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Abathor

Submitted by: richardm
Last Update: 12:00:00 AM
DM Name: r4rBrok
Active Game Threads:
A whisper in the dark, a blade from the shadows, the end is near

 
 
Ability Scores MOD CHECK
Str
Strength
Con
Constitution
Dex
Dexterity
Int
Intelligence
Wis
Wisdom
Cha
Charisma
Hit Points
HP Current
Bloodied Temporary
Healing Surges
SURGE VALUE
SURGES/DAY
Used Surges

Saving Throw:

Resistances:

Conditions:
Initiative DEX ½ LEV MISC
= + +
Notes:
Name: Player:
Region:
Race: Size: Gender:
Alignment: Deity:
Age: Height: Weight:
Class: Level:
Paragon Path:
Epic Destiny:
XP: Next Level:
Defenses ½ LEV MOD RACE
CLASS
FEAT ENH MISC
AC =10+ + + + + +
Fort =10+ + + + + +
Ref =10+ + + + + +
Will =10+ + + + + +
Armor
Armor Bonus
Shield Bonus
Armor Encumbrance
Armor affects the AC Defense. The shield bonus affects the AC and Reflex defense.
Notes:
Action Points
Notes and Special Uses
Current
Senses SKILL
Passive Insight =10+
Passive Perception =10+
Vision:
Special Senses:
Speed BASE ARMOR ITEM MISC
= + + +
Special Movement:
Skills
BONUS SKILL NAME   MOD
+½ L
TRN
(+5)
ARMR
PENLTY
MISC
Acrobatics DEX
Arcana INT n/a
Athletics STR
Bluff CHA n/a
Diplomacy CHA n/a
Dungeoneer WIS n/a
Endurance CON
Heal WIS n/a
History INT n/a
Insight WIS n/a
Intimidate CHA n/a
Nature WIS n/a
Perception WIS n/a
Religion INT n/a
Stealth DEX
Streetwise CHA n/a
Thievery DEX
 
 
Skill Notes

Languages
Attacks Totl ½ L MOD CL PRO FEAT ENH MSC Def RNG DMG
  = + + + + + + vs.    
  = + + + + + + vs.    
  = + + + + + + vs.    
  = + + + + + + vs.    
  = + + + + + + vs.    
  = + + + + + + vs.    
Notes
Ammunition

Feats
Race Features
Class Features
Equipment
Primary Slots
Right Hand:
Left Hand:
Implement:
Armor:
Neck:
 
Secondary Slots
Head:
Arms:
Hands:
Waist:
Feet:
Rings:
Other Gear
Daily Item Powers
Wealth
Currency
CP: SP:
GP: PP:
AD:
Other Valuables and Gems
Appearance
Personality

Companions

 

Powers

| |
 
Melee Basic Attack
keywords
Prep
 
Used
 
Standard Action
Action
Range
1d20+ 3 vs
Defense
Attack
Type
2d4
Damage
Effect:
Additional Effects:
+2 to damage rolls against an enemy that has two or more of your allies adjacent to it - Pack Attack. +2 to damage rolls while you're bloodied - Blood Fury.
Source:
At-Will Power
Ranged Basic Attack
keywords
Prep
 
Used
 
Standard Action
Action
Range
1d20+ 3 vs
Defense
Attack
Type
1d4+3
Damage
Effect:
Additional Effects:
+2 to damage rolls while you're bloodied - Blood Fury.
Source:
At-Will Power
Radiant Vengeance
keywords
Prep
 
Used
 
Standard Action
Action
Range
1d20+ 4 vs
Defense
Attack
Radiant
Type
1d8+4
Damage
Effect:
Hit: 1d8 + Wisdom modifier radiant damage, and you gain temporary hit points equal to your Wisdom modifier.
Level 21: 2d8 + Wisdom modifier damage.
Additional Effects:
+2 to damage rolls while you're bloodied - Blood Fury.
Source: View Rules (Requires DDI Account)
At-Will Power
Bond of Pursuit
keywords
Prep
 
Used
 
Standard Action
Action
Range
1d20+ 7 vs
Defense
Attack
Type
2d4+4
Damage
Effect:
Attack: Wisdom vs. AC

Hit: 1[W] + Wisdom modifier damage. If the target doesn’t end its next turn adjacent to you, you can shift a number of squares equal to 1 + your Dexterity modifier as a free action, and you must end that shift closer to the target.
Additional Effects:
+2 to damage rolls against an enemy that has two or more of your allies adjacent to it - Pack Attack. +2 to damage rolls while you're bloodied - Blood Fury.
Source: View Rules (Requires DDI Account)
At-Will Power
Ferocious Charge
keywords
Prep
 
Used
 
Standard Action
Action
Range
vs
Defense
Attack
Type
Damage
Effect:
Effect: You charge and deal an extra 2 damage on a sucessful attack. increase the extra damage to 4 at 11th level and to 6 at 21st level. If you are bloodied, double the extra damage and gain an equal number of temporary hit points.
Additional Effects:
Source: View Rules (Requires DDI Account)
Encounter Power
Abjure Undead
keywords
Prep
 
Used
 
Standard Action
Action
close burst 5
Range
1d20+ 4 vs
Defense
Attack
Radiant
Type
3d10+4
Damage
Effect:
Close burst 5

Target: One undead creature in burst

Attack: Wisdom vs. Will

Hit: 3d10 + Wisdom modifier radiant damage, and you pull the target a number of squares equal to 1 + your Wisdom modifier. The target is also immobilized until the end of your next turn.
Level 5: 4d10 + Wisdom modifier damage.
Level 11: 5d10 + Wisdom modifier damage.
Level 15: 6d10 + Wisdom modifier damage.
Level 21: 7d10 + Wisdom modifier damage.
Level 25: 8d10 + Wisdom modifier damage.
Miss: Half damage, and you pull the target 1 square.
Additional Effects:
+2 to damage rolls while you're bloodied - Blood Fury.
Source: View Rules (Requires DDI Account)
Encounter Power
Divine Guidance
keywords
Prep
 
Used
 
Immediate Interrupt
Action
close burst 10
Range
vs
Defense
Attack
Type
Damage
Effect:
Trigger: An ally within 10 squares of you makes an attack roll against your oath of enmity target

Target: The triggering ally

Effect: The target makes a second attack roll and uses either result.
Additional Effects:
Source: View Rules (Requires DDI Account)
Encounter Power
Oath of Enmity
keywords
Prep
 
Used
 
Minor Action
Action
Close burst 10
Range
vs
Defense
Attack
Type
Damage
Effect:
Target: One enemy you can see in burst

Effect: When you make a melee attack against the target and the target is the only enemy adjacent to you, you make two attack rolls and use either result. This effect lasts until the end of the encounter or until the target drops to 0 hit points, at which point you regain the use of this power.
If another effect lets you roll twice and use the higher result when making an attack roll, this power has no effect on that attack. If an effect forces you to roll twice and use the lower result when making an attack roll, this power has no effect on that attack either.
If an effect lets you reroll an attack roll and you rolled twice because of this power, you reroll both dice.
Additional Effects:
Source: View Rules (Requires DDI Account)
Encounter Power
Shared Madness
keywords
Prep
 
Used
 
Standard Action
Action
ranged 10
Range
1d20+ 4 vs
Defense
Attack
Psychic
Type
1d10+4
Damage
Effect:
Hit: 1d10 + Wisdom modifier psychic damage, and a second creature you can see takes the same damage.
Additional Effects:
+2 to damage rolls while you're bloodied - Blood Fury.
Source: View Rules (Requires DDI Account)
Encounter Power
Oath of the Final Duel
keywords
Prep
 
Used
 
Standard Action
Action
Melee Weapon
Range
1d20+ 7 vs
Defense
Attack
Type
4d4+4
Damage
Effect:
Hit: 2[W] + Wisdom modifier damage.

Miss: Half damage.

Effect: Until the end of the encounter, if the target is more than 3 squares away from you at the start of your turn, you can teleport to a space within 3 squares of it as a minor action. This effect ends if you end your turn more than 3 squares away from the target.
Additional Effects:
+2 to damage rolls against an enemy that has two or more of your allies adjacent to it - Pack Attack. +2 to damage rolls while you're bloodied - Blood Fury.
Source: View Rules (Requires DDI Account)
Daily Power

Equipment Cards

Adventurer's Kit
Group
Prep
 
Used
 
Enhancement
Quantity
Properties:
This kit includes: a backpack, a bedroll, flint and steel, a belt pouch, two sunrods, ten days’ worth of trail rations, 50 feet of hempen rope, and a waterskin.
Power:
Source: View Rules (Requires DDI Account)
Item
Camouflaged Clothing
Group
Prep
 
Used
 
Enhancement
Quantity
Properties:
This clothing is patterned so you blend into shadows. While wearing it, you gain a +1 item bonus to Stealth checks to hide.
Power:
Source: View Rules (Requires DDI Account)
Item
Footpads
Group
Prep
 
Used
 
Enhancement
Quantity
Properties:
These felt soles fit over shoes or boots and help dampen the noise you create while walking. The footpads grant you a +1 item bonus to Stealth checks made to move quietly.
Power:
Source: View Rules (Requires DDI Account)
Item

Rituals