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Character Sheet

Player Name

Nim
Character Name

14
Level

Rogue
Class Height Weight

Daggermaster
Paragon Path Epic Destiny Deity Adventuring Company

47,000
Total XP RPGA Number

Gnome
Race

Small
Size Age

Male
Gender

Unaligned
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

16

Initiative

29

CONDITIONAL MODIFIERS

AC

17

Speed

(Squares)

SPECIAL MOVEMENT

CONDITIONAL BONUSES

+5 AC against opportunity attacks

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

9 14 22 14 11 20

STR Strength
Constitution

-1 2 6 2 0 5 HIT POINTS

6 9 13 9 7 12

24

FORT 17

17 22

Passive Insight Passive Perception

10 + 10 +

7 12

CON

CONDITIONAL BONUSES

DEX Dexterity INT Intelligence


Wisdom

DEFENSE

10 + 1/2 LVL ABIL

SPECIAL SENSES CLASS FEAT ENH MISC MISC

Low-light Vision

32

REF

17

1
ABILITY: ATT BONUS

ATTACK WORKSPACE
Melee Basic Attack - Hidden Dagger +3
1/2 LVL ABIL CLASS PROF FEAT ENH MISC

CONDITIONAL BONUSES

WIS CHA

DEFENSE

10 + 1/2 LVL ABIL

CLASS

FEAT

ENH

MISC

MISC

+ 22
ABILITY: ATT BONUS

6
CLASS

3
PROF

2
FEAT

3
ENH

1
MISC

27

WILL 17

Ranged Basic Attack - Hidden Dagger +3


1/2 LVL ABIL

CONDITIONAL BONUSES

Charisma

+ 22 ACTION POINTS
SURGES/DAY

MAX HP
BLOODIED

HEALING SURGES
SURGE VALUE

91
CURRENT HIT POINTS

45
1/2 HP

22
1/4 HP

8
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 - Hidden Dagger +3


ABIL FEAT ENH MISC MISC

1d4+9 RACE FEATURES


Reactive Stealth - You can make Stealth check if you have
ABILITY: DAMAGE

3
ABIL

2
FEAT

3
ENH MISC

1
MISC

Ranged Basic Attack - Hidden Dagger +3

SECOND WIND 1/ENCOUNTER


TEMPORARY HIT POINTS

USED

cover or concealment when rolling initiative Fade Away - You have the fade away power Fey Origin - You have the fey origin

1d4+12

BASIC ATTACKS
ATTACK DEFENSE WEAPON OR POWER DAMAGE

DEATH SAVING THROW FAILURES


SAVING THROW MODS +5 Racial bonus against illusions RESISTANCES CURRENT CONDITIONS AND EFFECTS

Trickster's Cunning - +5 to saving throws against illusions Master Trickster - 1/encounter, can use ghost sound as minor action

22 22 22

vs vs vs vs

AC AC AC AC

Hidden Dagger +3 (Melee) Hidden Dagger +3 (Range)

1d4+9 1d4+12

CLASS / PATH / DESTINY FEATURES


Level 1 Underdark Envoy Starting Feature - Gain the

Rhythm Blade Dagger +3 (Melee) 1d4+9 Rhythm Blade Dagger +3 (Range) 1d4+12

22

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

insidious commentary power First Strike - At encounter start, get combat advantage against foes that haven't acted yet. Rogue Tactics - Choose one of the rogue tactics. Artful Dodger - Add Cha mod to AC against opportunity attacks. Rogue Weapon Talent - Damage die increases one size with shuriken; +1 on attacks with daggers. Sneak Attack - Once per turn, if you have combat advantage and hit with a crossbow, light blade,shortbow, or sling, deal extra damage.
9 7 12 7 7 9 13 12 13 0 0 0 0 5 0 5 5 5 n/a n/a n/a n/a n/a n/a n/a n/a n/a 0 0 0 0 0 0 2 2 2

FEATS
Light Blade Expertise - +1/+2/+3 (by tier) to weapon attacks with light blades; +1/+2/+3 (by tier) to damage of light blade weapon attacks with CA Backstabber - Sneak Attack dice increase to d8s Weapon Focus (Light Blade) - Gain +1 damage per tier with weapon attacks with Light Blades Melee Training (Dexterity) - Use Dex for MBAs but gain only 1/2 modifier to damage Slaying Action - Deal Sneak Attack damage again with an AP attack Improved Defenses - +1/+2/+3 (by tier) to Fortitude, Reflex, and Will Two-Weapon Fighting - +1 to weapon damage while wielding a melee weapon in each hand Two-Weapon Opening - Crit with main weapon grants free MBA against the target with off-hand weapon Deft Blade - BA with light blade targets AC or Reflex

18 11 6 19 14 7 9 7 9 7 12 7 12 9 20 19 20
Nim

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

13 9 6 12 12 7 9 7

5 0 0 5 0 0 0 0

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

0 2 0 2 2 0 0 0

Level 5 Underdark Envoy Feature Level 10 Underdark Envoy Feature 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

LANGUAGES KNOWN
Common, Elven, 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
Bull Rush Attack Grab Attack Opportunity Attack Sly Flourish Acrobatic Strike
WEAPON WEAPON WEAPON WEAPON ARMOR ARMS FEET

MAGIC ITEMS
Rhythm Blade Dagger +3 (E) Hidden Dagger +3 (E)

Magic Drowmesh +3 (E)

ENCOUNTER POWERS
Second Wind Insidious Commentary Low Slash Snap Shot Critical Opportunity Stunning Strike
HANDS HEAD NECK RING RING WAIST

PERSONALITY TRAITS

DAILY POWERS
Blinding Barrage Compel the Craven Knockout

MANNERISMS AND APPEARANCE


UTILITY POWERS
Second Wind Fade Away Ghost Sound Body Equilibrium Sneak in the Attack Swift Parry Acrobat's Escape Meditation of the Blade
Heroic (1-10) Paragon (11-20) Epic (21-30)

Daily Item Powers Per Day


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

CHARACTER BACKGROUND
Occupation - Criminal You lived on the wrong side of the law. What sorts of crimes did you commit? Did you enter a life of crime by necessity or by choice? Did you belong to a gang? Do you still engage in occasional wrongdoing, or have you left that life behind? If the latter, what caused you to give up your criminal ways? Do you still have contacts among the criminal underworld? Do your former associates now consider you an enemy?

OTHER EQUIPMENT
Dagger

RITUALS / ALCHEMY

COMPANIONS AND ALLIES

SESSION AND CAMPAIGN NOTES

COINS AND OTHER WEALTH


Money on hand: 100 gp Stored money: 0 gp Encumbrance: 15 / 90

Nim

Page 2

CHARACTER NAME

Nim
PLAYER NAME

Skills 18 11 6 19 14 7 9 7 9 7 12 7 12 9 20 19 20 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)

Action Point
ADDITIONAL EFFECTS

RACE

Gnome

CLASS

Rogue

LEVEL

14

(Trained)

SCORE ABILITY

MOD

HP 91 Spd 5 Init +16

STR 1

14 CON +2 22 DEX +6 14 INT +2 11 WIS +0 20 CHA +5

AC 29 Fort 24 Ref 32 Will 27


Passive Perception

Slaying Action: If you spend an action point to take an extra action and have already dealt Sneak Attack damage during this round, you can deal the extra damage a second time during this turn. 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.

(Trained) (Trained) (Trained) (Trained)

17
PLAY DATA

Passive Insight

22

ADDITIONAL EFFECTS

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

PLAY DATA

Second Wind
KEYWORDS USED

Bull Rush Attack


KEYWORDS USED

Grab Attack
KEYWORDS USED

Standard ACTION AT-WILL ENCOUNTER

Personal RANGE DAILY

Standard ACTION 9 ATTACK

Melee 1 RANGE

Standard ACTION 9 ATTACK

Melee touch RANGE

vs

Fort DEFENSE

One creature TARGET

vs

Reflex DEFENSE

One creature that is no more than one size category la TARGET

Effect: You spend a healing surge and regain 22 hit points. You gain a +2 bonus to all defenses until the start of your next turn.

Attack: Strength vs. Fortitude Hit: You can push the target 1 square and then shift 1 square into the space it left. Unarmed: +9 attack

Requirement: You must have a hand free. Attack: Strength vs. Reflex Hit: You grab the target until the end of your next turn. You can end the grab as a free action. Sustain Minor: The grab persists until the end of your next turn. Unarmed: +9 attack

ADDITIONAL EFFECTS

ADDITIONAL EFFECTS

ADDITIONAL EFFECTS

CLASS

LEVEL

BOOK

PH

CLASS

LEVEL

BOOK

PH

CLASS

LEVEL

BOOK

PH

UTILITY POWER

AT-WILL POWER

AT-WILL POWER

Opportunity Attack
KEYWORDS USED

Sly Flourish
KEYWORDS

Acrobatic Strike
USED KEYWORDS

Martial, Weapon
* *

Martial, Weapon
*

USED

* Opportunity Action

Melee 1 RANGE

Standard ACTION 22 ATTACK

Melee or Ranged weapon RANGE

Standard ACTION 22 ATTACK

Melee weapon RANGE

ACTION vs ATTACK DEFENSE

The triggering enemy TARGET

vs

AC DEFENSE

One creature TARGET

vs

AC DEFENSE

One creature TARGET

Trigger: An enemy that you can see either leaves a square adjacent to you or uses a ranged or an area power while adjacent to you. Effect: You make a melee basic attack against the target.

Requirement: You must be wielding a crossbow, a light blade, or a sling. Attack: Dexterity vs. AC Hit: 1[W] + Dexterity modifier (+6) + Charisma modifier (+5) damage. Increase damage to 2[W] + Dexterity modifier (+6) + Charisma modifier (+5) at 21st level. Hidden Dagger +3: +22 attack, 1d4+17 damage Rhythm Blade Dagger +3: +22 attack, 1d4+17 damage

Prerequisite: You must be trained in Acrobatics. Requirement: You must be wielding a light blade. Attack: Dexterity vs. AC Hit: 1[W] + Dexterity modifier (+6) damage. If you are grabbed, you escape the grab. Level 21: 2[W] + Dexterity modifier (+6) damage. Effect: Before or after the attack, you shift 1 square. Hidden Dagger +3: +22 attack, 1d4+12 damage Rhythm Blade Dagger +3: +22 attack, 1d4+12 damage
ADDITIONAL EFFECTS

ADDITIONAL EFFECTS

ADDITIONAL EFFECTS

+3d8 to damage once per turn (Sneak Attack) +2 to damage rolls when you have combat advantage - Light Blade Expertise.
CLASS LEVEL

+3d8 to damage once per turn (Sneak Attack) +2 to damage rolls when you have combat advantage - Light Blade Expertise.
CLASS

BOOK

PH

CLASS

Rogue

LEVEL

BOOK

PH

Rogue

LEVEL

BOOK

MP2

AT-WILL POWER
Nim

AT-WILL POWER
Page 3

AT-WILL POWER

Insidious Commentary
KEYWORDS

Low Slash
USED KEYWORDS

Snap Shot
USED KEYWORDS

Martial
5

Martial, Weapon
*

Martial, Weapon
*

USED

Minor ACTION 17 ATTACK vs

Ranged 5 RANGE

Minor ACTION 22 ATTACK

Melee weapon RANGE

Minor ACTION 22 ATTACK vs

Ranged weapon RANGE

Will DEFENSE

One creature TARGET

vs

Reflex DEFENSE

One creature TARGET

AC DEFENSE

One creature TARGET

Attack: Charisma + 2 vs. Will Level 11: Charisma + 4 vs. Will Level 21: Charisma + 6 vs. Will Hit: The target grants combat advantage until the end of your next turn, and your next attack against the target this turn deals 1d6 extra damage on a hit. Unarmed: +17 attack, The+0 damage

Requirement: You must be wielding a light blade. Attack: Dexterity vs. Reflex Hit: 1[W] + Dexterity modifier (+6) damage, you slide the target 1 square, and the target is slowed until the end of your next turn. If you're flanking the target, the attack deals extra damage equal to your Strength modifier (-1) or Charisma modifier (+5). Hidden Dagger +3: +22 attack, 1d4+12 damage Rhythm Blade Dagger +3: +22 attack, 1d4+12 damage
ADDITIONAL EFFECTS

Requirement: You must be wielding a crossbow, a light thrown weapon, or a sling. Attack: Dexterity vs. AC Hit: 1[W] + Dexterity modifier (+6) damage. Hidden Dagger +3: +22 attack, 1d4+12 damage Rhythm Blade Dagger +3: +22 attack, 1d4+12 damage

ADDITIONAL EFFECTS

ADDITIONAL EFFECTS

+3d8 to damage once per turn (Sneak Attack) +2 to damage rolls when you have combat advantage - Light Blade Expertise.
CLASS

+3d8 to damage once per turn (Sneak Attack) +2 to damage rolls when you have combat advantage - Light Blade Expertise.
CLASS

Underdark Envoy

LEVEL

BOOK

DSH

CLASS

Rogue

LEVEL

BOOK

MP

Rogue

LEVEL

BOOK

MP

ENCOUNTER POWER

ENCOUNTER POWER

ENCOUNTER POWER

Critical Opportunity
KEYWORDS

Stunning Strike
USED KEYWORDS

Blinding Barrage
USED KEYWORDS

Martial, Weapon
*

Martial, Weapon
*

Martial, Weapon Close blast 3


3

USED

Minor ACTION 22 ATTACK

Melee weapon RANGE

Standard ACTION 22

Melee weapon RANGE

Standard ACTION 22 ATTACK

RANGE AC DEFENSE Each enemy you can see in the blast TARGET

vs

AC DEFENSE TARGET

vs

AC DEFENSE

One creature TARGET

vs

ATTACK

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 (+6) damage. Hidden Dagger +3: +22 attack, 3d4+12 damage Rhythm Blade Dagger +3: +22 attack, 3d4+12 damage

Requirement: You must be wielding a light blade. Attack: Dexterity vs. AC Hit: 1[W] + Dexterity modifier (+6) damage, and the target is stunned until the end of your next turn. Hidden Dagger +3: +22 attack, 1d4+12 damage Rhythm Blade Dagger +3: +22 attack, 1d4+12 damage
ADDITIONAL EFFECTS

Requirement: You must be wielding a crossbow, a light thrown weapon, or a sling. Attack: Dexterity vs. AC Hit: Dexterity modifier (+6) damage, and the target is blinded until the end of your next turn. Miss: Dexterity modifier (+6) damage. Hidden Dagger +3: +22 attack, 6 damage Rhythm Blade Dagger +3: +22 attack, 6 damage

ADDITIONAL EFFECTS

ADDITIONAL EFFECTS

+3d8 to damage once per turn (Sneak Attack) +2 to damage rolls when you have combat advantage - Light Blade Expertise.
CLASS

+3d8 to damage once per turn (Sneak Attack) +2 to damage rolls when you have combat advantage - Light Blade Expertise.
CLASS

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

Daggermaster

LEVEL

11

BOOK

PH

Rogue

LEVEL

13

BOOK

PH

CLASS

Rogue

LEVEL

BOOK

PH

ENCOUNTER POWER

ENCOUNTER POWER

DAILY POWER

Compel the Craven


KEYWORDS

Knockout
USED KEYWORDS

Second Wind
USED KEYWORDS USED

Fear, Martial, Rattling, Weapon


* *

Martial, Weapon
*

Standard ACTION 22 ATTACK

Melee or Ranged weapon RANGE

Standard ACTION 22 ATTACK

Melee weapon RANGE

Standard ACTION AT-WILL ENCOUNTER

Personal RANGE DAILY

vs

Will DEFENSE

One creature TARGET

vs

Fort DEFENSE

One creature TARGET

Requirement: You must be wielding a crossbow, a light blade, or a sling. Attack: Dexterity vs. Will Hit: 2[W] + Dexterity modifier (+6) damage, and the target moves away from you a number of squares equal to your Charisma modifier (+5), avoiding unsafe squares and difficult terrain if it can. Miss: The target moves 1 square away from you, avoiding unsafe squares and difficult terrain if it can. Hidden Dagger +3: +22 attack, 2d4+12 damage Rhythm Blade Dagger +3: +22 attack, 2d4+12 damage
ADDITIONAL EFFECTS

Requirement: You must be wielding a light blade. Attack: Dexterity vs. Fortitude Hit: 2[W] + Dexterity modifier (+6) damage, and the target falls unconscious (save ends). If the unconscious target takes any damage, this unconsciousness ends. Miss: Half damage, and the target is dazed until the end of your next turn. Hidden Dagger +3: +22 attack, 2d4+12 damage Rhythm Blade Dagger +3: +22 attack, 2d4+12 damage
ADDITIONAL EFFECTS

Effect: Spend a healing surge and gain a +2 bonus to all defenses until the start of your next turn.

ADDITIONAL EFFECTS

+3d8 to damage once per turn (Sneak Attack) +2 to damage rolls when you have combat advantage - Light Blade Expertise.
CLASS

+3d8 to damage once per turn (Sneak Attack) +2 to damage rolls when you have combat advantage - Light Blade Expertise.
CLASS

Rogue

LEVEL

BOOK

MP

Rogue

LEVEL

BOOK

PH

CLASS

LEVEL

BOOK

PH

DAILY POWER
Nim

DAILY POWER
Page 4

UTILITY POWER

Fade Away
KEYWORDS

Ghost Sound
USED KEYWORDS

Body Equilibrium
USED KEYWORDS

Illusion

Arcane, Illusion 10

Psionic

USED

Imm Reaction ACTION AT-WILL ENCOUNTER

Personal RANGE DAILY

Minor ACTION AT-WILL

Ranged 10 RANGE ENCOUNTER DAILY

Move ACTION AT-WILL ENCOUNTER

Personal RANGE DAILY

Trigger: You take damage. Effect: You are invisible until you attack or until the end of your next turn.

Target: One object or unoccupied square 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 move your speed. During the move, you gain a +5 power bonus to Acrobatics checks to balance and do not sink when moving over soft or brittle terrain, such as dust, silt, mud, snow, or thin ice.

ADDITIONAL EFFECTS

ADDITIONAL EFFECTS

ADDITIONAL EFFECTS

CLASS

Gnome

LEVEL

BOOK

PH2

CLASS

Gnome

LEVEL

BOOK

PH

CLASS

LEVEL

BOOK

DSCS

UTILITY POWER

UTILITY POWER

UTILITY POWER

Sneak in the Attack


KEYWORDS

Swift Parry
USED KEYWORDS

Acrobat's Escape
USED KEYWORDS

Martial *

Martial, Weapon

Martial

USED

Minor ACTION

Melee 1 RANGE ENCOUNTER DAILY

Imm Interrupt ACTION AT-WILL ENCOUNTER

Personal RANGE DAILY

* Imm Reaction

Melee 1 RANGE ENCOUNTER DAILY

ACTION AT-WILL

AT-WILL

Target: One creature Effect: Until the start of your next turn, the next ally who hits the target and has combat advantage against it deals extra damage against it equal to your Sneak Attack damage.

Requirement: You must be wielding a light blade. Trigger: You are hit by a melee attack Effect: You gain a bonus to defenses against the triggering attack equal to your Charisma modifier (+5), and you gain combat advantage against the attacker until the end of your next turn.

Prerequisite: You must have training in Acrobatics. Trigger: An enemy enters a square adjacent to you. Target: The triggering enemy Effect: The target is immobilized until the start of its next turn. You then shift a number of squares up to your Dexterity modifier (+6) to a square that is not adjacent to the target.

ADDITIONAL EFFECTS

ADDITIONAL EFFECTS

ADDITIONAL EFFECTS

CLASS

Rogue

LEVEL

BOOK

MP

CLASS

Rogue

LEVEL

BOOK

Dragon 381

CLASS

Rogue

LEVEL

10

BOOK

PEHOTFL

UTILITY POWER

UTILITY POWER

UTILITY POWER

Meditation of the Blade


KEYWORDS

Rhythm Blade Dagger +3


USED

Hidden Dagger +3
5/10
RANGE

Martial

1d4
DAMAGE

3
PROFICIENT

Light Blade
GROUP

1d4
DAMAGE

3
PROFICIENT

Light Blade
GROUP

5/10
RANGE

Minor ACTION AT-WILL ENCOUNTER

Personal RANGE DAILY

+3 attack rolls and damage rolls


ENHANCEMENT
PROPERTIES

13
LEVEL

+1d6 damage per plus +3 attack rolls and damage rolls


CRITICAL
PROPERTIES

13
LEVEL

+3d6 damage
CRITICAL

ENHANCEMENT

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

While you wield this weapon in your off hand, your shield bonus to AC and Reflex increases by 1. Light Thrown, Off-hand Melee Basic Attack: +22 attack, 1d4+9 damage Ranged Basic Attack: +22 attack, 1d4+12 damage
AT-WILL
POWER

You gain an item bonus to initiative checks equal to the weapon's enhancement bonus. Light Thrown, Off-hand Melee Basic Attack: +22 attack, 1d4+9 damage Ranged Basic Attack: +22 attack, 1d4+12 damage
AT-WILL
POWER

ENCOUNTER

DAILY

ENCOUNTER

DAILY

Rarity: Uncommon

ADDITIONAL EFFECTS

Rarity: Uncommon Power (At-Will): Free Action (1/round). Effect: You draw or sheathe this weapon. If you sheathe this weapon, it vanishes, and only you can find and draw it.

CLASS

Daggermaster

LEVEL

12

BOOK

PH

ITEM SLOT

Off-hand

WEIGHT

PRICE

17000

BOOK

PH

ITEM SLOT

Off-hand

WEIGHT

PRICE

17000

BOOK

PH

UTILITY POWER
Nim

MAGIC WEAPON
Page 5

MAGIC WEAPON

Magic Drowmesh +3
2
AC BONUS

Blade Dancer's Regalia


SPEED

CHECK

1
QUANTITY

+3 AC
ENHANCEMENT
PROPERTIES

11
LEVEL

Armor
TYPE

Special: +1 Reflex

AT-WILL
POWER

ENCOUNTER

DAILY

The origin of the mysterious combat art known as the blade dance is hotly contested among those who study and perform it. This manner of fighting is known for its grace and control, and practitioners of the blade dance can be found among all races and cultures. Each group of blade dancers can be easily distinguished by the details of their unique style. However, the underlying similarities of the form remain apparent.

Rarity: Common

ITEM SLOT

Body

WEIGHT

10

PRICE

9000

BOOK

AV

2: You gain a bonus to AC against opportunity attacks equal to the number of items you have from this set. 5: You can use your Hunter's Quarry class feature as a free action instead of a minor action.
ITEM SET

MAGIC ITEM

Nim

Page 6

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