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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]Cannith Eldritch Machine -[/B] +1 bonus to end effects that daze, stun, immobilize, or restrain you (refluffed [I]Arcane Student Who Saw Too Much[/I] background benefit) [B]Warforged Resilience -[/B] +2 racial bonus to saving throws against ongoing damage [B]Energizing Sigil -[/B] When you take an action point action, ally within 5 makes a saving throw against all effects. [B]Bolstering Sigil -[/B] +2 defenses for allies adjacent to you. [B]Warforged Tactics -[/B] +1 on melee attacks against foe adjacent to your ally [B] White Lotus Riposte -[/B] When an enemy attacks you before the start of your next turn after you hit it with an arcane at-will attack power, it takes damage (of the same type) equal to that power's ability modifier. [B]Leather Armor of Dark Majesty +2 -[/B] You gain a +2 item bonus to all defenses against enemies under your Warlock's Curse. [B]Cloak of Translocation +2 - [/B] When you use a teleportation power, you gain a +2 bonus to AC and Reflex until the end of your next turn. [B]Backlash Tattoo (heroic tier)[/B] The first time you're bloodied during an encounter, you can make a basic attack as an immediate reaction. [B]Rushing Cleats (heroic tier)[/B] Gain a +2 item bonus to bull rush attacks, and increase the push or slide effect of any close or melee attack you perform by 1 square.
Statistic Block
[url=http://www.myth-weavers.com/sheetview.php?sheetid=291908][size=4][B]Rune[/B][/size][/url], Warforged Swordmage|Warlock, Sigil Carver [B]Init[/B] +6 [B]HP[/B] 84/84 [B]Bloodied[/B] 42 [B]Healing Surge[/B] 21 (0 used /12) [B]AC[/B] 27 [B]Fort[/B] 24 [B]Reflex[/B] 24 [B]Will[/B] 23 [B]Speed[/B] 6 [B]Str[/B] 13 (+1) [B]Con[/B] 21 (+5) [B]Dex[/B] 11 (0) [B]Int[/B] 21 (+5) [B]Wis[/B] 9 (-1) [B]Cha[/B] 13 (+1) [OOC='[COLOR=Green]Warlock's Curse[/COLOR]'][B][COLOR=Green]Warlock's Curse[/COLOR][/B] Minor Action You can place a Warlock's Curse on the enemy nearest to you that you can see. A cursed enemy is more vulnerable to your attacks. If you hit a cursed enemy with an attack, you deal extra damage. You decide whether to apply the extra damage after making the damage roll. You can deal this extra damage once per round, so if you have dealt Warlock's Curse damage since the start of your turn, you cannot deal it again until the start of your next turn. A Warlock's Curse remains in effect until the end of the encounter or until the cursed enemy is defeated. You can place a Warlock's Curse on multiple targets over the course of an encounter; each curse requires the use of a minor action. You can't place a Warlock's Curse on a creature that is already affected by your or another character's Warlock's Curse. As you advance in level, your extra damage increases. Level : Warlock's Curse Extra Damage 1st–10th : +1d6 11th–20th : +2d6 21st–30th : +3d6 ADDITIONAL EFFECTS +1d6 Psychic Damage to Warlock's Curse (Mindbite Scorn)[/OOC], [OOC='[COLOR=Green]Dark One's Blessing[/COLOR]'][B][COLOR=Green]Dark One's Blessing[/COLOR][/B] Free Action Range: Personal Prerequisite: Infernal Pact Trigger: An enemy under your Warlock's Curse is reduced to 0 hit points or fewer Effect: You immediately gain temporary hit points equal to your level. (11 THP)[/OOC], [OOC='[COLOR=Green]Eldritch Strike[/COLOR]'][B][COLOR=Green]Eldritch Strike[/COLOR][/B] Standard Action Keywords: Arcane, Weapon Range: Melee weapon Target: One creature Attack: Charisma or Constitution vs. AC Hit: 1[W] + Charisma or Constitution modifier damage, and you slide the target 1 square (+3 squares Staggering Longsword, +1 square Rushing Cleats. 5 squares total) Staggering Longsword +3: +18 attack, 1d8+10 damage ADDITIONAL EFFECTS +3d6 to damage once per round (Warlock's Curse) +2 item bonus to attack rolls to bull rush attacks - Rushing Cleats (heroic tier). +2 to damage rolls against bloodied targets - Gauntlets of Blood (heroic tier).[/OOC], [OOC='[COLOR=Green]Hellish Rebuke[/COLOR]'][B][COLOR=Green]Hellish Rebuke[/COLOR][/B] Standard Action Keywords: Arcane, Fire, Implement Range: Ranged 10 Target: One creature Attack: Constitution vs. Reflex Hit: 1d6 + Constitution modifier (+5) fire damage. If you take damage before the end of your next turn, the target takes an extra 1d6 + Constitution modifier (+5) fire damage. Staggering Longsword +3: +15 attack, 1d6+8 damage ADDITIONAL EFFECTS +3d6 to damage once per round (Warlock's Curse) +2 to damage rolls against bloodied targets - Gauntlets of Blood (heroic tier).[/OOC], [OOC='[COLOR=Green]Sword Burst[/COLOR]'][B][COLOR=Green]Sword Burst[/COLOR][/B] Standard Action Keywords: Arcane, Force, Implement Range: Close burst 1 Target: Each enemy in burst Attack: Intelligence vs. Reflex Hit: 1d6 + Intelligence modifier (+5) force damage. Staggering Longsword +3: +15 attack, 1d6+8 damage ADDITIONAL EFFECTS +2 to damage rolls against bloodied targets - Gauntlets of Blood (heroic tier).[/OOC], [OOC='[COLOR=Green]Ethereal Sidestep[/COLOR]'][B][COLOR=Green]Ethereal Sidestep[/COLOR][/B] Move Action Keywords: Arcane, Teleportation Range: Personal Effect: You teleport 1 square.[/OOC], [OOC='[COLOR=Red]Aegis of Shielding[/COLOR]'][B][COLOR=Red]Aegis of Shielding[/COLOR][/B] Minor Action Keywords: Arcane Range: 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 interrupt to reduce the damage dealt by that attack to any one creature by an amount equal to 10 + your Constitution modifier (+5). [/OOC], [OOC='[COLOR=Red]Warforged Resolve[/COLOR]'][B][COLOR=Red]Warforged Resolve[/COLOR][/B] Minor Action Keywords: Healing Range: Personal Effect: You gain a number of temporary hit points equal to 3 + one-half your level and can make a saving throw against one effect on you that deals ongoing damage. If you are bloodied, you also regain hit points equal to 3 + one-half your level.[/OOC], [OOC='[COLOR=Red]Arms of Hadar[/COLOR]'][B][COLOR=Red]Arms of Hadar[/COLOR][/B] Standard Action Keywords: Arcane, Implement Range: Close burst 2 Target: Each creature in burst Attack: Constitution vs. Reflex Hit: 1d8 + Constitution modifier (+5) damage, and you push the target 2 squares. (+1 Rushing Cleats) Star Pact: You push the target a number of squares equal to 1 + your Intelligence modifier (+5). Staggering Longsword +3: +15 attack, 1d8+8 damage ADDITIONAL EFFECTS +3d6 to damage once per round (Warlock's Curse) +1 to Push - Rushing Cleats (heroic tier). +2 to damage rolls against bloodied targets - Gauntlets of Blood (heroic tier).[/OOC], [OOC='[COLOR=Red]Dimensional Vortex[/COLOR]'][B][COLOR=Red]Dimensional Vortex[/COLOR][/B] Immediate Interrupt Keywords: Arcane, Implement, Teleportation Range: Ranged 10 Target: The triggering enemy Trigger: An enemy hits an ally with a melee attack Attack: Intelligence vs. Will Hit: You teleport the target 5 squares. The target then makes its melee attack against a creature you choose. If no creatures are within range of the target, the attack is expended. Aegis of Shielding: If the target is marked by your aegis of shielding power, the target's melee attack deals extra damage equal to your Constitution modifier (+5). Staggering Longsword +3: +15 attack[/OOC], [OOC='[COLOR=Red]Transposing Lunge[/COLOR]'][B][COLOR=Red]Transposing Lunge[/COLOR][/B] Standard Action Keywords: Arcane, Implement, Teleportation Range: Melee weapon Target: One creature Attack: Intelligence vs. AC Hit: 2[W] + Intelligence modifier (+5) damage, and you teleport the target into a space adjacent to you. Aegis of Shielding: When you use your aegis of shielding immediate interrupt, you can use this power against the target as part of the interrupt, even if the target is beyond your reach. Staggering Longsword +3: +18 attack, 2d8+10 damage ADDITIONAL EFFECTS +2 to damage rolls against bloodied targets - Gauntlets of Blood (heroic tier).[/OOC], [OOC='[COLOR=Red]Aegis Sigil[/COLOR]'][B][COLOR=Red]Aegis Sigil[/COLOR][/B] Standard Action Keywords: Arcane, Weapon Range: Melee weapon Target: One creature Attack: Intelligence vs. AC Hit: 3[W] + Intelligence modifier (+5) damage. Effect: Until the end of the target's next turn, it is marked by your aegis of shielding. Marking the target does not remove the mark on another target already affected by your aegis of shielding. Staggering Longsword +3: +18 attack, 3d8+10 damage ADDITIONAL EFFECTS +2 to damage rolls against bloodied targets - Gauntlets of Blood (heroic tier).[/OOC], [OOC='[COLOR=Red]Channeling Shield[/COLOR]'][B][COLOR=Red]Channeling Shield[/COLOR][/B] Immediate Interrupt Keywords: Arcane Range: Close burst 10 Trigger: An attack hits you or an ally within 10 squares of you Target: The creature hit by the triggering attack Effect: You reduce the damage the target takes from the triggering attack by 5 + your Constitution modifier (+5). Aegis of Shielding: The next successful attack you make before the end of your next turn deals extra damage equal to your Constitution modifier (+5).[/OOC], [OOC='[COLOR=Red]Fey Switch[/COLOR]'][B][COLOR=Red]Fey Switch[/COLOR][/B] Move Action Keywords: Arcane, Teleportation Range: Ranged 10 Target: One ally Effect: You and the target teleport, swapping positions.[/OOC], [OOC='[COLOR=Black]Tyranny of Flame[/COLOR]'][B][COLOR=Black]Tyranny of Flame[/COLOR][/B] Standard Action Keywords: Arcane, Fire, Implement Range: Ranged 10 Target: One creature Attack: Constitution vs. Will Effect: You knock the target prone. Hit: 3d6 + Constitution modifier (+5) fire damage, and the target can't stand up from prone (save ends). Infernal Pact: The target also takes a -2 penalty to saving throws against this power. Miss: Half damage. Staggering Longsword +3: +15 attack, 3d6+8 damage ADDITIONAL EFFECTS +3d6 to damage once per round (Warlock's Curse) +2 to damage rolls against bloodied targets - Gauntlets of Blood (heroic tier).[/OOC], [OOC='[COLOR=Black]Swordmage Shielding Fire[/COLOR]'][B][COLOR=Black]Swordmage Shielding Fire[/COLOR][/B] Standard Action Keywords: Arcane, Fire, Implement Range: Close burst 10 Target: One creature in burst Attack: Intelligence vs. Fortitude Hit: 2d10 + Constitution modifier (+5) fire damage, and the creature is marked as if from your Swordmage Aegis power until the end of the encounter. This does not end existing marks placed by your Swordmage Aegis power, and using your Swordmage Aegis power to mark another enemy does not end this mark. Another creature's mark supersedes this one. Miss: The creature is marked as if from your Swordmage Aegis power until the end of the encounter. This does not end existing marks placed by your Swordmage Aegis power, and using your Swordmage Aegis power to mark another enemy does not end this mark. Another creature's mark supersedes this one. Aegis of Shielding: Until the end of the encounter, when you reduce the damage the target deals using aegis of shielding, the target takes fire damage equal to the amount of damage your aegis of shielding power prevents. Staggering Longsword +3: +15 attack, 2d10+8 damage ADDITIONAL EFFECTS +2 to damage rolls against bloodied targets - Gauntlets of Blood (heroic tier).[/OOC], [OOC='[COLOR=Black]Vestige of Ilmeth[/COLOR]'][B][COLOR=Black]Vestige of Ilmeth[/COLOR][/B] Standard Action Keywords: Arcane, Implement, Psychic, Teleportation Range: Ranged 10 Target: One creature Attack: Constitution vs. Reflex Hit: 2d10 + Constitution modifier (+5) psychic damage. Until the end of the encounter, whenever the target makes an attack roll against you, it takes psychic damage equal to your Intelligence modifier (+5). Miss: Half damage. Vestige Pact: You gain access to the vestige of Ilmeth. Ilmeth Pact Boon: You and an ally within 5 squares of you can swap positions as a free action. Eyes of the Vestige Augment: Your eyes of the vestige target also takes a -2 penalty to attack rolls until the end of your next turn. Staggering Longsword +3: +15 attack, 2d10+8 damage ADDITIONAL EFFECTS +3d6 to damage once per round (Warlock's Curse) +2 to damage rolls against bloodied targets - Gauntlets of Blood (heroic tier).[/OOC], [OOC='[COLOR=DarkOrange]Staggering Longsword +3[/COLOR]'][B][COLOR=DarkOrange]Staggering Longsword +3[/COLOR][/B] CRITICAL: +3d6 On a critical hit the target is knocked prone PROPERTIES: When you use a power with the weapon keyword that slides a target, you can add this weapon's enhancement bonus to the number of squares the target slides. Power (Daily): Free Action. Use this power when you hit with the weapon. Slide the target a number of squares equal to the weapon's enhancement bonus.[/OOC], [OOC='[COLOR=DarkOrange]Ruby Scabbard (heroic tier)[/COLOR]'][B][COLOR=DarkOrange]Ruby Scabbard (heroic tier)[/COLOR][/B] PROPERTIES: This scabbard resizes to fit any light blade or heavy blade. You can draw a weapon from this scabbard as part of the same action used to make an attack with that weapon. Power (Encounter): Free Action. Use this power when you attack with the weapon most recently sheathed in the scabbard. Gain a +1 power bonus to the next damage roll you make with that weapon before the end of your next turn. The weapon must have been sheathed in the scabbard for the full duration of your last extended rest to gain this power.[/OOC], [OOC='[COLOR=DarkOrange]Leather Armor of Dark Majesty +2[/COLOR]'][B][COLOR=DarkOrange]Leather Armor of Dark Majesty +2[/COLOR][/B] PROPERTIES: You gain an item bonus to Bluff and Intimidate checks equal to this armor's enhancement bonus. You gain a +2 item bonus to all defenses against enemies under your Warlock's Curse. Power (Daily): Minor Action. Place your Warlock's Curse on any enemy you can see, rather than the nearest enemy.[/OOC], [OOC='[COLOR=DarkOrange]Cloak of Translocation +2[/COLOR]'][B][COLOR=DarkOrange]Cloak of Translocation +2[/COLOR][/B] PROPERTIES: When you use a teleportation power, you gain a +2 bonus to AC and Reflex until the end of your next turn. Power (Daily): Minor Action. You regain the use of an encounter teleportation power that you have already used during this encounter.[/OOC], [OOC='[COLOR=DarkOrange]Iron Armbands of Power (heroic tier)[/COLOR]'][B][COLOR=DarkOrange]Iron Armbands of Power (heroic tier)[/COLOR][/B] PROPERTIES: Gain a +2 item bonus to melee damage rolls.[/OOC], [OOC='[COLOR=DarkOrange]Backlash Tattoo (heroic tier)[/COLOR]'][B][COLOR=DarkOrange]Backlash Tattoo (heroic tier)[/COLOR][/B] PROPERTIES: The first time you're bloodied during an encounter, you can make a basic attack as an immediate reaction.[/OOC], [OOC='[COLOR=DarkOrange]Gauntlets of Blood (heroic tier)[/COLOR]'][B][COLOR=DarkOrange]Gauntlets of Blood (heroic tier)[/COLOR][/B] PROPERTIES: You gain a +2 bonus to damage rolls against bloodied targets.[/OOC], [OOC='[COLOR=DarkOrange]Rushing Cleats (heroic tier)[/COLOR]'][B][COLOR=DarkOrange]Rushing Cleats (heroic tier)[/COLOR][/B] PROPERTIES: Gain a +2 item bonus to bull rush attacks, and increase the push or slide effect of any close or melee attack you perform by 1 square. [/OOC], [OOC='[COLOR=DarkOrange]Casque of Tactics (heroic tier)[/COLOR]'][B][COLOR=DarkOrange]Casque of Tactics (heroic tier)[/COLOR][/B] PROPERTIES: Gain +1 item bonus to initiative checks. Power (Daily): Free Action. Use this power when initiative is rolled. Swap initiative check results with a willing ally who you can see.[/OOC] [B]Notes[/B] [B]Cannith Eldritch Machine -[/B] +1 bonus to end effects that daze, stun, immobilize, or restrain you (refluffed [I]Arcane Student Who Saw Too Much[/I] background benefit) [B]Warforged Resilience -[/B] +2 racial bonus to saving throws against ongoing damage [B]Energizing Sigil -[/B] When you take an action point action, ally within 5 makes a saving throw against all effects. [B]Bolstering Sigil -[/B] +2 defenses for allies adjacent to you. [B]Warforged Tactics -[/B] +1 on melee attacks against foe adjacent to your ally [B] White Lotus Riposte -[/B] When an enemy attacks you before the start of your next turn after you hit it with an arcane at-will attack power, it takes damage (of the same type) equal to that power's ability modifier. [B]Leather Armor of Dark Majesty +2 -[/B] You gain a +2 item bonus to all defenses against enemies under your Warlock's Curse. [B]Cloak of Translocation +2 - [/B] When you use a teleportation power, you gain a +2 bonus to AC and Reflex until the end of your next turn. [B]Backlash Tattoo (heroic tier)[/B] The first time you're bloodied during an encounter, you can make a basic attack as an immediate reaction. [B]Rushing Cleats (heroic tier)[/B] Gain a +2 item bonus to bull rush attacks, and increase the push or slide effect of any close or melee attack you perform by 1 square.
Race Features
Class / Path / Destiny Features
Other Items
Current
Max HP
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Bloodied
H. Surge
Surges Used
Surges / Day
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Second Wind
Death ST Fail
Action Points
Attack Workspace
Ability 1:
Ability 2:
Bonus
1/2Lv
Abil.
Class
Prof
Feat
Enh
Misc
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Damage Workspace
Ability 1:
Ability 2:
Bonus
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Feat
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Misc
Misc
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Feats
Feat Name
Loc.
Powers
Minor Action You can place a Warlock's Curse on the enemy nearest to you that you can see. A cursed enemy is more vulnerable to your attacks. If you hit a cursed enemy with an attack, you deal extra damage. You decide whether to apply the extra damage after making the damage roll. You can deal this extra damage once per round, so if you have dealt Warlock's Curse damage since the start of your turn, you cannot deal it again until the start of your next turn. A Warlock's Curse remains in effect until the end of the encounter or until the cursed enemy is defeated. You can place a Warlock's Curse on multiple targets over the course of an encounter; each curse requires the use of a minor action. You can't place a Warlock's Curse on a creature that is already affected by your or another character's Warlock's Curse. As you advance in level, your extra damage increases. Level : Warlock's Curse Extra Damage 1st–10th : +1d6 11th–20th : +2d6 21st–30th : +3d6 ADDITIONAL EFFECTS +1d6 Psychic Damage to Warlock's Curse (Mindbite Scorn)
Free Action Range: Personal Prerequisite: Infernal Pact Trigger: An enemy under your Warlock's Curse is reduced to 0 hit points or fewer Effect: You immediately gain temporary hit points equal to your level. (11 THP)
Standard Action Keywords: Arcane, Weapon Range: Melee weapon Target: One creature Attack: Charisma or Constitution vs. AC Hit: 1[W] + Charisma or Constitution modifier damage, and you slide the target 1 square (+3 squares Staggering Longsword, +1 square Rushing Cleats. 5 squares total) Staggering Longsword +3: +18 attack, 1d8+10 damage ADDITIONAL EFFECTS +3d6 to damage once per round (Warlock's Curse) +2 item bonus to attack rolls to bull rush attacks - Rushing Cleats (heroic tier). +2 to damage rolls against bloodied targets - Gauntlets of Blood (heroic tier).
Standard Action Keywords: Arcane, Fire, Implement Range: Ranged 10 Target: One creature Attack: Constitution vs. Reflex Hit: 1d6 + Constitution modifier (+5) fire damage. If you take damage before the end of your next turn, the target takes an extra 1d6 + Constitution modifier (+5) fire damage. Staggering Longsword +3: +15 attack, 1d6+8 damage ADDITIONAL EFFECTS +3d6 to damage once per round (Warlock's Curse) +2 to damage rolls against bloodied targets - Gauntlets of Blood (heroic tier).
Standard Action Keywords: Arcane, Force, Implement Range: Close burst 1 Target: Each enemy in burst Attack: Intelligence vs. Reflex Hit: 1d6 + Intelligence modifier (+5) force damage. Staggering Longsword +3: +15 attack, 1d6+8 damage ADDITIONAL EFFECTS +2 to damage rolls against bloodied targets - Gauntlets of Blood (heroic tier).
Move Action Keywords: Arcane, Teleportation Range: Personal Effect: You teleport 1 square.
Minor Action Keywords: Arcane Range: 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 interrupt to reduce the damage dealt by that attack to any one creature by an amount equal to 10 + your Constitution modifier (+5).
Minor Action Keywords: Healing Range: Personal Effect: You gain a number of temporary hit points equal to 3 + one-half your level and can make a saving throw against one effect on you that deals ongoing damage. If you are bloodied, you also regain hit points equal to 3 + one-half your level.
Standard Action Keywords: Arcane, Implement Range: Close burst 2 Target: Each creature in burst Attack: Constitution vs. Reflex Hit: 1d8 + Constitution modifier (+5) damage, and you push the target 2 squares. (+1 Rushing Cleats) Star Pact: You push the target a number of squares equal to 1 + your Intelligence modifier (+5). Staggering Longsword +3: +15 attack, 1d8+8 damage ADDITIONAL EFFECTS +3d6 to damage once per round (Warlock's Curse) +1 to Push - Rushing Cleats (heroic tier). +2 to damage rolls against bloodied targets - Gauntlets of Blood (heroic tier).
Immediate Interrupt Keywords: Arcane, Implement, Teleportation Range: Ranged 10 Target: The triggering enemy Trigger: An enemy hits an ally with a melee attack Attack: Intelligence vs. Will Hit: You teleport the target 5 squares. The target then makes its melee attack against a creature you choose. If no creatures are within range of the target, the attack is expended. Aegis of Shielding: If the target is marked by your aegis of shielding power, the target's melee attack deals extra damage equal to your Constitution modifier (+5). Staggering Longsword +3: +15 attack
Standard Action Keywords: Arcane, Implement, Teleportation Range: Melee weapon Target: One creature Attack: Intelligence vs. AC Hit: 2[W] + Intelligence modifier (+5) damage, and you teleport the target into a space adjacent to you. Aegis of Shielding: When you use your aegis of shielding immediate interrupt, you can use this power against the target as part of the interrupt, even if the target is beyond your reach. Staggering Longsword +3: +18 attack, 2d8+10 damage ADDITIONAL EFFECTS +2 to damage rolls against bloodied targets - Gauntlets of Blood (heroic tier).
Standard Action Keywords: Arcane, Weapon Range: Melee weapon Target: One creature Attack: Intelligence vs. AC Hit: 3[W] + Intelligence modifier (+5) damage. Effect: Until the end of the target's next turn, it is marked by your aegis of shielding. Marking the target does not remove the mark on another target already affected by your aegis of shielding. Staggering Longsword +3: +18 attack, 3d8+10 damage ADDITIONAL EFFECTS +2 to damage rolls against bloodied targets - Gauntlets of Blood (heroic tier).
Immediate Interrupt Keywords: Arcane Range: Close burst 10 Trigger: An attack hits you or an ally within 10 squares of you Target: The creature hit by the triggering attack Effect: You reduce the damage the target takes from the triggering attack by 5 + your Constitution modifier (+5). Aegis of Shielding: The next successful attack you make before the end of your next turn deals extra damage equal to your Constitution modifier (+5).
Move Action Keywords: Arcane, Teleportation Range: Ranged 10 Target: One ally Effect: You and the target teleport, swapping positions.
Powers
Standard Action Keywords: Arcane, Fire, Implement Range: Ranged 10 Target: One creature Attack: Constitution vs. Will Effect: You knock the target prone. Hit: 3d6 + Constitution modifier (+5) fire damage, and the target can't stand up from prone (save ends). Infernal Pact: The target also takes a -2 penalty to saving throws against this power. Miss: Half damage. Staggering Longsword +3: +15 attack, 3d6+8 damage ADDITIONAL EFFECTS +3d6 to damage once per round (Warlock's Curse) +2 to damage rolls against bloodied targets - Gauntlets of Blood (heroic tier).
Standard Action Keywords: Arcane, Fire, Implement Range: Close burst 10 Target: One creature in burst Attack: Intelligence vs. Fortitude Hit: 2d10 + Constitution modifier (+5) fire damage, and the creature is marked as if from your Swordmage Aegis power until the end of the encounter. This does not end existing marks placed by your Swordmage Aegis power, and using your Swordmage Aegis power to mark another enemy does not end this mark. Another creature's mark supersedes this one. Miss: The creature is marked as if from your Swordmage Aegis power until the end of the encounter. This does not end existing marks placed by your Swordmage Aegis power, and using your Swordmage Aegis power to mark another enemy does not end this mark. Another creature's mark supersedes this one. Aegis of Shielding: Until the end of the encounter, when you reduce the damage the target deals using aegis of shielding, the target takes fire damage equal to the amount of damage your aegis of shielding power prevents. Staggering Longsword +3: +15 attack, 2d10+8 damage ADDITIONAL EFFECTS +2 to damage rolls against bloodied targets - Gauntlets of Blood (heroic tier).
Standard Action Keywords: Arcane, Implement, Psychic, Teleportation Range: Ranged 10 Target: One creature Attack: Constitution vs. Reflex Hit: 2d10 + Constitution modifier (+5) psychic damage. Until the end of the encounter, whenever the target makes an attack roll against you, it takes psychic damage equal to your Intelligence modifier (+5). Miss: Half damage. Vestige Pact: You gain access to the vestige of Ilmeth. Ilmeth Pact Boon: You and an ally within 5 squares of you can swap positions as a free action. Eyes of the Vestige Augment: Your eyes of the vestige target also takes a -2 penalty to attack rolls until the end of your next turn. Staggering Longsword +3: +15 attack, 2d10+8 damage ADDITIONAL EFFECTS +3d6 to damage once per round (Warlock's Curse) +2 to damage rolls against bloodied targets - Gauntlets of Blood (heroic tier).
CRITICAL: +3d6 On a critical hit the target is knocked prone PROPERTIES: When you use a power with the weapon keyword that slides a target, you can add this weapon's enhancement bonus to the number of squares the target slides. Power (Daily): Free Action. Use this power when you hit with the weapon. Slide the target a number of squares equal to the weapon's enhancement bonus.
PROPERTIES: This scabbard resizes to fit any light blade or heavy blade. You can draw a weapon from this scabbard as part of the same action used to make an attack with that weapon. Power (Encounter): Free Action. Use this power when you attack with the weapon most recently sheathed in the scabbard. Gain a +1 power bonus to the next damage roll you make with that weapon before the end of your next turn. The weapon must have been sheathed in the scabbard for the full duration of your last extended rest to gain this power.
PROPERTIES: You gain an item bonus to Bluff and Intimidate checks equal to this armor's enhancement bonus. You gain a +2 item bonus to all defenses against enemies under your Warlock's Curse. Power (Daily): Minor Action. Place your Warlock's Curse on any enemy you can see, rather than the nearest enemy.
PROPERTIES: When you use a teleportation power, you gain a +2 bonus to AC and Reflex until the end of your next turn. Power (Daily): Minor Action. You regain the use of an encounter teleportation power that you have already used during this encounter.
PROPERTIES: Gain a +2 item bonus to melee damage rolls.
PROPERTIES: The first time you're bloodied during an encounter, you can make a basic attack as an immediate reaction.
PROPERTIES: You gain a +2 bonus to damage rolls against bloodied targets.
PROPERTIES: Gain a +2 item bonus to bull rush attacks, and increase the push or slide effect of any close or melee attack you perform by 1 square.
PROPERTIES: Gain +1 item bonus to initiative checks. Power (Daily): Free Action. Use this power when initiative is rolled. Swap initiative check results with a willing ally who you can see.
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
23 Gold
Personality Traits
Mannerisms and Appearance
Rune’s tall warforged frame while thick and sturdy isn’t as bulky as the more common warforged soldier seen during the war. His size however isn’t his most distinguishing feature, but rather the runes and sigils etched into stone and metal that occasionally light up with color and seem to even float around him, ever shifting. Rune does not normally cover his frame with clothing except for a cloak, mostly for its functionality. The warforged has several embedded components including an eldritch rod and long blade usually kept hidden unless needed for combat. Rune’s time with Marsera d’Cannith allowed him to explore his personality. His later Cannith Masters would say he picked up her bad habits of talking back, and using intimidating tactics to get her way. Rune does temper himself however and will fiercely serve and protect those he is charged with.
Session and Campaign Notes
Companions and Allies
Background & Other Notes
Forged in 978, Rune was the 17th Eldritch Warforged created by Cannith masters to fill a specific need. Cannith’s master makers and secrets had at various times come under direct attack during the war. The risk of hiring guards from other Houses or mercenaries who’s loyalties could turn for the right amount of coin created a need for a specialized warforged to protect Cannith masters when they traveled abroad and occasionally to threats at home. Originally the process sought to replicate the effects of the Mark of Warding, yet their designs only came so close. Their creation was limited due to the volatile nature of the magics involved and many early models didn’t last very long. As far as Rune knows he may be the only surviving model of Eldritch Warforged design since he has yet to meet any others of his peculiar kind. For the first decade of his existence Rune served Jorian d’Cannith, one of the Master Artificers tasked with the creation of the eldritch machines. Jorian continually altered and upgraded Rune over the years as he continually put Rune’s talents to the test. In 983, Jorian sought to cross the battlefield near Easton to reach a Cannith mine during Thrane’s Great Eastern Crusade with only Rune at his side. The warforged protected his master only to see Jorian die in a mine collapse. Ownership passed to Jorian’s adventurous daughter Marsera d’Cannith. For several years Rune served Marsera diligently while she continued her father’s endless work at constantly upgrading Rune’s abilities. During those years Rune would see much of Khorvaire while Marsera conducted sales of various arms and artifices produced by House Cannith. Word of his ability spread about House Cannith as Marsera survived over twelve attempts on her life, several orchestrated by members of her own house. Marsera would eventually be pressured to pass ownership of rune to higher ranking members of house Cannith. Several months after Rune left Marsera, the young Maker disappeared dashing what little hope Rune had of returning to his favorite Master. Rune’s last years before the morning were spent with small groups of Cannith Artificers protecting persons and items of importance from would be thieves and competitors. In 994 Rune returned to Easton for another round of alterations. During the modifications Rune’s command word would be changed while temporarily deactivated. When he came to over a year later, he awoke surrounded by three other warforged in a half collapsed structure. The Mourning had taken the lives of his masters and swallowed parts of the city of Easton. The warforged who had reactivated him were Godforged, believers in The Becoming God. Rune was strange to them and did not realize in their tinkering that they would reawaken the eldritch machine. Over the course of the next several months Rune spent time with the Godforged, searching Easton for more Warforged and ways to modify themselves. Eventually the Godforged began to see Rune as a scion for their kind, a status Rune did not wish or care for. Having learned what he could to maintain himself, Rune left the Godforged and the Mournland in search of making his own way. Too long had he been a servant, yet it was also all that he knew. The warforged has spent time wandering southern Thrane and into Breland in search of a new purpose, all the while hiring himself out as skilled arcane warrior for interested parties to make his way.
Dungeons and Dragons 4th Edition Character Sheet, Copyright 2008
Myth-Weavers Games