lord hid den

5
Character Sheet Player Name Lord Hid Den 11 Rogue Master Infiltrator 26,000 Character Name Level Class Paragon Path Epic Destiny Total XP Minotaur Medium 23 Batman K 8' 350lb Race Size Age Gender Height Weight Alignment Deity Adventuring Company RPGA Number INITIATIVE SCORE DEX 1/2 LVL MISC 14 Initiative 5 5 4 CONDITIONAL MODIFIERS ABILITY SCORES SCORE ABILITY ABIL MOD MOD + 1/2 LVL 18 STR Strength 4 9 13 CON Constitution 1 6 20 DEX Dexterity 5 10 9 INT Intelligence -1 4 11 WIS Wisdom 0 5 16 CHA Charisma 3 8 HIT POINTS MAX HP HEALING SURGES BLOODIED SURGE VALUE SURGES/DAY 1/2 HP 1/4 HP 75 37 18 7 CURRENT HIT POINTS CURRENT SURGE USES SECOND WIND 1/ENCOUNTER USED TEMPORARY HIT POINTS DEATH SAVING THROW FAILURES SAVING THROW MODS RESISTANCES CURRENT CONDITIONS AND EFFECTS SKILLS BONUS SKILL NAME ABIL MOD + 1/2 LVL TRND (+5) ARMOR PENALTY MISC 17 Acrobatics DEX 10 5 2 4 Arcana INT 4 0 n/a 16 Athletics STR 9 5 2 13 Bluff CHA 8 5 n/a 8 Diplomacy CHA 8 0 n/a 5 Dungeoneering WIS 5 0 n/a 6 Endurance CON 6 0 5 Heal WIS 5 0 n/a 4 History INT 4 0 n/a 5 Insight WIS 5 0 n/a 13 Intimidate CHA 8 5 n/a 7 Nature WIS 5 0 n/a 2 7 Perception WIS 5 0 n/a 2 4 Religion INT 4 0 n/a 19 Stealth DEX 10 5 4 8 Streetwise CHA 8 0 n/a 15 Thievery DEX 10 5 DEFENSES SCORE 10 + ARMOR/ DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC 25 AC 15 7 3 CONDITIONAL BONUSES +2 AC against opportunity attacks you provoke during a charge 10 + DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC 21 FORT 15 4 2 CONDITIONAL BONUSES 10 + DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC 24 REF 15 5 2 2 CONDITIONAL BONUSES 10 + DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC 20 WILL 15 3 2 CONDITIONAL BONUSES ACTION POINTS Action Points MILESTONES 0 1 2 ACTION POINTS 1 2 3 ADDITIONAL EFFECTS FOR SPENDING ACTION POINTS RACE FEATURES Ferocity - Make melee basic attack when dropped to 0 hp Goring Charge - Use goring charge as an encounter power Heedless Charge - +2 AC against opportunity attacks while charging. 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. Ruthless Ruffian - Proficient with club, mace; use with Sneak Attack or rogue powers requiring light blade; add Str mod to damage with them for rattling attacks Rogue Weapon Talent - Damage die increases one size with shuriken; +1 on attacks with daggers. Sneak Attack - Once per round, if you have combat advantage and hit with a crossbow, light blade, or sling, deal extra damage. Infiltrator's Action - When you spend action point to take action, also gain move action Skillful Infiltrator - +2 to Acrobatics, Athletics, and Stealth LANGUAGES KNOWN Giant, Common MOVEMENT SCORE BASE ARMOR ITEM MISC 6 Speed (Squares) 6 SPECIAL MOVEMENT SENSES SCORE PASSIVE SENSE BASE SKILL BONUS 15 Passive Insight 10 + 5 17 Passive Perception 10 + 7 SPECIAL SENSES ATTACK WORKSPACE ABILITY: Melee Basic Attack - Transference Mace +3 ATT BONUS 1/2 LVL ABIL CLASS PROF FEAT ENH MISC + 14 5 4 2 3 ABILITY: Melee Basic Attack - Dagger ATT BONUS 1/2 LVL ABIL CLASS PROF FEAT ENH MISC + 13 5 4 3 1 DAMAGE WORKSPACE ABILITY: Melee Basic Attack - Transference Mace +3 DAMAGE ABIL FEAT ENH MISC MISC 1d8+9 4 2 3 ABILITY: Melee Basic Attack - Dagger DAMAGE ABIL FEAT ENH MISC MISC 1d4+4 4 BASIC ATTACKS ATTACK DEFENSE WEAPON OR POWER DAMAGE 14 vs AC 1d8+9 Transference Mace +3 13 vs AC 1d4+4 Dagger (Melee) 14 vs AC 1d4+5 Dagger (Range) 9 vs AC 1d4+4 Unarmed (Melee) FEATS Backstabber - Sneak Attack dice increase to d8s Dirty Fighting - +4 to melee damage against surprised enemies Weapon Focus (Mace) - Gain +1 damage per tier with Maces. Mark of Shadow - Remain hidden after missed attack, perform certain rituals Improved Initiative - +4 to initiative checks Leafrunner Scout - +2 to Stealth. Midnight Stalker - +2 to Stealth; +1 for each ally within 10 (max +5). Lord Hid Den Page 1

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Page 1: Lord Hid Den

Character Sheet

Player Name

Lord Hid Den 11 Rogue Master Infiltrator 26,000Character Name Level Class Paragon Path Epic Destiny Total XP

Minotaur Medium 23 Batman Kin8' 350lbRace Size Age Gender Height Weight Alignment Deity Adventuring Company RPGA Number

INITIATIVESCORE DEX 1/2 LVL MISC

14 Initiative 5 5 4

CONDITIONAL MODIFIERS

ABILITY SCORESSCORE ABILITY ABIL MOD MOD + 1/2 LVL

18 STRStrength

4 9

13 CONConstitution

1 6

20 DEXDexterity

5 10

9 INTIntelligence

-1 4

11 WISWisdom

0 5

16 CHACharisma

3 8

HIT POINTSMAX HP HEALING SURGES

BLOODIED SURGE VALUE SURGES/DAY

1/2 HP 1/4 HP

75 37 18 7

CURRENT HIT POINTS CURRENT SURGE USES

SECOND WIND 1/ENCOUNTER USED

TEMPORARY HIT POINTS

DEATH SAVING THROW FAILURES

SAVING THROW MODS

RESISTANCES

CURRENT CONDITIONS AND EFFECTS

SKILLS

BONUS SKILL NAME

ABIL MOD

+ 1/2 LVL

TRND

(+5)

ARMOR

PENALTY MISC

17 Acrobatics DEX 10 5 2

4 Arcana INT 4 0 n/a

16 Athletics STR 9 5 2

13 Bluff CHA 8 5 n/a

8 Diplomacy CHA 8 0 n/a

5 Dungeoneering WIS 5 0 n/a

6 Endurance CON 6 0

5 Heal WIS 5 0 n/a

4 History INT 4 0 n/a

5 Insight WIS 5 0 n/a

13 Intimidate CHA 8 5 n/a

7 Nature WIS 5 0 n/a 2

7 Perception WIS 5 0 n/a 2

4 Religion INT 4 0 n/a

19 Stealth DEX 10 5 4

8 Streetwise CHA 8 0 n/a

15 Thievery DEX 10 5

DEFENSESSCORE 10 + ARMOR/

DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC

25 AC 15 7 3

CONDITIONAL BONUSES

+2 AC against opportunity attacks you provoke during a charge

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

21 FORT 15 4 2

CONDITIONAL BONUSES

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

24 REF 15 5 2 2

CONDITIONAL BONUSES

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

20 WILL 15 3 2

CONDITIONAL BONUSES

ACTION POINTS

Action PointsMILESTONES

012

ACTION POINTS123

ADDITIONAL EFFECTS FOR SPENDING ACTION POINTS

RACE FEATURES

Ferocity - Make melee basic attack when dropped to 0 hp

Goring Charge - Use goring charge as an encounter power

Heedless Charge - +2 AC against opportunity attacks while

charging.

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.

Ruthless Ruffian - Proficient with club, mace; use with

Sneak Attack or rogue powers requiring light blade; add Str

mod to damage with them for rattling attacks

Rogue Weapon Talent - Damage die increases one size

with shuriken; +1 on attacks with daggers.

Sneak Attack - Once per round, if you have combat

advantage and hit with a crossbow, light blade, or sling, deal

extra damage.

Infiltrator's Action - When you spend action point to take

action, also gain move action

Skillful Infiltrator - +2 to Acrobatics, Athletics, and Stealth

LANGUAGES KNOWN

Giant, Common

MOVEMENTSCORE BASE ARMOR ITEM MISC

6 Speed (Squares) 6

SPECIAL MOVEMENT

SENSESSCORE PASSIVE SENSE BASE SKILL BONUS

15 Passive Insight 10 + 5

17 Passive Perception 10 + 7

SPECIAL SENSES

ATTACK WORKSPACEABILITY: Melee Basic Attack - Transference Mace +3ATT BONUS 1/2 LVL ABIL CLASS PROF FEAT ENH MISC

+ 14 5 4 2 3

ABILITY: Melee Basic Attack - DaggerATT BONUS 1/2 LVL ABIL CLASS PROF FEAT ENH MISC

+ 13 5 4 3 1

DAMAGE WORKSPACEABILITY: Melee Basic Attack - Transference Mace +3DAMAGE ABIL FEAT ENH MISC MISC

1d8+9 4 2 3

ABILITY: Melee Basic Attack - DaggerDAMAGE ABIL FEAT ENH MISC MISC

1d4+4 4

BASIC ATTACKSATTACK DEFENSE WEAPON OR POWER DAMAGE

14 vs AC 1d8+9Transference Mace +3

13 vs AC 1d4+4Dagger (Melee)

14 vs AC 1d4+5Dagger (Range)

9 vs AC 1d4+4Unarmed (Melee)

FEATS

Backstabber - Sneak Attack dice increase to d8s

Dirty Fighting - +4 to melee damage against surprised

enemies

Weapon Focus (Mace) - Gain +1 damage per tier with

Maces.

Mark of Shadow - Remain hidden after missed attack,

perform certain rituals

Improved Initiative - +4 to initiative checks

Leafrunner Scout - +2 to Stealth.

Midnight Stalker - +2 to Stealth; +1 for each ally within 10

(max +5).

Lord Hid Den Page 1

Page 2: Lord Hid Den

POWER INDEXList your powers below.

Check the box when the power is used.Clear the box when the power renews.

AT-WILL POWERS

Deft Strike

Riposte Strike

ENCOUNTER POWERS

Second Wind

Goring Charge

Torturous Strike

Nasty Backswing

Rogue's Luck

Distracting Wound

DAILY POWERS

Pommel Smash

Walking Wounded

Swift Strike

UTILITY POWERS

Master of Deceit

Chameleon

Crowd Cover

OTHER EQUIPMENT

Adventurer's Kit

Dagger (2) (E)

COINS AND OTHER WEALTHMoney on hand: 5,000 gp

Stored money:

Encumbrance: 156 / 180

MAGIC ITEM INDEXList your powers below.

Check the box when the power is used.Clear the box when the power renews.

MAGIC ITEMSWEAPON

Transference Mace +3 (E)

WEAPON

WEAPON

WEAPON

ARMORSummoned Leather Armor +3 (E)

ARMS

FEET

HANDS

HEAD

NECKPeriapt of Cascading Health +2 (E)

RING

RING

WAIST

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 BACKGROUNDWindrise Ports

While Tarmalune is the largest and most influential of the

independent cities known collectively as the Windrise Ports,

the others are prosperous bastions of commerce and havens

for those who wish to live free of oppressive rule.

You can take class-specific multiclass feats for two classes

other than your own, rather than one. You also gain one

additional language of your choice.

COMPANIONS AND ALLIES

SESSION AND CAMPAIGN NOTES

Lord Hid Den Page 2

Page 3: Lord Hid Den

CHARACTER NAME

Lord Hid DenPLAYER NAME

RACEMinotaur

CLASSRogue

LEVEL11

HP

75

Spd

6

Init

+14

18 STR

13 CON

20 DEX

9 INT

11 WIS

16 CHA

AC

25

Fort

21

Ref

24

Will

20

15Passive

Insight 17Passive

Perception

PLAY DATA ® ENCOUNTER SPECIAL ®

Second Wind

KEYWORDS USED

Standard

ACTION

Personal

RANGE

AT-WILL ENCOUNTER DAILY

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.

ADDITIONAL EFFECTS

CLASS LEVEL BOOKPH

UTILITY POWER ®

Deft Strike

KEYWORDSMartial, Weapon

USED

Standard

ACTION

Melee or Ranged weapon

RANGE

15

ATTACK

One creature

TARGET

* *

vs AC

DEFENSE

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 (+5) damage.

Increase damage to 2[W] + Dexterity modifier (+5)

at 21st level.

Transference Mace +3: +15 attack, 1d8+10 damage

Dagger: +14 attack, 1d4+5 damage

ADDITIONAL EFFECTS

+3d8 to damage once per round (Sneak Attack)

+4 to damage rolls against surprised enemies - Dirty Fighting.

CLASSRogue

LEVEL1

BOOKPH

AT-WILL POWER ®

Riposte Strike

KEYWORDSMartial, Weapon

USED

Standard

ACTION

Melee weapon

RANGE

15

ATTACK

One creature

TARGET

*

vs AC

DEFENSE

Requirement: You must be wielding a light blade.

Attack: Dexterity vs. AC

Hit: 1[W] + Dexterity modifier (+5) damage. If the target

attacks you before the start of your next turn, you make your

riposte against the target as an immediate interrupt: a

Strength vs. AC attack that deals 1[W] + Strength modifier

(+4) damage.

Increase damage to 2[W] + Dexterity modifier (+5) and

riposte to 2[W] + Strength modifier (+4) at 21st level.

Transference Mace +3: +15 attack, 1d8+10 damage

Dagger: +14 attack, 1d4+5 damage

ADDITIONAL EFFECTS

+3d8 to damage once per round (Sneak Attack)

+4 to damage rolls against surprised enemies - Dirty Fighting.

CLASSRogue

LEVEL1

BOOKPH

AT-WILL POWER ®

Goring Charge

KEYWORDS USED

Standard

ACTION

Melee 1

RANGE

15

ATTACK

One creature

TARGET

*

vs AC

DEFENSE

Requirement: You must charge and use this power in

place of a melee basic attack.

Attack: Strength + 4 vs. AC

Increase to +6 at 11th level, +8 at 21st level.

Hit: 1d6 + Strength modifier (+4) damage, and the

target is knocked prone.

Increase the damage to 2d6 + Strength modifier (+4) at

11th level and 3d6 + Strength modifier (+4) at 21st level.

Unarmed: +15 attack, 1d6+4 damage

ADDITIONAL EFFECTS

CLASSRacial Power

LEVEL*

BOOKDragon 369

ENCOUNTER POWER ®

Torturous Strike

KEYWORDSMartial, Weapon

USED

Standard

ACTION

Melee weapon

RANGE

15

ATTACK

One creature

TARGET

*

vs AC

DEFENSE

Requirement: You must be wielding a light blade.

Attack: Dexterity vs. AC

Hit: 2[W] + Dexterity modifier (+5) damage.

Brutal Scoundrel: You gain a bonus to the

damage roll equal to your Strength modifier (+4).

Transference Mace +3: +15 attack, 2d8+10

damage

Dagger: +14 attack, 2d4+5 damage

ADDITIONAL EFFECTS

+3d8 to damage once per round (Sneak Attack)

+4 to damage rolls against surprised enemies - Dirty Fighting.

CLASSRogue

LEVEL1

BOOKPH

ENCOUNTER POWER ®

Nasty Backswing

KEYWORDSMartial, Weapon

USED

Free

ACTION

Melee weapon

RANGE

15

ATTACK

One creature

TARGET

*

vs AC

DEFENSE

Trigger: You miss with a melee attack

Requirement: You must be wielding a light blade.

Attack: Dexterity vs. AC. You have combat advantage for

this attack.

Hit: 1[W] + Dexterity modifier (+5) damage, and you can

shift 1 square.

Brutal Scoundrel: The attack deals extra damage

equal to your Strength modifier (+4).

Transference Mace +3: +15 attack, 1d8+10 damage

Dagger: +14 attack, 1d4+5 damage

ADDITIONAL EFFECTS

+3d8 to damage once per round (Sneak Attack)

+4 to damage rolls against surprised enemies - Dirty Fighting.

CLASSRogue

LEVEL3

BOOKMP

ENCOUNTER POWER ®

Rogue's Luck

KEYWORDSMartial, Weapon

USED

Standard

ACTION

Melee or Ranged weapon

RANGE

15

ATTACK

One creature

TARGET

* *

vs AC

DEFENSE

Requirement: You must be wielding a crossbow, a light

blade, or a sling.

Attack: Dexterity vs. AC

Hit: 2[W] + Dexterity modifier (+5) damage.

Miss: Make a secondary attack against the target.

Secondary Attack: Dexterity vs. AC

Artful Dodger: You gain a bonus to the attack roll for the

secondary attack equal to your Charisma modifier (+3).

Hit: 1[W] + Dexterity modifier (+5) damage.

Transference Mace +3: +15 attack, 2d8+10 damage

Dagger: +14 attack, 2d4+5 damage

ADDITIONAL EFFECTS

+3d8 to damage once per round (Sneak Attack)

+4 to damage rolls against surprised enemies - Dirty Fighting.

CLASSRogue

LEVEL7

BOOKPH

ENCOUNTER POWER ®

Lord Hid Den Page 3

Page 4: Lord Hid Den

Distracting Wound

KEYWORDSMartial, Weapon

USED

Standard

ACTION

Melee or Ranged weapon

RANGE

14

ATTACK TARGET

* *

vs AC

DEFENSE

Requirement: You must be wielding a crossbow,

a light blade, or a sling.

Attack: Dexterity vs. AC

Hit: 2[W] + Dexterity modifier (+5) damage, and

the target grants combat advantage to you and

all your allies until the end of your next turn.

Dagger: +14 attack, 2d4+5 damage

ADDITIONAL EFFECTS

+3d8 to damage once per round (Sneak Attack)

+4 to damage rolls against surprised enemies - Dirty Fighting.

CLASSMaster Infiltrator

LEVEL11

BOOKPH

ENCOUNTER POWER ®

Pommel Smash

KEYWORDSMartial, Weapon

USED

Standard

ACTION

Melee weapon

RANGE

15

ATTACK

One creature

TARGET

*

vs AC

DEFENSE

Requirement: You must be wielding a light blade.

Attack: Dexterity vs. AC

Hit: 3[W] + Dexterity modifier (+5) damage, and the

target takes a –2 penalty to attack rolls (save ends).

Miss: Half damage, and the target takes a –2

penalty to attack rolls until the end of its next turn.

Transference Mace +3: +15 attack, 3d8+10 damage

Dagger: +14 attack, 3d4+5 damage

ADDITIONAL EFFECTS

+3d8 to damage once per round (Sneak Attack)

+4 to damage rolls against surprised enemies - Dirty Fighting.

CLASSRogue

LEVEL1

BOOKMP

DAILY POWER ®

Walking Wounded

KEYWORDSMartial, Weapon

USED

Standard

ACTION

Melee or Ranged weapon

RANGE

15

ATTACK

One creature

TARGET

* *

vs Fort

DEFENSE

Requirement: You must be wielding a crossbow, a light

blade, or a sling.

Attack: Dexterity vs. Fortitude

Hit: 2[W] + Dexterity modifier (+5) damage, and the

target is knocked prone. Until the end of the encounter,

if the target moves more than half its speed in a single

action, it falls prone at the end of its movement.

Miss: Half damage, and the target is not knocked prone.

Transference Mace +3: +15 attack, 2d8+10 damage

Dagger: +14 attack, 2d4+5 damage

ADDITIONAL EFFECTS

+3d8 to damage once per round (Sneak Attack)

+4 to damage rolls against surprised enemies - Dirty Fighting.

CLASSRogue

LEVEL5

BOOKPH

DAILY POWER ®

Swift Strike

KEYWORDSMartial, Weapon

USED

Standard

ACTION

Melee or Ranged weapon

RANGE

15

ATTACK

One creature

TARGET

* *

vs AC

DEFENSE

Requirement: You must be wielding a crossbow, a

light blade, or a sling.

Attack: Dexterity vs. AC

Hit: 3[W] + Dexterity modifier (+5) damage. If the

target has not taken an action during this

encounter, the attack deals 1[W] extra damage.

Miss: Half damage.

Transference Mace +3: +15 attack, 3d8+10 damage

Dagger: +14 attack, 3d4+5 damage

ADDITIONAL EFFECTS

+3d8 to damage once per round (Sneak Attack)

+4 to damage rolls against surprised enemies - Dirty Fighting.

CLASSRogue

LEVEL9

BOOKMP

DAILY POWER ®

Master of Deceit

KEYWORDSMartial

USED

Free

ACTION

Personal

RANGE

AT-WILL ENCOUNTER DAILY

Trigger: You roll a Bluff check and dislike the

result

Prerequisite: You must be trained in Bluff.

Effect: Reroll the Bluff check. You decide whether

to make the reroll before the DM announces the

result.

ADDITIONAL EFFECTS

CLASSRogue

LEVEL2

BOOKPH

UTILITY POWER ®

Chameleon

KEYWORDSMartial

USED

ACTION

Personal

RANGE

AT-WILL ENCOUNTER DAILY

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

CLASSRogue

LEVEL6

BOOKPH

UTILITY POWER ®

Crowd Cover

KEYWORDS USED

ACTION

Personal

RANGE

AT-WILL ENCOUNTER DAILY

Trigger: An enemy makes a ranged attack roll

against you

Effect: Enemies adjacent to you and in the

attack's way grant cover to you against the attack.

If the attack misses, the attacker rerolls it against

one enemy that granted cover to you against it.

Prerequisite: You must be trained in Stealth.

ADDITIONAL EFFECTS

CLASSStealth

LEVEL10

BOOKPH3

UTILITY POWER ®

Transference Mace +3

1d8

DAMAGE

2

PROFICIENT

Mace

GROUP RANGE

+3 attack rolls and damage rolls

ENHANCEMENT

12

LEVEL

+3d6 damage

CRITICAL

PROPERTIES

Versatile

Melee Basic Attack: +14 attack, 1d8+9 damage

AT-WILL ENCOUNTER DAILY

POWER

Power (Daily): Free Action. Use this power when

you hit with the weapon. Transfer a condition or

ongoing damage effect that is affecting you to the

target you hit. The condition or ongoing damage

continues to run its course as normal on the target.

ITEM SLOTOne-hand

WEIGHT6

PRICE13000

BOOKPH

MAGIC WEAPON ®

Periapt of Cascading Health +2

AC BONUS CHECK SPEED

1

QUANTITY

+2 Fortitude, Reflex, and Will

ENHANCEMENT

10

LEVEL

Neck Slot Item

TYPE

PROPERTIES

AT-WILL ENCOUNTER DAILY

POWER

Power (Encounter): Minor Action. You end one

condition that a save can end.

ITEM SLOTNeck

WEIGHT0

PRICE5000

BOOKDragon 369

MAGIC ITEM ®

Lord Hid Den Page 4

Page 5: Lord Hid Den

Summoned Leather Armor +3

2

AC BONUS

-

CHECK

-

SPEED

1

QUANTITY

+3 AC

ENHANCEMENT

11

LEVEL

Armor

TYPE

PROPERTIES

AT-WILL ENCOUNTER DAILY

POWER

Power (At-Will): Minor Action. You banish this

armor to a secure extradimensional location. At any

point in the future, unless you are wearing armor,

you can use another minor action to recall the

armor. The armor appears on you as though you

had donned it normally.

ITEM SLOTBody

WEIGHT15

PRICE9000

BOOKPH

MAGIC ITEM ®

Lord Hid Den Page 5