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Compiled Conditions List - UPDATED, REFORMATTED
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<blockquote data-quote="AllisterH" data-source="post: 4081555" data-attributes="member: 51325"><p>I agree with the previous poster that Recharge 4 means you get back the power ONLY on a 4 as evidenced by these beasties</p><p></p><p><strong>Balhannoth</strong> Level 13 Skirmisher</p><p>Large Aberrant Magical Beast</p><p>AC 27, Fort 26, Ref 22, Will 25, HP 80, Bloodied 40, </p><p><strong>Init</strong> +12, <strong>Spd</strong> 5, <strong>Clb</strong> 5</p><p><strong>Senses </strong> darkvision, Perception +13</p><p><strong>Attacks</strong>: Melee Tentacle Reach 3; +19 vs AC, 2d6+8 AND push/pull 3</p><p><em>Sneak Attack</em> +3d6 damage with combat adv</p><p><strong>Limited Powers</strong>: <em>Reality Distortion</em> Move; teleport 5 AND combat adv against all adjacent after teleport. Recharge 4 5 6.</p><p><em>Tentacle Flurry</em> Standard; Melee attack against each in reach. Recharge 5 6.</p><p><em>Warp Attack</em> Reaction; if attacked by enemy within 3, roll d20: 1-9 miss and pull attacker 1; 10+ resolve normally. Recharge 4 5 6.</p><p><strong>Skills</strong>: Stealth +17.</p><p></p><p></p><p><strong>Dwarf Warlord</strong>, Level 12 Soldier (Leader)</p><p>Medium Natural Humanoid</p><p><strong>Init</strong> +11; <strong>Senses</strong> perception +11</p><p>HP 83; Bloodied 41</p><p>AC 28; Fortitude 23 Reflex 21 Will 17</p><p><strong>Speed</strong> 5</p><p><strong><em>m</em></strong> +3 Battleaxe (Standard; at-will) * Weapon</p><p>+17 vs. AC; 1d12+8</p><p><strong><em>r</em></strong> +3 Crossbow (Standard; at-will) * Weapon</p><p>Range 15/30; +15 vs. AC; 1d8+3</p><p><em><strong>M </strong></em> <em>Drive into Peril</em> (Standard; Recharge 5) * Weapon</p><p>+17 vs. AC; 1d12+8 AND push 3 (no damage and push 1 on a miss). If enemy ends adjacent to an ally other than you, that ally can make an immediate basic melee attack against it</p><p><em><strong>C</strong> </em> <em>Hold the line</em> (Standard; Recharge 6) </p><p>Close burst 5; Allies get +4 AC untill end of this creature's next turn.</p><p><em>Rally the Troops</em> (Immediate; Recharge 4)</p><p>Range 5; target ally can use a healing surge</p><p><strong>Skills</strong>: Endurance +10, Perception +11</p><p>Str +11 Dex +6 Wis +6</p><p>Con +8 Int +9 Cha +7</p><p></p><p></p><p>I think those monster kind of prove that recharge only work if the number actually shows up when you roll the die.</p></blockquote><p></p>
[QUOTE="AllisterH, post: 4081555, member: 51325"] I agree with the previous poster that Recharge 4 means you get back the power ONLY on a 4 as evidenced by these beasties [B]Balhannoth[/B] Level 13 Skirmisher Large Aberrant Magical Beast AC 27, Fort 26, Ref 22, Will 25, HP 80, Bloodied 40, [B]Init[/B] +12, [B]Spd[/B] 5, [B]Clb[/B] 5 [B]Senses [/B] darkvision, Perception +13 [B]Attacks[/B]: Melee Tentacle Reach 3; +19 vs AC, 2d6+8 AND push/pull 3 [I]Sneak Attack[/I] +3d6 damage with combat adv [B]Limited Powers[/B]: [I]Reality Distortion[/I] Move; teleport 5 AND combat adv against all adjacent after teleport. Recharge 4 5 6. [I]Tentacle Flurry[/I] Standard; Melee attack against each in reach. Recharge 5 6. [I]Warp Attack[/I] Reaction; if attacked by enemy within 3, roll d20: 1-9 miss and pull attacker 1; 10+ resolve normally. Recharge 4 5 6. [B]Skills[/B]: Stealth +17. [B]Dwarf Warlord[/B], Level 12 Soldier (Leader) Medium Natural Humanoid [B]Init[/B] +11; [B]Senses[/B] perception +11 HP 83; Bloodied 41 AC 28; Fortitude 23 Reflex 21 Will 17 [B]Speed[/B] 5 [B][I]m[/I][/B] +3 Battleaxe (Standard; at-will) * Weapon +17 vs. AC; 1d12+8 [B][I]r[/I][/B] +3 Crossbow (Standard; at-will) * Weapon Range 15/30; +15 vs. AC; 1d8+3 [I][B]M [/B][/I] [I]Drive into Peril[/I] (Standard; Recharge 5) * Weapon +17 vs. AC; 1d12+8 AND push 3 (no damage and push 1 on a miss). If enemy ends adjacent to an ally other than you, that ally can make an immediate basic melee attack against it [I][B]C[/B] [/I] [I]Hold the line[/I] (Standard; Recharge 6) Close burst 5; Allies get +4 AC untill end of this creature's next turn. [I]Rally the Troops[/I] (Immediate; Recharge 4) Range 5; target ally can use a healing surge [B]Skills[/B]: Endurance +10, Perception +11 Str +11 Dex +6 Wis +6 Con +8 Int +9 Cha +7 I think those monster kind of prove that recharge only work if the number actually shows up when you roll the die. [/QUOTE]
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