Changes to 4E

Divine Characters

The gods who once influenced Pentaberlos are long dead and nearly forgotten by the people of the world Therefore, heroes who draw on divine power are rare indeed. You won’t find temples or priests of your god. You’ll probably never meet another person who believes in any god. Still, if you really want to play a divine character, you might be able to make it work. Here are some suggestions for how your character might know about divine magic and gain access to divine powers. Regardless you have learned to hide it from others, and therefore Bluff is a class skill regardless of your divine class.

+ You have come to own a relic from an ancient age that grants you odd powers. You’re unsure of its origin or what the strange symbol emblazoned on the relic’s surface represents.
+ You are a descendant of a long-forgotten demigod whose lineage has survived across the centuries. You draw divine power from your holy blood, disguising it as psionic or primal magic to keep your secret safe.
+ Wandering in the wastes, lost and dehydrated, you collapsed and heard a voice that promised to save you in exchange for your devotion. You awoke in a tribal camp, parched and burned but alive. You can’t be sure exactly what saved your life, but you do your best to hold to the bargain you made.

Arcane Characters

When you use any arcane power, you can choose to defile, destroying mundane plant life within at least 1 square of you. When you use a daily arcane attack power, the damage to the world extends out a number of squares equal to half the level of the power you use. This destruction does not normally affect creatures or terrain, though defiled squares might become defiled terrain. You are considered to be preserving unless you choose to defile. If you have at least one arcane daily attack power, you gain the arcane defiling power.

Arcane Defiling Arcane Feature
You draw upon the vitality of nearby lift to fuel your magic, heedless of the harm you cause to the land and your allies.
At-Will + Arcane, Necrotic
Free Action Personal

Trigger: You make an attack roll or a damage roll as part of an arcane daily attack power.
Effect: You can reroll the triggering roll but must use the second result. In addition, each ally (willing or unwilling) within 20 squares of you takes necrotic damage equal to half his or her healing surge value. This damage ignores immunities and cannot be reduced in any way.
Special: You can use this effect once for any arcane daily attack power you use, affecting any single attack roll or the damage roll for that power.

Alternatively you may use Blood Magic. This ancient art was once reviled in Pentaberlos, but many spellcasters feel it is the lesser of two evils. Instead of drawing energy from the world around them, the spell wielders draw from the energy of the living. When you use a daily arcane attack power, you soak the energy by causing damage equal to 1d6 per 1/2 the level of the spell (minimum 1d6). You can expending a whole healing surge if the value of a healing surge is greater than or equal to the hit points. The higher the level the more healing surges are required to absorb the energy needed. The value is equal to 1/2 the spell level (round up), minimum 1 healing surge.
The spellcasters may also take this life force from another willingly or unwillingly, but must do enough damage to surpass the required damage to oneself. They cannot split action this between Blood Magic and Defiling, nor can they split the blood sacrifice between themselves and another. If you have at least one arcane daily attack power, you gain the arcane defiling power.

Blood Magic Arcane Feature
You draw upon the vitality of life, your own or others nearby to fuel your magic, heedless of the harm you cause yourself and others.
At-Will + Arcane, Necrotic
Free Action Personal

Trigger: You damage someone with a mundane attack, and the damage dealt is more than or equal to the healing surge value required by the spell (1/2 level, minimum 1)
Effect: Until the end of your next turn, you can reroll any arcane roll but must use the second result.
Special: You can use this effect once for any arcane daily attack power you use, affecting any single attack roll or the damage roll for that power.

Disguising Magic (Divine and Arcane)

Arcane magic is illegal and to the common folk all magic is arcane. It can attract hostility, so a spellcaster often needs to conceal its use. When you use an arcane power without using arcane defiling, you can disguise the magic as another type of power, such as primal or psionic. Most people can’t distinguish between types of magic. The Dungeon Master might require a Bluff check to disguise arcane magic when it is performed in the presence of enemies familiar with psionic or arcane power, such as templars, defilers, or nobles. If a spellcaster is defiling, he or she cannot disguise the arcane magic because of the visible effect on the environment.

Crafting Changes

New feats exist called Forge Armor and Forge Weapon. They each have a prerequisite of Strength of 13. They allow you to build mundane armor and weapons respectively. If you do not have the feat you can perform an Athletics check to repair or make the equipment, but it will be poor quality (see below). There is also an Improved Forge Weapon. The prerequisites are Strength 15 and Level 8. They allow you to build better than common weapons.

Ritual Casting

Any components required for a ritual will be listed here for all rituals. The casting time has been removed or reduced depending on the effect of the ritual. Anyone with the ability to cast rituals, may cast any number of rituals per day, however at a cost to their health. Characters must spend healing surges to cast/assist in all rituals after their first one of the day. Heroic Tier rituals cost 1 healing surge, Paragon Tier rituals cost two healing surges and Epic Tier rituals cost 3 healing surges.

Healing Surge Changes

The official rule is all players receive all their healing surges back after an extended rest. However my rule is you gain one back per 8 hours rest. 3 for a full days rest, and 6 for a restful weekend.

Inferior weapon technology

Weapons and armor are not made like they used to. They are less dependable and they break. There are three levels of quality for weapons. Poor, Common and Fine. A Poor weapon was repaired or created by an unskilled hand and is very fragile. On a natural roll of 1-2 the weapon begins to degrade. A common quality weapon will degrade on a natural roll of 1. Each time the weapon degrades it is penalized and does one less point of damage. When the damage is equal to 1/2 the max weapon die, then it breaks. Fine weapons do not degrade, but are extremely expensive and it is difficult to find someone with the skill to forge one.
Armor works a little different. There are not different quality levels, but they still could break. When an enemy rolls a natural 20, the target can choose to take the critical damage or ask the DM to roll again. If the DM rolls again, regardless if the second roll is a hit or not, at the end of the turn the armor breaks and only provides 50% of its AC bonus until it is repaired.

Magic is Hated, Including items

Magic items will be very rare. To compensate for the lack of magic items we will be using the Inherent Bonus rule introduced in the DMG 2 page 138.
Attack and Damage: All characters gain a +1 bonus to attack rolls and damage rolls at 2nd, 7th, 11th, 17th, 22nd, and 27th level.
Defenses: All PCs gain a +1 bonus to AC, Fortitude, Reflex, and Will at 4th, 9th, 14th, 19th, 24th, and 29th level.

Changes to 4E

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