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Character Sheet

Player Name

Dak
Character Name

20
Level

Rogue
Class

Daggermaster
Paragon Path Epic Destiny Deity Adventuring Company

143,000
Total XP RPGA Number

Changeling
Race

Medium
Size

42
Age

Male
Gender

6'0"
Height

160 lbs.
Weight Alignment

INITIATIVE
SCORE DEX 1/2 LVL MISC SCORE DEFENSE

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

MOVEMENT
BASE ARMOR ITEM MISC

21

Initiative

10

27

CONDITIONAL MODIFIERS

AC

20

Speed

(Squares)

SPECIAL MOVEMENT

CONDITIONAL BONUSES

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

10 + 1/2 LVL ABIL

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

15 11 24 19 13 17

STR Strength
Constitution

2 0 7 4 1 3 HIT POINTS

12 10 17 14 11 13

22

FORT 20

28 27
CLASS FEAT ENH MISC MISC

Passive Insight Passive Perception

10 + 10 +

18 17

CON DEX

CONDITIONAL BONUSES

DEFENSE

10 + 1/2 LVL ABIL

SPECIAL SENSES

Dexterity

29

REF

20

2
ABILITY: ATT BONUS CLASS FEAT ENH MISC MISC

INT Intelligence
Wisdom

ATTACK WORKSPACE
Melee Basic Attack - Subtle Dagger +4
1/2 LVL ABIL CLASS PROF FEAT ENH MISC

CONDITIONAL BONUSES

WIS CHA

DEFENSE

10 + 1/2 LVL ABIL

+ 22
ABILITY: ATT BONUS

10

2
CLASS

3
PROF

2
FEAT

4
ENH

1
MISC

24

WILL 20

Ranged Basic Attack - Subtle Dagger +4


1/2 LVL ABIL

CONDITIONAL BONUSES

Charisma

+ 27 ACTION POINTS
SURGES/DAY

10

MAX HP
BLOODIED

HEALING SURGES
SURGE VALUE

118
CURRENT HIT POINTS

59
1/2 HP

29
1/4 HP

6
CURRENT SURGE USES

MILESTONES 0 1 2 ADDITIONAL EFFECTS FOR SPENDING ACTION POINTS

Action Points

ACTION POINTS 1 2 3

DAMAGE WORKSPACE
ABILITY: DAMAGE

Melee Basic Attack - Subtle Dagger +4


ABIL FEAT ENH MISC MISC

1d4+8 RACE FEATURES


Change Shape - Use changeling disguise as an at-will
ABILITY: DAMAGE

2
ABIL

2
FEAT

4
ENH MISC MISC

Ranged Basic Attack - Subtle Dagger +4

SECOND WIND 1/ENCOUNTER


TEMPORARY HIT POINTS

USED

power Mental Defense - +1 to Will Shapechanger - You have the shapechanger quality.

1d4+13

BASIC ATTACKS
ATTACK DEFENSE WEAPON OR POWER DAMAGE

DEATH SAVING THROW FAILURES


SAVING THROW MODS RESISTANCES CURRENT CONDITIONS AND EFFECTS

Changeling Trick - You have the changeling trick power.

22 27 22 27

vs vs vs vs

AC AC AC AC

Subtle Dagger +4 (Melee) Subtle Dagger +4 (Range) Distance Dagger +4 (Melee) Distance Dagger +4 (Range)

1d4+8 1d4+13 1d4+8 1d4+13

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

CLASS / PATH / DESTINY FEATURES


First Strike - At encounter start, get combat advantage against foes that haven't acted yet. Rogue Tactics - Choose one of the rogue tactics. Cunning Sneak Rogue Weapon Talent - Damage die increases one size with shuriken; +1 on attacks with daggers. Sneak Attack - Once per turn, if you have combat
11 10 11 14 11 13 11 11 14 17 13 17 0 0 0 0 5 0 0 5 0 5 0 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 0 0 0 0 2 0 0 1 0 1 0 0

FEATS
Backstabber - Sneak Attack dice increase to d8s Improved Initiative - +4 to initiative checks Far Throw - Increase thrown weapon range by 2 squares

24 14 17 15 13 11 10 11 14 18 13 11 17 14 23 13 22
Dak

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

17 14 12 13 13

5 0 5 0 0

n/a n/a n/a n/a n/a

2 0 0 2 0

Swift Footwork - Increase your shifts from encounter and d

Nimble Blade - +1 to attacks with light blade and combat ad

Weapon Expertise (Light Blade) - Gain bonus to attack ro

advantage and hit with a crossbow, light blade,shortbow, or sling, deal extra damage. Dagger Precision - Score critical hits with daggers on 18 20 using rogue or daggermaster powers Daggermaster's Action - Can spend action point to reroll attack or damage roll with dagger Dagger Advantage - When you score critical hit with dagger, target grants you combat advantage until end of your next turn

Weapon Focus (Light Blade) - Gain +1 damage per tier wi Distant Shot - Ignore -2 penalty for long range

Rogue Weapon Mastery - Treat daggers and shuriken as h Fleet-Footed - +1 to speed

Becomer - Gain language, skill bonus, disguise bonus related

Seize the Moment - Gain combat advantage over foe with lo

LANGUAGES KNOWN
Common, Deep Speech
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
Changeling Disguise Deft Strike Gloaming Cut
WEAPON WEAPON WEAPON WEAPON ARMOR ARMS FEET

MAGIC ITEMS
Subtle Dagger +4 Distance Dagger +4

Flickersight Feyleather Armor +4

ENCOUNTER POWERS
Second Wind Changeling Trick Fleeting Spirit Strike Critical Opportunity Strike of Dancing Shadows Guerrilla Blitz
HANDS HEAD NECK RING RING WAIST

Boots of Eagerness (heroic tier) Gloves of Storing (heroic tier)

Absence Amulet +5 Premonition Ring (paragon tier)

PERSONALITY TRAITS
Strongheart Tattoo (heroic tier) (Tattoo) (E) Boots of Speed (epic tier) (Feet) Ruby Scabbard (heroic tier) (2)

DAILY POWERS
Lurker's Assault Whirlwind of Blades Feinting Flurry Deep Dagger Wound

MANNERISMS AND APPEARANCE


UTILITY POWERS
Cunning Step Chameleon Brisk Stride Meditation of the Blade Reflexive Dodge
Heroic (1-10) Paragon (11-20) Epic (21-30)

Daily Item Powers Per Day


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

CHARACTER BACKGROUND
Silent Hunter I'm either someone you never see, or I'm the last someone you see. You add Stealth and Perception to your class skill list, and you gain a +1 bonus to Stealth and Perception checks.

OTHER EQUIPMENT
Adventurer's Kit Dagger (2)

RITUALS / ALCHEMY

COMPANIONS AND ALLIES

SESSION AND CAMPAIGN NOTES

COINS AND OTHER WEALTH


Money on hand: 0 gp Stored money: 0 gp Encumbrance: 52 / 150

Dak

Page 2

CHARACTER NAME

Dak
PLAYER NAME

Skills 24 14 17 15 13 11 10 11 14 18 13 11 17 14 23 13 22 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)

Action Point
ADDITIONAL EFFECTS

RACE

Changeling

CLASS

Rogue

LEVEL

20

Daggermaster's Action: You can spend an action point to reroll one attack roll or damage roll you made using a dagger, instead of taking an extra action.

SCORE ABILITY

MOD

HP 118 Spd 7 Init +21

15 STR +2 11 CON +0 24 DEX +7 19 INT +4 13 WIS +1 17 CHA +3

AC 27 Fort 22 Ref 29 Will 24


Passive Perception

(Trained)

(Trained) (Trained) (Trained)


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

28
PLAY DATA

Passive Insight

27

ADDITIONAL EFFECTS

PLAY DATA

Second Wind
KEYWORDS USED

Changeling Disguise
KEYWORDS

Deft Strike
USED KEYWORDS

Polymorph Personal RANGE vs

Martial, Weapon
* *

USED

Standard ACTION AT-WILL ENCOUNTER

Personal RANGE DAILY

Minor ACTION

Standard ACTION 27

Melee or Ranged weapon RANGE

vs

AC DEFENSE

One creature TARGET

Effect: You spend a healing surge and regain 29 hit points. You gain a +2 bonus to all defenses until the start of your next turn.

ATTACK

DEFENSE

TARGET

ATTACK

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.

Requirement: You must be wielding a crossbow, a light blade, or a sling. Special: You can move 2 squares before the attack. Attack: Dexterity vs. AC Hit: 1[W] + Dexterity modifier (+7) damage. Increase damage to 2[W] + Dexterity modifier (+7) at 21st level. Subtle Dagger +4: +27 attack, 1d4+13 damage

ADDITIONAL EFFECTS

ADDITIONAL EFFECTS

ADDITIONAL EFFECTS

+3d8 to damage once per turn (Sneak Attack) +1 to attack rolls when you have combat advantage - Nimble Blade.
CLASS LEVEL BOOK

PH

CLASS

Racial Power

LEVEL

BOOK

EPG

CLASS

Rogue

LEVEL

BOOK

PH

UTILITY POWER

AT-WILL POWER

AT-WILL POWER

Gloaming Cut
KEYWORDS

Critical Opportunity
USED KEYWORDS

Changeling Trick
USED KEYWORDS USED

Martial, Weapon
* *

Martial, Weapon
*

Standard ACTION 27 ATTACK

Melee or Ranged weapon RANGE

Minor ACTION 27 ATTACK

Melee weapon RANGE

Minor ACTION

Melee 1 RANGE

vs

AC DEFENSE

One creature TARGET

vs

AC DEFENSE TARGET ATTACK

vs DEFENSE

One creature TARGET

Requirement: You must be wielding a crossbow, a light blade, or a sling. Attack: Dexterity vs. AC Hit: 1[W] damage. Level 21: 2[W] damage. Effect: You shift a number of squares equal to your Intelligence modifier (+4), and you can make a Stealth check to become hidden. Subtle Dagger +4: +27 attack, 1d4+6 damage
ADDITIONAL EFFECTS

Requirement: You must be wielding a dagger and have scored a critical hit with a dagger against an enemy during this turn. Attack: Dexterity vs. AC Hit: 3[W] + Dexterity modifier (+7) damage. Subtle Dagger +4: +27 attack, 3d4+13 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.

ADDITIONAL EFFECTS

ADDITIONAL EFFECTS

+3d8 to damage once per turn (Sneak Attack) +1 to attack rolls when you have combat advantage - Nimble Blade.
CLASS

+3d8 to damage once per turn (Sneak Attack) +1 to attack rolls when you have combat advantage - Nimble Blade.
CLASS

Rogue

LEVEL

BOOK

MP2

Daggermaster

LEVEL

11

BOOK

PH

CLASS

Racial Power

LEVEL

BOOK

EPG

AT-WILL POWER
Dak

ENCOUNTER POWER
Page 3

ENCOUNTER POWER

Strike of Dancing Shadows


KEYWORDS

Guerrilla Blitz
USED KEYWORDS

Fleeting Spirit Strike


USED KEYWORDS

Martial, Weapon
*

Martial, Weapon
* *

Martial, Weapon
* *

USED

Standard ACTION

Melee weapon RANGE

Standard ACTION 27 ATTACK

Melee or Ranged weapon RANGE

Standard ACTION 27 ATTACK

Melee or Ranged weapon RANGE

vs ATTACK DEFENSE

One creature TARGET

vs

AC DEFENSE

One creature TARGET

vs

AC DEFENSE

One creature TARGET

Requirement: You must be wielding a light blade and be hidden. Effect: Before the attack, you shift 1 square and remain hidden during the shift. Cunning Sneak: Add your Intelligence modifier to the number of squares you shift. Attack: Dexterity vs. AC Hit: 2[W] + Dexterity modifier (+7) damage. You shift 1 square and remain hidden during the attack and the shift. Cunning Sneak: Add your Intelligence modifier to the number of squares you shift.

Requirement: You must be wielding a crossbow, a light blade, or a sling. Effect: Before the attack, you can move your speed. Attack: Dexterity vs. AC Hit: 2[W] + Dexterity modifier (+7) damage. Brutal Scoundrel: The attack deals extra damage equal to your Strength modifier (+2). Effect: Until the start of your next turn, you gain a +1 power bonus to AC and Reflex for every 2 squares you moved as part of this power. Subtle Dagger +4: +27 attack, 2d4+13 damage

Requirement: You must be wielding a crossbow, a light blade, or a sling. Effect: Before the attack, you shift 3 squares. Cunning Sneak: After the shift, you can make a Stealth check to become hidden. Attack: Dexterity vs. AC Hit: 2[W] + Dexterity modifier (+7) damage. You shift 3 squares. Cunning Sneak: After the shift, you can make a Stealth check to become hidden. Subtle Dagger +4: +27 attack, 2d4+13 damage
ADDITIONAL EFFECTS

ADDITIONAL EFFECTS

ADDITIONAL EFFECTS

+3d8 to damage once per turn (Sneak Attack) +1 to attack rolls when you have combat advantage - Nimble Blade.
CLASS

+3d8 to damage once per turn (Sneak Attack) +1 to attack rolls when you have combat advantage - Nimble Blade.
CLASS

Rogue

LEVEL

13

BOOK

MP2

CLASS

Rogue

LEVEL

17

BOOK

MP

Rogue

LEVEL

BOOK

MP2

ENCOUNTER POWER

ENCOUNTER POWER

ENCOUNTER POWER

Lurker's Assault
KEYWORDS

Whirlwind of Blades
USED KEYWORDS

Feinting Flurry
USED KEYWORDS

Martial, Weapon
* *

Martial, Weapon
*

Martial, Weapon
* *

USED

Standard ACTION 27 ATTACK

Melee or Ranged weapon RANGE

Standard ACTION 27 ATTACK

Melee weapon RANGE

Standard ACTION 27 ATTACK

Melee or Ranged weapon RANGE

vs

AC DEFENSE

One creature TARGET

vs

AC DEFENSE

One creature TARGET

vs

Will DEFENSE

One creature TARGET

Requirement: You must be wielding a crossbow, a light blade, or a sling. Effect: If you are hidden from the target, you can shift a number of squares equal to your Intelligence modifier (+4) before the attack. You remain hidden during this movement. Attack: Dexterity vs. AC Hit: 2[W] + Dexterity modifier (+7) damage. You shift a number of squares equal to your Intelligence modifier (+4). Cunning Sneak: After the shift, you can make a Stealth check to become hidden. Miss: Half damage. Subtle Dagger +4: +27 attack, 2d4+13 damage
ADDITIONAL EFFECTS

Requirement: You must be wielding a light blade. Effect: Before and after the attack, you move your speed. This movement does not provoke opportunity attacks from the target. Attack: Dexterity vs. AC Hit: 3[W] + Dexterity modifier (+7) damage. Miss: Half damage. Subtle Dagger +4: +27 attack, 3d4+13 damage

Requirement: You must be wielding a crossbow, a light blade, or a sling. Attack: Dexterity vs. Will Hit: 5[W] + Dexterity modifier (+7) 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 (+3). Sustain Minor: Sustain the penalty for another round. Subtle Dagger +4: +27 attack, 5d4+13 damage

ADDITIONAL EFFECTS

ADDITIONAL EFFECTS

+3d8 to damage once per turn (Sneak Attack) +1 to attack rolls when you have combat advantage - Nimble Blade.
CLASS

+3d8 to damage once per turn (Sneak Attack) +1 to attack rolls when you have combat advantage - Nimble Blade.
CLASS

+3d8 to damage once per turn (Sneak Attack) +1 to attack rolls when you have combat advantage - Nimble Blade.
CLASS

Rogue

LEVEL

BOOK

MP2

Rogue

LEVEL

15

BOOK

MP2

Rogue

LEVEL

19

BOOK

PH

DAILY POWER

DAILY POWER

DAILY POWER

Deep Dagger Wound


KEYWORDS

Cunning Step
USED KEYWORDS

Chameleon
USED KEYWORDS

Martial, Weapon
*

Martial, Stance

Martial

USED

Standard ACTION 27 ATTACK

Melee weapon RANGE

Minor ACTION AT-WILL ENCOUNTER

Personal RANGE DAILY

Imm Interrupt ACTION AT-WILL ENCOUNTER

Personal RANGE DAILY

vs

AC DEFENSE

One creature TARGET

Requirement: You must be wielding a dagger. Attack: Dexterity vs. AC Miss: 2[W] + Dexterity modifier (+7) damage, and no ongoing damage. Hit: 4[W] + Dexterity modifier (+7) damage, and ongoing 10 damage (save ends). On a critical hit, ongoing 20 damage (save ends). Subtle Dagger +4: +27 attack, 4d4+13 damage

Effect: Until the stance ends, you gain a power bonus to speed equal to half your Intelligence modifier (+4).

Trigger: You are hidden and lose cover or concealment against an enemy Prerequisite: You must be trained in Stealth. Effect: Make a Stealth check. You remain hidden from the triggering enemy if your check beats its passive Perception check. Until the end of your next turn, you can remain hidden without needing any cover or concealment.

ADDITIONAL EFFECTS

ADDITIONAL EFFECTS

ADDITIONAL EFFECTS

+3d8 to damage once per turn (Sneak Attack) +1 to attack rolls when you have combat advantage - Nimble Blade.
CLASS

Daggermaster

LEVEL

20

BOOK

PH

CLASS

Rogue

LEVEL

BOOK

MP2

CLASS

Rogue

LEVEL

BOOK

PH

DAILY POWER
Dak

UTILITY POWER
Page 4

UTILITY POWER

Brisk Stride
KEYWORDS

Meditation of the Blade


USED KEYWORDS

Reflexive Dodge
USED KEYWORDS USED

Martial

Martial, Weapon

Move ACTION AT-WILL ENCOUNTER

Personal RANGE DAILY

Minor ACTION AT-WILL ENCOUNTER

Personal RANGE DAILY

Imm Interrupt ACTION AT-WILL ENCOUNTER

Personal RANGE DAILY

Prerequisite: You must be trained in Athletics. Effect: You can move your speed + 4. During this movement and until the end of your next turn, you can move across difficult terrain at your normal speed.

Effect: Until the end of the encounter, your dagger's damage die increases by one size

Trigger: An area or a close attack hits you Effect: You make an Acrobatics check and reduce the damage you take from the triggering attack by half the check result. You then shift half your speed. Prerequisite: You must be trained in Acrobatics.

ADDITIONAL EFFECTS

ADDITIONAL EFFECTS

ADDITIONAL EFFECTS

CLASS

Rogue

LEVEL

10

BOOK

MP

CLASS

Daggermaster

LEVEL

12

BOOK

PH

CLASS

Acrobatics

LEVEL

16

BOOK

PH3

UTILITY POWER

UTILITY POWER

UTILITY POWER

Subtle Dagger +4
1d4
DAMAGE

Distance Dagger +4
Light Blade
GROUP

Flickersight Feyleather Armor +4


Light Blade
GROUP

3
PROFICIENT

5/10
RANGE

1d4
DAMAGE

3
PROFICIENT

5/10
RANGE

3
AC BONUS

CHECK

SPEED

1
QUANTITY

+4 attack rolls and damage rolls


ENHANCEMENT
PROPERTIES

18
LEVEL

+4d6 damage
CRITICAL

+4 attack rolls and damage rolls


ENHANCEMENT
PROPERTIES

16
LEVEL

None
CRITICAL
PROPERTIES

+4 AC
ENHANCEMENT

17
LEVEL

Armor
TYPE

Whenever you make a damage roll with this weapon against an enemy granting combat advantage to you, you gain an item bonus to the damage roll against that enemy. The item bonus equals this weapon's enhancement bonus. Light Thrown, Off-hand Melee Basic Attack: +22 attack, 1d4+8 damage Ranged Basic Attack: +27 attack, 1d4+13 damage

Increase the weapon's normal range by 5 squares and the long range by 10 squares. Light Thrown, Off-hand Melee Basic Attack: +22 attack, 1d4+8 damage Ranged Basic Attack: +27 attack, 1d4+13 damage

You can treat dim light as bright light within 5 squares of you.

AT-WILL
POWER

ENCOUNTER

DAILY

AT-WILL
POWER

ENCOUNTER

DAILY

AT-WILL
POWER

ENCOUNTER

DAILY

Power (Daily): Minor Action. Until the end of your next turn, you gain concealment against enemies farther than 5 squares away from you.

ITEM SLOT

Off-hand

WEIGHT

PRICE

85000

BOOK

PH

ITEM SLOT

Off-hand

WEIGHT

PRICE

45000

BOOK

PH

ITEM SLOT

Body

WEIGHT

15

PRICE

65000

BOOK

PH

MAGIC WEAPON

MAGIC WEAPON

MAGIC ITEM

Premonition Ring (paragon tier)


1
AC BONUS CHECK SPEED QUANTITY

Strongheart Tattoo (heroic tier)


1
AC BONUS CHECK SPEED QUANTITY

Boots of Eagerness (heroic tier)


1
AC BONUS CHECK SPEED QUANTITY

15
ENHANCEMENT
PROPERTIES

Ring
TYPE
PROPERTIES

8
ENHANCEMENT LEVEL

Wondrous Item
TYPE
PROPERTIES

9
ENHANCEMENT LEVEL

Feet Slot Item


TYPE

LEVEL

Gain a +2 item bonus to initiative and passive Perception checks.

When you spend a healing surge, you regain extra hit points equal to the number of healing surges you have spent since your last extended rest.
AT-WILL
POWER

AT-WILL
POWER

ENCOUNTER

DAILY

ENCOUNTER

DAILY

AT-WILL
POWER

ENCOUNTER

DAILY

Power (Daily): No Action. Use this power when you are surprised. You are not surprised. If you've reached at least one milestone today, you also move 3 squares and take a minor action.

Power (Encounter): Minor Action. Use this power during your turn to take a move action.

ITEM SLOT

Ring

WEIGHT

PRICE

25000

BOOK

AV

ITEM SLOT

Tattoo

WEIGHT

PRICE

3400

BOOK

AV2

ITEM SLOT

Feet

WEIGHT

PRICE

4200

BOOK

AV

MAGIC ITEM
Dak

MAGIC ITEM
Page 5

MAGIC ITEM

Absence Amulet +5
1
AC BONUS CHECK SPEED QUANTITY

Boots of Speed (epic tier)


1
AC BONUS CHECK SPEED QUANTITY

Gloves of Storing (heroic tier)


1
AC BONUS CHECK SPEED QUANTITY

+5 Fortitude, Reflex, and Will


ENHANCEMENT
PROPERTIES

22
LEVEL

Neck Slot Item


TYPE
PROPERTIES

22
ENHANCEMENT LEVEL

Feet Slot Item


TYPE
PROPERTIES

9
ENHANCEMENT LEVEL

Hands Slot Item


TYPE

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

Gain a +2 item bonus to speed.

As a minor action, you can store one unattended item in one of the gloves. Each glove can hold one item, and each item must weigh no more than 10 pounds. As a minor action, you can cause an item stored within one glove to materialize in your hand. Weapons so produced are ready to wield, but items that require an additional action to equip (such as shields) must still be readied. Items have no weight while within the gloves.

AT-WILL
POWER

ENCOUNTER

DAILY

AT-WILL
POWER

ENCOUNTER

DAILY

AT-WILL
POWER

ENCOUNTER

DAILY

Power (Daily): Minor Action. Take a move action.

ITEM SLOT

Neck

WEIGHT

PRICE

325000

BOOK

AV

ITEM SLOT

Feet

WEIGHT

PRICE

325000

BOOK

AV

ITEM SLOT

Hands

WEIGHT

PRICE

4200

BOOK

AV

MAGIC ITEM

MAGIC ITEM

MAGIC ITEM

Ruby Scabbard (heroic tier)


2
AC BONUS CHECK SPEED QUANTITY

5
ENHANCEMENT
PROPERTIES

Wondrous Item
TYPE

LEVEL

This scabbard resizes to fit any light blade or heavy blade. You can draw a weapon from this scabbard as part of the same action used to make an attack with that weapon.
AT-WILL
POWER

ENCOUNTER

DAILY

Power (Encounter): Free Action. Use this power when you attack with the weapon most recently sheathed in the scabbard. Gain a +1 power bonus to the next damage roll you make with that weapon before the end of your next turn. The weapon must have been sheathed in the scabbard for the full duration of your last extended rest to gain this power.
ITEM SLOT WEIGHT

PRICE

1000

BOOK

AV

MAGIC ITEM

Dak

Page 6

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