Ijyb
Submitted by:
MariachiDevil
Last Update: 8/3/2010 8:14:33 AM
DM Name: dying_inxs
Active Game Threads:
4e goblins adventure
A fiercely loyal goblin, dedicated to keeping his clan safe
Companions
Powers
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Melee Basic Attack
At-Will Power
Ranged Basic Attack
At-Will Power
Goblin Tactics
Immediate Reaction
Action
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.
Source:
View Rules (Requires DDI Account)
At-Will Power
Commander's Strike
Effect:Commander’s Strike
With a shout, you command an ally to attack.
At-Will Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: An ally of your choice makes a melee basic attack against the target
Hit: Ally’s basic attack damage + your Intelligence modifier.
Source:
View Rules (Requires DDI Account)
At-Will Power
Viper's Strike
Effect:Viper’s Strike
You trick your adversary into making a tactical error that gives your comrade a chance to strike.
At-Will Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage.
Increase damage to 2[W] + Strength modifier at 21st level.
Effect: If the target shifts before the start of your next turn, it provokes an opportunity attack from an ally of your choice.
Source:
View Rules (Requires DDI Account)
At-Will Power
Inspiring Word
Effect:Inspiring Word
You call out to a wounded ally and offer inspiring words of courage and determination that helps that ally heal.
Encounter (Special) Healing, Martial
Minor Action Close burst 5 (10 at 11th level, 15 at 21st level)
Special: You can use this power twice per encounter, but only once per round. At 16th level, you can use inspiring word three times per encounter.
Target: You or one ally in burst
Effect: The target can spend a healing surge and regain an additional 1d6 hit points.
The amount of additional hit points regained is 2d6 at 6th level, 3d6 at 11th level, 4d6 at 16th level, 5d6 at 21st level, and 6d6 at 26th level.
Additional Effects:
Source:
View Rules (Requires DDI Account)
Hammer Formation
Effect:Hammer Formation
You signal your allies to attack with abandon, dishing out as much damage as possible.
Encounter Martial, Weapon
Standard Action Ranged weapon
Requirement: You must be wielding a heavy thrown weapon.
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage, and each ally adjacent to you deals 1[W] extra damage on a hit with the next weapon attack he or she makes before the start of your next turn.
Resourceful Presence: Each ally within a number of squares equal to your Charisma modifier can deal the extra damage.
Addition (2/26/2009)
In the Hit line, add “weapon” before “attack”.
Additional Effects:
Source:
View Rules (Requires DDI Account)
Fearless Rescue
Immediate Reaction
Action
Effect:Fearless Rescue
One of your allies falls, and without regard for your own well-being, you rush to make the attacker pay. Your bravery inspires your ally to fight on.
Daily Healing, Martial, Weapon
Immediate Reaction Melee weapon
Trigger: An enemy within 5 squares of you reduces an ally to 0 hit points or fewer
Target: The triggering enemy
Effect: Before the attack, you can move to the nearest square from which you can attack the target.
Attack: Strength + 1 vs. AC
Hit: 2[W] + Strength modifier damage.
Effect: The ally can spend a healing surge and regains an additional 1d6 hit points for every opportunity attack you provoke while moving to the target.
Additional Effects:
Source:
View Rules (Requires DDI Account)
Equipment Cards
Rituals