War of Fire and Ice
1: Ritual Option: Sacrifice of 1 Healing Surge pays for 10gp/level of Component Costs. Doubling costs divides casting time by 10. (Other characters can aid a ritual at a Surge=5gp/level. Characters are Dazed while casting or aiding a ritual. Rituals are require a Standard action to sustain during combat.
- Note: Rituals are magics not meant for combat and as such are easily thwarted. Damage taken while casting necessitate skill checks, usually DC 10+ritual level+damage. Some rituals, such as Potion Brewing and Item Enchanting, are a priori unusable in stressful environments.
2: No Weapon and Implement Expertise feats.
4: Inherent Bonuses: Check the box in the Character Builder. All characters gain a +1 bonus to attack rolls and damage rolls at 2nd, 7th, 11th, 17th, 22nd and 27th level. All PCs gain a +1 bonus to AC, Fortitude, Reflex, and Will at 4th, 9th, 14th, 19th, 24th, and 29th level. This is in addition to the normal +1/2 level bonus.
3: Action points may be used instead of an extra action, to immediately re-attempt a failed power. (This works like the racial power Elven Accuracy). Multiple Action Points may be used in an encounter.
4: No limit to Magic Item use per day.
5: Magic Items are not generally available for sale. At best all costs are multiplied by ten.
6: Sunrods are bright alchemical flares that burn brightly for 5-10 minutes.
- A “Player’s Box” is encouraged. This is a re-purposed backgammon or cigar box in which you roll your dice and keep you character sheet, minis, dice, and ephemera.
- Rolling handfuls of dice is encouraged (Roll to-hit and damage dice all together!)
- Be ready on your turn! Have all your modifiers added up on your sheet! 10xp for the under 60 second turn!
- Please avoid offering unsolicited tactical advice during another player’s turn. It tends to slow things down.
- Don’t forget to imagine and describe your character’s actions. Help everyone visualize the game.
Dungeon Master’s guide to Brutal 4E:
(This makes for faster, scarier combat.)
1. Reduce monster hp by 1/3.
2. Increase monster damage by one die (ie d8 replaces d6) or +1/2 level.
“Knight’s Tales ":http://www.youtube.com/watch?v=aYnvIA2Sw3s
Trappings of the Joust:
o Lance (One-handed melee military; +2 proficiency; 1d10 dmg; Properties: Reach; High Crit)
o Heavy armor, Shield, Warhorse. (Only special jousting lances may be used in competition, no magical ones. Magic Armor is acceptable.)
o Mounted Combat is not essential but usually grants +5 damage.
Three Passes: A knight wins by breaking more lances than his opponent, or by unhorsing his opponent. If there is no winner after 3 passes it is a draw, unless a knight challenges for a duel (this is rarely done in public competition unless there is a grudge involved). A challenge may be made on the spot. It is honorable to accept a draw. It is not honorable to refuse a challenge. It is not honorable for a loser to challenge to a duel.
1. Equal Initiative
2. Both riders Move at full speed toward each other (both riders may take a minor action).
3. Both riders Charge: Basic Melee attack ( damage dealt to stay mounted.
5. Critical hits and strikes of more than 10 hp break the lance.
6. If both riders fall, melee weapons are provided and the duel is finished on foot.
• Minor: Crouch defensively (–2 to hit / +2 AC / +2 Athletics); make a Standard Action.
• Minor: Reach forward (win Initiative/ -2 AC/ -2 Athletics); make a Standard Action.
• Minor: Target the head (–3 to hit = Max damage); make a Standard Action (Some consider it dishonorable to use this tactic).
• Power that allows charging (ex. Cometfall Charge, Glorious Charge)
• 3 Rounds. Best of three strikes, or first blood.
Dishonorable Acts (Causing Forfeit of the Joust)
• Striking the horse.
• Obvious use of magic.
• Using a lance of war.
• Charging too late or too early.