- All character builds should be Character Builder legal.
- You may only use the "General" background option in the Character Builder.
- All players should use the “Inherent Bonuses” option in the Character Builder (under Manage>Details).
- All players automatically get magic items when leveling up (and players that provide their characters' backgrounds, gain an Ancestral Endowment).
- All players advance at the same rate.
- Retraining may be done when attaining a new level, and when a new release comes out for the Character Builder.
Magic tends to be rare and typically treated with a measure of mistrust, fear, and at best awe or ambivalence. Practitioners tend to maintain a low profile to avoid unwanted attention from the superstitious folk, generally relying more on subtle magic to achieve their goals. No one likes to be on the receiving end of an angry mob.
Rituals
Characters with the Ritual Caster feat gain +2 to ritual casting skill checks on rituals they have mastered. PCs taking the Ritual Cater feat gain 2 free rituals of their level or lower. Rituals gained in this way are mastered.
Ritual casters do not need to be trained in a ritual's key skills to cast them, but they do need to be trained in the skill to master the ritual in question.
Mastered rituals (with rare exception) are "free to cast", meaning they generally have no component cost to cast and don't take as great a toll on the caster. Mastered rituals may still require special circumstances or items on hand, but these are generally not consumed in the casting. Rituals can be mastered with 1 hour of study per level of the ritual, plus one casting of the ritual.
Rituals may enlist the help from multiple participants. To become a participant in a ritual, simply use aid another on the ritual caster.
Casting rituals can be physically arduous, and typically requires the expenditure of one healing surge per level of the ritual (taken from among the participants as decided by the caster). If there are no healing surges available for the casting, the equivalent hit points that the surges would otherwise heal, are taken from among the participants instead.
Some rituals have been prepared in a manner that don't require the Ritual Caster feat, training in the key skill, and are free to cast. These are typically, but not exclusively scrolls.
Magic Items: Ancestral Endowment
PCs who begin play with an Ancestral Endowment gain a 3rd level magic item. This item is considered a Bonded Item.
Magic Items: Bonded Items
Bonded Items are magic items that are treated as a fundamental part of your character (like feats and powers).
You have three magic item slots (plus one for consumables): One equal to your level + 1, one equal to your level, one equal to your level - 1, and another equal to your level (expressly for consumables). These slots represent items that are bonded to you. Items bonded in this manner remain enchanted, and occupy the associated slot until the item slot opens up by being broken, upgraded, or un-bonded (purposefully or otherwise). You may typically bond to a new item during a short rest by expending an item daily use, items bonded to the consumable slot do not use up the item daily.
Bonded items are made magical by virtue of their connection to the PC. Magic items enchanted through bonding don't exhibit magic properties when possessed by anyone else, and when un-bonded, return to being mundane, non-magical items. Only PCs and special monsters/ NPCs can bond with items in this manner.
PCs can create up to 3 consumables (magic items that can be used up) at one time per slot. The level of the consumable item made can't exceed the level of the slot they occupy. This slot will not free up again until all the associated consumables are used up...or you choose to have a different object occupy that slot (which disenchants the remaining consumables including any of their long standing effects). Ritual scrolls cannot be made in this way unless the user has mastered the ritual.
All bonded items must begin as thematically-appropriate/related mundane items (ie. you need a sword before you can make it magical). Within reason, bonded items can often be made from scavenged mundane materials. Items do not need to start with superior construction.
All items are subject to DM approval (as usual), but you can try anything knowing that not everything will work.
Surprise Attacks
During a surprise round, you may perform a coup de grace against enemies that grant combat advantage to you.
Seafaring
There is a cumulative -5 penalty to Athletics checks each round after the first, for attempting to swim in heavy armor.
Noteworthy skills for various seafaring activities:
- Acrobatics checks to balance on a yardarm or a wildly rolling deck.
- Athletics checks to climb a ship’s hull, scale a mast, row a boat.
- Perception checks to spot approaching enemies or hazards.
- Intelligence checks to determine your position or chart a course.
- Dexterity checks to steer through dangerous waters.
Knowledge Skills and Language Comprehension
Essentially, if you gain bonuses in the following knowledge skills from any source (background, racial, class, skill or feat), you are familiar (but not fluent) with their associated languages.
You have a basic handle on reading, writing, and speaking the language, but it requires concerted effort, and may make nuanced translation and communication challenging.
- Arcana: Draconic and Elven (or substitute one for Primordial)
- Dungeoneering: Deep Speech and Dwarven
- Nature: Giant and Goblin (or substitute one for Primordial)
- Religion: Supernal and Abyssal
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