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Insight's Histhaven RG
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<blockquote data-quote="tiornys" data-source="post: 5668636" data-attributes="member: 17633"><p><strong>Markal</strong></p><p></p><p>Quick CB summary; detailed sheet and stuff for Insight to come as I have time between work and sleep.</p><p></p><p>[sblock= Markal von Bradmoor, Character Sheet]<strong>Markal von Bradmoor</strong>, level 5 Human Cavalier</p><p>Male, 6'0", 190lb</p><p>[sblock= Human features]Ability scores: +2 to one ability score of your choice</p><p>Size: Medium</p><p>Speed: 6 squares.</p><p>Vision: Normal</p><p></p><p>Languages: Common, choice of one other</p><p>Bonus Feat: You gain a bonus feat at 1st level. You must meet the feat’s prerequisites.</p><p>Bonus Skill: You gain training in one additional skill from your class skills list.</p><p>Human Defense Bonuses: You gain a +1 racial bonus to Fortitude, Reflex, and Will.</p><p>Human Power Selection: Choose an option for your human character.</p><p>Bonus At-Will Power: You know one extra 1st level at-will attack power from your class.</p><p>Heroic Effort: You have the heroic effort power.</p><p><span style="color: red">[sblock= Heroic Effort]Heroic Effort</span></p><p><span style="color: red"></span></p><p><span style="color: red">Your grim focus and unbridled energy means that failure is not an option.</span></p><p><span style="color: red"></span></p><p><span style="color: red">Encounter</span></p><p><span style="color: red">No Action Personal</span></p><p><span style="color: red"></span></p><p><span style="color: red">Trigger: You miss with an attack or fail a saving throw.</span></p><p><span style="color: red"></span></p><p><span style="color: red">Effect: You gain a +4 racial bonus to the attack roll or the saving throw.</span></p><p><span style="color: red">[/sblock]</span>[/sblock][sblock= Cavalier features]<span style="color: Green">[sblock= Defender Aura]Defender Aura</span></p><p><span style="color: Green"></span></p><p><span style="color: Green">You work to occupy nearby foes using a combination of fighting skill and clever tactics to keep them distracted.</span></p><p><span style="color: Green"></span></p><p><span style="color: Green">At-Will Aura</span></p><p><span style="color: Green">Minor Action Personal</span></p><p><span style="color: Green"></span></p><p><span style="color: Green">Effect: You activate an aura 1 that lasts until you end it as a minor action or until you fall unconscious. While in </span></p><p><span style="color: Green"></span></p><p><span style="color: Green">the aura, any enemy takes a -2 penalty to attack rolls when it makes an attack that does not include among its targets </span></p><p><span style="color: Green"></span></p><p><span style="color: Green">either you or an ally of yours who has this aura active. Marked enemies are not subject to this aura.</span></p><p><span style="color: Green">[/sblock][sblock= Righteous Radiance]Righteous Radiance</span></p><p><span style="color: Green"></span></p><p><span style="color: Green">You exact divine punishment on a foe that ignores your challenge.</span></p><p><span style="color: Green"></span></p><p><span style="color: Green">At-Will Divine, Radiant</span></p><p><span style="color: Green">Opportunity Action Melee 1</span></p><p><span style="color: Green"></span></p><p><span style="color: Green">Trigger: An enemy subject to your defender aura either shifts or makes an attack that targets an ally of yours but not </span></p><p><span style="color: Green"></span></p><p><span style="color: Green">you or an ally who has an active defender aura.</span></p><p><span style="color: Green"></span></p><p><span style="color: Green">Target: The triggering enemy</span></p><p><span style="color: Green"></span></p><p><span style="color: Green">Effect: The target takes radiant damage equal to 3 + your Charisma modifier.</span></p><p><span style="color: Green"> Level 11: 6 + Charisma modifier radiant damage.</span></p><p><span style="color: Green"> Level 21: 9 + Charisma modifier radiant damage.</span></p><p><span style="color: Green">[/sblock]</span><span style="color: Red">[sblock= Holy Smite]Holy Smite</span></p><p><span style="color: Red"></span></p><p><span style="color: Red">Your weapon fills with divine radiant energy, which bursts forth as you strike your enemy.</span></p><p><span style="color: Red"></span></p><p><span style="color: Red">Encounter Divine, Radiant</span></p><p><span style="color: Red">Free Action Personal</span></p><p><span style="color: Red"></span></p><p><span style="color: Red">Trigger: You target an enemy with an at-will weapon attack power.</span></p><p><span style="color: Red"></span></p><p><span style="color: Red">Effect: The target takes radiant damage equal to 2 + your Charisma modifier. If the triggering attack hits, the target </span></p><p><span style="color: Red"></span></p><p><span style="color: Red">is also dazed until the end of your next turn.</span></p><p><span style="color: Red"> Level 7: 4 + Charisma modifier radiant damage.</span></p><p><span style="color: Red"> Level 17: 7 + Charisma modifier radiant damage.</span></p><p><span style="color: Red"> Level 27: 10 + Charisma modifier radiant damage.</span></p><p><span style="color: Red"></span></p><p><span style="color: Red">Uses per Encounter: [][]</span></p><p><span style="color: Red">[/sblock][sblock= Righteous Shield]Righteous Shield</span></p><p><span style="color: Red"></span></p><p><span style="color: Red">You form golden energy around an ally, absorbing an attack against your friend and transferring the damage to </span></p><p><span style="color: Red"></span></p><p><span style="color: Red">yourself. As the magic fades, you become charged with righteous fury that fuels your attacks.</span></p><p><span style="color: Red"></span></p><p><span style="color: Red">Encounter Divine</span></p><p><span style="color: Red">Immediate Interrupt Close burst 3</span></p><p><span style="color: Red"></span></p><p><span style="color: Red">Trigger: An ally within 3 squares of you is damaged by an attack.</span></p><p><span style="color: Red"></span></p><p><span style="color: Red">Target: The triggering ally in the burst</span></p><p><span style="color: Red"></span></p><p><span style="color: Red">Effect: You take the damage of the triggering attack instead of the target. This damage ignores your immunities and </span></p><p><span style="color: Red"></span></p><p><span style="color: Red">resistances. In addition, you gain a +2 power bonus to attack rolls until the end of your next turn.</span></p><p><span style="color: Red">[/sblock]</span>[sblock= Spirit of Virtue--Valor]You gain a +4 bonus to initiative checks, and your healing surge </p><p></p><p>value increases by 2.</p><p>[/sblock]<span style="color: green">[sblock= Valiant Strike]Valiant Strike</span></p><p><span style="color: green"></span></p><p><span style="color: green">You attack a foe, gaining strength from your conviction as the odds against you rise.</span></p><p><span style="color: green"></span></p><p><span style="color: green">At-Will Divine, Weapon</span></p><p><span style="color: green">Standard Action Melee weapon</span></p><p><span style="color: green"></span></p><p><span style="color: green">Target: One creature</span></p><p><span style="color: green"></span></p><p><span style="color: green">Attack: Strength vs. AC. You gain a bonus to the attack roll equal to the number of enemies adjacent to you.</span></p><p><span style="color: green"></span></p><p><span style="color: green">Hit: 1[W] + Strength modifier damage.</span></p><p><span style="color: green"> Level 21: 2[W] + Strength modifier damage.</span></p><p><span style="color: green">[/sblock][sblock= Vengeful Strike]Vengeful Strike</span></p><p><span style="color: green"></span></p><p><span style="color: green">You let divine fury wash over you as you strike with your glowing weapon. Your enemy recoils in pain as the searing </span></p><p><span style="color: green"></span></p><p><span style="color: green">wound weakens its defenses.</span></p><p><span style="color: green"></span></p><p><span style="color: green">At-Will Divine, Radiant, Weapon</span></p><p><span style="color: green">Standard Action Melee weapon</span></p><p><span style="color: green"></span></p><p><span style="color: green">Target: One creature</span></p><p><span style="color: green"></span></p><p><span style="color: green">Attack: Strength vs. AC</span></p><p><span style="color: green"></span></p><p><span style="color: green">Hit: 1[W] + Strength modifier radiant damage. If at least one bloodied ally is within 5 squares of you, the target </span></p><p><span style="color: green"></span></p><p><span style="color: green">takes extra radiant damage equal to your Charisma modifier.</span></p><p><span style="color: green"> Level 21: 2[W] + Strength modifier radiant damage.</span></p><p><span style="color: green"></span></p><p><span style="color: green">Miss: You gain a +2 power bonus to your next damage roll against the target.</span></p><p><span style="color: green">[/sblock]</span><span style="color: slategray">[sblock= Restore Vitality]Restore Vitality</span></p><p><span style="color: slategray"></span></p><p><span style="color: slategray">You lay your hands upon an ally, invoking the power of your virtue to restore a comrade to health and remove hindering </span></p><p><span style="color: slategray"></span></p><p><span style="color: slategray">effects.</span></p><p><span style="color: slategray"></span></p><p><span style="color: slategray">Daily Divine, Healing</span></p><p><span style="color: slategray">Minor Action Melee 1</span></p><p><span style="color: slategray"></span></p><p><span style="color: slategray">Target: One creature</span></p><p><span style="color: slategray"></span></p><p><span style="color: slategray">Effect: The target regains hit points equal to your healing surge value and can make a saving throw.</span></p><p><span style="color: slategray">[/sblock][sblock= Summoned Steed]Call Celestial Steed</span></p><p><span style="color: slategray"></span></p><p><span style="color: slategray">The thunder of galloping hooves and a far-off neigh greet your call or whistle. From a silvery mist or cloud, a </span></p><p><span style="color: slategray"></span></p><p><span style="color: slategray">celestial warhorse or similar steed dressed for battle appears, ready to serve you.</span></p><p><span style="color: slategray"></span></p><p><span style="color: slategray">Daily Divine</span></p><p><span style="color: slategray">Standard Action Ranged 5</span></p><p><span style="color: slategray"></span></p><p><span style="color: slategray">Effect: A celestial warhorse appears in an unoccupied space within range to obey your commands. The steed is an ally </span></p><p><span style="color: slategray"></span></p><p><span style="color: slategray">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 </span></p><p><span style="color: slategray"></span></p><p><span style="color: slategray">mount, the normal rules for mounted combat apply (see the Rules Compendium).</span></p><p><span style="color: slategray"> The only actions that the steed can take while riderless are move actions and free actions. When the steed makes a </span></p><p><span style="color: slategray"></span></p><p><span style="color: slategray">check, you make the roll using your game statistics, not including any temporary bonuses or penalties.</span></p><p><span style="color: slategray"> The steed lasts until it drops to 0 hit points, at which point you lose a healing surge (or hit points equal to </span></p><p><span style="color: slategray"></span></p><p><span style="color: slategray">your surge value if you have no surges left). Otherwise, it lasts until you dismiss it as a minor action or until you </span></p><p><span style="color: slategray"></span></p><p><span style="color: slategray">start an extended rest.</span></p><p><span style="color: slategray"></span></p><p><span style="color: slategray">Special: You can use this power twice per day. However, if the steed drops to 0 hit points, you cannot use the power </span></p><p><span style="color: slategray"></span></p><p><span style="color: slategray">again until after an extended rest.</span></p><p><span style="color: slategray">[/sblock]</span>[/sblock][sblock= Background]Borderland Nobility <strong>Benefit:</strong> +2 Diplomacy</p><p>[/sblock][sblock= Theme]Chevalier</p><p>L1 Benefit: While mounted, you and your mount gain a +5 power bonus to Athletics checks and Acrobatics checks to jump, </p><p></p><p>swim, or hop down. You can use your skill check or your mounts skill check, whichever is better.</p><p></p><p>In addition, you gain the Valiant Charge power.</p><p><span style="color: red">[sblock= Valiant Charge]Valiant Charge</span></p><p><span style="color: red"></span></p><p><span style="color: red">You charge your enemy and strike out, momentarily holding it where it stands.</span></p><p><span style="color: red"></span></p><p><span style="color: red">Encounter Martial</span></p><p><span style="color: red">No Action Special</span></p><p><span style="color: red"></span></p><p><span style="color: red">Trigger: You hit a creature with a charge attack.</span></p><p><span style="color: red"></span></p><p><span style="color: red">Effect: The creature is immobilized until the end of its next turn.</span></p><p><span style="color: red">[/sblock]</span>L5 benefit: You gain a +2 power bonus to Diplomacy and Intimidate</p><p>[/sblock][sblock= Reference]<strong>Initiative:</strong> +11 <strong>Speed:</strong> 5</p><p><strong>Passive Insight:</strong> 11 <strong>Passive Perception:</strong> 11 (<strong>Senses:</strong> normal)</p><p><strong>Resistances:</strong> 5 Fire, 5 Necrotic</p><p><strong>Saving Throw Modifiers:</strong></p><p><strong>Languages:</strong> Common, Giant</p><p>[/sblock]<span style="font-family: 'Courier New'">[sblock= Stats]<strong>Strength:</strong> 19</span></p><p><span style="font-family: 'Courier New'"><strong>Constitution:</strong> 13</span></p><p><span style="font-family: 'Courier New'"><strong>Dexterity:</strong> 13</span></p><p><span style="font-family: 'Courier New'"><strong>Intelligence:</strong> 10</span></p><p><span style="font-family: 'Courier New'"><strong>Wisdom:</strong> 8</span></p><p><span style="font-family: 'Courier New'"><strong>Charisma:</strong> 16</span></p><p><span style="font-family: 'Courier New'">[/sblock][sblock= Defenses]<strong>AC:</strong> 23 <strong>Fortitude:</strong> 19 <strong>Reflex:</strong> 18 <strong>Will:</strong> 20</span></p><p><span style="font-family: 'Courier New'"><strong>HP:</strong> 52 <strong>Surges/day:</strong> 11 <strong>Surge Value:</strong> 15</span></p><p><span style="font-family: 'Courier New'">[/sblock][sblock= Skills]Acrobatics +0</span></p><p><span style="font-family: 'Courier New'">Arcana +2</span></p><p><span style="font-family: 'Courier New'">Athletics +7</span></p><p><span style="font-family: 'Courier New'">Bluff +5</span></p><p><span style="font-family: 'Courier New'">Diplomacy +14</span></p><p><span style="font-family: 'Courier New'">Dungeoneering +1</span></p><p><span style="font-family: 'Courier New'">Endurance +4</span></p><p><span style="font-family: 'Courier New'">Heal +1</span></p><p><span style="font-family: 'Courier New'">History +2</span></p><p><span style="font-family: 'Courier New'">Insight +1</span></p><p><span style="font-family: 'Courier New'">Intimidate +12</span></p><p><span style="font-family: 'Courier New'">Nature +1</span></p><p><span style="font-family: 'Courier New'">Perception +1</span></p><p><span style="font-family: 'Courier New'">Religion +7</span></p><p><span style="font-family: 'Courier New'">Stealth -1</span></p><p><span style="font-family: 'Courier New'">Streetwise +5</span></p><p><span style="font-family: 'Courier New'">Thievery -1</span></p><p><span style="font-family: 'Courier New'">[/sblock]</span>[sblock= Feats]<strong>Level 1:</strong> Master at Arms</p><p><strong>Human:</strong> Superior Will</p><p><strong>Level 2:</strong> Disciple of Freedom</p><p><strong>Level 4:</strong> Improved Initiative</p><p>[/sblock][sblock= Powers]</p><p><span style="color: SlateGray">[sblock= Arc of Vengeance]Arc of Vengeance</span></p><p><span style="color: SlateGray"></span></p><p><span style="color: SlateGray">Your flashing weapon promises a swift end to your foes.</span></p><p><span style="color: SlateGray"></span></p><p><span style="color: SlateGray">Daily Divine, Radiant, Weapon</span></p><p><span style="color: SlateGray">Standard Action Close burst 1</span></p><p><span style="color: SlateGray"></span></p><p><span style="color: SlateGray">Target: Each enemy in the burst</span></p><p><span style="color: SlateGray"></span></p><p><span style="color: SlateGray">Attack: Strength vs. AC</span></p><p><span style="color: SlateGray"></span></p><p><span style="color: SlateGray">Hit: 2[W] + Strength modifier radiant damage.</span></p><p><span style="color: SlateGray"></span></p><p><span style="color: SlateGray">Miss: Half damage.</span></p><p><span style="color: SlateGray"></span></p><p><span style="color: SlateGray">Effect: The target is subject to your divine sanction until the end of your next turn. If the target was already </span></p><p><span style="color: SlateGray"></span></p><p><span style="color: SlateGray">marked by you, it also takes radiant damage equal to your Wisdom modifier whenever it deals damage to you or any ally </span></p><p><span style="color: SlateGray"></span></p><p><span style="color: SlateGray">(save ends).</span></p><p><span style="color: SlateGray">[/sblock]</span>[/sblock][sblock=Items]</p><p><span style="color: DarkOrange">[sblock= Dynamic Longsword +2]Critical: +2d6 damage</span></p><p><span style="color: DarkOrange">Power (Encounter • Polymorph): Minor Action. Change the weapon into a different weapon from any melee category </span></p><p><span style="color: DarkOrange"></span></p><p><span style="color: DarkOrange">(simple, military, or superior). This effect lasts until the end of the encounter, or until you end it as a minor </span></p><p><span style="color: DarkOrange"></span></p><p><span style="color: DarkOrange">action.</span></p><p><span style="color: DarkOrange">[/sblock][sblock= Black Iron Plate +1]Property: You gain resist 5 fire and resist 5 necrotic.</span></p><p><span style="color: DarkOrange">[/sblock][sblock= Lucky Charm +1]Power (Daily): No Action. Trigger: You miss with an attack or fail a skill check, </span></p><p><span style="color: DarkOrange"></span></p><p><span style="color: DarkOrange">ability check, or saving throw. Effect: Roll a d6 and add the result to the attack roll, skill check, ability check, </span></p><p><span style="color: DarkOrange"></span></p><p><span style="color: DarkOrange">or saving throw. </span></p><p><span style="color: DarkOrange">[/sblock][sblock= Acrobat Boots]Property: You gain a +1 item bonus to Acrobatics checks.</span></p><p><span style="color: DarkOrange"></span></p><p><span style="color: DarkOrange">Power (At-Will): Minor Action. You stand up from prone.</span></p><p><span style="color: DarkOrange">[/sblock][sblock= Potion of Healing]Power (Consumable * Healing): Minor Action. Drink this potion and spend a healing </span></p><p><span style="color: DarkOrange"></span></p><p><span style="color: DarkOrange">surge. Instead of the hit points you would normally regain, you regain 10 hit points.</span></p><p><span style="color: DarkOrange">[/sblock]</span>Adventurer's Kit</p><p>Climber's Kit</p><p>Heavy Shield</p><p>Javelin x3</p><p><strong>Wealth:</strong> 270 gp</p><p>[/sblock][sblock= Details][sblock= Mannerisms and Appearance]</p><p>[/sblock][sblock= Character Matrix]Social Interactions: Charming, Enthusiastic, Trusting</p><p>Decision Points: Adaptable, Flexible, Protective</p><p>Dire Straits: Reckless, Happy-go-lucky, Impulsive</p><p>[/sblock][sblock= Campaign Notes]</p><p>[/sblock][/sblock][/sblock]</p><p>[sblock=Summary]====== Created Using Wizards of the Coast D&D Character Builder ======</p><p>Markal, level 5</p><p>Human, Paladin (Cavalier)</p><p>Virtue: Virtue of Valor</p><p>Cavalier Option: Summoned Steed</p><p>Human Power Selection Option: Heroic Effort</p><p>Borderland Nobility (+2 to Diplomacy)</p><p>Theme: Chevalier</p><p> </p><p>FINAL ABILITY SCORES</p><p>STR 19, CON 13, DEX 13, INT 10, WIS 8, CHA 16</p><p> </p><p>STARTING ABILITY SCORES</p><p>STR 16, CON 13, DEX 13, INT 10, WIS 8, CHA 15</p><p> </p><p> </p><p>AC: 23 Fort: 19 Ref: 18 Will: 20</p><p>HP: 52 Surges: 11 Surge Value: 15</p><p> </p><p>TRAINED SKILLS</p><p>Athletics +7, Diplomacy +14, Endurance +4, Intimidate +12, Religion +7</p><p> </p><p>UNTRAINED SKILLS</p><p>Acrobatics +0, Arcana +2, Bluff +5, Dungeoneering +1, Heal +1, History +2, Insight +1, Nature +1, Perception +1, Stealth –1, Streetwise +5, Thievery –1</p><p> </p><p>POWERS</p><p>Basic Attack: Melee Basic Attack</p><p>Basic Attack: Ranged Basic Attack</p><p>Chevalier Attack: Valiant Charge</p><p>Human Racial Power: Heroic Effort</p><p>Multiple Class Utility: Defender Aura</p><p>Paladin Attack: Holy Smite</p><p>Paladin Attack: Righteous Radiance</p><p>Paladin Utility: Righteous Shield</p><p>Paladin Utility: Call Celestial Steed</p><p>Paladin Attack 1: Valiant Strike</p><p>Paladin Attack 1: Vengeful Strike</p><p>Paladin Utility 2: Restore Vitality</p><p>Paladin Attack 5: Arc of Vengeance</p><p> </p><p>FEATS</p><p>Level 1: Master at Arms</p><p>Level 1: Superior Will</p><p>Level 2: Disciple of Freedom</p><p>Level 4: Improved Initiative</p><p> </p><p>ITEMS</p><p>Dynamic Longsword +2 x1</p><p>Black Iron Plate Armor +1 x1</p><p>Lucky Charm +1 x1</p><p>Heavy Shield x1</p><p>Javelin</p><p>Adventurer's Kit</p><p>Climber's Kit</p><p>Acrobat Boots (heroic tier) x1</p><p>Potion of Healing (heroic tier)</p><p>====== End ======[/sblock]</p><p></p><p>[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 <strong>insouciant demeanor</strong> and <strong>feckless nature</strong> would likely be infuriating were it not for his <strong>generous spirit</strong>. Sometime after a drunken whim lead Markal to declare that he would "soon <strong>be a great and famous adventuring hero</strong>", 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 <strong>emerged from a maze of tunnels to find themselves in the Shadowfell</strong>.[/sblock]</p></blockquote><p></p>
[QUOTE="tiornys, post: 5668636, member: 17633"] [b]Markal[/b] 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][B]Markal von Bradmoor[/B], 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. [color="red"][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][/color][/sblock][sblock= Cavalier features][color="Green"][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][/color][color="Red"][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][/color][sblock= Spirit of Virtue--Valor]You gain a +4 bonus to initiative checks, and your healing surge value increases by 2. [/sblock][color="green"][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][/color][color="slategray"][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][/color][/sblock][sblock= Background]Borderland Nobility [b]Benefit:[/b] +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. [color="red"][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][/color]L5 benefit: You gain a +2 power bonus to Diplomacy and Intimidate [/sblock][sblock= Reference][b]Initiative:[/b] +11 [b]Speed:[/b] 5 [b]Passive Insight:[/b] 11 [b]Passive Perception:[/b] 11 ([b]Senses:[/b] normal) [b]Resistances:[/b] 5 Fire, 5 Necrotic [b]Saving Throw Modifiers:[/b] [b]Languages:[/b] Common, Giant [/sblock][font="Courier New"][sblock= Stats][b]Strength:[/b] 19 [b]Constitution:[/b] 13 [b]Dexterity:[/b] 13 [b]Intelligence:[/b] 10 [b]Wisdom:[/b] 8 [b]Charisma:[/b] 16 [/sblock][sblock= Defenses][b]AC:[/b] 23 [b]Fortitude:[/b] 19 [b]Reflex:[/b] 18 [b]Will:[/b] 20 [b]HP:[/b] 52 [b]Surges/day:[/b] 11 [b]Surge Value:[/b] 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][/font][sblock= Feats][b]Level 1:[/b] Master at Arms [b]Human:[/b] Superior Will [b]Level 2:[/b] Disciple of Freedom [b]Level 4:[/b] Improved Initiative [/sblock][sblock= Powers] [color="green"][/color][color=Red][/color][color=SlateGray][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][/color][/sblock][sblock=Items] [color=DarkOrange][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][/color]Adventurer's Kit Climber's Kit Heavy Shield Javelin x3 [b]Wealth:[/b] 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 [B]insouciant demeanor[/B] and [B]feckless nature[/B] would likely be infuriating were it not for his [B]generous spirit[/B]. Sometime after a drunken whim lead Markal to declare that he would "soon [B]be a great and famous adventuring hero[/B]", 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 [B]emerged from a maze of tunnels to find themselves in the Shadowfell[/B].[/sblock] [/QUOTE]
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