((Level 30 character test))
Name: Barak Thuul Level: 30th Class: Fighter Paragon Path: Iron Vanguard Epic Destiny: Demigod
Race: Dwarf Size: Medium Age: 45 years Height: 4' 10" Weight: 220 lbs.
Alignment: Good Deity: Moradin Affiliations: None Role: Defender Power Source: Martial
Initiative: +17 Speed: 7 (9 charge/run) (Base 5 +1 Feat, +1 Item) Level Constant (Lv / 2): +15
Max HP: 240 Bloodied: 120 Healing Surge Value: 68 Healing Surges/Day: 19
Second Wind: 73 hp, +2 to all defenses. If bloodied when used, add +3d10 hp.
Defenses
48 : [AC] Armor Class (Base 10 +15 Armor, +2 Shield, +15 LC, +6 Enhancement)
41 : [Fort] Fortitude (Base 10 +15 LC, +8 Constitution, +6 Enhancement, +2 Fighter)
38 : [Ref] Reflex (Base 10 +2 Shield, +15 LC, +3 Intelligence, +6 Enhancement, +2 Feat [Lightning Reflexes])
37 : [Will] Will (Base 10, +15 LC, +4 Wisdom, +6 Enhancement, +2 Feat [Iron Will])
Ability Scores (9 + 5 + 2 + 1 + 5 + 0 = 22) (L4, 8, 14, 18, 24, 28: +1 Str and Con L11, 21: +1 All. L21 Epic: +2 Str and Con)
26 (+08) Strength
26 (+08) Constitution
14 (+02) Dexterity
11 (+00) Intelligence
18 (+04) Wisdom
12 (+01) Charisma
Senses
29 Passive Insight
31 Passive Perception
Special Senses: Low-light vision
Race Features:
Ability Score Bonuses: +2 Dexterity, +2 Wisdom
Skill Bonuses: +2 Dungeoneering, +2 Endurance
Cast-Iron Stomach: +5 racial bonus to saving throws against poison.
Dwarven Resilience: You can use your second wind as a minor action instead of a standard action.
Dwarven Weapon Proficiency: You gain proficiency with the throwing hammer and the warhammer.
Encumbered Speed: You move at your normal speed even when it would normally be reduced by armor or a heavy load. Other effects that limit speed (such as difficult terrain or magical effects) affect you normally.
Stand Your Ground: When an effect forces you to move - through a pull, a push, or a slide - you can move 1 square less than the effect specifies. This means an effect that normally pulls, pushes or slides a target 1 square does not force you to move unless you want to.
- In addition, when an attack would knock you prone, you can immediately make a saving throw to avoid falling prone.
Languages Known [Script Used]
Common [Common]
Dwarven [Davek]
Class Features
Combat Challenge: In combat, it's dangerous to ignore a fighter. Every time you attack an enemy, whether the attack hits or misses, you can choose to mark that target. The mark lasts until the end of your next turn. While a target is marked, it takes a -2 penalty to attack rolls for any attack that doesn't include you as a target. A creature can be subject to only one mark at a time. A new mark supersedes a mark that was already in place.
- In addition, whenever a marked enemy that is adjacent to you shifts or makes an attack that does not include you, you can make a melee basic attack against that enemy as an immediate interrupt.
Combat Superiority: You gain a bonus to opportunity attacks equal to your Wisdom modifier. An enemy struck by your opportunity attack stops moving, if a move provoked the attack. If it still has actions remaining, it can use them to resume moving.
Fighter Weapon Talent [One-Handed]: When using a one-handed weapon, you gain a +1 bonus to attack rolls.
Enduring Warrior (11th level): When you drop an enemy to 0 hit points or fewer, you regain hit points equal to your Constitution modifier. [8 hit points]
Ferocious Reaction (11th level): When you are reduced to 0 hit points or fewer, as an immediate interrupt before you fall unconscious, you can spend an action point to take an extra action. In addition, whenever you spend an action point to take an extra action, you also gain a +4 bonus to all defenses until the start of your next turn.
Trample the Fallen (16th level): When you push a creature or knock a creature prone, it takes damage equal to your Constitution modifier. [8 damage]
Divine Spark (21st level): Increase two ability scores of your choice by 2 each. [Strength and Constitution chosen]
Divine Recovery (24th level): The first time you are reduced to 0 hit points or fewer each day, you regain hit points equal to half your maximum hit points.
Divine Miracle (30th level): When you have expended your last remaining encounter power, you regain the use of one encounter power of your choice. In this way, you never run out of encounter powers.
Proficiency
Weapons: Simple melee, military melee, simple ranged, military ranged, warhammer, throwing hammer
Armour: Cloth, leather, hide, chainmail, scale, plate
Shields: Light shields, heavy shields
Basic Attacks
Vorpal Battleaxe +6: Strength vs. AC [ttl: +32] Damage [1d10] + 17 Crit: 27+4d10+6d12
- +32 = +15 LC, +8 Strength modifier, +2 Proficiency, +6 Enhancement, +1 Fighter Weapon Talent
- Damage = [1d10 (Battleaxe)] + 8 Strength modifier + 6 Enhancement, +3 Weapon Focus (Axes)
Lightning Handaxe +3: Strength vs. AC [ttl: +29] Damage [1d6] + 14, Crit: 20+1d10 normal and 3d6 lightning damage OR 20+1d10+3d6 lightning damage (see below) Ranged 5/10
- +29 = +15 LC, +8 Strength modifier, +2 Proficiency, +3 Enhancement, +1 Fighter Weapon Talent
-Damage = [1d6 (Handaxe)] + 8 Strength modifier, + 3 Enhancement, + 3 Weapon Focus (Axes)
Powers
Cleave - Fighter Attack 1
At-Will * Martial, Weapon
Standard Action * Melee weapon
Target: One creature
Attack: Strength vs. AC (+32 vs. AC)
Hit: 2[W] + Strength modifier damage, and an enemy adjacent to you takes damage equal to your Strength modifier. ([2d10]+17, Crit: 4d10+37+6d12) Adjacent Target: 8 damage.
Force the Battle: When in effect, damage increases to 3[W] ([3d10+17], Crit: 4d10+47+6d12)
Tide of Iron - Fighter Attack 1
At-Will * Martial, Weapon
Standard Action * Melee weapon
Target: One creature
Attack: Strength vs. AC (+32 vs. AC)
Hit: 2[W] + Strength modifier damage, and you push the target 1 square if it is your size, smaller than you, or one size category larger. You can shift into the space that the target occupied. ([2d10]+17, Crit: 4d10+37+6d12)
Trample the Fallen: Pushed creature takes Constitution modifier damage. (8 damage)
Force the Battle: When in effect, damage increases to 3[W] ([3d10+17], Crit: 4d10+47+6d12)
Spinning Sweep - Fighter Attack 1 Replaced at Level 17
Encounter * Martial, Weapon
Standard Action * Melee weapon
Target: One creature
Attack: Strength vs. AC (+32 vs. AC)
Hit: 1[W] + Strength modifier damage, and you knock the target prone. ([1d10]+17, Crit: 4d10+27+6d12)
Trample the Fallen: Prone target takes Constitution modifier damage. (8 damage)
Force the Battle: When in effect, damage increases to 2[W] ([2d10+17], Crit: 4d10+37+6d12)
Comeback Strike - Fighter Attack 1 Replaced at Level 19
Daily * Healing, Martial, Reliable, Weapon
Standard Action * Melee weapon
Target: One creature
Attack: Strength vs. AC (+32 vs. AC)
Hit: 2[W] + Strength modifier damage, and you can spend a healing surge. ([2d10]+17, Crit: 4d10+37+6d12)
Boundless Endurance - Fighter Utility 2
Daily * Healing, Martial, Stance
Minor Action * Personal
Effect: You gain regeneration 2 + your Constitution modifier when you are bloodied. (regeneration 10)
Crushing Blow - Fighter Attack 3 Replaced at Level 23
Encounter * Martial, Weapon
Standard Action * Melee weapon
Target: One creature
Attack: Strength vs. AC (+32 vs. AC)
Hit: 2[W] + Strength modifier damage ([2d10]+25, Crit: 4d10+45+6d12)
Weapon: If you're wielding an axe, a hammer, or a mace, you gain a bonus to the damage roll equal to your Constitution modifier.
Force the Battle: When in effect, damage increases to 3[W] ([3d10+25], Crit: 4d10+55+6d12)
Dizzying Blow - Fighter Attack 5 Replaced at Level 15
Daily * Martial, Reliable, Weapon
Standard Action * Melee weapon
Target: One creature
Attack: Strength vs. AC (+32 vs. AC)
Hit: 3[W] + Strength modifier damage, and the target is immobilized (save ends). ([3d10]+17, Crit: 4d10+47+6d12)
Unbreakable - Fighter Utility 6
Encounter * Martial
Immediate Reaction * Personal
Effect: Reduce the damage from the attack by 5 + your Constitution modifier. (Reduce the damage by 13 points)
Iron Bulwark - Fighter Attack 7 Replaced at Level 13
Encounter * Martial, Weapon
Standard Action * Melee weapon
Target: One creature
Attack: Strength vs. AC (+32 vs. AC)
Hit: 2[W] + Strength modifier damage ([2d10]+17, Crit: 4d10+37+6d12)
Effect: You gain a +1 power bonus to AC (or a +2 bonus if you're using a shield) until the end of your next turn.
Force the Battle: When in effect, damage increases to 3[W] ([3d10+17], Crit: 4d10+47+6d12)
Victorious Surge - Fighter Attack 9 Replaced at Level 25
Daily * Healing, Martial, Reliable, Weapon
Standard Action * Melee weapon
Target: One creature
Attack: Strength vs. AC (+32 vs. AC)
Hit: 3[W] + Strength modifier damage, and you regain hit points as if you had spent a healing surge. ([3d10]+17, Crit: 4d10+47+6d12) and (recover 68 hit points)
Frontline Surge - Iron Vanguard Attack 11
Encounter * Martial, Weapon
Standard Action * Melee weapon
Target: One creature
Attack: Strength vs. AC (+32 vs. AC)
Hit: 2[W] + Strength modifier damage, and you push the target 1 square. You can shift into the square formerly occupied by the target. If you do so, each ally within 2 squares of you can shift 1 square as well. ([2d10]+17, Crit: 4d10+37+6d12)
Trample the Fallen: Pushed target takes Constitution modifier damage. (8 damage)
Force the Battle: When in effect, damage increases to 3[W] ([3d10+17], Crit: 4d10+47+6d12)
Inexorable Shift - Iron Vanguard Utility 12
Encounter * Martial
Move Action * Personal
Effect: Shift into any adjacent square. If a creature occupies the square into which you shift, you push that creature 1 square.
Trample the Fallen: Pushed target takes Constitution modifier damage. (8 damage)
Giant's Wake - Fighter Attack 13 Replaced at Level 27, Replaces Iron Bulwark (Level 7)
Encounter * Martial, Weapon
Standard Action * Melee weapon
Primary Target: One creature
Attack: Strength vs. AC (+32 vs. AC)
Hit: 2[W] + Strength modifier damage. Make a secondary attack. ([2d10]+25, Crit: 4d10+45+6d12)
Weapon: If you're wielding an axe, you gain a bonus to the damage roll equal to your Constitution modifier.
Force the Battle: When in effect, damage increases to 3[W] ([3d10+17], Crit: 4d10+47+6d12)
Secondary Target: Each enemy adjacent to the primary target and within your melee reach
Secondary Attack: Strength vs. AC (+32 vs. AC)
Hit: 1[W] + Strength modifier damage. ([1d10]+25, Crit: 4d10+35+6d12)
Weapon: If you're wielding an axe, you gain a bonus to the damage roll equal to your Constitution modifier.
Force the Battle: When in effect, damage increases to 2[W] ([2d10+17], Crit: 4d10+37+6d12)
Serpent Dance Strike - Fighter Attack 15 Replaced at Level 29, Replaces Dizzying Blow (Level 5)
Daily * Martial, Weapon
Standard Action * Melee weapon
Target: One creature
Attack: Strength vs. AC (+32 vs. AC)
Hit: 2[W] + Strength modifier damage and the target is knocked prone if it is your size or smaller. ([2d10]+17, Crit: 4d10+37+6d12)
Effect: After the attack, you can shift 1 square and repeat the attack against another target within reach. You can shift and repeat the attack up to three times against different targets.
Trample the Fallen: Each target knocked prone takes Constitution modifier damage. (8 damage each)
Iron Warrior - Fighter Utility 16
Daily * Healing, Martial
Minor Action * Personal
Effect: You spend a healing surge, regain additional hit points equal to 2d6 + your Constitution modifier, and make a saving throw against one effect that a save can end. (regain 76 + 2d6 hit points)
Vorpal Tornado - Fighter Attack 17 Replaces Spinning Sweep (Level 1)
Encounter * Martial, Weapon
Standard Action * Close burst 1
Target: Each enemy in burst you can see
Attack: Strength vs. AC (+32 vs. AC)
Hit: 1[W] + Strength modifier damage. You push the target 1 square, and it is knocked prone. ([1d10]+17, Crit: 4d10+27+6d12)
Trample the Fallen: Each target pushed 1 square takes Constitution modifier damage. (8 damage each)
Trample the Fallen: Each target knocked prone takes Constitution modifier damage. (8 damage each)
Force the Battle: When in effect, damage increases to 2[W] ([2d10+17], Crit: 4d10+37+6d12)
Reaving Strike - Fighter Attack 19 Replaces Comeback Strike (Level 1)
Daily * Martial, Reliable, Weapon
Standard Action * Melee weapon
Target: One creature
Attack: Strength vs. AC (+32 vs. AC)
Hit: 5[W] + Strength modifier damage, and you push the target 1 square. ([5d10]+17, Crit: 4d10+67+6d12)
Trample the Fallen: Pushed target takes Constitution modifier damage. (8 damage each)
Indomitable Strength - Iron Vanguard Attack 20
Daily * Healing, Martial, Weapon
Standard Action * Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 4[W] + Strength modifier damage, and you push the target 1 square, and it is knocked prone. In addition, the target is dazed until the end of your next turn. ([4d10]+17, Crit: 4d10+57+6d12)
Miss: Half damage. ((([4d10]+17)/2) Crit: ((4d10+57+6d12)/2))
Effect: You spend a healing surge. (Regain 68 hit points)
No Surrender - Fighter Utility 22
Daily * Healing, Martial
Immediate Reaction * Personal
Trigger: Your hit points drop to 0 or lower
Effect: You regain enough hit points to bring you to one-half your maximum hit points. However, you take a -2 penalty to attack rolls until the end of the encounter.
Hack 'n' Slash - Fighter Attack 23 Replaces Crushing Blow (Level 3)
Encounter * Martial, Weapon
Standard Action * Melee weapon
Target: One creature
Attack: Strength vs. AC (+32 vs. AC)
Hit: 4[W] + Strength modifier damage. ([4d10]+25, Crit: 4d10+65+6d12)
Weapon: If you're wielding an axe, you gain a bonus to the damage roll equal to your Constitution modifier.
Force the Battle: When in effect, damage increases to 5[W] ([5d10+25], Crit: 4d10+75+6d12)
Supremacy of Steel - Fighter Attack 25 Replaces Victorious Strike (Level 9)
Daily * Martial, Reliable, Weapon
Standard Action * Melee weapon
Target: One creature
Attack: Strength vs. AC (+32 vs. AC)
Hit: 6[W] + Strength modifier damage, and until the end of your next turn the only attacks the target can make are basic attacks. ([6d10]+17, Crit: 4d10+77+6d12)
Divine Regeneration - Demigod Utility 26
Daily * Healing
Minor Action * Personal
Effect: You gain regeneration equal to your highest ability score until the end of the encounter. (Regeneration 26)
Indomitable Battle Strike - Fighter Attack 27 Replaces Giant's Wake (Level 13)
Encounter * Martial, Weapon
Standard Action * Melee weapon
Target: One creature
Attack: Strength vs. AC (+32 vs. AC)
Hit: 4[W] + Strength modifier damage. ([4d10]+17, Crit: 4d10+58+6d12)
Effect: All of your enemies within 10 squares of you are marked until the end of your next turn.
Force the Battle: When in effect, damage increases to 5[W] ([5d10+17], Crit: 4d10+67+6d12)
Force the Battle - Fighter Attack 29 Replaces Serpent Dance Strike (Level 15)
Daily * Martial, Stance, Weapon
Minor Action * Personal
Effect: You deal an extra 1[W] damage with your at-will and encounter fighter powers. If an enemy starts its turn adjacent to you, you can use an at-will fighter power against it as a free action at the start of its turn, as long as you are able to make opportunity attacks.
Skills * indicates a trained skill
Total = LC + St + Tr + Ra + Ft + Ot - ACP: Skill Name [Stat]
+15 = 15 + 02 + __ + __ + __ + 02 - 04 Acrobatics [Dex]
+15 = 15 + 00 + __ + __ + __ + __ - NA Arcana [Int]
+24 = 15 + 08 + 05 + __ + __ + __ - 04 Athletics* [Str]
+16 = 15 + 01 + __ + __ + __ + __ - NA Bluff [Cha]
+16 = 15 + 01 + __ + __ + __ + __ - NA Diplomacy [Cha]
+21 = 15 + 04 + __ + 02 + __ + __ - NA Dungeoneering [Wis]
+32 = 15 + 08 + 05 + 02 + __ + 06 - 04 Endurance* [Con]
+24 = 15 + 04 + 05 + __ + __ + __ - NA Heal* [Wis]
+15 = 15 + 00 + __ + __ + __ + __ - NA History [Int]
+19 = 15 + 04 + __ + __ + __ + __ - NA Insight [Wis]
+16 = 15 + 01 + __ + __ + __ + __ - NA Intimidate [Cha]
+19 = 15 + 04 + __ + __ + __ + __ - NA Nature [Wis]
+21 = 15 + 04 + __ + __ + __ + 02 - NA Perception [Wis]
+15 = 15 + 00 + __ + __ + __ + __ - NA Religion [Int]
+13 = 15 + 02 + __ + __ + __ + __ - 04 Stealth [Dex]
+16 = 15 + 01 + __ + __ + __ + __ - NA Streetwise [Cha]
+13 = 15 + 02 + __ + __ + __ + __ - 04 Thievery [Dex]
Feats
Dwarven Weapon Training [Dwarf] Retrained at Level 21 into Weapon Focus (Axes)
Prerequisites: Dwarf
Benefit: you gain proficiency and a +2 feat bonus to damage rolls with axes and hammers.
Weapon Focus (Axes) - Replaces Dwarven Weapon Training at Level 21
Prerequisites: -
Benefit: You gain a +1 feat bonus to damage rolls with axes. At 11th level, this bonus increases to +2. At 21st level, it increases to +3.
Armor Proficiency (Plate)
Prerequisites: Str 15, Con 15, training with scale armor.
Benefit: You gain training with plate armor.
Shield Push [Fighter]
Prerequisites: Fighter, Combat Challenge class feature
Benefit: If you hit a foe with an attack granted by your Combat Challenge class feature, you push the target 1 square after dealing damage.
Special: You must carry a shield to benefit from this feat.
Trample the Fallen: Pushed target takes Constitution modifier damage. (8 damage each)
Fast Runner
Prerequisites: Con 13
Benefit: You gain a +2 bonus to speed when you charge or run.
Powerful Charge
Prerequisites: Str 13
Benefit: When you charge, you gain a +2 bonus to damage and a +2 bonus to bull rush attempts.
Durable Retrained at Level 11 into Dwarven Durability
Prerequisites: -
Benefit: Increase your number of healing surges by two.
Dwarven Durability [Dwarf] - Replaces Durable at Level 11
Prerequisites: Dwarf
Benefit: Increase your number of healing surges by two and your healing surge value by your Constitution modifier. (+8 to healing surge value)
Armor Specialization (Plate)
Prerequisites: Con 15, training with plate armor
Benefit: You gain a +1 feat bonus to AC when wearing plate armor.
Deadly Axe
Prerequisites: Str 17, Con 13
Benefit: You treat all axes as high crit weapons.
Devastating Critical
Prerequisites: -
Benefit: When you score a critical hit, you deal an extra 1d10 damage.
Fleet Footed
Prerequisites: -
Benefit: You gain a +1 feat bonus to speed.
Improved Second Wind
Prerequisites: -
Benefit: When you use your second wind, you heal an additional 5 hit points.
Toughness
Prerequisites: -
Benefit: When you take this feat, you gain additional hit points. You gain an additional 5 hit points at each tier of play (at 1st, 11th, and 21st level).
Axe Mastery
Prerequisites: Str 21, Con 17
Benefit: When you make a melee weapon attack with an axe, you can score a critical hit on a natural roll of 19 or 20.
Blind-Fight
Prerequisites: Wis 13 or trained in Perception
Benefit: Adjacent creatures do not gain the benefit of concealment or invisibility against you. This means you can make opportunity attacks against creatures you can't see.
Epic Resurgence
Prerequisites: -
Benefit: The first time you score a critical hit during an encounter, you regain the use of one encounter attack power of your choice. If you use an attack that targets multiple foes, you gain this feat's benefit only on the first attack roll you make.
Iron Will
Prerequisites: -
Benefit: You gain a +2 feat bonus to your Will defense.
Lightning Reflexes
Prerequisites: -
Benefit: You gain a +2 feat bonus to your Reflex defense.
Mettle
Prerequisites: -
Benefit: When an area or close attack targetting your Fortitude or Will defense misses you and still deals damage on a miss, you take no damage from the attack.
Equipment & Encumbrance
Normal Load: 260 lbs
Heavy Load: 520 lbs
Maximum Drag Load: 1300 lbs
Weight of Gear: 075.00 lb* Weight of Coin: 01.54 lb. (# coins / 50)
Total: 076.54 lbs (Total = Gear + Coin)
Dead Weight: 296.54 lb. (Character + Total)
* 45 lbs. of equipment inside Handy Haversack
Battleforged Godplate +6 - Level 30 Armor Level Item (50 lb.)
Armor: Plate
Enhacement: AC
Property: If you use your second wind when you are bloodied, regain an extra 3d10 hit points.
Lightning Handaxe +3 - Level 15 Weapon 25,000 gp (3 lb.)
Weapon: Any
Enhancement: Attack rolls and damage rolls
Critical: +1d6 lightning damage per plus (+3d6)
Power (At-Will): Free Action. All damage dealt by this weapon is lightning damage. Another free action returns the damage to normal.
Power (Daily): Free Action. Use this power when you hit with the weapon. The target and each enemy within 2 squares of the target takes 2d6 lightning damage.
Vorpal Battleaxe +6 - Level 30 Weapon Level + 1 Item (6 lb.)
Weapon: Axe, Heavy Blade
Enhancement: Attack rolls and damage rolls
Critical: +1d12 damage per plus (+6d12)
Property: Whenever you roll the maximum result on any damage die for this weapon, roll that die again and add the additional result to the damage total. If a reroll results in another maximum damage result, roll it again and keep adding.
Power (Daily): Free Action. Use this power when you hit with the weapon. Deal an extra 3d12 damage with the attack.
Heavy Shield of Defiance - Level 18 Arms 85,000 gp (15 lb.)
Item Slot: Arms
Power (Daily * Healing): Immediate Reaction. You can use this power when a critical hit is scored on you. You can spend a healing surge, and regain an additional 2d6 hit points. (68 + 2d6 hit points)
Battlestrider Greaves - Level 12 Feet 13,000 gp (?? lb.)
Item Slot: Feet
Property: Gain a +1 item bonus to speed while wearing heavy armor.
Gauntlets of Destruction - Level 18 Hands 85,000 gp (?? lb.)
Item Slot: Hands
Property: When rolling damage on melee attacks, reroll all 1s until they come up as something other than a 1.
Horned Helm - Level 26 Head 1,125,000 gp (?? lb.)
Item Slot: Head
Property: Your charge attacks deal an extra 3d6 damage
Cloak of Survival +6 - Level 29 Neck Level - 1 Item (?? lb.)
Item Slot: Neck
Enhancement: Fortitude, Reflex, and Will
Property: Gain an item bonus to Endurance checks equal to the cloak's enhancement bonus. Gain resist 15 cold and resist 15 fire.
Ring of Freedom of Movement - Level 15 Ring 25,000 gp (?? lb.)
Item Slot: Ring
Property: Gain a +2 item bonus to Acrobatics checks.
Power (Daily): Minor Action. Until the end of the encounter, gain a +5 power bonus to checks made to escape a grab and a +5 power bonus to saving throws to end the immobilized, restrained, or slowed conditions.
- If you've reached at least one milestone today, you can also move across difficult terrain as if it were normal until the end of the encounter.
Ring of True Seeing - Level 19 Ring 105,000 gp (?? lb.)
Item Slot: Ring
Property: Gain a +2 item bonus to Perception checks.
Power (Daily): Minor Action. Until the end of your turn, you can see invisible creatures as if they were visible. You also ignore the attack penalty for concealment or total concealment.
- If you've reached at least one milestone today, this lasts until the end of your next turn instead.
Ironskin Belt - Level 25 Waist 625,000 gp (?? lb.)
Item Slot: Waist
Power (Daily): Minor Action. Gain resist 15 to all weapon damage until the end of your next turn.
Everlasting Provisions - Level 4 Wondrous Item 840 gp (?? lb.)
Wondrous Item
Property: After an extended rest, you open the basket, creating enough food and water to feed five Medium or Small creatures (or one Large creature) for 24 hours.
Handy Haversack - Level 10 Wondrous Item 5,000 gp (1 lb.)
Wondrous Item
Property: This backpack can hold up to 1,000 pounds in weight or 100 cubic feet in volume, but it always weighs only 1 pound.
- Drawing an item from a handy haversack is a minor action.
Sending Stones (set of 6) - Level 11 Wondrous Item 27,000 gp (?? lb.)
Wondrous Item
Power (At-Will): Standard Action. Until the end of your next turn, any person speaking into one stone can be heard by those near the other stones as though he or she were standing in the other stones' place. At the end of your next turn, both stones are exhausted. With a minor action, any character touching a single stone renews the full set.
Special: Sending stones normally come in a matched pair attuned to one another. Larger sets of stones attuned to each other can be created (add 50 percent to the base price for each additional stone).
Mundane Equipment
Standard Adventurer's Kit, less replaced items (13 gp, 14.5 lb. total)
Bedroll (5 lb.)
Belt Pouch (1 gp, 0.5 lb.)
Flint and Steel (-)
Pouch, Belt (1/2 lb.)
Rope, silk (50 ft.) (5 lb.)
Waterskin (4 lb.)
Climber's kit (2 gp, 11 lb. total)
Grappling Hook (4 lb.)
Hammer (2 lb.)
Pitons x10 (5 lb. = 0.5 lb. each)
Fine Clothing (30 gp, 2 lb.)
Everburning Torch (50 gp, 1 lb.)
Tent (10 gp, 20 lb.)
Warhorse (680 gp - Carry Cap: 262 / 525 / 1312 lbs)
Remaining Wealth
00 [AD] Astral Diamonds (1 AD = 100 PP)
34 [PP] Platinum Pieces (1 PP = 100 GP)
74 [GP] Gold Pieces (1 GP = 10 SP)
09 [SP] Silver Pieces (1 SP = 10 CP)
10 [CP] Copper Pieces