Post by harknail on Jun 21, 2008 19:44:12 GMT -5
Harknail
Warforged Paladin 4
HP 49
Bloodied 24
Healing Surge Amount: 12
Healing Surges per Day 13
Init: +3
Defenses
AC: 22
Fort: 16
Ref: 16
Will: 16
Melee Basic Attack: Frost Longsword: +9 vs AC; 1d8+4 damage
Ranged Basic Attack Javelin: +7 vs AC; 1d6+3 damage
Ability Scores
STR 17 (+3)
CON 16 (+3)
DEX 12 (+1)
INT 8 (-1)
WIS 14 (+2)
CHA 15 (+2)
Feats:
- Warforged Tactics (You gain a +1 bonus to melee attack rolls against a target when you have an ally adjacent to that target)
- Power of Strength (Holy strike does +2 damage)
- Warforged Faith (Warforged resolve grants adjacent ally 3 temp HP + save vs. ongoing damage)
Skills:
Racial Features:
Ability Scores: +2 STR, +2 CON
Size: Medium
Speed: 6 squares
Vision: Normal
Languages: Common
Skill Bonuses: +2 Endurance, +2 Intimidate
Construct: You have the construct keyword.
Living Construct: As a living construct you have the following traits:
Warforged Resolve: You can use warforged resolve as an encounter power.
Class Features:
Bonus to Defense: Fort +1, Ref +1, Will +1
Weapon Proficiencies: Simple melee, military melee, simple ranged
Armor Proficiencies: Cloth, Leather, Hide, Chainmail, Scale, Plate; Light Shield, Heavy Shield
Implements: Holy symbol
Channel Divinity: Can use a Channel Divinity power once per encounter
Divine Challenge: Can use the divine challenge power at will
Lay on Hands: Can use the Lay on Hands 2 times per day
Powers:
At-Will
Divine Challenge - Paladin Feature
You boldly confront a nearby enemy, searing it with divine light if it ignores your challenge.
At-Will ✦ Divine, Radiant
Minor Action; Close burst 5
Target: One creature in burst
Effect: You mark the target (and all that implies). Also it takes 5 radiant damage the first time it makes an attack that doesn't include me. I must engage or challenge different creature or effect ends and I can't use this power next turn.
Lay on Hands - Paladin Feature
Your divine touch instantly heals wounds
At-Will ✦ Divine, Healing
Special: Can use the power 2 times per day but only once per round
Minor Action; Melee touch
Target: One creature
Effect: Spend healing surge without gaining hitpoints for target to gain hit points as if it spend a healing surge.
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: +9 vs. AC
Hit: 1[W] + 6 radiant damage. If you marked the target, add +2 to the damage.
Valiant Strike - Paladin Attack 1
As you bring your weapon to bear, the odds against you add strength to your attack.
At-Will ✦ Divine, Weapon
Standard Action; Melee weapon
Target: One creature
Attack: +7 +9 per enemy adjacent to you vs. AC
Hit: 1[W] + 4
Per Encounter
Warforged Resolve - Warforged Racial Power
It's difficult to take you down, even when you are faltering.
Encounter ✦ Healing
Minor Action; Personal
Effect: Gain 5 temporary hit points (10 if bloodied). Make immediate saving throw vs. one effect that does ongoing damage ended by a save.
Channel Divinity: Divine Mettle - Paladin Feature
Your unswerving faith in your deity empowers a nearby creature to resist a debilitating affliction.
Encounter ✦ Divine
Special: Only one Channel Divinity power can be used per encounter
Minor Action; Close burst 10
Target: One creature in burst
Effect: The target makes a saving throw with a +2 bonus.
Channel Divinity: Divine Strength - Paladin Feature
You petition your deity for the divine strength to lay low your enemies.
Encounter ✦ Divine
Special: Only one Channel Divinity power can be used per encounter
Minor Action; personal
Effect: Extra +3 damage on my next attack this turn.
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: +8 vs. AC
Hit: 2d8+3, each enemy within 3 squares is subject to my divine sanction
Righteous Smite - Paladin Attack 3
Your righteous blow fills you and your allies with resolve.
Encounter ✦ Divine, Weapon
Standard Action; Melee weapon
Target: One creature
Attack: +8 vs. AC
Hit: 2d8+3, I and each ally within 5 squares gets 7 temp HP
Per Day-
Paladin's Judgment - 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: +9 vs. AC
Hit: 3d8+ 3 damage. One ally within 5 squares of me can spend a healing surge.
Miss: One ally within 5 squares of me can spend a healing surge.
Gear:
Armor: Plate Armor component (+8 AC, -2 Check, -1 speed, 50 lbs) [50 gp]
Shield: Moon Shield of Silver Light component(+2 AC, -2 Check, 15 lbs) [840 gp]
Weapon: Frost Longsword component(+3, 1d8, Versatile, 4 lbs) [680 gp]
Weapon: Javelin x3 (+2, 1d6, range 10/20, Heavy Thrown, 6 lbs) [15 gp]
Weapon: Alchemists Frost x2
Other: Backpack component (2 lbs) [2 gp]; Belt pouch embedded component (.5 lbs) [1 gp]; Flint and Steel [1 gp]; 50' of Hemp Rope (10 lbs) [1 gp]; 10 torch components (10 lbs) [1 gp]; 2 Sunrod components (2 lbs) [4 GP]
Money: 4 GP
Carrying: 97.5 lbs
Background:
Harknail was buried long ago under the rubble of a long forgotten keep not far from where the town of Moonhaven was later founded. Hundreds of years ago, the squad Harknail was assigned to was clearing out the underground chambers beneath the keep when the entire complex collapsed. By some miracle the chamber they were currently in survived, but the reprieve was only temporary. The chamber exit was completely sealed, attempts to shift the rubble to make an exit were fruitless. With only limited supplies of food, water, and air, most of the squad wasn't going to survive for long.
At first all efforts were directed towards clearing a passage though the rubble, though without tools it was slow going. But it only took a day or so before they was discovered that the exit was blocked by a chunk of rock too large to dislodge. They attempted to dig around it, but all possible routes were blocked by other large stones.
With that they realized that they were going to die down there, and a slow death at that. Then Coreth the Paladin realized that their warforged Nail was going to suffer an even worse fate. It was going to live, entombed and useless, possibly forever. A new warforged when it was assigned to them, Nail had little in the way of experience to sustain him. So they used what time they had left telling Nail stories.
Coreth was the last to pass away, before he died, he ordained Nail to be a Paladin of Kord. Doing so might not mean anything, but entombed as he was, Harknail could outlast nations. A firm belief in something larger than himself might give him the courage to endure the isolation. Coreth's last words were "Pray to Kord".
Nail buried his comrades in cairns made of the rubble from their digging attempts. It took much time, but by using stone against stone he was able to make gravestones for each of them; Coreth, Beorlan, Damson, Osley, and Grufidi.
Hundreds of years of isolation, prayer, and introspection have changed Nail, where Nail was just a warrior, interchangeable with any other newly made War-Forged warrior, Harknail (as he now calls himself) was now truly a Paladin. Coreth had said "Pray to Kord", and Harknail has been doing that for hundreds of years. That and a lot of introspection and thinking about the mysterious ways of humans has given him Wisdom and Charisma that he did not formally posses.
After an endless time guarding a crypt with no entrances, the long dead bodies of his comrades came to life. Then when Harknail had put them back to rest and rebuilt the cairns, the ocean came breaking though the rubble, filling the room. Finding his way out, Harknail emerges into a very different world. The empire he was built to serve no longer exists, nor does the enemy he was built to fight.
Now at long last free of his crypt, Harknail needs to find another squad to join. A new team for him to support and aid in their cause (whatever that may be). His armor and sword are archaic in design, as is his speech. But both Harknail and his equipment still excel in what they were built for.... War!
Warforged Paladin 4
HP 49
Bloodied 24
Healing Surge Amount: 12
Healing Surges per Day 13
Init: +3
Defenses
AC: 22
Fort: 16
Ref: 16
Will: 16
Melee Basic Attack: Frost Longsword: +9 vs AC; 1d8+4 damage
Ranged Basic Attack Javelin: +7 vs AC; 1d6+3 damage
Ability Scores
STR 17 (+3)
CON 16 (+3)
DEX 12 (+1)
INT 8 (-1)
WIS 14 (+2)
CHA 15 (+2)
Feats:
- Warforged Tactics (You gain a +1 bonus to melee attack rolls against a target when you have an ally adjacent to that target)
- Power of Strength (Holy strike does +2 damage)
- Warforged Faith (Warforged resolve grants adjacent ally 3 temp HP + save vs. ongoing damage)
Skills:
Acrobatics | Untrained | -1 |
Arcana | Untrained | +1 |
Athletics | Untrained | +3 |
Bluff | Untrained | +4 |
Diplomacy | Trained | +4 |
Dungeoneering | Untrained | +4 |
Endurance | Untrained | +8 |
Heal | Trained | +9 |
History | Untrained | +1 |
Insight | Trained | +9 |
Intimidate | Untrained | +6 |
Nature | Untrained | +5 |
Perception | Untrained | +4 |
Religion | Trained | +6 |
Stealth | Untrained | -1 |
Streetwise | Untrained | +4 |
Thievery | Untrained | -1 |
Racial Features:
Ability Scores: +2 STR, +2 CON
Size: Medium
Speed: 6 squares
Vision: Normal
Languages: Common
Skill Bonuses: +2 Endurance, +2 Intimidate
Construct: You have the construct keyword.
Living Construct: As a living construct you have the following traits:
- You gain a +2 bonus to saving throws against ongoing damage
- You can use attached and embedded components
- You don't need to eat, drink, or breathe, but this doesn't render you immune to any effect
- Rather than sleep spend 4 hours refraining from strenuous activity. You remain fully aware of your surroundings and notice approaching enemies and other events as normal.
- When you make death saving throws, take the better of your die roll or 10.
Warforged Resolve: You can use warforged resolve as an encounter power.
Class Features:
Bonus to Defense: Fort +1, Ref +1, Will +1
Weapon Proficiencies: Simple melee, military melee, simple ranged
Armor Proficiencies: Cloth, Leather, Hide, Chainmail, Scale, Plate; Light Shield, Heavy Shield
Implements: Holy symbol
Channel Divinity: Can use a Channel Divinity power once per encounter
Divine Challenge: Can use the divine challenge power at will
Lay on Hands: Can use the Lay on Hands 2 times per day
Powers:
At-Will
Divine Challenge - Paladin Feature
You boldly confront a nearby enemy, searing it with divine light if it ignores your challenge.
At-Will ✦ Divine, Radiant
Minor Action; Close burst 5
Target: One creature in burst
Effect: You mark the target (and all that implies). Also it takes 5 radiant damage the first time it makes an attack that doesn't include me. I must engage or challenge different creature or effect ends and I can't use this power next turn.
Lay on Hands - Paladin Feature
Your divine touch instantly heals wounds
At-Will ✦ Divine, Healing
Special: Can use the power 2 times per day but only once per round
Minor Action; Melee touch
Target: One creature
Effect: Spend healing surge without gaining hitpoints for target to gain hit points as if it spend a healing surge.
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: +9 vs. AC
Hit: 1[W] + 6 radiant damage. If you marked the target, add +2 to the damage.
Valiant Strike - Paladin Attack 1
As you bring your weapon to bear, the odds against you add strength to your attack.
At-Will ✦ Divine, Weapon
Standard Action; Melee weapon
Target: One creature
Attack: +7 +9 per enemy adjacent to you vs. AC
Hit: 1[W] + 4
Per Encounter
Warforged Resolve - Warforged Racial Power
It's difficult to take you down, even when you are faltering.
Encounter ✦ Healing
Minor Action; Personal
Effect: Gain 5 temporary hit points (10 if bloodied). Make immediate saving throw vs. one effect that does ongoing damage ended by a save.
Channel Divinity: Divine Mettle - Paladin Feature
Your unswerving faith in your deity empowers a nearby creature to resist a debilitating affliction.
Encounter ✦ Divine
Special: Only one Channel Divinity power can be used per encounter
Minor Action; Close burst 10
Target: One creature in burst
Effect: The target makes a saving throw with a +2 bonus.
Channel Divinity: Divine Strength - Paladin Feature
You petition your deity for the divine strength to lay low your enemies.
Encounter ✦ Divine
Special: Only one Channel Divinity power can be used per encounter
Minor Action; personal
Effect: Extra +3 damage on my next attack this turn.
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: +8 vs. AC
Hit: 2d8+3, each enemy within 3 squares is subject to my divine sanction
Righteous Smite - Paladin Attack 3
Your righteous blow fills you and your allies with resolve.
Encounter ✦ Divine, Weapon
Standard Action; Melee weapon
Target: One creature
Attack: +8 vs. AC
Hit: 2d8+3, I and each ally within 5 squares gets 7 temp HP
Per Day-
Paladin's Judgment - 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: +9 vs. AC
Hit: 3d8+ 3 damage. One ally within 5 squares of me can spend a healing surge.
Miss: One ally within 5 squares of me can spend a healing surge.
Gear:
Armor: Plate Armor component (+8 AC, -2 Check, -1 speed, 50 lbs) [50 gp]
Shield: Moon Shield of Silver Light component(+2 AC, -2 Check, 15 lbs) [840 gp]
Weapon: Frost Longsword component(+3, 1d8, Versatile, 4 lbs) [680 gp]
Weapon: Javelin x3 (+2, 1d6, range 10/20, Heavy Thrown, 6 lbs) [15 gp]
Weapon: Alchemists Frost x2
Other: Backpack component (2 lbs) [2 gp]; Belt pouch embedded component (.5 lbs) [1 gp]; Flint and Steel [1 gp]; 50' of Hemp Rope (10 lbs) [1 gp]; 10 torch components (10 lbs) [1 gp]; 2 Sunrod components (2 lbs) [4 GP]
Money: 4 GP
Carrying: 97.5 lbs
Background:
Harknail was buried long ago under the rubble of a long forgotten keep not far from where the town of Moonhaven was later founded. Hundreds of years ago, the squad Harknail was assigned to was clearing out the underground chambers beneath the keep when the entire complex collapsed. By some miracle the chamber they were currently in survived, but the reprieve was only temporary. The chamber exit was completely sealed, attempts to shift the rubble to make an exit were fruitless. With only limited supplies of food, water, and air, most of the squad wasn't going to survive for long.
At first all efforts were directed towards clearing a passage though the rubble, though without tools it was slow going. But it only took a day or so before they was discovered that the exit was blocked by a chunk of rock too large to dislodge. They attempted to dig around it, but all possible routes were blocked by other large stones.
With that they realized that they were going to die down there, and a slow death at that. Then Coreth the Paladin realized that their warforged Nail was going to suffer an even worse fate. It was going to live, entombed and useless, possibly forever. A new warforged when it was assigned to them, Nail had little in the way of experience to sustain him. So they used what time they had left telling Nail stories.
Coreth was the last to pass away, before he died, he ordained Nail to be a Paladin of Kord. Doing so might not mean anything, but entombed as he was, Harknail could outlast nations. A firm belief in something larger than himself might give him the courage to endure the isolation. Coreth's last words were "Pray to Kord".
Nail buried his comrades in cairns made of the rubble from their digging attempts. It took much time, but by using stone against stone he was able to make gravestones for each of them; Coreth, Beorlan, Damson, Osley, and Grufidi.
Hundreds of years of isolation, prayer, and introspection have changed Nail, where Nail was just a warrior, interchangeable with any other newly made War-Forged warrior, Harknail (as he now calls himself) was now truly a Paladin. Coreth had said "Pray to Kord", and Harknail has been doing that for hundreds of years. That and a lot of introspection and thinking about the mysterious ways of humans has given him Wisdom and Charisma that he did not formally posses.
After an endless time guarding a crypt with no entrances, the long dead bodies of his comrades came to life. Then when Harknail had put them back to rest and rebuilt the cairns, the ocean came breaking though the rubble, filling the room. Finding his way out, Harknail emerges into a very different world. The empire he was built to serve no longer exists, nor does the enemy he was built to fight.
Now at long last free of his crypt, Harknail needs to find another squad to join. A new team for him to support and aid in their cause (whatever that may be). His armor and sword are archaic in design, as is his speech. But both Harknail and his equipment still excel in what they were built for.... War!