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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
Group Diplomacy: You grant allies within 10 squares of you a +1 racial bonus to Diplomacy checks. Resourceful Leader: When an ally you can see spends an action point to attack, he or she gains +5 to the damage roll on a hit or 5 temporary hit points if it misses.
Statistic Block
[url=http://www.myth-weavers.com/sheetview.php?sheetid=399252][size=4][B]Serafina 'Fina' Campana[/B][/size][/url], Half-Elf Bard, Euphonic Bow [B]Init[/B] +7 [B]HP[/B] 84/84 [B]Bloodied[/B] 42 [B]Healing Surge[/B] 21 (2 used /10) [B]AC[/B] 27 [B]Fort[/B] 21 [B]Reflex[/B] 20 [B]Will[/B] 24 [B]Speed[/B] 5 [B]Str[/B] 9 (-1) [B]Con[/B] 17 (+3) [B]Dex[/B] 13 (+1) [B]Int[/B] 12 (+1) [B]Wis[/B] 17 (+3) [B]Cha[/B] 21 (+5) [OOC='[STRIKE]Sacred Flame (Encounter)[/STRIKE]'][B]Sacred Flame (Encounter)[/B] Dilettante - Cleric Attack 1 Sacred light shines from above, searing a single enemy with its radiance while at the same time aiding an ally with its beneficent power. At-Will * Divine, Implement, Radiant Standard Action Ranged 5 Target: One creature Attack: Wisdom vs. Reflex Hit: 1d6 + Wisdom modifier radiant damage, and one ally you can see chooses either to gain temporary hit points equal to your Charisma modifier + one-half your level or to make a saving throw. Increase damage to 2d6 + Wisdom modifier at 21st level.[/OOC], [OOC='Majestic Word (Encounter Special)'][B]Majestic Word (Encounter Special)[/B] Bard Feature 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.[/OOC], [OOC='Words of Friendship (Encounter)'][B]Words of Friendship (Encounter)[/B] Bard Feature You infuse your words with arcane power, transforming even the simplest speech into compelling oratory. Encounter * Arcane Minor Action Personal Effect: You gain a +5 power bonus to the next Diplomacy check you make before the end of your next turn.[/OOC], [OOC='Jinx Shot (At-Will)'][B]Jinx Shot (At-Will)[/B] Bard Attack 1 Your expert shot renders your foe unaccountably clumsy. At-Will * Arcane, Weapon Standard Action Ranged weapon Target: One creature Attack: Charisma VS. AC Hit: 1(W] + Charisma modifier damage. The first time the target misses with an attack before the end of your next turn, it falls prone. Level 21: 2[W] + Charisma modifier damage.[/OOC], [OOC='Vicious Mockery (At-Will)'][B]Vicious Mockery (At-Will)[/B] Bard Attack 1 You unleash a string of insults at your foe, weaving them with bardic magic to send the creature into a blind rage. At-Will * Arcane, Charm, Implement, Psychic Standard Action Ranged 10 Target: One creature Attack: Charisma vs. Will Hit: 1d6 + Charisma modifier psychic damage, and the target takes a –2 penalty to attack rolls until the end of your next turn. Level 21: 2d6 + Charisma modifier damage.[/OOC], [OOC='Prophesized Strike (Encounter)'][B]Prophesized Strike (Encounter)[/B] Bard Attack 1 You cast your mind's eye forward a split second, predicting the best moment for a telling blow. Encounter * Arcane, Weapon Standard Action Ranged weapon Target: One creature Attack: Charisma vs. AC Hit: 1[W] + Charisma modifier damage. The next time you or an ally attacks the target before the end of your next turn, the attacker rolls a d20 twice and uses either result.[/OOC], [OOC='[STRIKE]Arrow of Warning (Daily)[/STRIKE]'][B]Arrow of Warning (Daily)[/B] Bard Attack 1 Your shot hinders an enemy and gives its would-be target the perfect opportunity. perfect opportunity. Daily * Arcane, Weapon Immediate Interrupt Ranged weapon Trigger: An enemy within range makes an attack roll against an ally Target: The triggering enemy Attack: Charisma vs. Reflex Hit: 3[W] + Charisma modifier damage. The ally who was attacked by the triggering enemy can make an at-will attack against that enemy as a free action. The ally gains a bonus to this attack roll equal to your Wisdom modifier (minimum 1). Miss: Half damage.[/OOC], [OOC='Excise from Sight (Encounter)'][B]Excise from Sight (Encounter)[/B] Veiled Alliance Feature Magic removes all evidence from your foe’s senses that you or one of your allies exists. Encounter * Arcane, Implement, Psychic Standard Action Ranged 10 Special: You can spend a minor action when you use this power to enhance it. If you do so, you can also slide the target 1 square on a hit. Target: One creature Attack: Primary ability vs. Will Hit: 1d10 + ability modifier psychic damage, and you or one ally within 10 squares of you becomes invisible to the target until the end of your next turn. Level 11: 2d10 + ability modifier psychic damage. Level 21: 3d10 + ability modifier psychic damage.[/OOC], [OOC='[STRIKE]Concentrated Effort (Daily)[/STRIKE]'][B]Concentrated Effort (Daily)[/B] Bard Utility 2 Your music hums around your allies, growing in power as they redouble their efforts toward the task at hand. Daily * Arcane Standard Action Close burst 10 Target: You and each ally in burst Effect: Until the end of your next turn, each target gains a +1 power bonus to attack rolls. Whenever a target hits with at least one attack during his or her turn, the bonus increases by 1 for each target whose turn has not yet started.[/OOC], [OOC='Rhyme of the Blood-Seeking Blade (Encounter)'][B]Rhyme of the Blood-Seeking Blade (Encounter)[/B] Bard Attack 3 You swiftly loose a shot while chanting of sundered metal, and your foe's armor no longer withstands your friend's strike. Encounter * Arcane, Weapon Immediate Interrupt Ranged weapon Trigger: An ally misses with a melee attack Target: The target of the triggering ally's attack Attack: Charisma vs. Reflex Hit: 1[W] + Charisma modifier damage. The target takes a -4 penalty to all defenses against the triggering ally's attack. Virtue of Prescience: The target's penalty to all defenses equals 3 + your Wisdom modifier.[/OOC], [OOC='Compulsion (Daily)'][B]Compulsion (Daily)[/B] Bard Attack 5 You croon a beguiling melody; inducing your foe to wander wherever you direct it. Daily * Arcane, Charm, Implement, Psychic Standard Action Ranged 10 Target: One creature Attack: Charisma vs. Will Hit: 2d8 + Charisma modifier psychic damage, and you slide the target 5 squares either at the start of its turn or at the end of its turn (save ends). Until it saves, the target cannot take move actions on its turn. Miss: Half damage. You slide the target 5 squares either at the start of its turn or at the end of its next turn, and it cannot take move actions on its next turn.[/OOC], [OOC='[STRIKE]Glimpse the Future (Daily)[/STRIKE]'][B]Glimpse the Future (Daily)[/B] Bard Utility 6 Just as you uphold the examples of the past, so too do you draw on the future to inspire your companions. Daily * Arcane Minor Action Personal Effect: Roll a d20 three times and keep the highest roll. Once before the end of the encounter, you can use this roll to replace a d20 roll of an ally within 10 squares of you.[/OOC], [OOC='Insightful Shot (Encounter)'][B]Insightful Shot (Encounter)[/B] Bard Attack 7 As your arrow streaks forth, it guides the way to your foe's most vulnerable spot. Encounter * Arcane, Weapon Standard Action Ranged weapon Target: One creature Attack: Charisma vs. Reflex Hit: 2[W] + Charisma modifier damage. All the target's defenses are equal to its lowest defense until the next time it is hit by an attack. Virtue of Prescience: The next attack that hits the target gains a bonus to the damage roll equal to your Wisdom modifier.[/OOC], [OOC='[STRIKE]Symphony of Misfortune (Daily)[/STRIKE]'][B]Symphony of Misfortune (Daily)[/B] Bard Attack 9 You unleash a song of missed chances, lost hope, and tragic accidents, bringing bad luck to your enemies. Daily * Arcane, Implement, Psychic, Zone Standard Action Area burst 1 within 10 squares Target: Each creature in burst Attack: Charisma vs. Will Hit: 1d10 + Charisma modifier damage. Miss: Half damage. Effect: The burst creates a zone of misfortune that lasts until the end of your next turn. Choose one of the following misfortune effects; until the end of your next turn, each enemy that starts its turn within the zone is subject to that effect. * The enemy is slowed. * The enemy takes psychic damage equal to your Charisma modifier. * The enemy grants combat advantage to your allies. Sustain Minor: The zone persists. You can choose a new misfortune effect for the zone when you sustain this power.[/OOC], [OOC='[STRIKE]Word of Life (Daily)[/STRIKE]'][B]Word of Life (Daily)[/B] Bard Utility 10 A single word is sufficient to save an ally from death’s grasp while punishing the foe who dealt the deadly blow. Daily * Arcane, Healing Immediate Reaction Close burst 20 Trigger: An enemy attack reduces an ally within 20 squares of you to 0 hit points or fewer Target: The triggering ally in burst Effect: The target can spend a healing surge. In addition, the attacking enemy takes a –5 penalty to all defenses until the end of your next turn.[/OOC], [OOC='Arrow of Cacophony (Encounter)'][B]Arrow of Cacophony (Encounter)[/B] Euphonic Bow Attack 11 Your shot releases a blast of sound that overwhelms your foe. Encounter * Arcane, Thunder, Weapon Standard Action Ranged weapon Target: One creature Attack: Charisma vs. AC Hit: 2[W] + Charisma modifier thunder damage, and the target is deafened and dazed until the end of your next turn.[/OOC], [OOC='Song of Sonic Striking (Daily)'][B]Song of Sonic Striking (Daily)[/B] Euphonic Bow Utility 12 You hum a low tone that reverberates in the air, warping the flight of your arrows so that they speed true to their marks. Daily * Arcane, Stance Minor Action Personal Effect: Until the stance ends, your attacks with a bow ignore cover and concealment, including superior cover but not total concealment.[/OOC] [B]Notes[/B] Group Diplomacy: You grant allies within 10 squares of you a +1 racial bonus to Diplomacy checks. Resourceful Leader: When an ally you can see spends an action point to attack, he or she gains +5 to the damage roll on a hit or 5 temporary hit points if it misses.
Race Features
Class / Path / Destiny Features
Other Items
Current
Max HP
/
Bloodied
H. Surge
Surges Used
Surges / Day
/
Second Wind
Death ST Fail
Action Points
Attack Workspace
Ability 1:
Ability 2:
Bonus
1/2Lv
Abil.
Class
Prof
Feat
Enh
Misc
=
=
Damage Workspace
Ability 1:
Ability 2:
Bonus
Abil.
Feat
Enh
Misc
Misc
=
=
Feats
Feat Name
Loc.
Powers
Dilettante - Cleric Attack 1 Sacred light shines from above, searing a single enemy with its radiance while at the same time aiding an ally with its beneficent power. At-Will * Divine, Implement, Radiant Standard Action Ranged 5 Target: One creature Attack: Wisdom vs. Reflex Hit: 1d6 + Wisdom modifier radiant damage, and one ally you can see chooses either to gain temporary hit points equal to your Charisma modifier + one-half your level or to make a saving throw. Increase damage to 2d6 + Wisdom modifier at 21st level.
Bard Feature 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.
Bard Feature You infuse your words with arcane power, transforming even the simplest speech into compelling oratory. Encounter * Arcane Minor Action Personal Effect: You gain a +5 power bonus to the next Diplomacy check you make before the end of your next turn.
Bard Attack 1 Your expert shot renders your foe unaccountably clumsy. At-Will * Arcane, Weapon Standard Action Ranged weapon Target: One creature Attack: Charisma VS. AC Hit: 1(W] + Charisma modifier damage. The first time the target misses with an attack before the end of your next turn, it falls prone. Level 21: 2[W] + Charisma modifier damage.
Bard Attack 1 You unleash a string of insults at your foe, weaving them with bardic magic to send the creature into a blind rage. At-Will * Arcane, Charm, Implement, Psychic Standard Action Ranged 10 Target: One creature Attack: Charisma vs. Will Hit: 1d6 + Charisma modifier psychic damage, and the target takes a –2 penalty to attack rolls until the end of your next turn. Level 21: 2d6 + Charisma modifier damage.
Bard Attack 1 You cast your mind's eye forward a split second, predicting the best moment for a telling blow. Encounter * Arcane, Weapon Standard Action Ranged weapon Target: One creature Attack: Charisma vs. AC Hit: 1[W] + Charisma modifier damage. The next time you or an ally attacks the target before the end of your next turn, the attacker rolls a d20 twice and uses either result.
Bard Attack 1 Your shot hinders an enemy and gives its would-be target the perfect opportunity. perfect opportunity. Daily * Arcane, Weapon Immediate Interrupt Ranged weapon Trigger: An enemy within range makes an attack roll against an ally Target: The triggering enemy Attack: Charisma vs. Reflex Hit: 3[W] + Charisma modifier damage. The ally who was attacked by the triggering enemy can make an at-will attack against that enemy as a free action. The ally gains a bonus to this attack roll equal to your Wisdom modifier (minimum 1). Miss: Half damage.
Veiled Alliance Feature Magic removes all evidence from your foe’s senses that you or one of your allies exists. Encounter * Arcane, Implement, Psychic Standard Action Ranged 10 Special: You can spend a minor action when you use this power to enhance it. If you do so, you can also slide the target 1 square on a hit. Target: One creature Attack: Primary ability vs. Will Hit: 1d10 + ability modifier psychic damage, and you or one ally within 10 squares of you becomes invisible to the target until the end of your next turn. Level 11: 2d10 + ability modifier psychic damage. Level 21: 3d10 + ability modifier psychic damage.
Bard Utility 2 Your music hums around your allies, growing in power as they redouble their efforts toward the task at hand. Daily * Arcane Standard Action Close burst 10 Target: You and each ally in burst Effect: Until the end of your next turn, each target gains a +1 power bonus to attack rolls. Whenever a target hits with at least one attack during his or her turn, the bonus increases by 1 for each target whose turn has not yet started.
Bard Attack 3 You swiftly loose a shot while chanting of sundered metal, and your foe's armor no longer withstands your friend's strike. Encounter * Arcane, Weapon Immediate Interrupt Ranged weapon Trigger: An ally misses with a melee attack Target: The target of the triggering ally's attack Attack: Charisma vs. Reflex Hit: 1[W] + Charisma modifier damage. The target takes a -4 penalty to all defenses against the triggering ally's attack. Virtue of Prescience: The target's penalty to all defenses equals 3 + your Wisdom modifier.
Bard Attack 5 You croon a beguiling melody; inducing your foe to wander wherever you direct it. Daily * Arcane, Charm, Implement, Psychic Standard Action Ranged 10 Target: One creature Attack: Charisma vs. Will Hit: 2d8 + Charisma modifier psychic damage, and you slide the target 5 squares either at the start of its turn or at the end of its turn (save ends). Until it saves, the target cannot take move actions on its turn. Miss: Half damage. You slide the target 5 squares either at the start of its turn or at the end of its next turn, and it cannot take move actions on its next turn.
Bard Utility 6 Just as you uphold the examples of the past, so too do you draw on the future to inspire your companions. Daily * Arcane Minor Action Personal Effect: Roll a d20 three times and keep the highest roll. Once before the end of the encounter, you can use this roll to replace a d20 roll of an ally within 10 squares of you.
Bard Attack 7 As your arrow streaks forth, it guides the way to your foe's most vulnerable spot. Encounter * Arcane, Weapon Standard Action Ranged weapon Target: One creature Attack: Charisma vs. Reflex Hit: 2[W] + Charisma modifier damage. All the target's defenses are equal to its lowest defense until the next time it is hit by an attack. Virtue of Prescience: The next attack that hits the target gains a bonus to the damage roll equal to your Wisdom modifier.
Bard Attack 9 You unleash a song of missed chances, lost hope, and tragic accidents, bringing bad luck to your enemies. Daily * Arcane, Implement, Psychic, Zone Standard Action Area burst 1 within 10 squares Target: Each creature in burst Attack: Charisma vs. Will Hit: 1d10 + Charisma modifier damage. Miss: Half damage. Effect: The burst creates a zone of misfortune that lasts until the end of your next turn. Choose one of the following misfortune effects; until the end of your next turn, each enemy that starts its turn within the zone is subject to that effect. * The enemy is slowed. * The enemy takes psychic damage equal to your Charisma modifier. * The enemy grants combat advantage to your allies. Sustain Minor: The zone persists. You can choose a new misfortune effect for the zone when you sustain this power.
Powers
Bard Utility 10 A single word is sufficient to save an ally from death’s grasp while punishing the foe who dealt the deadly blow. Daily * Arcane, Healing Immediate Reaction Close burst 20 Trigger: An enemy attack reduces an ally within 20 squares of you to 0 hit points or fewer Target: The triggering ally in burst Effect: The target can spend a healing surge. In addition, the attacking enemy takes a –5 penalty to all defenses until the end of your next turn.
Euphonic Bow Attack 11 Your shot releases a blast of sound that overwhelms your foe. Encounter * Arcane, Thunder, Weapon Standard Action Ranged weapon Target: One creature Attack: Charisma vs. AC Hit: 2[W] + Charisma modifier thunder damage, and the target is deafened and dazed until the end of your next turn.
Euphonic Bow Utility 12 You hum a low tone that reverberates in the air, warping the flight of your arrows so that they speed true to their marks. Daily * Arcane, Stance Minor Action Personal Effect: Until the stance ends, your attacks with a bow ignore cover and concealment, including superior cover but not total concealment.
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
5 g
Personality Traits
Once a naive and oblivious young girl, Fina is now surprisingly competent at taking care of herself. She is skilled at understanding how people feel and what to say to make them be at ease with her. Due to her status in her world, it was rare for her to remain with people for long, but she likes to help others as she can and be friendly rather than not. While she has learned to look at the world with a more cynical eye thanks to her time with Jen, she still tries to see the good in people rather than the bad. Since Fina has only experiences from about two years to go off of the outer world, sometimes her lack of understanding for it shows. She also tends to let her emotions override her sensibility and will react with her heart before her head can catch up. It becomes a particular problem when in life-or-death fights, where she does not want to kill others but will if necessary. Usually she only deals a finishing blow when another person is at stake or the enemy will be more dangerous to others if allowed to live. If someone was to hurt a close person to her, all bets would be off.
Mannerisms and Appearance
Fina's usual outfit consists of a dark red dress with a lighter sash and matching scarf that drapes over her shoulders. The dress has slits in both sides, exposing her legs from the sides and the brown shorts she has underneath. Her sandals are also brown and designed more for easy movement than decorative purposes. Two copper bracelets adorn her wrists. Her silver hair flows past her shoulders, and her blue eyes are like reflections of the sky. A quiver with a longbow rests over her shoulder, and she always has her harmonica in her hand or at a small pouch at her side.
Session and Campaign Notes
Companions and Allies
Background & Other Notes
Born to the royal bloodline of the Campanas, Serafina was the only child of the king and queen of a large kingdom. They might have had more children if not for being murdered when Serafina was less than a year old. Invaded by a rival nation, the rulers from there had Serafina's parents put to death. Serafina was kept alive by the king because the royal treasure of the Campanas was an item only one of their bloodline could use. He wanted to raise her to think she would be queen at the proper age, and thus accept the item willingly. To achieve this, the king had her raised in a tower at the outskirts of the kingdom. There she grew up with only a servant of the king watching over her until age five, in which she left her to her own devices and only checked once a month to make sure she was doing well. Serafina was told that her parents were alive but that they wanted her to become the best queen possible. To accomplish this, she needed to study hard and not be tainted by the outside influences of the world. At the age of eighteen, she would be ready to accept the position as queen, should she apply herself as told. Believing this was what her purpose was, Serafina devoted herself to learning with the many books in the tower. As she grew older, however, loneliness began to tighten its grip on her. Serafina began to not care about becoming a ruler. Who was she going to rule over? Well, why did it matter? Without knowing those people, there was nothing to motivate her. So she began to try and look for a way out of the tower. The only window had bars to keep her from climbing out, and she had no rope to climb down if she could remove them. The door's lock was on the outside of her room. The stone walls were strong enough to stop any thoughts of knocking them down. With no way to escape, Serafina began to go through her books in hopes of finding something, anything, that would help her. When she was sixteen and had given up almost all hope of leaving until she was made queen, the event that changed the course of her life happened. A young thief, Jennifer Mallory, had decided to sneak into the tower that was supposedly haunted. Everyone in the villages near it whispered about how dangerous it was and none dared approach it. Jen, as she preferred to go by, was not impressed by the tales. Perhaps it was because she was a traveler who had not grown up with them, or her spunky attitude refused to let her get stopped by a couple of most-likely-false stories. More importantly, she thought, was that such a tower could have ancient treasures in it. When she approached and saw one of the most complex locks she had ever tackled on the front door, that banished any doubts that may have remained. What purpose was there to locking a place with nothing in it? Jen found no ghosts inside, but there was a handful of soldiers who were clearly bored out of their minds and had no heart in their patrols. Excited at what they might be guarding, she continued up the tower to the last room. After taking care of the even more tricky lock, Jen opened the door to find Serafina inside. It was not what she had expected, and she was about to hightail it before her cover could be blown. Serafina asked to be taken with her, and when Jen said that she could not do that, Serafina told her that she was a princess, and that if Jen helped her, she would reward her well upon becoming queen. This caught Jen's interest, but not only because of Serafina's words. Promises, Jen thought, were too often broken to put stock in. Having a princess with her, however, could always work for ransoming purposes. Assuming she was the daughter of the current rulers of the nation, Jen agreed to taking her along. The next nearly two years were a journey from one place to another, constantly on the run from soldiers that were trying to reclaim Fina, as she was now called. Jen dubbed her with the nickname Fina their first night together, saying her full name was too long for a day to day basis. Fina's obliviousness to the world was a constant source of amazement to Jen. Constantly Jen had to explain things that she considered basic knowledge. The girl she had planned to ransom away was so utterly lost that Jen did not have the heart to take advantage of her. If she had any thoughts of still trying to do so, they were lost when she fell ill and Fina spent several days taking care of her in spite of being in a dangerous area. The situation made Jen realize what a devoted friend Fina was, and how Fina only saw the best in her companion. From that event on, she decided that she would do everything possible to help Fina learn about the world to become a great ruler. As Fina got closer to being eighteen, the searches intensified for her. Her birthday passed without anything out of the ordinary happening, and Fina planned on meeting with her parents at long last. Before she and Jen could reach the palace, their luck finally ran out, and they were trapped by soldiers. With them was one of the king's highest mages. Trying to get Fina to surrender without a fight, as they did not want to hurt her, the mage attempted to cast a spell to knock her out. When Jen attacked to interrupt him, a guard managed to inflict a heavy wound on her. The mage then opened a portal to shove her in, sending her to another plane. There, he told Fina, she would die in a matter of hours, if the princess did not agree to come with them at once. He could open a portal to bring Jen back if she did. Fina's response was to burst forward and pin him down with her bow and arrow aimed at his head. The adrenaline rush surprised even her, but Fina demanded that he send her to the same place he had sent Jen. More concerned about staying alive than anything else, the mage did so. Arriving in the new plane, Fina found it was not as deadly as the mage had threatened. Jen was nowhere to be found, and the town she landed in was being threatened by giants. Leaving would be suicidal, the townspeople warned her. The solution seemed simple. Get rid of the giants, make the villagers happy, and then she could leave without interference to look for Jen. With that in mind, she searched for a group that was willing to brave a battle against the giants with her.
Dungeons and Dragons 4th Edition Character Sheet, Copyright 2008
Myth-Weavers Games