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<blockquote data-quote="ren1999" data-source="post: 5900291" data-attributes="member: 85179"><p>I'm not sure what you mean but here is something I got. </p><p></p><p>All powers start with a range of 4 squares, 6 squares with a sit mod of -2 because it is long range, burst 2</p><p></p><p>Rules for Powers</p><p>turn any at-will power into a clone duplicate encounter power by adding +1[w] damage, +1 range, burst square, +1 round, etc. attack+1 or ac+1</p><p>turn any at-will power into a clone duplicate daily power by adding +2[w] damage, +2 range, burst square, round, etc.. attack+2 or ac+2</p><p></p><p>All characters do +1[w] damage at 11th level +1 range, +1 burst</p><p>+2[w] damage at 21st level</p><p></p><p>Fighter</p><p>Class Bonus: +1 Strength</p><p>Class Penalty: -1 Charisma</p><p>Hit Points: Constitution score+12</p><p>Level-Up: +12 hit points</p><p>Healing Surges: 12</p><p>Powers Per Level-Up 5+Intelligence Modifier</p><p>Weapon Proficiency, Armor Proficiency available at 1st level</p><p>Intimidate Foe, Ride Horse.. and more..</p><p>Feint Attack, Parry Defense 2nd</p><p>Disarm Weapon, Dodge Defense 3rd</p><p>Off-Hand Weapon, Close Quarters 4th</p><p>Windmill Attack, Keep Distance 5th</p><p></p><p>Rogue</p><p>Class Bonus: +1 Dexterity</p><p>Class Penalty: -1 Constitution</p><p>Hit Points: Constitution score+10</p><p>Level-Up: +10 hit points</p><p>Healing Surges: 10</p><p>Powers Per Level-Up 5+Intelligence Modifier</p><p>Pick Pocket, Open Lock available at 1st level</p><p>Appraise Item, Climb Rope.. and more..</p><p>Stealth Skill, Craft Poison 2nd</p><p>Bluff Skill, Pass Untraceable 3rd</p><p>Fumble Foe, Spring Blade 4th</p><p>Restrain Foe, Disguise Self 5th</p><p>and more..</p><p></p><p>Cleric</p><p>Class Bonus: +1 Wisdom</p><p>Class Penalty: -1 Intelligence</p><p>Hit Points: Constitution score+8</p><p>Level-Up: +8 hit points</p><p>Healing Surges: 8</p><p>Powers Per Level-Up 5+Intelligence Modifier</p><p> Heal Ally, Curse Foe at 1st level</p><p> Turn Alignment, Religion Skill.. more..</p><p>Cure Ally, Curse Foe 2nd</p><p>Restore Ally, Afflict Foe 3rd</p><p>Raise Dead, Create Undead 4th</p><p> Hold Foe, Command 5th</p><p>and more..</p><p></p><p>Wizard</p><p>Class Bonus: +1 Intelligence</p><p>Class Penalty: -1 Strength</p><p>Hit Points: Constitution score+6</p><p>Level-Up: +6 hit points</p><p>Healing Surges: 6</p><p>Powers Per Level-Up 5+Intelligence Modifier</p><p>Dark Rain, Shocking Grasp, Chain Lightning, Plasma Ball, Disintegrate Foe</p><p>Arcana Knowledge, etc..</p><p></p><p>Custom Class</p><p>Class Bonus: +1 to an Ability</p><p>Class Penalty: -1 to an Ability</p><p>Hit Points: Constitution score+9</p><p>Level-Up: +9 hit points</p><p>Healing Surges: 9</p><p>Powers Per Level-Up 5+Intelligence Modifier</p><p></p><p>Level-Up Power Gains</p><p>All characters can learn a number of powers(including feats and skills) based on 5+their intelligence modifier per level.</p><p></p><p>Characters don't need to drop, relearn, anything. They can have ready any spell they want already memorized during an encounter.</p><p>But all characters are limited by the encounter and daily usage restrictions. That means a 3rd level character can only use 2 daily powers from a list of daily spells per day and 2 encounter powers from their memorized list per encounter. </p><p></p><p>Power Learning Per Level-Up</p><p>5 feats, skill ranks, at-will, encounter or daily powers + intelligence modifier per level.</p><p></p><p>Rogue Skills are at-will powers.</p><p>Any power can be made an encounter or daily power by adding +1[w] for encounter powers, +2[w] for daily powers, </p><p></p><p>etc..</p><p></p><p>Power Usage Chart</p><p>at 1st level, use 1 encounter power once per combat encounter, use one 1 daily power once per day</p><p>at 2nd level, 2 encounter powers per encounter, 1 daily power per day</p><p>at 3rd, 2 encounter powers per encounter, 2 daily powers per day</p><p>4th, 3, 2</p><p>5th, 3, 3</p><p>6th, 4, 3</p><p>etc..</p><p></p><p>This in no way makes any character too powerful. If anything, it adds variety and strategy to the game. It also allows players to test out lesser wanted spells. This rule only applies to player characters. The more industrious players will have a list of spells to try out during any encounter, or a list of martial exploits if they are playing a fighter or rogue type.</p><p>Monsters however, should be limited in known powers to make it easier for the DM to manage them.</p></blockquote><p></p>
[QUOTE="ren1999, post: 5900291, member: 85179"] I'm not sure what you mean but here is something I got. All powers start with a range of 4 squares, 6 squares with a sit mod of -2 because it is long range, burst 2 Rules for Powers turn any at-will power into a clone duplicate encounter power by adding +1[w] damage, +1 range, burst square, +1 round, etc. attack+1 or ac+1 turn any at-will power into a clone duplicate daily power by adding +2[w] damage, +2 range, burst square, round, etc.. attack+2 or ac+2 All characters do +1[w] damage at 11th level +1 range, +1 burst +2[w] damage at 21st level Fighter Class Bonus: +1 Strength Class Penalty: -1 Charisma Hit Points: Constitution score+12 Level-Up: +12 hit points Healing Surges: 12 Powers Per Level-Up 5+Intelligence Modifier Weapon Proficiency, Armor Proficiency available at 1st level Intimidate Foe, Ride Horse.. and more.. Feint Attack, Parry Defense 2nd Disarm Weapon, Dodge Defense 3rd Off-Hand Weapon, Close Quarters 4th Windmill Attack, Keep Distance 5th Rogue Class Bonus: +1 Dexterity Class Penalty: -1 Constitution Hit Points: Constitution score+10 Level-Up: +10 hit points Healing Surges: 10 Powers Per Level-Up 5+Intelligence Modifier Pick Pocket, Open Lock available at 1st level Appraise Item, Climb Rope.. and more.. Stealth Skill, Craft Poison 2nd Bluff Skill, Pass Untraceable 3rd Fumble Foe, Spring Blade 4th Restrain Foe, Disguise Self 5th and more.. Cleric Class Bonus: +1 Wisdom Class Penalty: -1 Intelligence Hit Points: Constitution score+8 Level-Up: +8 hit points Healing Surges: 8 Powers Per Level-Up 5+Intelligence Modifier Heal Ally, Curse Foe at 1st level Turn Alignment, Religion Skill.. more.. Cure Ally, Curse Foe 2nd Restore Ally, Afflict Foe 3rd Raise Dead, Create Undead 4th Hold Foe, Command 5th and more.. Wizard Class Bonus: +1 Intelligence Class Penalty: -1 Strength Hit Points: Constitution score+6 Level-Up: +6 hit points Healing Surges: 6 Powers Per Level-Up 5+Intelligence Modifier Dark Rain, Shocking Grasp, Chain Lightning, Plasma Ball, Disintegrate Foe Arcana Knowledge, etc.. Custom Class Class Bonus: +1 to an Ability Class Penalty: -1 to an Ability Hit Points: Constitution score+9 Level-Up: +9 hit points Healing Surges: 9 Powers Per Level-Up 5+Intelligence Modifier Level-Up Power Gains All characters can learn a number of powers(including feats and skills) based on 5+their intelligence modifier per level. Characters don't need to drop, relearn, anything. They can have ready any spell they want already memorized during an encounter. But all characters are limited by the encounter and daily usage restrictions. That means a 3rd level character can only use 2 daily powers from a list of daily spells per day and 2 encounter powers from their memorized list per encounter. Power Learning Per Level-Up 5 feats, skill ranks, at-will, encounter or daily powers + intelligence modifier per level. Rogue Skills are at-will powers. Any power can be made an encounter or daily power by adding +1[w] for encounter powers, +2[w] for daily powers, etc.. Power Usage Chart at 1st level, use 1 encounter power once per combat encounter, use one 1 daily power once per day at 2nd level, 2 encounter powers per encounter, 1 daily power per day at 3rd, 2 encounter powers per encounter, 2 daily powers per day 4th, 3, 2 5th, 3, 3 6th, 4, 3 etc.. This in no way makes any character too powerful. If anything, it adds variety and strategy to the game. It also allows players to test out lesser wanted spells. This rule only applies to player characters. The more industrious players will have a list of spells to try out during any encounter, or a list of martial exploits if they are playing a fighter or rogue type. Monsters however, should be limited in known powers to make it easier for the DM to manage them. [/QUOTE]
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