Friday, April 16, 2010

D&D: The Artificer

It has long been a staple of mythology and fantasy literature to have a character whose job it is to slave away at a forge, making the awesome magic weaponry and armor that the heroes use. D&D, specifically the Eberron setting, took that idea a step further, saying "What if that guy got out on a battlefield - what kind of havoc could he wreak?" It turns out, quite a bit. Since the original purpose of an Artificer is to create objects and weave enchantments about them, the Artificer is a Leader; he works much of his magic through the weapons, armor, and equipment of his allies. But it is better to show than tell, so I present Dayereth, Eladrin Artificer!

====== Created Using Wizards of the Coast D&D Character Builder ======
Dayereth, level 1
Eladrin, Artificer

FINAL ABILITY SCORES
Str 8, Con 16, Dex 12, Int 18, Wis 12, Cha 12.

STARTING ABILITY SCORES
Str 8, Con 16, Dex 10, Int 16, Wis 12, Cha 12.


AC: 16 Fort: 14 Reflex: 14 Will: 13
HP: 28 Surges: 9 Surge Value: 7

TRAINED SKILLS
Endurance +8, Arcana +11, Perception +6, Heal +6, History +11, Diplomacy +6

UNTRAINED SKILLS
Acrobatics +1, Bluff +1, Dungeoneering +1, Insight +1, Intimidate +1, Nature +1, Religion +4, Stealth +1, Streetwise +1, Thievery +1, Athletics -1

FEATS
Artificer: Ritual Caster
Level 1: Accurate Magic Weapon

POWERS
Artificer at-will 1: Magic Weapon
Artificer at-will 1: Aggravating Force
Healing Infusion: Healing Infusion: Resistive Formula
Artificer encounter 1: Burning Weapons
Artificer daily 1: War Proxy

ITEMS
Ritual Book, Crossbow, Leather Armor, Adventurer's Kit, Wand Implement
RITUALS
Brew Potion, Disenchant Magic Item, Enchant Magic Item, Make Whole
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======

Dayereth, as an artificer, gains the ability to craft healing infusions, which he can then carry around and use as needed; his basic one simply heals, but the other will be covered shortly. His feat gives him a small bonus to attack with any weapon or implement which has been used as a focus for his powers that encounter. Magic Weapon is a power that lets Dayereth fire at an enemy, and also give a bonus to the attack and damage rolls of any adjacent allies; Aggravating Force is similar, but it grants only one ally an attack bonus against the attack's original target. The Resistive Formula healing infusion, as the name implies, aids the resistance of the ally who gets it, increasing his AC. Burning Weapons attacks an enemy with fire, and causes Dayereth, and any ally within 2 squares, to add fire damage to their attacks until the end of Dayereth's next turn. Finally, War Proxy targets both an enemy and an ally; the enemy takes damage from an attack, while the ally, if the attack is successful, can be the originating point for all Dayereth's ranged attacks until the end of the encounter - allowing him to attack foes he normally could not.

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