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17:39, 27th April 2024 (GMT+0)

Jengus

Ju'ron, level 1 Goblin Artificer
Age: 18, Height: 3' 6", Weight: 45 lb.

Goblin Tactics: You avoid your enemy’s blow and cleverly slink past his defenses. When you are missed by a melee attack, you shift 1 square as an Immediate Reaction.

Arcane Empowerment: Your study of magic has given you the ability to manipulate the arcane energy contained within items. You begin each day with the ability to empower a magic item, and you gain one additional arcane empowerment for each milestone you reach. You must spend a short rest with an item in order to empower it. You can empower an item in two ways.
Impart Energy: You recharge the daily power of a magic item. An item can be recharged only once per day in this way.
Augment Energy: You infuse a weapon or an implement with a reservoir of energy that lasts until the end of your next extended rest or until it is expended. 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. An implement or a weapon can be augmented only once per day in this way.


Arcane Rejuvenation: Before combat, an artificer spends time infusing his or her allies' magic items with curative energy. Whenever one of the artificer's allies uses 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.

Initiative +0, Perception 16, Insight 11, Low-light vision
HP 24; Bloodied 12; Surges 7; value 6
AC 16; Fortitude 12, Reflex 15; Will 13
Resist
Speed 6
[M/R] Basic Attack (Standard; At-Will) * Melee or Ranged
Keyword
(Melee): +? vs. AC; 1d4+0 dmg
(Ranged): +? vs. AC; 1d4+0 dmg
[M/R] Aggravating Force (Standard; At-Will) * Melee or Ranged weapon
Arcane, Force, Weapon
When your infused weapon strikes an enemy, the weapon unleashes a force that rattles the foe.
+4 vs. AC; 1[W] + Intelligence modifier force damage, and the next ally to attack the target before the end of your next turn gains a +2 power bonus to the attack roll.
Level 21 : 2[W] + Intelligence modifier damage.
[C] Thundering Armor (Standard; At-Will) * Close burst 10
Arcane, Implement, Thunder
Thunder ripples outward from your implement, coalescing around you or an ally before focusing its might on a nearby enemy.
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
+4 vs. Fort; 1d8 + Intelligence modifier thunder damage, and you push the secondary target 1 square away from the primary target.
Level 27: 2d8 + Intelligence modifier thunder damage.
[C] Healing Infusion: Curative Admixture (Minor; Encounter) * Close burst 5 (10 at 11th level, 15 at 21 st level)
Arcane, Healing
You use the magic of your infusion to heal the wounds of your target.
Target: You or one ally in burst
Effect: The target regains hit points equal to its healing surge value + your Wisdom modifier, and you expend an infusion crafted with your Healing Infusion class feature.
Level 6: Healing surge value + your Wisdom modifier + 2.
Level 1 1: Healing surge value + your Wisdom modifier + 4.
Level 16: Healing surge value + your Wisdom modifier + 6.
Level 21: Healing surge value + your Wisdom modifier + 8.
Level 26: Healing surge value + your Wisdom modifier +10.

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.
[C] Healing Infusion: Resistive Formula (Minor; Encounter) * Close burst 5 (10 at 11th level, 15 at 21 st level)
Arcane
You channel the energy of your infusion into your target's armor. providing lasting protection.
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 + your Constitution modifier.
Level 11: Temporary hit points equal to the target's healing surge value + twice your Constitution modifier.
Level 21: Temporary hit points equal to the target's healing surge value + three times your Constitution modifier.

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.
[M/R] Scouring Weapon (Standard; Encounter) * Melee or Ranged weapon
Acid, Arcane, Weapon
You infuse your weapon with acid, momentarily corroding your opponent's defenses.
+4 vs. AC; 2[W] + Intelligence modifier acid damage, and the target takes a -2 penalty to AC until the end of your next turn.
[A] Caustic Rampart (Standard; Daily) * Area wall 5 within 10 squares
Acid, Arcane, Conjuration, Implement
You spill some liquid and infuse it with energy, creating a defensive wall of acidic fumes.
Effect: You conjure a wall of acidic fumes. The wall can be up to 2 squares high and must rest on a solid surface, and it lasts until the end of your next turn. The wall is difficult terrain, and its squares are lightly obscured. Any creature that starts its turn within the wall or adjacent to it takes acid damage equal to 1d6 + your Intelligence modifier.
Sustain Minor: The wall persists.
Alignment: Good; Languages: Common, Goblin
(* = Trained in that skill)
0 Acrobatics, 9 Arcana*, 0 Athletics, 2 Bluff, 7 Diplomacy*,
1 Dungeoneering, 1 Endurance, 6 Heal*, 9 Hist*, 1 Insight, 2 Intimidate,
1 Nature, 6 Perception*, 4 Religion, 2 Stealth, 2 Streetwise, 2 Thievery
Str 10(0) Dex 10(0) Wis 12(1)
Con 12(1) Int 18(4) Cha 14(2)
Equipment: S.A.K., Leather Armor, Staff, Sling, Spiked gauntlet, Money: 49 gold



HEALING INFUSION
You can create healing infusions for later use. At the end of an extended rest, you create two healing infusions that last until the end of your next extended rest. At 16th level, you instead create three healing infusions.

You determine the effect of a healing infusion at the time you use the power, not at the time you create it. When you use a Healing Infusion power, you expend one of the infusions you created during your last extended rest. During a short rest, you or an ally can spend a healing surge to replenish one of the infusions expended.

RITUAL CASTING
You gain the Ritual Caster feat as a bonus feat, allowing you to use magical rituals (see Chapter 10 of the Player's Handbook). You own a ritual book, and it contains the following rituals that you have mastered: Brew Potion, Disenchant Magic Item, Enchant Magic Item, and Make Whole. In addition, you can use Disenchant Magic Item without expending components.



Rituals:
00) Brew Potion
00) Disenchant Magic Item (Component Free)
00) Enchant Magic Item
00) Make Whole


Feats:
00) Ritual Caster (Bonus Class feat)
01) ??

Background Benefit: ??


Character description/personality:


Combat tactics:


Character background:





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