Soveliss

Self proclaimed bard of Silver Song, searching out the greatest of adventurers and adventures to provide him with the greatest of tales.

Description:

Soveliss Immerial of the Silver Song
Level 11 Bard (Leader) / Summer Rhymer
Medium fey humanoid (Eladrin)

Initiative +8; Passive Senses Perception 18, Insight 18; Low-light vision
HP 75; Bloodied 37
Healing Surge 18; Surges Per Day 8
Save Bonus +5 vs. charm
AC 23; Fortitude 18, Reflex 22, Will 24
Speed 6; Action Points 1; Bennie Points 2

Alignment Good; Languages Common, Elven
Skills
Trained Acrobatics +13, Arcana +17, Diplomacy +14, Intimidate +14, Stealth +13, Streetwise +16, Thievery +13
Untrained Athletics +9, Bluff +13, Dungeoneering +8, Endurance +10, Heal +8, History +16, Insight +8, Nature +8, Perception +8, Religion +14
Feats Ritual Caster, Improved Majestic Word, Pact Initiate, Bard of All Trades, Bardic Wayfarer, Novice Power, Fey Familiar, Song of Inspiration
Str 11 (+0/+5) Dex 17 (+3/+8) Wis 9 (-1/+4)
Con 13 (+1/+6) Int 18 (+4/+9) Cha 20 (+5/+10)
Possessions Standard adventuring gear, Lute, Ritual Book, Magic Wand +2, Wand of Allure +1, Eladrin Chainmail +2, Periapt of Cascading Health +2, Reading Spectacles, 130gp worth of Ritual Components, Mac Fuirmidh Cittern +1, 50gp.

Racial Traits Eladrin Education, Eladrin Weapon Prof, Eladrin Will, Fey Origin, Trance, Fey Step
Class Features Bardic Training, Bardic Virtue (Virtue of Cunning), Majestic Word, Multiclass Versatility, Skill Versatility, Song of Rest, Words of Friendship, Pact Initiate (fey pact), Feypath, The Queens Grace
Backgrounds Occupation: Entertainer, Geography: Urban (+2 to Streetwise)

Power Descriptions

At-Will Spells

Misdirected Mark
Bard Attack 1
You conceal your arcane attack, tricking your foe into thinking the attack came from one of your allies.
At-WillArcane, Implemen
Standard ActionRanged 10
Target: One creature
Attack: Charisma vs Reflex (+10 vs Reflex)
Hit: 1d8 + Charisma modifier (5) damage, and the target is marked by an ally within 5 squares of you until the end of your next turn.
Level 21: 2d8 + Charisma modifier damage.

Staggering Note
Bard Attack 1
The sharp sound you create causes your opponent to recoil clumsily.
At-WillArcane, Implement, Thunder
Standard ActionRanged 10
Target: One creature
Attack: Charisma vs Will (+10 vs Will)
Hit: Charisma modifier (5) thunder damage, and you push the 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.

Encounter Spells

Fey Step
Eladrin Racial Feature
With a step, you vanish from one place and appear in another.
EncounterTeleportation
Move ActionPersonal
Effect: Teleport up to 5 squares.

Majestic Word
Bard Feature
You utter words laden with preternatural inspiration, restoring your ally’s stamina and making wounds seem insignificant.
EncounterArcane, Healing
Minor ActionClose Burst 5 (10 at 11th level, 15 at 21st level)
Effect: The target can spend a healing surge and regain additional hit points equal to your Charisma modifier (5). You also slide the target 1 square.
Level 6: 1d6 + Charisma modifier (5) additional hit points.
Level 11: 2d6 + Charisma modifier (5) additional hit points.
Level 16: 3d6 + Charisma modifier (5) additional hit points.
Level 21: 4d6 + Charisma modifier (5) additional hit points.
Level 26: 5d6 + Charisma modifier (5) additional hit points.
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.
Special: Improved Majestic Word – When you use majestic word, the target of the power gains temporary hit points equal to your Charisma modifier (5).
Special: The Queen’s Grace – When you use a Bard Healing power, the target of the power gains additional hit points equal to your Charisma modifier (5).

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

Eyebite
Warlock Attack 1
You glare at your enemy, and your eyes briefly gleam with brilliant colors. Your foe reels under your mental assault, and you vanish from his sight.
EncounterArcane, Charm, Implement, Psychic
Standard ActionRanged 10
Target: One creature
Attack: Charisma vs Will (+10 vs Will)
Hit: 1d6 + Charisma modifier (5) psychic damage, and you are invisible to the target until the start of your next turn.
Increase damage to 2d6 + Charisma modifier at 21st level.

Victim of the Feywild
Bard Attack 1
You send your allies stepping across planes, recreating one of the innumerable tales that describe fey warriors springing from nowhere to attack wanderers in their realm.
EncounterArcane, Force, Implement, Teleportation
Standard ActionRanged 5
Target: One creature
Attack: Charisma vs Will (+10 vs Will)
Hit: 1d8 + Charisma modifier (5) force damage, and you can teleport one or two allies within 5 squares of the target each to different squares adjacent to the target.

Otherwind Stride
Warlock Attack 3
You call up an unseen maelstrom of fey power that lashes nearby creatures . . . and you step into the vortex and emerge somewhere a short distance away.
EncounterArcane, Implement, Teleportation
Standard ActionClose Burst 1
Target: Each creature in burst
Attack: Charisma vs Fortitude (+10 vs Fort)
Hit: 1d8 + Charisma modifier (5) damage, and the target is immobilized until the end of your next turn.
Effect: You teleport 5 squares.
Fey Pact: You teleport a number of squares equal to 5 + your Intelligence modifier (4).

Theft of Life
Bard Attack 7
As you shout a word of power, health and vitality drain from your foe and refresh a nearby ally.
EncounterArcane, Healing, Implement
Standard ActionRanged 10
Target: One creature
Attack: Charisma vs Will (+10 vs Reflex)
Hit: 2d8 + Charisma modifier (5) damage.
Effect: An ally adjacent to the target can spend a healing surge and also gains temporary hit points equal to your Intelligence modifier (4).
Special: The Queen’s Grace – When you use a Bard Healing power, the target of the power gains additional hit points equal to your Charisma modifier (5).

Chord of Resilience
Bard Utility 6
With notes of steel and stone, you preserve your ally from harm.
EncounterArcane
Immediate InterruptRanged 10
Trigger: An attack hits an ally
Target: The ally who was hit
Effect: The damage the target takes is reduced by an amount equal to 5 + your Charisma modifier (5).

Song of the Queen’s Protection
Summer Rhymer Attack 11
You sing a melody of eldritch quality that assaults your foe’s senses while causing wisps of light to blur the outlines of your allies.
EncounterArcane, Implement, Psychic
Standard ActionRanged 10
Target: One creature
Attack: +10 vs. Will
Hit: 2d10 + Charisma modifier psychic damage, and until the end of your next turn, any ally within 10 squares of you gains concealment until the end of his or her next turn.

Second Wind
Player Character Feature
You dig into your resolve and endurance to find an extra burst of vitality.
EncounterHealing
Standard ActionPersonal
Prerequisite: Spend a Healing Surge
Effect: Recover hit points equal to your healing surge value (16). You gain a +2 bonus to all defenses until the start of your next turn.

Daily Spells

Fast Friends
Item Power
You sing a tune of false friendship, leaving your foe in a reverie.
DailyArcane, Charm, Implement
Standard ActionRanged 5
Target: One creature
Attack: Charisma vs Will (+10 vs Will)
Hit: Choose yourself or an ally. The target cannot attack that character until the end of your next turn or until you or one of your allies attacks the target.

Satire of Fortune
Bard Attack 1
You mock your foe’s luck, using your verse to make your insults come painfully true.
DailyArcane, Implement, Psychic
Standard ActionRanged 10
Target: One creature
Attack: Charisma vs Will (+10 vs Will)
Hit: 2d8 + Charisma modifier (5) psychic damage.
Miss: Half damage.
Effect: The next time an ally misses the target with an attack during this encounter, you roll a d20 and replace the ally’s attack roll with yours.

Timeless Trek in Mithrendain
Bard Attack 5
You tear your foe away from the world and send it on a journey like that of Dourlion, who spent untold days in the timeless Autumn City of the eladrin.
DailyArcane, Implement, Psychic, Teleportation
Standard ActionRanged 5
Target: One creature
Attack: Charisma vs Will (+10 vs Will)
Hit: 2d8 + Charisma modifier (5) psychic damage.
Effect: The target is banished to the Feywild (save ends). While banished, it is removed from play. When the effect ends, the target reappears in the space it last occupied or in the nearest unoccupied space of its choice.

Canon of Avoidance
Bard Utility 6
Your song of protection trips from ally to ally, cloaking each one in a magical shield.
DailyArcane
Standard ActionRanged 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.

Word of Life
Bard Utility 10
A single word is sufficient to save an ally from death’s grasp while punishing the foe who dealt the deadly blow.
DailyArcane, Healing
Immediate ReactionClose Burst 20
Trigger: An enemy attack reduces an ally within 20 squares of you to 0 hit points or fewer
Target: The triggering ally in burst
Effect: The target can spend a healing surge. In addition, the attacking enemy takes a -5 penalty to all defenses until the end of your next turn.
Special: The Queen’s Grace – When you use a Bard Healing power, the target of the power gains additional hit points equal to your Charisma modifier (5).

Magic Items

Eladrin Armor +2
Item
Crafted by master eladrin armorsmiths, the fine links of this chainmail sparkle in even the faintest light.
Level: 8
Price: 3,400 gp
Armor: Chain
Enhancement: +2 AC
Property: Add 1 square to the maximum distance of any teleport you make.
Property: This armor has no speed or skill check penalties.

Magic Wand +2
Item
A basic wand, enchanted so as to channel arcane energy.
Level: 6
Price: 1,800 gp
Implement: Wand
Enhancement: +2 attack rolls and damage rolls
Critcal: +2d6 damage

Wand of Allure +1
Item
Charms cast through this twinkling golden wand reach the most distant of foes.
Level: 4
Price: 840 gp
Implement: Wand
Enhancement: +1 attack rolls and damage rolls
Critcal: +1d6 damage
Property: When you use a ranged arcane charm power through this wand, the power’s range increases by 2 squares, and you ignore cover and concealment.
Power (Daily * Arcane, Charm, Implement): Standard Action. As the bard’s fast friends power (Player’s Handbook 2, page 69).

Periapt of Cascading Health +2
Item
Adventurers feel a little more confident fighting dragons with this bauble in their possession.
Level: 10
Price: 5,000 gp
Item Slot: Neck
Enhancement: +2 Fortitude, Reflex, and Will
Power (Encounter): Minor Action – You end one condition a save can end.

Reading Spectacles
Item
You can decipher any written passage while gazing through these unadorned copper eyeglasses.
Level: 2
Price: 520 gp
Item Slot: Head
Property: You can read any language while wearing this item.

Rituals
Glib Limerick
Lullaby
Comrades Succor
Endure Elements
Dark Light
Eye of Alarm
Raise Dead
Remove Affliction
Aria of Revelation
Linked Portal
Enchant Magic Item
Disenchant Magic Item

Current XP: 10,685 (Thru Session 22)
Next Level: 13,000

Bio:

Height: 6’
Weight: 145 lbs.

Age: 45
Eyes: Blue

Hair: Gold
Skin: White



Astrazalian

Ah, my beautiful spires, the flowing streams, and gorgeous white and greens that make up my beautiful home. Astrazalian, the City of Starlight. I heard my first tale in the Lantern Tree. Its majestic height, the beautiful lanterns dotting its mass… Its stout walls holding up against the raids and assaults of the Fomorians.

I spent my youthful years under guarded shelter of that tree with my mother and my twin siblings Etholin and Alonil. Our mother took the young twins, Etholin and Alonil from the dangers of Astrazalian to Shinaelestra. I didn’t know whether to pity them or envy them in their flight. On one hand they would be free of the seasonal “wars” with the Fomorians; on the other, they would miss out on the greatest city our people have to offer.

So here I was, my father and myself, standing against the horrors outside. It wasn’t long before I saw the effect that tales and song had on the waning spirits of our people during the cooler fall and winter months. As the giants rained fell magics and destruction down on our city, men and women of song spun tales and lifted spirits in our homes and taverns. It was in my 24th year that I found my muse.

She was actually a warlock, and not even a teller of tales. She was young and new to the pact that she had made with the beings in our world. She came into the Lantern Tree, still in awe of our city. I was still young and learning the full effect of my song and arcane talent. I was playing the harp as support for my teacher. I saw the beautiful half-elf come in, bewilderment in her face.

My heart skipped a beat and I felt a song well in my throat. I kept from interrupting my instructor though. I waited and carefully constructed the tune in my mind. The night wound down, and I waited for my master to come to a finish. Finally her tune was at an end and I waited for the applause to cease. Most of the room cleared out, and I noticed that my muse was gone. I frantically searched the room for my maiden and spied her headed toward the door.

As a final effort I strummed the harp, stopping her in her tracks. Before I knew it I was speaking my heart’s desire through verse and rhyme. I never took my eyes off of my muse and I sang at length. The remaining patrons stopped dead, listening to my words. I cannot remember most of the night, but I do remember my songs…and I will never forget her. We spent the next few months together waiting for the Spring, so we could return to the mortal plane.

Astrazalian Under Siege

It was about two weeks before the solstice when we would be transferred to safety when the Fomorians launched their desperate attack. Towers crumbled, roads cracked under crashing buildings, and my lover and I scrambled to safety away from the destruction. We wound our way back to safety in the confines of the Lantern Tree.

Many lay huddled there in its mighty embrace and I saw their terror. We all knew that this was a larger assault than usual, and we all feared the fall of the Lantern Tree. I knew what I must do, no doubt my teacher was out there, helping lead our defenses with her song, inspiration, and cunning. I took it upon myself to help these poor souls in our beloved tree. I began to sing an ode to our city’s defenders, reminding those listening that we would prevail. The fight raged on for days before the city was left in peace again. Just before it faded from the Feywild.

All of Astrazalian rejoiced, and we went about the reconstruction process. My love however, wished never to weather the horrors of that winter again. I was torn, I had a duty to my city and my people, but she was leaving swiftly. I let her go and returned to my mentor and realized that she too had fallen in the siege, along with my father. I only had four people left alive who mattered to me: my mother, my brother and sister, and my love, my muse, Adriel. Not having anyone else to turn to, I left my beautiful city as it rebuilt it’s ruins.

Crossing the Planes

I knew where my family was, I knew they were safe, and they had fled years ago. If I return to the Feywild it will be to visit them. But for now, I must find my Adriel, for half-elves don’t live as long as we Eladrin, and I would like as much time with her as possible. I set out from my home to hone my skills and search the land for my muse.

. . .

Five years have passed now, and I have followed the trail of a warlock named Adriel. I hone my art wherever I go and search for signs of her. I have traveled a while now, but five years is nothing to one such as I. I know she still lives as I still follow the tales of my fellow bards until perhaps one day I will catch up to her. Until then, I will continue to hone my art, to find new adventure, and search out new adventurers to weave the greatest of tales.

Soveliss

The Dark Explodinator