Ibram Gaunt Player modest
Half-elf Bard (Good) Level 2 (XP 1349)
Initiative +1
Passive Insight 13 Passive Perception 11; Senses low-light vision
HP 30 Bloodied 15 Surge Value 8; Surges Per-Day 11
AC 17 Fortitude 16 Reflex 13 Will 18
Speed 6(5) Size Medium
Str 8 (-1) Dex 10(+0) Wis 10 (+0)
Con 18 (+4) Int 10 (+0) Cha 20 (+5)
Racial Abilities +2 diplomacy and insight;dilettante; dual heritage; group diplomacy
Class Features Bardic Training, Bardic Virtue (Virtue of Valor), Majestic Word, Skill Versatility, Song of Rest, Words of Friendship
Battack Basic Attack +9 vs AC, Fullblade, 1d12+5 damage
Branged Ranged Basic Attack +3 vs AC, hand crossbow, 1d6 damage
Feats Ritual Caster, Weapon Proficiency (Fullblade), Melee Training (Charisma)
Skills Acrobatics +5, Arcana +6, Bluff +11, Diplomacy +13, Streetwise +13
Languages Common, Elven, Giant
Rituals Bloom (Nature), Traveler's Chant (Nature)
War Song Strike (At Will Standard Melee ✦ Arcane, Weapon)
Target: One creature
Attack: +9 vs. AC
Hit: 1d12+5 damage, and any ally who hits the target before the end of my next turn gains 4 temporary hit points.
Guiding Strike (At Will Standard Melee ✦ Arcane, Weapon)
Target: One creature
Attack: +9 vs AC
Hit: 1d12+5 damage, and the target takes a -2 penalty to the defense of your choice until the end of Ibram's next turn.
Eyebite (Encounter Standard Ranged 10 ✦ Arcane, Charm, Psychic, Implement)
Target: One creature
Attack: +6 vs. Will
Hit: 1d6+5 damage and Ibram is invisible to the target until the start of his next turn.
Inspiring Refrain (Encounter Standard ✦ Arcane, Weapon)
Target: One Creature
Attack: +9 vs. AC
Hit: 2d12+5 damage, and each ally within 5 squares gains a +1 power bonus to attack rolls until the end of Ibram's next turn.
Majestic Word (Encounter Minor Close burst 5 ✦ Arcane, Healing)
Target: You or one ally in burst
Effect: The target can spend a healing surge and regain an additional hit points equal to +5. You also slide the target 1 square.
Special: You can use this power twice per encounter, but only once per round.
Words of Friendship (Encounter Minor Personal ✦ Arcane)
Effect: You gain a +5 power bonus to the next Diplomacy check you make before the end of your next turn.
Slayer's Song (Daily Standard Melee ✦ Arcane, Weapon)
Target: One creature
Attack: +9 vs. AC
Hit: 2d12+5 damage and the target grants combat advantage to Ibram and his allies (save ends).
Miss: Half Damage
Effect: Until the end of the encounter, whenever Ibram hits an enemy that enemy grants combat advantage to Ibram and his allies until the end of his next turn.
Cannon of Avoidance (Daily Standard Ranged 10 ✦ Arcane)
Target: One ally
Effect: The target gains a +2 power bonus to all defenses until the end of Ibram's next turn.
Sustain: Minor, The effect persists. When Ibram sustains the effect, he can transfer it to another ally within 10 squares.


Description: Ibram Gaunt stands 5'11" tall and has short cropped black hair. Many earrings line his ears and blue tattoos can be seen on his face. More often than not, he always has a smirk on his pale, drawn face, almost as if he is quietly laughing about something unknown to others. While music is his muse, Ibram often finds time to draw, detail and write stories about interesting persons or beasts that he meets. His curiosity and good natured humor is insatiable.

Hard Stats & Personality

  • Age: 57
  • Gender: Male
  • Height: 5'11"
  • Weight: 187 lb.
  • Alignment: Unaligned
  • Personality: Excitable, curious, gregarious, amiable, well mannered, quiet, reflective, boisterous.

Background: Ibram Gaunt is from a distant land, untamed, remote, and with no name that anyone outside of his line has ever learned. He is the son of an elvish mother and human father. It was during a great purging of the Fenysh human race, from which Ibram is a descendant (with pale skin and black hair) that took place in the late part of the century. His father, wounded and unable to care for his own wounds was a soldier for his empire who found mercy from a wild yet elegant elven woman named il'Eebrennil. It was during her short care for Ibram's father, Renick Bucepherous Gaunt, that the two fell madly in love. Fate, it seems, had still a part to play; whether by some God's will or otherwise, Ibram De Kaiden Gaunt was born. It was prophesised long ago, that a being who did not belong to anyone but himself; welcome among niether race; who had no home to call his own, with pale skin and black hair would bring about the destruction of the Anaruskian empire, and be heralded as a hero. The Anaruskian empire were really no more than a tribe of fierce brutal, war-like humanoids that revelled in the sacking and burning of every other living creature. They often preferred to unleash their raids at night, on unsuspecting towns, cities and even a few kingdoms. For a great many moons, the land knew nothing but fear driven by swords and spears from the Anaruskians. Ibram's father's people were a nomadic people, living off the land and making their living as honestly as possible until they found secure service in the employ of a just and fair lord by the name of Terrus the Enlightened. When Renick and his brethren would set up camp or find shelter for the night during their travels, there were often more on night-watch than would first seem. Renick and his kin were masters of stealth, low-light environments and camouflage. Ibram learned what he could before his beloved father passed.

Terrus had himself once been nothing more than a traveling spell-for-hire many centuries ago. During a final battle between Terrus and the Arch-Lich Grulenk Guttinder, Terrus's soul was stripped from his being and banished to a realm of fire, death, and hatred. Terrus lived through this endeavor to emerge as a being far beyond the perils of the mortal coil; now calling himself Terrus the Enlightened, he set out upon the world to rid it of the evils he despised and had become so used to combating. Ibram's father found his cause most noble, and often saw the parallels that Terrus had endured in his world the perils that Renick fought in his realm. Terrus emerged a new being, and brought with him the prophecy.

Ibram's father had passed within the last four months and left his wife and son in a world riddled with hate and strife. Ibram has decided to take up his father's mantle and bear the burden of a world too harsh for the children he hopes to someday raise.


  • The prophecy speaks of a dark-haired pale skinned being that can bring about the end of the Anaruskians, but is Ibram the one to do it?
  • The tattoos and piercings Ibram has on his being are from personal and familial conquests that mark a moment of greatness..what has he seen in his past?
  • Ibram stayed on with his mother after his father's passing to take care of her in her heart-broken state. His father was something of a legend to the Fenysh, will Ibram be able to handle his father's legacy? He knows that staying in one place has led to bad things in the past for his kin and now since his father has made a home and died in it, his opinion is conrete.

Kicker: Ibram wanders out of a necessity. He seeks to destroy what he deems as evil, he follows his heart and trusts it to lead him to the right path.



Str 0 8 0 0 8 -1
Con 9 16 2 0 18 4
Dex 0 10 0 0 10 0
Int 0 10 0 10 0
Wis 0 10 0 0 10 0
Cha 14 18 2 0 20 5
Totals 23   8

Attacks Edit

Basic Attacks
Attack TypeAttribAttrib TypeClassClass FeatureFeatFeat NameEquipEquip NameMiscMisc NameLevelTotalvs?
Basic Melee


cha 000Melee Training (Charisma)3Fullblade019AC
Basic Ranged


dex00002Hand Crossbow013AC

Defenses Edit

DefenseAttribAttrib TypeClassRacialFeatFeat NameEquipEquip NameMiscMisc NameLevelTotal
Armor Class +0/+0 dex/int 0 0 0 0 6 Chainmail 0 0 1 17
Fortitude+0/+4str/con00001Brooch of Shielding001 16
Reflex+0/+0dex/int100 01Brooch of Shielding001 13
Will+0/+5wis/cha100 01Brooch of Shielding001 18

Senses and Reactions Edit

Senses and Reactions
Sense/ReactionAttrib modClassClass FeatureRacialFeatFeat NameEquipEquip NameLevelOther/TrainedTotal
Initiative 0 0 0 0 0 0 0 0 1 0 1
Passive Insight +0 1 Skill Versatility +2 0 0 0 0 1 0 14
Passive Perception +0 1 Skill Versatility 0 0 0 0 0 1 0 12

Health Edit

--Base ClassConPer LevelRacialFeatFeat NameEquipEquip NameOtherSurge Value BonusTotalBloodiedSurge
Hit Points 12 18 5 0 0 0 0 0 0 0 35 17 8

Surges per Day 11 (Class 7 + Con 4)

Speed and Movement Edit

Speed: 5 (Race 6 - Equipment -1)


Powers KnownEdit


  • At-Will - 1st Level
    • Guiding Strike
    • War Song Strike
  • Encounter - 1st Level
    • Inspiring Refrain
    • Majestic Word [Class Power]
    • Words of Friendship [Class Power]
  • Daily - 1st Level
    • Slayer's Song
  • Utility - 2nd Level
    • Cannon of Avoidance

Racial (Dilettante)

  • Encounter
    • Eyebite

Powers to Hit Edit

Power To-Hit
Attack TypeAttribAttrib TypeClassClass FeatureFeatFeat NameEquipEquip NameMiscMisc NameLevelTotalvs?
Guiding Strike +5 Cha 3 Fullblade 0 0 1 9 AC
War Song Strike +5 Cha 3 Fullblade 0 0 1 9 AC
Inspiring Refrain +5 Cha 3 Fullblade 0 0 1 9 AC
Slayer's Song +5 Cha 3 Fullblade 0 0 1 9 AC
Eyebite +5 Cha Unarmed 0 0 1 6 Will

Class Features Edit


  • Cloth, leather, hide, chainmail, light shield
  • Simple melee, longsword, scimitar, short sword, simple ranged, military ranged
  • Implements: Wands
  • +1 Reflex, +1 Will
  • Bardic Training (Ritual Caster Bonus Feat) - Ritual Book(Glib Limerick, Comprehend Language) 1 bard ritual/day of level or lower without components. 2/day at 11th level, 3/day at 21st level
  • Bardic Virtue(Virtue of Valor) - Once per round, when any ally within 5 squares of Ibram reduces an enemy to 0 hit points or bloodies an enemy Ibram can grant temporary hit points equal to 5 to that ally.
  • Majestic Word (Enc Power)
  • Multiclass Versatility
  • Skill Versatility (+1 bonus to untrained skill checks)
  • Song of Rest (Play an instrument/sing during a short rest, you/each ally regains additional CHA HP for each healing surge used)
  • Words of Friendship (Enc Power)

Racial Features Edit


  • +2 Con, +2 Cha
  • Size:Medium
  • Speed: 6
  • Vision: Low-light
  • Languages: Common, Elven, Giant (Chosen)
  • +2 Diplomacy, +2 Insight
  • Dilettante
  • Dual Heritage
  • Group Diplomacy: Ibram grants allies within 10 squares of him a +1 racial bonus to diplomacy.

Skills Edit

SkillTrainedAttribAttrib TypeRacialFeatFeat NameEquipEquip NameLevelTotal
Arcana 5 0 int 0 0 0 0 0 1 6
Athletics0-1str01Skill Versatility-1Chainmail10
Dungeoneering00wis0+1Skill Versatility0012
Endurance04con01Skill Versatility-1Chainmail15
Heal00wis01Skill Versatility0012
History00int0+1Skill Versatility0012
Insight00wis+21Skill Versatility0014
Intimidate05cha01Skill Versatility0017
Nature00wis01Skill Versatility0012
Perception00wis0+1Skill Versatility0012
Religion00int01Skill Versatility0012
Stealth00dex01Skill Versatility-1Chainmail11
Streetwise55cha0+2Background/Wanderer +2 Streetwise00113
Thievery00dex01Skill Versatility-1Chainmail11

Feats Edit

Ritual Caster [Class Feat]

Weapon Proficiency (Fullblade) [1st Level]

Melee Training (Charisma) [2nd Level]

General Background: Half-Elf Wanderer Edit

+2 to Streetwise.


Equipment Edit

Starting Equipment: Chainmail, Fullblade, Standard Adventurer's Kit, Ritual Book, Harp

Current Equipment:

Equipment Name Price Weight
Chainmail 40gp 40lbs
Dagger (2) 2gp 2lbs
Fullblade 30gp 10lbs
Standard Adventurer's Kit 15gp 33lbs
Climbing Kit 2gp 11lbs
Ritual Book 0gp 3lbs
Harp 15gp 3lbs
Hand Crossbow 25gp 2lbs

Gold remaining from Start 4 (100-96) +40 gp - Long Arm of Lauto (Kargyll of Redboots) - 217gp Time gp and various artworks sold in Long Arm of Lauto -

Weight 105 lbs

Equipment by Location Edit

  • Backpack: Bedroll, Flint and Steel, Sunrod (2), Trail Rations (10), Hempen Rope (50 feet), Waterskin, Ritual Book, Harp, Journal, Notebook, Quill (2), Inkwell, Residiuum, Potion of Healing</li>

    Wishlist Edit

    By order of greater want. **I do not mind receiving items that are not listed below**)

    Ritual Books, Tattoo patterns.. Echoing, Harsh or Harmonic Songblade +2 (+1 will have to do for now I guess) Comprehend Language (Ritual), Cure Disease (Ritual), Tenser's Floating Disc (Ritual), Knock (Ritual)

  • Acrobat Boots, Reading Spectacles, Feyleaf Sandals, Amulet of Mental Resolve +1, Muleback Harness, Endure Elements (Ritual), Eye of Alarm (Ritual), Arcanist's Glasses, Floating Lantern,</li></li>
  • Battlefield Elocution (Ritual), Enchant Magic Item (Ritual), Transfer Enchantment (Ritual), Arcane Lock (Ritual), Knock (Ritual)</li></li>
  • Bag of Holding, Resplendent Gloves, Instant Campsight</li></li>
  • Ghoststride Boots, Disenchant Magic Item (Ritual), Disenchant Magic Item (Ritual), Iron Armbands of Power (heroic), Steed Summons (Ritual), Fey Passage (Ritual)</li></li>
  • Shadow Hound Hide +2, Deep Pocket Cloak +2, Philosopher's Crown, Boots of the Fencing Master, Bracers of Escape, Horn of Summons, Belt of Recovery.</li></li>

    Tracking Edit

    Treasure Edit

    217gp from adventure, The Long Arm of Lauto

    • Brooch of Shielding
    • Level: 3
    • Price: 680 gp
    • Item Slot: Neck
    • Enhancement: +1 Fortitude, Reflex, and 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 against that attack.
    • From- Adventure: The Long Arm of Lauto

    XP Edit

  • [1349 xp] Long Arm of Lauto</li>

    Changes Edit

  • Level 2: Retrain Cutting Words for Guiding Strike; Retrain Sneak of Shadows for Blade Initiate

    Judge Comments Edit

    Approval 1 Edit

    Approval 2 Edit

    Level 2 Edit

    Approval 1 Edit

    Approval 2 Edit

    Status Edit

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