Jonn
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2025/05/23 01:53

Table of Contents
Jonn 	 # 
Build Notes 	 # 
Con Artist 	 # 
Ability Scores 	 # 
Defences 	 # 
Trained Skills 	 # 
Feats 	 # 
Future feats 	 # 
Powers 	 # 
Items 	 # 
Rituals 	 # 
Character Sheet 	 # 

Jonn
Jonn, level 2
Human, Artificer
Pact Initiate: Pact Initiate (star pact)
Background: Con Artist

Build Notes
Request was for an artificer, wasn’t too fusy about race. Human’s have a number of advantages, an extra feat, an extra skill, an extra daily and the choice of +2 (ie 18 in primary stat). Intellegence is primary stat, Con is secondary statistic for artificer so needed some points there. Artificer’s powers include range weapon, melee and implement (wand). This is a slight problem in that you only have 2 hands! Fortunately I noticed that thrown weapons return to your hand when used to implement a power. Looking through the weapons I saw that the trident can be thrown with strength and used in melee. I bought you a net to go with it, though you don’t have the weapon proficiency to use it!
To give you a little more bite at range, I multiclassed you into Warlock. This also provides streetwise, in which the party was lacking.
Given the large skill list available (artificers get 4 skills +1 for human) - I’d decided to make you the face. Sadly you don’t get bluff in class so I gave you the Con artist background.
You are the most arcurate combatant, and the tridents damage is not bad. A successful strike with Magic weapon gives a moderate improvement to hit and damge for allies adjacent to you. You have an equivalent ranged attack, if Sue or Jim need a boost at range. Thundering armour allows you to boost an allies armour class and push enemies away from which could assist with space control. Finally you can heal as a minor action. I’d imagine your most likely to fight in the front line, but dropping back to assist Matt as needed.
Jonn L3

Con Artist
”I’m not the guy you’re looking for. Seriously, I was in Oakmont last night. I wasn’t even here.”
You’ve long made a living on the backs of the greedy, the gullible, and the unobservant. What sort of confidence games did you favor; elaborate conspiracies, rigged games of chance, or ruses that facilitated traditional crimes like burglary, robbery, or kidnapping? How did you learn your trade? How close have you come to being caught? And how many enemies are out there, looking for a chance to get even?

Ability Scores
Str 13
Con 14
Dex 8
Int 18
Wis 10
Cha 14

Defences
AC: 17 Fort: 15 Reflex: 16 Will: 15
HP: 31 Surges: 9 Surge Value: 7

Trained Skills
Streetwise +8
Perception +6
Arcana +10
Thievery +6
Diplomacy +8
Bluff +9
Dungeoneering +6
UNTRAINED SKILLS
Acrobatics, Endurance +3, Heal +1, History +5, Insight +1,
Intimidate +3, Nature +1, Religion +5, Stealth, Athletics +2

Feats
Artificer: Ritual Caster
Human: Pact Initiate
Level 1: Weapon Proficiency (Trident)
Level 2: Distant Advantage

Future feats
Toughness
Action Surge
Human Perserverance

Powers
Artificer at-will 1: Aggravating Force
Artificer at-will 1: Magic Weapon (Preview)
Human: Thundering Armor
Artificer encounter 1: Spike Wire
Artificer daily 1: Caustic Rampart
Artificer utility 2: Restorative Infusion

Items
Leather Armor
Implement, Wand
Trident (2)
Net
Adventurer’s Kit
Alchemical Reagents (Arcana)

Rituals
Make Whole
Brew Potion

Character Sheet
Jonn.dnd4e