Zardoz HumanWizard lvl3

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Character Sheet

Player Name

Zardoz
Character Name

3
Level

Wizard
Class Height Weight Paragon Path Epic Destiny Deity Adventuring Company Total XP

2 250 Good

Human
Race

Medium
Size Age Gender

Alignment

RPGA Number

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

Initiative

20

CONDITIONAL MODIFIERS

AC

11

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

8 10 10 20 14 11

STR Strength
Constitution

-1 0 0 5 2 0 HIT POINTS

0 1 1 6 3

13

FORT 11

18 13

Passive Insight Passive Perception

10 + 10 +

8 3

CON DEX

CONDITIONAL BONUSES

DEFENSE

10 + 1/2 LVL ABIL

SPECIAL SENSES CLASS FEAT ENH MISC MISC

Dexterity

18

REF

11

1
ABILITY: ATT BONUS

INT Intelligence
Wisdom

ATTACK WORKSPACE
1/2 LVL ABIL CLASS PROF FEAT ENH MISC

CONDITIONAL BONUSES

Melee Basic Attack - Staff of Unparalleled Vision +

WIS CHA

DEFENSE

10 + 1/2 LVL ABIL

CLASS

FEAT

ENH

MISC

MISC

+ 3
ABILITY: ATT BONUS

-1
CLASS

2
PROF FEAT

1
ENH MISC

17

WILL 11

Melee Basic Attack - Dagger


1/2 LVL ABIL

CONDITIONAL BONUSES

Charisma

+ 3 ACTION POINTS
SURGES/DAY

-1

MAX HP
BLOODIED

HEALING SURGES
SURGE VALUE

28
CURRENT HIT POINTS

14
1/2 HP

7
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 ABIL FEAT ENH MISC MISC

Melee Basic Attack - Staff of Unparalleled Vision +

1d8 RACE FEATURES


Bonus Feat - Choose an extra feat at 1st level.
ABILITY: DAMAGE

-1
ABIL FEAT

1
ENH MISC MISC

Melee Basic Attack - Dagger

SECOND WIND 1/ENCOUNTER


TEMPORARY HIT POINTS

USED

Bonus Skill - Trained in one additional class skill. Bonus At-Will Power - Know one extra 1st-level attack power from your class.

1d4-1

-1 BASIC ATTACKS

DEATH SAVING THROW FAILURES


SAVING THROW MODS +1 to all saving throws RESISTANCES CURRENT CONDITIONS AND EFFECTS

ATTACK

DEFENSE

WEAPON OR POWER

DAMAGE

Human Defense Bonuses - +1 to Fortitude, Reflex, and Will.

vs

Magic Missile (Staff of Unparalleled Vision

3 4 0

vs vs vs

AC AC AC

Dagger (Melee) Dagger (Range) Unarmed (Melee)

1d4-1 1d4 1d4-1

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

CLASS / PATH / DESTINY FEATURES


Arcane Implement Mastery - Choose Orb of Imposition, Staff of Defense, or Wand of Accuracy. Staff of Defense - With staff, +1 AC. Plus, add Con mod to defense against one attack, even after you know damage (encounter, immediate interrupt). Cantrips - Use ghost sound, light, mage hand, and prestidigitation as at-will powers.
3 1 3 6 3 1 3 3 6 1 1 1 5 0 0 5 5 0 0 0 5 0 0 0 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 0 0 0 0 0 1 0 0 Page 1

FEATS
Armor Proficiency (Leather) - Training with leather armor Ritual Caster - Master and perform rituals Human Perseverance - +1 to saving throws Initiate of the Faith - Cleric: Religion skill, healing word 1/ day

1 11 1 1 6 8 1 3 11 8 1 3 3 11 2 1 1

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

1 6 0 1 1

0 5 0 0 5

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

0 0 1 0 0

Ritual Casting - Gain Ritual Caster as a bonus feat. Spellbook - Three 1st-level rituals, plus more at higher levels. Also, twice the daily and utility spells you can use; choose from among these at each extended rest.

LANGUAGES KNOWN
Supernal, Common, Deep Speech

Zardoz

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
Thunderwave Ghost Sound Light Mage Hand Prestidigitation Magic Missile Scorching Burst
WEAPON WEAPON WEAPON WEAPON ARMOR ARMS FEET HANDS

MAGIC ITEMS
Staff of Unparalleled Vision +1 (Off-hand) (E)

Sylvan Leather Armor +1 (E)

ENCOUNTER POWERS
Second Wind Staff of Defense Force Orb Color Spray
HEAD NECK RING RING WAIST

Cloak of Resistance +1 (E)

PERSONALITY TRAITS
Potion of Healing (heroic tier) (2)

DAILY POWERS
Flaming Sphere Sleep Healing Word

MANNERISMS AND APPEARANCE


UTILITY POWERS
Shield Feather Fall

Daily Item Powers Per Day


Heroic (1-10) Paragon (11-20) Epic (21-30) Milestone Milestone Milestone / / / / / / / / /

CHARACTER BACKGROUND

OTHER EQUIPMENT
Spellbook Adventurer's Kit Dagger Arcane Mark

RITUALS / ALCHEMY
Comprehend Language Magic Mouth Make Whole Explorer's Fire Endure Elements Eye of Alarm Detect Secret Doors

COMPANIONS AND ALLIES

SESSION AND CAMPAIGN NOTES

COINS AND OTHER WEALTH


Money on hand: 50 gp Stored money: 0 gp Encumbrance: 53 / 80

Zardoz

Page 2

CHARACTER NAME

Zardoz
PLAYER NAME

Skills
1 11 1 1 6 8 1 3 11 8 1 3 3 11 2 1 1 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

Human

CLASS

Wizard

LEVEL

SCORE ABILITY

MOD

HP 28 Spd 6 Init +1

STR 1

10 CON +0 10 DEX +0 20 INT +5 14 WIS +2 11 CHA +0

AC 20 Fort 13 Ref 18 Will 17


Passive Perception

(Trained) (Trained)

(Trained) (Trained)

(Trained)

ADDITIONAL EFFECTS

18
PLAY DATA

Passive Insight

13

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

Melee Basic Attack


KEYWORDS

Ranged Basic Attack


USED KEYWORDS

Weapon
*

Weapon
*

USED

Standard ACTION AT-WILL ENCOUNTER

Personal RANGE DAILY

Standard ACTION 3 ATTACK

Melee weapon RANGE

Standard ACTION 4 ATTACK vs

Ranged weapon RANGE

vs

AC DEFENSE

One creature TARGET

AC DEFENSE

One creature TARGET

Effect: You spend a healing surge and regain 7 hit points. You gain a +2 bonus to all defenses until the start of your next turn.

Attack: Strength vs. AC Hit: 1[W] + Strength modifier (-1) damage. Increase damage to 2[W] + Strength modifier (-1) at 21st level. Special: You can use an unarmed attack as a weapon to make a melee basic attack. Staff of Unparalleled Vision +1: +3 attack, 1d8 damage Dagger: +3 attack, 1d4-1 damage Unarmed: +0 attack, 1d4-1 damage

Attack: Dexterity vs. AC Hit: 1[W] + Dexterity modifier (+0) damage. Increase damage to 2[W] + Dexterity modifier (+0) at 21st level. Special: Weapons with the heavy thrown property use Strength instead of Dexterity for attack rolls and damage rolls. Warlocks can use eldritch blast as a ranged basic attack, and wizards can use magic missile as a ranged basic attack. Dagger: +4 attack, 1d4 damage Unarmed: +1 attack, 1d4 damage
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

Thunderwave
KEYWORDS

Ghost Sound
USED KEYWORDS

Light
USED KEYWORDS

Arcane, Implement, Thunder Close blast 3


3

Arcane, Illusion
10

Arcane
5

USED

Standard ACTION 7 ATTACK

Standard ACTION vs ATTACK

Ranged 10 RANGE One object or unoccupied square

Minor ACTION vs ATTACK

Ranged 5 RANGE One object or unoccupied square

RANGE Fort DEFENSE Each creature in blast TARGET

vs

DEFENSE

TARGET

DEFENSE

TARGET

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 (+2). Increase damage to 2d6 + Intelligence modifier (+5) at 21st level. Staff of Unparalleled Vision +1: +7 attack, 1d6+6 damage Unarmed: +6 attack, 1d6+5 damage
ADDITIONAL EFFECTS

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.

ADDITIONAL EFFECTS

ADDITIONAL EFFECTS

CLASS

Wizard

LEVEL

BOOK

PH

CLASS

Wizard

LEVEL

BOOK

PH

CLASS

Wizard

LEVEL

BOOK

PH

AT-WILL POWER
Zardoz

AT-WILL POWER
Page 3

AT-WILL POWER

Mage Hand
KEYWORDS

Prestidigitation
USED KEYWORDS

Magic Missile
USED KEYWORDS

Arcane, Conjuration
5

Arcane
2

Arcane, Force, Implement


20

USED

Minor ACTION vs ATTACK

Ranged 5 RANGE

Standard ACTION vs

Ranged 2 RANGE

Standard ACTION vs

Ranged 20 RANGE One creature

DEFENSE

TARGET

ATTACK

DEFENSE

TARGET

ATTACK

DEFENSE

TARGET

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

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.

Effect: 2 + Intelligence modifier (+5) force damage. Level 11: 3 + Intelligence modifier (+5) force damage. Level 21: 5 + Intelligence modifier (+5) force damage. Special: If the implement used with this power has an enhancement bonus, add that bonus to the damage. In addition, you can use this power as a ranged basic attack.
ADDITIONAL EFFECTS

ADDITIONAL EFFECTS

CLASS

Wizard

LEVEL

BOOK

PH

CLASS

Wizard

LEVEL

BOOK

PH

CLASS

Wizard

LEVEL

BOOK

PH

AT-WILL POWER

AT-WILL POWER

AT-WILL POWER

Scorching Burst
KEYWORDS

Staff of Defense
USED KEYWORDS

Force Orb
USED KEYWORDS

Arcane, Fire, Implement


10 1

Implement

Arcane, Force, Implement


20

USED

Standard ACTION 7 ATTACK vs

Area burst 1 within 10 squares RANGE Each creature in burst TARGET

Imm Interrupt ACTION vs ATTACK DEFENSE TARGET RANGE

Standard ACTION 7 ATTACK vs

Ranged 20 RANGE

Reflex DEFENSE

Reflex DEFENSE

One creature or object TARGET

Attack: Intelligence vs. Reflex Hit: 1d6 + Intelligence modifier (+5) fire damage. Increase damage to 2d6 + Intelligence modifier (+5) at 21st level. Staff of Unparalleled Vision +1: +7 attack, 1d6+6 damage Unarmed: +6 attack, 1d6+5 damage

Effect: you gain a bonus to defense against one attack equal to your Constitution modifier (+0). You can declare the bonus after the Dungeon Master has already told you the damage total. Requirement: You must wield your staff.

Attack: Intelligence vs. Reflex Hit: 2d8 + Intelligence modifier (+5) force damage. Make a secondary attack. Secondary Target: Each enemy adjacent to the primary target Secondary Attack: Intelligence vs. Reflex Hit: 1d10 + Intelligence modifier (+5) force damage. Staff of Unparalleled Vision +1: +7 attack, 2d8+6 damage Unarmed: +6 attack, 2d8+5 damage

ADDITIONAL EFFECTS

ADDITIONAL EFFECTS

ADDITIONAL EFFECTS

CLASS

Wizard

LEVEL

BOOK

PH

CLASS

LEVEL

BOOK

PH

CLASS

Wizard

LEVEL

BOOK

PH

AT-WILL POWER

ENCOUNTER POWER

ENCOUNTER POWER

Color Spray
KEYWORDS

Flaming Sphere
USED KEYWORDS

Healing Word
USED KEYWORDS

Arcane, Implement, Radiant Close blast 5


5

Arcane, Conjuration, Fire, Implement


10

Divine, Healing

USED

Standard ACTION 7 ATTACK

Standard ACTION 7 ATTACK vs

Ranged 10 RANGE

Minor ACTION
5

Close burst 5 (10 at 11th level, 15 at 21st level) RANGE You or one ally DEFENSE TARGET

RANGE Will DEFENSE Each creature in blast TARGET

vs

Reflex DEFENSE TARGET ATTACK

vs

Attack: Intelligence vs. Will Hit: 1d6 + Intelligence modifier (+5) radiant damage, and the target is dazed until the end of your next turn. Staff of Unparalleled Vision +1: +7 attack, 1d6+6 damage Unarmed: +6 attack, 1d6+5 damage

Effect: You conjure a Medium flaming sphere that occupies a square within range, and the sphere attacks. Any creature that starts its turn adjacent to the sphere takes 1d4 + Intelligence modifier (+5) fire damage. As a move action, you can move the sphere 6 squares. Attack: Intelligence vs. Reflex Hit: 2d6 + Intelligence modifier (+5) fire damage. Sustain Minor: You can sustain this power until the end of the encounter. As a standard action, you can make another attack with the sphere. Staff of Unparalleled Vision +1: +7 attack, 2d6+6 damage Unarmed: +6 attack, 2d6+5 damage

Effect: The target can spend a healing surge and regain an additional 1d6 hit points. Increase the amount of additional hit points regained to 2d6 at 6th level, 3d6 at 11th level, 4d6 at 16th level, 5d6 at 21st level, and 6d6 at 26th level. Unarmed: +1 attack

ADDITIONAL EFFECTS

ADDITIONAL EFFECTS

ADDITIONAL EFFECTS

CLASS

Wizard

LEVEL

BOOK

PH

CLASS

Wizard

LEVEL

BOOK

PH

CLASS

Cleric

LEVEL

BOOK

PH

ENCOUNTER POWER
Zardoz

DAILY POWER
Page 4

DAILY POWER

Sleep
SPELLBOOK
KEYWORDS

Shield
Arcane, Implement, Sleep
20 2
USED KEYWORDS

Feather Fall
SPELLBOOK
USED KEYWORDS

Arcane, Force

Arcane 10

USED

Standard ACTION 7 ATTACK vs

Area burst 2 within 20 squares RANGE Each creature in burst TARGET

Imm Interrupt ACTION AT-WILL ENCOUNTER

Personal RANGE DAILY

Free ACTION AT-WILL

Ranged 10 RANGE ENCOUNTER DAILY

Will DEFENSE

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). Staff of Unparalleled Vision +1: +7 attack Unarmed: +6 attack

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.

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.

ADDITIONAL EFFECTS

ADDITIONAL EFFECTS

ADDITIONAL EFFECTS

CLASS

Wizard

LEVEL

BOOK

PH

CLASS

Wizard

LEVEL

BOOK

PH

CLASS

Wizard

LEVEL

BOOK

PH

DAILY POWER

UTILITY POWER

UTILITY POWER

Dagger
1d4
DAMAGE
PROPERTIES

Spellbook
3
PROFICIENT

Adventurer's Kit
1 1
AC BONUS
PROPERTIES

Light Blade
GROUP

5/10
RANGE AC BONUS
PROPERTIES

CHECK

SPEED

QUANTITY

CHECK

SPEED

QUANTITY

Light Thrown (A basic attack with a light thrown weapon uses your Dexterity. Light thrown weapons don't deal as much damage as heavy thrown weapons, but some powers let you hurl several of them at once or in rapid succession.). Off-Hand (An off-hand weapon is light enough that you can hold it and attack effectively with it while holding a weapon in your main hand. You can't attack with both weapons in the same turn, unless you have a power that lets you do so, but you can attack with either weapon.). Melee Basic Attack: +3 attack, 1d4-1 damage Ranged Basic Attack: +4 attack, 1d4 damage
NOTES

Wizards keep the daily spells, the utility spells, and the rituals they've learned in a spellbook.

This kit includes: a backpack, a bedroll, flint and steel, a belt pouch, two sunrods, ten days' worth of trail rations, 50 feet of hempen rope, and a waterskin.

NOTES

NOTES

ITEM SLOT

Off-hand

WEIGHT

PRICE

BOOK

PH

ITEM SLOT

WEIGHT

PRICE

50

BOOK

PH

ITEM SLOT

WEIGHT

33

PRICE

15

BOOK

PH

WEAPON

ITEM

ITEM

Arcane Mark
1
AC BONUS
PROPERTIES

Comprehend Language
1
AC BONUS
PROPERTIES

Magic Mouth
1
AC BONUS
PROPERTIES

CHECK

SPEED

QUANTITY

CHECK

SPEED

QUANTITY

CHECK

SPEED

QUANTITY

You set your personal arcane mark on an object. It manifests as a unique sigil of your devising. After the first moment, it is invisible and can be seen only by a creature using Arcana to detect magic. Ritual casters use arcane marks to identify their property and sometimes to designate places of great import.

When beginning the ritual, choose a language you have heard or a piece of writing you have seen within the past 24 hours. Using this ritual on a language you have heard allows you to understand it when spoken for the next 24 hours and, if your Arcana check result is 35 or higher, to speak the language fluently for the duration. Using this ritual on a language you have seen as a piece of writing allows you to read the language for the next 24 hours and, if your Arcana check result is 35 or higher, to write the language in its native script or in any other script you know for the duration. Using this ritual on a language you have both heard and seen as a piece of writing within the past 24 hours allows you to understand it in both forms for the next 24 hours, and an Arcana check result of 35 or higher allows you to speak and write the language.
NOTES

You bind a message into a surface you touch. When conditions you set are met, the surface manifests a mouth and conveys your message, discharging the ritual. The mouth appears to be made out of the same material as the surface, but you otherwise decide the mouth's appearance.

NOTES

NOTES

ITEM SLOT

WEIGHT

PRICE

BOOK

FRPG

ITEM SLOT

WEIGHT

PRICE

BOOK

PH

ITEM SLOT

WEIGHT

PRICE

BOOK

PH

ITEM
Zardoz

ITEM
Page 5

ITEM

Make Whole
1
AC BONUS
PROPERTIES

Explorer's Fire
1
AC BONUS
PROPERTIES

Endure Elements
1
AC BONUS
PROPERTIES

CHECK

SPEED

QUANTITY

CHECK

SPEED

QUANTITY

CHECK

SPEED

QUANTITY

A single object that can fit in a 10-foot cube is completely repaired. The component cost is 20 percent of the item's cost. In cases where you attempt to repair an item not on any price list, the DM determines the cost.

You alter one fire of bonfire size or smaller within 5 squares of you. Light cast by the fire cannot be seen from more than 5 squares from the fire. The fire's light is unchanged within that radius, and the ritual does not diminish or contain the fire's heat or sounds.

The Endure Elements ritual lets you designate up to five ritual participants, including yourself, who ignore penalties associated with extremes of nonmagical weather. An affected creature suffers no ill effects from ambient temperatures between 50 and 140 degrees Fahrenheit, and the creature's equipment is likewise protected from the ravages of these temperatures and of precipitation.

NOTES

NOTES

NOTES

ITEM SLOT

WEIGHT

PRICE

BOOK

PH

ITEM SLOT

WEIGHT

PRICE

BOOK

Dragon 366

ITEM SLOT

WEIGHT

PRICE

BOOK

PH

ITEM

ITEM

ITEM

Eye of Alarm
1
AC BONUS
PROPERTIES This ritual creates watchful eyes that you place in any square within 10 squares of where you perform the ritual. Each eye is located in a particular square; it is intangible and can't be interacted with physically. The eyes are nearly invisible and have a Stealth check result of 20 + your level to avoid detection. : Your Arcana check determines how many eyes you can place and what type of vision or sensory ability they possess. Arcana Check Result : Eyes Created : Vision or Ability 19 or lower : One : Normal 2039 : Three : Darkvision 40 or higher : Five : Darkvision and tremorsense 12 squares The eyes do not hear, but they see well. Each uses your Perception modifier, with a +5 bonus. : If an eye sees an intruder, it emits a loud warning sound defined by you during the ritual. This sound could be anything from a stentorian Enemies approach! to an owl's screech to a fanfare of trumpets. The Perception DC to hear the eye's sound is 0 (modified by distance as normal). : The eyes never consider you an intruder. In addition, you can designate any number of other ritual participants as nonintruders. When you perform the ritual, you can also designate one or more categories of creatures that the eyes will ignore. You can define these categories by obvious physical characteristics (such as height, weight, or body shape), creature type (such as humanoid), creature race (such as hill giant), or obvious equipment (such as a creature carrying a shield with NOTES

Detect Secret Doors


1
AC BONUS
PROPERTIES

Staff of Unparalleled Vision +1

CHECK

SPEED

QUANTITY

CHECK

SPEED

QUANTITY

DAMAGE

PROFICIENT

GROUP

RANGE

Make an Arcana check. Use the result as a bonus to a Perception check you immediately make to find any secret or hidden doors in your line of sight. If anyone aided you while performing this ritual, they can't help you make the resulting Perception check.

+1 attack rolls and damage rolls


ENHANCEMENT
PROPERTIES

4
LEVEL

+1d6 damage
CRITICAL

When you use a ranged or area arcane power, add the enhancement bonus of this staff to the power's range. For example, a +3 staff of unparalled vision would increase area burst 5 within 10 squares to area burst 5 within 13 squares.
AT-WILL
POWER

ENCOUNTER

DAILY

NOTES

ITEM SLOT

WEIGHT

PRICE

BOOK

PH

ITEM SLOT

WEIGHT

PRICE

BOOK

PH

ITEM SLOT

Off-hand

WEIGHT

PRICE

840

BOOK

AV

ITEM

ITEM

MAGIC WEAPON

Cloak of Resistance +1
1
AC BONUS CHECK SPEED QUANTITY

Sylvan Leather Armor +1


2
AC BONUS

Potion of Healing (heroic tier)


1
QUANTITY AC BONUS CHECK SPEED

CHECK

2
QUANTITY

SPEED

+1 Fortitude, Reflex, and Will


ENHANCEMENT
PROPERTIES

2
LEVEL

Neck Slot Item


TYPE
PROPERTIES

+1 AC
ENHANCEMENT

3
LEVEL

Armor
TYPE
PROPERTIES

5
ENHANCEMENT LEVEL

Potion
TYPE

Gain an item bonus to Athletics checks and Stealth checks equal to the armor's enhancement bonus.

AT-WILL
POWER

ENCOUNTER

DAILY

AT-WILL
POWER

ENCOUNTER

DAILY

AT-WILL
POWER

ENCOUNTER

DAILY

Power (Daily): Minor Action. Gain resist 5 to all damage until the start of your next turn.

Power (Consumable Healing): Minor Action. Drink this potion and spend a healing surge. Instead of the hit points you would normally regain, you regain 10 hit points.

ITEM SLOT

Neck

WEIGHT

PRICE

520

BOOK

PH

ITEM SLOT

Body

WEIGHT

15

PRICE

680

BOOK

PH

ITEM SLOT

WEIGHT

PRICE

50

BOOK

PH

MAGIC ITEM
Zardoz

MAGIC ITEM
Page 6

MAGIC ITEM

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