![]()
About HealaughGame Basics
HP: 37/41
XP: 4120 Basic melee attack: Attack 1d20+5 v AC. 1d6+1 damage. 1d6 on crit. At will, damage can become lightning 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
Multiclass Versatility
Skill Versatility
Song of Rest
Words of Friendship
Skills Spoiler:
Bold= trained
Acrobatics - +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
Level 1 Encounter Spells Second Chance (racial bonus)
Shout of triumph
Eyebite
Level 3 Encounter Spells
Level 1 Daily Spells
Daily javelin power
Daily armour power
Canon of Avoidance
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.
Silence
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
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
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.
Water walk
Component Cost: 20 gp
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
Component Cost: 50 gp, plus a focus worth 50 gp
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
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
Lighting javelin +1. +1/+1. Attack 1d20+6 v AC. 1d6+4 damage. 1d6 on crit. At will, damage can become lightning damage.
Gold remaining 91 Background
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. |