Post by candi on Nov 11, 2009 7:18:38 GMT -5
Raylynn
Eladrin Artificer 2
DETAILS
HP: 33
Bloodied: 16
Heal Surge: 8
Healing Surges: 9
Init: +2
Defenses
AC: 17
Ref: 15
Fort: 15
Will: 14
Melee Basic Attack: +4, 1d4 (Dagger) or +4, 1d8 (Longsword)
Ranged Basic Attack +4, 1d6+1 (Hand crossbow) or +5, 1d4+1 (dagger, thrown)
Ability Scores
STR 10 (+0) DEX 13 (+1) CON 16 (+3)
INT 18 (+4) WIS 13 (+1) CHA 8 (-1)
Skills:
Feats:
Master Mixer: Create alchemical items of level+3 or lower
Arcane Familiar: Disembodied Hand
Master Crafter: Create items of your level+int mod (level+4) or lower
Features
Class Features
Arcane Empowerment: 1/day + milestone you can empower magic items;
Impart Energy: Recharge a daily magic item, a magic item can't be recharged twice in a day.
Augment Energy: A weapon gains a +2 bonus as a free action. An item can't be infused twice.
Arcane Rejuvenation: When an ally uses a daily magic item power they gain 1/2 level + int mod temporary hit points (5).
Healing Infusion: Access to related powers 2/encounter. On short rest can consume any healing surge from one willing creature to create a healing infusion.
Racial Features:
Ability Scores: +2 Dex, +2 Int
Size: Medium
Speed: 6 squares
Vision: Low-light
Languages: Common, Elven
Skill Bonuses: +2 Arcana, +2 History
Eladrin Weapon Prof: Proficiency with Longswords
Eladrin Will: +1 Will, +5 to save vs Charm effects
Eladrin Skill Training: Train in one additional skill
Fey Step: You can use the Fey Step racial power
Fey Origin: You count as a fey.
Powers
At-Will
Magic Weapon
Your attack issues a burst of magical energy that enhances the weapons of allies close to you.
At-Will Arcane, Weapon
Standard Action Melee or Ranged weapon
Target: One creature
Attack: Intelligence +1 vs. AC
Hit: 1[W] + Intelligence modifier damage, and each ally adjacent to you gains a +1 power bonus to attack rolls and a bonus to damage rolls equal to your Constitution or your Wisdom modifier until the end of your next turn.
Crossbow: +8 (4 int,2 proficiency,1 half level,1 power) vs AC
Longsword: +9 (4 int,3 proficiency,1 half level,1 power) vs AC
Static Shock
You imbue your opponent with a crackling arcane charge, hindering the potency of its next attack.
At-Will Arcane, Implement, Lightning
Standard Action Melee or Ranged 5
Target: One creature
Attack: Intelligence vs. Reflex
Hit: 1d8 + Intelligence modifier lightning damage. The next attack the target makes before the end of your next turn takes a penalty to the damage roll equal your Constitution modifier.
Implement: +5 vs Reflex
Encounter
Fey Step
With a step, you vanish from one place and appear in another.
Encounter Teleportation
Move Action Personal
Effect: Teleport up to 5 squares.
Shielding Cube
You direct a minute cube covered in runes into the fray. Although small, the cube contains a force that bashes foes and shields allies.
Encounter Arcane, Force, Implement
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.
Implement: +5 vs Reflex
Swift Mender
You empower a tiny construct to zoom to an ally’s aid.
Encounter Arcane
Minor Action Ranged 5
Target: You or one ally
Effect: The target makes a saving throw.
Healing Infusion: Curative Admixture[/color]
You use the magic of your infusion to heal the wounds of your target.
Encounter (Special) Arcane, Healing
Minor Action Close burst 5
Target: You or one ally in burst
Effect: The target regains hit points equal to its healing surge value + your Wisdom modifier(1), 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[/color]
You channel the energy of your infusion into your target’s armor, providing lasting protection.
Encounter (Special) Arcane
Minor Action Close burst 5
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 (3).
Special: You can use two Healing Infusion powers per encounter, but only one per round.
Daily
Punishing Eye
An arcane construct of an eye appears in the air, revealing your enemies and striking them when they show weaknesses.
Daily Arcane, Conjuration, Implement, Psychic
Standard Action Ranged 5
Effect: You conjure an eye in a square within range. It lasts until the end of the encounter. Enemies within 3 squares of the eye do not benefit from concealment, and when an ally attacks an enemy within 3 squares of the eye and hits, that enemy takes psychic damage equal to your Intelligence modifier. You can move the eye 3 squares as a move action.
Familiar
Disembodied Hand
A strange device sits on the woman's shoulder. It's the size of a large fruit, has two great big beady eyes made of some kind of stone and a pair of antennae which look to be springs with balls of fuzz on the ends. It's just a head, until a moment later it extends two clawed hands on the end of long springs and begins to move around her body collecting objects and handing them to her.
Senses:
Speed: 6, climb 2
Constant Benefit
You can retrieve or stow an item as a free action instead of as
a minor action.
Active Benefit
Agile Digits: A disembodied hand can open latches and
turn knobs that require only one hand to operate. It can also
manipulate objects to make Thievery checks. It gains a +2
bonus to such checks.
Rituals
Brew Potion
Disenchant Magic Item (no component cost)
Enchant Magic Item
Make Whole
Alchemy
Alchemist's Frost
Equipment
Repeating Hand Crossbow
Dagger, Longsword
Leather Armor
Crossbow Bolts (20),
Gear
Adventurer's Kit ( backpack, a bedroll, flint and steel, a belt pouch, two sunrods, ten days’ worth of trail rations, 50 feet of hempen rope, and a waterskin), Ritual Book
Alchemical Components
Residuum (8gold)
31.latest.iplay4e.appspot.com/characters/agdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiuySoM
Eladrin Artificer 2
DETAILS
HP: 33
Bloodied: 16
Heal Surge: 8
Healing Surges: 9
Init: +2
Defenses
AC: 17
Ref: 15
Fort: 15
Will: 14
Melee Basic Attack: +4, 1d4 (Dagger) or +4, 1d8 (Longsword)
Ranged Basic Attack +4, 1d6+1 (Hand crossbow) or +5, 1d4+1 (dagger, thrown)
Ability Scores
STR 10 (+0) DEX 13 (+1) CON 16 (+3)
INT 18 (+4) WIS 13 (+1) CHA 8 (-1)
Skills:
Acrobatics | 2 | |
Arcana | TRAINED | 12 |
Athletics | 1 | |
Bluff | 0 | |
Diplomacy | 0 | |
Dungeoneering | TRAINED | 7 |
Endurance | TRAINED | 9 |
Heal | 2 | |
History | TRAINED | 12 |
Insight | 2 | |
Intimidate | 0 | |
Nature | 2 | |
Perception | TRAINED | 9 |
Religion | 5 | |
Stealth | 4 | |
Streetwise | 0 | |
Thievery | TRAINED | 7 |
Feats:
Master Mixer: Create alchemical items of level+3 or lower
Arcane Familiar: Disembodied Hand
Master Crafter: Create items of your level+int mod (level+4) or lower
Features
Class Features
Arcane Empowerment: 1/day + milestone you can empower magic items;
Impart Energy: Recharge a daily magic item, a magic item can't be recharged twice in a day.
Augment Energy: A weapon gains a +2 bonus as a free action. An item can't be infused twice.
Arcane Rejuvenation: When an ally uses a daily magic item power they gain 1/2 level + int mod temporary hit points (5).
Healing Infusion: Access to related powers 2/encounter. On short rest can consume any healing surge from one willing creature to create a healing infusion.
Racial Features:
Ability Scores: +2 Dex, +2 Int
Size: Medium
Speed: 6 squares
Vision: Low-light
Languages: Common, Elven
Skill Bonuses: +2 Arcana, +2 History
Eladrin Weapon Prof: Proficiency with Longswords
Eladrin Will: +1 Will, +5 to save vs Charm effects
Eladrin Skill Training: Train in one additional skill
Fey Step: You can use the Fey Step racial power
Fey Origin: You count as a fey.
Powers
At-Will
Magic Weapon
Your attack issues a burst of magical energy that enhances the weapons of allies close to you.
At-Will Arcane, Weapon
Standard Action Melee or Ranged weapon
Target: One creature
Attack: Intelligence +1 vs. AC
Hit: 1[W] + Intelligence modifier damage, and each ally adjacent to you gains a +1 power bonus to attack rolls and a bonus to damage rolls equal to your Constitution or your Wisdom modifier until the end of your next turn.
Crossbow: +8 (4 int,2 proficiency,1 half level,1 power) vs AC
Longsword: +9 (4 int,3 proficiency,1 half level,1 power) vs AC
Static Shock
You imbue your opponent with a crackling arcane charge, hindering the potency of its next attack.
At-Will Arcane, Implement, Lightning
Standard Action Melee or Ranged 5
Target: One creature
Attack: Intelligence vs. Reflex
Hit: 1d8 + Intelligence modifier lightning damage. The next attack the target makes before the end of your next turn takes a penalty to the damage roll equal your Constitution modifier.
Implement: +5 vs Reflex
Encounter
Fey Step
With a step, you vanish from one place and appear in another.
Encounter Teleportation
Move Action Personal
Effect: Teleport up to 5 squares.
Shielding Cube
You direct a minute cube covered in runes into the fray. Although small, the cube contains a force that bashes foes and shields allies.
Encounter Arcane, Force, Implement
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.
Implement: +5 vs Reflex
Swift Mender
You empower a tiny construct to zoom to an ally’s aid.
Encounter Arcane
Minor Action Ranged 5
Target: You or one ally
Effect: The target makes a saving throw.
Healing Infusion: Curative Admixture[/color]
You use the magic of your infusion to heal the wounds of your target.
Encounter (Special) Arcane, Healing
Minor Action Close burst 5
Target: You or one ally in burst
Effect: The target regains hit points equal to its healing surge value + your Wisdom modifier(1), 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[/color]
You channel the energy of your infusion into your target’s armor, providing lasting protection.
Encounter (Special) Arcane
Minor Action Close burst 5
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 (3).
Special: You can use two Healing Infusion powers per encounter, but only one per round.
Daily
Punishing Eye
An arcane construct of an eye appears in the air, revealing your enemies and striking them when they show weaknesses.
Daily Arcane, Conjuration, Implement, Psychic
Standard Action Ranged 5
Effect: You conjure an eye in a square within range. It lasts until the end of the encounter. Enemies within 3 squares of the eye do not benefit from concealment, and when an ally attacks an enemy within 3 squares of the eye and hits, that enemy takes psychic damage equal to your Intelligence modifier. You can move the eye 3 squares as a move action.
Familiar
Disembodied Hand
A strange device sits on the woman's shoulder. It's the size of a large fruit, has two great big beady eyes made of some kind of stone and a pair of antennae which look to be springs with balls of fuzz on the ends. It's just a head, until a moment later it extends two clawed hands on the end of long springs and begins to move around her body collecting objects and handing them to her.
Senses:
Speed: 6, climb 2
Constant Benefit
You can retrieve or stow an item as a free action instead of as
a minor action.
Active Benefit
Agile Digits: A disembodied hand can open latches and
turn knobs that require only one hand to operate. It can also
manipulate objects to make Thievery checks. It gains a +2
bonus to such checks.
Rituals
Brew Potion
Disenchant Magic Item (no component cost)
Enchant Magic Item
Make Whole
Alchemy
Alchemist's Frost
Equipment
Repeating Hand Crossbow
Dagger, Longsword
Leather Armor
Crossbow Bolts (20),
Gear
Adventurer's Kit ( backpack, a bedroll, flint and steel, a belt pouch, two sunrods, ten days’ worth of trail rations, 50 feet of hempen rope, and a waterskin), Ritual Book
Alchemical Components
Residuum (8gold)
31.latest.iplay4e.appspot.com/characters/agdpcGxheTRlchMLEgtDaGFyYWN0ZXJWMhiuySoM