A Shardmind Artificer
== Created Using Wizards of the Coast D&D Character Builder ==
Naram, level 1
Shardmind: Perception Bonus
Background: Shardmind – Thought Builder, Birth – On Another Plane, Pivotal Event – Portal Mishap, World Walker, Found Religion Among Others, Early Life – Test Subject (+2 to Arcana)
FINAL ABILITY SCORES
Str 10, Con 11, Dex 10, Int 20, Wis 16, Cha 8.
STARTING ABILITY SCORES
Str 10, Con 11, Dex 10, Int 18, Wis 14, Cha 8.
AC: 17 Fort: 11 Reflex: 15 Will: 14
HP: 23 Surges: 6 Surge Value: 5
Arcana +14, Dungeoneering +8, Diplomacy +4, Perception +10, History +10
Acrobatics, Bluff -1, Endurance +2, Heal +3, Insight +3, Intimidate -1, Nature +3, Religion +5, Stealth, Streetwise -1, Thievery, Athletics
Artificer: Ritual Caster
Level 1: Forceful Defense
Artificer at-will 1: Aggravating Force
Artificer at-will 1: Ethereal Chill
Healing Infusion: Healing Infusion: Resistive Formula
Artificer encounter 1: Spike Wire
Artificer daily 1: Life-Tapping Darts
Ritual Book, Leather Armor, Adventurer’s Kit, Crossbow, Wand Implement
Brew Potion, Disenchant Magic Item, Enchant Magic Item, Make Whole
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Naram originally awoke in a far away part of the world, roughly 10 years ago. He wandered this other continent for couple of years before a freak accident with his abilities teleported him to the Eofel Mountains.
In a daze following this accident, he was captured by an evil cult who revere the Mind Flayers. They proceeded to subject him to experiments for several years, trying to discover more about the barrier between the world and their masters realm.
During the last couple of years his knowledge base has expanded, and he is constantly working on experiments in the creation of magical items.
He is very analytical, and rarely lets emotion overtake him. Calmly assessing situations and determining the correct course of action from his accumulated knowledge.
Naram perished fighting the Wolf King, Lord Luc Underwood.