New Rules

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.

Aid Another

In some situations, creatures can work together to use a skill or an ability. A creature can help another make a skill 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 skill or ability check modifier take the lead, while the other characters cooperate to provide assistance.

AID AN ALLY’S SKILL OR ABILITY CHECK

  • Action: Standard action. When a creature takes this action, it chooses a target adjacent to it.
  • DC: The creature makes a skill check or an ability check with a DC equal to 10 + one-half the creature’s level.
  • Success: The target gains a +2 bonus to the next check using the same skill or ability before the end of the assisting creature’s next turn.
  • Failure: The target takes a –1 penalty to the next check using the same skill or ability before the end of the assisting creature’s next turn. This penalty represents the distraction or interference caused by the failed assistance.

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 ally’s 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 AN ALLY’S ATTACK

  • Action: Standard action. When a creature takes this action, it chooses an enemy adjacent to it.
  • Grant Bonus to Attack Roll: The creature chooses 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 creature’s 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

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.

AID AN ALLY’S DEFENSES

  • Action: Standard action. When a creature takes this action, it chooses an enemy adjacent to it.
  • Grant Bonus to Defenses: The creature chooses an ally. That ally gains a +2 bonus to all defenses against the chosen enemy’s next attack against it. This bonus ends if not used by the end of the aiding creature’s next turn. A creature can take the aid attack action only once to affect a particular ally’s defenses. However, up to four creatures can take the action to affect that ally’s defenses.

Healer’s Lore

PHB, 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.”

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.

Acrobatics Skill

Hop Down

Make an Acrobatics check to hop down 10 feet and land standing.

  • Hop Down: The check is usually part of a move action, but it can be part of any of the creature’s 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, and takes no falling damage. The downward move uses no movement from the action.
  • Failure: The creature falls.

Charge

PHB, 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.

CHARGE A TARGET: STANDARD ACTION

  • Target: When a creature takes this action, it chooses a target. Determine the distance between the creature and the target, even counting through squares of blocking terrain (Dungeon Master’s 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 can’t take any further actions during this turn, except free actions.

A creature’s 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).

New Rules

Stormfell MarkDMHart