Coloursfall

Engel Sheet

Apr 14th, 2012
99
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 9.79 KB | None | 0 0
  1. Name Engelus
  2. Level 10
  3. Class Swordmage
  4. Race Genasi
  5. Size Medium
  6. Age 40
  7. Gender Male
  8. Height 5'7"
  9. Weight 100 lbs.
  10. Alignment Neutral Good
  11. Deity N/A
  12.  
  13. Total XP
  14.  
  15. Initiative =========================================================
  16. +6 (+1 Dex, +5 half level)
  17.  
  18. Ability Scores =====================================================
  19. Strength......18 (+5) (+9)
  20. Constitution..13 (+1) (+6)
  21.  
  22. Dexterity.....12 (+1) (+6)
  23. Intelligence..20 (+5) (+10)
  24.  
  25. Wisdom........10 (+0) (+5)
  26. Charisma......11 (+0) (+5)
  27.  
  28. Defenses ===========================================================
  29. AC 19 (10 base, +5 half level, +4 armor, +0 feat)
  30. Fort 20 (10 base, +5 half level, +3 Str, +2 misc, +0 feat)
  31. Ref 21 (10 base, +5 half level, +4 Int, +2 misc, +0 feat)
  32. Will 19 (10 base, +5 half level, +0 Wis, +2 class, +2 misc, +0 feat)
  33.  
  34. Hit Points =========================================================
  35. Max HP 82
  36. Bloodied 41 (half HP)
  37. Surge value 20 (quarter HP)
  38. Surges/day 9
  39.  
  40. Resistances
  41. 15 Cold, 5 Fire, 5 Thunder
  42.  
  43. Movement ===========================================================
  44. Speed 6 squares (base 6, armor -0)
  45.  
  46. Senses =============================================================
  47. Passive Insight 20 (10 base, Skill +10)
  48. Passive Perception 15 (10 base, Skill +5)
  49.  
  50. Race Features ======================================================
  51.  
  52. Elemental Origin: Your ancestors were native to the Elemental Chaos, so you are considered an elemental
  53. creature for the purpose of effects that relate to creature origin.
  54.  
  55. Elemental Manifestation - Windsoul:
  56. You gain resist 5 cold and the windwalker power.
  57.  
  58.  
  59. Class/Path/Destiny Features ========================================
  60.  
  61. Swordbond
  62. By spending 1 hour of meditation with a chosen light or heavy blade,
  63. you forge a special bond with the weapon. As a standard action, you can
  64. call your bonded weapon to your hand from up to 10 squares away.
  65.  
  66. Aegis of Assault
  67. You gain the Aegis of Assault power
  68.  
  69. Swordmage Warding
  70. While you are conscious and wielding either a light
  71. blade or a heavy blade, you maintain a field of magical force around you.
  72. This field provides a +1 bonus to AC, or a +3 bonus
  73. if you are wielding a blade in one hand and have your
  74. other hand free (not carrying a shield, an off-hand
  75. weapon, a two-handed weapon, or anything else
  76.  
  77.  
  78. Skills =============================================================
  79. Acrobatics +8 (+6 Dex/half-level, +2 misc)
  80. Arcana +15 (+10 Int/half-level, +5 trained)
  81. Athletics +14 (+9 Str/half-level, +5 trained)
  82. Bluff +7 (+5 Cha/half-level, +2 misc)
  83. Diplomacy +10 (+5 Cha/half-level, +5 trained)
  84. Dungeoneering +7 (+5 Wis/half-level, +2 misc)
  85. Endurance +8 (+6 Con/half-level, +2 misc)
  86. Heal +7 (+5 Wis/half-level, +2 misc)
  87. History +10 (+10 Int/half-level, +2 misc)
  88. Insight +10 (+5 Wis/half-level, +5 trained)
  89. Intimidate +7 (+5 Cha/half-level, +2 misc)
  90. Nature +7 (+5 Wis/half-level, +2 misc)
  91. Perception +7 (+5 Wis/half-level, +2 misc)
  92. Religion +10 (+10 Int/half-level, +2 misc)
  93. Stealth +8 (+6 Dex/half-level, +2 misc)
  94. Streetwise +7 (+5 Cha/half-level, +2 misc)
  95. Thievery +8 (+6 Dex/half-level, +2 misc)
  96.  
  97. Feats ==============================================================
  98. Manifest Resistance: Add 5 to your resistance from elemental manifestation
  99. Versatile Resistance: Gain resist 5 cold, resist 5 fire, and resist 5 thunder
  100. Improved Initiative: +4 to initiative checks
  101. Vicious Advantage: Gain combat advantage against slowed or immobilized targets
  102. Elemental Blade Attunement: +1 to damage with acid, cold, fire, lightning, or thunder powers
  103. Jack of All Trades: +2 to untrained skill checks
  104.  
  105. Power Index ========================================================
  106. Check the box when the power is used.
  107. Clear the box when the power renews.
  108.  
  109. At-Will Powers
  110.  
  111. Aegis of Assault
  112. At-Will * Arcane, Teleportation
  113. Minor Action Close burst 2
  114. Target: One creature in burst
  115. Effect: You mark the target. The target remains marked
  116. until you use this power against another target. If you
  117. mark other creatures using other powers, the target is
  118. still marked. A creature can be subject to only one mark
  119. at a time. A new mark supersedes a mark that was already
  120. in place. If your marked target makes an attack that doesn’t
  121. include you as a target, it takes a –2 penalty to attack
  122. rolls. If that attack hits and the marked target is within 10
  123. squares of you, you can use an immediate reaction to teleport
  124. to a square adjacent to the target and make a melee
  125. basic attack against it. If no unoccupied space exists adjacent
  126. to the target, you can’t use this immediate reaction.
  127.  
  128. Greenfire Blade
  129. At-Will * Arcane, Fire, Weapon
  130. Standard Action Melee weapon
  131. Target: One creature
  132. Attack: Intelligence vs. AC
  133. Hit: 1[W] + Intelligence modifier fire damage, and you
  134. deal fire damage equal to your Strength modifier to all enemies adjacent to the target.
  135.  
  136. Booming Blade
  137. At-Will * Arcane, Thunder, Weapon
  138. Standard Action Melee weapon
  139. Target: One creature
  140. Attack: Intelligence vs. AC
  141. Hit: 1[W] + Intelligence modifier damage, and if the target
  142. is adjacent to you at the start of its turn and moves away,
  143. it takes 1d6 + Constitution modifier thunder damage.
  144.  
  145.  
  146. Encounter Powers
  147.  
  148. Windwalker
  149. Encounter Move Action Personal
  150. Effect: Fly 8 squares. If you don’t end your move on solid
  151. ground, you float to the ground without taking falling damage.
  152.  
  153. Isolating Slam
  154. Encounter * Arcane, Weapon
  155. Standard Action Melee weapon
  156. Primary Target: One creature
  157. Attack: Intelligence vs. AC
  158. Hit: 1[W] + Intelligence modifier damage. Make a secondary attack.
  159. Secondary Target: Each enemy adjacent to the primary target
  160. Secondary Attack: Intelligence vs. Fortitude, one attack per target
  161. Hit: You push the secondary target away from the primary
  162. target a number of squares equal to your Constitution modifier.
  163.  
  164. Spikes of Agony
  165. Encounter * Arcane, Force, Weapon
  166. Standard Action Melee weapon
  167. Target: One creature
  168. Attack: Intelligence vs. AC
  169. Hit: 2[W] + Intelligence modifier force damage. If the target
  170. moves before the end of its next turn, it takes force
  171. damage equal to 5 + your Strength modifier.
  172. Aegis of Assault: When you use your aegis of assault
  173. immediate reaction, you can use this power in place of the melee basic attack.
  174.  
  175. Sloth Strike
  176. Encounter * Arcane, Cold, Weapon
  177. Standard Action Melee weapon
  178. Target: One creature
  179. Attack: Intelligence vs. AC
  180. Hit: 2[W] + Intelligence modifier cold damage, and the target is slowed until the end of your next turn.
  181.  
  182.  
  183. Daily powers
  184.  
  185. Elemental Foible
  186. Daily * Arcane, Weapon
  187. Standard Action Melee weapon
  188. Target: One creature
  189. Attack: Intelligence vs. AC
  190. Hit: 1[W] + Intelligence modifier damage.
  191. Effect: The target gains vulnerable 5 to a damage type of
  192. your choice: acid, cold, fire, lightning, or thunder. The vulnerability lasts until the end of the encounter
  193.  
  194. Beacon Blade
  195. Daily * Arcane, Weapon
  196. Standard Action Melee weapon
  197. Target: One creature
  198. Attack: Intelligence vs. AC
  199. Hit: 1[W] + Intelligence modifier damage, and the target is blinded (save ends).
  200. Effect: The target is illuminated until the end of the
  201. encounter, shedding bright light within 10 squares around
  202. it. Even if it turns invisible, its location can be pinpointed
  203. automatically, though the normal –5 penalty to the attack roll still applies.
  204.  
  205. Foesnare
  206. Standard Action Melee weapon
  207. Target: One creature
  208. Attack: Intelligence vs. AC
  209. Hit: 1[W] + Intelligence modifier damage, and the target is immobilized until the end of your next turn.
  210. Special: You can use this power in place of a melee basic attack when charging.
  211.  
  212.  
  213. Utility powers
  214.  
  215. Silversteel Veil
  216. Encounter * Arcane, Force
  217. Minor Action Close burst 1
  218. Targets: You and each ally in burst
  219. Effect: All affected creatures gain a +2 bonus to AC and Reflex defense until the end of your next turn.
  220.  
  221. Impenetrable Warding
  222. Daily * Arcane, Stance
  223. Minor Action Personal
  224. Effect: Your warding provides its bonus to all your defenses, not just AC
  225.  
  226. Dimensional Warp
  227. Encounter * Arcane, Teleportation
  228. Minor Action Close burst 3
  229. Targets: You and one ally in burst or two allies in burst
  230. Effect: Each target teleports into the other’s space. Both targets must occupy the same size space, or the power fails
  231.  
  232.  
  233. Equipment ==========================================================
  234. Adventurer's Kit
  235. Talenta tangat (+2, 1d8, Heavy Blade, High Crit, Versitile)
  236. Armour of the Charging Wind +2 (Leather)
  237. Utility Power (Illusion) * Encounter (Free Action)
  238. Trigger: You start a charge.
  239. Effect: You are invisible until the end of the current turn.
  240. Cape of the Mountebank +2
  241. Enhancement: Fortitude, Reflex, and Will
  242. Power (Daily * Teleportation): Immediate Reaction. Use
  243. this power when you are hit by an attack. Teleport 5
  244. squares and gain combat advantage against the attacker until the end of your next turn.
  245.  
  246. Coins and Other Wealth =============================================
  247. 800 gold pieces
  248.  
  249. Languages Known ====================================================
  250. Common, Primordial
  251.  
  252. Rituals ============================================================
  253. N/A
Advertisement
Add Comment
Please, Sign In to add comment