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Post by Organ Miner on Jul 22, 2015 19:04:34 GMT -6
No one yet.
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Post by Swipper on Aug 2, 2015 10:08:43 GMT -6
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Post by Swipper on Aug 2, 2015 11:07:32 GMT -6
Kenshin
Male Longtooth Shifter Warden Level 1 Unaligned Representing Swipper
Strength 16 (+3) Constitution 16 (+3) Dexterity 12 (+1) Intelligence 10 (+0) Wisdom 15 (+2) Charisma 11 (+0) Height: 6' 0" Weight: 170 lb Skin: Tan Eyes: Hazel Hair: Light Brown Wavy; Beardless
Maximum Hit Points: 33
Bloodied: 16 Surge Value: 8 Surges / Day: 12 [includes constitution modifier]
Size: Medium Speed: 6 squares Vision: Low-light
Initiative: 1d20 +4 = + 1 [dexterity] + 3 [wild senses] Base Strength Attack: 1d20 +3 = + 3 [strength] Base Dexterity Attack: 1d20 +1 = + 1 [dexterity] Base Constitution Attack: 1d20 +3 = + 3 [constitution] Base Intelligence Attack: 1d20 +0 = + 0 [intelligence] Base Wisdom Attack: 1d20 +2 = + 2 [wisdom] Base Charisma Attack: 1d20 +0 = + 0 [charisma]
Armor Class: 17 = 10 + 3 [constitution] + 2 [Leather] + 2 [if carrying heavy shield] Fortitude Defense: 14 = 10 + 1 [warden] + 3 [constitution] Reflex Defense: 13 = 10 + 1 [dexterity] + 2 [if carrying heavy shield] Will Defense: 13 = 10 + 1 [warden] + 2 [wisdom]
If your campaign uses the fixed-enhancement bonus system [PH2/Dark Sun], level 1 characters get +0 on attack/damage (0d6 extra damage on a critical hit) and +0 on all defenses. These bonuses do not stack with magic items.
Armor: Leather (15 lb)
Shield: Large (15 lb)
Attacks:
Unarmed Melee: +3 [base strength attack] vs AC; damage 1[W]=1d4+3 [strength bonus] Battleaxev: +5 vs AC [+3 strength attack] [+2 proficiency]; damage 1[W]=1d10+3 [strength bonus] 6 lb (Axe) versatile Sling: +3 vs AC [+1 dexterity attack] [+2 proficiency];damage 1[W]=1d6+1 [dexterity bonus] range 10/20 0 lb (Sling) Load free Warden's Fury +3w [base strength attack] vs fortitude Thorn Strike +3w [base strength attack] vs AC Weight of Earth +3w [base strength attack] vs AC Wildblood Frenzy +3w [base strength attack] vs AC Form of the Relentless Panther +3w [base strength attack] vs. reflex v Versatile weapon. Add +1 to damage if using two-handed. w Weapon-based power. Apply adjustments for proficiency, situation, feats, magic, etc.
Base Saving throw: d20 vs 10
Encumberance 4e
Normal Load: Heavy Load: Maximum Drag Load 160 lb. 320 lb. 800 lb.
Encumberance 3.5
Light load: Medium load: Heavy load: Lift over head: Lift off ground: Push or drag: 76 lb. or less 77-153 lb. 154-230 lb. 230 lb. 460 lb. 1150 lb.
Languages: Common; Elven;
Rituals Known:
Skills:
Acrobatics: -1 = 1 [dexterity] -2 [heavy shield] Arcana: +0 = 0 [intelligence] Athletics: +8 = 3 [strength] + 2 [Longtooth Shifter] +5 [class training]-2 [heavy shield] Bluff: +0 = 0 [charisma] Diplomacy: +0 = 0 [charisma] Dungeoneering: +2 = 2 [wisdom] Endurance: +8 = 3 [constitution] + 2 [Longtooth Shifter] +5 [class training]-2 [heavy shield] Heal: +2 = 2 [wisdom] History: +0 = 0 [intelligence] Insight: +2 = 2 [wisdom] Intimidate: +0 = 0 [charisma] Nature: +7 = 2 [wisdom] +5 [class training] Perception: +7 = 2 [wisdom] +5 [class training] Religion: +0 = 0 [intelligence] Stealth: -1 = 1 [dexterity] -2 [heavy shield] Streetwise: +0 = 0 [charisma] Thievery: -1 = 1 [dexterity] -2 [heavy shield]
Feats:
Wild Senses [PH2]
At-Will:
Melee Basic Attack: By weapon, damage 1[W]+3 [strength bonus] [standard action] Ranged Basic Attack: By weapon, damage 1[W]+1 [dexterity bonus] [standard action] Bull Rush: +3 [base strength attack] vs fortitude [standard action] Grab: +3 [base strength attack] vs reflex [standard action] Move grabbed target: +3 [base strength attack] vs fortitude [standard action] Escape: -1 [acrobatics] vs reflex / +8 [athletics] vs fortitude
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Mynti
New Member
Posts: 26
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Post by Mynti on Aug 4, 2015 16:26:00 GMT -6
Damara
Race: Eladrin Class Bard (Cunning) Sex: Female Age: 20
Height: 5'8" Weight: 125lbs
Strength: 10 Constitution: 13 +1 Dexterity: 11 Intelligence: 16 (14+2 Racial Bonus Added)+3 Wisdom: 12 +1 Charisma: 18 (16+2 Racial Bonus Added) +4
HP: 25
Surges: 8 Value: 5
Armor Class: 16 Fortitude: 10 +1(11) Reflex: 10 Will: 10+1 +1(12)
Initiative Modifier: +0
Size: Medium
Speed: 6 Squares
Vision: Low-light
Racial Features Eladrin Education: You gain training in one additional skill selected from the skill list in Chapter 5. Eladrin Weapon Proficiency: You gain proficiency with the longsword. Eladrin Will: You gain a +1 racial bonus to your Will defense. In addition, you gain a +5 racial bonus to saving throws against charm effects. Fey Origin: Your ancestors were native to the Feywild, so you are considered a fey creature for the purpose of effects that relate to creature origin. Trance: Rather than sleep, eladrin enter a meditative state known as trance. You need to spend 4 hours in this state to gain the same benefits other races gain from taking a 6-hour extended rest. While in a trance, you are fully aware of your surroundings and notice approaching enemies and other events as normal. Fey Step: You can use fey step as an encounter power.
Class Feature: 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 modi- fier, you can slide that ally 1 square as a free action.
At Will Powers: Staggering Note Bard Attack: 1 At-Will ✦ Keywords: arcane, implement, thunder
Standard Action
Range: 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."[Dr383:54]
Guiding Strike Bard Attack: 1 "Your weapon stroke guides your allies, showing them where to focus their attacks"
At-Will ✦ Keywords: arcane, weapon
Standard Action
Range: 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.
Encounter: Fey Step Eladrin Racial Power With a step, you vanish from one place and appear in another. Encounter ✦ Teleportation Move Action Personal Effect: Teleport up to 5 squares
Inspiring Refrain Target: One creature Attack: Charisma vs. AC Attack_Type: Melee weapon Action_Type: Standard action Display: Bard Attack 1 Effect:
Hit: 2[W] + Charisma modifier damage, and each ally within 5 squares of you gains a +1 power bonus to attack rolls until the end of your next turn. Keywords: Arcane, Weapon Level: 1 Power_Type: Attack
Daily Stirring Shout Target: One creature Attack: Charisma vs. Will Attack_Type: Ranged 10 Action_Type: Standard action Display: Bard Attack 1 Effect: Until the end of the encounter, whenever an ally hits the target, that ally regains hit points equal to your Charisma modifier. Hit: 2d6 + Charisma modifier psychic damage. Keywords: Arcane, Healing, Implement, Psychic Level: 1 Power_Type: Attack
Heroic Feat: Battle Song Expertise This expertise feat gives a +1 feat bonus to attack rolls made with any weapon with which you have proficiency, and with a wand or other item designed as a bard implement. The bonus increases to +2 at 11th level and +3 at 21st level.
It also provides a +1 feat bonus to the number of squares that the bard can pull, push or slide creatures with bard attacks and bard paragon path attacks.
Character optimization considers this feat to be a mandatory choice for bards specializing in the appropriate weapons (and using the slide bonus.)
Bard's Ritual: Glib Limerick 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.
Languages: Common, Elven
Skills: Arcana(INT) +8 Perception(WIL) +5 Diplomacy(CHA) +9 Bluff(CHA) +9 Acrobatics(DEX) +5 History:(INT) +5
Gear: Chainmail Armour AC Bonus: +6 Check: -1 Speed: -1 Weight: 40
Bard's Songblade Longsword (Proficent) Attack bonus if proficient +3 Weapon die ([W]) 1d8 Type melee Range — Handedness one-handed Proficiency category military Weapon group heavy blade Weapon property versatile Price 15 gp Weight 4 lb.
A true bard can turn any weapon into a songblade. The process is a ritual that the bard learns for free at the beginning of his career. This blade acts as an implement for the purposes of casting his spells. Any magical bonuses to hit and damage for the weapon then become bonuses to hit and damage for his spells as well.
The ritual follows the rules of the “Enchant Magical Item” ritual with the exception that it can only be used to make a songblade and is considered a 1st-level ritual.
A bard begins his career with one non-magical songblade already enchanted.
Lyre (Implement)
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Post by Badger on Aug 4, 2015 16:30:26 GMT -6
Ok, repeated Character sheet because this thing won't let me just edit my post.. Now with Less Errors!
Fagan “Badger” Laverre
Race: Elf Class: Rogue.(Thief Subclass) Sex: Male Age: Unknown
Height: 5'2” Weight: Approx. 100 lbs
STR: 13 +1 DEX: 14+2(16)(Dex Mod = +3) WIS: 10+2(12) +1 INT: 12 +1 CON: 11 CHA: 16 Char Mod = +3
HP: 25
Surges: 6 Value: 6
Armour Class: 10 + 2 + 3(15) Fortitude: 10 Reflex: 10 +3 +2 (15) Will: 10 +1(11)
Initiative Modifier: +3
Size: Medium
Speed: 7 squares
Vision:: Low-light
Racial Features:
Elven Weapon Proficiency: You gain proficiency with the longbow and the shortbow.
Fey Origin: Your ancestors were native to the Feywild, so you are considered a fey creature for the purpose of effects that relate to creature origin.
Group Awareness: You grant non-elf allies within 5 squares of you a +1 racial bonus to Perception checks.
Wild Step: You ignore difficult terrain when you shift (even if you have a power that allows you to shift multiple squares).
Elven Accuracy: You can use elven accuracy as an encounter power.
Class Features:
Backstab: A thief subclass feature which grants the backstab power.[Heroes of the Fallen Lands :176] At 3rd level, thieves gain the Improved Backstab class feature, which allows an additional use of backstab per encounter, but no more than once per round.[HotFL:181] At 13th level, thieves gain one more use of backstab per encounter, but they can still use it only once per turn.[HotFL:187] At 19th level, thieves gain the Evasive Backstab class feature, which allows the thief after using backstab, the thief can immediately shift up to 3 squares as a free action.[Heroes of the Fallen Lands :189]
Rogue Tactics (Artful Dodger): You gain a bonus to AC equal to your Charisma modifier against opportunity attacks.
First Strike: At the start of an encounter, you have combat advantage against any creatures that have not yet acted in that encounter.
Rogue's Trick: Escape artist's trick granted as an at-will power.
Sneak Attack: Once per turn, when a rogue with the Sneak Attack class feature attacks with a hand crossbow, shortbow, or weapon from the light blade or sling weapon groups, and hits an enemy granting combat advantage to the rogue, the attack deals extra damage(1d6). This extra damage is 2d6, or 3d6 from 11th to 20th level, or 5d6 at 21st level and above.
At 3rd level:
Improved Backstab
At 5th level:
Cunning Escape
POWERS:
AT WILL:
Duelist's flurry rogue attack 1
at-will power
standard action
Keywords: martial, weapon
Range: melee weapon
Requirement: wielding a light blade
Target: one creature
Attack: Dexterity vs. AC
Hit: "Dexterity modifier damage, slide the target 1 square, and you shift 1 square. You can deal sneak attack damage even if you do not have combat advantage with this attack. "Level 21: 5 + Dexterity modifier damage."[Dragon #381:68]
Sly flourish rogue attack 1
at-will power
standard action
Keywords: martial, weapon
Range: melee or ranged weapon
Requirement: wielding crossbow, light blade, or sling
Target: one creature
Attack: Dexterity vs. AC
Hit: "1[W] + Dexterity modifier + Charisma modifier damage. "Increase damage to 2[W] + Dexterity modifier + Charisma modifier at 21st level."[PHB:118]
Escape artist's trick rogue utility
at-will power
move action
Keywords: martial
Range: personal
Effect: "You shift up to 2 squares. Once at the end of this turn, you can shift 2 squares as a free action."[HotFL:177]
ENCOUNTER:
Elven accuracy elf racial power
encounter power
free action
Range: personal
Effect: "Reroll an attack roll. Use the second roll, even if it’s lower."[PHB:40]
Elven accuracy is a racial encounter power
Acrobat's blade trick rogue attack 1
encounter power
standard action
Keywords: martial, weapon
Range: close burst 1
Prerequisite: Acrobatics trained
Requirement: wielding a light blade
Target: each enemy visible to user within the area of effect
Attack: Dexterity vs. AC
Hit: "1[W] + Dexterity modifier damage"
Effect: "After the attack, you can shift a number of squares equal to the number of enemies you hit with this attack. During the shift, you can move through squares occupied by enemies you hit with this attack."[MP2:59]
Backstab rogue utility
encounter power
free action
Keywords: martial
Range: 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"[HotFL:175]
Backstab is an encounter power granted to thieves by the Backstab class feature at 1st level.
DAILY:
Handspring Assault rogue attack 1
daily power
standard action
Keywords: martial, reliable, weapon
Range: melee weapon
Prerequisite: Acrobatics trained
Requirement: wielding a light blade
Special: A character can use handspring assault instead of the melee basic attack or bull rush part of a charge action.
Target: one creature
Attack: Dexterity vs. AC
Hit: "3[W] + Dexterity modifier damage, and you can shift 2 squares."[MP:74]
Handspring assault is a reliable power, so its daily use is not expended when it doesn't hit.
Languages:
Thieves' Cant and Common
Skills:
Acrobatics(Dex): +8 Bluff(Cha): +5 Nature(Wis): +4 (Passive 12) Perception(Wis): +8 (Passive 18) Streetwise(Cha): +5 (Passive 15) Stealth(Dex): +8 Thievery(Dex): +8
Armour Proficiencies: Cloth, Leather Weapons Proficiencies: Dagger, Shuriken, Short Sword, Sling, Hand Crossbow, Longbow, Shortbow.
Feats:
Dual Weapon Fighting: Attack with a weapon in either hand, or attack with both at – 2 to hit
Equipment:
Small set, Thief's tools.
(REDACTED)
Mr. Stabby Prof +3 Dmg: 1d4 weight Range: 5/10 Weight 1 lb Group Light Blade: Properties Off-hand, Light thrown
Mr. Slashy Prof +3 Dmg: 1d4 weight Range: 5/10 Weight 1 lb Group Light Blade: Properties Off-hand, Light thrown
Leather Armor (Long leather vest(dyed green), Leather Kneeboots, Leather Gauntlets) Bonus: +2
Badger is a short (5'2") Elven Male with pale skin, Apple red hair, Eyes like emeralds and a smirk that never seems to leave his face. He's generally upbeat, rarely serious, and the party-member most likely to go looking for trouble (whether in a dungeon, inn, or daycare center.) Everything that Badger does is on a whim, and the only constants he seeks are money, women, and entertainment. He can be a decent companion, and, as long as it's some sort of fun, is usually willing to help the party out. However he does get bored easily and may also wander off if the endeavor fails to keep his interest... or he becomes distracted... or there's a woman... or the sun is too high... or cats.....
You get the idea.
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Post by Swipper on Aug 4, 2015 16:41:28 GMT -6
Kenshin's Powers
Wildblood: While you are not wearing heavy armor, you can use your Wisdom modifier in place of your Dexterity or Intelligence modifier to determine your AC. In addition, when you use your second wind, each enemy marked by you takes an additional penalty to attack rolls for attacks that don’t include you as a target. The penalty equals your Wisdom modifier and lasts until the end of your next turn.
Nature’s Wrath Once during each of your turns, you can mark each adjacent enemy as a free action. This mark lasts until the end of your next turn. In addition, you gain the warden’s fury and warden’s grasp powers. You can use these powers against enemies to prevent them from harming those you protect.
Longtooth Shifting Longtooth Shifting Shifter Racial Power
You unleash the beast within and take on a savage countenance. 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.
Warden’s Fury Warden’s Fury Warden Feature
You lash out with nature’s wrath at a foe that has attacked your ally and diminish its defenses.
At-Will ✦ Primal, Weapon Immediate Interrupt Melee weapon
Trigger: An enemy marked by you makes an attack that does not include you as a target Target: The triggering enemy Attack: Strength vs. Fortitude Hit: 1[W] + Strength modifier damage, and the target grants combat advantage to you and your allies until the end of your next turn.
Level 21: 2[W] + Strength modifier damage.
Warden’s Grasp Warden’s Grasp Warden Feature
Spectral vines clutch at a foe that has attacked your ally, impeding your enemy’s movement.
At-Will ✦ Primal Immediate Reaction Close burst 5
Trigger: An enemy marked by you that is within 5 squares of you makes an attack that does not include you as a target Target: The triggering enemy in burst Effect: You slide the target 1 square. The target is slowed and cannot shift until the end of its turn.
Thorn Strike Thorn Strike Warden Attack 1
Spectral thorns sprout from your weapon and grasp at your foe, pulling it closer .
At-Will ✦ Primal, Weapon Standard Action Melee 2
Target: One creature Attack: Strength vs. AC Hit: 1[W] + Strength modifier damage, and you pull the target 1 square. Level 21: 2[W] + Strength modifier damage.
Weight of Earth Weight of Earth Warden Attack 1
Your attack sends the primal energy of earth flowing into your enemy, slowing its movement.
At-Will ✦ Primal, Weapon Standard Action Melee weapon
Target: One creature Attack: Strength vs. AC Hit: 1[W] + Strength modifier damage, and the target is slowed until the end of your next turn. Level 21: 2[W] + Strength modifier damage.
Wildblood Frenzy Wildblood Frenzy Warden Attack 1
Primal power boils in your blood, and you surge into a frenzy, making two powerful attacks.
Encounter ✦ Primal, Weapon Standard Action Melee weapon
Target: One creature Attack: Strength vs. AC Hit: 1[W] + Strength modifier damage. Wildblood: The attack deals extra damage equal to your Wisdom modifier. Effect: Make the attack one more time against the same target or a different one.
Form of the Relentless Panther Form of the Relentless Panther Warden Attack 1
You take on the bestial fangs, sleek fur, and hunting grace of a panther. At the time you choose, you can make a nimble attack, darting across the battlefield to deal a bleeding wound to one of your foes.
Daily ✦ Polymorph, Primal Minor Action Personal Effect: You assume the guardian form of the relentless panther until the end of the encounter. While you are in this form, you gain a +2 bonus to Reflex and a +1 bonus to attack rolls against enemies marked by you. In addition, you can shift 2 squares as a move action. Once during this encounter, you can make the following weapon attack while you are in this form. Standard Action Melee weapon
Effect: Before the attack, you shift your speed.
Target: One creature Attack: Strength vs. Reflex Hit: 2[W] + Strength modifier damage, and ongoing 5 damage (save ends). Miss: Half damage, and ongoing 2 damage (save ends).
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Mynti
New Member
Posts: 26
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Post by Mynti on Aug 4, 2015 22:27:53 GMT -6
Damara
Race: Eladrin Class Bard (Cunning) Sex: Female Age: 20
Height: 5'8" Weight: 125lbs
Strength: 10
Constitution: 13 +1
Dexterity: 11
Intelligence: 16 (14+2 Racial Bonus Added)+3
Wisdom: 12 +1
Charisma: 18 (16+2 Racial Bonus Added) +4
HP: 25
Surges: 8 Value: 5
Armor Class: 16
Fortitude: 10 +1(11)
Reflex: 10
Will: 10+1 +1(12)
Initiative Modifier: +0
Size: Medium
Speed: 6 Squares
Vision: Low-light
Racial Features
Eladrin Education: You gain training in one additional
skill selected from the skill list in Chapter 5.
Eladrin Weapon Proficiency: You gain proficiency
with the longsword.
Eladrin Will: You gain a +1 racial bonus to your Will
defense.
In addition, you gain a +5 racial bonus to saving
throws against charm effects.
Fey Origin: Your ancestors were native to the Feywild,
so you are considered a fey creature for the purpose
of effects that relate to creature origin.
Trance: Rather than sleep, eladrin enter a meditative
state known as trance. You need to spend 4 hours in
this state to gain the same benefits other races gain
from taking a 6-hour extended rest. While in a trance,
you are fully aware of your surroundings and notice
approaching enemies and other events as normal.
Fey Step: You can use fey step as an encounter power.
Class Feature:
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 modi-
fier, you can slide that ally 1 square as a free action.
At Will Powers:
Staggering Note Bard Attack: 1
At-Will ✦ Keywords: arcane, implement, thunder
Standard Action
Range: 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."[Dr383:54]
Guiding Strike Bard Attack: 1
"Your weapon stroke guides your allies, showing them where to focus their attacks"
At-Will ✦ Keywords: arcane, weapon
Standard Action
Range: 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.
Encounter:
Fey Step Eladrin Racial Power
With a step, you vanish from one place and appear in another.
Encounter ✦ Teleportation
Move Action Personal
Effect: Teleport up to 5 squares
Inspiring Refrain
Target:
One creature
Attack:
Charisma vs. AC
Attack_Type:
Melee weapon
Action_Type:
Standard action
Display:
Bard Attack 1
Effect:
Hit:
2[W] + Charisma modifier damage, and each ally within 5 squares of you gains a +1 power bonus to attack rolls until the end of your next turn.
Keywords:
Arcane, Weapon
Level:
1
Power_Type:
Attack
Daily
Stirring Shout
Target:
One creature
Attack:
Charisma vs. Will
Attack_Type:
Ranged 10
Action_Type:
Standard action
Display:
Bard Attack 1
Effect:
Until the end of the encounter, whenever an ally hits the target, that ally regains hit points equal to your Charisma modifier.
Hit:
2d6 + Charisma modifier psychic damage.
Keywords:
Arcane, Healing, Implement, Psychic
Level:
1
Power_Type:
Attack
Heroic Feat:
Battle Song Expertise
This expertise feat gives a +1 feat bonus to attack rolls made with any weapon with which you have proficiency, and with a wand or other item designed as a bard implement. The bonus increases to +2 at 11th level and +3 at 21st level.
It also provides a +1 feat bonus to the number of squares that the bard can pull, push or slide creatures with bard attacks and bard paragon path attacks.
Character optimization considers this feat to be a mandatory choice for bards specializing in the appropriate weapons (and using the slide bonus.)
Bard's Ritual:
Glib Limerick
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.
Languages: Common, Elven
Skills:
Arcana(INT) +8
Perception(WIL) +5
Diplomacy(CHA) +9
Bluff(CHA) +9
Acrobatics(DEX) +5
History:(INT) +5
Gear:
Chainmail Armour
AC Bonus: +6
Check: -1
Speed: -1
Weight: 40
Bard's Songblade
Longsword (Proficent)
Attack bonus if proficient +3
Weapon die ([W]) 1d8
Type melee
Range —
Handedness one-handed
Proficiency category military
Weapon group
heavy blade
Weapon property versatile
Price 15 gp
Weight 4 lb.
A true bard can turn any weapon into a songblade. The process is a ritual that the bard learns for free at the beginning of his career. This blade acts as an implement for the purposes of casting his spells. Any magical bonuses to hit and damage for the weapon then become bonuses to hit and damage for his spells as well.
The ritual follows the rules of the “Enchant Magical Item” ritual with the exception that it can only be used to make a songblade and is considered a 1st-level ritual.
A bard begins his career with one non-magical songblade already enchanted.
Lyre (Implement)
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Post by Swipper on Aug 19, 2015 13:04:25 GMT -6
Kenshin's Backstory
Kenshin was born to a small pack of Shifters living a nomadic life. One day when he was 6 years old, his pack came across a group of evil creatures and was slaughtered. The last words from his mother before she was speared through the back was "Make no noise my love." Clipped on his cheek from the spearhead, his blood mixed and dried with his mother's. After three days of silence a passing patrol of elves found the slain bodies for the tribe and decided to lay them to rest. While moving the bodies an elf found him under his mother's eyes wide and alert. Terrified but doing everything in his power to not make a noise.
The female elf named, Valna, decided to take him in and care for him. Her brother, Valris, warned her against this stating that he would not fit in and would forever be a pariah among the elves. Reasoning his nomadic life and animalistic nature and features would bring more heartache for the child. Ignoring the warnings of her brother and the looks she received from the elves in their village she raised Kenshin as her own.
Early on she saw that Kenshin's gentle but protective spirit would lead him to places far beyond the village and maybe across the seas to new lands. So she decided to bolster the elven education with that of Marshall and survival. Kenshin's size made most of the children uneasy around him and often they would go out of their way to avoid him. Until one day in his 15th year, Kenshin walking through the forest searching for herbs for his "mother" heard the playful sounds of a few of the children from the village.
Silently approaching the clearing, because he knew if they was to spot him they would leave. For hours he watched and wished he had the courage to join in the revelrie. As he was about to leave he heard something in the woods past the group of elves. Frozen in place he watched as a full grown bear wandered in the clearing. The other still engrossed in the fun and games failed to notice until the bear was but 20 meters away. Scared stiff for only moments one by one the youth began to scream and run for the other side of the clearing towards the village.
Enraged the bear began to chase down the youth, and knowing that it would surely catch each one before they reached the village he did the only thing he could do. He pulled one of his larger stones from his sling pouch and his sling. As the bear closed in on the youth, his niece being the closest, he screamed, charged and with a practiced aim nailed the bear in hind quarters to steal away his attention. Working the bear turned and began to stalk towards Kenshin, furious. His niece, being his adoptive mother's brother's daughter Irann, boasted the best voice in the village began to sing. Her singing calmed the bear, though not much, enough for Kenshin to work the skills taught by his mother to influence beasts of the wild.
For long minutes of staring and gesturing from Kenshin and singing from Irann the bear did not know what it should do. Then suddenly he turned to go and runs through to foliage to a different hunting ground. Once the clearing was empty Kenshin and Irann starred at each other for a long moment before she bursts into a tear filled laughter. So infectious was her laugh that he began to laugh along with her. In all the laughing Kenshin heard Irann speak a word that he had heard only from his mother. "Thank You."
For the next few years they was attached at the hip. No matter how much Valris tried Irann made excuse after excuse to be around Kenshin. Shy and never really spending anytime with any elves outside of a class setting, Kenshin was elated and welcomed the company. Before long it was clear that they both had developed feeling for each other and soon was planning a wedding. The month before they were to marry Irann was sent on a mission of peace to the nearest human city. Naturally Kenshin volunteered to provide protection for the journey.
On the way back while on the road the group was attacked by a band of goblins. While they possessed no real challenge and was dispatched quickly there was to be once casualty. As the last goblin was cut down by Kenshin, from the shadows of the tree line a lone arrow raced toward Kenshin. Seeing this Irann jumped in front of Kenshin and took the arrow through the back, her heart, and her chest. The arrow fired with such force that the head sliced into Kenshin's other cheek.
After a full night and day of tears, Kenshin brings Irann's body home to be laid to rest. Then it all happened in an instant. Valris sees the body of his only daughter. Screams that it was supposed to be Kenshin. Lobes of the head of one of the other guards screaming that his aim was supposed to be the best in the village. As he turns on a stunned Kenshin the village guard finally grabs him and knocks him out.
The next day Kenshin, much to the protest of the village and his mother leaves the city behind him. No longer being able to deal with the hate he has felt for years he decides to strike on his own. For the next few years he works as a hired sword, protecting merchants and wizards and any with enough coin and decent reputation.
Until one day he wakes in a dark room not knowing his own name...
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