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	<title>RPGnet - User contributions [en]</title>
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	<updated>2026-05-15T02:27:30Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.43.0</generator>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Lancer:_In_Golden_Flame:_Lifer&amp;diff=484812</id>
		<title>Lancer: In Golden Flame: Lifer</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Lancer:_In_Golden_Flame:_Lifer&amp;diff=484812"/>
		<updated>2025-12-12T13:42:14Z</updated>

		<summary type="html">&lt;p&gt;Bira: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Comp/Con Share code: V2737D&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;» » Telemachus Van Helsing // LIFER «&lt;br /&gt;
  Maintenance Tech, LL3&lt;br /&gt;
[ SKILL TRIGGERS ]&lt;br /&gt;
  Get a Hold of Something (+2), Jury Rig (+4),&lt;br /&gt;
  Repair and Maintain (+4), Word on the Street (+4)&lt;br /&gt;
[ GEAR ]&lt;br /&gt;
  Mobility Hardsuit, Heavy Signature,&lt;br /&gt;
  Patch,&lt;br /&gt;
  Dataplating, Personal Drone&lt;br /&gt;
[ BOND ]&lt;br /&gt;
  THE TECHNICIAN&lt;br /&gt;
  Powers: FEHLERSINN, THE TOWER, COMFORT (from Builder)&lt;br /&gt;
***&lt;br /&gt;
[ TALENTS ]&lt;br /&gt;
  Sysop 3, Hacker 2,&lt;br /&gt;
  Spotter 1&lt;br /&gt;
[ LICENSES ]&lt;br /&gt;
  IPS-N Lancaster 2, HORUS Goblin 1&lt;br /&gt;
[ CORE BONUSES ]&lt;br /&gt;
  Universal Compatibility&lt;br /&gt;
[ MECH ]&lt;br /&gt;
  « M.U.L.E MK2 »&lt;br /&gt;
  IPS-N Lancaster&lt;br /&gt;
  H:0 A:0 S:3 E:2 SIZE:2&lt;br /&gt;
  STRUCTURE:4 HP:10 ARMOR:1&lt;br /&gt;
  STRESS:4 HEAT:0 REPAIR:10&lt;br /&gt;
  ATK BONUS:2 TECH ATK:4 LTD BONUS:1&lt;br /&gt;
  SPD:6 EVA:8 EDEF:11 SENS:8 SAVE:12&lt;br /&gt;
[ WEAPONS ]&lt;br /&gt;
  INTEGRATED MOUNT: Latch Drone&lt;br /&gt;
  MAIN/AUX MOUNT: Assault Rifle / Segment Knife&lt;br /&gt;
[ SYSTEMS ]&lt;br /&gt;
  Cable Winch System, Restock Drone,&lt;br /&gt;
  Turret Drones, MULE Harness,&lt;br /&gt;
  EVA Module, Personalizations,&lt;br /&gt;
  H0R_OS System Upgrade I&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;/div&gt;</summary>
		<author><name>Bira</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Zeitgeist:_The_Gears_of_Revolution/Rosalia&amp;diff=483680</id>
		<title>Zeitgeist: The Gears of Revolution/Rosalia</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Zeitgeist:_The_Gears_of_Revolution/Rosalia&amp;diff=483680"/>
		<updated>2025-09-18T21:16:55Z</updated>

		<summary type="html">&lt;p&gt;Bira: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Zeitgeist:_The_Gears_of_Revolution|Home Page]]&lt;br /&gt;
==Basics==&lt;br /&gt;
* Name: Rosalia &amp;quot;Little Lamp&amp;quot; Savory&lt;br /&gt;
* Race: Human&lt;br /&gt;
* Class: Bard&lt;br /&gt;
* Paragon Path: Daring Blade&lt;br /&gt;
* Level: 16.&lt;br /&gt;
* Background: Urban &#039;&#039;(+2 to Streetwise)&#039;&#039;&lt;br /&gt;
* Theme: Docker&lt;br /&gt;
&lt;br /&gt;
==Stats==&lt;br /&gt;
* Str 9 &#039;&#039;&#039;(-1)&#039;&#039;&#039; &lt;br /&gt;
* Con 16 &#039;&#039;&#039;(+3)&#039;&#039;&#039;&lt;br /&gt;
* Dex 11 &#039;&#039;&#039;(+0)&#039;&#039;&#039;&lt;br /&gt;
* Int 15 &#039;&#039;&#039;(+2)&#039;&#039;&#039;&lt;br /&gt;
* Wis 15 &#039;&#039;&#039;(+2)&#039;&#039;&#039;&lt;br /&gt;
* Cha 21 &#039;&#039;&#039;(+5)&#039;&#039;&#039;&lt;br /&gt;
**Human bonus: +2 to Charisma&lt;br /&gt;
==Defenses/Combat Stats==&lt;br /&gt;
* HP: 102&lt;br /&gt;
* Healing Surges: 10&lt;br /&gt;
** Surge Value: 25 HP&lt;br /&gt;
* Speed: 7 (6 in armor)&lt;br /&gt;
* Action Points: 1&lt;br /&gt;
===Defenses===&lt;br /&gt;
* AC: &#039;&#039;&#039;30&#039;&#039;&#039;  (10 + 11 Armor + 8 Level + 1 Shield)&lt;br /&gt;
* Fort: &#039;&#039;&#039;28&#039;&#039;&#039; (10 + 3 CON + 8 Level + 4 Amulet + 1 Belt + 2 Feat)&lt;br /&gt;
* Ref: &#039;&#039;&#039;28&#039;&#039;&#039; (10 + 2 INT + 1 Class + 8 Level + 4 Amulet + 2 Feat + 1 Shield)&lt;br /&gt;
* Will: &#039;&#039;&#039;30&#039;&#039;&#039; (10 + 5 CHA + 1 Class + 8 Level + 4 Amulet + 2 Feat)&lt;br /&gt;
&lt;br /&gt;
==Racial Traits==&lt;br /&gt;
* Bonus Skill&lt;br /&gt;
* Bonus Feat&lt;br /&gt;
* Bonus At-Will Power&lt;br /&gt;
==Class Traits==&lt;br /&gt;
* Bardic Training&lt;br /&gt;
** Gain Ritual Caster as a bonus feat, and a ritual book with 1 level 1 bard ritual, and 1 level 1 ritual of any kind.&lt;br /&gt;
* Virtue of Valor&lt;br /&gt;
** 1/round, when ally within 5 squares of me bloodies or defeats an enemy, I can grant 6 temporary HP to that ally as a free action.&lt;br /&gt;
* Skill Versatility&lt;br /&gt;
** +1 to untrained skill checks.&lt;br /&gt;
* Song of Rest&lt;br /&gt;
** If I can sing or play an instrument during a short rest, allies regain an extra 5 HP per healing surge they spend in that rest.&lt;br /&gt;
* Swordbond&lt;br /&gt;
** I may bond with a specific sword with a 1-hour ritual. I can call my bonded sword to my hand from 10 squares away and rebuild it from a fragment if it&#039;s destroyed.&lt;br /&gt;
* Daring Action&lt;br /&gt;
** Instead of gaining an extra action, I can spend an action point to mark every enemy I can see and gain 10 temp HP.&lt;br /&gt;
* Daring Improvisation&lt;br /&gt;
** When I make a martial melee weapon attack, I can use Charisma for the attack and damage roll in place of the ability score required by the attack.&lt;br /&gt;
* Blade Feint&lt;br /&gt;
** I can use Bluff to gain combat advantage against an enemy by spending a minor action instead of a standard action. If I succeed and hit the enemy with a melee weapon attack before the start of my next turn, the target grants me combat advantage until I miss the target with an attack.&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
&#039;&#039;&#039;(Trained Skills)&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
* Acrobatics: +15&lt;br /&gt;
* &#039;&#039;&#039;Arcana: +18&#039;&#039;&#039;&lt;br /&gt;
* Athletics: +11&lt;br /&gt;
* &#039;&#039;&#039;Bluff: +18&#039;&#039;&#039;&lt;br /&gt;
* Diplomacy: +17&lt;br /&gt;
* Dungeoneering: +14&lt;br /&gt;
* &#039;&#039;&#039;Endurance: +16&#039;&#039;&#039;&lt;br /&gt;
* Heal: +14&lt;br /&gt;
* &#039;&#039;&#039;History: +18&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Insight: +15&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Intimidate: +18&#039;&#039;&#039;&lt;br /&gt;
* Nature: +14&lt;br /&gt;
* &#039;&#039;&#039;Perception: +15&#039;&#039;&#039;&lt;br /&gt;
* Religion: +14&lt;br /&gt;
* Stealth: +12&lt;br /&gt;
* &#039;&#039;&#039;Streetwise: +20&#039;&#039;&#039;&lt;br /&gt;
* Thievery: +15&lt;br /&gt;
&lt;br /&gt;
==Feats==&lt;br /&gt;
* Action Surge: +3 to attacks I make during any action gained by spending an action point.&lt;br /&gt;
* Battle Song Expertise: &#039;&#039;+1/tier to attacks with weapons and bard implements, +1 to forced movement from bard powers;&#039;&#039;&lt;br /&gt;
* Improved Majestic Word &#039;&#039; Target of majestic word also gains (CHA mod) temporary HP.&#039;&#039;&lt;br /&gt;
* Heart of the Blade (Swordmage Multiclass) &#039;&#039;Gain training in Endurance and the Swordbond class feature. All swords also count as implements now!&#039;&#039;&lt;br /&gt;
* Student of Artifice: &#039;&#039;Gain training in Arcana (redundant), and gain 1 daily use of the artificer&#039;s Healing Infusion.&#039;&#039;&lt;br /&gt;
* Ritual Caster &#039;&#039;May use rituals&#039;&#039;&lt;br /&gt;
* Bard of All Trades: Gain a +3 feat bonus to all untrained skill checks.&lt;br /&gt;
* Improved Defenses: +1 to all non-armor defenses (+2 at Paragon; +3 at Epic).&lt;br /&gt;
* Resourceful Leader (Warlord Multiclass): Gain training in History. When an ally I can see spends an action point for an attack, they gain +3 damage on a hit or +3 temp HP on a miss. (+5 at level 11; +7 at level 21).&lt;br /&gt;
* Psychic Lock: Any target I hit with a psychic power has a -2 penalty to its next attack roll (already factored).&lt;br /&gt;
* Improved Valor: Virtue of Valor gives +3 extra THP.&lt;br /&gt;
* Disheartening Presence: While I am conscious and not bloodied, any bloodied enemies adjacent to me take -1 to all of their attacks.&lt;br /&gt;
* Vexing Flanker: While I flank an enemy, all of my allies gain combat advantage against that enemy.&lt;br /&gt;
&lt;br /&gt;
==Powers==&lt;br /&gt;
&lt;br /&gt;
Accuracy with weapon powers: +21 (+5 CHA, +8 level, +3 proficiency, +2 feat, +3 item)&lt;br /&gt;
&lt;br /&gt;
Accuracy with implement powers: +18 (+5 CHA, +8 level, +2 feat, +3 item)&lt;br /&gt;
&lt;br /&gt;
Damage bonus: +8 (+5 CHA, +3 item)&lt;br /&gt;
&lt;br /&gt;
Psychic powers get an extra +1 accuracy from Headband of Intellect. All weapon powers are considered Psychic due to the Silver Blade.&lt;br /&gt;
&lt;br /&gt;
Melee powers gain a +4 untyped bonus to their damage rolls from the Iron Armbands of Power.&lt;br /&gt;
&lt;br /&gt;
===At-Will Powers===&lt;br /&gt;
* Melee Basic Attack (standard, weapon, psychic):&lt;br /&gt;
** +22 vs AC. Hit: 1d8+12 psychic damage, -2 to next attack.&lt;br /&gt;
&lt;br /&gt;
* Guiding Strike (standard, weapon, psychic):&lt;br /&gt;
** Melee 1; +22 vs. AC. &lt;br /&gt;
** Hit: 1d8+12 psychic damage, -2 to next attack and -2 to a chosen defense until the end of my next turn.&lt;br /&gt;
&lt;br /&gt;
* Vicious Mockery (standard, charm, implement, psychic):&lt;br /&gt;
** Ranged 10; +19 vs. Will. &lt;br /&gt;
** Hit: 1d6+8 psychic, -4 to next attack, and -2 to other attacks until the end of my next turn.&lt;br /&gt;
** &#039;&#039;I came here to kick your ass / Cuz you&#039;re dumb and cannot see / That even ten of you / Are worth less than half of me&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Staggering Note (standard, implement, thunder):&lt;br /&gt;
** Ranged 10; +18 vs. Will. &lt;br /&gt;
** Hit: 8 thunder, push 3, and an ally can make a melee basic attack against the target before, after, or during the push.&lt;br /&gt;
&lt;br /&gt;
* Prototype Silver Blade (item, psychic, free action)&lt;br /&gt;
** Effect: All damage dealt by this weapon is psychic. Another free action returns the damage to normal.&lt;br /&gt;
&lt;br /&gt;
* Audience Participation&lt;br /&gt;
** Trigger: An enemy starts its turn adjacent to one or more non-combatants who are friendly to me and know I&#039;m fighting.&lt;br /&gt;
** Effect (No Action): The triggering enemy takes 5 damage for each friendly they&#039;re adjacent to.&lt;br /&gt;
&lt;br /&gt;
===Encounter Powers===&lt;br /&gt;
* &#039;&#039;&#039;(_)(_)&#039;&#039;&#039; Majestic Word (minor, healing)&lt;br /&gt;
** Close burst 10 (me or an ally).&lt;br /&gt;
** Target spends a healing surge, heals an extra 3d6+5 HP, and gains 5 temporary HP.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Words of Friendship (minor, charm)&lt;br /&gt;
** I gain a +5 power bonus to the next Diplomacy check I make.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Docker&#039;s Jank (standard, teleportation)&lt;br /&gt;
** Close Burst 5.&lt;br /&gt;
** Me and an ally in the burst teleport and switch locations. The ally can then use a standard-action at-will power as a free action with a +2 power bonus to attack rolls.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Shout of Triumph (standard, implement, thunder)&lt;br /&gt;
** Close Blast 3 (enemies in blast); +18 vs. Fortitude.&lt;br /&gt;
** Hit: 1d6+8 thunder and push 4.&lt;br /&gt;
** Effect: Slide 4 on each ally in blast.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Impelling Force (standard, implement, force)&lt;br /&gt;
** Ranged 10; +18 vs. Fortitude&lt;br /&gt;
** Hit: 1d10+8 force damage, and I slide the target 5 squares to a square adjacent to an ally.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Scorpion&#039;s Claw Strike (standard, weapon, psychic)&lt;br /&gt;
** Melee 1 (one creature): +22 vs. AC&lt;br /&gt;
** Hit: 2d8+12 psychic damage, -2 to next attack, and I slide an ally who is adjacent to the target to another space adjacent to it. The ally gains a +2 power bonus to AC until the end of my next turn.&lt;br /&gt;
** Miss: 5 damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Inspire Competence (utility)&lt;br /&gt;
** Close burst 5 (me and each ally in burst).&lt;br /&gt;
** Effect: I choose a skill. Until the end of the encounter, all targets have a +2 power bonus to that skill.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Revitalizing Incantation (minor, healing)&lt;br /&gt;
** Ranged 5 (me or an ally)&lt;br /&gt;
** Effect: Target can spend a healing surge and heal 1d6 extra HP. Additionally, target gains temp HP equal to their healing surge value.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Healing Infusion: Resistive Formula (minor)&lt;br /&gt;
** Close Burst 5 (me or an ally)&lt;br /&gt;
** Effect: Target heals 1d6 HP and gains +1 to AC for the rest of the encounter. Target can choose to end this effect as a free action to gain HP equal to its healing surge value + 3 (CON Mod).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Mantle of Unity&lt;br /&gt;
** Close Burst 5 (me and each ally in burst)&lt;br /&gt;
** Effect: Determine the highest AC, Fortitude, Reflex, and Will among all the targets. Until the end of your next turn, use these values for the corresponding defenses of&lt;br /&gt;
all the targets.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Weapon Display (standard, weapon, psychic)&lt;br /&gt;
** Melee 1 (one creature); +22 vs. AC&lt;br /&gt;
** Effect: The target grants combat advantage to me for this attack.&lt;br /&gt;
** Hit: 2d8+12 damage, -2 to next attack, and the target grants combat advantage to me and all my allies until the end of my next turn.&lt;br /&gt;
** Miss: The target is marked until the end of my next turn, and I regain the use of this power.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Defensive Posture&lt;br /&gt;
** Move Action&lt;br /&gt;
** Effect: I gain a +2 power bonus to AC and Reflex until the end of my next turn, then shift a number of squares equal to one-half my speed (2). Each ally that can see me gains a +2 power bonus to attack rolls until the end of your next turn.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Insult of Passivity (fear, implement, psychic)&lt;br /&gt;
** Ranged 10 (one creature); +19 vs. Will&lt;br /&gt;
** Hit: 2d8+8 psychic damage and the target is dazed until the end of the encounter or until hit or missed by an attack.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Xambria&#039;s Manifestation I (Free action)&lt;br /&gt;
Effect: Xambria appears with 10 squares and can use a minor action to manpinulate an object or do something similar.&lt;br /&gt;
&lt;br /&gt;
===Daily Powers===&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Stirring Shout (standard, implement, psychic)&lt;br /&gt;
** Ranged 10; +19 vs. Will.&lt;br /&gt;
** Hit: 2d6+8 psychic, -2 to next attack.&lt;br /&gt;
** Effect: Until the end of the encounter, whenever an ally hits the target, the ally heals 5 HP (CHA mod).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Sing Your Praises (minor, docker)&lt;br /&gt;
** Close Burst 5 (10 at Paragon; 15 at Epic);&lt;br /&gt;
** Effect: Each ally in the burst can immediately make a saving throw.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Wail of Anguish (minor, implement)&lt;br /&gt;
** Effect: Until the end  of your next turn, you can make the following attack.&lt;br /&gt;
*** Opportunity Action, Close Burst 3; Trigger: an enemy starts turn inside burst; +18 vs. Will (triggering enemy); Hit: 1d10+8  damage and  target cannot shift UENT.&lt;br /&gt;
** Sustain Minor: The effect persists.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Strike up the Dance (standard, implement, psychic)&lt;br /&gt;
** Target: One, two, or three creatures.&lt;br /&gt;
** Ranged 10; +19 vs. Will&lt;br /&gt;
** Hit: 2d10+8 psychic damage, and the target is immobilized (save ends). Until it saves, I can slide the target 5 squares at the start of its turn and it cannot take move actions on its turn. If I target only one creature with this power, it takes 1d10 extra damage.&lt;br /&gt;
*** Miss: Half damage, and I slide the target 5 squares at the start of its next turn and it is immobilized until the end of its next turn.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Haste (minor)&lt;br /&gt;
** Target: Me or an Ally&lt;br /&gt;
** Effect: The target gains and immediately uses a standard action.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Prototype Silver Blade (free)&lt;br /&gt;
** Trigger: I hit an enemy with this blade.&lt;br /&gt;
** Effect: I banish the target to a demiplane (save ends). It vanishes from sight, cannot take actions, and cannot be targeted. On a save the target reappears in its last space, or in the unoccupied space closest to that.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Cli Lyre (standard)&lt;br /&gt;
** Effect: When I use this power during a rest, me and all my allies gain a +10 power bonus to their next Bluff, Intimidate, or Diplomacy check before our next short or extended rest.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Ricochet Shield (Immediate Reaction)&lt;br /&gt;
** Trigger: A ranged attack targeting AC misses me.&lt;br /&gt;
** Effect: The source of the attack repeats the attack roll against a different target of my choice within 10 squares of me. If the attack roll succeeds, it hits that target (apply damage and effect where appropriate).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;(_)&#039;&#039;&#039; Canary in a Coal Mine (Minor Action)&lt;br /&gt;
* Effect: I gain a flight speed equal to my speed until the end of my next turn.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Xambria&#039;s Manifestation II (standard, force)&lt;br /&gt;
* Attack: Close Burst 3 (enemies in burst) +18 vs. Fortitude&lt;br /&gt;
* Hit: 3d10 + 8 force damage, and push 4 squares. &lt;br /&gt;
* Miss: Half damage, and push 2 squares.&lt;br /&gt;
&lt;br /&gt;
==Rituals==&lt;br /&gt;
&lt;br /&gt;
* Glib Limerick (level 1)&lt;br /&gt;
* Traveller&#039;s chant (level 1)&lt;br /&gt;
* Lullaby (Level 3, 125/25)&lt;br /&gt;
* Detect Planar Energy (Level 1, 50/10)&lt;br /&gt;
* Comprehend Language (PHB, L1, 50/10)&lt;br /&gt;
* Detect Secret Doors (PHB, L3, 125/25)&lt;br /&gt;
* Knock (PHB, L4, 175/35)&lt;br /&gt;
* Water Walk (PHB, L2, 100/20)&lt;br /&gt;
* Endure Elements (PHB, L2, 100/20)&lt;br /&gt;
* Lesser Telepathy (L5, 250/30+1 surge)&lt;br /&gt;
* Call Wilderness Guide (PHB2, L6, 360/144)&lt;br /&gt;
* Fool&#039;s Speech (PHB2, L6, 360/50)&lt;br /&gt;
* Sending (PHB, L6, 360/50)&lt;br /&gt;
* Linked Portal (PHB, L8, 680/135)&lt;br /&gt;
* Song of Sustenance (PHB2, L8, 680/135)&lt;br /&gt;
* Raise Dead (PHB, L8, 680/500)&lt;br /&gt;
* Remove Affliction (PHB, L8, 680/250)&lt;br /&gt;
* Chorus of Truth (PHB2, L10, 1000/200)&lt;br /&gt;
&lt;br /&gt;
==Artifact==&lt;br /&gt;
&lt;br /&gt;
===Xambria&#039;s Consciousness===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Property:&#039;&#039;&#039;+3 to Acrobatics, Arcana, History, and Thievery checks (already calculated)&lt;br /&gt;
* &#039;&#039;&#039;Property:&#039;&#039;&#039; +2 to all checks while performing rituals (since I already have Ritual Caster).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Current Concordance:&#039;&#039;&#039; 16 (Pleased)&lt;br /&gt;
** Starting: 5&lt;br /&gt;
** Trained in History +2&lt;br /&gt;
** Gained 8 Levels +8&lt;br /&gt;
** Foiled 2 Obscurati Plots +2&lt;br /&gt;
&lt;br /&gt;
==Gear==&lt;br /&gt;
&lt;br /&gt;
===Weapons===&lt;br /&gt;
* Prototype Silver Blade +3 (longsword) &#039;&#039;(Prof +3, dam 1d8+Str,  4 lbs, Versatile, level 14)&#039;&#039; (21000 gp)&lt;br /&gt;
** Critical Bonus: +3d8&lt;br /&gt;
&lt;br /&gt;
===Armor===&lt;br /&gt;
* Veteran&#039;s Chain +3 (Braidmail) (+11 AC, 40 lbs) (lvl 12, 13000 gp)&lt;br /&gt;
* Small Shield (+1 AC)&lt;br /&gt;
&lt;br /&gt;
===Other Gear===&lt;br /&gt;
* Headband of Intellect (lvl 10, 5000gp, Head slot)&lt;br /&gt;
* Canary in a Coal Mine +4 (85000 gp, lvl 18, Neck slot)&lt;br /&gt;
* Iron Armbands of Power (Level 16, 45000gp, +4 to melee damage rolls)&lt;br /&gt;
* Gloves of the Healer (13000gp, lvl 12, Hands slot&lt;br /&gt;
* Belt of Vim (3400gp, lvl 8, Waist slot)&lt;br /&gt;
* Oceanstrider Boots (21000 gp, lvl 14, Feet slot)&lt;br /&gt;
* Wand of Aptitude (lvl 10, 5000gp, spare implement)&lt;br /&gt;
* Cli Lyre (Lvl 13, 21000gp, spare implement).&lt;br /&gt;
* Investigation Kit (40 gp)&lt;br /&gt;
* Bell and Whistle (1 gp)&lt;br /&gt;
* 2 x Elixir of Aptitude (100gp)&lt;br /&gt;
* 2 x Potion of Resistance (80gp)&lt;br /&gt;
* 2 x Potion of Vitality (2000gp)&lt;br /&gt;
* Worker&#039;s Clothes&lt;br /&gt;
** Definitely not a lady&#039;s outfit.  Trousers, undershirt, and boots, with a blue dress worn on top and a simple wide-brimmed hat.&lt;br /&gt;
* Pocket Watch (25 gp)&lt;br /&gt;
* 2401 GP in residuum.&lt;br /&gt;
&lt;br /&gt;
==Budget==&lt;br /&gt;
&lt;br /&gt;
Total gear value: 169.047gp.&lt;br /&gt;
Total budget: 253.595gp&lt;br /&gt;
&lt;br /&gt;
Free budget: 84.548gp&lt;br /&gt;
&lt;br /&gt;
==Item Properties==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Canary in a Coal Mine&#039;&#039;&#039;: +5 bonus to all defenses during the surprise round of an encounter. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Oceanstrider boots&#039;&#039;&#039;: +1 to speed (already factored). I can move across and stand on liquid surfaces as if they were solid. If the surface is hazardous (such as acid or magma) I still take damage from it.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Cli Lyre&#039;&#039;&#039;: Can be used as a +3 implement and focus for bardic rituals. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Headband of Intellect&#039;&#039;&#039;:  +2 to knowledge or monster knowledge checks, +1 to attack on powers that have the psychic keyword (already factored)&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Gloves of the Healer&#039;&#039;&#039;: When I use a power that has the Healing keyword, one target regains an extra 1d6 HP (already factored).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Wand of Aptitude&#039;&#039;&#039;: When I use Inspire Competence through this wand, I give an extra +2 item bonus to my allies&#039; skills.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Veteran&#039;s Chain&#039;&#039;&#039;: When I use an action point I gain a +1 item bonus to attack rolls and defenses until the end of my next turn. &lt;br /&gt;
&lt;br /&gt;
==Bio==&lt;br /&gt;
Here is Rosalia Savory, whose family was &#039;&#039;&#039;in no way&#039;&#039;&#039; part of a Robin-Hood like bandit gang in the drier and more remote areas of Risur, and absolutely &#039;&#039;&#039;did not&#039;&#039;&#039; move to Flint and change identities to escape a royal crackdown on them. She grew up among the dockers of Flint, got into music, and found out she had a knack for child detective shenanigans. When she grew up she figured she might as well get paid for the detective stuff and maybe try to help her community with the weight of a badge behind her. Her style and political stance are somewhat at odds with the traditional image of an RHC constable but you can&#039;t argue with the results of the magic mind-reading entrance exam!&lt;br /&gt;
&lt;br /&gt;
Rosalia&#039;s stage name is &amp;quot;Little Lamp&amp;quot; and she still performs in her spare time.&lt;br /&gt;
&lt;br /&gt;
[[Zeitgeist:_The_Gears_of_Revolution| Zeitgeist: The Gears of Revolution homepage]]&lt;/div&gt;</summary>
		<author><name>Bira</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Zeitgeist:_The_Gears_of_Revolution/Rosalia&amp;diff=483679</id>
		<title>Zeitgeist: The Gears of Revolution/Rosalia</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Zeitgeist:_The_Gears_of_Revolution/Rosalia&amp;diff=483679"/>
		<updated>2025-09-18T21:16:48Z</updated>

		<summary type="html">&lt;p&gt;Bira: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Zeitgeist:_The_Gears_of_Revolution|Home Page]]&lt;br /&gt;
==Basics==&lt;br /&gt;
* Name: Rosalia &amp;quot;Little Lamp&amp;quot; Savory.&lt;br /&gt;
* Race: Human&lt;br /&gt;
* Class: Bard&lt;br /&gt;
* Paragon Path: Daring Blade&lt;br /&gt;
* Level: 16.&lt;br /&gt;
* Background: Urban &#039;&#039;(+2 to Streetwise)&#039;&#039;&lt;br /&gt;
* Theme: Docker&lt;br /&gt;
&lt;br /&gt;
==Stats==&lt;br /&gt;
* Str 9 &#039;&#039;&#039;(-1)&#039;&#039;&#039; &lt;br /&gt;
* Con 16 &#039;&#039;&#039;(+3)&#039;&#039;&#039;&lt;br /&gt;
* Dex 11 &#039;&#039;&#039;(+0)&#039;&#039;&#039;&lt;br /&gt;
* Int 15 &#039;&#039;&#039;(+2)&#039;&#039;&#039;&lt;br /&gt;
* Wis 15 &#039;&#039;&#039;(+2)&#039;&#039;&#039;&lt;br /&gt;
* Cha 21 &#039;&#039;&#039;(+5)&#039;&#039;&#039;&lt;br /&gt;
**Human bonus: +2 to Charisma&lt;br /&gt;
==Defenses/Combat Stats==&lt;br /&gt;
* HP: 102&lt;br /&gt;
* Healing Surges: 10&lt;br /&gt;
** Surge Value: 25 HP&lt;br /&gt;
* Speed: 7 (6 in armor)&lt;br /&gt;
* Action Points: 1&lt;br /&gt;
===Defenses===&lt;br /&gt;
* AC: &#039;&#039;&#039;30&#039;&#039;&#039;  (10 + 11 Armor + 8 Level + 1 Shield)&lt;br /&gt;
* Fort: &#039;&#039;&#039;28&#039;&#039;&#039; (10 + 3 CON + 8 Level + 4 Amulet + 1 Belt + 2 Feat)&lt;br /&gt;
* Ref: &#039;&#039;&#039;28&#039;&#039;&#039; (10 + 2 INT + 1 Class + 8 Level + 4 Amulet + 2 Feat + 1 Shield)&lt;br /&gt;
* Will: &#039;&#039;&#039;30&#039;&#039;&#039; (10 + 5 CHA + 1 Class + 8 Level + 4 Amulet + 2 Feat)&lt;br /&gt;
&lt;br /&gt;
==Racial Traits==&lt;br /&gt;
* Bonus Skill&lt;br /&gt;
* Bonus Feat&lt;br /&gt;
* Bonus At-Will Power&lt;br /&gt;
==Class Traits==&lt;br /&gt;
* Bardic Training&lt;br /&gt;
** Gain Ritual Caster as a bonus feat, and a ritual book with 1 level 1 bard ritual, and 1 level 1 ritual of any kind.&lt;br /&gt;
* Virtue of Valor&lt;br /&gt;
** 1/round, when ally within 5 squares of me bloodies or defeats an enemy, I can grant 6 temporary HP to that ally as a free action.&lt;br /&gt;
* Skill Versatility&lt;br /&gt;
** +1 to untrained skill checks.&lt;br /&gt;
* Song of Rest&lt;br /&gt;
** If I can sing or play an instrument during a short rest, allies regain an extra 5 HP per healing surge they spend in that rest.&lt;br /&gt;
* Swordbond&lt;br /&gt;
** I may bond with a specific sword with a 1-hour ritual. I can call my bonded sword to my hand from 10 squares away and rebuild it from a fragment if it&#039;s destroyed.&lt;br /&gt;
* Daring Action&lt;br /&gt;
** Instead of gaining an extra action, I can spend an action point to mark every enemy I can see and gain 10 temp HP.&lt;br /&gt;
* Daring Improvisation&lt;br /&gt;
** When I make a martial melee weapon attack, I can use Charisma for the attack and damage roll in place of the ability score required by the attack.&lt;br /&gt;
* Blade Feint&lt;br /&gt;
** I can use Bluff to gain combat advantage against an enemy by spending a minor action instead of a standard action. If I succeed and hit the enemy with a melee weapon attack before the start of my next turn, the target grants me combat advantage until I miss the target with an attack.&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
&#039;&#039;&#039;(Trained Skills)&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
* Acrobatics: +15&lt;br /&gt;
* &#039;&#039;&#039;Arcana: +18&#039;&#039;&#039;&lt;br /&gt;
* Athletics: +11&lt;br /&gt;
* &#039;&#039;&#039;Bluff: +18&#039;&#039;&#039;&lt;br /&gt;
* Diplomacy: +17&lt;br /&gt;
* Dungeoneering: +14&lt;br /&gt;
* &#039;&#039;&#039;Endurance: +16&#039;&#039;&#039;&lt;br /&gt;
* Heal: +14&lt;br /&gt;
* &#039;&#039;&#039;History: +18&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Insight: +15&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Intimidate: +18&#039;&#039;&#039;&lt;br /&gt;
* Nature: +14&lt;br /&gt;
* &#039;&#039;&#039;Perception: +15&#039;&#039;&#039;&lt;br /&gt;
* Religion: +14&lt;br /&gt;
* Stealth: +12&lt;br /&gt;
* &#039;&#039;&#039;Streetwise: +20&#039;&#039;&#039;&lt;br /&gt;
* Thievery: +15&lt;br /&gt;
&lt;br /&gt;
==Feats==&lt;br /&gt;
* Action Surge: +3 to attacks I make during any action gained by spending an action point.&lt;br /&gt;
* Battle Song Expertise: &#039;&#039;+1/tier to attacks with weapons and bard implements, +1 to forced movement from bard powers;&#039;&#039;&lt;br /&gt;
* Improved Majestic Word &#039;&#039; Target of majestic word also gains (CHA mod) temporary HP.&#039;&#039;&lt;br /&gt;
* Heart of the Blade (Swordmage Multiclass) &#039;&#039;Gain training in Endurance and the Swordbond class feature. All swords also count as implements now!&#039;&#039;&lt;br /&gt;
* Student of Artifice: &#039;&#039;Gain training in Arcana (redundant), and gain 1 daily use of the artificer&#039;s Healing Infusion.&#039;&#039;&lt;br /&gt;
* Ritual Caster &#039;&#039;May use rituals&#039;&#039;&lt;br /&gt;
* Bard of All Trades: Gain a +3 feat bonus to all untrained skill checks.&lt;br /&gt;
* Improved Defenses: +1 to all non-armor defenses (+2 at Paragon; +3 at Epic).&lt;br /&gt;
* Resourceful Leader (Warlord Multiclass): Gain training in History. When an ally I can see spends an action point for an attack, they gain +3 damage on a hit or +3 temp HP on a miss. (+5 at level 11; +7 at level 21).&lt;br /&gt;
* Psychic Lock: Any target I hit with a psychic power has a -2 penalty to its next attack roll (already factored).&lt;br /&gt;
* Improved Valor: Virtue of Valor gives +3 extra THP.&lt;br /&gt;
* Disheartening Presence: While I am conscious and not bloodied, any bloodied enemies adjacent to me take -1 to all of their attacks.&lt;br /&gt;
* Vexing Flanker: While I flank an enemy, all of my allies gain combat advantage against that enemy.&lt;br /&gt;
&lt;br /&gt;
==Powers==&lt;br /&gt;
&lt;br /&gt;
Accuracy with weapon powers: +21 (+5 CHA, +8 level, +3 proficiency, +2 feat, +3 item)&lt;br /&gt;
&lt;br /&gt;
Accuracy with implement powers: +18 (+5 CHA, +8 level, +2 feat, +3 item)&lt;br /&gt;
&lt;br /&gt;
Damage bonus: +8 (+5 CHA, +3 item)&lt;br /&gt;
&lt;br /&gt;
Psychic powers get an extra +1 accuracy from Headband of Intellect. All weapon powers are considered Psychic due to the Silver Blade.&lt;br /&gt;
&lt;br /&gt;
Melee powers gain a +4 untyped bonus to their damage rolls from the Iron Armbands of Power.&lt;br /&gt;
&lt;br /&gt;
===At-Will Powers===&lt;br /&gt;
* Melee Basic Attack (standard, weapon, psychic):&lt;br /&gt;
** +22 vs AC. Hit: 1d8+12 psychic damage, -2 to next attack.&lt;br /&gt;
&lt;br /&gt;
* Guiding Strike (standard, weapon, psychic):&lt;br /&gt;
** Melee 1; +22 vs. AC. &lt;br /&gt;
** Hit: 1d8+12 psychic damage, -2 to next attack and -2 to a chosen defense until the end of my next turn.&lt;br /&gt;
&lt;br /&gt;
* Vicious Mockery (standard, charm, implement, psychic):&lt;br /&gt;
** Ranged 10; +19 vs. Will. &lt;br /&gt;
** Hit: 1d6+8 psychic, -4 to next attack, and -2 to other attacks until the end of my next turn.&lt;br /&gt;
** &#039;&#039;I came here to kick your ass / Cuz you&#039;re dumb and cannot see / That even ten of you / Are worth less than half of me&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Staggering Note (standard, implement, thunder):&lt;br /&gt;
** Ranged 10; +18 vs. Will. &lt;br /&gt;
** Hit: 8 thunder, push 3, and an ally can make a melee basic attack against the target before, after, or during the push.&lt;br /&gt;
&lt;br /&gt;
* Prototype Silver Blade (item, psychic, free action)&lt;br /&gt;
** Effect: All damage dealt by this weapon is psychic. Another free action returns the damage to normal.&lt;br /&gt;
&lt;br /&gt;
* Audience Participation&lt;br /&gt;
** Trigger: An enemy starts its turn adjacent to one or more non-combatants who are friendly to me and know I&#039;m fighting.&lt;br /&gt;
** Effect (No Action): The triggering enemy takes 5 damage for each friendly they&#039;re adjacent to.&lt;br /&gt;
&lt;br /&gt;
===Encounter Powers===&lt;br /&gt;
* &#039;&#039;&#039;(_)(_)&#039;&#039;&#039; Majestic Word (minor, healing)&lt;br /&gt;
** Close burst 10 (me or an ally).&lt;br /&gt;
** Target spends a healing surge, heals an extra 3d6+5 HP, and gains 5 temporary HP.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Words of Friendship (minor, charm)&lt;br /&gt;
** I gain a +5 power bonus to the next Diplomacy check I make.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Docker&#039;s Jank (standard, teleportation)&lt;br /&gt;
** Close Burst 5.&lt;br /&gt;
** Me and an ally in the burst teleport and switch locations. The ally can then use a standard-action at-will power as a free action with a +2 power bonus to attack rolls.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Shout of Triumph (standard, implement, thunder)&lt;br /&gt;
** Close Blast 3 (enemies in blast); +18 vs. Fortitude.&lt;br /&gt;
** Hit: 1d6+8 thunder and push 4.&lt;br /&gt;
** Effect: Slide 4 on each ally in blast.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Impelling Force (standard, implement, force)&lt;br /&gt;
** Ranged 10; +18 vs. Fortitude&lt;br /&gt;
** Hit: 1d10+8 force damage, and I slide the target 5 squares to a square adjacent to an ally.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Scorpion&#039;s Claw Strike (standard, weapon, psychic)&lt;br /&gt;
** Melee 1 (one creature): +22 vs. AC&lt;br /&gt;
** Hit: 2d8+12 psychic damage, -2 to next attack, and I slide an ally who is adjacent to the target to another space adjacent to it. The ally gains a +2 power bonus to AC until the end of my next turn.&lt;br /&gt;
** Miss: 5 damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Inspire Competence (utility)&lt;br /&gt;
** Close burst 5 (me and each ally in burst).&lt;br /&gt;
** Effect: I choose a skill. Until the end of the encounter, all targets have a +2 power bonus to that skill.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Revitalizing Incantation (minor, healing)&lt;br /&gt;
** Ranged 5 (me or an ally)&lt;br /&gt;
** Effect: Target can spend a healing surge and heal 1d6 extra HP. Additionally, target gains temp HP equal to their healing surge value.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Healing Infusion: Resistive Formula (minor)&lt;br /&gt;
** Close Burst 5 (me or an ally)&lt;br /&gt;
** Effect: Target heals 1d6 HP and gains +1 to AC for the rest of the encounter. Target can choose to end this effect as a free action to gain HP equal to its healing surge value + 3 (CON Mod).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Mantle of Unity&lt;br /&gt;
** Close Burst 5 (me and each ally in burst)&lt;br /&gt;
** Effect: Determine the highest AC, Fortitude, Reflex, and Will among all the targets. Until the end of your next turn, use these values for the corresponding defenses of&lt;br /&gt;
all the targets.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Weapon Display (standard, weapon, psychic)&lt;br /&gt;
** Melee 1 (one creature); +22 vs. AC&lt;br /&gt;
** Effect: The target grants combat advantage to me for this attack.&lt;br /&gt;
** Hit: 2d8+12 damage, -2 to next attack, and the target grants combat advantage to me and all my allies until the end of my next turn.&lt;br /&gt;
** Miss: The target is marked until the end of my next turn, and I regain the use of this power.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Defensive Posture&lt;br /&gt;
** Move Action&lt;br /&gt;
** Effect: I gain a +2 power bonus to AC and Reflex until the end of my next turn, then shift a number of squares equal to one-half my speed (2). Each ally that can see me gains a +2 power bonus to attack rolls until the end of your next turn.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Insult of Passivity (fear, implement, psychic)&lt;br /&gt;
** Ranged 10 (one creature); +19 vs. Will&lt;br /&gt;
** Hit: 2d8+8 psychic damage and the target is dazed until the end of the encounter or until hit or missed by an attack.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Xambria&#039;s Manifestation I (Free action)&lt;br /&gt;
Effect: Xambria appears with 10 squares and can use a minor action to manpinulate an object or do something similar.&lt;br /&gt;
&lt;br /&gt;
===Daily Powers===&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Stirring Shout (standard, implement, psychic)&lt;br /&gt;
** Ranged 10; +19 vs. Will.&lt;br /&gt;
** Hit: 2d6+8 psychic, -2 to next attack.&lt;br /&gt;
** Effect: Until the end of the encounter, whenever an ally hits the target, the ally heals 5 HP (CHA mod).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Sing Your Praises (minor, docker)&lt;br /&gt;
** Close Burst 5 (10 at Paragon; 15 at Epic);&lt;br /&gt;
** Effect: Each ally in the burst can immediately make a saving throw.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Wail of Anguish (minor, implement)&lt;br /&gt;
** Effect: Until the end  of your next turn, you can make the following attack.&lt;br /&gt;
*** Opportunity Action, Close Burst 3; Trigger: an enemy starts turn inside burst; +18 vs. Will (triggering enemy); Hit: 1d10+8  damage and  target cannot shift UENT.&lt;br /&gt;
** Sustain Minor: The effect persists.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Strike up the Dance (standard, implement, psychic)&lt;br /&gt;
** Target: One, two, or three creatures.&lt;br /&gt;
** Ranged 10; +19 vs. Will&lt;br /&gt;
** Hit: 2d10+8 psychic damage, and the target is immobilized (save ends). Until it saves, I can slide the target 5 squares at the start of its turn and it cannot take move actions on its turn. If I target only one creature with this power, it takes 1d10 extra damage.&lt;br /&gt;
*** Miss: Half damage, and I slide the target 5 squares at the start of its next turn and it is immobilized until the end of its next turn.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Haste (minor)&lt;br /&gt;
** Target: Me or an Ally&lt;br /&gt;
** Effect: The target gains and immediately uses a standard action.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Prototype Silver Blade (free)&lt;br /&gt;
** Trigger: I hit an enemy with this blade.&lt;br /&gt;
** Effect: I banish the target to a demiplane (save ends). It vanishes from sight, cannot take actions, and cannot be targeted. On a save the target reappears in its last space, or in the unoccupied space closest to that.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Cli Lyre (standard)&lt;br /&gt;
** Effect: When I use this power during a rest, me and all my allies gain a +10 power bonus to their next Bluff, Intimidate, or Diplomacy check before our next short or extended rest.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Ricochet Shield (Immediate Reaction)&lt;br /&gt;
** Trigger: A ranged attack targeting AC misses me.&lt;br /&gt;
** Effect: The source of the attack repeats the attack roll against a different target of my choice within 10 squares of me. If the attack roll succeeds, it hits that target (apply damage and effect where appropriate).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;(_)&#039;&#039;&#039; Canary in a Coal Mine (Minor Action)&lt;br /&gt;
* Effect: I gain a flight speed equal to my speed until the end of my next turn.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Xambria&#039;s Manifestation II (standard, force)&lt;br /&gt;
* Attack: Close Burst 3 (enemies in burst) +18 vs. Fortitude&lt;br /&gt;
* Hit: 3d10 + 8 force damage, and push 4 squares. &lt;br /&gt;
* Miss: Half damage, and push 2 squares.&lt;br /&gt;
&lt;br /&gt;
==Rituals==&lt;br /&gt;
&lt;br /&gt;
* Glib Limerick (level 1)&lt;br /&gt;
* Traveller&#039;s chant (level 1)&lt;br /&gt;
* Lullaby (Level 3, 125/25)&lt;br /&gt;
* Detect Planar Energy (Level 1, 50/10)&lt;br /&gt;
* Comprehend Language (PHB, L1, 50/10)&lt;br /&gt;
* Detect Secret Doors (PHB, L3, 125/25)&lt;br /&gt;
* Knock (PHB, L4, 175/35)&lt;br /&gt;
* Water Walk (PHB, L2, 100/20)&lt;br /&gt;
* Endure Elements (PHB, L2, 100/20)&lt;br /&gt;
* Lesser Telepathy (L5, 250/30+1 surge)&lt;br /&gt;
* Call Wilderness Guide (PHB2, L6, 360/144)&lt;br /&gt;
* Fool&#039;s Speech (PHB2, L6, 360/50)&lt;br /&gt;
* Sending (PHB, L6, 360/50)&lt;br /&gt;
* Linked Portal (PHB, L8, 680/135)&lt;br /&gt;
* Song of Sustenance (PHB2, L8, 680/135)&lt;br /&gt;
* Raise Dead (PHB, L8, 680/500)&lt;br /&gt;
* Remove Affliction (PHB, L8, 680/250)&lt;br /&gt;
* Chorus of Truth (PHB2, L10, 1000/200)&lt;br /&gt;
&lt;br /&gt;
==Artifact==&lt;br /&gt;
&lt;br /&gt;
===Xambria&#039;s Consciousness===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Property:&#039;&#039;&#039;+3 to Acrobatics, Arcana, History, and Thievery checks (already calculated)&lt;br /&gt;
* &#039;&#039;&#039;Property:&#039;&#039;&#039; +2 to all checks while performing rituals (since I already have Ritual Caster).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Current Concordance:&#039;&#039;&#039; 16 (Pleased)&lt;br /&gt;
** Starting: 5&lt;br /&gt;
** Trained in History +2&lt;br /&gt;
** Gained 8 Levels +8&lt;br /&gt;
** Foiled 2 Obscurati Plots +2&lt;br /&gt;
&lt;br /&gt;
==Gear==&lt;br /&gt;
&lt;br /&gt;
===Weapons===&lt;br /&gt;
* Prototype Silver Blade +3 (longsword) &#039;&#039;(Prof +3, dam 1d8+Str,  4 lbs, Versatile, level 14)&#039;&#039; (21000 gp)&lt;br /&gt;
** Critical Bonus: +3d8&lt;br /&gt;
&lt;br /&gt;
===Armor===&lt;br /&gt;
* Veteran&#039;s Chain +3 (Braidmail) (+11 AC, 40 lbs) (lvl 12, 13000 gp)&lt;br /&gt;
* Small Shield (+1 AC)&lt;br /&gt;
&lt;br /&gt;
===Other Gear===&lt;br /&gt;
* Headband of Intellect (lvl 10, 5000gp, Head slot)&lt;br /&gt;
* Canary in a Coal Mine +4 (85000 gp, lvl 18, Neck slot)&lt;br /&gt;
* Iron Armbands of Power (Level 16, 45000gp, +4 to melee damage rolls)&lt;br /&gt;
* Gloves of the Healer (13000gp, lvl 12, Hands slot&lt;br /&gt;
* Belt of Vim (3400gp, lvl 8, Waist slot)&lt;br /&gt;
* Oceanstrider Boots (21000 gp, lvl 14, Feet slot)&lt;br /&gt;
* Wand of Aptitude (lvl 10, 5000gp, spare implement)&lt;br /&gt;
* Cli Lyre (Lvl 13, 21000gp, spare implement).&lt;br /&gt;
* Investigation Kit (40 gp)&lt;br /&gt;
* Bell and Whistle (1 gp)&lt;br /&gt;
* 2 x Elixir of Aptitude (100gp)&lt;br /&gt;
* 2 x Potion of Resistance (80gp)&lt;br /&gt;
* 2 x Potion of Vitality (2000gp)&lt;br /&gt;
* Worker&#039;s Clothes&lt;br /&gt;
** Definitely not a lady&#039;s outfit.  Trousers, undershirt, and boots, with a blue dress worn on top and a simple wide-brimmed hat.&lt;br /&gt;
* Pocket Watch (25 gp)&lt;br /&gt;
* 2401 GP in residuum.&lt;br /&gt;
&lt;br /&gt;
==Budget==&lt;br /&gt;
&lt;br /&gt;
Total gear value: 169.047gp.&lt;br /&gt;
Total budget: 253.595gp&lt;br /&gt;
&lt;br /&gt;
Free budget: 84.548gp&lt;br /&gt;
&lt;br /&gt;
==Item Properties==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Canary in a Coal Mine&#039;&#039;&#039;: +5 bonus to all defenses during the surprise round of an encounter. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Oceanstrider boots&#039;&#039;&#039;: +1 to speed (already factored). I can move across and stand on liquid surfaces as if they were solid. If the surface is hazardous (such as acid or magma) I still take damage from it.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Cli Lyre&#039;&#039;&#039;: Can be used as a +3 implement and focus for bardic rituals. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Headband of Intellect&#039;&#039;&#039;:  +2 to knowledge or monster knowledge checks, +1 to attack on powers that have the psychic keyword (already factored)&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Gloves of the Healer&#039;&#039;&#039;: When I use a power that has the Healing keyword, one target regains an extra 1d6 HP (already factored).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Wand of Aptitude&#039;&#039;&#039;: When I use Inspire Competence through this wand, I give an extra +2 item bonus to my allies&#039; skills.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Veteran&#039;s Chain&#039;&#039;&#039;: When I use an action point I gain a +1 item bonus to attack rolls and defenses until the end of my next turn. &lt;br /&gt;
&lt;br /&gt;
==Bio==&lt;br /&gt;
Here is Rosalia Savory, whose family was &#039;&#039;&#039;in no way&#039;&#039;&#039; part of a Robin-Hood like bandit gang in the drier and more remote areas of Risur, and absolutely &#039;&#039;&#039;did not&#039;&#039;&#039; move to Flint and change identities to escape a royal crackdown on them. She grew up among the dockers of Flint, got into music, and found out she had a knack for child detective shenanigans. When she grew up she figured she might as well get paid for the detective stuff and maybe try to help her community with the weight of a badge behind her. Her style and political stance are somewhat at odds with the traditional image of an RHC constable but you can&#039;t argue with the results of the magic mind-reading entrance exam!&lt;br /&gt;
&lt;br /&gt;
Rosalia&#039;s stage name is &amp;quot;Little Lamp&amp;quot; and she still performs in her spare time.&lt;br /&gt;
&lt;br /&gt;
[[Zeitgeist:_The_Gears_of_Revolution| Zeitgeist: The Gears of Revolution homepage]]&lt;/div&gt;</summary>
		<author><name>Bira</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Zeitgeist:_The_Gears_of_Revolution/Rosalia&amp;diff=483401</id>
		<title>Zeitgeist: The Gears of Revolution/Rosalia</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Zeitgeist:_The_Gears_of_Revolution/Rosalia&amp;diff=483401"/>
		<updated>2025-08-28T18:58:03Z</updated>

		<summary type="html">&lt;p&gt;Bira: /* Basics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Zeitgeist:_The_Gears_of_Revolution|Home Page]]&lt;br /&gt;
==Basics==&lt;br /&gt;
* Name: Rosalia &amp;quot;Little Lamp&amp;quot; Savory&lt;br /&gt;
* Race: Human&lt;br /&gt;
* Class: Bard&lt;br /&gt;
* Paragon Path: Daring Blade&lt;br /&gt;
* Level: 16.&lt;br /&gt;
* Background: Urban &#039;&#039;(+2 to Streetwise)&#039;&#039;&lt;br /&gt;
* Theme: Docker&lt;br /&gt;
&lt;br /&gt;
==Stats==&lt;br /&gt;
* Str 9 &#039;&#039;&#039;(-1)&#039;&#039;&#039; &lt;br /&gt;
* Con 16 &#039;&#039;&#039;(+3)&#039;&#039;&#039;&lt;br /&gt;
* Dex 11 &#039;&#039;&#039;(+0)&#039;&#039;&#039;&lt;br /&gt;
* Int 15 &#039;&#039;&#039;(+2)&#039;&#039;&#039;&lt;br /&gt;
* Wis 15 &#039;&#039;&#039;(+2)&#039;&#039;&#039;&lt;br /&gt;
* Cha 21 &#039;&#039;&#039;(+5)&#039;&#039;&#039;&lt;br /&gt;
**Human bonus: +2 to Charisma&lt;br /&gt;
==Defenses/Combat Stats==&lt;br /&gt;
* HP: 102&lt;br /&gt;
* Healing Surges: 10&lt;br /&gt;
** Surge Value: 25 HP&lt;br /&gt;
* Speed: 7 (6 in armor)&lt;br /&gt;
* Action Points: 1&lt;br /&gt;
===Defenses===&lt;br /&gt;
* AC: &#039;&#039;&#039;30&#039;&#039;&#039;  (10 + 11 Armor + 8 Level + 1 Shield)&lt;br /&gt;
* Fort: &#039;&#039;&#039;28&#039;&#039;&#039; (10 + 3 CON + 8 Level + 4 Amulet + 1 Belt + 2 Feat)&lt;br /&gt;
* Ref: &#039;&#039;&#039;28&#039;&#039;&#039; (10 + 2 INT + 1 Class + 8 Level + 4 Amulet + 2 Feat + 1 Shield)&lt;br /&gt;
* Will: &#039;&#039;&#039;30&#039;&#039;&#039; (10 + 5 CHA + 1 Class + 8 Level + 4 Amulet + 2 Feat)&lt;br /&gt;
&lt;br /&gt;
==Racial Traits==&lt;br /&gt;
* Bonus Skill&lt;br /&gt;
* Bonus Feat&lt;br /&gt;
* Bonus At-Will Power&lt;br /&gt;
==Class Traits==&lt;br /&gt;
* Bardic Training&lt;br /&gt;
** Gain Ritual Caster as a bonus feat, and a ritual book with 1 level 1 bard ritual, and 1 level 1 ritual of any kind.&lt;br /&gt;
* Virtue of Valor&lt;br /&gt;
** 1/round, when ally within 5 squares of me bloodies or defeats an enemy, I can grant 6 temporary HP to that ally as a free action.&lt;br /&gt;
* Skill Versatility&lt;br /&gt;
** +1 to untrained skill checks.&lt;br /&gt;
* Song of Rest&lt;br /&gt;
** If I can sing or play an instrument during a short rest, allies regain an extra 5 HP per healing surge they spend in that rest.&lt;br /&gt;
* Swordbond&lt;br /&gt;
** I may bond with a specific sword with a 1-hour ritual. I can call my bonded sword to my hand from 10 squares away and rebuild it from a fragment if it&#039;s destroyed.&lt;br /&gt;
* Daring Action&lt;br /&gt;
** Instead of gaining an extra action, I can spend an action point to mark every enemy I can see and gain 10 temp HP.&lt;br /&gt;
* Daring Improvisation&lt;br /&gt;
** When I make a martial melee weapon attack, I can use Charisma for the attack and damage roll in place of the ability score required by the attack.&lt;br /&gt;
* Blade Feint&lt;br /&gt;
** I can use Bluff to gain combat advantage against an enemy by spending a minor action instead of a standard action. If I succeed and hit the enemy with a melee weapon attack before the start of my next turn, the target grants me combat advantage until I miss the target with an attack.&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
&#039;&#039;&#039;(Trained Skills)&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
* Acrobatics: +15&lt;br /&gt;
* &#039;&#039;&#039;Arcana: +18&#039;&#039;&#039;&lt;br /&gt;
* Athletics: +11&lt;br /&gt;
* &#039;&#039;&#039;Bluff: +18&#039;&#039;&#039;&lt;br /&gt;
* Diplomacy: +17&lt;br /&gt;
* Dungeoneering: +14&lt;br /&gt;
* &#039;&#039;&#039;Endurance: +16&#039;&#039;&#039;&lt;br /&gt;
* Heal: +14&lt;br /&gt;
* &#039;&#039;&#039;History: +18&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Insight: +15&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Intimidate: +18&#039;&#039;&#039;&lt;br /&gt;
* Nature: +14&lt;br /&gt;
* &#039;&#039;&#039;Perception: +15&#039;&#039;&#039;&lt;br /&gt;
* Religion: +14&lt;br /&gt;
* Stealth: +12&lt;br /&gt;
* &#039;&#039;&#039;Streetwise: +20&#039;&#039;&#039;&lt;br /&gt;
* Thievery: +15&lt;br /&gt;
&lt;br /&gt;
==Feats==&lt;br /&gt;
* Action Surge: +3 to attacks I make during any action gained by spending an action point.&lt;br /&gt;
* Battle Song Expertise: &#039;&#039;+1/tier to attacks with weapons and bard implements, +1 to forced movement from bard powers;&#039;&#039;&lt;br /&gt;
* Improved Majestic Word &#039;&#039; Target of majestic word also gains (CHA mod) temporary HP.&#039;&#039;&lt;br /&gt;
* Heart of the Blade (Swordmage Multiclass) &#039;&#039;Gain training in Endurance and the Swordbond class feature. All swords also count as implements now!&#039;&#039;&lt;br /&gt;
* Student of Artifice: &#039;&#039;Gain training in Arcana (redundant), and gain 1 daily use of the artificer&#039;s Healing Infusion.&#039;&#039;&lt;br /&gt;
* Ritual Caster &#039;&#039;May use rituals&#039;&#039;&lt;br /&gt;
* Bard of All Trades: Gain a +3 feat bonus to all untrained skill checks.&lt;br /&gt;
* Improved Defenses: +1 to all non-armor defenses (+2 at Paragon; +3 at Epic).&lt;br /&gt;
* Resourceful Leader (Warlord Multiclass): Gain training in History. When an ally I can see spends an action point for an attack, they gain +3 damage on a hit or +3 temp HP on a miss. (+5 at level 11; +7 at level 21).&lt;br /&gt;
* Psychic Lock: Any target I hit with a psychic power has a -2 penalty to its next attack roll (already factored).&lt;br /&gt;
* Improved Valor: Virtue of Valor gives +3 extra THP.&lt;br /&gt;
* Disheartening Presence: While I am conscious and not bloodied, any bloodied enemies adjacent to me take -1 to all of their attacks.&lt;br /&gt;
* Vexing Flanker: While I flank an enemy, all of my allies gain combat advantage against that enemy.&lt;br /&gt;
&lt;br /&gt;
==Powers==&lt;br /&gt;
&lt;br /&gt;
Accuracy with weapon powers: +21 (+5 CHA, +8 level, +3 proficiency, +2 feat, +3 item)&lt;br /&gt;
&lt;br /&gt;
Accuracy with implement powers: +18 (+5 CHA, +8 level, +2 feat, +3 item)&lt;br /&gt;
&lt;br /&gt;
Damage bonus: +8 (+5 CHA, +3 item)&lt;br /&gt;
&lt;br /&gt;
Psychic powers get an extra +1 accuracy from Headband of Intellect. All weapon powers are considered Psychic due to the Silver Blade.&lt;br /&gt;
&lt;br /&gt;
Melee powers gain a +4 untyped bonus to their damage rolls from the Iron Armbands of Power.&lt;br /&gt;
&lt;br /&gt;
===At-Will Powers===&lt;br /&gt;
* Melee Basic Attack (standard, weapon, psychic):&lt;br /&gt;
** +22 vs AC. Hit: 1d8+12 psychic damage, -2 to next attack.&lt;br /&gt;
&lt;br /&gt;
* Guiding Strike (standard, weapon, psychic):&lt;br /&gt;
** Melee 1; +22 vs. AC. &lt;br /&gt;
** Hit: 1d8+12 psychic damage, -2 to next attack and -2 to a chosen defense until the end of my next turn.&lt;br /&gt;
&lt;br /&gt;
* Vicious Mockery (standard, charm, implement, psychic):&lt;br /&gt;
** Ranged 10; +19 vs. Will. &lt;br /&gt;
** Hit: 1d6+8 psychic, -4 to next attack, and -2 to other attacks until the end of my next turn.&lt;br /&gt;
** &#039;&#039;I came here to kick your ass / Cuz you&#039;re dumb and cannot see / That even ten of you / Are worth less than half of me&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Staggering Note (standard, implement, thunder):&lt;br /&gt;
** Ranged 10; +18 vs. Will. &lt;br /&gt;
** Hit: 8 thunder, push 3, and an ally can make a melee basic attack against the target before, after, or during the push.&lt;br /&gt;
&lt;br /&gt;
* Prototype Silver Blade (item, psychic, free action)&lt;br /&gt;
** Effect: All damage dealt by this weapon is psychic. Another free action returns the damage to normal.&lt;br /&gt;
&lt;br /&gt;
* Audience Participation&lt;br /&gt;
** Trigger: An enemy starts its turn adjacent to one or more non-combatants who are friendly to me and know I&#039;m fighting.&lt;br /&gt;
** Effect (No Action): The triggering enemy takes 5 damage for each friendly they&#039;re adjacent to.&lt;br /&gt;
&lt;br /&gt;
===Encounter Powers===&lt;br /&gt;
* &#039;&#039;&#039;(_)(_)&#039;&#039;&#039; Majestic Word (minor, healing)&lt;br /&gt;
** Close burst 10 (me or an ally).&lt;br /&gt;
** Target spends a healing surge, heals an extra 3d6+5 HP, and gains 5 temporary HP.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Words of Friendship (minor, charm)&lt;br /&gt;
** I gain a +5 power bonus to the next Diplomacy check I make.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Docker&#039;s Jank (standard, teleportation)&lt;br /&gt;
** Close Burst 5.&lt;br /&gt;
** Me and an ally in the burst teleport and switch locations. The ally can then use a standard-action at-will power as a free action with a +2 power bonus to attack rolls.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Shout of Triumph (standard, implement, thunder)&lt;br /&gt;
** Close Blast 3 (enemies in blast); +18 vs. Fortitude.&lt;br /&gt;
** Hit: 1d6+8 thunder and push 4.&lt;br /&gt;
** Effect: Slide 4 on each ally in blast.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Impelling Force (standard, implement, force)&lt;br /&gt;
** Ranged 10; +18 vs. Fortitude&lt;br /&gt;
** Hit: 1d10+8 force damage, and I slide the target 5 squares to a square adjacent to an ally.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Scorpion&#039;s Claw Strike (standard, weapon, psychic)&lt;br /&gt;
** Melee 1 (one creature): +22 vs. AC&lt;br /&gt;
** Hit: 2d8+12 psychic damage, -2 to next attack, and I slide an ally who is adjacent to the target to another space adjacent to it. The ally gains a +2 power bonus to AC until the end of my next turn.&lt;br /&gt;
** Miss: 5 damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Inspire Competence (utility)&lt;br /&gt;
** Close burst 5 (me and each ally in burst).&lt;br /&gt;
** Effect: I choose a skill. Until the end of the encounter, all targets have a +2 power bonus to that skill.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Revitalizing Incantation (minor, healing)&lt;br /&gt;
** Ranged 5 (me or an ally)&lt;br /&gt;
** Effect: Target can spend a healing surge and heal 1d6 extra HP. Additionally, target gains temp HP equal to their healing surge value.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Healing Infusion: Resistive Formula (minor)&lt;br /&gt;
** Close Burst 5 (me or an ally)&lt;br /&gt;
** Effect: Target heals 1d6 HP and gains +1 to AC for the rest of the encounter. Target can choose to end this effect as a free action to gain HP equal to its healing surge value + 3 (CON Mod).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Mantle of Unity&lt;br /&gt;
** Close Burst 5 (me and each ally in burst)&lt;br /&gt;
** Effect: Determine the highest AC, Fortitude, Reflex, and Will among all the targets. Until the end of your next turn, use these values for the corresponding defenses of&lt;br /&gt;
all the targets.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Weapon Display (standard, weapon, psychic)&lt;br /&gt;
** Melee 1 (one creature); +22 vs. AC&lt;br /&gt;
** Effect: The target grants combat advantage to me for this attack.&lt;br /&gt;
** Hit: 2d8+12 damage, -2 to next attack, and the target grants combat advantage to me and all my allies until the end of my next turn.&lt;br /&gt;
** Miss: The target is marked until the end of my next turn, and I regain the use of this power.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Defensive Posture&lt;br /&gt;
** Move Action&lt;br /&gt;
** Effect: I gain a +2 power bonus to AC and Reflex until the end of my next turn, then shift a number of squares equal to one-half my speed (2). Each ally that can see me gains a +2 power bonus to attack rolls until the end of your next turn.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Insult of Passivity (fear, implement, psychic)&lt;br /&gt;
** Ranged 10 (one creature); +19 vs. Will&lt;br /&gt;
** Hit: 2d8+8 psychic damage and the target is dazed until the end of the encounter or until hit or missed by an attack.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Xambria&#039;s Manifestation I (Free action)&lt;br /&gt;
Effect: Xambria appears with 10 squares and can use a minor action to manpinulate an object or do something similar.&lt;br /&gt;
&lt;br /&gt;
===Daily Powers===&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Stirring Shout (standard, implement, psychic)&lt;br /&gt;
** Ranged 10; +19 vs. Will.&lt;br /&gt;
** Hit: 2d6+8 psychic, -2 to next attack.&lt;br /&gt;
** Effect: Until the end of the encounter, whenever an ally hits the target, the ally heals 5 HP (CHA mod).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Sing Your Praises (minor, docker)&lt;br /&gt;
** Close Burst 5 (10 at Paragon; 15 at Epic);&lt;br /&gt;
** Effect: Each ally in the burst can immediately make a saving throw.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Wail of Anguish (minor, implement)&lt;br /&gt;
** Effect: Until the end  of your next turn, you can make the following attack.&lt;br /&gt;
*** Opportunity Action, Close Burst 3; Trigger: an enemy starts turn inside burst; +18 vs. Will (triggering enemy); Hit: 1d10+8  damage and  target cannot shift UENT.&lt;br /&gt;
** Sustain Minor: The effect persists.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Strike up the Dance (standard, implement, psychic)&lt;br /&gt;
** Target: One, two, or three creatures.&lt;br /&gt;
** Ranged 10; +19 vs. Will&lt;br /&gt;
** Hit: 2d10+8 psychic damage, and the target is immobilized (save ends). Until it saves, I can slide the target 5 squares at the start of its turn and it cannot take move actions on its turn. If I target only one creature with this power, it takes 1d10 extra damage.&lt;br /&gt;
*** Miss: Half damage, and I slide the target 5 squares at the start of its next turn and it is immobilized until the end of its next turn.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Haste (minor)&lt;br /&gt;
** Target: Me or an Ally&lt;br /&gt;
** Effect: The target gains and immediately uses a standard action.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Prototype Silver Blade (free)&lt;br /&gt;
** Trigger: I hit an enemy with this blade.&lt;br /&gt;
** Effect: I banish the target to a demiplane (save ends). It vanishes from sight, cannot take actions, and cannot be targeted. On a save the target reappears in its last space, or in the unoccupied space closest to that.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Cli Lyre (standard)&lt;br /&gt;
** Effect: When I use this power during a rest, me and all my allies gain a +10 power bonus to their next Bluff, Intimidate, or Diplomacy check before our next short or extended rest.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Ricochet Shield (Immediate Reaction)&lt;br /&gt;
** Trigger: A ranged attack targeting AC misses me.&lt;br /&gt;
** Effect: The source of the attack repeats the attack roll against a different target of my choice within 10 squares of me. If the attack roll succeeds, it hits that target (apply damage and effect where appropriate).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;(_)&#039;&#039;&#039; Canary in a Coal Mine (Minor Action)&lt;br /&gt;
* Effect: I gain a flight speed equal to my speed until the end of my next turn.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Xambria&#039;s Manifestation II (standard, force)&lt;br /&gt;
* Attack: Close Burst 3 (enemies in burst) +18 vs. Fortitude&lt;br /&gt;
* Hit: 3d10 + 8 force damage, and push 4 squares. &lt;br /&gt;
* Miss: Half damage, and push 2 squares.&lt;br /&gt;
&lt;br /&gt;
==Rituals==&lt;br /&gt;
&lt;br /&gt;
* Glib Limerick (level 1)&lt;br /&gt;
* Traveller&#039;s chant (level 1)&lt;br /&gt;
* Lullaby (Level 3, 125/25)&lt;br /&gt;
* Detect Planar Energy (Level 1, 50/10)&lt;br /&gt;
* Comprehend Language (PHB, L1, 50/10)&lt;br /&gt;
* Detect Secret Doors (PHB, L3, 125/25)&lt;br /&gt;
* Knock (PHB, L4, 175/35)&lt;br /&gt;
* Water Walk (PHB, L2, 100/20)&lt;br /&gt;
* Endure Elements (PHB, L2, 100/20)&lt;br /&gt;
* Lesser Telepathy (L5, 250/30+1 surge)&lt;br /&gt;
* Call Wilderness Guide (PHB2, L6, 360/144)&lt;br /&gt;
* Fool&#039;s Speech (PHB2, L6, 360/50)&lt;br /&gt;
* Sending (PHB, L6, 360/50)&lt;br /&gt;
* Linked Portal (PHB, L8, 680/135)&lt;br /&gt;
* Song of Sustenance (PHB2, L8, 680/135)&lt;br /&gt;
* Raise Dead (PHB, L8, 680/500)&lt;br /&gt;
* Remove Affliction (PHB, L8, 680/250)&lt;br /&gt;
* Chorus of Truth (PHB2, L10, 1000/200)&lt;br /&gt;
&lt;br /&gt;
==Artifact==&lt;br /&gt;
&lt;br /&gt;
===Xambria&#039;s Consciousness===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Property:&#039;&#039;&#039;+3 to Acrobatics, Arcana, History, and Thievery checks (already calculated)&lt;br /&gt;
* &#039;&#039;&#039;Property:&#039;&#039;&#039; +2 to all checks while performing rituals (since I already have Ritual Caster).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Current Concordance:&#039;&#039;&#039; 16 (Pleased)&lt;br /&gt;
** Starting: 5&lt;br /&gt;
** Trained in History +2&lt;br /&gt;
** Gained 8 Levels +8&lt;br /&gt;
** Foiled 2 Obscurati Plots +2&lt;br /&gt;
&lt;br /&gt;
==Gear==&lt;br /&gt;
&lt;br /&gt;
===Weapons===&lt;br /&gt;
* Prototype Silver Blade +3 (longsword) &#039;&#039;(Prof +3, dam 1d8+Str,  4 lbs, Versatile, level 14)&#039;&#039; (21000 gp)&lt;br /&gt;
** Critical Bonus: +3d8&lt;br /&gt;
&lt;br /&gt;
===Armor===&lt;br /&gt;
* Veteran&#039;s Chain +3 (Braidmail) (+11 AC, 40 lbs) (lvl 12, 13000 gp)&lt;br /&gt;
* Small Shield (+1 AC)&lt;br /&gt;
&lt;br /&gt;
===Other Gear===&lt;br /&gt;
* Headband of Intellect (lvl 10, 5000gp, Head slot)&lt;br /&gt;
* Canary in a Coal Mine +4 (85000 gp, lvl 18, Neck slot)&lt;br /&gt;
* Iron Armbands of Power (Level 16, 45000gp, +4 to melee damage rolls)&lt;br /&gt;
* Gloves of the Healer (13000gp, lvl 12, Hands slot&lt;br /&gt;
* Belt of Vim (3400gp, lvl 8, Waist slot)&lt;br /&gt;
* Oceanstrider Boots (21000 gp, lvl 14, Feet slot)&lt;br /&gt;
* Wand of Aptitude (lvl 10, 5000gp, spare implement)&lt;br /&gt;
* Cli Lyre (Lvl 13, 21000gp, spare implement).&lt;br /&gt;
* Investigation Kit (40 gp)&lt;br /&gt;
* Bell and Whistle (1 gp)&lt;br /&gt;
* 2 x Elixir of Aptitude (100gp)&lt;br /&gt;
* 2 x Potion of Resistance (80gp)&lt;br /&gt;
* 2 x Potion of Vitality (2000gp)&lt;br /&gt;
* Worker&#039;s Clothes&lt;br /&gt;
** Definitely not a lady&#039;s outfit.  Trousers, undershirt, and boots, with a blue dress worn on top and a simple wide-brimmed hat.&lt;br /&gt;
* Pocket Watch (25 gp)&lt;br /&gt;
* 2401 GP in residuum.&lt;br /&gt;
&lt;br /&gt;
==Budget==&lt;br /&gt;
&lt;br /&gt;
Total gear value: 169.047gp.&lt;br /&gt;
Total budget: 253.595gp&lt;br /&gt;
&lt;br /&gt;
Free budget: 84.548gp&lt;br /&gt;
&lt;br /&gt;
==Item Properties==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Canary in a Coal Mine&#039;&#039;&#039;: +5 bonus to all defenses during the surprise round of an encounter. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Oceanstrider boots&#039;&#039;&#039;: +1 to speed (already factored). I can move across and stand on liquid surfaces as if they were solid. If the surface is hazardous (such as acid or magma) I still take damage from it.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Cli Lyre&#039;&#039;&#039;: Can be used as a +3 implement and focus for bardic rituals. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Headband of Intellect&#039;&#039;&#039;:  +2 to knowledge or monster knowledge checks, +1 to attack on powers that have the psychic keyword (already factored)&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Gloves of the Healer&#039;&#039;&#039;: When I use a power that has the Healing keyword, one target regains an extra 1d6 HP (already factored).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Wand of Aptitude&#039;&#039;&#039;: When I use Inspire Competence through this wand, I give an extra +2 item bonus to my allies&#039; skills.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Veteran&#039;s Chain&#039;&#039;&#039;: When I use an action point I gain a +1 item bonus to attack rolls and defenses until the end of my next turn. &lt;br /&gt;
&lt;br /&gt;
==Bio==&lt;br /&gt;
Here is Rosalia Savory, whose family was &#039;&#039;&#039;in no way&#039;&#039;&#039; part of a Robin-Hood like bandit gang in the drier and more remote areas of Risur, and absolutely &#039;&#039;&#039;did not&#039;&#039;&#039; move to Flint and change identities to escape a royal crackdown on them. She grew up among the dockers of Flint, got into music, and found out she had a knack for child detective shenanigans. When she grew up she figured she might as well get paid for the detective stuff and maybe try to help her community with the weight of a badge behind her. Her style and political stance are somewhat at odds with the traditional image of an RHC constable but you can&#039;t argue with the results of the magic mind-reading entrance exam!&lt;br /&gt;
&lt;br /&gt;
Rosalia&#039;s stage name is &amp;quot;Little Lamp&amp;quot; and she still performs in her spare time.&lt;br /&gt;
&lt;br /&gt;
[[Zeitgeist:_The_Gears_of_Revolution| Zeitgeist: The Gears of Revolution homepage]]&lt;/div&gt;</summary>
		<author><name>Bira</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Zeitgeist:_The_Gears_of_Revolution/Rosalia&amp;diff=483382</id>
		<title>Zeitgeist: The Gears of Revolution/Rosalia</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Zeitgeist:_The_Gears_of_Revolution/Rosalia&amp;diff=483382"/>
		<updated>2025-08-27T20:07:20Z</updated>

		<summary type="html">&lt;p&gt;Bira: /* Basics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Zeitgeist:_The_Gears_of_Revolution|Home Page]]&lt;br /&gt;
==Basics==&lt;br /&gt;
* Name: Rosalia &amp;quot;Little Lamp&amp;quot; Savory&lt;br /&gt;
* Race: Human&lt;br /&gt;
* Class: Bard&lt;br /&gt;
* Paragon Path: Daring Blade&lt;br /&gt;
* Level: 16&lt;br /&gt;
* Background: Urban &#039;&#039;(+2 to Streetwise)&#039;&#039;&lt;br /&gt;
* Theme: Docker&lt;br /&gt;
&lt;br /&gt;
==Stats==&lt;br /&gt;
* Str 9 &#039;&#039;&#039;(-1)&#039;&#039;&#039; &lt;br /&gt;
* Con 16 &#039;&#039;&#039;(+3)&#039;&#039;&#039;&lt;br /&gt;
* Dex 11 &#039;&#039;&#039;(+0)&#039;&#039;&#039;&lt;br /&gt;
* Int 15 &#039;&#039;&#039;(+2)&#039;&#039;&#039;&lt;br /&gt;
* Wis 15 &#039;&#039;&#039;(+2)&#039;&#039;&#039;&lt;br /&gt;
* Cha 21 &#039;&#039;&#039;(+5)&#039;&#039;&#039;&lt;br /&gt;
**Human bonus: +2 to Charisma&lt;br /&gt;
==Defenses/Combat Stats==&lt;br /&gt;
* HP: 102&lt;br /&gt;
* Healing Surges: 10&lt;br /&gt;
** Surge Value: 25 HP&lt;br /&gt;
* Speed: 7 (6 in armor)&lt;br /&gt;
* Action Points: 1&lt;br /&gt;
===Defenses===&lt;br /&gt;
* AC: &#039;&#039;&#039;30&#039;&#039;&#039;  (10 + 11 Armor + 8 Level + 1 Shield)&lt;br /&gt;
* Fort: &#039;&#039;&#039;28&#039;&#039;&#039; (10 + 3 CON + 8 Level + 4 Amulet + 1 Belt + 2 Feat)&lt;br /&gt;
* Ref: &#039;&#039;&#039;28&#039;&#039;&#039; (10 + 2 INT + 1 Class + 8 Level + 4 Amulet + 2 Feat + 1 Shield)&lt;br /&gt;
* Will: &#039;&#039;&#039;30&#039;&#039;&#039; (10 + 5 CHA + 1 Class + 8 Level + 4 Amulet + 2 Feat)&lt;br /&gt;
&lt;br /&gt;
==Racial Traits==&lt;br /&gt;
* Bonus Skill&lt;br /&gt;
* Bonus Feat&lt;br /&gt;
* Bonus At-Will Power&lt;br /&gt;
==Class Traits==&lt;br /&gt;
* Bardic Training&lt;br /&gt;
** Gain Ritual Caster as a bonus feat, and a ritual book with 1 level 1 bard ritual, and 1 level 1 ritual of any kind.&lt;br /&gt;
* Virtue of Valor&lt;br /&gt;
** 1/round, when ally within 5 squares of me bloodies or defeats an enemy, I can grant 6 temporary HP to that ally as a free action.&lt;br /&gt;
* Skill Versatility&lt;br /&gt;
** +1 to untrained skill checks.&lt;br /&gt;
* Song of Rest&lt;br /&gt;
** If I can sing or play an instrument during a short rest, allies regain an extra 5 HP per healing surge they spend in that rest.&lt;br /&gt;
* Swordbond&lt;br /&gt;
** I may bond with a specific sword with a 1-hour ritual. I can call my bonded sword to my hand from 10 squares away and rebuild it from a fragment if it&#039;s destroyed.&lt;br /&gt;
* Daring Action&lt;br /&gt;
** Instead of gaining an extra action, I can spend an action point to mark every enemy I can see and gain 10 temp HP.&lt;br /&gt;
* Daring Improvisation&lt;br /&gt;
** When I make a martial melee weapon attack, I can use Charisma for the attack and damage roll in place of the ability score required by the attack.&lt;br /&gt;
* Blade Feint&lt;br /&gt;
** I can use Bluff to gain combat advantage against an enemy by spending a minor action instead of a standard action. If I succeed and hit the enemy with a melee weapon attack before the start of my next turn, the target grants me combat advantage until I miss the target with an attack.&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
&#039;&#039;&#039;(Trained Skills)&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
* Acrobatics: +15&lt;br /&gt;
* &#039;&#039;&#039;Arcana: +18&#039;&#039;&#039;&lt;br /&gt;
* Athletics: +11&lt;br /&gt;
* &#039;&#039;&#039;Bluff: +18&#039;&#039;&#039;&lt;br /&gt;
* Diplomacy: +17&lt;br /&gt;
* Dungeoneering: +14&lt;br /&gt;
* &#039;&#039;&#039;Endurance: +16&#039;&#039;&#039;&lt;br /&gt;
* Heal: +14&lt;br /&gt;
* &#039;&#039;&#039;History: +18&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Insight: +15&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Intimidate: +18&#039;&#039;&#039;&lt;br /&gt;
* Nature: +14&lt;br /&gt;
* &#039;&#039;&#039;Perception: +15&#039;&#039;&#039;&lt;br /&gt;
* Religion: +14&lt;br /&gt;
* Stealth: +12&lt;br /&gt;
* &#039;&#039;&#039;Streetwise: +20&#039;&#039;&#039;&lt;br /&gt;
* Thievery: +15&lt;br /&gt;
&lt;br /&gt;
==Feats==&lt;br /&gt;
* Action Surge: +3 to attacks I make during any action gained by spending an action point.&lt;br /&gt;
* Battle Song Expertise: &#039;&#039;+1/tier to attacks with weapons and bard implements, +1 to forced movement from bard powers;&#039;&#039;&lt;br /&gt;
* Improved Majestic Word &#039;&#039; Target of majestic word also gains (CHA mod) temporary HP.&#039;&#039;&lt;br /&gt;
* Heart of the Blade (Swordmage Multiclass) &#039;&#039;Gain training in Endurance and the Swordbond class feature. All swords also count as implements now!&#039;&#039;&lt;br /&gt;
* Student of Artifice: &#039;&#039;Gain training in Arcana (redundant), and gain 1 daily use of the artificer&#039;s Healing Infusion.&#039;&#039;&lt;br /&gt;
* Ritual Caster &#039;&#039;May use rituals&#039;&#039;&lt;br /&gt;
* Bard of All Trades: Gain a +3 feat bonus to all untrained skill checks.&lt;br /&gt;
* Improved Defenses: +1 to all non-armor defenses (+2 at Paragon; +3 at Epic).&lt;br /&gt;
* Resourceful Leader (Warlord Multiclass): Gain training in History. When an ally I can see spends an action point for an attack, they gain +3 damage on a hit or +3 temp HP on a miss. (+5 at level 11; +7 at level 21).&lt;br /&gt;
* Psychic Lock: Any target I hit with a psychic power has a -2 penalty to its next attack roll (already factored).&lt;br /&gt;
* Improved Valor: Virtue of Valor gives +3 extra THP.&lt;br /&gt;
* Disheartening Presence: While I am conscious and not bloodied, any bloodied enemies adjacent to me take -1 to all of their attacks.&lt;br /&gt;
* Vexing Flanker: While I flank an enemy, all of my allies gain combat advantage against that enemy.&lt;br /&gt;
&lt;br /&gt;
==Powers==&lt;br /&gt;
&lt;br /&gt;
Accuracy with weapon powers: +21 (+5 CHA, +8 level, +3 proficiency, +2 feat, +3 item)&lt;br /&gt;
&lt;br /&gt;
Accuracy with implement powers: +18 (+5 CHA, +8 level, +2 feat, +3 item)&lt;br /&gt;
&lt;br /&gt;
Damage bonus: +8 (+5 CHA, +3 item)&lt;br /&gt;
&lt;br /&gt;
Psychic powers get an extra +1 accuracy from Headband of Intellect. All weapon powers are considered Psychic due to the Silver Blade.&lt;br /&gt;
&lt;br /&gt;
Melee powers gain a +4 untyped bonus to their damage rolls from the Iron Armbands of Power.&lt;br /&gt;
&lt;br /&gt;
===At-Will Powers===&lt;br /&gt;
* Melee Basic Attack (standard, weapon, psychic):&lt;br /&gt;
** +22 vs AC. Hit: 1d8+12 psychic damage, -2 to next attack.&lt;br /&gt;
&lt;br /&gt;
* Guiding Strike (standard, weapon, psychic):&lt;br /&gt;
** Melee 1; +22 vs. AC. &lt;br /&gt;
** Hit: 1d8+12 psychic damage, -2 to next attack and -2 to a chosen defense until the end of my next turn.&lt;br /&gt;
&lt;br /&gt;
* Vicious Mockery (standard, charm, implement, psychic):&lt;br /&gt;
** Ranged 10; +19 vs. Will. &lt;br /&gt;
** Hit: 1d6+8 psychic, -4 to next attack, and -2 to other attacks until the end of my next turn.&lt;br /&gt;
** &#039;&#039;I came here to kick your ass / Cuz you&#039;re dumb and cannot see / That even ten of you / Are worth less than half of me&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Staggering Note (standard, implement, thunder):&lt;br /&gt;
** Ranged 10; +18 vs. Will. &lt;br /&gt;
** Hit: 8 thunder, push 3, and an ally can make a melee basic attack against the target before, after, or during the push.&lt;br /&gt;
&lt;br /&gt;
* Prototype Silver Blade (item, psychic, free action)&lt;br /&gt;
** Effect: All damage dealt by this weapon is psychic. Another free action returns the damage to normal.&lt;br /&gt;
&lt;br /&gt;
* Audience Participation&lt;br /&gt;
** Trigger: An enemy starts its turn adjacent to one or more non-combatants who are friendly to me and know I&#039;m fighting.&lt;br /&gt;
** Effect (No Action): The triggering enemy takes 5 damage for each friendly they&#039;re adjacent to.&lt;br /&gt;
&lt;br /&gt;
===Encounter Powers===&lt;br /&gt;
* &#039;&#039;&#039;(_)(_)&#039;&#039;&#039; Majestic Word (minor, healing)&lt;br /&gt;
** Close burst 10 (me or an ally).&lt;br /&gt;
** Target spends a healing surge, heals an extra 3d6+5 HP, and gains 5 temporary HP.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Words of Friendship (minor, charm)&lt;br /&gt;
** I gain a +5 power bonus to the next Diplomacy check I make.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Docker&#039;s Jank (standard, teleportation)&lt;br /&gt;
** Close Burst 5.&lt;br /&gt;
** Me and an ally in the burst teleport and switch locations. The ally can then use a standard-action at-will power as a free action with a +2 power bonus to attack rolls.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Shout of Triumph (standard, implement, thunder)&lt;br /&gt;
** Close Blast 3 (enemies in blast); +18 vs. Fortitude.&lt;br /&gt;
** Hit: 1d6+8 thunder and push 4.&lt;br /&gt;
** Effect: Slide 4 on each ally in blast.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Impelling Force (standard, implement, force)&lt;br /&gt;
** Ranged 10; +18 vs. Fortitude&lt;br /&gt;
** Hit: 1d10+8 force damage, and I slide the target 5 squares to a square adjacent to an ally.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Scorpion&#039;s Claw Strike (standard, weapon, psychic)&lt;br /&gt;
** Melee 1 (one creature): +22 vs. AC&lt;br /&gt;
** Hit: 2d8+12 psychic damage, -2 to next attack, and I slide an ally who is adjacent to the target to another space adjacent to it. The ally gains a +2 power bonus to AC until the end of my next turn.&lt;br /&gt;
** Miss: 5 damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Inspire Competence (utility)&lt;br /&gt;
** Close burst 5 (me and each ally in burst).&lt;br /&gt;
** Effect: I choose a skill. Until the end of the encounter, all targets have a +2 power bonus to that skill.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Revitalizing Incantation (minor, healing)&lt;br /&gt;
** Ranged 5 (me or an ally)&lt;br /&gt;
** Effect: Target can spend a healing surge and heal 1d6 extra HP. Additionally, target gains temp HP equal to their healing surge value.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Healing Infusion: Resistive Formula (minor)&lt;br /&gt;
** Close Burst 5 (me or an ally)&lt;br /&gt;
** Effect: Target heals 1d6 HP and gains +1 to AC for the rest of the encounter. Target can choose to end this effect as a free action to gain HP equal to its healing surge value + 3 (CON Mod).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Mantle of Unity&lt;br /&gt;
** Close Burst 5 (me and each ally in burst)&lt;br /&gt;
** Effect: Determine the highest AC, Fortitude, Reflex, and Will among all the targets. Until the end of your next turn, use these values for the corresponding defenses of&lt;br /&gt;
all the targets.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Weapon Display (standard, weapon, psychic)&lt;br /&gt;
** Melee 1 (one creature); +22 vs. AC&lt;br /&gt;
** Effect: The target grants combat advantage to me for this attack.&lt;br /&gt;
** Hit: 2d8+12 damage, -2 to next attack, and the target grants combat advantage to me and all my allies until the end of my next turn.&lt;br /&gt;
** Miss: The target is marked until the end of my next turn, and I regain the use of this power.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Defensive Posture&lt;br /&gt;
** Move Action&lt;br /&gt;
** Effect: I gain a +2 power bonus to AC and Reflex until the end of my next turn, then shift a number of squares equal to one-half my speed (2). Each ally that can see me gains a +2 power bonus to attack rolls until the end of your next turn.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Insult of Passivity (fear, implement, psychic)&lt;br /&gt;
** Ranged 10 (one creature); +19 vs. Will&lt;br /&gt;
** Hit: 2d8+8 psychic damage and the target is dazed until the end of the encounter or until hit or missed by an attack.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Xambria&#039;s Manifestation I (Free action)&lt;br /&gt;
Effect: Xambria appears with 10 squares and can use a minor action to manpinulate an object or do something similar.&lt;br /&gt;
&lt;br /&gt;
===Daily Powers===&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Stirring Shout (standard, implement, psychic)&lt;br /&gt;
** Ranged 10; +19 vs. Will.&lt;br /&gt;
** Hit: 2d6+8 psychic, -2 to next attack.&lt;br /&gt;
** Effect: Until the end of the encounter, whenever an ally hits the target, the ally heals 5 HP (CHA mod).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Sing Your Praises (minor, docker)&lt;br /&gt;
** Close Burst 5 (10 at Paragon; 15 at Epic);&lt;br /&gt;
** Effect: Each ally in the burst can immediately make a saving throw.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Wail of Anguish (minor, implement)&lt;br /&gt;
** Effect: Until the end  of your next turn, you can make the following attack.&lt;br /&gt;
*** Opportunity Action, Close Burst 3; Trigger: an enemy starts turn inside burst; +18 vs. Will (triggering enemy); Hit: 1d10+8  damage and  target cannot shift UENT.&lt;br /&gt;
** Sustain Minor: The effect persists.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Strike up the Dance (standard, implement, psychic)&lt;br /&gt;
** Target: One, two, or three creatures.&lt;br /&gt;
** Ranged 10; +19 vs. Will&lt;br /&gt;
** Hit: 2d10+8 psychic damage, and the target is immobilized (save ends). Until it saves, I can slide the target 5 squares at the start of its turn and it cannot take move actions on its turn. If I target only one creature with this power, it takes 1d10 extra damage.&lt;br /&gt;
*** Miss: Half damage, and I slide the target 5 squares at the start of its next turn and it is immobilized until the end of its next turn.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Haste (minor)&lt;br /&gt;
** Target: Me or an Ally&lt;br /&gt;
** Effect: The target gains and immediately uses a standard action.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Prototype Silver Blade (free)&lt;br /&gt;
** Trigger: I hit an enemy with this blade.&lt;br /&gt;
** Effect: I banish the target to a demiplane (save ends). It vanishes from sight, cannot take actions, and cannot be targeted. On a save the target reappears in its last space, or in the unoccupied space closest to that.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Cli Lyre (standard)&lt;br /&gt;
** Effect: When I use this power during a rest, me and all my allies gain a +10 power bonus to their next Bluff, Intimidate, or Diplomacy check before our next short or extended rest.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Ricochet Shield (Immediate Reaction)&lt;br /&gt;
** Trigger: A ranged attack targeting AC misses me.&lt;br /&gt;
** Effect: The source of the attack repeats the attack roll against a different target of my choice within 10 squares of me. If the attack roll succeeds, it hits that target (apply damage and effect where appropriate).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;(_)&#039;&#039;&#039; Canary in a Coal Mine (Minor Action)&lt;br /&gt;
* Effect: I gain a flight speed equal to my speed until the end of my next turn.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Xambria&#039;s Manifestation II (standard, force)&lt;br /&gt;
* Attack: Close Burst 3 (enemies in burst) +18 vs. Fortitude&lt;br /&gt;
* Hit: 3d10 + 8 force damage, and push 4 squares. &lt;br /&gt;
* Miss: Half damage, and push 2 squares.&lt;br /&gt;
&lt;br /&gt;
==Rituals==&lt;br /&gt;
&lt;br /&gt;
* Glib Limerick (level 1)&lt;br /&gt;
* Traveller&#039;s chant (level 1)&lt;br /&gt;
* Lullaby (Level 3, 125/25)&lt;br /&gt;
* Detect Planar Energy (Level 1, 50/10)&lt;br /&gt;
* Comprehend Language (PHB, L1, 50/10)&lt;br /&gt;
* Detect Secret Doors (PHB, L3, 125/25)&lt;br /&gt;
* Knock (PHB, L4, 175/35)&lt;br /&gt;
* Water Walk (PHB, L2, 100/20)&lt;br /&gt;
* Endure Elements (PHB, L2, 100/20)&lt;br /&gt;
* Lesser Telepathy (L5, 250/30+1 surge)&lt;br /&gt;
* Call Wilderness Guide (PHB2, L6, 360/144)&lt;br /&gt;
* Fool&#039;s Speech (PHB2, L6, 360/50)&lt;br /&gt;
* Sending (PHB, L6, 360/50)&lt;br /&gt;
* Linked Portal (PHB, L8, 680/135)&lt;br /&gt;
* Song of Sustenance (PHB2, L8, 680/135)&lt;br /&gt;
* Raise Dead (PHB, L8, 680/500)&lt;br /&gt;
* Remove Affliction (PHB, L8, 680/250)&lt;br /&gt;
* Chorus of Truth (PHB2, L10, 1000/200)&lt;br /&gt;
&lt;br /&gt;
==Artifact==&lt;br /&gt;
&lt;br /&gt;
===Xambria&#039;s Consciousness===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Property:&#039;&#039;&#039;+3 to Acrobatics, Arcana, History, and Thievery checks (already calculated)&lt;br /&gt;
* &#039;&#039;&#039;Property:&#039;&#039;&#039; +2 to all checks while performing rituals (since I already have Ritual Caster).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Current Concordance:&#039;&#039;&#039; 16 (Pleased)&lt;br /&gt;
** Starting: 5&lt;br /&gt;
** Trained in History +2&lt;br /&gt;
** Gained 8 Levels +8&lt;br /&gt;
** Foiled 2 Obscurati Plots +2&lt;br /&gt;
&lt;br /&gt;
==Gear==&lt;br /&gt;
&lt;br /&gt;
===Weapons===&lt;br /&gt;
* Prototype Silver Blade +3 (longsword) &#039;&#039;(Prof +3, dam 1d8+Str,  4 lbs, Versatile, level 14)&#039;&#039; (21000 gp)&lt;br /&gt;
** Critical Bonus: +3d8&lt;br /&gt;
&lt;br /&gt;
===Armor===&lt;br /&gt;
* Veteran&#039;s Chain +3 (Braidmail) (+11 AC, 40 lbs) (lvl 12, 13000 gp)&lt;br /&gt;
* Small Shield (+1 AC)&lt;br /&gt;
&lt;br /&gt;
===Other Gear===&lt;br /&gt;
* Headband of Intellect (lvl 10, 5000gp, Head slot)&lt;br /&gt;
* Canary in a Coal Mine +4 (85000 gp, lvl 18, Neck slot)&lt;br /&gt;
* Iron Armbands of Power (Level 16, 45000gp, +4 to melee damage rolls)&lt;br /&gt;
* Gloves of the Healer (13000gp, lvl 12, Hands slot&lt;br /&gt;
* Belt of Vim (3400gp, lvl 8, Waist slot)&lt;br /&gt;
* Oceanstrider Boots (21000 gp, lvl 14, Feet slot)&lt;br /&gt;
* Wand of Aptitude (lvl 10, 5000gp, spare implement)&lt;br /&gt;
* Cli Lyre (Lvl 13, 21000gp, spare implement).&lt;br /&gt;
* Investigation Kit (40 gp)&lt;br /&gt;
* Bell and Whistle (1 gp)&lt;br /&gt;
* 2 x Elixir of Aptitude (100gp)&lt;br /&gt;
* 2 x Potion of Resistance (80gp)&lt;br /&gt;
* 2 x Potion of Vitality (2000gp)&lt;br /&gt;
* Worker&#039;s Clothes&lt;br /&gt;
** Definitely not a lady&#039;s outfit.  Trousers, undershirt, and boots, with a blue dress worn on top and a simple wide-brimmed hat.&lt;br /&gt;
* Pocket Watch (25 gp)&lt;br /&gt;
* 2401 GP in residuum.&lt;br /&gt;
&lt;br /&gt;
==Budget==&lt;br /&gt;
&lt;br /&gt;
Total gear value: 169.047gp.&lt;br /&gt;
Total budget: 253.595gp&lt;br /&gt;
&lt;br /&gt;
Free budget: 84.548gp&lt;br /&gt;
&lt;br /&gt;
==Item Properties==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Canary in a Coal Mine&#039;&#039;&#039;: +5 bonus to all defenses during the surprise round of an encounter. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Oceanstrider boots&#039;&#039;&#039;: +1 to speed (already factored). I can move across and stand on liquid surfaces as if they were solid. If the surface is hazardous (such as acid or magma) I still take damage from it.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Cli Lyre&#039;&#039;&#039;: Can be used as a +3 implement and focus for bardic rituals. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Headband of Intellect&#039;&#039;&#039;:  +2 to knowledge or monster knowledge checks, +1 to attack on powers that have the psychic keyword (already factored)&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Gloves of the Healer&#039;&#039;&#039;: When I use a power that has the Healing keyword, one target regains an extra 1d6 HP (already factored).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Wand of Aptitude&#039;&#039;&#039;: When I use Inspire Competence through this wand, I give an extra +2 item bonus to my allies&#039; skills.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Veteran&#039;s Chain&#039;&#039;&#039;: When I use an action point I gain a +1 item bonus to attack rolls and defenses until the end of my next turn. &lt;br /&gt;
&lt;br /&gt;
==Bio==&lt;br /&gt;
Here is Rosalia Savory, whose family was &#039;&#039;&#039;in no way&#039;&#039;&#039; part of a Robin-Hood like bandit gang in the drier and more remote areas of Risur, and absolutely &#039;&#039;&#039;did not&#039;&#039;&#039; move to Flint and change identities to escape a royal crackdown on them. She grew up among the dockers of Flint, got into music, and found out she had a knack for child detective shenanigans. When she grew up she figured she might as well get paid for the detective stuff and maybe try to help her community with the weight of a badge behind her. Her style and political stance are somewhat at odds with the traditional image of an RHC constable but you can&#039;t argue with the results of the magic mind-reading entrance exam!&lt;br /&gt;
&lt;br /&gt;
Rosalia&#039;s stage name is &amp;quot;Little Lamp&amp;quot; and she still performs in her spare time.&lt;br /&gt;
&lt;br /&gt;
[[Zeitgeist:_The_Gears_of_Revolution| Zeitgeist: The Gears of Revolution homepage]]&lt;/div&gt;</summary>
		<author><name>Bira</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Zeitgeist:_The_Gears_of_Revolution/Rosalia&amp;diff=483381</id>
		<title>Zeitgeist: The Gears of Revolution/Rosalia</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Zeitgeist:_The_Gears_of_Revolution/Rosalia&amp;diff=483381"/>
		<updated>2025-08-27T19:22:27Z</updated>

		<summary type="html">&lt;p&gt;Bira: /* Basics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Zeitgeist:_The_Gears_of_Revolution|Home Page]]&lt;br /&gt;
==Basics==&lt;br /&gt;
* Name: Rosalia &amp;quot;Little Lamp&amp;quot; Savory&lt;br /&gt;
* Race: Human&lt;br /&gt;
* Class: Bard&lt;br /&gt;
* Paragon Path: Daring Blade&lt;br /&gt;
* Level: 16.&lt;br /&gt;
* Background: Urban &#039;&#039;(+2 to Streetwise)&#039;&#039;&lt;br /&gt;
* Theme: Docker&lt;br /&gt;
&lt;br /&gt;
==Stats==&lt;br /&gt;
* Str 9 &#039;&#039;&#039;(-1)&#039;&#039;&#039; &lt;br /&gt;
* Con 16 &#039;&#039;&#039;(+3)&#039;&#039;&#039;&lt;br /&gt;
* Dex 11 &#039;&#039;&#039;(+0)&#039;&#039;&#039;&lt;br /&gt;
* Int 15 &#039;&#039;&#039;(+2)&#039;&#039;&#039;&lt;br /&gt;
* Wis 15 &#039;&#039;&#039;(+2)&#039;&#039;&#039;&lt;br /&gt;
* Cha 21 &#039;&#039;&#039;(+5)&#039;&#039;&#039;&lt;br /&gt;
**Human bonus: +2 to Charisma&lt;br /&gt;
==Defenses/Combat Stats==&lt;br /&gt;
* HP: 102&lt;br /&gt;
* Healing Surges: 10&lt;br /&gt;
** Surge Value: 25 HP&lt;br /&gt;
* Speed: 7 (6 in armor)&lt;br /&gt;
* Action Points: 1&lt;br /&gt;
===Defenses===&lt;br /&gt;
* AC: &#039;&#039;&#039;30&#039;&#039;&#039;  (10 + 11 Armor + 8 Level + 1 Shield)&lt;br /&gt;
* Fort: &#039;&#039;&#039;28&#039;&#039;&#039; (10 + 3 CON + 8 Level + 4 Amulet + 1 Belt + 2 Feat)&lt;br /&gt;
* Ref: &#039;&#039;&#039;28&#039;&#039;&#039; (10 + 2 INT + 1 Class + 8 Level + 4 Amulet + 2 Feat + 1 Shield)&lt;br /&gt;
* Will: &#039;&#039;&#039;30&#039;&#039;&#039; (10 + 5 CHA + 1 Class + 8 Level + 4 Amulet + 2 Feat)&lt;br /&gt;
&lt;br /&gt;
==Racial Traits==&lt;br /&gt;
* Bonus Skill&lt;br /&gt;
* Bonus Feat&lt;br /&gt;
* Bonus At-Will Power&lt;br /&gt;
==Class Traits==&lt;br /&gt;
* Bardic Training&lt;br /&gt;
** Gain Ritual Caster as a bonus feat, and a ritual book with 1 level 1 bard ritual, and 1 level 1 ritual of any kind.&lt;br /&gt;
* Virtue of Valor&lt;br /&gt;
** 1/round, when ally within 5 squares of me bloodies or defeats an enemy, I can grant 6 temporary HP to that ally as a free action.&lt;br /&gt;
* Skill Versatility&lt;br /&gt;
** +1 to untrained skill checks.&lt;br /&gt;
* Song of Rest&lt;br /&gt;
** If I can sing or play an instrument during a short rest, allies regain an extra 5 HP per healing surge they spend in that rest.&lt;br /&gt;
* Swordbond&lt;br /&gt;
** I may bond with a specific sword with a 1-hour ritual. I can call my bonded sword to my hand from 10 squares away and rebuild it from a fragment if it&#039;s destroyed.&lt;br /&gt;
* Daring Action&lt;br /&gt;
** Instead of gaining an extra action, I can spend an action point to mark every enemy I can see and gain 10 temp HP.&lt;br /&gt;
* Daring Improvisation&lt;br /&gt;
** When I make a martial melee weapon attack, I can use Charisma for the attack and damage roll in place of the ability score required by the attack.&lt;br /&gt;
* Blade Feint&lt;br /&gt;
** I can use Bluff to gain combat advantage against an enemy by spending a minor action instead of a standard action. If I succeed and hit the enemy with a melee weapon attack before the start of my next turn, the target grants me combat advantage until I miss the target with an attack.&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
&#039;&#039;&#039;(Trained Skills)&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
* Acrobatics: +15&lt;br /&gt;
* &#039;&#039;&#039;Arcana: +18&#039;&#039;&#039;&lt;br /&gt;
* Athletics: +11&lt;br /&gt;
* &#039;&#039;&#039;Bluff: +18&#039;&#039;&#039;&lt;br /&gt;
* Diplomacy: +17&lt;br /&gt;
* Dungeoneering: +14&lt;br /&gt;
* &#039;&#039;&#039;Endurance: +16&#039;&#039;&#039;&lt;br /&gt;
* Heal: +14&lt;br /&gt;
* &#039;&#039;&#039;History: +18&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Insight: +15&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Intimidate: +18&#039;&#039;&#039;&lt;br /&gt;
* Nature: +14&lt;br /&gt;
* &#039;&#039;&#039;Perception: +15&#039;&#039;&#039;&lt;br /&gt;
* Religion: +14&lt;br /&gt;
* Stealth: +12&lt;br /&gt;
* &#039;&#039;&#039;Streetwise: +20&#039;&#039;&#039;&lt;br /&gt;
* Thievery: +15&lt;br /&gt;
&lt;br /&gt;
==Feats==&lt;br /&gt;
* Action Surge: +3 to attacks I make during any action gained by spending an action point.&lt;br /&gt;
* Battle Song Expertise: &#039;&#039;+1/tier to attacks with weapons and bard implements, +1 to forced movement from bard powers;&#039;&#039;&lt;br /&gt;
* Improved Majestic Word &#039;&#039; Target of majestic word also gains (CHA mod) temporary HP.&#039;&#039;&lt;br /&gt;
* Heart of the Blade (Swordmage Multiclass) &#039;&#039;Gain training in Endurance and the Swordbond class feature. All swords also count as implements now!&#039;&#039;&lt;br /&gt;
* Student of Artifice: &#039;&#039;Gain training in Arcana (redundant), and gain 1 daily use of the artificer&#039;s Healing Infusion.&#039;&#039;&lt;br /&gt;
* Ritual Caster &#039;&#039;May use rituals&#039;&#039;&lt;br /&gt;
* Bard of All Trades: Gain a +3 feat bonus to all untrained skill checks.&lt;br /&gt;
* Improved Defenses: +1 to all non-armor defenses (+2 at Paragon; +3 at Epic).&lt;br /&gt;
* Resourceful Leader (Warlord Multiclass): Gain training in History. When an ally I can see spends an action point for an attack, they gain +3 damage on a hit or +3 temp HP on a miss. (+5 at level 11; +7 at level 21).&lt;br /&gt;
* Psychic Lock: Any target I hit with a psychic power has a -2 penalty to its next attack roll (already factored).&lt;br /&gt;
* Improved Valor: Virtue of Valor gives +3 extra THP.&lt;br /&gt;
* Disheartening Presence: While I am conscious and not bloodied, any bloodied enemies adjacent to me take -1 to all of their attacks.&lt;br /&gt;
* Vexing Flanker: While I flank an enemy, all of my allies gain combat advantage against that enemy.&lt;br /&gt;
&lt;br /&gt;
==Powers==&lt;br /&gt;
&lt;br /&gt;
Accuracy with weapon powers: +21 (+5 CHA, +8 level, +3 proficiency, +2 feat, +3 item)&lt;br /&gt;
&lt;br /&gt;
Accuracy with implement powers: +18 (+5 CHA, +8 level, +2 feat, +3 item)&lt;br /&gt;
&lt;br /&gt;
Damage bonus: +8 (+5 CHA, +3 item)&lt;br /&gt;
&lt;br /&gt;
Psychic powers get an extra +1 accuracy from Headband of Intellect. All weapon powers are considered Psychic due to the Silver Blade.&lt;br /&gt;
&lt;br /&gt;
Melee powers gain a +4 untyped bonus to their damage rolls from the Iron Armbands of Power.&lt;br /&gt;
&lt;br /&gt;
===At-Will Powers===&lt;br /&gt;
* Melee Basic Attack (standard, weapon, psychic):&lt;br /&gt;
** +22 vs AC. Hit: 1d8+12 psychic damage, -2 to next attack.&lt;br /&gt;
&lt;br /&gt;
* Guiding Strike (standard, weapon, psychic):&lt;br /&gt;
** Melee 1; +22 vs. AC. &lt;br /&gt;
** Hit: 1d8+12 psychic damage, -2 to next attack and -2 to a chosen defense until the end of my next turn.&lt;br /&gt;
&lt;br /&gt;
* Vicious Mockery (standard, charm, implement, psychic):&lt;br /&gt;
** Ranged 10; +19 vs. Will. &lt;br /&gt;
** Hit: 1d6+8 psychic, -4 to next attack, and -2 to other attacks until the end of my next turn.&lt;br /&gt;
** &#039;&#039;I came here to kick your ass / Cuz you&#039;re dumb and cannot see / That even ten of you / Are worth less than half of me&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Staggering Note (standard, implement, thunder):&lt;br /&gt;
** Ranged 10; +18 vs. Will. &lt;br /&gt;
** Hit: 8 thunder, push 3, and an ally can make a melee basic attack against the target before, after, or during the push.&lt;br /&gt;
&lt;br /&gt;
* Prototype Silver Blade (item, psychic, free action)&lt;br /&gt;
** Effect: All damage dealt by this weapon is psychic. Another free action returns the damage to normal.&lt;br /&gt;
&lt;br /&gt;
* Audience Participation&lt;br /&gt;
** Trigger: An enemy starts its turn adjacent to one or more non-combatants who are friendly to me and know I&#039;m fighting.&lt;br /&gt;
** Effect (No Action): The triggering enemy takes 5 damage for each friendly they&#039;re adjacent to.&lt;br /&gt;
&lt;br /&gt;
===Encounter Powers===&lt;br /&gt;
* &#039;&#039;&#039;(_)(_)&#039;&#039;&#039; Majestic Word (minor, healing)&lt;br /&gt;
** Close burst 10 (me or an ally).&lt;br /&gt;
** Target spends a healing surge, heals an extra 3d6+5 HP, and gains 5 temporary HP.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Words of Friendship (minor, charm)&lt;br /&gt;
** I gain a +5 power bonus to the next Diplomacy check I make.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Docker&#039;s Jank (standard, teleportation)&lt;br /&gt;
** Close Burst 5.&lt;br /&gt;
** Me and an ally in the burst teleport and switch locations. The ally can then use a standard-action at-will power as a free action with a +2 power bonus to attack rolls.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Shout of Triumph (standard, implement, thunder)&lt;br /&gt;
** Close Blast 3 (enemies in blast); +18 vs. Fortitude.&lt;br /&gt;
** Hit: 1d6+8 thunder and push 4.&lt;br /&gt;
** Effect: Slide 4 on each ally in blast.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Impelling Force (standard, implement, force)&lt;br /&gt;
** Ranged 10; +18 vs. Fortitude&lt;br /&gt;
** Hit: 1d10+8 force damage, and I slide the target 5 squares to a square adjacent to an ally.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Scorpion&#039;s Claw Strike (standard, weapon, psychic)&lt;br /&gt;
** Melee 1 (one creature): +22 vs. AC&lt;br /&gt;
** Hit: 2d8+12 psychic damage, -2 to next attack, and I slide an ally who is adjacent to the target to another space adjacent to it. The ally gains a +2 power bonus to AC until the end of my next turn.&lt;br /&gt;
** Miss: 5 damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Inspire Competence (utility)&lt;br /&gt;
** Close burst 5 (me and each ally in burst).&lt;br /&gt;
** Effect: I choose a skill. Until the end of the encounter, all targets have a +2 power bonus to that skill.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Revitalizing Incantation (minor, healing)&lt;br /&gt;
** Ranged 5 (me or an ally)&lt;br /&gt;
** Effect: Target can spend a healing surge and heal 1d6 extra HP. Additionally, target gains temp HP equal to their healing surge value.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Healing Infusion: Resistive Formula (minor)&lt;br /&gt;
** Close Burst 5 (me or an ally)&lt;br /&gt;
** Effect: Target heals 1d6 HP and gains +1 to AC for the rest of the encounter. Target can choose to end this effect as a free action to gain HP equal to its healing surge value + 3 (CON Mod).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Mantle of Unity&lt;br /&gt;
** Close Burst 5 (me and each ally in burst)&lt;br /&gt;
** Effect: Determine the highest AC, Fortitude, Reflex, and Will among all the targets. Until the end of your next turn, use these values for the corresponding defenses of&lt;br /&gt;
all the targets.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Weapon Display (standard, weapon, psychic)&lt;br /&gt;
** Melee 1 (one creature); +22 vs. AC&lt;br /&gt;
** Effect: The target grants combat advantage to me for this attack.&lt;br /&gt;
** Hit: 2d8+12 damage, -2 to next attack, and the target grants combat advantage to me and all my allies until the end of my next turn.&lt;br /&gt;
** Miss: The target is marked until the end of my next turn, and I regain the use of this power.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Defensive Posture&lt;br /&gt;
** Move Action&lt;br /&gt;
** Effect: I gain a +2 power bonus to AC and Reflex until the end of my next turn, then shift a number of squares equal to one-half my speed (2). Each ally that can see me gains a +2 power bonus to attack rolls until the end of your next turn.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Insult of Passivity (fear, implement, psychic)&lt;br /&gt;
** Ranged 10 (one creature); +19 vs. Will&lt;br /&gt;
** Hit: 2d8+8 psychic damage and the target is dazed until the end of the encounter or until hit or missed by an attack.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Xambria&#039;s Manifestation I (Free action)&lt;br /&gt;
Effect: Xambria appears with 10 squares and can use a minor action to manpinulate an object or do something similar.&lt;br /&gt;
&lt;br /&gt;
===Daily Powers===&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Stirring Shout (standard, implement, psychic)&lt;br /&gt;
** Ranged 10; +19 vs. Will.&lt;br /&gt;
** Hit: 2d6+8 psychic, -2 to next attack.&lt;br /&gt;
** Effect: Until the end of the encounter, whenever an ally hits the target, the ally heals 5 HP (CHA mod).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Sing Your Praises (minor, docker)&lt;br /&gt;
** Close Burst 5 (10 at Paragon; 15 at Epic);&lt;br /&gt;
** Effect: Each ally in the burst can immediately make a saving throw.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Wail of Anguish (minor, implement)&lt;br /&gt;
** Effect: Until the end  of your next turn, you can make the following attack.&lt;br /&gt;
*** Opportunity Action, Close Burst 3; Trigger: an enemy starts turn inside burst; +18 vs. Will (triggering enemy); Hit: 1d10+8  damage and  target cannot shift UENT.&lt;br /&gt;
** Sustain Minor: The effect persists.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Strike up the Dance (standard, implement, psychic)&lt;br /&gt;
** Target: One, two, or three creatures.&lt;br /&gt;
** Ranged 10; +19 vs. Will&lt;br /&gt;
** Hit: 2d10+8 psychic damage, and the target is immobilized (save ends). Until it saves, I can slide the target 5 squares at the start of its turn and it cannot take move actions on its turn. If I target only one creature with this power, it takes 1d10 extra damage.&lt;br /&gt;
*** Miss: Half damage, and I slide the target 5 squares at the start of its next turn and it is immobilized until the end of its next turn.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Haste (minor)&lt;br /&gt;
** Target: Me or an Ally&lt;br /&gt;
** Effect: The target gains and immediately uses a standard action.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Prototype Silver Blade (free)&lt;br /&gt;
** Trigger: I hit an enemy with this blade.&lt;br /&gt;
** Effect: I banish the target to a demiplane (save ends). It vanishes from sight, cannot take actions, and cannot be targeted. On a save the target reappears in its last space, or in the unoccupied space closest to that.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Cli Lyre (standard)&lt;br /&gt;
** Effect: When I use this power during a rest, me and all my allies gain a +10 power bonus to their next Bluff, Intimidate, or Diplomacy check before our next short or extended rest.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Ricochet Shield (Immediate Reaction)&lt;br /&gt;
** Trigger: A ranged attack targeting AC misses me.&lt;br /&gt;
** Effect: The source of the attack repeats the attack roll against a different target of my choice within 10 squares of me. If the attack roll succeeds, it hits that target (apply damage and effect where appropriate).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;(_)&#039;&#039;&#039; Canary in a Coal Mine (Minor Action)&lt;br /&gt;
* Effect: I gain a flight speed equal to my speed until the end of my next turn.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Xambria&#039;s Manifestation II (standard, force)&lt;br /&gt;
* Attack: Close Burst 3 (enemies in burst) +18 vs. Fortitude&lt;br /&gt;
* Hit: 3d10 + 8 force damage, and push 4 squares. &lt;br /&gt;
* Miss: Half damage, and push 2 squares.&lt;br /&gt;
&lt;br /&gt;
==Rituals==&lt;br /&gt;
&lt;br /&gt;
* Glib Limerick (level 1)&lt;br /&gt;
* Traveller&#039;s chant (level 1)&lt;br /&gt;
* Lullaby (Level 3, 125/25)&lt;br /&gt;
* Detect Planar Energy (Level 1, 50/10)&lt;br /&gt;
* Comprehend Language (PHB, L1, 50/10)&lt;br /&gt;
* Detect Secret Doors (PHB, L3, 125/25)&lt;br /&gt;
* Knock (PHB, L4, 175/35)&lt;br /&gt;
* Water Walk (PHB, L2, 100/20)&lt;br /&gt;
* Endure Elements (PHB, L2, 100/20)&lt;br /&gt;
* Lesser Telepathy (L5, 250/30+1 surge)&lt;br /&gt;
* Call Wilderness Guide (PHB2, L6, 360/144)&lt;br /&gt;
* Fool&#039;s Speech (PHB2, L6, 360/50)&lt;br /&gt;
* Sending (PHB, L6, 360/50)&lt;br /&gt;
* Linked Portal (PHB, L8, 680/135)&lt;br /&gt;
* Song of Sustenance (PHB2, L8, 680/135)&lt;br /&gt;
* Raise Dead (PHB, L8, 680/500)&lt;br /&gt;
* Remove Affliction (PHB, L8, 680/250)&lt;br /&gt;
* Chorus of Truth (PHB2, L10, 1000/200)&lt;br /&gt;
&lt;br /&gt;
==Artifact==&lt;br /&gt;
&lt;br /&gt;
===Xambria&#039;s Consciousness===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Property:&#039;&#039;&#039;+3 to Acrobatics, Arcana, History, and Thievery checks (already calculated)&lt;br /&gt;
* &#039;&#039;&#039;Property:&#039;&#039;&#039; +2 to all checks while performing rituals (since I already have Ritual Caster).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Current Concordance:&#039;&#039;&#039; 16 (Pleased)&lt;br /&gt;
** Starting: 5&lt;br /&gt;
** Trained in History +2&lt;br /&gt;
** Gained 8 Levels +8&lt;br /&gt;
** Foiled 2 Obscurati Plots +2&lt;br /&gt;
&lt;br /&gt;
==Gear==&lt;br /&gt;
&lt;br /&gt;
===Weapons===&lt;br /&gt;
* Prototype Silver Blade +3 (longsword) &#039;&#039;(Prof +3, dam 1d8+Str,  4 lbs, Versatile, level 14)&#039;&#039; (21000 gp)&lt;br /&gt;
** Critical Bonus: +3d8&lt;br /&gt;
&lt;br /&gt;
===Armor===&lt;br /&gt;
* Veteran&#039;s Chain +3 (Braidmail) (+11 AC, 40 lbs) (lvl 12, 13000 gp)&lt;br /&gt;
* Small Shield (+1 AC)&lt;br /&gt;
&lt;br /&gt;
===Other Gear===&lt;br /&gt;
* Headband of Intellect (lvl 10, 5000gp, Head slot)&lt;br /&gt;
* Canary in a Coal Mine +4 (85000 gp, lvl 18, Neck slot)&lt;br /&gt;
* Iron Armbands of Power (Level 16, 45000gp, +4 to melee damage rolls)&lt;br /&gt;
* Gloves of the Healer (13000gp, lvl 12, Hands slot&lt;br /&gt;
* Belt of Vim (3400gp, lvl 8, Waist slot)&lt;br /&gt;
* Oceanstrider Boots (21000 gp, lvl 14, Feet slot)&lt;br /&gt;
* Wand of Aptitude (lvl 10, 5000gp, spare implement)&lt;br /&gt;
* Cli Lyre (Lvl 13, 21000gp, spare implement).&lt;br /&gt;
* Investigation Kit (40 gp)&lt;br /&gt;
* Bell and Whistle (1 gp)&lt;br /&gt;
* 2 x Elixir of Aptitude (100gp)&lt;br /&gt;
* 2 x Potion of Resistance (80gp)&lt;br /&gt;
* 2 x Potion of Vitality (2000gp)&lt;br /&gt;
* Worker&#039;s Clothes&lt;br /&gt;
** Definitely not a lady&#039;s outfit.  Trousers, undershirt, and boots, with a blue dress worn on top and a simple wide-brimmed hat.&lt;br /&gt;
* Pocket Watch (25 gp)&lt;br /&gt;
* 2401 GP in residuum.&lt;br /&gt;
&lt;br /&gt;
==Budget==&lt;br /&gt;
&lt;br /&gt;
Total gear value: 169.047gp.&lt;br /&gt;
Total budget: 253.595gp&lt;br /&gt;
&lt;br /&gt;
Free budget: 84.548gp&lt;br /&gt;
&lt;br /&gt;
==Item Properties==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Canary in a Coal Mine&#039;&#039;&#039;: +5 bonus to all defenses during the surprise round of an encounter. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Oceanstrider boots&#039;&#039;&#039;: +1 to speed (already factored). I can move across and stand on liquid surfaces as if they were solid. If the surface is hazardous (such as acid or magma) I still take damage from it.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Cli Lyre&#039;&#039;&#039;: Can be used as a +3 implement and focus for bardic rituals. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Headband of Intellect&#039;&#039;&#039;:  +2 to knowledge or monster knowledge checks, +1 to attack on powers that have the psychic keyword (already factored)&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Gloves of the Healer&#039;&#039;&#039;: When I use a power that has the Healing keyword, one target regains an extra 1d6 HP (already factored).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Wand of Aptitude&#039;&#039;&#039;: When I use Inspire Competence through this wand, I give an extra +2 item bonus to my allies&#039; skills.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Veteran&#039;s Chain&#039;&#039;&#039;: When I use an action point I gain a +1 item bonus to attack rolls and defenses until the end of my next turn. &lt;br /&gt;
&lt;br /&gt;
==Bio==&lt;br /&gt;
Here is Rosalia Savory, whose family was &#039;&#039;&#039;in no way&#039;&#039;&#039; part of a Robin-Hood like bandit gang in the drier and more remote areas of Risur, and absolutely &#039;&#039;&#039;did not&#039;&#039;&#039; move to Flint and change identities to escape a royal crackdown on them. She grew up among the dockers of Flint, got into music, and found out she had a knack for child detective shenanigans. When she grew up she figured she might as well get paid for the detective stuff and maybe try to help her community with the weight of a badge behind her. Her style and political stance are somewhat at odds with the traditional image of an RHC constable but you can&#039;t argue with the results of the magic mind-reading entrance exam!&lt;br /&gt;
&lt;br /&gt;
Rosalia&#039;s stage name is &amp;quot;Little Lamp&amp;quot; and she still performs in her spare time.&lt;br /&gt;
&lt;br /&gt;
[[Zeitgeist:_The_Gears_of_Revolution| Zeitgeist: The Gears of Revolution homepage]]&lt;/div&gt;</summary>
		<author><name>Bira</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Zeitgeist:_The_Gears_of_Revolution/Rosalia&amp;diff=483023</id>
		<title>Zeitgeist: The Gears of Revolution/Rosalia</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Zeitgeist:_The_Gears_of_Revolution/Rosalia&amp;diff=483023"/>
		<updated>2025-08-08T14:41:54Z</updated>

		<summary type="html">&lt;p&gt;Bira: /* Feats */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Zeitgeist:_The_Gears_of_Revolution|Home Page]]&lt;br /&gt;
==Basics==&lt;br /&gt;
* Name: Rosalia &amp;quot;Little Lamp&amp;quot; Savory&lt;br /&gt;
* Race: Human&lt;br /&gt;
* Class: Bard&lt;br /&gt;
* Paragon Path: Daring Blade&lt;br /&gt;
* Level: 16&lt;br /&gt;
* Background: Urban &#039;&#039;(+2 to Streetwise)&#039;&#039;&lt;br /&gt;
* Theme: Docker&lt;br /&gt;
&lt;br /&gt;
==Stats==&lt;br /&gt;
* Str 9 &#039;&#039;&#039;(-1)&#039;&#039;&#039; &lt;br /&gt;
* Con 16 &#039;&#039;&#039;(+3)&#039;&#039;&#039;&lt;br /&gt;
* Dex 11 &#039;&#039;&#039;(+0)&#039;&#039;&#039;&lt;br /&gt;
* Int 15 &#039;&#039;&#039;(+2)&#039;&#039;&#039;&lt;br /&gt;
* Wis 15 &#039;&#039;&#039;(+2)&#039;&#039;&#039;&lt;br /&gt;
* Cha 21 &#039;&#039;&#039;(+5)&#039;&#039;&#039;&lt;br /&gt;
**Human bonus: +2 to Charisma&lt;br /&gt;
==Defenses/Combat Stats==&lt;br /&gt;
* HP: 102&lt;br /&gt;
* Healing Surges: 10&lt;br /&gt;
** Surge Value: 25 HP&lt;br /&gt;
* Speed: 7 (6 in armor)&lt;br /&gt;
* Action Points: 1&lt;br /&gt;
===Defenses===&lt;br /&gt;
* AC: &#039;&#039;&#039;30&#039;&#039;&#039;  (10 + 11 Armor + 8 Level + 1 Shield)&lt;br /&gt;
* Fort: &#039;&#039;&#039;28&#039;&#039;&#039; (10 + 3 CON + 8 Level + 4 Amulet + 1 Belt + 2 Feat)&lt;br /&gt;
* Ref: &#039;&#039;&#039;28&#039;&#039;&#039; (10 + 2 INT + 1 Class + 8 Level + 4 Amulet + 2 Feat + 1 Shield)&lt;br /&gt;
* Will: &#039;&#039;&#039;30&#039;&#039;&#039; (10 + 5 CHA + 1 Class + 8 Level + 4 Amulet + 2 Feat)&lt;br /&gt;
&lt;br /&gt;
==Racial Traits==&lt;br /&gt;
* Bonus Skill&lt;br /&gt;
* Bonus Feat&lt;br /&gt;
* Bonus At-Will Power&lt;br /&gt;
==Class Traits==&lt;br /&gt;
* Bardic Training&lt;br /&gt;
** Gain Ritual Caster as a bonus feat, and a ritual book with 1 level 1 bard ritual, and 1 level 1 ritual of any kind.&lt;br /&gt;
* Virtue of Valor&lt;br /&gt;
** 1/round, when ally within 5 squares of me bloodies or defeats an enemy, I can grant 6 temporary HP to that ally as a free action.&lt;br /&gt;
* Skill Versatility&lt;br /&gt;
** +1 to untrained skill checks.&lt;br /&gt;
* Song of Rest&lt;br /&gt;
** If I can sing or play an instrument during a short rest, allies regain an extra 5 HP per healing surge they spend in that rest.&lt;br /&gt;
* Swordbond&lt;br /&gt;
** I may bond with a specific sword with a 1-hour ritual. I can call my bonded sword to my hand from 10 squares away and rebuild it from a fragment if it&#039;s destroyed.&lt;br /&gt;
* Daring Action&lt;br /&gt;
** Instead of gaining an extra action, I can spend an action point to mark every enemy I can see and gain 10 temp HP.&lt;br /&gt;
* Daring Improvisation&lt;br /&gt;
** When I make a martial melee weapon attack, I can use Charisma for the attack and damage roll in place of the ability score required by the attack.&lt;br /&gt;
* Blade Feint&lt;br /&gt;
** I can use Bluff to gain combat advantage against an enemy by spending a minor action instead of a standard action. If I succeed and hit the enemy with a melee weapon attack before the start of my next turn, the target grants me combat advantage until I miss the target with an attack.&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
&#039;&#039;&#039;(Trained Skills)&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
* Acrobatics: +15&lt;br /&gt;
* &#039;&#039;&#039;Arcana: +18&#039;&#039;&#039;&lt;br /&gt;
* Athletics: +11&lt;br /&gt;
* &#039;&#039;&#039;Bluff: +18&#039;&#039;&#039;&lt;br /&gt;
* Diplomacy: +17&lt;br /&gt;
* Dungeoneering: +14&lt;br /&gt;
* &#039;&#039;&#039;Endurance: +16&#039;&#039;&#039;&lt;br /&gt;
* Heal: +14&lt;br /&gt;
* &#039;&#039;&#039;History: +18&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Insight: +15&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Intimidate: +18&#039;&#039;&#039;&lt;br /&gt;
* Nature: +14&lt;br /&gt;
* &#039;&#039;&#039;Perception: +15&#039;&#039;&#039;&lt;br /&gt;
* Religion: +14&lt;br /&gt;
* Stealth: +12&lt;br /&gt;
* &#039;&#039;&#039;Streetwise: +20&#039;&#039;&#039;&lt;br /&gt;
* Thievery: +15&lt;br /&gt;
&lt;br /&gt;
==Feats==&lt;br /&gt;
* Action Surge: +3 to attacks I make during any action gained by spending an action point.&lt;br /&gt;
* Battle Song Expertise: &#039;&#039;+1/tier to attacks with weapons and bard implements, +1 to forced movement from bard powers;&#039;&#039;&lt;br /&gt;
* Improved Majestic Word &#039;&#039; Target of majestic word also gains (CHA mod) temporary HP.&#039;&#039;&lt;br /&gt;
* Heart of the Blade (Swordmage Multiclass) &#039;&#039;Gain training in Endurance and the Swordbond class feature. All swords also count as implements now!&#039;&#039;&lt;br /&gt;
* Student of Artifice: &#039;&#039;Gain training in Arcana (redundant), and gain 1 daily use of the artificer&#039;s Healing Infusion.&#039;&#039;&lt;br /&gt;
* Ritual Caster &#039;&#039;May use rituals&#039;&#039;&lt;br /&gt;
* Bard of All Trades: Gain a +3 feat bonus to all untrained skill checks.&lt;br /&gt;
* Improved Defenses: +1 to all non-armor defenses (+2 at Paragon; +3 at Epic).&lt;br /&gt;
* Resourceful Leader (Warlord Multiclass): Gain training in History. When an ally I can see spends an action point for an attack, they gain +3 damage on a hit or +3 temp HP on a miss. (+5 at level 11; +7 at level 21).&lt;br /&gt;
* Psychic Lock: Any target I hit with a psychic power has a -2 penalty to its next attack roll (already factored).&lt;br /&gt;
* Improved Valor: Virtue of Valor gives +3 extra THP.&lt;br /&gt;
* Disheartening Presence: While I am conscious and not bloodied, any bloodied enemies adjacent to me take -1 to all of their attacks.&lt;br /&gt;
* Vexing Flanker: While I flank an enemy, all of my allies gain combat advantage against that enemy.&lt;br /&gt;
&lt;br /&gt;
==Powers==&lt;br /&gt;
&lt;br /&gt;
Accuracy with weapon powers: +21 (+5 CHA, +8 level, +3 proficiency, +2 feat, +3 item)&lt;br /&gt;
&lt;br /&gt;
Accuracy with implement powers: +18 (+5 CHA, +8 level, +2 feat, +3 item)&lt;br /&gt;
&lt;br /&gt;
Damage bonus: +8 (+5 CHA, +3 item)&lt;br /&gt;
&lt;br /&gt;
Psychic powers get an extra +1 accuracy from Headband of Intellect. All weapon powers are considered Psychic due to the Silver Blade.&lt;br /&gt;
&lt;br /&gt;
Melee powers gain a +4 untyped bonus to their damage rolls from the Iron Armbands of Power.&lt;br /&gt;
&lt;br /&gt;
===At-Will Powers===&lt;br /&gt;
* Melee Basic Attack (standard, weapon, psychic):&lt;br /&gt;
** +22 vs AC. Hit: 1d8+12 psychic damage, -2 to next attack.&lt;br /&gt;
&lt;br /&gt;
* Guiding Strike (standard, weapon, psychic):&lt;br /&gt;
** Melee 1; +22 vs. AC. &lt;br /&gt;
** Hit: 1d8+12 psychic damage, -2 to next attack and -2 to a chosen defense until the end of my next turn.&lt;br /&gt;
&lt;br /&gt;
* Vicious Mockery (standard, charm, implement, psychic):&lt;br /&gt;
** Ranged 10; +19 vs. Will. &lt;br /&gt;
** Hit: 1d6+8 psychic, -4 to next attack, and -2 to other attacks until the end of my next turn.&lt;br /&gt;
** &#039;&#039;I came here to kick your ass / Cuz you&#039;re dumb and cannot see / That even ten of you / Are worth less than half of me&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Staggering Note (standard, implement, thunder):&lt;br /&gt;
** Ranged 10; +18 vs. Will. &lt;br /&gt;
** Hit: 8 thunder, push 3, and an ally can make a melee basic attack against the target before, after, or during the push.&lt;br /&gt;
&lt;br /&gt;
* Prototype Silver Blade (item, psychic, free action)&lt;br /&gt;
** Effect: All damage dealt by this weapon is psychic. Another free action returns the damage to normal.&lt;br /&gt;
&lt;br /&gt;
* Audience Participation&lt;br /&gt;
** Trigger: An enemy starts its turn adjacent to one or more non-combatants who are friendly to me and know I&#039;m fighting.&lt;br /&gt;
** Effect (No Action): The triggering enemy takes 5 damage for each friendly they&#039;re adjacent to.&lt;br /&gt;
&lt;br /&gt;
===Encounter Powers===&lt;br /&gt;
* &#039;&#039;&#039;(_)(_)&#039;&#039;&#039; Majestic Word (minor, healing)&lt;br /&gt;
** Close burst 10 (me or an ally).&lt;br /&gt;
** Target spends a healing surge, heals an extra 3d6+5 HP, and gains 5 temporary HP.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Words of Friendship (minor, charm)&lt;br /&gt;
** I gain a +5 power bonus to the next Diplomacy check I make.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Docker&#039;s Jank (standard, teleportation)&lt;br /&gt;
** Close Burst 5.&lt;br /&gt;
** Me and an ally in the burst teleport and switch locations. The ally can then use a standard-action at-will power as a free action with a +2 power bonus to attack rolls.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Shout of Triumph (standard, implement, thunder)&lt;br /&gt;
** Close Blast 3 (enemies in blast); +18 vs. Fortitude.&lt;br /&gt;
** Hit: 1d6+8 thunder and push 4.&lt;br /&gt;
** Effect: Slide 4 on each ally in blast.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Impelling Force (standard, implement, force)&lt;br /&gt;
** Ranged 10; +18 vs. Fortitude&lt;br /&gt;
** Hit: 1d10+8 force damage, and I slide the target 5 squares to a square adjacent to an ally.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Scorpion&#039;s Claw Strike (standard, weapon, psychic)&lt;br /&gt;
** Melee 1 (one creature): +22 vs. AC&lt;br /&gt;
** Hit: 2d8+12 psychic damage, -2 to next attack, and I slide an ally who is adjacent to the target to another space adjacent to it. The ally gains a +2 power bonus to AC until the end of my next turn.&lt;br /&gt;
** Miss: 5 damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Inspire Competence (utility)&lt;br /&gt;
** Close burst 5 (me and each ally in burst).&lt;br /&gt;
** Effect: I choose a skill. Until the end of the encounter, all targets have a +2 power bonus to that skill.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Revitalizing Incantation (minor, healing)&lt;br /&gt;
** Ranged 5 (me or an ally)&lt;br /&gt;
** Effect: Target can spend a healing surge and heal 1d6 extra HP. Additionally, target gains temp HP equal to their healing surge value.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Healing Infusion: Resistive Formula (minor)&lt;br /&gt;
** Close Burst 5 (me or an ally)&lt;br /&gt;
** Effect: Target heals 1d6 HP and gains +1 to AC for the rest of the encounter. Target can choose to end this effect as a free action to gain HP equal to its healing surge value + 3 (CON Mod).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Mantle of Unity&lt;br /&gt;
** Close Burst 5 (me and each ally in burst)&lt;br /&gt;
** Effect: Determine the highest AC, Fortitude, Reflex, and Will among all the targets. Until the end of your next turn, use these values for the corresponding defenses of&lt;br /&gt;
all the targets.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Weapon Display (standard, weapon, psychic)&lt;br /&gt;
** Melee 1 (one creature); +22 vs. AC&lt;br /&gt;
** Effect: The target grants combat advantage to me for this attack.&lt;br /&gt;
** Hit: 2d8+12 damage, -2 to next attack, and the target grants combat advantage to me and all my allies until the end of my next turn.&lt;br /&gt;
** Miss: The target is marked until the end of my next turn, and I regain the use of this power.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Defensive Posture&lt;br /&gt;
** Move Action&lt;br /&gt;
** Effect: I gain a +2 power bonus to AC and Reflex until the end of my next turn, then shift a number of squares equal to one-half my speed (2). Each ally that can see me gains a +2 power bonus to attack rolls until the end of your next turn.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Insult of Passivity (fear, implement, psychic)&lt;br /&gt;
** Ranged 10 (one creature); +19 vs. Will&lt;br /&gt;
** Hit: 2d8+8 psychic damage and the target is dazed until the end of the encounter or until hit or missed by an attack.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Xambria&#039;s Manifestation I (Free action)&lt;br /&gt;
Effect: Xambria appears with 10 squares and can use a minor action to manpinulate an object or do something similar.&lt;br /&gt;
&lt;br /&gt;
===Daily Powers===&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Stirring Shout (standard, implement, psychic)&lt;br /&gt;
** Ranged 10; +19 vs. Will.&lt;br /&gt;
** Hit: 2d6+8 psychic, -2 to next attack.&lt;br /&gt;
** Effect: Until the end of the encounter, whenever an ally hits the target, the ally heals 5 HP (CHA mod).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Sing Your Praises (minor, docker)&lt;br /&gt;
** Close Burst 5 (10 at Paragon; 15 at Epic);&lt;br /&gt;
** Effect: Each ally in the burst can immediately make a saving throw.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Wail of Anguish (minor, implement)&lt;br /&gt;
** Effect: Until the end  of your next turn, you can make the following attack.&lt;br /&gt;
*** Opportunity Action, Close Burst 3; Trigger: an enemy starts turn inside burst; +18 vs. Will (triggering enemy); Hit: 1d10+8  damage and  target cannot shift UENT.&lt;br /&gt;
** Sustain Minor: The effect persists.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Strike up the Dance (standard, implement, psychic)&lt;br /&gt;
** Target: One, two, or three creatures.&lt;br /&gt;
** Ranged 10; +19 vs. Will&lt;br /&gt;
** Hit: 2d10+8 psychic damage, and the target is immobilized (save ends). Until it saves, I can slide the target 5 squares at the start of its turn and it cannot take move actions on its turn. If I target only one creature with this power, it takes 1d10 extra damage.&lt;br /&gt;
*** Miss: Half damage, and I slide the target 5 squares at the start of its next turn and it is immobilized until the end of its next turn.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Haste (minor)&lt;br /&gt;
** Target: Me or an Ally&lt;br /&gt;
** Effect: The target gains and immediately uses a standard action.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Prototype Silver Blade (free)&lt;br /&gt;
** Trigger: I hit an enemy with this blade.&lt;br /&gt;
** Effect: I banish the target to a demiplane (save ends). It vanishes from sight, cannot take actions, and cannot be targeted. On a save the target reappears in its last space, or in the unoccupied space closest to that.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Cli Lyre (standard)&lt;br /&gt;
** Effect: When I use this power during a rest, me and all my allies gain a +10 power bonus to their next Bluff, Intimidate, or Diplomacy check before our next short or extended rest.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Ricochet Shield (Immediate Reaction)&lt;br /&gt;
** Trigger: A ranged attack targeting AC misses me.&lt;br /&gt;
** Effect: The source of the attack repeats the attack roll against a different target of my choice within 10 squares of me. If the attack roll succeeds, it hits that target (apply damage and effect where appropriate).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;(_)&#039;&#039;&#039; Canary in a Coal Mine (Minor Action)&lt;br /&gt;
* Effect: I gain a flight speed equal to my speed until the end of my next turn.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Xambria&#039;s Manifestation II (standard, force)&lt;br /&gt;
* Attack: Close Burst 3 (enemies in burst) +18 vs. Fortitude&lt;br /&gt;
* Hit: 3d10 + 8 force damage, and push 4 squares. &lt;br /&gt;
* Miss: Half damage, and push 2 squares.&lt;br /&gt;
&lt;br /&gt;
==Rituals==&lt;br /&gt;
&lt;br /&gt;
* Glib Limerick (level 1)&lt;br /&gt;
* Traveller&#039;s chant (level 1)&lt;br /&gt;
* Lullaby (Level 3, 125/25)&lt;br /&gt;
* Detect Planar Energy (Level 1, 50/10)&lt;br /&gt;
* Comprehend Language (PHB, L1, 50/10)&lt;br /&gt;
* Detect Secret Doors (PHB, L3, 125/25)&lt;br /&gt;
* Knock (PHB, L4, 175/35)&lt;br /&gt;
* Water Walk (PHB, L2, 100/20)&lt;br /&gt;
* Endure Elements (PHB, L2, 100/20)&lt;br /&gt;
* Lesser Telepathy (L5, 250/30+1 surge)&lt;br /&gt;
* Call Wilderness Guide (PHB2, L6, 360/144)&lt;br /&gt;
* Fool&#039;s Speech (PHB2, L6, 360/50)&lt;br /&gt;
* Sending (PHB, L6, 360/50)&lt;br /&gt;
* Linked Portal (PHB, L8, 680/135)&lt;br /&gt;
* Song of Sustenance (PHB2, L8, 680/135)&lt;br /&gt;
* Raise Dead (PHB, L8, 680/500)&lt;br /&gt;
* Remove Affliction (PHB, L8, 680/250)&lt;br /&gt;
* Chorus of Truth (PHB2, L10, 1000/200)&lt;br /&gt;
&lt;br /&gt;
==Artifact==&lt;br /&gt;
&lt;br /&gt;
===Xambria&#039;s Consciousness===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Property:&#039;&#039;&#039;+3 to Acrobatics, Arcana, History, and Thievery checks (already calculated)&lt;br /&gt;
* &#039;&#039;&#039;Property:&#039;&#039;&#039; +2 to all checks while performing rituals (since I already have Ritual Caster).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Current Concordance:&#039;&#039;&#039; 16 (Pleased)&lt;br /&gt;
** Starting: 5&lt;br /&gt;
** Trained in History +2&lt;br /&gt;
** Gained 8 Levels +8&lt;br /&gt;
** Foiled 2 Obscurati Plots +2&lt;br /&gt;
&lt;br /&gt;
==Gear==&lt;br /&gt;
&lt;br /&gt;
===Weapons===&lt;br /&gt;
* Prototype Silver Blade +3 (longsword) &#039;&#039;(Prof +3, dam 1d8+Str,  4 lbs, Versatile, level 14)&#039;&#039; (21000 gp)&lt;br /&gt;
** Critical Bonus: +3d8&lt;br /&gt;
&lt;br /&gt;
===Armor===&lt;br /&gt;
* Veteran&#039;s Chain +3 (Braidmail) (+11 AC, 40 lbs) (lvl 12, 13000 gp)&lt;br /&gt;
* Small Shield (+1 AC)&lt;br /&gt;
&lt;br /&gt;
===Other Gear===&lt;br /&gt;
* Headband of Intellect (lvl 10, 5000gp, Head slot)&lt;br /&gt;
* Canary in a Coal Mine +4 (85000 gp, lvl 18, Neck slot)&lt;br /&gt;
* Iron Armbands of Power (Level 16, 45000gp, +4 to melee damage rolls)&lt;br /&gt;
* Gloves of the Healer (13000gp, lvl 12, Hands slot&lt;br /&gt;
* Belt of Vim (3400gp, lvl 8, Waist slot)&lt;br /&gt;
* Oceanstrider Boots (21000 gp, lvl 14, Feet slot)&lt;br /&gt;
* Wand of Aptitude (lvl 10, 5000gp, spare implement)&lt;br /&gt;
* Cli Lyre (Lvl 13, 21000gp, spare implement).&lt;br /&gt;
* Investigation Kit (40 gp)&lt;br /&gt;
* Bell and Whistle (1 gp)&lt;br /&gt;
* 2 x Elixir of Aptitude (100gp)&lt;br /&gt;
* 2 x Potion of Resistance (80gp)&lt;br /&gt;
* 2 x Potion of Vitality (2000gp)&lt;br /&gt;
* Worker&#039;s Clothes&lt;br /&gt;
** Definitely not a lady&#039;s outfit.  Trousers, undershirt, and boots, with a blue dress worn on top and a simple wide-brimmed hat.&lt;br /&gt;
* Pocket Watch (25 gp)&lt;br /&gt;
* 2401 GP in residuum.&lt;br /&gt;
&lt;br /&gt;
==Budget==&lt;br /&gt;
&lt;br /&gt;
Total gear value: 169.047gp.&lt;br /&gt;
Total budget: 253.595gp&lt;br /&gt;
&lt;br /&gt;
Free budget: 84.548gp&lt;br /&gt;
&lt;br /&gt;
==Item Properties==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Canary in a Coal Mine&#039;&#039;&#039;: +5 bonus to all defenses during the surprise round of an encounter. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Oceanstrider boots&#039;&#039;&#039;: +1 to speed (already factored). I can move across and stand on liquid surfaces as if they were solid. If the surface is hazardous (such as acid or magma) I still take damage from it.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Cli Lyre&#039;&#039;&#039;: Can be used as a +3 implement and focus for bardic rituals. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Headband of Intellect&#039;&#039;&#039;:  +2 to knowledge or monster knowledge checks, +1 to attack on powers that have the psychic keyword (already factored)&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Gloves of the Healer&#039;&#039;&#039;: When I use a power that has the Healing keyword, one target regains an extra 1d6 HP (already factored).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Wand of Aptitude&#039;&#039;&#039;: When I use Inspire Competence through this wand, I give an extra +2 item bonus to my allies&#039; skills.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Veteran&#039;s Chain&#039;&#039;&#039;: When I use an action point I gain a +1 item bonus to attack rolls and defenses until the end of my next turn. &lt;br /&gt;
&lt;br /&gt;
==Bio==&lt;br /&gt;
Here is Rosalia Savory, whose family was &#039;&#039;&#039;in no way&#039;&#039;&#039; part of a Robin-Hood like bandit gang in the drier and more remote areas of Risur, and absolutely &#039;&#039;&#039;did not&#039;&#039;&#039; move to Flint and change identities to escape a royal crackdown on them. She grew up among the dockers of Flint, got into music, and found out she had a knack for child detective shenanigans. When she grew up she figured she might as well get paid for the detective stuff and maybe try to help her community with the weight of a badge behind her. Her style and political stance are somewhat at odds with the traditional image of an RHC constable but you can&#039;t argue with the results of the magic mind-reading entrance exam!&lt;br /&gt;
&lt;br /&gt;
Rosalia&#039;s stage name is &amp;quot;Little Lamp&amp;quot; and she still performs in her spare time.&lt;br /&gt;
&lt;br /&gt;
[[Zeitgeist:_The_Gears_of_Revolution| Zeitgeist: The Gears of Revolution homepage]]&lt;/div&gt;</summary>
		<author><name>Bira</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Zeitgeist:_The_Gears_of_Revolution/Rosalia&amp;diff=483022</id>
		<title>Zeitgeist: The Gears of Revolution/Rosalia</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Zeitgeist:_The_Gears_of_Revolution/Rosalia&amp;diff=483022"/>
		<updated>2025-08-08T14:35:09Z</updated>

		<summary type="html">&lt;p&gt;Bira: /* Defenses */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Zeitgeist:_The_Gears_of_Revolution|Home Page]]&lt;br /&gt;
==Basics==&lt;br /&gt;
* Name: Rosalia &amp;quot;Little Lamp&amp;quot; Savory&lt;br /&gt;
* Race: Human&lt;br /&gt;
* Class: Bard&lt;br /&gt;
* Paragon Path: Daring Blade&lt;br /&gt;
* Level: 16&lt;br /&gt;
* Background: Urban &#039;&#039;(+2 to Streetwise)&#039;&#039;&lt;br /&gt;
* Theme: Docker&lt;br /&gt;
&lt;br /&gt;
==Stats==&lt;br /&gt;
* Str 9 &#039;&#039;&#039;(-1)&#039;&#039;&#039; &lt;br /&gt;
* Con 16 &#039;&#039;&#039;(+3)&#039;&#039;&#039;&lt;br /&gt;
* Dex 11 &#039;&#039;&#039;(+0)&#039;&#039;&#039;&lt;br /&gt;
* Int 15 &#039;&#039;&#039;(+2)&#039;&#039;&#039;&lt;br /&gt;
* Wis 15 &#039;&#039;&#039;(+2)&#039;&#039;&#039;&lt;br /&gt;
* Cha 21 &#039;&#039;&#039;(+5)&#039;&#039;&#039;&lt;br /&gt;
**Human bonus: +2 to Charisma&lt;br /&gt;
==Defenses/Combat Stats==&lt;br /&gt;
* HP: 102&lt;br /&gt;
* Healing Surges: 10&lt;br /&gt;
** Surge Value: 25 HP&lt;br /&gt;
* Speed: 7 (6 in armor)&lt;br /&gt;
* Action Points: 1&lt;br /&gt;
===Defenses===&lt;br /&gt;
* AC: &#039;&#039;&#039;30&#039;&#039;&#039;  (10 + 11 Armor + 8 Level + 1 Shield)&lt;br /&gt;
* Fort: &#039;&#039;&#039;28&#039;&#039;&#039; (10 + 3 CON + 8 Level + 4 Amulet + 1 Belt + 2 Feat)&lt;br /&gt;
* Ref: &#039;&#039;&#039;28&#039;&#039;&#039; (10 + 2 INT + 1 Class + 8 Level + 4 Amulet + 2 Feat + 1 Shield)&lt;br /&gt;
* Will: &#039;&#039;&#039;30&#039;&#039;&#039; (10 + 5 CHA + 1 Class + 8 Level + 4 Amulet + 2 Feat)&lt;br /&gt;
&lt;br /&gt;
==Racial Traits==&lt;br /&gt;
* Bonus Skill&lt;br /&gt;
* Bonus Feat&lt;br /&gt;
* Bonus At-Will Power&lt;br /&gt;
==Class Traits==&lt;br /&gt;
* Bardic Training&lt;br /&gt;
** Gain Ritual Caster as a bonus feat, and a ritual book with 1 level 1 bard ritual, and 1 level 1 ritual of any kind.&lt;br /&gt;
* Virtue of Valor&lt;br /&gt;
** 1/round, when ally within 5 squares of me bloodies or defeats an enemy, I can grant 6 temporary HP to that ally as a free action.&lt;br /&gt;
* Skill Versatility&lt;br /&gt;
** +1 to untrained skill checks.&lt;br /&gt;
* Song of Rest&lt;br /&gt;
** If I can sing or play an instrument during a short rest, allies regain an extra 5 HP per healing surge they spend in that rest.&lt;br /&gt;
* Swordbond&lt;br /&gt;
** I may bond with a specific sword with a 1-hour ritual. I can call my bonded sword to my hand from 10 squares away and rebuild it from a fragment if it&#039;s destroyed.&lt;br /&gt;
* Daring Action&lt;br /&gt;
** Instead of gaining an extra action, I can spend an action point to mark every enemy I can see and gain 10 temp HP.&lt;br /&gt;
* Daring Improvisation&lt;br /&gt;
** When I make a martial melee weapon attack, I can use Charisma for the attack and damage roll in place of the ability score required by the attack.&lt;br /&gt;
* Blade Feint&lt;br /&gt;
** I can use Bluff to gain combat advantage against an enemy by spending a minor action instead of a standard action. If I succeed and hit the enemy with a melee weapon attack before the start of my next turn, the target grants me combat advantage until I miss the target with an attack.&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
&#039;&#039;&#039;(Trained Skills)&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
* Acrobatics: +15&lt;br /&gt;
* &#039;&#039;&#039;Arcana: +18&#039;&#039;&#039;&lt;br /&gt;
* Athletics: +11&lt;br /&gt;
* &#039;&#039;&#039;Bluff: +18&#039;&#039;&#039;&lt;br /&gt;
* Diplomacy: +17&lt;br /&gt;
* Dungeoneering: +14&lt;br /&gt;
* &#039;&#039;&#039;Endurance: +16&#039;&#039;&#039;&lt;br /&gt;
* Heal: +14&lt;br /&gt;
* &#039;&#039;&#039;History: +18&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Insight: +15&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Intimidate: +18&#039;&#039;&#039;&lt;br /&gt;
* Nature: +14&lt;br /&gt;
* &#039;&#039;&#039;Perception: +15&#039;&#039;&#039;&lt;br /&gt;
* Religion: +14&lt;br /&gt;
* Stealth: +12&lt;br /&gt;
* &#039;&#039;&#039;Streetwise: +20&#039;&#039;&#039;&lt;br /&gt;
* Thievery: +15&lt;br /&gt;
&lt;br /&gt;
==Feats==&lt;br /&gt;
* Action Surge: +3 to attacks I make during any action gained by spending an action point.&lt;br /&gt;
* Battle Song Expertise: &#039;&#039;+1/tier to attacks with weapons and bard implements, +1 to forced movement from bard powers;&#039;&#039;&lt;br /&gt;
* Improved Majestic Word &#039;&#039; Target of majestic word also gains (CHA mod) temporary HP.&#039;&#039;&lt;br /&gt;
* Heart of the Blade (Swordmage Multiclass) &#039;&#039;Gain training in Endurance and the Swordbond class feature. All swords also count as implements now!&#039;&#039;&lt;br /&gt;
* Student of Artifice: &#039;&#039;Gain training in Arcana (redundant), and gain 1 daily use of the artificer&#039;s Healing Infusion.&#039;&#039;&lt;br /&gt;
* Ritual Caster &#039;&#039;May use rituals&#039;&#039;&lt;br /&gt;
* Bard of All Trades: Gain a +3 feat bonus to all untrained skill checks.&lt;br /&gt;
* Improved Defenses: +1 to all non-armor defenses (+2 at Paragon; +3 at Epic).&lt;br /&gt;
* Resourceful Leader (Warlord Multiclass): Gain training in History. When an ally I can see spends an action point for an attack, they gain +3 damage on a hit or +3 temp HP on a miss. (+5 at level 11; +7 at level 21).&lt;br /&gt;
* Psychic Lock: Any target I hit with a psychic power has a -2 penalty to its next attack roll (already factored).&lt;br /&gt;
* Improved Valor: Virtue of Valor gives +3 extra THP.&lt;br /&gt;
* Disheartening Presence: While I am conscious and not bloodied, any bloodied enemies adjacent to me take -1 to all of their attacks.&lt;br /&gt;
&lt;br /&gt;
==Powers==&lt;br /&gt;
&lt;br /&gt;
Accuracy with weapon powers: +21 (+5 CHA, +8 level, +3 proficiency, +2 feat, +3 item)&lt;br /&gt;
&lt;br /&gt;
Accuracy with implement powers: +18 (+5 CHA, +8 level, +2 feat, +3 item)&lt;br /&gt;
&lt;br /&gt;
Damage bonus: +8 (+5 CHA, +3 item)&lt;br /&gt;
&lt;br /&gt;
Psychic powers get an extra +1 accuracy from Headband of Intellect. All weapon powers are considered Psychic due to the Silver Blade.&lt;br /&gt;
&lt;br /&gt;
Melee powers gain a +4 untyped bonus to their damage rolls from the Iron Armbands of Power.&lt;br /&gt;
&lt;br /&gt;
===At-Will Powers===&lt;br /&gt;
* Melee Basic Attack (standard, weapon, psychic):&lt;br /&gt;
** +22 vs AC. Hit: 1d8+12 psychic damage, -2 to next attack.&lt;br /&gt;
&lt;br /&gt;
* Guiding Strike (standard, weapon, psychic):&lt;br /&gt;
** Melee 1; +22 vs. AC. &lt;br /&gt;
** Hit: 1d8+12 psychic damage, -2 to next attack and -2 to a chosen defense until the end of my next turn.&lt;br /&gt;
&lt;br /&gt;
* Vicious Mockery (standard, charm, implement, psychic):&lt;br /&gt;
** Ranged 10; +19 vs. Will. &lt;br /&gt;
** Hit: 1d6+8 psychic, -4 to next attack, and -2 to other attacks until the end of my next turn.&lt;br /&gt;
** &#039;&#039;I came here to kick your ass / Cuz you&#039;re dumb and cannot see / That even ten of you / Are worth less than half of me&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Staggering Note (standard, implement, thunder):&lt;br /&gt;
** Ranged 10; +18 vs. Will. &lt;br /&gt;
** Hit: 8 thunder, push 3, and an ally can make a melee basic attack against the target before, after, or during the push.&lt;br /&gt;
&lt;br /&gt;
* Prototype Silver Blade (item, psychic, free action)&lt;br /&gt;
** Effect: All damage dealt by this weapon is psychic. Another free action returns the damage to normal.&lt;br /&gt;
&lt;br /&gt;
* Audience Participation&lt;br /&gt;
** Trigger: An enemy starts its turn adjacent to one or more non-combatants who are friendly to me and know I&#039;m fighting.&lt;br /&gt;
** Effect (No Action): The triggering enemy takes 5 damage for each friendly they&#039;re adjacent to.&lt;br /&gt;
&lt;br /&gt;
===Encounter Powers===&lt;br /&gt;
* &#039;&#039;&#039;(_)(_)&#039;&#039;&#039; Majestic Word (minor, healing)&lt;br /&gt;
** Close burst 10 (me or an ally).&lt;br /&gt;
** Target spends a healing surge, heals an extra 3d6+5 HP, and gains 5 temporary HP.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Words of Friendship (minor, charm)&lt;br /&gt;
** I gain a +5 power bonus to the next Diplomacy check I make.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Docker&#039;s Jank (standard, teleportation)&lt;br /&gt;
** Close Burst 5.&lt;br /&gt;
** Me and an ally in the burst teleport and switch locations. The ally can then use a standard-action at-will power as a free action with a +2 power bonus to attack rolls.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Shout of Triumph (standard, implement, thunder)&lt;br /&gt;
** Close Blast 3 (enemies in blast); +18 vs. Fortitude.&lt;br /&gt;
** Hit: 1d6+8 thunder and push 4.&lt;br /&gt;
** Effect: Slide 4 on each ally in blast.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Impelling Force (standard, implement, force)&lt;br /&gt;
** Ranged 10; +18 vs. Fortitude&lt;br /&gt;
** Hit: 1d10+8 force damage, and I slide the target 5 squares to a square adjacent to an ally.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Scorpion&#039;s Claw Strike (standard, weapon, psychic)&lt;br /&gt;
** Melee 1 (one creature): +22 vs. AC&lt;br /&gt;
** Hit: 2d8+12 psychic damage, -2 to next attack, and I slide an ally who is adjacent to the target to another space adjacent to it. The ally gains a +2 power bonus to AC until the end of my next turn.&lt;br /&gt;
** Miss: 5 damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Inspire Competence (utility)&lt;br /&gt;
** Close burst 5 (me and each ally in burst).&lt;br /&gt;
** Effect: I choose a skill. Until the end of the encounter, all targets have a +2 power bonus to that skill.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Revitalizing Incantation (minor, healing)&lt;br /&gt;
** Ranged 5 (me or an ally)&lt;br /&gt;
** Effect: Target can spend a healing surge and heal 1d6 extra HP. Additionally, target gains temp HP equal to their healing surge value.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Healing Infusion: Resistive Formula (minor)&lt;br /&gt;
** Close Burst 5 (me or an ally)&lt;br /&gt;
** Effect: Target heals 1d6 HP and gains +1 to AC for the rest of the encounter. Target can choose to end this effect as a free action to gain HP equal to its healing surge value + 3 (CON Mod).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Mantle of Unity&lt;br /&gt;
** Close Burst 5 (me and each ally in burst)&lt;br /&gt;
** Effect: Determine the highest AC, Fortitude, Reflex, and Will among all the targets. Until the end of your next turn, use these values for the corresponding defenses of&lt;br /&gt;
all the targets.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Weapon Display (standard, weapon, psychic)&lt;br /&gt;
** Melee 1 (one creature); +22 vs. AC&lt;br /&gt;
** Effect: The target grants combat advantage to me for this attack.&lt;br /&gt;
** Hit: 2d8+12 damage, -2 to next attack, and the target grants combat advantage to me and all my allies until the end of my next turn.&lt;br /&gt;
** Miss: The target is marked until the end of my next turn, and I regain the use of this power.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Defensive Posture&lt;br /&gt;
** Move Action&lt;br /&gt;
** Effect: I gain a +2 power bonus to AC and Reflex until the end of my next turn, then shift a number of squares equal to one-half my speed (2). Each ally that can see me gains a +2 power bonus to attack rolls until the end of your next turn.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Insult of Passivity (fear, implement, psychic)&lt;br /&gt;
** Ranged 10 (one creature); +19 vs. Will&lt;br /&gt;
** Hit: 2d8+8 psychic damage and the target is dazed until the end of the encounter or until hit or missed by an attack.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Xambria&#039;s Manifestation I (Free action)&lt;br /&gt;
Effect: Xambria appears with 10 squares and can use a minor action to manpinulate an object or do something similar.&lt;br /&gt;
&lt;br /&gt;
===Daily Powers===&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Stirring Shout (standard, implement, psychic)&lt;br /&gt;
** Ranged 10; +19 vs. Will.&lt;br /&gt;
** Hit: 2d6+8 psychic, -2 to next attack.&lt;br /&gt;
** Effect: Until the end of the encounter, whenever an ally hits the target, the ally heals 5 HP (CHA mod).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Sing Your Praises (minor, docker)&lt;br /&gt;
** Close Burst 5 (10 at Paragon; 15 at Epic);&lt;br /&gt;
** Effect: Each ally in the burst can immediately make a saving throw.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Wail of Anguish (minor, implement)&lt;br /&gt;
** Effect: Until the end  of your next turn, you can make the following attack.&lt;br /&gt;
*** Opportunity Action, Close Burst 3; Trigger: an enemy starts turn inside burst; +18 vs. Will (triggering enemy); Hit: 1d10+8  damage and  target cannot shift UENT.&lt;br /&gt;
** Sustain Minor: The effect persists.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Strike up the Dance (standard, implement, psychic)&lt;br /&gt;
** Target: One, two, or three creatures.&lt;br /&gt;
** Ranged 10; +19 vs. Will&lt;br /&gt;
** Hit: 2d10+8 psychic damage, and the target is immobilized (save ends). Until it saves, I can slide the target 5 squares at the start of its turn and it cannot take move actions on its turn. If I target only one creature with this power, it takes 1d10 extra damage.&lt;br /&gt;
*** Miss: Half damage, and I slide the target 5 squares at the start of its next turn and it is immobilized until the end of its next turn.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Haste (minor)&lt;br /&gt;
** Target: Me or an Ally&lt;br /&gt;
** Effect: The target gains and immediately uses a standard action.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Prototype Silver Blade (free)&lt;br /&gt;
** Trigger: I hit an enemy with this blade.&lt;br /&gt;
** Effect: I banish the target to a demiplane (save ends). It vanishes from sight, cannot take actions, and cannot be targeted. On a save the target reappears in its last space, or in the unoccupied space closest to that.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Cli Lyre (standard)&lt;br /&gt;
** Effect: When I use this power during a rest, me and all my allies gain a +10 power bonus to their next Bluff, Intimidate, or Diplomacy check before our next short or extended rest.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Ricochet Shield (Immediate Reaction)&lt;br /&gt;
** Trigger: A ranged attack targeting AC misses me.&lt;br /&gt;
** Effect: The source of the attack repeats the attack roll against a different target of my choice within 10 squares of me. If the attack roll succeeds, it hits that target (apply damage and effect where appropriate).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;(_)&#039;&#039;&#039; Canary in a Coal Mine (Minor Action)&lt;br /&gt;
* Effect: I gain a flight speed equal to my speed until the end of my next turn.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Xambria&#039;s Manifestation II (standard, force)&lt;br /&gt;
* Attack: Close Burst 3 (enemies in burst) +18 vs. Fortitude&lt;br /&gt;
* Hit: 3d10 + 8 force damage, and push 4 squares. &lt;br /&gt;
* Miss: Half damage, and push 2 squares.&lt;br /&gt;
&lt;br /&gt;
==Rituals==&lt;br /&gt;
&lt;br /&gt;
* Glib Limerick (level 1)&lt;br /&gt;
* Traveller&#039;s chant (level 1)&lt;br /&gt;
* Lullaby (Level 3, 125/25)&lt;br /&gt;
* Detect Planar Energy (Level 1, 50/10)&lt;br /&gt;
* Comprehend Language (PHB, L1, 50/10)&lt;br /&gt;
* Detect Secret Doors (PHB, L3, 125/25)&lt;br /&gt;
* Knock (PHB, L4, 175/35)&lt;br /&gt;
* Water Walk (PHB, L2, 100/20)&lt;br /&gt;
* Endure Elements (PHB, L2, 100/20)&lt;br /&gt;
* Lesser Telepathy (L5, 250/30+1 surge)&lt;br /&gt;
* Call Wilderness Guide (PHB2, L6, 360/144)&lt;br /&gt;
* Fool&#039;s Speech (PHB2, L6, 360/50)&lt;br /&gt;
* Sending (PHB, L6, 360/50)&lt;br /&gt;
* Linked Portal (PHB, L8, 680/135)&lt;br /&gt;
* Song of Sustenance (PHB2, L8, 680/135)&lt;br /&gt;
* Raise Dead (PHB, L8, 680/500)&lt;br /&gt;
* Remove Affliction (PHB, L8, 680/250)&lt;br /&gt;
* Chorus of Truth (PHB2, L10, 1000/200)&lt;br /&gt;
&lt;br /&gt;
==Artifact==&lt;br /&gt;
&lt;br /&gt;
===Xambria&#039;s Consciousness===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Property:&#039;&#039;&#039;+3 to Acrobatics, Arcana, History, and Thievery checks (already calculated)&lt;br /&gt;
* &#039;&#039;&#039;Property:&#039;&#039;&#039; +2 to all checks while performing rituals (since I already have Ritual Caster).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Current Concordance:&#039;&#039;&#039; 16 (Pleased)&lt;br /&gt;
** Starting: 5&lt;br /&gt;
** Trained in History +2&lt;br /&gt;
** Gained 8 Levels +8&lt;br /&gt;
** Foiled 2 Obscurati Plots +2&lt;br /&gt;
&lt;br /&gt;
==Gear==&lt;br /&gt;
&lt;br /&gt;
===Weapons===&lt;br /&gt;
* Prototype Silver Blade +3 (longsword) &#039;&#039;(Prof +3, dam 1d8+Str,  4 lbs, Versatile, level 14)&#039;&#039; (21000 gp)&lt;br /&gt;
** Critical Bonus: +3d8&lt;br /&gt;
&lt;br /&gt;
===Armor===&lt;br /&gt;
* Veteran&#039;s Chain +3 (Braidmail) (+11 AC, 40 lbs) (lvl 12, 13000 gp)&lt;br /&gt;
* Small Shield (+1 AC)&lt;br /&gt;
&lt;br /&gt;
===Other Gear===&lt;br /&gt;
* Headband of Intellect (lvl 10, 5000gp, Head slot)&lt;br /&gt;
* Canary in a Coal Mine +4 (85000 gp, lvl 18, Neck slot)&lt;br /&gt;
* Iron Armbands of Power (Level 16, 45000gp, +4 to melee damage rolls)&lt;br /&gt;
* Gloves of the Healer (13000gp, lvl 12, Hands slot&lt;br /&gt;
* Belt of Vim (3400gp, lvl 8, Waist slot)&lt;br /&gt;
* Oceanstrider Boots (21000 gp, lvl 14, Feet slot)&lt;br /&gt;
* Wand of Aptitude (lvl 10, 5000gp, spare implement)&lt;br /&gt;
* Cli Lyre (Lvl 13, 21000gp, spare implement).&lt;br /&gt;
* Investigation Kit (40 gp)&lt;br /&gt;
* Bell and Whistle (1 gp)&lt;br /&gt;
* 2 x Elixir of Aptitude (100gp)&lt;br /&gt;
* 2 x Potion of Resistance (80gp)&lt;br /&gt;
* 2 x Potion of Vitality (2000gp)&lt;br /&gt;
* Worker&#039;s Clothes&lt;br /&gt;
** Definitely not a lady&#039;s outfit.  Trousers, undershirt, and boots, with a blue dress worn on top and a simple wide-brimmed hat.&lt;br /&gt;
* Pocket Watch (25 gp)&lt;br /&gt;
* 2401 GP in residuum.&lt;br /&gt;
&lt;br /&gt;
==Budget==&lt;br /&gt;
&lt;br /&gt;
Total gear value: 169.047gp.&lt;br /&gt;
Total budget: 253.595gp&lt;br /&gt;
&lt;br /&gt;
Free budget: 84.548gp&lt;br /&gt;
&lt;br /&gt;
==Item Properties==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Canary in a Coal Mine&#039;&#039;&#039;: +5 bonus to all defenses during the surprise round of an encounter. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Oceanstrider boots&#039;&#039;&#039;: +1 to speed (already factored). I can move across and stand on liquid surfaces as if they were solid. If the surface is hazardous (such as acid or magma) I still take damage from it.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Cli Lyre&#039;&#039;&#039;: Can be used as a +3 implement and focus for bardic rituals. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Headband of Intellect&#039;&#039;&#039;:  +2 to knowledge or monster knowledge checks, +1 to attack on powers that have the psychic keyword (already factored)&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Gloves of the Healer&#039;&#039;&#039;: When I use a power that has the Healing keyword, one target regains an extra 1d6 HP (already factored).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Wand of Aptitude&#039;&#039;&#039;: When I use Inspire Competence through this wand, I give an extra +2 item bonus to my allies&#039; skills.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Veteran&#039;s Chain&#039;&#039;&#039;: When I use an action point I gain a +1 item bonus to attack rolls and defenses until the end of my next turn. &lt;br /&gt;
&lt;br /&gt;
==Bio==&lt;br /&gt;
Here is Rosalia Savory, whose family was &#039;&#039;&#039;in no way&#039;&#039;&#039; part of a Robin-Hood like bandit gang in the drier and more remote areas of Risur, and absolutely &#039;&#039;&#039;did not&#039;&#039;&#039; move to Flint and change identities to escape a royal crackdown on them. She grew up among the dockers of Flint, got into music, and found out she had a knack for child detective shenanigans. When she grew up she figured she might as well get paid for the detective stuff and maybe try to help her community with the weight of a badge behind her. Her style and political stance are somewhat at odds with the traditional image of an RHC constable but you can&#039;t argue with the results of the magic mind-reading entrance exam!&lt;br /&gt;
&lt;br /&gt;
Rosalia&#039;s stage name is &amp;quot;Little Lamp&amp;quot; and she still performs in her spare time.&lt;br /&gt;
&lt;br /&gt;
[[Zeitgeist:_The_Gears_of_Revolution| Zeitgeist: The Gears of Revolution homepage]]&lt;/div&gt;</summary>
		<author><name>Bira</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Zeitgeist:_The_Gears_of_Revolution/Rosalia&amp;diff=483021</id>
		<title>Zeitgeist: The Gears of Revolution/Rosalia</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Zeitgeist:_The_Gears_of_Revolution/Rosalia&amp;diff=483021"/>
		<updated>2025-08-08T14:34:44Z</updated>

		<summary type="html">&lt;p&gt;Bira: /* Other Gear */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Zeitgeist:_The_Gears_of_Revolution|Home Page]]&lt;br /&gt;
==Basics==&lt;br /&gt;
* Name: Rosalia &amp;quot;Little Lamp&amp;quot; Savory&lt;br /&gt;
* Race: Human&lt;br /&gt;
* Class: Bard&lt;br /&gt;
* Paragon Path: Daring Blade&lt;br /&gt;
* Level: 16&lt;br /&gt;
* Background: Urban &#039;&#039;(+2 to Streetwise)&#039;&#039;&lt;br /&gt;
* Theme: Docker&lt;br /&gt;
&lt;br /&gt;
==Stats==&lt;br /&gt;
* Str 9 &#039;&#039;&#039;(-1)&#039;&#039;&#039; &lt;br /&gt;
* Con 16 &#039;&#039;&#039;(+3)&#039;&#039;&#039;&lt;br /&gt;
* Dex 11 &#039;&#039;&#039;(+0)&#039;&#039;&#039;&lt;br /&gt;
* Int 15 &#039;&#039;&#039;(+2)&#039;&#039;&#039;&lt;br /&gt;
* Wis 15 &#039;&#039;&#039;(+2)&#039;&#039;&#039;&lt;br /&gt;
* Cha 21 &#039;&#039;&#039;(+5)&#039;&#039;&#039;&lt;br /&gt;
**Human bonus: +2 to Charisma&lt;br /&gt;
==Defenses/Combat Stats==&lt;br /&gt;
* HP: 102&lt;br /&gt;
* Healing Surges: 10&lt;br /&gt;
** Surge Value: 25 HP&lt;br /&gt;
* Speed: 7 (6 in armor)&lt;br /&gt;
* Action Points: 1&lt;br /&gt;
===Defenses===&lt;br /&gt;
* AC: &#039;&#039;&#039;30&#039;&#039;&#039;  (10 + 11 Armor + 8 Level + 1 Shield)&lt;br /&gt;
* Fort: &#039;&#039;&#039;27&#039;&#039;&#039; (10 + 3 CON + 8 Level + 3 Amulet + 1 Belt + 2 Feat)&lt;br /&gt;
* Ref: &#039;&#039;&#039;27&#039;&#039;&#039; (10 + 2 INT + 1 Class + 8 Level + 3 Amulet + 2 Feat + 1 Shield)&lt;br /&gt;
* Will: &#039;&#039;&#039;29&#039;&#039;&#039; (10 + 5 CHA + 1 Class + 8 Level + 3 Amulet + 2 Feat)&lt;br /&gt;
&lt;br /&gt;
==Racial Traits==&lt;br /&gt;
* Bonus Skill&lt;br /&gt;
* Bonus Feat&lt;br /&gt;
* Bonus At-Will Power&lt;br /&gt;
==Class Traits==&lt;br /&gt;
* Bardic Training&lt;br /&gt;
** Gain Ritual Caster as a bonus feat, and a ritual book with 1 level 1 bard ritual, and 1 level 1 ritual of any kind.&lt;br /&gt;
* Virtue of Valor&lt;br /&gt;
** 1/round, when ally within 5 squares of me bloodies or defeats an enemy, I can grant 6 temporary HP to that ally as a free action.&lt;br /&gt;
* Skill Versatility&lt;br /&gt;
** +1 to untrained skill checks.&lt;br /&gt;
* Song of Rest&lt;br /&gt;
** If I can sing or play an instrument during a short rest, allies regain an extra 5 HP per healing surge they spend in that rest.&lt;br /&gt;
* Swordbond&lt;br /&gt;
** I may bond with a specific sword with a 1-hour ritual. I can call my bonded sword to my hand from 10 squares away and rebuild it from a fragment if it&#039;s destroyed.&lt;br /&gt;
* Daring Action&lt;br /&gt;
** Instead of gaining an extra action, I can spend an action point to mark every enemy I can see and gain 10 temp HP.&lt;br /&gt;
* Daring Improvisation&lt;br /&gt;
** When I make a martial melee weapon attack, I can use Charisma for the attack and damage roll in place of the ability score required by the attack.&lt;br /&gt;
* Blade Feint&lt;br /&gt;
** I can use Bluff to gain combat advantage against an enemy by spending a minor action instead of a standard action. If I succeed and hit the enemy with a melee weapon attack before the start of my next turn, the target grants me combat advantage until I miss the target with an attack.&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
&#039;&#039;&#039;(Trained Skills)&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
* Acrobatics: +15&lt;br /&gt;
* &#039;&#039;&#039;Arcana: +18&#039;&#039;&#039;&lt;br /&gt;
* Athletics: +11&lt;br /&gt;
* &#039;&#039;&#039;Bluff: +18&#039;&#039;&#039;&lt;br /&gt;
* Diplomacy: +17&lt;br /&gt;
* Dungeoneering: +14&lt;br /&gt;
* &#039;&#039;&#039;Endurance: +16&#039;&#039;&#039;&lt;br /&gt;
* Heal: +14&lt;br /&gt;
* &#039;&#039;&#039;History: +18&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Insight: +15&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Intimidate: +18&#039;&#039;&#039;&lt;br /&gt;
* Nature: +14&lt;br /&gt;
* &#039;&#039;&#039;Perception: +15&#039;&#039;&#039;&lt;br /&gt;
* Religion: +14&lt;br /&gt;
* Stealth: +12&lt;br /&gt;
* &#039;&#039;&#039;Streetwise: +20&#039;&#039;&#039;&lt;br /&gt;
* Thievery: +15&lt;br /&gt;
&lt;br /&gt;
==Feats==&lt;br /&gt;
* Action Surge: +3 to attacks I make during any action gained by spending an action point.&lt;br /&gt;
* Battle Song Expertise: &#039;&#039;+1/tier to attacks with weapons and bard implements, +1 to forced movement from bard powers;&#039;&#039;&lt;br /&gt;
* Improved Majestic Word &#039;&#039; Target of majestic word also gains (CHA mod) temporary HP.&#039;&#039;&lt;br /&gt;
* Heart of the Blade (Swordmage Multiclass) &#039;&#039;Gain training in Endurance and the Swordbond class feature. All swords also count as implements now!&#039;&#039;&lt;br /&gt;
* Student of Artifice: &#039;&#039;Gain training in Arcana (redundant), and gain 1 daily use of the artificer&#039;s Healing Infusion.&#039;&#039;&lt;br /&gt;
* Ritual Caster &#039;&#039;May use rituals&#039;&#039;&lt;br /&gt;
* Bard of All Trades: Gain a +3 feat bonus to all untrained skill checks.&lt;br /&gt;
* Improved Defenses: +1 to all non-armor defenses (+2 at Paragon; +3 at Epic).&lt;br /&gt;
* Resourceful Leader (Warlord Multiclass): Gain training in History. When an ally I can see spends an action point for an attack, they gain +3 damage on a hit or +3 temp HP on a miss. (+5 at level 11; +7 at level 21).&lt;br /&gt;
* Psychic Lock: Any target I hit with a psychic power has a -2 penalty to its next attack roll (already factored).&lt;br /&gt;
* Improved Valor: Virtue of Valor gives +3 extra THP.&lt;br /&gt;
* Disheartening Presence: While I am conscious and not bloodied, any bloodied enemies adjacent to me take -1 to all of their attacks.&lt;br /&gt;
&lt;br /&gt;
==Powers==&lt;br /&gt;
&lt;br /&gt;
Accuracy with weapon powers: +21 (+5 CHA, +8 level, +3 proficiency, +2 feat, +3 item)&lt;br /&gt;
&lt;br /&gt;
Accuracy with implement powers: +18 (+5 CHA, +8 level, +2 feat, +3 item)&lt;br /&gt;
&lt;br /&gt;
Damage bonus: +8 (+5 CHA, +3 item)&lt;br /&gt;
&lt;br /&gt;
Psychic powers get an extra +1 accuracy from Headband of Intellect. All weapon powers are considered Psychic due to the Silver Blade.&lt;br /&gt;
&lt;br /&gt;
Melee powers gain a +4 untyped bonus to their damage rolls from the Iron Armbands of Power.&lt;br /&gt;
&lt;br /&gt;
===At-Will Powers===&lt;br /&gt;
* Melee Basic Attack (standard, weapon, psychic):&lt;br /&gt;
** +22 vs AC. Hit: 1d8+12 psychic damage, -2 to next attack.&lt;br /&gt;
&lt;br /&gt;
* Guiding Strike (standard, weapon, psychic):&lt;br /&gt;
** Melee 1; +22 vs. AC. &lt;br /&gt;
** Hit: 1d8+12 psychic damage, -2 to next attack and -2 to a chosen defense until the end of my next turn.&lt;br /&gt;
&lt;br /&gt;
* Vicious Mockery (standard, charm, implement, psychic):&lt;br /&gt;
** Ranged 10; +19 vs. Will. &lt;br /&gt;
** Hit: 1d6+8 psychic, -4 to next attack, and -2 to other attacks until the end of my next turn.&lt;br /&gt;
** &#039;&#039;I came here to kick your ass / Cuz you&#039;re dumb and cannot see / That even ten of you / Are worth less than half of me&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Staggering Note (standard, implement, thunder):&lt;br /&gt;
** Ranged 10; +18 vs. Will. &lt;br /&gt;
** Hit: 8 thunder, push 3, and an ally can make a melee basic attack against the target before, after, or during the push.&lt;br /&gt;
&lt;br /&gt;
* Prototype Silver Blade (item, psychic, free action)&lt;br /&gt;
** Effect: All damage dealt by this weapon is psychic. Another free action returns the damage to normal.&lt;br /&gt;
&lt;br /&gt;
* Audience Participation&lt;br /&gt;
** Trigger: An enemy starts its turn adjacent to one or more non-combatants who are friendly to me and know I&#039;m fighting.&lt;br /&gt;
** Effect (No Action): The triggering enemy takes 5 damage for each friendly they&#039;re adjacent to.&lt;br /&gt;
&lt;br /&gt;
===Encounter Powers===&lt;br /&gt;
* &#039;&#039;&#039;(_)(_)&#039;&#039;&#039; Majestic Word (minor, healing)&lt;br /&gt;
** Close burst 10 (me or an ally).&lt;br /&gt;
** Target spends a healing surge, heals an extra 3d6+5 HP, and gains 5 temporary HP.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Words of Friendship (minor, charm)&lt;br /&gt;
** I gain a +5 power bonus to the next Diplomacy check I make.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Docker&#039;s Jank (standard, teleportation)&lt;br /&gt;
** Close Burst 5.&lt;br /&gt;
** Me and an ally in the burst teleport and switch locations. The ally can then use a standard-action at-will power as a free action with a +2 power bonus to attack rolls.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Shout of Triumph (standard, implement, thunder)&lt;br /&gt;
** Close Blast 3 (enemies in blast); +18 vs. Fortitude.&lt;br /&gt;
** Hit: 1d6+8 thunder and push 4.&lt;br /&gt;
** Effect: Slide 4 on each ally in blast.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Impelling Force (standard, implement, force)&lt;br /&gt;
** Ranged 10; +18 vs. Fortitude&lt;br /&gt;
** Hit: 1d10+8 force damage, and I slide the target 5 squares to a square adjacent to an ally.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Scorpion&#039;s Claw Strike (standard, weapon, psychic)&lt;br /&gt;
** Melee 1 (one creature): +22 vs. AC&lt;br /&gt;
** Hit: 2d8+12 psychic damage, -2 to next attack, and I slide an ally who is adjacent to the target to another space adjacent to it. The ally gains a +2 power bonus to AC until the end of my next turn.&lt;br /&gt;
** Miss: 5 damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Inspire Competence (utility)&lt;br /&gt;
** Close burst 5 (me and each ally in burst).&lt;br /&gt;
** Effect: I choose a skill. Until the end of the encounter, all targets have a +2 power bonus to that skill.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Revitalizing Incantation (minor, healing)&lt;br /&gt;
** Ranged 5 (me or an ally)&lt;br /&gt;
** Effect: Target can spend a healing surge and heal 1d6 extra HP. Additionally, target gains temp HP equal to their healing surge value.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Healing Infusion: Resistive Formula (minor)&lt;br /&gt;
** Close Burst 5 (me or an ally)&lt;br /&gt;
** Effect: Target heals 1d6 HP and gains +1 to AC for the rest of the encounter. Target can choose to end this effect as a free action to gain HP equal to its healing surge value + 3 (CON Mod).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Mantle of Unity&lt;br /&gt;
** Close Burst 5 (me and each ally in burst)&lt;br /&gt;
** Effect: Determine the highest AC, Fortitude, Reflex, and Will among all the targets. Until the end of your next turn, use these values for the corresponding defenses of&lt;br /&gt;
all the targets.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Weapon Display (standard, weapon, psychic)&lt;br /&gt;
** Melee 1 (one creature); +22 vs. AC&lt;br /&gt;
** Effect: The target grants combat advantage to me for this attack.&lt;br /&gt;
** Hit: 2d8+12 damage, -2 to next attack, and the target grants combat advantage to me and all my allies until the end of my next turn.&lt;br /&gt;
** Miss: The target is marked until the end of my next turn, and I regain the use of this power.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Defensive Posture&lt;br /&gt;
** Move Action&lt;br /&gt;
** Effect: I gain a +2 power bonus to AC and Reflex until the end of my next turn, then shift a number of squares equal to one-half my speed (2). Each ally that can see me gains a +2 power bonus to attack rolls until the end of your next turn.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Insult of Passivity (fear, implement, psychic)&lt;br /&gt;
** Ranged 10 (one creature); +19 vs. Will&lt;br /&gt;
** Hit: 2d8+8 psychic damage and the target is dazed until the end of the encounter or until hit or missed by an attack.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Xambria&#039;s Manifestation I (Free action)&lt;br /&gt;
Effect: Xambria appears with 10 squares and can use a minor action to manpinulate an object or do something similar.&lt;br /&gt;
&lt;br /&gt;
===Daily Powers===&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Stirring Shout (standard, implement, psychic)&lt;br /&gt;
** Ranged 10; +19 vs. Will.&lt;br /&gt;
** Hit: 2d6+8 psychic, -2 to next attack.&lt;br /&gt;
** Effect: Until the end of the encounter, whenever an ally hits the target, the ally heals 5 HP (CHA mod).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Sing Your Praises (minor, docker)&lt;br /&gt;
** Close Burst 5 (10 at Paragon; 15 at Epic);&lt;br /&gt;
** Effect: Each ally in the burst can immediately make a saving throw.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Wail of Anguish (minor, implement)&lt;br /&gt;
** Effect: Until the end  of your next turn, you can make the following attack.&lt;br /&gt;
*** Opportunity Action, Close Burst 3; Trigger: an enemy starts turn inside burst; +18 vs. Will (triggering enemy); Hit: 1d10+8  damage and  target cannot shift UENT.&lt;br /&gt;
** Sustain Minor: The effect persists.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Strike up the Dance (standard, implement, psychic)&lt;br /&gt;
** Target: One, two, or three creatures.&lt;br /&gt;
** Ranged 10; +19 vs. Will&lt;br /&gt;
** Hit: 2d10+8 psychic damage, and the target is immobilized (save ends). Until it saves, I can slide the target 5 squares at the start of its turn and it cannot take move actions on its turn. If I target only one creature with this power, it takes 1d10 extra damage.&lt;br /&gt;
*** Miss: Half damage, and I slide the target 5 squares at the start of its next turn and it is immobilized until the end of its next turn.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Haste (minor)&lt;br /&gt;
** Target: Me or an Ally&lt;br /&gt;
** Effect: The target gains and immediately uses a standard action.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Prototype Silver Blade (free)&lt;br /&gt;
** Trigger: I hit an enemy with this blade.&lt;br /&gt;
** Effect: I banish the target to a demiplane (save ends). It vanishes from sight, cannot take actions, and cannot be targeted. On a save the target reappears in its last space, or in the unoccupied space closest to that.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Cli Lyre (standard)&lt;br /&gt;
** Effect: When I use this power during a rest, me and all my allies gain a +10 power bonus to their next Bluff, Intimidate, or Diplomacy check before our next short or extended rest.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Ricochet Shield (Immediate Reaction)&lt;br /&gt;
** Trigger: A ranged attack targeting AC misses me.&lt;br /&gt;
** Effect: The source of the attack repeats the attack roll against a different target of my choice within 10 squares of me. If the attack roll succeeds, it hits that target (apply damage and effect where appropriate).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;(_)&#039;&#039;&#039; Canary in a Coal Mine (Minor Action)&lt;br /&gt;
* Effect: I gain a flight speed equal to my speed until the end of my next turn.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Xambria&#039;s Manifestation II (standard, force)&lt;br /&gt;
* Attack: Close Burst 3 (enemies in burst) +18 vs. Fortitude&lt;br /&gt;
* Hit: 3d10 + 8 force damage, and push 4 squares. &lt;br /&gt;
* Miss: Half damage, and push 2 squares.&lt;br /&gt;
&lt;br /&gt;
==Rituals==&lt;br /&gt;
&lt;br /&gt;
* Glib Limerick (level 1)&lt;br /&gt;
* Traveller&#039;s chant (level 1)&lt;br /&gt;
* Lullaby (Level 3, 125/25)&lt;br /&gt;
* Detect Planar Energy (Level 1, 50/10)&lt;br /&gt;
* Comprehend Language (PHB, L1, 50/10)&lt;br /&gt;
* Detect Secret Doors (PHB, L3, 125/25)&lt;br /&gt;
* Knock (PHB, L4, 175/35)&lt;br /&gt;
* Water Walk (PHB, L2, 100/20)&lt;br /&gt;
* Endure Elements (PHB, L2, 100/20)&lt;br /&gt;
* Lesser Telepathy (L5, 250/30+1 surge)&lt;br /&gt;
* Call Wilderness Guide (PHB2, L6, 360/144)&lt;br /&gt;
* Fool&#039;s Speech (PHB2, L6, 360/50)&lt;br /&gt;
* Sending (PHB, L6, 360/50)&lt;br /&gt;
* Linked Portal (PHB, L8, 680/135)&lt;br /&gt;
* Song of Sustenance (PHB2, L8, 680/135)&lt;br /&gt;
* Raise Dead (PHB, L8, 680/500)&lt;br /&gt;
* Remove Affliction (PHB, L8, 680/250)&lt;br /&gt;
* Chorus of Truth (PHB2, L10, 1000/200)&lt;br /&gt;
&lt;br /&gt;
==Artifact==&lt;br /&gt;
&lt;br /&gt;
===Xambria&#039;s Consciousness===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Property:&#039;&#039;&#039;+3 to Acrobatics, Arcana, History, and Thievery checks (already calculated)&lt;br /&gt;
* &#039;&#039;&#039;Property:&#039;&#039;&#039; +2 to all checks while performing rituals (since I already have Ritual Caster).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Current Concordance:&#039;&#039;&#039; 16 (Pleased)&lt;br /&gt;
** Starting: 5&lt;br /&gt;
** Trained in History +2&lt;br /&gt;
** Gained 8 Levels +8&lt;br /&gt;
** Foiled 2 Obscurati Plots +2&lt;br /&gt;
&lt;br /&gt;
==Gear==&lt;br /&gt;
&lt;br /&gt;
===Weapons===&lt;br /&gt;
* Prototype Silver Blade +3 (longsword) &#039;&#039;(Prof +3, dam 1d8+Str,  4 lbs, Versatile, level 14)&#039;&#039; (21000 gp)&lt;br /&gt;
** Critical Bonus: +3d8&lt;br /&gt;
&lt;br /&gt;
===Armor===&lt;br /&gt;
* Veteran&#039;s Chain +3 (Braidmail) (+11 AC, 40 lbs) (lvl 12, 13000 gp)&lt;br /&gt;
* Small Shield (+1 AC)&lt;br /&gt;
&lt;br /&gt;
===Other Gear===&lt;br /&gt;
* Headband of Intellect (lvl 10, 5000gp, Head slot)&lt;br /&gt;
* Canary in a Coal Mine +4 (85000 gp, lvl 18, Neck slot)&lt;br /&gt;
* Iron Armbands of Power (Level 16, 45000gp, +4 to melee damage rolls)&lt;br /&gt;
* Gloves of the Healer (13000gp, lvl 12, Hands slot&lt;br /&gt;
* Belt of Vim (3400gp, lvl 8, Waist slot)&lt;br /&gt;
* Oceanstrider Boots (21000 gp, lvl 14, Feet slot)&lt;br /&gt;
* Wand of Aptitude (lvl 10, 5000gp, spare implement)&lt;br /&gt;
* Cli Lyre (Lvl 13, 21000gp, spare implement).&lt;br /&gt;
* Investigation Kit (40 gp)&lt;br /&gt;
* Bell and Whistle (1 gp)&lt;br /&gt;
* 2 x Elixir of Aptitude (100gp)&lt;br /&gt;
* 2 x Potion of Resistance (80gp)&lt;br /&gt;
* 2 x Potion of Vitality (2000gp)&lt;br /&gt;
* Worker&#039;s Clothes&lt;br /&gt;
** Definitely not a lady&#039;s outfit.  Trousers, undershirt, and boots, with a blue dress worn on top and a simple wide-brimmed hat.&lt;br /&gt;
* Pocket Watch (25 gp)&lt;br /&gt;
* 2401 GP in residuum.&lt;br /&gt;
&lt;br /&gt;
==Budget==&lt;br /&gt;
&lt;br /&gt;
Total gear value: 169.047gp.&lt;br /&gt;
Total budget: 253.595gp&lt;br /&gt;
&lt;br /&gt;
Free budget: 84.548gp&lt;br /&gt;
&lt;br /&gt;
==Item Properties==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Canary in a Coal Mine&#039;&#039;&#039;: +5 bonus to all defenses during the surprise round of an encounter. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Oceanstrider boots&#039;&#039;&#039;: +1 to speed (already factored). I can move across and stand on liquid surfaces as if they were solid. If the surface is hazardous (such as acid or magma) I still take damage from it.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Cli Lyre&#039;&#039;&#039;: Can be used as a +3 implement and focus for bardic rituals. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Headband of Intellect&#039;&#039;&#039;:  +2 to knowledge or monster knowledge checks, +1 to attack on powers that have the psychic keyword (already factored)&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Gloves of the Healer&#039;&#039;&#039;: When I use a power that has the Healing keyword, one target regains an extra 1d6 HP (already factored).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Wand of Aptitude&#039;&#039;&#039;: When I use Inspire Competence through this wand, I give an extra +2 item bonus to my allies&#039; skills.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Veteran&#039;s Chain&#039;&#039;&#039;: When I use an action point I gain a +1 item bonus to attack rolls and defenses until the end of my next turn. &lt;br /&gt;
&lt;br /&gt;
==Bio==&lt;br /&gt;
Here is Rosalia Savory, whose family was &#039;&#039;&#039;in no way&#039;&#039;&#039; part of a Robin-Hood like bandit gang in the drier and more remote areas of Risur, and absolutely &#039;&#039;&#039;did not&#039;&#039;&#039; move to Flint and change identities to escape a royal crackdown on them. She grew up among the dockers of Flint, got into music, and found out she had a knack for child detective shenanigans. When she grew up she figured she might as well get paid for the detective stuff and maybe try to help her community with the weight of a badge behind her. Her style and political stance are somewhat at odds with the traditional image of an RHC constable but you can&#039;t argue with the results of the magic mind-reading entrance exam!&lt;br /&gt;
&lt;br /&gt;
Rosalia&#039;s stage name is &amp;quot;Little Lamp&amp;quot; and she still performs in her spare time.&lt;br /&gt;
&lt;br /&gt;
[[Zeitgeist:_The_Gears_of_Revolution| Zeitgeist: The Gears of Revolution homepage]]&lt;/div&gt;</summary>
		<author><name>Bira</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Zeitgeist:_The_Gears_of_Revolution/Rosalia&amp;diff=483019</id>
		<title>Zeitgeist: The Gears of Revolution/Rosalia</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Zeitgeist:_The_Gears_of_Revolution/Rosalia&amp;diff=483019"/>
		<updated>2025-08-08T14:06:45Z</updated>

		<summary type="html">&lt;p&gt;Bira: /* Budget */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Zeitgeist:_The_Gears_of_Revolution|Home Page]]&lt;br /&gt;
==Basics==&lt;br /&gt;
* Name: Rosalia &amp;quot;Little Lamp&amp;quot; Savory&lt;br /&gt;
* Race: Human&lt;br /&gt;
* Class: Bard&lt;br /&gt;
* Paragon Path: Daring Blade&lt;br /&gt;
* Level: 16&lt;br /&gt;
* Background: Urban &#039;&#039;(+2 to Streetwise)&#039;&#039;&lt;br /&gt;
* Theme: Docker&lt;br /&gt;
&lt;br /&gt;
==Stats==&lt;br /&gt;
* Str 9 &#039;&#039;&#039;(-1)&#039;&#039;&#039; &lt;br /&gt;
* Con 16 &#039;&#039;&#039;(+3)&#039;&#039;&#039;&lt;br /&gt;
* Dex 11 &#039;&#039;&#039;(+0)&#039;&#039;&#039;&lt;br /&gt;
* Int 15 &#039;&#039;&#039;(+2)&#039;&#039;&#039;&lt;br /&gt;
* Wis 15 &#039;&#039;&#039;(+2)&#039;&#039;&#039;&lt;br /&gt;
* Cha 21 &#039;&#039;&#039;(+5)&#039;&#039;&#039;&lt;br /&gt;
**Human bonus: +2 to Charisma&lt;br /&gt;
==Defenses/Combat Stats==&lt;br /&gt;
* HP: 102&lt;br /&gt;
* Healing Surges: 10&lt;br /&gt;
** Surge Value: 25 HP&lt;br /&gt;
* Speed: 7 (6 in armor)&lt;br /&gt;
* Action Points: 1&lt;br /&gt;
===Defenses===&lt;br /&gt;
* AC: &#039;&#039;&#039;30&#039;&#039;&#039;  (10 + 11 Armor + 8 Level + 1 Shield)&lt;br /&gt;
* Fort: &#039;&#039;&#039;27&#039;&#039;&#039; (10 + 3 CON + 8 Level + 3 Amulet + 1 Belt + 2 Feat)&lt;br /&gt;
* Ref: &#039;&#039;&#039;27&#039;&#039;&#039; (10 + 2 INT + 1 Class + 8 Level + 3 Amulet + 2 Feat + 1 Shield)&lt;br /&gt;
* Will: &#039;&#039;&#039;29&#039;&#039;&#039; (10 + 5 CHA + 1 Class + 8 Level + 3 Amulet + 2 Feat)&lt;br /&gt;
&lt;br /&gt;
==Racial Traits==&lt;br /&gt;
* Bonus Skill&lt;br /&gt;
* Bonus Feat&lt;br /&gt;
* Bonus At-Will Power&lt;br /&gt;
==Class Traits==&lt;br /&gt;
* Bardic Training&lt;br /&gt;
** Gain Ritual Caster as a bonus feat, and a ritual book with 1 level 1 bard ritual, and 1 level 1 ritual of any kind.&lt;br /&gt;
* Virtue of Valor&lt;br /&gt;
** 1/round, when ally within 5 squares of me bloodies or defeats an enemy, I can grant 6 temporary HP to that ally as a free action.&lt;br /&gt;
* Skill Versatility&lt;br /&gt;
** +1 to untrained skill checks.&lt;br /&gt;
* Song of Rest&lt;br /&gt;
** If I can sing or play an instrument during a short rest, allies regain an extra 5 HP per healing surge they spend in that rest.&lt;br /&gt;
* Swordbond&lt;br /&gt;
** I may bond with a specific sword with a 1-hour ritual. I can call my bonded sword to my hand from 10 squares away and rebuild it from a fragment if it&#039;s destroyed.&lt;br /&gt;
* Daring Action&lt;br /&gt;
** Instead of gaining an extra action, I can spend an action point to mark every enemy I can see and gain 10 temp HP.&lt;br /&gt;
* Daring Improvisation&lt;br /&gt;
** When I make a martial melee weapon attack, I can use Charisma for the attack and damage roll in place of the ability score required by the attack.&lt;br /&gt;
* Blade Feint&lt;br /&gt;
** I can use Bluff to gain combat advantage against an enemy by spending a minor action instead of a standard action. If I succeed and hit the enemy with a melee weapon attack before the start of my next turn, the target grants me combat advantage until I miss the target with an attack.&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
&#039;&#039;&#039;(Trained Skills)&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
* Acrobatics: +15&lt;br /&gt;
* &#039;&#039;&#039;Arcana: +18&#039;&#039;&#039;&lt;br /&gt;
* Athletics: +11&lt;br /&gt;
* &#039;&#039;&#039;Bluff: +18&#039;&#039;&#039;&lt;br /&gt;
* Diplomacy: +17&lt;br /&gt;
* Dungeoneering: +14&lt;br /&gt;
* &#039;&#039;&#039;Endurance: +16&#039;&#039;&#039;&lt;br /&gt;
* Heal: +14&lt;br /&gt;
* &#039;&#039;&#039;History: +18&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Insight: +15&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Intimidate: +18&#039;&#039;&#039;&lt;br /&gt;
* Nature: +14&lt;br /&gt;
* &#039;&#039;&#039;Perception: +15&#039;&#039;&#039;&lt;br /&gt;
* Religion: +14&lt;br /&gt;
* Stealth: +12&lt;br /&gt;
* &#039;&#039;&#039;Streetwise: +20&#039;&#039;&#039;&lt;br /&gt;
* Thievery: +15&lt;br /&gt;
&lt;br /&gt;
==Feats==&lt;br /&gt;
* Action Surge: +3 to attacks I make during any action gained by spending an action point.&lt;br /&gt;
* Battle Song Expertise: &#039;&#039;+1/tier to attacks with weapons and bard implements, +1 to forced movement from bard powers;&#039;&#039;&lt;br /&gt;
* Improved Majestic Word &#039;&#039; Target of majestic word also gains (CHA mod) temporary HP.&#039;&#039;&lt;br /&gt;
* Heart of the Blade (Swordmage Multiclass) &#039;&#039;Gain training in Endurance and the Swordbond class feature. All swords also count as implements now!&#039;&#039;&lt;br /&gt;
* Student of Artifice: &#039;&#039;Gain training in Arcana (redundant), and gain 1 daily use of the artificer&#039;s Healing Infusion.&#039;&#039;&lt;br /&gt;
* Ritual Caster &#039;&#039;May use rituals&#039;&#039;&lt;br /&gt;
* Bard of All Trades: Gain a +3 feat bonus to all untrained skill checks.&lt;br /&gt;
* Improved Defenses: +1 to all non-armor defenses (+2 at Paragon; +3 at Epic).&lt;br /&gt;
* Resourceful Leader (Warlord Multiclass): Gain training in History. When an ally I can see spends an action point for an attack, they gain +3 damage on a hit or +3 temp HP on a miss. (+5 at level 11; +7 at level 21).&lt;br /&gt;
* Psychic Lock: Any target I hit with a psychic power has a -2 penalty to its next attack roll (already factored).&lt;br /&gt;
* Improved Valor: Virtue of Valor gives +3 extra THP.&lt;br /&gt;
* Disheartening Presence: While I am conscious and not bloodied, any bloodied enemies adjacent to me take -1 to all of their attacks.&lt;br /&gt;
&lt;br /&gt;
==Powers==&lt;br /&gt;
&lt;br /&gt;
Accuracy with weapon powers: +21 (+5 CHA, +8 level, +3 proficiency, +2 feat, +3 item)&lt;br /&gt;
&lt;br /&gt;
Accuracy with implement powers: +18 (+5 CHA, +8 level, +2 feat, +3 item)&lt;br /&gt;
&lt;br /&gt;
Damage bonus: +8 (+5 CHA, +3 item)&lt;br /&gt;
&lt;br /&gt;
Psychic powers get an extra +1 accuracy from Headband of Intellect. All weapon powers are considered Psychic due to the Silver Blade.&lt;br /&gt;
&lt;br /&gt;
Melee powers gain a +4 untyped bonus to their damage rolls from the Iron Armbands of Power.&lt;br /&gt;
&lt;br /&gt;
===At-Will Powers===&lt;br /&gt;
* Melee Basic Attack (standard, weapon, psychic):&lt;br /&gt;
** +22 vs AC. Hit: 1d8+12 psychic damage, -2 to next attack.&lt;br /&gt;
&lt;br /&gt;
* Guiding Strike (standard, weapon, psychic):&lt;br /&gt;
** Melee 1; +22 vs. AC. &lt;br /&gt;
** Hit: 1d8+12 psychic damage, -2 to next attack and -2 to a chosen defense until the end of my next turn.&lt;br /&gt;
&lt;br /&gt;
* Vicious Mockery (standard, charm, implement, psychic):&lt;br /&gt;
** Ranged 10; +19 vs. Will. &lt;br /&gt;
** Hit: 1d6+8 psychic, -4 to next attack, and -2 to other attacks until the end of my next turn.&lt;br /&gt;
** &#039;&#039;I came here to kick your ass / Cuz you&#039;re dumb and cannot see / That even ten of you / Are worth less than half of me&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Staggering Note (standard, implement, thunder):&lt;br /&gt;
** Ranged 10; +18 vs. Will. &lt;br /&gt;
** Hit: 8 thunder, push 3, and an ally can make a melee basic attack against the target before, after, or during the push.&lt;br /&gt;
&lt;br /&gt;
* Prototype Silver Blade (item, psychic, free action)&lt;br /&gt;
** Effect: All damage dealt by this weapon is psychic. Another free action returns the damage to normal.&lt;br /&gt;
&lt;br /&gt;
* Audience Participation&lt;br /&gt;
** Trigger: An enemy starts its turn adjacent to one or more non-combatants who are friendly to me and know I&#039;m fighting.&lt;br /&gt;
** Effect (No Action): The triggering enemy takes 5 damage for each friendly they&#039;re adjacent to.&lt;br /&gt;
&lt;br /&gt;
===Encounter Powers===&lt;br /&gt;
* &#039;&#039;&#039;(_)(_)&#039;&#039;&#039; Majestic Word (minor, healing)&lt;br /&gt;
** Close burst 10 (me or an ally).&lt;br /&gt;
** Target spends a healing surge, heals an extra 3d6+5 HP, and gains 5 temporary HP.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Words of Friendship (minor, charm)&lt;br /&gt;
** I gain a +5 power bonus to the next Diplomacy check I make.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Docker&#039;s Jank (standard, teleportation)&lt;br /&gt;
** Close Burst 5.&lt;br /&gt;
** Me and an ally in the burst teleport and switch locations. The ally can then use a standard-action at-will power as a free action with a +2 power bonus to attack rolls.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Shout of Triumph (standard, implement, thunder)&lt;br /&gt;
** Close Blast 3 (enemies in blast); +18 vs. Fortitude.&lt;br /&gt;
** Hit: 1d6+8 thunder and push 4.&lt;br /&gt;
** Effect: Slide 4 on each ally in blast.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Impelling Force (standard, implement, force)&lt;br /&gt;
** Ranged 10; +18 vs. Fortitude&lt;br /&gt;
** Hit: 1d10+8 force damage, and I slide the target 5 squares to a square adjacent to an ally.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Scorpion&#039;s Claw Strike (standard, weapon, psychic)&lt;br /&gt;
** Melee 1 (one creature): +22 vs. AC&lt;br /&gt;
** Hit: 2d8+12 psychic damage, -2 to next attack, and I slide an ally who is adjacent to the target to another space adjacent to it. The ally gains a +2 power bonus to AC until the end of my next turn.&lt;br /&gt;
** Miss: 5 damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Inspire Competence (utility)&lt;br /&gt;
** Close burst 5 (me and each ally in burst).&lt;br /&gt;
** Effect: I choose a skill. Until the end of the encounter, all targets have a +2 power bonus to that skill.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Revitalizing Incantation (minor, healing)&lt;br /&gt;
** Ranged 5 (me or an ally)&lt;br /&gt;
** Effect: Target can spend a healing surge and heal 1d6 extra HP. Additionally, target gains temp HP equal to their healing surge value.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Healing Infusion: Resistive Formula (minor)&lt;br /&gt;
** Close Burst 5 (me or an ally)&lt;br /&gt;
** Effect: Target heals 1d6 HP and gains +1 to AC for the rest of the encounter. Target can choose to end this effect as a free action to gain HP equal to its healing surge value + 3 (CON Mod).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Mantle of Unity&lt;br /&gt;
** Close Burst 5 (me and each ally in burst)&lt;br /&gt;
** Effect: Determine the highest AC, Fortitude, Reflex, and Will among all the targets. Until the end of your next turn, use these values for the corresponding defenses of&lt;br /&gt;
all the targets.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Weapon Display (standard, weapon, psychic)&lt;br /&gt;
** Melee 1 (one creature); +22 vs. AC&lt;br /&gt;
** Effect: The target grants combat advantage to me for this attack.&lt;br /&gt;
** Hit: 2d8+12 damage, -2 to next attack, and the target grants combat advantage to me and all my allies until the end of my next turn.&lt;br /&gt;
** Miss: The target is marked until the end of my next turn, and I regain the use of this power.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Defensive Posture&lt;br /&gt;
** Move Action&lt;br /&gt;
** Effect: I gain a +2 power bonus to AC and Reflex until the end of my next turn, then shift a number of squares equal to one-half my speed (2). Each ally that can see me gains a +2 power bonus to attack rolls until the end of your next turn.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Insult of Passivity (fear, implement, psychic)&lt;br /&gt;
** Ranged 10 (one creature); +19 vs. Will&lt;br /&gt;
** Hit: 2d8+8 psychic damage and the target is dazed until the end of the encounter or until hit or missed by an attack.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Xambria&#039;s Manifestation I (Free action)&lt;br /&gt;
Effect: Xambria appears with 10 squares and can use a minor action to manpinulate an object or do something similar.&lt;br /&gt;
&lt;br /&gt;
===Daily Powers===&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Stirring Shout (standard, implement, psychic)&lt;br /&gt;
** Ranged 10; +19 vs. Will.&lt;br /&gt;
** Hit: 2d6+8 psychic, -2 to next attack.&lt;br /&gt;
** Effect: Until the end of the encounter, whenever an ally hits the target, the ally heals 5 HP (CHA mod).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Sing Your Praises (minor, docker)&lt;br /&gt;
** Close Burst 5 (10 at Paragon; 15 at Epic);&lt;br /&gt;
** Effect: Each ally in the burst can immediately make a saving throw.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Wail of Anguish (minor, implement)&lt;br /&gt;
** Effect: Until the end  of your next turn, you can make the following attack.&lt;br /&gt;
*** Opportunity Action, Close Burst 3; Trigger: an enemy starts turn inside burst; +18 vs. Will (triggering enemy); Hit: 1d10+8  damage and  target cannot shift UENT.&lt;br /&gt;
** Sustain Minor: The effect persists.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Strike up the Dance (standard, implement, psychic)&lt;br /&gt;
** Target: One, two, or three creatures.&lt;br /&gt;
** Ranged 10; +19 vs. Will&lt;br /&gt;
** Hit: 2d10+8 psychic damage, and the target is immobilized (save ends). Until it saves, I can slide the target 5 squares at the start of its turn and it cannot take move actions on its turn. If I target only one creature with this power, it takes 1d10 extra damage.&lt;br /&gt;
*** Miss: Half damage, and I slide the target 5 squares at the start of its next turn and it is immobilized until the end of its next turn.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Haste (minor)&lt;br /&gt;
** Target: Me or an Ally&lt;br /&gt;
** Effect: The target gains and immediately uses a standard action.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Prototype Silver Blade (free)&lt;br /&gt;
** Trigger: I hit an enemy with this blade.&lt;br /&gt;
** Effect: I banish the target to a demiplane (save ends). It vanishes from sight, cannot take actions, and cannot be targeted. On a save the target reappears in its last space, or in the unoccupied space closest to that.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Cli Lyre (standard)&lt;br /&gt;
** Effect: When I use this power during a rest, me and all my allies gain a +10 power bonus to their next Bluff, Intimidate, or Diplomacy check before our next short or extended rest.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Ricochet Shield (Immediate Reaction)&lt;br /&gt;
** Trigger: A ranged attack targeting AC misses me.&lt;br /&gt;
** Effect: The source of the attack repeats the attack roll against a different target of my choice within 10 squares of me. If the attack roll succeeds, it hits that target (apply damage and effect where appropriate).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;(_)&#039;&#039;&#039; Canary in a Coal Mine (Minor Action)&lt;br /&gt;
* Effect: I gain a flight speed equal to my speed until the end of my next turn.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Xambria&#039;s Manifestation II (standard, force)&lt;br /&gt;
* Attack: Close Burst 3 (enemies in burst) +18 vs. Fortitude&lt;br /&gt;
* Hit: 3d10 + 8 force damage, and push 4 squares. &lt;br /&gt;
* Miss: Half damage, and push 2 squares.&lt;br /&gt;
&lt;br /&gt;
==Rituals==&lt;br /&gt;
&lt;br /&gt;
* Glib Limerick (level 1)&lt;br /&gt;
* Traveller&#039;s chant (level 1)&lt;br /&gt;
* Lullaby (Level 3, 125/25)&lt;br /&gt;
* Detect Planar Energy (Level 1, 50/10)&lt;br /&gt;
* Comprehend Language (PHB, L1, 50/10)&lt;br /&gt;
* Detect Secret Doors (PHB, L3, 125/25)&lt;br /&gt;
* Knock (PHB, L4, 175/35)&lt;br /&gt;
* Water Walk (PHB, L2, 100/20)&lt;br /&gt;
* Endure Elements (PHB, L2, 100/20)&lt;br /&gt;
* Lesser Telepathy (L5, 250/30+1 surge)&lt;br /&gt;
* Call Wilderness Guide (PHB2, L6, 360/144)&lt;br /&gt;
* Fool&#039;s Speech (PHB2, L6, 360/50)&lt;br /&gt;
* Sending (PHB, L6, 360/50)&lt;br /&gt;
* Linked Portal (PHB, L8, 680/135)&lt;br /&gt;
* Song of Sustenance (PHB2, L8, 680/135)&lt;br /&gt;
* Raise Dead (PHB, L8, 680/500)&lt;br /&gt;
* Remove Affliction (PHB, L8, 680/250)&lt;br /&gt;
* Chorus of Truth (PHB2, L10, 1000/200)&lt;br /&gt;
&lt;br /&gt;
==Artifact==&lt;br /&gt;
&lt;br /&gt;
===Xambria&#039;s Consciousness===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Property:&#039;&#039;&#039;+3 to Acrobatics, Arcana, History, and Thievery checks (already calculated)&lt;br /&gt;
* &#039;&#039;&#039;Property:&#039;&#039;&#039; +2 to all checks while performing rituals (since I already have Ritual Caster).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Current Concordance:&#039;&#039;&#039; 16 (Pleased)&lt;br /&gt;
** Starting: 5&lt;br /&gt;
** Trained in History +2&lt;br /&gt;
** Gained 8 Levels +8&lt;br /&gt;
** Foiled 2 Obscurati Plots +2&lt;br /&gt;
&lt;br /&gt;
==Gear==&lt;br /&gt;
&lt;br /&gt;
===Weapons===&lt;br /&gt;
* Prototype Silver Blade +3 (longsword) &#039;&#039;(Prof +3, dam 1d8+Str,  4 lbs, Versatile, level 14)&#039;&#039; (21000 gp)&lt;br /&gt;
** Critical Bonus: +3d8&lt;br /&gt;
&lt;br /&gt;
===Armor===&lt;br /&gt;
* Veteran&#039;s Chain +3 (Braidmail) (+11 AC, 40 lbs) (lvl 12, 13000 gp)&lt;br /&gt;
* Small Shield (+1 AC)&lt;br /&gt;
&lt;br /&gt;
===Other Gear===&lt;br /&gt;
* Headband of Intellect (lvl 10, 5000gp, Head slot)&lt;br /&gt;
* Canary in a Coal Mine +3 (17000 gp, lvl 13, Neck slot)&lt;br /&gt;
* Iron Armbands of Power (Level 16, 45000gp, +4 to melee damage rolls)&lt;br /&gt;
* Gloves of the Healer (13000gp, lvl 12, Hands slot&lt;br /&gt;
* Belt of Vim (3400gp, lvl 8, Waist slot)&lt;br /&gt;
* Oceanstrider Boots (21000 gp, lvl 14, Feet slot)&lt;br /&gt;
* Wand of Aptitude (lvl 10, 5000gp, spare implement)&lt;br /&gt;
* Cli Lyre (Lvl 13, 21000gp, spare implement).&lt;br /&gt;
* Investigation Kit (40 gp)&lt;br /&gt;
* Bell and Whistle (1 gp)&lt;br /&gt;
* 2 x Elixir of Aptitude (100gp)&lt;br /&gt;
* 2 x Potion of Resistance (80gp)&lt;br /&gt;
* 2 x Potion of Vitality (2000gp)&lt;br /&gt;
* Worker&#039;s Clothes&lt;br /&gt;
** Definitely not a lady&#039;s outfit.  Trousers, undershirt, and boots, with a blue dress worn on top and a simple wide-brimmed hat.&lt;br /&gt;
* Pocket Watch (25 gp)&lt;br /&gt;
* 2401 GP in residuum.&lt;br /&gt;
&lt;br /&gt;
==Budget==&lt;br /&gt;
&lt;br /&gt;
Total gear value: 169.047gp.&lt;br /&gt;
Total budget: 253.595gp&lt;br /&gt;
&lt;br /&gt;
Free budget: 84.548gp&lt;br /&gt;
&lt;br /&gt;
==Item Properties==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Canary in a Coal Mine&#039;&#039;&#039;: +5 bonus to all defenses during the surprise round of an encounter. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Oceanstrider boots&#039;&#039;&#039;: +1 to speed (already factored). I can move across and stand on liquid surfaces as if they were solid. If the surface is hazardous (such as acid or magma) I still take damage from it.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Cli Lyre&#039;&#039;&#039;: Can be used as a +3 implement and focus for bardic rituals. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Headband of Intellect&#039;&#039;&#039;:  +2 to knowledge or monster knowledge checks, +1 to attack on powers that have the psychic keyword (already factored)&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Gloves of the Healer&#039;&#039;&#039;: When I use a power that has the Healing keyword, one target regains an extra 1d6 HP (already factored).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Wand of Aptitude&#039;&#039;&#039;: When I use Inspire Competence through this wand, I give an extra +2 item bonus to my allies&#039; skills.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Veteran&#039;s Chain&#039;&#039;&#039;: When I use an action point I gain a +1 item bonus to attack rolls and defenses until the end of my next turn. &lt;br /&gt;
&lt;br /&gt;
==Bio==&lt;br /&gt;
Here is Rosalia Savory, whose family was &#039;&#039;&#039;in no way&#039;&#039;&#039; part of a Robin-Hood like bandit gang in the drier and more remote areas of Risur, and absolutely &#039;&#039;&#039;did not&#039;&#039;&#039; move to Flint and change identities to escape a royal crackdown on them. She grew up among the dockers of Flint, got into music, and found out she had a knack for child detective shenanigans. When she grew up she figured she might as well get paid for the detective stuff and maybe try to help her community with the weight of a badge behind her. Her style and political stance are somewhat at odds with the traditional image of an RHC constable but you can&#039;t argue with the results of the magic mind-reading entrance exam!&lt;br /&gt;
&lt;br /&gt;
Rosalia&#039;s stage name is &amp;quot;Little Lamp&amp;quot; and she still performs in her spare time.&lt;br /&gt;
&lt;br /&gt;
[[Zeitgeist:_The_Gears_of_Revolution| Zeitgeist: The Gears of Revolution homepage]]&lt;/div&gt;</summary>
		<author><name>Bira</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Zeitgeist:_The_Gears_of_Revolution/Rosalia&amp;diff=483018</id>
		<title>Zeitgeist: The Gears of Revolution/Rosalia</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Zeitgeist:_The_Gears_of_Revolution/Rosalia&amp;diff=483018"/>
		<updated>2025-08-08T14:06:18Z</updated>

		<summary type="html">&lt;p&gt;Bira: /* Budget */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Zeitgeist:_The_Gears_of_Revolution|Home Page]]&lt;br /&gt;
==Basics==&lt;br /&gt;
* Name: Rosalia &amp;quot;Little Lamp&amp;quot; Savory&lt;br /&gt;
* Race: Human&lt;br /&gt;
* Class: Bard&lt;br /&gt;
* Paragon Path: Daring Blade&lt;br /&gt;
* Level: 16&lt;br /&gt;
* Background: Urban &#039;&#039;(+2 to Streetwise)&#039;&#039;&lt;br /&gt;
* Theme: Docker&lt;br /&gt;
&lt;br /&gt;
==Stats==&lt;br /&gt;
* Str 9 &#039;&#039;&#039;(-1)&#039;&#039;&#039; &lt;br /&gt;
* Con 16 &#039;&#039;&#039;(+3)&#039;&#039;&#039;&lt;br /&gt;
* Dex 11 &#039;&#039;&#039;(+0)&#039;&#039;&#039;&lt;br /&gt;
* Int 15 &#039;&#039;&#039;(+2)&#039;&#039;&#039;&lt;br /&gt;
* Wis 15 &#039;&#039;&#039;(+2)&#039;&#039;&#039;&lt;br /&gt;
* Cha 21 &#039;&#039;&#039;(+5)&#039;&#039;&#039;&lt;br /&gt;
**Human bonus: +2 to Charisma&lt;br /&gt;
==Defenses/Combat Stats==&lt;br /&gt;
* HP: 102&lt;br /&gt;
* Healing Surges: 10&lt;br /&gt;
** Surge Value: 25 HP&lt;br /&gt;
* Speed: 7 (6 in armor)&lt;br /&gt;
* Action Points: 1&lt;br /&gt;
===Defenses===&lt;br /&gt;
* AC: &#039;&#039;&#039;30&#039;&#039;&#039;  (10 + 11 Armor + 8 Level + 1 Shield)&lt;br /&gt;
* Fort: &#039;&#039;&#039;27&#039;&#039;&#039; (10 + 3 CON + 8 Level + 3 Amulet + 1 Belt + 2 Feat)&lt;br /&gt;
* Ref: &#039;&#039;&#039;27&#039;&#039;&#039; (10 + 2 INT + 1 Class + 8 Level + 3 Amulet + 2 Feat + 1 Shield)&lt;br /&gt;
* Will: &#039;&#039;&#039;29&#039;&#039;&#039; (10 + 5 CHA + 1 Class + 8 Level + 3 Amulet + 2 Feat)&lt;br /&gt;
&lt;br /&gt;
==Racial Traits==&lt;br /&gt;
* Bonus Skill&lt;br /&gt;
* Bonus Feat&lt;br /&gt;
* Bonus At-Will Power&lt;br /&gt;
==Class Traits==&lt;br /&gt;
* Bardic Training&lt;br /&gt;
** Gain Ritual Caster as a bonus feat, and a ritual book with 1 level 1 bard ritual, and 1 level 1 ritual of any kind.&lt;br /&gt;
* Virtue of Valor&lt;br /&gt;
** 1/round, when ally within 5 squares of me bloodies or defeats an enemy, I can grant 6 temporary HP to that ally as a free action.&lt;br /&gt;
* Skill Versatility&lt;br /&gt;
** +1 to untrained skill checks.&lt;br /&gt;
* Song of Rest&lt;br /&gt;
** If I can sing or play an instrument during a short rest, allies regain an extra 5 HP per healing surge they spend in that rest.&lt;br /&gt;
* Swordbond&lt;br /&gt;
** I may bond with a specific sword with a 1-hour ritual. I can call my bonded sword to my hand from 10 squares away and rebuild it from a fragment if it&#039;s destroyed.&lt;br /&gt;
* Daring Action&lt;br /&gt;
** Instead of gaining an extra action, I can spend an action point to mark every enemy I can see and gain 10 temp HP.&lt;br /&gt;
* Daring Improvisation&lt;br /&gt;
** When I make a martial melee weapon attack, I can use Charisma for the attack and damage roll in place of the ability score required by the attack.&lt;br /&gt;
* Blade Feint&lt;br /&gt;
** I can use Bluff to gain combat advantage against an enemy by spending a minor action instead of a standard action. If I succeed and hit the enemy with a melee weapon attack before the start of my next turn, the target grants me combat advantage until I miss the target with an attack.&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
&#039;&#039;&#039;(Trained Skills)&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
* Acrobatics: +15&lt;br /&gt;
* &#039;&#039;&#039;Arcana: +18&#039;&#039;&#039;&lt;br /&gt;
* Athletics: +11&lt;br /&gt;
* &#039;&#039;&#039;Bluff: +18&#039;&#039;&#039;&lt;br /&gt;
* Diplomacy: +17&lt;br /&gt;
* Dungeoneering: +14&lt;br /&gt;
* &#039;&#039;&#039;Endurance: +16&#039;&#039;&#039;&lt;br /&gt;
* Heal: +14&lt;br /&gt;
* &#039;&#039;&#039;History: +18&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Insight: +15&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Intimidate: +18&#039;&#039;&#039;&lt;br /&gt;
* Nature: +14&lt;br /&gt;
* &#039;&#039;&#039;Perception: +15&#039;&#039;&#039;&lt;br /&gt;
* Religion: +14&lt;br /&gt;
* Stealth: +12&lt;br /&gt;
* &#039;&#039;&#039;Streetwise: +20&#039;&#039;&#039;&lt;br /&gt;
* Thievery: +15&lt;br /&gt;
&lt;br /&gt;
==Feats==&lt;br /&gt;
* Action Surge: +3 to attacks I make during any action gained by spending an action point.&lt;br /&gt;
* Battle Song Expertise: &#039;&#039;+1/tier to attacks with weapons and bard implements, +1 to forced movement from bard powers;&#039;&#039;&lt;br /&gt;
* Improved Majestic Word &#039;&#039; Target of majestic word also gains (CHA mod) temporary HP.&#039;&#039;&lt;br /&gt;
* Heart of the Blade (Swordmage Multiclass) &#039;&#039;Gain training in Endurance and the Swordbond class feature. All swords also count as implements now!&#039;&#039;&lt;br /&gt;
* Student of Artifice: &#039;&#039;Gain training in Arcana (redundant), and gain 1 daily use of the artificer&#039;s Healing Infusion.&#039;&#039;&lt;br /&gt;
* Ritual Caster &#039;&#039;May use rituals&#039;&#039;&lt;br /&gt;
* Bard of All Trades: Gain a +3 feat bonus to all untrained skill checks.&lt;br /&gt;
* Improved Defenses: +1 to all non-armor defenses (+2 at Paragon; +3 at Epic).&lt;br /&gt;
* Resourceful Leader (Warlord Multiclass): Gain training in History. When an ally I can see spends an action point for an attack, they gain +3 damage on a hit or +3 temp HP on a miss. (+5 at level 11; +7 at level 21).&lt;br /&gt;
* Psychic Lock: Any target I hit with a psychic power has a -2 penalty to its next attack roll (already factored).&lt;br /&gt;
* Improved Valor: Virtue of Valor gives +3 extra THP.&lt;br /&gt;
* Disheartening Presence: While I am conscious and not bloodied, any bloodied enemies adjacent to me take -1 to all of their attacks.&lt;br /&gt;
&lt;br /&gt;
==Powers==&lt;br /&gt;
&lt;br /&gt;
Accuracy with weapon powers: +21 (+5 CHA, +8 level, +3 proficiency, +2 feat, +3 item)&lt;br /&gt;
&lt;br /&gt;
Accuracy with implement powers: +18 (+5 CHA, +8 level, +2 feat, +3 item)&lt;br /&gt;
&lt;br /&gt;
Damage bonus: +8 (+5 CHA, +3 item)&lt;br /&gt;
&lt;br /&gt;
Psychic powers get an extra +1 accuracy from Headband of Intellect. All weapon powers are considered Psychic due to the Silver Blade.&lt;br /&gt;
&lt;br /&gt;
Melee powers gain a +4 untyped bonus to their damage rolls from the Iron Armbands of Power.&lt;br /&gt;
&lt;br /&gt;
===At-Will Powers===&lt;br /&gt;
* Melee Basic Attack (standard, weapon, psychic):&lt;br /&gt;
** +22 vs AC. Hit: 1d8+12 psychic damage, -2 to next attack.&lt;br /&gt;
&lt;br /&gt;
* Guiding Strike (standard, weapon, psychic):&lt;br /&gt;
** Melee 1; +22 vs. AC. &lt;br /&gt;
** Hit: 1d8+12 psychic damage, -2 to next attack and -2 to a chosen defense until the end of my next turn.&lt;br /&gt;
&lt;br /&gt;
* Vicious Mockery (standard, charm, implement, psychic):&lt;br /&gt;
** Ranged 10; +19 vs. Will. &lt;br /&gt;
** Hit: 1d6+8 psychic, -4 to next attack, and -2 to other attacks until the end of my next turn.&lt;br /&gt;
** &#039;&#039;I came here to kick your ass / Cuz you&#039;re dumb and cannot see / That even ten of you / Are worth less than half of me&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Staggering Note (standard, implement, thunder):&lt;br /&gt;
** Ranged 10; +18 vs. Will. &lt;br /&gt;
** Hit: 8 thunder, push 3, and an ally can make a melee basic attack against the target before, after, or during the push.&lt;br /&gt;
&lt;br /&gt;
* Prototype Silver Blade (item, psychic, free action)&lt;br /&gt;
** Effect: All damage dealt by this weapon is psychic. Another free action returns the damage to normal.&lt;br /&gt;
&lt;br /&gt;
* Audience Participation&lt;br /&gt;
** Trigger: An enemy starts its turn adjacent to one or more non-combatants who are friendly to me and know I&#039;m fighting.&lt;br /&gt;
** Effect (No Action): The triggering enemy takes 5 damage for each friendly they&#039;re adjacent to.&lt;br /&gt;
&lt;br /&gt;
===Encounter Powers===&lt;br /&gt;
* &#039;&#039;&#039;(_)(_)&#039;&#039;&#039; Majestic Word (minor, healing)&lt;br /&gt;
** Close burst 10 (me or an ally).&lt;br /&gt;
** Target spends a healing surge, heals an extra 3d6+5 HP, and gains 5 temporary HP.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Words of Friendship (minor, charm)&lt;br /&gt;
** I gain a +5 power bonus to the next Diplomacy check I make.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Docker&#039;s Jank (standard, teleportation)&lt;br /&gt;
** Close Burst 5.&lt;br /&gt;
** Me and an ally in the burst teleport and switch locations. The ally can then use a standard-action at-will power as a free action with a +2 power bonus to attack rolls.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Shout of Triumph (standard, implement, thunder)&lt;br /&gt;
** Close Blast 3 (enemies in blast); +18 vs. Fortitude.&lt;br /&gt;
** Hit: 1d6+8 thunder and push 4.&lt;br /&gt;
** Effect: Slide 4 on each ally in blast.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Impelling Force (standard, implement, force)&lt;br /&gt;
** Ranged 10; +18 vs. Fortitude&lt;br /&gt;
** Hit: 1d10+8 force damage, and I slide the target 5 squares to a square adjacent to an ally.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Scorpion&#039;s Claw Strike (standard, weapon, psychic)&lt;br /&gt;
** Melee 1 (one creature): +22 vs. AC&lt;br /&gt;
** Hit: 2d8+12 psychic damage, -2 to next attack, and I slide an ally who is adjacent to the target to another space adjacent to it. The ally gains a +2 power bonus to AC until the end of my next turn.&lt;br /&gt;
** Miss: 5 damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Inspire Competence (utility)&lt;br /&gt;
** Close burst 5 (me and each ally in burst).&lt;br /&gt;
** Effect: I choose a skill. Until the end of the encounter, all targets have a +2 power bonus to that skill.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Revitalizing Incantation (minor, healing)&lt;br /&gt;
** Ranged 5 (me or an ally)&lt;br /&gt;
** Effect: Target can spend a healing surge and heal 1d6 extra HP. Additionally, target gains temp HP equal to their healing surge value.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Healing Infusion: Resistive Formula (minor)&lt;br /&gt;
** Close Burst 5 (me or an ally)&lt;br /&gt;
** Effect: Target heals 1d6 HP and gains +1 to AC for the rest of the encounter. Target can choose to end this effect as a free action to gain HP equal to its healing surge value + 3 (CON Mod).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Mantle of Unity&lt;br /&gt;
** Close Burst 5 (me and each ally in burst)&lt;br /&gt;
** Effect: Determine the highest AC, Fortitude, Reflex, and Will among all the targets. Until the end of your next turn, use these values for the corresponding defenses of&lt;br /&gt;
all the targets.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Weapon Display (standard, weapon, psychic)&lt;br /&gt;
** Melee 1 (one creature); +22 vs. AC&lt;br /&gt;
** Effect: The target grants combat advantage to me for this attack.&lt;br /&gt;
** Hit: 2d8+12 damage, -2 to next attack, and the target grants combat advantage to me and all my allies until the end of my next turn.&lt;br /&gt;
** Miss: The target is marked until the end of my next turn, and I regain the use of this power.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Defensive Posture&lt;br /&gt;
** Move Action&lt;br /&gt;
** Effect: I gain a +2 power bonus to AC and Reflex until the end of my next turn, then shift a number of squares equal to one-half my speed (2). Each ally that can see me gains a +2 power bonus to attack rolls until the end of your next turn.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Insult of Passivity (fear, implement, psychic)&lt;br /&gt;
** Ranged 10 (one creature); +19 vs. Will&lt;br /&gt;
** Hit: 2d8+8 psychic damage and the target is dazed until the end of the encounter or until hit or missed by an attack.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Xambria&#039;s Manifestation I (Free action)&lt;br /&gt;
Effect: Xambria appears with 10 squares and can use a minor action to manpinulate an object or do something similar.&lt;br /&gt;
&lt;br /&gt;
===Daily Powers===&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Stirring Shout (standard, implement, psychic)&lt;br /&gt;
** Ranged 10; +19 vs. Will.&lt;br /&gt;
** Hit: 2d6+8 psychic, -2 to next attack.&lt;br /&gt;
** Effect: Until the end of the encounter, whenever an ally hits the target, the ally heals 5 HP (CHA mod).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Sing Your Praises (minor, docker)&lt;br /&gt;
** Close Burst 5 (10 at Paragon; 15 at Epic);&lt;br /&gt;
** Effect: Each ally in the burst can immediately make a saving throw.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Wail of Anguish (minor, implement)&lt;br /&gt;
** Effect: Until the end  of your next turn, you can make the following attack.&lt;br /&gt;
*** Opportunity Action, Close Burst 3; Trigger: an enemy starts turn inside burst; +18 vs. Will (triggering enemy); Hit: 1d10+8  damage and  target cannot shift UENT.&lt;br /&gt;
** Sustain Minor: The effect persists.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Strike up the Dance (standard, implement, psychic)&lt;br /&gt;
** Target: One, two, or three creatures.&lt;br /&gt;
** Ranged 10; +19 vs. Will&lt;br /&gt;
** Hit: 2d10+8 psychic damage, and the target is immobilized (save ends). Until it saves, I can slide the target 5 squares at the start of its turn and it cannot take move actions on its turn. If I target only one creature with this power, it takes 1d10 extra damage.&lt;br /&gt;
*** Miss: Half damage, and I slide the target 5 squares at the start of its next turn and it is immobilized until the end of its next turn.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Haste (minor)&lt;br /&gt;
** Target: Me or an Ally&lt;br /&gt;
** Effect: The target gains and immediately uses a standard action.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Prototype Silver Blade (free)&lt;br /&gt;
** Trigger: I hit an enemy with this blade.&lt;br /&gt;
** Effect: I banish the target to a demiplane (save ends). It vanishes from sight, cannot take actions, and cannot be targeted. On a save the target reappears in its last space, or in the unoccupied space closest to that.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Cli Lyre (standard)&lt;br /&gt;
** Effect: When I use this power during a rest, me and all my allies gain a +10 power bonus to their next Bluff, Intimidate, or Diplomacy check before our next short or extended rest.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Ricochet Shield (Immediate Reaction)&lt;br /&gt;
** Trigger: A ranged attack targeting AC misses me.&lt;br /&gt;
** Effect: The source of the attack repeats the attack roll against a different target of my choice within 10 squares of me. If the attack roll succeeds, it hits that target (apply damage and effect where appropriate).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;(_)&#039;&#039;&#039; Canary in a Coal Mine (Minor Action)&lt;br /&gt;
* Effect: I gain a flight speed equal to my speed until the end of my next turn.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Xambria&#039;s Manifestation II (standard, force)&lt;br /&gt;
* Attack: Close Burst 3 (enemies in burst) +18 vs. Fortitude&lt;br /&gt;
* Hit: 3d10 + 8 force damage, and push 4 squares. &lt;br /&gt;
* Miss: Half damage, and push 2 squares.&lt;br /&gt;
&lt;br /&gt;
==Rituals==&lt;br /&gt;
&lt;br /&gt;
* Glib Limerick (level 1)&lt;br /&gt;
* Traveller&#039;s chant (level 1)&lt;br /&gt;
* Lullaby (Level 3, 125/25)&lt;br /&gt;
* Detect Planar Energy (Level 1, 50/10)&lt;br /&gt;
* Comprehend Language (PHB, L1, 50/10)&lt;br /&gt;
* Detect Secret Doors (PHB, L3, 125/25)&lt;br /&gt;
* Knock (PHB, L4, 175/35)&lt;br /&gt;
* Water Walk (PHB, L2, 100/20)&lt;br /&gt;
* Endure Elements (PHB, L2, 100/20)&lt;br /&gt;
* Lesser Telepathy (L5, 250/30+1 surge)&lt;br /&gt;
* Call Wilderness Guide (PHB2, L6, 360/144)&lt;br /&gt;
* Fool&#039;s Speech (PHB2, L6, 360/50)&lt;br /&gt;
* Sending (PHB, L6, 360/50)&lt;br /&gt;
* Linked Portal (PHB, L8, 680/135)&lt;br /&gt;
* Song of Sustenance (PHB2, L8, 680/135)&lt;br /&gt;
* Raise Dead (PHB, L8, 680/500)&lt;br /&gt;
* Remove Affliction (PHB, L8, 680/250)&lt;br /&gt;
* Chorus of Truth (PHB2, L10, 1000/200)&lt;br /&gt;
&lt;br /&gt;
==Artifact==&lt;br /&gt;
&lt;br /&gt;
===Xambria&#039;s Consciousness===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Property:&#039;&#039;&#039;+3 to Acrobatics, Arcana, History, and Thievery checks (already calculated)&lt;br /&gt;
* &#039;&#039;&#039;Property:&#039;&#039;&#039; +2 to all checks while performing rituals (since I already have Ritual Caster).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Current Concordance:&#039;&#039;&#039; 16 (Pleased)&lt;br /&gt;
** Starting: 5&lt;br /&gt;
** Trained in History +2&lt;br /&gt;
** Gained 8 Levels +8&lt;br /&gt;
** Foiled 2 Obscurati Plots +2&lt;br /&gt;
&lt;br /&gt;
==Gear==&lt;br /&gt;
&lt;br /&gt;
===Weapons===&lt;br /&gt;
* Prototype Silver Blade +3 (longsword) &#039;&#039;(Prof +3, dam 1d8+Str,  4 lbs, Versatile, level 14)&#039;&#039; (21000 gp)&lt;br /&gt;
** Critical Bonus: +3d8&lt;br /&gt;
&lt;br /&gt;
===Armor===&lt;br /&gt;
* Veteran&#039;s Chain +3 (Braidmail) (+11 AC, 40 lbs) (lvl 12, 13000 gp)&lt;br /&gt;
* Small Shield (+1 AC)&lt;br /&gt;
&lt;br /&gt;
===Other Gear===&lt;br /&gt;
* Headband of Intellect (lvl 10, 5000gp, Head slot)&lt;br /&gt;
* Canary in a Coal Mine +3 (17000 gp, lvl 13, Neck slot)&lt;br /&gt;
* Iron Armbands of Power (Level 16, 45000gp, +4 to melee damage rolls)&lt;br /&gt;
* Gloves of the Healer (13000gp, lvl 12, Hands slot&lt;br /&gt;
* Belt of Vim (3400gp, lvl 8, Waist slot)&lt;br /&gt;
* Oceanstrider Boots (21000 gp, lvl 14, Feet slot)&lt;br /&gt;
* Wand of Aptitude (lvl 10, 5000gp, spare implement)&lt;br /&gt;
* Cli Lyre (Lvl 13, 21000gp, spare implement).&lt;br /&gt;
* Investigation Kit (40 gp)&lt;br /&gt;
* Bell and Whistle (1 gp)&lt;br /&gt;
* 2 x Elixir of Aptitude (100gp)&lt;br /&gt;
* 2 x Potion of Resistance (80gp)&lt;br /&gt;
* 2 x Potion of Vitality (2000gp)&lt;br /&gt;
* Worker&#039;s Clothes&lt;br /&gt;
** Definitely not a lady&#039;s outfit.  Trousers, undershirt, and boots, with a blue dress worn on top and a simple wide-brimmed hat.&lt;br /&gt;
* Pocket Watch (25 gp)&lt;br /&gt;
* 2401 GP in residuum.&lt;br /&gt;
&lt;br /&gt;
==Budget==&lt;br /&gt;
&lt;br /&gt;
Total gear value: 169.047gp.&lt;br /&gt;
Total budget: 253.595gp&lt;br /&gt;
&lt;br /&gt;
Free budget: 105.698gp&lt;br /&gt;
&lt;br /&gt;
==Item Properties==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Canary in a Coal Mine&#039;&#039;&#039;: +5 bonus to all defenses during the surprise round of an encounter. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Oceanstrider boots&#039;&#039;&#039;: +1 to speed (already factored). I can move across and stand on liquid surfaces as if they were solid. If the surface is hazardous (such as acid or magma) I still take damage from it.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Cli Lyre&#039;&#039;&#039;: Can be used as a +3 implement and focus for bardic rituals. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Headband of Intellect&#039;&#039;&#039;:  +2 to knowledge or monster knowledge checks, +1 to attack on powers that have the psychic keyword (already factored)&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Gloves of the Healer&#039;&#039;&#039;: When I use a power that has the Healing keyword, one target regains an extra 1d6 HP (already factored).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Wand of Aptitude&#039;&#039;&#039;: When I use Inspire Competence through this wand, I give an extra +2 item bonus to my allies&#039; skills.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Veteran&#039;s Chain&#039;&#039;&#039;: When I use an action point I gain a +1 item bonus to attack rolls and defenses until the end of my next turn. &lt;br /&gt;
&lt;br /&gt;
==Bio==&lt;br /&gt;
Here is Rosalia Savory, whose family was &#039;&#039;&#039;in no way&#039;&#039;&#039; part of a Robin-Hood like bandit gang in the drier and more remote areas of Risur, and absolutely &#039;&#039;&#039;did not&#039;&#039;&#039; move to Flint and change identities to escape a royal crackdown on them. She grew up among the dockers of Flint, got into music, and found out she had a knack for child detective shenanigans. When she grew up she figured she might as well get paid for the detective stuff and maybe try to help her community with the weight of a badge behind her. Her style and political stance are somewhat at odds with the traditional image of an RHC constable but you can&#039;t argue with the results of the magic mind-reading entrance exam!&lt;br /&gt;
&lt;br /&gt;
Rosalia&#039;s stage name is &amp;quot;Little Lamp&amp;quot; and she still performs in her spare time.&lt;br /&gt;
&lt;br /&gt;
[[Zeitgeist:_The_Gears_of_Revolution| Zeitgeist: The Gears of Revolution homepage]]&lt;/div&gt;</summary>
		<author><name>Bira</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Zeitgeist:_The_Gears_of_Revolution/Rosalia&amp;diff=483013</id>
		<title>Zeitgeist: The Gears of Revolution/Rosalia</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Zeitgeist:_The_Gears_of_Revolution/Rosalia&amp;diff=483013"/>
		<updated>2025-08-08T02:13:39Z</updated>

		<summary type="html">&lt;p&gt;Bira: /* Powers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Zeitgeist:_The_Gears_of_Revolution|Home Page]]&lt;br /&gt;
==Basics==&lt;br /&gt;
* Name: Rosalia &amp;quot;Little Lamp&amp;quot; Savory&lt;br /&gt;
* Race: Human&lt;br /&gt;
* Class: Bard&lt;br /&gt;
* Paragon Path: Daring Blade&lt;br /&gt;
* Level: 16&lt;br /&gt;
* Background: Urban &#039;&#039;(+2 to Streetwise)&#039;&#039;&lt;br /&gt;
* Theme: Docker&lt;br /&gt;
&lt;br /&gt;
==Stats==&lt;br /&gt;
* Str 9 &#039;&#039;&#039;(-1)&#039;&#039;&#039; &lt;br /&gt;
* Con 16 &#039;&#039;&#039;(+3)&#039;&#039;&#039;&lt;br /&gt;
* Dex 11 &#039;&#039;&#039;(+0)&#039;&#039;&#039;&lt;br /&gt;
* Int 15 &#039;&#039;&#039;(+2)&#039;&#039;&#039;&lt;br /&gt;
* Wis 15 &#039;&#039;&#039;(+2)&#039;&#039;&#039;&lt;br /&gt;
* Cha 21 &#039;&#039;&#039;(+5)&#039;&#039;&#039;&lt;br /&gt;
**Human bonus: +2 to Charisma&lt;br /&gt;
==Defenses/Combat Stats==&lt;br /&gt;
* HP: 102&lt;br /&gt;
* Healing Surges: 10&lt;br /&gt;
** Surge Value: 25 HP&lt;br /&gt;
* Speed: 7 (6 in armor)&lt;br /&gt;
* Action Points: 1&lt;br /&gt;
===Defenses===&lt;br /&gt;
* AC: &#039;&#039;&#039;30&#039;&#039;&#039;  (10 + 11 Armor + 8 Level + 1 Shield)&lt;br /&gt;
* Fort: &#039;&#039;&#039;27&#039;&#039;&#039; (10 + 3 CON + 8 Level + 3 Amulet + 1 Belt + 2 Feat)&lt;br /&gt;
* Ref: &#039;&#039;&#039;27&#039;&#039;&#039; (10 + 2 INT + 1 Class + 8 Level + 3 Amulet + 2 Feat + 1 Shield)&lt;br /&gt;
* Will: &#039;&#039;&#039;29&#039;&#039;&#039; (10 + 5 CHA + 1 Class + 8 Level + 3 Amulet + 2 Feat)&lt;br /&gt;
&lt;br /&gt;
==Racial Traits==&lt;br /&gt;
* Bonus Skill&lt;br /&gt;
* Bonus Feat&lt;br /&gt;
* Bonus At-Will Power&lt;br /&gt;
==Class Traits==&lt;br /&gt;
* Bardic Training&lt;br /&gt;
** Gain Ritual Caster as a bonus feat, and a ritual book with 1 level 1 bard ritual, and 1 level 1 ritual of any kind.&lt;br /&gt;
* Virtue of Valor&lt;br /&gt;
** 1/round, when ally within 5 squares of me bloodies or defeats an enemy, I can grant 6 temporary HP to that ally as a free action.&lt;br /&gt;
* Skill Versatility&lt;br /&gt;
** +1 to untrained skill checks.&lt;br /&gt;
* Song of Rest&lt;br /&gt;
** If I can sing or play an instrument during a short rest, allies regain an extra 5 HP per healing surge they spend in that rest.&lt;br /&gt;
* Swordbond&lt;br /&gt;
** I may bond with a specific sword with a 1-hour ritual. I can call my bonded sword to my hand from 10 squares away and rebuild it from a fragment if it&#039;s destroyed.&lt;br /&gt;
* Daring Action&lt;br /&gt;
** Instead of gaining an extra action, I can spend an action point to mark every enemy I can see and gain 10 temp HP.&lt;br /&gt;
* Daring Improvisation&lt;br /&gt;
** When I make a martial melee weapon attack, I can use Charisma for the attack and damage roll in place of the ability score required by the attack.&lt;br /&gt;
* Blade Feint&lt;br /&gt;
** I can use Bluff to gain combat advantage against an enemy by spending a minor action instead of a standard action. If I succeed and hit the enemy with a melee weapon attack before the start of my next turn, the target grants me combat advantage until I miss the target with an attack.&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
&#039;&#039;&#039;(Trained Skills)&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
* Acrobatics: +15&lt;br /&gt;
* &#039;&#039;&#039;Arcana: +18&#039;&#039;&#039;&lt;br /&gt;
* Athletics: +11&lt;br /&gt;
* &#039;&#039;&#039;Bluff: +18&#039;&#039;&#039;&lt;br /&gt;
* Diplomacy: +17&lt;br /&gt;
* Dungeoneering: +14&lt;br /&gt;
* &#039;&#039;&#039;Endurance: +16&#039;&#039;&#039;&lt;br /&gt;
* Heal: +14&lt;br /&gt;
* &#039;&#039;&#039;History: +18&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Insight: +15&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Intimidate: +18&#039;&#039;&#039;&lt;br /&gt;
* Nature: +14&lt;br /&gt;
* &#039;&#039;&#039;Perception: +15&#039;&#039;&#039;&lt;br /&gt;
* Religion: +14&lt;br /&gt;
* Stealth: +12&lt;br /&gt;
* &#039;&#039;&#039;Streetwise: +20&#039;&#039;&#039;&lt;br /&gt;
* Thievery: +15&lt;br /&gt;
&lt;br /&gt;
==Feats==&lt;br /&gt;
* Action Surge: +3 to attacks I make during any action gained by spending an action point.&lt;br /&gt;
* Battle Song Expertise: &#039;&#039;+1/tier to attacks with weapons and bard implements, +1 to forced movement from bard powers;&#039;&#039;&lt;br /&gt;
* Improved Majestic Word &#039;&#039; Target of majestic word also gains (CHA mod) temporary HP.&#039;&#039;&lt;br /&gt;
* Heart of the Blade (Swordmage Multiclass) &#039;&#039;Gain training in Endurance and the Swordbond class feature. All swords also count as implements now!&#039;&#039;&lt;br /&gt;
* Student of Artifice: &#039;&#039;Gain training in Arcana (redundant), and gain 1 daily use of the artificer&#039;s Healing Infusion.&#039;&#039;&lt;br /&gt;
* Ritual Caster &#039;&#039;May use rituals&#039;&#039;&lt;br /&gt;
* Bard of All Trades: Gain a +3 feat bonus to all untrained skill checks.&lt;br /&gt;
* Improved Defenses: +1 to all non-armor defenses (+2 at Paragon; +3 at Epic).&lt;br /&gt;
* Resourceful Leader (Warlord Multiclass): Gain training in History. When an ally I can see spends an action point for an attack, they gain +3 damage on a hit or +3 temp HP on a miss. (+5 at level 11; +7 at level 21).&lt;br /&gt;
* Psychic Lock: Any target I hit with a psychic power has a -2 penalty to its next attack roll (already factored).&lt;br /&gt;
* Improved Valor: Virtue of Valor gives +3 extra THP.&lt;br /&gt;
* Disheartening Presence: While I am conscious and not bloodied, any bloodied enemies adjacent to me take -1 to all of their attacks.&lt;br /&gt;
&lt;br /&gt;
==Powers==&lt;br /&gt;
&lt;br /&gt;
Accuracy with weapon powers: +21 (+5 CHA, +8 level, +3 proficiency, +2 feat, +3 item)&lt;br /&gt;
&lt;br /&gt;
Accuracy with implement powers: +18 (+5 CHA, +8 level, +2 feat, +3 item)&lt;br /&gt;
&lt;br /&gt;
Damage bonus: +8 (+5 CHA, +3 item)&lt;br /&gt;
&lt;br /&gt;
Psychic powers get an extra +1 accuracy from Headband of Intellect. All weapon powers are considered Psychic due to the Silver Blade.&lt;br /&gt;
&lt;br /&gt;
Melee powers gain a +4 untyped bonus to their damage rolls from the Iron Armbands of Power.&lt;br /&gt;
&lt;br /&gt;
===At-Will Powers===&lt;br /&gt;
* Melee Basic Attack (standard, weapon, psychic):&lt;br /&gt;
** +22 vs AC. Hit: 1d8+12 psychic damage, -2 to next attack.&lt;br /&gt;
&lt;br /&gt;
* Guiding Strike (standard, weapon, psychic):&lt;br /&gt;
** Melee 1; +22 vs. AC. &lt;br /&gt;
** Hit: 1d8+12 psychic damage, -2 to next attack and -2 to a chosen defense until the end of my next turn.&lt;br /&gt;
&lt;br /&gt;
* Vicious Mockery (standard, charm, implement, psychic):&lt;br /&gt;
** Ranged 10; +19 vs. Will. &lt;br /&gt;
** Hit: 1d6+8 psychic, -4 to next attack, and -2 to other attacks until the end of my next turn.&lt;br /&gt;
** &#039;&#039;I came here to kick your ass / Cuz you&#039;re dumb and cannot see / That even ten of you / Are worth less than half of me&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Staggering Note (standard, implement, thunder):&lt;br /&gt;
** Ranged 10; +18 vs. Will. &lt;br /&gt;
** Hit: 8 thunder, push 3, and an ally can make a melee basic attack against the target before, after, or during the push.&lt;br /&gt;
&lt;br /&gt;
* Prototype Silver Blade (item, psychic, free action)&lt;br /&gt;
** Effect: All damage dealt by this weapon is psychic. Another free action returns the damage to normal.&lt;br /&gt;
&lt;br /&gt;
* Audience Participation&lt;br /&gt;
** Trigger: An enemy starts its turn adjacent to one or more non-combatants who are friendly to me and know I&#039;m fighting.&lt;br /&gt;
** Effect (No Action): The triggering enemy takes 5 damage for each friendly they&#039;re adjacent to.&lt;br /&gt;
&lt;br /&gt;
===Encounter Powers===&lt;br /&gt;
* &#039;&#039;&#039;(_)(_)&#039;&#039;&#039; Majestic Word (minor, healing)&lt;br /&gt;
** Close burst 10 (me or an ally).&lt;br /&gt;
** Target spends a healing surge, heals an extra 3d6+5 HP, and gains 5 temporary HP.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Words of Friendship (minor, charm)&lt;br /&gt;
** I gain a +5 power bonus to the next Diplomacy check I make.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Docker&#039;s Jank (standard, teleportation)&lt;br /&gt;
** Close Burst 5.&lt;br /&gt;
** Me and an ally in the burst teleport and switch locations. The ally can then use a standard-action at-will power as a free action with a +2 power bonus to attack rolls.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Shout of Triumph (standard, implement, thunder)&lt;br /&gt;
** Close Blast 3 (enemies in blast); +18 vs. Fortitude.&lt;br /&gt;
** Hit: 1d6+8 thunder and push 4.&lt;br /&gt;
** Effect: Slide 4 on each ally in blast.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Impelling Force (standard, implement, force)&lt;br /&gt;
** Ranged 10; +18 vs. Fortitude&lt;br /&gt;
** Hit: 1d10+8 force damage, and I slide the target 5 squares to a square adjacent to an ally.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Scorpion&#039;s Claw Strike (standard, weapon, psychic)&lt;br /&gt;
** Melee 1 (one creature): +22 vs. AC&lt;br /&gt;
** Hit: 2d8+12 psychic damage, -2 to next attack, and I slide an ally who is adjacent to the target to another space adjacent to it. The ally gains a +2 power bonus to AC until the end of my next turn.&lt;br /&gt;
** Miss: 5 damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Inspire Competence (utility)&lt;br /&gt;
** Close burst 5 (me and each ally in burst).&lt;br /&gt;
** Effect: I choose a skill. Until the end of the encounter, all targets have a +2 power bonus to that skill.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Revitalizing Incantation (minor, healing)&lt;br /&gt;
** Ranged 5 (me or an ally)&lt;br /&gt;
** Effect: Target can spend a healing surge and heal 1d6 extra HP. Additionally, target gains temp HP equal to their healing surge value.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Healing Infusion: Resistive Formula (minor)&lt;br /&gt;
** Close Burst 5 (me or an ally)&lt;br /&gt;
** Effect: Target heals 1d6 HP and gains +1 to AC for the rest of the encounter. Target can choose to end this effect as a free action to gain HP equal to its healing surge value + 3 (CON Mod).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Mantle of Unity&lt;br /&gt;
** Close Burst 5 (me and each ally in burst)&lt;br /&gt;
** Effect: Determine the highest AC, Fortitude, Reflex, and Will among all the targets. Until the end of your next turn, use these values for the corresponding defenses of&lt;br /&gt;
all the targets.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Weapon Display (standard, weapon, psychic)&lt;br /&gt;
** Melee 1 (one creature); +22 vs. AC&lt;br /&gt;
** Effect: The target grants combat advantage to me for this attack.&lt;br /&gt;
** Hit: 2d8+12 damage, -2 to next attack, and the target grants combat advantage to me and all my allies until the end of my next turn.&lt;br /&gt;
** Miss: The target is marked until the end of my next turn, and I regain the use of this power.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Defensive Posture&lt;br /&gt;
** Move Action&lt;br /&gt;
** Effect: I gain a +2 power bonus to AC and Reflex until the end of my next turn, then shift a number of squares equal to one-half my speed (2). Each ally that can see me gains a +2 power bonus to attack rolls until the end of your next turn.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Insult of Passivity (fear, implement, psychic)&lt;br /&gt;
** Ranged 10 (one creature); +19 vs. Will&lt;br /&gt;
** Hit: 2d8+8 psychic damage and the target is dazed until the end of the encounter or until hit or missed by an attack.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Xambria&#039;s Manifestation I (Free action)&lt;br /&gt;
Effect: Xambria appears with 10 squares and can use a minor action to manpinulate an object or do something similar.&lt;br /&gt;
&lt;br /&gt;
===Daily Powers===&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Stirring Shout (standard, implement, psychic)&lt;br /&gt;
** Ranged 10; +19 vs. Will.&lt;br /&gt;
** Hit: 2d6+8 psychic, -2 to next attack.&lt;br /&gt;
** Effect: Until the end of the encounter, whenever an ally hits the target, the ally heals 5 HP (CHA mod).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Sing Your Praises (minor, docker)&lt;br /&gt;
** Close Burst 5 (10 at Paragon; 15 at Epic);&lt;br /&gt;
** Effect: Each ally in the burst can immediately make a saving throw.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Wail of Anguish (minor, implement)&lt;br /&gt;
** Effect: Until the end  of your next turn, you can make the following attack.&lt;br /&gt;
*** Opportunity Action, Close Burst 3; Trigger: an enemy starts turn inside burst; +18 vs. Will (triggering enemy); Hit: 1d10+8  damage and  target cannot shift UENT.&lt;br /&gt;
** Sustain Minor: The effect persists.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Strike up the Dance (standard, implement, psychic)&lt;br /&gt;
** Target: One, two, or three creatures.&lt;br /&gt;
** Ranged 10; +19 vs. Will&lt;br /&gt;
** Hit: 2d10+8 psychic damage, and the target is immobilized (save ends). Until it saves, I can slide the target 5 squares at the start of its turn and it cannot take move actions on its turn. If I target only one creature with this power, it takes 1d10 extra damage.&lt;br /&gt;
*** Miss: Half damage, and I slide the target 5 squares at the start of its next turn and it is immobilized until the end of its next turn.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Haste (minor)&lt;br /&gt;
** Target: Me or an Ally&lt;br /&gt;
** Effect: The target gains and immediately uses a standard action.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Prototype Silver Blade (free)&lt;br /&gt;
** Trigger: I hit an enemy with this blade.&lt;br /&gt;
** Effect: I banish the target to a demiplane (save ends). It vanishes from sight, cannot take actions, and cannot be targeted. On a save the target reappears in its last space, or in the unoccupied space closest to that.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Cli Lyre (standard)&lt;br /&gt;
** Effect: When I use this power during a rest, me and all my allies gain a +10 power bonus to their next Bluff, Intimidate, or Diplomacy check before our next short or extended rest.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Ricochet Shield (Immediate Reaction)&lt;br /&gt;
** Trigger: A ranged attack targeting AC misses me.&lt;br /&gt;
** Effect: The source of the attack repeats the attack roll against a different target of my choice within 10 squares of me. If the attack roll succeeds, it hits that target (apply damage and effect where appropriate).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;(_)&#039;&#039;&#039; Canary in a Coal Mine (Minor Action)&lt;br /&gt;
* Effect: I gain a flight speed equal to my speed until the end of my next turn.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Xambria&#039;s Manifestation II (standard, force)&lt;br /&gt;
* Attack: Close Burst 3 (enemies in burst) +18 vs. Fortitude&lt;br /&gt;
* Hit: 3d10 + 8 force damage, and push 4 squares. &lt;br /&gt;
* Miss: Half damage, and push 2 squares.&lt;br /&gt;
&lt;br /&gt;
==Rituals==&lt;br /&gt;
&lt;br /&gt;
* Glib Limerick (level 1)&lt;br /&gt;
* Traveller&#039;s chant (level 1)&lt;br /&gt;
* Lullaby (Level 3, 125/25)&lt;br /&gt;
* Detect Planar Energy (Level 1, 50/10)&lt;br /&gt;
* Comprehend Language (PHB, L1, 50/10)&lt;br /&gt;
* Detect Secret Doors (PHB, L3, 125/25)&lt;br /&gt;
* Knock (PHB, L4, 175/35)&lt;br /&gt;
* Water Walk (PHB, L2, 100/20)&lt;br /&gt;
* Endure Elements (PHB, L2, 100/20)&lt;br /&gt;
* Lesser Telepathy (L5, 250/30+1 surge)&lt;br /&gt;
* Call Wilderness Guide (PHB2, L6, 360/144)&lt;br /&gt;
* Fool&#039;s Speech (PHB2, L6, 360/50)&lt;br /&gt;
* Sending (PHB, L6, 360/50)&lt;br /&gt;
* Linked Portal (PHB, L8, 680/135)&lt;br /&gt;
* Song of Sustenance (PHB2, L8, 680/135)&lt;br /&gt;
* Raise Dead (PHB, L8, 680/500)&lt;br /&gt;
* Remove Affliction (PHB, L8, 680/250)&lt;br /&gt;
* Chorus of Truth (PHB2, L10, 1000/200)&lt;br /&gt;
&lt;br /&gt;
==Artifact==&lt;br /&gt;
&lt;br /&gt;
===Xambria&#039;s Consciousness===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Property:&#039;&#039;&#039;+3 to Acrobatics, Arcana, History, and Thievery checks (already calculated)&lt;br /&gt;
* &#039;&#039;&#039;Property:&#039;&#039;&#039; +2 to all checks while performing rituals (since I already have Ritual Caster).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Current Concordance:&#039;&#039;&#039; 16 (Pleased)&lt;br /&gt;
** Starting: 5&lt;br /&gt;
** Trained in History +2&lt;br /&gt;
** Gained 8 Levels +8&lt;br /&gt;
** Foiled 2 Obscurati Plots +2&lt;br /&gt;
&lt;br /&gt;
==Gear==&lt;br /&gt;
&lt;br /&gt;
===Weapons===&lt;br /&gt;
* Prototype Silver Blade +3 (longsword) &#039;&#039;(Prof +3, dam 1d8+Str,  4 lbs, Versatile, level 14)&#039;&#039; (21000 gp)&lt;br /&gt;
** Critical Bonus: +3d8&lt;br /&gt;
&lt;br /&gt;
===Armor===&lt;br /&gt;
* Veteran&#039;s Chain +3 (Braidmail) (+11 AC, 40 lbs) (lvl 12, 13000 gp)&lt;br /&gt;
* Small Shield (+1 AC)&lt;br /&gt;
&lt;br /&gt;
===Other Gear===&lt;br /&gt;
* Headband of Intellect (lvl 10, 5000gp, Head slot)&lt;br /&gt;
* Canary in a Coal Mine +3 (17000 gp, lvl 13, Neck slot)&lt;br /&gt;
* Iron Armbands of Power (Level 16, 45000gp, +4 to melee damage rolls)&lt;br /&gt;
* Gloves of the Healer (13000gp, lvl 12, Hands slot&lt;br /&gt;
* Belt of Vim (3400gp, lvl 8, Waist slot)&lt;br /&gt;
* Oceanstrider Boots (21000 gp, lvl 14, Feet slot)&lt;br /&gt;
* Wand of Aptitude (lvl 10, 5000gp, spare implement)&lt;br /&gt;
* Cli Lyre (Lvl 13, 21000gp, spare implement).&lt;br /&gt;
* Investigation Kit (40 gp)&lt;br /&gt;
* Bell and Whistle (1 gp)&lt;br /&gt;
* 2 x Elixir of Aptitude (100gp)&lt;br /&gt;
* 2 x Potion of Resistance (80gp)&lt;br /&gt;
* 2 x Potion of Vitality (2000gp)&lt;br /&gt;
* Worker&#039;s Clothes&lt;br /&gt;
** Definitely not a lady&#039;s outfit.  Trousers, undershirt, and boots, with a blue dress worn on top and a simple wide-brimmed hat.&lt;br /&gt;
* Pocket Watch (25 gp)&lt;br /&gt;
* 2401 GP in residuum.&lt;br /&gt;
&lt;br /&gt;
==Budget==&lt;br /&gt;
&lt;br /&gt;
Total gear value: 147.897gp.&lt;br /&gt;
Total budget: 253.595gp&lt;br /&gt;
&lt;br /&gt;
Free budget: 105.698gp&lt;br /&gt;
&lt;br /&gt;
==Item Properties==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Canary in a Coal Mine&#039;&#039;&#039;: +5 bonus to all defenses during the surprise round of an encounter. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Oceanstrider boots&#039;&#039;&#039;: +1 to speed (already factored). I can move across and stand on liquid surfaces as if they were solid. If the surface is hazardous (such as acid or magma) I still take damage from it.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Cli Lyre&#039;&#039;&#039;: Can be used as a +3 implement and focus for bardic rituals. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Headband of Intellect&#039;&#039;&#039;:  +2 to knowledge or monster knowledge checks, +1 to attack on powers that have the psychic keyword (already factored)&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Gloves of the Healer&#039;&#039;&#039;: When I use a power that has the Healing keyword, one target regains an extra 1d6 HP (already factored).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Wand of Aptitude&#039;&#039;&#039;: When I use Inspire Competence through this wand, I give an extra +2 item bonus to my allies&#039; skills.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Veteran&#039;s Chain&#039;&#039;&#039;: When I use an action point I gain a +1 item bonus to attack rolls and defenses until the end of my next turn. &lt;br /&gt;
&lt;br /&gt;
==Bio==&lt;br /&gt;
Here is Rosalia Savory, whose family was &#039;&#039;&#039;in no way&#039;&#039;&#039; part of a Robin-Hood like bandit gang in the drier and more remote areas of Risur, and absolutely &#039;&#039;&#039;did not&#039;&#039;&#039; move to Flint and change identities to escape a royal crackdown on them. She grew up among the dockers of Flint, got into music, and found out she had a knack for child detective shenanigans. When she grew up she figured she might as well get paid for the detective stuff and maybe try to help her community with the weight of a badge behind her. Her style and political stance are somewhat at odds with the traditional image of an RHC constable but you can&#039;t argue with the results of the magic mind-reading entrance exam!&lt;br /&gt;
&lt;br /&gt;
Rosalia&#039;s stage name is &amp;quot;Little Lamp&amp;quot; and she still performs in her spare time.&lt;br /&gt;
&lt;br /&gt;
[[Zeitgeist:_The_Gears_of_Revolution| Zeitgeist: The Gears of Revolution homepage]]&lt;/div&gt;</summary>
		<author><name>Bira</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Zeitgeist:_The_Gears_of_Revolution/Rosalia&amp;diff=483012</id>
		<title>Zeitgeist: The Gears of Revolution/Rosalia</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Zeitgeist:_The_Gears_of_Revolution/Rosalia&amp;diff=483012"/>
		<updated>2025-08-08T02:12:47Z</updated>

		<summary type="html">&lt;p&gt;Bira: /* Powers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Zeitgeist:_The_Gears_of_Revolution|Home Page]]&lt;br /&gt;
==Basics==&lt;br /&gt;
* Name: Rosalia &amp;quot;Little Lamp&amp;quot; Savory&lt;br /&gt;
* Race: Human&lt;br /&gt;
* Class: Bard&lt;br /&gt;
* Paragon Path: Daring Blade&lt;br /&gt;
* Level: 16&lt;br /&gt;
* Background: Urban &#039;&#039;(+2 to Streetwise)&#039;&#039;&lt;br /&gt;
* Theme: Docker&lt;br /&gt;
&lt;br /&gt;
==Stats==&lt;br /&gt;
* Str 9 &#039;&#039;&#039;(-1)&#039;&#039;&#039; &lt;br /&gt;
* Con 16 &#039;&#039;&#039;(+3)&#039;&#039;&#039;&lt;br /&gt;
* Dex 11 &#039;&#039;&#039;(+0)&#039;&#039;&#039;&lt;br /&gt;
* Int 15 &#039;&#039;&#039;(+2)&#039;&#039;&#039;&lt;br /&gt;
* Wis 15 &#039;&#039;&#039;(+2)&#039;&#039;&#039;&lt;br /&gt;
* Cha 21 &#039;&#039;&#039;(+5)&#039;&#039;&#039;&lt;br /&gt;
**Human bonus: +2 to Charisma&lt;br /&gt;
==Defenses/Combat Stats==&lt;br /&gt;
* HP: 102&lt;br /&gt;
* Healing Surges: 10&lt;br /&gt;
** Surge Value: 25 HP&lt;br /&gt;
* Speed: 7 (6 in armor)&lt;br /&gt;
* Action Points: 1&lt;br /&gt;
===Defenses===&lt;br /&gt;
* AC: &#039;&#039;&#039;30&#039;&#039;&#039;  (10 + 11 Armor + 8 Level + 1 Shield)&lt;br /&gt;
* Fort: &#039;&#039;&#039;27&#039;&#039;&#039; (10 + 3 CON + 8 Level + 3 Amulet + 1 Belt + 2 Feat)&lt;br /&gt;
* Ref: &#039;&#039;&#039;27&#039;&#039;&#039; (10 + 2 INT + 1 Class + 8 Level + 3 Amulet + 2 Feat + 1 Shield)&lt;br /&gt;
* Will: &#039;&#039;&#039;29&#039;&#039;&#039; (10 + 5 CHA + 1 Class + 8 Level + 3 Amulet + 2 Feat)&lt;br /&gt;
&lt;br /&gt;
==Racial Traits==&lt;br /&gt;
* Bonus Skill&lt;br /&gt;
* Bonus Feat&lt;br /&gt;
* Bonus At-Will Power&lt;br /&gt;
==Class Traits==&lt;br /&gt;
* Bardic Training&lt;br /&gt;
** Gain Ritual Caster as a bonus feat, and a ritual book with 1 level 1 bard ritual, and 1 level 1 ritual of any kind.&lt;br /&gt;
* Virtue of Valor&lt;br /&gt;
** 1/round, when ally within 5 squares of me bloodies or defeats an enemy, I can grant 6 temporary HP to that ally as a free action.&lt;br /&gt;
* Skill Versatility&lt;br /&gt;
** +1 to untrained skill checks.&lt;br /&gt;
* Song of Rest&lt;br /&gt;
** If I can sing or play an instrument during a short rest, allies regain an extra 5 HP per healing surge they spend in that rest.&lt;br /&gt;
* Swordbond&lt;br /&gt;
** I may bond with a specific sword with a 1-hour ritual. I can call my bonded sword to my hand from 10 squares away and rebuild it from a fragment if it&#039;s destroyed.&lt;br /&gt;
* Daring Action&lt;br /&gt;
** Instead of gaining an extra action, I can spend an action point to mark every enemy I can see and gain 10 temp HP.&lt;br /&gt;
* Daring Improvisation&lt;br /&gt;
** When I make a martial melee weapon attack, I can use Charisma for the attack and damage roll in place of the ability score required by the attack.&lt;br /&gt;
* Blade Feint&lt;br /&gt;
** I can use Bluff to gain combat advantage against an enemy by spending a minor action instead of a standard action. If I succeed and hit the enemy with a melee weapon attack before the start of my next turn, the target grants me combat advantage until I miss the target with an attack.&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
&#039;&#039;&#039;(Trained Skills)&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
* Acrobatics: +15&lt;br /&gt;
* &#039;&#039;&#039;Arcana: +18&#039;&#039;&#039;&lt;br /&gt;
* Athletics: +11&lt;br /&gt;
* &#039;&#039;&#039;Bluff: +18&#039;&#039;&#039;&lt;br /&gt;
* Diplomacy: +17&lt;br /&gt;
* Dungeoneering: +14&lt;br /&gt;
* &#039;&#039;&#039;Endurance: +16&#039;&#039;&#039;&lt;br /&gt;
* Heal: +14&lt;br /&gt;
* &#039;&#039;&#039;History: +18&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Insight: +15&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Intimidate: +18&#039;&#039;&#039;&lt;br /&gt;
* Nature: +14&lt;br /&gt;
* &#039;&#039;&#039;Perception: +15&#039;&#039;&#039;&lt;br /&gt;
* Religion: +14&lt;br /&gt;
* Stealth: +12&lt;br /&gt;
* &#039;&#039;&#039;Streetwise: +20&#039;&#039;&#039;&lt;br /&gt;
* Thievery: +15&lt;br /&gt;
&lt;br /&gt;
==Feats==&lt;br /&gt;
* Action Surge: +3 to attacks I make during any action gained by spending an action point.&lt;br /&gt;
* Battle Song Expertise: &#039;&#039;+1/tier to attacks with weapons and bard implements, +1 to forced movement from bard powers;&#039;&#039;&lt;br /&gt;
* Improved Majestic Word &#039;&#039; Target of majestic word also gains (CHA mod) temporary HP.&#039;&#039;&lt;br /&gt;
* Heart of the Blade (Swordmage Multiclass) &#039;&#039;Gain training in Endurance and the Swordbond class feature. All swords also count as implements now!&#039;&#039;&lt;br /&gt;
* Student of Artifice: &#039;&#039;Gain training in Arcana (redundant), and gain 1 daily use of the artificer&#039;s Healing Infusion.&#039;&#039;&lt;br /&gt;
* Ritual Caster &#039;&#039;May use rituals&#039;&#039;&lt;br /&gt;
* Bard of All Trades: Gain a +3 feat bonus to all untrained skill checks.&lt;br /&gt;
* Improved Defenses: +1 to all non-armor defenses (+2 at Paragon; +3 at Epic).&lt;br /&gt;
* Resourceful Leader (Warlord Multiclass): Gain training in History. When an ally I can see spends an action point for an attack, they gain +3 damage on a hit or +3 temp HP on a miss. (+5 at level 11; +7 at level 21).&lt;br /&gt;
* Psychic Lock: Any target I hit with a psychic power has a -2 penalty to its next attack roll (already factored).&lt;br /&gt;
* Improved Valor: Virtue of Valor gives +3 extra THP.&lt;br /&gt;
* Disheartening Presence: While I am conscious and not bloodied, any bloodied enemies adjacent to me take -1 to all of their attacks.&lt;br /&gt;
&lt;br /&gt;
==Powers==&lt;br /&gt;
&lt;br /&gt;
Accuracy with weapon powers: +21 (+5 CHA, +8 level, +3 proficiency, +2 feat, +3 item)&lt;br /&gt;
&lt;br /&gt;
Accuracy with implement powers: +18 (+5 CHA, +8 level, +2 feat, +3 item)&lt;br /&gt;
&lt;br /&gt;
Damage bonus: +8 (+5 CHA, +3 item)&lt;br /&gt;
&lt;br /&gt;
Psychic powers get an extra +1 accuracy from Headband of Intellect. All weapon powers are considered Psychic due to the Silver Blade.&lt;br /&gt;
&lt;br /&gt;
===At-Will Powers===&lt;br /&gt;
* Melee Basic Attack (standard, weapon, psychic):&lt;br /&gt;
** +22 vs AC. Hit: 1d8+12 psychic damage, -2 to next attack.&lt;br /&gt;
&lt;br /&gt;
* Guiding Strike (standard, weapon, psychic):&lt;br /&gt;
** Melee 1; +22 vs. AC. &lt;br /&gt;
** Hit: 1d8+12 psychic damage, -2 to next attack and -2 to a chosen defense until the end of my next turn.&lt;br /&gt;
&lt;br /&gt;
* Vicious Mockery (standard, charm, implement, psychic):&lt;br /&gt;
** Ranged 10; +19 vs. Will. &lt;br /&gt;
** Hit: 1d6+8 psychic, -4 to next attack, and -2 to other attacks until the end of my next turn.&lt;br /&gt;
** &#039;&#039;I came here to kick your ass / Cuz you&#039;re dumb and cannot see / That even ten of you / Are worth less than half of me&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Staggering Note (standard, implement, thunder):&lt;br /&gt;
** Ranged 10; +18 vs. Will. &lt;br /&gt;
** Hit: 8 thunder, push 3, and an ally can make a melee basic attack against the target before, after, or during the push.&lt;br /&gt;
&lt;br /&gt;
* Prototype Silver Blade (item, psychic, free action)&lt;br /&gt;
** Effect: All damage dealt by this weapon is psychic. Another free action returns the damage to normal.&lt;br /&gt;
&lt;br /&gt;
* Audience Participation&lt;br /&gt;
** Trigger: An enemy starts its turn adjacent to one or more non-combatants who are friendly to me and know I&#039;m fighting.&lt;br /&gt;
** Effect (No Action): The triggering enemy takes 5 damage for each friendly they&#039;re adjacent to.&lt;br /&gt;
&lt;br /&gt;
===Encounter Powers===&lt;br /&gt;
* &#039;&#039;&#039;(_)(_)&#039;&#039;&#039; Majestic Word (minor, healing)&lt;br /&gt;
** Close burst 10 (me or an ally).&lt;br /&gt;
** Target spends a healing surge, heals an extra 3d6+5 HP, and gains 5 temporary HP.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Words of Friendship (minor, charm)&lt;br /&gt;
** I gain a +5 power bonus to the next Diplomacy check I make.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Docker&#039;s Jank (standard, teleportation)&lt;br /&gt;
** Close Burst 5.&lt;br /&gt;
** Me and an ally in the burst teleport and switch locations. The ally can then use a standard-action at-will power as a free action with a +2 power bonus to attack rolls.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Shout of Triumph (standard, implement, thunder)&lt;br /&gt;
** Close Blast 3 (enemies in blast); +18 vs. Fortitude.&lt;br /&gt;
** Hit: 1d6+8 thunder and push 4.&lt;br /&gt;
** Effect: Slide 4 on each ally in blast.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Impelling Force (standard, implement, force)&lt;br /&gt;
** Ranged 10; +18 vs. Fortitude&lt;br /&gt;
** Hit: 1d10+8 force damage, and I slide the target 5 squares to a square adjacent to an ally.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Scorpion&#039;s Claw Strike (standard, weapon, psychic)&lt;br /&gt;
** Melee 1 (one creature): +22 vs. AC&lt;br /&gt;
** Hit: 2d8+12 psychic damage, -2 to next attack, and I slide an ally who is adjacent to the target to another space adjacent to it. The ally gains a +2 power bonus to AC until the end of my next turn.&lt;br /&gt;
** Miss: 5 damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Inspire Competence (utility)&lt;br /&gt;
** Close burst 5 (me and each ally in burst).&lt;br /&gt;
** Effect: I choose a skill. Until the end of the encounter, all targets have a +2 power bonus to that skill.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Revitalizing Incantation (minor, healing)&lt;br /&gt;
** Ranged 5 (me or an ally)&lt;br /&gt;
** Effect: Target can spend a healing surge and heal 1d6 extra HP. Additionally, target gains temp HP equal to their healing surge value.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Healing Infusion: Resistive Formula (minor)&lt;br /&gt;
** Close Burst 5 (me or an ally)&lt;br /&gt;
** Effect: Target heals 1d6 HP and gains +1 to AC for the rest of the encounter. Target can choose to end this effect as a free action to gain HP equal to its healing surge value + 3 (CON Mod).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Mantle of Unity&lt;br /&gt;
** Close Burst 5 (me and each ally in burst)&lt;br /&gt;
** Effect: Determine the highest AC, Fortitude, Reflex, and Will among all the targets. Until the end of your next turn, use these values for the corresponding defenses of&lt;br /&gt;
all the targets.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Weapon Display (standard, weapon, psychic)&lt;br /&gt;
** Melee 1 (one creature); +22 vs. AC&lt;br /&gt;
** Effect: The target grants combat advantage to me for this attack.&lt;br /&gt;
** Hit: 2d8+12 damage, -2 to next attack, and the target grants combat advantage to me and all my allies until the end of my next turn.&lt;br /&gt;
** Miss: The target is marked until the end of my next turn, and I regain the use of this power.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Defensive Posture&lt;br /&gt;
** Move Action&lt;br /&gt;
** Effect: I gain a +2 power bonus to AC and Reflex until the end of my next turn, then shift a number of squares equal to one-half my speed (2). Each ally that can see me gains a +2 power bonus to attack rolls until the end of your next turn.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Insult of Passivity (fear, implement, psychic)&lt;br /&gt;
** Ranged 10 (one creature); +19 vs. Will&lt;br /&gt;
** Hit: 2d8+8 psychic damage and the target is dazed until the end of the encounter or until hit or missed by an attack.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Xambria&#039;s Manifestation I (Free action)&lt;br /&gt;
Effect: Xambria appears with 10 squares and can use a minor action to manpinulate an object or do something similar.&lt;br /&gt;
&lt;br /&gt;
===Daily Powers===&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Stirring Shout (standard, implement, psychic)&lt;br /&gt;
** Ranged 10; +19 vs. Will.&lt;br /&gt;
** Hit: 2d6+8 psychic, -2 to next attack.&lt;br /&gt;
** Effect: Until the end of the encounter, whenever an ally hits the target, the ally heals 5 HP (CHA mod).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Sing Your Praises (minor, docker)&lt;br /&gt;
** Close Burst 5 (10 at Paragon; 15 at Epic);&lt;br /&gt;
** Effect: Each ally in the burst can immediately make a saving throw.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Wail of Anguish (minor, implement)&lt;br /&gt;
** Effect: Until the end  of your next turn, you can make the following attack.&lt;br /&gt;
*** Opportunity Action, Close Burst 3; Trigger: an enemy starts turn inside burst; +18 vs. Will (triggering enemy); Hit: 1d10+8  damage and  target cannot shift UENT.&lt;br /&gt;
** Sustain Minor: The effect persists.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Strike up the Dance (standard, implement, psychic)&lt;br /&gt;
** Target: One, two, or three creatures.&lt;br /&gt;
** Ranged 10; +19 vs. Will&lt;br /&gt;
** Hit: 2d10+8 psychic damage, and the target is immobilized (save ends). Until it saves, I can slide the target 5 squares at the start of its turn and it cannot take move actions on its turn. If I target only one creature with this power, it takes 1d10 extra damage.&lt;br /&gt;
*** Miss: Half damage, and I slide the target 5 squares at the start of its next turn and it is immobilized until the end of its next turn.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Haste (minor)&lt;br /&gt;
** Target: Me or an Ally&lt;br /&gt;
** Effect: The target gains and immediately uses a standard action.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Prototype Silver Blade (free)&lt;br /&gt;
** Trigger: I hit an enemy with this blade.&lt;br /&gt;
** Effect: I banish the target to a demiplane (save ends). It vanishes from sight, cannot take actions, and cannot be targeted. On a save the target reappears in its last space, or in the unoccupied space closest to that.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Cli Lyre (standard)&lt;br /&gt;
** Effect: When I use this power during a rest, me and all my allies gain a +10 power bonus to their next Bluff, Intimidate, or Diplomacy check before our next short or extended rest.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Ricochet Shield (Immediate Reaction)&lt;br /&gt;
** Trigger: A ranged attack targeting AC misses me.&lt;br /&gt;
** Effect: The source of the attack repeats the attack roll against a different target of my choice within 10 squares of me. If the attack roll succeeds, it hits that target (apply damage and effect where appropriate).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;(_)&#039;&#039;&#039; Canary in a Coal Mine (Minor Action)&lt;br /&gt;
* Effect: I gain a flight speed equal to my speed until the end of my next turn.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Xambria&#039;s Manifestation II (standard, force)&lt;br /&gt;
* Attack: Close Burst 3 (enemies in burst) +18 vs. Fortitude&lt;br /&gt;
* Hit: 3d10 + 8 force damage, and push 4 squares. &lt;br /&gt;
* Miss: Half damage, and push 2 squares.&lt;br /&gt;
&lt;br /&gt;
==Rituals==&lt;br /&gt;
&lt;br /&gt;
* Glib Limerick (level 1)&lt;br /&gt;
* Traveller&#039;s chant (level 1)&lt;br /&gt;
* Lullaby (Level 3, 125/25)&lt;br /&gt;
* Detect Planar Energy (Level 1, 50/10)&lt;br /&gt;
* Comprehend Language (PHB, L1, 50/10)&lt;br /&gt;
* Detect Secret Doors (PHB, L3, 125/25)&lt;br /&gt;
* Knock (PHB, L4, 175/35)&lt;br /&gt;
* Water Walk (PHB, L2, 100/20)&lt;br /&gt;
* Endure Elements (PHB, L2, 100/20)&lt;br /&gt;
* Lesser Telepathy (L5, 250/30+1 surge)&lt;br /&gt;
* Call Wilderness Guide (PHB2, L6, 360/144)&lt;br /&gt;
* Fool&#039;s Speech (PHB2, L6, 360/50)&lt;br /&gt;
* Sending (PHB, L6, 360/50)&lt;br /&gt;
* Linked Portal (PHB, L8, 680/135)&lt;br /&gt;
* Song of Sustenance (PHB2, L8, 680/135)&lt;br /&gt;
* Raise Dead (PHB, L8, 680/500)&lt;br /&gt;
* Remove Affliction (PHB, L8, 680/250)&lt;br /&gt;
* Chorus of Truth (PHB2, L10, 1000/200)&lt;br /&gt;
&lt;br /&gt;
==Artifact==&lt;br /&gt;
&lt;br /&gt;
===Xambria&#039;s Consciousness===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Property:&#039;&#039;&#039;+3 to Acrobatics, Arcana, History, and Thievery checks (already calculated)&lt;br /&gt;
* &#039;&#039;&#039;Property:&#039;&#039;&#039; +2 to all checks while performing rituals (since I already have Ritual Caster).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Current Concordance:&#039;&#039;&#039; 16 (Pleased)&lt;br /&gt;
** Starting: 5&lt;br /&gt;
** Trained in History +2&lt;br /&gt;
** Gained 8 Levels +8&lt;br /&gt;
** Foiled 2 Obscurati Plots +2&lt;br /&gt;
&lt;br /&gt;
==Gear==&lt;br /&gt;
&lt;br /&gt;
===Weapons===&lt;br /&gt;
* Prototype Silver Blade +3 (longsword) &#039;&#039;(Prof +3, dam 1d8+Str,  4 lbs, Versatile, level 14)&#039;&#039; (21000 gp)&lt;br /&gt;
** Critical Bonus: +3d8&lt;br /&gt;
&lt;br /&gt;
===Armor===&lt;br /&gt;
* Veteran&#039;s Chain +3 (Braidmail) (+11 AC, 40 lbs) (lvl 12, 13000 gp)&lt;br /&gt;
* Small Shield (+1 AC)&lt;br /&gt;
&lt;br /&gt;
===Other Gear===&lt;br /&gt;
* Headband of Intellect (lvl 10, 5000gp, Head slot)&lt;br /&gt;
* Canary in a Coal Mine +3 (17000 gp, lvl 13, Neck slot)&lt;br /&gt;
* Iron Armbands of Power (Level 16, 45000gp, +4 to melee damage rolls)&lt;br /&gt;
* Gloves of the Healer (13000gp, lvl 12, Hands slot&lt;br /&gt;
* Belt of Vim (3400gp, lvl 8, Waist slot)&lt;br /&gt;
* Oceanstrider Boots (21000 gp, lvl 14, Feet slot)&lt;br /&gt;
* Wand of Aptitude (lvl 10, 5000gp, spare implement)&lt;br /&gt;
* Cli Lyre (Lvl 13, 21000gp, spare implement).&lt;br /&gt;
* Investigation Kit (40 gp)&lt;br /&gt;
* Bell and Whistle (1 gp)&lt;br /&gt;
* 2 x Elixir of Aptitude (100gp)&lt;br /&gt;
* 2 x Potion of Resistance (80gp)&lt;br /&gt;
* 2 x Potion of Vitality (2000gp)&lt;br /&gt;
* Worker&#039;s Clothes&lt;br /&gt;
** Definitely not a lady&#039;s outfit.  Trousers, undershirt, and boots, with a blue dress worn on top and a simple wide-brimmed hat.&lt;br /&gt;
* Pocket Watch (25 gp)&lt;br /&gt;
* 2401 GP in residuum.&lt;br /&gt;
&lt;br /&gt;
==Budget==&lt;br /&gt;
&lt;br /&gt;
Total gear value: 147.897gp.&lt;br /&gt;
Total budget: 253.595gp&lt;br /&gt;
&lt;br /&gt;
Free budget: 105.698gp&lt;br /&gt;
&lt;br /&gt;
==Item Properties==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Canary in a Coal Mine&#039;&#039;&#039;: +5 bonus to all defenses during the surprise round of an encounter. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Oceanstrider boots&#039;&#039;&#039;: +1 to speed (already factored). I can move across and stand on liquid surfaces as if they were solid. If the surface is hazardous (such as acid or magma) I still take damage from it.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Cli Lyre&#039;&#039;&#039;: Can be used as a +3 implement and focus for bardic rituals. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Headband of Intellect&#039;&#039;&#039;:  +2 to knowledge or monster knowledge checks, +1 to attack on powers that have the psychic keyword (already factored)&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Gloves of the Healer&#039;&#039;&#039;: When I use a power that has the Healing keyword, one target regains an extra 1d6 HP (already factored).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Wand of Aptitude&#039;&#039;&#039;: When I use Inspire Competence through this wand, I give an extra +2 item bonus to my allies&#039; skills.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Veteran&#039;s Chain&#039;&#039;&#039;: When I use an action point I gain a +1 item bonus to attack rolls and defenses until the end of my next turn. &lt;br /&gt;
&lt;br /&gt;
==Bio==&lt;br /&gt;
Here is Rosalia Savory, whose family was &#039;&#039;&#039;in no way&#039;&#039;&#039; part of a Robin-Hood like bandit gang in the drier and more remote areas of Risur, and absolutely &#039;&#039;&#039;did not&#039;&#039;&#039; move to Flint and change identities to escape a royal crackdown on them. She grew up among the dockers of Flint, got into music, and found out she had a knack for child detective shenanigans. When she grew up she figured she might as well get paid for the detective stuff and maybe try to help her community with the weight of a badge behind her. Her style and political stance are somewhat at odds with the traditional image of an RHC constable but you can&#039;t argue with the results of the magic mind-reading entrance exam!&lt;br /&gt;
&lt;br /&gt;
Rosalia&#039;s stage name is &amp;quot;Little Lamp&amp;quot; and she still performs in her spare time.&lt;br /&gt;
&lt;br /&gt;
[[Zeitgeist:_The_Gears_of_Revolution| Zeitgeist: The Gears of Revolution homepage]]&lt;/div&gt;</summary>
		<author><name>Bira</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Zeitgeist:_The_Gears_of_Revolution/Rosalia&amp;diff=483011</id>
		<title>Zeitgeist: The Gears of Revolution/Rosalia</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Zeitgeist:_The_Gears_of_Revolution/Rosalia&amp;diff=483011"/>
		<updated>2025-08-08T02:11:54Z</updated>

		<summary type="html">&lt;p&gt;Bira: /* Encounter Powers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Zeitgeist:_The_Gears_of_Revolution|Home Page]]&lt;br /&gt;
==Basics==&lt;br /&gt;
* Name: Rosalia &amp;quot;Little Lamp&amp;quot; Savory&lt;br /&gt;
* Race: Human&lt;br /&gt;
* Class: Bard&lt;br /&gt;
* Paragon Path: Daring Blade&lt;br /&gt;
* Level: 16&lt;br /&gt;
* Background: Urban &#039;&#039;(+2 to Streetwise)&#039;&#039;&lt;br /&gt;
* Theme: Docker&lt;br /&gt;
&lt;br /&gt;
==Stats==&lt;br /&gt;
* Str 9 &#039;&#039;&#039;(-1)&#039;&#039;&#039; &lt;br /&gt;
* Con 16 &#039;&#039;&#039;(+3)&#039;&#039;&#039;&lt;br /&gt;
* Dex 11 &#039;&#039;&#039;(+0)&#039;&#039;&#039;&lt;br /&gt;
* Int 15 &#039;&#039;&#039;(+2)&#039;&#039;&#039;&lt;br /&gt;
* Wis 15 &#039;&#039;&#039;(+2)&#039;&#039;&#039;&lt;br /&gt;
* Cha 21 &#039;&#039;&#039;(+5)&#039;&#039;&#039;&lt;br /&gt;
**Human bonus: +2 to Charisma&lt;br /&gt;
==Defenses/Combat Stats==&lt;br /&gt;
* HP: 102&lt;br /&gt;
* Healing Surges: 10&lt;br /&gt;
** Surge Value: 25 HP&lt;br /&gt;
* Speed: 7 (6 in armor)&lt;br /&gt;
* Action Points: 1&lt;br /&gt;
===Defenses===&lt;br /&gt;
* AC: &#039;&#039;&#039;30&#039;&#039;&#039;  (10 + 11 Armor + 8 Level + 1 Shield)&lt;br /&gt;
* Fort: &#039;&#039;&#039;27&#039;&#039;&#039; (10 + 3 CON + 8 Level + 3 Amulet + 1 Belt + 2 Feat)&lt;br /&gt;
* Ref: &#039;&#039;&#039;27&#039;&#039;&#039; (10 + 2 INT + 1 Class + 8 Level + 3 Amulet + 2 Feat + 1 Shield)&lt;br /&gt;
* Will: &#039;&#039;&#039;29&#039;&#039;&#039; (10 + 5 CHA + 1 Class + 8 Level + 3 Amulet + 2 Feat)&lt;br /&gt;
&lt;br /&gt;
==Racial Traits==&lt;br /&gt;
* Bonus Skill&lt;br /&gt;
* Bonus Feat&lt;br /&gt;
* Bonus At-Will Power&lt;br /&gt;
==Class Traits==&lt;br /&gt;
* Bardic Training&lt;br /&gt;
** Gain Ritual Caster as a bonus feat, and a ritual book with 1 level 1 bard ritual, and 1 level 1 ritual of any kind.&lt;br /&gt;
* Virtue of Valor&lt;br /&gt;
** 1/round, when ally within 5 squares of me bloodies or defeats an enemy, I can grant 6 temporary HP to that ally as a free action.&lt;br /&gt;
* Skill Versatility&lt;br /&gt;
** +1 to untrained skill checks.&lt;br /&gt;
* Song of Rest&lt;br /&gt;
** If I can sing or play an instrument during a short rest, allies regain an extra 5 HP per healing surge they spend in that rest.&lt;br /&gt;
* Swordbond&lt;br /&gt;
** I may bond with a specific sword with a 1-hour ritual. I can call my bonded sword to my hand from 10 squares away and rebuild it from a fragment if it&#039;s destroyed.&lt;br /&gt;
* Daring Action&lt;br /&gt;
** Instead of gaining an extra action, I can spend an action point to mark every enemy I can see and gain 10 temp HP.&lt;br /&gt;
* Daring Improvisation&lt;br /&gt;
** When I make a martial melee weapon attack, I can use Charisma for the attack and damage roll in place of the ability score required by the attack.&lt;br /&gt;
* Blade Feint&lt;br /&gt;
** I can use Bluff to gain combat advantage against an enemy by spending a minor action instead of a standard action. If I succeed and hit the enemy with a melee weapon attack before the start of my next turn, the target grants me combat advantage until I miss the target with an attack.&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
&#039;&#039;&#039;(Trained Skills)&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
* Acrobatics: +15&lt;br /&gt;
* &#039;&#039;&#039;Arcana: +18&#039;&#039;&#039;&lt;br /&gt;
* Athletics: +11&lt;br /&gt;
* &#039;&#039;&#039;Bluff: +18&#039;&#039;&#039;&lt;br /&gt;
* Diplomacy: +17&lt;br /&gt;
* Dungeoneering: +14&lt;br /&gt;
* &#039;&#039;&#039;Endurance: +16&#039;&#039;&#039;&lt;br /&gt;
* Heal: +14&lt;br /&gt;
* &#039;&#039;&#039;History: +18&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Insight: +15&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Intimidate: +18&#039;&#039;&#039;&lt;br /&gt;
* Nature: +14&lt;br /&gt;
* &#039;&#039;&#039;Perception: +15&#039;&#039;&#039;&lt;br /&gt;
* Religion: +14&lt;br /&gt;
* Stealth: +12&lt;br /&gt;
* &#039;&#039;&#039;Streetwise: +20&#039;&#039;&#039;&lt;br /&gt;
* Thievery: +15&lt;br /&gt;
&lt;br /&gt;
==Feats==&lt;br /&gt;
* Action Surge: +3 to attacks I make during any action gained by spending an action point.&lt;br /&gt;
* Battle Song Expertise: &#039;&#039;+1/tier to attacks with weapons and bard implements, +1 to forced movement from bard powers;&#039;&#039;&lt;br /&gt;
* Improved Majestic Word &#039;&#039; Target of majestic word also gains (CHA mod) temporary HP.&#039;&#039;&lt;br /&gt;
* Heart of the Blade (Swordmage Multiclass) &#039;&#039;Gain training in Endurance and the Swordbond class feature. All swords also count as implements now!&#039;&#039;&lt;br /&gt;
* Student of Artifice: &#039;&#039;Gain training in Arcana (redundant), and gain 1 daily use of the artificer&#039;s Healing Infusion.&#039;&#039;&lt;br /&gt;
* Ritual Caster &#039;&#039;May use rituals&#039;&#039;&lt;br /&gt;
* Bard of All Trades: Gain a +3 feat bonus to all untrained skill checks.&lt;br /&gt;
* Improved Defenses: +1 to all non-armor defenses (+2 at Paragon; +3 at Epic).&lt;br /&gt;
* Resourceful Leader (Warlord Multiclass): Gain training in History. When an ally I can see spends an action point for an attack, they gain +3 damage on a hit or +3 temp HP on a miss. (+5 at level 11; +7 at level 21).&lt;br /&gt;
* Psychic Lock: Any target I hit with a psychic power has a -2 penalty to its next attack roll (already factored).&lt;br /&gt;
* Improved Valor: Virtue of Valor gives +3 extra THP.&lt;br /&gt;
* Disheartening Presence: While I am conscious and not bloodied, any bloodied enemies adjacent to me take -1 to all of their attacks.&lt;br /&gt;
&lt;br /&gt;
==Powers==&lt;br /&gt;
&lt;br /&gt;
Accuracy with weapon powers: +21 (+5 CHA, +8 level, +3 proficiency, +2 feat, +3 item)&lt;br /&gt;
Accuracy with implement powers: +18 (+5 CHA, +8 level, +2 feat, +3 item)&lt;br /&gt;
&lt;br /&gt;
Damage bonus: +8 (+5 CHA, +3 item)&lt;br /&gt;
&lt;br /&gt;
Psychic powers get an extra +1 accuracy from Headband of Intellect. All weapon powers are considered Psychic due to the Silver Blade.&lt;br /&gt;
&lt;br /&gt;
===At-Will Powers===&lt;br /&gt;
* Melee Basic Attack (standard, weapon, psychic):&lt;br /&gt;
** +22 vs AC. Hit: 1d8+12 psychic damage, -2 to next attack.&lt;br /&gt;
&lt;br /&gt;
* Guiding Strike (standard, weapon, psychic):&lt;br /&gt;
** Melee 1; +22 vs. AC. &lt;br /&gt;
** Hit: 1d8+12 psychic damage, -2 to next attack and -2 to a chosen defense until the end of my next turn.&lt;br /&gt;
&lt;br /&gt;
* Vicious Mockery (standard, charm, implement, psychic):&lt;br /&gt;
** Ranged 10; +19 vs. Will. &lt;br /&gt;
** Hit: 1d6+8 psychic, -4 to next attack, and -2 to other attacks until the end of my next turn.&lt;br /&gt;
** &#039;&#039;I came here to kick your ass / Cuz you&#039;re dumb and cannot see / That even ten of you / Are worth less than half of me&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Staggering Note (standard, implement, thunder):&lt;br /&gt;
** Ranged 10; +18 vs. Will. &lt;br /&gt;
** Hit: 8 thunder, push 3, and an ally can make a melee basic attack against the target before, after, or during the push.&lt;br /&gt;
&lt;br /&gt;
* Prototype Silver Blade (item, psychic, free action)&lt;br /&gt;
** Effect: All damage dealt by this weapon is psychic. Another free action returns the damage to normal.&lt;br /&gt;
&lt;br /&gt;
* Audience Participation&lt;br /&gt;
** Trigger: An enemy starts its turn adjacent to one or more non-combatants who are friendly to me and know I&#039;m fighting.&lt;br /&gt;
** Effect (No Action): The triggering enemy takes 5 damage for each friendly they&#039;re adjacent to.&lt;br /&gt;
&lt;br /&gt;
===Encounter Powers===&lt;br /&gt;
* &#039;&#039;&#039;(_)(_)&#039;&#039;&#039; Majestic Word (minor, healing)&lt;br /&gt;
** Close burst 10 (me or an ally).&lt;br /&gt;
** Target spends a healing surge, heals an extra 3d6+5 HP, and gains 5 temporary HP.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Words of Friendship (minor, charm)&lt;br /&gt;
** I gain a +5 power bonus to the next Diplomacy check I make.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Docker&#039;s Jank (standard, teleportation)&lt;br /&gt;
** Close Burst 5.&lt;br /&gt;
** Me and an ally in the burst teleport and switch locations. The ally can then use a standard-action at-will power as a free action with a +2 power bonus to attack rolls.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Shout of Triumph (standard, implement, thunder)&lt;br /&gt;
** Close Blast 3 (enemies in blast); +18 vs. Fortitude.&lt;br /&gt;
** Hit: 1d6+8 thunder and push 4.&lt;br /&gt;
** Effect: Slide 4 on each ally in blast.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Impelling Force (standard, implement, force)&lt;br /&gt;
** Ranged 10; +18 vs. Fortitude&lt;br /&gt;
** Hit: 1d10+8 force damage, and I slide the target 5 squares to a square adjacent to an ally.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Scorpion&#039;s Claw Strike (standard, weapon, psychic)&lt;br /&gt;
** Melee 1 (one creature): +22 vs. AC&lt;br /&gt;
** Hit: 2d8+12 psychic damage, -2 to next attack, and I slide an ally who is adjacent to the target to another space adjacent to it. The ally gains a +2 power bonus to AC until the end of my next turn.&lt;br /&gt;
** Miss: 5 damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Inspire Competence (utility)&lt;br /&gt;
** Close burst 5 (me and each ally in burst).&lt;br /&gt;
** Effect: I choose a skill. Until the end of the encounter, all targets have a +2 power bonus to that skill.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Revitalizing Incantation (minor, healing)&lt;br /&gt;
** Ranged 5 (me or an ally)&lt;br /&gt;
** Effect: Target can spend a healing surge and heal 1d6 extra HP. Additionally, target gains temp HP equal to their healing surge value.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Healing Infusion: Resistive Formula (minor)&lt;br /&gt;
** Close Burst 5 (me or an ally)&lt;br /&gt;
** Effect: Target heals 1d6 HP and gains +1 to AC for the rest of the encounter. Target can choose to end this effect as a free action to gain HP equal to its healing surge value + 3 (CON Mod).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Mantle of Unity&lt;br /&gt;
** Close Burst 5 (me and each ally in burst)&lt;br /&gt;
** Effect: Determine the highest AC, Fortitude, Reflex, and Will among all the targets. Until the end of your next turn, use these values for the corresponding defenses of&lt;br /&gt;
all the targets.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Weapon Display (standard, weapon, psychic)&lt;br /&gt;
** Melee 1 (one creature); +22 vs. AC&lt;br /&gt;
** Effect: The target grants combat advantage to me for this attack.&lt;br /&gt;
** Hit: 2d8+12 damage, -2 to next attack, and the target grants combat advantage to me and all my allies until the end of my next turn.&lt;br /&gt;
** Miss: The target is marked until the end of my next turn, and I regain the use of this power.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Defensive Posture&lt;br /&gt;
** Move Action&lt;br /&gt;
** Effect: I gain a +2 power bonus to AC and Reflex until the end of my next turn, then shift a number of squares equal to one-half my speed (2). Each ally that can see me gains a +2 power bonus to attack rolls until the end of your next turn.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Insult of Passivity (fear, implement, psychic)&lt;br /&gt;
** Ranged 10 (one creature); +19 vs. Will&lt;br /&gt;
** Hit: 2d8+8 psychic damage and the target is dazed until the end of the encounter or until hit or missed by an attack.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Xambria&#039;s Manifestation I (Free action)&lt;br /&gt;
Effect: Xambria appears with 10 squares and can use a minor action to manpinulate an object or do something similar.&lt;br /&gt;
&lt;br /&gt;
===Daily Powers===&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Stirring Shout (standard, implement, psychic)&lt;br /&gt;
** Ranged 10; +19 vs. Will.&lt;br /&gt;
** Hit: 2d6+8 psychic, -2 to next attack.&lt;br /&gt;
** Effect: Until the end of the encounter, whenever an ally hits the target, the ally heals 5 HP (CHA mod).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Sing Your Praises (minor, docker)&lt;br /&gt;
** Close Burst 5 (10 at Paragon; 15 at Epic);&lt;br /&gt;
** Effect: Each ally in the burst can immediately make a saving throw.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Wail of Anguish (minor, implement)&lt;br /&gt;
** Effect: Until the end  of your next turn, you can make the following attack.&lt;br /&gt;
*** Opportunity Action, Close Burst 3; Trigger: an enemy starts turn inside burst; +18 vs. Will (triggering enemy); Hit: 1d10+8  damage and  target cannot shift UENT.&lt;br /&gt;
** Sustain Minor: The effect persists.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Strike up the Dance (standard, implement, psychic)&lt;br /&gt;
** Target: One, two, or three creatures.&lt;br /&gt;
** Ranged 10; +19 vs. Will&lt;br /&gt;
** Hit: 2d10+8 psychic damage, and the target is immobilized (save ends). Until it saves, I can slide the target 5 squares at the start of its turn and it cannot take move actions on its turn. If I target only one creature with this power, it takes 1d10 extra damage.&lt;br /&gt;
*** Miss: Half damage, and I slide the target 5 squares at the start of its next turn and it is immobilized until the end of its next turn.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Haste (minor)&lt;br /&gt;
** Target: Me or an Ally&lt;br /&gt;
** Effect: The target gains and immediately uses a standard action.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Prototype Silver Blade (free)&lt;br /&gt;
** Trigger: I hit an enemy with this blade.&lt;br /&gt;
** Effect: I banish the target to a demiplane (save ends). It vanishes from sight, cannot take actions, and cannot be targeted. On a save the target reappears in its last space, or in the unoccupied space closest to that.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Cli Lyre (standard)&lt;br /&gt;
** Effect: When I use this power during a rest, me and all my allies gain a +10 power bonus to their next Bluff, Intimidate, or Diplomacy check before our next short or extended rest.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Ricochet Shield (Immediate Reaction)&lt;br /&gt;
** Trigger: A ranged attack targeting AC misses me.&lt;br /&gt;
** Effect: The source of the attack repeats the attack roll against a different target of my choice within 10 squares of me. If the attack roll succeeds, it hits that target (apply damage and effect where appropriate).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;(_)&#039;&#039;&#039; Canary in a Coal Mine (Minor Action)&lt;br /&gt;
* Effect: I gain a flight speed equal to my speed until the end of my next turn.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Xambria&#039;s Manifestation II (standard, force)&lt;br /&gt;
* Attack: Close Burst 3 (enemies in burst) +18 vs. Fortitude&lt;br /&gt;
* Hit: 3d10 + 8 force damage, and push 4 squares. &lt;br /&gt;
* Miss: Half damage, and push 2 squares.&lt;br /&gt;
&lt;br /&gt;
==Rituals==&lt;br /&gt;
&lt;br /&gt;
* Glib Limerick (level 1)&lt;br /&gt;
* Traveller&#039;s chant (level 1)&lt;br /&gt;
* Lullaby (Level 3, 125/25)&lt;br /&gt;
* Detect Planar Energy (Level 1, 50/10)&lt;br /&gt;
* Comprehend Language (PHB, L1, 50/10)&lt;br /&gt;
* Detect Secret Doors (PHB, L3, 125/25)&lt;br /&gt;
* Knock (PHB, L4, 175/35)&lt;br /&gt;
* Water Walk (PHB, L2, 100/20)&lt;br /&gt;
* Endure Elements (PHB, L2, 100/20)&lt;br /&gt;
* Lesser Telepathy (L5, 250/30+1 surge)&lt;br /&gt;
* Call Wilderness Guide (PHB2, L6, 360/144)&lt;br /&gt;
* Fool&#039;s Speech (PHB2, L6, 360/50)&lt;br /&gt;
* Sending (PHB, L6, 360/50)&lt;br /&gt;
* Linked Portal (PHB, L8, 680/135)&lt;br /&gt;
* Song of Sustenance (PHB2, L8, 680/135)&lt;br /&gt;
* Raise Dead (PHB, L8, 680/500)&lt;br /&gt;
* Remove Affliction (PHB, L8, 680/250)&lt;br /&gt;
* Chorus of Truth (PHB2, L10, 1000/200)&lt;br /&gt;
&lt;br /&gt;
==Artifact==&lt;br /&gt;
&lt;br /&gt;
===Xambria&#039;s Consciousness===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Property:&#039;&#039;&#039;+3 to Acrobatics, Arcana, History, and Thievery checks (already calculated)&lt;br /&gt;
* &#039;&#039;&#039;Property:&#039;&#039;&#039; +2 to all checks while performing rituals (since I already have Ritual Caster).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Current Concordance:&#039;&#039;&#039; 16 (Pleased)&lt;br /&gt;
** Starting: 5&lt;br /&gt;
** Trained in History +2&lt;br /&gt;
** Gained 8 Levels +8&lt;br /&gt;
** Foiled 2 Obscurati Plots +2&lt;br /&gt;
&lt;br /&gt;
==Gear==&lt;br /&gt;
&lt;br /&gt;
===Weapons===&lt;br /&gt;
* Prototype Silver Blade +3 (longsword) &#039;&#039;(Prof +3, dam 1d8+Str,  4 lbs, Versatile, level 14)&#039;&#039; (21000 gp)&lt;br /&gt;
** Critical Bonus: +3d8&lt;br /&gt;
&lt;br /&gt;
===Armor===&lt;br /&gt;
* Veteran&#039;s Chain +3 (Braidmail) (+11 AC, 40 lbs) (lvl 12, 13000 gp)&lt;br /&gt;
* Small Shield (+1 AC)&lt;br /&gt;
&lt;br /&gt;
===Other Gear===&lt;br /&gt;
* Headband of Intellect (lvl 10, 5000gp, Head slot)&lt;br /&gt;
* Canary in a Coal Mine +3 (17000 gp, lvl 13, Neck slot)&lt;br /&gt;
* Iron Armbands of Power (Level 16, 45000gp, +4 to melee damage rolls)&lt;br /&gt;
* Gloves of the Healer (13000gp, lvl 12, Hands slot&lt;br /&gt;
* Belt of Vim (3400gp, lvl 8, Waist slot)&lt;br /&gt;
* Oceanstrider Boots (21000 gp, lvl 14, Feet slot)&lt;br /&gt;
* Wand of Aptitude (lvl 10, 5000gp, spare implement)&lt;br /&gt;
* Cli Lyre (Lvl 13, 21000gp, spare implement).&lt;br /&gt;
* Investigation Kit (40 gp)&lt;br /&gt;
* Bell and Whistle (1 gp)&lt;br /&gt;
* 2 x Elixir of Aptitude (100gp)&lt;br /&gt;
* 2 x Potion of Resistance (80gp)&lt;br /&gt;
* 2 x Potion of Vitality (2000gp)&lt;br /&gt;
* Worker&#039;s Clothes&lt;br /&gt;
** Definitely not a lady&#039;s outfit.  Trousers, undershirt, and boots, with a blue dress worn on top and a simple wide-brimmed hat.&lt;br /&gt;
* Pocket Watch (25 gp)&lt;br /&gt;
* 2401 GP in residuum.&lt;br /&gt;
&lt;br /&gt;
==Budget==&lt;br /&gt;
&lt;br /&gt;
Total gear value: 147.897gp.&lt;br /&gt;
Total budget: 253.595gp&lt;br /&gt;
&lt;br /&gt;
Free budget: 105.698gp&lt;br /&gt;
&lt;br /&gt;
==Item Properties==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Canary in a Coal Mine&#039;&#039;&#039;: +5 bonus to all defenses during the surprise round of an encounter. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Oceanstrider boots&#039;&#039;&#039;: +1 to speed (already factored). I can move across and stand on liquid surfaces as if they were solid. If the surface is hazardous (such as acid or magma) I still take damage from it.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Cli Lyre&#039;&#039;&#039;: Can be used as a +3 implement and focus for bardic rituals. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Headband of Intellect&#039;&#039;&#039;:  +2 to knowledge or monster knowledge checks, +1 to attack on powers that have the psychic keyword (already factored)&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Gloves of the Healer&#039;&#039;&#039;: When I use a power that has the Healing keyword, one target regains an extra 1d6 HP (already factored).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Wand of Aptitude&#039;&#039;&#039;: When I use Inspire Competence through this wand, I give an extra +2 item bonus to my allies&#039; skills.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Veteran&#039;s Chain&#039;&#039;&#039;: When I use an action point I gain a +1 item bonus to attack rolls and defenses until the end of my next turn. &lt;br /&gt;
&lt;br /&gt;
==Bio==&lt;br /&gt;
Here is Rosalia Savory, whose family was &#039;&#039;&#039;in no way&#039;&#039;&#039; part of a Robin-Hood like bandit gang in the drier and more remote areas of Risur, and absolutely &#039;&#039;&#039;did not&#039;&#039;&#039; move to Flint and change identities to escape a royal crackdown on them. She grew up among the dockers of Flint, got into music, and found out she had a knack for child detective shenanigans. When she grew up she figured she might as well get paid for the detective stuff and maybe try to help her community with the weight of a badge behind her. Her style and political stance are somewhat at odds with the traditional image of an RHC constable but you can&#039;t argue with the results of the magic mind-reading entrance exam!&lt;br /&gt;
&lt;br /&gt;
Rosalia&#039;s stage name is &amp;quot;Little Lamp&amp;quot; and she still performs in her spare time.&lt;br /&gt;
&lt;br /&gt;
[[Zeitgeist:_The_Gears_of_Revolution| Zeitgeist: The Gears of Revolution homepage]]&lt;/div&gt;</summary>
		<author><name>Bira</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Zeitgeist:_The_Gears_of_Revolution/Rosalia&amp;diff=483010</id>
		<title>Zeitgeist: The Gears of Revolution/Rosalia</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Zeitgeist:_The_Gears_of_Revolution/Rosalia&amp;diff=483010"/>
		<updated>2025-08-08T02:11:30Z</updated>

		<summary type="html">&lt;p&gt;Bira: /* At-Will Powers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Zeitgeist:_The_Gears_of_Revolution|Home Page]]&lt;br /&gt;
==Basics==&lt;br /&gt;
* Name: Rosalia &amp;quot;Little Lamp&amp;quot; Savory&lt;br /&gt;
* Race: Human&lt;br /&gt;
* Class: Bard&lt;br /&gt;
* Paragon Path: Daring Blade&lt;br /&gt;
* Level: 16&lt;br /&gt;
* Background: Urban &#039;&#039;(+2 to Streetwise)&#039;&#039;&lt;br /&gt;
* Theme: Docker&lt;br /&gt;
&lt;br /&gt;
==Stats==&lt;br /&gt;
* Str 9 &#039;&#039;&#039;(-1)&#039;&#039;&#039; &lt;br /&gt;
* Con 16 &#039;&#039;&#039;(+3)&#039;&#039;&#039;&lt;br /&gt;
* Dex 11 &#039;&#039;&#039;(+0)&#039;&#039;&#039;&lt;br /&gt;
* Int 15 &#039;&#039;&#039;(+2)&#039;&#039;&#039;&lt;br /&gt;
* Wis 15 &#039;&#039;&#039;(+2)&#039;&#039;&#039;&lt;br /&gt;
* Cha 21 &#039;&#039;&#039;(+5)&#039;&#039;&#039;&lt;br /&gt;
**Human bonus: +2 to Charisma&lt;br /&gt;
==Defenses/Combat Stats==&lt;br /&gt;
* HP: 102&lt;br /&gt;
* Healing Surges: 10&lt;br /&gt;
** Surge Value: 25 HP&lt;br /&gt;
* Speed: 7 (6 in armor)&lt;br /&gt;
* Action Points: 1&lt;br /&gt;
===Defenses===&lt;br /&gt;
* AC: &#039;&#039;&#039;30&#039;&#039;&#039;  (10 + 11 Armor + 8 Level + 1 Shield)&lt;br /&gt;
* Fort: &#039;&#039;&#039;27&#039;&#039;&#039; (10 + 3 CON + 8 Level + 3 Amulet + 1 Belt + 2 Feat)&lt;br /&gt;
* Ref: &#039;&#039;&#039;27&#039;&#039;&#039; (10 + 2 INT + 1 Class + 8 Level + 3 Amulet + 2 Feat + 1 Shield)&lt;br /&gt;
* Will: &#039;&#039;&#039;29&#039;&#039;&#039; (10 + 5 CHA + 1 Class + 8 Level + 3 Amulet + 2 Feat)&lt;br /&gt;
&lt;br /&gt;
==Racial Traits==&lt;br /&gt;
* Bonus Skill&lt;br /&gt;
* Bonus Feat&lt;br /&gt;
* Bonus At-Will Power&lt;br /&gt;
==Class Traits==&lt;br /&gt;
* Bardic Training&lt;br /&gt;
** Gain Ritual Caster as a bonus feat, and a ritual book with 1 level 1 bard ritual, and 1 level 1 ritual of any kind.&lt;br /&gt;
* Virtue of Valor&lt;br /&gt;
** 1/round, when ally within 5 squares of me bloodies or defeats an enemy, I can grant 6 temporary HP to that ally as a free action.&lt;br /&gt;
* Skill Versatility&lt;br /&gt;
** +1 to untrained skill checks.&lt;br /&gt;
* Song of Rest&lt;br /&gt;
** If I can sing or play an instrument during a short rest, allies regain an extra 5 HP per healing surge they spend in that rest.&lt;br /&gt;
* Swordbond&lt;br /&gt;
** I may bond with a specific sword with a 1-hour ritual. I can call my bonded sword to my hand from 10 squares away and rebuild it from a fragment if it&#039;s destroyed.&lt;br /&gt;
* Daring Action&lt;br /&gt;
** Instead of gaining an extra action, I can spend an action point to mark every enemy I can see and gain 10 temp HP.&lt;br /&gt;
* Daring Improvisation&lt;br /&gt;
** When I make a martial melee weapon attack, I can use Charisma for the attack and damage roll in place of the ability score required by the attack.&lt;br /&gt;
* Blade Feint&lt;br /&gt;
** I can use Bluff to gain combat advantage against an enemy by spending a minor action instead of a standard action. If I succeed and hit the enemy with a melee weapon attack before the start of my next turn, the target grants me combat advantage until I miss the target with an attack.&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
&#039;&#039;&#039;(Trained Skills)&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
* Acrobatics: +15&lt;br /&gt;
* &#039;&#039;&#039;Arcana: +18&#039;&#039;&#039;&lt;br /&gt;
* Athletics: +11&lt;br /&gt;
* &#039;&#039;&#039;Bluff: +18&#039;&#039;&#039;&lt;br /&gt;
* Diplomacy: +17&lt;br /&gt;
* Dungeoneering: +14&lt;br /&gt;
* &#039;&#039;&#039;Endurance: +16&#039;&#039;&#039;&lt;br /&gt;
* Heal: +14&lt;br /&gt;
* &#039;&#039;&#039;History: +18&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Insight: +15&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Intimidate: +18&#039;&#039;&#039;&lt;br /&gt;
* Nature: +14&lt;br /&gt;
* &#039;&#039;&#039;Perception: +15&#039;&#039;&#039;&lt;br /&gt;
* Religion: +14&lt;br /&gt;
* Stealth: +12&lt;br /&gt;
* &#039;&#039;&#039;Streetwise: +20&#039;&#039;&#039;&lt;br /&gt;
* Thievery: +15&lt;br /&gt;
&lt;br /&gt;
==Feats==&lt;br /&gt;
* Action Surge: +3 to attacks I make during any action gained by spending an action point.&lt;br /&gt;
* Battle Song Expertise: &#039;&#039;+1/tier to attacks with weapons and bard implements, +1 to forced movement from bard powers;&#039;&#039;&lt;br /&gt;
* Improved Majestic Word &#039;&#039; Target of majestic word also gains (CHA mod) temporary HP.&#039;&#039;&lt;br /&gt;
* Heart of the Blade (Swordmage Multiclass) &#039;&#039;Gain training in Endurance and the Swordbond class feature. All swords also count as implements now!&#039;&#039;&lt;br /&gt;
* Student of Artifice: &#039;&#039;Gain training in Arcana (redundant), and gain 1 daily use of the artificer&#039;s Healing Infusion.&#039;&#039;&lt;br /&gt;
* Ritual Caster &#039;&#039;May use rituals&#039;&#039;&lt;br /&gt;
* Bard of All Trades: Gain a +3 feat bonus to all untrained skill checks.&lt;br /&gt;
* Improved Defenses: +1 to all non-armor defenses (+2 at Paragon; +3 at Epic).&lt;br /&gt;
* Resourceful Leader (Warlord Multiclass): Gain training in History. When an ally I can see spends an action point for an attack, they gain +3 damage on a hit or +3 temp HP on a miss. (+5 at level 11; +7 at level 21).&lt;br /&gt;
* Psychic Lock: Any target I hit with a psychic power has a -2 penalty to its next attack roll (already factored).&lt;br /&gt;
* Improved Valor: Virtue of Valor gives +3 extra THP.&lt;br /&gt;
* Disheartening Presence: While I am conscious and not bloodied, any bloodied enemies adjacent to me take -1 to all of their attacks.&lt;br /&gt;
&lt;br /&gt;
==Powers==&lt;br /&gt;
&lt;br /&gt;
Accuracy with weapon powers: +21 (+5 CHA, +8 level, +3 proficiency, +2 feat, +3 item)&lt;br /&gt;
Accuracy with implement powers: +18 (+5 CHA, +8 level, +2 feat, +3 item)&lt;br /&gt;
&lt;br /&gt;
Damage bonus: +8 (+5 CHA, +3 item)&lt;br /&gt;
&lt;br /&gt;
Psychic powers get an extra +1 accuracy from Headband of Intellect. All weapon powers are considered Psychic due to the Silver Blade.&lt;br /&gt;
&lt;br /&gt;
===At-Will Powers===&lt;br /&gt;
* Melee Basic Attack (standard, weapon, psychic):&lt;br /&gt;
** +22 vs AC. Hit: 1d8+12 psychic damage, -2 to next attack.&lt;br /&gt;
&lt;br /&gt;
* Guiding Strike (standard, weapon, psychic):&lt;br /&gt;
** Melee 1; +22 vs. AC. &lt;br /&gt;
** Hit: 1d8+12 psychic damage, -2 to next attack and -2 to a chosen defense until the end of my next turn.&lt;br /&gt;
&lt;br /&gt;
* Vicious Mockery (standard, charm, implement, psychic):&lt;br /&gt;
** Ranged 10; +19 vs. Will. &lt;br /&gt;
** Hit: 1d6+8 psychic, -4 to next attack, and -2 to other attacks until the end of my next turn.&lt;br /&gt;
** &#039;&#039;I came here to kick your ass / Cuz you&#039;re dumb and cannot see / That even ten of you / Are worth less than half of me&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Staggering Note (standard, implement, thunder):&lt;br /&gt;
** Ranged 10; +18 vs. Will. &lt;br /&gt;
** Hit: 8 thunder, push 3, and an ally can make a melee basic attack against the target before, after, or during the push.&lt;br /&gt;
&lt;br /&gt;
* Prototype Silver Blade (item, psychic, free action)&lt;br /&gt;
** Effect: All damage dealt by this weapon is psychic. Another free action returns the damage to normal.&lt;br /&gt;
&lt;br /&gt;
* Audience Participation&lt;br /&gt;
** Trigger: An enemy starts its turn adjacent to one or more non-combatants who are friendly to me and know I&#039;m fighting.&lt;br /&gt;
** Effect (No Action): The triggering enemy takes 5 damage for each friendly they&#039;re adjacent to.&lt;br /&gt;
&lt;br /&gt;
===Encounter Powers===&lt;br /&gt;
* &#039;&#039;&#039;(_)(_)&#039;&#039;&#039; Majestic Word (minor, healing)&lt;br /&gt;
** Close burst 10 (me or an ally).&lt;br /&gt;
** Target spends a healing surge, heals an extra 3d6+5 HP, and gains 5 temporary HP.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Words of Friendship (minor, charm)&lt;br /&gt;
** I gain a +5 power bonus to the next Diplomacy check I make.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Docker&#039;s Jank (standard, teleportation)&lt;br /&gt;
** Close Burst 5.&lt;br /&gt;
** Me and an ally in the burst teleport and switch locations. The ally can then use a standard-action at-will power as a free action with a +2 power bonus to attack rolls.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Shout of Triumph (standard, implement, thunder)&lt;br /&gt;
** Close Blast 3 (enemies in blast); +18 vs. Fortitude.&lt;br /&gt;
** Hit: 1d6+8 thunder and push 4.&lt;br /&gt;
** Effect: Slide 4 on each ally in blast.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Impelling Force (standard, implement, force)&lt;br /&gt;
** Ranged 10; +18 vs. Fortitude&lt;br /&gt;
** Hit: 1d10+8 force damage, and I slide the target 5 squares to a square adjacent to an ally.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Scorpion&#039;s Claw Strike (standard, weapon, psychic)&lt;br /&gt;
** Melee 1 (one creature): +22 vs. AC&lt;br /&gt;
** Hit: 2d8+8 psychic damage, -2 to next attack, and I slide an ally who is adjacent to the target to another space adjacent to it. The ally gains a +2 power bonus to AC until the end of my next turn.&lt;br /&gt;
** Miss: 5 damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Inspire Competence (utility)&lt;br /&gt;
** Close burst 5 (me and each ally in burst).&lt;br /&gt;
** Effect: I choose a skill. Until the end of the encounter, all targets have a +2 power bonus to that skill.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Revitalizing Incantation (minor, healing)&lt;br /&gt;
** Ranged 5 (me or an ally)&lt;br /&gt;
** Effect: Target can spend a healing surge and heal 1d6 extra HP. Additionally, target gains temp HP equal to their healing surge value.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Healing Infusion: Resistive Formula (minor)&lt;br /&gt;
** Close Burst 5 (me or an ally)&lt;br /&gt;
** Effect: Target heals 1d6 HP and gains +1 to AC for the rest of the encounter. Target can choose to end this effect as a free action to gain HP equal to its healing surge value + 3 (CON Mod).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Mantle of Unity&lt;br /&gt;
** Close Burst 5 (me and each ally in burst)&lt;br /&gt;
** Effect: Determine the highest AC, Fortitude, Reflex, and Will among all the targets. Until the end of your next turn, use these values for the corresponding defenses of&lt;br /&gt;
all the targets.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Weapon Display (standard, weapon, psychic)&lt;br /&gt;
** Melee 1 (one creature); +22 vs. AC&lt;br /&gt;
** Effect: The target grants combat advantage to me for this attack.&lt;br /&gt;
** Hit: 2d8+8 damage, -2 to next attack, and the target grants combat advantage to me and all my allies until the end of my next turn.&lt;br /&gt;
** Miss: The target is marked until the end of my next turn, and I regain the use of this power.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Defensive Posture&lt;br /&gt;
** Move Action&lt;br /&gt;
** Effect: I gain a +2 power bonus to AC and Reflex until the end of my next turn, then shift a number of squares equal to one-half my speed (2). Each ally that can see me gains a +2 power bonus to attack rolls until the end of your next turn.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Insult of Passivity (fear, implement, psychic)&lt;br /&gt;
** Ranged 10 (one creature); +19 vs. Will&lt;br /&gt;
** Hit: 2d8+8 psychic damage and the target is dazed until the end of the encounter or until hit or missed by an attack.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Xambria&#039;s Manifestation I (Free action)&lt;br /&gt;
Effect: Xambria appears with 10 squares and can use a minor action to manpinulate an object or do something similar. &lt;br /&gt;
&lt;br /&gt;
===Daily Powers===&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Stirring Shout (standard, implement, psychic)&lt;br /&gt;
** Ranged 10; +19 vs. Will.&lt;br /&gt;
** Hit: 2d6+8 psychic, -2 to next attack.&lt;br /&gt;
** Effect: Until the end of the encounter, whenever an ally hits the target, the ally heals 5 HP (CHA mod).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Sing Your Praises (minor, docker)&lt;br /&gt;
** Close Burst 5 (10 at Paragon; 15 at Epic);&lt;br /&gt;
** Effect: Each ally in the burst can immediately make a saving throw.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Wail of Anguish (minor, implement)&lt;br /&gt;
** Effect: Until the end  of your next turn, you can make the following attack.&lt;br /&gt;
*** Opportunity Action, Close Burst 3; Trigger: an enemy starts turn inside burst; +18 vs. Will (triggering enemy); Hit: 1d10+8  damage and  target cannot shift UENT.&lt;br /&gt;
** Sustain Minor: The effect persists.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Strike up the Dance (standard, implement, psychic)&lt;br /&gt;
** Target: One, two, or three creatures.&lt;br /&gt;
** Ranged 10; +19 vs. Will&lt;br /&gt;
** Hit: 2d10+8 psychic damage, and the target is immobilized (save ends). Until it saves, I can slide the target 5 squares at the start of its turn and it cannot take move actions on its turn. If I target only one creature with this power, it takes 1d10 extra damage.&lt;br /&gt;
*** Miss: Half damage, and I slide the target 5 squares at the start of its next turn and it is immobilized until the end of its next turn.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Haste (minor)&lt;br /&gt;
** Target: Me or an Ally&lt;br /&gt;
** Effect: The target gains and immediately uses a standard action.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Prototype Silver Blade (free)&lt;br /&gt;
** Trigger: I hit an enemy with this blade.&lt;br /&gt;
** Effect: I banish the target to a demiplane (save ends). It vanishes from sight, cannot take actions, and cannot be targeted. On a save the target reappears in its last space, or in the unoccupied space closest to that.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Cli Lyre (standard)&lt;br /&gt;
** Effect: When I use this power during a rest, me and all my allies gain a +10 power bonus to their next Bluff, Intimidate, or Diplomacy check before our next short or extended rest.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Ricochet Shield (Immediate Reaction)&lt;br /&gt;
** Trigger: A ranged attack targeting AC misses me.&lt;br /&gt;
** Effect: The source of the attack repeats the attack roll against a different target of my choice within 10 squares of me. If the attack roll succeeds, it hits that target (apply damage and effect where appropriate).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;(_)&#039;&#039;&#039; Canary in a Coal Mine (Minor Action)&lt;br /&gt;
* Effect: I gain a flight speed equal to my speed until the end of my next turn.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Xambria&#039;s Manifestation II (standard, force)&lt;br /&gt;
* Attack: Close Burst 3 (enemies in burst) +18 vs. Fortitude&lt;br /&gt;
* Hit: 3d10 + 8 force damage, and push 4 squares. &lt;br /&gt;
* Miss: Half damage, and push 2 squares.&lt;br /&gt;
&lt;br /&gt;
==Rituals==&lt;br /&gt;
&lt;br /&gt;
* Glib Limerick (level 1)&lt;br /&gt;
* Traveller&#039;s chant (level 1)&lt;br /&gt;
* Lullaby (Level 3, 125/25)&lt;br /&gt;
* Detect Planar Energy (Level 1, 50/10)&lt;br /&gt;
* Comprehend Language (PHB, L1, 50/10)&lt;br /&gt;
* Detect Secret Doors (PHB, L3, 125/25)&lt;br /&gt;
* Knock (PHB, L4, 175/35)&lt;br /&gt;
* Water Walk (PHB, L2, 100/20)&lt;br /&gt;
* Endure Elements (PHB, L2, 100/20)&lt;br /&gt;
* Lesser Telepathy (L5, 250/30+1 surge)&lt;br /&gt;
* Call Wilderness Guide (PHB2, L6, 360/144)&lt;br /&gt;
* Fool&#039;s Speech (PHB2, L6, 360/50)&lt;br /&gt;
* Sending (PHB, L6, 360/50)&lt;br /&gt;
* Linked Portal (PHB, L8, 680/135)&lt;br /&gt;
* Song of Sustenance (PHB2, L8, 680/135)&lt;br /&gt;
* Raise Dead (PHB, L8, 680/500)&lt;br /&gt;
* Remove Affliction (PHB, L8, 680/250)&lt;br /&gt;
* Chorus of Truth (PHB2, L10, 1000/200)&lt;br /&gt;
&lt;br /&gt;
==Artifact==&lt;br /&gt;
&lt;br /&gt;
===Xambria&#039;s Consciousness===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Property:&#039;&#039;&#039;+3 to Acrobatics, Arcana, History, and Thievery checks (already calculated)&lt;br /&gt;
* &#039;&#039;&#039;Property:&#039;&#039;&#039; +2 to all checks while performing rituals (since I already have Ritual Caster).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Current Concordance:&#039;&#039;&#039; 16 (Pleased)&lt;br /&gt;
** Starting: 5&lt;br /&gt;
** Trained in History +2&lt;br /&gt;
** Gained 8 Levels +8&lt;br /&gt;
** Foiled 2 Obscurati Plots +2&lt;br /&gt;
&lt;br /&gt;
==Gear==&lt;br /&gt;
&lt;br /&gt;
===Weapons===&lt;br /&gt;
* Prototype Silver Blade +3 (longsword) &#039;&#039;(Prof +3, dam 1d8+Str,  4 lbs, Versatile, level 14)&#039;&#039; (21000 gp)&lt;br /&gt;
** Critical Bonus: +3d8&lt;br /&gt;
&lt;br /&gt;
===Armor===&lt;br /&gt;
* Veteran&#039;s Chain +3 (Braidmail) (+11 AC, 40 lbs) (lvl 12, 13000 gp)&lt;br /&gt;
* Small Shield (+1 AC)&lt;br /&gt;
&lt;br /&gt;
===Other Gear===&lt;br /&gt;
* Headband of Intellect (lvl 10, 5000gp, Head slot)&lt;br /&gt;
* Canary in a Coal Mine +3 (17000 gp, lvl 13, Neck slot)&lt;br /&gt;
* Iron Armbands of Power (Level 16, 45000gp, +4 to melee damage rolls)&lt;br /&gt;
* Gloves of the Healer (13000gp, lvl 12, Hands slot&lt;br /&gt;
* Belt of Vim (3400gp, lvl 8, Waist slot)&lt;br /&gt;
* Oceanstrider Boots (21000 gp, lvl 14, Feet slot)&lt;br /&gt;
* Wand of Aptitude (lvl 10, 5000gp, spare implement)&lt;br /&gt;
* Cli Lyre (Lvl 13, 21000gp, spare implement).&lt;br /&gt;
* Investigation Kit (40 gp)&lt;br /&gt;
* Bell and Whistle (1 gp)&lt;br /&gt;
* 2 x Elixir of Aptitude (100gp)&lt;br /&gt;
* 2 x Potion of Resistance (80gp)&lt;br /&gt;
* 2 x Potion of Vitality (2000gp)&lt;br /&gt;
* Worker&#039;s Clothes&lt;br /&gt;
** Definitely not a lady&#039;s outfit.  Trousers, undershirt, and boots, with a blue dress worn on top and a simple wide-brimmed hat.&lt;br /&gt;
* Pocket Watch (25 gp)&lt;br /&gt;
* 2401 GP in residuum.&lt;br /&gt;
&lt;br /&gt;
==Budget==&lt;br /&gt;
&lt;br /&gt;
Total gear value: 147.897gp.&lt;br /&gt;
Total budget: 253.595gp&lt;br /&gt;
&lt;br /&gt;
Free budget: 105.698gp&lt;br /&gt;
&lt;br /&gt;
==Item Properties==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Canary in a Coal Mine&#039;&#039;&#039;: +5 bonus to all defenses during the surprise round of an encounter. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Oceanstrider boots&#039;&#039;&#039;: +1 to speed (already factored). I can move across and stand on liquid surfaces as if they were solid. If the surface is hazardous (such as acid or magma) I still take damage from it.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Cli Lyre&#039;&#039;&#039;: Can be used as a +3 implement and focus for bardic rituals. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Headband of Intellect&#039;&#039;&#039;:  +2 to knowledge or monster knowledge checks, +1 to attack on powers that have the psychic keyword (already factored)&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Gloves of the Healer&#039;&#039;&#039;: When I use a power that has the Healing keyword, one target regains an extra 1d6 HP (already factored).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Wand of Aptitude&#039;&#039;&#039;: When I use Inspire Competence through this wand, I give an extra +2 item bonus to my allies&#039; skills.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Veteran&#039;s Chain&#039;&#039;&#039;: When I use an action point I gain a +1 item bonus to attack rolls and defenses until the end of my next turn. &lt;br /&gt;
&lt;br /&gt;
==Bio==&lt;br /&gt;
Here is Rosalia Savory, whose family was &#039;&#039;&#039;in no way&#039;&#039;&#039; part of a Robin-Hood like bandit gang in the drier and more remote areas of Risur, and absolutely &#039;&#039;&#039;did not&#039;&#039;&#039; move to Flint and change identities to escape a royal crackdown on them. She grew up among the dockers of Flint, got into music, and found out she had a knack for child detective shenanigans. When she grew up she figured she might as well get paid for the detective stuff and maybe try to help her community with the weight of a badge behind her. Her style and political stance are somewhat at odds with the traditional image of an RHC constable but you can&#039;t argue with the results of the magic mind-reading entrance exam!&lt;br /&gt;
&lt;br /&gt;
Rosalia&#039;s stage name is &amp;quot;Little Lamp&amp;quot; and she still performs in her spare time.&lt;br /&gt;
&lt;br /&gt;
[[Zeitgeist:_The_Gears_of_Revolution| Zeitgeist: The Gears of Revolution homepage]]&lt;/div&gt;</summary>
		<author><name>Bira</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Zeitgeist:_The_Gears_of_Revolution/Rosalia&amp;diff=483009</id>
		<title>Zeitgeist: The Gears of Revolution/Rosalia</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Zeitgeist:_The_Gears_of_Revolution/Rosalia&amp;diff=483009"/>
		<updated>2025-08-08T02:10:33Z</updated>

		<summary type="html">&lt;p&gt;Bira: /* Other Gear */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Zeitgeist:_The_Gears_of_Revolution|Home Page]]&lt;br /&gt;
==Basics==&lt;br /&gt;
* Name: Rosalia &amp;quot;Little Lamp&amp;quot; Savory&lt;br /&gt;
* Race: Human&lt;br /&gt;
* Class: Bard&lt;br /&gt;
* Paragon Path: Daring Blade&lt;br /&gt;
* Level: 16&lt;br /&gt;
* Background: Urban &#039;&#039;(+2 to Streetwise)&#039;&#039;&lt;br /&gt;
* Theme: Docker&lt;br /&gt;
&lt;br /&gt;
==Stats==&lt;br /&gt;
* Str 9 &#039;&#039;&#039;(-1)&#039;&#039;&#039; &lt;br /&gt;
* Con 16 &#039;&#039;&#039;(+3)&#039;&#039;&#039;&lt;br /&gt;
* Dex 11 &#039;&#039;&#039;(+0)&#039;&#039;&#039;&lt;br /&gt;
* Int 15 &#039;&#039;&#039;(+2)&#039;&#039;&#039;&lt;br /&gt;
* Wis 15 &#039;&#039;&#039;(+2)&#039;&#039;&#039;&lt;br /&gt;
* Cha 21 &#039;&#039;&#039;(+5)&#039;&#039;&#039;&lt;br /&gt;
**Human bonus: +2 to Charisma&lt;br /&gt;
==Defenses/Combat Stats==&lt;br /&gt;
* HP: 102&lt;br /&gt;
* Healing Surges: 10&lt;br /&gt;
** Surge Value: 25 HP&lt;br /&gt;
* Speed: 7 (6 in armor)&lt;br /&gt;
* Action Points: 1&lt;br /&gt;
===Defenses===&lt;br /&gt;
* AC: &#039;&#039;&#039;30&#039;&#039;&#039;  (10 + 11 Armor + 8 Level + 1 Shield)&lt;br /&gt;
* Fort: &#039;&#039;&#039;27&#039;&#039;&#039; (10 + 3 CON + 8 Level + 3 Amulet + 1 Belt + 2 Feat)&lt;br /&gt;
* Ref: &#039;&#039;&#039;27&#039;&#039;&#039; (10 + 2 INT + 1 Class + 8 Level + 3 Amulet + 2 Feat + 1 Shield)&lt;br /&gt;
* Will: &#039;&#039;&#039;29&#039;&#039;&#039; (10 + 5 CHA + 1 Class + 8 Level + 3 Amulet + 2 Feat)&lt;br /&gt;
&lt;br /&gt;
==Racial Traits==&lt;br /&gt;
* Bonus Skill&lt;br /&gt;
* Bonus Feat&lt;br /&gt;
* Bonus At-Will Power&lt;br /&gt;
==Class Traits==&lt;br /&gt;
* Bardic Training&lt;br /&gt;
** Gain Ritual Caster as a bonus feat, and a ritual book with 1 level 1 bard ritual, and 1 level 1 ritual of any kind.&lt;br /&gt;
* Virtue of Valor&lt;br /&gt;
** 1/round, when ally within 5 squares of me bloodies or defeats an enemy, I can grant 6 temporary HP to that ally as a free action.&lt;br /&gt;
* Skill Versatility&lt;br /&gt;
** +1 to untrained skill checks.&lt;br /&gt;
* Song of Rest&lt;br /&gt;
** If I can sing or play an instrument during a short rest, allies regain an extra 5 HP per healing surge they spend in that rest.&lt;br /&gt;
* Swordbond&lt;br /&gt;
** I may bond with a specific sword with a 1-hour ritual. I can call my bonded sword to my hand from 10 squares away and rebuild it from a fragment if it&#039;s destroyed.&lt;br /&gt;
* Daring Action&lt;br /&gt;
** Instead of gaining an extra action, I can spend an action point to mark every enemy I can see and gain 10 temp HP.&lt;br /&gt;
* Daring Improvisation&lt;br /&gt;
** When I make a martial melee weapon attack, I can use Charisma for the attack and damage roll in place of the ability score required by the attack.&lt;br /&gt;
* Blade Feint&lt;br /&gt;
** I can use Bluff to gain combat advantage against an enemy by spending a minor action instead of a standard action. If I succeed and hit the enemy with a melee weapon attack before the start of my next turn, the target grants me combat advantage until I miss the target with an attack.&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
&#039;&#039;&#039;(Trained Skills)&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
* Acrobatics: +15&lt;br /&gt;
* &#039;&#039;&#039;Arcana: +18&#039;&#039;&#039;&lt;br /&gt;
* Athletics: +11&lt;br /&gt;
* &#039;&#039;&#039;Bluff: +18&#039;&#039;&#039;&lt;br /&gt;
* Diplomacy: +17&lt;br /&gt;
* Dungeoneering: +14&lt;br /&gt;
* &#039;&#039;&#039;Endurance: +16&#039;&#039;&#039;&lt;br /&gt;
* Heal: +14&lt;br /&gt;
* &#039;&#039;&#039;History: +18&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Insight: +15&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Intimidate: +18&#039;&#039;&#039;&lt;br /&gt;
* Nature: +14&lt;br /&gt;
* &#039;&#039;&#039;Perception: +15&#039;&#039;&#039;&lt;br /&gt;
* Religion: +14&lt;br /&gt;
* Stealth: +12&lt;br /&gt;
* &#039;&#039;&#039;Streetwise: +20&#039;&#039;&#039;&lt;br /&gt;
* Thievery: +15&lt;br /&gt;
&lt;br /&gt;
==Feats==&lt;br /&gt;
* Action Surge: +3 to attacks I make during any action gained by spending an action point.&lt;br /&gt;
* Battle Song Expertise: &#039;&#039;+1/tier to attacks with weapons and bard implements, +1 to forced movement from bard powers;&#039;&#039;&lt;br /&gt;
* Improved Majestic Word &#039;&#039; Target of majestic word also gains (CHA mod) temporary HP.&#039;&#039;&lt;br /&gt;
* Heart of the Blade (Swordmage Multiclass) &#039;&#039;Gain training in Endurance and the Swordbond class feature. All swords also count as implements now!&#039;&#039;&lt;br /&gt;
* Student of Artifice: &#039;&#039;Gain training in Arcana (redundant), and gain 1 daily use of the artificer&#039;s Healing Infusion.&#039;&#039;&lt;br /&gt;
* Ritual Caster &#039;&#039;May use rituals&#039;&#039;&lt;br /&gt;
* Bard of All Trades: Gain a +3 feat bonus to all untrained skill checks.&lt;br /&gt;
* Improved Defenses: +1 to all non-armor defenses (+2 at Paragon; +3 at Epic).&lt;br /&gt;
* Resourceful Leader (Warlord Multiclass): Gain training in History. When an ally I can see spends an action point for an attack, they gain +3 damage on a hit or +3 temp HP on a miss. (+5 at level 11; +7 at level 21).&lt;br /&gt;
* Psychic Lock: Any target I hit with a psychic power has a -2 penalty to its next attack roll (already factored).&lt;br /&gt;
* Improved Valor: Virtue of Valor gives +3 extra THP.&lt;br /&gt;
* Disheartening Presence: While I am conscious and not bloodied, any bloodied enemies adjacent to me take -1 to all of their attacks.&lt;br /&gt;
&lt;br /&gt;
==Powers==&lt;br /&gt;
&lt;br /&gt;
Accuracy with weapon powers: +21 (+5 CHA, +8 level, +3 proficiency, +2 feat, +3 item)&lt;br /&gt;
Accuracy with implement powers: +18 (+5 CHA, +8 level, +2 feat, +3 item)&lt;br /&gt;
&lt;br /&gt;
Damage bonus: +8 (+5 CHA, +3 item)&lt;br /&gt;
&lt;br /&gt;
Psychic powers get an extra +1 accuracy from Headband of Intellect. All weapon powers are considered Psychic due to the Silver Blade.&lt;br /&gt;
&lt;br /&gt;
===At-Will Powers===&lt;br /&gt;
* Melee Basic Attack (standard, weapon, psychic):&lt;br /&gt;
** +22 vs AC. Hit: 1d8+8 psychic damage, -2 to next attack.&lt;br /&gt;
&lt;br /&gt;
* Guiding Strike (standard, weapon, psychic):&lt;br /&gt;
** Melee 1; +22 vs. AC. &lt;br /&gt;
** Hit: 1d8+8 psychic damage, -2 to next attack and -2 to a chosen defense until the end of my next turn.&lt;br /&gt;
&lt;br /&gt;
* Vicious Mockery (standard, charm, implement, psychic):&lt;br /&gt;
** Ranged 10; +19 vs. Will. &lt;br /&gt;
** Hit: 1d6+8 psychic, -4 to next attack, and -2 to other attacks until the end of my next turn.&lt;br /&gt;
** &#039;&#039;I came here to kick your ass / Cuz you&#039;re dumb and cannot see / That even ten of you / Are worth less than half of me&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Staggering Note (standard, implement, thunder):&lt;br /&gt;
** Ranged 10; +18 vs. Will. &lt;br /&gt;
** Hit: 8 thunder, push 3, and an ally can make a melee basic attack against the target before, after, or during the push.&lt;br /&gt;
&lt;br /&gt;
* Prototype Silver Blade (item, psychic, free action)&lt;br /&gt;
** Effect: All damage dealt by this weapon is psychic. Another free action returns the damage to normal.&lt;br /&gt;
&lt;br /&gt;
* Audience Participation&lt;br /&gt;
** Trigger: An enemy starts its turn adjacent to one or more non-combatants who are friendly to me and know I&#039;m fighting.&lt;br /&gt;
** Effect (No Action): The triggering enemy takes 5 damage for each friendly they&#039;re adjacent to.&lt;br /&gt;
&lt;br /&gt;
===Encounter Powers===&lt;br /&gt;
* &#039;&#039;&#039;(_)(_)&#039;&#039;&#039; Majestic Word (minor, healing)&lt;br /&gt;
** Close burst 10 (me or an ally).&lt;br /&gt;
** Target spends a healing surge, heals an extra 3d6+5 HP, and gains 5 temporary HP.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Words of Friendship (minor, charm)&lt;br /&gt;
** I gain a +5 power bonus to the next Diplomacy check I make.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Docker&#039;s Jank (standard, teleportation)&lt;br /&gt;
** Close Burst 5.&lt;br /&gt;
** Me and an ally in the burst teleport and switch locations. The ally can then use a standard-action at-will power as a free action with a +2 power bonus to attack rolls.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Shout of Triumph (standard, implement, thunder)&lt;br /&gt;
** Close Blast 3 (enemies in blast); +18 vs. Fortitude.&lt;br /&gt;
** Hit: 1d6+8 thunder and push 4.&lt;br /&gt;
** Effect: Slide 4 on each ally in blast.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Impelling Force (standard, implement, force)&lt;br /&gt;
** Ranged 10; +18 vs. Fortitude&lt;br /&gt;
** Hit: 1d10+8 force damage, and I slide the target 5 squares to a square adjacent to an ally.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Scorpion&#039;s Claw Strike (standard, weapon, psychic)&lt;br /&gt;
** Melee 1 (one creature): +22 vs. AC&lt;br /&gt;
** Hit: 2d8+8 psychic damage, -2 to next attack, and I slide an ally who is adjacent to the target to another space adjacent to it. The ally gains a +2 power bonus to AC until the end of my next turn.&lt;br /&gt;
** Miss: 5 damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Inspire Competence (utility)&lt;br /&gt;
** Close burst 5 (me and each ally in burst).&lt;br /&gt;
** Effect: I choose a skill. Until the end of the encounter, all targets have a +2 power bonus to that skill.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Revitalizing Incantation (minor, healing)&lt;br /&gt;
** Ranged 5 (me or an ally)&lt;br /&gt;
** Effect: Target can spend a healing surge and heal 1d6 extra HP. Additionally, target gains temp HP equal to their healing surge value.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Healing Infusion: Resistive Formula (minor)&lt;br /&gt;
** Close Burst 5 (me or an ally)&lt;br /&gt;
** Effect: Target heals 1d6 HP and gains +1 to AC for the rest of the encounter. Target can choose to end this effect as a free action to gain HP equal to its healing surge value + 3 (CON Mod).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Mantle of Unity&lt;br /&gt;
** Close Burst 5 (me and each ally in burst)&lt;br /&gt;
** Effect: Determine the highest AC, Fortitude, Reflex, and Will among all the targets. Until the end of your next turn, use these values for the corresponding defenses of&lt;br /&gt;
all the targets.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Weapon Display (standard, weapon, psychic)&lt;br /&gt;
** Melee 1 (one creature); +22 vs. AC&lt;br /&gt;
** Effect: The target grants combat advantage to me for this attack.&lt;br /&gt;
** Hit: 2d8+8 damage, -2 to next attack, and the target grants combat advantage to me and all my allies until the end of my next turn.&lt;br /&gt;
** Miss: The target is marked until the end of my next turn, and I regain the use of this power.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Defensive Posture&lt;br /&gt;
** Move Action&lt;br /&gt;
** Effect: I gain a +2 power bonus to AC and Reflex until the end of my next turn, then shift a number of squares equal to one-half my speed (2). Each ally that can see me gains a +2 power bonus to attack rolls until the end of your next turn.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Insult of Passivity (fear, implement, psychic)&lt;br /&gt;
** Ranged 10 (one creature); +19 vs. Will&lt;br /&gt;
** Hit: 2d8+8 psychic damage and the target is dazed until the end of the encounter or until hit or missed by an attack.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Xambria&#039;s Manifestation I (Free action)&lt;br /&gt;
Effect: Xambria appears with 10 squares and can use a minor action to manpinulate an object or do something similar. &lt;br /&gt;
&lt;br /&gt;
===Daily Powers===&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Stirring Shout (standard, implement, psychic)&lt;br /&gt;
** Ranged 10; +19 vs. Will.&lt;br /&gt;
** Hit: 2d6+8 psychic, -2 to next attack.&lt;br /&gt;
** Effect: Until the end of the encounter, whenever an ally hits the target, the ally heals 5 HP (CHA mod).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Sing Your Praises (minor, docker)&lt;br /&gt;
** Close Burst 5 (10 at Paragon; 15 at Epic);&lt;br /&gt;
** Effect: Each ally in the burst can immediately make a saving throw.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Wail of Anguish (minor, implement)&lt;br /&gt;
** Effect: Until the end  of your next turn, you can make the following attack.&lt;br /&gt;
*** Opportunity Action, Close Burst 3; Trigger: an enemy starts turn inside burst; +18 vs. Will (triggering enemy); Hit: 1d10+8  damage and  target cannot shift UENT.&lt;br /&gt;
** Sustain Minor: The effect persists.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Strike up the Dance (standard, implement, psychic)&lt;br /&gt;
** Target: One, two, or three creatures.&lt;br /&gt;
** Ranged 10; +19 vs. Will&lt;br /&gt;
** Hit: 2d10+8 psychic damage, and the target is immobilized (save ends). Until it saves, I can slide the target 5 squares at the start of its turn and it cannot take move actions on its turn. If I target only one creature with this power, it takes 1d10 extra damage.&lt;br /&gt;
*** Miss: Half damage, and I slide the target 5 squares at the start of its next turn and it is immobilized until the end of its next turn.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Haste (minor)&lt;br /&gt;
** Target: Me or an Ally&lt;br /&gt;
** Effect: The target gains and immediately uses a standard action.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Prototype Silver Blade (free)&lt;br /&gt;
** Trigger: I hit an enemy with this blade.&lt;br /&gt;
** Effect: I banish the target to a demiplane (save ends). It vanishes from sight, cannot take actions, and cannot be targeted. On a save the target reappears in its last space, or in the unoccupied space closest to that.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Cli Lyre (standard)&lt;br /&gt;
** Effect: When I use this power during a rest, me and all my allies gain a +10 power bonus to their next Bluff, Intimidate, or Diplomacy check before our next short or extended rest.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Ricochet Shield (Immediate Reaction)&lt;br /&gt;
** Trigger: A ranged attack targeting AC misses me.&lt;br /&gt;
** Effect: The source of the attack repeats the attack roll against a different target of my choice within 10 squares of me. If the attack roll succeeds, it hits that target (apply damage and effect where appropriate).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;(_)&#039;&#039;&#039; Canary in a Coal Mine (Minor Action)&lt;br /&gt;
* Effect: I gain a flight speed equal to my speed until the end of my next turn.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Xambria&#039;s Manifestation II (standard, force)&lt;br /&gt;
* Attack: Close Burst 3 (enemies in burst) +18 vs. Fortitude&lt;br /&gt;
* Hit: 3d10 + 8 force damage, and push 4 squares. &lt;br /&gt;
* Miss: Half damage, and push 2 squares.&lt;br /&gt;
&lt;br /&gt;
==Rituals==&lt;br /&gt;
&lt;br /&gt;
* Glib Limerick (level 1)&lt;br /&gt;
* Traveller&#039;s chant (level 1)&lt;br /&gt;
* Lullaby (Level 3, 125/25)&lt;br /&gt;
* Detect Planar Energy (Level 1, 50/10)&lt;br /&gt;
* Comprehend Language (PHB, L1, 50/10)&lt;br /&gt;
* Detect Secret Doors (PHB, L3, 125/25)&lt;br /&gt;
* Knock (PHB, L4, 175/35)&lt;br /&gt;
* Water Walk (PHB, L2, 100/20)&lt;br /&gt;
* Endure Elements (PHB, L2, 100/20)&lt;br /&gt;
* Lesser Telepathy (L5, 250/30+1 surge)&lt;br /&gt;
* Call Wilderness Guide (PHB2, L6, 360/144)&lt;br /&gt;
* Fool&#039;s Speech (PHB2, L6, 360/50)&lt;br /&gt;
* Sending (PHB, L6, 360/50)&lt;br /&gt;
* Linked Portal (PHB, L8, 680/135)&lt;br /&gt;
* Song of Sustenance (PHB2, L8, 680/135)&lt;br /&gt;
* Raise Dead (PHB, L8, 680/500)&lt;br /&gt;
* Remove Affliction (PHB, L8, 680/250)&lt;br /&gt;
* Chorus of Truth (PHB2, L10, 1000/200)&lt;br /&gt;
&lt;br /&gt;
==Artifact==&lt;br /&gt;
&lt;br /&gt;
===Xambria&#039;s Consciousness===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Property:&#039;&#039;&#039;+3 to Acrobatics, Arcana, History, and Thievery checks (already calculated)&lt;br /&gt;
* &#039;&#039;&#039;Property:&#039;&#039;&#039; +2 to all checks while performing rituals (since I already have Ritual Caster).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Current Concordance:&#039;&#039;&#039; 16 (Pleased)&lt;br /&gt;
** Starting: 5&lt;br /&gt;
** Trained in History +2&lt;br /&gt;
** Gained 8 Levels +8&lt;br /&gt;
** Foiled 2 Obscurati Plots +2&lt;br /&gt;
&lt;br /&gt;
==Gear==&lt;br /&gt;
&lt;br /&gt;
===Weapons===&lt;br /&gt;
* Prototype Silver Blade +3 (longsword) &#039;&#039;(Prof +3, dam 1d8+Str,  4 lbs, Versatile, level 14)&#039;&#039; (21000 gp)&lt;br /&gt;
** Critical Bonus: +3d8&lt;br /&gt;
&lt;br /&gt;
===Armor===&lt;br /&gt;
* Veteran&#039;s Chain +3 (Braidmail) (+11 AC, 40 lbs) (lvl 12, 13000 gp)&lt;br /&gt;
* Small Shield (+1 AC)&lt;br /&gt;
&lt;br /&gt;
===Other Gear===&lt;br /&gt;
* Headband of Intellect (lvl 10, 5000gp, Head slot)&lt;br /&gt;
* Canary in a Coal Mine +3 (17000 gp, lvl 13, Neck slot)&lt;br /&gt;
* Iron Armbands of Power (Level 16, 45000gp, +4 to melee damage rolls)&lt;br /&gt;
* Gloves of the Healer (13000gp, lvl 12, Hands slot&lt;br /&gt;
* Belt of Vim (3400gp, lvl 8, Waist slot)&lt;br /&gt;
* Oceanstrider Boots (21000 gp, lvl 14, Feet slot)&lt;br /&gt;
* Wand of Aptitude (lvl 10, 5000gp, spare implement)&lt;br /&gt;
* Cli Lyre (Lvl 13, 21000gp, spare implement).&lt;br /&gt;
* Investigation Kit (40 gp)&lt;br /&gt;
* Bell and Whistle (1 gp)&lt;br /&gt;
* 2 x Elixir of Aptitude (100gp)&lt;br /&gt;
* 2 x Potion of Resistance (80gp)&lt;br /&gt;
* 2 x Potion of Vitality (2000gp)&lt;br /&gt;
* Worker&#039;s Clothes&lt;br /&gt;
** Definitely not a lady&#039;s outfit.  Trousers, undershirt, and boots, with a blue dress worn on top and a simple wide-brimmed hat.&lt;br /&gt;
* Pocket Watch (25 gp)&lt;br /&gt;
* 2401 GP in residuum.&lt;br /&gt;
&lt;br /&gt;
==Budget==&lt;br /&gt;
&lt;br /&gt;
Total gear value: 147.897gp.&lt;br /&gt;
Total budget: 253.595gp&lt;br /&gt;
&lt;br /&gt;
Free budget: 105.698gp&lt;br /&gt;
&lt;br /&gt;
==Item Properties==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Canary in a Coal Mine&#039;&#039;&#039;: +5 bonus to all defenses during the surprise round of an encounter. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Oceanstrider boots&#039;&#039;&#039;: +1 to speed (already factored). I can move across and stand on liquid surfaces as if they were solid. If the surface is hazardous (such as acid or magma) I still take damage from it.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Cli Lyre&#039;&#039;&#039;: Can be used as a +3 implement and focus for bardic rituals. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Headband of Intellect&#039;&#039;&#039;:  +2 to knowledge or monster knowledge checks, +1 to attack on powers that have the psychic keyword (already factored)&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Gloves of the Healer&#039;&#039;&#039;: When I use a power that has the Healing keyword, one target regains an extra 1d6 HP (already factored).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Wand of Aptitude&#039;&#039;&#039;: When I use Inspire Competence through this wand, I give an extra +2 item bonus to my allies&#039; skills.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Veteran&#039;s Chain&#039;&#039;&#039;: When I use an action point I gain a +1 item bonus to attack rolls and defenses until the end of my next turn. &lt;br /&gt;
&lt;br /&gt;
==Bio==&lt;br /&gt;
Here is Rosalia Savory, whose family was &#039;&#039;&#039;in no way&#039;&#039;&#039; part of a Robin-Hood like bandit gang in the drier and more remote areas of Risur, and absolutely &#039;&#039;&#039;did not&#039;&#039;&#039; move to Flint and change identities to escape a royal crackdown on them. She grew up among the dockers of Flint, got into music, and found out she had a knack for child detective shenanigans. When she grew up she figured she might as well get paid for the detective stuff and maybe try to help her community with the weight of a badge behind her. Her style and political stance are somewhat at odds with the traditional image of an RHC constable but you can&#039;t argue with the results of the magic mind-reading entrance exam!&lt;br /&gt;
&lt;br /&gt;
Rosalia&#039;s stage name is &amp;quot;Little Lamp&amp;quot; and she still performs in her spare time.&lt;br /&gt;
&lt;br /&gt;
[[Zeitgeist:_The_Gears_of_Revolution| Zeitgeist: The Gears of Revolution homepage]]&lt;/div&gt;</summary>
		<author><name>Bira</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Zeitgeist:_The_Gears_of_Revolution/Rosalia&amp;diff=483008</id>
		<title>Zeitgeist: The Gears of Revolution/Rosalia</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Zeitgeist:_The_Gears_of_Revolution/Rosalia&amp;diff=483008"/>
		<updated>2025-08-08T02:10:01Z</updated>

		<summary type="html">&lt;p&gt;Bira: /* Armor */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Zeitgeist:_The_Gears_of_Revolution|Home Page]]&lt;br /&gt;
==Basics==&lt;br /&gt;
* Name: Rosalia &amp;quot;Little Lamp&amp;quot; Savory&lt;br /&gt;
* Race: Human&lt;br /&gt;
* Class: Bard&lt;br /&gt;
* Paragon Path: Daring Blade&lt;br /&gt;
* Level: 16&lt;br /&gt;
* Background: Urban &#039;&#039;(+2 to Streetwise)&#039;&#039;&lt;br /&gt;
* Theme: Docker&lt;br /&gt;
&lt;br /&gt;
==Stats==&lt;br /&gt;
* Str 9 &#039;&#039;&#039;(-1)&#039;&#039;&#039; &lt;br /&gt;
* Con 16 &#039;&#039;&#039;(+3)&#039;&#039;&#039;&lt;br /&gt;
* Dex 11 &#039;&#039;&#039;(+0)&#039;&#039;&#039;&lt;br /&gt;
* Int 15 &#039;&#039;&#039;(+2)&#039;&#039;&#039;&lt;br /&gt;
* Wis 15 &#039;&#039;&#039;(+2)&#039;&#039;&#039;&lt;br /&gt;
* Cha 21 &#039;&#039;&#039;(+5)&#039;&#039;&#039;&lt;br /&gt;
**Human bonus: +2 to Charisma&lt;br /&gt;
==Defenses/Combat Stats==&lt;br /&gt;
* HP: 102&lt;br /&gt;
* Healing Surges: 10&lt;br /&gt;
** Surge Value: 25 HP&lt;br /&gt;
* Speed: 7 (6 in armor)&lt;br /&gt;
* Action Points: 1&lt;br /&gt;
===Defenses===&lt;br /&gt;
* AC: &#039;&#039;&#039;30&#039;&#039;&#039;  (10 + 11 Armor + 8 Level + 1 Shield)&lt;br /&gt;
* Fort: &#039;&#039;&#039;27&#039;&#039;&#039; (10 + 3 CON + 8 Level + 3 Amulet + 1 Belt + 2 Feat)&lt;br /&gt;
* Ref: &#039;&#039;&#039;27&#039;&#039;&#039; (10 + 2 INT + 1 Class + 8 Level + 3 Amulet + 2 Feat + 1 Shield)&lt;br /&gt;
* Will: &#039;&#039;&#039;29&#039;&#039;&#039; (10 + 5 CHA + 1 Class + 8 Level + 3 Amulet + 2 Feat)&lt;br /&gt;
&lt;br /&gt;
==Racial Traits==&lt;br /&gt;
* Bonus Skill&lt;br /&gt;
* Bonus Feat&lt;br /&gt;
* Bonus At-Will Power&lt;br /&gt;
==Class Traits==&lt;br /&gt;
* Bardic Training&lt;br /&gt;
** Gain Ritual Caster as a bonus feat, and a ritual book with 1 level 1 bard ritual, and 1 level 1 ritual of any kind.&lt;br /&gt;
* Virtue of Valor&lt;br /&gt;
** 1/round, when ally within 5 squares of me bloodies or defeats an enemy, I can grant 6 temporary HP to that ally as a free action.&lt;br /&gt;
* Skill Versatility&lt;br /&gt;
** +1 to untrained skill checks.&lt;br /&gt;
* Song of Rest&lt;br /&gt;
** If I can sing or play an instrument during a short rest, allies regain an extra 5 HP per healing surge they spend in that rest.&lt;br /&gt;
* Swordbond&lt;br /&gt;
** I may bond with a specific sword with a 1-hour ritual. I can call my bonded sword to my hand from 10 squares away and rebuild it from a fragment if it&#039;s destroyed.&lt;br /&gt;
* Daring Action&lt;br /&gt;
** Instead of gaining an extra action, I can spend an action point to mark every enemy I can see and gain 10 temp HP.&lt;br /&gt;
* Daring Improvisation&lt;br /&gt;
** When I make a martial melee weapon attack, I can use Charisma for the attack and damage roll in place of the ability score required by the attack.&lt;br /&gt;
* Blade Feint&lt;br /&gt;
** I can use Bluff to gain combat advantage against an enemy by spending a minor action instead of a standard action. If I succeed and hit the enemy with a melee weapon attack before the start of my next turn, the target grants me combat advantage until I miss the target with an attack.&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
&#039;&#039;&#039;(Trained Skills)&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
* Acrobatics: +15&lt;br /&gt;
* &#039;&#039;&#039;Arcana: +18&#039;&#039;&#039;&lt;br /&gt;
* Athletics: +11&lt;br /&gt;
* &#039;&#039;&#039;Bluff: +18&#039;&#039;&#039;&lt;br /&gt;
* Diplomacy: +17&lt;br /&gt;
* Dungeoneering: +14&lt;br /&gt;
* &#039;&#039;&#039;Endurance: +16&#039;&#039;&#039;&lt;br /&gt;
* Heal: +14&lt;br /&gt;
* &#039;&#039;&#039;History: +18&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Insight: +15&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Intimidate: +18&#039;&#039;&#039;&lt;br /&gt;
* Nature: +14&lt;br /&gt;
* &#039;&#039;&#039;Perception: +15&#039;&#039;&#039;&lt;br /&gt;
* Religion: +14&lt;br /&gt;
* Stealth: +12&lt;br /&gt;
* &#039;&#039;&#039;Streetwise: +20&#039;&#039;&#039;&lt;br /&gt;
* Thievery: +15&lt;br /&gt;
&lt;br /&gt;
==Feats==&lt;br /&gt;
* Action Surge: +3 to attacks I make during any action gained by spending an action point.&lt;br /&gt;
* Battle Song Expertise: &#039;&#039;+1/tier to attacks with weapons and bard implements, +1 to forced movement from bard powers;&#039;&#039;&lt;br /&gt;
* Improved Majestic Word &#039;&#039; Target of majestic word also gains (CHA mod) temporary HP.&#039;&#039;&lt;br /&gt;
* Heart of the Blade (Swordmage Multiclass) &#039;&#039;Gain training in Endurance and the Swordbond class feature. All swords also count as implements now!&#039;&#039;&lt;br /&gt;
* Student of Artifice: &#039;&#039;Gain training in Arcana (redundant), and gain 1 daily use of the artificer&#039;s Healing Infusion.&#039;&#039;&lt;br /&gt;
* Ritual Caster &#039;&#039;May use rituals&#039;&#039;&lt;br /&gt;
* Bard of All Trades: Gain a +3 feat bonus to all untrained skill checks.&lt;br /&gt;
* Improved Defenses: +1 to all non-armor defenses (+2 at Paragon; +3 at Epic).&lt;br /&gt;
* Resourceful Leader (Warlord Multiclass): Gain training in History. When an ally I can see spends an action point for an attack, they gain +3 damage on a hit or +3 temp HP on a miss. (+5 at level 11; +7 at level 21).&lt;br /&gt;
* Psychic Lock: Any target I hit with a psychic power has a -2 penalty to its next attack roll (already factored).&lt;br /&gt;
* Improved Valor: Virtue of Valor gives +3 extra THP.&lt;br /&gt;
* Disheartening Presence: While I am conscious and not bloodied, any bloodied enemies adjacent to me take -1 to all of their attacks.&lt;br /&gt;
&lt;br /&gt;
==Powers==&lt;br /&gt;
&lt;br /&gt;
Accuracy with weapon powers: +21 (+5 CHA, +8 level, +3 proficiency, +2 feat, +3 item)&lt;br /&gt;
Accuracy with implement powers: +18 (+5 CHA, +8 level, +2 feat, +3 item)&lt;br /&gt;
&lt;br /&gt;
Damage bonus: +8 (+5 CHA, +3 item)&lt;br /&gt;
&lt;br /&gt;
Psychic powers get an extra +1 accuracy from Headband of Intellect. All weapon powers are considered Psychic due to the Silver Blade.&lt;br /&gt;
&lt;br /&gt;
===At-Will Powers===&lt;br /&gt;
* Melee Basic Attack (standard, weapon, psychic):&lt;br /&gt;
** +22 vs AC. Hit: 1d8+8 psychic damage, -2 to next attack.&lt;br /&gt;
&lt;br /&gt;
* Guiding Strike (standard, weapon, psychic):&lt;br /&gt;
** Melee 1; +22 vs. AC. &lt;br /&gt;
** Hit: 1d8+8 psychic damage, -2 to next attack and -2 to a chosen defense until the end of my next turn.&lt;br /&gt;
&lt;br /&gt;
* Vicious Mockery (standard, charm, implement, psychic):&lt;br /&gt;
** Ranged 10; +19 vs. Will. &lt;br /&gt;
** Hit: 1d6+8 psychic, -4 to next attack, and -2 to other attacks until the end of my next turn.&lt;br /&gt;
** &#039;&#039;I came here to kick your ass / Cuz you&#039;re dumb and cannot see / That even ten of you / Are worth less than half of me&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Staggering Note (standard, implement, thunder):&lt;br /&gt;
** Ranged 10; +18 vs. Will. &lt;br /&gt;
** Hit: 8 thunder, push 3, and an ally can make a melee basic attack against the target before, after, or during the push.&lt;br /&gt;
&lt;br /&gt;
* Prototype Silver Blade (item, psychic, free action)&lt;br /&gt;
** Effect: All damage dealt by this weapon is psychic. Another free action returns the damage to normal.&lt;br /&gt;
&lt;br /&gt;
* Audience Participation&lt;br /&gt;
** Trigger: An enemy starts its turn adjacent to one or more non-combatants who are friendly to me and know I&#039;m fighting.&lt;br /&gt;
** Effect (No Action): The triggering enemy takes 5 damage for each friendly they&#039;re adjacent to.&lt;br /&gt;
&lt;br /&gt;
===Encounter Powers===&lt;br /&gt;
* &#039;&#039;&#039;(_)(_)&#039;&#039;&#039; Majestic Word (minor, healing)&lt;br /&gt;
** Close burst 10 (me or an ally).&lt;br /&gt;
** Target spends a healing surge, heals an extra 3d6+5 HP, and gains 5 temporary HP.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Words of Friendship (minor, charm)&lt;br /&gt;
** I gain a +5 power bonus to the next Diplomacy check I make.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Docker&#039;s Jank (standard, teleportation)&lt;br /&gt;
** Close Burst 5.&lt;br /&gt;
** Me and an ally in the burst teleport and switch locations. The ally can then use a standard-action at-will power as a free action with a +2 power bonus to attack rolls.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Shout of Triumph (standard, implement, thunder)&lt;br /&gt;
** Close Blast 3 (enemies in blast); +18 vs. Fortitude.&lt;br /&gt;
** Hit: 1d6+8 thunder and push 4.&lt;br /&gt;
** Effect: Slide 4 on each ally in blast.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Impelling Force (standard, implement, force)&lt;br /&gt;
** Ranged 10; +18 vs. Fortitude&lt;br /&gt;
** Hit: 1d10+8 force damage, and I slide the target 5 squares to a square adjacent to an ally.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Scorpion&#039;s Claw Strike (standard, weapon, psychic)&lt;br /&gt;
** Melee 1 (one creature): +22 vs. AC&lt;br /&gt;
** Hit: 2d8+8 psychic damage, -2 to next attack, and I slide an ally who is adjacent to the target to another space adjacent to it. The ally gains a +2 power bonus to AC until the end of my next turn.&lt;br /&gt;
** Miss: 5 damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Inspire Competence (utility)&lt;br /&gt;
** Close burst 5 (me and each ally in burst).&lt;br /&gt;
** Effect: I choose a skill. Until the end of the encounter, all targets have a +2 power bonus to that skill.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Revitalizing Incantation (minor, healing)&lt;br /&gt;
** Ranged 5 (me or an ally)&lt;br /&gt;
** Effect: Target can spend a healing surge and heal 1d6 extra HP. Additionally, target gains temp HP equal to their healing surge value.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Healing Infusion: Resistive Formula (minor)&lt;br /&gt;
** Close Burst 5 (me or an ally)&lt;br /&gt;
** Effect: Target heals 1d6 HP and gains +1 to AC for the rest of the encounter. Target can choose to end this effect as a free action to gain HP equal to its healing surge value + 3 (CON Mod).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Mantle of Unity&lt;br /&gt;
** Close Burst 5 (me and each ally in burst)&lt;br /&gt;
** Effect: Determine the highest AC, Fortitude, Reflex, and Will among all the targets. Until the end of your next turn, use these values for the corresponding defenses of&lt;br /&gt;
all the targets.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Weapon Display (standard, weapon, psychic)&lt;br /&gt;
** Melee 1 (one creature); +22 vs. AC&lt;br /&gt;
** Effect: The target grants combat advantage to me for this attack.&lt;br /&gt;
** Hit: 2d8+8 damage, -2 to next attack, and the target grants combat advantage to me and all my allies until the end of my next turn.&lt;br /&gt;
** Miss: The target is marked until the end of my next turn, and I regain the use of this power.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Defensive Posture&lt;br /&gt;
** Move Action&lt;br /&gt;
** Effect: I gain a +2 power bonus to AC and Reflex until the end of my next turn, then shift a number of squares equal to one-half my speed (2). Each ally that can see me gains a +2 power bonus to attack rolls until the end of your next turn.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Insult of Passivity (fear, implement, psychic)&lt;br /&gt;
** Ranged 10 (one creature); +19 vs. Will&lt;br /&gt;
** Hit: 2d8+8 psychic damage and the target is dazed until the end of the encounter or until hit or missed by an attack.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Xambria&#039;s Manifestation I (Free action)&lt;br /&gt;
Effect: Xambria appears with 10 squares and can use a minor action to manpinulate an object or do something similar. &lt;br /&gt;
&lt;br /&gt;
===Daily Powers===&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Stirring Shout (standard, implement, psychic)&lt;br /&gt;
** Ranged 10; +19 vs. Will.&lt;br /&gt;
** Hit: 2d6+8 psychic, -2 to next attack.&lt;br /&gt;
** Effect: Until the end of the encounter, whenever an ally hits the target, the ally heals 5 HP (CHA mod).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Sing Your Praises (minor, docker)&lt;br /&gt;
** Close Burst 5 (10 at Paragon; 15 at Epic);&lt;br /&gt;
** Effect: Each ally in the burst can immediately make a saving throw.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Wail of Anguish (minor, implement)&lt;br /&gt;
** Effect: Until the end  of your next turn, you can make the following attack.&lt;br /&gt;
*** Opportunity Action, Close Burst 3; Trigger: an enemy starts turn inside burst; +18 vs. Will (triggering enemy); Hit: 1d10+8  damage and  target cannot shift UENT.&lt;br /&gt;
** Sustain Minor: The effect persists.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Strike up the Dance (standard, implement, psychic)&lt;br /&gt;
** Target: One, two, or three creatures.&lt;br /&gt;
** Ranged 10; +19 vs. Will&lt;br /&gt;
** Hit: 2d10+8 psychic damage, and the target is immobilized (save ends). Until it saves, I can slide the target 5 squares at the start of its turn and it cannot take move actions on its turn. If I target only one creature with this power, it takes 1d10 extra damage.&lt;br /&gt;
*** Miss: Half damage, and I slide the target 5 squares at the start of its next turn and it is immobilized until the end of its next turn.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Haste (minor)&lt;br /&gt;
** Target: Me or an Ally&lt;br /&gt;
** Effect: The target gains and immediately uses a standard action.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Prototype Silver Blade (free)&lt;br /&gt;
** Trigger: I hit an enemy with this blade.&lt;br /&gt;
** Effect: I banish the target to a demiplane (save ends). It vanishes from sight, cannot take actions, and cannot be targeted. On a save the target reappears in its last space, or in the unoccupied space closest to that.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Cli Lyre (standard)&lt;br /&gt;
** Effect: When I use this power during a rest, me and all my allies gain a +10 power bonus to their next Bluff, Intimidate, or Diplomacy check before our next short or extended rest.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Ricochet Shield (Immediate Reaction)&lt;br /&gt;
** Trigger: A ranged attack targeting AC misses me.&lt;br /&gt;
** Effect: The source of the attack repeats the attack roll against a different target of my choice within 10 squares of me. If the attack roll succeeds, it hits that target (apply damage and effect where appropriate).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;(_)&#039;&#039;&#039; Canary in a Coal Mine (Minor Action)&lt;br /&gt;
* Effect: I gain a flight speed equal to my speed until the end of my next turn.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Xambria&#039;s Manifestation II (standard, force)&lt;br /&gt;
* Attack: Close Burst 3 (enemies in burst) +18 vs. Fortitude&lt;br /&gt;
* Hit: 3d10 + 8 force damage, and push 4 squares. &lt;br /&gt;
* Miss: Half damage, and push 2 squares.&lt;br /&gt;
&lt;br /&gt;
==Rituals==&lt;br /&gt;
&lt;br /&gt;
* Glib Limerick (level 1)&lt;br /&gt;
* Traveller&#039;s chant (level 1)&lt;br /&gt;
* Lullaby (Level 3, 125/25)&lt;br /&gt;
* Detect Planar Energy (Level 1, 50/10)&lt;br /&gt;
* Comprehend Language (PHB, L1, 50/10)&lt;br /&gt;
* Detect Secret Doors (PHB, L3, 125/25)&lt;br /&gt;
* Knock (PHB, L4, 175/35)&lt;br /&gt;
* Water Walk (PHB, L2, 100/20)&lt;br /&gt;
* Endure Elements (PHB, L2, 100/20)&lt;br /&gt;
* Lesser Telepathy (L5, 250/30+1 surge)&lt;br /&gt;
* Call Wilderness Guide (PHB2, L6, 360/144)&lt;br /&gt;
* Fool&#039;s Speech (PHB2, L6, 360/50)&lt;br /&gt;
* Sending (PHB, L6, 360/50)&lt;br /&gt;
* Linked Portal (PHB, L8, 680/135)&lt;br /&gt;
* Song of Sustenance (PHB2, L8, 680/135)&lt;br /&gt;
* Raise Dead (PHB, L8, 680/500)&lt;br /&gt;
* Remove Affliction (PHB, L8, 680/250)&lt;br /&gt;
* Chorus of Truth (PHB2, L10, 1000/200)&lt;br /&gt;
&lt;br /&gt;
==Artifact==&lt;br /&gt;
&lt;br /&gt;
===Xambria&#039;s Consciousness===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Property:&#039;&#039;&#039;+3 to Acrobatics, Arcana, History, and Thievery checks (already calculated)&lt;br /&gt;
* &#039;&#039;&#039;Property:&#039;&#039;&#039; +2 to all checks while performing rituals (since I already have Ritual Caster).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Current Concordance:&#039;&#039;&#039; 16 (Pleased)&lt;br /&gt;
** Starting: 5&lt;br /&gt;
** Trained in History +2&lt;br /&gt;
** Gained 8 Levels +8&lt;br /&gt;
** Foiled 2 Obscurati Plots +2&lt;br /&gt;
&lt;br /&gt;
==Gear==&lt;br /&gt;
&lt;br /&gt;
===Weapons===&lt;br /&gt;
* Prototype Silver Blade +3 (longsword) &#039;&#039;(Prof +3, dam 1d8+Str,  4 lbs, Versatile, level 14)&#039;&#039; (21000 gp)&lt;br /&gt;
** Critical Bonus: +3d8&lt;br /&gt;
&lt;br /&gt;
===Armor===&lt;br /&gt;
* Veteran&#039;s Chain +3 (Braidmail) (+11 AC, 40 lbs) (lvl 12, 13000 gp)&lt;br /&gt;
* Small Shield (+1 AC)&lt;br /&gt;
&lt;br /&gt;
===Other Gear===&lt;br /&gt;
* Canary in a Coal Mine +3 (17000 gp, lvl 13, Neck slot)&lt;br /&gt;
* Belt of Vim (3400gp, lvl 8, Waist slot)&lt;br /&gt;
* Oceanstrider Boots (21000 gp, lvl 14, Feet slot)&lt;br /&gt;
* Gloves of the Healer (13000gp, lvl 12, Hands slot&lt;br /&gt;
* Headband of Intellect (lvl 10, 5000gp, Head slot)&lt;br /&gt;
* Wand of Aptitude (lvl 10, 5000gp, spare implement)&lt;br /&gt;
* Cli Lyre (Lvl 13, 21000gp, spare implement).&lt;br /&gt;
* Investigation Kit (40 gp)&lt;br /&gt;
* Bell and Whistle (1 gp)&lt;br /&gt;
* 2 x Elixir of Aptitude (100gp)&lt;br /&gt;
* 2 x Potion of Resistance (80gp)&lt;br /&gt;
* 2 x Potion of Vitality (2000gp)&lt;br /&gt;
* Worker&#039;s Clothes&lt;br /&gt;
** Definitely not a lady&#039;s outfit.  Trousers, undershirt, and boots, with a blue dress worn on top and a simple wide-brimmed hat.&lt;br /&gt;
* Pocket Watch (25 gp)&lt;br /&gt;
* 2401 GP in residuum.&lt;br /&gt;
&lt;br /&gt;
==Budget==&lt;br /&gt;
&lt;br /&gt;
Total gear value: 147.897gp.&lt;br /&gt;
Total budget: 253.595gp&lt;br /&gt;
&lt;br /&gt;
Free budget: 105.698gp&lt;br /&gt;
&lt;br /&gt;
==Item Properties==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Canary in a Coal Mine&#039;&#039;&#039;: +5 bonus to all defenses during the surprise round of an encounter. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Oceanstrider boots&#039;&#039;&#039;: +1 to speed (already factored). I can move across and stand on liquid surfaces as if they were solid. If the surface is hazardous (such as acid or magma) I still take damage from it.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Cli Lyre&#039;&#039;&#039;: Can be used as a +3 implement and focus for bardic rituals. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Headband of Intellect&#039;&#039;&#039;:  +2 to knowledge or monster knowledge checks, +1 to attack on powers that have the psychic keyword (already factored)&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Gloves of the Healer&#039;&#039;&#039;: When I use a power that has the Healing keyword, one target regains an extra 1d6 HP (already factored).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Wand of Aptitude&#039;&#039;&#039;: When I use Inspire Competence through this wand, I give an extra +2 item bonus to my allies&#039; skills.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Veteran&#039;s Chain&#039;&#039;&#039;: When I use an action point I gain a +1 item bonus to attack rolls and defenses until the end of my next turn. &lt;br /&gt;
&lt;br /&gt;
==Bio==&lt;br /&gt;
Here is Rosalia Savory, whose family was &#039;&#039;&#039;in no way&#039;&#039;&#039; part of a Robin-Hood like bandit gang in the drier and more remote areas of Risur, and absolutely &#039;&#039;&#039;did not&#039;&#039;&#039; move to Flint and change identities to escape a royal crackdown on them. She grew up among the dockers of Flint, got into music, and found out she had a knack for child detective shenanigans. When she grew up she figured she might as well get paid for the detective stuff and maybe try to help her community with the weight of a badge behind her. Her style and political stance are somewhat at odds with the traditional image of an RHC constable but you can&#039;t argue with the results of the magic mind-reading entrance exam!&lt;br /&gt;
&lt;br /&gt;
Rosalia&#039;s stage name is &amp;quot;Little Lamp&amp;quot; and she still performs in her spare time.&lt;br /&gt;
&lt;br /&gt;
[[Zeitgeist:_The_Gears_of_Revolution| Zeitgeist: The Gears of Revolution homepage]]&lt;/div&gt;</summary>
		<author><name>Bira</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Zeitgeist:_The_Gears_of_Revolution/Rosalia&amp;diff=483007</id>
		<title>Zeitgeist: The Gears of Revolution/Rosalia</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Zeitgeist:_The_Gears_of_Revolution/Rosalia&amp;diff=483007"/>
		<updated>2025-08-08T02:09:37Z</updated>

		<summary type="html">&lt;p&gt;Bira: /* Armor */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Zeitgeist:_The_Gears_of_Revolution|Home Page]]&lt;br /&gt;
==Basics==&lt;br /&gt;
* Name: Rosalia &amp;quot;Little Lamp&amp;quot; Savory&lt;br /&gt;
* Race: Human&lt;br /&gt;
* Class: Bard&lt;br /&gt;
* Paragon Path: Daring Blade&lt;br /&gt;
* Level: 16&lt;br /&gt;
* Background: Urban &#039;&#039;(+2 to Streetwise)&#039;&#039;&lt;br /&gt;
* Theme: Docker&lt;br /&gt;
&lt;br /&gt;
==Stats==&lt;br /&gt;
* Str 9 &#039;&#039;&#039;(-1)&#039;&#039;&#039; &lt;br /&gt;
* Con 16 &#039;&#039;&#039;(+3)&#039;&#039;&#039;&lt;br /&gt;
* Dex 11 &#039;&#039;&#039;(+0)&#039;&#039;&#039;&lt;br /&gt;
* Int 15 &#039;&#039;&#039;(+2)&#039;&#039;&#039;&lt;br /&gt;
* Wis 15 &#039;&#039;&#039;(+2)&#039;&#039;&#039;&lt;br /&gt;
* Cha 21 &#039;&#039;&#039;(+5)&#039;&#039;&#039;&lt;br /&gt;
**Human bonus: +2 to Charisma&lt;br /&gt;
==Defenses/Combat Stats==&lt;br /&gt;
* HP: 102&lt;br /&gt;
* Healing Surges: 10&lt;br /&gt;
** Surge Value: 25 HP&lt;br /&gt;
* Speed: 7 (6 in armor)&lt;br /&gt;
* Action Points: 1&lt;br /&gt;
===Defenses===&lt;br /&gt;
* AC: &#039;&#039;&#039;30&#039;&#039;&#039;  (10 + 11 Armor + 8 Level + 1 Shield)&lt;br /&gt;
* Fort: &#039;&#039;&#039;27&#039;&#039;&#039; (10 + 3 CON + 8 Level + 3 Amulet + 1 Belt + 2 Feat)&lt;br /&gt;
* Ref: &#039;&#039;&#039;27&#039;&#039;&#039; (10 + 2 INT + 1 Class + 8 Level + 3 Amulet + 2 Feat + 1 Shield)&lt;br /&gt;
* Will: &#039;&#039;&#039;29&#039;&#039;&#039; (10 + 5 CHA + 1 Class + 8 Level + 3 Amulet + 2 Feat)&lt;br /&gt;
&lt;br /&gt;
==Racial Traits==&lt;br /&gt;
* Bonus Skill&lt;br /&gt;
* Bonus Feat&lt;br /&gt;
* Bonus At-Will Power&lt;br /&gt;
==Class Traits==&lt;br /&gt;
* Bardic Training&lt;br /&gt;
** Gain Ritual Caster as a bonus feat, and a ritual book with 1 level 1 bard ritual, and 1 level 1 ritual of any kind.&lt;br /&gt;
* Virtue of Valor&lt;br /&gt;
** 1/round, when ally within 5 squares of me bloodies or defeats an enemy, I can grant 6 temporary HP to that ally as a free action.&lt;br /&gt;
* Skill Versatility&lt;br /&gt;
** +1 to untrained skill checks.&lt;br /&gt;
* Song of Rest&lt;br /&gt;
** If I can sing or play an instrument during a short rest, allies regain an extra 5 HP per healing surge they spend in that rest.&lt;br /&gt;
* Swordbond&lt;br /&gt;
** I may bond with a specific sword with a 1-hour ritual. I can call my bonded sword to my hand from 10 squares away and rebuild it from a fragment if it&#039;s destroyed.&lt;br /&gt;
* Daring Action&lt;br /&gt;
** Instead of gaining an extra action, I can spend an action point to mark every enemy I can see and gain 10 temp HP.&lt;br /&gt;
* Daring Improvisation&lt;br /&gt;
** When I make a martial melee weapon attack, I can use Charisma for the attack and damage roll in place of the ability score required by the attack.&lt;br /&gt;
* Blade Feint&lt;br /&gt;
** I can use Bluff to gain combat advantage against an enemy by spending a minor action instead of a standard action. If I succeed and hit the enemy with a melee weapon attack before the start of my next turn, the target grants me combat advantage until I miss the target with an attack.&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
&#039;&#039;&#039;(Trained Skills)&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
* Acrobatics: +15&lt;br /&gt;
* &#039;&#039;&#039;Arcana: +18&#039;&#039;&#039;&lt;br /&gt;
* Athletics: +11&lt;br /&gt;
* &#039;&#039;&#039;Bluff: +18&#039;&#039;&#039;&lt;br /&gt;
* Diplomacy: +17&lt;br /&gt;
* Dungeoneering: +14&lt;br /&gt;
* &#039;&#039;&#039;Endurance: +16&#039;&#039;&#039;&lt;br /&gt;
* Heal: +14&lt;br /&gt;
* &#039;&#039;&#039;History: +18&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Insight: +15&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Intimidate: +18&#039;&#039;&#039;&lt;br /&gt;
* Nature: +14&lt;br /&gt;
* &#039;&#039;&#039;Perception: +15&#039;&#039;&#039;&lt;br /&gt;
* Religion: +14&lt;br /&gt;
* Stealth: +12&lt;br /&gt;
* &#039;&#039;&#039;Streetwise: +20&#039;&#039;&#039;&lt;br /&gt;
* Thievery: +15&lt;br /&gt;
&lt;br /&gt;
==Feats==&lt;br /&gt;
* Action Surge: +3 to attacks I make during any action gained by spending an action point.&lt;br /&gt;
* Battle Song Expertise: &#039;&#039;+1/tier to attacks with weapons and bard implements, +1 to forced movement from bard powers;&#039;&#039;&lt;br /&gt;
* Improved Majestic Word &#039;&#039; Target of majestic word also gains (CHA mod) temporary HP.&#039;&#039;&lt;br /&gt;
* Heart of the Blade (Swordmage Multiclass) &#039;&#039;Gain training in Endurance and the Swordbond class feature. All swords also count as implements now!&#039;&#039;&lt;br /&gt;
* Student of Artifice: &#039;&#039;Gain training in Arcana (redundant), and gain 1 daily use of the artificer&#039;s Healing Infusion.&#039;&#039;&lt;br /&gt;
* Ritual Caster &#039;&#039;May use rituals&#039;&#039;&lt;br /&gt;
* Bard of All Trades: Gain a +3 feat bonus to all untrained skill checks.&lt;br /&gt;
* Improved Defenses: +1 to all non-armor defenses (+2 at Paragon; +3 at Epic).&lt;br /&gt;
* Resourceful Leader (Warlord Multiclass): Gain training in History. When an ally I can see spends an action point for an attack, they gain +3 damage on a hit or +3 temp HP on a miss. (+5 at level 11; +7 at level 21).&lt;br /&gt;
* Psychic Lock: Any target I hit with a psychic power has a -2 penalty to its next attack roll (already factored).&lt;br /&gt;
* Improved Valor: Virtue of Valor gives +3 extra THP.&lt;br /&gt;
* Disheartening Presence: While I am conscious and not bloodied, any bloodied enemies adjacent to me take -1 to all of their attacks.&lt;br /&gt;
&lt;br /&gt;
==Powers==&lt;br /&gt;
&lt;br /&gt;
Accuracy with weapon powers: +21 (+5 CHA, +8 level, +3 proficiency, +2 feat, +3 item)&lt;br /&gt;
Accuracy with implement powers: +18 (+5 CHA, +8 level, +2 feat, +3 item)&lt;br /&gt;
&lt;br /&gt;
Damage bonus: +8 (+5 CHA, +3 item)&lt;br /&gt;
&lt;br /&gt;
Psychic powers get an extra +1 accuracy from Headband of Intellect. All weapon powers are considered Psychic due to the Silver Blade.&lt;br /&gt;
&lt;br /&gt;
===At-Will Powers===&lt;br /&gt;
* Melee Basic Attack (standard, weapon, psychic):&lt;br /&gt;
** +22 vs AC. Hit: 1d8+8 psychic damage, -2 to next attack.&lt;br /&gt;
&lt;br /&gt;
* Guiding Strike (standard, weapon, psychic):&lt;br /&gt;
** Melee 1; +22 vs. AC. &lt;br /&gt;
** Hit: 1d8+8 psychic damage, -2 to next attack and -2 to a chosen defense until the end of my next turn.&lt;br /&gt;
&lt;br /&gt;
* Vicious Mockery (standard, charm, implement, psychic):&lt;br /&gt;
** Ranged 10; +19 vs. Will. &lt;br /&gt;
** Hit: 1d6+8 psychic, -4 to next attack, and -2 to other attacks until the end of my next turn.&lt;br /&gt;
** &#039;&#039;I came here to kick your ass / Cuz you&#039;re dumb and cannot see / That even ten of you / Are worth less than half of me&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Staggering Note (standard, implement, thunder):&lt;br /&gt;
** Ranged 10; +18 vs. Will. &lt;br /&gt;
** Hit: 8 thunder, push 3, and an ally can make a melee basic attack against the target before, after, or during the push.&lt;br /&gt;
&lt;br /&gt;
* Prototype Silver Blade (item, psychic, free action)&lt;br /&gt;
** Effect: All damage dealt by this weapon is psychic. Another free action returns the damage to normal.&lt;br /&gt;
&lt;br /&gt;
* Audience Participation&lt;br /&gt;
** Trigger: An enemy starts its turn adjacent to one or more non-combatants who are friendly to me and know I&#039;m fighting.&lt;br /&gt;
** Effect (No Action): The triggering enemy takes 5 damage for each friendly they&#039;re adjacent to.&lt;br /&gt;
&lt;br /&gt;
===Encounter Powers===&lt;br /&gt;
* &#039;&#039;&#039;(_)(_)&#039;&#039;&#039; Majestic Word (minor, healing)&lt;br /&gt;
** Close burst 10 (me or an ally).&lt;br /&gt;
** Target spends a healing surge, heals an extra 3d6+5 HP, and gains 5 temporary HP.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Words of Friendship (minor, charm)&lt;br /&gt;
** I gain a +5 power bonus to the next Diplomacy check I make.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Docker&#039;s Jank (standard, teleportation)&lt;br /&gt;
** Close Burst 5.&lt;br /&gt;
** Me and an ally in the burst teleport and switch locations. The ally can then use a standard-action at-will power as a free action with a +2 power bonus to attack rolls.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Shout of Triumph (standard, implement, thunder)&lt;br /&gt;
** Close Blast 3 (enemies in blast); +18 vs. Fortitude.&lt;br /&gt;
** Hit: 1d6+8 thunder and push 4.&lt;br /&gt;
** Effect: Slide 4 on each ally in blast.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Impelling Force (standard, implement, force)&lt;br /&gt;
** Ranged 10; +18 vs. Fortitude&lt;br /&gt;
** Hit: 1d10+8 force damage, and I slide the target 5 squares to a square adjacent to an ally.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Scorpion&#039;s Claw Strike (standard, weapon, psychic)&lt;br /&gt;
** Melee 1 (one creature): +22 vs. AC&lt;br /&gt;
** Hit: 2d8+8 psychic damage, -2 to next attack, and I slide an ally who is adjacent to the target to another space adjacent to it. The ally gains a +2 power bonus to AC until the end of my next turn.&lt;br /&gt;
** Miss: 5 damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Inspire Competence (utility)&lt;br /&gt;
** Close burst 5 (me and each ally in burst).&lt;br /&gt;
** Effect: I choose a skill. Until the end of the encounter, all targets have a +2 power bonus to that skill.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Revitalizing Incantation (minor, healing)&lt;br /&gt;
** Ranged 5 (me or an ally)&lt;br /&gt;
** Effect: Target can spend a healing surge and heal 1d6 extra HP. Additionally, target gains temp HP equal to their healing surge value.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Healing Infusion: Resistive Formula (minor)&lt;br /&gt;
** Close Burst 5 (me or an ally)&lt;br /&gt;
** Effect: Target heals 1d6 HP and gains +1 to AC for the rest of the encounter. Target can choose to end this effect as a free action to gain HP equal to its healing surge value + 3 (CON Mod).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Mantle of Unity&lt;br /&gt;
** Close Burst 5 (me and each ally in burst)&lt;br /&gt;
** Effect: Determine the highest AC, Fortitude, Reflex, and Will among all the targets. Until the end of your next turn, use these values for the corresponding defenses of&lt;br /&gt;
all the targets.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Weapon Display (standard, weapon, psychic)&lt;br /&gt;
** Melee 1 (one creature); +22 vs. AC&lt;br /&gt;
** Effect: The target grants combat advantage to me for this attack.&lt;br /&gt;
** Hit: 2d8+8 damage, -2 to next attack, and the target grants combat advantage to me and all my allies until the end of my next turn.&lt;br /&gt;
** Miss: The target is marked until the end of my next turn, and I regain the use of this power.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Defensive Posture&lt;br /&gt;
** Move Action&lt;br /&gt;
** Effect: I gain a +2 power bonus to AC and Reflex until the end of my next turn, then shift a number of squares equal to one-half my speed (2). Each ally that can see me gains a +2 power bonus to attack rolls until the end of your next turn.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Insult of Passivity (fear, implement, psychic)&lt;br /&gt;
** Ranged 10 (one creature); +19 vs. Will&lt;br /&gt;
** Hit: 2d8+8 psychic damage and the target is dazed until the end of the encounter or until hit or missed by an attack.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Xambria&#039;s Manifestation I (Free action)&lt;br /&gt;
Effect: Xambria appears with 10 squares and can use a minor action to manpinulate an object or do something similar. &lt;br /&gt;
&lt;br /&gt;
===Daily Powers===&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Stirring Shout (standard, implement, psychic)&lt;br /&gt;
** Ranged 10; +19 vs. Will.&lt;br /&gt;
** Hit: 2d6+8 psychic, -2 to next attack.&lt;br /&gt;
** Effect: Until the end of the encounter, whenever an ally hits the target, the ally heals 5 HP (CHA mod).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Sing Your Praises (minor, docker)&lt;br /&gt;
** Close Burst 5 (10 at Paragon; 15 at Epic);&lt;br /&gt;
** Effect: Each ally in the burst can immediately make a saving throw.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Wail of Anguish (minor, implement)&lt;br /&gt;
** Effect: Until the end  of your next turn, you can make the following attack.&lt;br /&gt;
*** Opportunity Action, Close Burst 3; Trigger: an enemy starts turn inside burst; +18 vs. Will (triggering enemy); Hit: 1d10+8  damage and  target cannot shift UENT.&lt;br /&gt;
** Sustain Minor: The effect persists.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Strike up the Dance (standard, implement, psychic)&lt;br /&gt;
** Target: One, two, or three creatures.&lt;br /&gt;
** Ranged 10; +19 vs. Will&lt;br /&gt;
** Hit: 2d10+8 psychic damage, and the target is immobilized (save ends). Until it saves, I can slide the target 5 squares at the start of its turn and it cannot take move actions on its turn. If I target only one creature with this power, it takes 1d10 extra damage.&lt;br /&gt;
*** Miss: Half damage, and I slide the target 5 squares at the start of its next turn and it is immobilized until the end of its next turn.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Haste (minor)&lt;br /&gt;
** Target: Me or an Ally&lt;br /&gt;
** Effect: The target gains and immediately uses a standard action.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Prototype Silver Blade (free)&lt;br /&gt;
** Trigger: I hit an enemy with this blade.&lt;br /&gt;
** Effect: I banish the target to a demiplane (save ends). It vanishes from sight, cannot take actions, and cannot be targeted. On a save the target reappears in its last space, or in the unoccupied space closest to that.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Cli Lyre (standard)&lt;br /&gt;
** Effect: When I use this power during a rest, me and all my allies gain a +10 power bonus to their next Bluff, Intimidate, or Diplomacy check before our next short or extended rest.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Ricochet Shield (Immediate Reaction)&lt;br /&gt;
** Trigger: A ranged attack targeting AC misses me.&lt;br /&gt;
** Effect: The source of the attack repeats the attack roll against a different target of my choice within 10 squares of me. If the attack roll succeeds, it hits that target (apply damage and effect where appropriate).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;(_)&#039;&#039;&#039; Canary in a Coal Mine (Minor Action)&lt;br /&gt;
* Effect: I gain a flight speed equal to my speed until the end of my next turn.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Xambria&#039;s Manifestation II (standard, force)&lt;br /&gt;
* Attack: Close Burst 3 (enemies in burst) +18 vs. Fortitude&lt;br /&gt;
* Hit: 3d10 + 8 force damage, and push 4 squares. &lt;br /&gt;
* Miss: Half damage, and push 2 squares.&lt;br /&gt;
&lt;br /&gt;
==Rituals==&lt;br /&gt;
&lt;br /&gt;
* Glib Limerick (level 1)&lt;br /&gt;
* Traveller&#039;s chant (level 1)&lt;br /&gt;
* Lullaby (Level 3, 125/25)&lt;br /&gt;
* Detect Planar Energy (Level 1, 50/10)&lt;br /&gt;
* Comprehend Language (PHB, L1, 50/10)&lt;br /&gt;
* Detect Secret Doors (PHB, L3, 125/25)&lt;br /&gt;
* Knock (PHB, L4, 175/35)&lt;br /&gt;
* Water Walk (PHB, L2, 100/20)&lt;br /&gt;
* Endure Elements (PHB, L2, 100/20)&lt;br /&gt;
* Lesser Telepathy (L5, 250/30+1 surge)&lt;br /&gt;
* Call Wilderness Guide (PHB2, L6, 360/144)&lt;br /&gt;
* Fool&#039;s Speech (PHB2, L6, 360/50)&lt;br /&gt;
* Sending (PHB, L6, 360/50)&lt;br /&gt;
* Linked Portal (PHB, L8, 680/135)&lt;br /&gt;
* Song of Sustenance (PHB2, L8, 680/135)&lt;br /&gt;
* Raise Dead (PHB, L8, 680/500)&lt;br /&gt;
* Remove Affliction (PHB, L8, 680/250)&lt;br /&gt;
* Chorus of Truth (PHB2, L10, 1000/200)&lt;br /&gt;
&lt;br /&gt;
==Artifact==&lt;br /&gt;
&lt;br /&gt;
===Xambria&#039;s Consciousness===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Property:&#039;&#039;&#039;+3 to Acrobatics, Arcana, History, and Thievery checks (already calculated)&lt;br /&gt;
* &#039;&#039;&#039;Property:&#039;&#039;&#039; +2 to all checks while performing rituals (since I already have Ritual Caster).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Current Concordance:&#039;&#039;&#039; 16 (Pleased)&lt;br /&gt;
** Starting: 5&lt;br /&gt;
** Trained in History +2&lt;br /&gt;
** Gained 8 Levels +8&lt;br /&gt;
** Foiled 2 Obscurati Plots +2&lt;br /&gt;
&lt;br /&gt;
==Gear==&lt;br /&gt;
&lt;br /&gt;
===Weapons===&lt;br /&gt;
* Prototype Silver Blade +3 (longsword) &#039;&#039;(Prof +3, dam 1d8+Str,  4 lbs, Versatile, level 14)&#039;&#039; (21000 gp)&lt;br /&gt;
** Critical Bonus: +3d8&lt;br /&gt;
&lt;br /&gt;
===Armor===&lt;br /&gt;
* Veteran&#039;s Chain +3 (Braidmail) (+11 AC, 40 lbs) (lvl 12, 13000 gp)&lt;br /&gt;
* Iron Armbands of Power (Level 16, 45000gp, +4 to melee damage rolls)&lt;br /&gt;
* Small Shield (+1 AC)&lt;br /&gt;
&lt;br /&gt;
===Other Gear===&lt;br /&gt;
* Canary in a Coal Mine +3 (17000 gp, lvl 13, Neck slot)&lt;br /&gt;
* Belt of Vim (3400gp, lvl 8, Waist slot)&lt;br /&gt;
* Oceanstrider Boots (21000 gp, lvl 14, Feet slot)&lt;br /&gt;
* Gloves of the Healer (13000gp, lvl 12, Hands slot&lt;br /&gt;
* Headband of Intellect (lvl 10, 5000gp, Head slot)&lt;br /&gt;
* Wand of Aptitude (lvl 10, 5000gp, spare implement)&lt;br /&gt;
* Cli Lyre (Lvl 13, 21000gp, spare implement).&lt;br /&gt;
* Investigation Kit (40 gp)&lt;br /&gt;
* Bell and Whistle (1 gp)&lt;br /&gt;
* 2 x Elixir of Aptitude (100gp)&lt;br /&gt;
* 2 x Potion of Resistance (80gp)&lt;br /&gt;
* 2 x Potion of Vitality (2000gp)&lt;br /&gt;
* Worker&#039;s Clothes&lt;br /&gt;
** Definitely not a lady&#039;s outfit.  Trousers, undershirt, and boots, with a blue dress worn on top and a simple wide-brimmed hat.&lt;br /&gt;
* Pocket Watch (25 gp)&lt;br /&gt;
* 2401 GP in residuum.&lt;br /&gt;
&lt;br /&gt;
==Budget==&lt;br /&gt;
&lt;br /&gt;
Total gear value: 147.897gp.&lt;br /&gt;
Total budget: 253.595gp&lt;br /&gt;
&lt;br /&gt;
Free budget: 105.698gp&lt;br /&gt;
&lt;br /&gt;
==Item Properties==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Canary in a Coal Mine&#039;&#039;&#039;: +5 bonus to all defenses during the surprise round of an encounter. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Oceanstrider boots&#039;&#039;&#039;: +1 to speed (already factored). I can move across and stand on liquid surfaces as if they were solid. If the surface is hazardous (such as acid or magma) I still take damage from it.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Cli Lyre&#039;&#039;&#039;: Can be used as a +3 implement and focus for bardic rituals. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Headband of Intellect&#039;&#039;&#039;:  +2 to knowledge or monster knowledge checks, +1 to attack on powers that have the psychic keyword (already factored)&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Gloves of the Healer&#039;&#039;&#039;: When I use a power that has the Healing keyword, one target regains an extra 1d6 HP (already factored).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Wand of Aptitude&#039;&#039;&#039;: When I use Inspire Competence through this wand, I give an extra +2 item bonus to my allies&#039; skills.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Veteran&#039;s Chain&#039;&#039;&#039;: When I use an action point I gain a +1 item bonus to attack rolls and defenses until the end of my next turn. &lt;br /&gt;
&lt;br /&gt;
==Bio==&lt;br /&gt;
Here is Rosalia Savory, whose family was &#039;&#039;&#039;in no way&#039;&#039;&#039; part of a Robin-Hood like bandit gang in the drier and more remote areas of Risur, and absolutely &#039;&#039;&#039;did not&#039;&#039;&#039; move to Flint and change identities to escape a royal crackdown on them. She grew up among the dockers of Flint, got into music, and found out she had a knack for child detective shenanigans. When she grew up she figured she might as well get paid for the detective stuff and maybe try to help her community with the weight of a badge behind her. Her style and political stance are somewhat at odds with the traditional image of an RHC constable but you can&#039;t argue with the results of the magic mind-reading entrance exam!&lt;br /&gt;
&lt;br /&gt;
Rosalia&#039;s stage name is &amp;quot;Little Lamp&amp;quot; and she still performs in her spare time.&lt;br /&gt;
&lt;br /&gt;
[[Zeitgeist:_The_Gears_of_Revolution| Zeitgeist: The Gears of Revolution homepage]]&lt;/div&gt;</summary>
		<author><name>Bira</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Zeitgeist:_The_Gears_of_Revolution/Rosalia&amp;diff=483006</id>
		<title>Zeitgeist: The Gears of Revolution/Rosalia</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Zeitgeist:_The_Gears_of_Revolution/Rosalia&amp;diff=483006"/>
		<updated>2025-08-08T02:09:24Z</updated>

		<summary type="html">&lt;p&gt;Bira: /* Armor */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Zeitgeist:_The_Gears_of_Revolution|Home Page]]&lt;br /&gt;
==Basics==&lt;br /&gt;
* Name: Rosalia &amp;quot;Little Lamp&amp;quot; Savory&lt;br /&gt;
* Race: Human&lt;br /&gt;
* Class: Bard&lt;br /&gt;
* Paragon Path: Daring Blade&lt;br /&gt;
* Level: 16&lt;br /&gt;
* Background: Urban &#039;&#039;(+2 to Streetwise)&#039;&#039;&lt;br /&gt;
* Theme: Docker&lt;br /&gt;
&lt;br /&gt;
==Stats==&lt;br /&gt;
* Str 9 &#039;&#039;&#039;(-1)&#039;&#039;&#039; &lt;br /&gt;
* Con 16 &#039;&#039;&#039;(+3)&#039;&#039;&#039;&lt;br /&gt;
* Dex 11 &#039;&#039;&#039;(+0)&#039;&#039;&#039;&lt;br /&gt;
* Int 15 &#039;&#039;&#039;(+2)&#039;&#039;&#039;&lt;br /&gt;
* Wis 15 &#039;&#039;&#039;(+2)&#039;&#039;&#039;&lt;br /&gt;
* Cha 21 &#039;&#039;&#039;(+5)&#039;&#039;&#039;&lt;br /&gt;
**Human bonus: +2 to Charisma&lt;br /&gt;
==Defenses/Combat Stats==&lt;br /&gt;
* HP: 102&lt;br /&gt;
* Healing Surges: 10&lt;br /&gt;
** Surge Value: 25 HP&lt;br /&gt;
* Speed: 7 (6 in armor)&lt;br /&gt;
* Action Points: 1&lt;br /&gt;
===Defenses===&lt;br /&gt;
* AC: &#039;&#039;&#039;30&#039;&#039;&#039;  (10 + 11 Armor + 8 Level + 1 Shield)&lt;br /&gt;
* Fort: &#039;&#039;&#039;27&#039;&#039;&#039; (10 + 3 CON + 8 Level + 3 Amulet + 1 Belt + 2 Feat)&lt;br /&gt;
* Ref: &#039;&#039;&#039;27&#039;&#039;&#039; (10 + 2 INT + 1 Class + 8 Level + 3 Amulet + 2 Feat + 1 Shield)&lt;br /&gt;
* Will: &#039;&#039;&#039;29&#039;&#039;&#039; (10 + 5 CHA + 1 Class + 8 Level + 3 Amulet + 2 Feat)&lt;br /&gt;
&lt;br /&gt;
==Racial Traits==&lt;br /&gt;
* Bonus Skill&lt;br /&gt;
* Bonus Feat&lt;br /&gt;
* Bonus At-Will Power&lt;br /&gt;
==Class Traits==&lt;br /&gt;
* Bardic Training&lt;br /&gt;
** Gain Ritual Caster as a bonus feat, and a ritual book with 1 level 1 bard ritual, and 1 level 1 ritual of any kind.&lt;br /&gt;
* Virtue of Valor&lt;br /&gt;
** 1/round, when ally within 5 squares of me bloodies or defeats an enemy, I can grant 6 temporary HP to that ally as a free action.&lt;br /&gt;
* Skill Versatility&lt;br /&gt;
** +1 to untrained skill checks.&lt;br /&gt;
* Song of Rest&lt;br /&gt;
** If I can sing or play an instrument during a short rest, allies regain an extra 5 HP per healing surge they spend in that rest.&lt;br /&gt;
* Swordbond&lt;br /&gt;
** I may bond with a specific sword with a 1-hour ritual. I can call my bonded sword to my hand from 10 squares away and rebuild it from a fragment if it&#039;s destroyed.&lt;br /&gt;
* Daring Action&lt;br /&gt;
** Instead of gaining an extra action, I can spend an action point to mark every enemy I can see and gain 10 temp HP.&lt;br /&gt;
* Daring Improvisation&lt;br /&gt;
** When I make a martial melee weapon attack, I can use Charisma for the attack and damage roll in place of the ability score required by the attack.&lt;br /&gt;
* Blade Feint&lt;br /&gt;
** I can use Bluff to gain combat advantage against an enemy by spending a minor action instead of a standard action. If I succeed and hit the enemy with a melee weapon attack before the start of my next turn, the target grants me combat advantage until I miss the target with an attack.&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
&#039;&#039;&#039;(Trained Skills)&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
* Acrobatics: +15&lt;br /&gt;
* &#039;&#039;&#039;Arcana: +18&#039;&#039;&#039;&lt;br /&gt;
* Athletics: +11&lt;br /&gt;
* &#039;&#039;&#039;Bluff: +18&#039;&#039;&#039;&lt;br /&gt;
* Diplomacy: +17&lt;br /&gt;
* Dungeoneering: +14&lt;br /&gt;
* &#039;&#039;&#039;Endurance: +16&#039;&#039;&#039;&lt;br /&gt;
* Heal: +14&lt;br /&gt;
* &#039;&#039;&#039;History: +18&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Insight: +15&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Intimidate: +18&#039;&#039;&#039;&lt;br /&gt;
* Nature: +14&lt;br /&gt;
* &#039;&#039;&#039;Perception: +15&#039;&#039;&#039;&lt;br /&gt;
* Religion: +14&lt;br /&gt;
* Stealth: +12&lt;br /&gt;
* &#039;&#039;&#039;Streetwise: +20&#039;&#039;&#039;&lt;br /&gt;
* Thievery: +15&lt;br /&gt;
&lt;br /&gt;
==Feats==&lt;br /&gt;
* Action Surge: +3 to attacks I make during any action gained by spending an action point.&lt;br /&gt;
* Battle Song Expertise: &#039;&#039;+1/tier to attacks with weapons and bard implements, +1 to forced movement from bard powers;&#039;&#039;&lt;br /&gt;
* Improved Majestic Word &#039;&#039; Target of majestic word also gains (CHA mod) temporary HP.&#039;&#039;&lt;br /&gt;
* Heart of the Blade (Swordmage Multiclass) &#039;&#039;Gain training in Endurance and the Swordbond class feature. All swords also count as implements now!&#039;&#039;&lt;br /&gt;
* Student of Artifice: &#039;&#039;Gain training in Arcana (redundant), and gain 1 daily use of the artificer&#039;s Healing Infusion.&#039;&#039;&lt;br /&gt;
* Ritual Caster &#039;&#039;May use rituals&#039;&#039;&lt;br /&gt;
* Bard of All Trades: Gain a +3 feat bonus to all untrained skill checks.&lt;br /&gt;
* Improved Defenses: +1 to all non-armor defenses (+2 at Paragon; +3 at Epic).&lt;br /&gt;
* Resourceful Leader (Warlord Multiclass): Gain training in History. When an ally I can see spends an action point for an attack, they gain +3 damage on a hit or +3 temp HP on a miss. (+5 at level 11; +7 at level 21).&lt;br /&gt;
* Psychic Lock: Any target I hit with a psychic power has a -2 penalty to its next attack roll (already factored).&lt;br /&gt;
* Improved Valor: Virtue of Valor gives +3 extra THP.&lt;br /&gt;
* Disheartening Presence: While I am conscious and not bloodied, any bloodied enemies adjacent to me take -1 to all of their attacks.&lt;br /&gt;
&lt;br /&gt;
==Powers==&lt;br /&gt;
&lt;br /&gt;
Accuracy with weapon powers: +21 (+5 CHA, +8 level, +3 proficiency, +2 feat, +3 item)&lt;br /&gt;
Accuracy with implement powers: +18 (+5 CHA, +8 level, +2 feat, +3 item)&lt;br /&gt;
&lt;br /&gt;
Damage bonus: +8 (+5 CHA, +3 item)&lt;br /&gt;
&lt;br /&gt;
Psychic powers get an extra +1 accuracy from Headband of Intellect. All weapon powers are considered Psychic due to the Silver Blade.&lt;br /&gt;
&lt;br /&gt;
===At-Will Powers===&lt;br /&gt;
* Melee Basic Attack (standard, weapon, psychic):&lt;br /&gt;
** +22 vs AC. Hit: 1d8+8 psychic damage, -2 to next attack.&lt;br /&gt;
&lt;br /&gt;
* Guiding Strike (standard, weapon, psychic):&lt;br /&gt;
** Melee 1; +22 vs. AC. &lt;br /&gt;
** Hit: 1d8+8 psychic damage, -2 to next attack and -2 to a chosen defense until the end of my next turn.&lt;br /&gt;
&lt;br /&gt;
* Vicious Mockery (standard, charm, implement, psychic):&lt;br /&gt;
** Ranged 10; +19 vs. Will. &lt;br /&gt;
** Hit: 1d6+8 psychic, -4 to next attack, and -2 to other attacks until the end of my next turn.&lt;br /&gt;
** &#039;&#039;I came here to kick your ass / Cuz you&#039;re dumb and cannot see / That even ten of you / Are worth less than half of me&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Staggering Note (standard, implement, thunder):&lt;br /&gt;
** Ranged 10; +18 vs. Will. &lt;br /&gt;
** Hit: 8 thunder, push 3, and an ally can make a melee basic attack against the target before, after, or during the push.&lt;br /&gt;
&lt;br /&gt;
* Prototype Silver Blade (item, psychic, free action)&lt;br /&gt;
** Effect: All damage dealt by this weapon is psychic. Another free action returns the damage to normal.&lt;br /&gt;
&lt;br /&gt;
* Audience Participation&lt;br /&gt;
** Trigger: An enemy starts its turn adjacent to one or more non-combatants who are friendly to me and know I&#039;m fighting.&lt;br /&gt;
** Effect (No Action): The triggering enemy takes 5 damage for each friendly they&#039;re adjacent to.&lt;br /&gt;
&lt;br /&gt;
===Encounter Powers===&lt;br /&gt;
* &#039;&#039;&#039;(_)(_)&#039;&#039;&#039; Majestic Word (minor, healing)&lt;br /&gt;
** Close burst 10 (me or an ally).&lt;br /&gt;
** Target spends a healing surge, heals an extra 3d6+5 HP, and gains 5 temporary HP.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Words of Friendship (minor, charm)&lt;br /&gt;
** I gain a +5 power bonus to the next Diplomacy check I make.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Docker&#039;s Jank (standard, teleportation)&lt;br /&gt;
** Close Burst 5.&lt;br /&gt;
** Me and an ally in the burst teleport and switch locations. The ally can then use a standard-action at-will power as a free action with a +2 power bonus to attack rolls.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Shout of Triumph (standard, implement, thunder)&lt;br /&gt;
** Close Blast 3 (enemies in blast); +18 vs. Fortitude.&lt;br /&gt;
** Hit: 1d6+8 thunder and push 4.&lt;br /&gt;
** Effect: Slide 4 on each ally in blast.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Impelling Force (standard, implement, force)&lt;br /&gt;
** Ranged 10; +18 vs. Fortitude&lt;br /&gt;
** Hit: 1d10+8 force damage, and I slide the target 5 squares to a square adjacent to an ally.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Scorpion&#039;s Claw Strike (standard, weapon, psychic)&lt;br /&gt;
** Melee 1 (one creature): +22 vs. AC&lt;br /&gt;
** Hit: 2d8+8 psychic damage, -2 to next attack, and I slide an ally who is adjacent to the target to another space adjacent to it. The ally gains a +2 power bonus to AC until the end of my next turn.&lt;br /&gt;
** Miss: 5 damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Inspire Competence (utility)&lt;br /&gt;
** Close burst 5 (me and each ally in burst).&lt;br /&gt;
** Effect: I choose a skill. Until the end of the encounter, all targets have a +2 power bonus to that skill.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Revitalizing Incantation (minor, healing)&lt;br /&gt;
** Ranged 5 (me or an ally)&lt;br /&gt;
** Effect: Target can spend a healing surge and heal 1d6 extra HP. Additionally, target gains temp HP equal to their healing surge value.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Healing Infusion: Resistive Formula (minor)&lt;br /&gt;
** Close Burst 5 (me or an ally)&lt;br /&gt;
** Effect: Target heals 1d6 HP and gains +1 to AC for the rest of the encounter. Target can choose to end this effect as a free action to gain HP equal to its healing surge value + 3 (CON Mod).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Mantle of Unity&lt;br /&gt;
** Close Burst 5 (me and each ally in burst)&lt;br /&gt;
** Effect: Determine the highest AC, Fortitude, Reflex, and Will among all the targets. Until the end of your next turn, use these values for the corresponding defenses of&lt;br /&gt;
all the targets.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Weapon Display (standard, weapon, psychic)&lt;br /&gt;
** Melee 1 (one creature); +22 vs. AC&lt;br /&gt;
** Effect: The target grants combat advantage to me for this attack.&lt;br /&gt;
** Hit: 2d8+8 damage, -2 to next attack, and the target grants combat advantage to me and all my allies until the end of my next turn.&lt;br /&gt;
** Miss: The target is marked until the end of my next turn, and I regain the use of this power.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Defensive Posture&lt;br /&gt;
** Move Action&lt;br /&gt;
** Effect: I gain a +2 power bonus to AC and Reflex until the end of my next turn, then shift a number of squares equal to one-half my speed (2). Each ally that can see me gains a +2 power bonus to attack rolls until the end of your next turn.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Insult of Passivity (fear, implement, psychic)&lt;br /&gt;
** Ranged 10 (one creature); +19 vs. Will&lt;br /&gt;
** Hit: 2d8+8 psychic damage and the target is dazed until the end of the encounter or until hit or missed by an attack.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Xambria&#039;s Manifestation I (Free action)&lt;br /&gt;
Effect: Xambria appears with 10 squares and can use a minor action to manpinulate an object or do something similar. &lt;br /&gt;
&lt;br /&gt;
===Daily Powers===&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Stirring Shout (standard, implement, psychic)&lt;br /&gt;
** Ranged 10; +19 vs. Will.&lt;br /&gt;
** Hit: 2d6+8 psychic, -2 to next attack.&lt;br /&gt;
** Effect: Until the end of the encounter, whenever an ally hits the target, the ally heals 5 HP (CHA mod).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Sing Your Praises (minor, docker)&lt;br /&gt;
** Close Burst 5 (10 at Paragon; 15 at Epic);&lt;br /&gt;
** Effect: Each ally in the burst can immediately make a saving throw.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Wail of Anguish (minor, implement)&lt;br /&gt;
** Effect: Until the end  of your next turn, you can make the following attack.&lt;br /&gt;
*** Opportunity Action, Close Burst 3; Trigger: an enemy starts turn inside burst; +18 vs. Will (triggering enemy); Hit: 1d10+8  damage and  target cannot shift UENT.&lt;br /&gt;
** Sustain Minor: The effect persists.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Strike up the Dance (standard, implement, psychic)&lt;br /&gt;
** Target: One, two, or three creatures.&lt;br /&gt;
** Ranged 10; +19 vs. Will&lt;br /&gt;
** Hit: 2d10+8 psychic damage, and the target is immobilized (save ends). Until it saves, I can slide the target 5 squares at the start of its turn and it cannot take move actions on its turn. If I target only one creature with this power, it takes 1d10 extra damage.&lt;br /&gt;
*** Miss: Half damage, and I slide the target 5 squares at the start of its next turn and it is immobilized until the end of its next turn.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Haste (minor)&lt;br /&gt;
** Target: Me or an Ally&lt;br /&gt;
** Effect: The target gains and immediately uses a standard action.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Prototype Silver Blade (free)&lt;br /&gt;
** Trigger: I hit an enemy with this blade.&lt;br /&gt;
** Effect: I banish the target to a demiplane (save ends). It vanishes from sight, cannot take actions, and cannot be targeted. On a save the target reappears in its last space, or in the unoccupied space closest to that.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Cli Lyre (standard)&lt;br /&gt;
** Effect: When I use this power during a rest, me and all my allies gain a +10 power bonus to their next Bluff, Intimidate, or Diplomacy check before our next short or extended rest.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Ricochet Shield (Immediate Reaction)&lt;br /&gt;
** Trigger: A ranged attack targeting AC misses me.&lt;br /&gt;
** Effect: The source of the attack repeats the attack roll against a different target of my choice within 10 squares of me. If the attack roll succeeds, it hits that target (apply damage and effect where appropriate).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;(_)&#039;&#039;&#039; Canary in a Coal Mine (Minor Action)&lt;br /&gt;
* Effect: I gain a flight speed equal to my speed until the end of my next turn.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Xambria&#039;s Manifestation II (standard, force)&lt;br /&gt;
* Attack: Close Burst 3 (enemies in burst) +18 vs. Fortitude&lt;br /&gt;
* Hit: 3d10 + 8 force damage, and push 4 squares. &lt;br /&gt;
* Miss: Half damage, and push 2 squares.&lt;br /&gt;
&lt;br /&gt;
==Rituals==&lt;br /&gt;
&lt;br /&gt;
* Glib Limerick (level 1)&lt;br /&gt;
* Traveller&#039;s chant (level 1)&lt;br /&gt;
* Lullaby (Level 3, 125/25)&lt;br /&gt;
* Detect Planar Energy (Level 1, 50/10)&lt;br /&gt;
* Comprehend Language (PHB, L1, 50/10)&lt;br /&gt;
* Detect Secret Doors (PHB, L3, 125/25)&lt;br /&gt;
* Knock (PHB, L4, 175/35)&lt;br /&gt;
* Water Walk (PHB, L2, 100/20)&lt;br /&gt;
* Endure Elements (PHB, L2, 100/20)&lt;br /&gt;
* Lesser Telepathy (L5, 250/30+1 surge)&lt;br /&gt;
* Call Wilderness Guide (PHB2, L6, 360/144)&lt;br /&gt;
* Fool&#039;s Speech (PHB2, L6, 360/50)&lt;br /&gt;
* Sending (PHB, L6, 360/50)&lt;br /&gt;
* Linked Portal (PHB, L8, 680/135)&lt;br /&gt;
* Song of Sustenance (PHB2, L8, 680/135)&lt;br /&gt;
* Raise Dead (PHB, L8, 680/500)&lt;br /&gt;
* Remove Affliction (PHB, L8, 680/250)&lt;br /&gt;
* Chorus of Truth (PHB2, L10, 1000/200)&lt;br /&gt;
&lt;br /&gt;
==Artifact==&lt;br /&gt;
&lt;br /&gt;
===Xambria&#039;s Consciousness===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Property:&#039;&#039;&#039;+3 to Acrobatics, Arcana, History, and Thievery checks (already calculated)&lt;br /&gt;
* &#039;&#039;&#039;Property:&#039;&#039;&#039; +2 to all checks while performing rituals (since I already have Ritual Caster).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Current Concordance:&#039;&#039;&#039; 16 (Pleased)&lt;br /&gt;
** Starting: 5&lt;br /&gt;
** Trained in History +2&lt;br /&gt;
** Gained 8 Levels +8&lt;br /&gt;
** Foiled 2 Obscurati Plots +2&lt;br /&gt;
&lt;br /&gt;
==Gear==&lt;br /&gt;
&lt;br /&gt;
===Weapons===&lt;br /&gt;
* Prototype Silver Blade +3 (longsword) &#039;&#039;(Prof +3, dam 1d8+Str,  4 lbs, Versatile, level 14)&#039;&#039; (21000 gp)&lt;br /&gt;
** Critical Bonus: +3d8&lt;br /&gt;
&lt;br /&gt;
===Armor===&lt;br /&gt;
* Veteran&#039;s Chain +3 (Braidmail) (+11 AC, 40 lbs) (lvl 12, 13000 gp)&lt;br /&gt;
* Iron Armbands of Power (Level 16, 45000gp, +4 to melee damage rolls)&lt;br /&gt;
&lt;br /&gt;
===Other Gear===&lt;br /&gt;
* Canary in a Coal Mine +3 (17000 gp, lvl 13, Neck slot)&lt;br /&gt;
* Belt of Vim (3400gp, lvl 8, Waist slot)&lt;br /&gt;
* Oceanstrider Boots (21000 gp, lvl 14, Feet slot)&lt;br /&gt;
* Gloves of the Healer (13000gp, lvl 12, Hands slot&lt;br /&gt;
* Headband of Intellect (lvl 10, 5000gp, Head slot)&lt;br /&gt;
* Wand of Aptitude (lvl 10, 5000gp, spare implement)&lt;br /&gt;
* Cli Lyre (Lvl 13, 21000gp, spare implement).&lt;br /&gt;
* Investigation Kit (40 gp)&lt;br /&gt;
* Bell and Whistle (1 gp)&lt;br /&gt;
* 2 x Elixir of Aptitude (100gp)&lt;br /&gt;
* 2 x Potion of Resistance (80gp)&lt;br /&gt;
* 2 x Potion of Vitality (2000gp)&lt;br /&gt;
* Worker&#039;s Clothes&lt;br /&gt;
** Definitely not a lady&#039;s outfit.  Trousers, undershirt, and boots, with a blue dress worn on top and a simple wide-brimmed hat.&lt;br /&gt;
* Pocket Watch (25 gp)&lt;br /&gt;
* 2401 GP in residuum.&lt;br /&gt;
&lt;br /&gt;
==Budget==&lt;br /&gt;
&lt;br /&gt;
Total gear value: 147.897gp.&lt;br /&gt;
Total budget: 253.595gp&lt;br /&gt;
&lt;br /&gt;
Free budget: 105.698gp&lt;br /&gt;
&lt;br /&gt;
==Item Properties==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Canary in a Coal Mine&#039;&#039;&#039;: +5 bonus to all defenses during the surprise round of an encounter. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Oceanstrider boots&#039;&#039;&#039;: +1 to speed (already factored). I can move across and stand on liquid surfaces as if they were solid. If the surface is hazardous (such as acid or magma) I still take damage from it.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Cli Lyre&#039;&#039;&#039;: Can be used as a +3 implement and focus for bardic rituals. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Headband of Intellect&#039;&#039;&#039;:  +2 to knowledge or monster knowledge checks, +1 to attack on powers that have the psychic keyword (already factored)&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Gloves of the Healer&#039;&#039;&#039;: When I use a power that has the Healing keyword, one target regains an extra 1d6 HP (already factored).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Wand of Aptitude&#039;&#039;&#039;: When I use Inspire Competence through this wand, I give an extra +2 item bonus to my allies&#039; skills.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Veteran&#039;s Chain&#039;&#039;&#039;: When I use an action point I gain a +1 item bonus to attack rolls and defenses until the end of my next turn. &lt;br /&gt;
&lt;br /&gt;
==Bio==&lt;br /&gt;
Here is Rosalia Savory, whose family was &#039;&#039;&#039;in no way&#039;&#039;&#039; part of a Robin-Hood like bandit gang in the drier and more remote areas of Risur, and absolutely &#039;&#039;&#039;did not&#039;&#039;&#039; move to Flint and change identities to escape a royal crackdown on them. She grew up among the dockers of Flint, got into music, and found out she had a knack for child detective shenanigans. When she grew up she figured she might as well get paid for the detective stuff and maybe try to help her community with the weight of a badge behind her. Her style and political stance are somewhat at odds with the traditional image of an RHC constable but you can&#039;t argue with the results of the magic mind-reading entrance exam!&lt;br /&gt;
&lt;br /&gt;
Rosalia&#039;s stage name is &amp;quot;Little Lamp&amp;quot; and she still performs in her spare time.&lt;br /&gt;
&lt;br /&gt;
[[Zeitgeist:_The_Gears_of_Revolution| Zeitgeist: The Gears of Revolution homepage]]&lt;/div&gt;</summary>
		<author><name>Bira</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Zeitgeist:_The_Gears_of_Revolution/Rosalia&amp;diff=483005</id>
		<title>Zeitgeist: The Gears of Revolution/Rosalia</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Zeitgeist:_The_Gears_of_Revolution/Rosalia&amp;diff=483005"/>
		<updated>2025-08-08T02:07:37Z</updated>

		<summary type="html">&lt;p&gt;Bira: /* Artifact */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Zeitgeist:_The_Gears_of_Revolution|Home Page]]&lt;br /&gt;
==Basics==&lt;br /&gt;
* Name: Rosalia &amp;quot;Little Lamp&amp;quot; Savory&lt;br /&gt;
* Race: Human&lt;br /&gt;
* Class: Bard&lt;br /&gt;
* Paragon Path: Daring Blade&lt;br /&gt;
* Level: 16&lt;br /&gt;
* Background: Urban &#039;&#039;(+2 to Streetwise)&#039;&#039;&lt;br /&gt;
* Theme: Docker&lt;br /&gt;
&lt;br /&gt;
==Stats==&lt;br /&gt;
* Str 9 &#039;&#039;&#039;(-1)&#039;&#039;&#039; &lt;br /&gt;
* Con 16 &#039;&#039;&#039;(+3)&#039;&#039;&#039;&lt;br /&gt;
* Dex 11 &#039;&#039;&#039;(+0)&#039;&#039;&#039;&lt;br /&gt;
* Int 15 &#039;&#039;&#039;(+2)&#039;&#039;&#039;&lt;br /&gt;
* Wis 15 &#039;&#039;&#039;(+2)&#039;&#039;&#039;&lt;br /&gt;
* Cha 21 &#039;&#039;&#039;(+5)&#039;&#039;&#039;&lt;br /&gt;
**Human bonus: +2 to Charisma&lt;br /&gt;
==Defenses/Combat Stats==&lt;br /&gt;
* HP: 102&lt;br /&gt;
* Healing Surges: 10&lt;br /&gt;
** Surge Value: 25 HP&lt;br /&gt;
* Speed: 7 (6 in armor)&lt;br /&gt;
* Action Points: 1&lt;br /&gt;
===Defenses===&lt;br /&gt;
* AC: &#039;&#039;&#039;30&#039;&#039;&#039;  (10 + 11 Armor + 8 Level + 1 Shield)&lt;br /&gt;
* Fort: &#039;&#039;&#039;27&#039;&#039;&#039; (10 + 3 CON + 8 Level + 3 Amulet + 1 Belt + 2 Feat)&lt;br /&gt;
* Ref: &#039;&#039;&#039;27&#039;&#039;&#039; (10 + 2 INT + 1 Class + 8 Level + 3 Amulet + 2 Feat + 1 Shield)&lt;br /&gt;
* Will: &#039;&#039;&#039;29&#039;&#039;&#039; (10 + 5 CHA + 1 Class + 8 Level + 3 Amulet + 2 Feat)&lt;br /&gt;
&lt;br /&gt;
==Racial Traits==&lt;br /&gt;
* Bonus Skill&lt;br /&gt;
* Bonus Feat&lt;br /&gt;
* Bonus At-Will Power&lt;br /&gt;
==Class Traits==&lt;br /&gt;
* Bardic Training&lt;br /&gt;
** Gain Ritual Caster as a bonus feat, and a ritual book with 1 level 1 bard ritual, and 1 level 1 ritual of any kind.&lt;br /&gt;
* Virtue of Valor&lt;br /&gt;
** 1/round, when ally within 5 squares of me bloodies or defeats an enemy, I can grant 6 temporary HP to that ally as a free action.&lt;br /&gt;
* Skill Versatility&lt;br /&gt;
** +1 to untrained skill checks.&lt;br /&gt;
* Song of Rest&lt;br /&gt;
** If I can sing or play an instrument during a short rest, allies regain an extra 5 HP per healing surge they spend in that rest.&lt;br /&gt;
* Swordbond&lt;br /&gt;
** I may bond with a specific sword with a 1-hour ritual. I can call my bonded sword to my hand from 10 squares away and rebuild it from a fragment if it&#039;s destroyed.&lt;br /&gt;
* Daring Action&lt;br /&gt;
** Instead of gaining an extra action, I can spend an action point to mark every enemy I can see and gain 10 temp HP.&lt;br /&gt;
* Daring Improvisation&lt;br /&gt;
** When I make a martial melee weapon attack, I can use Charisma for the attack and damage roll in place of the ability score required by the attack.&lt;br /&gt;
* Blade Feint&lt;br /&gt;
** I can use Bluff to gain combat advantage against an enemy by spending a minor action instead of a standard action. If I succeed and hit the enemy with a melee weapon attack before the start of my next turn, the target grants me combat advantage until I miss the target with an attack.&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
&#039;&#039;&#039;(Trained Skills)&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
* Acrobatics: +15&lt;br /&gt;
* &#039;&#039;&#039;Arcana: +18&#039;&#039;&#039;&lt;br /&gt;
* Athletics: +11&lt;br /&gt;
* &#039;&#039;&#039;Bluff: +18&#039;&#039;&#039;&lt;br /&gt;
* Diplomacy: +17&lt;br /&gt;
* Dungeoneering: +14&lt;br /&gt;
* &#039;&#039;&#039;Endurance: +16&#039;&#039;&#039;&lt;br /&gt;
* Heal: +14&lt;br /&gt;
* &#039;&#039;&#039;History: +18&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Insight: +15&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Intimidate: +18&#039;&#039;&#039;&lt;br /&gt;
* Nature: +14&lt;br /&gt;
* &#039;&#039;&#039;Perception: +15&#039;&#039;&#039;&lt;br /&gt;
* Religion: +14&lt;br /&gt;
* Stealth: +12&lt;br /&gt;
* &#039;&#039;&#039;Streetwise: +20&#039;&#039;&#039;&lt;br /&gt;
* Thievery: +15&lt;br /&gt;
&lt;br /&gt;
==Feats==&lt;br /&gt;
* Action Surge: +3 to attacks I make during any action gained by spending an action point.&lt;br /&gt;
* Battle Song Expertise: &#039;&#039;+1/tier to attacks with weapons and bard implements, +1 to forced movement from bard powers;&#039;&#039;&lt;br /&gt;
* Improved Majestic Word &#039;&#039; Target of majestic word also gains (CHA mod) temporary HP.&#039;&#039;&lt;br /&gt;
* Heart of the Blade (Swordmage Multiclass) &#039;&#039;Gain training in Endurance and the Swordbond class feature. All swords also count as implements now!&#039;&#039;&lt;br /&gt;
* Student of Artifice: &#039;&#039;Gain training in Arcana (redundant), and gain 1 daily use of the artificer&#039;s Healing Infusion.&#039;&#039;&lt;br /&gt;
* Ritual Caster &#039;&#039;May use rituals&#039;&#039;&lt;br /&gt;
* Bard of All Trades: Gain a +3 feat bonus to all untrained skill checks.&lt;br /&gt;
* Improved Defenses: +1 to all non-armor defenses (+2 at Paragon; +3 at Epic).&lt;br /&gt;
* Resourceful Leader (Warlord Multiclass): Gain training in History. When an ally I can see spends an action point for an attack, they gain +3 damage on a hit or +3 temp HP on a miss. (+5 at level 11; +7 at level 21).&lt;br /&gt;
* Psychic Lock: Any target I hit with a psychic power has a -2 penalty to its next attack roll (already factored).&lt;br /&gt;
* Improved Valor: Virtue of Valor gives +3 extra THP.&lt;br /&gt;
* Disheartening Presence: While I am conscious and not bloodied, any bloodied enemies adjacent to me take -1 to all of their attacks.&lt;br /&gt;
&lt;br /&gt;
==Powers==&lt;br /&gt;
&lt;br /&gt;
Accuracy with weapon powers: +21 (+5 CHA, +8 level, +3 proficiency, +2 feat, +3 item)&lt;br /&gt;
Accuracy with implement powers: +18 (+5 CHA, +8 level, +2 feat, +3 item)&lt;br /&gt;
&lt;br /&gt;
Damage bonus: +8 (+5 CHA, +3 item)&lt;br /&gt;
&lt;br /&gt;
Psychic powers get an extra +1 accuracy from Headband of Intellect. All weapon powers are considered Psychic due to the Silver Blade.&lt;br /&gt;
&lt;br /&gt;
===At-Will Powers===&lt;br /&gt;
* Melee Basic Attack (standard, weapon, psychic):&lt;br /&gt;
** +22 vs AC. Hit: 1d8+8 psychic damage, -2 to next attack.&lt;br /&gt;
&lt;br /&gt;
* Guiding Strike (standard, weapon, psychic):&lt;br /&gt;
** Melee 1; +22 vs. AC. &lt;br /&gt;
** Hit: 1d8+8 psychic damage, -2 to next attack and -2 to a chosen defense until the end of my next turn.&lt;br /&gt;
&lt;br /&gt;
* Vicious Mockery (standard, charm, implement, psychic):&lt;br /&gt;
** Ranged 10; +19 vs. Will. &lt;br /&gt;
** Hit: 1d6+8 psychic, -4 to next attack, and -2 to other attacks until the end of my next turn.&lt;br /&gt;
** &#039;&#039;I came here to kick your ass / Cuz you&#039;re dumb and cannot see / That even ten of you / Are worth less than half of me&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Staggering Note (standard, implement, thunder):&lt;br /&gt;
** Ranged 10; +18 vs. Will. &lt;br /&gt;
** Hit: 8 thunder, push 3, and an ally can make a melee basic attack against the target before, after, or during the push.&lt;br /&gt;
&lt;br /&gt;
* Prototype Silver Blade (item, psychic, free action)&lt;br /&gt;
** Effect: All damage dealt by this weapon is psychic. Another free action returns the damage to normal.&lt;br /&gt;
&lt;br /&gt;
* Audience Participation&lt;br /&gt;
** Trigger: An enemy starts its turn adjacent to one or more non-combatants who are friendly to me and know I&#039;m fighting.&lt;br /&gt;
** Effect (No Action): The triggering enemy takes 5 damage for each friendly they&#039;re adjacent to.&lt;br /&gt;
&lt;br /&gt;
===Encounter Powers===&lt;br /&gt;
* &#039;&#039;&#039;(_)(_)&#039;&#039;&#039; Majestic Word (minor, healing)&lt;br /&gt;
** Close burst 10 (me or an ally).&lt;br /&gt;
** Target spends a healing surge, heals an extra 3d6+5 HP, and gains 5 temporary HP.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Words of Friendship (minor, charm)&lt;br /&gt;
** I gain a +5 power bonus to the next Diplomacy check I make.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Docker&#039;s Jank (standard, teleportation)&lt;br /&gt;
** Close Burst 5.&lt;br /&gt;
** Me and an ally in the burst teleport and switch locations. The ally can then use a standard-action at-will power as a free action with a +2 power bonus to attack rolls.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Shout of Triumph (standard, implement, thunder)&lt;br /&gt;
** Close Blast 3 (enemies in blast); +18 vs. Fortitude.&lt;br /&gt;
** Hit: 1d6+8 thunder and push 4.&lt;br /&gt;
** Effect: Slide 4 on each ally in blast.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Impelling Force (standard, implement, force)&lt;br /&gt;
** Ranged 10; +18 vs. Fortitude&lt;br /&gt;
** Hit: 1d10+8 force damage, and I slide the target 5 squares to a square adjacent to an ally.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Scorpion&#039;s Claw Strike (standard, weapon, psychic)&lt;br /&gt;
** Melee 1 (one creature): +22 vs. AC&lt;br /&gt;
** Hit: 2d8+8 psychic damage, -2 to next attack, and I slide an ally who is adjacent to the target to another space adjacent to it. The ally gains a +2 power bonus to AC until the end of my next turn.&lt;br /&gt;
** Miss: 5 damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Inspire Competence (utility)&lt;br /&gt;
** Close burst 5 (me and each ally in burst).&lt;br /&gt;
** Effect: I choose a skill. Until the end of the encounter, all targets have a +2 power bonus to that skill.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Revitalizing Incantation (minor, healing)&lt;br /&gt;
** Ranged 5 (me or an ally)&lt;br /&gt;
** Effect: Target can spend a healing surge and heal 1d6 extra HP. Additionally, target gains temp HP equal to their healing surge value.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Healing Infusion: Resistive Formula (minor)&lt;br /&gt;
** Close Burst 5 (me or an ally)&lt;br /&gt;
** Effect: Target heals 1d6 HP and gains +1 to AC for the rest of the encounter. Target can choose to end this effect as a free action to gain HP equal to its healing surge value + 3 (CON Mod).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Mantle of Unity&lt;br /&gt;
** Close Burst 5 (me and each ally in burst)&lt;br /&gt;
** Effect: Determine the highest AC, Fortitude, Reflex, and Will among all the targets. Until the end of your next turn, use these values for the corresponding defenses of&lt;br /&gt;
all the targets.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Weapon Display (standard, weapon, psychic)&lt;br /&gt;
** Melee 1 (one creature); +22 vs. AC&lt;br /&gt;
** Effect: The target grants combat advantage to me for this attack.&lt;br /&gt;
** Hit: 2d8+8 damage, -2 to next attack, and the target grants combat advantage to me and all my allies until the end of my next turn.&lt;br /&gt;
** Miss: The target is marked until the end of my next turn, and I regain the use of this power.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Defensive Posture&lt;br /&gt;
** Move Action&lt;br /&gt;
** Effect: I gain a +2 power bonus to AC and Reflex until the end of my next turn, then shift a number of squares equal to one-half my speed (2). Each ally that can see me gains a +2 power bonus to attack rolls until the end of your next turn.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Insult of Passivity (fear, implement, psychic)&lt;br /&gt;
** Ranged 10 (one creature); +19 vs. Will&lt;br /&gt;
** Hit: 2d8+8 psychic damage and the target is dazed until the end of the encounter or until hit or missed by an attack.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Xambria&#039;s Manifestation I (Free action)&lt;br /&gt;
Effect: Xambria appears with 10 squares and can use a minor action to manpinulate an object or do something similar. &lt;br /&gt;
&lt;br /&gt;
===Daily Powers===&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Stirring Shout (standard, implement, psychic)&lt;br /&gt;
** Ranged 10; +19 vs. Will.&lt;br /&gt;
** Hit: 2d6+8 psychic, -2 to next attack.&lt;br /&gt;
** Effect: Until the end of the encounter, whenever an ally hits the target, the ally heals 5 HP (CHA mod).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Sing Your Praises (minor, docker)&lt;br /&gt;
** Close Burst 5 (10 at Paragon; 15 at Epic);&lt;br /&gt;
** Effect: Each ally in the burst can immediately make a saving throw.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Wail of Anguish (minor, implement)&lt;br /&gt;
** Effect: Until the end  of your next turn, you can make the following attack.&lt;br /&gt;
*** Opportunity Action, Close Burst 3; Trigger: an enemy starts turn inside burst; +18 vs. Will (triggering enemy); Hit: 1d10+8  damage and  target cannot shift UENT.&lt;br /&gt;
** Sustain Minor: The effect persists.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Strike up the Dance (standard, implement, psychic)&lt;br /&gt;
** Target: One, two, or three creatures.&lt;br /&gt;
** Ranged 10; +19 vs. Will&lt;br /&gt;
** Hit: 2d10+8 psychic damage, and the target is immobilized (save ends). Until it saves, I can slide the target 5 squares at the start of its turn and it cannot take move actions on its turn. If I target only one creature with this power, it takes 1d10 extra damage.&lt;br /&gt;
*** Miss: Half damage, and I slide the target 5 squares at the start of its next turn and it is immobilized until the end of its next turn.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Haste (minor)&lt;br /&gt;
** Target: Me or an Ally&lt;br /&gt;
** Effect: The target gains and immediately uses a standard action.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Prototype Silver Blade (free)&lt;br /&gt;
** Trigger: I hit an enemy with this blade.&lt;br /&gt;
** Effect: I banish the target to a demiplane (save ends). It vanishes from sight, cannot take actions, and cannot be targeted. On a save the target reappears in its last space, or in the unoccupied space closest to that.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Cli Lyre (standard)&lt;br /&gt;
** Effect: When I use this power during a rest, me and all my allies gain a +10 power bonus to their next Bluff, Intimidate, or Diplomacy check before our next short or extended rest.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Ricochet Shield (Immediate Reaction)&lt;br /&gt;
** Trigger: A ranged attack targeting AC misses me.&lt;br /&gt;
** Effect: The source of the attack repeats the attack roll against a different target of my choice within 10 squares of me. If the attack roll succeeds, it hits that target (apply damage and effect where appropriate).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;(_)&#039;&#039;&#039; Canary in a Coal Mine (Minor Action)&lt;br /&gt;
* Effect: I gain a flight speed equal to my speed until the end of my next turn.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Xambria&#039;s Manifestation II (standard, force)&lt;br /&gt;
* Attack: Close Burst 3 (enemies in burst) +18 vs. Fortitude&lt;br /&gt;
* Hit: 3d10 + 8 force damage, and push 4 squares. &lt;br /&gt;
* Miss: Half damage, and push 2 squares.&lt;br /&gt;
&lt;br /&gt;
==Rituals==&lt;br /&gt;
&lt;br /&gt;
* Glib Limerick (level 1)&lt;br /&gt;
* Traveller&#039;s chant (level 1)&lt;br /&gt;
* Lullaby (Level 3, 125/25)&lt;br /&gt;
* Detect Planar Energy (Level 1, 50/10)&lt;br /&gt;
* Comprehend Language (PHB, L1, 50/10)&lt;br /&gt;
* Detect Secret Doors (PHB, L3, 125/25)&lt;br /&gt;
* Knock (PHB, L4, 175/35)&lt;br /&gt;
* Water Walk (PHB, L2, 100/20)&lt;br /&gt;
* Endure Elements (PHB, L2, 100/20)&lt;br /&gt;
* Lesser Telepathy (L5, 250/30+1 surge)&lt;br /&gt;
* Call Wilderness Guide (PHB2, L6, 360/144)&lt;br /&gt;
* Fool&#039;s Speech (PHB2, L6, 360/50)&lt;br /&gt;
* Sending (PHB, L6, 360/50)&lt;br /&gt;
* Linked Portal (PHB, L8, 680/135)&lt;br /&gt;
* Song of Sustenance (PHB2, L8, 680/135)&lt;br /&gt;
* Raise Dead (PHB, L8, 680/500)&lt;br /&gt;
* Remove Affliction (PHB, L8, 680/250)&lt;br /&gt;
* Chorus of Truth (PHB2, L10, 1000/200)&lt;br /&gt;
&lt;br /&gt;
==Artifact==&lt;br /&gt;
&lt;br /&gt;
===Xambria&#039;s Consciousness===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Property:&#039;&#039;&#039;+3 to Acrobatics, Arcana, History, and Thievery checks (already calculated)&lt;br /&gt;
* &#039;&#039;&#039;Property:&#039;&#039;&#039; +2 to all checks while performing rituals (since I already have Ritual Caster).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Current Concordance:&#039;&#039;&#039; 16 (Pleased)&lt;br /&gt;
** Starting: 5&lt;br /&gt;
** Trained in History +2&lt;br /&gt;
** Gained 8 Levels +8&lt;br /&gt;
** Foiled 2 Obscurati Plots +2&lt;br /&gt;
&lt;br /&gt;
==Gear==&lt;br /&gt;
&lt;br /&gt;
===Weapons===&lt;br /&gt;
* Prototype Silver Blade +3 (longsword) &#039;&#039;(Prof +3, dam 1d8+Str,  4 lbs, Versatile, level 14)&#039;&#039; (21000 gp)&lt;br /&gt;
** Critical Bonus: +3d8&lt;br /&gt;
&lt;br /&gt;
===Armor===&lt;br /&gt;
* Veteran&#039;s Chain +3 (Braidmail) (+11 AC, 40 lbs) (lvl 12, 13000 gp)&lt;br /&gt;
* Ricochet Shield (+1 AC, 6 lbs., Arms slot) (13000gp)&lt;br /&gt;
&lt;br /&gt;
===Other Gear===&lt;br /&gt;
* Canary in a Coal Mine +3 (17000 gp, lvl 13, Neck slot)&lt;br /&gt;
* Belt of Vim (3400gp, lvl 8, Waist slot)&lt;br /&gt;
* Oceanstrider Boots (21000 gp, lvl 14, Feet slot)&lt;br /&gt;
* Gloves of the Healer (13000gp, lvl 12, Hands slot&lt;br /&gt;
* Headband of Intellect (lvl 10, 5000gp, Head slot)&lt;br /&gt;
* Wand of Aptitude (lvl 10, 5000gp, spare implement)&lt;br /&gt;
* Cli Lyre (Lvl 13, 21000gp, spare implement).&lt;br /&gt;
* Investigation Kit (40 gp)&lt;br /&gt;
* Bell and Whistle (1 gp)&lt;br /&gt;
* 2 x Elixir of Aptitude (100gp)&lt;br /&gt;
* 2 x Potion of Resistance (80gp)&lt;br /&gt;
* 2 x Potion of Vitality (2000gp)&lt;br /&gt;
* Worker&#039;s Clothes&lt;br /&gt;
** Definitely not a lady&#039;s outfit.  Trousers, undershirt, and boots, with a blue dress worn on top and a simple wide-brimmed hat.&lt;br /&gt;
* Pocket Watch (25 gp)&lt;br /&gt;
* 2401 GP in residuum.&lt;br /&gt;
&lt;br /&gt;
==Budget==&lt;br /&gt;
&lt;br /&gt;
Total gear value: 147.897gp.&lt;br /&gt;
Total budget: 253.595gp&lt;br /&gt;
&lt;br /&gt;
Free budget: 105.698gp&lt;br /&gt;
&lt;br /&gt;
==Item Properties==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Canary in a Coal Mine&#039;&#039;&#039;: +5 bonus to all defenses during the surprise round of an encounter. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Oceanstrider boots&#039;&#039;&#039;: +1 to speed (already factored). I can move across and stand on liquid surfaces as if they were solid. If the surface is hazardous (such as acid or magma) I still take damage from it.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Cli Lyre&#039;&#039;&#039;: Can be used as a +3 implement and focus for bardic rituals. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Headband of Intellect&#039;&#039;&#039;:  +2 to knowledge or monster knowledge checks, +1 to attack on powers that have the psychic keyword (already factored)&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Gloves of the Healer&#039;&#039;&#039;: When I use a power that has the Healing keyword, one target regains an extra 1d6 HP (already factored).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Wand of Aptitude&#039;&#039;&#039;: When I use Inspire Competence through this wand, I give an extra +2 item bonus to my allies&#039; skills.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Veteran&#039;s Chain&#039;&#039;&#039;: When I use an action point I gain a +1 item bonus to attack rolls and defenses until the end of my next turn. &lt;br /&gt;
&lt;br /&gt;
==Bio==&lt;br /&gt;
Here is Rosalia Savory, whose family was &#039;&#039;&#039;in no way&#039;&#039;&#039; part of a Robin-Hood like bandit gang in the drier and more remote areas of Risur, and absolutely &#039;&#039;&#039;did not&#039;&#039;&#039; move to Flint and change identities to escape a royal crackdown on them. She grew up among the dockers of Flint, got into music, and found out she had a knack for child detective shenanigans. When she grew up she figured she might as well get paid for the detective stuff and maybe try to help her community with the weight of a badge behind her. Her style and political stance are somewhat at odds with the traditional image of an RHC constable but you can&#039;t argue with the results of the magic mind-reading entrance exam!&lt;br /&gt;
&lt;br /&gt;
Rosalia&#039;s stage name is &amp;quot;Little Lamp&amp;quot; and she still performs in her spare time.&lt;br /&gt;
&lt;br /&gt;
[[Zeitgeist:_The_Gears_of_Revolution| Zeitgeist: The Gears of Revolution homepage]]&lt;/div&gt;</summary>
		<author><name>Bira</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Zeitgeist:_The_Gears_of_Revolution/Rosalia&amp;diff=483004</id>
		<title>Zeitgeist: The Gears of Revolution/Rosalia</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Zeitgeist:_The_Gears_of_Revolution/Rosalia&amp;diff=483004"/>
		<updated>2025-08-08T01:45:04Z</updated>

		<summary type="html">&lt;p&gt;Bira: /* Daily Powers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Zeitgeist:_The_Gears_of_Revolution|Home Page]]&lt;br /&gt;
==Basics==&lt;br /&gt;
* Name: Rosalia &amp;quot;Little Lamp&amp;quot; Savory&lt;br /&gt;
* Race: Human&lt;br /&gt;
* Class: Bard&lt;br /&gt;
* Paragon Path: Daring Blade&lt;br /&gt;
* Level: 16&lt;br /&gt;
* Background: Urban &#039;&#039;(+2 to Streetwise)&#039;&#039;&lt;br /&gt;
* Theme: Docker&lt;br /&gt;
&lt;br /&gt;
==Stats==&lt;br /&gt;
* Str 9 &#039;&#039;&#039;(-1)&#039;&#039;&#039; &lt;br /&gt;
* Con 16 &#039;&#039;&#039;(+3)&#039;&#039;&#039;&lt;br /&gt;
* Dex 11 &#039;&#039;&#039;(+0)&#039;&#039;&#039;&lt;br /&gt;
* Int 15 &#039;&#039;&#039;(+2)&#039;&#039;&#039;&lt;br /&gt;
* Wis 15 &#039;&#039;&#039;(+2)&#039;&#039;&#039;&lt;br /&gt;
* Cha 21 &#039;&#039;&#039;(+5)&#039;&#039;&#039;&lt;br /&gt;
**Human bonus: +2 to Charisma&lt;br /&gt;
==Defenses/Combat Stats==&lt;br /&gt;
* HP: 102&lt;br /&gt;
* Healing Surges: 10&lt;br /&gt;
** Surge Value: 25 HP&lt;br /&gt;
* Speed: 7 (6 in armor)&lt;br /&gt;
* Action Points: 1&lt;br /&gt;
===Defenses===&lt;br /&gt;
* AC: &#039;&#039;&#039;30&#039;&#039;&#039;  (10 + 11 Armor + 8 Level + 1 Shield)&lt;br /&gt;
* Fort: &#039;&#039;&#039;27&#039;&#039;&#039; (10 + 3 CON + 8 Level + 3 Amulet + 1 Belt + 2 Feat)&lt;br /&gt;
* Ref: &#039;&#039;&#039;27&#039;&#039;&#039; (10 + 2 INT + 1 Class + 8 Level + 3 Amulet + 2 Feat + 1 Shield)&lt;br /&gt;
* Will: &#039;&#039;&#039;29&#039;&#039;&#039; (10 + 5 CHA + 1 Class + 8 Level + 3 Amulet + 2 Feat)&lt;br /&gt;
&lt;br /&gt;
==Racial Traits==&lt;br /&gt;
* Bonus Skill&lt;br /&gt;
* Bonus Feat&lt;br /&gt;
* Bonus At-Will Power&lt;br /&gt;
==Class Traits==&lt;br /&gt;
* Bardic Training&lt;br /&gt;
** Gain Ritual Caster as a bonus feat, and a ritual book with 1 level 1 bard ritual, and 1 level 1 ritual of any kind.&lt;br /&gt;
* Virtue of Valor&lt;br /&gt;
** 1/round, when ally within 5 squares of me bloodies or defeats an enemy, I can grant 6 temporary HP to that ally as a free action.&lt;br /&gt;
* Skill Versatility&lt;br /&gt;
** +1 to untrained skill checks.&lt;br /&gt;
* Song of Rest&lt;br /&gt;
** If I can sing or play an instrument during a short rest, allies regain an extra 5 HP per healing surge they spend in that rest.&lt;br /&gt;
* Swordbond&lt;br /&gt;
** I may bond with a specific sword with a 1-hour ritual. I can call my bonded sword to my hand from 10 squares away and rebuild it from a fragment if it&#039;s destroyed.&lt;br /&gt;
* Daring Action&lt;br /&gt;
** Instead of gaining an extra action, I can spend an action point to mark every enemy I can see and gain 10 temp HP.&lt;br /&gt;
* Daring Improvisation&lt;br /&gt;
** When I make a martial melee weapon attack, I can use Charisma for the attack and damage roll in place of the ability score required by the attack.&lt;br /&gt;
* Blade Feint&lt;br /&gt;
** I can use Bluff to gain combat advantage against an enemy by spending a minor action instead of a standard action. If I succeed and hit the enemy with a melee weapon attack before the start of my next turn, the target grants me combat advantage until I miss the target with an attack.&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
&#039;&#039;&#039;(Trained Skills)&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
* Acrobatics: +15&lt;br /&gt;
* &#039;&#039;&#039;Arcana: +18&#039;&#039;&#039;&lt;br /&gt;
* Athletics: +11&lt;br /&gt;
* &#039;&#039;&#039;Bluff: +18&#039;&#039;&#039;&lt;br /&gt;
* Diplomacy: +17&lt;br /&gt;
* Dungeoneering: +14&lt;br /&gt;
* &#039;&#039;&#039;Endurance: +16&#039;&#039;&#039;&lt;br /&gt;
* Heal: +14&lt;br /&gt;
* &#039;&#039;&#039;History: +18&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Insight: +15&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Intimidate: +18&#039;&#039;&#039;&lt;br /&gt;
* Nature: +14&lt;br /&gt;
* &#039;&#039;&#039;Perception: +15&#039;&#039;&#039;&lt;br /&gt;
* Religion: +14&lt;br /&gt;
* Stealth: +12&lt;br /&gt;
* &#039;&#039;&#039;Streetwise: +20&#039;&#039;&#039;&lt;br /&gt;
* Thievery: +15&lt;br /&gt;
&lt;br /&gt;
==Feats==&lt;br /&gt;
* Action Surge: +3 to attacks I make during any action gained by spending an action point.&lt;br /&gt;
* Battle Song Expertise: &#039;&#039;+1/tier to attacks with weapons and bard implements, +1 to forced movement from bard powers;&#039;&#039;&lt;br /&gt;
* Improved Majestic Word &#039;&#039; Target of majestic word also gains (CHA mod) temporary HP.&#039;&#039;&lt;br /&gt;
* Heart of the Blade (Swordmage Multiclass) &#039;&#039;Gain training in Endurance and the Swordbond class feature. All swords also count as implements now!&#039;&#039;&lt;br /&gt;
* Student of Artifice: &#039;&#039;Gain training in Arcana (redundant), and gain 1 daily use of the artificer&#039;s Healing Infusion.&#039;&#039;&lt;br /&gt;
* Ritual Caster &#039;&#039;May use rituals&#039;&#039;&lt;br /&gt;
* Bard of All Trades: Gain a +3 feat bonus to all untrained skill checks.&lt;br /&gt;
* Improved Defenses: +1 to all non-armor defenses (+2 at Paragon; +3 at Epic).&lt;br /&gt;
* Resourceful Leader (Warlord Multiclass): Gain training in History. When an ally I can see spends an action point for an attack, they gain +3 damage on a hit or +3 temp HP on a miss. (+5 at level 11; +7 at level 21).&lt;br /&gt;
* Psychic Lock: Any target I hit with a psychic power has a -2 penalty to its next attack roll (already factored).&lt;br /&gt;
* Improved Valor: Virtue of Valor gives +3 extra THP.&lt;br /&gt;
* Disheartening Presence: While I am conscious and not bloodied, any bloodied enemies adjacent to me take -1 to all of their attacks.&lt;br /&gt;
&lt;br /&gt;
==Powers==&lt;br /&gt;
&lt;br /&gt;
Accuracy with weapon powers: +21 (+5 CHA, +8 level, +3 proficiency, +2 feat, +3 item)&lt;br /&gt;
Accuracy with implement powers: +18 (+5 CHA, +8 level, +2 feat, +3 item)&lt;br /&gt;
&lt;br /&gt;
Damage bonus: +8 (+5 CHA, +3 item)&lt;br /&gt;
&lt;br /&gt;
Psychic powers get an extra +1 accuracy from Headband of Intellect. All weapon powers are considered Psychic due to the Silver Blade.&lt;br /&gt;
&lt;br /&gt;
===At-Will Powers===&lt;br /&gt;
* Melee Basic Attack (standard, weapon, psychic):&lt;br /&gt;
** +22 vs AC. Hit: 1d8+8 psychic damage, -2 to next attack.&lt;br /&gt;
&lt;br /&gt;
* Guiding Strike (standard, weapon, psychic):&lt;br /&gt;
** Melee 1; +22 vs. AC. &lt;br /&gt;
** Hit: 1d8+8 psychic damage, -2 to next attack and -2 to a chosen defense until the end of my next turn.&lt;br /&gt;
&lt;br /&gt;
* Vicious Mockery (standard, charm, implement, psychic):&lt;br /&gt;
** Ranged 10; +19 vs. Will. &lt;br /&gt;
** Hit: 1d6+8 psychic, -4 to next attack, and -2 to other attacks until the end of my next turn.&lt;br /&gt;
** &#039;&#039;I came here to kick your ass / Cuz you&#039;re dumb and cannot see / That even ten of you / Are worth less than half of me&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Staggering Note (standard, implement, thunder):&lt;br /&gt;
** Ranged 10; +18 vs. Will. &lt;br /&gt;
** Hit: 8 thunder, push 3, and an ally can make a melee basic attack against the target before, after, or during the push.&lt;br /&gt;
&lt;br /&gt;
* Prototype Silver Blade (item, psychic, free action)&lt;br /&gt;
** Effect: All damage dealt by this weapon is psychic. Another free action returns the damage to normal.&lt;br /&gt;
&lt;br /&gt;
* Audience Participation&lt;br /&gt;
** Trigger: An enemy starts its turn adjacent to one or more non-combatants who are friendly to me and know I&#039;m fighting.&lt;br /&gt;
** Effect (No Action): The triggering enemy takes 5 damage for each friendly they&#039;re adjacent to.&lt;br /&gt;
&lt;br /&gt;
===Encounter Powers===&lt;br /&gt;
* &#039;&#039;&#039;(_)(_)&#039;&#039;&#039; Majestic Word (minor, healing)&lt;br /&gt;
** Close burst 10 (me or an ally).&lt;br /&gt;
** Target spends a healing surge, heals an extra 3d6+5 HP, and gains 5 temporary HP.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Words of Friendship (minor, charm)&lt;br /&gt;
** I gain a +5 power bonus to the next Diplomacy check I make.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Docker&#039;s Jank (standard, teleportation)&lt;br /&gt;
** Close Burst 5.&lt;br /&gt;
** Me and an ally in the burst teleport and switch locations. The ally can then use a standard-action at-will power as a free action with a +2 power bonus to attack rolls.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Shout of Triumph (standard, implement, thunder)&lt;br /&gt;
** Close Blast 3 (enemies in blast); +18 vs. Fortitude.&lt;br /&gt;
** Hit: 1d6+8 thunder and push 4.&lt;br /&gt;
** Effect: Slide 4 on each ally in blast.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Impelling Force (standard, implement, force)&lt;br /&gt;
** Ranged 10; +18 vs. Fortitude&lt;br /&gt;
** Hit: 1d10+8 force damage, and I slide the target 5 squares to a square adjacent to an ally.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Scorpion&#039;s Claw Strike (standard, weapon, psychic)&lt;br /&gt;
** Melee 1 (one creature): +22 vs. AC&lt;br /&gt;
** Hit: 2d8+8 psychic damage, -2 to next attack, and I slide an ally who is adjacent to the target to another space adjacent to it. The ally gains a +2 power bonus to AC until the end of my next turn.&lt;br /&gt;
** Miss: 5 damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Inspire Competence (utility)&lt;br /&gt;
** Close burst 5 (me and each ally in burst).&lt;br /&gt;
** Effect: I choose a skill. Until the end of the encounter, all targets have a +2 power bonus to that skill.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Revitalizing Incantation (minor, healing)&lt;br /&gt;
** Ranged 5 (me or an ally)&lt;br /&gt;
** Effect: Target can spend a healing surge and heal 1d6 extra HP. Additionally, target gains temp HP equal to their healing surge value.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Healing Infusion: Resistive Formula (minor)&lt;br /&gt;
** Close Burst 5 (me or an ally)&lt;br /&gt;
** Effect: Target heals 1d6 HP and gains +1 to AC for the rest of the encounter. Target can choose to end this effect as a free action to gain HP equal to its healing surge value + 3 (CON Mod).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Mantle of Unity&lt;br /&gt;
** Close Burst 5 (me and each ally in burst)&lt;br /&gt;
** Effect: Determine the highest AC, Fortitude, Reflex, and Will among all the targets. Until the end of your next turn, use these values for the corresponding defenses of&lt;br /&gt;
all the targets.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Weapon Display (standard, weapon, psychic)&lt;br /&gt;
** Melee 1 (one creature); +22 vs. AC&lt;br /&gt;
** Effect: The target grants combat advantage to me for this attack.&lt;br /&gt;
** Hit: 2d8+8 damage, -2 to next attack, and the target grants combat advantage to me and all my allies until the end of my next turn.&lt;br /&gt;
** Miss: The target is marked until the end of my next turn, and I regain the use of this power.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Defensive Posture&lt;br /&gt;
** Move Action&lt;br /&gt;
** Effect: I gain a +2 power bonus to AC and Reflex until the end of my next turn, then shift a number of squares equal to one-half my speed (2). Each ally that can see me gains a +2 power bonus to attack rolls until the end of your next turn.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Insult of Passivity (fear, implement, psychic)&lt;br /&gt;
** Ranged 10 (one creature); +19 vs. Will&lt;br /&gt;
** Hit: 2d8+8 psychic damage and the target is dazed until the end of the encounter or until hit or missed by an attack.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Xambria&#039;s Manifestation I (Free action)&lt;br /&gt;
Effect: Xambria appears with 10 squares and can use a minor action to manpinulate an object or do something similar. &lt;br /&gt;
&lt;br /&gt;
===Daily Powers===&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Stirring Shout (standard, implement, psychic)&lt;br /&gt;
** Ranged 10; +19 vs. Will.&lt;br /&gt;
** Hit: 2d6+8 psychic, -2 to next attack.&lt;br /&gt;
** Effect: Until the end of the encounter, whenever an ally hits the target, the ally heals 5 HP (CHA mod).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Sing Your Praises (minor, docker)&lt;br /&gt;
** Close Burst 5 (10 at Paragon; 15 at Epic);&lt;br /&gt;
** Effect: Each ally in the burst can immediately make a saving throw.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Wail of Anguish (minor, implement)&lt;br /&gt;
** Effect: Until the end  of your next turn, you can make the following attack.&lt;br /&gt;
*** Opportunity Action, Close Burst 3; Trigger: an enemy starts turn inside burst; +18 vs. Will (triggering enemy); Hit: 1d10+8  damage and  target cannot shift UENT.&lt;br /&gt;
** Sustain Minor: The effect persists.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Strike up the Dance (standard, implement, psychic)&lt;br /&gt;
** Target: One, two, or three creatures.&lt;br /&gt;
** Ranged 10; +19 vs. Will&lt;br /&gt;
** Hit: 2d10+8 psychic damage, and the target is immobilized (save ends). Until it saves, I can slide the target 5 squares at the start of its turn and it cannot take move actions on its turn. If I target only one creature with this power, it takes 1d10 extra damage.&lt;br /&gt;
*** Miss: Half damage, and I slide the target 5 squares at the start of its next turn and it is immobilized until the end of its next turn.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Haste (minor)&lt;br /&gt;
** Target: Me or an Ally&lt;br /&gt;
** Effect: The target gains and immediately uses a standard action.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Prototype Silver Blade (free)&lt;br /&gt;
** Trigger: I hit an enemy with this blade.&lt;br /&gt;
** Effect: I banish the target to a demiplane (save ends). It vanishes from sight, cannot take actions, and cannot be targeted. On a save the target reappears in its last space, or in the unoccupied space closest to that.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Cli Lyre (standard)&lt;br /&gt;
** Effect: When I use this power during a rest, me and all my allies gain a +10 power bonus to their next Bluff, Intimidate, or Diplomacy check before our next short or extended rest.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Ricochet Shield (Immediate Reaction)&lt;br /&gt;
** Trigger: A ranged attack targeting AC misses me.&lt;br /&gt;
** Effect: The source of the attack repeats the attack roll against a different target of my choice within 10 squares of me. If the attack roll succeeds, it hits that target (apply damage and effect where appropriate).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;(_)&#039;&#039;&#039; Canary in a Coal Mine (Minor Action)&lt;br /&gt;
* Effect: I gain a flight speed equal to my speed until the end of my next turn.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Xambria&#039;s Manifestation II (standard, force)&lt;br /&gt;
* Attack: Close Burst 3 (enemies in burst) +18 vs. Fortitude&lt;br /&gt;
* Hit: 3d10 + 8 force damage, and push 4 squares. &lt;br /&gt;
* Miss: Half damage, and push 2 squares.&lt;br /&gt;
&lt;br /&gt;
==Rituals==&lt;br /&gt;
&lt;br /&gt;
* Glib Limerick (level 1)&lt;br /&gt;
* Traveller&#039;s chant (level 1)&lt;br /&gt;
* Lullaby (Level 3, 125/25)&lt;br /&gt;
* Detect Planar Energy (Level 1, 50/10)&lt;br /&gt;
* Comprehend Language (PHB, L1, 50/10)&lt;br /&gt;
* Detect Secret Doors (PHB, L3, 125/25)&lt;br /&gt;
* Knock (PHB, L4, 175/35)&lt;br /&gt;
* Water Walk (PHB, L2, 100/20)&lt;br /&gt;
* Endure Elements (PHB, L2, 100/20)&lt;br /&gt;
* Lesser Telepathy (L5, 250/30+1 surge)&lt;br /&gt;
* Call Wilderness Guide (PHB2, L6, 360/144)&lt;br /&gt;
* Fool&#039;s Speech (PHB2, L6, 360/50)&lt;br /&gt;
* Sending (PHB, L6, 360/50)&lt;br /&gt;
* Linked Portal (PHB, L8, 680/135)&lt;br /&gt;
* Song of Sustenance (PHB2, L8, 680/135)&lt;br /&gt;
* Raise Dead (PHB, L8, 680/500)&lt;br /&gt;
* Remove Affliction (PHB, L8, 680/250)&lt;br /&gt;
* Chorus of Truth (PHB2, L10, 1000/200)&lt;br /&gt;
&lt;br /&gt;
==Artifact==&lt;br /&gt;
&lt;br /&gt;
===Xambria&#039;s Consciousness===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Property:&#039;&#039;&#039;+3 to Acrobatics, Arcana, History, and Thievery checks (already calculated)&lt;br /&gt;
* &#039;&#039;&#039;Property:&#039;&#039;&#039; +2 to all checks while performing rituals (since I already have Ritual Caster).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Current Concordance:&#039;&#039;&#039; 16 (Pleased)&lt;br /&gt;
** Starting: 5&lt;br /&gt;
** Trained in History +2&lt;br /&gt;
** Gained 7 Levels +7&lt;br /&gt;
** Foiled 2 Obscurati Plots +2&lt;br /&gt;
&lt;br /&gt;
==Gear==&lt;br /&gt;
&lt;br /&gt;
===Weapons===&lt;br /&gt;
* Prototype Silver Blade +3 (longsword) &#039;&#039;(Prof +3, dam 1d8+Str,  4 lbs, Versatile, level 14)&#039;&#039; (21000 gp)&lt;br /&gt;
** Critical Bonus: +3d8&lt;br /&gt;
&lt;br /&gt;
===Armor===&lt;br /&gt;
* Veteran&#039;s Chain +3 (Braidmail) (+11 AC, 40 lbs) (lvl 12, 13000 gp)&lt;br /&gt;
* Ricochet Shield (+1 AC, 6 lbs., Arms slot) (13000gp)&lt;br /&gt;
&lt;br /&gt;
===Other Gear===&lt;br /&gt;
* Canary in a Coal Mine +3 (17000 gp, lvl 13, Neck slot)&lt;br /&gt;
* Belt of Vim (3400gp, lvl 8, Waist slot)&lt;br /&gt;
* Oceanstrider Boots (21000 gp, lvl 14, Feet slot)&lt;br /&gt;
* Gloves of the Healer (13000gp, lvl 12, Hands slot&lt;br /&gt;
* Headband of Intellect (lvl 10, 5000gp, Head slot)&lt;br /&gt;
* Wand of Aptitude (lvl 10, 5000gp, spare implement)&lt;br /&gt;
* Cli Lyre (Lvl 13, 21000gp, spare implement).&lt;br /&gt;
* Investigation Kit (40 gp)&lt;br /&gt;
* Bell and Whistle (1 gp)&lt;br /&gt;
* 2 x Elixir of Aptitude (100gp)&lt;br /&gt;
* 2 x Potion of Resistance (80gp)&lt;br /&gt;
* 2 x Potion of Vitality (2000gp)&lt;br /&gt;
* Worker&#039;s Clothes&lt;br /&gt;
** Definitely not a lady&#039;s outfit.  Trousers, undershirt, and boots, with a blue dress worn on top and a simple wide-brimmed hat.&lt;br /&gt;
* Pocket Watch (25 gp)&lt;br /&gt;
* 2401 GP in residuum.&lt;br /&gt;
&lt;br /&gt;
==Budget==&lt;br /&gt;
&lt;br /&gt;
Total gear value: 147.897gp.&lt;br /&gt;
Total budget: 253.595gp&lt;br /&gt;
&lt;br /&gt;
Free budget: 105.698gp&lt;br /&gt;
&lt;br /&gt;
==Item Properties==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Canary in a Coal Mine&#039;&#039;&#039;: +5 bonus to all defenses during the surprise round of an encounter. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Oceanstrider boots&#039;&#039;&#039;: +1 to speed (already factored). I can move across and stand on liquid surfaces as if they were solid. If the surface is hazardous (such as acid or magma) I still take damage from it.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Cli Lyre&#039;&#039;&#039;: Can be used as a +3 implement and focus for bardic rituals. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Headband of Intellect&#039;&#039;&#039;:  +2 to knowledge or monster knowledge checks, +1 to attack on powers that have the psychic keyword (already factored)&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Gloves of the Healer&#039;&#039;&#039;: When I use a power that has the Healing keyword, one target regains an extra 1d6 HP (already factored).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Wand of Aptitude&#039;&#039;&#039;: When I use Inspire Competence through this wand, I give an extra +2 item bonus to my allies&#039; skills.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Veteran&#039;s Chain&#039;&#039;&#039;: When I use an action point I gain a +1 item bonus to attack rolls and defenses until the end of my next turn. &lt;br /&gt;
&lt;br /&gt;
==Bio==&lt;br /&gt;
Here is Rosalia Savory, whose family was &#039;&#039;&#039;in no way&#039;&#039;&#039; part of a Robin-Hood like bandit gang in the drier and more remote areas of Risur, and absolutely &#039;&#039;&#039;did not&#039;&#039;&#039; move to Flint and change identities to escape a royal crackdown on them. She grew up among the dockers of Flint, got into music, and found out she had a knack for child detective shenanigans. When she grew up she figured she might as well get paid for the detective stuff and maybe try to help her community with the weight of a badge behind her. Her style and political stance are somewhat at odds with the traditional image of an RHC constable but you can&#039;t argue with the results of the magic mind-reading entrance exam!&lt;br /&gt;
&lt;br /&gt;
Rosalia&#039;s stage name is &amp;quot;Little Lamp&amp;quot; and she still performs in her spare time.&lt;br /&gt;
&lt;br /&gt;
[[Zeitgeist:_The_Gears_of_Revolution| Zeitgeist: The Gears of Revolution homepage]]&lt;/div&gt;</summary>
		<author><name>Bira</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Zeitgeist:_The_Gears_of_Revolution/Rosalia&amp;diff=483003</id>
		<title>Zeitgeist: The Gears of Revolution/Rosalia</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Zeitgeist:_The_Gears_of_Revolution/Rosalia&amp;diff=483003"/>
		<updated>2025-08-07T23:30:20Z</updated>

		<summary type="html">&lt;p&gt;Bira: /* Budget */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Zeitgeist:_The_Gears_of_Revolution|Home Page]]&lt;br /&gt;
==Basics==&lt;br /&gt;
* Name: Rosalia &amp;quot;Little Lamp&amp;quot; Savory&lt;br /&gt;
* Race: Human&lt;br /&gt;
* Class: Bard&lt;br /&gt;
* Paragon Path: Daring Blade&lt;br /&gt;
* Level: 16&lt;br /&gt;
* Background: Urban &#039;&#039;(+2 to Streetwise)&#039;&#039;&lt;br /&gt;
* Theme: Docker&lt;br /&gt;
&lt;br /&gt;
==Stats==&lt;br /&gt;
* Str 9 &#039;&#039;&#039;(-1)&#039;&#039;&#039; &lt;br /&gt;
* Con 16 &#039;&#039;&#039;(+3)&#039;&#039;&#039;&lt;br /&gt;
* Dex 11 &#039;&#039;&#039;(+0)&#039;&#039;&#039;&lt;br /&gt;
* Int 15 &#039;&#039;&#039;(+2)&#039;&#039;&#039;&lt;br /&gt;
* Wis 15 &#039;&#039;&#039;(+2)&#039;&#039;&#039;&lt;br /&gt;
* Cha 21 &#039;&#039;&#039;(+5)&#039;&#039;&#039;&lt;br /&gt;
**Human bonus: +2 to Charisma&lt;br /&gt;
==Defenses/Combat Stats==&lt;br /&gt;
* HP: 102&lt;br /&gt;
* Healing Surges: 10&lt;br /&gt;
** Surge Value: 25 HP&lt;br /&gt;
* Speed: 7 (6 in armor)&lt;br /&gt;
* Action Points: 1&lt;br /&gt;
===Defenses===&lt;br /&gt;
* AC: &#039;&#039;&#039;30&#039;&#039;&#039;  (10 + 11 Armor + 8 Level + 1 Shield)&lt;br /&gt;
* Fort: &#039;&#039;&#039;27&#039;&#039;&#039; (10 + 3 CON + 8 Level + 3 Amulet + 1 Belt + 2 Feat)&lt;br /&gt;
* Ref: &#039;&#039;&#039;27&#039;&#039;&#039; (10 + 2 INT + 1 Class + 8 Level + 3 Amulet + 2 Feat + 1 Shield)&lt;br /&gt;
* Will: &#039;&#039;&#039;29&#039;&#039;&#039; (10 + 5 CHA + 1 Class + 8 Level + 3 Amulet + 2 Feat)&lt;br /&gt;
&lt;br /&gt;
==Racial Traits==&lt;br /&gt;
* Bonus Skill&lt;br /&gt;
* Bonus Feat&lt;br /&gt;
* Bonus At-Will Power&lt;br /&gt;
==Class Traits==&lt;br /&gt;
* Bardic Training&lt;br /&gt;
** Gain Ritual Caster as a bonus feat, and a ritual book with 1 level 1 bard ritual, and 1 level 1 ritual of any kind.&lt;br /&gt;
* Virtue of Valor&lt;br /&gt;
** 1/round, when ally within 5 squares of me bloodies or defeats an enemy, I can grant 6 temporary HP to that ally as a free action.&lt;br /&gt;
* Skill Versatility&lt;br /&gt;
** +1 to untrained skill checks.&lt;br /&gt;
* Song of Rest&lt;br /&gt;
** If I can sing or play an instrument during a short rest, allies regain an extra 5 HP per healing surge they spend in that rest.&lt;br /&gt;
* Swordbond&lt;br /&gt;
** I may bond with a specific sword with a 1-hour ritual. I can call my bonded sword to my hand from 10 squares away and rebuild it from a fragment if it&#039;s destroyed.&lt;br /&gt;
* Daring Action&lt;br /&gt;
** Instead of gaining an extra action, I can spend an action point to mark every enemy I can see and gain 10 temp HP.&lt;br /&gt;
* Daring Improvisation&lt;br /&gt;
** When I make a martial melee weapon attack, I can use Charisma for the attack and damage roll in place of the ability score required by the attack.&lt;br /&gt;
* Blade Feint&lt;br /&gt;
** I can use Bluff to gain combat advantage against an enemy by spending a minor action instead of a standard action. If I succeed and hit the enemy with a melee weapon attack before the start of my next turn, the target grants me combat advantage until I miss the target with an attack.&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
&#039;&#039;&#039;(Trained Skills)&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
* Acrobatics: +15&lt;br /&gt;
* &#039;&#039;&#039;Arcana: +18&#039;&#039;&#039;&lt;br /&gt;
* Athletics: +11&lt;br /&gt;
* &#039;&#039;&#039;Bluff: +18&#039;&#039;&#039;&lt;br /&gt;
* Diplomacy: +17&lt;br /&gt;
* Dungeoneering: +14&lt;br /&gt;
* &#039;&#039;&#039;Endurance: +16&#039;&#039;&#039;&lt;br /&gt;
* Heal: +14&lt;br /&gt;
* &#039;&#039;&#039;History: +18&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Insight: +15&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Intimidate: +18&#039;&#039;&#039;&lt;br /&gt;
* Nature: +14&lt;br /&gt;
* &#039;&#039;&#039;Perception: +15&#039;&#039;&#039;&lt;br /&gt;
* Religion: +14&lt;br /&gt;
* Stealth: +12&lt;br /&gt;
* &#039;&#039;&#039;Streetwise: +20&#039;&#039;&#039;&lt;br /&gt;
* Thievery: +15&lt;br /&gt;
&lt;br /&gt;
==Feats==&lt;br /&gt;
* Action Surge: +3 to attacks I make during any action gained by spending an action point.&lt;br /&gt;
* Battle Song Expertise: &#039;&#039;+1/tier to attacks with weapons and bard implements, +1 to forced movement from bard powers;&#039;&#039;&lt;br /&gt;
* Improved Majestic Word &#039;&#039; Target of majestic word also gains (CHA mod) temporary HP.&#039;&#039;&lt;br /&gt;
* Heart of the Blade (Swordmage Multiclass) &#039;&#039;Gain training in Endurance and the Swordbond class feature. All swords also count as implements now!&#039;&#039;&lt;br /&gt;
* Student of Artifice: &#039;&#039;Gain training in Arcana (redundant), and gain 1 daily use of the artificer&#039;s Healing Infusion.&#039;&#039;&lt;br /&gt;
* Ritual Caster &#039;&#039;May use rituals&#039;&#039;&lt;br /&gt;
* Bard of All Trades: Gain a +3 feat bonus to all untrained skill checks.&lt;br /&gt;
* Improved Defenses: +1 to all non-armor defenses (+2 at Paragon; +3 at Epic).&lt;br /&gt;
* Resourceful Leader (Warlord Multiclass): Gain training in History. When an ally I can see spends an action point for an attack, they gain +3 damage on a hit or +3 temp HP on a miss. (+5 at level 11; +7 at level 21).&lt;br /&gt;
* Psychic Lock: Any target I hit with a psychic power has a -2 penalty to its next attack roll (already factored).&lt;br /&gt;
* Improved Valor: Virtue of Valor gives +3 extra THP.&lt;br /&gt;
* Disheartening Presence: While I am conscious and not bloodied, any bloodied enemies adjacent to me take -1 to all of their attacks.&lt;br /&gt;
&lt;br /&gt;
==Powers==&lt;br /&gt;
&lt;br /&gt;
Accuracy with weapon powers: +21 (+5 CHA, +8 level, +3 proficiency, +2 feat, +3 item)&lt;br /&gt;
Accuracy with implement powers: +18 (+5 CHA, +8 level, +2 feat, +3 item)&lt;br /&gt;
&lt;br /&gt;
Damage bonus: +8 (+5 CHA, +3 item)&lt;br /&gt;
&lt;br /&gt;
Psychic powers get an extra +1 accuracy from Headband of Intellect. All weapon powers are considered Psychic due to the Silver Blade.&lt;br /&gt;
&lt;br /&gt;
===At-Will Powers===&lt;br /&gt;
* Melee Basic Attack (standard, weapon, psychic):&lt;br /&gt;
** +22 vs AC. Hit: 1d8+8 psychic damage, -2 to next attack.&lt;br /&gt;
&lt;br /&gt;
* Guiding Strike (standard, weapon, psychic):&lt;br /&gt;
** Melee 1; +22 vs. AC. &lt;br /&gt;
** Hit: 1d8+8 psychic damage, -2 to next attack and -2 to a chosen defense until the end of my next turn.&lt;br /&gt;
&lt;br /&gt;
* Vicious Mockery (standard, charm, implement, psychic):&lt;br /&gt;
** Ranged 10; +19 vs. Will. &lt;br /&gt;
** Hit: 1d6+8 psychic, -4 to next attack, and -2 to other attacks until the end of my next turn.&lt;br /&gt;
** &#039;&#039;I came here to kick your ass / Cuz you&#039;re dumb and cannot see / That even ten of you / Are worth less than half of me&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Staggering Note (standard, implement, thunder):&lt;br /&gt;
** Ranged 10; +18 vs. Will. &lt;br /&gt;
** Hit: 8 thunder, push 3, and an ally can make a melee basic attack against the target before, after, or during the push.&lt;br /&gt;
&lt;br /&gt;
* Prototype Silver Blade (item, psychic, free action)&lt;br /&gt;
** Effect: All damage dealt by this weapon is psychic. Another free action returns the damage to normal.&lt;br /&gt;
&lt;br /&gt;
* Audience Participation&lt;br /&gt;
** Trigger: An enemy starts its turn adjacent to one or more non-combatants who are friendly to me and know I&#039;m fighting.&lt;br /&gt;
** Effect (No Action): The triggering enemy takes 5 damage for each friendly they&#039;re adjacent to.&lt;br /&gt;
&lt;br /&gt;
===Encounter Powers===&lt;br /&gt;
* &#039;&#039;&#039;(_)(_)&#039;&#039;&#039; Majestic Word (minor, healing)&lt;br /&gt;
** Close burst 10 (me or an ally).&lt;br /&gt;
** Target spends a healing surge, heals an extra 3d6+5 HP, and gains 5 temporary HP.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Words of Friendship (minor, charm)&lt;br /&gt;
** I gain a +5 power bonus to the next Diplomacy check I make.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Docker&#039;s Jank (standard, teleportation)&lt;br /&gt;
** Close Burst 5.&lt;br /&gt;
** Me and an ally in the burst teleport and switch locations. The ally can then use a standard-action at-will power as a free action with a +2 power bonus to attack rolls.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Shout of Triumph (standard, implement, thunder)&lt;br /&gt;
** Close Blast 3 (enemies in blast); +18 vs. Fortitude.&lt;br /&gt;
** Hit: 1d6+8 thunder and push 4.&lt;br /&gt;
** Effect: Slide 4 on each ally in blast.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Impelling Force (standard, implement, force)&lt;br /&gt;
** Ranged 10; +18 vs. Fortitude&lt;br /&gt;
** Hit: 1d10+8 force damage, and I slide the target 5 squares to a square adjacent to an ally.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Scorpion&#039;s Claw Strike (standard, weapon, psychic)&lt;br /&gt;
** Melee 1 (one creature): +22 vs. AC&lt;br /&gt;
** Hit: 2d8+8 psychic damage, -2 to next attack, and I slide an ally who is adjacent to the target to another space adjacent to it. The ally gains a +2 power bonus to AC until the end of my next turn.&lt;br /&gt;
** Miss: 5 damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Inspire Competence (utility)&lt;br /&gt;
** Close burst 5 (me and each ally in burst).&lt;br /&gt;
** Effect: I choose a skill. Until the end of the encounter, all targets have a +2 power bonus to that skill.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Revitalizing Incantation (minor, healing)&lt;br /&gt;
** Ranged 5 (me or an ally)&lt;br /&gt;
** Effect: Target can spend a healing surge and heal 1d6 extra HP. Additionally, target gains temp HP equal to their healing surge value.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Healing Infusion: Resistive Formula (minor)&lt;br /&gt;
** Close Burst 5 (me or an ally)&lt;br /&gt;
** Effect: Target heals 1d6 HP and gains +1 to AC for the rest of the encounter. Target can choose to end this effect as a free action to gain HP equal to its healing surge value + 3 (CON Mod).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Mantle of Unity&lt;br /&gt;
** Close Burst 5 (me and each ally in burst)&lt;br /&gt;
** Effect: Determine the highest AC, Fortitude, Reflex, and Will among all the targets. Until the end of your next turn, use these values for the corresponding defenses of&lt;br /&gt;
all the targets.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Weapon Display (standard, weapon, psychic)&lt;br /&gt;
** Melee 1 (one creature); +22 vs. AC&lt;br /&gt;
** Effect: The target grants combat advantage to me for this attack.&lt;br /&gt;
** Hit: 2d8+8 damage, -2 to next attack, and the target grants combat advantage to me and all my allies until the end of my next turn.&lt;br /&gt;
** Miss: The target is marked until the end of my next turn, and I regain the use of this power.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Defensive Posture&lt;br /&gt;
** Move Action&lt;br /&gt;
** Effect: I gain a +2 power bonus to AC and Reflex until the end of my next turn, then shift a number of squares equal to one-half my speed (2). Each ally that can see me gains a +2 power bonus to attack rolls until the end of your next turn.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Insult of Passivity (fear, implement, psychic)&lt;br /&gt;
** Ranged 10 (one creature); +19 vs. Will&lt;br /&gt;
** Hit: 2d8+8 psychic damage and the target is dazed until the end of the encounter or until hit or missed by an attack.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Xambria&#039;s Manifestation I (Free action)&lt;br /&gt;
Effect: Xambria appears with 10 squares and can use a minor action to manpinulate an object or do something similar. &lt;br /&gt;
&lt;br /&gt;
===Daily Powers===&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Stirring Shout (standard, implement, psychic)&lt;br /&gt;
** Ranged 10; +19 vs. Will.&lt;br /&gt;
** Hit: 2d6+8 psychic, -2 to next attack.&lt;br /&gt;
** Effect: Until the end of the encounter, whenever an ally hits the target, the ally heals 5 HP (CHA mod).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Sing Your Praises (minor, docker)&lt;br /&gt;
** Close Burst 5 (10 at Paragon; 15 at Epic);&lt;br /&gt;
** Effect: Each ally in the burst can immediately make a saving throw.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Wail of Anguish (minor, implement)&lt;br /&gt;
** Effect: Until the end  of your next turn, you can make the following attack.&lt;br /&gt;
*** Opportunity Action, Close Burst 3; Trigger: an enemy starts turn inside burst; +18 vs. Will (triggering enemy); Hit: 1d10+8  damage and  target cannot shift UENT.&lt;br /&gt;
** Sustain Minor: The effect persists.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Strike up the Dance (standard, implement, psychic)&lt;br /&gt;
** Target: One, two, or three creatures.&lt;br /&gt;
** Ranged 10; +19 vs. Will&lt;br /&gt;
** Hit: 2d10+8 psychic damage, and the target is immobilized (save ends). Until it saves, I can slide the target 5 squares at the start of its turn and it cannot take move actions on its turn. If I target only one creature with this power, it takes 1d10 extra damage.&lt;br /&gt;
*** Miss: Half damage, and I slide the target 5 squares at the start of its next turn and it is immobilized until the end of its next turn.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Prototype Silver Blade (free)&lt;br /&gt;
** Trigger: I hit an enemy with this blade.&lt;br /&gt;
** Effect: I banish the target to a demiplane (save ends). It vanishes from sight, cannot take actions, and cannot be targeted. On a save the target reappears in its last space, or in the unoccupied space closest to that.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Cli Lyre (standard)&lt;br /&gt;
** Effect: When I use this power during a rest, me and all my allies gain a +10 power bonus to their next Bluff, Intimidate, or Diplomacy check before our next short or extended rest.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Ricochet Shield (Immediate Reaction)&lt;br /&gt;
** Trigger: A ranged attack targeting AC misses me.&lt;br /&gt;
** Effect: The source of the attack repeats the attack roll against a different target of my choice within 10 squares of me. If the attack roll succeeds, it hits that target (apply damage and effect where appropriate).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;(_)&#039;&#039;&#039; Canary in a Coal Mine (Minor Action)&lt;br /&gt;
* Effect: I gain a flight speed equal to my speed until the end of my next turn.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Xambria&#039;s Manifestation II (standard, force)&lt;br /&gt;
* Attack: Close Burst 3 (enemies in burst) +18 vs. Fortitude&lt;br /&gt;
* Hit: 3d10 + 8 force damage, and push 4 squares. &lt;br /&gt;
* Miss: Half damage, and push 2 squares.&lt;br /&gt;
&lt;br /&gt;
==Rituals==&lt;br /&gt;
&lt;br /&gt;
* Glib Limerick (level 1)&lt;br /&gt;
* Traveller&#039;s chant (level 1)&lt;br /&gt;
* Lullaby (Level 3, 125/25)&lt;br /&gt;
* Detect Planar Energy (Level 1, 50/10)&lt;br /&gt;
* Comprehend Language (PHB, L1, 50/10)&lt;br /&gt;
* Detect Secret Doors (PHB, L3, 125/25)&lt;br /&gt;
* Knock (PHB, L4, 175/35)&lt;br /&gt;
* Water Walk (PHB, L2, 100/20)&lt;br /&gt;
* Endure Elements (PHB, L2, 100/20)&lt;br /&gt;
* Lesser Telepathy (L5, 250/30+1 surge)&lt;br /&gt;
* Call Wilderness Guide (PHB2, L6, 360/144)&lt;br /&gt;
* Fool&#039;s Speech (PHB2, L6, 360/50)&lt;br /&gt;
* Sending (PHB, L6, 360/50)&lt;br /&gt;
* Linked Portal (PHB, L8, 680/135)&lt;br /&gt;
* Song of Sustenance (PHB2, L8, 680/135)&lt;br /&gt;
* Raise Dead (PHB, L8, 680/500)&lt;br /&gt;
* Remove Affliction (PHB, L8, 680/250)&lt;br /&gt;
* Chorus of Truth (PHB2, L10, 1000/200)&lt;br /&gt;
&lt;br /&gt;
==Artifact==&lt;br /&gt;
&lt;br /&gt;
===Xambria&#039;s Consciousness===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Property:&#039;&#039;&#039;+3 to Acrobatics, Arcana, History, and Thievery checks (already calculated)&lt;br /&gt;
* &#039;&#039;&#039;Property:&#039;&#039;&#039; +2 to all checks while performing rituals (since I already have Ritual Caster).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Current Concordance:&#039;&#039;&#039; 16 (Pleased)&lt;br /&gt;
** Starting: 5&lt;br /&gt;
** Trained in History +2&lt;br /&gt;
** Gained 7 Levels +7&lt;br /&gt;
** Foiled 2 Obscurati Plots +2&lt;br /&gt;
&lt;br /&gt;
==Gear==&lt;br /&gt;
&lt;br /&gt;
===Weapons===&lt;br /&gt;
* Prototype Silver Blade +3 (longsword) &#039;&#039;(Prof +3, dam 1d8+Str,  4 lbs, Versatile, level 14)&#039;&#039; (21000 gp)&lt;br /&gt;
** Critical Bonus: +3d8&lt;br /&gt;
&lt;br /&gt;
===Armor===&lt;br /&gt;
* Veteran&#039;s Chain +3 (Braidmail) (+11 AC, 40 lbs) (lvl 12, 13000 gp)&lt;br /&gt;
* Ricochet Shield (+1 AC, 6 lbs., Arms slot) (13000gp)&lt;br /&gt;
&lt;br /&gt;
===Other Gear===&lt;br /&gt;
* Canary in a Coal Mine +3 (17000 gp, lvl 13, Neck slot)&lt;br /&gt;
* Belt of Vim (3400gp, lvl 8, Waist slot)&lt;br /&gt;
* Oceanstrider Boots (21000 gp, lvl 14, Feet slot)&lt;br /&gt;
* Gloves of the Healer (13000gp, lvl 12, Hands slot&lt;br /&gt;
* Headband of Intellect (lvl 10, 5000gp, Head slot)&lt;br /&gt;
* Wand of Aptitude (lvl 10, 5000gp, spare implement)&lt;br /&gt;
* Cli Lyre (Lvl 13, 21000gp, spare implement).&lt;br /&gt;
* Investigation Kit (40 gp)&lt;br /&gt;
* Bell and Whistle (1 gp)&lt;br /&gt;
* 2 x Elixir of Aptitude (100gp)&lt;br /&gt;
* 2 x Potion of Resistance (80gp)&lt;br /&gt;
* 2 x Potion of Vitality (2000gp)&lt;br /&gt;
* Worker&#039;s Clothes&lt;br /&gt;
** Definitely not a lady&#039;s outfit.  Trousers, undershirt, and boots, with a blue dress worn on top and a simple wide-brimmed hat.&lt;br /&gt;
* Pocket Watch (25 gp)&lt;br /&gt;
* 2401 GP in residuum.&lt;br /&gt;
&lt;br /&gt;
==Budget==&lt;br /&gt;
&lt;br /&gt;
Total gear value: 147.897gp.&lt;br /&gt;
Total budget: 253.595gp&lt;br /&gt;
&lt;br /&gt;
Free budget: 105.698gp&lt;br /&gt;
&lt;br /&gt;
==Item Properties==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Canary in a Coal Mine&#039;&#039;&#039;: +5 bonus to all defenses during the surprise round of an encounter. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Oceanstrider boots&#039;&#039;&#039;: +1 to speed (already factored). I can move across and stand on liquid surfaces as if they were solid. If the surface is hazardous (such as acid or magma) I still take damage from it.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Cli Lyre&#039;&#039;&#039;: Can be used as a +3 implement and focus for bardic rituals. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Headband of Intellect&#039;&#039;&#039;:  +2 to knowledge or monster knowledge checks, +1 to attack on powers that have the psychic keyword (already factored)&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Gloves of the Healer&#039;&#039;&#039;: When I use a power that has the Healing keyword, one target regains an extra 1d6 HP (already factored).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Wand of Aptitude&#039;&#039;&#039;: When I use Inspire Competence through this wand, I give an extra +2 item bonus to my allies&#039; skills.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Veteran&#039;s Chain&#039;&#039;&#039;: When I use an action point I gain a +1 item bonus to attack rolls and defenses until the end of my next turn. &lt;br /&gt;
&lt;br /&gt;
==Bio==&lt;br /&gt;
Here is Rosalia Savory, whose family was &#039;&#039;&#039;in no way&#039;&#039;&#039; part of a Robin-Hood like bandit gang in the drier and more remote areas of Risur, and absolutely &#039;&#039;&#039;did not&#039;&#039;&#039; move to Flint and change identities to escape a royal crackdown on them. She grew up among the dockers of Flint, got into music, and found out she had a knack for child detective shenanigans. When she grew up she figured she might as well get paid for the detective stuff and maybe try to help her community with the weight of a badge behind her. Her style and political stance are somewhat at odds with the traditional image of an RHC constable but you can&#039;t argue with the results of the magic mind-reading entrance exam!&lt;br /&gt;
&lt;br /&gt;
Rosalia&#039;s stage name is &amp;quot;Little Lamp&amp;quot; and she still performs in her spare time.&lt;br /&gt;
&lt;br /&gt;
[[Zeitgeist:_The_Gears_of_Revolution| Zeitgeist: The Gears of Revolution homepage]]&lt;/div&gt;</summary>
		<author><name>Bira</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Zeitgeist:_The_Gears_of_Revolution/Rosalia&amp;diff=482985</id>
		<title>Zeitgeist: The Gears of Revolution/Rosalia</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Zeitgeist:_The_Gears_of_Revolution/Rosalia&amp;diff=482985"/>
		<updated>2025-08-07T19:03:01Z</updated>

		<summary type="html">&lt;p&gt;Bira: /* Powers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Zeitgeist:_The_Gears_of_Revolution|Home Page]]&lt;br /&gt;
==Basics==&lt;br /&gt;
* Name: Rosalia &amp;quot;Little Lamp&amp;quot; Savory&lt;br /&gt;
* Race: Human&lt;br /&gt;
* Class: Bard&lt;br /&gt;
* Paragon Path: Daring Blade&lt;br /&gt;
* Level: 16&lt;br /&gt;
* Background: Urban &#039;&#039;(+2 to Streetwise)&#039;&#039;&lt;br /&gt;
* Theme: Docker&lt;br /&gt;
&lt;br /&gt;
==Stats==&lt;br /&gt;
* Str 9 &#039;&#039;&#039;(-1)&#039;&#039;&#039; &lt;br /&gt;
* Con 16 &#039;&#039;&#039;(+3)&#039;&#039;&#039;&lt;br /&gt;
* Dex 11 &#039;&#039;&#039;(+0)&#039;&#039;&#039;&lt;br /&gt;
* Int 15 &#039;&#039;&#039;(+2)&#039;&#039;&#039;&lt;br /&gt;
* Wis 15 &#039;&#039;&#039;(+2)&#039;&#039;&#039;&lt;br /&gt;
* Cha 21 &#039;&#039;&#039;(+5)&#039;&#039;&#039;&lt;br /&gt;
**Human bonus: +2 to Charisma&lt;br /&gt;
==Defenses/Combat Stats==&lt;br /&gt;
* HP: 102&lt;br /&gt;
* Healing Surges: 10&lt;br /&gt;
** Surge Value: 25 HP&lt;br /&gt;
* Speed: 7 (6 in armor)&lt;br /&gt;
* Action Points: 1&lt;br /&gt;
===Defenses===&lt;br /&gt;
* AC: &#039;&#039;&#039;30&#039;&#039;&#039;  (10 + 11 Armor + 8 Level + 1 Shield)&lt;br /&gt;
* Fort: &#039;&#039;&#039;27&#039;&#039;&#039; (10 + 3 CON + 8 Level + 3 Amulet + 1 Belt + 2 Feat)&lt;br /&gt;
* Ref: &#039;&#039;&#039;27&#039;&#039;&#039; (10 + 2 INT + 1 Class + 8 Level + 3 Amulet + 2 Feat + 1 Shield)&lt;br /&gt;
* Will: &#039;&#039;&#039;29&#039;&#039;&#039; (10 + 5 CHA + 1 Class + 8 Level + 3 Amulet + 2 Feat)&lt;br /&gt;
&lt;br /&gt;
==Racial Traits==&lt;br /&gt;
* Bonus Skill&lt;br /&gt;
* Bonus Feat&lt;br /&gt;
* Bonus At-Will Power&lt;br /&gt;
==Class Traits==&lt;br /&gt;
* Bardic Training&lt;br /&gt;
** Gain Ritual Caster as a bonus feat, and a ritual book with 1 level 1 bard ritual, and 1 level 1 ritual of any kind.&lt;br /&gt;
* Virtue of Valor&lt;br /&gt;
** 1/round, when ally within 5 squares of me bloodies or defeats an enemy, I can grant 6 temporary HP to that ally as a free action.&lt;br /&gt;
* Skill Versatility&lt;br /&gt;
** +1 to untrained skill checks.&lt;br /&gt;
* Song of Rest&lt;br /&gt;
** If I can sing or play an instrument during a short rest, allies regain an extra 5 HP per healing surge they spend in that rest.&lt;br /&gt;
* Swordbond&lt;br /&gt;
** I may bond with a specific sword with a 1-hour ritual. I can call my bonded sword to my hand from 10 squares away and rebuild it from a fragment if it&#039;s destroyed.&lt;br /&gt;
* Daring Action&lt;br /&gt;
** Instead of gaining an extra action, I can spend an action point to mark every enemy I can see and gain 10 temp HP.&lt;br /&gt;
* Daring Improvisation&lt;br /&gt;
** When I make a martial melee weapon attack, I can use Charisma for the attack and damage roll in place of the ability score required by the attack.&lt;br /&gt;
* Blade Feint&lt;br /&gt;
** I can use Bluff to gain combat advantage against an enemy by spending a minor action instead of a standard action. If I succeed and hit the enemy with a melee weapon attack before the start of my next turn, the target grants me combat advantage until I miss the target with an attack.&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
&#039;&#039;&#039;(Trained Skills)&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
* Acrobatics: +15&lt;br /&gt;
* &#039;&#039;&#039;Arcana: +18&#039;&#039;&#039;&lt;br /&gt;
* Athletics: +11&lt;br /&gt;
* &#039;&#039;&#039;Bluff: +18&#039;&#039;&#039;&lt;br /&gt;
* Diplomacy: +17&lt;br /&gt;
* Dungeoneering: +14&lt;br /&gt;
* &#039;&#039;&#039;Endurance: +16&#039;&#039;&#039;&lt;br /&gt;
* Heal: +14&lt;br /&gt;
* &#039;&#039;&#039;History: +18&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Insight: +15&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Intimidate: +18&#039;&#039;&#039;&lt;br /&gt;
* Nature: +14&lt;br /&gt;
* &#039;&#039;&#039;Perception: +15&#039;&#039;&#039;&lt;br /&gt;
* Religion: +14&lt;br /&gt;
* Stealth: +12&lt;br /&gt;
* &#039;&#039;&#039;Streetwise: +20&#039;&#039;&#039;&lt;br /&gt;
* Thievery: +15&lt;br /&gt;
&lt;br /&gt;
==Feats==&lt;br /&gt;
* Action Surge: +3 to attacks I make during any action gained by spending an action point.&lt;br /&gt;
* Battle Song Expertise: &#039;&#039;+1/tier to attacks with weapons and bard implements, +1 to forced movement from bard powers;&#039;&#039;&lt;br /&gt;
* Improved Majestic Word &#039;&#039; Target of majestic word also gains (CHA mod) temporary HP.&#039;&#039;&lt;br /&gt;
* Heart of the Blade (Swordmage Multiclass) &#039;&#039;Gain training in Endurance and the Swordbond class feature. All swords also count as implements now!&#039;&#039;&lt;br /&gt;
* Student of Artifice: &#039;&#039;Gain training in Arcana (redundant), and gain 1 daily use of the artificer&#039;s Healing Infusion.&#039;&#039;&lt;br /&gt;
* Ritual Caster &#039;&#039;May use rituals&#039;&#039;&lt;br /&gt;
* Bard of All Trades: Gain a +3 feat bonus to all untrained skill checks.&lt;br /&gt;
* Improved Defenses: +1 to all non-armor defenses (+2 at Paragon; +3 at Epic).&lt;br /&gt;
* Resourceful Leader (Warlord Multiclass): Gain training in History. When an ally I can see spends an action point for an attack, they gain +3 damage on a hit or +3 temp HP on a miss. (+5 at level 11; +7 at level 21).&lt;br /&gt;
* Psychic Lock: Any target I hit with a psychic power has a -2 penalty to its next attack roll (already factored).&lt;br /&gt;
* Improved Valor: Virtue of Valor gives +3 extra THP.&lt;br /&gt;
* Disheartening Presence: While I am conscious and not bloodied, any bloodied enemies adjacent to me take -1 to all of their attacks.&lt;br /&gt;
&lt;br /&gt;
==Powers==&lt;br /&gt;
&lt;br /&gt;
Accuracy with weapon powers: +21 (+5 CHA, +8 level, +3 proficiency, +2 feat, +3 item)&lt;br /&gt;
Accuracy with implement powers: +18 (+5 CHA, +8 level, +2 feat, +3 item)&lt;br /&gt;
&lt;br /&gt;
Damage bonus: +8 (+5 CHA, +3 item)&lt;br /&gt;
&lt;br /&gt;
Psychic powers get an extra +1 accuracy from Headband of Intellect. All weapon powers are considered Psychic due to the Silver Blade.&lt;br /&gt;
&lt;br /&gt;
===At-Will Powers===&lt;br /&gt;
* Melee Basic Attack (standard, weapon, psychic):&lt;br /&gt;
** +22 vs AC. Hit: 1d8+8 psychic damage, -2 to next attack.&lt;br /&gt;
&lt;br /&gt;
* Guiding Strike (standard, weapon, psychic):&lt;br /&gt;
** Melee 1; +22 vs. AC. &lt;br /&gt;
** Hit: 1d8+8 psychic damage, -2 to next attack and -2 to a chosen defense until the end of my next turn.&lt;br /&gt;
&lt;br /&gt;
* Vicious Mockery (standard, charm, implement, psychic):&lt;br /&gt;
** Ranged 10; +19 vs. Will. &lt;br /&gt;
** Hit: 1d6+8 psychic, -4 to next attack, and -2 to other attacks until the end of my next turn.&lt;br /&gt;
** &#039;&#039;I came here to kick your ass / Cuz you&#039;re dumb and cannot see / That even ten of you / Are worth less than half of me&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Staggering Note (standard, implement, thunder):&lt;br /&gt;
** Ranged 10; +18 vs. Will. &lt;br /&gt;
** Hit: 8 thunder, push 3, and an ally can make a melee basic attack against the target before, after, or during the push.&lt;br /&gt;
&lt;br /&gt;
* Prototype Silver Blade (item, psychic, free action)&lt;br /&gt;
** Effect: All damage dealt by this weapon is psychic. Another free action returns the damage to normal.&lt;br /&gt;
&lt;br /&gt;
* Audience Participation&lt;br /&gt;
** Trigger: An enemy starts its turn adjacent to one or more non-combatants who are friendly to me and know I&#039;m fighting.&lt;br /&gt;
** Effect (No Action): The triggering enemy takes 5 damage for each friendly they&#039;re adjacent to.&lt;br /&gt;
&lt;br /&gt;
===Encounter Powers===&lt;br /&gt;
* &#039;&#039;&#039;(_)(_)&#039;&#039;&#039; Majestic Word (minor, healing)&lt;br /&gt;
** Close burst 10 (me or an ally).&lt;br /&gt;
** Target spends a healing surge, heals an extra 3d6+5 HP, and gains 5 temporary HP.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Words of Friendship (minor, charm)&lt;br /&gt;
** I gain a +5 power bonus to the next Diplomacy check I make.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Docker&#039;s Jank (standard, teleportation)&lt;br /&gt;
** Close Burst 5.&lt;br /&gt;
** Me and an ally in the burst teleport and switch locations. The ally can then use a standard-action at-will power as a free action with a +2 power bonus to attack rolls.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Shout of Triumph (standard, implement, thunder)&lt;br /&gt;
** Close Blast 3 (enemies in blast); +18 vs. Fortitude.&lt;br /&gt;
** Hit: 1d6+8 thunder and push 4.&lt;br /&gt;
** Effect: Slide 4 on each ally in blast.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Impelling Force (standard, implement, force)&lt;br /&gt;
** Ranged 10; +18 vs. Fortitude&lt;br /&gt;
** Hit: 1d10+8 force damage, and I slide the target 5 squares to a square adjacent to an ally.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Scorpion&#039;s Claw Strike (standard, weapon, psychic)&lt;br /&gt;
** Melee 1 (one creature): +22 vs. AC&lt;br /&gt;
** Hit: 2d8+8 psychic damage, -2 to next attack, and I slide an ally who is adjacent to the target to another space adjacent to it. The ally gains a +2 power bonus to AC until the end of my next turn.&lt;br /&gt;
** Miss: 5 damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Inspire Competence (utility)&lt;br /&gt;
** Close burst 5 (me and each ally in burst).&lt;br /&gt;
** Effect: I choose a skill. Until the end of the encounter, all targets have a +2 power bonus to that skill.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Revitalizing Incantation (minor, healing)&lt;br /&gt;
** Ranged 5 (me or an ally)&lt;br /&gt;
** Effect: Target can spend a healing surge and heal 1d6 extra HP. Additionally, target gains temp HP equal to their healing surge value.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Healing Infusion: Resistive Formula (minor)&lt;br /&gt;
** Close Burst 5 (me or an ally)&lt;br /&gt;
** Effect: Target heals 1d6 HP and gains +1 to AC for the rest of the encounter. Target can choose to end this effect as a free action to gain HP equal to its healing surge value + 3 (CON Mod).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Mantle of Unity&lt;br /&gt;
** Close Burst 5 (me and each ally in burst)&lt;br /&gt;
** Effect: Determine the highest AC, Fortitude, Reflex, and Will among all the targets. Until the end of your next turn, use these values for the corresponding defenses of&lt;br /&gt;
all the targets.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Weapon Display (standard, weapon, psychic)&lt;br /&gt;
** Melee 1 (one creature); +22 vs. AC&lt;br /&gt;
** Effect: The target grants combat advantage to me for this attack.&lt;br /&gt;
** Hit: 2d8+8 damage, -2 to next attack, and the target grants combat advantage to me and all my allies until the end of my next turn.&lt;br /&gt;
** Miss: The target is marked until the end of my next turn, and I regain the use of this power.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Defensive Posture&lt;br /&gt;
** Move Action&lt;br /&gt;
** Effect: I gain a +2 power bonus to AC and Reflex until the end of my next turn, then shift a number of squares equal to one-half my speed (2). Each ally that can see me gains a +2 power bonus to attack rolls until the end of your next turn.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Insult of Passivity (fear, implement, psychic)&lt;br /&gt;
** Ranged 10 (one creature); +19 vs. Will&lt;br /&gt;
** Hit: 2d8+8 psychic damage and the target is dazed until the end of the encounter or until hit or missed by an attack.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Xambria&#039;s Manifestation I (Free action)&lt;br /&gt;
Effect: Xambria appears with 10 squares and can use a minor action to manpinulate an object or do something similar. &lt;br /&gt;
&lt;br /&gt;
===Daily Powers===&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Stirring Shout (standard, implement, psychic)&lt;br /&gt;
** Ranged 10; +19 vs. Will.&lt;br /&gt;
** Hit: 2d6+8 psychic, -2 to next attack.&lt;br /&gt;
** Effect: Until the end of the encounter, whenever an ally hits the target, the ally heals 5 HP (CHA mod).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Sing Your Praises (minor, docker)&lt;br /&gt;
** Close Burst 5 (10 at Paragon; 15 at Epic);&lt;br /&gt;
** Effect: Each ally in the burst can immediately make a saving throw.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Wail of Anguish (minor, implement)&lt;br /&gt;
** Effect: Until the end  of your next turn, you can make the following attack.&lt;br /&gt;
*** Opportunity Action, Close Burst 3; Trigger: an enemy starts turn inside burst; +18 vs. Will (triggering enemy); Hit: 1d10+8  damage and  target cannot shift UENT.&lt;br /&gt;
** Sustain Minor: The effect persists.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Strike up the Dance (standard, implement, psychic)&lt;br /&gt;
** Target: One, two, or three creatures.&lt;br /&gt;
** Ranged 10; +19 vs. Will&lt;br /&gt;
** Hit: 2d10+8 psychic damage, and the target is immobilized (save ends). Until it saves, I can slide the target 5 squares at the start of its turn and it cannot take move actions on its turn. If I target only one creature with this power, it takes 1d10 extra damage.&lt;br /&gt;
*** Miss: Half damage, and I slide the target 5 squares at the start of its next turn and it is immobilized until the end of its next turn.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Prototype Silver Blade (free)&lt;br /&gt;
** Trigger: I hit an enemy with this blade.&lt;br /&gt;
** Effect: I banish the target to a demiplane (save ends). It vanishes from sight, cannot take actions, and cannot be targeted. On a save the target reappears in its last space, or in the unoccupied space closest to that.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Cli Lyre (standard)&lt;br /&gt;
** Effect: When I use this power during a rest, me and all my allies gain a +10 power bonus to their next Bluff, Intimidate, or Diplomacy check before our next short or extended rest.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Ricochet Shield (Immediate Reaction)&lt;br /&gt;
** Trigger: A ranged attack targeting AC misses me.&lt;br /&gt;
** Effect: The source of the attack repeats the attack roll against a different target of my choice within 10 squares of me. If the attack roll succeeds, it hits that target (apply damage and effect where appropriate).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;(_)&#039;&#039;&#039; Canary in a Coal Mine (Minor Action)&lt;br /&gt;
* Effect: I gain a flight speed equal to my speed until the end of my next turn.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Xambria&#039;s Manifestation II (standard, force)&lt;br /&gt;
* Attack: Close Burst 3 (enemies in burst) +18 vs. Fortitude&lt;br /&gt;
* Hit: 3d10 + 8 force damage, and push 4 squares. &lt;br /&gt;
* Miss: Half damage, and push 2 squares.&lt;br /&gt;
&lt;br /&gt;
==Rituals==&lt;br /&gt;
&lt;br /&gt;
* Glib Limerick (level 1)&lt;br /&gt;
* Traveller&#039;s chant (level 1)&lt;br /&gt;
* Lullaby (Level 3, 125/25)&lt;br /&gt;
* Detect Planar Energy (Level 1, 50/10)&lt;br /&gt;
* Comprehend Language (PHB, L1, 50/10)&lt;br /&gt;
* Detect Secret Doors (PHB, L3, 125/25)&lt;br /&gt;
* Knock (PHB, L4, 175/35)&lt;br /&gt;
* Water Walk (PHB, L2, 100/20)&lt;br /&gt;
* Endure Elements (PHB, L2, 100/20)&lt;br /&gt;
* Lesser Telepathy (L5, 250/30+1 surge)&lt;br /&gt;
* Call Wilderness Guide (PHB2, L6, 360/144)&lt;br /&gt;
* Fool&#039;s Speech (PHB2, L6, 360/50)&lt;br /&gt;
* Sending (PHB, L6, 360/50)&lt;br /&gt;
* Linked Portal (PHB, L8, 680/135)&lt;br /&gt;
* Song of Sustenance (PHB2, L8, 680/135)&lt;br /&gt;
* Raise Dead (PHB, L8, 680/500)&lt;br /&gt;
* Remove Affliction (PHB, L8, 680/250)&lt;br /&gt;
* Chorus of Truth (PHB2, L10, 1000/200)&lt;br /&gt;
&lt;br /&gt;
==Artifact==&lt;br /&gt;
&lt;br /&gt;
===Xambria&#039;s Consciousness===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Property:&#039;&#039;&#039;+3 to Acrobatics, Arcana, History, and Thievery checks (already calculated)&lt;br /&gt;
* &#039;&#039;&#039;Property:&#039;&#039;&#039; +2 to all checks while performing rituals (since I already have Ritual Caster).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Current Concordance:&#039;&#039;&#039; 16 (Pleased)&lt;br /&gt;
** Starting: 5&lt;br /&gt;
** Trained in History +2&lt;br /&gt;
** Gained 7 Levels +7&lt;br /&gt;
** Foiled 2 Obscurati Plots +2&lt;br /&gt;
&lt;br /&gt;
==Gear==&lt;br /&gt;
&lt;br /&gt;
===Weapons===&lt;br /&gt;
* Prototype Silver Blade +3 (longsword) &#039;&#039;(Prof +3, dam 1d8+Str,  4 lbs, Versatile, level 14)&#039;&#039; (21000 gp)&lt;br /&gt;
** Critical Bonus: +3d8&lt;br /&gt;
&lt;br /&gt;
===Armor===&lt;br /&gt;
* Veteran&#039;s Chain +3 (Braidmail) (+11 AC, 40 lbs) (lvl 12, 13000 gp)&lt;br /&gt;
* Ricochet Shield (+1 AC, 6 lbs., Arms slot) (13000gp)&lt;br /&gt;
&lt;br /&gt;
===Other Gear===&lt;br /&gt;
* Canary in a Coal Mine +3 (17000 gp, lvl 13, Neck slot)&lt;br /&gt;
* Belt of Vim (3400gp, lvl 8, Waist slot)&lt;br /&gt;
* Oceanstrider Boots (21000 gp, lvl 14, Feet slot)&lt;br /&gt;
* Gloves of the Healer (13000gp, lvl 12, Hands slot&lt;br /&gt;
* Headband of Intellect (lvl 10, 5000gp, Head slot)&lt;br /&gt;
* Wand of Aptitude (lvl 10, 5000gp, spare implement)&lt;br /&gt;
* Cli Lyre (Lvl 13, 21000gp, spare implement).&lt;br /&gt;
* Investigation Kit (40 gp)&lt;br /&gt;
* Bell and Whistle (1 gp)&lt;br /&gt;
* 2 x Elixir of Aptitude (100gp)&lt;br /&gt;
* 2 x Potion of Resistance (80gp)&lt;br /&gt;
* 2 x Potion of Vitality (2000gp)&lt;br /&gt;
* Worker&#039;s Clothes&lt;br /&gt;
** Definitely not a lady&#039;s outfit.  Trousers, undershirt, and boots, with a blue dress worn on top and a simple wide-brimmed hat.&lt;br /&gt;
* Pocket Watch (25 gp)&lt;br /&gt;
* 2401 GP in residuum.&lt;br /&gt;
&lt;br /&gt;
==Budget==&lt;br /&gt;
&lt;br /&gt;
Total gear value: 147.897gp.&lt;br /&gt;
Total budget: 168.595gp&lt;br /&gt;
&lt;br /&gt;
Free budget: 20.698gp&lt;br /&gt;
&lt;br /&gt;
==Item Properties==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Canary in a Coal Mine&#039;&#039;&#039;: +5 bonus to all defenses during the surprise round of an encounter. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Oceanstrider boots&#039;&#039;&#039;: +1 to speed (already factored). I can move across and stand on liquid surfaces as if they were solid. If the surface is hazardous (such as acid or magma) I still take damage from it.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Cli Lyre&#039;&#039;&#039;: Can be used as a +3 implement and focus for bardic rituals. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Headband of Intellect&#039;&#039;&#039;:  +2 to knowledge or monster knowledge checks, +1 to attack on powers that have the psychic keyword (already factored)&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Gloves of the Healer&#039;&#039;&#039;: When I use a power that has the Healing keyword, one target regains an extra 1d6 HP (already factored).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Wand of Aptitude&#039;&#039;&#039;: When I use Inspire Competence through this wand, I give an extra +2 item bonus to my allies&#039; skills.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Veteran&#039;s Chain&#039;&#039;&#039;: When I use an action point I gain a +1 item bonus to attack rolls and defenses until the end of my next turn. &lt;br /&gt;
&lt;br /&gt;
==Bio==&lt;br /&gt;
Here is Rosalia Savory, whose family was &#039;&#039;&#039;in no way&#039;&#039;&#039; part of a Robin-Hood like bandit gang in the drier and more remote areas of Risur, and absolutely &#039;&#039;&#039;did not&#039;&#039;&#039; move to Flint and change identities to escape a royal crackdown on them. She grew up among the dockers of Flint, got into music, and found out she had a knack for child detective shenanigans. When she grew up she figured she might as well get paid for the detective stuff and maybe try to help her community with the weight of a badge behind her. Her style and political stance are somewhat at odds with the traditional image of an RHC constable but you can&#039;t argue with the results of the magic mind-reading entrance exam!&lt;br /&gt;
&lt;br /&gt;
Rosalia&#039;s stage name is &amp;quot;Little Lamp&amp;quot; and she still performs in her spare time.&lt;br /&gt;
&lt;br /&gt;
[[Zeitgeist:_The_Gears_of_Revolution| Zeitgeist: The Gears of Revolution homepage]]&lt;/div&gt;</summary>
		<author><name>Bira</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Zeitgeist:_The_Gears_of_Revolution/Rosalia&amp;diff=482984</id>
		<title>Zeitgeist: The Gears of Revolution/Rosalia</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Zeitgeist:_The_Gears_of_Revolution/Rosalia&amp;diff=482984"/>
		<updated>2025-08-07T18:34:47Z</updated>

		<summary type="html">&lt;p&gt;Bira: /* Skills */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Zeitgeist:_The_Gears_of_Revolution|Home Page]]&lt;br /&gt;
==Basics==&lt;br /&gt;
* Name: Rosalia &amp;quot;Little Lamp&amp;quot; Savory&lt;br /&gt;
* Race: Human&lt;br /&gt;
* Class: Bard&lt;br /&gt;
* Paragon Path: Daring Blade&lt;br /&gt;
* Level: 16&lt;br /&gt;
* Background: Urban &#039;&#039;(+2 to Streetwise)&#039;&#039;&lt;br /&gt;
* Theme: Docker&lt;br /&gt;
&lt;br /&gt;
==Stats==&lt;br /&gt;
* Str 9 &#039;&#039;&#039;(-1)&#039;&#039;&#039; &lt;br /&gt;
* Con 16 &#039;&#039;&#039;(+3)&#039;&#039;&#039;&lt;br /&gt;
* Dex 11 &#039;&#039;&#039;(+0)&#039;&#039;&#039;&lt;br /&gt;
* Int 15 &#039;&#039;&#039;(+2)&#039;&#039;&#039;&lt;br /&gt;
* Wis 15 &#039;&#039;&#039;(+2)&#039;&#039;&#039;&lt;br /&gt;
* Cha 21 &#039;&#039;&#039;(+5)&#039;&#039;&#039;&lt;br /&gt;
**Human bonus: +2 to Charisma&lt;br /&gt;
==Defenses/Combat Stats==&lt;br /&gt;
* HP: 102&lt;br /&gt;
* Healing Surges: 10&lt;br /&gt;
** Surge Value: 25 HP&lt;br /&gt;
* Speed: 7 (6 in armor)&lt;br /&gt;
* Action Points: 1&lt;br /&gt;
===Defenses===&lt;br /&gt;
* AC: &#039;&#039;&#039;30&#039;&#039;&#039;  (10 + 11 Armor + 8 Level + 1 Shield)&lt;br /&gt;
* Fort: &#039;&#039;&#039;27&#039;&#039;&#039; (10 + 3 CON + 8 Level + 3 Amulet + 1 Belt + 2 Feat)&lt;br /&gt;
* Ref: &#039;&#039;&#039;27&#039;&#039;&#039; (10 + 2 INT + 1 Class + 8 Level + 3 Amulet + 2 Feat + 1 Shield)&lt;br /&gt;
* Will: &#039;&#039;&#039;29&#039;&#039;&#039; (10 + 5 CHA + 1 Class + 8 Level + 3 Amulet + 2 Feat)&lt;br /&gt;
&lt;br /&gt;
==Racial Traits==&lt;br /&gt;
* Bonus Skill&lt;br /&gt;
* Bonus Feat&lt;br /&gt;
* Bonus At-Will Power&lt;br /&gt;
==Class Traits==&lt;br /&gt;
* Bardic Training&lt;br /&gt;
** Gain Ritual Caster as a bonus feat, and a ritual book with 1 level 1 bard ritual, and 1 level 1 ritual of any kind.&lt;br /&gt;
* Virtue of Valor&lt;br /&gt;
** 1/round, when ally within 5 squares of me bloodies or defeats an enemy, I can grant 6 temporary HP to that ally as a free action.&lt;br /&gt;
* Skill Versatility&lt;br /&gt;
** +1 to untrained skill checks.&lt;br /&gt;
* Song of Rest&lt;br /&gt;
** If I can sing or play an instrument during a short rest, allies regain an extra 5 HP per healing surge they spend in that rest.&lt;br /&gt;
* Swordbond&lt;br /&gt;
** I may bond with a specific sword with a 1-hour ritual. I can call my bonded sword to my hand from 10 squares away and rebuild it from a fragment if it&#039;s destroyed.&lt;br /&gt;
* Daring Action&lt;br /&gt;
** Instead of gaining an extra action, I can spend an action point to mark every enemy I can see and gain 10 temp HP.&lt;br /&gt;
* Daring Improvisation&lt;br /&gt;
** When I make a martial melee weapon attack, I can use Charisma for the attack and damage roll in place of the ability score required by the attack.&lt;br /&gt;
* Blade Feint&lt;br /&gt;
** I can use Bluff to gain combat advantage against an enemy by spending a minor action instead of a standard action. If I succeed and hit the enemy with a melee weapon attack before the start of my next turn, the target grants me combat advantage until I miss the target with an attack.&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
&#039;&#039;&#039;(Trained Skills)&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
* Acrobatics: +15&lt;br /&gt;
* &#039;&#039;&#039;Arcana: +18&#039;&#039;&#039;&lt;br /&gt;
* Athletics: +11&lt;br /&gt;
* &#039;&#039;&#039;Bluff: +18&#039;&#039;&#039;&lt;br /&gt;
* Diplomacy: +17&lt;br /&gt;
* Dungeoneering: +14&lt;br /&gt;
* &#039;&#039;&#039;Endurance: +16&#039;&#039;&#039;&lt;br /&gt;
* Heal: +14&lt;br /&gt;
* &#039;&#039;&#039;History: +18&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Insight: +15&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Intimidate: +18&#039;&#039;&#039;&lt;br /&gt;
* Nature: +14&lt;br /&gt;
* &#039;&#039;&#039;Perception: +15&#039;&#039;&#039;&lt;br /&gt;
* Religion: +14&lt;br /&gt;
* Stealth: +12&lt;br /&gt;
* &#039;&#039;&#039;Streetwise: +20&#039;&#039;&#039;&lt;br /&gt;
* Thievery: +15&lt;br /&gt;
&lt;br /&gt;
==Feats==&lt;br /&gt;
* Action Surge: +3 to attacks I make during any action gained by spending an action point.&lt;br /&gt;
* Battle Song Expertise: &#039;&#039;+1/tier to attacks with weapons and bard implements, +1 to forced movement from bard powers;&#039;&#039;&lt;br /&gt;
* Improved Majestic Word &#039;&#039; Target of majestic word also gains (CHA mod) temporary HP.&#039;&#039;&lt;br /&gt;
* Heart of the Blade (Swordmage Multiclass) &#039;&#039;Gain training in Endurance and the Swordbond class feature. All swords also count as implements now!&#039;&#039;&lt;br /&gt;
* Student of Artifice: &#039;&#039;Gain training in Arcana (redundant), and gain 1 daily use of the artificer&#039;s Healing Infusion.&#039;&#039;&lt;br /&gt;
* Ritual Caster &#039;&#039;May use rituals&#039;&#039;&lt;br /&gt;
* Bard of All Trades: Gain a +3 feat bonus to all untrained skill checks.&lt;br /&gt;
* Improved Defenses: +1 to all non-armor defenses (+2 at Paragon; +3 at Epic).&lt;br /&gt;
* Resourceful Leader (Warlord Multiclass): Gain training in History. When an ally I can see spends an action point for an attack, they gain +3 damage on a hit or +3 temp HP on a miss. (+5 at level 11; +7 at level 21).&lt;br /&gt;
* Psychic Lock: Any target I hit with a psychic power has a -2 penalty to its next attack roll (already factored).&lt;br /&gt;
* Improved Valor: Virtue of Valor gives +3 extra THP.&lt;br /&gt;
* Disheartening Presence: While I am conscious and not bloodied, any bloodied enemies adjacent to me take -1 to all of their attacks.&lt;br /&gt;
&lt;br /&gt;
==Powers==&lt;br /&gt;
&lt;br /&gt;
Accuracy with weapon powers: +20 (+5 CHA, +7 level, +3 proficiency, +2 feat, +3 item)&lt;br /&gt;
Accuracy with implement powers: +17 (+5 CHA, +7 level, +2 feat, +3 item)&lt;br /&gt;
&lt;br /&gt;
Damage bonus: +8 (+5 CHA, +3 item)&lt;br /&gt;
&lt;br /&gt;
Psychic powers get an extra +1 accuracy from Headband of Intellect. All weapon powers are considered Psychic due to the Silver Blade.&lt;br /&gt;
&lt;br /&gt;
===At-Will Powers===&lt;br /&gt;
* Melee Basic Attack (standard, weapon, psychic):&lt;br /&gt;
** +20 vs AC. Hit: 1d8+8 psychic damage, -2 to next attack.&lt;br /&gt;
&lt;br /&gt;
* Guiding Strike (standard, weapon, psychic):&lt;br /&gt;
** Melee 1; +21 vs. AC. &lt;br /&gt;
** Hit: 1d8+8 psychic damage, -2 to next attack and -2 to a chosen defense until the end of my next turn.&lt;br /&gt;
&lt;br /&gt;
* Vicious Mockery (standard, charm, implement, psychic):&lt;br /&gt;
** Ranged 10; +18 vs. Will. &lt;br /&gt;
** Hit: 1d6+8 psychic, -4 to next attack, and -2 to other attacks until the end of my next turn.&lt;br /&gt;
** &#039;&#039;I came here to kick your ass / Cuz you&#039;re dumb and cannot see / That even ten of you / Are worth less than half of me&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Staggering Note (standard, implement, thunder):&lt;br /&gt;
** Ranged 10; +17 vs. Will. &lt;br /&gt;
** Hit: 8 thunder, push 3, and an ally can make a melee basic attack against the target before, after, or during the push.&lt;br /&gt;
&lt;br /&gt;
* Prototype Silver Blade (item, psychic, free action)&lt;br /&gt;
** Effect: All damage dealt by this weapon is psychic. Another free action returns the damage to normal.&lt;br /&gt;
&lt;br /&gt;
* Audience Participation&lt;br /&gt;
** Trigger: An enemy starts its turn adjacent to one or more non-combatants who are friendly to me and know I&#039;m fighting.&lt;br /&gt;
** Effect (No Action): The triggering enemy takes 5 damage for each friendly they&#039;re adjacent to.&lt;br /&gt;
&lt;br /&gt;
===Encounter Powers===&lt;br /&gt;
* &#039;&#039;&#039;(_)(_)&#039;&#039;&#039; Majestic Word (minor, healing)&lt;br /&gt;
** Close burst 10 (me or an ally).&lt;br /&gt;
** Target spends a healing surge, heals an extra 3d6+5 HP, and gains 5 temporary HP.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Words of Friendship (minor, charm)&lt;br /&gt;
** I gain a +5 power bonus to the next Diplomacy check I make.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Docker&#039;s Jank (standard, teleportation)&lt;br /&gt;
** Close Burst 5.&lt;br /&gt;
** Me and an ally in the burst teleport and switch locations. The ally can then use a standard-action at-will power as a free action with a +2 power bonus to attack rolls.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Shout of Triumph (standard, implement, thunder)&lt;br /&gt;
** Close Blast 3 (enemies in blast); +17 vs. Fortitude.&lt;br /&gt;
** Hit: 1d6+8 thunder and push 4.&lt;br /&gt;
** Effect: Slide 4 on each ally in blast.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Impelling Force (standard, implement, force)&lt;br /&gt;
** Ranged 10; +17 vs. Fortitude&lt;br /&gt;
** Hit: 1d10+8 force damage, and I slide the target 5 squares to a square adjacent to an ally.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Scorpion&#039;s Claw Strike (standard, weapon, psychic)&lt;br /&gt;
** Melee 1 (one creature): +21 vs. AC&lt;br /&gt;
** Hit: 2d8+8 psychic damage, -2 to next attack, and I slide an ally who is adjacent to the target to another space adjacent to it. The ally gains a +2 power bonus to AC until the end of my next turn.&lt;br /&gt;
** Miss: 5 damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Inspire Competence (utility)&lt;br /&gt;
** Close burst 5 (me and each ally in burst).&lt;br /&gt;
** Effect: I choose a skill. Until the end of the encounter, all targets have a +2 power bonus to that skill.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Revitalizing Incantation (minor, healing)&lt;br /&gt;
** Ranged 5 (me or an ally)&lt;br /&gt;
** Effect: Target can spend a healing surge and heal 1d6 extra HP. Additionally, target gains temp HP equal to their healing surge value.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Healing Infusion: Resistive Formula (minor)&lt;br /&gt;
** Close Burst 5 (me or an ally)&lt;br /&gt;
** Effect: Target heals 1d6 HP and gains +1 to AC for the rest of the encounter. Target can choose to end this effect as a free action to gain HP equal to its healing surge value + 3 (CON Mod).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Mantle of Unity&lt;br /&gt;
** Close Burst 5 (me and each ally in burst)&lt;br /&gt;
** Effect: Determine the highest AC, Fortitude, Reflex, and Will among all the targets. Until the end of your next turn, use these values for the corresponding defenses of&lt;br /&gt;
all the targets.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Weapon Display (standard, weapon, psychic)&lt;br /&gt;
** Melee 1 (one creature); +21 vs. AC&lt;br /&gt;
** Effect: The target grants combat advantage to me for this attack.&lt;br /&gt;
** Hit: 2d8+8 damage, -2 to next attack, and the target grants combat advantage to me and all my allies until the end of my next turn.&lt;br /&gt;
** Miss: The target is marked until the end of my next turn, and I regain the use of this power.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Defensive Posture&lt;br /&gt;
** Move Action&lt;br /&gt;
** Effect: I gain a +2 power bonus to AC and Reflex until the end of my next turn, then shift a number of squares equal to one-half my speed (2). Each ally that can see me gains a +2 power bonus to attack rolls until the end of your next turn.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Insult of Passivity (fear, implement, psychic)&lt;br /&gt;
** Ranged 10 (one creature); +18 vc. Will&lt;br /&gt;
** Hit: 2d8+8 psychic damage and the target is dazed until the end of the encounter or until hit or missed by an attack.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Xambria&#039;s Manifestation I (Free action)&lt;br /&gt;
Effect: Xambria appears with 10 squares and can use a minor action to manpinulate an object or do something similar. &lt;br /&gt;
&lt;br /&gt;
===Daily Powers===&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Stirring Shout (standard, implement, psychic)&lt;br /&gt;
** Ranged 10; +18 vs. Will.&lt;br /&gt;
** Hit: 2d6+8 psychic, -2 to next attack.&lt;br /&gt;
** Effect: Until the end of the encounter, whenever an ally hits the target, the ally heals 5 HP (CHA mod).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Sing Your Praises (minor, docker)&lt;br /&gt;
** Close Burst 5 (10 at Paragon; 15 at Epic);&lt;br /&gt;
** Effect: Each ally in the burst can immediately make a saving throw.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Wail of Anguish (minor, implement)&lt;br /&gt;
** Effect: Until the end  of your next turn, you can make the following attack.&lt;br /&gt;
*** Opportunity Action, Close Burst 3; Trigger: an enemy starts turn inside burst; +18 vs. Will (triggering enemy); Hit: 1d10+8  damage and  target cannot shift UENT.&lt;br /&gt;
** Sustain Minor: The effect persists.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Strike up the Dance (standard, implement, psychic)&lt;br /&gt;
** Target: One, two, or three creatures.&lt;br /&gt;
** Ranged 10; +18 vs. Will&lt;br /&gt;
** Hit: 2d10+8 psychic damage, and the target is immobilized (save ends). Until it saves, I can slide the target 5 squares at the start of its turn and it cannot take move actions on its turn. If I target only one creature with this power, it takes 1d10 extra damage.&lt;br /&gt;
*** Miss: Half damage, and I slide the target 5 squares at the start of its next turn and it is immobilized until the end of its next turn.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Prototype Silver Blade (free)&lt;br /&gt;
** Trigger: I hit an enemy with this blade.&lt;br /&gt;
** Effect: I banish the target to a demiplane (save ends). It vanishes from sight, cannot take actions, and cannot be targeted. On a save the target reappears in its last space, or in the unoccupied space closest to that.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Cli Lyre (standard)&lt;br /&gt;
** Effect: When I use this power during a rest, me and all my allies gain a +10 power bonus to their next Bluff, Intimidate, or Diplomacy check before our next short or extended rest.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Ricochet Shield (Immediate Reaction)&lt;br /&gt;
** Trigger: A ranged attack targeting AC misses me.&lt;br /&gt;
** Effect: The source of the attack repeats the attack roll against a different target of my choice within 10 squares of me. If the attack roll succeeds, it hits that target (apply damage and effect where appropriate).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;(_)&#039;&#039;&#039; Canary in a Coal Mine (Minor Action)&lt;br /&gt;
* Effect: I gain a flight speed equal to my speed until the end of my next turn.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Xambria&#039;s Manifestation II (standard, force)&lt;br /&gt;
* Attack: Close Burst 3 (enemies in burst) +18 vs. Fortitude&lt;br /&gt;
* Hit: 3d10 + 8 force damage, and push 4 squares. &lt;br /&gt;
* Miss: Half damage, and push 2 squares.&lt;br /&gt;
&lt;br /&gt;
==Rituals==&lt;br /&gt;
&lt;br /&gt;
* Glib Limerick (level 1)&lt;br /&gt;
* Traveller&#039;s chant (level 1)&lt;br /&gt;
* Lullaby (Level 3, 125/25)&lt;br /&gt;
* Detect Planar Energy (Level 1, 50/10)&lt;br /&gt;
* Comprehend Language (PHB, L1, 50/10)&lt;br /&gt;
* Detect Secret Doors (PHB, L3, 125/25)&lt;br /&gt;
* Knock (PHB, L4, 175/35)&lt;br /&gt;
* Water Walk (PHB, L2, 100/20)&lt;br /&gt;
* Endure Elements (PHB, L2, 100/20)&lt;br /&gt;
* Lesser Telepathy (L5, 250/30+1 surge)&lt;br /&gt;
* Call Wilderness Guide (PHB2, L6, 360/144)&lt;br /&gt;
* Fool&#039;s Speech (PHB2, L6, 360/50)&lt;br /&gt;
* Sending (PHB, L6, 360/50)&lt;br /&gt;
* Linked Portal (PHB, L8, 680/135)&lt;br /&gt;
* Song of Sustenance (PHB2, L8, 680/135)&lt;br /&gt;
* Raise Dead (PHB, L8, 680/500)&lt;br /&gt;
* Remove Affliction (PHB, L8, 680/250)&lt;br /&gt;
* Chorus of Truth (PHB2, L10, 1000/200)&lt;br /&gt;
&lt;br /&gt;
==Artifact==&lt;br /&gt;
&lt;br /&gt;
===Xambria&#039;s Consciousness===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Property:&#039;&#039;&#039;+3 to Acrobatics, Arcana, History, and Thievery checks (already calculated)&lt;br /&gt;
* &#039;&#039;&#039;Property:&#039;&#039;&#039; +2 to all checks while performing rituals (since I already have Ritual Caster).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Current Concordance:&#039;&#039;&#039; 16 (Pleased)&lt;br /&gt;
** Starting: 5&lt;br /&gt;
** Trained in History +2&lt;br /&gt;
** Gained 7 Levels +7&lt;br /&gt;
** Foiled 2 Obscurati Plots +2&lt;br /&gt;
&lt;br /&gt;
==Gear==&lt;br /&gt;
&lt;br /&gt;
===Weapons===&lt;br /&gt;
* Prototype Silver Blade +3 (longsword) &#039;&#039;(Prof +3, dam 1d8+Str,  4 lbs, Versatile, level 14)&#039;&#039; (21000 gp)&lt;br /&gt;
** Critical Bonus: +3d8&lt;br /&gt;
&lt;br /&gt;
===Armor===&lt;br /&gt;
* Veteran&#039;s Chain +3 (Braidmail) (+11 AC, 40 lbs) (lvl 12, 13000 gp)&lt;br /&gt;
* Ricochet Shield (+1 AC, 6 lbs., Arms slot) (13000gp)&lt;br /&gt;
&lt;br /&gt;
===Other Gear===&lt;br /&gt;
* Canary in a Coal Mine +3 (17000 gp, lvl 13, Neck slot)&lt;br /&gt;
* Belt of Vim (3400gp, lvl 8, Waist slot)&lt;br /&gt;
* Oceanstrider Boots (21000 gp, lvl 14, Feet slot)&lt;br /&gt;
* Gloves of the Healer (13000gp, lvl 12, Hands slot&lt;br /&gt;
* Headband of Intellect (lvl 10, 5000gp, Head slot)&lt;br /&gt;
* Wand of Aptitude (lvl 10, 5000gp, spare implement)&lt;br /&gt;
* Cli Lyre (Lvl 13, 21000gp, spare implement).&lt;br /&gt;
* Investigation Kit (40 gp)&lt;br /&gt;
* Bell and Whistle (1 gp)&lt;br /&gt;
* 2 x Elixir of Aptitude (100gp)&lt;br /&gt;
* 2 x Potion of Resistance (80gp)&lt;br /&gt;
* 2 x Potion of Vitality (2000gp)&lt;br /&gt;
* Worker&#039;s Clothes&lt;br /&gt;
** Definitely not a lady&#039;s outfit.  Trousers, undershirt, and boots, with a blue dress worn on top and a simple wide-brimmed hat.&lt;br /&gt;
* Pocket Watch (25 gp)&lt;br /&gt;
* 2401 GP in residuum.&lt;br /&gt;
&lt;br /&gt;
==Budget==&lt;br /&gt;
&lt;br /&gt;
Total gear value: 147.897gp.&lt;br /&gt;
Total budget: 168.595gp&lt;br /&gt;
&lt;br /&gt;
Free budget: 20.698gp&lt;br /&gt;
&lt;br /&gt;
==Item Properties==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Canary in a Coal Mine&#039;&#039;&#039;: +5 bonus to all defenses during the surprise round of an encounter. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Oceanstrider boots&#039;&#039;&#039;: +1 to speed (already factored). I can move across and stand on liquid surfaces as if they were solid. If the surface is hazardous (such as acid or magma) I still take damage from it.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Cli Lyre&#039;&#039;&#039;: Can be used as a +3 implement and focus for bardic rituals. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Headband of Intellect&#039;&#039;&#039;:  +2 to knowledge or monster knowledge checks, +1 to attack on powers that have the psychic keyword (already factored)&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Gloves of the Healer&#039;&#039;&#039;: When I use a power that has the Healing keyword, one target regains an extra 1d6 HP (already factored).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Wand of Aptitude&#039;&#039;&#039;: When I use Inspire Competence through this wand, I give an extra +2 item bonus to my allies&#039; skills.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Veteran&#039;s Chain&#039;&#039;&#039;: When I use an action point I gain a +1 item bonus to attack rolls and defenses until the end of my next turn. &lt;br /&gt;
&lt;br /&gt;
==Bio==&lt;br /&gt;
Here is Rosalia Savory, whose family was &#039;&#039;&#039;in no way&#039;&#039;&#039; part of a Robin-Hood like bandit gang in the drier and more remote areas of Risur, and absolutely &#039;&#039;&#039;did not&#039;&#039;&#039; move to Flint and change identities to escape a royal crackdown on them. She grew up among the dockers of Flint, got into music, and found out she had a knack for child detective shenanigans. When she grew up she figured she might as well get paid for the detective stuff and maybe try to help her community with the weight of a badge behind her. Her style and political stance are somewhat at odds with the traditional image of an RHC constable but you can&#039;t argue with the results of the magic mind-reading entrance exam!&lt;br /&gt;
&lt;br /&gt;
Rosalia&#039;s stage name is &amp;quot;Little Lamp&amp;quot; and she still performs in her spare time.&lt;br /&gt;
&lt;br /&gt;
[[Zeitgeist:_The_Gears_of_Revolution| Zeitgeist: The Gears of Revolution homepage]]&lt;/div&gt;</summary>
		<author><name>Bira</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Zeitgeist:_The_Gears_of_Revolution/Rosalia&amp;diff=482983</id>
		<title>Zeitgeist: The Gears of Revolution/Rosalia</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Zeitgeist:_The_Gears_of_Revolution/Rosalia&amp;diff=482983"/>
		<updated>2025-08-07T18:33:45Z</updated>

		<summary type="html">&lt;p&gt;Bira: /* Class Traits */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Zeitgeist:_The_Gears_of_Revolution|Home Page]]&lt;br /&gt;
==Basics==&lt;br /&gt;
* Name: Rosalia &amp;quot;Little Lamp&amp;quot; Savory&lt;br /&gt;
* Race: Human&lt;br /&gt;
* Class: Bard&lt;br /&gt;
* Paragon Path: Daring Blade&lt;br /&gt;
* Level: 16&lt;br /&gt;
* Background: Urban &#039;&#039;(+2 to Streetwise)&#039;&#039;&lt;br /&gt;
* Theme: Docker&lt;br /&gt;
&lt;br /&gt;
==Stats==&lt;br /&gt;
* Str 9 &#039;&#039;&#039;(-1)&#039;&#039;&#039; &lt;br /&gt;
* Con 16 &#039;&#039;&#039;(+3)&#039;&#039;&#039;&lt;br /&gt;
* Dex 11 &#039;&#039;&#039;(+0)&#039;&#039;&#039;&lt;br /&gt;
* Int 15 &#039;&#039;&#039;(+2)&#039;&#039;&#039;&lt;br /&gt;
* Wis 15 &#039;&#039;&#039;(+2)&#039;&#039;&#039;&lt;br /&gt;
* Cha 21 &#039;&#039;&#039;(+5)&#039;&#039;&#039;&lt;br /&gt;
**Human bonus: +2 to Charisma&lt;br /&gt;
==Defenses/Combat Stats==&lt;br /&gt;
* HP: 102&lt;br /&gt;
* Healing Surges: 10&lt;br /&gt;
** Surge Value: 25 HP&lt;br /&gt;
* Speed: 7 (6 in armor)&lt;br /&gt;
* Action Points: 1&lt;br /&gt;
===Defenses===&lt;br /&gt;
* AC: &#039;&#039;&#039;30&#039;&#039;&#039;  (10 + 11 Armor + 8 Level + 1 Shield)&lt;br /&gt;
* Fort: &#039;&#039;&#039;27&#039;&#039;&#039; (10 + 3 CON + 8 Level + 3 Amulet + 1 Belt + 2 Feat)&lt;br /&gt;
* Ref: &#039;&#039;&#039;27&#039;&#039;&#039; (10 + 2 INT + 1 Class + 8 Level + 3 Amulet + 2 Feat + 1 Shield)&lt;br /&gt;
* Will: &#039;&#039;&#039;29&#039;&#039;&#039; (10 + 5 CHA + 1 Class + 8 Level + 3 Amulet + 2 Feat)&lt;br /&gt;
&lt;br /&gt;
==Racial Traits==&lt;br /&gt;
* Bonus Skill&lt;br /&gt;
* Bonus Feat&lt;br /&gt;
* Bonus At-Will Power&lt;br /&gt;
==Class Traits==&lt;br /&gt;
* Bardic Training&lt;br /&gt;
** Gain Ritual Caster as a bonus feat, and a ritual book with 1 level 1 bard ritual, and 1 level 1 ritual of any kind.&lt;br /&gt;
* Virtue of Valor&lt;br /&gt;
** 1/round, when ally within 5 squares of me bloodies or defeats an enemy, I can grant 6 temporary HP to that ally as a free action.&lt;br /&gt;
* Skill Versatility&lt;br /&gt;
** +1 to untrained skill checks.&lt;br /&gt;
* Song of Rest&lt;br /&gt;
** If I can sing or play an instrument during a short rest, allies regain an extra 5 HP per healing surge they spend in that rest.&lt;br /&gt;
* Swordbond&lt;br /&gt;
** I may bond with a specific sword with a 1-hour ritual. I can call my bonded sword to my hand from 10 squares away and rebuild it from a fragment if it&#039;s destroyed.&lt;br /&gt;
* Daring Action&lt;br /&gt;
** Instead of gaining an extra action, I can spend an action point to mark every enemy I can see and gain 10 temp HP.&lt;br /&gt;
* Daring Improvisation&lt;br /&gt;
** When I make a martial melee weapon attack, I can use Charisma for the attack and damage roll in place of the ability score required by the attack.&lt;br /&gt;
* Blade Feint&lt;br /&gt;
** I can use Bluff to gain combat advantage against an enemy by spending a minor action instead of a standard action. If I succeed and hit the enemy with a melee weapon attack before the start of my next turn, the target grants me combat advantage until I miss the target with an attack.&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
&#039;&#039;&#039;(Trained Skills)&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
* Acrobatics: +14&lt;br /&gt;
* &#039;&#039;&#039;Arcana: +17&#039;&#039;&#039;&lt;br /&gt;
* Athletics: +10&lt;br /&gt;
* &#039;&#039;&#039;Bluff: +17&#039;&#039;&#039;&lt;br /&gt;
* Diplomacy: +16&lt;br /&gt;
* Dungeoneering: +13&lt;br /&gt;
* &#039;&#039;&#039;Endurance: +15&#039;&#039;&#039;&lt;br /&gt;
* Heal: +13&lt;br /&gt;
* &#039;&#039;&#039;History: +17&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Insight: +14&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Intimidate: +17&#039;&#039;&#039;&lt;br /&gt;
* Nature: +13&lt;br /&gt;
* &#039;&#039;&#039;Perception: +14&#039;&#039;&#039;&lt;br /&gt;
* Religion: +13&lt;br /&gt;
* Stealth: +11&lt;br /&gt;
* &#039;&#039;&#039;Streetwise: +19&#039;&#039;&#039;&lt;br /&gt;
* Thievery: +14&lt;br /&gt;
&lt;br /&gt;
==Feats==&lt;br /&gt;
* Action Surge: +3 to attacks I make during any action gained by spending an action point.&lt;br /&gt;
* Battle Song Expertise: &#039;&#039;+1/tier to attacks with weapons and bard implements, +1 to forced movement from bard powers;&#039;&#039;&lt;br /&gt;
* Improved Majestic Word &#039;&#039; Target of majestic word also gains (CHA mod) temporary HP.&#039;&#039;&lt;br /&gt;
* Heart of the Blade (Swordmage Multiclass) &#039;&#039;Gain training in Endurance and the Swordbond class feature. All swords also count as implements now!&#039;&#039;&lt;br /&gt;
* Student of Artifice: &#039;&#039;Gain training in Arcana (redundant), and gain 1 daily use of the artificer&#039;s Healing Infusion.&#039;&#039;&lt;br /&gt;
* Ritual Caster &#039;&#039;May use rituals&#039;&#039;&lt;br /&gt;
* Bard of All Trades: Gain a +3 feat bonus to all untrained skill checks.&lt;br /&gt;
* Improved Defenses: +1 to all non-armor defenses (+2 at Paragon; +3 at Epic).&lt;br /&gt;
* Resourceful Leader (Warlord Multiclass): Gain training in History. When an ally I can see spends an action point for an attack, they gain +3 damage on a hit or +3 temp HP on a miss. (+5 at level 11; +7 at level 21).&lt;br /&gt;
* Psychic Lock: Any target I hit with a psychic power has a -2 penalty to its next attack roll (already factored).&lt;br /&gt;
* Improved Valor: Virtue of Valor gives +3 extra THP.&lt;br /&gt;
* Disheartening Presence: While I am conscious and not bloodied, any bloodied enemies adjacent to me take -1 to all of their attacks.&lt;br /&gt;
&lt;br /&gt;
==Powers==&lt;br /&gt;
&lt;br /&gt;
Accuracy with weapon powers: +20 (+5 CHA, +7 level, +3 proficiency, +2 feat, +3 item)&lt;br /&gt;
Accuracy with implement powers: +17 (+5 CHA, +7 level, +2 feat, +3 item)&lt;br /&gt;
&lt;br /&gt;
Damage bonus: +8 (+5 CHA, +3 item)&lt;br /&gt;
&lt;br /&gt;
Psychic powers get an extra +1 accuracy from Headband of Intellect. All weapon powers are considered Psychic due to the Silver Blade.&lt;br /&gt;
&lt;br /&gt;
===At-Will Powers===&lt;br /&gt;
* Melee Basic Attack (standard, weapon, psychic):&lt;br /&gt;
** +20 vs AC. Hit: 1d8+8 psychic damage, -2 to next attack.&lt;br /&gt;
&lt;br /&gt;
* Guiding Strike (standard, weapon, psychic):&lt;br /&gt;
** Melee 1; +21 vs. AC. &lt;br /&gt;
** Hit: 1d8+8 psychic damage, -2 to next attack and -2 to a chosen defense until the end of my next turn.&lt;br /&gt;
&lt;br /&gt;
* Vicious Mockery (standard, charm, implement, psychic):&lt;br /&gt;
** Ranged 10; +18 vs. Will. &lt;br /&gt;
** Hit: 1d6+8 psychic, -4 to next attack, and -2 to other attacks until the end of my next turn.&lt;br /&gt;
** &#039;&#039;I came here to kick your ass / Cuz you&#039;re dumb and cannot see / That even ten of you / Are worth less than half of me&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Staggering Note (standard, implement, thunder):&lt;br /&gt;
** Ranged 10; +17 vs. Will. &lt;br /&gt;
** Hit: 8 thunder, push 3, and an ally can make a melee basic attack against the target before, after, or during the push.&lt;br /&gt;
&lt;br /&gt;
* Prototype Silver Blade (item, psychic, free action)&lt;br /&gt;
** Effect: All damage dealt by this weapon is psychic. Another free action returns the damage to normal.&lt;br /&gt;
&lt;br /&gt;
* Audience Participation&lt;br /&gt;
** Trigger: An enemy starts its turn adjacent to one or more non-combatants who are friendly to me and know I&#039;m fighting.&lt;br /&gt;
** Effect (No Action): The triggering enemy takes 5 damage for each friendly they&#039;re adjacent to.&lt;br /&gt;
&lt;br /&gt;
===Encounter Powers===&lt;br /&gt;
* &#039;&#039;&#039;(_)(_)&#039;&#039;&#039; Majestic Word (minor, healing)&lt;br /&gt;
** Close burst 10 (me or an ally).&lt;br /&gt;
** Target spends a healing surge, heals an extra 3d6+5 HP, and gains 5 temporary HP.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Words of Friendship (minor, charm)&lt;br /&gt;
** I gain a +5 power bonus to the next Diplomacy check I make.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Docker&#039;s Jank (standard, teleportation)&lt;br /&gt;
** Close Burst 5.&lt;br /&gt;
** Me and an ally in the burst teleport and switch locations. The ally can then use a standard-action at-will power as a free action with a +2 power bonus to attack rolls.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Shout of Triumph (standard, implement, thunder)&lt;br /&gt;
** Close Blast 3 (enemies in blast); +17 vs. Fortitude.&lt;br /&gt;
** Hit: 1d6+8 thunder and push 4.&lt;br /&gt;
** Effect: Slide 4 on each ally in blast.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Impelling Force (standard, implement, force)&lt;br /&gt;
** Ranged 10; +17 vs. Fortitude&lt;br /&gt;
** Hit: 1d10+8 force damage, and I slide the target 5 squares to a square adjacent to an ally.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Scorpion&#039;s Claw Strike (standard, weapon, psychic)&lt;br /&gt;
** Melee 1 (one creature): +21 vs. AC&lt;br /&gt;
** Hit: 2d8+8 psychic damage, -2 to next attack, and I slide an ally who is adjacent to the target to another space adjacent to it. The ally gains a +2 power bonus to AC until the end of my next turn.&lt;br /&gt;
** Miss: 5 damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Inspire Competence (utility)&lt;br /&gt;
** Close burst 5 (me and each ally in burst).&lt;br /&gt;
** Effect: I choose a skill. Until the end of the encounter, all targets have a +2 power bonus to that skill.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Revitalizing Incantation (minor, healing)&lt;br /&gt;
** Ranged 5 (me or an ally)&lt;br /&gt;
** Effect: Target can spend a healing surge and heal 1d6 extra HP. Additionally, target gains temp HP equal to their healing surge value.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Healing Infusion: Resistive Formula (minor)&lt;br /&gt;
** Close Burst 5 (me or an ally)&lt;br /&gt;
** Effect: Target heals 1d6 HP and gains +1 to AC for the rest of the encounter. Target can choose to end this effect as a free action to gain HP equal to its healing surge value + 3 (CON Mod).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Mantle of Unity&lt;br /&gt;
** Close Burst 5 (me and each ally in burst)&lt;br /&gt;
** Effect: Determine the highest AC, Fortitude, Reflex, and Will among all the targets. Until the end of your next turn, use these values for the corresponding defenses of&lt;br /&gt;
all the targets.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Weapon Display (standard, weapon, psychic)&lt;br /&gt;
** Melee 1 (one creature); +21 vs. AC&lt;br /&gt;
** Effect: The target grants combat advantage to me for this attack.&lt;br /&gt;
** Hit: 2d8+8 damage, -2 to next attack, and the target grants combat advantage to me and all my allies until the end of my next turn.&lt;br /&gt;
** Miss: The target is marked until the end of my next turn, and I regain the use of this power.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Defensive Posture&lt;br /&gt;
** Move Action&lt;br /&gt;
** Effect: I gain a +2 power bonus to AC and Reflex until the end of my next turn, then shift a number of squares equal to one-half my speed (2). Each ally that can see me gains a +2 power bonus to attack rolls until the end of your next turn.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Insult of Passivity (fear, implement, psychic)&lt;br /&gt;
** Ranged 10 (one creature); +18 vc. Will&lt;br /&gt;
** Hit: 2d8+8 psychic damage and the target is dazed until the end of the encounter or until hit or missed by an attack.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Xambria&#039;s Manifestation I (Free action)&lt;br /&gt;
Effect: Xambria appears with 10 squares and can use a minor action to manpinulate an object or do something similar. &lt;br /&gt;
&lt;br /&gt;
===Daily Powers===&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Stirring Shout (standard, implement, psychic)&lt;br /&gt;
** Ranged 10; +18 vs. Will.&lt;br /&gt;
** Hit: 2d6+8 psychic, -2 to next attack.&lt;br /&gt;
** Effect: Until the end of the encounter, whenever an ally hits the target, the ally heals 5 HP (CHA mod).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Sing Your Praises (minor, docker)&lt;br /&gt;
** Close Burst 5 (10 at Paragon; 15 at Epic);&lt;br /&gt;
** Effect: Each ally in the burst can immediately make a saving throw.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Wail of Anguish (minor, implement)&lt;br /&gt;
** Effect: Until the end  of your next turn, you can make the following attack.&lt;br /&gt;
*** Opportunity Action, Close Burst 3; Trigger: an enemy starts turn inside burst; +18 vs. Will (triggering enemy); Hit: 1d10+8  damage and  target cannot shift UENT.&lt;br /&gt;
** Sustain Minor: The effect persists.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Strike up the Dance (standard, implement, psychic)&lt;br /&gt;
** Target: One, two, or three creatures.&lt;br /&gt;
** Ranged 10; +18 vs. Will&lt;br /&gt;
** Hit: 2d10+8 psychic damage, and the target is immobilized (save ends). Until it saves, I can slide the target 5 squares at the start of its turn and it cannot take move actions on its turn. If I target only one creature with this power, it takes 1d10 extra damage.&lt;br /&gt;
*** Miss: Half damage, and I slide the target 5 squares at the start of its next turn and it is immobilized until the end of its next turn.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Prototype Silver Blade (free)&lt;br /&gt;
** Trigger: I hit an enemy with this blade.&lt;br /&gt;
** Effect: I banish the target to a demiplane (save ends). It vanishes from sight, cannot take actions, and cannot be targeted. On a save the target reappears in its last space, or in the unoccupied space closest to that.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Cli Lyre (standard)&lt;br /&gt;
** Effect: When I use this power during a rest, me and all my allies gain a +10 power bonus to their next Bluff, Intimidate, or Diplomacy check before our next short or extended rest.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Ricochet Shield (Immediate Reaction)&lt;br /&gt;
** Trigger: A ranged attack targeting AC misses me.&lt;br /&gt;
** Effect: The source of the attack repeats the attack roll against a different target of my choice within 10 squares of me. If the attack roll succeeds, it hits that target (apply damage and effect where appropriate).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;(_)&#039;&#039;&#039; Canary in a Coal Mine (Minor Action)&lt;br /&gt;
* Effect: I gain a flight speed equal to my speed until the end of my next turn.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Xambria&#039;s Manifestation II (standard, force)&lt;br /&gt;
* Attack: Close Burst 3 (enemies in burst) +18 vs. Fortitude&lt;br /&gt;
* Hit: 3d10 + 8 force damage, and push 4 squares. &lt;br /&gt;
* Miss: Half damage, and push 2 squares.&lt;br /&gt;
&lt;br /&gt;
==Rituals==&lt;br /&gt;
&lt;br /&gt;
* Glib Limerick (level 1)&lt;br /&gt;
* Traveller&#039;s chant (level 1)&lt;br /&gt;
* Lullaby (Level 3, 125/25)&lt;br /&gt;
* Detect Planar Energy (Level 1, 50/10)&lt;br /&gt;
* Comprehend Language (PHB, L1, 50/10)&lt;br /&gt;
* Detect Secret Doors (PHB, L3, 125/25)&lt;br /&gt;
* Knock (PHB, L4, 175/35)&lt;br /&gt;
* Water Walk (PHB, L2, 100/20)&lt;br /&gt;
* Endure Elements (PHB, L2, 100/20)&lt;br /&gt;
* Lesser Telepathy (L5, 250/30+1 surge)&lt;br /&gt;
* Call Wilderness Guide (PHB2, L6, 360/144)&lt;br /&gt;
* Fool&#039;s Speech (PHB2, L6, 360/50)&lt;br /&gt;
* Sending (PHB, L6, 360/50)&lt;br /&gt;
* Linked Portal (PHB, L8, 680/135)&lt;br /&gt;
* Song of Sustenance (PHB2, L8, 680/135)&lt;br /&gt;
* Raise Dead (PHB, L8, 680/500)&lt;br /&gt;
* Remove Affliction (PHB, L8, 680/250)&lt;br /&gt;
* Chorus of Truth (PHB2, L10, 1000/200)&lt;br /&gt;
&lt;br /&gt;
==Artifact==&lt;br /&gt;
&lt;br /&gt;
===Xambria&#039;s Consciousness===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Property:&#039;&#039;&#039;+3 to Acrobatics, Arcana, History, and Thievery checks (already calculated)&lt;br /&gt;
* &#039;&#039;&#039;Property:&#039;&#039;&#039; +2 to all checks while performing rituals (since I already have Ritual Caster).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Current Concordance:&#039;&#039;&#039; 16 (Pleased)&lt;br /&gt;
** Starting: 5&lt;br /&gt;
** Trained in History +2&lt;br /&gt;
** Gained 7 Levels +7&lt;br /&gt;
** Foiled 2 Obscurati Plots +2&lt;br /&gt;
&lt;br /&gt;
==Gear==&lt;br /&gt;
&lt;br /&gt;
===Weapons===&lt;br /&gt;
* Prototype Silver Blade +3 (longsword) &#039;&#039;(Prof +3, dam 1d8+Str,  4 lbs, Versatile, level 14)&#039;&#039; (21000 gp)&lt;br /&gt;
** Critical Bonus: +3d8&lt;br /&gt;
&lt;br /&gt;
===Armor===&lt;br /&gt;
* Veteran&#039;s Chain +3 (Braidmail) (+11 AC, 40 lbs) (lvl 12, 13000 gp)&lt;br /&gt;
* Ricochet Shield (+1 AC, 6 lbs., Arms slot) (13000gp)&lt;br /&gt;
&lt;br /&gt;
===Other Gear===&lt;br /&gt;
* Canary in a Coal Mine +3 (17000 gp, lvl 13, Neck slot)&lt;br /&gt;
* Belt of Vim (3400gp, lvl 8, Waist slot)&lt;br /&gt;
* Oceanstrider Boots (21000 gp, lvl 14, Feet slot)&lt;br /&gt;
* Gloves of the Healer (13000gp, lvl 12, Hands slot&lt;br /&gt;
* Headband of Intellect (lvl 10, 5000gp, Head slot)&lt;br /&gt;
* Wand of Aptitude (lvl 10, 5000gp, spare implement)&lt;br /&gt;
* Cli Lyre (Lvl 13, 21000gp, spare implement).&lt;br /&gt;
* Investigation Kit (40 gp)&lt;br /&gt;
* Bell and Whistle (1 gp)&lt;br /&gt;
* 2 x Elixir of Aptitude (100gp)&lt;br /&gt;
* 2 x Potion of Resistance (80gp)&lt;br /&gt;
* 2 x Potion of Vitality (2000gp)&lt;br /&gt;
* Worker&#039;s Clothes&lt;br /&gt;
** Definitely not a lady&#039;s outfit.  Trousers, undershirt, and boots, with a blue dress worn on top and a simple wide-brimmed hat.&lt;br /&gt;
* Pocket Watch (25 gp)&lt;br /&gt;
* 2401 GP in residuum.&lt;br /&gt;
&lt;br /&gt;
==Budget==&lt;br /&gt;
&lt;br /&gt;
Total gear value: 147.897gp.&lt;br /&gt;
Total budget: 168.595gp&lt;br /&gt;
&lt;br /&gt;
Free budget: 20.698gp&lt;br /&gt;
&lt;br /&gt;
==Item Properties==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Canary in a Coal Mine&#039;&#039;&#039;: +5 bonus to all defenses during the surprise round of an encounter. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Oceanstrider boots&#039;&#039;&#039;: +1 to speed (already factored). I can move across and stand on liquid surfaces as if they were solid. If the surface is hazardous (such as acid or magma) I still take damage from it.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Cli Lyre&#039;&#039;&#039;: Can be used as a +3 implement and focus for bardic rituals. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Headband of Intellect&#039;&#039;&#039;:  +2 to knowledge or monster knowledge checks, +1 to attack on powers that have the psychic keyword (already factored)&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Gloves of the Healer&#039;&#039;&#039;: When I use a power that has the Healing keyword, one target regains an extra 1d6 HP (already factored).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Wand of Aptitude&#039;&#039;&#039;: When I use Inspire Competence through this wand, I give an extra +2 item bonus to my allies&#039; skills.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Veteran&#039;s Chain&#039;&#039;&#039;: When I use an action point I gain a +1 item bonus to attack rolls and defenses until the end of my next turn. &lt;br /&gt;
&lt;br /&gt;
==Bio==&lt;br /&gt;
Here is Rosalia Savory, whose family was &#039;&#039;&#039;in no way&#039;&#039;&#039; part of a Robin-Hood like bandit gang in the drier and more remote areas of Risur, and absolutely &#039;&#039;&#039;did not&#039;&#039;&#039; move to Flint and change identities to escape a royal crackdown on them. She grew up among the dockers of Flint, got into music, and found out she had a knack for child detective shenanigans. When she grew up she figured she might as well get paid for the detective stuff and maybe try to help her community with the weight of a badge behind her. Her style and political stance are somewhat at odds with the traditional image of an RHC constable but you can&#039;t argue with the results of the magic mind-reading entrance exam!&lt;br /&gt;
&lt;br /&gt;
Rosalia&#039;s stage name is &amp;quot;Little Lamp&amp;quot; and she still performs in her spare time.&lt;br /&gt;
&lt;br /&gt;
[[Zeitgeist:_The_Gears_of_Revolution| Zeitgeist: The Gears of Revolution homepage]]&lt;/div&gt;</summary>
		<author><name>Bira</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Zeitgeist:_The_Gears_of_Revolution/Rosalia&amp;diff=482982</id>
		<title>Zeitgeist: The Gears of Revolution/Rosalia</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Zeitgeist:_The_Gears_of_Revolution/Rosalia&amp;diff=482982"/>
		<updated>2025-08-07T18:33:00Z</updated>

		<summary type="html">&lt;p&gt;Bira: /* Defenses/Combat Stats */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Zeitgeist:_The_Gears_of_Revolution|Home Page]]&lt;br /&gt;
==Basics==&lt;br /&gt;
* Name: Rosalia &amp;quot;Little Lamp&amp;quot; Savory&lt;br /&gt;
* Race: Human&lt;br /&gt;
* Class: Bard&lt;br /&gt;
* Paragon Path: Daring Blade&lt;br /&gt;
* Level: 16&lt;br /&gt;
* Background: Urban &#039;&#039;(+2 to Streetwise)&#039;&#039;&lt;br /&gt;
* Theme: Docker&lt;br /&gt;
&lt;br /&gt;
==Stats==&lt;br /&gt;
* Str 9 &#039;&#039;&#039;(-1)&#039;&#039;&#039; &lt;br /&gt;
* Con 16 &#039;&#039;&#039;(+3)&#039;&#039;&#039;&lt;br /&gt;
* Dex 11 &#039;&#039;&#039;(+0)&#039;&#039;&#039;&lt;br /&gt;
* Int 15 &#039;&#039;&#039;(+2)&#039;&#039;&#039;&lt;br /&gt;
* Wis 15 &#039;&#039;&#039;(+2)&#039;&#039;&#039;&lt;br /&gt;
* Cha 21 &#039;&#039;&#039;(+5)&#039;&#039;&#039;&lt;br /&gt;
**Human bonus: +2 to Charisma&lt;br /&gt;
==Defenses/Combat Stats==&lt;br /&gt;
* HP: 102&lt;br /&gt;
* Healing Surges: 10&lt;br /&gt;
** Surge Value: 25 HP&lt;br /&gt;
* Speed: 7 (6 in armor)&lt;br /&gt;
* Action Points: 1&lt;br /&gt;
===Defenses===&lt;br /&gt;
* AC: &#039;&#039;&#039;30&#039;&#039;&#039;  (10 + 11 Armor + 8 Level + 1 Shield)&lt;br /&gt;
* Fort: &#039;&#039;&#039;27&#039;&#039;&#039; (10 + 3 CON + 8 Level + 3 Amulet + 1 Belt + 2 Feat)&lt;br /&gt;
* Ref: &#039;&#039;&#039;27&#039;&#039;&#039; (10 + 2 INT + 1 Class + 8 Level + 3 Amulet + 2 Feat + 1 Shield)&lt;br /&gt;
* Will: &#039;&#039;&#039;29&#039;&#039;&#039; (10 + 5 CHA + 1 Class + 8 Level + 3 Amulet + 2 Feat)&lt;br /&gt;
&lt;br /&gt;
==Racial Traits==&lt;br /&gt;
* Bonus Skill&lt;br /&gt;
* Bonus Feat&lt;br /&gt;
* Bonus At-Will Power&lt;br /&gt;
==Class Traits==&lt;br /&gt;
* Bardic Training&lt;br /&gt;
** Gain Ritual Caster as a bonus feat, and a ritual book with 1 level 1 bard ritual, and 1 level 1 ritual of any kind.&lt;br /&gt;
* Virtue of Valor&lt;br /&gt;
** 1/round, when ally within 5 squares of me bloodies or defeats an enemy, I can grant 6 temporary HP to that ally as a free action.&lt;br /&gt;
* Skill Versatility&lt;br /&gt;
** +1 to untrained skill checks.&lt;br /&gt;
* Song of Rest&lt;br /&gt;
** If I can sing or play an instrument during a short rest, allies regain an extra 5 HP per healing surge they spend in that rest.&lt;br /&gt;
* Swordbond&lt;br /&gt;
** I may bond with a specific sword with a 1-hour ritual. I can call my bonded sword to my hand from 10 squares away and rebuild it from a fragment if it&#039;s destroyed.&lt;br /&gt;
* Daring Action&lt;br /&gt;
** Instead of gaining an extra action, I can spend an action point to mark every enemy I can see and gain 10 temp HP.&lt;br /&gt;
* Daring Improvisation&lt;br /&gt;
** When I make a martial melee weapon attack, I can use Charisma for the attack and damage roll in place of the ability score required by the attack.&lt;br /&gt;
==Skills==&lt;br /&gt;
&#039;&#039;&#039;(Trained Skills)&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
* Acrobatics: +14&lt;br /&gt;
* &#039;&#039;&#039;Arcana: +17&#039;&#039;&#039;&lt;br /&gt;
* Athletics: +10&lt;br /&gt;
* &#039;&#039;&#039;Bluff: +17&#039;&#039;&#039;&lt;br /&gt;
* Diplomacy: +16&lt;br /&gt;
* Dungeoneering: +13&lt;br /&gt;
* &#039;&#039;&#039;Endurance: +15&#039;&#039;&#039;&lt;br /&gt;
* Heal: +13&lt;br /&gt;
* &#039;&#039;&#039;History: +17&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Insight: +14&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Intimidate: +17&#039;&#039;&#039;&lt;br /&gt;
* Nature: +13&lt;br /&gt;
* &#039;&#039;&#039;Perception: +14&#039;&#039;&#039;&lt;br /&gt;
* Religion: +13&lt;br /&gt;
* Stealth: +11&lt;br /&gt;
* &#039;&#039;&#039;Streetwise: +19&#039;&#039;&#039;&lt;br /&gt;
* Thievery: +14&lt;br /&gt;
&lt;br /&gt;
==Feats==&lt;br /&gt;
* Action Surge: +3 to attacks I make during any action gained by spending an action point.&lt;br /&gt;
* Battle Song Expertise: &#039;&#039;+1/tier to attacks with weapons and bard implements, +1 to forced movement from bard powers;&#039;&#039;&lt;br /&gt;
* Improved Majestic Word &#039;&#039; Target of majestic word also gains (CHA mod) temporary HP.&#039;&#039;&lt;br /&gt;
* Heart of the Blade (Swordmage Multiclass) &#039;&#039;Gain training in Endurance and the Swordbond class feature. All swords also count as implements now!&#039;&#039;&lt;br /&gt;
* Student of Artifice: &#039;&#039;Gain training in Arcana (redundant), and gain 1 daily use of the artificer&#039;s Healing Infusion.&#039;&#039;&lt;br /&gt;
* Ritual Caster &#039;&#039;May use rituals&#039;&#039;&lt;br /&gt;
* Bard of All Trades: Gain a +3 feat bonus to all untrained skill checks.&lt;br /&gt;
* Improved Defenses: +1 to all non-armor defenses (+2 at Paragon; +3 at Epic).&lt;br /&gt;
* Resourceful Leader (Warlord Multiclass): Gain training in History. When an ally I can see spends an action point for an attack, they gain +3 damage on a hit or +3 temp HP on a miss. (+5 at level 11; +7 at level 21).&lt;br /&gt;
* Psychic Lock: Any target I hit with a psychic power has a -2 penalty to its next attack roll (already factored).&lt;br /&gt;
* Improved Valor: Virtue of Valor gives +3 extra THP.&lt;br /&gt;
* Disheartening Presence: While I am conscious and not bloodied, any bloodied enemies adjacent to me take -1 to all of their attacks.&lt;br /&gt;
&lt;br /&gt;
==Powers==&lt;br /&gt;
&lt;br /&gt;
Accuracy with weapon powers: +20 (+5 CHA, +7 level, +3 proficiency, +2 feat, +3 item)&lt;br /&gt;
Accuracy with implement powers: +17 (+5 CHA, +7 level, +2 feat, +3 item)&lt;br /&gt;
&lt;br /&gt;
Damage bonus: +8 (+5 CHA, +3 item)&lt;br /&gt;
&lt;br /&gt;
Psychic powers get an extra +1 accuracy from Headband of Intellect. All weapon powers are considered Psychic due to the Silver Blade.&lt;br /&gt;
&lt;br /&gt;
===At-Will Powers===&lt;br /&gt;
* Melee Basic Attack (standard, weapon, psychic):&lt;br /&gt;
** +20 vs AC. Hit: 1d8+8 psychic damage, -2 to next attack.&lt;br /&gt;
&lt;br /&gt;
* Guiding Strike (standard, weapon, psychic):&lt;br /&gt;
** Melee 1; +21 vs. AC. &lt;br /&gt;
** Hit: 1d8+8 psychic damage, -2 to next attack and -2 to a chosen defense until the end of my next turn.&lt;br /&gt;
&lt;br /&gt;
* Vicious Mockery (standard, charm, implement, psychic):&lt;br /&gt;
** Ranged 10; +18 vs. Will. &lt;br /&gt;
** Hit: 1d6+8 psychic, -4 to next attack, and -2 to other attacks until the end of my next turn.&lt;br /&gt;
** &#039;&#039;I came here to kick your ass / Cuz you&#039;re dumb and cannot see / That even ten of you / Are worth less than half of me&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Staggering Note (standard, implement, thunder):&lt;br /&gt;
** Ranged 10; +17 vs. Will. &lt;br /&gt;
** Hit: 8 thunder, push 3, and an ally can make a melee basic attack against the target before, after, or during the push.&lt;br /&gt;
&lt;br /&gt;
* Prototype Silver Blade (item, psychic, free action)&lt;br /&gt;
** Effect: All damage dealt by this weapon is psychic. Another free action returns the damage to normal.&lt;br /&gt;
&lt;br /&gt;
* Audience Participation&lt;br /&gt;
** Trigger: An enemy starts its turn adjacent to one or more non-combatants who are friendly to me and know I&#039;m fighting.&lt;br /&gt;
** Effect (No Action): The triggering enemy takes 5 damage for each friendly they&#039;re adjacent to.&lt;br /&gt;
&lt;br /&gt;
===Encounter Powers===&lt;br /&gt;
* &#039;&#039;&#039;(_)(_)&#039;&#039;&#039; Majestic Word (minor, healing)&lt;br /&gt;
** Close burst 10 (me or an ally).&lt;br /&gt;
** Target spends a healing surge, heals an extra 3d6+5 HP, and gains 5 temporary HP.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Words of Friendship (minor, charm)&lt;br /&gt;
** I gain a +5 power bonus to the next Diplomacy check I make.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Docker&#039;s Jank (standard, teleportation)&lt;br /&gt;
** Close Burst 5.&lt;br /&gt;
** Me and an ally in the burst teleport and switch locations. The ally can then use a standard-action at-will power as a free action with a +2 power bonus to attack rolls.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Shout of Triumph (standard, implement, thunder)&lt;br /&gt;
** Close Blast 3 (enemies in blast); +17 vs. Fortitude.&lt;br /&gt;
** Hit: 1d6+8 thunder and push 4.&lt;br /&gt;
** Effect: Slide 4 on each ally in blast.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Impelling Force (standard, implement, force)&lt;br /&gt;
** Ranged 10; +17 vs. Fortitude&lt;br /&gt;
** Hit: 1d10+8 force damage, and I slide the target 5 squares to a square adjacent to an ally.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Scorpion&#039;s Claw Strike (standard, weapon, psychic)&lt;br /&gt;
** Melee 1 (one creature): +21 vs. AC&lt;br /&gt;
** Hit: 2d8+8 psychic damage, -2 to next attack, and I slide an ally who is adjacent to the target to another space adjacent to it. The ally gains a +2 power bonus to AC until the end of my next turn.&lt;br /&gt;
** Miss: 5 damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Inspire Competence (utility)&lt;br /&gt;
** Close burst 5 (me and each ally in burst).&lt;br /&gt;
** Effect: I choose a skill. Until the end of the encounter, all targets have a +2 power bonus to that skill.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Revitalizing Incantation (minor, healing)&lt;br /&gt;
** Ranged 5 (me or an ally)&lt;br /&gt;
** Effect: Target can spend a healing surge and heal 1d6 extra HP. Additionally, target gains temp HP equal to their healing surge value.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Healing Infusion: Resistive Formula (minor)&lt;br /&gt;
** Close Burst 5 (me or an ally)&lt;br /&gt;
** Effect: Target heals 1d6 HP and gains +1 to AC for the rest of the encounter. Target can choose to end this effect as a free action to gain HP equal to its healing surge value + 3 (CON Mod).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Mantle of Unity&lt;br /&gt;
** Close Burst 5 (me and each ally in burst)&lt;br /&gt;
** Effect: Determine the highest AC, Fortitude, Reflex, and Will among all the targets. Until the end of your next turn, use these values for the corresponding defenses of&lt;br /&gt;
all the targets.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Weapon Display (standard, weapon, psychic)&lt;br /&gt;
** Melee 1 (one creature); +21 vs. AC&lt;br /&gt;
** Effect: The target grants combat advantage to me for this attack.&lt;br /&gt;
** Hit: 2d8+8 damage, -2 to next attack, and the target grants combat advantage to me and all my allies until the end of my next turn.&lt;br /&gt;
** Miss: The target is marked until the end of my next turn, and I regain the use of this power.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Defensive Posture&lt;br /&gt;
** Move Action&lt;br /&gt;
** Effect: I gain a +2 power bonus to AC and Reflex until the end of my next turn, then shift a number of squares equal to one-half my speed (2). Each ally that can see me gains a +2 power bonus to attack rolls until the end of your next turn.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Insult of Passivity (fear, implement, psychic)&lt;br /&gt;
** Ranged 10 (one creature); +18 vc. Will&lt;br /&gt;
** Hit: 2d8+8 psychic damage and the target is dazed until the end of the encounter or until hit or missed by an attack.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Xambria&#039;s Manifestation I (Free action)&lt;br /&gt;
Effect: Xambria appears with 10 squares and can use a minor action to manpinulate an object or do something similar. &lt;br /&gt;
&lt;br /&gt;
===Daily Powers===&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Stirring Shout (standard, implement, psychic)&lt;br /&gt;
** Ranged 10; +18 vs. Will.&lt;br /&gt;
** Hit: 2d6+8 psychic, -2 to next attack.&lt;br /&gt;
** Effect: Until the end of the encounter, whenever an ally hits the target, the ally heals 5 HP (CHA mod).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Sing Your Praises (minor, docker)&lt;br /&gt;
** Close Burst 5 (10 at Paragon; 15 at Epic);&lt;br /&gt;
** Effect: Each ally in the burst can immediately make a saving throw.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Wail of Anguish (minor, implement)&lt;br /&gt;
** Effect: Until the end  of your next turn, you can make the following attack.&lt;br /&gt;
*** Opportunity Action, Close Burst 3; Trigger: an enemy starts turn inside burst; +18 vs. Will (triggering enemy); Hit: 1d10+8  damage and  target cannot shift UENT.&lt;br /&gt;
** Sustain Minor: The effect persists.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Strike up the Dance (standard, implement, psychic)&lt;br /&gt;
** Target: One, two, or three creatures.&lt;br /&gt;
** Ranged 10; +18 vs. Will&lt;br /&gt;
** Hit: 2d10+8 psychic damage, and the target is immobilized (save ends). Until it saves, I can slide the target 5 squares at the start of its turn and it cannot take move actions on its turn. If I target only one creature with this power, it takes 1d10 extra damage.&lt;br /&gt;
*** Miss: Half damage, and I slide the target 5 squares at the start of its next turn and it is immobilized until the end of its next turn.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Prototype Silver Blade (free)&lt;br /&gt;
** Trigger: I hit an enemy with this blade.&lt;br /&gt;
** Effect: I banish the target to a demiplane (save ends). It vanishes from sight, cannot take actions, and cannot be targeted. On a save the target reappears in its last space, or in the unoccupied space closest to that.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Cli Lyre (standard)&lt;br /&gt;
** Effect: When I use this power during a rest, me and all my allies gain a +10 power bonus to their next Bluff, Intimidate, or Diplomacy check before our next short or extended rest.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Ricochet Shield (Immediate Reaction)&lt;br /&gt;
** Trigger: A ranged attack targeting AC misses me.&lt;br /&gt;
** Effect: The source of the attack repeats the attack roll against a different target of my choice within 10 squares of me. If the attack roll succeeds, it hits that target (apply damage and effect where appropriate).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;(_)&#039;&#039;&#039; Canary in a Coal Mine (Minor Action)&lt;br /&gt;
* Effect: I gain a flight speed equal to my speed until the end of my next turn.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Xambria&#039;s Manifestation II (standard, force)&lt;br /&gt;
* Attack: Close Burst 3 (enemies in burst) +18 vs. Fortitude&lt;br /&gt;
* Hit: 3d10 + 8 force damage, and push 4 squares. &lt;br /&gt;
* Miss: Half damage, and push 2 squares.&lt;br /&gt;
&lt;br /&gt;
==Rituals==&lt;br /&gt;
&lt;br /&gt;
* Glib Limerick (level 1)&lt;br /&gt;
* Traveller&#039;s chant (level 1)&lt;br /&gt;
* Lullaby (Level 3, 125/25)&lt;br /&gt;
* Detect Planar Energy (Level 1, 50/10)&lt;br /&gt;
* Comprehend Language (PHB, L1, 50/10)&lt;br /&gt;
* Detect Secret Doors (PHB, L3, 125/25)&lt;br /&gt;
* Knock (PHB, L4, 175/35)&lt;br /&gt;
* Water Walk (PHB, L2, 100/20)&lt;br /&gt;
* Endure Elements (PHB, L2, 100/20)&lt;br /&gt;
* Lesser Telepathy (L5, 250/30+1 surge)&lt;br /&gt;
* Call Wilderness Guide (PHB2, L6, 360/144)&lt;br /&gt;
* Fool&#039;s Speech (PHB2, L6, 360/50)&lt;br /&gt;
* Sending (PHB, L6, 360/50)&lt;br /&gt;
* Linked Portal (PHB, L8, 680/135)&lt;br /&gt;
* Song of Sustenance (PHB2, L8, 680/135)&lt;br /&gt;
* Raise Dead (PHB, L8, 680/500)&lt;br /&gt;
* Remove Affliction (PHB, L8, 680/250)&lt;br /&gt;
* Chorus of Truth (PHB2, L10, 1000/200)&lt;br /&gt;
&lt;br /&gt;
==Artifact==&lt;br /&gt;
&lt;br /&gt;
===Xambria&#039;s Consciousness===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Property:&#039;&#039;&#039;+3 to Acrobatics, Arcana, History, and Thievery checks (already calculated)&lt;br /&gt;
* &#039;&#039;&#039;Property:&#039;&#039;&#039; +2 to all checks while performing rituals (since I already have Ritual Caster).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Current Concordance:&#039;&#039;&#039; 16 (Pleased)&lt;br /&gt;
** Starting: 5&lt;br /&gt;
** Trained in History +2&lt;br /&gt;
** Gained 7 Levels +7&lt;br /&gt;
** Foiled 2 Obscurati Plots +2&lt;br /&gt;
&lt;br /&gt;
==Gear==&lt;br /&gt;
&lt;br /&gt;
===Weapons===&lt;br /&gt;
* Prototype Silver Blade +3 (longsword) &#039;&#039;(Prof +3, dam 1d8+Str,  4 lbs, Versatile, level 14)&#039;&#039; (21000 gp)&lt;br /&gt;
** Critical Bonus: +3d8&lt;br /&gt;
&lt;br /&gt;
===Armor===&lt;br /&gt;
* Veteran&#039;s Chain +3 (Braidmail) (+11 AC, 40 lbs) (lvl 12, 13000 gp)&lt;br /&gt;
* Ricochet Shield (+1 AC, 6 lbs., Arms slot) (13000gp)&lt;br /&gt;
&lt;br /&gt;
===Other Gear===&lt;br /&gt;
* Canary in a Coal Mine +3 (17000 gp, lvl 13, Neck slot)&lt;br /&gt;
* Belt of Vim (3400gp, lvl 8, Waist slot)&lt;br /&gt;
* Oceanstrider Boots (21000 gp, lvl 14, Feet slot)&lt;br /&gt;
* Gloves of the Healer (13000gp, lvl 12, Hands slot&lt;br /&gt;
* Headband of Intellect (lvl 10, 5000gp, Head slot)&lt;br /&gt;
* Wand of Aptitude (lvl 10, 5000gp, spare implement)&lt;br /&gt;
* Cli Lyre (Lvl 13, 21000gp, spare implement).&lt;br /&gt;
* Investigation Kit (40 gp)&lt;br /&gt;
* Bell and Whistle (1 gp)&lt;br /&gt;
* 2 x Elixir of Aptitude (100gp)&lt;br /&gt;
* 2 x Potion of Resistance (80gp)&lt;br /&gt;
* 2 x Potion of Vitality (2000gp)&lt;br /&gt;
* Worker&#039;s Clothes&lt;br /&gt;
** Definitely not a lady&#039;s outfit.  Trousers, undershirt, and boots, with a blue dress worn on top and a simple wide-brimmed hat.&lt;br /&gt;
* Pocket Watch (25 gp)&lt;br /&gt;
* 2401 GP in residuum.&lt;br /&gt;
&lt;br /&gt;
==Budget==&lt;br /&gt;
&lt;br /&gt;
Total gear value: 147.897gp.&lt;br /&gt;
Total budget: 168.595gp&lt;br /&gt;
&lt;br /&gt;
Free budget: 20.698gp&lt;br /&gt;
&lt;br /&gt;
==Item Properties==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Canary in a Coal Mine&#039;&#039;&#039;: +5 bonus to all defenses during the surprise round of an encounter. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Oceanstrider boots&#039;&#039;&#039;: +1 to speed (already factored). I can move across and stand on liquid surfaces as if they were solid. If the surface is hazardous (such as acid or magma) I still take damage from it.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Cli Lyre&#039;&#039;&#039;: Can be used as a +3 implement and focus for bardic rituals. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Headband of Intellect&#039;&#039;&#039;:  +2 to knowledge or monster knowledge checks, +1 to attack on powers that have the psychic keyword (already factored)&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Gloves of the Healer&#039;&#039;&#039;: When I use a power that has the Healing keyword, one target regains an extra 1d6 HP (already factored).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Wand of Aptitude&#039;&#039;&#039;: When I use Inspire Competence through this wand, I give an extra +2 item bonus to my allies&#039; skills.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Veteran&#039;s Chain&#039;&#039;&#039;: When I use an action point I gain a +1 item bonus to attack rolls and defenses until the end of my next turn. &lt;br /&gt;
&lt;br /&gt;
==Bio==&lt;br /&gt;
Here is Rosalia Savory, whose family was &#039;&#039;&#039;in no way&#039;&#039;&#039; part of a Robin-Hood like bandit gang in the drier and more remote areas of Risur, and absolutely &#039;&#039;&#039;did not&#039;&#039;&#039; move to Flint and change identities to escape a royal crackdown on them. She grew up among the dockers of Flint, got into music, and found out she had a knack for child detective shenanigans. When she grew up she figured she might as well get paid for the detective stuff and maybe try to help her community with the weight of a badge behind her. Her style and political stance are somewhat at odds with the traditional image of an RHC constable but you can&#039;t argue with the results of the magic mind-reading entrance exam!&lt;br /&gt;
&lt;br /&gt;
Rosalia&#039;s stage name is &amp;quot;Little Lamp&amp;quot; and she still performs in her spare time.&lt;br /&gt;
&lt;br /&gt;
[[Zeitgeist:_The_Gears_of_Revolution| Zeitgeist: The Gears of Revolution homepage]]&lt;/div&gt;</summary>
		<author><name>Bira</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Zeitgeist:_The_Gears_of_Revolution/Rosalia&amp;diff=482981</id>
		<title>Zeitgeist: The Gears of Revolution/Rosalia</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Zeitgeist:_The_Gears_of_Revolution/Rosalia&amp;diff=482981"/>
		<updated>2025-08-07T18:31:28Z</updated>

		<summary type="html">&lt;p&gt;Bira: /* Basics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Zeitgeist:_The_Gears_of_Revolution|Home Page]]&lt;br /&gt;
==Basics==&lt;br /&gt;
* Name: Rosalia &amp;quot;Little Lamp&amp;quot; Savory&lt;br /&gt;
* Race: Human&lt;br /&gt;
* Class: Bard&lt;br /&gt;
* Paragon Path: Daring Blade&lt;br /&gt;
* Level: 16&lt;br /&gt;
* Background: Urban &#039;&#039;(+2 to Streetwise)&#039;&#039;&lt;br /&gt;
* Theme: Docker&lt;br /&gt;
&lt;br /&gt;
==Stats==&lt;br /&gt;
* Str 9 &#039;&#039;&#039;(-1)&#039;&#039;&#039; &lt;br /&gt;
* Con 16 &#039;&#039;&#039;(+3)&#039;&#039;&#039;&lt;br /&gt;
* Dex 11 &#039;&#039;&#039;(+0)&#039;&#039;&#039;&lt;br /&gt;
* Int 15 &#039;&#039;&#039;(+2)&#039;&#039;&#039;&lt;br /&gt;
* Wis 15 &#039;&#039;&#039;(+2)&#039;&#039;&#039;&lt;br /&gt;
* Cha 21 &#039;&#039;&#039;(+5)&#039;&#039;&#039;&lt;br /&gt;
**Human bonus: +2 to Charisma&lt;br /&gt;
==Defenses/Combat Stats==&lt;br /&gt;
* HP: 97&lt;br /&gt;
* Healing Surges: 10&lt;br /&gt;
** Surge Value: 24 HP&lt;br /&gt;
* Speed: 7 (6 in armor)&lt;br /&gt;
* Action Points: 1&lt;br /&gt;
===Defenses===&lt;br /&gt;
* AC: &#039;&#039;&#039;29&#039;&#039;&#039;  (10 + 11 Armor + 7 Level + 1 Shield)&lt;br /&gt;
* Fort: &#039;&#039;&#039;26&#039;&#039;&#039; (10 + 3 CON + 7 Level + 3 Amulet + 1 Belt + 2 Feat)&lt;br /&gt;
* Ref: &#039;&#039;&#039;26&#039;&#039;&#039; (10 + 2 INT + 1 Class + 7 Level + 3 Amulet + 2 Feat + 1 Shield)&lt;br /&gt;
* Will: &#039;&#039;&#039;28&#039;&#039;&#039; (10 + 5 CHA + 1 Class + 7 Level + 3 Amulet + 2 Feat)&lt;br /&gt;
&lt;br /&gt;
==Racial Traits==&lt;br /&gt;
* Bonus Skill&lt;br /&gt;
* Bonus Feat&lt;br /&gt;
* Bonus At-Will Power&lt;br /&gt;
==Class Traits==&lt;br /&gt;
* Bardic Training&lt;br /&gt;
** Gain Ritual Caster as a bonus feat, and a ritual book with 1 level 1 bard ritual, and 1 level 1 ritual of any kind.&lt;br /&gt;
* Virtue of Valor&lt;br /&gt;
** 1/round, when ally within 5 squares of me bloodies or defeats an enemy, I can grant 6 temporary HP to that ally as a free action.&lt;br /&gt;
* Skill Versatility&lt;br /&gt;
** +1 to untrained skill checks.&lt;br /&gt;
* Song of Rest&lt;br /&gt;
** If I can sing or play an instrument during a short rest, allies regain an extra 5 HP per healing surge they spend in that rest.&lt;br /&gt;
* Swordbond&lt;br /&gt;
** I may bond with a specific sword with a 1-hour ritual. I can call my bonded sword to my hand from 10 squares away and rebuild it from a fragment if it&#039;s destroyed.&lt;br /&gt;
* Daring Action&lt;br /&gt;
** Instead of gaining an extra action, I can spend an action point to mark every enemy I can see and gain 10 temp HP.&lt;br /&gt;
* Daring Improvisation&lt;br /&gt;
** When I make a martial melee weapon attack, I can use Charisma for the attack and damage roll in place of the ability score required by the attack.&lt;br /&gt;
==Skills==&lt;br /&gt;
&#039;&#039;&#039;(Trained Skills)&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
* Acrobatics: +14&lt;br /&gt;
* &#039;&#039;&#039;Arcana: +17&#039;&#039;&#039;&lt;br /&gt;
* Athletics: +10&lt;br /&gt;
* &#039;&#039;&#039;Bluff: +17&#039;&#039;&#039;&lt;br /&gt;
* Diplomacy: +16&lt;br /&gt;
* Dungeoneering: +13&lt;br /&gt;
* &#039;&#039;&#039;Endurance: +15&#039;&#039;&#039;&lt;br /&gt;
* Heal: +13&lt;br /&gt;
* &#039;&#039;&#039;History: +17&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Insight: +14&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Intimidate: +17&#039;&#039;&#039;&lt;br /&gt;
* Nature: +13&lt;br /&gt;
* &#039;&#039;&#039;Perception: +14&#039;&#039;&#039;&lt;br /&gt;
* Religion: +13&lt;br /&gt;
* Stealth: +11&lt;br /&gt;
* &#039;&#039;&#039;Streetwise: +19&#039;&#039;&#039;&lt;br /&gt;
* Thievery: +14&lt;br /&gt;
&lt;br /&gt;
==Feats==&lt;br /&gt;
* Action Surge: +3 to attacks I make during any action gained by spending an action point.&lt;br /&gt;
* Battle Song Expertise: &#039;&#039;+1/tier to attacks with weapons and bard implements, +1 to forced movement from bard powers;&#039;&#039;&lt;br /&gt;
* Improved Majestic Word &#039;&#039; Target of majestic word also gains (CHA mod) temporary HP.&#039;&#039;&lt;br /&gt;
* Heart of the Blade (Swordmage Multiclass) &#039;&#039;Gain training in Endurance and the Swordbond class feature. All swords also count as implements now!&#039;&#039;&lt;br /&gt;
* Student of Artifice: &#039;&#039;Gain training in Arcana (redundant), and gain 1 daily use of the artificer&#039;s Healing Infusion.&#039;&#039;&lt;br /&gt;
* Ritual Caster &#039;&#039;May use rituals&#039;&#039;&lt;br /&gt;
* Bard of All Trades: Gain a +3 feat bonus to all untrained skill checks.&lt;br /&gt;
* Improved Defenses: +1 to all non-armor defenses (+2 at Paragon; +3 at Epic).&lt;br /&gt;
* Resourceful Leader (Warlord Multiclass): Gain training in History. When an ally I can see spends an action point for an attack, they gain +3 damage on a hit or +3 temp HP on a miss. (+5 at level 11; +7 at level 21).&lt;br /&gt;
* Psychic Lock: Any target I hit with a psychic power has a -2 penalty to its next attack roll (already factored).&lt;br /&gt;
* Improved Valor: Virtue of Valor gives +3 extra THP.&lt;br /&gt;
* Disheartening Presence: While I am conscious and not bloodied, any bloodied enemies adjacent to me take -1 to all of their attacks.&lt;br /&gt;
&lt;br /&gt;
==Powers==&lt;br /&gt;
&lt;br /&gt;
Accuracy with weapon powers: +20 (+5 CHA, +7 level, +3 proficiency, +2 feat, +3 item)&lt;br /&gt;
Accuracy with implement powers: +17 (+5 CHA, +7 level, +2 feat, +3 item)&lt;br /&gt;
&lt;br /&gt;
Damage bonus: +8 (+5 CHA, +3 item)&lt;br /&gt;
&lt;br /&gt;
Psychic powers get an extra +1 accuracy from Headband of Intellect. All weapon powers are considered Psychic due to the Silver Blade.&lt;br /&gt;
&lt;br /&gt;
===At-Will Powers===&lt;br /&gt;
* Melee Basic Attack (standard, weapon, psychic):&lt;br /&gt;
** +20 vs AC. Hit: 1d8+8 psychic damage, -2 to next attack.&lt;br /&gt;
&lt;br /&gt;
* Guiding Strike (standard, weapon, psychic):&lt;br /&gt;
** Melee 1; +21 vs. AC. &lt;br /&gt;
** Hit: 1d8+8 psychic damage, -2 to next attack and -2 to a chosen defense until the end of my next turn.&lt;br /&gt;
&lt;br /&gt;
* Vicious Mockery (standard, charm, implement, psychic):&lt;br /&gt;
** Ranged 10; +18 vs. Will. &lt;br /&gt;
** Hit: 1d6+8 psychic, -4 to next attack, and -2 to other attacks until the end of my next turn.&lt;br /&gt;
** &#039;&#039;I came here to kick your ass / Cuz you&#039;re dumb and cannot see / That even ten of you / Are worth less than half of me&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Staggering Note (standard, implement, thunder):&lt;br /&gt;
** Ranged 10; +17 vs. Will. &lt;br /&gt;
** Hit: 8 thunder, push 3, and an ally can make a melee basic attack against the target before, after, or during the push.&lt;br /&gt;
&lt;br /&gt;
* Prototype Silver Blade (item, psychic, free action)&lt;br /&gt;
** Effect: All damage dealt by this weapon is psychic. Another free action returns the damage to normal.&lt;br /&gt;
&lt;br /&gt;
* Audience Participation&lt;br /&gt;
** Trigger: An enemy starts its turn adjacent to one or more non-combatants who are friendly to me and know I&#039;m fighting.&lt;br /&gt;
** Effect (No Action): The triggering enemy takes 5 damage for each friendly they&#039;re adjacent to.&lt;br /&gt;
&lt;br /&gt;
===Encounter Powers===&lt;br /&gt;
* &#039;&#039;&#039;(_)(_)&#039;&#039;&#039; Majestic Word (minor, healing)&lt;br /&gt;
** Close burst 10 (me or an ally).&lt;br /&gt;
** Target spends a healing surge, heals an extra 3d6+5 HP, and gains 5 temporary HP.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Words of Friendship (minor, charm)&lt;br /&gt;
** I gain a +5 power bonus to the next Diplomacy check I make.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Docker&#039;s Jank (standard, teleportation)&lt;br /&gt;
** Close Burst 5.&lt;br /&gt;
** Me and an ally in the burst teleport and switch locations. The ally can then use a standard-action at-will power as a free action with a +2 power bonus to attack rolls.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Shout of Triumph (standard, implement, thunder)&lt;br /&gt;
** Close Blast 3 (enemies in blast); +17 vs. Fortitude.&lt;br /&gt;
** Hit: 1d6+8 thunder and push 4.&lt;br /&gt;
** Effect: Slide 4 on each ally in blast.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Impelling Force (standard, implement, force)&lt;br /&gt;
** Ranged 10; +17 vs. Fortitude&lt;br /&gt;
** Hit: 1d10+8 force damage, and I slide the target 5 squares to a square adjacent to an ally.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Scorpion&#039;s Claw Strike (standard, weapon, psychic)&lt;br /&gt;
** Melee 1 (one creature): +21 vs. AC&lt;br /&gt;
** Hit: 2d8+8 psychic damage, -2 to next attack, and I slide an ally who is adjacent to the target to another space adjacent to it. The ally gains a +2 power bonus to AC until the end of my next turn.&lt;br /&gt;
** Miss: 5 damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Inspire Competence (utility)&lt;br /&gt;
** Close burst 5 (me and each ally in burst).&lt;br /&gt;
** Effect: I choose a skill. Until the end of the encounter, all targets have a +2 power bonus to that skill.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Revitalizing Incantation (minor, healing)&lt;br /&gt;
** Ranged 5 (me or an ally)&lt;br /&gt;
** Effect: Target can spend a healing surge and heal 1d6 extra HP. Additionally, target gains temp HP equal to their healing surge value.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Healing Infusion: Resistive Formula (minor)&lt;br /&gt;
** Close Burst 5 (me or an ally)&lt;br /&gt;
** Effect: Target heals 1d6 HP and gains +1 to AC for the rest of the encounter. Target can choose to end this effect as a free action to gain HP equal to its healing surge value + 3 (CON Mod).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Mantle of Unity&lt;br /&gt;
** Close Burst 5 (me and each ally in burst)&lt;br /&gt;
** Effect: Determine the highest AC, Fortitude, Reflex, and Will among all the targets. Until the end of your next turn, use these values for the corresponding defenses of&lt;br /&gt;
all the targets.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Weapon Display (standard, weapon, psychic)&lt;br /&gt;
** Melee 1 (one creature); +21 vs. AC&lt;br /&gt;
** Effect: The target grants combat advantage to me for this attack.&lt;br /&gt;
** Hit: 2d8+8 damage, -2 to next attack, and the target grants combat advantage to me and all my allies until the end of my next turn.&lt;br /&gt;
** Miss: The target is marked until the end of my next turn, and I regain the use of this power.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Defensive Posture&lt;br /&gt;
** Move Action&lt;br /&gt;
** Effect: I gain a +2 power bonus to AC and Reflex until the end of my next turn, then shift a number of squares equal to one-half my speed (2). Each ally that can see me gains a +2 power bonus to attack rolls until the end of your next turn.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Insult of Passivity (fear, implement, psychic)&lt;br /&gt;
** Ranged 10 (one creature); +18 vc. Will&lt;br /&gt;
** Hit: 2d8+8 psychic damage and the target is dazed until the end of the encounter or until hit or missed by an attack.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Xambria&#039;s Manifestation I (Free action)&lt;br /&gt;
Effect: Xambria appears with 10 squares and can use a minor action to manpinulate an object or do something similar. &lt;br /&gt;
&lt;br /&gt;
===Daily Powers===&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Stirring Shout (standard, implement, psychic)&lt;br /&gt;
** Ranged 10; +18 vs. Will.&lt;br /&gt;
** Hit: 2d6+8 psychic, -2 to next attack.&lt;br /&gt;
** Effect: Until the end of the encounter, whenever an ally hits the target, the ally heals 5 HP (CHA mod).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Sing Your Praises (minor, docker)&lt;br /&gt;
** Close Burst 5 (10 at Paragon; 15 at Epic);&lt;br /&gt;
** Effect: Each ally in the burst can immediately make a saving throw.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Wail of Anguish (minor, implement)&lt;br /&gt;
** Effect: Until the end  of your next turn, you can make the following attack.&lt;br /&gt;
*** Opportunity Action, Close Burst 3; Trigger: an enemy starts turn inside burst; +18 vs. Will (triggering enemy); Hit: 1d10+8  damage and  target cannot shift UENT.&lt;br /&gt;
** Sustain Minor: The effect persists.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Strike up the Dance (standard, implement, psychic)&lt;br /&gt;
** Target: One, two, or three creatures.&lt;br /&gt;
** Ranged 10; +18 vs. Will&lt;br /&gt;
** Hit: 2d10+8 psychic damage, and the target is immobilized (save ends). Until it saves, I can slide the target 5 squares at the start of its turn and it cannot take move actions on its turn. If I target only one creature with this power, it takes 1d10 extra damage.&lt;br /&gt;
*** Miss: Half damage, and I slide the target 5 squares at the start of its next turn and it is immobilized until the end of its next turn.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Prototype Silver Blade (free)&lt;br /&gt;
** Trigger: I hit an enemy with this blade.&lt;br /&gt;
** Effect: I banish the target to a demiplane (save ends). It vanishes from sight, cannot take actions, and cannot be targeted. On a save the target reappears in its last space, or in the unoccupied space closest to that.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Cli Lyre (standard)&lt;br /&gt;
** Effect: When I use this power during a rest, me and all my allies gain a +10 power bonus to their next Bluff, Intimidate, or Diplomacy check before our next short or extended rest.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Ricochet Shield (Immediate Reaction)&lt;br /&gt;
** Trigger: A ranged attack targeting AC misses me.&lt;br /&gt;
** Effect: The source of the attack repeats the attack roll against a different target of my choice within 10 squares of me. If the attack roll succeeds, it hits that target (apply damage and effect where appropriate).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;(_)&#039;&#039;&#039; Canary in a Coal Mine (Minor Action)&lt;br /&gt;
* Effect: I gain a flight speed equal to my speed until the end of my next turn.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Xambria&#039;s Manifestation II (standard, force)&lt;br /&gt;
* Attack: Close Burst 3 (enemies in burst) +18 vs. Fortitude&lt;br /&gt;
* Hit: 3d10 + 8 force damage, and push 4 squares. &lt;br /&gt;
* Miss: Half damage, and push 2 squares.&lt;br /&gt;
&lt;br /&gt;
==Rituals==&lt;br /&gt;
&lt;br /&gt;
* Glib Limerick (level 1)&lt;br /&gt;
* Traveller&#039;s chant (level 1)&lt;br /&gt;
* Lullaby (Level 3, 125/25)&lt;br /&gt;
* Detect Planar Energy (Level 1, 50/10)&lt;br /&gt;
* Comprehend Language (PHB, L1, 50/10)&lt;br /&gt;
* Detect Secret Doors (PHB, L3, 125/25)&lt;br /&gt;
* Knock (PHB, L4, 175/35)&lt;br /&gt;
* Water Walk (PHB, L2, 100/20)&lt;br /&gt;
* Endure Elements (PHB, L2, 100/20)&lt;br /&gt;
* Lesser Telepathy (L5, 250/30+1 surge)&lt;br /&gt;
* Call Wilderness Guide (PHB2, L6, 360/144)&lt;br /&gt;
* Fool&#039;s Speech (PHB2, L6, 360/50)&lt;br /&gt;
* Sending (PHB, L6, 360/50)&lt;br /&gt;
* Linked Portal (PHB, L8, 680/135)&lt;br /&gt;
* Song of Sustenance (PHB2, L8, 680/135)&lt;br /&gt;
* Raise Dead (PHB, L8, 680/500)&lt;br /&gt;
* Remove Affliction (PHB, L8, 680/250)&lt;br /&gt;
* Chorus of Truth (PHB2, L10, 1000/200)&lt;br /&gt;
&lt;br /&gt;
==Artifact==&lt;br /&gt;
&lt;br /&gt;
===Xambria&#039;s Consciousness===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Property:&#039;&#039;&#039;+3 to Acrobatics, Arcana, History, and Thievery checks (already calculated)&lt;br /&gt;
* &#039;&#039;&#039;Property:&#039;&#039;&#039; +2 to all checks while performing rituals (since I already have Ritual Caster).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Current Concordance:&#039;&#039;&#039; 16 (Pleased)&lt;br /&gt;
** Starting: 5&lt;br /&gt;
** Trained in History +2&lt;br /&gt;
** Gained 7 Levels +7&lt;br /&gt;
** Foiled 2 Obscurati Plots +2&lt;br /&gt;
&lt;br /&gt;
==Gear==&lt;br /&gt;
&lt;br /&gt;
===Weapons===&lt;br /&gt;
* Prototype Silver Blade +3 (longsword) &#039;&#039;(Prof +3, dam 1d8+Str,  4 lbs, Versatile, level 14)&#039;&#039; (21000 gp)&lt;br /&gt;
** Critical Bonus: +3d8&lt;br /&gt;
&lt;br /&gt;
===Armor===&lt;br /&gt;
* Veteran&#039;s Chain +3 (Braidmail) (+11 AC, 40 lbs) (lvl 12, 13000 gp)&lt;br /&gt;
* Ricochet Shield (+1 AC, 6 lbs., Arms slot) (13000gp)&lt;br /&gt;
&lt;br /&gt;
===Other Gear===&lt;br /&gt;
* Canary in a Coal Mine +3 (17000 gp, lvl 13, Neck slot)&lt;br /&gt;
* Belt of Vim (3400gp, lvl 8, Waist slot)&lt;br /&gt;
* Oceanstrider Boots (21000 gp, lvl 14, Feet slot)&lt;br /&gt;
* Gloves of the Healer (13000gp, lvl 12, Hands slot&lt;br /&gt;
* Headband of Intellect (lvl 10, 5000gp, Head slot)&lt;br /&gt;
* Wand of Aptitude (lvl 10, 5000gp, spare implement)&lt;br /&gt;
* Cli Lyre (Lvl 13, 21000gp, spare implement).&lt;br /&gt;
* Investigation Kit (40 gp)&lt;br /&gt;
* Bell and Whistle (1 gp)&lt;br /&gt;
* 2 x Elixir of Aptitude (100gp)&lt;br /&gt;
* 2 x Potion of Resistance (80gp)&lt;br /&gt;
* 2 x Potion of Vitality (2000gp)&lt;br /&gt;
* Worker&#039;s Clothes&lt;br /&gt;
** Definitely not a lady&#039;s outfit.  Trousers, undershirt, and boots, with a blue dress worn on top and a simple wide-brimmed hat.&lt;br /&gt;
* Pocket Watch (25 gp)&lt;br /&gt;
* 2401 GP in residuum.&lt;br /&gt;
&lt;br /&gt;
==Budget==&lt;br /&gt;
&lt;br /&gt;
Total gear value: 147.897gp.&lt;br /&gt;
Total budget: 168.595gp&lt;br /&gt;
&lt;br /&gt;
Free budget: 20.698gp&lt;br /&gt;
&lt;br /&gt;
==Item Properties==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Canary in a Coal Mine&#039;&#039;&#039;: +5 bonus to all defenses during the surprise round of an encounter. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Oceanstrider boots&#039;&#039;&#039;: +1 to speed (already factored). I can move across and stand on liquid surfaces as if they were solid. If the surface is hazardous (such as acid or magma) I still take damage from it.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Cli Lyre&#039;&#039;&#039;: Can be used as a +3 implement and focus for bardic rituals. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Headband of Intellect&#039;&#039;&#039;:  +2 to knowledge or monster knowledge checks, +1 to attack on powers that have the psychic keyword (already factored)&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Gloves of the Healer&#039;&#039;&#039;: When I use a power that has the Healing keyword, one target regains an extra 1d6 HP (already factored).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Wand of Aptitude&#039;&#039;&#039;: When I use Inspire Competence through this wand, I give an extra +2 item bonus to my allies&#039; skills.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Veteran&#039;s Chain&#039;&#039;&#039;: When I use an action point I gain a +1 item bonus to attack rolls and defenses until the end of my next turn. &lt;br /&gt;
&lt;br /&gt;
==Bio==&lt;br /&gt;
Here is Rosalia Savory, whose family was &#039;&#039;&#039;in no way&#039;&#039;&#039; part of a Robin-Hood like bandit gang in the drier and more remote areas of Risur, and absolutely &#039;&#039;&#039;did not&#039;&#039;&#039; move to Flint and change identities to escape a royal crackdown on them. She grew up among the dockers of Flint, got into music, and found out she had a knack for child detective shenanigans. When she grew up she figured she might as well get paid for the detective stuff and maybe try to help her community with the weight of a badge behind her. Her style and political stance are somewhat at odds with the traditional image of an RHC constable but you can&#039;t argue with the results of the magic mind-reading entrance exam!&lt;br /&gt;
&lt;br /&gt;
Rosalia&#039;s stage name is &amp;quot;Little Lamp&amp;quot; and she still performs in her spare time.&lt;br /&gt;
&lt;br /&gt;
[[Zeitgeist:_The_Gears_of_Revolution| Zeitgeist: The Gears of Revolution homepage]]&lt;/div&gt;</summary>
		<author><name>Bira</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Zeitgeist:_The_Gears_of_Revolution/Rosalia&amp;diff=481973</id>
		<title>Zeitgeist: The Gears of Revolution/Rosalia</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Zeitgeist:_The_Gears_of_Revolution/Rosalia&amp;diff=481973"/>
		<updated>2025-06-16T14:21:20Z</updated>

		<summary type="html">&lt;p&gt;Bira: /* Defenses */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Zeitgeist:_The_Gears_of_Revolution|Home Page]]&lt;br /&gt;
==Basics==&lt;br /&gt;
* Name: Rosalia &amp;quot;Little Lamp&amp;quot; Savory&lt;br /&gt;
* Race: Human&lt;br /&gt;
* Class: Bard&lt;br /&gt;
* Paragon Path: Daring Blade&lt;br /&gt;
* Level: 15&lt;br /&gt;
* Background: Urban &#039;&#039;(+2 to Streetwise)&#039;&#039;&lt;br /&gt;
* Theme: Docker&lt;br /&gt;
&lt;br /&gt;
==Stats==&lt;br /&gt;
* Str 9 &#039;&#039;&#039;(-1)&#039;&#039;&#039; &lt;br /&gt;
* Con 16 &#039;&#039;&#039;(+3)&#039;&#039;&#039;&lt;br /&gt;
* Dex 11 &#039;&#039;&#039;(+0)&#039;&#039;&#039;&lt;br /&gt;
* Int 15 &#039;&#039;&#039;(+2)&#039;&#039;&#039;&lt;br /&gt;
* Wis 15 &#039;&#039;&#039;(+2)&#039;&#039;&#039;&lt;br /&gt;
* Cha 21 &#039;&#039;&#039;(+5)&#039;&#039;&#039;&lt;br /&gt;
**Human bonus: +2 to Charisma&lt;br /&gt;
==Defenses/Combat Stats==&lt;br /&gt;
* HP: 97&lt;br /&gt;
* Healing Surges: 10&lt;br /&gt;
** Surge Value: 24 HP&lt;br /&gt;
* Speed: 7 (6 in armor)&lt;br /&gt;
* Action Points: 1&lt;br /&gt;
===Defenses===&lt;br /&gt;
* AC: &#039;&#039;&#039;29&#039;&#039;&#039;  (10 + 11 Armor + 7 Level + 1 Shield)&lt;br /&gt;
* Fort: &#039;&#039;&#039;26&#039;&#039;&#039; (10 + 3 CON + 7 Level + 3 Amulet + 1 Belt + 2 Feat)&lt;br /&gt;
* Ref: &#039;&#039;&#039;26&#039;&#039;&#039; (10 + 2 INT + 1 Class + 7 Level + 3 Amulet + 2 Feat + 1 Shield)&lt;br /&gt;
* Will: &#039;&#039;&#039;28&#039;&#039;&#039; (10 + 5 CHA + 1 Class + 7 Level + 3 Amulet + 2 Feat)&lt;br /&gt;
&lt;br /&gt;
==Racial Traits==&lt;br /&gt;
* Bonus Skill&lt;br /&gt;
* Bonus Feat&lt;br /&gt;
* Bonus At-Will Power&lt;br /&gt;
==Class Traits==&lt;br /&gt;
* Bardic Training&lt;br /&gt;
** Gain Ritual Caster as a bonus feat, and a ritual book with 1 level 1 bard ritual, and 1 level 1 ritual of any kind.&lt;br /&gt;
* Virtue of Valor&lt;br /&gt;
** 1/round, when ally within 5 squares of me bloodies or defeats an enemy, I can grant 6 temporary HP to that ally as a free action.&lt;br /&gt;
* Skill Versatility&lt;br /&gt;
** +1 to untrained skill checks.&lt;br /&gt;
* Song of Rest&lt;br /&gt;
** If I can sing or play an instrument during a short rest, allies regain an extra 5 HP per healing surge they spend in that rest.&lt;br /&gt;
* Swordbond&lt;br /&gt;
** I may bond with a specific sword with a 1-hour ritual. I can call my bonded sword to my hand from 10 squares away and rebuild it from a fragment if it&#039;s destroyed.&lt;br /&gt;
* Daring Action&lt;br /&gt;
** Instead of gaining an extra action, I can spend an action point to mark every enemy I can see and gain 10 temp HP.&lt;br /&gt;
* Daring Improvisation&lt;br /&gt;
** When I make a martial melee weapon attack, I can use Charisma for the attack and damage roll in place of the ability score required by the attack.&lt;br /&gt;
==Skills==&lt;br /&gt;
&#039;&#039;&#039;(Trained Skills)&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
* Acrobatics: +14&lt;br /&gt;
* &#039;&#039;&#039;Arcana: +17&#039;&#039;&#039;&lt;br /&gt;
* Athletics: +10&lt;br /&gt;
* &#039;&#039;&#039;Bluff: +17&#039;&#039;&#039;&lt;br /&gt;
* Diplomacy: +16&lt;br /&gt;
* Dungeoneering: +13&lt;br /&gt;
* &#039;&#039;&#039;Endurance: +15&#039;&#039;&#039;&lt;br /&gt;
* Heal: +13&lt;br /&gt;
* &#039;&#039;&#039;History: +17&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Insight: +14&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Intimidate: +17&#039;&#039;&#039;&lt;br /&gt;
* Nature: +13&lt;br /&gt;
* &#039;&#039;&#039;Perception: +14&#039;&#039;&#039;&lt;br /&gt;
* Religion: +13&lt;br /&gt;
* Stealth: +11&lt;br /&gt;
* &#039;&#039;&#039;Streetwise: +19&#039;&#039;&#039;&lt;br /&gt;
* Thievery: +14&lt;br /&gt;
&lt;br /&gt;
==Feats==&lt;br /&gt;
* Action Surge: +3 to attacks I make during any action gained by spending an action point.&lt;br /&gt;
* Battle Song Expertise: &#039;&#039;+1/tier to attacks with weapons and bard implements, +1 to forced movement from bard powers;&#039;&#039;&lt;br /&gt;
* Improved Majestic Word &#039;&#039; Target of majestic word also gains (CHA mod) temporary HP.&#039;&#039;&lt;br /&gt;
* Heart of the Blade (Swordmage Multiclass) &#039;&#039;Gain training in Endurance and the Swordbond class feature. All swords also count as implements now!&#039;&#039;&lt;br /&gt;
* Student of Artifice: &#039;&#039;Gain training in Arcana (redundant), and gain 1 daily use of the artificer&#039;s Healing Infusion.&#039;&#039;&lt;br /&gt;
* Ritual Caster &#039;&#039;May use rituals&#039;&#039;&lt;br /&gt;
* Bard of All Trades: Gain a +3 feat bonus to all untrained skill checks.&lt;br /&gt;
* Improved Defenses: +1 to all non-armor defenses (+2 at Paragon; +3 at Epic).&lt;br /&gt;
* Resourceful Leader (Warlord Multiclass): Gain training in History. When an ally I can see spends an action point for an attack, they gain +3 damage on a hit or +3 temp HP on a miss. (+5 at level 11; +7 at level 21).&lt;br /&gt;
* Psychic Lock: Any target I hit with a psychic power has a -2 penalty to its next attack roll (already factored).&lt;br /&gt;
* Improved Valor: Virtue of Valor gives +3 extra THP.&lt;br /&gt;
* Disheartening Presence: While I am conscious and not bloodied, any bloodied enemies adjacent to me take -1 to all of their attacks.&lt;br /&gt;
&lt;br /&gt;
==Powers==&lt;br /&gt;
&lt;br /&gt;
Accuracy with weapon powers: +20 (+5 CHA, +7 level, +3 proficiency, +2 feat, +3 item)&lt;br /&gt;
Accuracy with implement powers: +17 (+5 CHA, +7 level, +2 feat, +3 item)&lt;br /&gt;
&lt;br /&gt;
Damage bonus: +8 (+5 CHA, +3 item)&lt;br /&gt;
&lt;br /&gt;
Psychic powers get an extra +1 accuracy from Headband of Intellect. All weapon powers are considered Psychic due to the Silver Blade.&lt;br /&gt;
&lt;br /&gt;
===At-Will Powers===&lt;br /&gt;
* Melee Basic Attack (standard, weapon, psychic):&lt;br /&gt;
** +20 vs AC. Hit: 1d8+8 psychic damage, -2 to next attack.&lt;br /&gt;
&lt;br /&gt;
* Guiding Strike (standard, weapon, psychic):&lt;br /&gt;
** Melee 1; +21 vs. AC. &lt;br /&gt;
** Hit: 1d8+8 psychic damage, -2 to next attack and -2 to a chosen defense until the end of my next turn.&lt;br /&gt;
&lt;br /&gt;
* Vicious Mockery (standard, charm, implement, psychic):&lt;br /&gt;
** Ranged 10; +18 vs. Will. &lt;br /&gt;
** Hit: 1d6+8 psychic, -4 to next attack, and -2 to other attacks until the end of my next turn.&lt;br /&gt;
** &#039;&#039;I came here to kick your ass / Cuz you&#039;re dumb and cannot see / That even ten of you / Are worth less than half of me&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Staggering Note (standard, implement, thunder):&lt;br /&gt;
** Ranged 10; +17 vs. Will. &lt;br /&gt;
** Hit: 8 thunder, push 3, and an ally can make a melee basic attack against the target before, after, or during the push.&lt;br /&gt;
&lt;br /&gt;
* Prototype Silver Blade (item, psychic, free action)&lt;br /&gt;
** Effect: All damage dealt by this weapon is psychic. Another free action returns the damage to normal.&lt;br /&gt;
&lt;br /&gt;
* Audience Participation&lt;br /&gt;
** Trigger: An enemy starts its turn adjacent to one or more non-combatants who are friendly to me and know I&#039;m fighting.&lt;br /&gt;
** Effect (No Action): The triggering enemy takes 5 damage for each friendly they&#039;re adjacent to.&lt;br /&gt;
&lt;br /&gt;
===Encounter Powers===&lt;br /&gt;
* &#039;&#039;&#039;(_)(_)&#039;&#039;&#039; Majestic Word (minor, healing)&lt;br /&gt;
** Close burst 10 (me or an ally).&lt;br /&gt;
** Target spends a healing surge, heals an extra 3d6+5 HP, and gains 5 temporary HP.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Words of Friendship (minor, charm)&lt;br /&gt;
** I gain a +5 power bonus to the next Diplomacy check I make.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Docker&#039;s Jank (standard, teleportation)&lt;br /&gt;
** Close Burst 5.&lt;br /&gt;
** Me and an ally in the burst teleport and switch locations. The ally can then use a standard-action at-will power as a free action with a +2 power bonus to attack rolls.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Shout of Triumph (standard, implement, thunder)&lt;br /&gt;
** Close Blast 3 (enemies in blast); +17 vs. Fortitude.&lt;br /&gt;
** Hit: 1d6+8 thunder and push 4.&lt;br /&gt;
** Effect: Slide 4 on each ally in blast.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Impelling Force (standard, implement, force)&lt;br /&gt;
** Ranged 10; +17 vs. Fortitude&lt;br /&gt;
** Hit: 1d10+8 force damage, and I slide the target 5 squares to a square adjacent to an ally.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Scorpion&#039;s Claw Strike (standard, weapon, psychic)&lt;br /&gt;
** Melee 1 (one creature): +21 vs. AC&lt;br /&gt;
** Hit: 2d8+8 psychic damage, -2 to next attack, and I slide an ally who is adjacent to the target to another space adjacent to it. The ally gains a +2 power bonus to AC until the end of my next turn.&lt;br /&gt;
** Miss: 5 damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Inspire Competence (utility)&lt;br /&gt;
** Close burst 5 (me and each ally in burst).&lt;br /&gt;
** Effect: I choose a skill. Until the end of the encounter, all targets have a +2 power bonus to that skill.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Revitalizing Incantation (minor, healing)&lt;br /&gt;
** Ranged 5 (me or an ally)&lt;br /&gt;
** Effect: Target can spend a healing surge and heal 1d6 extra HP. Additionally, target gains temp HP equal to their healing surge value.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Healing Infusion: Resistive Formula (minor)&lt;br /&gt;
** Close Burst 5 (me or an ally)&lt;br /&gt;
** Effect: Target heals 1d6 HP and gains +1 to AC for the rest of the encounter. Target can choose to end this effect as a free action to gain HP equal to its healing surge value + 3 (CON Mod).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Mantle of Unity&lt;br /&gt;
** Close Burst 5 (me and each ally in burst)&lt;br /&gt;
** Effect: Determine the highest AC, Fortitude, Reflex, and Will among all the targets. Until the end of your next turn, use these values for the corresponding defenses of&lt;br /&gt;
all the targets.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Weapon Display (standard, weapon, psychic)&lt;br /&gt;
** Melee 1 (one creature); +21 vs. AC&lt;br /&gt;
** Effect: The target grants combat advantage to me for this attack.&lt;br /&gt;
** Hit: 2d8+8 damage, -2 to next attack, and the target grants combat advantage to me and all my allies until the end of my next turn.&lt;br /&gt;
** Miss: The target is marked until the end of my next turn, and I regain the use of this power.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Defensive Posture&lt;br /&gt;
** Move Action&lt;br /&gt;
** Effect: I gain a +2 power bonus to AC and Reflex until the end of my next turn, then shift a number of squares equal to one-half my speed (2). Each ally that can see me gains a +2 power bonus to attack rolls until the end of your next turn.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Insult of Passivity (fear, implement, psychic)&lt;br /&gt;
** Ranged 10 (one creature); +18 vc. Will&lt;br /&gt;
** Hit: 2d8+8 psychic damage and the target is dazed until the end of the encounter or until hit or missed by an attack.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Xambria&#039;s Manifestation I (Free action)&lt;br /&gt;
Effect: Xambria appears with 10 squares and can use a minor action to manpinulate an object or do something similar. &lt;br /&gt;
&lt;br /&gt;
===Daily Powers===&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Stirring Shout (standard, implement, psychic)&lt;br /&gt;
** Ranged 10; +18 vs. Will.&lt;br /&gt;
** Hit: 2d6+8 psychic, -2 to next attack.&lt;br /&gt;
** Effect: Until the end of the encounter, whenever an ally hits the target, the ally heals 5 HP (CHA mod).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Sing Your Praises (minor, docker)&lt;br /&gt;
** Close Burst 5 (10 at Paragon; 15 at Epic);&lt;br /&gt;
** Effect: Each ally in the burst can immediately make a saving throw.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Wail of Anguish (minor, implement)&lt;br /&gt;
** Effect: Until the end  of your next turn, you can make the following attack.&lt;br /&gt;
*** Opportunity Action, Close Burst 3; Trigger: an enemy starts turn inside burst; +18 vs. Will (triggering enemy); Hit: 1d10+8  damage and  target cannot shift UENT.&lt;br /&gt;
** Sustain Minor: The effect persists.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Strike up the Dance (standard, implement, psychic)&lt;br /&gt;
** Target: One, two, or three creatures.&lt;br /&gt;
** Ranged 10; +18 vs. Will&lt;br /&gt;
** Hit: 2d10+8 psychic damage, and the target is immobilized (save ends). Until it saves, I can slide the target 5 squares at the start of its turn and it cannot take move actions on its turn. If I target only one creature with this power, it takes 1d10 extra damage.&lt;br /&gt;
*** Miss: Half damage, and I slide the target 5 squares at the start of its next turn and it is immobilized until the end of its next turn.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Prototype Silver Blade (free)&lt;br /&gt;
** Trigger: I hit an enemy with this blade.&lt;br /&gt;
** Effect: I banish the target to a demiplane (save ends). It vanishes from sight, cannot take actions, and cannot be targeted. On a save the target reappears in its last space, or in the unoccupied space closest to that.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Cli Lyre (standard)&lt;br /&gt;
** Effect: When I use this power during a rest, me and all my allies gain a +10 power bonus to their next Bluff, Intimidate, or Diplomacy check before our next short or extended rest.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Ricochet Shield (Immediate Reaction)&lt;br /&gt;
** Trigger: A ranged attack targeting AC misses me.&lt;br /&gt;
** Effect: The source of the attack repeats the attack roll against a different target of my choice within 10 squares of me. If the attack roll succeeds, it hits that target (apply damage and effect where appropriate).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;(_)&#039;&#039;&#039; Canary in a Coal Mine (Minor Action)&lt;br /&gt;
* Effect: I gain a flight speed equal to my speed until the end of my next turn.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Xambria&#039;s Manifestation II (standard, force)&lt;br /&gt;
* Attack: Close Burst 3 (enemies in burst) +18 vs. Fortitude&lt;br /&gt;
* Hit: 3d10 + 8 force damage, and push 4 squares. &lt;br /&gt;
* Miss: Half damage, and push 2 squares.&lt;br /&gt;
&lt;br /&gt;
==Rituals==&lt;br /&gt;
&lt;br /&gt;
* Glib Limerick (level 1)&lt;br /&gt;
* Traveller&#039;s chant (level 1)&lt;br /&gt;
* Lullaby (Level 3, 125/25)&lt;br /&gt;
* Detect Planar Energy (Level 1, 50/10)&lt;br /&gt;
* Comprehend Language (PHB, L1, 50/10)&lt;br /&gt;
* Detect Secret Doors (PHB, L3, 125/25)&lt;br /&gt;
* Knock (PHB, L4, 175/35)&lt;br /&gt;
* Water Walk (PHB, L2, 100/20)&lt;br /&gt;
* Endure Elements (PHB, L2, 100/20)&lt;br /&gt;
* Lesser Telepathy (L5, 250/30+1 surge)&lt;br /&gt;
* Call Wilderness Guide (PHB2, L6, 360/144)&lt;br /&gt;
* Fool&#039;s Speech (PHB2, L6, 360/50)&lt;br /&gt;
* Sending (PHB, L6, 360/50)&lt;br /&gt;
* Linked Portal (PHB, L8, 680/135)&lt;br /&gt;
* Song of Sustenance (PHB2, L8, 680/135)&lt;br /&gt;
* Raise Dead (PHB, L8, 680/500)&lt;br /&gt;
* Remove Affliction (PHB, L8, 680/250)&lt;br /&gt;
* Chorus of Truth (PHB2, L10, 1000/200)&lt;br /&gt;
&lt;br /&gt;
==Artifact==&lt;br /&gt;
&lt;br /&gt;
===Xambria&#039;s Consciousness===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Property:&#039;&#039;&#039;+3 to Acrobatics, Arcana, History, and Thievery checks (already calculated)&lt;br /&gt;
* &#039;&#039;&#039;Property:&#039;&#039;&#039; +2 to all checks while performing rituals (since I already have Ritual Caster).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Current Concordance:&#039;&#039;&#039; 16 (Pleased)&lt;br /&gt;
** Starting: 5&lt;br /&gt;
** Trained in History +2&lt;br /&gt;
** Gained 7 Levels +7&lt;br /&gt;
** Foiled 2 Obscurati Plots +2&lt;br /&gt;
&lt;br /&gt;
==Gear==&lt;br /&gt;
&lt;br /&gt;
===Weapons===&lt;br /&gt;
* Prototype Silver Blade +3 (longsword) &#039;&#039;(Prof +3, dam 1d8+Str,  4 lbs, Versatile, level 14)&#039;&#039; (21000 gp)&lt;br /&gt;
** Critical Bonus: +3d8&lt;br /&gt;
&lt;br /&gt;
===Armor===&lt;br /&gt;
* Veteran&#039;s Chain +3 (Braidmail) (+11 AC, 40 lbs) (lvl 12, 13000 gp)&lt;br /&gt;
* Ricochet Shield (+1 AC, 6 lbs., Arms slot) (13000gp)&lt;br /&gt;
&lt;br /&gt;
===Other Gear===&lt;br /&gt;
* Canary in a Coal Mine +3 (17000 gp, lvl 13, Neck slot)&lt;br /&gt;
* Belt of Vim (3400gp, lvl 8, Waist slot)&lt;br /&gt;
* Oceanstrider Boots (21000 gp, lvl 14, Feet slot)&lt;br /&gt;
* Gloves of the Healer (13000gp, lvl 12, Hands slot&lt;br /&gt;
* Headband of Intellect (lvl 10, 5000gp, Head slot)&lt;br /&gt;
* Wand of Aptitude (lvl 10, 5000gp, spare implement)&lt;br /&gt;
* Cli Lyre (Lvl 13, 21000gp, spare implement).&lt;br /&gt;
* Investigation Kit (40 gp)&lt;br /&gt;
* Bell and Whistle (1 gp)&lt;br /&gt;
* 2 x Elixir of Aptitude (100gp)&lt;br /&gt;
* 2 x Potion of Resistance (80gp)&lt;br /&gt;
* 2 x Potion of Vitality (2000gp)&lt;br /&gt;
* Worker&#039;s Clothes&lt;br /&gt;
** Definitely not a lady&#039;s outfit.  Trousers, undershirt, and boots, with a blue dress worn on top and a simple wide-brimmed hat.&lt;br /&gt;
* Pocket Watch (25 gp)&lt;br /&gt;
* 2401 GP in residuum.&lt;br /&gt;
&lt;br /&gt;
==Budget==&lt;br /&gt;
&lt;br /&gt;
Total gear value: 147.897gp.&lt;br /&gt;
Total budget: 168.595gp&lt;br /&gt;
&lt;br /&gt;
Free budget: 20.698gp&lt;br /&gt;
&lt;br /&gt;
==Item Properties==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Canary in a Coal Mine&#039;&#039;&#039;: +5 bonus to all defenses during the surprise round of an encounter. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Oceanstrider boots&#039;&#039;&#039;: +1 to speed (already factored). I can move across and stand on liquid surfaces as if they were solid. If the surface is hazardous (such as acid or magma) I still take damage from it.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Cli Lyre&#039;&#039;&#039;: Can be used as a +3 implement and focus for bardic rituals. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Headband of Intellect&#039;&#039;&#039;:  +2 to knowledge or monster knowledge checks, +1 to attack on powers that have the psychic keyword (already factored)&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Gloves of the Healer&#039;&#039;&#039;: When I use a power that has the Healing keyword, one target regains an extra 1d6 HP (already factored).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Wand of Aptitude&#039;&#039;&#039;: When I use Inspire Competence through this wand, I give an extra +2 item bonus to my allies&#039; skills.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Veteran&#039;s Chain&#039;&#039;&#039;: When I use an action point I gain a +1 item bonus to attack rolls and defenses until the end of my next turn. &lt;br /&gt;
&lt;br /&gt;
==Bio==&lt;br /&gt;
Here is Rosalia Savory, whose family was &#039;&#039;&#039;in no way&#039;&#039;&#039; part of a Robin-Hood like bandit gang in the drier and more remote areas of Risur, and absolutely &#039;&#039;&#039;did not&#039;&#039;&#039; move to Flint and change identities to escape a royal crackdown on them. She grew up among the dockers of Flint, got into music, and found out she had a knack for child detective shenanigans. When she grew up she figured she might as well get paid for the detective stuff and maybe try to help her community with the weight of a badge behind her. Her style and political stance are somewhat at odds with the traditional image of an RHC constable but you can&#039;t argue with the results of the magic mind-reading entrance exam!&lt;br /&gt;
&lt;br /&gt;
Rosalia&#039;s stage name is &amp;quot;Little Lamp&amp;quot; and she still performs in her spare time.&lt;br /&gt;
&lt;br /&gt;
[[Zeitgeist:_The_Gears_of_Revolution| Zeitgeist: The Gears of Revolution homepage]]&lt;/div&gt;</summary>
		<author><name>Bira</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Zeitgeist:_The_Gears_of_Revolution&amp;diff=480864</id>
		<title>Zeitgeist: The Gears of Revolution</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Zeitgeist:_The_Gears_of_Revolution&amp;diff=480864"/>
		<updated>2025-05-18T21:08:57Z</updated>

		<summary type="html">&lt;p&gt;Bira: /* Skills */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
[[File:Zeitgeist-logo.jpg]]&lt;br /&gt;
&lt;br /&gt;
== Zeitgeist: The Gears of Revolution ==&lt;br /&gt;
&lt;br /&gt;
Steam and soot darken the skies above the city of Flint, and winds sweeping across its majestic harbor blow the choking products of industrial forges into the fey rainforests that dot its knife-toothed mountains. Since the earliest ages when the people of Risur founded this city, they feared the capricious beings that hid in those fog-shrouded peaks, but now as the march of progress and the demands of national defense turn Flint into a garden for artifice and technology, the old faiths and rituals that kept the lurkers of the woods at bay are being abandoned.&lt;br /&gt;
&lt;br /&gt;
The Unseen Court, the Great Hunt, and the many spirits of the land long ago conquered by Risur’s kings no longer receive tribute, but they cannot enter these new cities of steam and steel to demand their tithe. The impoverished workers who huddle in factory slums fear monsters of a different breed, shadowy children of the new urban labyrinth. Even their modern religions have no defenses against these fiends.&lt;br /&gt;
&lt;br /&gt;
Times are turning. The skyseers—Risur’s folk prophets since their homeland’s birth—witness omens in the starry wheels of heaven, and they warn that a new age is nigh. But what they cannot foresee, hidden beyond the steam and soot of the night sky, is the face of this coming era, the spirit of the age: the zeitgeist.&lt;br /&gt;
&lt;br /&gt;
==Characters==&lt;br /&gt;
*&#039;&#039;&#039;[https://docs.google.com/document/d/1FIA9On7PYLKwph7EN-Df54roqMpJ28mUxHuvKPixiTw/edit?usp=sharing Berg Vasilovich]&#039;&#039;&#039;, Dwarf Battlemind &amp;amp; Yerasol Veteran, played by EnigmaticOne&lt;br /&gt;
*&#039;&#039;&#039;[[Zeitgeist:_The_Gears_of_Revolution/Tazaerich |Tazaerich]]&#039;&#039;&#039;, Elf Ranger &amp;amp; Gunsmith, played by [[User:Mpascal02|Mpascal02]]&lt;br /&gt;
*&#039;&#039;&#039;[https://docs.google.com/document/d/1HFlkKhtiesOXSXCAKoqbtU_GXUhcbRd3bqkBn2EywtE/edit?usp=sharing Inspector Jerixx]&#039;&#039;&#039;, Changeling Psion &amp;amp; Spirit Medium, played by Atlictoatl&lt;br /&gt;
*&#039;&#039;&#039;[[Zeitgeist:_The_Gears_of_Revolution/Rosalia | Rosalia Savory]]&#039;&#039;&#039;, Human Bard &amp;amp; Docker, played by Bira&lt;br /&gt;
*&#039;&#039;&#039;[https://docs.google.com/document/d/1eofLOJM1EqYZJqML4zcpP_eFMjFpesvwO0-2zYhRhVc/edit Theresa Yanus]&#039;&#039;&#039;, Human Monk &amp;amp; Eschatological Scholar, played by OldKentuckyShark&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Inactive&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[https://docs.google.com/document/d/1CUX0tZraA72tiT4XP_a7TWQGwNobL9fJWTiQEN3W_oI/edit?usp=sharing Neron Akol]&#039;&#039;&#039;, Human Wizard &amp;amp; Technologist, played by Mandrion&lt;br /&gt;
*&#039;&#039;&#039;[https://docs.google.com/document/d/1vS698JoWBaFjFfPQfDW4M8Djm-IT1GBu2_dQXSZQu_E/edit?usp=sharing Inspector William LeRoy]&#039;&#039;&#039;, Human Martial Scientist &amp;amp; Warlord, played by JoenotCharles&lt;br /&gt;
*&#039;&#039;&#039;[https://docs.google.com/document/d/1SzdLSsnlkHjR4RBQ9mHQTqoqrFDP1e5fJrED0YHhSTU/edit?usp=sharing Dar’ana Beaudelaire]&#039;&#039;&#039;, Half-Elf Vekeshi Mystic &amp;amp; Vestige Pact Warlock, played by Caiphon&lt;br /&gt;
&lt;br /&gt;
===NPCs===&lt;br /&gt;
*[[Zeitgeist:_The_Gears_of_Revolution/NPCs |NPCs]]&lt;br /&gt;
&lt;br /&gt;
==Forum Threads==&lt;br /&gt;
*&#039;&#039;&#039;[https://forum.rpg.net/index.php?threads/zeitgeist-the-investigation-begins-part-two.915144/ OOC Thread 2]&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[https://forum.rpg.net/index.php?threads/zeitgeist-the-grand-design.915676/ IC Thread 2]&lt;br /&gt;
**&#039;&#039;&#039;[https://forum.rpg.net/index.php?threads/zeitgeist-the-grand-design.915676/post-25019189 Chapter 6: Revelations from the Mouth of a Madman]&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;[https://forum.rpg.net/index.php?threads/zeitgeist-the-grand-design.915676/post-25443550 Chapter 7: Schism]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Old Threads===&lt;br /&gt;
*&#039;&#039;&#039;[https://forum.rpg.net/index.php?threads/recruitment-closed-zeitgeist-the-gears-of-revolution-4e-dnd.868067 Recruitment and Character creation]&lt;br /&gt;
*&#039;&#039;&#039;[https://forum.rpg.net/index.php?threads/zeitgeist-the-investigation-begins.868433/ OOC Thread 1]&lt;br /&gt;
*&#039;&#039;&#039;[https://forum.rpg.net/index.php?threads/zeitgeist-the-investigation-begins.868432/ IC]&lt;br /&gt;
**&#039;&#039;&#039;[https://forum.rpg.net/index.php?threads/zeitgeist-the-investigation-begins.868432/#post-23438856/ Chapter 1: The Island at the Axis of the World]&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;[https://forum.rpg.net/index.php?threads/zeitgeist-the-investigation-begins.868432/post-23604163 Chapter 2: The Dying Skyseer]&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;[https://forum.rpg.net/index.php?threads/zeitgeist-the-investigation-begins.868432/post-23944259 Chapter 3: Digging For Lies]&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;[https://forum.rpg.net/index.php?threads/zeitgeist-the-investigation-begins.868432/post-24232829/ Chapter 4: Always On Time]&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;[https://forum.rpg.net/index.php?threads/zeitgeist-the-investigation-begins.868432/post-24659608/ Chapter 5: Cauldron Born]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==In-Character Resources==&lt;br /&gt;
&lt;br /&gt;
===Newspapers===&lt;br /&gt;
*[[Zeitgeist:_The_Gears_of_Revolution/Newspapers |Newspapers]]&lt;br /&gt;
&lt;br /&gt;
===Magic Items===&lt;br /&gt;
*[[Zeitgeist:_The_Gears_of_Revolution/Magic Items|New Magic Items]]&lt;br /&gt;
&lt;br /&gt;
===Skyseers&#039; Visions===&lt;br /&gt;
*[[Zeitgest:_The_Gears_Of_Revolution/Visions|Skyseer Visions]]&lt;br /&gt;
&lt;br /&gt;
===Timeline===&lt;br /&gt;
*[[Zeitgeist:_The_Gears_of_Revolution/Timeline |Timeline]]&lt;br /&gt;
&lt;br /&gt;
===Investigation Charts===&lt;br /&gt;
* [https://docs.google.com/drawings/d/1q5VtfMsqOlI6ZVjGXDCd9kki7qycMBeQEWKK36hq2nQ/edit?usp=sharing Conspiracy Investigation]&lt;br /&gt;
* [https://forum.rpg.net/index.php?threads/zeitgeist-the-investigation-begins.868432/post-24006415 Meeting with Dr. Xambria Meredith]&lt;br /&gt;
* [https://docs.google.com/spreadsheets/d/1E1yQeBqvbIs9Oi4fZlaqVSYNfVvRTH9xupZ5CPqhz7o/edit#gid=0 Avery Coast Train Passengers]&lt;br /&gt;
&lt;br /&gt;
==Special Rules==&lt;br /&gt;
* [[Zeitgeist:_The_Gears_of_Revolution/Taskforce |Taskforce]]&lt;br /&gt;
&lt;br /&gt;
===Combat Maps===&lt;br /&gt;
Chapter Two&lt;br /&gt;
*[https://docs.google.com/drawings/d/1bRyU7L2QxFtTRC9GKcVrfn_VobfdJdJ7V0eg9n0zRcw/edit?usp=sharing Cloudwood Switchback]&lt;br /&gt;
*[https://docs.google.com/drawings/d/1AK-Tm55nKDEONq5MAmM9N3-gcepJkTecPLtKwgUIbpw/edit?usp=sharing Industrial District]&lt;br /&gt;
*[https://docs.google.com/drawings/d/16hteItdnRtqY40RTsTca3atENExb0YpVz-O7WfSHFy0/edit Cauldron Hill]&lt;br /&gt;
*[https://docs.google.com/drawings/d/1Z1uxCqtQkJSiSb616xuqi7kIbQGGiwWA42oyI30oWUs/edit?usp=sharing Nettles Church]&lt;br /&gt;
*[https://docs.google.com/drawings/d/1Yh7KcquYwyQNSlAsO5oFwUkqfpIfPnj1M-BnBw6ezQs/edit?usp=sharing Bayou Wharf]&lt;br /&gt;
*[https://docs.google.com/drawings/d/1Yh7KcquYwyQNSlAsO5oFwUkqfpIfPnj1M-BnBw6ezQs/edit?usp=sharing At Sea]&lt;br /&gt;
*[https://docs.google.com/drawings/d/1oUyBCCimMxF5Mg7t1tzTZ2vQRoryQ9IR0B7nZmkT0h8/edit?usp=sharing Creepy Warehouse]&lt;br /&gt;
*[https://docs.google.com/drawings/d/1Gfx8tbLiUr8AXf6vmCaepKUvb6WikUy5Om0WoyhY3XU/edit?usp=sharing Dawn Square]&lt;br /&gt;
*[https://docs.google.com/drawings/d/11-WGSvmdWSKqaZYMDqXXTJYxNOMa2xGvGLr03YgzJqY/edit?usp=sharing Macbannin&#039;s Manor]&lt;br /&gt;
*[https://docs.google.com/drawings/d/1oDgeMfYnQ4DB70ZXpZkKhd03p7W65hPP3QDfIFSFxlM/edit?usp=sharing Witchoil Lab]&lt;br /&gt;
&lt;br /&gt;
Chapter Three&lt;br /&gt;
*[https://docs.google.com/drawings/d/12qyDmaSozcf7Z_u0aUbpyB4eBwQ-mttuyuXjah7S0o0/edit?usp=sharing Gun Alley]&lt;br /&gt;
*[https://docs.google.com/drawings/d/19Sp5MJLSMB2CvKFAb8KNimzfjlQmmFqSkKpsp4ljO1c/edit Lanternwood Subrail Station]&lt;br /&gt;
*[https://docs.google.com/drawings/d/1k-_MFI6xmqK-p5uBEgyn2FM3U_yvOmvx-d6T_qUgJfA/edit The Ziggurat]&lt;br /&gt;
*[https://docs.google.com/drawings/d/1PP0OeAmNZDwrGdwvNt28aznWNWc_cjb1h1CPAAp_bh8/edit Underwater Ruins]&lt;br /&gt;
*[https://docs.google.com/drawings/d/1Yh7KcquYwyQNSlAsO5oFwUkqfpIfPnj1M-BnBw6ezQs/edit?usp=sharing At Sea]&lt;br /&gt;
*[https://docs.google.com/drawings/d/1AoAAR6669TPAdBNrnX2DtoZp4TY4yxKaIyHsUt9A0sk/edit RHC HQ]&lt;br /&gt;
&lt;br /&gt;
Chapter Four&lt;br /&gt;
*[https://docs.google.com/drawings/d/1Ax8gwFcH6dld1QDZRxZU6Td26CCtndRdtgsMwe4kbII/edit?usp=sharing Avery Coast Railroad Train]&lt;br /&gt;
*[https://docs.google.com/drawings/d/1VxvnnrQJ09R3B1B2ugZvpSmj2k91rYLFaNH7CKNE6HM/edit?usp=sharing Nalam Arena]&lt;br /&gt;
*[https://docs.google.com/drawings/d/1LppE23SGGOOZu6R3cs7mgCL19Gqbl97TFnrA282nkWQ/edit?usp=sharing Private Rail Yard]&lt;br /&gt;
&lt;br /&gt;
Chapter 5&lt;br /&gt;
*[https://docs.google.com/drawings/d/19-KpTgUFY1qpP2fMEKllWR_d2Bxop8p0WMhFcEhKbQQ/edit?usp=sharing Carriage Chase]&lt;br /&gt;
*[https://docs.google.com/drawings/d/1GXLIQt5lFNJJUBjdNm1CMmCeo6Zka-y0ogyP7ecNVtE/edit?usp=sharing Rooftop Snipers]&lt;br /&gt;
*[https://docs.google.com/drawings/d/1sueWUBE47BV5NojtITEtCumhDEvXh-675MNFCiWAa1M/edit?usp=sharing Gallo&#039;s School for Boys]&lt;br /&gt;
*[https://docs.google.com/drawings/d/1Yh7KcquYwyQNSlAsO5oFwUkqfpIfPnj1M-BnBw6ezQs/edit?usp=sharing At Sea]&lt;br /&gt;
*[https://docs.google.com/drawings/d/1PCHJJvgmbpandeEEncH8qomfvOnU4VGqWOpMRNt1Zss/edit?usp=sharing Kell&#039;s Hideout]&lt;br /&gt;
*[https://docs.google.com/drawings/d/137lzHLM98CBjc__Bf1tCm-YJvHRmk3yGvRx4M9xT0WA/edit?usp=sharing Complex Gate]&lt;br /&gt;
*[https://docs.google.com/drawings/d/1TEwzqLiAMq1uHmtsu3s2YX4qpZ9Rx_lsl6SIO0s9ixE/edit?usp=sharing Secret Passage]&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|+Skill Matrix (L.14)&lt;br /&gt;
|-&lt;br /&gt;
!Skill&lt;br /&gt;
!Berg&lt;br /&gt;
!Theresa&lt;br /&gt;
!Jerixx&lt;br /&gt;
!Tazaerich&lt;br /&gt;
!Rosalia&lt;br /&gt;
|-&lt;br /&gt;
| Acrobatics (Dex)&lt;br /&gt;
| +7&lt;br /&gt;
| +18&lt;br /&gt;
| +8&lt;br /&gt;
| &#039;&#039;&#039;+19&#039;&#039;&#039;&lt;br /&gt;
| +13 (+14 unarmoured)&lt;br /&gt;
|-&lt;br /&gt;
| Arcana (Int)&lt;br /&gt;
| +6&lt;br /&gt;
| +8&lt;br /&gt;
| &#039;&#039;&#039;+18&#039;&#039;&#039;&lt;br /&gt;
| +7&lt;br /&gt;
| +17&lt;br /&gt;
|-&lt;br /&gt;
| Athletics (Str)&lt;br /&gt;
| &#039;&#039;&#039;+17&#039;&#039;&#039;&lt;br /&gt;
| +17&lt;br /&gt;
| +6&lt;br /&gt;
| +12&lt;br /&gt;
| +9 (+10 unarmoured)&lt;br /&gt;
|-&lt;br /&gt;
| Bluff (Cha)&lt;br /&gt;
| +6&lt;br /&gt;
| +9&lt;br /&gt;
| &#039;&#039;&#039;+24&#039;&#039;&#039;&lt;br /&gt;
| +6&lt;br /&gt;
| +17&lt;br /&gt;
|-&lt;br /&gt;
| Diplomacy (Cha)&lt;br /&gt;
| +6&lt;br /&gt;
| +14&lt;br /&gt;
| &#039;&#039;&#039;+22&#039;&#039;&#039;&lt;br /&gt;
| +6 &lt;br /&gt;
| +16&lt;br /&gt;
|-&lt;br /&gt;
| Dungeoneering (Wis)&lt;br /&gt;
| &#039;&#039;&#039;+12&#039;&#039;&#039;&lt;br /&gt;
| +11&lt;br /&gt;
| +8&lt;br /&gt;
| &#039;&#039;&#039;+16&#039;&#039;&#039;&lt;br /&gt;
| +13&lt;br /&gt;
|-&lt;br /&gt;
| Endurance (Con)&lt;br /&gt;
| &#039;&#039;&#039;+18&#039;&#039;&#039;&lt;br /&gt;
| +8&lt;br /&gt;
| +12&lt;br /&gt;
| +9&lt;br /&gt;
| +14 (+15 unarmoured)&lt;br /&gt;
|-&lt;br /&gt;
| Heal (Wis)&lt;br /&gt;
| &#039;&#039;&#039;+15&#039;&#039;&#039;&lt;br /&gt;
| +11&lt;br /&gt;
| +8&lt;br /&gt;
| +11&lt;br /&gt;
| &#039;&#039;&#039;+13&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| History (Int)&lt;br /&gt;
| +6&lt;br /&gt;
| +13&lt;br /&gt;
| +13&lt;br /&gt;
| +7&lt;br /&gt;
| &#039;&#039;&#039;+17&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Insight (Wis)&lt;br /&gt;
| +10 &lt;br /&gt;
| &#039;&#039;&#039;+20&#039;&#039;&#039;&lt;br /&gt;
| +15  &lt;br /&gt;
| +11 &lt;br /&gt;
| +14&lt;br /&gt;
|-&lt;br /&gt;
| Intimidate (Cha)&lt;br /&gt;
| +11&lt;br /&gt;
| +14&lt;br /&gt;
| +13&lt;br /&gt;
| +6&lt;br /&gt;
| &#039;&#039;&#039;+17&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Nature (Wis)&lt;br /&gt;
| +10&lt;br /&gt;
| +11&lt;br /&gt;
| +8&lt;br /&gt;
| +13&lt;br /&gt;
| &#039;&#039;&#039;+13&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Perception (Wis)&lt;br /&gt;
| +10 (+11 in 5 sq of Taz)&lt;br /&gt;
| &#039;&#039;&#039;+19&#039;&#039;&#039; (+20 in 5 sq of Taz)&lt;br /&gt;
| +8 (+9 in 5 sq of Taz)&lt;br /&gt;
| &#039;&#039;&#039;+18&#039;&#039;&#039; &lt;br /&gt;
| +14 (+15 in 5 sq of Taz)&lt;br /&gt;
|-&lt;br /&gt;
| Religion (Int)&lt;br /&gt;
| +6&lt;br /&gt;
| &#039;&#039;&#039;+13&#039;&#039;&#039;&lt;br /&gt;
| +13&lt;br /&gt;
| +7&lt;br /&gt;
| &#039;&#039;&#039;+13&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Stealth (Dex)&lt;br /&gt;
| +7&lt;br /&gt;
| &#039;&#039;&#039;+20&#039;&#039;&#039;&lt;br /&gt;
| +10/+11&lt;br /&gt;
| &#039;&#039;&#039;+19&#039;&#039;&#039;&lt;br /&gt;
| +10 (+11 unarmoured)&lt;br /&gt;
|-&lt;br /&gt;
| Streetwise (Cha)&lt;br /&gt;
| +6&lt;br /&gt;
| +8&lt;br /&gt;
| +16&lt;br /&gt;
| +11&lt;br /&gt;
| &#039;&#039;&#039;+19&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Thievery (Dex)&lt;br /&gt;
| +7&lt;br /&gt;
| +15&lt;br /&gt;
| +8&lt;br /&gt;
| &#039;&#039;&#039;+19&#039;&#039;&#039;&lt;br /&gt;
| +13 (+14 unarmoured)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Prestige==&lt;br /&gt;
*&#039;&#039;&#039;Flint: 5&lt;br /&gt;
*&#039;&#039;&#039;Risur: 6&lt;br /&gt;
*&#039;&#039;&#039;The Unseen Court: 6&lt;br /&gt;
*&#039;&#039;&#039;The Family: 3&lt;br /&gt;
*&#039;&#039;&#039;The Obscurati: 5&lt;br /&gt;
&lt;br /&gt;
==Lanjyr==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Lanjyr.jpg|1000px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The City of Flint==&lt;br /&gt;
&lt;br /&gt;
[[File:Cityofflintweb2.jpg]]&lt;br /&gt;
&lt;br /&gt;
==RHC Flint HQ==&lt;br /&gt;
&lt;br /&gt;
[[File:RHC_Office_Basement.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[File:RHC_Office.jpg]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;First Floor&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
1. Entrance. At least two guards are on duty at all times.&amp;lt;br&amp;gt;&lt;br /&gt;
2. Lower Hallway.&amp;lt;br&amp;gt;&lt;br /&gt;
3. Western Stairwell.&amp;lt;br&amp;gt;&lt;br /&gt;
4. Eastern Stairwell.&amp;lt;br&amp;gt;&lt;br /&gt;
5. Interrogation Rooms.&amp;lt;br&amp;gt;&lt;br /&gt;
6. Quartermaster Office.&amp;lt;br&amp;gt;&lt;br /&gt;
7. General Supplies. Door locked. Requires a quartermaster to access.&amp;lt;br&amp;gt;&lt;br /&gt;
8. Evidence. Door locked. Requires paperwork to access.&amp;lt;br&amp;gt;&lt;br /&gt;
9. Secretary Pool.&amp;lt;br&amp;gt;&lt;br /&gt;
10. Guard Room. Each room typically has another two guards.&amp;lt;br&amp;gt;&lt;br /&gt;
11. Morgue.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Second Floor&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
12. Inspector’s Desks.&amp;lt;br&amp;gt;&lt;br /&gt;
13. Delft’s Office.&amp;lt;br&amp;gt;&lt;br /&gt;
14. Support Offices.&amp;lt;br&amp;gt;&lt;br /&gt;
15. Break Room.&amp;lt;br&amp;gt;&lt;br /&gt;
16. Upper Hallway.&amp;lt;br&amp;gt;&lt;br /&gt;
17. Saxby’s Office.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Basement.&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
18. Holding Cells. At least two guards are on duty at all times.&amp;lt;br&amp;gt;&lt;br /&gt;
19. Magic Cells. Spellcasters are kept here. The cells are enchanted to function like mage-cuffs; any attempt to use magical powers sounds an alarm and does 10 damage to the prisoner. A golden ward also blocks teleportation and summoning. Two columns glow with pale white light, which grants everyone within 5 squares Resist 10 against all energy types.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Allied NPC Stats==&lt;br /&gt;
[[File:AlliedFlintSoldier.png]]&lt;br /&gt;
[[File:Allied_Fey.jpg]]&lt;br /&gt;
[[File:Allied Unit.png]]&lt;br /&gt;
[[File:Andrei von Recklinghausen.png]]&lt;br /&gt;
[[File:1693599149855.png]]&lt;br /&gt;
[[File:KvartiGorbatiy.jpg]]&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
*[https://www.drivethrurpg.com/product/126863/ZEITGEIST-Adventure-Path-Extended-Players-Guide-4E Player&#039;s Guide]&lt;br /&gt;
*[https://forum.rpg.net/index.php?threads/zeitgeist-the-investigation-begins.868433/post-23443721 official RHC badge]&lt;br /&gt;
*[https://www.dropbox.com/s/ktr2w5vv96a7wgx/Fiona%27s%20Letter.png?dl=0 memo from Caius Bergeron to Finona Duvall]&lt;br /&gt;
*[http://iws.mx/dnd/?list D&amp;amp;D 4E Online Compendium]&lt;/div&gt;</summary>
		<author><name>Bira</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Zeitgeist:_The_Gears_of_Revolution/Rosalia&amp;diff=477504</id>
		<title>Zeitgeist: The Gears of Revolution/Rosalia</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Zeitgeist:_The_Gears_of_Revolution/Rosalia&amp;diff=477504"/>
		<updated>2025-03-01T21:09:31Z</updated>

		<summary type="html">&lt;p&gt;Bira: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Zeitgeist:_The_Gears_of_Revolution|Home Page]]&lt;br /&gt;
==Basics==&lt;br /&gt;
* Name: Rosalia &amp;quot;Little Lamp&amp;quot; Savory&lt;br /&gt;
* Race: Human&lt;br /&gt;
* Class: Bard&lt;br /&gt;
* Paragon Path: Daring Blade&lt;br /&gt;
* Level: 15&lt;br /&gt;
* Background: Urban &#039;&#039;(+2 to Streetwise)&#039;&#039;&lt;br /&gt;
* Theme: Docker&lt;br /&gt;
&lt;br /&gt;
==Stats==&lt;br /&gt;
* Str 9 &#039;&#039;&#039;(-1)&#039;&#039;&#039; &lt;br /&gt;
* Con 16 &#039;&#039;&#039;(+3)&#039;&#039;&#039;&lt;br /&gt;
* Dex 11 &#039;&#039;&#039;(+0)&#039;&#039;&#039;&lt;br /&gt;
* Int 15 &#039;&#039;&#039;(+2)&#039;&#039;&#039;&lt;br /&gt;
* Wis 15 &#039;&#039;&#039;(+2)&#039;&#039;&#039;&lt;br /&gt;
* Cha 21 &#039;&#039;&#039;(+5)&#039;&#039;&#039;&lt;br /&gt;
**Human bonus: +2 to Charisma&lt;br /&gt;
==Defenses/Combat Stats==&lt;br /&gt;
* HP: 97&lt;br /&gt;
* Healing Surges: 10&lt;br /&gt;
** Surge Value: 24 HP&lt;br /&gt;
* Speed: 7 (6 in armor)&lt;br /&gt;
* Action Points: 1&lt;br /&gt;
===Defenses===&lt;br /&gt;
* AC: &#039;&#039;&#039;29&#039;&#039;&#039;  (10 + 11 Armor + 7 Level + 1 Shield)&lt;br /&gt;
* Fort: &#039;&#039;&#039;26&#039;&#039;&#039; (10 + 3 CON + 7 Level + 3 Amulet + 1 Belt + 2 Feat)&lt;br /&gt;
* Ref: &#039;&#039;&#039;25&#039;&#039;&#039; (10 + 2 INT + 1 Class + 7 Level + 3 Amulet + 2 Feat)&lt;br /&gt;
* Will: &#039;&#039;&#039;28&#039;&#039;&#039; (10 + 5 CHA + 1 Class + 7 Level + 3 Amulet + 2 Feat)&lt;br /&gt;
&lt;br /&gt;
==Racial Traits==&lt;br /&gt;
* Bonus Skill&lt;br /&gt;
* Bonus Feat&lt;br /&gt;
* Bonus At-Will Power&lt;br /&gt;
==Class Traits==&lt;br /&gt;
* Bardic Training&lt;br /&gt;
** Gain Ritual Caster as a bonus feat, and a ritual book with 1 level 1 bard ritual, and 1 level 1 ritual of any kind.&lt;br /&gt;
* Virtue of Valor&lt;br /&gt;
** 1/round, when ally within 5 squares of me bloodies or defeats an enemy, I can grant 6 temporary HP to that ally as a free action.&lt;br /&gt;
* Skill Versatility&lt;br /&gt;
** +1 to untrained skill checks.&lt;br /&gt;
* Song of Rest&lt;br /&gt;
** If I can sing or play an instrument during a short rest, allies regain an extra 5 HP per healing surge they spend in that rest.&lt;br /&gt;
* Swordbond&lt;br /&gt;
** I may bond with a specific sword with a 1-hour ritual. I can call my bonded sword to my hand from 10 squares away and rebuild it from a fragment if it&#039;s destroyed.&lt;br /&gt;
* Daring Action&lt;br /&gt;
** Instead of gaining an extra action, I can spend an action point to mark every enemy I can see and gain 10 temp HP.&lt;br /&gt;
* Daring Improvisation&lt;br /&gt;
** When I make a martial melee weapon attack, I can use Charisma for the attack and damage roll in place of the ability score required by the attack.&lt;br /&gt;
==Skills==&lt;br /&gt;
&#039;&#039;&#039;(Trained Skills)&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
* Acrobatics: +14&lt;br /&gt;
* &#039;&#039;&#039;Arcana: +17&#039;&#039;&#039;&lt;br /&gt;
* Athletics: +10&lt;br /&gt;
* &#039;&#039;&#039;Bluff: +17&#039;&#039;&#039;&lt;br /&gt;
* Diplomacy: +16&lt;br /&gt;
* Dungeoneering: +13&lt;br /&gt;
* &#039;&#039;&#039;Endurance: +15&#039;&#039;&#039;&lt;br /&gt;
* Heal: +13&lt;br /&gt;
* &#039;&#039;&#039;History: +17&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Insight: +14&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Intimidate: +17&#039;&#039;&#039;&lt;br /&gt;
* Nature: +13&lt;br /&gt;
* &#039;&#039;&#039;Perception: +14&#039;&#039;&#039;&lt;br /&gt;
* Religion: +13&lt;br /&gt;
* Stealth: +11&lt;br /&gt;
* &#039;&#039;&#039;Streetwise: +19&#039;&#039;&#039;&lt;br /&gt;
* Thievery: +14&lt;br /&gt;
&lt;br /&gt;
==Feats==&lt;br /&gt;
* Action Surge: +3 to attacks I make during any action gained by spending an action point.&lt;br /&gt;
* Battle Song Expertise: &#039;&#039;+1/tier to attacks with weapons and bard implements, +1 to forced movement from bard powers;&#039;&#039;&lt;br /&gt;
* Improved Majestic Word &#039;&#039; Target of majestic word also gains (CHA mod) temporary HP.&#039;&#039;&lt;br /&gt;
* Heart of the Blade (Swordmage Multiclass) &#039;&#039;Gain training in Endurance and the Swordbond class feature. All swords also count as implements now!&#039;&#039;&lt;br /&gt;
* Student of Artifice: &#039;&#039;Gain training in Arcana (redundant), and gain 1 daily use of the artificer&#039;s Healing Infusion.&#039;&#039;&lt;br /&gt;
* Ritual Caster &#039;&#039;May use rituals&#039;&#039;&lt;br /&gt;
* Bard of All Trades: Gain a +3 feat bonus to all untrained skill checks.&lt;br /&gt;
* Improved Defenses: +1 to all non-armor defenses (+2 at Paragon; +3 at Epic).&lt;br /&gt;
* Resourceful Leader (Warlord Multiclass): Gain training in History. When an ally I can see spends an action point for an attack, they gain +3 damage on a hit or +3 temp HP on a miss. (+5 at level 11; +7 at level 21).&lt;br /&gt;
* Psychic Lock: Any target I hit with a psychic power has a -2 penalty to its next attack roll (already factored).&lt;br /&gt;
* Improved Valor: Virtue of Valor gives +3 extra THP.&lt;br /&gt;
* Disheartening Presence: While I am conscious and not bloodied, any bloodied enemies adjacent to me take -1 to all of their attacks.&lt;br /&gt;
&lt;br /&gt;
==Powers==&lt;br /&gt;
&lt;br /&gt;
Accuracy with weapon powers: +20 (+5 CHA, +7 level, +3 proficiency, +2 feat, +3 item)&lt;br /&gt;
Accuracy with implement powers: +17 (+5 CHA, +7 level, +2 feat, +3 item)&lt;br /&gt;
&lt;br /&gt;
Damage bonus: +8 (+5 CHA, +3 item)&lt;br /&gt;
&lt;br /&gt;
Psychic powers get an extra +1 accuracy from Headband of Intellect. All weapon powers are considered Psychic due to the Silver Blade.&lt;br /&gt;
&lt;br /&gt;
===At-Will Powers===&lt;br /&gt;
* Melee Basic Attack (standard, weapon, psychic):&lt;br /&gt;
** +20 vs AC. Hit: 1d8+8 psychic damage, -2 to next attack.&lt;br /&gt;
&lt;br /&gt;
* Guiding Strike (standard, weapon, psychic):&lt;br /&gt;
** Melee 1; +21 vs. AC. &lt;br /&gt;
** Hit: 1d8+8 psychic damage, -2 to next attack and -2 to a chosen defense until the end of my next turn.&lt;br /&gt;
&lt;br /&gt;
* Vicious Mockery (standard, charm, implement, psychic):&lt;br /&gt;
** Ranged 10; +18 vs. Will. &lt;br /&gt;
** Hit: 1d6+8 psychic, -4 to next attack, and -2 to other attacks until the end of my next turn.&lt;br /&gt;
** &#039;&#039;I came here to kick your ass / Cuz you&#039;re dumb and cannot see / That even ten of you / Are worth less than half of me&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Staggering Note (standard, implement, thunder):&lt;br /&gt;
** Ranged 10; +17 vs. Will. &lt;br /&gt;
** Hit: 8 thunder, push 3, and an ally can make a melee basic attack against the target before, after, or during the push.&lt;br /&gt;
&lt;br /&gt;
* Prototype Silver Blade (item, psychic, free action)&lt;br /&gt;
** Effect: All damage dealt by this weapon is psychic. Another free action returns the damage to normal.&lt;br /&gt;
&lt;br /&gt;
* Audience Participation&lt;br /&gt;
** Trigger: An enemy starts its turn adjacent to one or more non-combatants who are friendly to me and know I&#039;m fighting.&lt;br /&gt;
** Effect (No Action): The triggering enemy takes 5 damage for each friendly they&#039;re adjacent to.&lt;br /&gt;
&lt;br /&gt;
===Encounter Powers===&lt;br /&gt;
* &#039;&#039;&#039;(_)(_)&#039;&#039;&#039; Majestic Word (minor, healing)&lt;br /&gt;
** Close burst 10 (me or an ally).&lt;br /&gt;
** Target spends a healing surge, heals an extra 3d6+5 HP, and gains 5 temporary HP.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Words of Friendship (minor, charm)&lt;br /&gt;
** I gain a +5 power bonus to the next Diplomacy check I make.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Docker&#039;s Jank (standard, teleportation)&lt;br /&gt;
** Close Burst 5.&lt;br /&gt;
** Me and an ally in the burst teleport and switch locations. The ally can then use a standard-action at-will power as a free action with a +2 power bonus to attack rolls.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Shout of Triumph (standard, implement, thunder)&lt;br /&gt;
** Close Blast 3 (enemies in blast); +17 vs. Fortitude.&lt;br /&gt;
** Hit: 1d6+8 thunder and push 4.&lt;br /&gt;
** Effect: Slide 4 on each ally in blast.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Impelling Force (standard, implement, force)&lt;br /&gt;
** Ranged 10; +17 vs. Fortitude&lt;br /&gt;
** Hit: 1d10+8 force damage, and I slide the target 5 squares to a square adjacent to an ally.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Scorpion&#039;s Claw Strike (standard, weapon, psychic)&lt;br /&gt;
** Melee 1 (one creature): +21 vs. AC&lt;br /&gt;
** Hit: 2d8+8 psychic damage, -2 to next attack, and I slide an ally who is adjacent to the target to another space adjacent to it. The ally gains a +2 power bonus to AC until the end of my next turn.&lt;br /&gt;
** Miss: 5 damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Inspire Competence (utility)&lt;br /&gt;
** Close burst 5 (me and each ally in burst).&lt;br /&gt;
** Effect: I choose a skill. Until the end of the encounter, all targets have a +2 power bonus to that skill.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Revitalizing Incantation (minor, healing)&lt;br /&gt;
** Ranged 5 (me or an ally)&lt;br /&gt;
** Effect: Target can spend a healing surge and heal 1d6 extra HP. Additionally, target gains temp HP equal to their healing surge value.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Healing Infusion: Resistive Formula (minor)&lt;br /&gt;
** Close Burst 5 (me or an ally)&lt;br /&gt;
** Effect: Target heals 1d6 HP and gains +1 to AC for the rest of the encounter. Target can choose to end this effect as a free action to gain HP equal to its healing surge value + 3 (CON Mod).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Mantle of Unity&lt;br /&gt;
** Close Burst 5 (me and each ally in burst)&lt;br /&gt;
** Effect: Determine the highest AC, Fortitude, Reflex, and Will among all the targets. Until the end of your next turn, use these values for the corresponding defenses of&lt;br /&gt;
all the targets.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Weapon Display (standard, weapon, psychic)&lt;br /&gt;
** Melee 1 (one creature); +21 vs. AC&lt;br /&gt;
** Effect: The target grants combat advantage to me for this attack.&lt;br /&gt;
** Hit: 2d8+8 damage, -2 to next attack, and the target grants combat advantage to me and all my allies until the end of my next turn.&lt;br /&gt;
** Miss: The target is marked until the end of my next turn, and I regain the use of this power.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Defensive Posture&lt;br /&gt;
** Move Action&lt;br /&gt;
** Effect: I gain a +2 power bonus to AC and Reflex until the end of my next turn, then shift a number of squares equal to one-half my speed (2). Each ally that can see me gains a +2 power bonus to attack rolls until the end of your next turn.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Insult of Passivity (fear, implement, psychic)&lt;br /&gt;
** Ranged 10 (one creature); +18 vc. Will&lt;br /&gt;
** Hit: 2d8+8 psychic damage and the target is dazed until the end of the encounter or until hit or missed by an attack.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Xambria&#039;s Manifestation I (Free action)&lt;br /&gt;
Effect: Xambria appears with 10 squares and can use a minor action to manpinulate an object or do something similar. &lt;br /&gt;
&lt;br /&gt;
===Daily Powers===&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Stirring Shout (standard, implement, psychic)&lt;br /&gt;
** Ranged 10; +18 vs. Will.&lt;br /&gt;
** Hit: 2d6+8 psychic, -2 to next attack.&lt;br /&gt;
** Effect: Until the end of the encounter, whenever an ally hits the target, the ally heals 5 HP (CHA mod).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Sing Your Praises (minor, docker)&lt;br /&gt;
** Close Burst 5 (10 at Paragon; 15 at Epic);&lt;br /&gt;
** Effect: Each ally in the burst can immediately make a saving throw.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Wail of Anguish (minor, implement)&lt;br /&gt;
** Effect: Until the end  of your next turn, you can make the following attack.&lt;br /&gt;
*** Opportunity Action, Close Burst 3; Trigger: an enemy starts turn inside burst; +18 vs. Will (triggering enemy); Hit: 1d10+8  damage and  target cannot shift UENT.&lt;br /&gt;
** Sustain Minor: The effect persists.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Strike up the Dance (standard, implement, psychic)&lt;br /&gt;
** Target: One, two, or three creatures.&lt;br /&gt;
** Ranged 10; +18 vs. Will&lt;br /&gt;
** Hit: 2d10+8 psychic damage, and the target is immobilized (save ends). Until it saves, I can slide the target 5 squares at the start of its turn and it cannot take move actions on its turn. If I target only one creature with this power, it takes 1d10 extra damage.&lt;br /&gt;
*** Miss: Half damage, and I slide the target 5 squares at the start of its next turn and it is immobilized until the end of its next turn.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Prototype Silver Blade (free)&lt;br /&gt;
** Trigger: I hit an enemy with this blade.&lt;br /&gt;
** Effect: I banish the target to a demiplane (save ends). It vanishes from sight, cannot take actions, and cannot be targeted. On a save the target reappears in its last space, or in the unoccupied space closest to that.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Cli Lyre (standard)&lt;br /&gt;
** Effect: When I use this power during a rest, me and all my allies gain a +10 power bonus to their next Bluff, Intimidate, or Diplomacy check before our next short or extended rest.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Ricochet Shield (Immediate Reaction)&lt;br /&gt;
** Trigger: A ranged attack targeting AC misses me.&lt;br /&gt;
** Effect: The source of the attack repeats the attack roll against a different target of my choice within 10 squares of me. If the attack roll succeeds, it hits that target (apply damage and effect where appropriate).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;(_)&#039;&#039;&#039; Canary in a Coal Mine (Minor Action)&lt;br /&gt;
* Effect: I gain a flight speed equal to my speed until the end of my next turn.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Xambria&#039;s Manifestation II (standard, force)&lt;br /&gt;
* Attack: Close Burst 3 (enemies in burst) +18 vs. Fortitude&lt;br /&gt;
* Hit: 3d10 + 8 force damage, and push 4 squares. &lt;br /&gt;
* Miss: Half damage, and push 2 squares.&lt;br /&gt;
&lt;br /&gt;
==Rituals==&lt;br /&gt;
&lt;br /&gt;
* Glib Limerick (level 1)&lt;br /&gt;
* Traveller&#039;s chant (level 1)&lt;br /&gt;
* Lullaby (Level 3, 125/25)&lt;br /&gt;
* Detect Planar Energy (Level 1, 50/10)&lt;br /&gt;
* Comprehend Language (PHB, L1, 50/10)&lt;br /&gt;
* Detect Secret Doors (PHB, L3, 125/25)&lt;br /&gt;
* Knock (PHB, L4, 175/35)&lt;br /&gt;
* Water Walk (PHB, L2, 100/20)&lt;br /&gt;
* Endure Elements (PHB, L2, 100/20)&lt;br /&gt;
* Lesser Telepathy (L5, 250/30+1 surge)&lt;br /&gt;
* Call Wilderness Guide (PHB2, L6, 360/144)&lt;br /&gt;
* Fool&#039;s Speech (PHB2, L6, 360/50)&lt;br /&gt;
* Sending (PHB, L6, 360/50)&lt;br /&gt;
* Linked Portal (PHB, L8, 680/135)&lt;br /&gt;
* Song of Sustenance (PHB2, L8, 680/135)&lt;br /&gt;
* Raise Dead (PHB, L8, 680/500)&lt;br /&gt;
* Remove Affliction (PHB, L8, 680/250)&lt;br /&gt;
* Chorus of Truth (PHB2, L10, 1000/200)&lt;br /&gt;
&lt;br /&gt;
==Artifact==&lt;br /&gt;
&lt;br /&gt;
===Xambria&#039;s Consciousness===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Property:&#039;&#039;&#039;+3 to Acrobatics, Arcana, History, and Thievery checks (already calculated)&lt;br /&gt;
* &#039;&#039;&#039;Property:&#039;&#039;&#039; +2 to all checks while performing rituals (since I already have Ritual Caster).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Current Concordance:&#039;&#039;&#039; 16 (Pleased)&lt;br /&gt;
** Starting: 5&lt;br /&gt;
** Trained in History +2&lt;br /&gt;
** Gained 7 Levels +7&lt;br /&gt;
** Foiled 2 Obscurati Plots +2&lt;br /&gt;
&lt;br /&gt;
==Gear==&lt;br /&gt;
&lt;br /&gt;
===Weapons===&lt;br /&gt;
* Prototype Silver Blade +3 (longsword) &#039;&#039;(Prof +3, dam 1d8+Str,  4 lbs, Versatile, level 14)&#039;&#039; (21000 gp)&lt;br /&gt;
** Critical Bonus: +3d8&lt;br /&gt;
&lt;br /&gt;
===Armor===&lt;br /&gt;
* Veteran&#039;s Chain +3 (Braidmail) (+11 AC, 40 lbs) (lvl 12, 13000 gp)&lt;br /&gt;
* Ricochet Shield (+1 AC, 6 lbs., Arms slot) (13000gp)&lt;br /&gt;
&lt;br /&gt;
===Other Gear===&lt;br /&gt;
* Canary in a Coal Mine +3 (17000 gp, lvl 13, Neck slot)&lt;br /&gt;
* Belt of Vim (3400gp, lvl 8, Waist slot)&lt;br /&gt;
* Oceanstrider Boots (21000 gp, lvl 14, Feet slot)&lt;br /&gt;
* Gloves of the Healer (13000gp, lvl 12, Hands slot&lt;br /&gt;
* Headband of Intellect (lvl 10, 5000gp, Head slot)&lt;br /&gt;
* Wand of Aptitude (lvl 10, 5000gp, spare implement)&lt;br /&gt;
* Cli Lyre (Lvl 13, 21000gp, spare implement).&lt;br /&gt;
* Investigation Kit (40 gp)&lt;br /&gt;
* Bell and Whistle (1 gp)&lt;br /&gt;
* 2 x Elixir of Aptitude (100gp)&lt;br /&gt;
* 2 x Potion of Resistance (80gp)&lt;br /&gt;
* 2 x Potion of Vitality (2000gp)&lt;br /&gt;
* Worker&#039;s Clothes&lt;br /&gt;
** Definitely not a lady&#039;s outfit.  Trousers, undershirt, and boots, with a blue dress worn on top and a simple wide-brimmed hat.&lt;br /&gt;
* Pocket Watch (25 gp)&lt;br /&gt;
* 2401 GP in residuum.&lt;br /&gt;
&lt;br /&gt;
==Budget==&lt;br /&gt;
&lt;br /&gt;
Total gear value: 147.897gp.&lt;br /&gt;
Total budget: 168.595gp&lt;br /&gt;
&lt;br /&gt;
Free budget: 20.698gp&lt;br /&gt;
&lt;br /&gt;
==Item Properties==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Canary in a Coal Mine&#039;&#039;&#039;: +5 bonus to all defenses during the surprise round of an encounter. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Oceanstrider boots&#039;&#039;&#039;: +1 to speed (already factored). I can move across and stand on liquid surfaces as if they were solid. If the surface is hazardous (such as acid or magma) I still take damage from it.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Cli Lyre&#039;&#039;&#039;: Can be used as a +3 implement and focus for bardic rituals. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Headband of Intellect&#039;&#039;&#039;:  +2 to knowledge or monster knowledge checks, +1 to attack on powers that have the psychic keyword (already factored)&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Gloves of the Healer&#039;&#039;&#039;: When I use a power that has the Healing keyword, one target regains an extra 1d6 HP (already factored).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Wand of Aptitude&#039;&#039;&#039;: When I use Inspire Competence through this wand, I give an extra +2 item bonus to my allies&#039; skills.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Veteran&#039;s Chain&#039;&#039;&#039;: When I use an action point I gain a +1 item bonus to attack rolls and defenses until the end of my next turn. &lt;br /&gt;
&lt;br /&gt;
==Bio==&lt;br /&gt;
Here is Rosalia Savory, whose family was &#039;&#039;&#039;in no way&#039;&#039;&#039; part of a Robin-Hood like bandit gang in the drier and more remote areas of Risur, and absolutely &#039;&#039;&#039;did not&#039;&#039;&#039; move to Flint and change identities to escape a royal crackdown on them. She grew up among the dockers of Flint, got into music, and found out she had a knack for child detective shenanigans. When she grew up she figured she might as well get paid for the detective stuff and maybe try to help her community with the weight of a badge behind her. Her style and political stance are somewhat at odds with the traditional image of an RHC constable but you can&#039;t argue with the results of the magic mind-reading entrance exam!&lt;br /&gt;
&lt;br /&gt;
Rosalia&#039;s stage name is &amp;quot;Little Lamp&amp;quot; and she still performs in her spare time.&lt;br /&gt;
&lt;br /&gt;
[[Zeitgeist:_The_Gears_of_Revolution| Zeitgeist: The Gears of Revolution homepage]]&lt;/div&gt;</summary>
		<author><name>Bira</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Zeitgeist:_The_Gears_of_Revolution/Rosalia&amp;diff=477503</id>
		<title>Zeitgeist: The Gears of Revolution/Rosalia</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Zeitgeist:_The_Gears_of_Revolution/Rosalia&amp;diff=477503"/>
		<updated>2025-03-01T21:08:18Z</updated>

		<summary type="html">&lt;p&gt;Bira: /* Other Gear */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Zeitgeist:_The_Gears_of_Revolution|Home Page]]&lt;br /&gt;
==Basics==&lt;br /&gt;
* Name: Rosalia &amp;quot;Little Lamp&amp;quot; Savory&lt;br /&gt;
* Race: Human&lt;br /&gt;
* Class: Bard&lt;br /&gt;
* Paragon Path: Daring Blade&lt;br /&gt;
* Level: 15&lt;br /&gt;
* Background: Urban &#039;&#039;(+2 to Streetwise)&#039;&#039;&lt;br /&gt;
* Theme: Docker&lt;br /&gt;
&lt;br /&gt;
==Stats==&lt;br /&gt;
* Str 9 &#039;&#039;&#039;(-1)&#039;&#039;&#039; &lt;br /&gt;
* Con 16 &#039;&#039;&#039;(+3)&#039;&#039;&#039;&lt;br /&gt;
* Dex 11 &#039;&#039;&#039;(+0)&#039;&#039;&#039;&lt;br /&gt;
* Int 15 &#039;&#039;&#039;(+2)&#039;&#039;&#039;&lt;br /&gt;
* Wis 15 &#039;&#039;&#039;(+2)&#039;&#039;&#039;&lt;br /&gt;
* Cha 21 &#039;&#039;&#039;(+5)&#039;&#039;&#039;&lt;br /&gt;
**Human bonus: +2 to Charisma&lt;br /&gt;
==Defenses/Combat Stats==&lt;br /&gt;
* HP: 97&lt;br /&gt;
* Healing Surges: 10&lt;br /&gt;
** Surge Value: 24 HP&lt;br /&gt;
* Speed: 7 (6 in armor)&lt;br /&gt;
* Action Points: 1&lt;br /&gt;
===Defenses===&lt;br /&gt;
* AC: &#039;&#039;&#039;29&#039;&#039;&#039;  (10 + 11 Armor + 7 Level + 1 Shield)&lt;br /&gt;
* Fort: &#039;&#039;&#039;26&#039;&#039;&#039; (10 + 3 CON + 7 Level + 3 Amulet + 1 Belt + 2 Feat)&lt;br /&gt;
* Ref: &#039;&#039;&#039;25&#039;&#039;&#039; (10 + 2 INT + 1 Class + 7 Level + 3 Amulet + 2 Feat)&lt;br /&gt;
* Will: &#039;&#039;&#039;28&#039;&#039;&#039; (10 + 5 CHA + 1 Class + 7 Level + 3 Amulet + 2 Feat)&lt;br /&gt;
&lt;br /&gt;
==Racial Traits==&lt;br /&gt;
* Bonus Skill&lt;br /&gt;
* Bonus Feat&lt;br /&gt;
* Bonus At-Will Power&lt;br /&gt;
==Class Traits==&lt;br /&gt;
* Bardic Training&lt;br /&gt;
** Gain Ritual Caster as a bonus feat, and a ritual book with 1 level 1 bard ritual, and 1 level 1 ritual of any kind.&lt;br /&gt;
* Virtue of Valor&lt;br /&gt;
** 1/round, when ally within 5 squares of me bloodies or defeats an enemy, I can grant 6 temporary HP to that ally as a free action.&lt;br /&gt;
* Skill Versatility&lt;br /&gt;
** +1 to untrained skill checks.&lt;br /&gt;
* Song of Rest&lt;br /&gt;
** If I can sing or play an instrument during a short rest, allies regain an extra 5 HP per healing surge they spend in that rest.&lt;br /&gt;
* Swordbond&lt;br /&gt;
** I may bond with a specific sword with a 1-hour ritual. I can call my bonded sword to my hand from 10 squares away and rebuild it from a fragment if it&#039;s destroyed.&lt;br /&gt;
* Daring Action&lt;br /&gt;
** Instead of gaining an extra action, I can spend an action point to mark every enemy I can see and gain 10 temp HP.&lt;br /&gt;
* Daring Improvisation&lt;br /&gt;
** When I make a martial melee weapon attack, I can use Charisma for the attack and damage roll in place of the ability score required by the attack.&lt;br /&gt;
==Skills==&lt;br /&gt;
&#039;&#039;&#039;(Trained Skills)&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
* Acrobatics: +14&lt;br /&gt;
* &#039;&#039;&#039;Arcana: +17&#039;&#039;&#039;&lt;br /&gt;
* Athletics: +10&lt;br /&gt;
* &#039;&#039;&#039;Bluff: +17&#039;&#039;&#039;&lt;br /&gt;
* Diplomacy: +16&lt;br /&gt;
* Dungeoneering: +13&lt;br /&gt;
* &#039;&#039;&#039;Endurance: +15&#039;&#039;&#039;&lt;br /&gt;
* Heal: +13&lt;br /&gt;
* &#039;&#039;&#039;History: +17&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Insight: +14&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Intimidate: +17&#039;&#039;&#039;&lt;br /&gt;
* Nature: +13&lt;br /&gt;
* &#039;&#039;&#039;Perception: +14&#039;&#039;&#039;&lt;br /&gt;
* Religion: +13&lt;br /&gt;
* Stealth: +11&lt;br /&gt;
* &#039;&#039;&#039;Streetwise: +19&#039;&#039;&#039;&lt;br /&gt;
* Thievery: +14&lt;br /&gt;
&lt;br /&gt;
==Feats==&lt;br /&gt;
* Action Surge: +3 to attacks I make during any action gained by spending an action point.&lt;br /&gt;
* Battle Song Expertise: &#039;&#039;+1/tier to attacks with weapons and bard implements, +1 to forced movement from bard powers;&#039;&#039;&lt;br /&gt;
* Improved Majestic Word &#039;&#039; Target of majestic word also gains (CHA mod) temporary HP.&#039;&#039;&lt;br /&gt;
* Heart of the Blade (Swordmage Multiclass) &#039;&#039;Gain training in Endurance and the Swordbond class feature. All swords also count as implements now!&#039;&#039;&lt;br /&gt;
* Student of Artifice: &#039;&#039;Gain training in Arcana (redundant), and gain 1 daily use of the artificer&#039;s Healing Infusion.&#039;&#039;&lt;br /&gt;
* Ritual Caster &#039;&#039;May use rituals&#039;&#039;&lt;br /&gt;
* Bard of All Trades: Gain a +3 feat bonus to all untrained skill checks.&lt;br /&gt;
* Improved Defenses: +1 to all non-armor defenses (+2 at Paragon; +3 at Epic).&lt;br /&gt;
* Resourceful Leader (Warlord Multiclass): Gain training in History. When an ally I can see spends an action point for an attack, they gain +3 damage on a hit or +3 temp HP on a miss. (+5 at level 11; +7 at level 21).&lt;br /&gt;
* Psychic Lock: Any target I hit with a psychic power has a -2 penalty to its next attack roll (already factored).&lt;br /&gt;
* Improved Valor: Virtue of Valor gives +3 extra THP.&lt;br /&gt;
* Disheartening Presence: While I am conscious and not bloodied, any bloodied enemies adjacent to me take -1 to all of their attacks.&lt;br /&gt;
&lt;br /&gt;
==Powers==&lt;br /&gt;
&lt;br /&gt;
Accuracy with weapon powers: +20 (+5 CHA, +7 level, +3 proficiency, +2 feat, +3 item)&lt;br /&gt;
Accuracy with implement powers: +17 (+5 CHA, +7 level, +2 feat, +3 item)&lt;br /&gt;
&lt;br /&gt;
Damage bonus: +8 (+5 CHA, +3 item)&lt;br /&gt;
&lt;br /&gt;
Psychic powers get an extra +1 accuracy from Headband of Intellect. All weapon powers are considered Psychic due to the Silver Blade.&lt;br /&gt;
&lt;br /&gt;
===At-Will Powers===&lt;br /&gt;
* Melee Basic Attack (standard, weapon, psychic):&lt;br /&gt;
** +20 vs AC. Hit: 1d8+8 psychic damage, -2 to next attack.&lt;br /&gt;
&lt;br /&gt;
* Guiding Strike (standard, weapon, psychic):&lt;br /&gt;
** Melee 1; +21 vs. AC. &lt;br /&gt;
** Hit: 1d8+8 psychic damage, -2 to next attack and -2 to a chosen defense until the end of my next turn.&lt;br /&gt;
&lt;br /&gt;
* Vicious Mockery (standard, charm, implement, psychic):&lt;br /&gt;
** Ranged 10; +18 vs. Will. &lt;br /&gt;
** Hit: 1d6+8 psychic, -4 to next attack, and -2 to other attacks until the end of my next turn.&lt;br /&gt;
** &#039;&#039;I came here to kick your ass / Cuz you&#039;re dumb and cannot see / That even ten of you / Are worth less than half of me&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Staggering Note (standard, implement, thunder):&lt;br /&gt;
** Ranged 10; +17 vs. Will. &lt;br /&gt;
** Hit: 8 thunder, push 3, and an ally can make a melee basic attack against the target before, after, or during the push.&lt;br /&gt;
&lt;br /&gt;
* Prototype Silver Blade (item, psychic, free action)&lt;br /&gt;
** Effect: All damage dealt by this weapon is psychic. Another free action returns the damage to normal.&lt;br /&gt;
&lt;br /&gt;
* Audience Participation&lt;br /&gt;
** Trigger: An enemy starts its turn adjacent to one or more non-combatants who are friendly to me and know I&#039;m fighting.&lt;br /&gt;
** Effect (No Action): The triggering enemy takes 5 damage for each friendly they&#039;re adjacent to.&lt;br /&gt;
&lt;br /&gt;
===Encounter Powers===&lt;br /&gt;
* &#039;&#039;&#039;(_)(_)&#039;&#039;&#039; Majestic Word (minor, healing)&lt;br /&gt;
** Close burst 10 (me or an ally).&lt;br /&gt;
** Target spends a healing surge, heals an extra 3d6+5 HP, and gains 5 temporary HP.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Words of Friendship (minor, charm)&lt;br /&gt;
** I gain a +5 power bonus to the next Diplomacy check I make.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Docker&#039;s Jank (standard, teleportation)&lt;br /&gt;
** Close Burst 5.&lt;br /&gt;
** Me and an ally in the burst teleport and switch locations. The ally can then use a standard-action at-will power as a free action with a +2 power bonus to attack rolls.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Shout of Triumph (standard, implement, thunder)&lt;br /&gt;
** Close Blast 3 (enemies in blast); +17 vs. Fortitude.&lt;br /&gt;
** Hit: 1d6+8 thunder and push 4.&lt;br /&gt;
** Effect: Slide 4 on each ally in blast.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Impelling Force (standard, implement, force)&lt;br /&gt;
** Ranged 10; +17 vs. Fortitude&lt;br /&gt;
** Hit: 1d10+8 force damage, and I slide the target 5 squares to a square adjacent to an ally.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Scorpion&#039;s Claw Strike (standard, weapon, psychic)&lt;br /&gt;
** Melee 1 (one creature): +21 vs. AC&lt;br /&gt;
** Hit: 2d8+8 psychic damage, -2 to next attack, and I slide an ally who is adjacent to the target to another space adjacent to it. The ally gains a +2 power bonus to AC until the end of my next turn.&lt;br /&gt;
** Miss: 5 damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Inspire Competence (utility)&lt;br /&gt;
** Close burst 5 (me and each ally in burst).&lt;br /&gt;
** Effect: I choose a skill. Until the end of the encounter, all targets have a +2 power bonus to that skill.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Revitalizing Incantation (minor, healing)&lt;br /&gt;
** Ranged 5 (me or an ally)&lt;br /&gt;
** Effect: Target can spend a healing surge and heal 1d6 extra HP. Additionally, target gains temp HP equal to their healing surge value.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Healing Infusion: Resistive Formula (minor)&lt;br /&gt;
** Close Burst 5 (me or an ally)&lt;br /&gt;
** Effect: Target heals 1d6 HP and gains +1 to AC for the rest of the encounter. Target can choose to end this effect as a free action to gain HP equal to its healing surge value + 3 (CON Mod).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Mantle of Unity&lt;br /&gt;
** Close Burst 5 (me and each ally in burst)&lt;br /&gt;
** Effect: Determine the highest AC, Fortitude, Reflex, and Will among all the targets. Until the end of your next turn, use these values for the corresponding defenses of&lt;br /&gt;
all the targets.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Weapon Display (standard, weapon, psychic)&lt;br /&gt;
** Melee 1 (one creature); +21 vs. AC&lt;br /&gt;
** Effect: The target grants combat advantage to me for this attack.&lt;br /&gt;
** Hit: 2d8+8 damage, -2 to next attack, and the target grants combat advantage to me and all my allies until the end of my next turn.&lt;br /&gt;
** Miss: The target is marked until the end of my next turn, and I regain the use of this power.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Defensive Posture&lt;br /&gt;
** Move Action&lt;br /&gt;
** Effect: I gain a +2 power bonus to AC and Reflex until the end of my next turn, then shift a number of squares equal to one-half my speed (2). Each ally that can see me gains a +2 power bonus to attack rolls until the end of your next turn.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Insult of Passivity (fear, implement, psychic)&lt;br /&gt;
** Ranged 10 (one creature); +18 vc. Will&lt;br /&gt;
** Hit: 2d8+8 psychic damage and the target is dazed until the end of the encounter or until hit or missed by an attack.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Xambria&#039;s Manifestation I (Free action)&lt;br /&gt;
Effect: Xambria appears with 10 squares and can use a minor action to manpinulate an object or do something similar. &lt;br /&gt;
&lt;br /&gt;
===Daily Powers===&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Stirring Shout (standard, implement, psychic)&lt;br /&gt;
** Ranged 10; +18 vs. Will.&lt;br /&gt;
** Hit: 2d6+8 psychic, -2 to next attack.&lt;br /&gt;
** Effect: Until the end of the encounter, whenever an ally hits the target, the ally heals 5 HP (CHA mod).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Sing Your Praises (minor, docker)&lt;br /&gt;
** Close Burst 5 (10 at Paragon; 15 at Epic);&lt;br /&gt;
** Effect: Each ally in the burst can immediately make a saving throw.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Wail of Anguish (minor, implement)&lt;br /&gt;
** Effect: Until the end  of your next turn, you can make the following attack.&lt;br /&gt;
*** Opportunity Action, Close Burst 3; Trigger: an enemy starts turn inside burst; +18 vs. Will (triggering enemy); Hit: 1d10+8  damage and  target cannot shift UENT.&lt;br /&gt;
** Sustain Minor: The effect persists.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Strike up the Dance (standard, implement, psychic)&lt;br /&gt;
** Target: One, two, or three creatures.&lt;br /&gt;
** Ranged 10; +18 vs. Will&lt;br /&gt;
** Hit: 2d10+8 psychic damage, and the target is immobilized (save ends). Until it saves, I can slide the target 5 squares at the start of its turn and it cannot take move actions on its turn. If I target only one creature with this power, it takes 1d10 extra damage.&lt;br /&gt;
*** Miss: Half damage, and I slide the target 5 squares at the start of its next turn and it is immobilized until the end of its next turn.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Prototype Silver Blade (free)&lt;br /&gt;
** Trigger: I hit an enemy with this blade.&lt;br /&gt;
** Effect: I banish the target to a demiplane (save ends). It vanishes from sight, cannot take actions, and cannot be targeted. On a save the target reappears in its last space, or in the unoccupied space closest to that.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Cli Lyre (standard)&lt;br /&gt;
** Effect: When I use this power during a rest, me and all my allies gain a +10 power bonus to their next Bluff, Intimidate, or Diplomacy check before our next short or extended rest.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Ricochet Shield (Immediate Reaction)&lt;br /&gt;
** Trigger: A ranged attack targeting AC misses me.&lt;br /&gt;
** Effect: The source of the attack repeats the attack roll against a different target of my choice within 10 squares of me. If the attack roll succeeds, it hits that target (apply damage and effect where appropriate).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;(_)&#039;&#039;&#039; Canary in a Coal Mine (Minor Action)&lt;br /&gt;
* Effect: I gain a flight speed equal to my speed until the end of my next turn.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Xambria&#039;s Manifestation II (standard, force)&lt;br /&gt;
* Attack: Close Burst 3 (enemies in burst) +18 vs. Fortitude&lt;br /&gt;
* Hit: 3d10 + 8 force damage, and push 4 squares. &lt;br /&gt;
* Miss: Half damage, and push 2 squares.&lt;br /&gt;
&lt;br /&gt;
==Rituals==&lt;br /&gt;
&lt;br /&gt;
* Glib Limerick (level 1)&lt;br /&gt;
* Traveller&#039;s chant (level 1)&lt;br /&gt;
* Lullaby (Level 3, 125/25)&lt;br /&gt;
* Detect Planar Energy (Level 1, 50/10)&lt;br /&gt;
* Comprehend Language (PHB, L1, 50/10)&lt;br /&gt;
* Detect Secret Doors (PHB, L3, 125/25)&lt;br /&gt;
* Knock (PHB, L4, 175/35)&lt;br /&gt;
* Water Walk (PHB, L2, 100/20)&lt;br /&gt;
* Endure Elements (PHB, L2, 100/20)&lt;br /&gt;
* Lesser Telepathy (L5, 250/30+1 surge)&lt;br /&gt;
* Call Wilderness Guide (PHB2, L6, 360/144)&lt;br /&gt;
* Fool&#039;s Speech (PHB2, L6, 360/50)&lt;br /&gt;
* Sending (PHB, L6, 360/50)&lt;br /&gt;
* Linked Portal (PHB, L8, 680/135)&lt;br /&gt;
* Song of Sustenance (PHB2, L8, 680/135)&lt;br /&gt;
* Raise Dead (PHB, L8, 680/500)&lt;br /&gt;
* Remove Affliction (PHB, L8, 680/250)&lt;br /&gt;
* Chorus of Truth (PHB2, L10, 1000/200)&lt;br /&gt;
&lt;br /&gt;
==Artifact==&lt;br /&gt;
&lt;br /&gt;
===Xambria&#039;s Consciousness===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Property:&#039;&#039;&#039;+3 to Acrobatics, Arcana, History, and Thievery checks (already calculated)&lt;br /&gt;
* &#039;&#039;&#039;Property:&#039;&#039;&#039; +2 to all checks while performing rituals (since I already have Ritual Caster).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Current Concordance:&#039;&#039;&#039; 16 (Pleased)&lt;br /&gt;
** Starting: 5&lt;br /&gt;
** Trained in History +2&lt;br /&gt;
** Gained 7 Levels +7&lt;br /&gt;
** Foiled 2 Obscurati Plots +2&lt;br /&gt;
&lt;br /&gt;
==Gear==&lt;br /&gt;
&lt;br /&gt;
===Weapons===&lt;br /&gt;
* Prototype Silver Blade +3 (longsword) &#039;&#039;(Prof +3, dam 1d8+Str,  4 lbs, Versatile, level 14)&#039;&#039; (21000 gp)&lt;br /&gt;
** Critical Bonus: +3d8&lt;br /&gt;
&lt;br /&gt;
===Armor===&lt;br /&gt;
* Veteran&#039;s Chain +3 (Braidmail) (+11 AC, 40 lbs) (lvl 12, 13000 gp)&lt;br /&gt;
* Ricochet Shield (+1 AC, 6 lbs., Arms slot) (13000gp)&lt;br /&gt;
&lt;br /&gt;
===Other Gear===&lt;br /&gt;
* Canary in a Coal Mine +3 (17000 gp, lvl 13, Neck slot)&lt;br /&gt;
* Belt of Vim (3400gp, lvl 8, Waist slot)&lt;br /&gt;
* Oceanstrider Boots (21000 gp, lvl 14, Feet slot)&lt;br /&gt;
* Gloves of the Healer (13000gp, lvl 12, Hands slot&lt;br /&gt;
* Headband of Intellect (lvl 10, 5000gp, Head slot)&lt;br /&gt;
* Wand of Aptitude (lvl 10, 5000gp, spare implement)&lt;br /&gt;
* Cli Lyre (Lvl 13, 21000gp, spare implement).&lt;br /&gt;
* Investigation Kit (40 gp)&lt;br /&gt;
* Bell and Whistle (1 gp)&lt;br /&gt;
* 2 x Elixir of Aptitude (100gp)&lt;br /&gt;
* 2 x Potion of Resistance (80gp)&lt;br /&gt;
* 2 x Potion of Vitality (2000gp)&lt;br /&gt;
* Worker&#039;s Clothes&lt;br /&gt;
** Definitely not a lady&#039;s outfit.  Trousers, undershirt, and boots, with a blue dress worn on top and a simple wide-brimmed hat.&lt;br /&gt;
* Pocket Watch (25 gp)&lt;br /&gt;
* 2401 GP in residuum.&lt;br /&gt;
&lt;br /&gt;
==Item Properties==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Canary in a Coal Mine&#039;&#039;&#039;: +5 bonus to all defenses during the surprise round of an encounter. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Oceanstrider boots&#039;&#039;&#039;: +1 to speed (already factored). I can move across and stand on liquid surfaces as if they were solid. If the surface is hazardous (such as acid or magma) I still take damage from it.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Cli Lyre&#039;&#039;&#039;: Can be used as a +3 implement and focus for bardic rituals. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Headband of Intellect&#039;&#039;&#039;:  +2 to knowledge or monster knowledge checks, +1 to attack on powers that have the psychic keyword (already factored)&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Gloves of the Healer&#039;&#039;&#039;: When I use a power that has the Healing keyword, one target regains an extra 1d6 HP (already factored).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Wand of Aptitude&#039;&#039;&#039;: When I use Inspire Competence through this wand, I give an extra +2 item bonus to my allies&#039; skills.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Veteran&#039;s Chain&#039;&#039;&#039;: When I use an action point I gain a +1 item bonus to attack rolls and defenses until the end of my next turn. &lt;br /&gt;
&lt;br /&gt;
==Bio==&lt;br /&gt;
Here is Rosalia Savory, whose family was &#039;&#039;&#039;in no way&#039;&#039;&#039; part of a Robin-Hood like bandit gang in the drier and more remote areas of Risur, and absolutely &#039;&#039;&#039;did not&#039;&#039;&#039; move to Flint and change identities to escape a royal crackdown on them. She grew up among the dockers of Flint, got into music, and found out she had a knack for child detective shenanigans. When she grew up she figured she might as well get paid for the detective stuff and maybe try to help her community with the weight of a badge behind her. Her style and political stance are somewhat at odds with the traditional image of an RHC constable but you can&#039;t argue with the results of the magic mind-reading entrance exam!&lt;br /&gt;
&lt;br /&gt;
Rosalia&#039;s stage name is &amp;quot;Little Lamp&amp;quot; and she still performs in her spare time.&lt;br /&gt;
&lt;br /&gt;
[[Zeitgeist:_The_Gears_of_Revolution| Zeitgeist: The Gears of Revolution homepage]]&lt;/div&gt;</summary>
		<author><name>Bira</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Zeitgeist:_The_Gears_of_Revolution/Rosalia&amp;diff=477502</id>
		<title>Zeitgeist: The Gears of Revolution/Rosalia</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Zeitgeist:_The_Gears_of_Revolution/Rosalia&amp;diff=477502"/>
		<updated>2025-03-01T21:07:32Z</updated>

		<summary type="html">&lt;p&gt;Bira: /* Other Gear */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Zeitgeist:_The_Gears_of_Revolution|Home Page]]&lt;br /&gt;
==Basics==&lt;br /&gt;
* Name: Rosalia &amp;quot;Little Lamp&amp;quot; Savory&lt;br /&gt;
* Race: Human&lt;br /&gt;
* Class: Bard&lt;br /&gt;
* Paragon Path: Daring Blade&lt;br /&gt;
* Level: 15&lt;br /&gt;
* Background: Urban &#039;&#039;(+2 to Streetwise)&#039;&#039;&lt;br /&gt;
* Theme: Docker&lt;br /&gt;
&lt;br /&gt;
==Stats==&lt;br /&gt;
* Str 9 &#039;&#039;&#039;(-1)&#039;&#039;&#039; &lt;br /&gt;
* Con 16 &#039;&#039;&#039;(+3)&#039;&#039;&#039;&lt;br /&gt;
* Dex 11 &#039;&#039;&#039;(+0)&#039;&#039;&#039;&lt;br /&gt;
* Int 15 &#039;&#039;&#039;(+2)&#039;&#039;&#039;&lt;br /&gt;
* Wis 15 &#039;&#039;&#039;(+2)&#039;&#039;&#039;&lt;br /&gt;
* Cha 21 &#039;&#039;&#039;(+5)&#039;&#039;&#039;&lt;br /&gt;
**Human bonus: +2 to Charisma&lt;br /&gt;
==Defenses/Combat Stats==&lt;br /&gt;
* HP: 97&lt;br /&gt;
* Healing Surges: 10&lt;br /&gt;
** Surge Value: 24 HP&lt;br /&gt;
* Speed: 7 (6 in armor)&lt;br /&gt;
* Action Points: 1&lt;br /&gt;
===Defenses===&lt;br /&gt;
* AC: &#039;&#039;&#039;29&#039;&#039;&#039;  (10 + 11 Armor + 7 Level + 1 Shield)&lt;br /&gt;
* Fort: &#039;&#039;&#039;26&#039;&#039;&#039; (10 + 3 CON + 7 Level + 3 Amulet + 1 Belt + 2 Feat)&lt;br /&gt;
* Ref: &#039;&#039;&#039;25&#039;&#039;&#039; (10 + 2 INT + 1 Class + 7 Level + 3 Amulet + 2 Feat)&lt;br /&gt;
* Will: &#039;&#039;&#039;28&#039;&#039;&#039; (10 + 5 CHA + 1 Class + 7 Level + 3 Amulet + 2 Feat)&lt;br /&gt;
&lt;br /&gt;
==Racial Traits==&lt;br /&gt;
* Bonus Skill&lt;br /&gt;
* Bonus Feat&lt;br /&gt;
* Bonus At-Will Power&lt;br /&gt;
==Class Traits==&lt;br /&gt;
* Bardic Training&lt;br /&gt;
** Gain Ritual Caster as a bonus feat, and a ritual book with 1 level 1 bard ritual, and 1 level 1 ritual of any kind.&lt;br /&gt;
* Virtue of Valor&lt;br /&gt;
** 1/round, when ally within 5 squares of me bloodies or defeats an enemy, I can grant 6 temporary HP to that ally as a free action.&lt;br /&gt;
* Skill Versatility&lt;br /&gt;
** +1 to untrained skill checks.&lt;br /&gt;
* Song of Rest&lt;br /&gt;
** If I can sing or play an instrument during a short rest, allies regain an extra 5 HP per healing surge they spend in that rest.&lt;br /&gt;
* Swordbond&lt;br /&gt;
** I may bond with a specific sword with a 1-hour ritual. I can call my bonded sword to my hand from 10 squares away and rebuild it from a fragment if it&#039;s destroyed.&lt;br /&gt;
* Daring Action&lt;br /&gt;
** Instead of gaining an extra action, I can spend an action point to mark every enemy I can see and gain 10 temp HP.&lt;br /&gt;
* Daring Improvisation&lt;br /&gt;
** When I make a martial melee weapon attack, I can use Charisma for the attack and damage roll in place of the ability score required by the attack.&lt;br /&gt;
==Skills==&lt;br /&gt;
&#039;&#039;&#039;(Trained Skills)&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
* Acrobatics: +14&lt;br /&gt;
* &#039;&#039;&#039;Arcana: +17&#039;&#039;&#039;&lt;br /&gt;
* Athletics: +10&lt;br /&gt;
* &#039;&#039;&#039;Bluff: +17&#039;&#039;&#039;&lt;br /&gt;
* Diplomacy: +16&lt;br /&gt;
* Dungeoneering: +13&lt;br /&gt;
* &#039;&#039;&#039;Endurance: +15&#039;&#039;&#039;&lt;br /&gt;
* Heal: +13&lt;br /&gt;
* &#039;&#039;&#039;History: +17&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Insight: +14&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Intimidate: +17&#039;&#039;&#039;&lt;br /&gt;
* Nature: +13&lt;br /&gt;
* &#039;&#039;&#039;Perception: +14&#039;&#039;&#039;&lt;br /&gt;
* Religion: +13&lt;br /&gt;
* Stealth: +11&lt;br /&gt;
* &#039;&#039;&#039;Streetwise: +19&#039;&#039;&#039;&lt;br /&gt;
* Thievery: +14&lt;br /&gt;
&lt;br /&gt;
==Feats==&lt;br /&gt;
* Action Surge: +3 to attacks I make during any action gained by spending an action point.&lt;br /&gt;
* Battle Song Expertise: &#039;&#039;+1/tier to attacks with weapons and bard implements, +1 to forced movement from bard powers;&#039;&#039;&lt;br /&gt;
* Improved Majestic Word &#039;&#039; Target of majestic word also gains (CHA mod) temporary HP.&#039;&#039;&lt;br /&gt;
* Heart of the Blade (Swordmage Multiclass) &#039;&#039;Gain training in Endurance and the Swordbond class feature. All swords also count as implements now!&#039;&#039;&lt;br /&gt;
* Student of Artifice: &#039;&#039;Gain training in Arcana (redundant), and gain 1 daily use of the artificer&#039;s Healing Infusion.&#039;&#039;&lt;br /&gt;
* Ritual Caster &#039;&#039;May use rituals&#039;&#039;&lt;br /&gt;
* Bard of All Trades: Gain a +3 feat bonus to all untrained skill checks.&lt;br /&gt;
* Improved Defenses: +1 to all non-armor defenses (+2 at Paragon; +3 at Epic).&lt;br /&gt;
* Resourceful Leader (Warlord Multiclass): Gain training in History. When an ally I can see spends an action point for an attack, they gain +3 damage on a hit or +3 temp HP on a miss. (+5 at level 11; +7 at level 21).&lt;br /&gt;
* Psychic Lock: Any target I hit with a psychic power has a -2 penalty to its next attack roll (already factored).&lt;br /&gt;
* Improved Valor: Virtue of Valor gives +3 extra THP.&lt;br /&gt;
* Disheartening Presence: While I am conscious and not bloodied, any bloodied enemies adjacent to me take -1 to all of their attacks.&lt;br /&gt;
&lt;br /&gt;
==Powers==&lt;br /&gt;
&lt;br /&gt;
Accuracy with weapon powers: +20 (+5 CHA, +7 level, +3 proficiency, +2 feat, +3 item)&lt;br /&gt;
Accuracy with implement powers: +17 (+5 CHA, +7 level, +2 feat, +3 item)&lt;br /&gt;
&lt;br /&gt;
Damage bonus: +8 (+5 CHA, +3 item)&lt;br /&gt;
&lt;br /&gt;
Psychic powers get an extra +1 accuracy from Headband of Intellect. All weapon powers are considered Psychic due to the Silver Blade.&lt;br /&gt;
&lt;br /&gt;
===At-Will Powers===&lt;br /&gt;
* Melee Basic Attack (standard, weapon, psychic):&lt;br /&gt;
** +20 vs AC. Hit: 1d8+8 psychic damage, -2 to next attack.&lt;br /&gt;
&lt;br /&gt;
* Guiding Strike (standard, weapon, psychic):&lt;br /&gt;
** Melee 1; +21 vs. AC. &lt;br /&gt;
** Hit: 1d8+8 psychic damage, -2 to next attack and -2 to a chosen defense until the end of my next turn.&lt;br /&gt;
&lt;br /&gt;
* Vicious Mockery (standard, charm, implement, psychic):&lt;br /&gt;
** Ranged 10; +18 vs. Will. &lt;br /&gt;
** Hit: 1d6+8 psychic, -4 to next attack, and -2 to other attacks until the end of my next turn.&lt;br /&gt;
** &#039;&#039;I came here to kick your ass / Cuz you&#039;re dumb and cannot see / That even ten of you / Are worth less than half of me&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Staggering Note (standard, implement, thunder):&lt;br /&gt;
** Ranged 10; +17 vs. Will. &lt;br /&gt;
** Hit: 8 thunder, push 3, and an ally can make a melee basic attack against the target before, after, or during the push.&lt;br /&gt;
&lt;br /&gt;
* Prototype Silver Blade (item, psychic, free action)&lt;br /&gt;
** Effect: All damage dealt by this weapon is psychic. Another free action returns the damage to normal.&lt;br /&gt;
&lt;br /&gt;
* Audience Participation&lt;br /&gt;
** Trigger: An enemy starts its turn adjacent to one or more non-combatants who are friendly to me and know I&#039;m fighting.&lt;br /&gt;
** Effect (No Action): The triggering enemy takes 5 damage for each friendly they&#039;re adjacent to.&lt;br /&gt;
&lt;br /&gt;
===Encounter Powers===&lt;br /&gt;
* &#039;&#039;&#039;(_)(_)&#039;&#039;&#039; Majestic Word (minor, healing)&lt;br /&gt;
** Close burst 10 (me or an ally).&lt;br /&gt;
** Target spends a healing surge, heals an extra 3d6+5 HP, and gains 5 temporary HP.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Words of Friendship (minor, charm)&lt;br /&gt;
** I gain a +5 power bonus to the next Diplomacy check I make.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Docker&#039;s Jank (standard, teleportation)&lt;br /&gt;
** Close Burst 5.&lt;br /&gt;
** Me and an ally in the burst teleport and switch locations. The ally can then use a standard-action at-will power as a free action with a +2 power bonus to attack rolls.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Shout of Triumph (standard, implement, thunder)&lt;br /&gt;
** Close Blast 3 (enemies in blast); +17 vs. Fortitude.&lt;br /&gt;
** Hit: 1d6+8 thunder and push 4.&lt;br /&gt;
** Effect: Slide 4 on each ally in blast.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Impelling Force (standard, implement, force)&lt;br /&gt;
** Ranged 10; +17 vs. Fortitude&lt;br /&gt;
** Hit: 1d10+8 force damage, and I slide the target 5 squares to a square adjacent to an ally.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Scorpion&#039;s Claw Strike (standard, weapon, psychic)&lt;br /&gt;
** Melee 1 (one creature): +21 vs. AC&lt;br /&gt;
** Hit: 2d8+8 psychic damage, -2 to next attack, and I slide an ally who is adjacent to the target to another space adjacent to it. The ally gains a +2 power bonus to AC until the end of my next turn.&lt;br /&gt;
** Miss: 5 damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Inspire Competence (utility)&lt;br /&gt;
** Close burst 5 (me and each ally in burst).&lt;br /&gt;
** Effect: I choose a skill. Until the end of the encounter, all targets have a +2 power bonus to that skill.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Revitalizing Incantation (minor, healing)&lt;br /&gt;
** Ranged 5 (me or an ally)&lt;br /&gt;
** Effect: Target can spend a healing surge and heal 1d6 extra HP. Additionally, target gains temp HP equal to their healing surge value.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Healing Infusion: Resistive Formula (minor)&lt;br /&gt;
** Close Burst 5 (me or an ally)&lt;br /&gt;
** Effect: Target heals 1d6 HP and gains +1 to AC for the rest of the encounter. Target can choose to end this effect as a free action to gain HP equal to its healing surge value + 3 (CON Mod).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Mantle of Unity&lt;br /&gt;
** Close Burst 5 (me and each ally in burst)&lt;br /&gt;
** Effect: Determine the highest AC, Fortitude, Reflex, and Will among all the targets. Until the end of your next turn, use these values for the corresponding defenses of&lt;br /&gt;
all the targets.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Weapon Display (standard, weapon, psychic)&lt;br /&gt;
** Melee 1 (one creature); +21 vs. AC&lt;br /&gt;
** Effect: The target grants combat advantage to me for this attack.&lt;br /&gt;
** Hit: 2d8+8 damage, -2 to next attack, and the target grants combat advantage to me and all my allies until the end of my next turn.&lt;br /&gt;
** Miss: The target is marked until the end of my next turn, and I regain the use of this power.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Defensive Posture&lt;br /&gt;
** Move Action&lt;br /&gt;
** Effect: I gain a +2 power bonus to AC and Reflex until the end of my next turn, then shift a number of squares equal to one-half my speed (2). Each ally that can see me gains a +2 power bonus to attack rolls until the end of your next turn.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Insult of Passivity (fear, implement, psychic)&lt;br /&gt;
** Ranged 10 (one creature); +18 vc. Will&lt;br /&gt;
** Hit: 2d8+8 psychic damage and the target is dazed until the end of the encounter or until hit or missed by an attack.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Xambria&#039;s Manifestation I (Free action)&lt;br /&gt;
Effect: Xambria appears with 10 squares and can use a minor action to manpinulate an object or do something similar. &lt;br /&gt;
&lt;br /&gt;
===Daily Powers===&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Stirring Shout (standard, implement, psychic)&lt;br /&gt;
** Ranged 10; +18 vs. Will.&lt;br /&gt;
** Hit: 2d6+8 psychic, -2 to next attack.&lt;br /&gt;
** Effect: Until the end of the encounter, whenever an ally hits the target, the ally heals 5 HP (CHA mod).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Sing Your Praises (minor, docker)&lt;br /&gt;
** Close Burst 5 (10 at Paragon; 15 at Epic);&lt;br /&gt;
** Effect: Each ally in the burst can immediately make a saving throw.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Wail of Anguish (minor, implement)&lt;br /&gt;
** Effect: Until the end  of your next turn, you can make the following attack.&lt;br /&gt;
*** Opportunity Action, Close Burst 3; Trigger: an enemy starts turn inside burst; +18 vs. Will (triggering enemy); Hit: 1d10+8  damage and  target cannot shift UENT.&lt;br /&gt;
** Sustain Minor: The effect persists.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Strike up the Dance (standard, implement, psychic)&lt;br /&gt;
** Target: One, two, or three creatures.&lt;br /&gt;
** Ranged 10; +18 vs. Will&lt;br /&gt;
** Hit: 2d10+8 psychic damage, and the target is immobilized (save ends). Until it saves, I can slide the target 5 squares at the start of its turn and it cannot take move actions on its turn. If I target only one creature with this power, it takes 1d10 extra damage.&lt;br /&gt;
*** Miss: Half damage, and I slide the target 5 squares at the start of its next turn and it is immobilized until the end of its next turn.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Prototype Silver Blade (free)&lt;br /&gt;
** Trigger: I hit an enemy with this blade.&lt;br /&gt;
** Effect: I banish the target to a demiplane (save ends). It vanishes from sight, cannot take actions, and cannot be targeted. On a save the target reappears in its last space, or in the unoccupied space closest to that.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Cli Lyre (standard)&lt;br /&gt;
** Effect: When I use this power during a rest, me and all my allies gain a +10 power bonus to their next Bluff, Intimidate, or Diplomacy check before our next short or extended rest.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Ricochet Shield (Immediate Reaction)&lt;br /&gt;
** Trigger: A ranged attack targeting AC misses me.&lt;br /&gt;
** Effect: The source of the attack repeats the attack roll against a different target of my choice within 10 squares of me. If the attack roll succeeds, it hits that target (apply damage and effect where appropriate).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;(_)&#039;&#039;&#039; Canary in a Coal Mine (Minor Action)&lt;br /&gt;
* Effect: I gain a flight speed equal to my speed until the end of my next turn.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Xambria&#039;s Manifestation II (standard, force)&lt;br /&gt;
* Attack: Close Burst 3 (enemies in burst) +18 vs. Fortitude&lt;br /&gt;
* Hit: 3d10 + 8 force damage, and push 4 squares. &lt;br /&gt;
* Miss: Half damage, and push 2 squares.&lt;br /&gt;
&lt;br /&gt;
==Rituals==&lt;br /&gt;
&lt;br /&gt;
* Glib Limerick (level 1)&lt;br /&gt;
* Traveller&#039;s chant (level 1)&lt;br /&gt;
* Lullaby (Level 3, 125/25)&lt;br /&gt;
* Detect Planar Energy (Level 1, 50/10)&lt;br /&gt;
* Comprehend Language (PHB, L1, 50/10)&lt;br /&gt;
* Detect Secret Doors (PHB, L3, 125/25)&lt;br /&gt;
* Knock (PHB, L4, 175/35)&lt;br /&gt;
* Water Walk (PHB, L2, 100/20)&lt;br /&gt;
* Endure Elements (PHB, L2, 100/20)&lt;br /&gt;
* Lesser Telepathy (L5, 250/30+1 surge)&lt;br /&gt;
* Call Wilderness Guide (PHB2, L6, 360/144)&lt;br /&gt;
* Fool&#039;s Speech (PHB2, L6, 360/50)&lt;br /&gt;
* Sending (PHB, L6, 360/50)&lt;br /&gt;
* Linked Portal (PHB, L8, 680/135)&lt;br /&gt;
* Song of Sustenance (PHB2, L8, 680/135)&lt;br /&gt;
* Raise Dead (PHB, L8, 680/500)&lt;br /&gt;
* Remove Affliction (PHB, L8, 680/250)&lt;br /&gt;
* Chorus of Truth (PHB2, L10, 1000/200)&lt;br /&gt;
&lt;br /&gt;
==Artifact==&lt;br /&gt;
&lt;br /&gt;
===Xambria&#039;s Consciousness===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Property:&#039;&#039;&#039;+3 to Acrobatics, Arcana, History, and Thievery checks (already calculated)&lt;br /&gt;
* &#039;&#039;&#039;Property:&#039;&#039;&#039; +2 to all checks while performing rituals (since I already have Ritual Caster).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Current Concordance:&#039;&#039;&#039; 16 (Pleased)&lt;br /&gt;
** Starting: 5&lt;br /&gt;
** Trained in History +2&lt;br /&gt;
** Gained 7 Levels +7&lt;br /&gt;
** Foiled 2 Obscurati Plots +2&lt;br /&gt;
&lt;br /&gt;
==Gear==&lt;br /&gt;
&lt;br /&gt;
===Weapons===&lt;br /&gt;
* Prototype Silver Blade +3 (longsword) &#039;&#039;(Prof +3, dam 1d8+Str,  4 lbs, Versatile, level 14)&#039;&#039; (21000 gp)&lt;br /&gt;
** Critical Bonus: +3d8&lt;br /&gt;
&lt;br /&gt;
===Armor===&lt;br /&gt;
* Veteran&#039;s Chain +3 (Braidmail) (+11 AC, 40 lbs) (lvl 12, 13000 gp)&lt;br /&gt;
* Ricochet Shield (+1 AC, 6 lbs., Arms slot) (13000gp)&lt;br /&gt;
&lt;br /&gt;
===Other Gear===&lt;br /&gt;
* Canary in a Coal Mine +3 (17000 gp, lvl 13, Neck slot)&lt;br /&gt;
* Belt of Vim (3400gp, lvl 8, Waist slot)&lt;br /&gt;
* Oceanstrider Boots (21000 gp, lvl 14, Feet slot)&lt;br /&gt;
* Gloves of the Healer (13000gp, lvl 12, Hands slot&lt;br /&gt;
* Headband of Intellect (lvl 10, 5000gp, Head slot)&lt;br /&gt;
* Wand of Aptitude (lvl 10, 5000gp, spare implement)&lt;br /&gt;
* Cli Lyre (Lvl 13, 21000gp, spare implement).&lt;br /&gt;
* Investigation Kit (40 gp)&lt;br /&gt;
* Bell and Whistle (1 gp)&lt;br /&gt;
* Guitar of Rest (lvl 7, 2600gp)&lt;br /&gt;
* 2 x Elixir of Aptitude (100gp)&lt;br /&gt;
* 2 x Potion of Resistance (80gp)&lt;br /&gt;
* 2 x Potion of Vitality (2000gp)&lt;br /&gt;
* Worker&#039;s Clothes&lt;br /&gt;
** Definitely not a lady&#039;s outfit.  Trousers, undershirt, and boots, with a blue dress worn on top and a simple wide-brimmed hat.&lt;br /&gt;
* Pocket Watch (25 gp)&lt;br /&gt;
* 2401 GP in residuum.&lt;br /&gt;
&lt;br /&gt;
==Item Properties==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Canary in a Coal Mine&#039;&#039;&#039;: +5 bonus to all defenses during the surprise round of an encounter. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Oceanstrider boots&#039;&#039;&#039;: +1 to speed (already factored). I can move across and stand on liquid surfaces as if they were solid. If the surface is hazardous (such as acid or magma) I still take damage from it.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Cli Lyre&#039;&#039;&#039;: Can be used as a +3 implement and focus for bardic rituals. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Headband of Intellect&#039;&#039;&#039;:  +2 to knowledge or monster knowledge checks, +1 to attack on powers that have the psychic keyword (already factored)&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Gloves of the Healer&#039;&#039;&#039;: When I use a power that has the Healing keyword, one target regains an extra 1d6 HP (already factored).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Wand of Aptitude&#039;&#039;&#039;: When I use Inspire Competence through this wand, I give an extra +2 item bonus to my allies&#039; skills.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Veteran&#039;s Chain&#039;&#039;&#039;: When I use an action point I gain a +1 item bonus to attack rolls and defenses until the end of my next turn. &lt;br /&gt;
&lt;br /&gt;
==Bio==&lt;br /&gt;
Here is Rosalia Savory, whose family was &#039;&#039;&#039;in no way&#039;&#039;&#039; part of a Robin-Hood like bandit gang in the drier and more remote areas of Risur, and absolutely &#039;&#039;&#039;did not&#039;&#039;&#039; move to Flint and change identities to escape a royal crackdown on them. She grew up among the dockers of Flint, got into music, and found out she had a knack for child detective shenanigans. When she grew up she figured she might as well get paid for the detective stuff and maybe try to help her community with the weight of a badge behind her. Her style and political stance are somewhat at odds with the traditional image of an RHC constable but you can&#039;t argue with the results of the magic mind-reading entrance exam!&lt;br /&gt;
&lt;br /&gt;
Rosalia&#039;s stage name is &amp;quot;Little Lamp&amp;quot; and she still performs in her spare time.&lt;br /&gt;
&lt;br /&gt;
[[Zeitgeist:_The_Gears_of_Revolution| Zeitgeist: The Gears of Revolution homepage]]&lt;/div&gt;</summary>
		<author><name>Bira</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Zeitgeist:_The_Gears_of_Revolution/Rosalia&amp;diff=477501</id>
		<title>Zeitgeist: The Gears of Revolution/Rosalia</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Zeitgeist:_The_Gears_of_Revolution/Rosalia&amp;diff=477501"/>
		<updated>2025-03-01T21:06:57Z</updated>

		<summary type="html">&lt;p&gt;Bira: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Zeitgeist:_The_Gears_of_Revolution|Home Page]]&lt;br /&gt;
==Basics==&lt;br /&gt;
* Name: Rosalia &amp;quot;Little Lamp&amp;quot; Savory&lt;br /&gt;
* Race: Human&lt;br /&gt;
* Class: Bard&lt;br /&gt;
* Paragon Path: Daring Blade&lt;br /&gt;
* Level: 15&lt;br /&gt;
* Background: Urban &#039;&#039;(+2 to Streetwise)&#039;&#039;&lt;br /&gt;
* Theme: Docker&lt;br /&gt;
&lt;br /&gt;
==Stats==&lt;br /&gt;
* Str 9 &#039;&#039;&#039;(-1)&#039;&#039;&#039; &lt;br /&gt;
* Con 16 &#039;&#039;&#039;(+3)&#039;&#039;&#039;&lt;br /&gt;
* Dex 11 &#039;&#039;&#039;(+0)&#039;&#039;&#039;&lt;br /&gt;
* Int 15 &#039;&#039;&#039;(+2)&#039;&#039;&#039;&lt;br /&gt;
* Wis 15 &#039;&#039;&#039;(+2)&#039;&#039;&#039;&lt;br /&gt;
* Cha 21 &#039;&#039;&#039;(+5)&#039;&#039;&#039;&lt;br /&gt;
**Human bonus: +2 to Charisma&lt;br /&gt;
==Defenses/Combat Stats==&lt;br /&gt;
* HP: 97&lt;br /&gt;
* Healing Surges: 10&lt;br /&gt;
** Surge Value: 24 HP&lt;br /&gt;
* Speed: 7 (6 in armor)&lt;br /&gt;
* Action Points: 1&lt;br /&gt;
===Defenses===&lt;br /&gt;
* AC: &#039;&#039;&#039;29&#039;&#039;&#039;  (10 + 11 Armor + 7 Level + 1 Shield)&lt;br /&gt;
* Fort: &#039;&#039;&#039;26&#039;&#039;&#039; (10 + 3 CON + 7 Level + 3 Amulet + 1 Belt + 2 Feat)&lt;br /&gt;
* Ref: &#039;&#039;&#039;25&#039;&#039;&#039; (10 + 2 INT + 1 Class + 7 Level + 3 Amulet + 2 Feat)&lt;br /&gt;
* Will: &#039;&#039;&#039;28&#039;&#039;&#039; (10 + 5 CHA + 1 Class + 7 Level + 3 Amulet + 2 Feat)&lt;br /&gt;
&lt;br /&gt;
==Racial Traits==&lt;br /&gt;
* Bonus Skill&lt;br /&gt;
* Bonus Feat&lt;br /&gt;
* Bonus At-Will Power&lt;br /&gt;
==Class Traits==&lt;br /&gt;
* Bardic Training&lt;br /&gt;
** Gain Ritual Caster as a bonus feat, and a ritual book with 1 level 1 bard ritual, and 1 level 1 ritual of any kind.&lt;br /&gt;
* Virtue of Valor&lt;br /&gt;
** 1/round, when ally within 5 squares of me bloodies or defeats an enemy, I can grant 6 temporary HP to that ally as a free action.&lt;br /&gt;
* Skill Versatility&lt;br /&gt;
** +1 to untrained skill checks.&lt;br /&gt;
* Song of Rest&lt;br /&gt;
** If I can sing or play an instrument during a short rest, allies regain an extra 5 HP per healing surge they spend in that rest.&lt;br /&gt;
* Swordbond&lt;br /&gt;
** I may bond with a specific sword with a 1-hour ritual. I can call my bonded sword to my hand from 10 squares away and rebuild it from a fragment if it&#039;s destroyed.&lt;br /&gt;
* Daring Action&lt;br /&gt;
** Instead of gaining an extra action, I can spend an action point to mark every enemy I can see and gain 10 temp HP.&lt;br /&gt;
* Daring Improvisation&lt;br /&gt;
** When I make a martial melee weapon attack, I can use Charisma for the attack and damage roll in place of the ability score required by the attack.&lt;br /&gt;
==Skills==&lt;br /&gt;
&#039;&#039;&#039;(Trained Skills)&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
* Acrobatics: +14&lt;br /&gt;
* &#039;&#039;&#039;Arcana: +17&#039;&#039;&#039;&lt;br /&gt;
* Athletics: +10&lt;br /&gt;
* &#039;&#039;&#039;Bluff: +17&#039;&#039;&#039;&lt;br /&gt;
* Diplomacy: +16&lt;br /&gt;
* Dungeoneering: +13&lt;br /&gt;
* &#039;&#039;&#039;Endurance: +15&#039;&#039;&#039;&lt;br /&gt;
* Heal: +13&lt;br /&gt;
* &#039;&#039;&#039;History: +17&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Insight: +14&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Intimidate: +17&#039;&#039;&#039;&lt;br /&gt;
* Nature: +13&lt;br /&gt;
* &#039;&#039;&#039;Perception: +14&#039;&#039;&#039;&lt;br /&gt;
* Religion: +13&lt;br /&gt;
* Stealth: +11&lt;br /&gt;
* &#039;&#039;&#039;Streetwise: +19&#039;&#039;&#039;&lt;br /&gt;
* Thievery: +14&lt;br /&gt;
&lt;br /&gt;
==Feats==&lt;br /&gt;
* Action Surge: +3 to attacks I make during any action gained by spending an action point.&lt;br /&gt;
* Battle Song Expertise: &#039;&#039;+1/tier to attacks with weapons and bard implements, +1 to forced movement from bard powers;&#039;&#039;&lt;br /&gt;
* Improved Majestic Word &#039;&#039; Target of majestic word also gains (CHA mod) temporary HP.&#039;&#039;&lt;br /&gt;
* Heart of the Blade (Swordmage Multiclass) &#039;&#039;Gain training in Endurance and the Swordbond class feature. All swords also count as implements now!&#039;&#039;&lt;br /&gt;
* Student of Artifice: &#039;&#039;Gain training in Arcana (redundant), and gain 1 daily use of the artificer&#039;s Healing Infusion.&#039;&#039;&lt;br /&gt;
* Ritual Caster &#039;&#039;May use rituals&#039;&#039;&lt;br /&gt;
* Bard of All Trades: Gain a +3 feat bonus to all untrained skill checks.&lt;br /&gt;
* Improved Defenses: +1 to all non-armor defenses (+2 at Paragon; +3 at Epic).&lt;br /&gt;
* Resourceful Leader (Warlord Multiclass): Gain training in History. When an ally I can see spends an action point for an attack, they gain +3 damage on a hit or +3 temp HP on a miss. (+5 at level 11; +7 at level 21).&lt;br /&gt;
* Psychic Lock: Any target I hit with a psychic power has a -2 penalty to its next attack roll (already factored).&lt;br /&gt;
* Improved Valor: Virtue of Valor gives +3 extra THP.&lt;br /&gt;
* Disheartening Presence: While I am conscious and not bloodied, any bloodied enemies adjacent to me take -1 to all of their attacks.&lt;br /&gt;
&lt;br /&gt;
==Powers==&lt;br /&gt;
&lt;br /&gt;
Accuracy with weapon powers: +20 (+5 CHA, +7 level, +3 proficiency, +2 feat, +3 item)&lt;br /&gt;
Accuracy with implement powers: +17 (+5 CHA, +7 level, +2 feat, +3 item)&lt;br /&gt;
&lt;br /&gt;
Damage bonus: +8 (+5 CHA, +3 item)&lt;br /&gt;
&lt;br /&gt;
Psychic powers get an extra +1 accuracy from Headband of Intellect. All weapon powers are considered Psychic due to the Silver Blade.&lt;br /&gt;
&lt;br /&gt;
===At-Will Powers===&lt;br /&gt;
* Melee Basic Attack (standard, weapon, psychic):&lt;br /&gt;
** +20 vs AC. Hit: 1d8+8 psychic damage, -2 to next attack.&lt;br /&gt;
&lt;br /&gt;
* Guiding Strike (standard, weapon, psychic):&lt;br /&gt;
** Melee 1; +21 vs. AC. &lt;br /&gt;
** Hit: 1d8+8 psychic damage, -2 to next attack and -2 to a chosen defense until the end of my next turn.&lt;br /&gt;
&lt;br /&gt;
* Vicious Mockery (standard, charm, implement, psychic):&lt;br /&gt;
** Ranged 10; +18 vs. Will. &lt;br /&gt;
** Hit: 1d6+8 psychic, -4 to next attack, and -2 to other attacks until the end of my next turn.&lt;br /&gt;
** &#039;&#039;I came here to kick your ass / Cuz you&#039;re dumb and cannot see / That even ten of you / Are worth less than half of me&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Staggering Note (standard, implement, thunder):&lt;br /&gt;
** Ranged 10; +17 vs. Will. &lt;br /&gt;
** Hit: 8 thunder, push 3, and an ally can make a melee basic attack against the target before, after, or during the push.&lt;br /&gt;
&lt;br /&gt;
* Prototype Silver Blade (item, psychic, free action)&lt;br /&gt;
** Effect: All damage dealt by this weapon is psychic. Another free action returns the damage to normal.&lt;br /&gt;
&lt;br /&gt;
* Audience Participation&lt;br /&gt;
** Trigger: An enemy starts its turn adjacent to one or more non-combatants who are friendly to me and know I&#039;m fighting.&lt;br /&gt;
** Effect (No Action): The triggering enemy takes 5 damage for each friendly they&#039;re adjacent to.&lt;br /&gt;
&lt;br /&gt;
===Encounter Powers===&lt;br /&gt;
* &#039;&#039;&#039;(_)(_)&#039;&#039;&#039; Majestic Word (minor, healing)&lt;br /&gt;
** Close burst 10 (me or an ally).&lt;br /&gt;
** Target spends a healing surge, heals an extra 3d6+5 HP, and gains 5 temporary HP.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Words of Friendship (minor, charm)&lt;br /&gt;
** I gain a +5 power bonus to the next Diplomacy check I make.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Docker&#039;s Jank (standard, teleportation)&lt;br /&gt;
** Close Burst 5.&lt;br /&gt;
** Me and an ally in the burst teleport and switch locations. The ally can then use a standard-action at-will power as a free action with a +2 power bonus to attack rolls.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Shout of Triumph (standard, implement, thunder)&lt;br /&gt;
** Close Blast 3 (enemies in blast); +17 vs. Fortitude.&lt;br /&gt;
** Hit: 1d6+8 thunder and push 4.&lt;br /&gt;
** Effect: Slide 4 on each ally in blast.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Impelling Force (standard, implement, force)&lt;br /&gt;
** Ranged 10; +17 vs. Fortitude&lt;br /&gt;
** Hit: 1d10+8 force damage, and I slide the target 5 squares to a square adjacent to an ally.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Scorpion&#039;s Claw Strike (standard, weapon, psychic)&lt;br /&gt;
** Melee 1 (one creature): +21 vs. AC&lt;br /&gt;
** Hit: 2d8+8 psychic damage, -2 to next attack, and I slide an ally who is adjacent to the target to another space adjacent to it. The ally gains a +2 power bonus to AC until the end of my next turn.&lt;br /&gt;
** Miss: 5 damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Inspire Competence (utility)&lt;br /&gt;
** Close burst 5 (me and each ally in burst).&lt;br /&gt;
** Effect: I choose a skill. Until the end of the encounter, all targets have a +2 power bonus to that skill.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Revitalizing Incantation (minor, healing)&lt;br /&gt;
** Ranged 5 (me or an ally)&lt;br /&gt;
** Effect: Target can spend a healing surge and heal 1d6 extra HP. Additionally, target gains temp HP equal to their healing surge value.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Healing Infusion: Resistive Formula (minor)&lt;br /&gt;
** Close Burst 5 (me or an ally)&lt;br /&gt;
** Effect: Target heals 1d6 HP and gains +1 to AC for the rest of the encounter. Target can choose to end this effect as a free action to gain HP equal to its healing surge value + 3 (CON Mod).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Mantle of Unity&lt;br /&gt;
** Close Burst 5 (me and each ally in burst)&lt;br /&gt;
** Effect: Determine the highest AC, Fortitude, Reflex, and Will among all the targets. Until the end of your next turn, use these values for the corresponding defenses of&lt;br /&gt;
all the targets.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Weapon Display (standard, weapon, psychic)&lt;br /&gt;
** Melee 1 (one creature); +21 vs. AC&lt;br /&gt;
** Effect: The target grants combat advantage to me for this attack.&lt;br /&gt;
** Hit: 2d8+8 damage, -2 to next attack, and the target grants combat advantage to me and all my allies until the end of my next turn.&lt;br /&gt;
** Miss: The target is marked until the end of my next turn, and I regain the use of this power.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Defensive Posture&lt;br /&gt;
** Move Action&lt;br /&gt;
** Effect: I gain a +2 power bonus to AC and Reflex until the end of my next turn, then shift a number of squares equal to one-half my speed (2). Each ally that can see me gains a +2 power bonus to attack rolls until the end of your next turn.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Insult of Passivity (fear, implement, psychic)&lt;br /&gt;
** Ranged 10 (one creature); +18 vc. Will&lt;br /&gt;
** Hit: 2d8+8 psychic damage and the target is dazed until the end of the encounter or until hit or missed by an attack.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Xambria&#039;s Manifestation I (Free action)&lt;br /&gt;
Effect: Xambria appears with 10 squares and can use a minor action to manpinulate an object or do something similar. &lt;br /&gt;
&lt;br /&gt;
===Daily Powers===&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Stirring Shout (standard, implement, psychic)&lt;br /&gt;
** Ranged 10; +18 vs. Will.&lt;br /&gt;
** Hit: 2d6+8 psychic, -2 to next attack.&lt;br /&gt;
** Effect: Until the end of the encounter, whenever an ally hits the target, the ally heals 5 HP (CHA mod).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Sing Your Praises (minor, docker)&lt;br /&gt;
** Close Burst 5 (10 at Paragon; 15 at Epic);&lt;br /&gt;
** Effect: Each ally in the burst can immediately make a saving throw.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Wail of Anguish (minor, implement)&lt;br /&gt;
** Effect: Until the end  of your next turn, you can make the following attack.&lt;br /&gt;
*** Opportunity Action, Close Burst 3; Trigger: an enemy starts turn inside burst; +18 vs. Will (triggering enemy); Hit: 1d10+8  damage and  target cannot shift UENT.&lt;br /&gt;
** Sustain Minor: The effect persists.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Strike up the Dance (standard, implement, psychic)&lt;br /&gt;
** Target: One, two, or three creatures.&lt;br /&gt;
** Ranged 10; +18 vs. Will&lt;br /&gt;
** Hit: 2d10+8 psychic damage, and the target is immobilized (save ends). Until it saves, I can slide the target 5 squares at the start of its turn and it cannot take move actions on its turn. If I target only one creature with this power, it takes 1d10 extra damage.&lt;br /&gt;
*** Miss: Half damage, and I slide the target 5 squares at the start of its next turn and it is immobilized until the end of its next turn.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Prototype Silver Blade (free)&lt;br /&gt;
** Trigger: I hit an enemy with this blade.&lt;br /&gt;
** Effect: I banish the target to a demiplane (save ends). It vanishes from sight, cannot take actions, and cannot be targeted. On a save the target reappears in its last space, or in the unoccupied space closest to that.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Cli Lyre (standard)&lt;br /&gt;
** Effect: When I use this power during a rest, me and all my allies gain a +10 power bonus to their next Bluff, Intimidate, or Diplomacy check before our next short or extended rest.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Ricochet Shield (Immediate Reaction)&lt;br /&gt;
** Trigger: A ranged attack targeting AC misses me.&lt;br /&gt;
** Effect: The source of the attack repeats the attack roll against a different target of my choice within 10 squares of me. If the attack roll succeeds, it hits that target (apply damage and effect where appropriate).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;(_)&#039;&#039;&#039; Canary in a Coal Mine (Minor Action)&lt;br /&gt;
* Effect: I gain a flight speed equal to my speed until the end of my next turn.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Xambria&#039;s Manifestation II (standard, force)&lt;br /&gt;
* Attack: Close Burst 3 (enemies in burst) +18 vs. Fortitude&lt;br /&gt;
* Hit: 3d10 + 8 force damage, and push 4 squares. &lt;br /&gt;
* Miss: Half damage, and push 2 squares.&lt;br /&gt;
&lt;br /&gt;
==Rituals==&lt;br /&gt;
&lt;br /&gt;
* Glib Limerick (level 1)&lt;br /&gt;
* Traveller&#039;s chant (level 1)&lt;br /&gt;
* Lullaby (Level 3, 125/25)&lt;br /&gt;
* Detect Planar Energy (Level 1, 50/10)&lt;br /&gt;
* Comprehend Language (PHB, L1, 50/10)&lt;br /&gt;
* Detect Secret Doors (PHB, L3, 125/25)&lt;br /&gt;
* Knock (PHB, L4, 175/35)&lt;br /&gt;
* Water Walk (PHB, L2, 100/20)&lt;br /&gt;
* Endure Elements (PHB, L2, 100/20)&lt;br /&gt;
* Lesser Telepathy (L5, 250/30+1 surge)&lt;br /&gt;
* Call Wilderness Guide (PHB2, L6, 360/144)&lt;br /&gt;
* Fool&#039;s Speech (PHB2, L6, 360/50)&lt;br /&gt;
* Sending (PHB, L6, 360/50)&lt;br /&gt;
* Linked Portal (PHB, L8, 680/135)&lt;br /&gt;
* Song of Sustenance (PHB2, L8, 680/135)&lt;br /&gt;
* Raise Dead (PHB, L8, 680/500)&lt;br /&gt;
* Remove Affliction (PHB, L8, 680/250)&lt;br /&gt;
* Chorus of Truth (PHB2, L10, 1000/200)&lt;br /&gt;
&lt;br /&gt;
==Artifact==&lt;br /&gt;
&lt;br /&gt;
===Xambria&#039;s Consciousness===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Property:&#039;&#039;&#039;+3 to Acrobatics, Arcana, History, and Thievery checks (already calculated)&lt;br /&gt;
* &#039;&#039;&#039;Property:&#039;&#039;&#039; +2 to all checks while performing rituals (since I already have Ritual Caster).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Current Concordance:&#039;&#039;&#039; 16 (Pleased)&lt;br /&gt;
** Starting: 5&lt;br /&gt;
** Trained in History +2&lt;br /&gt;
** Gained 7 Levels +7&lt;br /&gt;
** Foiled 2 Obscurati Plots +2&lt;br /&gt;
&lt;br /&gt;
==Gear==&lt;br /&gt;
&lt;br /&gt;
===Weapons===&lt;br /&gt;
* Prototype Silver Blade +3 (longsword) &#039;&#039;(Prof +3, dam 1d8+Str,  4 lbs, Versatile, level 14)&#039;&#039; (21000 gp)&lt;br /&gt;
** Critical Bonus: +3d8&lt;br /&gt;
&lt;br /&gt;
===Armor===&lt;br /&gt;
* Veteran&#039;s Chain +3 (Braidmail) (+11 AC, 40 lbs) (lvl 12, 13000 gp)&lt;br /&gt;
* Ricochet Shield (+1 AC, 6 lbs., Arms slot) (13000gp)&lt;br /&gt;
&lt;br /&gt;
===Other Gear===&lt;br /&gt;
* Canary in a Coal Mine +3 (17000 gp, lvl 13, Neck slot)&lt;br /&gt;
* Belt of Vim (3400gp, lvl 8, Waist slot)&lt;br /&gt;
* Oceanstrider Boots (21000 gp, lvl 14, Feet slot)&lt;br /&gt;
* Gloves of the Healer (13000gp, lvl 12, Hands slot&lt;br /&gt;
* Headband of Intellect (lvl 10, 5000gp, Head slot)&lt;br /&gt;
* Wand of Aptitude (lvl 10, 5000gp, spare implement)&lt;br /&gt;
* Investigation Kit (40 gp)&lt;br /&gt;
* Bell and Whistle (1 gp)&lt;br /&gt;
* Guitar of Rest (lvl 7, 2600gp)&lt;br /&gt;
* 2 x Elixir of Aptitude (100gp)&lt;br /&gt;
* 2 x Potion of Resistance (80gp)&lt;br /&gt;
* 2 x Potion of Vitality (2000gp)&lt;br /&gt;
* Worker&#039;s Clothes&lt;br /&gt;
** Definitely not a lady&#039;s outfit.  Trousers, undershirt, and boots, with a blue dress worn on top and a simple wide-brimmed hat.&lt;br /&gt;
* Pocket Watch (25 gp)&lt;br /&gt;
* 2401 GP in residuum.&lt;br /&gt;
&lt;br /&gt;
==Item Properties==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Canary in a Coal Mine&#039;&#039;&#039;: +5 bonus to all defenses during the surprise round of an encounter. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Oceanstrider boots&#039;&#039;&#039;: +1 to speed (already factored). I can move across and stand on liquid surfaces as if they were solid. If the surface is hazardous (such as acid or magma) I still take damage from it.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Cli Lyre&#039;&#039;&#039;: Can be used as a +3 implement and focus for bardic rituals. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Headband of Intellect&#039;&#039;&#039;:  +2 to knowledge or monster knowledge checks, +1 to attack on powers that have the psychic keyword (already factored)&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Gloves of the Healer&#039;&#039;&#039;: When I use a power that has the Healing keyword, one target regains an extra 1d6 HP (already factored).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Wand of Aptitude&#039;&#039;&#039;: When I use Inspire Competence through this wand, I give an extra +2 item bonus to my allies&#039; skills.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Veteran&#039;s Chain&#039;&#039;&#039;: When I use an action point I gain a +1 item bonus to attack rolls and defenses until the end of my next turn. &lt;br /&gt;
&lt;br /&gt;
==Bio==&lt;br /&gt;
Here is Rosalia Savory, whose family was &#039;&#039;&#039;in no way&#039;&#039;&#039; part of a Robin-Hood like bandit gang in the drier and more remote areas of Risur, and absolutely &#039;&#039;&#039;did not&#039;&#039;&#039; move to Flint and change identities to escape a royal crackdown on them. She grew up among the dockers of Flint, got into music, and found out she had a knack for child detective shenanigans. When she grew up she figured she might as well get paid for the detective stuff and maybe try to help her community with the weight of a badge behind her. Her style and political stance are somewhat at odds with the traditional image of an RHC constable but you can&#039;t argue with the results of the magic mind-reading entrance exam!&lt;br /&gt;
&lt;br /&gt;
Rosalia&#039;s stage name is &amp;quot;Little Lamp&amp;quot; and she still performs in her spare time.&lt;br /&gt;
&lt;br /&gt;
[[Zeitgeist:_The_Gears_of_Revolution| Zeitgeist: The Gears of Revolution homepage]]&lt;/div&gt;</summary>
		<author><name>Bira</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Zeitgeist:_The_Gears_of_Revolution/Rosalia&amp;diff=477500</id>
		<title>Zeitgeist: The Gears of Revolution/Rosalia</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Zeitgeist:_The_Gears_of_Revolution/Rosalia&amp;diff=477500"/>
		<updated>2025-03-01T20:50:01Z</updated>

		<summary type="html">&lt;p&gt;Bira: /* Other Gear */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Zeitgeist:_The_Gears_of_Revolution|Home Page]]&lt;br /&gt;
==Basics==&lt;br /&gt;
* Name: Rosalia &amp;quot;Little Lamp&amp;quot; Savory&lt;br /&gt;
* Race: Human&lt;br /&gt;
* Class: Bard&lt;br /&gt;
* Paragon Path: Daring Blade&lt;br /&gt;
* Level: 15&lt;br /&gt;
* Background: Urban &#039;&#039;(+2 to Streetwise)&#039;&#039;&lt;br /&gt;
* Theme: Docker&lt;br /&gt;
&lt;br /&gt;
==Stats==&lt;br /&gt;
* Str 9 &#039;&#039;&#039;(-1)&#039;&#039;&#039; &lt;br /&gt;
* Con 16 &#039;&#039;&#039;(+3)&#039;&#039;&#039;&lt;br /&gt;
* Dex 11 &#039;&#039;&#039;(+0)&#039;&#039;&#039;&lt;br /&gt;
* Int 15 &#039;&#039;&#039;(+2)&#039;&#039;&#039;&lt;br /&gt;
* Wis 15 &#039;&#039;&#039;(+2)&#039;&#039;&#039;&lt;br /&gt;
* Cha 21 &#039;&#039;&#039;(+5)&#039;&#039;&#039;&lt;br /&gt;
**Human bonus: +2 to Charisma&lt;br /&gt;
==Defenses/Combat Stats==&lt;br /&gt;
* HP: 97&lt;br /&gt;
* Healing Surges: 10&lt;br /&gt;
** Surge Value: 24 HP&lt;br /&gt;
* Speed: 6 (5 in armor)&lt;br /&gt;
* Action Points: 1&lt;br /&gt;
===Defenses===&lt;br /&gt;
* AC: &#039;&#039;&#039;29&#039;&#039;&#039;  (10 + 11 Armor + 7 Level + 1 Shield)&lt;br /&gt;
* Fort: &#039;&#039;&#039;26&#039;&#039;&#039; (10 + 3 CON + 7 Level + 3 Amulet + 1 Belt + 2 Feat)&lt;br /&gt;
* Ref: &#039;&#039;&#039;26&#039;&#039;&#039; (10 + 2 INT + 1 Class + 7 Level + 3 Amulet + 1 Boots + 2 Feat)&lt;br /&gt;
* Will: &#039;&#039;&#039;28&#039;&#039;&#039; (10 + 5 CHA + 1 Class + 7 Level + 3 Amulet + 2 Feat)&lt;br /&gt;
&lt;br /&gt;
==Racial Traits==&lt;br /&gt;
* Bonus Skill&lt;br /&gt;
* Bonus Feat&lt;br /&gt;
* Bonus At-Will Power&lt;br /&gt;
==Class Traits==&lt;br /&gt;
* Bardic Training&lt;br /&gt;
** Gain Ritual Caster as a bonus feat, and a ritual book with 1 level 1 bard ritual, and 1 level 1 ritual of any kind.&lt;br /&gt;
* Virtue of Valor&lt;br /&gt;
** 1/round, when ally within 5 squares of me bloodies or defeats an enemy, I can grant 6 temporary HP to that ally as a free action.&lt;br /&gt;
* Skill Versatility&lt;br /&gt;
** +1 to untrained skill checks.&lt;br /&gt;
* Song of Rest&lt;br /&gt;
** If I can sing or play an instrument during a short rest, allies regain an extra 5 HP per healing surge they spend in that rest.&lt;br /&gt;
* Swordbond&lt;br /&gt;
** I may bond with a specific sword with a 1-hour ritual. I can call my bonded sword to my hand from 10 squares away and rebuild it from a fragment if it&#039;s destroyed.&lt;br /&gt;
* Daring Action&lt;br /&gt;
** Instead of gaining an extra action, I can spend an action point to mark every enemy I can see and gain 10 temp HP.&lt;br /&gt;
* Daring Improvisation&lt;br /&gt;
** When I make a martial melee weapon attack, I can use Charisma for the attack and damage roll in place of the ability score required by the attack.&lt;br /&gt;
==Skills==&lt;br /&gt;
&#039;&#039;&#039;(Trained Skills)&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
* Acrobatics: +14&lt;br /&gt;
* &#039;&#039;&#039;Arcana: +17&#039;&#039;&#039;&lt;br /&gt;
* Athletics: +10&lt;br /&gt;
* &#039;&#039;&#039;Bluff: +17&#039;&#039;&#039;&lt;br /&gt;
* Diplomacy: +16&lt;br /&gt;
* Dungeoneering: +13&lt;br /&gt;
* &#039;&#039;&#039;Endurance: +15&#039;&#039;&#039;&lt;br /&gt;
* Heal: +13&lt;br /&gt;
* &#039;&#039;&#039;History: +17&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Insight: +14&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Intimidate: +17&#039;&#039;&#039;&lt;br /&gt;
* Nature: +13&lt;br /&gt;
* &#039;&#039;&#039;Perception: +14&#039;&#039;&#039;&lt;br /&gt;
* Religion: +13&lt;br /&gt;
* Stealth: +11&lt;br /&gt;
* &#039;&#039;&#039;Streetwise: +19&#039;&#039;&#039;&lt;br /&gt;
* Thievery: +14&lt;br /&gt;
&lt;br /&gt;
==Feats==&lt;br /&gt;
* Action Surge: +3 to attacks I make during any action gained by spending an action point.&lt;br /&gt;
* Battle Song Expertise: &#039;&#039;+1/tier to attacks with weapons and bard implements, +1 to forced movement from bard powers;&#039;&#039;&lt;br /&gt;
* Improved Majestic Word &#039;&#039; Target of majestic word also gains (CHA mod) temporary HP.&#039;&#039;&lt;br /&gt;
* Heart of the Blade (Swordmage Multiclass) &#039;&#039;Gain training in Endurance and the Swordbond class feature. All swords also count as implements now!&#039;&#039;&lt;br /&gt;
* Student of Artifice: &#039;&#039;Gain training in Arcana (redundant), and gain 1 daily use of the artificer&#039;s Healing Infusion.&#039;&#039;&lt;br /&gt;
* Ritual Caster &#039;&#039;May use rituals&#039;&#039;&lt;br /&gt;
* Bard of All Trades: Gain a +3 feat bonus to all untrained skill checks.&lt;br /&gt;
* Improved Defenses: +1 to all non-armor defenses (+2 at Paragon; +3 at Epic).&lt;br /&gt;
* Resourceful Leader (Warlord Multiclass): Gain training in History. When an ally I can see spends an action point for an attack, they gain +3 damage on a hit or +3 temp HP on a miss. (+5 at level 11; +7 at level 21).&lt;br /&gt;
* Psychic Lock: Any target I hit with a psychic power has a -2 penalty to its next attack roll (already factored).&lt;br /&gt;
* Improved Valor: Virtue of Valor gives +3 extra THP.&lt;br /&gt;
* Disheartening Presence: While I am conscious and not bloodied, any bloodied enemies adjacent to me take -1 to all of their attacks.&lt;br /&gt;
&lt;br /&gt;
==Powers==&lt;br /&gt;
&lt;br /&gt;
Accuracy with weapon powers: +20 (+5 CHA, +7 level, +3 proficiency, +2 feat, +3 item)&lt;br /&gt;
Accuracy with implement powers: +17 (+5 CHA, +7 level, +2 feat, +3 item)&lt;br /&gt;
&lt;br /&gt;
Damage bonus: +8 (+5 CHA, +3 item)&lt;br /&gt;
&lt;br /&gt;
Psychic powers get an extra +1 accuracy from Headband of Intellect. All weapon powers are considered Psychic due to the Silver Blade.&lt;br /&gt;
&lt;br /&gt;
===At-Will Powers===&lt;br /&gt;
* Melee Basic Attack (standard, weapon, psychic):&lt;br /&gt;
** +20 vs AC. Hit: 1d8+8 psychic damage, -2 to next attack.&lt;br /&gt;
&lt;br /&gt;
* Guiding Strike (standard, weapon, psychic):&lt;br /&gt;
** Melee 1; +21 vs. AC. &lt;br /&gt;
** Hit: 1d8+8 psychic damage, -2 to next attack and -2 to a chosen defense until the end of my next turn.&lt;br /&gt;
&lt;br /&gt;
* Vicious Mockery (standard, charm, implement, psychic):&lt;br /&gt;
** Ranged 10; +18 vs. Will. &lt;br /&gt;
** Hit: 1d6+8 psychic, -4 to next attack, and -2 to other attacks until the end of my next turn.&lt;br /&gt;
** &#039;&#039;I came here to kick your ass / Cuz you&#039;re dumb and cannot see / That even ten of you / Are worth less than half of me&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Staggering Note (standard, implement, thunder):&lt;br /&gt;
** Ranged 10; +17 vs. Will. &lt;br /&gt;
** Hit: 8 thunder, push 3, and an ally can make a melee basic attack against the target before, after, or during the push.&lt;br /&gt;
&lt;br /&gt;
* Prototype Silver Blade (item, psychic, free action)&lt;br /&gt;
** Effect: All damage dealt by this weapon is psychic. Another free action returns the damage to normal.&lt;br /&gt;
&lt;br /&gt;
* Audience Participation&lt;br /&gt;
** Trigger: An enemy starts its turn adjacent to one or more non-combatants who are friendly to me and know I&#039;m fighting.&lt;br /&gt;
** Effect (No Action): The triggering enemy takes 5 damage for each friendly they&#039;re adjacent to.&lt;br /&gt;
&lt;br /&gt;
===Encounter Powers===&lt;br /&gt;
* &#039;&#039;&#039;(_)(_)&#039;&#039;&#039; Majestic Word (minor, healing)&lt;br /&gt;
** Close burst 10 (me or an ally).&lt;br /&gt;
** Target spends a healing surge, heals an extra 3d6+5 HP, and gains 5 temporary HP.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Words of Friendship (minor, charm)&lt;br /&gt;
** I gain a +5 power bonus to the next Diplomacy check I make.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Docker&#039;s Jank (standard, teleportation)&lt;br /&gt;
** Close Burst 5.&lt;br /&gt;
** Me and an ally in the burst teleport and switch locations. The ally can then use a standard-action at-will power as a free action with a +2 power bonus to attack rolls.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Shout of Triumph (standard, implement, thunder)&lt;br /&gt;
** Close Blast 3 (enemies in blast); +17 vs. Fortitude.&lt;br /&gt;
** Hit: 1d6+8 thunder and push 4.&lt;br /&gt;
** Effect: Slide 4 on each ally in blast.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Impelling Force (standard, implement, force)&lt;br /&gt;
** Ranged 10; +17 vs. Fortitude&lt;br /&gt;
** Hit: 1d10+8 force damage, and I slide the target 5 squares to a square adjacent to an ally.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Scorpion&#039;s Claw Strike (standard, weapon, psychic)&lt;br /&gt;
** Melee 1 (one creature): +21 vs. AC&lt;br /&gt;
** Hit: 2d8+8 psychic damage, -2 to next attack, and I slide an ally who is adjacent to the target to another space adjacent to it. The ally gains a +2 power bonus to AC until the end of my next turn.&lt;br /&gt;
** Miss: 5 damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Inspire Competence (utility)&lt;br /&gt;
** Close burst 5 (me and each ally in burst).&lt;br /&gt;
** Effect: I choose a skill. Until the end of the encounter, all targets have a +2 power bonus to that skill.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Revitalizing Incantation (minor, healing)&lt;br /&gt;
** Ranged 5 (me or an ally)&lt;br /&gt;
** Effect: Target can spend a healing surge and heal 1d6 extra HP. Additionally, target gains temp HP equal to their healing surge value.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Healing Infusion: Resistive Formula (minor)&lt;br /&gt;
** Close Burst 5 (me or an ally)&lt;br /&gt;
** Effect: Target heals 1d6 HP and gains +1 to AC for the rest of the encounter. Target can choose to end this effect as a free action to gain HP equal to its healing surge value + 3 (CON Mod).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Mantle of Unity&lt;br /&gt;
** Close Burst 5 (me and each ally in burst)&lt;br /&gt;
** Effect: Determine the highest AC, Fortitude, Reflex, and Will among all the targets. Until the end of your next turn, use these values for the corresponding defenses of&lt;br /&gt;
all the targets.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Weapon Display (standard, weapon, psychic)&lt;br /&gt;
** Melee 1 (one creature); +21 vs. AC&lt;br /&gt;
** Effect: The target grants combat advantage to me for this attack.&lt;br /&gt;
** Hit: 2d8+8 damage, -2 to next attack, and the target grants combat advantage to me and all my allies until the end of my next turn.&lt;br /&gt;
** Miss: The target is marked until the end of my next turn, and I regain the use of this power.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Defensive Posture&lt;br /&gt;
** Move Action&lt;br /&gt;
** Effect: I gain a +2 power bonus to AC and Reflex until the end of my next turn, then shift a number of squares equal to one-half my speed (2). Each ally that can see me gains a +2 power bonus to attack rolls until the end of your next turn.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Insult of Passivity (fear, implement, psychic)&lt;br /&gt;
** Ranged 10 (one creature); +18 vc. Will&lt;br /&gt;
** Hit: 2d8+8 psychic damage and the target is dazed until the end of the encounter or until hit or missed by an attack.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Xambria&#039;s Manifestation I (Free action)&lt;br /&gt;
Effect: Xambria appears with 10 squares and can use a minor action to manpinulate an object or do something similar. &lt;br /&gt;
&lt;br /&gt;
===Daily Powers===&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Stirring Shout (standard, implement, psychic)&lt;br /&gt;
** Ranged 10; +18 vs. Will.&lt;br /&gt;
** Hit: 2d6+8 psychic, -2 to next attack.&lt;br /&gt;
** Effect: Until the end of the encounter, whenever an ally hits the target, the ally heals 5 HP (CHA mod).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Sing Your Praises (minor, docker)&lt;br /&gt;
** Close Burst 5 (10 at Paragon; 15 at Epic);&lt;br /&gt;
** Effect: Each ally in the burst can immediately make a saving throw.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Wail of Anguish (minor, implement)&lt;br /&gt;
** Effect: Until the end  of your next turn, you can make the following attack.&lt;br /&gt;
*** Opportunity Action, Close Burst 3; Trigger: an enemy starts turn inside burst; +18 vs. Will (triggering enemy); Hit: 1d10+8  damage and  target cannot shift UENT.&lt;br /&gt;
** Sustain Minor: The effect persists.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Strike up the Dance (standard, implement, psychic)&lt;br /&gt;
** Target: One, two, or three creatures.&lt;br /&gt;
** Ranged 10; +18 vs. Will&lt;br /&gt;
** Hit: 2d10+8 psychic damage, and the target is immobilized (save ends). Until it saves, I can slide the target 5 squares at the start of its turn and it cannot take move actions on its turn. If I target only one creature with this power, it takes 1d10 extra damage.&lt;br /&gt;
*** Miss: Half damage, and I slide the target 5 squares at the start of its next turn and it is immobilized until the end of its next turn.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Prototype Silver Blade (free)&lt;br /&gt;
** Trigger: I hit an enemy with this blade.&lt;br /&gt;
** Effect: I banish the target to a demiplane (save ends). It vanishes from sight, cannot take actions, and cannot be targeted. On a save the target reappears in its last space, or in the unoccupied space closest to that.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Guitar of Restfulness (standard)&lt;br /&gt;
** Effect: When I use this power during a rest, I can grant myself and all allies who listened 9 temporary hit points.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Ricochet Shield (Immediate Reaction)&lt;br /&gt;
** Trigger: A ranged attack targeting AC misses me.&lt;br /&gt;
** Effect: The source of the attack repeats the attack roll against a different target of my choice within 10 squares of me. If the attack roll succeeds, it hits that target (apply damage and effect where appropriate).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Xambria&#039;s Manifestation II (standard, force)&lt;br /&gt;
* Attack: Close Burst 3 (enemies in burst) +18 vs. Fortitude&lt;br /&gt;
* Hit: 3d10 + 8 force damage, and push 4 squares. &lt;br /&gt;
* Miss: Half damage, and push 2 squares.&lt;br /&gt;
&lt;br /&gt;
==Rituals==&lt;br /&gt;
&lt;br /&gt;
* Glib Limerick (level 1)&lt;br /&gt;
* Traveller&#039;s chant (level 1)&lt;br /&gt;
* Lullaby (Level 3, 125/25)&lt;br /&gt;
* Detect Planar Energy (Level 1, 50/10)&lt;br /&gt;
* Comprehend Language (PHB, L1, 50/10)&lt;br /&gt;
* Detect Secret Doors (PHB, L3, 125/25)&lt;br /&gt;
* Knock (PHB, L4, 175/35)&lt;br /&gt;
* Water Walk (PHB, L2, 100/20)&lt;br /&gt;
* Endure Elements (PHB, L2, 100/20)&lt;br /&gt;
* Lesser Telepathy (L5, 250/30+1 surge)&lt;br /&gt;
* Call Wilderness Guide (PHB2, L6, 360/144)&lt;br /&gt;
* Fool&#039;s Speech (PHB2, L6, 360/50)&lt;br /&gt;
* Sending (PHB, L6, 360/50)&lt;br /&gt;
* Linked Portal (PHB, L8, 680/135)&lt;br /&gt;
* Song of Sustenance (PHB2, L8, 680/135)&lt;br /&gt;
* Raise Dead (PHB, L8, 680/500)&lt;br /&gt;
* Remove Affliction (PHB, L8, 680/250)&lt;br /&gt;
* Chorus of Truth (PHB2, L10, 1000/200)&lt;br /&gt;
&lt;br /&gt;
==Artifact==&lt;br /&gt;
&lt;br /&gt;
===Xambria&#039;s Consciousness===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Property:&#039;&#039;&#039;+3 to Acrobatics, Arcana, History, and Thievery checks (already calculated)&lt;br /&gt;
* &#039;&#039;&#039;Property:&#039;&#039;&#039; +2 to all checks while performing rituals (since I already have Ritual Caster).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Current Concordance:&#039;&#039;&#039; 16 (Pleased)&lt;br /&gt;
** Starting: 5&lt;br /&gt;
** Trained in History +2&lt;br /&gt;
** Gained 7 Levels +7&lt;br /&gt;
** Foiled 2 Obscurati Plots +2&lt;br /&gt;
&lt;br /&gt;
==Gear==&lt;br /&gt;
&lt;br /&gt;
===Weapons===&lt;br /&gt;
* Prototype Silver Blade +3 (longsword) &#039;&#039;(Prof +3, dam 1d8+Str,  4 lbs, Versatile, level 14)&#039;&#039; (21000 gp)&lt;br /&gt;
** Critical Bonus: +3d8&lt;br /&gt;
&lt;br /&gt;
===Armor===&lt;br /&gt;
* Magic Chain +3 (Braidmail) (+11 AC, 40 lbs) (lvl 11, 9000 gp)&lt;br /&gt;
* Ricochet Shield (+1 AC, 6 lbs., Arms slot) (13000gp)&lt;br /&gt;
&lt;br /&gt;
===Other Gear===&lt;br /&gt;
* Canary in a Coal Mine +3 (17000 gp, lvl 11, Neck slot)&lt;br /&gt;
* Belt of Vim (3400gp, lvl 8, Waist slot)&lt;br /&gt;
* Winged Boots (17000 gp, lvl 13, Feet slot)&lt;br /&gt;
* Gloves of the Healer (13000gp, lvl 12, Hands slot&lt;br /&gt;
* Headband of Intellect (lvl 10, 5000gp, Head slot)&lt;br /&gt;
* Wand of Aptitude (lvl 10, 5000gp, spare implement)&lt;br /&gt;
* Investigation Kit (40 gp)&lt;br /&gt;
* Bell and Whistle (1 gp)&lt;br /&gt;
* Guitar of Rest (lvl 7, 2600gp)&lt;br /&gt;
* 2 x Elixir of Aptitude (100gp)&lt;br /&gt;
* 2 x Potion of Resistance (80gp)&lt;br /&gt;
* 2 x Potion of Vitality (2000gp)&lt;br /&gt;
* Worker&#039;s Clothes&lt;br /&gt;
** Definitely not a lady&#039;s outfit.  Trousers, undershirt, and boots, with a blue dress worn on top and a simple wide-brimmed hat.&lt;br /&gt;
* Pocket Watch (25 gp)&lt;br /&gt;
* 2401 GP in residuum.&lt;br /&gt;
&lt;br /&gt;
==Item Properties==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Boots of Quickness&#039;&#039;&#039;: +1 Reflex (already factored).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Guitar or Restfulness&#039;&#039;&#039;: A more lore-appropriate form of the Sitar of Restfulness from Dragon 383. It gently weeps! Can be used as a +2 implement and as a focus for any bardic rituals. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Headband of Intellect&#039;&#039;&#039;:  +2 to knowledge or monster knowledge checks, +1 to attack on powers that have the psychic keyword (already factored)&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Gloves of the Healer&#039;&#039;&#039;: When I use a power that has the Healing keyword, one target regains an extra 1d6 HP (already factored).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Wand of Aptitude&#039;&#039;&#039;: When I use Inspire Competence through this wand, I give an extra +2 item bonus to my allies&#039; skills.&lt;br /&gt;
&lt;br /&gt;
==Bio==&lt;br /&gt;
Here is Rosalia Savory, whose family was &#039;&#039;&#039;in no way&#039;&#039;&#039; part of a Robin-Hood like bandit gang in the drier and more remote areas of Risur, and absolutely &#039;&#039;&#039;did not&#039;&#039;&#039; move to Flint and change identities to escape a royal crackdown on them. She grew up among the dockers of Flint, got into music, and found out she had a knack for child detective shenanigans. When she grew up she figured she might as well get paid for the detective stuff and maybe try to help her community with the weight of a badge behind her. Her style and political stance are somewhat at odds with the traditional image of an RHC constable but you can&#039;t argue with the results of the magic mind-reading entrance exam!&lt;br /&gt;
&lt;br /&gt;
Rosalia&#039;s stage name is &amp;quot;Little Lamp&amp;quot; and she still performs in her spare time.&lt;br /&gt;
&lt;br /&gt;
[[Zeitgeist:_The_Gears_of_Revolution| Zeitgeist: The Gears of Revolution homepage]]&lt;/div&gt;</summary>
		<author><name>Bira</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Zeitgeist:_The_Gears_of_Revolution/Rosalia&amp;diff=477499</id>
		<title>Zeitgeist: The Gears of Revolution/Rosalia</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Zeitgeist:_The_Gears_of_Revolution/Rosalia&amp;diff=477499"/>
		<updated>2025-03-01T20:46:38Z</updated>

		<summary type="html">&lt;p&gt;Bira: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Zeitgeist:_The_Gears_of_Revolution|Home Page]]&lt;br /&gt;
==Basics==&lt;br /&gt;
* Name: Rosalia &amp;quot;Little Lamp&amp;quot; Savory&lt;br /&gt;
* Race: Human&lt;br /&gt;
* Class: Bard&lt;br /&gt;
* Paragon Path: Daring Blade&lt;br /&gt;
* Level: 15&lt;br /&gt;
* Background: Urban &#039;&#039;(+2 to Streetwise)&#039;&#039;&lt;br /&gt;
* Theme: Docker&lt;br /&gt;
&lt;br /&gt;
==Stats==&lt;br /&gt;
* Str 9 &#039;&#039;&#039;(-1)&#039;&#039;&#039; &lt;br /&gt;
* Con 16 &#039;&#039;&#039;(+3)&#039;&#039;&#039;&lt;br /&gt;
* Dex 11 &#039;&#039;&#039;(+0)&#039;&#039;&#039;&lt;br /&gt;
* Int 15 &#039;&#039;&#039;(+2)&#039;&#039;&#039;&lt;br /&gt;
* Wis 15 &#039;&#039;&#039;(+2)&#039;&#039;&#039;&lt;br /&gt;
* Cha 21 &#039;&#039;&#039;(+5)&#039;&#039;&#039;&lt;br /&gt;
**Human bonus: +2 to Charisma&lt;br /&gt;
==Defenses/Combat Stats==&lt;br /&gt;
* HP: 97&lt;br /&gt;
* Healing Surges: 10&lt;br /&gt;
** Surge Value: 24 HP&lt;br /&gt;
* Speed: 6 (5 in armor)&lt;br /&gt;
* Action Points: 1&lt;br /&gt;
===Defenses===&lt;br /&gt;
* AC: &#039;&#039;&#039;29&#039;&#039;&#039;  (10 + 11 Armor + 7 Level + 1 Shield)&lt;br /&gt;
* Fort: &#039;&#039;&#039;26&#039;&#039;&#039; (10 + 3 CON + 7 Level + 3 Amulet + 1 Belt + 2 Feat)&lt;br /&gt;
* Ref: &#039;&#039;&#039;26&#039;&#039;&#039; (10 + 2 INT + 1 Class + 7 Level + 3 Amulet + 1 Boots + 2 Feat)&lt;br /&gt;
* Will: &#039;&#039;&#039;28&#039;&#039;&#039; (10 + 5 CHA + 1 Class + 7 Level + 3 Amulet + 2 Feat)&lt;br /&gt;
&lt;br /&gt;
==Racial Traits==&lt;br /&gt;
* Bonus Skill&lt;br /&gt;
* Bonus Feat&lt;br /&gt;
* Bonus At-Will Power&lt;br /&gt;
==Class Traits==&lt;br /&gt;
* Bardic Training&lt;br /&gt;
** Gain Ritual Caster as a bonus feat, and a ritual book with 1 level 1 bard ritual, and 1 level 1 ritual of any kind.&lt;br /&gt;
* Virtue of Valor&lt;br /&gt;
** 1/round, when ally within 5 squares of me bloodies or defeats an enemy, I can grant 6 temporary HP to that ally as a free action.&lt;br /&gt;
* Skill Versatility&lt;br /&gt;
** +1 to untrained skill checks.&lt;br /&gt;
* Song of Rest&lt;br /&gt;
** If I can sing or play an instrument during a short rest, allies regain an extra 5 HP per healing surge they spend in that rest.&lt;br /&gt;
* Swordbond&lt;br /&gt;
** I may bond with a specific sword with a 1-hour ritual. I can call my bonded sword to my hand from 10 squares away and rebuild it from a fragment if it&#039;s destroyed.&lt;br /&gt;
* Daring Action&lt;br /&gt;
** Instead of gaining an extra action, I can spend an action point to mark every enemy I can see and gain 10 temp HP.&lt;br /&gt;
* Daring Improvisation&lt;br /&gt;
** When I make a martial melee weapon attack, I can use Charisma for the attack and damage roll in place of the ability score required by the attack.&lt;br /&gt;
==Skills==&lt;br /&gt;
&#039;&#039;&#039;(Trained Skills)&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
* Acrobatics: +14&lt;br /&gt;
* &#039;&#039;&#039;Arcana: +17&#039;&#039;&#039;&lt;br /&gt;
* Athletics: +10&lt;br /&gt;
* &#039;&#039;&#039;Bluff: +17&#039;&#039;&#039;&lt;br /&gt;
* Diplomacy: +16&lt;br /&gt;
* Dungeoneering: +13&lt;br /&gt;
* &#039;&#039;&#039;Endurance: +15&#039;&#039;&#039;&lt;br /&gt;
* Heal: +13&lt;br /&gt;
* &#039;&#039;&#039;History: +17&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Insight: +14&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Intimidate: +17&#039;&#039;&#039;&lt;br /&gt;
* Nature: +13&lt;br /&gt;
* &#039;&#039;&#039;Perception: +14&#039;&#039;&#039;&lt;br /&gt;
* Religion: +13&lt;br /&gt;
* Stealth: +11&lt;br /&gt;
* &#039;&#039;&#039;Streetwise: +19&#039;&#039;&#039;&lt;br /&gt;
* Thievery: +14&lt;br /&gt;
&lt;br /&gt;
==Feats==&lt;br /&gt;
* Action Surge: +3 to attacks I make during any action gained by spending an action point.&lt;br /&gt;
* Battle Song Expertise: &#039;&#039;+1/tier to attacks with weapons and bard implements, +1 to forced movement from bard powers;&#039;&#039;&lt;br /&gt;
* Improved Majestic Word &#039;&#039; Target of majestic word also gains (CHA mod) temporary HP.&#039;&#039;&lt;br /&gt;
* Heart of the Blade (Swordmage Multiclass) &#039;&#039;Gain training in Endurance and the Swordbond class feature. All swords also count as implements now!&#039;&#039;&lt;br /&gt;
* Student of Artifice: &#039;&#039;Gain training in Arcana (redundant), and gain 1 daily use of the artificer&#039;s Healing Infusion.&#039;&#039;&lt;br /&gt;
* Ritual Caster &#039;&#039;May use rituals&#039;&#039;&lt;br /&gt;
* Bard of All Trades: Gain a +3 feat bonus to all untrained skill checks.&lt;br /&gt;
* Improved Defenses: +1 to all non-armor defenses (+2 at Paragon; +3 at Epic).&lt;br /&gt;
* Resourceful Leader (Warlord Multiclass): Gain training in History. When an ally I can see spends an action point for an attack, they gain +3 damage on a hit or +3 temp HP on a miss. (+5 at level 11; +7 at level 21).&lt;br /&gt;
* Psychic Lock: Any target I hit with a psychic power has a -2 penalty to its next attack roll (already factored).&lt;br /&gt;
* Improved Valor: Virtue of Valor gives +3 extra THP.&lt;br /&gt;
* Disheartening Presence: While I am conscious and not bloodied, any bloodied enemies adjacent to me take -1 to all of their attacks.&lt;br /&gt;
&lt;br /&gt;
==Powers==&lt;br /&gt;
&lt;br /&gt;
Accuracy with weapon powers: +20 (+5 CHA, +7 level, +3 proficiency, +2 feat, +3 item)&lt;br /&gt;
Accuracy with implement powers: +17 (+5 CHA, +7 level, +2 feat, +3 item)&lt;br /&gt;
&lt;br /&gt;
Damage bonus: +8 (+5 CHA, +3 item)&lt;br /&gt;
&lt;br /&gt;
Psychic powers get an extra +1 accuracy from Headband of Intellect. All weapon powers are considered Psychic due to the Silver Blade.&lt;br /&gt;
&lt;br /&gt;
===At-Will Powers===&lt;br /&gt;
* Melee Basic Attack (standard, weapon, psychic):&lt;br /&gt;
** +20 vs AC. Hit: 1d8+8 psychic damage, -2 to next attack.&lt;br /&gt;
&lt;br /&gt;
* Guiding Strike (standard, weapon, psychic):&lt;br /&gt;
** Melee 1; +21 vs. AC. &lt;br /&gt;
** Hit: 1d8+8 psychic damage, -2 to next attack and -2 to a chosen defense until the end of my next turn.&lt;br /&gt;
&lt;br /&gt;
* Vicious Mockery (standard, charm, implement, psychic):&lt;br /&gt;
** Ranged 10; +18 vs. Will. &lt;br /&gt;
** Hit: 1d6+8 psychic, -4 to next attack, and -2 to other attacks until the end of my next turn.&lt;br /&gt;
** &#039;&#039;I came here to kick your ass / Cuz you&#039;re dumb and cannot see / That even ten of you / Are worth less than half of me&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Staggering Note (standard, implement, thunder):&lt;br /&gt;
** Ranged 10; +17 vs. Will. &lt;br /&gt;
** Hit: 8 thunder, push 3, and an ally can make a melee basic attack against the target before, after, or during the push.&lt;br /&gt;
&lt;br /&gt;
* Prototype Silver Blade (item, psychic, free action)&lt;br /&gt;
** Effect: All damage dealt by this weapon is psychic. Another free action returns the damage to normal.&lt;br /&gt;
&lt;br /&gt;
* Audience Participation&lt;br /&gt;
** Trigger: An enemy starts its turn adjacent to one or more non-combatants who are friendly to me and know I&#039;m fighting.&lt;br /&gt;
** Effect (No Action): The triggering enemy takes 5 damage for each friendly they&#039;re adjacent to.&lt;br /&gt;
&lt;br /&gt;
===Encounter Powers===&lt;br /&gt;
* &#039;&#039;&#039;(_)(_)&#039;&#039;&#039; Majestic Word (minor, healing)&lt;br /&gt;
** Close burst 10 (me or an ally).&lt;br /&gt;
** Target spends a healing surge, heals an extra 3d6+5 HP, and gains 5 temporary HP.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Words of Friendship (minor, charm)&lt;br /&gt;
** I gain a +5 power bonus to the next Diplomacy check I make.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Docker&#039;s Jank (standard, teleportation)&lt;br /&gt;
** Close Burst 5.&lt;br /&gt;
** Me and an ally in the burst teleport and switch locations. The ally can then use a standard-action at-will power as a free action with a +2 power bonus to attack rolls.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Shout of Triumph (standard, implement, thunder)&lt;br /&gt;
** Close Blast 3 (enemies in blast); +17 vs. Fortitude.&lt;br /&gt;
** Hit: 1d6+8 thunder and push 4.&lt;br /&gt;
** Effect: Slide 4 on each ally in blast.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Impelling Force (standard, implement, force)&lt;br /&gt;
** Ranged 10; +17 vs. Fortitude&lt;br /&gt;
** Hit: 1d10+8 force damage, and I slide the target 5 squares to a square adjacent to an ally.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Scorpion&#039;s Claw Strike (standard, weapon, psychic)&lt;br /&gt;
** Melee 1 (one creature): +21 vs. AC&lt;br /&gt;
** Hit: 2d8+8 psychic damage, -2 to next attack, and I slide an ally who is adjacent to the target to another space adjacent to it. The ally gains a +2 power bonus to AC until the end of my next turn.&lt;br /&gt;
** Miss: 5 damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Inspire Competence (utility)&lt;br /&gt;
** Close burst 5 (me and each ally in burst).&lt;br /&gt;
** Effect: I choose a skill. Until the end of the encounter, all targets have a +2 power bonus to that skill.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Revitalizing Incantation (minor, healing)&lt;br /&gt;
** Ranged 5 (me or an ally)&lt;br /&gt;
** Effect: Target can spend a healing surge and heal 1d6 extra HP. Additionally, target gains temp HP equal to their healing surge value.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Healing Infusion: Resistive Formula (minor)&lt;br /&gt;
** Close Burst 5 (me or an ally)&lt;br /&gt;
** Effect: Target heals 1d6 HP and gains +1 to AC for the rest of the encounter. Target can choose to end this effect as a free action to gain HP equal to its healing surge value + 3 (CON Mod).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Mantle of Unity&lt;br /&gt;
** Close Burst 5 (me and each ally in burst)&lt;br /&gt;
** Effect: Determine the highest AC, Fortitude, Reflex, and Will among all the targets. Until the end of your next turn, use these values for the corresponding defenses of&lt;br /&gt;
all the targets.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Weapon Display (standard, weapon, psychic)&lt;br /&gt;
** Melee 1 (one creature); +21 vs. AC&lt;br /&gt;
** Effect: The target grants combat advantage to me for this attack.&lt;br /&gt;
** Hit: 2d8+8 damage, -2 to next attack, and the target grants combat advantage to me and all my allies until the end of my next turn.&lt;br /&gt;
** Miss: The target is marked until the end of my next turn, and I regain the use of this power.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Defensive Posture&lt;br /&gt;
** Move Action&lt;br /&gt;
** Effect: I gain a +2 power bonus to AC and Reflex until the end of my next turn, then shift a number of squares equal to one-half my speed (2). Each ally that can see me gains a +2 power bonus to attack rolls until the end of your next turn.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Insult of Passivity (fear, implement, psychic)&lt;br /&gt;
** Ranged 10 (one creature); +18 vc. Will&lt;br /&gt;
** Hit: 2d8+8 psychic damage and the target is dazed until the end of the encounter or until hit or missed by an attack.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Xambria&#039;s Manifestation I (Free action)&lt;br /&gt;
Effect: Xambria appears with 10 squares and can use a minor action to manpinulate an object or do something similar. &lt;br /&gt;
&lt;br /&gt;
===Daily Powers===&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Stirring Shout (standard, implement, psychic)&lt;br /&gt;
** Ranged 10; +18 vs. Will.&lt;br /&gt;
** Hit: 2d6+8 psychic, -2 to next attack.&lt;br /&gt;
** Effect: Until the end of the encounter, whenever an ally hits the target, the ally heals 5 HP (CHA mod).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Sing Your Praises (minor, docker)&lt;br /&gt;
** Close Burst 5 (10 at Paragon; 15 at Epic);&lt;br /&gt;
** Effect: Each ally in the burst can immediately make a saving throw.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Wail of Anguish (minor, implement)&lt;br /&gt;
** Effect: Until the end  of your next turn, you can make the following attack.&lt;br /&gt;
*** Opportunity Action, Close Burst 3; Trigger: an enemy starts turn inside burst; +18 vs. Will (triggering enemy); Hit: 1d10+8  damage and  target cannot shift UENT.&lt;br /&gt;
** Sustain Minor: The effect persists.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Strike up the Dance (standard, implement, psychic)&lt;br /&gt;
** Target: One, two, or three creatures.&lt;br /&gt;
** Ranged 10; +18 vs. Will&lt;br /&gt;
** Hit: 2d10+8 psychic damage, and the target is immobilized (save ends). Until it saves, I can slide the target 5 squares at the start of its turn and it cannot take move actions on its turn. If I target only one creature with this power, it takes 1d10 extra damage.&lt;br /&gt;
*** Miss: Half damage, and I slide the target 5 squares at the start of its next turn and it is immobilized until the end of its next turn.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Prototype Silver Blade (free)&lt;br /&gt;
** Trigger: I hit an enemy with this blade.&lt;br /&gt;
** Effect: I banish the target to a demiplane (save ends). It vanishes from sight, cannot take actions, and cannot be targeted. On a save the target reappears in its last space, or in the unoccupied space closest to that.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Guitar of Restfulness (standard)&lt;br /&gt;
** Effect: When I use this power during a rest, I can grant myself and all allies who listened 9 temporary hit points.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Ricochet Shield (Immediate Reaction)&lt;br /&gt;
** Trigger: A ranged attack targeting AC misses me.&lt;br /&gt;
** Effect: The source of the attack repeats the attack roll against a different target of my choice within 10 squares of me. If the attack roll succeeds, it hits that target (apply damage and effect where appropriate).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Xambria&#039;s Manifestation II (standard, force)&lt;br /&gt;
* Attack: Close Burst 3 (enemies in burst) +18 vs. Fortitude&lt;br /&gt;
* Hit: 3d10 + 8 force damage, and push 4 squares. &lt;br /&gt;
* Miss: Half damage, and push 2 squares.&lt;br /&gt;
&lt;br /&gt;
==Rituals==&lt;br /&gt;
&lt;br /&gt;
* Glib Limerick (level 1)&lt;br /&gt;
* Traveller&#039;s chant (level 1)&lt;br /&gt;
* Lullaby (Level 3, 125/25)&lt;br /&gt;
* Detect Planar Energy (Level 1, 50/10)&lt;br /&gt;
* Comprehend Language (PHB, L1, 50/10)&lt;br /&gt;
* Detect Secret Doors (PHB, L3, 125/25)&lt;br /&gt;
* Knock (PHB, L4, 175/35)&lt;br /&gt;
* Water Walk (PHB, L2, 100/20)&lt;br /&gt;
* Endure Elements (PHB, L2, 100/20)&lt;br /&gt;
* Lesser Telepathy (L5, 250/30+1 surge)&lt;br /&gt;
* Call Wilderness Guide (PHB2, L6, 360/144)&lt;br /&gt;
* Fool&#039;s Speech (PHB2, L6, 360/50)&lt;br /&gt;
* Sending (PHB, L6, 360/50)&lt;br /&gt;
* Linked Portal (PHB, L8, 680/135)&lt;br /&gt;
* Song of Sustenance (PHB2, L8, 680/135)&lt;br /&gt;
* Raise Dead (PHB, L8, 680/500)&lt;br /&gt;
* Remove Affliction (PHB, L8, 680/250)&lt;br /&gt;
* Chorus of Truth (PHB2, L10, 1000/200)&lt;br /&gt;
&lt;br /&gt;
==Artifact==&lt;br /&gt;
&lt;br /&gt;
===Xambria&#039;s Consciousness===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Property:&#039;&#039;&#039;+3 to Acrobatics, Arcana, History, and Thievery checks (already calculated)&lt;br /&gt;
* &#039;&#039;&#039;Property:&#039;&#039;&#039; +2 to all checks while performing rituals (since I already have Ritual Caster).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Current Concordance:&#039;&#039;&#039; 16 (Pleased)&lt;br /&gt;
** Starting: 5&lt;br /&gt;
** Trained in History +2&lt;br /&gt;
** Gained 7 Levels +7&lt;br /&gt;
** Foiled 2 Obscurati Plots +2&lt;br /&gt;
&lt;br /&gt;
==Gear==&lt;br /&gt;
&lt;br /&gt;
===Weapons===&lt;br /&gt;
* Prototype Silver Blade +3 (longsword) &#039;&#039;(Prof +3, dam 1d8+Str,  4 lbs, Versatile, level 14)&#039;&#039; (21000 gp)&lt;br /&gt;
** Critical Bonus: +3d8&lt;br /&gt;
&lt;br /&gt;
===Armor===&lt;br /&gt;
* Magic Chain +3 (Braidmail) (+11 AC, 40 lbs) (lvl 11, 9000 gp)&lt;br /&gt;
* Ricochet Shield (+1 AC, 6 lbs., Arms slot) (13000gp)&lt;br /&gt;
&lt;br /&gt;
===Other Gear===&lt;br /&gt;
* Amulet of Protection +3 (9000 gp, lvl 11, Neck slot)&lt;br /&gt;
* Belt of Vim (3400gp, lvl 8, Waist slot)&lt;br /&gt;
* Boots of Quickness (3400 gp, lvl 8, Feet slot)&lt;br /&gt;
* Gloves of the Healer (13000gp, lvl 12, Hands slot&lt;br /&gt;
* Headband of Intellect (lvl 10, 5000gp, Head slot)&lt;br /&gt;
* Wand of Aptitude (lvl 10, 5000gp, spare implement)&lt;br /&gt;
* Investigation Kit (40 gp)&lt;br /&gt;
* Bell and Whistle (1 gp)&lt;br /&gt;
* Guitar of Rest (lvl 7, 2600gp)&lt;br /&gt;
* 2 x Elixir of Aptitude (100gp)&lt;br /&gt;
* 2 x Potion of Resistance (80gp)&lt;br /&gt;
* 2 x Potion of Vitality (2000gp)&lt;br /&gt;
* Worker&#039;s Clothes&lt;br /&gt;
** Definitely not a lady&#039;s outfit.  Trousers, undershirt, and boots, with a blue dress worn on top and a simple wide-brimmed hat.&lt;br /&gt;
* Pocket Watch (25 gp)&lt;br /&gt;
* 2401 GP in residuum.&lt;br /&gt;
&lt;br /&gt;
==Item Properties==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Boots of Quickness&#039;&#039;&#039;: +1 Reflex (already factored).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Guitar or Restfulness&#039;&#039;&#039;: A more lore-appropriate form of the Sitar of Restfulness from Dragon 383. It gently weeps! Can be used as a +2 implement and as a focus for any bardic rituals. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Headband of Intellect&#039;&#039;&#039;:  +2 to knowledge or monster knowledge checks, +1 to attack on powers that have the psychic keyword (already factored)&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Gloves of the Healer&#039;&#039;&#039;: When I use a power that has the Healing keyword, one target regains an extra 1d6 HP (already factored).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Wand of Aptitude&#039;&#039;&#039;: When I use Inspire Competence through this wand, I give an extra +2 item bonus to my allies&#039; skills.&lt;br /&gt;
&lt;br /&gt;
==Bio==&lt;br /&gt;
Here is Rosalia Savory, whose family was &#039;&#039;&#039;in no way&#039;&#039;&#039; part of a Robin-Hood like bandit gang in the drier and more remote areas of Risur, and absolutely &#039;&#039;&#039;did not&#039;&#039;&#039; move to Flint and change identities to escape a royal crackdown on them. She grew up among the dockers of Flint, got into music, and found out she had a knack for child detective shenanigans. When she grew up she figured she might as well get paid for the detective stuff and maybe try to help her community with the weight of a badge behind her. Her style and political stance are somewhat at odds with the traditional image of an RHC constable but you can&#039;t argue with the results of the magic mind-reading entrance exam!&lt;br /&gt;
&lt;br /&gt;
Rosalia&#039;s stage name is &amp;quot;Little Lamp&amp;quot; and she still performs in her spare time.&lt;br /&gt;
&lt;br /&gt;
[[Zeitgeist:_The_Gears_of_Revolution| Zeitgeist: The Gears of Revolution homepage]]&lt;/div&gt;</summary>
		<author><name>Bira</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Zeitgeist:_The_Gears_of_Revolution/Rosalia&amp;diff=477498</id>
		<title>Zeitgeist: The Gears of Revolution/Rosalia</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Zeitgeist:_The_Gears_of_Revolution/Rosalia&amp;diff=477498"/>
		<updated>2025-03-01T20:40:02Z</updated>

		<summary type="html">&lt;p&gt;Bira: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Zeitgeist:_The_Gears_of_Revolution|Home Page]]&lt;br /&gt;
==Basics==&lt;br /&gt;
* Name: Rosalia &amp;quot;Little Lamp&amp;quot; Savory&lt;br /&gt;
* Race: Human&lt;br /&gt;
* Class: Bard&lt;br /&gt;
* Paragon Path: Daring Blade&lt;br /&gt;
* Level: 15&lt;br /&gt;
* Background: Urban &#039;&#039;(+2 to Streetwise)&#039;&#039;&lt;br /&gt;
* Theme: Docker&lt;br /&gt;
&lt;br /&gt;
==Stats==&lt;br /&gt;
* Str 9 &#039;&#039;&#039;(-1)&#039;&#039;&#039; &lt;br /&gt;
* Con 16 &#039;&#039;&#039;(+3)&#039;&#039;&#039;&lt;br /&gt;
* Dex 11 &#039;&#039;&#039;(+0)&#039;&#039;&#039;&lt;br /&gt;
* Int 15 &#039;&#039;&#039;(+2)&#039;&#039;&#039;&lt;br /&gt;
* Wis 15 &#039;&#039;&#039;(+2)&#039;&#039;&#039;&lt;br /&gt;
* Cha 21 &#039;&#039;&#039;(+5)&#039;&#039;&#039;&lt;br /&gt;
**Human bonus: +2 to Charisma&lt;br /&gt;
&lt;br /&gt;
==Defenses/Combat Stats==&lt;br /&gt;
* HP: 97&lt;br /&gt;
* Healing Surges: 10&lt;br /&gt;
** Surge Value: 24 HP&lt;br /&gt;
* Speed: 6 (5 in armor)&lt;br /&gt;
* Action Points: 1&lt;br /&gt;
&lt;br /&gt;
===Defenses===&lt;br /&gt;
* AC: &#039;&#039;&#039;29&#039;&#039;&#039;  (10 + 11 Armor + 7 Level + 1 Shield)&lt;br /&gt;
* Fort: &#039;&#039;&#039;26&#039;&#039;&#039; (10 + 3 CON + 7 Level + 3 Amulet + 1 Belt + 2 Feat)&lt;br /&gt;
* Ref: &#039;&#039;&#039;26&#039;&#039;&#039; (10 + 2 INT + 1 Class + 7 Level + 3 Amulet + 1 Boots + 2 Feat)&lt;br /&gt;
* Will: &#039;&#039;&#039;28&#039;&#039;&#039; (10 + 5 CHA + 1 Class + 7 Level + 3 Amulet + 2 Feat)&lt;br /&gt;
&lt;br /&gt;
==Racial Traits==&lt;br /&gt;
* Bonus Skill&lt;br /&gt;
* Bonus Feat&lt;br /&gt;
* Bonus At-Will Power&lt;br /&gt;
&lt;br /&gt;
==Class Traits==&lt;br /&gt;
* Bardic Training&lt;br /&gt;
** Gain Ritual Caster as a bonus feat, and a ritual book with 1 level 1 bard ritual, and 1 level 1 ritual of any kind.&lt;br /&gt;
* Virtue of Valor&lt;br /&gt;
** 1/round, when ally within 5 squares of me bloodies or defeats an enemy, I can grant 6 temporary HP to that ally as a free action.&lt;br /&gt;
* Skill Versatility&lt;br /&gt;
** +1 to untrained skill checks.&lt;br /&gt;
* Song of Rest&lt;br /&gt;
** If I can sing or play an instrument during a short rest, allies regain an extra 5 HP per healing surge they spend in that rest.&lt;br /&gt;
* Swordbond&lt;br /&gt;
** I may bond with a specific sword with a 1-hour ritual. I can call my bonded sword to my hand from 10 squares away and rebuild it from a fragment if it&#039;s destroyed.&lt;br /&gt;
* Daring Action&lt;br /&gt;
** Instead of gaining an extra action, I can spend an action point to mark every enemy I can see and gain 10 temp HP.&lt;br /&gt;
* Daring Improvisation&lt;br /&gt;
** When I make a martial melee weapon attack, I can use Charisma for the attack and damage roll in place of the ability score required by the attack.&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
&#039;&#039;&#039;(Trained Skills)&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
* Acrobatics: +14&lt;br /&gt;
* &#039;&#039;&#039;Arcana: +17&#039;&#039;&#039;&lt;br /&gt;
* Athletics: +10&lt;br /&gt;
* &#039;&#039;&#039;Bluff: +17&#039;&#039;&#039;&lt;br /&gt;
* Diplomacy: +16&lt;br /&gt;
* Dungeoneering: +13&lt;br /&gt;
* &#039;&#039;&#039;Endurance: +15&#039;&#039;&#039;&lt;br /&gt;
* Heal: +13&lt;br /&gt;
* &#039;&#039;&#039;History: +17&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Insight: +14&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Intimidate: +17&#039;&#039;&#039;&lt;br /&gt;
* Nature: +13&lt;br /&gt;
* &#039;&#039;&#039;Perception: +14&#039;&#039;&#039;&lt;br /&gt;
* Religion: +13&lt;br /&gt;
* Stealth: +11&lt;br /&gt;
* &#039;&#039;&#039;Streetwise: +19&#039;&#039;&#039;&lt;br /&gt;
* Thievery: +14&lt;br /&gt;
&lt;br /&gt;
==Feats==&lt;br /&gt;
* Action Surge: +3 to attacks I make during any action gained by spending an action point.&lt;br /&gt;
* Battle Song Expertise: &#039;&#039;+1/tier to attacks with weapons and bard implements, +1 to forced movement from bard powers;&#039;&#039;&lt;br /&gt;
* Improved Majestic Word &#039;&#039; Target of majestic word also gains (CHA mod) temporary HP.&#039;&#039;&lt;br /&gt;
* Heart of the Blade (Swordmage Multiclass) &#039;&#039;Gain training in Endurance and the Swordbond class feature. All swords also count as implements now!&#039;&#039;&lt;br /&gt;
* Student of Artifice: &#039;&#039;Gain training in Arcana (redundant), and gain 1 daily use of the artificer&#039;s Healing Infusion.&#039;&#039;&lt;br /&gt;
* Ritual Caster &#039;&#039;May use rituals&#039;&#039;&lt;br /&gt;
* Bard of All Trades: Gain a +3 feat bonus to all untrained skill checks.&lt;br /&gt;
* Improved Defenses: +1 to all non-armor defenses (+2 at Paragon; +3 at Epic).&lt;br /&gt;
* Resourceful Leader (Warlord Multiclass): Gain training in History. When an ally I can see spends an action point for an attack, they gain +3 damage on a hit or +3 temp HP on a miss. (+5 at level 11; +7 at level 21).&lt;br /&gt;
* Psychic Lock: Any target I hit with a psychic power has a -2 penalty to its next attack roll (already factored).&lt;br /&gt;
* Improved Valor: Virtue of Valor gives +3 extra THP.&lt;br /&gt;
* Disheartening Presence: While I am conscious and not bloodied, any bloodied enemies adjacent to me take -1 to all of their attacks.&lt;br /&gt;
&lt;br /&gt;
==Powers==&lt;br /&gt;
&lt;br /&gt;
Accuracy with weapon powers: +20 (+5 CHA, +7 level, +3 proficiency, +2 feat, +3 item)&lt;br /&gt;
Accuracy with implement powers: +17 (+5 CHA, +7 level, +2 feat, +3 item)&lt;br /&gt;
&lt;br /&gt;
Damage bonus: +8 (+5 CHA, +3 item)&lt;br /&gt;
&lt;br /&gt;
Psychic powers get an extra +1 accuracy from Headband of Intellect. All weapon powers are considered Psychic due to the Silver Blade.&lt;br /&gt;
&lt;br /&gt;
===At-Will Powers===&lt;br /&gt;
* Melee Basic Attack (standard, weapon, psychic):&lt;br /&gt;
** +20 vs AC. Hit: 1d8+8 psychic damage, -2 to next attack.&lt;br /&gt;
&lt;br /&gt;
* Guiding Strike (standard, weapon, psychic):&lt;br /&gt;
** Melee 1; +21 vs. AC. &lt;br /&gt;
** Hit: 1d8+8 psychic damage, -2 to next attack and -2 to a chosen defense until the end of my next turn.&lt;br /&gt;
&lt;br /&gt;
* Vicious Mockery (standard, charm, implement, psychic):&lt;br /&gt;
** Ranged 10; +18 vs. Will. &lt;br /&gt;
** Hit: 1d6+8 psychic, -4 to next attack, and -2 to other attacks until the end of my next turn.&lt;br /&gt;
** &#039;&#039;I came here to kick your ass / Cuz you&#039;re dumb and cannot see / That even ten of you / Are worth less than half of me&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Staggering Note (standard, implement, thunder):&lt;br /&gt;
** Ranged 10; +17 vs. Will. &lt;br /&gt;
** Hit: 8 thunder, push 3, and an ally can make a melee basic attack against the target before, after, or during the push.&lt;br /&gt;
&lt;br /&gt;
* Prototype Silver Blade (item, psychic, free action)&lt;br /&gt;
** Effect: All damage dealt by this weapon is psychic. Another free action returns the damage to normal.&lt;br /&gt;
&lt;br /&gt;
* Audience Participation&lt;br /&gt;
** Trigger: An enemy starts its turn adjacent to one or more non-combatants who are friendly to me and know I&#039;m fighting.&lt;br /&gt;
** Effect (No Action): The triggering enemy takes 5 damage for each friendly they&#039;re adjacent to.&lt;br /&gt;
&lt;br /&gt;
===Encounter Powers===&lt;br /&gt;
* &#039;&#039;&#039;(_)(_)&#039;&#039;&#039; Majestic Word (minor, healing)&lt;br /&gt;
** Close burst 10 (me or an ally).&lt;br /&gt;
** Target spends a healing surge, heals an extra 3d6+5 HP, and gains 5 temporary HP.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Words of Friendship (minor, charm)&lt;br /&gt;
** I gain a +5 power bonus to the next Diplomacy check I make.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Docker&#039;s Jank (standard, teleportation)&lt;br /&gt;
** Close Burst 5.&lt;br /&gt;
** Me and an ally in the burst teleport and switch locations. The ally can then use a standard-action at-will power as a free action with a +2 power bonus to attack rolls.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Shout of Triumph (standard, implement, thunder)&lt;br /&gt;
** Close Blast 3 (enemies in blast); +17 vs. Fortitude.&lt;br /&gt;
** Hit: 1d6+8 thunder and push 4.&lt;br /&gt;
** Effect: Slide 4 on each ally in blast.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Impelling Force (standard, implement, force)&lt;br /&gt;
** Ranged 10; +17 vs. Fortitude&lt;br /&gt;
** Hit: 1d10+8 force damage, and I slide the target 5 squares to a square adjacent to an ally.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Scorpion&#039;s Claw Strike (standard, weapon, psychic)&lt;br /&gt;
** Melee 1 (one creature): +21 vs. AC&lt;br /&gt;
** Hit: 2d8+8 psychic damage, -2 to next attack, and I slide an ally who is adjacent to the target to another space adjacent to it. The ally gains a +2 power bonus to AC until the end of my next turn.&lt;br /&gt;
** Miss: 5 damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Inspire Competence (utility)&lt;br /&gt;
** Close burst 5 (me and each ally in burst).&lt;br /&gt;
** Effect: I choose a skill. Until the end of the encounter, all targets have a +2 power bonus to that skill.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Revitalizing Incantation (minor, healing)&lt;br /&gt;
** Ranged 5 (me or an ally)&lt;br /&gt;
** Effect: Target can spend a healing surge and heal 1d6 extra HP. Additionally, target gains temp HP equal to their healing surge value.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Healing Infusion: Resistive Formula (minor)&lt;br /&gt;
** Close Burst 5 (me or an ally)&lt;br /&gt;
** Effect: Target heals 1d6 HP and gains +1 to AC for the rest of the encounter. Target can choose to end this effect as a free action to gain HP equal to its healing surge value + 3 (CON Mod).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Mantle of Unity&lt;br /&gt;
** Close Burst 5 (me and each ally in burst)&lt;br /&gt;
** Effect: Determine the highest AC, Fortitude, Reflex, and Will among all the targets. Until the end of your next turn, use these values for the corresponding defenses of&lt;br /&gt;
all the targets.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Weapon Display (standard, weapon, psychic)&lt;br /&gt;
** Melee 1 (one creature); +21 vs. AC&lt;br /&gt;
** Effect: The target grants combat advantage to me for this attack.&lt;br /&gt;
** Hit: 2d8+8 damage, -2 to next attack, and the target grants combat advantage to me and all my allies until the end of my next turn.&lt;br /&gt;
** Miss: The target is marked until the end of my next turn, and I regain the use of this power.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Defensive Posture&lt;br /&gt;
** Move Action&lt;br /&gt;
** Effect: I gain a +2 power bonus to AC and Reflex until the end of my next turn, then shift a number of squares equal to one-half my speed (2). Each ally that can see me gains a +2 power bonus to attack rolls until the end of your next turn.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Insult of Passivity (fear, implement, psychic)&lt;br /&gt;
** Ranged 10 (one creature); +18 vc. Will&lt;br /&gt;
** Hit: 2d8+8 psychic damage and the target is dazed until the end of the encounter or until hit or missed by an attack.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Xambria&#039;s Manifestation I (Free action)&lt;br /&gt;
Effect: Xambria appears with 10 squares and can use a minor action to manpinulate an object or do something similar. &lt;br /&gt;
&lt;br /&gt;
===Daily Powers===&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Stirring Shout (standard, implement, psychic)&lt;br /&gt;
** Ranged 10; +18 vs. Will.&lt;br /&gt;
** Hit: 2d6+8 psychic, -2 to next attack.&lt;br /&gt;
** Effect: Until the end of the encounter, whenever an ally hits the target, the ally heals 5 HP (CHA mod).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Sing Your Praises (minor, docker)&lt;br /&gt;
** Close Burst 5 (10 at Paragon; 15 at Epic);&lt;br /&gt;
** Effect: Each ally in the burst can immediately make a saving throw.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Wail of Anguish (minor, implement)&lt;br /&gt;
** Effect: Until the end  of your next turn, you can make the following attack.&lt;br /&gt;
*** Opportunity Action, Close Burst 3; Trigger: an enemy starts turn inside burst; +18 vs. Will (triggering enemy); Hit: 1d10+8  damage and  target cannot shift UENT.&lt;br /&gt;
** Sustain Minor: The effect persists.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Strike up the Dance (standard, implement, psychic)&lt;br /&gt;
** Target: One, two, or three creatures.&lt;br /&gt;
** Ranged 10; +18 vs. Will&lt;br /&gt;
** Hit: 2d10+8 psychic damage, and the target is immobilized (save ends). Until it saves, I can slide the target 5 squares at the start of its turn and it cannot take move actions on its turn. If I target only one creature with this power, it takes 1d10 extra damage.&lt;br /&gt;
*** Miss: Half damage, and I slide the target 5 squares at the start of its next turn and it is immobilized until the end of its next turn.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Prototype Silver Blade (free)&lt;br /&gt;
** Trigger: I hit an enemy with this blade.&lt;br /&gt;
** Effect: I banish the target to a demiplane (save ends). It vanishes from sight, cannot take actions, and cannot be targeted. On a save the target reappears in its last space, or in the unoccupied space closest to that.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Guitar of Restfulness (standard)&lt;br /&gt;
** Effect: When I use this power during a rest, I can grant myself and all allies who listened 9 temporary hit points.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Ricochet Shield (Immediate Reaction)&lt;br /&gt;
** Trigger: A ranged attack targeting AC misses me.&lt;br /&gt;
** Effect: The source of the attack repeats the attack roll against a different target of my choice within 10 squares of me. If the attack roll succeeds, it hits that target (apply damage and effect where appropriate).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Xambria&#039;s Manifestation II (standard, force)&lt;br /&gt;
* Attack: Close Burst 3 (enemies in burst) +18 vs. Fortitude&lt;br /&gt;
* Hit: 3d10 + 8 force damage, and push 4 squares. &lt;br /&gt;
* Miss: Half damage, and push 2 squares.&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Rituals==&lt;br /&gt;
&lt;br /&gt;
* Glib Limerick (level 1)&lt;br /&gt;
* Traveller&#039;s chant (level 1)&lt;br /&gt;
* Lullaby (Level 3, 125/25)&lt;br /&gt;
* Detect Planar Energy (Level 1, 50/10)&lt;br /&gt;
* Comprehend Language (PHB, L1, 50/10)&lt;br /&gt;
* Detect Secret Doors (PHB, L3, 125/25)&lt;br /&gt;
* Knock (PHB, L4, 175/35)&lt;br /&gt;
* Water Walk (PHB, L2, 100/20)&lt;br /&gt;
* Endure Elements (PHB, L2, 100/20)&lt;br /&gt;
* Lesser Telepathy (L5, 250/30+1 surge)&lt;br /&gt;
* Call Wilderness Guide (PHB2, L6, 360/144)&lt;br /&gt;
* Fool&#039;s Speech (PHB2, L6, 360/50)&lt;br /&gt;
* Sending (PHB, L6, 360/50)&lt;br /&gt;
* Linked Portal (PHB, L8, 680/135)&lt;br /&gt;
* Song of Sustenance (PHB2, L8, 680/135)&lt;br /&gt;
* Raise Dead (PHB, L8, 680/500)&lt;br /&gt;
* Remove Affliction (PHB, L8, 680/250)&lt;br /&gt;
* Chorus of Truth (PHB2, L10, 1000/200)&lt;br /&gt;
&lt;br /&gt;
==Artifact==&lt;br /&gt;
&lt;br /&gt;
===Xambria&#039;s Consciousness===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Property:&#039;&#039;&#039;+3 to Acrobatics, Arcana, History, and Thievery checks (already calculated)&lt;br /&gt;
* &#039;&#039;&#039;Property:&#039;&#039;&#039; +2 to all checks while performing rituals (since I already have Ritual Caster).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Current Concordance:&#039;&#039;&#039; 16 (Pleased)&lt;br /&gt;
** Starting: 5&lt;br /&gt;
** Trained in History +2&lt;br /&gt;
** Gained 7 Levels +7&lt;br /&gt;
** Foiled 2 Obscurati Plots +2&lt;br /&gt;
&lt;br /&gt;
==Gear==&lt;br /&gt;
&lt;br /&gt;
Total value: 94.697gp.&lt;br /&gt;
Total budget: 168.595gp&lt;br /&gt;
&lt;br /&gt;
===Weapons===&lt;br /&gt;
* Prototype Silver Blade +3 (longsword) &#039;&#039;(Prof +3, dam 1d8+Str,  4 lbs, Versatile, level 14)&#039;&#039; (21000 gp)&lt;br /&gt;
** Critical Bonus: +3d8&lt;br /&gt;
&lt;br /&gt;
===Armor===&lt;br /&gt;
* Magic Chain +3 (Braidmail) (+11 AC, 40 lbs) (lvl 11, 9000 gp)&lt;br /&gt;
* Ricochet Shield (+1 AC, 6 lbs., Arms slot) (13000gp)&lt;br /&gt;
&lt;br /&gt;
===Other Gear===&lt;br /&gt;
* Amulet of Protection +3 (9000 gp, lvl 11, Neck slot)&lt;br /&gt;
* Belt of Vim (3400gp, lvl 8, Waist slot)&lt;br /&gt;
* Boots of Quickness (3400 gp, lvl 8, Feet slot)&lt;br /&gt;
* Gloves of the Healer (13000gp, lvl 12, Hands slot&lt;br /&gt;
* Headband of Intellect (lvl 10, 5000gp, Head slot)&lt;br /&gt;
* Wand of Aptitude (lvl 10, 5000gp, spare implement)&lt;br /&gt;
* Investigation Kit (40 gp)&lt;br /&gt;
* Bell and Whistle (1 gp)&lt;br /&gt;
* Guitar of Rest (lvl 7, 2600gp)&lt;br /&gt;
* 2 x Elixir of Aptitude (100gp)&lt;br /&gt;
* 2 x Potion of Resistance (80gp)&lt;br /&gt;
* 2 x Potion of Vitality (2000gp)&lt;br /&gt;
* Worker&#039;s Clothes&lt;br /&gt;
** Definitely not a lady&#039;s outfit.  Trousers, undershirt, and boots, with a blue dress worn on top and a simple wide-brimmed hat.&lt;br /&gt;
* Pocket Watch (25 gp)&lt;br /&gt;
* 2401 GP in residuum.&lt;br /&gt;
&lt;br /&gt;
==Item Properties==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Boots of Quickness&#039;&#039;&#039;: +1 Reflex (already factored).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Guitar or Restfulness&#039;&#039;&#039;: A more lore-appropriate form of the Sitar of Restfulness from Dragon 383. It gently weeps! Can be used as a +2 implement and as a focus for any bardic rituals. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Headband of Intellect&#039;&#039;&#039;:  +2 to knowledge or monster knowledge checks, +1 to attack on powers that have the psychic keyword (already factored)&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Gloves of the Healer&#039;&#039;&#039;: When I use a power that has the Healing keyword, one target regains an extra 1d6 HP (already factored).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Wand of Aptitude&#039;&#039;&#039;: When I use Inspire Competence through this wand, I give an extra +2 item bonus to my allies&#039; skills.&lt;br /&gt;
&lt;br /&gt;
==Bio==&lt;br /&gt;
Here is Rosalia Savory, whose family was &#039;&#039;&#039;in no way&#039;&#039;&#039; part of a Robin-Hood like bandit gang in the drier and more remote areas of Risur, and absolutely &#039;&#039;&#039;did not&#039;&#039;&#039; move to Flint and change identities to escape a royal crackdown on them. She grew up among the dockers of Flint, got into music, and found out she had a knack for child detective shenanigans. When she grew up she figured she might as well get paid for the detective stuff and maybe try to help her community with the weight of a badge behind her. Her style and political stance are somewhat at odds with the traditional image of an RHC constable but you can&#039;t argue with the results of the magic mind-reading entrance exam!&lt;br /&gt;
&lt;br /&gt;
Rosalia&#039;s stage name is &amp;quot;Little Lamp&amp;quot; and she still performs in her spare time.&lt;br /&gt;
&lt;br /&gt;
[[Zeitgeist:_The_Gears_of_Revolution| Zeitgeist: The Gears of Revolution homepage]]&lt;/div&gt;</summary>
		<author><name>Bira</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Lancer:_In_Golden_Flame:_Lifer&amp;diff=470827</id>
		<title>Lancer: In Golden Flame: Lifer</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Lancer:_In_Golden_Flame:_Lifer&amp;diff=470827"/>
		<updated>2024-10-01T20:36:39Z</updated>

		<summary type="html">&lt;p&gt;Bira: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Comp/Con Share code: V2737D&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;» Telemachus Van Helsing // LIFER «&lt;br /&gt;
  Maintenance Tech, LL2&lt;br /&gt;
[ SKILL TRIGGERS ]&lt;br /&gt;
  Get a Hold of Something (+2), Jury Rig (+4),&lt;br /&gt;
  Repair and Maintain (+4), Word on the Street (+2)&lt;br /&gt;
[ GEAR ]&lt;br /&gt;
  Mobility Hardsuit, Heavy Signature,&lt;br /&gt;
  Patch,&lt;br /&gt;
  Dataplating, Personal Drone&lt;br /&gt;
[ BOND ]&lt;br /&gt;
  THE TECHNICIAN&lt;br /&gt;
  Powers: FEHLERSINN&lt;br /&gt;
***&lt;br /&gt;
[ TALENTS ]&lt;br /&gt;
  Sysop 3, Hunter 1,&lt;br /&gt;
  Spotter 1&lt;br /&gt;
[ LICENSES ]&lt;br /&gt;
  IPS-N Lancaster 2&lt;br /&gt;
[ MECH ]&lt;br /&gt;
  « M.U.L.E MK2 »&lt;br /&gt;
  IPS-N Lancaster&lt;br /&gt;
  H:0 A:0 S:2 E:2 SIZE:2&lt;br /&gt;
  STRUCTURE:4 HP:9 ARMOR:1&lt;br /&gt;
  STRESS:4 HEAT:0 REPAIR:10&lt;br /&gt;
  ATK BONUS:1 TECH ATK:3 LTD BONUS:1&lt;br /&gt;
  SPD:6 EVA:8 EDEF:10 SENS:8 SAVE:11&lt;br /&gt;
[ WEAPONS ]&lt;br /&gt;
  INTEGRATED MOUNT: Latch Drone&lt;br /&gt;
  MAIN/AUX MOUNT: Assault Rifle / Segment Knife&lt;br /&gt;
[ SYSTEMS ]&lt;br /&gt;
  Personalizations, Cable Winch System,&lt;br /&gt;
  Restock Drone, Turret Drones,&lt;br /&gt;
  MULE Harness, EVA Module,&lt;br /&gt;
  Manipulators&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;/div&gt;</summary>
		<author><name>Bira</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Zeitgeist:_The_Gears_of_Revolution/Rosalia&amp;diff=469485</id>
		<title>Zeitgeist: The Gears of Revolution/Rosalia</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Zeitgeist:_The_Gears_of_Revolution/Rosalia&amp;diff=469485"/>
		<updated>2024-09-12T15:58:21Z</updated>

		<summary type="html">&lt;p&gt;Bira: /* Encounter Powers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Zeitgeist:_The_Gears_of_Revolution|Home Page]]&lt;br /&gt;
==Basics==&lt;br /&gt;
* Name: Rosalia &amp;quot;Little Lamp&amp;quot; Savory&lt;br /&gt;
* Race: Human&lt;br /&gt;
* Class: Bard&lt;br /&gt;
* Paragon Path: Daring Blade&lt;br /&gt;
* Level: 14&lt;br /&gt;
* Background: Urban &#039;&#039;(+2 to Streetwise)&#039;&#039;&lt;br /&gt;
* Theme: Docker&lt;br /&gt;
&lt;br /&gt;
==Stats==&lt;br /&gt;
* Str 9 &#039;&#039;&#039;(-1)&#039;&#039;&#039; &lt;br /&gt;
* Con 16 &#039;&#039;&#039;(+3)&#039;&#039;&#039;&lt;br /&gt;
* Dex 11 &#039;&#039;&#039;(+0)&#039;&#039;&#039;&lt;br /&gt;
* Int 15 &#039;&#039;&#039;(+2)&#039;&#039;&#039;&lt;br /&gt;
* Wis 15 &#039;&#039;&#039;(+2)&#039;&#039;&#039;&lt;br /&gt;
* Cha 21 &#039;&#039;&#039;(+5)&#039;&#039;&#039;&lt;br /&gt;
**Human bonus: +2 to Charisma&lt;br /&gt;
==Defenses/Combat Stats==&lt;br /&gt;
* HP: 92&lt;br /&gt;
* Healing Surges: 10&lt;br /&gt;
** Surge Value: 23 HP&lt;br /&gt;
* Speed: 6 (5 in armor)&lt;br /&gt;
* Action Points: 1&lt;br /&gt;
===Defenses===&lt;br /&gt;
* AC: &#039;&#039;&#039;29&#039;&#039;&#039;  (10 + 11 Armor + 7 Level + 1 Shield)&lt;br /&gt;
* Fort: &#039;&#039;&#039;26&#039;&#039;&#039; (10 + 3 CON + 7 Level + 3 Amulet + 1 Belt + 2 Feat)&lt;br /&gt;
* Ref: &#039;&#039;&#039;26&#039;&#039;&#039; (10 + 2 INT + 1 Class + 7 Level + 3 Amulet + 1 Boots + 2 Feat)&lt;br /&gt;
* Will: &#039;&#039;&#039;28&#039;&#039;&#039; (10 + 5 CHA + 1 Class + 7 Level + 3 Amulet + 2 Feat)&lt;br /&gt;
&lt;br /&gt;
==Racial Traits==&lt;br /&gt;
* Bonus Skill&lt;br /&gt;
* Bonus Feat&lt;br /&gt;
* Bonus At-Will Power&lt;br /&gt;
==Class Traits==&lt;br /&gt;
* Bardic Training&lt;br /&gt;
** Gain Ritual Caster as a bonus feat, and a ritual book with 1 level 1 bard ritual, and 1 level 1 ritual of any kind.&lt;br /&gt;
* Virtue of Valor&lt;br /&gt;
** 1/round, when ally within 5 squares of me bloodies or defeats an enemy, I can grant 6 temporary HP to that ally as a free action.&lt;br /&gt;
* Skill Versatility&lt;br /&gt;
** +1 to untrained skill checks.&lt;br /&gt;
* Song of Rest&lt;br /&gt;
** If I can sing or play an instrument during a short rest, allies regain an extra 5 HP per healing surge they spend in that rest.&lt;br /&gt;
* Swordbond&lt;br /&gt;
** I may bond with a specific sword with a 1-hour ritual. I can call my bonded sword to my hand from 10 squares away and rebuild it from a fragment if it&#039;s destroyed.&lt;br /&gt;
* Daring Action&lt;br /&gt;
** Instead of gaining an extra action, I can spend an action point to mark every enemy I can see and gain 10 temp HP.&lt;br /&gt;
* Daring Improvisation&lt;br /&gt;
** When I make a martial melee weapon attack, I can use Charisma for the attack and damage roll in place of the ability score required by the attack.&lt;br /&gt;
==Skills==&lt;br /&gt;
&#039;&#039;&#039;(Trained Skills)&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
* Acrobatics: +13&lt;br /&gt;
* &#039;&#039;&#039;Arcana: +16&#039;&#039;&#039;&lt;br /&gt;
* Athletics: +10&lt;br /&gt;
* &#039;&#039;&#039;Bluff: +17&#039;&#039;&#039;&lt;br /&gt;
* Diplomacy: +16&lt;br /&gt;
* Dungeoneering: +13&lt;br /&gt;
* &#039;&#039;&#039;Endurance: +15&#039;&#039;&#039;&lt;br /&gt;
* Heal: +13&lt;br /&gt;
* &#039;&#039;&#039;History: +16&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Insight: +14&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Intimidate: +17&#039;&#039;&#039;&lt;br /&gt;
* Nature: +13&lt;br /&gt;
* &#039;&#039;&#039;Perception: +14&#039;&#039;&#039;&lt;br /&gt;
* Religion: +13&lt;br /&gt;
* Stealth: +11&lt;br /&gt;
* &#039;&#039;&#039;Streetwise: +19&#039;&#039;&#039;&lt;br /&gt;
* Thievery: +13&lt;br /&gt;
&lt;br /&gt;
==Feats==&lt;br /&gt;
* Action Surge: +3 to attacks I make during any action gained by spending an action point.&lt;br /&gt;
* Battle Song Expertise: &#039;&#039;+1/tier to attacks with weapons and bard implements, +1 to forced movement from bard powers;&#039;&#039;&lt;br /&gt;
* Improved Majestic Word &#039;&#039; Target of majestic word also gains (CHA mod) temporary HP.&#039;&#039;&lt;br /&gt;
* Heart of the Blade (Swordmage Multiclass) &#039;&#039;Gain training in Endurance and the Swordbond class feature. All swords also count as implements now!&#039;&#039;&lt;br /&gt;
* Student of Artifice: &#039;&#039;Gain training in Arcana (redundant), and gain 1 daily use of the artificer&#039;s Healing Infusion.&#039;&#039;&lt;br /&gt;
* Ritual Caster &#039;&#039;May use rituals&#039;&#039;&lt;br /&gt;
* Bard of All Trades: Gain a +3 feat bonus to all untrained skill checks.&lt;br /&gt;
* Improved Defenses: +1 to all non-armor defenses (+2 at Paragon; +3 at Epic).&lt;br /&gt;
* Resourceful Leader (Warlord Multiclass): Gain training in History. When an ally I can see spends an action point for an attack, they gain +3 damage on a hit or +3 temp HP on a miss. (+5 at level 11; +7 at level 21).&lt;br /&gt;
* Psychic Lock: Any target I hit with a psychic power has a -2 penalty to its next attack roll (already factored).&lt;br /&gt;
* Improved Valor: Virtue of Valor gives +3 extra THP.&lt;br /&gt;
* Disheartening Presence: While I am conscious and not bloodied, any bloodied enemies adjacent to me take -1 to all of their attacks.&lt;br /&gt;
&lt;br /&gt;
==Powers==&lt;br /&gt;
&lt;br /&gt;
Accuracy with weapon powers: +20 (+5 CHA, +7 level, +3 proficiency, +2 feat, +3 item)&lt;br /&gt;
Accuracy with implement powers: +17 (+5 CHA, +7 level, +2 feat, +3 item)&lt;br /&gt;
&lt;br /&gt;
Damage bonus: +8 (+5 CHA, +3 item)&lt;br /&gt;
&lt;br /&gt;
Psychic powers get an extra +1 accuracy from Headband of Intellect. All weapon powers are considered Psychic due to the Silver Blade.&lt;br /&gt;
&lt;br /&gt;
===At-Will Powers===&lt;br /&gt;
* Melee Basic Attack (standard, weapon, psychic):&lt;br /&gt;
** +20 vs AC. Hit: 1d8+8 psychic damage, -2 to next attack.&lt;br /&gt;
&lt;br /&gt;
* Guiding Strike (standard, weapon, psychic):&lt;br /&gt;
** Melee 1; +21 vs. AC. &lt;br /&gt;
** Hit: 1d8+8 psychic damage, -2 to next attack and -2 to a chosen defense until the end of my next turn.&lt;br /&gt;
&lt;br /&gt;
* Vicious Mockery (standard, charm, implement, psychic):&lt;br /&gt;
** Ranged 10; +18 vs. Will. &lt;br /&gt;
** Hit: 1d6+8 psychic, -4 to next attack, and -2 to other attacks until the end of my next turn.&lt;br /&gt;
** &#039;&#039;I came here to kick your ass / Cuz you&#039;re dumb and cannot see / That even ten of you / Are worth less than half of me&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Staggering Note (standard, implement, thunder):&lt;br /&gt;
** Ranged 10; +17 vs. Will. &lt;br /&gt;
** Hit: 8 thunder, push 3, and an ally can make a melee basic attack against the target before, after, or during the push.&lt;br /&gt;
&lt;br /&gt;
* Prototype Silver Blade (item, psychic, free action)&lt;br /&gt;
** Effect: All damage dealt by this weapon is psychic. Another free action returns the damage to normal.&lt;br /&gt;
&lt;br /&gt;
* Audience Participation&lt;br /&gt;
** Trigger: An enemy starts its turn adjacent to one or more non-combatants who are friendly to me and know I&#039;m fighting.&lt;br /&gt;
** Effect (No Action): The triggering enemy takes 5 damage for each friendly they&#039;re adjacent to.&lt;br /&gt;
&lt;br /&gt;
===Encounter Powers===&lt;br /&gt;
* &#039;&#039;&#039;(_)(_)&#039;&#039;&#039; Majestic Word (minor, healing)&lt;br /&gt;
** Close burst 10 (me or an ally).&lt;br /&gt;
** Target spends a healing surge, heals an extra 3d6+5 HP, and gains 5 temporary HP.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Words of Friendship (minor, charm)&lt;br /&gt;
** I gain a +5 power bonus to the next Diplomacy check I make.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Docker&#039;s Jank (standard, teleportation)&lt;br /&gt;
** Close Burst 5.&lt;br /&gt;
** Me and an ally in the burst teleport and switch locations. The ally can then use a standard-action at-will power as a free action with a +2 power bonus to attack rolls.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Shout of Triumph (standard, implement, thunder)&lt;br /&gt;
** Close Blast 3 (enemies in blast); +17 vs. Fortitude.&lt;br /&gt;
** Hit: 1d6+8 thunder and push 4.&lt;br /&gt;
** Effect: Slide 4 on each ally in blast.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Impelling Force (standard, implement, force)&lt;br /&gt;
** Ranged 10; +17 vs. Fortitude&lt;br /&gt;
** Hit: 1d10+8 force damage, and I slide the target 5 squares to a square adjacent to an ally.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Scorpion&#039;s Claw Strike (standard, weapon, psychic)&lt;br /&gt;
** Melee 1 (one creature): +21 vs. AC&lt;br /&gt;
** Hit: 2d8+8 psychic damage, -2 to next attack, and I slide an ally who is adjacent to the target to another space adjacent to it. The ally gains a +2 power bonus to AC until the end of my next turn.&lt;br /&gt;
** Miss: 5 damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Inspire Competence (utility)&lt;br /&gt;
** Close burst 5 (me and each ally in burst).&lt;br /&gt;
** Effect: I choose a skill. Until the end of the encounter, all targets have a +2 power bonus to that skill.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Revitalizing Incantation (minor, healing)&lt;br /&gt;
** Ranged 5 (me or an ally)&lt;br /&gt;
** Effect: Target can spend a healing surge and heal 1d6 extra HP. Additionally, target gains temp HP equal to their healing surge value.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Healing Infusion: Resistive Formula (minor)&lt;br /&gt;
** Close Burst 5 (me or an ally)&lt;br /&gt;
** Effect: Target heals 1d6 HP and gains +1 to AC for the rest of the encounter. Target can choose to end this effect as a free action to gain HP equal to its healing surge value + 3 (CON Mod).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Mantle of Unity&lt;br /&gt;
** Close Burst 5 (me and each ally in burst)&lt;br /&gt;
** Effect: Determine the highest AC, Fortitude, Reflex, and Will among all the targets. Until the end of your next turn, use these values for the corresponding defenses of&lt;br /&gt;
all the targets.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Weapon Display (standard, weapon, psychic)&lt;br /&gt;
** Melee 1 (one creature); +21 vs. AC&lt;br /&gt;
** Effect: The target grants combat advantage to me for this attack.&lt;br /&gt;
** Hit: 2d8+8 damage, -2 to next attack, and the target grants combat advantage to me and all my allies until the end of my next turn.&lt;br /&gt;
** Miss: The target is marked until the end of my next turn, and I regain the use of this power.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Defensive Posture&lt;br /&gt;
** Move Action&lt;br /&gt;
** Effect: I gain a +2 power bonus to AC and Reflex until the end of my next turn, then shift a number of squares equal to one-half my speed (2). Each ally that can see me gains a +2 power bonus to attack rolls until the end of your next turn.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Insult of Passivity (fear, implement, psychic)&lt;br /&gt;
** Ranged 10 (one creature); +18 vc. Will&lt;br /&gt;
** Hit: 2d8+8 psychic damage and the target is dazed until the end of the encounter or until hit or missed by an attack.&lt;br /&gt;
&lt;br /&gt;
===Daily Powers===&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Stirring Shout (standard, implement, psychic)&lt;br /&gt;
** Ranged 10; +18 vs. Will.&lt;br /&gt;
** Hit: 2d6+6 psychic, -2 to next attack.&lt;br /&gt;
** Effect: Until the end of the encounter, whenever an ally hits the target, the ally heals 5 HP (CHA mod).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Song of Discord (standard, implement, charm)&lt;br /&gt;
** Ranged 10; +17 vs. Will.&lt;br /&gt;
** Hit: The target is dominated until the end of my next turn.&lt;br /&gt;
** Effect: The target makes a basic attack against an enemy of my choice.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Sing Your Praises (minor, docker)&lt;br /&gt;
** Close Burst 5 (10 at Paragon; 15 at Epic);&lt;br /&gt;
** Effect: Each ally in the burst can immediately make a saving throw.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Wail of Anguish (minor, implement)&lt;br /&gt;
** Effect: Until the end  of your next turn, you can make the following attack.&lt;br /&gt;
*** Opportunity Action, Close Burst 3; Trigger: an enemy starts turn inside burst; +18 vs. Will (triggering enemy); Hit: 1d10+8  damage and  target cannot shift UENT.&lt;br /&gt;
** Sustain Minor: The effect persists.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Prototype Silver Blade (free)&lt;br /&gt;
** Trigger: I hit an enemy with this blade.&lt;br /&gt;
** Effect: I banish the target to a demiplane (save ends). It vanishes from sight, cannot take actions, and cannot be targeted. On a save the target reappears in its last space, or in the unoccupied space closest to that.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Guitar of Restfulness (standard)&lt;br /&gt;
** Effect: When I use this power during a rest, I can grant myself and all allies who listened 9 temporary hit points.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Ricochet Shield (Immediate Reaction)&lt;br /&gt;
** Trigger: A ranged attack targeting AC misses me.&lt;br /&gt;
** Effect: The source of the attack repeats the attack roll against a different target of my choice within 10 squares of me. If the attack roll succeeds, it hits that target (apply damage and effect where appropriate).&lt;br /&gt;
&lt;br /&gt;
==Rituals==&lt;br /&gt;
&lt;br /&gt;
* Glib Limerick (level 1)&lt;br /&gt;
* Traveller&#039;s chant (level 1)&lt;br /&gt;
* Lullaby (Level 3, 125/25)&lt;br /&gt;
* Detect Planar Energy (Level 1, 50/10)&lt;br /&gt;
* Comprehend Language (PHB, L1, 50/10)&lt;br /&gt;
* Detect Secret Doors (PHB, L3, 125/25)&lt;br /&gt;
* Knock (PHB, L4, 175/35)&lt;br /&gt;
* Water Walk (PHB, L2, 100/20)&lt;br /&gt;
* Endure Elements (PHB, L2, 100/20)&lt;br /&gt;
* Lesser Telepathy (L5, 250/30+1 surge)&lt;br /&gt;
* Call Wilderness Guide (PHB2, L6, 360/144)&lt;br /&gt;
* Fool&#039;s Speech (PHB2, L6, 360/50)&lt;br /&gt;
* Sending (PHB, L6, 360/50)&lt;br /&gt;
* Linked Portal (PHB, L8, 680/135)&lt;br /&gt;
* Song of Sustenance (PHB2, L8, 680/135)&lt;br /&gt;
* Raise Dead (PHB, L8, 680/500)&lt;br /&gt;
* Remove Affliction (PHB, L8, 680/250)&lt;br /&gt;
* Chorus of Truth (PHB2, L10, 1000/200)&lt;br /&gt;
&lt;br /&gt;
==Artifact==&lt;br /&gt;
&lt;br /&gt;
===Xambria&#039;s Consciousness===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Property:&#039;&#039;&#039;+2 to Acrobatics, Arcana, History, and Thievery checks (already calculated)&lt;br /&gt;
* &#039;&#039;&#039;Property:&#039;&#039;&#039; +2 to all checks while performing rituals (since I already have Ritual Caster).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Current Concordance:&#039;&#039;&#039; 15&lt;br /&gt;
** Starting: 5&lt;br /&gt;
** Trained in History +2&lt;br /&gt;
** Gained 6 Levels +6&lt;br /&gt;
** Foiled 2 Obscurati Plots +2&lt;br /&gt;
&lt;br /&gt;
==Gear==&lt;br /&gt;
&lt;br /&gt;
===Weapons===&lt;br /&gt;
* Prototype Silver Blade +3 (longsword) &#039;&#039;(Prof +3, dam 1d8+Str,  4 lbs, Versatile, level 14)&#039;&#039; (21000 gp)&lt;br /&gt;
** Critical Bonus: +3d8&lt;br /&gt;
&lt;br /&gt;
===Armor===&lt;br /&gt;
* Magic Chain +3 (Braidmail) (+11 AC, 40 lbs) (lvl 11, 9000 gp)&lt;br /&gt;
* Ricochet Shield (+1 AC, 6 lbs., Arms slot) (13000gp)&lt;br /&gt;
&lt;br /&gt;
===Other Gear===&lt;br /&gt;
* Amulet of Protection +3 (9000 gp, lvl 11, Neck slot)&lt;br /&gt;
* Belt of Vim (3400gp, lvl 8, Waist slot)&lt;br /&gt;
* Boots of Quickness (3400 gp, lvl 8, Feet slot)&lt;br /&gt;
* Gloves of the Healer (13000gp, lvl 12, Hands slot&lt;br /&gt;
* Headband of Intellect (lvl 10, 5000gp, Head slot)&lt;br /&gt;
* Wand of Aptitude (lvl 10, 5000gp, spare implement)&lt;br /&gt;
* Investigation Kit (40 gp)&lt;br /&gt;
* Bell and Whistle (1 gp)&lt;br /&gt;
* Guitar of Rest (lvl 7, 2600gp)&lt;br /&gt;
* 2 x Elixir of Aptitude (100gp)&lt;br /&gt;
* 2 x Potion of Resistance (80gp)&lt;br /&gt;
* 2 x Potion of Vitality (2000gp)&lt;br /&gt;
* Worker&#039;s Clothes&lt;br /&gt;
** Definitely not a lady&#039;s outfit.  Trousers, undershirt, and boots, with a blue dress worn on top and a simple wide-brimmed hat.&lt;br /&gt;
* Pocket Watch (25 gp)&lt;br /&gt;
* 2401 GP in residuum.&lt;br /&gt;
&lt;br /&gt;
==Item Properties==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Boots of Quickness&#039;&#039;&#039;: +1 Reflex (already factored).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Guitar or Restfulness&#039;&#039;&#039;: A more lore-appropriate form of the Sitar of Restfulness from Dragon 383. It gently weeps! Can be used as a +2 implement and as a focus for any bardic rituals. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Headband of Intellect&#039;&#039;&#039;:  +2 to knowledge or monster knowledge checks, +1 to attack on powers that have the psychic keyword (already factored)&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Gloves of the Healer&#039;&#039;&#039;: When I use a power that has the Healing keyword, one target regains an extra 1d6 HP (already factored).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Wand of Aptitude&#039;&#039;&#039;: When I use Inspire Competence through this wand, I give an extra +2 item bonus to my allies&#039; skills.&lt;br /&gt;
&lt;br /&gt;
==Bio==&lt;br /&gt;
Here is Rosalia Savory, whose family was &#039;&#039;&#039;in no way&#039;&#039;&#039; part of a Robin-Hood like bandit gang in the drier and more remote areas of Risur, and absolutely &#039;&#039;&#039;did not&#039;&#039;&#039; move to Flint and change identities to escape a royal crackdown on them. She grew up among the dockers of Flint, got into music, and found out she had a knack for child detective shenanigans. When she grew up she figured she might as well get paid for the detective stuff and maybe try to help her community with the weight of a badge behind her. Her style and political stance are somewhat at odds with the traditional image of an RHC constable but you can&#039;t argue with the results of the magic mind-reading entrance exam!&lt;br /&gt;
&lt;br /&gt;
Rosalia&#039;s stage name is &amp;quot;Little Lamp&amp;quot; and she still performs in her spare time.&lt;br /&gt;
&lt;br /&gt;
[[Zeitgeist:_The_Gears_of_Revolution| Zeitgeist: The Gears of Revolution homepage]]&lt;/div&gt;</summary>
		<author><name>Bira</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Zeitgeist:_The_Gears_of_Revolution/Rosalia&amp;diff=468658</id>
		<title>Zeitgeist: The Gears of Revolution/Rosalia</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Zeitgeist:_The_Gears_of_Revolution/Rosalia&amp;diff=468658"/>
		<updated>2024-09-05T10:38:54Z</updated>

		<summary type="html">&lt;p&gt;Bira: /* Powers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Zeitgeist:_The_Gears_of_Revolution|Home Page]]&lt;br /&gt;
==Basics==&lt;br /&gt;
* Name: Rosalia &amp;quot;Little Lamp&amp;quot; Savory&lt;br /&gt;
* Race: Human&lt;br /&gt;
* Class: Bard&lt;br /&gt;
* Paragon Path: Daring Blade&lt;br /&gt;
* Level: 14&lt;br /&gt;
* Background: Urban &#039;&#039;(+2 to Streetwise)&#039;&#039;&lt;br /&gt;
* Theme: Docker&lt;br /&gt;
&lt;br /&gt;
==Stats==&lt;br /&gt;
* Str 9 &#039;&#039;&#039;(-1)&#039;&#039;&#039; &lt;br /&gt;
* Con 16 &#039;&#039;&#039;(+3)&#039;&#039;&#039;&lt;br /&gt;
* Dex 11 &#039;&#039;&#039;(+0)&#039;&#039;&#039;&lt;br /&gt;
* Int 15 &#039;&#039;&#039;(+2)&#039;&#039;&#039;&lt;br /&gt;
* Wis 15 &#039;&#039;&#039;(+2)&#039;&#039;&#039;&lt;br /&gt;
* Cha 21 &#039;&#039;&#039;(+5)&#039;&#039;&#039;&lt;br /&gt;
**Human bonus: +2 to Charisma&lt;br /&gt;
==Defenses/Combat Stats==&lt;br /&gt;
* HP: 92&lt;br /&gt;
* Healing Surges: 10&lt;br /&gt;
** Surge Value: 23 HP&lt;br /&gt;
* Speed: 6 (5 in armor)&lt;br /&gt;
* Action Points: 1&lt;br /&gt;
===Defenses===&lt;br /&gt;
* AC: &#039;&#039;&#039;29&#039;&#039;&#039;  (10 + 11 Armor + 7 Level + 1 Shield)&lt;br /&gt;
* Fort: &#039;&#039;&#039;26&#039;&#039;&#039; (10 + 3 CON + 7 Level + 3 Amulet + 1 Belt + 2 Feat)&lt;br /&gt;
* Ref: &#039;&#039;&#039;26&#039;&#039;&#039; (10 + 2 INT + 1 Class + 7 Level + 3 Amulet + 1 Boots + 2 Feat)&lt;br /&gt;
* Will: &#039;&#039;&#039;28&#039;&#039;&#039; (10 + 5 CHA + 1 Class + 7 Level + 3 Amulet + 2 Feat)&lt;br /&gt;
&lt;br /&gt;
==Racial Traits==&lt;br /&gt;
* Bonus Skill&lt;br /&gt;
* Bonus Feat&lt;br /&gt;
* Bonus At-Will Power&lt;br /&gt;
==Class Traits==&lt;br /&gt;
* Bardic Training&lt;br /&gt;
** Gain Ritual Caster as a bonus feat, and a ritual book with 1 level 1 bard ritual, and 1 level 1 ritual of any kind.&lt;br /&gt;
* Virtue of Valor&lt;br /&gt;
** 1/round, when ally within 5 squares of me bloodies or defeats an enemy, I can grant 6 temporary HP to that ally as a free action.&lt;br /&gt;
* Skill Versatility&lt;br /&gt;
** +1 to untrained skill checks.&lt;br /&gt;
* Song of Rest&lt;br /&gt;
** If I can sing or play an instrument during a short rest, allies regain an extra 5 HP per healing surge they spend in that rest.&lt;br /&gt;
* Swordbond&lt;br /&gt;
** I may bond with a specific sword with a 1-hour ritual. I can call my bonded sword to my hand from 10 squares away and rebuild it from a fragment if it&#039;s destroyed.&lt;br /&gt;
* Daring Action&lt;br /&gt;
** Instead of gaining an extra action, I can spend an action point to mark every enemy I can see and gain 10 temp HP.&lt;br /&gt;
* Daring Improvisation&lt;br /&gt;
** When I make a martial melee weapon attack, I can use Charisma for the attack and damage roll in place of the ability score required by the attack.&lt;br /&gt;
==Skills==&lt;br /&gt;
&#039;&#039;&#039;(Trained Skills)&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
* Acrobatics: +13&lt;br /&gt;
* &#039;&#039;&#039;Arcana: +16&#039;&#039;&#039;&lt;br /&gt;
* Athletics: +10&lt;br /&gt;
* &#039;&#039;&#039;Bluff: +17&#039;&#039;&#039;&lt;br /&gt;
* Diplomacy: +16&lt;br /&gt;
* Dungeoneering: +13&lt;br /&gt;
* &#039;&#039;&#039;Endurance: +15&#039;&#039;&#039;&lt;br /&gt;
* Heal: +13&lt;br /&gt;
* &#039;&#039;&#039;History: +16&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Insight: +14&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Intimidate: +17&#039;&#039;&#039;&lt;br /&gt;
* Nature: +13&lt;br /&gt;
* &#039;&#039;&#039;Perception: +14&#039;&#039;&#039;&lt;br /&gt;
* Religion: +13&lt;br /&gt;
* Stealth: +11&lt;br /&gt;
* &#039;&#039;&#039;Streetwise: +19&#039;&#039;&#039;&lt;br /&gt;
* Thievery: +13&lt;br /&gt;
&lt;br /&gt;
==Feats==&lt;br /&gt;
* Action Surge: +3 to attacks I make during any action gained by spending an action point.&lt;br /&gt;
* Battle Song Expertise: &#039;&#039;+1/tier to attacks with weapons and bard implements, +1 to forced movement from bard powers;&#039;&#039;&lt;br /&gt;
* Improved Majestic Word &#039;&#039; Target of majestic word also gains (CHA mod) temporary HP.&#039;&#039;&lt;br /&gt;
* Heart of the Blade (Swordmage Multiclass) &#039;&#039;Gain training in Endurance and the Swordbond class feature. All swords also count as implements now!&#039;&#039;&lt;br /&gt;
* Student of Artifice: &#039;&#039;Gain training in Arcana (redundant), and gain 1 daily use of the artificer&#039;s Healing Infusion.&#039;&#039;&lt;br /&gt;
* Ritual Caster &#039;&#039;May use rituals&#039;&#039;&lt;br /&gt;
* Bard of All Trades: Gain a +3 feat bonus to all untrained skill checks.&lt;br /&gt;
* Improved Defenses: +1 to all non-armor defenses (+2 at Paragon; +3 at Epic).&lt;br /&gt;
* Resourceful Leader (Warlord Multiclass): Gain training in History. When an ally I can see spends an action point for an attack, they gain +3 damage on a hit or +3 temp HP on a miss. (+5 at level 11; +7 at level 21).&lt;br /&gt;
* Psychic Lock: Any target I hit with a psychic power has a -2 penalty to its next attack roll (already factored).&lt;br /&gt;
* Improved Valor: Virtue of Valor gives +3 extra THP.&lt;br /&gt;
* Disheartening Presence: While I am conscious and not bloodied, any bloodied enemies adjacent to me take -1 to all of their attacks.&lt;br /&gt;
&lt;br /&gt;
==Powers==&lt;br /&gt;
&lt;br /&gt;
Accuracy with weapon powers: +20 (+5 CHA, +7 level, +3 proficiency, +2 feat, +3 item)&lt;br /&gt;
Accuracy with implement powers: +17 (+5 CHA, +7 level, +2 feat, +3 item)&lt;br /&gt;
&lt;br /&gt;
Damage bonus: +8 (+5 CHA, +3 item)&lt;br /&gt;
&lt;br /&gt;
Psychic powers get an extra +1 accuracy from Headband of Intellect. All weapon powers are considered Psychic due to the Silver Blade.&lt;br /&gt;
&lt;br /&gt;
===At-Will Powers===&lt;br /&gt;
* Melee Basic Attack (standard, weapon, psychic):&lt;br /&gt;
** +20 vs AC. Hit: 1d8+8 psychic damage, -2 to next attack.&lt;br /&gt;
&lt;br /&gt;
* Guiding Strike (standard, weapon, psychic):&lt;br /&gt;
** Melee 1; +21 vs. AC. &lt;br /&gt;
** Hit: 1d8+8 psychic damage, -2 to next attack and -2 to a chosen defense until the end of my next turn.&lt;br /&gt;
&lt;br /&gt;
* Vicious Mockery (standard, charm, implement, psychic):&lt;br /&gt;
** Ranged 10; +18 vs. Will. &lt;br /&gt;
** Hit: 1d6+8 psychic, -4 to next attack, and -2 to other attacks until the end of my next turn.&lt;br /&gt;
** &#039;&#039;I came here to kick your ass / Cuz you&#039;re dumb and cannot see / That even ten of you / Are worth less than half of me&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Staggering Note (standard, implement, thunder):&lt;br /&gt;
** Ranged 10; +17 vs. Will. &lt;br /&gt;
** Hit: 8 thunder, push 3, and an ally can make a melee basic attack against the target before, after, or during the push.&lt;br /&gt;
&lt;br /&gt;
* Prototype Silver Blade (item, psychic, free action)&lt;br /&gt;
** Effect: All damage dealt by this weapon is psychic. Another free action returns the damage to normal.&lt;br /&gt;
&lt;br /&gt;
* Audience Participation&lt;br /&gt;
** Trigger: An enemy starts its turn adjacent to one or more non-combatants who are friendly to me and know I&#039;m fighting.&lt;br /&gt;
** Effect (No Action): The triggering enemy takes 5 damage for each friendly they&#039;re adjacent to.&lt;br /&gt;
&lt;br /&gt;
===Encounter Powers===&lt;br /&gt;
* &#039;&#039;&#039;(_)(_)&#039;&#039;&#039; Majestic Word (minor, healing)&lt;br /&gt;
** Close burst 5 (me or an ally).&lt;br /&gt;
** Target spends a healing surge, heals an extra 3d6+5 HP, and gains 5 temporary HP.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Words of Friendship (minor, charm)&lt;br /&gt;
** I gain a +5 power bonus to the next Diplomacy check I make.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Docker&#039;s Jank (standard, teleportation)&lt;br /&gt;
** Close Burst 5.&lt;br /&gt;
** Me and an ally in the burst teleport and switch locations. The ally can then use a standard-action at-will power as a free action with a +2 power bonus to attack rolls.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Shout of Triumph (standard, implement, thunder)&lt;br /&gt;
** Close Blast 3 (enemies in blast); +17 vs. Fortitude.&lt;br /&gt;
** Hit: 1d6+8 thunder and push 4.&lt;br /&gt;
** Effect: Slide 4 on each ally in blast.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Impelling Force (standard, implement, force)&lt;br /&gt;
** Ranged 10; +17 vs. Fortitude&lt;br /&gt;
** Hit: 1d10+8 force damage, and I slide the target 5 squares to a square adjacent to an ally.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Scorpion&#039;s Claw Strike (standard, weapon, psychic)&lt;br /&gt;
** Melee 1 (one creature): +21 vs. AC&lt;br /&gt;
** Hit: 2d8+8 psychic damage, -2 to next attack, and I slide an ally who is adjacent to the target to another space adjacent to it. The ally gains a +2 power bonus to AC until the end of my next turn.&lt;br /&gt;
** Miss: 5 damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Inspire Competence (utility)&lt;br /&gt;
** Close burst 5 (me and each ally in burst).&lt;br /&gt;
** Effect: I choose a skill. Until the end of the encounter, all targets have a +2 power bonus to that skill.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Revitalizing Incantation (minor, healing)&lt;br /&gt;
** Ranged 5 (me or an ally)&lt;br /&gt;
** Effect: Target can spend a healing surge and heal 1d6 extra HP. Additionally, target gains temp HP equal to their healing surge value.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Healing Infusion: Resistive Formula (minor)&lt;br /&gt;
** Close Burst 5 (me or an ally)&lt;br /&gt;
** Effect: Target heals 1d6 HP and gains +1 to AC for the rest of the encounter. Target can choose to end this effect as a free action to gain HP equal to its healing surge value + 3 (CON Mod).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Mantle of Unity&lt;br /&gt;
** Close Burst 5 (me and each ally in burst)&lt;br /&gt;
** Effect: Determine the highest AC, Fortitude, Reflex, and Will among all the targets. Until the end of your next turn, use these values for the corresponding defenses of&lt;br /&gt;
all the targets.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Weapon Display (standard, weapon, psychic)&lt;br /&gt;
** Melee 1 (one creature); +21 vs. AC&lt;br /&gt;
** Effect: The target grants combat advantage to me for this attack.&lt;br /&gt;
** Hit: 2d8+8 damage, -2 to next attack, and the target grants combat advantage to me and all my allies until the end of my next turn.&lt;br /&gt;
** Miss: The target is marked until the end of my next turn, and I regain the use of this power.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Defensive Posture&lt;br /&gt;
** Move Action&lt;br /&gt;
** Effect: I gain a +2 power bonus to AC and Reflex until the end of my next turn, then shift a number of squares equal to one-half my speed (2). Each ally that can see me gains a +2 power bonus to attack rolls until the end of your next turn.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Insult of Passivity (fear, implement, psychic)&lt;br /&gt;
** Ranged 10 (one creature); +18 vc. Will&lt;br /&gt;
** Hit: 2d8+8 psychic damage and the target is dazed until the end of the encounter or until hit or missed by an attack.&lt;br /&gt;
&lt;br /&gt;
===Daily Powers===&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Stirring Shout (standard, implement, psychic)&lt;br /&gt;
** Ranged 10; +18 vs. Will.&lt;br /&gt;
** Hit: 2d6+6 psychic, -2 to next attack.&lt;br /&gt;
** Effect: Until the end of the encounter, whenever an ally hits the target, the ally heals 5 HP (CHA mod).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Song of Discord (standard, implement, charm)&lt;br /&gt;
** Ranged 10; +17 vs. Will.&lt;br /&gt;
** Hit: The target is dominated until the end of my next turn.&lt;br /&gt;
** Effect: The target makes a basic attack against an enemy of my choice.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Sing Your Praises (minor, docker)&lt;br /&gt;
** Close Burst 5 (10 at Paragon; 15 at Epic);&lt;br /&gt;
** Effect: Each ally in the burst can immediately make a saving throw.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Wail of Anguish (minor, implement)&lt;br /&gt;
** Effect: Until the end  of your next turn, you can make the following attack.&lt;br /&gt;
*** Opportunity Action, Close Burst 3; Trigger: an enemy starts turn inside burst; +18 vs. Will (triggering enemy); Hit: 1d10+8  damage and  target cannot shift UENT.&lt;br /&gt;
** Sustain Minor: The effect persists.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Prototype Silver Blade (free)&lt;br /&gt;
** Trigger: I hit an enemy with this blade.&lt;br /&gt;
** Effect: I banish the target to a demiplane (save ends). It vanishes from sight, cannot take actions, and cannot be targeted. On a save the target reappears in its last space, or in the unoccupied space closest to that.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Guitar of Restfulness (standard)&lt;br /&gt;
** Effect: When I use this power during a rest, I can grant myself and all allies who listened 9 temporary hit points.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Ricochet Shield (Immediate Reaction)&lt;br /&gt;
** Trigger: A ranged attack targeting AC misses me.&lt;br /&gt;
** Effect: The source of the attack repeats the attack roll against a different target of my choice within 10 squares of me. If the attack roll succeeds, it hits that target (apply damage and effect where appropriate).&lt;br /&gt;
&lt;br /&gt;
==Rituals==&lt;br /&gt;
&lt;br /&gt;
* Glib Limerick (level 1)&lt;br /&gt;
* Traveller&#039;s chant (level 1)&lt;br /&gt;
* Lullaby (Level 3, 125/25)&lt;br /&gt;
* Detect Planar Energy (Level 1, 50/10)&lt;br /&gt;
* Comprehend Language (PHB, L1, 50/10)&lt;br /&gt;
* Detect Secret Doors (PHB, L3, 125/25)&lt;br /&gt;
* Knock (PHB, L4, 175/35)&lt;br /&gt;
* Water Walk (PHB, L2, 100/20)&lt;br /&gt;
* Endure Elements (PHB, L2, 100/20)&lt;br /&gt;
* Lesser Telepathy (L5, 250/30+1 surge)&lt;br /&gt;
* Call Wilderness Guide (PHB2, L6, 360/144)&lt;br /&gt;
* Fool&#039;s Speech (PHB2, L6, 360/50)&lt;br /&gt;
* Sending (PHB, L6, 360/50)&lt;br /&gt;
* Linked Portal (PHB, L8, 680/135)&lt;br /&gt;
* Song of Sustenance (PHB2, L8, 680/135)&lt;br /&gt;
* Raise Dead (PHB, L8, 680/500)&lt;br /&gt;
* Remove Affliction (PHB, L8, 680/250)&lt;br /&gt;
* Chorus of Truth (PHB2, L10, 1000/200)&lt;br /&gt;
&lt;br /&gt;
==Artifact==&lt;br /&gt;
&lt;br /&gt;
===Xambria&#039;s Consciousness===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Property:&#039;&#039;&#039;+2 to Acrobatics, Arcana, History, and Thievery checks (already calculated)&lt;br /&gt;
* &#039;&#039;&#039;Property:&#039;&#039;&#039; +2 to all checks while performing rituals (since I already have Ritual Caster).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Current Concordance:&#039;&#039;&#039; 15&lt;br /&gt;
** Starting: 5&lt;br /&gt;
** Trained in History +2&lt;br /&gt;
** Gained 6 Levels +6&lt;br /&gt;
** Foiled 2 Obscurati Plots +2&lt;br /&gt;
&lt;br /&gt;
==Gear==&lt;br /&gt;
&lt;br /&gt;
===Weapons===&lt;br /&gt;
* Prototype Silver Blade +3 (longsword) &#039;&#039;(Prof +3, dam 1d8+Str,  4 lbs, Versatile, level 14)&#039;&#039; (21000 gp)&lt;br /&gt;
** Critical Bonus: +3d8&lt;br /&gt;
&lt;br /&gt;
===Armor===&lt;br /&gt;
* Magic Chain +3 (Braidmail) (+11 AC, 40 lbs) (lvl 11, 9000 gp)&lt;br /&gt;
* Ricochet Shield (+1 AC, 6 lbs., Arms slot) (13000gp)&lt;br /&gt;
&lt;br /&gt;
===Other Gear===&lt;br /&gt;
* Amulet of Protection +3 (9000 gp, lvl 11, Neck slot)&lt;br /&gt;
* Belt of Vim (3400gp, lvl 8, Waist slot)&lt;br /&gt;
* Boots of Quickness (3400 gp, lvl 8, Feet slot)&lt;br /&gt;
* Gloves of the Healer (13000gp, lvl 12, Hands slot&lt;br /&gt;
* Headband of Intellect (lvl 10, 5000gp, Head slot)&lt;br /&gt;
* Wand of Aptitude (lvl 10, 5000gp, spare implement)&lt;br /&gt;
* Investigation Kit (40 gp)&lt;br /&gt;
* Bell and Whistle (1 gp)&lt;br /&gt;
* Guitar of Rest (lvl 7, 2600gp)&lt;br /&gt;
* 2 x Elixir of Aptitude (100gp)&lt;br /&gt;
* 2 x Potion of Resistance (80gp)&lt;br /&gt;
* 2 x Potion of Vitality (2000gp)&lt;br /&gt;
* Worker&#039;s Clothes&lt;br /&gt;
** Definitely not a lady&#039;s outfit.  Trousers, undershirt, and boots, with a blue dress worn on top and a simple wide-brimmed hat.&lt;br /&gt;
* Pocket Watch (25 gp)&lt;br /&gt;
* 2401 GP in residuum.&lt;br /&gt;
&lt;br /&gt;
==Item Properties==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Boots of Quickness&#039;&#039;&#039;: +1 Reflex (already factored).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Guitar or Restfulness&#039;&#039;&#039;: A more lore-appropriate form of the Sitar of Restfulness from Dragon 383. It gently weeps! Can be used as a +2 implement and as a focus for any bardic rituals. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Headband of Intellect&#039;&#039;&#039;:  +2 to knowledge or monster knowledge checks, +1 to attack on powers that have the psychic keyword (already factored)&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Gloves of the Healer&#039;&#039;&#039;: When I use a power that has the Healing keyword, one target regains an extra 1d6 HP (already factored).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Wand of Aptitude&#039;&#039;&#039;: When I use Inspire Competence through this wand, I give an extra +2 item bonus to my allies&#039; skills.&lt;br /&gt;
&lt;br /&gt;
==Bio==&lt;br /&gt;
Here is Rosalia Savory, whose family was &#039;&#039;&#039;in no way&#039;&#039;&#039; part of a Robin-Hood like bandit gang in the drier and more remote areas of Risur, and absolutely &#039;&#039;&#039;did not&#039;&#039;&#039; move to Flint and change identities to escape a royal crackdown on them. She grew up among the dockers of Flint, got into music, and found out she had a knack for child detective shenanigans. When she grew up she figured she might as well get paid for the detective stuff and maybe try to help her community with the weight of a badge behind her. Her style and political stance are somewhat at odds with the traditional image of an RHC constable but you can&#039;t argue with the results of the magic mind-reading entrance exam!&lt;br /&gt;
&lt;br /&gt;
Rosalia&#039;s stage name is &amp;quot;Little Lamp&amp;quot; and she still performs in her spare time.&lt;br /&gt;
&lt;br /&gt;
[[Zeitgeist:_The_Gears_of_Revolution| Zeitgeist: The Gears of Revolution homepage]]&lt;/div&gt;</summary>
		<author><name>Bira</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Zeitgeist:_The_Gears_of_Revolution/Rosalia&amp;diff=467820</id>
		<title>Zeitgeist: The Gears of Revolution/Rosalia</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Zeitgeist:_The_Gears_of_Revolution/Rosalia&amp;diff=467820"/>
		<updated>2024-08-16T20:53:55Z</updated>

		<summary type="html">&lt;p&gt;Bira: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Zeitgeist:_The_Gears_of_Revolution|Home Page]]&lt;br /&gt;
==Basics==&lt;br /&gt;
* Name: Rosalia &amp;quot;Little Lamp&amp;quot; Savory&lt;br /&gt;
* Race: Human&lt;br /&gt;
* Class: Bard&lt;br /&gt;
* Paragon Path: Daring Blade&lt;br /&gt;
* Level: 14&lt;br /&gt;
* Background: Urban &#039;&#039;(+2 to Streetwise)&#039;&#039;&lt;br /&gt;
* Theme: Docker&lt;br /&gt;
&lt;br /&gt;
==Stats==&lt;br /&gt;
* Str 9 &#039;&#039;&#039;(-1)&#039;&#039;&#039; &lt;br /&gt;
* Con 16 &#039;&#039;&#039;(+3)&#039;&#039;&#039;&lt;br /&gt;
* Dex 11 &#039;&#039;&#039;(+0)&#039;&#039;&#039;&lt;br /&gt;
* Int 15 &#039;&#039;&#039;(+2)&#039;&#039;&#039;&lt;br /&gt;
* Wis 15 &#039;&#039;&#039;(+2)&#039;&#039;&#039;&lt;br /&gt;
* Cha 21 &#039;&#039;&#039;(+5)&#039;&#039;&#039;&lt;br /&gt;
**Human bonus: +2 to Charisma&lt;br /&gt;
==Defenses/Combat Stats==&lt;br /&gt;
* HP: 92&lt;br /&gt;
* Healing Surges: 10&lt;br /&gt;
** Surge Value: 23 HP&lt;br /&gt;
* Speed: 6 (5 in armor)&lt;br /&gt;
* Action Points: 1&lt;br /&gt;
===Defenses===&lt;br /&gt;
* AC: &#039;&#039;&#039;29&#039;&#039;&#039;  (10 + 11 Armor + 7 Level + 1 Shield)&lt;br /&gt;
* Fort: &#039;&#039;&#039;26&#039;&#039;&#039; (10 + 3 CON + 7 Level + 3 Amulet + 1 Belt + 2 Feat)&lt;br /&gt;
* Ref: &#039;&#039;&#039;26&#039;&#039;&#039; (10 + 2 INT + 1 Class + 7 Level + 3 Amulet + 1 Boots + 2 Feat)&lt;br /&gt;
* Will: &#039;&#039;&#039;28&#039;&#039;&#039; (10 + 5 CHA + 1 Class + 7 Level + 3 Amulet + 2 Feat)&lt;br /&gt;
&lt;br /&gt;
==Racial Traits==&lt;br /&gt;
* Bonus Skill&lt;br /&gt;
* Bonus Feat&lt;br /&gt;
* Bonus At-Will Power&lt;br /&gt;
==Class Traits==&lt;br /&gt;
* Bardic Training&lt;br /&gt;
** Gain Ritual Caster as a bonus feat, and a ritual book with 1 level 1 bard ritual, and 1 level 1 ritual of any kind.&lt;br /&gt;
* Virtue of Valor&lt;br /&gt;
** 1/round, when ally within 5 squares of me bloodies or defeats an enemy, I can grant 6 temporary HP to that ally as a free action.&lt;br /&gt;
* Skill Versatility&lt;br /&gt;
** +1 to untrained skill checks.&lt;br /&gt;
* Song of Rest&lt;br /&gt;
** If I can sing or play an instrument during a short rest, allies regain an extra 5 HP per healing surge they spend in that rest.&lt;br /&gt;
* Swordbond&lt;br /&gt;
** I may bond with a specific sword with a 1-hour ritual. I can call my bonded sword to my hand from 10 squares away and rebuild it from a fragment if it&#039;s destroyed.&lt;br /&gt;
* Daring Action&lt;br /&gt;
** Instead of gaining an extra action, I can spend an action point to mark every enemy I can see and gain 10 temp HP.&lt;br /&gt;
* Daring Improvisation&lt;br /&gt;
** When I make a martial melee weapon attack, I can use Charisma for the attack and damage roll in place of the ability score required by the attack.&lt;br /&gt;
==Skills==&lt;br /&gt;
&#039;&#039;&#039;(Trained Skills)&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
* Acrobatics: +13&lt;br /&gt;
* &#039;&#039;&#039;Arcana: +16&#039;&#039;&#039;&lt;br /&gt;
* Athletics: +10&lt;br /&gt;
* &#039;&#039;&#039;Bluff: +17&#039;&#039;&#039;&lt;br /&gt;
* Diplomacy: +16&lt;br /&gt;
* Dungeoneering: +13&lt;br /&gt;
* &#039;&#039;&#039;Endurance: +15&#039;&#039;&#039;&lt;br /&gt;
* Heal: +13&lt;br /&gt;
* &#039;&#039;&#039;History: +16&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Insight: +14&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Intimidate: +17&#039;&#039;&#039;&lt;br /&gt;
* Nature: +13&lt;br /&gt;
* &#039;&#039;&#039;Perception: +14&#039;&#039;&#039;&lt;br /&gt;
* Religion: +13&lt;br /&gt;
* Stealth: +11&lt;br /&gt;
* &#039;&#039;&#039;Streetwise: +19&#039;&#039;&#039;&lt;br /&gt;
* Thievery: +13&lt;br /&gt;
&lt;br /&gt;
==Feats==&lt;br /&gt;
* Action Surge: +3 to attacks I make during any action gained by spending an action point.&lt;br /&gt;
* Battle Song Expertise: &#039;&#039;+1/tier to attacks with weapons and bard implements, +1 to forced movement from bard powers;&#039;&#039;&lt;br /&gt;
* Improved Majestic Word &#039;&#039; Target of majestic word also gains (CHA mod) temporary HP.&#039;&#039;&lt;br /&gt;
* Heart of the Blade (Swordmage Multiclass) &#039;&#039;Gain training in Endurance and the Swordbond class feature. All swords also count as implements now!&#039;&#039;&lt;br /&gt;
* Student of Artifice: &#039;&#039;Gain training in Arcana (redundant), and gain 1 daily use of the artificer&#039;s Healing Infusion.&#039;&#039;&lt;br /&gt;
* Ritual Caster &#039;&#039;May use rituals&#039;&#039;&lt;br /&gt;
* Bard of All Trades: Gain a +3 feat bonus to all untrained skill checks.&lt;br /&gt;
* Improved Defenses: +1 to all non-armor defenses (+2 at Paragon; +3 at Epic).&lt;br /&gt;
* Resourceful Leader (Warlord Multiclass): Gain training in History. When an ally I can see spends an action point for an attack, they gain +3 damage on a hit or +3 temp HP on a miss. (+5 at level 11; +7 at level 21).&lt;br /&gt;
* Psychic Lock: Any target I hit with a psychic power has a -2 penalty to its next attack roll (already factored).&lt;br /&gt;
* Improved Valor: Virtue of Valor gives +3 extra THP.&lt;br /&gt;
* Disheartening Presence: While I am conscious and not bloodied, any bloodied enemies adjacent to me take -1 to all of their attacks.&lt;br /&gt;
&lt;br /&gt;
==Powers==&lt;br /&gt;
&lt;br /&gt;
Accuracy with weapon powers: +20 (+5 CHA, +7 level, +3 proficiency, +2 feat, +3 item)&lt;br /&gt;
Accuracy with implement powers: +17 (+5 CHA, +7 level, +2 feat, +3 item)&lt;br /&gt;
&lt;br /&gt;
Damage bonus: +8 (+5 CHA, +3 item)&lt;br /&gt;
&lt;br /&gt;
Psychic powers get an extra +1 accuracy from Headband of Intellect. All weapon powers are considered Psychic due to the Silver Blade.&lt;br /&gt;
&lt;br /&gt;
===At-Will Powers===&lt;br /&gt;
* Melee Basic Attack (standard, weapon, psychic):&lt;br /&gt;
** +20 vs AC. Hit: 1d8+8 psychic damage, -2 to next attack.&lt;br /&gt;
&lt;br /&gt;
* Guiding Strike (standard, weapon, psychic):&lt;br /&gt;
** Melee 1; +21 vs. AC. &lt;br /&gt;
** Hit: 1d8+8 psychic damage, -2 to next attack and -2 to a chosen defense until the end of my next turn.&lt;br /&gt;
&lt;br /&gt;
* Vicious Mockery (standard, charm, implement, psychic):&lt;br /&gt;
** Ranged 10; +18 vs. Will. &lt;br /&gt;
** Hit: 1d6+8 psychic, -4 to next attack, and -2 to other attacks until the end of my next turn.&lt;br /&gt;
** &#039;&#039;I came here to kick your ass / Cuz you&#039;re dumb and cannot see / That even ten of you / Are worth less than half of me&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Staggering Note (standard, implement, thunder):&lt;br /&gt;
** Ranged 10; +17 vs. Will. &lt;br /&gt;
** Hit: 8 thunder, push 3, and an ally can make a melee basic attack against the target before, after, or during the push.&lt;br /&gt;
&lt;br /&gt;
* Prototype Silver Blade (item, psychic, free action)&lt;br /&gt;
** Effect: All damage dealt by this weapon is psychic. Another free action returns the damage to normal.&lt;br /&gt;
&lt;br /&gt;
* Audience Participation&lt;br /&gt;
** Trigger: An enemy starts its turn adjacent to one or more non-combatants who are friendly to me and know I&#039;m fighting.&lt;br /&gt;
** Effect (No Action): The triggering enemy takes 5 damage for each friendly they&#039;re adjacent to.&lt;br /&gt;
&lt;br /&gt;
===Encounter Powers===&lt;br /&gt;
* &#039;&#039;&#039;(_)(_)&#039;&#039;&#039; Majestic Word (minor, healing)&lt;br /&gt;
** Close burst 5 (me or an ally).&lt;br /&gt;
** Target spends a healing surge, heals an extra 3d6+5 HP, and gains 5 temporary HP.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Words of Friendship (minor, charm)&lt;br /&gt;
** I gain a +5 power bonus to the next Diplomacy check I make.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Docker&#039;s Jank (standard, teleportation)&lt;br /&gt;
** Close Burst 5.&lt;br /&gt;
** Me and an ally in the burst teleport and switch locations. The ally can then use a standard-action at-will power as a free action with a +2 power bonus to attack rolls.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Shout of Triumph (standard, implement, thunder)&lt;br /&gt;
** Close Blast 3 (enemies in blast); +17 vs. Fortitude.&lt;br /&gt;
** Hit: 1d6+8 thunder and push 4.&lt;br /&gt;
** Effect: Slide 4 on each ally in blast.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Impelling Force (standard, implement, force)&lt;br /&gt;
** Ranged 10; +17 vs. Fortitude&lt;br /&gt;
** Hit: 1d10+8 force damage, and I slide the target 5 squares to a square adjacent to an ally.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Scorpion&#039;s Claw Strike (standard, weapon, psychic)&lt;br /&gt;
** Melee 1 (one creature): +21 vs. AC&lt;br /&gt;
** Hit: 2d8+8 psychic damage, -2 to next attack, and I slide an ally who is adjacent to the target to another space adjacent to it. The ally gains a +2 power bonus to AC until the end of my next turn.&lt;br /&gt;
** Miss: 5 damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Inspire Competence (utility)&lt;br /&gt;
** Close burst 5 (me and each ally in burst).&lt;br /&gt;
** Effect: I choose a skill. Until the end of the encounter, all targets have a +2 power bonus to that skill.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Revitalizing Incantation (minor, healing)&lt;br /&gt;
** Ranged 5 (me or an ally)&lt;br /&gt;
** Effect: Target can spend a healing surge and heal 1d6 extra HP. Additionally, target gains temp HP equal to their healing surge value.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Healing Infusion: Resistive Formula (minor)&lt;br /&gt;
** Close Burst 5 (me or an ally)&lt;br /&gt;
** Effect: Target heals 1d6 HP and gains +1 to AC for the rest of the encounter. Target can choose to end this effect as a free action to gain HP equal to its healing surge value + 3 (CON Mod).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Mantle of Unity&lt;br /&gt;
** Close Burst 5 (me and each ally in burst)&lt;br /&gt;
** Effect: Determine the highest AC, Fortitude, Reflex, and Will among all the targets. Until the end of your next turn, use these values for the corresponding defenses of&lt;br /&gt;
all the targets.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Weapon Display (standard, weapon, psychic)&lt;br /&gt;
** Melee 1 (one creature); +21 vs. AC&lt;br /&gt;
** Effect: The target grants combat advantage to me for this attack.&lt;br /&gt;
** Hit: 2d8+8 damage, -2 to next attack, and the target grants combat advantage to me and all my allies until the end of my next turn.&lt;br /&gt;
** Miss: The target is marked until the end of my next turn, and I regain the use of this power.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Defensive Posture&lt;br /&gt;
** Move Action&lt;br /&gt;
** Effect: I gain a +2 power bonus to AC and Reflex until the end of my next turn, then shift a number of squares equal to one-half my speed (2). Each ally that can see me gains a +2 power bonus to attack rolls until the end of your next turn.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Insult of Passivity (fear, implement, psychic)&lt;br /&gt;
** Ranged 10 (one creature); +21 vc. AC&lt;br /&gt;
** Hit: 2d8+8 psychic damage and the target is dazed until the end of the encounter or until hit or missed by an attack.&lt;br /&gt;
&lt;br /&gt;
===Daily Powers===&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Stirring Shout (standard, implement, psychic)&lt;br /&gt;
** Ranged 10; +18 vs. Will.&lt;br /&gt;
** Hit: 2d6+6 psychic, -2 to next attack.&lt;br /&gt;
** Effect: Until the end of the encounter, whenever an ally hits the target, the ally heals 5 HP (CHA mod).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Song of Discord (standard, implement, charm)&lt;br /&gt;
** Ranged 10; +17 vs. Will.&lt;br /&gt;
** Hit: The target is dominated until the end of my next turn.&lt;br /&gt;
** Effect: The target makes a basic attack against an enemy of my choice.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Sing Your Praises (minor, docker)&lt;br /&gt;
** Close Burst 5 (10 at Paragon; 15 at Epic);&lt;br /&gt;
** Effect: Each ally in the burst can immediately make a saving throw.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Wail of Anguish (minor, implement)&lt;br /&gt;
** Effect: Until the end  of your next turn, you can make the following attack.&lt;br /&gt;
*** Opportunity Action, Close Burst 3; Trigger: an enemy starts turn inside burst; +18 vs. Will (triggering enemy); Hit: 1d10+8  damage and  target cannot shift UENT.&lt;br /&gt;
** Sustain Minor: The effect persists.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Prototype Silver Blade (free)&lt;br /&gt;
** Trigger: I hit an enemy with this blade.&lt;br /&gt;
** Effect: I banish the target to a demiplane (save ends). It vanishes from sight, cannot take actions, and cannot be targeted. On a save the target reappears in its last space, or in the unoccupied space closest to that.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Guitar of Restfulness (standard)&lt;br /&gt;
** Effect: When I use this power during a rest, I can grant myself and all allies who listened 9 temporary hit points.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Ricochet Shield (Immediate Reaction)&lt;br /&gt;
** Trigger: A ranged attack targeting AC misses me.&lt;br /&gt;
** Effect: The source of the attack repeats the attack roll against a different target of my choice within 10 squares of me. If the attack roll succeeds, it hits that target (apply damage and effect where appropriate).&lt;br /&gt;
&lt;br /&gt;
==Rituals==&lt;br /&gt;
&lt;br /&gt;
* Glib Limerick (level 1)&lt;br /&gt;
* Traveller&#039;s chant (level 1)&lt;br /&gt;
* Lullaby (Level 3, 125/25)&lt;br /&gt;
* Detect Planar Energy (Level 1, 50/10)&lt;br /&gt;
* Comprehend Language (PHB, L1, 50/10)&lt;br /&gt;
* Detect Secret Doors (PHB, L3, 125/25)&lt;br /&gt;
* Knock (PHB, L4, 175/35)&lt;br /&gt;
* Water Walk (PHB, L2, 100/20)&lt;br /&gt;
* Endure Elements (PHB, L2, 100/20)&lt;br /&gt;
* Lesser Telepathy (L5, 250/30+1 surge)&lt;br /&gt;
* Call Wilderness Guide (PHB2, L6, 360/144)&lt;br /&gt;
* Fool&#039;s Speech (PHB2, L6, 360/50)&lt;br /&gt;
* Sending (PHB, L6, 360/50)&lt;br /&gt;
* Linked Portal (PHB, L8, 680/135)&lt;br /&gt;
* Song of Sustenance (PHB2, L8, 680/135)&lt;br /&gt;
* Raise Dead (PHB, L8, 680/500)&lt;br /&gt;
* Remove Affliction (PHB, L8, 680/250)&lt;br /&gt;
* Chorus of Truth (PHB2, L10, 1000/200)&lt;br /&gt;
&lt;br /&gt;
==Artifact==&lt;br /&gt;
&lt;br /&gt;
===Xambria&#039;s Consciousness===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Property:&#039;&#039;&#039;+2 to Acrobatics, Arcana, History, and Thievery checks (already calculated)&lt;br /&gt;
* &#039;&#039;&#039;Property:&#039;&#039;&#039; +2 to all checks while performing rituals (since I already have Ritual Caster).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Current Concordance:&#039;&#039;&#039; 15&lt;br /&gt;
** Starting: 5&lt;br /&gt;
** Trained in History +2&lt;br /&gt;
** Gained 6 Levels +6&lt;br /&gt;
** Foiled 2 Obscurati Plots +2&lt;br /&gt;
&lt;br /&gt;
==Gear==&lt;br /&gt;
&lt;br /&gt;
===Weapons===&lt;br /&gt;
* Prototype Silver Blade +3 (longsword) &#039;&#039;(Prof +3, dam 1d8+Str,  4 lbs, Versatile, level 14)&#039;&#039; (21000 gp)&lt;br /&gt;
** Critical Bonus: +3d8&lt;br /&gt;
&lt;br /&gt;
===Armor===&lt;br /&gt;
* Magic Chain +3 (Braidmail) (+11 AC, 40 lbs) (lvl 11, 9000 gp)&lt;br /&gt;
* Ricochet Shield (+1 AC, 6 lbs., Arms slot) (13000gp)&lt;br /&gt;
&lt;br /&gt;
===Other Gear===&lt;br /&gt;
* Amulet of Protection +3 (9000 gp, lvl 11, Neck slot)&lt;br /&gt;
* Belt of Vim (3400gp, lvl 8, Waist slot)&lt;br /&gt;
* Boots of Quickness (3400 gp, lvl 8, Feet slot)&lt;br /&gt;
* Gloves of the Healer (13000gp, lvl 12, Hands slot&lt;br /&gt;
* Headband of Intellect (lvl 10, 5000gp, Head slot)&lt;br /&gt;
* Wand of Aptitude (lvl 10, 5000gp, spare implement)&lt;br /&gt;
* Investigation Kit (40 gp)&lt;br /&gt;
* Bell and Whistle (1 gp)&lt;br /&gt;
* Guitar of Rest (lvl 7, 2600gp)&lt;br /&gt;
* 2 x Elixir of Aptitude (100gp)&lt;br /&gt;
* 2 x Potion of Resistance (80gp)&lt;br /&gt;
* 2 x Potion of Vitality (2000gp)&lt;br /&gt;
* Worker&#039;s Clothes&lt;br /&gt;
** Definitely not a lady&#039;s outfit.  Trousers, undershirt, and boots, with a blue dress worn on top and a simple wide-brimmed hat.&lt;br /&gt;
* Pocket Watch (25 gp)&lt;br /&gt;
* 2401 GP in residuum.&lt;br /&gt;
&lt;br /&gt;
==Item Properties==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Boots of Quickness&#039;&#039;&#039;: +1 Reflex (already factored).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Guitar or Restfulness&#039;&#039;&#039;: A more lore-appropriate form of the Sitar of Restfulness from Dragon 383. It gently weeps! Can be used as a +2 implement and as a focus for any bardic rituals. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Headband of Intellect&#039;&#039;&#039;:  +2 to knowledge or monster knowledge checks, +1 to attack on powers that have the psychic keyword (already factored)&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Gloves of the Healer&#039;&#039;&#039;: When I use a power that has the Healing keyword, one target regains an extra 1d6 HP (already factored).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Wand of Aptitude&#039;&#039;&#039;: When I use Inspire Competence through this wand, I give an extra +2 item bonus to my allies&#039; skills.&lt;br /&gt;
&lt;br /&gt;
==Bio==&lt;br /&gt;
Here is Rosalia Savory, whose family was &#039;&#039;&#039;in no way&#039;&#039;&#039; part of a Robin-Hood like bandit gang in the drier and more remote areas of Risur, and absolutely &#039;&#039;&#039;did not&#039;&#039;&#039; move to Flint and change identities to escape a royal crackdown on them. She grew up among the dockers of Flint, got into music, and found out she had a knack for child detective shenanigans. When she grew up she figured she might as well get paid for the detective stuff and maybe try to help her community with the weight of a badge behind her. Her style and political stance are somewhat at odds with the traditional image of an RHC constable but you can&#039;t argue with the results of the magic mind-reading entrance exam!&lt;br /&gt;
&lt;br /&gt;
Rosalia&#039;s stage name is &amp;quot;Little Lamp&amp;quot; and she still performs in her spare time.&lt;br /&gt;
&lt;br /&gt;
[[Zeitgeist:_The_Gears_of_Revolution| Zeitgeist: The Gears of Revolution homepage]]&lt;/div&gt;</summary>
		<author><name>Bira</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Zeitgeist:_The_Gears_of_Revolution/Rosalia&amp;diff=464503</id>
		<title>Zeitgeist: The Gears of Revolution/Rosalia</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Zeitgeist:_The_Gears_of_Revolution/Rosalia&amp;diff=464503"/>
		<updated>2024-06-26T12:28:36Z</updated>

		<summary type="html">&lt;p&gt;Bira: /* Daily Powers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Zeitgeist:_The_Gears_of_Revolution|Home Page]]&lt;br /&gt;
==Basics==&lt;br /&gt;
* Name: Rosalia &amp;quot;Little Lamp&amp;quot; Savory&lt;br /&gt;
* Race: Human&lt;br /&gt;
* Class: Bard&lt;br /&gt;
* Paragon Path: Daring Blade&lt;br /&gt;
* Level: 13&lt;br /&gt;
* Background: Urban &#039;&#039;(+2 to Streetwise)&#039;&#039;&lt;br /&gt;
* Theme: Docker&lt;br /&gt;
&lt;br /&gt;
==Stats==&lt;br /&gt;
* Str 9 &#039;&#039;&#039;(-1)&#039;&#039;&#039; &lt;br /&gt;
* Con 16 &#039;&#039;&#039;(+3)&#039;&#039;&#039;&lt;br /&gt;
* Dex 11 &#039;&#039;&#039;(+0)&#039;&#039;&#039;&lt;br /&gt;
* Int 15 &#039;&#039;&#039;(+2)&#039;&#039;&#039;&lt;br /&gt;
* Wis 15 &#039;&#039;&#039;(+2)&#039;&#039;&#039;&lt;br /&gt;
* Cha 21 &#039;&#039;&#039;(+5)&#039;&#039;&#039;&lt;br /&gt;
**Human bonus: +2 to Charisma&lt;br /&gt;
==Defenses/Combat Stats==&lt;br /&gt;
* HP: 87&lt;br /&gt;
* Healing Surges: 10&lt;br /&gt;
** Surge Value: 21 HP&lt;br /&gt;
* Speed: 6 (5 in armor)&lt;br /&gt;
* Action Points: 1&lt;br /&gt;
===Defenses===&lt;br /&gt;
* AC: &#039;&#039;&#039;28&#039;&#039;&#039;  (10 + 11 Armor + 6 Level + 1 Shield)&lt;br /&gt;
* Fort: &#039;&#039;&#039;25&#039;&#039;&#039; (10 + 3 CON + 6 Level + 3 Amulet + 1 Belt + 2 Feat)&lt;br /&gt;
* Ref: &#039;&#039;&#039;25&#039;&#039;&#039; (10 + 2 INT + 1 Class + 6 Level + 3 Amulet + 1 Boots + 2 Feat)&lt;br /&gt;
* Will: &#039;&#039;&#039;27&#039;&#039;&#039; (10 + 5 CHA + 1 Class + 6 Level + 3 Amulet + 2 Feat)&lt;br /&gt;
&lt;br /&gt;
==Racial Traits==&lt;br /&gt;
* Bonus Skill&lt;br /&gt;
* Bonus Feat&lt;br /&gt;
* Bonus At-Will Power&lt;br /&gt;
==Class Traits==&lt;br /&gt;
* Bardic Training&lt;br /&gt;
** Gain Ritual Caster as a bonus feat, and a ritual book with 1 level 1 bard ritual, and 1 level 1 ritual of any kind.&lt;br /&gt;
* Virtue of Valor&lt;br /&gt;
** 1/round, when ally within 5 squares of me bloodies or defeats an enemy, I can grant 6 temporary HP to that ally as a free action.&lt;br /&gt;
* Skill Versatility&lt;br /&gt;
** +1 to untrained skill checks.&lt;br /&gt;
* Song of Rest&lt;br /&gt;
** If I can sing or play an instrument during a short rest, allies regain an extra 5 HP per healing surge they spend in that rest.&lt;br /&gt;
* Swordbond&lt;br /&gt;
** I may bond with a specific sword with a 1-hour ritual. I can call my bonded sword to my hand from 10 squares away and rebuild it from a fragment if it&#039;s destroyed.&lt;br /&gt;
* Daring Action&lt;br /&gt;
** Instead of gaining an extra action, I can spend an action point to mark every enemy I can see and gain 10 temp HP.&lt;br /&gt;
* Daring Improvisation&lt;br /&gt;
** When I make a martial melee weapon attack, I can use Charisma for the attack and damage roll in place of the ability score required by the attack.&lt;br /&gt;
==Skills==&lt;br /&gt;
&#039;&#039;&#039;(Trained Skills)&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
* Acrobatics: +12&lt;br /&gt;
* &#039;&#039;&#039;Arcana: +15&#039;&#039;&#039;&lt;br /&gt;
* Athletics: +9&lt;br /&gt;
* &#039;&#039;&#039;Bluff: +16&#039;&#039;&#039;&lt;br /&gt;
* Diplomacy: +15&lt;br /&gt;
* Dungeoneering: +12&lt;br /&gt;
* &#039;&#039;&#039;Endurance: +14&#039;&#039;&#039;&lt;br /&gt;
* Heal: +12&lt;br /&gt;
* &#039;&#039;&#039;History: +15&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Insight: +13&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Intimidate: +16&#039;&#039;&#039;&lt;br /&gt;
* Nature: +12&lt;br /&gt;
* &#039;&#039;&#039;Perception: +13&#039;&#039;&#039;&lt;br /&gt;
* Religion: +12&lt;br /&gt;
* Stealth: +10&lt;br /&gt;
* &#039;&#039;&#039;Streetwise: +18&#039;&#039;&#039;&lt;br /&gt;
* Thievery: +12&lt;br /&gt;
&lt;br /&gt;
==Feats==&lt;br /&gt;
* Action Surge: +3 to attacks I make during any action gained by spending an action point.&lt;br /&gt;
* Battle Song Expertise: &#039;&#039;+1/tier to attacks with weapons and bard implements, +1 to forced movement from bard powers;&#039;&#039;&lt;br /&gt;
* Improved Majestic Word &#039;&#039; Target of majestic word also gains (CHA mod) temporary HP.&#039;&#039;&lt;br /&gt;
* Heart of the Blade (Swordmage Multiclass) &#039;&#039;Gain training in Endurance and the Swordbond class feature. All swords also count as implements now!&#039;&#039;&lt;br /&gt;
* Student of Artifice: &#039;&#039;Gain training in Arcana (redundant), and gain 1 daily use of the artificer&#039;s Healing Infusion.&#039;&#039;&lt;br /&gt;
* Ritual Caster &#039;&#039;May use rituals&#039;&#039;&lt;br /&gt;
* Bard of All Trades: Gain a +3 feat bonus to all untrained skill checks.&lt;br /&gt;
* Improved Defenses: +1 to all non-armor defenses (+2 at Paragon; +3 at Epic).&lt;br /&gt;
* Resourceful Leader (Warlord Multiclass): Gain training in History. When an ally I can see spends an action point for an attack, they gain +3 damage on a hit or +3 temp HP on a miss. (+5 at level 11; +7 at level 21).&lt;br /&gt;
* Psychic Lock: Any target I hit with a psychic power has a -2 penalty to its next attack roll (already factored).&lt;br /&gt;
* Improved Valor: Virtue of Valor gives +3 extra THP.&lt;br /&gt;
&lt;br /&gt;
==Powers==&lt;br /&gt;
&lt;br /&gt;
Accuracy with weapon powers: +19 (+5 CHA, +6 level, +3 proficiency, +2 feat, +3 item)&lt;br /&gt;
Accuracy with implement powers: +16 (+5 CHA, +6 level, +2 feat, +3 item)&lt;br /&gt;
&lt;br /&gt;
Damage bonus: +8 (+5 CHA, +3 item)&lt;br /&gt;
&lt;br /&gt;
Psychic powers get an extra +1 accuracy from Headband of Intellect. All weapon powers are considered Psychic due to the Silver Blade.&lt;br /&gt;
&lt;br /&gt;
===At-Will Powers===&lt;br /&gt;
* Melee Basic Attack (standard, weapon, psychic):&lt;br /&gt;
** +19 vs AC. Hit: 1d8+8 psychic damage, -2 to next attack.&lt;br /&gt;
&lt;br /&gt;
* Guiding Strike (standard, weapon, psychic):&lt;br /&gt;
** Melee 1; +20 vs. AC. &lt;br /&gt;
** Hit: 1d8+8 damage, -2 to next attack and -2 to a chosen defense until the end of my next turn.&lt;br /&gt;
&lt;br /&gt;
* Vicious Mockery (standard, charm, implement, psychic):&lt;br /&gt;
** Ranged 10; +17 vs. Will. &lt;br /&gt;
** Hit: 1d6+8 psychic, -4 to next attack, and -2 to other attacks until the end of my next turn.&lt;br /&gt;
** &#039;&#039;I came here to kick your ass / Cuz you&#039;re dumb and cannot see / That even ten of you / Are worth less than half of me&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Staggering Note (standard, implement, thunder):&lt;br /&gt;
** Ranged 10; +16 vs. Will. &lt;br /&gt;
** Hit: 8 thunder, push 3, and an ally can make a melee basic attack against the target before, after, or during the push.&lt;br /&gt;
&lt;br /&gt;
* Prototype Silver Blade (item, psychic, free action)&lt;br /&gt;
** Effect: All damage dealt by this weapon is psychic. Another free action returns the damage to normal.&lt;br /&gt;
&lt;br /&gt;
* Audience Participation&lt;br /&gt;
** Trigger: An enemy starts its turn adjacent to one or more non-combatants who are friendly to me and know I&#039;m fighting.&lt;br /&gt;
** Effect (No Action): The triggering enemy takes 5 damage for each friendly they&#039;re adjacent to.&lt;br /&gt;
&lt;br /&gt;
===Encounter Powers===&lt;br /&gt;
* &#039;&#039;&#039;(_)(_)&#039;&#039;&#039; Majestic Word (minor, healing)&lt;br /&gt;
** Close burst 5 (me or an ally).&lt;br /&gt;
** Target spends a healing surge, heals an extra 3d6+5 HP, and gains 5 temporary HP.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Words of Friendship (minor, charm)&lt;br /&gt;
** I gain a +5 power bonus to the next Diplomacy check I make.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Docker&#039;s Jank (standard, teleportation)&lt;br /&gt;
** Close Burst 5.&lt;br /&gt;
** Me and an ally in the burst teleport and switch locations. The ally can then use a standard-action at-will power as a free action with a +2 power bonus to attack rolls.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Shout of Triumph (standard, implement, thunder)&lt;br /&gt;
** Close Blast 3 (enemies in blast); +16 vs. Fortitude.&lt;br /&gt;
** Hit: 1d6+8 thunder and push 4.&lt;br /&gt;
** Effect: Slide 4 on each ally in blast.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Impelling Force (standard, implement, force)&lt;br /&gt;
** Ranged 10; +16 vs. Fortitude&lt;br /&gt;
** Hit: 1d10+8 force damage, and I slide the target 5 squares to a square adjacent to an ally.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Scorpion&#039;s Claw Strike (standard, weapon, psychic)&lt;br /&gt;
** Melee 1 (one creature): +20 vs. AC&lt;br /&gt;
** Hit: 2d8+8 psychic damage, -2 to next attack, and I slide an ally who is adjacent to the target to another space adjacent to it. The ally gains a +2 power bonus to AC until the end of my next turn.&lt;br /&gt;
** Miss: 5 damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Inspire Competence (utility)&lt;br /&gt;
** Close burst 5 (me and each ally in burst).&lt;br /&gt;
** Effect: I choose a skill. Until the end of the encounter, all targets have a +2 power bonus to that skill.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Revitalizing Incantation (minor, healing)&lt;br /&gt;
** Ranged 5 (me or an ally)&lt;br /&gt;
** Effect: Target can spend a healing surge and heal 1d6 extra HP. Additionally, target gains temp HP equal to their healing surge value.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Healing Infusion: Resistive Formula (minor)&lt;br /&gt;
** Close Burst 5 (me or an ally)&lt;br /&gt;
** Effect: Target heals 1d6 HP and gains +1 to AC for the rest of the encounter. Target can choose to end this effect as a free action to gain HP equal to its healing surge value + 3 (CON Mod).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Mantle of Unity&lt;br /&gt;
** Close Burst 5 (me and each ally in burst)&lt;br /&gt;
** Effect: Determine the highest AC, Fortitude, Reflex, and Will among all the targets. Until the end of your next turn, use these values for the corresponding defenses of&lt;br /&gt;
all the targets.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Weapon Display (standard, weapon, psychic)&lt;br /&gt;
** Melee 1 (one creature); +20 vs. AC&lt;br /&gt;
** Effect: The target grants combat advantage to me for this attack.&lt;br /&gt;
** Hit: 2d8+8 damage, -2 to next attack, and the target grants combat advantage to me and all my allies until the end of my next turn.&lt;br /&gt;
** Miss: The target is marked until the end of my next turn, and I regain the use of this power.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Defensive Posture&lt;br /&gt;
** Move Action&lt;br /&gt;
** Effect: I gain a +2 power bonus to AC and Reflex until the end of my next turn, then shift a number of squares equal to one-half my speed (2). Each ally that can see me gains a +2 power bonus to attack rolls until the end of your next turn.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Insult of Passivity (fear, implement, psychic)&lt;br /&gt;
** Ranged 10 (one creature); +20 vc. AC&lt;br /&gt;
** Hit: 2d8+8 psychic damage and the target is dazed until the end of the encounter or until hit or missed by an attack.&lt;br /&gt;
&lt;br /&gt;
===Daily Powers===&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Stirring Shout (standard, implement, psychic)&lt;br /&gt;
** Ranged 10; +17 vs. Will.&lt;br /&gt;
** Hit: 2d6+6 psychic, -2 to next attack.&lt;br /&gt;
** Effect: Until the end of the encounter, whenever an ally hits the target, the ally heals 5 HP (CHA mod).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Song of Discord (standard, implement, charm)&lt;br /&gt;
** Ranged 10; +16 vs. Will.&lt;br /&gt;
** Hit: The target is dominated until the end of my next turn.&lt;br /&gt;
** Effect: The target makes a basic attack against an enemy of my choice.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Sing Your Praises (minor, docker)&lt;br /&gt;
** Close Burst 5 (10 at Paragon; 15 at Epic);&lt;br /&gt;
** Effect: Each ally in the burst can immediately make a saving throw.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Wail of Anguish (minor, implement)&lt;br /&gt;
** Effect: Until the end  of your next turn, you can make the following attack.&lt;br /&gt;
*** Opportunity Action, Close Burst 3; Trigger: an enemy starts turn inside burst; +17 vs. Will (triggering enemy); Hit: 1d10+8  damage and  target cannot shift UENT.&lt;br /&gt;
** Sustain Minor: The effect persists.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Prototype Silver Blade (free)&lt;br /&gt;
** Trigger: I hit an enemy with this blade.&lt;br /&gt;
** Effect: I banish the target to a demiplane (save ends). It vanishes from sight, cannot take actions, and cannot be targeted. On a save the target reappears in its last space, or in the unoccupied space closest to that.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Guitar of Restfulness (standard)&lt;br /&gt;
** Effect: When I use this power during a rest, I can grant myself and all allies who listened 9 temporary hit points.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Ricochet Shield (Immediate Reaction)&lt;br /&gt;
** Trigger: A ranged attack targeting AC misses me.&lt;br /&gt;
** Effect: The source of the attack repeats the attack roll against a different target of my choice within 10 squares of me. If the attack roll succeeds, it hits that target (apply damage and effect where appropriate).&lt;br /&gt;
&lt;br /&gt;
==Rituals==&lt;br /&gt;
&lt;br /&gt;
* Glib Limerick (level 1)&lt;br /&gt;
* Traveller&#039;s chant (level 1)&lt;br /&gt;
* Lullaby (Level 3, 125/25)&lt;br /&gt;
* Detect Planar Energy (Level 1, 50/10)&lt;br /&gt;
* Comprehend Language (PHB, L1, 50/10)&lt;br /&gt;
* Detect Secret Doors (PHB, L3, 125/25)&lt;br /&gt;
* Knock (PHB, L4, 175/35)&lt;br /&gt;
* Water Walk (PHB, L2, 100/20)&lt;br /&gt;
* Endure Elements (PHB, L2, 100/20)&lt;br /&gt;
* Lesser Telepathy (L5, 250/30+1 surge)&lt;br /&gt;
* Call Wilderness Guide (PHB2, L6, 360/144)&lt;br /&gt;
* Fool&#039;s Speech (PHB2, L6, 360/50)&lt;br /&gt;
* Sending (PHB, L6, 360/50)&lt;br /&gt;
* Linked Portal (PHB, L8, 680/135)&lt;br /&gt;
* Song of Sustenance (PHB2, L8, 680/135)&lt;br /&gt;
* Raise Dead (PHB, L8, 680/500)&lt;br /&gt;
* Remove Affliction (PHB, L8, 680/250)&lt;br /&gt;
* Chorus of Truth (PHB2, L10, 1000/200)&lt;br /&gt;
&lt;br /&gt;
==Artifact==&lt;br /&gt;
&lt;br /&gt;
===Xambria&#039;s Consciousness===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Property:&#039;&#039;&#039;+2 to Acrobatics, Arcana, History, and Thievery checks (already calculated)&lt;br /&gt;
* &#039;&#039;&#039;Property:&#039;&#039;&#039; +2 to all checks while performing rituals (since I already have Ritual Caster).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Current Concordance:&#039;&#039;&#039; 14&lt;br /&gt;
** Starting: 5&lt;br /&gt;
** Trained in History +2&lt;br /&gt;
** Gained 5 Levels +5&lt;br /&gt;
** Foiled 2 Obscurati Plots +2&lt;br /&gt;
&lt;br /&gt;
==Gear==&lt;br /&gt;
&lt;br /&gt;
===Weapons===&lt;br /&gt;
* Prototype Silver Blade +3 (longsword) &#039;&#039;(Prof +3, dam 1d8+Str,  4 lbs, Versatile, level 14)&#039;&#039; (21000 gp)&lt;br /&gt;
** Critical Bonus: +3d8&lt;br /&gt;
&lt;br /&gt;
===Armor===&lt;br /&gt;
* Magic Chain +3 (Braidmail) (+11 AC, 40 lbs) (lvl 11, 9000 gp)&lt;br /&gt;
* Ricochet Shield (+1 AC, 6 lbs., Arms slot) (13000gp)&lt;br /&gt;
&lt;br /&gt;
===Other Gear===&lt;br /&gt;
* Amulet of Protection +3 (9000 gp, lvl 11, Neck slot)&lt;br /&gt;
* Belt of Vim (3400gp, lvl 8, Waist slot)&lt;br /&gt;
* Boots of Quickness (3400 gp, lvl 8, Feet slot)&lt;br /&gt;
* Gloves of the Healer (13000gp, lvl 12, Hands slot&lt;br /&gt;
* Headband of Intellect (lvl 10, 5000gp, Head slot)&lt;br /&gt;
* Wand of Aptitude (lvl 10, 5000gp, spare implement)&lt;br /&gt;
* Investigation Kit (40 gp)&lt;br /&gt;
* Bell and Whistle (1 gp)&lt;br /&gt;
* Guitar of Rest (lvl 7, 2600gp)&lt;br /&gt;
* 2 x Elixir of Aptitude (100gp)&lt;br /&gt;
* 2 x Potion of Resistance (80gp)&lt;br /&gt;
* 2 x Potion of Vitality (2000gp)&lt;br /&gt;
* Worker&#039;s Clothes&lt;br /&gt;
** Definitely not a lady&#039;s outfit.  Trousers, undershirt, and boots, with a blue dress worn on top and a simple wide-brimmed hat.&lt;br /&gt;
* Pocket Watch (25 gp)&lt;br /&gt;
* 2401 GP in residuum.&lt;br /&gt;
&lt;br /&gt;
==Item Properties==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Boots of Quickness&#039;&#039;&#039;: +1 Reflex (already factored).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Guitar or Restfulness&#039;&#039;&#039;: A more lore-appropriate form of the Sitar of Restfulness from Dragon 383. It gently weeps! Can be used as a +2 implement and as a focus for any bardic rituals. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Headband of Intellect&#039;&#039;&#039;:  +2 to knowledge or monster knowledge checks, +1 to attack on powers that have the psychic keyword (already factored)&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Gloves of the Healer&#039;&#039;&#039;: When I use a power that has the Healing keyword, one target regains an extra 1d6 HP (already factored).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Wand of Aptitude&#039;&#039;&#039;: When I use Inspire Competence through this wand, I give an extra +2 item bonus to my allies&#039; skills.&lt;br /&gt;
&lt;br /&gt;
==Bio==&lt;br /&gt;
Here is Rosalia Savory, whose family was &#039;&#039;&#039;in no way&#039;&#039;&#039; part of a Robin-Hood like bandit gang in the drier and more remote areas of Risur, and absolutely &#039;&#039;&#039;did not&#039;&#039;&#039; move to Flint and change identities to escape a royal crackdown on them. She grew up among the dockers of Flint, got into music, and found out she had a knack for child detective shenanigans. When she grew up she figured she might as well get paid for the detective stuff and maybe try to help her community with the weight of a badge behind her. Her style and political stance are somewhat at odds with the traditional image of an RHC constable but you can&#039;t argue with the results of the magic mind-reading entrance exam!&lt;br /&gt;
&lt;br /&gt;
Rosalia&#039;s stage name is &amp;quot;Little Lamp&amp;quot; and she still performs in her spare time.&lt;br /&gt;
&lt;br /&gt;
[[Zeitgeist:_The_Gears_of_Revolution| Zeitgeist: The Gears of Revolution homepage]]&lt;/div&gt;</summary>
		<author><name>Bira</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Lancer:_In_Golden_Flame:_Lifer&amp;diff=458546</id>
		<title>Lancer: In Golden Flame: Lifer</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Lancer:_In_Golden_Flame:_Lifer&amp;diff=458546"/>
		<updated>2024-05-02T20:34:59Z</updated>

		<summary type="html">&lt;p&gt;Bira: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Comp/Con Share code: V2737D&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;» Telemachus Van Helsing // LIFER «&lt;br /&gt;
  Maintenance Tech, LL1&lt;br /&gt;
[ SKILL TRIGGERS ]&lt;br /&gt;
  Get a Hold of Something (+2), Jury Rig (+2),&lt;br /&gt;
  Repair and Maintain (+4), Word on the Street (+2)&lt;br /&gt;
[ GEAR ]&lt;br /&gt;
  Mobility Hardsuit, Heavy Signature,&lt;br /&gt;
  Patch,&lt;br /&gt;
  Dataplating, Personal Drone&lt;br /&gt;
[ BOND ]&lt;br /&gt;
  THE TECHNICIAN&lt;br /&gt;
  Powers: FEHLERSINN&lt;br /&gt;
***&lt;br /&gt;
[ TALENTS ]&lt;br /&gt;
  Sysop 2, Hunter 1,&lt;br /&gt;
  Spotter 1&lt;br /&gt;
[ LICENSES ]&lt;br /&gt;
  IPS-N Lancaster 1&lt;br /&gt;
[ MECH ]&lt;br /&gt;
  « M.U.L.E »&lt;br /&gt;
  GMS Chomolungma&lt;br /&gt;
  H:0 A:0 S:2 E:1 SIZE:1&lt;br /&gt;
  STRUCTURE:4 HP:13 ARMOR:0&lt;br /&gt;
  STRESS:4 HEAT:0 REPAIR:4&lt;br /&gt;
  ATK BONUS:1 TECH ATK:3 LTD BONUS:0&lt;br /&gt;
  SPD:4 EVA:8 EDEF:12 SENS:15 SAVE:12&lt;br /&gt;
[ WEAPONS ]&lt;br /&gt;
  MAIN/AUX MOUNT: Charged Blade / Segment Knife&lt;br /&gt;
  FLEX MOUNT: Assault Rifle&lt;br /&gt;
[ SYSTEMS ]&lt;br /&gt;
  EVA Module, Pattern-A Jericho Deployable Cover,&lt;br /&gt;
  Turret Drones, Personalizations,&lt;br /&gt;
  Cable Winch System, Restock Drone&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;/div&gt;</summary>
		<author><name>Bira</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Zeitgeist:_The_Gears_of_Revolution/Rosalia&amp;diff=458363</id>
		<title>Zeitgeist: The Gears of Revolution/Rosalia</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Zeitgeist:_The_Gears_of_Revolution/Rosalia&amp;diff=458363"/>
		<updated>2024-04-30T14:26:47Z</updated>

		<summary type="html">&lt;p&gt;Bira: /* Other Gear */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Zeitgeist:_The_Gears_of_Revolution|Home Page]]&lt;br /&gt;
==Basics==&lt;br /&gt;
* Name: Rosalia &amp;quot;Little Lamp&amp;quot; Savory&lt;br /&gt;
* Race: Human&lt;br /&gt;
* Class: Bard&lt;br /&gt;
* Paragon Path: Daring Blade&lt;br /&gt;
* Level: 13&lt;br /&gt;
* Background: Urban &#039;&#039;(+2 to Streetwise)&#039;&#039;&lt;br /&gt;
* Theme: Docker&lt;br /&gt;
&lt;br /&gt;
==Stats==&lt;br /&gt;
* Str 9 &#039;&#039;&#039;(-1)&#039;&#039;&#039; &lt;br /&gt;
* Con 16 &#039;&#039;&#039;(+3)&#039;&#039;&#039;&lt;br /&gt;
* Dex 11 &#039;&#039;&#039;(+0)&#039;&#039;&#039;&lt;br /&gt;
* Int 15 &#039;&#039;&#039;(+2)&#039;&#039;&#039;&lt;br /&gt;
* Wis 15 &#039;&#039;&#039;(+2)&#039;&#039;&#039;&lt;br /&gt;
* Cha 21 &#039;&#039;&#039;(+5)&#039;&#039;&#039;&lt;br /&gt;
**Human bonus: +2 to Charisma&lt;br /&gt;
==Defenses/Combat Stats==&lt;br /&gt;
* HP: 87&lt;br /&gt;
* Healing Surges: 10&lt;br /&gt;
** Surge Value: 21 HP&lt;br /&gt;
* Speed: 6 (5 in armor)&lt;br /&gt;
* Action Points: 1&lt;br /&gt;
===Defenses===&lt;br /&gt;
* AC: &#039;&#039;&#039;28&#039;&#039;&#039;  (10 + 11 Armor + 6 Level + 1 Shield)&lt;br /&gt;
* Fort: &#039;&#039;&#039;25&#039;&#039;&#039; (10 + 3 CON + 6 Level + 3 Amulet + 1 Belt + 2 Feat)&lt;br /&gt;
* Ref: &#039;&#039;&#039;25&#039;&#039;&#039; (10 + 2 INT + 1 Class + 6 Level + 3 Amulet + 1 Boots + 2 Feat)&lt;br /&gt;
* Will: &#039;&#039;&#039;27&#039;&#039;&#039; (10 + 5 CHA + 1 Class + 6 Level + 3 Amulet + 2 Feat)&lt;br /&gt;
&lt;br /&gt;
==Racial Traits==&lt;br /&gt;
* Bonus Skill&lt;br /&gt;
* Bonus Feat&lt;br /&gt;
* Bonus At-Will Power&lt;br /&gt;
==Class Traits==&lt;br /&gt;
* Bardic Training&lt;br /&gt;
** Gain Ritual Caster as a bonus feat, and a ritual book with 1 level 1 bard ritual, and 1 level 1 ritual of any kind.&lt;br /&gt;
* Virtue of Valor&lt;br /&gt;
** 1/round, when ally within 5 squares of me bloodies or defeats an enemy, I can grant 6 temporary HP to that ally as a free action.&lt;br /&gt;
* Skill Versatility&lt;br /&gt;
** +1 to untrained skill checks.&lt;br /&gt;
* Song of Rest&lt;br /&gt;
** If I can sing or play an instrument during a short rest, allies regain an extra 5 HP per healing surge they spend in that rest.&lt;br /&gt;
* Swordbond&lt;br /&gt;
** I may bond with a specific sword with a 1-hour ritual. I can call my bonded sword to my hand from 10 squares away and rebuild it from a fragment if it&#039;s destroyed.&lt;br /&gt;
* Daring Action&lt;br /&gt;
** Instead of gaining an extra action, I can spend an action point to mark every enemy I can see and gain 10 temp HP.&lt;br /&gt;
* Daring Improvisation&lt;br /&gt;
** When I make a martial melee weapon attack, I can use Charisma for the attack and damage roll in place of the ability score required by the attack.&lt;br /&gt;
==Skills==&lt;br /&gt;
&#039;&#039;&#039;(Trained Skills)&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
* Acrobatics: +12&lt;br /&gt;
* &#039;&#039;&#039;Arcana: +15&#039;&#039;&#039;&lt;br /&gt;
* Athletics: +9&lt;br /&gt;
* &#039;&#039;&#039;Bluff: +16&#039;&#039;&#039;&lt;br /&gt;
* Diplomacy: +15&lt;br /&gt;
* Dungeoneering: +12&lt;br /&gt;
* &#039;&#039;&#039;Endurance: +14&#039;&#039;&#039;&lt;br /&gt;
* Heal: +12&lt;br /&gt;
* &#039;&#039;&#039;History: +15&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Insight: +13&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Intimidate: +16&#039;&#039;&#039;&lt;br /&gt;
* Nature: +12&lt;br /&gt;
* &#039;&#039;&#039;Perception: +13&#039;&#039;&#039;&lt;br /&gt;
* Religion: +12&lt;br /&gt;
* Stealth: +10&lt;br /&gt;
* &#039;&#039;&#039;Streetwise: +18&#039;&#039;&#039;&lt;br /&gt;
* Thievery: +12&lt;br /&gt;
&lt;br /&gt;
==Feats==&lt;br /&gt;
* Action Surge: +3 to attacks I make during any action gained by spending an action point.&lt;br /&gt;
* Battle Song Expertise: &#039;&#039;+1/tier to attacks with weapons and bard implements, +1 to forced movement from bard powers;&#039;&#039;&lt;br /&gt;
* Improved Majestic Word &#039;&#039; Target of majestic word also gains (CHA mod) temporary HP.&#039;&#039;&lt;br /&gt;
* Heart of the Blade (Swordmage Multiclass) &#039;&#039;Gain training in Endurance and the Swordbond class feature. All swords also count as implements now!&#039;&#039;&lt;br /&gt;
* Student of Artifice: &#039;&#039;Gain training in Arcana (redundant), and gain 1 daily use of the artificer&#039;s Healing Infusion.&#039;&#039;&lt;br /&gt;
* Ritual Caster &#039;&#039;May use rituals&#039;&#039;&lt;br /&gt;
* Bard of All Trades: Gain a +3 feat bonus to all untrained skill checks.&lt;br /&gt;
* Improved Defenses: +1 to all non-armor defenses (+2 at Paragon; +3 at Epic).&lt;br /&gt;
* Resourceful Leader (Warlord Multiclass): Gain training in History. When an ally I can see spends an action point for an attack, they gain +3 damage on a hit or +3 temp HP on a miss. (+5 at level 11; +7 at level 21).&lt;br /&gt;
* Psychic Lock: Any target I hit with a psychic power has a -2 penalty to its next attack roll (already factored).&lt;br /&gt;
* Improved Valor: Virtue of Valor gives +3 extra THP.&lt;br /&gt;
&lt;br /&gt;
==Powers==&lt;br /&gt;
&lt;br /&gt;
Accuracy with weapon powers: +19 (+5 CHA, +6 level, +3 proficiency, +2 feat, +3 item)&lt;br /&gt;
Accuracy with implement powers: +16 (+5 CHA, +6 level, +2 feat, +3 item)&lt;br /&gt;
&lt;br /&gt;
Damage bonus: +8 (+5 CHA, +3 item)&lt;br /&gt;
&lt;br /&gt;
Psychic powers get an extra +1 accuracy from Headband of Intellect. All weapon powers are considered Psychic due to the Silver Blade.&lt;br /&gt;
&lt;br /&gt;
===At-Will Powers===&lt;br /&gt;
* Melee Basic Attack (standard, weapon, psychic):&lt;br /&gt;
** +19 vs AC. Hit: 1d8+8 psychic damage, -2 to next attack.&lt;br /&gt;
&lt;br /&gt;
* Guiding Strike (standard, weapon, psychic):&lt;br /&gt;
** Melee 1; +20 vs. AC. &lt;br /&gt;
** Hit: 1d8+8 damage, -2 to next attack and -2 to a chosen defense until the end of my next turn.&lt;br /&gt;
&lt;br /&gt;
* Vicious Mockery (standard, charm, implement, psychic):&lt;br /&gt;
** Ranged 10; +17 vs. Will. &lt;br /&gt;
** Hit: 1d6+8 psychic, -4 to next attack, and -2 to other attacks until the end of my next turn.&lt;br /&gt;
** &#039;&#039;I came here to kick your ass / Cuz you&#039;re dumb and cannot see / That even ten of you / Are worth less than half of me&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Staggering Note (standard, implement, thunder):&lt;br /&gt;
** Ranged 10; +16 vs. Will. &lt;br /&gt;
** Hit: 8 thunder, push 3, and an ally can make a melee basic attack against the target before, after, or during the push.&lt;br /&gt;
&lt;br /&gt;
* Prototype Silver Blade (item, psychic, free action)&lt;br /&gt;
** Effect: All damage dealt by this weapon is psychic. Another free action returns the damage to normal.&lt;br /&gt;
&lt;br /&gt;
* Audience Participation&lt;br /&gt;
** Trigger: An enemy starts its turn adjacent to one or more non-combatants who are friendly to me and know I&#039;m fighting.&lt;br /&gt;
** Effect (No Action): The triggering enemy takes 5 damage for each friendly they&#039;re adjacent to.&lt;br /&gt;
&lt;br /&gt;
===Encounter Powers===&lt;br /&gt;
* &#039;&#039;&#039;(_)(_)&#039;&#039;&#039; Majestic Word (minor, healing)&lt;br /&gt;
** Close burst 5 (me or an ally).&lt;br /&gt;
** Target spends a healing surge, heals an extra 3d6+5 HP, and gains 5 temporary HP.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Words of Friendship (minor, charm)&lt;br /&gt;
** I gain a +5 power bonus to the next Diplomacy check I make.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Docker&#039;s Jank (standard, teleportation)&lt;br /&gt;
** Close Burst 5.&lt;br /&gt;
** Me and an ally in the burst teleport and switch locations. The ally can then use a standard-action at-will power as a free action with a +2 power bonus to attack rolls.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Shout of Triumph (standard, implement, thunder)&lt;br /&gt;
** Close Blast 3 (enemies in blast); +16 vs. Fortitude.&lt;br /&gt;
** Hit: 1d6+8 thunder and push 4.&lt;br /&gt;
** Effect: Slide 4 on each ally in blast.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Impelling Force (standard, implement, force)&lt;br /&gt;
** Ranged 10; +16 vs. Fortitude&lt;br /&gt;
** Hit: 1d10+8 force damage, and I slide the target 5 squares to a square adjacent to an ally.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Scorpion&#039;s Claw Strike (standard, weapon, psychic)&lt;br /&gt;
** Melee 1 (one creature): +20 vs. AC&lt;br /&gt;
** Hit: 2d8+8 psychic damage, -2 to next attack, and I slide an ally who is adjacent to the target to another space adjacent to it. The ally gains a +2 power bonus to AC until the end of my next turn.&lt;br /&gt;
** Miss: 5 damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Inspire Competence (utility)&lt;br /&gt;
** Close burst 5 (me and each ally in burst).&lt;br /&gt;
** Effect: I choose a skill. Until the end of the encounter, all targets have a +2 power bonus to that skill.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Revitalizing Incantation (minor, healing)&lt;br /&gt;
** Ranged 5 (me or an ally)&lt;br /&gt;
** Effect: Target can spend a healing surge and heal 1d6 extra HP. Additionally, target gains temp HP equal to their healing surge value.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Healing Infusion: Resistive Formula (minor)&lt;br /&gt;
** Close Burst 5 (me or an ally)&lt;br /&gt;
** Effect: Target heals 1d6 HP and gains +1 to AC for the rest of the encounter. Target can choose to end this effect as a free action to gain HP equal to its healing surge value + 3 (CON Mod).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Mantle of Unity&lt;br /&gt;
** Close Burst 5 (me and each ally in burst)&lt;br /&gt;
** Effect: Determine the highest AC, Fortitude, Reflex, and Will among all the targets. Until the end of your next turn, use these values for the corresponding defenses of&lt;br /&gt;
all the targets.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Weapon Display (standard, weapon, psychic)&lt;br /&gt;
** Melee 1 (one creature); +20 vs. AC&lt;br /&gt;
** Effect: The target grants combat advantage to me for this attack.&lt;br /&gt;
** Hit: 2d8+8 damage, -2 to next attack, and the target grants combat advantage to me and all my allies until the end of my next turn.&lt;br /&gt;
** Miss: The target is marked until the end of my next turn, and I regain the use of this power.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Defensive Posture&lt;br /&gt;
** Move Action&lt;br /&gt;
** Effect: I gain a +2 power bonus to AC and Reflex until the end of my next turn, then shift a number of squares equal to one-half my speed (2). Each ally that can see me gains a +2 power bonus to attack rolls until the end of your next turn.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Insult of Passivity (fear, implement, psychic)&lt;br /&gt;
** Ranged 10 (one creature); +20 vc. AC&lt;br /&gt;
** Hit: 2d8+8 psychic damage and the target is dazed until the end of the encounter or until hit or missed by an attack.&lt;br /&gt;
&lt;br /&gt;
===Daily Powers===&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Stirring Shout (standard, implement, psychic)&lt;br /&gt;
** Ranged 10; +17 vs. Will.&lt;br /&gt;
** Hit: 2d6+6 psychic, -2 to next attack.&lt;br /&gt;
** Effect: Until the end of the encounter, whenever an ally hits the target, the ally heals 5 HP (CHA mod).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Song of Discord (standard, implement, charm)&lt;br /&gt;
** Ranged 10; +16 vs. Will.&lt;br /&gt;
** Hit: The target is dominated until the end of my next turn.&lt;br /&gt;
** Effect: The target makes a basic attack against an enemy of my choice.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Sing Your Praises (minor, docker)&lt;br /&gt;
** Close Burst 5 (10 at Paragon; 15 at Epic);&lt;br /&gt;
** Effect: Each ally in the burst can immediately make a saving throw.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Wail of Anguish (minor, implement)&lt;br /&gt;
** Effect: Until the end  of your next turn, you can make the following attack.&lt;br /&gt;
*** Opportunity Action, Close Burst 3; Trigger: an enemy starts turn inside burst; +17 vs. Will (triggering enemy); Hit: 1d10+8  damage and  target cannot shift UENT.&lt;br /&gt;
** Sustain Minor: The effect persists.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Prototype Silver Blade (free)&lt;br /&gt;
** Trigger: I hit an enemy with this blade.&lt;br /&gt;
** Effect: I banish the target to a demiplane (save ends). It vanishes from sight, cannot take actions, and cannot be targeted. On a save the target reappears in its last space, or in the unoccupied space closest to that.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Canary in a Coal Mine (minor)&lt;br /&gt;
** Effect: I gain a fly speed equal to my speed until the end of my next turn.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Guitar of Restfulness (standard)&lt;br /&gt;
** Effect: When I use this power during a rest, I can grant myself and all allies who listened 9 temporary hit points.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Ricochet Shield (Immediate Reaction)&lt;br /&gt;
** Trigger: A ranged attack targeting AC misses me.&lt;br /&gt;
** Effect: The source of the attack repeats the attack roll against a different target of my choice within 10 squares of me. If the attack roll succeeds, it hits that target (apply damage and effect where appropriate).&lt;br /&gt;
&lt;br /&gt;
==Rituals==&lt;br /&gt;
&lt;br /&gt;
* Glib Limerick (level 1)&lt;br /&gt;
* Traveller&#039;s chant (level 1)&lt;br /&gt;
* Lullaby (Level 3, 125/25)&lt;br /&gt;
* Detect Planar Energy (Level 1, 50/10)&lt;br /&gt;
* Comprehend Language (PHB, L1, 50/10)&lt;br /&gt;
* Detect Secret Doors (PHB, L3, 125/25)&lt;br /&gt;
* Knock (PHB, L4, 175/35)&lt;br /&gt;
* Water Walk (PHB, L2, 100/20)&lt;br /&gt;
* Endure Elements (PHB, L2, 100/20)&lt;br /&gt;
* Lesser Telepathy (L5, 250/30+1 surge)&lt;br /&gt;
* Call Wilderness Guide (PHB2, L6, 360/144)&lt;br /&gt;
* Fool&#039;s Speech (PHB2, L6, 360/50)&lt;br /&gt;
* Sending (PHB, L6, 360/50)&lt;br /&gt;
* Linked Portal (PHB, L8, 680/135)&lt;br /&gt;
* Song of Sustenance (PHB2, L8, 680/135)&lt;br /&gt;
* Raise Dead (PHB, L8, 680/500)&lt;br /&gt;
* Remove Affliction (PHB, L8, 680/250)&lt;br /&gt;
* Chorus of Truth (PHB2, L10, 1000/200)&lt;br /&gt;
&lt;br /&gt;
==Artifact==&lt;br /&gt;
&lt;br /&gt;
===Xambria&#039;s Consciousness===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Property:&#039;&#039;&#039;+2 to Acrobatics, Arcana, History, and Thievery checks (already calculated)&lt;br /&gt;
* &#039;&#039;&#039;Property:&#039;&#039;&#039; +2 to all checks while performing rituals (since I already have Ritual Caster).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Current Concordance:&#039;&#039;&#039; 14&lt;br /&gt;
** Starting: 5&lt;br /&gt;
** Trained in History +2&lt;br /&gt;
** Gained 5 Levels +5&lt;br /&gt;
** Foiled 2 Obscurati Plots +2&lt;br /&gt;
&lt;br /&gt;
==Gear==&lt;br /&gt;
&lt;br /&gt;
===Weapons===&lt;br /&gt;
* Prototype Silver Blade +3 (longsword) &#039;&#039;(Prof +3, dam 1d8+Str,  4 lbs, Versatile, level 14)&#039;&#039; (21000 gp)&lt;br /&gt;
** Critical Bonus: +3d8&lt;br /&gt;
&lt;br /&gt;
===Armor===&lt;br /&gt;
* Magic Chain +3 (Braidmail) (+11 AC, 40 lbs) (lvl 11, 9000 gp)&lt;br /&gt;
* Ricochet Shield (+1 AC, 6 lbs., Arms slot) (13000gp)&lt;br /&gt;
&lt;br /&gt;
===Other Gear===&lt;br /&gt;
* Amulet of Protection +3 (9000 gp, lvl 11, Neck slot)&lt;br /&gt;
* Belt of Vim (3400gp, lvl 8, Waist slot)&lt;br /&gt;
* Boots of Quickness (3400 gp, lvl 8, Feet slot)&lt;br /&gt;
* Gloves of the Healer (13000gp, lvl 12, Hands slot&lt;br /&gt;
* Headband of Intellect (lvl 10, 5000gp, Head slot)&lt;br /&gt;
* Wand of Aptitude (lvl 10, 5000gp, spare implement)&lt;br /&gt;
* Investigation Kit (40 gp)&lt;br /&gt;
* Bell and Whistle (1 gp)&lt;br /&gt;
* Guitar of Rest (lvl 7, 2600gp)&lt;br /&gt;
* 2 x Elixir of Aptitude (100gp)&lt;br /&gt;
* 2 x Potion of Resistance (80gp)&lt;br /&gt;
* 2 x Potion of Vitality (2000gp)&lt;br /&gt;
* Worker&#039;s Clothes&lt;br /&gt;
** Definitely not a lady&#039;s outfit.  Trousers, undershirt, and boots, with a blue dress worn on top and a simple wide-brimmed hat.&lt;br /&gt;
* Pocket Watch (25 gp)&lt;br /&gt;
* 2401 GP in residuum.&lt;br /&gt;
&lt;br /&gt;
==Item Properties==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Boots of Quickness&#039;&#039;&#039;: +1 Reflex (already factored).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Guitar or Restfulness&#039;&#039;&#039;: A more lore-appropriate form of the Sitar of Restfulness from Dragon 383. It gently weeps! Can be used as a +2 implement and as a focus for any bardic rituals. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Headband of Intellect&#039;&#039;&#039;:  +2 to knowledge or monster knowledge checks, +1 to attack on powers that have the psychic keyword (already factored)&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Gloves of the Healer&#039;&#039;&#039;: When I use a power that has the Healing keyword, one target regains an extra 1d6 HP (already factored).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Wand of Aptitude&#039;&#039;&#039;: When I use Inspire Competence through this wand, I give an extra +2 item bonus to my allies&#039; skills.&lt;br /&gt;
&lt;br /&gt;
==Bio==&lt;br /&gt;
Here is Rosalia Savory, whose family was &#039;&#039;&#039;in no way&#039;&#039;&#039; part of a Robin-Hood like bandit gang in the drier and more remote areas of Risur, and absolutely &#039;&#039;&#039;did not&#039;&#039;&#039; move to Flint and change identities to escape a royal crackdown on them. She grew up among the dockers of Flint, got into music, and found out she had a knack for child detective shenanigans. When she grew up she figured she might as well get paid for the detective stuff and maybe try to help her community with the weight of a badge behind her. Her style and political stance are somewhat at odds with the traditional image of an RHC constable but you can&#039;t argue with the results of the magic mind-reading entrance exam!&lt;br /&gt;
&lt;br /&gt;
Rosalia&#039;s stage name is &amp;quot;Little Lamp&amp;quot; and she still performs in her spare time.&lt;br /&gt;
&lt;br /&gt;
[[Zeitgeist:_The_Gears_of_Revolution| Zeitgeist: The Gears of Revolution homepage]]&lt;/div&gt;</summary>
		<author><name>Bira</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Zeitgeist:_The_Gears_of_Revolution/Rosalia&amp;diff=452456</id>
		<title>Zeitgeist: The Gears of Revolution/Rosalia</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Zeitgeist:_The_Gears_of_Revolution/Rosalia&amp;diff=452456"/>
		<updated>2024-02-09T19:02:59Z</updated>

		<summary type="html">&lt;p&gt;Bira: /* Item Properties */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Zeitgeist:_The_Gears_of_Revolution|Home Page]]&lt;br /&gt;
==Basics==&lt;br /&gt;
* Name: Rosalia &amp;quot;Little Lamp&amp;quot; Savory&lt;br /&gt;
* Race: Human&lt;br /&gt;
* Class: Bard&lt;br /&gt;
* Paragon Path: Daring Blade&lt;br /&gt;
* Level: 13&lt;br /&gt;
* Background: Urban &#039;&#039;(+2 to Streetwise)&#039;&#039;&lt;br /&gt;
* Theme: Docker&lt;br /&gt;
&lt;br /&gt;
==Stats==&lt;br /&gt;
* Str 9 &#039;&#039;&#039;(-1)&#039;&#039;&#039; &lt;br /&gt;
* Con 16 &#039;&#039;&#039;(+3)&#039;&#039;&#039;&lt;br /&gt;
* Dex 11 &#039;&#039;&#039;(+0)&#039;&#039;&#039;&lt;br /&gt;
* Int 15 &#039;&#039;&#039;(+2)&#039;&#039;&#039;&lt;br /&gt;
* Wis 15 &#039;&#039;&#039;(+2)&#039;&#039;&#039;&lt;br /&gt;
* Cha 21 &#039;&#039;&#039;(+5)&#039;&#039;&#039;&lt;br /&gt;
**Human bonus: +2 to Charisma&lt;br /&gt;
==Defenses/Combat Stats==&lt;br /&gt;
* HP: 87&lt;br /&gt;
* Healing Surges: 10&lt;br /&gt;
** Surge Value: 21 HP&lt;br /&gt;
* Speed: 6 (5 in armor)&lt;br /&gt;
* Action Points: 1&lt;br /&gt;
===Defenses===&lt;br /&gt;
* AC: &#039;&#039;&#039;28&#039;&#039;&#039;  (10 + 11 Armor + 6 Level + 1 Shield)&lt;br /&gt;
* Fort: &#039;&#039;&#039;25&#039;&#039;&#039; (10 + 3 CON + 6 Level + 3 Amulet + 1 Belt + 2 Feat)&lt;br /&gt;
* Ref: &#039;&#039;&#039;25&#039;&#039;&#039; (10 + 2 INT + 1 Class + 6 Level + 3 Amulet + 1 Boots + 2 Feat)&lt;br /&gt;
* Will: &#039;&#039;&#039;27&#039;&#039;&#039; (10 + 5 CHA + 1 Class + 6 Level + 3 Amulet + 2 Feat)&lt;br /&gt;
&lt;br /&gt;
==Racial Traits==&lt;br /&gt;
* Bonus Skill&lt;br /&gt;
* Bonus Feat&lt;br /&gt;
* Bonus At-Will Power&lt;br /&gt;
==Class Traits==&lt;br /&gt;
* Bardic Training&lt;br /&gt;
** Gain Ritual Caster as a bonus feat, and a ritual book with 1 level 1 bard ritual, and 1 level 1 ritual of any kind.&lt;br /&gt;
* Virtue of Valor&lt;br /&gt;
** 1/round, when ally within 5 squares of me bloodies or defeats an enemy, I can grant 6 temporary HP to that ally as a free action.&lt;br /&gt;
* Skill Versatility&lt;br /&gt;
** +1 to untrained skill checks.&lt;br /&gt;
* Song of Rest&lt;br /&gt;
** If I can sing or play an instrument during a short rest, allies regain an extra 5 HP per healing surge they spend in that rest.&lt;br /&gt;
* Swordbond&lt;br /&gt;
** I may bond with a specific sword with a 1-hour ritual. I can call my bonded sword to my hand from 10 squares away and rebuild it from a fragment if it&#039;s destroyed.&lt;br /&gt;
* Daring Action&lt;br /&gt;
** Instead of gaining an extra action, I can spend an action point to mark every enemy I can see and gain 10 temp HP.&lt;br /&gt;
* Daring Improvisation&lt;br /&gt;
** When I make a martial melee weapon attack, I can use Charisma for the attack and damage roll in place of the ability score required by the attack.&lt;br /&gt;
==Skills==&lt;br /&gt;
&#039;&#039;&#039;(Trained Skills)&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
* Acrobatics: +12&lt;br /&gt;
* &#039;&#039;&#039;Arcana: +15&#039;&#039;&#039;&lt;br /&gt;
* Athletics: +9&lt;br /&gt;
* &#039;&#039;&#039;Bluff: +16&#039;&#039;&#039;&lt;br /&gt;
* Diplomacy: +15&lt;br /&gt;
* Dungeoneering: +12&lt;br /&gt;
* &#039;&#039;&#039;Endurance: +14&#039;&#039;&#039;&lt;br /&gt;
* Heal: +12&lt;br /&gt;
* &#039;&#039;&#039;History: +15&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Insight: +13&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Intimidate: +16&#039;&#039;&#039;&lt;br /&gt;
* Nature: +12&lt;br /&gt;
* &#039;&#039;&#039;Perception: +13&#039;&#039;&#039;&lt;br /&gt;
* Religion: +12&lt;br /&gt;
* Stealth: +10&lt;br /&gt;
* &#039;&#039;&#039;Streetwise: +18&#039;&#039;&#039;&lt;br /&gt;
* Thievery: +12&lt;br /&gt;
&lt;br /&gt;
==Feats==&lt;br /&gt;
* Action Surge: +3 to attacks I make during any action gained by spending an action point.&lt;br /&gt;
* Battle Song Expertise: &#039;&#039;+1/tier to attacks with weapons and bard implements, +1 to forced movement from bard powers;&#039;&#039;&lt;br /&gt;
* Improved Majestic Word &#039;&#039; Target of majestic word also gains (CHA mod) temporary HP.&#039;&#039;&lt;br /&gt;
* Heart of the Blade (Swordmage Multiclass) &#039;&#039;Gain training in Endurance and the Swordbond class feature. All swords also count as implements now!&#039;&#039;&lt;br /&gt;
* Student of Artifice: &#039;&#039;Gain training in Arcana (redundant), and gain 1 daily use of the artificer&#039;s Healing Infusion.&#039;&#039;&lt;br /&gt;
* Ritual Caster &#039;&#039;May use rituals&#039;&#039;&lt;br /&gt;
* Bard of All Trades: Gain a +3 feat bonus to all untrained skill checks.&lt;br /&gt;
* Improved Defenses: +1 to all non-armor defenses (+2 at Paragon; +3 at Epic).&lt;br /&gt;
* Resourceful Leader (Warlord Multiclass): Gain training in History. When an ally I can see spends an action point for an attack, they gain +3 damage on a hit or +3 temp HP on a miss. (+5 at level 11; +7 at level 21).&lt;br /&gt;
* Psychic Lock: Any target I hit with a psychic power has a -2 penalty to its next attack roll (already factored).&lt;br /&gt;
* Improved Valor: Virtue of Valor gives +3 extra THP.&lt;br /&gt;
&lt;br /&gt;
==Powers==&lt;br /&gt;
&lt;br /&gt;
Accuracy with weapon powers: +19 (+5 CHA, +6 level, +3 proficiency, +2 feat, +3 item)&lt;br /&gt;
Accuracy with implement powers: +16 (+5 CHA, +6 level, +2 feat, +3 item)&lt;br /&gt;
&lt;br /&gt;
Damage bonus: +8 (+5 CHA, +3 item)&lt;br /&gt;
&lt;br /&gt;
Psychic powers get an extra +1 accuracy from Headband of Intellect. All weapon powers are considered Psychic due to the Silver Blade.&lt;br /&gt;
&lt;br /&gt;
===At-Will Powers===&lt;br /&gt;
* Melee Basic Attack (standard, weapon, psychic):&lt;br /&gt;
** +19 vs AC. Hit: 1d8+8 psychic damage, -2 to next attack.&lt;br /&gt;
&lt;br /&gt;
* Guiding Strike (standard, weapon, psychic):&lt;br /&gt;
** Melee 1; +20 vs. AC. &lt;br /&gt;
** Hit: 1d8+8 damage, -2 to next attack and -2 to a chosen defense until the end of my next turn.&lt;br /&gt;
&lt;br /&gt;
* Vicious Mockery (standard, charm, implement, psychic):&lt;br /&gt;
** Ranged 10; +17 vs. Will. &lt;br /&gt;
** Hit: 1d6+8 psychic, -4 to next attack, and -2 to other attacks until the end of my next turn.&lt;br /&gt;
** &#039;&#039;I came here to kick your ass / Cuz you&#039;re dumb and cannot see / That even ten of you / Are worth less than half of me&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Staggering Note (standard, implement, thunder):&lt;br /&gt;
** Ranged 10; +16 vs. Will. &lt;br /&gt;
** Hit: 8 thunder, push 3, and an ally can make a melee basic attack against the target before, after, or during the push.&lt;br /&gt;
&lt;br /&gt;
* Prototype Silver Blade (item, psychic, free action)&lt;br /&gt;
** Effect: All damage dealt by this weapon is psychic. Another free action returns the damage to normal.&lt;br /&gt;
&lt;br /&gt;
* Audience Participation&lt;br /&gt;
** Trigger: An enemy starts its turn adjacent to one or more non-combatants who are friendly to me and know I&#039;m fighting.&lt;br /&gt;
** Effect (No Action): The triggering enemy takes 5 damage for each friendly they&#039;re adjacent to.&lt;br /&gt;
&lt;br /&gt;
===Encounter Powers===&lt;br /&gt;
* &#039;&#039;&#039;(_)(_)&#039;&#039;&#039; Majestic Word (minor, healing)&lt;br /&gt;
** Close burst 5 (me or an ally).&lt;br /&gt;
** Target spends a healing surge, heals an extra 3d6+5 HP, and gains 5 temporary HP.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Words of Friendship (minor, charm)&lt;br /&gt;
** I gain a +5 power bonus to the next Diplomacy check I make.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Docker&#039;s Jank (standard, teleportation)&lt;br /&gt;
** Close Burst 5.&lt;br /&gt;
** Me and an ally in the burst teleport and switch locations. The ally can then use a standard-action at-will power as a free action with a +2 power bonus to attack rolls.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Shout of Triumph (standard, implement, thunder)&lt;br /&gt;
** Close Blast 3 (enemies in blast); +16 vs. Fortitude.&lt;br /&gt;
** Hit: 1d6+8 thunder and push 4.&lt;br /&gt;
** Effect: Slide 4 on each ally in blast.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Impelling Force (standard, implement, force)&lt;br /&gt;
** Ranged 10; +16 vs. Fortitude&lt;br /&gt;
** Hit: 1d10+8 force damage, and I slide the target 5 squares to a square adjacent to an ally.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Scorpion&#039;s Claw Strike (standard, weapon, psychic)&lt;br /&gt;
** Melee 1 (one creature): +20 vs. AC&lt;br /&gt;
** Hit: 2d8+8 psychic damage, -2 to next attack, and I slide an ally who is adjacent to the target to another space adjacent to it. The ally gains a +2 power bonus to AC until the end of my next turn.&lt;br /&gt;
** Miss: 5 damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Inspire Competence (utility)&lt;br /&gt;
** Close burst 5 (me and each ally in burst).&lt;br /&gt;
** Effect: I choose a skill. Until the end of the encounter, all targets have a +2 power bonus to that skill.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Revitalizing Incantation (minor, healing)&lt;br /&gt;
** Ranged 5 (me or an ally)&lt;br /&gt;
** Effect: Target can spend a healing surge and heal 1d6 extra HP. Additionally, target gains temp HP equal to their healing surge value.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Healing Infusion: Resistive Formula (minor)&lt;br /&gt;
** Close Burst 5 (me or an ally)&lt;br /&gt;
** Effect: Target heals 1d6 HP and gains +1 to AC for the rest of the encounter. Target can choose to end this effect as a free action to gain HP equal to its healing surge value + 3 (CON Mod).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Mantle of Unity&lt;br /&gt;
** Close Burst 5 (me and each ally in burst)&lt;br /&gt;
** Effect: Determine the highest AC, Fortitude, Reflex, and Will among all the targets. Until the end of your next turn, use these values for the corresponding defenses of&lt;br /&gt;
all the targets.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Weapon Display (standard, weapon, psychic)&lt;br /&gt;
** Melee 1 (one creature); +20 vs. AC&lt;br /&gt;
** Effect: The target grants combat advantage to me for this attack.&lt;br /&gt;
** Hit: 2d8+8 damage, -2 to next attack, and the target grants combat advantage to me and all my allies until the end of my next turn.&lt;br /&gt;
** Miss: The target is marked until the end of my next turn, and I regain the use of this power.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Defensive Posture&lt;br /&gt;
** Move Action&lt;br /&gt;
** Effect: I gain a +2 power bonus to AC and Reflex until the end of my next turn, then shift a number of squares equal to one-half my speed (2). Each ally that can see me gains a +2 power bonus to attack rolls until the end of your next turn.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Insult of Passivity (fear, implement, psychic)&lt;br /&gt;
** Ranged 10 (one creature); +20 vc. AC&lt;br /&gt;
** Hit: 2d8+8 psychic damage and the target is dazed until the end of the encounter or until hit or missed by an attack.&lt;br /&gt;
&lt;br /&gt;
===Daily Powers===&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Stirring Shout (standard, implement, psychic)&lt;br /&gt;
** Ranged 10; +17 vs. Will.&lt;br /&gt;
** Hit: 2d6+6 psychic, -2 to next attack.&lt;br /&gt;
** Effect: Until the end of the encounter, whenever an ally hits the target, the ally heals 5 HP (CHA mod).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Song of Discord (standard, implement, charm)&lt;br /&gt;
** Ranged 10; +16 vs. Will.&lt;br /&gt;
** Hit: The target is dominated until the end of my next turn.&lt;br /&gt;
** Effect: The target makes a basic attack against an enemy of my choice.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Sing Your Praises (minor, docker)&lt;br /&gt;
** Close Burst 5 (10 at Paragon; 15 at Epic);&lt;br /&gt;
** Effect: Each ally in the burst can immediately make a saving throw.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Wail of Anguish (minor, implement)&lt;br /&gt;
** Effect: Until the end  of your next turn, you can make the following attack.&lt;br /&gt;
*** Opportunity Action, Close Burst 3; Trigger: an enemy starts turn inside burst; +17 vs. Will (triggering enemy); Hit: 1d10+8  damage and  target cannot shift UENT.&lt;br /&gt;
** Sustain Minor: The effect persists.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Prototype Silver Blade (free)&lt;br /&gt;
** Trigger: I hit an enemy with this blade.&lt;br /&gt;
** Effect: I banish the target to a demiplane (save ends). It vanishes from sight, cannot take actions, and cannot be targeted. On a save the target reappears in its last space, or in the unoccupied space closest to that.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Canary in a Coal Mine (minor)&lt;br /&gt;
** Effect: I gain a fly speed equal to my speed until the end of my next turn.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Guitar of Restfulness (standard)&lt;br /&gt;
** Effect: When I use this power during a rest, I can grant myself and all allies who listened 9 temporary hit points.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Ricochet Shield (Immediate Reaction)&lt;br /&gt;
** Trigger: A ranged attack targeting AC misses me.&lt;br /&gt;
** Effect: The source of the attack repeats the attack roll against a different target of my choice within 10 squares of me. If the attack roll succeeds, it hits that target (apply damage and effect where appropriate).&lt;br /&gt;
&lt;br /&gt;
==Rituals==&lt;br /&gt;
&lt;br /&gt;
* Glib Limerick (level 1)&lt;br /&gt;
* Traveller&#039;s chant (level 1)&lt;br /&gt;
* Lullaby (Level 3, 125/25)&lt;br /&gt;
* Detect Planar Energy (Level 1, 50/10)&lt;br /&gt;
* Comprehend Language (PHB, L1, 50/10)&lt;br /&gt;
* Detect Secret Doors (PHB, L3, 125/25)&lt;br /&gt;
* Knock (PHB, L4, 175/35)&lt;br /&gt;
* Water Walk (PHB, L2, 100/20)&lt;br /&gt;
* Endure Elements (PHB, L2, 100/20)&lt;br /&gt;
* Lesser Telepathy (L5, 250/30+1 surge)&lt;br /&gt;
* Call Wilderness Guide (PHB2, L6, 360/144)&lt;br /&gt;
* Fool&#039;s Speech (PHB2, L6, 360/50)&lt;br /&gt;
* Sending (PHB, L6, 360/50)&lt;br /&gt;
* Linked Portal (PHB, L8, 680/135)&lt;br /&gt;
* Song of Sustenance (PHB2, L8, 680/135)&lt;br /&gt;
* Raise Dead (PHB, L8, 680/500)&lt;br /&gt;
* Remove Affliction (PHB, L8, 680/250)&lt;br /&gt;
* Chorus of Truth (PHB2, L10, 1000/200)&lt;br /&gt;
&lt;br /&gt;
==Artifact==&lt;br /&gt;
&lt;br /&gt;
===Xambria&#039;s Consciousness===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Property:&#039;&#039;&#039;+2 to Acrobatics, Arcana, History, and Thievery checks (already calculated)&lt;br /&gt;
* &#039;&#039;&#039;Property:&#039;&#039;&#039; +2 to all checks while performing rituals (since I already have Ritual Caster).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Current Concordance:&#039;&#039;&#039; 14&lt;br /&gt;
** Starting: 5&lt;br /&gt;
** Trained in History +2&lt;br /&gt;
** Gained 5 Levels +5&lt;br /&gt;
** Foiled 2 Obscurati Plots +2&lt;br /&gt;
&lt;br /&gt;
==Gear==&lt;br /&gt;
&lt;br /&gt;
===Weapons===&lt;br /&gt;
* Prototype Silver Blade +3 (longsword) &#039;&#039;(Prof +3, dam 1d8+Str,  4 lbs, Versatile, level 14)&#039;&#039; (21000 gp)&lt;br /&gt;
** Critical Bonus: +3d8&lt;br /&gt;
&lt;br /&gt;
===Armor===&lt;br /&gt;
* Magic Chain +3 (Braidmail) (+11 AC, 40 lbs) (lvl 11, 9000 gp)&lt;br /&gt;
* Ricochet Shield (+1 AC, 6 lbs., Arms slot) (13000gp)&lt;br /&gt;
&lt;br /&gt;
===Other Gear===&lt;br /&gt;
* Amulet of Protection +3 (9000 gp, lvl 11, Neck slot)&lt;br /&gt;
* Belt of Vim (3400gp, lvl 8, Waist slot)&lt;br /&gt;
* Boots of Quickness (3400 gp, lvl 8, Feet slot)&lt;br /&gt;
* Gloves of the Healer (13000gp, lvl 12, Hands slot&lt;br /&gt;
* Headband of Intellect (lvl 10, 5000gp, Head slot)&lt;br /&gt;
* Wand of Aptitude (lvl 10, 5000gp, spare implement)&lt;br /&gt;
* Investigation Kit (40 gp)&lt;br /&gt;
* Bell and Whistle (1 gp)&lt;br /&gt;
* Guitar of Rest (lvl 7, 2600gp)&lt;br /&gt;
* 2 x Elixir of Aptitude (100gp)&lt;br /&gt;
* 2 x Potion of Resistance (80gp)&lt;br /&gt;
* 2 x Potion of Vitality (2000gp)&lt;br /&gt;
* Worker&#039;s Clothes&lt;br /&gt;
** Definitely not a lady&#039;s outfit.  Trousers, undershirt, and boots, with a blue dress worn on top and a simple wide-brimmed hat.&lt;br /&gt;
* Pocket Watch (25 gp)&lt;br /&gt;
* 2586 GP in residuum.&lt;br /&gt;
&lt;br /&gt;
==Item Properties==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Boots of Quickness&#039;&#039;&#039;: +1 Reflex (already factored).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Guitar or Restfulness&#039;&#039;&#039;: A more lore-appropriate form of the Sitar of Restfulness from Dragon 383. It gently weeps! Can be used as a +2 implement and as a focus for any bardic rituals. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Headband of Intellect&#039;&#039;&#039;:  +2 to knowledge or monster knowledge checks, +1 to attack on powers that have the psychic keyword (already factored)&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Gloves of the Healer&#039;&#039;&#039;: When I use a power that has the Healing keyword, one target regains an extra 1d6 HP (already factored).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Wand of Aptitude&#039;&#039;&#039;: When I use Inspire Competence through this wand, I give an extra +2 item bonus to my allies&#039; skills.&lt;br /&gt;
&lt;br /&gt;
==Bio==&lt;br /&gt;
Here is Rosalia Savory, whose family was &#039;&#039;&#039;in no way&#039;&#039;&#039; part of a Robin-Hood like bandit gang in the drier and more remote areas of Risur, and absolutely &#039;&#039;&#039;did not&#039;&#039;&#039; move to Flint and change identities to escape a royal crackdown on them. She grew up among the dockers of Flint, got into music, and found out she had a knack for child detective shenanigans. When she grew up she figured she might as well get paid for the detective stuff and maybe try to help her community with the weight of a badge behind her. Her style and political stance are somewhat at odds with the traditional image of an RHC constable but you can&#039;t argue with the results of the magic mind-reading entrance exam!&lt;br /&gt;
&lt;br /&gt;
Rosalia&#039;s stage name is &amp;quot;Little Lamp&amp;quot; and she still performs in her spare time.&lt;br /&gt;
&lt;br /&gt;
[[Zeitgeist:_The_Gears_of_Revolution| Zeitgeist: The Gears of Revolution homepage]]&lt;/div&gt;</summary>
		<author><name>Bira</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Lancer:_In_Golden_Flame:_Lifer&amp;diff=452346</id>
		<title>Lancer: In Golden Flame: Lifer</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Lancer:_In_Golden_Flame:_Lifer&amp;diff=452346"/>
		<updated>2024-02-08T10:07:35Z</updated>

		<summary type="html">&lt;p&gt;Bira: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Comp/Con Share code: V2737D&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;» Telemachus Van Helsing // LIFER «&lt;br /&gt;
  Maintenance Tech, LL0&lt;br /&gt;
[ SKILL TRIGGERS ]&lt;br /&gt;
  Get a Hold of Something (+2), Jury Rig (+2),&lt;br /&gt;
  Repair and Maintain (+2), Word on the Street (+2)&lt;br /&gt;
[ GEAR ]&lt;br /&gt;
  Mobility Hardsuit, Heavy Signature,&lt;br /&gt;
  Patch,&lt;br /&gt;
  Dataplating, Personal Drone&lt;br /&gt;
***&lt;br /&gt;
[ TALENTS ]&lt;br /&gt;
  Hunter 1, Sysop 1,&lt;br /&gt;
  Spotter 1&lt;br /&gt;
[ MECH ]&lt;br /&gt;
  « M.U.L.E »&lt;br /&gt;
  GMS Chomolungma&lt;br /&gt;
  H:0 A:0 S:2 E:0 SIZE:1&lt;br /&gt;
  STRUCTURE:4 HP:12 ARMOR:0&lt;br /&gt;
  STRESS:4 HEAT:0 REPAIR:4&lt;br /&gt;
  ATK BONUS:0 TECH ATK:3 LTD BONUS:0&lt;br /&gt;
  SPD:4 EVA:8 EDEF:12 SENS:15 SAVE:11&lt;br /&gt;
[ WEAPONS ]&lt;br /&gt;
  MAIN/AUX MOUNT: Charged Blade / Segment Knife&lt;br /&gt;
  FLEX MOUNT: Assault Rifle&lt;br /&gt;
[ SYSTEMS ]&lt;br /&gt;
  EVA Module, Pattern-A Jericho Deployable Cover,&lt;br /&gt;
  Pattern-A Smoke Charges, Turret Drones,&lt;br /&gt;
  Personalizations&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;/div&gt;</summary>
		<author><name>Bira</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Lancer:_In_Golden_Flame&amp;diff=452345</id>
		<title>Lancer: In Golden Flame</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Lancer:_In_Golden_Flame&amp;diff=452345"/>
		<updated>2024-02-08T10:03:33Z</updated>

		<summary type="html">&lt;p&gt;Bira: /* Characters */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
== Lancer: In Golden Flame==&lt;br /&gt;
&lt;br /&gt;
[[File:InGoldenFlameTitleCard.png|center]]&lt;br /&gt;
&lt;br /&gt;
=Links=&lt;br /&gt;
[https://forum.rpg.net/index.php?threads/lancer-in-golden-flame.917020 OOC] &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=The Setting=&lt;br /&gt;
The Outer Rim is a section of space on the border of Union, primarily notable for a complete lack of inhabitable planets. It&#039;s a blank spot on the map. But... on the other side of the Long Rim is the Dawnline Shore, a region of space with an intense quantity of Earthlike planets which is of heavy interest to the various major players in galactic politics, especially the Karakin Trade Baronies and Harrison Armory.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Dawnline shore does not have a functional blinkgate at this time. As a result, the only way there is via sub-light travel, turning the Long Rim into a transit corridor, scattered with space junk, mined out rocks and the remnants of old battles. The primary thoroughfare for ships travelling between Rào Cỏ Station, the furthest blink gate from the Galactic Core, and the Dawnline Shore; filled with habitats and space stations established by early colonists and prospectors centuries ago. The Long Rim is beyond the Union&#039;s borders, a place of hardship and loose regulations.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In Golden Flame takes place in one of these systems, Calliope.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Calliope was colonized by mistake. During the initial exploration of the region, a nameless junior astronomer accidentally gave Calliope a designation of C4L-P313/GW2, indicating that two Gaia or near Gaia class worlds had been detected in orbit. Calliope’s historians often say this set the tone for everything that followed: a careless mistake leading to bad decisions.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Calliope had, of course, no inhabitable planets, with the system ranging from ice balls, to gas giants to furnace worlds. For the initial colonization wave looking to take advantage othe two Gaia worlds, it was a disaster. Those who had the fuel, turned around and left. The rest had to set up stations and habitats the best they could. They lied to their sponsors to get more equipment, they jury rigged gear and they did whatever it took; establishing the Calliopean knack for building something out of spare parts and duct tape.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
And they survived! And even, for a time, thrived; when it seemed like Calliope would become a significant player in the Long Rim and on the route to the Dawnline shore. Money and resources flowed into the system.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
But, like all good things, it came to an end. The grandiose plans of the Calliope Project backers came to nothing. The big deals never materialized. The economy collapsed. Quality of life began to drop. Those who could left, leaving behind tens of millions of less fortunate people. The Pyrite Age ended and the Void Age began.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Life&#039;s been hard in the two centuries since. Pirates prowl the spacelanes, conditions get a tiny bit worse every year, Impact Dynamics jacks up the price of food and water each year. A few times every decade, Trade Barony and Harrison Armory warships use the system as a battleground as they try to stop each others convoys from getting to t he Dawnline Shore.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Everything in Calliope is falling apart, or close to it. These stations were built centuries ago, mostly by companies that no longer exist, using components that are no longer sold. Techs have to spend weeks or months reinventing the proverbial wheel just to print replacement parts. Half the system’s computers are reliant on a legacy codebase GMS stopped supporting twelve decades ago. There are no “permanent solutions” to technical issues out here, just patches on patches on patches.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You are all members of one of the major stations in Calliope. Stygia Mining Platform is the official name, but it didn&#039;t stick. Hell&#039;s Gate did. The second largest of the Big Four settlements in Calliope, a centuries old station that&#039;s been built, rebuilt and modified countless times over the years, in order to maintain a viable platform. Built when it was thought Calliope could sell its mineral wealth to the galaxy, the heady days of optimism that accompanied its founding are long gone in the face of the reality of galactic economics. Nobody&#039;s going to travel ten light years to buy metal. The only market is the other habitats in the system.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Still, there’s a sense of communal responsibility to the Gate: if nobody works the mines, if nobody runs the smelters, the whole system will grind to a halt. There are two million people living on the station, and they all need somewhere to live. People don’t have much, but they share it freely, and they pull together. There&#039;s one guarantee on Hell&#039;s Gate: That no matter what, everybody who lives there will get food, water, and a place to sleep. And even in the leanest of times, the station&#039;s been able to keep that promise.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Characters=&lt;br /&gt;
The current cast and their currently printed mechs:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Lancer:_In_Golden_Flame:_GREMLIN| Brooks &amp;quot;Gremlin&amp;quot; Yao Mei (Mech: GMS Everest &#039;&#039;On Tour&#039;&#039;)]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Lancer:_In_Golden_Flame:_Scalpel| Dr. Janvier &amp;quot;Scalpel&amp;quot; Trossaldi-Metruda (Mech: GMS Everest &#039;&#039;Lateral Incision&#039;&#039;)]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Lancer:_In_Golden_Flame:_Patch| Patch (Mech: GMS Everest &#039;&#039;Burner&#039;&#039;)]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Lancer:_In_Golden_Flame: Student| Lost &amp;quot;Student&amp;quot; (Mech: GMS Everest &#039;&#039;Bigger&#039;&#039;)]] played by Timon&amp;lt;br&amp;gt;&lt;br /&gt;
[[Lancer:_In_Golden_Flame:_Lifer| Telemachus &amp;quot;Lifer&amp;quot; Van Helsing (Mech: GMS Chomolungma &#039;&#039;M.U.L.E&#039;&#039;)]] played by Bira&amp;lt;br&amp;gt;&lt;br /&gt;
[[Lancer:_In_Golden_Flame:_Paladin| Sir &amp;quot;Paladin&amp;quot; Galachad-sama Van Helsing (Mech: GMS Everest &#039;&#039;Steedicus&#039;&#039;)]] played by EnigmaticOne&lt;br /&gt;
==Clocks==&lt;br /&gt;
Current clocks in play:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Station Stability&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:12_Clock_02_-_Retro_Future_Basic_2x5.png|350px]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Militia Readiness&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:8_Clock_0_-_Retro_Future_Basic_2x5.png|350px]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Downtime Actions==&lt;br /&gt;
[[Lancer:_In_Golden_Flame:_Downtime | Downtime Actions]]&lt;br /&gt;
&lt;br /&gt;
=Exotic Gear=&lt;br /&gt;
Unique pieces of equipment that have been acquired&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:1707096104319.png]]&lt;br /&gt;
&lt;br /&gt;
=Notable NPCs=&lt;br /&gt;
Key figures in Calliope&lt;br /&gt;
&lt;br /&gt;
==Hell&#039;s Gate==&lt;br /&gt;
&#039;&#039;Jerry Masters, Acting Station Director&#039;&#039; (he/him)&amp;lt;br&amp;gt;&lt;br /&gt;
Formally the head of the militia, Jerry Masters stepped into the role of station director when the previous director vanished three years ago. Though it&#039;s more accurate to say everyone else stepped away. A Venn Diagram of everyone capable of doing the job and everyone who wants to do the job on Hell&#039;s Gate would essentially be two separate circles.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A pale, short, thin man with an untidy mop of brown hair and a twitchy disposition; Jerry is continually plagued by anxiety, insomnia and his collection of atrocious novelty ties. He&#039;s about thirty seconds away from a nervous breakdown, and that&#039;s on a good day.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Despite all this, he&#039;s one of the better managers the station has had in living memory; constantly throwing everything he has into the job, despite what it costs him on a personal level. He&#039;s got a good head for logistics, and under the three years of his tenure, Hell&#039;s Gate has held true to its founding principle: Everybone gets the basic requirements for life.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Jerry is also a top shelf mech pilot, though he hasn&#039;t driven his old Sherman Mk 1 in years. He never talks about his past, but when drinks start flowing, militia members started talking about an old callsign; Daybreak. And when the empty mugs really start to stack up, rumors fly about a team of DoJ/HR liberators and a doomed mission, once upon a time...&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Shelly&#039;&#039; (she/her)&amp;lt;br&amp;gt;&lt;br /&gt;
An ASURA-class NHP, Shelly is Jerry&#039;s former copilot and now works as his assistant in the gargantuan task of keeping Hell&#039;s Gate from falling apart.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
She&#039;s efficient and pragmatic, but tends to be detached from all but a few resident of the Gate. People shew views as causing stress in Jerry&#039;s life earn her ire. Of course, there&#039;s a lot of stress these days...&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
She typically only converses via text or audio. On the occasion she does present a visual avatar, she favors an image of a smart young woman with multiple sets of arms and a pair of glasses.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Chief McArthur&#039;&#039; (she/her)&amp;lt;br&amp;gt;&lt;br /&gt;
The chief engineer of Hell&#039;s Gate, Chief McArthur is responsible for the day to day business of keeping the machines that keep everyone alive working. She was considered a candidate for station director after Director Bai disappeared, but the simple fact is that the Gate can&#039;t afford to lose her hands on expertise at maintaining the station.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Zinfandel DeJean&#039;&#039; (they/them)&amp;lt;br&amp;gt;&lt;br /&gt;
The head of the militia, Zinfandel cuts an imposing figure, but breaks the ice with her sense of humor and whimsical outlook on life. They took over the militia after Jerry became the Acting Director.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Technically, they&#039;re your boss; but in practice, missions important enough for the SRT to handle are handed out by Jerry.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Siren&#039;&#039; (she/her)&amp;lt;br&amp;gt;&lt;br /&gt;
An ALKONOST class NHP, Siren used to be a SecComm pilot, but through in with ThirdComm during the revolution. When her ship was scrapped, she spent four centuries drifting in space before being found and rescued.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
She eventually made her way out to Calliope, and found a job working on Hell&#039;s Gate as a pilot of the Dragon&#039;s Tooth, the clipper ship assigned to the SRT.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There&#039;s eleven tally marks on her casket, but she doesn&#039;t know what they mind. She&#039;s currently halfway through the process of being cycled, after which she should be good for another six years.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Ipswich DeLacy&#039;&#039; (they/them)&amp;lt;br&amp;gt;&lt;br /&gt;
Ipswich &#039;Switch&#039; DeLacey is a relatively new arrival on Hell&#039;s Gate, and is a lifestyle Omninet streamer. Switch and their fleet of camera drones are a common site around the Gate, and their constantly filming for their show, Live from the Long Rim.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Technically, this is a minor security issue; but Switch donates half the profits from their stream to the station, providing a much needed external cash flow; so Jerry gives them a pass.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Switch is a member and a contact point for the Horizon Collective.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Striga Von Aldenberg&#039;&#039; (she/her)&amp;lt;br&amp;gt;&lt;br /&gt;
Striga Von Aldenberg is the eccentric and paranoid leader of &amp;quot;The Truth&amp;quot;, a group of equally eccentric sigdivers, who are mildly aligned with Horizon.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
She&#039;s tall, thin and notable for her tendecny to appear without warning from place she shouldn&#039;t have been able to get into.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Despite various quirks, she&#039;s a top deck hacker, and a reliable source for esoteric software and unusual data. But only if she trusts you.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Calamity Havok&#039;&#039; (she/her)&amp;lt;br&amp;gt;&lt;br /&gt;
Havok is one of two Hell Hound pirates ever given the benefit of the doubt and allowed back on the station.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
She&#039;s got a natural talent at modifying mechs, and an even more natural talent at violence; which helped her rise through the ranks of the Hell Hounds. Right up until she became a threat to Andros Capella&#039;s position, at which point she suffered a &#039;tragic accident&#039;. However, she survived long enough to get picked up by a Gate Salvage crew.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Jerry eventually allowed her to stay, given that exiling her again would be a death sentence. She currently provides her expertise in mech modification for the militia&#039;s armory.&lt;br /&gt;
&lt;br /&gt;
==Hell Hounds==&lt;br /&gt;
&#039;&#039;Andros Capella&#039;&#039; (he/him)&amp;lt;br&amp;gt;&lt;br /&gt;
Andros Capella is one of the most hated and feared man in Calliope.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The leader of the Hell Hounds for twenty-four years, Andros has sworn bloody vengeance on Hell&#039;s Gate for the exile of his group. He&#039;s personally killed more members of the militia than anyone else in the system.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
He&#039;s mean, sadistic and short tempered, and takes every emotion he has out on other people.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
His preferred mech is a Genghis, he finds the HA flamethrower mech speaks to his brutality and lets him express it in horrifying ways.&lt;br /&gt;
&lt;br /&gt;
=Locations=&lt;br /&gt;
Important places in Calliope&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Hell&#039;s Gate==&lt;br /&gt;
A seven kilometer long hybrid barbell station, The Sygia Mining Platform is home to two million souls on any given day.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Directions are typically referred to fore and aft, in reference to the forward and rear docking bays and hab drums. The station was suppoed to be adjusted to face whatever it was mining, but nobody&#039;s sure if the station would survive a readjustment like that these days&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Mag-trains run the lenght of the station, allowing for quick transport from fore to aft. It takes about twenty minutes for a regular train to make the trip, but militia can override that in emergencies, being able to get from either side of the station to the other in under five minutes. Per Jerry&#039;s last memo, hunger for noodles does not constitute an emergency&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The hab drums are 1400 meters in diameter and rotate at 1.1 rotations per minute, providing almost a perfect 1G of artificial gravity. Direction in a drum are spin and antipsin; with down pointing outwards from and up pointing inwards to the axis of spin. The drums are divided into three tiers. The upper tier is the smallest, being dedicated mostly to housing, leisure and habitation. The middle tier is dedicated mostly to life support, maintenance and operations, as well as each drum’s internal mass transit network. The lower tier, the largest, is for agriculture&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Forward Docking Bay&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Once meant to be facing whatever particular astral body the station was mining at the time, the days of Hell&#039;s Gate travelling to places to mine them has long since passed. Connected to the industrial sector, mining vessels arrive, drop off ore, refuel and then leave for another run while the ore is processed and refined.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Forward Hab Ring&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The least well maintained of the two hab rings, this area is where most of the miner&#039;s live, to the displeasure of the Miner&#039;s Union. There&#039;s a number of mateiral shortages and leaks that are hitting the sector. Jerry&#039;s not blind to the problems, though, he lives here too.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Industrial Sector&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
A long tangle of refineries, smelters, foundries and chemical plants. In the glory days, they could process twnty thousand tons of hour every hour. Now, it&#039;s operating at eight percent of capacity, due to staff shortages and lack of maintenance. If Jerry hadn&#039;t given himself a stomach ulcer negotiating with IPS-N for replacement parts, it&#039;d be four percent.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Ops&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The station&#039;s bridge, omninode, mainframes and priamry reactor control array are located here; in the aft midstation.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Central Fabrication&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Hell&#039;s gate&#039;s Schedule Two printer (last certified 126 years ago) is located here. There&#039;s a backlog of over a week on medium priority print requests, and a month for low priority ones. High priority requests (such as the SRT&#039;s mechs), get put to the top of the queue; generally irritating whoever gets bumped.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Jerry&#039;s old Sherman Mk.1, the Severance Pay, is located in this area, with its coldcore being used as an auxiliary power source for the printer.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Mech bay&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Just off the aft docking bay, and directly connected to Central Fabrication, is a large hanger dedicated to the storage and maintenance of the militia&#039;s mechanized chassis, including the SRT&#039;s. Except in emergencies, combat rated mechs aren&#039;t permitted anywhere else on thes ation.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Aft Hab Ring&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Nicer than the forward hab ring, the aft hab ring plays most to most of the station&#039;s operational staff and acts as the guest room when there&#039;s visitors and tourists. All militia pilots, including the SRT, live here (unless they desire otherwise). Janvier&#039;s clinic is located in the aft as well.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Aft Docking Bay&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The aft docking bay (there&#039;s a nickname for it, not said in polite company), handles the bulk of the traffic and was designed as such. But like everything else on the station, the current usage of the aft docking bay is a pale shadow of what was envisioned. The team&#039;s personal ship, the Dargon&#039;s Tooth, is stationed here; alongside an ancient interstellar vessel called the Voidrunner; which is owned by Zinfandel DeJean.&lt;br /&gt;
&lt;br /&gt;
=Jane&#039;s Guide, Calliope Edition=&lt;br /&gt;
&lt;br /&gt;
=Maps=&lt;br /&gt;
[[File:LancerCalliope2.PNG|800px]]&lt;/div&gt;</summary>
		<author><name>Bira</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Lancer:_In_Golden_Flame&amp;diff=452344</id>
		<title>Lancer: In Golden Flame</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Lancer:_In_Golden_Flame&amp;diff=452344"/>
		<updated>2024-02-08T10:03:21Z</updated>

		<summary type="html">&lt;p&gt;Bira: /* Characters */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
== Lancer: In Golden Flame==&lt;br /&gt;
&lt;br /&gt;
[[File:InGoldenFlameTitleCard.png|center]]&lt;br /&gt;
&lt;br /&gt;
=Links=&lt;br /&gt;
[https://forum.rpg.net/index.php?threads/lancer-in-golden-flame.917020 OOC] &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=The Setting=&lt;br /&gt;
The Outer Rim is a section of space on the border of Union, primarily notable for a complete lack of inhabitable planets. It&#039;s a blank spot on the map. But... on the other side of the Long Rim is the Dawnline Shore, a region of space with an intense quantity of Earthlike planets which is of heavy interest to the various major players in galactic politics, especially the Karakin Trade Baronies and Harrison Armory.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Dawnline shore does not have a functional blinkgate at this time. As a result, the only way there is via sub-light travel, turning the Long Rim into a transit corridor, scattered with space junk, mined out rocks and the remnants of old battles. The primary thoroughfare for ships travelling between Rào Cỏ Station, the furthest blink gate from the Galactic Core, and the Dawnline Shore; filled with habitats and space stations established by early colonists and prospectors centuries ago. The Long Rim is beyond the Union&#039;s borders, a place of hardship and loose regulations.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In Golden Flame takes place in one of these systems, Calliope.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Calliope was colonized by mistake. During the initial exploration of the region, a nameless junior astronomer accidentally gave Calliope a designation of C4L-P313/GW2, indicating that two Gaia or near Gaia class worlds had been detected in orbit. Calliope’s historians often say this set the tone for everything that followed: a careless mistake leading to bad decisions.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Calliope had, of course, no inhabitable planets, with the system ranging from ice balls, to gas giants to furnace worlds. For the initial colonization wave looking to take advantage othe two Gaia worlds, it was a disaster. Those who had the fuel, turned around and left. The rest had to set up stations and habitats the best they could. They lied to their sponsors to get more equipment, they jury rigged gear and they did whatever it took; establishing the Calliopean knack for building something out of spare parts and duct tape.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
And they survived! And even, for a time, thrived; when it seemed like Calliope would become a significant player in the Long Rim and on the route to the Dawnline shore. Money and resources flowed into the system.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
But, like all good things, it came to an end. The grandiose plans of the Calliope Project backers came to nothing. The big deals never materialized. The economy collapsed. Quality of life began to drop. Those who could left, leaving behind tens of millions of less fortunate people. The Pyrite Age ended and the Void Age began.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Life&#039;s been hard in the two centuries since. Pirates prowl the spacelanes, conditions get a tiny bit worse every year, Impact Dynamics jacks up the price of food and water each year. A few times every decade, Trade Barony and Harrison Armory warships use the system as a battleground as they try to stop each others convoys from getting to t he Dawnline Shore.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Everything in Calliope is falling apart, or close to it. These stations were built centuries ago, mostly by companies that no longer exist, using components that are no longer sold. Techs have to spend weeks or months reinventing the proverbial wheel just to print replacement parts. Half the system’s computers are reliant on a legacy codebase GMS stopped supporting twelve decades ago. There are no “permanent solutions” to technical issues out here, just patches on patches on patches.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You are all members of one of the major stations in Calliope. Stygia Mining Platform is the official name, but it didn&#039;t stick. Hell&#039;s Gate did. The second largest of the Big Four settlements in Calliope, a centuries old station that&#039;s been built, rebuilt and modified countless times over the years, in order to maintain a viable platform. Built when it was thought Calliope could sell its mineral wealth to the galaxy, the heady days of optimism that accompanied its founding are long gone in the face of the reality of galactic economics. Nobody&#039;s going to travel ten light years to buy metal. The only market is the other habitats in the system.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Still, there’s a sense of communal responsibility to the Gate: if nobody works the mines, if nobody runs the smelters, the whole system will grind to a halt. There are two million people living on the station, and they all need somewhere to live. People don’t have much, but they share it freely, and they pull together. There&#039;s one guarantee on Hell&#039;s Gate: That no matter what, everybody who lives there will get food, water, and a place to sleep. And even in the leanest of times, the station&#039;s been able to keep that promise.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Characters=&lt;br /&gt;
The current cast and their currently printed mechs:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Lancer:_In_Golden_Flame:_GREMLIN| Brooks &amp;quot;Gremlin&amp;quot; Yao Mei (Mech: GMS Everest &#039;&#039;On Tour&#039;&#039;)]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Lancer:_In_Golden_Flame:_Scalpel| Dr. Janvier &amp;quot;Scalpel&amp;quot; Trossaldi-Metruda (Mech: GMS Everest &#039;&#039;Lateral Incision&#039;&#039;)]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Lancer:_In_Golden_Flame:_Patch| Patch (Mech: GMS Everest &#039;&#039;Burner&#039;&#039;)]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Lancer:_In_Golden_Flame: Student| Lost &amp;quot;Student&amp;quot; (Mech: GMS Everest &#039;&#039;Bigger&#039;&#039;)]] played by Timon&amp;lt;br&amp;gt;&lt;br /&gt;
[[Lancer:_In_Golden_Flame:_Lifer| Telemachus &amp;quot;Lifer&amp;quot; Van Helsing (Mech: GMS Everest &#039;&#039;M.U.L.E&#039;&#039;)]] played by Bira&amp;lt;br&amp;gt;&lt;br /&gt;
[[Lancer:_In_Golden_Flame:_Paladin| Sir &amp;quot;Paladin&amp;quot; Galachad-sama Van Helsing (Mech: GMS Chomolungma &#039;&#039;Steedicus&#039;&#039;)]] played by EnigmaticOne&lt;br /&gt;
==Clocks==&lt;br /&gt;
Current clocks in play:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Station Stability&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:12_Clock_02_-_Retro_Future_Basic_2x5.png|350px]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Militia Readiness&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:8_Clock_0_-_Retro_Future_Basic_2x5.png|350px]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Downtime Actions==&lt;br /&gt;
[[Lancer:_In_Golden_Flame:_Downtime | Downtime Actions]]&lt;br /&gt;
&lt;br /&gt;
=Exotic Gear=&lt;br /&gt;
Unique pieces of equipment that have been acquired&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:1707096104319.png]]&lt;br /&gt;
&lt;br /&gt;
=Notable NPCs=&lt;br /&gt;
Key figures in Calliope&lt;br /&gt;
&lt;br /&gt;
==Hell&#039;s Gate==&lt;br /&gt;
&#039;&#039;Jerry Masters, Acting Station Director&#039;&#039; (he/him)&amp;lt;br&amp;gt;&lt;br /&gt;
Formally the head of the militia, Jerry Masters stepped into the role of station director when the previous director vanished three years ago. Though it&#039;s more accurate to say everyone else stepped away. A Venn Diagram of everyone capable of doing the job and everyone who wants to do the job on Hell&#039;s Gate would essentially be two separate circles.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A pale, short, thin man with an untidy mop of brown hair and a twitchy disposition; Jerry is continually plagued by anxiety, insomnia and his collection of atrocious novelty ties. He&#039;s about thirty seconds away from a nervous breakdown, and that&#039;s on a good day.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Despite all this, he&#039;s one of the better managers the station has had in living memory; constantly throwing everything he has into the job, despite what it costs him on a personal level. He&#039;s got a good head for logistics, and under the three years of his tenure, Hell&#039;s Gate has held true to its founding principle: Everybone gets the basic requirements for life.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Jerry is also a top shelf mech pilot, though he hasn&#039;t driven his old Sherman Mk 1 in years. He never talks about his past, but when drinks start flowing, militia members started talking about an old callsign; Daybreak. And when the empty mugs really start to stack up, rumors fly about a team of DoJ/HR liberators and a doomed mission, once upon a time...&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Shelly&#039;&#039; (she/her)&amp;lt;br&amp;gt;&lt;br /&gt;
An ASURA-class NHP, Shelly is Jerry&#039;s former copilot and now works as his assistant in the gargantuan task of keeping Hell&#039;s Gate from falling apart.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
She&#039;s efficient and pragmatic, but tends to be detached from all but a few resident of the Gate. People shew views as causing stress in Jerry&#039;s life earn her ire. Of course, there&#039;s a lot of stress these days...&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
She typically only converses via text or audio. On the occasion she does present a visual avatar, she favors an image of a smart young woman with multiple sets of arms and a pair of glasses.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Chief McArthur&#039;&#039; (she/her)&amp;lt;br&amp;gt;&lt;br /&gt;
The chief engineer of Hell&#039;s Gate, Chief McArthur is responsible for the day to day business of keeping the machines that keep everyone alive working. She was considered a candidate for station director after Director Bai disappeared, but the simple fact is that the Gate can&#039;t afford to lose her hands on expertise at maintaining the station.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Zinfandel DeJean&#039;&#039; (they/them)&amp;lt;br&amp;gt;&lt;br /&gt;
The head of the militia, Zinfandel cuts an imposing figure, but breaks the ice with her sense of humor and whimsical outlook on life. They took over the militia after Jerry became the Acting Director.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Technically, they&#039;re your boss; but in practice, missions important enough for the SRT to handle are handed out by Jerry.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Siren&#039;&#039; (she/her)&amp;lt;br&amp;gt;&lt;br /&gt;
An ALKONOST class NHP, Siren used to be a SecComm pilot, but through in with ThirdComm during the revolution. When her ship was scrapped, she spent four centuries drifting in space before being found and rescued.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
She eventually made her way out to Calliope, and found a job working on Hell&#039;s Gate as a pilot of the Dragon&#039;s Tooth, the clipper ship assigned to the SRT.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There&#039;s eleven tally marks on her casket, but she doesn&#039;t know what they mind. She&#039;s currently halfway through the process of being cycled, after which she should be good for another six years.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Ipswich DeLacy&#039;&#039; (they/them)&amp;lt;br&amp;gt;&lt;br /&gt;
Ipswich &#039;Switch&#039; DeLacey is a relatively new arrival on Hell&#039;s Gate, and is a lifestyle Omninet streamer. Switch and their fleet of camera drones are a common site around the Gate, and their constantly filming for their show, Live from the Long Rim.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Technically, this is a minor security issue; but Switch donates half the profits from their stream to the station, providing a much needed external cash flow; so Jerry gives them a pass.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Switch is a member and a contact point for the Horizon Collective.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Striga Von Aldenberg&#039;&#039; (she/her)&amp;lt;br&amp;gt;&lt;br /&gt;
Striga Von Aldenberg is the eccentric and paranoid leader of &amp;quot;The Truth&amp;quot;, a group of equally eccentric sigdivers, who are mildly aligned with Horizon.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
She&#039;s tall, thin and notable for her tendecny to appear without warning from place she shouldn&#039;t have been able to get into.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Despite various quirks, she&#039;s a top deck hacker, and a reliable source for esoteric software and unusual data. But only if she trusts you.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Calamity Havok&#039;&#039; (she/her)&amp;lt;br&amp;gt;&lt;br /&gt;
Havok is one of two Hell Hound pirates ever given the benefit of the doubt and allowed back on the station.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
She&#039;s got a natural talent at modifying mechs, and an even more natural talent at violence; which helped her rise through the ranks of the Hell Hounds. Right up until she became a threat to Andros Capella&#039;s position, at which point she suffered a &#039;tragic accident&#039;. However, she survived long enough to get picked up by a Gate Salvage crew.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Jerry eventually allowed her to stay, given that exiling her again would be a death sentence. She currently provides her expertise in mech modification for the militia&#039;s armory.&lt;br /&gt;
&lt;br /&gt;
==Hell Hounds==&lt;br /&gt;
&#039;&#039;Andros Capella&#039;&#039; (he/him)&amp;lt;br&amp;gt;&lt;br /&gt;
Andros Capella is one of the most hated and feared man in Calliope.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The leader of the Hell Hounds for twenty-four years, Andros has sworn bloody vengeance on Hell&#039;s Gate for the exile of his group. He&#039;s personally killed more members of the militia than anyone else in the system.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
He&#039;s mean, sadistic and short tempered, and takes every emotion he has out on other people.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
His preferred mech is a Genghis, he finds the HA flamethrower mech speaks to his brutality and lets him express it in horrifying ways.&lt;br /&gt;
&lt;br /&gt;
=Locations=&lt;br /&gt;
Important places in Calliope&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Hell&#039;s Gate==&lt;br /&gt;
A seven kilometer long hybrid barbell station, The Sygia Mining Platform is home to two million souls on any given day.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Directions are typically referred to fore and aft, in reference to the forward and rear docking bays and hab drums. The station was suppoed to be adjusted to face whatever it was mining, but nobody&#039;s sure if the station would survive a readjustment like that these days&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Mag-trains run the lenght of the station, allowing for quick transport from fore to aft. It takes about twenty minutes for a regular train to make the trip, but militia can override that in emergencies, being able to get from either side of the station to the other in under five minutes. Per Jerry&#039;s last memo, hunger for noodles does not constitute an emergency&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The hab drums are 1400 meters in diameter and rotate at 1.1 rotations per minute, providing almost a perfect 1G of artificial gravity. Direction in a drum are spin and antipsin; with down pointing outwards from and up pointing inwards to the axis of spin. The drums are divided into three tiers. The upper tier is the smallest, being dedicated mostly to housing, leisure and habitation. The middle tier is dedicated mostly to life support, maintenance and operations, as well as each drum’s internal mass transit network. The lower tier, the largest, is for agriculture&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Forward Docking Bay&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Once meant to be facing whatever particular astral body the station was mining at the time, the days of Hell&#039;s Gate travelling to places to mine them has long since passed. Connected to the industrial sector, mining vessels arrive, drop off ore, refuel and then leave for another run while the ore is processed and refined.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Forward Hab Ring&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The least well maintained of the two hab rings, this area is where most of the miner&#039;s live, to the displeasure of the Miner&#039;s Union. There&#039;s a number of mateiral shortages and leaks that are hitting the sector. Jerry&#039;s not blind to the problems, though, he lives here too.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Industrial Sector&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
A long tangle of refineries, smelters, foundries and chemical plants. In the glory days, they could process twnty thousand tons of hour every hour. Now, it&#039;s operating at eight percent of capacity, due to staff shortages and lack of maintenance. If Jerry hadn&#039;t given himself a stomach ulcer negotiating with IPS-N for replacement parts, it&#039;d be four percent.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Ops&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The station&#039;s bridge, omninode, mainframes and priamry reactor control array are located here; in the aft midstation.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Central Fabrication&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Hell&#039;s gate&#039;s Schedule Two printer (last certified 126 years ago) is located here. There&#039;s a backlog of over a week on medium priority print requests, and a month for low priority ones. High priority requests (such as the SRT&#039;s mechs), get put to the top of the queue; generally irritating whoever gets bumped.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Jerry&#039;s old Sherman Mk.1, the Severance Pay, is located in this area, with its coldcore being used as an auxiliary power source for the printer.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Mech bay&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Just off the aft docking bay, and directly connected to Central Fabrication, is a large hanger dedicated to the storage and maintenance of the militia&#039;s mechanized chassis, including the SRT&#039;s. Except in emergencies, combat rated mechs aren&#039;t permitted anywhere else on thes ation.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Aft Hab Ring&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Nicer than the forward hab ring, the aft hab ring plays most to most of the station&#039;s operational staff and acts as the guest room when there&#039;s visitors and tourists. All militia pilots, including the SRT, live here (unless they desire otherwise). Janvier&#039;s clinic is located in the aft as well.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Aft Docking Bay&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The aft docking bay (there&#039;s a nickname for it, not said in polite company), handles the bulk of the traffic and was designed as such. But like everything else on the station, the current usage of the aft docking bay is a pale shadow of what was envisioned. The team&#039;s personal ship, the Dargon&#039;s Tooth, is stationed here; alongside an ancient interstellar vessel called the Voidrunner; which is owned by Zinfandel DeJean.&lt;br /&gt;
&lt;br /&gt;
=Jane&#039;s Guide, Calliope Edition=&lt;br /&gt;
&lt;br /&gt;
=Maps=&lt;br /&gt;
[[File:LancerCalliope2.PNG|800px]]&lt;/div&gt;</summary>
		<author><name>Bira</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Lancer:_In_Golden_Flame:_Lifer&amp;diff=452271</id>
		<title>Lancer: In Golden Flame: Lifer</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Lancer:_In_Golden_Flame:_Lifer&amp;diff=452271"/>
		<updated>2024-02-07T20:37:22Z</updated>

		<summary type="html">&lt;p&gt;Bira: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Comp/Con Share code: V2737D&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;» Lifer // LIFER «&lt;br /&gt;
  Maintenance Tech, LL0&lt;br /&gt;
[ SKILL TRIGGERS ]&lt;br /&gt;
  Get a Hold of Something (+2), Jury Rig (+2),&lt;br /&gt;
  Repair and Maintain (+2), Word on the Street (+2)&lt;br /&gt;
[ GEAR ]&lt;br /&gt;
  Mobility Hardsuit, Heavy Signature,&lt;br /&gt;
  Patch,&lt;br /&gt;
  Dataplating, Personal Drone&lt;br /&gt;
***&lt;br /&gt;
[ TALENTS ]&lt;br /&gt;
  Hunter 1, Technophile 1,&lt;br /&gt;
  Black Thumb 1&lt;br /&gt;
[ MECH ]&lt;br /&gt;
  « M.U.L.E »&lt;br /&gt;
  GMS Chomolungma&lt;br /&gt;
  H:0 A:0 S:2 E:0 SIZE:1&lt;br /&gt;
  STRUCTURE:4 HP:12 ARMOR:0&lt;br /&gt;
  STRESS:4 HEAT:0 REPAIR:4&lt;br /&gt;
  ATK BONUS:0 TECH ATK:3 LTD BONUS:0&lt;br /&gt;
  SPD:4 EVA:8 EDEF:12 SENS:15 SAVE:11&lt;br /&gt;
[ WEAPONS ]&lt;br /&gt;
  MAIN/AUX MOUNT: Charged Blade / Segment Knife&lt;br /&gt;
  FLEX MOUNT: Assault Rifle&lt;br /&gt;
[ SYSTEMS ]&lt;br /&gt;
  EVA Module, Pattern-A Jericho Deployable Cover,&lt;br /&gt;
  Pattern-A Smoke Charges, Turret Drones,&lt;br /&gt;
  Personalizations&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;/div&gt;</summary>
		<author><name>Bira</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Lancer:_In_Golden_Flame:_Lifer&amp;diff=452270</id>
		<title>Lancer: In Golden Flame: Lifer</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Lancer:_In_Golden_Flame:_Lifer&amp;diff=452270"/>
		<updated>2024-02-07T20:36:52Z</updated>

		<summary type="html">&lt;p&gt;Bira: Created page with &amp;quot; &amp;lt;nowiki&amp;gt;» Lifer // LIFER «   Maintenance Tech, LL0 [ SKILL TRIGGERS ]   Get a Hold of Something (+2), Jury Rig (+2),   Repair and Maintain (+2), Word on the Street (+2) [ G...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt; &amp;lt;nowiki&amp;gt;» Lifer // LIFER «&lt;br /&gt;
  Maintenance Tech, LL0&lt;br /&gt;
[ SKILL TRIGGERS ]&lt;br /&gt;
  Get a Hold of Something (+2), Jury Rig (+2),&lt;br /&gt;
  Repair and Maintain (+2), Word on the Street (+2)&lt;br /&gt;
[ GEAR ]&lt;br /&gt;
  Mobility Hardsuit, Heavy Signature,&lt;br /&gt;
  Patch,&lt;br /&gt;
  Dataplating, Personal Drone&lt;br /&gt;
***&lt;br /&gt;
[ TALENTS ]&lt;br /&gt;
  Hunter 1, Technophile 1,&lt;br /&gt;
  Black Thumb 1&lt;br /&gt;
[ MECH ]&lt;br /&gt;
  « M.U.L.E »&lt;br /&gt;
  GMS Chomolungma&lt;br /&gt;
  H:0 A:0 S:2 E:0 SIZE:1&lt;br /&gt;
  STRUCTURE:4 HP:12 ARMOR:0&lt;br /&gt;
  STRESS:4 HEAT:0 REPAIR:4&lt;br /&gt;
  ATK BONUS:0 TECH ATK:3 LTD BONUS:0&lt;br /&gt;
  SPD:4 EVA:8 EDEF:12 SENS:15 SAVE:11&lt;br /&gt;
[ WEAPONS ]&lt;br /&gt;
  MAIN/AUX MOUNT: Charged Blade / Segment Knife&lt;br /&gt;
  FLEX MOUNT: Assault Rifle&lt;br /&gt;
[ SYSTEMS ]&lt;br /&gt;
  EVA Module, Pattern-A Jericho Deployable Cover,&lt;br /&gt;
  Pattern-A Smoke Charges, Turret Drones,&lt;br /&gt;
  Personalizations&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;/div&gt;</summary>
		<author><name>Bira</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Lancer:_In_Golden_Flame&amp;diff=452269</id>
		<title>Lancer: In Golden Flame</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Lancer:_In_Golden_Flame&amp;diff=452269"/>
		<updated>2024-02-07T20:34:59Z</updated>

		<summary type="html">&lt;p&gt;Bira: /* Characters */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
== Lancer: In Golden Flame==&lt;br /&gt;
&lt;br /&gt;
[[File:InGoldenFlameTitleCard.png|center]]&lt;br /&gt;
&lt;br /&gt;
=Links=&lt;br /&gt;
[https://forum.rpg.net/index.php?threads/lancer-in-golden-flame.917020 OOC] &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=The Setting=&lt;br /&gt;
The Outer Rim is a section of space on the border of Union, primarily notable for a complete lack of inhabitable planets. It&#039;s a blank spot on the map. But... on the other side of the Long Rim is the Dawnline Shore, a region of space with an intense quantity of Earthlike planets which is of heavy interest to the various major players in galactic politics, especially the Karakin Trade Baronies and Harrison Armory.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Dawnline shore does not have a functional blinkgate at this time. As a result, the only way there is via sub-light travel, turning the Long Rim into a transit corridor, scattered with space junk, mined out rocks and the remnants of old battles. The primary thoroughfare for ships travelling between Rào Cỏ Station, the furthest blink gate from the Galactic Core, and the Dawnline Shore; filled with habitats and space stations established by early colonists and prospectors centuries ago. The Long Rim is beyond the Union&#039;s borders, a place of hardship and loose regulations.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In Golden Flame takes place in one of these systems, Calliope.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Calliope was colonized by mistake. During the initial exploration of the region, a nameless junior astronomer accidentally gave Calliope a designation of C4L-P313/GW2, indicating that two Gaia or near Gaia class worlds had been detected in orbit. Calliope’s historians often say this set the tone for everything that followed: a careless mistake leading to bad decisions.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Calliope had, of course, no inhabitable planets, with the system ranging from ice balls, to gas giants to furnace worlds. For the initial colonization wave looking to take advantage othe two Gaia worlds, it was a disaster. Those who had the fuel, turned around and left. The rest had to set up stations and habitats the best they could. They lied to their sponsors to get more equipment, they jury rigged gear and they did whatever it took; establishing the Calliopean knack for building something out of spare parts and duct tape.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
And they survived! And even, for a time, thrived; when it seemed like Calliope would become a significant player in the Long Rim and on the route to the Dawnline shore. Money and resources flowed into the system.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
But, like all good things, it came to an end. The grandiose plans of the Calliope Project backers came to nothing. The big deals never materialized. The economy collapsed. Quality of life began to drop. Those who could left, leaving behind tens of millions of less fortunate people. The Pyrite Age ended and the Void Age began.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Life&#039;s been hard in the two centuries since. Pirates prowl the spacelanes, conditions get a tiny bit worse every year, Impact Dynamics jacks up the price of food and water each year. A few times every decade, Trade Barony and Harrison Armory warships use the system as a battleground as they try to stop each others convoys from getting to t he Dawnline Shore.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Everything in Calliope is falling apart, or close to it. These stations were built centuries ago, mostly by companies that no longer exist, using components that are no longer sold. Techs have to spend weeks or months reinventing the proverbial wheel just to print replacement parts. Half the system’s computers are reliant on a legacy codebase GMS stopped supporting twelve decades ago. There are no “permanent solutions” to technical issues out here, just patches on patches on patches.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You are all members of one of the major stations in Calliope. Stygia Mining Platform is the official name, but it didn&#039;t stick. Hell&#039;s Gate did. The second largest of the Big Four settlements in Calliope, a centuries old station that&#039;s been built, rebuilt and modified countless times over the years, in order to maintain a viable platform. Built when it was thought Calliope could sell its mineral wealth to the galaxy, the heady days of optimism that accompanied its founding are long gone in the face of the reality of galactic economics. Nobody&#039;s going to travel ten light years to buy metal. The only market is the other habitats in the system.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Still, there’s a sense of communal responsibility to the Gate: if nobody works the mines, if nobody runs the smelters, the whole system will grind to a halt. There are two million people living on the station, and they all need somewhere to live. People don’t have much, but they share it freely, and they pull together. There&#039;s one guarantee on Hell&#039;s Gate: That no matter what, everybody who lives there will get food, water, and a place to sleep. And even in the leanest of times, the station&#039;s been able to keep that promise.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Characters=&lt;br /&gt;
The current cast and their currently printed mechs:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Lancer:_In_Golden_Flame:_GREMLIN| Brooks &amp;quot;Gremlin&amp;quot; Yao Mei (Mech: GMS Everest &#039;&#039;On Tour&#039;&#039;)]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Lancer:_In_Golden_Flame:_Scalpel| Dr. Janvier &amp;quot;Scalpel&amp;quot; Trossaldi-Metruda (Mech: GMS Everest &#039;&#039;Lateral Incision&#039;&#039;)]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Lancer:_In_Golden_Flame:_Patch| Patch (Mech: GMS Everest &#039;&#039;Burner&#039;&#039;)]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Lancer:_In_Golden_Flame: Student| Lost &amp;quot;Student&amp;quot; (Mech: GMS Everest &#039;&#039;Bigger&#039;&#039;)]] played by Timon&amp;lt;br&amp;gt;&lt;br /&gt;
[[Lancer:_In_Golden_Flame:_Lifer| Telemachus &amp;quot;Lifer&amp;quot; Van Helsing (Mech: GMS Everest &#039;&#039;M.U.L.E&#039;&#039;)]] played by Bira&lt;br /&gt;
==Clocks==&lt;br /&gt;
Current clocks in play:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Station Stability&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:12_Clock_02_-_Retro_Future_Basic_2x5.png|350px]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Militia Readiness&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:8_Clock_0_-_Retro_Future_Basic_2x5.png|350px]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Downtime Actions==&lt;br /&gt;
[[Lancer:_In_Golden_Flame:_Downtime | Downtime Actions]]&lt;br /&gt;
&lt;br /&gt;
=Exotic Gear=&lt;br /&gt;
Unique pieces of equipment that have been acquired&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:1707096104319.png]]&lt;br /&gt;
&lt;br /&gt;
=Notable NPCs=&lt;br /&gt;
Key figures in Calliope&lt;br /&gt;
&lt;br /&gt;
==Hell&#039;s Gate==&lt;br /&gt;
&#039;&#039;Jerry Masters, Acting Station Director&#039;&#039; (he/him)&amp;lt;br&amp;gt;&lt;br /&gt;
Formally the head of the militia, Jerry Masters stepped into the role of station director when the previous director vanished three years ago. Though it&#039;s more accurate to say everyone else stepped away. A Venn Diagram of everyone capable of doing the job and everyone who wants to do the job on Hell&#039;s Gate would essentially be two separate circles.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A pale, short, thin man with an untidy mop of brown hair and a twitchy disposition; Jerry is continually plagued by anxiety, insomnia and his collection of atrocious novelty ties. He&#039;s about thirty seconds away from a nervous breakdown, and that&#039;s on a good day.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Despite all this, he&#039;s one of the better managers the station has had in living memory; constantly throwing everything he has into the job, despite what it costs him on a personal level. He&#039;s got a good head for logistics, and under the three years of his tenure, Hell&#039;s Gate has held true to its founding principle: Everybone gets the basic requirements for life.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Jerry is also a top shelf mech pilot, though he hasn&#039;t driven his old Sherman Mk 1 in years. He never talks about his past, but when drinks start flowing, militia members started talking about an old callsign; Daybreak. And when the empty mugs really start to stack up, rumors fly about a team of DoJ/HR liberators and a doomed mission, once upon a time...&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Shelly&#039;&#039; (she/her)&amp;lt;br&amp;gt;&lt;br /&gt;
An ASURA-class NHP, Shelly is Jerry&#039;s former copilot and now works as his assistant in the gargantuan task of keeping Hell&#039;s Gate from falling apart.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
She&#039;s efficient and pragmatic, but tends to be detached from all but a few resident of the Gate. People shew views as causing stress in Jerry&#039;s life earn her ire. Of course, there&#039;s a lot of stress these days...&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
She typically only converses via text or audio. On the occasion she does present a visual avatar, she favors an image of a smart young woman with multiple sets of arms and a pair of glasses.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Chief McArthur&#039;&#039; (she/her)&amp;lt;br&amp;gt;&lt;br /&gt;
The chief engineer of Hell&#039;s Gate, Chief McArthur is responsible for the day to day business of keeping the machines that keep everyone alive working. She was considered a candidate for station director after Director Bai disappeared, but the simple fact is that the Gate can&#039;t afford to lose her hands on expertise at maintaining the station.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Zinfandel DeJean&#039;&#039; (they/them)&amp;lt;br&amp;gt;&lt;br /&gt;
The head of the militia, Zinfandel cuts an imposing figure, but breaks the ice with her sense of humor and whimsical outlook on life. They took over the militia after Jerry became the Acting Director.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Technically, they&#039;re your boss; but in practice, missions important enough for the SRT to handle are handed out by Jerry.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Siren&#039;&#039; (she/her)&amp;lt;br&amp;gt;&lt;br /&gt;
An ALKONOST class NHP, Siren used to be a SecComm pilot, but through in with ThirdComm during the revolution. When her ship was scrapped, she spent four centuries drifting in space before being found and rescued.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
She eventually made her way out to Calliope, and found a job working on Hell&#039;s Gate as a pilot of the Dragon&#039;s Tooth, the clipper ship assigned to the SRT.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There&#039;s eleven tally marks on her casket, but she doesn&#039;t know what they mind. She&#039;s currently halfway through the process of being cycled, after which she should be good for another six years.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Ipswich DeLacy&#039;&#039; (they/them)&amp;lt;br&amp;gt;&lt;br /&gt;
Ipswich &#039;Switch&#039; DeLacey is a relatively new arrival on Hell&#039;s Gate, and is a lifestyle Omninet streamer. Switch and their fleet of camera drones are a common site around the Gate, and their constantly filming for their show, Live from the Long Rim.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Technically, this is a minor security issue; but Switch donates half the profits from their stream to the station, providing a much needed external cash flow; so Jerry gives them a pass.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Switch is a member and a contact point for the Horizon Collective.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Striga Von Aldenberg&#039;&#039; (she/her)&amp;lt;br&amp;gt;&lt;br /&gt;
Striga Von Aldenberg is the eccentric and paranoid leader of &amp;quot;The Truth&amp;quot;, a group of equally eccentric sigdivers, who are mildly aligned with Horizon.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
She&#039;s tall, thin and notable for her tendecny to appear without warning from place she shouldn&#039;t have been able to get into.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Despite various quirks, she&#039;s a top deck hacker, and a reliable source for esoteric software and unusual data. But only if she trusts you.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Calamity Havok&#039;&#039; (she/her)&amp;lt;br&amp;gt;&lt;br /&gt;
Havok is one of two Hell Hound pirates ever given the benefit of the doubt and allowed back on the station.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
She&#039;s got a natural talent at modifying mechs, and an even more natural talent at violence; which helped her rise through the ranks of the Hell Hounds. Right up until she became a threat to Andros Capella&#039;s position, at which point she suffered a &#039;tragic accident&#039;. However, she survived long enough to get picked up by a Gate Salvage crew.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Jerry eventually allowed her to stay, given that exiling her again would be a death sentence. She currently provides her expertise in mech modification for the militia&#039;s armory.&lt;br /&gt;
&lt;br /&gt;
==Hell Hounds==&lt;br /&gt;
&#039;&#039;Andros Capella&#039;&#039; (he/him)&amp;lt;br&amp;gt;&lt;br /&gt;
Andros Capella is one of the most hated and feared man in Calliope.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The leader of the Hell Hounds for twenty-four years, Andros has sworn bloody vengeance on Hell&#039;s Gate for the exile of his group. He&#039;s personally killed more members of the militia than anyone else in the system.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
He&#039;s mean, sadistic and short tempered, and takes every emotion he has out on other people.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
His preferred mech is a Genghis, he finds the HA flamethrower mech speaks to his brutality and lets him express it in horrifying ways.&lt;br /&gt;
&lt;br /&gt;
=Locations=&lt;br /&gt;
Important places in Calliope&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Hell&#039;s Gate==&lt;br /&gt;
A seven kilometer long hybrid barbell station, The Sygia Mining Platform is home to two million souls on any given day.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Directions are typically referred to fore and aft, in reference to the forward and rear docking bays and hab drums. The station was suppoed to be adjusted to face whatever it was mining, but nobody&#039;s sure if the station would survive a readjustment like that these days&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Mag-trains run the lenght of the station, allowing for quick transport from fore to aft. It takes about twenty minutes for a regular train to make the trip, but militia can override that in emergencies, being able to get from either side of the station to the other in under five minutes. Per Jerry&#039;s last memo, hunger for noodles does not constitute an emergency&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The hab drums are 1400 meters in diameter and rotate at 1.1 rotations per minute, providing almost a perfect 1G of artificial gravity. Direction in a drum are spin and antipsin; with down pointing outwards from and up pointing inwards to the axis of spin. The drums are divided into three tiers. The upper tier is the smallest, being dedicated mostly to housing, leisure and habitation. The middle tier is dedicated mostly to life support, maintenance and operations, as well as each drum’s internal mass transit network. The lower tier, the largest, is for agriculture&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Forward Docking Bay&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Once meant to be facing whatever particular astral body the station was mining at the time, the days of Hell&#039;s Gate travelling to places to mine them has long since passed. Connected to the industrial sector, mining vessels arrive, drop off ore, refuel and then leave for another run while the ore is processed and refined.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Forward Hab Ring&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The least well maintained of the two hab rings, this area is where most of the miner&#039;s live, to the displeasure of the Miner&#039;s Union. There&#039;s a number of mateiral shortages and leaks that are hitting the sector. Jerry&#039;s not blind to the problems, though, he lives here too.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Industrial Sector&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
A long tangle of refineries, smelters, foundries and chemical plants. In the glory days, they could process twnty thousand tons of hour every hour. Now, it&#039;s operating at eight percent of capacity, due to staff shortages and lack of maintenance. If Jerry hadn&#039;t given himself a stomach ulcer negotiating with IPS-N for replacement parts, it&#039;d be four percent.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Ops&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The station&#039;s bridge, omninode, mainframes and priamry reactor control array are located here; in the aft midstation.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Central Fabrication&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Hell&#039;s gate&#039;s Schedule Two printer (last certified 126 years ago) is located here. There&#039;s a backlog of over a week on medium priority print requests, and a month for low priority ones. High priority requests (such as the SRT&#039;s mechs), get put to the top of the queue; generally irritating whoever gets bumped.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Jerry&#039;s old Sherman Mk.1, the Severance Pay, is located in this area, with its coldcore being used as an auxiliary power source for the printer.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Mech bay&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Just off the aft docking bay, and directly connected to Central Fabrication, is a large hanger dedicated to the storage and maintenance of the militia&#039;s mechanized chassis, including the SRT&#039;s. Except in emergencies, combat rated mechs aren&#039;t permitted anywhere else on thes ation.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Aft Hab Ring&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Nicer than the forward hab ring, the aft hab ring plays most to most of the station&#039;s operational staff and acts as the guest room when there&#039;s visitors and tourists. All militia pilots, including the SRT, live here (unless they desire otherwise). Janvier&#039;s clinic is located in the aft as well.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Aft Docking Bay&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The aft docking bay (there&#039;s a nickname for it, not said in polite company), handles the bulk of the traffic and was designed as such. But like everything else on the station, the current usage of the aft docking bay is a pale shadow of what was envisioned. The team&#039;s personal ship, the Dargon&#039;s Tooth, is stationed here; alongside an ancient interstellar vessel called the Voidrunner; which is owned by Zinfandel DeJean.&lt;br /&gt;
&lt;br /&gt;
=Jane&#039;s Guide, Calliope Edition=&lt;br /&gt;
&lt;br /&gt;
=Maps=&lt;br /&gt;
[[File:LancerCalliope2.PNG|800px]]&lt;/div&gt;</summary>
		<author><name>Bira</name></author>
	</entry>
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