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- Name Engelus
- Level 10
- Class Swordmage
- Race Genasi
- Size Medium
- Age 40
- Gender Male
- Height 5'7"
- Weight 100 lbs.
- Alignment Neutral Good
- Deity N/A
- Total XP
- Initiative =========================================================
- +6 (+1 Dex, +5 half level)
- Ability Scores =====================================================
- Strength......18 (+5) (+9)
- Constitution..13 (+1) (+6)
- Dexterity.....12 (+1) (+6)
- Intelligence..20 (+5) (+10)
- Wisdom........10 (+0) (+5)
- Charisma......11 (+0) (+5)
- Defenses ===========================================================
- AC 19 (10 base, +5 half level, +4 armor, +0 feat)
- Fort 20 (10 base, +5 half level, +3 Str, +2 misc, +0 feat)
- Ref 21 (10 base, +5 half level, +4 Int, +2 misc, +0 feat)
- Will 19 (10 base, +5 half level, +0 Wis, +2 class, +2 misc, +0 feat)
- Hit Points =========================================================
- Max HP 82
- Bloodied 41 (half HP)
- Surge value 20 (quarter HP)
- Surges/day 9
- Resistances
- 15 Cold, 5 Fire, 5 Thunder
- Movement ===========================================================
- Speed 6 squares (base 6, armor -0)
- Senses =============================================================
- Passive Insight 20 (10 base, Skill +10)
- Passive Perception 15 (10 base, Skill +5)
- Race Features ======================================================
- Elemental Origin: Your ancestors were native to the Elemental Chaos, so you are considered an elemental
- creature for the purpose of effects that relate to creature origin.
- Elemental Manifestation - Windsoul:
- You gain resist 5 cold and the windwalker power.
- Class/Path/Destiny Features ========================================
- Swordbond
- By spending 1 hour of meditation with a chosen light or heavy blade,
- you forge a special bond with the weapon. As a standard action, you can
- call your bonded weapon to your hand from up to 10 squares away.
- Aegis of Assault
- You gain the Aegis of Assault power
- Swordmage Warding
- While you are conscious and wielding either a light
- blade or a heavy blade, you maintain a field of magical force around you.
- This field provides a +1 bonus to AC, or a +3 bonus
- if you are wielding a blade in one hand and have your
- other hand free (not carrying a shield, an off-hand
- weapon, a two-handed weapon, or anything else
- Skills =============================================================
- Acrobatics +8 (+6 Dex/half-level, +2 misc)
- Arcana +15 (+10 Int/half-level, +5 trained)
- Athletics +14 (+9 Str/half-level, +5 trained)
- Bluff +7 (+5 Cha/half-level, +2 misc)
- Diplomacy +10 (+5 Cha/half-level, +5 trained)
- Dungeoneering +7 (+5 Wis/half-level, +2 misc)
- Endurance +8 (+6 Con/half-level, +2 misc)
- Heal +7 (+5 Wis/half-level, +2 misc)
- History +10 (+10 Int/half-level, +2 misc)
- Insight +10 (+5 Wis/half-level, +5 trained)
- Intimidate +7 (+5 Cha/half-level, +2 misc)
- Nature +7 (+5 Wis/half-level, +2 misc)
- Perception +7 (+5 Wis/half-level, +2 misc)
- Religion +10 (+10 Int/half-level, +2 misc)
- Stealth +8 (+6 Dex/half-level, +2 misc)
- Streetwise +7 (+5 Cha/half-level, +2 misc)
- Thievery +8 (+6 Dex/half-level, +2 misc)
- Feats ==============================================================
- Manifest Resistance: Add 5 to your resistance from elemental manifestation
- Versatile Resistance: Gain resist 5 cold, resist 5 fire, and resist 5 thunder
- Improved Initiative: +4 to initiative checks
- Vicious Advantage: Gain combat advantage against slowed or immobilized targets
- Elemental Blade Attunement: +1 to damage with acid, cold, fire, lightning, or thunder powers
- Jack of All Trades: +2 to untrained skill checks
- Power Index ========================================================
- Check the box when the power is used.
- Clear the box when the power renews.
- At-Will Powers
- Aegis of Assault
- At-Will * Arcane, Teleportation
- Minor Action Close burst 2
- Target: One creature in burst
- Effect: You mark the target. The target remains marked
- until you use this power against another target. If you
- mark other creatures using other powers, the target is
- still marked. A creature can be subject to only one mark
- at a time. A new mark supersedes a mark that was already
- in place. If your marked target makes an attack that doesn’t
- include you as a target, it takes a –2 penalty to attack
- rolls. If that attack hits and the marked target is within 10
- squares of you, you can use an immediate reaction to teleport
- to a square adjacent to the target and make a melee
- basic attack against it. If no unoccupied space exists adjacent
- to the target, you can’t use this immediate reaction.
- Greenfire Blade
- At-Will * Arcane, Fire, Weapon
- Standard Action Melee weapon
- Target: One creature
- Attack: Intelligence vs. AC
- Hit: 1[W] + Intelligence modifier fire damage, and you
- deal fire damage equal to your Strength modifier to all enemies adjacent to the target.
- Booming Blade
- At-Will * Arcane, Thunder, Weapon
- Standard Action Melee weapon
- Target: One creature
- Attack: Intelligence vs. AC
- Hit: 1[W] + Intelligence modifier damage, and if the target
- is adjacent to you at the start of its turn and moves away,
- it takes 1d6 + Constitution modifier thunder damage.
- Encounter Powers
- Windwalker
- Encounter Move Action Personal
- Effect: Fly 8 squares. If you don’t end your move on solid
- ground, you float to the ground without taking falling damage.
- Isolating Slam
- Encounter * Arcane, Weapon
- Standard Action Melee weapon
- Primary Target: One creature
- Attack: Intelligence vs. AC
- Hit: 1[W] + Intelligence modifier damage. Make a secondary attack.
- Secondary Target: Each enemy adjacent to the primary target
- Secondary Attack: Intelligence vs. Fortitude, one attack per target
- Hit: You push the secondary target away from the primary
- target a number of squares equal to your Constitution modifier.
- Spikes of Agony
- Encounter * Arcane, Force, Weapon
- Standard Action Melee weapon
- Target: One creature
- Attack: Intelligence vs. AC
- Hit: 2[W] + Intelligence modifier force damage. If the target
- moves before the end of its next turn, it takes force
- damage equal to 5 + your Strength modifier.
- Aegis of Assault: When you use your aegis of assault
- immediate reaction, you can use this power in place of the melee basic attack.
- Sloth Strike
- Encounter * Arcane, Cold, Weapon
- Standard Action Melee weapon
- Target: One creature
- Attack: Intelligence vs. AC
- Hit: 2[W] + Intelligence modifier cold damage, and the target is slowed until the end of your next turn.
- Daily powers
- Elemental Foible
- Daily * Arcane, Weapon
- Standard Action Melee weapon
- Target: One creature
- Attack: Intelligence vs. AC
- Hit: 1[W] + Intelligence modifier damage.
- Effect: The target gains vulnerable 5 to a damage type of
- your choice: acid, cold, fire, lightning, or thunder. The vulnerability lasts until the end of the encounter
- Beacon Blade
- Daily * Arcane, Weapon
- Standard Action Melee weapon
- Target: One creature
- Attack: Intelligence vs. AC
- Hit: 1[W] + Intelligence modifier damage, and the target is blinded (save ends).
- Effect: The target is illuminated until the end of the
- encounter, shedding bright light within 10 squares around
- it. Even if it turns invisible, its location can be pinpointed
- automatically, though the normal –5 penalty to the attack roll still applies.
- Foesnare
- Standard Action Melee weapon
- Target: One creature
- Attack: Intelligence vs. AC
- Hit: 1[W] + Intelligence modifier damage, and the target is immobilized until the end of your next turn.
- Special: You can use this power in place of a melee basic attack when charging.
- Utility powers
- Silversteel Veil
- Encounter * Arcane, Force
- Minor Action Close burst 1
- Targets: You and each ally in burst
- Effect: All affected creatures gain a +2 bonus to AC and Reflex defense until the end of your next turn.
- Impenetrable Warding
- Daily * Arcane, Stance
- Minor Action Personal
- Effect: Your warding provides its bonus to all your defenses, not just AC
- Dimensional Warp
- Encounter * Arcane, Teleportation
- Minor Action Close burst 3
- Targets: You and one ally in burst or two allies in burst
- Effect: Each target teleports into the other’s space. Both targets must occupy the same size space, or the power fails
- Equipment ==========================================================
- Adventurer's Kit
- Talenta tangat (+2, 1d8, Heavy Blade, High Crit, Versitile)
- Armour of the Charging Wind +2 (Leather)
- Utility Power (Illusion) * Encounter (Free Action)
- Trigger: You start a charge.
- Effect: You are invisible until the end of the current turn.
- Cape of the Mountebank +2
- Enhancement: Fortitude, Reflex, and Will
- Power (Daily * Teleportation): Immediate Reaction. Use
- this power when you are hit by an attack. Teleport 5
- squares and gain combat advantage against the attacker until the end of your next turn.
- Coins and Other Wealth =============================================
- 800 gold pieces
- Languages Known ====================================================
- Common, Primordial
- Rituals ============================================================
- N/A
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