d6 CON check. If this is made, then in the 7th round the character must make a 4d6 CON check. If this is failed, 1d4 is rolled to determine the duration of drowning; if a 3 is rolled the character loses 34% of their HP each round until they die.
Swimming characters are engaged in the act of swimming. While they can engage in combat directly in front of them, they can not do other actions, such as getting items out of backpacks, casting spells, or use magic items, without successfully making a 3d6 DEX check.
Training Following Achievement of Level
Characters need not train to gain improvements in THAC0 or more HP. Characters must train to acquire new spell levels, attack modes or multiple attacks, new skills, weapon and non-weapon proficiencies, and languages. The cost of training varies, but generally is between 200 – 700 GP X Level. These costs pay for time for the trainer, training equipment, and necessary consumable reagents. Training generally takes a minimum of Level days, but can take up to Level + 2d6 days. Weapon and non-weapon proficiencies are considered to be equivalent to 1st level for calculation of time and cost. Languages take 1d3 months to gain competency or 2d6 days to learn the basics plus 1d10 months of additional study to gain competency. Skills may be learned from any person that has that skill or a comparable magical ability. For example, monk abilities to speak with animals may be learned from druids. The time factor in such a case is doubled.
Aging
Characteristics of the characters are not altered as the character ages.
Horsemanship Non-weapon Proficiency
All player characters are assumed to be able to ride a horse for transportation. Fighters and their subclasses are assumed to be able to fight from horseback. All Cavalier skills at horsemanship are determined via Unearthed Arcana. The base ability for riding is determined as a 1d20 check versus DEX. The Horsemanship Non-weapon Proficiency allows a character to control a horse beyond this base level. Such actions include: causing trained warhorses to fight while ridden; training horses for riding; assessing the quality of available horses; riding through crowded areas, such as city streets; and activities such as steeplechase.