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Loves-Shiny-Stuff

Submitted by: Tuomari
Last Update: 12:00:00 AM
DM Name: dying_inxs
Active Game Threads: 4e goblins adventure
Goblin rogue for 4th edition. Avatar is just a random pic from internet.

 
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+ 5 vs
Defense
Attack
Type
1d6+2
Damage
Effect:
Additional Effects:
+2d8+2 to damage once per round (Sneak Attack)
Source:
At-Will Power
Ranged Basic Attack
keywords
Prep
 
Used
 
Standard action
Action
Range
1d20+ 8 vs
Defense
Attack
Type
1d4+4
Damage
Effect:
Additional Effects:
+2d8+2 to damage once per round (Sneak Attack)
Source:
At-Will Power
Goblin Tactics
keywords
Prep
 
Used
 
Immediate Reaction
Action
Range
vs
Defense
Attack
Type
Damage
Effect:
Goblin Tactics

You avoid your enemy’s blow and cleverly slink past his defenses.

At-Will
Immediate Reaction Personal

Trigger: You are missed by a melee attack.

Effect: You shift 1 square.
Additional Effects:
Source: View Rules (Requires DDI Account)
At-Will Power
Sly Flourish
keywords
Prep
 
Used
 
Standard action
Action
Range
1d20+ 7 vs
Defense
Attack
Type
1d6+6
Damage
Effect:
Sly Flourish

A distracting flourish causes the enemy to forget the blade at his throat.

At-Will Martial, Weapon
Standard Action Melee or Ranged weapon

Requirement: You must be wielding a crossbow, a light blade, or a sling.

Target: One creature

Attack: Dexterity vs. AC

Hit: 1[W] + Dexterity modifier + Charisma modifier damage.
Increase damage to 2[W] + Dexterity modifier + Charisma modifier at 21st level.
Additional Effects:
+2d8+2 to damage once per round (Sneak Attack)
Source: View Rules (Requires DDI Account)
At-Will Power
Piercing Strike
keywords
Prep
 
Used
 
Standard action
Action
Range
1d20+ 7 vs
Defense
Attack
Type
1d6+4
Damage
Effect:
Piercing Strike

A needle-sharp point slips past armor and into tender flesh.

At-Will Martial, Weapon
Standard Action Melee weapon

Requirement: You must be wielding a light blade.

Target: One creature

Attack: Dexterity vs. Reflex

Hit: 1[W] + Dexterity modifier damage.
Increase damage to 2[W] + Dexterity modifier at 21st level.

First published in Player's Handbook.
Additional Effects:
+2d8+2 to damage once per round (Sneak Attack)
Source: View Rules (Requires DDI Account)
At-Will Power
Torturous Strike
keywords
Prep
 
Used
 
Standard action
Action
Range
1d20+ 7 vs
Defense
Attack
Type
2d6+6
Damage
Effect:
Torturous Strike

If you twist the blade in the wound just so, you can make your enemy howl in pain.

Encounter Martial, Weapon
Standard Action Melee weapon

Requirement: You must be wielding a light blade.

Target: One creature

Attack: Dexterity vs. AC

Hit: 2[W] + Dexterity modifier damage.

Brutal Scoundrel: You gain a bonus to the damage roll equal to your Strength modifier
Additional Effects:
+2d8+2 to damage once per round (Sneak Attack)
Source: View Rules (Requires DDI Account)
Encounter Power
Quick Fingers
keywords
Prep
 
Used
 
minor
Action
Range
vs
Defense
Attack
Type
Damage
Effect:
Make a Thievery as part of this action.
Additional Effects:
Source:
Encounter Power
Setup Stike
keywords
Prep
 
Used
 
Standard
Action
Range
1d20+7 vs
Defense
Attack
Type
2d6+6
Damage
Effect:
The target grants
combat advantage to you until the end of your next turn.
Additional Effects:
Source:
Encounter Power
Easy Target
keywords
Prep
 
Used
 
Standard action
Action
Range
1d20+ 7 vs
Defense
Attack
Type
2d6+4
Damage
Effect:
Easy Target

You deal a staggering blow to your enemy, setting it up for future attacks.

Daily Martial, Weapon
Standard Action Melee or Ranged weapon

Requirement: You must be wielding a crossbow, a light blade, or a sling.

Target: One creature

Attack: Dexterity vs. AC

Hit: 2[W] + Dexterity modifier damage, and the target is slowed and grants combat advantage to you (save ends both).

Miss: Half damage, and the target grants combat advantage to you until the end of your next turn.

First published in Player's Handbook.
Additional Effects:
+2d8+2 to damage once per round (Sneak Attack)
Source: View Rules (Requires DDI Account)
Daily Power

Equipment Cards

Sling Bullets
Group
Prep
 
Used
 
Enhancement
Quantity
Properties:
Power:
Source: View Rules (Requires DDI Account)
Item
Adventurer's Kit
Group
Prep
 
Used
 
Enhancement
Quantity
Properties:
Power:
Source: View Rules (Requires DDI Account)
Item
Goblins Dagger +1
Group
Prep
 
Used
 
Enhancement
Quantity
Properties:
Enhancement: +1 attack rolls and damage rolls
Critical: +1d6 damage or choose to roll 1 d20 agian if double critcal dmg = 6d6 (no mods) if you get a crtical Fail ( roll a 1) you do no dmg other wise its 1d6 .

Property: While you are bloodied, you gain an aura of force
daggers. Any adjacent creature that attacks you takes 3
force damage.
Property: As a minor action, you can cause the daggers to
shed dim light to a radius of 5 squares. The light can be
extinguished with a free action.
Power (Daily F Force): Standard Action . Effect: One creature
within 3 squares of you takes 5 force damage
What the Dagger Does
When the Dagger is triggered into action, a halo of six
daggers appears in midair. These weapons look like
identical, plain, metal daggers (with simple quillons, a
large and flat pommel, and no wrappings on the grip).
In fact, they are sharp-edged and -pointed slivers of
magical force that look like solid metal. They don’t
react to magnetism or other forces in the way that
metal would.
The daggers vary in size depending on who’s holding the daggers. They are exactly the length of the
dagger in hand from the base of the wrist to the
tip of the longest finger.
The open center of the ring of daggers is always 12inchs
directly in front of the dagger
in hand (and can be moved about by
pointing the dagger). The daggers
can whirl to slash at foes and “tilt” individually to
point in any or all directions, as their wielder wills.
If a dagger is directed to thrust or stab, the entire
ring of daggers moves with it.
The dagger bearer can choose to have all the daggers
glow with a faint white radiance, or have them all
emit no light but reflect like sharp, bright metal, or all
be dark and nonreflective. If the ring wearer chooses
no form, the daggers do not glow but are reflective.
In all their forms, the daggers are silent (no metallic
clangs or clashing sounds
Power:
Enhancement: +1 attack rolls and damage rolls Critical: +1d6 damage or choose to roll 1 d20 agian if double critcal dmg = 6d6 (no mods) if you get a crtical Fail ( roll a 1) you do no dmg other wise its 1d6 .
Source:
Item

Rituals