L4W Wiki
Advertisement

Summary

Kane Arcane Player jbear
Human Swordmage/Wizard Hybrid (Unaligned) Level 1 (XP 0)
Initiative +0
Passive Insight 12 Passive Perception 12; Senses normal
HP 28 Bloodied 14 Surge Value 7; Surges Per-Day 10
AC 19 Fortitude 14 Reflex 15 Will 15
Speed 6 Size medium
Str 12 (+1) Dex 10 (+0) Wis 14 (+2)
Con 16 (+3) Int 18 (+4) Cha 08 (-1)
Racial Abilities Bonus Feat, Bonus Skill, Bonus At Will Power, Human Defense Bonuses
Class Features Cantrips, Swordbond, Swordmage Aegis: Shielding
Battack Basic Attack Longsword;Atk: +4 vs AC;Dmg: 1d8+1
Branged Ranged Basic Attack Dagger;Atk: +3 vs AC; Dmg: 1d4
Feats Unarmored Agility, Hybrid Talent: Swordmage Warding
Skills Arcana +11, Athletics +6, Endurance +8, Nature +7
Languages Common, Primordial
Powers
Freezing Burst (At Will Standard Area Burst 1 within 10 squares ✦ Arcane, Implement, Cold, Evocation) Wizard 1
Target: Each creature in Burst
Attack: +4 vs. Reflex
Hit: 1d6+4 cold damage, and you can slide the target 1 square
Sword Burst (At Will Standard Close Burst 1 ✦ Arcane, Implement, Force) Swordmage 1
Target: Each enemy in Burst
Attack: +4 vs. Reflex
Hit: 1d6+4 force damage.
Phantasmal Assault (At Will Standard Ranged 10 ✦ Arcane, Implement, Psychic, Illusion) Wizard 1
Target: One creature
Attack: +4 vs. Will
Hit: 1d8+4 psychic damage and the target grants combat advantage, and can't make opportunity attacks until the end of your next turn.
Aegis of Shielding (Encounter Minor Close Burst 2 ✦ Arcane) Swordmage Feature
Target: One creature in Burst
Effect: You mark the target. The target remains marked until you use this power against another creature. If you mark other creatures using other powers, the target is still marked. A creature can be only subject to one mark at a time. A new mark supercedes a mark that was already in place. If your marked target makes an attack that doesn't include you as a target, it takes -2 to attack rolls. If that attack hits and the target is within 10 sqares of you, you can use an immediate interrupt to reduce the damage dealt by that attack to any one creature by 8 Special: You regain the use of this power when the target is reduced to 0 hp or the mark is superceded.
Grasping Shadows (Encounter Standard Area Burst 1 within 10 squares ✦ Arcane, Implement, Psychic, Illusion) Wizard 1
Target: Each creature in Burst
Attack: +4 vs. Will
Hit: 1d8+4 psychic damage, and the target is slowed until the end of your next turn.
Effect: Shadows writhe in the designated area and continue until the end of your next turn. Any creature that enters the area of writhing shadows takes psychic damage equal to your Intelligence modifier (+4) and is slowed until the end of its next turn
Flaming Sphere (Daily Standard Ranged 10 ✦ Arcane, Implement, Fire, Conjuration) Wizard 1
Target: One creature adjacent to the Flaming Sphere
Attack: +4 vs. Reflex
Hit: 2d6+4 fire damage.
Effect: Conjures a Medium Flaming Sphere that occupies a square within range, and the sphere attacks. Any creature that starts its turn next to the flaming sphere takes 1d4+4 fire damage. As a move action you can move the sphere 6 squares.
Sustain: Minor:You can sustain this power until the end of the encounter. As a standard action you can make another attack with the Sphere.
Mage Hand (At Will Minor Ranged 5 ✦ Arcane, Conjuration) Wizard Feature
Effect: You conjure a spectral, floating hand in an unoccupied square within range. The hand picks up, moves, or manipulates an adjacent object weighing 20 pounds or less and carries it up to 5 squares. If you are holding the object when you use this power, the hand can move the object into a pack, a pouch, a sheath, or a similar container and simultaneously move any one object carried or worn anywhere on your body into your hand. As a move action, you can move the hand up to 5 squares. As a free action, you can cause the hand to drop an object it is holding, and as a minor action, you can cause the hand to pick up or manipulate a different object.
Special: You can create only one hand at a time.
Sustain: Minor: You can sustain the hand indefinitely.
Light (At Will Minor Ranged 5 ✦ Arcane, Conjuration) Wizard Feature
Target: One object or one unoccupied square
Effect: You cause the target to shed bright light. The light fills the target’s square and all squares within 4 squares of it. The light lasts for 5 minutes. Putting out the light is a free action. Special: You can have only one light cantrip active at a time. If you create a new light, your previously cast light winks out.
Presdigitation (At Will Minor Ranged 2 ✦ Arcane) Wizard Feature
Effect: Use this cantrip to accomplish one of the effects given below.
  • Move up to 1 pound of material.
  • Create a harmless sensory effect, such as a shower of sparks, a puff of wind, faint music, or a strong odor.
  • Color, clean, or soil items in 1 cubic foot for up to 1 hour.
  • Instantly light (or snuff out) a candle, a torch, or a small campfire.
  • Chill, warm, or flavor up to 1 pound of nonliving material for up to 1 hour.
  • Make a small mark or symbol appear on a surface for up to 1 hour.
  • Produce out of nothingness a small item or image that exists until the end of your next turn.
  • Make a small, handheld item invisible until the end of your next turn.

Nothing you create with this cantrip can deal damage, serve as a weapon or a tool, or hinder another creature’s actions. This cantrip cannot duplicate the effect of any other power.

Special: You can have as many as three prestidigitation effects active at one time.
Ghost Sound (At Will Minor Ranged 10 ✦ Arcane, Illusion) Wizard Feature
Target: One object or unoccupied space
Effect: You cause a sound as quiet as a whisper or as loud as a yelling or fighting creature to emanate from the target. You can produce nonvocal sounds such as the ringing of a sword blow, jingling armor, or scraping stone. If you whisper, you can whisper quietly enough that only creatures adjacent to the target can hear your words.

Fluff

Description:

Kane Arcane is a tall, waifer thin, dark olive skinned man in his thirties with long black hair tied back hurriedly with a turquoise leather braid. His long black beard is bound tightly by 5 metal rings and his left ear is decorated with a silver metal hoop earing. His left eye green and sparkles with wile. His right eye is colourless, a scar runs through it from the bridge of his nose to his ear. His arms are bare, though they bare intricate blue tatoos of lotus flowers from the back of his knuckles, along his forearm up to his elbow. Despite the tatoos, the numerous scars on both of his forearms can still be clearly seen. His attire is a black sleeveless vest and loose fitting black trousers. His bright turoquoise leather boots reach just below the knees. His attire hides the tattoos and scars, nearly identical to those on his arms that mark his feet and lower legs up to the knees. When idle he can often be seen flipping a coin that then vanishes from sight. Kane often avoids speaking to avoid revealing an embarrassing stutter that causes him to stumble over his thoughts as his sharp mind races too far ahead of itself, often making his ideas seem rather confusing. Instead he lets his facial expressions do the talking. Kane is infected with wanderlust, and continually dives into danger in search of wonder and emotion, to sate his addiction to adrenalin.


Background:

Kane's parents were sold into slavery and put to work on a large merchant galley. Kane was hence born from their on board romance and so was born a slave. His father was killed by a pirate raid when he was eight years old. He died as he stood in front of a sword blow meant for his son. The blow pierced his father's body and scarred his right eye, doing it irreperable damage. The sight faded in that eye as did its colour. Two years later a storm at sea smashed the galley against the rocks of an island. The mass of floating bodies in the shallow water near the shore and washed up on the beach where he awoke, lead Kane to assume he was the only survivor. He has never seen his mother since, but prays to Netari for her safety each night before he goes to bed, just in case. Her body was not amongst those on the beach. After a week living on the island he was 'found' by the islands inhabitants, solemn white robed men and women with tatoos of the lotus flower on their arms and legs. They took him into their monastery and he was shown an array of weapons, rods, swords, staves and wands. Kane picked a sword. And so his harsh, mercileesly physical training began. His blind eye meant he received countless vicious blows from his masters, until he learnt to adapt to his weakness and defend himself instinctively. His scarred body bears witness to the severe cost of his numerous mistakes. His inability to express his ideas with clarity meant his suffering was compounded further by the constant punishmenat he received when they began to train his mind. After 15 years of training he overcome he had overcome his weaknesses, neither mastering wizardry, nor the mage's sword fully, he become a master of something in between. The desire to see the world, and live free possessed him. He gave up the white, and took the black, leaving his masters and their monastery behind. The world was a wide and wonderous thing. And Kane needed to taste all of it! Background: Treasure Hunter: +2 Arcana [HS1 The Slaying Stone] Hooks:

Kane needs to avenge his father's death. Any pirate will do. Even with a lack of pirates, bandits, thieves and criminals are fair game to practice his art upon til he one day finds that pirate, the one with the turquoise boots, and leather braid in his hair, the one that wore the gold hoop in his ear. He never caught his name. But the boat he sailed upon ...aye, he remembers the flag!

He searches for his mother, not with much hope. But anything to do with slaves, or slavery, he is instantly interested. And in the mean time he will attempt to free as many of them as he can.

Other than that he travels, wanders and jumps into any adventure both feet first. He doesn't say much, shy of his stutter that only fades when the magic flows, but his beaming smile has seen him join more than a few adventuring parties.


Kicker:

Math

Ability Scores

Attributes
AbilityCostInitialRacialLevelFinalMod
Str 2 12 0 0 12 1
Con 9 16 0 0 16 3
Dex 0 10 0 0 10 0
Int 9 16 2 0 18 4
Wis 5 14 0 0 14 2
Cha 0 8 0 0 8 -1
Totals 25   9



Attacks

Basic Attacks
Attack TypeAttribAttrib TypeClassClass FeatureFeatFeat NameEquipEquip NameMiscMisc NameLevelTotalvs?
Basic Melee

1

str 01AC
Basic Ranged

0

dex00


Defenses

Defenses
DefenseAttribAttrib TypeClassRacialFeatFeat NameEquipEquip NameMiscMisc NameLevelTotal
Armor Class +0/+4 dex/int 3 2 Unarmored Agility 19
Fortitude1/+3str/con1 14
Reflex+0/+4dex/int1 15
Will+2/-1wis/cha+21 15


Saving Throw Bonuses

Senses and Reactions

Senses and Reactions
Sense/ReactionAttrib modClassClass FeatureRacialFeatFeat NameEquipEquip NameLevelOther/TrainedTotal
Initiative 0 0 0 0 0 0 0 0 0 0 0
Passive Insight 2 0 0 0 0 0 0 0 0 0 12
Passive Perception 2 0 0 0 0 0 0 0 0 0 12


Health

Health
--Base ClassConPer LevelRacialFeatFeat NameEquipEquip NameOtherSurge Value BonusTotalBloodiedSurge
Hit Points 12 16 5 0 0 0 0 23 11 5


Class Base: Wizard 5 + Swordmage 7 Per Level: Wizard 2 + Swordmage 3 Surges per Day 10 (Wizard 3 + Swordmage 4 + Con 3)

Speed and Movement

Speed: 6 (Race 6 - Equipment 0)

Racial Features

Human

  • Bonus At Will Power: Phantasmal Assault
  • Bonus Skill: Nature
  • Bonus Feat: Hybrid Talent: Swordmage Warding
  • Human Defense Bonuses: +1 racial bonus to Fortitude, Reflexes and Will
  • Size: Medium
  • Speed: 6
  • Vision: Normal
  • Languages: Common, choice of one other

Class Features

Hybrid Wizard

  • +1 Will
  • Mage Cantrips

Hybrid Swordmage

  • +1 Will
  • Sword Bond
  • Swordmage Aegis [Hybrid]: Aegis of Shielding


Feats

  • Hybrid Talent: Swordmage Warding [Human Bonus Feat] - While conscious and wielding either a light blade or a heavy blade, you maintain a field of magical force around you. The field provides a +1 bonus to AC, or a +3 bonus if you are wielding a blade and the other hand is free (not carrying a shield, an off hand weapon, a two handed weapon or anything else). (FRPG, PHB3)
  • Unarmored Agility [2nd level] - +2 to AC when wearing Cloth armor (PHB3)

Skills and Languages

Languages Common, Primordial


Skills
SkillTrainedAttribAttrib TypeRacialFeatFeat NameEquipEquip NameLevelTotal
Acrobatics0dex00
Arcana 5 4 int 2 Background Benefit: Treasure Hunter (HS1 The Slaying Stone) 0 11
Athletics51str06
Bluff-1cha0-1
Diplomacy-1cha0-1
Dungeoneering2wis02
Endurance53con08
Heal2wis02
History4int04
Insight2wis02
Intimidate-1cha0-1
Nature52wis07
Perception2wis02
Religion4int04
Stealth0dex00
Streetwise-1cha0-1
Thievery0dex00



Powers

Powers Known

  • Wizard
    • Cantrips
      • Mage Hand
      • Ghost Sound
      • Prestidigitation
      • Light
    • At-Will - 1st Level
      • Freezing Burst (Wizard)
      • Sword Burst (Swordmage)
      • Human Bonus At Will Power: Phantasmal Assault (Wizard)
    • Encounter - 1st Level
      • Grasping Shadows (Wizard)
  • Daily - 1st Level
    • Flaming Sphere (Wizard)


    Powers to Hit

    Power To-Hit
    Attack TypeAttribAttrib TypeClassClass FeatureFeatFeat NameEquipEquip NameMiscMisc NameLevelTotalvs?
    Freezing Burst +4 Int 0 0 0 0 4 Ref
    Sword Burst +4 Int 0 0 0 0 4 Ref
    Phantasmal Assault +4 Int 0 0 0 0 4 Will
    Grasping Shadows +4 Int 0 0 0 0 4 Will
    Flaming Sphere +4 Int 0 0 0 0 4 Ref


    Equipment

    Equipment 34 gp Weight: 38 lb
    Armor: Cloth 0 gp 0 gp
    Weapon: Longsword 15 gp 4 lb
    Weapon: Dagger 1 gp 1 lb
    Standard Adventurer's Kit 15gp 33lbs
    Potion of Healing 50gp 0lb

    Judge Comments

    Level 1

    Approval 1

    Approval from TwoHeadsBarking:

    • Defenses: You're missing the bonus from Unarmored Agility.

    Minor issue, so approved

    Approval 2

    Comments from Mewness:

    • Light is not a conjuration
    • Prestidigitation is a standard action
    • Ghost sound is a standard action
    • In the math (health) section, your hit points are coming out too low because your level is set to 0 rather than 1.
    • Clothing costs 1 gp and weighs 4 pounds. Total gold spend should be 82, with 18 remaining (note that somewhere). Weight carried should be 42.

    All minor stuff. Approved.

    Status

    Approved for level 1 by TwoHeadsBarking and Mewness.

Advertisement