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Summary Edit

KarinsDadGrys
XP 4750+2RPMale Eladrin Adventurer Hybrid Swordmage 4
Medium fey humanoid
Initiative +3; Senses Passive Insight 13, Passive Perception 18; low-light vision
HP 39, Bloodied 19, Surge Value 9, Surges 8
AC 22; Fortitude 14, Reflex 18, Will 17
Saving Throws +5 racial bonus to saving throws against charm
Speed 6
BasicMelee+2 Longsword (Standard; at-will)
+8 vs AC; 1d8+3 damage
BasicRangedDagger (Standard; at-will)
Range 5/10; +6 vs AC; 1d4+1 damage
AreaScorching Burst (Standard; at-will) ✦ Arcane, Force, Implement
Area burst 1 within 10 squares; each creature in burst; +9 vs Reflex; 1d6+5 Fire damage.
AreaSword Burst (Standard; at-will) ✦ Arcane, Fire, Implement
Close burst 1; each enemy in burst; +9 vs Reflex; 1d6+7 Force damage.
Harrier Familiar (Move; at-will) ✦ Arcane, Teleport
Teleport Keke 10 squares, and until the end of Grys' next turn, Keke can flank with him or his allies. When an attack hits a creature flanked by Keke, that creature cannot shift until the end of its next turn.
RangedGhost Sound (Standard; at-will) ✦ Arcane, Illusion
Target ranged 10 one object or unoccupied square. Grys causes a sound as quiet as a whisper or as loud as a yelling or fighting creature to emanate from the target. He can produce nonvocal sounds such as the ringing of a sword blow, jingling armor, or scraping stone. If Grys whispers, he can whisper quietly enough that only creatures adjacent to the target can hear his words.
RangedLight (minor action; at-will) ✦ Arcane
Target: One object or unoccupied square; Effect: Grys causes 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: Grys can have only one light cantrip active at a time. If he creates a new light, his previously cast light winks out.
RangedMage Hand (minor action; at-will) ✦ Arcane, Conjuration
Ranged 5; Effect: Grys conjures 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 Grys is holding the object when he uses 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 his body into his hand. As a move action, Grys can move the hand up to 5 squares. As a free action, he can cause the hand to drop an object it is holding, and as a minor action, he can cause the hand to pick up or manipulate a different object. Sustain Minor: Grys can sustain the hand indefinitely. Special: Grys can create only one hand at a time.
RangedPrestidigitation (Standard action; at-will) ✦ Arcane
Ranged 2; Effect: Grys can 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 Grys' next turn.
  • Make a small, handheld item invisible until the end of Grys' next turn.
Nothing Grys creates 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: Grys can have as many as three prestidigitation effects active at one time.
AreaSword of Sigils (Standard; encounter) ✦ Arcane, Force, Implement
Close burst 1; each enemy in burst; +12 vs AC; 1d8+7 Force damage. The target is marked until the end of Grys' next turn. Until the mark ends, if the target makes an attack that does not include Grys as a target, it takes 5 force damage after the attack is resolved. Aegis of Shielding: If a target marked by this power hits a creature within 10 squares of Grys with an attack that does not include Grys as a target, Grys can use an immediate interrupt to reduce the damage dealt by that attack to any single creature by 1.
AreaFire Shroud (Standard; encounter) ✦ Arcane, Fire, Implement
Close burst 3; each enemy in burst; +9 vs Fort; 1d8+7 Fire damage, and ongoing 5 fire damage (save ends).
Fey Step (Move Action; encounter) ✦ Teleportation
Teleport up to 5 squares.
RangedFlaming Sphere (Standard; daily) ✦ Arcane, Conjuration, Fire, Implement
Ranged 10; One creature adjacent to the flaming sphere; +9 vs Reflex; 2d6+7 fire damage. Effect: Grys conjures a Medium flaming sphere that occupies a square within range, and the sphere attacks. Any creature that starts its turn adjacent to the sphere takes 1d4+5 fire damage. As a move action, Grys can move the sphere 6 squares. Sustain Minor: Grys can sustain this power until the end of the encounter. As a standard action, he can make another attack with the sphere.
Challenge-seeking Longsword +2
Critical: None. Property: Grys deals 1d6 extra damage when he hits enemies that are at maximum hit points with this weapon.
Magic Cloth Armor +2
+2 to AC.
Amulet of Protection +1
+1 to Fort, Reflex, Will.
Gauntlets of Arcane Might
Property: When Grys hits an enemy marked by him with an arcane attack power, Grys gains 2 temporary hit points.
Arcane Familiar (Book Imp)
Grys gains an Arcane Familiar, it is a Book Imp named Keke. Speed 5, fly 6 (hover); Constant Benefits: Grys gains +2 bonus to Arcana checks and History checks. Grys can read and speak Supernal. Grys gains resist fire 5. Active Benefits: Deceptive Move. As a minor action, Grys causes Keke to become invisible until the end of Grys' next turn. Independent Spirit: Keke can exist up to 100 feet away from Grys.


Alignment Unaligned; Languages Common, Elven
Str 12 (+1)Dex 12 (+1)Wis 13 (+1)
Con 12 (+1)Int 21 (+5)Cha 8 (-1)
Skills Athletics +8, Endurance +8, Perception +8, Stealth +8
Feats Hybrid Talent Swordmage Warding, Arcane Familiar Book Imp, White Lotus Riposte
Equipment Challenge-Seeing Longsword +2, Magic Cloth Armor +2, Gauntlets of Arcane Might, Amulet of Protection +1, Climber's Kit, Id Papers with Portrait, Dagger, Adventurer's Kit; gold TBD
Rituals None


Character Information Edit

Background Edit

TBD

Appearance Edit

TBD

Age: 28 Gender: Male Height: 6' Weight: 170 lbs.


Personality Edit

TBD

Alignment: Unaligned


Hooks Edit

Kicker Edit

Wishlist Edit

Equipment Edit

Coins: 955 gp Encumbrance: 49 lbs Normal Load: 120lbs Heavy Load: 240lbs Maximum Drag Load: 600lbs
Equipment Name Price Weight
Magic Cloth Armor +2 1800gp -
Challenge-Seeking Longsword +2 1800gp 4 lbs
Amulet of Protection +1 360gp -
Gauntlets of Arcane Might 680gp -
Dagger 1gp 1 lb
Adventurer's Kit 15gp 33 lb
Identification Papers with Portrait 5gp -
Climber's Kit 2gp 11 lbs

Math Edit

Attributes Edit

Attributes
AbilityCostInitialRacialLevelFinalMod
Str 2 12 0 0 12 1
Con 2 12 0 0 12 1
Dex 0 10 2 0 12 1
Int 16 18 2 1 21 5
Wis 2 12 0 1 13 1
Cha 0 8 0 0 8 -1
Totals 22   8


Attacks Edit

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

1

str 3Longsword2Challenge-seeking Longsword +228AC
Basic Ranged

1

dex3Dagger26AC


Defenses Edit

Defenses
DefenseAttribAttrib TypeClassRacialFeatFeat NameEquipEquip NameMiscMisc NameLevelTotal
Armor Class 1/5 dex/int 0 2 Magic Armor +2 3 Swordmage Warding 2 22
Fortitude1/1str/con1Amulet of Protection +12 14
Reflex1/5dex/int 1Amulet of Protection +12 18
Will1/-1wis/cha21 1Amulet of Protection +12 17


Senses and Reactions Edit

Senses and Reactions
Sense/ReactionAttrib modClassClass FeatureRacialFeatFeat NameEquipEquip NameLevelOther/TrainedTotal
Initiative 1 0 0 0 0 0 0 0 2 0 3
Passive Insight 1 0 0 0 0 0 0 0 2 0 13
Passive Perception 1 0 0 0 0 0 0 0 2 5 18

Senses: low-light vision

Health Edit

Health
--Base ClassConPer LevelRacialFeatFeat NameEquipEquip NameOtherTotalBloodedSurge
Hit Points 12 12 5 0 0 0 39 19 9


Surges per day: 8 (8 class)

Speed and Movement Edit

Speed: 6

Racial Features Edit

Eladrin (PHB)

  • +2 Dex, +2 Int
  • +2 Arcana, +2 History
  • Languages: Common, Elven
  • Eladrin Education: You gain training in one additional skill selected from the skill list in Chapter 5.
  • Eladrin Weapon Proficiency: You gain proficiency with the longsword.
  • Eladrin Will: You gain a +1 racial bonus to your Will defense. In addition, you gain a +5 racial bonus to saving throws against charm effects.
  • Fey Origin: Your ancestors were native to the Feywild, so you are considered a fey creature for the purpose of effects that relate to creature origin.
  • Fey Step: You can use fey step as an encounter power.
  • Trance: Rather than sleep, eladrin enter a meditative state known as trance. You need to spend 4 hours in this state to gain the same benefits other races gain from taking a 6-hour extended rest. While in a trance, you are fully aware of your surroundings and notice approaching enemies and other events as normal.
  • Size: Medium
  • Speed: 6

Class Features Edit

Hybrid Swordmage (PH3)

  • 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 (Hybrid): Aegis of Shielding. This class feature functions as the swordmage class feature, except that you can use the power that you choose 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.

Hybrid Wizard (PH3)

  • Cantrips: Use ghost sound, light, mage hand, and prestidigitation as at-will powers.

Feats Edit

Background Edit

Deneith Bodyguard (EPG): Gain Perception skill.

Skills and Languages Edit

Languages: Common, Elven



Skills
SkillTrainedAttribAttrib TypeRacialFeatFeat NameEquipEquip NameLevelTotal
Acrobatics1dex23
Arcana 5 int 2 2 Arcane Familiar 2 11
Athletics51str28
Bluff-1cha21
Diplomacy-1cha21
Dungeoneering1wis23
Endurance51con28
Heal1wis23
History5int22Arcane Familiar211
Insight1wis23
Intimidate-1cha21
Nature1wis23
Perception51wis28
Religion5int27
Stealth51dex28
Streetwise-1cha21
Thievery1dex23


Powers Edit

Power To-Hit
Attack TypeAttribAttrib TypeClassClass FeatureFeatFeat NameEquipEquip NameMiscMisc NameLevelTotalvs?
Scorching Burst +5 Int 2 Challenge-seeking Longsword +2 2 9 Reflex
Sword Burst +5 Int 2 Challenge-seeking Longsword +2 2 9 Reflex
Sword of Sigils +5 Int 5 Challenge-seeking Longsword +2 2 12 AC
Fire Shroud +5 Int 2 Challenge-seeking Longsword +2 2 9 Fort
Flaming Sphere +5 Int 2 Challenge-seeking Longsword +2 2 9 Reflex


DDI Summary Edit

====== Created Using Wizards of the Coast D&D Character Builder ======
Grys, level 4
Eladrin, Swordmage|Wizard
Swordmage Aegis (Hybrid): Aegis of Shielding
Hybrid Talent: Swordmage Warding
Background: Deneith Bodyguard (Perception class skill)

FINAL ABILITY SCORES
Str 12, Con 12, Dex 12, Int 21, Wis 13, Cha 8.

STARTING ABILITY SCORES
Str 12, Con 12, Dex 10, Int 18, Wis 12, Cha 8.


AC: 22 Fort: 14 Reflex: 18 Will: 17
HP: 39 Surges: 8 Surge Value: 9

TRAINED SKILLS
Stealth +8, Perception +8, Athletics +8, Endurance +8

UNTRAINED SKILLS
Acrobatics +3, Arcana +11, Bluff +1, Diplomacy +1, Dungeoneering +3, Heal +3, History +11, Insight +3, Intimidate +1, Nature +3, Religion +7, Streetwise +1, Thievery +3

FEATS
Level 1: Hybrid Talent
Level 2: Arcane Familiar
Level 4: White Lotus Riposte

POWERS
Hybrid at-will 1: Scorching Burst
Hybrid at-will 1: Sword Burst
Hybrid encounter 1: Sword of Sigils
Hybrid daily 1: Flaming Sphere
Hybrid utility 2: Familiar Harrier
Hybrid encounter 3: Fire Shroud

ITEMS
Challenge-Seeking Longsword +2, Magic Cloth Armor (Basic Clothing) +2, Gauntlets of Arcane Might (heroic tier) (2), Amulet of Protection +1, Climber's Kit, Identification Papers with Portrait, Dagger, Adventurer's Kit

Tracking Edit

Money Edit

Starting Gold: 412 gp = 100gp + 1/5(360+520+680)gp

+ 412 gp starting gold (100 gp starting + 312 for adventuring)

-15 gp adventurer's kit -5 gp ID papers with portrait -1 gp dagger -5 gp climbing kit -360 gp Amulet of Protection +840 gp parcel +84 gp 1/2 level


955 gp

ConsumablesEdit

Treasure Edit

Starting parcels:


XP Edit

Starting XP: 3750

XP Description Link
1000 XP and 2 RP New Cyre Borderlands http://www.enworld.org/forum/5212718-post227.html and http://www.enworld.org/forum/5213276-post233.html

Total XP: 4750

RP Edit

2 earned, see experience None spent

Changes Edit

Judge Comments Edit

Judge comments (and your rebuttal) will go here.



Level 4 Edit

Approval 1 Edit

Approval from renau1g

  • Summary - Scorching burst damage should be 1d6+7, not 1d6+5
  • Summary - Flaming Sphere auto-damage should be 1d4+7

Minor though so approved.

Approval 2 Edit

Approval from Antithetist, pending r1's corrections

Status Edit

Status:




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