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Hans El Elfo Gay

Mar 06, 2016

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  • Character Sheet

    Player Name

    Hans 12 Rogue|Ranger Horizon Walker 32.000Character Name Level Class Paragon Path Epic Destiny Total XP

    Elf Medium 32 Male Unaligned SehanineRace Size Age Gender Height Weight Alignment Deity Adventuring Company RPGA Number

    INITIATIVESCORE DEX 1/2 LVL MISC

    14 Initiative 6 6 2CONDITIONAL MODIFIERS

    ABILITY SCORESSCORE ABILITY ABIL MOD MOD + 1/2 LVL

    16 STRStrength

    3 9

    12 CONConstitution

    1 7

    22 DEXDexterity

    6 12

    9 INTIntelligence

    -1 5

    16 WISWisdom

    3 9

    14 CHACharisma

    2 8

    HIT POINTSMAX HP HEALING SURGES

    BLOODIED SURGE VALUE SURGES/DAY

    1/2 HP 1/4 HP

    79 39 19 7

    CURRENT HIT POINTS CURRENT SURGE USES

    SECOND WIND 1/ENCOUNTER USED

    TEMPORARY HIT POINTS

    DEATH SAVING THROW FAILURES

    SAVING THROW MODS

    RESISTANCES

    CURRENT CONDITIONS AND EFFECTS

    SKILLS

    BONUS SKILL NAME

    ABIL MOD

    + 1/2 LVL

    TRND

    (+5)

    ARMOR

    PENALTY MISC

    17 Acrobatics DEX 12 5 n/a 0

    5 Arcana INT 5 0 n/a 0

    14 Athletics STR 9 5 n/a 0

    8 Bluff CHA 8 0 n/a 0

    8 Diplomacy CHA 8 0 n/a 0

    9 Dungeoneering WIS 9 0 n/a 0

    9 Endurance CON 7 0 n/a 2

    9 Heal WIS 9 0 n/a 0

    5 History INT 5 0 n/a 0

    16 Insight WIS 9 5 n/a 2

    8 Intimidate CHA 8 0 n/a 0

    11 Nature WIS 9 0 n/a 2

    16 Perception WIS 9 5 n/a 2

    5 Religion INT 5 0 n/a 0

    17 Stealth DEX 12 5 n/a 0

    8 Streetwise CHA 8 0 n/a 0

    17 Thievery DEX 12 5 n/a 0

    DEFENSESSCORE 10 + ARMOR/

    DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC

    27 AC 16 8 3

    CONDITIONAL BONUSES

    10 +DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC

    22 FORT 16 3 1 2

    CONDITIONAL BONUSES

    10 +DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC

    26 REF 16 6 1 2 1

    CONDITIONAL BONUSES

    10 +DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC

    21 WILL 16 3 2

    CONDITIONAL BONUSES

    ACTION POINTS

    Action PointsMILESTONES

    012

    ACTION POINTS123

    ADDITIONAL EFFECTS FOR SPENDING ACTION POINTS

    RACE FEATURES

    Elven Weapon Proficiency - Proficient with longbow and shortbow.

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

    Elven Accuracy - Use elven accuracy as an encounter power.

    Fey Origin - Your origin is fey, not natural

    Wild Step - Ignore difficult terrain when shifting (even when shifting multiple squares).

    CLASS / PATH / DESTINY FEATURES

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

    bonus damage when you have combat advantage

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

    deal bonus damage to your quarry.

    Hybrid Ranger Fortitude

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

    an extra action, gain another move action

    Shadowfell Sight - Gain darkvision; in Shadowfell, also

    gain +5 Perception

    LANGUAGES KNOWN

    Common, Elven

    MOVEMENTSCORE BASE ARMOR ITEM MISC

    7 Speed (Squares) 7SPECIAL MOVEMENT

    SENSESSCORE PASSIVE SENSE BASE SKILL BONUS

    26 Passive Insight 10 + 16

    26 Passive Perception 10 + 16SPECIAL SENSES

    Darkvision

    ATTACK WORKSPACEABILITY: Melee Basic Attack - UnarmedATT BONUS 1/2 LVL ABIL CLASS PROF FEAT ENH MISC

    + 11 6 3 2

    ABILITY: Ranged Basic Attack - UnarmedATT BONUS 1/2 LVL ABIL CLASS PROF FEAT ENH MISC

    + 14 6 6 2

    DAMAGE WORKSPACEABILITY: Melee Basic Attack - UnarmedDAMAGE ABIL FEAT ENH MISC MISC

    1d4+3 3

    ABILITY: Ranged Basic Attack - UnarmedDAMAGE ABIL FEAT ENH MISC MISC

    1d4+6 6

    BASIC ATTACKSATTACK DEFENSE WEAPON OR POWER DAMAGE

    18 vs AC 1d12+8Quenchquiver Greatbow +2

    16 vs AC 1d4+5Bracers of Infinite Blades (level 11) (Melee)

    19 vs AC 1d4+8Bracers of Infinite Blades (level 11) (Range)

    16 vs AC 1d8+5Quicksilver Blade Rapier +2

    FEATS

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

    Minor action: sheathe one weapon and draw one weapon

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

    Reflex, and Will.

    Weapon Proficiency (Greatbow) - Gain proficiency with

    the Greatbow.

    Lethal Hunter - Hunter's Quarry damage dice increase to

    d8s

    Treetop Sniper - Use bow with Sneak Attack and rogue

    exploits

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

    initiative

    Distant Shot - Ignore -2 penalty for long range

    Unfailing Courage

    Hans Page 1

  • POWER INDEXList your powers below.

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

    AT-WILL POWERS

    Careful Attack

    Hunter's Quarry

    Sly Flourish

    ENCOUNTER POWERS

    Second Wind

    Elven Accuracy

    Opening Move

    Parting Strike

    Slice Free

    Worldly Strike

    DAILY POWERS

    Split the Tree

    Mocking Strike

    Attacks on the Run

    UTILITY POWERS

    Fast Hands

    Perfect Balance

    Rapid Escape

    Fey Strider

    OTHER EQUIPMENT

    Dagger (2)

    COINS AND OTHER WEALTHMoney on hand: 5 pp; 20 gp

    Stored money: 0 gp

    Encumbrance: 21 / 160

    MAGIC ITEM INDEXList your powers below.

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

    MAGIC ITEMSWEAPON

    Quenchquiver Greatbow +2 (E)

    WEAPONQuenchquiver Shortbow +2

    WEAPONQuicksilver Blade Rapier +2

    WEAPON

    ARMORSummoned Drowmesh +3 (E)

    ARMSBracers of Infinite Blades (level 11) (E)

    FEETCatstep Boots (heroic tier) (E)

    HANDS

    HEADGadgeteer's Goggles (heroic tier) (E)

    NECK

    RING

    RING

    WAISTBelt of Endurance (heroic tier) (E)

    Potion of Healing (heroic tier) (10)

    Potion of Vitality (paragon tier) (3)

    Daily Item Powers Per Day

    Heroic (1-10) Milestone / / /

    Paragon (11-20) Milestone / / /

    Epic (21-30) Milestone / / /

    RITUALS / ALCHEMY

    CHARACTER PORTRAIT

    PERSONALITY TRAITS

    MANNERISMS AND APPEARANCE

    CHARACTER BACKGROUNDOccupation - ThiefYou 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

    Hans Page 2

  • PLAY DATA

    CHARACTER NAME

    HansPLAYER NAME

    RACEElf

    CLASSHybrid

    LEVEL12

    26PassiveInsight 26

    PassivePerception

    HP

    79

    Spd

    7

    Init

    +14

    SCORE ABILITY MOD

    16 +3STR

    12 +1CON

    22 +6DEX

    9 1INT

    16 +3WIS

    14 +2CHA

    AC

    27

    Fort

    22

    Ref

    26

    Will

    21

    PLAY DATA

    Skills

    17 Acrobatics DEX (Trained)5 Arcana INT

    14 Athletics STR (Trained)8 Bluff CHA8 Diplomacy CHA

    9 Dungeoneering WIS9 Endurance CON9 Heal WIS5 History INT

    16 Insight WIS (Trained)8 Intimidate CHA

    11 Nature WIS16 Perception WIS (Trained)5 Religion INT

    17 Stealth DEX (Trained)8 Streetwise CHA

    17 Thievery DEX (Trained)ADDITIONAL EFFECTS

    ENCOUNTER SPECIAL

    Action Point

    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.

    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.

    UTILITY POWER

    Second Wind

    KEYWORDS USED

    Standard

    ACTION

    Personal

    RANGE

    AT-WILL ENCOUNTER DAILY

    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.

    ADDITIONAL EFFECTS

    CLASS LEVEL BOOKPH

    AT-WILL POWER

    Careful Attack

    KEYWORDSMartial, Weapon

    USED

    Standard

    ACTION

    Melee or Ranged weapon

    RANGE

    20

    ATTACK

    One creature

    TARGET

    * *

    vs AC

    DEFENSE

    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

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

    CLASSRanger

    LEVEL1

    BOOKPH

    AT-WILL POWER

    Hunter's Quarry

    KEYWORDS USED

    Minor

    ACTION RANGE

    ATTACK TARGET

    vs

    DEFENSE

    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 : +1d611th20th : +2d6

    21st30th : +3d6

    ADDITIONAL EFFECTS

    CLASS LEVEL*

    BOOKPH

    AT-WILL POWER

    Sly Flourish

    KEYWORDSMartial, Weapon

    USED

    Standard

    ACTION

    Melee or Ranged weapon

    RANGE

    18

    ATTACK

    One creature

    TARGET

    * *

    vs AC

    DEFENSE

    Requirement: You must be wielding a crossbow, a light blade, or a sling.Attack: Dexterity vs. ACHit: 1[W] + Dexterity modifier (+6) + Charisma modifier (+2) damage.Increase damage to 2[W] + Dexterity modifier (+6) + Charisma modifier (+2) at 21st level.

    Quenchquiver Greatbow +2: +18 attack, 1d12+10 damageBracers of Infinite Blades (level 11): +19 attack, 1d4+10 damageQuicksilver Blade Rapier +2: +19 attack, 1d8+10 damageQuenchquiver Shortbow +2: +18 attack, 1d8+10 damage

    ADDITIONAL EFFECTS

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

    CLASSRogue

    LEVEL1

    BOOKPH

    ENCOUNTER POWER

    Elven Accuracy

    KEYWORDS USED

    Free

    ACTION

    Personal

    RANGE

    ATTACK TARGET

    vs

    DEFENSE

    Trigger: You make an attack roll and dislike the result.

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

    ADDITIONAL EFFECTS

    CLASSRacial Power

    LEVEL*

    BOOKPH

    ENCOUNTER POWER

    Opening Move

    KEYWORDSMartial, Weapon

    USED

    Standard

    ACTION

    Melee weapon

    RANGE

    19

    ATTACK

    One creature

    TARGET

    *

    vs AC

    DEFENSE

    Requirement: You must be wielding a light blade.

    Attack: Dexterity vs. ACHit: 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)

    CLASSRogue

    LEVEL1

    BOOKDragon 381

    Hans Page 3

  • ENCOUNTER POWER

    Parting Strike

    KEYWORDSMartial, Weapon

    USED

    Standard

    ACTION

    Melee weapon

    RANGE

    19

    ATTACK

    One creature

    TARGET

    *

    vs AC

    DEFENSE

    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.

    Bracers of Infinite Blades (level 11): +19 attack, 2d4+8 damageQuicksilver Blade Rapier +2: +19 attack, 2d8+8

    damage

    ADDITIONAL EFFECTS

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

    CLASSRanger

    LEVEL3

    BOOKMP2

    ENCOUNTER POWER

    Slice Free

    KEYWORDSMartial, Weapon

    USED

    Standard

    ACTION

    Melee weapon

    RANGE

    19

    ATTACK

    One creature

    TARGET

    *

    vs AC

    DEFENSE

    Prerequisite: You must be trained in Acrobatics.

    Attack: Dexterity vs. ACHit: 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 damageQuicksilver Blade Rapier +2: +19 attack, 2d8+8

    damage

    ADDITIONAL EFFECTS

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

    CLASSRogue

    LEVEL7

    BOOKDragon 375

    ENCOUNTER POWER

    Worldly Strike

    KEYWORDSArcane, Weapon

    USED

    Standard

    ACTION

    Melee or Ranged weapon

    RANGE

    18

    ATTACK TARGET

    * *

    vs AC

    DEFENSE

    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.

    Quenchquiver Greatbow +2: +18 attack, 2d12+8 damageBracers of Infinite Blades (level 11) (Range): +19 attack,

    2d4+8 damageQuicksilver Blade Rapier +2: +16 attack, 2d8+5 damage

    ADDITIONAL EFFECTS

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

    CLASSHorizon Walker

    LEVEL11

    BOOKMP

    DAILY POWER

    Split the Tree

    KEYWORDSMartial, Weapon

    USED

    Standard

    ACTION

    Ranged weapon

    RANGE

    18

    ATTACK TARGET

    *

    vs AC

    DEFENSE

    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

    damageBracers of Infinite Blades (level 11): +19 attack, 2d4+8 damage

    Quenchquiver Shortbow +2: +18 attack, 2d8+8 damageADDITIONAL EFFECTS

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

    CLASSRanger

    LEVEL1

    BOOKPH

    DAILY POWER

    Mocking Strike

    KEYWORDSMartial, Weapon

    USED

    Standard

    ACTION

    Melee weapon

    RANGE

    19

    ATTACK

    One creature

    TARGET

    *

    vs Will

    DEFENSE

    Attack: Dexterity vs. WillHit: 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 damageQuicksilver Blade Rapier +2: +19 attack, 2d8+8 damage

    ADDITIONAL EFFECTS

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

    CLASSRogue

    LEVEL5

    BOOKMP2

    DAILY POWER

    Attacks on the Run

    KEYWORDSMartial, Weapon

    USED

    Standard

    ACTION

    Melee or Ranged weapon

    RANGE

    18

    ATTACK

    One or two creatures

    TARGET

    * *

    vs AC

    DEFENSE

    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 damageQuicksilver Blade Rapier +2: +16 attack, 3d8+5 damageQuenchquiver Shortbow +2: +18 attack, 3d8+8 damage

    ADDITIONAL EFFECTS

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

    CLASSRanger

    LEVEL9

    BOOKPH

    UTILITY POWER

    Fast Hands

    KEYWORDS USED

    Free

    ACTION

    Personal

    RANGE

    AT-WILL 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 itemSpecial: You can use this power only once per

    round.Prerequisite: You must be trained in Thievery.

    ADDITIONAL EFFECTS

    CLASSThievery

    LEVEL2

    BOOKPH3

    UTILITY POWER

    Perfect Balance

    KEYWORDS USED

    Move

    ACTION

    Personal

    RANGE

    AT-WILL ENCOUNTER DAILY

    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.

    ADDITIONAL EFFECTS

    CLASSAcrobatics

    LEVEL6

    BOOKPH3

    UTILITY POWER

    Rapid Escape

    KEYWORDS USED

    Minor

    ACTION

    Personal

    RANGE

    AT-WILL ENCOUNTER DAILY

    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

    CLASSAcrobatics

    LEVEL10

    BOOKPH3

    Hans Page 4

  • UTILITY POWER

    Fey Strider

    KEYWORDSArcane, Teleportation

    USED

    Move

    ACTION

    Personal

    RANGE

    AT-WILL ENCOUNTER 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.

    ADDITIONAL EFFECTS

    CLASSHorizon Walker

    LEVEL12

    BOOKMP

    MAGIC WEAPON

    Quenchquiver Superior crossbow +2

    1d10

    DAMAGE

    3

    PROFICIENT

    Crossbow

    GROUP

    20/40

    RANGE

    +2 attack rolls and damage rolls

    ENHANCEMENT

    7

    LEVEL

    +2d6 damage, or +2d10 damage against fire creatures

    CRITICAL

    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

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

    AT-WILL ENCOUNTER DAILY

    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.

    ITEM SLOTTwo-Hands

    WEIGHT6

    PRICE2600

    BOOKAV

    MAGIC WEAPON

    Quenchquiver Shortbow +2

    1d8

    DAMAGE

    2

    PROFICIENT

    Bow

    GROUP

    15/30

    RANGE

    +2 attack rolls and damage rolls

    ENHANCEMENT

    7

    LEVEL

    +2d6 damage, or +2d10 damage against fire creatures

    CRITICAL

    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 Free, Small

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

    AT-WILL ENCOUNTER DAILY

    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.

    ITEM SLOTTwo-Hands

    WEIGHT2

    PRICE2600

    BOOKPH

    MAGIC WEAPON

    Quicksilver Blade Rapier +2

    1d8

    DAMAGE

    3

    PROFICIENT

    Light Blade

    GROUP RANGE

    +2 attack rolls and damage rolls

    ENHANCEMENT

    7

    LEVEL

    +1d6 damage per plus

    CRITICAL

    PROPERTIES

    You gain an item bonus to initiative checks equal to the blade's enhancement bonus.

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

    AT-WILL ENCOUNTER DAILY

    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.

    ITEM SLOTOne-hand

    WEIGHT2

    PRICE2600

    BOOKPH

    MAGIC ITEM

    Deep-Pocket Cloak +2

    AC BONUS CHECK SPEED

    0

    QUANTITY

    +2 Fortitude, Reflex, and Will

    ENHANCEMENT

    7

    LEVEL

    Neck Slot Item

    TYPE

    PROPERTIES

    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.

    AT-WILL ENCOUNTER DAILY

    POWER

    Power (At-Will): Free. 1/round. You draw an item from the cloak or store an item within it.

    ITEM SLOTNeck

    WEIGHT0

    PRICE2600

    BOOKAV2

    MAGIC ITEM

    Gadgeteer's Goggles (heroic tier)

    AC BONUS CHECK SPEED

    1

    QUANTITY

    ENHANCEMENT

    8

    LEVEL

    Head Slot Item

    TYPE

    PROPERTIES

    You gain a +4 item bonus to Perception checks and Thievery checks to detect and disable traps.

    AT-WILL ENCOUNTER DAILY

    POWER

    Power (Encounter): Minor. You make a

    Thievery check to disable a trap.

    ITEM SLOTHead

    WEIGHT0

    PRICE3400

    BOOKAV2

    MAGIC ITEM

    Alchemy Gloves (heroic tier)

    AC BONUS CHECK SPEED

    0

    QUANTITY

    ENHANCEMENT

    6

    LEVEL

    Hands Slot Item

    TYPE

    PROPERTIES

    You gain a +2 item bonus to attack rolls with alchemical items.

    AT-WILL ENCOUNTER DAILY

    POWER

    ITEM SLOTHands

    WEIGHT0

    PRICE1800

    BOOKAV2

    MAGIC ITEM

    Catstep Boots (heroic tier)

    AC BONUS CHECK SPEED

    1

    QUANTITY

    ENHANCEMENT

    3

    LEVEL

    Feet Slot Item

    TYPE

    PROPERTIES

    When you fall or jump down, you take only half normal falling damage and always land on your

    feet.

    AT-WILL ENCOUNTER DAILY

    POWER

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

    bonus to your next Acrobatics check or Athletics check.

    ITEM SLOTFeet

    WEIGHT0

    PRICE680

    BOOKPH

    MAGIC WEAPON

    Quenchquiver Greatbow +2

    1d12

    DAMAGE

    2

    PROFICIENT

    Bow

    GROUP

    25/50

    RANGE

    +2 attack rolls and damage rolls

    ENHANCEMENT

    7

    LEVEL

    +2d6 damage, or +2d10 damage against fire creatures

    CRITICAL

    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 Free

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

    AT-WILL ENCOUNTER DAILY

    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.

    ITEM SLOTTwo-Hands

    WEIGHT5

    PRICE2600

    BOOKAV

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  • MAGIC ITEM

    Bracers of Infinite Blades (level 11)

    AC BONUS CHECK SPEED

    1

    QUANTITY

    ENHANCEMENT

    11

    LEVEL

    Arms Slot Item

    TYPE

    PROPERTIES

    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.

    AT-WILL ENCOUNTER DAILY

    POWER

    ITEM SLOTArms

    WEIGHT0

    PRICE9000

    BOOKAV

    MAGIC ITEM

    Summoned Drowmesh +3

    2

    AC BONUS

    -

    CHECK

    -

    SPEED

    1

    QUANTITY

    +3 AC

    ENHANCEMENT

    11

    LEVEL

    Armor

    TYPE

    PROPERTIES

    Special: +1 Reflex

    AT-WILL ENCOUNTER DAILY

    POWER

    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 SLOTBody

    WEIGHT10

    PRICE9000

    BOOKAV

    ITEM SET

    Gadgeteer's Garb

    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.

    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.

    MAGIC ITEM

    Belt of Endurance (heroic tier)

    AC BONUS CHECK SPEED

    1

    QUANTITY

    ENHANCEMENT

    6

    LEVEL

    Waist Slot Item

    TYPE

    PROPERTIES

    Gain a +2 item bonus to Endurance checks.

    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 SLOTWaist

    WEIGHT0

    PRICE1800

    BOOKAV

    MAGIC ITEM

    Amulet of Protection +3

    AC BONUS CHECK SPEED

    0

    QUANTITY

    +3 Fortitude, Reflex, and Will

    ENHANCEMENT

    11

    LEVEL

    Neck Slot Item

    TYPE

    PROPERTIES

    AT-WILL ENCOUNTER DAILY

    POWER

    ITEM SLOTNeck

    WEIGHT0

    PRICE9000

    BOOKPH

    MAGIC ITEM

    Potion of Vitality (paragon tier)

    AC BONUS CHECK SPEED

    3

    QUANTITY

    ENHANCEMENT

    15

    LEVEL

    Potion

    TYPE

    PROPERTIES

    AT-WILL ENCOUNTER DAILY

    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.

    ITEM SLOT WEIGHT0

    PRICE1000

    BOOKPH

    MAGIC ITEM

    Potion of Healing (heroic tier)

    AC BONUS CHECK SPEED

    10

    QUANTITY

    ENHANCEMENT

    5

    LEVEL

    Potion

    TYPE

    PROPERTIES

    AT-WILL ENCOUNTER DAILY

    POWER

    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 WEIGHT0

    PRICE50

    BOOKPH

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