Joseph

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Sir Joseph De Agric played by Liesmith
Level 2 Noble Human Paladin XP 775
STR: 20 (+5) DEX: 8 (-1) WIS: 11 (+0) Hit Points: 31
CON: 10 (+0) INT: 10 (+0) CHA: 14 (+2) Bloodied: 15
Surges: 10 Surge Value: 7 HP
Initiative: +0 Speed: 5 Deity: Harc
AC: 21 Fort: 18 Reflex: 13 Will: 15
Paladin Class Features: Channel Divinity, Divine Mettle, Divine Strength, Divine Challenge, Ardent Vow
Racial Features:
Bonus At-Will Power: You know one extra 1st level at-will attack power from your class.
Bonus Feat: You gain a bonus feat at 1st level.
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.
Feats:
Mounted Combat: When you ride a creature, you gain access to any special mount abilities it confers to its rider. While you are riding a creature, the creature can make any Athletics, Acrobatics, Endurance, or Stealth checks using your base skill check bonus rather than its own if yours is higher.
Alertness: You cannot be surprised. Also, you gain a +2 feat bonus to Perception checks.
Berserker's Fury [Multiclass Barbarian]: You gain training in one skill from the Barbarian's class skills list. Additionally, once Per day as a free action, you can gain a +2 bonus to damage rolls until the end of the encounter
Languages: Galerian, Vjardic
Skills: Heal +6, Religion +6, Endurance +6, Diplomacy +8, Intimidate +8, Athletics +11
Background: Code of Conduct: neuer to doo outragyousyte nor mordre / and alweyes to flee treason / Also by no meane to be cruel / but to gyue mercy vnto hym that asketh mercy vpon payn of forfeture of their worship and lordship of Kynge Eodren for euermore / and alweyes to doo ladyes / damoysels / and gentylwymmen socour vpon payne of dethe / Also that no man take noo batails in a wrongful quarel for noo lawe ne for noo worldes goodes

Sir Joseph of Agric is a Galerian Knight, sworn to the god Harc and a noble in his own right. In his youth, he won his spurs in the old king's train, distinguishing himself in the wars. His first quest was marked by tragedy, however. It began in honor of the younger princess's fourteenth birthday. Sir Joseph was a distant cousin, and in honor of his accomplishments he was granted the honor of joining the princess on her birthday hunt. It was on this hunt that the princess and her entourage encountered a magnificent golden stag and a hart of pure white. The party gave chase, and soon Joseph and his dogs alone were in striking distance of the stag. However, just as he reached the animal, it was struck with an arrow and died. A hunter emerged from the forest and claimed the kill for his own. Joseph, enraged, struck the hunter in the face, and the poor man fell and struck his head on a rock, dying instantly. It was at this point that the young princess and her followers arrived, to find Joseph standing over the dead hunter, overcome with shame.

the princess commanded that Joseph take the hunter's body back to the king, and submit himself to the king's justice. This Joseph did, and the king in his mercy laid upon Joseph a binding geas, that he hew to his knightly code, and dishonor himself no more. Further, Joseph was sent on a pilgimage of sorts, commanded to root out those knights who murdered without compunction, scorning the authority of king and gods.

Since then Joseph has gained some celebrity as a knight errant. He is obsessive in his adherence to the code placed on him by the old king, although in those things not addressed by his code he does as he chooses. Faced with the weak and the helpless, he is a shining protector and avenger of wrongs. But to those who would act for ill and not repent, he is terrible in his wrath.

Though it pains him, it is this very code that forces him to stand against the new king. The man who now rules Geleria is an evil man, and Joseph will bring him to justice no matter the cost to himself.

This whole hunt thing went down in Handraur's Forest, near Swanchurch, where joseph's family is from. the first Galerian king's summer home used to be there, and now its the family estate.

Equipment: Adventurer's Kit, Troll grip Longsword (while wielding this weapon in combat, all enemies within two squares take a -2 penalty to defences against fear effects), Troll Tooth Longspear (Brutal 1), Plate Armor, Heavy Shield, Engraved Troll Tooth (+3 to social checks relating to being a badass trollbane)
Combat:
Unarmed: +5 vs. AC; 1d4+5 damage.
Longsword: +8 vs. AC; 1d8+5 damage.
Longspear: +7 vs. AC; 1d10+5 damage.

Powers

At-Will

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: +8 vs. AC
Hit: 1d8 + 5 damage, and the target is subject to your divine sanction until the end of your next turn.
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: +8 vs. AC
Hit: 1d8 + 5 radiant damage. If you marked the target, you gain a +0 bonus to the damage roll.
 
Valiant Strike Paladin Attack 1
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: +8 vs. AC
Hit: 1d8 + 5 radiant damage.
Special: You gain a bonus to the attack roll equal to the number of enemies adjacent to you.

Encounter

Piercing Smith Paladin Attack 1
Silvery spikes cover your weapon, punching through your foe's armor.
Encounter   ✦   Divine, Weapon
Standard Action Melee weapon
Target: One creature
Attack: +8 vs. Reflex
Hit: 2d8 + 5 damage, and the target and 0 enemies adjacent to you are marked until the end of your next turn.
 

Daily

Majestic Halo Paladin Attack 1
You exude a palpable aura of menace as you strike with an inhuman blow, devastating one enemy and commanding the terrified attention of the entire battlefield.
Daily   ✦   Divine, Radiant, Weapon
Standard Action Melee weapon
Target: One creature
Attack: +8 vs. AC
Hit: 3d8 + 5 radiant damage.
Miss: Half damage.
Effect: Until the end of the encounter, any enemy that starts its turn adjacent to you is subject to your divine sanction until the end of its turn.
Bless Weapon Paladin Utility 2
You recite an ancient prayer to imbue your weapon with the power of pure faith.
Daily   ✦   Divine, Healing
minor Action Personal
Effect: Choose one weapon you are wielding. Until the end of the encounter, you gain +1 power bonus to attack rolls with the weapon, and it deals extra 1d6 radiant damage on a hit. In addition, you can score a critical hit with the weapon on 18-20 against creatures vulnerable to radiant damage.
 
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