COMBAT ATTACK MODIFIERS


+2...Combat advantage against target (see list below)
-2...Attacker is prone (lying flat on ground, move action to get up)
-2...Attacker is restrained
-2...Target has cover (around corner, protected by terrain)
-5...Target has superior cover (behind window or arrow slit
-2...Target has concealment (adjacent obscured square) (melee and ranged only)
-5...Target has total concealment (invisible, distant obscured square) (melee and ranged only)
-2...Long range (weapon attacks only), more than number before the slash but equal to or less than the number after the slash
+1...Charge attack (melee only)
+2...Proficient use of a common weapon (broadsword, shortbow, mace, quarterstaff)
+3...Proficient use of a small or light weapon (dagger, rapier, short sword, shuriken) or a large weapon (bastard sword, falchion, greatspear, greatsword

COMBAT ADVANTAGE

An attacker gains a +2 bonus against a targeted defender who is...

Balancing ... (see D&D4e PH p. 180)
Blinded ... (see D&D4e PH p. 277)
Climbing ... (see D&D4e PH p. 182)
Dazed ... (see D&D4e PH p. 277)
Flanked by the attacker ... (see D&D4e PH p. 285)
Helpless ... (see D&D4e PH p. 277)
Prone (melee attacks only) ... (see D&D4e PH p. 277)
Restrained ... (see D&D4e PH p. 277)
Running ... (see D&D4e PH p. 291)
Squeezing ... (see D&D4e PH p. 292)
Stunned ... (see D&D4e PH p. 277)
Surprised ... (see D&D4e PH p. 277)
Unable to see the attacker ... (see D&D4e PH p. 281)
Unaware of you ... (see D&D4e PH p. 188)
Unconscious ... (see D&D4e PH p. 277)

Once per encounter, a character can try to gain combat advantage against a target by making a Bluff check and rolling higher than the opponent's Insight check.

AREA OF EFFECT FOR POWERS


All areas are measured in square shapes. When a character makes an area attack, separate attack rolls are made against each target in the area of effect but only one damage roll is made to harm all affected targets equally.

A Blast affects a square area adjacent to the attacker (essentially a "cone" fanning out from the source). For example, "Blast 3" affects a 3-by-3 square (9 total squares) with at least one square of the area adjacent to the attacker. Using a blast power while adjacent to an opponent's square provokes an opportunity attack.

A Close Burst affects a square area centered on the attacker (essentially a "ball" with the source as the point of radius). For example, "Close Burst 1" from a medium-sized attacker affects each square around the attacker, a 3-by-3 square (9 total squares). "Close Burst 2" creates a 5-by-5 square (25 total squares). Powers and abilities with the "Close" keyword do not provoke opportunity attack actions.

A Burst affects a square area centered on one specific starting square up to a certain number of squares away (a "ball at a distance"). For example, "Burst 2 within 10" affects a 5-by-5 square centered around a square up to 10 squares away. Attackers using a burst power while adjacent to an opponent's square provoke an opportunity attack.

SAVING THROWS


End of Turn: At the end of your turn, you make a saving throw against each effect on you that a save can end. Roll a d20, with one of the following results:

* Lower than 10: Failure. The effect continues.
* 10 or higher: Success. The effect ends.

Choose Order: Whenever you make a saving throw, you choose which effect to roll against first, which effect to roll against second, and so on.

Modifiers: A saving throw normally doesn't include modifiers; it's just a d20 roll. Some powers, feats, or racial traits might modify a saving throw.
 

HEALING, DEATH AND DYING


When a character's hit points drops to 0 to negative half total hit points, the character falls unconscious and begins dying. At the end of the character's turn each round, a d20 saving throw is made to measure how close the character is to death:

* Death saving throw = less than 10: The character slips closer to death. If this result comes up three times before the character rests or gets aid, the character dies. (Think: Three strikes and you're out.)

* Death saving throw = 10 to 19: No change, still dying but neither better nor worse.

* Death saving throw = 20 or better: The character spends a healing surge to automatically heal back up to 0 hit points, is no longer dying and becomes conscious (but remains prone until getting back up). An additional healing surge may be used to restore more hit points as normal. If the character has no more healing surges left, the condition does not change. New damage causes the character to start dying again.

Instant death: Regardless of missing three death saving throws, when a character takes damage that reduces current hit points to a bloodied value expressed as a negative number, the character dies (no saving throws to recover). For example, a character with a maximum full-health total of 24 hit points automatically dies at -12 hit points or less.

RESTING


Short Rests: A short rest is about 5 minutes long. Characters may take as many short rests per day as they want. A character may stand guard, sit in place, ride on a wagon or other vehicle, or do other tasks that don't require much exertion. After a short rest, a character's encounter powers renew and become available for the next encounter. While on a short rest, a character may spend any number of healing surges up to the character's daily limit. An encounter power (such as a healing power) used during a short rest requires another short rest to renew. If a short rest is interrupted, characters need to rest another 5 minutes to get the benefits of a short rest.

Extended Rests: An extended rest is at least 6 hours long. A character must wait 12 hours before beginning another extended rest. Characters normally sleep during an extended rest, though they do not have to. Light activity that doesn't require much exertion is okay. At the end of an extended rest, "everything resets." Characters regain all lost hit points, all healing surges, all encounter powers, all daily powers and Action Points reset to 1 (additional unspent action points from previous encounters are lost). If anything interrupts an extended rest, such as an attack, add the time spent dealing with the interruption to the total time needed to spend in the extended rest.

OTHER HEALTH NOTES...


Regeneration: Each round at the start of its turn, the monster regains hit points equal to the stated amount. This ability functions until the creature is reduced to 0 hit points. Some types of regeneration can be suppressed by certain types of damage or by specific circumstances, and some monsters can use regeneration only under specific circumstances (for example, only while bloodied).

Resist: Resistance means you take less damage from a specific damage type. If you have resist 5 fire, then any time you take fire damage, you reduce that damage by 5. (An attack can't do less than 0 damage to you.) Sometimes a monster's resist entry includes an ability that reduces damage in general, such as insubstantial.

Variable Resistance: As a free action, the monster chooses a type of damage from the following list: acid, cold, fire, lightning, or thunder. The monster gains the specified amount of resistance to the chosen damage type for the rest of the encounter, and this replaces any resistance the monster already had against that damage type. This is an encounter power unless otherwise noted. If a monster can use this ability more than once per encounter, it can resist only one type of damage from this ability at any one time. A monster can't use this ability to resist a damage type to which it has vulnerability.

Vulnerable: Being vulnerable to a damage type means you take extra damage from that damage type. If you have vulnerable 5 fire, then any time you take fire damage, you take an additional 5 fire damage. Some creatures have additional weaknesses tied to damage types. For example, if you use cold against an elemental made of magma, you might slow it or otherwise hinder its moves or attacks.