Professional Documents
Culture Documents
STR CON DEX INT WIS CHA: Initiative Initiative Defenses AC Movement Speed
STR CON DEX INT WIS CHA: Initiative Initiative Defenses AC Movement Speed
STR CON DEX INT WIS CHA: Initiative Initiative Defenses AC Movement Speed
19 STR
Strength
4 9 19 FORT 15 4 16 Passive Insight 10 + 6
18 CON
Constitution
4 9
CONDITIONAL BONUSES
16 Passive Perception 10 + 6
10 + SPECIAL SENSES
DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC
16 DEX 3 8 23
Dexterity REF 15 6 1 1 ATTACK WORKSPACE
22 INT
Intelligence
6 11 CONDITIONAL BONUSES ABILITY:
Melee Basic Attack - Hellfury Bastard sword +2
ATT BONUS 1/2 LVL ABIL CLASS PROF FEAT ENH MISC
10 +
12 WIS 1 6
DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC
+ 16 5 6 3 2
Wisdom 18 WILL 15 1 2 ABILITY:
Melee Basic Attack - Unarmed
12 CHA
Charisma
1 6 CONDITIONAL BONUSES ATT BONUS 1/2 LVL ABIL CLASS PROF FEAT ENH MISC
+ 11 5 6
HIT POINTS ACTION POINTS
MAX HP HEALING SURGES MILESTONES
0
ACTION POINTS
1 DAMAGE WORKSPACE
BLOODIED SURGE VALUE SURGES/DAY Action Points 1 2 ABILITY:
93 2 3 Melee Basic Attack - Hellfury Bastard sword +2
46 23 12 ADDITIONAL EFFECTS FOR SPENDING ACTION POINTS DAMAGE ABIL FEAT ENH MISC MISC
1/2 HP 1/4 HP
CURRENT HIT POINTS CURRENT SURGE USES
1d10+8 6 2
RACE FEATURES ABILITY:
Melee Basic Attack - Unarmed
Elemental Origins - You are elemental, not natural. DAMAGE ABIL FEAT ENH MISC MISC
SECOND WIND 1/ENCOUNTER USED Elemental Manifestation - Choose earthsoul, firesoul, 1d4+6 6
TEMPORARY HIT POINTS
stormsoul, watersoul, or windsoul.
Firesoul - +1 to Reflex; firepulse power; resist 5 fire BASIC ATTACKS
ATTACK DEFENSE WEAPON OR POWER DAMAGE
DEATH SAVING THROW FAILURES
SAVING THROW MODS (10 at 11th level, 15 at 21st) 16 vs AC Hellfury Bastard sword +2 1d10+8
Firepulse Strength - Use STR for Firepulse
RESISTANCES Resist 3 Cold, Resist 13 Fire, Resist 3 Thunder 11 vs AC Unarmed (Melee) 1d4+6
vs
0 Aegis of Assault - Use aegis of assault as an at-will Intelligent Blademaster - Use Intelligence instead of
14 Athletics STR 9 5 n/a
power. Strength on your basic attacks
6 Bluff CHA 6 0 n/a 0
Swordmage Warding - +1 AC with blade, +3 AC if off- Quick Draw - Draw a weapon with attack action, +2 to
6 Diplomacy CHA 6 0 n/a 0
hand is free; if unconscious, warding ends initiative
6 Dungeoneering WIS 6 0 n/a 0
Combustive Action Elemental Assault - +3 to damage based on elemental
16 Endurance CON 9 5 n/a 2
Critical Conflagration manifestation
6 Heal WIS 6 0 n/a 0 Elemental Echo - +1 to attack, +2 to damage after using
11 History INT 11 0 n/a 0 racial power
ARMOR
Flickersight Drowmesh +3 (E)
ARMS
FEET
ENCOUNTER POWERS
HANDS
Second Wind
HEAD
Firepulse
NECK
Flame Cyclone
RING
Sloth Strike
RING
Spikes of Agony
WAIST PERSONALITY TRAITS
Fanning the Flames
Burning Blade
Purifying Wound
Leaping Flames
UTILITY POWERS
Dimensional Warp
Swordmage's Decree
Dimensional Dodge
Effect: You spend a healing surge and regain 23 ATTACK DEFENSE TARGET ATTACK DEFENSE TARGET
hit points. You gain a +2 bonus to all defenses Effect: You mark the target. The target remains marked until Attack: Intelligence vs. AC
until the start of your next turn. you use this power against another target. If you mark other
creatures using other powers, the target is still marked. A
Hit: 1[W] + Intelligence modifier (+6) fire
creature can be subject to only one mark at a time. A new damage, and you deal fire damage equal to your
mark supersedes a mark that was already in place. Strength modifier (+4) to all enemies adjacent to
If your marked target makes an attack that doesn't include the target.
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,
Increase damage to 2[W] + Intelligence modifier
you can use an immediate reaction to teleport to a square (+6) at 21st level.
adjacent to the target and make a melee basic attack against
it. If no unoccupied space exists adjacent to the target, you Hellfury Bastard sword +2: +16 attack, 1d10+8
can't use this immediate reaction.
damage
Attack: Intelligence vs. AC Trigger: An enemy hits you with a melee attack Attack: Intelligence vs. Reflex
Attack: Strength +2 vs. Reflex, Constitution +2 vs. Reflex, or
Hit: 1[W] + Intelligence modifier (+6) damage, Dexterity +2 vs. Reflex Hit: 1d8 + Intelligence modifier (+6) + Strength
and if the target is adjacent to you at the start of Increase to +4 bonus at 11th level, and to +6 at 21st level. modifier (+4) fire damage.
Hit: 1d6 + Strength, Constitution, or Dexterity modifier fire damage.
its next turn and moves away during that turn, it Increase to 2d6 + Strength, Constitution, or Dexterity modifier fire
takes 1d6 + Constitution modifier (+4) thunder damage at 11th level, and to 3d6 + Strength, Constitution, or Hellfury Bastard sword +2: +13 attack, 1d8+12
damage. Dexterity modifier fier damage at 21st level. damage
Special: When you gain this manifestation, choose Strength,
Increase damage to 2[W] + Intelligence modifier Constitution, or Dexterity as the ability score you use when making
(+6) at 21st level. attack rolls and damage rolls with this power. This choice remains
throughout you character's life and does not change the power's
other effects.
Hellfury Bastard sword +2: +16 attack, 1d10+8
damage Unarmed: +13 attack, 2d6+4 damage
+2 to damage rolls when manifesting firesoul or stormsoul - +2 to damage rolls when manifesting firesoul or stormsoul -
Shocking Flame. Shocking Flame.
Attack: Intelligence vs. AC Attack: Intelligence vs. AC Attack: Intelligence vs. Fortitude
Hit: 2[W] + Intelligence modifier (+6) cold Hit: 2[W] + Intelligence modifier (+6) force Hit: 2d8 + Intelligence modifier (+6) fire damage,
damage, and the target is slowed until the end of damage. If the target moves before the end of its and any ongoing fire damage the target is taking
your next turn. next turn, it takes force damage equal to 5 + increases by 5.
Effect: Make a secondary attack in an area burst 1
your Strength modifier (+4).
centered on the primary target.
Hellfury Bastard sword +2: +16 attack, 2d10+8 Aegis of Assault: When you use your aegis of
Secondary Target: Each creature in burst
damage assault immediate reaction, you can use this Secondary Attack: Intelligence vs. Reflex
power in place of the melee basic attack. Hit: 2d8 + Intelligence modifier (+6) fire damage.
Hellfury Bastard sword +2: +16 attack, 2d10+8 Hellfury Bastard sword +2: +13 attack, 2d8+8
damage damage
ADDITIONAL EFFECTS ADDITIONAL EFFECTS ADDITIONAL EFFECTS
+2 to damage rolls when manifesting firesoul or stormsoul - +2 to damage rolls when manifesting firesoul or stormsoul -
Shocking Flame. Shocking Flame.
+2 to damage rolls when manifesting firesoul or stormsoul - +2 to damage rolls when manifesting firesoul or stormsoul -
Shocking Flame. Shocking Flame.
Target: You and one ally in burst or two allies in Target: Each enemy in blast Trigger: An enemy within 20 squares of you hits
burst Effect: The target is marked by your Swordmage you with a ranged attack.
Effect: Each target teleports into the other's Aegis power. Marking the target does not remove Effect: You teleport adjacent to the enemy.
space. Both targets must occupy the same size the mark on another target already affected by
space, or the power fails. your Swordmage Aegis. If you mark only one
target with this power, you do not expend the
power but cannot use it again during this
encounter.
+2 attack rolls and damage rolls 10 +2d6 fire damage 9 Mount Slot Item +3 AC 12 Armor
ENHANCEMENT LEVEL CRITICAL ENHANCEMENT LEVEL TYPE ENHANCEMENT LEVEL TYPE
PROPERTIES PROPERTIES PROPERTIES
Versatile The mount ignores the effect of difficult terrain Special: +1 Reflex
and can cross liquid surfaces as if they were solid You can treat dim light as bright light within 5
Melee Basic Attack: +16 attack, 1d10+8 damage ground. Any adverse effect of that terrain, such squares of you.
as the damage from acid or magma, still affects
the mount normally.
AT-WILL ENCOUNTER DAILY AT-WILL ENCOUNTER DAILY AT-WILL ENCOUNTER DAILY
POWER POWER POWER
Power (At-Will • Fire): Free Action. All damage Power (Daily): Minor Action. Until the end of
dealt by this weapon is fire damage. Another free your next turn, you gain concealment against
action returns the damage to normal. enemies farther than 5 squares away from you.
Power (Daily • Fire): Free Action. Use this power
when you hit with the weapon. Deal 1d6 fire
damage, and the target takes ongoing 5 fire
damage (save ends).
ITEM SLOT WEIGHT PRICE BOOK ITEM SLOT WEIGHT PRICE BOOK ITEM SLOT WEIGHT PRICE BOOK
One-hand 6 5000 PH Mount 0 4200 AV Body 10 13000 AV