Power and Feat Restrictions
No restrictions on Power choices. You can choose powers from any Magazine article. Refluffing powers is greatly encouraged, but you have to keep the original power card nearby so we can look it up if needed.
You can reflavor some of the crunch of a power- like changing a fire keyword to lightning, or poison to acid. EXCEPT when changing a keyword would give you a bonus to damage. Like a superior implement that gives bonus damage with psychic keyword, you can’t change thunder to psychic.
Feats can be taken from any magazine, but you must stick with a basic theme if possible. If you take a power from a magazine, check that magazine article for related feats. See Dragon 389: Class acts- Rogue for some options.
No feats that give bonuses to any attack rolls or damage without prior permission. There are some exceptions- like superior implement training. Ruthless Reach Barbarians taking the Brutal Reach feat. Halfing Shortbow Hunter, but not Dwarven Weapon Training.
You can take an Expertise type feat from the Essentials books, but that would represent significant training and would better serve as a plot hook to try and find a master to train in that art.
The goal with these feat restrictions is to get characters with different flavors and powers. Snake Blooded, Wasteland Wanderer, Linguistics, Traveler’s Insight, that kind of flavor added to a character rather than munchkin feats.
I will be fudging the AC’s and attack bonuses for enemies to make up for the change in hit rolls. I’m pretty much open to most things, just ask first, I’ll probably say yes, as long as there’s a story hook in there somwhere.