Oswen

HEALING INFUSION
You can create healing infusions for later use. At the
end of an extended rest, you create two healing infusions
that last until 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.
Healing Infusion: Artificer Feature

Curative Admixture
You use the magic of your infusion to heal the wounds of your
target.
Encounter (Special) • Arcane, Healing
Minor Action Close burst 5
(10 at 11th level, 15 at 21 st level)
Target: You or one ally in burst
Effect: The target regains hit points equal to its healing
surge value + your Wisdom modifier, and you expend an
infusion crafted with your Healing Infusion class feature.
Level 6: Healing surge value + your Wisdom modifier + 2.
Level 1 1: Healing surge value + your Wisdom modifier + 4.
Level 16: Healing surge value + your Wisdom modifier + 6.
Level 21: Healing surge value + your Wisdom modifier + 8.
Level 26: Healing surge value + your Wisdom modifier +10.
Special: You can use two Healing Infusion powers per
encounter, but only one per round. At 16th level, you can
use three Healing Infusion powers per encounter, but
only one per round.
Healing Infusion: Artificer Feature

Resistive Formula
You channel the energy of your infusion into your target’s ar
mor. providing lasting protection.
Encounter (Special) • Arcane
Minor Action Close burst 5
(10 at 11 th level, 15 at 21 st level)
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.
Level 11: Temporary hit points equal to the target’s healing
surge value + twice your Constitution modifier.
Level 21: Temporary hit points equal to the target’s healing
surge value + three times your Constitution modifier.
Special: You can use two Healing Infusion powers per
encounter, but only one per round. At 16th level, you can
use three Healing Infusion powers per encounter, but
only one per round.

MASTER MIXER
Prerequisite: Artificer
Benefit: You can make alchemical items of your
level + 3 or lower. You must have the correct formula
and an appropriate skill.
Special: You can take this feat instead of the
Ritual Caster feat granted by your class feature.

POTENT RESTORABLES
Prerequisite: Artificer
Benefit: Your healing powers restore 2 extra hit
points. The extra hit points increase to 3 at 6th level,
to 4 at 11th level, to 5 at 16th level, to 6 at 21st level,
and to 7 at 2 6 th level.

Static Shock Artificer Attack 1
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: 1 d8 + 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.

Thundering Armor Artificer Attack 1
Thunder ripples outward from your implement, coalescing
around you or an ally before focusing its might on a nearby
enemy.
At-Will • Arcane, Implement, Thunder
Standard Action Close burst 10
Primary Target: You or one ally in burst
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 in burst
Attack: Intelligence vs. Fortitude
Hit: 1 d8 + Intelligence modifier thunder damage, and you
push the secondary target 1 square away from the primary
target.
Level 27: 2d8 + Intelligence modifier thunder damage.

Scouring Weapon Artificer Attack 1
You infuse your weapon with acid, momentarily corroding vour
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

Obedient Servant Artificer Attack 1
You in/use a construct with an elemental animus and then
throw it info the fray to aid vour allies.
Daily • Arcane, Implement, Summoning
Minor Action Ranged 5
Effect: You create a Medium obedient servant in an unoc
cupied square within range. The servant has speed 6.
Any marked enemy that starts its turn adjacent to the
servant takes damage equal to your Wisdom modifier.
You can give the obedient servant the following special
commands.
Standard Action: Melee 1 or Ranged 5; targets one
creature; Intelligence + 2 vs. AC; 1 d10 + Intelligence
modifier damage.
Opportunity Attack: Melee 1; targets one creature;
Intelligence + 2 vs. AC; 1d10 + Intelligence modifier
damage, and the target is marked until the end of your
next turn.

Restorative Infusion Artificer Utility 2
You infuse a comrade with a restorative compound. That ally
can then redirect excess vitality to your other allies.
Daily • Arcane
Minor Action Ranged 5
Target: You or one ally
Effect: The target gains 20 temporary hit points. As a
minor action, the target can transfer any number of these
temporary hit points to an ally within 5 squares of him
or her.

Spirit of Athas Elemental Priest Feature
A spirit appears, defending you and your allies with its body.
Encounter + Conjuration, Implement, Primal
Minor Action Ranged S
Effect: You conjure a spirit of Athas. You and your allies gain
a +1 power bonus to all defenses while adjacent to it. As
a standard action, you can dismiss the spirit and make the
following melee 1 attack from the spirit’s square.
Target One enemy
Attack: Primary ability vs. Reflex
Hit: 1 dl 0 + ability modifier damage, and the target takes
a -2 penalty to attack rolls and all defenses until the
end of your next turn.
Level II: 2d1 0 + ability modifier damage.
Level2l: 3d1 0 + ability modifier damage.

Promise of Storm Stormsoul Genasi Racial Power
The lightning living within you calls out to its companion, the
thunder. Sparks dance across your skin, and the air around you
seems to darken and rumble.
Encounter ✦ Lightning, Thunder
Minor Action Personal
Effect: Until the end of your next turn, you deal an extra 1d8
damage with any lightning or thunder power you use.
At 11th level, increase your extra damage to 2d8. At 21st
level, increase your extra damage to 3d8.

Lightning Sphere Artificer Attack 3
The small metal ball you roll at your enemies bursts apart in an
explosion of lightning.
Encounter • Arcane, Implement, Lightning
Standard Action Area burst 1 within 10 squares
Target: Each enemy in burst
Attack: Intelligence vs. Fortitude
Hit: 1 d8 + Intelligence modifier lightning damage, and
the target grants combat advantage until the end of your
next turn.

Defensive Minions Artificer +2 to all defenses of summoned creatures

Alchemical Item Alchemist’s Acid
Power (Consumable ✦ Acid): Standard Action. Make an attack: Ranged 5/10; +4 vs. Reflex; on a hit, the attack deals 1d10 acid damage and ongoing 5 acid damage(save ends); on miss, half damage and no ongoing acid damage.
Level 6: +9 vs. Reflex; 1d10 acid damage and ongoing 5 acid damage (save ends).

Oswen

Dark Sun skooty7