Summary[]
Freezing Burst (At Will Standard Area Burst 1 within 10 squares ✦ Arcane, Implement, Cold, Evocation) | Wizard 1 |
Target: Each creature in Burst | |
Attack: +12 vs. Reflex | |
Hit: 1d6+9 cold damage, and you can slide the target 1 square | |
Special: White Lotus Riposte: When an enemy Kane has hit with Freezing Burst attacks him before the start of his next turn, that enemy takes 5 cold damage. |
Sword Burst (At Will Standard Close Burst 1 ✦ Arcane, Implement, Force) | Swordmage 1 |
Target: Each enemy in Burst | |
Attack: +12 vs. Reflex | |
Hit: 1d6+9 force damage. | |
Special: White Lotus Riposte: When an enemy Kane has hit with Sword Burst attacks him before the start of his next turn, that enemy takes 5 force damage. |
Phantasmal Assault (At Will Standard Ranged 10 ✦ Arcane, Implement, Psychic, Illusion) | Wizard 1 |
Target: One creature | |
Attack: +12 vs. Will | |
Hit: 1d8+9 psychic damage and the target grants combat advantage, and can't make opportunity attacks until the end of your next turn. | |
Special: White Lotus Riposte: When an enemy Kane has hit with Phantasmal Assault attacks him before the start of his next turn, that enemy takes 5 psychic damage. |
Call Fey Beast (At Will Minor ) | Fey Beast Tamer Theme |
Effect: Kane loses a healing surge and his fey beast companion appears in the nearest unoccupied space with hit points equal to Kane's healing surge value. | |
Special: This power can only be used if the companion is not present. |
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 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 -2 to attack rolls. If that attack hits and the 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to any one creature by 9 Special: You regain the use of this power when the target is reduced to 0 hp or the mark is superceded. |
Glorious Presence (Encounter Standard Close Burst 2 ✦ Arcane, Implement, Radiant, Charm, Enchantment) | Wizard 1 |
Target: Each enemy in Burst | |
Attack: +12 vs. Will | |
Hit: 2d6+9 radiant damage, and you push the target 2 squares. | |
Effect: You and allies in the burst gain 2 THP |
Dimensional Vortex (Encounter Immeadiate Interrupt Ranged 10 ✦ Arcane, Implement, Teleportation) | Swordmage 3 |
Target: The triggering enemy | |
Trigger: An enemy hits an ally with a melee attack | |
Attack: +12 vs. Will | |
Hit: You teleport the target 5 squares. The target then makes a melee basic attack against a teacher you choose. If no creatures are in range of the target, the attack is expended. If the target is marked by your Aegis of Shielding the target's attack deals 4 extra damage. |
Charm of the Defender (Encounter Standard Ranged 10 ✦ Arcane, Implement, Charm, Enchantment) | Wizard 7 |
Target: 1 enemy | |
Attack: +12 vs. Will | |
Hit: You slide the target 3 squares and it is immobilised TENT. Also TENT, enemies that start turn next to target receive a MBA from target as a free action with a power bonus of +2 atk & dmg. Miss: Slide Target 3 squares. |
Channelling Shield (Encounter Immediate Interrupt Close Burst 10 ✦ Arcane) | Wizard Utility 2 |
Target: The creature hit by the triggering attack | |
Trigger: An attack hits you or an ally within 10 squares of you | |
Effect: You reduce the damage from the triggering attack by 9; The next successful attack Kane makes before the end of his next turn deals 4 extra damage. |
Evil Eye of the Vistani (Encounter Minor Action Ranged 10 ✦ Charm) | Feat Power |
Target: One creature | |
Attack: +12 vs Will | |
Hit: Until the end of Kane's next turn the target grants CAdv to Kane and cannot willingly move closer to him. |
Flaming Sphere (Daily Standard Ranged 10 ✦ Arcane, Implement, Fire, Conjuration) | Wizard 1 |
Target: One creature adjacent to the Flaming Sphere | |
Attack: +12 vs. Reflex | |
Hit: 2d6+9 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+9 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. |
Swordmage Shielding Fire (Daily Standard Close Burst 10 ✦ Arcane, Implement, Fire) | Swordmage 5 |
Target: One creature in burst | |
Attack: +12 vs. Fortitude | |
Hit: 2d6+8 fire damage, and the creature is marked as if by Kane's Aegis of Shielding until the end of the encounter. This mark does not end Kane's other marks nor is it ended by Kane's other marks. Allies marks can supersede this mark. Miss: The creature is marked as if by Kane's Aegis of Shielding until the end of the encounter. This mark does not end Kane's other marks nor is it ended by Kane's other marks. Allies marks can supersede this mark. | |
Special: Until the end of the encounter when Kane reduces damage using Aegis of Shielding, the target takes an equal amount of fire damage to that prevented. |
Fire Shield (Daily Minor Personal ✦ Arcane, Fire) | Wizard Utility 6 |
Effect: Kane gains resist 10 vs fire and cold dmg. Whenever a creature makes a melee atk vs Kane, it takes 2d6+5 fire dmg. No creature can take this damage more than once per turn. |
Frostbrand Longsword +2 (Item Encounter Power Standard Action Close Blast 3 ✦ Cold) | Item |
Target: Creatures in the blast | |
Attack: +12 vs. Reflex | |
Hit: 1d10+2 cold damage, and the target is immobilised (Save ends) | |
Special: Critical +2d8 cold dmg |
Frostbrand Longsword +2 (Item Encounter Power Minor Action Close Burst 5 ✦ Cold) | Item |
Effect: Kane can extinguish any non-magical fire in the burst, and each ally in the burst makes a save against ongoing fire dmg that a save can end. | |
Special: While holding this weapon Kane has Resist 7 Fire |
Siberys Shard of the Mage (Item Property ) | Item |
Effect: Kane gains a +1 bonus to damage rolls with implement attacks that use the augmented weapon. | |
Special: Augments Dislocation Longsword |
Dislocation Longsword +1 (Item Daily Power Free Action ) | Item |
Trigger: You hit an enemy with an attack using this weapon | |
Effect: You teleport the enemy to a square adjacent to one of your allies. | |
Special: Critical +1d8 dmg |
Siberys Shard of the Mage (Item Property ) | Item |
Effect: Kane gains a +1 bonus to damage rolls with implement attacks that use the augmented weapon. | |
Special: Augments Dislocation Longsword |
Shimmering Cloth Armor +2 (Item Property ) | Item |
Effect: Kane does not provoke opportunity attacks with ranged or area attacks. |
Raven Cloak +2 (Item Encounter Power No Action ) | Item |
Trigger: Kane would roll a saving throw | |
Effect: Kane gains +5 power bonus to roll. | |
Special: If save is a Death save the bonus is +10 |
Boots of the Fencing Master (Item Property Minor ) | Item |
Effect: Kane shifts 2 squares. | |
Special: When Kane shifts he gains a +1 item bonus to AC and REF TENT. |
Gauntlets of Arcane Might (Item Property ) | Item |
Effect: When Kane hits an enemy marked by him with an arcane attack power, he gains 2 THP. | |
Special: Item Set: Marjam's Dream |
Power Jewel (Item Daily Power Minor Action ) | Item |
Effect: Kane regains the use of a 1st or 3rd level encounter power. | |
Special: Kane must have reached a milestone today to activate this item. |
Viper Belt (Item Encounter Power No Action ) | Item |
Effect: The roll has a +2 power bonus. | |
Special: Use when making a save vs Ongoing Poison dmg |
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) | 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 Standard Ranged 2 ✦ Arcane) | Wizard Feature |
Effect: Use this cantrip to accomplish one of the effects given below.
|
Ghost Sound (At Will Standard 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. |
Summary[]
Fey Beast Companion: Jade | Player jbear | ||||||
Fey beast (mechanically a trained young owlbear) (Unaligned) | Level 8 (XP ) | ||||||
Initiative as Kane's | |||||||
Passive Insight - Passive Perception 18; Senses Darkvision | |||||||
Aura 1: allies gain a +2 power bonus to damage rolls against enemies in the aura; Kane also gains Combat Advantage vs enemies in the aura. | |||||||
HP 32 Bloodied 16 Surge Value ; Surges Per-Day | |||||||
AC 21 Fortitude 23 Reflex 19 Will 23 | |||||||
Speed 6 Size medium | |||||||
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Racial Abilities | |||||||
Class Features | |||||||
Basic Attack | |||||||
Ranged Basic Attack | |||||||
Feats | |||||||
Skills Perception +8 | |||||||
Languages | |||||||
Powers |
Claw (At Will Standard Melee 1 ) | |
Target: One creature | |
Attack: +13 vs. AC | |
Hit: 1d12+4 damage |
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 | |||||||||||
Ability | Cost | Initial | Racial | Level | Final | Mod | |||||
Str | 2 | 12 | 0 | 0 | 12 | 1 | |||||
Con | 9 | 16 | 0 | 2 | 18 | 4 | |||||
Dex | 0 | 10 | 0 | 0 | 10 | 0 | |||||
Int | 9 | 16 | 2 | 2 | 20 | 5 | |||||
Wis | 5 | 14 | 0 | 0 | 14 | 2 | |||||
Cha | 0 | 8 | 0 | 0 | 8 | -1 | |||||
Totals | 25 | 11 |
Attacks[]
Basic Attacks | |||||||||||||
Attack Type | Attrib | Attrib Type | Class | Class Feature | Feat | Feat Name | Equip | Equip Name | Misc | Misc Name | Level | Total | vs? |
Basic Melee |
1 | str | 1 | War Wizard's Expertise | 5 | Frostbrand Longsword +2 (Mordk.) | 4 | 11 | AC | ||||
Basic Ranged |
0 | dex | 4 | 4 |
Defenses[]
Defenses | ||||||||||||
Defense | Attrib | Attrib Type | Class | Racial | Feat | Feat Name | Equip | Equip Name | Misc | Misc Name | Level | Total |
Armor Class | +0/+5 | dex/int | 3 | 2 | Unarmored Agility | 2 | Shimmering Cloth Armor +2 | 4 | 26 | |||
Fortitude | 1/+4 | str/con | 1 | 2 | Cloak of Raven +2 | 4 | 21 | |||||
Reflex | +0/+5 | dex/int | 1 | 2 | Cloak of Raven +2 | 4 | 22 | |||||
Will | +2/-1 | wis/cha | +2 | 1 | 2 | Cloak of Raven +2 | 4 | 21 |
Saving Throw Bonuses
Senses and Reactions[]
Senses and Reactions | |||||||||||
Sense/Reaction | Attrib mod | Class | Class Feature | Racial | Feat | Feat Name | Equip | Equip Name | Level | Other/Trained | Total |
Initiative | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 4 | 0 | 4 |
Passive Insight | 2 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 4 | 0 | 16 |
Passive Perception | 2 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 4 | 0 | 16 |
Health[]
Health | |||||||||||||
-- | Base Class | Con | Per Level | Racial | Feat | Feat Name | Equip | Equip Name | Other | Surge Value Bonus | Total | Bloodied | Surge |
Hit Points | 12 | 18 | 5 | 0 | 0 | 0 | 0 | 65 | 32 | 16 |
Class Base: Wizard 5 + Swordmage 7 Per Level: Wizard 2 + Swordmage 3 Surges per Day 11 (Wizard 3 + Swordmage 4 + Con 4)
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
Theme[]
Fey Beast Tamer
Lvl 5 feature: Kane gains Combat Advantage vs Enemies in the Fey Beast's aura.
Kane has a fey beast companion (mechanically a trained young owlbear) that is considered an ally. It shares his healing surge total. When an effect would cause it to spend a healing surge, Kane spends one instead. When Kane uses his second wind, the companion also regains hit points equal to Kane's healing surge value. At the end of a short rest, the companion regains all of its hit points.
If Kane dies or the companion is reduced below 1 hit point, it retreats back into the Feywild. It can be called back as a minor action (see the power summary), or else Kane can spend a surge at the end of a short or extended rest, causing it to reappear with full hit points.
While within 20 squares of Kane, the beast can perform a standard action only if Kane spends a standard action; a minor action only if Kane spends a minor action; a triggered action only if Kane spends an action of the same type as the triggered action. It can take free actions without Kane's guidance, and whenever Kane takes a move action, the beast can take one as well.
If Kane cannot guide it (owing to unconsciousness, being out of range, etc.) then it acts independently, but can take only one action (minor, move, or standard) on its turn. It can take free or opportunity actions, but not immediate actions.
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 [1st level] - +2 to AC when wearing Cloth armor (PHB3)
- White Lotus Riposte [2nd level] - When an enemy Kane has hit with an arcane at will attack power attacks him before the start of his next turn, that enemy takes damage(of the same type the attack power deals) equal to the ability modifier to the attack power's damage.
- Enlarge Spell [4th level] - Before using a Wizard At Will or Encounter power, you can choose to take -2 penalty to each die of damage rolled with the power to increase the size of the blast or its burst by 1. You can't use this feat on a power that doesn't roll dice for damage.
- War Wizard's Expertise [Free 5th level Expertise] - +1 feat bonus to attack rolls of arcane powers and basic attacks that Kane makes with a light or heavy blade. Also when Kane attacks with a light or heavy blade, his attack rolls take a -5 penalty vs allies.
- Vistani Heritage [6th level] - Kane gains the Evil Eye of the Vistani power; +2 bonus to diplomacy checks when dealing with other Vistani; Kane has mastered and can perform the Vistani Blooding Ritual.
- Implement Focus (longsword) [8th level] - Kane deals +1 feat bonus to dmg with this implement.
Skills and Languages[]
Languages Common, Primordial
Skills | ||||||||||
Skill | Trained | Attrib | Attrib Type | Racial | Feat | Feat Name | Equip | Equip Name | Level | Total |
Acrobatics | 0 | dex | 4 | 4 | ||||||
Arcana | 5 | 5 | int | 2 | Background Benefit: Treasure Hunter (HS1 The Slaying Stone) | 4 | 16 | |||
Athletics | 5 | 1 | str | 4 | 10 | |||||
Bluff | -1 | cha | 4 | 3 | ||||||
Diplomacy | -1 | cha | 4 | 3 | ||||||
Dungeoneering | 2 | wis | 4 | 6 | ||||||
Endurance | 5 | 4 | con | 4 | 13 | |||||
Heal | 2 | wis | 4 | 6 | ||||||
History | 5 | int | 4 | 9 | ||||||
Insight | 2 | wis | 4 | 6 | ||||||
Intimidate | -1 | cha | 4 | 3 | ||||||
Nature | 5 | 2 | wis | 4 | 11 | |||||
Perception | 2 | wis | 4 | 6 | ||||||
Religion | 5 | int | 4 | 9 | ||||||
Stealth | 0 | dex | 4 | 4 | ||||||
Streetwise | -1 | cha | 4 | 3 | ||||||
Thievery | 0 | dex | 4 | 4 |
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 : Glorious Presence (Wizard)
- 3rd Level : Dimensional Vortex (Swordmage)
- 7th level: Charm of the Defender (Wizard)
- Evil Eye of the Vistani (Feat Power)
- Cantrips
- Daily -
- 1st Level: Flaming Sphere (Wizard)
- 5th Level: Swordmage Shielding Fire (Swordmage)
- 6th level Utility: Fire Shield (Wizard)
- Encounter - 2nd Level Utility
- Channelling Shield (Swordmage)
Powers to Hit[]
Power To-Hit | |||||||||||||
Attack Type | Attrib | Attrib Type | Class | Class Feature | Feat | Feat Name | Equip | Equip Name | Misc | Misc Name | Level | Total | vs? |
Freezing Burst | +5 | Int | 0 | 1 | War Wizard's Expertise | 2 | Frostbrand Longsword +2 (Mordk.) | 0 | 0 | 4 | 12 | Ref | |
Sword Burst | +5 | Int | 0 | 1 | War Wizard's Expertise | 2 | Frostbrand Longsword +2 (Mordk.) | 0 | 0 | 4 | 12 | Ref | |
Phantasmal Assault | +5 | Int | 0 | 1 | War Wizard's Expertise | 2 | Frostbrand Longsword +2 (Mordk.) | 0 | 0 | 4 | 12 | Will | |
Glorious Presence | +5 | Int | 0 | 1 | War Wizard's Expertise | 2 | Frostbrand Longsword +2 (Mordk.) | 0 | 0 | 5 | 13 | Will | |
Dimensional Vortex | +5 | Int | 0 | 1 | War Wizard's Expertise | 2 | Frostbrand Longsword +2 (Mordk.) | 0 | 0 | 4 | 12 | Will | |
Flaming Sphere | +5 | Int | 0 | 1 | War Wizard's Expertise | 2 | Frostbrand Longsword +2 (Mordk.) | 0 | 0 | 4 | 12 | Ref | |
Swordmage Shielding Fire | +5 | Int | 0 | 1 | War Wizard's Expertise | 2 | Frostbrand Longsword +2 (Mordk.) | 0 | 0 | 4 | 12 | Fort | |
Charm of the Defender | +5 | Int | 0 | 1 | War Wizard's Expertise | 2 | Frostbrand Longsword +2 (Mordk.) | 0 | 0 | 4 | 12 | Will |
Equipment[]
Equipment | 159 gp | Weight: 46 lb |
---|---|---|
Armor: Shimmering Cloth Armor +2 | 4200 gp | 4 lb |
Weapon: Dislocating Longsword +1 | 840 gp | 4 lb |
Weapon: Frostbrand longsword +2 | 3400 gp | 4 lb |
Weapon Augment: Siberys Shard of the Mage | 680 gp | 0 lb |
Neck: Raven Cloak +2 | 4200 gp | 0 lb |
Hands: Gauntlets of Arcane Might | 680 gp | 0 lb |
Waist: Viper Belt | 840 gp | 0 lb |
Feet: Boots of the Fencing Master | 2700 gp | 0 lb |
Weapon: Dagger | 1 gp | 1 lb |
Standard Adventurer's Kit | 15gp | 33lbs |
Potion of Healing | 50gp | 0lb |
Power jewel | 1000gp | 0lb |
Tracking[]
Treasure[]
Level 1
- Dislocation Longsword +1 awarded Smuggler's Shiv
- Time Gold: 252gp Smuggler's Shiv
Level 2
- Shimmering Cloth Armor +1 Smuggler's Shiv
- Time Gold: 610gp Smuggler's Shiv
- Time Gold: 356gp Smuggler's Shiv
Level 3
- Time Gold: 508 gp Smuggler's Shiv
Level 4
- Amulet of Psychic Interference +1 Smuggler's Shiv
- Time Gold: 700 gp Smuggler's Shiv
Level 5
- 2000 gp
- Magari Calender Disk: Priceless; Invokes wrath of Magari if sold, aquires their leader's favour if returned +Boon from their god at DM's discretion
- Time Gold: 1631 gp All received here: Smuggler's Shiv
Level 6
- 3756 Time gp and 2146 gp taken from abandoned adventure: He Chained their Minds
Level 7
- 10 DM credits spent: 10x894 time gold gained = 8940 gp
Purchases: Level 4 DM Approval received here: Smuggler's Shiv
- Siberys Shard of the Mage: -680 gp
- Gauntlets of Arcane Might: -680 gp
Spent:-1360 gp Level 5
- Frost Brand Longsword +2: -3400 gp
- Power Jewel: -1000 gp
Level 6
- Viper Belt: -840 gp
- Boots of the Fencing Master: -2700 gp
Level 7
- Raven Cloak: -4200 gp
- Shimmering Cloth Armor upgraded to +2: -3560 gp
Sell:
- Amulet of Psychic Interference +1: 1000gp @ 20% = +200gp
Total Gold available: 1499 gp
XP[]
Level 1
- 283 XP awarded Smuggler's Shiv
- 717 XP awarded Smuggler's Shiv
Level 2
- 851 XP awarded Smuggler's Shiv
- 1188 XP awarded Smuggler's Shiv
Level 3
- 990 XP awarded Smuggler's Shiv
Level 4
- 1795 XP awarded Smuggler's Shiv
Level 5
- 2509 XP awarded Smuggler's Shiv
Level 6
- 3502 XP taken (DM MIA; Judges MIA) He Chained their Minds
Level 7
- 10 DM Credits Used to gain 500x10 xp = 5000 xp
- Total: 16535
Changes[]
Lvl 2:
Gain +1 Level bonus to Atks, Skills, Initiative and Defenses Gain +5 hp Gain lvl 2 feat: White Lotus Riposte Gain Lvl 2 Utility power: Channelling Shield (Swordmage)
Lvl 3:
Gain +5 hp Gain lvl 3 Encounter Power: Dimensional Vortex (Swordmage)
Lvl 4:
Gain +1 Level bonus to Atks, Skills, Initiative and Defenses Gain +5 hp Gain +1 CON (which adds +1 HP) Gain +1 INT Gain lvl 4 feat: Enlarge Spell
Lvl 5:
Gain +5 hp Gain lvl 5 Fey Beast Tamer feature: Kane gains CAdv vs Enemies in Fey Beast aura Gain lvl 5 Daily Power: Swordmage Shielding Fire (Swordmage) Gain lvl 5 Expertise feat: War Wizard's Expertise Retrain Grasping Shadows for Glorious Presence
Lvl 6:
Gain +1 Level bonus to Atks, Skills, Initiative and Defenses Gain +5 hp Gain lvl 6 Utility Power: Fire Shield (Wizard) Gain lvl 6 Feat: Vistani heritage
Lvl 7:
Gain +5 hp Gain lvl 7 Encounter Power: Charm of the Defender (Wizard)
Lvl 8:
Gain +1 Level bonus to Atks, Skills, Initiative and Defenses Gain +5 hp Gain +1 CON (which adds +1 HP) Gain +1 INT Gain lvl 8 feat: Implement Focus (longsword)
Events[]
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. Waiting for XP and approval for Lvl 2-6 as campaign has ended