Zombies!
DnD Dice
Werewolf
Magic: Darksteel
ICE pack
Zombies!
DnD Dice
Werewolf
Magic: Darksteel
ICE pack
Level 1
Level 2
Level 3
Level 5
Level 6
Level 7
Level 9
Level 10
Level 13
Level 15
Level 16
Level 17
Level 19
Level 22
Level 23
Level 25
Level 27
Level 29
Battle Sorcerer
Class Traits
Role: Striker
Power Source: Arcane
Key Abilities- Charisma, Dexterity, Constitution
Armor Proficiencies: Cloth
Weapon Proficiencies: None
Bonus to Defenses: +1 Fortitude, +1 Will
Hit Points at 1st Level: 12+Constitution
Hit Points for each Level gained: 5
Healing Surges: 6+Constitution Modifier
Skills: Trained in Arcana and three others.
Bluff, Diplomacy, Intimidate, Endurance, Insight, Athletics, Streetwise, Dungeoneering
Class Features:
Soul's Gate: Choose One- Evoker or Transmuter
Evoker- Whenever you hit a creature you have Arcane Marked deal damage equal to your Dexterity Modifier to that creature.
Transmuter- If you have Arcane Marked a creature your spells ignore an amount of each of that creature's resistances equal to your Constitution Modifier.
Arcane Mark- Once per turn as a free action you may place an Arcane Mark on a target of any attack you can apply your Arcane Gate class feature to.
Marked creature has a -1 penalty defenses against your powers. (This is not the "marked condition)
-2 penalty at 21st Level
Arcane Gate- You have an enhancement bonus equal to one fifth your level (rounded down)+1 on attack and damage rolls for your Battle Sorcerer powers. When you score a critical hit you add 1d6 for each point of bonus. (This bonus also applies to powers gained through Battle Sorcerer paragon paths.)
Arcane Armor- When both your hands are free you gain a +1 shield bonus to AC and Reflex Defense. (Your hands must not be holding weapons or a shield, however you may use your hands as unarmed weapons while retaining the bonus.)