Name: Marni Race: Zora Class: Bard
Age: 28 Gender: Male Alignment: Good
Languages: Common, Aquan
Speed: 6 (Swim: 8)
Str 10 (+0) AC 18 (10 + 6(armor) + 1(shield) + 1 (dex) = 18)
Con 11 (+0) Fortitude 10 (10 + 0(con)= 10)
Dex 10 (+0) Reflex 14 (10 + 3(int) + 1 (bard) = 14)
Int 16 (+3) Will 15 (10 + 4(cha) + 1 (bard) = 15)
Wis 10 (+0)
Cha 18 (+4)
HP: 23
Bloodied: 11
Surge Value: 5
Surges/day: 7
Trained Skills:
Acrobatics Dex +2 (+2)
* Arcana Int * +8 (+8)
Athletics Str +0 (+0)
* Bluff Cha * +9 (+9)
Diplomacy Cha +4 (+5)
Dungeoneering Wis +0 (+1)
Endurance Con +0 (+0)
Heal Wis +0 (+1)
History Int +5 (+6)
Insight Wis +0 (+1)
* Intimidate Cha * +9 (+9)
Nature Wis +0 (+1)
* Perception Wis * +5 (+5)
Religion Int +3 (+4)
Stealth Dex +0 (+0)
* Streetwise Cha * +9 (+9)
Thievery Dex +0 (+0)
Race Features:
Skill Bonuses: +2 History, +2 Acrobatics
Swim: Zora can swim at a Speed of 8
Fins: The fins on your arms are Natural Weapons
Gills: Zora can breath on land and in water.
Slippery: Zora gain a +2 bonus to Escape Rolls
Class Features:
Bardic Training: You gain the Ritual Caster feat as a bonus feat, allowing you to use magical rituals.
You own a ritual book, and it contains two rituals of your choice that you have mastered: one 1st-level ritual
that has bard as a prerequisite and another 1st-level ritual.
Bardic Virtue: 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.
Majestic Word: The arcane power of a bard’s voice can heal allies. You gain the majestic word power.
Majestic Word Bard Feature: You utter words laden with preternatural inspiration, restoring your
ally’s stamina and making wounds seem insignificant. Encounter (Special) ✦ Arcane, Healing Minor Action Close
burst 5 (10 at 11th level, 15 at 21st level) Target: You or one ally in burst Effect: The target can spend a
healing surge and regain additional hit points equal to your Charisma modifier. You also slide the target 1
square.
Multiclass Versatility: You can choose class-specific multiclass feats from more than one class.
Skill Versatility: You gain a +1 bonus to untrained skill checks.
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.
Words of Friendship: Bards use magic to honey their words and turn the simplest argument into a
compelling oration. You gain the words of friendship power.
Words of Friendship Bard Feature: You infuse your words with arcane power, transforming even the
simplest speech into compelling oratory. Encounter ✦ Arcane Minor Action Personal Effect: You gain a +5 power
bonus to the next Diplomacy check you make before the end of your next turn.
Feats:
Advantage of Cunning: When you slide an ally with your Virtue of Cunning, you can also slide an enemy
that was adjacent to that ally into the space the ally vacated.
Equipment:
Guitar 10 gp
Longsword +3 1d8 15 gp 4 lb. Heavy blade Versatile
Light shield 5 gp 6 lb.
Chainmail armor 40 gp 40 lb.
At Will:
Misdirected Mark Bard Attack 1
You conceal your arcane attack, tricking your foe into thinking the attack came from one of your allies.
At-Will ✦ Arcane, Implement
Standard Action Ranged 10
Target: One creature
Attack: Charisma vs. Reflex
Hit: 1d8 + Charisma modifier damage, and the target is marked by an ally within 5 squares of you until
the end of your next turn.
Level 21: 2d8 + Charisma modifier damage.
Vicious Mockery Bard Attack 1
You unleash a string of insults at your foe, weaving them with bardic magic to send the creature into
a blind rage.
At-Will ✦ Arcane, Charm, Implement, Psychic
Standard Action Ranged 10
Target: One creature
Attack: Charisma vs. Will
Hit: 1d6 + Charisma modifier psychic damage, and the target takes a –2 penalty to attack rolls until
the end of your next turn.
Level 21: 2d6 + Charisma modifier damage.
Encounter:
Inspiring Refrain Bard Attack 1
Your weapon hums with an arcane song that helps guide nearby allies to glory.
Encounter ✦ Arcane, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Charisma vs. AC
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.
Daily:
Stirring Shout Bard Attack 1
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.
Rituals:
Traveler’s Chant
Your chant lifts your allies’ steps and helps take their minds off the drudgery of the journey.
Level: 1 Component Cost: 10 gp,
Category: Exploration plus a focus worth 5 gp
Time: 10 minutes Market Price: 75 gp
Duration: 8 hours Key Skill: Arcana (no check)
Prerequisite: Bard
For the ritual’s duration, you and up to eight allies who heard the whole performance of the ritual
can travel farther than normal. For the purpose of determining how far you and the allies can travel in an
hour or a day, treat the group’s speed as the slowest member’s speed + 2.
Focus: A musical instrument you play as part of performing the ritual.
Create Campsite
A crackling fire, a hot meal, and a warm bedroll await you after a long day of adventuring.
Level: 1 Component Cost: 15 gp
Category: Exploration Market Price: 50 gp
Time: 10 minutes Key Skill: Nature
Duration: 8 hours
You summon hundreds of diminutive nature spirits to assemble a campsite in a 5-square radius around
you. The spirits clear the area, set up tents, unroll bedrolls, gather water, and prepare a nourishing meal.
They also conceal the campsite, with your Nature check result serving as the DC for Perception checks to
notice the hidden camp. The spirits utilize your and your allies’ gear to make the campsite. If you and your
allies lack the appropriate gear, the spirits gather raw materials from the environment to make the campsite.
At the end of the ritual’s duration, the spirits break down the campsite, pack up your gear, and
restore the site to its original state, removing evidence that you and your allies camped there.
Updated character sheet. Now includes all skill rolls with modifiers factored in in brackets.