Re-Recruiting 1 player: Eberron Lost 4E Style

Voda Vosa

First Post
I had thought about the 960 YK, after the Eldeen reaches declared it's independence. I was thinking that Krassa was a farmer's son, from the north-east of the Elden Reaches, and in a trip to the south, he got lost, and found in the Towering Wood, by on of the druidic sects.
At that time, the Elden Reaches were a prosperous and peaceful place, and the dichotomy between the two cultures, (agricultural communities and druids) would be an excellent place for a young erudite and druid to prosper, as he is both a druid, and a human born in an agricultural community.
Thoughts?
 

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renau1g

First Post
Hey Evo still here, just trying to update my CB (I don't own the EPG yet, stupid car repairs and vacation drained my budget this month) to build the PC.

wizards.com is down right now for some reason.
 



renau1g

First Post
Ok, all posted in the RG (and reposted here for posterity)
Conrad Cyr D'Cannith--Human Artificer

[sblock=CS]
Conrad Cyr D'Cannith

Maybe if I just switch out this gear....there we go, you look as good as new

Male Human Artificer
Initiative +1; Senses normal; Passive Insight 13, Passive Perception 18
HP 36; Bloodied 18; Healing Surge 9; Surges Per Day 8
AC 18; Fort 16, Ref 17, Will 16
Speed 6
Action Points 1
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:bmelee:Unarmed (standard; at-will) ✦ Weapon
+1 vs AC; 1d4 damage.
:ranged:Swiftshot Superior crossbow +1 (standard; at-will) ✦ Weapon
+5 vs AC; 1d10+1 damage.
:ranged:Static Shock (standard; at-will) ✦ Arcane, Implement, Lightning Ranged 5
+6 vs. Ref; 1d8+5 damage, next attack the target makes TENT takes a -2 penalty to damage.
:ranged:Thundering Armour (standard; at-will) ✦ Arcane, Implement, Thunder Close Burst 10
Effect: Target gains a +1 power bonus to AC
Secondary Target: one creature adjacent to target
+6 vs. Fort; 1d8+5 damage, and push the target 2 squares away from primary target
:ranged:Magic Weapon (standard; at-will) ✦ Arcane, Weapon Ranged 20/40
+10 vs. AC; 1d10+5 damage, and each adjacent aly gains a +1 power bonus to hit and +2 bonus to damage TENT.
Healing Infusion:Curative Admixture (minor; encounter) ✦ Arcane, Healing
Close Burst 5
Effect: Target regains HSV + 2 hp
Special: Can be used twice/encounter
Healing Infusion:Resistive Formula (minor; encounter) ✦ Arcane, Healing
Close Burst 5
Effect: Target gains +1 power bonus to AC until end of encounter, if they choose can end early to gain THP equal to HSV + 2
Special: Can be used twice/encounter
:ranged:Scouring Weapon (standard; encounter) ✦ Acid, Arcane, Weapon Ranged 20/40
+9 vs. AC; 2d10+5 acid damage and target takes a -2 penalty to AC TENT
:melee:Repulsion Strike(standard; encounter) ✦ Arcane, Force, Weapon
+9 vs. AC; 2d10+5 force damage, target takes a -2 penalty to melee attack rolls TENT
Caustic Rampart (standard; daily) ✦ Acid, Arcane, Conjuration, Implement Wall 5 within 10
Effect: Conjure wall of acidic fumes, up to 2 squares high, lasts TENT, wall is difficult terrain any creature that starts adjacent or inside the wall takes 1d6+4 acid damage
Sustain Minor: the wall persists
Restorative Infusion (Minor; Daily)Arcane Ranged 5
Effect: Target gains 20 THP, as a minor they can transfer any number of them to an ally within 5 squares
Swiftshot Superior crossbow +1 (Minor; Daily)
Make a ranged basic attack with the weapon
Master's Wand of Thundering Armour +1 (Standard; Encounter)
as the artificer's Thundering Armour Power
Leather Armour of Necrotic Resistance +1 (Standard; Encounter)
Resist 5 necrotic

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 items they gain 5 temp HPs
Healing Infusion
Access related powers 2/encounter (3/encounter at level 16+)
Ritual Casting
Gain Ritual Caster as a bonus feat.
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Alignment Good; Languages Common, Giant
Str 10 (+0) Dex 10(+0) Wis 14(+2)
Con 14 (+2) Int 18(+4) Cha 8 (-1)
Thievery +6, Arcana +12, Dungeoneering +8, Heal +8, Perception +8, History +10
* Trained Skill
Feats: Artificer: Ritual Caster
Human: Weapon Proficiency (Superior crossbow)
Level 1: Arcane Reserves
Level 2: Action Surge
Gear Ritual Book, Swiftshot Superior crossbow +1, Master's Wand of Thundering Armor +1, Amulet of Protection +1, Leather Armor of Resistance +1, 10 gp, 2 x components for Eye of Alarm
[/sblock]

[sblock=Background]
Background
Conrad Cyr D'Cannith was born in ages past, before the days of the great darkness known as the Last War and was part of one of the most important events of the last millenia. He was present at the initial conceptualization and development of the Creation Forges, those magical devices that spewed out warforged soldiers and earned House Cannith all sorts of blood money. However, Conrad was but a minor member of the house at the time and although he'd been apprenticing for years, he didn't have the political savvy to keep up with many other aspiring craftsman. It was a surprise to many when Conrad got attached to this assignment and he was initially elated to be part of the team, until he realized what his 'valuable' contributions were to be. Conrad was expected to clean up the others work benchs and tools once they were done with their experiments for the day. He was required to stay away from the development areas until the 'true' artificers were done, but occasionally he would catch glimpses of drawings or specifications left on someone's desk that he would pore over for hours and every so often add a bit of an improvement here or there. He continued his silent efforts for many months while the others continued with their efforts. Once they were ready to proceed to initial testing, Conrad was to inspect the forge for any tiny imperfections that might be present. Unfortunately for him, Conrad was performing his duty one day when he caught his ankle in on of the many cogs in the machine. He struggled to move it out, but the gear had turned and he was stuck, but not being crushed...yet.

As Conrad could hear the device being activated, he shouted uselessly and tried banging against the wall, but it was to no avail. The magical energy kept growing and Conrad stared at the blank eyes of the warforged gathered there and thought "These...creatures will be the last thing I see" as the energy grew so bright it blinded him. The pain was intense, it felt like he was being ripped apart molecule by molecule and Conrad let out a primal scream that dissipated as he did. Then, suddenly, it was over, the light was still bright, but not blinding, and there was a coarse feeling under his hands... "Sand? Is this the afterlife?" Conrad thought as he stood, then nearly toppled over as the pain in his ankle flared up. Luckily, he was aware of some alchemal formulas to heal a human's body as well as a construct. "Good thing that summer with the Joraco's wasn't a total waste" Conrad thought as he stumbled into the jungle looking for the reagants...
[/sblock]

[sblock=wishlist]
Level 8 - Wand of Icy Rays +2 (Hey, I can dream can't ?)
Level 4 - Cloak of Distortion +1
Level 4 - Battle Harness +1
[/sblock]

[sblock=Current Summary] ====== Created Using Wizards of the Coast D&D Character Builder ======
Conrad Cyr D'Cannith, level 3
Human, Artificer
Background: Cannith Inventor (+2 to Arcana)

FINAL ABILITY SCORES
Str 10, Con 14, Dex 10, Int 19, Wis 14, Cha 8.

STARTING ABILITY SCORES
Str 10, Con 14, Dex 10, Int 17, Wis 14, Cha 8.


AC: 18 Fort: 16 Reflex: 17 Will: 16
HP: 36 Surges: 8 Surge Value: 9

TRAINED SKILLS
Thievery +6, Arcana +12, Dungeoneering +8, Heal +8, Perception +8, History +10

UNTRAINED SKILLS
Acrobatics +1, Bluff, Diplomacy, Endurance +3, Insight +3, Intimidate, Nature +3, Religion +5, Stealth +1, Streetwise, Athletics +1

FEATS
Artificer: Ritual Caster
Human: Weapon Proficiency (Superior crossbow)
Level 1: Arcane Reserves
Level 2: Action Surge

POWERS
Artificer at-will 1: Magic Weapon
Artificer at-will 1: Thundering Armor
Bonus At-Will Power: Static Shock
Artificer encounter 1: Scouring Weapon
Artificer daily 1: Caustic Rampart
Artificer utility 2: Restorative Infusion
Artificer encounter 3: Repulsion Strike

ITEMS
Ritual Book, Swiftshot Superior crossbow +1, Master's Wand of Thundering Armor +1, Amulet of Protection +1, Leather Armor of Resistance +1
RITUALS
Make Whole, Brew Potion, Eye of Alarm
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======

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