Gav

Healaugh's page

585 posts. Alias of Rev Rosey.


Full Name

Healaugh ap Caftenor (pronounced Hey-law) - 4E incarnation

Race

Halfling

Classes/Levels

Bard 4

Gender

Male

Size

Small

Age

42

Alignment

Good

Deity

Brigid

Location

Korrin penninsula

Languages

Korrinish, Waelish, bad Illuskan

Occupation

Fisherman and part time reluctant hero

Strength 11
Dexterity 12
Constitution 14
Intelligence 15
Wisdom 10
Charisma 19

About Healaugh

Game Basics
AC: 17
Fort: 14
Ref: 16
Will: 17
Init: +3
Passive Perception: 19
Passive Insight: 17

HP: 37/41
Bloodied value: 20
Surges p/day: 9
Surges remaining: 3/9
Per surge: 10
Temp hp: 0
AP: 1

XP: 4120

Basic melee attack: Attack 1d20+5 v AC. 1d6+1 damage. 1d6 on crit. At will, damage can become lightning damage.
Basic ranged attack: Attack 1d20+5 v AC. 1d6+3 damage. 1d6 on crit. At will, damage can become lightning damage.
With sling: 1d20+5 v AC. 1d4+3 damage.

Feats

Spoiler:

Ritual caster - bonus feat
Bardic Knowledge
Jack of all Trades
Implement expertise (wand)

Class features

Spoiler:

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. (3 temp hp)

Majestic Word
Encounter (Special), Arcane, Healing
Minor Action; 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. (Healing surge +4)

Multiclass Versatility
You can choose multiclass feats from several classes.

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 (+4). A character can be affected by only one Song of Rest at a time.

Words of Friendship
You infuse your words with arcane power, turning even the simplest speech into a compelling oration.
Encounter Arcane, Charm
Minor Action Personal
Effect: You gain a +5 power bonus to the next Diplomacy check you make before the end of your next turn.

Skills

Spoiler:

Bold= trained
Italic = class skills
All untrained skills gain +1 due to Bardic Skill Versatility

Acrobatics - +9 (inc racial bonus)
Arcana - +11
Athletics - +7
Bluff - +11
Diplomacy - +11
Dungeoneering - +5

Endurance - +7
Heal - +5
History - +7
Insight - +7
Intimidate +9
Nature - +9
Perception +9
Religion - +7

Stealth - +7
Streetwise - + 9
Thievery - +9 (inc racial bonus)

Powers

Spoiler:

Level 1 At-Will Spells
War Song Strike
Bard Attack 1
At-Will F Arcane, melee weapon
Standard Action
melee
Target: One creature
Attack: Charisma vs. Reflex (+9 v AC; 1d6+6 damage)
Hit: 1d6 + Charisma modifier damage, and any ally who hits the target before the end of Healaugh's next turn gains hp equal to Con mod (+2)

Vicious Mockery
Bard Attack 1
You unleash a string of insults at your foe, weaving them with bardic magic to send the creature into a blind rage.
At-Will F Arcane, Charm, Implement, Psychic
Standard Action
Ranged 10
Target: One creature
Attack: Charisma vs. Will (+9 v Will; 1d6+7 damage)
Hit: 1d6 + Charisma modifier psychic damage, and the target takes a -2 penalty to attack rolls until the end of your next turn.
Level 21: 2d6 + Charisma modifier damage.

Level 1 Encounter Spells

Second Chance (racial bonus)
Personal - immediate interrupt. When an enemy hits you, you can force them to re-roll the attack. Enemy must use second roll, even if it's lower.

Shout of triumph
Arcane, Implement, Thunder
Standard Action Close blast 3
Target: Each enemy in blast
Attack: Charisma vs. Fortitude (1d20+9;1d6+6)
Hit: 1d6 + Charisma modifier thunder damage, and you push the target 2 squares.
Effect: You slide each ally in the blast 2 squares.
Virtue of Valor: The number of squares you push the target and slide the allies equals your Constitution modifier.

Eyebite
1d20+8 v Will, 1d6+5. Invisible to target until end next turn.

Level 3 Encounter Spells
Entangling Opening
Encounter Arcane, Psychic, Weapon
Standard Action Ranged weapon
Target: One Creature
Attack: Charisma vs. Will (1d20+9; 2d6+7 psychic damage
Hit: 2[W] + Charisma modifier psychic damage. The next time the target is hit by an attack before the end of your next turn, it is knocked prone.

Level 1 Daily Spells
Verse of Triumph
Daily Arcane, Charm, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Charisma vs. AC (1d20+10;2d6+6
Hit: 2[W] + Charisma modifier damage.
Miss: Half damage.
Effect: Until the end of the encounter, you and any ally within 5 squares of you gain a +1 power bonus to damage rolls and saving throws. In addition, whenever you or an ally reduces an enemy to 0 hit points with an attack, you and any ally within 5 squares of the enemy can shift 1 square as a free action.

Daily javelin power
On hit, target and all enemies within 2 squares take 1d6 lightning damage.

Daily armour power
Immediate Interrupt: Trigger - an enemy targets you with a melee attack. Effect: The triggering enemy targets a creature of your choice adjacent to you.

Canon of Avoidance
Daily Arcane
Standard Action Ranged 10
Target: One ally
Effect: The target gains a +2 power bonus to all defenses until the end of your next turn.
Sustain Minor: The effect persists. When you sustain the effect, you can transfer it to another ally within 10 squares of you.

Rituals

Spoiler:

Traveller's Chant
Level: 1
Category: Exploration
Time: 10 minutes
Duration: 8 hours
Prerequisite: Bard

For the ritual’s duration, you and up to eight allies who heard the whole performance of the ritual can travel farther than normal. For the purpose of determining how far you and the allies can travel in an hour or a day, treat the group’s speed as the slowest member’s speed + 2.
Focus: A musical instrument you play as part of performing the ritual.

Silence
Level: 1
Category: Warding
Time: 10 minutes
Duration: 24 hours

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.

Lullaby
Component Cost: 25 gp, plus a focus worth 20 gp
Market Price: 125 gp
Key Skill: Arcana
Level: 3
Category: Exploration
Time: 10 minutes
Duration: As long as you play plus 10 minutes
Prerequisite: Bard

Your performance makes your audience drowsy. Make an Arcana check. The result determines the penalty to Insight checks and Perception checks of each creature that can hear you other than you and your allies.

Arcana Check Result Penalty
19 or lower -2
20—29 -4
30—39 -6
40 or higher -10

Affected creatures are also considered distracted, which might allow an ally (or you, after you stop playing) to make Stealth checks to hide from them even without superior cover or total concealment.
Focus: A musical instrument you play as part of performing the ritual.

Water walk
You walk on the top of the water as if it were dry land.

Component Cost: 20 gp
Market Price: 100 gp
Key Skill: Nature (no check)Level: 2
Category: Exploration
Time: 10 minutes
Duration: 1 hours

You or an ally can move on water as if it were solid ground. Rapids or choppy seas are considered difficult terrain. The target of this ritual can end its benefits as a free action. The target can immerse itself in water or swim underwater if desired without needing to end the ritual.

Call of Friendship
Your song calls to a person’s heart, filling it with feelings of kinship, affection, and perhaps even love.

Component Cost: 50 gp, plus a focus worth 50 gp
Market Price: 215 gp
Key Skill: Diplomacy
Level: 4
Category: Exploration
Time: 10 minutes
Duration: Special
Prerequisite: Bard

You target one nonhostile natural humanoid creature that is at least 2 levels lower than you. The target must remain within 10 squares of you and hear the entire performance. Once you complete the ritual, make a Diplomacy check to determine the effect it has on the target. Once the ritual’s duration expires, the target’s attitude returns to normal. The ritual does not affect the target’s memory in any way.

Diplomacy Check Result Effect
19 or lower The target acts as a friend for 1 hour, assisting you as he can, but he takes no actions that put him at any risk or that require an expense of more than 5 gp.
20—29 The target acts as a friend for 1 hour, assisting you as he can, but he takes no actions that put him at any risk or that require an expense of more than 25 gp.
30—39 The target acts as a friend for 6 hours, assisting you as he can, but he takes no actions that put him at any risk or that require an expense of more than 50 gp.
40 or higher The target acts as a friend for 1 day, assisting you as he can, but he takes no actions that put him at any risk or that require an expense of more than 500 gp.

Focus: A musical instrument you play as part of performing the ritual.

200gp worth of components

Equipment

Spoiler:

+1 Skald's armour (level 3). Property: +2 to Bluff and Diplomacy checks. Daily power: Immediate Interrupt: Trigger - an enemy targets you with a melee attack. Effect: The triggering enemy targets a creature of your choice adjacent to you.

+2 Wand of Psychic Ravaging
Level: 8
Price: 3,400 gp
Implement (Wand)
Enhancement: +2 attack rolls and damage rolls
Critical: +2d8 psychic damage
Property: Gain a +1 item bonus to damage rolls when you use this wand to attack with a power that has the implement and psychic keywords.
Power (Encounter • Arcane, Charm, Implement, Psychic): Standard Action. As the warlock’s eyebite power.

Lighting javelin +1. +1/+1. Attack 1d20+6 v AC. 1d6+4 damage. 1d6 on crit. At will, damage can become lightning damage.
Sling (leather, but enclosing the curtain scraps from Brigid's temple on the Treasure Hunt island)
Sling bullets
Adventurer's kit minus the sunrods, but including a lantern and spare oil.
Hurdy Gurdy

Gold remaining 91

Background
Returning to Caftenor after the events of Treasure Hunt, Healaugh settled happily enough back into his old life. Still virulently opposed to pirates and newly enamoured of the goddess Brigid, he started to (literally) sing her praises. In a magnificent stroke for both irony and narrative imperative, his singing (while still pretty tuneless) seemed to have a profound effect on his listeners. The halflings of Caftenor said he could sing the very fish into his nets.

All this notoriety forced Healaugh to make some adjustments and he moved to Gwynneth to learn to sing in tune and develop his powers. He's been there for a while now, going on the odd adventure and discovering a bit of a wanderlust. Now that his old friend Ynyr has re-surfaced, the need for adventure is becoming quite great. The heartbroken artificer clearly needs distraction and Healaugh's ears need a rest.