完全放弃Vs. AC的Power, 不学刺盾熟练, 纯粹用圣徽打人的"剑"法..........
全防后AC 28...
Githyanki Swordmage 4
Unaligned, Male ----- Medium
Normal Vision, Perception: 15, Insight: 20,
Languages: Common, Deep (Common, Rellanic)
Speed: 6, Init: +3
HP 49 ----- Bloodied 24 ----- Healing Surge 12 x 11
Str 13 +1 | Dex 08 -1 | Wis 16 +3
Con 16 +3 | Int 18 +4 | Cha 10 +0
Fort 16 -+- Ref 18 --+- Will 19 -+- AC 24
+2 vs. Charm
=== Basic Attacks ===
Str +3 | Con +5 | Dex +1 | Int +6 | Wis +5 | Cha +2
=== At-will Powers ===
Aegis of Shielding -------- (Swordmage)
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Minor, Burst 2
Effect: You matk the target. If you mark other creatures using other powers, the target is still marked. If marked target is within 10 squares of you and makes an attack that doesn't include you as a target and hit, you can reduce the damage to any one creature by 8 as an immediate interrupt.
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Lightning Lure -------- Lightning (Swordmage 1, Implement)
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Ranged 3
+7 vs. Fort --> 1d6+5 (lightning)
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Hit: You pull the target to the nearest unoccupied space adjacent to you.
Special: If you cannot pull the target to an adjacent space, this power fails and deals no damage
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Sword Burst -------- Force (Swordmage 1, Implement)
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Each creature / Burst 1
+7 vs. Ref --> 1d6+5 (force)
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=== Encounter Powers ===
Flame Cyclone -------- Fire (Swordmage 1, Implement)
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Each creature / Blast 3
+7 vs. Ref --> 1d8+6 (fire)
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Incendiary Sword -------- Fire (Swordmage 3, Implement)
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Encounter ✦ Arcane, Fire, Implement
Standard Action Area burst 1 within 5 squares
Requirement: You must throw your melee weapon at
the origin square.
Target: Each creature in burst
Attack: Intelligence vs. Will
Hit: 2d6 + 5 fire damage, and the
target takes 5 fire damage if it makes an attack that
does not include you on its next turn.
Effect: Your weapon reforms in your hand.
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=== Daily Powers ===
Dimensional Thunder Swordmage Attack 1
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Daily ✦ Arcane, Teleportation, Thunder, Weapon
Standard Action Melee weapon
+7 vs. Fortitude
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Effect: Teleport 3 squares.
Hit: 2[6] + Intelligence modifier thunder damage.
Effect: Each enemy adjacent to you gains ongoing 5
thunder damage (save ends).
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=== Utility Powers ===
Healing Word -------- [Healing] (Cleric)
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Daily, Minor, You or one ally / Burst 5
Effect: Target can spend a healing surge and regain an additional 1d6 hp.
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Telekinetic Leap -------- (Githyanki)
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Encounter, Move, You or one ally / Ranged 10
Effect: Target can fly up to 5 squares. If this power is used on an ally, that ally must remain in your line of sight at all times during the effect.
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Mythal Recovery Swordmage Utility 2
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Encounter ✦ Arcane
Minor Action Personal
Effect: Make a saving throw against an effect that a save can end.
=== Skills ===
+ 0 . Acrobatics
+11 T Arcana
+ 7 T Athletics
+ 2 . Bluff
+ 2 . Diplomacy
+ 5 . Dungeoneering
+ 4 . Endurance
+ 5 . Heal
+13 T History
+10 T Insight
+ 3 . Intimidate
+ 5 . Nature
+ 5 . Perception
+11 T Religion
+ 2 . Stealth
+ 2 . Streetwise
+ 0 . Thievery
=== Features ===
----- Defense features
Githyanki Willpower : +2 racial bonus to saving throw vs charm.
----- Misc. features
Swordbond : Summon bonded light/heavy blade from 10 squares ; recreate whole blade from fragment
----- Applied features and feats
Danger Sense, Swordmage Warding, Swordmage Aegis, Multiclass Cleric, Armor Proficiency (Hide), Shield Proficiency (Light)
=== Feats ===
Multiclass Cleric : Religion, Healing Word 1/day
Armor Proficiency (Hide) : Gain training with hide armor
Shield Proficiency (Light) : Gain proficiency with light shields.
=== Equipments ===
Body : +1 Screaming Hide armor Lv 2.
Property: Gain an item bonus to Intimidate checks equal to
the enhancement bonus of this armor.
Power (Encounter ✦ Fear): Minor Action. An enemy within
5 squares of you a –2 penalty to attack rolls until the
end of your next turn.
Ranged Weapon : Crossbow
Arms : Light +1 Reroll Spiked Shield Lv 3
Critical: +1d6 damage per plus
Power (Daily): Reroll an attack.
Neck: +1 Cloak of Distortion Lv 4
Property: A ranged attack against you from more than 5
squares away takes a –5 penalty to the attack roll.
Hands: Parry Gauntlets Lv 5
Property: When you take the total defense or second wind
actions, gain a +2 item bonus to all defenses until the
beginning of your next turn.
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