SECANA - Init +8 (3Sec 5Hlv)
Level 10 Unbound Eladrin Artificer
Slayer Option: Normal +3Sec to 1 target
Defender Option: Aegis of Shielding (Burst 2, reduce 5+3Sec damage), -3 penalty to Marked
Armor Prof: Leather
Class Defenses : +1 to all NADs
Trance - Eladrin
Gold: 10297gp 20/02/2017
-9840 (Lv11 Piercing gloves and Lv4 Siberys Shard of Slaying)
457gp 27/02/2017
Main Class : Artificer (Anti-Physique)
Ritual Casting
Implements: Rod Staff Wand 1-handed blades
Arcane Empowerment (spend 2WP while resting to regain)
Arcane Rejuvenation: Allies that use Item Dailies gain 5HLv+6Pri THP (11 THP)
STARTING ARRAY : 4 / 3 / 2 ; HP 30 ; WP 8
CURRENT ARRAY : 6 / 3 / 2
Traits: Physique 2 / Finesse 3 (Sec) / Influence 6 (Pri)
Stats : Str 10 Con 14 Dex 10 Int 16 Wis 10 Cha 22
AC FRW 26(28)* / 23 / 24(26)* / 28
HP 75/ SurgeVal 18/ Esurge 3 / WP 8
* - included +2 shield bonus when Defensive
* + 5 racial to Charm save
* Resist cold 10 (5hlv + 5)
* Resist Psychic 7 (Wreathing (Psychic) Drow Long Knife) (double enchantment (2) 4 + 3)
SKILLS - *7 trained *=trained(+5) “X=points in(+1~+4), 30 points total
Str 5: Athletics 5,
Con 7: Endurance 7,
Dex 5: Acrobatics1” 6+1boots, Stealth1” 6, Thievery 5,
Int 8: Arcana1” 9, History4” 12, Religion 8,
Wis 5: Dungeoneering1” 6, Heal1” 6, Insight* 10, Nature1” 6,
Perception* 10,
Cha 11: Bluff* 16+, Diplomacy* 16±, Intimidate* 16, Streetwise 11,
+2 item bonus to all monster knowledge checks
FEATS
(Start Free)F. Improved Defenses +1 NAD
(Start Free)F. Expertise +1 Atk
(Start Free)F. Focus +1 dmg
(Start Free, Implement users)F. Partial Superior Implement: +2/3/4 Psychic damage, implement only
(Start Free) 1. Multiclass Swordmage: Implements, 1 multiclass encounter power
2. Mark of Warding: The penalty caused by your marks and auras increases from -2 penalty to -3 penalty.
Whenever one of your powers grants a bonus to a defense, increase that bonus by 1.
You can master and perform rituals in the warding category and the Fluid Funds, Knock, and Leomund’s Secret Chest rituals as if you had the Ritual Caster feat.
3. Primary Defence: When you wear Light Armor, you can use your Pri Stat in place of Dex or Int to determine your bonus to AC. This feat has no effect if your Pri Stat is Dex or Int.
4. Superior Implement: +1 Atk vs All, implement only
5. Adapt Slider: Whenever you hit an enemy with a Psychic power, you can slide that enemy 1 square.
You can master and perform the Endure Elements, Enhance Vessel, Summon Winds, and Water Walk rituals as if you had the Ritual Caster feat.
6. Multiclass Wizard: Skill 1
7. Winterkin Heritage [Eladrin Bloodline]: You gain the winter’s shroud power. In addition, you gain resist cold equal to 5 + one-half your level. Resist cold 9
8. Powerful Burst : When you use any burst, blast, or area powers, you can deal your Slayer damage (3+2=5) once to each target you hit. Note that “once per turn” bonuses and effects such as Deadly Slayer and Brutal Advantage only apply to one enemy.
( as mentioned only works meaningfully if you hit more than 1 enemy )
ARCANE EMPOWERMENT
Your study of magic has given you the ability to manipulate the arcane energy contained within items. You begin each day with the ability to empower a magic item, and you gain one additional arcane empowerment for each milestone you reach. You must spend a short rest with an item in order to empower it. You can empower an item in two ways.
Augment Energy
You infuse a weapon or an implement with a reservoir of energy that lasts until the end of your next extended rest or until it is expended. The wielder of the implement or the weapon can use a free action after making an attack roll to expend the reservoir of energy to gain a +2 bonus to that attack roll. An implement or a weapon can be augmented only once per day in this way.
Impart Energy
You recharge the daily power of a magic item. An item can be recharged only once per day in this way.
ARCANE REJUVENATION
Before combat, an artificer spends time infusing his or her allies’ magic items with curative energy. Whenever one of the artificer’s allies uses a magic item’s daily power, that ally absorbs the energy and gains temporary hit points equal to one-half your level (4) + your Intelligence modifier (5).
9 THP
POWERS, ATTACK and DMG : See below
Enc. Feat 7 - Winter's Shroud
Teleportation
Immediate Reaction Personal
Trigger: An enemy damages you with an attack
Effect: You teleport 3 squares and gain concealment until the start of your next turn.
Racial Enc. Fey Step
Teleportation
Move Action, Personal
Effect: Teleport up to 5 squares.
Enc. Healing Infusion (2/Enc)
Minor, Burst 5, Self or One Ally
Target may spend Surge to regain Surge + Pri + 2d6 bonus. (1d6 every 5 or less levels)
Total: Surge + 2d6+(5Pri)
*feat: +4 power bonus to all defenses against the next attack made against him until ENT
Enc. Resistive Formula
Minor, Burst 5, Self or One Ally
Target gains +1 AC (+2 AC wAP) until End of Enc, target can end bonus as Free Action to gain THP equal to its Surge + Sec Trait (3).
Special: this uses a Resistive Infusion, and requires you (or a willing ally) to spend Surge to regain that Resistive Infusion.
Shielding Elixir
Encounter (Special) Arcane
Minor Action Close burst 5 (10 at 11th level, 15 at 21st level)
Target6: You or one ally in the burst
Effect: The target gains resist 5 to one of the following damage types until the end of the encounter: cold, fire, force, lightning, necrotic, poison, radiant, or thunder. The target can end the bonus as a free action to become immune to that damage type until the end of his or her next turn.
Level 11: Resist 10, Level 21: Resist 15.
Special: You can use two Healing Infusion powers per encounter, but only one per round. At 16th level, you can use three Healing Infusion powers per encounter, but only one per round.
AW. Aegis of Shielding
Minor, Burst 2, One Creature
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 (-3 AC wAP) 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 5 + 3 Sec Trait.
At Level 11 and Level 21, damage reduction increases by 5 each.
AW1. Magic Weapon - Artificer 1
Melee or Ranged Weapon, One Creature
+18 (19) vs AC, 1d6 + 10(14 Psychic, 19)
Each ally adjacent gains power bonus +1 to atk and Sec trait(3) to damage until ENT.
AW1. Thundering Armor - Artificer 1
Close burst 10, Pri: You or 1 ally in burst
The primary target gains a +1(+2 AC wAP) power bonus to AC until the ENT. Make an Sec attack.
Sec: 1 creature adjacent to the primary target in the burst
+15 (16) vs Fort, 1d8+12 Thunder (16 Psychic, 21) and push sec target 1 square away from the pri target.
AW1. Stone Blood - Wizard 1
Area 1 in 10 Squares, All
+15 (16) vs Fort, 1d6+12 Typeless (16 Psychic, 21) and slowed until ENT
Enc Multiclass. Beguiling Strands - Wizard 1
Close blast 5, each enemy in the blast
+15 (16) vs Will, 10 Psychic (12 Psychic, 17) and push the target up to 3 squares
U2. Shield - Wizard 2
Interrupt, Personal
Trigger: You are hit by an Attack
Effect: Gain +4 (5 w/AP) power bonus to AC and Reflex until ENT.
E1. Shielding Cube - Artificer 1
Ranged 10, One creature
+15 (16) vs Reflex, 2d6+10 Force (14 Psychic, 19)
Effect: Until the end of your next turn, any ally gains a +1 (+2 AC w/AP) power bonus to AC while adjacent to the target.
E1. Spike Wire - Artificer 1 (swapped out)
Ranged 10, One creature
+15 (16) vs Fort, 1d8+10 Force (14 Psychic, 19)
On hit, ENT Any attack deals extra 3 sec damage to target.
E1. Foesnare - Swordmage
Melee weapon, One creature
+18 (19) vs AC, 1d6+10 (12 Psychic, 17) and then target is immobilized until the ENT
Special: You can use this power in place of a melee basic attack when charging
E3. Shocking Feedback - Artificer 3
Immediate Interrupt
Melee or Ranged Weapon, One triggering creature
Trigger: An enemy hits and deals damage to one of your allies with an attack
Target: The triggering enemy
+17 (18) vs AC, 2d6+ 10 Force (12 Psychic, 17) and the ally hit gains resist 5 all until ENT.
E3. Dimensional Vortex
Immediate Interrupt
Range 10, One triggering creature
Trigger: An enemy hits an Ally with a melee attack
+15 (16) vs Will, Teleport 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
E7. Gale-Force Infusion - Artificer 7
Area burst 2 centered on an ally within 10 squares of you
Target: Each enemy in the burst
+15 (16) vs Reflex, 1d10+12 Typeless (16 Psychic, 21), and you slide the target 2 (3) squares.
Effect: The ally in the attack’s origin square gains a +5(+6 AC w/AP) power bonus to AC equal to 2 + sec until the ENT.
Boon - Mass Item Recharge (1 Use)
Burst 20
All allies, each allies in burst recharge 1 item daily power
ITEMS
(Float) L11 Magic Amulet : +3 enchantment
(Float) L8 Armor of Mutual Wards +2 (Leather) : and Whenever you grant an Ally THP, you also gain THP equal to half the value you granted to your Ally.
(Float) L9 Wreathing (Psychic) Drow Long Knife +2 : all damage dealt is Psychic, if you wish (downed from lv 10)
Critical: +1d8 (2d8) Psychic damage per enhancement.
While holding this weapon, you gain Resist 7 (Psychic) against the chosen type of damage.
From Item Level 14 this increases to 10/13/16.
Daily (Standard Action) Blast 3,
+12 vs Reflex (Sec Stat + Enh vs Reflex)
Hit : 1d10 + 7 Psychic, and ongoing immobilized (SE)
From Item Level 15, damage is 2d10/3d10/4d10, and ongoing damage is 10/15/20 (SE).
L2 Adroit Stand Boots: You gain +1 item bonus to Acrobatics. You can stand up from prone as a Swift Action.
L2 Protective whip : +1NAD
Lv4 Siberys Shard of Slaying : You gain a +1 bonus to damage rolls with attacks that use the augmented weapon or implement. Lv14 +3 dmg. Lv 24 +5 dmg.
L6 Armbands of Spatial Power : +2 item bonus to damage rolls of burst, blast, area attacks
L9 Elven Chain Shirt : +1AC
Lv10 Loremaster's Helm (Rare)
Choose from Psychic, Necrotic.
You gain a +1 item bonus to attack with powers that use the chosen keyword.
You gain a +2/4/6/8 item bonus to all monster knowledge checks.
L11 Piercing Gloves : Choose from acid, lightning, fire, cold, necrotic, radiant, psychic, poison. You deal extra 2/4/6 damage of that type or ignore up to 5/10/15 points of resistance against that type.
L0 Anti-Frog cloak with clasp +0 enchantment (Neck slot) - 500gb (Complete immunity against frogs or frog-like creature like toads) (Custom item - Neck Slot)
5 used whips
DEFENSES IN DETAIL
AC 26 (28) : 15Hlv 1Leather 2Enh 6Pri 1EChain 1lightarmor (+2 Defence stance)
Fort 23 : 15Hlv 2Phy 1Class 1ImpDef 3Enh 1protweap
Reflex 24 (26) : 15Hlv 3Int 1Class 1ImpDef 3Enh 1protweap (+2 Defence stance)
Will 28 : 15Hlv 6Cha 1Class 1Eladrin 1ImpDef 3Enh 1protweap
ATTACK IN DETAIL
Normal : 5Hlv + 6Main + 1Expertise(Feat) + 2Enh = 14
Psychic : 5Hlv + 6Main + 1Expertise(Feat) + 2Enh + 1LoreMH = 15
Impl all : 5Hlv + 6Main + 1Expertise(Feat) + 2Enh + 1 SuperiorI(All) = 15
Psychic + All : 5Hlv + 6Main + 1Expertise(Feat) + 2Enh + 1LoreMH + 1 SuperiorI(All) = 16
Weapon + Psychic : 5Hlv + 6Main + 1Expertise(Feat) + 2Enh + 1LoreMH + 3Weapon = 18
Magic weapon +1 = 19
DAMAGE IN DETAIL
Normal : 6Main + 1Focus(Feat) + 2Ench + 1Shard = 10
Psychic : 6Main + 1Focus(Feat) + 2Ench + 1Shard + 2SuperiorI(Psychic) + 2Gloves(Psychic)= 14
Burst, Blast, Area : 6Main + 1Focus(Feat) + 2Ench + 1Shard +. 2ArmbandsSP(item) = 12
Psychic + blast/burst, area : 6Main + 1Focus(Feat) + 2 Ench + 1Shard + 2 SuperiorI(Psychic) + 2 ArmbandsSP(item) + 2 Gloves = 16
XP USAGE
L1 - 7/7
L2 - 6/6
L3 - 6/6
L4 - 6/6
L5 - 6/6
L6 - 6/6
L7 - 6/6
L8 - 6/6
L9 - 6/6
14XP for 5 HP x7 (Do not pick up for lv 1)
14 XP for Feats x7 (Do not include for lv 1 starting feat.)
21 XP for Wizard: U2, Artificer: E1 E3 E7, Swordmage: E1 E3
4 XP for +1pri
2 XP for +1 Skill (5points)
Balance: 0 XP
Read more:
unboundgames.proboards.com/thread/373/secane-ub#ixzz4Cu5B2jE0Contacts
Captain of the Unicorn merchant ship
2nd Lieutenant Baelorn Stormfist (quartermaster) Eaot Garrion
Item Costs (lv 1-10)
360
520
680
840
1000
1800
2600
3400
4200
5000