Find Faerie
Find Faerie is an additional ability that all characters have to some degree. It is a percentage skill similar to thief abilities. It is affected by race, class, level and wisdom. Additional situation modifiers may also come into play in certain situations. The actual value of the skill is not known by any player. It is used anytime there is something which the player has a very small change of observing. The kind of things which require intuition and a sixth sense as much as good eyesight. It is used for recognizing the presence of faeries or other invisible creatures (they are not actually seen, but their presence and general location are felt), finding secret doors, noticing ghosts, discovering a tail, seeing through an illusion, recognizing something that is out of place, or any other time the DM feels it is appropriate. There are 4 progressions based on class. The 1st is the worst and is used by fighters and paladins, the second is used by thieves, most priests and bards and some wizards. The third is used by rangers and some spellcasters. Only a few of the most aware classes, mostly wizards and druids, use the 4th progression. Many spells have find faerie effects as well; most illusions can be successfully seen through with a find faerie roll, and many divination spells will give a bonus, or automatic success to some or all aspects of find faerie. A player can never choose to make a find faerie roll, if a situation exists the DM will role to see if any of the characters involved are cogniscent of it. Of course certain actions such as looking for a secret door will usually automatically cause a roll to be made, possibly with a modifier since the character it specifically looking for the secret door. The DM is free of course to roll percentage dice at random, just to make the PCs think they are missing something important, which is usually the case anyway.
A few things are different about the general experience advancement. First off no experience is gained from the acquisition of treasure. A character should not be able to sit by and do nothing for an adventure and then go up a level from his share of the party treasure. Monster experience is given to the character who defeated the creature (killed, charmed, knocked unconscious, surrendered to that player personally, etc.), In the case of creatures worth more than 1000 XP, defeated by taking damage, XP is divided among the participating combatants, with half going to the slaying character, and the rest divided among the characters (including the one who dealt the final blow) according to how much damage they did. Additional experience in combat will be awarded to players who did neat things, like that expert disarm against Lord Soth. The experience for foes that surrender to the group or flee is divided among all players who participated in the battle. Most experience will be gained from problem-solving and role-playing rather than combat.
Experience is given normally for spell casting, magical research, thief abilities, bard abilities, and psionics, but not for proficiencies.
All characters receive 200 XP from a successful find faerie roll.
There aren't any.
For those characters who must behave in a certain manner, as previously defined by alignments, in order to fulfill class or kit restrictions, they are still required to do so. If at any time they are not, in the DM's opinion, behaving in a manner compatible with their ethos they may loose abilities or be penalized in other ways. Other characters may do whatever they want.
Saves are in general handled the same as in the basic rules, but the DM may role a save for a character without even telling her, so watch out for those silent d20 roles.
Any character of any race and class combination may dual class without restriction. There are no addditional attribute requirements for the old or new class. All of the other rules for dual classing remain the same.
The healing system generally used in most D&D campaigns is so unrealistically optimistic to be laughable. In real life it takes weeks or months to recover from the type of wounds that players sustain. So as a more realistic method, natural healing occurs in the following manner: For each 24 hours that the character does absolutely nothing, i.e. bedridden, AND sucessfully makes a CON check, he will gain one hit point. The full day of rest must be undertaken in a fairly clean restful area with properly bound or slung wounds.