Rule Summary

Scripts




Retraining

Sometimes you make decisions when you create or advance your character that you later regret. Perhaps a power you chose isn't working with your character concept, or a feat never comes into play the way you anticipated. Fortunately in such a case, level advacement isn't only a time to learn new powers - it's also an opportunity to change some of those decisions. Every time you gani a level, you can retrain your character: change one feat, power, or skill selection you made previously. You can make only one change at each level. When your class table tells you to replace a power you know with a different power of a higher level, that doesn't count as retraining - you can still retrain an additional feat, power, or skill as normal.



Knowledge Check

Common Knowledge: (DC 15) This includes the kind of general information that is commonly known abuot a given topic.
Expert Knowledge: (DC 20) This includes the kind of specialized information that only an expert in the field of study could possibly know.
Master Knowledge: (DC 25) This includes the kind of esoteric information that only a master in the field of study could possibly know.
Monster Knowledge: Name, type, and keywords = DC 15; Powers = DC 20; Resistances and vulnerabilities = DC 25.



Milestones & Action Points

Your character starts with 1 action point. No more than once per encounter, you can spend an action point to take an extra action, use certain feats, or use paragon path powers. When you spend an actino point, it's gone, but you can gain more in two ways: by reaching a milestone or by taking an extended rest. Each time you reach a milestone (after 2nd, 4th, 6th, etc encounter without extended rest), you gain an actino point. After you take an extended rest, you lose any action points you haven't spent, but you start fresh with 1 action point.



Resting

Short Rest: Duration 5 min; No limits per day; No Strenuous Activity; Renew encounter powers.
Extended Rest: Duration 6 hours (4 hours for Elves and Eladrins); Once per day; No Strenuous Activity; Regain Hit Points and Healing Surges; Renew encounter and daily powers; Start fresh with 1 action point.



Surprise Round

If you get to act in the surprise round, you can take a standard action, a move action, or a minor action. You can also take free actions, but you can't spend action points. If you're surprised, you can't take any actions (not even free actions, immediate actions, or opportunity actions), and you grant combat advantage to all attackers.



Substituting Actions

Standard actions can be substituted for a move action or a minor action.
Move actions can be substituted for a minor action.



Area of Effect

Blast: A blast fills an area adjacent to you that is a specified number of squares on a side.
Burst: A burst starts in an origin square and extends in all directions to a specified number of squares from teh origin square.
Wall: A wall fills a specified number of contiguous squares within range, starting from an origin square. Each square of the wall must share a side - not just a corner - with at least one other square of the wall, but a square can share no more than two sides with other squares in the wall.



Ongoing Damage (DoT)

Start of Your Turn: You take the specified damage at the start of your turn.
Saving Throw: Each round at the end of your turn, make a saving throw against ongoing damage. If you succeed, you stop taking the ongoing damage.
Different Types of Ongoing Damage: If effects deal ongoing damage of different types, you take damage from each effect every round. You make separate saving throw against each damage type.
The Same Type of Ongoing Damage: If effects deal ongoing damage of the same type, or if the damage has no type, only the higher number applies.



Saving Throws

End of Turn: At the end of your turn, you make a saving throw against each effect on you that a save can end. Roll a d20, with one of the following results:

  • Lower than 10: Failure. The effect continues.
  • 10 or higher: Success. The effect ends. Choose Order: Whenever you make a saving throw, you choose which effect to roll against first, which effect to roll against second, and so on.
    Modifiers: A saving throw normally doesn't include modifiers; it's just a d20 roll. Some powers, feats, or racial traits might modify saving throw.



    Attack Modifiers




    Combat Advantage

    +2 Bonus to Attack Rolls
    The following situations give an attacker combat advantage against a defender. When a defender is...

  • Balancing
  • Blinded
  • Climbing
  • Dazed
  • Flanked
  • Helpless
  • Prone
  • Retrained
  • Running
  • Squeezing
  • Stunned
  • Surprised
  • Unable to see the Attacker
  • Unaware of you
  • Unconscious

    Bull Rush

    Standard Action
    Target: You can bull rush a target adjacent to you that is one size category larger than you or smaller.
    Strength Attack: Make a Strength attack vs Fortitude defense. Do not add any modifiers for the weapon you use. Hit: Push the target 1 square, and shift into the vacated space.
    Impossible Push: If there's no square you can push the target into, your bull rush has no effect.



    Charge

    Standard Action
    Move and Attack: Move your speed as part of the charge and make a melee basic attack or a bull rush at the end of your move.
    Attack Roll: You gain a +1 bonus to the attack roll of your basic attack or bull rush.
    Movement Requirement: You must move at least 2 squares from your starting position, and yuo must move directly to the nearest square from which you can attack the enemy. You can't charge if the nearest square is occupied. Moving over difficult terrain costs extra squares of movement as normal.
    Provoke Opportunity Attack: If you leave a square adjacent to an enemy, that enemy can make an opportunity attack against you.
    No Further Actions: After you resolve a charge attack, you can't take any further actions this turn unless you spend an action point to take an extra action.



    Grab

    Standard Action
    Target: You can attempt to grab a creature that is one size category larger or smaller. The creature must be within your melee reach (don't count extra reach from a weapon).
    Strength Attack: Make a Strength attack vs Reflex. Do not add any weapon modifiers. You must have at least one hand free to make a grab attempt. Hit: The enemy is immobilized until it escapes or you end the grab. Your enemy can attempt to ecape on its turn.
    Sustaining Grab: You sustain a grab as a minor action. You can end a grab as a free action.
    Effects that End a Grab: If you are affected by a condition that prevents you from taking opportunity actions, you immediately let go of a grabbed enemy. If you move away from the creature you're grabbing, you let go and the grab ends. If a pull, a push, or a slide moves you or the creature you're grabbing out of your reach, the grab ends.

    Move a Grabbed Target: Standard Action
    Strength Attack: Make a Strength attack vs Fortitude. Do not add any weapon modifiers. Hit: Move up to half your speed and pull the grabbed target with you.
    Opportunity Attack: If you pull the target, you and the target do not provoke opportunity attacks from each other, and the target doesn't provoke opportunity attacks from adjacent enemies. However, if you leave a sqaure adjacent to an enemy, that enemy can make an opportunity attack against you.



    Opportunity Attack

    Melee Basic Attack: An opportunity attack is a melee basic attack.
    Moving Provokes: If an enemy leaves a square adjacent to you, you can make an opportunity attack against that enemy. However, you can't make one if the enemy shifts or teleports or is forced to move away by a pull, a push, or a slide.
    Ranged and Area Powers Provoke: If an enemy adjacent to you uses a ranged power or an area power, you can make an opportunity attack against that enemy.
    One per Combatant's Turn: You can take only one opportunity action during another combatant's turn, but you can take any number during a round.
    Able to Attack: You can't make an opportunity attack unless you are able to make a melee basic attack and you can see your enemy.
    Interrupts Target's Action: An opportunity action takes place before the target finishes its action. After the opportunity attack, the creature resumes its action. If the target is reduced to 0 hit points or fewer by the opportunity attack, it can't finish its action because it's dead or dying.
    Threatening Reach: Some creatures have an ability called threatening reach. Thsi lets them make opportunity attacks against nonadjacent enemies. If an enemy leaves a square that's within the creature's reach, or if an enemy anywhere within the creautre's reach makes a ranged attack or an area attack, the creature can make an opportunity attack against that enemy.



    Running

    Move Action
    Speed: Move up to your speed +2.
    Attack Rolls: You have a -5 penalty to attack rolls until the start of your next turn.
    Combat Advantage: As soon as you begin running, you grant combat advantage to all enemies until the start of your next turn.
    Opportunity Attack: If yuo leave a square adjacent to an enemy, that enemy can make an opportunity attack against you.



    Second Wind

    Standard Action
    Healing Surge: Spend a healing surge to regain hit points.
    Defenses: You gain a +2 bonus to all defenses until the start of your next turn.
    Encounter: You can use your second wind once per encounter and can use it again after a short rest or an extended rest. Some powers allow you to spend healing surges without using your second wind.



    Stand Up

    Move Action


    Total Defense

    Standard Action
    Defenses: You gain a +2 bonus to all defenses until the start of your next turn.



    Actions in Combat




    Created 17 August 2008, Last updated 25 February 2012

    Version 1.2.1