House Rules

Bonus Expertise Feat
Each player character starts with 1 bonus Expertise feat. This is to compensate for the fact that everyone seems to automatically spend one of their early feats on Weapon|Implement|Focused Expertise. (If you’re using WotC’s Character Builder look for the button to add an additional feat.)

Feat: Channel Divinity / Solar Enemy
Close burst 2. Enemies in the burst gain radiant vulnerability 5 (save ends).
Close burst 2. Enemies in the burst gain radiant vulnerability 5 until the end of your next turn.

Feat: Hero of Faith (Multiclass Avenger)
You gain training in one skill from the Avenger’s class skills list. Once per encounter, you can use the avenger’s Oath of Enmity power. The effect lasts until the end of your next turn.

Power: Chaos Bolt
Clarification on the Secondary Attack:
  1. The caster can choose the target creature of the secondary attack. (It’s not random)
  2. The caster can choose not to make a secondary attack.
  3. LoE and LoS are both calculated from the caster’s square.
  4. The secondary attack must be against a target within 5 squares from the last hit target (as per the power description), but the secondary target cannot violate the primary attack range (10 squares from the caster). So, the distance of the caster to the creature targeted by the secondary attack cannot reach beyond the range of the primary attack.

Paladin’s Divine Challenge
Since Divine Challenge is not labeled as an immediate interrupt, an damage caused by the Divine Challenge is applied after the triggering attack is complete. However, since the Divine Challenge is also not worded as an immediate action of any kind, interrupt or reaction, the PC using this ability is still able to make an immediate action on their turn should one be available to them.

Forced Teleportation
In general, treat forced teleportation as other forced movement. No vertical teleports allowed (to cause falling damage and causing auto-prone). However, it’s cool to teleport a target over a pit or other hazard. A saving throw is allowed for teleporting over a hole or into a hazard. If the save succeeds, the target falls prone adjacent to the hazard. If there is no square that can be occupied adjacent to the intended destination square, the target remains in its current square with no effect.

Weapon vs. Implement
based on WotC FAQ, we’ll try modifying this a bit There are some classes that can use weapons as implements. When a character can make use of a weapon in this way, go by the keywords in the power description to determine whether weapon or implement feats apply. Feats that only apply when you are wielding the feat-specified weapon only apply to powers with the Weapon keyword. I.e., Weapon Focus doesn’t apply to a Swordmage’s powers that have the Implement keyword.
There are some classes that can use weapons as implements and WotC has done the best job they know how to make this as confusing as possible. But, we’ll try to wrap some sanity around it.

When a character can make use of a weapon in this way, go by the keywords in the power description to determine whether weapon or implement feats apply to attack rolls. Feats that only apply when you are wielding the feat-specified weapon only apply to powers with the Weapon keyword. I.e., Weapon Expertise doesn’t apply to a Swordmage’s powers that have the Implement keyword for determining the attack roll.

Expertise Feats: Weapon Expertise works with weapon keyword powers, Implement Expertise works with implement keyword powers, and Focused Expertise works with either weapon or implement keyword powers.

The weapon proficiency bonus for a weapon does not apply to calculation for the attack roll when using a weapon as an implement.

However, based on the FAQ #17 in the PHB FAQ, you can apply extra damage from Weapon feats when using an implement as a weapon. I.e., Weapon Focus can apply to a Swordmage’s damage roll.

“This damage cannot be reduced or prevented in any way”
There are some weapons that contain this phrase, “This damage cannot be reduced or prevented in any way.” When activated, the damage must be subtracted from your actual HP pool, even if you currently have temp HP. These weapons are vicious and draw their strength from the character’s personal life force.

Bloodclaw Weapons
Power (At-Will): Free Action. Use this power before making a melee attack with this weapon on your turn. You take damage up to a maximum of the weapon’s enhancement bonus. This damage cannot be reduced or prevented in any way. If you hit, increase the damage your target takes by double the amount of damage you took, triple if you are wielding the weapon in two hands.

Reckless Weapon
Power (At-Will): Free Action. Use this power before making a melee attack against an adjacent target. You gain a power bonus to the attack’s damage roll made with this weapon equal to twice this weapon’s enhancement bonus. You take a –2 penalty to AC until the end of your next turn.

Minions
Minions die from a single hit. They do not die automatically from damage auras, misses, Cleave, Hammer Rhythm, damage from a fire wall appearing on top of them, etc. Any minion that takes damage (but has not been directly “hit” by an attack roll against it) from any source is subject to a saving throw. If it fails the save, it dies. If it saves, it is “bloodied”, and is also subject to a -2 penalty to everything (Attacks, Defences, Skill checks, saves) for the rest of the encounter.

Minions die from a single hit even if that hit doesn’t do damage, as long as you can justify it. For example a bull rush does no damage and minions mostly ignore damage fields, but bull rushing a minion into a cloud of daggers will kill it.


This section contains rules under consideration:
Burly Minions
Burly Minions use the same rules for ‘regular’ minions as presented in the 4E D&D core rulebooks with the exception that they require 2 hits to kill.

House Rules

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