Caustic's Paladin:<br/><br/>Marius<br/>Male Human Paladin of Sehanine / Astral weapon<br/>Level 14<br/>Unaligned<br/><br/>Strength   21   (+5)<br/>Dexterity   13   (+1)<br/>Constitut.   15   (+2)<br/>Intelligen.   13   (+1)<br/>Wisdom   17   (+3)<br/>Charisma   17   (+3)<br/><br/>Height:   6' 2"     Weight:   220 lb     Skin:   Tan     Eyes:   Gray<br/>Hair:   Black; Wavy; Beardless<br/><br/>Maximum Hit Points: 108<br/>Bloodied: 54<br/>Surge Value: 27<br/>Surges / Day: 12 [includes constitution modifier]<br/><br/>Size: Medium<br/>Speed: 5 squares [includes armor penalty]<br/>Vision: Normal<br/>Initiative:   1d20 +8   = + 7 [half level] + 1 [dexterity]<br/>Base Strength Attack:   1d20 +12   = + 7 [half level + 5 [strength]<br/>Base Dexterity Attack:   1d20 +8   = + 7 [half level + 1 [dexterity]<br/>Base Constitution Attack:   1d20 +9   = + 7 [half level + 2 [constitution]<br/>Base Intelligence Attack:   1d20 +8   = + 7 [half level + 1 [intelligence]<br/>Base Wisdom Attack:   1d20 +10   = + 7 [half level + 3 [wisdom]<br/>Base Charisma Attack:   1d20 +10   = + 7 [half level + 3 [charisma]<br/>Armor Class:   28   = 10 + 7 [half level] + 8 [plate] + 2 [heavy shield] + 1 [combat anticipation]<br/>Fortitude Defense:   27   = 10 + 7 [half level] + 1 [Human] + 1 [combat anticipation] + 1 [paladin] +2 [great fortitude] + 5 [strength]<br/>Reflex Defense:   23   = 10 + 7 [half level] + 1 [Human] + 1 [combat anticipation] + 1 [paladin] + 1 [dexterity] + 2 [heavy shield]<br/>Will Defense:   25   = 10 + 7 [half level] + 1 [Human] + 1 [combat anticipation] + 1 [paladin] + 2 [iron will] + 3 [wisdom]<br/>Armor: Plate (50 lb)<br/><br/>Shield: Large (15 lb)<br/><br/>Attacks:<br/>Unarmed Melee: 12 vs AC [+12 strength]; damage 1[W]=1d4+5 [strength]<br/>Dagger: +15 vs AC [+12 strength] [+3 proficiency]; damage 1[W]=1d4+5 [strength] range 5/10 1 lb Off-hand, light throwable<br/>Thrown: +11 vs AC [+8 dexterity] [+3 proficient, damage 1d4+1 [dexterity]<br/>Flail: +14 vs AC [+12 strength] [+2 proficiency]; damage 1[W]=1d10+5 [strength] 5 lb (Flail) Versatile<br/>Longsword: +15 vs AC [+12 strength] [+3 proficiency]; damage 1[W]=1d8+5 [strength] 4 lb (Heavy blade) Versatile<br/>Bolstering Strike +10w [charisma] vs AC<br/>Enfeebling Strike +10w [charisma] vs AC<br/>Holy Strike +12w [strength] vs AC<br/>Martyr's Retribution +12w [strength] vs AC<br/>Thunder Smite +12w [strength] vs AC<br/>One Stands Alone +10i [charisma] vs will<br/>Radiant Pulse +10i [charisma] vs fortitude<br/>Carving a Path of Light +12w [strength] vs AC<br/>Radiant Charge +12w [strength] vs AC<br/>Renewing Smite +10w [charisma] vs AC<br/><br/>Base Saving Throw: d20 + 1 [human perseverance] vs 10<br/><br/>Normal Load: 210 lb.<br/>Heavy Load: 420 lb.<br/>Maximum Drag Load: 1050 lb.<br/><br/>Languages:   Common; Elven<br/><br/>Skills:<br/>Acrobatics:   +6   = 1 [dexterity] + 7 [half level] + 2 [jack of all trades] -2 [armor]-2 [shield]<br/>Arcana:       +10   = 1 [intelligence] + 7 [half level] + 2 [jack of all trades]<br/>Athletics:    +10   = 5 [strength] + 7 [half level] + 2 [jack of all trades] -2 [armor]-2 [shield]<br/>Bluff:          +12   = 3 [charisma] + 7 [half level] + 2 [jack of all trades]<br/>Diplomacy:   +15   = 3 [charisma] + 7 [half level] + 5 [class training]<br/>Dungeoneering:   +12   = 3 [wisdom] + 7 [half level] + 2 [jack of all trades]<br/>Endurance:   +10   = 2 [constitution] + 7 [half level] + 5 [class training]-2 [armor]-2 [shield]<br/>Heal:          +15   = 3 [wisdom] + 7 [half level] + 5 [class training]<br/>History:         +13   = 1 [intelligence] + 7 [half level] + 5 [class training]<br/>Insight:       +12   = 3 [wisdom] + 7 [half level] + 2 [jack of all trades]<br/>Intimidate:   +12   = 3 [charisma] + 7 [half level] + 2 [jack of all trades]<br/>Nature:       +12   = 3 [wisdom] + 7 [half level] + 2 [jack of all trades]<br/>Perception:   +14   = 3 [wisdom] + 7 [half level] + 2 [alertness] + 2 [jack of all trades]<br/>Religion:      +13   = 1 [intelligence] + 7 [half level] + 5 [class training]<br/>Stealth:      +6   = 1 [dexterity] + 7 [half level] + 2 [jack of all trades] -2 [armor]-2 [shield]<br/>Streetwise:   +12   = 3 [charisma] + 7 [half level] + 2 [jack of all trades]<br/>Thievery:     +6   = 1 [dexterity] + 7 [half level] + 2 [jack of all trades] -2 [armor]-2 [shield]<br/><br/>Feats:<br/>Alertness<br/>Human Perseverance<br/>Jack of all Trades<br/>Action Recovery<br/>Combat Anticipation<br/>Danger Sense<br/>Great Fortitude<br/>Inescapable Force<br/>Iron Will<br/>Mettle<br/><br/>At-Will:<br/>Basic Melee Attack: By weapon, damage 1[W]+5 [strength]<br/>Basic Ranged Attack: By weapon, damage 1[W]+1 [dexterity]<br/>Bull Rush: +12 [strength] vs fortitude<br/>Grab: +12 [strength] vs reflex<br/>Move grabbed target: +12 [strength] vs fortitude<br/>Escape: +6 [acrobatics] vs reflex / +10 [athletics] vs fortitude<br/>Divine Challenge [Paladin][minor action]<br/>Lay On Hands [Paladin][minor action]<br/>Bolstering Strike [Level 1]<br/>Enfeebling Strike [Level 1]<br/>Holy Strike [Level 1]<br/><br/>Other Standard Actions:   Administer a potion; Aid another; Charge [+1 to basic melee attack or bull rush]; Coup de grace; Equip / stow shield; Ready an action; Total defense; Sustain standard action<br/>Other Move Actions:   Crawl; Run [speed 7]; Stand up; Shift; Squeeze; Walk<br/>Other Minor Actions:   Draw / sheathe weapon; Drink a potion; Drop prone; Load a crossbow; Open / close a door; Pick up an item; Retrieve / stow an item; Sustain minor action<br/>Other Immediate Action:   Readied action<br/>Other Opportunity Action:   Opportunity attack<br/>Other Free Actions:   Drop held items; End a grab; Talk<br/>Other Non-Actions:   Delay<br/><br/>Encounter Powers:<br/>Second Wind<br/>Spend an Action Point [free action, not in surprise round]<br/>Channel Divinity: Divine Mettle [paladin][minor action]<br/>Channel Divinity: Divine Strength [paladin][minor action]<br/>Thunder Smite [Level 7]<br/>Carving a Path of Light [Astral Weapon Level 11]<br/>Pray for More [Astral Weapon Level 12][free action]<br/>Radiant Charge [Level 13]<br/>Renewing Smite [Level 13]<br/><br/>Daily Powers:<br/>Martyr's Retribution [Level 5]<br/>Wrath of the Gods [Level 6 Utility][minor action]<br/>One Stands Alone [Level 9]<br/>Radiant Pulse [Level 9]<br/>Noble Shield [Level 10 Utility][immediate interrupt]<br/>Turn the Tide [Level 10 Utility]<br/><br/>Human<br/>One extra at-will power from your class (already included)<br/>One bonus feat at 1st level (already included)<br/>One bonus skill from the skill class list (already included)<br/>+1 to fortitude, reflex, and will defenses<br/><br/>Paladin<br/>Channel Divinity -- Divine Strength<br/>Channel Divinity -- Divine Mettle<br/>Divine Challenge<br/>Lay On Hands<br/><br/>Astral Weapon<br/>Astral Judgment [Level 11]<br/>Astral Rejuvenation [Level 11]<br/>Courage from on High [Level 16]<br/>Carving a Path of Light [paragon attack 11]<br/>Pray for ore [paragon utility 12]<br/>Astral Whirlwind [paragon attack 20]<br/><br/>Marius's Equipment:<br/>Backpack<br/>Bedroll<br/>Bell<br/>Candle<br/>Chalk<br/>Fishhook<br/>Flint and steel<br/>Lantern (hooded)<br/>Mirror<br/>Oil flasks x1<br/>Pouch (belt) x1<br/>Rations (1 day) x10<br/>Rope (50', hempen) x1<br/>Sewing needle<br/>Soap<br/>Sunrods x2<br/>Waterskins x1<br/>Holy symbol (silver)<br/><br/>Total<br/>Magic items:<br/>Weapon:<br/>Weapon:<br/>Weapon:<br/>Weapon:<br/>Armor:  lvl 14: Black Iron Armor: Plate +3 (resist fire 10, necrosis 10)<br/>Shield:  lvl 13: Shield of Protection (paragon) (resist 15)<br/>Arms:<br/>Feet:  (to be determined)<br/>Hands:<br/>Head:<br/>Neck: Holy Symbol of Battle +3<br/>Ring:<br/>Ring:<br/>Waist:<br/><br/><br/>Resistances:<br/>Action Point Tally:<br/>Daily Item Powers Per Day: Epic Tier             Milestone   /   /   /<br/>Death Saving Throw Failures:<br/>More about Marius:<br/>Orphaned and raised on the catechisms and liturgy of the church, Marius-- a bastard child of little worth, learned a degree of self worth built upon sanctimonious self-assurance and the promise of nobility's intrinsic reward. As a young boy, he was found barely alive and wandering the woods, soaked in days-dried blood and dirt. He was taken in by a remote monastic order of Moradin, where paladins and clerics were trained for service to their deity apart from the civilization they would grow to serve and protect with their lives.<br/><br/>Raised with fanciful dreams of the grand designs of order and justice within the lawful bounds of city walls, in his tenth year he was sent to join an order within the walls of a great city-- and found, very quickly, that his faith-- in humanity, urbane culture, the magic of civilization-- was misplaced. He became an errand boy in the schemes of a corrupted priest, and was made to assist in dark rites, the execution of heinous abuses of power, and the concealment of theft, extortion, and murder. Before he could become a true acolyte to the dark priesthood, he fled-- spurning the civilization he'd been raised to believe in, and returned to the woods where he'd been found, nearly dead, almost ten years prior.<br/><br/>He found it in ruins... the church's corrupt prior had raised enough support through lies and manipulation to send an expedition to enact its destruction. And there, among the charred ruins of the monastery that had saved him, he abandoned hope of aid, and he wandered, for a week, in the woods alone. He was found by an outriding group of elven scouts, who bestowed upon him a mercy of sorts-- in their calm, wizened way, he saw how their neutrality, their patience, and their devotion to their own gave them a purity, a discipline of righteousness, that transcended 'law' and 'madness,' 'good' and 'evil'. For in the great circle, the two ends meet at some point, and one bleeds into the next.<br/><br/>He spent the next six years of his life living among them, studying with them-- and was chosen. The decision was natural enough, would it have been his to make, but it was not: Sehanine's path chose him, and stirred in him passions, insight, and determination he never had. Whether simply for his powers as an agent of destruction or for some higher destiny, he is not sure-- but since that moment, he's walked a lonely road since then, seeking balance, secrecy, and revelry-- meting justice with a blade where evil takes hold and chiseling the foundations from overzealous empires' ambition.