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DUNGEONS & DRAGONS
®
4TH EDITION RULES UPDATES
January 19, 2010
This document provides updates to various D&D
®
game products, including core rulebooks, game supplements,
and accessory products, such as the Dungeon Master’s Screen and Power Cards. The products are presented in
order of release date, with Power Cards at the end. Each book is separated by New Updates—revisions to rules
first appearing on the date noted above—and Old Updates, which includes all previously issued updates. The
updated items are presented in order of page number. Most updates describe the change and provide a brief
explanation. Most updates also present the revised item in the format it appears in a book, allowing you to cut it
out and replace it in your book if you wish.
You, the players, are our best source of feedback, so we encourage you to direct questions and concerns to the fol-
lowing places.
For serious rule problems that merit revision, go to our errata forums at:
http://community.wizards.com/go/forum/view/75882/135842/4e_Books_Errata
If you’re not sure if a rule merits errata, or if you have a question about a rule, call Customer Service at 1-800-
324-6496 (USA/Canada) or 425-204-8069 (all other countries). Customer Service is available Monday-Friday
from 9 AM to 6 PM (PST) and 10 AM to 4 PM (PST) on weekends.
Books Updated in this Release
•
Player’s Handbook
Next Update: March 2, 2010
•
Adventurer’s Vault
•
Adventurer’s Vault 2
•
Arcane Power
•
Divine Power
•
Draconomicon: Metallic Dragons
•
Dragon Magazine
•
Dungeon Master’s Guide 2
•
Forgotten Realms Player’s Guide
•
Monster Manual
•
Plane Below
•
Player’s Handbook
•
Player’s Handbook 2
•
Player’s Handbook Races: Dragonborn
•
Primal Power
•
Underdark
PLAYER’S HANDBOOK
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.
New Updates
Dominated
Page 277:
Replace the effect of the dominated condi-
tion with the following text. This change removes the
condition’s reliance on the dazed condition, which
allowed a dominated creature to take free actions.
DOMINATED
You can’t take actions. Instead,
the dominating crea-
ture chooses a single action for you to take on your
turn: a standard, a move, or a minor action. The only
powers it can make you use are at-will powers.
You grant combat advantage and can’t flank.
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 vulner-
able 10 psychic, not vulnerable 15 psychic.
Old Updates
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.”
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.
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 doesn’t prevent a target from teleporting.
If a target teleports away from a physical restraint, a
monster’s 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.
Dilettante:
At 1st level, you choose a 1st-level at-will
attack power from a class different from yours. You
can use that power as an encounter power.
Bonus At-Will Power
Page 46:
Replace “at-will power” with “1st-level at-
will attack power.”
Bonus At-Will Power:
You know one extra 1st-level
at-will attack power from your class.
Keywords
Page 55:
Replace the fourth paragraph with the fol-
lowing text.
Resistance and Vulnerability
Page 276:
Add the following two paragraphs to the
end of the resistance section. These paragraphs help
explain how resistance interacts with other types or
the same type of resistance.
Against Combined Damage Types:
Your resistance
is ineffective against combined damage types unless
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 thun-
der damage to you, you take 10 damage, because the
resistance to the combined damage types is limited
by the lesser of the two resistances.
Resistance or immunity to one keyword of a power
does not protect a target from the power’s other
effects. Also, resistance doesn’t 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 don’t hit
when using a reliable power, you don’t expend the use
of that power.”
Guardian of Faith
Cleric Attack 1
You conjure a ghostly guardian, indistinct except for a glowing
shield emblazoned with your deity’s symbol. A burst of radiance
erupts from it to sear foes that move next to it.
Daily
Conjuration,
Divine,
Implement,
Radiant
Standard Action
Ranged
5
Effect:
You conjure a guardian that occupies 1 square with-
in range. Creatures can move through the space occupied
by the guardian. Every round, you can move the guardian
3 squares as a move action. The guardian lasts until the
end of the encounter. Any enemy that ends its turn next
to the conjured guardian is subject to a Wisdom vs. For-
titude attack. On a hit, the attack deals 1d8 + Wisdom
modifier radiant damage.
Divine Armor
Page 68:
Delete the Healing keyword. The keyword
is incorrect because the power provides no healing.
Reliable:
If you don’t hit when using a reliable
power, you don’t expend the use of that power.
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.
Divine Armor
Cleric Utility 16
As you mutter a fervent prayer, the power of your god encases
you and healing motes of silver light surround you and all
nearby allies.
Daily
Divine
Standard Action
Close
burst 3
Targets:
You and each ally in burst
Effect:
You gain a +2 power bonus to AC, and all targets
gain resist 5 to all damage until the end of the encounter.
Target
Page 57:
Replace the first paragraph with the follow-
ing 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 DM’s discre-
tion, a power that targets a creature can also target an
object, whether or not the power identifies an object
as a potential target.
Punishing Strike
Page 71:
On the Attack line, replace “Strength + 2”
with “Strength + 4.”
Punishing Strike
Cleric Attack 27
With a simple prayer, you gain a sudden clarity of purpose and
empower your weapon with the indomitable might of your deity.
Encounter
Divine,
Weapon
Standard Action
Conjurations
Page 59:
Replace the second paragraph with the fol-
lowing text.
Target:
One creature
Attack:
Strength + 4 vs. AC
Hit:
4[W] + Strength modifier damage.
Unless a power description says otherwise, a con-
juration cannot be attacked or physically affected,
and a conjuration does not occupy any squares.
Solar Wrath
Page 74:
Add the “Implement” keyword.
Guardian of Faith
Page 64:
Add “Creatures can move through the
space occupied by the guardian” to the power’s effect.
Replace “Any creature” in the fourth sentence of the
Effect line with “Any enemy.”
Solar Wrath
Radiant Servant Attack 11
Radiant light explodes from you like a solar flare, evaporat-
ing shadows and dealing illuminating damage to everything
around you.
Encounter
Divine, Implement, Radiant
Standard Action
Close
burst 8
Target:
Each enemy in burst
Attack:
Wisdom vs. Will
Hit:
3d8 + Wisdom modifier radiant damage. If the tar-
get is either an undead creature or a demon, it is also
stunned until the end of your next turn.
Melee
weapon
Battle Cry
Page 74:
Replace the “Implement” keyword with the
“Weapon” keyword.
Come and Get It
Page 80:
Replace the Effect line with the following:
“Effect: You pull each target 2 squares to a space adja-
cent to you. You cannot pull a target that cannot end
adjacent to you. You then make a close attack target-
ing each adjacent enemy.”
Battle Cry
Warpriest Attack 11
You attack every enemy next to you, shouting a revitalizing
battle cry that inspires your allies.
Encounter
Divine,
Healing,
Weapon
Standard Action
Close
burst 1
Target:
Each enemy in burst
Attack:
Wisdom vs. Fortitude
Hit:
2[W] + Wisdom modifier damage.
Effect:
You and each bloodied ally within 10 squares of you
can spend a healing surge.
Come and Get It
Fighter Attack 7
You call your opponents toward you and deliver a blow they will
never forget.
Encounter
Martial,
Weapon
Standard Action
Close
burst 3
Target:
Each enemy in burst you can see
Effect:
You pull each target 2 squares to a space adjacent
to you. You cannot pull a target that cannot end adjacent
to you. You then make a close attack targeting each
adjacent enemy.
Attack:
Strength vs. AC
Hit:
1[W] + Strength modifier damage.
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.”
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
line’s indent, and replace that line with the follow-
ing: “Weapon: If you’re wielding a f lail, 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 updates damage to
bring this power in line with other fighter powers
and it improves formatting to clarify that the power
allows three attacks at most.
In addition, whenever an enemy marked by you
is adjacent to you and shifts or makes an attack that
does not include you, you can make a melee basic
attack against that enemy as an immediate interrupt.
Cleave
Page 77:
On the Hit line, replace “an enemy adjacent
to you” with “an enemy adjacent to you other than the
target.”
Cleave
Fighter Attack 1
You hit one enemy, then cleave into another.
At-Will
Martial,
Weapon
Standard Action
Melee
weapon
Rain of Blows
Fighter Attack 3
You become a blur of motion, raining a series of blows upon
your opponent.
Encounter
Martial,
Weapon
Standard Action
Target:
One creature
Attack:
Strength vs. AC
Hit:
1[W] + Strength modifier damage, and an enemy adja-
cent to you other than the target takes damage equal to
your Strength modifier.
Increase damage to 2[W] + Strength modifier at 21st level.
Target:
One creature
Attack:
Strength vs. AC, two attacks
Hit:
1[W] damage.
Weapon:
If you’re 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.
Dance of Steel
Page 79:
On the Weapon line, replace “slowed” with
“immobilized.”
Dance of Steel
Fighter Attack 3
Weaving your weapon in a graceful figure-eight, you lash out
with a sudden attack.
Encounter
Martial,
Weapon
Standard Action
Melee
weapon
Target:
One creature
Attack:
Strength vs. AC
Hit:
2[W] + Strength modifier damage.
Weapon
: If you’re wielding a polearm or a heavy blade, the
target is immobilized until the end of your next turn.
Melee
weapon
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 Ref lex defense as well.”
Warrior’s Urging
Page 85:
Remove the “Charm” keyword and replace
the Effect line with the following: “Effect: You pull
each target 3 squares to a space adjacent to you. You
cannot pull a target that cannot end adjacent to you.
You then make a close attack targeting each adjacent
enemy.”
Stalwart Guard
Fighter Utility 10
Your thoughts turn to defense as you begin using your weapon
or shield to protect nearby allies.
Daily
Martial, Stance
Minor Action
Personal
Effect:
Any ally gains a +1 shield bonus to AC while adja-
cent to you. If you are using a shield, the bonus increases
to +2 and applies to Reflex defense as well.
Warrior’s 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 in burst you can see
Effect:
You pull each target 3 squares to a space adjacent
to you. You cannot pull a target that cannot end adjacent
to you. You then make a close attack targeting each
adjacent enemy.
Attack:
Strength vs. AC
Hit:
2[W] + Strength modifier damage.
Devastation’s Wake
Page 84:
Remove the Secondary Target line, and
replace the Effect line with the following: “Effect:
Until the start of your next turn, you can make a sec-
ondary attack as a free action against any enemy that
starts its turn adjacent to you.”
Steel Grace
Page 88:
Replace “Containing Strike or Reaping
Strike” with “cleave, reaping strike, sure strike, or tide
of iron.”
Devastation’s Wake
Fighter Attack 19
You thrash your foes with a devastating array of strikes, and
then unleash your fury a second time against anyone left
standing.
Daily
Martial,
Weapon
Standard Action
Close
burst 1
Primary Target:
Each enemy in burst you can see
Attack:
Strength vs. AC
Hit:
3[W] + Strength modifier damage.
Miss:
Half damage.
Effect:
Until the start of your next turn, you can make a
secondary attack as a free action against any enemy that
starts its turn adjacent to you.
Secondary Attack:
Strength vs. AC
Hit:
1[W] + Strength modifier damage.
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.
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.”
Hallowed Circle
Paladin Attack 5
You wave your hand through the air, and a wide circle of faintly
glowing symbols appears around you, damaging enemies and
protecting allies within its confines.
Daily
Divine,
Implement, Zone
Standard Action
Close
burst 3
Target:
Each enemy in burst
Attack:
Charisma vs. Reflex
Hit:
2d6 + Charisma modifier damage.
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.
No Surrender
Page 84:
Replace the action type “Immediate Reac-
tion” with “No Action.”
No Surrender
Fighter Utility 22
You refuse to go down, turning a death blow into one last
chance for victory.
Daily
Healing,
Martial
No Action
Personal
Trigger:
You drop to 0 hit points or fewer
Effect:
You regain enough hit points to bring you to one-
half your maximum hit points. However, you take a –2
penalty to attack rolls until the end of the encounter.
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