Edward V Tribal

“Hang on a moment, Bruces and Sheilas, just a little tweak here, a little magic there, and the odd bit of explosive powder, and…Done! May I present, Apocalypse Armor!”

Player: Time_Tiki
Game System: D&D 4E
Born: 1229 (Age 22)
Height: 6’0"
Weight: 150 lb.
Alignment: Good
Deity Avandra/Ioun
Theme Song: Coming Soon


The son of Zecht Tribal, big things were expected of him, especially from his father, the Great Zecht. He expected a son as strong as him, a son that he could be proud of. But no, the fates had in it for Zecht, as Edward possessed not brawn, but brains. His strength was mediocre, and instead of working out his body at the gym, he preferred to work his brain. He made several little inventions and trinkets growing up, but nothing he did could ever impress his father, as all he knew was might.

The day his father disappeared, Edward’s hate towards him grew, he believed he abandoned him and his mother, Elaine, because of Edward’s own weakness. More than ever, he wished he was strong instead of smart. But again, the fate’s did not like Edward, as much as they didn’t like his father. A few months after Zecht’s disappearance, Elaine died of illness, and with nobody to blame, Edward blamed his father, calling him a coward.

Not 2 weeks after his mother’s death, the mother of all storms reached his peaceful little island home, infused with arcanic power, it tore the island to shreds, killing and destroying everything in its path. He tried to run, fear alive in his eyes, but the storm easily overtook him and picked him up, tumbling uncontrollably in midair, Edward blacked out. When he awoke, he was in an infirmary on a country called Lavanda. His smarts finally began to come in handy as before he told anyone who he was, he discovered where he was, and what had happened. Apparently a large storm rolled into Lavanda the other night, sinking a couple ships and leaving a few people injured, and Edward was found among the injured, but no one else from his island was.

He faked amnesia to avoid any prying questions that he didn’t want to answer and discovered that an island with the same name as his was destroyed over 500 years ago, so from a little further research he discovered his island home was in a pocked within the Elemental Chaos, and that only now has he lived in the Natural World. Ed recalled the night his father disappeared, there was another storm, but of weaker strength, and concluded Zecht must have ended up somewhere in this world as well, and Edward was determined to find him. But to do that, he needed money, of which he had none, so he worked on the street, doing odd jobs for 6 months until he earned enough to buy a small little shop where he put his knowledge to the test and made the store an Alchemic landmark in Lavanda. Along with his parrot-sounding raven familiar, Edgar, Edward has lived somewhat peacefully in Lavanda, gradually saving up money for him to find his father, and settle the score.

One day a rich and powerful merchant walked into Ed & Ed’s Alchemical Services asking to buy several of his wares. Suspicious, Edward learned this merchant was from Bishk, and that he would use his wares for evil purposes. He could not sell this man his wares, but he could not turn him away, so, being the hothead that he is, gave the man fake wares, something he would soon regret. He was imprisoned, and just before his sentence was finished, a prison riot occurred, taking over the prison and killing most of the guards. Edward fled into a back room, where he fortified himself, finding enough material to continue his work, and laid the hallway leading to his room with trap after trap after trap.

With his scythe and Edgar accompanying him, Edward braced himself for the worst, and just when he thought it had come, it turned out to be a ragtag group of adventurers bumbling into his room. They introduced themselves as Tibles of the Blue Leaf Clan, Peregrine, Content Not Found: belarin, and Borris Hans Gruber. Friendlies! At long last! So Edward temporary decided to team up with TTC so that they could escape together, and just as they were getting ready to go, ANOTHER person came bumbling into his room, but this time through the wall…


Level 8 Elf Artificer
Edward Vrael Tribal
Armor Class
+2 Dexterity, +2 Intelligence
+2 Nature, +2 Perception
Elven Weapon Proficiency
Gain proficiency with the longbow.
Fey Origin
You are considered a creature from the Fey for purposes of creature origin.
Group Awareness
Non-Elven allies within 5 squares of you gain a +1 bonus to Perception checks.
Wild Step
Ignore penalty for shifting in difficult terrain.
Arcane Empowerment
Begin each day with ability to empower a magic item, and one additional for each milestone reached.
Impart Energy -> Recharge item's daily power
Augment Energy ->A weapon/implement can gain a +2 bonus to one attack roll
Arcane Rejuvenation
Whenever an ally uses an item daily power, that ally gains temp HP = half level + Int mod
Healing Infusion
Gain Curative Mixture and Resistive Formula powers.
Ritual Casting
Gain Ritual Caster as a bonus feat.
Ritual Caster
Master and perform rituals.
Master and perform alchemic formulas.
Master Crafter
Create magic items of your level + Int mod or lower.
Master Mixer
Create alchemical items of your level + 3 or lower.
Arcane Familiar
Obtain an Arcane Familiar.
Potent Restorables
Targets of healing powers regain 2 extra hit points.
Magic Weapon
Melee or Ranged 5
Int + 1 vs. AC
1[W] + Int mod damage, and each ally adjacent gains a +1 bonus to attack and damage rolls equal to Wis or Con mod until end of next turn.
Static Shock
Melee or Ranged 5
Int vs. Ref
1d8 + Int mod lightning damage & the next attack the target makes takes a penalty to damage roll = Con mod.
Curative Admixture
Close burst 5
Target regains HP = healing surge value + Wis mod + 2 & expend a infusion.
Resistive Formula
Close burst 5
Target gains +1 bonus to AC until end of encounter & target can end bonus as free action to gain temp HP = healing surge value + Con mod.
Scouring Weapon
Melee or Ranged Weapon
Int vs. AC
2[W] + Int mod acid damage, and target takes -2 to AC until end of next turn.
Repulsion Strike
Melee or Ranged Weapon
Int vs. Ref
2[W] + Int mod force damage, and target takes penalty to melee attack rolls = Con mod until end of next turn.
Gale-Force Infusion
Area burst 2 centered on ally in 10 squares
Int vs. Ref
1d10 + Int mod damage & slide target 2 squares
Ally in origin square gains bonus to AC = 2 + Con mod until end of next turn.
Life-Tapping Darts
Ranged 10
Int vs. Ref
2d10 + Int mod damage & one ally within 10 squares gains 10 temp HP.
Miss - Half damage & one ally within 10 squares gains 5 temp HP.
Corrosive Sigil
Until end of encounter, and attack using weapon deals ongoing 5 acid damage (save ends)
As free action, target's wielder can end effect when they hit a creature to give creature to AC = Con mod (save ends).
Bolster Armor
Target gains +1 bonus to AC. When hit, target can end as a free action to gain +4 to AC against attack.
Phantom Structure
Create bridge between 2 squares that are 2 + Int mod distance from each other.

Edward V Tribal

The Tiki Company's Epic adventure Great Job! Iron_Tiki