Signe Jarlsdottir

Signe Jarlsdottir

Paladin of Pelor

Signe hails from a village of middling size that lies in the north, close by a small-but-prosperous Dwarven mountain holt. This village serves as the main point of trade between the Dwarves under the mountain and the Human lowlands to the south, a situation which both the Humans and the Dwarves involved find quite satisfactory.

Signe's birth occurred in conjunction with a rare and somewhat frightening celestial event — an eclipse in which the light of the sun was nearly completely blocked by the interposing moon. It was under the darkening skies of the eclipse's onset that Signe's mother began to give birth. Her father attempted to hurry with his wife to the village's modest temple to Pelor, but the child came quickly — and so Signe was born on the temple steps, before the statue to the Sun God, just as the first brightening rays of the eclipse's passing fell upon the newborn child, with her parents and the temple priests who had come out to assist them bearing witness. Such a thing could surely only be a sign…

Now, years later, the young adult Signe is fulfilling the portents of her birth. Grown strong in faith, body, and spirit, she stands as a warrior of her god and a defender of those in need. Tall, athletic, golden-haired and fair of skin, she strikes an imposing figure — made all the moreso by the armor she wears, a gift from her merchant family's close friends and trading partners among the Dwarves, given to her upon the completion of her studies and her consecration as a Paladin. Decorated with the geometric knotwork patterns favored by that particular holt's artisans, her armor's Dwarven craftsmanship is unmistakable to any having an eye for such things.

For all that she embodies the holy warrior, young Signe is far from the grim, grave demeanor sometimes associated with such. Often smiling, quick to laugh, and with a kind and outgoing personality, she tends to make friends easily and to foster trust and good will among most of those she meets. Equally at ease among the priests and acolytes of the temple as with the patrons of a tavern or the crowds at a festival, she seeks to carry the light of Pelor, the blessing of her birth, wherever her adventures may take her.

==============================================================================
 Name: Signe Jarlsdottir        Age: 19              Gender: Female
 Class: Paladin (Protecting)                           Race: Human       
 Paragon Path: Morninglord    Deity: Pelor        Alignment: Good
 Epic Destiny: --
------------------------------------------------------------------------------
 Str: 15 / +2             Level Bonus: +5                        AC: 26 (15)
 Con: 15 / +2             Basic Melee: +7                 Fortitude: 22
 Dex: 13 / +1            Basic Ranged: +6                    Reflex: 23
 Int: 13 / +1          Healing Surges: 12 / 22HP               Will: 25
 Wis: 18 / +4                                            Initiative: +6
 Cha: 20 / +5                                                    HP: 90 / 45
------------------------------------------------------------------------------
 Class Features:
   Channel Divinity: Use one Channel Divinity power per encounter:
      Divine Mettle, Divine Strength, Divine Rage, Solar Enemy (See Powers)
   Divine Challenge: See Powers
   Lay on Hands: See Powers
------------------------------------------------------------------------------
 Path Features:
   Militant Dawn (11th level): When you use any Channel Divinity power, you 
      can also choose an enemy within 5 squares of you to take radiant damage
      equal to your Charisma modifier.
   Unflagging Energy (11th level): When you spend an action point to take an
      extra action to make an attack, that attack is a critical hit on a roll
      of 18 or higher.
------------------------------------------------------------------------------
 Race Features:
   Bonus Feat: Extra feat at 1st level
   Bonus Skill: Trained in one additional class skill
   Bonus At-Will Power: Know one extra 1st-level attack power from your class
   Human Defense Bonuses: +1 to Fortitude, Reflex, and Will
------------------------------------------------------------------------------
 Skills: (Scores in parentheses are without armor penalties)
   Acrobatics +4 (+6), Arcana +6, Athletics +7 (+9), Bluff +10, Diplomacy +12,
   Dungeoneering +9, Endurance +10 (+12), Heal +14, History +6, Insight +16,
   Intimidate +15, Nature +9, Perception +9, Religion +11, Stealth +4 (+6),
   Streetwise +10, Thievery +4 (+6)
------------------------------------------------------------------------------
 Backgrounds: 
   Birth-Blessed (+2 to Insight)
   Geography: Mountains (+2 to Athletics)
   Occupation: Merchant (+2 to Diplomacy)
------------------------------------------------------------------------------
 Feats:
   Action Surge: You gain a +3 bonus to attack rolls you make during any 
      action you gain by spending an action point.
   Weapon Proficiency (Fullblade): You gain proficiency with the Fullblade.
   Healing Hands: When you use the lay on hands power, the affected ally 
      gains additional hit points equal to your Charisma modifier (+4).
   Weapon Expertise (Heavy Blade): You gain a +1 bonus to attack rolls with 
      any weapon power you use with a Heavy Blade. The bonus increases to
      +2 at 15th level and +3 at 25th level.
   Divine Rage: Use Channel Divinity to invoke Divine Rage (see Powers).
   Solar Enemy: Use Channel Divinity to invoke Solar Enemy (see Powers).
   Cleansing Challenge: When you use divine challenge to mark an undead 
      creature, you also deal 2 radiant damage to that creature. The radiant 
      damage dealt increases to 4 at 11th level and 6 at 21st level.
   Back to the Wall: +1 to melee attack, damage, AC when adjacent to a wall.
------------------------------------------------------------------------------
 Languages: Common, Dwarven
------------------------------------------------------------------------------
 Combat Equipment:
   Sunblade Fullblade +3
      Attack: +13 vs AC      Damage: 1d12+5      Critical: +3d6 + 1[W]
      High Crit: A critical hit deals maximum weapon damage and an extra 
        1[W] (levels 1-10), 2[W] (levels 11-20), or 3[W] (levels 21-30).
        This extra damage is in addition to any critical damage the weapon 
        supplies if it is a magic weapon.
      Property: This weapon can shed bright or dim light up to 20 squares.
        You control the brightness and range of the light.
      Power (At-Will * Radiant): Free Action. All damage dealt by this weapon
        is radiant damage. Another free action returns the damage to normal.
      Power (Daily * Radiant): Standard Action. You cause motes of light to 
        burst out and attach to your enemies. Make an attack: Close burst 1; 
        targets enemies; Strength vs. Reflex (apply a bonus to the attack 
        roll equal to the weapon’s enhancement bonus); on a hit, the target 
        takes 2d8 radiant damage.

   Adamantine Fullblade +2
      Attack: +12 vs AC      Damage: 1d12+4      Critical: +2d10 + 1[W]
      High Crit: A critical hit deals maximum weapon damage and an extra 
        1[W] (levels 1-10), 2[W] (levels 11-20), or 3[W] (levels 21-30).
        This extra damage is in addition to any critical damage the weapon 
        supplies if it is a magic weapon.
      Adamantine: Untyped damage done with this weapon ignores a number of 
        points of resistance equal to twice the weapon’s enhancement bonus.

   Summoned Layered Plate Armor +2
      Power (At-Will): Minor Action. You banish this armor to a secure extra-
        dimensional location. At any point in the future, unless you are
        wearing armor, you can use another minor action to recall the armor. 
        The armor appears on you as though you had donned it normally.

   Badge of the Berserker +3
      +3 to Fortitude, Reflex, and Will
      Property: When you charge, your movement made as part of the charge 
        doesn’t provoke opportunity attacks.

   Cloak of Resistance +2  (Not currently worn)
      +2 to Fortitude. Reflex, and Will
      Power (Daily): Minor Action. Gain resist 5 to all damage until the 
        start of your next turn.

   Dwarven Greaves
      Power (Daily): Immediate Interrupt. When hit by a power that has a
        pull, a push, or a slide effect, negate the forced movement.
------------------------------------------------------------------------------
 Other Equipment:
   Bag of Holding
      This bag can hold up to 200 pounds in weight or 20 cubic feet in 
        volume, but it always weighs only 1 pound. Drawing an item from a 
        bag of holding is a minor action.
------------------------------------------------------------------------------
 Powers, At-Will:

   Divine Challenge
     Paladin Feature
     At-Will * Divine, Radiant
     Minor Action * Close burst 5
     Target: One creature in burst
     Effect: Marks target. It remains marked until you mark another target,
       or you fail to engage the target (either attack it or end your turn 
       adjacent to it). A creature can be subject to only one mark at a time. 
       A new mark supersedes a mark that was already in place. Can't be used
       on a target already affected by a divine challenge. You can use 
       divine challenge once per turn.
       Marked target: –2 to any attack that doesn't include you as a target. 
         Also takes 7 radiant damage the first time it makes an attack that 
         doesn’t include you as a target before the start of your next turn. 
       Full text: PHB, page 91, or DDI at http://tinyurl.com/l2z2m9.

   Lay On Hands
     Paladin Feature
     At-Will * Divine, Healing
     Minor Action * Melee touch
     Special: You can use this power a number of times per day equal to your 
       WIS mod, 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. You must 
       have at least one healing surge remaining to use this power.

   Bolstering Strike
     Paladin Attack 1
     At-Will * Divine, Weapon
     Standard Action * Melee weapon
     Target: One creature
     Attack: Charisma vs. AC
     Hit: 1[W] + CHA mod damage, and you gain temporary HP equal to your WIS 
       mod. Increase damage to 2[W] + CHA mod at 21st level.

   Enfeebling Strike
     Paladin Attack 1
     At-Will * Divine, Weapon
     Standard Action * Melee weapon
     Target: One creature
     Attack: Charisma vs. AC
     Hit: 1[W] + CHA 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] + CHA mod at 21st level.

   Sun Smite
     Paladin Attack 1
     At-Will * Divine, Implement, Radiant
     Standard Action * Ranged 10
     Target: One creature
     Attack: Charisma vs. Reflex
     Hit: 1d8 + CHA mod radiant damage, and slide the target one square.
       Increase damage to 2d8 + CHA mod at 21st level.
     Special: You can use this power as a ranged basic attack.
     Adapted from Sun Strike (Invoker level 1 at-will power).

Powers, Encounter:

   Divine Mettle
     Paladin Feature
     Encounter * Divine
     Minor Action * Close burst 10
     Channel Divinity: Use only 1 channel divinity power per encounter.
     Target: One creature in burst
     Effect: Target makes a saving throw with a bonus equal to your CHA mod.

   Divine Strength
     Paladin Feature
     Encounter * Divine
     Minor Action * Personal
     Channel Divinity: Use only 1 channel divinity power per encounter
     Effect: Apply your STR mod as extra damage on your next attack this turn.

   Shielding Smite
     Paladin Attack 1
     Encounter * Divine, Weapon
     Standard Action * Melee weapon
     Target: One creature
     Attack: Charisma vs. AC
     Hit: 2[W] + CHA 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 WIS mod.

   Righteous Smite
     Paladin Attack 3
     Encounter * Divine, Weapon
     Standard Action * Melee weapon
     Target: One creature
     Attack: Charisma vs. AC
     Hit: 2[W] + CHA mod damage, and you and each ally within 5 squares of 
       you gain temporary hit points equal to 5 + your WIS mod.

   Divine Rage
     Feat Power
     Encounter * Divine, Implement
     Minor Action * Close burst 1
     Target: Each enemy in burst
     Attack: Wisdom vs. Will
     Channel Divinity: Use only 1 channel divinity power per encounter
     Hit: You push the target 1 square, and the target takes a -2 penalty 
       to attack rolls until the end of your next turn.
     Miss: You push the target 1 square.

   Benign Transposition
     Paladin Attack 7
     Encounter * Divine, Teleportation, Weapon
     Standard Action * Melee weapon
     Primary Target: 1 ally within a number of squares equal to your WIS mod.
     Effect: You and the target swap places. If an enemy is now within your 
       melee reach, you can make a secondary attack against it.
     Secondary Target: One enemy
     Secondary Attack: Charisma vs. AC
     Hit: 2[W] + CHA mod damage.

   Solar Enemy
     Feat Power
     Encounter * Divine
     Minor Action * Close burst 2
     Target: Each enemy in burst
     Channel Divinity: Use only 1 channel divinity power per encounter
     Effect: Each target gains vulnerable 5 radiant, or its vulnerability to
       radiant damage increases by 5.

   Pure Glow
     Morninglord Attack 11
     Encounter * Divine, Implement, Radiant
     Standard Action * Close burst 5
     Target: Each enemy in burst
     Attack: Charisma vs. Will
     Hit: 2d8 + CHA mod radiant damage
     Effect: Until the end of your next turn, enemies that begin their turn 
       in the burst take 10 radiant damage.

Powers, Daily:

   Paladin’s Judgment
     Paladin Attack 1
     Daily * Divine, Healing, Weapon
     Standard Action * Melee weapon
     Target: One creature
     Attack: Strength vs. AC
     Hit: 3[W] + STR mod 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.

   Martyr’s Blessing
     Paladin Utility 2
     Daily * Divine
     Immediate Interrupt * Close burst 1
     Trigger: An adjacent ally is hit by a melee or a ranged attack.
     Effect: You are hit by the attack instead.

   Hallowed Circle
     Paladin Attack 5
     Daily * Divine, Implement, Zone
     Standard Action * Close burst 3
     Target: Each enemy in burst
     Attack: Charisma vs. Reflex
     Hit: 2d6 + CHA mod damage.
     Effect: The burst creates a zone of bright light that lasts until the 
       end of the encounter. You and your allies gain a +1 power bonus to 
       all defenses while within the zone.

   Wrath of the Gods
     Paladin Utility 6
     Daily * Divine
     Minor Action * Close burst 1
     Targets: You and each ally in burst
     Effect: The targets add your CHA mod to damage rolls until the end of
       the encounter.

   Radiant Pulse
     Paladin Attack 9
     Daily * Divine, Implement, Radiant
     Standard Action * Ranged 10
     Primary Target: One creature
     Attack: Charisma vs. Fortitude
     Hit: 1d10 + CHA mod radiant damage. Make a secondary attack.
       Secondary Target: Each enemy adjacent to the primary target
       Secondary Attack: Charisma vs. Fortitude
       Hit: 1d10 + CHA mod radiant damage, & push the target 3 squares.
       Sustain Minor: When you sustain this power, you can repeat the 
         secondary attack (the primary target is the same each time).
     Miss: Half damage, and no secondary attack.
     Effect: You target an enemy with a searing, pulsating light that also 
       damages enemies adjacent to him and thrusts them back.

   Vengeful Vigilance
     Paladin Utility 10
     Daily * Divine, Stance
     Minor Action * Personal
     Effect: Until the stance ends, any time an enemy within 5 squares of 
       you makes an attack that does not include you, you can use divine 
       challenge on that enemy as a free action. If the triggering attack  
       is against Will and you mark the attacker, it immediately takes the 
       damage your divine challenge mark normally deals.

==============================================================================