House Rules

revision 1.8

  • Classes with the Divine power source may use Wisdom instead of Intelligence as the ability used for Religion checks.
  • Potions of Healing restore 10 HP to the user at the cost of one Surge. If no Surge is available, the potion grants 10 temporary HP. A potion will also stabilize a dying character regardless of available Surges. The same pattern follows for the higher-level healing potions except the number of HP granted increases.
  • Acrobatic Leap: You travel through the air to a destination. You ignore difficult terrain and travel through the air for a number of feat equal to one-half your skill check, or your full skill check if you have a wall, chandler or other surface to work off of. Going upwards costs twice as much as other directions. Acrobatic Leaps can be used as part of any action where you move, and you can do one Leap check per action. It does not add any additional distance to what you travel.
  • Athletic Leap: You travel through the air to a destination. You ignore difficult terrain and travel through the air for a number of feat equal to one-half your skill check, or your full skill check if you have a running start. Going upwards costs twice as much as other directions. Athletic Leaps can be used as part of any action where you move, and you can do one Leap check per action. It does not add any additional distance to what you travel.
  • The Paragon Feat Danger Sense grants a +1 feat bonus to Will Defense in addition to its normal use.
  • The Paragon Feat Evasion grants a +1 feat bonus to Reflex Defense in addition to its normal use.
  • The Paragon Feat Mettle grants a +1 feat bonus to Fortitude Defense in addition to its normal use.
  • The Feats Weapon Expertise, Implement Expertise, Focused Expertise, Versatile Expertise, Great Fortitude, Lightning Reflexes, Iron Will, Paragon Defenses, Epic Fortitude, Epic Reflexes, Epic Will, and Robust Defenses are unavailable.
  • All attempts to Bull Rush gain a bonus to the roll equal to the PCs armor enhancement bonus. A successful Bull rush will push the target 2 squares at Paragon and 3 squares at Epic.
  • All attempts to Grab gain a bonus to the roll equal to the PCs neck item enhancement bonus. Grabs can be used against creatures two size categories larger than the PC at Paragon and three size categories at Epic.
  • All magic items worn on the Head area provide a +1 item bonus to Will Defense. This bonus increases to +2 for an item of Level 11-20 and +3 for an item of Level 21-30.
  • All magic items worn on the Waist area provide a +1 item bonus to Fortitude Defense. This bonus increases to +2 for an item of Level 11-20 and +3 for an item of Level 21-30.
  • All magic shields and magic items worn on the Feet area provide a +1 item bonus to Reflex Defense. This bonus increases to +2 for an item of Level 11-20 and +3 for an item of Level 21-30.
  • All characters gain a +1 bonus to Fortitude, Reflex, and Will Defenses upon reaching Paragon Tier (11th Level). This bonus stacks with all other bonuses and increases to +2 at Epic Tier (21st Level).
  • Action Points are gained after every Encounter, not every Milestone. They may also be gained, at the DM’s discretion, through good roleplaying, clever thinking, or general hilarity. You may spend as many as you want in a single Encounter, but no more than one per turn. However, each option can only be used once per Encounter. After an Extended Rest, Action Points reset to one.
    Action Points have these uses:
    1) Gain an extra Standard Action. As usual, this can be freely traded for a Move Action or a Minor Action.
    2) Get +1d6 to any d20 roll after the die has been rolled.
    3) Re-roll any non-combat d20 roll after the die has been rolled.
    4) Make an immediate saving throw against one status or ongoing damage condition.
  • Rituals can be prepared ahead of time for faster casting and use in combat situations. A PC who has the Ritual Casting feat can spend the component cost during downtime to ready a ritual spell and then may activate the prepared ritual as a Standard action. A character may prepare a number of rituals in this way up to his or her Intelligence modifier (minimum 1). Prepared rituals are lost if they have not been cast before the character takes an Extended Rest.
  • An Extended Rest can only be taken if the party has completed 2 Milestones (or 4 Encounters) since the last Extended Rest.
  • When you make an attack roll of natural 1 (called a Fumble), you automatically miss, your turn immediately ends, and you grant combat advantage to all enemies until the start of your next turn. You may not use an Action Point to re-roll or otherwise cancel a Fumble.
  • When you make a skill or ability check roll of natural 20 (called a Critical Success), the check automatically succeeds and you gain a +5 bonus to your next check during this scene. In a Skill Challenge, add one more success to the total.
  • When you make a skill or ability check roll of natural 1 (called a Critical Failure), the check automatically fails and you gain a –5 bonus to your next check during this scene. In a skill challenge, remove one success from the total.
  • At the start of the campaign, players get to pick two skills and mention two Background Skills that they could conceivably attempt with them, such as playing a violin, sailing, or carpentry. Feel free to stretch your imagination. I won’t say no unless it is ridiculous (Acrobatics for taming animals). Once you’ve come up with these talents, use the associated skill to make rolls determining your degree of success.
  • Stunts: if you think of a crazy trick you want to pull in or out of combat, describe it to me in detail and I will try to assign a fair difficulty for the roll and effect if you succeed. Unless it is something completely unreasonable, I will not put you in a situation where you may as well use a power instead because the stunt you had in mind is too hard or carries no benefit. In fact, if you have a feat or power that can be linked to the trick you come up with, it may even grant you bonuses to the roll or damage. Keep in mind that most tricks will only work once in a given encounter.

House Rules

The Dragonslayers' Tavern ptarantino235