Dungeons & Dragons 4th Edition
Encounters Pre-Generated Character
ABANTES
DDE7: Beyond the Crystal Cave
DMs - Jeff Carlisle & Charles Plemons
Campus Cards & Games
Male Satyr Unaligned Medium Bard 5
Languages Common, Elven; Deity Melora; Background Sildaine; Height 5 ft. 8 in.; Weight 174 lb.; Age 17; Hair Brown; Eyes Brown
Ability Score Mod +1/2 Lvl
STR 12 12 base +0 race +0 level +1 +3
DEX 12 12 base +0 race +0 level +1 +3
CON 16 14 base +2 race +0 level +3 +5
INT 14 14 base +0 race +0 level +2 +4
WIS 12 11 base +0 race +1 level +1 +3
CHA 17 14 base +2 race +1 level +3 +5
Hit Points Healing Surges
Max HP Bloodied Surge Value Surges/Day
4816 Con score plus 32 class levels 24 1212 one-quarter hit points □□□□□
□□□□□
Current HP
 
Second Wind 1/encounter Used
standard action ♦ +2 all Defenses til start turn ♦ spend healing surge
Death Saving Throw Failures
Saving Throw Mods see Light of Heart
Defenses
AC 22 12 10 + 1/2 level +2 Dex or Int +6 armor +0 shield +0 class +0 feat +2 enhancement
Conditions
FORT 16 12 10 + 1/2 level +3 Str or Con +0 class +0 feat +1 enhancement
Conditions
REF 16 12 10 + 1/2 level +2 Dex or Int +0 shield +1 class +0 feat +1 enhancement
Conditions
WILL 17 12 10 + 1/2 level +3 Wis or Cha +1 class +0 feat +1 enhancement
Conditions
Attack   Damage
Total 1/2 Lvl Abil Class Prof Feat Enh Misc Total W Abil Feat Enh Misc Misc
flaming scimitar +1 ♦ high crit ♦ STR vs. AC on critical +1d6 fire plus +1d8
+6 +2 +1 +0 +2 +0 +1 +0 1d8+2 1d8 +1 +0 +1 +0 +0
dagger ♦ off-hand, light thrown ♦ STR vs. AC  
+6 +2 +1 +0 +3 +0 +0 +0 1d4+1 1d4 +1 +0 +0 +0 +0
dagger (thrown) ♦ light thrown ♦ DEX vs. AC range 5/10
+6 +2 +1 +0 +3 +0 +0 +0 1d4+1 1d4 +1 +0 +0 +0 +0
unarmed strike ♦ STR vs. AC  
+3 +2 +1 +0 +0 +0 +0 +0 1d4+1 1d4 +1 +0 +0 +0 +0
Senses
  Vision normal; low-light
  passive Insight 1610 base +6 Insight score
  passive Perception 1810 base +8 Perception score

  Implements – Wands, songblades, and magical musical instruments

Actions Points
Additional Action Point Effects
 
Initiative +7+1 Dex +2 half-level +4 feat Improved Initiative
Speed 56 race -1 armor
Experience Points 5,500 of 7,500
Daily Magic Item Usage
Workspace
Conditions

Ongoing Effects


Resistances
None
 Armor Check Penalty -1-1 armor -0 shield
 Skills Acrobatics +7 (+1 Dex, +2 half-lvl, +5 trained, -1 armor), Arcana +9 (+2 Int, +2 half-lvl, +5 trained), Athletics +5 (+1 Str, +2 half-lvl, +1 skill versatility, +2 Jack of All Trades feat, -1 armor), Bluff +10 (+3 Cha, +2 half-lvl, +5 trained), Diplomacy +8 (+3 Cha, +2 half-lvl, +1 skill versatility, +2 Jack of All Trades feat), Dungeoneering +6 (+1 Wis, +2 half-lvl, +1 skill versatility, +2 Jack of All Trades feat), Endurance +7 (+3 Con, +2 half-lvl, +1 skill versatility, +2 Jack of All Trades feat, -1 armor), Heal +8 (+1 Wis, +2 half-lvl, +5 trained), History +9 (+2 Int, +2 half-lvl, +1 skill versatility, +2 Jack of All Trades feat, +2 Sildaine backgrounds), Insight +6 (+1 Wis, +2 half-lvl, +1 skill versatility, +2 Jack of All Trades feat), Intimidate +8 (+3 Cha, +2 half-lvl, +1 skill versatility, +2 Jack of All Trades feat), Nature +8 (+1 Wis, +2 half-lvl, +2 racial, +1 skill versatility, +2 Jack of All Trades feat), Perception +8 (+1 Wis, +2 half-lvl, +5 trained), Religion +7 (+2 Int, +2 half-lvl, +1 skill versatility, +2 Jack of All Trades feat), Stealth +6 (+1 Dex, +2 half-lvl, +1 skill versatility, +2 Jack of All Trades feat, -1 armor), Streetwise +8 (+3 Cha, +2 half-lvl, +1 skill versatility, +2 Jack of All Trades feat), Thievery +7 (+1 Dex, +2 half-lvl, +2 racial, +1 skill versatility, +2 Jack of All Trades feat, -1 armor)
 Feats Advantage of Cunning, Armor Proficiency (chainmail, cloth, hide, leather; light shield), Improved Initiative, Jack of All Trades, Ritual Caster, Weapon Proficiency (longsword, military ranged, scimitar, short sword, simple melee, simple ranged)
Combat Features
  • Light of Heart – You can make saving throws both at the start of your turn and the end of your turn against fear effects that a save can end.
  • 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. Due to Advantage of Cunning feat, slide the enemy into square vacated by ally.
At-Will Powers
  • Misdirected Mark – Arcane, Implement ♦ StdRanged 10 ♦ Target one creature ♦ Attack CHA 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.Advances level 21 ♦ Reference Player's Handbook 2, pg. 68.
  • Vicious Mockery – Arcane, Charm, Implement, Psychic ♦ StdRanged 10 ♦ Target one creature ♦ Attack CHA 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.Advances level 21 ♦ Reference Player's Handbook 2, pg. 69.
Encounter Powers
  • Blunder – Arcane, Charm, Implement ♦ StdRanged 5 ♦ Target one creature ♦ Attack CHA vs. Will ♦ Hit 1d6 + Charisma modifier damage, and you slide the target 2 squares. During the slide, you or one of your allies can make a melee basic attack against the target as a free action, with a +2 power bonus to the attack roll. ♦ Virtue of Cunning The power bonus to the attack roll equals 1 + your Intelligence modifier.Reference Player's Handbook 2, pg. 69.
  • Impelling Force – Arcane, Force, Implement ♦ StdRanged 10 ♦ Target one creature ♦ Attack CHA vs. Fortitude ♦ Hit 1d10 + Charisma modifier force damage, and you slide the target 5 squares to a space adjacent to one of your allies.Reference Player's Handbook 2, pg. 70.
  • Inspire Competence – Arcane ♦ Minor ActionClose 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.Reference Player's Handbook 2, pg. 70.
  • Lure of Enchantment – Charm ♦ Free ActionSpecialTrigger You hit an enemy with an attack. ♦ Effect You slide the enemy up to 3 squares, but not into hindering terrain. The enemy grants combat advantage until the end of your next turn.Reference Player's Option: Heroes of the Feywild, pg. 34.
  • Majestic Word – Arcane, Healing ♦ Minor ActionClose burst 5 ♦ Target you or one ally in burst ♦ Effect The target can spend a healing surge and regain additional hit points equal your Charisma modifier. You also slide the target 1 square.Advances levels 6, 11, 16, 21, & 26 ♦ Reference Player's Handbook 2, pg. 68.
  • Words of Friendship – Arcane ♦ Minor ActionPersonalEffect You gain a +5 power bonus to the next Diplomacy check you make before the end of your next turn.Reference Player's Handbook 2, pg. 68.
Daily Powers
  • Stirring Shout – Arcane, Healing, Implement, Psychic ♦ StdRanged 10 ♦ Target one creature ♦ Attack CHA 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.Reference Player's Handbook 2, pg. 69.
  • Tune of Ice and Wind – Arcane, Cold, Implement ♦ StdArea burst 1 within 10 ♦ Target Each enemy in burst. ♦ Attack CHA vs. Will ♦ Hit 2d6 + Charisma modifier cold damage, and the target is slowed (save ends). ♦ Miss Half damage, and the target is slowed until the end of your next turn. ♦ Effect You slide each ally in the burst 3 squares.Reference Player's Handbook 2, pg. 71.
Special Features
  • Bardic Training – You can perform one bard ritual per day of your level or lower without expending components, although you must pay any other costs and use any focus required by the ritual.
  • Fey Origin – Considered a fey creature for the purpose of effects that relate to creature origin.
  • Multiclass Versatility – You can choose class-specific multiclass feats from more than one class.
  • Pleasant Recovery – You regain 1d8 additional hit points for each healing surge you spend during a short rest.
  • 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.
Rituals Known
  • Glib LimerickLevel 1 | Category Deception | Time 1 minutes | Duration 10 minutes | Key Skill Arcana (no check) | Component Cost 10 gp, plus a focus worth 5 gp | Reference Player's Handbook 2, pg. 215. | For the ritual's duration, whenever you make a Bluff check, you can roll twice and use either result. The ritual's effect automatically ends when you roll initiative. | Focus: A musical instrument you play as part of performing the ritual.
  • SilenceLevel 1 | Category Warding | Time 10 minutes | Duration 24 hours | Key Skill Arcana (no check) | Component Cost 30 gp | Reference Player's Handbook, pg. 312. | You ward a single room (or a burst 4 area), against eavesdropping. Creatures attempting to listen to something in the warded area from outside the area take a -10 penalty to their Perception checks.
Equipment & Possessions
 Magic Items Equipped WEAPON—flaming scimitar +1 (Power—At-Will ♦ Fire ♦ Free Action ♦ All damage dealt by this weapon is fire damage. Another free action returns the damage to normal.) (Power—Daily ♦ Fire ♦ Free Action ♦ Use this power when you hit with the weapon. Deal an extra 1d6 fire damage, and the target takes ongoing 5 fire damage (save ends).) (lvl 5; +1 enhancement attack and damage rolls; +1d6 fire on critical; +2 proficiency; 1d8 damage; heavy blade; high crit) (1,000 gp), ARMOR—magic chainmail +2 (lvl 6; +2 enhancement AC; +6 armor; -1 check; -1 speed) (1,800 gp), NECK—cloak of the walking wounded +1 (If you use your second wind while bloodied, you can expend two healing surges instead of one (gaining hit points from both).) (lvl 4; +1 enhancement Fortitude, Reflex, and Will) (840 gp), IMPLEMENT—fochlucan bandore +1 (Power—Daily ♦ Standard Action ♦ Use this power during a short rest. At the end of the short rest, one ally who remained within 20 squares of you during the rest gains a +1 power bonus to weapon damage rolls until the end of his or her next short rest or extended rest. ♦ Song of Rest The power bonus equals +2.) (680 gp)

 Potions potion of healing (lvl 5; minor action; Drink this potion and spend a healing surge. Instead of the hit points you would normally regain, you regain 10 hit points.) (50 gp)

 Nonmagical Items backpack (2 gp), bedroll (1 sp), belt pouch (1 gp), 2 daggers (+3 proficiency; 1d4 damage; range 5/10; light blade; off-hand, light thrown) (1 gp), flint and steel (1 gp), grappling hook (1 gp), hammer (5 sp), hempen rope (50 ft.) (1 gp), □□□□□ | □□□□□ pitons (5 sp), □□ sunrods (bright light 20 squares; 4 hour duration; 1 lb.) (2 gp), □□□□□ | □□□□□ trail rations (5 gp), waterskin (4 lb.) (1 gp)

 ad 0, pp 0, gp 93, sp 0, cp 0