Errata-DnD4e-Update-Compiled.pdf

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A DVENTURER S V AULT
WEAPONS
Page 8: Add the following property. This change
allows wielders of certain double weapons to benefit
from select feats and features.
DOUBLE WEAPONS
Page 9: Replace the Double Weapons table with
the table below. These changes clarify that certain
weapon properties are intended to apply only to spe-
cific ends of weapons. The changes also expand the
description of two-handed weapons and bring them
in line with attack and damage expectations.
Stout: A weapon that has the stout property can be
treated as a two-handed weapon.
MOUNTS TABLE
Page 11: In the “Horse, Riding” entry, replace “8” with “10” and in the “Horse, Warhorse” entry, replace “200”
with “680.”
Mounts
Mount
Price (gp)
speed 1
Per Hour 1
Per Day 1
normal (lb.)
Heavy (lb.)
Push/Drag (lb.)
Blade spider MM
13,000
6
3 miles
30 miles
250
500
1,250
Camel
75
9
4-1/2 miles
45 miles
237
475
1,187
Dire boar MM
1,800
8
4 miles
40 miles
237
475
1,187
Elephant
3,400
8
4 miles
40 miles
312
625
1,562
Giant ant
1,800
9
4-1/2 miles
45 miles
237
475
1,187
Giant lizard, draft
200
7
3-1/2 miles
35 miles
237
475
1,187
Giant lizard, riding
1,800
9
4-1/2 miles
45 miles
250
500
1,250
Griffon MM
9,000
fly 10
5 miles
50 miles
250
500
1,250
Griffon, rimefire MM
525,000
fly 10
5 miles
50 miles
300
600
1,500
Hippogriff MM
4,200
fly 10
5 miles
50 miles
237
475
1,187
Hippogriff dreadmount MM 4,200
fly 10
5 miles
50 miles
262
525
1,312
Horse, celestial charger MM 13,000
8
4 miles
40 miles
287
575
1,437
Horse, riding MM
75
10
4 miles
40 miles
237
475
1,187
Horse, sea
1,800
swim 10
5 miles
50 miles
225
450
1,125
Horse, skeletal
17,000
10
5 miles
50 miles
250
500
1,250
Horse, warhorse MM
680
8
4 miles
40 miles
262
525
1,312
Manticore MM
45,000
fly 8
4 miles
40 miles
262
525
1,312
nightmare MM
25,000
fly 10
5 miles
50 miles
287
575
1,437
Rage drake MM
2,600
8
4 miles
40 miles
237
475
1,187
Rhinoceros
2,600
6
3 miles
30 miles
262
525
1,312
shark, dire
21,000
swim 11
5-1/2 miles
55 miles
210
420
1,050
shark, riding
3,400
swim 11
5-1/2 miles
55 miles
190
380
950
trihorn behemoth
21,000
6
3 miles
30 miles
325
650
1,625
Wolf, dire MM
1,000
8
4 miles
40 miles
237
475
1,187
Wyvern MM
21,000
fly 8
4 miles
40 miles
300
600
1,500
MM this monster’s statistics can be found in the Monster Manual .
1 A flying mount ignores distance multipliers for difficult terrain. Distances for an aquatic mount assume it is traveling in
water.
Double Weapons
Weapon
Prof.
Damage
Range
Price
Weight
Group
Properties
Double axe
+2
1d10
40 gp
15 lb.
Axe
stout
—secondary end
+2
1d10
Axe
off-hand
Double flail
+2
1d8
30 gp
11 lb.
Flail
Defensive, stout
—secondary end
+2
1d8
Flail
off-hand
Double sword
+3
1d6
40 gp
9 lb.
Light blade
Defensive, off-hand
—secondary end
+3
1d6
Light blade
off-hand
urgrosh
+2
1d12
10 gp
8 lb.
Axe
Defensive, stout
—secondary end
+2
1d6
spear
off-hand
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URGOSH
Page 10: In the weapon’s description, replace “d8”
with “d6.” This revision syncs up the description with
previous updates to double weapons.
Stop
Action: Move
Movement: The vehicle stops and remains in its cur-
rent position.
Urgrosh: Originally of dwarven make, this
weapon has a heavy axe head at one end (dealing d12
damage) and a sharp spear point at the base of the
haft (dealing d6 damage).
Direction: The vehicle’s heading marker remains in
place. If and when the vehicle moves again, it must
initially move in this direction.
BLASTPATCH
Page 26: In the item’s power under the firepatch and
shockpatch entry, delete “, and the target is immo-
bilized until the beginning of its next turn.” This
change equalizes the patches and brings them within
damage and condition output expectations.
DOUBLE WEAPONS
Page 10: Replace the Double Weapons sidebar with
the following sidebar.
DOUBLE WEAPONS
Double weapons share the following traits.
You must wield a double weapon in two hands to
use it.
A Small character cannot wield a double weapon
unless the weapon has the small property.
Wielding a double weapon is like wielding a weapon
in each hand. In the table, the first line of the double
weapon’s entry describes the end of the weapon wielded
in your main hand. The indented line describes the weap-
on’s other end, wielded in your off-hand. The two ends of
a double weapon can have different proficiency bonuses,
damage, properties, and weapon groups. The weight and
price entries represent the total for the weapon, rather
than only one side.
When adding an enchantment that requires a par-
ticular weapon type, at least one end of the weapon must
match the requirement. For example, an urgrosh could
gain the vorpal enchantment, even though only one end
meets the requirement of “heavy blade or axe.”
An enchanted double weapon gains all benefits of
the enchantment on each end (even if one end would
not normally qualify for the enchantment). This does not
increase the frequency of use of any power possessed by
the item; if you wield a double weapon with a daily power
you can still only activate that power once per day.
ADDERGREASE ARMOR
Page 39: In the item’s power, replace “or 29” with “or
28.”
ARMOR OF DURABILITY
Page 40: The granted bonus to surge value is now an
item bonus.
BONEGRIM ARMOR
Page 42: In the item’s property, replace “Level 18”
with “Level 19,” replace “Level 23” with “Level 24,”
and replace “Level 28” with “Level 29.”
DISPLACER ARMOR
Page 44: In the last sentence of the item’s power,
replace “end of the encounter” with “end of your next
turn.” This update limits the potency of this armor
on defenders and melee characters, who would effec-
tively gain a high, untyped defense bonus for the
duration of an encounter.
FLICKERSIGHT ARMOR
Page 45: In the item’s power, add “or 27” after “Level
22.”
GIANT LIZARD, RIDING
Page 12: Replace “at-will” with “encounter” in the
combined attack power. This change brings the power
in line with our damage expectations.
LAUGHING DEATH ARMOR
Page 47: In the item’s property, replace “Level 13 or
18” with “Level 14 or 19,” and replace “Level 23 or
28” with “Level 24 or 29.”
STOP
Page 17: Replace the movement paragraph of the
stop action text with the following text. This change
prevents a character from using the stop action to
accelerate.
In the item’s power, replace “Encounter” with “Daily.”
ROBE OF BLOODWALKING
Page 49: Remove the Healing keyword from the
item’s power.
Rules Update 08/2012
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ROBE OF CONTINGENCY
Page 49: Add the Healing keyword to the item’s
power.
CUNNING WEAPON
Page 67: Replace the first sentence of the item’s prop-
erty with the following text: “When your attack with
this weapon delivers an effect that a save can end,
the target of the effect takes a –2 penalty to the first
saving throw it makes against the effect.” This saving
throw limitation is part of a larger effort to miti-
gate the use of saving throw penalties to lock down
enemies for the duration of an encounter.
ROBE OF DEFYING STORMS
Page 49: In the item’s property, replace “Level 25 or
30” with “Level 24 or 29.”
SHARED SUFFERING ARMOR
Page 51: At the end of the second sentence of the
power, add “(save ends).”
DEATHSTALKER WEAPON
Page 67: In the item’s power, replace “Level 12 or 17”
with “Level 14 or 19,” and replace “Level 22 or 27”
with “Level 24 or 29.”
SKELETAL ARMOR
Page 52: In the item’s property, replace “Level 23 or
28” with “Level 24 or 29.”
GRASPING WEAPON
Page 70: In the item’s power, add “1 square” after
“Pull the target.” This revision limits the potency and
oddity of putting this enchantment on spears that are
heavy thrown weapons.
SPIRITLINK ARMOR
Page 53: In the item’s property, replace “Level 24”
with “Level 25,” and replace “Level 29” with “Level
30.”
JAGGED WEAPON
Page 71: On the Critical line, add “(save ends)” after
“Ongoing 10 damage” and “Ongoing 20 damage.”
STALKER’S ARMOR
Page 53: Replace the item’s property. This change
prevents the property from being recursive.
MAGE’S WEAPON
Page 72: In the item’s power, replace both instances
of “encounter power” with “encounter attack power.”
This change keeps hybrid classes from swapping
encounter utility powers for encounter attack powers.
VETERAN’S ARMOR
Page 55: Remove the item’s power.
WHITEFLAME ARMOR
Page 55: In the item’s property, replace “Level 14 or
19” with “Level 13 or 18,” and replace “Level 24 or
29” with “Level 23 or 28.”
PACT HAMMER
Page 74: Remove the second property.
RECKLESS WEAPON
Page 76: In the item’s power, replace “at-will” with
“encounter.” This change ensures that characters
making multiple attacks using this weapon are not
exceeding damage expectations.
BLOODCLAW WEAPON
Page 65: In the item’s power, replace “at-will” with
“encounter,” replace “before making a melee attack
on your turn” with “when you hit with this weapon,”
and delete “If you hit” in the last sentence. This
change brings this item in line with damage output
expectations.
SUBTLE WEAPON
Page 79: Replace the item’s Property entry with
“Whenever you make a damage roll with this weapon
against an enemy granting combat advantage to you,
you gain an item bonus to the damage roll against
that enemy. The item bonus equals this weapon’s
enhancement bonus.” This update ref lects the weap-
on’s original intent and brings it in line with other
items’ damage bonuses.
BLOODIRON WEAPON
Page 65: In the weapon’s updated property, replace
“deal the extra critical hit damage to the target again
at the start of your next turn” with “the target of the
attack takes 1d10 damage per enhancement bonus
of this weapon at the start of your next turn.” This
update clarifies that you gain only the magic weap-
on’s extra critical dice on this damage and that it does
not include any bonuses or damage from the high crit
weapon property.
SWIFTSHOT WEAPON
Page 79: In the item’s power, replace “Encounter”
w ith “Daily.”
Rules Update 08/2012
Page 3 of 140
TIGERCLAW GAUNTLETS
Page 80: In the item’s power, replace “Encounter”
w ith “Daily.”
EARTHROOT STAFF
Page 104: Replace the item’s property with the fol-
lowing text. This change helps mitigate stacking of
penalties to saving throws on a creature.
VENGEFUL WEAPON
Page 81: In the second sentence of the item’s power,
add “with this weapon” after “on damage rolls.” This
change prevents the power from being used for a
primary attack while the weapon is being wielded as
an off hand, thus preventing abuse of the power.
MNEMONIC STAFF
Page 104: In the item’s power, add “and you can only
swap a utility power for another utility power or a
daily power for another daily power” to the last sen-
tence.” This change prevents a character from using
the staff to swap utility powers for attack powers.
SYMBOL OF MORTALITY
Page 89: In the Level 24 or 29 line, replace “2d4”
with “3d4” and “2d8” with “3d8.”
STAFF OF MISSILE MASTERY
Page 106: Replace the Property entry with the fol-
lowing text: “When you use magic missile with this
implement, you gain an item bonus to the damage
equal to the staff ’s enhancement bonus.” This update
syncs up this item with the new magic missile text.
SYMBOL OF THE WARPRIEST
Page 90: In the item’s property, replace “Each time
you hit” with “Once per round when you hit.”
STAFF OF RUIN
Page 107: Replace the item’s property with the fol-
lowing text: “Whenever you make an attack using
this staff, you gain an item bonus to the attack’s
damage rolls equal to the staff ’s enhancement
bonus.” This change clarifies that the staff ’s prop-
erty isn’t intended to work with the Dual Implement
Spellcaster feat.
ORB OF IMPENETRABLE ESCAPE
Page 94: Replace “Critical: +1d6 damage per plus”
with “Critical: None.”
ORB OF MENTAL DOMINION
Page 95: Replace “Critical: +1d6 psychic damage per
plus” with “Critical: None.”
ORB OF ULTIMATE IMPOSITION
Page 96: Replace the item’s power. This change helps
mitigate stacking of penalties to saving throws on a
creature.
QUICKCURSE ROD
Page 99: In the item’s updated power, replace “Place
your Warlock’s Curse on any target in sight” with
the following text: “ Tr ig g e r: You hit a creature with
a power using this rod. Effect: You place your War-
lock’s Curse on a different creature you can see.”
This change ensures that low-level versions of the
item aren’t used with Quickdraw or a similar feat to
curse every enemy on the battlefield. Also, as a note
of clarity, because the user is not using the Warlock’s
Curse class feature for the curse, it does not count
toward the normal restriction of one curse per round.
MASTER’S WAND OF MAGIC MISSILE
Page 110: In the Property entry, replace “hit” with
“damage.” This update syncs up this item with the
new magic missile text.
BATTLEFORGED SHIELD
Page 114: In the Level 14 line, replace “2d8 hit
points” with “Additional hit points equal to healing
surge value + 2d8.”
In the Level 24 line, replace “3d8 hit points” with
“Additional hit points equal to healing surge value +
3d8.”
FLAME BRACERS
Page 117: The bracers’ property no longer requires
the attack to be a melee attack, and the bracers’
power no longer requires the attack to be a weapon
attack or that you must make the attack before the
end of your next round.
ROD OF FEYTHORNS
Page 100: In the item’s property, replace “Level 18
or 23” with “Level 17 or 22,” and replace “Level 28”
with “Level 27.”
MANTICORE SHIELD
Page 118: In the item’s power text, replace “Dexter-
ity” with “Strength.”
ROD OF THE INFERNAL
Page 101: In the item’s power, replace “Encounter”
w ith “Daily.”
Rules Update 08/2012
Page 4 of 140
STORM SHIELD
Page 121: In the item’s property on the Level 28 line,
replace “Resist 10 lightning and resist 10 thunder”
with “Resist 15 lightning and resist 15 thunder.” This
change corrects a typo.
PHRENIC CROWN
Page 144: Replace the item’s property. This change
helps mitigate stacking of penalties to saving throws
on a creature.
TELEPATHY CIRCLET
Page 145: In the item’s price, replace “25,000” with
“625,000.”
IMPENETRABLE BARDING
Page 123: Replace the item’s property. This change
allows the barding to scale appropriately to monster
damage.
ABYSSAL ADORNMENT
Page 148: In the item’s power, replace “Level 24 or
29” with “Level 23 or 28.”
BOOTS OF EAGERNESS
Page 126: In the power, replace “Free Action” with
“Minor Action.” In addition, replace “an additional”
with “a” in the power’s text. The item is intended to
grant a move action, not a minor action. Some attack
powers require only minor actions to use. This revi-
sion limits characters from using this item to acquire
extra minor actions that can be used to make numer-
ous attacks during a turn.
AMULET OF THE UNBROKEN
Page 149: Add a +6 enhancement bonus to the item.
This change corrects a typo.
CHOKER OF ELOQUENCE
Page 150: In the item’s cost/level entry, add 1 to
each of the listed enhancement bonuses.
GIANT GLOVES
Page 133: In the item’s power, replace “Encounter”
w ith “Daily.”
CLOAK OF DISTORTION
Page 151: Replace the item’s property. This change
keeps the property better in line with character
defense expectations.
GLOVES OF ELDRITCH ADMIXTURE
Page 134: In the item’s power, replace “At-Will” with
“Encounter.”
GORGET OF RECIPROCITY
Page 152: Add a +6 enhancement bonus to the item.
This change corrects a typo.
GLOVES OF STORING
Page 134: This item’s property has been reformatted
into two at-will powers using a minor action each.
RING OF FEY TRAVEL
Page 158: In the item’s power, delete “If you’ve
reached at least one milestone today, this power lasts
until the end of your next turn.” This sentence is
unrelated to the power’s effect.
GLOVES OF THE HEALER
Page 135: In the Property entry, replace “that has
the healing keyword” with “that lets one or more
creatures spend a healing surge to regain hit points.
This change limits the potency of surgeless healing,
such as with astral seal .
RITUALIST’S RING
Page 162: At the end of the second paragraph of the
item’s power, add “for non-Creation rituals.” This
change keeps the ring from adversely affecting the
game’s economy.
VAMPIRIC GAUNTLETS
Page 137: In the item’s power, replace “Encounter”
w ith “Daily.”
SORROWSWORN RING
Page 162: In the item’s Power, replace “Immedi-
ate Reaction” with “Free Action.” In addition, in the
second sentence of the power replace “That creature
dies and you” with “You.” The first change allows the
power to work more effectively, since as an immedi-
ate reaction, the power would be unusable during
your turn. The second change prevents strange rules
interactions with monsters that might drop to 0 hit
points multiple times during combat.
COIF OF MINDIRON
Page 140: In the item’s power text, remove “Stan-
dard Action.”
CROWN OF INFERNAL LEGACY
Page 140: Replace the item with the following item.
This update syncs up this text with the revision to
infernal wrath .
Rules Update 08/2012
Page 5 of 140
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