Ryhs
Human Swordmage 19 Paragon: Coronal Guard
Unaligned, Male ----- Medium
Low-Light Vision, Perception: 26, Insight: 26,
Languages: Common, Elven (Common, Rellanic)
Speed: 6, Init: +15
HP 141 ----- Bloodied 70 ----- Healing Surge 35 x 13+4 Healer's Sash
Str 14 +2 | Dex 9 -1 | Wis 15 +2
Con 19 +4 | Int 23 +6 | Cha 11 -1
Fort 31 -+- Ref 32 --+- Will 31 -+- AC 39
SV +2
=== Basic Attacks ===
Str +11 | Con +13 | Dex +8 | Int +15 | Wis +11 | Cha +9
=== Features ===
----- Misc. features
Swordbond : Summon bonded light/heavy blade from 10 squares ; recreate whole blade from fragment
Fey Origin : You are considered a fey creature.
----- Applied features and feats
Swordmage Warding, Swordmage Aegis;
=== Feats ===
Armor Proficiency (Hide) : Gain training with hide armor
Multiclass Utility : Swap 1 utility power;
Shield Proficiency (Light) : Gain proficiency with light shields.
Multiclass Warlord : One Warlord skill, Inspiring Word 1/day
Armor Specialization Specialization: +1 AC, -1 ACP;
Double Mark: Mark two targets;
Arcane Reach;
Paragon Defense;
Implement Expertise;
Weapon Expertise;
Human Perseverance;
Timely Respite;
=== Skills ===
+11 . Acrobatics
+22 T Arcana
+11 . Athletics
+ 8 . Bluff
+ 8 . Diplomacy
+11 . Dungeoneering
+19 T Endurance
+16 T Heal
+22 T History
+16 T Insight
+ 8 . Intimidate
+11 . Nature
+16 T Perception
+15 . Religion
+11 . Stealth
+ 8 . Streetwise
+11 . Thievery
----- Paragon features------
Swordshield Action (11th level): When you
spend an action point to take an extra action, you also
gain a +2 bonus to all defenses until the start of your
next turn.
Improved Silver Shield (11th level): When
you use your aegis of shielding immediate interrupt,
you also gain 14 temporary hit points;
Improved Swordmage Armor (16th level):
Your Swordmage Warding bonus increases by 1,
becoming a +2 bonus to AC, or a +4 bonus if you have
one hand free.
=== At-will Powers ===
Aegis of Shielding -------- (Swordmage)
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 14 as an immediate interrupt.
Lightning Lure ✦ Arcane, Implement, Lightning
Ranged 3
Target: One creature
Attack: +21 vs. Fortitude
Hit: 1d6 +10 lightning damage, and you
pull the target to the nearest unoccupied space adjacent
to you.
Sword Burst ✦ Arcane, Force, Implement
Close burst 1
Target: Each enemy in burst
Attack: + 21 vs. Reflex
Hit: 1d6 + 13 force damage.
Frigid Blade ✦ Arcane, Cold, Weapon Melee weapon
Target: One creature
Attack: +23 vs. AC
Hit: 1d6 + 10 cold damage. If the
target starts its next turn adjacent to you, it takes -4
penalty to speed until the end of its next turn.
=== Encounter Powers ===
Countering Thunderclap Coronal Guard Attack 11 ✦ Arcane, Implement, Thunder
Immediate Interrupt Close burst 5
Trigger: A creature hits your ally with a melee attack
Target: The triggering attacker
Attack: +21 vs. Fortitude
Hit: 1d6 + 13 thunder damage, and
you push the target 1 square. If the target can no longer
reach your ally, the attack misses.
Spidersilk Slash Swordmage Attack 17
Encounter ✦ Arcane, Weapon
Close burst 1
Target: Each enemy in burst
Attack: +23 vs. Fortitude
Hit: 1d10 + 13 damage, and the target
is immobilized until the end of your next turn.
Transposing Lunge Swordmage Attack 3✦ Arcane, Teleportation, Weapon
Target: One creature
Attack: +23 vs. AC
Hit: 2d6 +10 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.
Electrified Lash Swordmage Attack 7 ✦ Arcane, Implement, Lightning
Close burst 1
Target: Each enemy in burst
Attack: +21 vs. Fortitude
Hit: 2d6 + 13 lightning damage.
=== Daily Powers ===
Shielding Fire ✦ Arcane, Fire, Implement
Close burst 10
Target: One creature in burst
Attack: +21 vs. Fortitude
Hit: 2d10 +11 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.
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.
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 Challenge ✦ Arcane, Implement, Necrotic
Immediate Interrupt Close burst 5
Trigger: A creature attacks an ally
Target: Triggering creature
Attack: +21 vs. Will
Hit: 2d6 + 13 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.
Death’s Resurgence ✦ 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 burst
Attack: +21 vs. Reflex
Hit: 3d8 + 13 necrotic damage.
Miss: Half damage.
Effect: You may spend a healing surge. If you do, you
regain +1d6 hit points for each enemy bloodied or
brought to 0 hit points or fewer by this attack.
=== Utility Powers ===
Dragon Scales Coronal Guard Utility 12 Daily ✦ Arcane, Force
Minor Action Personal
Effect: You gain a +2 bonus to AC until the end of the encounter,
or until you are knocked unconscious.
Inspiring Word -------- [Healing] (Warlord)
Daily, Minor, You or one ally / Burst 10
Effect: Target can spend a healing surge and regain an additional 4d6 hp.
Impenetrable Warding Swordmage Utility 10 Daily ✦ Arcane, Stance
Minor Action Personal
Effect: Your warding provides its bonus to all your defenses, not just AC.
Aid the Injured Warlord Utility 2 Encounter ✦ Healing, Martial
Standard Action Melee touch
Target: You or one adjacent ally
Effect: The target can spend a healing surge.
Armathor’s Step Swordmage Utility 6 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.
Bolstering Warding Swordmage Utility 16 Daily ✦ Arcane, Stance
Minor Action Personal
Effect: At the end of each turn, before making saving
throws, remove one effect on yourself that a save can end.
=== Equipments ===
Weapon:+4 Defensive Spiked Sheild Lv 17 65000
Critical: +1d6 damage per plus
Property: When you take the total defense or second wind
action, add +4 item bonus to all of your defenses until the start of your
next turn.
Armor: Feytouched +4 Fey Hide Lv 17 65000
Property: Gain an +4 item bonus to initiative checks, +2 Fortitude;
Power (Encounter ✦ Illusion): Standard Action. You become
invisible until the end of your next turn.
Arms: Bracers of Mental Might Lv 6 1800
Power (Encounter): Free Action. Use this power when
making a Strength attack, Strength check, or Strengthbased
skill check. Use your Intelligence, Wisdom, or
Charisma modifier in place of your Strength modifier to
determine the result of the roll.
Hand: Vampiric Gauntlets Lvl 16 45000
Power (Encounter ✦ Healing, Necrotic): Standard Action.
Make a melee attack: Dexterity + 4 vs. Reflex; on
a hit, the target takes necrotic damage equal to your
healing surge value, and you regain hit points equal to
that amount.
Neck: +4 Cloak of Distortion Level 19 105000
Enhancement: Fortitude, Reflex, and Will
Property: A ranged attack against you from more than 5
squares away takes a –5 penalty to the attack roll.
+1 Cloak of the Chirurgeon Lv 3*2 1360
Enhancement: Fortitude, Reflex, and Will
Property: Gain +1 bonus to Heal checks;
Power (Daily): Minor Action. An adjacent ally regains 1
healing surge already spent today.
Feet: Boots of the Fencing Master Lv 7 2600
Property: When you shift, gain a +1 item bonus to AC and
Reflex defense until the end of your next turn.
Power (Encounter): Minor Action. Shift 2 squares.
Head: Crown of Nature’s Rebellion Lv 15 25000
Property: Gain resist 10 necrotic.
Power (Daily): Immediate Reaction. Use this power when
you are hit by an attack that deals necrotic damage. The
attacker takes an amount of damage equal to the nectoric
damage you took, along with any other effect from
the attack.
Waist: Healer’s Sash Lv 11 *4 36000
Property: This sash can have no more than 5 charges at one
time and resets to 1 charge after an extended rest.
Power (At-Will): Standard Action. You or an adjacent ally
expends a healing surge but does not regain hit points as
normal. Instead, add 1 charge to this sash.
Power (Encounter ✦ Healing): Immediate Reaction. Use
this power when an ally within 5 squares of you takes
damage. Expend 1 charge from the belt. The ally regains
hit points as though he or she had spent a healing surge,
and regains an extra 1d6 hit points.
Ring:
Ring of Protection Lv 17 65,000
Property: Gain a +1 item bonus to saving throws.
Power (Daily): Immediate Interrupt. You can use this power
when you are hit by an attack. Gain a +2 power bonus to a
single defense score against the attack.
If you’ve reached at least one milestone today, this bonus
lasts until the start of your next turn instead.
Ring of the Dragonborn Emperor Level 15 25,000
Property: Gain a +3 item bonus to damage rolls with close
attacks. If you are dragonborn, gain a +5 item bonus to
damage rolls with your dragon breath.
Power (Daily): Immediate Reaction. Use this power when
you become bloodied. Use one of your encounter powers.
If you’ve reached at least one milestone today, you can
use an encounter power that you have already expended.
If you use a power that has not already been expended,
you don’t expend the use of that power.
Wondrous Items:
Salve of Power Lv 10 *4 20000
Power (Daily): Minor Action. When salve of power is
applied to a creature, the target can expend one healing
surge to regain the use of one daily power of 5th level or
lower (instead of regaining hit points). If the target has
no healing surges remaining, it cannot benefit from the
salve.
Solitaire (Cinnabar) Lv 6 1800
Power (Encounter): Free Action. Use this power when
you score a critical hit on your turn. Roll a saving throw
against an effect that a save can end.
Special: You cannot use more than one solitaire in an
encounter.
Floating Lantern Lv 3 680
Property: This lantern never needs lighting or refilling.
When you let go of the lantern, it continues to hang in the
air where you leave it. If weight in excess of 1 pound is
applied to the lantern, it falls to the ground.
Power (At-Will): Minor Action. While you hold the floating
lantern or are adjacent to it, you can set its light to be
bright (10-square radius), dim (5-square radius), or off.
Power (At-Will): Move Action. The last creature to hold
the lantern can mentally command it to move up to 10
squares in any direction, but not more than 10 squares
from it.
Lamp of Discerning Lv 5 1000
Property: This lantern sheds light in a 10-square radius as
normal, but it never needs lighting or refilling. You and
all allies within the area of illumination gain a +1 power
bonus to Insight and Perception checks.
Handy Haversack Lv 10 5000
Property: This backpack can hold up to 1,000 pounds in
weight or 100 cubic feet in volume, but it always weighs
only 1 pound.
Drawing an item from a handy haversack is a minor action.
Flying Carpet Lv 20 125,000
Power (At-Will): Move Action. A character on a flying carpet
can mentally command it to fly 6 squares. The carpet has
a maximum altitude of 10 squares. If no rider is upon it, it
hovers in place 1 foot above the ground if it is unrolled or
sits on the ground if it is rolled up.
The carpet’s flight isn’t entirely stable; while on the carpet,
a rider takes a –2 penalty to AC and Reflex defense.
The carpet can carry one Medium or Small character of
no more than 300 pounds. If more than 300 pounds
are placed on it, the carpet (and all it carries) falls to the
ground, and the character and all objects the carpet was
holding take falling damage.
Solitaire (Citrine) Lv 11 9,000
Power (Encounter ✦ Healing): Free Action. Use this power
when you score a critical hit on your turn. You spend a
healing surge.
Special: You cannot use more than one solitaire in an
encounter.
冒险套装+永燃火炬*2 (100)
5000gp