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Jack Bright (Topic #36428)

Loudwater (#30420) > Characters (#30560) > Jack Bright

Loudwater

Loudwater has problems who has the gumption to help. In a land of adventure war will soon come to this small town. Hero's will be needed.


MAPS

North-East Realms
Map to Many-Arrows
Mud map



COMBAT MAP



Important Quest Information

Map From Telescope
Wanted Poster


NPC's Of Note

Lady Moonfire and Captain Harrowleaf
Regent Kumar
Dantar Half brother of Kumar
Vladia
Captain Vlodair
Netherese Trader


PLAYER CHARACTERS

Jack Bright
Merc
Ma'ilee
Kavaki Grund
Aulych
Swift
Klunk Halflingson


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This Character is played by rhythmless
Category: Character




Category:28 point build

Eric Brihteart

Race: Human
Size: Medium
Age: 43
Gender: Male
Height: 5' 8”
Weight: 140Lb
Alignment: Good
Deity: Amaunator; Civilisation, Justice, Sun
Level: 4
XP: ?
Next level: 5500
Class: Paladin; Protecting; Chevalier

Background:

“Ah, retirement” said Eric, as he casually loped the last orc’s head from its body. Looking around at the bloody field he wondered why he hadn't done this years ago. Thirty years in the military had been too long. The last major conflict was over ten years ago, and shuffling paper and training greenhorns was not all it was cracked up to be.

So when his fifth and last child found an apprenticeship with the local tanner, he thought it was time to leave the country to its own devices and retire. His wife was dead, and the rest of his children were grown and could look after themselves, there was nothing holding him back. Taking the meagre retirement offered, it consisted of a small farm on the outskirts of the city, Eric gathered up his gear, said his goodbyes, and with his trusty warhorse Pluck, left. That was over a year ago.

His travels had taken them many places, and he had met many people, but orc’s were some of the most blood thirsty creatures he had seen. “Well that's the last of them,” he said out loud, whilst wiping his sweaty brow. His latest quest was now complete, and the local village no longer had to worry about the raiding band of orc’s

“Time to burn the bodies and get out of here Pluck.” Eric often spoke to Pluck, he found it comforting and sometimes he swore that Pluck could understand him. “Not long until dusk and we don't want to get caught out in the open.” Eric only heard a “wumph” in reply from Pluck, but he took that as agreement and gathered the half dozen bodies together. Covering them with oil and throwing some scrounged pieces of timber on, he lit the makeshift pyre.

“Looks like it will be another night under the stars for us. We'll head back to the village in the morning, to let them know these orc’s won't be bothering anyone again. There was a nice camp site a mile back, let's camp there.” So another day had gone by for Eric and his friend Pluck, the evil creatures had been slain, and the village saved from marauders. All in a day's work. Who knows what the future will bring, but he looked forward to it everyday.

Attributes, Defences and Skills

Strength: 16 (+3)
Constitution: 14 (+2)
Dexterity: 6 (-2)
Intelligence: 12 (+1)
Wisdom: 16 (+3)
Charisma: 19 (+4)

½ Level Bonus: +2

AC: 24
Fortitude: 18
Reflex: 16 (19 with shield)
Willpower: 19

Speed: 6 (5 in armour)
Passive Insight: 22
Passive Perception: 15
Initiative: +4

Hit Points: 47
Bloodied: 23
Surge value: 11
Surges per day: 12

Trained Skills
Athletics: 12 (8 with armour and shield, -2 to any jump check due to bung leg(6 dex))
Diplomacy: 11
Heal: 10
Endurance: 10 (6 with armour and shield)
Insight: 12
Religion: 8

Untrained and Non-Combat Skills
Acrobatics: 0 (-4 with armour and shield)
Arcana: 3
Bluff: 6
Dungeoneering: 3
History: 3
Intimidate: 6
Nature: 3
Perception: 5
Stealth: 0 (-4 with armour and shield)
Streetwise: 3
Thievery: 0 (-4 with armour and shield)

Bureaucracy: 13 (10 ranks)
Engineering & Sieges: 13 (10 ranks)
Commanding: 15 (10 ranks)

Racial and Region Features:

Ability Scores: +2 Cha
Vision: Normal
Languages: Common, Dwarven
Bonus At-Will Power
Bonus Feat
Bonus Skill Training
Heroic Effort Power
Human Defence Bonuses: +1 to Fortitude, Reflex, and Will defences.
Tymanther Regional Benefit: You add Athletics to your class skill list, and you gain a +2 bonus to Athletics checks.


Feats:

Human: Initiate of the Faith (Multi-class Cleric)
Prerequisite: Wis 13
Benefit: You gain training in the Religion skill. Once per day, you can use the Cleric’s Healing Word power.
In addition, you can use a Holy Symbol as an implement when using a cleric power or a cleric paragon path power.

Level 1: Divine Healer (Multi-class Cleric)
Prerequisite: Wis 15
Benefit: You gain training in the Heal skill.
You gain the Cleric's Healer's Lore class feature.
In addition, you can wield Cleric Implements.

Healer’s Lore
Your study of healing allows you to make the most of your healing prayers.
When you grant healing with one of your cleric powers that has the healing keyword, add your Wisdom modifier (+3) to the hit points the recipient regains.

Level 2: Power of the Sun (Domain)
Benefit: You gain a +2 feat bonus to Insight checks.
When you use a power associated with this feat, and hit an enemy with it, that enemy gains Vulnerable 3 Radiant until the end of your next turn, after the power's effects are resolved.
The vulnerability increases to 5 at 11th level and
8 at 21st level.
Powers: Virtuous Strike

Level 4: Solar Enemy (Divinity)
Prerequisite: Channel Divinity class feature, must worship a deity of the sun domain
Benefit: You gain the Channel Divinity power Solar Enemy.








Class/Path/Destiny Features

Channel Divinity: Once per encounter you can invoke divine power, filling yourself with the might of your deity.

Channel Divinity: Divine Mettle
Your unswerving faith in your deity empowers nearby creature to resist a debilitating affliction.
Encounter ? Divine
Minor Action Close burst 10
Target: One creature in burst
Effect: The target makes a saving throw with a bonus equal to your Charisma (+4) modifier.

Channel Divinity: Divine Strength
You petition your deity for the divine strength to lay low your enemies.
Encounter ? Divine
Minor Action Personal
Effect: Apply your Strength (+3) modifier as extra damage on your next attack this turn.

Channel Divinity: Solar Enemy (Feat Power)
The divine sunlight playing across your enemies is a sign of the radiance to come.
Encounter ? Divine
Minor Action Close burst 2
Target: Each enemy in burst
Effect: Each target gains vulnerable 5 Radiant, or its vulnerability to Radiant damage increases by 5.

Lay on Hands: Using the Lay on Hands power, paladins can
grant their comrades additional resilience with a touch of their
hands and a short prayer, though they must give of their own
strength to do so.

Lay on Hands Paladin Feature
Your divine touch instantly heals wounds.
At-Will (Special) ? Divine, Healing
Special: You can use this power a number of
times per day equal to your Wisdom (+3)
modifier (minimum 1), but only once per round.
Minor Action Melee touch
Target: One creature
Effect: You spend a healing surge but regain
no hit points. Instead, the target regains hit points
as if it had spent a healing surge + 3.
You must have at least one healing surge

Divine Challenge: The challenge of a paladin is filled with divine menace. You can use the divine challenge power to mark an enemy of your choice.

Divine Challenge Paladin Feature
You boldly confront a nearby enemy, searing it with divine light if it ignores your challenge.
At-Will (Special) ? Divine, Radiant
Minor Action Close burst 5
Target: One creature in burst
Effect: You mark the target. The mark lasts until you use this power again. The mark also ends at the end of your turn if you didn't engage the target, meaning you neither attacked it during your turn nor are adjacent to it at the end of your turn.
Until the mark ends, the target takes 3 + your Charisma (+4) modifier Radiant damage the first time each round when it targets any of your allies with an attack power that doesn't include you as a target.
The damage increases to 6 + your Charisma modifier at 11th level and 9 + your Charisma modifier at 21st level.

Divine Sanction: You mark the target.
Until the mark ends, the target takes 3 + your Charisma (+4) modifier Radiant damage the first time each round it makes an attack that doesn't include you as a target.
The damage increases to 6 + your Charisma modifier at 11th level and 9 + your Charisma modifier at 21st level.

Chevalier: Dedicated to the ideals of chivalry, chevaliers are gallant warriors who serve as champions and exemplars
to the people around them.

Chevalier Starting Feature
Benefit: While mounted, you and your mount gain a +5 power bonus to Athletics checks and Acrobatics checks to jump, swim, or hop down. You can use your skill check or your mount’s skill check, whichever is better.
In addition, you gain the Valiant Charge power.

At-Will Powers

Ardent Strike Paladin Attack 1
You attack your enemy and make it the focus of your god's anger.
At-Will ? Divine, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength (+8) or Charisma (+9) vs. AC
Hit: 1[W] + Strength (+4) or Charisma (+5) modifier damage, and the target is subject to your Divine Sanction until the end of your next turn.
Increase damage to 2[W] + Strength or Charisma modifier at 21st level.
Special: When charging, you can use this power in place of a melee basic attack.

Holy Strike Paladin Attack 1
You strike an enemy with your weapon, which ignites with holy light.
At-Will ? Divine, Radiant, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength (+8) vs. AC
Hit: 1[W] + Strength (+4) modifier Radiant damage.
If you marked the target, you gain a bonus to the damage roll equal to your Wisdom (+3) modifier.
Increase damage to 2[W] + Strength modifier at 21st level.
Virtuous Strike Paladin Attack 1
The clean light of your weapon pierces your enemies and fills you with resolve.
At-Will ? Divine, Radiant, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Charisma (+9) vs. A C
Hit: 1[W] + Charisma (+5) modifier Radiant damage, and you gain a +2 bonus to saving throws until the start of your next turn.
Increase damage to 2[W] + Charisma modifier at 21st level.
Special: This power can be used as a melee basic attack.















Encounter Powers

Heroic Effort Human Racial Ability
Your grim focus and unbridled energy means that failure is not an option.
Encounter
No Action Personal
Trigger: You miss with an attack or fail a saving throw.
Effect: You gain a +4 racial bonus to the attack roll or the saving throw.

Valorous Smite Paladin Attack 1
You cry out as you strike, daring all your
enemies to face you.
Encounter ? Divine, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Charisma (+9) vs. AC
Hit: 2[W] + Charisma (+5) modifier damage.
Each enemy within 3 squares of you is subject to your Divine Sanction until the end of your next turn.
Valiant Charge Chevalier Attack
You charge your enemy and strike out, momentarily holding it where it stands.
Encounter ? Martial
No Action Special
Trigger: You hit a creature with a charge attack.
Effect: The creature is immobilised until the end of its next turn.

Call to Arms Paladin Attack 3
You lead your foe to the ground where you want to fight.
Encounter ? Divine, Implement
Standard Action Close burst 5
Target: One creature marked by you
Primary Attack: Charisma (+7) vs. Will
Hit: You pull the target to a square adjacent to you. Then make a melee secondary attack against it using your weapon.
Secondary Attack: Charisma (+9) + 2 vs. AC
Hit: 2[W] + Charisma (+5) modifier damage.

Daily Powers

Healing Word Cleric Feature [Multi-class Feat]
You whisper a brief prayer as divine light washes
over your target, helping to mend its wounds.
Daily (Special) ? Divine, Healing
Special: You can use this power twice per
encounter, but only once per round.
Minor Action Close burst 5
Target: You or one ally
Effect: The target can spend a healing surge and
regain an additional 1d6 + 3 hit points.
Increase the amount of additional hit points
regained to 2d6 at 6th level, 3d6 at 11th level, 4d6 at 16th level, 5d6 at 21st level, and 6d6 at 26th level.

Paladin’s Judgement Paladin Attack 1
Your melee attack punishes your enemy and heals an
ally.
Daily ? Divine, Healing, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength (+10) vs. AC
Hit: 3[W] + Strength (+4) modifier damage, and
one ally within 5 squares of you can spend a healing
surge + 3.
Miss: One ally within 5 squares of you can spend a
healing surge + 3.

Bless Weapon Paladin Utility 2
You recite an ancient prayer to imbue your weapon
with the power of pure faith.
Daily ? Divine, Radiant
Minor Action Personal
Effect: Choose one weapon you are wielding. Until
the end of the encounter, you gain a +1 power bonus
to attack rolls with that weapon, and it deals 1d6
extra Radiant damage on a hit. In addition, you can
score a critical hit with the weapon on a roll of 18-20
against creatures vulnerable to Radiant damage

Pluck, Warhorse Large natural beast (mount)
HP: 58 Initiative: +3
Healing Surges: 1 Perception: +8
AC: 18
Fort: 16 Ref: 14 Will: 14
Speed: 8

Vision: Low-Light

Strength: 21 (+6)
Constitution: 18 (+5)
Dexterity: 14 (+3)
Intelligence: 02 (-3)
Wisdom: 14 (+3)
Charisma: 10 (+1)

Barding (Light, +1 AC, 40 lbs), bridle, reins, saddle, saddle bags, saddle blanket.
Kick (Standard; At-Will)
+6 vs. AC; 1d6 + 5 damage.

Trample (Standard; At-Will)
The warhorse can move up to its speed and enter enemies’ spaces. This movement provokes opportunity attacks, and the warhorse must end its move in an unoccupied space. When it enters an enemy’s space, the warhorse makes a trample attack:
+4 vs. Reflex; 1d6 + 6 damage, and the target is knocked prone.

Charger (At-Will ? Mount)
While mounted by a friendly rider of 3rd level or higher.
The warhorse grants its rider a +5 bonus to damage rolls on charge attacks.

Equipment

Adventurer's Kit; backpack, bedroll, flint and steel, belt pouch, two sunrods, ten days trail rations, 50' hempen rope, water-skin

Amulet; Amulet of Protection

Climber's Kit; grappling hook, small hammer, 10 pitons
+2 on Athletics to climb

Implement; Holy Symbol of Amaunator

Peripherals; Book (religious), chess board & pieces (small), coffee (1 lb), fine clothing (2 sets), flask (fine wine), oil (5 pints), percolator, tabard of Amaunator, tent, Tymanther commanders uniform,

Javelin; 5x +2, 1d6, 10/20, 5 gp, 2 lb,
spear, heavy thrown

Khopesh; Sunblade
+3, 1d8, 21,000 gp, 8 lb,
axe, heavy blade, brutal 1, versatile

Plate; Dwarven Armour
+9 AC, -2 check, -1 speed, 520 gp, 50 lb

Heavy Shield; Battleforged Shield
+3 AC, -2 check, 840 gp, 15 lb

Money

Copper 5

Silver 18

Gold 201

Platinum

Astral Diamond


Magical Items

Amulet of Protection
This light blue amulet increases your defences.
Lvl 1 +1 360 gp
Item Slot: Neck
Enhancement: Fortitude, Reflex, and Will

Dwarven Plate Armour
Crafted by the finest dwarf armour-smiths, this armour was once only available to dwarves, though now some armour-smiths will create a set for whoever can pay the price.
Lvl 2 +1 520 gp
Armour: Chain, Scale, Plate
Enhancement: AC
Property: Gain an item bonus to Endurance checks equal to the armour’s enhancement bonus.

Power (Daily ? Healing): Free Action. Regain hit points as if you had spent a healing surge + 3.

Battleforged Heavy Shield
Covered in Dwarven and Draconic runes, this shield aids badly wounded allies.
Lvl 4 840 gp
Item Slot: Arms
Shield: Heavy

Power (Daily ? Healing): Free Action. Use this power when an ally adjacent to you regains hit points. That ally regains additional hit points as though it had spent a healing surge + 3.
Holy Symbol of Amaunator
A holy symbol of your god, enchanted with magical power.
Lvl 1 +1 360 gp
Implement (Holy Symbol)
Enhancement: Attack rolls and damage rolls
Critical: +1d6 damage per plus

Sunblade (Khopesh)
This heavy golden sword attacks with the power and intensity of the sun, burning nearby enemies.
Lvl 4 +1 840 gp
Weapon: Heavy Blade
Enhancement: Attack rolls and damage rolls
Critical: +1d6 damage per plus
Property: This weapon can shed bright or dim light up to 20 squares. You control the brightness and range of the light.

Power (At-Will ? Radiant): Free Action. All damage dealt by this weapon is radiant damage. Another free action returns the damage to normal.

Power (Daily ? Radiant): Standard Action. You cause motes of light to burst out and attach to your enemies.
Make an attack: Close burst 1; targets enemies;
Strength (+9) vs. Reflex (apply a bonus to the attack roll equal to the weapon’s enhancement bonus); on a hit, the target takes 1d8 Radiant damage.
Post Reply
Body
rhythmless
avatar
8/14/2011 9:43:26 PM
PostID: 408130
Have managed to upload the gif's and get it to work.

Was wondering about gods. Looking at worshipping either Pelor or Amaunator. I would like access to the Morninglord Paragon Class from FRPG, but like a lot of Pelor's benefit's in PHB.

What do you think, do all feats etc associated with the God of Sun, apply to both god's?

I take it that they created most of these without knowledge of the other god so it would be dependant on the world system.

So how do you want to play it?
   Like this post
rhythmless
avatar
8/15/2011 11:03:28 PM
PostID: 408228
The other minor change is using a Khopesh instead of a Longsword, and swapped the Dragon Mark feat for the Solar Enemy Domain feat.
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