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Snares Power Cards
Snares Power Cards
Snares Power Cards
Effect: You spend a healing surge and regain 20 ATTACK DEFENSE TARGET ATTACK DEFENSE TARGET
hit points. You gain a +2 bonus to all defenses Attack: Charisma vs. Will Attack: Charisma vs. AC
until the start of your next turn. Hit: 1d6 + Charisma modifier (+6) psychic Hit: 1[W] + Charisma modifier (+6) damage,
damage, and the target takes a -2 penalty to and the target takes a -2 penalty to the defense
attack rolls until the end of your next turn. of your choice until the end of your next turn.
Level 21: 2d6 + Charisma modifier (+6) damage. Level 21: 2[W] + Charisma modifier (+6)
damage.
Accurate wand of Psychic Ravaging +3: +16
attack, 1d6+11 damage Magic Short sword +3: +19 attack, 1d6+9
damage
Effect: You cause a sound as quiet as a whisper Effect: You cause the target to shed bright light. Effect: You conjure a spectral, floating hand in an unoccupied
square within range. The hand picks up, moves, or manipulates
or as loud as a yelling or fighting creature to The light fills the target's square and all squares an adjacent object weighing 20 pounds or less and carries it up
emanate from the target. You can produce within 4 squares of it. The light lasts for 5 to 5 squares. If you are holding the object when you use this
nonvocal sounds such as the ringing of a sword minutes. Putting out the light is a free action. power, the hand can move the object into a pack, a pouch, a
sheath, or a similar container and simultaneously move any one
blow, jingling armor, or scraping stone. If you Special: You can have only one light cantrip object carried or worn anywhere on your body into your hand.
whisper, you can whisper quietly enough that active at a time. If you create a new light, your As a move action, you can move the hand up to 5 squares. As
only creatures adjacent to the target can hear previously cast light winks out. 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
your words. up or manipulate a different object.
Sustain Minor: You can sustain the hand indefinitely.
Special: You can create only one hand at a time.
Attack: Charisma vs. Will Attack: Charisma vs. Will Attack: Charisma vs. Will
Hit: Choose yourself or an ally. The target cannot Hit: 1d6 + Charisma modifier (+6) psychic damage. Until Hit: 2d6 + Charisma modifier (+6) psychic
the end of your next turn, the target grants combat
attack that character until the end of your next advantage to one ally within 10 squares of you.
damage, and you or an ally within 10 squares of
turn or until you or one of your allies attacks the Effect: One ally within 10 squares of you gains a +4 you becomes invisible to the target until the end
target. bonus to AC against opportunity attacks until the end of of your next turn.
your next turn.
Accurate wand of Psychic Ravaging +3: +16 Virtue of Prescience: The ally's bonus to AC against Accurate wand of Psychic Ravaging +3: +16
opportunity attacks equals 3 + your Wisdom modifier
attack attack, 2d6+11 damage
(+0).
Attack: Intelligence vs. Reflex Trigger: You hit or miss with an arcane at-will Attack: Charisma vs. Will
Hit: 1d6 + Intelligence modifier (+3) fire attack power, or you hit no targets with a melee Hit: 1d6 + Charisma modifier (+6) psychic
damage. or ranged arcane encounter attack power. damage, and you are invisible to the target until
Increase damage to 2d6 + Intelligence modifier Effect: You regain the use of and immediately the start of your next turn.
(+3) at 21st level. use the triggering power. Increase damage to 2d6 + Charisma modifier
(+6) at 21st level.
Accurate wand of Psychic Ravaging +3: +13
attack, 1d6+6 damage Unarmed: +12 attack, 1d6+8 damage
Attack: Charisma vs. Will Attack: Charisma vs. Will Attack: Charisma vs. Will
Hit: 2d8 + Charisma modifier (+6) psychic Hit: The target is dominated until the end of your Hit: 2d8 + Charisma modifier (+6) damage.
damage. next turn. Miss: Half damage.
Miss: Half damage. Effect: The target makes a basic attack against Effect: Whenever the target misses with an
Effect: The next time an ally misses the target an enemy of your choice as a free action. attack, it provokes opportunity attacks from you
with an attack during this encounter, you roll a and your allies (save ends).
d20 and replace the ally's attack roll with yours. Accurate wand of Psychic Ravaging +3: +16
attack Accurate wand of Psychic Ravaging +3: +16
Accurate wand of Psychic Ravaging +3: +16 attack, 2d8+9 damage
attack, 2d8+11 damage
Target: You and each ally in burst Trigger: You make a Bluff, a Diplomacy, or an Target: You and each ally in burst
Effect: Choose a skill. Until the end of the Intimidate check and dislike the result Effect: You transform the auditory, tactile, and
encounter, each target gains a +2 power bonus Effect: You make a Bluff check and use either visual qualities of the targets' bodies and
to his or her next check using that skill. result. equipment. Each target assumes the appearance
Prerequisite: You must be trained in Bluff. of a humanoid of the same size, even the
appearance of a specific individual you have
seen. The illusion lasts for 1 hour, or you can end
it as a minor action. A creature can recognize a
target's form as illusory with an Insight check
opposed by that target's Bluff check with a +5
power bonus.
Target: You and one ally in the burst Trigger: You would make an Acrobatics, an Gain a +2 item bonus to damage rolls when you
Effect: You and the ally each take a move action Athletics, or a Perception check in an urban use this wand to attack with a power that has the
as a free action. environment implement and psychic keywords.
Effect: You make a Streetwise check in place of
the Acrobatics, Athletics, or Perception check.
Prerequisite: You must be trained in Streetwise.
AT-WILL ENCOUNTER DAILY
POWER
CLASS LEVEL BOOK CLASS LEVEL BOOK ITEM SLOT WEIGHT PRICE BOOK
Resourceful Magician 12 Dragon 376 Streetwise 6 PH3 Off-hand 0 17000 PH3
UTILITY POWER UTILITY POWER MAGIC WEAPON
+3 attack rolls and damage rolls 11 +3d6 damage +3 AC 12 Armor +2 Fortitude, Reflex, and Will 8 Neck Slot Item
ENHANCEMENT LEVEL CRITICAL ENHANCEMENT LEVEL TYPE ENHANCEMENT LEVEL TYPE
PROPERTIES PROPERTIES PROPERTIES
Off-hand Githzerai weavers first taught other peoples the Gain an item bonus to Bluff and Diplomacy
methods of making githweave. It's clear that the checks equal to the item's enhancement bonus.
Melee Basic Attack: +13 attack, 1d6+3 damage githzerai took these techniques from their
erstwhile masters, the mind flayers.
Power (At-Will • Radiant): Minor Action. The robe Power (Daily): Free Action. Use this power after
radiates colored lights, illuminating like a torch. You can you roll a Bluff or Diplomacy check. Reroll that
end the illumination as a free action.
check, using the second result even if it's lower.
Power (Daily • Radiant): Standard Action. The robe
shines bright with myriad colors. Make an attack: Close
burst 2; Intelligence or Charisma vs. Will (add the robe's
enhancement bonus as an enhancement bonus to the
attack roll); on a hit, the target is dazed (save ends).
ITEM SLOT WEIGHT PRICE BOOK ITEM SLOT WEIGHT PRICE BOOK ITEM SLOT WEIGHT PRICE BOOK
Off-hand 2 9000 PH Body 2 13000 AV Neck 0 3400 AV
MAGIC WEAPON MAGIC ITEM MAGIC ITEM
Everlasting Provisions (heroic tier) Sun Globe (heroic tier) Reading Spectacles (heroic tier)
1 1 1
AC BONUS CHECK SPEED QUANTITY AC BONUS CHECK SPEED QUANTITY AC BONUS CHECK SPEED QUANTITY
After an extended rest, you open the basket, You can command this item to shed bright or dim You can read any language while wearing this
creating enough food and water to feed five light either 5 or 10 squares in all directions as a item.
Medium or Small creatures (or one Large free action (or to shed no light).
creature) for 24 hours.
ITEM SLOT WEIGHT PRICE BOOK ITEM SLOT WEIGHT PRICE BOOK ITEM SLOT WEIGHT PRICE BOOK
0 840 PH 0 360 AV2 Head 0 520 AV