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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.
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