Alrighty! We've got about three months using this system, and we love it. It's a perfect way to get my players ready for 4th edition's release. Although the rules were certainly different at first, it's going over very well amongst my group. They enjoy the new abilities. I've made a few important changes on my end, and adopted a few homebrewed rules into it:
-Armor as DR
-Steel weapons adds +1 hit/+1damage
-Keen weapons do +1 damage
-Well-balanced weapons do +1 hit
-Steel/worghide armor adds +1 DR
-DR equals 1/2 character level + Armor
-Shock equals Fortitude (for consideration to Penalty levels)
-Defenses are 1/2 level for consideration to formula, with exception of key Defense (which is full level for consideration to formula; e.g. Rogue 1/2 level Fort/Will, full level Reflex)
-Talents come at 1,1,3,5,7,9,11,13,15,17,19 (11 talents at 20th level)
-Feats come at 1,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20 (21 feats at 20th level)
-No restrictions on Skill or Feat choices by class
-The number of damage dice by weapon is modified by 1/2 BAB to hasten combat deadlyness and bring weapon damage on par with spells (e.g. 7th level fighter does 3dX with weapon; 14th level fighter does 7dX with weapon; x equals whatever weapon they use)
Using the Pit Fiend stat type for 4th edition, my NPC tables are now a cinch! Check it out:
Inquisitor Mullen Degraff Level 12 Cleric
Medium humanoid (Aradain)
Initiative +16 Senses Notice +18
HP 112; Bloodied 66; Second Wind 87
AC 25; Fortitude 23, Reflex 24, Will 30, Shock 28
Divine Grace (free; at-will) +1 to all Defenses
Zen Defense (free; at-will) bonus to AC equal to Wisdom modifier
Cape of Mountebank (movement; encounter) • Magic
When Mullen wraps cloak around himself, he can Dimension Door up to 10 squares
Dodge (free; at-will) +1 to AC
Damage Resist 9 worghide leather
Saving Throws +0
Speed 6
Melee Grapple (standard; at-will)
Reach 1; +18 vs. AC; 0; Followup: Crux of Alatar +14 vs. AC; 4d4+4
Melee Crux of Alatar (standard; at-will) • Well-balanced Steel Weapon
Reach 1; +14 vs. AC; 4d4+4
Ranged Turn Foes (standard; encounter) • Magic, Enlightened Precision
Reach 30; +14 vs. AC; 12d6
Alignment Oathbound - Chapel of the Twelfth Night (+1 hit)
Languages Auld, Gothric
Skills Initiative +16, Skill Focus Notice +18, Skill Focus Religion +18, Survival +13, Deception +14, Influence +14, Perform +14, Sneak +16, Geography +12
Str 16 (+3) Dex 20 (+5) Con 18 (+4)
Int 12 (+1) Wis 14 (+2) Cha 17 (+3)
Equipment Ivory Mask inlaid with gold, grey Cape of Mountebank, steel crux of Alatar, worghide leather, strange octagonal blue charm of a pool of water with webbing between it
Note Turn Foes does not work on followers of Alatar.
Another example:
Southern Cross Knight Leader Level 8 Warlord
Medium humanoid (Aradain)
Initiative +19 Senses Notice +11
HP 80; Bloodied 40; Second Wind 65
AC 27 (28); Fortitude 20, Reflex 27, Will 19, Shock 20
Team Fighting (free; at-will) when fighting adjacent to allies, gain +1 to hit/AC
Acrobatic Defense (free; at-will) +6 AC/-4 attack when fighting defensively/+10 total defense
Dodge (free; at-will) +1 AC
Die Hard (free; at-will) at zero HP, do not fall unconscious. Can make standard action 1/round
Elusive Target (free; at-will) gains +8 AC vs. ranged when adjacent to allies
Far Shot (free; at-will) all Close ranged attacks become Point Blank Range
Point Blank Shot (free; at-will) +1 hit/damage within 12
Concerted Attack (free; at-will) all allies gain +4 on flanks when he threatens enemies with melee or ranged
Bravery (swift; at-will) All allies gain +2 to overcome fear-like effects
Damage Resist 7/4 unarmored
Saving Throws +0
Speed 6
Coordinate (standard; at-will)
Allies within 30 feet gain +1 hit/damage Followup: Inspire Courage (free; at-will) Allies within 30 feet gain +1 to all defenses
Ranged Crossbow (standard; at-will) • Well-balanced Steel Weapon
Reach 12; +14 (15) vs. AC; 3d8+2 Followup: Inspire Fervor (free; at-will) one ally within 30 feet gains bonus to damage equal to his level
Ranged Defensive Crossbow (standard; at-will) • Well-balanced Steel Weapon
Reach 12; +10 (11) vs. AC; 3d8+2 His AC becomes 33 (34)
Ranged Two-Shot Crossbow (standard; at-will) • Well-balanced Steel Weapon
Reach 12; +10 (11) vs. AC; 3d8+2/3d8+2 Followup: Inspire Fervor (free; at-will) one ally within 30 feet gains bonus to damage equal to his level
Full Defense (standard; at-will)
His AC becomes 37 (38)
Alignment Oathbound – Southern Cross Knight (+1 to hit)
Languages Auld, Gothric
Skills Heal +11, Skill Focus Initiative +19, Religion +10, Notice +11, Acrobatics +14, Skill Focus Sneak +14, Influence +12
Str 16 (+3) Dex 20 (+5) Con 18 (+4)
Int 12 (+1) Wis 14 (+2) Cha 17 (+3)
Equipment Steel Breastplate, Well-balance Steel Crossbow, Steel Dagger, Keen Bolts