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Dungeons and Dragons 4th Edition Character Record Sheet
Character Name
Player
Class
Paragon Path
Epic Destiny
Race
Size
Age
Gender
Height
Weight
Align.
Deity
Adventure Company
XP
Next XP
Level
Ability
Score
Temp
Score
Mod
Mod+
1/2 Lv.
STR
CON
DEX
INT
WIS
CHA
Quick Look Up
Weapon / Power
Attack
Damage
Armor Bonus
Shield Bonus
Check Penalty
Speed Penalty
Armor is Heavy
INIT
Dex Mod
1/2 Lv.
Misc
Temp
=
+
+
+
Score
Base
Arm.
Item
Misc
Speed
P. Perception
P. Insight
Special Senses/Movement
Skills
Skill
Mod
Skill Name
Abil.
Train
(+5)
Mod+
.5Lv
Arm.
Misc
Temp
Total
10+
1/2Lv
Arm./
Abil.
Class
Feat
Enh.
Misc
Temp
AC
FORT
REF
WILL
Conditional Modifiers, Resistances & Action Points Note
[b]Aegis Mark[/b] [LIST] [*]Minor close action range 2 to mark a one or two foes. [*]Mark lasts till she places a new one [*]If the marked foe within 10s makes an attack that doesn't include her then she can take an Imm React to teleport the foe to an adjacent square OR she can deal 2d8+Int lightning damage as an Imm Reaction (forgoing teleportation). [*]The marked foe grants combat advantage after having been teleported till the end of her next turn (abbreviated uEo her NT). [*]She can grant CA uEo the Foes NT to Aegis Marked foes who are teleported to gain an additional +2 to hit and +2 to damage against that foe uEo her NT [/LIST] [b]Other Features and Defenses[/b]: [LIST] [*]Warding provides +3 AC, but only +1 (AC 25) if she holds anything in her off-hand [*]If using gauntlets: Gains 2 Temporary Hit Points on each hit with arcane power through her sword. [*]Resist 10 force [*]Can teleport 5 as a free action with a second wind. [*]Save +5 vs slowed and immobilized [*]Each time she shifts she gains +1 to AC and Ref uEo her NT [*]Each time she spends an Action Point to gain an action she can choose an [ooc=element]acid, cold, fire, light or thunder[/ooc] and gain resist 5 vs that element till the end of the encounter. [*] Each time she uses an action point to take an extra action she can teleport an adjacent creature (friend or foe) 5 squares or a marked foe 5 squares. [/LIST] [SPOILER=luckblade]Luckblade Level 13 Uncommon Luck favors the bold—and the wielder of this blade. Price: 17,000 gp Weapon: Heavy Blade, Light Blade Enhancement: +3 attack rolls and damage rolls Critical: +3d8 damage Power (Daily): Free Action. Trigger: You make an attack roll with this weapon and don’t like the result. Effect: Reroll the triggering attack roll and use the second result, even if it’s lower. Published in Adventurer's Vault, page(s) 71, Heroes of the Forgotten Kingdoms, page(s) 348, Dungeon Master's Kit, page(s) 258. Glaive Military two-handed melee weapon Cost: 25 gp Damage: 2d4 Proficient: +2 Weight: 10 lb. Properties: Reach (With a reach weapon, you can attack enemies that are 2 squares away from you as well as adjacent enemies, with no attack penalty. You can still make opportunity attacks only against adjacent enemies. Likewise, you can flank only an adjacent enemy.). Group: Heavy blade (Blades are balanced edged weapons. Heavy blades share some of the precision of light blades and some of the mass of axes. Heavy blades are used primarily for slashing cuts rather than stabs and thrusts.). Polearm (Polearms are weapons mounted at the end of long hafts. All polearms also fall into another category of weapon, usually axe, heavy blade, or spear. Polearms are reach weapons.). Published in Player's Handbook, page(s) 218. [/SPOILER]
Statistic Block
[url=http://www.myth-weavers.com/sheetview.php?sheetid=180540][size=4][B]Alxandria 'Lock' Slateworthy[/B][/size][/url], Human Swordmage MC Wizard, Sage of Fate's Bonds , Arcane Sword [B]Init[/B] +6 [B]HP[/B] 99/99 [B]Bloodied[/B] 49 [B]Healing Surge[/B] 24 (0 used /12) [B]AC[/B] 28 [B]Fort[/B] 22 [B]Reflex[/B] 23 [B]Will[/B] 21 [B]Speed[/B] 6 [B]Str[/B] 12 (+1) [B]Con[/B] 18 (+4) [B]Dex[/B] 10 (0) [B]Int[/B] 20 (+5) [B]Wis[/B] 12 (+1) [B]Cha[/B] 8 (-1) [OOC='[color=green]At Will -- Frostwind Blade[/color]'][B][color=green]At Will -- Frostwind Blade[/color][/B] Swordmage Attack 1Frostwind Blade You slice into your foe, and a freezing wind of the Elemental Chaos howls from the wound. At-Will Arcane, Cold, Weapon Standard Action Melee weapon Target: One creature Attack: Intelligence vs. AC Hit: 1[W] + Intelligence modifier cold damage. A different enemy marked by you within 3 squares of you takes cold damage equal to your Constitution modifier. Level 21: 2[W] + Intelligence modifier cold damage. Published in PH Heroes: Series 2. [/OOC], [OOC='[color=green]At Will -- Sword Burst[/color]'][B][color=green]At Will -- Sword Burst[/color][/B] Swordmage Attack 1Sword Burst A sweep of your sword blasts those around you with force. At-Will Arcane, Force, Implement Standard Action Close burst 1 Targets: Each enemy in burst Attack: Intelligence vs. Reflex Hit: 1d6 + Intelligence modifier force damage. Increase damage to 2d6 + Intelligence modifier at 21st level. First published in Forgotten Realms Player's Guide.[/OOC], [OOC='[color=green]At Will -- Luring Strike[/color]'][B][color=green]At Will -- Luring Strike[/color][/B] Swordmage Attack 1Luring Strike You step behind your foe, strike quickly, and then dart away, drawing the creature after you. At-Will Arcane, Weapon Standard Action Melee weapon Target: One creature Attack: Intelligence vs. AC Hit: 1[W] damage. You shift 1 square and slide the target 1 square into the space you occupied. Level 21: 2[W] damage. Effect: Before or after the attack, you can shift 1 square. First published in Arcane Power. [/OOC], [OOC='[color=red]Enc (1) -- Fox's Feint[/color]'][B][color=red]Enc (1) -- Fox's Feint[/color][/B] Swordmage Attack 1Fox's Feint Your blade dances faster than the eye can follow, guiding your foe’s movement as you attack. Encounter Arcane, Teleportation, Weapon Standard Action Melee weapon Target: One creature Attack: Intelligence vs. AC Hit: 1[W] + Intelligence modifier damage, and you can swap positions with the target. Aegis of Ensnarement: Until the end of your next turn, when the target grants combat advantage to an attacker, that attacker gains a +4 bonus to the attack roll instead of a +2 bonus. First published in Arcane Power[/OOC], [OOC='[color=red]Enc (7) -- Rejuvinating Strike[/color]'][B][color=red]Enc (7) -- Rejuvinating Strike[/color][/B] Swordmage Attack 7Rejuvenating Strike Your attack draws life from your foe’s injury and instills you with renewed energy. Encounter Arcane, Healing, Weapon Standard Action Melee weapon Target: One creature Attack: Intelligence vs. AC Hit: 2[W] + Intelligence modifier damage. You can spend a healing surge. Aegis of Ensarement: If you spend a healing surge, you regain additional hit points equal to your Constitution modifier. First published in Arcane Power. [/OOC], [OOC='[color=darkslategrey]Daily (1) -- Dimensonal Thunder[/color]'][B][color=darkslategrey]Daily (1) -- Dimensonal Thunder[/color][/B] Swordmage Attack 1Dimensional Thunder As you pass unseen through dimensional space, you leave in your wake a thunderous roar that bombards enemies upon your arrival. Daily Arcane, Teleportation, Thunder, Weapon Standard Action Melee weapon Target: One creature Attack: Intelligence vs. Fortitude Effect: Teleport a number of squares equal to your Constitution modifier. Hit: 2[W] + Intelligence modifier thunder damage. Effect: Each enemy adjacent to you gains ongoing 5 thunder damage (save ends). First published in Dragon Magazine 367. [/OOC], [OOC='[color=darkslategrey]Daily (5) -- Dimensonal Bond[/color]'][B][color=darkslategrey]Daily (5) -- Dimensonal Bond[/color][/B] Swordmage Attack 5Dimensional Bond Your sword thrust connects you with your foe and creates a dimensional bond that allows you to teleport to its location. Daily Arcane, Teleportation, Weapon Standard Action Melee weapon Target: One creature Attack: Intelligence vs. AC Hit: 2[W] + Intelligence modifier damage. Miss: Half damage. Effect: Until the end of the encounter, you can teleport 10 squares as a move action. You must end this movement adjacent to the target. First published in Arcane Power. [/OOC], [OOC='[STRIKE][color=darkslategrey]Daily (9) -- Be Gone[/color][/STRIKE]'][B][color=darkslategrey]Daily (9) -- Be Gone[/color][/B] Swordmage Attack 9Be Gone Your backhanded strike sends your enemy elsewhere. Daily Arcane, Reliable, Teleportation, Weapon Standard Action Melee weapon Target: One creature Attack: Intelligence vs. AC Hit: 2[W] + Intelligence modifier damage, and you teleport the target 5 squares. First published in Forgotten Realms Player's Guide. [/OOC], [OOC='[color=red]Item Enc -- Elven Battle Armor[/color]'][B][color=red]Item Enc -- Elven Battle Armor[/color][/B] Power (Encounter): Minor Action. Gain a +2 power bonus to speed until the end of your next turn.[/OOC], [OOC='[color=red]Item Enc -- Boots of Fencing Master[/color]'][B][color=red]Item Enc -- Boots of Fencing Master[/color][/B] Power (Encounter): Minor Action. Shift 2 squares.[/OOC], [OOC='[color=red]Enc -- Repelling Shield[/color]'][B][color=red]Enc -- Repelling Shield[/color][/B] Wizard Utility 10Repelling Shield A sudden shield of arcane energy blocks an attack and pushes the enemy away. Encounter Arcane Immediate Interrupt Personal Trigger: You are hit by a melee attack Effect: You gain a +4 power bonus to AC and Reflex until the end of your next turn. If any creature makes a melee attack against you while this effect lasts, you can push it 1 square after the attack resolves. Published in PH Heroes: Series 1. [/OOC], [OOC='[color=green]Item AtWill -- Farslayer[/color]'][B][color=green]Item AtWill -- Farslayer[/color][/B] Power (At-Will): Standard Action. Make a melee basic attack with this weapon against a target up to 5 squares away from you.[/OOC], [OOC='[color=darkslategrey]Item Daily -- Pinning[/color]'][B][color=darkslategrey]Item Daily -- Pinning[/color][/B] Pinning Weapon You use this weapon to root your enemy to the spot. Level: 2 Price: 520 gp Weapon: Any melee Enhancement: +1 attack rolls and damage rolls Critical: +1d6 damage Power (Daily): Free Action. Use this power when you hit an enemy with this weapon. That enemy is immobilized until you are no longer adjacent to it. Published in Adventurer's Vault 1, page(s) 74. [/OOC], [OOC='[color=darkslategrey]Daily -- Protective Bond[/color]'][B][color=darkslategrey]Daily -- Protective Bond[/color][/B] Sage of Fate's Bonds Utility 12Protective Bond You raise a magical ward over one of your allies, allowing you to summon that individual to your side and offer protection. Daily Arcane, Teleportation Minor Action Close burst 10 Target: One ally in the burst Effect: Until the end of the encounter, whenever the target is hit by an attack, as an immediate interrupt you can teleport the target 5 squares to a space that must be adjacent to you.[/OOC], [OOC='[color=green]Aegis of Ensnarement[/color]'][B][color=green]Aegis of Ensnarement[/color][/B] Swordmage Feature Aegis of Ensnarement You create an arcane link between yourself and a foe, allowing you to ensnare that creature. 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 another creature using other powers, the target is still marked. Until the mark ends, if the target makes any attack that does not include you as a target, it takes a -2 penalty to the attack roll. If a target marked by this power is within 10 squares of you when it hits with an attack that does not include you as a target, you can use an immediate reaction after the target’s entire attack is resolved to teleport the target to any space adjacent to you. In addition, the target grants combat advantage to all creatures until the end of your next turn. If no unoccupied space exists adjacent to you, you can’t use this immediate reaction, and the target doesn’t grant combat advantage as a result of this effect. First published in Arcane Power. [/OOC], [OOC='[color=red]Enc (MC) -- Thunderwave [/color]'][B][color=red]Enc (MC) -- Thunderwave [/color][/B] Wizard Attack 1Thunderwave You create a whip-crack of sonic power that lashes up from the ground. At-Will Arcane, Implement, Thunder Standard Action Close blast 3 Target: Each creature in blast Attack: Intelligence vs. Fortitude Hit: 1d6 + Intelligence modifier thunder damage, and you push the target a number of squares equal to your Wisdom modifier. Increase damage to 2d6 + Intelligence modifier at 21st level. First published in Player's Handbook. [/OOC], [OOC='[color=red]Enc (3) -- Fire Shroud[/color]'][B][color=red]Enc (3) -- Fire Shroud[/color][/B] Wizard Attack 3Fire Shroud With a subtle gesture, you wreathe nearby enemies in flames. Encounter Arcane, Fire, Implement Standard Action Close burst 3 Target: Each enemy in burst Attack: Intelligence vs. Fortitude Hit: 1d8 + Intelligence modifier fire damage, and ongoing 5 fire damage (save ends). First published in Player's Handbook. [/OOC], [OOC='[color=red]Enc Util (2) -- Mythal Recovery[/color]'][B][color=red]Enc Util (2) -- Mythal Recovery[/color][/B] Swordmage Utility 2Mythal Recovery You focus your warding inward to bolster yourself against the onslaught. Encounter Arcane Minor Action Personal Effect: Make a saving throw against an effect that a save can end. First published in Forgotten Realms Player's Guide. [/OOC], [OOC='[color=red]Enc Util (6) -- Armathor's Step[/color]'][B][color=red]Enc Util (6) -- Armathor's Step[/color][/B] Swordmage Utility 6Armathor's Step Arcane power speeds you into battle. Encounter Arcane, Teleportation Move Action Personal Effect: Teleport 5 squares. If you end this move adjacent to an enemy, you gain a +2 power bonus to the next attack roll you make against that enemy during your turn. First published in Forgotten Realms Player's Guide. [/OOC], [OOC='[STRIKE][color=darkslategrey]Daily (1) -- Lashing Asp[/color][/STRIKE]'][B][color=darkslategrey]Daily (1) -- Lashing Asp[/color][/B] Swordmage Attack 1Lashing Asp A spectral asp winds itself around your sword. With each successful strike you make, the asp lunges to attack nearby foes. Daily Arcane, Poison, Stance Minor Action Personal Effect: Until the stance ends, whenever you hit an enemy with a melee attack, each enemy adjacent to the target of that attack takes poison damage equal to your Constitution modifier. Also, whenever you hit an enemy marked by your Swordmage Aegis power with a melee attack, it takes poison damage equal to your Constitution modifier. First published in Arcane Power. [/OOC], [OOC='[STRIKE][color=darkslategrey]Daily (5) -- Energy Theft[/color][/STRIKE]'][B][color=darkslategrey]Daily (5) -- Energy Theft[/color][/B] Swordmage Attack 5Energy Theft You draw on your enemy’s natural resilience to protect your allies from harm. Daily Arcane, Weapon Standard Action Melee weapon Target: One creature Attack: Intelligence vs. AC Hit: 1[W] + Intelligence modifier damage. Effect: Choose acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder. The target gains vulnerable 5 to that damage type (save ends). Each ally within 5 squares of you gains resist 5 to that damage type until the end of the encounter. First published in Arcane Power. [/OOC], [OOC='[color=darkslategrey]Daily (9) -- Troll Rampage[/color]'][B][color=darkslategrey]Daily (9) -- Troll Rampage[/color][/B] Swordmage Attack 9Troll Rampage You charge your foe, swinging your weapon savagely. As arcane energy fuels your charge, a few of your minor wounds heal. Daily Arcane, Healing, Weapon Standard Action Melee weapon Target: One creature Attack: Intelligence vs. AC Hit: 2[W] + Intelligence modifier damage. Until the end of the encounter, you gain regeneration equal to 2 + your Constitution modifier while you are bloodied. Miss: Half damage. You regain hit points equal to 2 + your Constitution modifier. Special: When charging, you can use this power in place of a melee basic attack. Aegis of Ensnarement: If you charge, you gain a +2 bonus to the attack roll instead of the normal +1 for charging. First published in Arcane Power. [/OOC], [OOC='[color=green]At Will (MC) -- Light[/color]'][B][color=green]At Will (MC) -- Light[/color][/B] Wizard Cantrips 1Light With a wave of your hand, you cause a bright light to appear on the tip of your staff, upon some other object, or in a nearby space. At-Will Arcane Minor Action Ranged 5 Target: One object or unoccupied square Effect: You cause the target to shed bright light. The light fills the target’s square and all squares within 4 squares of it. The light lasts for 5 minutes. Putting out the light is a free action. Special: You can have only one light cantrip active at a time. If you create a new light, your previously cast light winks out. First published in Player's Handbook. [/OOC], [OOC='[color=darkslategrey]Item Daily -- Burning Hands[/color]'][B][color=darkslategrey]Item Daily -- Burning Hands[/color][/B] Wizard Attack 1Burning Hands A fierce burst of flame erupts from your hands and scorches nearby foes. Encounter Arcane, Fire, Implement Standard Action Close blast 5 Target: Each creature in blast Attack: Intelligence vs. Reflex Hit: 2d6 + Intelligence modifier fire damage. First published in Player's Handbook. [/OOC], [OOC='[color=darkslategrey]Item Daily -- Broach of Shielding[/color]'][B][color=darkslategrey]Item Daily -- Broach of Shielding[/color][/B] Power (Daily): Immediate Interrupt. Use this power when you are hit by an area, close, or ranged attack. Gain resist to all damage equal to the brooch’s resist force value against that attack.[/OOC], [OOC='[color=red]Foe Binder[/color]'][B][color=red]Foe Binder[/color][/B] Sage of Fate's Bonds Attack 11Foe Binder You slash at two nearby foes, and your attacks bind them to you. Encounter Arcane, Weapon Standard Action Melee weapon Target: Two creatures Attack: Intelligence vs. AC Hit: 2[W] + Intelligence modifier damage, and the target is marked by your aegis of ensnarement. Marking the target does not remove the mark on another target already affected by your aegis of ensnarement. Published in Arcane Power, page(s) 66.[/OOC], [OOC='[color=darkslategrey]Item Daily -- Incendiary Detonation[/color]'][B][color=darkslategrey]Item Daily -- Incendiary Detonation[/color][/B] Wizard Attack 1Orbmaster's Incendiary Detonation Gouts of flame pulse from your orb and explode amid your enemies, setting the area alight and roasting them as they attempt to escape. Encounter Arcane, Fire, Force, Implement, Zone Standard Action Area burst 1 within 10 squares Target: Each creature in burst Attack: Intelligence vs. Reflex Hit: 1d6 + Intelligence modifier force damage, and you knock the target prone. Effect: The burst creates a zone of licking flames that lasts until the end of your next turn. Each enemy that enters the zone or starts its turn there takes 2 fire damage. Orb of Imposition: You can extend the duration of this effect, even though it is not an at-will power. If you do so, the area expands to burst 3 and doesn’t affect you or your allies. Published in Arcane Power, page(s) 102. [/OOC], [OOC='Class and Path Features'][B]Class and Path Features[/B] 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. You can forge a bond with a different blade using the same meditation process (for instance, if you acquire a new blade that has magical abilities). If you forge a bond with a different blade, the old bond dissipates. If your bonded weapon is broken or damaged, you can spend 1 hour of meditation to recreate the weapon from a fragment. (This process automatically destroys any other fragments of the weapon in existence, so you can’t use it to create multiple copies of a broken weapon.) Aegis of Ensnarement You can use the Aegis of ensnarement power to teleport a marked creature to any space adjacent to you. 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). IMPLEMENTS Your blade adds its enhancement bonus to attack rolls and damage rolls and any extra damage granted by a property (if applicable) when used as an implement. You do not gain your weapon proficiency bonus to the attack roll when using your blade as an implement. Published in Forgotten Realms Player's Guide (FRPG), page(s) 24. SAGE OF FATE'S BONDS PATH FEATURES Bond of Fury (11th level): When a creature marked by your aegis of ensnarement hits with an attack that does not include you as a target, you can deal 2d8 + your Intelligence modifier lightning damage to the creature as an immediate reaction. At 21st level, this damage increases to 3d8 + your Intelligence modifier. Bond of Transport (11th level): When you spend an action point to take an extra action, you can teleport one creature that is adjacent to you 5 squares, or you can teleport one creature that is marked by your aegis of ensnarement 5 squares. Bond of Escape (16th level): When a creature marked by your aegis of ensnarement hits an ally with an attack that does not include you as a target, you can teleport the ally 5 squares as an immediate reaction. Published in Arcane Power, page(s) 66.[/OOC] [B]Notes[/B] [b]Aegis Mark[/b] [LIST] [*]Minor close action range 2 to mark a one or two foes. [*]Mark lasts till she places a new one [*]If the marked foe within 10s makes an attack that doesn't include her then she can take an Imm React to teleport the foe to an adjacent square OR she can deal 2d8+Int lightning damage as an Imm Reaction (forgoing teleportation). [*]The marked foe grants combat advantage after having been teleported till the end of her next turn (abbreviated uEo her NT). [*]She can grant CA uEo the Foes NT to Aegis Marked foes who are teleported to gain an additional +2 to hit and +2 to damage against that foe uEo her NT [/LIST] [b]Other Features and Defenses[/b]: [LIST] [*]Warding provides +3 AC, but only +1 (AC 25) if she holds anything in her off-hand [*]If using gauntlets: Gains 2 Temporary Hit Points on each hit with arcane power through her sword. [*]Resist 10 force [*]Can teleport 5 as a free action with a second wind. [*]Save +5 vs slowed and immobilized [*]Each time she shifts she gains +1 to AC and Ref uEo her NT [*]Each time she spends an Action Point to gain an action she can choose an [ooc=element]acid, cold, fire, light or thunder[/ooc] and gain resist 5 vs that element till the end of the encounter. [*] Each time she uses an action point to take an extra action she can teleport an adjacent creature (friend or foe) 5 squares or a marked foe 5 squares. [/LIST] [SPOILER=luckblade]Luckblade Level 13 Uncommon Luck favors the bold—and the wielder of this blade. Price: 17,000 gp Weapon: Heavy Blade, Light Blade Enhancement: +3 attack rolls and damage rolls Critical: +3d8 damage Power (Daily): Free Action. Trigger: You make an attack roll with this weapon and don’t like the result. Effect: Reroll the triggering attack roll and use the second result, even if it’s lower. Published in Adventurer's Vault, page(s) 71, Heroes of the Forgotten Kingdoms, page(s) 348, Dungeon Master's Kit, page(s) 258. Glaive Military two-handed melee weapon Cost: 25 gp Damage: 2d4 Proficient: +2 Weight: 10 lb. Properties: Reach (With a reach weapon, you can attack enemies that are 2 squares away from you as well as adjacent enemies, with no attack penalty. You can still make opportunity attacks only against adjacent enemies. Likewise, you can flank only an adjacent enemy.). Group: Heavy blade (Blades are balanced edged weapons. Heavy blades share some of the precision of light blades and some of the mass of axes. Heavy blades are used primarily for slashing cuts rather than stabs and thrusts.). Polearm (Polearms are weapons mounted at the end of long hafts. All polearms also fall into another category of weapon, usually axe, heavy blade, or spear. Polearms are reach weapons.). Published in Player's Handbook, page(s) 218. [/SPOILER]
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Bloodied
H. Surge
Surges Used
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Death ST Fail
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Attack Workspace
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Feats
Feat Name
Loc.
Powers
Swordmage Attack 1Frostwind Blade You slice into your foe, and a freezing wind of the Elemental Chaos howls from the wound. At-Will Arcane, Cold, Weapon Standard Action Melee weapon Target: One creature Attack: Intelligence vs. AC Hit: 1[W] + Intelligence modifier cold damage. A different enemy marked by you within 3 squares of you takes cold damage equal to your Constitution modifier. Level 21: 2[W] + Intelligence modifier cold damage. Published in PH Heroes: Series 2.
Swordmage Attack 1Sword Burst A sweep of your sword blasts those around you with force. At-Will Arcane, Force, Implement Standard Action Close burst 1 Targets: Each enemy in burst Attack: Intelligence vs. Reflex Hit: 1d6 + Intelligence modifier force damage. Increase damage to 2d6 + Intelligence modifier at 21st level. First published in Forgotten Realms Player's Guide.
Swordmage Attack 1Luring Strike You step behind your foe, strike quickly, and then dart away, drawing the creature after you. At-Will Arcane, Weapon Standard Action Melee weapon Target: One creature Attack: Intelligence vs. AC Hit: 1[W] damage. You shift 1 square and slide the target 1 square into the space you occupied. Level 21: 2[W] damage. Effect: Before or after the attack, you can shift 1 square. First published in Arcane Power.
Swordmage Attack 1Fox's Feint Your blade dances faster than the eye can follow, guiding your foe’s movement as you attack. Encounter Arcane, Teleportation, Weapon Standard Action Melee weapon Target: One creature Attack: Intelligence vs. AC Hit: 1[W] + Intelligence modifier damage, and you can swap positions with the target. Aegis of Ensnarement: Until the end of your next turn, when the target grants combat advantage to an attacker, that attacker gains a +4 bonus to the attack roll instead of a +2 bonus. First published in Arcane Power
Swordmage Attack 7Rejuvenating Strike Your attack draws life from your foe’s injury and instills you with renewed energy. Encounter Arcane, Healing, Weapon Standard Action Melee weapon Target: One creature Attack: Intelligence vs. AC Hit: 2[W] + Intelligence modifier damage. You can spend a healing surge. Aegis of Ensarement: If you spend a healing surge, you regain additional hit points equal to your Constitution modifier. First published in Arcane Power.
Swordmage Attack 1Dimensional Thunder As you pass unseen through dimensional space, you leave in your wake a thunderous roar that bombards enemies upon your arrival. Daily Arcane, Teleportation, Thunder, Weapon Standard Action Melee weapon Target: One creature Attack: Intelligence vs. Fortitude Effect: Teleport a number of squares equal to your Constitution modifier. Hit: 2[W] + Intelligence modifier thunder damage. Effect: Each enemy adjacent to you gains ongoing 5 thunder damage (save ends). First published in Dragon Magazine 367.
Swordmage Attack 5Dimensional Bond Your sword thrust connects you with your foe and creates a dimensional bond that allows you to teleport to its location. Daily Arcane, Teleportation, Weapon Standard Action Melee weapon Target: One creature Attack: Intelligence vs. AC Hit: 2[W] + Intelligence modifier damage. Miss: Half damage. Effect: Until the end of the encounter, you can teleport 10 squares as a move action. You must end this movement adjacent to the target. First published in Arcane Power.
Swordmage Attack 9Be Gone Your backhanded strike sends your enemy elsewhere. Daily Arcane, Reliable, Teleportation, Weapon Standard Action Melee weapon Target: One creature Attack: Intelligence vs. AC Hit: 2[W] + Intelligence modifier damage, and you teleport the target 5 squares. First published in Forgotten Realms Player's Guide.
Power (Encounter): Minor Action. Gain a +2 power bonus to speed until the end of your next turn.
Power (Encounter): Minor Action. Shift 2 squares.
Wizard Utility 10Repelling Shield A sudden shield of arcane energy blocks an attack and pushes the enemy away. Encounter Arcane Immediate Interrupt Personal Trigger: You are hit by a melee attack Effect: You gain a +4 power bonus to AC and Reflex until the end of your next turn. If any creature makes a melee attack against you while this effect lasts, you can push it 1 square after the attack resolves. Published in PH Heroes: Series 1.
Power (At-Will): Standard Action. Make a melee basic attack with this weapon against a target up to 5 squares away from you.
Pinning Weapon You use this weapon to root your enemy to the spot. Level: 2 Price: 520 gp Weapon: Any melee Enhancement: +1 attack rolls and damage rolls Critical: +1d6 damage Power (Daily): Free Action. Use this power when you hit an enemy with this weapon. That enemy is immobilized until you are no longer adjacent to it. Published in Adventurer's Vault 1, page(s) 74.
Sage of Fate's Bonds Utility 12Protective Bond You raise a magical ward over one of your allies, allowing you to summon that individual to your side and offer protection. Daily Arcane, Teleportation Minor Action Close burst 10 Target: One ally in the burst Effect: Until the end of the encounter, whenever the target is hit by an attack, as an immediate interrupt you can teleport the target 5 squares to a space that must be adjacent to you.
Powers
Swordmage Feature Aegis of Ensnarement You create an arcane link between yourself and a foe, allowing you to ensnare that creature. 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 another creature using other powers, the target is still marked. Until the mark ends, if the target makes any attack that does not include you as a target, it takes a -2 penalty to the attack roll. If a target marked by this power is within 10 squares of you when it hits with an attack that does not include you as a target, you can use an immediate reaction after the target’s entire attack is resolved to teleport the target to any space adjacent to you. In addition, the target grants combat advantage to all creatures until the end of your next turn. If no unoccupied space exists adjacent to you, you can’t use this immediate reaction, and the target doesn’t grant combat advantage as a result of this effect. First published in Arcane Power.
Wizard Attack 1Thunderwave You create a whip-crack of sonic power that lashes up from the ground. At-Will Arcane, Implement, Thunder Standard Action Close blast 3 Target: Each creature in blast Attack: Intelligence vs. Fortitude Hit: 1d6 + Intelligence modifier thunder damage, and you push the target a number of squares equal to your Wisdom modifier. Increase damage to 2d6 + Intelligence modifier at 21st level. First published in Player's Handbook.
Wizard Attack 3Fire Shroud With a subtle gesture, you wreathe nearby enemies in flames. Encounter Arcane, Fire, Implement Standard Action Close burst 3 Target: Each enemy in burst Attack: Intelligence vs. Fortitude Hit: 1d8 + Intelligence modifier fire damage, and ongoing 5 fire damage (save ends). First published in Player's Handbook.
Swordmage Utility 2Mythal Recovery You focus your warding inward to bolster yourself against the onslaught. Encounter Arcane Minor Action Personal Effect: Make a saving throw against an effect that a save can end. First published in Forgotten Realms Player's Guide.
Swordmage Utility 6Armathor's Step Arcane power speeds you into battle. Encounter Arcane, Teleportation Move Action Personal Effect: Teleport 5 squares. If you end this move adjacent to an enemy, you gain a +2 power bonus to the next attack roll you make against that enemy during your turn. First published in Forgotten Realms Player's Guide.
Swordmage Attack 1Lashing Asp A spectral asp winds itself around your sword. With each successful strike you make, the asp lunges to attack nearby foes. Daily Arcane, Poison, Stance Minor Action Personal Effect: Until the stance ends, whenever you hit an enemy with a melee attack, each enemy adjacent to the target of that attack takes poison damage equal to your Constitution modifier. Also, whenever you hit an enemy marked by your Swordmage Aegis power with a melee attack, it takes poison damage equal to your Constitution modifier. First published in Arcane Power.
Swordmage Attack 5Energy Theft You draw on your enemy’s natural resilience to protect your allies from harm. Daily Arcane, Weapon Standard Action Melee weapon Target: One creature Attack: Intelligence vs. AC Hit: 1[W] + Intelligence modifier damage. Effect: Choose acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder. The target gains vulnerable 5 to that damage type (save ends). Each ally within 5 squares of you gains resist 5 to that damage type until the end of the encounter. First published in Arcane Power.
Swordmage Attack 9Troll Rampage You charge your foe, swinging your weapon savagely. As arcane energy fuels your charge, a few of your minor wounds heal. Daily Arcane, Healing, Weapon Standard Action Melee weapon Target: One creature Attack: Intelligence vs. AC Hit: 2[W] + Intelligence modifier damage. Until the end of the encounter, you gain regeneration equal to 2 + your Constitution modifier while you are bloodied. Miss: Half damage. You regain hit points equal to 2 + your Constitution modifier. Special: When charging, you can use this power in place of a melee basic attack. Aegis of Ensnarement: If you charge, you gain a +2 bonus to the attack roll instead of the normal +1 for charging. First published in Arcane Power.
Wizard Cantrips 1Light With a wave of your hand, you cause a bright light to appear on the tip of your staff, upon some other object, or in a nearby space. At-Will Arcane Minor Action Ranged 5 Target: One object or unoccupied square Effect: You cause the target to shed bright light. The light fills the target’s square and all squares within 4 squares of it. The light lasts for 5 minutes. Putting out the light is a free action. Special: You can have only one light cantrip active at a time. If you create a new light, your previously cast light winks out. First published in Player's Handbook.
Wizard Attack 1Burning Hands A fierce burst of flame erupts from your hands and scorches nearby foes. Encounter Arcane, Fire, Implement Standard Action Close blast 5 Target: Each creature in blast Attack: Intelligence vs. Reflex Hit: 2d6 + Intelligence modifier fire damage. First published in Player's Handbook.
Power (Daily): Immediate Interrupt. Use this power when you are hit by an area, close, or ranged attack. Gain resist to all damage equal to the brooch’s resist force value against that attack.
Sage of Fate's Bonds Attack 11Foe Binder You slash at two nearby foes, and your attacks bind them to you. Encounter Arcane, Weapon Standard Action Melee weapon Target: Two creatures Attack: Intelligence vs. AC Hit: 2[W] + Intelligence modifier damage, and the target is marked by your aegis of ensnarement. Marking the target does not remove the mark on another target already affected by your aegis of ensnarement. Published in Arcane Power, page(s) 66.
Wizard Attack 1Orbmaster's Incendiary Detonation Gouts of flame pulse from your orb and explode amid your enemies, setting the area alight and roasting them as they attempt to escape. Encounter Arcane, Fire, Force, Implement, Zone Standard Action Area burst 1 within 10 squares Target: Each creature in burst Attack: Intelligence vs. Reflex Hit: 1d6 + Intelligence modifier force damage, and you knock the target prone. Effect: The burst creates a zone of licking flames that lasts until the end of your next turn. Each enemy that enters the zone or starts its turn there takes 2 fire damage. Orb of Imposition: You can extend the duration of this effect, even though it is not an at-will power. If you do so, the area expands to burst 3 and doesn’t affect you or your allies. Published in Arcane Power, page(s) 102.
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. You can forge a bond with a different blade using the same meditation process (for instance, if you acquire a new blade that has magical abilities). If you forge a bond with a different blade, the old bond dissipates. If your bonded weapon is broken or damaged, you can spend 1 hour of meditation to recreate the weapon from a fragment. (This process automatically destroys any other fragments of the weapon in existence, so you can’t use it to create multiple copies of a broken weapon.) Aegis of Ensnarement You can use the Aegis of ensnarement power to teleport a marked creature to any space adjacent to you. 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). IMPLEMENTS Your blade adds its enhancement bonus to attack rolls and damage rolls and any extra damage granted by a property (if applicable) when used as an implement. You do not gain your weapon proficiency bonus to the attack roll when using your blade as an implement. Published in Forgotten Realms Player's Guide (FRPG), page(s) 24. SAGE OF FATE'S BONDS PATH FEATURES Bond of Fury (11th level): When a creature marked by your aegis of ensnarement hits with an attack that does not include you as a target, you can deal 2d8 + your Intelligence modifier lightning damage to the creature as an immediate reaction. At 21st level, this damage increases to 3d8 + your Intelligence modifier. Bond of Transport (11th level): When you spend an action point to take an extra action, you can teleport one creature that is adjacent to you 5 squares, or you can teleport one creature that is marked by your aegis of ensnarement 5 squares. Bond of Escape (16th level): When a creature marked by your aegis of ensnarement hits an ally with an attack that does not include you as a target, you can teleport the ally 5 squares as an immediate reaction. Published in Arcane Power, page(s) 66.
Magic Items & Equipment
Item Name
Use
Daily Item Powers Per Day
Heroic(1-10)
Milestone
Paragon(11-20)
Milestone
Epic(21-30)
Milestone
Rituals
Languages Known
Coins and Other Wealth
350 GP plus 1500 GP (reward from Lady Daybringer)
Personality Traits
Mannerisms and Appearance
Session and Campaign Notes
Has info for portals to : Tumnos, Kalon and AIX
Companions and Allies
Background & Other Notes
Planning 20120922: Perhaps purchase: Glyph of Warding and Hedge Wizards Gloves Glyph of Warding Component Cost: 75 gp and 2 healing surges Market Price: 520 gp Key Skill: Arcana or Religion (no check)Level: 7 Category: Warding Time: 10 minutes Duration: Until discharged You inscribe a glyph that works as a dangerous trap (see Glyph of Warding trap) on a flat surface such as a wall, chest lid, table, or door. As you create the trap, you set the glyph’s damage type, trigger, password and/or exceptions. The trigger you set must require the trap’s target to enter the glyph’s square, pass within range of the glyph’s attack, or open or handle a warded object without speaking the password or meeting an exception. Acceptable exceptions include creature origin, creature type, physical characteristics, and named individuals. The glyph becomes nearly invisible once it is completed. If the trap is triggered or disabled, the ritual is discharged. Published in Dragon Magazine 405. Hedge Wizard's GlovesLevel 4 Uncommon With a wave of these patched gloves, you can perform magic tricks. Hands Slot 840 gp Power (Arcane, Conjuration) (Standard Action) As the wizard's mage hand power. Power (Arcane) (Standard Action) As the wizard's prestidigitation power. Published in Adventurer's Vault, page(s) 135. Planning 20110624 : replace booming blade with frostwind blade. Bought Object Reading Ritual for 250 GP. Cash was 600 GP is now 350 GP. Bought Horse for 25 GP. Cash was 625 GP, now 600 GP. Exchange during downtime 11/13: Lock Black Market trip Selling: 10th level +2 Runic Longsword Wants: 5000 GP in ritual components Looking for rituals: 20 GP Arcane Mark Unseen servant focus: 25GP 50 GP Unseen Servant 50 GP Tensors Floating Disk 50 GP Purify Water 50 GP Secret Page 75 GP Silence 100 GP Eye of Alarm 150 GP Arcane Lock 360 GP Phantom Steed 360 GP Sending ---- 1290 total GP Buy or Create: 250GP 5 potions of healing 520 GP Shortsword of Pinning +1 680 GP Gauntlets of Arcane Might 680 GP +1 Wand of Orbmasters Incendiary Detonation 1000 GP Bag of Holding ---- 3130 GP item creation total 4420 GP total 580 GP of ritual components remain 480 GP already in inventory 1060 GP ritual components remain 625 GP already in inventory ------------------ Wishlist: Glaive of Luck (luckblade) Warmage's Uniform Short Sword of Void Crystal Incisive Dagger Items to trade for: Guantlets of Arcane Might Shortsword of Pinning Lightning Dagger Feat wishlist includes: Ensnaring Flourish (+5 to damage foes after teleporting them) Grasping Ensnarement Durability Arcane reserves Defensive mobility Heavy blade weapon focus Multiclass to get repelling shield as a encounter utility power (+4 to ac and push foes that attack) Item wishlist includes: Gauntlets of Arcane Might When a foe you have challenged reels from your arcane power, these gauntlets grant you increased vigor. Level: 3 Price: 680 gp Item Slot: Hands Property: When you hit an enemy marked by you with an arcane attack power, you gain 2 temporary hit points. Published in Adventurer's Vault 2, page(s) 102. Bracers of Mighty Striking These enchanted armbands increase the damage you deal with a single melee attack. Level: 2 Price: 520 gp Item Slot: Arms Property: When you hit with a melee basic attack, you gain a +2 item bonus to the damage roll. Update (8/5/2010) Item updated to match Essentials data. Published in Player's Handbook 1, page(s) 244, Player Essentials 1, page(s) 349. Winged Armor Glorious angelic wings sprout from this armor at your command. Level: 13 Price: 17,000 gp Armor: Cloth, Leather, Hide, Chain, Plate, Scale Enhancement: +3 AC Property: You gain an item bonus to Athletics checks to jump equal to the armor’s enhancement bonus. Power (Daily): Move Action. You fly your speed. You must begin and end this move on a solid surface. You also gain a +2 power bonus to all defenses until the end of your next turn. Published in Adventurer's Vault 2, page(s) 14. Runic Armor The arcane sigils engraved on this armor glow in the presence of magical emanations. Level: 13 Price: 17,000 gp Armor: Chain, Cloth, Hide, Leather, Plate, Scale Enhancement: +3 AC Property: You gain an item bonus to Arcana checks equal to the armor’s enhancement bonus. Property: When you use your second wind, you also gain a bonus to damage rolls with arcane attack powers equal to the armor’s enhancement bonus until the end of your next turn. Published in Adventurer's Vault 2, page(s) 12. Warmage’s Uniform These decorated greatcoats come in a variety of styles, but all lend military might to their wearers. Level: 13 Price: 17,000 gp Armor: Cloth, Leather Enhancement: +3 AC Power (Daily): Free. Trigger: You hit an enemy with an arcane attack power Effect: Until the end of your next turn, one ally within 5 squares of that enemy gains a power bonus to attack rolls against the enemy equal to the armor’s enhancement bonus. Published in Adventurer's Vault 2, page(s) 14. Aegis Blade This blade allows you to place your aegis on all nearby foes with a single word of power. Level: 13 Price: 17,000 gp Weapon: Heavy blade, Light blade Enhancement: +3 attack rolls and damage rolls Critical: +1d6 damage per plus Power (Daily): Minor Action. Mark each enemy within a close burst 3 (save ends). If you have the Swordmage Aegis class feature, treat each mark as if you applied it with your chosen aegis. Published in Adventurer's Vault 2, page(s) 15. Flame Bracers Flickering flames dance across your arm guards, darting to cover your weapon on crucial attacks. Level: 13 Price: 17,000 gp Item Slot: Arms Property: When you score a critical hit with a melee attack, deal an extra 1d10 fire damage. Power (Daily): Minor Action. Your next successful weapon attack before the end of your next round deals an extra 2d6 fire damage. Published in Adventurer's Vault 1, page(s) 117. Bracers of Mighty Striking These enchanted armbands increase the damage you deal with a single melee attack. Level: 12 Price: 13,000 gp Item Slot: Arms Property: When you hit with a melee basic attack, you gain a +4 item bonus to the damage roll. Update (8/5/2010) Item updated to match Essentials data. Published in Player's Handbook 1, page(s) 244, Player Essentials 1, page(s) 349. Counterstrike Guards A set of twin forearm shields small enough not to hinder you, these guards improve your strikes against off-balance foes. Level: 14 Price: 21,000 gp Item Slot: Arms Power (Encounter): Immediate Reaction. Use this power when a melee attack misses you. You make a melee basic attack against the attacker. Published in Adventurer's Vault 1, page(s) 116. Shielding Girdle This item helps you turn away physical attacks. Level: 10 Price: 5,000 gp Item Slot: Waist Power (Daily): Immediate Interrupt. Use this power when you would be hit by an attack. Gain a +4 power bonus to AC until the end of your next turn. Published in Adventurer's Vault 1, page(s) 167. Cincture of Vivacity Wearing this heavy damask wrap, you can exceed your body’s normal recuperative ability. Level: 14 Price: 21,000 gp Item Slot: Waist Property: When you spend a healing surge and regain hit points above your maximum hit points, you can keep the extra hit points as temporary hit points until the end of the encounter. Published in Adventurer's Vault 1, page(s) 165. Hedge Wizards Gloves (lvl 4, 840 GP, AV) At Will: mage hand At Will: prestidigitation 4 Potions of Healing (lvl 5, 50 GP, PHB) +1 Pinning Shortsword (lvl 2, 520 GP, AV) Crit: +1d6 Daily (free): Use this power when you hit an enemy with this weapon. The enemy is immobilized until you are no longer adjacent to it. Mithrendain Steel Weapon This weapon is infused with the Feywild’s inherent arcane energy. Level: 13 Price: 17,000 gp Weapon: Heavy blade, light blade Enhancement: +3 attack rolls and damage rolls Critical: +3d6 damage Property: Add 1 square to the distance of any teleport you make. Power (Daily * Teleportation): Free Action. Use this power when you hit with the weapon. You teleport the target 2 squares. Published in Dragon Magazine Annual 2009. Rubicant Blade This beautiful and ornate weapon has seven runes inscribed on the blade and vibrates with power when held. Level: 13 Price: 17,000 gp Weapon: Any one-handed weapon Enhancement: +3 attack rolls and damage rolls Critical: +3d6 damage Property: When a power allows you to teleport, you can add 1 square to that distance. Property: While this weapon is bonded to you with the swordmage Swordbond class feature, any other creature takes a -2 penalty to attack rolls with this weapon. Power (Daily): Move Action. You can teleport yourself and one or two allies within 5 squares of you up to 5 squares. Published in Dragon Magazine 385, page(s) 52. Warding Blade This silvery blade seems to move of its own accord, protecting you from harm. Level: 13 Price: 17,000 gp Weapon: Light blade Enhancement: +3 attack rolls and damage rolls Critical: +1d6 damage per plus Property: While you wield this weapon in your off hand, you gain an item bonus to AC against opportunity attacks equal to the blade’s enhancement bonus. Published in Adventurer's Vault 2, page(s) 103. Ravenclaw Warblade This sword becomes more powerful when its wielder or his enemies are at death’s door. Level: 13 Price: 17,000 gp Weapon: Heavy blade Enhancement: +3 attack rolls and damage rolls Critical: +1d6 damage per plus, or +1d10 damage per plus while you’re bloodied Property: When you use this weapon to reduce a nonminion enemy to 0 hit points, you can either spend a healing surge or make a saving throw. Published in Adventurer's Vault 2, page(s) 21. Subtle Weapon Plain and simple, this weapon works best when you already have an edge on your foe. Level: 13 Price: 17,000 gp Weapon: Any melee Enhancement: +3 attack rolls and damage rolls Critical: +3d6 damage Property: Whenever you make a damage roll with this weapon against an enemy granting combat advantage to you, you gain an item bonus to the damage roll against that enemy. The item bonus equals this weapon’s enhancement bonus. Inescapable Weapon This weapon grows increasingly eager to strike those you have trouble hitting. Level: 13 Price: 17,000 gp Weapon: Any Enhancement: +3 attack rolls and damage rolls Critical: +3d6 damage Property: Each time you miss a target with this weapon, you gain a cumulative +1 bonus (up to the weapon’s enhancement bonus) to your next attack roll with this weapon against the same target. The bonus ends if you attack a different target or when you hit. Published in Adventurer's Vault 1, page(s) 70. Farslayer Weapon As you swing this weapon through the air, wounds magically appear on enemies beyond your normal reach. Level: 13 Price: 17,000 gp Weapon: Any melee Enhancement: +3 attack rolls and damage rolls Critical: +3d6 damage Power (At-Will): Standard Action. Make a melee basic attack with this weapon against a target up to 5 squares away from you. Published in Adventurer's Vault 1, page(s) 68. Leveling up to 10: +6 HP * Intelligent Blademaster * Like a Feather Swordmage Utility 10Like a Feather You fear no height, for your magic gives grace to any landing. Encounter Arcane Free Action Personal Trigger: You are knocked prone or fall Effect: You take no falling damage, and you are not knocked prone. First published in Arcane Power.
Dungeons and Dragons 4th Edition Character Sheet, Copyright 2008
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