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 Templar Shardmind Artificer

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Skar

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Posts : 513
Join date : 2009-11-11
Age : 47
Location : Ottawa

PostSubject: Templar Shardmind Artificer   Mon Aug 22, 2011 6:33 pm

====== Created Using Wizards of the Coast D&D Character Builder ======
Templar Ethan - Staff R2, level 1
Shardmind, Artificer
Shardmind Option: Perception Bonus
Auspicious Birth (Auspicious Birth Benefit)
Theme: Templar

FINAL ABILITY SCORES
STR 10, CON 11, DEX 10, INT 20, WIS 16, CHA 8

STARTING ABILITY SCORES
STR 10, CON 11, DEX 10, INT 18, WIS 14, CHA 8


AC: 17 Fort: 11 Ref: 15 Will: 14
HP: 32 Surges: 6 Surge Value: 8

TRAINED SKILLS
Arcana +12, Diplomacy +4, Dungeoneering +8, History +10, Perception +10

UNTRAINED SKILLS
Acrobatics +0, Athletics +0, Bluff –1, Endurance +2, Heal +3, Insight +3, Intimidate –1, Nature +3, Religion +5, Stealth +0, Streetwise –1, Thievery +0

POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Templar Feature: Templar's Fist
Shardmind Racial Power: Shard Swarm
Artificer Feature: Healing Infusion: Curative Admixture
Artificer Feature: Healing Infusion: Shielding Elixir
Artificer Attack 1: Magic Weapon
Artificer Attack 1: Ethereal Chill
Artificer Attack 1: Spike Wire
Artificer Attack 1: Punishing Eye

FEATS
Level 1: Master Mixer
Level 1: Staff Expertise

ITEMS
Leather Armor x1
Adventurer's Kit
Crossbow
Crossbow Bolt
Quarterstaff x1
====== End ======


Last edited by Skar on Sat Aug 27, 2011 7:50 pm; edited 1 time in total
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Skar

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Posts : 513
Join date : 2009-11-11
Age : 47
Location : Ottawa

PostSubject: 6th level   Thu Aug 25, 2011 9:26 am

====== Created Using Wizards of the Coast D&D Character Builder ======
Templar Ethan - Staff R2, level 6
Shardmind, Artificer
Shardmind Option: Perception Bonus
Auspicious Birth (Auspicious Birth Benefit)
Theme: Templar

FINAL ABILITY SCORES
STR 10, CON 12, DEX 10, INT 21, WIS 16, CHA 8

STARTING ABILITY SCORES
STR 10, CON 11, DEX 10, INT 18, WIS 14, CHA 8


AC: 22 Fort: 17 Ref: 20 Will: 19
HP: 58 Surges: 7 Surge Value: 14

TRAINED SKILLS
Arcana +15, Diplomacy +7, Dungeoneering +11, History +13, Perception +13

UNTRAINED SKILLS
Acrobatics +3, Athletics +3, Bluff +2, Endurance +6, Heal +6, Insight +6, Intimidate +2, Nature +6, Religion +8, Stealth +3, Streetwise +2, Thievery +3

POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Templar Feature: Templar's Fist
Shardmind Racial Power: Shard Swarm
Artificer Feature: Healing Infusion: Curative Admixture
Artificer Feature: Healing Infusion: Shielding Elixir
Artificer Attack 1: Magic Weapon
Artificer Attack 1: Ethereal Chill
Artificer Attack 1: Spike Wire
Artificer Attack 1: Punishing Eye
Templar Utility 2: Reward the Obedient
Artificer Attack 3: Shocking Feedback
Templar Attack 5: Glare of Oppression
Artificer Utility 6: Energy Conversion

FEATS
Level 1: Ritual Caster
Level 1: Staff Expertise
Level 2: Mark of Storm
Level 4: White Lotus Riposte
Level 6: Arcane Familiar

ITEMS
Adventurer's Kit
Defensive Staff +1 x1
Leather Armor of Sudden Recovery +2 x1
Disk of Energy Resistance +1 x1
Demonskin Tattoo (heroic tier) x1
Distance Dagger +1
Familiar Mount
====== End ======


Last edited by Skar on Sat Aug 27, 2011 4:49 pm; edited 2 times in total
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donkey



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Join date : 2009-11-12

PostSubject: Re: Templar Shardmind Artificer   Thu Aug 25, 2011 9:44 am

What does the staff R2 mean?

Could you embed descriptions of your powers so we understand a little better how you work?
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Skar

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Age : 47
Location : Ottawa

PostSubject: Re: Templar Shardmind Artificer   Fri Aug 26, 2011 12:06 am

Quote :
Templar Feature: Templar's Fist
Range 5, next ally who damages target gets +3 to hit for another round
Quote :
Shardmind Racial Power: Shard Swarm
burst 1 grant combat advantage and teleport 3
Quote :
Artificer Feature: Healing Infusion: Curative Admixture
similar to a healing word, but doesn't expend a surge (but uses a surge to refill later)
Quote :
Artificer Feature: Healing Infusion: Shielding Elixir
grants DR 5 [energy] for encounter (or full immunity one round)
Quote :
Artificer Attack 1: Magic Weapon
hit grants +1 / +3 to adjacent allies
Quote :
Artificer Attack 1: Ethereal Chill
ally adjacent to target gets a thorns like effect doing 3 damage to attackers hitting them
Quote :
Artificer Attack 1: Spike Wire
target gets equivalent of vulnerability 3
Quote :
Artificer Attack 1: Punishing Eye
movable burst 3 aura of vulnerability 5 + can't gain concealment
Quote :
Templar Utility 2: Reward the Obedient
ally adjacent to target can surge & save
Quote :
Artificer Attack 3: Shocking Feedback
immediate interrupt that could slide attacker away and give DR 5
Quote :
Templar Attack 5: Glare of Oppression
range 10 burst 2 immobolize/slow and 1 ally hits to gain regen 3 for encounter
Quote :
Artificer Utility 6: Energy Conversion
Immediate interrupt: ally gets DR 8 and 8 THP
Quote :
Level 1 feat: Staff Expertise
reach weapon, +1 to hit, doesn't provoke AoO
Quote :
Level 4 feat: White Lotus Riposte
if foe hit attacks back, they take 5 damage
Quote :
Level 6 feat: We Were Once One
when i surge, allies within 5 get a free save
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Skar

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Age : 47
Location : Ottawa

PostSubject: Re: Templar Shardmind Artificer   Sat Aug 27, 2011 7:43 pm

Altered a bit.
Choose a familiar that I can mount and fly on for 25gp a day
Thoughts??

====== Created Using Wizards of the Coast D&D Character Builder ======
Templar Ethan - Staff R2, level 6
Shardmind, Artificer
Shardmind Option: Perception Bonus
Auspicious Birth (Auspicious Birth Benefit)
Theme: Templar

FINAL ABILITY SCORES
STR 10, CON 12, DEX 10, INT 21, WIS 16, CHA 8

STARTING ABILITY SCORES
STR 10, CON 11, DEX 10, INT 18, WIS 14, CHA 8


AC: 22 Fort: 17 Ref: 20 Will: 19
HP: 58 Surges: 7 Surge Value: 14

TRAINED SKILLS
Arcana +17, Diplomacy +7, Dungeoneering +11, History +13, Perception +13

UNTRAINED SKILLS
Acrobatics +3, Athletics +3, Bluff +2, Endurance +6, Heal +6, Insight +6, Intimidate +2, Nature +6, Religion +8, Stealth +3, Streetwise +2, Thievery +3

POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Templar Feature: Templar's Fist
Shardmind Racial Power: Shard Swarm
Artificer Feature: Healing Infusion: Curative Admixture
Artificer Feature: Healing Infusion: Shielding Elixir
Artificer Attack 1: Magic Weapon
Artificer Attack 1: Ethereal Chill
Artificer Attack 1: Spike Wire
Artificer Attack 1: Punishing Eye
Templar Utility 2: Reward the Obedient
Artificer Attack 3: Shocking Feedback
Templar Attack 5: Glare of Oppression
Artificer Utility 6: Energy Conversion

FEATS
Level 1: Ritual Caster
Level 1: Staff Expertise
Level 2: Mark of Storm
Level 4: White Lotus Riposte
Level 6: Arcane Familiar

ITEMS
Adventurer's Kit
Defensive Staff +1 x1
Leather Armor of Sudden Recovery +2 x1
Demonskin Tattoo (heroic tier) x1
Distance Dagger +1
Familiar Mount ritual
Catstep Boots (heroic tier)
Amulet of Resolution +1 x1
Residuum (Any) x125
====== End ======
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Skar

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Join date : 2009-11-11
Age : 47
Location : Ottawa

PostSubject: Re: Templar Shardmind Artificer   Sat Aug 27, 2011 11:25 pm

Seems artificers don't need a magic weapon to have it return, so going to change that magic dagger out:
Quote :
When the attack is made, a mundane weapon returns to the artificer like a magic thrown weapon does.
Add more residuum and probably a riding horse and food, etc depending on where we are, etc.
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