Fletch
Attached: Leather Armor(armor), Backpack(Back), Belt Pouch(Fannypack), Bolt Case.
Embedded: Nothing.
Racial attributes: Warforged. +2 CON, +2 STR/INT. Size Medium. 6 speed. Language Common. +2 Endurance, Intimidate. +1 Will.
Warforged Resolve: See power
Living Construct: As a living construct, you have the following traits. You can us attached components and embedded components made for warforged. You dont need to eat, drink, or breathe, but this doesnt render you immune to any effect.
Unsleeping Watcher: Rather than sleep, warforged spend 4 hours refraining from any strenuous activity. You need to spend 4 hours in this state to gain the same benefits other races gain from taking a 6-hour extended rest. While resting in this low-exertion state, you are fully aware of your surroundings and notice approaching enemies and other events as normal.
Warforged Resilience: +2 Bonus to Ongoing DMG Save Throws. When reduced to 0 hit points, you are less likely to die. When you make a death saving throw, you can take the better of your die roll or 10. You still die at the normal negative hit point total.
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 (0+4=4) 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:
Alchemist
Level 1: Free Alchemist Feat. Free Lv1 Forumla that I don't need skill to use. For Known Formulas of My Level or Lower, during a Short Rest I can create one for free. Only one Free Creation can Exist at a time.
Level 5: Learn One Formula of My Level or Lower.
Level 10: Learn One Formula of My Level or Lower. +2 To-Hit with Alchemical Attack Items I create.
Background Benefit: Regional Benefit: Crystal Cloister (Counts as Windrise Ports +1 language and add one skill to class list. Endurance, Thri-Kreen selected.
Critical: +1d6
Special:
I can use a Superior Crossbow as an Implement for Artificer and Artificer paragon Path powers (Feat).
Feats: Ritual Caster(Free). Alchemist (Theme). Crossbow Caster(Lv1). Proficiency; Superior Crossbow (Lv2).
Rituals:
Brew Potion.
Disenchant Magic Item.
Enchant Magic Item.
Make Whole.
Formulas:
Clearwater Solution (Theme Pick).
Additional Equipment: Ritual Book.
Dagger, Bolts(136).
Backpack, Belt pouch, Fire Kit, Waterskin, Crowbar, Climber's Kit, Hemp Rope(50ft), Miner's Helmet, Torch(5), Lantern, Oil(5), Signal Ammo(5), Iron Spikes(10).
SD(2). WFSD(8).
Cash Etc:
PP: 0
GP: 60
SP: 3
CP: 4
Total GP Value: See Above
Weight: 130/160 (110 Normal, 160 Muleback)
Char Desc: When not wrapped up to a nearly excessive degree in concealing clothing, Fletch is a Warforged of Red Brick and gray hide. Fletch's head is the size and general shape of the average Mull's with near featureless face. There are only small pits for eyes and bare minimum for a functioning mouth (if it wasn't for consumable items, Fletch would lack even that). The rest of his red brick formed body follows similar minimalist lines with the exception of his hands. Gray Baazrag hide is mounted into place to form Fletch's joints and more frequently in need of flexibility areas.
Fletch's clothing consists of Hide armor of the same material his joints use (Baazrag are big, so why waste?). Not that you could see it very well underneath the light brown robes. His hands and feet wrapped in ragged cloth boots and gloves respectively. His head and face wrapped in a similarly colored scarf.
Yes, Flecth is dressed like a freaking Tusken Raider minus the stupid facemask.
Short version, Tusken Raider minus the stupid mask. Worn by a mostly carved red brick with 'joints' of Baazrag hide Warforged.
Char BG: The Naturally occurring and Deliberately occurring population of the Crystal Cloister are significantly higher up the alignment ladder than many denizens of Athas. Even then, their continued existence comes with the knowledge that they need to be on watch for those out to kill them, and to be ready and capable of doing it to those sorts first. Add in their ability to create Warforged, and you have the incidental population of Athas reaching the more common to other Campaign setting reason they exist themselves in the first place.
To fight their battles for them.
Fletch was crafted with the minimalist design of one not expected to survive, but still considered above expendable. At the start, he was merely another of those who took part in patrols and tasked with managing the spare equipment during these times. Fletch came to know the harsh sun and sands of Athas around the cloister as his home, with the cloister itself merely being a place to restock supplies and to keep dangers away from.
In the cold nights, Fletch would maintain the gear of his patrols and repair the goods scavenged from those that justified the need for such patrols. Clumsy assaults with crude spears made way for Carrikal and Trikal, those more adept at combat were given weapons suited to their skills repaired of made from scratch by Fletch. He himself would graft the short blade given to him his first day of life into his own body as both a reminder, and a means of ensuring he was not helpless when face with a situation the bow he had begun to use primarily was of no use.
Time passed, the Sun burned in the unforgiving sky and nights brought their deep cold. A mission of deep importance to the survival of Crystal Cloister in planning. There would be those who left the only home they had known. Fletch would merely be traveling farther into the one he knows.