Here's what I got from last night...
Aline
Female Catfolk Bard
Level 1
Good (Chaotic)
Representing Jervous
Strength 8 (-1) Height: 5' 8"
Constitution 12 (+1) Weight: 85 lb
Dexterity 14 (+2) Skin: Tan
Intelligence 12 (+1) Eyes: Amber
Wisdom 8 (-1) Hair: Blonde; Wavy
Charisma 20 (+5)
Maximum Hit Points: 24
Bloodied: 12
Surge Value: 6
Surges / Day: 8 [includes constitution modifier]
Size: Medium
Speed: 6 squares
Vision: Low-light
Initiative: 1d20 +2 = + 2 [dexterity]
Base Strength Attack: 1d20 -1 = -1 [strength]
Base Dexterity Attack: 1d20 +2 = + 2 [dexterity]
Base Constitution Attack: 1d20 +1 = + 1 [constitution]
Base Intelligence Attack: 1d20 +1 = + 1 [intelligence]
Base Wisdom Attack: 1d20 -1 = -1 [wisdom]
Base Charisma Attack: 1d20 +5 = + 5 [charisma]
Armor Class: 15 = 10 + 2 [dexterity] + 2 [leather] + 1 [if carrying light shield]
Fortitude Defense: 11 = 10 + 1 [constitution]
Reflex Defense: 14 = 10 + 1 [bard] + 2 [dexterity] + 1 [if carrying light shield]
Will Defense: 16 = 10 + 1 [bard] + 5 [charisma]
Armor: Leather (15 lb)
Shield: Small (6 lb)
Attacks:
Unarmed Melee: -1 [base strength attack] vs AC; damage 1[W]=1d4-1 [strength penalty]
Sickle: +1 vs AC [-1 strength attack] [+2 proficiency]; damage 1[W]=1d6-1 [strength penalty] 2 lb (Light blade) Usable Off-hand
Longbow: +4 vs AC [+2 dexterity attack] [+2 proficiency]; damage 1[W]=1d10+2 [dexterity bonus] range 20/40 3 lb (Bow) Load free
Misdirected Mark +5i [base charisma attack] vs reflex
Vicious Mockery +5i [base charisma attack] vs will
Blunder +5i [base charisma attack] vs will
Stirring Shout +5i [base charisma attack] vs. will
i Implement-usable power. Apply a bonus as appropriate for magic, any implement expertises, etc.
Base Saving Throw: d20 vs 10
Encumberance 4e Encumberance 3.5
Normal Load:
Heavy Load:
Maximum Drag Load
80 lb.
160 lb.
400 lb.
Light load:
Medium load:
Heavy load:
Lift over head:
Lift off ground:
Push or drag:
26 lb. or less
27-53 lb.
54-80 lb.
80 lb.
160 lb.
400 lb.
Languages: Common; Goblin;
Rituals Known:
Skills:
Acrobatics: +3 = 2 [dexterity] + 1 [bard skill versatility]
Arcana: +6 = 1 [intelligence] + 5 [class training]
Athletics: +0 = -1 [strength] + 1 [bard skill versatility]
Bluff: +10 = 5 [charisma] + 5 [class training]
Diplomacy: +10 = 5 [charisma] + 5 [class training]
Dungeoneering: +0 = -1 [wisdom] + 1 [bard skill versatility]
Endurance: +2 = 1 [constitution] + 1 [bard skill versatility]
Heal: +4 = -1 [wisdom] + 5 [class training]
History: +2 = 1 [intelligence] + 1 [bard skill versatility]
Insight: +0 = -1 [wisdom] + 1 [bard skill versatility]
Intimidate: +10 = 5 [charisma] + 5 [class training]
Nature: +0 = -1 [wisdom] + 1 [bard skill versatility]
Perception: +2 = -1 [wisdom] + 2 [Catfolk] + 1 [bard skill versatility]
Religion: +2 = 1 [intelligence] + 1 [bard skill versatility]
Stealth: +5 = 2 [dexterity] + 2 [Catfolk] + 1 [bard skill versatility]
Streetwise: +6 = 5 [charisma] + 1 [bard skill versatility]
Thievery: +3 = 2 [dexterity] + 1 [bard skill versatility]
Feats:
Echoes of Thunder [PH2]
At-Will:
Basic Melee Attack: By weapon, damage 1[W]-1 [strength penalty] [standard action]
Basic Ranged Attack: By weapon, damage 1[W]+2 [dexterity bonus] [standard action]
Bull Rush: -1 [base strength attack] vs fortitude [standard action]
Grab: -1 [base strength attack] vs reflex [standard action]
Move grabbed target: -1 [base strength attack] vs fortitude [standard action]
Escape: +3 [acrobatics] vs reflex / +0 [athletics] vs fortitude [move action]
Misdirected Mark [Level 1]
Vicious Mockery [Level 1]
Other Standard Actions: Administer a potion; Aid another; Charge [+1 to basic melee attack or bull rush]; Coup de grace; Equip / stow shield; Ready an action; Total defense; Sustain standard action; Some skills during combat (i.e., Acrobatics -- fast escape; Bluff, Heal -- first aid (use second wind DC10, stabilize the dying DC15, grant a saving throw DC15), Intimidate, Thievery depending on circumstances);
Other Move Actions: Crawl; Run [speed 8]; Stand up; Shift; Squeeze; Walk; may include some skills during combat (i.e., Acrobatics, Athletics)
Other Minor Actions: Draw / sheathe weapon; Drink a potion; Drop prone; Load a crossbow; Open / close a door; Pick up an item; Retrieve / stow an item; Perception -- active (as per revision),Sustain minor action; Some skills during combat (i.e., Insight)
Other Immediate Action: Readied action
Other Opportunity Action: Opportunity attack
Other Free Actions: Drop held items; End a grab; Talk
Other Non-Actions: Delay; Endurance checks; Insight to counter Bluff; Knowledge checks; Perception -- passive
Short rest: Healing surges as available
Five minutes: Normal escape from restraints (Acrobatics)
One hour: Forage; Streetwise check
Encounter Powers:
Second Wind
Spend an Action Point [free action, not in surprise round]
Racial Ability [Catfolk]
Your feline heritage shows its true colors as you attack
Encounter Minor Action Personal Effect: You gain a bonus to your next attack and damage roll equal to your dexterity modifier. The bonus increases to your dexterity modifier +3 at level 16.
Majestic Word [minor action]
Words of Friendship [minor action]
Blunder [Level 1]
Daily Powers:
Stirring Shout [Level 1]
Catfolk: Describe below:
Catfolk are a nomadic people, never settling in one place for long. They do this, not to hunt or find food, though important it is. They are nomadic to satisfy their inborn curiosity about the world. Catfolk want to experience the thrills and spills that life has to offer, often getting themselves into trouble simply for the experience.
Other races view catfolk as aloof and even naive in their innate curiosity. Still, catfolk are generally held in high regard because they are a loyal people. If and when their travels bring them into an adventuring party, they stick to that group through any hardship. They'll risk life (all nine of them) and limb to protect their friends. However, the time eventually comes to move on to another location to see even more of the world, especially if the catfolk becomes bored in his party. However, if a catfolk finds enough enjoyment and adventure in a party, he will stay with them for as long as his life will allow.
Because catfolk roam hither and tither, they are highly competent traders, giving others what they find and make through their journeys, and receiving new items, such as food, jewelry, weapons or clothing, to enrich their lives. Because of this, a catfolk has no true culture of its own, only the culture that is achieved through their travels and experiences.
Slow Fall: Catfolk, being related to their nimble cousins, always land on their feet when falling. You can make an acrobatics check to reduce falling damage even if you are not trained in acrobatics. If you are trained, receive a +2 bonus to the check.
Fey Origin: Your ancestors were native to the feywild so you are considered a fey creature for the purpose of effects that relate to creature origin.
Fearless Curiosity: Catfolk are naturally curious and with that curiosity comes an element of bravery. They receive a +3 bonus to saving throws against fear effects. Feline Fury: You can use feline fury as an encounter power
Bard
This bard chose the Virtue of Valor option; usable once/round.
Bardic Training
Majestic Word
Sorry -- I could not program multiclass versatility!
Skill Versatility
Song of Rest
Words of Friendship
Ritual Caster [bonus feat, not listed above]
Aline's Equipment:
26 lb
15 lb
2 lb
5 lb
2 lb
2 lb
4 lb
1 lb
2 lb
1 lb
10 lb
10 lb
2 lb
8 lb
8 lb
3 lb
_____
101 lb Weapons / Armor / Shield (from above)
Arrows (quiver of 30) x5
Backpack
Bedroll
Caltrops
Flint and steel
Ink vial
Ink pen
Lantern (hooded)
Lantern oil (pints) x4
Locks x1
Manacles x1
Paper sheets x5
Parchment sheets x5
Pouch (belt) x1
Rations (1 day) x10
Rope (50', hempen) x1
Sunrods x2
Waterskins x2
Disguise kit
Ritual book x1
Ritual components
Total
Also...
Drum (instrument)