Stolen from Dark Sun Setting book, Wizards of the Coast, blah blah, etc.
- Inherent bonuses apply and do not stack with magic items as per usual. If the weapon does extra critical hit dice, you can choose to apply the inherent bonus dice instead. If the weapon does no extra critical hit dice (ie. Jagged Weapon), then you do not get the inherent bonus dice.
- All PCs start with Versatile Expertise for free.
- Magic Item Daily Powers are now free to use without limitation. They refresh as per normal.
- Milestones are at the end of every encounter (or at the end of a siege battle). When a milestone is achieved, you may either gain an Action Point, or restore a spent non-item Daily Power.
- A Siege battle is effectively a long combat encounter where multiple “combats” can be fought. During a siege battle, no short rest can be taken (and especially no extended rest!) as you’ll likely be assaulted before 5 minutes are up in any case – especially useful when there is a time-sensitive objective. During each mini-combat, each PC may take a “short breath”. This recharges one encounter power, allows the expenditure of one healing sure, and if GM allows: a refresh on Second Wind. All powers that mention “until end of encounter” last until the party manages a short rest, regardless of time between the end of the siege and when the power was expended (Paragon+ only).
- Rituals and their component costs are half listed price, except for Raise Dead and the item creation rituals. Martial Practices also cost half price to learn, but are otherwise unchanged.
- Ritual Casting, in addition to class specific bonuses, gives access to Ritual Energy Mastery. When a character would gain a feat, he also gains Ritual Energy Mastery of the same level (Yes, this means Humans get two Level 1 Ritual Energy Masteries at level one). You may expend a single energy mastery in place of expending components, as long as the energy mastery is of the same level or higher than the level of the ritual. Raise Dead and item creation rituals must expend their component cost to work – using an Energy Mastery for these rituals only reduces the time taken, never eliminating the cost. If a Focus is required, it must be paid for in full and be present for the ritual to work. Ritual Energy Masteries replenish at the end of an extended rest.
- Multiple Energy Masteries can be used on a single ritual, as long as each additional Energy Mastery is a higher level that the ritual. This halves the remaining time of the ritual for each Mastery spent and is not cumulative with scroll use.
- Ritual Energy Mastery addendum: If you expend the component cost in addition to expending a Ritual Energy Mastery, the time taken to perform the ritual is cut in half – this specific situation is cumulative with scrolls i.e. Spending the gold on a scroll (equal to the ritual book of the same ritual), spending the gold on the component cost, and then also expending an equal or higher level Ritual Energy Mastery makes the ritual happen near instantaneously.
- PCs with Eberron Dragonmark feats do not gain Ritual Energy Mastery. Instead, they may perform one of their mastered rituals without cost once a day.
- To keep up with Ritual Casting changes, Martial Practitioners gain Kata Focus. Kata Focus can be expended in place of a healing surge for component cost and they are obtained similar to the old Magic Item Daily Power usage rules: Base of One Kata Focus per tier and gaining an additional Focus at the end of each milestone, resetting to base at the end of an extended rest. They are not limited by level and can be used with any Martial Practice known by the character.
- Costs for consumable magic items are for the lazy. They represent rare ingredients that must be bought to achieve results. This can be offset by questing for the ingredients or by having them already in your possession. They sell for 1/5th price as per usual.
- Consumables take a minor action to use regardless of the item and they use the characters highest stat for attacks, plus half the items level. They also add half item level to damage if it does damage, or to healing if it heals hit points.
- Brew Potion creates 1d6 doses per creation attempt. Sometimes you mess up, sometimes you’re on the ball. NPCs get 2/3, so they can keep getting a profit.
- Alchemists can make any item they know into ammunition at +1-2 levels, and they must declare the type of ammunition before creation. They may also make alchemical versions of potions as long as the potions level is the characters level -2 or lower. These potions are treated as if made with the Brew Potion ritual and are otherwise not treated as an alchemical item.
- Alchemy items are made in “batches” by PCs. They can either be used as an encounter power, or an at-will that lasts the encounter. If used as an at-will, the entire batch is expended. If used as an encounter power, the batch is not expended and may be used again. The choice between at-will and encounter is made before the item is used, otherwise the GM will enforce the at-will rule.