Seelah

The Rogue Knight's page

204 posts. Alias of Radavel.


About The Rogue Knight

The Rogue Knight
Male human paladin 4
LG medium humanoid
Init +5; Senses Perception +2
Languages: Common
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AC 22, touch 11, flatfooted 21
hp 44 (4 HD)
Fort +7; Ref +4; Will +7
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Spd 20 ft.
Melee lance +8 (1d8+4 x 3)
Space 5 ft. Reach 5 ft.
Base Atk +4; CMB +8; CMD 19
Special Abilities aura of courage, aura of good, channel positive energy, detect evil, divine grace, divine health, lay on hands (4/day; 2d6 per use), mercy, smite evil (2/day; +2 to hit; +4 to damage)
Spell Prepared
1st (1/day) – Divine Favor (+1 to hit and damage)
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Ability Scores
Str 18, Dex 13, Con 12, Int 11, Wis 12, Cha 14
Feats Improved Initiative, Mounted Combat, Skill Focus (ride)
Skills diplomacy +6, handle animal +9, knowledge (religion) +4, perception +2, ride +2 (*inclusive of armor penalty), sense motive +5
Other Gear fullplate, heavy steel shield, lance, heavy warhorse

4e Stats

Spoiler:
The Rogue Knight
Unaligned Human Paladin of Kord 4 (Avenging)

Str 17
Dex 12
Con 14
Int 8
Wis 14
Cha 15

Basics
AC 20 (12 Base +8 Armor)
Fort 18 (12 Base + 1 Human + 1 Paladin + 1 Feat + 3 Ability)
Ref 16 ( 12 Base + 1 Human + 1 Paladin + 1 Feat + 1 Ability)
Will 17 (12 Base + 1 Human + 1 Paladin + 1 Feat + 2 Ability)
Init +7

HP: 8/52
Bloodied: 26
Healing surges: 12 per day (0/12)
Amount per surge: 13

Basic Melee attack: +1 vicious greataxe +8 (1d12+5, high crit)
Move: 5 squares

HUMAN RACIAL TRAITS

Spoiler:

Average Height: 5´ 6˝–6´ 2˝
Average Weight: 135–220 lb.
Ability Scores: +2 to one ability score of your choice
Size: Medium
Speed: 6 squares
Vision: Normal
Languages: Common, choice of one other
Bonus At-Will Power: You know one extra at-will
power from your class.
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 skill list.
Human Defense Bonuses: +1 to Fortitude, Reflex, and
Will defenses.

CLASS TRAITS

Spoiler:

Role: Defender. You are extremely durable, with high
hit points and the ability to wear the heaviest armor.
You can issue bold challenges to foes and compel
them to fight you rather than your allies.
Power Source: Divine. You are a divine warrior, a crusader
and protector of your faith.
Key Abilities: Strength, Charisma, Wisdom
Armor Proficiencies: Cloth, leather, hide, chainmail,
scale, plate; light shield, heavy shield
Weapon Proficiencies: Simple melee, military melee,
simple ranged
Implements: Holy symbol
Bonus to Defense: +1 Fortitude, +1 Reflex, +1 Will
Hit Points at 1st Level: 15 + Constitution score
Hit Points per Level Gained: 6
Healing Surges per Day: 10 + Constitution modifier
Trained Skills: Religion. From the class skills list below,
choose three more trained skills at 1st level.
Class Skills: Diplomacy (Cha), Endurance (Con), Heal
(Wis), History (Int), Insight (Wis), Intimidate (Cha),
Religion (Int)
Build Options: Avenging paladin, protecting paladin
Class Features: Channel Divinity, Divine Challenge, lay
on hands

Equipment

Armor (50 gp, -2 ACP, -1 Speed, 50lb.)
Standard Adventurer’s Kit (15 gp)
Holy Symbol
+1 Vicious Greataxe (+2 WP, 1d12, 12 lb., High Crit)
35 gp

Class Features

Spoiler:

Channel Divinity: Divine Mettle Paladin Feature
Your unswerving faith in your deity empowers a nearby creature
to resist a debilitating affliction.
Encounter ✦ Divine
Minor Action Close burst 10
Target: One creature in burst
Effect: The target makes a saving throw with a bonus equal
to your Charisma modifier.
Channel Divinity: Divine Strength Paladin Feature
You petition your deity for the divine strength to lay low your
enemies.
Encounter ✦ Divine
Minor Action Personal
Effect: Apply your Strength modifier as extra damage on
your next attack this turn.
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. The target remains marked until
you use this power against another target, or if you fail
to engage the target (see below). A creature can be subject
to only one mark at a time. A new mark supersedes a
mark that was already in place.
While a target is marked, it takes a –2 penalty to attack
rolls for any attack that doesn’t include you as a target.
Also, it takes radiant damage equal to 3 + your Charisma
modifier the first time it makes an attack that doesn’t include
you as a target before the start of your next turn. The
damage increases to 6 + your Charisma modifier at 11th
level, and to 9 + your Charisma modifier at 21st level.
On your turn, you must engage the target you challenged
or challenge a different target. To engage the
target, you must either attack it or end your turn adjacent
to it. If none of these events occur by the end of your turn,
the marked condition ends and you can’t use divine challenge
on your next turn.
You can use divine challenge once per turn.
Special: Even though this ability is called a challenge, it
doesn’t rely on the intelligence or language ability of the
target. It’s a magical compulsion that affects the creature’s
behavior, regardless of the creature’s nature. You can’t place
a divine challenge on a creature that is already affected by
your or another character’s divine challenge.
Lay on Hands Paladin Feature
Your divine touch instantly heals wounds.
At-Will (Special) ✦ Divine, Healing
Special: You can use this power a number of times per day
equal to your Wisdom modifier (minimum 1), but only once
per round.
Minor Action Melee touch
Target: One creature
Effect: You spend a healing surge but regain no hit points.
Instead, the target regains hit points as if it had spent a
healing surge. You must have at least one healing surge
remaining to use this power.

Powers

Spoiler:

At-Will
Bolstering Strike
You attack your foe without mercy or reprieve, and your accuracy
is rewarded with a divine gift of vigor.
At-Will ✦ Divine,Weapon
Standard Action Melee weapon
Target: One creature
Attack: Charisma vs. AC (+7 vs. AC)
Hit: 1[W] + Charisma modifier damage, and you gain temporary
hit points equal to your Wisdom modifier.
Increase damage to 2[W] + Charisma modifier at 21st level.

Holy Strike
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: Strength vs. AC (+8 vs. AC)
Hit: 1[W] + Strength modifier radiant damage. If you
marked the target, you gain a bonus to the damage roll
equal to your Wisdom modifier.
Increase damage to 2[W] + Strength modifier at 21st level.

Valiant Strike
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: Strength + 1 per enemy adjacent to you vs. AC (+8 plus +1 per enemy adjacent vs. AC)
Hit: 1[W] + Strength modifier damage.
Increase damage to 2[W] + Strength modifier at 21st level.

Encounter
Radiant Smite
Your weapon glows with a pearly luminescence. Enemies shrink
from its pure light, especially creatures of supernatural evil such
as demons and devils.
Encounter ✦ Divine, Radiant, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC (+8 vs. AC)
Hit: 2[W] + Strength modifier + Wisdom modifier radiant
damage.

Righteous Smite
Your righteous blow fills you and your nearby allies with preternatural
resolve.
Encounter ✦ Divine, Healing, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Charisma vs. AC (+7 vs. AC)
Hit: 2[W] + Charisma modifier damage, and you and each
ally within 5 squares of you gain temporary hit points
equal to 5 + your Wisdom modifier.

Daily
Paladin's Judgment
Your melee attack punishes your enemy and heals an ally.
Daily ✦ Divine, Healing, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC (+8 vs. AC)
Hit: 3[W] + Strength modifier damage, and one ally within
5 squares of you can spend a healing surge.
Miss: One ally within 5 squares of you can spend a healing
surge.

Utility
Sacred Circle
You trace a circle around you with your hand, and it quickly
expands into a wide circle of faintly glowing runes that glows
brightly and protects you and your close allies.
Daily ✦ Divine, Implement, Zone
Standard Action Close burst 3
Effect: The burst creates a zone that, until the end of the
encounter, gives you and allies within it a +1 power bonus
to AC.

Feats

Spoiler:
Human Perseverance
Improved Initiative
Righteous Rage of Kord
Toughness

Skills

Spoiler:

Acrobatics +2 +1 -2 = +1
Arcana +2 -1 = +1
Athletics +2 +3 -2 = +3
Bluff +2 +2 = +4
Diplomacy +2 +2 = +4
Dungeoneering +2 +2 = +4
Endurance +2 +5 +2 -2 +1 = +10 (+1 Bonus)
Heal +2 +5 +2 = +9
History +2 -1= +1
Insight +2 +5 +2 = +9
Intimidate +2 +5 +2 = +9
Nature +2 +2 = +4
Perception +2 +2 = +4
Religion +2 +5 -1 = +6
Stealth +2 +1 -2 = +1
Streetwise +2 +2 = +4
Thievery +2 +1 -2 = +1

Background

Spoiler:
Originally, he was a member of an Order devoted to the Lord of Battle, as they refer to "Kord." However, he and his fellows were betrayed by members who were secretly following a demon lord. A battle ensued. Due to the demon-worshippers' planning, The Rogue Knight and his friends were ejected from the Order's castle. Fighting a rear guard action, The Rogue Knight suffered a head blow that knocked him out but fortunately convinced the demon worshippers he was dead. The Rogue Knight awoke a few days later. There was no sign of his companions nor the enemy. However, the head wound seriously damaged his memory and recall. Hence, Int 8.

He now wanders the countryside, teaching the common people strength and self-reliance, virtues that the Lord of Battle approve of.