Jidda Khawlah

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Khawlah.jpg
Jidda Khawlah played by Fuego Fish
Level 1 Good Human Artificer XP 0
STR: 8 (-1) DEX: 10 (+0) WIS: 16 (+3) Hit Points: 22
CON: 10 (+0) INT: 17 (+3) CHA: 14 (+2) Bloodied: 11
Surges: 6/6 Surge Value: 5 HP
Initiative: +0 Speed: 6 Deity: Allah
AC: 13 Fort: 12 Reflex: 14 Will: 15
Artificer Class Features: Empower magic items once per day plus once per milestone. Recharge a daily magic item; an item can't be recharged twice in a day. A weapon gains a +2 bonus as a free action once; an item can't be infused twice. When an ally uses a daily magic items they gain 1/2 level + int mod temp HPs. Access healing powers 2/encounter (3/encounter at level 16+). Gain Ritual Caster as a bonus feat.
Racial Features:
Bonus Feat: Choose an extra feat at 1st level.
Bonus Skill: Trained in one additional class skill.
Bonus At-Will Power: Know one extra 1st-level attack power from your class.
Human Defense Bonuses: +1 to Fortitude, Reflex, and Will.
Feats:
Alchemical Opportunist: Use alchemical item with opportunity attack.
Ritual Caster: Master and perform rituals.
Master Mixer: Create alchemical items of your level + 3 or lower.
Languages: Common, Dwarven
Skills: Arcana +8, Dungeoneering +8, Heal +8, History +8, Nature +8, Perception +8
Background: Geography: Desert (Nature as a Class Skill)
Equipment: Cloth armor (clothes) [4lb], alchemical ingredients (10) [0lb], backpack [2lb], bedroll [5lb], cutting knife (nonweapon) [1lb], flasks (empty, 7x) [7lb], food (common meal, 4x) [2lb], oil (1 pint) [1lb], ritual book (tattered) [3lb], staff (implement) [4lb], tent [20lb]
Combat:
Staff (Melee Basic Attack): +1 vs. AC; 1d8-1 damage.
Unarmed Attack: -1 vs. AC; 1d4-1 damage.

Powers

Class Features

Healing Infusion: Curative Admixture Artificer Feature
A good dose of jollop mends wounds and revitalises the fighting spirit.
Encounter   ✦   Arcane, Healing
Minor Action Close burst 5
  (10 at 11th level, 15 at 21st level)
Target: You or one ally in burst
Effect: The target regains hit points equal to its healing surge value + 3, and you expend an infusion crafted with your Healing Infusion class feature.
Level 6: Healing surge value + 8
Level 11: Healing surge value + 12
Level 16: Healing surge value + 17
Level 21: Healing surge value + 21
Level 26: Healing surge value + 26
Special: You can use two Healing Infusion powers per encounter, but only one per round. At 16th level, you can use three Healing Infusion powers per encounter, but only one per round.

 

Healing Infusion: Resistive Formula Artificer Feature
The right mix of fluids can strengthen the body's natural defences to eerie new heights.
Encounter   ✦   Arcane, Healing
Minor Action Close burst 5
  (10 at 11th level, 15 at 21st level)
Target: You or one ally in burst
Effect: The target gains a +1 power bonus to AC until the end of the encounter, and you expend an infusion crafted with your Healing Infusion class feature. The target can end the bonus as a free action to gain temporary hit points equal to its healing surge value.
Level 6: Healing surge value + 8
Level 11: Temporary hit points equal to the target's healing surge value + 10
Level 21: Temporary hit points equal to the target's healing surge value + 30
Special: You can use two Healing Infusion powers per encounter, but only one per round. At 16th level, you can use three Healing Infusion powers per encounter, but only one per round.

At-Will

Addertongue Oils (Magic Weapon) Artificer Attack 1
You treat your weapons in a concoction of snake venom and rosewood smoke, making them more potent.
At-Will   ✦   Arcane, Weapon
Standard Action Melee or Ranged weapon
Target: One creature
Attack: +4 vs. AC
Hit: 1d4 + 3 damage, and each ally adjacent to you gains a +1 power bonus to attack rolls and a +3 bonus to damage rolls until the end of your next turn.
Level 21: 2d4 + 13 damage, and a +2 power bonus to attack rolls.

 

Fulmination Potion (Static Shock) Artificer Attack 1
You throw a sealed jar of certain reactive acids, causing them to fountain up in a miniature storm of thunderbolts.
At-Will   ✦   Arcane, Implement, Lightning
Standard Action Melee or Ranged 5
Target: One creature
Attack: +3 vs. Reflex
Hit: 1d8 + 3 lightning damage. The next attack the target makes before the end of your next turn takes a penalty to the damage roll equal to 0.
Level 21: 2d8 + 13 lightning damage.

 

Powder Bombard (Unbalancing Force) Artificer Attack 1
By mixing the black powder and a flame of any size, you create a devastating concussive force to send your foe reeling.
At-Will   ✦   Arcane, Force, Implement
Standard Action Ranged 5
Target: One creature
Attack: +3 vs. Fortitude
Hit: 1d8 + 3 force damage. The next ally who hits the target before the end of your next turn also pushes the target 1 square.
Level 21: 2d8 + 13 force damage.

Encounter

Burning Oils (Spike Wire) Artificer Attack 1
Splashing these potent chemicals upon an enemy softens the flesh and weakens the resolve.
Encounter   ✦   Arcane, Force, Implement
Standard Action Ranged 10
Target: One creature
Attack: +3 vs. Fortitude
Hit: 1d8 + 3 force damage. Until the end of your next turn, any attack deals +3 extra damage to the target.
 

Daily

Caustic Fumes (Caustic Rampart) Artificer Attack 1
Two otherwise unremarkable potions, when mixed, react violently with a great cloud of burning green steam.
Encounter   ✦   Divine, Healing
Standard Action Area wall 5 within 10 squares
Effect: You conjure a wall of acidic fumes. The wall can be up to 2 squares high and must rest on a solid surface, and it lasts until the end of your next turn. The wall is difficult terrain, and its squares are lightly obscured. Any creature that starts its turn within the wall or adjacent to it takes acid damage equal to 1d6 + 3.
 

Rituals

Make Whole

Level: 1 Component Cost: Special
Category: Exploration Market Price: 50 gp
Time: 10 minutes Key Skill: Arcana (no check)
Duration: Permanent

A single object that can fit in a 10-foot cube is completely repaired. The component cost is 20 percent of the item's cost. In cases where you attempt to repair an item not on any price list, the DM determines the cost.

Enchant Magic Item

Level: 4 Component Cost: Special
Category: Creation Market Price: 175 gp
Time: 1 hour Key Skill: Arcana (no check)
Duration: Permanent

You touch a normal item and turn it into a magic item of your level or lower. The ritual's component cost is equal to the price of the magic item you create.

You can also use this ritual to resize magic armor (for example, shrink a fire giant’s magic armor to fit a halfling). There is no component cost for this use.

Disenchant Magic Item

Level: 6 Component Cost: Special
Category: Creation Market Price: 175 gp
Time: 1 hour Key Skill: Arcana (no check)
Duration: Instantaneous

When you finish performing this ritual, you touch a magic item and destroy it, turning it into a quantity of residuum valued at one-fifth of the item's price. The item must be your level or lower and must be something that can be created using the Enchant Magic Item ritual.

Brew Potion

Level: 1 Component Cost: Special
Category: Creation Market Price: 75 gp
Time: 1 hour Key Skill: Arcana or Religion (no check)
Duration: Permanent until consumed

You create a potion of your level or lower. The ritual's component cost is equal to the price of the potion you create.