Level 1 Human Psion/Swordmage
Jak
1
12
Strength
2
14
Constitution
1
13
Dexterity
4
19
Intelligence
-1
8
Wisdom
0
10
Charisma
HIT POINTS
Total
27
Bloodied
13
Surges
6
Value
8
+1
Initiative
Dex mod 1
6
Speed
Base Speed 6
SKILLS
+1
Acrobatics
+9
Arcana
+1
Athletics
+0
Bluff
+0
Diplomacy
-1
Dungeoneering
+2
Endurance
-1
Heal
+6
History
+4
Insight
+0
Intimidate
-1
Nature
+4
Perception
+4
Religion
+1
Stealth
+0
Streetwise
+1
Thievery
19
Armor Class
Int Mod 4
Leather Armor Bonus 2
Swordmage Warding 3
Leather Armor Bonus 2
Swordmage Warding 3
13
Fortitude
Con Mod 2
Human Bonus 1
Human Bonus 1
15
Reflex
Int Mod 4
Human Bonus 1
Human Bonus 1
13
Will
Class Bonus 2
Human Bonus 1
Human Bonus 1
RACE FEATURES
Languages
Common, Draconic
Common, Draconic
Bonus At-Will Power
You know one extra at-will power from your classes.
You know one extra at-will power from your classes.
Bonus Feat
You gain a bonus feat at 1st level. You must meet the feat’s prerequisites.
You gain a bonus feat at 1st level. You must meet the feat’s prerequisites.
Bonus Skill
You gain training in one additional skill from your class skill list.
You gain training in one additional skill from your class skill list.
Human Defense Bonus
+1 to Fortitude, Reflex, and Will defenses.
+1 to Fortitude, Reflex, and Will defenses.
CLASS FEATURES
Telekinesis Focus (Hybrid)
You gain the far hand power.
You gain the far hand power.
Psionic Augmentation (Hybrid)
This class feature functions as the psion class feature except your power point total varies depending on your selection of powers. (PHB3 81, 137)
This class feature functions as the psion class feature except your power point total varies depending on your selection of powers. (PHB3 81, 137)
Swordbond
This class feature functions exactly as the swordmage class feature. (FRPG 26)
This class feature functions exactly as the swordmage class feature. (FRPG 26)
Swordmage Aegis of Shielding (Hybrid)
This class feature functions as the swordmage class feature, except that you can use the power only once per encounter. However, you regain the use of that power when its target drops to 0 hit points or when its mark is superseded by another mark.
This class feature functions as the swordmage class feature, except that you can use the power only once per encounter. However, you regain the use of that power when its target drops to 0 hit points or when its mark is superseded by another mark.
FEATS
Hybrid Talent: Swordmage Warding
While conscious and wielding either a light blade or a heavy blade, you gain +1 bonus to AC, or a +3 bonus to AC if you are wielding a blade in one hand and have your other hand free.
While conscious and wielding either a light blade or a heavy blade, you gain +1 bonus to AC, or a +3 bonus to AC if you are wielding a blade in one hand and have your other hand free.
Armor Proficiency (Leather)
You gain proficiency with leather armor.
You gain proficiency with leather armor.
BACKGROUNDS
Urban
+2 History
+2 History
AT-WILL POWERS
Force Punch * Augmentable, Force, Implement, Psionic
Standard Action; Melee 1; one creature; Int vs Fort; 1d8 + Int mod force damage, and you push the target and each enemy adjacent to you 1 square.
Standard Action; Melee 1; one creature; Int vs Fort; 1d8 + Int mod force damage, and you push the target and each enemy adjacent to you 1 square.
Kinetic Trawl * Augmentable, Force, Implement, Psionic
Standard Action; Ranged 10; one creature; Int vs Reflex; 1d8 + Int mod force damage, and you pull the target 1 square.
Special: You can use this power unaugmented as a ranged basic attack.
Standard Action; Ranged 10; one creature; Int vs Reflex; 1d8 + Int mod force damage, and you pull the target 1 square.
Special: You can use this power unaugmented as a ranged basic attack.
Greenflame Blade * Arcane, Fire, Weapon
Standard Action; Melee weapon; one creature; Int vs AC; 1d8 + Int mod fire damage, and you deal fire damage equal to your Str mod to all enemies adjacent to the target.
Standard Action; Melee weapon; one creature; Int vs AC; 1d8 + Int mod fire damage, and you deal fire damage equal to your Str mod to all enemies adjacent to the target.
ENCOUNTER POWERS
Sword of Sigils * Arcane, Force, Weapon
Standard Action; Close burst 1; each enemy in burst; Int vs AC; 1d8 + Int mod damage, and the target is marked until the end of your next turn.Until the mark ends, if the target makes an attack that does not include you as a target, it takes force damage equal to your Int mod after the attack is resolved.
Aegis of Shielding: If a target marked by this power hits a creature within 10 squares of you with an attack that does not include you as a target, you can use an immediate interrupt to reduce the damage dealt by that attack to any single creature by an amount equal to your Con mod.
Standard Action; Close burst 1; each enemy in burst; Int vs AC; 1d8 + Int mod damage, and the target is marked until the end of your next turn.Until the mark ends, if the target makes an attack that does not include you as a target, it takes force damage equal to your Int mod after the attack is resolved.
Aegis of Shielding: If a target marked by this power hits a creature within 10 squares of you with an attack that does not include you as a target, you can use an immediate interrupt to reduce the damage dealt by that attack to any single creature by an amount equal to your Con mod.
Aegis of Shielding * Arcane
Minor Action; Close burst 2; one creature in burst; You mark the target. The target remains marked until the end of the encounter. 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 7 (5 + Con mod).
Special: You regain the use of this power if its target drops to 0 hit points or if another mark supersedes this one.
Minor Action; Close burst 2; one creature in burst; You mark the target. The target remains marked until the end of the encounter. 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 7 (5 + Con mod).
Special: You regain the use of this power if its target drops to 0 hit points or if another mark supersedes this one.
Far Hand * Psionic
Minor Action; Ranged 5; one object that weighs 20 pounds or less and isn’t carried by another creature; You either move the target to a square within range or manipulate it. When you move the target with this power, you can cause the target to remain aloft until the end of your next turn. If you are holding the target when you use this power, you can put it into a container that’s on your person and simultaneously move a second object that you’re carrying to your hand. The second object then becomes the target if it weighs 20 pounds or less.
Sustain Minor: You either move the target to a square within range or manipulate it.
Minor Action; Ranged 5; one object that weighs 20 pounds or less and isn’t carried by another creature; You either move the target to a square within range or manipulate it. When you move the target with this power, you can cause the target to remain aloft until the end of your next turn. If you are holding the target when you use this power, you can put it into a container that’s on your person and simultaneously move a second object that you’re carrying to your hand. The second object then becomes the target if it weighs 20 pounds or less.
Sustain Minor: You either move the target to a square within range or manipulate it.
DAILY POWERS
Whirling Blade * Arcane, Weapon
Standard Action; Ranged 5; You must throw your melee weapon at the target; one creature; Int vs AC; 2d8 + Int 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.
Standard Action; Ranged 5; You must throw your melee weapon at the target; one creature; Int vs AC; 2d8 + Int 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.
ATTACKS
1d8 + 4
+7 vs AC
Melee Basic (Longsword)
1d6 + 1
+3 vs AC
Ranged Basic (Sling)
EQUIPMENT
Leather Armor
+2 AC
+2 AC
Longsword
+3 Prof, 1d8 damage, heavy blade, versatile
+3 Prof, 1d8 damage, heavy blade, versatile
Sling
+2 Prof, 1d6 damage, sling, load free, 20 bullets
+2 Prof, 1d6 damage, sling, load free, 20 bullets
MONEY
Platinum
0
Gold
58
Silver
0
Copper
0
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