Calder

Description:
Level 2 Half Elf Swordmage
Calder
+1
12
Strength
+3
16
Constitution
+1
13
Dexterity
+3
16
Intelligence
+1
12
Wisdom
+1
12
Charisma
HIT POINTS
Total
37
Bloodied
17
Surges
11
Value
8
SAVE MODIFIERS
Description.
+2
Initiative
6
Speed
SKILLS
+2
Acrobatics
+9
Arcana
+7
Athletics
+2
Bluff
+4
Diplomacy
+2
Dungeoneering
+9
Endurance
+2
Heal
+4
History
+4
Insight
+2
Intimidate
+2
Nature
+2
Perception
+4
Religion
+2
Stealth
+2
Streetwise
+2
Thievery
19
Armor Class
Abil 3 Class 4 Misc 2
14
Fortitude
Abil 3 Level 1
14
Reflex
Abil 3 Level 1
14
Will
Abil 1 Class 2 Level 1
RACE FEATURES
Dilettante
At 1st level, you choose an at-will power from a class different from yours. You can use that power as an encounter power.
Dual Heritage
You can take feats that have either elf or human as a prerequisite (as well as those specifically for half-elves), as long as you meet any other requirements.
Group Diplomacy
You grant allies within 10 squares of you a +1 racial bonus to Diplomacy checks
CLASS FEATURES
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 cant use it to create multiple copies of a broken weapon.)
Swordmage Warding
While you are conscious and wielding either a light
blade or a 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 a blade in one hand and have your other hand 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
taking a short rest or an extended rest.
Aegis of Ensnarement
You create an arcane link between yourself and a foe, allowing you to ensnare that creature.
FEATS
Grasping Ensnarement
Target of aegis is slowed
Improved Swordmage Warding
Increase AC bonus from Swordmage Warding
BACKGROUNDS
Sword Specialty Tricks
Including sword swallowing, juggling, etc.
Flame Tricks
Including flame eating, juggling etc.
AT-WILL POWERS
Booming Blade
A field of sound punishes your enemy, and the sound becomes louder if your enemy tries to escape.
Arcane, Thunder, Weapon At-Will
Standard Action Melee weapon
Target: One creature
Attack: Intelligence vs. AC
Hit: 1[W] + Intelligence modifier damage, and if the target is adjacent to you at the start of its turn and moves away, it takes 1d6 + Constitution modifier thunder damage. Increase damage to 2[W] + Intelligence modifier at 21st level.
Luring Strike
You step behind your foe, strike quickly, and then dart away, drawing the creature after you.
Arcane, Weapon At-Will
Standard Action Melee weapon
Target: One creature
Attack: Intelligence vs. AC
Hit: 1[W] damage. You shift 1 square and slide the target 1 square into the space you occupied. 2[W] damage at Level 21.
Effect: Before or after the attack, you can shift 1 square.
ENCOUNTER POWERS
Fox's Feint
Your blade dances faster than the eye can follow, guiding your foe's movement as you attack.
Arcane, Teleportation, Weapon Encounter
Standard Action Melee weapon
Target: one creature
Attack: Intelligence vs. AC
Hit: 1[W] + Intelligence modifier damage, and you can swap positions with target.
Aegis of Ensnarement: Until the end of your next turn, when the target grants combat advantage to an attacker, that attacker gains a +4 bonus to the attack roll instead of a +2 bonus.
Dire Radiance
You cause a shaft of brilliant, cold starlight to lance down from above, bathing your foe in excruciating light. The nearer he moves towards you, the brighter and more deadly the light becomes.
Arcane, Fear, Implement, Radiant, Encounter
Standard Action Ranged 10
Target: One creature
Attack: Constitution vs. Fortitude
Hit: 1d6 + Constitution modifer radiant damage. If the target moves nearer to you on its next turn, it takes an extra 1d6 + Constitution modifer damage.
Increase damage and extra damage to 2d6 + Constitution modifer at 21st level.
Channelling Shield
You throw up a temporary shield to absorb some of the power of a foe's attack.
Arcane Encounter
Immediate Interrupt Close burst 10
Trigger: An attack hits you or an ally within 10 squares of you
Target: The creature hit by the triggering attack
Effect: You reduce the damage the target takes from the triggering attack by 5 + your Constitution modifier.
Aegis of Shielding: The next successful attack you make before the end of your next turn deals extra damage equal to your Constitution modifier.
DAILY POWERS

Dragon’s Teeth
When you strike, darts of force explode from your weapon. The shards dig into your foes’ flesh, goading them to move in your direction.
Arcane, Force, Implement, Daily
Standard Action Close blast 5
Target: Each enemy in blast
Attack: Intelligence vs. Reflex
Hit: 1d8 + Intelligence modifier force damage. The target takes damage equal to your Strength modifier if it does not end its turn adjacent to you (save ends).
Miss: Half damage.

ATTACKS
1d8 + 0
+4 vs AC

Melee Basic

EQUIPMENT

Leather Armour

Adventurer’s Kit

Longsword

MONEY

Platinum

0

Gold

45

Silver

0

Copper

0

CHARACTER NOTES
Age: 20
Gender: M
Height: 5’8"
Weight: 145
Alignment: Unaligned
Languages Known: Common, Elven
Adventuring Company or Other Affilations: The Black Basilisk Circus

Bio:

Calder grew up orphaned and abandoned by his Elven mother. His mother could not bear the thought of out living her child and left him. By chance Calder managed to find a home at The Black Basilisk Circus. The young child grew up performing Fire and Sword tricks for the Circus. Through his training he developed masterful sword skills and arcane abilities. Little did he know that his mentor who taught him the Fire Eating and Sword Swallowing was also a Swordmage.

Now his mentor is in jail and the only home he has ever known is in shambles. Calder does not know what lies ahead for him.

Calder

The Black Basilisk Circus NinjaSteve