Lictor Severs

Gauis Marcus Arvitus's page

314 posts. Alias of Atlas2112.


Classes/Levels

Artificer 5| AC:19 | HP: 43/43{5} | 1st: 4/4 2nd: 2/2|

Gender

Init:+1 Perc: +4{Passive: 19}{P. Invest: 22} | Insp = Yes!| +7/d8+4 x2| FS: 1 C: 1|

Strength 8
Dexterity 12
Constitution 16
Intelligence 18
Wisdom 12
Charisma 9

About Gauis Marcus Arvitus

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

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

-------------------------------=DEFENSE=-------------------------------
AC: 19 (17 armor, +2 Shield,),
HP: 11+8+8+8+8* {+d8,{5}+3Con}/lvl

Constitution +5,{+3Base,+2C}
Intelligence: +7,{+3Base,+4i}

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

Base Atk: +3
Melee:+6{+2Base,+4Int}
Ranged:+

--Melee:+6

--Ranged:+

-------------------------------=STATISTICS=-------------------------------
Str: 8, Dex: 12, Con: 16, Int: 18, Wis: 12, Cha: 9

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

Feature: Researcher
When you attempt to learn or recall a piece of lore, if you do not know that information, you often know where and from whom you can obtain it.

Specialty: Researcher
.

Trait: I'm used to helping out those who aren't as smart as I am, and I patiently explain anything and everything to others.

Ideal: Knowledge. The path to power and self-improvement is through knowledge.

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: Fey Touched

Learn Misty Step and Bless. 1/day and can cast regularly.
Misty Step: Bonus. Teleport 30'
+1 Int

Observant
If you can see a creature's mouth while it is speaking a language you understand, you can interpret what it's saying by reading its lips.
You have a +5 bonus to your passive Wisdom (Perception) and passive Intelligence (Investigation) scores.
+1 Int

---------------=Skills=- (0 points; 0 class, 0 INT)---------------

Saving Throws: Constitution, Intelligence
Skills:
All skills: Perception, Nature, History, Arcana, Investigation
Class skills: Perception, Nature
Background: Cloistered Sage: History, Arcana
Human: Investigation

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

ACP

-=Non-Standard Skill Bonuses=-

-=Languages=- Common and Orc, Draconic.

---===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.

Replicate Magic Item:
+Rope of Climbing

+Armor of Strength
Use Int for Str

Enhanced Weapon

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

-------------------------------=Spells=-------------------------------

-----------------------------=0th (at will){2}=--------------------------------
-Mending
-fire bolt

------------------------------=1st (3/day)=------------------------------
-Detect Magic{Ritual}
---Magic Missile 120 ft.
---Shield R. +5 AC
--
--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())
---

-Spider Climb {C, 1 hour, 1 action, 1 touch}

-Protection from Poison

3rd()

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

dagger
spear
a Heavy crossbow and 40 bolts

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.

A small knife, a map of the city you grew up in,
a token to remember your parents by, a set of common clothes,
and a belt pouch containing 10 gp

Dungeoneer's pack:
backpack, (5lb)

1 lantern, Hodded, (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 healers kit
3 healing potion (2d4+2)

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 115 GP 5 SP 5 CP
[/spoiler]