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<blockquote data-quote="Matrix Sorcica" data-source="post: 2454026" data-attributes="member: 3547"><p>Ok, I'm back. I will try and answer the questions all at once.</p><p></p><p>Razor Fiend: The damage is for each previous dagger attack that hit your opponent. Bonus only gained for attacks that hit during your current action.</p><p></p><p>Necromancy has the following methods: Animate Dead, Healing Hands. So necromancy can animate the dead, but it is also the healing scool.</p><p></p><p>Undead: No turning..... hack them! (there are no gods in IH)</p><p></p><p>Feat Mastery Executioner: Finesse and Power to 9th, Lore to 8th and all others to 7.</p><p></p><p>Where I got it?: In Copenhagen (sådan er det at bo i Jylland! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> )</p><p></p><p>Reserve Points: Can't remember AE, but here it's equal to max. hits, you can use 1 Reserve to heal 1 hp over 1 minute (no combat). 1 reserve to heal 4 points of non-lethal. Eight hours rest gives con score + level back in reserve. Full day rest gives double con + level.</p><p></p><p>Healing: eight hour rest = 1 hp per level. Full day = 2 x level. Healing lore Feat Mastery can improve healing.</p><p></p><p>Dying: -10.</p><p></p><p>Feat Mastery Weapon Master: Choose one primary and one secondary from list: Armor, Defense, Finesse or Power.</p><p>Armor Prof.: light, medium, all shields. (simple and martial weapons).</p><p></p><p>War Leader: Spend 1 token to grant two allies a +4 flanking bonus instead of the usual +2. They must form a flank on their own. The bonus does not extend to other flanks they make.</p><p></p><p>*phew*</p><p></p><p> <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Matrix Sorcica, post: 2454026, member: 3547"] Ok, I'm back. I will try and answer the questions all at once. Razor Fiend: The damage is for each previous dagger attack that hit your opponent. Bonus only gained for attacks that hit during your current action. Necromancy has the following methods: Animate Dead, Healing Hands. So necromancy can animate the dead, but it is also the healing scool. Undead: No turning..... hack them! (there are no gods in IH) Feat Mastery Executioner: Finesse and Power to 9th, Lore to 8th and all others to 7. Where I got it?: In Copenhagen (sådan er det at bo i Jylland! ;) ) Reserve Points: Can't remember AE, but here it's equal to max. hits, you can use 1 Reserve to heal 1 hp over 1 minute (no combat). 1 reserve to heal 4 points of non-lethal. Eight hours rest gives con score + level back in reserve. Full day rest gives double con + level. Healing: eight hour rest = 1 hp per level. Full day = 2 x level. Healing lore Feat Mastery can improve healing. Dying: -10. Feat Mastery Weapon Master: Choose one primary and one secondary from list: Armor, Defense, Finesse or Power. Armor Prof.: light, medium, all shields. (simple and martial weapons). War Leader: Spend 1 token to grant two allies a +4 flanking bonus instead of the usual +2. They must form a flank on their own. The bonus does not extend to other flanks they make. *phew* :) [/QUOTE]
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