CurrentHitPoints
Noah Luck Easterly Timothy Underleaf 4 Bard Shade Elf (Drow) Medium 35 Male 5'8" 145 Lawful Good Marmon (dead) 4 2 2 10 17 15 10 9 19 0 3 2 0 -1 4 2 5 4 2 1 6 17 12 4 1 16 12 3 1 16 12 2 1 1 18 12 4 1 1 6 6 12 2 16 6 Darkvision 44 22 11 10 44 10 5 cold 0 +2 Dex, +2 Cha Darkvision Skill Bonuses: +2 Intimidate, +2 Stealth Fey Origin: fey creature Trance: 4 hrs/night (aware and alert) Use cloud of darkness or darkfire 1/encounter Rapier Songblade +1 7 2 0 3 1 1 Thrown Dagger 7 2 2 3 Rapier Songblade +1 1d8 + 1 0 1 Thrown Dagger 1d4 + 2 2 7 7 AC AC Rapier Songblade +1 Thrown Dagger 1d8 + 1 1d4 + 2 5 7 3 11 11 2 6 2 3 2 9 2 6 3 9 11 5 4 2 2 6 6 1 5 1 2 1 6 1 1 2 4 6 4 5 5 5 5 5 1 1 1 1 1 1 1 3 1 1 5 1 Armor Prof: Cloth, Leather, Hide, Chain, Lt Shield Weapon Prof: S. Melee & Rngd, M. Rngd, ... Implement: Wands Def Bonus: +1 Ref, +1 Will Bardic Training: Ritual Caster & w/o components Bardic Virtue: Virtue of Valor Virtue of Valor: 4 temp HP to ally on enemy fall Majestic Word encounter power Multiclass Versatility: More than one multiclass Skill Versatility: +1 untrained skill checks Song of Rest: +4/surge HP to self & allies during rest Words of Friendship encounter power Weapon Proficiency: Rapier Ritual Caster Skill Power: Bluff (False Bravado) Versatile Expertise: Rapier Songblade Common Elven
Guiding Strike Vicious Mockery Virtue of Valor Charger's Call Darkfire Cloud of Darkness Majestic Word Words of Friendship Shout of Triumph Battle Feint Slayer's Song Song of Courage Harsh Songblade +1 Leather Armor of Luring Withdrawl +1 Boots of Stealth +2 Frostwolf Pelt Action Point well trained gentleman Leather Armor of Luring Withdrawl -1 Rapier (Harsh Songblade +1) Dagger Fine Clothing Belt Pouch Flute Ritual Book (small flipbook of musical notes) adventurer's kit amulet +1 Glib Limerick (PHB2 p215) roll bluff checks twice Traveler's Chant (PHB2 p217) travel faster 168 gp
Guiding Strike Arcane, Weapon Standard Melee Weapon +11 AC One creature Hit: 1d8+5 damage (rapier songblade +1), and target takes -2 penalty to defense of my choice until end of my next turn. Bard 1 PHB2p68
Vicious Mockery Arcane, Implement Standard Ranged 10 +8 Will One creature Hit: 1d6+5 damage (songblade implement), and the target takes a -2 penalty to attack rolls until the end of my next turn Bard 1 PHB2p68
Virtue of Valor Free close burst 5 n/a n/a One ally

Trigger: Once per round, when any ally within 5 squares of you reduces an enemy to 0 hit points or bloodies an enemy.

Effect: Grant 4 temporary hit points to the triggering ally.

Bard n/a PHB2p67
Charger's Call Arcane, Weapon Standard Melee Weapon +11 AC One creature Hit: 2d8+5 damage (rapier songblade +1) and each ally within 5 squares gains a +4 bonus to attack rolls while charging until the end of your next turn. Bard 3 PHB2p70
Darkfire Minor Ranged 10 +10 Reflex One creature Hit: Until the end of your next turn, all attacks against the target have combat advantage, and the target cannot benefit from invisibility or concealment. Special: Can use either this or Cloud of Darkness in a single encounter. Drow Racial n/a FRPGp8
Cloud of Darkness Minor Close burst 1 Effect: The burst creates a cloud of darkness that remains in place until the end of your next turn. The cloud blocks line of sight, squares within it are totally obscured, and creates entirely within it are blinded until they exit. You are immune to these effects. Special: Can use either this or Darkfire in a single encounter. Drow Racial n/a FRPGp8
Majestic Word Arcane, Healing Minor Close burst 5 n/a n/a Me or one ally in burst Effect: The target can spend a healing surge and regain 4 additional hit points. I also slide the target 1 square. I can use this power twice per encounter, but only once per round. Bard n/a PHB2p68
Words of Friendship Arcane Minor Personal n/a n/a Self Effect: Gain a +5 power bonus to the next Diplomacy check I make before the end of my next turn. Bard n/a PHB2p68
Shout of Triumph Arcane, Implement, Thunder Standard Close blast 3 +8 Fortitude Each enemy in blast

Hit: 1d6+5 thunder damage (songblade implement), and you push the target 3 squres.

Effect: Slide each ally in the blast 1 square.

Bard 1 PHB2p69
Battle Feint Minor Melee 1 +11 P. Insight One creature Effect: You make a Bluff check opposed by the target's passive Insight check. If the check succeeds, one ally adjacent to you gains combat advantage against the target for that ally's next attack against it before the end of your next turn. Bluff Skill Power 2 PHB3p166
Slayer's Song Arcane, Weapon Standard Melee Weapon +11 AC One creature

Hit: 2d8+5 damage (rapier songblade +1), 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.

Bard 1 PHB2p69
Song of Courage Arcane, Zone Minor Close burst 5 n/a n/a n/a

Effect: The burst creates a zone of inspirational shouts that lasts until the end of your next turn. When you move, the zone moves with you, remaining centered on you. While within the zone, any ally gains a +1 power bonus to attack rolls.

Sustain Minor: The zone persists.

Bard 2 PHB2p70
Harsh Songblade +1 Free n/a n/a

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.

Property: May be used as an implement for bard powers

Critical: +1d8 damage

Item 3 PHB2p204
Leather Armor of Luring Withdrawl +1 Reaction n/a n/a n/a n/a

Trigger: An enemy misses you with a melee attack.

Effect:You shift 1 square and slide the triggering enemy into the space you vacated.

Item Power 2 PHB2p201
Boots of Stealth +2
Frostwolf Pelt Reaction

Trigger: An enemy adjacent to you hits you.

Effect: The triggering enemy is knocked prone.

Action Point Free Personal n/a n/a n/a Effect: Take a Standard, Move, or Minor action. Regain after each extended rest or milestone. n/a n/a n/a