Gnomechomsky

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Description:
Level 2 Tinker Gnome Artificer
Gnomechomsky
+0
10
Strength
+2
14
Constitution
+0
10
Dexterity
+5
20
Intelligence
+1
13
Wisdom
-1
8
Charisma
HIT POINTS
Total
33
Bloodied
16
Surges
8
Value
8
SAVE MODIFIERS
+2 racial vs close and area attacks
+0
Initiative
5
Speed
SKILLS
+0
Acrobatics
+12
Arcana
+0
Athletics
+0
Bluff
+0
Diplomacy
+0
Dungeoneering
+0
Endurance
+5
Heal
+10
History
+0
Insight
+0
Intimidate
+0
Nature
+0
Perception
+0
Religion
+0
Stealth
+0
Streetwise
+7
Thievery
18
Armor Class
+5 Int, +2 leather armor
14
Fortitude
+2 Con, +1 Class
16
Reflex
+5 Int
13
Will
+1 Wis, +1 Class
RACE FEATURES
Gnomish Luck
You gain a +2 racial bonus to defenses against close and area attacks.
Gnomish Resilience
You can use your second wind as a move action instead of as a standard action.
Prestidigitation
You can use this power at will. If you can already use it by some other means, you can have as many as six prestidigitation effects active at one time.
CLASS FEATURES
Arcane Empowerment
Your study of magic has given you the ability to manipulate the arcane energy contained within
items. You begin each day with the ability to empower a magic item, and you gain one additional
arcane empowerment for each milestone you reach. You must spend a short rest with an item in order to empower it. You can empower an item in two ways.

Impart Energy: You recharge the daily power of a magic item. An item can be recharged only once per day in this way.

Augment Energy: You infuse a weapon or an implement with a reservoir of energy that lasts until the end of your next extended rest or until it is expended. The wielder of the implement or the
weapon can use a free action after making an attack roll to expend the reservoir of energy to gain a +2 bonus to that attack roll. An implement or a weapon can be augmented only once per day in this way.
Arcane Rejuvenation
Before combat, an artificer spends time infusing his or her allies' magic items with curative energy. Whenever one of the artificer's allies uses a magic item's daily power, that ally absorbs the energy and gains temporary hit points equal to one-half your level + your Intelligence modifier.
Healing Infusion
You can create healing infusions for later use. At the end of an extended rest, you create two healing infusions that last unti l the end of your next extended rest. At 16th level, you instead create three healing infusions.

You determine the effect of a healing infusion at the time you use the power, not at the time you
create it. When you use a Healing Infusion power, you expend one of the infusions you created during your last extended rest. During a short rest, you or an ally can spend a healing surge to replenish one of the infusions expended.
FEATS
Alchemist
Ritual Caster
Firearm Talent
Firearm Caster
AT-WILL POWERS
Magic Weapon
Your attack issues a hurst of magical energy that enhances the weapons of allies close to you.

At-Will • Arcane, Weapon
Standard Action
Melee or Ranged weapon
Target: One creature
Attack: Intelligence + 1 vs. AC
Hit: 1[W] + Intelligence modifier 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 or your Wisdom modifier until the end of your next turn. Level 21: 2[W] + Intelligence modifier damage, and a +2 power bonus to attack rolls.
Static Shock
You imbue your opponent with a crackling arcane charge, hindering the potency of its next attack.

At-Will • Arcane, Implement, Lightning
Standard Action
Melee or Ranged 5
Target: One creature
Attack: Intelligence vs. Reflex
Hit: 1d8 + Intelligence modifier lightning damage. The next attack the target makes before the end of your next turn takes a penalty to the damage roll equal your Constitution modifier. Level 21: 2d8 + Intelligence modifier lightning damage.
ENCOUNTER POWERS
Inane Babble

Encounter
Minor Action Close blast 3
Targets: All creatures in area
Attack: Intelligence + 2 vs. Will
Effect: The target takes a -2 penalty to attack rolls until the end of your next turn. Increase to +4 bonus at 11th level, and to +6 bonus at 21st level.
Special: Deaf creatures are immune to this power.
Scouring Weapon
You infuse your weapon with acid, momentarily corroding your opponent's defenses.

Encounter • Acid, Arcane, Weapon
Standard Action
Melee or Ranged weapon
Target: One creature
Attack: Intelligence vs. AC
Hit: 2[W] + Intelligence modifier acid damage, and the target takes a -2 penalty to AC until the end of your next turn.
Swift Mender
You empower a tiny construct to aid an ally.

Encounter • Arcane
Minor Action
Ranged 5
Target: You or one ally
Effect: The target makes a saving throw.
DAILY POWERS
Punishing Eye
An arcane construct of an eye appears in the air, revealing your enemies and striking them when they show weaknesses.

Daily • Arcane, Conjuration, Implement, Psychic
Standard Action
Ranged 5
Effect: You conjure an eye in a square within range. It lasts until the end of the encounter. Enemies within 3 squares of the eye do not benefit from concealment, and when an ally attacks an enemy within 3 squares of the eye and hits, that enemy takes psychic damage equal to your Intelligence modifier. You can move the eye 3 squares as a move action.
ATTACKS
1d8
+3 vs AC
Wrench
1d10
+4 vs AC
Blunderbuss (20/40)
EQUIPMENT
Leather Armor
+2 AC, 15 lb. light armor
Wrench
+2 prof, 1d8, 6 lb., mace group
Blunderbuss
+3 prof, 1d10, 20/40, 6 lb., firearm group, load minor
MONEY
Platinum
0
Gold
40
Silver
0
Copper
0
Bio:

Gnomechomsky

The Black Basilisk Circus bhong