PC: Kythan Dayereth

Kythan Dayereth serves as one of the enforcers of the will of the Council of Iadara of to the ancient fey kingdom of Kyonin, on the far shore of Lake Encarthan. He follows the orders of the council with no question even if it brings his duty outside that of the borders of his homeland.

Khythan Dayereth, Eladrin Swordmage/Fighter 4

Hit Points 44
Bloodied 22
Healing Surge 8
Surges Per Day 9

Initiative +5
Action Points 1

Defenses
AC 23
Fortitude 14
Reflex 17
Will 15


Attacks
Melee Basic Attack: +9 (Dynamic Longsword +2) Damage: 1d8 + 9


Racial Traits
Height: 5'11"
Weight: 160 lb.
Size: Medium
Speed: 6 squares
Vision: Low-light
Languages: Common, Elven
Alignment: Neutral
Skill Bonuses: +2 Arcana, +2 History
Eladrin Education: You gain training in one additional skill selected from the skill list.
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.
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.
Fey Step: You can use fey step as an encounter power.

Class Features

Swordbond: By spending 1 hour of meditation with a chose light or heavy blade, you forge a special bond with that 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, you acquire a new blade that has magical abilities). If you forge a new bond with a different blade, the old bond dissipates.
If your bonded weapon is broken or damaged, you can spend one hour of meditation to recreate the weapon from a fragment. (This process automatically destroys any other fragment s of the weapon in existence, so you can't use it to create multiple copies of a broken weapon).
Swordmage Aegis: You can place a magical warding upon a foe, allowing you to respond to a foe's attacks against your allies with a counterassault or timely protection.
Aegis of Assault: You teleport to the side of the attacker and respond with an attack of your own.
Swordmage Warding: While you are conscious and wielding either light blade or heavy blade, you maintain a field of magical force around you.
This field provides a +1 bonus to AC or a +3 bonus if you are wielding blade in one hand and have the other one free (not carrying a shield, an off-hand weapon, a two-handed weapon, or anything else).
If you become unconscious, your Swordmage Warding benefit disappears. You can restore it by having a short rest or an extended rest.

Feats

Battle Awareness [Multiclass Fighter]
Prerequisites: Str 13, Wis 13
Benefit: You gain training in one skill from the
fighter's class skill list.
Once per encounter, whenever an enemy that is adjacent to you shifts or makes an attack that does not include you as a target, you can make a melee basic attack against that enemy as an immediate interrupt.

Eladrin Soldier [Eladrin]
Prerequisite: Eladrin
Benefit: You gain proficiency with all spears and a +2 feat bonus to damage rolls with longswords and all spears.

Novice Power
[Multiclass Encounter]
Prerequisites: Any class-specific multiclass feat,
4th level
Benefit: You can swap one encounter attack power you know for one encounter attack power of the same level or lower from the class you multiclassed into.


Skill (Ability)

Trained

Modifier

Acrobatics (Dex)

+5

Arcana (Int)

Yes

+12

Athletics (Str)

Yes

+8

Bluff (Cha)

+1

Diplomacy (Cha)

Yes

+6

Dungeoneering (Wis)

+0

Endurance (Con)

+1

Heal (Wis)

+0

History (Int)

Yes

+12

Insight (Wis)

Yes

+5

Intimidate (Cha)

Yes

+6

Nature (Wis)

+0

Perception (Wis)

Yes

+5

Religion (Int)

+5

Stealth (Dex)

+5

Street Wise (Cha)

+1

Thievery (Dex)

+5



Gear

Armor: Breaching Leather Armor +1
Weapon: Dynamic Longsword +2.
Adventurer's Kit: This kit includes: a backpack, a bedroll, flint and steel, a belt pouch, two sunrods, ten days worth of trail rations, 50 feet of hempen rope, and a waterskin.
Magic Items: Braces of Mighty Striking and Healing Potions (4)
Gold: 25 gp



Ability
Score

Check
Modifier

Strength

14

+2

Constitution

11

+0

Dexterity

18

+4

Intelligence

18

+4

Wisdom

08

-1

Charisma

10

+0



At-will Powers

Aegis of Assault Swordmage Feature
You create an arcane link between you and a foe, allowing you to instantly respond to its attacks with a counterassault.
At-Will Arcane, Teleport
Minor Action Close burst 2
Target: One creature in burst
Effect: You mark the target. The target remains marked until you use this power against another target. If you mark other creatures using other powers, the target is still marked. A creature can be subject to only 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, 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 reaction to teleport to a square adjacent to the target and make a basic melee attack against it. If no unoccupied space exist adjacent to the target, you can't use this immediate reaction.

Greenflame Blade Swordmage Attack 1
Each blow ignites your blade with a deadly green fire.
At-Will Arcane, Fire,Weapon
Standard Action Melee weapon
Target: One creature
Attack: +10 vs. AC
Hit: 1d8 + 9 fire damage, and you deal fire damage equal to your Strength modifier to all enemies adjacent to the target.

Sword Burst Swordmage Attack 1
A sweep of your sword blasts those around you with force.
At-Will Arcane, Force,Implement
Standard Action Close burst 1
Target: Each enemy in burst
Attack: +7 vs. Reflex
Hit: 1d6 + 6 force damage.


Encounter Powers

Fey Step Eladrin Racial Power
With a step, you vanish from one place and appear in another.
Encounter Teleportation
Move Action Personal
Effect: Teleport up to 5 squares

Flame Cyclone Swordmage Attack 1
Arcane power swirls around your blade and outward toward your enemies, engulfing them in an inferno.
Encounter Arcane, Fire, Implement
Standard Action Close blast 3
Target: Each enemy in burst
Attack: +8 vs. Reflex
Hit: 1d6 + 8 fire damage.

Armor-Piercing Thrust Fighter Attack 3
You drive your weapon through a weak point in your foe's defenses.
Encounter Martial,Weapon
Standard Action Melee weapon
Target: One creature
Attack: +9 (+13) vs. Reflex
Weapon: If you're wielding a light blade or a spear, you gain a bonus to the attack roll equal to your Dexterity modifier.
Hit: 1d8 + 6 (+10) damage.
Weapon: If you're wielding a light blade or a spear, you gain a bonus to the damage roll equal to your Dexterity modifier.

Daily Power

Whirling Blade Swordmage Attack 1
You spin and suddenly hurl your sword. Your blade spins in the air, seeking an enemy to slash with mortal determination.
Daily Arcane, Weapon
Standard Action Ranged 5
Requirement: You must throw your melee weapon at the target.
Target: One creature
Attack: +9 vs. AC
Hit: 2d8 + 8 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.

Utility Powers

Mythal Recovery Swordmage Utility 2
You focus your warding inward to bolster yourself against the onslaught.
Encounter Arcane
Minor Action Personal
Effect: Make a saving throw against an effect that a save can end.


Magic Items

Bracers of Mighty Striking
These enchanted armbands increase the damage you deal with a melee attack.
Item Slot: Arms
Property: When you hit with a melee basic attack, you gain a +2 item bonus to the damage roll.

Breaching Armor +1
Walls are no obstacle for you while wearing this armor.
Armor: Leather
Enhancement: +1 AC
Power (Daily Teleportation): Move Action. Use this power when you are adjacent to a wall to teleport to the other side of the wall. This teleport does not require line of sight and moves you no more than 3 squares (allowing you to teleport past a wall no more than 2 squares thick).
If you attempt to teleport into an occupied square, you go nowhere; your move action is not spent, but the daily power is expended.

Dynamic Weapon +2
This weapon transforms into any other melee weapon that its wielder desires.
Weapon: Any melee
Enhancement: +2 Attack rolls and damage rolls
Critical: +2d6 damage
Power (Encounter Polymorph): Minor Action. Change the weapon into a different weapon from any melee category (simple, military, or superior). This effect lasts until the end of the encounter, or until you end it as a minor action.

Potion of Healing (4)
This simple potion draws on the body's natural healing ability to cure your wounds.
Power (Consumable Healing): Minor Action. Drink this potion and spend a healing surge. Instead of the hit points you would normally regain, you regain 10 hit points.

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