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"Tinker"'s page

59 posts. Alias of pat512.


Full Name

Tinker

Race

Warforged

Classes/Levels

Artificer / Alchemical Savant 11

Gender

M

Size

M

Alignment

Un

Languages

Common

Homepage URL

Iplay4e sheet

Strength 14
Dexterity 11
Constitution 18
Intelligence 20
Wisdom 15
Charisma 9

About "Tinker"

Tinker, level 11
Warforged, Artificer, Alchemist Savant
Alchemical Blood: Alchemical Blood (Lightning)

FINAL ABILITY SCORES
Str 14 (+7), Con 18 (+9), Dex 11 (+5), Int 20 (+10), Wis 15 (+7), Cha 9 (+4).

AC: 24 Fort: 23 Reflex: 23 Will: 22
HP: 80 Surges: 10 Surge Value: 20

TRAINED SKILLS
Arcana +15, Dungeoneering +12, Perception +12, Thievery +10 (+12 with tools), History +15

UNTRAINED SKILLS
Acrobatics +7, Bluff +6, Diplomacy +6, Endurance +13, Heal +9, Insight +9, Intimidate +8, Nature +9, Religion +12, Stealth +7, Streetwise +6, Athletics +9

FEATS
Artificer: Master Mixer (make alchemical items up to lvl+3)
Level 1: Potent Restorables (+4 healing)
Level 2: Jack of All Trades (+2 to untrained skills)
Level 4: Alchemical Affinity (4thp when hit with alchemical item)
Level 6: Crossbow Caster (use crossbow as implement)
Level 8: Alchemical Blood (+2 dmg with lightning attack or alchemy; +1 dmg with alchemical item when have thp)
Level 10: Shield Proficiency (Light) (retrained to Arcane Familiar at Level 11) (Smith's Hammer)
Level 11: Rapid Infusion (Healing Infusion as free action)

RACE FEATURES
Living Construct
You do not need to eat, drink, breathe, or sleep. You never make Endurance checks to resist the effect of starvation, thirst, or suffocation.

Warforged Resilience
You have a +2 racial bonus to saving throws against ongoing damage. Also, when you make a death saving throw, you can take the better result of your die roll or 10.

Unsleeping Watcher
You do not sleep and instead enter a state of inactivity for 4 hours to gain the benefits of an extended rest. While in this state, you are fully aware of your surroundings and notice approaching enemies and other events as normal.

CLASS FEATURES
Arcane Empowerment
You begin each day with the ability to empower two magic itemss, and you gain one additional arcane empowerment for each milestone you reach. You must spend a short rest with an item in order to empower it. You can empower an item in two ways.

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.

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

Arcane Rejuvenation
Whenever one of the artificer’s allies uses a magic item’s daily power, that ally absorbs the energy and gains 10 temporary hit points.

Healing Infusion
At the end of an extended rest, you create two healing infusions that last until the end of your next extended rest.

You determine the effect of a healing infusion at the time you use the power, not at the time you create it. When you use a Healing Infusion power, you expend one of the infusions you created during your last extended rest. During a short rest, you or an ally can spend a healing surge to replenish one of the infusions expended.

Alchemical Action
When you spend an action point to make an attack with an alchemical item, you gain a +5 bonus to the attack roll equal.

Resourceful Alchemist
When you create new alchemical items, you can use existing alchemical items as components. The values of the alchemical items you use as components are subtracted from the component cost of the new alchemical item. Any value in excess of the new item’s component cost is wasted.

AT-WILL
Melee Basic Attack (unarmed)
+7 vs AC, 1d4+2

Ranged Basic Attack (crossbow)
+10 vs AC, 1d8+3

Static Shock
Arcane, Implement, Lightning
Standard Action Melee or Ranged 5
Target: One creature
Attack: +13 vs. Reflex
Hit: 1d8 + 10 lightning damage. The next attack the target makes before the end of your next turn takes a -5 penalty to the damage roll.

Thundering Armor
Arcane, Implement, Thunder
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: +13 vs. Fortitude
Hit: 1d8 + 8 thunder damage, and you push the secondary target 1 square away from the primary target.

Thunderclap Armor Attack
Arcane, Implement, Thunder
Standard Action Close burst 2 centered on the primary target
Requirement: The power Thunderclap Armor must be active in order to use this power.
Secondary Target: One creature in burst
Secondary Attack: +13 vs. AC
Hit: 1d10 + 8 modifier thunder damage, and you push the secondary target 2 squares from the primary target.

ENCOUNTER
Healing Infusion: Curative Admixture
Arcane, Healing
Free Action Close burst 10
Target: You or one ally in burst
Effect: The target regains hit points equal to its healing surge value + 8, and you expend an infusion crafted with your Healing Infusion class feature.
Special: You can use two Healing Infusion powers per encounter, but only one per round.

Healing Infusion: Resistive Formula
Arcane
Free Action Close burst 10
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 + 10.
Special: You can use two Healing Infusion powers per encounter, but only one per round.

Quick Admixture
Arcane
Minor Action Personal
Effect: You use an alchemical item without spending its required action.

Warforged Resolve
Healing
Minor Action Personal
Effect: You gain 8 temporary hit points and can make a saving throw against one effect on you that deals ongoing damage. If you are bloodied, you also regain 8 hit points.

Shielding Cube
Arcane, Force, Implement
Standard Action Ranged 10
Target: One creature
Attack: +13 vs. Reflex
Hit: 2d6 + 8 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.

Lightning Sphere
Arcane, Implement, Lightning
Standard Action Area burst 1 within 10 squares
Target: Each enemy in burst
Attack: +13 vs. Fortitude
Hit: 1d8 + 10 lightning damage, and the target grants combat advantage until the end of your next turn.

Trapfinding
Free Action Personal
Trigger: You find a trap with a Perception check
Effect: Until the end of the encounter, you can reroll Thievery checks to disable the trap. You must use the second result.

Sphere of Reality
Arcane, Implement, Thunder
Standard Action Ranged 10
Target: One creature
Attack: +13 vs. Will
Hit: 2d10 + 8 thunder damage, and choose a square adjacent to the target. Until the end of your next turn, you can treat that square as the point of origin of your attacks.

Slick Concoction
Arcane
Minor Action Close burst 3
Target: Each ally in burst
Effect: You slide each target 5 squares. Each target gains a +4 bonus to Reflex until the end of your next turn.

Counterstrike Armor
The first enemy that hits you during an encounter takes ongoing 5 damage (save ends).

Swift Mender
Arcane
Minor Action Ranged 5
Target: You or one ally
Effect: The target makes a saving throw.

Second Wind
Spend a healing surge to regain 20 hit points.
You gain a +2 bonus to all defenses until the start of your next turn.

DAILY
Life-Tapping Darts
Arcane, Implement
Standard Action Ranged 10
Target: One creature
Attack: +13 vs. Reflex
Hit: 2d10 + 8 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.

Thunderclap Armor
Arcane, Implement, Thunder
Minor Action Melee touch
Primary Target: You or one ally
Effect: You infuse the target’s armor with an elemental thunder spirit. Until the end of the encounter, the target gains resist 5 thunder, and any enemy that ends its turn adjacent to the target takes 5 thunder damage. In addition, you can use the Thunderclap Armor Attack power once per round until the end of the encounter if the primary target is within 5 squares of you.

Lightning Motes
Arcane, Implement, Lightning
Standard Action Close burst 3
Target: Each enemy in burst
Attack: +13 vs. Reflex
Hit: 2d6 + 10 lightning damage, and the target is dazed (save ends).
Each Failed Saving Throw: The target takes 5 lightning damage.
Aftereffect: The target takes ongoing 5 lightning damage (save ends).
Miss: Half damage, and ongoing 5 lightning damage (save ends).

Item
Homing Crossbow
Free Action. Use this power before making the attack. Your attack ignores concealment and cover, but not total concealment or total cover.

CONSUMABLE
Universal Solvent (200gp)
Standard Action. Apply this substance to a creature or object. Destroy any type of mundane bonding agent (including sovereign glue) affecting you, an object in your possession, or in a square adjacent to you.
Universal solvent allows a creature immobilized by mundane agents such as a kobold slinger’s gluepot or an aboleth slime mage’s slime burst power to immediately save against the effect. It does not affect the aftereffects of those substances (such as slime burst’s slow effect), nor does it have any affect on creatures immobilized by other effects (for example, a ghoul’s claw attack).

Jolt Flask (200gp)
Standard Action. Make an attack: Area burst 1 within 10; +13 vs. Fortitude; on a hit, the target is dazed until the end of your next turn.

Clockwork Bomb (160gp)
Minor Action. Place the clockwork bomb in your space or in a square adjacent to you, and decide how many rounds pass before the bomb goes off (6 rounds maximum). Each round, at the start of your turn, move the clockwork bomb one square in a direction of your choosing and roll a d6. On a roll of 6, the bomb detonates prematurely. If the clockwork bomb is hit by an attack (the bomb has the same defenses as its user), it also explodes. When the bomb detonates, make an attack: Area burst 1 centered on the bomb’s space; targets each creature in burst; +12 vs. Reflex; 2d10 fire damage.
Special: Once the bomb is set, it can be disabled with a DC 19 Thievery check.

Tethercord (125gp)
Standard Action. Make an attack: Ranged 5/10; +11 vs. Reflex; the target cannot move more than 3 squares from the space it occupies when it is hit (save ends).

Sovereign Glue (125gp)
Standard Action. Apply this glue to an object, and affix that object to another object in reach. The two objects must remain affixed to one another until the end of your next turn. After the end of your next turn, the items are adhered, and separating them requires a DC 29 Strength check. A successful Strength check deals 2d10 damage to each adhered object.

Slow-Step Oil (125gp)
Standard Action. Apply slow-step oil to your weapon or one piece of ammunition. Make a secondary attack against the next creature you hit with the coated weapon or ammunition: +11 vs. Fortitude; on a hit, the target is slowed (save ends).

Bloodstinger Poison x2 (125gp)
Standard Action. Apply the bloodstinger poison to your weapon or one piece of ammunition. Make a secondary attack against the next target you hit with the coated weapon or ammunition: +11 vs. Fortitude; on a hit, the target takes ongoing 5 poison damage (save ends).

Alchemists's Spark x2 (125gp)
tandard Action. Make an attack: Area burst 1 within 10; targets each creature in burst; +11 vs. Reflex; 2d6 lightning damage and a -1 penalty to attack rolls.

Alchemical Silver (50gp)
Standard Action. Your weapon or one group of ammunition (30 arrows, 10 crossbow bolts, 20 sling bullets, or 5 shuriken) attacks as a silvered weapon until the end of the encounter or for the next 5 minutes. Alchemical silver can be applied to nonmagical weapons and to magic weapons of 14th level or lower.

Potion of Healing
Minor Action. Drink this potion and spend a healing surge. Instead of the hit points you would normally regain, you regain 10 hit points.

ITEMS
Ritual Book, Thieves' Tools, Homing Crossbow +3 (ignore concealment), Amulet of Protection +3, Counterstrike Leather Armor +2, Delver's Light (heroic tier), Residuum (Any) (850), Healing Potion

RITUALS
Brew Potion, Disenchant Magic Item, Enchant Magic Item, Make Whole

FORMULAS
Jolt Flask, Universal Solvent, Sovereign Glue, Rust Bomb, Alchemical Silver, Resonance Crystal, Lockburst Chalk, Clockwork Bomb, Blastpatch, Tethercord, Slow-Step Oil, Alchemist's Spark, Bloodstinger Poison, Clearwater Solution, Tanglefoot Bag

FAMILIAR
Dara - Smith's Hammer
Speed 4
+1 Arcane Empowerment Use
Once per encounter, immediate interrupt to add 2 to defense of self or ally adjacent. Destroyed.