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New Questions thread!

Chris B. said: The opportunity attack would be a melee basic, meaning the target would be required to be adjacent to the character making the attack, which would prevent a charge, which must have the character move at least 2 squares from its starting position and each square moved must bring the charging character closer to the target, by moving around, you do not move any closer to the target. So, no, a charge attack would not be useable in this scenario. Certain conditions would need to exist like threatening reach maybe. I'll wait for a DM to answer it. Thanks.
Charge is not an at-will attack.  No.
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Gary M said: Charge is not an at-will attack.  No. Is it an encounter attack? Daily attack? Nvm, I've answered my own question. Charge is an at-will action ; even though, it makes an attack is not considered an at-will "attack." Similar to an opportunity action is not an opportunity attack even if it does make an attack.
Nail meet head
Hey were's the downloadable Compendium at?
In the basic rules FAQ under resources.  Also, did you get the message that you should not be making macros yet?
Tiefling blackguards do not benefit from divine sanction effect from using Paladin's Wrath power gained by Wrath of the Crimson Legion. 1) Is that correct since blackguards do not have the divine challenge class feature? Or YMMV?  2) Since Tiefling blackguards are considered paladins in regards to feat prerequisite, they still would benefit from Charisma-based melee basic attack. Yes? Thank you for any clarifications given with encouraging and respectful remarks. =D Wrath of the Crimson Legion Heroic Tier Prerequisite : Tiefling, paladin Benefit : When you make a melee basic attack, you can use your Charisma instead of Strength for the attack roll and the damage roll. In addition, you replace infernal wrath with paladin's wrath. Feat UtilityPaladin's Wrath You stand against your foes, unleashing a howling battle cry that seems to howl from the depths of Hell. Encounter Divine Minor Action Close burst 5 Target : Each enemy in the burst Effect : The target is subject to your divine sanction until the end of your next turn. Published in Dragon Magazine 381 , page(s) 86. Divine Sanction Many new paladin powers and some of the new feats subject a target to your divine sanction. Being subject to it means the target is marked by you for a duration specified in the description of the power or feat. Unless otherwise noted, the mark ends before the specified duration if someone else marks the target. Until the mark ends, the target takes radiant damage equal to 3 + your Charisma modifier the first time each round it makes an attack that doesn't include you as a target. The damage increases to 6 + your Charisma modifier at 11th level and 9 + your Charisma modifier at 21st level. Divine sanction is meant to complement divine challenge. You can use divine challenge to mark one creature and use divine sanction to mark others. Divine sanction has fewer restrictions than divine challenge so that you can easily use the two in concert. Published in Divine Power , page(s) 82.
Bossbedlam, I do not see why you would not get the ability to mark creatures with Divine Sanction when you use Paladins Wrath.  To quote another DM : Divine sanction has a specific rules definition which is not restricted to one class, the fact that only paladin powers subject enemies to divine sanction is irrelevant You legally get a power that does what it says, and says what it does. So, Yes, you would get Divine Sanction once per encounter, and you would get a Cha based MBA.
baldhermit said: Bossbedlam, I do not see why you would not get the ability to mark creatures with Divine Sanction when you use Paladins Wrath.  To quote another DM : Divine sanction has a specific rules definition which is not restricted to one class, the fact that only paladin powers subject enemies to divine sanction is irrelevant You legally get a power that does what it says, and says what it does. So, Yes, you would get Divine Sanction once per encounter, and you would get a Cha based MBA. <3 <3 <3 baldhermit Thank you.
Not a question but a statement I am here just been reading books getting familiar and working on my sheet hope to have it ready soon thanks. Oh I guess I do got a question does this guild of players have a official name or are we just called the guild?  coyote
Hi James R. We are very arrogant  ;) (We do not officially have a name. ) In the mean time, look one of us up in Skype if you want to talk more or ask questions.
I was wondering if anybody has, or would have time to go through character creation. I have the basic grasp of it, but there are just so many options, I am currently thinking of a Eladrin Sword Mage, thanks.
Ask in guild chat on Skype. Also we have a lot of resources in the new player thread to help direct you. 
BUMP
I have a question about Dragon Soul: the feature states that you ignore resistance up to the value of your resistance to the chosen damage type. Does this mean I can choose not to pierce a character's resistance (e.g. When using an AOE targeting allies with resistance or targeting myself to recharge dragon's breath [assuming I have Hurl Breath]). Also, is there any way to avoid provoking OAs with Area attacks without the Implement keyword?
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Matt
Plus
Anh P. said: I have a question about Dragon Soul: the feature states that you ignore resistance up to the value of your resistance to the chosen damage type. Does this mean I can choose not to pierce a character's resistance (e.g. When using an AOE targeting allies with resistance or targeting myself to recharge dragon's breath [assuming I have Hurl Breath]). Also, is there any way to avoid provoking OAs with Area attacks without the Implement keyword? 1. You have to pierce the resistance. It doesn't say you can choose to. "Your arcane powers ignore any target's resistance to that damage type up to the value of your resistance." 2. Shadowdance leather armor is a popular choice for doing this. For a sorcerer it would require taking the leather proficiency feat (which you would likely take that or unarmored agility at some point anyway).
Matt W. said: Anh P. said: I have a question about Dragon Soul: the feature states that you ignore resistance up to the value of your resistance to the chosen damage type. Does this mean I can choose not to pierce a character's resistance (e.g. When using an AOE targeting allies with resistance or targeting myself to recharge dragon's breath [assuming I have Hurl Breath]). Also, is there any way to avoid provoking OAs with Area attacks without the Implement keyword? 1. You have to pierce the resistance. It doesn't say you can choose to. "Your arcane powers ignore any target's resistance to that damage type up to the value of your resistance." 2. Shadowdance leather armor is a popular choice for doing this. For a sorcerer it would require taking the leather proficiency feat (which you would likely take that or unarmored agility at some point anyway). 1. Yes 2. Shimmering Armor is the cloth version.  A solid choice. 3. You bring a rebreather into one of my games you won't need to worry about provoking OAs for long.  Monsters rarely OA dead PCs.
Gary M said: 2. Shimmering Armor is the cloth version.  A solid choice. That and Shadowdance also works on cloth.... 
Jag said: Gary M said: 2. Shimmering Armor is the cloth version.  A solid choice. That and Shadowdance also works on cloth....  ^ Very true.  I don't know why I thought Shadowdance was leather/hide only.  That is my bad.  Shimmering is just a slightly cheaper, slightly sadder option.
Gary M said: Jag said: Gary M said: 2. Shimmering Armor is the cloth version.  A solid choice. That and Shadowdance also works on cloth....  ^ Very true.  I don't know why I thought Shadowdance was leather/hide only.  That is my bad.  Shimmering is just a slightly cheaper, slightly sadder option. For what it's worth, I thought so too.
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So, if I have the Ghost of the Past Theme and the Ghosts of Nerath background do I get Supernal as my Theme language? As far as I can tell its the appropriate language, but there's a rule that says 1st level characters can't start with Supernal. I was told this is a case of specific vs general and I was technically allowed to but, I figure I should ask here. I was told there are some weird things you can do with knowing Supernal but don't  plan on using those.  (As a secondary question do I need to follow the req for ghosts of nerath that I must be battlemind?)
Super B. said: So, if I have the Ghost of the Past Theme and the Ghosts of Nerath background do I get Supernal as my Theme language? As far as I can tell its the appropriate language, but there's a rule that says 1st level characters can't start with Supernal. I was told this is a case of specific vs general and I was technically allowed to but, I figure I should ask here. I was told there are some weird things you can do with knowing Supernal but don't  plan on using those.  (As a secondary question do I need to follow the req for ghosts of nerath that I must be battlemind?) Ghost of Nerath does not have Associated Language: Supernal.  Also there is nothing that says that ancient Nerath's language was Supernal (as far as I can see).  Yes you also must qualify for the prerequisite of things.  The only backgrounds to my knowledge that have associated languages: Supernal are "Banished From the Order" , "Heaven's Weapon" and "Hellfire Heir".  If you want to speak Supernal there are quite a few ways to do it, however Ghost of the Past is not one of those ways.
So how flexible are the Mulligan rules? i.e. I just want to fine-tune my character, switch out a feat, power, and/or starting item to improve them without a full rebuild.
Anything up to and including a full rebuild. Change 1 feat or everything on the sheet. Up to you. 
Got an interesting question here. I'm not expecting a massive bombshell "yes", but I'm also being cautious because this could very easily be "no". Feels pretty complicated to me. For the themes Unseelie Agent and Masked Lord, both have their level 1 feature that allows the creation of a scaling magic weapon or armor, respectively. I was wondering if it would be allowable to 'enchant' the summoned items to give them other enchantment properties, e.g. turn a regular +1 Shadow-Wrought Weapon into a +1 Frost Shadow-Wrought Weapon, or possibly a +2 Frost Shadow-Wrought Weapon given the rules on using items above one's level(subject to consideration, I would guess. Only allowing enhancement bonuses that the power naturally gives vs. special rules on using an item with a higher enhancement bonus than character could normally use). When I'm looking at it, it does make some sort of sense, e.g. at the end of an adventure you break down a magic weapon/armor into essence and use it to enhance your own summoned item with the properties of the item you broke down. Though I'm not sure what would happen if you later broke down a different item and used it to enchant your summoned item. The reason I ask is because both themes are awesome(and for my theorycrafting of a character, Unseelie Agent is very thematically appropriate), but eventually you get a nice weapon or armor that makes the nice theme power seem useless. If the answer to this is in the negative, the summoned weapon/armor can only be Magic and not enhanced with other item properties, it's not terribly important, but it would be something of a downer.
In your heart you know the answer. You deny it because it makes you sad. 
Gary M said: In your heart you know the answer. You deny it because it makes you sad.  I would say that I would be happy to be misinterpreting you, but that seems to further prove your point. Disappointing, but not unexpected.
More questions!(because I have no idea how to get into the skype group/if it's even possible since I have to use skype browser-based.) 1: Do feats that provide flat slides(i.e. Mark of Storm or Lashing Flail) stack with other effects that slide(i.e. Eldritch Strike), or does the effect specifically have to say that it increases the forced movement(such as Battering Shield)? 2: Does the Multiclass Executioner feat give qualification for feats that require "any martial class"? 3: Huntmaster level 11 feature: Intrepid Hunter. Does "mark" mean a generic mark like a Defender would apply, or is it just an add-on to Hunter's Quarry? Pretty sure I know the answer to this one already, but confirmation would be appreciated.
LNG257 said: More questions!(because I have no idea how to get into the skype group/if it's even possible since I have to use skype browser-based.) 1: Do feats that provide flat slides(i.e. Mark of Storm or Lashing Flail) stack with other effects that slide(i.e. Eldritch Strike), or does the effect specifically have to say that it increases the forced movement(such as Battering Shield)? 2: Does the Multiclass Executioner feat give qualification for feats that require "any martial class"? 3: Huntmaster level 11 feature: Intrepid Hunter. Does "mark" mean a generic mark like a Defender would apply, or is it just an add-on to Hunter's Quarry? Pretty sure I know the answer to this one already, but confirmation would be appreciated. 1. Depends entirely on the feat and how it is worded.  Mark of Storm adds an instance of Sliding.  So if you have a lightning power that slides 1 and also you have mark of storm to add another slide 1, getting something that increases your slide distance by 1 would mean you have a slide 2 and a slide 2.  This is different from a Slide 4 as a dwarf would slide 2 squares and not 3. 2. The executioner is Martial and Shadow, so the MC feat gives you access to both those types. 3. It is the marked condition (So -2 to attack rolls that do not include you as a target, can't stack with other marks).
I'm back(again). I'm not in Paragon yet, but I've never played at Paragon and am a bit confused at how it works, so I thought it's definitely better to find out early how it works before getting there. Internet sources speak of retraining lower-level abilities to higher-level ones in paragon and epic, but as I understand it that's impossible because you can only retrain abilities to the same level or lower. Is it some weird system in which powers are swapped out for higher level ones, maintaining the same number of powers? i.e. Encounter 1 becomes paragon path encounter 11, encounter 3 becomes encounter 13, etc.? Or does a character just keep all abilities and keep gaining? Unrelated, but also a question I have. Some abilities turn a character invisible until they attack, at which point they become un-invisible, but some powers do not have that attached. Do those powers that let a character remain invisible for a certain length of time(UEoYNT, etc.) allow for attacks while maintaining invisibility, or does invisibility drop after the first attack no matter what just like Hiding?
@LNG257 Hi, I'm not a Living Guild DM, but I have played 4e since the very beginning. Mostly everything described in any Paragon Path is in addition to what your PC previously had at level 10. These are referred to as features. Encounter attack class powers and daily attack class powers begin swapping out at level 13 for paragon characters. Refer to chart below: 4e D&D Level Advancement Chart Invisibility powers last until the parameter for its duration is triggered. Without any powers, any PC can become hidden. Invisibility A variety of powers and other effects can turn a creature invisible, effectively giving it total concealment. Sometimes invisibility is magical, and other times it is mundane. The most common way to become invisible is to use the Stealth skill to become hidden. An invisible creature can take advantage of several benefits. It can't be seen by normal forms of vision. It has total concealment against any enemy that can't see it. It has combat advantage against any enemy that can't see it (but it still has to be able to see the enemy). It doesn't provoke opportunity attacks from enemies that can't see it.
Hi LNG I'm not in Paragon yet, but I've never played at Paragon and am a bit confused at how it works, so I thought it's definitely better to find out early how it works before getting there. Internet sources speak of retraining lower-level abilities to higher-level ones in paragon and epic, but as I understand it that's impossible because you can only retrain abilities to the same level or lower. Is it some weird system in which powers are swapped out for higher level ones, maintaining the same number of powers? i.e. Encounter 1 becomes paragon path encounter 11, encounter 3 becomes encounter 13, etc.? Or does a character just keep all abilities and keep gaining? What people usually mean by this, what you can actually retrain, is feats. Retrain a heroic feat for a paragon feat.
Hi again. I was deferred to here after asking three DM's on Skype (Super Blooper, Ryan, Aurzel) all of whom had varying answers to the following query. They asked that Gary deliver a resolute answer to my question. Question: Double weapon in compendium is defined as " Wielding a double weapon is like wielding a weapon in each hand. " Then is it technically correct that while wielding a double weapon, your PC is " wielding a one-handed weapon ?" Focused Superiority Heroic Tier Prerequisite: Fighter Benefit: While you are wielding a one-handed weapon, you gain a bonus to damage rolls equal to your Wisdom modifier with opportunity attacks. ^^ I'm trying to qualify spiked chain with this feat.
Hello again, I'm back. Anyway, I'm interested in something about Ki Foci now. Specifically, the Death Shroud and Scavenger Bird Ki Foci, as well as Death Shroud's interaction with Shadow Initiate(MC Assassin-2 Shrouds/Encounter). 1st: Most magic ki foci require their properties or powers to be used with that specific focus, but Scavenger Bird and Death Shroud state only that their power triggers are "You hit an enemy(or "target" for Death Shroud)." So do they work with using a magic weapon(or implement) for the power used, and then I could choose to use the power for their respective benefits even though I didn't use the focus for the attack? 2nd: Does the Death Shroud power work essentially give a third use of Assassin's Shroud per encounter with Shadow Initiate, or does it count as a use of the 2/encounter shrouds?
LNG257 said: Hello again, I'm back. Anyway, I'm interested in something about Ki Foci now. Specifically, the Death Shroud and Scavenger Bird Ki Foci, as well as Death Shroud's interaction with Shadow Initiate(MC Assassin-2 Shrouds/Encounter). 1st: Most magic ki foci require their properties or powers to be used with that specific focus, but Scavenger Bird and Death Shroud state only that their power triggers are "You hit an enemy(or "target" for Death Shroud)." So do they work with using a magic weapon(or implement) for the power used, and then I could choose to use the power for their respective benefits even though I didn't use the focus for the attack? 2nd: Does the Death Shroud power work essentially give a third use of Assassin's Shroud per encounter with Shadow Initiate, or does it count as a use of the 2/encounter shrouds? Ad 1: You could have found this in the minor rulings, since this sorta thing has come up before:  " E quipping: An item must be equipped to utilize its properties and/or powers (RC:276). Weapon Properties: Unless specified otherwise, a weapon’s property affects attack powers only when they are delivered with that weapon: you cannot hold the weapon in your off-hand and use the property with attacks delivered by your main-hand weapon (AV1: 56). " Ad 2: The assasin's MC feat called Shadow Initiate specifically calls out a limitation not valid for pure class assassins. So yes, you are limited to two shrouds per encounter. (many MC feats have such limitations, for example on number of heals available to those who multiclass leader)
baldhermit said: LNG257 said: Hello again, I'm back. Anyway, I'm interested in something about Ki Foci now. Specifically, the Death Shroud and Scavenger Bird Ki Foci, as well as Death Shroud's interaction with Shadow Initiate(MC Assassin-2 Shrouds/Encounter). 1st: Most magic ki foci require their properties or powers to be used with that specific focus, but Scavenger Bird and Death Shroud state only that their power triggers are "You hit an enemy(or "target" for Death Shroud)." So do they work with using a magic weapon(or implement) for the power used, and then I could choose to use the power for their respective benefits even though I didn't use the focus for the attack? 2nd: Does the Death Shroud power work essentially give a third use of Assassin's Shroud per encounter with Shadow Initiate, or does it count as a use of the 2/encounter shrouds? Ad 1: You could have found this in the minor rulings, since this sorta thing has come up before:  " Equipping: An item must be equipped to utilize its properties and/or powers (RC:276). Weapon Properties: Unless specified otherwise, a weapon’s property affects attack powers only when they are delivered with that weapon: you cannot hold the weapon in your off-hand and use the property with attacks delivered by your main-hand weapon (AV1: 56). " Ad 2: The assasin's MC feat called Shadow Initiate specifically calls out a limitation not valid for pure class assassins. So yes, you are limited to two shrouds per encounter. (many MC feats have such limitations, for example on number of heals available to those who multiclass leader) Alright, thanks. I did check the minor rulings, but only gave it a quick skim and only searched specifically for ki foci, so that's probably why I missed it.
BossBedlam said: Hi again. I was deferred to here after asking three DM's on Skype (Super Blooper, Ryan, Aurzel) all of whom had varying answers to the following query. They asked that Gary deliver a resolute answer to my question. Question: Double weapon in compendium is defined as " Wielding a double weapon is like wielding a weapon in each hand. " Then is it technically correct that while wielding a double weapon, your PC is " wielding a one-handed weapon ?" Focused Superiority Heroic Tier Prerequisite: Fighter Benefit: While you are wielding a one-handed weapon, you gain a bonus to damage rolls equal to your Wisdom modifier with opportunity attacks. ^^ I'm trying to qualify spiked chain with this feat. A bit on discussion with other gms confirms initial response. A double weapon is not a one handed weapon, and your quoted phrase in no way makes it one. That feat will not work with a spiked chain. Consider this the final ruling. 
Blooper said: BossBedlam said: Hi again. I was deferred to here after asking three DM's on Skype (Super Blooper, Ryan, Aurzel) all of whom had varying answers to the following query. They asked that Gary deliver a resolute answer to my question. Question: Double weapon in compendium is defined as " Wielding a double weapon is like wielding a weapon in each hand. " Then is it technically correct that while wielding a double weapon, your PC is " wielding a one-handed weapon ?" Focused Superiority Heroic Tier Prerequisite: Fighter Benefit: While you are wielding a one-handed weapon, you gain a bonus to damage rolls equal to your Wisdom modifier with opportunity attacks. ^^ I'm trying to qualify spiked chain with this feat. A bit on discussion with other gms confirms initial response. A double weapon is not a one handed weapon, and your quoted phrase in no way makes it one. That feat will not work with a spiked chain. Consider this the final ruling.  A clarification on this has been added to the minor rulings.
While I hope to make it not unnecessarily complicated, I couldn't help but notice that a pair of weapons(or possibly more, if my knowledge is incomplete), the Lotulis and Dragon Paw, have the Stout property. How, if at all, does that interact with the new rule?
I'd like a ruling on a feat for the future of my monk. Would Unarmed Mastery work with monk powers if my main hand has no weapon on it and I use the ki focus as an implement?
Jean M. said: I'd like a ruling on a feat for the future of my monk. Would Unarmed Mastery work with monk powers if my main hand has no weapon on it and I use the ki focus as an implement? As long as it is a weapon attack, yes. UNARMED COMBATANT You can make unarmed attacks with much greater effectiveness than most combatants can. When you make a weapon attack such as a melee basic attack, you can use the monk unarmed strike, which is a weapon in the unarmed weapon group. This weapon has the off-hand weapon property and a +3 proficiency bonus, and it deals 1d8 damage. If you are thinking "But that makes all the monk powers bad with unarmed mastery unless it is another class dipping into monk that uses weapon powers from their class" then you are exactly correct.
Having a heap of trouble making a Fighter Hybrid, I am unsure if I am getting in over my head, but I really do think I would be suited with this class, I just need a little bit of guidance.
Maxwell B. said: Having a heap of trouble making a Fighter Hybrid, I am unsure if I am getting in over my head, but I really do think I would be suited with this class, I just need a little bit of guidance. This thread is for specific questions.  So if you have specific questions, please ask them.  Otherwise I would highly recommend getting into guild chat by contacting me at Gravymattingly. Also, yes, hybrids are harder for starting characters.  Did you watch the intro video on how to make a character?
Gary M said: Maxwell B. said: Having a heap of trouble making a Fighter Hybrid, I am unsure if I am getting in over my head, but I really do think I would be suited with this class, I just need a little bit of guidance. This thread is for specific questions.  So if you have specific questions, please ask them.  Otherwise I would highly recommend getting into guild chat by contacting me at Gravymattingly. Also, yes, hybrids are harder for starting characters.  Did you watch the intro video on how to make a character? I did watch the video, at least the 1st one, and sorry. I have a specific question: For hybrid classes, for example Hybrid Fighter, where do I take powers from? The fighter class and one other? Because the compendium does not show powers exactly for hybrid classes.
Hybrid rules are in PHB3.  Its one of the few things not covered in the compendium.  Its also one of the reason we recommend not doing that.  Also, for detailed information, join guild chat. In short as a hybrid character you take Fighter powers and powers from whatever your other hybrid class is.  First level: Fighter: 1 at-will Other: 1 at-will Fighter or Other: 1 encounter power Fighter or Other: 1 Daily power As you level, whenever you get another power, you can take either one of your other class powers or a fighter power as long as you have at least 1 power from each class.  By level 5 you will have 1 daily from each class, 1 utility from one of your classes, 1 at-will from each class and 1 encounter power from each class.
This is the first time I've ever done any sort of RPG, so please excuse my ignorance.  I'm working on creating my character, and I was thinking about doing a Hengeuokai Rouge(Thief). The video showed that you get the Powers mentioned in the Class Features, and then also what you choose based on the level 5 powers. There seems to be quite a lot of Powers under Class Features for Rouge(Thief), so would I have all of those, plus my choice? Or am I misunderstanding this? 
This chart may assist you: <a href="http://dnd4.wikia.com/wiki/Level" rel="nofollow">http://dnd4.wikia.com/wiki/Level</a>
I get that, but what I was wondering is the Rogue(Thief) listing in the compendium says:&nbsp; Level 2: LEVEL 2 THIEF UTILITY POWER You gain one of the following powers of your choice. Agile Footwork Rogue Utility 2 Though your foe wants to move in closely, you'd rather keep your distance, so you nimbly move away. Encounter&nbsp;&nbsp;Martial Immediate Reaction Personal Trigger: An enemy ends its turn adjacent to you. Effect: You shift up to 3 squares. Update (8/4/2010) Power updated to match Essentials data. Fleeting Ghost Rogue Utility 2 You are stealthy and fleet of foot at the same time. At-Will&nbsp;&nbsp;Martial Move Action Personal Prerequisite: You must be trained in Stealth. Effect: You move up to your speed and can make a Stealth check to hide. You take no penalty to the Stealth check for the movement, though you must still meet the normal requirements to hide. Update (9/30/2011) Updated in Class Compendium. etc... Does that mean I would choose one of the 4 listed there and then also choose a Utility for level 2? Or is the one of the 4 that I choose counted as the Utility for level 2?
Alex S. said: I get that, but what I was wondering is the Rogue(Thief) listing in the compendium says:&nbsp; Level 2: LEVEL 2 THIEF UTILITY POWER You gain one of the following powers of your choice. Agile Footwork Rogue Utility 2 Though your foe wants to move in closely, you'd rather keep your distance, so you nimbly move away. Encounter&nbsp;&nbsp;Martial Immediate Reaction Personal Trigger: An enemy ends its turn adjacent to you. Effect: You shift up to 3 squares. Update (8/4/2010) Power updated to match Essentials data. Fleeting Ghost Rogue Utility 2 You are stealthy and fleet of foot at the same time. At-Will&nbsp;&nbsp;Martial Move Action Personal Prerequisite: You must be trained in Stealth. Effect: You move up to your speed and can make a Stealth check to hide. You take no penalty to the Stealth check for the movement, though you must still meet the normal requirements to hide. Update (9/30/2011) Updated in Class Compendium. etc... Does that mean I would choose one of the 4 listed there and then also choose a Utility for level 2? Or is the one of the 4 that I choose counted as the Utility for level 2? No, you get one utility at level 2. It is not very clear, but you do not have to pick a utility from that list. You can get any Rogue utility, Skil utility, theme utility or racial utility that you qualify for.&nbsp;