Markal
Quick CB summary; detailed sheet and stuff for Insight to come as I have time between work and sleep.
[sblock= Markal von Bradmoor, Character Sheet]Markal von Bradmoor, level 5 Human Cavalier
Male, 6'0", 190lb
[sblock= Human features]Ability scores: +2 to one ability score of your choice
Size: Medium
Speed: 6 squares.
Vision: Normal
Languages: Common, choice of one other
Bonus Feat: You gain a bonus feat at 1st level. You must meet the feat’s prerequisites.
Bonus Skill: You gain training in one additional skill from your class skills list.
Human Defense Bonuses: You gain a +1 racial bonus to Fortitude, Reflex, and Will.
Human Power Selection: Choose an option for your human character.
Bonus At-Will Power: You know one extra 1st level at-will attack power from your class.
Heroic Effort: You have the heroic effort power.
[sblock= Heroic Effort]Heroic Effort
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.
[/sblock][/sblock][sblock= Cavalier features][sblock= Defender Aura]Defender Aura
You work to occupy nearby foes using a combination of fighting skill and clever tactics to keep them distracted.
At-Will Aura
Minor Action Personal
Effect: You activate an aura 1 that lasts until you end it as a minor action or until you fall unconscious. While in
the aura, any enemy takes a -2 penalty to attack rolls when it makes an attack that does not include among its targets
either you or an ally of yours who has this aura active. Marked enemies are not subject to this aura.
[/sblock][sblock= Righteous Radiance]Righteous Radiance
You exact divine punishment on a foe that ignores your challenge.
At-Will Divine, Radiant
Opportunity Action Melee 1
Trigger: An enemy subject to your defender aura either shifts or makes an attack that targets an ally of yours but not
you or an ally who has an active defender aura.
Target: The triggering enemy
Effect: The target takes radiant damage equal to 3 + your Charisma modifier.
Level 11: 6 + Charisma modifier radiant damage.
Level 21: 9 + Charisma modifier radiant damage.
[/sblock][sblock= Holy Smite]Holy Smite
Your weapon fills with divine radiant energy, which bursts forth as you strike your enemy.
Encounter Divine, Radiant
Free Action Personal
Trigger: You target an enemy with an at-will weapon attack power.
Effect: The target takes radiant damage equal to 2 + your Charisma modifier. If the triggering attack hits, the target
is also dazed until the end of your next turn.
Level 7: 4 + Charisma modifier radiant damage.
Level 17: 7 + Charisma modifier radiant damage.
Level 27: 10 + Charisma modifier radiant damage.
Uses per Encounter: [][]
[/sblock][sblock= Righteous Shield]Righteous Shield
You form golden energy around an ally, absorbing an attack against your friend and transferring the damage to
yourself. As the magic fades, you become charged with righteous fury that fuels your attacks.
Encounter Divine
Immediate Interrupt Close burst 3
Trigger: An ally within 3 squares of you is damaged by an attack.
Target: The triggering ally in the burst
Effect: You take the damage of the triggering attack instead of the target. This damage ignores your immunities and
resistances. In addition, you gain a +2 power bonus to attack rolls until the end of your next turn.
[/sblock][sblock= Spirit of Virtue--Valor]You gain a +4 bonus to initiative checks, and your healing surge
value increases by 2.
[/sblock][sblock= Valiant Strike]Valiant Strike
You attack a foe, gaining strength from your conviction as the odds against you rise.
At-Will Divine, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC. You gain a bonus to the attack roll equal to the number of enemies adjacent to you.
Hit: 1[W] + Strength modifier damage.
Level 21: 2[W] + Strength modifier damage.
[/sblock][sblock= Vengeful Strike]Vengeful Strike
You let divine fury wash over you as you strike with your glowing weapon. Your enemy recoils in pain as the searing
wound weakens its defenses.
At-Will Divine, Radiant, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier radiant damage. If at least one bloodied ally is within 5 squares of you, the target
takes extra radiant damage equal to your Charisma modifier.
Level 21: 2[W] + Strength modifier radiant damage.
Miss: You gain a +2 power bonus to your next damage roll against the target.
[/sblock][sblock= Restore Vitality]Restore Vitality
You lay your hands upon an ally, invoking the power of your virtue to restore a comrade to health and remove hindering
effects.
Daily Divine, Healing
Minor Action Melee 1
Target: One creature
Effect: The target regains hit points equal to your healing surge value and can make a saving throw.
[/sblock][sblock= Summoned Steed]Call Celestial Steed
The thunder of galloping hooves and a far-off neigh greet your call or whistle. From a silvery mist or cloud, a
celestial warhorse or similar steed dressed for battle appears, ready to serve you.
Daily Divine
Standard Action Ranged 5
Effect: A celestial warhorse appears in an unoccupied space within range to obey your commands. The steed is an ally
to you and your allies, and it serves as a mount to you or one ally you designate. While the steed is serving as a
mount, the normal rules for mounted combat apply (see the Rules Compendium).
The only actions that the steed can take while riderless are move actions and free actions. When the steed makes a
check, you make the roll using your game statistics, not including any temporary bonuses or penalties.
The steed lasts until it drops to 0 hit points, at which point you lose a healing surge (or hit points equal to
your surge value if you have no surges left). Otherwise, it lasts until you dismiss it as a minor action or until you
start an extended rest.
Special: You can use this power twice per day. However, if the steed drops to 0 hit points, you cannot use the power
again until after an extended rest.
[/sblock][/sblock][sblock= Background]Borderland Nobility Benefit: +2 Diplomacy
[/sblock][sblock= Theme]Chevalier
L1 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 mounts skill check, whichever is better.
In addition, you gain the Valiant Charge power.
[sblock= Valiant Charge]Valiant Charge
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 immobilized until the end of its next turn.
[/sblock]L5 benefit: You gain a +2 power bonus to Diplomacy and Intimidate
[/sblock][sblock= Reference]Initiative: +11 Speed: 5
Passive Insight: 11 Passive Perception: 11 (Senses: normal)
Resistances: 5 Fire, 5 Necrotic
Saving Throw Modifiers:
Languages: Common, Giant
[/sblock][sblock= Stats]Strength: 19
Constitution: 13
Dexterity: 13
Intelligence: 10
Wisdom: 8
Charisma: 16
[/sblock][sblock= Defenses]AC: 23 Fortitude: 19 Reflex: 18 Will: 20
HP: 52 Surges/day: 11 Surge Value: 15
[/sblock][sblock= Skills]Acrobatics +0
Arcana +2
Athletics +7
Bluff +5
Diplomacy +14
Dungeoneering +1
Endurance +4
Heal +1
History +2
Insight +1
Intimidate +12
Nature +1
Perception +1
Religion +7
Stealth -1
Streetwise +5
Thievery -1
[/sblock][sblock= Feats]Level 1: Master at Arms
Human: Superior Will
Level 2: Disciple of Freedom
Level 4: Improved Initiative
[/sblock][sblock= Powers]
[sblock= Arc of Vengeance]Arc of Vengeance
Your flashing weapon promises a swift end to your foes.
Daily Divine, Radiant, Weapon
Standard Action Close burst 1
Target: Each enemy in the burst
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier radiant damage.
Miss: Half damage.
Effect: The target is subject to your divine sanction until the end of your next turn. If the target was already
marked by you, it also takes radiant damage equal to your Wisdom modifier whenever it deals damage to you or any ally
(save ends).
[/sblock][/sblock][sblock=Items]
[sblock= Dynamic Longsword +2]Critical: +2d6 damage
Power (Encounter • Polymorph): Minor Action. Change the weapon into a different weapon from any melee category
(simple, military, or superior). This effect lasts until the end of the encounter, or until you end it as a minor
action.
[/sblock][sblock= Black Iron Plate +1]Property: You gain resist 5 fire and resist 5 necrotic.
[/sblock][sblock= Lucky Charm +1]Power (Daily): No Action. Trigger: You miss with an attack or fail a skill check,
ability check, or saving throw. Effect: Roll a d6 and add the result to the attack roll, skill check, ability check,
or saving throw.
[/sblock][sblock= Acrobat Boots]Property: You gain a +1 item bonus to Acrobatics checks.
Power (At-Will): Minor Action. You stand up from prone.
[/sblock][sblock= Potion of Healing]Power (Consumable * Healing): Minor Action. Drink this potion and spend a healing
surge. Instead of the hit points you would normally regain, you regain 10 hit points.
[/sblock]Adventurer's Kit
Climber's Kit
Heavy Shield
Javelin x3
Wealth: 270 gp
[/sblock][sblock= Details][sblock= Mannerisms and Appearance]
[/sblock][sblock= Character Matrix]Social Interactions: Charming, Enthusiastic, Trusting
Decision Points: Adaptable, Flexible, Protective
Dire Straits: Reckless, Happy-go-lucky, Impulsive
[/sblock][sblock= Campaign Notes]
[/sblock][/sblock][/sblock]
[sblock=Summary]====== Created Using Wizards of the Coast D&D Character Builder ======
Markal, level 5
Human, Paladin (Cavalier)
Virtue: Virtue of Valor
Cavalier Option: Summoned Steed
Human Power Selection Option: Heroic Effort
Borderland Nobility (+2 to Diplomacy)
Theme: Chevalier
FINAL ABILITY SCORES
STR 19, CON 13, DEX 13, INT 10, WIS 8, CHA 16
STARTING ABILITY SCORES
STR 16, CON 13, DEX 13, INT 10, WIS 8, CHA 15
AC: 23 Fort: 19 Ref: 18 Will: 20
HP: 52 Surges: 11 Surge Value: 15
TRAINED SKILLS
Athletics +7, Diplomacy +14, Endurance +4, Intimidate +12, Religion +7
UNTRAINED SKILLS
Acrobatics +0, Arcana +2, Bluff +5, Dungeoneering +1, Heal +1, History +2, Insight +1, Nature +1, Perception +1, Stealth –1, Streetwise +5, Thievery –1
POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Chevalier Attack: Valiant Charge
Human Racial Power: Heroic Effort
Multiple Class Utility: Defender Aura
Paladin Attack: Holy Smite
Paladin Attack: Righteous Radiance
Paladin Utility: Righteous Shield
Paladin Utility: Call Celestial Steed
Paladin Attack 1: Valiant Strike
Paladin Attack 1: Vengeful Strike
Paladin Utility 2: Restore Vitality
Paladin Attack 5: Arc of Vengeance
FEATS
Level 1: Master at Arms
Level 1: Superior Will
Level 2: Disciple of Freedom
Level 4: Improved Initiative
ITEMS
Dynamic Longsword +2 x1
Black Iron Plate Armor +1 x1
Lucky Charm +1 x1
Heavy Shield x1
Javelin
Adventurer's Kit
Climber's Kit
Acrobat Boots (heroic tier) x1
Potion of Healing (heroic tier)
====== End ======[/sblock]
[sblock=Character points for Insight]As the youngest son of a minor noble, Markal von Bradmoor has enjoyed the privilege of rank while suffering few of the responsibilities. His insouciant demeanor and feckless nature would likely be infuriating were it not for his generous spirit. Sometime after a drunken whim lead Markal to declare that he would "soon be a great and famous adventuring hero", Markal was recruited by Erasmus for Erasmus's company of undead hunters. Their latest foray into the haunted Guardamon Crypts resulted in their separation from the rest of the company. After they vanquished the wraiths that had driven them down a little used secret passage, they emerged from a maze of tunnels to find themselves in the Shadowfell.[/sblock]