Post by Zyraen on Dec 4, 2016 23:55:50 GMT 8
LUNASTAR - Init +5
L9 (Half)Eladrin Mirromage
Class Defenses: +2 Will
L1 Stats : Str 8 Con 11 Dex 13 Int 19 Wis 13 Cha 15
L8 Stats : Str 8 Con 11 Dex 13 Int 21 Wis 13 Cha 17
AC FRW 28 / 18 / 23 / 24
HP 73 / Sval 18 / Surges 2
SKILLS - * Trained. 4, 1Race, 1MC
Str 3 : Athletics
Con 4 : Endurance
Dex 5: Acrobatics* +11, Stealth, Thievery
Int 9 : Arcana* +14, History* +14, Religion* +14
Wis 5 : Dungeoneering, Heal, Insight, Nature, Perception* +10
Cha 7 : Bluff* +12, Diplomacy, Intimidate, Streetwise
FEATS
F) Exp, Focus, ImpDef
1) Intelligent Blademaster
2) Multiclass Monk
4) Enlarge Spell
6) Superior Implement Training : Crystal Orb +1 vs Will, +2 Psychic damage
8) Improved Swordmage Warding: +1 AC with Warding
MBA Unarmed Strike
At Will, Melee 1
+14 vs AC (4Hlv 5Int 1Exp 3Prof 1Enh)
1d8+7-9 damage (5Int 1Focus 1Enh) + 2CrimsonDetermination
MARK (no action): When you attack an enemy, you may Mark it until ENT.
While blinded or otherwise unable to see your target, you may not mark nor use your Dazzling/Warping Mirror interrupts. However, if a power says you must mark the target, then you must still apply the mark.
DAZZLING MIRROR
At Will, Immediate Interrupt
Trigger: An enemy marked by you makes an attack that does not include you as a target
Close Burst 3 (The triggering enemy)
Pri Trait vs Will / +13 vs Will
Hit: Pri Trait psychic damage and triggering attack takes Sec Trait / -3 penalty to one attack roll of the triggering attack, or half your Sec Trait / -1 penalty against all targets of the triggering attack.
Special: This increases to Close Burst 4 at level 11 and Close Burst 5 at level 21.
Racial) Fey Step
Enc, Move Action
Effect: You teleport 5 squares.
MIRRORMAGE SPELLS
All powers (including dailies) target Will, are Psychic, and attacks made only against enemies.
+14 vs Will (4Hlv 5Int 1Exp 2Enh 1SupImpl 1Headband)
+12-14 damage (5Int 1Focus 2Enh 2SupImpl 2Gloves) + 2CrimsonDetermination
Mirror Slash AW1
At Will
Effect: Before making this attack, you may mark One enemy that is adjacent to you until ENT, then shift 1 square and make the following attack.
Melee 1
Pri Trait vs Will
Hit: 1d8 + Pri Trait psychic damage
AW1 Prism Blast
At Will, Close Blast 3
Pri Trait vs Will
Hit: 1d6 + Pri Trait psychic damage.
Effect: The blast becomes a zone until ENT. All creatures in zone grant CA.
E1 Multi Mirror Slash
Melee 1
Pri Trait vs Will
Hit: 1d8 + Pri Trait psychic damage.
Effect: You may teleport 3 squares after making this attack, then you may make the following secondary attack.
Close Burst 1
Pri Trait vs Will
Hit: 1d4 + Pri Trait psychic damage.
Effect: You may teleport 3 squares adjacent to an enemy.
D1 Flaming (Psychic) Sphere
Conjuration
Ranged 10
Effect: You conjure a Medium flaming sphere in an unoccupied square within range. The sphere occupies its square, and it lasts until the end of your next turn. Any creature that starts its turn adjacent to the sphere takes 1d4 + Pri Trait modifier fire (psychic) damage. As a move action, you can move the sphere up to 6 squares.
When the sphere appears, it immediately makes the following attack. While the sphere persists, you can use a standard action to command it to make the attack.
Target: One creature adjacent to the flaming sphere
Attack: Pri Trait vs Will
Hit: 2d6 + Pri Trait psychic damage.
Sustain Minor: The sphere persists until the end of your next turn.
*U2 Reflective Shield
Immediate Interrupt, Personal
Trigger: You are hit by an attack
Effect: You gain a +4 power bonus to AC and Reflex until the end of your next turn.
Note: This power is identical to Wizard U2 Shield
*E3 Dimensional Warp
Immediate Interrupt, Ranged 10
Trigger: An enemy hits an ally with a melee attack
Pri Trait vs Will
Hit: You teleport the target 5 squares. The target then makes its melee attack against a creature you choose. If no creatures are within range of the target, the attack is expended.
Warping Mirrors: You may teleport the target up to Sec Trait + 2 squares instead, and if there are no targets for the triggering attack, it may be applied to the triggering target itself.
Note: Except for Warping Mirrors effect, this power is identical to Swordmage E3 Dimensional Vortex
D5 Fire (Psychic) Ball
Area 3 within 20
Pri Trait vs Will
Hit: 4d6+ Pri Trait Psychic damage
Miss: Half damage
*U6 Shimmering Reflection
Conjuration
Minor Action, Ranged 5
Effect: You conjure an image in an unoccupied square within range. The image occupies its square and lasts until ENT. The image can be attacked. It uses your defenses, and it is destroyed if it takes any damage. While the image persists, you are insubstantial and you can use your space or the image's space as the origin of your attacks.
After-effect: You can teleport to a square formerly occupied by the image.
Note: This power is identical to Warlock U6 Mirror Darkly
E7 Prismatic Prison
Illusion
Area Burst 1 in 10
Pri Trait vs Will
Hit: Pri Trait psychic damage and target is immobilised until ENT.
Effect: Area becomes a zone until ENT. Creatures outside the zone have total concealment against enemies inside the zone.
D9 Psychic Wall (of Fire)
Conjuration
Area wall 8 within 10 squares
Effect: You conjure a wall of psychic energy (fire) that lasts until the end of your next turn. The wall can be up to 4 squares high. Any creature that starts its turn adjacent to the wall takes 1d6 + Pri Trait modifier psychic (fire) damage. Any creature that enters the wall or starts its turn there takes 3d6 + Pri Trait modifier psychic (fire) damage (a creature can take this damage only once per turn).
The wall blocks line of sight. Each square of movement that includes one or more squares of the wall costs 3 extra squares of movement.
Sustain Minor: The wall persists until the end of your next turn.
ITEMS * - floating items
*L10 Headband of Intellect
*L7 Defensive Staff +2 ( used as Orb )
Crit: 1d8 per enhancement
Effect: +1 item bonus to FRW.
*L8 Brooch of Shielding +2 :
Resist 10 Force.
Daily (Imm Int) When you are hit by area, close or ranged attack, gain resist 10 vs that attack.
L9 Flowform Leather +2 :
Enc (No Action)
Trigger: You are subject to an effect that a save can end.
Effect: You make a saving throw against the effect.
L9 Elven Chain Shirt
L6 Warded Vambraces:
Enc (Minor) : Until ENT, each ally adjacent to you gains a power bonus to AC equal to the bonus provided by your Swordmage Warding class feature
L5 Resplendent Gloves : +2 damage to attacks vs Will
L4 Crimson Determination: +2 damage against bloodied targets
L2 Acrobat Boots: +1 Acrobatics, stand as minor action.
============
DEFENSES IN DETAIL
AC 28 : 14base 2leather 5int 2enh 1ElvenChain 4MMWard
Fort 18 : 14base 1impdef 2enh 0stat 1staff
Ref 23 : 14base 1impdef 2enh 5stat 1staff
Will 24 : 14base 1impdef 2enh 2class 1race 3stat 1staff
L9 (Half)Eladrin Mirromage
Class Defenses: +2 Will
L1 Stats : Str 8 Con 11 Dex 13 Int 19 Wis 13 Cha 15
L8 Stats : Str 8 Con 11 Dex 13 Int 21 Wis 13 Cha 17
AC FRW 28 / 18 / 23 / 24
HP 73 / Sval 18 / Surges 2
SKILLS - * Trained. 4, 1Race, 1MC
Str 3 : Athletics
Con 4 : Endurance
Dex 5: Acrobatics* +11, Stealth, Thievery
Int 9 : Arcana* +14, History* +14, Religion* +14
Wis 5 : Dungeoneering, Heal, Insight, Nature, Perception* +10
Cha 7 : Bluff* +12, Diplomacy, Intimidate, Streetwise
FEATS
F) Exp, Focus, ImpDef
1) Intelligent Blademaster
2) Multiclass Monk
4) Enlarge Spell
6) Superior Implement Training : Crystal Orb +1 vs Will, +2 Psychic damage
8) Improved Swordmage Warding: +1 AC with Warding
MBA Unarmed Strike
At Will, Melee 1
+14 vs AC (4Hlv 5Int 1Exp 3Prof 1Enh)
1d8+7-9 damage (5Int 1Focus 1Enh) + 2CrimsonDetermination
MARK (no action): When you attack an enemy, you may Mark it until ENT.
While blinded or otherwise unable to see your target, you may not mark nor use your Dazzling/Warping Mirror interrupts. However, if a power says you must mark the target, then you must still apply the mark.
DAZZLING MIRROR
At Will, Immediate Interrupt
Trigger: An enemy marked by you makes an attack that does not include you as a target
Close Burst 3 (The triggering enemy)
Pri Trait vs Will / +13 vs Will
Hit: Pri Trait psychic damage and triggering attack takes Sec Trait / -3 penalty to one attack roll of the triggering attack, or half your Sec Trait / -1 penalty against all targets of the triggering attack.
Special: This increases to Close Burst 4 at level 11 and Close Burst 5 at level 21.
Racial) Fey Step
Enc, Move Action
Effect: You teleport 5 squares.
MIRRORMAGE SPELLS
All powers (including dailies) target Will, are Psychic, and attacks made only against enemies.
+14 vs Will (4Hlv 5Int 1Exp 2Enh 1SupImpl 1Headband)
+12-14 damage (5Int 1Focus 2Enh 2SupImpl 2Gloves) + 2CrimsonDetermination
Mirror Slash AW1
At Will
Effect: Before making this attack, you may mark One enemy that is adjacent to you until ENT, then shift 1 square and make the following attack.
Melee 1
Pri Trait vs Will
Hit: 1d8 + Pri Trait psychic damage
AW1 Prism Blast
At Will, Close Blast 3
Pri Trait vs Will
Hit: 1d6 + Pri Trait psychic damage.
Effect: The blast becomes a zone until ENT. All creatures in zone grant CA.
E1 Multi Mirror Slash
Melee 1
Pri Trait vs Will
Hit: 1d8 + Pri Trait psychic damage.
Effect: You may teleport 3 squares after making this attack, then you may make the following secondary attack.
Close Burst 1
Pri Trait vs Will
Hit: 1d4 + Pri Trait psychic damage.
Effect: You may teleport 3 squares adjacent to an enemy.
D1 Flaming (Psychic) Sphere
Conjuration
Ranged 10
Effect: You conjure a Medium flaming sphere in an unoccupied square within range. The sphere occupies its square, and it lasts until the end of your next turn. Any creature that starts its turn adjacent to the sphere takes 1d4 + Pri Trait modifier fire (psychic) damage. As a move action, you can move the sphere up to 6 squares.
When the sphere appears, it immediately makes the following attack. While the sphere persists, you can use a standard action to command it to make the attack.
Target: One creature adjacent to the flaming sphere
Attack: Pri Trait vs Will
Hit: 2d6 + Pri Trait psychic damage.
Sustain Minor: The sphere persists until the end of your next turn.
*U2 Reflective Shield
Immediate Interrupt, Personal
Trigger: You are hit by an attack
Effect: You gain a +4 power bonus to AC and Reflex until the end of your next turn.
Note: This power is identical to Wizard U2 Shield
*E3 Dimensional Warp
Immediate Interrupt, Ranged 10
Trigger: An enemy hits an ally with a melee attack
Pri Trait vs Will
Hit: You teleport the target 5 squares. The target then makes its melee attack against a creature you choose. If no creatures are within range of the target, the attack is expended.
Warping Mirrors: You may teleport the target up to Sec Trait + 2 squares instead, and if there are no targets for the triggering attack, it may be applied to the triggering target itself.
Note: Except for Warping Mirrors effect, this power is identical to Swordmage E3 Dimensional Vortex
D5 Fire (Psychic) Ball
Area 3 within 20
Pri Trait vs Will
Hit: 4d6+ Pri Trait Psychic damage
Miss: Half damage
*U6 Shimmering Reflection
Conjuration
Minor Action, Ranged 5
Effect: You conjure an image in an unoccupied square within range. The image occupies its square and lasts until ENT. The image can be attacked. It uses your defenses, and it is destroyed if it takes any damage. While the image persists, you are insubstantial and you can use your space or the image's space as the origin of your attacks.
After-effect: You can teleport to a square formerly occupied by the image.
Note: This power is identical to Warlock U6 Mirror Darkly
E7 Prismatic Prison
Illusion
Area Burst 1 in 10
Pri Trait vs Will
Hit: Pri Trait psychic damage and target is immobilised until ENT.
Effect: Area becomes a zone until ENT. Creatures outside the zone have total concealment against enemies inside the zone.
D9 Psychic Wall (of Fire)
Conjuration
Area wall 8 within 10 squares
Effect: You conjure a wall of psychic energy (fire) that lasts until the end of your next turn. The wall can be up to 4 squares high. Any creature that starts its turn adjacent to the wall takes 1d6 + Pri Trait modifier psychic (fire) damage. Any creature that enters the wall or starts its turn there takes 3d6 + Pri Trait modifier psychic (fire) damage (a creature can take this damage only once per turn).
The wall blocks line of sight. Each square of movement that includes one or more squares of the wall costs 3 extra squares of movement.
Sustain Minor: The wall persists until the end of your next turn.
ITEMS * - floating items
*L10 Headband of Intellect
*L7 Defensive Staff +2 ( used as Orb )
Crit: 1d8 per enhancement
Effect: +1 item bonus to FRW.
*L8 Brooch of Shielding +2 :
Resist 10 Force.
Daily (Imm Int) When you are hit by area, close or ranged attack, gain resist 10 vs that attack.
L9 Flowform Leather +2 :
Enc (No Action)
Trigger: You are subject to an effect that a save can end.
Effect: You make a saving throw against the effect.
L9 Elven Chain Shirt
L6 Warded Vambraces:
Enc (Minor) : Until ENT, each ally adjacent to you gains a power bonus to AC equal to the bonus provided by your Swordmage Warding class feature
L5 Resplendent Gloves : +2 damage to attacks vs Will
L4 Crimson Determination: +2 damage against bloodied targets
L2 Acrobat Boots: +1 Acrobatics, stand as minor action.
============
DEFENSES IN DETAIL
AC 28 : 14base 2leather 5int 2enh 1ElvenChain 4MMWard
Fort 18 : 14base 1impdef 2enh 0stat 1staff
Ref 23 : 14base 1impdef 2enh 5stat 1staff
Will 24 : 14base 1impdef 2enh 2class 1race 3stat 1staff