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Character Sheet

Player Name

Hans

12

Character Name

Level

Rogue|Ranger

Horizon Walker

Class

Paragon Path

Elf

Medium

32

Male

Race

Size

Age

Gender

Height

Weight

INITIATIVE
SCORE

DEX

Initiative

Unaligned

Sehanine

Alignment

Deity

Total XP

Adventuring Company

DEFENSES

1/2 LVL

MISC

SCORE
DEFENSE

14

32.000
Epic Destiny

27

CONDITIONAL MODIFIERS

10 + ARMOR/
1/2 LVL ABIL CLASS

AC

16

MOVEMENT
SCORE

FEAT

RPGA Number

ENH

MISC

BASE

ARMOR

ITEM

MISC

MISC

Speed

(Squares)

SPECIAL MOVEMENT

CONDITIONAL BONUSES

ABILITY SCORES
SCORE

ABILITY

16

STR
Strength

12

CON

ABIL MOD

MOD + 1/2 LVL

DEFENSE

22

10 +
1/2 LVL ABIL

FORT 16

SENSES
CLASS

FEAT

ENH

MISC

SCORE

MISC

CONDITIONAL BONUSES

Constitution
DEFENSE

DEX

22

12

26

Dexterity

INT
Intelligence

16

WIS

-1

DEFENSE

21

Wisdom

CHA

14

REF

16

26

10 +

16

26

Passive Perception

10 +

16

CLASS

FEAT

ENH

MISC

MISC

SKILL BONUS

Darkvision

ATTACK WORKSPACE
ABILITY:

10 +
1/2 LVL ABIL

WILL 16

BASE

Passive Insight

SPECIAL SENSES

CONDITIONAL BONUSES

10 +
1/2 LVL ABIL

PASSIVE SENSE

Melee Basic Attack - Unarmed

ATT BONUS
CLASS

FEAT

ENH

MISC

MISC

+ 11
ABILITY:

CONDITIONAL BONUSES

1/2 LVL ABIL

CLASS

PROF

FEAT

ENH

MISC

ENH

MISC

ENH

MISC

MISC

ENH

MISC

MISC

Ranged Basic Attack - Unarmed

ATT BONUS

1/2 LVL ABIL

CLASS

PROF

FEAT

Charisma

+ 14
MAX HP

HEALING SURGES
BLOODIED

79

SURGE VALUE

39

19

1/2 HP

1/4 HP

CURRENT HIT POINTS

SURGES/DAY

MILESTONES
0
1
2
ADDITIONAL EFFECTS FOR SPENDING ACTION POINTS

Action Points

ACTION POINTS
1
2
3

DAMAGE WORKSPACE
ABILITY:

Melee Basic Attack - Unarmed

DAMAGE

ABIL

CURRENT SURGE USES

1d4+3
RACE FEATURES

ABILITY:

SECOND WIND 1/ENCOUNTER

Ranged Basic Attack - Unarmed


ABIL

1d4+6

Group Awareness - Non-elf allies within 5 get +1 to Perception.

USED

TEMPORARY HIT POINTS

FEAT

Elven Weapon Proficiency - Proficient with longbow and shortbow.


DAMAGE

FEAT

Elven Accuracy - Use elven accuracy as an encounter power.


Fey Origin - Your origin is fey, not natural

DEATH SAVING THROW FAILURES

RESISTANCES
CURRENT CONDITIONS AND EFFECTS

SKILLS
SKILL NAME

BASIC ATTACKS
ATTACK

DEFENSE

WEAPON OR POWER

Wild Step - Ignore difficult terrain when shifting (even when shifting
18 multiple
vs ACsquares).
Quenchquiver Greatbow +2

SAVING THROW MODS

BONUS

ACTION POINTS

HIT POINTS

DAMAGE

1d12+8

16

vs

AC

Bracers of Infinite Blades (level 11)


1d4+5
(Melee

19

vs

AC

Bracers of Infinite Blades (level 11)


1d4+8
(Rang

16

vs

AC

Quicksilver Blade Rapier +2

1d8+5

CLASS / PATH / DESTINY FEATURES

ABIL MOD
+ 1/2 LVL

TRND
(+5)

ARMOR
PENALTY MISC

n/a

bonus damage when you have combat advantage

Master at Arms - +1/2/3 (by tier) to weapon attack rolls.

FEATS

Sneak Attack (Hybrid) - When using rogue powers, deal

17

Acrobatics

DEX

12

Arcana

INT

n/a

Hunter's Quarry (Hybrid) - When using ranger powers,

Minor action: sheathe one weapon and draw one weapon

14

Athletics

n/a

deal bonus damage to your quarry.

Improved Defenses - +1/2/3 bonus (by tier) to Fortitude,

STR

n/a

Hybrid Ranger Fortitude

CHA

Reflex, and Will.

Bluff

Weapon Proficiency (Greatbow) - Gain proficiency with

Diplomacy

CHA

n/a

Wanderer's Action - When you spend action point to take


an extra action, gain another move action

the Greatbow.

Dungeoneering

WIS

n/a

Shadowfell Sight - Gain darkvision; in Shadowfell, also

Lethal Hunter - Hunter's Quarry damage dice increase to

Endurance

CON

n/a

gain +5 Perception

d8s

WIS

n/a

Treetop Sniper - Use bow with Sneak Attack and rogue

n/a

exploits

Heal

History

INT

16

Insight

WIS

n/a

Quick Draw - Draw a weapon with attack action, +2 to

Intimidate

CHA

n/a

initiative

11

Nature

WIS

n/a

16

Perception

WIS

n/a

Religion

INT

n/a

17

Stealth

DEX

12

n/a

Streetwise

CHA

n/a

17

Thievery

DEX

12

n/a

Hans

Distant Shot - Ignore -2 penalty for long range


Unfailing Courage

LANGUAGES KNOWN
Common, Elven

Page 1

POWER INDEX

MAGIC ITEM INDEX

List your powers below.


Check the box when the power is used.
Clear the box when the power renews.

List your powers below.


Check the box when the power is used.
Clear the box when the power renews.

AT-WILL POWERS

MAGIC ITEMS
WEAPON

Careful Attack

WEAPON

Hunter's Quarry

WEAPON

Sly Flourish

CHARACTER PORTRAIT

Quenchquiver Greatbow +2 (E)


Quenchquiver Shortbow +2
Quicksilver Blade Rapier +2

WEAPON
ARMOR
ARMS
FEET

ENCOUNTER POWERS

Summoned Drowmesh +3 (E)


Bracers of Infinite Blades (level 11) (E)
Catstep Boots (heroic tier) (E)

HANDS

Second Wind

HEAD

Elven Accuracy

Gadgeteer's Goggles (heroic tier) (E)

NECK

Opening Move

RING

Parting Strike

RING

Slice Free

WAIST

Worldly Strike

DAILY POWERS
Split the Tree

PERSONALITY TRAITS

Belt of Endurance (heroic tier) (E)


Potion of Healing (heroic tier) (10)
Potion of Vitality (paragon tier) (3)

Mocking Strike
Attacks on the Run

MANNERISMS AND APPEARANCE


UTILITY POWERS
Fast Hands
Perfect Balance
Rapid Escape
Fey Strider

Daily Item Powers Per Day


Heroic (1-10)

OTHER EQUIPMENT

Milestone

Paragon (11-20)

Milestone

Epic (21-30)

Milestone

RITUALS / ALCHEMY

Dagger (2)

CHARACTER BACKGROUND
Occupation - Thief
You were a thief. Were you a cutpurse, a burglar, a grifter,
or something else? Were you driven to thievery by
necessity? Were you part of a guild or syndicate, or
harassed by one as an independent operator? Are you still a
member or still hunted? If so, where is the guild based? If
not, why did you leaveor why did the guild let you be?
Was the parting amicable or are there people out there
looking to settle a score with you?

COMPANIONS AND ALLIES

SESSION AND CAMPAIGN NOTES

COINS AND OTHER WEALTH


Money on hand: 5 pp; 20 gp
Stored money: 0 gp
Encumbrance: 21 / 160

Hans

Page 2

CHARACTER NAME

Skills

Hans
PLAYER NAME

RACE

CLASS

Elf

LEVEL

Hybrid

SCORE ABILITY

16 STR +3

79

12 CON +1

Spd

22 DEX +6

Init

17
5
14
8
8
9
9
9
5
16
8
11
16
5
17
8
17

12

MOD

HP

AC
27
Fort
22

INT 1

Ref
26

16 WIS +3

+14

Will
21

14 CHA +2

26

Passive
Insight

26

Passive
Perception

Action Point
Acrobatics
Arcana
Athletics
Bluff
Diplomacy
Dungeoneering
Endurance
Heal
History
Insight
Intimidate
Nature
Perception
Religion
Stealth
Streetwise
Thievery

DEX
INT
STR
CHA
CHA
WIS
CON
WIS
INT
WIS
CHA
WIS
WIS
INT
DEX
CHA
DEX

(Trained)
(Trained)

(Trained)

(Trained)
(Trained)
(Trained)

ADDITIONAL EFFECTS

PLAY DATA

PLAY DATA

Second Wind
USED

Standard
ACTION
AT-WILL

KEYWORDS

Standard

RANGE

ACTION

ENCOUNTER

DAILY

20

Effect: You spend a healing surge and regain 19


hit points. You gain a +2 bonus to all defenses
until the start of your next turn.

Hunter's Quarry
USED

Martial, Weapon

Personal

vs

ATTACK

KEYWORDS

USED

Melee or Ranged weapon

Minor

RANGE

ACTION

AC

One creature

DEFENSE

TARGET

RANGE
vs

ATTACK

Requirement: You must be wielding two melee weapons or a


ranged weapon.
Attack: Strength + 2 vs. AC (melee) or Dexterity + 2 vs. AC
(ranged).
Hit: 1[W] + Strength modifier (+3) damage (melee) or 1[W] +
Dexterity modifier (+6) damage (ranged).
Increase damage to 2[W] + Strength modifier (+3) damage
(melee) or 2[W] + Dexterity modifier (+6) damage (ranged) at
21st level.
Quenchquiver Greatbow +2: +20 attack, 1d12+8 damage
Bracers of Infinite Blades (level 11) (Melee): +18 attack, 1d4
+5 damage
Quenchquiver Shortbow +2: +20 attack, 1d8+8 damage

ADDITIONAL EFFECTS

Effect: Gain a standard action this turn.


Special: You are reset to one action point when
you take an extended rest. You gain an action
point each milestone.
ENCOUNTER SPECIAL

Careful Attack

KEYWORDS

ADDITIONAL EFFECTS

Wanderer's Action: When you spend an action


point to take an extra action, you can also take a
move action before or after that action.
Unfailing Courage: When you spend an action
point, you can also spend a healing surge.

ADDITIONAL EFFECTS

DEFENSE

TARGET

You can designate the nearest enemy to you that you can see as your quarry.
Once per round, when you hit your quarry with an attack, the attack deals
extra damage based on your level. If you can make multiple attacks in a
round, you decide which attack to apply the extra damage to after all the
attacks are rolled. If you have dealt Hunter's Quarry damage since the start of
your turn, you cannot deal it again until the start of your next turn.
The hunter's quarry effect remains active until the end of the encounter, until
the quarry is defeated, or until you designate a different target as your quarry.
You can designate one enemy as your quarry at a time.
Level : Hunter's Quarry Extra Damage
1st10th : +1d6
11th20th : +2d6
21st30th : +3d6

ADDITIONAL EFFECTS

+2d8 to damage once per round (Hunter's Quarry)

CLASS

LEVEL

BOOK

CLASS

PH

UTILITY POWER

USED

vs

ATTACK

KEYWORDS

USED

Standard
ACTION

vs
ATTACK

19
DEFENSE

TARGET

Trigger: You make an attack roll and dislike the


result.
Effect: Reroll the attack roll. Use the second roll,
even if it's lower.

Quenchquiver Greatbow +2: +18 attack, 1d12+10 damage


Bracers of Infinite Blades (level 11): +19 attack, 1d4+10
damage
Quicksilver Blade Rapier +2: +19 attack, 1d8+10 damage
Quenchquiver Shortbow +2: +18 attack, 1d8+10 damage
ADDITIONAL EFFECTS

ADDITIONAL EFFECTS

Hans

BOOK

USED

Melee weapon
RANGE

vs

ATTACK

AC

One creature

DEFENSE

TARGET

Requirement: You must be wielding a light


blade.
Attack: Dexterity vs. AC
Hit: 2[W] + Dexterity modifier (+6) damage.
Effect: You gain a power bonus to AC and Reflex
equal to your Charisma modifier (+2) until the
end of your next turn.
Artful Dodger: The defense bonus equals 2 +
your Charisma modifier (+2).

ADDITIONAL EFFECTS

+3d6 to damage once per turn (Sneak Attack)

LEVEL

PH

Martial, Weapon

RANGE

TARGET

AT-WILL POWER

KEYWORDS

Personal

DEFENSE

BOOK

Opening Move

Free

One creature

AT-WILL POWER

ACTION

AC

Rogue

LEVEL

RANGE

Requirement: You must be wielding a crossbow, a light


blade, or a sling.
Attack: Dexterity vs. AC
Hit: 1[W] + Dexterity modifier (+6) + Charisma modifier
(+2) damage.
Increase damage to 2[W] + Dexterity modifier (+6) +
Charisma modifier (+2) at 21st level.

CLASS

CLASS

PH

Melee or Ranged weapon

ACTION
18

BOOK

Elven Accuracy

Martial, Weapon

Standard

AT-WILL POWER

Sly Flourish
KEYWORDS

LEVEL

Ranger

+3d6 to damage once per turn (Sneak Attack)

PH

CLASS

Racial Power

LEVEL

ENCOUNTER POWER

BOOK

PH

CLASS

Rogue

ENCOUNTER POWER
Page 3

LEVEL

BOOK

Dragon 381

Parting Strike
KEYWORDS

Slice Free
USED

Martial, Weapon
*

Standard

Standard

RANGE

ACTION

AC

One creature

19

DEFENSE

TARGET

vs

ATTACK

USED

Arcane, Weapon

Melee weapon

Standard

RANGE

ACTION

AC

One creature

18

DEFENSE

TARGET

vs

ATTACK

KEYWORDS

vs

AC

Melee or Ranged weapon


RANGE

ATTACK

DEFENSE

TARGET

Attack: Strength vs. AC (melee) or Dexterity vs. AC


(ranged)
Hit: 2[W] + Strength modifier (+3) damage (melee) or 2
[W] + Dexterity modifier (+6) damage (ranged). If the
target has an origin other than natural, the attack deals
extra damage equal to your Wisdom modifier (+3), and
the target is dazed until the start of your next turn.

Attack: Dexterity vs. AC


Hit: 2[W] + Dexterity modifier (+6) damage, and
the target is slowed until the end of your next
turn.
Effect: After the attack, you shift your speed.

Prerequisite: You must be trained in Acrobatics.


Attack: Dexterity vs. AC
Hit: 2[W] + Dexterity modifier (+6) damage. If
you're grabbed, you escape. You can shift half
your speed.

Bracers of Infinite Blades (level 11): +19 attack,


2d4+8 damage
Quicksilver Blade Rapier +2: +19 attack, 2d8+8
damage

Bracers of Infinite Blades (level 11): +19 attack,


2d4+8 damage
Quicksilver Blade Rapier +2: +19 attack, 2d8+8
damage

ADDITIONAL EFFECTS

ADDITIONAL EFFECTS

ADDITIONAL EFFECTS

+2d8 to damage once per round (Hunter's Quarry)

+3d6 to damage once per turn (Sneak Attack)

+2d8 to damage once per round (Hunter's Quarry)

CLASS

LEVEL

Ranger

BOOK

CLASS

MP2

ENCOUNTER POWER

KEYWORDS

USED

vs

ATTACK

KEYWORDS

BOOK

Dragon 375

Standard

RANGE

ACTION

AC

19

DEFENSE

TARGET

Quenchquiver Greatbow +2: +18 attack, 2d12+8


damage
Bracers of Infinite Blades (level 11): +19 attack,
2d4+8 damage
Quenchquiver Shortbow +2: +18 attack, 2d8+8
damage

CLASS

USED

KEYWORDS

11

BOOK

MP

Standard

RANGE

ACTION

Will

One creature

18

DEFENSE

TARGET

Melee or Ranged weapon

vs

AC

One or two creatures

DEFENSE

TARGET

RANGE

ATTACK

Attack: Dexterity vs. Will


Hit: 2[W] + Dexterity modifier (+6) damage, and the
target takes a -3 penalty to all defenses against your
attacks until the end of the encounter.
Miss: Half damage, and the target takes a -3 penalty
to all defenses against your attacks (save ends).
Bracers of Infinite Blades (level 11): +19 attack, 2d4
+8 damage
Quicksilver Blade Rapier +2: +19 attack, 2d8+8
damage

USED

Martial, Weapon

Melee weapon

vs

LEVEL

Horizon Walker

Attacks on the Run

ATTACK

Attack: Dexterity vs. AC. Make two attack rolls,


take the higher result, and apply it to both
targets.
Hit: 2[W] + Dexterity modifier (+6) damage.

Quenchquiver Greatbow +2: +18 attack, 2d12+8 damage


Bracers of Infinite Blades (level 11) (Range): +19 attack,
2d4+8 damage
Quicksilver Blade Rapier +2: +16 attack, 2d8+5 damage

ENCOUNTER POWER

Martial, Weapon

Ranged weapon

ACTION
18

Mocking Strike

Martial, Weapon

Standard

LEVEL

Rogue

ENCOUNTER POWER

Split the Tree

Attack: You can move your speed. At any point during


your move, you can make two Strength vs. AC attacks
with a melee weapon or two Dexterity vs. AC attacks with
a ranged weapon.
Hit: 3[W] + Strength modifier (+3) damage (melee) or 3
[W] + Dexterity modifier (+6) damage (ranged) per
attack.
Miss: Half damage per attack.
Quenchquiver Greatbow +2: +18 attack, 3d12+8 damage
Quicksilver Blade Rapier +2: +16 attack, 3d8+5 damage
Quenchquiver Shortbow +2: +18 attack, 3d8+8 damage

ADDITIONAL EFFECTS

ADDITIONAL EFFECTS

ADDITIONAL EFFECTS

+2d8 to damage once per round (Hunter's Quarry)

+3d6 to damage once per turn (Sneak Attack)

+2d8 to damage once per round (Hunter's Quarry)

CLASS

Ranger

LEVEL

BOOK

CLASS

PH

DAILY POWER

Rogue

LEVEL

BOOK

CLASS

MP2

DAILY POWER

Fast Hands
USED

Ranger

KEYWORDS

USED

Personal

Move

Personal

Minor

RANGE

ACTION

RANGE

ACTION

DAILY

AT-WILL

BOOK

PH

KEYWORDS

Free
ENCOUNTER

Rapid Escape

ACTION
AT-WILL

LEVEL

DAILY POWER

Perfect Balance

KEYWORDS

ENCOUNTER

DAILY

AT-WILL

USED

Personal
RANGE
ENCOUNTER

DAILY

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.
Prerequisite: You must be trained in Thievery.

Effect: You move your speed - 2. During this


movement, you ignore difficult terrain, and you
can move across any horizontal surface that is at
least 3 inches wide without making an Acrobatics
check.
Prerequisite: You must be trained in Acrobatics.

Requirement: You must be grabbed


Effect: You make an Acrobatics check to escape.
If the check succeeds and a creature was
grabbing you, the creature grants combat
advantage to you until the end of your turn.
Prerequisite: You must be trained in Acrobatics.

ADDITIONAL EFFECTS

ADDITIONAL EFFECTS

ADDITIONAL EFFECTS

CLASS

Thievery

UTILITY POWER
Hans

USED

Martial, Weapon

Melee weapon

ACTION
19

KEYWORDS

Worldly Strike

LEVEL

BOOK

PH3

CLASS

Acrobatics

LEVEL

UTILITY POWER

BOOK

PH3

CLASS

Acrobatics

UTILITY POWER
Page 4

LEVEL

10

BOOK

PH3

Fey Strider
KEYWORDS

Quenchquiver Superior crossbow +2


USED

Arcane, Teleportation

Move

Personal

ACTION

RANGE

AT-WILL

ENCOUNTER

1d10

Crossbow

20/40

1d8

Bow

15/30

DAMAGE

PROFICIENT

GROUP

RANGE

DAMAGE

PROFICIENT

GROUP

RANGE

+2 attack rolls and damage rolls

ENHANCEMENT

LEVEL

DAILY

Effect: You can teleport a number of squares


equal to 3 + your Wisdom modifier (+3). If
you're in the Feywild, you can teleport an
additional 3 squares.
Special: If you have a beast companion and it is
adjacent to you, it can teleport with you when
you use this power.

Quenchquiver Shortbow +2

+2d6 damage, or +2d10 +2


damage
attackagainst
rolls and
firedamage
creatures
rolls
CRITICAL

ENHANCEMENT

+2d6 damage, or +2d10 damage ag

LEVEL

CRITICAL

PROPERTIES

PROPERTIES

You take no attack penalty when using this weapon underwater.


This weapon does not require ammunition, although a wielder can
use an arrow or bolt if desired. The wielder forms an arrow or bolt of
water by drawing the string. An arrow or bolt not used evaporates.
Load Minor

You take no attack penalty when using this weapon underwater.


This weapon does not require ammunition, although a wielder can
use an arrow or bolt if desired. The wielder forms an arrow or bolt of
water by drawing the string. An arrow or bolt not used evaporates.
Load Free, Small

Ranged Basic Attack: +16 attack, 1d10+8 damage

Ranged Basic Attack: +18 attack, 1d8+8 damage

AT-WILL

ENCOUNTER

DAILY

AT-WILL

ENCOUNTER

DAILY

POWER

POWER

Power (Daily): Free Action. Trigger: You hit


with a ranged attack using this weapon. Effect:
The target is pushed 2 squares and falls prone.

Power (Daily): Free Action. Trigger: You hit


with a ranged attack using this weapon. Effect:
The target is pushed 2 squares and falls prone.

ITEM SLOT

ITEM SLOT

ADDITIONAL EFFECTS

CLASS

LEVEL

Horizon Walker

BOOK

12

MP

UTILITY POWER

WEIGHT

Two-Hands

PRICE

BOOK

2600

AV

MAGIC WEAPON

Quicksilver Blade Rapier +2


1d8

Light Blade

DAMAGE

PROFICIENT

GROUP

+2 attack rolls and damage rolls

ENHANCEMENT

LEVEL

1d12

Bow

25/50

PROFICIENT

GROUP

RANGE

+1d6 damage per plus +2 attack rolls and damage rolls

2600

BOOK

PH

ENHANCEMENT

0
AC BONUS

CHECK

SPEED

+2d6 damage, or +2d10 damage


+2 Fortitude,
againstReflex,
fire creatures
and Will

LEVEL

CRITICAL

ENHANCEMENT

QUANTITY

Neck Slot Item

LEVEL

TYPE

PROPERTIES

PROPERTIES

PROPERTIES

You gain an item bonus to initiative checks equal


to the blade's enhancement bonus.

You take no attack penalty when using this weapon underwater.


This weapon does not require ammunition, although a wielder can
use an arrow or bolt if desired. The wielder forms an arrow or bolt of
water by drawing the string. An arrow or bolt not used evaporates.
Load Free

The pockets of this cloak can hold up to 1,000 pounds in


weight or 100 cubic feet in volume, but the cloak always
weighs only 1 pound. Each item stored within one of the
cloak's pockets can weigh no more than 10 pounds.
Drawing an item from a deep-pocket cloak is a minor
action.

Melee Basic Attack: +16 attack, 1d8+5 damage

Ranged Basic Attack: +18 attack, 1d12+8 damage

AT-WILL

ENCOUNTER

DAILY

AT-WILL

ENCOUNTER

DAILY

AT-WILL

ENCOUNTER

DAILY

POWER

POWER

POWER

Power (Daily): Free Action. Trigger: You score


a critical hit with this weapon. Effect: You gain a
move action that you must use before the end of
your turn.

Power (Daily): Free Action. Trigger: You hit


with a ranged attack using this weapon. Effect:
The target is pushed 2 squares and falls prone.

Power (At-Will): Free. 1/round. You draw an


item from the cloak or store an item within it.

ITEM SLOT

ITEM SLOT

ITEM SLOT

WEIGHT

One-hand

PRICE

2600

BOOK

PH

MAGIC WEAPON

WEIGHT

Two-Hands

PRICE

2600

BOOK

AV

MAGIC WEAPON

Gadgeteer's Goggles (heroic tier)

CHECK

SPEED

Alchemy Gloves (heroic tier)

ENHANCEMENT

QUANTITY

Head Slot Item

LEVEL

TYPE

Neck

WEIGHT

PRICE

2600

BOOK

AV2

MAGIC ITEM

Catstep Boots (heroic tier)

1
AC BONUS

0
AC BONUS

CHECK

SPEED

ENHANCEMENT

QUANTITY

Hands Slot Item

LEVEL

TYPE

1
AC BONUS

CHECK

SPEED

ENHANCEMENT

QUANTITY

Feet Slot Item

LEVEL

TYPE

PROPERTIES

PROPERTIES

PROPERTIES

You gain a +4 item bonus to Perception checks


and Thievery checks to detect and disable traps.

You gain a +2 item bonus to attack rolls with


alchemical items.

When you fall or jump down, you take only half


normal falling damage and always land on your
feet.

AT-WILL

ENCOUNTER

DAILY

POWER

AT-WILL

ENCOUNTER

DAILY

POWER

ITEM SLOT

Head

MAGIC ITEM

WEIGHT

PRICE

3400

BOOK

AV2

AT-WILL

ENCOUNTER

DAILY

POWER

Power (Encounter): Minor. You make a


Thievery check to disable a trap.

Hans

PRICE

Deep-Pocket Cloak +2

DAMAGE

CRITICAL

MAGIC WEAPON

Quenchquiver Greatbow +2

RANGE

WEIGHT

Two-Hands

Power (Daily): Free Action. Gain a +5 power


bonus to your next Acrobatics check or Athletics
check.

ITEM SLOT

Hands

WEIGHT

PRICE

MAGIC ITEM

1800

BOOK

AV2

ITEM SLOT

Feet

MAGIC ITEM
Page 5

WEIGHT

PRICE

680

BOOK

PH

Belt of Endurance (heroic tier)

Bracers of Infinite Blades (level 11)


1

AC BONUS

CHECK

SPEED

ENHANCEMENT

QUANTITY

Waist Slot Item

LEVEL

TYPE

AC BONUS

CHECK

SPEED

ENHANCEMENT

Summoned Drowmesh +3
1

QUANTITY

AC BONUS

CHECK

SPEED

QUANTITY

11

Arms Slot Item

+3 AC

11

Armor

LEVEL

TYPE

ENHANCEMENT

LEVEL

TYPE

PROPERTIES

PROPERTIES

PROPERTIES

Gain a +2 item bonus to Endurance checks.

You can draw a +2 dagger from these bracers as


though drawing it from a sheath. A drawn dagger
disappears at the end of your turn. These bracers
can also be crafted to supply other light thrown
weapons, such as shuriken.

Special: +1 Reflex

AT-WILL

ENCOUNTER

DAILY

POWER

AT-WILL

ENCOUNTER

DAILY

POWER

Power (Daily): Free Action. Use this power


before you make a Endurance check. Treat that
check as though you rolled a natural 20.

ITEM SLOT

Waist

WEIGHT

PRICE

1800

BOOK

MAGIC ITEM

Arms

WEIGHT

PRICE

9000

BOOK

CHECK

Potion of Vitality (paragon tier)

SPEED

QUANTITY

+3 Fortitude, Reflex, and Will

11

Neck Slot Item

ENHANCEMENT

LEVEL

TYPE

PROPERTIES

AT-WILL

ENCOUNTER

DAILY

ITEM SLOT

Neck

WEIGHT

PRICE

9000

BOOK

PH

MAGIC ITEM

WEIGHT

10

PRICE

9000

BOOK

AV

3
AC BONUS

CHECK

SPEED

ENHANCEMENT

QUANTITY

15

Potion

LEVEL

TYPE

AT-WILL

10
AC BONUS

CHECK

SPEED

ENHANCEMENT

QUANTITY

Potion

LEVEL

TYPE

PROPERTIES

ENCOUNTER

DAILY

AT-WILL

ENCOUNTER

DAILY

POWER

POWER

Power (Consumable * Healing): Minor Action.


Drink the potion and spend a healing surge.
Instead of the hit points you would normally
regain, you regain 25 hit points and make one
saving throw against an effect that a save can
end.

Power (Consumable * Healing): Minor Action.


Drink this potion and spend a healing surge.
Instead of the hit points you would normally
regain, you regain 10 hit points.

ITEM SLOT

ITEM SLOT

WEIGHT

PRICE

MAGIC ITEM

1000

BOOK

PH

MAGIC ITEM

Gadgeteer's Garb
Characters drawn to the inner workings
of traps and alchemy covet this set of
items. The items of the Gadgeteer's
Garb bestow a wide range of utilitarian
magic, combat boons, and power over
traps and alchemical devices. All the
items of the set share a skillful synthesis
of mechanical and magical design.
Artificers and rogues most often seek
out and collect the items of this set,
though they can benefit any character.

2: When you or an ally within 5


squares of you spends a healing surge,
you or that ally regains additional hit
points equal to the number of items
you have from this set.
4: You gain a +4 bonus to all defenses
against traps.
ITEM SET
Hans

Body

Potion of Healing (heroic tier)

PROPERTIES

POWER

DAILY

MAGIC ITEM

0
AC BONUS

ITEM SLOT

AV

MAGIC ITEM

Amulet of Protection +3

ENCOUNTER

Power (At-Will): Minor Action. You banish this


armor to a secure extradimensional location. At
any point in the future, unless you are wearing
armor, you can use another minor action to recall
the armor. The armor appears on you as though
you had donned it normally.

ITEM SLOT

AV

AT-WILL
POWER

Page 6

WEIGHT

PRICE

50

BOOK

PH

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