T'enorie Sunhaven

Small, righteous flag-bearer... TO VICTORY!

Description:

Level 4 Bard

Armor Proficiencies: Cloth, leather, hide, chainmail; light shield
Weapon Proficiencies: Simple melee, longsword, scimitar, short sword, simple ranged, military ranged
Implements: Wands
Bonus to Defense: +1 Reflex, +1 Will

Hit Points at 1st Level: 12 + Constitution score
Hit Points per Level Gained: 5
Healing Surges per Day: 7 + Constitution modifier

HP:43
AC:10 + 2(level) + 7 (Chainmail) + 1(shield) = 20
FORT:10+2+3 = 15
REF:10+2+2+1 = 15
WILL:10+2+4+1 = 17

+11 to hit with basic melee attack == +4(cha)+3(longsword prof)+1(weapon enh) +2(level)+1(feat)
deals 1d8 +4(cha) +1(weapon)+2(bracers)+1(feat) damage. || 1d8+8 damage

STR:10 | +0
CON:16 | +3
DEX:14 | +2
INT:12 | +1
WIS:11 | +0
CHA:19 | +4

Racial Traits:

Languages: Common, Elven, choice of one other

Skill Bonuses: +2 Diplomacy, +2 Insight

Dilettante: At 1st level, you choose an at-will power from a class different from yours. You can use that power as an encounter power.

Dual Heritage: You can take feats that have either elf or human as a prerequisite (as well as those specifically for half-elves), as long as you meet any other requirements.

Group Diplomacy: You grant allies within 10 squares of you a +1 racial bonus to Diplomacy checks.

Trained Skills: Arcana (Int),Diplomacy (Cha),Acrobatics (Dex),Intimidate (Cha), Bluff (Cha)

SKILLS:
Acrobatics Dex +2 +5 +2 +9
Arcana Int +2 +5 +1 +8
Athletics Str +2 +1 +0 +3
Bluff Cha +2 +5 +4 +11
Diplomacy Cha +2 +5 +4 +2 +13
Dungeoneering Wis +2 +1 +0 +3
Endurance Con +2 +1 +3 +6
Heal Wis +2 +1 +0 +3
History Int +2 +1 +1 +4
Insight Wis +2 +1 +0 +2 +5
Intimidate Cha +2 +5 +4 +11
Nature Wis +2 +1 +0 +3
Perception Wis +2 +1 +0 +3
Religion Int +2 +1 +1 +4
Stealth Dex +2 +1 +2 +5
Streetwise Cha +2 +1 +4 +7
Thievery Dex +2 +1 +2 +5

CLASS FEATURES:

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.

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.

FEATS:

Melee Training [Charisma]
Benefit: Choose an ability other than Strength. When you make a melee basic attack using a weapon you are proficient with, you can use that ability instead of Strength for the attack roll and the damage roll.

Weapon Expertise
Benefit: Choose a weapon group. You gain a +1 bonus to attack rolls with any weapon power you use with a weapon from that group. The bonus increases to +2 at 15th level and +3 at 25th level.
Special: You can take this feat more than once. Each time you select this feat, choose another weapon group.

Weapon Focus
Benefit: Choose a specific weapon group, such as spears or heavy blades. You gain a +1 feat bonus to damage rolls with your chosen weapon group. At 11th level, this bonus increases to +2. At 21st level, it increases to +3.
Special: You can take this feat more than once. Each time you select this feat, choose another weapon group.

POWERS:

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.
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.

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.

Guiding Strike Bard Attack 1
Your weapon stroke guides your allies, showing them where to focus their attacks.
At-Will | Arcane, Weapon
Standard Action 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.

War Song Strike Bard Attack 1
You sing a song of war and victory, invigorating your allies as they press the attack.
At-Will | Arcane, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Charisma vs. AC
Hit: 1[W] + Charisma modifier damage, and any ally who hits the target before the end of your next turn gains temporary hit points equal to your Constitution modifier.
Level 21: 2[W] + Charisma modifier damage.

Burning Spray Sorcerer Attack 1 [Dilettante Power]
You fling your arm in a wide arc, casting liquid fire at your foes.
At-Will | Arcane, Fire, Implement
Standard Action Close blast 3
Target: Each creature in blast
Attack: Charisma vs. Reflex
Hit: 1d8 + Charisma modifier fire damage.
Level 21: 2d8 + Charisma modifier fire damage.

Shout of Triumph Bard Attack 1
You unleash a mighty call of battle, scattering your enemies while urging your allies forward.
Encounter | Arcane, Implement, Thunder
Standard Action Close blast 3
Target: Each enemy in blast
Attack: Charisma vs. Fortitude
Hit: 1d6 + Charisma modifier thunder damage, and you push the target 1 square. Effect: You slide each ally in the blast 1 square.
Virtue of Valor: The number of squares you push the target and slide the allies equals your Constitution modifier.

Charger’s Call
Bard Attack 3
You weave a song of fearless knights and mighty chargers, encouraging your allies to throw themselves into the fray.
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 +2 bonus to attack rolls while charging until the end of your next turn.
Virtue of Valor: The bonus to attack rolls equals 1 + your Constitution modifier.

Slayer’s Song Bard Attack 1
You sing a tune of war that diminishes your foes’ defenses with each blow you strike.
Daily | Arcane, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Charisma vs. AC
Hit: 2[W] + Charisma modifier damage, and the target grants combat advantage to you and your allies (save ends).
Miss: Half damage.
Effect: Until the end of the encounter, whenever you hit an enemy, that enemy grants combat advantage to you and your allies until the end of your next turn.

Inspire Competence Bard Utility 2
Your magic channels the skill of ancient experts to help with the task at hand.
Encounter | Arcane
Minor Action Close burst 5
Target: You and each ally in burst
Effect: Choose a skill. Until the end of the encounter, each target gains a +2 power bonus to his or her next check using that skill.

GEAR:

Bold Victory Armor Level 4+
The magic that flows through this impressive armor bolsters you or your friend as you turn a battle toward victory.
Armor: Leather, chain
Enhancement: AC +1
Power (Encounter): Free Action. Trigger: You or an ally within 5 squares of you bloodies an enemy. Effect: The attacker gains a +2 power bonus to AC until the end of his or her next turn.

Harsh Songblade Level 3+
As this blade channels your bardic magic, the blade unleashes a wail that leaves your foes senseless.
Weapon: Heavy blade, light blade
Enhancement: Attack rolls and damage rolls +1
Critical: +1d8 damage per plus
Property: Bards can use this blade as an implement for bard powers and bard paragon path powers.
Power (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.

Bracers of Mighty Striking Level 2+
These enchanted armbands increase the damage you deal with a melee attack.
Item Slot: Arms
Property: When you hit with a melee basic attack, you gain a +2 item bonus to the damage roll.

Bio:

Illegitimate daughter of Ganreth Sunhaven, she was a prodigy at her city’s local Military Academy, making it into the Junior Royal Guards as a standard-bearer.

She was transferred by the Theocracy to the Na’Our Martus Cromm Academy once rumors spread regarding her lineage. Apparently the powers that be have a very uptight and strict code regarding purity and cleanliness in all things, including one’s lineage. At least, they also had good wisdom in making sure that their best students got the best education their money can buy.

She is currently arranged to be married to one of the Knights of the House of Thalma. They at Na’Our Martus Cromm Academy, and while their courtship was brief, their friendship and subsequent romance lasted through out her stay at the Academy.

Her fiancé, Delmuth Thalma, being a warrior as well, understood Ten’s dreams of adventure and longing to find her lost relative (having lost a relative himself). The Knight of Thalma agreed to conspire with Ten and delay her graduation from the Academy. He did his best to hide her whereabouts from his family, and allow her to find her long lost mother.

She doesn’t have a name, or even a keepsake. Her only clue: a book describing a ritual that will allow one to attain immortality. She trusts that Delmuth can wait for her while she does her best to face her own life. She has to live it first, before she can share it with another. She wants to find kin, inform them of her goals, and gain their blessing. So she can move forward without any regrets.

T'enorie Sunhaven

Re: Oost Eurynomus