Ray

The Leader

Description:

====== Created Using Wizards of the Coast D&D Character Builder ======
Ray, level 1
Warforged, Artificer
Build: Warrior Forge Artificer

FINAL ABILITY SCORES
Str 10, Con 16, Dex 10, Int 18, Wis 11, Cha 10.

STARTING ABILITY SCORES
Str 8, Con 14, Dex 10, Int 18, Wis 11, Cha 10.

AC: 14 Fort: 14 Reflex: 14 Will: 12
HP: 28 Surges: 9 Surge Value: 7

TRAINED SKILLS
Arcana +9, History +9, Perception +5, Diplomacy +5, Heal +5

UNTRAINED SKILLS
Acrobatics, Bluff, Dungeoneering, Endurance +5, Insight, Intimidate +2, Nature, Religion +4, Stealth, Streetwise, Thievery, Athletics

FEATS
Artificer: Alchemist

POWERS
Artificer at-will 1: Magic Weapon
Artificer at-will 1: Thundering Armor
Healing Infusion: Healing Infusion: Resistive Formula
Artificer encounter 1: Scouring Weapon
Artificer daily 1: War Proxy

ITEMS
Ritual Book
RITUALS
Brew Potion, Disenchant Magic Item, Enchant Magic Item, Make Whole
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======

Bio:

In the last war Ray was captain of the airship Tempest under the command of the Cyre nation. In one of the final battles that would signal the nations destruction, Ray would be one of the only survivor’s, alleged to have arived at the nearest city alone in the heavily damaged Tempest.

It is known Ray joined the guild to in the future pay for the ship’s repair, and soon moved to a position of leadership due to his previous military experience.

Ray

Eberron 998 YK ImSkeptical