The Whisperer in Darkness
When an action point is used, the player gains a +2 bonus to whatever check they then make. This is stackable with the “Action Surge” feat, providing a +5 bonus.
Critical Hits and Fumbles
A natural 20 results in a critical hit in which the target receives the maximum damage possible from the attack.
A natural 1 results in a fumble. The character’s turn immediately ends and they grant combat advantage until their next turn.
When a character’s HP drops to 0 they are incapacitated and can take no actions other than attempting a saving throw once per turn:
- 1-10 the character slips closer to death.
- 11-19 there is no change.
- 20 they can spend a healing surge and wake up in the prone position.
Three saving throw fails before they are healed results in death.
Healing the Dying
Succeeding in a DC15 Heal Check while positioned beside the target will stabilise the dying, this changes the outcome of any saving throws they then make:
- 1-10 their condition is unchanged.
- 11-20, they can spend a healing surge and awake in the prone position.
A further DC10 Heal Check can be made on a stabilised target, succeeding at this will allow them to spend a healing surge and awake in the prone position.
As well as their typical uses, healing surges can be used in several other ways during combat:
- A healing surge can be spent to increase the result of a dice roll by 1.
- If an Encounter or Daily Power misses, a healing surge can be spent to attempt it again. This can only be performed once per power, per encounter and cannot be performed on the same turn that the power missed, unless an action point is spent. If the power still has an effect on a miss, the player must choose between utilising the effect OR spending a healing surge to attempt the power again.
When a character reaches 0 HP, there is a chance they may gain a long lasting injury which takes immediate affect upon their revival. To determine the injury, the player must roll a d6:
- 1 = Injured Arm: -1 to attacks and damage.
- 2 = Injured Leg: -1 to speed and initiative.
- 3 = Sore Skull: -2 to perception and saving throws.
- 4 = Bruised Rib: Vulnerable 2 to all damage.
- 5 = Stomach Wound: Healing surge value is reduced by 1/4.
- 6 = No injury.
Injuries can be healed in one of two ways:
- Visiting a doctor for a small fee.
- A DC18 Heal check. If this check fails, the injury is made worse, it’s effect being doubled (vulnerable 5 damage in the case of bruised ribs). An injury made worse in this way can only be fixed by a doctor.
- Armor & shields accumulate Degradation Points (DPs) each time they suffer damage (a successful hit).
- A suit of armor or shield can sustain DPs equal to 10 x armor/shield bonus before any degradation occurs. For example a suit of chainmail can sustain 60 DPs before it starts degrading and a light shield can suffer 10.
- Once a suit or shield takes on more DPs than it can hold, it drops to the next lowest armor/shield bonus (thus causing your AC to drop by 1) For example, as soon as a suit of chainmail suffers more than 60 DPs, its armor bonus drops to +5 and now it can sustain 50 DPs before it drops to +4, and so on until it is totally ruined.
- Once a suit or shield has reached +1 armor/shield bonus and it sustains more than 10 DPs, it is beyond repair and essentially useful only to a hungry Rust Monster.
- A PC who wields a shield and wears a suit of armor, can decide which piece of equipment sustains the DPs. This makes wielding a shield a little more beneficial.
- The same idea works for weapons, using the proficiency bonus as the DP base, giving a Great Axe (with a + 2 proficiency bonus) 20 DPs for example. However, a weapon will only gain DPs upon scoring a critical hit, representing the skull shattering power of the damage done.
- Armour and weapons can be repaired for reasonable prices at certain shops and businesses.
When an attack is made against you, you can choose to take it as normal (the attacker compares a d20 roll to your AC and upon beating it administers damage), or to attempt to parry it:
- An attempt at parrying must be stated BEFORE the attacker rolls the d20.
- The defender makes a normal attack roll (d20 with appropriate strength and weapon modifiers) and compares it to the offenders attack roll.
- If the defenders roll is higher they have successfully parried, they may then make a basic melee attack against the opponent.
- If the attackers score is higher, the parry was unsuccessful and the defender will take more damage than normal.
An alternative resting method when a five minute short rest is not applicable. It represents the party quickly catching their breath as you move from one encounter to another encounter/skill challenge/event.
A quick rest gives you:
- The use of up to 2 healing surges to heal.
- Regaining one encounter power of your choice (as opposed to all of them).
Still only usable once per encounter, some aspects of this ability have been changed:
- Using second wind now only counts as a standard action instead of requiring a whole turn.
- With each following turn (starting with the turn it is used) you regain HP equal to 1/4 of your healing surge value – so, simply, healing the whole value of a healing surge will take four turns.
- You defences are all raised by +2 for the duration of the four turns.