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Character Sheet

Player Name Kevin

Laurel 11 Ranger Master of Flame 27,400


Character Name Level Class Paragon Path Epic Destiny Total XP
Elf Medium 20 Female 5'7" 130 Good
Race Size Age Gender Height Weight Alignment Deity Adventuring Company RPGA Number

INITIATIVE DEFENSES MOVEMENT


SCORE DEX 1/2 LVL MISC SCORE 10 + ARMOR/ SCORE BASE ARMOR ITEM MISC
DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC
9 Initiative 3 5 1 24 7 Speed (Squares) 7
CONDITIONAL MODIFIERS
AC 15 6 3 SPECIAL MOVEMENT
CONDITIONAL BONUSES
+1 AC while wielding a melee weapon in each hand
ABILITY SCORES SENSES
SCORE ABILITY ABIL MOD MOD + 1/2 LVL 10 +
DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC SCORE PASSIVE SENSE BASE SKILL BONUS

21 STR
Strength
5 10 21 FORT 15 5 1 19 Passive Insight 10 + 9

15 CON
Constitution
2 7
CONDITIONAL BONUSES
26 Passive Perception 10 + 16
10 + SPECIAL SENSES
DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC Low-light Vision
17 DEX 3 8 21
Dexterity REF 15 4 1 1 ATTACK WORKSPACE
18 INT
Intelligence
4 9 CONDITIONAL BONUSES
+1 Reflex Defense while wielding a melee weapon in each hand
ABILITY:
Melee Basic Attack - Frost Broadsword +1
ATT BONUS 1/2 LVL ABIL CLASS PROF FEAT ENH MISC
10 +

18 WIS 4 9
DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC
+ 14 5 5 2 1 1
Wisdom 19 WILL 15 4 ABILITY:
Melee Basic Attack - Vicious Longsword +1
12 CHA
Charisma
1 6 CONDITIONAL BONUSES ATT BONUS 1/2 LVL ABIL CLASS PROF FEAT ENH MISC

+ 15 5 5 3 1 1
HIT POINTS ACTION POINTS
MAX HP HEALING SURGES MILESTONES
0
ACTION POINTS
1 DAMAGE WORKSPACE
BLOODIED SURGE VALUE SURGES/DAY Action Points 1 2 ABILITY:
87 2 3 Melee Basic Attack - Frost Broadsword +1
43 21 8 ADDITIONAL EFFECTS FOR SPENDING ACTION POINTS DAMAGE ABIL FEAT ENH MISC MISC
1/2 HP 1/4 HP
CURRENT HIT POINTS CURRENT SURGE USES
1d10+6 5 1
RACE FEATURES ABILITY:
Melee Basic Attack - Vicious Longsword +1
Elven Weapon Proficiency - Proficient with longbow and shortbow.
DAMAGE ABIL FEAT ENH MISC MISC

SECOND WIND 1/ENCOUNTER USED Group Awareness - Non-elf allies within 5 get +1 to Perception. 1d8+6 5 1
TEMPORARY HIT POINTS
Elven Accuracy - Use elven accuracy as an encounter power.
Fey Origin - Your origin is fey, not natural BASIC ATTACKS
ATTACK DEFENSE WEAPON OR POWER DAMAGE
DEATH SAVING THROW FAILURES
SAVING THROW MODS Wild Step - Ignore difficult terrain when shifting (even when shifting
17 multiple
vs AC squares).
Shadowfell Blade Broadsword +4
1d10+10

RESISTANCES 17 vs AC Tenacious Broadsword +4 1d10+10

CURRENT CONDITIONS AND EFFECTS 16 vs AC Pinning Glaive +3 2d4+8

12 vs AC Aftershock Longbow +2 1d10+5


SKILLS CLASS / PATH / DESTINY FEATURES
ABIL MOD TRND ARMOR
BONUS SKILL NAME + 1/2 LVL (+5) PENALTY MISC
Fighting Style - Choose Archer Fighting Style, Two-Blade FEATS
13 Acrobatics DEX 8 5 n/a 0 Fighting Style, Beast Mastery, Marauder Fighting Style, Toughness - Gain 5 additional hit points, 10 at 11th, 15 at

14 9 5 n/a 0 Hunter Fighting Style. 21st


Arcana INT

0 Two-Blade Fighting Style - Wield one-handed Lethal Hunter - Hunter's Quarry damage dice increase to
15 Athletics STR 10 5 n/a
weapon as off-hand weapon; gain Toughness as a bonus d8s
6 Bluff CHA 6 0 n/a 0
feat. Two-Weapon Fighting - +1 damage while holding a
6 Diplomacy CHA 6 0 n/a 0
Hunter's Quarry - Minor action, designate nearest enemy melee weapon in each hand
9 Dungeoneering WIS 9 0 n/a 0
you see as quarry; deal extra damage to quarry once per Two-Weapon Defense - +1 to AC and Reflex while
7 Endurance CON 7 0 n/a 0
round. holding a weapon in each hand
9 Heal WIS 9 0 n/a 0 Prime Shot - If no allies are closer to target than you, get Arcane Initiate - Wizard: Arcana skill, wizard power 1/
9 History INT 9 0 n/a 0 +1 on ranged attacks against that target. encounter

9 Insight WIS 9 0 n/a 0 Combustive Action Novice Power - Swap one encounter power with one of

6 6 0 n/a 0 Critical Conflagration multiclass


Intimidate CHA
Acolyte Power - Swap one utility power with one of
16 Nature WIS 9 5 n/a 2
multiclass
16 Perception WIS 9 5 n/a 2
Weapon Expertise (Heavy Blade) - Gain bonus to attack
9 Religion INT 9 0 n/a 0
LANGUAGES KNOWN rolls with heavy blades.
13 Stealth DEX 8 5 n/a 0
Common, Elven
6 Streetwise CHA 6 0 n/a 0

8 Thievery DEX 8 0 n/a 0

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POWER INDEX MAGIC ITEM INDEX CHARACTER PORTRAIT
List your powers below. List your powers below.
Check the box when the power is used. Check the box when the power is used.
Clear the box when the power renews. Clear the box when the power renews.
AT-WILL POWERS MAGIC ITEMS
WEAPON
Hunter's Quarry Tenacious Broadsword +4 (E)
WEAPON
Twin Strike Shadowfell Blade Broadsword +4 (E)
WEAPON
Careful Attack Frost Broadsword +1
WEAPON
Vicious Longsword +1
ARMOR
Displacer Drowmesh +3 (E)
ARMS
ENCOUNTER POWERS
FEET
Second Wind
HANDS
Elven Accuracy
HEAD
Two-Fanged Strike
NECK
Ruffling Sting
RING
Thunderwave
RING
Sweeping Whirlwind
WAIST PERSONALITY TRAITS
Fanning the Flames

DAILY POWERS Magic Leather Armor +1 (Body)

Sudden Strike Pinning Glaive +3 (Two-Hands)


Two-Wolf Pounce Aftershock Longbow +2 (Two-Hands)
Attacks on the Run

MANNERISMS AND APPEARANCE

UTILITY POWERS
Unbalancing Parry

Weave Through the Fray


Blur
Hunting Party
Daily Item Powers Per Day
Heroic (1-10) Milestone / / / CHARACTER BACKGROUND
Dalelands
Paragon (11-20) Milestone / / /
Along the periphery of the elf-ruled forest of Cormanthor lie
Epic (21-30) Milestone / / / the Dalelands, a group of loosely allied communities that
share common cultures and traditions. Linked by winding
OTHER EQUIPMENT RITUALS / ALCHEMY trade roads and their alliance against the encroaching
powers to the north, west, and south, the Dales are known
Adventurer's Kit for their lush forests, fertile farmland, and fierce
Arrows (30) independence.
You can reroll any Nature check, but you must keep the
second result, even if it is worse.
COMPANIONS AND ALLIES

SESSION AND CAMPAIGN NOTES

COINS AND OTHER WEALTH


Money on hand: 74 pp; 48 gp
Stored money: 0 gp
Encumbrance: 95 / 210

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CHARACTER NAME
Skills Action Point
Laurel
PLAYER NAME ADDITIONAL EFFECTS
13 Acrobatics DEX (Trained)
Kevin Combustive Action: When you spend an action
14 Arcana INT (Trained) point to take an extra action, you deal fire
RACE CLASS LEVEL
Elf Ranger 11 15 Athletics STR (Trained) damage equal to your level to each enemy
6 Bluff CHA adjacent to you.
SCORE ABILITY MOD
6 Diplomacy CHA
HP 21 STR +5 AC 9 Dungeoneering WIS
24 7 Endurance CON
87 15 CON +2 9 Heal WIS
Fort
Spd 9 History INT
17 DEX +3 21 9 Insight WIS
7 18 INT +4 Ref 6 Intimidate CHA
21 16 Nature WIS (Trained)
Init 18 WIS +4 16 Perception WIS (Trained)
Will 9 Religion INT
+9 12 CHA +1 19 13 Stealth DEX (Trained)
6 Streetwise CHA Effect: Gain a standard action this turn.
8 Thievery DEX Special: You are reset to one action point when
Passive Passive ADDITIONAL EFFECTS
you take an extended rest. You gain an action
19 Insight 26 Perception
point each milestone.
PLAY DATA PLAY DATA ENCOUNTER SPECIAL

Second Wind Hunter's Quarry Twin Strike


KEYWORDS USED KEYWORDS USED KEYWORDS USED
Martial, Weapon

Standard Personal Minor Standard * * Melee or Ranged weapon


ACTION RANGE ACTION RANGE ACTION RANGE
AT-WILL ENCOUNTER DAILY vs 17 vs AC One or two creatures

Effect: You spend a healing surge and regain 21 ATTACK DEFENSE TARGET ATTACK DEFENSE TARGET
hit points. You gain a +2 bonus to all defenses 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
Requirement: You must be wielding two melee
until the start of your next turn. extra damage based on your level. If you can make multiple attacks in a weapons or a ranged weapon.
round, you decide which attack to apply the extra damage to after all the Attack: Strength vs. AC (melee; main weapon and
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. off-hand weapon) or Dexterity vs. AC (ranged), two
attacks
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. Hit: 1[W] damage per attack.
Increase damage to 2[W] at 21st level.
You can designate one enemy as your quarry at a time.

Level : Hunter's Quarry Extra Damage Shadowfell Blade Broadsword +4: +17 attack, 1d10
1st–10th : +1d6
11th–20th : +2d6
+5 damage
21st–30th : +3d6 Tenacious Broadsword +4: +17 attack, 1d10+5
damage
ADDITIONAL EFFECTS ADDITIONAL EFFECTS ADDITIONAL EFFECTS

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

CLASS LEVEL BOOK CLASS LEVEL BOOK CLASS LEVEL BOOK


PH * PH Ranger 1 PH
UTILITY POWER AT-WILL POWER AT-WILL POWER

Careful Attack Elven Accuracy Two-Fanged Strike


KEYWORDS USED KEYWORDS USED KEYWORDS USED
Martial, Weapon Martial, Weapon

Standard * * Melee or Ranged weapon Free Personal Standard * * Melee or Ranged weapon
ACTION RANGE ACTION RANGE ACTION RANGE
19 vs AC One creature vs 17 vs AC One creature
ATTACK DEFENSE TARGET ATTACK DEFENSE TARGET ATTACK DEFENSE TARGET
Requirement: You must be wielding two melee weapons Trigger: You make an attack roll and dislike the Requirement: You must be wielding two melee weapons
or a ranged weapon. result. or a ranged weapon.
Attack: Strength + 2 vs. AC (melee) or Dexterity + 2 vs. Attack: Strength vs. AC (melee; main weapon and off-
AC (ranged).
Effect: Reroll the attack roll. Use the second roll, hand weapon) or Dexterity vs. AC (ranged), two attacks
Hit: 1[W] + Strength modifier (+5) damage (melee) or 1 even if it's lower. Hit: 1[W] + Strength modifier (+5) damage (melee) or 1
[W] + Dexterity modifier (+3) damage (ranged). [W] + Dexterity modifier (+3) damage (ranged) per
Increase damage to 2[W] + Strength modifier (+5) attack. If both attacks hit, you deal extra damage equal to
damage (melee) or 2[W] + Dexterity modifier (+3) your Wisdom modifier (+4).
damage (ranged) at 21st level.
Shadowfell Blade Broadsword +4: +17 attack, 1d10+10
Shadowfell Blade Broadsword +4: +19 attack, 1d10+10 damage
damage Tenacious Broadsword +4: +17 attack, 1d10+10 damage
Tenacious Broadsword +4: +19 attack, 1d10+10 damage
ADDITIONAL EFFECTS ADDITIONAL EFFECTS ADDITIONAL EFFECTS

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

CLASS LEVEL BOOK CLASS LEVEL BOOK CLASS LEVEL BOOK


Ranger 1 PH Racial Power * PH Ranger 1 PH
AT-WILL POWER ENCOUNTER POWER ENCOUNTER POWER

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Ruffling Sting Thunderwave Sweeping Whirlwind
KEYWORDS USED KEYWORDS USED KEYWORDS USED
Martial, Weapon Arcane, Implement, Thunder Martial, Weapon

Minor * Melee weapon Standard Close blast 3 Standard Close burst 1


ACTION RANGE ACTION 3 RANGE ACTION 1 RANGE
17 vs AC One creature 13 vs Fort Each creature in blast 17 vs AC Each enemy in burst
ATTACK DEFENSE TARGET ATTACK DEFENSE TARGET ATTACK DEFENSE TARGET
Requirement: You must be wielding two melee Attack: Intelligence vs. Fortitude Requirement: You must be wielding two melee
weapons. Hit: 1d6 + Intelligence modifier (+4) thunder weapons.
Attack: Strength vs. AC (off-hand weapon) damage, and you push the target a number of Attack: Strength vs. AC
Hit: 1[W] + Strength modifier (+5) damage (off-hand squares equal to your Wisdom modifier (+4). Hit: 1[W] + Strength modifier (+5) damage, and
weapon). Until the end of your turn, the target grants you push the target a number of squares equal to
Increase damage to 2d6 + Intelligence modifier
combat advantage to you for your next melee attack your Wisdom modifier (+4) and it is knocked prone.
(+4) at 21st level.
against it.

Shadowfell Blade Broadsword +4: +13 attack, Shadowfell Blade Broadsword +4: +17 attack, 1d10
Shadowfell Blade Broadsword +4: +17 attack, 1d10 +10 damage
+10 damage 1d6+8 damage
Tenacious Broadsword +4: +17 attack, 1d10+10
Tenacious Broadsword +4: +17 attack, 1d10+10 Tenacious Broadsword +4: +13 attack, 1d6+8
damage
damage damage
ADDITIONAL EFFECTS ADDITIONAL EFFECTS ADDITIONAL EFFECTS

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

CLASS LEVEL BOOK CLASS LEVEL BOOK CLASS LEVEL BOOK


Ranger 3 MP Wizard 1 PH Ranger 7 PH
ENCOUNTER POWER ENCOUNTER POWER ENCOUNTER POWER

Fanning the Flames Sudden Strike Two-Wolf Pounce


KEYWORDS USED KEYWORDS USED KEYWORDS USED
Arcane, Fire, Implement Martial, Weapon Martial, Weapon

Standard 10 Ranged 10 Standard * Melee weapon Standard * Melee weapon


ACTION RANGE ACTION RANGE ACTION RANGE
13 vs Fort 17 vs AC One creature 17 vs AC One creature
ATTACK DEFENSE TARGET ATTACK DEFENSE TARGET ATTACK DEFENSE TARGET
Attack: Intelligence vs. Fortitude Requirement: You must be wielding two melee weapons. Requirement: You must be wielding two melee weapons.
Hit: 2d8 + Intelligence modifier (+4) fire damage, and Attack: Strength vs. AC (off-hand weapon) Special: You can shift 2 squares before making this attack.
Attack: Strength vs. AC, two attacks (main weapon and off-hand
any ongoing fire damage the target is taking increases by Hit: 1[W] damage (off-hand weapon).
weapon)
5. Effect: You shift 1 square and make a secondary attack Hit: 2[W] + Strength modifier (+5) damage (main weapon) and 1
Effect: Make a secondary attack in an area burst 1 against the target. [W] + Strength modifier (+5) damage (off-hand weapon).
centered on the primary target. Secondary Attack: Strength vs. AC (main weapon) Effect: After attacking the primary target, you can shift 2 squares
Secondary Target: Each creature in burst Hit: 2[W] + Strength modifier (+5) damage (main and make a secondary attack.
Secondary Attack: Intelligence vs. Reflex weapon), and the target is weakened until the end of your Secondary Target: One creature other than the primary target
Hit: 2d8 + Intelligence modifier (+4) fire damage. next turn. Secondary Attack: Strength vs. AC (off-hand weapon)
Hit: 2[W] damage (off-hand weapon).
Shadowfell Blade Broadsword +4: +13 attack, 2d8+8 Shadowfell Blade Broadsword +4: +17 attack, 1d10+5 Shadowfell Blade Broadsword +4: +17 attack, 2d10+10 damage
damage damage Tenacious Broadsword +4: +17 attack, 2d10+10 damage
Tenacious Broadsword +4: +13 attack, 2d8+8 damage Tenacious Broadsword +4: +17 attack, 1d10+5 damage
ADDITIONAL EFFECTS ADDITIONAL EFFECTS ADDITIONAL EFFECTS

+2d8 to damage once per round (Hunter's Quarry) +2d8 to damage once per round (Hunter's Quarry) +2d8 to damage once per round (Hunter's Quarry)
+1 to attack rolls if none of your allies are closer to the target
- Prime Shot.
CLASS LEVEL BOOK CLASS LEVEL BOOK CLASS LEVEL BOOK
Master of Flame 11 Dragon 388 Ranger 1 PH Ranger 5 PH
ENCOUNTER POWER DAILY POWER DAILY POWER

Attacks on the Run Unbalancing Parry Weave Through the Fray


KEYWORDS USED KEYWORDS USED KEYWORDS USED
Martial, Weapon Martial, Weapon Martial

Standard * * Melee or Ranged weapon Imm Reaction* Melee 1 Imm Interrupt Personal
ACTION RANGE ACTION RANGE ACTION RANGE
17 vs AC One or two creatures AT-WILL ENCOUNTER DAILY AT-WILL ENCOUNTER DAILY
ATTACK DEFENSE TARGET Trigger: An enemy misses you with a melee Trigger: An enemy moves adjacent to you
Attack: You can move your speed. At any point during attack Effect: You can shift a number of squares equal
your move, you can make two Strength vs. AC attacks Effect: You slide the enemy three squares into a to your Wisdom modifier (+4).
with a melee weapon or two Dexterity vs. AC attacks with square adjacent to you and gain combat
a ranged weapon.
Hit: 3[W] + Strength modifier (+5) damage (melee) or 3 advantage against it until the end of your next
[W] + Dexterity modifier (+3) damage (ranged) per turn.
attack.
Miss: Half damage per attack.

Shadowfell Blade Broadsword +4: +17 attack, 3d10+10


damage
Tenacious Broadsword +4: +17 attack, 3d10+10 damage

ADDITIONAL EFFECTS ADDITIONAL EFFECTS ADDITIONAL EFFECTS

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

CLASS LEVEL BOOK CLASS LEVEL BOOK CLASS LEVEL BOOK


Ranger 9 PH Ranger 2 PH Ranger 6 PH

DAILY POWER UTILITY POWER UTILITY POWER

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Blur Hunting Party Frost Broadsword +1
KEYWORDS USED KEYWORDS USED
Arcane, Illusion Martial, Stance 1d10 2 Heavy Blade
DAMAGE PROFICIENT GROUP RANGE
Minor Personal Minor Personal
ACTION RANGE ACTION RANGE +1 attack rolls and damage rolls 3 +1d6 cold damage
ENHANCEMENT LEVEL CRITICAL
AT-WILL ENCOUNTER DAILY AT-WILL ENCOUNTER DAILY
PROPERTIES

Effect: Until the end of the encounter, you gain Effect: Until the stance ends, each time you miss Versatile
a +2 power bonus to all defenses, and you are your quarry with an attack, you can choose an
invisible to enemies 5 squares or more away from ally within 5 squares of the quarry. If that ally Melee Basic Attack: +14 attack, 1d10+6 damage
you. hits the quarry before the start of your next turn,
the ally's attack deals extra damage equal to your
Hunter's Quarry damage.
AT-WILL ENCOUNTER DAILY
POWER

Power (At-Will • Cold): Free Action. All damage


dealt by this weapon is cold damage. Another free
action returns the damage to normal.
Power (Daily • Cold): Free Action. Use this power
when you hit with the weapon. The target takes
ADDITIONAL EFFECTS ADDITIONAL EFFECTS
1d8 cold damage and is slowed until the end of
your next turn.

CLASS LEVEL BOOK CLASS LEVEL BOOK ITEM SLOT WEIGHT PRICE BOOK
Wizard 10 PH Ranger 10 MP One-hand 5 680 AV

UTILITY POWER UTILITY POWER MAGIC WEAPON

Vicious Longsword +1 Pinning Glaive +3 Aftershock Longbow +2

1d8 3 Heavy Blade 2d4 2 Heavy Blade, Polearm 1d10 2 Bow 20/40
DAMAGE PROFICIENT GROUP RANGE DAMAGE PROFICIENT GROUP RANGE DAMAGE PROFICIENT GROUP RANGE

+1 attack rolls and damage rolls 2 +1d12 damage +3 attack rolls and damage rolls 12 +3d6 damage +2 attack rolls and damage rolls 7 +1d6 damage per plus,
ENHANCEMENT LEVEL CRITICAL ENHANCEMENT LEVEL CRITICAL ENHANCEMENT LEVEL CRITICAL
PROPERTIES PROPERTIES PROPERTIES

Versatile Reach Load Free

Melee Basic Attack: +15 attack, 1d8+6 damage Melee Basic Attack: +16 attack, 2d4+8 damage Ranged Basic Attack: +12 attack, 1d10+5
damage

AT-WILL ENCOUNTER DAILY AT-WILL ENCOUNTER DAILY AT-WILL ENCOUNTER DAILY


POWER POWER POWER

Power (Daily): Free Action. Use this power


when you hit an enemy with this weapon. That
enemy is immobilized until you are no longer
adjacent to it.

ITEM SLOT WEIGHT PRICE BOOK ITEM SLOT WEIGHT PRICE BOOK ITEM SLOT WEIGHT PRICE BOOK
One-hand 4 520 PH Two-Hands 10 13000 PH Two-Hands 3 2600 PH
MAGIC WEAPON MAGIC WEAPON MAGIC WEAPON

Tenacious Broadsword +4 Shadowfell Blade Broadsword +4 Magic Leather Armor +1

1d10 2 Heavy Blade 1d10 2 Heavy Blade 2 - - 1


DAMAGE PROFICIENT GROUP RANGE DAMAGE PROFICIENT GROUP RANGE AC BONUS CHECK SPEED QUANTITY

+4 attack rolls and damage rolls 19 +4d6 damage +4 attack rolls and damage rolls 19 +4d6 radiant damage +1 AC 1 Armor
ENHANCEMENT LEVEL CRITICAL ENHANCEMENT LEVEL CRITICAL ENHANCEMENT LEVEL TYPE
PROPERTIES PROPERTIES PROPERTIES

Versatile When this weapon is used against a shadow or undead Leather armor is sturdier than cloth armor. It
creature, a successful attack also deals 5 radiant damage protects vital areas with multiple layers of boiled-
and slows the creature until the end of your next turn.
Melee Basic Attack: +17 attack, 1d10+10 Versatile
leather plates, while covering the limbs with
damage supple leather that provides a small amount of
Melee Basic Attack: +17 attack, 1d10+10 damage protection.
AT-WILL ENCOUNTER DAILY AT-WILL ENCOUNTER DAILY AT-WILL ENCOUNTER DAILY
POWER POWER POWER

Power (Encounter): Free Action. Use this Power (Encounter): Minor Action. You become
power before you make an attack roll with this insubstantial until the end of your next turn.
weapon. Roll twice and take the better of the two Power (Daily): Standard Action. You shift up to 6
results. squares and make two basic melee attacks at any
time before, during, or after the shift.

ITEM SLOT WEIGHT PRICE BOOK ITEM SLOT WEIGHT PRICE BOOK ITEM SLOT WEIGHT PRICE BOOK
One-hand 5 105000 AV One-hand 5 105000 AV Body 15 360 PH

MAGIC WEAPON MAGIC WEAPON MAGIC ITEM

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Displacer Drowmesh +3

2 - - 1
AC BONUS CHECK SPEED QUANTITY

+3 AC 14 Armor
ENHANCEMENT LEVEL TYPE
PROPERTIES

Special: +1 Reflex

AT-WILL ENCOUNTER DAILY


POWER

Power (Daily • Illusion): Minor Action. Any


enemy making a melee or ranged attack against
you must roll two d20s for the attack roll and use
the lower result. This effect lasts until the end of
your next turn.

ITEM SLOT WEIGHT PRICE BOOK


Body 10 21000 AV

MAGIC ITEM

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