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Ijyb

Submitted by: MariachiDevil
Last Update: 12:00:00 AM
DM Name: dying_inxs
Active Game Threads: 4e goblins adventure
A fiercely loyal goblin, dedicated to keeping his clan safe

 
 
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
1d8+2
Damage
Effect:
Additional Effects:
Source:
At-Will Power
Ranged Basic Attack
keywords
Prep
 
Used
 
Standard Action
Action
Range
1d20+ 5 vs
Defense
Attack
Type
1d8+2
Damage
Effect:
Additional Effects:
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
Commander's Strike
keywords
Prep
 
Used
 
Standard Action
Action
Range
vs
Defense
Attack
Type
Damage
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.
Additional Effects:
Source: View Rules (Requires DDI Account)
At-Will Power
Viper's Strike
keywords
Prep
 
Used
 
Standard Action
Action
Range
1d20+ 5 vs
Defense
Attack
Type
1d8+2
Damage
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.
Additional Effects:
Source: View Rules (Requires DDI Account)
At-Will Power
Inspiring Word
keywords
Prep
 
Used
 
Minor Action
Action
Range
vs
Defense
Attack
Type
Damage
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)
Encounter Power
Hammer Formation
keywords
Prep
 
Used
 
Standard Action
Action
Range
1d20+ 5 vs
Defense
Attack
Type
1d8+2
Damage
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)
Encounter Power
Fearless Rescue
keywords
Prep
 
Used
 
Immediate Reaction
Action
Range
1d20+ 6 vs
Defense
Attack
Type
2d8+2
Damage
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)
Daily Power

Equipment Cards

Flask (empty)
Group
Prep
 
Used
 
Enhancement
Quantity
Properties:
Power:
Source: View Rules (Requires DDI Account)
Item
Bedroll
Group
Prep
 
Used
 
Enhancement
Quantity
Properties:
Power:
Source: View Rules (Requires DDI Account)
Item
Waterskin
Group
Prep
 
Used
 
Enhancement
Quantity
Properties:
Power:
Source: View Rules (Requires DDI Account)
Item

Rituals