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Dungeons and Dragons 4th Edition Character Record Sheet
Character Name
Player
Class
Paragon Path
Epic Destiny
Race
Size
Age
Gender
Height
Weight
Align.
Deity
Adventure Company
XP
Next XP
Level
Ability
Score
Temp
Score
Mod
Mod+
1/2 Lv.
STR
CON
DEX
INT
WIS
CHA
Quick Look Up
Weapon / Power
Attack
Damage
Armor Bonus
Shield Bonus
Check Penalty
Speed Penalty
Armor is Heavy
INIT
Dex Mod
1/2 Lv.
Misc
Temp
=
+
+
+
Score
Base
Arm.
Item
Misc
Speed
P. Perception
P. Insight
Special Senses/Movement
Skills
Skill
Mod
Skill Name
Abil.
Train
(+5)
Mod+
.5Lv
Arm.
Misc
Temp
Total
10+
1/2Lv
Arm./
Abil.
Class
Feat
Enh.
Misc
Temp
AC
FORT
REF
WILL
Conditional Modifiers, Resistances & Action Points Note
: [B]Race:[/B] [B]Eladrin Will -[/B] +5 Racial bonus against charm effects [B]Class Features:[/B] [B]Impart Energy -[/B] Recharge a daily magic item. An item can't be recharged twice in a day. [B]Augment Energy -[/B] A weapon gains a +2 bonus as a free action once. An item can't be infused twice. [B]Arcane Rejuvenation -[/B] When an ally uses a daily magic items they gain 1/2 level + int mod temp HPs. [B]Aggressive Action -[/B] When you spend an action point to take an extra action, you gain a +1 bonus to weapon attack rolls until the end of your next turn, and your weapon attacks deal 1d6 extra damage until the end of your next turn. [B]Brutal Enchantment -[/B] Whenever one of your artificer or battle engineer powers grants an ally a bonus to weapon damage rolls, that ally's weapon also becomes brutal 1 until the bonus ends. If the weapon is already brutal, its brutal value increases by 1. [B]Arcane Familiar (Constant Benefits) -[/B] You gain a +2 bonus to Arcana checks. You gain a +5 bonus to Insight checks to recognize effects as illusory. You can retrieve or stow an item as a free action instead of as a minor action.
Statistic Block
[url=http://www.myth-weavers.com/sheetview.php?sheetid=138978][size=4][B]Jonas the One-Eyed Engineer[/B][/size][/url], Eladrin Artificer, Battle Engineer [B]Init[/B] +6 [B]HP[/B] 79/79 [B]Bloodied[/B] 39 [B]Healing Surge[/B] 19 (7 used /9) [B]AC[/B] 25 [B]Fort[/B] 22 [B]Reflex[/B] 23 [B]Will[/B] 22 [B]Speed[/B] 6 [B]Str[/B] 14 (+7) [B]Con[/B] 17 (+8) [B]Dex[/B] 13 (+6) [B]Int[/B] 21 (+10) [B]Wis[/B] 15 (+7) [B]Cha[/B] 9 (+4) [OOC='[COLOR=Green]Aggravating Force[/COLOR]'][B][COLOR=Green]Aggravating Force[/COLOR][/B] Arcane, Force, Weapon / Standard / Melee or Ranged weapon Target: One creature Attack: Intelligence vs. AC Hit: 1[W] + Intelligence modifier (+5) force damage, and the next ally to attack the target before the end of your next turn gains a +2 power bonus to the attack roll. Level 21: 2[W] + Intelligence modifier (+5) damage. Inescapable Greatspear +2: +16 attack, 1d10+9 damage Magic Tratnyr +3: +16 attack, 1d8+10 damage[/OOC], [OOC='[COLOR=Green]Magic Weapon[/COLOR]'][B][COLOR=Green]Magic Weapon[/COLOR][/B] Arcane, Weapon / Standard / Melee or Ranged weapon Target: One creature Attack: Intelligence +1 vs. AC Hit: 1[W] + Intelligence modifier (+5) damage, and each ally adjacent to you gains a +1 power bonus to attack rolls and a bonus to damage rolls equal to your Constitution (+3) or your Wisdom modifier (+2) until the end of your next turn. Level 21: 2[W] + Intelligence modifier (+5) damage, and a +2 power bonus to attack rolls. Inescapable Greatspear +2: +17 attack, 1d10+9 damage Magic Tratnyr +3: +17 attack, 1d8+10 damage Brutal Enchantment: Whenever Jonas grants an ally a bonus to weapon damage rolls, that ally's weapon also becomes brutal 1 until the bonus ends. If the weapon is already brutal, its brutal value increases by 1.[/OOC], [OOC='[COLOR=Red]Fey Step[/COLOR]'][B][COLOR=Red]Fey Step[/COLOR][/B] Teleportation / Move / Personal Effect: Teleport up to 5 squares.[/OOC], [OOC='[COLOR=Red]Healing Infusion: Curative Admixture[/COLOR]'][B][COLOR=Red]Healing Infusion: Curative Admixture[/COLOR][/B] Arcane, Healing / Minor / Close Burst 5 Target: You or one ally in burst Effect: The target regains hit points equal to its healing surge value + your Wisdom modifier (+2), and you expend an infusion crafted with your Healing Infusion class feature. Potent Restorables - regain an additional 6 hit points. Level 6: Healing surge value + your Wisdom modifier (+2) + 2. [B]Level 11: Healing surge value + your Wisdom modifier (+2) + 4.[/B] Level 16: Healing surge value + your Wisdom modifier (+2) + 6. Level 21: Healing surge value + your Wisdom modifier (+2) + 8. Level 26: Healing surge value + your Wisdom modifier (+2) + 10. Special: You can use two Healing Infusion powers per encounter, but only one per round.[/OOC], [OOC='[COLOR=Red]Healing Infusion: Resistive Formula[/COLOR]'][B][COLOR=Red]Healing Infusion: Resistive Formula[/COLOR][/B] Arcane / Minor / Close Burst 5 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 + your Constitution modifier (+3). Level 11: Temporary hit points equal to the target's healing surge value + twice your Constitution modifier (+3). Level 21: Temporary hit points equal to the target's healing surge value + three times your Constitution modifier (+3). Special: You can use two Healing Infusion powers per encounter, but only one per round.[/OOC], [OOC='[COLOR=Red]Scouring Weapon[/COLOR]'][B][COLOR=Red]Scouring Weapon[/COLOR][/B] Acid, Arcane, Weapon / Standard / Melee or Ranged weapon Target: One creature Attack: Intelligence vs. AC Hit: 2[W] + Intelligence modifier (+4) acid damage, and the target takes a -2 penalty to AC until the end of your next turn. Inescapable Greatspear +2: +16 attack, 2d10+9 damage Magic Tratnyr +3: +16 attack, 2d8+10 damage[/OOC], [OOC='[COLOR=Red]Repulsion Strike[/COLOR]'][B][COLOR=Red]Repulsion Strike[/COLOR][/B] Arcane, Force, Weapon / Standard / Melee or Ranged weapon Target: One creature Attack: Intelligence vs. Reflex Hit: 2[W] + Intelligence modifier (+5) force damage, and the target takes a penalty to melee attack rolls equal to your Constitution modifier (+3) until the end of your next turn. Inescapable Greatspear +2: +16 attack, 2d10+9 damage Magic Tratnyr +3: +16 attack, 2d8+10 damage[/OOC], [OOC='[COLOR=Red]Vampiric Weapons[/COLOR]'][B][COLOR=Red]Vampiric Weapons[/COLOR][/B] Arcane, Healing, Necrotic, Weapon / Standard / Melee or Ranged weapon Target: One creature Attack: Intelligence vs. AC Hit: 1[W] + Intelligence modifier (+5) necrotic damage. Each ally within 5 squares of you who deals damage with a weapon attack before the end of your next turn regains hit points equal to 1d6 + your Constitution modifier (+3). Potent Restorables - regain an additional 6 hit points. An ally regains these hit points only once for each use of this power. Inescapable Greatspear +2: +16 attack, 1d10+9 damage Magic Tratnyr +3: +16 attack, 1d8+10 damage Potent Restorables - regain an additional 6 hit points.[/OOC], [OOC='[COLOR=Red]Greater Magic Weapon[/COLOR]'][B][COLOR=Red]Greater Magic Weapon[/COLOR][/B] Arcane, Weapon / Standard / Melee or Ranged weapon Target: One creature Attack: Intelligence +3 vs. AC Hit: 2[W] + Intelligence modifier (+5) damage. Effect: Each ally adjacent to you gains a power bonus to attack rolls and to damage rolls equal to your Wisdom modifier (+2) or your Constitution modifier (+3) until the end of your next turn. Inescapable Greatspear +2: +19 attack, 2d10+9 damage Distance Tratnyr +3: +19 attack, 2d8+10 damage Brutal Enchantment: Whenever Jonas grants an ally a bonus to weapon damage rolls, that ally's weapon also becomes brutal 1 until the bonus ends. If the weapon is already brutal, its brutal value increases by 1.[/OOC], [OOC='[COLOR=Black]Icebound Sigil[/COLOR]'][B][COLOR=Black]Icebound Sigil[/COLOR][/B] Arcane, Cold / Minor / Melee touch Target: One weapon or implement Effect: Until the end of the encounter, any attack that uses the target as a weapon or an implement deals extra cold damage equal to your Constitution modifier (+3). As a free action, the target's wielder can end the effect when he or she hits a creature. That creature is then immobilized (save ends). Brutal Enchantment: Whenever Jonas grants an ally a bonus to weapon damage rolls, that ally's weapon also becomes brutal 1 until the bonus ends. If the weapon is already brutal, its brutal value increases by 1.[/OOC], [OOC='[STRIKE][COLOR=Black]Dancing Weapon[/COLOR][/STRIKE]'][B][COLOR=Black]Dancing Weapon[/COLOR][/B] Arcane, Summoning, Weapon / Minor / Ranged 5 Requirement: You must be holding a melee weapon. Effect: You throw a melee weapon you are holding into an unoccupied square within range. The weapon has speed 0 and fly 6 (hover). The weapon is considered to be a Small creature. When the dancing weapon drops to 0 hit points, it is not destroyed, and you don't lose a healing surge. Instead, the weapon returns to your hand. The dancing weapon cannot open or close a door or container, or pick up or drop an item. You can give the dancing weapon the following special commands. Minor Action: Melee 1; targets one creature; Intelligence vs. AC; 1[W] + Intelligence modifier (+5) damage. Opportunity Attack: Melee 1; targets one creature; Intelligence vs. AC; 1[W] + Intelligence modifier (+5) damage.[/OOC], [OOC='[COLOR=Black]Radiant Sigil[/COLOR]'][B][COLOR=Black]Radiant Sigil[/COLOR][/B] Arcane, Healing, Radiant / Minor / Melee touch Target: One weapon or implement Effect: Until the end of the encounter, any attack that uses the target as a weapon or an implement deals radiant damage. Whenever any attack power using the target hits, the target's wielder regains hit points equal to your Constitution modifier (+3). Potent Restorables - regain an additional 6 hit points. As a free action, the target's wielder can end the effect when he or she hits a creature. That creature is then dazed (save ends). In addition, the wielder can spend a healing surge and regain additional hit points equal to your Constitution modifier (+3). Potent Restorables - regain an additional 6 hit points.[/OOC], [OOC='[COLOR=Red]Swift Mender[/COLOR]'][B][COLOR=Red]Swift Mender[/COLOR][/B] Arcane / Minor / Ranged 5 Target: You or one ally Effect: The target makes a saving throw.[/OOC], [OOC='[STRIKE][COLOR=Black]Regeneration Infusion[/COLOR][/STRIKE]'][B][COLOR=Black]Regeneration Infusion[/COLOR][/B] Arcane, Healing / Minor / Close burst 10 Target: You or one ally in burst; target must be bloodied Effect: The target gains regeneration equal to your Constitution modifier (+3) until the end of the encounter. As a minor action, the target can end the effect to spend a healing surge. Potent Restorables - regain an additional 3 hit points. [/OOC], [OOC='[COLOR=Black]Healing Figurine[/COLOR]'][B][COLOR=Black]Healing Figurine[/COLOR][/B] Arcane, Healing, Summoning / Standard / Ranged 5 Effect: You create a Small healing figurine in an unoccupied square within range. The healing figurine has speed 5. It has a +2 bonus to AC and to Fortitude. Any ally who spends a healing surge while adjacent to the figurine gains additional hit points equal to your Wisdom modifier (+2). Potent Restorables - regain an additional 3 hit points. In addition, three times before the end of the encounter, an ally adjacent to the healing figurine can use a minor action to make a saving throw and to regain hit points as if he or she had spent a healing surge. You can give the healing figurine the following special command. Minor Action: The healing figurine administers first aid to an ally adjacent to it. The figurine uses your Heal skill for the check.[/OOC], [OOC='[COLOR=DarkOrange]Inescapable Greatspear +2[/COLOR]'][B][COLOR=DarkOrange]Inescapable Greatspear +2[/COLOR][/B] Each time you miss a target with this weapon, you gain a cumulative +1 bonus (up to the weapon's enhancement bonus) to your next attack roll with this weapon against the same target. The bonus ends if you attack a different target or when you hit. Reach Melee Basic Attack: +16 attack, 1d10+9 damage[/OOC], [OOC='[COLOR=DarkOrange]Shared Suffering Hide Armor +2[/COLOR]'][B][COLOR=DarkOrange]Shared Suffering Hide Armor +2[/COLOR][/B] Power (Encounter): Immediate Reaction. Use this power when an attack gives you ongoing damage. The attacker gains an equal amount of untyped ongoing damage (save ends).[/OOC], [OOC='[COLOR=DarkOrange]Healer's Brooch +2[/COLOR]'][B][COLOR=DarkOrange]Healer's Brooch +2[/COLOR][/B] When you use a power that enables you or an ally to regain hit points, add the brooch's enhancement bonus to the hit points gained. (+2)[/OOC], [OOC='[COLOR=DarkOrange]Acrobat Boots[/COLOR]'][B][COLOR=DarkOrange]Acrobat Boots[/COLOR][/B] Gain a +1 item bonus to Acrobatics checks. Power (At-Will): Minor Action. Stand up from prone.[/OOC], [OOC='[COLOR=DarkOrange]Augmenting Whetstone[/COLOR]'][B][COLOR=DarkOrange]Augmenting Whetstone[/COLOR][/B] Power (Consumable): Minor Action. Touch this whetstone to a melee or ranged weapon you hold. The weapon gains a +2 enhancement bonus on attack rolls and damage rolls until the end of the encounter. This has no effect on the extra damage dice or other special effect applied when the weapon scores a critical hit.[/OOC], [OOC='[COLOR=DarkOrange]Gloves of the Healer[/COLOR]'][B][COLOR=DarkOrange]Gloves of the Healer[/COLOR][/B] Property: When you use a power that has the healing keyword, one target regains an extra 1d6 hit points. Power (Daily • Healing): Standard Action. Spend a healing surge. An adjacent ally regains hit points equal to the value of the healing surge you lost.[/OOC] [B]Notes[/B] : [B]Race:[/B] [B]Eladrin Will -[/B] +5 Racial bonus against charm effects [B]Class Features:[/B] [B]Impart Energy -[/B] Recharge a daily magic item. An item can't be recharged twice in a day. [B]Augment Energy -[/B] A weapon gains a +2 bonus as a free action once. An item can't be infused twice. [B]Arcane Rejuvenation -[/B] When an ally uses a daily magic items they gain 1/2 level + int mod temp HPs. [B]Aggressive Action -[/B] When you spend an action point to take an extra action, you gain a +1 bonus to weapon attack rolls until the end of your next turn, and your weapon attacks deal 1d6 extra damage until the end of your next turn. [B]Brutal Enchantment -[/B] Whenever one of your artificer or battle engineer powers grants an ally a bonus to weapon damage rolls, that ally's weapon also becomes brutal 1 until the bonus ends. If the weapon is already brutal, its brutal value increases by 1. [B]Arcane Familiar (Constant Benefits) -[/B] You gain a +2 bonus to Arcana checks. You gain a +5 bonus to Insight checks to recognize effects as illusory. You can retrieve or stow an item as a free action instead of as a minor action.
Race Features
Class / Path / Destiny Features
Other Items
Current
Max HP
/
Bloodied
H. Surge
Surges Used
Surges / Day
/
Second Wind
Death ST Fail
Action Points
Attack Workspace
Ability 1:
Ability 2:
Bonus
1/2Lv
Abil.
Class
Prof
Feat
Enh
Misc
=
=
Damage Workspace
Ability 1:
Ability 2:
Bonus
Abil.
Feat
Enh
Misc
Misc
=
=
Feats
Feat Name
Loc.
Powers
Arcane, Force, Weapon / Standard / Melee or Ranged weapon Target: One creature Attack: Intelligence vs. AC Hit: 1[W] + Intelligence modifier (+5) force damage, and the next ally to attack the target before the end of your next turn gains a +2 power bonus to the attack roll. Level 21: 2[W] + Intelligence modifier (+5) damage. Inescapable Greatspear +2: +16 attack, 1d10+9 damage Magic Tratnyr +3: +16 attack, 1d8+10 damage
Arcane, Weapon / Standard / Melee or Ranged weapon Target: One creature Attack: Intelligence +1 vs. AC Hit: 1[W] + Intelligence modifier (+5) damage, and each ally adjacent to you gains a +1 power bonus to attack rolls and a bonus to damage rolls equal to your Constitution (+3) or your Wisdom modifier (+2) until the end of your next turn. Level 21: 2[W] + Intelligence modifier (+5) damage, and a +2 power bonus to attack rolls. Inescapable Greatspear +2: +17 attack, 1d10+9 damage Magic Tratnyr +3: +17 attack, 1d8+10 damage Brutal Enchantment: Whenever Jonas grants an ally a bonus to weapon damage rolls, that ally's weapon also becomes brutal 1 until the bonus ends. If the weapon is already brutal, its brutal value increases by 1.
Teleportation / Move / Personal Effect: Teleport up to 5 squares.
Arcane, Healing / Minor / Close Burst 5 Target: You or one ally in burst Effect: The target regains hit points equal to its healing surge value + your Wisdom modifier (+2), and you expend an infusion crafted with your Healing Infusion class feature. Potent Restorables - regain an additional 6 hit points. Level 6: Healing surge value + your Wisdom modifier (+2) + 2. [B]Level 11: Healing surge value + your Wisdom modifier (+2) + 4.[/B] Level 16: Healing surge value + your Wisdom modifier (+2) + 6. Level 21: Healing surge value + your Wisdom modifier (+2) + 8. Level 26: Healing surge value + your Wisdom modifier (+2) + 10. Special: You can use two Healing Infusion powers per encounter, but only one per round.
Arcane / Minor / Close Burst 5 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 + your Constitution modifier (+3). Level 11: Temporary hit points equal to the target's healing surge value + twice your Constitution modifier (+3). Level 21: Temporary hit points equal to the target's healing surge value + three times your Constitution modifier (+3). Special: You can use two Healing Infusion powers per encounter, but only one per round.
Acid, Arcane, Weapon / Standard / Melee or Ranged weapon Target: One creature Attack: Intelligence vs. AC Hit: 2[W] + Intelligence modifier (+4) acid damage, and the target takes a -2 penalty to AC until the end of your next turn. Inescapable Greatspear +2: +16 attack, 2d10+9 damage Magic Tratnyr +3: +16 attack, 2d8+10 damage
Arcane, Force, Weapon / Standard / Melee or Ranged weapon Target: One creature Attack: Intelligence vs. Reflex Hit: 2[W] + Intelligence modifier (+5) force damage, and the target takes a penalty to melee attack rolls equal to your Constitution modifier (+3) until the end of your next turn. Inescapable Greatspear +2: +16 attack, 2d10+9 damage Magic Tratnyr +3: +16 attack, 2d8+10 damage
Arcane, Healing, Necrotic, Weapon / Standard / Melee or Ranged weapon Target: One creature Attack: Intelligence vs. AC Hit: 1[W] + Intelligence modifier (+5) necrotic damage. Each ally within 5 squares of you who deals damage with a weapon attack before the end of your next turn regains hit points equal to 1d6 + your Constitution modifier (+3). Potent Restorables - regain an additional 6 hit points. An ally regains these hit points only once for each use of this power. Inescapable Greatspear +2: +16 attack, 1d10+9 damage Magic Tratnyr +3: +16 attack, 1d8+10 damage Potent Restorables - regain an additional 6 hit points.
Arcane, Weapon / Standard / Melee or Ranged weapon Target: One creature Attack: Intelligence +3 vs. AC Hit: 2[W] + Intelligence modifier (+5) damage. Effect: Each ally adjacent to you gains a power bonus to attack rolls and to damage rolls equal to your Wisdom modifier (+2) or your Constitution modifier (+3) until the end of your next turn. Inescapable Greatspear +2: +19 attack, 2d10+9 damage Distance Tratnyr +3: +19 attack, 2d8+10 damage Brutal Enchantment: Whenever Jonas grants an ally a bonus to weapon damage rolls, that ally's weapon also becomes brutal 1 until the bonus ends. If the weapon is already brutal, its brutal value increases by 1.
Arcane, Cold / Minor / Melee touch Target: One weapon or implement Effect: Until the end of the encounter, any attack that uses the target as a weapon or an implement deals extra cold damage equal to your Constitution modifier (+3). As a free action, the target's wielder can end the effect when he or she hits a creature. That creature is then immobilized (save ends). Brutal Enchantment: Whenever Jonas grants an ally a bonus to weapon damage rolls, that ally's weapon also becomes brutal 1 until the bonus ends. If the weapon is already brutal, its brutal value increases by 1.
Arcane, Summoning, Weapon / Minor / Ranged 5 Requirement: You must be holding a melee weapon. Effect: You throw a melee weapon you are holding into an unoccupied square within range. The weapon has speed 0 and fly 6 (hover). The weapon is considered to be a Small creature. When the dancing weapon drops to 0 hit points, it is not destroyed, and you don't lose a healing surge. Instead, the weapon returns to your hand. The dancing weapon cannot open or close a door or container, or pick up or drop an item. You can give the dancing weapon the following special commands. Minor Action: Melee 1; targets one creature; Intelligence vs. AC; 1[W] + Intelligence modifier (+5) damage. Opportunity Attack: Melee 1; targets one creature; Intelligence vs. AC; 1[W] + Intelligence modifier (+5) damage.
Arcane, Healing, Radiant / Minor / Melee touch Target: One weapon or implement Effect: Until the end of the encounter, any attack that uses the target as a weapon or an implement deals radiant damage. Whenever any attack power using the target hits, the target's wielder regains hit points equal to your Constitution modifier (+3). Potent Restorables - regain an additional 6 hit points. As a free action, the target's wielder can end the effect when he or she hits a creature. That creature is then dazed (save ends). In addition, the wielder can spend a healing surge and regain additional hit points equal to your Constitution modifier (+3). Potent Restorables - regain an additional 6 hit points.
Arcane / Minor / Ranged 5 Target: You or one ally Effect: The target makes a saving throw.
Powers
Arcane, Healing / Minor / Close burst 10 Target: You or one ally in burst; target must be bloodied Effect: The target gains regeneration equal to your Constitution modifier (+3) until the end of the encounter. As a minor action, the target can end the effect to spend a healing surge. Potent Restorables - regain an additional 3 hit points.
Arcane, Healing, Summoning / Standard / Ranged 5 Effect: You create a Small healing figurine in an unoccupied square within range. The healing figurine has speed 5. It has a +2 bonus to AC and to Fortitude. Any ally who spends a healing surge while adjacent to the figurine gains additional hit points equal to your Wisdom modifier (+2). Potent Restorables - regain an additional 3 hit points. In addition, three times before the end of the encounter, an ally adjacent to the healing figurine can use a minor action to make a saving throw and to regain hit points as if he or she had spent a healing surge. You can give the healing figurine the following special command. Minor Action: The healing figurine administers first aid to an ally adjacent to it. The figurine uses your Heal skill for the check.
Each time you miss a target with this weapon, you gain a cumulative +1 bonus (up to the weapon's enhancement bonus) to your next attack roll with this weapon against the same target. The bonus ends if you attack a different target or when you hit. Reach Melee Basic Attack: +16 attack, 1d10+9 damage
Power (Encounter): Immediate Reaction. Use this power when an attack gives you ongoing damage. The attacker gains an equal amount of untyped ongoing damage (save ends).
When you use a power that enables you or an ally to regain hit points, add the brooch's enhancement bonus to the hit points gained. (+2)
Gain a +1 item bonus to Acrobatics checks. Power (At-Will): Minor Action. Stand up from prone.
Power (Consumable): Minor Action. Touch this whetstone to a melee or ranged weapon you hold. The weapon gains a +2 enhancement bonus on attack rolls and damage rolls until the end of the encounter. This has no effect on the extra damage dice or other special effect applied when the weapon scores a critical hit.
Property: When you use a power that has the healing keyword, one target regains an extra 1d6 hit points. Power (Daily • Healing): Standard Action. Spend a healing surge. An adjacent ally regains hit points equal to the value of the healing surge you lost.
Magic Items & Equipment
Item Name
Use
Daily Item Powers Per Day
Heroic(1-10)
Milestone
Paragon(11-20)
Milestone
Epic(21-30)
Milestone
Rituals
Languages Known
Coins and Other Wealth
30 GP
Personality Traits
Jonas has obviously suffered at the hands of the Usuak while imprisoned at Messo Lin. While he bears no love the for the Hal-rah, he holds a special disdain of the Usuak. Otherwise patient and calm, Jonas uses those traits to hide his natural cunning and cold calculation. To his allies and those that serve with him, the eladrin believes in leading by example and while sometimes cold or distant, he genuinely cares for the well being of those around him. Jonas has a dry sense of humor that can often get dark. While at rest around the fire Jonas is likely to play a game of stones with his construct familiar, Cobalt, unless the two are working on his various artifices and rituals. While Coby does not speak, he does communicate via various buzzes, whirs, steam like hisses, clicks, and the dings of tiny bells. Jonas is often seen talking to his familiar, even having heated conversations with the tiny construct.
Mannerisms and Appearance
Jonas is a tall thin eladrin male with long white hair, usually kept under a large wide brimmed hat with a flat top in which holes have been cut to allow his eladrin ears to peak through when low upon his head.. He wears leather armor that appears to be more functional than protective as it is covered in pockets, pouches and sheathes for various items. To help him manage all of his artifices a small blue round construct sits atop Jonas' shoulder (or occasionally his hat) and waits attentively to help the eladrin quickly use his various trinkets and magical enhancers. Other times the tiny construct can be seen examining little bits of parchment handed to it by Jonas, checking the engineer's arithmetic on various crafting projects. Jonas' most noticeable feature is the eye patch over his left eye. The black leather patch with a clear blue sapphire stone set in its center attempts to cover an obvious disfigurement to the left side of his face. While the skin has regrown pitted and scarred, his left eye socket is now home to a large white pearl set with a sapphire stone as if in attempt to match his own bright blue right eye. The jeweled eye moves with his good eye and is enchanted to give him normal sight. The stone on his eyepatch allows him to see through the patch clearly.
Session and Campaign Notes
Treasure List: 3,000 GP worth in gems 1,700 GP worth of Residuum 4 Silver Statues worth 200 GP each 500 GP worth of silver ingots
Companions and Allies
Familiar: Cobalt "Coby" Category: Rakshasa Claw (Coby is small clockwork robot) This gnarled, furred hand has long talons and is a favored familiar for those who want to pierce illusions. Speed 7, climb 3 Constant Benefits You gain a +2 bonus to Arcana checks. You gain a +5 bonus to Insight checks to recognize effects as illusory. You can retrieve or stow an item as a free action instead of as a minor action. Active Benefits Agile Digits: A rakshasa claw can open latches and turn knobs that require only one hand to operate. It can also manipulate objects to make Thievery checks. It gains a +2 bonus to such checks.
Background & Other Notes
Jonias Armil du'Vandalin started his professional life as magic-craft engineer. Casting rituals to create items and components that would be used to power the lighting rails and airships around Calimaria. He excellent work, especially in the area of tiny constructs, would never come to full light however as war broke out between nations and Jonias found himself fighting along side his country men in a war over resources. Due to his understanding of magical enhancements Jonias became a leader of a small band of Calimarians that would raid Usuak (then the Frenider Republic) and Hal-rah supply lines, cutting off reinforcements while stealing supplies, residium, and information during the war. Near the end of the war Jonias had been sold out as part of the peace agreement between the Calimaria and the GUS. Sent into a trap, Jonias lost nearly all his men in a bloody ambush. Captured, the GUS took the eladrin artificer to the fort city of Messo Lin and held him prisoner for over 30 years where he was tortured. Wounds to the left side of his face leave him partially disfigured with several scars and the loss of his left eye. Jonias learned to survive his time in captivity, waiting patiently for either his moment to die or escape. Doing favors for the guards, Jonias became known as the prisoner you went to get your blades magically sharpened or enhanced, all in exchange for small bits of metal, pinches of residium, and extra scraps of food. It was in prison that Jonias first created Cobalt, a tiny mechanical contruct that could hide in the shape of a blue metal ball. At first Cobalt would merely help Jonias fetch things around his cell, in effect no more than pet, until the day "Coby" (as he had come to be called) found a loose section of stone in Jonias' cell, weathered away during his years in prison. The tiny construct took it upon himself to dig diligently day and night, aided by his master with minor upgrades when Jonias came across spare bits of metal and residium. On the day of his escape the eladrin promised his little construct familiar that he would always protect him for as long as he lived. Jonias eventually made his way back to Calimaria, only to find his beloved homeland occupied and impoverished. It did not take long to find old friends who had taken up arms against the lax and corrupt Council of the Nation. The eladrin initially focused his time equipping the Returners, as they came to call themselves, and fashioning artifices to be used in guerilla combat. In return for his services the Returners brought him captured items of magical worth so that they could be retooled and reused. Jonias Armil du'Vandalin came to be known as Jonas the One-Eyed Engineer once he started leading his own men again. Vowing to never lose so many soldiers again, Jonas prefers to work with small groups which can strike quickly and carry out sabotage and assassination attempts. His refusal to carry out the assassination of Councilor Vilmos' grandson removed Jonas from the more radical leaders within the Returners. Since then Jonas has moved himself to Tenith where he uses his clockwork magic spies to keep an eye on the Usuak and Hal-rah interlopers. The artificer feeds the information back to the Returners or other rebels in exchange for goods. The Returners still call up his services from time to time when the mission is right for Jonas.
Dungeons and Dragons 4th Edition Character Sheet, Copyright 2008
Myth-Weavers Games