Attack Modifiers - Special situations that modify a creatures attack rolls .
• Attacker charges +1 to attack
• Attacker has combat advantage +2 to attack
• Defender helpless Auto melee crit/+4 ranged attack normal damage
• Defender has cover -2 attack
• Attacker is unable to see defender Defender is invisible for that attack
Bull Rush - To initiate a bull rush, you need to make a Strength Check vs. the target's Fortitude Defense. This does not provoke an Opportunity Attack (formerly AoO). If you succeed, you may push the target 1 space. The margin of success doesn't matter, and 1 space is the maximum that a target can be moved with Bull Rush (without taking special abilities).
Charging - Charging in combat grants a +1 to hit, and no penalty to AC.
Combat Advantage - You get a +2 to hit the target. Flanking a target allows you to have Combat Advantage against a target, as do most physical afflictions (such as being immobilized or prone). Being on fire, however, does not grant foes combat advantage.
Concealment- A character granted concealment gains a +2 to all defense scores while it lasts. A character with full concealment gains a +5 to all defense scores while it lasts.
Confused - A confused creature acts randomly, Roll 1d20 and consult the
table below.
d20 roll Result .
1-5 Controlled by its player
6-15 Takes no action .
16-20 Controlled by opponent
A confused creature can make only basic attacks and cannot use special
powers.
Cover- Any character attacking an enemy with cover takes a -2 to attack roles against that enemy. Your allies don't provide cover, but enemies do. There is no penalty for making ranged attack into melee.
Critical Hits- When a natural 20 is rolled on an attack, check to see if the attack will hit the target's defense. If so, the attack is a critical hit. A critical hit attack deals maximum damage on all dice. If the attack does not hit the target's defense, the attack is still a hit and damage is rolled normally.
Dazed - A Dazed creature grants combat advantage to all attackers,
cannot flank enemies, and can act only on its own turn. It cannot
make opportunity attacks or use immediate actions.
Staggered - As Dazed, AND the staggered creature cannot take actions
other than basic attacks.
Stunned – As Dazed, AND you can't take any actions for a round, but you no longer drop all of your held items.
Helpless - As Stunned, AND melee attacks against the creature are
automatic critical hits; all other attacks get a +4 bonus. A helpless
creature is inactive.
Death and Dying-
1) At 0 hp or less, you fall unconscious and are dying.
Any damage dealt to a dying character is applied normally, and might kill him if it reduces his hit points far enough (see #2).
2) Characters die when their negative hit point total reaches -10 or one-quarter of their full normal hit points, whichever is a larger value.
3) If you’re dying at the end of your turn, roll 1d20.
Lower than 10: You get worse. If you get this result three times before you are healed or stabilized (as per the Heal skill), you die.
10-19: No change.
20: You get better! You wake up with hit points equal to one-quarter your full normal hit points.
4) If a character with negative hit points receives healing, he returns to 0 hp before any healing is applied.
5) A dying character who’s been stabilized (via the Heal skill) doesn’t roll a d20 at the end of his turn unless he takes more damage.
Enervated - An Enervated creature’s attacks deal half damage.
Full Defense - You don't take any actions, but you get a +2 to all defense scores until the start of your next turn. As far as we can tell, there's no rule yet for fighting defensively.
Grapple - You can attempt a grapple check with anything that is within 1 size category of you. To initiate, you make a Strength Check vs. Reflex Defense. This also doesn't provoke an Opportunity Attack. If you fail, nothing happens. If you succeed, you cause your target to be "Immobilized" for one round. The target can escape his immobilized condition using an Acrobatics or Athletics check. You may move the target 1 square by succeeding on an additional grapple check in the following round.
Immobilized - An Immobilized creature cannot move on its own but can
otherwise act normally. (It is still subject to effects that push, pull or
otherwise transport it). An immobilized creature’s speed is 0. Immobilized creatures give Combat Advantage to attackers.
Invisible - Other creatures do not have line of sight on this creature. It
cannot be targeted by ranged attacks. This creature gains conceal 11
against attackers that can not see it. An enemy cannot make opportunity attacks against an
invisible creature. Invisible creatures gain combat advantage against creatures that cannot see them.
Opportunity Attacks - A basic attack against an adjacent enemy .
• Moving out of a square adjacent to an enemy. Special types of
movements do not apply, such as push/pull and slide, and effects that use
the word “place”
• One Per Turn: There is no limit on the amount of opportunity attacks
you get a round but you only get 1 per given creatures turn.
• Timing: Opportunity attacks occur BEFORE the action/movement that
triggered them.
• Cover in Melee: Melee cover does not prevent them.
Push, Pull, & Slide - These are the methods by which you move a target in 4e. You can push a target forward, diagonally forward or to the side. You can pull a target towards you, diagonally towards you, or to the side. And you can slide a target in any direction.
Slowed - The movement of a slowed character drops to 2, and this applies to all movement types except for teleportation.
Trip & Disarm - Trip and Disarm are no longer normal combat maneuvers. In order to attempt either, you're going to need some sort of power or class ability.