About Aurr, Artificier
31HP / 15 Bloodied / 8 surges per day at value 7
16 AC = 11 + 2(leather) + 4(int)
15 Passive Insight
Trained Skills: Arcana, Thievery, Heal, Diplomacy and Perception
Background: Cultural assimilator (+2 Insight) While Growing up Aurr learned to be distrustful but morre importantly to blend in with his surroundings.
Changeling Disguise Changeling Racial Power
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
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
Your feint tricks a foe into giving you an advantaae.
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
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
Healing Infusion: Curative Admixture
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
You channel the energy of your infusion into your target's armor, providing lasting protection.
At Will (lvl 1)
Aggravating Force Artificer Attack 1
At-Will + Arcane, Force, Weapon
Crossbow: +6 VS AC, 1d8+4 damage
Target: One creature
At Will (lvl 1)
Thundering Armor Artificer Attack 1
At-Will + Arcane. Implement, Thunder
Wand Implment: +4 vs Fortitude, 1d8+4 damage
Standard Action Close burst 10
Shielding Cube Artificer Attack 1
You direct a minute cube covered in runes into the fray. although small, the cube conlains a force that bashes foes and shields allies
Encounter + Arcane, Force, Implement
Wand implement: +4 vs. Reflex, 2d6+4 danage
Standard Action Ranged 10
Daily (lvl 1)
Life-Tapping Darts Artificer Attack 1
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
(Spiked Gauntlet) +0 vs AC, 1d6
LVL 2 Utility Power
Daily - Minor Action
"You infuse a comrade with a restorative compound. That ally can then redirect excess vitality to other allies"
<<EQUIPMENT AND MONEY>>
flint and steel
2 x sunrod
10 x trail rations
50' hempen rope
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.
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.