Ageless Master

Galador Imrael's page

501 posts. Organized Play character for Atlas2112.


Full Name

Galador Imrael

Classes/Levels

Human Artificer 2| AC:17 | HP: 19/19 | 1st: 2/2 2nd: 0/0 |

Gender

Init:+0 Perc: +4 | Insp = Yes!

Size

m

Alignment

N

Strength 8
Dexterity 10
Constitution 16
Intelligence 16
Wisdom 14
Charisma 10

About Galador Imrael

-------------------------------------------------------

stuff:

The wraiths came today.
The whole day was poofered from the start. Father had celebrated 20 years of trading with Lord Iryn Steelfist by securing an invite from the secluded yet prestigious Blackstone Tower. A coup, to be sure, and I had been excited to go, but the dwarves of the tower were not exactly known for their geneality.
On that day it started normal enough, but I was just having an invigorating discussion with brothers Goldspear and Iokor when some tumult erupted from the discussion hall next door. It turned out that the lout Retzaq was arguing vehemently with Highfather Jokiam about some foolish notion or other. All I did was say, "Gentlemen, let us keep our voices rational," and the whole lot of them blamed ME for the mess. Said I had no standing to voice my opinion and sent me to Fetch Water.
The punishment involves carry a half-dozen empty buckets to the river, filling them, and carrying them back. When back you dump the buckets into a resoviour and if you don't fill it, back you go! Also the river is three miles away. The day was shnockered for certain.
I tripped twice and twice had to go back re-fill my buckets, so I didn't get back until nightfall. It was night, you see, so I thought nothing of the fires and the smell of smoke until I came closer and saw the tower charred and wrecked.
I rushed to the central hall, and found the very dwarves I'd been conversing with attacked by a handful of dark, spiritual creatures. I called all the holy fire I could muster down upon them, but not quickly enough to save my compatriots.
None lived save the Highfather himself, and he was so injured he could but spit out two words before he too died.
"Lord Borak."
This was a name known to me. I horrible, cruel force of evil known only for the audacity of his crimes. Would that I had been here to show my mettle!
At last my quest was known to me. I care not where the four winds blow me so long as my steps encounter him before my last day!

---===Statistics===---:

-------------------------------=DEFENSE=-------------------------------
AC: 17 (14 armor, +2 Shield, +1 Infusion),
HP: 10+7* {+d8,+3Con}/lvl 11+8

Constitution +5,{+3Base,+2C}
Intelligence: +5,{+2Base,+3i}

-------------------------------=OFFENSE=-------------------------------
Speed: 30 ft.

Base Atk: +2
Melee:+3{+2Base,+0 Dex, +1 Infusion}
Ranged:+2{+2Base,+0 Dex,}

--Melee:+

--Ranged:+

-------------------------------=STATISTICS=-------------------------------
Str: 8, Dex: 10, Con: 16, Int: 16, Wis: 14, Cha: 10

-------------------------=Traits=----------------------

Feature:
Specialty: Discredited academic.

Trait: There's nothing I like more than a good mystery.

Ideal: Self-Improvement. The goal of a life of study is the betterment of oneself.

Bond: I've been searching my whole life for the answer to a certain question.

Flaw: Most people scream and run when they see a demon. I stop and take notes on its anatomy.

----------------=Drawbacks=-----------------
---
----------------=Race Traits=-------------------

Normal Speed

--------------=Feats=-----------------

Feat: History
{ When you take the Help action to aid another creature’s ability check, you can make a DC 15 Intelligence (History) check. On a success, that creature’s check gains a bonus equal to your proficiency bonus, as you share pertinent advice and historical examples. To receive this bonus, the creature must be able to understand what you’re saying.}

---------------=Skills=----------------

Saving Throws: Constitution, Intelligence
Skills:
All skills: Perception, Medicine, Investigation, History{x2!}, Arcana,

Class skills: Perception, Medicine
Background: Cloistered Scholar
History{x2!}, Arcana
Human: Investigation

Tools: Thieves’ tools, tinker’s tools, smith's tools

-=Non-Standard Skill Bonuses=-

-=Languages=-

Common and Orc, Goblin and Giant.

---===Special Abilities===---:

Prof: Light armor, medium armor, shields
Simple weapons, hand crossbows, heavy crossbows

Magical Tinkering
At 1st level, you learn how to invest a spark of magic in objects that would otherwise be mundane. To use this ability, you must tinker’s tools, or other artisan’s tools in hand. You then touch a Tiny nonmagical object as an action and give it one of the following magical properties of your choice:

The object sheds bright light in a 5-foot radius and dim light for an additional 5 feet.
Whenever tapped by a creature, the object emits a recorded message that can be heard up to 10 feet away. You utter the message when you bestow this property on the object, and the recording can be no more than 6 seconds long.
The object continuously emits your choice of an odor or a nonverbal sound (wind, waves, chirping, or the like). The chosen phenomenon is perceivable up to 10 feet away.
A static visual effect appears on one of the object’s surfaces. This effect can be a picture, up to 25 words of text, lines and shapes, or a mixture of these elements, as you like.
The chosen property lasts indefinitely. As an action, you can touch the object and end the property early.

You can give the magic of this feature to multiple objects, touching one object each time you use the feature, and a single object can bear only one of the properties at a time. The maximum number of objects you can affect with the feature at one time is equal to your Intelligence modifier {4}.

********************

-------------------------------=SPECIAL/CLASS ABILITIES=-------------------------------

Infusions {4/2}
-Enhanced Defense
Item: A suit of armor or a shield
A creature gains a +1 bonus to Armor Class while wearing (armor) or wielding (shield) the infused item.

The bonus increases to +2 when you reach 10th level in this class.

-Enhanced Weapon

This magic weapon grants a +1 bonus to attack and damage rolls made with it.

Replicate Magic Item

Goggles of Night

Rope of climbing

---===Spells===---:

-------------------------------=Spells=-------------------------------
Spell Slots: 1--1st

Spells:
0)[2]
-Light
-fire bolt
-

1st:
---Magic Missile 120 ft.
---Shield R. +5 AC
--Feather Fall
--Cure Wounds ([lvl]d8+Cha)
--Absorb Elements R
--Arcane Weapon Bonus action. C-1hr. choose one damage type: acid, cold, fire, lightning, poison, or thunder. Until the spell ends, you deal an extra 1d6 damage of the chosen type to any target you hit.
If the weapon isn’t magical, it becomes a magic weapon for the spell’s duration.

2nd())
---Mirror Image, 1 min.
---Shatter R:60 ft, 10 ft rad, 3d8 dmg, Con sv for half. Inorg has Dis.
-Blur C-1 min. Self. All attacks at Dis.
-Invisibility C-1 hr. 1 creature. Ends at attack or spell.
-Protection from Poison

3rd())

-----------------------------=0th (at will)=--------------------------------

------------------------------=1st (0/day)=------------------------------

-------------------------------=GEAR/POSSESSIONS=-------------------------- -----

Splint Mail Power Armor {AC 17, +0 Dex}
-If the armor normally has a Strength requirement, the power armor lacks this requirement for you.
-You can use the power armor as a spellcasting focus for your artificer spells.
-You can change your power armor's model whenever you finish a short or long rest, provided you have smith's tools in hand.

design notes:

Guardian
You design your armor to be in the frontline of conflict. It has the following features:

Thunder Gauntlets. Your armored fists each count as a simple melee weapon, and each deals 1d8 thunder damage on a hit. A creature hit by the gauntlet has disadvantage on attack rolls against targets other than you until the start of your next turn, as the armor magically emits a distracting pulse when the creature attacks someone else.

Defensive Field. You gain a bonus action that you can use on each of your turns to gain temporary hit points equal to your level in this class, replacing any temporary hit points you already have. You lose these temporary hit points if you doff the armor.

Infiltrator
You customize your armor for subtle undertakings. It has the following features:

Lightning Launcher. A gemlike node appears on one of your armored fists or on the chest (your choice). It counts as a simple ranged weapon, with a normal range of 90 feet and a long range of 300 feet, and it deals 1d6 lightning damage on a hit. Once on each of your turns when you hit a creature with it, you can deal an extra 1d6 lightning damage to that target.

Powered Steps. Your walking speed increases by 5 feet.

Second Skin. The armor’s weight is negligible, and it becomes formfitting and wearable under clothing. If the armor normally imposes disadvantage on Dexterity (Stealth) checks, the power armor doesn’t.

Extra Attack
Starting at 5th level, you can attack twice, rather than once, whenever you take the Attack action on your turn.

The scholar's robes of your cloister, a writing kit (small pouch with a quill, a bottle of ink, folded parchment, and a small penknife), a borrowed book on the subject of your current study, and a pouch containing 10gp

Dungeoneer's pack:
backpack, (5lb)
50' rope

1 lantern, Hooded, (1lb)
9 flasks Oil, (3lb)
5 acid vials
a tinderbox, (1lb)
10 days of rations, (20lb)
and a waterskin (5lb-full)
and a wineskin
10 candles, 10 pieces chalk, signal whistle, 5 bars soap (0lb)

2 healing potion (2d4+2)

scale mail
2 short swords
shield

thieves’ tools
Smith's Tools
tinker’s tools

[35lb]

[total=54 lbs]

-=Carrying Capacity=-
Light-5x str 0-55 lb. Medium-10xStr 36-110 lb. Heavy 111lb+ lb.
-=Current Load Carried=- 55 lb.

-=Money=- 0 PP 10 GP 0 SP 0 CP
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