Character: Ziven
16th level Human Swordmage|Artificer -> Knight of the Silver Sigil -> none
General
- Gender: male
- Age: 20
- Height: 6'0
- Weight: 150 lb
- Hair: Brown
- Eyes: blue
- Alignment: Good
- Deity: Moradin
- Background: Arcane Mercenary - +2 History
- Size: Medium
- Experience Points: 70,400 XP / 83,000 XP
Description
Appearance
Young man with Brown hair
Background
This is a mighty epic background!
Ability Scores
Ability Score | Base | Racial | Level | Other | Total | Modifier | Modifier + 1/2 Level |
---|---|---|---|---|---|---|---|
Strength | 12 | 0 | 1 | 0 | 13 | 1 | 9 |
Constitution | 18 | 0 | 4 | 0 | 22 | 6 | 14 |
Dexterity | 12 | 0 | 1 | 0 | 13 | 1 | 9 |
Intelligence | 18 | 2 | 2 | 0 | 22 | 6 | 14 |
Wisdom | 18 | 0 | 3 | 0 | 21 | 5 | 13 |
Charisma | 12 | 0 | 1 | 0 | 13 | 1 | 9 |
Combat
Initiative, Movement, Senses
- Initiative: 9 (1/2 Level: 8, Dex: 1, Items: 0, Other: 0)
- Speed: 6 squares (Base: 6, Armor: 0, Items: 0, Other: 0)
- Passive Insight: 23
- Passive Perception: 30
- Vision: Normal
Hit Points and Healing Surges
- Max HP: 110 (Base: 13, Con: 22, Other: 0)
- Bloodied: 55
- Healing Surges: 13 (Base: 7, Con: 6, Items: 0, Other: 0)
- Healing Surge Value: 27 (Base: 24, Items: 0, Other: 0)
Defenses
Not In Heavy Armor
Defense | Base | 1/2 Level | Ability | Racial | Class | Enhancement | Items | Other | Total |
---|---|---|---|---|---|---|---|---|---|
Armor Class | 10 | 8 | 6 | 0 | 0 | 4 | 2 | 3+1(Feat) | 34 |
Fortitude | 10 | 8 | 6 | 1 | 1 | 4 | 0 | 1 (Feat) | 31 |
Reflex | 10 | 8 | 6 | 1 | 0 | 4 | 0 | 1+1(Feat) | 31 |
Will | 10 | 8 | 5 | 1 | 1 | 4 | 0 | 1(Feat) | 30 |
Resistances, Saves, and AP
- Resistances: none
- Save Bonuses: +1 to All ST
- Action Point: Make a saving throw against each effect a save can end, and
- Crest of Brutal Action (11th level): When you use an action point to use a power that adds a bonus to your or an ally's weapon damage rolls, that weapon also becomes brutal 1 until the bonus ends. If the weapon is already brutal, its brutal value increases by 1. This may not increase the weapon's brutal value above 2.
Languages and Skills
Languages
- Languages Known: Common, Dwarven
- Scripts Known: Common, Davek
Skills
Skills | Trained | 1/2 Level | Ability | Racial | Items | Other | Total |
---|---|---|---|---|---|---|---|
Acrobatics(Dex) | 0 | 8 | 1 | 0 | 0 | 0 | 9 |
Arcana(Int) | 5 | 8 | 6 | 0 | 0 | 0 | 19 |
Athletics(Str) | 5 | 8 | 1 | 0 | 0 | 0 | 14 |
Bluff(Cha) | 0 | 8 | 1 | 0 | 0 | 0 | 9 |
Diplomacy(Cha) | 0 | 8 | 1 | 0 | 0 | 0 | 9 |
Dungeoneering(Wis) | 0 | 8 | 5 | 0 | 0 | 0 | 13 |
Endurance(Con) | 0 | 8 | 6 | 0 | 0 | 0 | 14 |
Heal(Wis) | 0 | 8 | 5 | 0 | 0 | 0 | 13 |
History(int) | 0 | 8 | 6 | 0 | 0 | 2 | 21 |
Insight(Wis) | 0 | 8 | 5 | 0 | 0 | 0 | 13 |
Intimidate(Cha) | 0 | 8 | 1 | 0 | 0 | 0 | 9 |
Nature(Wis) | 0 | 8 | 5 | 0 | 0 | 0 | 13 |
Perception(Wis) | 5 | 8 | 5 | 0 | 0 | 2 | 20 |
Religion(Int) | 0 | 8 | 6 | 0 | 0 | 0 | 14 |
Stealth(Dex) | 0 | 8 | 1 | 0 | 0 | 0 | 9 |
Streetwise(Cha) | 0 | 8 | 1 | 0 | 0 | 0 | 9 |
Thievery(Dex) | 5 | 8 | 1 | 0 | 0 | 0 | 14 |
Feats and Proficiencies
Feats
Heroic:
- Versatile Expertise: +1 to Heavy Blade (Implement) and +1 to Heavy Blade (Weapon)
- Mark of Passage - Move +1 Square when shifting or teleporting
- Hybrid Talent (Swordmage Warding)
- Human Perservance - +1 to Saving throws
- Intelligent Blademaster - Use Intelligence for Melee Basic Attacks
- Grasping Ensnarement - Target of Aegis is slowed
- Action Surge - +3 to Attack when you spend an AP.
- White Lotus Evasion - When you hit with an Arcane at-will attack power, you may shift 1 as a minor action until the end of next turn
- Arcane Familiar (Arcane Eye)
- Weapon Proficiency (Bastard Sword)
- Skill Training (Thievery)
- Hybrid Talent (Arcane Empowerment)
Paragon:
- Action Recovery - When you spend an Action point, make saving throws against all effects a save may end.
- Double Aegis - Mark two targets with Aegis
- Persistent Threat - Still flank when dazed: 1 opportunity attack/turn when dazed.
- Timely Teleport - When you use a Second Wind, you may teleport Intelligence modifier squares
- Greater Swordmage Warding - +1 to defenses with Swordmage Warding
- Deadly Immobilization - Deal +Con modifier extra damage when you slow or immobilize target with a swordmage, or swordmage paragon path, power.
Epic:
- None
Armor, Weapon and Implement Proficiencies
- Armor: Cloth, Leather
- Weapon: Simple Melee, Simple Ranged, Military Light Blades, Military Heavy Blades, Bastard Sword
- Implement: Rods, Staffs, Wands, Heavy Blades, Light Blades
Racial Traits and Class Features
Racial Traits:
- Bonus At-will
- Bonus Feat
- Bonus Skill
- Human Defense (+1 to all defenses)
Class 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.
- 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.)
- Swordmage Aegis (Hybrid) (Ensnarement) - Normal, but only one at a time. See powers.
- 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).
- Healing Infusion (Hybrid) - See powers.
- Arcane Empowerment
- Your study of magic has given you the ability to manipulate the arcane energy contained within items. You begin each day with the ability to empower a magic item, and you gain one additional arcane empowerment for each milestone you reach. You must spend a short rest with an item in order to empower it. You can empower an item in two ways.
- Augment Energy
- You infuse a weapon or an implement with a reservoir of energy that lasts until the end of your next extended rest or until it is expended. The wielder of the implement or the weapon can use a free action after making an attack roll to expend the reservoir of energy to gain a +2 bonus to that attack roll. An implement or a weapon can be augmented only once per day in this way.
- Impart Energy
- You recharge the daily power of a magic item. An item can be recharged only once per day in this way.
Paragon Path Features:
- Emblem of Aegis: When you use the power granted to you by your Swordmage Aegis class feature, you add your wisdom modifier to the power's burst radius (From Wandering Swordmage, FRPG 68)
- Crest of Brutal Action: When you use an action point to use a power that adds a bonus to your or an ally's weapon damage rolls, that weapon also becomes brutal 1 until the bonus ends. If the weapon is already brutal, its brutal value increases by 1. This may not increase the weapon's brutal value above 2.
- Sign of the Steed: When you score a critical hit, before the end of your next turn you may teleport 5 squares as a free action (This free action cannot interrupt actions).
Epic Destiny Features:
- None
Powers
Once done powers, add subst: to them and save, and then format them correctly.
Class Features:
Healing Infusion (Hybrid)
This class feature functions as the artificer class feature, except that you can create only one healing infusion at the end of each extended rest.
Healing Infusion: Curative Admixture | Artificer Feature
| |
You use the magic of your infusion to heal the wounds of your target. | ||
Encounter ♦ Arcane, Healing | ||
Minor Action | Close burst 10 (15 at 21st level) | |
Target: You or one ally in burst | ||
Effect: The target regains hit points equal to its healing surge value + your Wisdom modifier +6, and you expend an infusion crafted with your Healing Infusion class feature. Level 21: Healing surge value + your Wisdom modifier + 8. |
Healing Infusion: Resistive Formula | Artificer Feature
| |
You channel the energy of your infusion into your target’s armor, providing lasting protection. | ||
Encounter ♦ Arcane | ||
Minor Action | Close burst 10 (15 at 21st level) | |
Target: You or one ally in burst | ||
Effect: The target gains a +1 power bonus to AC until the end of the encounter, and you expend an infusion crafted with your Healing Infusion class feature. The target can end the bonus as a free action to gain temporary hit points equal to its healing surge value + twice your Constitution modifier. Level 21: Temporary hit points equal to the target’s healing surge value + three times your Constitution modifier. |
Healing Infusion: Resistive Formula | Shielding Elixir
| |
You carefully prepare a formula that inoculates your target’s body against damage of a certain type. | ||
Encounter ♦ Arcane | ||
Minor Action | Close burst 10 (15 at 21st level) | |
Target: You or one ally in burst | ||
Effect: The target gains resist 10 to one of the following damage types until the end of the encounter: cold, fire, force, lightning, necrotic, poison, radiant, or thunder. The target can end the bonus as a free action to become immune to that damage type until the end of his or her next turn. Level 21: Resist 15 |
Aegis (Hybrid)
Aegis of Ensnarement (Hybrid) | Swordmage Feature
| |
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 + Wisdom modifier | |
Target: One or two creatures 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. | ||
Special: You may not use this power again until the marked target is reduced to 0 hp, or when the mark is superseded. |
At-will:
Melee Basic Attack | Basic Attack
| |
You resort to the simple attack you learned when you first picked up a melee weapon. | ||
At-Will ♦ Weapon | ||
Standard Action | Melee weapon | |
Target: One creature | ||
Attack: Intelligence (+22) vs AC | ||
Hit: 1d10 + 9 (Int mod) damage | ||
Effect: Increase damage to 2d10 + Int mod at 21st level. | ||
Special: You can use an unarmed attack as a weapon to make a melee basic attack. Attack at +9 instead, and deal 1d4+1 damage. |
Ranged Basic Attack | Basic Attack
| |
You resort to the simple attack you learned when you first picked up a ranged weapon. | ||
At-Will ♦ Weapon | ||
Standard Action | Ranged weapon | |
Target: One creature | ||
Attack: Dexterity (+9) vs AC | ||
Hit: 1[W] + Dexterity modifier damage | ||
Effect: Increase damage to 2[W] + Dexterity modifier at 21st level. | ||
Special: Weapons with the heavy thrown property (see page 216) use Strength instead of Dexterity for attack rolls and damage rolls. (No change) |
Magic Weapon | Artificer Attack 1
| |
Your attack issues a burst of magical energy that enhances the weapons of allies close to you. | ||
At-Will ♦ Arcane, Weapon | ||
Standard Action | Melee or Ranged weapon | |
Target: One creature | ||
Attack: Intelligence +1 (+23) vs AC | ||
Hit: 1d10+9(int mod) damage, and each ally adjacent to you gains a +1 power bonus to attack rolls and a power bonus to damage rolls equal to your Constitution modifier or your Wisdom modifier until the end of your next turn. Level 21: 2[W] + Intelligence modifier damage, and a +2 power bonus to attack rolls. |
Luring Strike | Swordmage Attack 1
| |
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 (+22) vs. AC | ||
Hit: 1d10+3 damage. You shift 1 square and slide the target 1 square into the space you occupied. Level 21: 2d10+x damage | ||
Effect: Before or after the attack, you can shift 1 square. |
Lightning Lure | Swordmage Attack 1
| |
You lasso your foe with a leash of lightning, and pull it into range of your blade. | ||
At-Will ♦ Arcane, Implement, Lightning | ||
Standard Action | Ranged 3 | |
Target: Once creature | ||
Attack: Intelligence (+19) vs Fortitude | ||
Hit: 1d6+9 (Int mod) lightning damage, and you pull the target to the nearest unoccupied space adjacent to you.
| ||
Special: If you cannot pull the target to an adjacent square, this power fails and deals no damage. |
Encounter:
Repulsion Strike | Artificer Attack 3
| |
You empower your weapon to create a field of resistance around your enemy, hindering your foe’s attacks. | ||
Encounter ♦ Arcane, Force, Weapon | ||
Standard Action | Melee or Ranged weapon | |
Target: One Creature | ||
Attack: Intelligence (+22) vs Reflex | ||
Hit: 2d10+9 (Int mod) force damage and the target takes a penalty to melee attack rolls equal to your Constitution modifier until the end of your next turn. |
Icy Weapons | Artificer Attack 7
| |
An icy wind imbues your weapon with frost. | ||
Encounter ♦ Arcane, Cold, Weapon | ||
Standard Action | Melee or Ranged weapon | |
Target: One creature | ||
Attack: Intelligence (+22) vs AC | ||
Hit: 1d10+9 (int Mod) cold damage, and the target is slowed until the end of your next turn. | ||
Effect: You and each ally adjacent to you deal 6 (Con mod) extra cold damage with weapon or cold attacks until the end of your next turn. |
Hypnotic Swordplay | Swordmage Attack 13
| |
With a mesmerizing twirl of your weapon, you make your opponent’s mind reel and rob the creature of its ability to react. | ||
Encounter ♦ Arcane, Implement, Psychic | ||
Standard Action | Melee 1 | |
Target: One creature | ||
Attack: Intelligence (+19) vs Will | ||
Hit: 6 (int mod) psychic damage, and the target is stunned until the end of your next turn. If the target is marked by tour aegis of ensnarement, it takes 12 psychic damage instead (Int mod + Con mod) |
Sword Crest | Knight of the Silver Sigil Attack 11
| |
As you swing your sword a sigil erupts from it, increasing the abilities of your allies. | ||
Encounter ♦ Arcane, Weapon | ||
Standard Action | Melee weapon | |
Target: One creature | ||
Attack: Intelligence (+22) vs AC | ||
Effect: Each ally adjacent to you gains a +5 (Wis mod) power bonus to damage rolls until the end of your next turn. | ||
Hit: 1d10 + 14 (Int Mod + Wis mod). Make a secondary attack against the target. | ||
Secondary Attack: Intelligence (+22) vs Reflex | ||
Secondary Hit: The target takes 1d10+3 damage and is slowed until the end of your next turn. |
Daily:
Radiant Sigil | Artificer Attack 9
| |
Brilliant light streams from the weapon you imbue with radiant might and healing power. | ||
Daily ♦ Arcane, Healing, Radiant | ||
Minor Action | Melee touch | |
Target: One weapon or implement | ||
Effect: Until the end of the encounter, any attack that uses the target as a weapon or an implement deals radiant damage. Whenever any attack power using the target hits, the target’s wielder regains 6 (Your con mod) hit points. As a free action, the target’s wielder can end the effect when he or she hits a creature. That creature is then dazed (save ends). In addition, the wielder can spend a healing surge and regain an additional 6 (Your con Mod) hit points. |
Lightning Sigil | Artificer Attack 15
| |
Pouring arcane power into a weapon or implement, you create a crackling field that lashes at foes with tendrils of lightning. | ||
Daily ♦ Arcane, Lightning | ||
Minor Action | Melee touch | |
Target: One weapon or implement | ||
Effect: Until the end of the encounter, any attack that uses the target as a weapon or an implement deals 11 (5 + your con mod) extra lightning damage. As a free action, the target’s wielder can end the effect when he or she hits a creature. That creature is then dazed (save ends). |
Dimensional Bond | Swordmage Attack 5
| |
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 (+22) vs AC | ||
Hit: 2d10+9 (Int mod) 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. |
Utility:
Arcane Mutterings | Arcana Utility 2
| |
You launch into a recitation of obscure lore on a subject to impress, cow, or trick your audience. | ||
Encounter ♦ | ||
Free Action | Personal | |
Trigger: You would make a Bluff, a Diplomacy, or an Intimidate Check | ||
Effect: You make an Arcana check in place of the triggering check. |
Armathor's Step | Swordmage Utility 6
| |
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. |
Sigil of Luck | Artificer Utility 10
| |
You imbue a weapon or an implement with a dose of luck and arcane energy. | ||
Daily ♦ Arcane | ||
Minor Action | Melee touch | |
Target: One weapon or implement | ||
Effect: Until the end of the encounter, any attack that uses the target gains a +1 power bonus to attack rolls and +6 (your Con mod) a bonus to damage roll. As a minor action, the target’s wielder can end the effect in order to remove an effect on him or her that a save can end. |
Shield of Besieged Tower | Swordmage Utility 16
| |
The more foes stand arrayed against you, the stronger your defensive magic is. | ||
Daily ♦ Arcane, Stance | ||
Minor Action | Personal | |
Effect: Until the stance ends, you gain a +1 power bonus to AC. If at least two enemies are within 3 squares of you, this bonus increases to +3. |
Items:
Deep-Pocket Cloak | Item
| |
At-Will | ||
Free Action | Personal | |
Effect: 1/round. You draw an item from the cloak, or store an item within it. |
Gadgeteer's Goggles | Item
| |
Encounter | ||
Minor Action | Personal | |
Effect: You make a Thievery check to disable a trap. |
Possessions
Worn/Equipped
Item Slot | Item | Item Level | Cost |
---|---|---|---|
Armor | Magic Drowmesh +4 | Level 16 | 45,000 gp |
Main Hand | Blade of the Eldritch Knight Bastard Sword +3 | Level 15 | 25,000 gp |
Off-Hand | - | Level - | - gp |
Arms | - | Level - | - gp |
Feet | Swift-Step Boots | Level 14 | 21,000 gp |
Hands | - | Level - | - gp |
Head | Gadgeteer's Googles | Level 8 | 3,400 gp |
Neck | Deep-Pocket Cloak +4 | Level 17 | 65,000 gp |
Ring 1 | - | Level - | - gp |
Ring 2 | - | Level - | - gp |
Waist | - | Level - | - gp |
Tattoo | - | Level - | - gp |
Other Possessions
- Money: 600 gp
- Adventurer's Kit
- Swift Step Boots: When you run, you may teleport the last two squares of your move.
- Gadgeteer's Goggles: You gain a +4 item bonus to Perception checks and Thievery checks to detect and disable traps. 1/encounter as a minor action, you may make a thievery check to disable a trap.
- Deep-Pocket Cloak - The pockets of this cloak can hold up to 1,000 pounds in weight or 100 cubic feat in volume, but the cloak always weighs 1 pound. Each item so stored cannot weigh more then 10 pounds. Minor action to draw from. At-will, 1/round as a free action you draw an item from the cloak or store an item in it.
- Blade of the Eldritch Knight - +3d6 crit. When you use a standard action to make a melee attack with this blade, your melee reach increases to 5 for that attack.
Set Benefits
- Gadgeteer's Garb: When you or an ally within 5 squares of you spends a healing surge, you or that ally regains +2 hp.
- Eldritch Panoply: When you use a teleportation power, you can use a minor action in the same turn to teleport 2 squares.
Familiar
Category: Arcane Eye Senses: Low-light vision Speed: Fly 6 (Hover) Constant Benefits:
- You gain a +2 bonus to perception checks
- You gain a +2 bonus to skill checks for scrying rituals.
Active Benefits: See All, Once per encounter you can determine range, line of sight, and line of effect for one ranged arcane implement attack from the eye, and you ignore concealment (But not total concealment) for that attack.