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add the magic weapon’s enhancement bonus to the power’s attack rolls and damage rolls.

Zone

Powers that have the zone keyword create zones, magical areas that last for a round or more.

ZONE

A zone you create uses these rules, unless a power description says otherwise.

Fills an Area of Effect: The zone is created by an area of effect and fills each square in the area that is within line of effect of the origin square.

Unaffected by Attacks and the Environment:

The zone cannot be attacked or physically affected, and terrain and environmental phenomena have no effect on it. For example, a zone that deals fire damage is unaffected by cold damage.

Movable Zones: If the power you use to create a zone allows you to move it, it’s a movable zone. At the end of your turn, the movable zone ends if you are not within range of at least 1 square of it

(using the power’s range) or if you don’t have line of effect to at least 1 square of it.

When you move a zone, you can’t move it through a solid obstacle.

Overlapping Zones: If zones overlap and impose penalties to the same roll or game statistic, a creature affected by the overlapping zones is subject to the worst penalty. Similarly, a creature in the overlapping area takes damage only from the zone that deals the most damage, regardless of damage type.

Death Ends: If you die, the zone ends immediately.

NEW STEALTH RULES

This section presents updates to the Stealth skill and to rules related to that skill, as presented in the first printing of the Player’s Handbook.

Bluff

The following paragraph replaces the “Create a Diversion to Hide” paragraph in the Bluff skill’s shaded box (Player’s Handbook, page 183).

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.

A P P E N D I X

Stealth

The following shaded box replaces the Stealth skill’s shaded box and the table underneath it (Player’s Handbook, page 188).

Stealth: At the end of a move action.

Opposed Check: Stealth vs. passive Perception. If multiple enemies are present, your Stealth check is opposed by each enemy’s 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.

Becoming Hidden: You can make a Stealth check against an enemy only if you have superior cover or total concealment against the enemy or if you’re outside the enemy’s line of sight. Outside combat, the DM can allow you to make a Stealth check against

a distracted enemy, even if you don’t have superior cover or total concealment and aren’t outside the enemy’s 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 and invisible to the enemy (see “Concealment” and “Targeting What You Can’t See,” page 281).

Failure: You can try again at the end of another move action.

Remaining Hidden: You remain hidden as long as you meet these requirements.

Keep Out of Sight: If you no longer have any cover or concealment against an enemy, you don’t remain hidden from that enemy. You don’t 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 can’t use another creature as cover to remain hidden.

Keep Quiet: If you speak louder than a whisper or otherwise draw attention to yourself, you don’t 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 enemy’s passive Perception check beats your check result, you don’t remain hidden from that enemy.

Don’t Attack: If you attack, you don’t remain hidden.

Not Remaining Hidden: If you take an action that causes you not to remain hidden, you retain the benefits of being hidden until you resolve the action. You can’t become hidden again as part of that same action.

Enemy Activity: An enemy can try to find you on its turn. If an enemy makes an active Perception check and beats your Stealth check result (don’t make a new check), you don’t remain hidden from that enemy. Also, if an enemy tries to enter your space, you don’t remain hidden from that enemy.

222

Perception

Using the Perception skill actively is a minor action, not a standard action (Player’s Handbook, page 186).

Targeting What You

Can’t See

The following paragraphs replace the second and third paragraphs in the “Targeting What You Can’t See” sidebar (Player’s Handbook, page 281).

Invisible Creatures and Stealth: If an invisible creature is hidden from you (“Stealth,” page 188), you can neither hear nor see it, and you have to guess what space it occupies. If an invisible creature is not hidden from you, you can hear it or sense some other sign of its presence and therefore know what space it occupies, although you still can’t see it.

Make a Perception Check: On your turn, you can make a Perception check as a minor action (page 186) to try to determine the location of an invisible creature that is hidden from you.

INDEX

This brief glossary contains game terms that appear in this book and are defined in a book other than a Player’s Handbook.

attacking objects: With your DM’s permission, you can use a power that normally attacks creatures to attack objects. See the Dungeon Master’s Guide, page 65, for how to damage objects.

blindsight: If you have blindsight, you can clearly see creatures or objects within

a specified range and within

GLOSSARY

line of effect, even if they

the Dungeon Master’s Guide,

other than a move action to use

are invisible or obscured.

page 47, for more about flying.

overland flight or a free action.

You otherwise rely on your

hover: If you have a fly

tremorsense: If you have

normal vision.

speed and can hover, you

tremorsense, you can clearly

fly speed: If you have a fly

can remain in the air without

see creatures or objects within

speed, you can fly a number

moving during your turn.

a specified range, even if they

of squares up to that speed

You can also shift and make

are invisible, obscured, or

as a move action. To remain

opportunity attacks while

outside line of effect, but you

in the air, you must move at

flying.

and they must be in contact

least 2 squares during your

overland flight: An

with the ground or the same

turn, or you crash at the end

overland flight speed works like

substance, such as water or

of your turn. While flying, you

a fly speed with one exception:

a web. You otherwise rely on

can’t shift or make opportunity

While you are in the air using

your normal vision.

attacks, and you crash if

your overland flight speed, you

 

you’re knocked prone. See

crash if you take any action

 

among another race background 178

Armor of Faith 33 artisan background 179 Avenger’s Censure 33 Balance of Nature 83 backgrounds 178 Barbarian Agility 49

bard implements 67, 204, 209 Bardic Training 67

Bardic Virtue 67 blessed background 179 Censure of Pursuit 33

Censure of Retribution 33 Channel Divinity (avenger) 33, 34 Channel Divinity (invoker) 101,

102, 103 Chaos Burst 137 Chaos Power 137

Companion Spirit 119 covenant manifestation 101 Covenant of Preservation 101 Covenant of Wrath 101 criminal background 179 cursed background 179 desert background 178

deva 8

deva backgrounds 180 deva paragon path 19 Divine Covemant 101 Draconic Power 137 Draconic Resilience 137 Dragon Magic 137

Dragon Soul 137 dragonborn backgrounds 180 drow backgrounds 180 dragonborn paragon path 25 druid implements 83, 206 dwarf backgrounds 180 dwarf paragon path 22 Earthstrength 153

eladrin backgrounds 181 eladrin paragon path 26 elf backgrounds 181

elf paragon path 29 entertainer background 179 farmer background 179 Feral Might 49

Font of Life 153

forest background 178 genasi backgrounds 181 gnome 10

gnome backgrounds 182 gnome paragon path 21 goliath 12

goliath backgrounds 182 goliath paragon path 27 guardian form powers 153 Guardian Might 153 half-elf backgrounds 182 half-orc 14

half-orc backgrounds 182 half-orc paragon path 20 halfling backgrounds 183 halfling paragon path 23 healing spirit 119, 120

INDEX

holy symbols 33

human backgrounds 183 human paragon path 18

invoker implements 101, 205, 206 majestic word 67, 68

mariner background 180 masterwork armor 197 merchant background 180 military background 180 mountains background 178 Multiclass Versatility 67

musical instruments 67, 197, 209, 210

Nature’s Wrath 153 noble background 178 oath of enmity 33, 34 omen background 179

on another plane background 179 poor background 178

Primal Aspect 83

Primal Guardian 83 primal power source 5 Primal Predator 83 prophecy background 179 rage strike 49, 50 Rageblood Vigor 49 Rampage 49

ritual books, variant 211 Ritual Casting (druid) 83 Ritual Casting (invoker) 101 rods 101, 205

Scales of the Dragon 137 scholar background 180

shaman implements 119, 207 shifter 16

shifter backgrounds 183 shifter paragon path 24 Skill Versatility 67 Small characters 11 Song of Rest 67 songblades 67, 203, 204

sorcerer implements 137, 203, 206 speak wth spirits 119, 120

Spell Source 137 spirit boon 119 spirit’s fangs 119, 120 spirit’s shield 119, 121

staffs 83, 101, 137, 206 Thaneborn Triumph 49 tieflng backgrounds 183 tiefling paragon path 28 totems 83, 119, 197, 207 Unfettered Power 137 urban background 178 Virtue of Cunning 67 Virtue of Valor 67 wands 67

wealthy background 178 wetlands background 178 Wild Magic 137

Wild Soul 137 wild shape 83, 84 Wildblood 153

words of friendship 67, 68

I N D E X

223

Heroesof

Primal Might

and

Ancient Power

From the bright towns and darkened wilderness they come: mighty heroes intent on exploring dungeons, slaying monsters, and battling evil.

This companion to the Player’s Handbook® core rulebook introduces the primal power source, which draws on the spirits that preserve and sustain the world. Player’s Handbook 2 includes four classes tied to the primal power source: the barbarian, the druid, the shaman, and the warden. It also presents four new arcane and divine classes: the avenger, the bard, the invoker, and the sorcerer.

This essential book for D&D® players contains other exciting options, including new races, powers, feats, paragon paths (including racial paragon paths), epic destinies, magic items (including totems), rituals, and a background section designed to help you develop your character’s history and personality.

To use this book, you need the following 4th Edition Dungeons & Dragons® core products:

Player’s Handbook®

Dungeon Master’s Guide®

Monster Manual®

ISBN: 978-0-7869-5016-4

EAN

Sug. Retail: U.S. $34.95

CAN $39.95

Printed in the U.S.A.

218987200

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