LEB:PC:Arkavas (H.M.Gimlord)

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Contents

Summary

H.M.GimlordArkavas
XP 5747Male Deva Artificer 5
Medium natural humanoid
Initiative +2; Senses Passive Insight 15, Passive Perception 20
HP 41, Bloodied 20, Surge Value 10, Surges 8
AC 21; Fortitude 16, Reflex 18, Will 17
Speed 6
image:Close.gifThundering Armor (Standard; at-will) ✦ Arcane, Implement, Thunder
Close Burst 10;
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.
Secondary Attack (Staff of Ruin +1): +8 vs Fort; 1d8+7 Thunder damage, and You push the secondary target 1 square away from the primary target.
Image:M.gif / Image:R.gifMagic Weapon (Standard; at-will) ✦ Arcane, Weapon
Melee Attack (Vengefull Fullblade +1): +13 vs AC; 1d12+6 damage
Ranged Attack (Repeating Crossbow): Range 10/20; +10 vs AC; 1d8+5 damage and each ally adjacent to you gains a +1 power bonus to attack rolls and +3 bonus to damage rolls until the end of your next turn.
Image:M.gif / Image:R.gifScouring Weapon (Standard; encounter) ✦ Acid, Arcane, Weapon
Melee Attack (Vengeful Fullblade +1): +12 vs AC, 2d12+6 acid damage
Ranged Attack (Repeating Crossbow):, Range 10/20; +9 vs AC; 2d8+5 damage and the target takes a -2 to AC until the end of your next turn.
Image:M.gif / Image:R.gifForce Infusion (Standard; encounter) ✦ Arcane, Force, Weapon
Melee Attack (Vengeful Fullblade +1): +12 vs Fort, 1d12+8 force damage
Ranged Attack (Repeating Crossbow): Range 10/20; +9 vs Fort; 1d8+7 force damage
Effect: Until teh end of your next turn, whenever an ally hits the target with a melee attack, that ally pushes the target 1 square
Image:R.gifCaustic Rampart (Standard; daily) ✦ Acid, Arcane, Conjuration, Implement
Effect (Staff of Ruin +1): You conjure a wall of acidic fumes. The wall can be up to 2 squares high and must rest on a solid surface, and it lasts until the end of your next turn. The wall is difficult terrain, and its squares are lightly obscured. Any creature that starts its turn within the wall or adjacent to it takes 1d6+7 acid damage.
Sustain Minor: The wall persists.
Image:R.gifDancing Weapon (Minor; daily) ✦ Acid, Arcane, Summoning, Weapon
Requirement: You must be holding a melee weapon
Effect: You throw a melee weapon you are holding into an unoccupied square within range. The weapon has speed 0 and fly 6 (hover). The weapon is considered to be a small creature. When the dancing weapon drops to 0 hit points, it is not destroyed, and you do not lose a healing surge. Instead, the weapon returns to your hand. The dancing weapon cannot open or close a door or a container, or pick up or drop an item. You can give the dancing weapon the following commands:
Minor Action: Melee 1; Targets 1 creature; +12 vs AC; 1d12+5 damage
Opportunity Attack: Melee 1; Targets 1 creature; +12 vs AC; 1d12+5 damage
Use Magic Weapon (Standard; daily) ✦ Arcane
Effect: The next magic item daily power you used before the end of your next turn does not count toward your limit of magic item daily power uses.
image:Close.gifHealing Infusion: Curative Admixture (Minor; all healing infusions twice per encounter, once per round; encounter) ✦ Arcane, Healing
Close burst 5; You or one ally in burst.
Effect: The target gains hit points equal to its healing surge value +3 and you expend an infusion created with your Healing Infusion class feature.
image:Close.gifHealing Infusion: Resistive Forumla (Minor; all healing infusions twice per encounter, once per round; encounter) ✦ Arcane
Close burst 5; You or one ally in burst.
Effect: Target gains +1 bonus to AC until the end of the encounter and you spend an infusion created 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 + 2.
Memory of a Thousand Lifetimes (No Action; encounter)
Trigger: You make an attack roll, a saving throw, a skill check, or an ability check and dislike the result.
Effect: You add 1d6 to the triggering roll.
Vengeful Fullblade +1
Critical: +1d6.
Propeties: High Crit.
Power (Encounter): Free Action. Use this power when an attack hits a bloodied ally within 10 squares of you. Gain a +2 power bonus to attack rolls and +1d10 on damage rolls against the attacker until the end fo your next tun.
Staff of Ruin +1
Critical: +1d10 damage. In addition to the normal enhancement bonus, add the staff's enhancement bonus to the damage rolls as an item bonus.
Repulsion Leather Armor +2
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.
Arcane Empowerment
You begin the day with the ability to empower one item and gain another empowerment for each milestone. To empower an item, you must spend a short rest with the item. You can empower an item two ways. Augment Energy: A weapon or implement is augmented until your next extended rest or it is expended. The wielder of the item may use a free action after make an attack roll to gain a +2 bonus to the roll. The same item can only be augmented once per day this way. Impart Energy: You recharge the daily power of an item. One item can only be recharged this way once per day.
Arcane Rejuvenation
Whenever one of your allies uses an items daily power, that ally gains 7 temporary hit points.
Healing Infusion
At the end of an extended rest, you get two healing infusions. These are expended using healing infusion powers. During a short rest, you or an ally can spend a healing surge to replenish one of the infusions expended.
Astral Majesty
You get a +1 bonus to all defenses against bloodied creatures.
Astral Resistance
You gain Resist necrotic 7 and resist radiant 7.
Alignment Unalilgned; Languages Common, Goblin, Draconic, Dwarven, Elven, Giant, Supernal
Str 10 (+2)Dex 10 (+2)Wis 17 (+5)
Con 14 (+4)Int 20 (+7)Cha 8 (+1)
Skills Arcana +14, Diplomacy +8, History +14,Perception +10, Thievery +7
Feats Master Mixer, Mark of Scribing, Alchemical Opportunist, Weapon Proficiency (Fullblade), Expertise (Heavy Blade),
Equipment Vengeful Fullblade +1, Repulsion Leather Armor +2, Footpads, Adventurer's Kit, Ritual Book, Thieves Tools, Staff of Ruin +1, Repeating Crossbow, Magazine (10), Residium (75), 2gp
Rituals Make Whole, Brew Potion, Enchant Weapon, Disenchant Weapon, Conceal Dragonmark, Detect Secret Doors, Alchemist's Acid


Character Information

Background

Arkavas doesn't exactly know where he's from. For as far back as he can remember, Rykhavas' small apartment was his only home until he left for school at Wynarn. One look at him, and you can tell that the old mage was not a natural relation. Purple skin and white, pupilless eyes, tend to be a pretty unique feature in Fairhaven.

Being an adopted orphan, and having only a relationship of forced gratitude to his 'father', he didn't command much respect from his peers. Schoolmates and neighbors' children would continually harass him.

Needless to say, he turned to his studies in an attempt to make up for his lack of social prowess. The Last War was raging around him, but he barely noticed. Though his body remained of average build, his mind grew in capacity and capability. He learned many old and forgotten arts that, to this day, he feels the need to keep guarded.

Appearance

Purple skin
White pupilless eyes
Bald


Age: 27
Gender: Male
Height: 5'11"
Weight: 165 lbs.

Personality

Alignment: Unaligned

Arkavas tends to border on nerdy arrogance. He's so used to knowing more than the average person, that he often forgets that other learned people exist.

In any given conversation, he's given to snide marks and rants about his own academic achievements.

He's also slightly ADD. Not enough to be diagnosed, but enough that he will, every now and then, find himself lost in a reverie over some hypothetical thing of little consequence, analyzing it to some fantastical, unlikely conclusion, only to come out of it having wasted a great deal of time.

Did I mention he's also given to rambling on...and on...and on.

Hooks

  • Arkavas would often visit the pubs and taverns in Fairhaven, but Fairhaven is too calm a city, and he is too well known there. Sharn is far enough away to give him the relative anonymity he desires. Plus, people only go to Fairhaven to learn. They come seeking knowledge, not adventure.
  • Arkhavas often wonders where he really came from. Rykhavas never told him, in fact he's pretty sure that Rykhavas gave him his name (Their names are somewhat similar). He's not sure, however, if finding his real family would be a good thing or a bad thing.

Kicker

Achieving academic success in the university, he turned from study to resarch. Day and night, he was consumed with alchemy, arcana, and the art of the forge. He studied dwarven and goblin metalwork practices alike, as well as elven methods of enhancement. Through his studies, he concocted an alchemical solution that seemed sensitive to the temperment of nearby creatures. Eventually, he discovered that the sensitivity was to the presence of aggression. Anger would cause the substance to pulsate. Wrath would make it hot.

He would have gone the rest of his life thinking this substance no more than a curiosity if it had not been for one day when he chanced to witness a scuffle between two students. As he approached, he became so wrapped up in the spectacle that he forgot about the substance which he was carrying in a small vial. The closer he got, the hotter the substance became.

Then it happned. Peering over the shoulder of another onlooker, Arkavas witnessed one of the boys strike the other one on the cheek. At that instant, the substance exploded from within Arkavas' hand, causing an injury that took several months to heal.

It was a moment of amazing discovery and terrible fear. Afraid that his discovery would be conscripted for use in the war, Arkavas rushed back to his lab and continued his experiments under more hightened security. He made a point to memorize the alchemical formula, and then he destroyed his notes. He code-named the substance "Vengence"

As a test, he set out to imbue an ordinary weapon with 'Vengence' to see what effect it would have, but he lacked a proving ground, as well as the skill. To do it, he would need a channeling implement. This he found in the form of a Staff of Ruin locked away in the university vault. Growing up a neglected orphan had its advantages when it comes to learning practical skills. The lock was not easy to pick, but a combination of patience, luck, and skill hoaned over a childhood of idle time coincided at this critical time.

In no time, he not only had the staff, but he had his prototype. Now all he needed to do was test it. Road Trip!

Mini Stat Block

[sblock=mini-stats]
[url=http://www.enworld.org/wiki/index.php/LEB:PC:Arkavas_%28H.M.Gimlord%29]Arkavas[/url] - deva artivicer 4


Initiative: +2, Passive perception: 20, Passive Insight: 15


[b]Defenses:[/b]
AC: 21,  For: 15,  Ref: 17, Will: 16


[b]Vitality:[/b]
HP: 41, Bloodied: 20, Surge value: 10, Surges: 8
Speed: 6, AP: 1


[b]Languages:[/b] 
Common, Goblin, Draconic, Dwarven, Elven, Giant, Supernal


[b]Basic Attacks:[/b]
Melee: +11 vs AC, 1d12+6
Ranged: +4 vs AC, 1d8


[b]Powers:[/b] 
[url=http://www.wizards.com/dndinsider/compendium/power.aspx?id=4199][color=#44AA44]Thundering Armor[/color][/url], [url=http://www.wizards.com/dndinsider/compendium/power.aspx?id=5207][color=#44AA44]Magic Weapon[/color][/url]
[url=http://www.wizards.com/dndinsider/compendium/power.aspx?id=7638][color=#AA2255]Scouring Weapon[/color][/url], [url=http://www.wizards.com/dndinsider/compendium/power.aspx?id=7646][color=#AA2255]Force Infusion[/color][/url]
[url=http://www.wizards.com/dndinsider/compendium/power.aspx?id=4201][color=#BBBBBB]Caustic Rampart[/color][/url]


[b]Weapons:[/b]
[url=http://www.wizards.com/dndinsider/compendium/item.aspx?id=2365][color=#E9822A]Staff of Ruin +1[/color][/url], [url=http://www.wizards.com/dndinsider/compendium/item.aspx?id=1844 ][color=#E9822A]Vengefull[/color][/url] [url=http://www.wizards.com/dndinsider/compendium/item.aspx?id=4824][color=#E9822A]Fullblate +1[/color][/url], [url=http://www.wizards.com/dndinsider/compendium/item.aspx?id=6762][color=#E9822A]Repeating Crossbow[/color][/url]


[b]Healing Infusions:[/b]
[url=http://www.wizards.com/dndinsider/compendium/power.aspx?id=4128][color=#AA2255]Curative Admixture[/color][/url],
[url=http://www.wizards.com/dndinsider/compendium/power.aspx?id=7635][color=#AA2255]Resistive Formula[/color][/url],
[/sblock]

Equipment

Equipment Name Price Weight Acquired by...
Ritual Book 50gp* 3lbs Purchase
Repulsion Leather Armor +2 2600gp* 15lbs Purchase
Vengeful Fullblade +1 1000gp* 10lbs Purchase
Adventurer's Kit 15gp 33lbs Purchase
Staff of Ruin +1 680gp* -lbs Purchase
Footpads 5gp -lbs Purchase
Residium 75gp -lbs Purchase
Thieves' Tools (How do you think he got the staff?) 20gp 1lb Purchase
Repeating Crossbow 35gp 6lbs Purchase
Magazine (10) 10gp 10lbs Purchase
Alchemist's Acid 70gp -lbs Purchase
Amulet of Protection +1 360gp* -lbs Treasure

Ritual Book Contents:

Ritual Name Price
Brew Potion 75gp*
Disenchant Magic Item 360gp*
Enchant Magic Item 175gp*
Make Whole 50gp*
Conceal Dragon Mark 50gp
Detect Secret Doors 125gp

"*"Acquired item, Ritual Book acquired by Artificer class feature

Coins: 2gp

Encumbrance: 78lbs Normal Load: 100lbs Heavy Load: 200lbs Maximum Drag Load: 500lbs

Math

Attributes

Attributes
AbilityCostInitialRacialLevelFinalMod
Str 0 10 0 0 10 0
Con 3 13 0 1 14 2
Dex 0 10 0 0 10 0
Int 16 17 2 1 20 5
Wis 3 15 2 0 17 3
Cha 0 8 0 0 8 -1
Totals 22   9



Attacks

Basic Attacks
Attack TypeAttribAttrib TypeClassClass FeatureFeatFeat NameEquipEquip NameMiscMisc NameLevelTotalvs?
Basic Melee

0

str 008Weap. Prof. Fullblade/Melee Training (Int)1Vengeful Fullblade0211AC
Basic Ranged

0

dex00002Repeating Crossbow024AC




Defenses

Defenses
DefenseAttribAttrib TypeClassRacialFeatFeat NameEquipEquip NameMiscMisc NameLevelTotal
Armor Class 0/5 dex/int 0 0 0 0 4 Repulsion Leather Armor +2 0 0 2 21
Fortitude0/2str/con10001Amulet of Protection +1002 16
Reflex0/5dex/int000 01Amulet of Protection +1002 18
Will3/-1wis/cha100 01Amulet of Protection +1002 17




Senses and Reactions

Senses and Reactions
Sense/ReactionAttrib modClassClass FeatureRacialFeatFeat NameEquipEquip NameLevelOther/TrainedTotal
Initiative 0 0 0 0 0 0 0 0 2 0 2
Passive Insight 3 0 0 0 0 0 0 0 2 0 15
Passive Perception 3 0 0 0 0 0 0 0 2 5 20


Health

Health
--Base ClassConPer LevelRacialFeatFeat NameEquipEquip NameOtherTotalBloodedSurge
Hit Points 12 14 5 0 0 0 41 20 10


Surges per day: 8 (6 class, +2 Con)

Speed and Movement

Speed: 6

Racial Features

Make sure to link to the appropriate sources where possible.

Deva (EPG)

  • +2 Int, +2 Wis
  • +2 History, +2 Religion
  • Languages: Common, 2 Other (I chose Common & Draconic)
  • Memory of a Thousand Lifetimes racial power
  • Astral Majesty: +1 to all defenses against attacks made by bloodied creatures
  • Astral Resistance: Resist necrotic and resist radiant damage equal to 5 + on half level
  • Immortal Origin
  • Size: Medium
  • Speed: 6

Class Features

Make sure to link to the appropriate sources where possible.

Artificer (EPG)

  • Arcane Empowerment: Augment attack of item or recharge daily power once per day per item.
  • Arcane Rejuvenation: Grant allies temporary hit points when they use daily item power.
  • Healing Infusions: Creating infusions to heal.
  • Ritual Casting: Ritual Casting for free.

Feats

List level taken and link to the source.

Background

Scholar (PH2): +2 Arcana.

Skills and Languages

Languages: Common, Goblin, Draconic, Dwarven, Elven, Giant, Supernal



Skills
SkillTrainedAttribAttrib TypeRacialFeatFeat NameEquipEquip NameLevelTotal
Acrobatics0dex22
Arcana 5 5 int 2 Scholar Background. 2 14
Athletics0str22
Bluff-1cha21
Diplomacy5-1cha2Mark of Scribing28
Dungeoneering3wis25
Endurance2con24
Heal3wis25
History55int2214
Insight3wis25
Intimidate-1cha21
Nature3wis25
Perception53wis210
Religion5int229
Stealth0dex22
Streetwise-1cha21
Thievery50dex27



Powers

Power To-Hit
Attack TypeAttribAttrib TypeClassClass FeatureFeatFeat NameEquipEquip NameMiscMisc NameLevelTotalvs?
Thundering Armor +5 Int 1 Staff of Ruin+1 0 0 2 8 AC
Magic Weapon (Melee) +5 Int 1 Magic Weapon 1 Expertise (Heavy Blade) 4 Vengefull Fullblade +1; Weapon Proficiency Fullblade 0 0 2 13 AC
Magic Weapon (Ranged) +5 Int 1 Magic Weapon 2 Repeating Crossbow 0 0 2 10 AC
Scouring Weapon (Melee) +5 Int 1 Expertise (Heavy Blade) 4 Vengefull Fullblade +1; Weapon Proficiency Fullblade 0 0 2 12 AC
Scouring Weapon (Ranged) +5 Int 2 Repeating Crossbow 0 0 2 9 AC
Force Infusion (Melee) +5 Int 1 Expertise (Heavy Blade) 4 Vengefull Fullblade +1; Weapon Proficiency Fullblade 0 0 2 12 AC
Force Infusion (Ranged) +5 Int 2 Repeating Crossbow 0 0 2 9 AC


Tracking

Money

Purchase Gold Spent Gold Available
Starting Gold 412gp
Adventurer's Kit 15gp 397gp
Footpads 5gp 392gp
Residium 75gp 317gp
Thieves' Tools 20gp 297gp
Repeating Crossbow 35gp 262gp
Magazine (10) 10gp 252gp
Alchemist's Acid 75gp 177gp
Conceal Dragon Mark (Ritual) 50gp 127gp
Detect Secret Doors (Ritual) 125gp 2gp

Treasure

XP

An adventure name would go here:

Total XP: 5747

Changes

  • 2009/08/24: Created

Judge Comments

Judge comments (and your rebuttal) will go here.

Level 4

Approval 1

Approval from renau1g for level 4 with 3,750 xp

Approval 2

Approval from TwoHeadsBarking

  • Summary: Force Infusion is missing the +Con damage with the ranged attack option.
  • Attributes: These scores don't match the ones in your summary. I assume the ones in the summary are correct, since they're better.
  • Attacks: There's a way you can get the Attacks table to recognize Melee Training. Check it out here.
  • Summary/Equipment/Money: Detect Secret Doors costs 125 gp, so you should have 2 gp left. I fixed this.
  • Overall: You could remove the "See the [template] for assistance" notes, as they clutter up the page and don't serve much purpose anymore.

Small stuff, so approved.

Level 5

Approval 1

More of a preference thing, but move the prof bonuses to the equipment column instead of the feat column. I believe this is how we've been doing that in CS.

Approval from EvolutionKB

Approval 2

Comments from renau1g:

  • Math section - Defenses - missing the amulet of protection frmo table
  • Can you please link to where you acquired the Amulet?
  • Please link to the XP post from Velmont.

Approval from renau1g

Status

Approved for level 5 with 5747 xp by renau1g and EvolutionKB.