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    Killercod
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    Please post an outline of the characters you wish to use in this adventure here!  I will gather copies of your character sheets before we begin play.

     

    Also, please go ahead and make your character pogs if you haven't already.  I strongly suggest that you consult the veteran players about making macros for them, it will make your play experience much more enjoyable!

     

    As a general guideline, I'd suggest everyone prepare two (2) characters they can work with during the adventure.  If they are being made from scratch, they will need to be Level 4 to start. This will beef up our party on occasions when we are low on RL players.

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    I will be continuing with Tagon and Draos.

     

    Tagon the Sly is a halfling thief with a twisted sense of right and wrong. He wont ever take anything unless he has a good reason for doing so, but sometimes that is reason is "I want it!"

     

    Draos Tasa is a Dragonborn Paladin he joined the original group a little late after the church got word back from Winterhaven and felt they may have sent the cleric Killercod to his death. He lives to serve Bahamut  and will do whatever the church ask him to without question.

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    You have to play what you like...pick something that interests you.  Stick with what you know, or try something different!  If you like the Wizard...nothing wrong with playing two spellcasters...:)

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    I'm going to wait a bit before deciding on what class(es) I'll play to see what everyone else chooses and try to balance out the group, if need be.

     

    Tagon has the thief and paladin classes.  Arelos has wizards.  I'm assuming Liquid Wolf will stick with his ranger.  We'll need a cleric now that KC is DM'ing.

     

    All things being equal, I'm leaning toward cleric, warlord, or ranger.

     

    We'll definitely need at least one cleric and it (along with ranger) is a class that I usually play.  I like this class because it has the best of all worlds.  You can cast spells, your fighting abilities are very good, you can wear armor, you get to heal and you are excellent against undead.

     

    Without the group of crazed dwarf fighters we've been using as second characters, the group may lack some physical punch.  I'm used to playing a ranger and, since LW's ranger is a ranged specialist, I'm thinking about using a duel-wielding melee specialist.  They can be offensive powerhouses.

     

    I've never played a warlord before (the class didn't exist when I played 2nd Edition), but it looks like it could be alot of fun.  I wouldn't recommend it for beginners, as many of the powers are buffs which take some experience to use properly.  But it seems like it could be a serious offensive force in a group.  Also, I love the tactical aspect of the game and warlord plays right into that.

     

    If it's alright with you, KC, I'll firm up my decision after we find out what other people are going to play.

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    I may be dropping the Paladin. I am thinking about creating a Teifling Warlock as my 2nd. But then again if we can get more people to play we may not need 2nd characters.

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    I strongly suggest that everyone at least flesh out two characters...maybe look at them as a Main and and Alt.

     

    This module is meant to be played with a group of four to six players of at least 4th level.

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    KC, I'm going to be creating two new characters.  What method(s) can I use to generate ability scores?  I posted some methods, including some "home rule" methods in the Shadowfell Keep campaign forum when we first started.  The Player's Handbook has a bunch of methods.  The "official" campaigns run through Wizards of the Coast and certain websites give characters a certain number of points to allocate between abilities (similar to NWN2 character generation).

     

    FYI, I took a quick look at the pre-generated characters and it appears (lol, don't hold me to it, my math skills suck eggs) they all have ability scores that total 80.

     

    Anyway, please let me know how you would like me to generate ability scores and, if by dice roll, can you hang around for a couple minutes either before or after we play tonight so I can roll them in your presence?

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    The Pre gens look like they are using the customized score method, like you are saying Del.

     

    Method 2: Customizing Scores

    This method is a little more complicated than the standard

    array, but it gives comparable results. With this

    method, you can build a character who's really good

    in one ability score, but at the cost of having average

    scores in the other five.

    Start with these six scores: 8, 10, 10, 10, 10, 10. You

    have 22 points to spend on improving them. The cost

    of raising a score from one number to a higher number

    is shown on the table below.

    [table][tr][td]Score[/td] [td]Cost[/td] [td]Score[/td] [td]Cost[/td][/tr]

    [tr][td]9[/td] [td]-(1)*[/td] [td]14[/td] [td]5[/td][/tr]

    [tr][td]10[/td] [td]0(2)*[/td] [td]15[/td] [td]7[/td][/tr]

    [tr][td]11[/td] [td]1[/td] [td]16[/td] [td]9[/td][/tr]

    [tr][td]12[/td] [td]2[/td] [td]17[/td] [td]12[/td][/tr]

    [tr][td]13[/td] [td]3[/td] [td]18[/td] [td]16[/td][/tr][/table]

    * If your score is 8, you can pay 1 to make it 9 or 2 to make

    it 10. You must buy your score up to 10 before you can

    improve it further

     

     

     

     

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    I will for sure be playing the rouge and paladin. I know I had posted earlier I was thinking about changing, but I started to think after ninja rolling to get that enchanted short sword last week. And having the enchanted Longsword on my paladin I owe it to the D20 gods to stay with these two for awhile.

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    The Pre gens look like they are using the customized score method, like you are saying Del.

     

    I broke down and did the math.  Yup.  They use the customized score method.

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    I broke down and did the math.  Yup.  They use the customized score method.

     

    It seems to be the most accepted method, followed by standard array for someone not sure what to do.

     

    Which is funny because I remember when rolling starts was all you had. You end with some craptastic characters that way.

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    I'm planning on going with a Warlord as my main, as no one has shown any interest in that class yet.

     

    As for my alt, I will go with a cleric, unless Zenobia or another new player decides to be one.  In that case, I'll choose either a cleric or Ranger, depending upon the make up of the rest of the group at that point.

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    Ok I am locked in the swordmage will be my primary and the rouge my secondary. Just need to make a few more changes to the Swordmage and I will send you the sheets.

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    Tagon, Swordmage is from the Forgotten Realms Player's Guide.  Here's the entry for it:

     

    Swordmage:

     

    ?Under the leaves of Myth Drannor I learned the ancient

    eladrin way of battle. Spells are my armor, and words of

    ruin are bound to my blade.?

    CLASS TRAITS

    Role: Defender. You are a melee combatant who uses

    spells to fight better.

    Power Source: Arcane. You study ancient magical traditions

    and practice swordplay, developing arcane

    powers that work well with your physical attacks.

    Key Abilities: Intelligence, Strength, Constitution

    Armor Proficiencies: Cloth, leather

    Weapon Proficiencies: Simple melee, military light

    blades, military heavy blades, simple ranged

    Implements: Any light blade or heavy blade. Your

    blade adds its enhancement bonus to attack rolls

    and damage rolls and any extra damage granted by

    a property (if applicable) when used as an implement.

    You do not gain your weapon proficiency

    bonus to the attack roll when using your blade as an

    implement.

    Bonus to Defense: +2 Will

    Hit Points at 1st Level: 15 + Constitution score

    Hit Points per Level Gained: 6

    Healing Surges per Day: 8 + Constitution modifier

    Trained Skills: Arcana. From the class skills list below,

    choose three more trained skills at 1st level.

    Class Skills: Arcana (Int), Athletics (Str), Diplomacy

    (Cha), Endurance (Con), History (Int), Insight (Wis),

    Intimidate (Cha)

    Build Options: Assault swordmage, shielding

    swordmage

    Class Features: Swordbond, Swordmage Aegis (aegis of

    assault or aegis of shielding), Swordmage Warding

    Swordmages apply the arcane arts to melee combat.

    The combat skills they possess are enhanced by the

    magic they wield. The flourish of a swordmage?s

    blade not only bites with steel, but also with fire,

    lightning, or other powerful forces.

    You studied and practiced for years to master your

    skills. You mastered the fundamentals of arcane

    magic and combined this academic study with endless

    hours of physical training. You might be a young

    eladrin in search of your fortune, a stranger to the

    wider world outside the seclusion of your homeland;

    a self-trained genasi sellsword, gifted with an affinity

    for elemental magic; the scion of a disgraced noble

    human family, taught by the finest tutors in your

    youth but now a footloose expatriate; or a half-elf

    arcane champion, rigorously trained in a war magic

    academy to serve in the armies of your homeland.

    Magical barriers of force swirl around you, protecting

    you from harm. The blade you carry is an

    extension of your being, both body and mind. It pulses

    with eldritch energy as you prepare to defend your

    allies and unleash magical fury against your foes.

    Creating a Swordmage

    The swordmage has two builds: assault swordmage

    and shielding swordmage. Intelligence plays into

    all your attacks, but you might emphasize either

    Strength or Constitution for added benefits.

    Assault Swordmage

    Your style of combat focuses on flashy attacks that

    call up elemental forces and throw your opponents

    around the battlefield. This method of aggressive

    swordmage combat spread from Returned Abeir

    to Toril through the heritage of the anarchs of Shyr

    (see page 47 for that paragon path). Your attacks

    use Intelligence, so that should be your primary

    ability score. Strength should be your second-best

    ability score, since it enhances your assault powers

    and keeps your base attack bonus high. Constitution

    helps your survivability and can be useful if you

    want to try some shielding swordmage powers. Most

    assault swordmages use a two-handed weapon (such

    as a greatsword or a falchion) to deal more damage,

    though they have a lower AC as a result.

    Suggested Feat: Escalating Assault (Human feat:

    Weapon Focus)

    Suggested Skills: Arcana, Athletics, Diplomacy,

    Intimidate

    Suggested At-Will Powers: greenflame blade,

    sword burst

    Suggested Encounter Power: flame cyclone

    Suggested Daily Power: burning blade

     

    SWORDMAGE OVERVIEW

    Characteristics: Your melee skills are most important,

    but you also have attacks that can hit multiple creatures

    or injure creatures at range. Your defensive powers can

    protect your allies and yourself.

    Religion: Swordmages favor deities of magic or skill.

    Corellon, Sel?ne, Torm, and Tymora are common among

    swordmages of good heart. Swordmages of a darker bent

    often revere Shar, regarding their unusual skills as a secret

    art to be kept hidden from the uninitiated.

    Races: Genasi from Returned Abeir are the archetypal

    assault swordmages. Humans and eladrin are the main

    practitioners of the shielding swordmage style. Githyanki

    are also known to practice their own swordmage tradition,

    which is similar to the shielding swordmage.

     

    Shielding Swordmage

    You protect your allies with magical shields of

    force?and by keeping enemies away from them. This

    heritage is embodied by the Coronal Guard tradition

    (see page 48 for that paragon path), a discipline that

    can be traced over a thousand years to the armathors,

    the elite guards of the coronal of Myth Drannor.

    Intelligence powers your attacks, so it should be your

    highest ability score. Constitution applies added

    effects to many of your attacks, so it should be your

    second-highest score. A good Strength lets you take

    advantage of assault swordmage powers (giving you

    some added offense) and keeps your basic attack

    decent. You?ll want to keep a hand free to get your AC

    bonus from Swordmage Warding class feature, so you

    should use a one-handed weapon such as a longsword

    or a scimitar.

    Suggested Feat: Retributive Shield (Human feat:

    Student of Sword Magic)

    Suggested Skills: Arcana, Diplomacy, History,

    Insight

    Suggested At-Will Powers: booming blade, lightning

    lure

    Suggested Encounter Power: chilling blow

    Suggested Daily Power: frost backlash

     

    Swordmage Class

    Features

    Swordmages are smart, strong bastions of defense

    whose art is embodied by their swords. All

    swordmages have the class features described below.

    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 Aegis

    You can place a magical warding upon a foe, allowing

    you to respond to the foe?s attacks against your allies

    with a counterassault or a timely protection.

    Choose one of the following Swordmage Aegis

    powers. These powers are described in full below.

    Aegis of Assault: You teleport to the side of the

    attacker and respond with an attack of your own.

    Aegis of Shielding: You deflect some of the damage

    of an incoming attack.

    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).

    If you become unconscious, your Swordmage

    Warding benefit disappears. You can restore it by

    taking a short rest or an extended rest.

     

    Swordmage Powers

    Your powers are also known as spells. You use your

    blade as your implement, employing it both as a

    melee weapon and as a conduit for your arcane

    magic.

    Some swordmage powers include a line titled

    ?Aegis of Assault? or ?Aegis of Shielding.? You gain

    this extra benefit only if you selected the aegis of

    assault or aegis of shielding power, respectively.

    Class Features

    Every swordmage has a class feature that works like a

    power. The two varieties of Swordmage Aegis, aegis of

    assault and aegis of shielding, are presented below.

    Aegis of Assault Swordmage Feature

    You create an arcane link between you and a foe, allowing you

    to instantly respond to its attacks with a counterassault.

    At-Will ✦ Arcane, Teleportation

    Minor Action Close burst 2

    Target: One creature in 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.

    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 reaction to teleport

    to a square adjacent to the target and make a melee

    basic attack against it. If no unoccupied space exists adjacent

    to the target, you can?t use this immediate reaction.

    Aegis of Shielding Swordmage Feature

    You create an arcane link between you and an enemy, allowing

    you to blunt its attacks against your allies.

    At-Will ✦ Arcane

    Minor Action Close burst 2

    Target: One creature in 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.

    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.

    At 11th level, reduce the damage dealt by 10 + your

    Constitution modifier. At 21st level, reduce the damage

    dealt by 15 + your Constitution modifier.

     

    Level 1 At-Will Spells

    Booming Blade Swordmage Attack 1

    A field of sound punishes your enemy, and the sound becomes

    louder if your enemy tries to escape.

    At-Will ✦ Arcane, Thunder, Weapon

    Standard Action Melee weapon

    Target: One creature

    Attack: Intelligence vs. AC

    Hit: 1[W] + Intelligence modifier damage, and if the target

    is adjacent to you at the start of its turn and moves away,

    it takes 1d6 + Constitution modifier thunder damage.

    Increase damage to 2[W] + Intelligence modifier at 21st

    level.

    Greenflame Blade Swordmage Attack 1

    Each blow ignites your blade in deadly green fire.

    At-Will ✦ Arcane, Fire, Weapon

    Standard Action Melee weapon

    Target: One creature

    Attack: Intelligence vs. AC

    Hit: 1[W] + Intelligence modifier fire damage, and you

    deal fire damage equal to your Strength modifier to all

    enemies adjacent to the target.

    Increase damage to 2[W] + Intelligence modifier at 21st

    level.

    Lightning Lure Swordmage Attack 1

    You lasso your foe with a leash of lightning and pull it into

    range of your blade.

    At-Will ✦ Arcane, Implement, Lightning

    Standard Action Ranged 3

    Target: One creature

    Attack: Intelligence vs. Fortitude

    Hit: 1d6 + Intelligence modifier lightning damage, and you

    pull the target to the nearest unoccupied space adjacent

    to you.

    Increase damage to 2d6 + Intelligence modifier at 21st

    level.

    Special: If you cannot pull the target to an adjacent square,

    this power fails and deals no damage.

    Sword Burst Swordmage Attack 1

    A sweep of your sword blasts those around you with force.

    At-Will ✦ Arcane, Force, Implement

    Standard Action Close burst 1

    Target: Each enemy in burst

    Attack: Intelligence vs. Reflex

    Hit: 1d6 + Intelligence modifier force damage.

    Increase damage to 2d6 + Intelligence modifier at 21st

    level.

     

    Level 1 Encounter Spells

    Chilling Blow Swordmage Attack 1

    Your blade rips into your foe and cold pulses from the wound,

    enveloping your enemy?s body in a crust of frost.

    Encounter ✦ Arcane, Cold, Weapon

    Standard Action Melee weapon

    Target: One creature

    Attack: Intelligence vs. AC

    Hit: 1[W] + Intelligence modifier cold damage, and the target

    takes cold damage equal to your Constitution modifier

    each time it attacks until the start of your next turn.

    Flame Cyclone Swordmage Attack 1

    Arcane power swirls around your blade and outward toward

    your enemies, engulfing them in an inferno.

    Encounter ✦ Arcane, Fire, Implement

    Standard Action Close blast 3

    Target: Each creature in blast

    Attack: Intelligence vs. Reflex

    Hit: 1d8 + Intelligence modifier + Strength modifier fire

    damage.

    Foesnare Swordmage Attack 1

    You cut into your foe, and links of solid eldritch energy burst

    from its flesh, binding its bones to the ground.

    Encounter ✦ Arcane, Weapon

    Standard Action Melee weapon

    Target: One creature

    Attack: Intelligence vs. AC

    Hit: 1[W] + Intelligence modifier damage, and the target is

    immobilized until the end of your next turn.

    Special: You can use this power in place of a melee basic

    attack when charging.

    Lightning Clash Swordmage Attack 1

    As your blade strikes home, a sizzling bolt of lightning leaps

    from your reeling foe to strike down its nearby ally.

    Encounter ✦ Arcane, Lightning, Weapon

    Standard Action Melee weapon

    Primary Target: One creature

    Attack: Intelligence vs. AC

    Hit: 1[W] + Intelligence modifier damage. Make a secondary

    attack.

    Secondary Target: One creature within 5 squares of the

    primary target

    Secondary Attack: Intelligence vs. Reflex

    Hit: 1d6 + Intelligence modifier lightning damage.

     

    Level 1 Daily Spells

    Burning Blade Swordmage Attack 1

    Your fiery blade lunges toward your enemy, and its arcane

    warmth seeks to flare again in the wounds of your foes.

    Daily ✦ Arcane, Fire, Weapon

    Standard Action Melee weapon

    Attack: Intelligence vs. AC

    Hit: 2[W] + Intelligence modifier fire damage.

    Effect: Until the end of the encounter, your melee attacks

    deal extra fire damage equal to your Strength modifier.

    Frost Backlash Swordmage Attack 1

    As your enemy swings for the kill, your warding suddenly turns

    to ice and lashes out at your foe with the fury of winter.

    Daily ✦ Arcane, Cold, Weapon

    Immediate Interrupt Melee weapon

    Trigger: An adjacent creature hits you

    Target: The creature that hit you

    Attack: Intelligence vs. Reflex

    Hit: 3[W] + Intelligence modifier cold damage.

    Miss: Half damage.

    Whirling Blade Swordmage Attack 1

    You spin and suddenly hurl your sword. Your blade spins in the

    air, seeking an enemy to slash with mortal determination.

    Daily ✦ Arcane, Weapon

    Standard Action Ranged 5

    Requirement: You must throw your melee weapon at the

    target.

    Target: One creature

    Attack: Intelligence vs. AC

    Hit: 2[W] + Intelligence modifier damage, and your weapon

    returns to your hand.

    Miss: Repeat the attack against a second target within 5

    squares of the first. If you miss, repeat the attack against

    a third target within 5 squares of the second. If you miss

    again, repeat the attack against a fourth target within 5

    squares of the third. Your weapon then returns to your

    hand.

     

    Level 2 Utility Spells

    Dimensional Warp Swordmage Utility 2

    You reach out with arcane power, and two of your nearby allies

    suddenly wink out and reappear in each other?s places.

    Encounter ✦ Arcane, Teleportation

    Minor Action Close burst 3

    Targets: You and one ally in burst or two allies in burst

    Effect: Each target teleports into the other?s space. Both targets

    must occupy the same size space, or the power fails.

    Eldritch Speed Swordmage Utility 2

    Eldritch power flows in your blood, and when battle is joined,

    the power speeds you on.

    Daily ✦ Arcane

    No Action Personal

    Effect: Use this power before rolling initiative. You gain a

    +5 power bonus to your initiative roll. You can take an

    extra move action during the first round of combat (or

    during the surprise round, if you are allowed to act during

    that round).

    Fear No Elements Swordmage Utility 2

    The elements of the universe are yours to command, and they do

    not easily damage you.

    Daily ✦ Arcane

    Minor Action Personal

    Effect: Choose acid, cold, fire, lightning, or thunder. Until

    the end of the encounter, you gain resist 5 + your Constitution

    modifier to that damage type.

    Mythal Recovery Swordmage Utility 2

    You focus your warding inward to bolster yourself against the

    onslaught.

    Encounter ✦ Arcane

    Minor Action Personal

    Effect: Make a saving throw against an effect that a save

    can end.

    Level 3 Encounter Spells

    Blastback Swipe Swordmage Attack 3

    Your sword rings against your foe like a clap of thunder, sending

    your enemy careening away.

    Encounter ✦ Arcane, Thunder, Weapon

    Standard Action Melee weapon

    Target: One creature

    Attack: Intelligence vs. Fortitude

    Hit: 1[W] + Intelligence modifier thunder damage, and you

    push the target 2 squares.

    Special: When charging, you can use this power in place of a

    melee basic attack.

    Aegis of Assault: When you use your aegis of assault immediate

    reaction, you can use this power in place of the

    melee basic attack.

     

    Corrosive Ruin Swordmage Attack 3

    You spin your blade in a tight circle in front of you, assailing

    foes with a spray of flesh-melting acid.

    Encounter ✦ Acid, Arcane, Implement

    Standard Action Close blast 3

    Target: Each creature in blast

    Attack: Intelligence vs. Fortitude

    Hit: 1[W] + Intelligence modifier acid damage.

    Sloth Strike Swordmage Attack 3

    As your blade sinks into the enemy, his blood turns to leaden ice,

    and he staggers about heavily.

    Encounter ✦ Arcane, Cold, Weapon

    Standard Action Melee weapon

    Target: One creature

    Attack: Intelligence vs. AC

    Hit: 2[W] + Intelligence modifier cold damage, and the

    target is slowed until the end of your next turn.

    Transposing Lunge Swordmage Attack 3

    You thrust at your enemy, a flash engulfs it, and it suddenly

    appears elsewhere.

    Encounter ✦ 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.

    Level 5 Daily Spells

    Deep Freeze Swordmage Attack 5

    Driving your blade home, you hiss a word of power, and white

    bone-chilling mist begins to seep from your foe?s body.

    Daily ✦ Arcane, Cold, Weapon

    Standard Action Melee weapon

    Target: One creature

    Attack: Intelligence vs. Fortitude

    Hit: 2[W] + Intelligence modifier damage.

    Effect: Until the end of the encounter, any enemy takes

    1d10 cold damage when it moves adjacent to or starts its

    turn adjacent to the target.

    Elemental Foible Swordmage Attack 5

    You weave a deadly symbol in your foe?s flesh. This hateful

    glyph leaves your enemy?s body fragile to the elements.

    Daily ✦ Arcane, Weapon

    Standard Action Melee weapon

    Target: One creature

    Attack: Intelligence vs. AC

    Hit: 1[W] + Intelligence modifier damage.

    Effect: The target gains vulnerable 5 to a damage type of

    your choice: acid, cold, fire, lightning, or thunder. The

    vulnerability lasts until the end of the encounter.

    Lingering Lightning Swordmage Attack 5

    Tendrils of bluish white lightning course from your blade to

    electrocute your enemies.

    Daily ✦ Arcane, Implement, Lightning

    Standard Action Ranged 5

    Target: One, two, or three creatures

    Attack: Intelligence vs. Reflex, one attack per target

    Hit: 1[W] + Intelligence modifier damage, and ongoing 5

    lightning damage (save ends).

    Miss: Half damage, and no ongoing damage.

    Level 6 Utility Spells

    Armathor?s Step Swordmage Utility 6

    Arcane power speeds you into battle.

    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.

    Dimensional Warding Swordmage Utility 6

    Your warding warps the flow of magic around you, preventing

    enemies from sneaky escapes or attacks.

    Daily ✦ Arcane, Stance, Zone

    Minor Action Close burst 2

    Effect: The burst creates a zone that lasts as long as the

    stance persists. Enemies within the zone cannot teleport.

    Enemies outside the zone cannot teleport into it.

    Special: The zone remains centered on you, even if you move.

    Fate-Spurned Foe Swordmage Utility 6

    Forces beyond your enemy?s comprehension work against it at

    your command.

    Daily ✦ Arcane

    Minor Action Personal

    Effect: Until the end of the encounter, any effect that a

    save can end that you place on an enemy causes a ?2

    penalty to saving throws against the effect.

    Silversteel Veil Swordmage Utility 6

    You raise a magical ward of thin, wispy silver mist. It seems

    no more tangible than warm breath on a frosty morning, but it

    gathers under enemy blows and turns them aside.

    Encounter ✦ Arcane, Force

    Minor Action Close burst 1

    Targets: You and each ally in burst

    Effect: All affected creatures gain a +2 bonus to AC and

    Reflex defense until the end of your next turn.

    Level 7 Encounter Spells

    Electrified Lash Swordmage Attack 7

    You point your sword into the air, and cruel talons of white

    lightning reach out toward your foes.

    Encounter ✦ Arcane, Implement, Lightning

    Standard Action Close burst 1

    Target: Each enemy in burst

    Attack: Intelligence vs. Fortitude

    Hit: 2[W] + Intelligence modifier lightning damage.

    Flamewall Strike Swordmage Attack 7

    With a mighty sweep of your blade, dancing tongues of arcane

    fire rise from the ground at the feet of your foes.

    Encounter ✦ Arcane, Conjuration, Fire, Implement

    Standard Action Area wall 3 within 1 square

    Effect: You conjure a wall of contiguous squares filled

    with leaping flames that lasts until the start of your next

    turn. The wall can be 3 squares long and no more than 1

    square high. Only 1 square of the wall must be within 1

    square of you.

    Any creature that enters the wall?s space or starts its turn

    there takes 1d8 + Constitution modifier fire damage.

    Isolating Slam Swordmage Attack 7

    As your blade slices into the enemy before you, a tide of magical

    energy slams into nearby foes and rocks them back like ships on

    a stormy wave.

    Encounter ✦ Arcane, Weapon

    Standard Action Melee weapon

    Primary Target: One creature

    Attack: Intelligence vs. AC

    Hit: 1[W] + Intelligence modifier damage. Make a secondary

    attack.

    Secondary Target: Each enemy adjacent to the primary

    target

    Secondary Attack: Intelligence vs. Fortitude, one attack

    per target

    Hit: You push the secondary target away from the primary

    target a number of squares equal to your Constitution

    modifier.

    Spikes of Agony Swordmage Attack 7

    Your strike leaves shards of pure force piercing your enemy?s

    flesh, rending it if it moves.

    Encounter ✦ Arcane, Force, Weapon

    Standard Action Melee weapon

    Target: One creature

    Attack: Intelligence vs. AC

    Hit: 2[W] + Intelligence modifier force damage. If the target

    moves before the end of its next turn, it takes force

    damage equal to 5 + your Strength modifier.

    Aegis of Assault: When you use your aegis of assault

    immediate reaction, you can use this power in place of the

    melee basic attack.

    Level 9 Daily Spells

    Beacon Blade Swordmage Attack 9

    As you slash at your foe, your sword glows with a blinding light,

    banishing the gloom around you.

    Daily ✦ Arcane, Weapon

    Standard Action Melee weapon

    Target: One creature

    Attack: Intelligence vs. AC

    Hit: 1[W] + Intelligence modifier damage, and the target is

    blinded (save ends).

    Effect: The target is illuminated until the end of the

    encounter, shedding bright light within 10 squares around

    it. Even if it turns invisible, its location can be pinpointed

    automatically, though the normal ?5 penalty to the attack roll still applies.

     

    Tagon, I stopped copying at Level 9 Daily spells.  If you need more, just let me know and I'll post the rest.

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    The pre-generated sheets only go to third level.  KC will have to decide how he wants to handle it.  I'll offer to level you up.  I'm sure KC or Tagon would as well.  If its okay with KC and you want to do it with me, we'll arrange to meet in vent and go over your choices, or you can tell me to just pick what I think is best if you don't want to deal with deciding on feats, powers and such.

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    Delmar, I could probably use help to leve myself up...lol.

     

    Please feel free to help each other out in those areas, I'm still tweaking some things in the campaign file for H2 at the moment...

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    I have already made a character sheet for all the pre gens up to level 4. If anyone wants one let me know, also if you want to roll a new character I would be more then happy to help with that also.

     

    On a side note the character sheets are in excel only, you will be able to open them with open office but not update them when you level.

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    KC, my main is going to be a Warlord.  I'm working on him now.  My alt will be a cleric.  I'm going to use the "point" system that the pre-gens used to generate ability.  It seems like that would be the fairest thing to do since the other characters were generated that way.

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