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D&D 4E Zith Horiz PDF
D&D 4E Zith Horiz PDF
FEET
ENCOUNTER POWERS
HANDS
Second Wind
HEAD
Majestic Word
NECK
Words of Friendship
RING
Prophesied Strike
RING
DAILY POWERS
Healing Word
Arrow of Warning
UTILITY POWERS
Second Wind
Second Chance
Effect: You spend a healing surge and regain 5 ATTACK DEFENSE TARGET ATTACK DEFENSE TARGET
hit points. You gain a +2 bonus to all defenses Attack: Strength vs. Fortitude Requirement: You must have a hand free.
until the start of your next turn. Hit: You can push the target 1 square and then Attack: Strength vs. Reflex
shift 1 square into the space it left. Hit: You grab the target until the end of your
next turn. You can end the grab as a free action.
Unarmed: +0 attack Sustain Minor: The grab persists until the end
of your next turn.
Unarmed: +0 attack
Trigger: An enemy that you can see either Attack: Charisma vs. Will Attack: Charisma vs. Will
leaves a square adjacent to you or uses a ranged Hit: 1d6 + Charisma modifier (+4) psychic Hit: Charisma modifier (+4) thunder damage,
or an area power while adjacent to you. damage, and the target takes a -2 penalty to and you push the target 2 squares. As a free
Effect: You make a melee basic attack against attack rolls until the end of your next turn. action, an ally of your choice can make a melee
the target. Level 21: 2d6 + Charisma modifier (+4) damage. basic attack against the target before, after, or
during this forced movement.
Short sword: +5 attack, 1d6+4 damage
Short sword: +5 attack, 4 damage
Unarmed: +1 attack
ADDITIONAL EFFECTS ADDITIONAL EFFECTS ADDITIONAL EFFECTS
Second Chance
KEYWORDS USED
ADDITIONAL EFFECTS
UTILITY POWER