Sadrik
First Post
House Rules
HR#1: At-Will Powers as Encounter Powers
At-Will Powers
All level 1 attack at-will powers become encounter powers with their 21st level damage. Utility at-will powers remain unchanged. Characters select three encounter powers at 1st level instead of one.
Half-Elf
Dilettante racial feature allows you to select an encounter power from another class and use it as an encounter power.
Human
Bonus at-will power racial feature allows you to select a bonus encounter power from your classes encounter powers.
Ranger
The twin strike at-will power is deleted.
Changed Feats
Heavy Blade Opportunity
You can use an encounter power with this feat.
Arcane Initiate
You know all of the Wizard cantrips instead of a Wizard’s level 1 at-will attack power and you can use any one cantrip as an encounter power.
Pact Initiate
You gain the ability to once per encounter curse an opponent this curse gives no bonus damage but you gain the pact boon when they die instead of the level 1 at-will attack power.
New Feat
Arcane Strike
Prerequisite: Arcane
Benefit: you gain an at-will magical attack that allows you to shoot a range 20, 1d8 damage attack using your best stat against the targets reflexes defense. This is considered a basic attack, has the implement keyword and is considered casting a spell.
HR#2: Channel Divinity Diversity
Cleric
Channel Divinity class features can be replaced with any of the Channel Divinity feats or Paladin Channel Divinity class features.
Paladin
Channel Divinity class features can be replaced with any of the Channel Divinity feats or Cleric Channel Divinity class features.
HR#3: Daily Encounter Powers
All daily powers (daily magic item, and daily utility powers too) become encounter powers and are referred to as daily encounter powers. Their first use for the day is free, after that they may be used by spending an action point. Each may only ever be used once during an encounter similar to encounter powers.
Action Points
Action points cannot be used to gain an extra standard action.
Milestones
Milestones are removed. You get 1 action point per encounter.
HR#4: More INT Based Skills
Dungeoneering, Heal and Nature skill are INT based skills.
History skill has Humanoid monster type instead of Nature.
HR#5: Removed Feat Requirements
All feat ability prerequisites and tier requirements are removed.
HR#6: Weapon Changes
Staff and Quarterstaff are mechanically the same and are versatile one-handed weapons.
Rod and Club are mechanically the same and are off-hand weapons.
Off-hand weapons can be used with DEX or STR.
All two-handed weapons gain the Versatile weapon property.
A two-handed weapon wielded in one hand is considered a weapon of the wrong size.
Small weapon property is removed.
Weapons are sized to the wielder, wrong sized weapons give you no proficiency bonus and you cannot use a weapon of two or more sizes from you.
HR#7: Equipment and Magic Item Slots
Implement (2)
Weapons, shields, holy symbols, wands, rods, staffs, orbs
Head (1)
Helms, hats, crowns, circlets, headbands
Body (1)
Armors, robes, suits, clothes
Back (1)
Cloaks, mantles, wings, capes
Hands (1)
Gloves, gauntlets
Feet (1)
Boots, sandals, slippers, shoes
Miscellaneous (4)
Jewelry (necklace, amulet, periapt, gem, stone, pearl, etc), bracers, armbands, goggles, eyes, masks, rings, belts, girdles
Wondrous (any)
HR#8: Fix Stat Polarity
Defenses
Choose your three best stats for your three defenses, Fortitude, Reflexes/AC and Will. Once assigned these may not be changed.
HR#9: Fix Grind
Damage Rolls
You and monsters add half of their level to all damage rolls.
Monsters
Monsters have their bloodied value in HP.
HR#10: Improved Basic Attacks
Basic Attacks are based on your best stat.
HR#1: At-Will Powers as Encounter Powers
At-Will Powers
All level 1 attack at-will powers become encounter powers with their 21st level damage. Utility at-will powers remain unchanged. Characters select three encounter powers at 1st level instead of one.
Half-Elf
Dilettante racial feature allows you to select an encounter power from another class and use it as an encounter power.
Human
Bonus at-will power racial feature allows you to select a bonus encounter power from your classes encounter powers.
Ranger
The twin strike at-will power is deleted.
Changed Feats
Heavy Blade Opportunity
You can use an encounter power with this feat.
Arcane Initiate
You know all of the Wizard cantrips instead of a Wizard’s level 1 at-will attack power and you can use any one cantrip as an encounter power.
Pact Initiate
You gain the ability to once per encounter curse an opponent this curse gives no bonus damage but you gain the pact boon when they die instead of the level 1 at-will attack power.
New Feat
Arcane Strike
Prerequisite: Arcane
Benefit: you gain an at-will magical attack that allows you to shoot a range 20, 1d8 damage attack using your best stat against the targets reflexes defense. This is considered a basic attack, has the implement keyword and is considered casting a spell.
HR#2: Channel Divinity Diversity
Cleric
Channel Divinity class features can be replaced with any of the Channel Divinity feats or Paladin Channel Divinity class features.
Paladin
Channel Divinity class features can be replaced with any of the Channel Divinity feats or Cleric Channel Divinity class features.
HR#3: Daily Encounter Powers
All daily powers (daily magic item, and daily utility powers too) become encounter powers and are referred to as daily encounter powers. Their first use for the day is free, after that they may be used by spending an action point. Each may only ever be used once during an encounter similar to encounter powers.
Action Points
Action points cannot be used to gain an extra standard action.
Milestones
Milestones are removed. You get 1 action point per encounter.
HR#4: More INT Based Skills
Dungeoneering, Heal and Nature skill are INT based skills.
History skill has Humanoid monster type instead of Nature.
HR#5: Removed Feat Requirements
All feat ability prerequisites and tier requirements are removed.
HR#6: Weapon Changes
Staff and Quarterstaff are mechanically the same and are versatile one-handed weapons.
Rod and Club are mechanically the same and are off-hand weapons.
Off-hand weapons can be used with DEX or STR.
All two-handed weapons gain the Versatile weapon property.
A two-handed weapon wielded in one hand is considered a weapon of the wrong size.
Small weapon property is removed.
Weapons are sized to the wielder, wrong sized weapons give you no proficiency bonus and you cannot use a weapon of two or more sizes from you.
HR#7: Equipment and Magic Item Slots
Implement (2)
Weapons, shields, holy symbols, wands, rods, staffs, orbs
Head (1)
Helms, hats, crowns, circlets, headbands
Body (1)
Armors, robes, suits, clothes
Back (1)
Cloaks, mantles, wings, capes
Hands (1)
Gloves, gauntlets
Feet (1)
Boots, sandals, slippers, shoes
Miscellaneous (4)
Jewelry (necklace, amulet, periapt, gem, stone, pearl, etc), bracers, armbands, goggles, eyes, masks, rings, belts, girdles
Wondrous (any)
HR#8: Fix Stat Polarity
Defenses
Choose your three best stats for your three defenses, Fortitude, Reflexes/AC and Will. Once assigned these may not be changed.
HR#9: Fix Grind
Damage Rolls
You and monsters add half of their level to all damage rolls.
Monsters
Monsters have their bloodied value in HP.
HR#10: Improved Basic Attacks
Basic Attacks are based on your best stat.
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