Davashuum

Aurr, Artificier's page

100 posts. Alias of Magik13.


Race

Changeling

Classes/Levels

Artificer

Gender

Male

Size

Medium

Alignment

Good

Deity

The Sovereign Host

Location

Eberron

Languages

Common and French

Strength 11
Dexterity 10
Constitution 14
Intelligence 18
Wisdom 14
Charisma 12

About Aurr, Artificier

About Aurr

31HP / 15 Bloodied / 8 surges per day at value 7

17 AC
14 Fort
15 Reflex
15 Will

Defense Breakdowns:

16 AC = 11 + 2(leather) + 4(int)
13 For = 11 + 2(con) + 1(class)
14 Ref = 11 + 4(leather)
14 Wil = 11 + 1(cha) + 1(class) + 1(race)

6 Speed
+0 Initiative

15 Passive Insight
18 Passive Perception

Trained Skills: Arcana, Thievery, Heal, Diplomacy and Perception
Skills: +0 Acrobatics, +10 Arcana, 1 Athletics, +4 Bluff, +9 Diplomacy, 3 Dungeoneering, +3 Endurance, 8 Heal, 5 History, 5 Insight, +2 Intimidate, +3 Nature, +8 Perception, +5 Religion, +1 Stealth, +2 Streetwise, +6 Thievery (+8 w/ tools)

Background: Cultural assimilator (+2 Insight) While Growing up Aurr learned to be distrustful but morre importantly to blend in with his surroundings.

<<RACIAL ABILITIES>>
Skill Bonuses: +2 Bluff, +2 Insight.
You are a shapechanger; you can alter
your appearance. As such, you are subject to effects
and conditions that affect shapechangers.

Changeling Disguise Changeling Racial Power

Details:

You alter your for form to look like another person.
At-Will + Polymorph
Minor Action Personal
Effect: You alter your physical form to take on the appearance of any Medium humanoid. You retain your statistics
in your new form, and your clothing. Armor, and possessions
do not change. The new form lasts until you change
form again.
Any creature that attempts to see through your ruse
makes an Insight check opposed by your Bluff check, and
you gain a +5 bonus to your check.

Changeling Trick Changeling Racial Power

Details:

Your feint tricks a foe into giving you an advantaae.
Encounter
Minor Action Melee 1
Target: One creature
Effect: You make a Bluff check opposed by the target's
passive Insight. If your check succeeds, you gain combat
advantage against the target until the end of your next
turn.

<<CLASS ABILITIES>>
ARCANE EMPOWERMENT
You can empower an item in two ways.
Details:

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.

<<POWERS>>

Healing Infusion: Curative Admixture

Details:

You use the magic of your infusion to heal the wounds of your target.
Encounter (Special) + Arcane, Healing
Minor Action Close burst 5 (10 at 11 th level, 15 at 21 st level)
Target: You or one ally in burst
Effect: The target regains hit points equal to its healing
surge value + your Wisdom modifier(+2), and you expend an
infusion crafted with your Healing Infusion class feature.(+2 feat)
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.

Note: I have a feat called "potent restorable" it gives the target of healing powers gains a +2 extra hit points.

Healing Infusion: Resistive Formula

Details:

You channel the energy of your infusion into your target's armor, providing lasting protection.
Encounter (Special) + Arcane
Minor Action Close burst 5 (10 at 11 th leve l. 1 5 at 21 st leve l)
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.(+2)
Special: You can use two Healing Infusion powers per
encounter, but only one per round.

At Will (lvl 1)

Aggravating Force Artificer Attack 1

Details:

At-Will + Arcane, Force, Weapon
Standard Action Melee or Ranged weapon

Crossbow: +6 VS AC, 1d8+4 damage

Target: One creature
Attack: Intelligence vs. AC
HIt: l W + Intelligence modifier (+4)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.

At Will (lvl 1)

Thundering Armor Artificer Attack 1

Details:

At-Will + Arcane. Implement, Thunder

Wand Implment: +4 vs Fortitude, 1d8+4 damage

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: Intelligence vs. Fortitude
Hit: 1d8 + Intelligence modifier(+4) thunder damage, and you
push the secondary target 1 square away from the primary
target.


Encounter (class)

Shielding Cube Artificer Attack 1

Details:

You direct a minute cube covered in runes into the fray. although small, the cube conlains a force that bashes foes and shields allies
shields allies.

Encounter + Arcane, Force, Implement

Wand implement: +4 vs. Reflex, 2d6+4 danage

Standard Action Ranged 10
Target: One creature
Attack: Intelligence vs. Reflex
HIt: 2d6 + Intelligence modifier force damage.
Effect: Until the end of your next turn, any ally gains a + 1
power bonus to AC while adjacent to the target.

Daily (lvl 1)

Life-Tapping Darts Artificer Attack 1

Details:

You launch magical darts at ally and a foe. The dart that hits the foe transfers energy in a flash.
Daily + Arcane, Implement

Implement: +4 vs Reflex, 2d10 +4 damage
Standard Action Ranged 10
Target: One creature
Attack: Intelligence vs. Reflex
Hit: 2dl0 + Intelligence modifier damage, and one ally
within 10 squares of you gains 10 temporary hit points.
Miss: Half damage, and one ally within 10 squares of you
gains 5 temporary hit points.


Melee Basic:
(Spiked Gauntlet) +0 vs AC, 1d6

Ranged Basic:
(Crossbow) +2 vs AC, 1d8 damage

LVL 2 Utility Power

Restorative Infusion

Daily - Minor Action

"You infuse a comrade with a restorative compound. That ally can then redirect excess vitality to other allies"
Keyword: Arcana
Effect: The target gains 20 temporary hit points. as a minor action, teh target can transfer any number of these temporary hit points to an ally within 5 squares of him or her.
<<FEATS>>
Lvl 1: Ritual Caster (class feat)
Lvl 1: Potent Restorables :Targets of healing powers regain 2 extra hit points
Lvl 2: Accurate Magic weapons : Enhanced weapons or implements gain +1 bonus to next attack roll.
<<Rituals>>
Brew Potion
Disenchant Magic item
Enchant Magic item
Make whole (for repairing warforged!)

<<EQUIPMENT AND MONEY>>
Leather Armor
Adventurer's Kit
Wand implement
Ritual Book
Crossbow
Crossbow bolts
Dagger
Spiked Gauntlet

kit contains:

Contents:

backpack
bedroll
flint and steel
belt pouch
2 x sunrod
10 x trail rations
50' hempen rope
waterskin

17 gp

XP: 0

DESCRIPTION:
Aurr can look like anyone. He tends to stick to generic male face and has no distinguishing features because he rarely wants to stand out. He wears leather armor that is cleaned everyday. He has mutiple Dragon marked House insgnias on his armor that he interchanges regualry. He has a cloak with a hood that covers his face when needed also. On his belt however is many trinkets and tools and somewhat give away his trade as an artificer. Mechnical darts, Rune-engraved spheres and random other tools. His one defining trait is the whislting lullaby that he always unconsciouly whistles when he is working. No matter the face he is wearing he will always be his father's son...

BACKGROUND:

Aurr doesn't remeber much from hie earlier youth. His village was destroyed and parents killed when he was very young. A unit of warforged soldier attacked the village. This was oen of the first times warforged walked or even killed anything in Khorvaire. One warforged named "Cutter" was making sweeps in the huts when he came upon the young Aurr. He was standing there next to his dead family and asked him a simple question: "Why". Cutter could not answer the child and could hardly answer himself as to the reason for this. The warforged left his unit that day and took Aurr with him to raise. If it wasn't for this gesture Aurr would of persihed that day. His childhood was never a stable one. They moved around a lot mostly in cities. Always on the run from House Cannith. Cutter was created as a warrior and only knew of war int he beginning. He was sometimes too protective of Aurr and that typically garnered unwanted attention. Aurr learned to speak for his "father" he did much better. His affinty for device and magic helped him to learn how to repair his warforged parent. Then one day the Last war ended and warforged were decalred a free people. Aurr remebers that day because he came back to an empty home. Their were sign of great struggle but no blood. Many eyewitness saw "men" that were clearly from House Cannith but had a greater air of secrecy about them. aurr has tried to inflitrate House Cannith many times to try to find out who or what might of taken his "Father". That was five years ago. After the Last war, aurr tried to find jobs as an adventurer and found some Sollace in it as the answers to his questions are always just out of his grasp. He is constently amazed however that the kindness of the construct that raised him alwas seems to be much higher than most humans.

CHARACTERISTICS:

Aurr is a good companion if somewhat guarded. Life was not to kind to him but many people in his life were. He finds that most adventurers are out to do good and help people. Sometimes he reveals his tru origin to them sometimes not. Aurr will never let any of his companions die putting his own life in danger to do so.