hafrogman
Adventurer
Aisop, Eladrin Bard
[sblock=character]Aisop, level 2
Eladrin, Bard
Bardic Virtue: Virtue of Cunning
Multiclass Versatility
Skill Versatility
Song of Rest (cha to short rest healing surges)
Background: Wetern Hinterlands - Outcast (+2 to Nature)
FINAL ABILITY SCORES
Str 10, Con 13, Dex 12, Int 16, Wis 11, Cha 18.
STARTING ABILITY SCORES
Str 10, Con 13, Dex 12, Int 14, Wis 11, Cha 16.
AC: 17 Fort: 12 Reflex: 15 Will: 17
HP: 30 Surges: 8 Surge Value: 7
TRAINED SKILLS
Arcana +11, Bluff +10, History +11, Insight +6, Streetwise +10, Thievery +6
UNTRAINED SKILLS
Acrobatics +5, Athletics +4, Diplomacy +9, Dungeoneering +5, Endurance +5, Heal +5, Intimidate +9, Nature +7, Perception +5, Religion +8, Stealth +5
FEATS
Bard 1: Ritual Caster
Level 1: Bard of All Trades (+3 to untrained skills)
Level 2: Improved Majestic Word (Cha temp hp to majestic word target)
POWERS
Misdirected Mark (bard 1)
Ranged 10, +6 vs. Reflex, 1d8+5, marked by ally within 5 squares of you TENT.
Viscous Mockery (bard 1)
Ranged 10, +6 vs. Will, 1d6+5, target is -2 to attack rolls TENT
Know Direction (wild talent)
Find north. +2 to perception and nature checks to navigate.
Arcane Defiling (special)
Reroll arcane daily attack roll, damage allies.
Blunder (bard 1)
Ranged 5, +6 vs. Will, 1d6+5, slide 2 square, one adjacent ally makes MBA with +4 to attack.
Fey Step (eladrin)
Move action, teleport 5 squares.
Psychic Surge (wilder)
Ranged 10, +6 vs. Reflex, 1d8+5, TENT your attacks against target crit on 18-20.
Majestic Word (bard feature)
Ally within 5 spends healing surge +4, slide 1 square, gain 4 temp hp. 2/encounter.
Words of Friendship (bard feature)
+5 to next diplomacy check.
Stirring Shout (bard1)
Ranged 10, +6 vs. Will, 2d6+5, allies who hit target heal 4 hp till end of encounter.
Song of Courage (bard utility 2)
Close burst 5, allies in zone +1 to attack. Sustain minor.
ITEMS
Hide Armor
Dagger
Wand
Ritual Book
Adventurer's Kit
RITUALS
Glib Limerick
Traveler's Chant[/sblock]
[sblock=background]I've never quite understood why they made me leave my homeland. What use is there to all this knowledge if we never use it? Enforced ignorance is a path to irrelevance, stagnation and cultural death. Oh, there are risks in the arcane, to be sure, but far better to teach the correct path to power than to pretend it doesn't exist and leave all like me to fumble their own way through the darkness. The magic was never even that important, merely something I dabbled in from time to time. Hardly dangerous at all.
Of course, they didn't see it quite like I did, not that I was given much chance to explain my position. It is quite difficult to speak one's piece when all around you, your friends, family and kin bay for your blood, and so I set forth into this world. The deserts are brutal, more blighted even than my own home, but they can also be possessed of a harsh beauty and wonder in their own way.
My first encounter upon my journey was a brush with the elves, those barbarian cousins of my own people. Similar in so many ways, but strangely alien in others. They have been sharped by the world until they cut all who come near. This band of nomads was filled with a deep distrust, ingrained deception and a borderline lethal sense of humor. I fit right in. It took some time for them to accept my presence in any way, but I traveled with them regardless. From them I took everything I could, stealing in my own way. When I eventually went my own way, I took with me every tale, story and scrap of knowledge that I could glean.
Since then, I have wandered the world for many more years. Trading stories and knowledge to make my way, and aquiring more and more in turn. I am still blessed or cursed with an endless curiosity, but luckily there are always those who are seeking what I know, or can learn.[/sblock]
[sblock=character]Aisop, level 2
Eladrin, Bard
Bardic Virtue: Virtue of Cunning
Multiclass Versatility
Skill Versatility
Song of Rest (cha to short rest healing surges)
Background: Wetern Hinterlands - Outcast (+2 to Nature)
FINAL ABILITY SCORES
Str 10, Con 13, Dex 12, Int 16, Wis 11, Cha 18.
STARTING ABILITY SCORES
Str 10, Con 13, Dex 12, Int 14, Wis 11, Cha 16.
AC: 17 Fort: 12 Reflex: 15 Will: 17
HP: 30 Surges: 8 Surge Value: 7
TRAINED SKILLS
Arcana +11, Bluff +10, History +11, Insight +6, Streetwise +10, Thievery +6
UNTRAINED SKILLS
Acrobatics +5, Athletics +4, Diplomacy +9, Dungeoneering +5, Endurance +5, Heal +5, Intimidate +9, Nature +7, Perception +5, Religion +8, Stealth +5
FEATS
Bard 1: Ritual Caster
Level 1: Bard of All Trades (+3 to untrained skills)
Level 2: Improved Majestic Word (Cha temp hp to majestic word target)
POWERS
Misdirected Mark (bard 1)
Ranged 10, +6 vs. Reflex, 1d8+5, marked by ally within 5 squares of you TENT.
Viscous Mockery (bard 1)
Ranged 10, +6 vs. Will, 1d6+5, target is -2 to attack rolls TENT
Know Direction (wild talent)
Find north. +2 to perception and nature checks to navigate.
Arcane Defiling (special)
Reroll arcane daily attack roll, damage allies.
Blunder (bard 1)
Ranged 5, +6 vs. Will, 1d6+5, slide 2 square, one adjacent ally makes MBA with +4 to attack.
Fey Step (eladrin)
Move action, teleport 5 squares.
Psychic Surge (wilder)
Ranged 10, +6 vs. Reflex, 1d8+5, TENT your attacks against target crit on 18-20.
Majestic Word (bard feature)
Ally within 5 spends healing surge +4, slide 1 square, gain 4 temp hp. 2/encounter.
Words of Friendship (bard feature)
+5 to next diplomacy check.
Stirring Shout (bard1)
Ranged 10, +6 vs. Will, 2d6+5, allies who hit target heal 4 hp till end of encounter.
Song of Courage (bard utility 2)
Close burst 5, allies in zone +1 to attack. Sustain minor.
ITEMS
Hide Armor
Dagger
Wand
Ritual Book
Adventurer's Kit
RITUALS
Glib Limerick
Traveler's Chant[/sblock]
[sblock=background]I've never quite understood why they made me leave my homeland. What use is there to all this knowledge if we never use it? Enforced ignorance is a path to irrelevance, stagnation and cultural death. Oh, there are risks in the arcane, to be sure, but far better to teach the correct path to power than to pretend it doesn't exist and leave all like me to fumble their own way through the darkness. The magic was never even that important, merely something I dabbled in from time to time. Hardly dangerous at all.
Of course, they didn't see it quite like I did, not that I was given much chance to explain my position. It is quite difficult to speak one's piece when all around you, your friends, family and kin bay for your blood, and so I set forth into this world. The deserts are brutal, more blighted even than my own home, but they can also be possessed of a harsh beauty and wonder in their own way.
My first encounter upon my journey was a brush with the elves, those barbarian cousins of my own people. Similar in so many ways, but strangely alien in others. They have been sharped by the world until they cut all who come near. This band of nomads was filled with a deep distrust, ingrained deception and a borderline lethal sense of humor. I fit right in. It took some time for them to accept my presence in any way, but I traveled with them regardless. From them I took everything I could, stealing in my own way. When I eventually went my own way, I took with me every tale, story and scrap of knowledge that I could glean.
Since then, I have wandered the world for many more years. Trading stories and knowledge to make my way, and aquiring more and more in turn. I am still blessed or cursed with an endless curiosity, but luckily there are always those who are seeking what I know, or can learn.[/sblock]
Attachments
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