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<blockquote data-quote="Errant" data-source="post: 170286" data-attributes="member: 1926"><p><strong>IMC...</strong></p><p></p><p>In no particular order:</p><p></p><p>- Rangers may substitute any two feats for Ambidexterity/Two Weapon Fighting provided the first requires no other feats/attack bonus as prerequisites & the second requires none or only the first feat as a prerequisite.</p><p>- Falling causes subdual damage equal to the standard hit point damage. </p><p>- HPs are replaced by Vitality Points (equal to normal HPs) & supplemented by Wound Points (equal to the Character's Con, or Cha for creatures with no Con). Damage generally reduces VPs, then WPs. Characters who suffer WPs are effectively fatigued until fully healed. Characters reduced to zero or negative WPs suffer the same effects as for zero or negative HPs. Critical Hits (or Critically Failed saving throws against effects normally causing HP damage) cause one WP damage per dice of damage. Cure spells cure one WP damage per dice, plus one WP per 5 bonus points (for high caster level etc). Rest and natural healing heals one WP per full day of rest.</p><p>- While in negative Wps (effects as standard negative Hps), every 5 Hps of magical healing received cures one negative Wp.</p><p>- Death occurs when Hps are reduced to the character's negative Constitution score.</p></blockquote><p></p>
[QUOTE="Errant, post: 170286, member: 1926"] [b]IMC...[/b] In no particular order: - Rangers may substitute any two feats for Ambidexterity/Two Weapon Fighting provided the first requires no other feats/attack bonus as prerequisites & the second requires none or only the first feat as a prerequisite. - Falling causes subdual damage equal to the standard hit point damage. - HPs are replaced by Vitality Points (equal to normal HPs) & supplemented by Wound Points (equal to the Character's Con, or Cha for creatures with no Con). Damage generally reduces VPs, then WPs. Characters who suffer WPs are effectively fatigued until fully healed. Characters reduced to zero or negative WPs suffer the same effects as for zero or negative HPs. Critical Hits (or Critically Failed saving throws against effects normally causing HP damage) cause one WP damage per dice of damage. Cure spells cure one WP damage per dice, plus one WP per 5 bonus points (for high caster level etc). Rest and natural healing heals one WP per full day of rest. - While in negative Wps (effects as standard negative Hps), every 5 Hps of magical healing received cures one negative Wp. - Death occurs when Hps are reduced to the character's negative Constitution score. [/QUOTE]
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