"Words of magic, words of steel. My story is written with both."Prerequisite:
Though all swordmages are students of both arcane arts and combat, you take this diversity of interest to its ultimate expression. Strict adherence to a single style or formal school of combat doesn’t interest you. Instead, you build an eclectic fighting style from techniques gathered from far corners of every land. Spells
created by masters whose styles don’t fit into normal swordmage schools are your best weapons.
Your knowledge spans a great number of topics. You could know tales of ancient Cormanthyr, recent events in the Moonshaes, and legends about brave dragonslayers who lived in Abeir long before it returned. You can learn something new from anyone you talk to. Even conflicting views of the same event show you how peoples’ biases can affect their awareness—a weakness you can exploit when fighting. The folklore of each region carries lessons that any warrior can use. In every fable, bit of trivia, or snippet of news, you learn a philosophical lesson that guides you in battle.
WANDERING SWORDMAGE PATH FEATURES Aegis Insight (11th level)
: When you use the aegis of assault power or aegis of shielding power, you add your Wisdom modifier to the power’s burst radius. People's History (11th level)
: Add your Wisdom modifier to your History checks. Teleportation Action (11th level)
: When you spend an action point to take an extra action, you can teleport 5 squares as a free action before taking the extra action. Learn from Experience (16th level)
: When an enemy scores a critical hit against you, you gain a bonus equal to your Wisdom modifier on your next attack roll and damage roll against that creature during this encounter.
Wandering Swordmage Attack 11Four Corners Attack
You are everywhere at once, your blade cutting into your foe from high and low, and from all sides.
Encounter Arcane, Weapon
Standard Action Melee weapon
Primary Target: One creature
Attack: Intelligence vs. AC
Hit: 1[W] + Intelligence modifier + Wisdom modifier damage. Make a secondary attack against the target.
Secondary Attack: Intelligence vs. Fortitude, Intelligence vs. Reflex, or Intelligence vs. Will
Hit (Fortitude): If the attack hits the target’s Fortitude defense, the target takes 1[W] damage and is knocked prone.
Hit (Reflex): If the attack hits the target’s Reflex defense, the target takes 1[W] damage and is slowed until the end of your next turn.
Hit (Will): If the attack hits the target’s Will defense, the target takes 1[W] damage and is dazed until the end of your next turn.
Wandering Swordmage Utility 12Arcane Tanglestep
A swirl of your blade creates a magic snare and two entangled portals. You step through your portal as the enemy feels the yank of the snare.
Encounter Arcane, Teleportation
Immediate Reaction Personal
Trigger: An enemy you have marked hits an ally with an attack that does not include you
Effect: Instead of using your normal aegis of assault immediate reaction or aegis of warding immediate interrupt, you teleport yourself to any location within a number of squares equal to 5 + your Wisdom modifier, and you teleport the enemy that triggered the power to a square adjacent to you.
Wandering Swordmage Attack 20Heritage of Blades
Iridescent blades of force surround you. They parry for your allies and cut your foes.
Daily Arcane, Force, Stance
Standard Action Personal
Effect: Your allies within 2 squares of you gain a +1 power bonus to AC and Reflex defense.
You can use a minor action once on your turn to deal force damage to an enemy of your choice within 5 squares. You deal force damage equal to 2d6 + your Wisdom modifier.
Published in Forgotten Realms Player's Guide, page(s) 68.