Montlarion Jeggare

Ynyr the Artificer's page

103 posts. Alias of Thrugnipp.


Full Name

Ynyr Treiglwyr

Race

Human

Classes/Levels

Atrificer/3

Gender

Male

Size

5'-5"

Age

36

Alignment

Unaligned

Languages

Korinnish, Waelish, Illuskan, Giant, Yrch

Occupation

Creator of interesting objects and teacher

Strength 10
Dexterity 12
Constitution 16
Intelligence 17
Wisdom 10
Charisma 12

About Ynyr the Artificer

Description
After his somewhat precipitous launch into heroism (See Treasure hunt), Ynyr returned home, had a good meal, and resolved to discover how to be a real hero. Properly. His fascination with making things and finding new uses for odd bits and pieces led him naturally to adopt the class of Artificer.

He has learnt much since then and has done some pretty brave things too. He has even managed to hit his enemies in a battle with real weapons.

Ynyr does, however, feel that life has been passing him by in the romance department and recently, he has become enamoured of a young lady to whom he taught history. The lady in question, however, while flattered by her tutor's attentions has intimated that she feels the need to younger company than his.

Since that time, Ynyr has been seeking the company of Healaugh, his old campaigning friend for both friendship and solace.

Current Experience: 3,037

Basics

Spoiler:

Initiative: +2
AC: 17; Fort: 17; Ref: 16; Will: 15
HP: 38; Bloodied: 19 (current HP: 39)
Healing surges: 10/day (8 left), 9HP/surge
Walk: 6
Run: 8
Passive Perception: 17
Passive Insight: 13
Action Points: 1

____Basic attacks____
Basic melee:

Spoiler:

Keywords: Weapon (melee)
Attack: Strength vs. AC
Hit: 1[W] + strength modifier damage.
Increase damage to 2[W]+ strength modifier at level 21.
Giantbane Dagger - Melee +5 attack, 1d4+1 damage (5 + 1d6 on crit).

Basic ranged:
Spoiler:

Keywords: Weapon (ranged)
Attack: Dexterity vs. AC
Hit: 1[W] + dexterity modifier damage.
Increase damage to 2[W]+ dexterity modifier at level 21.
Giantbane Dagger - Melee +6 attack, 1d4+2 damage (6 + 1d6 on crit).
Longbow +4 attack, 1d10+1 damage (11 on crit).

____At-Will Spells____
Level 1 - Magic Weapon - Attack - Standard

Spoiler:

Keywords: Arcane, Weapon (melee or ranged)
Attack: Intelligence + 1 vs. AC
Hit: 1[W] + intelligence modifier damage. Allies adjacent to you gain a +1 power bonus to attack rolls until the end of your next turn.
Increase damage to 2[W]+ intelligence modifier at level 21.
Giantbane Dagger - Melee +8 attack, 1d4+4 damage (8 + 1d6 on crit).
Giantbane Dagger - Ranged +9 attack, 1d4+4 damage (8 + 1d6 on crit).
Longbow +7 attack, 1d10+3 damage (13 on crit).

Level 1 - Aggravating Force - Attack - Standard
Spoiler:

Keywords: Arcane, Force, Weapon (ranged)
Attack: Intelligence vs. AC
Hit: 1[W] + intelligence modifier 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]+ intelligence modifier at level 21.
Giantbane Dagger - Ranged +8 attack, 1d4+4 damage (8 + 1d6 on crit).
Longbow +6 attack, 1d10+3 damage (13 on crit).

Human - Thundering Armour - Attack - Standard
Spoiler:

Keywords: Arcane, Implement, Thunder (Ranged 10)
Primary Target: One ally.
Effect: The primary target gains +1 power bonus to AC until the end of yur next turn. Make an attack.
Attack: Intelligence vs. Fortitude
Hit: 1d6 + intelligence modifier thunder damage, and you push the secondary target one square away from the primary target.power bonus to the attack roll.
Increase damage to 2d6+ intelligence modifier at level 21.
Rod +4 attack, 1d6+3 damage (9 on crit).

____Encounter Spells:____
Class - Healing infusion: Restorative Formula - Feature - Minor

Spoiler:

Keywords: Arcane, Healing (Close burst 5 - 10 at 11th level, 15 at 21st level)
Target: You or one ally in burst.
Effect: The target can spend a healing surge and regain an additional 1d6 hit points. Additional hit points increase every 5 levels:
- 2d6 at level6
- 3d6 at level 11
- 4d6 at level 16
- 5d6 at level 21
- 6d6 at level 26.
Special: YOu can use a Healing Infusion twice per encounter, but only once per round. At 16th level you can use a Healing Infusion three times per encounter, but only once per round.
Prerequisite: Healing Infusion.

Class - Healing infusion: Curative Admixture - Feature - Minor
Spoiler:

Keywords: Arcane, Healing (Close burst 5 - 10 at 11th level, 15 at 21st level)
Target: You and each ally in burst.
Effect: Each target can spend a healing surge to gain temporary hit points equal to your constitution modifer + 1. Hit points increase every 5 levels:
- constitution modifer + 2 at level6
- constitution modifer + 3 at level 11
- constitution modifer + 4 at level 16
- constitution modifer + 5 at level 21
- constitution modifer + 6 at level 26.
Special: You can use a Healing Infusion twice per encounter, but only once per round. At 16th level you can use a Healing Infusion three times per encounter, but only once per round.
Prerequisite: Healing Infusion.
Temporary hit points granted: 4.

Class - Repair Object- Rote - Minor
Spoiler:

Keywords: Arcane, Healing (Melee touch)
Target: One object
Effect: The 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.
Hit points granted: 9.

Level 1 - Spike Wire - Attack - Standard
Spoiler:

Keywords: Arcane, Force, Weapon (Area burst 1 within Weapon range)
Target: Each enemy in burst
Attack: Intelligence vs. Fortitude
Hit: 1[W] + intelligence modifier force damage, and attacks against the target gain a +2 bonus to damage rolls until the end of your next turn.
Giantbane Dagger - Ranged +5 attack, 1d4+4 damage (8 + 1d6 on crit).
Longbow +4 attack, 1d10+3 damage (13 on crit).

Level 3 - Fiery Infusion - Attack - Standard
Spoiler:

Keywords: Arcane, Force, Weapon (Area burst 1 within Weapon range)
Target: Each enemy in burst
Attack: Intelligence vs. Reflex
Hit: 1[W] + intelligence modifier force damage.
Effect: Each ally in burst deals 2 extra fire damage whenever they hit with a melee attack until the end of your next turn.
Giantbane Dagger - Ranged +5 attack, 1d4+4 damage (8 + 1d6 on crit).
Longbow +4 attack, 1d10+3 damage (13 on crit).

____Daily Spells:____
Level 1 - Lifetap - Standard - Attack

Spoiler:

Keywords: Arcane, Implement (Ranged 10)
Target: One creature
Attack: Intelligence vs. Reflex
Hit: 2d10 + intelligence modifier force damage, and an ally within 10 squares of you gains 10 temporary hit points.
Miss: Half damage, and ally gains 5 temporary hit points.
Rod +4 attack, 2d10+3 damage (23 on crit).

____Utility Spells:____
Level 2 - Arcane Springboard: (standard action; daily)

Spoiler:

Keywords: Arcane, Artifice (Ranged 10)
Effect: Your artifice lands in a square within range. You and any ally who enters the artifice's square can jump a number of squares equal to your constitution modifer. The jump does not count against the character's speed. The effect lasts until the end of your next turn.
Sustain Minor: The effect persists.
Jump: 3 squares.

____Proficiencies___
Weapons: Club, dagger, Javelin, Mace, Sickle, Spear, Greatclub, Morningstar, Quarterstaff, Scythe, Hand Crossbow, Sling, Crossbow, Longbow.
Armour: Cloth, Leather.

____Feats___
Class: Alchemist (Can make alchemical compounds)
Human: Skill focus - Dimplomacy (+3 to diplomacy checks)
Level - 1: Jack of all trades (+2 to all untrained skills)
Level - 2: Weapon proficiency - Longbow.

____Formulas known___
Artificer (Substitute for Make Whole ritual): Alchemist's Acid (level 1)
Free 1st level choice: Alchemist's Frost (level 1)
Purchase: Tanglefoot bag (Level 2)

____Special___
Class: Arcane replenishment - During short rest, recharge magic item's daily power; Each milestone recharge one other item (no item twice).
Class; Components - Can transmute miundane objects into componenets. After extended rest can create the components required for the powers for the day.
Class: Healing Infusion powers (see above)
Class: Ritual Caster (exchanged for alchemist)

____Skills___ (italics = trained)
Acrobatics (+4) [+6 for escape actions - see Slick Leather Armour]
Arcana (+9)
Athletics (+3)
Bluff (+4)
Diplomacy (+10)
Dungeoneering (+6)
Endurance (+6)
Heal (+6)
History (+6)
Insight (+3)
Intimidate (+4)
Nature (+3)
Perception (+6)
Religion (+4)
Stealth (+4)
Streetwise (+4)
Thievery (+7)

____Equipment___
Magical Items
Giantbane Dagger +1 (Level 3 - AV)

Spoiler:

-- Critical: 1d6 damage or 1d12 damage against Giants, Ogres Trolls, (possibly other large humanoid creatures)
-- Power (daily) Free action. Use this power when you hit with the weapon. The attack deals an extra 1d4 damage. If the target is a large humanoid, it deals an extra 1d20 damage.

Slick Leather Armour +1 (Level 2 - AV)
Spoiler:

-- Property: Gain an bonus to acrobatics checks to escape actions equal to twice the armour's enhancement value (+2).

Cloak of Distortion +1 (Level 4 - AV)
Spoiler:

-- Property: A ranged attack against you from more than 5 squares away takes a -5 penalty to the attack roll.

Alchemist's Fire (Lvl 1) x 0
Arrows imbued with Alchemist's Fire (Lvl 2) x 1
Spoiler:

--Power (Consumable * Fire): Standard Action. Make an attack, area burst 1 within 10 (or 20 if using arrows); +4 vs. Reflex; On a hit, deal 1d6 fire damage; on miss, deal half damage.
- Level 6, 7; +9 vs. Reflex; 2d6 fire damage.
- Level 11, 12; +14 vs. Reflex; 3d6 fire damage.
- Level 16, 17; +19 vs. Reflex; 3d6 fire damage.
- Level 21, 22; +24 vs. Reflex; 4d6 fire damage.
- Level 26, 27; +29 vs. Reflex; 4d6 fire damage.

Alchemist's Frost (Lvl 1) x 2
Spoiler:

--Power (Consumable * Cold): Standard Action. Make an attack, Ranged 5/10 (or 20/40 if using arrows); +4 vs. Reflex; On a hit, deal 1d10 cold damage and is slowed until the end of your next turn; on miss, the target takes half damage and is not slowed.
- Level 6, 7; +9 vs. Reflex; 1d10 cold damage.
- Level 11, 12; +14 vs. Reflex; 2d10 cold damage.
- Level 16, 17; +19 vs. Reflex; 2d10 cold damage.
- Level 21, 22; +24 vs. Reflex; 3d10 cold damage.
- Level 26, 27; +29 vs. Reflex; 3d10 cold damage.

Alchemist's Acid (Lvl 1) x 2
Spoiler:

--Power (Consumable * Acid): Standard Action. Make an attack, Ranged 5/10 (or 20/40 if using arrows); +4 vs. Reflex; On a hit, deal 1d10 acid damage and ongoing 5 acid damage (save ends); on miss, half damage and no ongoing damage.
- Level 6, 7; +9 vs. Reflex; 1d10 acid damage and ongoing 5 acid damage (save ends).
- Level 11, 12; +14 vs. Reflex; 2d10 acid damage and ongoing 5 acid damage (save ends).
- Level 16, 17; +19 vs. Reflex; 2d10 acid damage and ongoing 10 acid damage (save ends).
- Level 21, 22; +24 vs. Reflex; 3d10 acid damage and ongoing 10 acid damage (save ends).
- Level 26, 27; +29 vs. Reflex; 3d10 acid damage and ongoing 15 acid damage (save ends).

Tangelfoot bag x 2
Spoiler:

-- Power (Consumable): Standard action. Make an attack ranged 5/10; +5 vs. Reflex; on a hit, the target is immobilised until the end of your next turn, at which point the creature is then slowed until the end of its next turn.
- Level 7; +10 vs. Reflex.
- Level 12; +15 vs. Reflex.
- Level 17; +20 vs. Reflex.
- Level 22; +25 vs. Reflex.
- Level 27; +30 vs. Reflex.

Alchemical Reagents x 200.

Mundane Items
Longbow.
Arrows x 30
Adventurer's kit
* Backpack
* Bedroll
* Flint & Steel
* Belt pouch
* Trail rations x 20
* Hempen rope (50 ft)
* Sunrods (2)
* Waterskin
Climber's kit
* Grappling hook
* Hammer
* Pitons x 10
Thieves tools

Money
Gold: 40 Silver: 0 Copper: 0