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Jonn
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Jonn
Last modified by XWikiGuest on 2025/05/23 01:53
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1: 1 Jonn 2: 3: * Jonn, level 2 4: * Human, Artificer 5: * Pact Initiate: Pact Initiate (star pact) 6: * Background: Con Artist 7: 8: 1.1 Build Notes 9: 10: Request was for an artificer, wasn't too fusy about race. Human's have a number of advantages, an extra feat, an extra skill, an extra daily and the choice of +2 (ie 18 in primary stat). Intellegence is primary stat, Con is secondary statistic for artificer so needed some points there. Artificer's powers include range weapon, melee and implement (wand). This is a slight problem in that you only have 2 hands! Fortunately I noticed that thrown weapons return to your hand when used to implement a power. Looking through the weapons I saw that the trident can be thrown with strength and used in melee. I bought you a net to go with it, though you don't have the weapon proficiency to use it! 11: 12: To give you a little more bite at range, I multiclassed you into Warlock. This also provides streetwise, in which the party was lacking. 13: 14: Given the large skill list available (artificers get 4 skills +1 for human) - I'd decided to make you the face. Sadly you don't get bluff in class so I gave you the Con artist background. 15: 16: You are the most arcurate combatant, and the tridents damage is not bad. A successful strike with Magic weapon gives a moderate improvement to hit and damge for allies adjacent to you. You have an equivalent ranged attack, if Sue or Jim need a boost at range. Thundering armour allows you to boost an allies armour class and push enemies away from which could assist with space control. Finally you can heal as a minor action. I'd imagine your most likely to fight in the front line, but dropping back to assist Matt as needed. 17: 18: [JonnL3] 19: 20: 1.1 Con Artist 21: 22: "I'm not the guy you're looking for. Seriously, I was in Oakmont last night. I wasn't even here." 23: 24: You've long made a living on the backs of the greedy, the gullible, and the unobservant. What sort of 25: confidence games did you favor; elaborate conspiracies, rigged games of chance, or ruses that facilitated traditional crimes like burglary, robbery, or kidnapping? 26: How did you learn your trade? How close have you come to being caught? And how many enemies are out there, looking for a chance to get even? 27: 28: 1.1 Ability Scores 29: 30: * Str 13 31: * Con 14 32: * Dex 8 33: * Int 18 34: * Wis 10 35: * Cha 14 36: 37: 1.1 Defences 38: 39: * AC: 17 Fort: 15 Reflex: 16 Will: 15 40: * HP: 31 Surges: 9 Surge Value: 7 41: 42: 1.1 Trained Skills 43: 44: * Streetwise +8 45: * Perception +6 46: * Arcana +10 47: * Thievery +6 48: * Diplomacy +8 49: * Bluff +9 50: * Dungeoneering +6 51: 52: UNTRAINED SKILLS 53: 54: * Acrobatics, Endurance +3, Heal +1, History +5, Insight +1, 55: * Intimidate +3, Nature +1, Religion +5, Stealth, Athletics +2 56: 57: 1.1 Feats 58: 59: * Artificer: Ritual Caster 60: * Human: Pact Initiate 61: * Level 1: Weapon Proficiency (Trident) 62: * Level 2: Distant Advantage 63: 64: 1.1.1 Future feats 65: 66: * Toughness 67: * Action Surge 68: * Human Perserverance 69: 70: 1.1 Powers 71: 72: * Artificer at-will 1: Aggravating Force 73: * Artificer at-will 1: Magic Weapon (Preview) 74: * Human: Thundering Armor 75: * Artificer encounter 1: Spike Wire 76: * Artificer daily 1: Caustic Rampart 77: * Artificer utility 2: Restorative Infusion 78: 79: 1.1 Items 80: 81: * Leather Armor 82: * Implement, Wand 83: * Trident (2) 84: * Net 85: * Adventurer's Kit 86: * Alchemical Reagents (Arcana) 87: 88: 1.1 Rituals 89: 90: * Make Whole 91: * Brew Potion 92: 93: 1.1 Character Sheet 94: 95: {attach:Jonn.dnd4e}