Sheet still a work in progress
My theme is "avoiding to hit rolls" (since I have a primary stat of 15 I won't be making too many of those successfully)
Should I consider putting con as 15=2=17 and having an Int of 12?
Healing Infusion: Curative Admixture is a really cool power to lead off with in a fight, but spending a healing surge for 3 temp hit points is weak. 4 is also weak, but its a bit better.... slightly better anyway.... (a properly constructed character would be granting 5~6, which puts it on par with a mages healing surge and makes it an intelligent power to use)
[sblock=Someone help me with feat ideas... please!]
can I just say... low stats make buying feats tricky: Feats I'm not allowed to have
Armor or shield proficiency, Quick Draw, Far Shot, Far Throw hmm..
For some reason I was really enamored of buying Quick Draw (the idea of having spent years rapidly whipping up alchemical stuff seemed to fit... but with only 1 stat above 12 I can't really do that...)
Maybe I should take alchemy? But if we're starting off equipment-less in a dungeon then maybe that's a terrible idea?
As far as I can tell my choices for feats are: toughness and..... that's it really. I can't think of anything else in character (that's legal anyway...

)[/sblock]
 
 [sblock=For Renau1g -- Feedback on Character sheet]
 I think it's easy to fill in, but could be tricky to refer too, it's very vertical... Have you had a chance to look at 
GK's template? It's pretty compact.
I have little love for the code window... I find scrolling inside of second window time consuming.
 I think you can get the same effect by setting font=courier new.
edit: grr deletes extra spaces... but I think it'll work on the wiki
 
And, I think we need to show a lot more math and/or move the math down (so all the skill modifiers go down; and we should probably actually include all the skills)
 (I hate checking and guessing... and having lots of different numbers when I want to refer)
 
 
 [/sblock]
 
[sblock=Lickspit]
 
Name:  Thromb Lickspit
Class: Artificer 1     Starting Level: 1
Race: Dwarf
Region: Thunderpeaks
Size: Medium
Gender: Male
Deity: n/a
Alignment: Unaligned
Action Points: 1
XP: 0
  
Str: 10 +0     
Dex: 11 +0               
Con: 14 +2                
Int: 15 +2 
Wis: 14 +2    
Cha: 10 +0  
Hit Points: 24/24 Bloodied: 12
Healing Surge: 6  Surges per day: 9
Initiative: +0
Senses: Low-Light
Speed: 5
Perception: 17 Insight: 12 
Action Points: 1
AC 14 
Fortitude 13 
Reflex 13 
Will 13
Athletics +0u, Arcana +7, Dungeoneering     +7, Endurance+4u, 
History           +7, 
Insight +2u, 
Perception +7, 
Swim +0u, 
Thievery         +5
u=untrained
Basic Melee Attack: +2 vs. AC Damage: 1d10 
Basic Ranged Attack: +2 vs. Reflex Damage: 1d8
Feats: Ritual Caster (bonus), 
Quick Draw artificer needs ideas badly....
 
 
Languages: Chondothan, Dwarven
 
 
Class and Racial abilities:  
 
 Cast-Iron Stomach - +5 saves vs. poison
 Dwarven Resilience - Use second wind as a minor action
 Dwarven Weapon Prof. - Throwing Hammer and Warhammer
 Encumbered Speed 
 Stand Your Ground - When an effect forces you to move, you move -1 squares, also, can make a save vs. falling prone immediately.
 
 Warhammer ✦ Weapon
     +0 vs AC; 1d10 damage 
   
 Thundering Armor (standard; at-will) ✦ Arcane, Implement, Thunder
     Range 10 | Ally +1  to AC --> attack 2ndary target adj. to ally +2 vs Fort; 1d6+2 damage and push 2ndary target 1 square away from primary.
  
 Aggravating Force (standard; at-will) ✦ Arcane, Force, Weapon
     Range 15/30 | 1d8+2 force damage and next attack on target by ally gets +2 to attack roll (until end of Thromb's next turn)
  
Shielding Cube (standard; encounter) ✦ Arcane, Artifice, Force, Implement
Range 10 | Artifice appears adjacent to target and +2 vs Ref;  
Hit:  1d8+2 damage  
Artifice:  Thomb and allies within 1 square get +1 to AC -- Artifice has Defenses of 5 | hit points 6
Minor: Move artifice 2 squares or shift 1 square
Caustic Rampart (standard; daily) ✦ Acid, Arcane, Conjuration, Implement
      Wall 5 (w/in 10 squares) | 
Effect:  Walls squares are filled with caustic acid until end of next turn (see also 
minor action). Squares count as Difficult terrain, lightly obscured. 
Creature that starts its turn inside or adjacent to wall takes 1d6+2 acid damage vs Ref;  
Hit:  1d8+4 damage and knocked 
prone.   
Miss: Half Damage.  
 
Minor: Sustain
Healing Infusion: Restorative Formula  (minor; twice per encounter) ✦ Arcane, Healing
       
 Burst 5 | | 
Effect:  Target (Thromb or ally) w/in burst can spend healing surge + gain 1d6 hit points.
Special: Healing Infusion Powers can be used twice per encounter but once per round.
Healing Infusion: Curative Admixture  (minor; twice per encounter) ✦ Arcane, Healing
        
 Burst 5 | 
Effect: All allies w/in burst can spend healing surge to 3 temp hit points
Special: Healing Infusion Powers can be used twice per encounter but once per round.
 
Total Weight:XXXlb    
Money: 45gp 
 
 
 
Appearance: 
 Age: 89
 
Height: 5'4"
 
Personality: 
 
 Background: 
 [/sblock]
 
 
 
 [sblock=Logs]
 
XP log:
 
  Achievements Log:
 Positive: xx received from (link) | Effect
 Negative: xx received from (link) | Effect
 
Wealth log:
 100 gp from starting wealth
(see below)
 Sold XXX for
 
 Other log:
 XXXX from 
 [/sblock]
 
 
Notes:
 XXXX
 
 
 [sblock=Creation and Advancement]
 
Starting Attributes 
     Cost  Initial Racial Level Final
Str: 0      10             0    10
Dex: 1      11             0    11
Con: 2      12      +2     0    14  
Int: 7      15             0    15
  Wis: 2      12      +2     0    14
Cha: 0      10             0    10    
 
 Number of Trained Skills: Arcana + 4    
Skills           Trained  Attrib  Racial  Feat  Total
 Athletics -- +0    --      --    +0
Arcana            +5        +2    --      --    +7
Dungeoneering     +5        +2    +2      --    +7 
   Endurance         --        +2    +2      --    +4
 History           +5        +2    --      --    +7
 Insight           --        +2    --      --    +2
 Perception        +5        +2    --      --    +7
 Swim              --        +0    --      --    +0
 Thievery          +5        +0    --      --    +5
 Trained Skills:         5
 
 Armor Proficiencies: Cloth, Leather
Weapon Proficiencies: Simple Melee, Simple Ranged
Saves            Attrib Racial Class Feat  Equip Total
 Armor Class        +2     --    --    --    +2    14
Fortitude          +2     --    +1    --    --    13 
 Reflex             +2     --    --    --    --    12
  Will               +2     --    +1    --    --    13
  Powers:
 
 Number of Powers Known 2/1/1/0
 At will, Encounter, Daily, utility powers known
  
 Powers
 
POWERS             Attrib  Weapon/Impl  Feat  Total-to-hit | Damage
 At Will
Aggravating Force    +2           --     --        +2         1W + 2 (int)
 Thundering Armor     +2           --     --        +2         1d+6 + 2(int)
Subtotal                        2
 
Encounter
Shielding Cube      +2           --     --        +21d8 + 2 (int)
 Subtotal                        1
  
Daily
Caustic Rampart      +2           --    --        +2         1d+6 + 2(int)
 Subtotal                        1
 
                      Base Effect  Attribute  Feat  Total
 
 Class
Restorative Formula Cure:HS +1d6     N/A    --      HS+1d6        
Curative Admixture  Cure: 2 (con) + 1 thp      N/A    --      2 (con) + 1 thp
  
 
Equipment:                   Cost    Weight
 Leather Armour               25gp    15lb
 Warhammer 15gp    05lb
 Standard Adventurer's Kit    15gp    33lb
Hand Crossbow                25gp    05lb
 Total                                           95gp
 
 
L1 -> CLASS Artificer HP: 12 (class) + 14 (con)  
 Feat: ??, Bonus: Ritual Caster
 Powers Known:
 
 Other: OTHER NOTE
 [/sblock]