Modifier | Melee Attacks | Ranged Attacks |
---|---|---|
Combat Advantage against foe | +2 | +2 |
Attacker is prone | -2 | - |
Target has normal cover | - | -2 |
Target has superior cover | - | -5 |
Charge Attack | +1 | - |
Target has concealment | - | -2 |
Long Range | - | -2 |
Target is prone | - | -2 |
No line of sight | -5 | -5 |
- Ongoing damage and regeneration
- End some effects, as specified
- Standard Action
- Basic Attack, or
- Use a Standard Action power
- Charge (move at least 2 and up to your move and attack at +1, no other actions afterward)
- Second Wind (spend healing surge and regain hp, get +2 to all defenses until start of next turn - usable only once per encounter)
- Substitute a Move or a Minor Action
- Somewhat complicated tasks (administering a potion to a fellow character, making a heal check, etc.)
- Move Action
- Walk (move up to your speed), or
- Shift (1 square without provoking an Opportunity Attack - can’t move into difficult terrain)
- Run (your speed +2, grants Combat Advantage)
- Some skill checks (acrobatics, stealth, etc.) cost some or all of your movement
- Substitute a Minor Action
- Minor Action
- Drawing a weapon, closing a door, opening a chest, use a Minor Action Power, etc.
- Free Actions (as many as you like, within reason)
- Talking, dropping stuff, etc.
- Can be performed during other combatant’s turns as well
- Make Saving Throws for some ongoing effects. Roll 1d20 (10 or higher breaks it, 9 or lower, it continues).
- End some effects, as specified.
Most often spent to take a single extra action during your turn.
- You start with one per day. After an Extended Rest (which can only be done once per day), you reset back to one.
- More can be gained through adventuring and acts of heroism, per your DM.
- Can only be used once per encounter.
All opponents with Combat Advantage against you gain a +2 bonus to their attack if they have line of sight (see chart above).
- Granted to flankers when combatant is flanked (opposite squares).
- Granted when combatant is stunned or blinded, and other effects (p.13 in KotS).
- Granted to adjacent melee attackers when prone.
Other Notes
- A rolled natural 20 (unmodified by bonuses) always hits your opponent.
- If the modified result is enough to hit your opponent’s AC, it automatically deals the maximum amount of damage.
- When your current hit points drop to half your maximum, you are bloodied. This affects some powers.
- When your current hit points drop to zero or lower, you fall unconscious and are dying.
- Make a saving throw each round. 3 failed saves (not necessarily in a row) result in death. A fellow PC may be able to heal or stabilize you, preventing you from having to make any more.
- If your hit points reach a negative number equal to half your maximum (through sustained damage), you die.
Occur on other combatant’s turns.
- Come in two flavors: Interrupts and Reactions, as defined by the power.
- You can only take one Immediate Action between your turns.
Sometimes you get to act on another combatant’s turn, as specified below:
- Attack triggered when an opponent leaves a square adjacent to you (note that this means reach no longer always grants it).
- Attack triggered when an adjacent enemy makes a Ranged or Area attack (unlike spells and other Powers designated as Close).
- Can only use a melee basic attack, not a power.
- Can only take one Opportunity Action on each combatant’s turn.
- Interrupts (happens before, but does not necessarily negate) the action that triggered it.