character sheet for pettar
DESCRIPTION
Sheet for my seeker marked in preparation of the fight this Thursday.TRANSCRIPT
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Character Sheet
Player Name
Pettar von Townshend 18 Seeker Sharpshooter 99,000Character Name Level Class Paragon Path Epic Destiny Total XP
Wilden Medium Male 5'7" 150 lbs GoodRace Size Age Gender Height Weight Alignment Deity Adventuring Company RPGA Number
INITIATIVESCORE DEX 1/2 LVL MISC
14 Initiative 5 9CONDITIONAL MODIFIERS
ABILITY SCORESSCORE ABILITY ABIL MOD MOD + 1/2 LVL
9 STRStrength
-1 8
12 CONConstitution
1 10
21 DEXDexterity
5 14
11 INTIntelligence
0 9
25 WISWisdom
7 16
11 CHACharisma
0 9
HIT POINTSMAX HP HEALING SURGES
BLOODIED SURGE VALUE SURGES/DAY
1/2 HP 1/4 HP
109 54 27 8
CURRENT HIT POINTS CURRENT SURGE USES
103 -1
SECOND WIND 1/ENCOUNTER USEDTEMPORARY HIT POINTS
DEATH SAVING THROW FAILURESSAVING THROW MODS
RESISTANCES
CURRENT CONDITIONS AND EFFECTS
SKILLSBONUS SKILL NAME
ABIL MOD+ 1/2 LVL
TRND(+5)
ARMORPENALTY MISC
20 Acrobatics DEX 14 5 n/a 1
9 Arcana INT 9 0 n/a 0
13 Athletics STR 8 5 n/a 0
9 Bluff CHA 9 0 n/a 0
9 Diplomacy CHA 9 0 n/a 0
16 Dungeoneering WIS 16 0 n/a 0
10 Endurance CON 10 0 n/a 0
16 Heal WIS 16 0 n/a 0
9 History INT 9 0 n/a 0
21 Insight WIS 16 5 n/a 0
9 Intimidate CHA 9 0 n/a 0
23 Nature WIS 16 5 n/a 2
21 Perception WIS 16 5 n/a 0
9 Religion INT 9 0 n/a 0
16 Stealth DEX 14 0 n/a 2
9 Streetwise CHA 9 0 n/a 0
14 Thievery DEX 14 0 n/a 0
DEFENSESSCORE 10 + ARMOR/
DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC
30 AC 19 7 4CONDITIONAL BONUSES
10 +DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC
26 FORT 19 1 3 1 2CONDITIONAL BONUSES
10 +DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC
30 REF 19 5 1 3 2CONDITIONAL BONUSES
10 +DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC
30 WILL 19 7 1 3CONDITIONAL BONUSES
ACTION POINTS
1 Action PointsMILESTONES
012
ACTION POINTS123
ADDITIONAL EFFECTS FOR SPENDING ACTION POINTS
RACE FEATURESFey Origin - Your origin is fey, not natural
Hardy Form
Hardy Form Fortitude
Nature's Aspect - Choose after an extended rest.
Aspect of the Ancients
Aspect of the Destroyer
Aspect of the Hunter
CLASS / PATH / DESTINY FEATURESInevitable Shot - Make an attack when you miss 1/enc.
Seeker's Bond
Bloodbond
Rapid-Fire Action
Opportunity Fire
Hunter's Quarry
Seeking Arrow
LANGUAGES KNOWNCommon, Elven
MOVEMENTSCORE BASE ARMOR ITEM MISC
6 Speed (Squares) 6SPECIAL MOVEMENT
SENSESSCORE PASSIVE SENSE BASE SKILL BONUS
31 Passive Insight 10 + 21
31 Passive Perception 10 + 21SPECIAL SENSESLow-light Vision
ATTACK WORKSPACE
DAMAGE WORKSPACE
BASIC ATTACKSATTACK DEFENSE WEAPON OR POWER DAMAGE
26 vs AC 1d12+20Biting Swarm (Vicious Greatbow +4)
8 vs AC 1d4-1Unarmed (Melee)
16 vs AC 1d4+14Unarmed (Range)
vs
FEATSDistant Advantage - Gain combat advantage with ranged and area attacks against flanked enemies
Strengthened Bond - Regain Seeker's Bond power when first bloodied
Weapon Proficiency (Greatbow) - Gain proficiency with the Greatbow.
Weapon Expertise (Bow) - Gain bonus to attack rolls with bows.
Inevitable Volley - Attack two targets instead of one with inevitable shot
Warrior of the Wild - Ranger: skill training, Hunter's Quarry 1/encounter
Primal Eye - Add Dex or Str modifier to damage with ranged basic attacks
Grazing Shot - You deal damage if your ranged basic attack misses
Novice Power - Swap one encounter power with one of multiclass
Adept Power - Swap one daily power with one of multiclass
Inescapable Shot - Inevitable shot targets enemy within 10 squares of missed target
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POWER INDEXList your powers below.
Check the box when the power is used.Clear the box when the power renews.
AT-WILL POWERSBiting Swarm
Grappling Spirits
ENCOUNTER POWERSSecond Wind
Voyage of the Ancients
Wrath of the Destroyer
Pursuit of the Hunter
Inevitable Shot
Encaging Spirits
Possessing Spirits
Feyjump Shot
Stab and Shoot
Hunter's Quarry
Blow-Through Assault
DAILY POWERSSwarming Bats
Wave of Sleep
Flying Steel
UTILITY POWERSHunter's Instinct
Guided Shot
Burrowing Stride
Perfect Aim
Feywild Jaunt
OTHER EQUIPMENTThieves' Tools
COINS AND OTHER WEALTHMoney on hand: 100 gpStored money: 0 gp
Encumbrance: 33 / 90
MAGIC ITEM INDEXList your powers below.
Check the box when the power is used.Clear the box when the power renews.
MAGIC ITEMSWEAPON
Vicious Greatbow +4 (E)WEAPON
WEAPON
WEAPON
ARMORShadowdance Snakeskin Armor +4 (E)
ARMSBracers of the Perfect Shot (paragon tier) (E)
FEETAcrobat Boots (heroic tier) (E)
HANDSGloves of Accuracy (paragon tier) (E)
HEADEagle Eye Goggles (paragon tier) (E)
NECKSeashimmer Cloak +3 (E)
RING
RING
WAISTBelt of Vim (paragon tier) (E)
Shadowdance Leather Armor +2 (Body)
Dual Arrow +2 (10)
Stone of Wind (paragon tier)
Seashimmer Cloak +4 (Neck)
Daily Item Powers Per Day
Heroic (1-10) Milestone / / /
Paragon (11-20) Milestone / / /
Epic (21-30) Milestone / / /
RITUALS / ALCHEMY
CHARACTER PORTRAIT
PERSONALITY TRAITS
MANNERISMS AND APPEARANCE
CHARACTER BACKGROUNDChessentaA land of tenuous alliances and isolated pockets of civilization, Chessenta fights to remain stable and prosperous. The nation's existence hinges on the success of a few cities and settlements, and its people have been hardened by internal strife and external threats. Chessenta strives to set aside regional differences under a banner of mutual perseverance.When you spend an action point to take an extra action, you gain a +1 bonus to all rolls made during the extra action
COMPANIONS AND ALLIES
SESSION AND CAMPAIGN NOTES
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PLAY DATA
CHARACTER NAME
Pettar von TownshendPLAYER NAME
RACE Wilden CLASS Seeker LEVEL 18
31 PassiveInsight 31 Passive
Perception
HP
109
Spd
6
Init
+14
SCORE ABILITY MOD
9 –1STR
12 +1CON
21 +5DEX
11 +0INT
25 +7WIS
11 +0CHA
AC30
Fort26
Ref30
Will30
PLAY DATA
Skills
20 Acrobatics DEX (Trained)9 Arcana INT
13 Athletics STR (Trained)9 Bluff CHA9 Diplomacy CHA
16 Dungeoneering WIS10 Endurance CON16 Heal WIS9 History INT
21 Insight WIS (Trained)9 Intimidate CHA
23 Nature WIS (Trained)21 Perception WIS (Trained)9 Religion INT
16 Stealth DEX9 Streetwise CHA
14 Thievery DEXADDITIONAL EFFECTS
ENCOUNTER SPECIAL
Action Point
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.
ADDITIONAL EFFECTS
Chessenta Benefit: When you spend an action point to take an extra action, you gain a +1 bonus to all rolls made during the extra action granted.Rapid-Fire Action: When you spend an action point to take an extra action, you can make a ranged basic attack with a bow or a crossbow as a free action before or after taking the extra action.
UTILITY POWER
Second Wind
KEYWORDS USED
Standard
ACTION
Personal
RANGE
AT-WILL ENCOUNTER DAILY
Effect: You spend a healing surge and regain 27 hit points. You gain a +2 bonus to all defenses until the start of your next turn.
ADDITIONAL EFFECTS
CLASS LEVEL BOOK PH
AT-WILL POWER
Grappling Spirits
KEYWORDS Primal, Weapon USED
Standard
ACTION
Ranged weapon
RANGE
26
ATTACK
One creature
TARGET
*
vs AC
DEFENSE
Attack: Wisdom vs. ACHit: 1[W] + Wisdom modifier (+7) damage, and the target is slowed and can't shift until the end of its next turn.Level 21: 2[W] + Wisdom modifier (+7) damage.Special: You can use this power as a ranged basic attack.
Vicious Greatbow +4: +26 attack, 1d12+20 damage
FLAVOR TEXT
Spirits erupt from your weapon, seizing your enemy and impeding its movement.
CLASS Seeker LEVEL 1 BOOK PH3
AT-WILL POWER
Biting Swarm
KEYWORDS Primal, Weapon USED
Standard
ACTION
Ranged weapon
RANGE
26
ATTACK
One creature
TARGET
*
vs AC
DEFENSE
Attack: Wisdom vs. ACHit: 1[W] + Wisdom modifier (+7) damage, and the target and each enemy adjacent to it take a –2 penalty to attack rolls until the start of your next turn.Level 21: 2[W] + Wisdom modifier (+7) damage.Special: You can use this power as a ranged basic attack.
Vicious Greatbow +4: +26 attack, 1d12+20 damageFLAVOR TEXT
Stinging spirit insects swarm around your enemy.
CLASS Seeker LEVEL 1 BOOK PH3
ENCOUNTER POWER
Voyage of the Ancients
KEYWORDS Teleportation USED
Free
ACTION
Personal
RANGE
ATTACK TARGET
vs
DEFENSE
Trigger: You hit an enemy with a close or area attackEffect: You teleport 3 squares. Choose a single enemy you hit with the attack. You and one ally you can see gain combat advantage against that enemy until the end of your next turn.
FLAVOR TEXT
Using the cover of your assault, you vanish and leave a bewildered foe in your wake.
CLASS Racial Power LEVEL * BOOK PH3
ENCOUNTER POWER
Wrath of the Destroyer
KEYWORDS USED
Imm Reaction
ACTION
Personal
RANGE
ATTACK TARGET
vs
DEFENSE
Trigger: A bloodied enemy attacks you or your ally adjacent to youEffect: You either make a melee basic attack against the triggering enemy or charge it. If your attack hits, the enemy is also dazed until the end of your next turn.
FLAVOR TEXT
The destroyer aspect responds with deadly force to an attack, taking your battered enemy aback with your savagery.
CLASS Racial Power LEVEL * BOOK PH3
ENCOUNTER POWER
Pursuit of the Hunter
KEYWORDS USED
Imm Reaction
ACTION
Personal
RANGE
ATTACK TARGET
vs
DEFENSE
Trigger: An enemy within 2 squares of you moves on its turnEffect: You shift 3 squares. Until the end of your next turn, you deal 1d6 extra damage to the triggering enemy when you hit it, and you don't take the –2 penalty to attack rolls for attacking it when it has cover or concealment.
FLAVOR TEXT
Your prey tries to maneuver away, but there is no escape.
CLASS Racial Power LEVEL * BOOK PH3
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ENCOUNTER POWER
Inevitable Shot
KEYWORDS Primal USED
Free
ACTION
Personal
RANGE
ATTACK TARGET
vs
DEFENSE
Trigger: You miss a creature with a ranged attackEffect: You make a ranged basic attack against an enemy within 5 squares of the creature you missed, using that creature's space as the attack's origin square.Special: You regain the use of this power when you spend an action point.
FLAVOR TEXT
Even as your target ducks under your shot, the projectile moves on its own to find another enemy.
CLASS Seeker LEVEL BOOK PH3
ENCOUNTER POWER
Encaging Spirits
KEYWORDS Primal USED
Minor
ACTION
Close burst 1
RANGE
ATTACK
Each enemy in burst
TARGET
1
vs
DEFENSE
Level 11: Close burst 2Level 21: Close burst 3
Effect: You push each target 1 square, and each target is slowed until the end of your next turn.
FLAVOR TEXT
You call on protecting spirits to harry your foes.
CLASS Seeker LEVEL BOOK PH3
ENCOUNTER POWER
Possessing Spirits
KEYWORDS Charm, Primal, Weapon USED
Standard
ACTION
Ranged weapon
RANGE
24
ATTACK
One creature
TARGET
*
vs Will
DEFENSE
Attack: Wisdom vs. WillHit: 1[W] + Wisdom modifier (+7) damage, and the target makes a melee basic attack as a free action against an enemy adjacent to it. If that attack hits, the target and that enemy are also dazed until the end of your next turn.
Vicious Greatbow +4: +24 attack, 1d12+11 damage
FLAVOR TEXT
From your foe's wound, a possessing spirit takes hold, making the foe attack its companion.
CLASS Seeker LEVEL 1 BOOK PH3
ENCOUNTER POWER
Feyjump Shot
KEYWORDS Primal, Teleportation, Weapon USED
Standard
ACTION
Ranged weapon
RANGE
24
ATTACK
One or two creatures
TARGET
*
vs AC
DEFENSE
Attack: Wisdom vs. ACHit: 1[W] + Wisdom modifier (+7) damage, and you teleport the target 3 squares.Effect: If you hit both targets, you can swap their positions when you teleport them, rather than teleporting each one 3 squares. If you do so, both targets are dazed until the end of your next turn.
Vicious Greatbow +4: +24 attack, 1d12+11 damageFLAVOR TEXT
Your missiles shine with emerald light and carry with them the Feywild's power to relocate your foe.
CLASS Seeker LEVEL 7 BOOK PH3
ENCOUNTER POWER
Hunter's Quarry
KEYWORDS USED
Minor
ACTION RANGE
ATTACK TARGET
vs
DEFENSE
You can designate the nearest enemy to you that you can see as your quarry.Once per encounter, when you hit your quarry with an attack, the attack deals extra damage based on your level. The extra damage is based on your level. If you can make multiple attacks in a round, you decide which attack to apply the extra damage to after all the attacks are rolled.
The hunter's quarry effect remains active until the end of your next turn or until the quarry is defeated.
You can designate one enemy as your quarry at a time.Level : Hunter's Quarry Extra Damage1st–10th : +1d611th–20th : +2d621st–30th : +3d6FLAVOR TEXT
CLASS LEVEL * BOOK PH
ENCOUNTER POWER
Stab and Shoot
KEYWORDS Martial, Weapon USED
Standard
ACTION
Melee 1
RANGE
22
ATTACK
One creature
TARGET
*
vs AC
DEFENSE
Requirement: You must be wielding a bow or a crossbow.Primary Attack: Dexterity vs. ACHit: 1[W] + Dexterity modifier (+5) damage, and the target is dazed until the end of your turn. Make a secondary attack.
Secondary Target: One creature other than the primary target in weapon range
Secondary Attack: Dexterity vs. ACHit: 2[W] + Dexterity modifier (+5) damage.
Vicious Greatbow +4: +22 attack, 1d12+9 damageFLAVOR TEXT
You drive your arrow into an adjacent enemy, pull it out, load it, and fire it at another foe.
CLASS Sharpshooter LEVEL 11 BOOK MP
ENCOUNTER POWER
Blow-Through Assault
KEYWORDS Martial, Weapon USED
Standard
ACTION
Melee or Ranged weapon
RANGE
22
ATTACK
One creature
TARGET
* *
vs AC
DEFENSE
Requirement: You must be wielding two melee weapons or a ranged weapon.Attack: Strength vs. AC (melee) or Dexterity vs. AC (ranged)Hit: 3[W] + Strength modifier (-1) damage (melee) or 3[W] + Dexterity modifier (+5) damage (ranged), and each enemy adjacent to the target takes damage equal to your Wisdom modifier (+7).
Vicious Greatbow +4: +22 attack, 3d12+9 damage
FLAVOR TEXT
Your attack flies through the ranks of closely clustered foes, hurting them all.
CLASS Ranger LEVEL 17 BOOK MP
DAILY POWER
Swarming Bats
KEYWORDS Primal, Weapon, Zone USED
Standard
ACTION
Area burst 2 within 10 squares
RANGE
24
ATTACK
Each enemy in burst
TARGET
10
2
vs Reflex
DEFENSE
Attack: Wisdom vs. ReflexHit: 1[W] + Wisdom modifier (+7) damage.Effect: You slide each target 1 square. The burst creates a zone of difficult terrain that lasts until the end of your next turn. The zone is also difficult terrain for flying creatures. While within the zone, enemies grant combat advantage. As a move action, you can move the zone 4 squares.Sustain Minor: The zone persists.
Vicious Greatbow +4: +24 attack, 1d12+11 damage
FLAVOR TEXT
Your attack brings with it a flutter of bat spirits that confuse your enemies.
CLASS Seeker LEVEL 1 BOOK PH3
DAILY POWER
Wave of Sleep
KEYWORDS Primal, Sleep, Weapon USED
Standard
ACTION
Area burst 2 within weapon range
RANGE
24
ATTACK
Each enemy in burst
TARGET
2
vs Fort
DEFENSE
Attack: Wisdom vs. FortitudeHit: The target is dazed (save ends).
First Failed Saving Throw: The target is unconscious instead of dazed (save ends).Miss: The target is dazed (save ends).
Vicious Greatbow +4: +24 attack
FLAVOR TEXT
Your projectile dissolves into a blast of sand that lodges in your opponents' eyes, causing unendurable fatigue.
CLASS Seeker LEVEL 15 BOOK PH3
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DAILY POWER
Flying Steel
KEYWORDS Martial, Weapon USED
Standard
ACTION
Ranged weapon
RANGE
22
ATTACK
One creature
TARGET
*
vs AC
DEFENSE
Attack: Dexterity vs. ACHit: 2[W] + Dexterity modifier (+5) damage.Miss: Half damage.Effect: Until the end of the encounter, if the target ends its turn without cover from you, you can make a ranged basic attack with a weapon against the target as an immediate reaction. This effect also ends if the target has cover from you at the end of any of your turns.
Vicious Greatbow +4: +22 attack, 2d12+9 damage
FLAVOR TEXT
Your arrows force your opponent to take cover.
CLASS Ranger LEVEL 5 BOOK Dragon 383
UTILITY POWER
Hunter's Instinct
KEYWORDSPrimal, Stance
USED
Minor
ACTION
Personal
RANGE
AT-WILL ENCOUNTER DAILY
Effect: Until the stance ends, when you make a ranged weapon attack against any creature within 2 squares of you, you can score a critical hit on a roll of 19–20.
ADDITIONAL EFFECTS
In the middle of battle, you know where to strike and make it hurt the most.
CLASS Seeker LEVEL 2 BOOK PH3
UTILITY POWER
Burrowing Stride
KEYWORDSPrimal, Stance
USED
Minor
ACTION
Personal
RANGE
AT-WILL ENCOUNTER DAILY
Effect: Until the stance ends, you can use a move action to move either your speed through loose earth or half your speed through solid stone. You must end the move in an unoccupied space.
ADDITIONAL EFFECTS
You dive into the earth and reappear some distance from your starting point.
CLASS Seeker LEVEL 10 BOOK PH3
UTILITY POWER
Guided Shot
KEYWORDS USED
Imm Interrupt
ACTION
Close burst 10
RANGE10
AT-WILL ENCOUNTER DAILY
Trigger: An ally within 10 squares of you misses with an attack against ACTarget: The triggering ally in burstEffect: The target's attack is made against Reflex instead of AC.Prerequisite: You must be trained in Perception.
ADDITIONAL EFFECTS
You spot a critical weakness in a foe's defenses, which an ally can exploit to deadly effect.
CLASS Perception LEVEL 6 BOOK PH3
UTILITY POWER
Feywild Jaunt
KEYWORDSPrimal
USED
Move
ACTION
Personal
RANGE
AT-WILL ENCOUNTER DAILY
Effect: You are removed from play. At the start of your next turn, you reappear in an unoccupied space of your choice. That space must be within a number of squares of the space you left equal to your speed.
ADDITIONAL EFFECTS
You vanish into the Feywild. A moment later, you reappear some distance away from where you disappeared.
CLASS Seeker LEVEL 10 BOOK PH3
UTILITY POWER
Perfect Aim
KEYWORDSMartial, Weapon
USED
Minor
ACTION
Personal
RANGE
AT-WILL ENCOUNTER DAILY
Requirement: You must be wielding a ranged weapon.Effect: Until the end of your next turn, your next ranged attack gains a power bonus to the attack and damage rolls equal to your Wisdom modifier (+7). If you move or take damage before making a ranged attack, the bonus is lost.
ADDITIONAL EFFECTS
You take the time to line up a deadly shot.
CLASS Sharpshooter LEVEL 12 BOOK MP
MAGIC WEAPON
Vicious Greatbow +4
1d12
DAMAGE
2
PROFICIENT
Bow
GROUP
25/50
RANGE
+4 attack rolls and damage rolls
ENHANCEMENT
17
LEVEL
+4d12 damage
CRITICALPROPERTIES
Load Free
Biting Swarm: +26 attack, 1d12+20 damageRanged Basic Attack: +24 attack, 1d12+18 damage
AT-WILL ENCOUNTER DAILYPOWER
ITEM SLOT Two-Hands WEIGHT 5 PRICE 65000 BOOK AV
MAGIC ITEM
Shadowdance Leather Armor +2
2
AC BONUS
-
CHECK
-
SPEED
1
QUANTITY
+2 AC
ENHANCEMENT
10
LEVEL
Armor
TYPEPROPERTIES
Your area and ranged attacks don't provoke opportunity attacks.
AT-WILL ENCOUNTER DAILYPOWER
Power (Daily): Free Action. Trigger: You move more than 3 squares. Effect: In bright light, your space and all adjacent squares become shrouded in dim light until the end of your next turn. If you were already in dim light, your space and all adjacent squares become dark, blocking line of sight, until the end of your next turn. You can see perfectly in this area of dim light or darkness.ITEM SLOT Body WEIGHT 15 PRICE 5000 BOOK PH
MAGIC ITEM
Seashimmer Cloak +3
AC BONUS CHECK SPEED
1
QUANTITY
+3 Fortitude, Reflex, and Will
ENHANCEMENT
13
LEVEL
Neck Slot Item
TYPEPROPERTIES
You gain a swim speed equal to your speed and can breathe underwater.
AT-WILL ENCOUNTER DAILYPOWER
Power (Daily): Immediate Interrupt. Trigger: An enemy hits you. Effect: You become insubstantial until the start of your next turn.
ITEM SLOT Neck WEIGHT 0 PRICE 17000 BOOK AV2
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MAGIC ITEM
Acrobat Boots (heroic tier)
AC BONUS CHECK SPEED
1
QUANTITY
ENHANCEMENT
2
LEVEL
Feet Slot Item
TYPEPROPERTIES
Gain a +1 item bonus to Acrobatics checks.
AT-WILL ENCOUNTER DAILYPOWER
Power (At-Will): Minor Action. Stand up from prone.
ITEM SLOT Feet WEIGHT 0 PRICE 520 BOOK PH
MAGIC ITEM
Eagle Eye Goggles (paragon tier)
AC BONUS CHECK SPEED
1
QUANTITY
ENHANCEMENT
12
LEVEL
Head Slot Item
TYPEPROPERTIES
Gain a +2 item bonus to ranged basic attack rolls.
AT-WILL ENCOUNTER DAILYPOWER
ITEM SLOT Head WEIGHT 0 PRICE 13000 BOOK AV
MAGIC ITEM
Dual Arrow +2
AC BONUS CHECK SPEED
10
QUANTITY
+2 attack rolls and damage rolls
ENHANCEMENT
10
LEVEL
Ammunition
TYPEPROPERTIES
When you attack an enemy using this ammunition, you can roll twice and use either result.
AT-WILL ENCOUNTER DAILYPOWER
ITEM SLOT WEIGHT 0 PRICE 200 BOOK Dragon 373
MAGIC ITEM
Bracers of the Perfect Shot (paragon tier)
AC BONUS CHECK SPEED
1
QUANTITY
ENHANCEMENT
13
LEVEL
Arms Slot Item
TYPEPROPERTIES
When you hit with a ranged basic attack, you gain a +4 item bonus to the damage roll.
AT-WILL ENCOUNTER DAILYPOWER
ITEM SLOT Arms WEIGHT 0 PRICE 17000 BOOK PH
MAGIC ITEM
Gloves of Accuracy (paragon tier)
AC BONUS CHECK SPEED
1
QUANTITY
ENHANCEMENT
16
LEVEL
Hands Slot Item
TYPEPROPERTIES
AT-WILL ENCOUNTER DAILYPOWER
Power (At-Will): Minor Action. Your ranged attacks ignore concealment and cover (but not total concealment or superior cover) until the end of your turn.
ITEM SLOT Hands WEIGHT 0 PRICE 45000 BOOK AV
MAGIC ITEM
Stone of Wind (paragon tier)
AC BONUS CHECK SPEED
1
QUANTITY
ENHANCEMENT
12
LEVEL
Wondrous Item
TYPEPROPERTIES
AT-WILL ENCOUNTER DAILYPOWER
Power (Daily): Free Action. Trigger: You miss an enemy with a ranged weapon attack. Effect: Reroll the attack roll.
ITEM SLOT WEIGHT 0 PRICE 13000 BOOK AV2
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