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As an avid fan of D&D 4e, I have taken it upon myself to
write up this large batch of homebrew errata for the Player's
Handbook that addresses various balance issues of the game. Since
the following only covers the Player's Handbook, it runs into a few
compatibility and balance problems from supplementary material. For
example, the revision to Divine Challenges clashes with the Mighty
Challenge heroic feat; a highly unnecessary feat tax, I might add
(shame on you, WotC, for patching severe class issues with tax
feats rather than errata; the Painful Oath paragon feat is the most
glaring example, and worse still is the fact that it does not help
heroic-tier avengers). Likewise, the alteration to Lay on Hands
conflicts with the Untiring Virtue paragon feat, and the upgrade to
Warlock's Curse renders the property of the Vicious Rod and the
first benefit of the Warlock's Wrath heroic feat superfluous. Rest
assured, I plan on moving on to homebrew errata for other
supplements, including Dragon Magazine (the Student of Caiphon,
especially), in due time. Consider the changes to the Holy Avenger,
the Bracers of Mighty Striking, and the Bracers of the Perfect Shot
previews of how I plan on fixing the Radiant Weapon, the Staff of
Ruin, the Bracers of Archery, the Iron Armbands of Power, the Chaos
Shard Implement, and various dragonshard augments; even if you
consider them item taxes along the lines of Weapon Focus that
supposedly keep characters up with the system's intended damage
curve, it is difficult to dispute that they severely tower above
most other items of their respective categories to an overpowering
degree and that they should not exist in their current state.
Version 2 changes: Error in Twin Strike's Target line corrected.
Error in Warlock Class Features page numbering corrected. Version 3
changes: Force the Battle toned down because it is a rather
ludicrous power. Follow-Up Blow toned down less such that it is not
strictly inferior to Force the Battle. Cry Havoc not deleted such
that the Battle Captain remains worthwhile. Battle Inspiration
toned down less such that the Battle Captain remains worthwhile.
Greater Ice Storm upgraded to balance out level 29 wizard daily
powers in the Player's Handbook. Legion's Hold toned down less to
balance out level 29 wizard daily powers in the Player's Handbook.
Meteor Swarm upgraded to balance out level 29 wizard daily powers
in the Player's Handbook. Version 4 changes: Priest's Shield
upgraded slightly. Fate of the Void pact boon given a slight boost.
Major typographical error in the Wand of Accuracy corrected.
Lasting Frost made to stack with existing cold damage. Utility and
daily powers gained from paragon multiclassing toned down. Version
5 changes: Inescapable Force, Lasting Frost, Lightning Arc,
Resounding Thunder, Psychic Lock, and Solid Sound overhauled.
Soldier of the Faith prerequisites lightened.
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Player's Handbook New Updates
Races Dragon Breath Page 34: Replace the entire Targets line
with "Target: Each creature in burst." On the Attack line, replace
all instances of "+ 2" with "+ 3". On the Hit lines, replace all
instances of "Constitution" with "Strength, Constitution, or
Dexterity," "+4 bonus" with "+6 bonus," and "+6 bonus" with "+9
bonus." This standardizes the power to match wording of other close
attacks and the new attack bonus progression for attack powers with
neither the Implement keyword nor the Weapon keyword, and also
removes the unnecessary limitation of a Constitution-exclusive
damage bonus. Tiefling Ability Scores Page 48: Replace "+2
Intelligence, +2 Charisma" with "+2 Constitution or +2 Charisma, +2
Intelligence." This opens up the race as an option for characters
with a +2 racial bonus to Constitution and Intelligence, something
that was not previously possible in the rules without the use of
monster races. Tiefling Skill Bonuses Page 48: Replace "+2 Bluff,
+2 Stealth" with "+2 Arcana, +2 Bluff or +2 Endurance." This gives
the tiefling race thematic skill bonues that play to its new strong
ability scores. Stealth is of limited use to the race as a whole
and is not as fitting as the Arcana and Endurance skills.
Infernal Wrath Page 48: Replace "Minor Action" with "Free
Action." Add the following as a line before the Effect line:
"Trigger: An enemy hits you with an attack" Replace the text in the
Effect line with "Until the end of your next turn or until you hit
with an attack against the triggering enemy, you gain a +1 bonus to
attack rolls and a bonus to damage rolls equal to your
Constitution, Intelligence, or Charisma modifier against the
triggering enemy." This standardizes the wording of the power to
match similar effects, allows it to function effectively for
tieflings lacking a high Charisma score, gives the power a
duration, making its use with Infernal Wrath-related feats
clearer.
Powers Keywords Page 55: Add the following as a fifth paragraph
of the section: "If an effect would add acid, cold, fire, force,
lightning, necrotic, poison, psychic, radiant, or thunder damage to
your attack powers, or if it would change the damage type of your
attack powers to include any one of those damage types, your attack
powers do not gain the appropriate damage type keyword unless the
effect states so. For example, if a tiefling paladin were to wield
a Flaming Bastard Sword, she could convert the damage of her Holy
Strike at-will into fire and radiant damage, but the power itself
would still have only the divine, radiant, and weapon keywords,
leaving it ineligible for the Hellfire Blood heroic feat. However,
if a warlock were to enter a paragon path that would let her change
the damage type of her Eldritch
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Blast to lightning damage and give it the lightning keyword,
then her Eldritch Blast would then have the arcane, implement, and
lightning keywords, making it compatible with the Lightning Arc
paragon feat." Add the following as a sixth paragraph of the
section: "Some options, such as feats, magic items, and class
features, have effects that come into play when you use certain
powers. For example, the Solid Sound paragon feat increases your
defenses when you use a power with the force or thunder keyword.
Any benefits that you gain from these options are considered to
originate from those options, not from the powers that that they
affect. Therefore, if you had the Solid Sound feat, your force and
thunder powers would not be considered powers that increase your
defenses, as the defense increase comes from a feat, not from the
power." These additions clarify how damage type additions or
changes affect the keywords of a power, prevent certain types of
magic weapons from being used to make all of a character's attacks
compatible with options keyed to damage types, and explain how
options that upgrade powers interact with other such options.
Cleric Cleric Bonus to Defense Page 60: Replace "+2 Will" with
"+1 Fortitude, +1 Reflex, +1 Will." As a divine class, the cleric
should receive a +1 bonus to all non-AC defenses. Cleric Class
Skills Page 60: Add Athletics (Str) to the list of cleric class
skills. Classes with a Strength-based, weapon-using build available
to
them should generally have Athletics as a class skill for the
sake of theme and for ensuring that such characters can make good
use of their Strength score with regards to skills. Channel
Divinity Page 61: Add the following as a third paragraph to the
class feature: "You can use your Wisdom modifier or your Charisma
modifier in place of your Intelligence modifier when making
Religion checks, and you can use the lower of your Wisdom modifier
or your Charisma modifier in place of your Dexterity or
Intelligence modifier for your Reflex defense. While you are not
wearing heavy armor, you can use the lower of your Wisdom modifier
or your Charisma modifier in place of your Dexterity or
Intelligence modifier for your AC defense. While you are wearing no
armor or cloth armor, you gain a +3 bonus to AC. This bonus to AC
does not stack with any other bonus to AC you would gain from
wearing no armor or cloth armor." Religion is a mandatory skill for
divine characters, and so they should be able to use it with
efficacy even without a high Intelligence score. This ensures that
divine characters who have high Wisdom and Charisma are not
handicapped by drastically low non-AC defenses, giving them higher
Reflex and initiative as compensation. This also allows such
characters to take up the aesthetic of a divine servant in priestly
robes without sacrificing much AC. Healer's Lore Page 61: Replace
"Wisdom" with "Wisdom or Charisma." Add the following as a third
sentence: "This does not affect the temporary hit points or
regeneration that you grant." This ensures that battle clerics
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with high Strength and Charisma can make use of the class
feature, and also clarifies that this feature does not apply to
temporary hit points and regeneration. Lance of Faith Page 63: Add
the following as an additional line: "Special: This power can be
used as a ranged basic attack." Upgrading low-key powers into basic
attacks makes them more attractive choices and also provides
characters with more options for basic attacks. Priest's Shield
Page 63: On the Hit line, delete "and you and one adjacent ally
gain a +1 power bonus to AC until the end of your next turn." Add
the following as an additional line: "Effect: You and one adjacent
ally gain a +1 power bonus to AC until the end of your next turn."
Add the following as an additional line: "Special: This power can
be used as a melee basic attack." The power was exceedingly weak
previously and was in need of its hit effect being turned into an
actual Effect. Also, upgrading low-key powers into basic attacks
makes them more attractive choices and also provides characters
with more options for basic attacks. Righteous Brand Page 63: On
the Hit line, replace "melee attack rolls against the target equal
to your Strength modifier until the end of your next turn" with
"his or her next melee attack roll made against the target before
the end of your next turn equal to your Charisma modifier." This
power's highly potent rider effect should be tied to the battle
cleric's secondary ability score, such that clerics of the build
cannot rely purely on Strength for the power.
Restricting the power bonus to the next melee attack roll
against the target also brings it in line with the potency of other
at-wills. Seal of Binding Page 71: Replace the text of the Sustain
Standard line with "Each time you sustain the power, you and the
target both take 2d10 + Wisdom modifier damage, the target remains
stunned and protected against all other attacks until the end of
your next turn, and you can't regain hit points or temporary hit
points until the end of your next turn." This clarifies the
duration of the effects of sustaining the power and also prevents
clerics from using the power while supported by regeneration and
healing from allies in order to create a one-sided situation.
Weapon Training Page 72: Delete the feature entirely. The Astral
Vibrance feature is a strong enough feature, and Weapon Training
unnecessarily makes the paragon path even more powerful. Astral
Wave Page 73: Replace "Implement" with "Weapon", and replace "burst
8" with "burst 2." On the Attack line, replace "Wisdom" with
"Strength." On the Hit line, replace "2d8 + Wisdom" with "2[W] +
Strength." The battle cleric build makes use of Strength and
Charisma and weapon powers, and so this power should be
commensurately altered to suit the build. Also, close burst 8 is
too far-reaching for a power of this level. Terrifying Insight Page
73: Replace the text of the class feature with "You gain a +1 bonus
to
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attack rolls with divine implement powers that target Will." The
former version of the class feature was far too potent and
unbalanced. Battle Cry Page 74: On the Attack line, replace
"Wisdom" with "Strength." On the Hit line, replace "Wisdom" with
"Strength." The battle cleric build makes use of Strength and
Charisma and weapon powers, and so this power should be
commensurately altered to suit the build. Solar Wrath Page 74:
Replace "burst 8" with "burst 2." Close burst 8 is too far-reaching
for a power of this level. Battle Pyres Page 74: Remove the
Implement keyword and add the Weapon keyword. On the Attack line,
replace "Wisdom" with "Strength." On the first Hit line, replace
"2d8 + Wisdom" with "2[W] + Strength," and replace "secondary
attack" with "secondary weapon attack." On the Secondary Attack
line, replace "Wisdom" with "Strength." On the second Hit line,
replace "5d10 + Wisdom" with "3[W] + Wisdom." The battle cleric
build makes use of Strength and Charisma and weapon powers, and so
this power should be commensurately altered to suit the build.
Fighter Fighter Trained Skills Page 75: Replace "three trained
skills" with "four trained skills." Three skill trainings are far
too little for any character who wishes to be of good use in
non-combat encounters.
Fighter Class Skills Page 75: Add Insight (Wis) and Perception
(Wis) to the list of fighter class skills. The fighter is the
archetypical font of martial intuition, reading enemy movements and
responding to them with wits and acuity, and is also the
archetypical guard, watching over his or her ward with a keen eye.
Making these two skills available to them does not break their
theme and expands their options during skill challenges. Fighter
Bonus to Defense Page 75: Replace "+2 Fortitude" with "+1 Reflex,
+1 Will." Every fighter is guaranteed to have a high Strength
score, ensuring a strong Fortitude defense. Giving the class a +1
bonus to Reflex and Will balances and smooths out its non-AC
defenses, rather than the lopsided defenses caused by +2 Fortitude.
Fighter Weapon Talent Page 76: Replace the text of the class
feature with the following: "You gain a +1 bonus to attack rolls
with weapon attacks and martial powers. You are also proficient
with one superior melee weapon of your choice. While you are
wielding a shield or a weapon that you are proficient in, you can
use your Constitution modifier or your Wisdom modifier in place of
your Dexterity or Intelligence modifier for determining your AC in
no armor or light armor." This removes the unnecessary restriction
of weapon types from the class feature and makes it compatible with
martial powers that do not bear the Weapon keyword, such as those
involving shield attacks. As well, this also gives more support to
lightly-armored fighters. These changes
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bring the class feature up to the level of Battlerager Vigor and
Tempest Technique. Reaping Strike Page 77: Replace the text of the
Miss line with the following: "Strength modifier damage." Add the
following as an additional line: "Special: This power can be used
as a melee basic attack." The reduced damage for oe-handed weapons
was unnecessary, and upgrading low-key powers into basic attacks
makes them more attractive choices and also provides characters
with more options for basic attacks. Sure Strike Page 77: Add the
following as an additional line: "Effect: After the attack, you
gain combat advantage against the target until the end of your next
turn." This makes the power actually worthwhile compared to other
fighter at-will powers. Tide of Iron Page 77: On the Hit line,
delete "if it is your size, smaller than you, or one size category
larger." This restriction on the power is unnecessary and
arbitrarily makes it useless against Huge and Gargantuan monsters.
Rain of Steel Page 79: Remove the Weapon keyword. Replace the text
of the Effect line with the following: "Until the stance ends, as
long as you are wielding a melee weapon that you are proficient
with and are able to make opportunity attacks, any enemy that
starts its turn adjacent to you takes damage equal to 2 + your
Strength modifier." The previous version involved a damage roll and
could thus generate
disproportional amounts of damage through bonuses to damage
rolls. Storm of Blows Page 82: On the Weapon line, replace "Gain a
bonus to the damage roll equal to your Dexterity modifier" with
"slide the target 1 square on a hit." The original incarnation of
this power offered an overpowering amount of damage and shifting
against multiple enemies. Unyielding Avalanche Page 82: Remove the
Weapon keyword. Replace the text of the Effect line with the
following: "Until the stance ends, you gain a +1 power bonus to AC
and saving throws, and as long as you are wielding a melee weapon
that you are proficient with and are able to make opportunity
attacks, any enemy that starts its turn adjacent to you takes
damage equal to 4 + your Strength modifier and is slowed until the
end of its turn." The previous version involved a damage roll and
could thus generate disproportional amounts of damage through
bonuses to damage rolls, and the encounter-long regeneration
offered too much resilience. Reaper's Stance Page 85: Remove the
Weapon keyword. Replace the text of the Effect line with the
following: "Until the stance ends, you gain a +1 power bonus to
attack rolls, and as long as you are wielding a melee weapon that
you are proficient with and are able to make opportunity attacks,
any enemy that starts its turn adjacent to you takes damage equal
to 6 + your Strength modifier and ongoing 10 damage (save ends).
The previous version involved a damage roll and could thus generate
disproportional amounts of damage
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through bonuses to damage rolls. The 19-20 critical range was
superfluous for most fighters, as they would most likely already
possess such a critical range by levle 25, and the power bonus to
damage rolls was too over the top. Replacing these benefits with a
more modest bonus to attack rolls balances the power. Force the
Battle Page 86: Remove the Weapon keyword. Replace the text of the
Effect line with the following: "Until the stance ends, as long as
you are wielding a weapon you are proficient with and can make
opportunity attacks, you can make a melee basic attack as a free
action any enemy that starts its turn adjacent to you." The
original version of the power is rather over-the-top, even for a
level 29 daily power, especially when compared to other fighter
powers of the same level. This tones it down appropriately. Kensei
Prerequisites Page 87: Add "Fighter Weapon Talent class feature"
after "Fighter class." This prevents the paragon path from being
abused by virtually any weapon-using character multiclassed into
fighter. Kensei Focus Page 87: Replace the text of the feature with
"When you use a weapon power or a martial power, you can score a
critical hit on a roll of a natural 19 or 20." This replaces the
previous ambiguous feature with one more suited for a level 11
feature. Kensei Mastery Page 87: Replace the text of the feature
with "The bonus to attack rolls from your Fighter Weapon Talent
class feature
increases to +2." This replaces the previous feature, which
offered too large benefit and had a highly unnecessary and
unflavorful restriction, with one more suited for a level 16
feature. Masterstroke Page 87: On the Attack line, replace "AC"
with "Reflex. This attack can score a critical hit on a roll of a
natural 18, 19, or 20." This increases the strength of the power to
match that of other level 11 encounter powers. Dirty Fighting Page
87: Replace the second sentence of the description of the feature
with "When you hit a creature that you have marked and that you
have combat advantage against using a weapon power or a martial
power, you gain a bonus to the damage roll equal to your Wisdom
modifier." This clarifies the benefit of the feature, preventing it
from being used to increase static damage, ongoing damage, and
implement power damage, and tones down its previously overwhelming
potency. Steel Grace Page 88: Replace the description of the
feature with the following: "You can use any melee fighter at-will
power as a melee basic attack, provided that you make the attack
with a light blade or a heavy blade that is not a polearm. When you
score a critical hit with a weapon attack using a light blade or a
heavy blade that is not a polearm, after the entire attack is
resolved, you can shift your speed and then mark each enemy
adjacent to you at the destination square until the end of your
next turn." This opens up the feature to include fighter at-will
powers other
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than the ones in the Player's Handbook and also elevates its
usefulness to put it in line with other paragon path's features.
Fantastic Flourish Page 88: Replace "Ranged 5" with "Close burst
5." Replace the text of the Target line with the following: "One
enemy in burst other than the one you just hit." This prevents the
power from provoking opportunity attacks, which was not the intent
of the power. Crescendo Sword Page 88: On the Effect line, replace
"one daily power you have already used" with "one daily power,
other than Crescendo Sword, that you have already used for today."
This clarifies that the power cannot be used to continuously
recharge itself.
Paladin Paladin Class Skills Page 89: Add Athletics (Str) to the
list of paladin class skills. Classes with a Strength-based,
weapon-using build available to them should generally have
Athletics as a class skill for the sake of theme and for ensuring
that such characters can make good use of their Strength score with
regards to skills. Channel Divinity Page 91: Add the following as a
third paragraph to the class feature: "You can use your Wisdom
modifier or your Charisma modifier in place of your Intelligence
modifier when making Religion checks, and you can use the lower of
your Wisdom modifier or your Charisma modifier in place of your
Dexterity or Intelligence modifier for your Reflex defense.
While you are not wearing heavy armor, you can use the lower of
your Wisdom modifier or your Charisma modifier in place of your
Dexterity or Intelligence modifier for your AC defense. While you
are wearing no armor or cloth armor, you gain a +3 bonus to AC.
This bonus to AC does not stack with any other bonus to AC you
would gain from wearing no armor or cloth armor." Religion is a
mandatory skill for divine characters, and so they should be able
to use it with efficacy even without a high Intelligence score.
This ensures that divine characters who have high Wisdom and
Charisma are not handicapped by drastically low non-AC defenses,
giving them higher Reflex and initiative as compensation. This also
allows such characters to take up the aesthetic of a divine servant
in priestly robes without sacrificing much AC. Divine Challenge
Page 91: Replace the second paragraph of the Effect line with the
following: "While a target is marked, it takes a -2 penalty to
attack rolls for any attack that doesn't include you as a target.
Until the mark ends, the target takes radiant damage equal to 3 +
your Strength or Charisma modifier the first time each round it
makes an attack that doesn't include you as a target. The damage
increases to 6 + your Strength or Charisma modifier at 11th level
and 9 + your Strength or Charisma modifier at 21st level." This
standardizes the class feature's wording to match that of Divine
Sanction and also allows Strength/Wisdom-based paladins to use it
effectively without any need for feats.
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Lay on Hands Page 91: Replace "At-Will (Special)" with
"Encounter." Replace the text of the Special line with the
following: "When you spend an action point, you regain the use of
this power and can use it immediately as a free action. Using this
power as a free action still expends it." The previous,
pseudo-daily usage of this power is an unnecessary holdover from a
previous edition that does not mesh well with the system for
at-will, encounter, and daily powers. Enfeebling Strike Page 92:
Add the following as an additional line: "Special: This power can
be used as a melee basic attack." Upgrading low-key powers into
basic attacks makes them more attractive choices and also provides
characters with more options for basic attacks. Stunning Smite Page
99: On the Secondary Target line, replace "Each" with "One." On the
Secondary Hit line, replace "stunned" with "dazed." This power is
already highly accurate, being a weapon attack that targets Will,
and it toning it down in this manner brings its level of power down
to that of other defenders' level 27 encounter powers. Certain
Justice Page 100: On the Hit line, replace the second sentence with
"If the target is marked by you, it is also weakened and dazed
until the end of its next turn." The power was previously capable
of shutting down the offensive capabilities of a monster for the
entire encounter.
Ranger Archer Fighting Style Page 104: Replace the text of the
class feature with "Because of your focus on ranged attacks, you
can designate any enemy you can see as your quarry when you use
your Hunter's Quarry class feature, and you can load any ranged
weapon as a free action." This replaces the negligible bonus feat
of Defensive Mobility with a benefit that complements the combat
methods of an archery ranger well and also makes it easier for such
a ranger to wield a crossbow. Prime Shot Page 104: Add the
following as a second sentence: "This bonus does not apply if you
are adjacent to the target." This prevents the class feature from
being abused with methods that allow ranged attacks to be made
without provoking opportunity attacks. Two-Blade Fighting Style
Page 104: Replace the third sentence of the class feature with "In
addition, while you are not wielding heavy armor and are wielding a
melee weapon that you are proficient with, you can use your Wisdom
modifier in place of your Dexterity or Intelligence modifier for
determining your AC defense." There is very little reason for
two-weapon rangers to receive Toughness as a bonus feat. Meanwhile,
they are in drastic need of an AC increase, and allowing them to
use their Wisdom modifier for their AC solves the issue. Twin
Strike Page 105: Replace the entire Targets line with the
following: "Target: One
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creature." On the Attack line, replace "two attacks" with "make
two attack rolls. If either hit, resolve the attack as a single hit
with your main weapon. If either score a critical hit, resolve the
attack as a single critical hit with your main weapon." Replace the
text of the first Hit line with "1[W] damage. If both attack rolls
hit, you add your Strength modifier (melee) or your Dexterity
modifier (ranged) to the damage roll." Twin Strike was too strong
for an at-will power, and this revision brings it in line with
other ranger at-wills. Disruptive Strike Page 106: Replace the text
of the Hit line with the following: "1[W] damage. The target takes
a penalty to its attack roll equal to your Wisdom modifier." As an
out-of-turn basic attack that virtually guaranteed a miss on the
previous attack, the original version of this power was overpowered
and in need of a downgrade. Great Ram Arrow Page 111: On the Attack
line, replace "AC" with "Reflex." Replace the text of the Hit line
with the following: "4[W] + Dexterity modifier damage, and you push
the target a number of squares equal to your Wisdom modifier and
knock it prone. The target cannot stand up from prone (save ends)."
Replace the text of the Miss line with the following: "2[W] +
Dexterity modifier damage, and you push the target 2 squares and
knock it prone." Archery rangers should not be using Strength, and
so this power's rider effect is altered to fit the true secondary
score of the build. This revision also brings the effectiveness of
the power in line with other level 19 daily powers.
Follow-Up Blow Page 113: Replace the text of the Effect line
with the following: "Once per round, when you hit with a melee or
close weapon attack using your main weapon, you can make a melee
basic attack as a free action against each enemy adjacent to you
after the triggering attack is resolved. You can target Reflex with
this melee basic attack." Even the previously errata'd version was
too strong for a level 29 daily power, as it allowed for long
attack chains when used in conjunction with other ranger powers.
This tames the power down to a more appropriate level. Three-in-One
Shot Page 113: On the Attack line, replace "AC" with "Reflex."
Replace the second sentence of the attack line with the following:
"If the first attack hits, the second and third attacks hit
automatically." On the Hit line, replace "2[W]" with "4[W]." The
power is otherwise completely overshadowed by Five-Missile Dance.
Battlefield Experience Page 113: Replace the text of the feature
with the following: "You can designate more than one creature as
your quarry at a time, up to a number equal to your Wisdom
modifier. You must still use a minor action to designate a single
creature as your quarry. In addition, you gain a +1 bonus to attack
rolls against any creature designated as your quarry." This
clarifies the mechanics of the first half of the class feature and
prevents the second half from being used to grant allies the +1
bonus to attack rolls as well.
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Archery's Glory Page 114: Replace "Encounter" with "Daily." The
generation of action points on an encounter basis is overpowered
and clashes with the rules for action point limitations. Chosen
Prey Page 114: Replace the text of the class feature with the
following: "You never provoke opportunity attacks and cannot be
marked by any beast, any magical beast, or any creature designated
as your quarry. Once per round, when you score a critical hit
against a beast, a magical beast, or a creature designated as your
quarry, you can shift your speed and then make a ranged basic
attack as a free action after the critical hit is resolved." The
previous version of the class feature was highly situational and
very weak. Pinpointing Arrow Page 114: On the Attack line, replace
"AC" with "Reflex. You can make two attack rolls and use the higher
result." On the Hit line, replace "2[W]" with "3[W]." The original
version of the power was too weak for a level 11 encounter power.
Beast Stalker's Target Page 114: On the Attack line, replace "AC"
with "Reflex. You can make two attack rolls and use the higher
result." Replace the text of the Hit line with the following: "5[W]
+ Dexterity modifier damage, and the target is pushed a number of
squares equal to your Wisdom modifier and knocked prone." The
original version of the power was too weak for a level 20 daily
power.
Cruel Recovery Page 114: Delete "the amount of damage you dealt
from Hunter's Quarry +." The original version granted far too much
temporary hit points on an at-will basis. Blade Storm Page 115:
Replace the text of the feature with the following: "Once per
round, when you hit a creature with a melee or close weapon attack,
one creature adjacent to it takes damage equal to your Wisdom
modifier." Blade Storm had initially provided rangers with an
overwhelming amount of bonus damage each round, and it did not even
use the proper secondary score of the two-weapon build (Wisdom).
This revision maintains the paragon path's theme of spreading out
damage across multiple enemies while altering the feature to be
more balanced. Twin-Blade Storm Page 115: Replace the text of the
feature with the following: "Once per round, when you hit a
creature with a melee or close weapon attack, two creatures
adjacent to it take damage equal to your Wisdom modifier. This
replaces the benefit of your Blade Storm feature." This changes
Twin-Blade Storm commensurately to match the revision to Blade
Storm.
Rogue Rogue Bonus to Defense Page 116: Replace "+2 Reflex" with
"+1 Fortitude, +1 Will." Every rogue is guaranteed to have a high
Dexterity score, ensuring a strong Reflex defense. Giving the class
a +1 bonus to Fortitude and Will
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balances and smooths out its non-AC defenses, rather than the
lopsided defenses caused by +2 Reflex. Artful Dodger Page 117:
Replace the text of the class feature with the following: "You gain
a bonus to all defenses against opportunity attacks equal to your
Charisma modifier. As a move action, you can shift a number of
squares equal to 1 + half your Charisma modifier. When you miss
with a weapon power using a weapon compatible with your Sneak
Attack class feature, after the entire attack is resolved, you can
slide the target 1 square and shift 1 square in any order, and then
gain combat advantage against the target until the end of your next
turn." A bonus to AC against opportunity attacks simply cannot
compare to the straightforward Sneak Attack damage increase of the
Brutal Scoundrel class feature, especially when most characters
would try to avoid opportunity attacks through shifting anyway, and
when monsters with opportunity attacks that target Fortitude,
Reflex, or Will would ignore the bonus to AC altogether. This
revision increases the versatility of Artful Dodger rogues to
compensate. Rogue Weapon Talent Page 117: Replace the text of the
class feature with the following: "You gain a +1 bonus to attack
rolls with weapon powers made using a dagger, a hand crossbow, a
shuriken, or a sling." This removes any ambiguity from the power's
wording and simplifies it to function with the otherwise low-key
weapons available to the rogue.
Deft Strike Page 118: Add the following as an additional line:
"Special: This power can be used as a melee basic attack if used as
a melee attack, or as a ranged basic attack if used as a ranged
attack." Upgrading low-key powers into basic attacks makes them
more attractive choices and also provides characters with more
options for basic attacks. Dagger Precision Page 127: Replace the
text of the class feature with the following: "When you make an
attack roll for a weapon power using a dagger or a weapon that you
can treat as a dagger for the purpose of the Rogue Weapon Talent
class feature, you can score a critical hit on a roll of a natural
19 or 20." This tones down the previously ludicrous 18-20 critical
range that the feature offered, prevents its abuse in the hands of
implement-users with a dagger implement, and makes it compatible
with weapons such as the parrying dagger and the kukri.
Warlock Warlock Bonus to Defense Page 129: Replace "+1 Reflex,
+1 Will" with "+1 Fortitude, +1 Will." Most warlocks are going to
have a high Intelligence score, thus ensuring a strong Reflex
defense. Giving the class a +1 bonus to Fortitude and Will balances
and smooths out its non-AC defenses, rather than the somewhat
lopsided defenses for Fey Pact, Dark Pact, and some Star Pact
warlocks caused by +1 Reflex and +1 Will.
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Warlock Class Skills Page 129: Add Diplomacy (Cha) and Stealth
(Dex) to the list of warlock class skills. Warlocks are skilled
pactmakers and bargainers, and Fey Pact warlocks are adept at
stealthily slinking around. Warlock Class Features Page 129: Add
Ritual Casting as an additional warlock class feature. Warlock
Class Features Pages 130-131: Add the following as an additional
warlock class feature: "Ritual Casting. You gain the Ritual Caster
feat as a bonus feat, allowing you to use magical rituals (see
Chapter 10 of the Player's Handbook (see Chapter 10 of the Player's
Handbook). You own a ritual book, and it contains three rituals of
your choice that you have mastered: Hand of Fate and two 1st-level
rituals. Once per day, you can use Hand of Fate to consult your
patron without expending components." These skilled and
knowledgeable arcanists should logically be able to use rituals,
especially since such practices are how their pacts are made in the
first place. Misty Step Page 130: Add the following as a second
sentence to the second paragraph of the class feature: "Until the
end of your next turn, you gain the concealment from your Shadow
Walk class feature, and you gain combat advantage against enemies
that were adjacent to you either at the origin square or the
destination square of your teleportation." Misty Step is the
weakest of the warlock pact boons, and this revisions brings it up
to par with the other boons.
Fate of the Void Page 131: Replace the second and third
paragraphs of the feature with the following: "When an enemy under
your Warlock's Curse is reduced to 0 hit points or fewer, you gain
a +1 bonus to a single attack roll, damage roll saving throw, skill
check, ability check, or damage roll that you make before the end
of your next turn. This bonus can be applied after you make the
roll and are informed of its success or failure. If you choose to
gain a bonus to a damage roll, the +1 bonus is instead 2 additional
damage (4 at 11th level, 6 at 21st level). This bonus is
cumulative; if three cursed enemies drop to 0 hit points or fewer
before the end of your next turn, the bonus is a +3 bonus (or 6
additional damage)." This upgrades the usefulness of the pact boon
and ensures that it is not wasted as often. Prime Shot Page 131:
Add the following as a second sentence: "This bonus does not apply
if you are adjacent to the target." This prevents the class feature
from being abused with methods that allow ranged attacks to be made
without provoking opportunity attacks. Shadow Walk Page 131: Add
the following as a second sentence to the class feature: "Even when
you do not have this concealment, while you are not wearing heavy
armor, you can use the lower of your Constitution modifier or your
Charisma modifier in place of your Dexterity or Intelligence
modifier for determining your AC defense." This ensures that
warlocks who focus on Constitution and Charisma and eschew
Intelligence are not fraught with poor AC.
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Warlock's Curse Page 131: Add the following as a sixth sentence
to the first paragraph: "This extra damage can be applied when you
hit with an attack that does not deal damage, but if you do so, you
gain no bonuses to the damage roll." On the table for Warlock's
Curse extra damage, replace "1d6" with "1d10", "2d6" with "2d10",
and "3d6" with "3d10." This allows warlock powers that do not deal
damage to benefit from this striker class feature, and also boosts
the noticeably low striker damage that warlocks previously doled
out. Dire Radiance Page 131: Add the Cold keyword. Replace the text
of the Attack line with the following: "Constitution or Charisma
vs. Reflex." Replace the text of the first Hit line with the
following: "1d6 + Constitution or Charisma modifier cold and
radiant damage. If the target willingly moves, shifts, or teleports
towards you before the end of your next turn, it takes 4 +
Constitution or Charisma modifier cold and radiant damage after the
movement is resolved. This extra damage applies only once per use
of this power and does not occur if you the target is marked by
you." Replace the text of the second Hit line with the following:
"Increase damage to 2d6 + Constitution or Charisma modifier and
extra damage to 8 + Constitution or Charisma modifier at 21st
level." This gives the power a thematically appropriate second
damage type, makes the power usable by Star Pact warlocks focusing
on Charisma and Intelligence, renders it slightly more accurate (by
targeting Reflex instead of Fortitude), prevents the power from
being abused through marking, prevents the extra
damage from gaining unbalancing bonuses to damage rolls, and
clarifies that the extra damage applies only once. Eyebite Page
132: Add the Radiant keyword. Replace the text of the first Hit
line with the following: "1d6 + Charisma modifier psychic and
radiant damage, you slide the target 1 square, you shift 1 square,
and until the start of your next turn, you are invisible to the
target as long as you do not have it marked. If the target makes a
melee or ranged attack against you before the start of your next
turn, it takes 3 + Charisma modifier psychic and radiant damage
before the attack is resolved. This extra damage applies only once
per use of this power and does not occur if you have the target
marked." Replace the text of the second Hit line with the
following: "Increase damage to 2d6 + Charisma modifier and extra
damage to 6 + Charisma modifier at 21st level." This gives the
power a thematically appropriate second damage type, grants the
power greater control potential to compensate for its weaknesses,
prevents it from being abused by defenders, and gives it a use
against monsters with blindsight, tremorsense, or truesight.
Hellish Rebuke Page 132: Add the Necrotic keyword. Replace the text
of the first Hit line with the following: "1d6 + Constiution
modifier fire and necrotic damage. If you take damage from a source
other than yourself before the end of your next turn, the target
takes 3 + Constitution modifier fire and necrotic damage before the
damage is resolved. This extra damage applies only once per use of
this power and does not occur if you have any enemy marked."
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Replace the text of the second Hit line with the following:
"Increase damage to 2d6 + Constitution modifier and extra damage to
6 + Constitution modifier at 21st level." This gives the power a
thematically appropriate second damage type, prevents the power
from being abused through marking, prevents the extra damage from
being abused through damaging oneself, prevents the extra damage
from gaining unbalancing bonuses to damage rolls, and clarifies
that the extra damage applies only once.
Warlord Warlord Bonus to Defense Page 143: Replace "+1
Fortitude, +1 Will" with "+1 Reflex, +1 Will." All warlords are
guaranteed to have a high Strength score, thus ensuring a strong
Fortitude defense. Giving the class a +1 bonus to Reflex and Will
balances and smooths out its non-AC defenses, rather than the
somewhat lopsided defenses for Inspiring Presence and Bravura
Presence warlords caused by +1 Fortitude and +1 Will. Commander's
Strike Page 145: On the Target line, replace "One creature" with
"One creature within reach." Delete the Attack line and the Hit
line. Add the following as an Effect line: "One ally of your choice
can make a melee basic attack against the target with a bonus to
the damage roll equal to your Intelligence modifier. The ally must
be able to reach the target." This substantially clarifies how the
power functions.
Lead the Attack Page 145: On the Hit line, replace "power bonus
to attack rolls against the target equal to 1 + your Intelligence
modifier" with "+2 power bonus to attack rolls against the target."
The power previously granted far too large an attack bonus for a
level 1 daily power that scaled overpoweringly well. Battle
Inspiration Page 153: Replace the text of the feature with the
following: "When a bloodied ally spends a healing surge through
your Inspiring Word power, the ally gains a power bonus to attack
rolls equal to half your Intelligence modifier until the end of the
ally's next turn." The previous version of the power had ambiguous
wording and granted an enormous bonus to attack rolls and speed
with but a single use of Inspiring Word. Tough as Nails Page 154:
On the second sentence, replace "Constitution" with "Intelligence
or Charisma." Constitution is not a key ability score for the
warlord class and should have no place in a warlord paragon path
feature. Honor and Glory Page 155: Replace "+2" with "+1." A +2
untyped bonus to attack rolls for allies on a regular basis is too
effective for a paragon path feature of this level.
Wizard Wizard Bonus to Defense Page 156: Replace "+2 Will" with
"+1 Fortitude, +1 Will." All wizards are guaranteed to have a high
Intelligence
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score, thus ensuring a strong Reflex defense. Giving the class a
+1 bonus to Fortitude and Will balances and smooths out its non-AC
defenses, rather than the somewhat lopsided defenses for Orb of
Deception and Orb of Imposition wizards caused by +2 Will. Orb of
Imposition Page 157: Replace the second paragraph of the class
feature with the following: "When you hit a creature with a wizard
power using an orb, the first time that creature succeeds on a
saving throw against an effect caused by that power, it must reroll
the saving throw with a penalty equal to your Wisdom modifier." The
previous version of the Orb of Imposition allowed a wizard to
utterly cripple an enemy for an entire encounter by stacking save
penalties. Staff of Defense Page 157: Replace the first four
sentences of the class feature with the following: "While you are
wielding a staff, you gain a +1 bonus to AC. Once per encounter,
while you are wielding a staff, when an enemy hits you, you can use
a free action to gain a bonus to all defenses equal to your
Constitution modifier until the end of your next turn." This
clarifies the wording of the power and slightly improves it. Wand
of Accuracy Page 158: Replace the first two sentences of the class
feature with the following: "Once per encounter, when you miss with
a wizard power using a wand, you can reroll the attack roll and any
other missed attack roll of the power with a bonus equal to your
Dexterity modifier. You can also use the lower of your Dexterity
modifier or your Intelligence modifier in
place of your Wisdom or Charisma modifier for determining your
Will defense." This clarifies the function of the power, improves
it such that it is more useful with the area and close powers that
war wizards tend towards, and ensures that wizards who focus on
Dexterity and Intelligence are not unfairly stuck with two low
non-AC defenses. Cloud of Daggers Page 159: On the first Hit line,
replace "1d6" with "1d8." On the second Hit line, replace "2d6"
with "2d8." This elevates the power to the level of the other
wizard at-will powers available. Ray of Frost Page 159: On the
Attack line, replace "Fortitude" with "Reflex." On the first Hit
line, replace "1d6" with "1d8." On the second Hit line, replace
"2d6" with "2d8." This improves the power by making it slightly
more accurate (by targeting Reflex rather than Fortitude) and
increasing its damage. Scorching Burst Page 159: On the first Hit
line, replace "1d6 + Intelligence modifier" with "1d6." On the
second Hit line, replace "2d6 + Intelligence modifier" with "2d6."
Add the following as an additional line: "Effect: The target takes
fire damage equal to your Intelligence modifier. Resistance to fire
damage does not apply to this automatic damage." Various powers are
objectively superior to Scorching Burst, such as Dishearten,
Vanguard's Lightning, and Winged Horde. This boosts the power such
that it has an actual use over similar controller powers.
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Prismatic Spray Page 168: On the Hit (Will) line, replace "is
stunned (save ends)" with "takes ongoing 15 psychic damage and is
dazed (save ends)." Mass-stunning to the power's original degree,
even with a level 25 daily power, is too powerful. Greater Ice
Storm Page 168: On the Target line, replace "creature" with
"enemy." Replace the text of the Hit line with the following: "6d8
+ Intelligence modifier cold damage, and the target takes ongoing
15 cold damage and is immobilized (save ends)." Replace the text of
the Miss line with the following: "4d8 + Intelligence modifier cold
damage, and the target is slowed (save ends)." Replace the text of
the Effect line with the following: "The burst creates a zone of
frigid rime. The zone is difficult terrain for your enemies, even
flying enemies, until the end of the encounter or for 5 minutes. If
an enemy ends its turn within the zone, it is immobilized (save
ends). If an enemy rolls a natural 1 on a saving throw against
slowing or immobilization while within the zone, it is petrified
until it is no longer slowed or immobilized." Legion's Hold Page
168: Replace the text of the Hit line with the following: "4d10 +
Intelligence modifier psychic damage, and the target takes ongoing
15 psychic damage and is dazed and immobilized (save ends all)."
Replace the text of the Miss line with the following: "3d10 +
Intelligence modifier psychic damage, and the target takes ongoing
15 psychic damage and is dazed and immobilized (save ends all)."
Mass-stunning to the power's original degree, even with a level 29
daily power, is too
powerful. This revision makes the power more appropriate for a
level 29 daily power. Meteor Swarm Page 168: Add the Force and
Thunder keywords. On the Target line, replace "creature" with
"enemy." Replace the text of the Hit line with the following: "8d6
+ Intelligence modifier fire, force, and thunder damage, you slide
the target 3 squares and knock it prone, the target is restrained
and takes ongoing 15 fire, force, and thunder damage (save ends
both), and the target cannot stand up from prone until it is not
restrained." Replace the text of the Miss line with the following:
"6d6 + Intelligence modifier fire, force, and thunder damage, and
you slide the target 3 squares and knock it prone." This boosts the
power to match the strength of other level 29 daily powers. Arcane
Riposte Page 169: Replace the text of the class feature with the
following: "Your ranged wizard powers can be used as ranged basic
attacks, and can also be used as melee basic attacks with a range
of melee touch. Your ranged and area wizard and battle mage powers
do not provoke opportunity attacks. When a creature scores a
critical hit against you or reduces you to 0 hit points or fewer,
you can make a ranged basic attack against it as a free action
before the creature's attack is resolved." Even the previously
errata'd bonus of this feature was absolutely useless, given that
the attack roll was against AC and had far too little attack
bonuses attached to it. This new version is actually useful for
wizards and fits with the name and the theme of the feature.
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Blood Pulse Page 170: Replace "burst 3" with "burst 2." On the
Hit line, replace "leaves" with "willingly moves or shifts into."
This tones down the previously-overwhelming power. Destructive
Salutation Page 170: On the Hit line, replace "stunned" with
"dazed." On the Miss line, replace "stunned" with "dazed."
Guaranteed mass-stunning to the power's original degree, even with
a level 20 daily power, is too powerful. Storm Spell Page 170:
Replace the first two sentences of the feature with the following:
"Once per day, as a free action at the end of your turn, you can
reach into the spellstorm and extract a spell you have already used
so that you can use it again. Make a Wisdom check that others
cannot aid you with." This clarifies the usage of the power and
prevents it from being abused through the Aid Another action.
Corellon's Implement Page 171: Replace the text of the class
feature with the following: "Choose one implement group that you
are proficient with. You can use a longsword as if it were that
type of implement for the purpose of feats, powers, and class
features (including Arcane Implement Mastery). Your ranged wizard
powers can be used as ranged basic attacks, and can also be used as
melee basic attacks with a range of melee touch, as long as you use
them through a longsword. Your ranged and area wizard powers do not
provoke opportunity attacks as long as you use them through a
longsword." This improves the power such that it is
compatible with feats and class features, as the previous
version did not even function on Arcane Implement Mastery. This
also gives wizards an incentive to actually use a longsword for
their powers. Radiant Censure Page 171: Replace the text of the
class feature with the following: "When an enemy's attack or
ongoing damage bloodies you, reduces you to 0 hit points or fewer,
or scores a critical hit against you it takes radiant damage equal
to your Intelligence modifier before the triggering attack or
ongoing damage is resolved. The previous version of the feature was
useful for only Orb of Deception wizards, and even then, its
utility was limited due to such wizards' high Will. This revision
upgrades the feature such that it is more useful overall and can be
used by a wizard of any stripe.
Epic Destinies Sly Fortune's Favor Page 174: Replace the second
sentence of the feature with the following: "Once per encounter as
a free action, you can reroll an attack roll, a skill check, an
ability check, or a saving throw as a free action." The previous
usage limitation was an unnecessary holdover from a previous
edition that does not mesh well with the system of at-will,
encounter, and daily powers. Divine Miracle Page 176: Replace the
text of the feature with the following: "Choose two of your
encounter attack powers. You can now use each of the chosen powers
twice per encounter. When you spend an action
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point, you gain a third use of one of those powers for the
encounter." Even the previously errata'd version of the feature was
far, far too powerful, even for a level 30 feature. This brings it
down to a more tame level, and also one that does not change the
battle tactics of a character as drastically.
Skills Intimidate Page 186: On the Success line, replace
"surrender" with "take a -2 penalty to attack rolls, ability
checks, skill checks, saving throws, and defenses until the end of
the encounter." The previous version of the feature could instantly
take enemies out of the fight, which was not right for a single use
of a skill at all.
Feats Enlarged Dragon Breath Page 194: On the Benefit line,
replace "blast 5" with "blast 6." The previous version was
overshadowed by the Hurl Breath heroic feat. Ferocious Rebuke Page
195: Replace the text of the Benefit line with the following: "When
you use the Infernal Wrath power, you can also push the triggering
enemy 1 square as part of the free action." This clarifies the
wording of the feat and allows its benefit to match the new wording
of the power in question. Sehanine's Reversal Page 200: On the
Effect line of the feat power, add the following as a second
sentence: "You cannot transfer the dying
or unconscious conditions." This prevents the power from being
abused with death saving throws. Weapon Focus Page 201: Add the
following as a fourth and fifth sentence to the first Benefit line:
"This bonus applies to both implement powers and weapon powers made
using a weapon from the chosen weapon group. If you choose the
staff weapon group, the bonus applies on implement powers and
weapon powers made using a staff weapon, but not implement powers
made using a staff implement." This clarifies how the feat
functions on implement powers and prevents staff implements from
overshadowing other implements through this feat. Wintertouched
Page 201: Replace the text of the Benefit line with the following:
"You gain combat advantage against creatures that are vulnerable to
cold or taking ongoing cold damage." Very few creatures have cold
vulnerability, and so this feat is upgraded to encompass a greater
deal of enemies. Deadly Axe Page 202: Add the following as a second
sentence to the Benefit line: "When you make a weapon attack using
an axe that is already a high crit weapon without this feat, you
can score a critical hit on a roll of a natural 19 or 20." This
allows the feat to be useful for characters wielding greataxes and
execution axes, serving as an early Axe Mastery not limited to
melee attacks. Dwarven Durability Page 202: On the Benefit line,
delete "your number of healing surges by two
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and." This feat is otherwise too strong for a paragon feat,
especially when compared to Durable. Fiery Rebuke Page 203: Replace
the text of the Benefit line with the following: "When you hit with
an attack benefiting from the bonuses of your Infernal Wrath power,
the target also takes fire damage equal to your Constitution,
Intelligence, or Charisma modifier. This damage ignores
resistances." This clarifies the wording of the feat, allows its
benefit to match the new wording of the power in question, tones
down its previously overlarge bonus damage, and lets it be useful
against creatures with fire resistance. Hammer Rhythm Page 203:
Replace the text of the Benefit line with the following: "When you
miss with a weapon attack using a hammer or a mace, you deal 3
damage to the target, even if it is a minion. This damage receives
no modifiers, cannot be increased, and does not trigger
vulnerabilities. The extra damage increases to 5 at 21st level."
This lightens the restrictions of the feat and simultaneously tones
its level of power down to match other paragon feats. Inescapable
Force Page 203: Replace the text of the Benefit line with the
following: "When you use an encounter or daily attack power that
has the force keyword, you gain combat advantage against
insubstantial enemies for the attack, insubstantial enemies take
full damage from the attack, and any insubstantial enemy hit by the
attack loses all resistances, loses insubstantial, loses all
regeneration, and cannot fly
(save ends all)." The power was previously too situational; this
new version allows a single use of an encounter or daily power to
aid the entire party at bringing down insubstantial enemies.
Lasting Frost Page 203: Replace the text of the Benefit line with
the following: "When you hit with an encounter or daily attack
power that has the cold keyword, one creature hit by the attack
takes ongoing 5 cold damage (save ends), or any existing ongoing
cold damage on it is increased by 5. The target is also slowed
until it saves against this ongoing damage." If the target already
has ongoing cold damage on it, the existing ongoing cold damage is
increased by 5. The target is also slowed until it saves against
this ongoing cold damage." The previous version offered too large a
damage boost, especially when combined with Wintertouched. This
still allows it to be a useful feat and still synergistic with
Wintertouched, albeit at a tamer level. Lightning Arc Page 204:
Replace the text of the Benefit line with the following: "When you
hit with an encounter or daily attack power that has the lightning
keyword, you can choose a creature within 5 squares of a creature
that was hit by the attack. The chosen creature takes is slid 1
square and takes ongoing 5 lightning damage (save ends), or any
existing ongoing lightning damage on the creature is increased by
5." The original version of this feat was too conditional, as it
required a critical hit, and the payoff was not even that good.
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Polearm Gamble Page 204: Replace the text of the Benefit line
with the following: "When a nonadjacent enemy willingly moves,
shifts, or teleports into a square adjacent to you, after its
movement is resolved, you can use an opportunity action to shift 1
square and then slide the enemy 3 squares to a square adjacent to
you. If you do so, you grant combat advantage to that enemy until
the end of your next turn." The free attacks (which could prevent
enemies from moving adjacent in the case of fighters and various
other builds) that the previous version of the feat granted were
overpowering. Psychic Lock Page 205: Replace the text of the
Benefit line with the following: "When you hit with an encounter or
daily attack power that has the psychic keyword, one creature hit
by the attack takes a -2 penalty to attack rolls (save ends)." The
original incarnation of the feat was overpowered as it allowed
characters who focused solely on psychic attacks to impose attack
penalties round after round. Resounding Thunder Page 205: Replace
the text of the Benefit line with the following: "When you use an
encounter or daily attack power that has the thunder keyword, if it
is an area or close power, you can increase its blast or burst size
by 1." The previous version bore too much abuse potential when used
with certain at-will powers. Scimitar Dance Page 205: Replace the
text of the Benefit line with the following: "When you miss with a
weapon attack using a falchion or a
scimitar, you deal 3 damage to the target, even if it is a
minion. This damage receives no modifiers, cannot be increased, and
does not trigger vulnerabilities. The extra damage increases to 5
at 21st level." This lightens the restrictions of the feat,
simultaneously tones its level of power down to match other paragon
feats, and makes it available to the falchion (a thematically
similar weapon) as well. Solid Sound Page 206: Replace the text of
the Benefit line with the following: "Once per round, when you hit
with an encounter or daily attack power that has the force or
thunder keyword, you gain a +1 bonus to all defenses until the
start of your next turn." The previous version was rather
situational due to only one defense, a non-AC one, at that, being
boosted. Triumphant Attack Page 207: Replace the text of the
Benefit line with the following: "When you score a critical hit
with a weapon attack, the target takes a -2 penalty to attack rolls
and defenses until the end of your next turn." The previously
errata'd version of the feat was far too powerful at the epic tier.
This new version tones it down and also lightens its restriction to
weapon attacks. Initiate of the Faith Page 208: On the first
Benefit line, replace "the Religion skill" with "one skill from the
cleric's class skill list." This solves issues regarding arbitrary
trained skill redundancy and offers more freedom to characters
taking multiclass feats.
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Soldier of the Faith Page 208: On the Prerequisites line,
replace "Str 13, Cha 13" with "Str 13 or Cha 13." Most paladins use
either Strength or Charisma, as would many candidates for this
multiclass feat. A good deal of paladins would not even possess the
ability scores originally demanded by this feat. Sneak of Shadows
Page 208: On the first Benefit line, replace "the Thievery skill"
with "one skill from the rogue's class skill list." This solves
issues regarding arbitrary trained skill redundancy and offers more
freedom to characters taking multiclass feats. Pact Initiate Page
208: On the Prerequisite line, replace "Cha 13" with "Con 13 or Cha
13." Constitution-based warlocks exist, and should likewise open up
the possibility of Constitution-based characters multiclassed into
warlock. Arcane Initiate Page 208: On the first Benefit line,
replace "the Arcana skill" with "one skill from the wizard's class
skill list." This solves issues regarding arbitrary trained skill
redundancy and offers more freedom to characters taking multiclass
feats. Paragon Multiclassing Page 209: Replace the second, third,
and fourth paragraphs of the section with the following: "At 11th
level, you gain two bonus feats that you must meet the
prerequisites for, you gain one 1st level at-will attack power from
your second class as an additional at-will attack power, you gain
one 13th level or lower encounter attack power from your second
class, and when you spend an action point, you gain a +4 bonus
to attack rolls until the end of your next turn. At 12th level, you
gain one 10th level or lower utility power from your second class.
At 16th level, you gain a bonus feat that you must meet the
prerequisites for. At 20th level, you gain a 19th level or lower
daily attack power from your second class. Any powers you gain from
paragon multiclassing cannot be replaced or swapped out, but they
can be retrained into equal level or lower powers of the same
category from your second class." Paragon multiclassing requires a
heavy investment and should logically reward the character with a
large set of benefits, rather than swindle characters of potential
and power.
Magic Items Holy Avenger Page 224: Replace the entire Property
line of the magic weapon with the following: "Power (Daily): Free
Action. Trigger: You hit with an implement or weapon attack using
this weapon. Effect: Until the end of your next turn, you deal
extra radiant damage equal to this weapon's enhancement bonus on
all implement and weapon attacks using this weapon, including the
triggering attack." Constant bonuses to damage from magic items is
overpowered and should fall under the purview of item daily powers.
Magic Item Powers Page 226: Replace the second and third sentences
of the third paragraph with the following: "However, unless a magic
item's power specifically states that you gain certain keywords,
you do not gain the
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keywords of a magic item's power on your own powers. When a
magic item allows you to convert the damage type of your attacks,
any untyped damage from your powers is replaced by the damage type
specified by the magic item, and typed damage from your powers is
combined with the damage type specified by the magic item. For
example, if a paladin uses a Lightning Bastard Sword's at-will
power, her Holy Strike power would deal fire and radiant damage,
but would still have only the divine, radiant, and weapon keywords.
Likewise, if a fighter uses a Lightning Bastard Sword's at-will
power, both the damage on the target and the adjacent enemy would
be completely converted into lightning damage, but the power would
still bear only the martial and weapon keywords." Add the following
as a paragraph under the third paragraph: "Some characters can use
magic weapons as implements for their powers. For example, a cleric
or a paladin can use a Holy Avenger as a holy symbol implement for
their powers, and a warlock can use a Pact Blade as an implement
for her powers. The enhancement bonus, critical effects,
properties, and powers of magic weapons apply on both implement and
weapon attacks for such characters. However, a magic staff
implement is different from a magic staff weapon. A magic staff
implement (such as a Staff of Fiery Might) can be used as a magic
quarterstaff for weapon powers (see pages 240-241), but it does not
benefit from the Weapon Focus feat. A magic staff weapon (such as a
Lightning Quarterstaff), on the other hand, does benefit from
Weapon Focus, but it cannot be used as a staff implement by members
of classes that use staff implements." This prevents magic weapons
and implements
from being abused to trigger damage type-specific options and
clarifies how damage type conversions and weapons-as-implements
function. Holy Avenger Page 234: Replace the entire Property line
of the magic weapon with the following: "Power (Daily): Free
Action. Trigger: You hit with an implement or weapon attack using
this weapon. Effect: Until the end of your next turn, you deal
extra radiant damage equal to this weapon's enhancement bonus on
all implement and weapon attacks using this weapon, including the
triggering attack." Constant bonuses to damage from magic items is
overpowered and should fall under the purview of item daily powers.
Orb of Inevitable Continuance Page 238: Replace the text of the
Power (Daily) line with the following: "Free Action. Trigger: You
hit with an implement attack using this orb. Effect: Any effects of
the triggering attack that would last until the end of your next
turn or the end of the target's next turn instead have the duration
of (save ends) on one target hit by the attack." The previous
version was overpowered as it allowed characters to draw out
multiple low-level copies of such orbs to vastly prolong the
effects of a single power. Rod of Reaving Page 240: On the Property
line, replace "target" with "target using an action." This prevents
the property of the rod from being abused in conjunction with the
Rod of Corruption.
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Bracers of Mighty Striking Page 244: Replace the entire first
Property line with the following: "Power (Daily). Free Action.
Trigger: You hit with a melee basic attack. Effect: Until the end
of your next turn, you gain a +2 item bonus to damage rolls with
melee basic attacks, including the triggering attack." Constant
bonuses to damage from magic items is overpowered and should fall
under the purview of item daily powers. Bracers of the Perfect Shot
Page 244: Replace the entire first Property line with the
following: "Power (Daily). Free Action. Trigger: You hit with a
ranged basic attack. Effect: Until the end of your next turn, you
gain a +2 item bonus to damage rolls with ranged basic attacks,
including the triggering attack." Constant bonuses to damage rolls
from magic items is overpowered and should fall under the purview
of item daily powers. Shield of Deflection Page 245: Replace the
entire first Property line with the following: "Power (Daily). Free
Action. Trigger: You are hit by a ranged attack. Effect: Until the
end of your next turn, you gain resist 5 to all damage from ranged
attacks, including the triggering attack." Constant resistance to
damage from all ranged attacks is overpowered and should fall under
the purview of item daily powers. Belt of Giant Strength Page 252:
On the Power (Daily) line, replace "power bonus" with "item bonus."
This is an item and so should grant an item bonus to the damage
roll, not a power bonus.
Belt of Titan Strength Page 253: Replace the text of the Power
(Daily) line with the following: "Minor Action. You gain a +6 item
bonus to all damage rolls with melee attacks until the end of your
next turn." This adjusts the power into a more balanced, less
"explosive" state and replaces the power bonus with a more
appropriate item bonus.
Combat Falling Pages 284-285: Add the following as a sixth line:
"No Opportunity Attacks: A creature does not provoke opportunity
attacks as it falls." This prevents the abuse of teleportation
powers being used to force creatures into falling and receiving
opportunity attacks. Forced Movement Pages 285: Replace the fourth
sentence with the following: "You cannot move a target on the
ground vertically, but you can use a pull or a slide effect to
vertically drag a target to the ground. In such a case, in addition
to the horizontal pulling or sliding, you also reduce the altitude
of the target by 4 squares for every 1 square of pulling or sliding
that the power allows. If the target touches the ground in a single
instant of forced movement, it is subject to falling damage (see
page 284)." This gives a party more options to deal with flying
monsters, which are otherwise incredibly hard to target for melee
characters. Teleportation Page 286: Add the following as an
additional line: "Vertical Teleportation:
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You can teleport yourself vertically. If you do so on your turn
and cannot fly, you fall down at the end of your turn. You can also
teleport another creature vertically. If you do so and the creature
cannot fly, the creature falls down immediately after the
teleportation. Whether you teleport yourself or another creature,
any falling damage is reduced by 10 feet per 2 squares of upwards
teleportation." This clarifies how vertical teleportation functions
and prevents it from being used to force creatures into taking
automatic falling damage and proning. Action Points Page 286: On
the Once per Encounter line, add the following as a third sentence:
"Even if you can use more than 1 action point per encounter, you
can still use only 1 action point per round." This prevents
characters and monsters with multiple action points from abusing
them for a series of multiple standard actions.
Rituals Key Skills Page 300: Add the following as a third
sentence to the first paragraph: "If a ritual requires a skill
check, then you must be trained in the key skill to use the ritual,
but if it requires no check, then you need not be trained in the
key skill." This clarifies how the key skill of a ritual interacts
with skill training. That is all.