Kyle
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 (6+5=11) 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.
Paragon Path:
Academy Master
Level 11: When I spend an AP to attack, I can also Reroll the next attack I make that misses, before the End Of My Next Turn.
Level 11b: +2 Bonus to Arcana. When I hit with an Arcane At-Will Attack, I gain +1 Power bonus To-Hit with an Arcane Attack power against that same target, before the end of my next turn.
Level 16: When I hit an enemy with an Arcane At-Will Attack, I deal +3 Extra damage of the type the attack uses. This increases to +5, at level 25.
Learned Boost; Lv 11: Encounter; Standard. Arcane, RELIABLE, Implement Or Weapon.
Effect: Use one of my Arcane At-Will attacks vs Target. If I hit, deal +2W DMG, or +2D if nonweapon.
Refined Recall; Lv 12: Encounter; Free. Arcane.
Trigger: I Miss every target when using an Arcane Attack Power.
Effect: The Attack Power is not expended.
Master's Surge; Lv 20: Day; Standard. Arcane, RELIABLE, Implement Or Weapon.
Effect: Use one of my Arcane Encounter Attack Powers vs Target. That power is not expended. If I hit, deal +2W, or +2D if nonweapon. I can also increase the duration of any effects the power applies to the enemy, to Save Ends.
Epic Path
Avangion
Level 21: +2 To Choice of two from- INT, WIS, and CHA. [Picked INT/WIS].
+Half your Highest Stat mod, to Save Vs Death.
No longer Age. Can't use Arcane Defiling.
Level 24: Low Light, Fly speed = Normal Speed, Speak Supernal and Understand all spoken and written language (screw it, Full auto translate no fine print).
Free action to glow 5 tiles.
No Action to Add Radiant damage on TOP of existing damage to any attack.
Level 24:
Wings Of Gold: Daily; Minor. Arcane, Healing, Zone. Close Burst 5.
Effect: Burst lasts All Encounter, and anchors on Me.
Enemies inside zone who are Vuln Radiant, are treated as Vuln All.
Allies that Start inside zone, can make a save vs any one effect (even if not save ves).
Any bloodied or dying ally that starts inside zone, regains 10 HP.
Level 30: Whenever an ally I can see, or Myself drops to Zero HP or less. I can spend a healing surge as a free action, and restore that characters Surge Value+INT(8) HP.
Theme Benefits:
Alchemist
Level 1: Gain Alchemist feat as a bonus feat. Learn a lv 1 Formula, can use it without relevant skill.
At the end of a Short Rest, I can create One alchemy item of My LV+3 or lower at no cost. Can only have one freebie at a time. Must know formula.
Level 5: Learn a formula of LV+3 or lower.
Level 10: +2 FLAT bonus to Alchemy attack rolls. Learn a formula of Lv+3 or lower.
Grand Total Alchemy Bonus: +2(Item)+2(Theme)+5(Inherent)= +9 to Item listed To-Hit.
Background Benefit: Brother In Battle; Add Endurance to C list, +3 Endurance.
Critical: +5d6.
Special:
POWER; ENCOUNTER; FREE: When I attack, Target Vs Will, and turns all DMG Psychic (Crossbow).
Force Weapon ; +4d6 Force for Crits. Free action to toggle "all damage dealt by this weapon is force"
DAILLY; Free action. When you hit, target slides 1 and is Restrained until end of your next turn.
+2 ITEM Bonus to Ongoing DMG Save Throws (Armor).
+2 ITEM Bonus to Poison, Weakened, Slow, Immobilize Save Throws (Neck).
+4 DMG vs Bloodied. (Crimson).
More Boon Stuff below.
+2 ITEM To-Hit, with Alchemy items (Hands).
+4 Item to Perc/Thievery for Detect and disarm Traps. POWER: Encounter; Minor. Thievery check to disable trap (instead of standard) (Head).
+1 Item AC, (Wondrous, Elven Chain Shirt).
+2 FLAT To-Hit, with Alchemy Items, Stacks (Theme).
I can use a Crossbow as an Implement for Artificer and Artificer paragon Path powers (Feat Lv1).
+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 Lv2).
Swordmage MC. Swordmage Implements. Swordmage Swordbond. Choice of Athletics or Endurance training, Took Athletics.(Feat Lv6).
I can make Alchemy items of +3 My Level, instead of My Level (Feat lv8).
I can use INT instead of DEX, to Disarm/Open Traps/Locks (NOT, to find them). +4 FEAT Bonus to Arcana checks, for Arcane traps/hazards. (Feat lv10).
When a target of Resistive Formula is cashed in for THP, that target can grant an ally within 5 of them the same number of THP. (Feat lv11).
+2 FEAT DMG Rolls, with Arcane attacks Vs enemies that have at least one Ally next to them(Feat Lv12).
I can use enchant item and transfer enchant in 60 seconds (Feat lv14).
Can use INT For Melee Weapon basic attacks (Feat Lv16).
No -2 hit penalty for long range attacks (Feat Lv18).
When I use a power with the Force Keyword, I deal full damage+1d10 against Insubstantial (Feat Lv20).
+2/3/4 FEAT Bonus to Will, At the START of my turn I can save Vs Dazed and Stun, even if it's not a Save Vs (Feat Lv21).
Feats: Ritual Caster(Free). Crossbow Caster(Human). Weapon Prof; Superior Crossbow(Lv1). Eldritch Fusillade Expertise(Lv2). Bastard Sword Proficiency(Lv4). Heart Of The Blade[Swordmage MC](Lv6). Master Mixer(Lv8). Arcane Trapsmith(Lv10).
Enhanced Resistive Formula(Lv11). Retribution Seeker(Lv12). Dungeon Enchanter(lv14). Intelligent Blademaster(Lv16). Distant Shot(Lv18), Inescapable Force(Lv20).
Superior Will(Lv21).
Boons:
Crimson Determination(lv14): +4 Bonus to DMG Rolls, Vs Bloodied.
Flickers Of Faith(Lv4): Property, +1 Surge TOTAL. Utility Power (Healing), Daily; Interrupt.
Trigger: I drop below 1 HP, but do not die instantly.
Effect: Roll 1d6. On a 3 or higher, I regain HP as if I spent a heal surge +roll result.
Pelor's Sun Blessing(Lv3): Property, if I deal any damage to a target that is Vulnerable to Radiant, I deal extra damage equal to my WIS or CON(4), which ever is higher.
Power, Minor Action: I emit Bright light 5.
Power (Healing), Day; Minor: An ally within 5 can spend a heal surge, and that ally also gains +1 Item bonus to Save throws until the end of Encounter.
Mental Block (Lv4): Property, Resist 5 Psychic. +2 Item Save throws Vs Fear or Charm.
Power, Daily (No action): Trigger, subject to fear or charm effect. Effect; make a save throw against triggering effect, save ends effect.
Rituals: **: Free Ritual, NEEDS LOTS OF UPDATING.
**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 (Lv14).
Elven Chain Shirt (Lv 9).
Dagger, Mundane Goods here.
Elemental Prism (Plot Gift, lv 16):
Encounter; Free: Use an attack that deals Acid, Cold, Fire, Lightning, Poison, or Thunder.
Effect: Change all DMG to one of the above types. Gain resist 15 to type until end of your next turn.
Custom Wands:
Int Vs Will: +18 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.
Int Vs Will: +18 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: