A Taste of Blood
Sun Elf Cunning Bard
== Created Using Wizards of the Coast D&D Character Builder ==
Aramil, level 1
Sun Elf (Eladrin), Bard
Build: Cunning Bard
Bardic Virtue Option: Virtue of Cunning
Versatile Expertise Option: Versatile Expertise (Heavy Blade)
Versatile Expertise Option: Versatile Expertise (Wand)
Parentage – Minstrel Family (+2 to Diplomacy)
FINAL ABILITY SCORES
STR 9, CON 13, DEX 10, INT 18, WIS 10, CHA 18
STARTING ABILITY SCORES
STR 9, CON 13, DEX 10, INT 16, WIS 10, CHA 16
AC: 18 Fort: 11 Ref: 16 Will: 16
HP: 25 Surges: 8 Surge Value: 6
Arcana +11, Diplomacy +11, Endurance +5, History +11, Nature +5, Religion +9, Streetwise +9
Acrobatics +0, Athletics –1, Bluff +5, Dungeoneering +1, Heal +1, Insight +1, Intimidate +5, Perception +1, Stealth +0, Thievery +0
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Scholar Utility: Use Vulnerability
Eladrin Racial Power: Fey Step
Bard Feature: Majestic Word
Bard Feature: Words of Friendship
Bard Attack 1: Staggering Note
Bard Attack 1: Vicious Mockery
Bard Attack 1: Victim of the Feywild
Bard Attack 1: Stirring Shout
Level 1: Versatile Expertise
Level 1: Ritual Caster
Level 1: Heart of the Blade
Light Shield x1
Hide Armor x1
== End ==
Explorer, Wanderer, Scholar, Bard, Spy.
At 75 years old, Aramil is a young elf still trying to find his place in the world. Though a sun elf from restored Myth Drannor, Aramil shares little of the stern and aloof seriousness of his countrymen. He enjoys drinking, dancing and the company of dwarves enough to suspect that he is part moon elf, though if that is the case, his parents are certainly not willing to divulge what would surely be an embarrassing piece of family history.
Though a gifted scholar, Aramil had little patience for the stuffy classwork at the wizardry academy he attended as boy, preferring instead to spend his days wooing his romantic interests with lute and lyric. With time he became quite good with music, enough to see it as a promising alternative path to arcane power. Against the wishes of his parents, Aramil left the academy and sought training with whatever roving minstrels happened through the city.
As seasons passed and Aramil learned more of the outside world, there developed in him a wanderlust that could not be sated. Beautiful and perfect as Myth Drannor might be, the wider world with its diverse peoples and environments and its rich history called out for exploration. So, 5 years ago, he said goodbye to his family and people and set off to find adventure.
During his time abroad, Aramil has attempted to join what expeditions he can to the ruins that dot the landscape, first in the Dalelands and then in the Moonsea region. His explorations have helped advanced his skills in magic and combat and expanded his knowledge of the strange and wonderful creatures that inhabit the land. In between adventures, Aramil wanders from town to town offering his service in taverns and inns as a minstrel and keeping an eye out for the next opportunity. Over time he has amassed a fair amount of information about local politics and conditions and recruited a network of friends he can rely on for information.
It is for these reasons that Aramil was recently and very discretely approached by one of his countrymen with an offer of employment as a spy. With the threat of Netheril ever present, Myth Drannor has need of eyes and ears in the Moonsea city-states to monitor enemy activity in the region. Is this what will finally sooth the longing in Aramil’s heart? His greater purpose? Or does fate have something altogether different in store?