Goblin

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Currently about to be playing a "human" Outlaw Soldier. Formerly a rebel on his homeworld, he went to prison at a young age for terrorism, murder, assault, etc.

After a few years in prison he was offered surgical expirementation and a "mobile" prison by serving as in the penal legion. Several surgeries, muscle grafts and gene therapy, and having a suit of armor bolted and welded shut around him resulted in who he is now.

Worked with the DM, he is a "Human" using Vesk stats, with the Vesk stats and bulk representing his surgically enhanced size and muscles, a "shine job" surgery on his eyes represents the low light vision, and a Gill Sheath represents another surgery. The DM is letting me start out in Vesk Overplate I but I yake a -6 to social roles against any authority figures and against anyone who dislikes criminals.


Not sure what the current party makeup is but I'm thinking a dwarven warrior type, thinking something like a heavy armored berserker type with a big two handed weapon.

Another idea that I'd *really* like, is to make a feral hunter type of dwarf who rides a warg or dire caragor(Shadow of Mordor/Shadow of War games creature). Would that at all be possible?


Dotting this, but first have to get my hands on a copy of the roles as I've never played TOr but I have a huge love for the LotR/Hobbit books/movies/games.


Order of the Pike actually would be perfect. Professional monster hunter type of character turned law enforcer.


Dotting because very strongly interested.

If you'd allow it, I'd very much like to bring in an Orc Bloodrager with the intent of going into Hell Knight eventually. Sort of the heavy handed tanky law enforcer of our future kingdom.


I should have worded myself better. Assuming Natural Spell Combat is taken twice so it applies to claws and bite, with a claw previously charged through a spell such as Chill Touch or Shocking Grasp, you could "effectively" full attack with Claw/Claw/Bite while "casting"(I meant discharging) a spellstrike such as Chill Touch AND still cast a spell through Spell Combat such as Shocking Grasp or Touch of Fatigue or True Strike etc etc etc. Correct?


No, but spellstriking is casting a spell and using your melee weapon(in this case a natural weapon) so you spellstrike through the claw or bite, spell combat and use the second claw and bite.


Could someone please correct me if I'm wrong or reading the rules incorrectly. If you have Claw/Claw/Bite(whatever the source, be they rage powers, racial feats,lycanthropy, etc) and you have taken the Natural Spell Combat arcana twice(bite and claws), when doing Spell Combat + Spellstriking you could effectively do 2 spells(one spell combat, the other spellstruck) *AND* claw, claw, bite, in a single turn... correct?


As a DM, I'm dotting this and saving it as a bookmark because Kobold Army of Doom is all kinds of nasty


Slayer(Stygian Slayer) with a Glove of Storing and a adamantine chainsaw(chainsword) with Keen and Silent(new property from Ultimate Intrigue). That is what I play, to say he is nasty is a horrific understatement. Dresses in silken ceremonial armor made to look like plain silk robes, pops out of the shadows and rips into opponents with a previously concealed silent chainsaw leaving mangled corpses in his wake. He is terrifying and has begun having legends and stories of himself told as a sort of bogeyman figure even amongst the assassin community.


Haven't been able to check all of the characters but what/who would you say is the most iconic "barbarian" type of brute character in here? I'm looking for someone who exemplifies the mentality if charge in and slaughter everything in his path.


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Has anyone converted or would be willing to help me convert the Illithid symbionts like the Mnemonicus, the Wriggler and the various living carapace armors?


As far as I'm aware we're going to level 20 with this campaign.


I'm currently in a homebrew campaign playing a Dwarf Barbarian(Drunken Brute) 2/Inquisitor(Sanctified Slayer) 7/Horizon Walker 3. He worships Cayden Cailean and also secretly worships Calistria(background reasons, but vengeance focused after some events on the Astral Plane). He has Astral Plane as his Terrain Dominance and so has access to Dimension Door.

His current feats are Divine Fighting Style(Tankard and Rapier), Two Weapon Fighting, Dimensional Agility, Dimensional Dervish, Dimensional Assault, Outflank(teamwork), and Precise Strike(teamwork).

He normally fights by porting into combat and attacking with his two tankards. One is a +2 Frost Adamant Adamantine tankard, the other is +2 Corrosive Adamantine. He doesn't really use spells in combat, focused mainly on being a "striker" in the party.

How should I progress him?


Any "Hulk" or Dr. Jekyll/Mr. Hyde style alchemists in the Emporium? With all the new feats/tools/etc available from various books, I'd love to see your take on a character like that.


I'm looking to optimize a natural attack user and get the most Primary Natural Attacks possible without sacrificing playability.

13th level, completely open to options for class(es) but Hybrid classes are not allowed. My DM rules that 2 vestigial arms and Feral Mutagen does give me two extra set of claws so I'm thinking a small dip into Alchemist seems very useful. I contemplated Human with Racial Heritage(Lizardfolk? For a tail attack with feat) and also thinking of taking at least 2 Fleshwarped Scorpion Tails, a Cloak of the Manta Ray, and a Helm of the Mammoth Lord.

Any other suggestions on how to go about this character?


I see your logic in there... I'll be building him as as your build then, as the more I think on it the more I like it though I'm still open to most suggestions, I have a couple ideas I wield really like to go with but some of them just seem unviable or mechanically unusable. One in particular is going Divine Fighting Technique for the offhand tankard but also taking Thunder and Fang and wielding an earthbreaker in his main hand to drive home the drunken brute sort of feel I'm going for with the character.

Concept-wise, he is sort of a mix between freedom fighter, drunkard, brewer and norse berserker and I really like the idea of him wielding a massive hammer along with his large tankard of ale and challenging giants to drinking contests.

Mechanically speaking, does Drunken Brute combine with Titan Mauler? If so then I could have him using Large weapons at little/no penalty because I've chosen Tiefling as his race with the #16 alternate racial trait. With their other alternate trait, they count as Humanoid and therefore benefit from Enlarge Person, meaning he'd effectively be wielding Huge sized weapons in combat. Nasty.


I was preferring to use two Tankards instead of a rapier. Two fisting my drinks so-to-speak.

Is there any particular reason why you went with Monk over say, Cleric? I really would like to tie in the religious aspects of worshipping Cayden.


One thing of note, hybrid classes are not allowed by my DM, so Swashbuckler is out unfortunately.


I'm looking for ways to optimize a 13th level character to best make use of two weapon fighting with a Tankard in each hand and able to consume as much alcohol as possible for the maximum amount of benefits possible. He obviously will worship Cayden. I'm thinking Human or Dwarf for race, and starting attributes before racial/level adjustment are 18, 16, 14, 14, 12, 12, placed as we see fit.

I see him as a sort of patron Saint of drunken fighting and ideally would like to mix Cleric(maybe Fighter would be better?), Drunken Barbarian and Drunken Master Monk if there is any way to do so. The Fighting Tankard seems like a good weapon choice, starting as a +1 Light Hammer with 6 potion slots in it(My thoughts are a Fighting Tankard in the offhand and a "regular" enchanted Tankard in the main hand since it counts as a Light Mace and does more damage). Accelerated Drinker seems a given. Divine Fighting Technique(Blade and Tankard) seems very useful but after these, I'm drawing a blank on how best I should build this character. I'm open to suggestions on how I should go about building and equipping this character and maximising his drunken efficiency.


BadBird wrote:
TheOddGoblin wrote:
BadBird wrote:

Human or Half Elf: 14STR, 18/20DEX (+2levels)(+6Belt), 14CON, 16INT(+1levels), 12WIS, 12CHA

Urban Barbarian 1/ Spell Sage Wizard 6/ Eldritch Knight 6+
Traits: Fate's Favored, Magical Knack

1UB. Weapon Finesse / +Human Bonus or Half-Elf Ancestral Arms: Exotic Weapon Proficiency: Estoc
2SS.
3SS. Extra Rage (12/day)
4SS.
5SS. Extra Rage (18/day)
6SS. +Wizard: Heighten Spell
7SS. Preferred Spell: Divine Favor
8EK. +Power Attack
9EK. Dimensional Agility
10EK.
11EK. Dimensional Assault
12EK. +Fighter: Improved Critical: Estoc
13EK. Dimensional Dervish

If you were going to modify this for two weapon fighting with a kukri in the offhand, what changes would you make to it?

Converting this to TWF has issues, since it would need Quick Draw on top of the two-weapon feats and it's already spending all the higher-level feats to get Dimensional Dervish. You could ditch estoc proficiency, Improved Critical and Power Attack to get Quick Draw, Two-Weapon Fighting and Improved Two-Weapon Fighting (ignoring Double Slice). With an Agile rapier/kukri combo it would still hit about as often since there's no Power Attack, and it would deal about the same damage on a full attack because you're adding so much through buffs. It just means that you'd need to buy two expensive weapons (add Keen to the list of properties you'd want) to get to the same place.

It would be a lot easier to make it work with two weapons if you ditched Urban Barbarian for Swashbuckler, but Controlled Rage + Furious weapon is a huge combat buff to give up.

Makes sense. I'll stick to the single weapon then and not bother wasting the feats. Would it be feasible to make the same build as an Elf and use an Elven Curve Blade or would things need to be changed around? I was contemplating switching one or two of the Extra Rage feats for the prerequisites for Arcane Archer and running him as a switch hitter, dropping spells and arrows at enemies before Dimensionally Assaulting to close in and shred them with his sword.


BadBird wrote:

Assuming that you can use the Agile weapon property - well really, even if you can't use it it doesn't matter that much by level 12 - you could do something like this:

Human or Half Elf: 14STR, 18/20DEX (+2levels)(+6Belt), 14CON, 16INT(+1levels), 12WIS, 12CHA
Urban Barbarian 1/ Spell Sage Wizard 6/ Eldritch Knight 6+
Traits: Fate's Favored, Magical Knack

1UB. Weapon Finesse / +Human Bonus or Half-Elf Ancestral Arms: Exotic Weapon Proficiency: Estoc
2SS.
3SS. Extra Rage (12/day)
4SS.
5SS. Extra Rage (18/day)
6SS. +Wizard: Heighten Spell
7SS. Preferred Spell: Divine Favor
8EK. +Power Attack
9EK. Dimensional Agility
10EK.
11EK. Dimensional Assault
12EK. +Fighter: Improved Critical: Estoc
13EK. Dimensional Dervish

Weapon: +1 Agile, Furious, Spell Storing Estoc ~ add Greater Magic Weapon with the Spell Focus Power at the start of the day. By level 12, it's a +6 weapon while using Controlled Rage. Cast whatever spell into Spell Storing you want - Enervation is actually a pretty thematic choice to slap dangerous enemies with.

Armor: +1 Silken Ceremonial Armor, whatever properties you want ~ add Magic Vestment (Cleric) at the start of the day. By level 12 it will be a +4 enhancement 1AC armor that won't get in the way of your +9-11AC.

Spells: Divine Favor for each battle grants +5 attack and damage (4 +Fate's Favored). Heroism can generally be kept running for another +2 to attack and saves since it lasts 2 hours by level 12. Mirror Image is extremely useful defense, and Shield is an easy +4AC. Beyond that, there's an absolute ton of other stuff... 5+ levels of Wizard spells to pore over.

Anyhow with Divine Favor, Heroism, Controlled Rage and an Agile, Furious Estoc in two hands with (Spell Focus) Greater Magic Weapon cast on it, attack and damage using Power Attack is pretty absurd. Controlled Raged should bring DEX up to 32, and there's something like +13 to attack from buffs.

If you were going to modify this for two weapon fighting with a kukri in the offhand, what changes would you make to it?


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That sounds like an awesome character build. I look forward to seeing what you come up with for it.


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@Badbird I'd be completely open to that idea, as long as he is a very efficient swordsman and hard to hit.


I'm building a character for 12th level with starting attributes of 18, 16, 14, 14, 12, 12 before any racial adjustments. I would like for him to be an "assassin" type of character, along the lines of Artemis Entreri or the various shadowy master swordsmen fantasy trope. I see him wearing little-to-no armor and relying primarily on agility and parrying enemy strikes as his main form of defense.

If I could make a viable build for it, I would ideally like for him to use an estoc as his weapon but I'm open to most options as long as they fit the theme of a lone assassin who's very hard to hit and mows through his enemies with precision and deadly strikes. I would love to go into Shadow Dancer with him if there is a viable build for it.

Hybrid classes are not allowed, so I'm leaning towards a Daring Champion Cavalier, possibly multiclassing with Unchained Rogue for dex-to-damage? I'm unsure of what archetypes to go with for Rogue but Scout looks nice. If at all possible, I would love to work in the Dimensional feats for even more mystical assassin flavor.

I have not selected a race yet, but I've had my eye on Kasatha for a long time since I've never had a chance to play one.


I'm a big fan of the Spirit Summoner archetype. All the benefits of a vanilla Summoner with added spells and abilities tied to your Shaman spirit. As far as I'm aware, it is a straight upgrade to the Summoner.


Would a Samsaran make a good base for a Summoner? Never played one nor really looked into them at all.


I do not get to switch spirits like a Shaman does. Spirit Summoner archetype pick a single Spirit and keep it for their career.


Unfortunately I don't get Command Undead on my spell list as either Summoner nor from the spells gained by the Bones Shaman Spirit. Bribery seems very unreliable, far too mercenary of a method for how I imagine this character being. Are there any races that could get me access to the spell or some other reliable method to gain a small group of "elite" ghouls as mercenaries?


I've decided to stick to a straight Spirit Summoner and have my Eidolon be sort of a "commander" for my undead forces. Acting as a linebreaker and assault unit, even a sort of commando type of role when needed.

That said, is there any way to reliably get ghouls to serve you? I would very much like to include a squad of ghouls to serve as a sort of special forces unit.


I don't plan on going too far into Gravewalker, only 3 levels, to gain the ranged touch attacks and such through the poppet, and mostly for theme reasons.

Never seen the Charnel Soldiers feat before but that definitely seems like it is an awesome option, especially if I run a small "phalanx" of undead bodyguards.


Any suggestions at all?


I'm looking for advice on how best to go about making a character based around a Spirit Summoner(Bones Spirit) but I also would really like to dip into the Gravewalker Witch class for a few levels to gain some of their abilities. I'm open to options on what race to choose since I haven't picked one yet. I have a pretty solid idea for the build of my Eidolon so I'm not too worried about that, other than making sure I have the right amount of evolution points to effectively pull off the build I want for it.

My character would be coming into the campaign at 11th level, and with starting attributes of 18, 16, 14, 14, 12, 12 before any racial adjustments. I haven't played a necromancer themed character in a very long time so I am open to any options to best make this character effective and able to lead a horde of undead alsongside a small contingent of strong undead led into combat by his eidolon.

Thanks in advance for any/all advice!


Oddball suggestion but one I personally found myself loving was a Summoner (Spirit Summoner archetype) with the Bones spirit. Undead Appearance on my Eidolon as well as the Shadow evolutions, and I myself was a Dhampir, by the end-game I had a large army of undead minions, I had a transport "tower" that was a Fast Plague Zombie Purple Worm that was hollowed out and had its innards converted into a nice estate house and barracks for my horde of skeletons, zombies, and my ghoul commandos. My eidolon was a whirlwind of death, and led my zombie/skeleton hordes into combat while I sat back buffing, healing and being artillery with wands/staves.


I've decided to go with the original idea of him being a Cleric and I'm thinking I will go with Asmodean Advocate for the archetype. I lose out on a domain, but since I was planning on taking Trickery anyway it isn't much of a loss and gaining a familiar is always a good thing in my opinion, especially an Imp familiar who can serve a wand user. A couple wands with cure and buffing spells and a couple "attack" wands and he provides some great support.

I've alway been given the okay to take Leadership so I'll be picking up a Hellhound monster cohort(DM won't allow "normal" cohorts) so with me having a decent Charisma, I could haven my Hellhound pet be 1st level in a class. Haven't decided yet on what class to go with for him but I'm leaving towards Ranger or Inquisitor. Any suggestions on what would be a good choice?


Would it possibly be better to go with Oracle instead of Cleric? I'm beginning to think an Oracle of Battle might be a stronger choice for this character.


Starting gold is 64,000 as per standard wealth-by-level for 10th level.


So we're about to jumpstart a campaign based around being witch hunters and cultist eradicators, sort of the new Hanzel and Grettle meets Van Helsing meets The Witcher.

Our current party is a Human Male Rogue(Scout/Spy)+Bard(Archeologist) who is a stealthy dex-based rapier wielder, an Ifrit Female Sorceror(Elemental Fire)+Fighter(Phalanx Soldier)+Eldritch Knight who is mainly a caster but is able to mix it up in melee when necessary, and finally a Human Male Gunslinger(Bolt Ace)+Inquisitor of Sarenrae(Witch Hunter) who is essentially playing the newer movie version of Van Helsing.

I'm wanting to build a tanky, warrior Half-Orc Cleric of Asmodeus, going into Hellknight Commander for a few levels(for full movement in Hellknight Plate and the Censor ability) and then continue on into Hellknight Signifier for the rest of the build. I'm planning on using a Longsword as it is the favored weapon of the Order of the Rack, so likely a shield in my off hand. We are starting at 10th level with stats of 18, 16, 14, 14, 12, 12 arranged as we see fit before racial adjustment.

I'm looking for archetype suggestions, domain suggestions, and generally the best way to go about building this character.


I recently ran a Barbarian(Savage Technologist) 5, Ranger(Trophy Hunter) 3, Fighter(Eldritch Guardian) 2, with a Pooka improved familiar who would sit on my shoulder and plink people with a musket while I fought them with pistol and falcata.


Question: 10th level character... 5th level Barbarian(Savage Technologist), 2nd level Fighter(Eldritch Guardian), 3rd level Ranger(Trophy Hunter/Trapper).

Does his familiar(Pooka gained via Improved Familiar) gain Exotic Weapon Proficiency(Firearms) along with Gunsmithing and Amateur Gunslinger?


He's playing a Rogue(Scout/Spy), 10th level.


No need to de-shield and use weapons, Improved Shield Bash allows me to retain the bonus to AC and still attack. Shield Master removes the penalities combined with Two Weapon Fighting.

Thank you for that FAQ, I had missed that and will inform my DM. The player still wants to spring attack around me and shank people with his rapier. Is there any feats/teamwork feats that allow you to "flank" when adjacent to one another instead of having to be on either side of the opponent?


That has been argued to death, our DM leans in favor of it being allowed unless there is a FAQ that specifically says otherwise.


Those back to back feats are very nice, I'll definitely mention them to my buddy and see what he thinks. Right now he's going with Spring Attack + Vital Strike for a bunch of damage on those one-shot rapier attacks.

I'm looking at possibly getting a familiar through Arcana and having it carry wands to buff myself with things like Lead Blades and Bull's Strength.


Our table recently agreed to do a campaign reset, bringing in a new party in a different part of our homebrew world, starting at 10th level characters with full wealth by level for pur characters. Currently we have in the new party an Ifrit Sorceror(Elemental: Fire) who's very much the epitome of pyro, an archer Inquisitor who will focus on also being an off-healer and overall a support character, and my character's brother, a human UnchRogue(Scout/Spy) who's a dodgy little guy who's ace with a rapier.

I'm looking to build a dual shield user who can wreck face with his twin shields but also act as a shield wall for his brother. We have a long back story and my character is his bastard older brother, a half-orc shunned by their father, a now-deceased King. Our starting attributes are 18, 16, 14, 14, 12, 12 before racial adjustment and placed as I see fit.

For class(because unfortunately hybrids are NOT allowed)... I was thinking 6th level Ranger(Witchguard/Infiltrator archetypes) and then going Magus(Skirnir/Hexcrafter) but I am unsure of how effective this character would be. He was the protector of his orcish tribe's shaman and taught to use magic himself, and how puts that skill to use protecting his brother in combat. Any suggestions on how best to go about doing this character?


I'm really wanting to throw together a character similar to Bolf Ramshield, the dwarf who uses twin heavy shields and rides a Large ram into battle. I figured probably my best bet would be yo go Ranger for the early-entry shield feats and pick up Two Weapon Fighting(Improved and Greater eventually) along the way, and Mounted Combat as well seems an obvious choice, but from there I'm unsure what route I want to go with the character. My initial thoughts were Ranger 6, and then go into Cavalier or Mad Dog Barbarian. Anyone have any advice on how to effectively ride a Large ram and two weapon fight with shields?


5 people marked this as FAQ candidate. 1 person marked this as a favorite.

I'm looking for a solid answer as to how claws gained from rage powers or Bloodlines interact with a race that naturally already has a pair of claws. For example, a Tengu with claws who is a Barbarian with the Lesser Beast Totem. Is it a straight gain of an extra set of claw attacks(4 claws total) or are the gained claws redundant. The language clearly says gains, but I'm looking for a solid RAW answer to make sure I'm not giving a character more attacks than they are supposed to have.

Lesser Beast Totem: "While raging, the barbarian gains two claw attacks. These attacks are considered primary attacks and are made at the barbarian's full base attack bonus. The claws deal 1d6 points of slashing damage (1d4 if Small) plus the barbarian's Strength modifier."


Even better, Gunslinger(Musket Master) 5/Wizard(Spellslinger). Shenanigans shall commence, I'm gonna start building him now. The lower BAB will suck a little but Touch AC and making/enchanting my own guns will make up for it. I completely forgot about the Spellslinger.


I like the idea of a little Goblin carrying a massive cannon of a firearm and blasting people with it. I might forgo the Monk levels and give him Gunslinger(Musket Master?) 5/Rogue(Sniper) 4/ Alchemist X for a sort of mad bomber cannon wielding demolition specialist type of character.


Culverin it is then... hmmm... are there any ways to extend the range on the culverin to something a little better than 30ft? I'd prefer to keep away from enemies with this character but if I have no other good options I'm okay with the 30ft range. The character I'm planning on making is a Goblin Monk(because immunity to prone is delicious)4/Gunslinger 5/Rogue(sniper) X.

Race

Changeling

Classes/Levels

Artificer

Gender

Male

Size

Medium

Alignment

Good

Deity

The Sovereign Host

Location

Eberron

Languages

Common and French

Strength 11
Dexterity 10
Constitution 14
Intelligence 18
Wisdom 14
Charisma 12

About Aurr, Artificier

About Aurr

31HP / 15 Bloodied / 8 surges per day at value 7

17 AC
14 Fort
15 Reflex
15 Will

Defense Breakdowns:

16 AC = 11 + 2(leather) + 4(int)
13 For = 11 + 2(con) + 1(class)
14 Ref = 11 + 4(leather)
14 Wil = 11 + 1(cha) + 1(class) + 1(race)

6 Speed
+0 Initiative

15 Passive Insight
18 Passive Perception

Trained Skills: Arcana, Thievery, Heal, Diplomacy and Perception
Skills: +0 Acrobatics, +10 Arcana, 1 Athletics, +4 Bluff, +9 Diplomacy, 3 Dungeoneering, +3 Endurance, 8 Heal, 5 History, 5 Insight, +2 Intimidate, +3 Nature, +8 Perception, +5 Religion, +1 Stealth, +2 Streetwise, +6 Thievery (+8 w/ tools)

Background: Cultural assimilator (+2 Insight) While Growing up Aurr learned to be distrustful but morre importantly to blend in with his surroundings.

<<RACIAL ABILITIES>>
Skill Bonuses: +2 Bluff, +2 Insight.
You are a shapechanger; you can alter
your appearance. As such, you are subject to effects
and conditions that affect shapechangers.

Changeling Disguise Changeling Racial Power

Details:

You alter your for form to look like another person.
At-Will + Polymorph
Minor Action Personal
Effect: You alter your physical form to take on the appearance of any Medium humanoid. You retain your statistics
in your new form, and your clothing. Armor, and possessions
do not change. The new form lasts until you change
form again.
Any creature that attempts to see through your ruse
makes an Insight check opposed by your Bluff check, and
you gain a +5 bonus to your check.

Changeling Trick Changeling Racial Power

Details:

Your feint tricks a foe into giving you an advantaae.
Encounter
Minor Action Melee 1
Target: One creature
Effect: You make a Bluff check opposed by the target's
passive Insight. If your check succeeds, you gain combat
advantage against the target until the end of your next
turn.

<<CLASS ABILITIES>>
ARCANE EMPOWERMENT
You can empower an item in two ways.
Details:

Impart Energy: You recharge the daily power of a
magic item. An item can be recharged only once per
day in this way.

Augment Energy: You infuse a weapon or an
implement with a reservoir of energy that lasts
until the end of your next extended rest or until it
is expended. The wielder of the implement or the
weapon can use a free action after making an attack
roll to expend the reservoir of energy to gain a +2
bonus to that attack roll. An implement or a weapon
can be augmented only once per day in this way.

<<POWERS>>

Healing Infusion: Curative Admixture

Details:

You use the magic of your infusion to heal the wounds of your target.
Encounter (Special) + Arcane, Healing
Minor Action Close burst 5 (10 at 11 th level, 15 at 21 st level)
Target: You or one ally in burst
Effect: The target regains hit points equal to its healing
surge value + your Wisdom modifier(+2), and you expend an
infusion crafted with your Healing Infusion class feature.(+2 feat)
Special: You can use two Healing Infusion powers per
encounter, but only one per round. At 16th level, you can
use three Healing Infusion powers per encounter, but
only one per round.

Note: I have a feat called "potent restorable" it gives the target of healing powers gains a +2 extra hit points.

Healing Infusion: Resistive Formula

Details:

You channel the energy of your infusion into your target's armor, providing lasting protection.
Encounter (Special) + Arcane
Minor Action Close burst 5 (10 at 11 th leve l. 1 5 at 21 st leve l)
Target: You or one ally in burst
Effect: The target gains a + 1 power bonus to AC until the
end of the encounter, and you expend an infusion crafted
with your Healing Infusion class feature. The target can
end the bonus as a free action to gain temporary hit
points equal to its healing surge value + your Constitution
modifier.(+2)
Special: You can use two Healing Infusion powers per
encounter, but only one per round.

At Will (lvl 1)

Aggravating Force Artificer Attack 1

Details:

At-Will + Arcane, Force, Weapon
Standard Action Melee or Ranged weapon

Crossbow: +6 VS AC, 1d8+4 damage

Target: One creature
Attack: Intelligence vs. AC
HIt: l W + Intelligence modifier (+4)force damage, and the
next ally to attack the target before the end of your next
turn gains a + 2 power bonus to the attack roll.

At Will (lvl 1)

Thundering Armor Artificer Attack 1

Details:

At-Will + Arcane. Implement, Thunder

Wand Implment: +4 vs Fortitude, 1d8+4 damage

Standard Action Close burst 10
Primary Target: You or one ally in burst
Effect: The primary target gains a +1 power bonus to AC
until the end of your next turn. Make an attack.
Secondary Target: One creature adjacent to the primary
target in burst
Attack: Intelligence vs. Fortitude
Hit: 1d8 + Intelligence modifier(+4) thunder damage, and you
push the secondary target 1 square away from the primary
target.


Encounter (class)

Shielding Cube Artificer Attack 1

Details:

You direct a minute cube covered in runes into the fray. although small, the cube conlains a force that bashes foes and shields allies
shields allies.

Encounter + Arcane, Force, Implement

Wand implement: +4 vs. Reflex, 2d6+4 danage

Standard Action Ranged 10
Target: One creature
Attack: Intelligence vs. Reflex
HIt: 2d6 + Intelligence modifier force damage.
Effect: Until the end of your next turn, any ally gains a + 1
power bonus to AC while adjacent to the target.

Daily (lvl 1)

Life-Tapping Darts Artificer Attack 1

Details:

You launch magical darts at ally and a foe. The dart that hits the foe transfers energy in a flash.
Daily + Arcane, Implement

Implement: +4 vs Reflex, 2d10 +4 damage
Standard Action Ranged 10
Target: One creature
Attack: Intelligence vs. Reflex
Hit: 2dl0 + Intelligence modifier damage, and one ally
within 10 squares of you gains 10 temporary hit points.
Miss: Half damage, and one ally within 10 squares of you
gains 5 temporary hit points.


Melee Basic:
(Spiked Gauntlet) +0 vs AC, 1d6

Ranged Basic:
(Crossbow) +2 vs AC, 1d8 damage

LVL 2 Utility Power

Restorative Infusion

Daily - Minor Action

"You infuse a comrade with a restorative compound. That ally can then redirect excess vitality to other allies"
Keyword: Arcana
Effect: The target gains 20 temporary hit points. as a minor action, teh target can transfer any number of these temporary hit points to an ally within 5 squares of him or her.
<<FEATS>>
Lvl 1: Ritual Caster (class feat)
Lvl 1: Potent Restorables :Targets of healing powers regain 2 extra hit points
Lvl 2: Accurate Magic weapons : Enhanced weapons or implements gain +1 bonus to next attack roll.
<<Rituals>>
Brew Potion
Disenchant Magic item
Enchant Magic item
Make whole (for repairing warforged!)

<<EQUIPMENT AND MONEY>>
Leather Armor
Adventurer's Kit
Wand implement
Ritual Book
Crossbow
Crossbow bolts
Dagger
Spiked Gauntlet

kit contains:

Contents:

backpack
bedroll
flint and steel
belt pouch
2 x sunrod
10 x trail rations
50' hempen rope
waterskin

17 gp

XP: 0

DESCRIPTION:
Aurr can look like anyone. He tends to stick to generic male face and has no distinguishing features because he rarely wants to stand out. He wears leather armor that is cleaned everyday. He has mutiple Dragon marked House insgnias on his armor that he interchanges regualry. He has a cloak with a hood that covers his face when needed also. On his belt however is many trinkets and tools and somewhat give away his trade as an artificer. Mechnical darts, Rune-engraved spheres and random other tools. His one defining trait is the whislting lullaby that he always unconsciouly whistles when he is working. No matter the face he is wearing he will always be his father's son...

BACKGROUND:

Aurr doesn't remeber much from hie earlier youth. His village was destroyed and parents killed when he was very young. A unit of warforged soldier attacked the village. This was oen of the first times warforged walked or even killed anything in Khorvaire. One warforged named "Cutter" was making sweeps in the huts when he came upon the young Aurr. He was standing there next to his dead family and asked him a simple question: "Why". Cutter could not answer the child and could hardly answer himself as to the reason for this. The warforged left his unit that day and took Aurr with him to raise. If it wasn't for this gesture Aurr would of persihed that day. His childhood was never a stable one. They moved around a lot mostly in cities. Always on the run from House Cannith. Cutter was created as a warrior and only knew of war int he beginning. He was sometimes too protective of Aurr and that typically garnered unwanted attention. Aurr learned to speak for his "father" he did much better. His affinty for device and magic helped him to learn how to repair his warforged parent. Then one day the Last war ended and warforged were decalred a free people. Aurr remebers that day because he came back to an empty home. Their were sign of great struggle but no blood. Many eyewitness saw "men" that were clearly from House Cannith but had a greater air of secrecy about them. aurr has tried to inflitrate House Cannith many times to try to find out who or what might of taken his "Father". That was five years ago. After the Last war, aurr tried to find jobs as an adventurer and found some Sollace in it as the answers to his questions are always just out of his grasp. He is constently amazed however that the kindness of the construct that raised him alwas seems to be much higher than most humans.

CHARACTERISTICS:

Aurr is a good companion if somewhat guarded. Life was not to kind to him but many people in his life were. He finds that most adventurers are out to do good and help people. Sometimes he reveals his tru origin to them sometimes not. Aurr will never let any of his companions die putting his own life in danger to do so.