| Awrack the Storm Crow
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played by Leperflesh
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| Level 5 Unaligned Kenku Sorcerer
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XP 5839
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| STR: 8 (+1)
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DEX: 19 (+6)
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WIS: 10 (+2)
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Hit Points: 44
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| CON: 12 (+3)
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INT: 12 (+3)
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CHA: 19 (+6)
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Bloodied: 22
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| Surges: 7
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Surge Value: 11 HP
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| Initiative: +6
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Speed: 6
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Deity:
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| AC: 16
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Fort: 13
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Reflex: 16
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Will: 18
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| Sorcerer Class Features: Storm Soul: Resist thunder and lightning and pierce thunder and lightning with your spells, end your resistance to gain +4 to all defenses. Storm Power: Add Dexterity modifier to damage. Storm's Embrace: On a 20 push 1 and fly 5 squares.
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| Racial Features:
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| Flock Effect: Gain +3 against flanked creature instead of +2, and grant +3 to attack rolls and checks with aid action instead of +2.
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| Mimicry: Mimic sounds and voices with a successful Insight check (opposed by Bluff).
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| Feats:
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| Arcane Familiar: You gain a familiar.
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| Sorcerous Blade Channeling: When you use any ranged sorcerer attack power through a dagger, you can use the power as a melee attack. If you do so, the power’s range equals your melee reach.
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| Oncoming Storm: When you hit with any lightning attack power, you gain a +1 bonus to attack rolls with thunder powers until the end of your next turn.
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| Implement Expertise (Dagger): You gain a +1 bonus to attack rolls with any implement power you use through this type of implement.
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| Languages:
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Common
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| Skills:
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Arcana +10, Bluff +13, Insight +7, Nature +7
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| Background:
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Birth - Omen (+2 Arcana)
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| Equipment:
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Adventurer's kit, climber's kit, fur cloak, Potion of Healing (3), show shoes.
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| Combat:
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| Dagger: +5 vs. AC; 1d4 damage.
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| Unarmed: +2 vs. AC; 1d4 damage.
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| Crow
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Familiar
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| Crows are known for their keen senses and skill in uncovering hidden knowledge.
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| Speed 2, fly 6 (hover)
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Senses low-light vision
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| Constant Benefits
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| You gain a +4 bonus to Perception checks made to find hidden objects.
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| Active Benefits
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| Crow's Speech: A crow can speak any language you know, and it can converse with other creatures. When it speaks, you hear everything it says and hear everything spoken to it. You can dictate its answers if you so choose.
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Powers
At-Will
| Lightning Strike
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Sorcerer Attack 1
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| Lightning strikes your foe and then ricochets to another enemy.
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| At-Will ✦ Arcane, Implement, Lightning
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| Standard Action
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Ranged 10
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| Target: One creature
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| Attack: +8 vs. Reflex
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| Hit: 1d8 + 4 lightning damage. A creature of your choice other than the target and within 10 squares of the target takes 4 lightning damage.
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| Storm Magic: You can apply your Storm Power bonus either to the damage roll against the target or to the damage taken by the enemy within 10 squares of the target.
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| Storm Walk
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Sorcerer Attack 1
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| The thunder of your steps batters your foe.
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| At-Will ✦ Arcane, Implement, Thunder
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| Standard Action
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Ranged 10
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| Target: One creature
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| Attack: +8 vs. Fortitude
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| Hit: 1d8 + 8 thunder damage.
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| Effect: Before or after the attack, you shift 1 square.
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| Mage Hand
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Wizard Cantrip 1
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| You gesture toward an object nearby, and a spectral floating hand lifts the object into the air and moves it where you wish.
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| At-Will ✦ Arcane, Conjuration
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| Minor Action
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Ranged 5
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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.
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| Sustain Minor: You can sustain the hand indefinitely.
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| Special: You can create only one hand at a time.
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| Prestidigitation
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Wizard Cantrip 1
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| You perform an amusing magical trick, such as creating a dancing wisp of light, freshening a wilting flower, making a coin invisible, or warming a cold drink.
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| At-Will ✦ Arcane
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| Standard Action
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Ranged 2
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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.
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| Special: You can have as many as three prestidigitation effects active at one time.
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Encounter
| Whirlwind
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Sorcerer Attack 1
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| You create a small whirlwind that buffets creatures and knocks them off their feet.
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| Encounter ✦ Arcane, Implement
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| Standard Action
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Area burst 1 within 10 squares
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| Target: Each creature in burst
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| Storm Magic: You can choose not to target a creature in the origin square of the burst.
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| Attack: +8 vs. Fortitude
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| Hit: 1d10 + 8 damage, and you knock the target prone.
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| Sorcerous Sirocco
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Sorcerer Utility 2
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| You exhale a magic-enhanced breath that briefly sends you and an ally flying through the air.
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| Encounter ✦ Arcane
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| Standard Action
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Close burst 10
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| Target: You and one ally in burst
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| Effect: Each target moves a number of squares equal to his or her speed + 2. Each target can fly during this movement but falls if he or she does not land by the end of the movement.
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| Thundering Gust
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Sorcerer Attack 3
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| You call forth the force of the raging storm and shrieking gales. Wind howls about your foes, buffeting them and sliding them.
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| Encounter ✦ Arcane, Implement, Thunder
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| Standard Action
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Close blast 3
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| Target: Each creature in blast
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| Attack: +8 vs. Fortitude
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| Hit: 1d10 + 8 thunder damage, and you slide the target 4 squares.
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| Storm Magic: If you choose not to slide any targets, until the end of your next turn, you gain fly speed 5, and you can hover.
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Daily
| Howling Tempest
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Sorcerer Attack 1
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| You summon a howling storm on the battlefield. The tempest's thunder deafens your foes, and its winds scatter them.
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| Daily ✦ Arcane, Implement, Thunder, Zone
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| Standard Action
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Area burst 1 within 10 squares
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| Target: Each creature in burst
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| Storm Magic: You can choose not to target a creature in the origin square of the burst.
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| Attack: +8 vs. Fortitude
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| Hit: 2d6 + 8 thunder damage, and the target is deafened (save ends). You slide the target 4 squares.
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| Effect: The burst creates a zone of deafening wind that lasts until the end of your next turn. Each creature that starts its turn within the zone takes 4 thunder damage. As a move action, you can move the zone 3 squares.
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| Sustain Minor: The zone persists.
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| Serpentine Blast
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Sorcerer Attack 5
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| A bolt of lightning leaps from your fingers to strike at your foe, twisting past obstacles.
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| Daily ✦ Arcane, Implement, Lightning
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| Standard Action
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Ranged 10
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| Target: One creature
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| Attack: +8 vs. Reflex. The attack ignores cover and concealment, but not superior cover or total concealment.
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| Hit: 3d10 + 8 lightning damage.
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| Miss: Half damage.
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Items
| Bestial Armor
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Level 3
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| Crafted from the skin, fur, and bones of cave bears, this armor gives its wearer a feral relentlessness when pursuing prey.
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| Armor: Leather
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680 gp
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| Enhancement: +1 AC
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| Power (Daily): Free Action. Use this power when you hit a target after a charge. Make a melee basic attack with a +2 power bonus against the same target.
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| Sylvan Armor
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Level 3
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| This brown and gray armor is favored by those who want to move like a leaf carried along on a forest breeze.
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| Armor: Cloth
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680 gp
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| Enhancement: +1 AC
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| Property: Gain a +1 item bonus to Athletics checks and Stealth checks.
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| Dragonclaw Armor
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Level 4
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| Sharp talons curl out from between the folds of this suit of armor.
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| Armor: Hide
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840 gp
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| Enhancement: +1 AC
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| Power (Daily): Immediate Interrupt. Use this power when another creature grabs you. You immediately use the escape action with a +5 bonus to escape the grab and deal 5 damage to the creature that grabbed you.
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| Gravespawn Potion
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Level 5
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| This deep purple, putrescent liquid fends off diseases and poisons.
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| Potion
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50 gp
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| Power (Consumable): Minor Action. Drink this potion and spend a healing surge. You do not regain hit points as normal. Instead, gain resist 5 necrotic and resist 5 poison until the end of the encounter. You also gain a +5 power bonus to your next Endurance check against any disease of level 5 or lower.
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| Wolfslayer
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Level 3
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| You wear the hides of the pack you killed, imbuing you with their ferocious power.
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| Renown Boon
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680 gp
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| Property: Gain a +1 item bonus to attack rolls.
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| Power (Encounter): Minor Action. Until the end of the encounter, you gain a +1 item bonus to damage rolls.
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| Clockwork Bomb
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Level 4
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| You set the device on the ground and hope that it detonates when you want it to.
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| Alchemical Item
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40 gp
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| Power (Consumable ✦ Fire): Minor Action. Place the clockwork bomb in your space or in a square adjacent to you, and decide how many rounds pass before the bomb goes off (6 rounds maximum). Each round, at the start of your turn, move the clockwork bomb one square in a direction of your choosing and roll a d6. On a roll of 6, the bomb detonates prematurely. If the clockwork bomb is hit by an attack (the bomb has the same defenses as its user), it also explodes. When the bomb detonates, make an attack: Area burst 1 centered on the bomb's space; targets each creature in burst; +7 vs. Reflex; 1d10 fire damage.
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| Special: Once the bomb is set, it can be disabled with a DC 17 Thievery check.
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| Lockburst Chalk
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Level 4
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| When fitted within a keyhole, this thin stick of gray chalk can force open the most complicated locks.
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| Alchemical Item
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40 gp
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| Power (Consumable): Standard Action. Make a Thievery check on an adjacent locked object or a locked object you are holding, gaining a +7 bonus to the check instead of your normal check modifiers. A successful check destroys the lock; a failed check does not damage it.
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| Lockburst Chalk
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Level 4
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| When fitted within a keyhole, this thin stick of gray chalk can force open the most complicated locks.
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| Alchemical Item
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40 gp
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| Power (Consumable): Standard Action. Make a Thievery check on an adjacent locked object or a locked object you are holding, gaining a +7 bonus to the check instead of your normal check modifiers. A successful check destroys the lock; a failed check does not damage it.
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| Hedge Wizard's Gloves
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Level 4
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| With a wave of these patched gloves, you can perform magic tricks.
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| Item Slot: Hands
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840 gp
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| Power (At-Will ✦ Arcane, Conjuration) Standard Action. As the wizard's mage hand power.
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| Power (At-Will ✦ Arcane) Standard Action. As the wizard's prestidigitation power.
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| Blessed Book
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Level 1
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| This leather tome, bound in iron and silver, contains far more pages than naturally possible.
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| Wondrous Item
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360 gp
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| Property: This ritual book has the dimensions and weight of a standard ritual book, but holds 1,000 pages.
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| Pages Remaining: 995
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Rituals
| Level: 1
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Component Cost: Special
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| Category: Creation
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Market Price: 75 gp
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| Time: 1 hour
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Key Skill: Arcana or Religion (no check)
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| Duration: Permanent until consumed
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You create a potion of your level or lower. The ritual's component cost is equal to the price of the potion you create.
Formulas
Alchemist's Fire
| Level: 1
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Component Cost: 20 gp
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| Category: Volatile
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Market Price: 70 gp
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| Time: 30 minutes
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Key Skill: Arcana or Thievery (no check)
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This explosive substance is sealed in a specially treated clay flask. A thrown flask shatters when it hits a solid object, igniting the liquid within.
Modification: Ammunition (level + 1). You create this item for use with a ranged weapon such as a bow, a crossbow, or a sling. Item's range becomes the range of the weapon but continues to use the indicated attack modifier. The burst area remains unchanged. You do not include a weapon's proficiency bonus or enhancement bonus in the attack. The item's component cost also increases by 1 level.
Dragonfire Tar
| Level: 3
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Component Cost: 30 gp
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| Category: Volatile
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Market Price: 120 gp
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| Time: 30 minutes
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Key Skill: Nature or Thievery (no check)
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This green tar is wrapped in a protective covering that splits when it strikes a solid target. Dragonfire tar clings to a target and burns with alchemical flame.