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]