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Leif's All-Eladrin DweomerFall Saga, [4E] [Rogues' Gallery]
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<blockquote data-quote="Walking Dad" data-source="post: 5721474" data-attributes="member: 59043"><p>Galinndan Phaedran</p><p> </p><p>[sblock=Character Sheet]level 8</p><p>Eladrin, Bladesinger (Wizard)</p><p>Background: Sunelf (speaks draconic)</p><p>Themes: Fey Beast Tamer: Blink Dog</p><p> </p><p>[sblock=Features]</p><p>Fey Beast Tamer 5: You have combat advantage against enemies in your fey beast companion’s aura.</p><p></p><p>Instinctive Attack: When you make a melee basic attack with a weapon you wield in one hand, you can use Intelligence instead of Strength for the attack roll and the damage roll.</p><p></p><p>Guarded Flourish: Your ranged attacks and area attacks do not provoke opportunity attacks while you are holding a one-handed melee weapon.</p><p>In addition, you gain a +2 shield bonus to AC while you are wearing light armor or no armor and are holding a one-handed melee weapon in one hand and no weapon or shield in the other.</p><p></p><p>Blade Magic: Choose a one-handed melee weapon with which you have proficiency, and that is a light blade or a heavy blade. You gain proficiency with that weapon as an implement, meaning you can use your implement powers through it (see the sidebar). The weapon also counts as a wand for you, although it can be enchanted only as a weapon.</p><p></p><p>Arcane Strike: When you use a bladesinger daily attack power on your turn, you can make a melee basic attack as a minor action.</p><p></p><p>Steely Retort: When an adjacent enemy hits you while your bladesong is active, you can make a melee basic attack against that enemy as an opportunity action.</p><p>[/sblock]</p><p></p><p>FINAL ABILITY SCORES</p><p>Str 10, Con 14, Dex 18, Int 20, Wis 13, Cha 10.</p><p> </p><p>STARTING ABILITY SCORES</p><p>Str 10, Con 14, Dex 14, Int 16, Wis 13, Cha 10.</p><p> </p><p> </p><p>AC: 25 Fort: 19 Reflex: 22 Will: 21</p><p>HP: 66 Surges: 9 Surge Value: 16</p><p> </p><p>TRAINED SKILLS</p><p>Arcana +16, Acrobatics +13, History +16, Perception +10, Stealth +13</p><p> </p><p>UNTRAINED SKILLS</p><p>Athletics +4, Bluff +4, Diplomacy +4, Dungeoneering +9, Endurance +6, Heal +5, Insight +5, Intimidate +4, Nature +5, Religion +9, Streetwise +4, Thievery +8</p><p> </p><p>FEATS</p><p>Level 1: Light Blade Expertise</p><p>Level 2: Practiced Killer (Assassin Multiclass)</p><p>Level 4: Improved Defenses</p><p>Level 6: Wand Expertise</p><p>Level 8: Toughness</p><p> </p><p>POWERS</p><p>Wizard at-will 1: Dazzling Sunray</p><p>Wizard at-will 2: Shadow Sever</p><p>Wizard at-will 3: Unseen Hand</p><p>Wizard at-will 4: Magic Missle</p><p>Wizard Utility 1: Bladesong</p><p>Wizard Daily 1: Grasping Shadows / Force Orb</p><p>Wizard Utility 2: Shield / Jump</p><p>Wizard Daily 5: Fireshroud / Colorspray</p><p>Wizard Utility 6: Fireshield / Save Banishment</p><p> </p><p>[sblock=Power Details]</p><p><span style="color: Lime">Melee Basic Attack</span></p><p>At-Will ✦ Weapon</p><p>Standard Action, Melee weapon</p><p>Target: One creature</p><p>Attack: +15 vs. AC</p><p>Hit: 1d8 + 9 damage.</p><p></p><p><span style="color: Lime">Magic Missile</span></p><p>At-Will Arcane, Evocation, Force, Implement</p><p>Standard Action, Ranged 20</p><p>Target: One creature</p><p>Effect: 8 force damage (using wand).</p><p>Special: You can use this power as a ranged basic attack.</p><p></p><p><span style="color: Lime">Dazzling Sunray</span></p><p>At-Will (Special) Arcane, Bladespell, Radiant</p><p>No Action Ranged 10</p><p>Trigger: During your turn, you hit an enemy with a melee basic attack using a one-handed weapon while your other hand holds no weapon or shield.</p><p>Target: One creature</p><p>Effect: 4 radiant damage, and the target takes a -2 penalty to attack rolls until the end of your next turn.</p><p>Special: You can use only one bladespell power per triggering attack.</p><p><span style="color: Lime"></span></p><p><span style="color: Lime">Shadow Sever</span></p><p>At-Will (Special) Arcane, Bladespell, Necrotic</p><p>No Action Ranged 10</p><p>Trigger: During your turn, you hit an enemy with a melee basic attack using a one-handed weapon while your other hand holds no weapon or shield.</p><p>Target: One creature</p><p>Effect: 4 necrotic damage, and the target falls prone if it is the same size as or smaller than the target of the triggering attack.</p><p>Special: You can use only one bladespell power per triggering attack.</p><p></p><p><span style="color: Lime">Unseen Hand</span></p><p>At-Will (Special) Arcane, Bladespell, Force</p><p>No Action Ranged 10</p><p>Trigger: During your turn, you hit an enemy with a melee basic attack using a one-handed weapon while your other hand holds no weapon or shield.</p><p>Target: One creature</p><p>Effect: 4 force damage, and you slide the target up to 3 squares.</p><p>Special: You can use only one bladespell power per triggering attack.</p><p></p><p><span style="color: Lime">Safe Banishment</span></p><p>At-Will ✦ Arcane</p><p>Move Action, Ranged 10</p><p>Target: Your fey beast companion</p><p>Effect: Your fey beast companion is removed from play. It travels to a safe location in the Feywild. As a move action, you can recall your fey beast companion, and it appears in an unoccupied square adjacent to you.</p><p></p><p><span style="color: Red">Bladesong</span></p><p>Encounter Arcane</p><p>Minor Action, Personal</p><p>Requirement: You must be wielding a melee weapon in one hand and no weapon or shield in the other hand. The power's effect ends if you stop fulfilling this requirement.</p><p>Effect: Until the end of your next turn, you gain a +2 power bonus to attack rolls and all defenses, and a +5 power bonus to damage rolls.</p><p></p><p><span style="color: Red">Shield</span></p><p>Encounter ✦ Arcane, Force</p><p>Immediate Interrupt, Personal</p><p>Trigger: You are hit by an attack</p><p>Effect: You gain a +4 power bonus to AC and Reflex defense until the end of your next turn.</p><p></p><p><span style="color: Gray">Grasping Shadows</span></p><p>Encounter ✦ Arcane, Illusion, Implement, Psychic, Zone</p><p>Standard Action Close Burst 1 within 10 squares</p><p>Target: Each creature in burst</p><p>Attack: +15 vs. Will</p><p>Hit: 2d8+7 psychic damage, and the target is slowed until the end of your next turn.</p><p>Effect: The burst creates a zone of writhing shadows that lasts until the end of your next turn.Each creature that enters the zone takes 5 psychic damage and is slowed until the end of its next turn.</p><p></p><p><span style="color: Gray">Fire Shroud</span></p><p>Encounter ✦ Arcane, Fire, Implement</p><p>Standard Action Close burst 3</p><p>Target: Each enemy in burst</p><p>Attack: +15 vs. Fortitude</p><p>Hit: 1d8+7 fire damage, and ongoing 5 fire damage (save ends).</p><p>[/sblock]</p><p></p><p></p><p>ITEMS</p><p>Adventurer's Kit, Silk rope, 4 extra sunrods, Everburning torch, 2 Frozen tears, 2 Rain Sticks and a bit of Feywine Raisin.</p><p> </p><p>level 9: Battle Harness Leather Armor +2 (PH)</p><p>level 8: Sandstorm Rapier (Re-flavored as Feymist) +2 (Dark Sun)</p><p>level 7: Cloak of Resistance +2 (PH)</p><p> </p><p>2,600gp</p><p>520gp Bracers of Mighty Striking (Heroic) (PH)</p><p>360gp Ride the Winds (Faerie Gift)</p><p>840gp Speak with Animals (Faerie Gift)</p><p>680gp Master's Wand of Magic Missle +1 (AV)</p><p></p><p>[sblock=Item Details]</p><p>Sandstorm Weapon Level 8</p><p>Enhancement: +2 to attack rolls and damage rolls</p><p>Critical: The target is blinded and takes 4 ongoing damage (save ends both).</p><p>Property: Whenever you reduce an enemy to 0 hit points using this weapon, you gain concealment until the end of your next turn.</p><p>Power (Daily Zone): Free Action.</p><p>Trigger: You hit an enemy with this weapon.</p><p>Effect: The attack creates a zone in a close burst 2 centered on that enemy. All squares within the zone are heavily obscured to your enemies until the end of the encounter or until you dismiss the zone as a free action.</p><p></p><p>Master's Wand of Magic Missile Level 3</p><p>Implement (Wand)</p><p>Enhancement: +1 to attack rolls and damage rolls</p><p>Critical: +1d8</p><p>Property: Any target you hit with the magic missile power is pushed 1 square.</p><p>Power (Encounter ✦ Arcane, Force, Implement): Standard Action. As the wizard’s magic missile power (PH 159).</p><p>[/sblock][/sblock]</p><p></p><p>[sblock=Shade]</p><p>Trained Blink Dog Fey Beast Companion</p><p>Medium fey beast</p><p><strong>HP</strong> 33 <strong>Initiative</strong> +10</p><p><strong>AC</strong> 23, <strong>Fortitude</strong> 21, <strong>Reflex</strong> 21, <strong>Will</strong> 21</p><p><strong>Speed</strong> 7, <strong>Perception</strong> +22 (Low-light vision)</p><p></p><p><strong>Traits</strong></p><p>O Blinking Pack (teleportation) F Aura 1</p><p>The blink dog or any ally in the aura can use a move action to teleport to another square in the aura.</p><p></p><p><strong>Standard actions</strong></p><p>m Blinking Bite (teleportation) F At-Will</p><p>Attack: Melee 1 (one creature); +13 vs. AC</p><p>Hit: 1d8+4 damage, and the blink dog teleports up to 2 squares.</p><p></p><p>Str 14 Dex 20 Wis 14</p><p>Con 17 Int 2 Cha 6</p><p></p><p>[/sblock]</p><p></p><p>[sblock=Background]</p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="Walking Dad, post: 5721474, member: 59043"] Galinndan Phaedran [sblock=Character Sheet]level 8 Eladrin, Bladesinger (Wizard) Background: Sunelf (speaks draconic) Themes: Fey Beast Tamer: Blink Dog [sblock=Features] Fey Beast Tamer 5: You have combat advantage against enemies in your fey beast companion’s aura. Instinctive Attack: When you make a melee basic attack with a weapon you wield in one hand, you can use Intelligence instead of Strength for the attack roll and the damage roll. Guarded Flourish: Your ranged attacks and area attacks do not provoke opportunity attacks while you are holding a one-handed melee weapon. In addition, you gain a +2 shield bonus to AC while you are wearing light armor or no armor and are holding a one-handed melee weapon in one hand and no weapon or shield in the other. Blade Magic: Choose a one-handed melee weapon with which you have proficiency, and that is a light blade or a heavy blade. You gain proficiency with that weapon as an implement, meaning you can use your implement powers through it (see the sidebar). The weapon also counts as a wand for you, although it can be enchanted only as a weapon. Arcane Strike: When you use a bladesinger daily attack power on your turn, you can make a melee basic attack as a minor action. Steely Retort: When an adjacent enemy hits you while your bladesong is active, you can make a melee basic attack against that enemy as an opportunity action. [/sblock] FINAL ABILITY SCORES Str 10, Con 14, Dex 18, Int 20, Wis 13, Cha 10. STARTING ABILITY SCORES Str 10, Con 14, Dex 14, Int 16, Wis 13, Cha 10. AC: 25 Fort: 19 Reflex: 22 Will: 21 HP: 66 Surges: 9 Surge Value: 16 TRAINED SKILLS Arcana +16, Acrobatics +13, History +16, Perception +10, Stealth +13 UNTRAINED SKILLS Athletics +4, Bluff +4, Diplomacy +4, Dungeoneering +9, Endurance +6, Heal +5, Insight +5, Intimidate +4, Nature +5, Religion +9, Streetwise +4, Thievery +8 FEATS Level 1: Light Blade Expertise Level 2: Practiced Killer (Assassin Multiclass) Level 4: Improved Defenses Level 6: Wand Expertise Level 8: Toughness POWERS Wizard at-will 1: Dazzling Sunray Wizard at-will 2: Shadow Sever Wizard at-will 3: Unseen Hand Wizard at-will 4: Magic Missle Wizard Utility 1: Bladesong Wizard Daily 1: Grasping Shadows / Force Orb Wizard Utility 2: Shield / Jump Wizard Daily 5: Fireshroud / Colorspray Wizard Utility 6: Fireshield / Save Banishment [sblock=Power Details] [COLOR=Lime]Melee Basic Attack[/COLOR] At-Will ✦ Weapon Standard Action, Melee weapon Target: One creature Attack: +15 vs. AC Hit: 1d8 + 9 damage. [COLOR=Lime]Magic Missile[/COLOR] At-Will Arcane, Evocation, Force, Implement Standard Action, Ranged 20 Target: One creature Effect: 8 force damage (using wand). Special: You can use this power as a ranged basic attack. [COLOR=Lime]Dazzling Sunray[/COLOR] At-Will (Special) Arcane, Bladespell, Radiant No Action Ranged 10 Trigger: During your turn, you hit an enemy with a melee basic attack using a one-handed weapon while your other hand holds no weapon or shield. Target: One creature Effect: 4 radiant damage, and the target takes a -2 penalty to attack rolls until the end of your next turn. Special: You can use only one bladespell power per triggering attack. [COLOR=Lime] Shadow Sever[/COLOR] At-Will (Special) Arcane, Bladespell, Necrotic No Action Ranged 10 Trigger: During your turn, you hit an enemy with a melee basic attack using a one-handed weapon while your other hand holds no weapon or shield. Target: One creature Effect: 4 necrotic damage, and the target falls prone if it is the same size as or smaller than the target of the triggering attack. Special: You can use only one bladespell power per triggering attack. [COLOR=Lime]Unseen Hand[/COLOR] At-Will (Special) Arcane, Bladespell, Force No Action Ranged 10 Trigger: During your turn, you hit an enemy with a melee basic attack using a one-handed weapon while your other hand holds no weapon or shield. Target: One creature Effect: 4 force damage, and you slide the target up to 3 squares. Special: You can use only one bladespell power per triggering attack. [COLOR=Lime]Safe Banishment[/COLOR] At-Will ✦ Arcane Move Action, Ranged 10 Target: Your fey beast companion Effect: Your fey beast companion is removed from play. It travels to a safe location in the Feywild. As a move action, you can recall your fey beast companion, and it appears in an unoccupied square adjacent to you. [COLOR=Red]Bladesong[/COLOR] Encounter Arcane Minor Action, Personal Requirement: You must be wielding a melee weapon in one hand and no weapon or shield in the other hand. The power's effect ends if you stop fulfilling this requirement. Effect: Until the end of your next turn, you gain a +2 power bonus to attack rolls and all defenses, and a +5 power bonus to damage rolls. [COLOR=Red]Shield[/COLOR] Encounter ✦ Arcane, Force Immediate Interrupt, Personal Trigger: You are hit by an attack Effect: You gain a +4 power bonus to AC and Reflex defense until the end of your next turn. [COLOR=Gray]Grasping Shadows[/COLOR] Encounter ✦ Arcane, Illusion, Implement, Psychic, Zone Standard Action Close Burst 1 within 10 squares Target: Each creature in burst Attack: +15 vs. Will Hit: 2d8+7 psychic damage, and the target is slowed until the end of your next turn. Effect: The burst creates a zone of writhing shadows that lasts until the end of your next turn.Each creature that enters the zone takes 5 psychic damage and is slowed until the end of its next turn. [COLOR=Gray]Fire Shroud[/COLOR] Encounter ✦ Arcane, Fire, Implement Standard Action Close burst 3 Target: Each enemy in burst Attack: +15 vs. Fortitude Hit: 1d8+7 fire damage, and ongoing 5 fire damage (save ends). [/sblock] ITEMS Adventurer's Kit, Silk rope, 4 extra sunrods, Everburning torch, 2 Frozen tears, 2 Rain Sticks and a bit of Feywine Raisin. level 9: Battle Harness Leather Armor +2 (PH) level 8: Sandstorm Rapier (Re-flavored as Feymist) +2 (Dark Sun) level 7: Cloak of Resistance +2 (PH) 2,600gp 520gp Bracers of Mighty Striking (Heroic) (PH) 360gp Ride the Winds (Faerie Gift) 840gp Speak with Animals (Faerie Gift) 680gp Master's Wand of Magic Missle +1 (AV) [sblock=Item Details] Sandstorm Weapon Level 8 Enhancement: +2 to attack rolls and damage rolls Critical: The target is blinded and takes 4 ongoing damage (save ends both). Property: Whenever you reduce an enemy to 0 hit points using this weapon, you gain concealment until the end of your next turn. Power (Daily Zone): Free Action. Trigger: You hit an enemy with this weapon. Effect: The attack creates a zone in a close burst 2 centered on that enemy. All squares within the zone are heavily obscured to your enemies until the end of the encounter or until you dismiss the zone as a free action. Master's Wand of Magic Missile Level 3 Implement (Wand) Enhancement: +1 to attack rolls and damage rolls Critical: +1d8 Property: Any target you hit with the magic missile power is pushed 1 square. Power (Encounter ✦ Arcane, Force, Implement): Standard Action. As the wizard’s magic missile power (PH 159). [/sblock][/sblock] [sblock=Shade] Trained Blink Dog Fey Beast Companion Medium fey beast [B]HP[/B] 33 [B]Initiative[/B] +10 [B]AC[/B] 23, [B]Fortitude[/B] 21, [B]Reflex[/B] 21, [B]Will[/B] 21 [B]Speed[/B] 7, [B]Perception[/B] +22 (Low-light vision) [B]Traits[/B] O Blinking Pack (teleportation) F Aura 1 The blink dog or any ally in the aura can use a move action to teleport to another square in the aura. [B]Standard actions[/B] m Blinking Bite (teleportation) F At-Will Attack: Melee 1 (one creature); +13 vs. AC Hit: 1d8+4 damage, and the blink dog teleports up to 2 squares. Str 14 Dex 20 Wis 14 Con 17 Int 2 Cha 6 [/sblock] [sblock=Background] [/sblock] [/QUOTE]
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