Post by gamedave on Apr 11, 2009 20:03:24 GMT -5
All characters in S&S 4E are human. To enhance the variety available to players, the following variant rules are used.
Choose one option from each category:
Ability Scores:
1. +2 to two different ability scores of your choice.
2. +2 to one ability score of your choice, and +1 to Fortitude, Reflex, and Will defenses.
Skills:
1. You gain training in one additional skill.
2. You gain a +2 bonus to two different skills of your choice.
Gift
1. Bonus Feat: You gain a bonus feat at 1st level. You must meet the feat's prerequisites.
2. Bloody Fury: When you're bloodied, you gain a +1 bonus to attack rolls.
3. Durable Heritage: Your healing surge value is equal to one-quarter of your maximum hit points + your Constitution modifier.
4. Cast-Iron Stomach: +5 bonus to saving throws against poison.
5. Wild Step: You ignore difficult terrain when you shift (even if you have a power that allows you to shift multiple squares).
6. Bold: You gain a +5 bonus to saving throws against fear.
7. Nimble Reaction: You gain a +2 bonus to AC against opportunity attacks.
8. Bloodhunt: You gain a +1 bonus to attack rolls against bloodied foes.
9. Powerful Athlete: When you make an Athletics check to climb or jump, roll twice and take either result.
10. Resilience: The first time you are bloodied during an encounter, you gain 5 temporary hit points. The temporary hit points increase to 10 at 11th level and 15 at 21st level.
11. Swift Charge: You gain a +2 bonus to speed when charging.
Bonus Power:
1. Talent: You know one extra at-will power from your class.
2. Resiliance: You can use your second wind as a minor action instead of a standard action.
3. Exceptional Accuracy: You can use exceptional accuracy [as the elf's elven accuracy] as an encounter power.
4. Dilettante: At 1st level, you choose an at-will attack power from a class different from yours. You can use that power as an encounter power.
5. Second Chance: You can use second chance [as the halfing's second chance] as an encounter power.
6. Wrath: You can use wrath [as the tiefling's infernal wrath] as an encounter power.
7. Better Lucky Than Good: You have the better lucky than good [as the deva's memory of a thousand lifetimes] power.
8. Furious Assault: You have the furious assault [as the half-orc's furious assault] power.
Choose one option from each category:
Ability Scores:
1. +2 to two different ability scores of your choice.
2. +2 to one ability score of your choice, and +1 to Fortitude, Reflex, and Will defenses.
Skills:
1. You gain training in one additional skill.
2. You gain a +2 bonus to two different skills of your choice.
Gift
1. Bonus Feat: You gain a bonus feat at 1st level. You must meet the feat's prerequisites.
2. Bloody Fury: When you're bloodied, you gain a +1 bonus to attack rolls.
3. Durable Heritage: Your healing surge value is equal to one-quarter of your maximum hit points + your Constitution modifier.
4. Cast-Iron Stomach: +5 bonus to saving throws against poison.
5. Wild Step: You ignore difficult terrain when you shift (even if you have a power that allows you to shift multiple squares).
6. Bold: You gain a +5 bonus to saving throws against fear.
7. Nimble Reaction: You gain a +2 bonus to AC against opportunity attacks.
8. Bloodhunt: You gain a +1 bonus to attack rolls against bloodied foes.
9. Powerful Athlete: When you make an Athletics check to climb or jump, roll twice and take either result.
10. Resilience: The first time you are bloodied during an encounter, you gain 5 temporary hit points. The temporary hit points increase to 10 at 11th level and 15 at 21st level.
11. Swift Charge: You gain a +2 bonus to speed when charging.
Bonus Power:
1. Talent: You know one extra at-will power from your class.
2. Resiliance: You can use your second wind as a minor action instead of a standard action.
3. Exceptional Accuracy: You can use exceptional accuracy [as the elf's elven accuracy] as an encounter power.
4. Dilettante: At 1st level, you choose an at-will attack power from a class different from yours. You can use that power as an encounter power.
5. Second Chance: You can use second chance [as the halfing's second chance] as an encounter power.
6. Wrath: You can use wrath [as the tiefling's infernal wrath] as an encounter power.
7. Better Lucky Than Good: You have the better lucky than good [as the deva's memory of a thousand lifetimes] power.
8. Furious Assault: You have the furious assault [as the half-orc's furious assault] power.