The Fall of Avalon
Stolen from Dark Sun Setting book, Wizards of the Coast, blah blah, etc.
- Inherent bonuses apply and do not stack with magic items as per usual. If the weapon does extra critical hit dice, you can choose to apply the inherent bonus dice instead. If the weapon does no extra critical hit dice (ie. Jagged Weapon), then you do not get the inherent bonus dice. If the weapon does nothing on a critical hit, then the inherent critical dice apply.
- All PCs start with one feat for free. It can be one of the following, but cannot be retrained and all requirements must be met: Battle Hardened, Melee Training, Alertness, Weapon Proficiency, Armour Proficiency [any].
- All PCs start with one extra at-will power.
- PCs can retrain their powers after each extended rest. Feats and skills require level up as per usual.
- Magic Item Daily Powers are now free to use without limitation. They refresh as per normal.
- When a milestone is achieved, you may spend a healing surge to restore a spent non-item Daily Power as well as gain an action point – this happens during the short rest.
- Consumables are at 1/10 original price (so effectively buying a consumable using the cost from the book gives you 10). If a consumable says that using it counts as the use of a magic item daily power, replace that rule with: “Unstable: You cannot gain the benefit from this item if you have already used another item with this effect until that items benefit has ended. In some cases, such as potions, trying to gain multiple effects at the same time has the chance to go haywire.”
- One exception to this rule is any consumable that doesnt use an external resource to activate when a similar one does, such as the Cure Wounds potions not using a healing surge whereas the regular healing potions do. These rare consumables are at full price (not 1/10th) for purchase or ritual creation.
- Rituals and their component costs are half listed price, except for Raise Dead and the item creation rituals. Martial Practices also cost half price to learn, but are otherwise unchanged. Refer: economy.
- Ritual Casting, in addition to class specific bonuses, gives access to Ritual Energy Mastery. When a character would gain a feat from a level, he also gains one Ritual Energy Mastery of the same level (Yes, this means Humans get two Level 1 Ritual Energy Masteries at level one). At its base, using an Energy Mastery halves the remaining time of the ritual for each Mastery spent, regardless of its level. Multiple Energy Masteries can be used on a single ritual. For example, if two are spent on a ritual to reduce the time taken, the ritual will now complete in 1/4 of the base time.
- Note: You may expend one Energy Mastery in place of expending components, as long as the energy mastery is of the same level or higher than the level of the ritual. However, Raise Dead and the item creation rituals must expend their component cost to work – using an Energy Mastery for these rituals only reduces the time taken, never eliminating the cost. If a Material Focus is required, it must be paid for in full and be present for the ritual to work. Ritual Energy Masteries replenish at the end of an extended rest.
- Ritual Energy Mastery, Scrolls: Normally, Energy Mastery is not cumulative with scroll use except to eschew component cost. However, if you expend the component cost in addition to expending a Ritual Energy Mastery, the time taken to perform the ritual from the scroll is negligible. i.e. Spending the silver on a scroll (equal to the ritual book of the same ritual), spending the silver on the component cost, and then also expending one Ritual Energy Mastery makes the ritual happen near instantaneously.
- Ritual Energy Mastery, Assistance: Regardless of the number of Ritual Casters assisting in a ritual, only the Ritual Leader may expend Energy Masteries to modify the ritual.
- PCs with the Eberron Dragonmark feats do not gain Ritual Energy Mastery. Instead, they may perform one of their mastered rituals without cost once a day.
- To keep up with Ritual Casting changes, Martial Practitioners gain Kata Focus. Kata Focus can be expended in place of a healing surge for component cost and they are obtained similar to the old Magic Item Daily Power usage rules: Base of One Kata Focus per tier and gaining an additional Focus at the end of each short rest, resetting to base at the end of an extended rest. They are not limited by level and can be used with any Martial Practice known by the character.
- Brew Potion creates 1d4 doses per creation attempt. Sometimes you mess up, sometimes you’re on the ball. NPCs reroll 1s, so they can keep getting a profit.
- Alchemists can make any item they know into ammunition at +1-2 levels, and they must declare the type of ammunition before creation. They may also make alchemical versions of certain potions, as long as the potions level is the characters level -2 or lower. These potions are treated as if made with the Brew Potion ritual and are otherwise not treated as an alchemical item.
- A Siege battle is effectively a long combat encounter where multiple “combats” can be fought. During a siege battle, no short rest can be taken (and especially no extended rest!) as you’ll likely be assaulted before 5 minutes are up in any case – especially useful when there is a time-sensitive objective. During each mini-combat, each PC may take a “short breath”. This recharges one encounter power, allows the expenditure of one healing sure, and if GM allows: a refresh on Second Wind. All powers that mention “until end of encounter” last until the party manages a short rest, regardless of time between the end of the siege and when the power was expended. Completing a Siege battle counts as a milestone. (Paragon+ only).