Update Compiled 2011
Update Compiled 2011
Update Compiled 2011
Weapons
Page 8: Add the following property. This change allows wielders of certain double weapons to benefit from select feats and features. Stout: A weapon that has the stout property can be treated as a two-handed weapon.
Double Weapons
Page 9: Replace the Double Weapons table with the table below. These changes clarify that certain weapon properties are intended to apply only to specific ends of weapons. The changes also expand the description of two-handed weapons and bring them in line with attack and damage expectations.
Mounts Table
Page 11: In the Horse, Riding entry, replace 8 with 10 and in the Horse, Warhorse entry, replace 200 with 680.
Mounts
Mount Price (gp) speed1 Per Hour1 Per Day1 normal (lb.) Heavy (lb.) Push/Drag (lb.) Blade spiderMM 13,000 6 3 miles 30 miles 250 500 1,250 Camel 75 9 4-1/2 miles 45 miles 237 475 1,187 Dire boarMM 1,800 8 4 miles 40 miles 237 475 1,187 Elephant 3,400 8 4 miles 40 miles 312 625 1,562 Giant ant 1,800 9 4-1/2 miles 45 miles 237 475 1,187 Giant lizard, draft 200 7 3-1/2 miles 35 miles 237 475 1,187 Giant lizard, riding 1,800 9 4-1/2 miles 45 miles 250 500 1,250 GriffonMM 9,000 fly 10 5 miles 50 miles 250 500 1,250 Griffon, rimefireMM 525,000 fly 10 5 miles 50 miles 300 600 1,500 Hippogriff MM 4,200 fly 10 5 miles 50 miles 237 475 1,187 Hippogriff dreadmountMM 4,200 fly 10 5 miles 50 miles 262 525 1,312 Horse, celestial chargerMM 13,000 8 4 miles 40 miles 287 575 1,437 Horse, ridingMM 75 10 4 miles 40 miles 237 475 1,187 Horse, sea 1,800 swim 10 5 miles 50 miles 225 450 1,125 Horse, skeletal 17,000 10 5 miles 50 miles 250 500 1,250 Horse, warhorseMM 680 8 4 miles 40 miles 262 525 1,312 ManticoreMM 45,000 fly 8 4 miles 40 miles 262 525 1,312 nightmareMM 25,000 fly 10 5 miles 50 miles 287 575 1,437 Rage drakeMM 2,600 8 4 miles 40 miles 237 475 1,187 Rhinoceros 2,600 6 3 miles 30 miles 262 525 1,312 shark, dire 21,000 swim 11 5-1/2 miles 55 miles 210 420 1,050 shark, riding 3,400 swim 11 5-1/2 miles 55 miles 190 380 950 trihorn behemoth 21,000 6 3 miles 30 miles 325 650 1,625 Wolf, direMM 1,000 8 4 miles 40 miles 237 475 1,187 WyvernMM 21,000 fly 8 4 miles 40 miles 300 600 1,500 MM this monsters statistics can be found in the Monster Manual. 1 A flying mount ignores distance multipliers for difficult terrain. Distances for an aquatic mount assume it is traveling in water.
Double Weapons Weapon Double axe secondary end Double flail secondary end Double sword secondary end urgrosh secondary end
Prof. +2 +2 +2 +2 +3 +3 +2 +2
Range
Price 40 gp 30 gp 40 gp 10 gp
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Group Axe Axe Flail Flail Light blade Light blade Axe spear
Properties stout off-hand Defensive, stout off-hand Defensive, off-hand off-hand Defensive, stout off-hand
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Urgosh
Page 10: In the weapons description, replace d8 with d6. This revision syncs up the description with previous updates to double weapons. Urgrosh: Originally of dwarven make, this weapon has a heavy axe head at one end (dealing d12 damage) and a sharp spear point at the base of the haft (dealing d6 damage).
Stop
Action: Move Movement: The vehicle stops and remains in its cur-
rent position.
Direction: The vehicles heading marker remains in
place. If and when the vehicle moves again, it must initially move in this direction.
Double Weapons
Page 10: Replace the Double Weapons sidebar with the following sidebar.
Blastpatch
Page 26: In the items power under the firepatch and shockpatch entry, delete , and the target is immobilized until the beginning of its next turn. This change equalizes the patches and brings them within damage and condition output expectations.
Double weapons share the following traits. You must wield a double weapon in two hands to use it. A Small character cannot wield a double weapon unless the weapon has the small property. Wielding a double weapon is like wielding a weapon in each hand. In the table, the first line of the double weapons entry describes the end of the weapon wielded in your main hand. The indented line describes the weapons other end, wielded in your off-hand. The two ends of a double weapon can have different proficiency bonuses, damage, properties, and weapon groups. The weight and price entries represent the total for the weapon, rather than only one side. When adding an enchantment that requires a particular weapon type, at least one end of the weapon must match the requirement. For example, an urgrosh could gain the vorpal enchantment, even though only one end meets the requirement of heavy blade or axe. An enchanted double weapon gains all benefits of the enchantment on each end (even if one end would not normally qualify for the enchantment). This does not increase the frequency of use of any power possessed by the item; if you wield a double weapon with a daily power you can still only activate that power once per day.
Double Weapons
Addergrease Armor
Page 39: In the items power, replace or 29 with or 28.
Armor of Durability
Page 40: The granted bonus to surge value is now an item bonus.
Bonegrim Armor
Page 42: In the items property, replace Level 18 with Level 19, replace Level 23 with Level 24, and replace Level 28 with Level 29.
Displacer Armor
Page 44: In the last sentence of the items power, replace end of the encounter with end of your next turn. This update limits the potency of this armor on defenders and melee characters, who would effectively gain a high, untyped defense bonus for the duration of an encounter.
Flickersight Armor
Page 45: In the items power, add or 27 after Level 22.
Stop
Page 17: Replace the movement paragraph of the stop action text with the following text. This change prevents a character from using the stop action to accelerate.
Robe of Bloodwalking
Page 49: Remove the Healing keyword from the items power.
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Robe of Contingency
Page 49: Add the Healing keyword to the items power.
Cunning Weapon
Page 67: Replace the first sentence of the items property with the following text: When your attack with this weapon delivers an effect that a save can end, the target of the effect takes a 2 penalty to the first saving throw it makes against the effect. This saving throw limitation is part of a larger effort to mitigate the use of saving throw penalties to lock down enemies for the duration of an encounter.
Deathstalker Weapon
Page 67: In the items power, replace Level 12 or 17 with Level 14 or 19, and replace Level 22 or 27 with Level 24 or 29.
Skeletal Armor
Page 52: In the items property, replace Level 23 or 28 with Level 24 or 29.
Grasping Weapon
Page 70: In the items power, add 1 square after Pull the target. This revision limits the potency and oddity of putting this enchantment on spears that are heavy thrown weapons.
Spiritlink Armor
Page 53: In the items property, replace Level 24 with Level 25, and replace Level 29 with Level 30.
Stalkers Armor
Page 53: Replace the items property. This change prevents the property from being recursive.
Jagged Weapon
Page 71: On the Critical line, add (save ends) after Ongoing 10 damage and Ongoing 20 damage.
Veterans Armor
Page 55: Remove the items power.
Mages Weapon
Page 72: In the items power, replace both instances of encounter power with encounter attack power. This change keeps hybrid classes from swapping encounter utility powers for encounter attack powers.
Whiteflame Armor
Page 55: In the items property, replace Level 14 or 19 with Level 13 or 18, and replace Level 24 or 29 with Level 23 or 28.
Pact Hammer
Page 74: Remove the second property.
Bloodclaw Weapon
Page 65: In the items power, replace at-will with encounter, replace before making a melee attack on your turn with when you hit with this weapon, and delete If you hit in the last sentence. This change brings this item in line with damage output expectations.
Reckless Weapon
Page 76: In the items power, replace at-will with encounter. This change ensures that characters making multiple attacks using this weapon are not exceeding damage expectations.
Subtle Weapon
Page 79: Replace the items Property entry with Whenever you make a damage roll with this weapon against an enemy granting combat advantage to you, you gain an item bonus to the damage roll against that enemy. The item bonus equals this weapons enhancement bonus. This update reflects the weapons original intent and brings it in line with other items damage bonuses.
Bloodiron Weapon
Page 65: In the weapons updated property, replace deal the extra critical hit damage to the target again at the start of your next turn with the target of the attack takes 1d10 damage per enhancement bonus of this weapon at the start of your next turn. This update clarifies that you gain only the magic weapons extra critical dice on this damage and that it does not include any bonuses or damage from the high crit weapon property.
Swiftshot Weapon
Page 79: In the items power, replace Encounter with Daily.
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Tigerclaw Gauntlets
Page 80: In the items power, replace Encounter with Daily.
Earthroot Staff
Page 104: Replace the items property with the following text. This change helps mitigate stacking of penalties to saving throws on a creature.
Vengeful Weapon
Page 81: In the second sentence of the items power, add with this weapon after on damage rolls. This change prevents the power from being used for a primary attack while the weapon is being wielded as an offhand, thus preventing abuse of the power.
Mnemonic Staff
Page 104: In the items power, add and you can only swap a utility power for another utility power or a daily power for another daily power to the last sentence. This change prevents a character from using the staff to swap utility powers for attack powers.
Symbol of Mortality
Page 89: In the Level 24 or 29 line, replace 2d4 with 3d4 and 2d8 with 3d8.
Staff of Ruin
Page 107: Replace the items property with the following text: Whenever you make an attack using this staff, you gain an item bonus to the attacks damage rolls equal to the staff s enhancement bonus. This change clarifies that the staff s property isnt intended to work with the Dual Implement Spellcaster feat.
Quickcurse Rod
Page 99: In the items updated power, replace Place your Warlocks Curse on any target in sight with the following text: Trigger: You hit a creature with a power using this rod. Effect: You place your Warlocks Curse on a different creature you can see. This change ensures that low-level versions of the item arent used with Quickdraw or a similar feat to curse every enemy on the battlefield. Also, as a note of clarity, because the user is not using the Warlocks Curse class feature for the curse, it does not count toward the normal restriction of one curse per round.
Battleforged Shield
Page 114: In the Level 14 line, replace 2d8 hit points with Additional hit points equal to healing surge value + 2d8. In the Level 24 line, replace 3d8 hit points with Additional hit points equal to healing surge value + 3d8.
Flame Bracers
Page 117: The bracers property no longer requires the attack to be a melee attack, and the bracers power no longer requires the attack to be a weapon attack or that you must make the attack before the end of your next round.
Rod of Feythorns
Page 100: In the items property, replace Level 18 or 23 with Level 17 or 22, and replace Level 28 with Level 27.
Manticore Shield
Page 118: In the items power text, replace Dexterity with Strength.
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Storm Shield
Page 121: In the items property on the Level 28 line, replace Resist 10 lightning and resist 10 thunder with Resist 15 lightning and resist 15 thunder. This change corrects a typo.
Phrenic Crown
Page 144: Replace the items property. This change helps mitigate stacking of penalties to saving throws on a creature.
Impenetrable Barding
Page 123: Replace the items property. This change allows the barding to scale appropriately to monster damage.
Telepathy Circlet
Page 145: In the items price, replace 25,000 with 625,000.
Abyssal Adornment
Page 148: In the items power, replace Level 24 or 29 with Level 23 or 28.
Boots of Eagerness
Page 126: In the power, replace Free Action with Minor Action. In addition, replace an additional with a in the powers text. The item is intended to grant a move action, not a minor action. Some attack powers require only minor actions to use. This revision limits characters from using this item to acquire extra minor actions that can be used to make numerous attacks during a turn.
Choker of Eloquence
Page 150: In the items cost/level entry, add 1 to each of the listed enhancement bonuses.
Giant Gloves
Page 133: In the items power, replace Encounter with Daily.
Cloak of Distortion
Page 151: Replace the items property. This change keeps the property better in line with character defense expectations.
Gorget of Reciprocity
Page 152: Add a +6 enhancement bonus to the item. This change corrects a typo.
Gloves of Storing
Page 134: This items property has been reformatted into two at-will powers using a minor action each.
Ritualists Ring
Page 162: At the end of the second paragraph of the items power, add for non-Creation rituals. This change keeps the ring from adversely affecting the games economy.
Vampiric Gauntlets
Page 137: In the items power, replace Encounter with Daily.
Sorrowsworn Ring
Page 162: In the items Power, replace Immediate Reaction with Free Action. In addition, in the second sentence of the power replace That creature dies and you with You. The first change allows the power to work more effectively, since as an immediate reaction, the power would be unusable during your turn. The second change prevents strange rules interactions with monsters that might drop to 0 hit points multiple times during combat.
Coif of Mindiron
Page 140: In the items power text, remove Standard Action.
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Diamond scabbard
Level 25
A blade drawn from this diamond-studded scabbard is granted an incomparable magical edge.
Healers Sash
Page 166: Delete the property, at-will power, and encounter power, and replace them with the following daily power. The items former text provided too much healing, supplanting the leader role, especially when multiple characters in a group possessed the item.
Power (Daily Healing): Minor Action. You or an ally within 5 squares spends a healing surge but regains no hit points. You or one ally within 5 squares then regains hit points as though he or she had spent a healing surge. Level 21: The ranges of the effect increase from 5 squares to 10 squares. Also, when you use this items power, one additional ally within 10 squares of you can regain hit points as though he or she had spent a healing surge.
Wondrous Item 625,000 gp Property: This scabbard resizes to fit any light blade or heavy blade. You can draw a weapon from this scabbard as part of the same action used to make an attack with that weapon. Power (Encounter): Free Action. Use this power when you attack with the weapon most recently sheathed in the scabbard. Gain a +5 power bonus to the next damage roll you make with that weapon before the end of your next turn. The weapon must have been sheathed in the scabbard for the full duration of your extended rest to gain this power.
Golden Spade
Page 172: In the items power, replace burst with blast.
Golden spade
Level 14
This magic shovel instantly clears away a section of earth, ice, or sand to create a deep trench.
Healers sash
Level 11+
With this white homespun wrap, you can keep your allies going long after they have exhausted their healing resources.
Lvl 11 9,000 gp Lvl 21 225,000 gp Item slot: Waist Power (Daily Healing): Minor Action. You or an ally within 5 squares spends a healing surge but regains no hit points. You or one ally within 5 squares then regains hit points as though he or she had spent a healing surge. Level 21: The ranges of the effect increase from 5 squares to 10 squares. Also, when you use this items power, one additional ally within 10 squares of you can regain hit points as though he or she had spent a healing surge.
Wondrous Item 21,000 gp Power (Daily): Standard Action. Plunge the golden spade into the ground to create a pit that fills squares in a close blast 2, 3, or 4 (your choice). The pit is 2 squares deep. The pit can only form in an area of earth, ice, or sand. Any creature on the ground whose space is entirely within the bounds of the pit falls into the pit unless it makes a saving throw to catch itself (see Falling, PH 284).
Ruby Scabbard
Page 176: In the items power, replace within the past 24 hours with for the full duration of your last extended rest. This change prevents a character from shuffling his or her weapon in different scabbards to gain the benefit of each.
Totemic Belt
Page 167: Replace minor action with free action. This change makes the power usable.
Ruby scabbard
Level 5
Blood-red rubies adorn this scabbard, their magic granting your blade an extra edge.
totemic Belt
Level 11
This colorful hide belt infuses you with the ferocity of a wild beast, augmenting your attacks.
Item slot: Waist 9,000 gp Power (Daily): Free Action. Use this power when you charge. Gain a +1 power bonus to all Strength, Constitution, and Dexterity attack rolls and the subsequent damage rolls until the end of the encounter.
Diamond Scabbard
Page 170: In the items power, replace within the past 24 hours with for the full duration of your last extended rest. This change prevents a character from shuffling his or her weapon in different scabbards to gain the benefit of each.
Wondrous Item 1,000 gp Property: This scabbard resizes to fit any light blade or heavy blade. You can draw a weapon from this scabbard as part of the same action used to make an attack with that weapon. Power (Encounter): Free Action. Use this power when you attack with the weapon most recently sheathed in the scabbard. Gain a +1 power bonus to the next damage roll you make with that weapon before the end of your next turn. The weapon must have been sheathed in the scabbard for the full duration of your extended rest to gain this power.
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Salve of Power
Page 176: In the first sentence of the items power, replace daily power of 5th level or lower with encounter attack power.
salve of Power
Level 10
This stoneware jar periodically renews a potent unguent that can restore a characters power.
Power (Encounter Radiant): Free Action. Use this power when you attack with the weapon most recently sheathed in the scabbard. The next attack you make with that weapon before the end of your next turn deals radiant damage instead of its normal damage. The weapon must have been sheathed in the scabbard for the full duration of your extended rest to gain this power.
Wondrous Item 5,000 gp Power (Daily): Minor Action. When salve of power is applied to a creature, the target can expend one healing surge to regain the use of one encounter attack power (instead of regaining hit points). If the target has no healing surges remaining, it cannot benefit from the salve.
Solitaire (Aquamarine)
Page 177: In the items power, replace Encounter with Daily. This revision limits the strength of the solitaire by preventing characters from making repeated use of the solitaire through the day.
Sapphire Scabbard
Page 176: In the items power, replace within the past 24 hours with for the full duration of your last extended rest. This change prevents a character from shuffling his or her weapon in different scabbards to gain the benefit of each.
solitaire (Aquamarine)
Level 16
This jagged blue-green crystal lets you intensify your attacks against your foes.
sapphire scabbard
Level 15
This scabbard bears a matched pair of azure sapphires whose magic imbues your blade with deadly sharpness.
Wondrous Item 45,000 gp Power (Daily): Free Action. Use this power when you score a critical hit on your turn. Make a basic attack against the same target struck by your critical hit. special: You cannot use more than one solitaire in an encounter.
Solitaire (Cerulean)
Page 177: In the items power, replace Encounter with Daily. This revision limits the strength of the solitaire by preventing characters from making repeated use of the solitaire through the day.
Wondrous Item 25,000 gp Property: This scabbard resizes to fit any light blade or heavy blade. You can draw a weapon from this scabbard as part of the same action used to make an attack with that weapon. Power (Encounter): Free Action. Use this power when you attack with the weapon most recently sheathed in the scabbard. Gain a +3 power bonus to the next damage roll you make with that weapon before the end of your next turn. The weapon must have been sheathed in the scabbard for the full duration of your extended rest to gain this power.
solitaire (Cerulean)
Level 21
This rough blue crystal grants you the ability to shake off lingering effects in the thick of combat.
Wondrous Item 225,000 gp Power (Daily): Free Action. Use this power when you score a critical hit on your turn. Roll a saving throw against each effect on you that a save can end. special: You cannot use more than one solitaire in an encounter.
Solitaire (Cinnabar)
Page 177: In the items power, replace Encounter with Daily. This revision limits the strength of the solitaire by preventing characters from making repeated use of the solitaire through the day.
solitaire (Cinnabar)
Level 6
This jagged red crystal boosts your resilience when you hit your foes hard.
Wondrous Item 5,000 gp Property: This scabbard resizes to fit any light blade or heavy blade. You can draw a weapon from this scabbard as part of the same action used to make an attack with that weapon.
Wondrous Item 1,800 gp Power (Daily): Free Action. Use this power when you score a critical hit on your turn. Roll a saving throw against an effect that a save can end. special: You cannot use more than one solitaire in an encounter.
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Solitaire (Citrine)
Page 177: In the items power, replace Encounter with Daily. This revision limits the strength of the solitaire by preventing characters from making repeated use of the solitaire through the day.
solitaire (Cerulean)
Level 21
This rough blue crystal grants you the ability to shake off lingering effects in the thick of combat.
solitaire (Citrine)
Level 11
Wondrous Item 225,000 gp Power (Daily): Free Action. Use this power when you score a critical hit on your turn. Roll a saving throw against each effect on you that a save can end. special: You cannot use more than one solitaire in an encounter.
Wondrous Item 9,000 gp Power (Daily Healing): Free Action. Use this power when you score a critical hit on your turn. You spend a healing surge. special: You cannot use more than one solitaire in an encounter.
Solitaire (Cinnabar)
Page 177: In the items power, replace Encounter with Daily. This revision limits the strength of the solitaire by preventing characters from making repeated use of the solitaire through the day.
Solitaire (Violet)
Page 178: In the items power, replace Encounter with Daily. In addition, delete the last sentence of the power. This revision limits the strength of the solitaire by preventing characters from making repeated use of the solitaire through the day. It also prevents a character from taking advantage of the power to make numerous attacks during a round.
solitaire (Cinnabar)
Level 6
This jagged red crystal boosts your resilience when you hit your foes hard.
solitaire (Violet)
Level 26
This jagged purple crystal lets you follow up on a successful attack.
Wondrous Item 1,800 gp Power (Daily): Free Action. Use this power when you score a critical hit on your turn. Roll a saving throw against an effect that a save can end. special: You cannot use more than one solitaire in an encounter.
Solitaire (Citrine)
Page 177: In the items power, replace Encounter with Daily. This revision limits the strength of the solitaire by preventing characters from making repeated use of the solitaire through the day.
Wondrous Item 1,125,000 gp Power (Daily): Free Action. Use this power when you score a critical hit on your turn. Gain 1 action point, which you must spend before the end of your turn. special: You cannot use more than one solitaire in an encounter.
solitaire (Citrine)
Level 11
Solitaire (Aquamarine)
Page 177: In the items power, replace Encounter with Daily. This revision limits the strength of the solitaire by preventing characters from making repeated use of the solitaire through the day.
Wondrous Item 9,000 gp Power (Daily Healing): Free Action. Use this power when you score a critical hit on your turn. You spend a healing surge. special: You cannot use more than one solitaire in an encounter.
solitaire (Aquamarine)
Level 16
This jagged blue-green crystal lets you intensify your attacks against your foes.
Solitaire (Violet)
Page 178: In the items power, replace Encounter with Daily. In addition, delete the last sentence of the power. This revision limits the strength of the solitaire by preventing characters from making repeated use of the solitaire through the day. It also prevents a character from taking advantage of the power to make numerous attacks during a round.
Wondrous Item 45,000 gp Power (Daily): Free Action. Use this power when you score a critical hit on your turn. Make a basic attack against the same target struck by your critical hit. special: You cannot use more than one solitaire in an encounter.
Solitaire (Cerulean)
Page 177: In the items power, replace Encounter with Daily. This revision limits the strength of the solitaire by preventing characters from making repeated use of the solitaire through the day.
solitaire (Violet)
Level 26
This jagged purple crystal lets you follow up on a successful attack.
Wondrous Item 1,125,000 gp Power (Daily): Free Action. Use this power when you score a critical hit on your turn. Gain 1 action point, which you must spend before the end of your turn.
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Gem of Valor
Page 191: In the items power, replace the text in the 20 entry with the following text: You gain an extra standard action that you must spend before the end of your next turn. This change limits recursive action point usage and is part of a general effort to limit the power of builds that focus on gaining numerous actions during a turn.
Gem of Valor
This brilliant sapphire promises great rewards to the bold.
Level 20
other Consumable 5,000 gp Power (Consumable): Free Action. Use this power when you spend an action point. Roll 1d20 to determine the result, adding 1 to the result for each milestone youve reached today. Regardless of the result, using the gem consumes it and turns it to dust. 19: Gain a +1 power bonus to all defenses until the end of your next turn. 1019: Gain a +1 power bonus to all attack rolls until the end of your next turn. 20: You gain an extra standard action that you must spend before the end of your next turn. special: Using this item counts as a use of a magic item daily power.
Reagents
Page 192: In the first sentence of the first paragraph, add daily or encounter before power. This change prevents high level characters from purchasing low level reagents and applying them to every use of an at-will. Reagents enhance the use of a daily or encounter power of a specified type and level.
Enchanting Items
Page 198: The Enchant Magic Item cannot be used to change a magic item into a different magic item. For instance, the example in the text is incorrect; you cannot turn a +1 longsword into a +1 flaming longsword. You can still use the ritual to upgrade an item into a higher-level version of itself, as noted in the new version of the ritual.
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Adventurers vAult 2
Healers Armor
Page 9: In the Property entry, add that lets a creature spend a healing surge to regain hit points after healing power. This change limits the potency of surgeless healing, such as with astral seal.
Heros Armor
Page 9: The armor now works with any armor, not just chain. The healing keyword was also removed.
Torch of Misery
Page 37: Add before the end of your next turn to the end of the property. The effect from the property lacks a duration.
Frozen Tome
Page 41: In the first sentence of the items powers, replace utility power with daily attack power. This update reflects the items original intent: versatility. The power should not allow a character to swap an encounter utility power for a daily attack power.
Spiked Jacket
Page 13: Replace the Trigger entry with the following text: Requirement: You must be grabbed. The power is a standard action and should be used during your turn, not as a response to becoming grabbed.
Gossamer Tome
Page 42: In the first sentence of the items powers, replace utility power with daily attack power. This update reflects the items original intent: versatility. The power should not allow a character to swap an encounter utility power for a daily attack power.
Guardians Brand
Page 19: In the Critical line, it should instead read +1d6 fire damage per plus, or +1d10 fire damage per plus while youre in guardian form. Without adding the per plus, a player might interpret the former to mean that you gain the stated extra damage regardless of the items enhancement bonus, which is not the intent.
Mordenkainens Tome
Page 42: In the first sentence of the items powers, replace utility power with daily attack power. This update reflects the items original intent: versatility. The power should not allow a character to swap an encounter utility power for a daily attack power.
Lightning Arrow
Toxic Tome
Page 43: In the first sentence of the items powers, replace utility power with daily attack power. This update reflects the items original intent: versatility. The power should not allow a character to swap an encounter utility power for a daily attack power.
Page 27: In the items property, remove and is dazed until the end of its next turn. The items effect was too good based on its cost. This change brings the item in line with expectations.
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Bracers of Zeal
Page 103: Remove +2, +3, +4, +5 and +6 from the upper part of the stat block. In addition, delete the level 14 and 24 entries at the top and replace Level 19 or 24 with Level 19 in the power. The item is an arm slot item and should not have enhancement bonuses.
Resplendent Circlet
Page 104: Append until the end ofyour next turn to the items encounter power. The power now grants your ally combat advantage for one round.
Ankhmons Bracers
Page 53: Add Once per encounter, at the beginning of the items property. The former benefit occurred too frequently and thus dealt too much damage and restored too many hit points. The issue was especially problematic on multi-target attacks.
Panther Slippers
Page 106: Delete the Enhancement line.
Shield of Fellowship
Page 110: Add a line to the end of the property that reads The hit points you transfer to an ally cannot be transferred again in any way. Two or more of these shields can create a loop that gives characters infinite temporary hit points by transferring them back and forth to each other. This change prevents that abuse.
Timeless Locket
Page 69: In the power, add , which you cannot use to make an attack to end. This change is intended to limit the power of builds that capitalize on gaining multiple actions that can then be used to make numerous attacks during a turn.
Diamond Cincture
Page 75: In the items power, add you can spend a healing surge and before one diamond on the belt. Replace the second sentence with Each time a diamond cracks, the belts item bonus is reduced by 1. This change limits the healing power of this item and prevents characters from stockpiling cinctures to provide unlimited healing.
Champions Symbol
Page 113: Replace the text in the Critical entry, with the following text The target makes a melee basic attack as a free action against an enemy of your choice. If no enemy is within range for the target to attack, the target is dazed until the end of your next turn. The dominated condition is too powerful, given the potential frequency of critical hits. This update simulates the effect without denying the creature its turn.
Item Sets
Page 92: Add the following text at the end of the second paragraph: A character can benefit from only one individual item set and one group item set at a time. If a character possesses items from multiple item sets, that character must choose which individual item set and which group item set benefits him or her at the end of each extended rest. This update prevents a character from carrying around items from multiple sets to gain an inordinate number of benefits. In addition, after the first sentence of the fourth paragraph, add the following sentence: A character that has a weapon or an implement that is part of an item set must be proficient with that weapon or implement to have it qualify as part of an item set. This change prevents characters from toting around irrelevant items merely to gain an item sets benefits.
Spark Slippers
Page 115: Append as an immediate reaction to the items property.
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ArcAne Power
Clockwork Precision
Page 8: Revise the Effect entry. This update syncs up the feat with the revised aid attack, aid defense, and aid another rules.
Bounding Bolt
Page 33: On the Hit and Miss lines, replace Intelligence modifier with Charisma modifier. The ability scores used for attack and damage did not agree.
Azure Talons
Page 37: On the Dragon Magic line, replace Dexterity with Strength. Dragon magic is based on Strength, not Dexterity.
Vigorous Cadence
Page 9: In the Effect entry, replace whenever with the first time. In addition, add during each of its turns after attack roll. This powers effect is over-powered against solos and elites, because those creatures are making many more attacks each round compared to normal creatures.
Thunderstroke
Page 37: On the Hit line, replace the second sentence with the following: If the target is in the bursts origin square, it takes 3d8 extra lightning damage. As previously written, the creature at the center of the burst was taking the damage every time the attack hit another creature in the burst, which was not the intent.
Wail of Anguish
Page 11: Delete 1d10 + on the Hit entry. The powers previous effect yielded too much damage.
Trickerys Reward
Page 18: In the Trigger and Target lines, replace misses with hits. This change makes the trigger and target lines agree with the powers effect.
Ensnaring Swordmage
Page 50: On the Suggested At-Will Powers line, replace foesnare with luring strike and replace stalkers strike with lightning lure. The foesnare power does not reflect the intent of the build, and stalkers strike is not a swordmage power.
Serene Will
Page 23: At the end of the first sentence of the feature, add and must use the second result. This update prevents a character from rerolling the attack over and over again.
Unicorns Touch
Page 55: The power should be a daily power. Replace Encounter with Daily on the keyword line. The power should have been daily due to the healing it provides.
Lightning Strike
Page 28: In the Hit entry, replace a creature of your choice with an enemy of your choice. This ensures that the powers Hit entry syncs up with the Storm Magic entry, which refers to the enemy. It also prevents a character from using the effect to trigger some of its allies feats and other benefits.
Fist of Force
Page 57: Above the Attack line, add Target: One creature. The target line is absent from the power.
Spark Form
Page 32: Replace all the powers text below its keywords. The powers former text has a target other than you, and thus it is not a personal power.
standard Action Melee 1 Effect: You shift your speed + 2. During the shift, you can move through enemies spaces. When you leave any creatures space, make the following attack against that creature. Whenever you use this power, you can make the attack against a creature only once. target: One creature Attack: Charisma vs. Reflex Hit: 1d6 + Charisma modifier lightning damage.
Onis Gift
Page 61: On the Effect line, replace start with end. There is no way to sustain the power unless it lasts until the end of your next turn.
Mirrorblade Army
Page 63: At the end of the third paragraph in the effect line, add Otherwise, the conjurations last until the end of your next turn. The conjurations lack a duration.
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Transcendent Dance
Page 80: On the Effect line, replace Dexterity with Intelligence. Dexterity is not supported by warlock builds.
Visions of Avarice
Wizard Attack 5
The illusion of a fabulous treasure appears out of thin air. Your enemies throw aside caution to seize it.
Eldritch Storm
Page 95: Add the following second sentence to the path feature: If you do so, your eldritch blast gains the lightning keyword for the attack.
Storm Pillar
Page 101: In the third sentence of the Effect line, add on its turn after adjacent to the pillar. The intent is that the pillar provides a controlling effect on the battlefield, and this prevents it from being used in conjunction with forced movement to deal a disproportionate amount of damage.
Daily Arcane, Illusion, Implement, Zone standard Action Area burst 5 within 10 squares Effect: The burst creates a zone in its origin square. The zone lasts until the end of your next turn. You then make the primary attack. Primary target: Each enemy in the burst Primary Attack: Intelligence vs. Will Hit: You pull the primary target up to 4 squares toward the zone. If the primary target is then in the zone or adjacent to it, the primary target is immobilized (save ends). sustain Minor: The zone persists until the end of your next turn, and you make the secondary attack. secondary Attack Close burst 5 centered on the zone secondary target: Each enemy in the burst Attack: Intelligence vs. Will Hit: You pull the secondary target up to 4 squares toward the zone.
Grasping Shadows
Page 102: On the Hit line, replace 2d8 with 1d8.
Wizards Escape
Page 105: In the powers Usage entry, replace Encounter with Daily. This update changes the usage to reflect the versatility and potency of this utility power.
Grease
Page 102: At the end of the powers Miss line, add This movement does not trigger this powers attack.
Illusory Wall
Page 107: Add the Implement keyword to the power. and replace the encounter usage with daily. At the end of the second sentence on the Effect line, add , and it lasts until the end of your next turn. The wall originally lacked a duration.
Phantasmal Terrain
Page 103: On the range line, replace Area burst 3 with Area burst 2.
Phantom Chasm
Page 103: The powers range was reduced from 20 squares to 10 squares. The power now creates a zone that knocks enemies prone, deals half damage on a miss and also knocks the target prone on a miss instead of immobilizing.
Mass Resistance
Page 107: The amount of resistance is longer based on half level.
Earth Brute
Page 108: In the second paragraph of the Hit entry, replace enters a square with willingly enters a square. This change prevents a character from bouncing an enemy back and forth between two of these conjurations to deal infinite damage
Maze of Mirrors
Page 104: The power now has slows the target on a miss, and the attack penalty is limited to 4.
Phantasmal Assailant
Page 105: On the Effect line, delete you and.
Mirror Sphere
Page 108: In the second sentence of the Hit entry, replace If the with The first time the. This change ensures that the target is not suffering the effects of its close or area attack multiple times each time it uses the power. The power now has a miss effect that causes the target to also deal half its next attacks damage to itself.
Visions of Avarice
Page 105: The power was rewritten, and is reproduced below for clarity.
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Phantom Mask
Page 109: The Insight check now has a base DC of 15 instead of 20.
Phantasmal Horror
Page 110: The power now has an effect on a miss. The bonus to damage rolls is now static.
Hit: The target is stunned until the end of your next turn. While the target is stunned by this power, you gain a +4 power bonus to damage rolls against it. Miss: The target is dazed until the end of your next turn.
Draconic Spellcaster
Page 125: In the first sentence of the Benefit entry, add and damage rolls after attack rolls. This change ensures that this feat continues to provide a benefit despite changes to the Weapon Expertise and Implement Expertise feats.
Deceptive Shadows
Page 112: The damage type was changed to psychic and the psychic keyword was added. The damage dice were changed to d8s. An Effect entry was added. The entry includes the effect formerly in Hit entry.
Hit: 3d8 + Intelligence modifier psychic damage. Effect: Until the end of your next turn, each target cannot see any creatures that are not adjacent to it.
Enlarge Spell
Page 125: In the first sentence of the Benefit entry, replace an arcane with a wizard at-will or encounter. This change ensures that the feat is not interacting adversely with arcane strikers and is not overly empowering a wizards low-damage, highcontrol daily attacks.
Phantom Reality
Page 114: An Effect entry was added, and the effect was changed. The duration of the effect is now until the end of the encounter.
Hit: The target is subjected to a phantom reality until the end of the encounter. Miss: The target is subjected to a phantom reality until the end of its next turn. Effect: While the target is subjected to the phantom reality, it must make a saving throw whenever it uses an attack power. If the saving throw fails, you can either force the target to attack one creature instead of another or change the location of the attack powers area of effect, if any. Either change must be valid for the power, and you cannot force the target to attack itself. In addition, whenever the target ends a move, you can slide it up to 4 squares as a free action.
Infernal Clamor
Page 128: In the Benefit entry, replace the enemy that hit you with the triggering enemy before the end of that enemys next turn. This update syncs up this text with the revision to infernal wrath.
Wrathful Magic
Page 130: In the second sentence of the Benefit entry, delete since your last turn. This update syncs up this text with the revision to infernal wrath.
Quickened Spellcasting
Page 135: Add that you know and after arcane at-will attack power on the Benefit line. The feats current text allows you to pick any power, including one from a different class or one from your class that you dont actually have.
Sequestering Force
Page 114: An Effect entry was added. The entry includes text formerly in Hit entry.
Hit: 4d6 + Intelligence modifier force damage. Effect: The burst creates a zone that lasts until the end of your next turn. No creature can leave the zone by any means, including forced movement and teleportation.
Ruthless Spellfury
Page 135: Replace the Benefit line with the following text: Once per turn when you score a critical hit with a sorcerer at-will attack power, you can use a free action to make a ranged basic attack that is a sorcerer power. This revision limits the potency of this feat when used in conjunction with close and area attacks, ensuring that a character doesnt make a disproportionate number of attacks.
Planar Gateway
Page 117: In the powers attack component, replace Free Action with Opportunity Action. In the Trigger line, replace in the planar gateway with adjacent to the planar gateway. These changes prevent a character from using the powers sliding effect to repeatedly trigger the attack on the same creature.
Bardic Ritualist
Page 136: Add the following line: In addition, you can wield bard implements. The multiclass feat should provide proficiency with the relevant class implement.
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Learned Spellcaster
Page 136: Add the following line: In addition, you can wield wizard implements. The multiclass feat should provide proficiency with the relevant class implement.
Turnabout (21st level): When you roll initiative at the start of an encounter, you designate one creature within your line of sight as the target of your Turnabout feature until the end of the encounter. Once during the encounter, when the targets attack places an effect that a save can end on one of your allies within your line of sight, you can use an immediate reaction to place the same effect on the target until the end of the targets next turn.
Balanced Sum
Page 147: Replace the features text with the following text. The feature was revised for balance. Balanced Sum (24th level): Once per day when an enemys attack drops you to 0 hit points or fewer, you regain hit points equal to your healing surge value after taking the damage. In addition, you gain temporary hit points equal to the damage that reduced you to 0 hit points or fewer.
Soul of Sorcery
Page 136: Add the following line: In addition, you can wield sorcerer implements. The multiclass feat should provide proficiency with the relevant class implement.
Student of Malediction
Page 136: Add the following line: In addition, you can wield warlock implements. The multiclass feat should provide proficiency with the relevant class implement.
Magics Master
Page 148: Add the following text to the end of the feature: The ritual you perform cannot directly affect an enemy. For example, you could perform Raise Dead and revive an ally who could then rejoin the fight. However, you could not perform Imprisonment, which directly affects an enemy. This change ensures that the rituals being used in combat are not being used to shut down monsters or eliminate enemies (such as through the use of Imprisonment).
Familiar Modes
Page 137: At the end of the first paragraph in the Passive Mode entry, add If your familiar is not in your space when you switch it to passive mode, it appears in your space. This update clarifies what happens when you switch your familiar from active mode to passive mode while it is not in your space.
Book Imp
Page 140: In the Constant Benefits section, replace You can read and speak Infernal with You can read and speak Supernal. Infernal is not a language in D&D 4th edition.
Spider
Page 141: In the Constant Benefits section, replace Climb checks with Athletics checks to climb. A climb check is not a type of check you can make.
Archlich
Page 143: In the second sentence of the Archlichs Phylactery feature, replace drop to 0 hits points or fewer with die. The intent is that the feature triggers when you die. The former text forced a character to be removed from the battlefield despite the fact that allies might be able to heal him or her.
Turnabout
Page 147: Replace the features text with the following text. The feature was revised for balance.
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Avangion Rising
Page 98: Change the feature to, Whenever you or an ally you can see drops to 0 hit points or fewer, you can use an immediate interrupt to lose a healing surge and heal that character. He or she regains hit points equal to your surge value + your highest ability modifier.
Insidious Poison
Page 39: Add the reliable keyword.
[Arena Fighting]
Poetic Flourish
Page 40: Change the first Effect entrys last sentence: Until the stance ends, you can use the following utility power.
Page 110: In the feats Powers entry, replace prepatory strike with preparatory shot and strike and fade with fading strike.
Spirit of Athas
Page 46: Change the Effect entrys first sentence: You conjure a spirit of Athas that lasts until the end of the encounter.
[Arena Fighting]
Page 111: In the feats Powers entry, replace slash and sting with marauders rush.
Adepts Insight
Page 113: Add the augmentable keyword.
Defiling Adept
Page 113: Replace the first sentence with, When you use arcane defiling, the rerolled attack can score a critical hit on a roll of 19-20.
Defiling Alacrity
Page 64: Delete as a free action from the first sentence of the Effect entry.
Gauntlet Axe
Page 121: Delete the second sentence from the description. This weapon can no longer be used as a light shield.
Enemies to Ashes
Page 64: Delete as a free action from the first sentence of the Effect entry.
Vital Spell
Page 68: Delete as a free action from the first sentence of the Effect entry.
Sun Balm
Page 123: Add the following to the end of the description: One pound of sun balm lasts for one week.
Guardian Dash
Page 69: Delete the weapon keyword.
Goading Maneuver
Page 87: In the last sentence, change In addition to Then.
Cloudburst
Page 93: Add the spirit keyword.
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Beast Titan
Page 53: Vengeful bite should be no action.
Goliath Enforcer
Page 58: Add Giant to this creatures languages. In push through, add 1 square after pushes the target.
Belgoi Craven
Page 16: Add Common to this creatures languages.
Halfling Headhunter
Page 61: In harrying attack, replace all instances of dagger with kukri.
Belgoi Stalker
Page 16: Reduce this creatures defenses by 5.
Braxat Raider
Page 19: Greatclub sweep now targets (creatures in the burst).
Zombie Cactus
Page 22: Add Saving Throws +2; Action Points 1 to this creatures stat block.
Mekillot Dirk
Page 75: Tongue chomp should pull a target up to 3 squares to a square adjacent to the dirk.
Hunter Cactus
Page 23: Delete the close icon from psychic feedback.
Psurlon Warworm
Page 81: Increase this creatures Stealth bonus and Thievery bonus by 5.
Psurlon Mindworm
Page 81: Increase this creatures Stealth bonus and Thievery bonus by 1.
Earth Drake
Page 37: Replace Attack: with Effect: in immovable stone.
Dwarf Sunpriest
Page 41: Delete the close icon from sun blessing.
Silt Horror
Page 87: Add the Attached trait to the sweeping tentacle. The sweeping tentacle can be no more than 20 squares away from a silt horror.
Tarek Raider
Page 93: Bone heartpick should be +8 vs. AC.
Tembo
Page 94: Unspeakable violation should increase the killing presence auras damage until the end of the tembos next turn.
Gaj Mindhunter
Page 48: Defeating this creature grants 700 XP, not 1,750 XP.
Oath Wight
Page 99: This creature should have HP 280; Bloodied 140.
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Abalach-Re
Page 102: Morphic soulburn gives a penalty to Fortitude, Reflex, and Will, not or.
Jossi
Page 111: This creature should have low-light vision.
High Consort
Page 117: Change the reference to courtesan in arcane defiling to consort.
Silt Shark
Page 125: Change this creatures bloodied value to 64.
Shake it Off
Page 127: Remove that a save can end from the Trigger entry.
Ravaging Fury
Page 132: Delete free action.
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demonomicon
Wasting Plague
Page 135: In the Endurance entry, replace DC 10 with DC 41.
Endurance improve DC 41, maintain DC 36, worsen DC 35 or lower
Rutterkin
Page 141: In the rutterkins bone barbs power, add (one creature) between Ranged 5 and ; +11 vs. AC.
Attack: Ranged 5 (one creature); +11 vs. AC
Shaadee
Page 145: In the shaadees withering burst power, replace the area burst icon with the close burst icon.
C Withering Burst (necrotic) Encounter
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divine Power
Days First Light
Page 7: Add Target: One creature above the Attack line. The power had no Attack line.
Hymn of Resurgence
Page 33: At the end of the first sentence of the Hit line, add until the end of your next turn. Also, in the Effect line, change burst to blast to match the powers attack type. The effect lacks a duration, and the mention of the burst is a typo.
Wings of Vengeance
Page 12: Replace Move Action with Minor Action. The power is not a move action because it does not let you move.
Spirit of Healing
Page 34: In the third sentence of the powers updated Effect entry, replace regains hit points equal to twice your Wisdom modifier with regains hit points equal to your Wisdom modifier. This change limits the potency of surgeless healing.
Temple of Brilliance
Page 13: In the last sentence of the Effect entry, add other than the target after Any enemy. This change ensures that the effect does not blind the target.
Angels Rescue
Page 37: On the Attack line, replace Wisdom with Strength. The power is not using the correct ability score for the attack.
Threatening Strike
Page 17: In the second sentence of the powers Hit entry, replace moves with moves willingly and replace you can teleport with you can use an opportunity action to teleport. This update prevents a character from making a series of recursive attacks using the power.
Heal
Page 40: The power now targets you or one ally instead of just one ally.
Astral Flood
Page 45: In the powers Radiant entry in the Hit entry, add until the end of your next turn to the end of the sentence. The effect lacked a duration.
Holy Ardor
Page 20: Add and hit the target of your attack after oath of enmity. This change clarifies that you must still hit the target to score the critical hit. You might not, for example, score a critical if you roll two 2s.
Compassionate Blessing
Page 47: In the first sentence of the updated Compassionate Blessing path feature, replace restore hit points with let an ally spend a healing surge to regain hit points using. This change limits the potency of surgeless healing, such as that from astral seal.
Slayers Ascendancy
Page 24: In the Hit entry, replace 4[W] with 3[W]. In the second sentence of the Effect entry, add against your oath of enmity target between melee basic attack and once per round. This revision brings the power in line with expected damage output.
Life Transference
Page 33: Change this power to a daily power. Multiple clerics or multiclassed clerics in a party can use this power to generate infinite free hit points.
Rain of Blood
Page 61: Replace Area burst 2 with Area burst 1. Also, on the Hit line, replace 2d6 with 1d6. This power is too powerful compared to powers of the same level. This change puts the power in line with design expectations.
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Prayer of Vengeance
Page 62: In the second sentence of the powers Effect line, replace start with end. The duration of the bonus in the powers former text meant that an ally would rarely gain the benefit of the zone.
Power of Destruction
Page 111: In the first sentence of the second paragraph of the Benefit line, replace you gain a +2 bonus to the damage roll to you deal 2 extra damage. In the subsequent sentence, replace bonus with extra damage and remove the + symbols. This text needed to be changed to extra damage because the feat provides a benefit to grasping shards, which doesnt have a damage roll until level 21.
Power of Poison
Page 117: In the second sentence of the second paragraph of the Benefit line, replace you gain a +2 bonus to the damage roll to you deal 2 extra damage. In the subsequent sentence, replace bonus with extra damage and remove the + symbols. This text needed to be changed to extra damage because the feat provides a benefit to grasping shards, which doesnt have a damage roll until level 21.
Power of Undeath
Page 121: In the third sentence of the second paragraph of the Benefit, replace you gain a +2 bonus to the damage roll to you deal 2 extra damage. In the subsequent sentence, replace bonus with extra damage and remove the + symbols. This text needed to be changed to extra damage because the feat provides a benefit to grasping shards, which doesnt have a damage roll until level 21.
Uncanny Insight
Page 74: Change the color bar and usage on this power. It becomes a daily power. As an encounter power, this power upsets the action economy. This change is part of a general effort to limit the power of builds that focus on gaining numerous actions during a round.
Solar Enemy
Page 120: In the feats power, add until the end of your next turn to the beginning of the Effect line. The effect lacked a duration.
Ray of Reprisal
Page 88: Add modifier between Charisma and radiant on the Hit line. The word was incorrectly left out of the power.
Castigating Strike
Page 89: On the Hit line, replace 1[W] with 3[W]. Castigating strike was much worse than its lower level counterpart, valorous strike, on page 84.
Devoted Paladin
Page 131: Remove When you select this feat, from the second paragraph of the Benefit line. A person can abusive the former text to let them gain a healing surge every time they select the feat. Thus, when a character retrains out of it, the healing surge remains, and when that character selects the feat again at next level, he or she gains another healing surge.
Censuring Radiance
Page 92: On the Hit line, replace Strength with Charisma. The ability scores on the Hit line and Attack line didnt match.
Harsh Verdict
Page 93: On the Hit line, replace Strength with Charisma. The ability score on the Hit line didnt match the one on the Attack lines.
Call of Virtue
Pages 133, 136, 139, 140, 142: All mention of the call of virtue power on the noted pages should be changed to virtues touch. This corrects the discrepancy in names.
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Healers Implement
Page 135: In the Benefit entry of the feat, replace grant healing with let a creature spend a healing surge to regain hit points. This change limits the potency of surgeless healing, such as with astral seal.
Hero of Faith
Page 144: Replace the second sentence of the second paragraph with the following text. This change is necessary to limit the power of this feat. The effect lasts until you hit the target or until the target drops to 0 hit points. You cannot switch the target or extend the duration of the power in any way.
Infernal Blessing
Page 135: In the Benefit entry, replace an enemy that hit you since your last turn with the target of the power before the end of that allys next turn. This update syncs up this text with the revision to infernal wrath.
Divine Miracle
Page 152: Replace the features text with the following text: The first time you expend your last remaining encounter attack power during an encounter, you regain the use of one encounter attack power of your choice. This change is necessary to prevent recursive attacks through action-granting powers, such as trip up, follow-up blow, and steal time.
Pacifist Healer
Page 136: In the last sentence of the feat, replace whenever you deal damage to a bloodied enemy with whenever you hit or miss a bloodied enemy and deal damage to it. The previous text included ongoing damage and other damaging effects. This correction clarifies the intent. Add healing word or after When you use in the first sentence. This change clarifies that this feat is intended to apply to healing word, even though it no longer has the divine keyword.
Honored Foe
Page 139: Replace When a creature marked by you with When a creature marked by your divine challenge or divine sanction. This prevents abuse by defenders who might multiclass into paladin to gain this feat.
Beatific Healer
Page 140: In the Benefit entry replace use a divine healing power, with let an ally spend a healing surge to regain hit points using a divine healing power. This change limits the potency of surgeless healing, such as with astral seal. Add use healing word or after When you in the first sentence. This change clarifies that this feat is intended to apply to healing word, even though it no longer has the divine keyword.
Fist of Heaven
Page 141: In the Benefit entry, add against your avenger powers and your avenger paragon path powers. This saving throw limitation is part of a larger effort to mitigate the use of saving throw penalties to lock down enemies for the duration of an encounter.
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Winged Putrescence
Page 205: In the winged putrescences claw attack, replace Large or larger with Large or smaller.
Wrack Abishai
Page 210: In the shadow meld power, replace at-will with recharge 5 6. The power makes the creatures too powerful.
shadow Meld (standard; recharge ) Illusion The wrack abishai turns invisible and moves 6 squares. It remains invisible until the end of its next turn.
Bluespawn Stormlizard
Page 219: On the Hit Points line, replace 217 with 117 and replace 108 with 58.
Squamous Spitter
Page 230: In the spitters frightful cacophony aura, add that starts its turn after any enemy. The former text doesnt describe when the push effect occurs.
Frightful Cacophony (Fear) aura 3; any enemy that starts its turn within the aura that is taking ongoing psychic damage is pushed 3 squares. Page 24 of 106
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Squamous Spewer
Page 231: In the spewers frightful cacophony aura, add that starts its turn after any enemy. The former text doesnt describe when the push effect occurs.
Frightful Cacophony (Fear) aura 5; any enemy that starts its turn within the aura that is taking ongoing psychic damage is pushed 3 squares.
Ashardalon
Page 232: On the HP line, replace 1,660 with 1,200 and 830 with 600. Hit points are incorrect. The hit points were too high for even Monster Manual guidelines. This change adjusts the monster hit points based on Dungeon Masters Guide 2 and Monster Manual 2 standard.
Rime
Page 242: On the HP line, replace 1,500 with 1,230 and 750 with 615. Hit points are incorrect. The hit points were too high for even Monster Manual guidelines. This change adjusts the monster hit points based on Dungeon Masters Guide 2 and Monster Manual 2 standard.
HP 1,230; Bloodied 615; see also bloodied breath
Aspect of Tiamat
Page 246: In the aspect of Tiamats chromatic breath power, replace 4d20 + 12 with 4d10 + 12.
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Wing Flurry
Page 162: Replace the powers melee icon (M) with the close attack icon (C). The melee icon is incorrect.
C Wing Flurry (immediate reaction, when an enemy misses the dragon with a melee or close attack; at-will) Close burst 2; +14 vs. Fortitude; 1d8 + 6 damage, and the dragon pushes the target 2 squares.
Silvara
Page 214: In the Saving Throw entry, replace +2 with +5. The +2 bonus is a typo.
Initiative +19 senses Perception +23; darkvision HP 908; Bloodied 454; see also bloodied breath AC 40; Fortitude 37, Reflex 36, Will 36 Resist 30 cold saving throws +5 speed 8, fly 8 (hover), overland flight 15 Action Points 2
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drAgon
Dragon 364
mAgAzine
Orb of Fiery Condemnation, p. 57: Change this item to a level 2+ Uncommon. The ongoing damage dealt by its daily power is 5 fire at levels 2 and 7, 10 fire at levels 12 and 17, and 15 fire at levels 22 and 27. Orb of Temporal Dissonance, p. 57: Change the items power to the following: Power (Daily) No Action, Close burst 10. Trigger: You roll initiative. Effect: You and each ally in the burst can reroll initiative and choose either result. Staff of Expansion, p. 58: Change the items power to the following: Power (Daily) Minor Action. The next burst or blast attack you make using this staff before the end of your next turn can also target 1 creature adjacent to the burst or blast. Level 12 and 17: 2 creatures adjacent to the burst or blast. Level 22 and 27: 3 creatures adjacent to the burst or blast. Flask of the Dragons Breath, p. 60: Replace the items text with the following: Property: Once per day, you can drink this elixir as a minor action. When you do, you can use the following power once before the end of the encounter. Power (Daily Fire): Minor Action. Attack: Close blast 3 (creatures in the blast): Level +5 vs. Reflex. Hit: 1d6 + Constitution modifier fire damage. Stance of Legend, p. 71: Replace the Effect entry with the following: Effect: You assume the stance of legend. Until the stance ends, you gain a +2 bonus to attack rolls, skill checks, ability checks, and saving throws. You can end this stance at any time during your turn as a free action. When you end the stance, you may either end all conditions currently affecting you that a save can end, or regain hit points as if you spent a healing surge. Legendary Action, p. 71: Change to The first time you score a critical hit on your turn during an encounter, you can take an extra standard action as a free action.
Weapon of Myrdroons Shard, page 24 Add the lightning keyword to the at-will power, and change the second sentence to read, Push the target 2 squares, and then the target and each creature adjacent to the target takes 1d8 lightning damage. Armbow, page 34 Change rarity to Common. Delvers Light, page 35 Change rarity to Common.
Dragon 365
Cannith Goggles, p. 15: Change the items level to 11. Change the powers first sentence to, Expend an arcane encounter attack power or daily attack power. Reparation Apparatus, p. 15: Change Property to: Property: When you use a power that allows a construct to spend a healing surge to regain hit points, that creature regains an additional 2d6 hit points. When you use an encounter power or a daily power to grant temporary hit points to a construct ally, that creature gains an additional 2d6 temporary hit points. Taunting Press, page 23 The Effect line should read You slide the target 3 squares to a square adjacent to you. This change prevents a player from using the power to slide an enemy throughout the battlefield. Divine Tilt, p. 24: Add the implement keyword. Dragonborn Zeal page 28 Replace Immediate Reaction with Immediate Interrupt. Homing Weapon, p. 55: Change the item to read, Property: Your attacks with this weapon ignore partial concealment. Power (Daily): Free Action. The next attack you make with this weapon ignores partial cover. Rimewrought Armor, p. 55: Change its rarity to common. Relentless Weapon, p. 56: Change its rarity to common. Delete the property, and replace the Critical entry with the following: Critical: 1d6 damage per plus, and the target is knocked prone.
Dragon 366
Shadowslayer (Watcher of the Night feature), p. 16: This class feature now reads, While you have any concealment, you can deal your Sneak Attack damage when you make an opportunity attack against a target granting combat advantage, even if you miss. Arcane Blade, p. 16: The elemental keywords have been replaced with Varies, and the power now allows you to choose the damage type for the attack instead of modifying later attacks. The power is reproduced below for clarity.
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Encounter Arcane, Martial, Weapon ; Varies standard Action Melee weapon Requirement: You must be wielding a light blade. target: One creature special: Choose cold, fire, lightning, or thunder whenever you use this power. Your choice determines the powers damage type. Attack: Dexterity vs. Reflex Hit: 3[W] + Dexterity modifier damage.
Icy Sweep, page 57 On the Hit line, the slide should read and you slide the target 3 squares to a square adjacent to you. This change prevents a player from using the power to slide an enemy throughout the battlefield.
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Flickering Shroud, Page 38 In the Benefit entry, delete saving throws. The text is incorrect. Claw Fighter, Page 54 Replace the feats Benefit text with the following text, incorporating the December changes. This change revises the claws to have the off-hand property, synchronizing it with the monk and resolving issues with how it is possible to wield two non-off-hand weapons. However, this change does fix issues with the swordmage, which requires a hand free to gain the benefit of its aegis. As the text stands, a gnoll with this feat cannot gain the +3 benefit of the aegis because it is considered to always have a weapon in each hand. When you make a weapon attack, you can use your claw, which is a weapon in the light blade weapon group. This weapon has the off-hand weapon property and a +3 proficiency bonus, and it deals 1d6 damage. While you arent holding anything, you are considered have this weapon in each hand. You can enchant and disenchant your claws. When you disenchant your claws, they do not turn to dust. Staff Fighting, page 58 In the feats Benefit section, replace the second line with the following: As a double weapon, both ends of the weapon deal 1d8 damage. The primary end gains the defensive and stout properties, and the secondary end gains the off-hand property. This change revises this feat to work with the new double weapon rules. Binding Style, page 59 In the dual strike entry, add secondary in front of target. This change is necessary to make this benefit make sense with revised dual strike language. Deft Hurler Style, page 60 In the cleave entry, add against one creature other than the target of your cleave to the end of the first sentence. The goal of this feat was to distribute damage, but the previous text allows a character to make the attack against the target of the cleave, thus focusing damage.
Sacrifice to Caiphon, page 20 In the first sentence of the Benefit line, add warlock before encounter power. Student of the Athanaeum, page 20 In the Benefit line, add warlock before daily power. Twofold Pact, page 20 In the second sentence, replace both pacts with that pact. This change ensures that a warlock hybrid isnt using this feat to gain the at-will power and pact boon of both his or her original pact and the new pact. Caiphons Guidance, Page 24 Replace the features text with the following text Your fear or radiant warlock powers and student of Caiphon powers score critical hits on rolls of 1820. The expanded critical range should apply to radiant or fear powers (as opposed to powers that have both keywords), but it should not apply to other class powers. This limits players from taking the paragon just to gain the generous critical range. Starborn, page 25 In the first sentence of the destiny feature, replace radiant fire damage with radiant damage and fire damage. Starburst, page 25 Replace radiant fire damage with radiant and fire damage.
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Alluring Lights, page 41 In the Hit line, replace dazed with immobilized. Claw Fighter, page 54 Replace the last sentence in the feats Benefit section with the following: You can enchant and disenchant your claws. When you disenchant your claws, they do not turn to dust. The former text prevented the claws from scaling, thereby rendering them useless at higher levels.
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Starlight Duelist Style, page 61 In the dual strike entry, replace the target with either target. This change is necessary to make this benefit make sense with revised dual strike language. Weapon Mastery Feats, page 65-66 Replace the second and third paragraphs with the following: Weapon mastery feats are multiclass feats based around a single weapon. Each initial multiclass featsuch as Bola Trainingis considered a class-specific multiclass feat, with the named weapon acting as the specific class. As with other class-specific multiclass feats, once you take one, you cant take one for a different class (or weapon, or style) unless another rule another rule allows you to do so. Bola Training, page 66 In the brackets after Multiclass, add Bola. Net Training, page 66 In the brackets after Multiclass, add Net. Whip Training, page 67 In the brackets after Multiclass, add Whip.
Grasp of the Grave, page 24 In the second sentence of the Effect line, remove and is dazed until the end of your next turn. The previous powers effect was overpowered. Immortal Curse, page 43 Replace the features Effect text with the following: Once per round, when you score a critical hit against the target of your immortal curse, you gain an extra standard action. You must use the standard action to attack the target of your immortal curse, and you must use the action before the end of your next turn. Lingering Cold, Page 45 In the second sentence of the feature, replace 5 with 2. In addition, in the third sentence of the feature, replace vulnerable cold 15 with vulnerable 10 cold. Both changes reduce the strength of this feature. The saving throw limitation is part of a larger effort to mitigate the use of saving throw penalties to lock down enemies for the duration of an encounter. The vulnerability adjustment prevents high damage yield with frost weapon and similar damage-changing effects. Frozen in Ice, Page 45 Inside the parentheses at the end of the feature, replace the text with save ends. This change reduces the features strength, preventing the ability to effectively kill any creature.
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Caging Glaive, page 54 The Effect line should read Before the attack, slide the target 3 squares to a square adjacent to you. This change prevents a player from using the power to slide an enemy throughout the battlefield. Hells Implement, Page 55 In the Benefit entry, replace the text with You can use a polearm as a warlock implement. This change synchronizes this feat with Players Handbook 3 clarifications to implements and weapons.
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Dragon 372
Spiked Chain Training, page 11 In the brackets after Multiclass, add Spiked Chain. In the feats Benefit section, replace the second two lines with the following: You can treat the spiked chain as a double weapon. As a double weapon, each end of the spiked chain is a light blade and deals 2d4 damage. The primary end gains the stout property, and the secondary end gains the off-hand property. This change revises this feat to work with the new double weapon rules. Doomcallers Promise, page 14 On the Hit line and Miss line, delete and the target suffers the effects of the Rattling keyword until the end of the encounter.
White Lotus Master Riposte, page 21 Replace the feats Benefit entry with the following text: If you hit an enemy with an arcane at-will attack power and the enemy then attacks you before the start of your next turn, you can use an immediate reaction to repeat the at-will attack against that enemy alone, but only if the enemy is not marked by you. This change prevents a Catch-22 with swordmage marking. It also allows a character to target only the attacker if he or she uses a close or area at-will arcane power. In other words, even if other creatures are in the area of effect of a close or an area attack, the power targets only the triggering enemy. Orc Darkblade, page 36 Replace the text of the elusive target power with the following: The orc darkblade swaps positions with a creature adjacent to it other than the triggering attacker. The darkblade gains superior cover against the triggering attack, and it gains combat advantage against the creature it swapped positions with until the end of its next turn.
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Deva Disincarnate, page 52 Add Ranged 10 to the beginning the disincarnates spirit roots power. The power lacked a range. Winter Winds, page 64 Replace When with Once per turn, when. This update revises the feature to prevent misuse with features that allow multiple teleports during a turn. Power of Creation, page 92 In the powers associated with the feat, replace sacred flame with righteous brand. The text is inconsistent with Divine Power, which uses righteous brand.
power to compensate for its other benefits, such as the powers effect and its ability to target only enemies. This revision makes other wizard powers more competitive choices when compared to this power. Charm of Misplaced Wrath, page 66: The powers Hit entry was replaced with a new Hit entry and Effect entry.
Hit: You slide the target up to 3 squares. The target is then dazed until the end of your next turn. Effect: The target makes a basic attack against a creature of your choice as a free action. The basic attack gains a +2 power bonus to the damage roll.
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Windrise Ports Regional Benefit, page 48 In the backgrounds text, replace the first sentence with the following text: You add one additional skill to your list of class skills when you select this background. This change brings the background in line with other backgrounds and helps limit excessive multiclassing.
Spectral Image, page 66: Perception was removed as a way to see through the illusion.
Effect: The illusion of a creature or an object up to Medium size appears in an unoccupied square within range. It can make sounds and can move within its square, but it cannot leave it. Each of its defenses is 10. The illusion lasts until the end of the encounter, until an attack hits it, or until a creature touches it or moves through it. An Insight check (DC 15 + one-half your level + your Intelligence modifier) allows a creature to determine that the image is an illusion.
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Extra Corrupt Manifestation, Page 20 In the second sentences of the Benefit entry and Special entry, replace corrupt manifestation with elemental manifestation. This change allows a character with the feat to switch between corrupt and noncorrupt manifestations. Inspiring Aid, page 29 Replace the feats Benefit entry. Benefit: Whenever you or an ally who can hear you and who has line of sight to you takes the aid another, aid attack, or aid defense action, the bonus granted to the target equals +4 instead of +2. This effect replaces the normal +2 bonus to the attack roll. An ally can benefit from this feat only once per attack.
Charm of the Defender, page 66: The power now slides the target on a miss. The target is no longer limited to making one attack.
Hit: You slide the target up to 3 squares, and it is immobilized until the end of your next turn. Also until the end of your next turn, when an enemy starts its turn adjacent to the target, the target makes a melee basic attack against that enemy as a free action. The target gains a power bonus to the attack roll and the damage roll equal to your implements enhancement bonus. Miss: You slide the target up to 3 squares.
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Inspiring Aid, page 29 Replace the feats Benefit entry. Benefit: Whenever you or an ally who can hear you and who has line of sight to you takes the aid another, aid attack, or aid defense action, the bonus granted to the target equals +4 instead of +2. This effect replaces the normal +2 bonus to the attack roll. An ally can benefit from this feat only once per attack. Winged Horde, Page 66 In the Hit and Level 21 entries, delete + Intelligence modifier. This change reduces the strength of the
Frost of Letherna, Page 71 In the powers Effect, add until the end of its next turn to the end of the second sentence, and delete the last sentence. This change reduces the powers strength and prevents the immobilization from being recursive. Dice of Auspicious Fortune, Page 83 In the items encounter power, replace the Effect line with the following text: When you make an attack, instead of making an attack roll, you can use one of the results stored in the dice. Using the result removes the stored result from the dice. This change limits the items strength by removing the ability to reroll and to know whether or not an attack will hit.
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Dragon 382
More Toys for Asssassins, page 31: In the second sentence of the second paragraph, delete or if you die. In addition, at the end of the third paragraph, add or you are dead. This section describes how if an assassin dies, he or she loses ki focus attunement. This rule means that an assassin that has an epic destiny or some other ability to return to life during combat comes back without an enhancement bonus. This change ensures that the assassin is still effective in battle after returning to life.
Vecnas Final Command: This is an attack power, not a utility power, and it should have the Special entry common to channel divinity powers (You can use only one channel divinity power per encounter.)
Curse of the Oba: This boons rarity is now uncommon. Earth Grasp Rage: Change the damage to 1[W] + Strength modifier. Change against prone targets in the Effect entry to against immobilized, restrained, or prone targets. Verdant Presence: The attack granted by this blessings power should be a minor action once per round, and the attack should be the blessings level +5 vs. Reflex.
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Dragon 388
Untouchable Shade feat, p. 31: Replace Benefit entry with, When you use shadow step, until the end of your next turn you take only half damage from the attacks of enemies subject to one or more of your shrouds.
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Bazaar of the Bizarre: The Beast of Talgora
Blade of the Stalking Predator: Add level 19, 24, and 29 versions of this item, and change the powers attack to be weapons level + 3 vs. Reflex. Razortail: Add level 17, 22, and 27 versions of this item, and increase the ongoing damage from the encounter power to 15 for the epic tier versions. Totem of the Dancing Leaf: Add level 20, 25, and 30 versions of this item, and increase the resistance gained from the power by 5 for the epic tier versions.
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Call Celestial Steed, p. 31: This power was erroneously printed with a level.
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Channel Divinity: Vecna
Command Undead: Add the channel divinity keyword. Change your primary ability modifier in the Hit entry to your Wisdom modifier. Add a new sentence after the first sentence in the Hit entry: At the end of the move, the target makes a basic attack as a free action against a creature of your choice. Cut the final sentence of the Hit entry, along with the entries for levels 11 and 21 Finally, add the Special entry common to channel divinity powers. This power has been reproduced below for clarity.
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Heroes of Tome and Temple
Ordained Priest: The level 5 and 10 feature grant power bonuses, not untyped bonuses. Seer: The level 5 feature grants a power bonus. When sustaining clairvoyance, the user retains darkvision. Targets of cast fortune can have the power used on them only once before taking an extended rest.
Command undead
Feat Attack
Encounter Channel Divinity, Divine, Implement, shadow standard Action Close burst 5 (10 at 21st level) target: One undead creature in the burst Attack: Wisdom vs. Will Hit: You slide the target up to a number of squares equal to 3 + your Wisdom modifier. The target then makes a basic attack as a free action against a creature of your choice. The target then becomes immobilized until the end of your next turn. Miss: The target is dazed until the end of your next turn. special: You can use only one channel divinity power per encounter.
Optional Powers: Append the following paragraph to this subsection: You can use retraining to replace a class power with an optional theme power or vice versa, exchanging one power for another power of the same type (at-will attack, encounter attack, daily attack, or utility). The new power must be of the same level as the old power or lower. You can also replace an optional theme power with a different optional power of the same theme, as long as the new power is the same type and is of the same level or lower.
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Changing Themes: Change the final two sentences of this section to read, f you have any optional powers from your current theme or any feats that require it, you must first retrain those feats or powers to choices that dont have the theme as a prerequisite. When you do lose a theme, you lose all the features that it granted to you, including any items provided by those features. Animal Master: Animal minions grant no XP. Their defenses scale with their masters level. Each animal minions base AC is 14, and their base non-AC defenses are reduced by 1. The dogs Reflex is reduced by 3. You can replace your animal minion after one week, instead of one month. Order Adept: The level 5 and 10 features now grant power bonuses, and the level 10 feature now grants a +1 power bonus to Will. Wizards Apprentice: The level 10 features bonus has been increased to +3, and it is now a power bonus.
Heroes of Virtue
Guardian: The Trigger entry in guardians counter should read, An ally within 2 squares of you is hit by an attack and you are not included in the attack. Hospitaler: This theme is now named Knight Hospitaler, and shield of devotion now uses Wisdom or Charisma.
dungeon
Dungeon 160
mAgAzine
Longsword of Summer (called also Weapon of Summer), Page 96 Replace the text on the Property line with the following text: You gain a +3 item bonus to damage rolls made with this weapon. This bonus damage is fire damage. This change brings the weapon in line with damage expectations.
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table says DC 14. If she makes that check, she gets a hold on the chandelier and swings to the ogre.
Mounts
Page 46: In the shaded text, delete , and no smaller than Large size in the first bullet and delete the Saddles entry. These rules unnecessarily complicate and limit the mount rules.
space. However, the origin squares of the riders powers and other effects do not change to the mounts size. Whenever the rider uses an effect that has an origin square (such as a melee, a ranged, an area, or a close power), the rider first picks where that square is located in the mounts space, and the effect uses that origin square. For example, if a Medium rider uses a close burst attack power, the rider chooses a single square within the mounts space, and the burst emanates from that square. This rule means that if the burst targets each creature within it, rather than each enemy, it can hit the mount.
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mount and rider occupy the same space, they are still separate creatures and are targeted separately. For example, an attack that targets only one creature can target either the mount or the rider, not both. In contrast, area and burst attacks can affect both mount and rider, since the two are in the same space.
Mount Benefits: Many mounts offer special attacks
initiative count, even if the mount had a different initiative before the rider mounted it. The two continue to act on the same initiative count after the rider dismounts. A monster and its mount have separate turns, whereas an adventurer and his or her mount have a single turn.
Actions (Adventurers only): An adventurer and his
or benefits they can use or grant to their riders. These abilities range from flat bonuses, such as an AC bonus to the rider, to special attacks that the mount can use. The Monster Manual details the benefits that many creatures grant if the rider meets a minimum level and has the Mounted Combat feat. If the rider doesnt meet a mounts prerequisites, he or she can ride it but doesnt gain the mounts special benefits.
Provoking opportunity Attacks: If the mounts
movement provokes an opportunity attack, the attacker chooses to target either the mount or the rider, since the two of them move together. However, if the mount or the rider provokes an opportunity attack by using a ranged or an area power, the attacker must target whichever one of them provoked the opportunity attack.
Forced Movement: If the mount is pulled, pushed,
or her mount have one combined set of actions: a standard action, a move action, and a minor action. The player chooses how the two creatures use the actions on the adventurers turn. Most commonly, the mount takes a move action to walk or fly, and the adventurer takes a standard action to attack. The adventurer and the mount also share a single immediate action each round and a single opportunity action each turn. If the adventurer dismounts, the two still share one set of actions on that turn, but have separate sets of actions thereafter.
Mount Attacks: The mount takes a 2 penalty to
attack rolls unless the rider has the Mounted Combat feat. While not being ridden, a typical mount (such as a riding horse) rarely attacks on its own, unless it has been trained for battle, is defending itself, or feels unusually protective of its rider. Left to its own devices, a typical mount avoids combat.
Charging: When the rider charges, the rider and
or slid, the rider moves with it. If the rider is pulled, pushed, or slid and the mount isnt, the rider can have the two of them move together. Otherwise, the rider is dismounted and falls prone in the destination space of the forced movement.
teleportation: If either the mount or the rider is
mount move up to the mounts speed and then the rider makes the charge attack. When the mount charges, it follows the normal rules for a charge.
squeezing: When the mount squeezes, the rider is
teleported, the other does not teleport with it. If the mount is teleported without the rider, the rider is dismounted and falls prone.
Mounts in Combat
Page 46: Replace the shaded text with the following text.
dismounted and falls prone in an unoccupied space of the riders choice adjacent to the now-prone mount. However, if the mount is flying when it falls prone, it instead falls and the rider isnt dismounted unless the mount lands and falls prone itself.
A rider who is knocked prone can immediately make
Mounts in Combat
A mount and rider follow these rules while the rider is mounted.
Mount (Move Action): The rider mounts a creature
a saving throw. On a roll lower than 10, the rider is dismounted and falls prone in an unoccupied space of the riders choice adjacent to the mount. On a roll of 10 or higher, the rider is neither dismounted nor knocked prone.
A rider who voluntarily drops prone falls prone in an
Flight
Some creatures have the innate ability to fly, whereas others gain the ability through powers, magic items, and the like. The rules for flight in the DUNGEONS & DRAGONS game stress abstraction and simplicity over simulation. In real life, a flying creatures ability to turn, the speed it must maintain to stay aloft, and other factors put a strict limit on flight. In the game, flying creatures face far fewer limitations.
Flight
Flight follows the basic movement rules, with the following clarifications.
Fly speed: To fly, a creature takes the walk, run, or
flying, it descends the full distance of the fall but is likely to take less damage than a creature that cant fly. Subtract the creatures fly speed (in feet) from the distance of the fall, then figure out falling damage. If the difference is 0 or less, the creature lands without taking damage from the fall. For example, if a red dragon falls when it is 40 feet in the air, subtract its fly speed of 8 (8 squares = 40 feet) from its altitude. The difference is 0, so the dragon lands safely and is not prone.
If a creature is flying when it starts a high-altitude fall, it has one chance to halt the fall by making a DC 30 Athletics check as an immediate reaction, with a bonus to the check equal to the creatures fly speed. On a success, the creature falls 100 feet and then stops falling. On a failure, the creature falls as normal.
charge action but uses its fly speed in place of its walking speed. A creature that has a fly speed can also shift and take other move actions, as appropriate, while flying.
Moving up and Down: While flying, a creature can
move straight up, straight down, or diagonally up or down. There is no additional cost for moving up or down.
Falling Prone: If a creature falls prone while it is
flying, it falls. This means a flying creature falls when it becomes unconscious or suffers any other effect that knocks it prone. The creature isnt actually prone until it lands and takes falling damage.
Remaining in the Air: A flying creature does not
very high above the ground. In such an encounter, it is possible for a creature to spend more than one round falling to the ground. As a rule of thumb, a creature falls up to 500 feet during its first turn of falling. If it is still falling at the start of its turn, it can take actions on that turn as normal, then falls up to 500 feet at the end of the turn. If none of those actions expressly halts a fall, the creature falls up to 500 feet at the end of the turn. This sequence continues until the creature lands.
need to take any particular action to remain aloft; the creature is assumed to be flying as it fights, moves, and takes other actions. However, a flying creature falls the instant it is stunned, unless it can hover.
Landing: If a creature flies to a surface it can hold
flying creature if the terrain isnt tall enough to reach it. Because of this rule, flying creatures can easily bypass typical difficult terrain, such as a patch of ice on the ground. Aerial terrain can affect flying creatures.
Crashing
Page 48: The following text replaces the shaded text in the Crashing section. These rules clarify how flight works. The revisions also expunge crash in favor of fall. See Falling, page 284 of the Players Handbook.
Example Diseases
Page 4950: Under Mummy Rot, replace the Endurance line with Endurance improve DC 15 + two-thirds mummys level, maintain DC 10 + twothirds mummys level, worsen DC 9 + two-thirds mummys level or lower.
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Endurance improve DC 15 + two-thirds mummys level, maintain DC 10 + two-thirds mummys level, worsen DC 9 + two-thirds mummys level or lower
Obscured Terrain
Page 6162: Replace the text in the shaded box with the following text.
Under Blinding Sickness, replace the Endurance line with Endurance improve DC 20, maintain DC 15, worsen DC 14 or lower.
Endurance improve DC 20, maintain DC 15, worsen DC 14 or lower
Obscured Terrain
Lightly Obscured: Squares of dim light, foliage, fog, smoke, heavy falling snow, or rain are lightly obscured. Concealment: A target in a lightly obscured space has concealment.
Under Cackle Fever, replace the Endurance line with Endurance improve DC 22, maintain DC 17, worsen DC 16 or lower
Endurance improve DC 22, maintain DC 17, worsen DC 16 or lower
Heavily obscured: Squares of heavy foliage, heavy fog, or heavy smoke are heavily obscured. Concealment: A target in a heavily obscured space but adjacent to you has concealment. Total Concealment: A target in a heavily obscured space and not adjacent to you has total concealment.
Under Shakes, replace the Endurance line with Endurance improve DC 23, maintain DC 18, worsen DC 17 or lower
Endurance improve DC 23, maintain DC 18, worsen DC 17 or lower
totally obscured: Squares of darkness are totally obscured. Total Concealment: A target in a totally obscured space has total concealment.
Under Mindfire, replace the Endurance line with Endurance improve DC 25, maintain DC 20, worsen DC 19 or lower
Endurance improve DC 25, maintain DC 20, worsen DC 19 or lower
Under Hellfever, replace the Endurance line with Endurance improve DC 28, maintain DC 23, worsen DC 22 or lower
Endurance improve DC 28, maintain DC 23, worsen DC 22 or lower
Under Slimy Doom, replace the Endurance line with Endurance improve DC 30, maintain DC 25, worsen DC 24 or lower
Level and complexity determine how hard the challenge is for your characters to overcome. The skill challenges level determines the DC of the skill checks involved, while the grade of complexity determines how many successes the characters need to overcome the challenge. The more complex a challenge, the more skill checks are required, and the greater number of successes needed to overcome it.
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Set the complexity based on how significant you want the challenge to be. If you expect it to carry the same weight as a combat encounter, a complexity of 5 makes sense. A challenge of that complexity takes somewhere between 12 and 18 total checks to complete, and the characters should earn as much experience for succeeding as they would for a combat encounter of the same level (its the same as taking on five monsters of the challenges level). For quicker, less significant challenges, or for challenges that work as part of a combat encounter, set the complexity lower. (Figure that each complexity is the equivalent of that number of monsters of the challenges level.) For an easier or a harder challenge, use DCs from the row that corresponds to a lower or a higher level, and assign the challenges level as the midpoint of that level range. For example, if designing an easier challenge for an 8th-level party, you could use the DCs from the Level 46 row. That would adjust the challenges level to 5th. If you use easy DCs, reduce the level of the challenge by one. If you use hard DCs, increase the level of the challenge by two. You can also adjust the level of the challenge by reducing the number of failures needed to end the challenge. Cut the number of failures needed in half, and increase the level of the challenge by two. (You can also mix DCs in the same challenge, as described on page 74.)
description outlines the skills that are useful for the challenge and the results of using them. Sometimes, a player tells you, I want to make a Diplomacy check to convince the duke that helping us is in his best interest. Thats greatthe player has told you what shes doing and what skill shes using to do it. Other times, a player will say, I want to make a Diplomacy check. In such a case, prompt the player to give more information about how the character is using that skill. Sometimes, characters do the opposite: I want to scare the duke into helping us. Its up to you, then, to decide which skill the character is using and call for the appropriate check. You can also make use of the DMs best friend rule to reward particularly creative uses of skills (or penalize the opposite) by giving a character a +2 bonus or 2 penalty to the check. Then, depending on the success or failure of the check, describe the consequences, and go on to the next action.
Step 3: Skills
Page 73: In the first sentence of the fourth paragraph, replace When a players turn comes up in a skill challenge with When a player participates in a skill challenge. When a player participates in a skill challenge, let that players character use any skill the player wants. As long as the player or you can come up with a way to let this secondary skill play a part in the challenge, go for it. If a player wants to use a skill you didnt identify as a primary skill in the challenge, however, then the DC for using that secondary skill is usually moderate or hard. The use of the skill might win the day in unexpected ways, but the risk is greater as well. In addition, a secondary skill can never be used by a single character more than once in a challenge.
The Negotiation
Page 76: On the Complexity line, replace before 4 failures with before 3 failures. Complexity: 3 (requires 8 successes before 3 failures).
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Example in Play
Page 7677: Remove theExamples in Play header and the paragraph that follows. Remove Round 1 Remove the last paragraph, which begins, At the end of the round....
the control panel. DC 22 Thievery. Complexity 1 (4 successes before 3 failures). Success disables the trap. Failure causes 1d4 + 1 blades to attack each round.
Urban Chase
Page 78: On the Complexity line, replace before 6 failures with before 3 failures. Complexity: 5 (requires 12 successes before 3 failures).
Flame Jet
Page 90: In the second bullet of the Countermeasures section, replace 2 failures with 3 failures. This change syncs up this trap with previous updates to skill challenges.
A character can engage in a skill challenge to deactivate
The Interrogation
Page 79: On the Complexity line, replace before 2 failures with before 3 failures Complexity: 1 (requires 4 successes before 3 failures).
the control panel. DC 28 Thievery. Complexity 1 (4 successes before 3 failures). Success disables the trap. Failure causes the control panel to explode (close blast 3, 3d8 + 4 damage to all creatures in blast) and the trap remains active.
Soul Gem
Page 93: In the first bullet of the Countermeasures section, replace 2 failures with 3 failures. This change syncs up this trap with previous updates to skill challenges.
A character can engage in a skill challenge to detach the
soul gem from its socket and thereby disable it. DC 37 Thievery. Complexity 1 (4 successes before 3 failures). Success detaches the gem and disables the trap. Failure causes the gem to explode (close burst 8, 4d10 + 5 radiant damage and stunned (save ends) to all creatures in burst) .
Difficulty
Page 104: The following changes are necessary to sync up the Difficulty section on page 104 with the Encounter Components section on page 56. In the second sentence of the second paragraph, replace four levels above them with three levels above them. In the first sentence of the third paragraph, replace two to three with one to two. In the first sentence of the fourth paragraph, replace two to three with two to four, and replace five to seven with up to five. The majority of the encounters in an adventure should be moderate difficultychallenging but not overwhelming, falling right about the partys level or one higher. Monsters in a standard encounter might range from three levels below the characters to about three levels above them. These encounters should make up the bulk of your adventure. Easy encounters are one to two levels below the party, and might include monsters as many as four levels lower than the party. These encounters let the characters feel powerful. If you build an encounter using monsters that were a serious threat to the
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Doomspore
Page 88: Replace XP 350 with XP 150 and Upgrade to Elite (700 XP) to Upgrade to Elite (300 XP)
Pendulum Scythes
Page 88: In the third bullet of the Countermeasures section, replace 2 failures with 3 failures. This
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characters six or seven levels ago, youll remind them of how much theyve grown in power and capabilities since the last time they fought those monsters. You might include an easy encounter about once per character leveldont overdo it. Hard encounters are two to four levels above the party, and can include monsters that are up to five levels above the characters. These encounters really test the characters resources, and might force them to take an extended rest at the end. They also bring a greater feeling of accomplishment, though, so make sure to include about one such encounter per character level. However, be careful of using highlevel soldiers and brutes in these encounters. Soldier monsters get really hard to hit when theyre five levels above the party, and brutes can do too much damage at that level.
DAMAGE By LEVEL
Character Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 single target 1d8 + 4 1d8 + 5 1d8 + 6 2d6 + 5 2d6 + 6 2d6 + 7 2d8 + 6 2d8 + 7 2d8 + 8 2d8 + 9 3d6 + 9 3d6 + 10 3d6 + 11 3d6 + 12 3d6 + 13 3d8 + 11 3d8 + 12 3d8 + 13 3d8 + 14 3d8 + 15 4d6 + 15 4d6 + 16 4d6 + 17 4d6 + 18 4d6 + 19 4d8 + 16 4d8 + 17 4d8 + 18 4d8 + 19 4d8 + 20 two or More targets 1d6 + 3 1d6 + 4 1d6 + 5 1d8 + 5 1d8 + 6 1d8 + 6 2d6 + 4 2d6 + 5 2d6 + 6 2d6 + 6 2d6 + 7 2d8 + 6 2d8 + 7 2d8 + 7 2d8 + 8 3d6 + 8 3d6 + 9 3d6 + 9 3d6 + 10 3d6 + 11 3d8 + 9 3d8 + 9 3d8 + 10 3d8 + 11 3d8 + 12 4d6 + 11 4d6 + 12 4d6 + 13 4d6 + 14 4d6 + 15
Setting Damage
Page 184 - 185: In Monster Manual 3 and other upcoming books, we have changed the way we calculate damage for monsters, traps, and other hazards. When using the new damage numbers in the table to the right, choose a column based on the characters level and the severity of the effect. Use the first column for an effect that hurts one creature at a time, and the second column for an effect that harms multiple creatures. For brutes, the damage should be 25 percent higher. For limited damage, such as damage from encounter powers or recharge powers, increase the value by 25 to 50 percent. Monster accuracy also underwent some changes. The table below reflects the new numbers.
Warlord NPC
Page 188: On the Weapon Proficiency line, replace military ranged with simple ranged.
Barstomun Strongbeard
Page 200: Replace the dodge and throw attack power with the following text.
Dodge and throw (immediate reaction, when an enemy misses Barstomun with a melee attack; encounter) +7 vs. Fortitude; slide the target 1 square and knock it prone.
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Level 3+
Corellon brought arcane magic to the world. Mortals who please him gain access to powers that otherwise take years of study to master.
Poison Weapon
Page 114: In the monster themes power, replace +16 vs. Fortitude with level + 3 vs. Fortitude. Themes should have adjustable attack bonuses so they are appropriate for a monster of any level.
Poison Weapon (minor; recharge ) Poison The next time this creature hits a creature with a weapon attack, it makes a secondary attack against that creature. Secondary Attack: level + 3 vs. Fortitude; the target takes a 2 penalty to attack rolls (save ends). First Failed Saving Throw: The target is weakened (save ends). Second Failed Saving Throw: The target is knocked unconscious (save ends; the target takes a 5 penalty to this saving throw).
Lvl 3 680 gp Lvl 18 85,000 gp Lvl 8 3,400 gp Lvl 23 425,000 gp 17,000 gp Lvl 28 2,125,000 gp Lvl 13 Divine Boon Property: Choose an at-will power from an arcane character class. You can use that power as an encounter power. Power (Daily): Free Action. Choose a 1st-level encounter power from an arcane class. You can use that power once before the end of the encounter. Level 8: Choose an encounter power of 3rd level or lower. Level 13: Choose an encounter power of 7th level or lower. Level 18: Choose an encounter power of 13th level or lower. Level 23: Choose an encounter power of 17th level or lower. Level 28: Choose an encounter power of 23rd level or lower.
Heartblood of Festergrim
Page 144: In the items yellow bar, replace Level 19+ with Level 19 or 24. In addition, delete the level 29 version in the items cost section, and in the items power and property, replace Level 24 or 29 with Level 24. The level 29 version is redundant because there is no difference between the level 24 and level 29 versions.
Heartblood of Festergrim
Level 19 or 24
Bathing in the blood of the slayer of King Algus and ravager of the forest of Lorem might not make you immune to fire, but it helps.
Lvl 19 105,000 gp Lvl 24 525,000 gp Legendary Boon Property: Gain resist 10 fire. Level 24: Resist 15 fire. Power (Daily): Immediate Interrupt. Trigger: You are hit by a fire attack. Effect: You and each ally within 5 squares of you gain resist 20 fire until the start of your next turn. Level 24: Resist 30 fire.
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Staff of Storms
Page 262: Revert daily to Players Handbook version. The power is reprinted here for clarity. Power (Daily Lightning, thunder): Free Action. Use this power when using a power that has the lightning or the thunder keyword. After resolving the power, deal 1d8 lightning and thunder damage to every creature in a close blast 3.
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Conditions table
Add the following text to the prone condition: You cant move from your space, although you can teleport, crawl, or be forced to move by a pull, a push, or a slide
Conditions table
Delete other than free actions from the surprised condition.
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Shapeshifting Contortionist
Page 89: In the tables Prerequisite column, replace Doppelganger with Changeling. Doppelganger refers to the monster race, and changeling refers to the player race.
Mror Stalwart
Page 92: In the Benefit entry, delete feat. This change ensures that this feat continues to provide a benefit despite changes to the Weapon Expertise feat.
Static Shock
Page 47: In the Range entry, delete or Ranged. This update clarifies the powers range and allows it to be used more effectively in melee combat.
Shapeshifting Contortionist
Page 92: In the feats Prerequisite line, replace Doppelganger with Changeling. Doppelganger refers to the monster race, and changeling refers to the player race.
Bolster Armor
Page 48: Add until the end of the encounter to the end of the first sentence. The power lacked a duration.
Fluid Anatomy
Page 94: In the tables Prerequisite column, replace doppelganger with changeling. Doppelganger refers to the monster race, and changeling refers to the player race.
Brittle-Skin Missile
Page 51: Beneath the Hit line, add Miss: Half damage, and the target is slowed (save ends). The power was supposed to have miss effect.
Fluid Anatomy
Page 94: In the feats Prerequisite line, replace doppelganger with changeling. Doppelganger refers to the monster race, and changeling refers to the player race.
Brutal Enchantment
Page 59: Change the last sentence of the path feature to: If the weapon is already brutal, this has no effect. This prevents brutal weapons from being augmented to deal infinite damage. Brutal Enchantment (11th level): Whenever one of your artificer or battle engineer powers grants an ally a bonus to weapon damage rolls, that allys weapon also becomes brutal 1 until the bonus ends. If the weapon is already brutal, this has no effect.
Reinforcing Healing
Page 94: In the Benefit line, add using an artificer power after restore hit points to an ally. The power is not intended to be combined with other leader classes through multiclassing or hybrid classing. Benefit: Whenever you restore hit points to an ally using an artificer power, that ally gains a +2 bonus to all defenses until the end of your next turn.
Fleeting Dweomer
Page 59: This power should be a daily power. The power was intended to be a daily power. It is too powerful as an encounter power.
Double Weapons
Page 95: Apply the following change to the Double Weapons table. These changes clarify that certain weapon properties are intended to apply only to specific ends of weapons. The changes also expand the description of two-handed weapons and bring them in line with attack and damage expectations. Also, the Stout keyword is defined as follows: A weapon that has the stout property can be treated as a two-handed weapon.
Potent Restorables
Page 92: In the first sentence of the Benefit line, add artificer before healing powers. The power is not intended to be combined with other leader classes through multiclassing or hybrid classing. Benefit: Your artificer healing powers restore 2 extra hit points. The extra hit points increase to 3 at 6th level, to 4 at 11th level, to 5 at 16th level, to 6 at 21st level, and to 7 at 26th level.
Talenta Sharrash
Page 95: Add the small property to the weapon. The weapon has explanatory text that should have been represented by the small property. Adding the
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Double Weapons Weapon Double scimitar secondary end Zulaat secondary end
Prof. +2 +2 +2 +2
Properties Defensive, high crit, stout High crit, off-hand Defensive, stout off-hand
property ensures that feats, powers, and so forth apply to the weapon as well.
Double Weapons
Page 95: This sidebar helps explain double weapons.
Warforged Components
Page 113: In the last sentence of the first paragraph, delete and takes five minutes. In its place, add the following sentence: Affixing or removing an embedded component takes 5 minutes. The text was unclear whether attached components take a minor action or 5 minutes, and it didnt discuss what embedded components require. While you are conscious, an affixed warforged component can be removed from you only if you are willing to have it removed. While you are unconscious, a component can be removed by anyone. Affixing or removing an attached component is a minor action. Affixing or removing an embedded component takes 5 minutes.
Double weapons share the following traits. You must wield a double weapon in two hands to use it. A Small character cannot wield a double weapon unless the weapon has the small property. Wielding a double weapon is like wielding a weapon in each hand. In the table, the first line of the double weapons entry describes the end of the weapon wielded in your main hand. The indented line describes the weapons other end, wielded in your off-hand. The two ends of a double weapon can have different proficiency bonuses, damage, properties, and weapon groups. The weight and price entries represent the total for the weapon, rather than only one side. When adding an enchantment that requires a particular weapon type, at least one end of the weapon must match the requirement. For example, an urgrosh could gain the vorpal enchantment, even though only one end meets the requirement of heavy blade or axe. An enchanted double weapon gains all benefits of the enchantment on each end (even if one end would not normally qualify for the enchantment). This does not increase the frequency of use of any power possessed by the item; if you wield a double weapon with a daily power you can still only activate that power once per day.
DOuble WeapOnS
Component Traits
Page 113: Delete the last line of the Implement section. The staff is a one-handed implement. It can be embedded in one hand and used an implement, but it cannot be used as a weapon because a quarterstaff is a two-handed weapon.
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Goblin Totem
Page 56: In the items property, replace an additional with an item. This change limits the damage yield on the totem by ensuring it doesnt stack with item bonuses from other sources.
Goblin totem
Level 2+
This crude weapon is carved from bone, its handle wrapped in leather. Holding the totem makes you feel more capable of facing even formidably sized foes.
Lvl 2 +1 520 gp Lvl 17 +4 65,000 gp Lvl 7 +2 2,600 gp Lvl 22 +5 325,000 gp Lvl 12 +3 13,000 gp Lvl 27 +6 1,625,000 gp Weapon: Any Enhancement: Attack rolls and damage rolls Critical: +1d6 damage per plus Property: Your attacks with this weapon against a creature larger than you have an item bonus to damage rolls equal to the weapons enhancement bonus.
Sharn
Page 266: On the sharns Alignment line, replace Chaotic evil with Unaligned.
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Glamor Blade
swordmage Attack 9
As you cut into your foe, the air shimmers around you for a split second, and then two of you stand before the enemy.
Swordmage Warding
Page 26: Delete the third paragraph. As a defender, the swordmage is at a serious disadvantage compared to other defenders as a result of losing a significant AC bonus during combat.
Daily Arcane, Conjuration, Weapon standard Action Melee weapon target: One creature Attack: Intelligence vs. AC Hit: 1[W] + Intelligence modifier damage. Effect: You conjure a duplicate of yourself on a solid surface in a square adjacent to the target. The duplicate lasts until the end of the encounter or until you drop to 0 hit points or fewer. Enemies cannot move through the duplicates space, but allies can. The duplicate disappears if you end any turn more than 5 squares away from it. You and the duplicate share your statistics and actions. Actions the duplicate takes come from your normal allotment of actions, and it can take any actions normally available to you. You can make attacks, including opportunity attacks, as though you occupied the same space as the duplicate. The duplicate can be targeted by attacks and provokes opportunity attacks. Any effect that targets you and the duplicate affects you only once.
Booming Blade
Page 27: In the Hit line, replace start of its turn and moves away with start of its next turn and moves away during that turn.
Bolstering Warding
Page 31: Replace each turn with your turn.
Burning Blade
Page 28: Above the Attack line, add Target: One creature. The Target line was missing.
Bounding Lightning
Page 33: On the Hit lines, replace [W] with d8. The power is an implement attack and should not be doing [W] damage.
Corrosive Ruin
Page 29: On the Hit line, replace [W] with d8. The power is an implement attack and should not be doing [W] damage.
Darkspiral Aura
Page 35: From the first line of the third paragraph, remove Once per round as a free action,.
Lingering Lightning
Page 29: On the Hit line, replace [W] with d8. The power is an implement attack and should not be doing [W] damage.
Spellscarred Powers
Page 41: Add the following paragraph to the Spellscarred Powers introduction: Spellscarred learn to focus the energy of the Spellplague through familiar tools. A spellscarred can use his or her classs implements, as well as implements he or she can wield because of a feat, with spellscarred powers that have the implement keyword.
Electrified Lash
Page 29: On the Hit line, replace [W] with d8. The power is an implement attack and should not be doing [W] damage.
Glamor Blade
Page 30: Replace the powers Effect entry with the text in the power below. This change clarifies that you share statistics rather than the duplicate having a separate set of statistics and items (most notably, consumables). It also clarifies that you cannot gain extra healing from effects that would target you and the duplicate.
Metamorphosis of Spellflame
Page 46: This power now has a range of 10.
Shyran Cataclysm
Page 47: Replace Weapon keyword with Implement keyword. In the top line of the power, add Attack between Anarch of Shyr and 20. Attack information is missing from the header.
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Earthsurge
Page 52: In the Effect line, add until the end of your next turn to the end of the second sentence.
should take into account future aegises, such as the one that appears in Arcane Power.
Total Aegis
Page 139: In the first sentence of the Benefit line, replace aegis of shielding power or aegis of assault power with Swordmage Aegis power. This feat should take into account future aegises, such as the one that appears in Arcane Power.
Tempest Burst
Page 53: In the Attack line, add + 5 after Strength, Dexterity, and Constitution.
Elemental Fury
Page 53: In the Attack line, add + 6 after Strength, Dexterity, and Constitution.
Argent Arrow
Page 57: In the Special line, replace total cover with superior cover.
Spellfire Healing
Page 64: Add the Healing keyword.
Assassin Shadow
Page 67: In the Attack and Hit entries, replace Strength with Intelligence. This revision syncs up the ability score modifier of the powers damage with the swordmages primary ability score.
Feat Power
Tumbling Gale
Page 70: Add within 10 squares after Area burst 2 in the Range line.
Firesoul Conflragration
Page 71: In the Hit line, add modifier after Strength or Constitution.
Encounter Divine Minor Action Personal Effect: If you hit with the next weapon attack that you make before the end of your next turn and it isnt a critical hit, you roll the extra damage dice that you would roll if you scored a critical hit and deal the result as extra damage. If the attack is a critical hit, its extra damage is maximized. special: You must take the Righteous Rage of Tempus feat to use this power.
Renewing Dawn
Page 73: In the Effect line, add before the end of your next turn after When you or one of your allies spends a healing surge.
Merciless Killer
Page 138: In the Benefit line, add against that enemy to the end of the sentence.
Blade Initiate
Page 139: In the Benefit section, add as a minor action to the end of the second sentence. At the end of the Benefit section, add In addition, you can use swordmage implements.
Double Aegis
Page 138: In the first sentence of the Benefit line, replace aegis of shielding power or aegis of assault power with Swordmage Aegis power. This feat
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heroes lAnds
oF the
FAllen
Power Strike
Page 132, 155: Change the action type to No Action, change the range to Special, delete the Target line, and replace target with enemy in the Effect entry. The power has been reproduced below for clarity.
Power strike
Fighter Attack
By pushing yourself beyond your normal limits, you unleash your full wrath against a foe.
Encounter Martial, Weapon no Action special trigger: You hit an enemy with a melee basic attack using a weapon. Effect: The enemy takes 1[W] extra damage from the triggering attack. Level 17: 2[W] extra damage. Level 27: 3[W] extra damage.
Cunning Escape
Page 181: Change the action typ from an immediate reaction to an immediate interrupt.
Mages Spellbook
Page 200: Replace the first three sentences of the second paragraph with the following. Find your level on the Spells Prepared per Day table. The row corresponding to your level indicates how many encounter attack powers, daily attack powers, and utility powers you are allowed to prepare each day. You cannot prepare more than one encounter attack power, daily attack power, or utility power of any given level on the same day.
Shield of Deflection
Page 349: Add Prerequisite: Any above the Item Slot: Arms line.
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Power strike
Ranger Attack
By pushing yourself beyond your normal limits, you unleash your full wrath against a foe.
Encounter Martial, Weapon no Action special trigger: You hit an enemy with a melee basic attack using a weapon. Effect: The enemy takes 1[W] extra damage from the triggering attack. Level 17: 2[W] extra damage. Level 27: 3[W] extra damage.
Resolute Scout
Page 196: Delete this entry from the Scout Epic Tier table. Its inclusion was an error.
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m AnuAl PlAnes
oF the
In a flash of light, you and a nearby ally vanish, reappearing only after you have switched positions.
Encounter Arcane, teleportation, Weapon standard Action Melee weapon target: One creature Effect: Before the attack, you and an ally within 10 squares of you swap places, teleporting into each others space. Each enemy adjacent to you grants combat advantage to you, and each enemy adjacent to the ally grants combat advantage to him or her until the end of your next turn. secondary target: One enemy Attack: Intelligence vs. AC Hit: 3[W] + Intelligence modifier damage.
Level 16+
These gauntlets are perpetually stained with blood and were originally crafted by elementals to help slay immortals.
Lvl 16 45,000 gp Lvl 26 1,125,000 gp Item slot: Hands Property: You gain a +3 item bonus to damage rolls against creatures that have the immortal origin. Level 26: +5 item bonus. Power (Daily): Free Action. Use this power when you hit a creature with the immortal origin. The creature takes ongoing 10 damage (save ends). Level 26: Ongoing 15 damage (save ends).
Level 3+
This crystal rod allows you to distort time as you cast a spell, depriving an enemy of the opportunity to retaliate.
Lvl 3 +1 680 gp Lvl 18 +4 85,000 gp Lvl 8 +2 3,400 gp Lvl 23 +5 425,000 gp Lvl 13 +3 17,000 gp Lvl 28 +6 2,125,000 gp Implement (Rod) Enhancement: Attack rolls and damage rolls Critical: +1d6 damage per plus Power (Encounter): Free Action. Use this power when you make a ranged attack using this implement. The attack does not provoke an opportunity attack.
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m ArtiAl Power
Battlerager Vigor
Page 6: Add You gain the hit points only after the attack is resolved to the end of the first two paragraphs. This change provides clearer timing for the acquisition of the temporary hit points. This update ensures that a character does not gain the benefit of the features third paragraph on the same attack granting temporary hit points to him or her. Old Update: Delete the first two paragraphs and replace them with the following text. The first two paragraphs of original text were removed because they allowed the battlerager to gain excessive temporary hit points and thus ignore most standard monster attacks and all minion attacks. Whenever you hit an enemy with a melee or a close attack, you gain temporary hit points equal to your Constitution modifier, plus any temporary hit points normally granted by the power. You gain the hit points only after the attack is resolved If you use an invigorating fighter attack power and miss every target with it, you gain temporary hit points equal to your Constitution modifier. You gain the hit points only after the attack is resolved.
Footwork Lure
Fighter Attack 1
You press the attack, engaging your enemy before falling back and drawing him after you.
At-Will Martial, Weapon standard Action Melee weapon target: One creature Attack: Strength vs. AC Hit: 1[W] + Strength modifier damage. You can shift 1 square and slide the target 1 square into the space you left.
Advance Lunge
Page 10: Add Target: One creature above the Attack line.
Quicksilver Stance
Page 16: In the first sentence of the effect line, replace 1 square with half your speed and 2 squares with your speed. Also in the first sentence, replace move action with standard action. This change helps balance the damage output of this power.
Quicksilver stance
Fighter Attack 15
Like liquid metal, you flow wherever the gravity of battle carries you.
Dual Strike
Page 7: Replace the powers Target, Attack, and Hit lines. This revision updates the powers format for clarity, and it revises the power to distribute the damage between two targets.
Daily Martial, stance Minor Action Personal Effect: Until the stance ends, you can shift half your speed (or your speed if you arent wearing heavy armor) and make a melee basic attack as a standard action. If you have combat advantage against the target of the attack and hit, the attack deals extra damage equal to your Wisdom modifier.
Dual strike
Fighter Attack 1
Unfailing Resources
Page 25: In the second paragraph of the path feature, replace free action with minor action. This change helps mitigate the power of this path feature by preventing it from being used when it is not your turn. Unfailing Resources (11th level): Your maximum hit point value increases by 10. As a minor action, you can take 10 damage to save automatically against an effect that a save can end. You must have at least 10 hit points to use this ability, and you cant reduce this damage by any means.
You lash out quickly and follow up faster, delivering two small wounds.
At-Will Martial, Weapon standard Action Melee weapon Requirement: You must be wielding two melee weapons. Primary target: One creature Primary Attack: Strength vs. AC (main weapon) Hit: 1[W] damage. Effect: Make a secondary attack. secondary target: One creature other than the primary target secondary Attack: Strength vs. AC (off-hand weapon) Hit: 1[W] damage. Level 21: 2[W] damage per attack.
Line-Breaker Assault
Page 25: On the Hit line, add 3 squares between target and to. This change prevents a player from using the power to slide an enemy throughout the battlefield.
Footwork Lure
Page 7: On the Hit line, add 1 square between target and into. This change prevents a player from using the power to slide an enemy throughout the battlefield. Below the Hit line, add Increase damage to 2[W] + Strength modifier at 21st level.
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Line-Breaker Assault
Dreadnought Attack 20
Your hammering strike knocks your foe where you want it and leaves it staggering.
Feral Diversion
Page 61: In the Hit line, replace Strength modifier with beasts Strength modifier and Dexterity modifier with beasts Dexterity modifier.
Daily Martial, Reliable, Weapon standard Action Melee weapon target: One creature Attack: Strength vs. Fortitude Hit: 3[W] + Strength modifier damage, and you slide the target 3 squares to an adjacent space. The target is dazed (save ends). Effect: You gain resist 5 to all damage until the start of your next turn.
Twin-Soul Strike
Page 61: In the second Hit line, replace Strength modifier with beasts Strength modifier and Dexterity modifier with beasts Dexterity modifier.
Spitting-Cobra Stance
Page 47: In the Effect line, replace opportunity action with immediate reaction. As previously written, a party that keeps withdrawing from enemies and toward the ranger each turn allows the ranger to continuously attack every enemy. This change helps balance the damage output of this power.
spitting-Cobra stance
Ranger Attack 5
Wanderers Action
Page 64: Replace the path features text with the following: When you spend an action point to take an extra action, you can also take a move action before or after that action. This path feature combined with the Warmaster epic destiny allows a character to take an infinite number of move actions. This change closes this loophole. Wanderers Action (11th Level): When you spend an action point to take an extra action, you can also take a move action before or after that action.
You stand ready to launch a quick attack against any foe that menaces you.
Daily Martial, stance, Weapon Minor Action Personal Effect: Until the stance ends, you can make a ranged basic attack as an immediate reaction against any enemy within 5 squares of you that moves closer to you.
Eruption of Steel
Page 58: In the Primary Attack entry, delete , two attacks. In the Hit entry, add (main weapon) + 2[W] (off-hand weapon) after 2[W]. Also in the Hit entry and Miss entry, delete per attack. This update brings the powers damage in line with other powers of the same level.
Bleed Away
Page 66: In the Effect line, add (save ends) after ongoing 10 damage.
Eruption of steel
After attacking with each of your weapons, you pause just long enough to find new targets for your furious assault.
Bolstering Stride
Page 70: The power now lets you move speed + 2 instead of just your speed.
Effect: You move up to your speed + 2 squares, ending in a square adjacent to an ally. You then gain temporary hit points equal to 2d8 + your Constitution modifier.
Daily Martial, Weapon standard Action Melee or Ranged weapon Requirement: You must be wielding two melee weapons. Primary target: One creature Primary Attack: Strength vs. AC (melee; main weapon and off-hand weapon) or Dexterity vs. AC (ranged) Hit: 2[W] (main weapon) + 2[W] (off-hand weapon) + Strength modifier + Dexterity modifier damage. Miss: Half damage. Effect: Make a secondary attack. secondary targets: One or two creatures other than the primary target secondary Attack: Strength vs. AC (melee; main weapon and off-hand weapon) or Dexterity vs. AC (ranged), one attack per target Hit: 1[W] + Strength modifier + Dexterity modifier damage. Miss: Half damage.
Ruthless Ruffian
Page 73: In the first sentence of the Ruthless Ruffian class feature, add or rogue paragon path power after rogue power.
Downward Spiral
Page 76: Add the Weapon keyword.
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Brisk Stride
Page 79: The power is an encounter power and should have a red stripe, not a black stripe.
Deadly Returns
Page 107: Next to the Action line, add Melee weapon range.
War of Attrition
Page 108: In the powers Inspiring Presence entry, add to damage rolls between bonus and equals. This update keeps the bonus to attack rolls in line with expectations at higher level, when a characters Charisma modifier is very high.
Bladed Fusillade
Page 92: In the Keywords line, replace Encounter with Daily.
War of Attrition
Warlord Attack 7
Thick As Thieves
Page 93: Add against the flanked creature after to melee damage rolls.
Little by little, your allies turn the tide against the enemy.
Gloom Wrath
Page 99: Replace the feature with the following text: When you use infernal wrath, you gain combat advantage against the target of the power until the end of your next turn. This update syncs up this text with the revision to infernal wrath. Gloom Wrath (16th level): When you use infernal wrath, you gain combat advantage against the target of the power until the end of your next turn.
Encounter Martial, Weapon standard Action Melee weapon target: One creature Attack: Strength vs. AC Hit: 2[W] + Strength modifier damage. Until the start of your next turn, any ally who can see you gains a +1 power bonus to attack rolls and damage rolls with basic attacks and at-will powers. Inspiring Presence: The bonus to damage rolls equals your Charisma modifier.
Quickening Order
Page 113: In the Action Type entry, replace No Action with Free Action. In the items Effect entry, add power before each occurrence of bonus. In addition, delete attack rolls and. The former text granted too much accuracy, which, when combined with a high initiative bonus, yielded too much PC damage. The change in action type prevents a sleeping or otherwise unconscious warlord from using the power.
Hammer Formation
Page 103: In the Hit line, add weapon before attack.
Guileful Switch
Page 107: Replace Minor Action with Free Action. Add the following line above the Effect line: Requirement: You must use this power during your turn before you take any other actions. This revision updates the action type and adds a requirement. This revision prevents a character from using this power to gain extra actions by switching with an ally after expending a move and a standard action during his or her turn.
Quickening order
Warlord utility 22
You aim to win the fight before your foes can respond.
Guileful switch
Warlord utility 6
Daily Martial Free Action Close burst 10 trigger: You and your allies make initiative checks at the beginning of an encounter targets: You and each ally in burst Effect: Each target gains a power bonus to the initiative check equal to your Intelligence modifier, and during each targets first turn, he or she gains a power bonus to damage rolls equal to your Intelligence modifier.
You spring a trap on your opponents, surprising them with your clever stratagem.
Encounter Martial Free Action Personal Requirement: You must use this power during your turn before you take any other actions. Effect: You and one ally you can see switch places in the initiative order. Your turn ends when you use this power, and the ally takes his or her next turn immediately, even if he or she has already acted during this round. You then act when your ally would have acted.
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Benefit: When you use the infernal wrath racial power against an enemy marked by you, you gain a +1 bonus to attack rolls against that enemy until it is no longer marked by you.
Rattling Wrath
Page 138: Replace the Benefit entry with the following text: When you use your infernal wrath racial power, any rattling powers you use against the target before the end of your next turn apply a 4 penalty to the targets attack rolls instead of a 2 penalty. This update syncs up this text with the revision to infernal wrath. Benefit: When you use your infernal wrath racial power, any rattling powers you use against the target before the end of your next turn apply a 4 penalty to the targets attack rolls instead of a 2 penalty.
Cunning Ambusher
Page 133: Replace the Benefit entry with the following text: If you use infernal wrath when you have combat advantage against the target, you gain a bonus to the damage roll equal to your Dexterity modifier. This update syncs up this text with the revision to infernal wrath. Benefit: If you use infernal wrath when you have combat advantage against the target, you gain a bonus to the damage roll equal to your Dexterity modifier.
Dwarf Stoneblood
Page 133: Replace the Benefit line with the following: Benefit: You gain a +2 feat bonus to the number of temporary hit points you gain from using an invigorating power. The bonus increases to 4 at 11th level and 6 at 21st level. This update revises the previous Benefit line to work with revised Battlerager Vigor class feature. Prerequisites: Dwarf, fighter, Battlerager Vigor class feature Benefit: You gain a +2 feat bonus to the number of temporary hit points you gain from using an invigorating power. The bonus increases to 4 at 11th level and 6 at 21st level.
Unbalancing Wrath
Page 140: Replace the Benefit entry with the following text: The target of your infernal wrath grants combat advantage to your allies until the end of the targets next turn. This update syncs up this text with the revision to infernal wrath. Benefit: The target of your infernal wrath grants combat advantage to your allies until the end of the targets next turn.
Fey Charge
Page 143: In the first sentence of the Benefit entry, replace use with expend. This change clarifies that a character who has Fey Charge is not actually using fey step when making the charge and thus does not gain the benefit of features or feats like Eladrin Swordmage Advance or Fey Gambit. Instead, the power is treated as a resource that is traded for the ability to teleport as part of the charge. Benefit: When you charge, you can expend your fey step racial power as a free action to replace up to 5 squares of your charge movement with teleportation. If the charge attack hits, you do not expend fey step.
Improved Vigor
Page 136: Replace the Benefit line with the following: Benefit: You gain a +1 feat bonus to the number of temporary hit points you gain from using an invigorating power. The bonus increases to 2 at 11th level and 3 at 21st level. This update revises the previous Benefit line to work with revised Battlerager Vigor class feature. Prerequisites: Fighter, trained in Endurance Benefit: You gain a +1 feat bonus to the number of temporary hit points you gain from using an invigorating power. The bonus increases to 2 at 11th level and 3 at 21st level.
Fiendish Defender
Page 143: Replace the Benefit entry with the following text: Your infernal wrath can also be triggered by an enemy marked by you that hits an ally with an attack that doesnt include you as a target. This update syncs up this text with the revision to infernal wrath. Benefit: Your infernal wrath can also be triggered by an enemy marked by you that hits an ally with an attack that doesnt include you as a target.
Lingering Wrath
Page 137: In the Benefit entry, replace the bonuses from infernal wrath with a +1 bonus to attack rolls. This update syncs up this text with the revision to infernal wrath.
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Wrathful Hunter
Page 145: In the Benefit entry, replace (instead of +1) with made before the end of your next turn. This update syncs up this text with the revision to infernal wrath. Benefit: If you use your infernal wrath racial power against your quarry, you gain a +3 power bonus to your next attack against the target made before the end of your next turn.
Marked Scourge
Page 144: Replace the text on the Benefit line with the following: Once per round, you can add your Wisdom modifier to your damage roll against an enemy marked by you.
Infernal Warrior
Page 147: In the Benefit entry, delete as a free action. This update syncs up this text with the revision to infernal wrath. Benefit: When an enemy scores a critical hit against you, you can use your infernal wrath racial power against that enemy, even if you have already used the power this encounter.
Reckless Attacker
Page 144: Replace the first sentence of the Benefit entry with the following: The first time you score a critical hit with a fighter attack power on your turn, you can make a melee basic attack as a free action. Due to multiattack powers, this feat allows a character to deal a disproportionate amount of damage. This change helps balance the damage output. Benefit: The first time you score a critical hit with a fighter attack power on your turn, you can make a melee basic attack as a free action. If you do so, you take a 2 penalty to AC until the end of your next turn.
Rending Tempest
Page 148: Replace the feats Benefit entry with the text below. The feats former text was confusing, requiring a user to attack with two weapons simultaneously to trigger the benefit. This change reflects the feats intent. Benefit: During your turn, when you hit a target with a melee attack using a power that requires the use of two weapons, the target takes 1[W] extra damage (off-hand weapon) when you hit it with any other melee attacks until the end of that turn.
Roundabout Charge
Page 144: Replace the feats Benefit entry with the text below. This update revises the feat to work with the new charge rules. Benefit: When you charge, each square of your movement need not bring you closer to the target of your charge, but you must start the charge at least 3 squares away from the target.
Warlords Formation
Page 144: In the Benefit entry, replace the first sentence with the following sentence: When you use the aid another, aid attack, or aid defense action, you can target up to two allies with that action. Delete the second sentence. This update syncs up the feat with the revised aid attack, aid defense, and aid another rules. Benefit: When you use the aid another, aid attack, or aid defense action, you can target up to two allies with that action.
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m ArtiAl Power 2
Brawler Style
Page 6: In the Brawler Style section, add or grabbing a creature after is free in the first sentence. This change reflects the features original intent, which is to supplement the brawling fighters defenses because it cannot benefit from a normal shield. This revision also prevents the brawling fighters defenses from going up and down from round to round.
Cunning Sneak
Page 56: In the second paragraph of the feature, replace a move action with your movement. This change updates the feature to reflect recent revisions in the Stealth rules.
Hobble
Page 61: Delete the Reliable keyword. The power already has an Effect entry and does not need the keyword for balance.
Brawler Style
Page 6: Replace the second paragraph of the Brawler Style section with the following text. In addition, delete the third paragraph. This change ensures that a character benefitting from this class feature isnt gaining an enhancement bonus to attack rolls from another source, such as the monks ki focus. In addition, you gain a +2 enhancement bonus to the attack rolls of unarmed attacks and a +2 bonus to the attack rolls of grab attacks and attacks to move a creature youre grabbing. These bonuses increase to +4 at 11th level and +6 at 21st level.
Kiss of Death
Page 71: In the second sentence of the Effect entry, replace a free action with an opportunity action. This change prevents a characters attack as a result of this power from being recursive.
Insightful Presence
Page 82: At the end of the feature, replace end of your next turn with start of his or her next turn. This fix ensures that a character gains the benefit of the feature for a full round.
Intuitive Strike
Page 83: In the Hit entry, replace a bonus to the attack roll equal to 1 + your Wisdom or Charisma modifier instead of the normal +2 bonus with a +2 power bonus to the attack roll. At higher level, the previous Hit entrys text virtually guarantees a hit when used by a warlord build that has a high Wisdom or Charisma. This change brings the bonus to attack rolls in line with expectations for at-will attack powers.
Crushing Foot
Page 11: In the Hit entry, add on its turn after cannot move. This update clarifies the duration of the targets inability to move after you hit it each time.
Dervishs Challenge
Page 11: In the Action Type entry, replace Minor with Standard. Replace the range with Melee weapon. The action type and range were incorrect.
Create a Target
Page 85: In the last sentence of the Hit entry, replace as a free action with as an opportunity action. This change limits chains of attacks that use forced movement to kill an enemy in a single turn.
Steel Challenge
Page 28: Add the following sentence at the end of the features current text: The mark lasts until the end of the enemys next turn. The marked condition lacked a duration.
Resourceful Triumph
Page 95: In the Hit entry, replace your turn with its turn. The powers previous duration prevents the stunned condition from affecting the target for the intended duration.
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Versatile Rogue
Page 145: In the Prerequisite entry, add Rogue Tactics class feature after rogue. This update changes the feat to reflect the original intent. The feat is not intended to give multiclassing characters access to Rogue Tactics.
Armored Warlord
Page 131: In the Prerequisite entry, add , proficiency with chainmail to the end of the list of prerequisites. This update prevents a hybrid warlord from bypassing other armor requirements and prevents the archer warlord from too easily regaining the proficiency it was supposed to forgo as part of its Archer Warlord class feature.
Sign of Challenge
Page 159: In the powers Usage entry, replace Encounter with Daily. Also, at the end of the Effect entry, add These benefits last until the end of the encounter. This update gives the power a duration and brings it in line with other level 30 features.
Brawler Guard
Page 131: At the end of the feats Benefit entry, add or grabbing a creature. This change reflects the feats original intent, which is to supplement the brawling fighters defenses because it cannot benefit from a normal shield. This revision also prevents the brawling fighters defenses from going up and down from round to round.
Explosive Leader
Page 133: In the Prerequisite entry, replace earthshock, firepulse, or promise of storm with earthshock or firepulse. In the Benefit entry, replace the first comma with or and delete , or promise of storm. Promise of storm is not an attack power, so you cannot hit an enemy with it.
Martial Ploy
Page 137: Replace the first sentence of the feats Benefit entry. This update syncs up the feat with the revised aid attack, aid defense, and aid another rules.
Warforged Superiority
Page 140: In the Benefit entry, delete granted by Combat Superiority. Combat Superiority does not grant opportunity attacks, so the text is meaningless. Combat Superiority remains a prerequisite of the feat, though.
Warpath Leader
Page 140: Add until the end of that turn to the end of the Benefit entry. This update adds a duration to the feats bonus.
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monster m AnuAl
Action
Page 7: In the first sentence of the Sustain definition, replace start of its next turn with end of its next turn. Otherwise, the monster cannot ever sustain its power because the duration ends before it can spend the necessary action. Sustain: The monster can sustain the powers effect until the end of its next turn, usually as a standard or minor action. If the power requires an attack roll, the attack must succeed before the monster can sustain the power.
Feymire Crocodile
Page 45: Replace swallow, with the following text.
M swallow (standard; at-will) The feymire crocodile tries to swallow a bloodied Medium or smaller creature it is grabbing: +15 vs. Fortitude; the target is swallowed. The swallowed target is inside the feymire crocodile and is dazed and restrained until it is no longer swallowed. The swallowed target has line of sight and line of effect only to the feymire crocodile, and no creature has line of sight or line of effect to the swallowed target. The only attacks the swallowed target can make are basic attacks. At the start of each of the feymire crocodiles turns, the swallowed target takes 10 damage. When the feymire crocodile dies, the target is no longer swallowed and can escape as a move action, appearing in the feymire crocodiles former space.
Effect
Page 7: Replace the third paragraph with the following text. Some powers deal damage that combines two or more damage types. Resistance doesnt reduce damage unless the target has resistance to each type of damage from the attack, and then only the weakest of the resistances applies.
Cyclops Battleweaver
Page 48: In the evil eye power, replace the attacks text with the following text: Ranged 20; the target takes a 2 penalty to speed until the end of the encounter or until the cyclops battleweaver uses evil eye on a different target. This change adds a duration to the effect.
R Evil Eye (minor; at-will) Ranged 20; the target takes a 2 penalty to speed until the end of the encounter or until the cyclops battleweaver uses evil eye on a different target.
Angel of Battle
Page 14: Replace HP 296 with HP 148 and Bloodied 148 with Bloodied 74.
HP 148; Bloodied 74
Evistro
Page 54: Replace the claws damage: 1d8 + 5 damage with 1d12 + 5 damage.
m Claws (standard; at-will)
Cave Bear
Page 29: Replace the claw damage: 1d8 + 5 damage with 2d8 + 5 damage. Replace the cave bear frenzy damage: 1d8 + 5 damage with 2d8 + 5 damage.
m Claw (standard; at-will)
Mezzodemon
Page 58: Replace Large with Medium on the second line of the statistics block.
Mezzodemon Level 11 Soldier
+10 vs. AC; 2d8 + 5 damage. C Cave Bear Frenzy (standard; recharge ) Close burst 1; targets enemies; +10 vs. AC; 2d8 + 5 damage.
XP 600
Eye of Flame
Page 32: Replace HP 240 with HP 204.
HP 204; Bloodied 102; see also fiery burst
Imp
Page 63: Add Reach 0 to both of the creatures attacks.
m Bite (standard; at-will)
Reach 0; +7 vs. AC; 1d6 + 1 damage. M tail sting (standard; recharges when the imp uses vanish) Poison Reach 0; +8 vs. AC; 1d8 + 3 damage, and the imp makes a secondary attack against the same target. Secondary Attack: +5 vs. Fortitude; the target takes ongoing 5 poison damage and a 2 penalty to Will defense (save ends both).
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Efreet Pyresinger
Page 99: In the sheets of flame power, replace the attacks text with the following text: Area burst 3 within 20; the burst creates a zone of roaring flame that lasts until the end of the encounter. Any creature that enters the zone or starts its turn there takes 10 re damage. The zone blocks line of sight.
A sheets of Flame (standard; recharge ) Fire Area burst 3 within 20; the burst creates a zone of roaring flame that lasts until the end of the encounter. Any creature that enters the zone or starts its turn there takes 10 re damage. The zone blocks line of sight.
Efreet Karadjin
Page 100: Replace the attack bonus of scimitar of horrendous flame: +27 with +35.
m scimitar of Horrendous Flame (standard; at-will) Fire,
+8 vs. AC; 1d6 + 2 damage, or 2d6 + 2 damage against a prne target. M Pull Down (minor 1/round; at-will) +3 vs. Fortitude; the target is knocked prone.
Weapon Reach 2; +35 vs. AC; 2d10 + 9 damage (crit 6d10 + 29) plus 1d10 fire damage, and the target takes ongoing 15 fire damage and is immobilized (save ends both). Aftereffect: Ongoing 15 fire damage (save ends). Saving throws against this power take a 2 penalty.
Pseudodragon
Page 91: Replace Tiny with Small for the creatures size.
Pseudodragon Level 3 Lurker
XP 150
Drow Warrior
Page 94: Replace the rapier attacks (X2) with and the drow warrior makes a secondary attack against the same target. Secondary Attack: +13 vs. Fortitude; see drow poison for the effect.
m Rapier (standard; at-will) Poison, Weapon
Death Giant
Page 120: Replace the greataxe damage: 2d6 + 9 damage (crit 6d6 + 21) with 4d6 + 9 damage (crit 12d6 + 33).
m Greataxe (standard; at-will) Weapon
+14 vs. AC; 1d8 + 4 damage, and the drow warrior makes a secondary attack against the same target. Secondary Attack: +13 vs. Fortitude; see drow poison for the effect.
Efreet Cinderlord
Page 98: In the efreets fan the flames attack, delete Area burst 2 centered on target;.
R Fan the Flames (standard; at-will) Fire Ranged 20; affects only a target taking ongoing fire damage; automatic hit; the target takes 3d6 fire damage, and the efreet makes a secondary attack against all creatures adjacent to the target. Secondary Attack: +17 vs. Reflex; 2d6 fire damage. Miss: Half damage.
Hill Giant
Page 121: Replace the greatclub damage: 1d10 + 5 damage with 2d10 + 7 damage.
m Greatclub (standard; at-will) Weapon
Githyanki Warrior
Page 128: In the githyankis telekinetic grasp attack, delete sustain minor;.
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Githzerai Mindmage
Page 131: In the githzerais accurate mind ability, replace total cover with superior cover.
Accurate Mind The githzerai mindmages ranged attacks ignore cover and concealment (but not superior cover or total concealment).
Mind Flayers
Page 188: In the third line of both mind flayer statistics blocks, add darkvision after the Perception bonus.
Gnome Arcanist
Page 134: In aura of illusion, delete and can hide in the aura.
Aura of Illusion (Illusion) aura 5; the gnome arcanist and all allies in the aura gain concealment.
Goblin Underboss
Page 138: Add Saving Throws +2 and Actions Points 1
Night Hag
Page 151: In the night hags statistics block, replace no save in the wave of sleep power with save ends.
C Wave of sleep (standard; recharge ) Psychic, sleep Close blast 5; +17 vs. Will; 1d8 + 3 psychic damage, and the target is dazed (save ends). First Failed Saving Throw: The target falls unconscious (save ends).
Bone Naga
Page 194: In the death rattle aura, add until the start of their next turns to the end of the sentence. The update to the aura description required a duration to be added to this aura.
Death Rattle (necrotic) aura 2; enemies that start their turns in the aura are dazed until the start of their next turns.
Kobold
Page 167169: In the second line of all the kobold statistics blocks, add the reptile keyword.
Small natural humanoid (reptile)
Ogre Savage
Page 199: Replace the greatclub damage: 1d10 + 5 damage with 2d10 + 5 damage.
m Greatclub (standard; at-will) Weapon
Filth Fever
Page 180: Replace Endurance stable DC 16, improve 21 with Endurance improve DC 16, maintain DC 11, worsen DC 10 or lower.
Moon Frenzy
Page 181: Replace Endurance stable DC 20, improve 24 with Endurance improve DC 19, maintain DC 14, worsen DC 13 or lower.
Gelatinous Cube
Page 202: Replace the slam damage: 1d6 + 2 damage with 2d6 + 2 damage.
m slam (standard; at-will)
+23 vs. AC; 1d6 + 7 damage, and the target takes ongoing 10 acid and poison damage (save ends).
+10 vs. Fortitude; 2d6 + 2 damage, and the target is immobilized (save ends).
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Aspect of Orcus
Page 208: Replace skull mace damage: 1d10 + 10 damage with 2d10 + 5 damage.
m skull Mace (standard; at-will) necrotic, Weapon
Stormclaw Scorpion
Page 229: In the reactive sting power, replace immediate reaction with immediate interrupt. The escape action allows a character to shift as part of his or her escape, so one could escape the reach of this attack before the scorpion could make it.
M Reactive sting (immediate interrupt, when an enemy grabbed by the scorpion escapes; at-will) The stormclaw scorpion makes a sting attack against the enemy.
Reach 2; +27 vs. AC; 2d10 + 5 damage, and the target is weakened (save ends).
Filth Fever
Page 211: Replace Endurance stable DC 16, improve 21 with Endurance improve DC 16, maintain DC 11, worsen DC 10 or lower.
Hellstinger Scorpion
Page 229: In the reactive sting power, replace immediate reaction with immediate interrupt. The escape action allows a character to shift as part of his or her escape, so one could escape the reach of this attack before the scorpion could make it.
M Reactive sting (immediate interrupt, when an enemy grabbed by the scorpion escapes; at-will) The hellstinger scorpion makes a hellish sting attack against the enemy.
Purple Worm
Page 214: Replace the swallow attack text with the following text.
M swallow (standard; at-will) The purple worm tries to swallow a bloodied Medium or smaller creature it is grabbing: +21 vs. Fortitude; the target is swallowed. The swallowed target is inside the purple worm and is dazed and restrained until it is no longer swallowed. The swallowed target has line of sight and line of effect only to the purple worm, and no creature has line of sight or line of effect to the swallowed target. The only attacks the swallowed target can make are basic attacks. At the start of each of the purple worms turns, the swallowed target takes 10 damage plus 10 acid damage. When the purple worm dies, the target is no longer swallowed and can escape as a move action, appearing in the purple worms former space.
Shadar-kai Chainfighter
Page 230: In the Hit Points line, replace Bloodied 39 with Bloodied 34. The former value is incorrct.
HP 68; Bloodied 34
Shadar-kai Gloomblade
Page 230: In veil of shadows, replace the first sentence with The shadar-kai gloomblade turns invisible until the end of his turn and moves his speed.
Veil of shadows (move; at-will) Illusion The shadar-kai gloomblade turns invisible until the end of his turn and moves up to his speed. The gloomblade cannot use this power while bloodied.
Shadar-kai Warrior
Page 231: Replace shadowmail in the Equipment line with chainmail.
Filth Fever
Page 219: Replace Endurance stable DC 16, improve 21 with Endurance improve DC 16, maintain DC 11, worsen DC 10 or lower.
Chaos Phage
Page 239: Replace Endurance stable DC 26, improve 31 with Endurance improve DC 25, maintain DC 20, worsen DC 19 or lower.
Shadowraven Swarm
Page 243: Replace the third line of the statistics block with the following:
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Initiative +20
Blade Spider
Page 246: In the spiders combined attack power, replace at-will with encounter. In addition, add the following line to the end of the powers text. If the claw attack hits, instead of its normal effect, the attack deals ongoing 10 poison damage (save ends). This change limits the power of this trait when used by player characters.
M Combined Attack (while mounted by a friendly rider of 10th level or higher; encounter) Mount, Poison When the blade spiders rider makes a melee attack, the blade spider makes a claw attack as a free action against the same target. If the claw attack hits, instead of its normal effect, the attack deals ongoing 10 poison damage (save ends).
Aura: An aura is a continuous effect that affects all squares within the listed range of the originating creatures space. An aura does not affect the originating creature unless the text specifies otherwise. If auras overlap and impose penalties to the same roll or game statistic, a creature affected by the overlapping auras is subjected to the worst penalty; the penalties are not cumulative. For instance, if a creature is affected by three overlapping auras that each impose a 2 penalty to attack rolls, the creature takes a 2 penalty, not a 6 penalty.
Troglodyte Warrior
Page 252: Replace Large with Medium on the second line of the statistics block.
Medium natural humanoid (reptile) XP 175
Yuan-ti Abomination
Page 270: In the grasping coils power, add Reach 2; before +18 vs. Reflex. The creature cannot pull when it can only attack adjacent enemies, so the attack is intended to have reach.
M Grasping Coils (minor 1/round; at-will) Reach 2; +18 vs. Reflex; the target is pulled 1 square and grabbed (until escape). The yuan-ti abomination can grab only one creature at a time.
Aura
Page 280: Remove and effects imposed by an aura last until the end of the affected creatures next turn unless otherwise stated from the first paragraph. Replace the third paragraph of the aura section with the following text. This change removes the rule that prevents stacking in damage auras, ensuring that monsters are achieving correct damage output.
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monster m AnuAl 2
Angel of Retrieval
Page 8: Add 10 after Blindsight on the angels senses line. The blindsight lacked a range.
Initiative +20 senses Perception +22; blindsight 10
gives the power a duration and allows the powers recharge to compensate for the creature having multiple turns.
C Lightning Breath (standard; recharge ) Lightning Close blast 5; +17 vs. Reflex; 3d10 + 6 lightning damage and the target is dazed until the end of the targets next turn. Miss: Half damage.
Angel of Light
Page 9: In the death burst power, add ; 10 radiant damage after Fortitude. This adds the missing damage expression to the power.
C Death Burst (when the angel of light drops to 0 hit points) Radiant The angel of light explodes in a burst of radiant light: close burst 10; targets enemies; +26 vs. Fortitude; 10 radiant damage. Effect: Angels in the burst gain 10 temporary hit points.
Behir Stormsteed
Page 23: In the second line of the statistics block, add (mount) after Huge natural magical beast. Keyword was missing.
Behir Stormsteed Level 24 Soldier
XP 6,050
Primordial Colossus
Page 37: Replace the close attack icon for colossal slam with a normal close attack icon. The icon is an error.
C Colossal slam (standard; at-will) Acid, Cold, Fire, Lightning, thunder Close blast 3; +29 vs. AC; 3d10 + 14 damage, and the primordial colossus can make a secondary attack. Secondary Attack: close blast 3;+28 vs. Fortitude; 3d8 acid, cold, fire, lightning, and thunder damage, and the target is knocked prone.
Drakkoths
Page 90-91: In the size entry of all three drakkoths, replace Medium with Large. These creatures were intended to be Large size.
Drakkoth Ambusher Level 13 Skirmisher
Behir
Page 22: In the devour power, replace Sustain Minor with Sustain Free and replace takes 15 damage with takes 10 damage. This change ensures that the behir need not spend each of its single standard actions granted by lightning reflexes to sustain devour.
M Devour (standard; recharges when no creature is affected by this power) Reach 3; +19 vs. Reflex; 2d8 + 6 damage, and a Medium or smaller target is swallowed. A swallowed target is grabbed and restrained. A swallowed creature has line of sight and line of effect only to the behir, and no creature has line of sight or line of effect to it. A creature that escapes the grab is no longer swallowed and appears in a space adjacent to the behir. A behir can move normally while it has a target grabbed in this way. When the behir dies, the target can escape as a move action, appearing in the behirs former space. Sustain Free: The behir sustains the grab, and the target takes 10 damage.
XP 800
Drakkoth Rager
Drakkoth Venomshot
Level 16 Artillery
XP 1,400
Page 22: In the creatures lightning breath power, add until the end of the targets next turn after the target is dazed. In addition, in the powers usage, replace recharge 5 6 with recharge 6. This change
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r scorching Arrows (standard; at-will) Fire, Weapon The eladrin arcane archer makes the following attack twice: ranged 20/40; +10 vs. AC or Reflex (whichever is lower); 1d10 damage plus 1d6 fire damage.
Ambush Vine
XP 2,800
Wereboar
Page 158: In the Hit Points line, replace Bloodied 33 with Bloodied 30. The bloodied amount is incorrect.
Slaughterstone Slicer
Page 187: In bloodied bladestorm, replace the attacks text with the following: The slaughterstone slicer uses whirling bladestorm. The former text was incorrect because whirling bladestorm is not a recharge power.
C Bloodied Bladestorm (free, when first bloodied; encounter) The slaughterstone slicer uses whirling bladestorm.
Wood Woad
Page 214: In the wood woads natures mystery power, replace (a free action on the targets turn) with as a minor action. As a free action, there is no limit to or penalty for the number of skill check a character can attempt.
C natures Mystery (minor; encounter) Charm Close burst 2; targets one creature; no attack roll; the target takes a 2 penalty to attack rolls, all defenses, and saving throws (save ends). In addition, the target takes a 5 penalty to saving throws against this effect unless it succeeds on a DC 20 Nature check as a minor action.
Herald of Hadar
Page 196: In the hungry claws power, replace the attacks text with the following: The herald of Hadar makes the following attack twice: +18 vs. AC; 1d10 + 5 damage. The powers former text was recursive, and this change corrects the problem.
m Hungry Claws (standard; at-will) The herald of Hadar makes the following attack twice: +18 vs. AC; 1d10 + 5 damage.
Aura
Page 216: Replace the third paragraph of the section with the following text. This change removes the rule that prevents stacking in damage auras, ensuring that monsters are achieving correct damage output. If auras overlap and impose penalties to the same roll or game statistic, a creature affected by the overlapping auras is subjected to the worst penalty; the penalties are not cumulative. For instance, if a creature is affected by three overlapping auras that each impose a 2 penalty to attack rolls, the creature takes a 2 penalty, not a 6 penalty.
Troglodyte Deepscourge
Page 200: In debilitating ray, add +14 vs. Fortitude; after Ranged 10;. The power lacked an attack value.
Ambush Vine
Page 204: Replace XP 1,400 with XP 2,800. The experience value was incorrect.
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monster m AnuAl 3
Adult Volcanic Dragon
Page 72: In the dragons claw power, replace 89 with 8.
Hit: 2d8 + 5 damage, and the target loses all fire resistance until the end of the dragons next turn.
Su Ambusher
Page 189: In the su ambushers grasping claws power, replace Death with Encounter.
Grasping Claws Encounter Trigger: The ambusher drops to 0 hit points. Effect (Immediate Interrupt): The ambusher uses claw.
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monster vAult
Carrion Crawler Scuttler
Page 32: Change stunned in both bite and tentacles to dazed.
Orc Archer
Page 226: Savage demise should have a usage of Encounter.
Orc Savage
Page 226: Savage demise should have a usage of Encounter.
Death Knight
Page 42: Add soulsword to the end of the Equipment entry.
Orc Reaper
Page 227: Savage demise should have a usage of Encounter.
Orc Pummeler
Page 228: Savage demise should have a usage of Encounter.
Balor
Page 49: Death burst should have a usage of Encounter.
Orc Rampager
Page 228: Savage demise should have a usage of Encounter.
Bough Dryad
Page 93: Add the close attack icon to boon of life. This power should have a usage of Encounter.
Nabassu Gargoyle
Page 125: In stone form, add the following as a new second sentence: While in this form, the gargoyle cannot take actions except to end the effect.
Wind-Claw Owlbear
Page 237: Change beak snaps target to be (one creature stunned by the owlbear).
Abyssal Ghoul
Page 128: Dead blood should have a usage of Encounter.
Crag Roper
Page 249: In tentacle, change the roper pulls the target up to 5 squares to the roper grabs the target (escape DC 22).
Bladerager Troll
Page 274: Death burst should have a usage of Encounter.
Deathpledged Gnoll
Page 144: Claws of Yeenoghu should have a usage of Encounter.
Wraith Figment
Page 286: This creatures speed is 0.
Stone Golem
Page 162: Death burst should have a usage of Encounter.
Grasping Zombie
Page 293: In zombie grasp, change the Hit entry to 1d6 + 3 damage, and the zombie grabs the target (escape DC 12) if it does not have a creature grabbed.
Moldering Mummy
Page 213: Final curse should have a usage of Encounter.
Battletested Orc
Page 225: Savage demise should have a usage of Encounter.
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oPen grAve
Blood Elemental
Page 17: Replace darkvision with blindsight 10 on the elementals Senses line. The elemental has the blind keyword and thus had no way to detect creatures.
Initiative +11 senses Perception +5; blindsight 10
Crawling Gauntlet
Page 142: In the second line of the monster stat block, replace XP 200 with XP 38. Current experience amount is incorrect.
Hooded Master
Page 147: Add Ranged 5 to the death eagle attack power. The power lacked a range.
r Death Eagle (standard; at-will) necrotic Ranged 5; +20 vs. Reflex; 2d4 + 7 necrotic damage, and the target is weakened until the end of the hooded masters next turn.
Necrosphinx
Page 167: Replace the creatures defenses line with AC 31; Fortitude 29, Reflex 26, Will 31. The creatures current defenses are too high.
AC 31; Fortitude 29, Reflex 26, Will 31; see also sphinxs challenge
Paralyth
Page 184: In the pain lash power, replace 2d6 with 1d6. The creatures damage output is too high.
m Pain Lash (standard; at-will) +16 vs. AC; 1d6 + 6 damage, and the target is slowed until the end of the paralyths next turn.
Desecration
Page 139: In the Miss entry of the monsters dark plague power, replace Half damage, and the with The. This power deals no damage, so the former text in the Miss entry is incorrect.
C Dark Plague (when first bloodied and again when the desecration is reduced to 0 hit points) necrotic Close burst 20; targets enemies; +24 vs. Fortitude; the target is weakened (save ends). In addition, the target loses a healing surge. Miss: The target is weakened until the end of its next turn. The target does not lose a healing surge.
Infected Zombie
Page 217: Add the following disease, which is referenced in the infected zombie template.
Zombie Throng
Page 198: In the monsters HP and Bloodied entry, delete ; see also zombie horde weakness. The creature has no such power, so the reference is incorrect.
HP 121; Bloodied 60
Zombie Plague
Delivered by the foul bite of an infected zombie, when this disease kills its victim, it causes that creature to rise as an infected zombie.
Level 1+ Disease Attack: See the infected zombie template, page 217. Endurance improve DC 15 + one-half infected zombies level, stable DC 10 + one-half infected zombies level, worsen DC 9 + one-half infected zombies level or lower <> The target regains only half the normal number of <> Final state The afflicted hit points from healing effects. In addition, each creature dies and time the afflicted creature fails to improve, it takes immediately rises as an 5 necrotic damage (10 at paragon, 15 at epic) that infected zombie of the cannot be healed until the disease is removed. former creatures level.
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The <>Initial Effect The target target is regains only half the normal cured. hit points from healing effects.
PlAyers hAndbook
Retraining
Page 28: In the fourth sentence of the feat section, replace heroic tier feats with heroic tier feats and paragon tier feats.
Dilettante
Page 42: Replace an at-will power with a 1st-level at-will attack power.
Halfling
Page 44: When adding up your ability score bonuses, you now gain a +2 bonus to Dexterity and your choice of Constitution or Charisma.
Dwarf
Page 36: When adding up your ability score bonuses, you now gain a +2 bonus to Constitution and your choice of Strength or Wisdom.
Human
Page 46: When playing a human, you can now choose between taking a bonus at-will attack power from your class or gaining the heroic effort racial power.
Dragonborn
Page 34: When adding up your ability score bonuses, you now gain a +2 bonus to Charisma and your choice of Strength or Constitution.
Heroic Effort
Eladrin
Page 38: When adding up your ability score bonuses, you now gain a +2 bonus to Intelligence and your choice of Dexterity or Charisma.
Your grim focus and unbridled energy means that failure is not an option.
Encounter no Action Personal trigger: You miss with an attack or fail a saving throw. Effect: You gain a +4 racial bonus to the attack roll or the saving throw.
Elf
Page 40: When adding up your ability score bonuses, you now gain a +2 bonus to Dexterity and your choice of Wisdom or Intelligence.
Half Elf
Page 42: When adding up your ability score bonuses, you now gain a +2 bonus to Constitution and your choice of Wisdom or Charisma. In addition, when playing a half-elf, you can now choose between taking the Dilettante racial trait and the Knack for Success racial trait.
knack for success: You have the knack for success power.
Tiefling
Page 48: When adding up your ability score bonuses, you now gain a +2 bonus to Charisma and your choice of Constitution or Intelligence.
Infernal Wrath
Page 48: Replace the tieflings infernal wrath power with the following power. This revision brings the tieflings racial power in line with other racial powers.
Infernal Wrath
You call upon the hellfire burning in your soul to punish your enemy.
Your mere presence is enough to tip the balance of fortune for you and your allies.
Encounter Minor Action Close burst 5 target: You or one ally in the burst Effect: Choose one of the following. The target makes a saving throw. The target shifts up to 2 squares as a free action. The target gains a +2 power bonus to his or her next attack roll made before the end of his or her next turn. The target gains a +4 power bonus to his or her next skill check made before the end of his or her next turn.
Encounter Fire Free Action Close burst 10 trigger: An enemy within 10 squares of you hits you target: The triggering enemy in burst Effect: The target takes 1d6 + Intelligence or Charisma modifier fire damage. Level 11: 2d6 + Intelligence or Charisma modifier fire damage. Level 21: 3d6 + Intelligence or Charisma modifier fire damage.
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Keywords
Page 55: Replace the fourth paragraph with the following text. Resistance or immunity to one keyword of a power does not protect a target from the powers other effects. Also, resistance doesnt reduce damage unless the target has resistance to each type of damage from the attack, and then only the weakest of the resistances applies. For example, a character who has resist 10 lightning and resist 5 thunder who takes 15 lightning and thunder damage takes 10 damage because the resistance value to the combined damage types is limited by the lesser of the two resistances.
Reliable
Page 55: Replace text with Reliable: If you dont hit when using a reliable power, you dont expend the use of that power. Reliable: If you dont hit when using a reliable power, you dont expend the use of that power.
to implement powers, since such powers have their own ranges and damage expressions. Using an Implement as a Weapon: Most implements cannot be used as weapons. However, an implement like the staff is expressly usable as both an implement and a weapon. When you wield such an implement as a weapon, you follow the normal rules for using a weapon. When you use a magic version of the implement as a weapon, you can use the magic implements enhancement bonus and critical hit effects. To use its properties and powers, you must be able to wield it as an implement (see Implement above). Also, some magic implements have properties and powers that are worded in such a way that they work only with implement attacks.
Target
Page 57: Replace the first paragraph with the following text. If a power directly affects one or more creatures or objects, it has a Target or Targets entry. Some powers include objects as targets. At the DMs discretion, a power that targets a creature can also target an object, whether or not the power identifies an object as a potential target.
Accessories
Page 55: In the second sentence, replace If you have a proficiency bonus to attack rolls and damage rolls from your weapon with If you have a proficiency bonus to attack rolls from your weapon. Accessories: These keywords identify items used with the power. If you have a proficiency bonus to attack rolls from your weapon or an enhancement bonus to your attack rolls and damage rolls from a magic weapon or an implement, you add that bonus when you use a power that has the associated keyword.
Conjurations
Page 59: Replace the second paragraph with the following text. Unless a power description says otherwise, a conjuration cannot be attacked or physically affected, and a conjuration does not occupy any squares.
Zone
Page 59: Delete the last sentence of the second paragraph. This update ensures that zones are achieving their intended damage output by allowing each overlapping to deal damage.
Accessories
Page 56: Add the following paragraphs at the end of the Accessories section. This change reflects revisions in Players Handbook 3. It clarifies how to use an implement as a weapon, or vice versa. Using a Weapon as an Implement: If youre able to use a weapon as an implement, the weapon works like a normal implement for you, but you use neither the weapons proficiency bonus nor its nonmagical weapon properties with your implement powers. When you use a magic version of the weapon as an implement, you can use the magic weapons enhancement bonus, critical hit effects, properties, and powers. However, some magic weapons have properties and powers that are worded in such a way that they work only with weapon attacks. Also, a weapons range and damage die are usually irrelevant
Healers Lore
Page 61: In the second sentence of the class feature, replace grant healing with let a creature spend a healing surge to regain hit points. This change limits the potency of surgeless healing, such as with astral seal. Your study of healing allows you to make the most of your healing prayers. When you let a creature spend a healing surge to regain hit points with one of your cleric powers that has the healing keyword, add your Wisdom modifier to the hit points the recipient regains.
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Turn Undead
Page 62: This powers damage now increases at levels 11 and 21. The area increases to close burst 3 at level 11 and close burst 5 at level 21.
Divine Armor
Page 68: The healing keyword was removed. The bonus to AC now affects all targets instead of only the powers user.
Righteous Brand
Page 63: On the Hit line, add +3 before power bonus to melee attack rolls and delete equal to your Strength modifier. At higher level, this bonus almost guarantees a hit when used by a cleric build that uses Strength as its primary ability score. This change brings the bonus to attack rolls in line with expectations for at-will attack powers.
Enthrall
Page 69: This powers burst size is reduced from 3 to 1.
Thunderous Word
Page 69: The shift granted to allies now requires a free action.
Bless
Page 64: In the powers Action Type entry, replace Standard with Minor. This update changes the action type to better reflect the games action economy.
Fire Storm
Page 69: This powers burst size has been reduced from 5 to 3, its damage has been reduced from 5d10 to 3d10, and the zone damage now occurs at the end of a creatures turn.
Guardian of Faith
Page 64: Add Creatures can move through the space occupied by the guardian to the powers effect. Replace Any creature in the fourth sentence of the Effect line with Any enemy.
Holy Wrath
Page 69: This power now deals 2[W] damage instead of 2d10 and has the weapon keyword instead of the implement keyword. The regeneration functions only when the character is bloodied.
Shield of Faith
Page 64: In the powers Action Type entry, replace Standard with Minor. This update changes the action type to better reflect the games action economy.
Knight of Glory
Page 69: Replace the knight of glory power with the following power. This update prevents the power from yielding too much damage.
knight of Glory
Cleric Attack 19
Consecrated Ground
Page 65: Delete the second sentence of the Effect entry. The zone can no longer be moved.
You conjure a ghostly warrior clad in the ceremonial armor of your faith. With sword in hand, it attacks your enemies.
Astral Refuge
Page 67: Delete the teleportation keyword. The timing of the targets disappearance from and return to play has been clarified.
Divine Power
Page 67: This powers regeneration now functions only when the character is bloodied.
Daily Conjuration, Divine, Implement standard Action Ranged 10 Effect: You conjure a ghostly knight that occupies 1 square within range, and the knight makes the following melee attack. It lasts until the end of your next turn. You can move the knight 5 squares as a move action. Target: One creature adjacent to the ghostly knight Attack: Wisdom vs. AC Hit: 3d10 + Wisdom modifier damage. sustain Minor: The knight persists, and it repeats the attack.
Purifying Fire
Page 68: This powers damage is reduced from 3d10 to 2d10.
Cloud Chariot
Page 70: After the second sentence in the Effect line, add You can move the chariot its speed as a move action. The powers Effect line gives the chariot a speed but does not describe how to move it.
Seal of Warding
Page 68: This powers damage is reduced from 4d10 to 4d6.
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Purify
Page 70: In the powers Action Type entry, replace Standard with Minor. This update changes the action type to better reflect the games action economy.
Illuminating Attacks
Page 73: Now affects only cleric attack powers and radiant servant attack powers.
Radiant Action
Page 73: Deals ongoing 10 damage.
Healing Torch
Page 71: This powers area has been reduced from an area burst 5 to an area burst 2.
Solar Wrath
Page 74: Add the Implement keyword. In the Range entry, replace burst 8 with burst 3. In the Hit entry, replace 3d8 with 2d6. This update brings the power in line with level 11 encounter powers.
Nimbus of Doom
Page 71: This power now deals half damage on a miss.
Sacred Word
Page 71: This powers area has been reduced from a close burst 5 to a close burst 2.
Healing Sun
Page 74: The zones damage now occurs at the end of a creatures turn, and the zone now deals static damage.
Seal of Binding
Page 71: On the Sustain Standard line, replace the first line with the following: Each time you sustain the power, you take 15 damage. This power was too effective against solos, effectively killing any creature when it is combined with healing powers like divine regeneration.
Radiant Brilliance
Page 74: Makes clear that the character is not affected by the Effect entrys attack.
Warpriest
Page 74: This paragon path is now called Tactical Warpriest, to avoid confusion with the warpriest.
Seal of Protection
Page 71: This power now deals 3[W] damage instead of 3d10 and has the weapon keyword instead of the implement keyword.
Battle Cry
Page 74: Replace the Implement keyword with the Weapon keyword. This attack now uses Strength or Wisdom.
Punishing Strike
Page 71: On the Attack line, replace Strength + 2 with Strength + 4.
Battle Favor
Page 74: This power no longer allows a character to regain a cleric daily utility power.
Astral Storm
Page 72: This powers area has been reduced from an area burst 5 to an area burst 3, its damage has been reduced from 6d10 to 4d10, and its formatting has been updated.
Battle Pyres
Page 74: This power now deals 10 damage on initial hit, replaces the implement keyword with the weapon keyword, uses Strength or Wisdom for the attack, and now deals 5[W] instead of 5d10 on the secondary hit. The secondary attack has been clarified, and the powers Sustain entry is now an Effect entry.
Astral Wave
Page 73: This powers area has been reduced from a close burst 8 to a close burst 2, and its attack is now based on Strength instead of Wisdom. It now deals 2[W] damage instead of 2d8, and the implement keyword is replaced by the weapon keyword.
Combat Challenge
Page 76: In the second paragraph, replace a marked enemy that is adjacent to you shifts or makes an attack with an enemy marked by you is adjacent to you and shifts or makes an attack.
Angel Ascendant
Page 73: This power now has a Target entry, and targets one creature.
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Rain of Blows
Fighter Attack 3
Cleave
Page 77: On the Hit line, replace an enemy adjacent to you with an enemy adjacent to you other than the target.
You become a blur of motion, raining a series of blows upon your opponent.
Dance of Steel
Page 79: On the Weapon line, replace slowed with immobilized.
Encounter Martial, Weapon standard Action Melee weapon target: One creature Attack: Strength vs. AC, two attacks Hit: 1[W] damage. Weapon: If youre wielding a flail, a light blade, or a spear and have Dexterity 15 or higher, make the attack a third time against either the target or a different creature.
Defensive Training
Page 80: Replace the Effect line with the following: Effect: You assume the defensive training stance. Until the stance ends, you gain a +2 power bonus to Fortitude, Reflex, and Will. This revision grants the stances bonus to all defenses, not just one.
Stalwart Guard
Page 81: Add the Stance keyword, replace Close burst 1 with Personal, remove the Target line, and replace the Effect line with the following: Effect: Any ally gains a +1 shield bonus to AC while adjacent to you. If you are using a shield, the bonus increases to +2 and applies to Reflex defense as well.
Exorcism of Steel
Page 83: Replace the Hit line with the following: Hit: 2[W] + Strength modifier damage, and the target drops one item it is holding. You can choose to catch the item in a free hand or have it land in your space. This revision increases the powers versatility, as it previously applied only to weapons.
Act of Desperation
Page 84: Replace the Requirement line with the following: Requirement: An ally within 10 squares of you must be dying, and you must not have spent an action point during this encounter. This revision prevents characters from using this power to spend multiple action points during an encounter.
Fighter Attack 7
You brandish your weapon and call out to your foes, luring them close through their overconfidence, and then deliver a spinning strike against them all.
Encounter Martial, Weapon standard Action Close burst 3 target: Each enemy you can see in the burst Attack: Strength vs. Will Hit: You pull the target up to 2 squares, but only if it can end the pull adjacent to you. If the target is adjacent to you after the pull, it takes 1[W] damage.
No Surrender
Page 84: Replace the action type Immediate Reaction with No Action.
Rain of Blows
Page 79: Replace Primary Target with Target. Delete + Strength modifier from the first Hit line. Delete the Secondary Target, Secondary Attack, and Hit lines under the Weapon line, remove the Weapon lines indent, and replace that line with the following: Weapon: If youre wielding a flail, a light blade, or a spear and have Dexterity 15 or higher, make the attack a third time against either the target or a different creature. This revision is reproduced for clarity below, updates damage to bring this power in line with other fighter powers and it improves format-
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Warriors Urging
Page 85: Remove the Effect line, change AC in the Attack line to Will, and replace the Hit line with the following: Hit: You pull the target up to 3 squares, but only if it can end the pull adjacent to you. If the target is adjacent to you after the pull, it takes 2[W] + your Strength modifier damage. This power is reproduced below for clarity, and was changed to bring its power in line with its level.
standard action attacks this turn. The bonus equals one-half your level. This update makes clear that the bonus is to damage rolls.
Dirty Fighting
Page 87: Replace the second sentence of the feature with the following text: Your fighter or pit fighter weapon attacks deal extra damage equal to your Wisdom modifier. This update limits high Wisdom characters from multiclassing into this paragon path to gain a high damage bonus. Dirty Fighting (16th level): Using tricks and techniques you have learned in constant battles, you know how to add an extra level of pain to every hit you deliver. Your fighter or pit fighter weapon attacks deal extra damage equal to your Wisdom modifier.
Warriors urging
Fighter Attack 23
You call your opponents toward you and strike out with lashing blows.
Encounter Martial, Weapon standard Action Close burst 4 target: Each enemy you can see in the burst Attack: Strength vs. Will Hit: You pull the target up to 3 squares, but only if it can end the pull adjacent to you. If the target is adjacent to you after the pull, it takes 2[W] + your Strength modifier damage.
Deadly Payback
Page 88: Remove the weapon keyword.
Lion of Battle
Page 88: This power has been reformatted to clarify the secondary attack, and is reproduced below.
Lion of Battle
Fighter Attack 29
You skewer yet another unworthy foe and let loose a tumtultous roar, shaking your weapon in triumph.
Your skill with your weapon is so great that every thrust, parry, and counterattack takes its toll on your foes. Some of your attacks are so ingrained within you that they require almost no effort.
Daily Martial, stance, Weapon Minor Action Personal Effect: You assume the force the battle stance. Until the stance ends, your fighter at-will and encounter weapon attack powers deal 1[W] extra damage. In addition, once per round when an enemy starts its turn adjacent to you, you can use a fighter at-will attack power against it as a free action, but only if you are able to make opportunity attacks.
Frontline Surge
Page 86: Replace the Hit line with the following: Hit: 2[W] + Strength modifier damage, and you can push the target 1 square. You can then shift 1 square towards the target. If you do so, each ally within 2 squares of you can shift 1 square as a free action.
Daily Martial, Weapon standard Action Melee weapon Primary target: One creatre Attack: Strength vs. AC Hit: 4[W] + Strength modifier damage, or 6[W] + Strength modifier damage if the target was bloodied before the attack. Miss: Half damage. Effect: If the attack reduces the target to 0 hit points, you can make the secondary attack. secondary Attack (Fear, Martial, Weapon) Close burst 5 secondary target: Each enemy in the burst Attack: Strength vs. Will Hit: The secondary target must take a free action to move up to its speed to a square as far from you as possible.
Steel Grace
Page 88: Replace Containing Strike or Reaping Strike with cleave, reaping strike, sure strike, or tide of iron. Steel Grace (11th level): When you charge with a light blade or a heavy blade that is not a polearm, you can use cleave, reaping strike, sure strike, or tide of iron instead of your melee basic attack.
Kensei Focus:
Page 87: Replace attack rolls with weapon attack rolls.
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Steel Blitz
Page 88: Replace encounter power with encounter attack power.
Exalted Retribution
Page 98: On the Effect line, remove Until the end of the encounter.
Crescendo Sword
Page 88: In the Effect entry, add attack before each instance of power. This update prevents this power from being used in conjunction with powers like rejuvenate mind or epic trickster to create a recursive combination.
Certain Justice
Page 100: On the Hit line, replace the second sentence with the following: If the target is marked by you, it is also weakened and dazed until it is not marked by you.
Divine Challenge
Page 91: The power has been revised for clarity and ease of use.
Hospitalers Blessing
Page 101: Replace attacks one of your allies with makes an attack against one of your allies that does not include you. The former text generates a disproportionate amount of healing, and it doesnt give a monster a good way to use close or area attacks without healing its enemies. Hospitalers Blessing (11th level): When an enemy that you currently challenge makes an attack against one of your allies that does not include you, whether the attack hits or misses, that ally regains hit points equal to one-half your level + your Wisdom modifier.
Divine Challenge
Paladin utility
You boldly confront a nearby enemy, searing it with divine light if it ignores your challenge.
At-Will (special) Divine, Radiant Minor Action Close burst 5 target: One creature in the burst Effect: You mark the target. The mark lasts until you use this power again. The mark also ends at the end of your turn if you didnt engage the target, meaning you neither attacked it during your turn nor are adjacent to it at the end of your turn. Until the mark ends, the target takes radiant damage the first time each round when it targets any of your allies with an attack power that doesnt include you as a target. The damage equals 3 + your Charisma modifier. Level 11: 6 + your Charisma modifier radiant damage Level 21: 9 + your Charisma modifier radiant damage special: You can use this power only once per turn.
Hunters Quarry
Page 104: Replace the first and second paragraphs with the following text. Once per turn as a minor action, you can designate the nearest enemy to you that you can see as your quarry. Once per round, when you hit your quarry with an attack, the attack deals damage based on your level. If you can make multiple attacks in a round, you decide which attack to apply the extra damage to after all the attacks are rolled. If you have dealt Hunters Quarry damage since the start of your turn, you cant deal it again until the start of your next turn.
Hallowed Circle
Page 93: Replace the Effect line with the following: Effect: The burst creates a zone of bright light that lasts until the end of the encounter. You and your allies gain a +1 power bonus to all defenses while within the zone.
Careful Attack
Page 105: On the Hit line, add + Strength modifier between 1[W] and damage. Also on the Hit line, add + Dexterity modifier between between 1[W] and damage. Apply the same change to the level 21 increases. The purpose of careful attack is to increase a characters chance to hit. However, twin strike was always a better choice because it representeed equivalent damage and better accuracy. This change makes careful attack a viable choice.
Thunder Smite
Page 94: Replace the parenthetical on the Attack line with the following: If the target is marked by you, the attack can score a critical hit on a roll of 1920.
Unbalancing Parry
Page 106: In the Effect line, replace Slide with You slide the enemy 3 squares. This change prevents a player from using the power to slide an enemy throughout the battlefield.
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Nimble Climb
Page 120: The power now grants a +4 power bonus to speed while climbing instead of allowing you to move at full speed while climbing.
Blade Cascade
Page 109: On the Attack line, replace the second sentence with Alternate main and off-hand weapon attacks until you miss or until you make five attacks.
Deadly Positioning
Page 121: On the Attack line, replace to any other with 3 squares to a. This change prevents a player from using the power to slide an enemy throughout the battlefield.
Stunning Steel
Page 110: In the second sentence of the Hit line, replace stunned with immobilized. In the previous text, the immobilized condition in the third sentence of the Hit line was redundant, because stunning effectively immobilizes a target. Furthermore, the powers previous effect was overpowered.
Close Quarters
Page 122: In the last sentence of the Effect line, add 1 square between you and into. This change prevents a monster from using the power to slide an enemy throughout the battlefield.
Cheetahs Rake
Page 110: Replace the Hit line with the following: Hit: 1[W] + Strength modifier damage, and you knock the target prone. The target is immobilized until the end of your next turn. This change clarifies that the immobilization lasts until the end of your next turn, rather than the prone state.
Shadow Stride
Page 122: A Requirement entry was added, removing the requirement from the former Effect entry. The Effect entry now directs you to make a Stealth check before movement.
Blade Ward
Page 112: On the Hit line, replace [W] with 2[W].
Instant Escape
Page 127: Replace Immediate Interrupt with Immediate Reaction.
Follow-Up Blow
Page 113: Replace the Effect entry with the following text: Until the stance ends, when you hit with a melee attack, you can use a free action to make melee basic attack with your off-hand weapon. You can do this once per round, and the off-hand weapon attack takes a 2 penalty to its attack roll. This update limits the potency of this power in builds that make many attacks.
Daggermasters Action
Page 127: Replace the class feature with the following text: When you use a rogue or a daggermaster attack power with a dagger, the power can score a critical hit on a roll of 1820. This change updates the feature to reflect the original intent. Fate of the Void (Star Pact), Page 131: The bonus to a single d20 roll must now be used before the end of your next turn.
Sneak Attack
Page 117: The feature now lets you deal extra damage once per turn instead of once per round. When you make an attack with a light blade, a hand crossbow, a shortbow, or a sling and hit an enemy granting combat advantage to you, that enemy takes extra damage based on your level. You can deal this extra damage only once per turn.
Warlocks Curse
Page 131: Replace the first paragraph with the following text. Once per turn as a minor action, you can place a Warlocks Curse on the enemy nearest to you that you can see. A cursed enemy is more vulnerable to your attacks. If you hit a cursed enemy with an attack, you deal extra damage. You decide whether to apply the extra damage after making the damage roll. You can deal this extra damage once per turn.
Tumble
Page 119: In the powers Effect entry, replace a number of squares equal to one-half with up to. This update reflects an effort to improve the rogues mobility so that it can more reliably gain combat advantage and fulfill its role as striker.
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Dire Radiance
Hellish Rebuke
Page 132: This powers language has been clarified.
Bewitching Whispers
Page 136: This power now deals damage.
Coldfire Vortex
Page 136: This powers damage has been increased, and its secondary attack is now an Effect.
Dread Star
Page 133: This power now deals half damage on a miss.
Eldritch Rain
Page 133: This powers damage has been increased.
Fireswarm
Page 137: This power now deals damage on a miss. The Sustain entry is now an Effect, with clarified language.
Frigid Darkness
Page 133: On the Hit line, replace all of your enemies with you and your allies. On the Star Pact line, add until the end of your next turn to the end of the sentence.
Tendrils of Thuban
Page 137: This powers damage has been reduced. In the second sentence of the Sustain entry, delete and is immobilized (save ends). To escape this zone, a creature had to save and also be missed by the attack in the Sustain entry. This change brings the power in line with other control effect.
Crown of Madness
Page 134: This powers damage has been increased, the Hit entry has an additional effect, and the Sustain entry is now an Effect.
Thirsting Maw
Page 137: Add the Healing keyword. The Sustain entry is now an Effect, with clarified language. This power now deals damage and heals on a miss.
Thirsting Tendrils
Page 137: This powers damage has been increased.
Hunger of Hadar
Page 134: This powers zone can now damage an enemy only once per turn.
Delusions of Loyalty
Page 138: The Sustain entry has been converted into a save ends effect in the Hit entry. On a miss, this power is no longer expended.
Minions of Malbolge
Page 138: The conjured flames now deal damage only to enemies. This powers effect ends when you end your turn with no temporary hit points.
Wrath of Acamar
Page 138: The Special and Hit entries have been combined. This power now has a Miss entry.
Summons of Khirad
Page 135: This powers damage has been increased, and its Sustain entry is now an Effect.
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Ravens Glamor
Page 138: The invisibility lasts until the end of the warlocks next turn, the Sustain now requires a move action, and the language has been clarified.
Twilight Teleport
Page 141: Clarifies that all creatures affected by the power must be in range.
Soul Scorch
Page 142: Combined Effect and Hit entries, language tightened.
Doom of Delban
Page 140: Clarifies that the initial hit starts the damage increase.
Soultheft
Page 142: This powers damage has been increased, and its language has been tightened.
Inspiring Presence
Page 144: Add the following to the end of this benefit: If the ally can see multiple warlord allies who have this class feature, the ally regains hit points from only one of them (the allys choice).
Tactical Presence
Page 144: Add the following to the end of this benefit: If multiple warlord allies who have this class feature can see the ally, he or shee gains the bonus from only one of them (the allys choice).
Fates Entwined
Page 140: This power now uses Charisma or Constitution.
Commanders Strike
Page 145: Replace the Attack and Hit lines with the following Effect entry: Effect: One of your allies can take a free action to make a melee basic attack against the target. The ally gains a bonus to the damage roll equal to your Intelligence modifier.
Slashing Wake
Page 141: Replace When with Once per turn, when. This update revises the feature to prevent misuse with features that allow multiple teleports during a turn.
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Page 146: In the first sentence of the Hit entry and Miss entry, replace the encounter with your next turn. Also, add Half damage at the start of the Miss entry. By upper heroic or low paragon tier, this powers bonus to attack rolls is too high to last for an entire encounter, especially in an encounter involving a solo.
Warlord Attack 25
Steel Monsoon
Page 147: Add as a free action to the end of the Hit lines first sentence.
You make a vicious strike against your foe, wounding it badly and making it an easy target for your allies ranged attacks.
Turning Point
Page 147: Add within 5 squares of you after You or one ally in the Miss line.
Surround Foe
Page 148: Replace the Effect entry with the following: You slide one ally adjacent to the target up to 5 squares to another square adjacent to the target. You can slide the ally through the targets space.
Daily Martial, Weapon standard Action Ranged weapon Requirement: You must make this attack with a heavy thrown weapon. target: One creature Attack: Strength vs. AC Hit: 6[W] + Strength modifier damage. Until the end of the encounter, each of your allies gains a power bonus to the damage rolls of ranged attacks against the target. The bonus equals your Intelligence modifier. Miss: One of your allies can make a ranged basic attack against the target as a free action, with a power bonus to the damage roll equal to your Intelligence modifier.
Chimera Battlestrike
Page 152: Replace Minor Action with Standard Action.
Devastating Charge
Page 152: This power has been updated to reflect the changed role of melee basic attacks, and has been reproduced below for clarity.
Warlords Rush
Page 150: Add as a free action to the end of the final sentence of both the Hit and Miss lines.
Devastating Charge
Warlord Attack 27
With a roaring battle cry, you strike nearby foes and thrust them back, changing the complexion of the battlefield.
Relentless Assault
Page 152: In the Effect line, replace a free action with an opportunity action. The former text allows a group of characters to generate too many attacks each round.
Encounter Martial, Weapon standard Action Melee weapon Effect: You charge and make the following attack in place of a melee basic attack. target: One creature Attack: Strength vs. AC Hit: 4[W] + Strength modifier damage. Until the end of your next turn, if any ally can see you when he or she charges, the ally gains a bonus to the damage roll of the charge attack. The bonus equals your Charisma modifier.
Warlords Doom
Page 152: Delete until the end of your next turn, from the first sentence of the Hit line.
Defy Death
Page 152: This powers formatting has been updated, and the healing surge expenditure has had its action type removed. The power has been reproduced below for clarity.
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Defy Death
Warlord Attack 29
With a roaring battle cry, you strike nearby foes and thrust them back, changing the complexion of the battlefield.
Orb of Imposition
Page 157: In the second sentence of the second paragraph, replace saving throws with next saving throw. This saving throw limitation is part of a larger effort to mitigate the use of saving throw penalties to lock down enemies for the duration of an encounter. You can designate one creature you have cast a wizard spell upon that has an effect that lasts until the subject succeeds on a saving throw. That creature takes a penalty to its next saving throw against that effect equal to your Wisdom modifier.
Daily Healing, Martial, Weapon Immediate Interrupt Melee weapon trigger: A creature attacks your ally Effect: You move up to twice your speed to a square where you can reach the triggering creature with your melee weapon. Your move doesnt provoke opportunity attacks. You then make the following attack. target: The triggering creature Attack: Strength vs. AC Hit: 7[W] + Strength modifier damage, and the targets attack misses the ally. Miss: Half damage, and the targets attack deals only half damage if it hits the ally. Effect: The ally can spend a healing surge immediately after the targets attack.
Prestidigitation
Page 159: Remove the first bullet in the power. The power no longer grants the ability to move up to 1 pound of material.
Bolt of Genius
Page 154: Add attack between encounter and power in the Effect entry, and add during this encounter to the end of the sentence.
Magic Missile
Page 159: Replace the Attack, Hit, and Special entries with the Effect and Special entries in the power below. This update reflects an effort to restore the power to its classical form.
Magic Missile
You launch a silvery bolt of force at an enemy.
Wizard Attack 1
At-Will Arcane, Force, Implement standard Action Ranged 20 target: One creature Effect: 2 + Intelligence modifier force damage. Level 11: 3 + Intelligence modifier force damage. Level 21: 5 + Intelligence modifier force damage. special: If the implement used with this power has an enhancement bonus, add that bonus to the damage. In addition, you can use this power as a ranged basic attack.
Disciplined Blade
Page 155: Add with that weapon after next attack roll in this feature.
Burning Hands
Page 159: The power now deals half damage on a miss.
Flaming Sphere
Page 160: Move the Effect line above the Target line and replace the text with the following: Effect: You conjure a Medium flaming sphere that occupies a square within range, and the sphere attacks. Any creature that starts its turn adjacent to the sphere takes 1d4 + Intelligence modifier fire damage. As a move action, you can move the sphere 6 squares.
Sleep
Page 160: The sleep keyword was removed. The charm keyword was added.
Trained Skills
Page 156: Replace Nature (Int) with Nature (Wis).
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ump
Page 161: Replace the Effect line with the following: Effect: The target makes an Athletics check as a free action to jump with a +10 power bonus. The target can move as many squares as the check allows and is considered to have a running start.
To escape this zone, a creature had to save and also be missed by the attack in the Sustain entry. This change brings the power in line with other control effect.
Chain Lightning
Page 167: Each attack now deals half damage on a miss. The secondary attack now targets one or two creatures instead of just two creatures.
Shock Sphere
Page 161: The power now deals half damage on a miss.
Confusion
Page 168: An Effect entry was added. The entry includes text formerly in Hit entry. The powers effect was also altered.
Fireball
Page 161: The powers damage was increased to 4d6 + Intelligence modifier.
Dispel Magic
Page 162: Add the Implement keyword. Also, in the powers Usage entry, replace Daily with Encounter. This revision allows this power to compete with wizard utilities of the same level, making it a more viable choice.
Legions Hold
Page 168: In the Hit entry, replace stunned (save ends) with dazed and immobilized (save ends both). In the Miss entry, replace dazed with immobilized. This update curbs the powers strength to better reflect the size of the burst.
Wall of Fog
Page 162: On the Effect line, replace the fourth sentence with The fogs area is heavily obscured and blocks line of sight.
Arcane Riposte
Page 169: In addition to replacing Dexterity with Intelligence in the second sentence of the class feature (as per the December Update), add + 4 after Intelligence. Between the second and third sentence, add The bonus increases to +6 at 21st level. The attack needs this revision to meet accuracy expectations. Without basing the attack on Intelligence and adding an inherent bonus to it, a character will rarely hit.
Lightning Bolt
Page 162: The powers Target entry was revised, and its Effect entry and secondary attacks were removed. The power now deals half damage on a miss.
Wall of Ice
Page 165: Replace As a standard action, a creature can attack one square of the wall with A creature can attack the wall.
Forceful Retort
Page 169: Add Force keyword. The power deals force damage and should have the force keyword.
Cloudkill
Page 166: Add Attack: Intelligence vs. Fortitude above the Hit line.
Bolstering Blood
Page 169: Replace the last sentence of the path feature with the following: You gain a bonus to the powers damage rolls equal to the damage you dealt to yourself. This change clarifies that the extra damage applies only to damage rolls and not to static damage, such as ongoing damage.
Disintegrate
Page 166: The damage of the Hit and Miss entries was reduced by 1d10.
Blood Pulse
Page 170: On the Hit line, replace 1d6 with 5 and replace leaves with moves willingly. This change ensures that the powers effect isnt used with forced movement and doesnt exceed damage expectations by gaining any bonuses to damage rolls. Furthermore, it clarifies that a Large or larger creature takes the damage for each square it moves rather than leaves. Thus, if a Large creature shifts 1 square
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diagonally, it would take only 5 damage instead of 1d6 for each of the three squares it left.
Acrobatics
Page 181: In the first sentence of the Reduce Falling Damage section, delete or jump down. Also, in the first entry in the shaded text, delete or a move action if you jump down. Finally, add the following entry to the Acrobatics section. These changes separate the action of reducing falling damage from the action to willingly hop down from a height. Hop down gives characters untrained in Acrobatics an option for descending short distances quickly.
Maelstrom of Chaos
Page 170: In the powers Range entry, replace 10 with 5. This update brings the powers damage yield in line with other powers and limits the ability to teleport targets vertically.
Archmage
Page 173174: In the second sentence of the Archspell feature, replace one daily spell with one daily attack spell. The former text allowed you to use this feature to regain a utility power, when that is not the intent.
Hop Down
Divine Miracle
Page 175: Replace the features text with the following text: The first time you expend your last remaining encounter attack power during an encounter, you regain the use of one encounter attack power of your choice. This change limits recursive attacks through action-granting powers, such as trip up, follow-up blow, and steal time.
action, but it can be part of any of the creatures actions that involve the creature moving. The creature cannot make this check if it is prone.
DC: DC 15. The creature can make this Acrobatics
check only if the drop is no more than 10 feet. In other words, the check cannot reduce the distance of a longer drop.
success: The creature hops down, lands standing,
Level of Knowledge
Page 180: Replace the table with the following table
Level of knowledge Common Expert Master Paragon tier Epic tier DC 10 20 25 +5 +10
and takes no falling damage. The downward move uses no movement from the action.
Failure: The creature falls.
Climb
Page 182: In the first line of the shaded text, replace Part of a move action with The check is usually part of a move action, but it can be part of any of your actions that involve you moving. In addition, replace the two bullets about failure with the two bullets below. This update clarifies that a character can climb as part of a non-move action that includes movement, such as a standard action that lets a character move and attack.
Failure by 4 or Less: If you were already climbing,
Acrobatics
Page 180: In the first line of the shaded text for Balance, replace Part of a move action with The check is usually part of a move action, but it can be part of any of the creatures actions that involve the creature moving. In addition, replace the two bullets about failure with the following two bullets.
Failure by 4 or Less: You cant move any farther on
you dont fall. If you were trying to start climbing, you fail to do so. Either way, you cant move any farther as part of the current action.
Failure by 5 or More: If you were already climbing,
the surface as part of the current action, but you dont fall.
Failure by 5 or More: If you are on a narrow surface,
you fall but can try to catch hold (see below). If you were trying to start climbing, you fail to do so. Either way, you cant move any farther as part of the current action.
you fall off it. If you are trying to move across an unstable surface that isnt narrow, you instead falls prone. Either way, you cant move any farther as part of the current action.
High Jump
Page 182: In the first line of the shaded text, replace Part of a move action with The check is usually part of a move action, but it can be part of any of your actions that involve you moving. This update clarifies that a character can jump as part of a non-move
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action that includes movement, such as a standard action that lets a character move and attack.
Long Jump
Page 182-183: In the first line of the shaded text, replace Part of a move action with The check is usually part of a move action, but it can be part of any of your actions that involve you moving. In addition, in the Distance Jumped Horizontally and Distance Cleared Vertically bullets, replace move action with action. This update clarifies that a character can climb as part of a non-move action that includes movement, such as a standard action that lets a character move and attack.
Distance Jumped Horizontally: Make an Athletics check and divide your check result by 10 (round down). This is the number of squares you can leap across. You land in the square determined by your result. If you end up over a pit or a chasm, you fall and lose the rest of your action. Distance Cleared Vertically: The vertical distance you clear is equal to one-quarter of the distance you jumped horizontally. If you could not clear the vertical distance of an obstacle along the way, you hit the obstacle, fall prone, and lose the rest of your action.
Create a Diversion to Hide: Once per combat encounter, you can create a diversion to hide. As a standard action, make a Bluff check opposed by the passive Insight check of any enemy that can see you. If you succeed, make a Stealth check opposed by the passive Perception check of any enemy present. If the Stealth check succeeds against an enemy, you are hidden from that enemy until the end of your turn or until you attack.
Endurance
Page 185: Replace the table with the following table.
task Endurance DC Endure extreme weather Base 15 Resist disease Varies Ignore hunger (after 3 weeks) 20 + 5 per day Ignore thirst (after 3 days) 20 + 5 per day Hold breath 20 + 5 per round (each round after 3 minutes) Hold breath 20 (maintain in a round you take damage) swim or tread water (after 1 hour) 15 + 2 per hour
Insight
Page 185: Replace the table with the following table
task Insight DC sense motives, attitudes 10 + one-half creatures level sense outside influence 25 + one-half effects level Recognize effect as illusory 15 + one-half effects level
Swim
Page 183: In the first line of the shaded text, replace Part of a move action with The check is usually part of a move action, but it can be part of any of your actions that involve you moving. In addition, replace the two bullets about failure with the two bullets below. This update clarifies that a character can climb as part of a non-move action that includes movement, such as a standard action that lets a character move and attack.
Failure by 4 or Less: You cant move any farther as
Perception
Page 186: In the Perception section of the shaded text, replace standard action with minor action in the third sentence.
Thievery
Page 189: Under Pick Pocket, replace DC 20 + your targets level with DC 20 + one-half your targets level.
Stealth
Page 188: Replace the shaded text with the following text.
stealth: The check is usually at the end of a move action,
Bluff
Page 183: In the shaded box, replace the text under Create a Diversion with the following text.
but it can be at the end of any of the creatures actions that involve the creature moving.
opposed Check: Stealth vs. passive Perception. If
multiple enemies are present, your Stealth check is opposed by each enemys passive Perception check. If you move more than 2 squares during the move action, you take a 5 penalty to the Stealth check. If you run, the penalty is 10.
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against an enemy only if you have superior cover or total concealment against the enemy or if youre outside the enemys line of sight. Outside combat, the DM can allow you to make a Stealth check against a distracted enemy, even if you dont have superior cover or total concealment and arent outside the enemys line of sight. The distracted enemy might be focused on something in a different direction, allowing you to sneak up.
success: You are hidden, which means you are silent
Avandras Rescue
Feat utility
Avandra smiles upon you and helps you rescue a friend in need.
Encounter Channel Divinity, Divine Move Action Melee 1 target: One ally who is the same size as you Effect: You and the target each shift 1 square, swapping positions. special: You can use only one channel divinity power per encounter.
Ferocious Rebuke
Page 195: In the Benefit entry, delete and hit with an attack. This update syncs up this text with the revision to infernal wrath.
and invisible to the enemy (see Concealment and Targeting What You Cant See, page 281).
Failure: You can try again at the end of another move
action.
Remaining Hidden: You remain hidden as long as
Hellfire Blood
Page 195: On the Benefit line, delete feat. This change ensures that this feat continues to provide a benefit despite changes to the Weapon Expertise and Implement Expertise feats.
you meet these requirements. Keep Out of Sight: If you no longer have any cover or concealment against an enemy, you dont remain hidden from that enemy. You dont need superior cover, total concealment, or to stay outside line of sight, but you do need some degree of cover or concealment to remain hidden. You cant use another creature as cover to remain hidden. Keep Quiet: If you speak louder than a whisper or otherwise draw attention to yourself, you dont remain hidden from any enemy that can hear you. Keep Still: If you move more than 2 squares during an action, you must make a new Stealth check with a 5 penalty. If you run, the penalty is 10. If any enemys passive Perception check beats your check result, you dont remain hidden from that enemy. Dont Attack: If you attack, you dont remain hidden.
not Remaining Hidden: If you take an action that
Mounted Combat
Page 199: Replace the Benefit entry with the following. While you are riding a creature, it does not take the normal 2 penalty to attack rolls that is imposed on mounts. In addition, the creature can make any Athletics, Acrobatics, Endurance, or Stealth checks using your skill check modifier (not including any temporary bonuses or penalties) in place of its own.
Pelors Radiance
Page 199: This power has been changed to bring its power in line with other feat powers, and has been reproduced below for clarity.
causes you not to remain hidden, you retain the benefits of being hidden until you resolve the action. You cant become hidden again as part of that same action.
Enemy Activity: An enemy can try to find you on its
Pelors Radiance
Feat Attack
When undead creatures abound, Pelors radiance shines to aid the faithful.
turn. If an enemy makes an active Perception check and beats your Stealth check result (dont make a new check), you dont remain hidden from that enemy. Also, if an enemy tries to enter your space, you dont remain hidden from that enemy.
Alertness
Page 193: The feats Benefit entry was revised so you cant be surprised instead of preventing you from granting combat advantage for being surprised.
Encounter Channel Divinity, Divine, Implement, Radiant standard Action Close burst 1 target: Each undead creature in the burst Attack: Wisdom vs. Will Hit: 1d10 + Wisdom modifier radiant damage, and the target is dazed until the end of your next turn. Level 11: 2d10 + Wisdom modifier radiant damage. Level 21: 3d10 + Wisdom modifier radiant damage. special: You can use only one channel divinity power per encounter.
Avandras Rescue
Page 194: The powers language was updated for clarity, and is reproduced below.
Shield Push
Page 200: Replace the text in the special section with You must be using a shield to benefit from this feat.
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Two-Weapon Fighting
Page 201: The feat now grants a bonus to damage rolls with both your main weapon and your off-hand weapon.
Adventuring Gear
Page 222: In the Adventuring Gear table, replace the lower half of the table with the following table that includes Oil.
Lantern oil (1 pint) Ritual book Ritual components Rope, silk (50 ft.) spellbook tent thieves tools torch 7 gp 1 sp 50 gp Varies 10 gp 50 gp 10 gp 20 gp 1 sp 2 lb. 1 lb. 3 lb. 5 lb. 3 lb. 20 lb. 1 lb. 1 lb.
Weapon Focus
Page 201: In the feats Benefit entry, replace the second sentence with the following text: You gain a +1 feat bonus to the damage rolls of weapon attacks that you make with a weapon from that group.
Fiery Rebuke
Page 203: Replace the Benefit entry with the following text: When you use the infernal wrath power, the target takes 5 extra fire damage. This update syncs up this text with the revision to infernal wrath.
Power
Page 226: In the Daily entry of this section, delete all material after the first sentence. This change makes the text consistent with the new rules for magic items.
Great Fortitude
Page 203: The feat no longer has paragon tier (11th level) as prerequisite. The feat now scales with level.
Iron Will
Page 203: The feat no longer has paragon tier (11th level) as prerequisite. The feat now scales with level.
Delvers Armor
Page 229: Replace Free Action with No Action.
Lasting Frost
Page 203: On the Benefit line, replace Any with Once per turn, the first. Also, replace until the end of your next turn with after the attack. The vulnerability lasts until the end of your next turn.
Dragonslayers Weapon
Page 233: The resistance granted by this item is now 10 per tier.
Lightning Reflexes
Page 204: The feat no longer has paragon tier (11th level) as prerequisite. The feat now scales with level.
Flaming Weapon
Page 234: At-will power applies only to untyped damage.
Triumphant Attack
Page 207: Remove (save ends). The feat has two durations listed, and this one was incorrect.
Holy Avenger
Page 234: This item is now rare.
Arcane Initiate
Page 208: Replace the third paragraph of the Benefit section with In addition, you can use wizard implements. The former text did not take into account new implements, such as the tome, which was introduced in Arcane Power.
Vorpal Weapon
Page 236: This item is now rare.
Symbol of Hope
Page 237: The daily power is now a free action that grants you or an ally a saving throw when you hit with an attack using the symbol.
Symbol of Life
Page 237: The daily power is now a free action that triggers when you hit with an attack using the symbol.
Rapier
Page 218: The weapon is longer a superior military weapon.
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Symbol of Power
Page 237: In the items property, replace to saving throws with to the first saving throw. This saving throw limitation is part of a larger effort to mitigate the use of saving throw penalties to lock down enemies for the duration of an encounter.
Amulet of Health
Page 249: In the Property entry, the items resistance now scales based on enhancement bonus.
Cloak of Invisibility
Page 249: This item is now rare.
Ring of Invisibility
Page 252: This item is now rare and grants a +4 instead of a +2 item bonus to Stealth.
Ring of Protection
Page 252: This item is now rare.
Rod of Reaving
Page 240: On the Property line, add nonminion before target. This change prevents a character from combining this item with a rod of corruption to kill all minions in an encounter.
Ring of Regeneration
Page 252: This item is now rare.
Flying Carpet
Page 254: This item is now rare.
Shield of Deflection
Page 245: The shield now grants resist 2 to ranged and area attacks at level 2, resist 5 at level 12, and resist 10 at level 22. This replaces older text of 5 and 10.
Magic Items
Page 260: Delete the first sentence of the paragraph. This change makes the text consistent with the new rules for magic items.
Free Actions
Page 267: Replace the Free Actions bullet in the The Main Action Types section with the following text. This update limits the power of builds that capitalize on recursive attack power combinations.
Free Action: Free actions take almost no time or
Winged Boots
Page 247: This item is now rare. Its daily power is now a minor action that grants a fly speed until the end of the encounter.
Circlet of Authority
Page 248: This item is now common.
effort. You can take as many free actions as you want during your or another combatants turn. There is an exception to that rule: A creature can take a free action to use an attack power only once per turn. Creatures dont normally have attack powers that can be used as free actions, but some powers and other effects grant the ability to use an attack power (usually a basic attack) as a free action. For example, a character might have two different abilities that let him or her make a melee basic attack as a free action when their respective triggers occur. If both abilities are triggered on the same turn, the character can make only one of the melee basic attacks during that turn.
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In In certain circumstances, the DM might decide to limit the use of free actions further. For instance, if an adventurer has already used free actions during a particular turn to talk, drop things, and use a class feature, the DM might rule that the adventurer can use no more free actions during that turn.
you have resistance to each of the damage types, and then only the weakest of the resistances applies. For example, if you have resist 10 lightning and resist 5 thunder and an attack deals 15 lightning and thunder damage to you, you take 10 damage, because the resistance to the combined damage types is limited by the lesser of the two resistances. Not Cumulative: Resistances against the same damage type are not cumulative. Only the highest resistance applies. For example, if you have resist 5 cold and then gain resist 10 cold, you have resist 10 cold, not resist 15 cold. Similarly, if you have resist 5 cold and then gain resist 2 to all damage, you still have resist 5 cold, not resist 7 cold. Page 276: Add the following two paragraphs to the end of the vulnerable section. These paragraphs help explain how vulnerability interacts with other types or the same type of vulnerability. Against Combined Damage Types: Vulnerability to a specific damage type applies even when that damage type is combined with another. For example, if you have vulnerable 5 fire, you take 5 extra damage when you take ongoing fire and radiant damage. Not Cumulative: Vulnerabilities to the same damage type are not cumulative. Only the highest vulnerability applies. For example, if you have vulnerable 5 psychic and then gain vulnerable 10 psychic, you have vulnerable 10 psychic, not vulnerable 15 psychic.
Damage Types
Page 276: After the first two paragraphs in the Damage Types section, add the following paragraph. This change reflects revisions in Players Handbook 3. It clarifies what happens to keywords when a powers damage type is changed. If the damage types in a power change, the power both loses the keywords for any damage types that are removed and gains the keywords for any damage types that are added (the poison keyword is removed from a power only if that power neither deals poison damage nor has any nondamaging effects). For example, if a wizard casts ray of frost through a flaming staff and uses the staff s ability to change the damage to fire, ray of frost gains the fire keyword and loses the cold keyword for that use, since the power is dealing fire damage instead of cold damage. That use of the power can therefore benefit from effects, like feats, that affect fire powers, but not from effects that affect cold powers.
Dominated
Page 277: Replace the bullet points in the dominated condition with the following bullet points. These revisions add clarity to the dominated condition.
You cant take actions. Instead, the dominator
chooses a single action for you to take on your turn: a standard, a move, a minor, or a free action. The only powers and other game features that the dominator can make you use are ones that can be used at will, such as at-will powers. For example, anything that is limited to being used only once per encounter or once per day does not qualify.
You grant combat advantage. You cant flank.
In addition, use the following clarifying text: In spite of this condition, the creatures allies remain its allies, and its enemies remain its enemies. (Thus, if the dominator makes the creature attack one of its allies, it does not attack an ally of the dominator.) If the dominator tries to force the creature to throw itself into a pit or move into some other form of hindering terrain, the creature gets a saving throw to avoid entering the terrain.
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Marked
Page 277: Add the following bullet points to the marked condition. These revisions add clarity to the marked condition.
You can be subjected to only one mark at a time, and
Surprised
Page 277: Remove other than free actions.
Unconscious
Page 277: Add the following bullet to the unconscious condition. This revision clarifies how a creature perceives its surroundings while unconscious.
You are unaware of your surroundings.
falls unconscious.
Petrified
Page 277: Replace the bullet points in the petrified condition with the following bullet points. These revisions add clarity to the petrified condition.
You are unconscious. You have resist 20 to all damage. You dont age.
Weakened
Page 277: Replace the bullet point in the weakened condition with the following bullet point. This revision adds clarity to the weakened condition.
Your attacks deal half damage. However, two kinds
of damage that you deal are not affected: ongoing damage and damage that isnt generated by an attack roll.
Prone
Page 277: Replace the bullet point that reads Youre lying on the ground. (If youre flying, you safely descend a distance equal to your fly speed. If you dont reach the ground, you fall.) with the following bullet point.
Durations
Page 278: Replace the existing text in the Overlapping Durations bullet with the following text. This change reflects revisions in Players Handbook 3. It clarifies how to adjudicate durations for effects that end with a saving throw. Overlapping Durations: When you are subjected to identical effects that end at different times, you ignore all the effects but the one that has the most time remaining. Effects that a save can end work differently, since you dont know when theyre going to end. You, therefore, track effects that a save can end separately from effects that end at specific times.
Restrained
Page 277: Replace the bullet points in the restrained condition with the following bullet points. This revision divorces the immobilized and restrained conditions, making other game elements interact more cleanly with the condition.
You cant move, unless you teleport. You cant even
Slowed
Page 277: Add the following bullet to the slowed condition. This revision adds clarity to the slowed condition.
You cannot benefit from bonuses to speed, although
you can use powers and take actions, such as the run action, that allow you to move farther than your speed.
Stunned
Page 277: Add the following bullet to the stunned condition. This revision syncs the stunned condition with the updated aerial combat rules.
You fall if you are flying, unless you can hover.
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skill or ability check modifier take the lead, while the other characters cooperate to provide assistance.
two-dimensional; all the squares of the movement must be on the same horizontal plane. Forced movement can become three-dimensional when the target is flying, is moved through a substance such as water, or is on a non-horizontal surface, such as an incline, that supports it. This means an earthbound target cannot normally be pushed to a square in the air, but a hovering target can be. Similarly, a target can be pulled down a flight of stairs, and it can be slid in any direction underwater.
check using the same skill or ability before the end of the assisting creatures next turn.
Failure: The target takes a 1 penalty to the next
Teleportation
Page 286: Replace the text for the Destination entry and the Immobilized entry. This change addresses what happens when a creature is forced to teleport, and it clarifies that the Immobilized entry includes restrained as well.
check using the same skill or ability before the end of the assisting creatures next turn. This penalty represents the distraction or interference caused by the failed assistance.
Teleportation
Destination: Your destination must be a space you can occupy without squeezing. If arriving in the destination space would cause the target to fall or if that space is hindering terrain, the target can make a saving throw. On a save, the teleportation is negated. Immobilized or Restrained: Being immobilized or restrained doesnt prevent a target from teleporting. If a target teleports away from a physical restraint, a monsters grasp, or some other immobilizing effect that is located in a specific space, the target is no longer immobilized or restrained. Otherwise, the target teleports but is still immobilized or restrained when it reaches the destination space.
A creature can affect a particular check only once using the aid another action. However, up to four creatures can use aid another to affect a single check, for a maximum bonus of +8 or a maximum penalty of 4. In certain circumstances, the DM might decide that only one, two, or three creatures can try to aid a check. For example, it is unlikely that four creatures can assist in picking a lock.
Aid Attack
A creature can aid an allys attack against an enemy. This action represents a feint, a distraction, or some other action that makes it easier for the ally to hit the enemy.
Aid Another
Page 287: Replace the Aid Another section with the following text. This change modifies the aid another action to scale appropriately with character level. The update also separates the aid attack action and creates the aid defense action. This change removes the requirement to hit AC 10, which was almost an assured assist at higher level.
an ally. That ally gains a +2 bonus to its next attack roll against the chosen enemy. This bonus ends if not used by the end of the aiding creatures next turn. A creature can take the aid attack action only once to affect a particular attack roll. However, up to four creatures can take the action to affect that attack roll.
Aid Defense
Aid Another
In some situations, creatures can work together to use a skill or an ability. A creature can help another make a skill check or an ability check by taking the aid another action. Given a choice, a group of adventurers should have the character who has the highest
A creature can try to protect an ally against an enemy. This action represents a parry, a shield block, or some other action that makes it harder for the enemy to hit the ally.
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ally. That ally gains a +2 bonus to all defenses against the chosen enemys next attack against it. This bonus ends if not used by the end of the aiding creatures next turn. A creature can take the aid attack action only once to affect a particular allys defenses. However, up to four creatures can take the action to affect that allys defenses.
Brew Potion
Page 301: In the first sentence of the rituals effect text, replace potion with common potion or elixir. In the second sentence of the rituals effect text, add or elixir after potion.
Charge
Page 287-288: Use the following revised rules for charge. This change clarifies that when you are moving as part of a charge, every square of movement must reduce the distance between you and the target, including the distance you count through blocking terrain. In addition, it clarifies that you can take free actions after a charge.
a target. Determine the distance between the creature and the target, even counting through squares of blocking terrain (Dungeon Masters Guide, page 60), and then follow these steps.
Move: The creature moves up to its speed toward
the target. Each square of movement must bring the creature closer to the target, and the creature must end the move at least 2 squares away from its starting position.
Attack: The creature either makes a melee basic
attack against the target or uses bull rush against it. The creature gains a +1 bonus to the attack roll.
no Further Actions: The creature cant take any fur-
A creatures turn usually ends after it charges. However, it can extend its turn by taking certain free actions, such as spending an action point (which grants the creature an extra action).
View Object
Page 314: On the Focus line at the end of the ritual, replace 1,000 with 5,000. The focus costs of the ritual disagree. At the top of the ritual, it says 5,000 and at the bottom it say 1,000.
Shift
Page 292: In the No Opportunity Attacks section, replace the current text with Your movement doesnt provoke opportunity attacks. The former text did not take into consideration abilities that allow a creature to make opportunity attacks beyond adjacent squares, such as with threatening reach.
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Half-Orc
Page 14: When adding up your ability score bonuses, you now gain a +2 bonus to Dexterity and your choice of Strength or Constitution.
Aftereffect: Whenever you hit the target with a divine power, the target takes 1d4 extra radiant damage (save ends). Miss: Half damage. Whenever you hit the target with a divine power, the target takes 1d4 extra radiant damage (save ends).
Twin Step
Page 42: Add the Teleportation keyword. The power includes teleportation but lacked the keyword.
twin step
Avenger utility 22
You appear next to a foe, launch a devastating assault, and then disappear beyond its reach.
Encounter Divine, teleportation Move Action Personal Effect: You teleport 8 squares. As the last action of your turn, you can teleport 8 squares as a free action.
Accurate Action
Page 29: Replace the path features text with the following: When you spend an action point to make an attack, you can roll twice for one of that attacks attack rolls and use either result. This change prevents the path feature from applying to multiple attack rolls on attacks that target a group of enemies. Accurate Action (11th level): When you spend an action point to make an attack, you can roll twice for one of that attacks attack rolls and use either result.
Rage Strike
Page 50: Between 19th level and 25th level, add the following: 20th level 7[W] + Strength modifier. Some paragon paths provide rage powers, so this change allows a barbarian to swap those powers when using rage strike.
Rage strike
Barbarian Feature
Armor of Faith
Page 33: Replace the second sentence with the following: While you are wearing cloth armor or no armor and arent using a shield, you gain a +3 bonus to AC. This change reflects the features design intent. Avengers are not supposed to gain the benefit of this feature while wearing leather or hide. While you are wearing cloth armor or no armor and arent using a shield, you gain a +3 bonus to AC.
Daily (special) Primal, Weapon standard Action Melee weapon Requirement: You must be raging and have at least one unused barbarian rage power. target: One creature Attack: Strength vs. AC. To make this attack, you expend an unused barbarian rage power. Hit: You deal damage based on the level of the rage power you expend: 1st level 3[W] + Strength modifier 5th level 4[W] + Strength modifier 9th level 5[W] + Strength modifier 15th level 6[W] + Strength modifier 19th level 7[W] + Strength modifier 20th level 7[W] + Strength modifier 25th level 8[W] + Strength modifier 29th level 9[W] + Strength modifier Miss: Half damage. special: You can use this power twice per day.
Avenger Attack 5
You place a burning mark of divine radiance on your foe as you swear an oath to destroy this creature. With every wound you inflict on the creature, the burning mark erupts in searing light.
Devastating Strike
Page 50: On the Requirement line, replace a two-handed weapon with a melee weapon in two hands. This change allows Small characters to use this power by wielding versatile weapons.
Daily Divine, Implement, Radiant standard Action Ranged 10 target: One creature Attack: Wisdom vs. Reflex Hit: 2d10 + Wisdom modifier radiant damage. Whenever you hit the target with a divine power, the target takes 1d6 extra radiant damage (save ends).
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Devastating strike
Barbarian Attack 1
You strike with awesome power, more concerned with offensive strength than defensive posturing.
Storm of Blades
Page 56: Delete the last two sentences of the Hit line. Add the following text at the end of the Attack line: . Repeat the attack until you miss or until you make three attacks. As soon as an attack misses, this power ends.
At-Will Primal, Weapon standard Action Melee weapon Requirement: You must be wielding a melee weapon in two hands. target: One creature Attack: Strength vs. AC Hit: 1[W] + 1d8 + Strength modifier damage. Level 11: 1[W] + 2d8 + Strength modifier damage. Level 21: 2[W] + 3d8 + Strength modifier damage. Effect: Until the start of your next turn, any attacker gains a +2 bonus to attack rolls against you. If you are raging, attackers do not gain this bonus.
storm of Blades
Barbarian Attack 13
You lift your weapon again and again, each blows impact fueling the next swing.
Howling Strike
Page 50: On the Requirement line, replace a two-handed weapon with a melee weapon in two hands. This change allows Small characters to use this power by wielding versatile weapons.
Encounter Primal, Weapon standard Action Melee weapon target: One creature Attack: Strength vs. AC. Repeat the attack until you miss or until you make three attacks. As soon as an attack misses, this power ends. Hit: 1[W] + Strength modifier damage.
Hurricane of Blades
Page 60: On the hit line, replace 1[W] with 2[W]. On the Effect line, replace five more times with three more times. This change helps balance the damage output of this power.
Howling strike
Barbarian Attack 1
At-Will Primal, Weapon standard Action Melee weapon Requirement: You must be wielding a melee weapon in two hands. target: One creature Attack: Strength vs. AC Hit: 1[W] + 1d6 + Strength modifier damage. Level 11: 1[W] + 2d6 + Strength modifier damage. Level 21: 2[W] + 3d6 + Strength modifier damage. special: When charging, you can use this power in place of a melee basic attack. If you are raging, you can move 2 extra squares as part of the charge.
Hurricane of Blades
Barbarian Attack 27
You become a tempest of steel, ripping through your foes in a horrific display of carnage.
Encounter Primal, Weapon standard Action Melee weapon target: One creature Attack: Strength vs. AC Hit: 2[W] + Strength modifier damage. Effect: Make the attack three more times against the same target or different ones.
Recuperating Strike
Page 51: On the Requirement line, replace a twohanded weapon with a melee weapon in two hands. This change allows Small characters to use this power by wielding versatile weapons.
Song of Storms
Page 73: On the Hit line, delete the second sentence and add a line below the Hit line that reads Effect: If the attack hits at least once, each ally in the blast deals 1d6 extra lightning damage whenever he or she hits before the end of your next turn. The powers former wording meant that allies would be dealing 1d6 extra damage per enemy that was hit, which was not the intent.
Recuperating strike
Barbarian Attack 1
Nothing restores your will to fight more than slamming your weapon into a foe. Each crushing swing gives you more will to press on.
At-Will Primal, Weapon standard Action Melee weapon Requirement: You must be wielding a melee weapon in two hands. target: One creature Attack: Strength vs. AC Hit: 1[W] + Strength modifier damage, and you gain temporary hit points equal to your Constitution modifier. If you are raging, the number of temporary hit points you gain equals 5 + your Constitution modifier. Level 11: 1[W] + 1d6 + Strength modifier damage. Level 21: 2[W] + 2d6 + Strength modifier damage.
song of storms
Bard Attack 13
With a sonorous hum, you summon lightning, blasting your foes with it and imbuing your allies attacks with its power.
Encounter Arcane, Implement, Lightning standard Action Close blast 5 target: Each enemy in blast Attack: Charisma vs. Reflex Hit: 2d6 + Charisma modifier lightning damage. Effect: If the attack hits at least once, each ally in the blast deals 1d6 extra lightning damage whenever he or she hits before the end of your next turn.
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Primal Bear
Druid Attack 19
You transform into a dire bear, grabbing your foes and squeezing the life from their bodies.
Bard Attack 19
Daily Arcane standard Action Ranged 10 target: One ally Effect: The target makes four basic attacks as a free action. No more than two of the attacks can be against a single target.
Daily Beast Form, Implement, Primal standard Action Melee touch target: One creature Attack: Wisdom vs. Fortitude Hit: 3d10 + Wisdom modifier damage, and you grab the target. Until the grab ends, the target takes 10 damage at the start of your turn. Miss: Half damage, and you grab the target. Effect: Until the end of the encounter, while you are in beast form, you gain a +2 bonus to AC and Fortitude.
Blood Debt
Page 110: On the Hit line, add modifier between Wisdom and radiant.
Wild Shape
Page 84: In the second paragraph of the powers Effect entry, add the following phrase at the end of the last sentence: , except a shield. This update clarifies how you treat a shield when you use wildshape.
You choose a specific form whenever you use wild shape to change into beast form. The beast form is your size, resembles a natural beast or a fey beast, and normally doesnt change your game statistics or movement modes. Your equipment becomes part of your beast form, but you drop anything you are holding, except implements you can use. You continue to gain the benefits of the equipment you wear, except a shield.
Blood Debt
Invoker Attack 17
Each wound your foe deals adds to its mounting debt of blood and invites your allies retribution.
In the first paragraph, replace the third sentence with the following text.
While you are in beast form, you cant use weapon or implement attack powers that lack the beast form keyword, although you can sustain such powers.
Encounter Divine, Implement, Radiant standard Action Ranged 10 target: One creature Attack: Wisdom vs. Will Hit: 3d10 + Wisdom modifier radiant damage. Until the end of your next turn, each creature that the target attacks gains a +2 bonus to its next attack roll against the target. Covenant of Wrath: The bonus to the attack roll equals 1 + your Constitution modifier.
Warding Thunder
Page 117: On the Effect line, replace the last sentence with the following text. This change prevents the attack from being recursive. If any enemy attacks that ally, you can make the following attack against each enemy within the zone as a free action: Attack: Wisdom vs. Fortitude Hit: 5d6 + Wisdom modifier thunder damage.
Druid Attack 1
You draw forth the savagery that dwells in every creature, compelling your enemies to fight without forethought or plan.
At-Will Charm, Implement, Primal, Psychic standard Action Area burst 1 within 10 squares target: Each enemy in burst Attack: Wisdom vs. Will Hit: The target cant gain combat advantage until the end of your next turn. In addition, on its next turn the target takes psychic damage equal to 5 + your Wisdom modifier when it makes any attack that doesnt include your ally nearest to it as a target. Level 21: 10 + Wisdom modifier psychic damage.
Primal Bear
Page 92: Delete the Healing keyword.
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Daily Divine, Implement, thunder, Zone standard Action Area burst 2 within 10 squares target: Each enemy in burst Attack: Wisdom vs. Fortitude Hit: 5d6 + Wisdom modifier thunder damage. Effect: The burst creates a zone of warding thunder that lasts until the end of your next turn. Choose an ally when the zone is created. If any enemy attacks that ally, you can make the following attack against each enemy within the zone as a free action: Attack: Wisdom vs. Fortitude Hit: 5d6 + Wisdom modifier thunder damage. sustain Minor: The zone persists.
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Daily Polymorph, Primal Minor Action Personal Effect: You assume the guardian form of the frenzied wolverine until the end of the encounter. While you are in this form, you gain a +2 bonus to attack rolls against any enemy that is bloodied or taking ongoing damage. In addition, you can use your second wind as a minor action. Once during this encounter, you can make the following weapon attack while you are in this form. standard Action Melee weapon target: One creature Attack: Strength vs. AC Hit: 1[W] + Strength modifier damage, and ongoing 5 damage (save ends). Miss: Half damage, and ongoing 2 damage (save ends).
Lorekeepers Cunning
Page 173: In the second paragraph of the destiny feature, add non-Creation before the first occurrence of ritual. This change keeps the ring from adversely affecting the games economy. Lorekeepers Cunning (24th level): When you are making a skill check for any ritual, you can roll twice and use either result. You can double the time it takes to perform a nonCreation ritual to reduce the component cost of that ritual by half. In addition, whenever you score a critical hit against a creature whose origin is within the purview of one of your trained skills, you gain a +2 bonus to attack rolls against that creature until the end of your next turn.
shaman Attack 27
A spirit elder clad in robes and bearing a staff appears next to your foe. Lightning arcs from the spirits hands to shock that foe. The spirit lends counsel to your allies, ensuring that their efforts are not wasted.
Encounter Implement, Lightning, Primal standard Action Ranged 10 target: One creature Attack: Wisdom vs. Will Hit: 3d8 + Wisdom modifier lightning damage, and the target is dazed until the end of your next turn. Any ally adjacent to your spirit companion who doesnt hit with an encounter attack power before the end of your next turn does not expend the use of that power.
Chains of Fire
Page 143: Add the Teleportation keyword. In the second sentence of the Hit line, replace slide with teleport. The power didnt specify how far you can slide the target. Instead of allowing a character to slide the target an inordinate distance, the power is being changed to teleportation to emulate the effect.
Guaranteed Retribution
Page 185: In the Benefit entry, delete feat. This change ensures that this feat continues to provide a benefit despite changes to the Weapon Expertise feat. Benefit: When any enemy other than your oath of enmity target hits you, you gain a +1 bonus to attack rolls against your oath of enmity target until the end of your next turn.
Chains of Fire
sorcerer Attack 13
Fiery serpents wrap around your foes and drag them together, holding them close.
Encounter Arcane, Fire, Implement, teleportation standard Action Ranged 10 target: One or two creatures Attack: Charisma vs. Reflex Hit: 2d8 + Charisma modifier fire damage. If you hit two targets with this power, you teleport one of them to a space that must be adjacent to the other, and until the end of your next turn, the two targets take 1d10 fire damage the first time they are more than 3 squares apart.
Implement Expertise
Page 185: In the second sentence of the Benefit entry, add feat before bonus to attack rolls. This change revises an earlier update and provides a more elegant solution to problems with stacking bonuses. This revision allows feats that offer small bonuses to provide untyped bonuses (Guaranteed Retribution, for example), and it means that feats like Draconic Spellcaster can provide greater benefit to players that design their characters toward specific builds. Note
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that this update intentionally makes certain feats (which will not be updated) obsolete. Benefit: Choose a type of implement. You gain a +1 feat bonus to attack rolls with any implement power you use through that type of implement. The bonus increases to +2 at 15th level and +3 at 25th level.
elegant solution to problems with stacking bonuses. This revision allows feats that offer small bonuses to provide untyped bonuses (Guaranteed Retribution, for example), and it means that feats like Draconic Spellcaster can provide greater benefit to players that design their characters toward specific builds. Note that this update intentionally makes certain feats (which will not be updated) obsolete. Benefit: Choose a weapon group. You gain a +1 feat bonus to attack rolls with any weapon power you use with a weapon from that group. The bonus increases to +2 at 15th level and +3 at 25th level.
Agile Opportunist
Page 190: On the Benefit line, replace opportunity action with immediate reaction. This change is necessary to prevent characters from making an inordinate number of basic attacks. Benefit: When you are pulled, pushed, or slid into a square adjacent to an enemy, you can use an immediate reaction to make a melee basic attack against that enemy.
Spirit Talker
Page 196: Replace the third paragraph in the Benefit entry with the following text: Choose a Companion Spirit option. You gain the at-will shaman power associated that option, such as spirits shield or spirits fang, as an encounter power. This change allows characters to use this shaman multiclass feat to select options from Primal Power, such as spirits prey or world speakers command.
Melee Training
Page 187: The feat no longer adds your chosen ability modifier to melee basic attack damage. Instead, it adds only half the chosen ability score modifier. Benefit: Choose an ability other than Strength. When you make a melee basic attack using a weapon with which you have proficiency, you can use the chosen ability instead of Strength for the attack roll. In addition, you can use half of that abilitys modifier, instead of your Strength modifier, for the damage roll.
Strength of Valor
Page 189: On the Benefit line, replace your next turn with his or her next turn. This change ensures that the duration of the effect doesnt expire before the ally has the chance to take advantage of it. Benefit: When you grant an ally temporary hit points with your Virtue of Valor, that ally also gains a +2 bonus to the next damage roll he or she makes before the end of his or her next turn next turn.
Level 6
Carved from wood and inscribed with arcane glyphs, this flute can play a tune of speed and elegance.
Wondrous Item 1,800 gp Power (Daily): Move Action. You shift 2 squares, and each ally within 5 squares of your destination space can shift 1 square as a free action.
Weapon Expertise
Page 190: In the second sentence of the Benefit entry, add feat before bonus to attack rolls. This change revises an earlier update and provides a more
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Wormhole Plunge
Page 26: In the last sentence of the Effect entry, replace As a free action with Once per round as a free action. This change prevents a character from teleporting a monster vertically over and over again until it dies from falling damage.
Flurry of Blows
Page 65: This powers action type has been changed to no action.
Harmonious Thunder
Page 66: In the Effect entry, replace When one of the targets takes damage with The first time either one of the targets takes damage during a turn. This update prevents the damage between the two targets from being recursive.
Empowered Arsenal
Page 27: In the fourth sentence of the Effect entry, add power before bonus to damage rolls. The bonus should have been typed to prevent it from stacking with similar bonuses.
Forward-Thinking Cut
Page 28: In the Augment 1 section, replace the Effect entry with the following text: You can shift 1 square and then charge, using this power in place of the charges melee basic attack. The Special entry in the power prevented a character from using the power when augmented with 1 psionic point. This update changes the power to reflect the intent.
Kinetic Trawl
Page 83: Add the Augmentable keyword. The power lacked the keyword.
Space Vortex
Page 91: Replace that you can see with within 10 squares of you at the end of the last sentence of the Hit entry in the Augment 6 section. This update prevents a character from teleporting the target to a distant location, such as a mountain top.
Mindlink Strike
Page 29: In the Augment 2 section, between the Target entry and the Hit entry, add Attack: Charisma vs. AC. The attack lacked the entry.
Eagles Aim
Page 122: This power is now at-will.
Unchecked Aggression
Page 31: In the third sentence of the Effect entry, add power before bonus to damage rolls. In addition, add the following entry after the Effect entry: Sustain Minor: The zone persists. The Sustain entry was missing from the effect, and the bonus should have been typed to prevent it from stacking with similar bonuses.
Feymire Trap
Page 124: In the powers Hit entry, add a + between 2d6 and Wisdom modifier. This update revises the Hit entry to clarify the powers damage.
Earthfriend
Page 125: Replace Encounter with Daily.
Blurred Step
Page 44: In the Action Type entry, replace Opportunity Action with Free Action (Special). At the bottom of the power, add the following line: Special: You can use this power only once per turn. This change updates the power to reflect the original intent: A battlemind should be able to shift after the triggering enemy shifts. A battlemind should not be shifting as an opportunity action, which precedes the triggering enemys shift.
Ravaging Shot
Page 130: This power now has a Target entry, and targets one creature.
Overwhelming Lunge
Page 51: In the Attack entry, delete granted by other enemies. This text has no effect, because melee attacks already ignore creatures as cover.
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Rejuvenate Mind
Page 157: At the end of the Effect entry, add Once you use this power, you cannot recover it except by taking an extended rest. This change syncs this powers language up with epic trick and prevents it from being used in recursive combinations, such as with the crescendo sword power.
Ki Focuses
Page 203: In the second sentence of the second paragraph, delete or if you die. In addition, at the end of the third paragraph, add or you are dead. This section describes how if a monk dies, he or she loses ki focus attunement. This rule means that a monk that has an epic destiny or some other ability to return to life during combat comes back without an enhancement bonus. This change ensures that the monk is still effective in battle after returning to life.
Strategists Epiphany
Page 170: This powers range is now personal. Delete the Target entry. The Effect entry now reads, You make a History check and can use the check result as your initiative check result.
Insightful Riposte
Page 171: Add power between +3 and bonus. The bonus should have been typed to prevent it from stacking with similar bonuses.
Aversion Staff
Page 210: In the Property entry, add item between +2 and bonus. This update brings the items property in line with other items damage bonuses
Spot Weakness
Page 173: Replace damage rolls with your next damage roll. Also, delete when you hit it. This update ensures that the power is not providing too great of a benefit to attack powers that make multiple attacks against the same target.
Exchange Power
Page 180: Replace transfer 1 power point of yours to that ally with lose 1 power point to allow that ally to regain 1 power point. The former text allowed characters to exceed their maximum number of psionic points, which was not the intent.
Primal Eye
Page 188: In the Benefit entry, replace Intelligence with Strength. The seekers secondary ability scores are Dexterity and Strength, so this feat should match them.
Psychokinetic Weapon
Page 202: In the items power, add the following sentence after the first sentence of the power: If the weapon doesnt have a range specified, its range is 5/10 for this attack. The powers previous text did not define the range of the weapon.
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Arkhosian Scepter
Page 27: In the items power, replace Level 25 or 30 with Level 22 or 27. The powers level enhancements do not match the levels of the implements enhancement bonuses.
Arkhosian scepter
Level 12+
This silver scepter has a dragons head carved at one end. Its magic focuses and enhances the power of your dragon breath.
Dragon Aura
The innate energy of your draconic breath forms a shield around you, pushing your enemies away.
Encounter Arcane, Implement; Varies standard Action Close burst 1 target: Each creature in burst Attack: Intelligence or Charisma vs. Fortitude Hit: 3d6 + Intelligence or Charisma modifier damage, and you push the target 1 square. The damage is the same type as any type you can deal with your dragon breath.
Lvl 12 +3 13,000 gp Lvl 22 +5 325,000 gp Lvl 17 +4 65,000 gp Lvl 27 +6 1,625,000 gp Implement (Rod) Enhancement: Attack rolls and damage rolls Critical: +1d6 damage per plus Property: You can apply the enhancement bonus of this item to the attack rolls and damage rolls of your dragon breath power, even if you cant normally use rods as implements. Power (Daily): Free Action. Use this power as you use your dragon breath power. Your dragon breath becomes an area burst 1 within 10 squares for this attack. Level 22 or 27: Area burst 2.
Concussive Breath
Page 25: In the Prerequisite entry of the feat, replace Thunder Breath feat with Thundering Breath feat. The name of the feat is incorrect in the entry. Prerequisite: 21st level, dragonborn, dragon breath racial power that deals lightning damage, Thundering Breath feat Benefit: Your dragon breath deals thunder and lightning damage. Each target hit by your dragon breath is dazed until the end of your next turn, and you push the target a number of squares equal to your Constitution modifier.
Bloodletting Weapon
Page 26: Add 1 to the level 14 and the level 19 enhancement bonuses in the items price section. The enhancement bonuses are too low.
Bloodletting Weapon
Level 14+
The jagged blade of this oversized sword can inflict a truly horrible wound.
Lvl 14 +3 21,000 gp Lvl 24 +5 525,000 gp Lvl 19 +4 105,000 gp Lvl 29 +6 2,625,000 gp Weapon: Heavy blade Enhancement: Attack rolls and damage rolls Critical: Ongoing 10 damage (save ends) Level 24 and 29: Ongoing 20 damage (save ends) Property: Whenever you use a weapon power that deals ongoing damage or score a critical hit with this weapon, the target takes a 4 penalty to the first saving throw against that ongoing damage. Level 24 and 29: 6 penalty.
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Hellfire of Mephistopheles
Page 27: In the Benefit entry, delete the second sentence. This change removes this feats ability to assign vulnerabilities and limits a characters ability to capitalize on that vulnerability to deal exorbitant damage. Benefit: Each time you hit an enemy that has fire resistance, after resolving the attack, reduce the value of the resistance by 5 until the end of the encounter.
Tail Trip
Page 28: Add 11th level as a prerequisite. Prerequisite: 11th level, tiefling, fighter, Combat Challenge class feature
Hellfire Teleport
Page 28: In the Benefit entry, replace When with Once per turn, when. This update revises the feature to prevent misuse with features that allow multiple teleports during a turn. Benefit: Once per turn, when you teleport, you deal 5 + your Charisma or Intelligence modifier fire damage to each enemy in or adjacent to the square you leave.
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PlAne below
Crystal of Ebon Flame
Page 44-45: In the artifacts first power, delete the Implement keyword. It is unnecessary. Also, replace Immediate Reaction with Free Action. This change increases the powers usability, because as an immediate action, the power is not usable during a characters turn, when the trigger is most likely to occur.
Power (Encounter Healing): Free Action. Trigger: You reduce a creature within 10 squares of you to 0 hit points. Effect: You can spend a healing surge or make a saving throw against each effect on you that a save can end. The triggering creature is utterly destroyed. It crumbles to dust and cannot be restored to life with the Raise Dead ritual. (Epic destiny powers that allow a return from death, or other magic of similar potency, still function.)
Entropic Shift
Page 157: In the power, replace +20 vs. Will with +27 vs. Will. The attack bonus is too low.
C Entropic shift (move; at-will) teleportation Close burst 10; targets two creatures in burst; +27 vs. Will (no attack roll required against an ally); Skirnex teleports the targets, swapping their positions.
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Power cArds
Players Handbook Heroes: Arcane Heroes 1
Eldritch Strike
Add the following sentence to the bottom of the Special section: You can choose this power instead of eldritch blast as the power associated with your Eldritch Blast class feature. The change is necessary because there is currently no easy way to easily acquire this power as a warlock.
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PrimAl Power
Whirling Frenzy
Page 11: In the Miss entry, replace 1d6 with 1d6, with no modifiers. This change ensures that a character isnt taking damage from his or her feats, enhancement bonus, and features that grant bonuses to damage rolls.
Whirling Frenzy
Barbarian Attack 1
Encounter Primal, Weapon standard Action Close burst 2 target: Each enemy you can see in burst Attack: Strength vs. AC Hit: 2[W] + Strength modifier damage, and you mark the target until the end of your next turn. Until the mark ends, you and the target deal 1d10 extra damage against each other.
Someone will bleed after every strike of this frenzy. You prefer to see your enemys blood but are prepared to see your own.
Certain Savagery
Page 27: Replace the second sentence of the feature with the following text: If you miss every target, you dont expend rage strike. In addition, when you miss with rage strike, you dont deal half damage. This change takes into account the Explosive Rage feat, which makes rage strike a close attack. Certain Savagery (11th level): You dont need to be raging to use rage strike. If you miss every target, you dont expend rage strike. In addition, when you miss with rage strike, you dont deal half damage.
Encounter Primal, Weapon standard Action Close burst 1 Requirement: You must be wielding two melee weapons. target: Each creature in burst Attack: Strength vs. AC (main weapon) Whirling slayer: The attack can target Reflex instead of AC. Hit: 1[W] + 1[W] (off-hand weapon) + Strength modifier damage. Miss: You take 1d6 damage, with no modifiers.
Goodberry
Page 45: In the Effect entry, the amount of hit points regained was increased from 5 to 10.
Effect: You create four goodberries. Each lasts until it is consumed or until the end of your next extended rest. A creature can take a minor action to consume a goodberry either to regain 10 hit points, to make a saving throw, or to gain 10 temporary hit points.
Barbarian Attack 5
Fey Circles
Page 45: The conjuration keyword was removed, and the number of circles was increased from eight to ten.
Effect: You create ten fey circles in ten unoccupied squares in the burst. When you or an ally enters a fey circles square, that character can teleport to another fey circles square as a free action, as long as the destination square is unoccupied. Then both fey circles disappear. The fey circles last until the end of the encounter if they arent used.
Your swing arcs around you, and rage transforms you into a swirling storm of death, dangerous to any enemy near you.
Daily Primal, Rage, Weapon standard Action Close burst 1 target: Each enemy in burst Attack: Strength vs. AC Hit: 1[W] + Strength modifier damage. Effect: Each target takes ongoing 5 damage (save ends). You enter the rage of the crimson hurricane. Until the rage ends, the first time you hit an enemy with a primal melee power each turn, each enemy adjacent to you after the attack is resolved takes damage equal to your Strength modifier.
Creeping Doom
Page 50: Add but you after Any creature in the Effect entry. Without this qualification, it is difficult for the druid to avoid harming him- or herself with the powers zone.
Blood-Spattered Fury
Page 25: In the Hit entry, replace 1[W] extra damage with 1d10 extra damage. This update preserves the powers intent: causing the barbarian and the target to deal extra damage to each other, whether or not theyre using weapon powers.
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Sudden Call
Page 142: In the Benefit entry, replace You with Once per encounter, you. The feat duplicates the Nimble Spirit feat from Players Handbook 2. This change ensures that the feats have different benefits. Benefit: Once per encounter, you can use your call spirit companion power as a free action on your turn.
Targeted Assault
Page 142: On the Benefit line, replace any creature marked by you with any creature that has you marked. The benefit is incorrect. This change represent the feats intent. Benefit: You gain a +2 bonus to attack rolls against any creature any creature that has you marked.
Springs Dawning
Page 85: Delete the second sentence of the Hit entry. Add an Effect entry below the Hit entry that reads: Effect: The first time you hit a target when you use this power, each ally can make a saving throw with a +2 power bonus. The powers intent is to grant a saving throw to each ally once. As a close attack, the effect on the Hit entry might trigger multiple times. This change ensures that the effect occurs only once each time you use the power.
Primal Prison
Page 158: In the second sentence of the third paragraph, replace unconscious with asleep, if the creature is capable of sleep This change allows a Dungeon Master to have the bandwith to adjudicate the effect instead of requiring a specific duration on the unconscious condition. You choose whether the subject ages while imprisoned, and the subject is unaware of its surroundings. Destroying the imprisoning object releases the subject, who appears in the objects space, bloodied and asleep, if the creature is capable of sleep. You know if the object is destroyed, regardless of your distance from it.
Primal Breath
Page 140: In the Benefit entry, add until the end of your next turn to the end of the sentence. The effect lacks a duration.
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Psionic Power
Monolithic Vision
Blackstone Guardian Paragon Path feature, page 49: Change pull the target to slide the target.
Flurry of Blows
Page 60: This powers action type has been changed to no action.
Blazing Offensive
Page 46: Delete the second sentence in the Hit entry. You cant hit the same target more than once.
Hit: Ongoing 40 fire damage (save ends).
Inflict Pain
Page 90: In the Hit entry, replace save ends with save ends both.
Manifested Horror
Page 94: Replace the Hit entry in the Augment 1 section. The effect stacks with the powers first Hit entry, which it should not.
Discorporate Retaliation
Page 126: In the Hit entry, add modifier between Charisma and psychic.
Anchoring Armor
Page 154: In the Augment 1 entry in the items power, replace save ends with save ends both.
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tomb
oF
horrors
Gray Angels
Page 33: In the angels deaths release power, replace the Effect header with a Hit header.
Hit: 3d6 + 5 necrotic damage, and the gray angel knocks the target prone.
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Implements
You now require only proficiency with an implement in order to use it with an implement power. You are considered proficient with the implements listed in your classs Class Traits section. Similarly, if a multi- class feat allows you to use an implement with a certain classs powers, you are considered proficient with that implement. For example, the following feats would let you use their respective implements with any powers, rather than just those powers related to a given class.
Initiate of the Faith Pact Initiate Soldier of Faith Arcane Implement Proficiency Assassins Challenge Cursed Shadow Deific Instrument Bardic Ritualist Heart of the Blade Learned Spellcaster Soul of Sorcery Student of Malediction Divine Healer Divine Secretkeeper Hero of Faith Soldier of Virtue Shadow Initiate (ki focus only) Student of Artifice Blade Initiate Arcane Initiate Acolyte of Divine Secrets Arcane Prodigy Bardic Dilettante Disciple of Divine Wrath Initiate of the Old Faith Spirit Talker Acolyte of the Veil (ki focus only) Disciplined Talent Monastic Disciple (ki focus only)
This guideline does not apply to feats that allow a character to use a weapon as an implement. The rule applies only to implements. Examples of feats to which this rule doesnt apply include the following.
Eladrin Sword Wizardry Crossbow Caster Moonbow Dedicate Bow Caster Hells Implement
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