Bae'qeshel Ryxis

Philandering Dark Elf Bard from Daggerford

Description:

Bae’qeshel Ryxis
Level 5 Bard (Leader)
Medium Fey Humanoid (Drow)

Initiative +7; Passive Senses Perception 11, Insight 11; darkvision
HP 42; Bloodied 21
Temps 5
Resist 10 force
Healing Surge 10; Surges Per Day 7
AC 19; Fortitude 13, Reflex 18, Will 19
Speed 6; Action Points 1

Alignment Good; Languages Chondathan, Common, Elven
Background Waterdeep – You know one additional language of your choice, you add Diplomacy to your class skill list, and you gain a +2 bonus to Diplomacy checks.
Skills Acrobatics +9, Arcana +7, Bluff +12, Diplomacy +14, Intimidate +14, (Stealth) +7, Thievery +10
Feats Improved Majestic Word (when you use majestic word the target of the power gains temporary hit points equal to your Charisma modifier (+5)), Quick Draw (+2 Init, draw weapon/item as part of action that uses it), Ritual Caster, Sneak of Shadows (Thievery; Sneak Attack 1/encounter)
Str 10 (+0/+2) Dex 17 (+3/+5) Wis 8 (-1/+1)
Con 10 (+0/+2) Int 11 (+0/+2) Cha 21 (+5/+7)
Possessions +1 harsh songblade (short sword), +1 longsword, fey-blessed circlet, +1 brooch of shielding, hide armor, light shield, hand crossbow (29 bolts), 2 thunderstones, 3 vials of alchemist’s frost, fochlucan bandore, boots of equilibrium, coin pouch of platinum (“the laundry bag”), standard adventurer’s kit (backpack, bedroll, flint and steel, 10 days’ rations, 50 ft. hemp rope, 2 sunrods, waterskin), longsword, short sword, ritual book, alchemical reagents (80 gp worth), flute (ritual focus), 3 pp, 33 gp, 8 sp, pair of gold dice (100 gp), Loudwater Figurine (mouth with water pouring out), Pilfered Silverware (30 gp)

Racial Traits Skill Bonuses (Intimidate, Stealth), Fey Origin, Lolthtouched (cloud of shadows OR darkfire 1/encounter), Trance (Drow)
Class Features Bardic Training, Bardic Virtue: Cunning (1/round, may slide an ally missed by an enemy’s attack one square), majestic word, Song of Rest, words of friendship, Sneak Attack 1/encounter, Hunter’s Quarry 1/encounter (quarry lasts until the end of your next turn)

Basic Attacks

+1 Longsword (standard; at-will) ✦ Weapon +6 vs. AC; 1d8 + 1 (9 + 1d6 on a crit) damage.
+1 Harsh Songblade (standard; at-will) ✦ Weapon +6 vs. AC; 1d6 + 1 (7 + 1d6 on a crit) damage.

Power Descriptions

At-Will Spells

Guiding Strike Bard Attack 1
At-WillArcane, Weapon
Standard Action Melee weapon
Target: One creature
Attack: +11 vs. AC
Hit: 1d8 + 6 (14 + 1d6 on a crit, longsword) OR 1d6 + 6 (12 + 1d6 on a crit, songblade) damage, and the target takes a -2 penalty to the defense of your choice until the end of your next turn.

Misdirected Mark Bard Attack 1
At-WillArcane, Implement, Psychic
Standard Action Ranged 10
Target: One creature
Attack: +8 vs. Reflex
Hit: 1d8 + 6 (14 + 1d6 on a crit) damage, and the target is marked by an ally within 5 squares of you until the end of your next turn.

Encounter Spells

Cloud of Darkness Drow Racial Power
Encounter
Minor Action 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 creatures entirely within it are blinded until they exit. You are immune to these effects.

Darkfire Drow Racial Power
Encounter
Minor Action Ranged 10
Attack: +11 vs. Reflex
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: Attack bonus equals Charisma modifier +4.

Inspiring Refrain Bard Attack 1
EncounterArcane, Weapon
Standard Action Melee weapon
Target: One creature
Attack: +11 vs. AC
Hit: 2d8 + 6 (22 + 1d6 on a crit, longsword) OR 2d6 + 6 (18 + 1d6 on a crit, songblade) damage, and each ally within 5 squares of you gains a +1 power bonus to attack rolls until the end of your next turn.

Song of the New Dawn Bard Attack 3
EncounterArcane, Implement, Radiant
Standard Action Ranged 10
Target: One creature
Attack: +8 vs. Reflex
Hit: 2d8 + 6 radiant damage. Each ally adjacent to the target makes a saving throw, rolling twice and using the higher result.

Majestic Word Bard Feature
Encounter (Special)Arcane, Healing
Minor Action Close burst 5
Effect: The target can spend a healing surge and regain additional hit points equal to your Charisma modifier (5). The target also gains temporary hit points equal to your Charisma modifier (+5). You also slide the target 1 square.
Special: You can use this power twice per encounter, but only once per round.

Second Wind PC Feature
EncounterHealing
Standard Action Personal
Effect: You spend a healing surge and regain 10 hit points. You gain a +2 bonus to all defenses until the beginning of your next turn.

Words of Friendship Bard Feature
EncounterArcane
Minor Action Personal
Effect: You gain a +5 power bonus to the next Diplomacy check you make before the end of your next turn.

Daily Spells

Slayer’s Song Bard Attack 1
DailyArcane, Weapon
Standard Action Melee weapon
Target: One creature
Attack: +11 vs. AC
Hit: 2d8 + 6 (22 + 1d6 on a crit, longsword) OR 2d6 + 6 (18 + 1d6 on a crit, songblade) damage, 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.

Strictures of Fortune Bard Attack 5
DailyArcane, Implement, Psychic
Standard Action Ranged 10
Target: One creature
Attack: +8 vs. Will
Hit: 3d8 + 6 (30 + 1d6 on a crit) psychic damage.
Miss: Half damage.
Effect: The next time the target would recharge a power before the end of the encounter, the power instead does not recharge, and you or an ally within 10 squares of you regains the use of an encounter power.

Song of Courage Bard Utility 2
DailyArcane, Zone
Minor Action Close burst 5
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.

Magic Items

+1 Longsword
Weapon: Longsword
Enhancement: Attack rolls and damage rolls
Critical: +1d6

+1 Harsh Songblade
Weapon: Short Sword
Enhancement: Attack rolls and damage rolls
Critical: +1d6
Property: Bards can use this blade as an implement for bard powers and bard paragon path powers.
Power (Daily): Free Action. 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.

Fochlucan Bandore
Wondrous Item
Property: Bards can use this item as an implement for bard powers and bard paragon path powers. As an implement, it grants a +1 enhancement bonus to attack rolls and damage rolls, and it deals 1d6 extra damage on a critical hit.
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.

+1 Brooch of Shielding
Item Slot: Neck
Enhancement: Fortitude, Reflex, Will
Property: Gain resist 10 Force
Power (Daily): Immediate Interrupt. Use this power when you are hit by an area, close, or ranged attack. Gain resist to all damage equal to the brooch’s resist force value (10) against that attack.

Fey-Blessed Circlet
Item Slot: Head
Property: At the start of each encounter, you gain temporary hit points equal to your Charisma modifier (5).

Boots of Equilibrium (move normally on slick surfaces [grease, ice])
Coin Pouch of Platinum [converts treasure to platinum]
Thunderstone – Standard Action; Area Burst 1 w/i 10; +8 vs. Fort; 1d4 thunder damage; target is pushed one from center and deafened (save ends).
Alchemist’s Frost – Standard Action. Ranged 5/10; +4 vs. Reflex; on a hit, the target takes 1d10 cold damage and is slowed until the end of your next turn; on a miss, the target takes half damage and is not slowed.

Rituals Mastered

Comprehend Languages
Darklight
Endure Elements
Glib Limerick
Seek Rumor

Current XP: 7,095 (through 02/28/2010)
Next Level: 7,500

Bio:

The Bae’qeshel, as he sometimes refers to himself, came to Loudwater seeking his fortune, purportedly so that he could do right by a priestess of Eilistraee who is currently carrying his child. This has not stopped him from hitting on just about everything with a pulse, but elves, even of the dark variety, were ever flighty creatures. He has thrown in his lot with Grughuge, Lord Rexcelsior, and Eve of Disaster because they seem to be a capable lot and just reckless enough to make for an interesting experience.

Ryxis has wasted no time getting a bead on the pulse of the town, which he contemptuously calls Backwater. Though there isn’t much to the village, he seeks to be in with the powers that be. Everyone has to start somewhere, and power is often its own reward, no matter how petty. He has already postured the “Fuckn A’s!!!” (a name with which he takes silent grievance) as heroes with hearts of gold, seeking to help even those who have not asked for it.

When talking up the party, he refers to any of the others as the leader, depending on who he is talking to and whatever mood strikes him. He insists that he is the junior member of the adventurers and tells everyone that he hopes to learn as much as possible from the others. The truth is, without the bard, the party might never have formed in the first place, and would most certainly wander aimlessly. Fortunately, due to his manipulation and the others’ contentedness to hit anything they are pointed at, the party has the potential to become a significant force in the Gray Vale… assuming they survive the insane situations into which they fling themselves with wild abandon.

Bae'qeshel Ryxis

Primus Sinister zero