Ultionis 'Froststrider', Knight of the Winter Court, Syverian Satrapy

Class Levels
Hexblade (5)


Character Reference (4 personality words about character)
Distant, Abrupt, Trenchant, Contemplative

42 / 50

Strength Constitution Dexterity Intelligence Wisdom Charisma
8 12 19 10 12 19
-1 +1 +4 +0 +1 +4
Fort Ref Will Speed Passive Insight Passive Perception
13 16 16 6 Squares 11 11

Initiative: 4
HP: 44
Surges: 7
Surge Value: 11

Parchment Leather Armour (+1)
AC: 18 (10+4+2+1+1)
At Will • Free Action. • Trigger: You use an arcane power and make an attack roll.
Effect: You spend any number of unused charges from this armour and gain a power bonus to the attack roll for the triggering power equal to the number of charges spent.
Get one charge per Extended Rest (Max Charges is Enhancement Bonus)

Blade of Winter's Mourning (Class Summon)
Weapon Category: One-handed military melee weapon • Weapon Group: Light Blade • Proficiency Bonus: +3 • Damage: 1d10
Rod of the Feywild +2 (Implement)
Crit: +2d6 damage, +2d10 with fey powers
When you trigger your fey pact boon you can move an additional 2 squares.
Power (Encounter, Teleportation): Move Action. Teleport 5 squares.

Bracers of Stab
+2 Damage to Basic Attacks

Race Features
Low Light Vision
Dark Reaping
Encounter • Necrotic • Free Action • Trigger: A creature within 5 squares of you drops to 0 hit points.
Effect: One creature of your choice that you hit with an attack before the end of your next turn takes extra necrotic damage equal to 1d8 + (1) Constitution modifier.
Past Life (Eladrin)
Unnatural Vitality - Remain conscious after 0HP until first death save

Class Features
Pact Boon: Soul Step (At Will)
Soul Step
At-Will • Arcane, Teleportation • Free Action Personal • Trigger: You reduce an enemy to 0 hit points, or an enemy adjacent to you drops to 0 hit points.
Effect: You teleport a number of squares up to your Dexterity modifier. • Special: You can use this power only once per round.

Pact Weapon: Blade of Winter's Mourning

Fey Pact - You gain a bonus to the damage rolls of your warlock and warlock paragon path attack powers. The bonus equals your Dexterity modifier.

Rod Expertise (+1 to Attack with Rod, +1 to AC/Reflex)
Silvery Glow (+2 feat bonus to damage rolls with cold and radiant powers)
Improved Defences (+1 to Fort/Reflex/Will)

Acrobatics +4, Arcana +0, Athletics -1, Bluff +4, Diplomacy +4, Dungeoneering +1, Endurance +3, Heal +1, History +0, Insight +1, Intimidate +11, Nature +1, Perception +1, Religion +0, Stealth +9, Streetwise +9, Thievery +9


At Will Powers

Icy Skewer
At-Will • Arcane, Cold, Implement, Weapon • Standard Action Melee weapon • Requirement: You must use this power with your blade of winter's mourning.
Target: One creature • Attack: Charisma vs. AC • Hit: 1 [W] + Charisma modifier cold damage. You gain a +2 power bonus to all defences against the target's attacks until the end of your next turn. • Special: You can use this power as a melee basic attack.
Atk: + 11 (4+3+1+2+2) Dmg: d10+16 (4+4+2+2+2+2)

Eldritch Bolt
At-Will • Arcane, Force, Implement • Standard Action Ranged 10 • Target: One creature • Attack: Charisma vs. Reflex • Hit: 1 d10 + Charisma modifier force damage.
Atk: +7 (4+1+2) Dmg: d10+10 (4+4+2)

Encounter Powers
Piercing Shard
Twice Per Encounter • Arcane, Cold, Illusion, Implement, Psychic, Weapon • Standard Action • Melee weapon • Requirement: You must use this power with your blade of winter's mourning.
Target: One creature • Attack: Charisma vs. Will • Hit: 2[W] + Charisma modifier cold and psychic damage. • Effect: You are invisible to the target until the start of your next turn.
Atk: + 11 (4+3+1+2+2) Dmg: 2d10+14 (4+4+2+2+2)

Daily Powers
Hellfire Blast
Arcane, Fire, Implement • Standard Action • Close blast 3
Target: Each creature in the blast • Attack: Charisma vs. Reflex • Hit: 3d8 + Charisma modifier fire damage. • Miss: Half damage.
Atk: + 7 (4+1+2) Dmg: 3d8+ 10 (4+4+2)

Tentacles of Cryonax
Arcane, Cold, Conjuration, Elemental • Standard Action • Close burst 10
• Effect: You conjure two icy tentacles, each in an unoccupied square in the burst. The tentacles persist until the end of your next turn. Each creature other than you that starts its turn adjacent to a tentacle takes 5 cold damage , and is slowed until the end of its next turn. While a tentacle persists, you can use the secondary power through it.
• Sustain Minor: Roll a d6. On a 1 remove one tentacle. On a 6, add one tentacle to an unoccupied square within 10 squares of you.

Tentacle Attack:
Arcane, Cold, Elemental, Implement • Standard Action • Melee 2
Requirement: The power Tentacles of Cryonax must be active in order to use this power.
Attack: Charisma vs Reflex
Hit: 3d6 + Charisma modifier cold damage, the tentacles pulls the target 1 square and the target is grabbed (save ends).
Each Failed Saving Throw: 5 Cold Damage
Miss: Half Damage

Atk: + 7 (4+1+2) Dmg: 3d6+ 12 (4+4+2+2)

Utility Powers
Ethereal Stride
Encounter • Arcane, Teleportation • Move Action • Personal
Effect: You can teleport 3 squares, and you gain a +2 power bonus to all defences until the end of your next turn.

Lesser Planar Ally
Daily • Arcane, Conjuration • Standard Action • Melee 1
Effect: You conjure the Tiny spirit of a planar being in a square adjacent to you. The spirit is an invisible conjuration that lasts until it is dismissed as a free action or until it completes its task, which can take no longer than 1 hour. You command the spirit to attempt one of the following tasks.
• Locate an Object or a Person: The spirit can locate a specific object or creature within 5 miles of you that you have seen or touched. When it completes the task, the spirit returns to you and describes the direction, distance, and location of the object or creature.
• Explore an Area: The spirit can provide a rough description of an area up to 20 squares on a side, including obvious physical features. The spirit cannot open doors or breach physical or magical barriers, so it cannot explore any area that a Tiny creature couldn't reach. It cannot notice anything that requires a Perception check to detect. When it completes the task, the spirit returns to you and telepathically provides a mental image of the area.


Adventurer's Equipment
Thieves Tools
Resurrection Insurance
Bridle of Conjuration

Mounts and Companions

Smaug The Magnificent: Dragonling. Formerly Familiar of Magnus Sigmund.


Title deeds to "Gentlefrost Mansion" - Ice manse - Tantras, (Varen Froststrider)
5 Retainers
Necromancer Wife, Sylvia Froststrider (Whereabout Unknown)

Ultionis gasps a breath of cold air like it’s his first. His eyes snap open, black except for a dimly flickering pupil. Colors seem dim, and every sound is foreign and filled with newness. Rather than warmth, a chill emanates from within, his chest feeling heavy, strangely offset against the heat felt in his extremities.

The world appears strange, and as he struggles to rise, the distinct sense of a body not your own sets in.
And nothing is your his. He knows that. He remembers that. That’s when other memories come. Before this place, he struggled in … somewhere cold. The sky was dark, but it was also somehow alight with flowing color—as if the wind glowed instead of the stars. Snow buried everything, veiling the landscape into funereal forms. And before that … other memories— scenes, faces, feelings—all a jumble, all confused like a half-forgotten dream.

He knew one thing for certain. He was dead.

He dismisses the thought that given how he looks and feels he may be a little dead still. Pausing for a moment he feels drawn in one direction and start walking, noting all he can about what he sees and hears. He might not remember everything about who he was, but he can make new memories while you try to find out.
Something else hounds his thoughts as he strikes out into an eerily familiar world: The dead don’t come back to life by accident. Someone did this to him, and whoever that was had a reason.

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