Darkness in SilvertheriaGreetings heroes, I will be your DM for the perilous journey that lies ahead of you. Silvertheria, a land of high peaks and expansive forests, will be where your journey begins. There is just a small catch; you have all for one reason or another found yourselves in prison and not just any prison, a secret one. The people that get put in that prison have stepped on the toes of someone quite powerful and they paid quite a sum to put you there. I imagine once you get out you’ll be wanting to pay them a visit, but there is a catch as with all things in life, you need to clear your name first being a wanted criminal and all. First however, tell me a little about yourself so we can get to know one another more intimately.
A Level 4 Campaign
Starring 4-5 PCs
Tuesday @ 11p (Pacific Standard Time)
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[ ]Endurance:
[ ]Heal:
[ ]History:
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[ ]Stealth:
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[ ]Thievery:
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Backstory: A brief history of your characters life.
Current Roster: Thief, Ranger, Barbarian, Bard
For those interested in joining:I am looking for a Ranged Controller preferably, but really anyone who is in it to roleplay. (No Psionic classes unless you can manage that mess yourself)
Other Info:
This will be done in an offsite dice room (because there used to be one on RpG, but that's broken). Once it is decided upon that information will be provided.
Standard magic item and gold will be given. (If you wish to use Inherent Bonuses see me for the rules as I have a House Rule for that.)
This is more geared toward RP then combat. If you're interested in D&D geared toward combat you're in the wrong place probably.
PM me to show interest and I will discuss it with you.
PM me if you're interested
Name: Sam Hagger
Level: 4
Class: Hybrid Wizard Artificer
Race: Human
Size: 5'9"
Alignment: Chaotic Good
Deity: Wee Jas
Paragon Path: N/A
Epic Destiny: N/A
Movement: 6 (30 ft)
Passive Insight: 14
Passive Perception: 19
Strength: 10
Constitution: 10
Dexterity: 11
Intellect: 21
Wisdom: 15
Charisma: 8
Max: 33
Bloodied: 16
Surge/Day: 6
Surge Value: 8
Weapon Bonus: N/A
Implement Bonus: +2 Damage, +1 Attack, +1 Attack vs Fortitude, +1d6 crit
Ranged Weapon: N/A
AC: 17
Fort: 13
Reflex: 18
Will: 17
-Hybrid Talent: Tome of Readiness
-Superior Implement: Forbidden Tome
-Battle Caster Defense
-Burning Blizzard
At Will:
-Ghost Sound
-Mage Hand
-Light
-Prestidigitation
-Thundering Armor
-Chilling Cloud
-Ray of Frost
Encounter:
-Maze of Mirrors
-Spike Wire
-Hypnotic Pattern
-Jump
-Healing Infusion: Curative Admixture
-Healing Infusion: Resistive Fromula
Daily:
-Freezing Cloud
-Catrips
-Tome of Readiness
-Healing Infusion Hybrid
[ 2 ]Acrobatics
[ 12 ]Arcana
[ 2 ]Athletics
[ 1 ]Bluff
[ 1 ]Diplomacy
[ 4 ]Dungeoneering
[ 2 ]Endurance
[ 9 ]Heal
[ 7 ]History
[ 4 ]Insight
[ 1 ]Intimidate
[ 4 ]Nature
[ 9 ]Perception
[ 12 ]Religion
[ 1 ]Streetwise
[ 2 ]Thievery
-Common
-Dwarven
-Magic Forbidden tome +1
-Dagger
-Cloth Armor (Fine Clothing)
-Backpack x2
-Belt Pouch x2
-Flint and Steel
-Candle x5
-Climber's Kit
-Flask x7 (2 Empty)
-Identification Papers
-Journeybread x10
-Oil x5 (5 Flasks)
-Silk Rope
-Waterskin x2
-Bedroll
-Spool of String
-Chalk
2 Platinum
10 Gold
19 Silver
15 Copper
(212 Gold and change)
Name: Nautica Swiftfoot
Level: 4
Class: Rogue (Thief)
Race: Human
Size: Medium
Alignment: Lawful Neutral
Diety: Ioun
Theme: Scholar
Bonus Language: Elven
Background: Infiltrator
Bonus Language: Draconic
Paragon Path: n/a
Epic Destiny: n/a
Movement: 6
Insight: 11
Perception:
Strength: 10/ +0
Constitution: 12/+1
Dexterity: 19/ +4
Wisdom: 10/ +0
Intellect: 10/ +0
Charisma: 17/ +3
Max: 39/39
Bloodied: 20
Surge/Day: 6
Surge Value: 9
Weapon Bonus: +8
Implement Bonus:
Ranged Weapon: +8
AC: 19
Fort: 15
Reflex: 20
Will: 17
Master of the Fist [MC Monk]
Piercing Palm
Wild Talent Master
Traveler's Insight
Tactical Trick
Unbalancing Trick
Escape Artist's Trick
Far Hearing
Sensing Eye
Mental Tools
Fast Hands
Backstab (Twice per Encouner)
You take a split second to locate the most vulnerable point in your enemy’s defenses.
Encounter Martial
Free Action Personal
Trigger: You make an attack roll against an enemy within 5 squares of you using a basic attack with a weapon. The enemy must be granting combat advantage to you.
Effect: You gain a +3 power bonus to the attack roll, and the enemy takes 1d6 extra damage if the attack hits.
Level 7: 2d6 extra damage.
Level 17: 3d6 extra damage.
Level 27: 4d6 extra damage.
FIRST STRIKE
At the start of every encounter, you have combat advantage against any creatures that have not yet acted in that encounter.
SNEAK ATTACK
When you make an attack with a light blade, a hand crossbow, a shortbow, or a sling and hit an enemy granting combat advantage to you, that enemy takes extra damage based on your level (see the Sneak Attack table). You can deal this extra damage only once per turn.
SNEAK ATTACK
Level Extra Damage
1–10 2d6
11–20 3d6
21–30 5d6
WEAPON FINESSE
When you make a melee basic attack, you can use Dexterity instead of Strength for the attack roll and the damage roll. In addition, you gain a +2 bonus to damage rolls with light blades, hand crossbows, shortbows, and slings.
THIEF WEAPON TALENT
You gain a +1 bonus to attack rolls with light blades, hand crossbows, shortbows, and slings.
+4 to attack or saving throw once per encounter
[x]Acrobatics: 11
[ ]Arcana: 2
[x]Athletics: 7
[x]Bluff: 10
[ ]Diplomacy: 5
[x]Dungeoneering: 7
[ ]Endurance: 3
[ ]Heal: 2
[ ]History: 2
[x]Insight: 11
[ ]Intimidate: 5
[ ]Nature: 2
[x]Perception: 7
[ ]Religion: 2
[x]Stealth: 13
[x]Streetwise: 10
[x]Thievery: 11
Common
Elven
Draconic
Dwarven
Monk Unarmed Strike [1d8+6] +9 Attack
Leather Armor [+2 AC]
Dagger (x10) [1d4+4] +10 Attack
Boots of Stealth [+2 Stealth]
Bag of Holding
Bracers of Mighty Striking [+2 MBA damage]
Adventurer's Kit
Climber's Kit [+2 bonus to Athletics for climbing]
Disguise Kit [+2 bonus to Bluffs for disguise]
Thieve's Tools [+2 bonus to pick locks or disable traps]
Iron Spikes (x10) [+5 DC to doors]
6 platinum 70 gold
Name: Kenneth the Relentless
Level: 4
Class: Fighter
Race: Human
Size: Medium
Alignment: Chaotic Neutral
Deity: Godless
Paragon Path: N/A
Epic Destiny:N/A
Movement: 5(25ft)
Insight: 14
Perception: 14
Strength: 19 (+4)
Constitution: 16 (+3)
Dexterity: 12 (+1)
Intellect: 12 (+1)
Wisdom: 14 (+2)
Charisma: 12 (+1)
Max: 54
Bloodied: 27
Surge Value: 13
Surge/Day: 12
AC: 20
Fort: 20
Reflex: 15
Will: 16
Weapon Bonus: Flaming Execution Axe +1: 1d20+10 Damage: 1d12+6 Brutal 2
Toughness: You gain 5 additional hit points. These additional hit points increase to 10 at 11th level and 15 at 21st level.
Weapon Proficiency(Execution Axe)
Weapon Focus(Axe): You gain a +1 feat bonus to the damage rolls of weapon attacks that you make with a weapon from the axe group. This bonus increases to +2 at 11th level and +3 at 21st level.
Headsman's Chop: Whenever you hit a prone target with an axe or a heavy blade, the target takes 5 extra damage.
Cleave:
At-Will Martial, Weapon
Standard Action Melee weapon
Targets: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage, and an enemy adjacent to you other than the target takes damage equal to your Strength modifier.
Reaping Strike:
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage
Miss: Half Strength modifier damage. If you’re wielding a two-handed weapon, you deal damage equal to your Strength modifier.
Wicked Strike:
Standard Action Melee weapon
Requirement: You must be wielding a two-handed weapon.
Target: One creature marked by you
Attack: Strength -2 vs. AC
Hit: 1[W] + Strength modifier + Constitution modifier damage.
Special: You can use the power in place of a melee basic attack.
Combat Challenge:
Immediate Interrupt Melee
Effect: Whenever an enemy marked by you is adjacent to you and shifts or makes an attack that does not include you as a target, you can make a melee basic attack against that enemy.
Steel Serpent Strike:
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage, and the target is slowed and cannot shift until the end of your next turn.
Crushing Blow:
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage
Weapon: If you’re wielding an axe, a hammer, or a mace, you gain a bonus to the damage roll equal to your Constitution modifier.
Brute Strike:
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage.
Unstoppable:
Daily Martial
Minor Action Personal
Effect: You gain temporary hit points equal to 2d6 + your Constitution modifier.
Average Height: 5' 6" - 6'2"
Average Weight: 135 - 220
Ability scores: +2 to one ability score of your choice(Con)
Size: Medium
Speed: 6 squares.
Vision: Normal
Languages: Common, choice of one other
Bonus Feat: You gain a bonus feat at 1st level. You must meet the feat’s prerequisites.
Bonus Skill: You gain training in one additional skill from your class skills list.
Human Defense Bonuses: You gain a +1 racial bonus to Fortitude, Reflex, and Will.
Human Power Selection: Choose an option for your human character.
Bonus At-Will Power: You know one extra 1st level at-will attack power from your class.
Armor Proficiencies: Cloth, leather, hide, chainmail, scale; heavy shields, light shields.
Weapon Proficiencies: Simple melee, military melee, simple ranged, military ranged.
Bonus to Defense: +2 Fortitude.
Hit Points at 1st Level: 15+ Constitution Score.
Hit Points per Level Gained: 6
Healing Surges per Day: 9+ Constitution Modifier.
COMBAT CHALLENGE
In combat, it’s dangerous to ignore a fighter. Every time you attack an enemy, whether the attack hits or misses, you can choose to mark that target. The mark lasts until the end of your next turn. While a target is marked, it takes a -2 penalty to attack rolls if its attack doesn’t include you as a target. A creature can be subject to only one mark at a time. A new mark supersedes a mark that was already in place.
In addition, you gain the Combat Challenge power.
COMBAT SUPERIORITY
You gain a bonus to the attack rolls of opportunity attacks. The bonus equals your Wisdom modifier.
An enemy hit by your opportunity attack stops moving, if a move provoked the attack. If the enemy still has actions remaining, it can use them to resume moving.
Two-handed Weapon Talent
When using a two-handed weapon, you gain a +1 bonus to weapon attack rolls.
T[ ]Acrobatics: 3
T[ ]Arcana: 3
T[X]Athletics: 11
T[ ]Bluff: 3
T[ ]Diplomacy: 3
T[ ]Dungeoneering: 4
T[X]Endurance: 10
T[ ]Heal: 4
T[ ]History: 3
T[ ]Insight: 4
T[X]Intimidate: 8
T[ ]Nature: 4
T[ ]Perception: 4
T[ ]Religion: 3
T[ ]Stealth: 3
T[X]Streetwise: 8
T[ ]Thievery: 3
Common, One other
Flaming Execution Axe +1:
Critical: +1d6 fire damage per plus
Power (Fire) (Free Action)
All untyped damage dealt by this weapon changes to fire damage. Another free action returns the damage to normal.
Power (Fire) Daily (Free Action)
Trigger: You hit with the weapon.
Effect: The attack deals 1d6 extra fire damage, and the target takes ongoing 5 fire damage (save ends).
Reinforcing Scale Armor +1:
If you take damage from a melee attack, you gain a +1 item bonus to all defenses until the start of your next turn.
Cloak of Resistance +1:
Power Daily (Minor Action)
Gain resist 5 to all damage until the start of your next turn.
Adventure's kit
672 gold worth
Name: Ebon
Level: 4
Class: Ranger
Race: Shifter Werewolf/Dhampyr(Natural Shapshifter/Vampire)
Size: medium
Alignment: Lawful Neutral
Deity: None
Paragon Path: N/A
Epic Destiny: N/A
Movement: 7(35ft)
Initiative: 8
Insight: 15
Perception: 20
Strength: 18
Constitution: 14
Dexterity: 18
Intellect: 10
Wisdom: 16
Charisma: 11
Max: 41
Bloodied: 20
Surge Value: 10
Surge/Day: 8
AC: 20
Fort: 18
Reflex: 18
Will: 16
Weapon Bonus: +1 Broadsword: 1d20+9, Damage: 1d10+5
Shortsword: 1d20+9, Damage: 1d6+4
Ranged Weapon:
Longbow: 1d20+8, Damage: 1d10+4
Vampiric Heritage [Vampire Bloodline]-
Prerequisite: Living humanoid race
Benefit: You gain blood drain as an encounter power. Additionally, you gain a +2 bonus to Perception and Insight checks to sense and recognize dhampyrs and undead.
Special: You are considered a vampire for the purpose of effects that relate to vampires.
Aberrant Mark of Madness [Dragonmark]-Whenever you hit an enemy with a daily attack power, that enemy takes a -2 penalty to Will until the end of the encounter.
Vampire Alacrity [Vampire Bloodline]- You gain a +1 feat bonus to your speed.
Quick Draw- You can draw a weapon (or an object, such as a potion, stored in a belt pouch, a bandolier, or a similar container) as part of the same action used to attack with the weapon or use the object.
You also gain a +2 feat bonus to initiative checks.
Fading Strike
Martial, Weapon
Standard Action Melee or Ranged weapon
Target: One creature
Attack: Dexterity vs. AC
Hit: 1[W] + Dexterity modifier damage, and you shift 2 squares to a square that is not adjacent to the target.
Level 21: 2[W] + Dexterity modifier damage.
Hunter Fighting Style: When making an opportunity attack, you can use this power in place of a melee basic attack.
Twin Strike
Martial, Weapon
Standard Action Melee or Ranged weapon
Requirement: You must be wielding two melee weapons or a ranged weapon.
Targets: One or two creatures
Attack: Strength vs. AC (melee; main weapon and off-hand weapon) or Dexterity vs. AC (ranged), two attacks
Hit: 1[W] damage per attack.
Increase damage to 2[W] at 21st level
Plant to the hilt
Martial, Weapon
Standard Action Melee weapon
Requirement: You must be wielding two melee weapons
Target: One creature
Attack: Strength vs. AC. Make the attack twice, once with your main weapon and once with your off-hand weapon
Hit: 1[W] + Strength modifier damage, and you slide the target 1 square to a square adjacent to you. If both attacks hit, the second slide increases to 3 squares
Two-Fanged Strike
Martial, Weapon
Standard Action Melee or Ranged weapon
Requirement: You must be wielding two melee weapons or a ranged weapon.
Target: One creature
Attack: Strength vs. AC (melee; main weapon and off-hand weapon) or Dexterity vs. AC (ranged), two attacks
Hit: 1[W] + Strength modifier damage (melee) or 1[W] + Dexterity modifier damage (ranged) per attack. If both attacks hit, you deal extra damage equal to your Wisdom modifier.
Jaws of the Wolf
Martial, Weapon
Standard Action Melee weapon
Requirement: You must be wielding two melee weapons.
Target: One creature
Attack: Strength vs. AC (main weapon and off-hand weapon), two attacks
Hit: 2[W] + Strength modifier damage per attack.
Miss: Half damage per attack.
Wolf's Vitality
Encounter Beast Form, Healing
Minor Action Personal
Requirement: You must have started this turn bloodied.
Effect: Until the end of the encounter, your speed increases by 1 while you are in beast form. In addition, while you are bloodied and in beast form, you have regeneration 2.
Level 11: Regeneration 4.
Level 21: Regeneration 6.
Ability scores: +2 Strength, +2 Wisdom
Size: Medium
Speed: 6 squares.
Vision: Low-light
Languages: Common, choice of one other
Skill Bonuses: +2 Athletics, +2 Endurance.
Longtooth Shifting: You have the longtooth shifting power.
Encounter Healing
Minor Action Personal
Requirement: You must be bloodied.
Effect: Until the end of the encounter, you gain a +2 bonus to damage rolls. In addition, while you are bloodied, you gain regeneration 2.
Level 11: Regeneration 4.
Level 21: Regeneration 6.
Werewolf Starting Feature (1st level): You gain a +2 power bonus to Intimidate checks.
You have the shapechanger subtype. As such, you are subject to effects that affect shapechangers. In addition, any enemy has combat advantage against you when attacking you with a silvered weapon or implement. Also, you are immune to moon frenzy.
Finally, you gain the Wolf Shape power.
Encounter Polymorph
Minor Action Personal
Effect: You change from your humanoid form to a beast form—a wolf—that lasts until the end of the encounter. Alternatively, you can end the form as a minor action and shift 1 square. While you are in beast form, you can’t use weapon or implement attack powers that lack the beast form keyword, although you can sustain such powers.
While in this form, you have low-light vision. The form is your size, and it doesn’t otherwise change your game statistics or movement modes. Your equipment becomes part of the form, but you drop anything you are holding, except implements you can use. You continue to gain the benefits of the equipment you wear, except a shield.
You can use the properties and the powers of implements as well as magic items you wear, but not the properties or the powers of weapons or the powers of wondrous items. While equipment is part of the form, it cannot be removed, and anything in a container that is part of your form is inaccessible.
Until the form ends, you can use the secondary power at will.
Beast Form
Standard Action Melee touch
Target: One creature
Attack: Highest ability modifier + 3 vs. AC
Level 11: Highest ability modifier + 6
Level 21: Highest ability modifier + 9
Hit: 1d10 + highest ability modifier damage.
Level 21: 2d10 + highest ability modifier damage.
Special: You can use this power in place of a melee basic attack.
Werewolf Level 5 Feature (5th level): When interacting with wolves and similar creatures, you gain a +2 bonus to Bluff, Diplomacy, or Intimidate checks.
In addition, while wolf shape is active, you gain a +2 power bonus to speed.
Werewolf Level 10 Feature (10th level): When you use the wolf shape power, you can assume the form of a humanoid-wolf hybrid, instead of a wolf. While in hybrid form, your equipment does not become part of your new form, and you are not forced to drop any items you are holding. You are also not limited to using implement and weapon attack powers that have the beast form keyword.
Considered a vampire for the purpose of effects that relate to vampires, and gain the blood drain power.
Vampire Alacrity [Vampire Bloodline]- You gain a +1 feat bonus to your speed.
Blood Drain-
Encounter Healing
Standard Action Melee touch
Target: One living creature you have grabbed
Attack: Strength +2 vs. Fortitude
Hit: 1d4 + Constitution modifier damage, and you can spend a healing surge.
Level 11: +4 bonus and 2d4 + Constitution modifier damage.
Level 21: +6 bonus and 3d4 + Constitution modifier damage
Armor Proficiencies: Cloth, leather, hide.
Weapon Proficiencies: Simple melee, military melee, simple ranged, military ranged.
Bonus to Defense: +1 Fortitude, +1 Reflex.
Hit Points at 1st Level: 12+ Constitution Score.
Hit Points per Level Gained: 5
Healing Surges per Day: 6+ Constitution Modifier.
Hunter Fighting Style
You gain Quick Draw as a bonus feat, even if you don’t meet the prerequisites. In addition, you can sheathe a weapon as a free action and gain a +4 bonus to AC against opportunity attacks you provoke by making a ranged attack.
Once per turn, you can use your Hunter's Quarry power.
At-Will
Minor Action
Effect: You can designate the nearest enemy to you that you can see as your quarry.
Once per round, when you hit your quarry with an attack, the attack deals extra damage based on your level. If you can make multiple attacks in a round, you decide which attack to apply the extra damage to after all the attacks are rolled. If you have dealt Hunter’s Quarry damage since the start of your turn, you cannot deal it again until the start of your next turn.
The hunter’s quarry effect remains active until the end of the encounter, until the quarry is defeated, or until you designate a different target as your quarry.
You can designate one enemy as your quarry at a time.
1-10 +1d6
11-20 +2d6
21-30 +3d6
Prime Shot
If none of your allies are nearer to your target than you are, you receive a +1 bonus to ranged attack rolls against that target.
N/A
N/A
T[X]Acrobatics: 10
T[ ]Arcana: 2
T[X]Athletics: 14
T[ ]Bluff: 2
T[ ]Diplomacy: 2
T[ ]Dungeoneering: 5
T[ ]Endurance: 5
T[ ]Heal: 5
T[ ]History: 2
T[ ]Insight: 5
T[ ]Intimidate: 4
T[X]Nature: 10
T[X]Perception: 10
T[ ]Religion: 2
T[X]Stealth: 10
T[ ]Streetwise: 2
T[ ]Thievery: 5
Common, Elven
+1 Lifestealer Broadsword
Critical: +1d12 necrotic damage per plus
Whenever you kill an enemy with this weapon, you gain temporary hit points equal to 5 + the weapon’s enhancement bonus.
Attack Power (Healing, Necrotic) Daily (No Action)
Trigger: You hit an enemy with an attack using this weapon.
Effect: The target takes extra necrotic damage equal to 2 + the weapon’s enhancement bonus, and you regain a number of hit points equal to that extra damage.
Shortsword
Longbow
+1 Hide Armor of Resistance(Cold)
Resist 5 Cold
+1 Frostwolf pelt(neck slot)
You gain resist 5 cold.
Power Daily (Immediate Reaction)
Trigger: An enemy adjacent to you hits you.
Effect: The triggering enemy is knocked prone.
600gp
Name:
Level: 4
Class: Bard
Race: Eladrin
Size: Medium
Alignment:
Diety: Alobal Lorfiril
Paragon Path:
Epic Destiny:
Movement: 5
Insight: +9
Perception: +6
Background: Noble
Bonus: +2 to Insight
Initiative: +2
Strength: 11/0
Constitution: 15/+2
Dexterity: 10/0
Intellect: 16/+3
Wisdom:10/0
Charisma: 19/+4
Max: 42
Bloodied: 21
Surge/Day: 9
Surge Value: 10
Weapon Bonus: +5 [1/2 lvl+ Proficiency+Strength Mod]
Implement Bonus: +6 [1/2 lvl+Charisma Mod]
(Light) Ranged Weapon: +2 [1/2 lvl+Proficiency+Dexterity Mod]
AC: 19
Fort: 15
Reflex: 17
Will: 19
Benefit: Choose a kind of implement associated with any arcane class. You can now use that kind of implement.
If that implement is also a weapon, you do not add the weapon’s proficiency bonus to attack rolls made while you wield it as an implement.
Benefit: You gain a +3 feat bonus to all untrained skill checks.
Benefit: You can speak, read, and write Elven. When you make a Bluff, Diplomacy, Intimidate, or Streetwise check against a fey creature, you can roll twice and use the higher result.
Cutting Words
With the aid of your magic, your words become a weapon capable of luring a foe into a tactical blunder.
At-Will Arcane, Implement, Psychic
Standard Action Ranged 10
Target: One creature
Attack: Charisma vs. Will
Hit: 1d8 + Charisma modifier psychic damage, and you pull the target 2 squares.
Increase damage to 2d8 + Charisma modifier at 21st level.
Staggering Note
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.
Victim of the Feywild
You send your allies stepping across planes, recreating one of the innumerable tales that describe fey warriors springing from nowhere to attack wanderers in their realm.
Encounter Arcane, Force, Implement, Teleportation
Standard Action Ranged 5
Target: One creature
Attack: Charisma vs. Will
Hit: 1d8 + Charisma modifier force damage, and you can teleport one or two allies within 5 squares of the target each to different squares adjacent to the target.
Impelling Force
A bolt of force shoves your foe next to one of your allies.
Encounter Arcane, Force, Implement
Standard Action Ranged 10
Target: One creature
Attack: Charisma vs. Fortitude
Hit: 1d10 + Charisma modifier force damage, and you slide the target 5 squares to a space adjacent to one of your allies.
Stirring Shout
Your shout of wrath stabs into your foe’s mind. Each time your allies hit that foe, they draw strength from its weakness.
Daily Arcane, Healing, Implement, Psychic
Standard Action Ranged 10
Target: One creature
Attack: Charisma vs. Will
Hit: 2d6 + Charisma modifier psychic damage.
Effect: Until the end of the encounter, whenever an ally hits the target, that ally regains hit points equal to your Charisma modifier.
Moment of Escape
You distract your enemies with a quick refrain, giving your embattled ally a chance to get away.
Encounter Arcane
Move Action Ranged 10
Target: One ally
Effect: You slide the target 4 squares.
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 the 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.
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.
SONG OF REST
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.
Virtue of Cunning
Once per round, when an enemy attack misses an ally within a number of squares of you equal to 5 + your Intelligence modifier, you can slide that ally 1 square as a free action.
Demand Audience: When arriving in a new area (that reveres Bards) you can ask for an audience with the local authority and get it within 24 hours.
Travel in Style: You procure a means of travel for you and up to seven allies, plus a single cart or carriage.
Glib Limerick
You recite a short rhyme and feel your tongue loosen so the lies can flow freely.
Component Cost: 10 gp, plus a focus worth 5gp
Market Price: 50 gp
Key Skill: Arcana (no check)Level: 1
Category: Deception
Time: 1 minute
Duration: 10 minutes
Prerequisite: Bard
For the ritual’s duration, whenever you make a Bluff check, you can roll twice and use either result. The ritual’s effect automatically ends when you roll initiative.
Focus: A musical instrument you play as part of performing the ritual.
Make Whole
As you finish the ritual, the oaken door stands whole and unblemished as if Orten the Rager hadn’t just burst through it with murder in his eyes. It’s the least you can do after using the inn to ambush the infamous barbarian.
Component Cost: Special
Market Price: 50 gp
Key Skill: Arcana (no check)Level: 1
Category: Exploration
Time: 10 minutes
Duration: Permanent
A single object that can fit in a 10-foot cube is completely repaired. The component cost is 20 percent of the item’s cost. In cases where you attempt to repair an item not on any price list, the DM determines the cost.
[ ]Acrobatics: 5
[x]Arcana: 12
[x]Athletics: 6
[x]Bluff: 13
[x]Diplomacy: 13
[ ]Dungeoneering: 6
[ ]Endurance: 7
[ ]Heal: 6
[x]History: 12
[x]Insight: 9
[ ]Intimidate: 10
[ ]Nature: 6
[ ]Perception: 6
[ ]Religion: 9
[ ]Stealth: 5
[ ]Streetwise: 10
[ ]Thievery: 5
Common
Elven
Longsword 1d8+0
Skald's Armor +1 (Chainmail)(+1AC)(+2 Diplomacy and Bluff)
Cloak of Distortion +1 (+1 Fortitude, Reflex, Will)(
672 Gold
Name: Keira Trannyth
Level: 4
Class: Warlock
Race: Half-Elf
Size: Medium
Alignment: Chaotic Neutral
Diety: Raven Queen
Paragon Path: N/A
Epic Destiny: N/A
Movement: 6
Insight: 19
Perception: 14
Strength: 8 (+1)
Constitution: 21 (+7)
Dexterity: 10 (+2)
Wisdom: 10 (+2)
Intellect: 15 (+4)
Charisma: 13 (+3)
Max: 48
Bloodied: 24
Surge/Day: 11
Surge Value: 12
Weapon Bonus: +4
Implement Bonus: +8
Ranged Weapon: +5 (Dagger can be thrown, apparently)
AC: 15 (+2 when bloodied via armor enchant)
Fort: 18
Reflex: 16
Will: 15
Improved Dark One's Blessing - Dark One's Blessing gives 3 additional temporary hit points.
Sacrifice to Caiphon - When you miss all targets with a Warlock encounter power, you may deal damage to self equal to level of that power. If done, immediately recover the power.
Jack of All Trades - +2 feat bonus to all untrained skill checks.
Warlock's Curse - Minor. Place a curse on nearest target enemy you can see, may have curses on multiple targets at one time, lasts until death or end of encounter.
If you hit a cursed enemy with an attack, you may choose to add bonus damage (start +1d6, lvl 11 +2d6, lvl 21 +3d6) after making the damage roll. Can only add bonus damage once per round.
Eldritch Blast (CON) - Standard, Ranged 10, single target. Arcane, Implement.
Attack: CON vs. Reflex
Hit: 1d10 + CON (increase to 2d10 + CON at level 21).
Hellish Rebuke - Standard, Ranged 10, single target. Arcane, Implement, Fire.
Attack: CON vs. Reflex
Hit: 1d6 + CON fire damage (increase to 2d6 + CON at level 21). If you take damage before the end of your next turn, the target takes an additional 1d6 + CON fire damage (increase at level 21).
Vicious Mockery - Standard, Ranged 10, single target. Arcane, Charm, Implement, Psychic.
Attack: CHA vs. Will
Hit: 1d6 + CHA psychic damage (@21 2d6 + CHA), and target takes -2 penalty to attack rolls until end of your next turn.
Vampiric Embrace - Standard, Ranged 5, single target. Arcane, Implement, Necrotic.
Attack: CON vs. Will
Hit: 2d8 + CON necrotic damage and gain temporary hit points equal to 5 + INT.
Infernal Pact Bonus: Temp HP is 5 + INT instead of flat 5.
Fiery Bolt - Standard, Ranged 10, single target. Arcane, Fire, Implement.
Attack: CON vs. Reflex
Hit: 3d6 + CON fire damage to main target. Adjacent creatures take 1d6 + CON + INT fire damage.
Infernal Pact Bonus: Adjacent targets take bonus damage equal to INT modifier.
Flames of Phlegethos - Standard, Ranged 10, single target. Arcane, Fire, Implement.
Attack: CON vs. Reflex
Hit: 3d10 + CON fire damage.
Effect: Target takes 5 ongoing fire damage (save ends).
Ethereal Stride - Encounter power, Move action. You can teleport 3 squares, and you gain a +2 power bonus to all defenses until the end of your next turn.
Dilettante - Choose at-will power from another class (Vicious Mockery from Bard), use as encounter power.
Dual Heritage - Count as Human, Elf, and Half-Elf for choosing feats.
Group Diplomacy - Allies within 10 squares get a +1 Diplomacy bonus.
Eldritch Pact (Infernal) - Gives Dark One's Blessing and Hellish Rebuke abilities, plus bonuses on some Warlock spells.
Eldritch Blast - At-will power, also counts as basic ranged attack.
Eldritch Blast Constitution - Use CON modifier for Eldritch Blast.
Warlock's Curse - At-will power, curse a target as minor action. If you hit a cursed enemy with an attack, deal extra damage (+1d6, at level 11 +2d6, at level 21 +3d6)
Prime Shot - If no allies are nearer to your target than you are, gain +1 bonus to ranged attack rolls against that target.
Shadow Walk - On your turn if you move at least 3 squares away from where you started, you gain concealment until the end of your next turn.
[ ]Acrobatics: 5
[x]Arcana: 9
[ ]Athletics: 3
[x]Bluff: 8
[ ]Diplomacy: 7
[ ]Dungeoneering: 4
[ ]Endurance: 9
[ ]Heal: 4
[ ]History: 6
[x]Insight: 9
[x]Intimidate: 8
[ ]Nature: 4
[ ]Perception: 4
[ ]Religion: 6
[ ]Stealth: 4
[ ]Streetwise: 7
[ ]Thievery: 4
Common, Elf, Deep Speech
Dagger (Main hand) - +3 proficiency, 1d4 damage.
Rod of Wrathful Dismissal +1 (Off hand) - Rod implement. +1 to attack and damage rolls. Critical +1d6.
Power: Daily, Immediate reaction. Trigger: Enemy hits you. Effect: Slide triggering enemy 3 squares, must be to a square that is adjacent to an ally.
Bloodthread Cloth Armor +1 - 1 AC. When bloodied, +2 item bonus to AC and saving throws.
Necklace of Keys +1 - +1 to Fortitude, Reflex, and Will. Gain an item bonus to Thievery checks to open lock equal to item's enhancement bonus (+1).
Power: Daily, minor action. If you're grabbed or restrained you may teleport 3 squares.
Acrobat Boots - +1 item bonus to Acrobat checks.
Power: At-will, minor action. Stand up from prone.
Adventurer's Kit (backpack, bedroll, flint and steel, a belt pouch, two sunrods, 10 days trail rations, 50 feet hempen rope, waterskin)
Journeybread (10 days worth)
2 Sunrods
Riding Horse (this sort of counts as an inventory item, right?)
5 gold.

