Shoanti Fighter

Ferdinand Salatic's page

265 posts. Alias of Davi The Eccentric.


Race

Human

Classes/Levels

Artificer/Battle Engineer 11

Special Abilities

Resist 5 Poison

Alignment

Unaligned

Deity

Soverign Host

Languages

Common, Dwarven

Strength 14
Dexterity 11
Constitution 17
Intelligence 21
Wisdom 15
Charisma 9

About Ferdinand Salatic

HP: 89(53) (Bloodied at 44)
Healing Surges: 9, 22HP
AC: 27
Fort: 25
Ref: 25
Will: 23

Skills: Arcana +16
Dungeoneering +13
Heal +13
History +16
Perception +13
Thievery +12
Insight +15 (Background)

Feats: Ritual Caster
Weapon Proficiency(Tratnyr)
Armor Proficiency(Hide)
Versatile Expertise(Spears, Rods)
Human Preserverance (+1 to saving throws)
Action Surge (+3 to attack after spending action point)
Potent Restorables(+4HP Healed by powers)
Insightful Leader(Insight training, +1 to all defenses for any ally who spends an AP)
Enhanced Resistive Formula (Resistive Formula gives temp HP to ally within 5 squares also)
Paragon Defenses(+1 Fort, Ref, Will)

Class Features: Arcane Empowerment:

Spoiler:
Can use one of the following once per day per milestone reached. Impart Energy: Recharge daily power of magic item, only once per item per day. Augment Energy: Wielder of weapon can gain +2 on one attack roll as a free action after it is rolled, once per item per day.

Arcane Rejuvenation:
Spoiler:
When ally uses item's daily power, ally gains 10 temp HP

Healing Infusion:
Spoiler:
2 per day, can be recharged during short rest by someone spending a healing surge. Can choose effect when used. Curative Admixture: Range 5, target heals HP equal to healing surge+4
Resistive Formula: Range 5, target gains +1 to AC and can end as minor action to gain healing surge+6 temp HP.

Agressive Action:
Spoiler:
When I spend an action point, +1 to attack and +1d6 to damage until end of my next turn

Brutal Enchantment
Spoiler:
When a power of mine gives an ally a bonus to damage, weapon gains brutal 1 until the bonus ends.

At-Will: Aggravating Force

Spoiler:
+17 vs AC, 1d8+7 Force (or 1d8+8 Lightning), next ally to attack target gets +2 to attack. Can be thrown, 10/20

Magic Weapon
Spoiler:
+18 vs AC, 1d8+7 (or 1d8+8 Lightning), each adjacent ally gets +1 to attack, +3 to damage until end of my next turn. Can be thrown, 10/20

Static Shock
Spoiler:
+16 vs Reflex, 1d8+7 Lightning and next attack by target deals 3 less damage

Encounter:
Swift Mender

Spoiler:
Range 5, target makes saving throw

Repulsion Strike
Spoiler:
+17 vs Reflex, 2d8+7 Force (or 2d8+8 Lightning), target takes -3 penalty to melee attack rolls until end of my next turn

Vampiric Weapons
Spoiler:
+17 vs AC, 1d8+7 Necrotic (or 1d8+8 Lightning), each ally within 5 squares heals 1d6+3 HP on a hit before end of my next turn. Only heals once per use of this power.

Greater Magic Weapon
Spoiler:
+20 vs AC, 2d8+7 damage (or 2d8+8 Lightning), Effect: Adjacent allies gain +3 to attack and damage.

Positive Energy Infusion

Daily: Icebound Sigil

Spoiler:
Minor action, weapon or implement touched deals +3 Cold damage, wielder can end effect as free action when he hits to cause target to be immobilized(save ends)

Corrosive Sigil
Spoiler:
Any attack with weapon/implement deals 5 ongoing Acid damage. Wielder can end this as free action when he hits to cause target -3 to AC(save ends)

Regeneration Infusion
Spoiler:
Range 10, targets one bloodied ally or yourself, target gains Regeneration 3, can end as minor action to spend a healing surge

Radiant Sigil
Spoiler:
Any attack with this weapon/implement deals Radiant damage, when attack hits wielder heals 3 damage, as free action when an attack hits wielder can cause target to be dazed(save ends) and spend a healing surge, healing 3 extra HP.

Sigil of Luck
Spoiler:
+1 power bonus to attack, +3 to damage. As minor action, wielder can end to end one effect a save can ends.

Fleeting Dweomer:
Spoiler:
Minor action, range 5, weapon or implement deals 5 extra damage(Acid, Cold, Fire, Force, Lightning or Thunder) until the end of the encounter and when target gets a critical hit deals 10 ongoing damage also.

Equipment:
12: +3 Rod of Repair (Crit: +3d6, When I hit with an implement power using this rod, until end of round when I use a healing power I heal 3 HP)
11: +3 Hide Armor
10: +2 Lightning Tratnyr (+2d6 Lightning on crit, melee can be Lightning, Daily: Use when you hit with weapon. Target and each enemy within 2 squares takes 1d6 damage)
5000gp
Ebberon Shard of Lightning, -520gp
Amulet of Health +1, -680gp
Knock ritual, -175gp
Burglar's Gloves, -360gp
Phantom Steed ritual, -360gp
Tensor's Floating Disk ritual, -50gp
2500gp Residuum
Amulet of Health to +2, -2720gp
Bag of Holding, -1000gp
605gp

Rituals: Enchant Magic Item (cost of magic item)
Disenchant Magic Item (requires no components)
Brew Potion (Cost of potion/elixer)
Make Whole (20% of item's cost)
Knock (35gp, 1 healing surge)
Phantom Steed (70gp)
Tensor's Floating Disk (10gp)
2430 Residuum remain

Loot: One shard from gas monster
Acid Launcher
Artificer's Kit(+2 for artificing-type rolls)
Elf's Amulet

Background:

Spoiler:
War means work and work is plentiful. Lucrative offers were presented to you from each nation, even House Canith made an offer, all seeking to employ your skills of artifice for their ends. It was a box than made you decide, a box that you that took you 6 weeks to open. When you finally opened it you found a note wrapped around smaller box the size of a cigarette case. The note read.
‘Only if you join me will you learn the secrets needed to open the case.’
Corm ir’Ruing, Sword Keep Breland.
You headed out for Sword keep in the morning but still have not been able to open the case.