roll
Ladej Cai 
Character Name
Level
Class
 
Paragon Path
 
Epic Destiny
1000 
Total XP
Race
Medium 
Size
27 
Age
Male 
Gender
6'0" 
Height
200lbs 
Weight
Unaligned 
Alignment
Primordial Worship 
Deity
 
Adventuring Company
 
Player Name
INITIATIVE
BONUS
ABIL
1/2 LVL
MISC
Initiative
 
1
 
CONDITIONAL MODIFIERS
 
ABILITY SCORES
SCORE
ABILITY
ABIL MOD
MOD + 1/2 LVL
18
STR
Strength
+4
 
10
CON
Constitution
+0
 
10
DEX
Dexterity
+0
 
18
INT
Intelligence
+4
 
13
WIS
Wisdom
+1
 
9
CHA
Charisma
-1
 
HIT POINTS
MAX HP
HEALING SURGES
BLOODIED
SURGE VALUE
SURGES/DAY
1/2 HP
1/4 HP
41
20
10
7
SKILLS
ABIL +
TRND
ARMOR
BONUS
SKILL NAME
1/2 LVL
(+5)
PENALTY
MISC
DEX
1
 
0
 
INT
5
5
 
STR
5
5
0
 
CHA
0
 
 
CHA
0
 
 
CON
1
 
0
2
WIS
2
 
 
INT
5
5
 
WIS
2
 
 
CHA
0
 
 
WIS
2
 
2
INT
5
 
 
DEX
1
 
0
 
CHA
0
 
 
DEX
1
 
0
 
DEFENSES
10 +
ARMOR/
SCORE
1/2 LVL
ABIL
CLASS
FEAT
ENH
MISC
AC
17
11
6
 
 
 
 
CONDITIONAL MODIFIERS
10 +
SCORE
1/2 LVL
ABIL
CLASS
FEAT
ENH
MISC
FORT
16
11
4
1
 
 
 
10 +
SCORE
1/2 LVL
ABIL
CLASS
FEAT
ENH
MISC
REF
16
11
4
 
 
 
1
10 +
SCORE
1/2 LVL
ABIL
CLASS
FEAT
ENH
MISC
WILL
13
11
1
1
 
 
 
SPECIAL DEFENSES
SAVING THROWS
 
RESISTS
FEATS
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
MOVEMENT
SCORE
BASE
ARMOR
ITEM
MISC
Speed
6
6
 
 
 
SPECIAL MOVEMENT
 
SENSES
SCORE
PASSIVE SENSE
BONUS
Passive Insight
12
10 +
2
Passive Perception
17
10 +
7
SPECIAL SENSES
Normal Vision 
RACE FEATURES
Endurance Bonus
Nature Bonus
 
 
CLASS / PATH / DESTINY FEATURES
Hybrid Ranger Fortitude
Ranger Fighting Style
 
 
 
 
 
 
 
 
 
 
 
 
 
POWERS
At-Will
Opportunity Attack
[RESET USAGE]
Encounter
Second Wind
[RESET USAGE]
Daily
 
 
 
 
 
 
 
 
LANGUAGES
Common
Primordial
 
 
 
RITUALS / ALCHEMY
 
 
 
 
 
 
 
 
 
 
 
 
COINS AND OTHER WEALTH

Money on hand: 30 gp

Stored money: 0 gp

MAGIC ITEMS
IMPLEM.
IMPLEM.
ARMOR
ARMS
FEET
HANDS
HEAD
NECK
RING
RING
WAIST
 
 
 
 
 
 
 
 
 
 
 
PERSONALITY TRAITS
Ladej Kai hails from the Elemental Chaos, a desert of burning sand and short lives where fire genasi are baptised in flame. There, in the pure elemental flames used to build the world, Ladej discovered a preternatural talent for creation. Small things at first; a dagger of still fire, a blanket of wind and dust, but as his skill grew it became clear that great things lay in his future. He was sent to the City of Brass, where the wicked and powerful efreets rule, and learned of the ancient power of the Primordials to build worlds from wild debris of the Elemental Chaos. Young and eager, he studied the Primordials and their awful defeat at the hands of the gods even as he turned his considerable but meager skill towards weapon-making. As he grew older, he was given more and more freedom, and he used it to make long pilgrimiges across the infinte Chaos to visit the places where the Primordials were imprisoned. His reverence for the powerful beings grew quickly, and moreso as he learned their role in creating the genasi, and the scope of the world they had made. To Imix, Ogremach, Solkarra, and others he pledged his loyalty, for what good it did the Primordials in their prisons.
It was on one of these journeys that Ladej Cai's future in the Elemental Chaos would be ended. Efreets fight and bicker in deadly rivalries from a very young age, and Ladej's talent earned him many enemies. He was strong and clever, and free genasi had a reputation for mercilessness he was willing to live up to, so while he was present his enemies did not bother him openly. He returned to find himself exiled, not simply from the City of Brass, but from the Elemental Chaos itself. Unceremoniously shoved through a tear in space, Ladej Cai found himself in a stable, solid world where the Primordials are all but forgotten for the usurping thieves that call themselves gods, where the stone and wind were alive, and where, most amusingly, the god's vaunted "arcane magic" was outlawed.
He stopped smiling when he realized that people couldn't tell the difference between the power that built the world and the drunken, half-legible scrawls of the fey. An insult and a curious magistrate saved the lives of his accusers (as well as his own, perhaps,) and gave Ladej Cai the chance to earn an Artificer's License. He earned it easily, and, lacking a direction or way to return to the familiar ferocity of the Elemental Chaos, remained in Ydria, earning his way through item enchantment and occasional mercenary work. The first was and is harder than the second; the world is solid and stable, unwilling to bend to mere thought and desire. Still, Ladej Cai's superior skill shows through, and he is able to be picky about his clients.
MANNERISMS AND APPEARANCE
Ritual Book Stuff:
Knock
A blue, glowing key appears in front of the door and disappears into it. The door glows amber for a moment and then unlocks.
Component Cost: 35 gp, plus 1 healing surge
Market Price: 175 gp
Key Skill: ArcanaLevel: 4
Category: Exploration
Time: 10 minutes
Duration: Instantaneous
The Knock ritual allows you to open a single locked door, chest, gate, or other object. It even works against portals sealed with the Arcane Lock ritual or doors secured with bolts or bars that are on the far side, out of reach. You must defeat all the closures on a locked object to unlock it. You make one Arcana check per lock, bar, Arcane Lock, or similar closure. The object you unlock does not open automatically; you still must open it yourself after the ritual unlocks it.
Make an Arcana check with a +5 bonus in place of a Thievery check to open each lock or closure. (See the Thievery skill description, page 189, for example DCs.) To undo bolts or bars you normally couldn’t reach, you must succeed on a DC 20 Arcana check.
If you use this ritual successfully against a portal protected by Arcane Lock, you destroy the Arcane Lock and its effects end.

Transfer Enchantment
With great care and concentration, you carefully strip magical power from one object to imbue it in another.
Component Cost: 25 gp
Market Price: 175 gp
Key Skill: Arcana (no check)Level: 4
Category: Creation
Time: 1 hour
Duration: Permanent
You transfer the magical qualities (properties, powers, and enhancement bonus) of an enchanted item into another object. You must maintain physical contact with both items for the duration of the ritual. The receiving item must occupy the same magic item slot (head, waist, armor, and so on) and be the same type (wand, rod, weapon, and so on) as the original item. The enchantment to be moved must be valid for the receiving item, so that you cannot transfer ranged weapon properties to melee weapons, cloth-only armor properties to chainmail, and so on.
You can transfer an enchantment to an item that already contains a lower-level enchantment, but the receiving item’s previous magic is lost. For example, the enhancement bonus and power of a suit of +1 barkskin hide (5th level) could be placed into a suit of +1 curseforged scale (3rd level), but the scale armor’s existing power is lost in doing so. You cannot transfer an enchantment to an item that already has a higher-level enchantment.

Hand of Fate
A ghostly apparition appears to give you basic guidance about a course of action.
Component Cost: 70 gp
Market Price: 175 gp
Key Skill: Religion (no check)Level: 4
Category: Divination
Time: 10 minutes
Duration: 10 minutes
When you perform the ritual, ask up to three questions about possible courses of action. A translucent blue hand appears and indicates with a gesture what the most rewarding course of action is.
If you describe courses of action that refer to directions or specific objects, then the hand points toward the choice that bears the greatest reward. If you ask the hand, “Should we head down the stairs or through the doors?” then the hand responds by pointing either to the stairs or the doors. If you ask the hand, “Which of these three levers should we pull first?” then the hand responds by pointing to a lever.
If you describe only a single course of action, the ritual assumes that inaction is your other option. The hand either beckons you (to indicate that you should proceed) or gestures for you to halt. For example, the question “Should we explore the ruins of Solitronia?” results in the hand either beckoning you or gesturing for you to halt.
The hand can’t assess events in the far future; its judgment extends only to likely events in the next hour. If the hand can’t indicate a preference, the ritual has no effect and expends no components.
There are two drawbacks to using the ritual to aid your decisions. First, fate values rewards over risk, and this ritual provides guidance accordingly. It points you toward a high risk, high reward option before pointing you toward a low risk, low reward alternative. For example, if one tunnel leads to a dragon and great wealth and the other tunnel leads back to town, then the hand points toward the dragon. However, a high risk, low reward alternative is considered less rewarding than a low risk, low reward option.
Second, the hand can choose only the most rewarding course of action relative to the alternatives provided. That doesn’t mean that the indicated choice is necessarily a good idea, only that it’s a better idea than the other options you’ve indicated. In the example above, if all three levers activate traps, then the hand points toward the lever that triggers a trap less lethal than the others.

Wizard's Curtain
Some activities call for privacy.
Component Cost: 30 gp
Market Price: 75 gp
Key Skill: Arcana (no check)Level: 1
Category: Warding
Time: 10 minutes
Duration: 24 hours
You draw a curtain or several curtains from nowhere to ensure your visual privacy. The curtain is nearly opaque and appears in any pattern or colors your desire. The ritual obscures all sight lines into a single room (or a burst 4 area), applying a –10 penalty to Perception checks to see anything inside the warded area

Endure Elements
Neither the biting cold nor the searing heat troubles you anymore. You travel in arctic or desert wastes as comfortably as in temperate climes.
Component Cost: 20 gp
Market Price: 100 gp
Key Skill: Arcana or Nature (no check)Level: 2
Category: Exploration
Time: 10 minutes
Duration: 24 hours
The Endure Elements ritual lets you designate up to five ritual participants, including yourself, who ignore penalties associated with extremes of nonmagical weather.
An affected creature suffers no ill effects from ambient temperatures between –50 and 140 degrees Fahrenheit, and the creature’s equipment is likewise protected from the ravages of these temperatures and of precipitation.

Woundpatch
Component Cost: See below
Market Price: 120 gp
Key Skill: Heal or Nature (no check)Level: 3
Category: Curative
Time: 1 hour
The woundpatch looks like a swatch of human skin. One sticky side keeps it in place when applied to an injured creature.
OTHER EQUIPMENT
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
COMPANIONS AND ALLIES
Personal Notes:
I can usually get a post in every day, though it might be late in the day. I'm playing a Controller in Fagangu's The Fantastical Contraption, and run Worldship.

This character comes from two ideas: The first is having always wanted an Artificer to carry a hammer and use it as a weapon/implement. That's not quite what's happened here, but this is pretty close! Or it will be once level 2 rolls around and I can take Mark of Making.
The second is a strong reaction I have to creative restrictions: to immedatiely go NUH-UH I'LL SHOW YOU. So here we are, with a very "arcane" character with only a shadow of the issues an actual arcane character would have. Having admitted to the sort of min-maxy instinct that drove the creation of the character, I think it's a really interesting character to have in a setting like Ydria and I hope I get to play him.
SESSION AND CAMPAIGN NOTES
Mechanical Notes:
Yeah, Hybrid Talent instead of Mark of Making. Sorry, but I figure basic Ranger functionality is more immediately important than what is essentially a flavor feat. Hopefully we'll get through level 1 pretty quick so I can pick up the Mark. Until then, I respectfully request any Artificers in the party to hold off on a magic-item-off.

Anyway. Ranger | Assault Swordmage. This guy is almost entirely Striker, since his Swordmage Aegis can fire only once per application. Not sure how he's gonna go about using it yet, but with some extra HP from the Toughness feat, he might be able to step in and Defender in an emergency. Aside from that, he'll just be hitting things with a warhammer a couple times every turn. Only one fire power at the moment, and a daily at that, but I think it'll be a good one.