Sam

Human Artificer: And his crossbow…Consultant for AIS...Hates the government and now works for them…

Description:
Level 3 Human Artificer
Sam
-1
8
Strength
+2
15
Constitution
+0
10
Dexterity
+4
19
Intelligence
+1
12
Wisdom
+0
11
Charisma
HIT POINTS
Total
37
Bloodied
18
Surges
8
Value
9
SAVE MODIFIERS
Description.
1
Initiative
6
Speed
SKILLS
+1
Acrobatics
+10
Arcana
+0
Athletics
+1
Bluff
+1
Diplomacy
+7
Dungeoneering
+3
Endurance
+7
Heal
+10
History
+2
Insight
+1
Intimidate
+2
Nature
+7
Perception
+5
Religion
+1
Stealth
+6
Streetwise
+1
Thievery
17
Armor Class
16
Fortitude
17
Reflex
15
Will
RACE FEATURES
Bonus At-Will Power
You know one extra 1st
level at-will power from your class.
Bonus Feat
You gain a bonus feat at 1st level.
Bonus Skill
You gain training in one additional
skill from your class skill list.
Human Defense Bonus
+1 to Fortitude,
Reflex, and Will defenses.
CLASS FEATURES
Arcane Empowerment
Description
Arcane Rejuvenation
Description
Healing Infusion
Description
Ritual Caster
Description
Thrown Weapons
When an artificer makes an attack with a thrown weapon, that weapon
returns to the artificer as if it were magical, even if it is not.
FEATS
Weapon Focus (crossbow)
+1 to damage with crossbow
Potent Restorables
Healing powers restore 2 extra hp
Weapon Expertise (crossbow)
+1 to attack with crossbow
AT-WILL POWERS
Aggravating Force
Int vs AC • 1[W] + 6 force damage, and next ally to attack target before the end of your next turn gains +2 to attack.
Magic Weapon
Int+1 vs AC • 1[W] + 6 damage and each ally adjacent to you gains +1 power bonus to attack and +2 to damage until end of your next turn
Thundering Armor
Close burst 10; Int vs FT • primary target gains +1 power bonus to AC until end of your next turn. Make an attack.
Secondary Target: One creature adjacent to primary target;1d8 + 4 thunder damage, and push 1 away from primary target.
Arcane Rejuvenation
Whenever ally uses a magic item’s daily power, they gain 5 temp hp
ENCOUNTER POWERS
Scouring Weapon
Int vs AC • 2[W] + 6 acid damage, target takes -2 penalty to AC until end of your next turn.
Shocking Feedback
Int vs AC • Trigger: An enemy hits and deals damage to ally
Hit: 2[W] + 6 lightning damage, and ally gains resist 5 all until end of your next turn.
Second Wind
Spend a healing surge and gain a +2 bonus to all defenses until the start of your next turn.
Healing Infusion
At the end of an extended rest, you create two healing infusions that last until the end of your next extended rest. You determine the effect of a healing fusion at the time you use the power, not at the time you create it. During a short rest, you or an ally can spend a healing surge to replenish an expended infusion.
Special: You can use two healing infusion powers per encounter, but only one per round.
Curative Admixture
The target regains hit points equal to its healing surge value + 3, and you expend an infusion.
Resistive Formula
Target gains +1 power bonus to AC until end of encounter, and you expend an infusion. Target can end bonus as a free action to gain temp hp equal to its healing surge value + 2.
DAILY POWERS
Icebound Sigil
Until end of encounter, any attack that uses target weapon or implement deals 2 extra cold damage. As a free action, target’s wielder can end effect when he or she hits a creature. That creature is then immobilized (save ends).
Arcane Empowerment
See Artificer class
Restorative Infusion
The target gains 20 temp hp. As a minor action, the target can transfer any number of these to an ally w/in 5.
ATTACKS
1d8-1
+2 vs AC
Melee Basic
1d8 + 2
+5 vs AC
Ranged Basic
EQUIPMENT
Flameburst repeating crossbow +1
Description
Arcanist Glasses
Description
Amulet of Protection +1
Description
Bio:

Sam is an eccentric guy. He is very smart but not terribly personable. He has brown hair, brown eyes. He is thin and slouched. A scraggly, day-old beard constantly adorns his face.

He loves his crossbow. He calls it Raven after his dead daughter. He has made many, many modifications to the crossbow. He has dials and switches that alter the ammunition, including some darts that contain a curative elixir. The reload is a double action pump on the bottom of the frame.

He is paranoid. He believes in many conspiracy theories. He was in Cyre on the Day of Mourning 4 years ago. He barely ecaped. He assumes that his wife and daughter also died in Cyre, although he was not with them during the cataclysm. This fact haunts him still. Ever since he has been speculating on the cause of the gray mists that overtook his home. That which he believes varies from day to day.

He tends to stick to underground shadowy places, places where the nobles and authorities can’t see him. He makes his living by building and repairing gadgets and brewing chemical items. His primary customers are poor, sometimes criminal, people living in the underprivileged part of town. He has a small hole-in-the-wall shop that is filled with metal, ropes, glass tubing, candles, books, and pottery all haphazardly stacked to the ceiling.

Sam

AIS - The Cyre Job rdpalmer