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Dungeons and Dragons 4th Edition Character Record Sheet
Character Name
Player
Class
Paragon Path
Epic Destiny
Race
Size
Age
Gender
Height
Weight
Align.
Deity
Adventure Company
XP
Next XP
Level
Ability
Score
Temp
Score
Mod
Mod+
1/2 Lv.
STR
CON
DEX
INT
WIS
CHA
Quick Look Up
Weapon / Power
Attack
Damage
Armor Bonus
Shield Bonus
Check Penalty
Speed Penalty
Armor is Heavy
INIT
Dex Mod
1/2 Lv.
Misc
Temp
=
+
+
+
Score
Base
Arm.
Item
Misc
Speed
P. Perception
P. Insight
Special Senses/Movement
Skills
Skill
Mod
Skill Name
Abil.
Train
(+5)
Mod+
.5Lv
Arm.
Misc
Temp
Total
10+
1/2Lv
Arm./
Abil.
Class
Feat
Enh.
Misc
Temp
AC
FORT
REF
WILL
Conditional Modifiers, Resistances & Action Points Note
Devout Protector Expertise: Allies gain +1 shield bonus, while Leonard is using a shield. (Shield bonuses do not stack with other shield bonuses like from a normal shield.) Celestial Warhorse: Charger (mount) The steed's rider gains a +5 bonus to damage rolls on charge attacks. Celestial Warhorse: Mounted Creature -2 to attacks while with a rider.. (Only applied to EverAfter's attacks, not his rider). Lance Mounted Property: Mounted (A mounted weapon is most effective when you use it while riding a mount. When you use such a weapon while not mounted, you take a -2 penalty to attack rolls with it. While you are mounted, your charge attacks with the weapon deal 1[W] extra damage.). Regalia: In social situations where appearances and wealth matter, wearing regalia gives you a +2 bonus to Bluff, Diplomacy, and Intimidate checks. Squire [Valet] Trait: Etiquette When dressed in suitable clothing, the controlling hero and all allies gain a +2 power bonus to Diplomacy checks while in the aura. Level 15: +3 power bonus. Level 25: +4 power bonus. Speech Color: #778eac
Statistic Block
[url=http://www.myth-weavers.com/sheetview.php?sheetid=451249][size=4][B]Leonard Percival Faust[/B][/size][/url], Human Paladin (Cavalier) [B]Init[/B] +4 [B]HP[/B] 66/66 [B]Bloodied[/B] 33 [B]Healing Surge[/B] 16 (8 used /14) [B]AC[/B] 26 [B]Fort[/B] 20 [B]Reflex[/B] 18 [B]Will[/B] 18 [B]Speed[/B] 5 [B]Str[/B] 20 (+5) [B]Con[/B] 16 (+3) [B]Dex[/B] 12 (+1) [B]Int[/B] 13 (+1) [B]Wis[/B] 13 (+1) [B]Cha[/B] 17 (+3) [OOC='Melee Basic Attack'][B]Melee Basic Attack[/B] At Will Standard Action Range: Melee Weapon Target: One Creature Keyword: Weapon Attack: Strength vs. AC Hit: 1[W] + Str modifier (+5) damage. Level 21: 2[W] + Str modifier (+5) damage. [/OOC], [OOC='Defender's Aura'][B]Defender's Aura[/B] At Will Minor Action Range: Personal Keyword: Aura Effect: You activate an aura 1 that lasts until you end it as a minor action or until you fall unconscious. While in the aura, any enemy takes a -2 penalty to attack rolls when it makes an attack that does not include among its targets either you or an ally of yours who has this aura active. Marked enemies are not subject to this aura.[/OOC], [OOC='Forbidding Strike'][B]Forbidding Strike[/B] At Will Standard Action Range: Melee Weapon Target: One Creature Requirements: You must be using a shield. Keyword: Divine, Weapon Attack: Strength vs. AC Hit: 1[W] + Str modifier (+5) damage, and an ally adjacent to you gains resist 2 to all damage until the end of your next turn. Level 11: Resist 5 to all damage. Level 21: Resist 10 to all damage. [/OOC], [OOC='Valiant Strike'][B]Valiant Strike[/B] At Will Standard Action Range: Melee Weapon Target: One Creature Keyword: Divine, Weapon Attack: Strength or Charisma vs. AC You gain a bonus to the attack roll equal to the number of enemies adjacent to you. Hit: 1[W] + Str modifier (+5)[/OOC], [OOC='Holy Smite'][B]Holy Smite[/B] Encounter Immediate Interrupt Range: Close Burst 3 Target: The triggering ally in the burst Keyword: Divine Trigger: An ally within 3 squares of you is damaged by an attack. Effect: You take the damage of the triggering attack instead of the target. This damage ignores your immunities and resistances. In addition, you gain a +2 power bonus to attack rolls until the end of your next turn.Encounter Free Action Range: Personal Keyword: Divine, Radiant Trigger: You target an enemy with an at-will weapon attack power. Effect: The target takes radiant damage equal to 2 + your Cha modifier (+3). If the triggering attack hits, the target is also dazed until the end of your next turn.[/OOC], [OOC='Righteous Shield'][B]Righteous Shield[/B] Encounter Immediate Interrupt Range: Close Burst 3 Target: The triggering ally in the burst Keyword: Divine Trigger: An ally within 3 squares of you is damaged by an attack. Effect: You take the damage of the triggering attack instead of the target. This damage ignores your immunities and resistances. In addition, you gain a +2 power bonus to attack rolls until the end of your next turn.[/OOC], [OOC='Iron resurgence'][B]Iron resurgence[/B] Encounter Minor Action Range: Melee 1 Target: You or one ally; must be bloodied and have at least two healing surges remaining Keyword: Healing Effect: The target loses a healing surge and can then spend one or two healing surges. The target also gains temporary hit points equal to half his or her healing surge value. Prerequisite: You must be trained in Heal. Heal Utility 2 Gained through house rule at level 2.[/OOC], [OOC='Restore Vitality'][B]Restore Vitality[/B] Daily Minor Action Range: Melee 1 Target: One Creature Keywords: Divine, Healing Effect: The target regains hit points equal to your healing surge value and can make a saving throw. Paladin Utility 2 Gained for level 2 Utility Power.[/OOC], [OOC='Cure Serious Wounds'][B]Cure Serious Wounds[/B] Daily Standard Action Range: Melee touch Target: You or One Creature Keywords: Divine, Healing Effect: The target regains hit points as if it had spent two healing surges. Cleric Utility 6 Gained through house rule at level 6[/OOC], [OOC='Deliverance of Faith'][B]Deliverance of Faith[/B] Encounter Minor Action Range: Personal Keywords: Healing Effects: You spend a healing surge but regain no hit points. You gain temporary hit points equal to your healing surge value. Prerequisite: You must be trained in religion. Religion Utility 6 Gained through house rule at level 6[/OOC], [OOC=' Celestial Warhorse: Kick'][B] Celestial Warhorse: Kick[/B] At-Will Attack: Melee 1 (one creature); +11 vs. AC Hit: 2d6 + 3 (cha mod) damage.[/OOC], [OOC='Squire [Valet] Melee Attack (weapon)'][B]Squire [Valet] Melee Attack (weapon)[/B] At-Will Attack: Melee 1 (one creature); 6 vs. AC Hit: 3 damage [one-half level + 3 damage][/OOC], [OOC='Dynamic Broadsword +2'][B]Dynamic Broadsword +2[/B] Weapon: Any melee Enhancement Bonus: +2 to attack rolls and damage rolls Critical: +1d6 damage per plus Power (Polymorph) Encounter (Minor Action) Change the weapon into a different weapon from any melee category (simple, military, or superior). This effect lasts until the end of the encounter, or until you end it as a minor action.[/OOC], [OOC='Ranged Basic Attack'][B]Ranged Basic Attack[/B] At Will Standard Action Range: Ranged weapon Target: One Creature Keyword: Weapon Attack: Dexterity vs. AC Hit: 1[W] + Dex modifier (+1) damage. Level 21: 2[W] + Dex modifier (+1) damage.[/OOC], [OOC='Righteous Radiance'][B]Righteous Radiance[/B] At Will Opportunity Action Range: Melee 1 Target: The triggering enemy Keyword: Divine, Radiant Trigger: An enemy subject to your defender aura either shifts or makes an attack that targets an ally of yours but not you or an ally who has an active defender aura. Effect: The target takes radiant damage equal to 3 + your Cha modifier (+3).[/OOC], [OOC='Strike of Hope'][B]Strike of Hope[/B] At Will Standard Action Range: Melee Weapon Target: One Creature Keyword: Divine, Radiant, Weapon Attack: Strength vs. AC Hit: 1[W] + Str modifier (+5) radiant damage. One ally within 5 squares of you gains temporary hit points equal to your Cha modifier (+3). If the ally is bloodied, the temporary hit points increase by 5.[/OOC], [OOC='Valiant Charge'][B]Valiant Charge[/B] Encounter No Action Range: Special Keyword: Martial Trigger: You hit a creature with a charge attack. Effect: The creature is immobilized until the end of its next turn.[/OOC], [OOC='Martyr's Retribution'][B]Martyr's Retribution[/B] Daily Standard Action Range: Weapon Target: One Creature Keyword: Divine, Radiant, Weapon Attack: Strength vs. AC, and you must spend a healing surge without regaining any hit points. Hit: 4[W] + Str modifier (+5) radiant damage. Miss: Half damage. Dynamic Broadsword +2: +13 vs. AC, 4d10+7 damage[/OOC], [OOC='Call Celestial Steed'][B]Call Celestial Steed[/B] Daily Standard Action Keyword: Divine Effect: A celestial warhorse appears in an unoccupied space within range to obey your commands. The steed is an ally to you and your allies, and it serves as a mount to you or one ally you designate. 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, you make the roll using your game statistics, not including any temporary bonuses or penalties. The steed lasts until it drops to 0 hit points, at which point you lose a healing surge (or hit points equal to your surge value if you have no surges left). Otherwise, it lasts until you dismiss it as a minor action or until you start an extended rest. Special: You can use this power twice per day. however, if the steed drops to 0 hit points, you cannot use the power again until after an extended rest.[/OOC], [OOC='Physician's Care'][B]Physician's Care[/B] Encounter Standard Action Range: Melee 1 Target: You or one ally Keyword: Healing Effect: The target can spend a healing surge. Prerequisite: You must be trained in Heal. Heal Utility 6 Gained through Skill Power Feat.[/OOC], [OOC='Martyr's Blessing'][B]Martyr's Blessing[/B] Daily Immediate Interrupt Range: Close Burst 1 Keywords: Divine Trigger: An adjacent ally is hit by a melee or ranged attack Effect: You are hit by the attack instead. Paladin Utility 2 Gained through house rule at level 2[/OOC], [OOC='Indefatigable'][B]Indefatigable[/B] Daily Minor Action Range: Personal Keywords: Healing, Martial Effects: You regain hit points equal to your healing surge value, and you can make a saving throw. Prerequisite: Chevalier [Theme] Chevalier Utility 6 Gained for level 6 Utility Power.[/OOC], [OOC='Healer's Mercy'][B]Healer's Mercy[/B] Daily Standard Action Range: Close Burst 5 Target: Each bloodied ally in the burst Keywords: Divine, Healing Special: You can only use one channel divinity power per encounter Effect: Each target can spend a healing surge. You are weakened until the end of your next turn. Cleric Class feature Gained through Divine Channeler Multiclass Feat[/OOC], [OOC='Battle Standard of Might'][B]Battle Standard of Might[/B] Wondrous Item Power (Zone) Encounter (Standard Action) When you plant the battle standard in your space or an adjacent square, it creates a zone in a close burst 5. While within the zone, you and your allies gain a +1 power bonus on damage rolls. This effect lasts until the end of the encounter or until the battle standard is removed from the ground. Any character in or adjacent to a battle standard's square can remove it from the ground as a standard action.[/OOC], [OOC='Celestial Warhorse: Trample'][B]Celestial Warhorse: Trample[/B] 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); +9 vs. Reflex Hit: 2d8+3 (cha mod) damage, and the enemy falls prone.[/OOC], [OOC='Squire [Valet] Ranged Attack (weapon)'][B]Squire [Valet] Ranged Attack (weapon)[/B] At-Will Attack: Ranged 10 (one creature); 6 vs. AC Hit: 3 damage [one-half level + 3 damage][/OOC], [OOC='Dwarven Plate Armor +2'][B]Dwarven Plate Armor +2[/B] Property You gain an item bonus to Endurance checks equal to the armor’s enhancement bonus. Power (Healing) Daily (Free Action) You regain hit points as if you had spent a healing surge.[/OOC] [B]Notes[/B] Devout Protector Expertise: Allies gain +1 shield bonus, while Leonard is using a shield. (Shield bonuses do not stack with other shield bonuses like from a normal shield.) Celestial Warhorse: Charger (mount) The steed's rider gains a +5 bonus to damage rolls on charge attacks. Celestial Warhorse: Mounted Creature -2 to attacks while with a rider.. (Only applied to EverAfter's attacks, not his rider). Lance Mounted Property: Mounted (A mounted weapon is most effective when you use it while riding a mount. When you use such a weapon while not mounted, you take a -2 penalty to attack rolls with it. While you are mounted, your charge attacks with the weapon deal 1[W] extra damage.). Regalia: In social situations where appearances and wealth matter, wearing regalia gives you a +2 bonus to Bluff, Diplomacy, and Intimidate checks. Squire [Valet] Trait: Etiquette When dressed in suitable clothing, the controlling hero and all allies gain a +2 power bonus to Diplomacy checks while in the aura. Level 15: +3 power bonus. Level 25: +4 power bonus. Speech Color: #778eac
Race Features
Class / Path / Destiny Features
Other Items
Current
Max HP
/
Bloodied
H. Surge
Surges Used
Surges / Day
/
Second Wind
Death ST Fail
Action Points
Attack Workspace
Ability 1:
Ability 2:
Bonus
1/2Lv
Abil.
Class
Prof
Feat
Enh
Misc
=
=
Damage Workspace
Ability 1:
Ability 2:
Bonus
Abil.
Feat
Enh
Misc
Misc
=
=
Feats
Feat Name
Loc.
Powers
At Will Standard Action Range: Melee Weapon Target: One Creature Keyword: Weapon Attack: Strength vs. AC Hit: 1[W] + Str modifier (+5) damage. Level 21: 2[W] + Str modifier (+5) damage.
At Will Minor Action Range: Personal Keyword: Aura Effect: You activate an aura 1 that lasts until you end it as a minor action or until you fall unconscious. While in the aura, any enemy takes a -2 penalty to attack rolls when it makes an attack that does not include among its targets either you or an ally of yours who has this aura active. Marked enemies are not subject to this aura.
At Will Standard Action Range: Melee Weapon Target: One Creature Requirements: You must be using a shield. Keyword: Divine, Weapon Attack: Strength vs. AC Hit: 1[W] + Str modifier (+5) damage, and an ally adjacent to you gains resist 2 to all damage until the end of your next turn. Level 11: Resist 5 to all damage. Level 21: Resist 10 to all damage.
At Will Standard Action Range: Melee Weapon Target: One Creature Keyword: Divine, Weapon Attack: Strength or Charisma vs. AC You gain a bonus to the attack roll equal to the number of enemies adjacent to you. Hit: 1[W] + Str modifier (+5)
Encounter Immediate Interrupt Range: Close Burst 3 Target: The triggering ally in the burst Keyword: Divine Trigger: An ally within 3 squares of you is damaged by an attack. Effect: You take the damage of the triggering attack instead of the target. This damage ignores your immunities and resistances. In addition, you gain a +2 power bonus to attack rolls until the end of your next turn.Encounter Free Action Range: Personal Keyword: Divine, Radiant Trigger: You target an enemy with an at-will weapon attack power. Effect: The target takes radiant damage equal to 2 + your Cha modifier (+3). If the triggering attack hits, the target is also dazed until the end of your next turn.
Encounter Immediate Interrupt Range: Close Burst 3 Target: The triggering ally in the burst Keyword: Divine Trigger: An ally within 3 squares of you is damaged by an attack. Effect: You take the damage of the triggering attack instead of the target. This damage ignores your immunities and resistances. In addition, you gain a +2 power bonus to attack rolls until the end of your next turn.
Encounter Minor Action Range: Melee 1 Target: You or one ally; must be bloodied and have at least two healing surges remaining Keyword: Healing Effect: The target loses a healing surge and can then spend one or two healing surges. The target also gains temporary hit points equal to half his or her healing surge value. Prerequisite: You must be trained in Heal. Heal Utility 2 Gained through house rule at level 2.
Daily Minor Action Range: Melee 1 Target: One Creature Keywords: Divine, Healing Effect: The target regains hit points equal to your healing surge value and can make a saving throw. Paladin Utility 2 Gained for level 2 Utility Power.
Daily Standard Action Range: Melee touch Target: You or One Creature Keywords: Divine, Healing Effect: The target regains hit points as if it had spent two healing surges. Cleric Utility 6 Gained through house rule at level 6
Encounter Minor Action Range: Personal Keywords: Healing Effects: You spend a healing surge but regain no hit points. You gain temporary hit points equal to your healing surge value. Prerequisite: You must be trained in religion. Religion Utility 6 Gained through house rule at level 6
At-Will Attack: Melee 1 (one creature); +11 vs. AC Hit: 2d6 + 3 (cha mod) damage.
At-Will Attack: Melee 1 (one creature); 6 vs. AC Hit: 3 damage [one-half level + 3 damage]
Weapon: Any melee Enhancement Bonus: +2 to attack rolls and damage rolls Critical: +1d6 damage per plus Power (Polymorph) Encounter (Minor Action) Change the weapon into a different weapon from any melee category (simple, military, or superior). This effect lasts until the end of the encounter, or until you end it as a minor action.
Powers
At Will Standard Action Range: Ranged weapon Target: One Creature Keyword: Weapon Attack: Dexterity vs. AC Hit: 1[W] + Dex modifier (+1) damage. Level 21: 2[W] + Dex modifier (+1) damage.
At Will Opportunity Action Range: Melee 1 Target: The triggering enemy Keyword: Divine, Radiant Trigger: An enemy subject to your defender aura either shifts or makes an attack that targets an ally of yours but not you or an ally who has an active defender aura. Effect: The target takes radiant damage equal to 3 + your Cha modifier (+3).
At Will Standard Action Range: Melee Weapon Target: One Creature Keyword: Divine, Radiant, Weapon Attack: Strength vs. AC Hit: 1[W] + Str modifier (+5) radiant damage. One ally within 5 squares of you gains temporary hit points equal to your Cha modifier (+3). If the ally is bloodied, the temporary hit points increase by 5.
Encounter No Action Range: Special Keyword: Martial Trigger: You hit a creature with a charge attack. Effect: The creature is immobilized until the end of its next turn.
Daily Standard Action Range: Weapon Target: One Creature Keyword: Divine, Radiant, Weapon Attack: Strength vs. AC, and you must spend a healing surge without regaining any hit points. Hit: 4[W] + Str modifier (+5) radiant damage. Miss: Half damage. Dynamic Broadsword +2: +13 vs. AC, 4d10+7 damage
Daily Standard Action Keyword: Divine Effect: A celestial warhorse appears in an unoccupied space within range to obey your commands. The steed is an ally to you and your allies, and it serves as a mount to you or one ally you designate. 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, you make the roll using your game statistics, not including any temporary bonuses or penalties. The steed lasts until it drops to 0 hit points, at which point you lose a healing surge (or hit points equal to your surge value if you have no surges left). Otherwise, it lasts until you dismiss it as a minor action or until you start an extended rest. Special: You can use this power twice per day. however, if the steed drops to 0 hit points, you cannot use the power again until after an extended rest.
Encounter Standard Action Range: Melee 1 Target: You or one ally Keyword: Healing Effect: The target can spend a healing surge. Prerequisite: You must be trained in Heal. Heal Utility 6 Gained through Skill Power Feat.
Daily Immediate Interrupt Range: Close Burst 1 Keywords: Divine Trigger: An adjacent ally is hit by a melee or ranged attack Effect: You are hit by the attack instead. Paladin Utility 2 Gained through house rule at level 2
Daily Minor Action Range: Personal Keywords: Healing, Martial Effects: You regain hit points equal to your healing surge value, and you can make a saving throw. Prerequisite: Chevalier [Theme] Chevalier Utility 6 Gained for level 6 Utility Power.
Daily Standard Action Range: Close Burst 5 Target: Each bloodied ally in the burst Keywords: Divine, Healing Special: You can only use one channel divinity power per encounter Effect: Each target can spend a healing surge. You are weakened until the end of your next turn. Cleric Class feature Gained through Divine Channeler Multiclass Feat
Wondrous Item Power (Zone) Encounter (Standard Action) When you plant the battle standard in your space or an adjacent square, it creates a zone in a close burst 5. While within the zone, you and your allies gain a +1 power bonus on damage rolls. This effect lasts until the end of the encounter or until the battle standard is removed from the ground. Any character in or adjacent to a battle standard's square can remove it from the ground as a standard action.
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); +9 vs. Reflex Hit: 2d8+3 (cha mod) damage, and the enemy falls prone.
At-Will Attack: Ranged 10 (one creature); 6 vs. AC Hit: 3 damage [one-half level + 3 damage]
Property You gain an item bonus to Endurance checks equal to the armor’s enhancement bonus. Power (Healing) Daily (Free Action) You regain hit points as if you had spent a healing surge.
Magic Items & Equipment
Item Name
Use
Daily Item Powers Per Day
Heroic(1-10)
Milestone
Paragon(11-20)
Milestone
Epic(21-30)
Milestone
Rituals
Languages Known
Coins and Other Wealth
Current Wealth Total Coin: 427.87 4 pp; 07 gp; 8 sp; 7 cp o gp banked Starting Supply Wealth and Expense Report Adventure Grant: +1000 gp Adventurer's Kit: -15 gp Eleanor's Bedroll: -1 sp Eleanor's Trail Rations (10): -5 gp Waterskin: -1 gp ID Papers with Portrait: -5 gp Travel Papers: -2 sp Flask (empty): -3 cp Regalia: -100 gp Lantern: -7 gp Fine Clothing: -30 gp Chest (empty): -2 gp Travel Carriage: -30 gp Squire Contract: -15 gp Fighting Heavy Shield: -360 gp [For blunt, non-lethal attacks] Manacles, iron (2): -20 gp Total Spent: 592.13 Giving your character flavor: Priceless Wealth and Expense Report No further purchases to date.
Personality Traits
On the surface, Leonard Percival Faust appears to be a timid, mild mannered young man who hopes to live up to the expectations placed upon him, but the truth is, he is more than just a little shy. He is extremely introverted, though, people tend to fluctuate in their behavior all the time, he often has to deal with a near overwhelming about of anxiety and pressure. Most of which is self generated by his own misconceptions about how others view him. He is heavily self-reflective and introspective, and judges himself too harshly as well. This causes him to second guess himself and hesitate when it comes to exploring new experiences. The young man's low self esteem makes it hard for him to deal with other people. He tends to put too much stock into what other people think, and finds it hard to say no to people. He only has confidence in what he knows, specifically what he has practiced and performed many times over. Through this, he can manage to interact with society enough to get by. However, he will still generally try to avoid social gathering, and relies on being 'forced' into social interaction to satisfy his needs for companionship. This is one of the reasons he is excited to work in a group, because it gives him an 'excuse' to be with other people. He was raised to be an upstanding and just man. He believes in the ideals of justice more than any specific god, but he tries to live his life with all of the virtues taught to him during his training to become a holy knight. Not because he believes that there is a god out there who will punish him if he doesn't, or reward him if he does, but because he truly believes in the virtues and that he can improve the quality of his life and the lives of others by staying righteous and true. He believes that all civilized humanoid beings should constantly aspire towards a more noble ideal, and is always looking forward to bettering himself. Although, he is not always able to do this. He genuinely likes to help people, but at the same time he has it in his head that he has to deal with all his problems on his own. He doesn't want to become a burden to anyone, and works hard due to the idea that others would hate him for troubling them. When it comes to his martial skill, he does love it. He genuinely enjoys becoming stronger and working towards a goal. He finds fulfillment in polishing his artistry with the, lance, sword and shield. He was always very gifted in this regard, and puts a lot of effort into refining his talent, but he doesn't have much practical experience. He was never forced to kill an opponent, and dreads the concept of ending another person's life. He views this as a problem for himself, one that he is aiming to overcome. Another reason for answering this call to arms is because he knows that he will be forced to do battle, and that it is very likely that he will have to kill his opponents in order to protect his own life as well as the life of his comrades. He hopes that he will be able to rise to the occasion, but he is plagued with doubts.
Mannerisms and Appearance
Leonard Percival Faust is a tall and fit man. His jaw is a bit square, and his eyes are full and wide with hope. His hair is long, reaching his shoulders, and is dark black like his eyes. His hair is often pulled back into a small pony tail. His skin is a light mocha color, from a mixture of two things. He's pale due to a lack of sunlight, but his skin still has a distinct mocha tint, due his natural ethnic heritage. His parents are immigrants from small islands in the east. He often wears his full plate metal armor, which he generally likes to keep clean, pristine, and in working order. On his back, or on his left arm, he sports a heavy shield. A beautiful blindfolded woman, holding a sword and balance scale, is proudly displayed on the face of his shield. His sword is usually kept at his left hip, and drawn by his right hand for battle. He often wields a lance as well. When not in full armor, he likes to wear simple clothes, even though they might not suit his status as a knight. He often wears dark black pantaloons, supported by black suspenders over a simple white tunic. For shoes, he wears leather traveling boots dyed black. He tries to walk with the posture and confidence that befits a knight of his training, but often begins to shrink away when met with confrontation. He often forget s to look people in the eye, when he gets nervous, though at other times he will purposefully try to do just that in order to compensate for his overall shyness and awkwardness. He tends to smile all the time, even when upset, saddened, or in pain. He often wears a false smile, because he doesn't want to become a burden to others. False tears hurt others, but false smiles only hurt yourself.
Session and Campaign Notes
Companions and Allies
[B]EverAfter[/B] Celestial Warhorse HP 33/33 (Your bloodied value) Initiative: Equal to Yours Healing Surges: None, but you can spend a healing surge for the steed if an effect allows it to spend one. AC 26; Fortitude 20; Reflex 18; Will 18 Defenses: Your Defenses, not including any temporary bonuses or penalties. Speed 8 Traits Charger (mount) The steed's rider gains a +5 bonus to damage rolls on charge attacks. Lady Eleanor de La Fleurette, Esquire Level 1 Squire [Valet Hireling] Medium Natural Humanoid Age 17 Human Female HP 1; a missed attack never damages the hireling. Initiative — It acts after you on your initiative count. Can perform 1 Standard + 1 Move each turn. AC 15, Other Defenses 14 Perception +0 Speed 6 Traits: Etiquette History: Eleanor is a young woman who aspires to become a noble Paladin Cavalier one day However, her low birth did not afford her the same opportunities that Leo enjoyed. Being unable to afford tuition fees, Eleanor choose the route of a squire instead of attending the Crusader Academy directly. Through this, she can learn and train to become a Paladin in exchange for her loyal service to the knight she has been sworn to. Leonard paid his dues to the Crusader Academy, and has been rewarded with a squire for his accomplishments. He is expected to train and teach her, while she fulfills the various duties of a squire. Speech Color: #49a7ee
Background & Other Notes
Background: Parentage - Noble Background Benefit: +2 to Diplomacy Theme: Chevalier Ever since Leonard Percival Faust was a child, he always disliked violence and considered it a bad thing. There was just one problem with that... he was really, really good at it. Despite being a timid, mild mannered child, Leonard found it easy to wield a blade. He was a natural born swordsman, and a true prodigy with the sword. His parents were so proud, and his home town looked to him with great favor. "This child will be a great knight one day," they all cheered. No one ever bothered to stop and ask what poor Leo wanted. The truth was, he never wanted any of this. In the first place, he only took up practicing the sword because was told to. Every young man should be able to defend themselves to some degree. At the time, they never expected him to be so talented. He really did enjoy it at first. The blade felt so comfortable in his hands. The movements, the forms, they all felt so natural. He even loved the way his blade would sing as it sailed through the air. However, practicing against wooden stakes and swinging at the air was completely different from fighting real live opponents. Even though they were just wooden practice swords, he still found it easy to hurt his sparring partners. This horrified him, and it was only more difficult for him when they cheered at his barbaric displays. Although many admired him for his strength, those closest to him eventually became spiteful and jealous of his talents. As the years past, the gap between him and his peers quickly grew. They were slowly losing hope and beginning to realize that they would never match up to him. This created an unspoken void in between young Leonard and his peers. They did not openly mock him or tease him to his face. He might have even preferred that. Then at least he could become angry and fight with them. Instead there was a distinct absence of any emotional ties as they distanced themselves from him. Without even anger to enjoy, there was only loneliness and sorrow. Leonard's wanted to give up the blade, but could never bring himself to do it. Everyone expected so much from him. There was also the idea that he'd be wasting his talent. He truly came to believe that he was given this talent in order to help people, just like the brave knights and charming princes in the fairy tales he was raised on. He wanted so badly to help people. At one particularly low point in Leonard's childhood, his father gave him some words of wisdom. "Evil only triumphs, when good men do nothing..." Leonard took these words to heart, and became determined to hone his skills. He redoubled his efforts in his training, focusing on becoming a Paladin for Justice, all the while repressing his disdain for violence. He finally was knighted as a full fledged Paladin and given the blessing of the church, but in all of his training, he has never taken a life. Will he be able to kill, when the time comes? Or will he fold under the pressure and let the world's expectations crash down upon him? Only time will tell. He has received the call to arms, and hopes to enlist with Army Captain Leera Stormblade. He takes with him his father's suit of sword, shield, lance, and armor, all refitted for the young knight. These parting gifts are almost as precious to Leonard as the words of wisdom his father had imparted upon him over the years.
Dungeons and Dragons 4th Edition Character Sheet, Copyright 2008
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