Thok, Half-Orc Artificer
One of the pregen characters for my Eberron adventure-path, I envision Thok as more or less like a Warhammer 40k orc, having a knack for building and manipulating magical gizmos. Just, you know, without the insane bloodlust and stupidity...so maybe not much like one at all...? Mostly I was going for a half-orc out in the backwater region of the Shadow Marches having to make due with what he's got, and when that fails, he can hit it with his axe.
Now, I did cheat a bit and give him seven extra gps so that he could afford the war axe. A completely legit option is to take Crossbow Caster so that he can use his repeating crossbow as an implement (which I would take anyway), Arcane Fury (when he gets an AoE attack), Furious Concoction ("makin' it orcy"), and Mark of Finding. Were I to play this character, I would definitely take them all, as it fits the theme.
From an optimization stance, this works better with a dwarf (or really anything that gets an Int and/or Con bonus) and taking static shock syncs better with his high Constitution. I was trying to stick with all Weapon-keyword powers.
Thok, level 1
Half-Orc, Artificer
Background: Tharashk Prospector (+2 to Dungeoneering)
FINAL ABILITY SCORES
Str 12, Con 16, Dex 13, Int 16, Wis 13, Cha 8.
STARTING ABILITY SCORES
Str 10, Con 16, Dex 11, Int 16, Wis 13, Cha 8.
AC: 15 Fort: 14 Reflex: 13 Will: 12
HP: 28 Surges: 9 Surge Value: 7
TRAINED SKILLS
Arcana +8, Perception +6, Heal +6, Dungeoneering +8, Thievery +6
UNTRAINED SKILLS
Acrobatics +1, Bluff -1, Diplomacy -1, Endurance +5, History +3, Insight +1, Intimidate +1, Nature +1, Religion +3, Stealth +1, Streetwise -1, Athletics +1
FEATS
Artificer: Ritual Caster
Level 1: Weapon Proficiency (Waraxe)
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: Flameburst Armor
ITEMS
Ritual Book, Leather Armor, Repeating crossbow, Adventurer's Kit, Magazine, Crossbow Bolts (20), Waraxe
RITUALS
Brew Potion, Disenchant Magic Item, Enchant Magic Item, Make Whole
Now, I did cheat a bit and give him seven extra gps so that he could afford the war axe. A completely legit option is to take Crossbow Caster so that he can use his repeating crossbow as an implement (which I would take anyway), Arcane Fury (when he gets an AoE attack), Furious Concoction ("makin' it orcy"), and Mark of Finding. Were I to play this character, I would definitely take them all, as it fits the theme.
From an optimization stance, this works better with a dwarf (or really anything that gets an Int and/or Con bonus) and taking static shock syncs better with his high Constitution. I was trying to stick with all Weapon-keyword powers.
Thok, level 1
Half-Orc, Artificer
Background: Tharashk Prospector (+2 to Dungeoneering)
FINAL ABILITY SCORES
Str 12, Con 16, Dex 13, Int 16, Wis 13, Cha 8.
STARTING ABILITY SCORES
Str 10, Con 16, Dex 11, Int 16, Wis 13, Cha 8.
AC: 15 Fort: 14 Reflex: 13 Will: 12
HP: 28 Surges: 9 Surge Value: 7
TRAINED SKILLS
Arcana +8, Perception +6, Heal +6, Dungeoneering +8, Thievery +6
UNTRAINED SKILLS
Acrobatics +1, Bluff -1, Diplomacy -1, Endurance +5, History +3, Insight +1, Intimidate +1, Nature +1, Religion +3, Stealth +1, Streetwise -1, Athletics +1
FEATS
Artificer: Ritual Caster
Level 1: Weapon Proficiency (Waraxe)
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: Flameburst Armor
ITEMS
Ritual Book, Leather Armor, Repeating crossbow, Adventurer's Kit, Magazine, Crossbow Bolts (20), Waraxe
RITUALS
Brew Potion, Disenchant Magic Item, Enchant Magic Item, Make Whole
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