Aegis Steadfast

Description:

Aegis Steadfast
Female Unicorn Swordmage
Good
Diety: Luna
Affiliation: Lunar Knights

Level: 7
Exp: 10,000 / 13,000

Strength 14 (2)
Constitution 15 (2)
Dexterity 12 (1)
Intelligence 18 (4)
Wisdom 13 (1)
Charisma 10 (0)

Eyes: Red.
Coat: Light Magenta.
Mane: Dark purple, fades to white.

Hit Points:: 70 / 70
Bloodied: 35
Surge Value: 18
Surges / Day: 10 / 10
Action Points: 1

Size: Medium
Speed: 6 squares
Vision: Normal

Initiative: 1d20 +4 = 3 [half level] +1 [DEX]
Base Strength Attack: 1d20 +5 = + 3 [half level] +2 [STR]
Base Dexterity Attack: 1d20 +4 = + 3 [half level] +1 [DEX]
Base Constitution Attack: 1d20 +5 = + 3 [half level] +2 [CON]
Base Intelligence Attack: 1d20 +7 = + 3 [half level] +4 [INT]
Base Wisdom Attack: 1d20 +4 = + 3 [half level] +1 [WIS]
Base Charisma Attack: 1d20 +3 = + 3 [half level] +0 [CHA]

Armor Class: 23 = 10 +3 [half level] +4 [INT] +3 [leather armor +1] +3 [swordmage warding]
Fortitude Defense: 17 = 10 +3 [half level] +2 [CON] +2 [Amulet]
Reflex Defense: 20 = 10 +3 [half level] +4 [INT] +2 [Amulet] +1 [Boots]
Will Defense: 18 = 10 +3 [half level] +2 [swordmage] +1 [WIS] +2 [Amulet]

Base Saving throw: d20 vs 10

Languages: Common, Zebra

Skills:
Acrobatics: +4 = 1 [DEX] + 3 [half level]
Arcana: +14 = 4 [INT] + 3 [half level] + 2 [Unicorn] +5 [class training]
Athletics: +10 = 2 [STR] + 3 [half level] +5 [class training]
Bluff: +3 = 0 [CHA] + 3 [half level]
Diplomacy: +3 = 0 [CHA] + 3 [half level]
Dungeoneering: +4 = 1 [WIS] + 3 [half level]
Endurance: +10 = 2 [CON] + 3 [half level] +5 [class training]
Heal: +4 = 1 [WIS] + 3 [half level]
History: +7 = 4 [INT] + 3 [half level]
Insight: +11 = 1 [WIS] + 3 [half level] + 2 [Unicorn] +5 [class training]
Intimidate: +3 = 0 [CHA] + 3 [half level]
Nature: +4 = 1 [WIS] + 3 [half level]
Perception: +4 = 1 [WIS] + 3 [half level]
Religion: +7 = 4 [INT] + 3 [half level]
Stealth: +4 = 1 [DEX] + 3 [half level]
Streetwise: +3 = 0 [CHA] + 3 [half level]
Thievery: +4 = 1 [DEX] + 3 [half level]

Feats:
Weapon Expertise (Heavy Blade) +1 to hit with heavy blades
Intelligent Blademaster [FRPG] Use INT mod for basic attacks instead of STR mod.
Toughness +5 hp per tier.
Arcane Familiar (Cat) +2 to Acrobatics checks, can make a check to reduce fall damage even if untrained.
Cat traits: Low light vision, tiny size when active, 6 speed, 1 hp, +5 stealth, limitless existence range.

Rituals Known:
Brew Potion [PH1] (Unicorn Talent) Level: 5 (Page 301)
Category: Creation Time: 1 hour Duration: Until consumed Component Cost: Special (25% reduction) Key Skill: Arcana

At-Will:
Melee Basic Attack: By weapon, damage 1[W]2 [STR bonus] [standard action]
Luckblade Longsword +1 [standard action]
+11 [5 INT attack 3 Proficiency +1 Weapon Expertise +1 Enhancement] vs. AC
1d83 2 STR +1 Enhancement] damage; 11 +1d8 on crit
Ranged Basic Attack: By weapon, damage 1[W]1 [DEX bonus] [standard action]
Bull Rush: +4 [base strength attack] vs fortitude [standard action]
Grab: +4 [base strength attack] vs reflex [standard action]
Move grabbed target: +4 [base strength attack] vs fortitude [standard action]
Escape: +3 [acrobatics] vs reflex / +9 [athletics] vs fortitude [move action]

Unicorn Hand [Unicorn][Minor Action]
Arcane, Conjuration Ranged 2
Effect: Conjure hand in unoccupied space. Pick up, moves or manipulates an adjacent object weighing 20 pounds or less and carries it up to 5 squares.
As a move action, you can move the hand 5 squares. As a free action, you can make it drop an object. As a minor action, you can make it pick up an object.
Sustain Minor: Spend a minor action each round to sustain the hand.
Special: You can’t have more than one hand active at a time.

Aegis of Shielding [Swordmage][Minor Action]
Arcane; 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 5 + your Constitution (2) modifier. (Total 7)
At 11th level, reduce the damage dealt by 10 + your Constitution modifier. At 21st level, reduce the damage dealt by 15 + your Constitution modifier.

Booming Blade [FRPG; Level 1][Standard Action]
Arcane, Thunder, Weapon; Melee weapon
Target: One creature
Attack: 11 (5 INT attack 3 Prof 1 Feat +1 Enhancement) vs. AC
Hit: 1[W] + INT modifier damage (1d83
1), and if the target is adjacent to you at the start of its turn and moves away, it takes 1d6 + Constitution modifier thunder damage.
Increase damage to 2[W] + Intelligence modifier at 21st level.

Lightning Lure [FRPG; Level 1][Standard Action]
Arcane, Lightning, Implement; Ranged 3
Target: One creature
Attack: 8 (7 INT attack, 1 Enhancement) vs Fortitude
Hit: 1d6 + INT modifier 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.

Encounter Powers:
[ ] Second Wind
[ ] Spend an Action Point [free action, not in surprise round]

[ ] Chilling Blow [FRPG; Level 1][Standard Action]
Arcane, Cold, Weapon; Melee weapon
Target: One creature
Attack: 11 (5 INT attack 3 Prof +1 Feat +1 Enhancement) vs. AC
Hit: 1[W] + INT modifier cold damage (1d84), and the target takes cold damage equal to your Constitution modifier each time it attacks until the start of your next turn.

Transposing Lunge [FRPG; Level 3][Standard Action]
Arcane, Teleportation, Weapon; Melee
Target: One creature
Attack: 11 (5 INT modifier, 3 Proficiency, 1 Feat, 1 Enhancement) vs. AC
Hit: 2d8 + INT modifier 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.

Silversteel Veil [Minor Action]
Arcane, Force, Close burst 1
Targets: Self and all allies in burst.
Effect: All affected targets gain +2 AC and reflex until end of next turn.

Arcane Mutterings [Free Action]
Personal
Trigger: You would make a Bluff, a Diplomacy, or an Intimidate check
Effect: You make an Arcana check In place of the Bluff, Diplomacy, or Intimidate check.

Dazing Rebuke [Immediate Reaction]
Arcane, Force, Implement
Trigger: An enemy within 5 squares hits or misses an ally.
Target: The triggering enemy.
Attack: 8 (7 INT attack, 1 Enchantment)
Effect: 1d8 + INT modifier damage, target is dazed until your next turn.
Aegis of Shielding: Target is also at a -2 attack penalty until your turn ends.

Daily Powers:
[ ] Burning Blade [FRPG; Level 1][Standard Action]
Arcane, Fire, Weapon; Melee weapon
Attack: 11 (5 INT attack 3 Prof 1 Feat +1 Enhancement) vs. AC
Hit: 2[W] + INT modifier fire damage. (2d84)
Effect: Until the end of the encounter, your melee attacks deal extra fire damage equal to your STR modifier. (
2)

Lingering Lightning [Standard Action]
Arcane, Implement, Lightning Ranged 5
Target: One, two, or three creatures
Attack: Intelligence vs. Reflex, one attack per target
Hit: 1d8 + 4 damage, and ongoing 5 lightning damage (save ends).
Miss: Half damage, and no ongoing damage.

Item Daily Powers: (Remember, you can only use a maximum of 1 per milestone. Milestone = 2 battles without rest.)
[ ] Luckblade Longsword +1 [AV]
Power (Daily): Free Action. Reroll an attack roll you just made. Use the second result even if it’s lower.

Unicorn Race Features
Unicorn Talent: Chose Brew potion as ritual. (Remember, 75% material cost.)
Dedicated: +2 bonus to knowledge checks. (Religion/Arcana/Nature/History, usually.)
Unicorn Hand racial at-will power.

Swordmage Class Features
This swordmage chose the Aegis of Shielding.
Swordbond (Can call your bonded sword to you from 10 squares away. Bonding to a new sword takes 1 hour.)
Swordmage Warding [+3 on AC assumes blade in one hand, other hand free; wielding a blade without the other hand free gives +1 on AC; see online revision]

Encumberance
Normal Load: 140 lb.
Heavy Load: 280 lb.
Maximum Drag Load: 700 lb.

Equipment:
Backpack 2 lb.
Bedroll 5 lb.
Flint and steel —
Grappling hook 4 lb.
Hammer 2 lb.
Pitons x10 5 lb. (1/2 lb. each)
Pouch (belt) x2 1 lb. (1/2 lb. each)
Rations (1 day) x10 10 lb. (1 lb. each)
Rope (50’, hempen) x1 10 lb.
Sunrod 1 lb. (1 lb. each)
Waterskins x1 4 lb.
Veteran’s Leather Armor +1 15 lb.
Luckblade Longsword +1 4 lb.
Potion of Healing x 0 (1 lb. each) (When used, burn healing surge to regain 10hp)
Defensive Rapier +1
Veterans Leather Armour
Nightmare Moon Emblem
Saddlebag of Holding (Carries 200 lbs of items, only ever weighs 1 lb)
Nail of sealing x 1
Potion of Resistance (cold)
Potion of Resistance (lightning)
Fragment of Fire: Can be used in the Enchant Magic Item ritual with an unenchanted weapon to create a +1 Flaming Weapon (Lvl 5, PHB1) The Fragment covers all material costs except for the weapon itself.

120 Bits

Total Weight: 68 lb.

Magic items:
Weapon: Luckblade Longsword 1 (1d8 on crit) [AV]
Power (Daily): Free Action. Reroll an attack roll you just made. Use the second result even if it’s lower.
Weapon:
Weapon:
Weapon:
Armor: Nightmare Ward Leather Armor +1. (Adventurer’s Vault 2) Level 3.
Property: Resist 5 Psychic damage. +2 item bonus against Charm, Fear and Psychic effects.
Power (Daily): None
Shield:
Arms: Bracers of Defence
Power (daily): Reduce melee damage dealt by 10 (immediate interrupt)
Hooves: Boots of Quickness. +1 reflex.
Hands:
Head: Starlight goggles. Grants low light vision. /> Comprehensive glasses. Can read any language.
Neck: Badge of the Berserker, +2 Fort, Ref, Will. When you charge, your movement made as part of the charge doesn’t provoke opportunity attacks.
Ring:
Ring:
Waist:

Longsword +3 Prof 1d8 15gp 4 lb. Heavy Blade
Leather armor +2 AC 25gp 15 lb. Light Armor

Bio:

She started out as most fillies do, at least until she was orphaned. The details behind this are something she can’t recall in the slightest and if anypony knew the details of how she came to be parentless, they don’t see fit to mention it to her. So instead life went on, before too long she had found herself a home… in Cloudsdale. With the use of an enchanted pendant, she was able to walk among the clouds without the need to constantly cast a cloudwalking spell, something she had rigorously trained herself to cast since she got her hooves on a magic book.

The years went by as she grew and learned and played with her only friend, a pegasus (obviously) who was able to make the socially awkward unicorn at ease. As the duo grew, so to did thier needs. One of them made use of her talent with weather jobs, while the other…. struggled. Not wanting to be a burden, she pondered the best way to make use of her own special talents, something she wouldn’t figure out until the best young flyers competition.

It seemed so simple, but she never even thought about it until she saw the armoured pegasi standing beside Celestia, she could become a guard, a protector, a sheild. Just like her cutie mark.

And so she journyed to Canterlot, where she trained and broadened her magical studies over the years. While it didn’t do much for her discomfort among other ponies her own age,her resilience allowed her to rise as a knight, while her style suited her to the newly formed Lunar Faction, the side of the military that answered to Celestia’s younger sister. A few months after the founding of this new sect, she recieved her first transfer notice, stating she was ready for field work and, most importantly; Make some friends.

Aegis Steadfast

Pastures & Ponies ReiValentine