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11:13, 27th April 2024 (GMT+0)

Kyle

Kyle, Level 5 Human Artificer
Theme: Scholar

Initiative +2, Perception 18, Insight 13, Normal Vision
HP: 49; Bloodied 24; Surges 11, Value 12
AC: 19; Fort 18, Reflex 18, Will 16
Speed 6
Saves: +2 Vs Ongoing DMG. Poison, Weakened, Slowed, Immobilized.
Resistances: N/A

[M] Melee Basic (Standard; At-Will) * Melee Basic
Talid: +6 Vs. AC; 1d6+1 DMG
Morningstar: +6 Vs. AC; 1d10+1 DMG.

[R] Ranged Basic (Standard; At-Will) * Ranged Basic
Superior Crossbow: +7 Vs. AC; 1d10+1 DMG, Range 50.

[M/R] Magic Weapon (Standard; At-Will) Lv 1 * Arcane, Weapon
Superior Crossbow: +12 Vs. AC; 1d10+5 DMG, Range 50.
Talid: +11 Vs. AC; 1d6+5 DMG.
Morningstar: +11 Vs. AC; 1d10+5 DMG.
Hit: Each Ally Next to Me gets +1 To-Hit, and +Con(3) DMG Rolls,
Until The End Of My Next Turn.

[M5] Static Shock (Standard; At-Will) Lv 1 * Arcane, Implement, Lightning
Superior Crossbow: +8 Vs. AC; 1d8+5 Lightning DMG, Range Melee 5.
Hit: The next attack Target makes before End Of My Next turn, deals -CON(3) DMG.

[CBr10] Thundering Armor (Standard; At-Will) Lv 1 * Arcane, Implement, Thunder
Target: You or One ally in Close Burst 10.
Effect: Primary Target gains +1 AC until End Of My Next Turn, Secondary Attack.
  Secondary Target: One Target next to Primary.
Superior Crossbow: +8 Vs. Fort; 1d8+5 Thunder DMG.
Hit: Push Secondary Target 1.

[M/R] Scouring Weapon (Standard; Encounter) Lv 1 * Acid, Arcane, Weapon
Superior Crossbow: +11 Vs. AC; 2d10+5 Acid DMG, Range 50.
Talid: +10 Vs. AC; 2d6+5 Acid DMG.
Morningstar: +10 Vs. AC; 2d10+5 Acid DMG.
Hit: Target takes -2 AC until End Of My Next Turn.

[RBr1] Lightning Sphere (Standard; Encounter) Lv 3 * Arcane, Implement, Lightning
Target: Each Enemy in Burst 1, range 10.
Superior Crossbow: +8 Vs. Fort; 1d8+5 Lightning DMG, Range 10 Vs Enemies.
Hit: Target grants combat advantage until End Of My Next Turn.

[R] Punishing Eye (Standard; Day) Lv 1 * Arcane, Conjuration, Implement, Psychic
Effect: I conjure an Eye in a tile within 5. It lasts until End of Enc.
Enemies within 3 of Eye do not benefit from concealment.  When an Ally attacks an enemy within 3
of Eye and Hits, Enemy takes Int(4) Psychic DMG. I can move Eye 3 as a Move Action.

[Rr] Dancing Weapon (Minor; Day) Lv 5 * Arcane, Summoning, Weapon.
Requirement: Holding a Melee weapon.
Effect Throw a melee weapon I am holding up to 5, in an unoccupied tile.
HP: Kyle's Bloodied (24).  Defenses: Kyle's. Speed: 0, Fly (Hover) 6. Small.
Special: I do NOT lose a heal surge when Weapon is defeated,
Instead it returns to me ala thrown Magic weapons.  Can not manipulate objects (even if it's a spiked gauntlet).
  Special Commands:
Morningstar:  Minor; Melee 1. +10 Vs. AC; 1d10+5 DMG.
Morningstar: Opportunity Attack; Melee 1. +10 Vs. AC; 1d10+5 DMG.


[CLASS] [CBr5] Healing Infusion: Curative Admixture (Minor; Encounter) Lv 1 * Arcane, Healing
Target: Myself or one Ally in Close Burst 5 (CB 10 lv 11, CB 15 lv 21).
Effect: Target regains HP = Target Surge Value+Wis(1), and I expend an Infusion.
Special: Infusions can only be used twice per Enc, once per round.
Must have infusions to use, and can be used 3 times an Enc at lv 16.

[CLASS] [CBr5] Healing Infusion: Resistive Formula (Minor; Encounter) Lv 1 * Arcane
Target: Myself or one Ally in Close Burst 5 (CB 10 lv 11, CB 15 lv 21).
Effect: The Target gains +1 AC until End of Encounter, and I expend an Infusion.
Target can end bonus as a Free Action to gain Temp HP= Their Surge Value+Con(3).
Special: Infusions can only be used twice per Enc, once per round.
Must have infusions to use, and can be used 3 times an Enc at lv 16.

[UTILITY] Fast Hands (At-Will; Free, Special) Lv 2 * Personal, Utility
Effect: I can draw or sheathe a weapon, pick up an item In my space or
adjacent to me, or retrieve or stow an Item as a Free Action.
Special: I can only do this once per round.

[THEME] Use Vulnerability (Free; Encounter) Lv 1 * Arcane
Trigger: I succeed on a monster knowledge check against a monster I
can see or hear... Why specify that, if I'm already making a monster check?
Effect: If my check meets or Exceeds the Hard DC for the Monster's LV (EX; Lv 1-3, DC 15)
I gain +4 Power Bonus to all defenses against the monster's attacks until End Of MyNT.
Also, until End Of MyNT, I gain +DMG=Int(4) Vs target, but not to DMG types they resist.
If My check does not meet or exceed target DC, My attacks to target deal half DMG Until End Of MyNT.

Alignment: Unaligned
Languages; Common, Dwarven, Elven.
 2 Acrobatics, 11 Arcana*, 2 Athletics, 1 Bluff, 1 Diplomacy, 3 Dungeoneering,
 13 Endurance*, 8 Heal*, 11 Hist*, 3 Insight, 1 Intimidate, 3 Nature, 8 Percep*,
 11 Religion*, 2 Stealth, 1 Streetwise, 7 Thievery*
STR 11(+0/+2)  DEX 10(+0/+2)  WIS 13(+1/+3)
CON 17(+3/+5)  INT 19(+4/+6)  CHA  8(-1/+1)
Equipment: Superior Crossbow Of Long Range(Lv2)+1. Leather Armor Of Cleansing(Lv3)+1.
Amulet Of Physical Resolve(Lv2)+1. Morningstar. Talid.



Racial Attributes: Human. +2 Any.  6 square speed.  2nd language.  +1 to Reflex, Fortitude, Will.  Bonus feat, class skill, At-will power.

Class Attributes:
Artificer
Armor Proficiencies: Cloth, Leather.
Weapon Proficiencies: Simple Melee, Simple Ranged.
Implements: Rods, Staffs, Wands.
Bonus To Defense: +1 Fort, +1 Will.
Arcane Empowerment: You begin each day with one Empowerment, and gain one every Milestone. Must spend at least a short rest with an item to empower it. Options are 'Augment Energy', and 'Impart Energy'.
Arcane Rejuvenation: Whenever an ALLY uses a party owned item's day power, they get Half Lv+Int (1+4=5) Temp HP.
Healing Infusion: you can create Healing Infusions. At the end of an Extended Rest, you create two Infusions that last until the end of your next Extended rest.  At lv 16, you make 3.  You choose effects when you use an infusion, and expend one to use a Healing Infusion power.  During a Rest, you or an ally can spend a healing surge to replenish one of the Infusions expended (up to 2, or 3 at lv 6).  Powers are 'Curative Admixture', and a choice between 'Resistive Formula' or 'Shielding Elixir'.  See Powers.
Ritual Casting: You gain Ritual caster feat as a bonus feat.  You get a Ritual book containing Mastered 'Brew potion', 'Disenchant Magic Item', 'Enchant Magic item', and 'Make Whole'. You can use Disenchant without components.

Artificer Feature Details:
Augment Energy: Using your empowerment during a short rest, you charge a weapon or implement which lasts until it is used or the end of your next extended rest.  After making an attack roll as a Free Action, the wielder can expend the charge to gain a +2 To-Hit bonus on that roll.  You can only Augment an item once per day.
Impart Energy: Using your empowerment during a short rest, you recharge a single Day power of a single item.  An item can be recharged only once per day.

Theme Benefits:
Scholar
Level 1: Gain one additional language (Pick between Draconic, Dwarven, Elven), Gain Vulnability Power. [Picked Elven].
Level 5: Chose training in one new skill and one new language (below).
  Skill selection; Arcana, Dungeoneering, History, Nature, Religion. If already trained in all, instead +2 Bonus to those skills.
  Language Selection; Draconic, Dwarven, Elven. If you already know those, pick one language from the language list. (Picked Religion).
Level 10: You know all the Cannon languages. All of them.  Homebrew made up by the GM languages in a Campaign you are at the GM's mercy if you know or not.
  You can also attempt an Arcana check (Hard DC of your LV) to decipher a message written in code or protected my magical obscurement.

Background Benefit: Brother In Battle;  Add Endurance to C list, +3 Endurance.

Critical: Everything is +1d6.

Special:
  I can use a Crossbow as an Implement for Artificer and Artificer paragon Path powers (Feat).
  +1/2/3 per tier FEAT To-Hit with Wands and Crossbows. I can reload Crossbows as a Free Action. Once per turn I can Free Action Draw/Stow a Wand. (Feat).
  +2 ITEM Bonus to Ongoing DMG Save Throws (Armor).
  +2 ITEM Bonus to Poison, Weakened, Slow, Immobilize Save Throws (Neck).
  +2 DMG vs Bloodied.  (Crimson).

Feats:  Ritual Caster(Free). Crossbow Caster(Human). Weapon Prof; Superior Crossbow(Lv1). Eldritch Fusillade Expertise(Lv2). Durable(Lv4).

Rituals: **: Free Ritual

  **Brew Potion; Lv1, Comp, Varies. Check, Arcana/Religion (None). 1 Hour.
  **Disenchant Magic Item; Lv 6, Comp, Free. Check, Arcana (None). 1 Hour.
  **Enchant Magic Item; Lv4 Comp, Varies. Check, Arcana (None). 1 Hour.
  **Make Whole; Lv 1, Comp, 20% target's cost. Check, Arcana (None). 10 Minutes.
  Amanuensis; Lv1, Comp 10 gp. Checkm Arcana (none). 10 Minutes.
  Comprehend Language: Lv1, Comp 10 GP, Check Arcana, 10 Minutes.
  Secret Page; Lv1, Comp 10, Check Arcana, 10 Minutes.
  Tenser's Floating Disc; lv1, Comp 10, Check Arcana, 10 Minutes.

Additional Equipment:  Ritual Book.
Crimson Determination (Lv4).
Dagger, Mundane Goods here.

Custom Wands:
+1 Wand Of Charm Of Misplaced Wrath(Lv3): [R] 10. Arcane, Charm, Enchantment, Implement.
Int Vs Will: +8 Vs Will.
Hit: Slide target up to 3, Target is Dazed Until End Of My Next Turn.
Effect: Target makes a Basic Attack (Circled Icon monster attacks) of my choice as free action,  +2 DMG roll.

+1 Wand Of Illusory Obstacles(Lv3): [AB1], Burst 1 Vs Enemies, Range 10. Arcane, Illusion, Implement.
Int Vs Will: +8 Vs Will.
Hit: Target is Dazed, and unable to Charge until End Of My Next Turn.
Miss: Target is Unable to Charge, Until End Of My Next Turn.


Cash Etc:
Total GP Value: Whatever.

Char Desc:

Char BG: