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18:57, 24th April 2024 (GMT+0)

Emerald

Emerald Haynsworth, Level 1 Fox Bard
Age: 30, Height: 3' 0", Weight: 28 lb.
Initiative +3, Perception 11, Insight 15, Low-Light Vision

Virtue of Cunning: Once per round, when an enemy attack misses an ally within a number of squares of you equal to 7 (5 + your Intelligence modifier), you can slide that ally 1 square as a free action.

Sneak Attack: Once per encounter, once per round, when you have combat advantage against an enemy and are using a weapon from the light blade, the crossbow, or the sling weapon group, an attack you make against that enemy deals 2d6 extra damage if the attack hits. You decide whether to apply the extra damage after making the damage roll.

Signs of Influence See bottom of character description for more details.

HP 23; Bloodied 11; Surges 7; value: 5
AC 17; Fortitude 10, Reflex 16; Will 15
Speed 7
[P] Nature’s Mask (Minor; At-Will) * Personal
Polymorph
Effect: You change into your human, Tiny animal, or hybrid form. The new form lasts until you change forms again. While you are in human or animal form, other creatures can attempt to discern your true nature by making an Insight check opposed by your Bluff check; you gain a +5 bonus to your check. None of your game statistics change in human or hybrid form. While in animal form, you cannot use any attack powers, although you can sustain such powers. Your equipment becomes part of the form, and you continue to gain the benefits of the equipment you wear, except for shields and item powers. While equipment is part of the form, it cannot be removed, and anything in a container that is part of the form is inaccessible. You cannot speak. You otherwise retain your game statistics.
You gain a movement benefit based on your form.
Badger: You gain a burrow speed equal to half your speed.
Carp, Crab: You gain a swim speed equal to your speed, and then your land speed becomes 1. You can breathe underwater.
Cat, Monkey, Raccoon Dog, Rat: You gain a climb speed equal to half your speed.
Crane, Sparrow: Your land speed becomes 1, and you gain a fly speed of 6.
Dog, Fox, Hare: Your speed increases by 2.
Special: You can use this power only once per round.
[P] Fast Hands (Free; At-Will) * Personal
Effect: You draw or sheath a weapon, pick up an item in your space or adjacent to it, or retrieve or stow an item.
Special: You can use this power only once per round.

[M/R] Basic Attack (Standard; At-Will) * Melee or Ranged Weapon
Dagger     : +3 vs AC; 1d4-1 dmg
Short Sword: +3 vs AC; 1d6-1 dmg
Sling      : +6 vs AC; 1d6+3 dmg
Scimitar   : +2 vs AC; 1d8-1 dmg.
[M] Guiding Strike (Standard; At-Will) * Melee Weapon
Arcane, Weapon
+7 vs AC; 1d8+4 dmg. Target takes a -2 penalty to the defense of your choice until the end of your next turn.
[R] Vicious Mockery (Standard; At-Will) * Ranged 10
Arcane, Charm, Implement, Psychic
+5 vs Will; 1d6+4 dmg. Target takes -2 penalty to attack rolls until end of your next turn.
[R] Blunder (Standard; Encounter) * Ranged 5
Arcane, Charm, Implement
+5 vs Will; 1d6+4 dmg. Slide target 2 squares. During slide, your or one of your allies can make a melee basic attack against the target as a free action with +2 power bonus to the attack roll.
Virtue of Cunning: The power bonus to the attack roll equals 1 + your int mod (2)
[C] Majestic Word (Minor; Encounter) * Close Burst 5
Arcane, Healing
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(4). 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.
[P] Words of Friendship (Minor; Encounter) * Personal
Arcane, Charm
Effect: You gain a +5 power bonus to the next Diplomacy check you make before the end of your next turn.
[P] Use Vulnerability (Free; Encounter) * Personal
Arcane
Trigger: You succeed on a monster knowledge check against a monster that you can see or hear.
Effect: If your check result meets or exceeds the hard DC for the monster’s level, you gain a +4 power bonus to all defenses against the monster's attacks until the end of your next turn. Additionally, until the end of your next turn, you gain a power bonus to damage rolls against the target equal to your Intelligence modifier(2), but not when you deal damage that the target resists.
If your check result does not meet or exceed the hard DC, your attacks against the target deal only half damage until the end of your next turn.
[M] Echoes of the Guardian (Standard; Daily) * Melee Weapon
Arcane, Weapon
Dagger     : +8 vs AC; 2d4+4 dmg. *
Short Sword: +8 vs AC; 2d6+4 dmg. *
Scimitar   : +7 vs AC; 2d8+4 dmg. *
* = Until end of your next turn, target marked by ally within 5 squares.
Effect: Until the end of the encounter, once during each of your turns, choose an ally within 5 squares of you when you hit an enemy. Until the end of your next turn, that enemy is marked by that ally.
Alignment: Good; Languages: Common, Elven, Secret Language

Note on the Secret Language: Emerald spent a good part of her life as a member of the thieves' guild and knows how to talk to them in their code and such. When she wants, she can do this so well, nobody but her and others with knowledge of this language (Such as thieves' guild members) can understand.

(* = Trained in that skill)
7 Acrobatics*, 7 Arcana*, -1 Athletics, 11 Bluff*, 5 Diplomacy,
1 Dungeoneering, 0 Endurance, 1 Heal, 6 Hist, 5 Insight*, 5 Intimidate,
1 Nature, 1 Perception, 3 Religion, 5 Stealth, 9 Streetwise*, 7 Thievery*
Str 08(-) Dex 16(3) Wis 10(0)
Con 11(0) Int 15(2) Cha 18(4)
Equipment: S.A.K. (15gp), Hide Armor (30gp), Mundane Weapons (Scimitar (10gp), Dagger (1gp), Sling (1gp)), Thief's Tools (20gp), Light Shield (5gp), Ritual Book (Free with class), Instruments (Lute(12gp)) MONEY: 6gp


Stuff to get: Glass Cutter (25gp), Short sword (10gp), Instruments (Drum(3gp), Flute(5gp), Harp(15gp), Lyre(9gp), Horn(7gp)), Harmonic Songblade Scimitar +1, Accurate Flame Wand +1, Ritual Components!

Future Powers:
02) Fast Hands
03) Cunning Ferocity
05) Vigorous Cadence
06) Glimpse the Future
07) Unluck
09) Wail of Anguish
10) Mantle of Unity
13) Foolhardy Fighting (Replacing Blunder)
15) Funeral Dirge (replacing Echoes of the Guardian)
16) Avatars of Chaos

Rituals:
Fastidiousness (Component Cost: 10gp)
Glib Limerick (Component Cost: 10gp)

Feats:
00) Ritual Caster (Bonus Class feat)
01) Battle Song Expertise (Freebie Houserule feat): +1 attacks
01) Sneak of Shadows (Gain Thievery skill. Use Sneak Attack once per encounter)

Future Feats:
02) Liguist (Dwarven, Draconic, Elven)
    Retrain> Arcane Prodigy (+2 dmg 1/enc)
04) Liguist (Deep Speech, Giant, Goblin)
    Retrain>
06) Pact Initiate (Gain pact at-will as encounter. Train insight.)
08) Traveler's Insight (feat bonus to insight equal to # of languages known)
10) Arcane Initiate (Gain at-will as encounter.)
11) Blade Initiate (Swordmage Warding 1/day as minor. +1 AC until end of enc)
    Retrain L2 Linguist Feat with Arcane Prodigy
12) Combat Virtuoso (Use Charisma for powers gained through multiclassing)
    Retrain L4 Linguist Feat with Monastic Disciple
14) Duelists Panache (+Cha feat bonus to Acrobatics and Athletics!)
16) Elusive Movement (+1 AC and Ref when you end turn at least 3 from start)

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.

SIGNS OF INFLUENCE
Optional Class Feature
All bards wield some influence no matter where they go among civilized peoples. Even in hostile cities, you might be regarded with respect, however grudging. The Signs oflnfluence optional class feature represents the extent of a bard's influence in the world. If you and your DM agree, your bard gains access to certain qualities known as signs of influence. Each sign of influence provides an ability that the bard can use to gain some benefit in a civilized area. Most signs of influence provide benefits oflittle monetary value, but they can be a great boon or relief when a bard leads a bedraggled group of adventurers back into civilization after a harrowing adventure.
Benefit: At 1st level, your bard gains two Signs of Influence options of your choice. At 13th level and 17th level, you can choose an additional option.

Attract Attendants
In any civilized area that reveres bards, there are always those who are eager to please, hoping to have themselves represented in the bard's tales. These seekers offer their services to the bard for a short while, allowing the bard to focus on important business while the attendants take care of menial tasks.
Benefit: Whenever you are in a village, town, or other civilized location that reveres bards, up to three servants will attend to your needs while in that location. These servants run errands for you, help you with physical tasks (such as moving chests of treasure or cleaning), and carry out any mundane task that a servant could reasonably be asked to perform.

Welcome Guest
Having a bard stay under one's roof is a great honor indeed. Innkeepers often compete vigorously for the opportunity to offer shelter and food to visiting bards, and the winner brags about having such a guest for weeks or months to come.
Benefit: Whenever you are in a village, a town, or a city that has a public inn where bards are revered, you can use your influence (and perhaps the promise of a performance) to obtain meals and a comfortable room for you and up to seven of your allies for the duration of your stay in that location.