Erky Timbers

Doughty Dwarf Artificer, Captured by the Goblins of the Citadel

Description:

Erky Timbers
Level 2 Artificer (Leader)
Medium natural humanoid (dwarf)

Initiative +1; Passive Senses Insight 12, Perception 17; low-light vision
HP 35; Bloodied 17
Healing Surge 8; Surges Per Day 11
AC 16; Fortitude 16, Reflex 14, Will 13
Speed 5; Action Points 1

Alignment Good; Languages Common, Dwarven
Skills Arcana +9, Dungeoneering +9, (Endurance) +7, Heal +7, History +9, Perception +7, Religion +9
Feats Alchemist, Initiate of the Faith (Religion; healing word 1/day), Shield the Fallen (grant bloodied, unconscious or helpless allies +2 to saving throws and all defenses)
Str 10 (+0/+1) Dex 10 (+0/+1) Wis 13 (+1/+2)
Con 18 (+4/+5) Int 16 (+3/+4) Cha 11 (+0/+1)
Possessions crossbow (20 bolts), leather armor

Racial Traits Dwarven Weapon Proficiency (throwing hammer and warhammer), Cast-Iron Stomach (+5 bonus to saves vs. poison), Encumbered Speed, Dwarven Resilience (Second Wind as a minor action), Stand Your Ground (Can move 1 less square when forced)
Class Features Arcane Replenishment (During short rest, recharge magic item’s daily; each milestone recharge one other item), Components (Use runes, reagents, etc. for artifices; after extended rest, can prepare any components needed), Healing Infusion (see below)

Basic Attacks

Spear (standard; at-will) ✦ Weapon +3 vs. AC; 1d8+1 damage.
Crossbow (standard; at-will) ✦ Weapon Ranged 10/20; +3 vs. AC; 1d8 damage.

Power Descriptions

At-Will Spells

Magic Weapon Artificer Attack 1
At-WillArcane, Weapon
Standard Action Melee or Ranged weapon
Target: One creature
Attack: +7 vs. AC (crossbow)
Hit: 1d8+3 damage (crossbow). Allies adjacent to you gain a +1 power bonus to attack rolls and damage rolls until the end of your next turn.

Thundering Armor Artificer Attack 1
At-WillArcane, Implement, Thunder
Standard Action Ranged 10
Primary Target: One ally
Effect: The primary target gains a +1 power bonus to AC until the end of your next turn. Make an attack.
Secondary Target: One creature adjacent to the primary target
Attack: +4 vs. Fortitude
Hit: 1d6+3 thunder damage, and you push the secondary target 1 square away from the primary target.

Encounter Spells

Healing Infusion: Curative Admixture Artificer Feature
EncounterArcane, Healing
Special: You can use a healing infusion twice per encounter, but only once per round.
Minor Action Close burst 5
Prerequisite: Healing Infusion
Target: You or one ally in burst
Effect: The target regains hit points equal to its healing surge value + your Wisdom modifier (+1), and you expend an infusion crafted with your Healing Infusion class feature.

Healing Infusion: Resisitive Formula Artificer Feature
EncounterArcane
Special: You can use a healing infusion twice per encounter, but only once per round.
Minor Action Close burst 5
Prerequisite: Healing Infusion
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 (+4).

Spike Wire Artificer Attack 1
EncounterArcane, Force, Implement
Standard Action Ranged 10
Target: One creature
Attack: +4 vs. Fortitude
Hit: 1d8+3 force damage. Until the end of your next turn, any attack deals extra damage to the target equal to your Wisdom modifier (+1).

Second Wind NPC Feature
Encounter
Minor Action Personal
Effect: You spend a healing surge and regain 8 hit points. You gain a +2 bonus to all defenses until the start of your next turn.

Repair Object Artificer Feature
EncounterArcane, Healing
Minor Action Melee touch
Target: One object
Effect: The target regains a number of hit points equal to your healing surge value (8). You cannot repair an object that has been reduced to 0 hit points.

Daily Spells

Caustic Rampart Artificer Attack 1
DailyAcid, Arcane, Conjuration, Implement
Standard Action Area wall 5 within 10 squares
Effect: You conjure a wall of acidic fumes. The wall can be up to 2 squares high and must rest on a solid surface, and it lasts until the end of your next turn. The wall is difficult terrain, and the wall’s squares are lightly obscured. Any creature that starts its turn within the wall or adjacent to it takes acid damage equal to 1d6 + your Intelligence modifier (+3).
Sustain Minor: The wall persists.

Restorative Infusion Artificer Utility 2
DailyArcane
Standard Action Ranged 10
Target: You or one ally
Effect: The target gains 20 temporary hit points. As a minor action, the target can transfer any number of temporary hit points to an ally within 5 squares of him or her.

Healing Word Multiclass Cleric Feature
DailyDivine, Healing
Minor Action Close burst 5
Target: You or one ally
Effect: The target can spend a healing surge and regain an additional 1d6 hit points.

Rituals & Formulas Known

Make Whole
Alchemist’s Fire
Antivenom

Bio:

Erky Timbers set off from Oakhurst to seek his fortune about a year ago. Though his friend Corkie advised against him going at it alone, he wouldn’t hear of it, and set off along the Old Road. Naturally, he was set upon by goblin bandits a couple of hours later and dragged down into the Sunless Citadel where he has been kept prisoner for the last year.

Erky told the party that he had become something of a diversion for the cruel humanoids, who use the dwarf as a punching bag sometimes to blow off steam. He did see three of the missing adventurers about a month ago, two men and a young woman who’d been likewise captured by the goblins. Their names were Talgen, Sharwyn, and Sir Braford. They spent about a week imprisoned alongside him, and then taken away again. The goblins had said only that Belak wanted them, and he hadn’t seen them since.

He’d also learned a little about the complex from listening to the goblins idle talk. An area referred to as the Twilight Grove apparently sat below the fortress level. There, a druid called Belak tended an enchanted garden and harvested the enchanted fruit seen ssold in Oakhurst from something the goblins called the Gulthias Tree. Oddly, they seemed hesitant to say its name, as though they feared the tree. The strange, scraggly “twig blights” also dwelt in the Twilight Grove, near the Gulthias Tree.

As everyone on the surface already knew, the Spring Equinox fruit restores spirit and vigor to those who eat it. However, there is another apple that ripens around the Autumn Equinox, a pale white apple that steals the same. Belak allowed the goblins to sell the Spring fruit on the surface, but Erky did not know why.

Erky Timbers

III godfear