Astral Majesty: You have a +1 bonus to all defenses against attacks made by bloodied creatures.
Astral Resistance: You have resistance to necrotic damage and radiant damage equal to 5+ one half your level (10).
Immortal Origin: Your spirit is native to the Astral Sea, so you are considered an immortal creature for the purpose of effects that relate to creature origin.
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. 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.
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. If you become unconscious, your Swordmage Warding benefit disappears. You can restore it by taking a short rest or an extended rest.
Initiate of the Faith
Prerequisite: Wis 13
Benefit: You gain training in the Religion skill.
Once per day, you can use the cleric's healing word power.
In addition, you can use a holy symbol as an implement when using a cleric power or a cleric paragon path power.
Novice Power
Prerequisite: 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.
Acolyte Power
Prerequisite: Any class-specific multiclass feat, 8th level.
Benefit: You can swap one utiliy power you know for one utility power of the same level or lower from the class you multiclassed into.
Adept Power
Prerequisite: Any class-specific multiclass feat, 10th level.
Benefit: You can swap one daily attack power you know for one daily attack power of the same level or lower from the class you multiclassed into.
Durable
Benefit: Increase your number of healing surges by two.
Retributive Shield
Prerequisite: Swordmage with aegis of shielding.
Benefit: When you use your aegis of shielding power, you gain a +2 bonus to the next attack roll made before the end of your next turn against the foe that triggered the aegis of shielding immediate interrupt.
Ascendant Lineage
Prerequisite: 11th level, deva.
Benefit: When you use your memory of a thousand lifetimes racial power and the triggering roll still fails, you don't expend the use of memory of a thousand lifetimes. However, you can't use the power again until the start of your next turn.
Powers At Will
Spoiler:
Aegis of Shielding
You create an arcane link between you and an enemy, allowing you to blunt its attacks against your allies.
At-Will - Arcane
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 interrupt to reduce the damage dealt by that attack to any one creature by an amount equal to 13.
Lightning Lure
You lasso your foe with a leash of lightning, and pull it into range of your blade.
At-Will - Arcane, Implement, Lightning
Standard Action - Ranged 3
Target: One creature
Attack: +12 vs. Fortitude
Hit: 1d6 + 7 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.
Priest's Shield
You utter a minor defensive prayer as you attack with your weapon.
At-Will - Divine, Weapon
Standard Action - Melee weapon
Target: One creature
Attack: +13 vs. AC
Hit: 1d8+5 damage, and you and one adjacent ally gain a +1 power bonus to AC until the end of your next turn.
Encounter
Spoiler:
Memory of a Thousand Lifetimes
The dreamlike memories of your previous lives lend insight to aid you.
Encounter
No Action - Personal
Trigger: You make an attack roll, a saving throw, a skill check, or an ability check and dislike the result
Effect: You add 1d6 to the triggering roll.
Healing Strike
Divine radiance gleams from your weapon. When you smite your enemy, your deity bestows a minor blessing in the form of healing for you or one of your allies.
Encounter - Divine, Healing, Radiant, Weapon
Standard Action - Melee weapon
Target: One creature
Attack: +13 vs. AC
Hit: 2d8+5 radiant damage, and the target is marked until the end of your next turn. In addition, you or one ally within 5 squares of you can spend a healing surge.
Transposing Lunge
You thrust at your enemy, a flash engulfs it, and it suddenly appears elsewhere.
Encounter - Arcane, Teleportation, Weapon
Standard Action - Melee weapon
Target: One creature
Attack: +15 vs. AC
Hit: 2d8+7 damage, and you teleport the target into a space adjacent to you.
Aegis of Shielding: When you use your aegis of shielding immediate interrupt, you can use this power against the target as part of the interrupt, even if the target is beyond your reach.
Electrified Lash
You point your sword into the air, and cruel talons of white lightning reach out toward your foes.
Encounter - Arcane, Implement, Lightning
Standard Action - Close burst 1
Target: Each enemy in burst
Attack: +12 vs. Fortitude
Hit: 2d8+7 lightning damage.
Strengthen the Faithful
You utter a solemn prayer as you bring your weapon down upon your foe, invoking the power of your deity to physically bolster you and nearby allies.
Encounter - Divine, Healing, Weapon
Standard Action - Melee weapon
Target: One creature
Attack: +13 vs. AC
Hit: 2d8+5 damage, and you and each ally adjacent to the target can spend a healing surge. Add your Charisma modifier to the hit points regained.
Utility
Spoiler:
Cure Light Wounds
You utter a simple prayer and gain the power to instantly heal wounds, and your touch momentarily suffuses you or a wounded creature with a dim silver light.
Daily - Divine, Healing
Standard Action - Melee touch
Target: You or one creature
Effect: The target regains hit points as if it had spent a healing surge.
Silversteel Veil
You raise a magical ward of thin, wispy silver mist. It seems no more tangible than warm breath on a frosty morning, but it gathers under enemy blows and turns them aside.
Encounter - Arcane, Force
Minor Action - Close burst 1
Targets: You and each ally in burst
Effect: All affected creatures gain a +2 bonus to AC and Reflex defense until the end of your next turn.
Dimension Dodge
As the enemy prepares to riddle you with arrows from afar, you vanish and reappear right next to it.
Daily - Arcane, Teleportation
Immediate Interrupt - Personal
Trigger: An enemy within 20 squares of you hits you with a ranged attack.
Effect: You teleport adjacent to the enemy.
Daily
Spoiler:
Healing Word
You whisper a brief prayer as divine light washes over your target, helping to mend its wounds.
Daily - Divine, Healing
Minor Action - Close burst 10
Target: You or one ally
Effect: The target can spend a healing surge and regain an additional 3d6 hit points.
Frost Backlash
As your enemy swings for the kill, your warding suddenly turns to ice and lashes out at your foe with the fury of winter.
Daily - Arcane, Cold, Weapon
Immediate Interrupt - Melee weapon
Trigger: An adjacent creature hits you
Target: The creature that hit you
Attack: +15 vs. Reflex
Hit: 3d8+7 cold damage.
Miss: Half damage.
Weapon of the Gods
Your weapon glows with divine radiance, enhancing your attacks.
Daily - Divine, Radiant, Weapon
Minor Action - Melee touch
Target: One held weapon
Effect: Until the end of the encounter, all attacks made with the weapon deal an extra 1d6 radiant damage. When the weapon hits an enemy, the enemy takes a –2 penalty to AC until the end of the weapon wielder's next turn.
Beacon Blade
As you slash at your foe, your sword glows with a blinding light, banishing the gloom around you.
Daily Arcane, Weapon
Standard Action Melee weapon
Target: One creature
Attack: +15 vs. AC
Hit: 1d8+7 damage, and the target is blinded (save ends).
Effect: The target is illuminated untl the end of the encounter, shedding bright light within 10 squares around it. Even if it turns invisible, its location can be pinpointed automatically, though the normal -5 penalty to the attack roll still applies.
Equipment
Spoiler:
Leather Armor of Resistance +3
Property: Resist 10 fire.
Righteous Long Sword +2
Critical: +2d6 damage, or +2d8 damage against evil creatures
Power (Daily): Free Action. Use this power when you hit with the weapon. The target is dazed until the end of your next turn. If the target is evil or chaotic evil, the target is instead dazed (save ends).
Amulet of Protection +3
Stag Helm
Property: Gain a +2 item bonus to passive Perception checks. Also, you can take a minor action during a round when you are surprised.
Gloves of Piercing
Power (Daily): Minor Action. Until the end of the encounter, your attacks ignore any resistance of 10 or lower.
Couters of Second Chances
Power (Daily): Free Action. Use this power when you miss with a melee attack. Reroll the attack, and use the second result, even if it’s lower.
Belt of Vigor
Property: You gain a +1 item bonus to your healing surge value.
Feyleaf Sandals
Power (Daily • Teleportation): When you fall, instead teleport safely to the nearest horizontal surface within 5 squares that can support your weight, take no falling damage, and land on your feet.
Javelin x5
Standard Adventurer's Kit
Backpack (empty), Bedroll, Flint and steel, Pouch, belt (empty), Rations, trail (10 days), Rope, hempen (50 ft.), Sunrods (2), Waterskin
Climber's Kit
Grappling hook, Hammer, Pitons (10)
Healing Potion x 4
80 gp
Background
Spoiler:
Setil has spent an eternity defined by a fighting style as ancient as his soul is. As a swordmage, he combines magic with steel to defeat the enemies of the deity he once served personally, Pelor. So long ago, Setil bound himself to the mortal world as a sacrifice he never second guessed. Proudly becoming his god's champion on this plane, Setil defended those most succeptible to the forces of evil.
So many lifetimes passed, and Setil never lost sight of why he made his choice. He watched the other mortals around him question the will of the deities during every minor inconvenience of their pitiably short lives, and he didn't question why he had become mortal. He lived and died, always content that his was the only path.
Then, something changed. Setil was slain deep beneath the earth's surface by an abomination known as a mind flayer. The creatures were intent to block out all of Pelor's radiance on this plane. Setil and his companions stopped their foul machinations, but Setil was lost, his brain consumed by the mind flayer. And once again Setil was reborn and set on the path to fight the enemies of Pelor, only now something was missing.
During each of his lifetimes, the one thing that kept Setil going was the memory of the divine presence. Always there in the back of his mind like a beacon guiding him. This birth, he remembered feeling "it", but couldn't remember what "it" felt like. Setil was lost. He continued fighting for Pelor's cause. Always hoping at the next rebirth he would feel "it" again, but at each subsequent rebirth he would swear "it" was sliding further away.
Now Setir is a creature torn. He still puts Pelor's cause first, on the off chance, but now he becomes easily frustrated by things. The biggest change has been a newfound fear of death. He actively hunts down mind flayers, on the belief that the one that consumed his brain yet lives and slaying it is the key.