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KotS - Rules clarification
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<blockquote data-quote="Jack99" data-source="post: 4242471" data-attributes="member: 53135"><p>5 squares w/o penalty, up to 10 squares with -2 tohit</p><p> Using a healing surge can be used under several possible conditions:</p><p>By using second wind (standard action, unless you are a dwarf, the it is a minor action)</p><p>By getting healed by a cleric/warlord (a free out-of-turn action)</p><p>Drinking a potion (minor action to drink, free action to use healing surge)</p><p>You can only activate a healing surge by yourself if you use second wind, if you heal yourself, or if you drink a healing potion (see 2.0)</p><p> Minions do not crit</p><p> The save is a 4e save, which is not like the old saving throws. On the affected creatures turn, after all other effects and actions are resolved, roll 1d20. On 10+, the effect goes away (there are other possible modifiers, but this is the normal roll). Basically this save is a way of creating random durations of spells and conditions while involving the player and making the DM not have to keep track of so much</p><p> No. But the paladin has a marking ability, I believe it is called divine challenge (the one that does 5+cha radiant damage to the monster if it attacks someone else)</p><p> Only for the marker. For example, a fighter can NOT use his special abilities that only work against marked creatures, if it is the paladin (or another fighter) who marked the creature</p><p></p><p>Cheers</p></blockquote><p></p>
[QUOTE="Jack99, post: 4242471, member: 53135"] 5 squares w/o penalty, up to 10 squares with -2 tohit Using a healing surge can be used under several possible conditions: By using second wind (standard action, unless you are a dwarf, the it is a minor action) By getting healed by a cleric/warlord (a free out-of-turn action) Drinking a potion (minor action to drink, free action to use healing surge) You can only activate a healing surge by yourself if you use second wind, if you heal yourself, or if you drink a healing potion (see 2.0) Minions do not crit The save is a 4e save, which is not like the old saving throws. On the affected creatures turn, after all other effects and actions are resolved, roll 1d20. On 10+, the effect goes away (there are other possible modifiers, but this is the normal roll). Basically this save is a way of creating random durations of spells and conditions while involving the player and making the DM not have to keep track of so much No. But the paladin has a marking ability, I believe it is called divine challenge (the one that does 5+cha radiant damage to the monster if it attacks someone else) Only for the marker. For example, a fighter can NOT use his special abilities that only work against marked creatures, if it is the paladin (or another fighter) who marked the creature Cheers [/QUOTE]
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KotS - Rules clarification
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