Post by Head Moderator on Mar 13, 2013 0:09:36 GMT -5
Familiars and Animal Companions are given 5 trait points. Put them in the traits as you would a PC. Their Defense DC is 10+ QCK trait bonus.
New Skill
Companion Development : This skill is ONLY for animal companions or familiars, and it allows a companion to grow with the owner, giving the familiar 2 trait points per gemstone rank as they grow. This is not retroactive, it starts when you take this skill.
Prerequisites: Animal Companion or Familiar Skill
HEALING DURING SPARS
Just a little note pertaining to the high impact spars going on right now, and in the future. Jake, our Combat Moderator, has ruled against healing, and I just wanted everyone to know this... it is not a new thing. Go to the Healing thread on the message board and you will find this, last updated in November of 2012:
To heal INSIDE of combat: You forego an attack if you make any action of this sort in combat, but you may heal up to 3 people during one turn. So, instead of attacking you state who you are healing and how much hp is being healed. You may heal inside combat on adventure modules but NOT inside training spars.
« Last Edit: Nov 7, 2012, 11:15pm by Ankar the Shroud »
Though the section on the combat page does not again reiterate it, this is the rule. You cannot use self-healing, regular healing, or healing potions during training spars, regular or high-impact. SPARS are training combat rounds, for combatants, it is not a mission, or a quest, or fighting baddies, or using non-combat techniques against monsters. It is two warriors, combatants, fighting together to hone their skills.
This is not a change, this is merely reminding you all of the rules set in place last year. Though, being it was on a different page, I am going to edit the info on the combat page to remind everyone no healing can be done during training spars. Yes, before you ask, you may use potions such as Mage Armor, etc. It takes a round of combat to imbibe a potion.
And please remember, training spars are just that....they are for training in combat. To get better in your combat. If you do not wish to fight, and plan on leaving the field of battle in order to keep from fighting/being hit, then as Jake has said, repeated word for word:
1) A spar is a WILLING participation of two people in a small designated arena. To flee from said area or take any action that will pull you out of said contact match, is against any ruling that I will oversee. (Of which I get ALL combat ones). Should you wish to leave said area, fine, you forfeit the match. If a player is that worried about their character losing, they should have done one of several factors.
a) built a better combat oriented character
b) NOT fought
c) selected better skills
SPELLS
Also please note, I have made a ruling on how many spells can be used per day so as not to have mages go crazy with a thousand spells during one quest. It is the same number of skills anyone is allowed at a gemstone rank. Mages use energy just like anyone else so it is unreasonable to expect that even high level mages never run out of arcane power.
Crystal: 5 spells a day
Topaz: 8 spells a day
Amber: 11 spells a day
Sapphire: 14 spells a day
Emerald: 17 spells a day
Ruby: 20 spells a day
Obsidian: 23 spells a day
New Skill
Companion Development : This skill is ONLY for animal companions or familiars, and it allows a companion to grow with the owner, giving the familiar 2 trait points per gemstone rank as they grow. This is not retroactive, it starts when you take this skill.
Prerequisites: Animal Companion or Familiar Skill
HEALING DURING SPARS
Just a little note pertaining to the high impact spars going on right now, and in the future. Jake, our Combat Moderator, has ruled against healing, and I just wanted everyone to know this... it is not a new thing. Go to the Healing thread on the message board and you will find this, last updated in November of 2012:
To heal INSIDE of combat: You forego an attack if you make any action of this sort in combat, but you may heal up to 3 people during one turn. So, instead of attacking you state who you are healing and how much hp is being healed. You may heal inside combat on adventure modules but NOT inside training spars.
« Last Edit: Nov 7, 2012, 11:15pm by Ankar the Shroud »
Though the section on the combat page does not again reiterate it, this is the rule. You cannot use self-healing, regular healing, or healing potions during training spars, regular or high-impact. SPARS are training combat rounds, for combatants, it is not a mission, or a quest, or fighting baddies, or using non-combat techniques against monsters. It is two warriors, combatants, fighting together to hone their skills.
This is not a change, this is merely reminding you all of the rules set in place last year. Though, being it was on a different page, I am going to edit the info on the combat page to remind everyone no healing can be done during training spars. Yes, before you ask, you may use potions such as Mage Armor, etc. It takes a round of combat to imbibe a potion.
And please remember, training spars are just that....they are for training in combat. To get better in your combat. If you do not wish to fight, and plan on leaving the field of battle in order to keep from fighting/being hit, then as Jake has said, repeated word for word:
1) A spar is a WILLING participation of two people in a small designated arena. To flee from said area or take any action that will pull you out of said contact match, is against any ruling that I will oversee. (Of which I get ALL combat ones). Should you wish to leave said area, fine, you forfeit the match. If a player is that worried about their character losing, they should have done one of several factors.
a) built a better combat oriented character
b) NOT fought
c) selected better skills
SPELLS
Also please note, I have made a ruling on how many spells can be used per day so as not to have mages go crazy with a thousand spells during one quest. It is the same number of skills anyone is allowed at a gemstone rank. Mages use energy just like anyone else so it is unreasonable to expect that even high level mages never run out of arcane power.
Crystal: 5 spells a day
Topaz: 8 spells a day
Amber: 11 spells a day
Sapphire: 14 spells a day
Emerald: 17 spells a day
Ruby: 20 spells a day
Obsidian: 23 spells a day