Ninja

Kidlat's page

287 posts. Alias of Radavel.


About Kidlat

Kidlat, Genasi Swordmage Level 12

Spoiler:

Abilities
Str 17, Con 15, Dex 13, Int 21, Wis 11, Cha 13
HP 96, Bloodied 48, Surge Value 24, Surge/day 10
Spd 6
Init +14
AC 30, Fort 24, Ref 25, Will 23
Passive Insight 16
Passive Perception 21
Melee basic attack +16, 1d8+8

Class/Path/Destiny Features
Swordbond
Swordmage Aegis
Swordmage Warding
Empowered Aegis (+2 melee basic attack when using the aegis of assault)
Blade Flurry Action (when you take an action point, make a melee basic attack after the action)

TRAINED SKILLS
Arcana +16, Perception +11, Endurance +15, Athletics +14

UNTRAINED SKILLS
Acrobatics +8, Bluff +7, Diplomacy +7, Dungeoneering +6, Heal +6, History +11, Insight +6, Intimidate +7, Nature +8, Religion +11, Stealth +7, Streetwise +7, Thievery +7

Feats
Level 1: Elemental Assault (+3 to damage based on manifestation)
Level 2: Elemental Blade Attunement (+2 to damage with acid, cold, fire, lightning or thunder swordmage powers)
Level 4: Student of Sword Magic (gain a spellbook to hold swordmage spells)
Level 6: Escalating Assault (cumulative +1 to attack with aegis of assault)
Level 8: Intelligent Blademaster (use Intelligence instead of Strength on melee basic attacks)
Level 10: Improved Initiative (+4 to Initiative)
Level 11: Greater Swordmage Warding (+1 to defenses with Swordmage Warding)
Level 12: Vigorous Assault (gain 6 temp hp when you teleport)

Powers

Second Wind (Encounter,
Effect: You spend a healing surge, and regain 24 hit points.
You gain a +2 bonus to all defenses until the start of your next turn)

Aegis of Assault (At-Will, Arcane, Teleportation, 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 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 reaction to a square adjacent to the target and make a melee basic attack against it. If no unoccupied space exists adjacent to the target, you can’t use this immediate reaction).

Promise of Storm (Encounter, Lightning, Thunder, Minor Action, Personal,
Effect: Until the end of your next turn, you deal extra 2d8 lightning damage when you hit with a thunder attack or a lightning attack)

Swordmage at-will 1: Booming Blade
(At-Will, Arcane, Thunder, Weapon, Standard Action, Melee,
Target: one creature, Attack: Intelligence vs. AC [+18],
Hit: 1d8+10 thunder damage, and if the target is adjacent to you at the start of its turn and moves away, it takes 1d6+2 thunder damage)

Swordmage at-will 1: Lightning Lure (At-Will, Arcane, Implement, Lightning, Standard Action, Ranged 3,
Target: One Creature, Attack: Intelligence vs. Fort [+14],
Hit: 1d6+10 lightning damage, and you pull the target to the nearest unoccupied space adjacent to you, Special: If you cannot pull the target to an adjacent square this power fails and deals no damage)

Swordmage encounter 1: Lightning Clash Lightning Clash (Encounter, Arcane, Lightning, Weapon, Standard Action, Melee,
Primary Target: One creature, Attack: Intelligence vs. AC [+16], Hit: 1d8+10, make secondary attack,
Secondary Target: One creature within 5 squares of the primary target, Secondary Attack: Intelligence vs. Reflex [+16], Hit: 1d6+10 lightning damage)

Swordmage daily 1: Dimensional Thunder (Daily, Arcane, Teleportation, Thunder, Weapon, Standard Action, Melee,
Target: one creature, Attack: Intelligence vs. AC [+16],
Hit: 1d8+10, Effect: Teleport 2 squares, Hit: 2d8+10 thunder damage, Effect: Each enemy adjacent to you gains ongoing 5 thunder damage (save ends))

Swordmage daily 1 Spellbook: Frost Backlash (Daily, Arcane, Cold, Weapon, Immediate Interrupt, Melee,
Target: creature that hit you, Attack: Intelligence vs. Reflex [+16], Trigger: an adjacent creature hits you,
Hit: 3d8+10 cold damage, Miss: half damage)

Swordmage utility 2: Eldritch Speed (Daily, Arcane, No Action, Personal,
Effect: Use this power before rolling initiative. You gain a +5 power bonus to your initiative roll. You can make an extra move action during the first round of combat (or during the surprise round, if you are allowed to act during that round))

Swordmage encounter 3: Dual Lightning Strike (Encounter, Arcane, Lightning, Teleportation, Weapon, Standard Action, Melee,
Primary Target: One creature, Primary Attack: Intelligence vs. AC [+16],
Hit: 1d8+10 lightning damage, and the target is marked until the end of your next turn,
Effect: You teleport 7 squares and make a secondary attack,
Secondary Target: One creature other than the primary target,
Secondary Attack: Intelligence vs. AC [+16], Hit: 1d8+10 lightning damage, and the target is marked until the end of your next turn)

Swordmage daily 5: Lingering Lightning (Daily, Arcane, Implement, Lightning, Standard Action, Ranged 5,
Target: one, two or three creatures, Attack: Intelligence vs. Reflex [+14],
Hit: 1d8+10 lightning damage, and ongoing 5 lightning damage (save ends),
Miss: half damage, and no ongoing damage).

Swordmage daily 5 Spellbook: Deep Freeze (Daily, Arcane, Cold, Weapon, Standard Action, Melee,
Target: one creature, Attack: Intelligence vs. Fortitude [+16],
Hit: 2d8+10 cold damage,
Effect: until the end of the encounter, any enemy takes 1d10 cold damage when it moves adjacent to or starts its turn adjacent to the target)

Swordmage utility 6: Armathor's Step (Encounter, Arcane, Teleportation, Move Action, Personal,
Effect: Teleport 5 squares. If you end this move adjacent to an enemy, you gain a +2 power bonus to your next attack roll you make against that enemy during your turn)

Swordmage encounter 7: Thunderclap Strike (Encounter, Arcane, Implement, Thunder, Standard Action, Close burst 1,
Target: each creature in burst, Attack: Intelligence vs. Fortitude [+14],
Hit: 2d6+10 thunder damage, and you knock the target prone)

Swordmage daily 9: Lightning Strider (Daily, Arcane, Lightning, Teleportation, Weapon, Standard Action, Melee, Effect: teleport 4 squares,
Primary Target: one creature, Primary Attack: Intelligence vs. AC [+16],
Hit: 1d8+10 lightning damage, Effect: You can teleport 3 squares, and then make a secondary attack,
Secondary Target: one creature other than the primary target, Secondary Attack: Intelligence vs. AC [+16],
Hit: 1d8+5 lightning damage, Effect: You can teleport 2 squares, and then make a tertiary attack,
Tertiary Target: one creature other than the primary and secondary targets, Tertiary Attack: Intelligence vs. AC,
Hit: 1d8+5 lightning damage)

Swordmage daily 9 Spellbook: Blade Bolt (Daily, Arcane, Lightning, Weapon, Standard Action, Ranged 5,
Target: one creature, Attack: Intelligence vs. Fortitude [+16], Requirement: You must throw your melee weapon at the target,
Hit: 2d8+10 lightning damage and the target is slowed (save ends). Also, the target is 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, target is slowed until the end of your next turn, Effect: Your weapon returns to your hand)

Swordmage utility 10: Dimensional Dodge (Daily, Arcane, Teleportation, Immediate Interrupt, Personal, Trigger: An enemy within 20 squares hits you with a ranged attack,
Effect: you teleport adjacent to the enemy)

Lightning Clutch (Encounter, Arcane, Lightning, Weapon, Standard Action, Melee,
Target: one creature, Attack: Intelligence vs. AC [+16],
Hit: 2d8+8 lightning damage, and you can use your aegis of assault power on the target as a free action. The target remains marked by your aegis of assault for the rest of the encounter, even if you use that power on another target. It is still superseded by other marking effects)

Stance of Chaos (Daily, Arcane, Stance, Weapon, Fire, Cold or Lightning, Minor Action, Personal,
Effect: until the stance ends, you take a -2 penalty to attack rolls but your weapon attacks deal an extra 1d12 cold, fire or lightning damage. You can end this stance with a minor action)

ITEMS
Adventurer's Kit,
Travel Papers,
Bottle of Wine,
Spellbook,
Feytouched Leather Armor +3
(Encounter, Illusion, Standard Action, Effect: You become invisible until the end of your next turn),
Aegis Blade Scimitar +3 (Daily, Minor Action, Effect: mark each enemy within a close burst 3 (save ends), if you have the Swordmage Aegis class feature, treat each mark as if you applied it with your chosen aegis),
Amulet of Protection +3, Shielding Girdle (heroic tier), Acrobat Boots (heroic tier) (At-Will, Minor Action, Effect: Stand up from prone), Bloodsoaked Bracers (heroic tier) (Daily, Minor Action, Effect: Use this power when you are bloodied. Gain a +5 power bonus to damage until the end of the encounter, or until you are no longer bloodied, whichever comes first),
Parry Gauntlets (heroic tier) (When you take a total defense or second wind actions, gain a +2 item bonus to all defenses until the beginning of your next turn)