Constantly Under Revision!
>Actions Per Round
Each round, you now only receive one Free Action.
You also receive one Swift Action which count separately than the Free Action.
Swift Actions are only accessible through specific methods of training;
Feats, Spells, Class Features, ect.
A Swift action is otherwise identical to a Free Action
Thus: You get one Standard, one Move, one Free and one Swift action per turn.
Taking a 5-ft Step is no longer a “non-action”, it is a Free Action.
As per 3.5 rules,
you may not make additional movement in a round in which
you have taken a 5-ft Step.
You may still take a Move Action,
provided you have not expended your normal limit,
so long as it does not involve additional movement.
Upon being hit by an Energy Drain attack
you are subject to a “Negative Level”
which contains, but is not limited to, the following effects;
" –1 on all skill checks and ability checks.
–1 on attack rolls and saving throws.
–5 hit points.
–1 effective level (whenever the creatureÂ’s level is used in a die roll or calculation, reduce it by one for each negative level).
If the victim casts spells, she loses access to one spell as if she had cast her highest-level, currently available spell. (If she has more than one spell at her highest level, she chooses which she loses.) In addition, when she next prepares spells or regains spell slots, she gets one less spell slot at her highest spell level."
In the current spell point system,
you would lose spell points equal to the number required to cast
a spell from the highest level spell you can cast by class features.
Another difference is that you make the Fortitude Saves to remove each of your accumulated
Negative Levels at the start of your next turn, instead of after 24 hours.
You must roll for each Negative Level separately,
taking penalties for all Negative Levels currently in effect.
“If the saving throw succeeds, the negative level goes away with no harm to the creature. The afflicted creature makes a separate saving throw for each negative level it has gained. If the save fails, the negative level goes away, but the creature’s level is also reduced by one.”
Upon failure is when you must typically remove class levels, features and the like…
Although the DM may dictate otherwise for convenience.
The Haste spell in this campaign operates as the Third Edition version,
not the 3.5 revision;
Level: Brd 3, Sor/Wiz 3
Components: V, S, M
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: 1 round/level
Saving Throw: Fortitude negates
Spell Resistance: Yes (harmless)
The transmuted creature moves and acts
more quickly than normal. This extra
speed has several effects.
On his turn, the subject may take an
extra partial action, either before or after
his regular action.
He gains a +4 haste bonus to AC. He
loses this bonus whenever he would lose a
He can jump one and a half times as far
as normal. This increase counts as an enhancement bonus.
Haste dispels and counters slow.
Material Component: A shaving of licorice root."
“Partial Action: Usually, you don’t elect to take a partial action;
the condition you are in or a decision you have made (usually the
ready action) mandates its use. (You can elect to take a partial action
as an extra action in some situations, such as when you’re affected by
a haste spell.) A partial action is like a standard action, except that
you can’t do as much. As a general rule, you can do as much with a
partial action as you could with a standard action minus a move.
Thus, you can attack once as a partial action or move your speed, but
you can’t both move and attack unless you are performing a partial
charge action. Typically, you may take a 5-foot step as part of a partial
action. You take a partial action instead of a standard action for a
variety of reasons, including during a surprise round; when you
have readied a partial action; and when you are disabled, staggered,
slowed, or otherwise hampered. See Partial Actions, page 127.”