Artificer
Class Paragon Path Epic Destiny Deity Adventuring Company Total XP
1,000 280 lbs.
Weight
Warforged
Race
Medium
Size
5
Age
Male
Gender
6'3"
Height
Unaligned
Alignment RPGA Number
INITIATIVE
SCORE DEX 1/2 LVL MISC SCORE DEFENSE
DEFENSES
10 + ARMOR/ 1/2 LVL ABIL CLASS SCORE FEAT ENH MISC MISC
MOVEMENT
BASE ARMOR ITEM MISC
2
Initiative
1
1
18
CONDITIONAL MODIFIERS
AC
11
6
1
6
Speed
(Squares)
6
SPECIAL MOVEMENT
CONDITIONAL BONUSES
ABILITY SCORES
SCORE ABILITY ABIL MOD MOD + 1/2 LVL DEFENSE
10 + 1/2 LVL ABIL
SENSES
CLASS FEAT ENH MISC MISC SCORE PASSIVE SENSE BASE SKILL BONUS
10 18 13 18 11 8
STR Strength
Constitution
0 4 1 4 0 -1 HIT POINTS
1 5 2 5 1 0
17
FORT 11
4
1
1
11 16
Passive Insight Passive Perception
10 + 10 +
1 6
CON DEX
CONDITIONAL BONUSES
DEFENSE
10 + 1/2 LVL ABIL
SPECIAL SENSES CLASS FEAT ENH MISC MISC
Dexterity
16
REF
11
4
1
ABILITY: ATT BONUS CLASS FEAT ENH MISC MISC
INT Intelligence
Wisdom
ATTACK WORKSPACE
Magic Weapon - Armbow Superior crossbow +1
1/2 LVL ABIL CLASS PROF FEAT ENH MISC
CONDITIONAL BONUSES
WIS CHA
DEFENSE
10 + 1/2 LVL ABIL
+ 10
ABILITY: ATT BONUS
1
4
CLASS
3
PROF FEAT
1
ENH
1
MISC
14
WILL 11
1
1
1
Static Shock - Armbow Superior crossbow +1
1/2 LVL ABIL
CONDITIONAL BONUSES
Charisma
+ 6 ACTION POINTS
SURGES/DAY
1
4
1
MAX HP
BLOODIED
HEALING SURGES
SURGE VALUE
35
CURRENT HIT POINTS
17
1/2 HP
8
1/4 HP
10
CURRENT SURGE USES
MILESTONES 0 1 2 ADDITIONAL EFFECTS FOR SPENDING ACTION POINTS
Action Points
ACTION POINTS 1 2 3
DAMAGE WORKSPACE
ABILITY: DAMAGE
Magic Weapon - Armbow Superior crossbow +1
ABIL FEAT ENH MISC MISC
1d10+5 RACE FEATURES
Living Construct - No need to eat, drink, breathe, or sleep
ABILITY: DAMAGE
4
ABIL FEAT
1
ENH MISC MISC
Static Shock - Armbow Superior crossbow +1
SECOND WIND 1/ENCOUNTER
TEMPORARY HIT POINTS
USED
Warforged Resolve - You have the warforged resolve power Warforged Mind - +1 to Will
1d8+5
4
1
ATTACKS Warforged Resilience - +2 to saving throws against ongoing damage; can takeBASIC the better of 10 and
DEATH SAVING THROW FAILURES
SAVING THROW MODS +2 Racial bonus against ongoing damage RESISTANCES CURRENT CONDITIONS AND EFFECTS
ATTACK DEFENSE WEAPON OR POWER
DAMAGE
Unsleeping Watcher - 4 hours of fully aware inactivity counts as rest Armbow Superior crossbow +1 1d10+2 6 extended vs AC
4 5 1 SKILLS CLASS / PATH / DESTINY FEATURES
TRND (+5) ARMOR PENALTY MISC ABIL MOD + 1/2 LVL
vs vs vs
AC AC AC
Dagger (Melee) Dagger (Range) Unarmed (Melee)
1d4 1d4+1 1d4
BONUS
SKILL NAME
Arcane Empowerment - Empower magic items once per day plus once per milestone. Impart Energy - Recharge a daily magic item. An item can't be recharged twice in a day. Augment Energy - A weapon gains a +2 bonus as a free action once. An item can't be infused twice. Arcane Rejuvenation - When an ally uses a daily magic
FEATS
Ritual Caster - Master and perform rituals Weapon Proficiency (Superior crossbow) - Gain proficiency with the Superior crossbow Crossbow Caster - Use crossbow as implement for artificer and artificer paragon path powers
items they gain 1/2 level + int mod temp HPs. Healing Infusion - Access related powers 2/encounter (3/ encounter at level 16+) Ritual Casting - Gain Ritual Caster as a bonus feat.
LANGUAGES KNOWN
Common
Page 1
Max Ximenez
POWER INDEX
List your powers below. Check the box when the power is used. Clear the box when the power renews.
MAGIC ITEM INDEX
List your powers below. Check the box when the power is used. Clear the box when the power renews.
ENCOUNTER POWERS
Second Wind Healing Infusion: Curative Admixture Healing Infusion: Resistive Formula Burning Weapons
HANDS HEAD NECK RING RING WAIST
Amulet of Protection +1 (E)
PERSONALITY TRAITS
Finder is relatively tactless, though this does not stop him from being chatty. Were he a creature of flesh, one might call him a sociopath, unable to empathize with others: though due to the fact he is not technically alive, one can excuse some of his actions. He is very self centered and greedy, and believes all problems can be solved through proper analysis and application of skill and knowledge.
DAILY POWERS
Punishing Eye
MANNERISMS AND APPEARANCE
UTILITY POWERS
Second Wind Warforged Resolve Swift Mender As a late-model warforged created for his intelligence over his brute strength, Finder is slimmer than his hulking brethren, possessing a slight face with a pair of intense yellow eyes (one of which is always covered by an intricate magnifying monocle). Much of his silver body is covered in a large, leather greatcoat: so chosen for the many pockets that fill it, each bulging with tools and miniscule mechanical parts. When expecting combat, he typically replaces his right arm below the elbow with a superior crossbow of his own design.
/ / / / / / / / /
Daily Item Powers Per Day
Heroic (1-10) Paragon (11-20) Epic (21-30) Milestone Milestone Milestone
CHARACTER BACKGROUND
Self-Improvement Expert When your joints squeak or a connecting fiber tears, you could fix it easily. But why not replace it with something better? You're lucky to be a warforged. Creatures of flesh can't make the same upgrades you can. Your body has few original parts left—and good riddance! Does your fascination with modifying your body drive you to create homunculi or other constructs as well? If a new part becomes available, do you try it out though it might be dangerous?
OTHER EQUIPMENT
Ritual Book Dagger Backpack (empty) Brew Potion
COINS AND OTHER WEALTH
Money on hand: 360 gp Stored money: 0 gp Encumbrance: 34 / 100
Finder
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Max Ximenez
CHARACTER NAME
Finder
PLAYER NAME
Skills 2 12 1 0 0 6 7 6 10 1 2 1 6 5 2 0 2 Acrobatics Arcana Athletics Bluff Diplomacy Dungeoneering Endurance Heal History Insight Intimidate Nature Perception Religion Stealth Streetwise Thievery DEX INT STR CHA CHA WIS CON WIS INT WIS CHA WIS WIS INT DEX CHA DEX (Trained)
Action Point
ADDITIONAL EFFECTS
Max Ximenez
RACE
Warforged
CLASS
Artificer
LEVEL
2
SCORE ABILITY
MOD
HP 35 Spd 6 Init +2
10 STR +0 18 CON +4 13 DEX +1 18 INT +4 11 WIS +0 8 CHA –1
AC 18 Fort 17 Ref 16 Will 14
Passive Perception
(Trained) (Trained) (Trained)
(Trained)
11
PLAY DATA
Passive Insight
16
ADDITIONAL EFFECTS
Effect: Gain a standard action this turn. Special: You are reset to one action point when you take an extended rest. You gain an action point each milestone.
ENCOUNTER SPECIAL
PLAY DATA
Second Wind
KEYWORDS USED
Bull Rush Attack
KEYWORDS USED
Grab Attack
KEYWORDS USED
Standard ACTION AT-WILL ENCOUNTER
Personal RANGE DAILY
Standard ACTION 1 ATTACK
*
Melee 1 RANGE
Standard ACTION 1 ATTACK
*
Melee touch RANGE
vs
Fort DEFENSE
One creature TARGET
vs
Reflex DEFENSE
One creature that is no more than one size category la TARGET
Effect: You spend a healing surge and regain 8 hit points. You gain a +2 bonus to all defenses until the start of your next turn.
Attack: Strength vs. Fortitude Hit: You can push the target 1 square and then shift 1 square into the space it left. Unarmed: +1 attack
Requirement: You must have a hand free. Attack: Strength vs. Reflex Hit: You grab the target until the end of your next turn. You can end the grab as a free action. Sustain Minor: The grab persists until the end of your next turn. Unarmed: +1 attack
ADDITIONAL EFFECTS
ADDITIONAL EFFECTS
ADDITIONAL EFFECTS
CLASS
LEVEL
BOOK
PH
CLASS
LEVEL
*
BOOK
PH
CLASS
LEVEL
*
BOOK
PH
UTILITY POWER
AT-WILL POWER
AT-WILL POWER
Opportunity Attack
KEYWORDS USED
Magic Weapon
KEYWORDS
Static Shock
USED KEYWORDS
Arcane, Weapon
* *
Arcane, Implement, Lightning
*
USED
* Opportunity Action
Melee 1 RANGE
Standard ACTION 10 ATTACK
Melee or Ranged weapon RANGE
Standard ACTION 6 ATTACK
Melee 5 RANGE
ACTION vs ATTACK DEFENSE
The triggering enemy TARGET
vs
AC DEFENSE
One creature TARGET
vs
Reflex DEFENSE
One creature TARGET
Trigger: An enemy that you can see either leaves a square adjacent to you or uses a ranged or an area power while adjacent to you. Effect: You make a melee basic attack against the target.
Attack: Intelligence +1 vs. AC Hit: 1[W] + Intelligence modifier (+4) damage, and each ally adjacent to you gains a +1 power bonus to attack rolls and a power bonus to damage rolls equal to your Constitution modifier (+4) or your Wisdom modifier (+0) until the end of your next turn. Level 21: 2[W] + Intelligence modifier (+4) damage, and a +2 power bonus to attack rolls. Armbow Superior crossbow +1: +10 attack, 1d10+5 damage
Attack: Intelligence vs. Reflex Hit: 1d8 + Intelligence modifier (+4) 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 (+4). Level 21: 2d8 + Intelligence modifier (+4) lightning damage. Armbow Superior crossbow +1: +6 attack, 1d8+5 damage
ADDITIONAL EFFECTS
ADDITIONAL EFFECTS
ADDITIONAL EFFECTS
CLASS
LEVEL
*
BOOK
PH
CLASS
Artificer
LEVEL
1
BOOK
EPG
CLASS
Artificer
LEVEL
1
BOOK
EPG
AT-WILL POWER
Finder
AT-WILL POWER
Page 3
AT-WILL POWER
Max Ximenez
Healing Infusion: Curative Admixture
KEYWORDS
Healing Infusion: Resistive Formula
USED KEYWORDS
Burning Weapons
USED KEYWORDS
Arcane, Healing
Arcane
Arcane, Fire, Weapon
* *
USED
Minor ACTION
5
Minor RANGE You or one ally in burst DEFENSE TARGET ATTACK ACTION
5
Standard RANGE You or one ally in burst DEFENSE TARGET ACTION 9 ATTACK
Melee or Ranged weapon RANGE
vs ATTACK
vs
vs
AC DEFENSE
One creature TARGET
Effect: The target regains hit points equal to its healing surge value + your Wisdom modifier (+0), and you expend an infusion crafted with your Healing Infusion class feature. Level 6: Healing surge value + your Wisdom modifier (+0) + 2. Level 11: Healing surge value + your Wisdom modifier (+0) + 4. Level 16: Healing surge value + your Wisdom modifier (+0) + 6. Level 21: Healing surge value + your Wisdom modifier (+0) + 8. Level 26: Healing surge value + your Wisdom modifier (+0) + 10. 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. Unarmed: +1 attack
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 (+4). Level 11: Temporary hit points equal to the target's healing surge value + twice your Constitution modifier (+4). Level 21: Temporary hit points equal to the target's healing surge value + three times your Constitution modifier (+4). 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.
ADDITIONAL EFFECTS
Attack: Intelligence vs. AC Hit: 1[W] + Intelligence modifier (+4) fire damage. Until the end of your next turn, you and any ally within 2 squares of you deals extra fire damage equal to your Constitution modifier (+4) with weapon or fire attacks. Armbow Superior crossbow +1: +9 attack, 1d10 +5 damage
ADDITIONAL EFFECTS
ADDITIONAL EFFECTS
CLASS
Artificer
LEVEL
BOOK
EPG
CLASS
Artificer
LEVEL
BOOK
EPG
CLASS
Artificer
LEVEL
1
BOOK
EPG
ENCOUNTER POWER
ENCOUNTER POWER
ENCOUNTER POWER
Punishing Eye
KEYWORDS
Second Wind
USED KEYWORDS USED
Warforged Resolve
KEYWORDS
Arcane, Conjuration, Implement, Psychic
5
Healing
USED
Standard ACTION vs ATTACK
Ranged 5 RANGE
Standard ACTION AT-WILL ENCOUNTER
Personal RANGE DAILY
Minor ACTION AT-WILL ENCOUNTER
Personal RANGE DAILY
DEFENSE
TARGET
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 (+4). You can move the eye 3 squares as a move action.
Effect: Spend a healing surge and gain a +2 bonus to all defenses until the start of your next turn.
Effect: You gain a number of temporary hit points equal to 3 + one-half your level and can make a saving throw against one effect on you that deals ongoing damage. If you are bloodied, you also regain hit points equal to 3 + one-half your level. Unarmed: +1 attack
ADDITIONAL EFFECTS
ADDITIONAL EFFECTS
ADDITIONAL EFFECTS
CLASS
Artificer
LEVEL
1
BOOK
Dragon 374
CLASS
LEVEL
*
BOOK
PH
CLASS
Warforged
LEVEL
BOOK
EPG
DAILY POWER
UTILITY POWER
UTILITY POWER
Swift Mender
KEYWORDS
Armbow Superior crossbow +1
USED
Repulsion Leather Armor +1
20/40
RANGE
Arcane 5
1d10
DAMAGE
3
PROFICIENT
Crossbow
GROUP
2
AC BONUS
CHECK
SPEED
1
QUANTITY
Minor ACTION AT-WILL
Ranged 5 RANGE ENCOUNTER DAILY
+1 attack rolls and damage rolls
ENHANCEMENT
PROPERTIES
3
LEVEL
+1d6 damage
CRITICAL
PROPERTIES
+1 AC
ENHANCEMENT
2
LEVEL
Armor
TYPE
Target: You or one ally Effect: The target makes a saving throw.
This crossbow becomes a one-handed weapon. This crossbow does not expend bolts. Load Minor Ranged Basic Attack: +6 attack, 1d10+2 damage
AT-WILL
POWER
Leather armor is sturdier than cloth armor. It protects vital areas with multiple layers of boiledleather plates, while covering the limbs with supple leather that provides a small amount of protection.
AT-WILL
POWER
ENCOUNTER
DAILY
ENCOUNTER
DAILY
Requirement: You must have the living construct racial trait to use this item. Rarity: Common Component: attached
ADDITIONAL EFFECTS
Rarity: Uncommon Power (Daily): Minor Action. Whenever an enemy moves into an adjacent square, you can push that enemy 1 square as an immediate reaction. This power lasts until the end of the encounter.
CLASS
Artificer
LEVEL
2
BOOK
EPG
ITEM SLOT
Two-Hands
WEIGHT
6
PRICE
680
BOOK
AV
ITEM SLOT
Body
WEIGHT
15
PRICE
520
BOOK
PH
UTILITY POWER
Finder
MAGIC WEAPON
Page 4
MAGIC ITEM
Max Ximenez
Amulet of Protection +1
1
AC BONUS CHECK SPEED QUANTITY
+1 Fortitude, Reflex, and Will
ENHANCEMENT
PROPERTIES