Here's my character for the upcoming: Eberron: Revolution PBEM campaign I'm going to be playing in. I'm pleased with the way he turned out -- I particularly like his backstory, which I think does a good job of explaining why he's never risen about 1st level as an artificier; he simply hasn't had the time, the money, or the opportunity. But all that is about to change...
Jeffreg Suth Level 1 (Artificer1), Medium Humanoid; CR 1; HD 1d6; hp 6; Init +0; Spd 20 ft/x3; AC 13 (+2 armor, +1 shield), touch 10, flat-footed 13 (Leather armor, buckler) Base Atk/Grapple -1/0; Full Atk -1 One-handed (1d4-1;19-20/x2, Dagger), +2 Ranged (1d4;19-20/x2, Dart), AL NG; SV Fort +0, Ref +0, Will +3; Str 9 (-1), Dex 10(+0), Con 10(+0), Int 16(+3), Wis 13(+1), Cha 17(+3)
Skills: (Int) +6 (Ab+3, Rk+3), Craft (alchemy) (Int) +6 (Ab+3, Rk+3), Diplomacy (Cha)* +5 (+3 Ab, Ft+2), Disable Device (Int) +6 (Ab+3, Rk+3), Knowledge (arcana) (Int) +6 (Ab+3, Rk+3), Knowledge (architecture and engineering) (Int) +4 (Ab+3, Rk+1), Knowledge (the planes) (Int) +4 (Ab+3, Rk+1), Open Lock (Dex) +2 (Rk+2), Profession (alchemist)(Wis) +2 (Ab+1, Rk+1) Search (Int) +5 (Ab+3, Rk+2), Sense Motive (Wis)* +3 (Ab+1, Ft+2), Spellcraft (Int) +7 (Ab+3, Rk+4), Spot (Wis)* +1 (Ab+1), Use Magic Device (Cha) +10 (Ab+3, Ft+3, Rk+4); * Cross-class skill
Feats & Proficiencies: Exceptional Artisan (Reduce time for item creation by 25%), Negotiator+ (+2 on Diplomacy, Sense Motive checks), Scribe Scroll*, Skill Focus: Use Magic Device+ (+3 to skill checks) Proficiencies: All simple weapons, light armor, medium armor, and shields (except tower shields), Languages: Common, Dwarven, Draconic, Terran; * Class feat, + Bonus feat
Infusions: 1st Level: 2 -- typically used in shop: identify, skill enhancement; typically used in combat: shield of faith; magic weapon.
Class abilities: Artificer Knowledge (An artificer can make a special artificer knowledge check with a bonus equal to his artificer level + his Int modifier to detect whether a specific item has a magical aura), Artisan Bonus (an artificer gains a +2 bonus on Use Magic Device checks to activate an item of a kind for which he has the prerequisite item creation feat), Craft Reserve (An artificer receives a pool of points he can spend instead of XP when creating a new magic item), Disable Trap (An artificer can use the Search skill to locate traps when the task has a Difficulty Class of higher than 20), Item Creation (An artificer can create a magic item even if he does not have access to the spells that are prerequisites for the item. The artificer must make a successful Use Magic Device Check (DC 20 + caster level) to emulate each spell normally required to create the item).
Equipment: Identification papers (standard), Alchemist's spark (flask), Warforged Repair Kit, Artisan's Tools, Thieves Tools, Artisan's outfit, Leather armor, Dagger, Darts (4), Buckler, Sack (empty), Flask (empty, Parchment (5 sheets), Scroll Case, Ink vial, Ink pen, Lantern (hooded), Belt pouch, Signet Ring
Background: Jeffreg began his career as a magical creationist working in the Creation Forges of Breland in the metropolis of Sharn during The Last War. Initially eager to be contributing to the defense of what he knew to be Khorvaire’s greatest bastion of freedom and liberty, he grew disenchanted as his supervisors routinely dismissed his innovative ideas for improving armor and weaponry. Frustrated, he instead decided to take a more active role in the war by joining Breland’s army and serving in its ranks as an artificer. Despite the rigor and demands of army life, he found it much more to his liking as his fellow soldiers appreciated his innovations far more than his old master’s in Sharn ever had, and the bureaucracy of the army rarely followed him to the frontlines. He served there for five years, until the war finally reached its almost inconceivable end.
With the battles fought, and the peace treaty signed, he took small nest egg accumulated during the years of fighting and returned to Sharn intent on establishing his own business, and finally being able to pursue his magical research to the fullest. He opened a small shop in the lower levels of Sharn’s great towers, and discovered a new source of frustration. Initially, his overseers in the Creation Forges had prevented him from innovating, then his lack of time on the front kept him from developing any but the most basic of techniques. Now, finally back in Sharn, he found that a lack of money was keeping him from realizing his dreams.
In his shop he was able to eek out a barebones existence identifying magic items for adventurers, creating alchemical compounds for sale, and occasionally conducting repairs of a damaged warforged. It was a living … but it was not his dream. Now, two years after the war, and nearly a year and a half in Sharn, he finds himself eager to follow his patrons on the path of adventure. He hopes to accrue enough funds to allow him the pursue his wildest flights of fancy, and to live in luxury in a workshop on one of the upper levels.
Tuesday, February 01, 2005
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