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
Hans Page 5
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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