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Dungeons and Dragons 4th Edition Character Record Sheet
Character Name
Player
Class
Paragon Path
Epic Destiny
Race
Size
Age
Gender
Height
Weight
Align.
Deity
Adventure Company
XP
Next XP
Level
Ability
Score
Temp
Score
Mod
Mod+
1/2 Lv.
STR
CON
DEX
INT
WIS
CHA
Quick Look Up
Weapon / Power
Attack
Damage
Armor Bonus
Shield Bonus
Check Penalty
Speed Penalty
Armor is Heavy
INIT
Dex Mod
1/2 Lv.
Misc
Temp
=
+
+
+
Score
Base
Arm.
Item
Misc
Speed
P. Perception
P. Insight
Special Senses/Movement
Skills
Skill
Mod
Skill Name
Abil.
Train
(+5)
Mod+
.5Lv
Arm.
Misc
Temp
Total
10+
1/2Lv
Arm./
Abil.
Class
Feat
Enh.
Misc
Temp
AC
FORT
REF
WILL
Conditional Modifiers, Resistances & Action Points Note
[spoiler=Quick Notes][B]Senses:[/B] Low-light vision [B]Movement:[/B] You do not sink, and swim at full speed on surface of water (Floating Shield) +1 speed when wearing light armor or no armor (Boots of Striding) +2 Reflex and do not grant combat advantage when running (Nimble Runner) Shift 1 square after forced movement (Storm Blessing) +1 bonus to speed when flying (Mark of Storm) [B]Skills:[/B] +3 item bonus to Athletics/Endurance when swimming (Floating Shield) +2 item bonus to Thievery checks to open a lock or disarm a trap (Thieves' Tools) +2 bonus to Athletics checks for climbing (Climber's Kit) +2 item bonus to Bluff checks to pass of disguises (Disguise Kit) +4 to untrained skill checks (Skill Versatility, Bard of All Trades) [B]Aura:[/B] Allies within 10 squares gain +1 racial bonus to Diplomacy checks (Group Diplomacy) Any ally within 5 squares bloodies or reduces an enemy to 0 hp, grant 3 + Constitution modifier THP as free action once per round (Virtue of Valor) Any ally who can hear you sing during a short rest gains additional Charisma modifier HP with each healing surge (Song of Rest) [B]Healing Surge:[/B] +1 item bonus to surge value (Belt of Vigor) [B]Unarmored Defenses:[/B] 18 AC, 22 Fortitude, 21 Reflex, 24 Will (when armor is banished) [B]Action Point:[/B] Fly and hover until end of next turn (Wind-Rider Action) [B]Critical Hit:[/B] +3d6 damage (Harmonic Songblade Longsword +3) [B]Encounters:[/B] 0 [B]Milestones:[/B] 0 [B]Daily Item Powers:[/B] 2 [/spoiler]
Statistic Block
[IMG] http://www.myth-weavers.com/attach/23211[/IMG] [url=http://www.myth-weavers.com/sheetview.php?sheetid=199733][size=4][B]Merlot Skywright[/B][/size][/url], Khoravar Bard / Rogue, Lyrandar Wind-Rider [SPOILER=Statblock][B]Init[/B] +7 · [B]HP[/B] [B][COLOR=green]82[/COLOR][/B]/82 · [B]Bloodied[/B] 41 · [B]Healing Surge[/B] 21 (used 0/12) [B]AC[/B] 25 · [B]Fort[/B] 23 · [B]Reflex[/B] 21 · [B]Will[/B] 24 · [B]Speed[/B] 6 [B]Str[/B] [OOC='[COLOR=black]9[/COLOR]']+4[/OOC] · [B]Con[/B] [OOC='[COLOR=black]20[/COLOR]']+10[/OOC] · [B]Dex[/B] [OOC='[COLOR=black]14[/COLOR]']+7[/OOC] · [B]Int[/B] [OOC='[COLOR=black]14[/COLOR]']+7[/OOC] · [B]Wis[/B] [OOC='[COLOR=black]11[/COLOR]']+5[/OOC] · [B]Cha[/B] [OOC='[COLOR=black]22[/COLOR]']+11[/OOC] [OOC='[COLOR=green]Guiding Strike[/COLOR]'][B][COLOR=green]Guiding Strike[/COLOR][/B] [B][SIZE=1]Bard Attack 1[/SIZE][/B] [I]Your weapon stroke guides your allies, showing them where to focus their attacks.[/I] [B]At-Will · Arcane, Weapon, Lightning[/B] [B]Standard Action · Melee[/B] weapon [B]Target:[/B] One creature [B]Attack:[/B] Charisma vs. AC [B]Hit:[/B] 1[W] + Charisma modifier damage, and the target takes a -2 penalty to the defense of your choice until the end of your next turn. Level 21: 2[W] + Charisma modifier damage. Mark of Storm: Whenever you hit an enemy with a thunder or lightning power, you can slide that enemy 1 square. Storm Adept: You gain a +1 bonus to attack rolls and a bonus equal to your Constitution modifier to damage from lighting or thunder attack powers. [I][SIZE=1]Source: Player's Handbook 2[/SIZE][/I][/OOC], [OOC='[COLOR=green]Staggering Note[/COLOR]'][B][COLOR=green]Staggering Note[/COLOR][/B] [B][SIZE=1]Bard Attack 1[/SIZE][/B] [I]The sharp sound you create causes your opponent to recoil clumsily.[/I] [B]At-Will · Arcane, Implement, Thunder[/B] [B]Standard Action · Ranged[/B] 10 [B]Target:[/B] One creature [B]Attack:[/B] Charisma vs. WIll [B]Hit:[/B] Charisma modifier thunder damage, and you push the target 2 squares. As a free action, an ally of your choice can make a melee basic attack against the target before, after, or during this forced movement. Mark of Storm: Whenever you hit an enemy with a thunder or lightning power, you can slide that enemy 1 square. Storm Adept: You gain a +1 bonus to attack rolls and a bonus equal to your Constitution modifier to damage from lighting or thunder attack powers. [I][SIZE=1]Source: Dragon Magazine 383[/SIZE][/I][/OOC], [OOC='[COLOR=red]Virtuous Strike[/COLOR]'][B][COLOR=red]Virtuous Strike[/COLOR][/B] [B][SIZE=1]Paladin Attack 1 (Dilettante)[/SIZE][/B] [I]Virtuous Strike[/I] The clean light of your weapon pierces your enemies and fills you with resolve. [B]Encounter · Divine, Radiant, Weapon[/B] [B]Standard Action · Melee[/B] weapon [B]Target:[/B] One creature [B]Attack:[/B] Charisma vs. AC [B]Hit:[/B] 1[W] + Charisma modifier radiant damage, and you gain a +2 bonus to saving throws until the start of your next turn. Level 21: 2[W] + Charisma modifier radiant damage. [B]Special:[/B] This power can be used as a melee basic attack. [I][SIZE=1]Source: Divine Power[/SIZE][/I][/OOC], [OOC='[COLOR=red]Majestic Word[/COLOR]'][B][COLOR=red]Majestic Word[/COLOR][/B] [B][SIZE=1]Bard Feature[/SIZE][/B] [I]Majestic Word[/I] You utter words laden with preternatural inspiration, restoring your ally’s stamina and making wounds seem insignificant. [B]Encounter (Special) · Arcane, Healing[/B] [B]Minor Action · Close[/B] burst 5 (10 at 11th level, 15 at 21st level) [B]Target:[/B] You or one ally in burst [B]Effect:[/B] The target can spend a healing surge and regain additional hit points equal to your Charisma modifier. You also slide the target 1 square. Level 6: 1d6 + Charisma modifier additional hit points. Level 11: 2d6 + Charisma modifier additional hit points. Level 16: 3d6 + Charisma modifier additional hit points. Level 21: 4d6 + Charisma modifier additional hit points. Level 26: 5d6 + Charisma modifier additional hit points. [B]Special:[/B] You can use this power twice per encounter, but only once per round. At 16th level, you can use this power three times per encounter, but only once per round. [I][SIZE=1]Source: Player's Handbook 2[/SIZE][/I][/OOC], [OOC='[COLOR=red]Words of Friendship[/COLOR]'][B][COLOR=red]Words of Friendship[/COLOR][/B] [B][SIZE=1]Bard Feature[/SIZE][/B] [I]Words of Friendship[/I] You infuse your words with arcane power, turning even the simplest speech into a compelling oration. [B]Encounter · Arcane, Charm[/B] [B]Minor Action · Personal[/B] [B]Effect:[/B] You gain a +5 power bonus to the next Diplomacy check you make before the end of your next turn. Friendly Deception: You can apply the power bonus to a Bluff check instead of a Diplomacy check. [I][SIZE=1]Source: Player's Handbook 2[/SIZE][/I][/OOC], [OOC='[COLOR=red]Focused Sound[/COLOR]'][B][COLOR=red]Focused Sound[/COLOR][/B] [B][SIZE=1]Bard Attack 1[/SIZE][/B] [I]Focused Sound[/I] With a resounding shout, you rattle your enemy and expose a vulnerable spot in its defenses. [B]Encounter · Arcane, Implement, Thunder[/B] [B]Standard Action · Ranged[/B] 10 [B]Target:[/B] One creature [B]Attack:[/B] Charisma vs. Reflex [B]Hit:[/B] 1d10 + Charisma modifier thunder damage. Until the end of your next turn, any attack against the target can score a critical hit on a roll of 18–20. Mark of Storm: Whenever you hit an enemy with a thunder or lightning power, you can slide that enemy 1 square. Storm Adept: You gain a +1 bonus to attack rolls and a bonus equal to your Constitution modifier to damage from lighting or thunder attack powers. [I][SIZE=1]Source: Arcane Power[/SIZE][/I][/OOC], [OOC='[COLOR=red]Dissonant Strain[/COLOR]'][B][COLOR=red]Dissonant Strain[/COLOR][/B] [B][SIZE=1]Bard Attack 3[/SIZE][/B] [I]You sing in two pitches at once, creating a song that harms your foe while helping your ally.[/I] [B]Encounter · Arcane, Implement, Psychic[/B] [B]Standard Action · Ranged[/B] 5 [B]Target:[/B] One creature [B]Attack:[/B] Charisma vs. Will [B]Hit:[/B] 2d6 + Charisma modifier psychic damage, and the target takes a -2 penalty to attack rolls until the end of your next turn. In addition, an ally within 5 squares of you can make a saving throw. [I][SIZE=1]Source: Player's Handbook 2[/SIZE][/I][/OOC], [OOC='[COLOR=red]Unluck[/COLOR]'][B][COLOR=red]Unluck[/COLOR][/B] [B][SIZE=1]Bard Attack 7[/SIZE][/B] [I]You manipulate what was once an ode to fate, speaking it in reverse and warping the weave of fortune.[/I] [B]Encounter · Arcane, Implement, Necrotic[/B] [B]Standard Action · Ranged[/B] 5 [B]Target:[/B] One creature [B]Attack:[/B] Charisma vs. Reflex [B]Hit:[/B] 1d8 + Charisma modifier necrotic damage. The next time the target makes an attack roll before the end of your next turn, you roll 1d20 and can replace the target’s roll with yours. In addition, choose an ally within 5 squares of you. The next time that ally attacks the target before the end of your next turn, you roll 1d20 and can replace the ally’s roll with yours. [I][SIZE=1]Source: Player's Handbook 2[/SIZE][/I][/OOC], [OOC='[COLOR=red]Wind Burst[/COLOR]'][B][COLOR=red]Wind Burst[/COLOR][/B] [B][SIZE=1]Lyrandar Wind-Rider Attack 11[/SIZE][/B] [I]With the power of your dragon mark, you call forth a column of wind that lands on your enemies, scattering them in all directions.[/I] [B]Encounter · Implement[/B] [B]Standard Action · Area[/B] burst 2 within 10 squares [B]Target:[/B] Each creature in burst [B]Attack:[/B] Charisma or Constitution vs. Fortitude [B]Hit:[/B] 3d6 + Charisma or Constitution modifier damage, and you push the target 2 squares away from the attack’s origin square. A target in the burst’s origin square is knocked prone instead of pushed. [I][SIZE=1]Source: Eberron Player's Guide[/SIZE][/I][/OOC], [OOC='[COLOR=darkslategray]Sprightly Rhythm[/COLOR]'][B][COLOR=darkslategray]Sprightly Rhythm[/COLOR][/B] [B][SIZE=1]Bard Attack 1[/SIZE][/B] [I]With precision timing, you tap out a beat that forces enemies away and allows allies to reorient themselves.[/I] [B]Daily · Arcane, Implement, Psychic[/B] [B]Standard Action · Close[/B] burst 2 [B]Target:[/B] Each enemy in burst [B]Attack:[/B] Charisma vs. Will [B]Hit:[/B] 1d10 + Charisma modifier psychic damage, and you push the target a number of squares equal to your Charisma modifier. [B]Miss:[/B] Half damage, and you push the target 1 square. [B]Effect:[/B] Each ally in the burst can shift 1 square as a free action. [I][SIZE=1]Source: Dragon Magazine 383[/SIZE][/I][/OOC], [OOC='[COLOR=darkslategray]Song of Discord[/COLOR]'][B][COLOR=darkslategray]Song of Discord[/COLOR][/B] [B][SIZE=1]Bard Attack 5[/SIZE][/B] [I]You foster distrust in one of your foes, causing it to strike out at its allies.[/I] [B]Daily · Arcane, Charm, Implement[/B] [B]Standard Action · Ranged[/B] 10 [B]Target:[/B] One creature [B]Attack:[/B] Charisma vs. Will [B]Hit:[/B] The target is dominated until the end of your next turn. [B]Effect:[/B] The target makes a basic attack against an enemy of your choice as a free action. [I][SIZE=1]Source: Player's Handbook 2[/SIZE][/I][/OOC], [OOC='[COLOR=darkslategray]Thunder Blade[/COLOR]'][B][COLOR=darkslategray]Thunder Blade[/COLOR][/B] [B][SIZE=1]Bard Attack 9[/SIZE][/B] [I]Your weapon resonates with thunder, smiting your foe and enabling you to move enemies into locations where your allies can more easily reach them.[/I] [B]Daily · Arcane, Thunder, Weapon[/B] [B]Standard Action · Melee[/B] weapon [B]Target:[/B] One creature [B]Attack:[/B] Charisma vs. AC [B]Hit:[/B] 3[W] + Charisma modifier thunder damage, and you slide the target 2 squares. [B]Effect:[/B] Until the end of the encounter, whenever you hit a target with an at-will attack power, you slide the target 2 squares to a space that must be adjacent to at least one of your allies. Mark of Storm: Whenever you hit an enemy with a thunder or lightning power, you can slide that enemy 1 square. Storm Adept: You gain a +1 bonus to attack rolls and a bonus equal to your Constitution modifier to damage from lighting or thunder attack powers. [I][SIZE=1]Source: Player's Handbook 2[/SIZE][/I][/OOC], [OOC='[COLOR=darkslategray]Canon of Avoidance[/COLOR]'][B][COLOR=darkslategray]Canon of Avoidance[/COLOR][/B] [B][SIZE=1]Bard Utility 2[/SIZE][/B] [I]Your song of protection trips from ally to ally, cloaking each one in a magical shield.[/I] [B]Daily · Arcane[/B] [B]Standard Action · Ranged[/B] 10 [B]Target:[/B] One ally [B]Effect:[/B] The target gains a +2 power bonus to all defenses until the end of your next turn. Sustain Minor: The effect persists. When you sustain the effect, you can transfer it to another ally within 10 squares of you. [I][SIZE=1]Source: Arcane Power[/SIZE][/I][/OOC], [OOC='[COLOR=red]Chord of Resilience[/COLOR]'][B][COLOR=red]Chord of Resilience[/COLOR][/B] [B][SIZE=1]Bard Utility 6[/SIZE][/B] [I]With notes of steel and stone, you preserve your ally from harm.[/I] [B]Encounter · Arcane[/B] [B]Immediate Interrupt · Ranged[/B] 10 [B]Trigger:[/B] An attack hits an ally [B]Target:[/B] The ally who was hit [B]Effect:[/B] The damage the target takes is reduced by an amount equal to 5 + your Charisma modifier. [I][SIZE=1]Source: Arcane Power[/SIZE][/I][/OOC], [OOC='[COLOR=red]Illusory Erasure[/COLOR]'][B][COLOR=red]Illusory Erasure[/COLOR][/B] [B][SIZE=1]Bard Utility 10[/SIZE][/B] [I]Your magic song makes an ally abruptly disappear, giving him or her a chance to sneak up on foes.[/I] [B]Encounter · Arcane, Illusion[/B] [B]Minor Action · Ranged[/B] 10 [B]Target:[/B] One ally [B]Effect:[/B] The target becomes invisible until the end of your next turn, and you slide the target 2 squares. [I][SIZE=1]Source: Player's Handbook 2[/SIZE][/I][/OOC], [OOC='[COLOR=red]Sly Dodge[/COLOR]'][B][COLOR=red]Sly Dodge[/COLOR][/B] [B][SIZE=1]Feat Power[/SIZE][/B] [I][/I] [B]Encounter[/B] No Action [B]Effect:[/B] Once per encounter, when an enemy makes an opportunity attack against you, you can add your Charisma modifier to your AC against that attack. [I][SIZE=1]Source: Martial Power[/SIZE][/I][/OOC], [OOC='[COLOR=purple]Con Artist[/COLOR]'][B][COLOR=purple]Con Artist[/COLOR][/B] [B][SIZE=1]Background Benefit[/SIZE][/B] [I]I'm not the guy you're looking for.[/I] [B]Benefit:[/B] You add Bluff and Thievery to your class skill list, and you gain a +1 bonus to Bluff and Thievery checks. [I][SIZE=1]Source: Dragon Magazine 366[/ooc][/SIZE][/I] [OOC='[COLOR=darkorange]Harmonic Songblade Longsword +3[/COLOR]'][B][COLOR=Orange]Harmonic Songblade Longsword +3[/COLOR][/B] [B][SIZE=1]Magic Item 12[/SIZE][/B] [I]As well as channeling your bard spells, this blade gives off music that swirls away to encircle and empower one of your allies.[/I] Military one-handed melee weapon [b]Versatile · Heavy Blade[/b] [b]Damage:[/b] 1d8 [b]Proficient:[/b] +3 [b]Enhancement:[/b] +3 attack rolls and damage rolls [b]Critical:[/b] +3d6 damage [b]Property:[/b] Bards can use this weapon as an implement for bard powers and bard paragon path powers [b]Power (Daily):[/b] Minor Action. One ally within 5 squares of you gains a +2 power bonus to attack rolls and all defenses until the start of your next turn. [I][SIZE=1]Source: Adventurer's Vault 2[/SIZE][/I][/OOC], [OOC='[COLOR=darkorange]Summoned Earthhide Armor +3[/COLOR]'][B][COLOR=Orange]Summoned Earthhide Armor +3[/COLOR][/B] [B][SIZE=1]Magic Item 11[/SIZE][/B] [I]One need never worry about being caught unarmored while possessing this extraordinary armor.[/I] Earthhide Armor [B]AC Bonus:[/B] +3 [b]Special:[/b] +1 Fortitude [b]Enhancement:[/b] +3 AC [b]Power (At-Will):[/b] Minor Action. You banish this armor to a secure extradimensional location. At any point in the future, unless you are wearing armor, you can use another minor action to recall the armor. The armor appears on you as though you had donned it normally. [I][SIZE=1]Source: Adventurer's Vault 2[/SIZE][/I][/OOC], [OOC='[COLOR=darkorange]Floating Shield Light Shield[/COLOR]'][B][COLOR=darkorange]Floating Shield Light Shield[/COLOR][/B] [B][SIZE=1]Magic Item 1[/SIZE][/B] [I]Enameled with images of ocean waves, this shield eases your way in the water.[/I] [b]AC Bonus:[/b] +1 [b]Property:[/b] You do not sink beneath the surface of any liquid (unless you choose to do so). Also, gain a +3 item bonus to Athletics checks to swim, and to Endurance checks to swim for an hour or more. Also, you can swim at your speed on the surface of the water (but not underwater). [I][SIZE=1]Source: Adventurer's Vault[/SIZE][/I][/OOC], [OOC='[COLOR=darkorange]Deep-Pocket Cloak +2[/COLOR]'][B][COLOR=darkorange]Deep-Pocket Cloak +2[/COLOR][/B] [B][SIZE=1]Magic Item 7[/SIZE][/B] [I]The hundreds of magically hidden pockets on this cloak will allow you to keep a wealth of items close at hand.[/I] [b]Item Set:[/b] Gadgeteer's Garb [b]Enhancement:[/b] +2 Fortitude, Reflex, and Will [b]Property:[/b]The pockets of this cloak can hold up to 1,000 pounds in weight or 100 cubic feet in volume, but the cloak always weighs only 1 pound. Each item stored within one of the cloak’s pockets can weigh no more than 10 pounds. Drawing an item from a deep-pocket cloak is a minor action. [b]Power (At-Will):[/b] Free. 1/round. You draw an item from the cloak or store an item within it. [I][SIZE=1]Source: Player's Handbook[/SIZE][/I][/OOC], [OOC='[COLOR=darkorange]Boots of Striding[/COLOR]'][B][COLOR=darkorange]Boots of Striding[/COLOR][/B] [B][SIZE=1]Magic Item 9[/SIZE][/B] [I]These enchanted boots increase your speed if you wear light armor or no armor.[/I] [b]Property:[/b] Gain a +1 item bonus to speed while wearing light armor or no armor. [I][SIZE=1]Source: Player's Handbook[/SIZE][/I][/OOC], [OOC='[COLOR=darkorange]Boots of the Fencing Master[/COLOR]'][B][COLOR=darkorange]Boots of the Fencing Master[/COLOR][/B] [B][SIZE=1]Magic Item 9[/SIZE][/B] [I]Your swift step befuddles your foes.[/I] [b]Property:[/b] When you shift, gain a +1 item bonus to AC and Reflex defense until the end of your next turn. [b]Power (Encounter):[/b] Minor Action. Shift 2 squares. [I][SIZE=1]Source: Adventurer's Vault[/SIZE][/I][/OOC], [OOC='[COLOR=darkorange]Phylactery of Action[/COLOR]'][B][COLOR=darkorange]Phylactery of Action[/COLOR][/B] [B][SIZE=1]Magic Item 3[/SIZE][/B] [I]When tied around your arm, this black leather box lets your mind or body escape restraint.[/I] [b]Item Slot:[/b] Arms [b]Power (Encounter):[/b] No Action. Reroll a saving throw against any effect on you that applies one or more of these conditions: dazed, immobilized, petrified, restrained, or stunned. You must use the new result, even if it is lower. [I][SIZE=1]Source: RPGA Village of Hommlet[/SIZE][/I][/OOC], [OOC='[COLOR=darkorange]Gem of Colloquy[/COLOR]'][B][COLOR=darkorange]Gem of Colloquy[/COLOR][/B] [B][SIZE=1]Magic Item 2[/SIZE][/B] [I]This jewel hovers near your head, sharpening your wit and expanding your knowledge of languages.[/I] [b]Item Slot:[/b] Head [b]Property:[/b] Gain a +1 item bonus to Bluff and Diplomacy checks. Understand and speak 1 additional language, chosen at the time of the gem's creation. [I][SIZE=1]Source: Adventurer's Vault[/SIZE][/I][/OOC], [OOC='[COLOR=darkorange]Belt of Vigor[/COLOR]'][B][COLOR=darkorange]Belt of Vigor[/COLOR][/B] [B][SIZE=1]Magic Item 2[/SIZE][/B] [I]This chain metal belt improves your recuperative abilities.[/I] [b]Item Slot:[/b] Waist [b]Property:[/b] You gain a +1 item bonus to your healing surge value. [I][SIZE=1]Source: Player's Handbook[/SIZE][/I][/OOC], [OOC='[COLOR=darkorange]Burglar's Gloves[/COLOR]'][B][COLOR=darkorange]Burglar's Gloves[/COLOR][/B] [B][SIZE=1]Magic Item 1[/SIZE][/B] [I]This jewel hovers near your head, sharpening your wit and expanding your knowledge of languages.[/I] [b]Item Slot:[/b] Hands [b]Property:[/b] Gain a +1 item bonus to Thievery checks. [I][SIZE=1]Source: Player's Handbook[/SIZE][/I][/OOC], [OOC='[COLOR=darkorange]Thieving Dagger +1[/COLOR]'][B][COLOR=darkorange]Thieving Dagger +1[/COLOR][/B] [B][SIZE=1]Magic Item 5[/SIZE][/B] [I]This weapon adds insult to injury by stealing away its victim's possessions.[/I] [b]Damage:[/b] 1d4 [b]Proficient:[/b] +3 [b]Range:[/b] 5/10 [b]Light Thrown, Off-Hand · Light Blade[/b] [b]Enhancement:[/b] +1 attack rolls and damage rolls [b]Critical:[/b] +1d6 damage [b]Power (Daily):[/b] Free Action. Use this power when you hit with the weapon. Make a Thievery check to pick the target's pockets, ignoring the -10 penalty for using the skill in battle. In addition, you gain a power bonus equal to the weapon's enhancement bonus to the check. [I][SIZE=1]Source: Adventurer's Vault[/SIZE][/I][/OOC], [OOC='[COLOR=darkorange]Vistani Tambourine +1[/COLOR]'][B][COLOR=darkorange]Vistani Tambourine +1[/COLOR][/B] [B][SIZE=1]Magic Item 2[/SIZE][/B] [i]A tiny drum with ringing jingles, or zils, this instrument helps you keep a lively tempo despite difficulty.[/i] [b]Enhancement:[/b] +1 attack rolls and damage rolls [b]Critical:[/b] +1d6 damage [b]Property:[/b] Bards can use this item as an implement for bard powers and bard paragon path powers. [b]Power (Encounter):[/b] Move Action. You and any ally within 5 squares of you ignore difficult terrain until the end of your next turn, and you move your speed. [I][SIZE=1]Source: Dragon Magazine 380[/SIZE][/I][/OOC], [OOC='[COLOR=darkorange]Harp of Deeper Slumber[/COLOR]'][B][COLOR=darkorange]Harp of Deeper Slumber[/COLOR][/B] [B][SIZE=1]Magic Item 3[/SIZE][/B] [i]A single tone from this small harp leaves creatures briefly inattentive.[/i] [b]Power (Daily):[/b] Minor Action. Each creature within 20 squares of you takes a -15 penalty to Perception checks until the end of your next turn. [I][SIZE=1]Source: Player's Handbook 2[/SIZE][/I][/OOC], [OOC='[COLOR=darkorange]The Traveler's Storm Blessing[/COLOR]'][B][COLOR=darkorange]The Traveler's Storm Blessing[/COLOR][/B] [B][SIZE=1]Divine Boon 3[/SIZE][/B] [I]Individuals who please The Traveler gain the ability to walk upon the air, soaring over their enemies and obstacles placed before them with ease.[/I] [b]Property:[/b] If an enemy uses a forced movement effect against you, you can shift 1 square as a free action at the end of the forced movement. [b]Power (Encounter):[/b] Move Action. You fly 5 squares. [I][SIZE=1]Source: Dungeon Master's Guide 2[/SIZE][/I][/OOC], [OOC='[COLOR=darkorange]Restful Bedroll[/COLOR]'][B][COLOR=darkorange]Restful Bedroll[/COLOR][/B] [B][SIZE=1]Magic Item 1[/SIZE][/B] [i]An extended rest in this magic bedroll grants you extra vitality.[/i] [b]Power (Daily):[/b] Standard Action. Use this power when you complete an extended rest in the restful bedroll. Gain 1d8 temporary hit points that last until you take another rest (short or extended). [I][SIZE=1]Source: Adventurer's Vault[/SIZE][/I][/OOC] [OOC='[COLOR=blue]Alchemist[/COLOR]'][B][COLOR=blue]Alchemist[/COLOR][/B] [B][SIZE=1]Bonus Feat[/SIZE][/B] [B]Benefit:[/B] You can make alchemical items of your level or lower. You must have the correct formula and an appropriate skill. [B]Special:[/B] You can take this feat instead of the Ritual Caster feat granted by your class feature. [I][SIZE=1]Source: Eberron Player's Guide[/SIZE][/I][/OOC], [OOC='[COLOR=blue]Versatile Expertise[/COLOR]'][B][COLOR=blue]Versatile Expertise[/COLOR][/B] [B][SIZE=1]Bonus Feat[/SIZE][/B] [B]Heavy Blades, Instruments[/B] [B]Benefit:[/B] Choose a weapon group and an implement type. You gain a +1 feat bonus to attack rolls both when using a weapon from the chosen group and when using an implement of the chosen type. The bonus increases to +2 at 15th level and +3 at 25th level. [B]Special:[/B] You can take this feat more than once. Each time you take this feat, choose a different weapon group and a different implement type. [I][SIZE=1]Source: Player's Handbook 3[/SIZE][/I][/OOC], [OOC='[COLOR=blue]Mark of Storm [Dragonmark][/COLOR]'][B][COLOR=blue]Mark of Storm [Dragonmark][/COLOR][/B] [B][SIZE=1]Heroic Feat 1[/SIZE][/B] [B]Benefit:[/B] Whenever you hit an enemy with a thunder or lightning power, you can slide that enemy 1 square. You gain a +1 bonus to speed when flying. You can master and perform the Endure Elements, Enhance Vessel, Summon Winds, and Water Walk rituals as if you had the Ritual Caster feat. [I][SIZE=1]Source: Eberron Player's Guide[/SIZE][/I][/OOC], [OOC='[COLOR=blue]Bard of All Trades[/COLOR]'][B][COLOR=blue]Bard of All Trades[/COLOR][/B] [B][SIZE=1]Heroic Feat 2[/SIZE][/B] [B]Prerequisite:[/B] Bard [B]Benefit:[/B] You gain a +3 bonus to all untrained skill checks. [I][SIZE=1]Source: Dragon Magazine 383[/SIZE][/I][/OOC], [OOC='[COLOR=blue]Friendly Deception[/COLOR]'][B][COLOR=blue]Friendly Deception[/COLOR][/B] [B][SIZE=1]Heroic Feat 4[/SIZE][/B] [B]Prerequisite:[/B] Bard, Words of Friendship power [B]Benefit:[/B] When you use words of friendship, you can apply the power bonus to a Bluff check instead of a Diplomacy check. [I][SIZE=1]Source: Arcane Power[/SIZE][/I][/OOC], [OOC='[COLOR=blue]Sly Dodge[/COLOR]'][B][COLOR=blue]Sly Dodge [Multiclass Rogue][/COLOR][/B] [B][SIZE=1]Heroic Feat 6[/SIZE][/B] [B]Prerequisite:[/B] Dex 13, Cha 13 [B]Benefit:[/B] You gain training in the Bluff skill or the Intimidate skill. Once per encounter, when an enemy makes an opportunity attack against you, you can add your Charisma modifier to your AC against that attack. [I][SIZE=1]Source: Martial Power[/SIZE][/I][/OOC], [OOC='[COLOR=blue]Nimble Runner[/COLOR]'][B][COLOR=blue]Nimble Runner[/COLOR][/B] [B][SIZE=1]Heroic Feat 8[/SIZE][/B] [B]Benefit:[/B] When you run, you gain a +2 bonus to Reflex until the start of your next turn, and running doesn't cause you to grant combat advantage. [I][SIZE=1]Source: Player's Handbook 3[/SIZE][/I][/OOC], [OOC='[COLOR=blue]Armor Specialization (Hide)[/COLOR]'][B][COLOR=blue]Armor Specialization (Hide)[/COLOR][/B] [B][SIZE=1]Heroic Feat 10 (Retrained)[/SIZE][/B] [B]Prerequisite:[/B] 11th level, Con 15, training with hide armor [B]Benefit:[/B] You gain a +1 feat bonus to AC when wearing hide armor. You reduce the check penalty incurred by hide armor by 1. [I][SIZE=1]Source: Player's Handbook[/SIZE][/I][/OOC], [OOC='[COLOR=blue]Arcane Admixture[/COLOR]'][B][COLOR=blue]Arcane Admixture[/COLOR][/B] [B][SIZE=1]Paragon Feat 11[/SIZE][/B] [B]Prerequisite:[/B] 11th level, any arcane class [B]Guiding Strike, Lightning[/B] [B]Benefit:[/B] Choose one arcane power that you know, and choose acid, cold, fire, lightning, or thunder. The power now deals that damage type in addition to its normal damage type and gains that keyword. Each time you gain a level, you can choose to reassign either the power to which this feat’s effect applies or the additional damage type applied (or both). [B]Special:[/B] You can take this feat more than once. Each time you select this feat, choose a different power. You can’t apply this feat to the same power more than once. [I][SIZE=1]Source: Arcane Power[/SIZE][/I][/OOC] [OOC='[COLOR=sienna]Bardic Training[/COLOR]'][B][COLOR=sienna]Bardic Training[/COLOR][/B] [B][SIZE=1]Bard Feature[/SIZE][/B] [B]Benefit:[/B] You gain the Ritual Caster feat as a bonus feat, allowing you to use magical rituals. You own a ritual book, and it contains two rituals of your choice that you have mastered: one 1st-level ritual that has bard as a prerequisite and another 1st-level ritual. In addition, you can perform one bard ritual per day of your level or lower without expending components, although you must pay any other costs and use any focus required by the ritual. At 11th level, you can perform two bard rituals per day of your level or lower without expending components; at 21st level, you can perform three. [I][SIZE=1]Source: Player's Handbook 2[/SIZE][/I][/OOC], [OOC='[COLOR=sienna]Virtue of Valor[/COLOR]'][B][COLOR=sienna]Virtue of Valor[/COLOR][/B] [B][SIZE=1]Bard Feature[/SIZE][/B] [B]Benefit:[/B] Once per round, when any ally within 5 squares of you reduces an enemy to 0 hit points or bloodies an enemy, you can grant temporary hit points to that ally as a free action. The number of temporary hit points equals 1 + your Constitution modifier at 1st level, 3 + your Constitution modifier at 11th level, and 5 + your Constitution modifier at 21st level. [I][SIZE=1]Source: Player's Handbook 2[/SIZE][/I][/OOC], [OOC='[COLOR=sienna]Multiclass Versatility[/COLOR]'][B][COLOR=sienna]Multiclass Versatility[/COLOR][/B] [B][SIZE=1]Bard Feature[/SIZE][/B] [B]Benefit:[/B] You can choose class-specific multiclass feats from more than one class. [I][SIZE=1]Source: Player's Handbook 2[/SIZE][/I][/OOC], [OOC='[COLOR=sienna]Skill Versatility[/COLOR]'][B][COLOR=sienna]Skill Versatility[/COLOR][/B] [B][SIZE=1]Bard Feature[/SIZE][/B] [B]Benefit:[/B] You gain a +1 bonus to untrained skill checks. [I][SIZE=1]Source: Player's Handbook 2[/SIZE][/I][/OOC], [OOC='[COLOR=sienna]Song of Rest[/COLOR]'][B][COLOR=sienna]Song of Rest[/COLOR][/B] [B][SIZE=1]Bard Feature[/SIZE][/B] [B]Benefit:[/B] When you play an instrument or sing during a short rest, you and each ally who can hear you are affected by your Song of Rest. When an affected character spends healing surges at the end of the rest, that character regains additional hit points equal to your Charisma modifier with each healing surge. A character can be affected by only one Song of Rest at a time. [I][SIZE=1]Source: Player's Handbook 2[/SIZE][/I][/OOC], [OOC='[COLOR=sienna]Storm Adept[/COLOR]'][B][COLOR=sienna]Storm Adept[/COLOR][/B] [B][SIZE=1]Lyrandar Wind-Rider Feature[/SIZE][/B] [B]Prerequisite:[/B] 11th level [B]Benefit:[/B] You gain a +1 bonus to attack rolls and a bonus equal to your Constitution modifier (minimum 1) to damage from lightning or thunder attack powers. [I][SIZE=1]Source: Eberron Player's Guide[/SIZE][/I][/OOC], [OOC='[COLOR=sienna]Wind-Rider Action[/COLOR]'][B][COLOR=sienna]Wind-Rider Action[/COLOR][/B] [B][SIZE=1]Lyrandar Wind-Rider Feature[/SIZE][/B] [B]Prerequisite:[/B] 11th level [B]Benefit:[/B] When you spend an action point to take an extra action, you gain a fly speed equal to your speed (and can hover) until the end of your next turn. [I][SIZE=1]Source: Eberron Player's Guide[/SIZE][/I][/OOC] [OOC='[COLOR=indigo]Dilettante[/COLOR]'][B][COLOR=indigo]Dilettante[/COLOR][/B] [B][SIZE=1]Khoravar Feature[/SIZE][/B] [B]Benefit:[/B] At 1st level, you choose a 1st-level at-will attack power from a class different from yours. You can use that power as an encounter power. [I][SIZE=1]Source: Player's Handbook[/SIZE][/I][/OOC], [OOC='[COLOR=indigo]Dual Heritage[/COLOR]'][B][COLOR=indigo]Dual Heritage[/COLOR][/B] [B][SIZE=1]Khoravar Feature[/SIZE][/B] [B]Benefit:[/B] You can take feats that have either elf or human as a prerequisite (as well as those specifically for half-elves), as long as you meet any other requirements. [I][SIZE=1]Source: Player's Handbook[/SIZE][/I][/OOC], [OOC='[COLOR=indigo]Group Diplomacy[/COLOR]'][B][COLOR=indigo]Group Diplomacy[/COLOR][/B] [B][SIZE=1]Khoravar Feature[/SIZE][/B] [B]Benefit:[/B] You grant allies within 10 squares of you a +1 racial bonus to Diplomacy checks. [I][SIZE=1]Source: Player's Handbook[/SIZE][/I][/OOC] [spoiler=Quick Notes][B]Senses:[/B] Low-light vision [B]Movement:[/B] You do not sink, and swim at full speed on surface of water (Floating Shield) +1 speed when wearing light armor or no armor (Boots of Striding) +2 Reflex and do not grant combat advantage when running (Nimble Runner) Shift 1 square after forced movement (Storm Blessing) +1 bonus to speed when flying (Mark of Storm) [B]Skills:[/B] +3 item bonus to Athletics/Endurance when swimming (Floating Shield) +2 item bonus to Thievery checks to open a lock or disarm a trap (Thieves' Tools) +2 bonus to Athletics checks for climbing (Climber's Kit) +2 item bonus to Bluff checks to pass of disguises (Disguise Kit) +4 to untrained skill checks (Skill Versatility, Bard of All Trades) [B]Aura:[/B] Allies within 10 squares gain +1 racial bonus to Diplomacy checks (Group Diplomacy) Any ally within 5 squares bloodies or reduces an enemy to 0 hp, grant 3 + Constitution modifier THP as free action once per round (Virtue of Valor) Any ally who can hear you sing during a short rest gains additional Charisma modifier HP with each healing surge (Song of Rest) [B]Healing Surge:[/B] +1 item bonus to surge value (Belt of Vigor) [B]Unarmored Defenses:[/B] 18 AC, 22 Fortitude, 21 Reflex, 24 Will (when armor is banished) [B]Action Point:[/B] Fly and hover until end of next turn (Wind-Rider Action) [B]Critical Hit:[/B] +3d6 damage (Harmonic Songblade Longsword +3) [B]Encounters:[/B] 0 [B]Milestones:[/B] 0 [B]Daily Item Powers:[/B] 2 [/spoiler][/SPOILER]
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Feats
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Powers
Bard Attack 1 Your weapon stroke guides your allies, showing them where to focus their attacks. At-Will · Arcane, Weapon, Lightning Standard Action · Melee weapon Target: One creature Attack: Charisma vs. AC Hit: 1[W] + Charisma modifier damage, and the target takes a -2 penalty to the defense of your choice until the end of your next turn. Level 21: 2[W] + Charisma modifier damage. Mark of Storm: Whenever you hit an enemy with a thunder or lightning power, you can slide that enemy 1 square. Storm Adept: You gain a +1 bonus to attack rolls and a bonus equal to your Constitution modifier to damage from lighting or thunder attack powers. Source: Player's Handbook 2
Bard Attack 1 The sharp sound you create causes your opponent to recoil clumsily. At-Will · Arcane, Implement, Thunder Standard Action · Ranged 10 Target: One creature Attack: Charisma vs. WIll Hit: Charisma modifier thunder damage, and you push the target 2 squares. As a free action, an ally of your choice can make a melee basic attack against the target before, after, or during this forced movement. Mark of Storm: Whenever you hit an enemy with a thunder or lightning power, you can slide that enemy 1 square. Storm Adept: You gain a +1 bonus to attack rolls and a bonus equal to your Constitution modifier to damage from lighting or thunder attack powers. Source: Dragon Magazine 383
Paladin Attack 1 (Dilettante) Virtuous Strike The clean light of your weapon pierces your enemies and fills you with resolve. Encounter · Divine, Radiant, Weapon Standard Action · Melee weapon Target: One creature Attack: Charisma vs. AC Hit: 1[W] + Charisma modifier radiant damage, and you gain a +2 bonus to saving throws until the start of your next turn. Level 21: 2[W] + Charisma modifier radiant damage. Special: This power can be used as a melee basic attack. Source: Divine Power
Bard Feature Majestic Word You utter words laden with preternatural inspiration, restoring your ally’s stamina and making wounds seem insignificant. Encounter (Special) · Arcane, Healing Minor Action · Close burst 5 (10 at 11th level, 15 at 21st level) Target: You or one ally in burst Effect: The target can spend a healing surge and regain additional hit points equal to your Charisma modifier. You also slide the target 1 square. Level 6: 1d6 + Charisma modifier additional hit points. Level 11: 2d6 + Charisma modifier additional hit points. Level 16: 3d6 + Charisma modifier additional hit points. Level 21: 4d6 + Charisma modifier additional hit points. Level 26: 5d6 + Charisma modifier additional hit points. Special: You can use this power twice per encounter, but only once per round. At 16th level, you can use this power three times per encounter, but only once per round. Source: Player's Handbook 2
Bard Feature Words of Friendship You infuse your words with arcane power, turning even the simplest speech into a compelling oration. Encounter · Arcane, Charm Minor Action · Personal Effect: You gain a +5 power bonus to the next Diplomacy check you make before the end of your next turn. Friendly Deception: You can apply the power bonus to a Bluff check instead of a Diplomacy check. Source: Player's Handbook 2
Bard Attack 1 Focused Sound With a resounding shout, you rattle your enemy and expose a vulnerable spot in its defenses. Encounter · Arcane, Implement, Thunder Standard Action · Ranged 10 Target: One creature Attack: Charisma vs. Reflex Hit: 1d10 + Charisma modifier thunder damage. Until the end of your next turn, any attack against the target can score a critical hit on a roll of 18–20. Mark of Storm: Whenever you hit an enemy with a thunder or lightning power, you can slide that enemy 1 square. Storm Adept: You gain a +1 bonus to attack rolls and a bonus equal to your Constitution modifier to damage from lighting or thunder attack powers. Source: Arcane Power
Bard Attack 3 You sing in two pitches at once, creating a song that harms your foe while helping your ally. Encounter · Arcane, Implement, Psychic Standard Action · Ranged 5 Target: One creature Attack: Charisma vs. Will Hit: 2d6 + Charisma modifier psychic damage, and the target takes a -2 penalty to attack rolls until the end of your next turn. In addition, an ally within 5 squares of you can make a saving throw. Source: Player's Handbook 2
Bard Attack 7 You manipulate what was once an ode to fate, speaking it in reverse and warping the weave of fortune. Encounter · Arcane, Implement, Necrotic Standard Action · Ranged 5 Target: One creature Attack: Charisma vs. Reflex Hit: 1d8 + Charisma modifier necrotic damage. The next time the target makes an attack roll before the end of your next turn, you roll 1d20 and can replace the target’s roll with yours. In addition, choose an ally within 5 squares of you. The next time that ally attacks the target before the end of your next turn, you roll 1d20 and can replace the ally’s roll with yours. Source: Player's Handbook 2
Lyrandar Wind-Rider Attack 11 With the power of your dragon mark, you call forth a column of wind that lands on your enemies, scattering them in all directions. Encounter · Implement Standard Action · Area burst 2 within 10 squares Target: Each creature in burst Attack: Charisma or Constitution vs. Fortitude Hit: 3d6 + Charisma or Constitution modifier damage, and you push the target 2 squares away from the attack’s origin square. A target in the burst’s origin square is knocked prone instead of pushed. Source: Eberron Player's Guide
Bard Attack 1 With precision timing, you tap out a beat that forces enemies away and allows allies to reorient themselves. Daily · Arcane, Implement, Psychic Standard Action · Close burst 2 Target: Each enemy in burst Attack: Charisma vs. Will Hit: 1d10 + Charisma modifier psychic damage, and you push the target a number of squares equal to your Charisma modifier. Miss: Half damage, and you push the target 1 square. Effect: Each ally in the burst can shift 1 square as a free action. Source: Dragon Magazine 383
Bard Attack 5 You foster distrust in one of your foes, causing it to strike out at its allies. Daily · Arcane, Charm, Implement Standard Action · Ranged 10 Target: One creature Attack: Charisma vs. Will Hit: The target is dominated until the end of your next turn. Effect: The target makes a basic attack against an enemy of your choice as a free action. Source: Player's Handbook 2
Bard Attack 9 Your weapon resonates with thunder, smiting your foe and enabling you to move enemies into locations where your allies can more easily reach them. Daily · Arcane, Thunder, Weapon Standard Action · Melee weapon Target: One creature Attack: Charisma vs. AC Hit: 3[W] + Charisma modifier thunder damage, and you slide the target 2 squares. Effect: Until the end of the encounter, whenever you hit a target with an at-will attack power, you slide the target 2 squares to a space that must be adjacent to at least one of your allies. Mark of Storm: Whenever you hit an enemy with a thunder or lightning power, you can slide that enemy 1 square. Storm Adept: You gain a +1 bonus to attack rolls and a bonus equal to your Constitution modifier to damage from lighting or thunder attack powers. Source: Player's Handbook 2
Powers
Bard Utility 2 Your song of protection trips from ally to ally, cloaking each one in a magical shield. Daily · Arcane Standard Action · Ranged 10 Target: One ally Effect: The target gains a +2 power bonus to all defenses until the end of your next turn. Sustain Minor: The effect persists. When you sustain the effect, you can transfer it to another ally within 10 squares of you. Source: Arcane Power
Bard Utility 6 With notes of steel and stone, you preserve your ally from harm. Encounter · Arcane Immediate Interrupt · Ranged 10 Trigger: An attack hits an ally Target: The ally who was hit Effect: The damage the target takes is reduced by an amount equal to 5 + your Charisma modifier. Source: Arcane Power
Bard Utility 10 Your magic song makes an ally abruptly disappear, giving him or her a chance to sneak up on foes. Encounter · Arcane, Illusion Minor Action · Ranged 10 Target: One ally Effect: The target becomes invisible until the end of your next turn, and you slide the target 2 squares. Source: Player's Handbook 2
Feat Power Encounter No Action Effect: Once per encounter, when an enemy makes an opportunity attack against you, you can add your Charisma modifier to your AC against that attack. Source: Martial Power
Background Benefit I'm not the guy you're looking for. Benefit: You add Bluff and Thievery to your class skill list, and you gain a +1 bonus to Bluff and Thievery checks. Source: Dragon Magazine 366[/ooc] [OOC='[COLOR=darkorange]Harmonic Songblade Longsword +3[/COLOR]'][B][COLOR=Orange]Harmonic Songblade Longsword +3[/COLOR][/B] [B][SIZE=1]Magic Item 12[/SIZE][/B] [I]As well as channeling your bard spells, this blade gives off music that swirls away to encircle and empower one of your allies.[/I] Military one-handed melee weapon [b]Versatile · Heavy Blade[/b] [b]Damage:[/b] 1d8 [b]Proficient:[/b] +3 [b]Enhancement:[/b] +3 attack rolls and damage rolls [b]Critical:[/b] +3d6 damage [b]Property:[/b] Bards can use this weapon as an implement for bard powers and bard paragon path powers [b]Power (Daily):[/b] Minor Action. One ally within 5 squares of you gains a +2 power bonus to attack rolls and all defenses until the start of your next turn. [I][SIZE=1]Source: Adventurer's Vault 2[/SIZE][/I][/OOC], [OOC='[COLOR=darkorange]Summoned Earthhide Armor +3[/COLOR]'][B][COLOR=Orange]Summoned Earthhide Armor +3[/COLOR][/B] [B][SIZE=1]Magic Item 11[/SIZE][/B] [I]One need never worry about being caught unarmored while possessing this extraordinary armor.[/I] Earthhide Armor [B]AC Bonus:[/B] +3 [b]Special:[/b] +1 Fortitude [b]Enhancement:[/b] +3 AC [b]Power (At-Will):[/b] Minor Action. You banish this armor to a secure extradimensional location. At any point in the future, unless you are wearing armor, you can use another minor action to recall the armor. The armor appears on you as though you had donned it normally. [I][SIZE=1]Source: Adventurer's Vault 2[/SIZE][/I][/OOC], [OOC='[COLOR=darkorange]Floating Shield Light Shield[/COLOR]'][B][COLOR=darkorange]Floating Shield Light Shield[/COLOR][/B] [B][SIZE=1]Magic Item 1[/SIZE][/B] [I]Enameled with images of ocean waves, this shield eases your way in the water.[/I] [b]AC Bonus:[/b] +1 [b]Property:[/b] You do not sink beneath the surface of any liquid (unless you choose to do so). Also, gain a +3 item bonus to Athletics checks to swim, and to Endurance checks to swim for an hour or more. Also, you can swim at your speed on the surface of the water (but not underwater). [I][SIZE=1]Source: Adventurer's Vault[/SIZE][/I][/OOC], [OOC='[COLOR=darkorange]Deep-Pocket Cloak +2[/COLOR]'][B][COLOR=darkorange]Deep-Pocket Cloak +2[/COLOR][/B] [B][SIZE=1]Magic Item 7[/SIZE][/B] [I]The hundreds of magically hidden pockets on this cloak will allow you to keep a wealth of items close at hand.[/I] [b]Item Set:[/b] Gadgeteer's Garb [b]Enhancement:[/b] +2 Fortitude, Reflex, and Will [b]Property:[/b]The pockets of this cloak can hold up to 1,000 pounds in weight or 100 cubic feet in volume, but the cloak always weighs only 1 pound. Each item stored within one of the cloak’s pockets can weigh no more than 10 pounds. Drawing an item from a deep-pocket cloak is a minor action. [b]Power (At-Will):[/b] Free. 1/round. You draw an item from the cloak or store an item within it. [I][SIZE=1]Source: Player's Handbook[/SIZE][/I][/OOC], [OOC='[COLOR=darkorange]Boots of Striding[/COLOR]'][B][COLOR=darkorange]Boots of Striding[/COLOR][/B] [B][SIZE=1]Magic Item 9[/SIZE][/B] [I]These enchanted boots increase your speed if you wear light armor or no armor.[/I] [b]Property:[/b] Gain a +1 item bonus to speed while wearing light armor or no armor. [I][SIZE=1]Source: Player's Handbook[/SIZE][/I][/OOC], [OOC='[COLOR=darkorange]Boots of the Fencing Master[/COLOR]'][B][COLOR=darkorange]Boots of the Fencing Master[/COLOR][/B] [B][SIZE=1]Magic Item 9[/SIZE][/B] [I]Your swift step befuddles your foes.[/I] [b]Property:[/b] When you shift, gain a +1 item bonus to AC and Reflex defense until the end of your next turn. [b]Power (Encounter):[/b] Minor Action. Shift 2 squares. [I][SIZE=1]Source: Adventurer's Vault[/SIZE][/I][/OOC], [OOC='[COLOR=darkorange]Phylactery of Action[/COLOR]'][B][COLOR=darkorange]Phylactery of Action[/COLOR][/B] [B][SIZE=1]Magic Item 3[/SIZE][/B] [I]When tied around your arm, this black leather box lets your mind or body escape restraint.[/I] [b]Item Slot:[/b] Arms [b]Power (Encounter):[/b] No Action. Reroll a saving throw against any effect on you that applies one or more of these conditions: dazed, immobilized, petrified, restrained, or stunned. You must use the new result, even if it is lower. [I][SIZE=1]Source: RPGA Village of Hommlet[/SIZE][/I][/OOC], [OOC='[COLOR=darkorange]Gem of Colloquy[/COLOR]'][B][COLOR=darkorange]Gem of Colloquy[/COLOR][/B] [B][SIZE=1]Magic Item 2[/SIZE][/B] [I]This jewel hovers near your head, sharpening your wit and expanding your knowledge of languages.[/I] [b]Item Slot:[/b] Head [b]Property:[/b] Gain a +1 item bonus to Bluff and Diplomacy checks. Understand and speak 1 additional language, chosen at the time of the gem's creation. [I][SIZE=1]Source: Adventurer's Vault[/SIZE][/I][/OOC], [OOC='[COLOR=darkorange]Belt of Vigor[/COLOR]'][B][COLOR=darkorange]Belt of Vigor[/COLOR][/B] [B][SIZE=1]Magic Item 2[/SIZE][/B] [I]This chain metal belt improves your recuperative abilities.[/I] [b]Item Slot:[/b] Waist [b]Property:[/b] You gain a +1 item bonus to your healing surge value. [I][SIZE=1]Source: Player's Handbook[/SIZE][/I][/OOC], [OOC='[COLOR=darkorange]Burglar's Gloves[/COLOR]'][B][COLOR=darkorange]Burglar's Gloves[/COLOR][/B] [B][SIZE=1]Magic Item 1[/SIZE][/B] [I]This jewel hovers near your head, sharpening your wit and expanding your knowledge of languages.[/I] [b]Item Slot:[/b] Hands [b]Property:[/b] Gain a +1 item bonus to Thievery checks. [I][SIZE=1]Source: Player's Handbook[/SIZE][/I][/OOC], [OOC='[COLOR=darkorange]Thieving Dagger +1[/COLOR]'][B][COLOR=darkorange]Thieving Dagger +1[/COLOR][/B] [B][SIZE=1]Magic Item 5[/SIZE][/B] [I]This weapon adds insult to injury by stealing away its victim's possessions.[/I] [b]Damage:[/b] 1d4 [b]Proficient:[/b] +3 [b]Range:[/b] 5/10 [b]Light Thrown, Off-Hand · Light Blade[/b] [b]Enhancement:[/b] +1 attack rolls and damage rolls [b]Critical:[/b] +1d6 damage [b]Power (Daily):[/b] Free Action. Use this power when you hit with the weapon. Make a Thievery check to pick the target's pockets, ignoring the -10 penalty for using the skill in battle. In addition, you gain a power bonus equal to the weapon's enhancement bonus to the check. [I][SIZE=1]Source: Adventurer's Vault[/SIZE][/I][/OOC], [OOC='[COLOR=darkorange]Vistani Tambourine +1[/COLOR]'][B][COLOR=darkorange]Vistani Tambourine +1[/COLOR][/B] [B][SIZE=1]Magic Item 2[/SIZE][/B] [i]A tiny drum with ringing jingles, or zils, this instrument helps you keep a lively tempo despite difficulty.[/i] [b]Enhancement:[/b] +1 attack rolls and damage rolls [b]Critical:[/b] +1d6 damage [b]Property:[/b] Bards can use this item as an implement for bard powers and bard paragon path powers. [b]Power (Encounter):[/b] Move Action. You and any ally within 5 squares of you ignore difficult terrain until the end of your next turn, and you move your speed. [I][SIZE=1]Source: Dragon Magazine 380[/SIZE][/I][/OOC], [OOC='[COLOR=darkorange]Harp of Deeper Slumber[/COLOR]'][B][COLOR=darkorange]Harp of Deeper Slumber[/COLOR][/B] [B][SIZE=1]Magic Item 3[/SIZE][/B] [i]A single tone from this small harp leaves creatures briefly inattentive.[/i] [b]Power (Daily):[/b] Minor Action. Each creature within 20 squares of you takes a -15 penalty to Perception checks until the end of your next turn. [I][SIZE=1]Source: Player's Handbook 2[/SIZE][/I][/OOC], [OOC='[COLOR=darkorange]The Traveler's Storm Blessing[/COLOR]'][B][COLOR=darkorange]The Traveler's Storm Blessing[/COLOR][/B] [B][SIZE=1]Divine Boon 3[/SIZE][/B] [I]Individuals who please The Traveler gain the ability to walk upon the air, soaring over their enemies and obstacles placed before them with ease.[/I] [b]Property:[/b] If an enemy uses a forced movement effect against you, you can shift 1 square as a free action at the end of the forced movement. [b]Power (Encounter):[/b] Move Action. You fly 5 squares. [I][SIZE=1]Source: Dungeon Master's Guide 2[/SIZE][/I][/OOC], [OOC='[COLOR=darkorange]Restful Bedroll[/COLOR]'][B][COLOR=darkorange]Restful Bedroll[/COLOR][/B] [B][SIZE=1]Magic Item 1[/SIZE][/B] [i]An extended rest in this magic bedroll grants you extra vitality.[/i] [b]Power (Daily):[/b] Standard Action. Use this power when you complete an extended rest in the restful bedroll. Gain 1d8 temporary hit points that last until you take another rest (short or extended). [I][SIZE=1]Source: Adventurer's Vault[/SIZE][/I][/OOC] [OOC='[COLOR=blue]Alchemist[/COLOR]'][B][COLOR=blue]Alchemist[/COLOR][/B] [B][SIZE=1]Bonus Feat[/SIZE][/B] [B]Benefit:[/B] You can make alchemical items of your level or lower. You must have the correct formula and an appropriate skill. [B]Special:[/B] You can take this feat instead of the Ritual Caster feat granted by your class feature. [I][SIZE=1]Source: Eberron Player's Guide[/SIZE][/I][/OOC], [OOC='[COLOR=blue]Versatile Expertise[/COLOR]'][B][COLOR=blue]Versatile Expertise[/COLOR][/B] [B][SIZE=1]Bonus Feat[/SIZE][/B] [B]Heavy Blades, Instruments[/B] [B]Benefit:[/B] Choose a weapon group and an implement type. You gain a +1 feat bonus to attack rolls both when using a weapon from the chosen group and when using an implement of the chosen type. The bonus increases to +2 at 15th level and +3 at 25th level. [B]Special:[/B] You can take this feat more than once. Each time you take this feat, choose a different weapon group and a different implement type. [I][SIZE=1]Source: Player's Handbook 3[/SIZE][/I][/OOC], [OOC='[COLOR=blue]Mark of Storm [Dragonmark][/COLOR]'][B][COLOR=blue]Mark of Storm [Dragonmark][/COLOR][/B] [B][SIZE=1]Heroic Feat 1[/SIZE][/B] [B]Benefit:[/B] Whenever you hit an enemy with a thunder or lightning power, you can slide that enemy 1 square. You gain a +1 bonus to speed when flying. You can master and perform the Endure Elements, Enhance Vessel, Summon Winds, and Water Walk rituals as if you had the Ritual Caster feat. [I][SIZE=1]Source: Eberron Player's Guide[/SIZE][/I][/OOC], [OOC='[COLOR=blue]Bard of All Trades[/COLOR]'][B][COLOR=blue]Bard of All Trades[/COLOR][/B] [B][SIZE=1]Heroic Feat 2[/SIZE][/B] [B]Prerequisite:[/B] Bard [B]Benefit:[/B] You gain a +3 bonus to all untrained skill checks. [I][SIZE=1]Source: Dragon Magazine 383[/SIZE][/I][/OOC], [OOC='[COLOR=blue]Friendly Deception[/COLOR]'][B][COLOR=blue]Friendly Deception[/COLOR][/B] [B][SIZE=1]Heroic Feat 4[/SIZE][/B] [B]Prerequisite:[/B] Bard, Words of Friendship power [B]Benefit:[/B] When you use words of friendship, you can apply the power bonus to a Bluff check instead of a Diplomacy check. [I][SIZE=1]Source: Arcane Power[/SIZE][/I][/OOC], [OOC='[COLOR=blue]Sly Dodge[/COLOR]'][B][COLOR=blue]Sly Dodge [Multiclass Rogue][/COLOR][/B] [B][SIZE=1]Heroic Feat 6[/SIZE][/B] [B]Prerequisite:[/B] Dex 13, Cha 13 [B]Benefit:[/B] You gain training in the Bluff skill or the Intimidate skill. Once per encounter, when an enemy makes an opportunity attack against you, you can add your Charisma modifier to your AC against that attack. [I][SIZE=1]Source: Martial Power[/SIZE][/I][/OOC], [OOC='[COLOR=blue]Nimble Runner[/COLOR]'][B][COLOR=blue]Nimble Runner[/COLOR][/B] [B][SIZE=1]Heroic Feat 8[/SIZE][/B] [B]Benefit:[/B] When you run, you gain a +2 bonus to Reflex until the start of your next turn, and running doesn't cause you to grant combat advantage. [I][SIZE=1]Source: Player's Handbook 3[/SIZE][/I][/OOC], [OOC='[COLOR=blue]Armor Specialization (Hide)[/COLOR]'][B][COLOR=blue]Armor Specialization (Hide)[/COLOR][/B] [B][SIZE=1]Heroic Feat 10 (Retrained)[/SIZE][/B] [B]Prerequisite:[/B] 11th level, Con 15, training with hide armor [B]Benefit:[/B] You gain a +1 feat bonus to AC when wearing hide armor. You reduce the check penalty incurred by hide armor by 1. [I][SIZE=1]Source: Player's Handbook[/SIZE][/I][/OOC], [OOC='[COLOR=blue]Arcane Admixture[/COLOR]'][B][COLOR=blue]Arcane Admixture[/COLOR][/B] [B][SIZE=1]Paragon Feat 11[/SIZE][/B] [B]Prerequisite:[/B] 11th level, any arcane class [B]Guiding Strike, Lightning[/B] [B]Benefit:[/B] Choose one arcane power that you know, and choose acid, cold, fire, lightning, or thunder. The power now deals that damage type in addition to its normal damage type and gains that keyword. Each time you gain a level, you can choose to reassign either the power to which this feat’s effect applies or the additional damage type applied (or both). [B]Special:[/B] You can take this feat more than once. Each time you select this feat, choose a different power. You can’t apply this feat to the same power more than once. [I][SIZE=1]Source: Arcane Power[/SIZE][/I][/OOC] [OOC='[COLOR=sienna]Bardic Training[/COLOR]'][B][COLOR=sienna]Bardic Training[/COLOR][/B] [B][SIZE=1]Bard Feature[/SIZE][/B] [B]Benefit:[/B] You gain the Ritual Caster feat as a bonus feat, allowing you to use magical rituals. You own a ritual book, and it contains two rituals of your choice that you have mastered: one 1st-level ritual that has bard as a prerequisite and another 1st-level ritual. In addition, you can perform one bard ritual per day of your level or lower without expending components, although you must pay any other costs and use any focus required by the ritual. At 11th level, you can perform two bard rituals per day of your level or lower without expending components; at 21st level, you can perform three. [I][SIZE=1]Source: Player's Handbook 2[/SIZE][/I][/OOC], [OOC='[COLOR=sienna]Virtue of Valor[/COLOR]'][B][COLOR=sienna]Virtue of Valor[/COLOR][/B] [B][SIZE=1]Bard Feature[/SIZE][/B] [B]Benefit:[/B] Once per round, when any ally within 5 squares of you reduces an enemy to 0 hit points or bloodies an enemy, you can grant temporary hit points to that ally as a free action. The number of temporary hit points equals 1 + your Constitution modifier at 1st level, 3 + your Constitution modifier at 11th level, and 5 + your Constitution modifier at 21st level. [I][SIZE=1]Source: Player's Handbook 2[/SIZE][/I][/OOC], [OOC='[COLOR=sienna]Multiclass Versatility[/COLOR]'][B][COLOR=sienna]Multiclass Versatility[/COLOR][/B] [B][SIZE=1]Bard Feature[/SIZE][/B] [B]Benefit:[/B] You can choose class-specific multiclass feats from more than one class. [I][SIZE=1]Source: Player's Handbook 2[/SIZE][/I][/OOC], [OOC='[COLOR=sienna]Skill Versatility[/COLOR]'][B][COLOR=sienna]Skill Versatility[/COLOR][/B] [B][SIZE=1]Bard Feature[/SIZE][/B] [B]Benefit:[/B] You gain a +1 bonus to untrained skill checks. [I][SIZE=1]Source: Player's Handbook 2[/SIZE][/I][/OOC], [OOC='[COLOR=sienna]Song of Rest[/COLOR]'][B][COLOR=sienna]Song of Rest[/COLOR][/B] [B][SIZE=1]Bard Feature[/SIZE][/B] [B]Benefit:[/B] When you play an instrument or sing during a short rest, you and each ally who can hear you are affected by your Song of Rest. When an affected character spends healing surges at the end of the rest, that character regains additional hit points equal to your Charisma modifier with each healing surge. A character can be affected by only one Song of Rest at a time. [I][SIZE=1]Source: Player's Handbook 2[/SIZE][/I][/OOC], [OOC='[COLOR=sienna]Storm Adept[/COLOR]'][B][COLOR=sienna]Storm Adept[/COLOR][/B] [B][SIZE=1]Lyrandar Wind-Rider Feature[/SIZE][/B] [B]Prerequisite:[/B] 11th level [B]Benefit:[/B] You gain a +1 bonus to attack rolls and a bonus equal to your Constitution modifier (minimum 1) to damage from lightning or thunder attack powers. [I][SIZE=1]Source: Eberron Player's Guide[/SIZE][/I][/OOC], [OOC='[COLOR=sienna]Wind-Rider Action[/COLOR]'][B][COLOR=sienna]Wind-Rider Action[/COLOR][/B] [B][SIZE=1]Lyrandar Wind-Rider Feature[/SIZE][/B] [B]Prerequisite:[/B] 11th level [B]Benefit:[/B] When you spend an action point to take an extra action, you gain a fly speed equal to your speed (and can hover) until the end of your next turn. [I][SIZE=1]Source: Eberron Player's Guide[/SIZE][/I][/OOC] [OOC='[COLOR=indigo]Dilettante[/COLOR]'][B][COLOR=indigo]Dilettante[/COLOR][/B] [B][SIZE=1]Khoravar Feature[/SIZE][/B] [B]Benefit:[/B] At 1st level, you choose a 1st-level at-will attack power from a class different from yours. You can use that power as an encounter power. [I][SIZE=1]Source: Player's Handbook[/SIZE][/I][/OOC], [OOC='[COLOR=indigo]Dual Heritage[/COLOR]'][B][COLOR=indigo]Dual Heritage[/COLOR][/B] [B][SIZE=1]Khoravar Feature[/SIZE][/B] [B]Benefit:[/B] You can take feats that have either elf or human as a prerequisite (as well as those specifically for half-elves), as long as you meet any other requirements. [I][SIZE=1]Source: Player's Handbook[/SIZE][/I][/OOC], [OOC='[COLOR=indigo]Group Diplomacy[/COLOR]'][B][COLOR=indigo]Group Diplomacy[/COLOR][/B] [B][SIZE=1]Khoravar Feature[/SIZE][/B] [B]Benefit:[/B] You grant allies within 10 squares of you a +1 racial bonus to Diplomacy checks. [I][SIZE=1]Source: Player's Handbook[/SIZE][/I]
Magic Items & Equipment
Item Name
Use
Daily Item Powers Per Day
Heroic(1-10)
Milestone
Paragon(11-20)
Milestone
Epic(21-30)
Milestone
Rituals
Languages Known
Coins and Other Wealth
15 pp 13 gp
Personality Traits
Merlot herself will tell you; her personality is abundantly cheerful and captivating, able to take the most distrusting adversary and disarm their minds -- often only moments before disarming their person. Every situation bears a bit of whimsy which she will be sure to point out, although some situations would prefer that she keep her thoughts to herself for a change. She is proud to be a Khoravar -- don't let her catch you calling her a "half-elf" -- and, clearly, House Lyrandar are truly blessed by the gods with control over the very forces of nature itself. If other see her pride and dignity as arrogance, they simply do not understand the true nature of the blessings that only the Khoravar can know. Merlot is more than adept with the sword she keeps at her side, but would rather find a solution to problems without having to use it. Or, as she prefers to think of it, the fact that any potential enemies can see the sword on her hip ensures that she won't have to actually use it.
Mannerisms and Appearance
Loose, brightly colored robes adorn the figure of this slender, confident woman. The cloth mimics her graceful, flowing movements almost as an after image of each step, each leap, to ensure that the shapes are firmly implanted in your mind. Her dark hair flows similarly down her shoulders, but remains wrapped up in a shroud that frames her face, completing the mysterious appearance of the mystical woman dancing before you.
Session and Campaign Notes
Companions and Allies
Aliatra Loyalar - Human Psion (RainbowRyder) Marishka Boreallis ir'Draconis d'Kundarak - Human Swordmage (Silverkiss) Maegal-Koa - Goliath Runepriest/Fighter (Letho) Halmikar - Kalashtar Cleric (Brassonian) Azazel Silverleaf - Elf Ranger (DrObvious) Nafratts the Confused - Human Paladin (The Great Nate91) Aigaios Stormwraith - Revenant Sorcerer (Dragon Sushi)
Background & Other Notes
If she had been keeping track, Merlot would make a pretty wager that more of her life had been spent in the air than on the ground. Granted, the early part of that was spent with dreadfully boring "house business," part of a crew on one of the numerous shipping vessels of House Lyrandar, fulfilling contracts with scant more excitement than an occasional bout with pirates, or sweet-talking an unsavory customs officer. She preferred the latter task, not only because she excelled at it, but because smoothing over a troublesome guard often proved a more challenging task than any of the skirmishing that were always handily won by the able-bodied crew. Anything that pushed the limits of her abilities or kept her on her toes was regarded as a task worth undertaking. When the opportunity presented itself for more dangerous work, shipping more valuable "cargo" and clandestine agents with the Stormwalkers, Merlot jumped at the chance. She caught a rumor that one of Torval's ships was docked at Stormhome, and she climbed the rigging and jumped over the edge of the ship as it was departing. It was an ostensibly simple task for her to pull the right strings with the captain and convince him that she was to be part of the crew, and thus talked herself into a job with the shadowy operation known for its secret operations and mistrust. Then, after years of adventuring with the Stormwalkers and honing her skills, picking up new tricks along the way, word got around that the enigmatic Blackwings were recruiting for a new mission. Who knew what surprises lay in store? Exhibiting yet again the impetuous decision-making regarded as boldness by the Khoravar sailors, Merlot set off to find what she may among the progeny of Tarmikos' legendary company.
Dungeons and Dragons 4th Edition Character Sheet, Copyright 2008
Myth-Weavers Games