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Character Sheet

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

+1 Speed if you started your turn in dim light or darkness

+6 AC against opportunity attacks

ABILITY SCORES
SCORE ABILITY ABIL MOD MOD + 1/2 LVL DEFENSE

10 + 1/2 LVL ABIL CLASS FEAT

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

Passive Insight Passive Perception

10 + 10 +

18 18

CON

CONDITIONAL BONUSES

DEX Dexterity INT Intelligence


Wisdom

DEFENSE

10 + 1/2 LVL ABIL CLASS FEAT

SPECIAL SENSES ENH MISC MISC

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

10 + 1/2 LVL ABIL CLASS FEAT

+ 21
ABILITY: ATT BONUS

10

1
CLASS

3
PROF

3
FEAT

4
ENH MISC

33

WILL 20

Melee Basic Attack - Unarmed


1/2 LVL ABIL

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

MILESTONES ACTION POINTS 0 1 2 1 3 2 ADDITIONAL EFFECTS FOR SPENDING ACTION POINTS

Action Points

DAMAGE WORKSPACE
ABILITY: DAMAGE

Melee Basic Attack - Thieving Rapier +4


ABIL FEAT ENH MISC MISC

2d8+5 RACE FEATURES


Shadow Jaunt - You have the shadow jaunt power
ABILITY: DAMAGE

1
ABIL FEAT

4
ENH MISC MISC

Melee Basic Attack - Unarmed

SECOND WIND 1/ENCOUNTER


TEMPORARY HIT POINTS

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

DEATH SAVING THROW FAILURES


SAVING THROW MODS +2 Racial bonus against the unconscious condition, +2 to all death saving throws RESISTANCES CURRENT CONDITIONS AND EFFECTS

ATTACK

DEFENSE

WEAPON OR POWER

DAMAGE

21 20 27

vs vs vs vs

AC AC AC

Thieving Rapier +4 Magic Dagger +2 (Melee) Magic Dagger +2 (Range)

2d8+5 2d4+3 2d4+10

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.

MAGIC ITEM 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

MANNERISMS AND APPEARANCE


UTILITY POWERS
Second Wind Shadow Jaunt Quick Fingers Chameleon Dangerous Theft Always a Natural Shadow Master
Heroic (1-10) Paragon (11-20) Epic (21-30)

Daily Item Powers Per Day


Milestone Milestone Milestone / / / / / / / / /

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

COMPANIONS AND ALLIES

SESSION AND CAMPAIGN NOTES

COINS AND OTHER WEALTH


Money on hand: 26 pp; 10 gp Stored money: 0 gp Encumbrance: 55 / 320 (+200)

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

HP 128 Spd 7 Init +23

12 STR +1 16 CON +3 26 DEX +8 15 INT +2 12 WIS +1 22 CHA +6

AC 36 Fort 31 Ref 37 Will 33


Passive Perception

(Trained)

(Trained) (Trained) (Trained) (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

Bull Rush Attack


KEYWORDS USED

Grab Attack
KEYWORDS USED

Standard ACTION AT-WILL ENCOUNTER

Personal RANGE DAILY

Standard ACTION 11 ATTACK

Melee 1 RANGE

Standard ACTION 11 ATTACK

Melee touch RANGE

vs

Fort DEFENSE

One creature TARGET

vs

Reflex DEFENSE

One creature that is no more than one size category la TARGET

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

Standard ACTION 28 ATTACK

Melee weapon RANGE

Standard ACTION 28 ATTACK

Melee weapon RANGE

ACTION vs ATTACK DEFENSE

The triggering enemy TARGET

vs

AC DEFENSE

One creature TARGET

vs

AC DEFENSE

One creature TARGET

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

Familiar: Rakshasa Claw


KEYWORDS USED

Strike from the Shadows


KEYWORDS

Trickster's Blade
USED KEYWORDS

Shadow Special RANGE vs

Martial, Weapon
* *

USED

Minor ACTION vs ATTACK DEFENSE TARGET RANGE

No Action ACTION

Standard ACTION 28

Melee or Ranged weapon RANGE

vs

AC DEFENSE

One creature TARGET

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

Escape Artist's Gambit


USED KEYWORDS

Martial, Weapon
*

Martial, Weapon
* *

Martial, Weapon
*

USED

Standard ACTION 28 ATTACK

Melee weapon RANGE

Standard ACTION 28 ATTACK

Melee or Ranged weapon RANGE

Standard ACTION 28

Melee weapon RANGE

vs

AC DEFENSE

One creature TARGET

vs

AC DEFENSE TARGET

vs

AC DEFENSE

One creature TARGET

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

Standard ACTION 28 ATTACK

Melee or Ranged weapon RANGE

Standard ACTION 28 ATTACK

Melee or Ranged weapon RANGE

Standard ACTION 28 ATTACK

Melee or Ranged weapon RANGE

vs

AC DEFENSE

One creature TARGET

vs

Reflex DEFENSE

One creature TARGET

vs

Will DEFENSE

One creature TARGET

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

Every Trick in the Book


KEYWORDS

Second Wind
USED KEYWORDS USED

Shadow Jaunt
KEYWORDS

Martial, Reliable, Weapon


* *

Teleportation

USED

Standard ACTION

Melee or Ranged weapon RANGE

Standard ACTION AT-WILL ENCOUNTER

Personal RANGE DAILY

Move ACTION AT-WILL ENCOUNTER

Personal RANGE DAILY

vs ATTACK DEFENSE

One creature TARGET

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

Minor ACTION AT-WILL ENCOUNTER

Personal RANGE DAILY

Imm Interrupt ACTION AT-WILL ENCOUNTER

Personal RANGE DAILY

Free ACTION AT-WILL ENCOUNTER

Personal RANGE DAILY

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

Free ACTION AT-WILL ENCOUNTER

Personal RANGE DAILY

Minor ACTION AT-WILL ENCOUNTER

Personal RANGE DAILY

+4 attack rolls and damage rolls


ENHANCEMENT
PROPERTIES

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.

Melee Basic Attack: +21 attack, 2d8+5 damage

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

Feytouched Feyleather Armor +5


Light Blade
GROUP

Shadowdancer's Mask (heroic tier)


1
QUANTITY AC BONUS CHECK SPEED

3
PROFICIENT

5/10
RANGE

3
AC BONUS

CHECK

SPEED

1
QUANTITY

+2 attack rolls and damage rolls


ENHANCEMENT
PROPERTIES

6
LEVEL

+2d6 damage
CRITICAL
PROPERTIES

+5 AC
ENHANCEMENT

22
LEVEL

Armor
TYPE
PROPERTIES

10
ENHANCEMENT LEVEL

Head Slot Item


TYPE

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 Boots (paragon tier)


1
AC BONUS CHECK SPEED QUANTITY

Shadowdancer's Gloves (paragon tier)


1
AC BONUS CHECK SPEED QUANTITY

Shadowdancer's Cloak +4
1
AC BONUS CHECK SPEED QUANTITY

12
ENHANCEMENT
PROPERTIES

Feet Slot Item


TYPE
PROPERTIES

11
ENHANCEMENT LEVEL

Hands Slot Item


TYPE

+4 Fortitude, Reflex, and Will


ENHANCEMENT
PROPERTIES

19
LEVEL

Neck Slot Item


TYPE

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

Rope of Climbing (heroic tier)


1
AC BONUS CHECK SPEED QUANTITY

Unfettered Thieves' Tools


1
AC BONUS CHECK SPEED QUANTITY

Exodus Knife (paragon tier)


1
AC BONUS CHECK SPEED QUANTITY

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

Bracers of Infinite Blades (Lvl 11)


1
AC BONUS CHECK SPEED QUANTITY

Ring of Feather Fall (paragon tier)


1
AC BONUS CHECK SPEED QUANTITY

Deepfarer's Pouch (heroic tier)


1
AC BONUS CHECK SPEED QUANTITY

11
ENHANCEMENT
PROPERTIES

Arms Slot Item


TYPE
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

Bag of Holding (heroic tier)


2
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

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