Silver
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Basic Profile

Name: Silver
Age: ???
Ancestry: Hengeyokai (Fox)
Class: Level 20 Swordmage
Adv Paths: Ghost Blade, Binder Warlock, Ironwrought

Attribute Stat Mod Final
STR 14 +2 +12
CON 21 +5 +15
DEX 12 +1 +11
INT 22 +6 +16
WIS 9 -1 +9
CHA 15 +2 +12











Skills
Acrobatics +11 History +15
Arcana +18 Insight +9
Athletics +21 Intimidate +12
Bluff +14 Nature +12
Diplomacy +17 Perception +9
Dungeoneering +9 Religion +23
Endurance +20 Stealth +13
Heal +9 Streetwise +9
Thievery +10

Passive Insight: 19
Passive Perception: 19

Combat Stats

HP: 150/150
Healing Surges: 13/13
Surge Value: 37
Action Points: 0
Speed: 7 Squares

Defense Level Ability Class Armor Magic Misc
AC: 36 +10 +6 +0 +2 +4 +4
Fort: 32 +10 +5 +0 +0 +4 +3
Ref: 32 +10 +5 +0 +0 +4 +3
Will: 34 +10 +2 +2 +0 +4 +3
Basic Attacks Hit Damage Range
Longsword +24 vs AC 1d8+18 Melee












Weapon Accuracy: +24
Implement Accuracy: +21

Beast Nature: You are considered both a magical beast and a humanoid for the purpose of effects that relate to creature type.
Elusive: You have a +2 racial bonus to checks made to escape a grab and to saving throws against effects that immobilize, restrain, or slow you.
Fey Origin: Your ancestors were native to the Feywild, so you are considered a fey creature for the purpose of effects that relate to creature origin.


At-Will Powers

Sword BurstAt-Will ✦ Arcane, Force, Implement
Standard Action Close burst 1
Targets: Each enemy in the burst
Attack: Intelligence vs. Reflex
Hit: 1d6 + Intelligence modifier force damage.
Increase damage to 2d6 + Intelligence modifier at 21st level.

Eldritch StrikeAt-Will ✦ Arcane, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Intelligence vs. AC
Hit: 1[W] + Intelligence modifier damage, and you slide the target 1 square.
Increase damage to 2[W] + Intelligence modifier at 21st level.
Special: This power counts as a melee basic attack.

Utility Powers

Channeling ShieldEncounter ✦ Arcane
Immediate Interrupt 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.
Aegis of Shielding: The next successful attack you make before the end of your next turn deals extra damage equal to your Constitution modifier.

Armathor's StepEncounter ✦ 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.

Impenetrable WardingDaily ✦ Arcane, Stance
Minor Action Personal
Effect: Your warding provides its bonus to all your defenses, not just AC.

Enter the CrucibleDaily
Minor Action Personal
Requirement: You must have at least one healing surge remaining.
Effect: You lose a healing surge. Until the end of the encounter, you cannot be weakened, and you gain resist 10 to all damage.

Cloud SightEncounter ✦ Arcane, Shadow
Free Action Close burst 5
Trigger: You reduce a creature to 0 hit points, or an enemy adjacent to you drops to 0 hit points.
Target: One creature in the burst
Effect: The target takes a -5 penalty to attack rolls made against you until the end of your next turn.
Special: You can use this power only once per round.

Ethereal SidestepAt-Will ✦ Arcane, Teleportation
Move Action Personal
Effect: You teleport 1 square.

Phase EvasionDaily ✦ Arcane
Immediate Interrupt Personal
Trigger: A melee attack hits you
Effect: You gain a +2 power bonus to AC and Reflex against the triggering attack, and until the end of your next turn, you become insubstantial and gain phasing.

Hero's DefenseEncounter ✦ Arcane
Immediate Interrupt Personal
Trigger: An enemy makes an attack roll against you
Effect: You gain a +4 bonus to your highest defense for this attack only, and the triggering enemy's attack targets that defense. If the attack hits, it deals half damage to you.

Encounter Powers

Dimensional SlashEncounter ✦ Arcane, Teleportation, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Intelligence vs. AC
Hit: 2[W] + Intelligence modifier damage. Teleport yourself and your target a number of squares equal to 1 + your Constitution modifier. You must appear in a square adjacent to the target.

Inevitable StrikeEncounter ✦ Elemental, Weapon
No Action, Personal
Trigger: You make a melee weapon attack roll.
Effect: Make the attack roll twice. If both attack rolls hit, the target takes 1d8 extra damage.
Level 11: 2d8 extra damage.
Level 21: 3d8 extra damage.

(Reserve Maneuver Target below)
Dimensional VortexEncounter ✦ Arcane, Implement, Teleportation
Immediate Interrupt Ranged 10
Trigger: An enemy hits an ally with a melee attack
Target: The triggering enemy
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.

Transposing LungeEncounter ✦ Arcane, Teleportation, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Intelligence vs. AC
Hit: 2[W] + Intelligence modifier 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.

(Given up for Reserve Maneuver below)
Ghost SwordEncounter ✦ Arcane, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Intelligence vs. Reflex
Hit: 2[W] + Intelligence modifier damage. This damage ignores the insubstantial quality.

Touch of CommandEncounter ✦ Arcane, Charm, Implement, Psychic
Immediate Reaction Melee 1
Trigger: An adjacent enemy attacks you.
Target: The triggering enemy
Attack: Intelligence vs. Will
Hit: The target is dominated until the end of its next turn.

Fascinating ShadowsEncounter ✦ Arcane, Implement, Psychic, Shadow
Standard Action Close blast 5
Target: One or two creatures in the blast
Attack: Intelligence vs. Will
Hit: 1d8 + Charisma modifier psychic damage, and you pull the target up to 2 squares. The first time the target attacks you before the end of your next turn, it takes psychic damage equal to your Intelligence modifier.

Thundering VortexEncounter ✦ Arcane, Implement, Thunder
Standard Action Close burst 4
Target: Each enemy in the burst
Attack: Intelligence vs. Fortitude
Hit: 2d8 + Intelligence modifier thunder damage, and you pull the target 2 squares. The target is marked until the end of your next turn.
Aegis of Shielding: The target 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.

Daily Powers

Death's ResurgenceDaily ✦ Arcane, Healing, Implement, Necrotic
Immediate Interrupt Close burst 2
Trigger: You become bloodied or brought to 0 or fewer hit points
Target: Each enemy in the burst
Attack: Intelligence vs. Reflex
Hit: 3d8 + Intelligence modifier necrotic damage.
Miss: Half damage.
Effect: You can spend a healing surge. If you do, you regain 1d6 additional hit points for each enemy bloodied or reduced to 0 hit points by this attack.

Swordmage Shielding FireDaily ✦ Arcane, Fire, Implement
Standard Action Close Burst 10
Target: One creature in the burst
Attack: Intelligence vs. Fortitude
Hit: 2d10 + Constitution modifier 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.

Reaper's ChallengeDaily ✦ Arcane, Implement, Necrotic
Immediate Interrupt Close burst 5
Trigger: A creature attacks an ally
Target: Triggering creature
Attack: Intelligence vs. Will
Hit: 2d6 + Intelligence modifier necrotic damage and the target is weakened until the end of its next turn.
Effect: Until the end of the encounter, if the target makes an attack that does not include you as a target, the target is weakened until the end of its next turn.

Shadow MireDaily ✦ Arcane, Implement, Necrotic, Shadow, Zone
Standard Action Area burst 2 within 20 squares
Target: Each creature in the burst
Attack: Charisma vs. Reflex
Hit: 3d8 + Charisma modifier necrotic damage, and the target is slowed (save ends).
Miss: Half damage, and the target is slowed (save ends).
Effect: The burst creates a zone that lasts until the end of the encounter. Any creature that tries to leave the zone must roll a d20. On a 10 or higher, it cannot leave the zone during its current turn and its movement ends. Any creature that ends its turn in the zone takes 10 necrotic damage.

Omnipresent AssaultDaily ✦ Arcane, Teleportation, Weapon
Standard Action Melee weapon
Requirement: You must be phasing or insubstantial.
Target: Each enemy you can see when you first use the power
Effect: Before each attack, you teleport to a space that must be adjacent to the target.
Attack: Intelligence vs. AC
Hit: 1[W] + Intelligence modifier damage.
Effect: Until you have attacked each eligible target once, you can teleport adjacent to a different target and repeat the attack against the new target. You then teleport back to your starting position.

Swordmage Basics

Aegis of ShieldingAt-Will ✦ Arcane
Minor Action Close burst 2
Target: One creature in the 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.
Mark Punishment: 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 5 + your Constitution modifier.
Level 11: reduce the damage dealt by 10 + your Constitution modifier.
Level 21: reduce the damage dealt by 15 + your Constitution modifier.
+5 DR from feat

Class Feats

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 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).

Here nor There
Whenever you use a teleportation power, you gain combat advantage against one target of the next weapon attack you make before the end of your next turn.

Slip the Weave
When you spend an action point to take an extra action, you become insubstantial until the end of your next turn.

Ancestry Power

Fey StepEncounter ✦ Teleportation
Move Action Personal
Effect: Teleport up to 5 squares.

Theme Bonuses

Ironwrought level 5: While you are bloodied, you have resist 2 to all damage. At 11th level, this resistance increases to 4. At 21st level, this resistance increases to 6.
Ironwrought level 10: Whenever you use inevitable strike, you gain a +1 power bonus to melee weapon attack rolls until the end of your next turn.

Feats

Feat Taxes
Versatile Expertise: +1/2/3 to implement attacks with heavy blades
Weapon Focus (Heavy Blade): +1/2/3 to heavy blade damage
Heavy Blade Expertise: +1/2/3/ to weapon attacks with heavy blades, +2 to AC vs OAs
Intelligent Blademaster: INT instead of STR on MBAs
Improved Defenses: +1 to NADs

Normal Feats
Guardian Spirit: You gain a second Immediate Action per round, which may only be used to resolve your Aegis mark. You may still only use your Aegis's effect once per round.
Eladrin Swordmage Advance: When you use your fey step racial power to teleport to a square adjacent to an enemy, you can make a melee basic attack against that enemy as a free action.
Skill Power: gain Enter the Crucible
Double Aegis: Mark 2 targets at once with Aegis
Greater Swordmage Warding: +1 all defenses
Greater Aegis of Shielding: +5 DR from Aegis activations
Arcane Admixture: Sword Burst is Thunder damage
Resounding Thunder: +1 to Thunder Bursts/Blasts
Superior Will: +3 will, save at start of turn for daze and stun
Reserve Maneuver: Give up an encounter to take another lower level encounter (giving up Ghost Blade for Dimensional Vortex)
Sacrifice to Caiphon: When a Warlock encounter misses all targets, take dmg equal to its level to recover the power
Resilient Focus: +2 all saves

Equipment

Slot Item Effect
Weapon Guan Dao Mechanically a Longsword. [W] = 1d8, +3 prf bonus. Critical: 1d6 radiant. +5 radiant dmg and slow eont vs undead and shadow. Enc. Minor: insubstantial eont. Daily Standard: Shift 6 make 2 MBAs during shift
Armor Dilatory Armor +5 DR. Enc Utility delay effects on an attack until failing a save
Other Baldric of Shielding When you use your aegis of shielding power to reduce the damage dealt to an ally, you gain temporary hit points equal to the amount of damage you prevented.
Other Mantle of Warding Close Burst 3 Aegis; Overcharge 2: Minor Action - Mark all enemies in your Aegis burst with your aegis (save ends).

Spare Gear

Armor Leather Armor of Sudden Recovery +2 AC, +1 Saves vs Ongoing Damage, Daily (Minor Action): End Ongoing Damage and gain Regeneration equal to it
Armor Rat Killer's Leather Armor +4 DR or +10 DR vs swarm. Can move through swarms and don't provoke OAs from them
Special Coat of the North Can be Armor (+2 AC) or Other. Resist 5 Cold, AW minor - make a snowman adjacent
Other Circlet of the Western Warrior Daily (Minor): +5 arcane power range til end of turn
Weapon Jian of the Western Warrior Crit 1d6 or 1d8 if CA. Daily (Minor Action) to MBA a target up to 5sq away. Prones on Hit.
Other Medallion of Death Deferred Power (Daily): No Action. Use when reduced to 0/lower. Gain 3 HP per +1 inherent bonus.
Other Boots of the Western Warrior Daily (Minor): Teleport 1

Consumables

  • Healing Potion x2

Wondrous Items

Fairy trapping bottle: Daily Power, Minor Action, Charm: Any creature of Fey origin and size Small or smaller may be forced into the bottle with a successful Arcana or Strength check. The creature inside no longer needs food or water to survive for the remainder of their imprisonment, and may be talked to through the glass. You may compel the creature inside to do any one task they are capable of in exchange for its freedom, and they will uphold their end of the bargain without question. After this, the creature is immune to the effects of the bottle for two weeks. This Daily Power is not expended until a creature is successfully captured.

Bag of Acorn Houses: When you plant these in the ground as a move action, a 3x3 nut shack will arise from the spot centered on the player and enveloping them. This shack may appear as a closed acorn with a door or be an acorn's cupule suspended on poles to form a simple roof overhead. These shacks provide shelter from inclement weather and are resistant to fire, but will fall under repeated attack. Only one nut shack may be present on the battlefield at a time.

Urn of Rulers' Rest: Angery Arkhosian ghost kings/queens

Wooden Figurine of Menagerie: You may use this item's conjuration powers to summon any of the animals within, including: A Fey Panther, a Macetail Behemoth, a Giant Seahorse, a large fey spider or a raving crab. These act as a golden lion, a jade macetail, a pearl seahorse, and a bloodstone spider. The raving crab is treated as a Craud Crusher with 10 hit points, and possesses the ability to play music by striking its tonal carapace. The menagerie understands all languages spoken by its holder. These creatures are clearly unnatural and made of plant material, apart from the crab for some reason, which also has parts made of metal. These creatures' statistics improve with time, to be determined later.

Encounter - Minor Action. Conjure one of the menagerie members to perform some sort of utility task, which can changed by speaking to it.
Daily - Standard Action (Conjuration). Conjure one of the menagerie for combat. As a free action, you may spend a healing surge when activating this item to give the creature temporary hit points equal to your healing surge value.

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