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| #1gadrenOct 10, 2008 1:59:24 | (Feel free to use any of these that you like. Be warned that about a third of the character creation rules, and the change to Paladin's Lay on Hands, is purposely not balanced for any campaign other than my own. I'm mainly just posting this for online reference.) Character Creation: -Everyone gets one feat of their choice as a bonus feat (please check out the new racial feats in your considerations!) -Tieflings may exchange their +2 to intelligence for a +2 to dexterity at character creation -Half-elves may exchange their +2 to constitution for a +2 to dexterity at character creation -Half-elves get Skill Training or Jack of All Trades as a racial bonus feat at first level. -Opposed to what the PHB Errata says, Half-elves may choose any 1st level at-will power for their Dilettante racial ability (such as a Wizard's cantrip or Paladin's Lay on Hands). -Small creatures (including PCs such as halflings) receive a +2 bonus to stealth checks. -Halflings get a +1 to all defenses against attacks with the fear keyword (in addition to "Bold"). -All races in the back of the Monster Manual 1 are acceptable as PC choices. -Before applying racial or other adjustments, choose one ability score of your choice that is 14 or lower. Increase that score by 2. Secondary Skills You character knows a few hobbies and/or professions. These are talents that don't usually have strong relations to adventuring, but may come up from time to time. Your character has (1 + half your int mod) secondary skills. There is no list for these skills, just make up what you character knows that isn't already represented by current skills or powers. For example, ""blacksmithing" is appropriate, "fencing" is not (go take proficiency: rapier), nor is "locksmith" (learn thievery). If a skill or ability check comes up that is related to your secondary skill, you will receive a bonus, typically +2 or +3. More specialized secondary skills will grant larger bonuses (up to +5). For example, "swordsmith" will give a higher bonus than "blacksmith", but will apply to fewer checks. Multiclassing: -Class-Specific Multiclass Feats: In addition to the benefits listed, if the class you multiclass into is proficient with better armor, shields, or weapons than your current class, you can gain two feats for the cost of one when using them to learn proficiency with those armors, shields, or weapons. You must still meet the prerequisites for those feats. For example, a wizard multiclassed into fighter who took the feat, "armor proficiency: leather", could also learn "armor proficiency: hide" or maybe "weapon proficiency: longsword" for free. -Power Swap Feats: When you take your first power swap feat, you gain training in one extra class skill from the class that you multiclassed in to. Also, halve the level requirements of the power swap feats (since multiclass at levels 1-8 barely feels like multiclassing at all). -Paragon Multiclassing: If you choose advanced multiclassing instead of a paragon path at 11th level, you gain the choice of an additional benefit besides the ones listed in the PHB. This benefit is decided by the DM on a class-by-class basis, but here are two examples that should give you a good idea: Someone multiclassing into Paladin could learn to increase their use of Divine Challenge to twice per encounter (thrice at level 16), or they could learn Lay on Hands as an encounter power. Someone multiclassing into Warlord could improve their Inspiring Word power to an encounter power usable (charisma modifier) times per day, or they could learn one Commanding Presence ability, which could be applied to the remainder of one encounter per day as a free action. Equipment: -Change the wording of the off-hand weapon property description from "...while holding a weapon in your main hand..." to "...while attacking with a weapon in your main hand..." -Magic staffs resize in the hands of small characters, taking on the combat statistics of clubs. (This is important for pint-sized wizards.) New superior weapons: -Saber : same stats as scimitar, but light blade group instead. -Akleth:2-Handed superior polearm axe, +2 prof, d10, Brutal 2, Reach Weapon More to be added.... Ritual Casting: When you take the ritual casting feat, choose one ritual skill to specialize in (arcana, healing, nature, etc.). At 1st level, choose one ritual you've learned to familiarize yourself with. This ritual cannot have a component cost of "special," and must be keyed to your chosen key skill. The first time you cast that ritual after each extended rest, you only pay 1/10 the normal component cost. At 3rd level, you familiarize yourself with one additional arcane ritual, and at levels 6, 9,12,15,18, 21, 24, 27, and 30, you add another ritual to this "familiar rituals list". If you pick this feat up later than 1st level, you may choose rituals retroactively, but they cannot be of a higher level than when they were supposed to be chosen. Though you cannot familiarize yourself with the rituals that have a cost of "special", you still receive a 10% discount when casting them if they are keyed to your chosen skill. For example, using Enchant Magic Item to craft a 1,000 gp item would only cost 900 gp, if you chose Arcana. Note: Though Raise Dead does not technically have a component cost of "special", it is still treated as such. The components used for the ritual are used more as an offering to the spirits that guard the gates of the afterlife, so trying to cheat them more than 10% is not advisable. -Wizards: Their lives devoted to magical tomes, wizards have a special understanding of arcane ritual magic. When a ritual calls for Alchemical Reagents, the wizard has a limited ability to substitute his own arcane power. At 1st level, the wizard chooses one arcane ritual he's learned to familiarize himself with. This ritual cannot have a component cost of "special," and must have Arcana as a key skill. The first time he casts that ritual after each extended rest, he only pays 1/10 the normal component cost. At 3rd level, he familiarizes himself with one additional arcane ritual, and at every odd-numbered level thereafter, he adds another ritual to this "familiar rituals list". Though wizards cannot familiarize themselves with the arcane rituals that have a cost of "special", they still receive a 10% discount when casting them. For example, using Enchant Magic Item to craft a 1,000 gp item would only cost 900 gp. -Clerics: Clerics have an understanding of religious rituals and healing magic akin to the wizard's understanding of arcane rituals (See above). They receive the same discounts listed above for Wizards, except it applies to rituals that use the Religion or Heal key skills, not Arcana. Note: Though Raise Dead does not technically have a component cost of "special", it is still treated as such. The components used for the ritual are used more as an offering to the spirits that guard the gates of the afterlife, so trying to cheat them more than 10% is not advisable. Power Changes: FIGHTER: - Sure Strike (Fighter 1 At-Will): Change "Strength + 2 vs. AC." to "Strength + 4 vs. AC." - Get Over Here (Fighter 2 Utility): Under "Effect:", remove the text: "to a square that is adjacent to you." - Armor-Piercing Thrust (Fighter 3 Encounter): Change all mentions of "your Dexterity modifier" to "1 + your Dexterity modifier". - Precise Strike (Fighter 3 Encounter): Change "Strength + 4 vs. AC" to "Strength + 6 vs. AC." PALADIN: - Lay on Hands(Paladin Feature At-Will): Add charisma to healing with this power. The Healing Hands feat now adds +1d6 per tier. RANGER: - Careful Attack (Ranger 1 At-Will): Change "Strength + 2 vs. AC (melee) or Dexterity + 2 vs. AC (ranged)" to "Strength + 4 vs. AC (melee) or Dexterity + 4 vs. AC (ranged." -Unbalancing Parry (Ranger 2 Utility): Replace the Effect with "Effect: Slide the enemy into a square adjacent to you. You and your allies gain combat advantage against it until the end of your next turn." -Hawk's Talon (Ranger 7 Encounter): Change "Gain a power bonus to this attack equal to your Wisdom modifier" to "Gain a power bonus to this attack equal to 1 + your Wisdom modifier" WARLOCK: -Eldritch Rain (Warlock 3 Encounter): Change "...One, or two creatures..." to "...One, two, or three creatures..." -Crown of Madness (Warlock 5 Encounter): Under "Sustain Minor:", add "You shift the target up to half its speed." before "The target makes a melee basic attack..." -Spider Climb (Warlock 6 Utility): Under "Effect:", add the following: "Until the end of the encounter, you do not fall if you fail a climb check by 5 or more" -Sign of Ill Omen (Warlock 7 Encounter): The target must roll twice for all attacks until the end of its next turn. The "Retcon" Rule: When new feats and powers first become available, they can replace known feats or powers for "free" (no retraining required). Also, options usually only available at character creation can be applied when introduced into an ongoing campaign. (Such as the above tiefling and half-elf options.) |