Boone, human paladin (lawman)

Description:
Level 2 Human Paladin
Boone
+0
11
Strength
+1
13
Constitution
+0
10
Dexterity
-1
8
Intelligence
+3
16
Wisdom
+4
18
Charisma
HIT POINTS
Total
32
Bloodied
16
Surges
12
Value
8
SAVE MODIFIERS
+0
Initiative
5
Speed
SKILLS
-3
Acrobatics
+0
Arcana
-3
Athletics
+4
Bluff
(Trained) +10
Diplomacy
+4
Dungeoneering
(Trained) +3
Endurance
+4
Heal
+0
History
(Trained) +9
Insight
(Trained) +10
Intimidate
+4
Nature
+4
Perception
(Trained) +5
Religion
-3
Stealth
+5
Streetwise
-3
Thievery
21
Armor Class
14
Fortitude
15
Reflex
17
Will
RACE FEATURES
Heroic Effort
No Action * Personal
Trigger: You miss with an attack or fail a saving throw.
Effect: You gain a +4 racial bonus to the attack roll or saving throw.
CLASS FEATURES
Divine Challenge
Minor Action * Close burst 5
Target: You mark the target. The mark lasts until you use this power again. The mark also ends at the end of your turn if you didn’t engage the target, meaning you neither attacked it during your turn nor are adjacent to it at the end of your turn.
Until the mark ends, the target takes radiant damage the first time each round when it targets any of your allies with an attack power that doesn’t include you as a target. The damage equals 3 + your Charisma modifier (+7)
Special: You can only use this power once per turn.
Lay On Hands (At-Will; special)
Minor Action ♦ Melee touch
Special: You can use this power a number of times per day equal to your Wisdom modifier (3), but only once per round.
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 plus your Charisma modifier (+4). You must have at least one healing surge remaining to use this power.
Feature Name
Description
FEATS
Defensive Posse
Prerequisite: Lawman theme, posse up power
Benefit: Your allies gain a +2 feat bonus to defenses against opportunity attacks provoked from the movement granted by your posse up power.
Devoted Paladin
When you use your lay on hands on an ally, that ally regains additional hit points equal to your Charisma modifier.
Your number of healing surges increases by one. (Included)
BACKGROUNDS
Radiant Touch
You gain the radiant touch power.
AT-WILL POWERS
Bolstering Strike
Standard Action ♦ Melee weapon
Target: One creature
Attack: +7 vs. AC
Hit: 1d8 + 4 damage, and you gain temporary hit points equal to your Wisdom modifier (+3).
Enfeebling Strike
Standard Action ♦ Melee weapon
Target: One creature
Attack: +7 vs. AC
Hit: 1d8 + 4 damage. If you marked the target, it takes a -2 penalty to attack rolls until the end of your next turn.
ENCOUNTER POWERS
Shielding Strike
Standard Action ♦ Melee weapon
Target: One creature
Attack: +7 vs. AC
Hit: 2d8 + 4 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 (+3).
Radiant Touch
Minor Action ♦ Melee touch
Target: One undead creature
Attack: +4 vs. Reflex
Hit: You spend a healing surge but gain no hit points. The target creature takes radiant damage equal to your healing surge value (7).
Special: Use of this power counts toward your daily limit of uses of the lay on hands class feature.
Posse Up
Standard Action ♦ Melee or Ranged weapon
Target: One creature
Attack: +7 vs. AC
Hit: 1d8 + 4 damage, and the target is slowed until the end of your next turn. In addition, each of your allies within 5 squares may shift 2 squares or move their speed as a free action
Divine Mettle
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 (+4).
DAILY POWERS
Radiant Delirium
Standard Action ♦ Ranged 5
Target: One creature
Attack: +4 vs. Reflex
Hit: 3d8 + 4 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).
ATTACKS
1d8
+3 vs AC
Longsword
1d8
+2 vs AC
Revolver
EQUIPMENT
Pioneer's Kit
90 Revolver Bullets
MONEY
Platinum
0
Gold
450
Silver
0
Copper
0
Bio:

Born and raised in the [ARIZONA] region of the Southwest Territories, Boone was raised to be a Lawman like his father and his father before him. After serving as a deputy under his father for five years, Boone took the Sheriff position vacated in New Paradiso three days’ ride from his hometown of Canton. Boone’s first role as Sheriff was to bury the previous Sheriff. While doing so, he uncovered a huge nest of rats which swarmed and caused him physical trauma, thus the scar on his face and his missing eye, as well as an overwhelming fear of rats.

After recuperating, Boone volunteered to join the Great Army of the North in the War. After reaching the rank of Sargent Major in the Northern Army, he was one of a few soldiers and officers hand picked by the Emperor to join what he named the “Secret Service.” The “Secret Service” was responsible for protecting the Empire’s vast fortunes using, in the Emperor’s words, “any means necessary.” His faith in the Empire, the greater good, and his God Chauntea, (in his opinion) excuse the heinous acts he performed under the Emperor’s purview.

While on hiatus from his duty of Sheriff in New Paradiso, a wandering Gambler cheated the town and its orphanage (run by Ms. Christine, whom Boone has a crush on) of all its gold. Boone is on his way back to New Paradiso to track the Gambler who stole the gold and return it to its rightful owners.

Boone, human paladin (lawman)

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