STAND UP: MOVE ACTION
✦ Unoccupied Space: If your space is not occupied by
another creature, you stand up where you are.
✦ Occupied Space: If your space is occupied by
another creature, you can shift 1 square, as part of
this move action, to stand up in an adjacent unoccupied
space. If your space and all adjacent squares are
occupied by other creatures, you can’t stand up.
So... we can occupy the space of a fallen companion or creature actually.
REGENERATION
✦ Heal Each Turn: If you have regeneration and at
least 1 hit point, you regain a specified number of
hit points at the start of your turn. If your current hit
point total is 0 or lower, you do not regain hit points
through regeneration.
So we cannot regen from 0hp to 5hp from the alter. HAHA!
FORCED MOVEMENT
✦ Line of Effect: You must have line of effect to any
square you pull, push, or slide a creature into.
✦ Distance in Squares: The power you’re using specifies
how many squares you can move a target. You
can choose to move the target fewer squares or not
to move it at all. You can’t move the target vertically.
No flying slides, i guess.
✦ Catching Yourself: If a power or a bull rush (page
287) forces you over a precipice or into a pit, you can
immediately make a saving throw to avoid going over
the edge. This saving throw works just like a normal
saving throw, except you make it as soon as you
reach the edge, not at the end of your turn.
Lower than 10: Failure. You fall over the edge.
10 or higher: Success. You fall prone at the edge,
in the last square you occupied before you would
have fallen. The forced movement ends.
Interesting things we learn everyday... But that's just falling over the edge... so going into fires don't count (looks at lui)
Squeeze
Half Speed: As part of the same move action, move
up to half your speed.
Ending Movement: You can end your movement
in an ally’s square only if the ally is prone. You can
end your movement in an enemy’s square only if the
enemy is helpless. However, Tiny creatures can end
their movement in a larger creature’s square. If you
don’t have enough movement remaining to reach a
square you are allowed to be in, your move ends in
the last square you could occupy.
Sad. No longer nearest adjacent square.
CONCEALMENT
✦ Melee Attacks and Ranged Attacks Only: Attack
penalties from concealment apply only to the targets
of melee or ranged attacks.
COVER
✦ Area Attacks and Close Attacks: When you make
an area attack or a close attack, a target has cover
if there is an obstruction between the origin square
and the target, not between you and the target.
✦ Creatures and Cover: When you make a ranged
attack against an enemy and other enemies are
in the way, your target has cover. Your allies never
grant cover to your enemies, and neither allies nor
enemies give cover against melee, close, or area
attacks.
Hmmmmm.... So Close Burst, Burst and Blast are unaffected by concealment? Kinda makes sense actually..
Ongoing Damage
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.
15 poison damage (save ends) is pain!
✦ Unoccupied Space: If your space is not occupied by
another creature, you stand up where you are.
✦ Occupied Space: If your space is occupied by
another creature, you can shift 1 square, as part of
this move action, to stand up in an adjacent unoccupied
space. If your space and all adjacent squares are
occupied by other creatures, you can’t stand up.
So... we can occupy the space of a fallen companion or creature actually.
REGENERATION
✦ Heal Each Turn: If you have regeneration and at
least 1 hit point, you regain a specified number of
hit points at the start of your turn. If your current hit
point total is 0 or lower, you do not regain hit points
through regeneration.
So we cannot regen from 0hp to 5hp from the alter. HAHA!
FORCED MOVEMENT
✦ Line of Effect: You must have line of effect to any
square you pull, push, or slide a creature into.
✦ Distance in Squares: The power you’re using specifies
how many squares you can move a target. You
can choose to move the target fewer squares or not
to move it at all. You can’t move the target vertically.
No flying slides, i guess.
✦ Catching Yourself: If a power or a bull rush (page
287) forces you over a precipice or into a pit, you can
immediately make a saving throw to avoid going over
the edge. This saving throw works just like a normal
saving throw, except you make it as soon as you
reach the edge, not at the end of your turn.
Lower than 10: Failure. You fall over the edge.
10 or higher: Success. You fall prone at the edge,
in the last square you occupied before you would
have fallen. The forced movement ends.
Interesting things we learn everyday... But that's just falling over the edge... so going into fires don't count (looks at lui)
Squeeze
Half Speed: As part of the same move action, move
up to half your speed.
Ending Movement: You can end your movement
in an ally’s square only if the ally is prone. You can
end your movement in an enemy’s square only if the
enemy is helpless. However, Tiny creatures can end
their movement in a larger creature’s square. If you
don’t have enough movement remaining to reach a
square you are allowed to be in, your move ends in
the last square you could occupy.
Sad. No longer nearest adjacent square.
CONCEALMENT
✦ Melee Attacks and Ranged Attacks Only: Attack
penalties from concealment apply only to the targets
of melee or ranged attacks.
COVER
✦ Area Attacks and Close Attacks: When you make
an area attack or a close attack, a target has cover
if there is an obstruction between the origin square
and the target, not between you and the target.
✦ Creatures and Cover: When you make a ranged
attack against an enemy and other enemies are
in the way, your target has cover. Your allies never
grant cover to your enemies, and neither allies nor
enemies give cover against melee, close, or area
attacks.
Hmmmmm.... So Close Burst, Burst and Blast are unaffected by concealment? Kinda makes sense actually..
Ongoing Damage
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.
15 poison damage (save ends) is pain!