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Character Sheet

Player Name

jin
Character Name

9
Level

Assassin
Class Height Weight Paragon Path Epic Destiny Deity
SCORE

16,500
Total XP RPGA Number
BASE ARMOR ITEM MISC

Changeling
Race
SCORE

Medium
Size Age
1/2 LVL

Male
Gender
MISC

Unaligned
Alignment Adventuring Company

INITIATIVE
DEX SCORE

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

MOVEMENT 2 6 Speed
(Squares)

Initiative

CONDITIONAL MODIFIERS

23

AC

14

SPECIAL MOVEMENT

CONDITIONAL BONUSES

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

+3 AC (ID_FMP_ITEM_SET_9 Set Count) against opportunity attacks


10 + 1/2 LVL ABIL

SENSES
CLASS FEAT ENH MISC MISC SCORE PASSIVE SENSE BASE SKILL BONUS

10 12 20 10 10 20

STR Strength
Constitution

DEFENSE

0 1 5 0 0 5 HIT POINTS

4 5 9 4 4 9

18

FORT 14

21 19

Passive Insight Passive Perception

10 + 10 +

11 9

CON DEX

CONDITIONAL BONUSES

+3 Fortitude Defense (ID_FMP_ITEM_SET_9 Set Count) against opportunity attacks


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

SPECIAL SENSES

Dexterity

21

REF

14

INT Intelligence WIS Wisdom CHA Charisma

ATTACK WORKSPACE DAMAGE WORKSPACE BASIC ATTACKS


ATTACK DEFENSE WEAPON OR POWER DAMAGE

CONDITIONAL BONUSES

+3 Reflex Defense (ID_FMP_ITEM_SET_9 Set Count) against opportunity attacks


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

23

WILL 14

1 9
vs

CONDITIONAL BONUSES

+2 Will Defense against charm, fear, and illusion attacks, +3 Will Defense (ID FMP ITEM SET 9 Set Count) against opportunity attacks

AC

Unarmed (Melee)

1d4+5

ACTION POINTS
SURGES/DAY

MAX HP
BLOODIED

HEALING SURGES
SURGE VALUE

54
CURRENT HIT POINTS

27
1/2 HP

13
1/4 HP

7
CURRENT SURGE USES

MILESTONES 0 1 2 ADDITIONAL EFFECTS FOR SPENDING ACTION POINTS

Action Points

ACTION POINTS 1 2 3

FEATS
Melee Training (Dexterity) - Use Dexterity for melee basic attacks Cutthroat - Cutthroat: Training in Stealth, create a diversion to hide as a minor action Assassin's Escape Timely Respite - Second wind or total defense grants saving throw Assassin's Cloak

RACE FEATURES
Change Shape - Use changeling disguise as an at-will
SECOND WIND 1/ENCOUNTER
TEMPORARY HIT POINTS

USED

power Mental Defense - +1 to Will Shapechanger - You have the shapechanger quality. Changeling Trick - You have the changeling trick power. Bluff Bonus

DEATH SAVING THROW FAILURES


SAVING THROW MODS RESISTANCES CURRENT CONDITIONS AND EFFECTS

Insight Bonus

SKILLS
BONUS SKILL NAME ABIL MOD + 1/2 LVL TRND (+5) ARMOR PENALTY MISC

CLASS / PATH / DESTINY FEATURES


Assassin's Shroud Guild Training - Choose a training method, which will give
n/a 9 4 4 9 9 4 5 4 4 4 9 4 4 4 9 9 9 0 0 0 5 0 0 0 0 0 5 0 0 5 0 5 0 5 Page 1 n/a n/a n/a n/a n/a n/a n/a n/a 2 n/a n/a n/a 5

9 4 4 19 9 4 5 4 4 11 9 4 9 4 14 9 14
jin

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

you bonuses to certain powers as detailed in said powers. Night Stalker Shade Form Shadow Step

LANGUAGES KNOWN
Common

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.
WEAPON WEAPON WEAPON WEAPON ARMOR ARMS FEET HANDS HEAD NECK RING RING WAIST

CHARACTER PORTRAIT

AT-WILL POWERS
Changeling Disguise Assassin's Shroud Shadow Step Shadow Storm Executioner's Noose

MAGIC ITEMS
Vampiric Khopesh +2 (E) Magic Hand Crossbow +2

Magic Leather Armor +2 (E)

ENCOUNTER POWERS
Changeling Trick Shade Form Nightmare Shades Army of the Night Shadow Jack

Resplendent Boots (heroic tier) (E) Resplendent Gloves (heroic tier) (E)

Resplendent Cloak +2 (E)

PERSONALITY TRAITS
Personality Handy Haversack (heroic tier) () Fire Beetle Potion (heroic tier) () Potion of Healing (heroic tier) () (2) Potion of Clarity (level 5) () (2) Nail of Sealing (heroic tier) () Tanglefoot Bag (level 7) () Blastpatch (level 9) () Jin is an assassin first and last, though his sense of trust is well placed, and he would never go so far as to kill one of his comrades. Knowing when to speak and when to be silent, he is usually passive and isnt one for taking the glory of any situation. However, he never hesitates to use his talents when necessary, and will frequently change his appearance in minor ways just to confound his friends. Jin passes the time by changing his shape to different forms

DAILY POWERS
Targeted for Death Heart of Dust Black Garrote

MANNERISMS AND APPEARANCE


Appearance Jin is very tall and slim as far as changelings go, though that aside he is effectively as nondescript as all of his kind are. In his natural form he prefers to keep his white hair at a long length, but he will occasionally shorten its length when keen eyesight is necessary.

UTILITY POWERS
Cloak of Shades Slithering Shadow

Daily Item Powers Per Day


Heroic (1-10) Paragon (11-20) Epic (21-30) Milestone Milestone Milestone / / / / / / / / /

When not in his normal form he prefers to take the shape of his comrade Carhian, or even a multitude of his own

CHARACTER BACKGROUND

OTHER EQUIPMENT
Rope, Silk (50 ft.) Spellbook Thieves' Tools Short sword Grappling Hook Identification Papers, with Portrait Inquisitive's Kit Sunrod (2) Camouflaged Clothing (2) Crossbow Bolts (20)

RITUALS / ALCHEMY

COMPANIONS AND ALLIES

SESSION AND CAMPAIGN NOTES


The Package

COINS AND OTHER WEALTH


Money on hand: 25 gp Stored money: Encumbrance: 57 / -900 (+1000)

Wrapped in heavy cloth and sealed with Darhan Glittergems personal seal, this small bundle nestles comfortably at the bottom of Jins pack, behind a fake seam sewn into the leather. Background Born 19 years ago to assassins of The Tyrants, Jin was

jin

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CHARACTER NAME

jin
PLAYER NAME

Second Wind
KEYWORDS USED

RACE

Changeling

CLASS

Assassin

LEVEL

Standard ACTION vs ATTACK DEFENSE

Personal RANGE Self TARGET

HP 54 Spd 6 Init +9 21

10 STR 12 CON 20 DEX 10 INT 10 WIS 20 CHA


Passive Insight

AC 23 Fort 18 Ref 21 Will 23


Passive Perception

Effect: You spend a healing surge and regain 13 hit points. You gain a +2 bonus to all defenses until the start of your next turn.

19

ADDITIONAL EFFECTS

CLASS

LEVEL

BOOK

PH

PLAY DATA

ENCOUNTER ACTION

Melee Basic Attack


KEYWORDS

Ranged Basic Attack


USED KEYWORDS

Changeling Disguise
USED KEYWORDS

Weapon
*

Weapon
*

Polymorph Personal RANGE vs DEFENSE TARGET

USED

Standard ACTION 13 ATTACK

Melee weapon RANGE AC DEFENSE One creature TARGET

Standard ACTION 13 ATTACK vs

Ranged weapon RANGE One creature TARGET

Minor ACTION ATTACK

vs

AC DEFENSE

Attack: Strength vs. AC Hit: 1[W] + Strength modifier (+0) damage. Increase damage to 2[W] + Strength modifier (+0) at 21st level. Special: You can use an unarmed attack as a weapon to make a melee basic attack.

Attack: Dexterity vs. AC Hit: 1[W] + Dexterity modifier (+5) damage. Increase damage to 2[W] + Dexterity modifier (+5) at 21st level. Special: Weapons with the heavy thrown property use Strength instead of Dexterity for attack rolls and damage rolls. Warlocks can use eldritch blast as a ranged basic attack, and wizards can use magic missile as a ranged basic attack.
ADDITIONAL EFFECTS

Effect: You alter your physical form to take on the appearance of any Medium humanoid. You retain your statistics in your new form, and your clothing, armor, and possessions do not change. The new form lasts until you change form again. Any creature that attempts to see through your ruse makes an Insight check opposed by your Bluff check, and you gain a +5 bonus to your check.

ADDITIONAL EFFECTS

ADDITIONAL EFFECTS

+5 to damage rolls if the target is adjacent to none of your enemies - Night Stalker.
CLASS LEVEL

+5 to damage rolls if the target is adjacent to none of your enemies - Night Stalker.
CLASS LEVEL

BOOK

BOOK

CLASS

Racial Power

LEVEL

BOOK

EPG

AT-WILL POWER

AT-WILL POWER

AT-WILL POWER

Assassin's Shroud
KEYWORDS

Shadow Step
USED KEYWORDS

Shadow Storm
USED KEYWORDS

Shadow Close burst 10


10

Shadow, Teleportation Personal RANGE vs DEFENSE TARGET

Shadow, Weapon
*

USED

Free ACTION ATTACK vs DEFENSE

Move ACTION ATTACK

Standard ACTION 13 ATTACK

Melee weapon RANGE AC DEFENSE One creature TARGET

RANGE One enemy you can see in burst TARGET

vs

Effect: You subject the target to your shroud. If any of your shrouds are already on the target, you subject it to an additional shroud, up to a maximum of four. The shrouds last until you use this power against a different enemy or until the end of the encounter. Before you make an attack roll against the target, you choose to invoke either all your shrouds on it or none of them. If you invoke your shrouds, the attack deals 1d6 damage per shroud, minus one shroud if the attack misses, and all your shrouds then vanish from the target. This damage roll never benefits from bonuses to damage rolls, and is in addition to the attack's damage, if any. Level 11: 1d6 + 3 damage per shroud. Level 21: 1d6 + 6 damage per shroud. Special: You can use this power only on your turn and only once per turn.
ADDITIONAL EFFECTS

Requirement: You must be adjacent to a creature. Effect: You teleport 3 squares to a square adjacent to a different creature. Level 11: Teleport 4 squares. Level 21: Teleport 5 squares.

Attack: Dexterity vs. AC Hit: 1[W] + Dexterity modifier (+5) damage, plus 1 damage for each creature adjacent to the target. Level 21: 2[W] + Dexterity modifier (+5) damage, plus 2 damage for each creature adjacent to the target.

ADDITIONAL EFFECTS

ADDITIONAL EFFECTS

+5 to damage rolls if the target is adjacent to none of your enemies - Night Stalker.
CLASS

Assassin

LEVEL

BOOK

Dragon 379

CLASS

Assassin

LEVEL

BOOK

Dragon 379

CLASS

Assassin

LEVEL

BOOK

Dragon 379

AT-WILL POWER
jin

AT-WILL POWER
Page 3

AT-WILL POWER

Executioner's Noose
KEYWORDS

Changeling Trick
USED KEYWORDS USED

Shade Form
KEYWORDS

Force, Implement, Shadow


5

Shadow Personal RANGE vs DEFENSE TARGET

USED

Standard ACTION 11 ATTACK vs

Ranged 5 RANGE One creature TARGET

Minor ACTION

Melee 1 RANGE One creature DEFENSE TARGET

Minor ACTION ATTACK

Fort DEFENSE

vs ATTACK

Attack: Dexterity vs. Fortitude Hit: 1d6 + Dexterity modifier (+5) force damage, and you pull the target 2 squares. The target is slowed until the end of your next turn. Level 21: 2d6 + Dexterity modifier (+5) force damage.

Effect: You make a Bluff check opposed by the target's passive Insight. If your check succeeds, you gain combat advantage against the target until the end of your next turn.

Effect: You assume a shadowy form that lasts until you make an attack roll or until the end of your next turn. While in this form, you are insubstantial, and you gain vulnerable 5 radiant. In addition, you can make Stealth checks to become hidden if you have any cover or concealment, and you can use cover granted by your allies both to become hidden and to remain hidden. Sustain Minor: The form persists.
ADDITIONAL EFFECTS

ADDITIONAL EFFECTS

ADDITIONAL EFFECTS

+5 to damage rolls if the target is adjacent to none of your enemies - Night Stalker.
CLASS

Assassin

LEVEL

BOOK

Dragon 379

CLASS

Racial Power

LEVEL

BOOK

EPG

CLASS

Assassin

LEVEL

BOOK

Dragon 379

AT-WILL POWER

ENCOUNTER POWER

ENCOUNTER POWER

Nightmare Shades
KEYWORDS

Army of the Night


USED KEYWORDS

Shadow Jack
USED KEYWORDS

Fear, Implement, Psychic, Shadow


5

Fear, Illusion, Shadow, Weapon


*

Shadow, Weapon
*

USED

Standard ACTION 11 ATTACK vs

Ranged 5 RANGE One creature TARGET

Standard ACTION 13 ATTACK

Melee weapon RANGE Will DEFENSE One creature TARGET

Standard ACTION 13 ATTACK

Melee 1 RANGE AC DEFENSE One creature TARGET

Will DEFENSE

vs

vs

Attack: Dexterity vs. Will Hit: 2d8 + Dexterity modifier (+5) psychic damage, and the target grants combat advantage to you until the end of your next turn. Night Stalker: Until the end of your next turn, you gain a power bonus to damage rolls against the target equal to your Charisma modifier (+5).

Attack: Dexterity vs. Will Hit: 1[W] + Dexterity modifier (+5) damage. Until the end of your next turn, the target makes a melee basic attack as an opportunity action against any enemy that ends its turn adjacent to the target. Night Stalker: The target makes the attack with a power bonus to attack rolls equal to your Charisma modifier (+5).

Attack: Dexterity vs. AC Hit: 2[W] + Dexterity modifier (+5) damage, and you shift 1 square into the target's space and remain there until the start of your next turn. While there, you are insubstantial, you move with the target (this movement doesn't provoke opportunity attacks), and any melee or ranged attack that misses you hits the target instead, unless the target is the attacker. At the start of your next turn, you slide 1 square to a square adjacent to the target.
ADDITIONAL EFFECTS

ADDITIONAL EFFECTS

ADDITIONAL EFFECTS

+5 to damage rolls if the target is adjacent to none of your enemies - Night Stalker.
CLASS

+5 to damage rolls if the target is adjacent to none of your enemies - Night Stalker.
CLASS

+5 to damage rolls if the target is adjacent to none of your enemies - Night Stalker.
CLASS

Assassin

LEVEL

BOOK

Dragon 379

Assassin

LEVEL

BOOK

Dragon 379

Assassin

LEVEL

BOOK

Dragon 379

ENCOUNTER POWER

ENCOUNTER POWER

ENCOUNTER POWER

Targeted for Death


KEYWORDS

Heart of Dust
USED KEYWORDS

Black Garrote
USED KEYWORDS

Cold, Implement, Shadow


5

Poison, Shadow, Weapon


*

Implement, Reliable, Shadow


*

USED

Standard ACTION 11 ATTACK vs

Ranged 5 RANGE One creature TARGET

Standard ACTION 13 ATTACK

Melee weapon RANGE AC DEFENSE One creature TARGET

Standard ACTION 11 ATTACK

Melee touch RANGE Reflex DEFENSE One creature TARGET

Will DEFENSE

vs

vs

Attack: Dexterity vs. Will Hit: 3d8 + Dexterity modifier (+5) cold damage. Miss: Half damage. Effect: Until the end of the encounter, whenever you use assassin's shroud against the target, you subject it to two shrouds instead of one.

Attack: Dexterity vs. AC Hit: 2[W] + Dexterity modifier (+5) damage, and ongoing 5 poison damage (save ends). Whenever the target takes this ongoing damage, each enemy within 2 squares of it takes 5 poison damage. Miss: Half damage, and each enemy within 2 squares of the target takes 3 poison damage.

Attack: Dexterity vs. Reflex Hit: You grab the target. Until the grab ends, the target takes a 5 penalty to all escape attempts and a 2 penalty to attack rolls against you. When the grab ends, the target takes 1d10 + your Dexterity modifier (+5) damage. Sustain Standard: The grab persists, and the target takes 2d10 + your Dexterity modifier (+5) damage. Special: You can instead sustain the grab as a minor action. If you do so, the power's effect ends, and the grab becomes a normal grab.
ADDITIONAL EFFECTS

ADDITIONAL EFFECTS

ADDITIONAL EFFECTS

+5 to damage rolls if the target is adjacent to none of your enemies - Night Stalker.
CLASS

+5 to damage rolls if the target is adjacent to none of your enemies - Night Stalker.
CLASS

Assassin

LEVEL

BOOK

Dragon 379

Assassin

LEVEL

BOOK

Dragon 379

CLASS

Assassin

LEVEL

BOOK

Dragon 379

DAILY POWER
jin

DAILY POWER
Page 4

DAILY POWER

Cloak of Shades
KEYWORDS

Slithering Shadow
USED KEYWORDS

Magic Hand Crossbow +2


USED

Shadow

Shadow, Stance

1d6
DAMAGE

2
PROFICIENT

Crossbow
GROUP

10/20
RANGE

Minor ACTION AT-WILL ENCOUNTER

Personal RANGE DAILY

Minor ACTION AT-WILL ENCOUNTER

Personal RANGE DAILY

+2 attack rolls and damage rolls


ENHANCEMENT
PROPERTIES

6
LEVEL

+2d6 damage
CRITICAL

Effect: Until the end of your next turn, you gain concealment against all creatures and are invisible to creatures that are more than 5 squares away from you.

Effect: Until the stance ends, you can shift 1 square as a minor action.

Load Free Ranged Basic Attack: +13 attack, 1d6+7 damage

AT-WILL
POWER

ENCOUNTER

DAILY

ADDITIONAL EFFECTS

ADDITIONAL EFFECTS

CLASS

Assassin

LEVEL

BOOK

Dragon 379

CLASS

Assassin

LEVEL

BOOK

Dragon 379

ITEM SLOT

One-hand

WEIGHT

PRICE

1800

BOOK

PH

UTILITY POWER

UTILITY POWER

MAGIC WEAPON

Vampiric Khopesh +2
1d8
DAMAGE

Resplendent Gloves (heroic tier)


1
RANGE AC BONUS CHECK SPEED QUANTITY

Resplendent Cloak +2
1
AC BONUS CHECK SPEED QUANTITY

2
PROFICIENT

Axe, Heavy Blade


GROUP

+2 attack rolls and damage rolls


ENHANCEMENT
PROPERTIES

9
LEVEL

+2d4 damage
CRITICAL
PROPERTIES

5
ENHANCEMENT LEVEL

Hands Slot Item


TYPE

+2 Fortitude, Reflex, and Will


ENHANCEMENT
PROPERTIES

8
LEVEL

Neck Slot Item


TYPE

All damage dealt by this weapon is necrotic damage. On a critical hit you regain hit points equal to the damage dealt by this weapon's critical property. Versatile, Brutal Melee Basic Attack: +13 attack, 1d8+8 damage
AT-WILL
POWER

When you hit an enemy with an attack power that targets Will, the attack deals 2 extra damage. If it's an illusion attack, one target you hit (your choice) also grants combat advantage to you until the end of your next turn.
AT-WILL
POWER

You and each ally within 10 squares of you gain a +2 bonus to Will against charm, fear, and illusion attacks.

ENCOUNTER

DAILY

ENCOUNTER

DAILY

AT-WILL
POWER

ENCOUNTER

DAILY

Power (Daily Healing, Necrotic): Free Action. Use this power when you make a successful attack with the weapon. That attack deals an extra 1d8 necrotic damage, and you regain an equal amount of hit points.

ITEM SLOT

One-hand

WEIGHT

PRICE

4200

BOOK

AV

ITEM SLOT

Hands

WEIGHT

PRICE

1000

BOOK

AV2

ITEM SLOT

Neck

WEIGHT

PRICE

3400

BOOK

AV2

MAGIC WEAPON

MAGIC ITEM

MAGIC ITEM

Handy Haversack (heroic tier)


1
AC BONUS CHECK SPEED QUANTITY

Resplendent Boots (heroic tier)


1
AC BONUS CHECK SPEED QUANTITY

Fire Beetle Potion (heroic tier)


1
AC BONUS CHECK SPEED QUANTITY

10
ENHANCEMENT
PROPERTIES

Wondrous Item
TYPE
PROPERTIES

6
ENHANCEMENT LEVEL

Feet Slot Item


TYPE
PROPERTIES

6
ENHANCEMENT LEVEL

Potion
TYPE

LEVEL

This backpack can hold up to 1,000 pounds in weight or 100 cubic feet in volume, but it always weighs only 1 pound. Drawing an item from a handy haversack is a minor action.
AT-WILL
POWER

You gain an item bonus to all defenses against opportunity attacks equal to the number of items you have from this set.

ENCOUNTER

DAILY

AT-WILL
POWER

ENCOUNTER

DAILY

AT-WILL
POWER

ENCOUNTER

DAILY

Power (Daily * Illusion): Move. You become invisible and move your speed. You become visible again at the end of this action.

Power (Consumable): Minor Action. Drink this potion and spend a healing surge. You do not regain hit points as normal. Instead, gain 5 temporary hit points and resist 5 fire until the end of the encounter.

ITEM SLOT

WEIGHT

PRICE

5000

BOOK

PH

ITEM SLOT

Feet

WEIGHT

PRICE

1800

BOOK

AV2

ITEM SLOT

WEIGHT

PRICE

75

BOOK

AV

MAGIC ITEM
jin

MAGIC ITEM
Page 5

MAGIC ITEM

Potion of Healing (heroic tier)


2
AC BONUS CHECK SPEED QUANTITY

Potion of Clarity (level 5)


2
AC BONUS CHECK SPEED QUANTITY

Nail of Sealing (heroic tier)


1
AC BONUS CHECK SPEED QUANTITY

5
ENHANCEMENT
PROPERTIES

Potion
TYPE
PROPERTIES

5
ENHANCEMENT LEVEL

Potion
TYPE
PROPERTIES

4
ENHANCEMENT LEVEL

Consumable
TYPE

LEVEL

AT-WILL
POWER

ENCOUNTER

DAILY

AT-WILL
POWER

ENCOUNTER

DAILY

AT-WILL
POWER

ENCOUNTER

DAILY

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.

Power (Consumable): Minor Action. Drink this potion and spend a healing surge. You do not regain hit points as normal. Instead, once during this encounter as a free action, you can reroll a d20 roll you just made, gaining a +1 bonus on the reroll. You must use the result of the reroll.
ITEM SLOT WEIGHT PRICE BOOK

Power (Consumable): Standard Action. When you push this nail into a door, chest, or other closeable object, it magically sinks into the material of that object and seals it shut. Treat this as if you had used an Arcane Lock ritual with an Arcana check result of 25. Special: You can use this item in place of the required component cost for an Arcane Lock ritual. In that case, use your own Arcana check instead of that of the nail.
ITEM SLOT WEIGHT

ITEM SLOT

WEIGHT

PRICE

50

BOOK

PH

50

AV

PRICE

40

BOOK

AV

MAGIC ITEM

MAGIC ITEM

MAGIC ITEM

Tanglefoot Bag (level 7)


1
AC BONUS CHECK SPEED QUANTITY

Blastpatch (level 9)
1
AC BONUS CHECK SPEED QUANTITY

Magic Leather Armor +2


2
AC BONUS

CHECK

SPEED

1
QUANTITY

7
ENHANCEMENT
PROPERTIES

Alchemical
TYPE
PROPERTIES

9
ENHANCEMENT LEVEL

Alchemical
TYPE
PROPERTIES

+2 AC
ENHANCEMENT

6
LEVEL

Armor
TYPE

LEVEL

AT-WILL
POWER

ENCOUNTER

DAILY

AT-WILL
POWER

ENCOUNTER

DAILY

AT-WILL
POWER

ENCOUNTER

DAILY

Power (Consumable): Standard Action. Make an attack: Ranged 5/10; +10 vs. Reflex; on a hit, the target is immobilized until the end of your next turn, at which point the creature is then slowed until the end of its next turn.

Power (Consumable Cold, Fire, or Lightning): Standard Action. You apply blastpatch to an adjacent unoccupied square. When a creature moves into that square, the blastpatch makes an attack against the creature as an immediate reaction: +12 vs. Reflex; on a hit, the target takes damage and suffers effects depending on the blastpatch:. Firepatch2d8 fire damage, and the target is immobilized until the beginning of its next turn. Icepatch1d8 cold damage, and the target is immobilized until the end of its next turn. . Shockpatch1d8 lightning damage, the target is immobilized until the beginning of its next turn, and the target grants combat advantage until the end of its next turn. Blastpatch can be detected with a DC 20 Perception check. A creature that flies or jumps over the square does not trigger the blastpatch.
ITEM SLOT WEIGHT

ITEM SLOT

WEIGHT

PRICE

100

BOOK

AV

PRICE

160

BOOK

AV

ITEM SLOT

Body

WEIGHT

15

PRICE

1800

BOOK

PH

MAGIC ITEM

MAGIC ITEM

MAGIC ITEM

jin

Page 6

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