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Character Sheet
Defenses

Player Name/RPGA

I

Justin Vacula

109506462

Medium Weight Size

_Ty_mo_ra Deity

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Total XP
450000

Action Points Action Points

Conditional Bonuses

Effect: Gain a standard action this turn. Special: You are reset to one action point when you take an extended rest. You gain an action point each milestone.

D

Milestones

o

1

Action Points 1 2

2

3

Hit Points
Second Wind (one per encounter) MaxHP
(Bloodied

80

D

Used Abilities

Current Hit Points

Effect: You spend a healing surge and regain hit points equal to your surge value. You gain a +2 bonus to all defenses until the start of your next turn.

Death Saving Throw Failures

DDD
Saving Throw Mods
+ 1 Saving Throws while you are bloodied

_

Healing Surges
Surge Value Surges/Day

Resistances/Vulnerabilities

II

40

1111

16

II

Current Conditions and Effects Basic Attacks Melee Harsh Song blade Longsword +4
Arcana 8!b.!.etics Bluff Diplomacy Dungeoneering Endurance Heal History

Current

Conditions:

Dexterity Intelligence Strength Charisma Charisma Wisdom Constitution Wisdom Intelligence Wisdom Charisma Wisdom Wisdom Intelligence Dexterity Charisma Dexterity

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Combat Statistics and Senses Initiative
Conditional Modifiers:

II

23
Strength vs. AC

II

II

2d8+4
Damage

II

Ranged Unarmed

Speed

II

20
Dexterity vs. AC

II

II

2d4+7
Damage

II

Insight Intimidate Nature

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Passive Insight

Languages
Common, Draconic, Elven

Perception Religion Stealth Streetwise Thievery

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Justin Vacula

Tellerio

Player Name Character Details

Character Name
......"

Equipment
Head

I

Background
Auspicious Birth

I
I

I Circlet
Arms

of Indomitability

...

Theme

INoble
Mannerisms and Appearance

Rings

I Ring

of Tenacious

Will

Personality Traits

Adventuring Company
Feet

I Boots

of Eagerness

Companions and Allies

Other Equipment
Ritual Book Battle Standard of Healing Reading Spectacles Flute of the Dancing Satyr Adventurer's Kit Thieves' Tools Siberys Shard of the Mage (heroic tier) Salve of Power Oil of Flesh Returned (3) Unguent of Darkvision (3) Wyvern Impenetrable Barding (paragon tier) Horreb Ritual Cube Dice of Auspicious Fortune Stone of Spirit Power Jewel Whistle of Warning Stone of Wind Horn of Baldagyr Book of Five Truths (The Fifth Truth)

Session and Campaign Notes

Other Notes

Carrying Capacity (lbs.)
Treasure 3 ad; 4 PP; 91 gp

Normal Heavy Max

~ ~ ~

Justin Vacula Player Name

Tellerio
Character Name

Racial Features
Dilettante Choose at-will power from other class; use as encounter power. Dual Heritage Count as elf, half-elf, feats. Group Diplomacy Allies within 10 get +1 to Diplomacy. and human for choosing Half-Elf Power Selection Select an option for your half-elf character.

Class/Other
Bardic Training

Features
Song of Rest At end of short rest, you and each ally spending a healing surge adds + [Cha mod] to hp regained Virtue of Cunning When an enemy misses an ally within 5 + Int mod squares, slide that ally 1 square as a free action (l/rd). Welcome Guest Obtain room and board for yourself and up to 7 allies at inns where bards are revered Words of Friendship Gain the words of friendship multiclass feats from Noble LevelS level 6 or lower Noble Level 10 Feature Gain +2 power bonus to DIplomacy Find Another Way +2 skill and ability checks for allies within 5 of you. skill checks and Insight Feature power expending components Peaceful Action When an ally within 5 spends an action point but doesn't attack, that ally gains ld8 + Cha mod hp. Travel in Style Borrow up to 8 horses and a cart or carriage from a community; Serene Will Reroll a Will attack that misses. +2 to attack roll if it doesn't deal damage. Must use second result. Attract Attendants Receive up to 3 servants when in communities that revere bards Epic Combatant Gain a + 1 bonus to attack rolls and a +2 bonus to saving throws you cannot use this power again until they are returned or paid for

Gain Ritual Caster feat and perform one bard ritual per day without Bardic Virtue Choose a Bardic Virtue option. Demand Audience Receive an audience with ruling power of a community that reveres bards within 24 hours Eldritch Strike Charisma Use CHA for Eldritch Strike Majestic Word Gain majestic word power Multiclass Versatility Can choose class-specific more than one class Noble Starting Feature Gain the Noble Presence power. Signs of Influence Gain two Signs of Influence and additional + 1 to untrained Skill Versatility options at 1st level options at 13th and 17th levels

Gain one common armor, weapon, or neck item

Feats
Human Perseverance + 1 to saving throws Ritual Caster Master and perform rituals Fervent Talent Ardent: Skill training, ardent surge l/day skill checks (by tier) Bard of All Trades +3 bonus to untrained Heavy Blade Expertise When wielding a heavy blade: +1/2/3 attacks Skill Power Gain skill power of your level or lower to attack, +2 all defenses vs. opportunity Superior Will +2/3/4 (by tier) to Will. Additional is not (save ends) Mind While bloodied: + 1 to saving saving throw vs. dazed or stunned at start of turn, even if condition Courageous throws. Danger Sense Roll twice for initiative, Initiate of the Faith Mastery Leader in one class skill, ally gains use the higher result Superior Initiative +8 bonus to initiative Epic Will checks

+4 to Will
Supreme Majesty Target two creatures with majestic word Epic Reflexes

+2 to initiative.

+4 to Reflex
Quickened Spellcasting Use at-will power as minor action Epic Fortitude

Cleric: Religion skill, healing word l/day Multiclass Gain two multiclass feats Resourceful Warlord: training

+4 to Fortitude

benefit with action point

Tellerio
Level 25 Half-Elf Bard SCORE ABILITY MOD

Skills
Acrobatics Arcana Athletics Bluff Diplomacy Dungeoneering Endurance Heal History Insight Intimidate Nature Dexterity Intelligence Strength Charisma Charisma Wisdom Constitution Wisdom Intelligence Wisdom Charisma Wisdom Wisdom Intelligence Dexterity Charisma Dexterity 22

Action Point
Base action points: 1

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0 7
9
Passive Insight Passive Perception

18
16 26 30

~

~

18
17

18
17 29 25

~

18
25

~

Perception Religion Stealth Streetwise Thievery

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Player Name: Justin Vacula • indicates a trained skill.

Em Em

18
22 26 22

Effect:

Gain a standard action this turn.

Special: You are reset to one action point
when you take an extended rest. You gain an action point each milestone. Encounter Special

Melee Basic Attack

Ranged Basic Attack
Standard Action

Eldritch Strike
At-Will. Standard Action
Harsh Song blade Longsword +4: +32 vs. AC, 2dS+13 damage

At-Will.

Standard Action

At-Will.

Harsh Song blade Longsword +4: +23 vs. AC. 2dS+4 damage

Unarmed: +20 vs. AC. 2d4+7 damage

+

Ranged weapon

Melee weapon

Target: One creature

Target: One creature

Melee weapon

You resort to the simple attack you learned when you first picked up a melee weapon.

You resort to the simple attack you learned when you first picked up a ranged weapon.

Target: One creature

The dire power of your attack drives your enemy before you. Keywords: Attack: Arcane, Weapon vs. AC

Charisma or Constitution

Hit: lEW] + Charisma or Con modifier (+2) damage, and you slide the target 1 square.

Level 21: 2[W] + Str modifier (+0) damage.

Level 21: 2[W] + Dex modifier (+7) damage.

Increase damage to 2[W] + Charisma or Con modifier (+2) at 21st level. Special: When you take this power, you determine whether you use Charisma or Constitution for the power's attack roll and damage roll. This choice remains throughout the character's life, This power counts as a melee basic attack, You can choose this power instead of eldritch blast as the power associated with your Eldritch Blast class feature,

Additional

Effects

Additional

Effects

Additional

Effects

Basic Attack

Basic Attack

Staggering Note
At-Will. Standard Action
Harsh Song blade Longsword +4: +26 vs. Will, 9 damage

Vicious Mockery
At-Will. Standard Action Target: One creature Your song describes the nobility and magic of a Feywild unicorn, inspiring your ally to come to the rescue.
Harsh songblade Longsword +4: +26 vs. Will, 2d6+13 damage

Ranged 10

Target: One creature

Ranged 10

Target: One creature

The sharp sound you create causes your opponent to recoil clumsily.

You unleash a string of insults at your foe, weaving them with bardic magic to send the creature into a blind rage.

target as a free action. If the ally hits, each ally adjacent to the target can regain hit points equal to your Cha modifier (+9) or, as attack rolls until the end of your next turn. Level 21: 2d6 + Cha modifier (+9) damage.

Additional

Effects

Additional

Effects

Additional

Effects

Bard Attack 1

Bard Attack 1

Pacifying Voice
Encounter
Ranged 10

Couplet of Deceptive ...
Encounter
One

True Prescient Warning
Encounter
Ranged 10

+ Standard Action
+4: +26 vs. Will Target: creature

+ Immediate
Longsword

Reaction
+4: +32 vs. AC, The enemy feigning

+ Immediate

Interrupt
Target: triggering The ally in time a insiqht.

Harsh Song blade Longsword

Harsh songblade 1d8+13 damage Melee weapon

Target: triggering

A few quick few seconds,

words sail backward giving

You croon

in quiet

tones that calm the rage in You draw on a legendary

your ally timely

stratagem,

against dealing

the attacking 3d10 extra

enemy damage

as a free action, on a hit.

Additional

Effects

Additional

Effects

Target: creature You foster causing distrust

One Ranged 5 Target: creature You tear your foe away from the world and send it on a journey like that of Dourlion, who spent untold days in the timeless Autumn City of the eladrin. One You sing a gentle lullaby

Target:

Each enemy

in the burst that causes your foes

in one of your foes, out at its allies.

it to strike

to sink into a deep sleep and gives your allies a

Attack:

Charisma

vs. Will (save ends).

Hit: The target Effect: against action. The target an enemy makes of your a basic attack choice as a free Effect: The target is banished to the Feywild (save ends). While banished, it is removed from play. When the effect ends, the target reappears in the space it last occupied or in the nearest unoccupied space of its choice.
Additional Effects

falls unconscious

Each ally in the burst can spend a healing surge. If an ally attacks immediately combat attack advantage and cannot an affected against target, the target the target for that awakens. The ally does not have

make a coup de grace attack

Additional

Effects

Close

burst

5

Target:

Each enemy

Target:

You or one You encourage positions your allies

allies

in the burst their

in the burst The wild rhythm enemies other. of your chant violence drives your
You utter restoring

ally in the burst

to improve

and stand

firm against

the foe.

into senseless

upon each

words laden with preternatural your ally's stamina and making

inspiration, wounds

as a free action, power modifier (+9). You also slide the target 1 square. Level 21: 4d6 + Cha modifier (+9) additional hit
Special: You can use this power twice per encounter, but only once

and each target

gains a +2

bonus to all defenses

until the end of

but only once per round. At 16th level, you can use Miss: your The target next turn.
Effects

is dazed until the end of

this power three times per encounter, per round.

Additional

Additional

Effects

Additional

Effects

Words of Friendship
Encounter Personal You infuse your words with arcane power, turning even the simplest speech into a compelling oration.

Mantle of Unity
Encounter

Urge to Action
Encounter

+ Minor Action

+ Minor Action
Target: You and each ally in the burst

+ Free Action
Target: The triggering ally

Close burst 5

Close burst 5

A swelling chorus of confidence enfolds your allies, so that the strengths of each mask

With one quick word, you spur a hesitating ally into action.

the end of your next turn, use these values for the corresponding defenses of all the Prerequisite: Noble

Additional

Effects

Additional

Effects

Additional

Effects

Bard Feature

Used

D

Target: You or one ally You send a surge of powerful emotion that revives a faltering ally.

11th level, 15 at 21st

Target: You or one ally in the burst

You utter a soothing word that mends wounds of the body and spirit.

Effect: The target can spend a healing surge and regain 1d6 additional hit points. Level 21: 5d6 additional hit points, Streetwise. Mantle of Elation: The target gains a + 1 bonus to attack rolls until the end of your next turn.
Additional Effects Additional Effects Additional Effects

Additional

Effects

Additional

Effects

Additional

Effects

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~ Bard Utility 6

~J~ ~ Used D Bluff Utility 10

~~ Used D Life Singer Utility 12

Used

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Close burst 10

Target: Each ally in the burst

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call on the fighting spirit of your allies, .,;:::::.pelling them to strike as one. Keyword: Arcane ~ct: Each target can make a basic attack ~~r use an atwill attack power as a free action, ,with a power bonus to the attack roll and the ~age roll equal to your Cha modifier (+9).

I.YOU

I IIPower

D Daily (Move Action)

Gain a +2 bonus to Will defense.

You shift 2 squares, and each ally within 5 squares of your destination shift 1 square as a free action.

Additional

Effects

Bard Utility 22 ~I'

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Properties Gain darkvision and a +6 item bonus to

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[power D Daily (No Action) Trigger: Effect: initiative You roll initiative

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Increase the range of powers that restore hit polnts or provide a bonus to your allies by a number of squares equal to your Charisma modifier.

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Insight checks and Perception checks, Power D Daily (Minor Action) You can see invisible creatures as if they were visible, Sustain Minor: The power remains in effect.

beginning of an encounter, You and each ally within 10 checks and a +2 power bonus squares of you gain a +5 item bonus to to attack rolls on his or her first turn during the encounter,

IIPower

D Daily (Free Action)

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Use this power when you grant one or more allies a power bonus. Increase that bonus by 1 for all targets for the duration of that power. If you've reached at least one milestone today, increase the affected bonus by 2.

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Armor Bonus: 1 [power (Healing) D Daily (Free Action)

Power D Daily (Standard Effect: "stored"

Action)

Roll 3 d20s. The results are in these dice until the end of rest or until you use stored in

Use Charisma instead of Constitution determine you possess. Ipower (Healing) D Daily (No Action)

Use this power when you or an ally within line of sight regains hit points. You or the ally regains hit points equal to the

the number of healing surges

your next extended

this power again. Using this power removes any results previously the dice. Power D Encounter (No Action) Effect: When you make an attack,

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maximum

possible result of the healing

effect and also regains hit polnts equal to your Wisdom or Charisma modifier, whichever is higher.

Use this power when you would be

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reduced to 0 hit points or fewer. You are reduced to 1 hit point instead. If you've reached at least one milestone today, you also regain a number of hit points equal to your level.

instead of making an attack roll, you can use one of the results stored in the dice. Using the result removes the stored result from the dice.

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Properties You can read any language (the

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Enhancement: +ld6

+2 attack rolls and damage per plus

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spectacles do not grant the ability to speak or write a language),

(Healing) D Daily (Free Action)

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Trigger: You miss an enemy with a psychic attack power, Effect: Reroll the attack roll.

Trigger: You use your second wind, or you use a power that allows you to spend a healing surge to regain hit points, Effect: One ally within 5 squares of you can spend a healing surge,

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Power D Encounter

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rProperties While ridden, the mount gains resist 10 to all damage.

rProperties You gain a +2 item bonus to Fortitude,

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Each ally within 10 squares of you who can hear the whistle can shift 1 square and draw a weapon or retrieve an implement as a free action.

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[Power (Healing) D Daily (Free Action) Trigger: You become bloodied. Effect: You regain hit polnts equal to twice the level of the highest-level power you have not expended. arcane

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Power D Daily (Minor Action) This power allows you to regain the use of an encounter power of 1st or 3rd level.

[Power D Daily (Free Action) Trigger: You miss an enemy with a ranged weapon attack. Effect: Reroll the attack roll.

When you use a power that enables you or an ally to regain hit points, add the brooch's enhancement polnts gained. bonus to the hit

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I~ower (Healing, Zone) D Encounter (Standard Action) When you plant the battle standard in your space or an adjacent square, it creates a zone of healing energy in a close burst 5. Whenever you or an ally spends a healing surge while in the zone, you and all allies in the zone regain 1 hit point. This effect lasts until the end of the encounter or until the battle standard is removed from the ground. Any character in or adjacent to a battle standard's square can remove it from the ground as a standard action.

D Daily (Minor Action)

When salve of power is applied to a creature, the target can expend one healing surge to regain the use of one encounter attack power (instead of regaining hit points). If the target has no healing surges remaining, benefit from the salve.

Rub this unguent on your closed eyelids. You gain darkvision for 1 hour.

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Armor Bonus: 8 Check: -1 Special: +2 Will Enhancement: Properties You gain an item bonus to initiative checks equal to the armor's enhancement bonus. +5 AC

Bonus: 3 Versatile +4 attack rolls and damage per plus

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[power D Consumable

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Enhancement: damage rolls

An adjacent target who is petrified can spend a healing surge to remove the petrified condition. If the target has no

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Critical: +ld8 [Properties

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healing surges remaining,

he or she can

instead take damage equal to his or her healing surge value to remove the condition. The resistance granted by the petrified condition does not reduce this damage.

Bards can use this blade as an implement for bard powers and bard paragon path

Power D Daily (No Action) Trigger: You roll initiative and dislike the result. Effect: You reroll initiative use the second result. but must

1

powers. Ipower D Daily (Free Action)

Trigger: You hit an enemy with a bard thunder power using this blade. Effect: Each enemy within 2 squares of the triggering enemy is dazed until the end of your next turn.

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Ipower

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[Properties When you use a power that lets one or more creatures spend a healing surge to regain hit points, one target regains an extra 1d6 hit points.

Use this power during your turn to take a

By rotating the cube's faces into the proper arrangement and making a DC 23 Arcana or Religion skill check, the holder of the cube triggers the ritual stored in it during the cube's creation.

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move action.

I I Power
Action)

(Healing) D Daily (Standard

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Spend a healing surge. An adjacent ally regains hit polnts equal to the value of the healing surge you lost.

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