Quinn Lirit

Human Bard

Description:

Quinn Lirit, level 11
Human, Bard
Str 10, Con 11, Dex 14, Int 11, Wis 21, Cha 19
Initiative 7 Speed 6
Passive Insight 25
Passive Perception 25

AC: 26 Fort: 17 Reflex: 19 Will: 23
HP: 73 Bloodied: 36 Surges: 7 Surge Value: 18
Current HP: 73 Current Surges: 7

Languages: Draconic, Dwarven, Elven

Song of Rest: At end of short rest, you and each ally spending a healing surge adds + [Cha mod] to hp regained.

Bardic Virtue: Virtue of Prescience: Once per encounter as an immediate interrupt, when an enemy hits one ally within 5 squares of you, you grant that ally a power bonus equal to your Wisdom modifer (+5) to defense targeted by the triggering enemy until the end of that enemy’s turn.

Human Power Selection: Heroic Effort
Personal
Trigger: You miss with an attack or fail a saving throw.
Effect: You gain a +4 racial bonus to the attack roll or the saving throw

Theme: Scholar
Background: Scholar

SKILLS
Acrobatics +8 Arcana +13 Athletics +5
Bluff +10 Diplomacy +10 Dungeoneering +16
Endurance +6 Heal +15 History +11
Insight +15 Intimidate +10 Nature +16
Perception +15 Religion +7 Stealth +7
Streetwise +10 Thievery +7
FEATS

Bard: Ritual Caster
Human: Extended Prescience: When you use your virtue of prescience to grant a power bonus to an ally’s defense, that bonus lasts until the end of the ally’s next turn.
Level 1: Improved Majestic Word: When you use majestic word, the target of the power gains temp hit points equal to your Charisma modifier (4)
Level 2: Prescient Fortification: When you use your virtue of prescience to grant a power bonus to an ally, increase that bonus by 2
Level 4: Weapon Focus (Bow): +1 feat bonus to damage rolls with bows per tier.
Level 6: Battle Song Expertise : Gain a +1 feat bonus to attack rolls with proficient weapons and/or bard implements; push/pull/slide creatures an additional square with bard/bard paragon attacks
Level 8: Battle Cadence : Majestic Word allows you to slide the target 1 extra sq. The target gains +2 to their next dmg roll before their next turn ends
Level 10: Arcane Reserves: If all your arcane encounter attack powers are expended, you gain a +2 bonus to damage rolls with your arcane at-will attack powers until the end of the encounter or until you regain the use of one of your arcane encounter attack powers.

POWERS

Majestic Word
Minor Action Close burst 5 (10 at 11th lvl, 15 at 21st)
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) +2d6. You also slide the target 1 square.
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.
(Gloves of the Healer: Target regains an additional 1d6 hit points)

Words of Friendship
Encounter Minor Action
Effect: you gain a 5 power bonus to the next Diplomacy check you make before the end of your next turn.

Scholar Utility
Encounter Free Action
Trigger: You succeed on a monster knowledge check against a monster that you can see of 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, 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.

Bard at-will 1: Staggering Note
Standard Action Ranged 10
Target: One Creature
Attack: Charisma vs Will (9 vs Reflex)- vanishment (10 vs Reflex)-whistle
Hit: Charisma modifer (4) thunder damage, and you pushthe target 2 squares. As a free action, an ally of your choice can make a melee basic attack against the target before, after, or during this forced movement.

Bard at-will 1: Jinx Shot
Standard Action Ranged Weapon
Target: One Creature
Attack: Charisma vs AC (12 vs AC)(1d10 + 6)-vanish (13 vs AC)(1d10 + 7)-whistle
Hit: 1d10 + Charisma modifier (4) damage. The first time the target misses with an attack before the end of your next turn, it falls prone.

Human Power Selection: Heroic Effort
Personal
Trigger: You miss with an attack or fail a saving throw.
Effect: You gain a +4 racial bonus to the attack roll or the saving throw

Bard encounter 1: Prophesied Strike
Standard Action Ranged Weapon
Target: One Creature
Attack: Charisma vs Reflex (12 vs reflex)(1d10+6)-vanish (13 vs AC)(1d10 + 7)-whistle
Hit: 1d10 + Charisma modifier (4) damage. The next time you or an ally attacks the target before the end of your next turn, the attacker rolls a d20 twice and uses either result.

Bard daily 1: Arrow of Warning
Standard Action Ranged Weapon
Target: One Creature
Trigger: An enemy within range makes an attack roll against an ally
Attack: Charisma vs Reflex (12 vs reflex)(3d10+6)-vanish (13 vs AC)(3d10 + 7)-whistle
Hit: 3d10 + Charisma modifier (4) damage. The ally who was attacked by the triggering enemy can make an at-will attack against that enemy as a free action. The ally gains a bonus to this attack roll equal to your Wisdom modifier (5)

Bard daily utility 2: Song of Courage
Mionor Action Close Burst 5
Target: One Creature
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 encounter 3: Rhyme of the Blood-Seeking Blade
Immediate Interrupt Ranged Weapon
Target: The target of the triggering ally’s attack
Trigger: An ally misses with a melee attack
Attack: Charisma vs AC (12 vs AC)(1d10+6)-vanish (13 vs AC)(1d10 + 7)-whistle
Hit: 1d10 + Charisma modifier (4) damage. The target takes a penalty to all defenses equal to 3 + Wisdom modifier (5) against the triggering ally’s attack

Bard Daily 5: Arrow of Ill Omen
Standard Action Ranged Weapon
Target: One Creature
Attack: Charisma vs AC (12 vs AC)(2d10+6)-vanish (13 vs AC)(2d10 + 7)-whistle
Hit: 2d10 + Charisma modifier (4) damage.
Effect: Choose an ally within 10 squares of you. Until the end of the encounter, when that ally hits the target but does not score a critical hit, you roll a d20. If you roll a 15 or higher, that attack becomes a critical hit, and this effect ends.

Bard Utility 6: Echoing Steps (Daily)
Minor Action Ranged 10
Target: You or one ally
Effect: The target can teleport 6 squares as a free action. Until the end of the encounter, the target can teleport 1 square as a minor action.
(Eladrin Braidmail Armor: Add 2 squares to the maximum distance of any teleport you make)

Bard Encounter 7: Rewrite the Future
Standard Action Ranged Weapon
Target: One Creature
Attack: Charisma vs AC (12 vs AC)(1d10+6)-vanish (13 vs AC)(1d10 + 7)-whistle
Hit: 1d10 + Charisma modifier damage, and you roll 1d20. Until end of your next turn replace an alley’s or enemy’s next attack roll as a free action.

Bard Daily 9: Saga of Vengeance
Standard Action Ranged Weapon
Target: One Creature
Attack: Charisma vs AC (12 vs AC)(3d10+6)-vanish (13 vs AC)(3d10 + 7)-whistle
Hit: 3d10 + Charisma modifier (4) damage.
Effect: Until the end of the encounter, whenever an ally hits the target with an attack, that ally can choose to roll a saving throw or to regain hit points equal to your Charisma modifier (4).

Bard Utility 10: Revitalizing Incantation (Encounter)
Minor Action Ranged 5
Target: You or one ally
Effect: The target can spend a healing surge. Additionally, the target gains temporary hit points equal to his or her healing surge value.
(Gloves of the Healer: Target regains an additional 1d6 hit points)

ITEMS

Arrows:
10xFirestorm Arrows +2 (1d6 per plus of fire damage to target and adjacent creature)
10xFreezing Arrows +2 (1d6 per plus cold damage to target and is slowed until end of its next turn)
10xOnslaught Arrows +2 (Each ally that can see the enemy gains +1 to attack rolls)
10xLightning Arrows +2 (1d6 per plus of lightning damage)
5x Shadowshaft Ammunition +1 (Whether the attack hits or misses, it creates a zone in a burst 1 centered on the target. The zone is heavily obscured, and it lasts until the end of the encounter)

Songbow of Vanishment Longbow +1
Damage 1d10 Proficient: +2 Range 20/40
Critical: 1d6 damage per plus
Property: Bards can use this weapon as an implement for bard powers and bard paragon path powers
Power (Daily * Illusion): Free. Trigger: You hit an enemy with a bard power using this weapon. Effect: You’re invisible to that enemy until the end of your next turn.

Whistling Songbow Longbow +2
Damage 1d10 Proficient: +2 Range 20/40
Critical: 1d6 damage per plus
Property: Bards can use this weapon as an implement for bard powers and bard paragon path powers
Power (Daily): Free. Trigger: You attack an enemy with a bard power using this weapon. Effect: Each ally within 5 squares of that enemy gains a +2 bonus to attack rolls against that enemy until the end of your next turn.

Poison Longbow +3
Damage 1d10 Proficient: +2 Range 20/40
Critical: 1d6 poison damage per plus
Power (cold) Free Action: All damage dealt by this weapon is poison damage. Another free action returns the damage to normal.
PowerPower (poison) Daily Free Action: Use this power when you hit with the weapon. The target takes on going 5 poison damage and is slowed save ends both.

Shielding Girdle
Power Daily (immediate interrupt)
Use this power when you would be hit by an attack. Gain a +4 power bonus to AC until the end of your next turn.
Gain resist 5 force

Eladrin Braidmail Armor +3
AC Bonus: +8 Check: -1 Speed: -1
Property:
Add 2 squares to the maximum distance of any teleport you make.
This armor has no speed or skill check penalties.

Raven Cloak +2
Gain resist 5 cold and necrotic
Power (Daily): Trigger: You fail a saving throw. Effect: Reroll the saving throw with a +5 bonus. If the saving throw is a death saving throw gain a +10.

Acrobat Boots (heroic tier)
Property: You gain a +1 item bonus to Acrobatics checks.
Power (At-Will): Minor Action. You stand up from prone.

Gloves of the Healer
Property: When you use a power that lets one or more creatures spend a healing surge to regain hit points, one target regains an extra 1d6 hit points.
Power (Healing) Daily (Standard Action)
Spend a healing surge. An adjacent ally regains hit points equal to the value of the healing surge you lost.

Philosopher’s Crown
Property: Gain a +1 bonus to Arcana, Dungeoneering, History, Nature, and Religion checks.
Power Daily (Free Action)
Trigger: You make an Arcana, Dungeoneering, History, Nature, or Religion check and dislike the result.
Effect: You reroll the check and use either result.

Money 1739g 90s
Ritual Book
RITUALS
Glib Limerick, Make Whole

Bio:

Quinn Lirit

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