Anjin Storm Bringer

Swordmage Whirlwind Genasi

Description:
Level 12 Genasi Swordmage
Anjin Storm Bringer
+2
15
Strength
+1
12
Constitution
+3
17
Dexterity
+6
22
Intelligence
+0
11
Wisdom
+0
11
Charisma
HIT POINTS
Total
93
Bloodied
46
Surges
9
Value
23
SAVE MODIFIERS
Description
+11
Initiative
3 dex, 2 battle harness +2
6
Speed
Wind Walker: Fly 8 squares.
Windsoul Zephyr: Fly 8 squares
SKILLS
+9
Acrobatics
+17
Arcana
+13
Athletics
+6
Bluff
+6
Diplomacy
+6
Dungeoneering
+14
Endurance
+6
Heal
+12
History
+11
Insight
+6
Intimidate
+8
Nature
+7
Perception
+12
Religion
+9
Stealth
+6
Streetwise
+9
Thievery
30
Armor Class
16(+1/2 lvl) +8 (Armor/Abil)+2(Enh)+4 (Misc)
20
Fortitude
16(+1/2 lvl) +2 (Abil)+2(Enh)
24
Reflex
16(+1/2 lvl) +6 (Abil)+2(Enh)
20
Will
16(+1/2 lvl) +2 (Abil)+2(Enh)
RACE FEATURES
Elemental Origins
You are elemental, not natural.
Elemental Manifestation
Choose earthsoul, firesoul, stormsoul, watersoul, or windsoul.
Windsoul
Windwalker power; resist 5 cold (10 at 11th level, 15 at 21st)
CLASS FEATURES
Swordbond
Bond with one blade (1 hr.); standard action to call to hand (10 squares); fix it in 1 hr.
Aegis of Ensnarement
Use aegis of ensnarement as an at-will power.
Swordmage Warding
+1 AC with blade, +3 AC if off-hand is free; if unconscious, warding ends, restore with rest
Whirlwind Action
When you take an action point action, gain 1 additional use of the windwalker power.
Whirlwind Breeze
Gain a fly speed of 8 when you use the windwalker power.
FEATS
Intelligent Blademaster
Use Intelligence instead of Strength on your basic attacks
Improved Swormage Warding
Increase AC bonus from Swordmage Warding +1
Combat Casting
Ranged and area attacks don’t provoke after hitting with a melee power
Closing Advantage
+1 to melee attacks and damage after hitting with a ranged or area power
Elemental Blade Attunement
+1 to damage with acid, cold, fire, lightning, or thunder powers
Grasping Ensnarement
Target of aegis is slowed
Ensnaring Flourish
+5 to damage against teleported enemy
Versatile Resistance
Gain resist 5 cold, resist 5 fire, and resist 5 thunder
BACKGROUNDS
Akanul
Gain Resist 2 cold, resist 2 fire, and resist 2 thunder (or your existing resistance to these damage types increases by 2).
AT-WILL POWERS
Aegis of Ensnarement
Arcane, Teleportation;
Minor, close burst 2;
Effect: You mark a target, if the target makes an attack that doesn’t include you as a target it takes a -2 pen to the atk roll.
If target is in 10 squares when it hits with an atk that does not include you as a target you can use an immediate reaction after the target atk is resolved to teleport the target to any space adjacent to you. The target also grants combat advantage to all creatures until the end of your next turn. If no unoccupied space exists adjacent to you you can’t use this immediate reaction and the target doesn’t grant combat advantage as a result of this effect.
Sword Burst
Arcane, Force, Implement;
Standard, Close burst 1, each enemy in burst;
Attack: 14 vs Ref.
Hit: 1d6 +int mod (+6) force dmg.
Luring Strike
Arcane, Weapon;
Standard, Melee weapon, One creature;
Attack: 17 vs AC.
Hit: 1[W] dmg. you shift 1 sq and slide the target 1 square into the space you occupied.
Effect: Before or after the attack, you can shift 1 sq.
Arcane Deflection Attack
Arcane, Stance, Weapon;
Immediate Interrupt, Personal;
Requirement: The Arcane Deflection power must be active to use this power.
Trigger: An enemy hits an ally who is adjacent to you.
Special: Make an int atk vs. the triggering enemy’s atk roll.
Hit: Triggering enemy’s atk misses the ally.
Unarmed atk: +6
ENCOUNTER POWERS
Windwalker
Move, Personal;
Effect: Fly 8 sq. If you don’t end your move on solid ground, you float to the ground without taking falling damage.
Fox’s Feint
Arcane, Telportation, Weapon;
Standard, Melee weapon, One creature;
Attack: 17 vs AC.
Hit: 1[W] +Int mod (+6) dmg, and you can swap positions with the 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.
Incendiary Sword
Arcane, Fire, Implement;
Standard, area burst 1 in 5, each creature in burst;
Requirement: you must throw your melee weapon at the origin square.
Attack: 14 vs Will.
Hit: 2d6 + Int mod (+6) fire dmg, and the target takes 5 fire dmg if it makes an atk that does not include you on its next turn.
Effect: Your weapon reforms in your hand.
Shatterblade
Arcane, Weapon;
Standard, Melee weapon, one creature;
Attack: 17 vs AC.
Hit: 1[W] + Int mod (+6) dmg. Each creature other than you that is adjacent to the target takes dmg equal to your Int mod (+6) + str mod (+2).
Tumbling Gale
Standard, Area burst 2 within 10 sq, each creature in burst;
Attack: 16 VS Fort.
Hit: 5d4 + Int mod (+6) and push the target 3 sq.
Armathor’s Step
Arcane, Teleportation;
Move, Personal;
Effect: Teleport 5 sq. If you end this move adjacent to an enemy, you gain a +2 power bonus to the next atk roll you make against that enemy during your turn.
Like a Feather
Arcane;
Free, Personal;
Trigger: You are knocked prone or fall.
Effect: You take no falling damage, and you are not knocked prone.
Windsoul Zephyr
Move, Close burst 5;
Target: You and one or two allies in burst.
Effect: You fly 8 sq. Each ally targeted by the power can fly 8 sq as a free action.
DAILY POWERS
Sweeping Frostblade
Arcane, Cold, Weapon;
Standard, Close burst 1, each enemy in burst.
Attack: 17 vs AC.
Hit: 1[W] + Int mod (+6) cold damage, and the target is immobilized (save ends).
Miss: Half damage, and the target is immobilized until the end of your next turn.
Dimensional Bond
Arcane, Teleportation, Weapon;
Standard, Melee weapon, one creature;
Attack: 17 vs AC.
Hit: 2[W] + int mod (+6) dmg.
Miss: Half Dmg.
Effect: Until the end of the encounter, you can teleport 10 sq as a move action you must end this movement adjacent to the target.
Arcane Deflection
Arcane, Stance, Weapon;
Standard, Melee weapon, One creature;
Attack: 17 vs AC.
Hit: 2[W] + Int mod (+6) dmg.
Effect: Until the stance ends, you can use the Arcane Deflection Attack Power.
Ghost Step
Arcane Stance, Personal;
Effect: Until the stance ends, whenever you shift, you can shift 1 additional sq.
ATTACKS
1d8+12
+17 vs AC
Farbond Spellblade Longsword
EQUIPMENT
Farbond Spellblade Longsword +2
1d8 dmg, 3 prof, heavy blade;
+2 atk & dmg, Lvl 7, +1d6 dmg /+1 Crit;
Properties; This weapon can be used as a heavy thrown weapon with a tang of 5/10. If you have the Swordbond class feature, you can call this weapon to your hand from up to a mile away.
Versatile.
Assault Boots
12 Lvl, Feet Slot Items;
Properties: When you score a critical hit with a melee weapon, your target is knocked prone.
Baldric of Dividing Ranks
17 Lvl, Waist Slot Item;
Properties: You gain a +4 item bonus to AC vs the opportunity attacks of minion.
Power (Daily): Minor Action. You can move through sq occupied by minions until the end of your next turn. Your movement provokes opportunity attacks as normal, and you cannot end your move in an occupied space.
Battle Harness Leather Armor +2
2 AC, +2 AC enh, 9 Lvl, Armor;
Properties: As a free action, you can draw a sheathed weapon or retrieve a stowed item. You gain a power bonus to initiative equal to the item’s enhancement bonus.
Lucky Charm +2
+2 Fort, Ref, Will; 9 Lvl, Neck slot Item;
Power (Daily): No Action, Trigger: You miss with an atk or fail a skill check, ability check, or saving throw. Effect: Roll a d6 and add the result to atk roll, skill check, ability check, or saving throw.
Charger’s Headdress
12 Lvl, Head Slot Item;
Properties: You gain a +1 bonus to atk rolls with charge atk.
Power (Daily *Teleportation): Standard. Make a charge atk, instead of moving your speed before the atk, you teleport the same number of sq.
Bracers of Mighty Striking
12 Lvl, Arms Slot Item;
Properties: When you hit with a melee basic atk, you gain a +4 item bonus to the damage roll.
MONEY
Platinum
0
Gold
48
Silver
0
Copper
0
Senses:
Speed:
Constant Benefits
Active Benefits
Bio:

Anjin Storm Bringer

Gamma Pac Drelbking