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22:33, 27th April 2024 (GMT+0)

Freedom

Freedom,  level 4 Warforged Cavalier (Paladin)
'Found/Born' 6yrs ago. Height: 6’2” Weight: 280lbs.
Theme: Chevalier
Initiative +3, Perception 12, Insight 12, normal vision
HP 47; Bloodied 23; Surges 13; Surge value: 11
AC 23; Fortitude 18, Reflex 17; Will 18
+2 Item bonus to defenses after making a charge.
+2 Saving Throw against Ongoing Damage.
Resist 5 Poison
Speed 6
(Stats for Mounts at the bottom.)

Spirit of Sacrifice: +1 healing surge. May use second wind (minor action) to heal ally in 5 squares.;
Ally regains hit points equal to their surge value, Freedom gains no benefit.
Chevalier Starting Feature: +5 power bonus to Athletics and Acrobatics checks to jump, swimp, or pop down for Freedom and his mount. (Use whoever has the better skill check.)

[M] Valiant Strike (Standard; at will) * Divine, Weapon * Melee Weapon
Attack: Str vs. AC (+1 bonus per enemy adjacent to Freedom);
Vanguard Lance +1:+10* vs AC:  1d10+5 damage (2d10+5+1d8 damage on a charge, -2 to hit if not mounted)
Warsoul Longsword+1: +11* vs AC: 1d8+5 damage
Counts as a Basic Melee attack due to Power of Skill feat.

[M] Righteous Radiance (Opportunity Action; at will) * Divine, Radiant
Trigger: An enemy subject to Freedom’s Defender aura either shifts or makes
an attack that targets an ally of Freedom’s but not Freedom or another ally
with an active defender aura.
Effect: Target takes 6 Radiant damage.

[M] Strike of Hope (Standard; at will) * Divine, Radiant, Weapon * Melee Weapon
Attack: Str vs AC: Hit: One Ally within 5 squares of Freedom gains 3 Temporary Hit points.
If the Ally is bloodied, the temporary hit points increases by 5.
Vanguard Lance +1:+10 vs AC:  1d10+5 Radiant damage (2d10+5+1d8 damage on a charge, -2 to hit if not mounted)
Warsoul Longsword+1: +11 vs AC: 1d8+5 Radiant damage

Defender Aura (Minor; at will) * Aura  1
Freedom activates this aura which lasts until ended as a minor action or Freedom falls unconscious.
While in the aura, any enemy takes a -2 penalty to attack rolls when it makes an attack that does not
include Freedom, or someone else with an active defender aura. Marked Enemies are not subject to this aura.

[C] Righteous Shield (Immediate Interrupt; Encounter) * Divine  * Close Burst 3
Trigger: An Ally within 3 squares of Freedom is damaged by an attack.
Effect: Freedom takes the damage instead of the target. This damage ignores Freedom’s immunities and
resistances. Freedom gains a +2 power bonus to attack rolls until the end of his next turn.

Holy Smite (No Action; encounter) * Martial
Trigger: Freedom targets a creature with an at-will weapon attack power.
Effect: The creature takes 5 radiant damage. If the triggering attack hits, the target is also dazed until the
end of Freedom’s next turn.
Special: Holy Smite may be used twice per encounter, but no more than once per turn.

Valiant Charge (No Action; encounter) * Martial
Trigger: Freedom hits a creature with a charge attack.
Effect: The creature is immobilized until the end of its next turn.

[M] Battle Riding(Immediate Interrupt; Encounter) * Martial * Melee  1
Trigger: Freedom’s mount is damaged by an attack.
Effect: Freedom’s mount takes half damage from the triggering attack. After the attack is resolved,
Freedom’s mount can shift  1 square.

[R] Call Celestial Steed (standard; daily) * Divine, Ranged 5
Effect: Either a Celestial Warhorse or a Celestial Battle Tiger appears in an unoccupied space within
range to obey Freedom’s Commands. The steed is an ally to Freedom and his allies, and it serves as a
mount to Freedom or one ally Freedom Designates. While the steed is serving as a mount, the normal
rules for mounted combat apply.
The only actions that the steed can take while riderless are move actions and free actions. When the
steed makes a check, Freedom makes the roll using his game statistics, not including any temporary
bonuses or penalties.
The steed lasts until it drops to 0 hit points, at which point Freedom Looses a healing surge (or hit points
equal to Freedom’s healing surge value if no surges are left). Otherwise it lasts until Freedom dismisses
it as a minor action or until Freedom starts an extended rest.
Special: Freedom can use this power twice per day. However if the steed drops to 0hp, Freedom cannot
use the power again until after an extended rest.

Warforged Resolve (Minor; encounter) * racial ability, Healing, Personal
Freedom gains 5 temporary hit points. Freedom may also make an immediate saving throw against
one effect that inflicts ongoing damage and can be ended with a save. In addition, if Freedom
is bloodied he also regains 5 Hit Points.
(3+1/2 level in both instances)

Delver’s Light (Free action)
The Delver’s Light can shed dim/bright light to a radius of 20 squares. Or shed no light.

Vanguard Lance+1 (Minor Action; daily)
Use this power when Freedom makes a charge attack. If Freedom hits with the charge attack, all
allies within 10 squares of Freedom gain a =1 bonus to attack rolls and gain a +3 bonus to damage rolls
until the start of Freedom’s next turn.

Warsoul Longsword+1 (Immediate Interrupt; daily)
Trigger: An enemy adjacent to you shifts.
Effect: Make a Melee Basic Attack with this weapon against the triggering enemy.

Periapt of Proof against Poison+1 (Immediate Interrupt; daily)
Trigger: Freedom Takes damage from a Poison Attack.
Effect: The resistance to poison increases by 15 until the end of Freedom's next turn.

Alignment: Good  Languages: Common, Primordial
1 Acrobatics, 1 Arcana, 10 Athletics, 5 Bluff, 13 Diplomacy, 2 Dungeoneering,
10 Endurance, 2 Heal, 1 Hist, 2 Insight, 13 Intimidate, 2 Nature, 2 Percep,
1 Religion, 1 Stealth, 5 Streetwise, 1 Thievery
Str 19(4)[6] Con 14(4)[6] Dex 12(1)[3] Int 8(-1)[1] Wis 10(0)[2] Cha 17(3)[5]
Modifiers are in (), while ability checks are in [].
Equipment:
Vanguard Lance+1: (+1d8 crit & +1d8 damage on a charge)
Heavy Shield (Tusk Shield): +2 Item bonus to all defenses after making a
charge, lasts until start of Freedom’s next turn.(Attached, can still use hand for items)
Warsoul Longsword +1: (+1d6 crit, +2 item bonus to initiative.)
Mithril Plating Plate Armor: (Attached, 75% weight)( No armor check or movement penalties.
Periapt of Proof against Poison (+1, Embedded component).
Riding Boots: +1 to mount’s speed. (Embedded component, boots)
Delver's Light: At will, as a free action can shed either bright or dim light
out to a radius of 20 squares. Also as a free 'at will' action, can shed no light.
Backpack (Attached component, back)
Flint and Steel (In Belt Pouch in right leg)
Two Belt Pouches (Embedded Components, legs)
Rope, Silk (50ft.) (In Backpack)
Crowbar
Clibmer’s Kit
Dagger Boots (+2 to climb, -2 to stealth when worn)
Impenetrable Light Barding: Mount gets +1 AC (unless soldier) and Resist All 5 while ridden.


Racial attributes: Warforged (Dragon 364, pp 27)
Speed: 6 squares
Vision: Normal
Languages: Common
Skill Bonus: +2 Endurance, +2 Intimidate
Living Construct: As a living construct, you have the following traits.
– You can us attached components and embedded components made for warforged.
– You don’t need to eat, drink, or breathe, but this doesn’t render you immune to any effect.
Unsleeping Watcher:
– Rather than sleep, warforged spend 4 hours refraining from any strenuous
activity. You need to spend 4 hours in this state to gain the same benefits
other races gain from taking a 6-hour extended rest. While resting in this
low-exertion state, you are fully aware of your surroundings and notice
approaching enemies and other events as normal.
Warforged Resilience:
– You gain a +2 bonus to saving throws against ongoing damage.
– When reduced to 0 hit points, you are less likely to die. When you make a
death saving throw, you can take the better of your die roll or 10. You still
die at the normal negative hit point total.
Warforged Mind: You gain a +1 racial bonus to your Will defense.

Class attributes:
Armor Proficiency: Cloth, Leather, Hide, Chain, Scale, Palte, Light Shield, Heavy Shield
Weapon Proficiency: Simple Melee, Military Melee, Simple Ranged, Military Ranged
Implement Proficiency: Holy Symbols
Bonus to Defense: +1 Fortitude, +1 Reflex, +1 Will
Skill Training: Athletics, Diplomacy, Intimidation, Endurance
Spirit of Virtue: Spirit of Sacrifice.

Feats:
'Free Expertise': +1 to hit.
Power of Skill [Domain] +1 feat bonus to trained skill checks. Valiant Strike becomes a Melee Basic Attack
Mounted Combat
Improved Steed (Celestial Battle Tiger)

Regional Benefit: +2 Diplomacy, Diplomacy is a class skill and one additional language * Primary: Waterdeep
Secondary: Occupation - Military, Geography - Forest, Geography - Urban

Appearance:

Freedom's body is bulky as his skin is made of plates made of metal and stone, supported by
a skeleton of similar material and a musculature of leathery, woody fiber bundles. An internal
network of tubes filled with blood-like fluid nourishes and lubricates his body. His powerful arms
end in two-fingered, thumbed hands, and his feet each have two broad toes.
His face only has simple human-like features, with a heavy brow, a hinged jaw that has no teeth,
and no visible nose. His light green eyes tend to glow when he experiences intense emotions,
and there are runic whorls, etched into the plate on his forehead. Each warforged has a unique
rune on its forehead, much like humans have distinctive fingerprints. This rune is known as a “ghulra,”
a symbol that means “Sacrifice for Freedom” in Primordial.
Freedom is right handed.

Integrated into Freedom’s body is a suit of plate armor (reducing it's weight to 75% of normal),
and he has an attached backpack on his back along with a pair of belt pouches attached to his legs.
Furthermore he has a heavy shield attached to his left arm so he can still hold items in his left
hand as if he was using a light
shield. If Mounted, Freedom carries a Lance, and if not mounted, Freedom wields an attached Longsword. (The other weapon is always within easy reach.)

Character background: Freedom was born and found six years ago. He was discovered in a capsule
by a Cavalier that was protecting workers repairing a road that was damaged by a recent mudslide. The
mudslide had exposed an ancient chamber which contained Freedom's capsule.
Freedom was in by the Cavalier and questioned about his past, where it was discovered that for
all intensive purposes, Freedom was born when the capsule was opened despite his body being
constructed some time in the past. Upon learning that he was free to choose his own path, the he took
up the name Freedom and he decided follow the Cavalier that had found him and learn from him.
Thus having been trained as a Cavalier, Freedom now uses his abilities to protect others, while also
searching for the answers to questions that he has not found the answers to. Such as who constructed
his body, and why was it placed in a capsule in that chamber.

Money: 4 pp 99 gp. Weight 93.5lbs. (of 190lbs, including the 40lbs for the barding.)

Celestial Battle Tiger (With Impenetrable Light Barding)
Large immortal beast (mount)
HP your bloodied value 23, Resist All 5
Healing Surges none, but you can spend a healing surge for the tiger if an effect allows it to spend one
Defenses your defenses + 1, not including any temporary bonuses or penalties
AC 25; Fortitude 19, Reflex 18; Will 19
Speed 9 (forest walk) {10 with Boots of Riding}
Tiger Agility (mount)
The tiger gains a +10 bonus to Acrobatics and Athletics checks. It does not need to move to gain a running start for Athletics (jump) checks.
Has 'Free Expertise' (Currently +1)
Bite * At-Will (Melee Basic Attack)
Attack: Melee 1 (one creature); +10 (level + 5 + 'Expertise') vs. AC
Hit: 2d8 + 3 (Charisma modifier) damage.
Battle Pounce * Encounter
Effect: The tiger jumps up to 5 squares and attacks.
Attack: Melee 1 (one creature);  +10 (level + 5 + 'Expertise') vs. AC
Hit: 3d8 + 3 (Charisma modifier) damage, and the target falls prone.
Raking Claw * At-Will
Trigger: An enemy enters a square adjacent to the tiger.
Attack (Immediate Reaction): Melee 1 (the triggering enemy);  +10 (level + 5 + 'Expertise') vs. AC
Hit: 1d8 + 3 (Charisma modifier) damage.

Celestial Warhorse (With Impenetrable Light Barding)
Large immortal beast (mount)
HP your bloodied value 23, Resist All 5
Healing Surges none, but you can spend a healing surge for the steed if an effect allows it to spend one
Defenses your defenses, not including any temporary bonuses or penalties
AC 24; Fortitude 18, Reflex 17; Will 18
Speed 8  {9 with Boots of Riding}
Charger (mount)
The steed’s rider gains a +5 bonus to damage rolls on charge attacks.
Has 'Free Expertise' (Currently +1)
Kick * At-Will (Melee Basic Attack)
Attack: Melee 1 (one creature); +10 (level + 5+ 'Expertise') vs. AC
Hit: 2d6 + 3 (Charisma modifier) damage.
Trample Encounter
Effect: The warhorse moves up to its speed and can move through enemies’ spaces during the move, if that enemy is Medium size or smaller. Each time the warhorse enters an enemy’s space for the first time during the move, it makes the following attack against that enemy.
Attack: Melee 0 (each enemy whose space the celestial warhorse enters); +8 (level + 3 + 'Expertise') vs. Reflex
Hit: 2d8 + 3 (Charisma modifier) damage, and the enemy falls prone.