Lothrannil the Eladrin Wizard

Page 1

Character Sheet Player Name

Lothrannil

11

Character Name

Level

Eladrin

Medium

Race

Size

Wizard

Wizard of the Spiral Tower

Class

Paragon Path

Male Age

Gender

Height

Weight

INITIATIVE SCORE

DEX

1/2 LVL

3

Lawful Good

Corellon

Alignment

Deity

Total XP

Adventuring Company

DEFENSES MISC

SCORE DEFENSE

Initiative

15

26,000 Epic Destiny

5

7

CONDITIONAL MODIFIERS

25

10 + ARMOR/ 1/2 LVL ABIL CLASS

AC

15

SCORE FEAT

7

RPGA Number

MOVEMENT ENH

MISC

BASE

ARMOR

ITEM

MISC

MISC

6

3

Speed

6

(Squares)

SPECIAL MOVEMENT

CONDITIONAL BONUSES

ABILITY SCORES SCORE

ABILITY

Strength

CON

14

Constitution

Dexterity

INT

21

Intelligence

Wisdom

CHA

11

6

2

7

20

3

8

5

10

Charisma

3

8

0

5

23

74

24

FEAT

2

ENH

MISC

10 + 1/2 LVL ABIL

REF

15

PASSIVE SENSE

BASE

23

Passive Insight

10 +

13

23

Passive Perception

10 +

13

MISC

3

CLASS

FEAT

5

ENH

MISC

MISC

Low-light Vision

3

ATTACK WORKSPACE ABILITY:

10 + 1/2 LVL ABIL

WILL 15

3

SKILL BONUS

SPECIAL SENSES

CLASS

FEAT

2

ENH

MISC

3

1

MISC

CONDITIONAL BONUSES

Melee Basic Attack - Unarmed

ATT BONUS

1/2 LVL

ABIL

+ 8

5

1

ABILITY:

CLASS

PROF

FEAT

ENH

MISC

FEAT

ENH

MISC

ENH

MISC

MISC

ENH

MISC

MISC

2

Ranged Basic Attack - Unarmed

ATT BONUS

1/2 LVL

ABIL

+ 10

5

3

CLASS

PROF

2

ACTION POINTS

SURGE VALUE

SURGES/DAY

37

18

8

1/2 HP

1/4 HP

CURRENT HIT POINTS

CLASS

CONDITIONAL BONUSES

HEALING SURGES BLOODIED

SCORE

CONDITIONAL BONUSES

HIT POINTS MAX HP

10 + 1/2 LVL ABIL

FORT 15

DEFENSE

WIS

16

1

DEFENSE

DEX

16

MOD + 1/2 LVL DEFENSE

STR

12

SENSES

ABIL MOD

MILESTONES 0 1 2 ADDITIONAL EFFECTS FOR SPENDING ACTION POINTS

Action Points

ACTION POINTS 1 2 3

RACE FEATURES Trance - Meditate aware 4 hours instead of sleep. SECOND WIND 1/ENCOUNTER

Eladrin Weapon Proficiency - Proficient with longsword.

USED

Melee Basic Attack - Unarmed

DAMAGE

ABIL

1d4+1

CURRENT SURGE USES

TEMPORARY HIT POINTS

DAMAGE WORKSPACE ABILITY:

ABILITY:

1

Ranged Basic Attack - Unarmed

DAMAGE

ABIL

1d4+3

DEATH SAVING THROW FAILURES SAVING THROW MODS +5 racial bonus against charm effects, +2 item bonus against effects that apply the slowed, immobilized, or restrained condition

Fey Step - Use fey step as an encounter power. Fey Origin - Your origin is fey, not natural.

RESISTANCES CURRENT CONDITIONS AND EFFECTS

FEAT

3

Eladrin Education - Training in any one additional skill. Eladrin Will - +1 Will; +5 to saving throws against charm.

FEAT

BASIC ATTACKS ATTACK

DEFENSE

WEAPON OR POWER

DAMAGE

11

vs

AC

Frost Longsword +2

1d8+3

8

vs

AC

Unarmed (Melee)

1d4+1

10

vs

AC

Unarmed (Range)

1d4+3

vs

CLASS / PATH / DESTINY FEATURES

SKILLS BONUS

ABIL MOD + 1/2 LVL

SKILL NAME

TRND (+5)

8

Acrobatics

DEX

8

0

20

Arcana

INT

10

5

6

Athletics

STR

6

0

ARMOR PENALTY MISC

Staff of Defense, or Wand of Accuracy. n/a

5

Bluff

CHA

5

0

n/a

5

Diplomacy

CHA

5

0

n/a

13

Dungeoneering

WIS

8

5

n/a

7

Endurance

CON

7

0

8

Heal

WIS

8

0

n/a

12

History

INT

10

0

n/a

13

Insight

WIS

8

5

n/a

5

Intimidate

CHA

5

0

n/a

13

Nature

WIS

8

5

n/a

13

Perception

WIS

8

5

n/a

10

Religion

INT

10

0

n/a

8

0

8

5

2

FEATS

Arcane Implement Mastery - Choose Orb of Imposition,

Orb of Imposition - Encounter, free; with orb, penalize

Ritual Caster - Master and perform rituals Burning Blizzard - +1 damage with acid or cold power

foe's saving throws against your spell, or extend duration of

Armor Proficiency (Leather) - Training with leather armor

your at-will spell one round.

Improved Initiative - +4 to initiative checks

Cantrips - Use ghost sound, light, mage hand, and

Toughness - Gain 5 additional hit points per tier

prestidigitation as at-will powers.

Wintertouched - Gain combat advantage against foe

Ritual Casting - Gain Ritual Caster as a bonus feat.

vulnerable to cold

Spellbook - Three 1st-level rituals, plus more at higher

Skill Focus (Arcana) - +3 to Arcana checks

levels. Also, twice the daily and utility spells you can use;

Lasting Frost - Target hit with cold power gains vulnerable

choose from among these at each extended rest.

cold 5

Corellon's Implement - Use longsword as arcane implement you specialize in Orb - You can use a longsword as if it were a orb Spiral Tower Action - Can spend action point to regain a wizard encounter power

LANGUAGES KNOWN


POWER INDEX

MAGIC ITEM INDEX

List your powers below. Check the box when the power is used. Clear the box when the power renews.

List your powers below. Check the box when the power is used. Clear the box when the power renews.

AT-WILL POWERS

MAGIC ITEMS WEAPON

Ghost Sound

WEAPON

Light

CHARACTER PORTRAIT

Frost Longsword +2 (One-hand) (E) Orb of Reversed Polarities +2 (Off-hand) (E)

WEAPON

Mage Hand

WEAPON

Prestidigitation

ARMOR

Thunderwave

ARMS

Ray of Frost

FEET

ENCOUNTER POWERS HANDS

Fey Step

HEAD

Orb of Imposition

NECK

Chill Strike

Feytouched Leather Armor +3 (E) Bracers of Escape (heroic tier) (E) Boots of Free Movement (heroic tier) (E) Frost Gauntlets (heroic tier) (E) Arcanist's Glasses (heroic tier) (E) Absence Amulet +3 (E)

RING

Icy Rays

RING

Winter's Wrath

WAIST

The One Sword

PERSONALITY TRAITS

Ironskin Belt (heroic tier) (E) Eternal Chalk (heroic tier)

DAILY POWERS Freezing Cloud

Everlasting Provisions (heroic tier)

Web

Restful Bedroll (heroic tier)

Wall of Fire

Lens of Reading (heroic tier)

Sleep Bigby's Icy Grasp

MANNERISMS AND APPEARANCE

Ice Storm

UTILITY POWERS Feather Fall Invisibility Resistance Shield

Daily Item Powers Per Day

Dispel Magic Arcane Gate

Heroic (1-10)

Milestone

/

/

/

Paragon (11-20)

Milestone

/

/

/

Epic (21-30)

Milestone

/

/

/

OTHER EQUIPMENT

CHARACTER BACKGROUND

RITUALS / ALCHEMY

Spellbook

Comprehend Language

Alchemical Reagents (Arcana) (600)

Magic Mouth

Residuum (Any) (300)

Secret Page Hallucinatory Item

COMPANIONS AND ALLIES

Knock Magic Circle Linked Portal Leomund's Secret Chest Enchant Magic Item Endure Elements Arcane Lock Phantom Steed Skull Watch

COINS AND OTHER WEALTH Money on hand: 94 pp; 95 gp Stored money: 0 gp Encumbrance: 25 lb. / 120 lb.

Water Breathing Detect Object Tenser's Floating Disk Sending

SESSION AND CAMPAIGN NOTES Two Separate Leomand's Chests have been created, and reside in his distant home's guild hall, where many wizards chest reside for centuries. One he keeps spare reagents, one he keeps for odds and ends.


CHARACTER NAME

Second Wind

Lothrannil PLAYER NAME

RACE

KEYWORDS

CLASS

Eladrin

HP

LEVEL

Wizard

12 STR

74

14 CON

6

21 INT

Init

16 WIS

+15

11 CHA

Will 24

23

Passive Perception

Passive Insight

Personal

ACTION

RANGE vs

ATTACK

Self DEFENSE

Ref 23

ADDITIONAL EFFECTS

CLASS

PLAY DATA

®

Ghost Sound KEYWORDS

USED

Arcane, Illusion 10

Standard

vs ATTACK

ENCOUNTER SPECIAL

®

Light

ACTION

KEYWORDS

USED

Arcane 5

Ranged 10

Minor

RANGE

ACTION

TARGET

LEVEL

BOOK

PH

ENCOUNTER ACTION

®

Mage Hand

vs

One object or unoccupied square DEFENSE

TARGET

Effect: You spend a healing surge and regain 18 hit points. You gain a +2 bonus to all defenses until the start of your next turn.

Fort 20

16 DEX

23

Standard

11

AC 25

Spd

USED

ATTACK

KEYWORDS

5

Ranged 5

Minor

RANGE

ACTION

TARGET

Ranged 5 RANGE

vs

One object or unoccupied square DEFENSE

USED

Arcane, Conjuration

ATTACK

DEFENSE

TARGET

Effect: You cause a sound as quiet as a whisper or as loud as a yelling or fighting creature to emanate from the target. You can produce nonvocal sounds such as the ringing of a sword blow, jingling armor, or scraping stone. If you whisper, you can whisper quietly enough that only creatures adjacent to the target can hear your words.

Effect: You cause the target to shed bright light. The light fills the target's square and all squares within 4 squares of it. The light lasts for 5 minutes. Putting out the light is a free action. Special: You can have only one light cantrip active at a time. If you create a new light, your previously cast light winks out.

Effect: You conjure a spectral, floating hand in an unoccupied square within range. The hand picks up, moves, or manipulates an adjacent object weighing 20 pounds or less and carries it up to 5 squares. If you are holding the object when you use this power, the hand can move the object into a pack, a pouch, a sheath, or a similar container and simultaneously move any one object carried or worn anywhere on your body into your hand. As a move action, you can move the hand up to 5 squares. As a free action, you can cause the hand to drop an object it is holding, and as a minor action, you can cause the hand to pick up or manipulate a different object. Sustain Minor: You can sustain the hand indefinitely. Special: You can create only one hand at a time.

ADDITIONAL EFFECTS

ADDITIONAL EFFECTS

ADDITIONAL EFFECTS

CLASS

LEVEL

Wizard

1

BOOK

CLASS

PH

AT-WILL POWER

®

Prestidigitation KEYWORDS

USED

2

ACTION

Ranged 2 RANGE

vs ATTACK

DEFENSE

1

BOOK

CLASS

PH

AT-WILL POWER

®

Thunderwave

Arcane

Standard

LEVEL

Wizard

TARGET

KEYWORDS

ACTION

3

12

vs

ATTACK

1

BOOK

PH

AT-WILL POWER

®

Ray of Frost USED

Arcane, Implement, Thunder

Standard

LEVEL

Wizard

KEYWORDS

USED

Arcane, Cold, Implement

Close blast 3

Standard

RANGE

ACTION

Fort

Each creature in blast

12

DEFENSE

TARGET

10

Ranged 10

Fort

One creature

DEFENSE

TARGET

RANGE vs

ATTACK

Effect: Use this cantrip to accomplish one of the effects given below. •Move up to 1 pound of material. •Create a harmless sensory effect, such as a shower of sparks, a puff of wind, faint music, or a strong odor. • Color, clean, or soil items in 1 cubic foot for up to 1 hour. • Instantly light (or snuff out) a candle, a torch, or a small campfire. • Chill, warm, or flavor up to 1 pound of nonliving material for up to 1 hour. • Make a small mark or symbol appear on a surface for up to 1 hour. • Produce out of nothingness a small item or image that exists until the end of your next turn. • Make a small, handheld item invisible until the end of your next turn. Nothing you create with this cantrip can deal damage, serve as a weapon or a tool, or hinder another creature's actions. This cantrip cannot duplicate the effect of any other power. Special: You can have as many as three prestidigitation effects active at one time.

Attack: Intelligence vs. Fortitude Hit: 1d6 + Intelligence modifier (+5) thunder damage, and you push the target a number of squares equal to your Wisdom modifier (+3). Increase damage to 2d6 + Intelligence modifier (+5) at 21st level.

Attack: Intelligence vs. Fortitude Hit: 1d6 + Intelligence modifier (+5) cold damage, and the target is slowed until the end of your next turn. Increase damage to 2d6 + Intelligence modifier (+5) at 21st level.

Orb of Reversed Polarities +2: +12 attack, 1d6+7 damage

Orb of Reversed Polarities +2: +12 attack, 1d6+9 damage

ADDITIONAL EFFECTS

ADDITIONAL EFFECTS

ADDITIONAL EFFECTS


Fey Step KEYWORDS

Orb of Imposition USED

Teleportation

ACTION

KEYWORDS

Personal

Free Action

RANGE

ACTION

DEFENSE

TARGET

LEVEL

Racial Power

*

BOOK

®

Icy Rays USED

10

ACTION vs

12 ATTACK

BOOK

CLASS

PH

ENCOUNTER POWER

®

KEYWORDS

10

ACTION

2

KEYWORDS

®

Fort

Each creature in burst

15

TARGET

ATTACK

Melee weapon RANGE Reflex

One creature

DEFENSE

TARGET

Attack: Intelligence vs. Reflex Hit: 2[W] + Intelligence modifier damage. Make a secondary attack against the target. Secondary Attack: Intelligence vs. Will Hit: The target is dazed until the end of your next turn, and this power is not expended.

Orb of Reversed Polarities +2: +12 attack, 2d8+9 damage

Frost Longsword +2: +15 attack, 2d8+7 damage

ADDITIONAL EFFECTS

ADDITIONAL EFFECTS

LEVEL

Wizard

7

BOOK

CLASS

PH

ENCOUNTER POWER

®

KEYWORDS

LEVEL

11

BOOK

PH

ENCOUNTER POWER

®

Wall of Fire USED

Arcane, Implement, Zone

KEYWORDS

Arcane, Conjuration, Fire, Implement

Standard

20

Area burst 2 within 20 squares

Standard

RANGE

ACTION

2

RANGE

ACTION

Fort

Each creature in burst

12

Reflex

Each creature in burst

DEFENSE

TARGET

DEFENSE

TARGET

Area burst 2 within 10 squares

*

vs

DEFENSE

Web USED

USED

Attack: Intelligence vs. Fortitude Hit: 2d8 + Intelligence modifier (+5) cold damage. Effect: A blizzard erupts in the designated area and continues until the end of your next turn. Its area is lightly obscured, and any creature that starts its turn in the storm takes cold damage equal to your Intelligence modifier (+5). You can end this effect as a minor action.

CLASS

PH

®

Arcane, Weapon

Standard

12

Standard

USED

ACTION

ATTACK

PH

ENCOUNTER POWER

RANGE

TARGET

BOOK

1

The One Sword

Arcane, Cold, Implement

vs

LEVEL

Wizard

Area burst 2 within 10 squares

Arcane, Cold, Implement

ATTACK

*

2

Freezing Cloud

vs

LEVEL

10

BOOK

TARGET

Orb of Reversed Polarities +2: +12 attack, 2d8+9 damage

Standard

ENCOUNTER POWER

12

ATTACK

ADDITIONAL EFFECTS

One or two creatures

3

DEFENSE

RANGE

ADDITIONAL EFFECTS

Reflex

LEVEL

One creature

Attack: Intelligence vs. Fortitude Hit: 2d8 + Intelligence modifier (+5) cold damage, and the target is dazed until the end of your next turn.

DEFENSE

Wizard

KEYWORDS

TARGET

ACTION

ADDITIONAL EFFECTS

CLASS

DEFENSE

RANGE

Orb of Reversed Polarities +2: +12 attack, 1d10+9 damage

Fort

vs

Ranged 10

Attack: Intelligence vs. Reflex, one attack per target Hit: 1d10 + Intelligence modifier (+5) cold damage, and the target is immobilized until the end of your next turn.

Ranged 10

Effect: you can use your orb to gain one of the following two effects. You can designate one creature you have cast a wizard spell upon that has an effect that lasts until the subject succeeds on a saving throw. That creature takes a penalty to its saving throws against that effect equal to your Wisdom modifier (+3). Alternatively, you can choose to extend the duration of an effect created by a wizard at-will spell (such as cloud of daggers or ray of frost) that would otherwise end at the end of your current turn. The effect instead ends at the end of your next turn. Requirement: You must wield an orb to use this ability.

Winter's Wrath

Arcane, Cold, Implement

10

ACTION 12

CLASS

PH

ENCOUNTER POWER

Standard

RANGE

USED

Arcane, Cold, Implement

Standard

ATTACK

ADDITIONAL EFFECTS

KEYWORDS

KEYWORDS

vs

Effect: Teleport up to 5 squares.

CLASS

USED

Implement

vs ATTACK

Chill Strike

vs

ATTACK

Attack: Intelligence vs. Fortitude Hit: 1d8 + Intelligence modifier (+5) cold damage. Miss: Half damage. Effect: The cloud lasts until the end of your next turn. Any creature that enters the cloud or starts its turn there is subject to another attack. You can dismiss the cloud as a minor action.

Attack: Intelligence vs. Reflex Hit: The target is immobilized (save ends). Effect: The burst creates a zone of webs that fills the area until the end of the encounter or for 5 minutes. The zone is considered difficult terrain. Any creature that ends its move in the web is immobilized (save ends).

Orb of Reversed Polarities +2: +12 attack, 1d8+9 damage

Orb of Reversed Polarities +2: +12 attack

ADDITIONAL EFFECTS

ADDITIONAL EFFECTS

10

USED

Area wall 8 within 10 squares RANGE

vs ATTACK

DEFENSE

TARGET

Effect: You conjure a wall that consists of contiguous squares filled with arcane fire. It can be up to 8 squares long and up to 4 squares high. The wall lasts until the end of your next turn. Any creature that starts its turn adjacent to the wall takes 1d6 + Intelligence modifier (+5) fire damage. If a creature moves into the wall's space or starts its turn there, the creature takes 3d6 + Intelligence modifier (+5) fire damage. Entering a square occupied by the wall costs 3 extra squares of movement. The wall blocks line of sight. Sustain Minor: The wall persists. ADDITIONAL EFFECTS


Sleep KEYWORDS

Bigby's Icy Grasp USED

Arcane, Implement, Sleep

KEYWORDS

20

Area burst 2 within 20 squares

Standard

ACTION

2

RANGE

ACTION

Will

Each creature in burst

12

DEFENSE

TARGET

vs

ATTACK

USED

Arcane, Cold, Conjuration, Implement

Standard

12

Ice Storm

20

Standard

20

RANGE

ACTION

3

RANGE

Reflex

One creature adjacent to the hand

12

Fort

Each creature in burst

DEFENSE

TARGET

DEFENSE

TARGET

vs

ATTACK

Orb of Reversed Polarities +2: +12 attack

USED

Arcane, Cold, Implement, Zone

Ranged 20

vs

ATTACK

Effect: You conjure a 5-foot-tall hand of ice in an unoccupied square within range, and the hand attacks. As a move action, you can move the hand up to 6 squares. Attack: Intelligence vs. Reflex Hit: 2d8 + Intelligence modifier (+5) cold damage, and the hand grabs the target. If the target attempts to escape, the hand uses your Fortitude or Reflex defense. Sustain Minor: A target grabbed by the hand takes 1d8 + Intelligence modifier (+5) cold damage when you sustain this power. As a standard action, you can attack another target with the hand, but it must release a target it has grabbed.

Attack: Intelligence vs. Will Hit: The target is slowed (save ends). If the target fails its first saving throw against this power, the target becomes unconscious (save ends). Miss: The target is slowed (save ends).

KEYWORDS

Area burst 3 within 20 squares

Attack: Intelligence vs. Fortitude Hit: 2d8 + Intelligence modifier (+5) cold damage, and the target is immobilized (save ends). Miss: Half damage, and the target is slowed (save ends). Effect: The burst creates a zone of ice. The zone is difficult terrain until the end of the encounter or for 5 minutes. Orb of Reversed Polarities +2: +12 attack, 2d8+9 damage

Orb of Reversed Polarities +2: +12 attack, 2d8+9 damage

ADDITIONAL EFFECTS

CLASS

ADDITIONAL EFFECTS

LEVEL

Wizard

1

BOOK

CLASS

PH

DAILY POWER

®

Freezing Cloud KEYWORDS

ADDITIONAL EFFECTS

LEVEL

Wizard

5

BOOK

CLASS

PH

DAILY POWER

®

Web USED

Arcane, Cold, Implement

KEYWORDS

USED

Arcane, Implement, Zone

KEYWORDS

Area burst 2 within 10 squares

Standard

20

Area burst 2 within 20 squares

Standard

2

RANGE

ACTION

2

RANGE

ACTION

vs

Fort

Each creature in burst

12

DEFENSE

TARGET

ATTACK

Reflex

Each creature in burst

DEFENSE

TARGET

Orb of Reversed Polarities +2: +12 attack, 1d8+9 damage

Orb of Reversed Polarities +2: +12 attack

ADDITIONAL EFFECTS

ADDITIONAL EFFECTS

LEVEL

1

BOOK

CLASS

PH

DAILY POWER

®

Feather Fall KEYWORDS

USED

Free Action

10

ACTION AT-WILL

LEVEL

5

BOOK

CLASS

PH

DAILY POWER

®

ENCOUNTER

Standard

RANGE

ACTION

DAILY

AT-WILL

RANGE

DEFENSE

TARGET

LEVEL

Wizard

9

BOOK

PH

DAILY POWER

®

Resistance USED

Arcane, Illusion

Ranged 10

Area wall 8 within 10 squares

ADDITIONAL EFFECTS

Wizard

KEYWORDS

USED

Effect: You conjure a wall that consists of contiguous squares filled with arcane fire. It can be up to 8 squares long and up to 4 squares high. The wall lasts until the end of your next turn. Any creature that starts its turn adjacent to the wall takes 1d6 + Intelligence modifier (+5) fire damage. If a creature moves into the wall's space or starts its turn there, the creature takes 3d6 + Intelligence modifier (+5) fire damage. Entering a square occupied by the wall costs 3 extra squares of movement. The wall blocks line of sight. Sustain Minor: The wall persists.

Invisibility

Arcane

10

ATTACK

Attack: Intelligence vs. Reflex Hit: The target is immobilized (save ends). Effect: The burst creates a zone of webs that fills the area until the end of the encounter or for 5 minutes. The zone is considered difficult terrain. Any creature that ends its move in the web is immobilized (save ends).

Wizard

®

vs

Attack: Intelligence vs. Fortitude Hit: 1d8 + Intelligence modifier (+5) cold damage. Miss: Half damage. Effect: The cloud lasts until the end of your next turn. Any creature that enters the cloud or starts its turn there is subject to another attack. You can dismiss the cloud as a minor action.

CLASS

PH

Arcane, Conjuration, Fire, Implement

10

12

BOOK

Wall of Fire

Standard

ATTACK

9

DAILY POWER

ACTION vs

LEVEL

Wizard

5

ENCOUNTER

KEYWORDS

Ranged 5

Minor

RANGE

ACTION

DAILY

USED

Arcane

AT-WILL

10

Ranged 10 RANGE ENCOUNTER

DAILY

Trigger: You or one creature in range falls Effect: You or the creature takes no damage from the fall, regardless of its distance, and does not fall prone at the end of the fall.

Effect: The target is invisible until the end of your next turn. If the target attacks, the effect ends. Sustain Standard: If the target is within range, you can sustain the effect.

Effect: Against a particular damage type chosen by you, the target gains resistance equal to your level + your Intelligence modifier (+5) until the end of the encounter or for 5 minutes. Choose the damage type from the following list: acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder.

ADDITIONAL EFFECTS

ADDITIONAL EFFECTS

ADDITIONAL EFFECTS


Shield KEYWORDS

Dispel Magic USED

Arcane, Force

ACTION AT-WILL

ENCOUNTER

KEYWORDS

Standard

RANGE

ACTION

10

AT-WILL

Trigger: You are hit by an attack Effect: You gain a +4 power bonus to AC and Reflex defense until the end of your next turn.

USED

Arcane, Implement

Personal DAILY

Arcane Gate

RANGE

ACTION

DAILY

LEVEL

2

BOOK

CLASS

PH

UTILITY POWER

®

Feather Fall KEYWORDS

USED

10

Free Action ACTION AT-WILL

LEVEL

Wizard

BOOK

6

CLASS

PH

UTILITY POWER

ENCOUNTER

KEYWORDS

®

Standard

RANGE

ACTION

DAILY

LEVEL

Wizard

10

BOOK

PH

UTILITY POWER

®

Resistance USED

Arcane, Illusion

Ranged 10

DAILY

ADDITIONAL EFFECTS

Invisibility

Arcane

ENCOUNTER

Effect: You create a dimensional rift between the two target squares that lasts until the end of your next turn. Any creature that enters one of the target squares can move to the other target square as if it were adjacent to that square. A creature cannot pass through the rift if either square is occupied by another creature. Sustain Minor: The rift persists.

ADDITIONAL EFFECTS

Wizard

Ranged 20 RANGE

AT-WILL

Orb of Reversed Polarities +2: +12 attack

CLASS

20

Minor

ENCOUNTER

USED

Arcane, Teleportation

Ranged 10

Attack: Intelligence vs. the Will defense of the creator of the conjuration or the zone Hit: The conjuration or the zone is destroyed. All its effects end, including those that normally last until a target saves.

ADDITIONAL EFFECTS

KEYWORDS

5

AT-WILL

KEYWORDS

Ranged 5

Minor

RANGE

ACTION

ENCOUNTER

DAILY

USED

Arcane 10

Ranged 10 RANGE

AT-WILL

ENCOUNTER

DAILY

Trigger: You or one creature in range falls Effect: You or the creature takes no damage from the fall, regardless of its distance, and does not fall prone at the end of the fall.

Effect: The target is invisible until the end of your next turn. If the target attacks, the effect ends. Sustain Standard: If the target is within range, you can sustain the effect.

Effect: Against a particular damage type chosen by you, the target gains resistance equal to your level + your Intelligence modifier (+5) until the end of the encounter or for 5 minutes. Choose the damage type from the following list: acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder.

ADDITIONAL EFFECTS

ADDITIONAL EFFECTS

ADDITIONAL EFFECTS

CLASS

LEVEL

Wizard

2

BOOK

CLASS

PH

UTILITY POWER

®

Eternal Chalk (heroic tier)

LEVEL

Wizard

6

BOOK

CLASS

PH

UTILITY POWER

®

Feytouched Leather Armor +3

ENHANCEMENT

CRITICAL

BONUS

ENHANCEMENT

BONUS

A stick of eternal chalk never breaks or wears down with normal use. Any writing or drawing made with this chalk cannot be erased for one week by anyone except the original artist or author.

Gain an item bonus to initiative checks equal to the armor's enhancement bonus.

ACTION

AT-WILL POWER

DAILY

®

ENHANCEMENT

CRITICAL

PROPERTIES

KEYWORDS

USED

ACTION

ENCOUNTER

PH

+2 attack rolls and damage rolls +2d6 cold damage CRITICAL

PROPERTIES

USED

BOOK

Frost Longsword +2

PROPERTIES

KEYWORDS

10

UTILITY POWER

+3 AC BONUS

LEVEL

Wizard

AT-WILL

KEYWORDS

USED

ACTION

ENCOUNTER

DAILY

AT-WILL

ENCOUNTER

DAILY

POWER

POWER

Power (Encounter • Illusion): Standard Action. You become invisible until the end of your next turn.

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 1d8 cold damage and is slowed until the end of your next turn.


Absence Amulet +3

Everlasting Provisions (heroic tier)

Restful Bedroll (heroic tier)

+3 Fortitude, Reflex, and Will BONUS

ENHANCEMENT

CRITICAL

BONUS

ENHANCEMENT

CRITICAL

BONUS

PROPERTIES

PROPERTIES

Attempts to scry upon you, your location, or objects in your possession fail, as if the target of the attempt did not exist.

After an extended rest, you open the basket, creating enough food and water to feed five Medium or Small creatures (or one Large creature) for 24 hours.

KEYWORDS

USED

KEYWORDS

ACTION

USED

ENCOUNTER

DAILY

ENCOUNTER

DAILY

AT-WILL

POWER

DAILY

Power (Daily): Standard Action. Use this power when you complete an extended rest in the restful bedroll. Gain 1d8 temporary hit points that last until you take another rest (short or extended).

LEVEL

Neck

ENCOUNTER

POWER

Item Slot: Neck

ITEM SLOT/TYPE

USED

ACTION

AT-WILL

POWER

CRITICAL

KEYWORDS

ACTION

AT-WILL

ENHANCEMENT

PROPERTIES

12

PRICE

13000

BOOK

ITEM SLOT/TYPE

AV

MAGIC ITEM

®

Bracers of Escape (heroic tier)

LEVEL

4

PRICE

840

BOOK

ITEM SLOT/TYPE

PH

MAGIC ITEM

®

Orb of Reversed Polarities +2

LEVEL

1

PRICE

360

BOOK

AV

MAGIC ITEM

®

Arcanist's Glasses (heroic tier)

+2 attack rolls and damage rolls +2d6 damage BONUS

ENHANCEMENT

CRITICAL

BONUS

PROPERTIES

ENHANCEMENT

CRITICAL

BONUS

PROPERTIES

ENHANCEMENT

CRITICAL

PROPERTIES

Gain a +3 item bonus to Arcana checks to detect magic.

KEYWORDS

USED

KEYWORDS

ACTION

USED

KEYWORDS

ACTION

AT-WILL

ENCOUNTER

DAILY

ACTION

AT-WILL

ENCOUNTER

DAILY

AT-WILL

ENCOUNTER

POWER

POWER

POWER

Item Slot: Arms Power (Daily): Immediate Interrupt. You can use this power when you are the target of a melee attack. You teleport 2 squares.

Item Slot: Off-hand Power (Daily): Minor Action. Until the end of your next turn, your attacks treat any resistance possessed by the target as vulnerable 5 to the same damage type.

Item Slot: Head

ITEM SLOT/TYPE

ITEM SLOT/TYPE

ITEM SLOT/TYPE

LEVEL

Arms

7

PRICE

2600

BOOK

Dragon 365

MAGIC ITEM

®

Frost Gauntlets (heroic tier)

BONUS

ENHANCEMENT

Off-hand

LEVEL

9

PRICE

4200

BOOK

PH

MAGIC ITEM

®

Boots of Free Movement (heroic tier)

CRITICAL

BONUS

PROPERTIES

USED

ENHANCEMENT

LEVEL

Head

3

PRICE

680

DAILY

BOOK

AV

MAGIC ITEM

®

Ironskin Belt (heroic tier)

CRITICAL

BONUS

PROPERTIES

ENHANCEMENT

CRITICAL

PROPERTIES

Gain a +2 item bonus to saving throws against effects that apply the slowed, immobilized, or restrained condition. KEYWORDS

USED

ACTION

AT-WILL

KEYWORDS

USED

ACTION

ENCOUNTER

DAILY

AT-WILL

KEYWORDS

USED

ACTION

ENCOUNTER

DAILY

AT-WILL

ENCOUNTER

DAILY

POWER

POWER

POWER

Item Slot: Hands Power (Daily • Cold): Free Action. Use this power when you make a melee attack. Change the damage type dealt by that attack to cold. On a hit, the target is also slowed until the end of your next turn. Also, you deal an extra 1 cold damage on successful melee attacks until the end of the encounter. If you've reached at least one milestone today, instead gain an extra 2 cold damage on successful melee attacks until the end of the encounter.

Item Slot: Feet Power (Encounter): Minor Action. Make a saving throw against a slow, immobilize, or restrain effect that a save can end.

Item Slot: Waist Power (Daily): Minor Action. Gain resist 5 to all weapon damage until the end of your next turn.


Lens of Reading (heroic tier)

BONUS

ENHANCEMENT

CRITICAL

PROPERTIES

KEYWORDS

USED

ACTION

AT-WILL

ENCOUNTER

DAILY

POWER

Power (Daily): Standard Action. Use this power while perusing text written in a language you do not know. For 1 hour, you can read that language as long as you hold the lens of reading. Special: You can activate the lens of reading in place of the required component cost for a Comprehend Languages ritual.

ITEM SLOT/TYPE

MAGIC ITEM

LEVEL

7

PRICE

2600

BOOK

AV 速


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