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Post by Zyraen on May 8, 2012 9:52:16 GMT -5
UNBOUND RULESET
Here's a custom Ruleset I'm fairly curious to try out, at least at Heroic and maybe Paragon level. All references to "mod" below does NOT include the Half-Level modifier
1.0 Character Creation These rules apply to Character Creation. They aim to grant flexibility in Race Stats, Class Stats, Racial Powers. Note that most Role Options / Feats replace or at least do not stack with similar Class features, especially from the Class that gains it as a free Feat. Many Class Features have also been moved into Role Options / Feats, effectively removing it from the Class, but making it available to everyone else in that Role, including a member of that Class. DM will clarify as required.
2.0 Versatility Feats These feats provide more Versatility in the use of your Class Powers.
3.0 General Feats These feats aim to remove arbitrary restrictions on Weapon/Implement Types (eg. Bow vs Crossbow) and Armor. Damage Feats aim to cover some of the benefits provided by obsolete Expertise feats.
4.0 Multiclass Feats Revised Multiclass Rules make Multiclassing much more versatile and useful. Power Swap feats are automatically applied.
5.0 Leader Options & Feats Leader Roles, Feat Support, and how to Swap between such Roles. Feat support also include allowing class feature mix like Shaman multiheal or Bards Song of Rest via Feats. Leaders are most versatile being changeable to Striker and Defender.
6.0 Striker Options & Feats Striker Roles, Feat Support, and how to Swap between such Roles. Feat support also include allowing class feature mix like extra CA damage that previously only Rogues have. Targeting has been made more uniform between Quarry, Curse, Oath, and now gives a benefit. Strikers are the most common role and most non Strikers can easily become one.
7.0 Defender Options & Feats Striker Roles, Feat Support, and how to Swap between such Roles. Feat support also include allowing class feature mix like Combat Superiority and extra Punishment damage. A well played Defender should dish out damage comparable to a non feat Striker. Defenders have among the most options on how to Defend, making most Feat support specialized to one or two types of Defender. Due to space constraints not all Defender features are clearly spelt out and DM will clarify as required.
8.0 Controller Powers & Feats Although Controllers are no longer an official Role, Controller Powers have certain governing rules, and benefit from special Controller Feats and Controller Effects.
9.0 Obsolete 4E Feats Clarifies which 4E feats do not work with these Rules. The following types of feats are obsolete. This portion does not have a separate segment on its own. - Expertise and Focus feats - Multiclass feats - Power Swap feats - Armor Proficiency feats - Frostcheese and Radiantcheese related feats - various "special" feats that pertain to Role shifting eg. Primal Eye, Elemental Empowerment, etc
10.0 "Revenant" Feats These Feats provide some Revenant options to balance the power discrepancies at Epic Tier.
11.0 Role-Swapping Feats Clarifications on Role-Swapping and feats pertaining to it.
Edit : Clarification on Class Features that have been moved to Role Options Edit 2 : All Role Swapping has been relegated into Free Actions. Major change been made regarding interactions with Leader Encounter Heals Edit 3 : Edited Role Swapping to have its own section, no longer under any of the Roles. Edit 3 : Role Effects have been eliminated from 8.0 and replaced with Controller Effects. Edit 4 : New category of "Revenant" Feats.
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Post by Zyraen on May 8, 2012 9:55:34 GMT -5
1.0 CHARACTER CREATION These rules apply to Character Creation. They aim to grant flexibility in Race and Class Stats. Backgrounds and Themes are generally no longer used in Character Creation.
ALL CHARACTERS All Characters have Low-Light Vision. All Characters may be trained in any 4 Skills (Class Skills no longer exist). All Characters have a base of 6+Constitution mod Surges. All Characters, except Defenders, start with Hitpoints equal to 12+Highest Stat, and gain +5 HP per level. Defenders start with Hitpoints equal to 15+Highest Stat, and gains +6 HP per level instead of +5. He loses the extra 2+Level HP whenever he is not Defending.
Each Character has +2 to any 2 Stats, regardless of Race. ( this replaces their Racial Stat Bonuses) Any Character may give up +2 to 1 Stat for an additional At Will Power or Feat, and +1 to all NAD (based on Human Race)
Each Character has +2 to any 2 Skills. 1 of these 2 Skills must be an Untrained Skill at Level 1. ( this replaces their Racial Skill Bonuses) Each Character has +2 to any 1 NAD or +1 to all 3 NADs. ( this replaces their Class NAD Bonuses)
RACES Each Character has Racial Traits as per normal but no Racial Skill Bonuses. This identifies their in-game Race. Humans have changed and now have : - +2 in any 2 Stats. - Additional Skill Training. - Pick any One of Following : Bonus At Will Power, Bonus Feat Slot, Heroic Effort The rest of Races remain the same.
CHARACTER STATS Based on each Character's Level 1 Stat, the highest 2 Stats are the Primary (Pri) and Secondary (Sec). The Pri Stat must be at least 18 at Level 1, after applying +2 bonus. Every Character must have a Primary Stat. These 2 Stats are fixed on Character Creation and may not be changed.
CLASS ARMOR PROFICIENCIES All 4E Classes that are Proficient with Chain and above in 4E now only have Proficiency in Scale Armor and Light Shields. All other 4E Classes now start with Proficiency in Leather Armor.
CLASS STATS Each Class has - *Main Stat : which is used to make Attack rolls - Rider Stats : which are used to determine the magnitude of a Class Power, Class Feature or Class Feat. Most Classes have 2 Rider Stats, though some have more. * - note that some classes have 2 Main Stats, like PHB1 Cleric, Paladin, Ranger, Warlock
NOTE : Main and Rider Stat is specific to the Class. Typically you want your Class' Main Stat to be your Character's Pri Stat. Your Character will also decide which Rider Stat to apply to the all the Class Powers, Features, etc. Typically this will be matching with your Character's Sec Stat to get the best benefit.
If your Pri Stat is a Main Stat of one of the Classes, you can take that Class. You can also select one of the Class' Rider stats (usually your Sec Stat). This Rider Stat will apply for ALL of the Class Powers, Class Features and Class Feats, *regardless* of your Chosen Class option. eg. You are a Virtue of Valor Bard. In 4E you must use CON mod as the Rider for your Virtue of Valor Class feature, but in Unbound it can be INT mod instead
After you have selected your Class, your Pri Stat is used for ALL of that Class' Powers, both for Attack and Damage Rolls. It is also used for all your MBAs ie. All Characters gain Melee Training (Pri Stat) as a free feat. eg. You are a Warlock using Hand Of Blight. If your Pri Stat is CHA, you use CHA for ALL your Warlock Powers, even if the book actually writes CON vs Reflex, as an example.
If your Pri Stat is a Rider Stat of the Class you want, you can take Class Versatility feat at Level 1 Class to change the Main Stat of your Class to be the same as your Pri Stat. In this case, you may not use your Pri Stat as the Class Rider, which has to be one of the other Class Stats (Main or Rider) eg. You have Pri Stat INT and take Class Versatility (INT) so you can be a Warlock. This turns ALL your Warlock Powers into INT attacks, and any powers that reference INT will now instead use either CHA or CON. You decide which one when you take Class Versatility.
Enclosed List of Allowed Classes and their Main Stats (in all Caps) and Rider stats (capitalised) : - Note that most 4E Classes are designed such that Rider Stats apply to different NADs from the Main Stats, not all Class Builds have this benefit. eg. Battlerager Fighter builds use CON mod for their Riders, Prescient Bards use WIS mod for their Riders, Clerics use CHA mod for their riders which clashes with WIS. - Note that some Rider Stats* clash with the Primary Stat, so alternatives have been provided for Player's Option
LIST OF CLASSES & STATS Cleric : STR, WIS, Con, Cha Fighter : STR, Con*, Wis, Dex Paladin : STR, CHA, Int, Wis* Ranger : STR, DEX, Wis Rogue : DEX, Cha, Str Warlock : CON, CHA, Dex, Int Warlord : STR, Int, Cha Wizard : INT, Con, Dex*, Wis Avenger : WIS, Int, Dex Barbarian : STR, Con*, Dex, Cha Bard : CHA, Con, Int, Wis* Druid : WIS, Con, Dex Invoker : WIS, Con, Int Shaman : WIS, Con, Int Sorcerer : CHA, Str, Con, Dex Warden : STR, Dex, Wis Ardent : CHA, Con, Int, Wis* Battlemind : CON, Wis, Cha Monk : DEX, Con, Wis Psion : INT, Wis, Cha Runepriest : STR, Int, Wis Seeker : WIS, Str, Dex Swordmage : INT, Con, Str Artificer : INT, Con, Wis Assassin : DEX, Cha
Any Bonuses to Attack, Defence (AC, NAD), Damage that are granted by Class features are considered Class bonuses. Hence they do not stack. eg. Armor of Faith, Barbarian Agility, Swordmage Warding, etc will no longer stack.
Paladin's Lay On Hands now requires either the Paladin or the Recipient to spend a Surge ; it is no longer restricted only to a Surge spent by the Paladin.
Avenger's Armor of Faith now grants +3 Class bonus to AC when you are wearing cloth armor or no armor and aren’t using a shield ; and +1 bonus to AC when you are wearing leather armor and are not using a shield.
LIST OF ESSENTIAL CLASSES These Classes are sub-classes, but use the same Stats as the original Class. Vampire is also a "new" Essentials Class. However, for many of them (denoted by *), they do not follow the usual AEDU progression, hence 4.0 Multiclassing section largely does not apply (except for Utility Powers). Roles sections (5.0 to 8.0) are optional as well for these characters, in case of confusion just treat them "as-is" except for the Flexibility in Stats and also the support of 3.0 General Feats.
Warpriest* (Cleric) : STR, WIS, Con, Cha Slayer* / Knight* (Fighter) : STR, Con, Wis, Dex Cavalier* / Blackguard* (Paladin) : STR, CHA, Int, Wis Scout* / Hunter* (Ranger) : STR, DEX, Wis Thief* (Rogue) : DEX, Cha, Str Hexblade* / Binder* (Warlock) : CON, CHA, Dex, Int Mage / Witch / Sha'ir (Wizard) : INT, Con, Dex*, Wis Berserker (Barbarian) : STR, Con*, Dex, Cha Skald (Bard) : CHA, Con, Int, Wis* Sentinel* / Protector (Druid) : WIS, Con, Dex Elementalist* (Sorcerer) : CHA, Str, Con, Dex Executioner* (Assassin) : DEX, Cha Vampire* : DEX, Cha
ROLE You can choose a Role that is Different from what usually comes with the Class, subject to constraints under the Role Options for Leader (5.0), Striker (6.0) and Defender (7.0).
Strikers generally get the following Options : - Dice Damage OR Bonus Stat Damage - Only do Striker damage to "Targets" (related to Quarry, Curse, Oath of Enmity ) for more Effects and Damage
Defenders get to pick from Six Defender features. They are respectively Defender Aura (Essentials Defender), Combat Mark (PHB1 Fighter), Divine Challenge / Sanction (PHB1 Paladin), Nature's Mark (PHB2 Warden), Psionic Demand (PHB3 Battlemind) and Aegis (FRPG Swordmage)
Controller is no longer considered a Role and 4E Controller Classes may pick other Roles. All 4E Controller Classes gain HP of 12+Con at Level 1, and 5 per Level thereafter.
OTHER NOTES - Powers of a Class that have a better effect with a particular Class Option (eg. Inspiring Presence, Fey Pact, Dragon Magic, etc) are always treated as applicable and true for all members of that class. However, it does not apply if the Character does not have the relevant feature to activate / benefit from it. eg. a Warlock without Fell Might does not have the feature to activate an extra 1d8 damage to Hand of Blight. A Warlock without Vestige Pact cannot use its Augments. However, if you Multiclass into a Class, you do not benefit from any of the Class Options. This is true unless you have something else that specifically grants you that Class Option. - Note that Augmentable Powers gained from Half-Elf and Human bonus At Will powers cannot be augmented. - Armor Proficiencies : All Classes that have Proficiency in any Heavy Armor, now have Proficiency up to Scale Mail & in Light Shields. All Classes that have no Proficiency in Heavy Armor, now have Proficiency up to Leather Armor. - All Magical Properties that apply to ANY Heavy Armor can be applied to ALL Heavy Armor ; All Magical Properties that apply to ANY Light Armor (including Cloth) can be applied to ALL Light Armor - Hence, Feats (with no Stat requirements) are required to use Hide, Plate, and Heavy Shields. - Plate Armor and Heavy Shields now have a -1 Check penalty, instead of -2. - All Load Minor weapons are now Load Free - All Staffs are now Reach weapons - Characters cannot longer use Armor or Weapons that you are not Proficient in. - Characters may not Hybrid and may not take a Paragon Multiclass
- Swordmage Warding provides a +1 bonus to AC if you're wielding a light or heavy blade, or a +3 bonus if you are in a Defender Role, wielding a blade in one hand, and have your other hand free (not carrying a shield, an off-hand weapon, a two-handed weapon, or anything else).
Edit : included item to standardise the number of Surges for all Classes. yes, even Defenders. Edit 2 : inserted nerf for Swordmage Warding so that the +3 bonus only applies when Defending Edit 3 : inserted Hitpoints section for clarity Edit 4 : inserted mention of Paladin's Lay on Hands, either the Paladin or the Target must spend a Healing Surge. Edit 5 : reduced Check Penalty for Plate Armor, and all Crossbows are set to Load Free instead of Load Minor Edit 6 : inserted NAD note for Classes, clarifying the purpose of the +1 to any 2 NADs Edit 7 : inserted change on Magical Armor Properties under Other Notes, and change on Avenger Armor of Faith to account for Leather Armor. Edit 8 : inserted note on Staffs being Reach Weapons. Edit 9 : "returned" the Rider Stats that have clashing NADs with the Main Stat for more Player Options, as well as additional Riders that come into effect from Essentials. This makes some Classes noticeably "stronger" as they have more options with Class Versatility. A list of Essential sub-Classes has also been added, with the subtext as included. Edit 10 : Altered the NAD bonuses slightly. Hitpoints Total changed to account for Born under a Bad Sign / Auspicious Birth, and with the fully available Skills, traditional Backgrounds can largely be ignored. Edit 11 : Removed the Warlock limitation on Partial Concealment. Edit 12: Reduced from 5 skills to 4 Skills. Edit 13: included "and Themes" to those no longer being used in Char Creation. Added notes for clarity on what the respective features replace on a normal char. Edit 14: Included clarification under Other Notes, on the other builds applying to all powers from that class. This gives a much wider selection of usable power per Class. Also clarified that all Load Minor properties are no longer applicable, and treated as Load Free. Edit 15: Error on Humans. Should be One of the Bonus Feat, Heroic Effort, not Both Edit 16: Clarified on the Class Options as only applying to your original Class, and not your Multiclass.
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Post by Zyraen on May 8, 2012 10:08:53 GMT -5
2.0 VERSATILITY FEATS These feats provide more Versatility in the use of your Class Powers. For non-Heavy Armored characters, it also aims to address shortfalls of I-Class characters having better AC than others.
CLASS STATS - Class Versatility - Class (MAIN-Rider) : All of the Class Powers of the Class use the Main Stat indicated to determine Attack and Damage. All of Stat mods used as Riders within the Class Powers, Class Features and Class Feats are all replaced by the Rider Stat*. Note that the Main and Rider Stat can never be the same Stat. You can take this Feat once per Class you have. If you have this Feat for your Base Class, you must take it at Level 1 and cannot Retrain it. eg. a Rogue using DEX as Main Stat and Str as Rider would be Class Versatility - Rogue (DEX-Str)
* - Note that on Character Creation you can automatically assign the Rider stat on your starting Class. You do not need to take a Feat for it.
POWERS - Power Versatility (Utility) : Choose one Utility Power from your Class that is of your level or less. Once per Encounter, you can substitute this Power in place of an Utility Power and is of an equal or higher level. You can take this Feat multiple times, each time selecting a different Power. - Power Versatility (Encounter) : Choose one Encounter Power from your Class that is of your level or less. Once per Encounter, you can substitute this Power in place of an Encounter Power of the same type and is of an equal or higher level. You can take this Feat multiple times, each time selecting a different Power. - Power Versatility (Daily) : Choose one Daily Power from your Class that is of your level or less. Once per Day, you can substitute this Power in place of one Daily Power that is of an equal or higher level. You can take this Feat multiple times, each time selecting a different Daily Power.
Note : Power Versatility can be applied to any Power you already have. Meaning instead of using it only once per Encounter / Day, you can now use it Twice provided you "sacrifice" a Higher Level Power.
- Power Recovery : Choose one At Will power you know. Once per Encounter, when you miss with an augmented version of that At Will Power, declare your use of Power Recovery, and you do not expend the Power Points that were used to augment the Power. This only works for At Will Powers that roll to Hit against the Enemy. Each Psionic Character can only take this Feat ONCE.
Each time you Level Up and gain a Power of a certain Type, you can change the respective Power on your Versatility feat, and it does NOT count as retraining. eg. When you hit Level 5, you gain a Daily Power. You can then change the Power you know under Power Versatility (Daily).
EFFECT-SWITCHING FEATS - Primary Defence : You use your Pri Stat mod for AC Bonuses when not wearing Heavy Armor. This has no effect if you have INT / DEX as your Pri Stat. - Hale & Hearty : You use your Sec Stat in place of your Constitution Modifier for determining your Max Hitpoints and your number of Surges. - Skill Versatility (Skill) : In place of the usual Skill modifier, you can use your Sec Stat mod for a particular Skill.
Edit : Two new feats added at the end of the feat list. Rider Versatility has been removed since it now comes free on Character Creation and with every single Multiclass. Edit 2 : Included "Power Recovery" as an equivalent Feat to "Power Versatility (Encounter)" for use by Psionic Classes. Psionic Classes can still take Power Versatility (Utility) and Power Versatility (Daily) Edit 3: Set "Power Recovery" to proc on a Miss, rather than a Hit. Edit 4: Clarified on "Power Versatility" applying to a power you already have.
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Post by Zyraen on May 8, 2012 10:12:14 GMT -5
3.0 GENERAL FEATS These feats aim to remove arbitrary restrictions on Weapon/Implement Types (eg. Bow vs Crossbow) and Armor. Weapon Feats aim to cover some of the benefits provided by obsolete Expertise feats.
WEAPON / IMPLEMENT FEATS - Each Character can choose a Weapon Group / Implement that he is Proficient in to gain a free Expertise when starting the game. This is a +1 feat bonus per Tier to both Attack and Damage. If it is a weapon that can be used as an implement, the bonus applies to both Weapon & Implement keywords. - Expertise Feats now grant +1 feat bonus per Tier to both Attack and Damage, and have no other effects. All Focus feats are obsolete since they are now absorbed into Expertise feats - Admixture Feat (Paragon) : All your At Will Attacks gain one of the following keywords - Cold, Fire, Acid, Lightning, Thunder. This feat replaces Arcane Admixture. You can only take this feat once.
PROFICIENCY FEATS Note, you can no longer use Armor that you are not proficient in. - Superior Weapon Proficiency (Weapon Group) : you gain Proficiency with All Weapons that belongs to one of the following Weapon Groups - Light Blade, Heavy Blade, Hammer, Axe, Pick, Spear, Mace, Staff, Flail, Bow, Crossbow, Sling. This does not apply to Double Weapons, Spiked Shield, Tortoise Blade, weapons belonging to those categories have to be learnt individually. - Armor Proficiency (Armor) : Same as earlier, but there are no more Stat requirements. Same Progression : Leather -> Hide -> Chain -> Scale -> Plate. Superior Armor also has same requirements but no Stats ) - Shield Proficiency (Shield) : Same as earlier, but there are no more Stat requirements. Same Progression : Light Shield -> Heavy Shield - Armored Defender : (you must have proficiency in heavy armor) You gain proficiency in Plate Armor and Heavy Shield. This benefit remains even when you're no longer in your Defender Role. Paladins (not Blackguards) gain this as free feat, only if they are Defenders. - Agile Defender : You gain proficiency in Hide Armor, Light Shield, Heavy Shield. This benefit remains even when you're no longer in your Defender Role. Wardens and Battleminds gain this as a free feat, only if they are Defenders. - Superior Implement Training (Type): Pick One of the following Superior Implement types : Accurate, Ashen, Astral, Cinder, Crystal, Deathbone, Defiant, Dragontooth, Echo, Farseeing, Fluid, Forbidden, Greenstone, Guardian, Icicle, Incendiary, Inexorable Ki, Iron, Lancing, Mighty, Mindwarp, Mountain Ki, Petrified, Quckbeam, Resonating, Rowan, Serene Ki, Storm, Transcendent ki, Unspeakable, Warding, Wrathful. Note that Superior Implements are obsolete after this Feat. This benefit applies to ALL Implement Attacks you make. You can only take this feat once, though it can be Retrained. - Armor Specialisation : Armor (Paragon) : You gain a +1 Feat Bonus to AC when wearing this Armor. You also reduce check penalties, if any, by 1. - Shield Specialisation : Shield (Paragon) : You gain a +1 Feat Bonus to AC when using this Shields. You also reduce check penalties, if any, by 1. - Armored Speed (Paragon) : You ignore the -1 Speed Penalty caused by Heavy Armor.
OFFENSIVE FEATS - Power Attack : When making a melee attack, you can take a -2 penalty to the attack roll. If the attack hits, you gain a +2 bonus to the damage roll per Tier (or a +3 bonus per Tier with a two-handed weapon). - Crushing Charge : If you are charging your target, you do an additional +2 Type bonus damage, or +3 if you are using a Two-Handed Melee Weapon. This damage increases by +1 at Level 11 and Leve 21. - Deadly Advantage : If you have CA against your target, you do an additional +2 Type bonus damage, or +3 if you are using a Two-Handed Melee Weapon. This damage increases by +1 at Level 11 and Leve 21. - Headsman's Chop : Whenever you hit a prone target with a Melee Attack, the target takes an extra 5 Type bonus damage. - Lone Target : If an Enemy has none of his Allies adjacent to him, you do an additional +2 Type bonus damage when making a Ranged or Area attack. This damage increases by +1 at Level 11 and Level 21. - Nimble Weapon : When you have CA against your enemy, you gain +1 to your Attack. This feat replaces Nimble Blade. - Mobile Weapon : When wielding a Melee Weapon, you gain +2 bonus to defenses against all Opportunity Attacks. - In Your Face : You do not incur Opportunity Attacks due to Ranged or Area Attacks. May not be taken with Precise Shot. - Precise Shot : Ranged Attacks ignore Partial Cover and Superior Cover. May not be taken with In Your Face. - Dualwield Fighting : When you make an attack with a weapon / implements in one hand or one slot, you can add the enhancement bonus of any other weapon / implement in another slot to your damage. This only applies if you have proficiency in both weapons / implements, if they are separate items, and if you are not making an attack with a weapon that requires two hands to wield. This Feat replaces Two Weapon Fighting and Dual Implement Spellcaster. - Ruinous Wielder : Add the Enhancement bonus of your Weapon / Implement as an Item Bonus to your damage with that Weapon / Implement. Note that this is an Item Bonus. - Talent : You gain a +1 Class bonus to your Attack Rolls against AC and your Attack rolls with At Will and Basic Attacks against Reflex. This does not stack with bonuses from Class features such as Weapon Talent, Prime Shot, etc.
- Glancing Blow (Paragon) : If you miss with a melee attack with a Weapon that has a Proficiency of 2, and you wouldn't otherwise still deal damage on the miss, you deal damage to your original target equal to your Pri Stat mod. This damage receives no modifiers or other benefits you normally gain on weapon damage. This feat replaces Hammer Rhythm, Scimitar Dance, and any other feats that deal damage on a miss. - Steady Shooter (Paragon) : You gain a +3 Type bonus to damage rolls with all Ranged attacks if you haven’t moved since the end of your last turn. - Adroit Opportunity (Paragon) : When making an Opportunity Attack, you may use an At Will Melee Power in place of a Melee Basic Attack
- Adroit Charge (Paragon) : When charging, you may use an At Will Melee Power in place of a Melee Basic Attack. If the attack lets you make more than 1 Attack roll, you only count as charging for the first Attack roll you make. - Deft Weapon (Paragon) : When you make a Basic Attack using a Weapon you are proficient in, you can target Reflex instead of AC. This feat replaces Deft Blade. - Keen Implement (Paragon) : When you make a Basic Attack using an Implement you are proficient in, you can target AC instead of Reflex. If you target Reflex or AC, you also gain a +2 Proficiency bonus. Note that this bonus does not stack with bonuses from Weapon Proficiency.
COMBAT ADVANTAGE FEATS - Versatile Flanker : You can Flank the target as long as you and another Ally are adjacent to the target, and that particular Ally is not adjacent to you. Note that your Ally does not count as Flanking the target. - Distant Advantage : You gain combat advantage for Ranged or Area attacks against any enemy flanked by any of your allies. - Streak of Light : When you make a charge attack, you gain combat advantage for that attack, if your Target has one of your allies adjacent to it. This replaces the Pixie-only Streak of Light feat. - Defensive Advantage : You gain +1 Defence per Tier against an Attack from an Enemy that grants you Combat Advantage. This replaces the feat Defensive Advantage (Paragon) from 4E - Surprising Charge : When you charge an Enemy that is granting you CA with a Melee attack, you deal an extra die of Weapon Damage. This Weapon Damage cannot be more than 1d10. If you are using an Implement, the extra damage is 1d8. - Vicious Advantage : You gain Combat Advantage against any Enemy that is slowed or immobilised. - Cunning Stalker : You gain Combat Advantage against all enemy that have no creatures adjacent to it, except you. - Hidden Sniper : If you have Partial Concealment against a Target, you have combat advantage against it with Ranged attacks.
NOTE : Versatile Flanker and Distant Advantage are intended to complement each other. Note the original wording of Distant Advantage is "flanked by your allies". A Versatile Flanker on the frontlines will allow all Ranged Characters with Distant Advantage to gain CA against the target he is Flanking.
DEFENSIVE FEATS - Unarmored Agility : You gain +2 feat bonus to AC when wearing Cloth armor or less. - Hafted Defense : You gain +1 AC and Reflex Shield bonus when wielding any two-handed or versatile weapon with two hands - Two Weapon Defense : You gain +1 AC and Reflex Shield bonus when wielding any 2 weapons/implements in two separate hands. The Stat and Feat requirement of Two Weapon Fighting is removed. - Improved Defenses: You gain a +1 feat bonus to Fortitude, Reflex, and Will. This bonus increases to +2 at 11th level and +3 at 21st level. - Superior Fortitude: You gain a +2 feat bonus to Fortitude. This bonus increases to +3 at 11th level and +4 at 21st level. You also gain resist 3 to ongoing damage. This resistance increases to 6 at 11th level and 9 at 21st level. - Superior Reflexes: You gain a +2 feat bonus to Reflex. This bonus increases to +3 at 11th level and +4 at 21st level. You also gain combat advantage against all enemies during your first turn in an encounter. - Superior Will: You gain a +2 feat bonus to Will. This bonus increases to +3 at 11th level and +4 at 21st level. In addition, if you are dazed or stunned, you can make a saving throw at the start of your turn to end that effect, even if the effect doesn’t normally end on a save.
- Uncanny Dodge (Paragon) : Enemies do not gain the normal +2 bonus to attack rolls against you when they have CA. Any other benefits derived from CA still apply. This no longer has a Stat requirement from 4E.
CONTROLLING FEATS - Psychic Lock (Paragon) : Enemy hit by an attack made by you with the Psychic Keyword takes -2 penalty to its next Attack Roll. - Enlarge Power : Before using an At Will or Encounter Burst or Blast Power, you can take -2 penalty damage to each die of damage rolled with the Power to increase the size of its blast or burst by 1. You can't use this for a Racial Power, or with a Power that doesn't roll damage. This replaces Enlarge Spell and cannot be stacked with Resounding Thunder - Lasting Effect : Once per Encounter as a free action, you can sustain one effect - slowed, dazed, immobilised, etc - that is caused by a Power until the end of your next Turn. This applies even if the effect cannot be normally sustained (eg. Ray of Frost slowing effect). Note that it cannot be applied if the effect has already ended. - Imposing Control : Once per Encounter as a free action, you can designate one creature that has an effect caused by a Power you used, that lasts until the Subject succeeds on a saving throw. That creature takes a penalty to its next saving throw against that effect equal to your Sec Stat mod. Note that it cannot be applied if the effect has already ended. - Accurate Control : Once per Encounter as a free action, you gain a bonus to one Attack roll equal to your Sec stat. You can use this whenever you make an Attack roll you dislike. - Deceptive Control : Once per Encounter as a free action when you miss with a Ranged Basic Attack, you can target another another Enemy within 3 squares of the missed target with a separate Attack from the same power. - Controlling Edge : When you pull, push, or slide a target, you can increase the distance of the forced movement by 1 square. - Controlling Advantage : When you pull, push, or slide a target that is granting combat advantage to you, you can increase the distance of the forced movement by 1 square.
RADIANTCHEESE / FROSTCHEESE REPLACEMENT The following 3 feats render Wintertouched, Lasting Frost, and disables the Morninglord Paragon Path if you take them. An Unbound Character using any 1 of these Feats may not benefit from Radiant Vulnerability provided by Morninglord. - Harbinger (Paragon) : when you hit a target with an Attack using a Weapon / Implement that you have Expertise in, it grants you Combat Advantage until the end of your next turn. - Doombringer (Paragon) : After you hit a target with an Attack using a Weapon / Implement that you have Expertise in, it gains Vulnerable 5 Acid/Cold/Fire/Lightning (pick one) against all your attacks until the end of your next turn. When you hit an Enemy with this Vulnerability, as a Free Action you can change All of your Damage to this same type. - Deathbringer (Level 16) (requires Doombringer) : The Vulnerability caused by Doombringer increases from Vulnerable 5 to Vulnerable 10. When you take this feat, you can change the type of Vulnerability caused by Doombringer into 1 of following types : Untyped, Psychic, Poison, Thunder, Radiant, Necrotic. This change does not count towards Retraining.
Edit : fixed the "Attack and Defence" on Expertise, changing it to "Attack and Damage" and clarifying why Focus is obsolete. Clarified "Weapon / Implement" to "Weapon Group / Implement" Edit 2: Deathbringer now states explicitly that it stacks with Doombringer, for clarity. Both feats now state it is "an additional", which stacks it with other Vulnerability effects. Both Feats are now separate, without Doombringer being the pre-requisite for Deathbringer. This lets non-Strikers take the Feat without having to pay a "tax" for Doombringer. Edit 3: instead of just Proficiency in All Superior Weapons, Superior Weapon Proficiency now grants Proficiency in All Weapons of a Certain Weapon Group. Edit 4: included Nimble Weapon, Deft Weapon (Paragon), Defensive Advantage, Surprising Charge, Streak of Light, Uncanny Dodge (Paragon) Edit 5: inserted Agile Defender, which was added to 7.0 but not added here. Edit 6: inserted Improved Defenses, Superior Fortitude, Superior Reflexes, Superior Will, and worded Power Attack in full into the Feats. Steady Shooter has been fulled worded with a +1 at Level 21. Crushing Charge, Deadly Advantage, Lone Target now increase by +1 at level 11 and 21, instead of doubling / tripling. Edit 7 : Inserted Two Weapon Defense or Hafted Defense as Free Feats for Armored Defender and Agile Defender. Inserted Psychic Lock and Deft Implement. Renamed Weapon Feats to Offensive Feats, so they can be used with both categories. Edit 8 : Surprising Charge now factors for an Implement Attack. Edit 9 : Edits made to Radiant/Frostcheese Replacement section so that they are Clearer and no longer forcing Players to abandon one type of Cheese. Deathbringer now requires, that in turn requires requires Harbinger. None of these feats require a Striker Feature anymore Edit 10 : To scale better with the Items provided out there, edited Doombringer so you can make it a typed Damage. There are Pros & Cons - you get better item synergy, but you also get affected by Resistances/Immunities Edit 11 : changed the Typed Damage effect so that the power does not gain the Keyword, but rather all the Damage done against the Enemy with Vulnerability becomes of that keyword. changed the arrangement so that it is clearer. Edit 12 : New Feats added under Offensive Feats : Dualwield Fighting, and Deadly Wielder (Paragon) separated Harbinger from Doombringer so they are no longer dependent on each other. Changed the Typed Damage so that you now have to take a Feat - Admixture Doom - for it. The typed damage synergy now comes at a Price. Edit 13 : Renamed Deadly Wielder to Ruinous Wielder and placed it under Heroic Offensive Feats. Added "Talent" to Heroic Offensive Feats. Renamed Deft Implement to Keen implement, added "or AC" and also a +2 proficiency bonus when targeting Reflex or AC. Edit 14 : Included Vicious Advantage, Cunning Stalker, Hidden Sniper to Combat Advantage feats. Shifted Unerring Dodge to Defensive feats. Shifted all "Controlling Feats" from section 8.0 to here, and they now apply to all powers. Edit 15 : Deleted the duplicate, old Psychic Lock from Offensive feats Edit 16 : After some consideration, removed Admixture Doom. This forces the vulnerability to be typed at all times, since untyped Vulnerability is being the most potent. Reworded Deathbringer, it is much shorter now, much clearer, much neater (I hope). Removed Weapon restriction from Nimble Blade. Removed feat bonus from Steady Shooter, which no longer increases at Epic. Edit 17 : introduced a new "Type" bonus to damage, which is unique to the form of attack. This prevents multiple different Types of damage from stacking up. Edit 18 : altered Adroit Charge so that the benefits from charging only count to the first attack roll you make. Edit 19 : Added note to Enlarge Power on limits especially with Resounding Thunder. As thank you to the player who spotted this, this caveat won't be applied to that 1 char of his. Edit 20: Struck off Adroit Charge. For the time being. It is listed as struck-off for archive purposes. Edit 21: Paladins now gain Armored Defender as a free feat, Wardens & Battleminds now gain Agile Defender as a free feat. They still must be Defenders to gain these feats. The extra options for Armored Defender and Agile Defender have been removed. Edit 22: An almost complete rewrite of Dualwield Fighting to account for Implements and other items that are in slots other than the hand. Edit 23: Classes that have Talent are almost all weapon users (Fighters, Rogues, Hunters). This implies that it should only translate to certain Attacks. Talent has been adjusted so that it applies to only Attacks vs AC or Basic Attacks vs Reflex. Keen Implement has been adjusted so it only applies to attacks vs Reflex. Edit 24: Talent now also applies to At Will attacks vs Reflex.
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Post by Zyraen on May 8, 2012 10:16:21 GMT -5
4.0 MULTICLASSING Revised Multiclass Rules make Multiclassing much more versatile and useful.
MULTICLASS FEATS - Multiclass (Class) : can be used to Multiclass without Stat requirements. In addition to gaining Proficiency in all Implements of the new Class, you can choose to gain one of following : 1) Training in an Additional Skill 2) A Level 1 At-Will Power from the New Class as an Encounter Power 3) Daily Healing Power, only if the New Class was is a Leader Class in 4E. There is a max of 2 daily Healing Powers per Character. 4) Ritual Caster feat, if the New Class is a Controller or Leader. Along with the Multiclass feat, you may select up to 1 of each Power (Encounter, Utility, Daily) and swap them with an existing Power of your Class that is of the same type and of same or lower level. You can also select which Rider Stat will apply to all of that Class' Powers & Features. However, you must retain at least 1 Power of each type (Encounter, Utility, Daily) of your Original Class at all times. You can multiclass as many times as you Wish.
- Multiclass Defences : You gain Armor Proficiencies and Defensive Features of the Class. Note that to maintain Balance, almost all Defensive Class features now use a Class Bonus unless otherwise stated. You can only take this Feat once. Examples of Defensive Features are Armor of Faith, Barbarian Agility, Swordmage Warding, etc. - Multiclass Familiarity (Paragon) : replace a Level 1 At Will power with a Level 1 At Will power of the Multi-Class. You can only take this Feat once, and have to specify the Powers that are applicable. Non-Psionic to Psionic Multiclass Notes applies if your base Class has no Psionic Augmentation, and you're multiclassing into a Class with Psionic Augmentation. - you can only multiclass into ONE Class that has Psionic Augmentation. - You can swap an Encounter power from your main class to gain an At Will power from your multiclass of same level or lower - If you do so, you gain 2 PP per Tier of the new At Will Power, and you can only use that At Will power once per Encounter - Utility Powers and Daily Powers are swapped the same way as usual
Psionic to Psionic Multiclass Notes applies if your base Class has Psionic Augmentation, and you're multiclassing into a Class with Psionic Augmentation - You can swap an At Will power from your main class to your multiclass of same level or lower - You do not gain/lose PPs for swapping your At Will Powers. You can only use the new Class' At Will Power twice per Encounter, and you must use at least 1 PP each time you use it. - Utility Powers and Daily Powers are swapped the same way as usual - Multiclass Familiarity (Paragon) lets you use the new At Will Power of your Multiclass as an unrestricted At Will.
Psionic to Non-Psionic Multiclass rules applies if your base Class has Psionic Augmentation, and you're multiclassing into a Class without Psionic Augmentation - You can gain an Encounter Power from the New Class of your level, without losing any At Will power. However, you lose 2 PP per Tier of the new Encounter Power. - Utility Powers and Daily Powers are swapped the same way as usual - Multiclass Familiarity (Paragon) : replace an At Will Power with a Level 1 At Will Power from your Multiclass. You may not use this Power in the same action as any Psionic Power. eg. if you use Brilliant Recovery to MBA as a Minor Action, then you may NOT attack with an At Will Power gained from Multiclass Familiarity that is an MBA.
MORNINGLORD NOTES As a caveat since there are multiple Multiclasses allowed, you must fulfill ONE of the following to take a Morninglord Paragon Path 1) Your starting Class must be a Divine Class 2) You have no more than 1 Multiclass, and it is a Divine Class 3) You are a Bard, and have a Multiclass feat in a Divine Class.
Edit : included Rider selection when you Multiclass. Edit 2: more flexibility for Psionic to Psionic Multiclass, you can now use the new At Will twice per battle. Psionic to Non-Psionic grants a new Encounter Power without having to swap out one of your 3 limited At Wills. It also Clarifies for Daily and Utility Powers. Edit 3: Update on the Multiclass swapping for Psionic Multiclassing, for clarity Edit 4: Changed Multiclass Feat Benefits on Implement Proficiencies to be always present, which is more in line with 4E Feats that uniformly provide Implement Proficiencies. Edit 5: Now that Morninglord is available for Unbound Characters, I have added a Caveat on obtaining Morninglord. This prevents people from taking an extra Multiclass to be considered a Divine Class, and effortlessly take Morninglord PP
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Post by Zyraen on May 8, 2012 10:19:05 GMT -5
5.0 LEADER OPTIONS & FEATS
OPTIONS - Every Leader can heal Twice per Encounter, that heals Surge + Pri Stat at level 1, and gains +1d6 at Levels 6/11/16/21/26. - This is referred to as the "Leader Heal", and does not refer to any other Encounter Power that heals - At Level 16, you gain an extra use of Leader Heal. - Range of the healing is Burst 5 at level 1, and +5 per Tier
FEATS The following feats are only available to Leaders who are in a Leader Role. - Dedicated Healer : As a Feat Bonus, You heal an additional number of Hitpoints equivalent to your Sec Stat OR The Target of your Healing Powers gains THP equivalent to your Sec Stat (choose one when you take the Feat). Dedicated Healer applies to all your non-At-Will Powers with the Healing Keyword, including Leader Heal, that allows your Ally to spend a Surge. Clerics with Healer's Lore gain this as a Free Feat. - Timely Aid : You heal an additional 1d6 HP with your Leader Heal. You cannot take this Feat if you have Pacifist Healer, though you can retrain Pacifist Healer into Timely Aid. - Whisk Away : When you use a Power that lets the Target spend a Surge to regain Hitpoints, you can slide the Target 1 square. Bards gain this as a Free Feat. - Restful Healing : After you take a short rest or an extended rest, any healing power you use before the start of your next encounter restores the maximum number of hit points possible. - Restful Presence : You grant bonus to Surge Values equivalent to your Pri Stat when allies are spending surges after a Short Rest. Bards gain this as a Free Feat. - Rousing Surge : When you use a Power that lets the Target spend a Surge to regain Hitpoints, you also grant the target you heal a +1 bonus to Attack and +Sec Stat mod to Damage rolls for his next Attack. Warlords gain this as a Free Feat. - Mantle of Attack/Defence : You grant every Target you heal a +1 bonus to Attack OR a +1 bonus to Defence. Choose this when you create your Character. Ardents gain this as a Free Feat. - Saving Grace : When you use a Power that lets the Target spend a Surge to regain Hitpoints, the Target can make a Saving throw. - Healing Spirit : When you use Leader Heal on a Target, you can divert Hitpoints from your Target to heal another Ally adjacent to either you or your Spirit Companion (if any) by the same number of Hitpoints. If you have Timely Aid and/or Dedicated Healer, their bonuses are added on to the Hitpoints gained by the other Ally. Shamans gain this as a Free feat. You may not divert more Hitpoints than the bonus to Surge Value that you grant. - Runic Recovery : When you use a Power that lets the Target spend a Surge to regain Hitpoints, until the end of your next turn, all Allies within Close Burst 5/10/15 of you gain a +2 bonus to Damage per Tier OR gain +1 bonus to Defence. Choose this when you gain this Feat. Runepriests gain this as a Free Feat. - Healer's Implement : Add the Enhancement bonus of your Weapon / Implement as a Bonus to your healing powers that requires the target to spend a surge.
- Pacifist Healer : This is a Feat that you can choose if you meet the following requirements : Your Sec Stat must be of the same NAD as your Pri Stat, and you must have the Dedicated Healer feat. You heal an extra 2d6/3d6/4d6 for respective tiers with your Dedicated Healer. If you hit or miss a Bloodied Creature and deal damage to it, you are stunned until end of next turn. Note that while you have this Feat, Dedicated Healer does not add to Healing Spirit. You cannot take this Feat if you have Timely Aid, though you can retrain Timely Aid into Pacifist Healer.
NOTE : Heal / Healing Power here applies to the Encounter Healing Power and not to any other Power you use that has the Healing Keyword. NOTE : When any Non-Leader uses any At Will Power that has the Healing Keyword, the target gains Temporary Hitpoints instead of Healing. This includes Leaders that are still in Defender / Striker role NOTE : Any Psionic Power that has an Augment 2/4/6 is considered an Encounter Power.
Edit : Change on Healing Spirit. It takes the 1d6 from your original Heal. Edit 2 : Further Edit on Healing Spirit. It now takes up to X. This is in view that Level 1 Heals now have +Pri Stat instead of +1d6. Dedicated Healer now has an extra line "Dedicated Healer applies to all your Powers with the Healing Keyword, except At Will Powers." Edit 3 : included the Range for the Heals. Almost take it for granted. Specified when Psionic Powers are no longer considered "At Will" Edit 4 : clarified that Restful Presence applies to surges gained after a short rest. Edit 5 : clarified that Dedicated Healer is a Feat Bonus. This renders many heal-stacking 4E feats obsolete, and for a good reason. It is likely I will not be able to uncover all of them, hence the change. Edit 6 : Changed Dedicated Healer instead of Timely Aid as the Free Feat for Clerics. This is more in line with the Benefit they gain from Healer's Lore Edit 7: Updated Runic Healing to be more in line with Rune of Mending power in PHB3. Edit 8: Major Change to Role Swapping Feats. Edit 9: inserted Pacifist Healer. a very situational Feat but good for dedicated Healers. Edit 10: included Healer's Implement. It has been broadened to apply to all Leader Classes and Powers. Edit 11 : Added note to make Pacifist Healer clearer, and made it mutually exclusive with Timely Aid so it is easier to keep track. Edit 12 : Renamed "Healing Power" to "Leader Heal". This helps clarity. Also removed all Role Swapping references. Some clarity added to Healing Spirit and Whisk Away. Rousing Surge and Runic Recovery now requires the target spend a surge to proc, but Mantle of Attack/Defence does not. Saving Grace and Restful Healing added. Edit 13 : Due to new Cleric builds, included the requirement "Healer's Lore" as a requirement for gaining Dedicated Healer. Edit 14 : Change to Pacifist Healer as per errata Edit 15 : Change to Healer's Implement as per errata
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Post by Zyraen on May 8, 2012 10:20:48 GMT -5
6.0 STRIKER OPTIONS & FEATS
OPTIONS - Strikers may only do extra Damage once per Turn when you Hit a target, and only to 1 Target. This is called Striker Damage. - You also get to do this Striker Damage once when you Action Point, but only for the action done during that Action Point - Striker damage is only applied when you have to Roll and successfully Hit the Target, and there is a Damage roll.
A) Option : Fixed Stat Damage - Strikers may do extra damage equal to their Sec Stat mod. - Strikers that use Sec Stats to determine damage gain +2 damage every Tier (ie at level 11 and level 21)
B) Option : Dice Based Damage - Alternatively, Strikers can opt to use "Dice". The Dice Size is based on their Sec Stat mod at Level 1. eg. 2 or less = 1d4 ; 3 = 1d6 ; 4 = 1d8 ; 5 = 1d10 ; 6 = 1d12. This is called Striker Dice. - These Strikers gain an extra Damage Dice per Tier, provided they have gained at least an extra 3 points in their Sec Stat since the last time they gained an extra Damage Dice (ie typically at level 11 and level 21)
NOTE : Feats that increase damage dice-size for PHB1 Rogue, Ranger, Warlock are obsolete now.
Additional Option : Quarry - Strikers can opt to use a "Quarry" feature, which allows them to use a minor action to designate the nearest enemy they can see as a Quarry. If another Enemy is made your Quarry, the original Enemy is no longer your Quarry. If they do so, for Fixed Stat damage they gain +1 per Tier to all their Striker Damage rolls / for Dice based Damage, their dice size is effectively 1 size larger (ie from 1d8 to 1d10) - Strikers that use a "Quarry" feature may not deal Striker damage to those that are not their Quarry
NOTE : Rogues no longer require CA to do Striker damage NOTE : PHB1 Rangers, Rogues, Warlocks have their dice-size affected by their Secondary Stat at level 1. NOTE : Hunter's Quarry, Warlocks Curse, Oath of Enmity etc are treated as Quarry NOTE : Avengers that are Strikers gain bonus damage equivalent to their Sec Stat (in form of Stat or Dice) just like other Classes, and their Oath of Enmity target is treated as their Target. They can reroll their Attack as per Oathsworn Quarry feat. Their Censures only cause them to gain +2 damage per Tier. The original Oath of Enmity is Obsolete (see 9.0)
FEATS The following Feats are only available to Strikers who are in a Striking Role. If you have either Striking Leadership or Vengeful Defender, you are eligible to access Striker Feats. - Lethal Striker : Your Striker damage increases by +1 per Tier OR Dicesize increases by 1 (ie 1d6 becomes 1d8, 1d8 becomes 1d10, etc). This feat also increases the bonus damage granted by Advantageous Assault (but not Brutal Advantage) - Advantangeous Assault : Once per Turn to one target you hit, you deal extra damage equal to your Level 1 Sec Stat or your Striker Dice when Striking. This is doubled at Level 21. Rogues gain this as a Free Feat. You can deal this damage again if you Action Point and use that action to attack. Note that the bonus damage (not extra Dice) gains +1 before doubling if you have Lethal Striker. - Brutal Advantage : Once per Turn to one target you hit, when you have Combat Advantage against your target, you do extra damage equivalent to your Sec Stat mod when Striking. Rogues gain this as a Free Feat in when they have the Brutal Scoundrel Class feature, and may not otherwise gain this Feat. You can deal this damage again if you Action Point and use that action to attack. Brutal Advantage does not stack with Called Shot. - Powerful Burst : (you must not be using a Quarry Feature) When you use any Burst or Blast Powers, you can do your Striker damage once to each target you hit. Except for Striker damage, any feats, effects like Advantageous Assault, Brutal Advantage, Flurry of Blows, etc that are stated to be only Once Per Turn, remain once per Turn and do not occur each time you hit an Enemy. Note that this does not apply to multi-targeting spells like Arc Lightning. Sorcerers gain this as a Free Feat. - Distant Quarry : (you must use a Quarry feature) You may Quarry the second nearest enemy, instead of the nearest enemy. Rangers gain this as a Free Feat. - Cursing Quarry : (you must use a Quarry feature) When any of your Quarry(s) is reduced to 0 HP or lower, you can choose one of the following as a Free Action (a) gain Temp HP equal to your Sec Stat mod (b) make a Move Action. Warlocks gain this as a Class Feature and may not take this feat. - Multiple Quarry : You may Quarry a number of enemies equivalent to your Sec Stat mod. Warlocks gain this as a free Feat. - Raging Blow : As a Standard Action, you may choose to expend a Daily Power to perform a Raging Attack that is a Melee Basic Attack, with damage equivalent to X[W] + Pri Stat mod damage. Where X is the 3 + Daily Power's level / 5 (rounded off, not down). Barbarians gain this as a Free Feat. - Oathsworn Quarry : (you must use a Quarry feature) Once per Turn, you can sacrifice your Striker damage against an adjacent Quarry to reroll a Melee attack roll against that Quarry. If you do so, you cannot apply Striker damage against the Quarry for that Attack. Avengers gain this as a free Feat. - Target Censure : (you must use a Quarry feature) You gain +2 Striker damage per Tier when your Quarry moves away from you willingly OR You gain +2 Striker damage per Tier to your next attack when an Enemy other than your Quarry hits you. This is Cumulative until End of your Next Turn. Avengers gain this as a Free Feat. - Flurry of Blows : Your Striker damage is considered a Flurry of Blows (FOB) such that Feats and Ki Focuses affecting Flurry of Blows apply. It can only be Triggered Once Per Turn when you hit with a Melee or Close Attack, need not be applied on the the target of your Attack, and can hit only Adjacent Targets (even if you wield a Reach Weapon). If you use a Quarry feature, you must include your Quarry as the FOB target, and if you cannot do so, you cannot use FOB At Level 11 you can hit 1 or 2 Adjacent Targets. At Level 21 you can hit all Adjacent Targets. Choose one of following on Character Creation : Targets struck with your FOB power a) can be Slid 1 Square if it was not originally targeted by the triggering Attack. Otherwise it can only be slid 1 square into a square adjacent to you. b) take an extra +2 damage per Tier if it was not originally targeted by the triggering Attack c) cannot shift until the start of your next Turn. If it was not originally targeted by the triggering Attack, it also cannot take Opportunity Actions until the start of your next turn. Monks gain this as a Free Feat.
- Dedicated Oathsworn (you must use a Quarry feature) Your Striker damage is reduced to zero. No feats or items except Target Censure can increase it to more than zero. You can only ever have one Quarry. When you Quarry a new enemy, the previous Quarry always ends. Any feats and items that increase your Quarry to more than one do not apply to you. Once per Action, when you make a Melee attack against an adjacent Quarry, you can roll twice and take either result. Special: This feat cannot be taken with Oathsworn Quarry. Avengers can choose to gain this feat as a free feat instead of Oathsworn Quarry.
- Multi-Striking (Paragon) : You can apply your Striker damage for every successful attack you make that includes a damage roll. However, this can only be applied to one Enemy per Burst or Blast power, unless you have Powerful Burst. Note that Feats such as Flurry of Blows, Brutal Advantage and Advantageous Assault can still be applied only once per Turn to one enemy you hit. Sorcerers, Hexblades, Vampires, Slayers gain Multi-Striking as a free feat at Level 11.
Edit : for better balance, Strikers that use fixed damage now gain +2 per Tier, instead of previous +3. Edit 2 : clarified that the Striker Damage is once per Turn, and separately granted for an Action Point. This means Strikers do extra damage if they perform Attacks not on their own turn Edit 3 : Inserted Lethal Striker. This replaces Backstabber and Lethal Hunter once and for all. Note that this version no longer gives Backstabber a bigger bonus than Lethal Hunter. Edit 4: Inserted notes for on HP Loss when changing from Defender, and changing one Marked enemy to Targeted enemy, and the rest lose their Marks. Edit 5: Spamming Magic Missile with CA while having Brutal Advantage and Advantageous Assault is too much. So it has been changed so the Striker Damage is only applied on a Hit. Edit 6 : Major Change to Role Swapping Feats. Swapping from Vengeful Defender is now a Free Action, leaving you a Minor Action with which to Target Enemies. Edit 7 : inserted Multi Striking that has a Lv 11 requirement. Edit 8 : inserted clause in bold for Multi Striking so it does not render Powerful Burst obsolete Edit 9 : Altered the Striker Options so it is clearer to see the differences. Required +3 to Sec Stat mod for increasing Dice, else they can simply put the Stat bonuses to other Stats. This wording still needs to be improved. Edit 10 : Noted under Brutal Advantage that it does not stack with Called Shot nor Merciless Killer Edit 11 : Included the requirement of Damage roll to deal striker damage. Clarity added to Multi-Striking. Role-swapping feats etc are removed and placed to the Role-swapping section. Edit 12 : Edited the Clarification to Oathsworn Target, so that there is no confusion when applied with Multi-Striking. Edit 13 : Edited to Oathsworn Target, so it is not applicable to both attacks when making multiple attacks in a single Turn. Edit 14 : Edited Oathsworn Target, it becomes only once during your Turn. Edit made to Advantageous Assault, it no longer requires CA and has the option to provide a flat +3 / +7 bonus. Edit 15 : Flurry of Blows Limited to once per Turn and can be activated by close attacks. Edit 16 : Major Edit. changed "Targeting" feature to "Quarry" for simpler and clearer reference. Oathsworn Target has been changed to Oathsworn Quarry. Edit 17: Included Classes to gain free Multi-Striking. All of these Classes already have Multi-Striking by the game rules. Edit 18: Change made to Advantageous Assault, so it applies only to your Sec Stat at Level 1, instead of your Sec Stat per se. Edit 19: Clarified the note on Avengers as Strikers, and that original Oath of Enmity is obsolete as per point 9.0 Edit 20: Clarified again on interaction between Advantageous Assault, to highlight more clearly effect of Lethal Striker on it. Edit 21: Clarified on once per turn on one target you hit, for Brutal Advantage and Advantageous Assault. Also clarified that they can be dealt again when you Action Point. Edit 22: Relaxed the Restriction on Oathsworn Quarry to be "Once per Turn" instead of the original "Once during your Turn". However, have required that the Quarry be Adjacent to you when you make the attack. Edit 23: Special request by Wannabe-Critfishers, inserted the Dedicated Oathsworn feat.
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Post by Zyraen on May 8, 2012 10:25:48 GMT -5
7.0 DEFENDER OPTIONS & FEATS
OPTIONS - A Defender starts with an extra 3 HP at Level 1, and gains +6 HP per level instead of +5. He loses this HP whenever he is not Defending. - At Character Creation, every Defender chooses from one of the following Defender Features. Each Enemy can only have one Mark on it at any one time. All Marked enemies take a -2 Attack against all of your Allies, unless your Ally has a Defender Aura. NOTE : Due to Defenders have so many options, Players unsure of Defending are advised to stick to A) or B) for simplicity.
A) Defender Aura : You activate your Defender Aura with a Minor Action. All Enemies within Burst 1 of the Defender take -2 Attack against all of your Allies that do not have a Defender Aura, unless they are marked by another Ally. If an Enemy within your Defender Aura shifts or attacks your Ally that does not have a Defender Aura, you get to perform a Basic Attack as an Opportunity Attack, but the bonus from Combat Superiority does not apply to this attack.
B) Combat Marks : On your turn, you can mark any enemy you attack as a Free Action. Your Mark ends at the end of your next Turn. If an adjacent Marked Enemy shifts or makes an Attack that does not include you while within your Defender Aura, you get to perform a Basic Attack as an Immediate Interrupt. When you hit with an Opportunity Attack against an adjacent enemy that is moving away, your Hit stops & interrupts its movement.
C) Divine Challenge : On your turn, as a minor action you can mark a Single Enemy within Close Burst 5. The Mark ends at the end of your Turn if you did not attack the marked Enemy and did not end your Turn adjacent to the marked Enemy. If a Marked Enemy makes an Attack that does not include you, it takes Radiant Damage equal to your Sec Stat before it Attacks. This damage increases by +2 every Tier. You can only Challenge one enemy at any one time. You can use the Divine Sanction that are on Class Powers. It works the same as Divine Challenge but ends at the end of your next Turn, and does not count towards the limit of one Challenge target.
NOTE : If you do not use Divine Challenge, you ignore the Divine Sanction effect on Class Powers.
D) Nature's Mark : Once on your turn, as a Free action you can mark all Adjacent Enemies. This Mark lasts until the end of your Next Turn. If a Marked Enemy makes an attack that does not include you and is within Melee Reach, you can perform a Melee Basic Attack vs Fortitude against the Marked Enemy as an Immediate Interrupt, and if it hits the target grants Combat Advantage to you and your Allies. If a Marked Enemy within 5 squares of you makes an attack that does not include you, you can slide the target 1 square as an Immediate Reaction, and the target is slowed and cannot shift until the end of its next Turn.
E) Psionic Demand : On your turn, as a Minor Action you can Mark an enemy in Close Burst 3 (Augment 1 to mark up to 2 enemies). As an Opportunity Action, you can Shift 1 when an Adjacent Marked Enemy shifts. When an Adjacent Marked Enemy deals damage to an Ally with an Attack that does not include you as a Target, you can deal Force and Psychic damage to the Marked Enemy equivalent to the amount of damage dealt (before Resistances, etc) Your Mark persists until the end of the Encounter or until you use the Power again.
F) Aegis : On your turn, as a Minor Action you can Mark an enemy in a Close Burst 2 with an Aegis. Choose one of the following Effects: a) Assault : If your Aegis target hits your Ally that is within 10 squares of you with an Attack that does not include you, you can use an Immediate Reaction to teleport adjacent to your Aegis target and perform a Melee Basic Attack. b) Shielding : If your Aegis target hits your Ally that is within 10 squares of you with an Attack that does not include you, you can use an Immediate Reaction to reduce that damage by 5+Sec Stat. This increases by 5 every Tier. Note that an Aegis Mark is different from normal Marks. You can only have 1 Aegis target at any one time ; the rest are marked normally.
FEATS The following feats are only available to Defenders and when they're in a Defender Role. - Armored Defender : (you must have proficiency in heavy armor) You gain proficiency in Plate Armor and Heavy Shield. This benefit remains even when you're no longer in your Defender Role. Paladins (not Blackguards) gain this as free feat, only if they are Defenders. - Agile Defender : You gain proficiency in Hide Armor, Light Shield, Heavy Shield. This benefit remains even when you're no longer in your Defender Role. Wardens and Battleminds gain this as a free feat, only if they are Defenders. - Defender Resilience : You can add your Sec Stat mod to your Healing Surge Value. This bonus to Healing Surge Value does not stack with any Racial Feature. - Combat Superiorityy : When you make an Opportunity Attack, you gain a bonus to Attack equal to your Sec Stat. Fighters gain this as a Free Feat. This does not apply to opportunity attacks due to Defender Aura - Mighty Defender : When you punish disobedience of your Mark or Aura, you gain bonus damage equal to your Secondary Stat. This also applies to Opportunity Attacks, but only against Marked Enemies. This feat replaces Mighty Challenge, and Berserkers gain this as a free Feat. - Blurred Step : (You must use Psionic Demand) As an Opportunity Action, you can Shift equal to your Sec Stat (instead of Shift 1) when an Adjacent Marked Enemy shifts or moves. You must end your action adjacent or at least closer to the same Marked Enemy. If the Adjacent Marked Enemy moved, you can perform a Melee Basic Attack at the end of your Shift and knock the target prone if you hit. - Nature's Speed (Paragon) : (You must use Nature's Mark) Add your Sec Stat to your Melee Reach for Nature's Mark. As a free action when your mark is disobeyed you attack your Marked target, you can Shift equal to your Sec Stat and end in a square such that you can attack the Marked target as an Immediate Interrupt. - Mark of Warding : Marked Enemies or Enemies within your Aura take a -3 Attack penalty (instead of -2) against your Allies. Whenever you use a Power that increases Defenses, that bonus increases by 1. This counts as a Dragonmark.
Edit : included Agile Defender Edit 2: Changed Defender Aura's Immediate Interrupt to Opportunity Attack Edit 3: Included Hide Armor under Agile Defender Edit 4: Inserted notes for loss of HP when switching Roles, changing one Marked enemy to Targeted enemy, and the rest lose their Marks. Edit 5: Inserted clarifications on Swordmage Aegis Effects. All other Defender effects have wordings where the intention is that the effects proc only if the attack does not include the Defender. Aegis now correctly includes this. Edit 6 : Major Change in Role Swapping. Swapping to Striker is now a Free Action. Armored Defender and Agile Defender now include either Hafted Defense or Two Weapon Defense. Edit 7 : For Agile Defender, Parrying Dagger Proficiency and Heavy Shield Proficiency are no longer Free, but added into the choice of Free Feat. For Armored Defender, Parrying Dagger Proficiency is an extra option added to the Free Feat choice. Edit 8 : Combat Marks now stops Enemy's movement with an Opportunity Attack. Combat Superiority is only a Sec Stat bonus now. Edit 9 : replaced Daunting Challenge with Mark of Warding. This is a far more stronger power, but puts in limitations. Removed Role-Swapping options from this Section, to be placed into a new section. Berserkers get a free feat Mighty Challenge, and Defender Resilience now uses Sec Stat instead of Pri Stat. Edit 10: Paladins now gain Armored Defender as a free feat, Wardens & Battleminds now gain Agile Defender as a free feat. They still must be Defenders to gain these feats. The extra options for Armored Defender and Agile Defender have been removed. Edit 11: Change to Defender Aura & Combat Superiority so they do not stack.
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Post by Zyraen on May 8, 2012 10:34:47 GMT -5
8.0 CONTROLLER POWERS
Controllers are Characers belonging to the following Classes : Wizard, Invoker, Druid, Psion, Seeker. You are not considered a Controller if you multiclass into these Classes.
In addition to their usual 2 At Will Powers, Controllers also gain the following 2 At will Controller Powers.
If the Controller has more than 2 At Will Powers at Level 1, they can exchange any of their Level 1 At Will powers for the following powers, but may not start with more than 4 At Will Powers. The exception is that a Human Controller, using the Racial feature of with an extra At Will Power at Level 1, may start with up to 5 At Will Powers.
These Powers are treated as Level 1 At Will powers, they are not treated as having any power source (Divine, Arcane, Martial, etc), and can be Enlarged (see feat Enlarge Power). When using these powers, they do not deal Striker damage of any sort.
You can only retrain it if you have only 1 of the 2 following powers, and retrain that power for the other. ie retrain Controller's Mark for Controller's Distraction, and vice versa.
Controller's Distraction (At Will) Implement Ranged 10 (Enemies only) Highest Stat vs Will Hit : 1d6 + Highest Stat damage. Target that is Hit grants Combat Advantage, and gains vulnerable 2 untyped per Tier, until End of your Next Turn. Level 21 : 2d6 + Highest Stat damage. Controller's Mark (At Will) Implement Close Blast 3 (Enemies only) Highest Stat vs Will Hit : 1d6 + Highest Stat damage. Level 21 : 2d6 + Highest Stat damage. Effect : Targets are Marked until End of your Next Turn.
Special : Druids can use the above powers with the Beastform Keyword. Special : Any Controller can use these above powers with a Ranged Weapon. This replaces the Implement keyword with Weapon keyword, and the attacks target AC. Note that the Range remains unchanged.
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NOTE : Arcanist (Wizard) lose Arcane Implement Mastery and gain one of the following Free Feats - Lasting Effect, Imposing Control, Accurate Control, Deceptive Control, Hafted Defense, Power Versatility
Edit : Hafted Defense included under Wizard options. Edit 2 : Power Versatility included under Wizard options. This is substituting for Tome of Readiness class feature. Edit 3 : clarified on the Striker damage. provided an alternative effect for Defenders who can already Mark. Edit 4 : clarified the wording on Defenders who can Mark, and added a note on effects not explicitly reduced when a Controller Power is used to blend with a Role function. Edit 5 : Restricted the Leader role "debuff" effect to apply to only 1 Target, instead of to All those hit by the Power. Edit 6 : Added clause to Psychic Lock and moved up so that it is clear that it applies to other non-Controller Powers as well. Removed "Controller Dailies" section, so the hefty restrictions still apply when using Controller Daily Powers. This makes it relatively meaningless to use Role Effects with Controller Daily Powers. Edit 7 : Clarified Accurate Control to apply to only 1 roll, not all the rolls of a single Controller Power. Edit 8 : Changed "Wizard" to "Arcanist(Wizard)". Eliminated all Role Effects, replaced with Controller Effects for clarity. Edit 9: Deleted the "You cannot use Controller's Mark if you are a Defender OR you have Agile Defender or Armored Defender feats." that came after Controller's Mark. To be seen the effect. Edit 10: There are now no more "Controller Powers", but some Classes qualify as "Controllers". This role is in addition to whichever role they choose. They also have Controller's Mark and Controller's Distraction. Controller Feats have been removed, adjusted for all powers and shifted up to General Feats. The entire section has been rewritten to accommodate it. Edit 11 : Repositioned the non-stacking of Striker damage in this section, for clarity. Edit 12: Controller's Distraction changed to Ranged 10.
Note that this is very much a Work-In-Progress section.
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Post by Zyraen on May 16, 2012 20:52:08 GMT -5
9.0 OBSOLETE / NON-COMPATIBLE 4E FEATS & CLASS FEATURES Clarifies which 4E Class Features & Feats do not work with these Rules. Unless otherwise stated, Essential Classes do not work with Unbound Rules. Unless otherwise stated, Dragon Magazine Feats do not work with Unbound Rules. This list will most certainly grow over time.
OBSOLETE CLASS FEATURES Cleric: Healing Word, Healers Lore Fighter: Combat Challenge, Combat Superiority Paladin: Divine Challenge. Lay On Hands now requires either the Paladin or the Target to spend a Surge, not only the Paladin. Ranger: Hunter's Quarry Rogue: Sneak Attack Warlock: Curse Warlord: Inspiring Word Wizard: Arcane Implement Mastery ( replaced with Free Feat under Controller ) Avenger: Oath of Enmity, Censure adjusted to 2 per Tier Barbarian: Rage Strike, Devastating Strike loses xd8s, Howling Strike loses xd6s, etc all powers lose bonus damage dice when Raging (which is the Barbarian's Striker feature) Bard: Majestic Word, Song of Rest Druid: no change Invoker: no change Shaman: Healing Spirit. Protector Spirits Spirit Boon is a free Feat of Dedicated Healer Sorcerer: xx Power that grants Striker damage is now a Role option Warden: Nature's Wrath, Warden's Fury, Warden's Grasp Ardent: Ardent Surge. Note Mantle effect should match your Class Feature Mantle Battlemind: Psionic Demand, Blurred Step, Mindspike Monk: Flurry of Blows Psion: no change Seeker: no change Runepriest: Rune of Mending. Runic Recovery benefit should match your Class Feature Swordmage: Aegis. Swordmage Warding remains, but only grants +3AC when defending, in addition to other requirements
Other Note : Morninglord Paragon Path is obsolete.
COMPATIBILITY NOTES Any Feat that applies to a Class Feature that is in the Above List, but moved into Role Options may still apply to the relevant Role Option, Without Class Restrictions. That said, most bonuses that apply to the same feature will not stack, unless its is on a situational basis. eg. 2 Feats grant bonuses, Crashing Tempest Style grants +2 damage to Flurry of Blows when using a Club, and Lethal Striker grants +1 damage to Striker damage. These will not stack, as a Club is not "situational", the Player can use it. eg. 2 Feats grant bonuses, Lethal Striker grants +1 damage to Striker damage and Brutal Advantage grants +Mod damage to Striker damage when there's CA. These 2 feats will Stack.
I will try to compile a list of Feats, but subject to time constraints and of course, interest by Players. More likely they'll be compiled from Player suggestions. If in doubt, please check with DM.
OBSOLETE FEATS - GROUPS - All Expertise & Focus Feats - All Superior Implement Training Feats - All Multiclass Feats & Power Swap Feats - All Armor Proficiency Feats & Armor / Shield Specialization Feats - Any Race-Specific Feat that adds to a particular Role Feat (eg. Tactical Inspiration) - Hybrid Talent and all Hybrid-related Feats
OBSOLETE FEATS - SPECIFIC - Frostcheese (Wintertouched, Lasting Frost) and Radiantcheese related Feats (Pervasive Light). These are only obsolete if you take any 1 or more of the following : Harbinger, Doombringer and Deathbringer - Martial Adaptation (MP) : Power Versatility renders this obsolete - Martial Readiness (MP) : Power Versatility renders this obsolete - Martial Versatility (MP) : Power Versatility renders this obsolete - Primal Eye (PHB3) - Elemental Empowerment (HotEP) - Mindbite Scorn (DSCS) - Lethal Hunter (PHB1) - Backstabber (PHB1) - Blade Opportunity (PHB1) - Slaying Action (PHB1) : Strikers now automatically get to do their Striker Damage when they Action Point. - Astral Fire (PHB1) : since it is a feat bonus, the new "Expertise" that includes "Focus" makes it obsolete - Burning Blizzard (PHB1) : since it is a feat bonus, the new "Expertise" that includes "Focus" makes it obsolete - Dark Fury (PHB1) : since it is a feat bonus, the new "Expertise" that includes "Focus" makes it obsolete - Treetop Sniper (MP2) : obsolete since CA bonuses are no longer limited to specific weapon groups. - Nimble Blade (PHB2) : replaced by Nimble Weapon (3.0) - Deft Blade (MP2) : replaced by Deft Weapon (3.0) - Arcane Admixture (AP) : replaced by Admixture Feat (3.0) - Hammer Rhythm (PHB1) : replaced by Glancing Blow (3.0) - Scimitar Dance (PHB1) : replaced by Glancing Blow (3.0) - Mighty Challenge (DP) : replaced by Mighty Defender (7.0) - Great Fortitude (HotFL) : obsolete since Superior Fortitude has no Stat requirements. - Lightning Reflexes (HotFL) : obsolete since Superior Reflexes has no Stat requirements. - Iron Will (HotFL) : obsolete since Superior Will has no Stat requirements. - Two Weapon Fighting (multiple) : obsolete with Dualwield Fighting (3.0) - Dual Implement Caster (AP) : obsolete with Dualwield Fighting (3.0)
UPDATED FEATS - SPECIFIC Feats that have been replaced above, but retaining the same names. - Defensive Advantage replaced under 3.0. No longer Paragon level and no Stat requirement. - Uncanny Dodge replaced under 3.0. No longer having Stat requirement - Surprising Charge replaced under 3.0. No longer restricted to 2 weapon groups but having limit on Dicesize.
Edit : Inserted edit to Paladin's Lay On Hands, since Paladins now have same Number of surges as everyone else. Iron Will, Lightning Reflexes and Great Fortitude have been added to the list of obsolete Feats, as Superior Fortitude / Reflexes / Will no longer have any Stat prerequisites. Edit 2 : Change made to Obsolency on Frostcheese / Radiantcheese. Edit 3 : Obsoleted Two Weapon Fighting and Dual Implement Spellcaster
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Post by Zyraen on Dec 26, 2012 4:58:04 GMT -5
10.0 "REVENANT" FEATS
FEATS These Feats provide some form of "balance" that are caused by the Revenant Feats in epic Tier. They reduce the gap between the Revenants and the non-Revenants. These Feats do not turn you into a Revenant nor an Undead. You do not gain Dark Reaping nor qualify for Revenant Feats by taking these Feats.
Relentless Fury (Epic) (requires that you are neither a Revenant nor a Warforged) : When you drop to 0 HP or fewer, you can choose to be dazed instead of falling unconscious. You make Death Saving Throws as per normal, and if you fail one, you fall Unconscious instead of being Dazed. Relentless Quickening (Epic) (requires Relentless Fury feat) : When you are below 0 HP and not unconscious, you gain an extra Minor Action.
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Post by Zyraen on Mar 14, 2013 0:58:24 GMT -5
11.0 ROLE-SWAPPING FEATS This has been broken off into a separate section for better clarity. A lot of flexibility has been added to provide some basic feat support for the "off-spec"
Defensive Striker : You have access to both the Striker and Defender roles. See below on Role-swapping. Leading Defender : You have access to both the Leader and Defender roles. See below on Role-swapping. Leading Striker : You have access to both the Striker and Defender roles. See below on Role-swapping. Versatile Swapper : For every 5 Levels you have (rounded up), select 1 Feat you have that applies only to One particular Role. You can select a separate feat from each separate other Role that you have. Every time you switch roles, the Feat switches as well. This may not be applied to Free Feats, nor to any of the 4 Role-Swapping feats. The Pacifist Healer feat may not be included under this feat.
Notes - You can take any 2 of these feats (Defensive Striker, Leading Defender, Leading Striker) to gain access to all 3 Roles. - All your roles use the same Pri and Sec Stats as per your original selection, regardless of which Class power you use them with. - If you were originally a Defender with 6 HP per level, your current and maximum HP are both deducted by 2+Level, so that you have HP that equivalent of a Leader or Striker. After every rest, you gain 1+Half-Level THP, but you lose this THP if you are not in a Defender role. - Even past Level 16, Role-swapping Leaders are limited to 2 Leader Heals per Encounter.
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ROLE-SWAPPING MECHANICS At the start of every Turn, before you take any Action but after you make your Start of Turn Saving Throws (if any), you decide which Role you wish to be in. If you do not declare or if you delay your turn, you are in the same Role as previously. You remain in the same Role until the Start of your Next Turn, unless otherwise stated.
Striker Role You can deal your Striker damage until Start of your Next Turn. Marks that are from a power that lasts until End of Encounter remain as per normal, but the Mark has no effect* while you are in the Striker role. If you have any other Marked enemies, and you have a Targeting feature, one of your Marked Enemies (your choice) becomes your Target instead. All your other Marks end.
While in this role, when you use powers that allow you to Mark, you cannot apply those Marks. While in this role, your At Will powers that heal HP instead grant THP.
Defender Role You can use your Defender features until Start of your Next Turn. If you have any Targets, they remain your Targets but has no effect* while you are in the Defender role. As a free Action, one of your Targets (your choice) can become Marked by you instead. This Mark can be any Mark that you can apply on At Will basis, either as a Minor Action or Free Action.
While in this role, when you use powers that allow you to apply extra Striker damage (Quarry, Curse, etc), you cannot apply the extra damage. While in this role, your At Will powers that heal HP instead grant THP.
Leader Role Marks that are from a power that lasts until End of Encounter remain as per normal, but the Mark has no effect* while you are in the Leader role. All other Marks end.
While you are a Leader, your At Will healing powers that can heal HP can now heal HP normally, instead of THP like when you're in other Roles. You can also apply your Leader feats to your Encounter Powers that have the Healing keyword. While you are a Leader, every Turn you can use one of your Leader Heals as a minor action. If you do so, you must choose to be a Leader again at the Start of your Next Turn. If you run out of Leader Heals, you remain in your Leader Role until End of Encounter and cannot change roles any more.
While in this role, when you use powers that allow you to Mark, you cannot apply those Marks. While in this role, when you use powers that allow you to apply extra Striker damage (Quarry, Curse, etc), you cannot apply the extra damage.
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*no effect : meaning that all feats, items, equipment, penalties to attack etc that apply to them are not in effect. Powers that are not reliant on any Role feature are still in effect. Note that Enemies can still make saves against effects and powers, even if they are currently not affecting them. eg. Marked for Death (Ranger Daily 9) provides extra Striker Damage (dice of Hunter's Quarry), so has no effect while you are not a Striker. eg. Majestic Halo (Paladin Daily 1) marks (sanctions) every enemy adjacent to you until End of Encounter, so has no effect while you are not a Defender. eg. Piquing Dare (Fighter Daily 9) has can have an Enemy marked (SE). While subject to the mark, the Enemy is also under certain effects. In this case, while you are not a Defender, the mark has no effect whatsoever, but the Enemy can still save against it. eg. Vanishing Blade (Swordmage Daily 1) lets you teleport 3 whenever you hit any enemy with a melee attack, until End of Encounter, so remains in effect, regardless of Role.
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