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===================================================
MOVEMENT
===================================================

TERRAIN MODIFIERS TO SPEED
× ½ -- Mostly difficult terrain: dense forests, mountains, deep swamps, rubble-choked ruins
× ¾ -- Extensive difficult terrain: forests, hills, swamps, crumbling ruins, natural caves, cities
× 1 -- Very little difficult terrain: open fields, plains, roads, clear dungeon corridors

MARCHING ORDER
establish a standard marching order, and alternates for different situations

WALK
Move up to your maximum number of squares (determined by Speed). If you leave a square that is adjacent to an enemy, that enemy can make an opportunity attack against you.

SHIFT

Move 1 square, and avoid opportunity attacks

RUN
Move Speed+2 squares, and get a -5 penalty to attack rolls until the start of your next turn, and grant combat advantage to all enemies until the start of your next turn, and you can provoke opportunity attacks as usual

CHARGE
Move your speed (at least 2 squares from your starting position) to the nearest square from which you can attack the enemy, and then make a melee basic attack or a bull rush with a +1 bonus to your attack roll

Edit: added more movement options


-- Edited by Monk on Monday 30th of August 2010 02:46:34 PM

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================================================
GENERAL
================================================

ABILITY SCORES

Strength (STR) - used for most melee fighting and for many Cleric, Fighter, Paladin, Ranger and Warlord abilities, possibly Fortitude, and strength-related skill checks, including Athletics

Constitution (CON) - used for hit points, healing surges, possibly Fortitude, some Warlock powers, and endurance skill checks

Dexterity (DEX) - used for most ranged attacks and for many Ranger and Rogue abilities, possibly Reflex and Armor Class, and for skill checks like Acrobatics, Stealth and Thievery

Intelligence (INT) - used for most Wizard powers, possibly Reflex and Armor Class, and is used for skill checks like Arcana, History and Religion

Wisdom (WIS) - used for many Cleric powers, possibly Will, and is used for skill checks like Dungeoneering, Heal, Insight, Nature and Perception

Charisma (CHA) - used for many Paladin and Warlock powers, possibly Will, used for skill checks like Bluff, Diplomacy, Intimidate and Streetwise

Defenses - defense scores are equal to 10 + 1/2 your level + modifiers
Fortitude defense - add the higher of your STR or CON modifiers
Reflex defense - add the higher of your DEX or INT modifiers
Will defense - add the higher of your WIS or CHA modifiers
Armor Class - if wearing light or no armor, add the higher of your DEX or INT modifier, otherwise add the bonus from the armor

Hit Points - determined by your class
Bloodied Value - 1/2 your maximum Hit Points
Healing Surge Value - 1/4 your maximum Hit Points
Healing Surges per day - determined by class

-------------------------- END ABILITY SCORES SECTION ------------------------------


SHORT REST- A short rest (5 min long) allows you to renew your encounter powers and spend healing surges to regain hit points.

EXTENDED REST - Once per day, you can gain the benefits of an extended rest (6 hours long).
-- regain any hit points you have lost and any healing surges you have spent
-- regain all your encounter powers and daily powers
-- action points reset to 1

MILESTONES AND ACTION POINTS
milestone—when you complete two encounters without stopping for an extended rest
-- Each time you reach a milestone, you gain an action point. After you take an extended rest, you lose any action points you haven’t spent, but you start fresh with 1 action point.


LIGHT SOURCES
Candle - 2 spaces -  dim - 1 hour
Torch - 5 spaces - bright - 1 hour
Lantern - 10 spaces - bright - 8 hours/pint of oil
Campfire - 10 spaces - bright - 8 hours
Sunrod - 20 spaces - bright - 4 hours


SKILL CHECK
To make a skill check, roll 1d20 and add the following:
✦ Your base skill check bonus with the skill
✦ All situational modifiers that apply
✦ Bonuses and penalties from powers affecting you
The total is your check result.

SKILL CHECK BONUSES
When you create your character, you should determine your base skill check bonus for each skill you know. Your base skill check bonus for a skill includes the following:
✦ One-half your level
✦ Your ability score modifier (each skill is based on one of your ability scores)
✦ A +5 bonus if you’re trained in the skill
In addition, some or all of the following factors might apply to your base skill check bonus:
✦ Armor check penalty, if you’re wearing some kinds of armor (see Chapter 7) and making a check using Strength, Dexterity, or Constitution as the key ability
✦ Racial or feat bonuses
✦ An item bonus from a magic item
✦ A power bonus
✦ Any untyped bonus that might apply

Difficulty Class or DC
When you make skill checks, high results are best. You’re always trying to meet or beat a certain number. Often, that’s a fixed number, called a Difficulty Class (DC).

STRENGTH CHECK DCS TO BREAK OR BURST COMMON ITEMS
Break down wooden door 16
Break down barred door 20
Break down iron door 25
Break down adamantine door 29
Force open wooden portcullis 23
Force open iron portcullis 28
Force open adamantine portcullis 33
Burst rope bonds 26
Burst iron chains 30
Burst adamantine chains 34
Smash wooden chest 19
Smash iron box 26
Smash adamantine box 32
Break through wooden wall (6 in. thick) 26
Break through masonry wall (1 ft. thick) 35
Break through hewn stone wall (3 ft. thick) 43



Edit: added Skill Check rules and DC info.
Edit: added Ability Scores section



-- Edited by Monk on Monday 30th of August 2010 02:29:37 PM

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===============================================
COMBAT
===============================================

SEQUENCE
1 - Surprise and Positions
2 - Initiative
3 - Surprise Round (no use of action points, and surprised grant combat advantage)
4 - Take turns, repeat until battle is finished
5 - End encounter, take rest (or not)


INITIATIVE
Roll 1d20 and add the following:
✦ One-half your level
✦ Your Dexterity modifier
✦ Any bonuses or penalties that apply
(on a tie, character with higher init bonus goes first, if still the same, roll to determine who goes first amongst those in the tie)


THE MAIN ACTION TYPES
✦ Standard Action: Standard actions are the core of combat. You can normally take one standard action on your turn.
--- Examples: most attack powers, charging an enemy, using your second wind.
✦ Move Action: Move actions involve movement from one place to another. You can normally take them only on your turn.
--- Examples: walking, shifting.
✦ Minor Action: Minor actions are enabling actions, simple actions that usually lead to more exciting actions. You can normally take them only on your turn.
--- Examples: pulling an item from a pouch or a sheath, opening a door or a treasure chest, picking up an item in your space or in an unoccupied square within reach.
✦ Free Action: Free actions take almost no time or effort. You can take as many free actions as you want during your or another combatant’s turn. The DM can restrict the number of free actions in a turn.
--- Examples: speaking a few sentences, dropping a held item, letting go of a grabbed enemy.

POSSIBLE ACTION COMBINATIONS PER TURN
Option A - standard, move, minor
Option B - standard, two minor
Option C - two move, minor
Option D - move, two minor
Option E - three minor


OPPORTUNITY ACTION

✦ Trigger: Opportunity actions allow you to take an action in response to an enemy letting its guard down. The one type of opportunity action that every combatant can take is an opportunity attack (page 290). Opportunity attacks are triggered by an enemy leaving a square adjacent to you or by an adjacent enemy making a ranged attack or an area attack.
✦ Once per Combatant’s Turn: You can take no more than one opportunity action on each other combatant’s turn. You can’t take an opportunity action on your own turn.
✦ Interrupts Action: An opportunity action interrupts the action that triggered it.


THE START OF YOUR TURN
✦ Ongoing Damage: If you’re suffering ongoing damage (page 278), you take the damage now.
✦ Regeneration: If you have regeneration (page 293), you regain hit points now.
✦ Other Effects: Deal with any other effects that occur at the start of your turn.
✦ End Effects: Some effects end automatically at the start of your turn.
✦ No Actions: You can’t take any actions at the start of your turn.

THE END OF YOUR TURN

✦ Saving Throws: You now make a saving throw (page 279) against any effect on you that a save can end.
✦ Check Actions Spent: Some powers and effects can be sustained for multiple turns (see “Durations,” page 278). Check that you spent the action required to sustain a power or an effect during your turn. If you didn’t spend the action, the power or effect ends now.
✦ End Effects: Some effects end automatically at the end of your turn.
✦ No Actions: You can’t take any actions at the end of your turn.


MELEE ATTACK
✦ Targeted: Melee attacks target individuals. A melee attack against multiple enemies consists of separate attacks, each with its own attack roll and damage roll. Melee attacks don’t create areas of effect (page 272).
✦ Range: A melee attack’s range usually equals your melee reach. (Sometimes a power specifies that it affects only adjacent targets, though, so even if
you’re using a reach weapon, you can’t attack more distant targets with that power.)
✦ Reach: Most characters have a reach of 1 square. Certain powers, feats, and weapons can increaseyour reach.

RANGED ATTACK
✦ Targeted: Ranged attacks target individuals. A ranged attack against multiple enemies consists of separate attacks, each with its own attack roll and damage roll. Ranged attacks don’t create areas of effect (page 272). If you’re using a projectile weapon to make a ranged attack against multiple targets, you need one
piece of ammunition for each target, and if you’re using thrown weapons, you need one for each target.
✦ Range: Some powers set a specific range (“Ranged 10”) or allow you to attack any target you can see (“Ranged sight”). If you’re using a weapon, the attack’s range is the range of your weapon, as shown on the Ranged Weapons table in Chapter 7. Long Range: If you use a ranged weapon and your target is farther away than the weapon’s normal range but within its long range, you take a –2 penalty to your attack roll. You can’t hit a target beyond the weapon’s long range. A ranged power that doesn’t use a weapon has a normal range but no long range.
✦ Provoke Opportunity Attacks: If you use a ranged power while adjacent to an enemy, that enemy can make an opportunity attack against you.

CLOSE ATTACK
A close attack is an area of effect that comes directly from you; its origin square is within your space.

AREA ATTACK
Area attacks are similar to close attacks, except that the origin square can be some distance away from you, and because it is ranged, it can provoke an opportunity attack.


SPEND AN ACTION POINT: FREE ACTION

✦ During Your Turn: You can spend an action point only during your turn, but never during a surprise round.
✦ Gain an Extra Action: You gain an extra action this turn. You decide if the action is a standard action, a move action, or a minor action.
✦ Once per Encounter: After you spend an action point, you must take a short rest (page 263) before you can spend another.


ATTACK ROLL
Roll 1d20 and add the following:
✦ The attack power’s base attack bonus
✦ Situational attack modifiers (page 279) that apply
✦ Bonuses and penalties from powers affecting you

ATTACK BONUSES
When you create your character, you should determine your base attack bonus for each power you know, including your basic attacks. Your base attack bonus for a power includes the following:
✦ One-half your level
✦ The ability score modifier used for the attack (the power you use specifies which ability) In addition, any of the following factors might apply to an attack’s base attack bonus:
✦ Your weapon’s proficiency bonus (if you’re using a weapon you’re proficient with)
✦ Racial or feat bonuses
✦ An enhancement bonus (usually from a magic weapon or an implement)
✦ An item bonus
✦ A power bonus
✦ Untyped bonuses


DAMAGE ROLLS
✦ Roll the damage indicated in the power description. If you’re using a weapon for the attack, the damage is some multiple of your weapon damage dice.
✦ Add the ability modifier specified in the power description. Usually, this is the same ability modifier you used to determine your base attack bonus for
the attack.
In addition, any of the following factors might apply to a damage roll:
✦ Racial or feat bonuses
✦ An enhancement bonus (usually from a magic weapon or an implement)
✦ An item bonus
✦ A power bonus
✦ Untyped bonuses

Weapon Damage Dice: A [W] in a damage expression stands for your weapon’s damage dice. The number before the [W] indicates the number of times you roll your weapon dice.


ONGOING DAMAGE
✦ Start of Your Turn: You take the specified damage at the start of your turn. Example: If you’re taking ongoing 5 fire damage, you take 5 points of fire damage at the start of your turn.
✦ Saving Throw: Each round at the end of your turn, make a saving throw (page 279) against ongoingdamage. 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 a 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.
--- Example: You’re taking ongoing 5 damage (no type) when a power causes you to take ongoing 10 damage. You’re now taking ongoing 10 damage, not 15.


CRITICAL HIT DAMAGE
✦ Natural 20: If you roll a 20 on the die when making an attack roll, you score a critical hit if your total attack roll is high enough to hit your target’s defense. If your attack roll is too low to score a critical hit, you still hit automatically.
✦ Precision: Some class features and powers allow you to score a critical hit when you roll numbers other than 20 (only a natural 20 is an automatic hit).
✦ Maximum Damage: Rather than roll damage, determine the maximum damage you can roll with your attack. This is your critical damage. (Attacks that don’t deal damage still don’t deal damage on a critical hit.)
✦ Extra Damage: Magic weapons and implements, as well as high crit weapons, can increase the damage you deal when you score a critical hit. If this extra damage is a die roll, it’s not automatically maximum damage; you add the result of the roll.


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 a saving throw.


ATTACK MODIFIERS
Combat advantage against target +2
Attacker is prone –2
Attacker is restrained –2
Target has cover –2
Target has superior cover –5
Target has concealment (melee and ranged only) –2
Target has total concealment (melee and ranged only) –5
Long range (weapon attacks only) –2
Charge attack (melee only) +1

COVER
✦ Cover (–2 Penalty to Attack Rolls): The target is around a corner or protected by terrain. For example, the target might be in the same square as a small tree, obscured by a small pillar or a large piece of furniture, or behind a low wall.
✦ Superior Cover (–5 Penalty to Attack Rolls): The target is protected by a significant terrain advantage, such as when fighting from behind a window, a portcullis, a grate, or an arrow slit.

CONCEALMENT
✦ Concealment (–2 Penalty to Attack Rolls): The target is in a lightly obscured square or in a heavily obscured square but adjacent to you.
✦ Total Concealment (–5 Penalty to Attack Rolls): You can’t see the target. The target is invisible, in a totally obscured square, or in a heavily obscured square and not adjacent to you.
✦ Melee Attacks and Ranged Attacks Only: Attack penalties from concealment apply only to the targets of melee or ranged attacks.

FLANKING
✦ Combat Advantage: You have combat advantage (page 279) against an enemy you flank.
✦ Opposite Sides: To flank an enemy, you and an ally must be adjacent to the enemy and on opposite sides or corners of the enemy’s space.


HEALING SURGE
: When you spend a healing surge, you regain one-quarter of your maximum hit points (rounded down). This number is called your healing surge value.

SECOND WIND: Once per encounter, you can spend a healing surge as a standard action. You also get a +2 bonus to all defenses until the start of your next turn. Some powers (either yours or another's) allow you to spend healing surges without using your Second Wind.


DEATH AND DYING
✦ Dying: When your hit points drop to 0 or fewer, you fall unconscious and are dying. Any additional damage you take continues to reduce your current hit point total until your character dies.
✦ Death Saving Throw: When you are dying, you need to make a saving throw at the end of your turn each round. The result of your saving throw determines how close you are to death.
Lower than 10: You slip one step closer to death. If you get this result three times before you take a rest, you die.
10–19: No change.
20 or higher: Spend a healing surge. When you do so, you are considered to have 0 hit points, and then your healing surge restores hit points as normal. You are no longer dying, and you are conscious but still prone. If you roll 20 or higher but have no healing surges, your condition doesn’t change.
✦ Death: When you take damage that reduces your current hit points to your bloodied value expressed as a negative number, your character dies.


Edit: added Healing Surge and Second Wind info

-- Edited by Monk on Monday 30th of August 2010 02:35:35 PM

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THE BIG LIST OF ACTIONS
==============================================

STANDARD ACTIONS
Administer a potion - Help an unconscious creature consume a potion
Aid another - Improve an ally’s attack roll, defense, skill check, or ability check
Basic attack - Make a basic attack
Bull rush - Push a target 1 square and shift into the vacated space
Charge - Move and then make a melee basic attack or a bull rush
Coup de grace - Make a critical hit against a helpless enemy
Equip or stow a shield - Use a shield or put it away
Grab - Grab an enemy
Ready an action - Ready an action to perform when a specified trigger occurs
Second wind - Spend a healing surge and gain a bonus to defenses (once per encounter)
Total defense - Gain a +2 bonus to all your defenses until the start of your next turn

MOVE ACTIONS
Crawl - While prone, move up to half your speed
Escape - Escape a grab and shift
Run - Move up to your speed + 2; grant combat advantage until next turn
Stand up - Stand up from prone
Shift - Move 1 square without provoking opportunity attacks
Squeeze - Reduce your space by 1, move up to half your speed, and grant combat advantage
Walk - Move up to your speed

MINOR ACTIONS
Draw or sheathe a weapon - You can draw or sheathe a weapon
Drink a potion - Consume a potion
Drop prone - Drop down so that you are lying on the ground
Load a crossbow - Load a crossbow so that you can fire it
Open or close a door - Open or close a door or container that isn’t locked or stuck
Pick up an item - Pick up an object in your space or in an unoccupied square within reach
Retrieve or stow an Item - Retrieve or stow an item on your person

IMMEDIATE ACTION
Readied action - Take your readied action when its trigger occurs

OPPORTUNITY ACTION
Opportunity attack - Make a melee basic attack against an enemy that provokes an opportunity attack

FREE ACTIONS
Drop held items - Drop any items you currently hold
End a grab - Let go of an enemy
Spend an action point - Spend an action point to take an extra action (once per encounter, not in a surprise round)
Talk - Speak a few sentences

NO ACTION
Delay - Put off your turn until later in the initiative order

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THE BIG LIST OF CONDITIONS
====================================================

BLINDED
✦ You grant combat advantage.
✦ You can’t see any target (your targets have total concealment).
✦ You take a –10 penalty to Perception checks.
✦ You can’t flank an enemy.

DAZED
✦ You grant combat advantage.
✦ You can take either a standard action, a move action, or a minor action on your turn (you can also take free actions). You can’t take immediate actions or
opportunity actions.
✦ You can’t flank an enemy.

DEAFENED
✦ You can’t hear anything.
✦ You take a –10 penalty to Perception checks.

DOMINATED

✦ You’re dazed.
✦ The dominating creature chooses your action. The only powers it can make you use are at-will powers.

DYING

✦ You’re unconscious.
✦ You’re at 0 or negative hit points.
✦ You make a death saving throw every round.

HELPLESS

✦ You grant combat advantage.
✦ You can be the target of a coup de grace.
Note: Usually you’re helpless because you’re unconscious.

IMMOBILIZED

✦ You can’t move from your space, although you can teleport and can be forced to move by a pull, a push, or a slide.

MARKED

✦ You take a –2 penalty to attack rolls for any attack that doesn’t target the creature that marked you.

PETRIFIED

✦ You have been turned to stone.
✦ You can’t take actions.
✦ You gain resist 20 to all damage.
✦ You are unaware of your surroundings.
✦ You don’t age.

PRONE
✦ You grant combat advantage to enemies making melee attacks against you.
✦ You can’t move from your space, although you can teleport, crawl, or be forced to move by a pull, a push, or a slide.
✦ You get a +2 bonus to all defenses against ranged attacks from nonadjacent enemies.
✦ You’re lying on the ground. (If you’re flying, you safely descend a distance equal to your fly speed. If you don’t reach the ground, you fall.)
✦ You take a –2 penalty to attack rolls.
✦ You can drop prone as a minor action.

RESTRAINED
✦ You grant combat advantage.
✦ You’re immobilized.
✦ You can’t be forced to move by a pull, a push, or a slide.
✦ You take a –2 penalty to attack rolls.

SLOWED
✦ Your speed becomes 2. This speed applies to all your movement modes, but it does not apply to teleportationor to a pull, a push, or a slide. You can’t  increase your speed above 2, and your speed doesn’t increase if it was lower than 2. If you’re slowed while moving, stop if you have already moved 2 or more squares.

STUNNED
✦ You grant combat advantage.
✦ You can’t take actions.
✦ You can’t flank an enemy.

SURPRISED
✦ You grant combat advantage.
✦ You can’t take actions.
✦ You can’t flank an enemy.

UNCONSCIOUS
✦ You’re helpless.
✦ You take a –5 penalty to all defenses.
✦ You can’t take actions.
✦ You fall prone, if possible.
✦ You can’t flank an enemy.

WEAKENED
✦ Your attacks deal half damage. Ongoing damage you deal is not affected.

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