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Dragon

Kriv the Crafty's page

39 posts. Alias of FabesMinis.


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About Kriv the Crafty

Kriv "the Crafty" Dragonborn Artificer Level 1
Kriv Iyotar of Clan Flamebrow - will introduce himself as Kriv Flamebrow

Combat Notes: Healing Infusion used once in Encounter 1.

Background: Auspicious Birth
=========================================
Initiative +1
Passive Perception 15, Passive Insight 12
Languages: Common, Draconic
Alignment: Unaligned
=========================================
HP 28 Bloodied 14
Current HP: 20
Healing Surge: 9 Surges/Day: 9
AC 15 Fort 13 Ref 13 Will 13
Saves: -
Action Points: 1
=========================================
Speed: 6 squares
Basic Melee Attack: Quarterstaff +3 vs AC 1d8+1
Basic Melee Attack: Dagger +4 vs. AC 1d4+1
Basic Ranged Attack: Dagger +4 vs AC 1d4 5/10
Basic Ranged Attack: Hand Crossbow +3 vs. AC 1d6 Range 10/20
=========================================
Skills: Acrobatics (+3), Arcana (+8)t, Athletics (+3), Bluff (+4), Diplomacy (+7)t, Dungeoneering (+2), Endurance (+4), Heal (+2), History (+10)*t, Insight (+2), Intimidate (+6)*, Nature (+2), Perception (+5)t, Religion (+5), Stealth (+3),Streetwise (+4), Thievery (+6)t

* Includes racial bonus t= trained

Feats: Jack of All Trades (+2 to all untrained skills - included), Ritual Caster (bonus)

Abilities: Str 12*, Con 14, Dex 13, Int 16, Wis 11, Cha 14*
* Includes racial bonus
=========================================
Racial Abilities
Spoiler:

=========================================
Dragonborn Fury: When bloodied, gain +1 racial bonus to attack rolls
Draconic Heritage: factored in
Dragon Breath: [Con +2] +4 vs Reflex (Fire)
Hit: 1d6+2 fire damage
=========================================
Class Features
Spoiler:

=========================================
Repair Object (Artificer Rote)
Encounter Arcane Healing
You weave arcane energy into an object, restoring it to
its intended structure.
Minor Action Melee touch
Target: One object
Effect: Target regains a number of hit points equal to your healing surge value. You cannot repair an object that has been reduced to 0 hit points.
.

Healing Infusion: Restorative Formula
You breathe arcane energy into a special mixture of restorative compounds. You then blow that mixture into the air,focusing it on someone in need.

Encounter (Special) Arcane Healing
Minor Action Close burst 5
Target: You or one ally in burst
Effect: Target can spend 1 healing surge and add 1d6
Special: Healing infusion can be used twice per encounter but only once per round.

Healing Infusion: Curative Admixture

Encounter (Special) Arcane
Minor Action Close burst 5
Target: You and each ally in burst
Effect: Each target can spend 1 healing surge to gain 3 temp hp (Con mod +1)
Special: Healing infusion can be used twice per encounter but only once per round.

Rituals:

Level 1 - Make Whole, Animal Messenger
=========================================
At-Will Powers
Spoiler:

=========================================
Thundering Armour (Artificer Attack 1)
Pointing your implement, you make your friend's armour reverberate with energy, protecting your friend and sending an enemy flying.
At-Will • Arcane, Implement, Thunder
Standard Action Ranged
Primary Target: One ally
Effect:The primary target gets +1 to AC until end of Kriv's next turn. Make an attack.
Secondary Target: One creature adjacent to the primary target
Attack: +3 vs. Fort
Hit: 1d6+3 thunder damage, and push secondary target 1 square away from primary target
Increase damage to 2d6 + Int modifier at 21st level.
=========================================
Aggravating Force (Artificer Attack 1)
When your infused weapon strikes an enemy, the weapon
unleashes a force that amplifies subsequent damage.
At-Will • Arcane, Force, Weapon
Standard Action Ranged weapon
Target: One creature
Hit: 1[W] +3 force damage. Until the end of your next turn, the next attack against the target from one of your allies gains a +2 power bonus to the attack roll.
Increase damage to 2[W]+ Int modifier at 21st level.
=========================================
Encounter Powers
Spoiler:

=========================================
Spike Wire (Artificer Attack 1)
As your projectile flies forward, with it goes a barbed wire
of arcane energy that entangles foes. Afterward, further attacks drive the barbs in further

Encounter • Arcane, Force, Weapon
Standard Action Area burst 1 within weapon range
Target: Each enemy in burst
Attack: +3 vs. Fort
Hit: 1[W]+3 force damage, and attacks against the target gain a +2 bonus to damage until the end of your next turn.
=========================================
Daily Powers
Spoiler:

=========================================
Lifetap (Artificer Attack 1)
With your implement, you launch one infused dart at an ally and one at an adversary. The foe's dart transfers life energy to your friend in a golden flash.
Daily • Arcane, Implement
Standard Action Ranged 10
Target: One creature
Attack: +3 vs. Ref
Hit: 2d10+3 damage, and and an ally within 10 square of you gains 10 temporary hitpoints
Miss: Half damage and yur ally gains 5 temp hp.
=========================================
Possessions:
Adventurer's Kit (33lbs)

Spoiler:

Backpack (worn)
Bedroll (pack)
Belt pouch (worn)
Flint and steel (pouch)
Hemp rope (50 ft; pack)
Sunrods (2; pouch)
Trail rations (10 days; pack)
Waterskin (pouch)

Dagger (belt; 1lb)
Hand Crossbow (carried; 2lb )
Leather Armor (worn; 15 lbs)
Staff implement [attack as quarterstaff] (held; 4lbs)
Ritual book (pack; 3lb)
Thieves' tools (belt; 1lb)

Wealth: 9 gp
Encumbrance (approx.): 59 lbs. Capacity: 120 lbs.



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