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<blockquote data-quote="Daniel D. Fox" data-source="post: 4022951" data-attributes="member: 55033"><p>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:</p><p></p><p>-Armor as DR</p><p>-Steel weapons adds +1 hit/+1damage</p><p>-Keen weapons do +1 damage</p><p>-Well-balanced weapons do +1 hit</p><p>-Steel/worghide armor adds +1 DR</p><p>-DR equals 1/2 character level + Armor</p><p>-Shock equals Fortitude (for consideration to Penalty levels)</p><p>-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)</p><p>-Talents come at 1,1,3,5,7,9,11,13,15,17,19 (11 talents at 20th level)</p><p>-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)</p><p>-No restrictions on Skill or Feat choices by class</p><p>-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)</p><p></p><p></p><p>Using the Pit Fiend stat type for 4th edition, my NPC tables are now a cinch! Check it out:</p><p></p><p>Inquisitor Mullen Degraff Level 12 Cleric</p><p>Medium humanoid (Aradain) </p><p>Initiative +16 Senses Notice +18</p><p>HP 112; Bloodied 66; Second Wind 87</p><p>AC 25; Fortitude 23, Reflex 24, Will 30, Shock 28 </p><p>Divine Grace (free; at-will) +1 to all Defenses</p><p>Zen Defense (free; at-will) bonus to AC equal to Wisdom modifier</p><p>Cape of Mountebank (movement; encounter) • Magic</p><p>When Mullen wraps cloak around himself, he can Dimension Door up to 10 squares</p><p>Dodge (free; at-will) +1 to AC</p><p>Damage Resist 9 worghide leather</p><p>Saving Throws +0</p><p>Speed 6</p><p>Melee Grapple (standard; at-will)</p><p>Reach 1; +18 vs. AC; 0; Followup: Crux of Alatar +14 vs. AC; 4d4+4</p><p>Melee Crux of Alatar (standard; at-will) • Well-balanced Steel Weapon</p><p>Reach 1; +14 vs. AC; 4d4+4</p><p>Ranged Turn Foes (standard; encounter) • Magic, Enlightened Precision</p><p>Reach 30; +14 vs. AC; 12d6</p><p>Alignment Oathbound - Chapel of the Twelfth Night (+1 hit)</p><p>Languages Auld, Gothric</p><p>Skills Initiative +16, Skill Focus Notice +18, Skill Focus Religion +18, Survival +13, Deception +14, Influence +14, Perform +14, Sneak +16, Geography +12</p><p>Str 16 (+3) Dex 20 (+5) Con 18 (+4)</p><p>Int 12 (+1) Wis 14 (+2) Cha 17 (+3)</p><p>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</p><p></p><p>Note Turn Foes does not work on followers of Alatar.</p><p></p><p></p><p></p><p>Another example:</p><p></p><p></p><p>Southern Cross Knight Leader Level 8 Warlord</p><p>Medium humanoid (Aradain) </p><p>Initiative +19 Senses Notice +11</p><p>HP 80; Bloodied 40; Second Wind 65</p><p>AC 27 (28); Fortitude 20, Reflex 27, Will 19, Shock 20</p><p>Team Fighting (free; at-will) when fighting adjacent to allies, gain +1 to hit/AC</p><p>Acrobatic Defense (free; at-will) +6 AC/-4 attack when fighting defensively/+10 total defense</p><p>Dodge (free; at-will) +1 AC</p><p>Die Hard (free; at-will) at zero HP, do not fall unconscious. Can make standard action 1/round</p><p>Elusive Target (free; at-will) gains +8 AC vs. ranged when adjacent to allies</p><p>Far Shot (free; at-will) all Close ranged attacks become Point Blank Range</p><p>Point Blank Shot (free; at-will) +1 hit/damage within 12</p><p>Concerted Attack (free; at-will) all allies gain +4 on flanks when he threatens enemies with melee or ranged</p><p>Bravery (swift; at-will) All allies gain +2 to overcome fear-like effects</p><p>Damage Resist 7/4 unarmored</p><p>Saving Throws +0</p><p>Speed 6</p><p>Coordinate (standard; at-will)</p><p>Allies within 30 feet gain +1 hit/damage Followup: Inspire Courage (free; at-will) Allies within 30 feet gain +1 to all defenses</p><p>Ranged Crossbow (standard; at-will) • Well-balanced Steel Weapon</p><p>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</p><p>Ranged Defensive Crossbow (standard; at-will) • Well-balanced Steel Weapon</p><p>Reach 12; +10 (11) vs. AC; 3d8+2 His AC becomes 33 (34)</p><p>Ranged Two-Shot Crossbow (standard; at-will) • Well-balanced Steel Weapon</p><p>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</p><p>Full Defense (standard; at-will)</p><p>His AC becomes 37 (38)</p><p>Alignment Oathbound – Southern Cross Knight (+1 to hit)</p><p>Languages Auld, Gothric</p><p>Skills Heal +11, Skill Focus Initiative +19, Religion +10, Notice +11, Acrobatics +14, Skill Focus Sneak +14, Influence +12</p><p>Str 16 (+3) Dex 20 (+5) Con 18 (+4)</p><p>Int 12 (+1) Wis 14 (+2) Cha 17 (+3)</p><p>Equipment Steel Breastplate, Well-balance Steel Crossbow, Steel Dagger, Keen Bolts</p></blockquote><p></p>
[QUOTE="Daniel D. Fox, post: 4022951, member: 55033"] 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 [/QUOTE]
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