Post by Neo|*|Origin on Jan 15, 2010 1:55:14 GMT 8
Player : Marcus - DMC
-Update in progress-
References:
Eberron Player's Guide - EPG
Character
Character Name : Harkkonen|11|
Character Race : Warforged
Character Class : Artificer
Alignment : Unaligned
Deity : Unknown
Gender : M
Age : Unknown
Size : Medium
Height : 7’2”
Weight : 550 lbs.
Paint : Yellow, White, Grey and Gold streaks
Scanner Retina : Green
Character Level : 3
Experience Points : 2440
Paragon Path :
Epic Destiny :
Known Languages : Common
Attributes
Str : 12 [+1]
Con : 16 [+3]
Dex : 10 [+0]
Int : 18 [+4]
Wis : 11 [+0]
Cha : 8 [-1]
Point Buy Array : 10 [+2 racial], 14 [+2 racial], 10, 18, 11, 8
Vision : Normal
Health
Hit Points : 35
Bloodied : 17
Healing Surge : 8
Surges / Day : 9 [6+3 (class, Con)]
Armor and defense
Armor Class : 14 [10 +1+2+1 (half-level,leather armor,gauntlet)]
Fortitude : 15 [10 +1+3+1 (half-level,Con,class)]
Reflex : 15 [10 +1+4 (half-level,Int)]
Will : 13 [10 +1+0+1+1 (half-level,Wis,class,racial)]
Resistance:
Special Armor Class Notes :
Special Save Notes :
Combat Statistics
Initiative Modifier : +4 [+0+0+4 (Dex,Class,Feat)]
Special Combat Notes :
Special Armor Class Notes : +1 cold resist [LORTEX house rule]
Special Save Notes :
Weapons
-Tachyon Isotope (Implement - Rod)
-Tachikuma Semi-Auto + Flawed Life Rune (Crossbow) : 15/30 Load minor
Powers
Racial power: Warforged Resolve [EPG]
Class power:
-Arcane Empowerment - Impart Energy: Recharge daily power of a magic item
-Arcane Empowerment - Augment Energy: 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.
-Arcane Rejuvenation - Whenever allies use a magic item's daily power, that ally absorbs the energy and gains temporary hit points equal to one-half your level + your Intelligence modifier.
-Healing Infusion [EPG]
1] Magic Weapon - At-Will 1 [EPG]
2] Thundering Armor - At-Will 1 [EPG]
3] Burning Weapons - Encounter 1 [EPG]
4] Icebound Sigil - Daily 1 [EPG]
5] Bolster Armor - Daily 1 [EPG]
-Magic Weapon [EPG 47] : To-hit: +8 [+1+4+2+1 (Lvl,Int,Prof,Pwr)]
Artificer Attack 1
At-Will ✦ Arcane, Weapon
Standard Action, Melee or Ranged weapon
Target: One creature
Attack: Intelligence + 1 vs. AC
Hit: 1[W] +[4]Intelligence modifier damage, and each ally adjacent to you gains a +1 power bonus to attack rolls and a bonus to damage rolls equal to your [+3]Constitution modifier until the end of your next turn.
Enhancement at level 21.
-Thundering Armor [EPG 47] : To-hit: +5 [+1+4+0 (Lvl,Int,Pwr)]
Artificer Attack 1
At-Will ✦ Arcane, Implement, Thunder
Standard Action, Close Burst 10
Primary Target: You or one ally in burst
Effect: The primary target gains a +1 power bonus to AC until the end of your next turn. Make an attack.
Enhancement at level 21.
Encounter :
-Warforged Resolve [EPG 32] :
Warforged Racial Power
Encounter ✦ Healing
Minor Action, Personal
Effect: You gain a number of temporary hit points equal to 3 + [1]one-half your level and can make a saving throw against one effect on you that deals ongoing damage. If you are bloodied, you also regain hit points equal to 3 +[1]one-half your level.
-Healing Infusion - Curative Admixture [EPG 45] :
Artificer Feature
Encounter (Special) ✦ Arcane, Healing
Minor Action, Close Burst 5 (10 at 11th level, 15 at 21st level)
Target: You or one ally in burst
Effect: The target regains hit points equal to its healing surge value +[0]your Wisdom modifier, and you expend an infusion crafted with your Healing Infusion class feature.
Enhancements at Level 6, 11, 16, 21, 26
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.
-Healing Infusion - Resistive Formula [EPG 45] :
Artificer Feature
Encounter (Special) ✦ Arcane
Minor Action, Close Burst 5 (10 at 11th level, 15 at 21st level)
Target: You or one ally in burst
Effect: The target gains a +1 power bonus to AC until the end of the encounter, and you expend an infusion crafted with your Healing Infusion class feature. The target can end the bonus as a free action to gain temporary hit points equal to its healing surge value +[3]your Constitution modifier.
Enhancements at level 11, 21.
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.
Enhancements at Level 6, 11, 16, 21, 26
-Unbreakable Fortress :
Warforged Sentient Growth
Encounter ✦
Move Action, Personal
Require: Siege Mode Active
Effect: Sustain Move Action - +3 to AC and Fort
Special: Optional to sustain Minor Action to increase AC bonus by 1 to a total boost of +4 AC (Fort remains at +3).
-Burning Weapons [EPG 47] : To-hit: +8 [+1+4+2+1 (Lvl,Int,Prof,Pwr)]
Artificer Attack 1
Encounter ✦ Arcane, Fire, Weapon
Standard Action, Melee or Ranged weapon
Target: One creature
Attack: Intelligence vs. AC
Hit: 1[W] +[4]Intelligence modifier fire damage. Until the end of your next turn, you and any ally within 2 squares of you deals extra fire damage equal to your [+3]Constitution modifier with weapon or fire attacks.
Lightning Sphere [EPG 49] : To-hit: +8 [+1+4+2+1 (Lvl,Int,Prof,Pwr)]
Artificer Attack 3
Encounter ✦ Arcane, Implement, Lightning
Standard Action, Area burst 1 within 10 squares
Target: Each enemy in burst
Attack: Intelligence vs. Fortitude
Hit: 1[W] +[4]Intelligence modifier lightning damage, and the target grants combat advantage until the end of your next turn.
Daily :
-Icebound Sigil [EPG 48] :
Artificer Attack 1
Daily ✦ Arcane, Cold
Minor Action, Melee Touch
Target: One weapon or implement
Effect: Until the end of the encounter, any attack that uses the target as a weapon or an implement deals extra cold damage equal to your [+3]Constitution modifier.
As a free action, the target’s wielder can end the effect when he or she hits a creature. That creature is then immobilized (save ends).
-Bolster Armor [EPG 48] :
Artificer Utility 2
Daily ✦ Arcane
Minor Action, Melee Touch
Target: You or one ally
Effect: The target gains a +1 power bonus to AC. When hit by an attack, the target can end this bonus as a free action to gain a +4 bonus to AC against that attack.
Skills [/u]
Feats
Racial & Class Features :
Worn Equipment :
Head Slot: Tachikuma Vision Uplink Chip [Vision Circlet] +5 perception
Neck Slot:
Waist Slot:
Hands Slot: Tachikuma [LORTEK Gauntlet]
Arms Slot:
Feet Slot: Tachikuma Guard [LORTEK Guard] Minor action, stand from prone
Armour Slot:
Weapon Slot:
Ring Slot:
Other Equipment :
1] Field Kit
2] Combat Kit
3]
4]
..]
Gold: 347GP
Background Story
Background Effect: (+2 Arcana etc stuff)
Story:
-Update in progress-
References:
Eberron Player's Guide - EPG
Character
Character Name : Harkkonen|11|
Character Race : Warforged
Character Class : Artificer
Alignment : Unaligned
Deity : Unknown
Gender : M
Age : Unknown
Size : Medium
Height : 7’2”
Weight : 550 lbs.
Paint : Yellow, White, Grey and Gold streaks
Scanner Retina : Green
Character Level : 3
Experience Points : 2440
Paragon Path :
Epic Destiny :
Known Languages : Common
Attributes
Str : 12 [+1]
Con : 16 [+3]
Dex : 10 [+0]
Int : 18 [+4]
Wis : 11 [+0]
Cha : 8 [-1]
Point Buy Array : 10 [+2 racial], 14 [+2 racial], 10, 18, 11, 8
Vision : Normal
Health
Hit Points : 35
Bloodied : 17
Healing Surge : 8
Surges / Day : 9 [6+3 (class, Con)]
Armor and defense
Armor Class : 14 [10 +1+2+1 (half-level,leather armor,gauntlet)]
Fortitude : 15 [10 +1+3+1 (half-level,Con,class)]
Reflex : 15 [10 +1+4 (half-level,Int)]
Will : 13 [10 +1+0+1+1 (half-level,Wis,class,racial)]
Resistance:
- 1 cold resist [Lortex armor]
Special Armor Class Notes :
- +1 cold resist [LORTEX house rule]
Special Save Notes :
- +2 saving throws against ongoing dmg [Warforged Resilience]
- Take better die roll result or 10 when making death saving throws [Warforged Resilience]
Combat Statistics
Initiative Modifier : +4 [+0+0+4 (Dex,Class,Feat)]
Special Combat Notes :
Special Armor Class Notes : +1 cold resist [LORTEX house rule]
Special Save Notes :
Weapons
-Tachyon Isotope (Implement - Rod)
-Tachikuma Semi-Auto + Flawed Life Rune (Crossbow) : 15/30 Load minor
- +7 [+1+4+2 (Lvl,Int,Prof)]
- Ranged Damage (Basic): 1d8 +0 (dex) +1 fire +15% 5HP leech
Powers
Racial power: Warforged Resolve [EPG]
Class power:
-Arcane Empowerment - Impart Energy: Recharge daily power of a magic item
-Arcane Empowerment - Augment Energy: 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.
-Arcane Rejuvenation - Whenever allies use a magic item's daily power, that ally absorbs the energy and gains temporary hit points equal to one-half your level + your Intelligence modifier.
-Healing Infusion [EPG]
1] Magic Weapon - At-Will 1 [EPG]
2] Thundering Armor - At-Will 1 [EPG]
3] Burning Weapons - Encounter 1 [EPG]
4] Icebound Sigil - Daily 1 [EPG]
5] Bolster Armor - Daily 1 [EPG]
-Magic Weapon [EPG 47] : To-hit: +8 [+1+4+2+1 (Lvl,Int,Prof,Pwr)]
Artificer Attack 1
At-Will ✦ Arcane, Weapon
Standard Action, Melee or Ranged weapon
Target: One creature
Attack: Intelligence + 1 vs. AC
Hit: 1[W] +[4]Intelligence modifier damage, and each ally adjacent to you gains a +1 power bonus to attack rolls and a bonus to damage rolls equal to your [+3]Constitution modifier until the end of your next turn.
Enhancement at level 21.
-Thundering Armor [EPG 47] : To-hit: +5 [+1+4+0 (Lvl,Int,Pwr)]
Artificer Attack 1
At-Will ✦ Arcane, Implement, Thunder
Standard Action, Close Burst 10
Primary Target: You or one ally in burst
Effect: The primary target gains a +1 power bonus to AC until the end of your next turn. Make an attack.
- Secondary Target: One creature adjacent to the primary target in burst
Attack: [+4]Intelligence vs. Fortitude
Hit: 1d8 +[4]Intelligence modifier thunder damage, and you push the secondary target 1 square away from the primary target.
Enhancement at level 21.
Encounter :
-Warforged Resolve [EPG 32] :
Warforged Racial Power
Encounter ✦ Healing
Minor Action, Personal
Effect: You gain a number of temporary hit points equal to 3 + [1]one-half your level and can make a saving throw against one effect on you that deals ongoing damage. If you are bloodied, you also regain hit points equal to 3 +[1]one-half your level.
-Healing Infusion - Curative Admixture [EPG 45] :
Artificer Feature
Encounter (Special) ✦ Arcane, Healing
Minor Action, Close Burst 5 (10 at 11th level, 15 at 21st level)
Target: You or one ally in burst
Effect: The target regains hit points equal to its healing surge value +[0]your Wisdom modifier, and you expend an infusion crafted with your Healing Infusion class feature.
Enhancements at Level 6, 11, 16, 21, 26
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.
-Healing Infusion - Resistive Formula [EPG 45] :
Artificer Feature
Encounter (Special) ✦ Arcane
Minor Action, Close Burst 5 (10 at 11th level, 15 at 21st level)
Target: You or one ally in burst
Effect: The target gains a +1 power bonus to AC until the end of the encounter, and you expend an infusion crafted with your Healing Infusion class feature. The target can end the bonus as a free action to gain temporary hit points equal to its healing surge value +[3]your Constitution modifier.
Enhancements at level 11, 21.
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.
Enhancements at Level 6, 11, 16, 21, 26
-Unbreakable Fortress :
Warforged Sentient Growth
Encounter ✦
Move Action, Personal
Require: Siege Mode Active
Effect: Sustain Move Action - +3 to AC and Fort
Special: Optional to sustain Minor Action to increase AC bonus by 1 to a total boost of +4 AC (Fort remains at +3).
-Burning Weapons [EPG 47] : To-hit: +8 [+1+4+2+1 (Lvl,Int,Prof,Pwr)]
Artificer Attack 1
Encounter ✦ Arcane, Fire, Weapon
Standard Action, Melee or Ranged weapon
Target: One creature
Attack: Intelligence vs. AC
Hit: 1[W] +[4]Intelligence modifier fire damage. Until the end of your next turn, you and any ally within 2 squares of you deals extra fire damage equal to your [+3]Constitution modifier with weapon or fire attacks.
Lightning Sphere [EPG 49] : To-hit: +8 [+1+4+2+1 (Lvl,Int,Prof,Pwr)]
Artificer Attack 3
Encounter ✦ Arcane, Implement, Lightning
Standard Action, Area burst 1 within 10 squares
Target: Each enemy in burst
Attack: Intelligence vs. Fortitude
Hit: 1[W] +[4]Intelligence modifier lightning damage, and the target grants combat advantage until the end of your next turn.
Daily :
-Icebound Sigil [EPG 48] :
Artificer Attack 1
Daily ✦ Arcane, Cold
Minor Action, Melee Touch
Target: One weapon or implement
Effect: Until the end of the encounter, any attack that uses the target as a weapon or an implement deals extra cold damage equal to your [+3]Constitution modifier.
As a free action, the target’s wielder can end the effect when he or she hits a creature. That creature is then immobilized (save ends).
-Bolster Armor [EPG 48] :
Artificer Utility 2
Daily ✦ Arcane
Minor Action, Melee Touch
Target: You or one ally
Effect: The target gains a +1 power bonus to AC. When hit by an attack, the target can end this bonus as a free action to gain a +4 bonus to AC against that attack.
Skills [/u]
Acrobatics | 1 |
Arcana | 10 |
Atheletics | 2 |
Bluff | 0 |
Diplomacy | 0 |
Dungeoneering | 6 |
Endurance | 6 |
Heal | 6 |
History | 10 |
Insight | 1 |
Intimidate | 2 |
Nature | 1 |
Perception | 11 |
Religion | 5 |
Stealth | 1 |
Streetwise | 0 |
Thievery | 1 |
Feats
- Implement Expertise [PHB2]
- Improved Initiative [PHB]
Racial & Class Features :
- Living Construct: Do not need to eat, drink, breathe, or sleep. No need Endurance checks for starvation, thirst or suffocation.
- Unsleeping Watcher: Do not sleep and fully aware of surroundings during extended rest.
- Warforged Mind: +1 Will
- Warforged Resilience: +2 ongoing dmg saving throws; take 10 or better die roll on death saving throw
- Arcane Empowerment: Impart+Augment Energy
- Arcane Rejuvenation: When an ally uses a magic item's daily power, that ally absorbs the energy and gains temporary hp equal to one-half your level + your Intelligence modifier
- Healing Infusion: Create healing infusions - Curative Admixture + Resistive Formula
- Ritual Casting: You own a ritual book - Brew Potion, Disenchant Magic Item (w/o expending components), Enchant Magic Item and Make Whole
Worn Equipment :
Head Slot: Tachikuma Vision Uplink Chip [Vision Circlet] +5 perception
Neck Slot:
Waist Slot:
Hands Slot: Tachikuma [LORTEK Gauntlet]
Arms Slot:
Feet Slot: Tachikuma Guard [LORTEK Guard] Minor action, stand from prone
Armour Slot:
Weapon Slot:
Ring Slot:
Other Equipment :
1] Field Kit
2] Combat Kit
3]
4]
..]
Gold: 347GP
Background Story
Background Effect: (+2 Arcana etc stuff)
Story: