Goblin

Booj's page

162 posts. Alias of pat512.


Full Name

Booj

Race

Goblin

Classes/Levels

Stone Fist Monk 2

Gender

M

Size

S

Strength 14
Dexterity 18
Constitution 13
Intelligence 8
Wisdom 14
Charisma 12

About Booj

Booj
Goblin Monk [Psionic Striker]
Level 2, Unaligned
XP: 0
Languages: Common, Naltanic, Bosarian

Str 14 ( +2) +14(Starting)
Con 13 ( +1) +13(Starting)
Dex 18 ( +4) +16(Starting)+2(Goblin)
Int 8 ( -1) +8(Starting)
Wis 14 ( +2) +14(Starting)
Cha 12 ( +1) +10(Starting)+2(Goblin)

Hit Points
Max HP: 30/30 +13(Con)+17(Monk 2)
Bloodied: 15
Surge: 7
Surges/Day: 6/8 +7(Monk)+1(Con mod)

Defenses and Senses
AC: 19 +10(Constant)+1(1/2 Level)+0(Inherent Defense Bonus)
+2 with armor: cloth - Unarmored Defense
+2 without armor: - Unarmored Defense
+4 without armor: heavy - Dexterity modifier
+2 with armor: cloth - Unarmored Agility
+2 without armor: - Unarmored Agility
Fort: 15 +10(Constant)+1(1/2 Level)+1(Fortitude Defense Class Bonus)+0(Inherent Defense Bonus)+2(Str mod)+1(Item)
Ref: 18 +10(Constant)+1(1/2 Level)+1(Reflex Defense Class Bonus)+1(Goblin Reflexes)+0(Inherent Defense Bonus)+4(Dex mod)+1(Item)
Will: 16 +10(Constant)+011/2 Level)+1(Will Defense Class Bonus)+1(Stone Fist)+0(Inherent Defense Bonus)+2(Wis mod)+1(Item)

Passive Perception: 13 +3(Perception)+10(Constant)
Passive Insight: 13 +3(Insight)+10(Constant)

Initiative: 5 +1(1/2 Level)+0(Initiative Misc)+4(Dex mod)
Speed: 6 +6(Goblin)
Vision: Low-light

Powers
At-Will
Grab [Standard Action]
Garrote
Target: One creature size Tiny, Small, or Medium
Attack: 4 vs. Ref +2(Strength modifier)+1(1/2 Level)+1(Enhancement bonus - Inherent Bonuses)
Damage: 1d4+3 +2(Strength modifier)+1(Enhancement bonus - Inherent Bonuses) (high crit)
Hit: The enemy is immobilized until it escapes or you end the grab. Your enemy can attempt to escape on its turn, with a -2 penalty. You sustain a grab as a minor action. You can end a grab as a free action. Each turn you successfully maintain a grab with a garrote used with two hands, you have combat advantage against the target you’re grabbing for the purpose of attacking again with the garrote.

Melee Basic Attack [Standard Action]
Monk Unarmed Strike
Attack: 7 vs. AC +2(Strength modifier)+1(1/2 Level)+3(proficiency bonus)+1(Enhancement bonus - Inherent Bonuses)
Damage: 1d8+3 +2(Strength modifier)+1(Enhancement bonus - Inherent Bonuses)

Ranged Basic Attack [Standard Action]
Sling
Attack: 8 vs. AC +4(Dexterity modifier)+1(1/2 Level)+2(proficiency bonus)+1(Enhancement bonus - Inherent Bonuses)
Damage: 1d6+5 +4(Dexterity modifier)+1(Enhancement bonus - Inherent Bonuses)

Goblin Tactics [Immediate Reaction]
Trigger: You are missed by a melee attack.
Effect: You shift 1 square

Stone Fist Flurry of Blows [Free Action]
Trigger: You hit with an attack during your turn
Target: One creature
Effect: The target takes damage equal to 3 + your Strength modifier (5). If the target wasn’t targeted by the triggering attack, the damage increases by 2.
Special: You can use this power only once per round.

Five Storms [Standard Action]
Monk Unarmed Strike
Target: Each enemy you can see in close burst 1
Attack: 6 vs. Reflex +4(Dexterity modifier)+1(1/2 Level)+1(Enhancement bonus - Inherent Bonuses)
Damage: 1d8+5 +4(Dexterity modifier)+1(Enhancement bonus - Inherent Bonuses)

Five Storms [Move Action]
Effect: You shift 2 squares.

Crane's Wings [Standard Action]
Monk Unarmed Strike
Attack: 6 vs. Fortitude +4(Dexterity modifier)+1(1/2 Level)+1(Enhancement bonus - Inherent Bonuses)
Damage: 1d10+5 +4(Dexterity modifier)+1(Enhancement bonus - Inherent Bonuses)
Hit: You push the target 1 square

Crane's Wings [Move Action]
Effect: You make an Athletics check to jump with a +5 power bonus. You are considered to have a running start, and the distance of the jump isn’t limited by your speed.

Fast Hands [Free Action]
Effect: You draw or sheathe a weapon, pick up an item in your space or adjacent to it, or retrieve or stow an item
Special: You can use this power only once per round.[/i]

Encounter
Drunken Monkey [Standard Action]
Monk Unarmed Strike
Attack: 6 vs. Will +4(Dexterity modifier)+1(1/2 Level)+1(Enhancement bonus - Inherent Bonuses)
Damage: 1d8+5 +4(Dexterity modifier)+1(Enhancement bonus - Inherent Bonuses)
Hit: You slide the target 1 square. The target then makes a melee basic attack as a free action against one enemy of your choice. The target gains a bonus to the attack roll equal to your Wisdom modifier (2).

Drunken Monkey [Move Action]
Effect: You move your speed + 2 (8). During this movement, you ignore difficult terrain and gain a power bonus to all defenses against opportunity attacks. The bonus equals your Wisdom modifier (2).

Second Wind [Standard Action]

Action Point [Free Action]

Daily
Stunning Palm [Minor Action]
Effect: Until the stance ends, you cannot be dazed or stunned, and you can use the Stunning Palm Attack power.

Stunning Palm Attack [Standard Action]
Monk Unarmed Strike
Attack: 6 vs. Fortitude +4(Dexterity modifier)+1(1/2 Level)+1(Enhancement bonus - Inherent Bonuses)
Damage: 5 +4(Dexterity modifier)+1(Enhancement bonus - Inherent Bonuses)
Hit: The target is stunned (save ends).
Miss: 2d8+5 +4 (Dexterity modifier)+1(Enhancement bonus - Inherent Bonuses)
Effect: The stance ends.

Race and Class Features
Goblin Tactics [Goblin]
Use goblin tactics as an at-will power
Goblin Reflexes [Goblin]
+1 to Reflex
Stealth Bonus [Goblin]
Thievery Bonus [Goblin]
Monastic Tradition [Monk]
Choose a Flurry of Blows and become more resilient
Stone Fist [Monk]
Gain Stone Fist Flurry of Blows and Mental Bastion.
Unarmed Combatant [Monk]
Gain Monk Unarmed Strike +3 attack, 1d8 damage
Unarmored Defense [Monk]
+2 AC in cloth or no armor

Feats
Garrote Training
Unarmored Agility

Skills
Acrobatics: 10 +1(1/2 Level)+5(Trained)+0(Acrobatics Misc)+4(Dex mod)
Arcana: 0 +1(1/2 Level)+0(Arcana Misc)-1(Int mod)
Athletics: 5 *+1(1/2 Level)+2(Athletics Misc)+2(Str mod)
*+2 to climb with kit
Bluff: 2 +1(1/2 Level)+0(Bluff Misc)+1(Cha mod)
Diplomacy: 7 +1(1/2 Level)+5(Trained)+0(Diplomacy Misc)+1(Cha mod)
Dungeoneering: 3 +1(1/2 Level)+0(Dungeoneering Misc)+2(Wis mod)
Endurance: 2 +1(1/2 Level)+0(Endurance Misc)+1(Con mod)
Heal: 3 +1(1/2 Level)+0(Heal Misc)+2(Wis mod)
History: 0 +1(1/2 Level)+0(History Misc)-1(Int mod)
Insight: 3 +1(1/2 Level)+0(Insight Misc)+2(Wis mod)
Intimidate: 2 +1(1/2 Level)+0(Intimidate Misc)+1(Cha mod)
Nature: 3 +1(1/2 Level)+0(Nature Misc)+2(Wis mod)
Perception: 3 +1(1/2 Level)+0(Perception Misc)+2(Wis mod)
Religion: 0 +1(1/2 Level)+0(Religion Misc)-1(Int mod)
Stealth: 12 +1(1/2 Level)+5(Trained)+2(Stealth Misc)+4(Dex mod)
Streetwise: 2 +1(1/2 Level)+0(Streetwise Misc)+1(Cha mod)
Thievery: 12 *+1(1/2 Level)+5(Trained)+2(Thievery Misc)+4(Dex mod)
*+2 to disable trap or open lock with kit

Inventory
Weapons
Dagger (0 of 1 equipped)
Sling (0 of 1 equipped)
Garrote (0 of 1 equipped)
Monk Unarmed Strike (0 of 1 equipped)

Armor

Other
Waterskin (0 of 1 equipped)
Trail Rations (0 of 1 equipped)
Bedroll (0 of 1 equipped)
Flint and Steel (0 of 1 equipped)
Belt Pouch (empty) (0 of 2 equipped)
Climber's Kit (0 of 1 equipped)
Everburning Torch (0 of 1 equipped)
Silk Rope (50 ft.) (0 of 1 equipped)
Thieves' Tools (0 of 1 equipped)
Oil (1 pint) (0 of 2 equipped)
Sling Bullet (0 of 20 equipped)

Coin
Carried: 4.7gp
Stored:

Proficiencies
Weapons
Implement Proficiency (Ki Focuses) [Monk]
Implement Proficiency (Proficient Weapons) [Monk]

Armor
Cloth [Monk]

Description