Azura; 10,000 CE
Campaign specific house rules
If your player wants to be a psychic, let him rip out the fire keyword from a power and replace it with the psychic keyword if he really likes that power. According to Mike Mearls, this doesn’t bugger the system much at all. However, don’t let the player hot swap the keyword whenever he wants. He picked a keyword, so he stays with it. Forever.
Characters and monsters get action points (even standard ones) every encounter, instead of at milestones. Characters lose all their action points at the end of an encounter. Essentially, action points become an Encounter power.
No Unlimited Item Power
Any magic item’s daily power can be used once per day, regardless of who uses it. Characters have no restrictions on how many daily powers they can activate in a day, so you can have 10 different items and use all of their powers. However, once an item’s daily power is used once it is spent – you can’t give it to another character for a go, for example.
Melee players have a “charging” rule where they get a +1 bonus to attack rolls AND free movement rolled into a standard action. For ranged characters, (including spell slingers), they can use their move action to gain a +1 bonus to your next ranged attack.
Similarly, a character (melee or ranged) may use their minor action to “focus their hit,” giving them an additional +1 to hit. So, a character doing nothing but standing still and aiming, can gain a +2 to their attack for that round.
The Healer’s Lore Templar cleric ability applies to all healing a cleric powers with the Healing keyword, and not just those that require a healing surge to use.
In order to offset player dependency on magic items to “keep up with the monsters,” Azura uses Inherent Bonuses to their attack, damage, and defense scores, which can offset magic poor players. Players use either these or their magic item bonus, whichever is higher. The table for this is on page 138 of the Dungeon Master Guide 2, in te sidebar. They are activated in Character Builder by checking the appropriate box in the Manage Character section.
A Signature Attack Power is a single Encounter Attack Power which becomes a specialty for that hero. Each hero can select one Encounter Power to become their Signature Attack Power, and doing so give the power a small increase to attack and damage rolls, as well as the ability to recharge in the manner of certain monster attack powers.
Benefits of a Signature Attack Power:
- +1 to attack rolls
- +2 to damage rolls per tier
- 33% Chance to recharge each turn after use – 5 or 6 on a d6
The benefits allow at least one of the character’s encounter powers to hit a little better, do a little more damage, and be used a second or even third time during an encounter. While Signature Attacks Powers (SAPs) won’t tip the balance of power in a short combat, they can demonstrably increase damage output the longer a fight continues – which hopefully will keep a long fight from becoming a really long boring mess, and will help to alleviate the At-Will slugfest which we’ve all experienced at the end of a big fight, particularly in a battle where you have characters squaring off against brutes, high hit point elites, or a solo monster.
Any time after Level 3, a player can choose their one and only Signature Attack Power for their character. Once designated, a SAP cannot be changed unless the character retrains that power for an alternate power of the same level, or for a higher level power swap. At that point a character can designate a new SAP, so there is some flexibility built into the players’ decisions.
Players can choose to make any encounter attack power a SAP, even a racial attack power (like a Dragonborn’s Breath attack) or encounter attack powers gained from a Feat. However, Channel Divinity or other limited class attack powers cannot be used as a Signature Attack Power.
For characters with psionic power points and augmented attacks, the designating a Signature Attack Power is a little different. Rather than getting to designate an entire power, the player must choose one of the augment options to be designated as the SAP. And unlike other characters, the recharge roll is only checked on that particular augment when the character does not have enough psionic power points to activate it. Recharging the power does not give the character additional psionic power points, but simply allows the augment to be used from that power immediately. Most likely, players with psionic characters will likely choose one of their highest point value augment options of their psionic attack powers, so that they get a chance to see it recharge in an encounter. Of course, psionic characters are still free to designate racial and feat based encounter attacks as their SAP, as opposed to a single augment on a class power.
The d6 roll to check for recharge occurs at the start of the character’s turn before any actions are taken, the same as a monster with a recharge power. Rolling to recharge a SAP should be relatively quick and easy, and is unlikely to appreciably slow the speed of the combat.
Important eratta not showing in Character Builder
Pacifist Healer (Divine Power, page 136)
In the last sentence of the feat, replace “whenever you deal damage to a bloodied enemy” with “whenever you hit or miss a bloodied enemy and deal damage to it.” The previous text included ongoing damage and other damaging effects. This correction clarifies the intent.
Add “healing word or” after “When you use” in the first sentence. This change clarifies that this feat is intended to apply to healing word, even though it no longer has the divine keyword.