Emerald
Stuff to get: Glass Cutter (25gp), Instruments (Drum(3gp), Flute(5gp), Harp(15gp), Lute(12gp), Lyre(9gp), Horn(7gp)), Harmonic Songblade Scimitar +1, Accurate Flame Wand +1,
Rituals:
Fastidiousness
Glib Limerick
Feats:
00) Fast Runner (Bonus Race feat)
00) Ritual Caster (Bonus Class feat)
01) Sneak of Shadows (Gain Thievery skill. Use Sneak Attack once per encounter)
Next Feat:
02) Liguist (Dwarven, Goblin, Secret Language)
04) Liguist (Deep Speech, Giant, )
06) Traveler's Insight (feat bonus to insight equal to # of languages known)
Background Benefit: Archeologist (Scion of an Ancient Bloodline)
Add History to your class skill list.
+3 to History.
Theme: Scholar
Benefit (Level 1): You know one additional language chosen from Draconic, Dwarven, and Elven. In addition, you gain the use vulnerability power.
Benefit (Level 5): Choose training in one new skill and one new language. The skill you choose must be Arcana, Dungeoneering, History, Nature, or Religion; if you already have training in all of these skills, you instead gain a +2 bonus to skill checks with one of those skills. The language you choose must be Draconic, Dwarven, or Elven; if you already know all three, choose one language from those listed in the Rules Compendium (page 69) or Player's Handbook (page 25).
Benefit (Level 10): You know all the languages listed in the Rules Compendium (page 69) and Player's Handbook (page 25). (At the Dungeon Master’s discretion, other languages can be added to the languages you know with this feature.) You can also attempt an Arcana check (hard DC of your level) to decipher a message written in code or protected by a magical disguise.
Character description/personality:
3' tall humanoid fox who loves life and thinks nothing of taking the life of an enemy. Almost treats life like it's a game, but can often wind up serious when in a dangerous situation or when friends are in danger.
Combat tactics:
Emerald's tactics change with position for the most part, but it usually involved positioning and putting the enemy at disadvantages while keeping herself less of a target. Her rogue habits still remain...
Character background:
Born in a very far away land, Emerald is from a race of people not very well known to the main lands. But due to a desire to explore the world and learn as much as she can about it, this fox who started out as a mere pick-pocket on the streets has gone on to be an adventurer. Now, Emerald seeks to learn of this world and it's many wonders.
XP earned: 0
Money:
Racial Traits
Average Height: 4´ 10˝–5´ 6˝
Average Weight: 100–140 lb.
Ability Scores: +2 Dexterity; +2 Wisdom or +2 Charisma
Size: Medium (human or hybrid form)
Speed: 7 squares
Vision: Low-light
Languages: Common, choice of one other
Skill Bonuses: +2 Bluff, +2 to a skill determined by your animal form.
Animal Form: Select your animal form: badger (Endurance), carp (Endurance), cat (Acrobatics), crab (Intimidate), crane (Nature), dog (Insight), fox (Stealth), hare (Athletics), monkey (Athletics), raccoon dog (Stealth), rat (Thievery), or sparrow (Perception).
Elusive: You have a +1 racial bonus to Reflex.
Fey Origin: Your ancestors were animal spirits native to the Feywild. You are considered a fey creature for the purpose of effects that relate to creature origin.
Beast Nature: You are considered both a magical beast and a humanoid for the purpose of effects that relate to creature type.
Shapechanger: You have the shapechanger subtype.
Language of Beasts: While you are in animal or hybrid form, you can communicate with any natural or fey beasts that share your animal form or a form that is closely related (for example, a dog hengeyokai can communicate with a wolf). In human form, you can understand these beasts but cannot directly communicate with them. You can communicate simple concepts and commands to such creatures, but they are under no compulsion to obey you, and their knowledge is restricted by their experience and mobility. Beasts you talk to are not necessarily friendly; your DM may require skill checks to influence their attitude.
Nature’s Mask: You have the nature’s mask power.
Class Features:
Bardic Virtue: Bards praise many virtues in their stories, telling tales of people whose particular qualities set them above common folk. The valor of dauntless heroes and the cunning of great minds are among these virtues, and a bard can choose to emphasize either quality. Choose one of the following options. The choice you make gives you the benefit described below and also provides bonuses to certain bard powers, as detailed in those powers.
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.
Virtue of Valor: Once per round, when any ally within 5 squares of you reduces an enemy to 0 hit points or bloodies an enemy, you can grant temporary hit points to that ally as a free action. The number of temporary hit points equals 1 + your Constitution modifier at 1st level, 3 + your Constitution modifier at 11th level, and 5 + your Constitution modifier at 21st level.
Majestic Word
The arcane power of a bard’s voice can heal allies. You gain the majestic word power.
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.