Character Name: Talamar Dias
Character Race: Human (Pg46)
Character Class: Paladin (Pg89)
Role: Defender
Tier: Heroic (pg 28)
Alignment: Good Pg19
Deity: Avandra(pg 20)
Size: Medium (See Race)
Gender: Male
Age: 20
Height: 6'2"
Weight: 180lbs
Eyes: Grey
Hair: Blond
Skin: Fair
Character Region: Solnor Compact, Rel Astra
GM(s): SGM Jonathan
==================================================
Character Level: 1 (pg 29)
EXP Points Gained: 300
EXP Needed For Next Level: 1000 (700 needed) (Level advancement pg 27)
Heroic Path: Protecting Paladin(pg 28)
Paragon Path: (pg 53)
Epic Path: (pg 53)
==================================================
Abilities: (pg 16)
Racial Modifiers: Human: +2 to any ability (Cha)
Strength: 16 (+3)
Dexterity: 10 (+0)
Constitution: 14 (+2)
Intelligence: 10 (+0)
Wisdom: 14 (+2)
Charisma: 18 (+4)
==================================================
Hit points: 29 [ HD: Class (15) + CON Score (14) + Feat (0) at Level 1 / Class (6) HP Gained Per Level After ]
(See your Class for HD and HP gains)
==================================================
Bloodied: 14 [ Hit points at half rounded down ] (pg 293)
Death: -14 [ Bloodied at negative number ] (pg 293, 295)
Second Wind: Once Per Encounter (pg 291)
Death Saving throws: (pg 295)
Healing surges per day: 12 [ Class (10) + CON Mod (2) ] (See your Class)
Healing surge value: 7 [ ¼ of your total Hit Points ] (pg 293)
Regeneration: +0 (pg 293)
==================================================
Initiative: +0 [ 1/2 your level + Dex (0)
+ Misc (0) ] (pg 267)
==================================================
Speed: 6 Sq. (Run +2) (See your Race)
==================================================
Action Points: 1 (pg 259)
==================================================
Defences: (pg 297)
Armor Class: 20 = Base (10) + DEX (0 ) + Armor (8) + Shield Bns. (2) + Race (0) + Feat (0) + Enhancement Bns. (0) + Item Bns. (0) + Power Bns.
(0) + Misc (0)
AC Penalty: -4 [-2 Armor type, -2 Shield type] (pg 214)
Fortitude: 15 = 10 + ½ Lvl. (+0) + Str/Con Mod. (+3) + Class (+1) + Feat (+0) + Enhancement (+0) + Race (+1)
Reflex: 14 = 10 + ½ Lvl. (+0) + Dex/Int Mod. (+0) + Class (+1) + Feat (+0) + Enhancement (+0) + Race (+1) + Shield Bns. (+2)
Will: 16 = 10 + ½ Lvl. (+0) + Wis/Cha Mod. (+4) + Class (+1) + Feat (+0) + Enhancement (+0) + Race (+1)
==================================================
Base Attack Bonus (BaB):
+0 [ 1/2 your level rounded down ] (pg 274 & 287)
Melee
Warhammer : +5 = BaB (0) + STR (+3) + WP Bns. (+2) + Racial Bns. (+0) + Feat Bns. (+0) + Weapon
Enhancement Bns. (+0) + Item Bns. (+0) + Power Bns. (+0) + Misc Bns. (+0) | Dmg.: 1d10 | Rg.: n/a |
Grp.: Hammer | Prop.: Versatile
Dagger : +6 = BaB (0) + STR (+3) + WP Bns. (+3) + Racial Bns. (+0) + Feat Bns. (+0) + Weapon
Enhancement Bns. (+0) + Item Bns. (+0) + Power Bns. (+0) + Misc Bns. (+0) | Dmg.: 1d4 | Rg.: n/a |
Grp.: Light blade | Prop.: Off hand, Light thrown
Ranged
Hand crossbow : +2 = BaB (0) + DEX (+0) + WP Bns. (+2) + Racial Bns. (+0) + Feat Bns. (+0) + Weapon
Enhancement Bns. (+0) + Item Bns. (+0) + Power Bns. (+0) + Misc Bns. (+0) | Dmg.: 1d6 | Rg.: 10/20 |
Grp.: Crossbow | Prop.: Load free
Dagger : +3 = BaB (0) + DEX (+0) + WP Bns. (+3) + Racial Bns. (+0) + Feat Bns. (+0) + Weapon
Enhancement Bns. (+0) + Item Bns. (+0) + Power Bns. (+0) + Misc Bns. (+0) | Dmg.: 1d4 | Rg.: 5/10 |
Grp.: Light blade | Prop.: Off hand, Light thrown
==================================================
Skills: (pg 176)
Total Skill Points Earned = 5 [ Class: 4 = Religion + 3 / Human Racial Bns. +1 ]
Acrobatics: +4 = 0 (Dex) + 0 (½ Lvl.) + 0 (UnTrained) + 0 (Misc) - 4 (Armor Penalty)
Arcana: +0 = 0 (Int) + 0 (½ Lvl.) + 0 (UnTrained) + 0 (Misc)
Athletics: -1 = 3 (Str) + 0 (½ Lvl.) + 0 (UnTrained) + 0 (Misc) - 4 (Armor Penalty)
Bluff: +4 = 4 (Cha) + 0 (½ Lvl.) + 0 (UnTrained) + 0 (Misc)
Diplomacy: +9= 4 (Cha) + 0 (½ Lvl.) + 5 (Trained) + 0 (Misc)
Dungeoneering: +0 = 2 (Wis) + 0 (½ Lvl.) + 0 (UnTrained) + 0 (Misc)
Endurance: +3 = 2 (Con) + 0 (½ Lvl.) + 5 (Trained) + 0 (Misc) - 4 (Armor Penalty)
Heal: +7 = 2 (Wis) + 0 (½ Lvl.) + 5 (Trained) + 0 (Misc)
History: +0 = 0 (Int) + 0 (½ Lvl.) + 0 (UnTrained) + 0 (Misc)
Insight: +7 = 2 (Wis) + 0 (½ Lvl.) + 5 (Trained) + 0 (Misc)
Intimidate: +4 = 4 (Cha) + 0 (½ Lvl.) + 0 (UnTrained) + 0 (Misc)
Nature: +2 = 2 (Wis) + 0 (½ Lvl.) + 0 (UnTrained) + 0 (Misc)
Perception: +2 = 2 (Wis) + 0 (½ Lvl.) + 0 (UnTrained) + 0 (Misc)
Religion: +5 = 0 (Int) + 0 (½ Lvl.) + 5 (Trained) + 0 (Misc)
Stealth: -4 = 0 (Dex) + 0 (½ Lvl.) + 0 (UnTrained) + 0 (Misc) - 4 (Armor Penalty)
Streetwise: +4 = 4 (Cha) + 0 (½ Lvl.) + 0 (UnTrained) + 0 (Misc)
Thievery: -4 = 0 (Dex) + 0 (½ Lvl.) + 0 (UnTrained) + 0 (Misc) - 4 (Armor Penalty)
Skill Checks Reference
Acrobatics: Acrobatic stunt, Balance, Escape from a grab, Escape from restraints, reduce falling damage (trained only)
Arcana: Arcana knowledge, Monster Knowledge, Detect magic (trained only)
Athletics: Climb, Escape from a grab, Jump, Swim
Bluff: (Pg 183)
Diplomacy: (Pg 183)
Dungeoneering: Dungeoneering knowledge, Forage, Monster Knowledge
Endurance: (Pg 184)
Heal: First aid, treat disease
History: (Pg 185)
Insight: Comprehend motives, discern intent
Intimidate: (Pg 186)
Nature: Forage, handle animal, nature knowledge, monster knowledge
Perception: (pg 186)
Religion: Religion knowledge, monster knowledge
Stealth: (Pg 188)
Streetwise: (Pg 188)
Thievery: Disable trap, open lock, pick pocket, sleight of hand
==================================================
Languages:
Common, Elven
==================================================
Feats: (pg 190)
Heroic Tier Feats: (pg 193)
Healing Hands
Prerequisites: Paladin, Lay on hands power
Benefit: Add Charisma Mod. to Damge healed with lay on hands
Avandra's Rescue
Prerequisite: Channel Divinity Class Feature, Must worship Avandra
Benefit: Use Channel Divinity to invoke Avandra's Rescue
Paragon Tier Feats (pg 202)
Epic Tier Feats (pg
206)
==================================================
Racial Abilities: Human Pg46
Ability Score Mod.: +2 to any ability
Size: Medium
Speed: 6 sq. (per race pg 32) (Run +2)
Vision: Normal
Bonus At-Will Pwr: 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 Features: Paladin Pg89
Key Abilities: Str, Cha, Wis
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 Fort, +1 Ref, +1 Will
HPs at 1st Level / Gained per level: 15+ Con Score/6
Healing Surge/Day: 10 + Con Score
Trained Skills: Religion + 3 Others ( Diplomacy / Endurance / Heal / History / Insight / Intimidate / Religion )
Class Features: Channel Divinity, Divine Challenge, Lay on Hands
==================================================
Powers / Exploits / Prayers / Spells: Paladin Pg89
At-Will:
Bolstering Strike:
Standard Action: Melee Weapon
Target: one creature
Attack: Charisma vs AC
Hit: 1[W] + Charisma modifier dmg, and you gain temporary hitpoints equal to your Wisdom Modifier
Increase Damage to 2[W] + Charisma Mod. Damage at 21st level
Enfeebling Strike:
Standard Action: Melee Weapon
Target: one creature
Attack: Charisma vs AC
Hit: 1[W] + Charisma Mod. Damage. If you marked the target, it takes a -2 penalty to attack rolls until the end of your next turn.
Increase Damage to 2[W] + Charisma Mod. Damage at 21st level
Valiant Strike:
Standard Action: Melee Weapon
Target: one creature
Attack: Str +1 per enemy adjacent to you vs AC
Hit: 1[W] + Str Mod. Damage.
Increase Damage to 2[W] + Charisma Mod. Damage at 21st level
--------------------------------------------------
Encounter:
Shielding Smite:
Standard Action: Melee Weapon
Target: one creature
Attack: Charisma vs AC
Hit: 2[W] + Charisma Mod. Damage.
Effect: Until the end of your next turn, one ally within 5 squares of you gains a power bonus to AC equal to your wisdom modifier.
--------------------------------------------------
Daily: Divine, Implement, Radiant
Radiant Delirium:
Standard Action: Ranged 5
Target: one creature
Attack: Charisma vs Reflex
Hit: 3d8 + charisma modifier radiant damage, and the target is dazed until the end of your next turn. In addition, the target takes a -2 penalty to AC. (Save
ends.)
Miss: Half Damage, and the target is dazed until the end of your next turn.
--------------------------------------------------
Utility:
None at Level 1
==================================================
Rituals: (pg 296)
==================================================
Magic Items: (pg 223)
Weapon:
Armor:
Arms:
Feet:
Hands:
Head:
Neck:
Ring(s):
Waist:
Daily Item Powers: (pg 224)
==================================================
Gear & Items (pg 210)
* Free Starting Gear
Equipment: (pg 221)
* (1) Travelors Garb (8.0 lbs) [Weight does not count towards encumbrance] (second free set is located in the backpack)
- (1) Linen Shirt (0.5 lbs.)
- (1) Leather Jerkin (3.0 lbs.)
- (1) Leather Belt (0.0 lbs.)
- (1) Loin Cloth (0.0 lbs.)
- (1) Woolen Breeches (1.0 lbs.)
- (1) Woolen Cloak (3.0 lbs.)
- (1) Leather Gloves (0.0 lbs.)
- (1) Low Leather Boots (0.5 lbs.)
- (1) Holy Symbol [Avandra] (1 lbs.) 10 gp
*Standard Adventurers Kit
(1) *Backpack (2.0 lbs.)
- (1) *Travelors Garb (8.0 lbs)
- (1) *Bedroll (5.0 lbs.)
- (1) *Waterskin (4.0 lbs.)
- (10) *Trail Rations (10.0 lbs.)
- (1) *Rope, hemp (50 ft) (10 lbs)
- (1) Silk Rope (50 ft) (5 lbs) 10 gp
- (1) Lantern (2 lbs) 7 gp
(1) *Belt Pouch (0.5 lbs.)
- (1) *Flint & Steel (0.0 lbs.)
- (2) *Sunrods (2lbs, 1 lb each)
- (1) Holy Symbol [Avandra] (1 lbs.) 10 gp
Armor: (pg 212)
(1) Plate Armor ( AC Bns.: +8 | Min. Enhacement. Bns.: n/a | Check Pen.: -2 | Speed Pen.: -1 ) [50.0 lbs.] - 50 gp
(1) Heavy Shield ( AC Bns.: +2 | Min. Enhacement. Bns.: n/a | Check Pen.: -2 | Speed Pen.: n/a ) [15.0 lbs.] - 10 gp
Weapons: (pg 215)
(1) Warhammer ( Prof.: +2 | Dmg.: 1d10 | Rg.: n/a | Grp.: Hammer | Prop.: Versatile ) [5.0 lbs.] - 15 gp
(2) Dagger ( Prof.: +3 | Dmg.: 1d4 | Rg.: 5/10 | Grp.: Lightblade | Prop.: Off Hand, Light thrown ) [2.0 lbs.] - 2 gp
(1) Hand Crossbow ( Prof.: +2 | Dmg.: 1d6 | Rg.: 10/20 | Grp.: Crossbow | Prop.: Load Free ) [2.0 lbs.] - 25 gp
(20) Bolts (2 lbs.) 1 gp
Mounts: (pg 222)
Name: Greymist
Type: Riding Horse 75 gp
AC:
HPs:
- (1) Riding Saddle
- (1) Riding Blanket (2 lbs)
- (1) Bridle, rein & bit (1 lb)
- (1) Saddle Bags (8 lbs)
-- (#) Gear
(Mount weight is not added to
character weight carried but needs to be listed to determine the speed of the mount)
Speed: 10 [ 50 Miles per Day / 5 Miles per Hour ] (pg 261)
Normal Load: 237 lbs.
Heavy Load: 475 lbs. (1/2 normal speed)
Max push, pull or drag: 1187 lbs. (1/4 normal speed or less)
==================================================
Coins: (pg 212)
Coins weight 1/50th of a pound
Astral Diamonds 1/500th of a pound
Astral Diamond (AD): 0 (10,000 gp)
Electrum Piece (EP): 0 (100 GP)
Platinum Piece (PP): 3 (10 GP)
Gold Piece (GP): 5 (Money standard)
Silver Piece (SP): 0 (1/10 GP)
Copper (CP): 0 (1/100 GP)
==================================================
Weight:
Total Gear Weight Carried: 50.5 lbs.
Total Weapon Weight Carried: 10.0 lbs.
Total Armor Weight Carried: 65.0 lbs.
Total Coin Weight Carried: 0.16 lbs. (0.02 lbs. per coin)
Total Weight Carried: 125.66 lbs.
Total Weight on Mount: 11.0 lbs. (doesn't count towards character weight or encumbrance)
Normal Load: 160 lbs. [ Str x 10 lbs. ] (pg 222)
Heavy Load: 320 lbs. [ Str x 20 lbs. ] (encumbered movement ½ normal speed)
Max Load: 800 lbs. [ Str X 50 lbs. ] (fully encumbered speed 0)
Max overhead press: 320 lbs. (Max heavy load)
Max lift of ground: 800 lbs. (max heavy load, cannot move with it)
Max push, pull or Drag: 800 lbs. (max heavy load , speed ¼ normal speed)
Base Movement: 6 (+2 Run) (pg 261)
Base Overland Speed: 30miles Per Day / 3miles Per hour / 300ft Per
minute
Current Adjusted Movement: 5 (adjusted for armor or encumbrance)
Base Overland Speed: 25miles Per Day / 2.5miles Per Hour / 250ft Per Minute
==================================================
Physical Appearance: (See class and elaborate)
Talamar is tall and well built. His years of training in the military and as a
palladin has left scars on his rock hard body. He prefers light colour clothing when not in armor. His blond hair is short but left to fall wildly around his
face. His Grey eyes resonate with passion and compassion.
Talamar is at home in heavy armor. His years of training in the
military and as a palladin, left him proficient with the warhammer and shield. He also carries a hand crossbow tied to his left,and a dagger. Standing at full
height and in full armor, he can be a formidable sight often ready to defend his companions.
==================================================
Personality:
Talamar is quiet and shy and to some, he comes across as being proud. Despite his outward appearances, Talamar is always there to help those in need. Trusting
and humble, he is often seen as naive. Talamar cherishes his friendships deeply and chooses the look for the good in people rather then judge them. He would
often defend those he calls friends even to the point of putting his life on the line.
==================================================
In the following categories, choose the answer that best fits your character. This will be the basis for how your character is played. Remove those that do not
apply
Social Interactions:
Q: How do others perceive you in social interactions?
A: Reserved
Q: How optimistic are you?
A: Hopeful
Q: How Trusting are you?
A: Trusting
Decision Points: (Answers are options, you can create
your own if these do not apply)
Q: How assertive are you at a decision point?
A: Humble
Q: How conscious are you about following the rules?
A: Flexible
Q: How empathetic are you?
A: Thoughtful
Dire Straits:
Q: How courageous are you in dire straits?
A: Steady
Q: How do you feel when faced with setbacks?
A: Stoic
Q: How are your nerves?
A: Unshakable
==================================================
Character History:
Talamar was born near Rel Astra. The first born of Dias and Mia Renstrom. A merchant running frequent trade to Ountsy and the surrounding lands. At his birth,
Talamar is offered up to Avandra at one of her shrines. His parents both had thought that they could not bear any children after trying for a while. Being
devout followers of Avandra, they made a plea at one of the many shrines that that lie along the trade routes to Avandra. Before long the couple was with
child, and it was thought to be a blessing from the Goddess. And when it was time for him to be delivered, the couple found themselves at the very Shrine they
made their plea.
To their surprise, they found themselves with twins. Thus Talamar and Mallori Dias were born. Talamar being the first child delivered, is offerred up to
Avandra in her service. Overjoyed, the couple with their new family moved in and stayed in Rel Astra. While Mia stayed and looked after the twins and their
store, Dias continued his trade runs.
Talamar and Mallori lived a typical childhood. Though they were twins, They were nothing alike. Talamar grew to become a quiet shy boy, while his sister, was
outgoing and outspoken, much to their parents dislike. Being schooled in the ways of Avandra, Talamar and Mallori both shared a love for the Goddess and
adventure. More so for Talamar, as he always felt at peace whenever at the temple of Avandra. At times, when he is alone, he swears he can hear the Goddess
whispering to him. They would listen to tales from their father of his journeys. And when he is not around, they would spend hours on end at the coopers's
inn. Listening to tales from the bards and traveller's who passed there. This happen quite often and they found themselves friends with the Cooper boys and
their kin.
When Talamar and Mallori came of age, he would hear the whispers of Avandra more often. This he chose to confide in his sister. She would tease him about it
and in one of her teaseshe suggested he join the military. Which he did. While Mallori wanted to follow, their parents had other plans for her and she was
promised to another merchant family in marriage. Talamar was crestfallen, as he has never been apart from his sister until now. In the military, Talamar grew
strong with the training and discipline. He would often return home to visit his sister and they would share with each other their stories. One of which being
she has gotten their parents to postpone her wedding. Ever the adventurous type, she also persuaded Talamar to give her fencing lessons. Which he regeretted
soon enough.
Just as Talamar finished his training in the military, he chanced upon his sister being beat up by a group of young men. Fearing for her safety, he rushed to
help her. But before he could reach her, the older looking man pulled a sword and tried to stab her. The scene played out before his eyes in slow motion.
Everybeat of his heart, every minute detail can be seen and heard in vivid clarity. Even the voice that spoke to him "Invoke my name!!" At the
instant of the strike, Talamar called out to Avandra and felt the piercing of the blade through his armor, then his skin. Looking down in shock, he saw the
blade slip out again, and the equal shock on the faces of the young man that held that blade. The men scattered, unsure of what to make of stabbing a soldier
in the open.
Holding his wound, Talamar knelt on the ground as his sister and a few strangers came to help him. As they helped him, a familiar face appeared, and took them
to the temple. The prietess of the temple knew them well. Once their wounds had been cleaned. Talamar was asked to recall what he did. As he told his story,
his parents entered, upon hearing his tale, they confessed that they had offered him up to Avandra. Talamar agreed to serve Avandra as one of her knights in
training, although it meant leaving his beloved sister. The arrangement was made with the military and he would serve with a palladin working in the military.
The road to becoming a palladin is a long one, and it took Talamar a whole of three years and to lands away from the Solnor Compact. And it is after this that
he finally returns to Rel Astra. A palladin in the service of Avandra. Stopping by to see his family, he finds that Mallori didn't get married, but
followed in his footsteps in joining the service of Avandra and left for adventure. Saying a silent prayer for her he wished his sister well for he knew too
well a spirit like hers cannot be tamed. After wishing his parents well, He stopped by for a drink in the old Cooper inn. There he meets some of his childhood
friends
==================================================
Player Notes:
** Things to consider**
Family
(F) Dias Renstrom
(M) Mia Renstrom
(S) Mallori Dias
Friends
Aabyr Cooper
Gordo Cooper
Keleth Mourningbow
Camron De'Caela
Mentors
The palladin he served under Qatana Dirgemoor while in the military.
Tattoos
None
Piercings
None
Goals
None yet
Habits (Good or Bad)
Rubs chin whenever distrought.
==================================================
Experience Rewards: (Laundry list XP, oldest on bottom.
24 Mar 2009 - SGM Goldsmith - 50 XP - Character History
19 Dec 2008 - SGM Crow - 250 XP - Character History

