Character Sheet Player Name
George George
21
Character Name
Level
Fighter
Dreadnought
Demigod
Class
Paragon Path
Epic Destiny
Human
Medium
30
Male
6'11"
295
Race
Size
Age
Gender
Height
Weight
Evil
INITIATIVE SCORE
DEX
1/2 LVL
1
Alignment
Deity
Adventuring Company
DEFENSES MISC
SCORE
10 + ARMOR/ 1/2 LVL ABIL CLASS
DEFENSE
Initiative
16
175,000 Total XP
10
5
CONDITIONAL MODIFIERS
35
AC
20
RPGA Number
MOVEMENT SCORE
FEAT
10
ENH
MISC
BASE
ARMOR
6
-1
ITEM
MISC
MISC
Speed
5
5
(Squares)
SPECIAL MOVEMENT
CONDITIONAL BONUSES
ABILITY SCORES SCORE
ABILITY
22
DEFENSE
6
16
CON
9
19
Constitution
DEX
12
1
Dexterity
INT
13
WIS CHA
Charisma
29
11
0
10
MAX HP
29
9
CLASS
2
FEAT
2
ENH
MISC
5
Passive Insight
10 +
1
SURGE VALUE
SURGES/DAY
94
47
18
1/2 HP
1/4 HP
DEFENSE
ABIL
REF
20
1
CLASS
FEAT
ENH
MISC
MISC
5
1
2
11
21
Passive Perception
10 +
11
ATTACK WORKSPACE ABILITY:
10 + 1/2 LVL
ABIL
20
1
CLASS
FEAT
ENH
MISC
MISC
5
1
2
MILESTONES 0 1 2 ADDITIONAL EFFECTS FOR SPENDING ACTION POINTS
Action Points
ACTION POINTS 1 2 3
Melee Basic Attack - Unarmed
ATT BONUS
1/2 LVL
ABIL
+ 16
10
6
ABILITY:
CLASS
PROF
FEAT
ENH
MISC
FEAT
ENH
MISC
ENH
MISC
MISC
ENH
MISC
MISC
Ranged Basic Attack - Unarmed
ATT BONUS
1/2 LVL
ABIL
+ 11
10
1
CLASS
PROF
RACE FEATURES Bonus Feat - Choose an extra feat at 1st level. SECOND WIND 1/ENCOUNTER
Bonus Skill - Trained in one additional class skill.
USED
TEMPORARY HIT POINTS
DAMAGE WORKSPACE ABILITY:
Melee Basic Attack - Unarmed
DAMAGE
ABIL
2d4+6
CURRENT SURGE USES
ABILITY:
power from your class. DEATH SAVING THROW FAILURES
Human Defense Bonuses - +1 to Fortitude, Reflex, and Will.
SAVING THROW MODS RESISTANCES Resist 15 To a damage type chosen from the following list at the time the armor is created: acid, cold, fire, force, lightning, necrotic, poison, psychic, thunder, CURRENT CONDITIONS AND EFFECTS
FEAT
6
Ranged Basic Attack - Unarmed
DAMAGE
ABIL
2d4+1
FEAT
1
Bonus At-Will Power - Know one extra 1st-level attack
BASIC ATTACKS ATTACK
DEFENSE
WEAPON OR POWER
DAMAGE
22
vs
AC
Thundergod Greataxe +4
2d12+17
23
vs
AC
Thundering Greatsword +4
2d10+14
16
vs
AC
Unarmed (Melee)
2d4+6
11
vs
AC
Unarmed (Range)
2d4+1
CLASS / PATH / DESTINY FEATURES
SKILLS SKILL NAME
SKILL BONUS
ACTION POINTS
CURRENT HIT POINTS
BONUS
BASE
21
SPECIAL SENSES
10 + 1/2 LVL
WILL
PASSIVE SENSE
MISC
CONDITIONAL BONUSES
HEALING SURGES BLOODIED
ABIL
CONDITIONAL BONUSES
11
1
SCORE
CONDITIONAL BONUSES
HIT POINTS 188
FORT 20
DEFENSE
Wisdom
10
39
11
1
Intelligence
12
10 + 1/2 LVL
MOD + 1/2 LVL
STR
Strength
28
SENSES
ABIL MOD
ABIL MOD + 1/2 LVL
TRND (+5)
ARMOR PENALTY MISC
Pact Initiate (infernal pact) - Gain Hellish Rebuke as an encounter power, can use warlockFEATS impl
10
Acrobatics
DEX
11
0
-1
Pact - Warlock: skillbasic training, pact at-will power 1/encounter Combat Challenge - Mark foes you attack. They get -2 to attacks notInitiate including you. Make
16
Arcana
INT
11
5
n/a
- Gain 5 additional hit points per tier Combat Superiority - Add Wis mod to opportunity attacks. Hit Toughness ends foe's movement (if any) this
20
Athletics
STR
16
5
-1
Fighter Talents - Select a Fighter Talent.
Weapon Focus (Axe) - Gain +1 damage per tier with Axes.
- Swap encounter power with one of multiclass Battlerager Vigor - Temp hp (Con mod) when hit by melee Novice or close;Power temp hp fromone invigorat
10
Bluff
CHA
10
0
n/a
10
Diplomacy
CHA
10
0
n/a
11
Dungeoneering
WIS
11
0
n/a
28
Endurance
CON
19
5
-1
16
Heal
WIS
11
5
n/a
Divine Spark Strength - +2 to your Strength
Grit - Gain temporary hp when you spend healing surge
11
History
INT
11
0
n/a
Divine Spark Constitution - +2 to your Consititution
Potent Challenge - Add Con modifier damage to target hit with att
11
Insight
WIS
11
0
n/a
15
Intimidate
CHA
10
5
n/a
11
Nature
WIS
11
0
n/a
11
Perception
WIS
11
0
n/a
11
Religion
INT
11
0
n/a
10
Stealth
11
0
-1
Attack - +2 damage Dreadnought Action - When you spend action point to attack, Power gain resist 10 all until start offor –2 to attack Acolyte Power - Swapagainst one utility Unfailing Resources - Gain +10 hp; free action to spend 10 hp to save automatically ef power with one of multiclass Power - Swap power with one of multiclass Critical Hardening - When you score critical hit with a weapon, Adept gain resist 10 all until one end daily o 5
Divine Spark - Increase two ability scores by 2 each
Great Fortitude - +2 to Fortitude defense
Ritual Caster - Master and perform rituals Mighty Battlerage - Gain increase to Battlerager Vigor damage
Devastating Critical - Deal additional 1d10 damage on a critical hit Axe Mastery - Critical hit with axe melee attack roll of 19 or 20
LANGUAGES KNOWN
POWER INDEX
MAGIC ITEM INDEX
List your powers below. Check the box when the power is used. Clear the box when the power renews.
List your powers below. Check the box when the power is used. Clear the box when the power renews.
AT-WILL POWERS
MAGIC ITEMS WEAPON
Brash Strike
WEAPON
Crushing Surge
CHARACTER PORTRAIT
Thundergod Greataxe +4 (Two-Hands) (E) Thundering Greatsword +4 (Two-Hands)
WEAPON
Cleave
WEAPON ARMOR ARMS
ENCOUNTER POWERS
FEET HANDS
Hellish Rebuke
HEAD
Fiery Bolt
NECK
Inexorable Advance
RING
Exacting Strike
RING
Savage Parry
WAIST
DAILY POWERS
Weavemail Armor of Resistance +5 (E) Iron Armbands of Power (paragon tier) (E) Boots of Quickness (paragon tier) (E) Gauntlets of Destruction (paragon tier) (E) Eye of Awareness (epic tier) (E) Amulet of Protection +5 (E) Ring of Flight (paragon tier) (E) Ring of Invigoration (paragon tier) (E)
PERSONALITY TRAITS
Baldric of Valor (epic tier) (E) Necklace of Fireballs +4 (Neck)
Summons of Khirad Line-Breaker Assault Unyielding Avalanche Relentless Assailant
MANNERISMS AND APPEARANCE UTILITY POWERS Boundless Endurance Shroud of Black Steel Menacing Stance Blood Iron Bolstering Stride
Daily Item Powers Per Day
OTHER EQUIPMENT
Heroic (1-10)
Milestone
/
/
/
Paragon (11-20)
Milestone
/
/
/
Epic (21-30)
Milestone
/
/
/
RITUALS / ALCHEMY
CHARACTER BACKGROUND Background: Brother in Battle I'm the sort that craves only a sharp axe, a bitter ale—and companions true to share them with. You add Endurance to your class skill list, and you gain a +3 bonus to Endurance checks.
COMPANIONS AND ALLIES
SESSION AND CAMPAIGN NOTES
COINS AND OTHER WEALTH Money on hand: 100 gp Stored money: 0 gp Encumbrance: 62 lb. / 220 lb.
CHARACTER NAME
Second Wind
George George PLAYER NAME
RACE
KEYWORDS
CLASS
Human
HP
LEVEL
Fighter
22 STR
Standard
21
28 CON
Spd
12 DEX
5
13 INT
Init
12 WIS
+16
10 CHA
Will 29
21
Passive Perception
Personal
ACTION
RANGE vs
AC 35
188
USED
ATTACK
Self DEFENSE
TARGET
Effect: You spend a healing surge and regain 47 hit points. You gain a +2 bonus to all defenses until the start of your next turn.
Fort 39 Ref 29
ADDITIONAL EFFECTS
21
Passive Insight
CLASS
PLAY DATA
®
Brash Strike KEYWORDS
USED
*
Standard
RANGE
ACTION
One creature
22
DEFENSE
TARGET
*
ATTACK
Attack: Strength +2 vs. AC Hit: 1[W] + Strength modifier (+6) damage. Increase damage to 2[W] + Strength modifier (+6) at 21st level. Weapon: If you're wielding an axe, a hammer, or a mace, the attack deals extra damage equal to your Constitution modifier (+9). Effect: You grant combat advantage to the target until the start of your next turn.
PH
ENCOUNTER ACTION
USED
KEYWORDS
®
Melee weapon
Standard
RANGE
ACTION
One creature
22
DEFENSE
TARGET
*
Melee weapon RANGE
vs
ATTACK
Attack: Strength vs. AC Hit: 1[W] + Strength modifier (+6) damage. Increase damage to 2[W] + Strength modifier (+6) at 21st level.
USED
Martial, Weapon
AC
vs
BOOK
Cleave
Invigorating, Martial, Weapon
AC
vs
ATTACK
KEYWORDS
Melee weapon
ACTION 24
®
Crushing Surge
Martial, Weapon
Standard
ENCOUNTER SPECIAL
LEVEL
AC
One creature
DEFENSE
TARGET
Attack: Strength vs. AC Hit: 1[W] + Strength modifier (+6) damage, and an enemy adjacent to you other than the target takes damage equal to your Strength modifier (+6). Increase damage to 2[W] + Strength modifier (+6) at 21st level.
Thundergod Greataxe +4: +22 attack, 2d12+17 damage
Thundergod Greataxe +4: +22 attack, 2d12+17 damage
Thundergod Greataxe +4: +24 attack, 2d12+26 damage
ADDITIONAL EFFECTS
ADDITIONAL EFFECTS
ADDITIONAL EFFECTS
+2 to damage rolls whenever you have temporary hit points +1d6 to damage rolls when you charge.
+2 to damage rolls whenever you have temporary hit points +1d6 to damage rolls when you charge.
+2 to damage rolls whenever you have temporary hit points - Battlerager Vigo +1d6 to damage rolls when you charge.
CLASS
LEVEL
Fighter
1
BOOK
CLASS
MP
AT-WILL POWER
®
Hellish Rebuke KEYWORDS
10
19
vs
ATTACK
BOOK
CLASS
MP
AT-WILL POWER
USED
KEYWORDS
®
Standard
RANGE
ACTION
Reflex
One creature
19
DEFENSE
TARGET
ATTACK
10
vs
LEVEL
Fighter
1
BOOK
PH
AT-WILL POWER
®
Inexorable Advance USED
Arcane, Fire, Implement
Ranged 10
ACTION
1
Fiery Bolt
Arcane, Fire, Implement
Standard
LEVEL
Fighter
KEYWORDS
USED
Invigorating, Martial, Weapon
Ranged 10
Standard
RANGE
ACTION
Reflex
One creature
22
DEFENSE
TARGET
*
Melee weapon RANGE
vs
ATTACK
AC
One or two creatures
DEFENSE
TARGET
Attack: Constitution vs. Reflex Hit: 1d6 + Constitution modifier (+9) fire damage. If you take damage before the end of your next turn, the target takes an extra 1d6 + Constitution modifier (+9) fire damage. Increase damage and extra damage to 2d6 + Constitution modifier (+9) at 21st level.
Attack: Constitution vs. Reflex Hit: 3d6 + Constitution modifier (+9) fire damage, and creatures adjacent to the target take 1d6 + Constitution modifier (+9) fire damage. Infernal Pact: Creatures adjacent to the target take extra fire damage equal to your Intelligence modifier (+1).
Effect: You can shift 1 square before each attack. Attack: Strength vs. AC, two attacks Hit: 1[W] + Strength modifier (+6) damage per attack. Weapon: If you're wielding an axe, a hammer, or a mace, the attacks deal extra damage equal to your Constitution modifier (+9).
ADDITIONAL EFFECTS
ADDITIONAL EFFECTS
ADDITIONAL EFFECTS
+1d6 to damage rolls when you charge.
+1d6 to damage rolls when you charge.
+2 to damage rolls whenever you have temporary hit points - Battlerager Vigo +1d6 to damage rolls when you charge.
Thundergod Greataxe +4: +22 attack, 1d12+17 damage
Exacting Strike KEYWORDS
Savage Parry USED
Martial, Weapon *
Standard
vs
ATTACK
USED
Invigorating, Martial, Weapon *
Melee weapon
ACTION 28
KEYWORDS
Summons of Khirad
RANGE
ACTION
AC
One creature
22
DEFENSE
TARGET
vs
ATTACK
Attack: Strength + 6 vs. AC Hit: 2[W] + Strength modifier (+6) damage.
USED
Arcane, Implement, Psychic, Teleportation
Melee weapon
Standard
RANGE
ACTION
AC
The triggering enemy
19
DEFENSE
TARGET
10
Ranged 10
Will
One creature
DEFENSE
TARGET
RANGE vs
ATTACK
Trigger: An enemy hits an ally with a melee attack Attack: Strength vs. AC Hit: Strength modifier (+6) damage, and the ally takes only half damage from the triggering attack. Weapon: If you're wielding an axe, a hammer, or a mace, your attack deals extra damage equal to your Constitution modifier (+9).
Thundergod Greataxe +4: +28 attack, 2d12+17 damage
KEYWORDS
Attack: Constitution vs. Will Hit: 2d10 + Constitution modifier (+9) psychic damage, and you teleport the target to an unoccupied square within 3 squares of you. Sustain Minor: Make a Constitution vs. Will attack against the target. On a hit, you teleport the target to an unoccupied square within 3 squares of you. On a miss, the effect ends.
Thundergod Greataxe +4: +22 attack, 26 damage ADDITIONAL EFFECTS
ADDITIONAL EFFECTS
ADDITIONAL EFFECTS
+2 to damage rolls whenever you have temporary hit points +1d6 to damage rolls when you charge.
+2 to damage rolls whenever you have temporary hit points +1d6 to damage rolls when you charge.
+1d6 to damage rolls when you charge.
CLASS
LEVEL
Fighter
17
BOOK
CLASS
PH
ENCOUNTER POWER
®
Line-Breaker Assault KEYWORDS
USED
*
vs
ATTACK
BOOK
CLASS
MP
ENCOUNTER POWER
KEYWORDS
®
Minor
RANGE
ACTION
Fort
One creature
DEFENSE
TARGET
ATTACK
BOOK
9
PH
DAILY POWER
USED
KEYWORDS
®
Healing, Invigorating, Martial, Reliable, Weapon
Personal
Standard
RANGE
ACTION
vs
Attack: Strength vs. Fortitude Hit: 3[W] + Strength modifier (+6) damage, and you slide the target to an adjacent space. The target is dazed (save ends). Effect: You gain resist 5 to all damage until the start of your next turn.
LEVEL
Warlock
Relentless Assailant
Healing, Martial, Stance, Weapon
Melee weapon
ACTION 22
7
Unyielding Avalanche
Martial, Reliable, Weapon
Standard
LEVEL
Fighter
TARGET
Melee weapon RANGE
vs
22 DEFENSE
*
USED
ATTACK
AC
One creature
DEFENSE
TARGET
Effect: You gain regeneration equal to your Constitution modifier (+9), a +1 power bonus to AC, and a +1 power bonus to saving throws. Any enemy that starts its turn adjacent to you takes 1 [W] damage and is slowed until the end of its turn, as long as you are able to make opportunity attacks.
Attack: Strength vs. AC Hit: 4[W] + Strength modifier (+6) damage, and you can spend a healing surge.
ADDITIONAL EFFECTS
ADDITIONAL EFFECTS
ADDITIONAL EFFECTS
+2 to damage rolls whenever you have temporary hit points +1d6 to damage rolls when you charge.
+1d6 to damage rolls when you charge.
+2 to damage rolls whenever you have temporary hit points - Battlerager Vigo +1d6 to damage rolls when you charge.
Thundergod Greataxe +4: +22 attack, 4d12+17 damage
Thundergod Greataxe +4: +22 attack, 3d12+17 damage
CLASS
LEVEL
20
BOOK
CLASS
MP
DAILY POWER
®
Boundless Endurance KEYWORDS
LEVEL
Fighter
15
BOOK
CLASS
PH
DAILY POWER
®
Shroud of Black Steel USED
Healing, Martial, Stance
KEYWORDS
USED
Arcane, Polymorph
KEYWORDS
Minor
Personal
Minor
RANGE
ACTION
RANGE
ACTION
AT-WILL
ENCOUNTER
MP ®
DAILY
USED
Martial, Stance
Personal DAILY
BOOK
Menacing Stance
Minor ENCOUNTER
19
DAILY POWER
ACTION AT-WILL
LEVEL
Fighter
AT-WILL
Personal RANGE ENCOUNTER
DAILY
Effect: You gain regeneration 2 + your Constitution modifier (+9) when you are bloodied.
Effect: You change your skin into living steel. You gain a +2 power bonus to AC and Fortitude defense but take a –2 penalty to speed until the end of the encounter. You can end this effect as a minor action.
Effect: Until the stance ends, whenever an enemy marked by you makes an attack that doesn't include you as a target, that enemy grants combat advantage to your allies until the start of its next turn.
ADDITIONAL EFFECTS
ADDITIONAL EFFECTS
ADDITIONAL EFFECTS
+1d6 to damage rolls when you charge.
Blood Iron KEYWORDS
Bolstering Stride USED
Martial
Imm Reaction ACTION AT-WILL
KEYWORDS
Move
RANGE
ACTION
DAILY
USED
Martial
Personal ENCOUNTER
+4 attack rolls and damage rolls +4d6 thunder damage BONUS
Personal
ENHANCEMENT
CRITICAL
PROPERTIES
RANGE
AT-WILL
Trigger: You become bloodied Effect: You gain resist 5 to all damage until the end of the encounter.
Thundering Greatsword +4
ENCOUNTER
DAILY
Effect: You can move your speed, ending in a space adjacent to an ally. You then gain temporary hit points equal to 2d8 + your Constitution modifier (+9).
KEYWORDS
USED
ACTION
AT-WILL
ENCOUNTER
DAILY
POWER
Power (Daily • Thunder): Free Action. Use this power when you hit with the weapon. Deal 2d8 thunder damage and push 1 square.
ADDITIONAL EFFECTS
ADDITIONAL EFFECTS
CLASS
LEVEL
12
BOOK
CLASS
MP
UTILITY POWER
®
Amulet of Protection +5
LEVEL
Fighter
16
BOOK
ITEM SLOT/TYPE
MP
UTILITY POWER
®
Iron Armbands of Power (paragon tier)
Two-Hands
LEVEL
18
PRICE
85000
BOOK
PH
MAGIC ITEM
®
Boots of Quickness (paragon tier)
+5 Fortitude, Reflex, and Will BONUS
ENHANCEMENT
CRITICAL
BONUS
PROPERTIES
KEYWORDS
ENHANCEMENT
CRITICAL
ENCOUNTER
Gain a +2 bonus to Reflex defense.
KEYWORDS
DAILY
USED
KEYWORDS
ENCOUNTER
DAILY
AT-WILL
ENCOUNTER
POWER
POWER
Item Slot: Neck
Item Slot: Arms
Item Slot: Feet
LEVEL
Neck
21
PRICE
225000
BOOK
ITEM SLOT/TYPE
PH
MAGIC ITEM
®
Baldric of Valor (epic tier)
USED
ACTION
AT-WILL
POWER
ITEM SLOT/TYPE
CRITICAL
Gain a +4 item bonus to melee damage rolls.
ACTION
AT-WILL
ENHANCEMENT
PROPERTIES
USED
ACTION
BONUS
PROPERTIES
LEVEL
Arms
16
PRICE
45000
BOOK
ITEM SLOT/TYPE
AV
MAGIC ITEM
®
Gauntlets of Destruction (paragon tier)
LEVEL
Feet
18
PRICE
85000
DAILY
BOOK
AV
MAGIC ITEM
®
Thundergod Greataxe +4
+4 attack rolls and damage+4d6 rolls thunder damage, or +4d12 thun BONUS
ENHANCEMENT
CRITICAL
BONUS
ENHANCEMENT
CRITICAL
BONUS
ENHANCEMENT
CRITICAL
PROPERTIES
PROPERTIES
PROPERTIES
When you spend an action point, gain a +3 item bonus to saving throws, a +1 item bonus to attack rolls, and a +1 item bonus to all defenses. This benefit lasts until the end of your next turn.
When rolling damage on melee attacks, reroll all 1s until they come up as something other than a 1.
Your melee attacks deal +1d6 thunder damage when you charge.
KEYWORDS
USED
ACTION
AT-WILL
KEYWORDS
USED
ACTION
ENCOUNTER
DAILY
AT-WILL
POWER
POWER
Item Slot: Waist
Item Slot: Hands
KEYWORDS
USED
ACTION
ENCOUNTER
DAILY
AT-WILL POWER
ENCOUNTER
DAILY
Ring of Flight (paragon tier)
BONUS
ENHANCEMENT
Ring of Invigoration (paragon tier)
CRITICAL
BONUS
ENHANCEMENT
Eye of Awareness (epic tier)
CRITICAL
BONUS
ENHANCEMENT
CRITICAL
PROPERTIES
PROPERTIES
PROPERTIES
You take no damage from a fall and always land on your feet.
Gain a +2 item bonus to Endurance checks
Gain a +2 bonus to Will defense. You gain a +5 item bonus to your initiative checks.
KEYWORDS
USED
KEYWORDS
ACTION
USED
KEYWORDS
ACTION
AT-WILL
ENCOUNTER
DAILY
ACTION
AT-WILL
ENCOUNTER
DAILY
AT-WILL
POWER
POWER
POWER
Item Slot: Ring Power (Daily): Minor Action. Gain a fly speed equal to your speed until the end of your turn. If you've reached at least one milestone today, this lasts until the end of your next turn instead.
Item Slot: Ring Power (Daily; Healing): Not an action. When you're reduced to 0 hit points, you can spend a healing surge and regain your surge value in hit points.
Item Slot: Head
ITEM SLOT/TYPE
ITEM SLOT/TYPE
ITEM SLOT/TYPE
LEVEL
Ring
20
PRICE
125000
BOOK
PH
MAGIC ITEM
®
Necklace of Fireballs +4
LEVEL
Ring
ENHANCEMENT
14
PRICE
13000
BOOK
Dragon 364
MAGIC ITEM
®
Weavemail Armor of Resistance +5
+4 Fortitude, Reflex, and Will BONUS
+5 AC CRITICAL
BONUS
PROPERTIES
ENHANCEMENT
CRITICAL
PROPERTIES
Resist 15 to a damage type chosen from the following list at the time the armor is created: acid, cold, fire, force, lightning, necrotic, poison, psychic, thunder. KEYWORDS
USED
KEYWORDS
ACTION
USED
ACTION
AT-WILL
ENCOUNTER
DAILY
AT-WILL
POWER
ENCOUNTER
DAILY
POWER
Item Slot: Neck Power (Daily • Fire): Standard Action. Pull the ruby from the necklace and throw it. Make an attack: Area burst 2 within 10 squares; Intelligence or Dexterity vs. Reflex (add the necklace's enhancement bonus to the attack roll); on a hit, the target takes fire damage equal to 6d6 + the necklace's enhancement bonus (half damage on a miss). After an extended rest, the necklace regrows a new ruby and can be used again.
ITEM SLOT/TYPE
Neck
MAGIC ITEM
LEVEL
20
PRICE
125000
BOOK
ITEM SLOT/TYPE
AV ®
USED
Body
MAGIC ITEM
LEVEL
22
PRICE
325000
BOOK
AV ®
Head
MAGIC ITEM
ENCOUNTER
LEVEL
23
PRICE
425000
DAILY
BOOK
AV ®