Professional Documents
Culture Documents
Player Name
Inwyt
Character Name
21
Level
Rogue
Class Height Weight
Jack-of-All-Trades
Paragon Path Alignment Deity
Thief of Legend
Epic Destiny Adventuring Company
175,000
Total XP RPGA Number
Shadar-kai
Race
Medium
Size Age Gender
INITIATIVE
SCORE DEX 1/2 LVL MISC SCORE DEFENSE
DEFENSES
10 + ARMOR/ 1/2 LVL ABIL CLASS FEAT SCORE ENH MISC MISC
MOVEMENT
BASE ARMOR ITEM MISC
23
Initiative
10
36
CONDITIONAL MODIFIERS
AC
20 11
Speed
(Squares)
SPECIAL MOVEMENT
CONDITIONAL BONUSES
ABILITY SCORES
SCORE ABILITY ABIL MOD MOD + 1/2 LVL DEFENSE
SENSES
ENH MISC MISC SCORE PASSIVE SENSE BASE SKILL BONUS
12 16 26 15 12 22
STR Strength
Constitution
1 3 8 2 1 6 HIT POINTS
11 13 18 12 11 16
31
FORT 20
28 28
10 + 10 +
18 18
CON
CONDITIONAL BONUSES
DEFENSE
Low-light Vision
37
REF
20
4
ABILITY: ATT BONUS ENH MISC MISC
ATTACK WORKSPACE
Melee Basic Attack - Thieving Rapier +4
1/2 LVL ABIL CLASS PROF FEAT ENH MISC
CONDITIONAL BONUSES
WIS CHA
DEFENSE
+ 21
ABILITY: ATT BONUS
10
1
CLASS
3
PROF
3
FEAT
4
ENH MISC
33
WILL 20
CONDITIONAL BONUSES
Charisma
+ 11 ACTION POINTS
SURGES/DAY
10
MAX HP
BLOODIED
HEALING SURGES
SURGE VALUE
128
CURRENT HIT POINTS
64
1/2 HP
32
1/4 HP
9
CURRENT SURGE USES
Action Points
DAMAGE WORKSPACE
ABILITY: DAMAGE
1
ABIL FEAT
4
ENH MISC MISC
USED
Winterkin - +1 to Fortitude; +2 to death saving throws and against unconsciousness Shadow Origin - You have the shadow origin
2d4+1
1 BASIC ATTACKS
ATTACK
DEFENSE
WEAPON OR POWER
DAMAGE
21 20 27
vs vs vs vs
AC AC AC
SKILLS
BONUS SKILL NAME ABIL MOD + 1/2 LVL TRND (+5) ARMOR PENALTY MISC
27 21 22 23 25 16 18 16 17 18 21 16 18 17 31 25 31
Inwyt
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
18 12 11 16 16 11 13 11 12 11 16 11 11 12 18 16 18
5 5 5 5 5 0 0 0 0 5 0 0 5 0 5 5 5
n/a n/a n/a n/a n/a n/a n/a n/a n/a n/a n/a n/a n/a n/a n/a n/a n/a
4 4 6 2 4 5 5 5 5 2 5 5 2 5 8 4 8 Page 1
POWER INDEX
List your powers below. Check the box when the power is used. Clear the box when the power renews.
CHARACTER PORTRAIT
AT-WILL POWERS
Bull Rush Attack Grab Attack Opportunity Attack Clever Strike Duelist's Flurry Familiar: Rakshasa Claw
WEAPON WEAPON WEAPON WEAPON ARMOR ARMS FEET
MAGIC ITEMS
Thieving Rapier +4 (E) Magic Dagger +2
Feytouched Feyleather Armor +5 (E) Bracers of Infinite Blades (Lvl 11) (E) Shadowdancer's Boots (paragon tier) (E) Shadowdancer's Gloves (paragon tier) (E) Shadowdancer's Mask (heroic tier) (E) Shadowdancer's Cloak +4 (E) Ring of Feather Fall (paragon tier) (E)
ENCOUNTER POWERS
Second Wind Strike from the Shadows Trickster's Blade Scoundrel's Philosophy Fitting Demise Escape Artist's Gambit
HANDS HEAD NECK RING RING WAIST
PERSONALITY TRAITS
Rope of Climbing (heroic tier) Unfettered Thieves' Tools Exodus Knife (paragon tier) Deepfarer's Pouch (heroic tier) Backpack of Concealment Bag of Holding (heroic tier) (2)
DAILY POWERS
Swift Strike Arterial Slice Feinting Flurry Every Trick in the Book
CHARACTER BACKGROUND
Occupation - Criminal You lived on the wrong side of the law. What sorts of crimes did you commit? Did you enter a life of crime by necessity or by choice? Did you belong to a gang? Do you still engage in occasional wrongdoing, or have you left that life behind? If the latter, what caused you to give up your criminal ways? Do you still have contacts among the criminal underworld? Do your former associates now consider you an enemy?
LANGUAGES KNOWN
Common, Primordial Ritual Book
OTHER EQUIPMENT
Residuum (Any) (10000) Adventurer's Kit
Inwyt
Page 2
CHARACTER NAME
Inwyt
PLAYER NAME
Skills 27 21 22 23 25 16 18 16 17 18 21 16 18 17 31 25 31 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)
Action Point
ADDITIONAL EFFECTS
RACE
Shadar-kai
CLASS
Rogue
LEVEL
21
Expert Assault: When you spend an action point to take an extra action, you gain a +5 bonus to skill checks until the end of your turn.
SCORE ABILITY
MOD
(Trained)
28
PLAY DATA
Passive Insight
28
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
PLAY DATA
Second Wind
KEYWORDS USED
Grab Attack
KEYWORDS USED
Melee 1 RANGE
vs
Fort DEFENSE
vs
Reflex DEFENSE
Effect: You spend a healing surge and regain 32 hit points. You gain a +2 bonus to all defenses until the start of your next turn.
Attack: Strength vs. Fortitude Hit: You can push the target 1 square and then shift 1 square into the space it left. Unarmed: +11 attack
Requirement: You must have a hand free. Attack: Strength vs. Reflex Hit: You grab the target until the end of your next turn. You can end the grab as a free action. Sustain Minor: The grab persists until the end of your next turn. Unarmed: +11 attack
ADDITIONAL EFFECTS
ADDITIONAL EFFECTS
ADDITIONAL EFFECTS
CLASS
LEVEL
BOOK
PH
CLASS
LEVEL
BOOK
PH
CLASS
LEVEL
BOOK
PH
UTILITY POWER
AT-WILL POWER
AT-WILL POWER
Opportunity Attack
KEYWORDS USED
Clever Strike
KEYWORDS
Duelist's Flurry
USED KEYWORDS
Martial, Weapon
*
Martial, Weapon
*
USED
* Opportunity Action
Melee 1 RANGE
vs
AC DEFENSE
vs
AC DEFENSE
Trigger: An enemy that you can see either leaves a square adjacent to you or uses a ranged or an area power while adjacent to you. Effect: You make a melee basic attack against the target.
Requirement: You must be wielding a light blade. Attack: Dexterity vs. AC Hit: 1[W] + Dexterity modifier (+8) damage. Level 21: 2[W] + Dexterity modifier (+8) damage. Special: If an ally is adjacent to the target and is able to attack it, you have combat advantage against the target for this attack. Thieving Rapier +4: +28 attack, 2d8+12 damage
Requirement: You must be wielding a light blade. Attack: Dexterity vs. AC Hit: Dexterity modifier (+8) damage, slide the target 1 square, and you shift 1 square. You may use your sneak attack damage even if you do not have combat advantage with this attack. Level 21: 5 + Dexterity modifier (+8) damage. Thieving Rapier +4: +28 attack, 13 damage
ADDITIONAL EFFECTS
ADDITIONAL EFFECTS
ADDITIONAL EFFECTS
+5d8 to damage once per turn (Sneak Attack) +3 to damage rolls when you have combat advantage - Light Blade Expertise. +1d6 to damage rolls when you hit an enemy you're hidden from.
CLASS LEVEL
+5d8 to damage once per turn (Sneak Attack) +1d6 to damage rolls when you hit an enemy you're hidden from.
CLASS
BOOK
PH
CLASS
Rogue
LEVEL
BOOK
PHS2
Rogue
LEVEL
BOOK
Dragon 381
AT-WILL POWER
Inwyt
AT-WILL POWER
Page 4
AT-WILL POWER
Trickster's Blade
USED KEYWORDS
Martial, Weapon
* *
USED
No Action ACTION
Standard ACTION 28
vs
AC DEFENSE
ATTACK
DEFENSE
TARGET
ATTACK
Information: This gnarled, furred hand has long talons and is a favored familiar for those who want to pierce illusions. Speed: 7 Constant Benefits: You gain a +2 bonus to Arcana checks. You gain a +5 bonus to Insight checks to recognize effects as illusory. You can retrieve or stow an item as a free action instead of as a minor action. Secondary Speed: climb 3 Agile Digits: A rakshasa claw can open latches and turn knobs that require only one hand to operate. It can also manipulate objects to make Thievery checks. It gains a +2 bonus to such checks.
ADDITIONAL EFFECTS
Trigger: When using a melee or ranged weapon attack power, you hit a creature that is granting combat advantage to you. Effect: The creature is weakened until the end of your next turn, and you can shift up to 2 squares.
Requirement: You must be wielding a crossbow, a light blade, or a sling. Attack: Dexterity vs. AC Hit: 2[W] + Dexterity modifier (+8) damage. Add your Charisma modifier (+6) to your AC until the start of your next turn. Thieving Rapier +4: +28 attack, 2d8+12 damage
ADDITIONAL EFFECTS
ADDITIONAL EFFECTS
+5d8 to damage once per turn (Sneak Attack) +3 to damage rolls when you have combat advantage - Light Blade Expertise. +1d6 to damage rolls when you hit an enemy you're hidden from.
CLASS LEVEL
BOOK
TFC
CLASS
LEVEL
BOOK
Dragon 400
CLASS
Rogue
LEVEL
BOOK
PH
AT-WILL POWER
ENCOUNTER POWER
ENCOUNTER POWER
Scoundrel's Philosophy
KEYWORDS
Fitting Demise
USED KEYWORDS
Martial, Weapon
*
Martial, Weapon
* *
Martial, Weapon
*
USED
Standard ACTION 28
vs
AC DEFENSE
vs
AC DEFENSE TARGET
vs
AC DEFENSE
ATTACK
Primary Attack: Dexterity vs. AC Hit: 3[W] + Dexterity modifier (+8) damage, and make a secondary attack against the target. Secondary Attack: Dexterity vs. Will Hit: The target is dazed until the end of your next turn. Thieving Rapier +4: +28 attack, 3d8+12 damage
Requirement: You must be wielding a crossbow, a light blade, or a sling. Attack: Dexterity vs. AC Hit: 3[W] + Dexterity modifier (+8) damage. You can make a Stealth check to remain hidden after the attack. Cunning Sneak: The attack deals extra damage equal to your Intelligence modifier (+2). Thieving Rapier +4: +28 attack, 3d8+12 damage
Prerequisite: You must be trained in Acrobatics. Attack: Dexterity vs. AC Hit: 2[W] + Dexterity modifier (+8) damage, and you can shift 1 square. If you are immobilized, slowed, or both, those conditions end before you shift, and you automatically escape if you are grabbed. Artful Dodger: You can instead shift a number of squares equal to 1 + your Dexterity modifier (+8). Thieving Rapier +4: +28 attack, 2d8+12 damage
ADDITIONAL EFFECTS
ADDITIONAL EFFECTS
ADDITIONAL EFFECTS
+5d8 to damage once per turn (Sneak Attack) +3 to damage rolls when you have combat advantage - Light Blade Expertise. +1d6 to damage rolls when you hit an enemy you're hidden from.
CLASS
+5d8 to damage once per turn (Sneak Attack) +3 to damage rolls when you have combat advantage - Light Blade Expertise. +1d6 to damage rolls when you hit an enemy you're hidden from.
CLASS
+5d8 to damage once per turn (Sneak Attack) +3 to damage rolls when you have combat advantage - Light Blade Expertise. +1d6 to damage rolls when you hit an enemy you're hidden from.
CLASS
Jack-of-All-Trades
LEVEL
11
BOOK
MP2
Rogue
LEVEL
13
BOOK
MP2
Rogue
LEVEL
17
BOOK
MP
ENCOUNTER POWER
ENCOUNTER POWER
ENCOUNTER POWER
Swift Strike
KEYWORDS
Arterial Slice
USED KEYWORDS
Feinting Flurry
USED KEYWORDS
Martial, Weapon
* *
Martial, Weapon
* *
Martial, Weapon
* *
USED
vs
AC DEFENSE
vs
Reflex DEFENSE
vs
Will DEFENSE
Requirement: You must be wielding a crossbow, a light blade, or a sling. Attack: Dexterity vs. AC Hit: 3[W] + Dexterity modifier (+8) damage. If the target has not taken an action during this encounter, the attack deals 1[W] extra damage. Miss: Half damage. Thieving Rapier +4: +28 attack, 3d8+12 damage
Requirement: You must be wielding a crossbow, a light blade, or a sling. Attack: Dexterity vs. Reflex Hit: 3[W] + Dexterity modifier (+8) damage, and ongoing damage equal to any Sneak Attack damage you deal with this attack (save ends). Miss: Half damage. Thieving Rapier +4: +28 attack, 3d8+12 damage
Requirement: You must be wielding a crossbow, a light blade, or a sling. Attack: Dexterity vs. Will Hit: 5[W] + Dexterity modifier (+8) damage. Effect: Until the end of your next turn, all of the target's defenses against your attacks take a penalty equal to your Charisma modifier (+6). Sustain Minor: Sustain the penalty for another round. Thieving Rapier +4: +28 attack, 5d8+12 damage
ADDITIONAL EFFECTS
ADDITIONAL EFFECTS
ADDITIONAL EFFECTS
+5d8 to damage once per turn (Sneak Attack) +3 to damage rolls when you have combat advantage - Light Blade Expertise. +1d6 to damage rolls when you hit an enemy you're hidden from.
CLASS
+5d8 to damage once per turn (Sneak Attack) +3 to damage rolls when you have combat advantage - Light Blade Expertise. +1d6 to damage rolls when you hit an enemy you're hidden from.
CLASS
+5d8 to damage once per turn (Sneak Attack) +3 to damage rolls when you have combat advantage - Light Blade Expertise. +1d6 to damage rolls when you hit an enemy you're hidden from.
CLASS
Rogue
LEVEL
BOOK
MP
Rogue
LEVEL
15
BOOK
MP2
Rogue
LEVEL
19
BOOK
PH
DAILY POWER
Inwyt
DAILY POWER
Page 5
DAILY POWER
Second Wind
USED KEYWORDS USED
Shadow Jaunt
KEYWORDS
Teleportation
USED
Standard ACTION
vs ATTACK DEFENSE
Attack: Dexterity vs. AC, Fortitude, Reflex, Will. You make one attack roll and compare the result against all four defenses. A target suffers the effect associated with each defense that the attack hits. Hit (AC): 2[W] damage. Hit (Fortitude): 1[W] damage, and the target is slowed (save ends). Hit (Reflex): 1[W] damage, and you knock the target prone. Hit (Will): 1[W] damage, and the target is dazed (save ends). Effect: You shift 3 squares + 1 square for each defense you hit.
Effect: Spend a healing surge and gain a +2 bonus to all defenses until the start of your next turn.
Effect: You teleport 3 squares and become insubstantial until the start of your next turn.
ADDITIONAL EFFECTS
ADDITIONAL EFFECTS
ADDITIONAL EFFECTS
CLASS
Jack-of-All-Trades
LEVEL
20
BOOK
MP2
CLASS
LEVEL
BOOK
PH
CLASS
Shadar-kai
LEVEL
BOOK
Dragon 372
DAILY POWER
UTILITY POWER
UTILITY POWER
Quick Fingers
KEYWORDS
Chameleon
USED KEYWORDS
Dangerous Theft
USED KEYWORDS
Martial
Martial
Martial
USED
Prerequisite: You must be trained in Thievery. Effect: Make a Thievery check as part of this action, even if the check is normally a standard action.
Trigger: You are hidden and lose cover or concealment against an enemy Prerequisite: You must be trained in Stealth. Effect: You make a Stealth check. If your check beats the triggering enemy's passive Perception, you remain hidden from it, and until the end of your next turn you can remain hidden from it without needing any cover or concealment.
Prerequisite: You must be trained in Thievery. Effect: On your next action, ignore the 10 penalty when you make a Thievery check to pick a pocket during combat.
ADDITIONAL EFFECTS
ADDITIONAL EFFECTS
ADDITIONAL EFFECTS
CLASS
Rogue
LEVEL
BOOK
PH
CLASS
Rogue
LEVEL
BOOK
PH
CLASS
Rogue
LEVEL
10
BOOK
PH
UTILITY POWER
UTILITY POWER
UTILITY POWER
Always a Natural
KEYWORDS
Shadow Master
USED KEYWORDS
Thieving Rapier +4
USED
Martial
Martial
1d8
DAMAGE
3
PROFICIENT
Light Blade
GROUP RANGE
20
LEVEL
+4d6 damage
CRITICAL
Trigger: You make a skill check and dislike the result Effect: You reroll the triggering check and use either result.
Effect: Until the end of your next turn, you can make a Stealth check to become hidden if you have any concealment or any cover except that provided by intervening allies.
AT-WILL
POWER
ENCOUNTER
DAILY
ADDITIONAL EFFECTS
ADDITIONAL EFFECTS
Rarity: Uncommon Power (Daily): Free Action. Use this power when you hit with the weapon. Make a Thievery check to pick the target's pockets, ignoring the 10 penalty for using the skill in battle. In addition, you gain a power bonus equal to the weapon's enhancement bonus to the check.
LEVEL
CLASS
Jack-of-All-Trades
LEVEL
12
BOOK
MP2
CLASS
Rogue
16
BOOK
MP2
ITEM SLOT
One-hand
WEIGHT
PRICE
125000
BOOK
PH
UTILITY POWER
Inwyt
UTILITY POWER
Page 6
MAGIC WEAPON
Magic Dagger +2
1d4
DAMAGE
3
PROFICIENT
5/10
RANGE
3
AC BONUS
CHECK
SPEED
1
QUANTITY
6
LEVEL
+2d6 damage
CRITICAL
PROPERTIES
+5 AC
ENHANCEMENT
22
LEVEL
Armor
TYPE
PROPERTIES
10
ENHANCEMENT LEVEL
Light Thrown, Off-hand Melee Basic Attack: +20 attack, 2d4+3 damage Ranged Basic Attack: +27 attack, 2d4+10 damage
AT-WILL
POWER
Gain an item bonus to initiative checks equal to the armor's enhancement bonus.
ENCOUNTER
DAILY
AT-WILL
POWER
ENCOUNTER
DAILY
AT-WILL
POWER
ENCOUNTER
DAILY
Rarity: Common
Rarity: Uncommon Power (Encounter Illusion): Standard Action. You become invisible until the end of your next turn.
Rarity: Uncommon Power (Daily): Free. Trigger: You make a Bluff check or Stealth check and dislike the result. Effect: Reroll the check with a +3 power bonus and use either result.
ITEM SLOT
Off-hand
WEIGHT
PRICE
1800
BOOK
PH
ITEM SLOT
Body
WEIGHT
15
PRICE
325000
BOOK
PH
ITEM SLOT
Head
WEIGHT
PRICE
5000
BOOK
AV2
MAGIC WEAPON
MAGIC ITEM
MAGIC ITEM
Shadowdancer's Cloak +4
1
AC BONUS CHECK SPEED QUANTITY
12
ENHANCEMENT
PROPERTIES
11
ENHANCEMENT LEVEL
19
LEVEL
LEVEL
You gain a +1 bonus to speed while you're wearing light armor. This bonus increases to +2 when you start your turn in dim light or darkness.
When you hit an enemy you're hidden from, you deal 1d6 extra damage.
AT-WILL
POWER
ENCOUNTER
DAILY
AT-WILL
POWER
ENCOUNTER
DAILY
AT-WILL
POWER
ENCOUNTER
DAILY
Rarity: Uncommon
Rarity: Uncommon
Rarity: Uncommon Power (Daily): Free. Trigger: You hit or miss an enemy you're hidden from. Effect: You make a Stealth check against that enemy's passive Perception check to remain hidden from it. You are no longer hidden from other creatures, as normal.
0
PRICE
ITEM SLOT
Feet
WEIGHT
PRICE
13000
BOOK
AV2
ITEM SLOT
Hands
WEIGHT
9000
BOOK
AV2
ITEM SLOT
Neck
WEIGHT
PRICE
105000
BOOK
AV2
MAGIC ITEM
MAGIC ITEM
MAGIC ITEM
10
ENHANCEMENT
PROPERTIES
Wondrous Item
TYPE
PROPERTIES
11
ENHANCEMENT LEVEL
Wondrous Item
TYPE
PROPERTIES
12
ENHANCEMENT LEVEL
Wondrous Item
TYPE
LEVEL
This 100-foot-long rope has 100 hit points and can hold up to 2,500 pounds (roughly 10 Medium creatures and their gear).
Like a normal set of thieves' tools, unfettered thieves' tools grant a +2 bonus to Thievery checks to open locks or disable traps.
AT-WILL
POWER
ENCOUNTER
DAILY
AT-WILL
POWER
ENCOUNTER
DAILY
AT-WILL
POWER
ENCOUNTER
DAILY
Rarity: Uncommon Power (At-Will): Minor Action. The rope moves up to 10 squares along a horizontal or a vertical surface. As part of the same action, it can tie itself around an object to create a secure point for climbing. It can't tie itself to or otherwise affect a creature. Anyone holding the rope can activate its power. On command, the rope unties itself as a minor action.
ITEM SLOT WEIGHT
Utility Power (Daily): Standard Action. Effect: You make a Thievery check on an object you can see within 5 squares of you. Rarity: Uncommon
Rarity: Uncommon Power (Daily): Standard Action. When you use the exodus knife to trace a doorway onto a solid object, it opens a portal into an empty extradimensional space 4 squares wide, 4 squares high, and 4 squares long. While the door is open, anyone can enter, see into, or affect the extradimensional space. Only creatures inside the space can open or close the door (a minor action). Once closed, the door becomes invisible to anyone outside the extradimensional space. Creatures on the inside of the closed door can see out, but those outside can't see in. Creatures on one side of the closed door cannot affect creatures on the other side. The extradimensional space lasts for 8 hours. Any creatures still in the space when the effect ends reappear in the closest unoccupied squares outside the door.
ITEM SLOT WEIGHT
PRICE
5000
BOOK
PH
ITEM SLOT
WEIGHT
PRICE
9000
BOOK
MME
PRICE
13000
BOOK
AV
MAGIC ITEM
Inwyt
MAGIC ITEM
Page 7
MAGIC ITEM
11
ENHANCEMENT
PROPERTIES
14
ENHANCEMENT LEVEL
Ring
TYPE
PROPERTIES
5
ENHANCEMENT LEVEL
Wondrous Item
TYPE
LEVEL
You can draw a +2 magic dagger from these bracers as though drawing it from a sheath (typically a minor action). The dagger lasts until the end of the current turn.
AT-WILL
POWER
You take no damage from a fall and always land on your feet.
This belt pouch contains 1 hour's worth of air, which remains fresh indefinitely. Once the air in the pouch has been consumed, you can refresh the supply by exposing the open pouch to any supply of breathable air during a short rest.
AT-WILL
POWER
ENCOUNTER
DAILY
AT-WILL
POWER
ENCOUNTER
DAILY
ENCOUNTER
DAILY
Special: These bracers can be crafted to produce a different light thrown weapon, such as a shuriken. Rarity: Common
Rarity: Uncommon Power (Daily): Minor Action. Allies within 5 squares of you also benefit from this ring's property until the end of the encounter. If you've reached at least one milestone today, allies within 10 squares of you also benefit.
Rarity: Uncommon
ITEM SLOT
Arms
WEIGHT
PRICE
9000
BOOK
MME
ITEM SLOT
Ring
WEIGHT
PRICE
21000
BOOK
AV
ITEM SLOT
WEIGHT
PRICE
1000
BOOK
AV2
MAGIC ITEM
MAGIC ITEM
MAGIC ITEM
Backpack of Concealment
1
AC BONUS CHECK SPEED QUANTITY
Shadowdancer's Garb
The clothing that makes up the Shadowdancer's Garb is elegant and well crafted, but also stern and forbidding. While you wear these items, you're cloaked in silence and shadow. Even in bright daylight, your features are obscured, and the shadows cast by your body seem to exude tendrils of darkness. The items of the Shadowdancer's Garb are most useful for rogues, but the set appeals to any character who understands the benefits of stealth.
2
ENHANCEMENT
PROPERTIES
Wondrous Item
TYPE
PROPERTIES
5
ENHANCEMENT LEVEL
Wondrous Item
TYPE
LEVEL
This backpack can conceal anyone object placed within it from a physical search. Any creature other than the one that placed the item in the backpack cannot find the object. If the backpack is destroyed, the object falls from its remains.
AT-WILL
POWER
This bag can hold up to 200 pounds in weight or 20 cubic feet in volume, but it always weighs only 1 pound. Drawing an item from a bag of holding is a minor action.
AT-WILL
POWER
ENCOUNTER
DAILY
ENCOUNTER
DAILY
Rarity: Common
Rarity: Uncommon
ITEM SLOT
WEIGHT
PRICE
520
BOOK
MME
ITEM SLOT
WEIGHT
PRICE
1000
BOOK
PH
2: You gain an item bonus to Athletics, Stealth, and Thievery checks equal to the number of items you have from this set. 4: At the start of each encounter, if you aren't surprised, you have concealment until the end of your first turn.
ITEM SET
MAGIC ITEM
MAGIC ITEM
Inwyt
Page 8