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Summary Edit

Jarel-karn Player Velmont
Genasi (Stormsoul) Swordmage (Lawful Good) Level 12 (XP 34882) Coronal Guard
Initiative +10
Passive Insight 15 Passive Perception 17; Senses normal
HP 102 Bloodied 51 Surge Value 26 (+1 from Belt of Vigor); Surges Per-Day 13
AC 30 Fortitude 24 Reflex 24 Will 22
Speed 6 Size Medium
Str 12 (+1) Dex 14 (+2) Wis 9 (-1)
Con 21 (+5) Int 21 (+5) Cha 14 (+2)
Racial Abilities Elemental Origin, Elemental Manifestation (Stormsoul: +1 Fort, Resist Lightning 5, Promise of Storm)
Class Features Swordbound, Swordmage Aegis (Aegis of Shielding), Swordmage Warding, Improved Silver Shield, SwordShield Action
Battack Basic Attack Defensive Longsword +19 vs AC 1d8+8 damage
Branged Ranged Basic Attack Crossbow +10 vs. AC 1d8+2 damage
Feats Improved Swordmage Warding, Elemental Blade Attunement, Elemental Echo, White Lotus Riposte, Versatile Expertise (Heavy Blade/Light Blade), Intelligent Blademaster, Duty's Virtue, Double Aegis, Gritty Determination
Skills Arcana +16, Athletic +14, Endurence +19, Intimidate +11, Nature +6, Perception +6
Languages Common, Tsugo
Powers
Booming Blade (At Will Standard Melee Weapon ✦ Arcane, Thunder, Weapon) Swordmage Attack 1
Target: One creature
Attack: +19 vs. AC
Hit: 1d8+10 damage, if target is adjacent to you at the start of its next turn and moves away during that turn, it takes 1d6+10 thunder damage. If the target attack you before the end of your next turn, it takes 5 damage.
Lightning Lure (At Will Standard Ranged 3 ✦ Arcane, Implement, Lightning) Swordmage Attack 1
Target: One creature
Attack: +16 vs. Fort
Hit: 1d6+10 lightning damage and you pull the target to the nearest unoccupied square adjacent to you. If the target attack you before the end of your next turn, it takes 5 lightning damage.
Special: If you cannot pull the target to an adjacent square, this power fail and you deal no damage.
Aegis of Shielding (At Will Minor Close Burst 2 ✦ Arcane) Swordmage Feature
Target: Two creatures in burst
Effect: Targets are marked until you use this power on another target. They take -2 to attack if they do an attack that doesn't include you as a target. If the target hit and is within 10 squares of you, you can use an Immediat Interrupt to reduce damage dealt to anyone creature by an amount of 15, and you gain 15 temporary hit points.
Duty's Virtue (At Will Minor Close Burst 1 ✦ Arcane) Feat Feature
Target: One enemy in burst
Effect: You can use Aid Defense as a minor action: Choose an enemy adjacent to you and an ally. The ally gains a +2 bonus to all defenses against the enemy’s next attack against it. This bonus end at the end of your next turn. This action can be used only once per turn as a minor action.
Special: This can be used only once per turn.
Second Wind (Encounter Standard Personal ) Feature
Effect: You spend an healing surge and regain hit points. You gain +2 to all defense until the start of your next turn. You can also push every enemy adjacent to you 1 square.
Promise Storm (Encounter Minor Personal ✦ Lightning, Thunder) Genasi Feature
Effect: Until the end of you next turn, you deal 2d8 extra damage with lightning or thunder attack. You also gain a bonus of +1 to attack and +4 to damage with arcane power.
Wind Fury Assault (Encounter Standard Melee or Ranged Weapon ✦ Elemental, Weapon) Windlord Attack
Target: One creature
Attack: +19 vs. AC (+10 vs. AC if ranged)
Hit: 2d8+8 (2d8+2 if ranged) damage and you slide the target 5 squares.
Effect: You can fly 7 squares. At any point during this movement, you can do this attack.
Ligthning Clash (Encounter Standard Melee Weapon ✦ Arcane, Lightning, Weapon) Swordmage Attack 1
Target: One creature
Attack: +19 vs. AC
Hit: 1d8+10 lightning damage. Make a Secondary attack.
Secondary Target: One creature within 5 squares of the primary target
Secondary Attack: +16 vs. Refl.
Secondary Hit: 1d6+9 ligthning damage.
Dimensional Vortex (Encounter Immediat Interrupt Ranged 10 ✦ Arcane, Implement, Teleportation) Swordmage Attack 3
Target: One creature
Trigger: An attack hit an ally with a melee attack
Attack: +16 vs. Will
Hit: You teleport the target 5 squares. The target make his melee attack against the target of your choice and do an extra 5 damages if it is marked by Jarel-karn. If there is no target valid, he expend the attack.
Echoes of Sword Magic (Encounter Free Action Close Blast 3 ✦ Arcane, Implement, Thunder) Swordmage Attack 7
Target: Each enemy in blast
Trigger: You used a swordmage at-will power this turn and you did not hit any target with it.
Attack: +16 vs. Fort
Hit: 2d6+10 thunder damage and the target is marked by your Swordmage Aegis until the end of your next turn. Marking the target does not remove the mark on another target already affected by your Swordmage Aegis.
Countering Thunderclap (Encounter Immediate Interrupt Close Burst 5 ✦ Arcane, Implement, Thunder) Coronal Guard Attack 11
Target: The triggering attacker
Trigger: A creature hits your ally with a melee attack.
Attack: +16 vs. Fort
Hit: 1d6+10 thunder damage and you push the target 1 square. If the target can no longer reach your ally, the attack misses.
Channeling Shield (Encounter Immediat Interrupt Close Burst 10 ✦ Arcane) Swordmage Utility 2
Target: The creature hit by the triggering attack
Trigger: An attack hit you or an ally within 10 squares of you
Effect: You reduce the damage by 10 from the triggering attack. You next successful attack you make before the end of your next turn will do 5 more damage.
Armathor's Step (Encounter Move ✦ Arcane) Swordmage Utility 6
Target: 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 Thunder (Daily Standard Melee Weapon ✦ Arcane, Teleportation, Thunder, Weapon) Swordmage Attack 1
Target: One creature
Attack: +19 vs. Fort
Hit: 2d8+10 thunder damage.
Effect: Teleport 5 squares before the attack. Each enemy adjacent to you after the attack gains ongoing 5 thunder damage. You gain 11 Temporary hit points.
Lingering Ligthning (Daily Standard Ranged 5 ✦ Arcane, Implement, Lightning) Swordmage Attack 5
Target: One, Two or Three creatures
Attack: +16 vs. Refl
Hit: 1d8+10 lightning damage and ongoing 5 lightning damage (save ends).
Miss: Half damage and no ongoing damage. Y
Effect: You also gain 11 Temporary hit points.
Blade Bolt (Daily Standard Ranged 5 ✦ Arcane, Lightning, Weapon) Swordmage Attack 9
Requirement: You must throw your melee weapon at the target
Target: One creature
Attack: +19 vs. Fort
Hit: 2d8+10 lightning damage and the target is slowed (save ends). The target is also marked by your Swordmage Aegis power. Marking the target does not remove the mark on another target already affected by your Swordmage Aegis.
Miss: Half damage and slowed until the end of your next turn.
Effect: Your weapon returns to your hand. You also gain 11 Temporary hit points.
Impenetrable Warding (Daily Minor Personal ✦ Arcane, Stance) Swordmage Utility 10
Effect: Your warding provides its bonus to all your defenses, not just AC. (+4 to Fortitude, Reflex and Will)
Dragon Scales (Daily Minor Personal ✦ Arcane, Force) Coronal Guard Utility 12
Effect: You gain +2 AC until the end of the encounter or until you are knocked unconscious.)
Longsword of defense +3 (At-Will Immediate Interrupt ) Magic Item
Trigger: You take damage from a melee attack that hits you.
Effect: You take only half damages.
Properties: You gain resist 2 to all damage while you are holding this weapon.
Belt of Vigor (At-Will No Action ) Magic Item
Properties: You gain a +1 item bonus to your healing surge value.
Restful Bedroll (At-Will No Action ) Magic Item
Properties: After an extended rest, you gain 1d8 temporary hit points.
Leather Armor of Aegis Expansion +2 (Encounter Immediat Interrupt ) Magic Item
Trigger: A creature you have marked with your Aegis of Shielding target you and at least one ally with an attack.
Effect: The damage of the triggering attack is reduced by 7.
Periapt of Cascading Health (Encounter Minor ) Magic Item
Effect: You end one effect that a save can ends.
Warded Vambraces (Encounter Minor ) Magic Item
Effect: Until the end of your next turn, any ally adjacent to you gains +4 power bonus to AC.
Boots of Fencing Master (Encounter Minor ) Magic Item
Effect: Shift 2 squares.
Properties: When you shift, you gain a +1 bonus to AC and Reflex until the end of your next turn.
Exceptional Factotum Helm (Encounter Minor ) Magic Item
Effect: You gain training in one skill until the end of your next turn, or for 1 minute when not in an encounter.
Properties: You gain +1 item bonus to untrained skill checks.
Corellon's Boon of Arcane Might [Sword Burst] (Encounter Standard Close Burst 1 ✦ Arcane, Force, Implement) Magic Item
Target: Each enemy in burst
Attack: +16 vs. Refl
Hit: 1d6+8 force damage.
Corellon's Boon of Arcane Might [Dual Lightning Strike] (Daily Standard Melee 1 ✦ Arcane, Lightning, Teleportation, Weapon) Magic Item
Target: One creature
Attack: +19 vs. AC
Hit: 1d8+10 lightning damage and the target is marked until the end of next turn.
Effect: Teleport 5 squares and repeat the attack against one creature other than the primary target.

Fluff Edit

Background Edit

When the emperor have betrayed the Empire of Jade, one of his personnal guard, Senan-karn, became a Ronin instead of serving his emperor anymore. He left the kingdom and travel to the Valley of Bone with his family. There, he found refuge in a indepedent dwarven kingdom. It took time for Senan-karn to be accepted, but his contribution in the fight against the death of the region allow him to establish himself. For a century now, his family have lived among the dwarves.

Jarel-karn is the youngest descendant of Senan-karn. Raised among the dwarves, he has listen to his father story of the old Kingdom. Only rumors of what have become the Kingdom of Jade have reach the young Genasis ears. As his ancestors, the Jarel-karn has learn the art of sword and magic, but the fight of the death seems for him not as worthy as his ancestors fight against the Oni. On his dream to see his ancestor lands, he left the Valley of Bones and returned to the Jade Kingdom.

His visit to the Jade Kingdom have shown him what had become his ancestor's land. Not only did many Genasis was living in the remain of the past, servng the dragonborn who has taken there place, but he also learned that his ancestor name, Senan-karn was told with shame. His family honor had been lost with his ancestor's action, the history of his family had been twisted.

When he returned to his family,he learned his father was dead. After month of research, the family never has found the remain of his dead father. A month after his return, during an expedition, he found the ghost of his father. Unable to help him, he return home. Thorn between the lost honor of his family and the wandering soul of his father, he left the Valley of Bones, trying to make a name for himself and restore his family name, and maybe find a way to free his father's soul.

Jarel-karn is a renown hero of the city

Appearance and personality Edit

Age: 26
Gender: Male
Height: 6'1"
Weight: 207 lb.
Alignment: Good
Personality:
Physical Description:

Region Edit

Valley of Bones [Birth - Among Another Race (Dwarf): +2 Endurence]

Theme Edit

Windlord [Wind Fury Strike]

Hooks Edit

  • Clean his family honor.
  • Free his father's soul.

Show Math Edit

Ability Scores Edit

Attributes
AbilityCostInitialRacialLevelFinalMod
Str 1 11 0 1 12 1
Con 9 16 2 3 21 5
Dex 3 13 0 1 14 2
Int 9 16 2 3 21 5
Wis 0 8 0 1 9 -1
Cha 3 13 0 1 14 2
Totals 25   14



Attacks Edit

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

5

int 02Versatile Expertise6Longsword of defense +3619AC
Basic Ranged

2

dex2Crossbow610AC


Defenses Edit

Defenses
DefenseAttribAttrib TypeClassRacialFeatFeat NameEquipEquip NameMiscMisc NameLevelTotal
Armor Class +2/+5 dex/int +4 Leather Armor of Aegis Expension +2 +4 Swordmage Warding 6 29
Fortitude+1/+5str/con+12Periapt of Cascading Health +26 24
Reflex+2/+5dex/int 2Periapt of Cascading Health +26 23
Will-1/+2wis/cha+2 2Periapt of Cascading Health +26 22


Saving Throw Bonuses none Resist Lightning 10

Senses and Reactions Edit

Senses and Reactions
Sense/ReactionAttrib modClassClass FeatureRacialFeatFeat NameEquipEquip NameLevelOther/TrainedTotal
Initiative 2 0 0 0 2 Duty's Virtue 0 0 6 0 10
Passive Insight -1 0 0 0 0 0 0 0 6 0 15
Passive Perception -1 0 0 0 2 Windlord Theme 0 0 6 0 17


Health Edit

Health
--Base ClassConPer LevelRacialFeatFeat NameEquipEquip NameOtherSurge Value BonusTotalBloodiedSurge
Hit Points 15 20 6 0 0 0 0 101 50 25


Surges per Day 13 (Class 8 + Con 5)
Surges Value Belt of Vigor add +1 to surge value (not shown in the math here, but shown in the summary).

Speed and Movement Edit

Speed: 6 (Race 6)

Racial Features Edit

Genasi

  • Elemental Manifestation (Stormsoul)
  • +1 Fort
  • Resist Ligthning 10
  • Promise of Storm
  • Elemental Origin
  • Size: Medium
  • Speed: 6
  • Vision: Normal
  • Languages: Common, Primordial

Theme Features Edit

Windlord

  • +2 Athletics, +2 Perception
  • Windlord Level 5 Feature: Whenever an effect enables you to fly, you can fly 1 additional square. Further, whenever you use your second wind, you can push each creature adjacent to you 1 square.
  • Windlord Level 10 Feature: Whenever you hit with wind fury assault, you slide the target up to a number of squares equal to your highest ability modifier.

Class Features Edit

Swordmage

  • +2 Will
  • Swordmage Warding
  • Swordmage Aegis
  • Swordbound

Paragon Features Edit

Coronal Guard

  • Improved Silver Shield : When you use your aegis of shielding immediate interrupt, you also gain 15 temporary hit points.
  • Swordshield Action : When you spend an action point to take an extra action, you also gain a +2 bonus to all defenses until the start of your next turn.

Feats Edit

Skills and Languages Edit

Languages Common, Primordial


Skills
SkillTrainedAttribAttrib TypeRacialFeatFeat NameEquipEquip NameLevelTotal
Acrobatics2dex1Exceptional Factotum Helm69
Arcana 5 5 int 6 16
Athletics51str2Theme - Windlord614
Bluff2cha1Exceptional Factotum Helm69
Diplomacy2cha1Exceptional Factotum Helm69
Dungeoneering-1wis1Exceptional Factotum Helm66
Endurance55con22Background - Among Another Race (Dwarf)620
Heal-1wis1Exceptional Factotum Helm66
History5int1Exceptional Factotum Helm612
Insight-1wis1Exceptional Factotum Helm66
Intimidate52cha613
Nature-1wis21Exceptional Factotum Helm68
Perception-1wis2Theme - Windlord1Exceptional Factotum Helm68
Religion5int1Exceptional Factotum Helm612
Stealth2dex1Exceptional Factotum Helm69
Streetwise2cha1Exceptional Factotum Helm69
Thievery2dex1Exceptional Factotum Helm69



Powers Edit

Powers KnownEdit

Powers to Hit Edit

Power To-Hit
Attack TypeAttribAttrib TypeClassClass FeatureFeatFeat NameEquipEquip NameMiscMisc NameLevelTotalvs?
Booming Blade +5 Int 1 Versatile Expertise (Heavy Blade/Light Blade) +5 Runic Sword +2 0 0 5 16 AC
Ligthning Lure +5 Int 1 Versatile Expertise (Heavy Blade/Light Blade) +2 Runic Sword +2 0 0 5 13 Fort
Lightning Clash +5 Int 1 Versatile Expertise (Heavy Blade/Light Blade) +5 Runic Sword +2 0 0 5 16 AC/Refl
Dimensional Thunder +5 Int 1 Versatile Expertise (Heavy Blade/Light Blade) +5 Runic Sword +2 0 0 5 16 Fort
Dimensional Vortex +5 Int 1 Versatile Expertise (Heavy Blade/Light Blade) +2 Runic Sword +2 0 0 5 13 Will
Lingering Lightning +5 Int 1 Versatile Expertise (Heavy Blade/Light Blade) +2 Runic Sword +2 0 0 5 13 Refl
Echoes of Sword Magic +5 Int 1 Versatile Expertise (Heavy Blade/Light Blade) +2 Runic Sword +2 0 0 5 13 Fort
Blade Bolt +5 Int 1 Versatile Expertise (Heavy Blade/Light Blade) +5 Runic Sword +2 0 0 5 16 Fort
Wind Fury Assault +5 Int 1 Versatile Expertise (Heavy Blade/Light Blade) +5 Runic Sword +2 0 0 5 16 AC
Countering Thunderclap +5 Int 1 Versatile Expertise (Heavy Blade/Light Blade) +2 Runic Sword +2 0 0 5 13 Fort


Equipment Edit

Equipment Name Price Weight
Leather Armor of Aegis Expansion +2 2600gp 15lbs
Longsword of Defense +3 21000gp 4lbs
Periapt of Cascading Health +2 5000gp -lbs
Boots of Fencing Master 2600gp -lbs
Warded Vambraces (Heroic) 1800gp -lbs
Belt of Vigor (Heroic) 520gp -lbs
Corellon's Boon of Arcane Might 3400gp -lbs
Restful Bedroll 360gp -lbs
Potion of Healing 50gp -lbs
Adventurer's Kit 15gp 33lbs
Crossbow 25gp 4lbs
Bolt (20) 1gp -lbs
Money 263.71gp
Total 58 lbs


Wishlist Edit

In that order:

  • Any items that allow to protect and prevent damage on Jarel-karn and his allies.
  • Any items that boost or give more lightning and thunder attacks.
  • Any items that raise Jarel-karn survival chances.
  • Any items that can be cool to use.

Tracking Edit

Treasure Edit

XP Edit

Changes Edit

  • Level 3:
    • Retrained Mythal Recovery for Channeling Shield
  • Level 5:
    • Retrained Raging Storm for Weapon Focus(Heavy Blade)
  • Level 6:
    • Retrained Armor Proficiency (Hide) for Improved Swordmage Warding
  • Level 7:
    • Retrained Weapon Focus (Heavy Blade) for Elemental Blade Attunement
  • Level 8:
    • Retrained Swordmage Shielding Fire for Lingering Lightning
  • Level 11:
    • Retrained Guardian Theme for Windlord Theme

Judge Comments Edit

Level 2 Edit

Approval 1 Edit

Comments by TwoHeadsBarking:

Looks good. Approved.

Approval 2 Edit

Approval from Dunamin.

  • Summary > Mythal Recovery. Made an immensely dramatic correction, changing this text "Make a saving throw against an effect that save can end" to "Make a saving throw against an effect that a save can end."

Level 3 Edit

Approval from renau1g:

  • Looks good Velmont. Good job

Approval 1 Edit

Nice backstory! Everything looks accurate as far as I can tell. 1 approval from Kalidrev.

Approval 2 Edit

Approval from TwoHeadsBarking:

Approved.

Level 4 Edit

Approval 1 Edit

Approval from renau1g:

  • Looks good Velmont. Good job

Approval 2 Edit

Approval from judge 2:

Approved.

Level 6 Edit

Approval 1 Edit

Approval from Ozymandias79

  • Approved

Approval 2 Edit

Approval from ScorpiusRisk

  • The to-hot in your summary does not match the to-hit in your math.

Level 9 Edit

Approval 1 Edit

Comments from TwoHeadsBarking:

  • Summary: The powers from your boon are still missing a point of accuracy.
  • Summary: Booming Blade's secondary damage should include your normal modifiers.
  • Summary: Dual Lightning Strike targets AC.


Approval 2 Edit

I am currently reviewing this page, Karlowitch

Problems:

  1. Carried weight should be 58. It seems you forgot to include the weight of the bolts. Really a minor thing.
  2. Retraining - At level 7 you retrained Weapon Focus (Heavy Blade) for Elemental Blade Attunement, but the weapon focus is still listed in the feats, in the math section.
  3. Retraining - At level 6 you Retrained Armor Proficiency (Hide) for Improved Swordmage Warding, but Swordmage Warding is not listed in feats, in the math section.
  4. Basic Attack table in math needs to be updated. Your melee basic attack should be +15 and you ranged basic attack should be +7
  5. Treasure - I calculated your current gp to be 261,71gp
  6. PowerOrigin in Summary are absent from Powers. This is optional to fix but, it would make reviewing in the future faster.

Level 9 Edit

Approval 1 Edit

Only issue I see is that your damage expressions in the Summary section still appear to be including Weapon Focus, which you retrained away. Minor, so:

  • Approved by WEContact 16:46, December 10, 2011 (UTC)

Approval 2 Edit

Actually, the damage looks correct. The +1 bonus is from Elemental Blade Attunement.

The only thing I found is that your Versatile Expertise does not need to be Heavy Blade/Heavy Blade, in fact if you go by the Character Builder, it can't be. You choose 1 weapon group and 1 implement type, but feat does not say that you only get the bonus from the weapon group to weapon attack and the bonus from the implement type applies not just to implement attacks. So if you took Versatile Expertise Heavy Blade/Light Blade, you'd get +1 to attack with all heavy and light blades, whether they were used as weapons or implements.

Approved MeepoLives 02:01, December 14, 2011 (UTC)

Level 12 Edit

Approval 1 Edit

  • Versatile Expertise scales to +2 at level 11 now.  The math section for the powers still lists a feat bonus of 1.
  • Power To-Hit level bonus is +6.

Approval 2 Edit

Status Edit

Approved for level 3 at 2925 xp by TwoHeadsBarking and Kalidrev

Approved for level 9 at 19277 xp by Karlowitch and TwoHeadsBarking

Approved for level 10 by WEContact and MeepoLives.

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