Item Changes
Wands and Scrolls
In order to use charges of higher level spells, you must have sufficiently high class levels. Full spellcasters (cleric, druid, sorcerer, wizard) may use scrolls of twice their level. Bards, Rangers, and Paladins may use scrolls up to their level. ("spell circle"). So for example to use an arcane wand of Improved Invisibility (level 4 spell), you must have 2 levels in a full spellcasting class, or 4 levels as a Bard. A multiclass character with 1 level of Wizard and 5 levels of Fighter would not be able to use such a wand or scroll, but instead must have 2 levels of Wizard (or Sorcerer). A character with 1 level of Wizard and 5 levels of Fighter would, however, still be able to use wands with level 1 spells (Shield, Protection from Alignment, etc.). A multiclass character with 2 levels of Cleric and 3 levels of Fighter would only be able to use divine wands up to level 2. A low level character with 3 levels of Ranger can only use divine wands up to level 3. Et cetera.
If you have insufficient caster levels to use such a wand or scroll, you will simply be unable to do so but will not lose a charge.
Note that only the highest level caster level is counted. A 1 cleric/1 druid would still only be able to use level 2 wands.
Use Magic Device has also been adjusted to follow this pattern. In addition to the standard Use Magic Device roll, you must also have sufficient levels in a class granting the Use Magic Device skill (bard, rogue, or assassin). So for example in order to get a standard roll to use a level 4 wand, you must have 4 levels of rogue/bard/assassin (or some mix). If you don't have sufficient class levels, there is a 20%/level to have a chance at the standard roll. Note however that UMD-granting classes combine, so for example a 1 rogue/1 bard/1 assassin has a 60% chance at standard UMD roll for a level 4 wand. If they don't make that chance, they fail and lose a charge. If they do make that 60% chance, they make a standard UMD roll which is either successful (get the spell and lose a charge) or failed (don't lose a charge, as per standard).
UMD has been unchanged in terms of how scrolls work.
Polearms
Spears, Short Spears and Halberds have been given increased attack range.
Custom Weapons
Short Spear
Base Damage: 1d6 Base Critical Threat: 20/x3 Base Damage Type: Piercing Weapon Size: Medium Feats Required: Simple Base Weight: 3lb
Falchion
Base Damage: 2d4 Base Critical Threat: 18-20/x2 Base Damage Type: Slashing Weapon Size: Large Feats Required: Martial Base Weight: 16lb
Great Maul
Base Damage: 1d12 Base Critical Threat: 20/x3 Base Damage Type: Bludgeoning Weapon Size: Large Feats Required: Martial Base Weight: 12lb
War Mace
Base Damage: 2d4 Base Critical Threat: 20/x4 Base Damage Type: Bludgeoning Weapon Size: Large Feats Required: Exotic Base Weight: 17lb
Throwables
Many items can be thrown in EFU to produce magical effects. Listed here are some of the throwables unique to EFU, and some of the changes made to default throwables.
Stancebreach
Disrupts combat stances such as Expertise and Power Attack and, if a stance is indeed breached, deals 1d4 magic damage to the target.
Sparks of Revelation
Disrupts stealth and removes invisibility from any characters caught in the targeted location.
Magic Disruptor
Targets the opponent with Dispel Magic, subject to all of the normal rules of Dispel Magic. Lesser and greater variants have different caster levels.
Alchemist Fire
Applies +1d4 damage when applied to a weapon. When thrown, deals 1d10 fire damage to the target, and 1d4 fire damage to surrounding enemies.
Acid Flask
Applies +1d4 damage when applied to a weapon. When thrown, deals 1d10 acid damage to the Target, and 1d4 acid damage to surrounding enemies.
Caltrops
Produces a field of caltrops that deal 1d4 damage to all creatures within its effect, every round, to a maximum of 25 total damage before dissipating.
Laughing Gas
Creates a cloud effect that knocks prone anyone in it who fails an easy Will save, similar to the spell Tasha's Hideous Laughter. This effect bypasses magical protections such as Clarity and Protection From Alignment.
Flash Powder
Inflicts a temporary Blindness effect on anyone in the area who fails an easy Fortitude save.
Bottled Mold/Bag of Snakes/Quivering Fungus
Summons a hostile monster at the target location. The monster will usually attack whatever is closest.
Oil Bottle Bomb
Creates a ground effect similar that slows anyone caught in it, similar to the Grease spell, at the target location.
Worriment Grenade
Sends a message to all nearby player characters that there is an invisible character casting spells.
Vanishing Smoke
Automatically shifts the character into stealth, grants temporary access to 'Hide in Plain Sight' for one round, and temporarily penalizes Hide and Move Silently.
Ioun Stones
Purple Ioun Stone
Gives the user sixty (60) minutes of +20% movement speed
White Ioun Stone
Gives the user sixty (60) minutes of Freedom of Movement
Clear Ioun Stone
Gives the user sixty (60) minutes worth of bonus hide and move silently (+5 to each)
Other
Medicinal Herbs
Herbs will heal 1 hp/round based on the result of a Heal check. Skill Focus: Heal adds an additional 1hp/round. The Rogue Perk "Physician" adds an additional 1hp/round.
- The total amount healed is the difference between your Heal check and the DC.
- While out of combat, using a Medicinal Herb will roll 1d20+Heal vs DC 11 to determine the amount healed.
- While in combat, using a Medicinal Herb will roll 1d20+Heal vs DC 16 to determine the amount healed.
- Higher quality herbs may add bonuses to the check. This will be visible in the log if so.
- Herbs will not stop applying their regeneration effect once the target reaches Uninjured, and can be used to add a short duration Regeneration effect.
Healer's Kit
Medicinal herbs can be added to a Healer's Kit item. Adding herbs to a kit is an excellent way to manage inventory weight and help keep healing resources organized in one place, but it is important to know that "higher quality herbs" will lose their bonus when added to a kit.
Antitoxin
This item neutralizes poisons with a successful Heal check of 1d20 + Heal vs DC.
- While out of combat, using Antitoxin will roll vs DC 15 to determine whether or not the poison is treated.
- While in combat, using Antitoxin will roll vs DC 30 to determine whether or not the poison is treated.
- In all cases, using Antitoxin will roll vs DC 20 to determine whether Ironguts is cast on the target.
- In all cases, using Antitoxin will roll vs DC 30 to determine whether Lesser Restoration is cast on the target.