Viktor 3 6'2" 220 lb. 2250 88 gp 0 gp
1000 Dexterity Creatures typically use the Acrobatics skill to maintain their balance while walking on narrow or unstable surfaces, to slip free of a grab or restraints, and to take less damage from a fall. Moving across a surface that is slippery doesn't usually require an Acrobatics check; that surface is instead treated as difficult terrain. If a surface is extremely slippery, the DM might require an Acrobatics check to cross it. Intelligence The Arcana skill encompasses knowledge about magic-related lore and magical effects. Training in this skill represents academic study, either formalized or as a hobby. This knowledge can touch on any source of magical power—whether arcane, divine, primal, or another one—and extends to information about the following planes of existence, including the creatures native to those planes: the Elemental Chaos, the Feywild, and the Shadowfell. Those that have training in Arcana also have a chance to know something about the mysterious Far Realm, but not about its creatures (such knowledge falls under the Dungeoneering skill). A creature can sometimes use its knowledge of magic to interact with or manipulate magical phenomena. Charisma Characters use the Bluff skill to make what's false seem true, what's outrageous seem plausible, and what's suspicious seem ordinary. A character makes a Bluff check to fast-talk a guard, con a merchant, gamble, pass off a disguise, fake a piece of documentation, or mislead in some other way. Charisma Creatures use the Diplomacy skill to influence others using tact, subtlety, and social grace. (Monsters rarely make Diplomacy checks.) Make a diplomacy check to change opinions, inspire good will, haggle with a merchant, demonstrate proper etiquette and decorum, or negotiate a deal in good faith. Wisdom The Dungeoneering skill represents knowledge and skills related to dungeon exploration, including finding one's way through underground complexes, navigating winding caverns, recognizing subterranean hazards, and foraging for food in the Underdark. Training in this skill represents formalized study or extensive experience. Those that have training in the skill can also identify creatures of the Far Realm. Constitution The Endurance skill is used to stave off ill effects and to push beyond normal physical limits. A creature that has training in Endurance can hold its breath for long periods of time, forestall the debilitating effects of hunger and thirst, and swim or tread water for extended periods. Some hazards—including extreme temperatures, violent weather, and diseases—require creatures to make Endurance checks to resist or delay debilitating effects. Characters rarely use Endurance actively; the DM directs players to use it in response to certain hazards. Using the skill in that way requires no action, unless otherwise noted. See “Environmental Dangers” and “Disease” for some of the situations that require Endurance checks. Wisdom The Heal skill is used to help others recover from wounds or debilitating conditions, including disease. Intelligence The History skill encompasses knowledge related to the history of a region and beyond, including the chronological record of significant events and an explanation of their causes. This knowledge includes information pertaining to royalty and other leaders, wars, legends, important personalities, laws, customs, traditions, and memorable events. Training in this skill represents academic study, either formalized or as a hobby. Those that have training in the skill are likely to know esoteric historical information. Make a History check to remember a relevant piece of historical lore or to recognize a historical clue (see “Knowledge Checks”). Wisdom The Insight skill is used to discern intent and decipher body language during social interactions. Characters use the skill to comprehend motives, to read between the lines, to get a sense of moods and attitudes, and to determine how truthful someone is being. (Monsters rarely use Insight.) Insight is used to oppose Bluff checks and as the social counterpart to the Perception skill. The skill can also be used to gain clues, to figure out how well a social situation is going, and to determine if someone is under the influence of an outside force. When a creature uses Insight, it is making a best guess about another creature's motives and truthfulness. Insight is not an exact science or a supernatural power; it represents the ability to get a sense of how a person is behaving. Charisma An adventurer can make an Intimidate check to influence others through hostile actions, overt threats, or deadly persuasion. (Monsters can't intimidate adventurers.) Wisdom The Nature skill encompasses knowledge and skills related to nature, including finding ways through wilderness, recognizing natural hazards, dealing with and identifying natural creatures, and living off the land. Training in this skill represents formalized study or extensive experience. Those that have training in the skill are likely to know esoteric information in the field of study. Wisdom The Perception skill encompasses perceiving things, most often by sight or sound. Make a Perception check to notice a clue, detect a secret door, find a trap, follow tracks, listen for sounds behind a closed door, or locate a hidden object. In most situations, the DM uses passive Perception to determine if a creature notices things. A creature that has fallen asleep naturally (as opposed to being knocked unconscious by a power or other effect) is unconscious, but not totally deprived of awareness; it can use its passive Perception to hear things, but with a -5 penalty. Intelligence The Religion skill encompasses knowledge about gods, sacred writings, religious ceremonies, holy symbols, and theology. This knowledge extends to information about the undead and about the Astral Sea, including the creatures of that plane. Training in this skill represents academic study, either formalized or as a hobby. Those that have training in the skill are likely to know esoteric information in the field of study. Dexterity Creatures use the Stealth skill to conceal themselves from enemies, slink past guards, slip away without being noticed, and sneak up on others without being detected. Charisma The Streetwise skill encompasses knowledge of the ins and outs of life in a settlement (a village, a town, or a city), whether on its main streets or in its back alleys. This knowledge is gleaned from talking to people and observing them as they go about their lives, rather than from studying tomes or maps. A character who has training in this skill is especially adept at getting information out of people living in settlements. When in a settlement, make a Streetwise check to find out what's going on, who the movers and shakers are, where to get the best deals, and where the dangers are. Dexterity The Thievery skill encompasses various abilities that require nerves of steel and a steady hand: disabling traps, opening locks, picking pockets, and sleight of hand. The DM might decide that some uses of this skill are so specialized that a creature is required to have training in Thievery to have a chance of succeeding. Strength Make an Athletics check to attempt physical activities that rely on muscular strength, including climbing, escaping from a grab, jumping, and swimming. You resort to the simple attack you learned when you first picked up a melee weapon. At-Will Basic Attack Weapon Standard Action Melee weapon One creature Strength vs. AC 1[W] + Strength modifier damage. 2[W] + Strength modifier damage. You resort to the simple attack you learned when you first picked up a ranged weapon. At-Will Basic Attack Weapon Standard Action Ranged weapon One creature Dexterity vs. AC 1[W] + Dexterity modifier damage. 2[W] + Dexterity modifier damage. Lawful good creatures respect the authority of laws and leaders and believe that codes of conduct are the best way of achieving one's ideals. Virtuous authority promotes the well-being of its subjects and prevents them from harming one another. Lawful good creatures believe just as strongly as good ones do in the value of life, and they put even more emphasis on the need for the powerful to protect the weak and lift up the downtrodden. The exemplars of the lawful good alignment are shining champions of what's right, honorable, and true, risking or even sacrificing their lives to stop the spread of evil in the world. When leaders exploit their authority for personal gain, when laws grant privileged status to some citizens and reduce others to slavery or untouchable status, law has given in to evil and just authority becomes tyranny. Lawful good creatures are not only capable of challenging such injustice but are morally bound to do so. However, such creatures would prefer to work within the system to right such problems, rather than resorting to lawless methods. For the purpose of game effects, a lawful good creature is also considered to be good. Campaign You are well versed in a particular subject appropriate to a young noble scion. Perhaps you spent a lot of time in social gatherings, or you preferred the solitary pursuit of poring over the volumes in your family's library. Neverwinter Diplomacy, History Gain a +2 bonus to Diplomacy checks. I have a destiny and a birthright to claim—for the good of the people of the North. ID_FMP_POWER_14180 ID_FMP_POWER_14180,ID_FMP_POWER_14181,ID_FMP_POWER_14182,ID_FMP_POWER_14183 ID_FMP_CLASS_FEATURE_3913,ID_FMP_CLASS_FEATURE_3914,ID_FMP_CLASS_FEATURE_3915 Twenty-seven years ago, before you were even born, the city of Neverwinter perished in a great conflagration that slew its people and scattered survivors across the north. Since then, the angry earth has calmed, inviting people to return to the ruins of this once-great settlement. Dagult Neverember—the imperialist Open Lord of Waterdeep—has declared himself a distant relation of the old rulers of Neverwinter, and thus claims to be the rightful heir to their holdings. He has installed himself as Neverwinter's Lord Protector until the city is rebuilt and order is fully restored—at which point he is expected to name himself king. Given Neverember's control of Waterdeepand the military and magical power that control grants him, few have expressed any desire to dispute his claim—at least not until a true heir is found. A true heir such as you. You are a last scion of Neverwinter's former ruling family. Your mother was a noble who fled the city during the cataclysm, wounded during her escape and driven to madness by pain and grief. When she perished shortly after you were born, a noble family of Waterdeep—the Thanns—took you in and raised you as their own. You grew up with heroic stories, poetry, and the best education a young noble could have. With Neverwinter in ruins and your kin all dead, your adoptive parents thought it best to hide from you their knowledge of your tragic past. However, in the aftermath of Lord Neverember's seizing power in Neverwinter, you have finally been told the truth. At first, you weren't certain what to do. In one moment, it felt as though you had lost two families—the old and the new. You had never seen Neverwinter, but what you had heard of the city didn't make it seem like a place worth claiming. If you ignored your birthright, you could continue to live a life of relative ease and luxury in Waterdeep. Eventually, you came to see your problem a different way. Though your new family will always be there for you, whatever remains of your connection to Neverwinter is in imminent danger of being swept away. You have the opportunity to know your lost past—even if only through the relics of that past. And by claiming what belongs to you, you'll exchange a life of idle nobility for one of responsible royalty. Yet you are not naive enough to believe that the path forward will be easy. Reclaiming the city is not as simple as declaring your identity. Neverember commands an army of warriors and mages, and his influence ties him to hundreds of powerful individuals around the Sword Coast with their own reasons to crush an upstart like a flea. You need proof of your ancestry—something in the ruins of the city that can verify the story that was told to you. If you're lucky, you might find a symbol of your royal past such as a crown or a scepter to lend credence to your claim. Then you will have to prove yourself a champion—to win the hearts and minds of the people as you convince them that it is you, not Neverember, who deserves to rule a reclaimed and rebuilt Neverwinter. Only then might you restore the city to its past glory and do honor to your blood heritage. You recognize the need to gather allies, both to defend the city against its many foes and to protect yourself against those who want to prevent you from reclaiming your birthright. Whether your fellows know your true heritage or not is up to you. Descended from great rulers who acquired their throne by strength and force of will, you are a natural leader. Your overwhelming optimism can turn the darkest of battles into victory. Gain the take heart, friend! power 1 ID_FMP_POWER_14180 Utility ID_FMP_POWER_14180 You gain the take heart, friend! power. When all looks dark, you muster a cry of hope to carry your ally through. Encounter Neverwinter Noble Utility Martial Minor Action Close burst 5 One ally in the burst The target gains a +2 power bonus to all defenses until the start of your next turn and 5 temporary hit points. Level 11: 10 temporary hit points. Level 21: 15 temporary hit points. Utility ID_FMP_CLASS_FEATURE_3913 Ambitious explorers, driven leaders, eager to master the world Medium 6 squares Adaptable, ambitious, bold, corruptible, creative, driven, hardy, pragmatic, resourceful, territorial, tolerant Humans come in a wide variety of heights, weights, and colors. Some humans have black or dark brown skin, others are as pale as snow, and they cover the whole range of tans and browns in between. Their hair is black, brown, or a range of blonds and reds. Their eyes are most often brown, blue, or hazel. Humans' attire varies wildly, depending on the environment and society in which they live. Their clothing can be simple, ostentatious, or anything in between. It's not unusual for several distinct human cultures to live side by side in a particular area and mingle. As a result, human armor, weaponry, and other items incorporate a variety of designs and motifs. Humans have average life spans of about seventy-five years, though some venerable members of the race live as long as ninety or more years. Humans are decisive and sometimes rash. They explore the darkest reaches of the world in search of knowledge and power. They hurl themselves into danger, dealing with consequences as they arise. They act first and ponder later, trusting their will to prevail and their natural resourcefulness to see them through perilous situations. Humans always look to the horizon, seeking to expand their influence and their territory. They chase power and want to change the world, for good or for ill. Their settlements are among the brightest lights in a dark and untamed world, and humans constantly seek to explore new lands and settle new frontiers. Their self-reliance and bravery inclines humans toward martial classes such as fighter and rogue. They often prefer to find hidden reserves of strength in themselves rather than trust to the magic of wizards or clerics. That said, humans tend to be a pious race, worshiping the whole pantheon of gods. Their myths name no god as the creator of their race. Some tales say the gods worked together to create humans, infusing them with the best qualities of each race that had come before. Other tales say that humans were the creation of a god whose name is no longer known—a deity killed in the war against the primordials or assassinated by Asmodeus or Zehir. Humans are tolerant of other races, different beliefs, and foreign cultures. Most human settlements consist of diverse enclaves where different races live together in relative peace. The human empire of Nerath, the last great world power, united many different peoples and ruled the land for more than five hundred years before it collapsed about a century ago. Most of the human settlements that survived the empire's fall now stand as fortified bastions against the encroaching darkness. When elven forests are razed or dwarven mines overrun, the survivors often flee to the nearest human town or city for protection. Despite the far reach and power of Nerath, humans in the present day are a scattered and divided people. Dozens of small baronies, fiefdoms, and free city-states have arisen from Nerath's ruins, and many of these realms are petty, weak, and isolated. Tensions and misunderstandings can precipitate skirmishes, espionage, betrayal, and even open warfare between neighboring communities. Normal 5' 6"-6'2" 135-220 lb. +2 to one ability score of your choice Common, choice of one other The most ambitious of races, humans count among their number the greatest heroes …and the greatest villains. Alain, Alek, Benn, Brandis, Donn, Drew, Erik, Gregg, Jonn, Kris, Marc, Mikal, Pieter, Quinn, Regdar, Samm, Thom, Wil Ana, Cassi, Gwenn, Jenn, Kat, Keira, Luusi, Mari, Mika, Miri, Shawna, Stasi, Zanne ID_FMP_RACIAL_TRAIT_29, ID_FMP_RACIAL_TRAIT_34, ID_FMP_RACIAL_TRAIT_646, ID_FMP_RACIAL_TRAIT_2966 Essentials Play a Human if you want ... ID_FMP_RACE_7 Choose an extra feat at 1st level. 1 Essentials ID_FMP_RACE_7 You gain a bonus feat at 1st level. You must meet the feat's prerequisites. The heavy blade blends accurate attacks and quick parries into a potent package. You have learned to use your weapon to deflect enemies' attacks as you move about the battlefield. When wielding a heavy blade: +1/2/3 (by tier) to attack, +2 all defenses vs. opportunity attacks Essentials Heroic You gain a +1 feat bonus to weapon attack rolls that you make with a heavy blade. This bonus increases to +2 at 11th level and +3 at 21st level. In addition, while wielding a heavy blade, you gain a +2 bonus to all defenses against opportunity attacks. Trained in one additional class skill. 1 Essentials ID_FMP_RACE_7 You gain training in one additional skill from your class skills list. +1 to Fortitude, Reflex, and Will. 1 Essentials ID_FMP_RACE_7 You gain a +1 racial bonus to Fortitude, Reflex, and Will. Choose an option for your human character. 1 ID_FMP_RACIAL_TRAIT_356, ID_FMP_RACIAL_TRAIT_2965 Essentials ID_FMP_RACE_7 Choose an option for your human character. Gain the Heroic Effort power 1 Essentials ID_FMP_POWER_13213 Encounter ID_FMP_RACE_7 ID_FMP_POWER_13213 You have the heroic effort power. Your grim focus and unbridled energy means that failure is not an option. Encounter Human Racial Power No Action Personal You miss with an attack or fail a saving throw. You gain a +4 racial bonus to the attack roll or the saving throw. Essentials ID_FMP_RACIAL_TRAIT_2965 ID_FMP_RACE_7 Common is a debased form of Supernal, in the way that humans and halflings heard the first language. Dwarven is a debased form of Supernal, in the way that dwarves heard the first language. Strength, Charisma Holy symbols Cloth, leather, hide, chainmail, scale, plate; heavy shields, light shields Simple melee, military melee, simple ranged, military ranged +1 Fortitude, +1 Reflex, +1 Will 15+ Constitution Score 6 10+ Constitution Modifier From the class skills list below, choose 4 trained skills at 1st level. Athletics (Str), Diplomacy (Cha), Endurance (Con), Heal (Wis), History (Int), Insight (Wis), Intimidate (Cha), Religion (Int) Defender Aura, Holy Smite, Righteous Radiance, Righteous Shield, Spirit of Virtue, Valiant Strike, Virtue At-Will Power, Restore Vitality, Level 3 Extra Holy Smite, Pace of the Virtuous Charger, Level 5 Cavalier Daily Power, Level 6 Cavalier Utility Power, Improved Righteous Shield, Spirit of the Virtuous Charger, Level 9 Cavalier Daily Power, Level 10 Cavalier Utility Power, Level 13 Extra Holy Smite, Level 15 Cavalier Daily Power, Level 16 Cavalier Utility Power, Encouraging Presence, Level 19 Cavalier Daily Power, Shared Virtue, Righteous Rescue, Level 25 Cavalier Daily Power, Divine Grace, Avatar of Virtue Defender. You are a warrior of virtue, a champion of the righteous, and a defender of the weak. With your sword and your faith, you will shield the world from evil. Divine. ID_FMP_ROLE_4 ID_FMP_POWER_SOURCE_3 Your faith, honor, and virtue give you the strength to stand against the encroaching darkness of the world. ID_FMP_CLASS_4 Virtue of Sacrifice, Virtue of Valor Paladin (Cavalier) A cavalier is a paladin who has embraced one of the heroic virtues, such as compassion, justice, sacrifice, or valor. His or her belief in this virtue is so strong that it manifests as divine magic. Although many cavaliers pledge their faith to the gods, others follow no specific religion. Regardless of one's divine affiliation (or lack thereof ), a cavalier's virtue stands paramount. It guides his or her actions, pointing to the best way to protect the ever-flickering light of hope and civilization in the world. Opposing the cavaliers and the virtues that they champion are the blackguards, who embody the dreaded vices that the cavaliers stand against. Where cavaliers embrace compassion, justice, sacrifice, and valor, blackguards epitomize fury, tyranny, greed, and terror. Since the earliest days of history, these two factions have fought each other. Both wander the land, gathering allies and working to further the cause of their virtues or vices. At one time, cavaliers formed into chivalrous orders that were dedicated to the ideal of protecting the civilized realms. The forgotten kingdoms that ruled the land relied on cavaliers to help keep the peace. Those cavaliers maintained not only the military security of the land, but also its moral strength. A cavalier might drive off a marauding troll, but she could also mediate a dispute between two farmers, break the power of a corrupt noble, or free a wrongly accused prisoner. As with many things from the time of the forgotten kingdoms, the cavaliers' glory proved fleeting. The kingdoms of old grew weak, and some of their decline could be laid at the feet of cavaliers who strayed from the righteous path. All too often, cavaliers fell victim to the very evils they had sworn to combat. Power corrupts, and in many cases cavaliers served as perfect examples of how power can twist the most resolute heart. The grand orders of cavaliers have long since faded, but their glory is not forgotten. Even as evil casts its shadow across the land, there are those who hear the call to the cavalier's path. Many of the cavaliers of old strayed from their purpose, but that purpose and the power behind it remains strong for those who stay true to it. ID_FMP_CLASS_784 ID_FMP_CLASS_4 You count as a paladin for meeting prerequisites. Defenders have the highest defenses in the game and good close-up offense. They are the party's front-line combatants; wherever they're standing, that's where the action is. Defenders have abilities and powers that make it difficult for enemies to move past them or ignore them in battle. Divine magic comes from the gods. The gods grant power to their devotees, which clerics and paladins, for example, access through prayers and litanies. Divine magic excels at healing, protection, and smiting the enemies of the gods. Divine powers are called prayers. Gain the defender aura power. 1 Essentials ID_FMP_POWER_12660 Utility ID_FMP_CLASS_3,ID_FMP_CLASS_4 Knight,Cavalier ID_FMP_POWER_12660 @ You gain the defender aura power. You work to occupy nearby foes using a combination of fighting skill and clever tactics to keep them distracted. At-Will Cavalier Utility Aura Minor Action Personal 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. ID_FMP_CLASS_3,ID_FMP_CLASS_4 Utility Essentials ID_FMP_CLASS_FEATURE_3070 ID_FMP_CLASS_713,ID_FMP_CLASS_784 Filled with the strength of your convictions, you call upon divine power as you smite a foe. That power coalesces around your weapon as you strike, lancing your enemy with radiant energy before your attack connects. You gain the Holy Smite power. 1 ID_FMP_POWER_13553 Encounter ID_FMP_CLASS_4 Cavalier ID_FMP_POWER_13553 @ You gain the Holy Smite power. Your weapon fills with divine radiant energy, which bursts forth as you strike your enemy. Encounter Paladin Attack Divine, Radiant Free Action Personal You target an enemy with an at-will weapon attack power. The target takes radiant damage equal to 2 + your Charisma modifier. If the triggering attack hits, the target is also dazed until the end of your next turn. Level 7: 4 + Charisma modifier radiant damage. Level 17: 7 + Charisma modifier radiant damage. Level 27: 10 + Charisma modifier radiant damage. ID_FMP_CLASS_4 Attack ID_FMP_CLASS_FEATURE_3273,ID_FMP_CLASS_FEATURE_4101 ID_FMP_CLASS_784 The power of your virtue emanates from you like a beacon to your foes, letting them know they face a formidable opponent. You punish those enemies who refuse to fight you. You gain the righteous radiance power. 1 ID_FMP_POWER_13554 At-Will ID_FMP_CLASS_4 Cavalier ID_FMP_POWER_13554 @ You gain the righteous radiance power. You exact divine punishment on a foe that ignores your challenge. At-Will Paladin Attack Divine, Radiant Opportunity Action Melee 1 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. The triggering enemy The target takes radiant damage equal to 3 + your Charisma modifier. Level 11: 6 + Charisma modifier radiant damage. Level 21: 9 + Charisma modifier radiant damage. ID_FMP_CLASS_4 Attack ID_FMP_CLASS_FEATURE_3274 ID_FMP_CLASS_784 You are a beacon of hope and inspiration on the darkest battlefield. Using the divine magic you command, you sacrifice a small portion of your vitality to shield an ally from harm using a burst of divine magic. You gain the Righteous Shield power. 1 ID_FMP_POWER_13555 Utility ID_FMP_CLASS_4 Cavalier ID_FMP_POWER_13555 @ You gain the Righteous Shield power. You form golden energy around an ally, absorbing an attack against your friend and transferring the damage to yourself. As the magic fades, you become charged with righteous fury that fuels your attacks. Encounter Paladin Utility Divine Immediate Interrupt Close burst 3 An ally within 3 squares of you is damaged by an attack. The triggering ally in the burst 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. ID_FMP_CLASS_4 Utility ID_FMP_CLASS_FEATURE_3275,ID_FMP_CLASS_FEATURE_4102 ID_FMP_CLASS_784 When you choose a virtue to embody, you not only pick a path that you swear to adhere to, but you also become a symbol of that virtue to all who come into contact with you. It isn't an easy path, but the strength of your devotion gives you divine power to help on your journey. You gain a benefit associated with your virtue. 1 Cavalier @ You gain a benefit associated with your virtue. As ascetics devoted to their cause, cavaliers of sacrifice are renowned for enduring any ill or pain to prevent others from suffering it. ID_FMP_CLASS_FEATURE_3304, ID_FMP_CLASS_FEATURE_3305, ID_FMP_CLASS_FEATURE_3306, ID_FMP_CLASS_FEATURE_3308, ID_FMP_CLASS_FEATURE_3309, ID_FMP_CLASS_FEATURE_3310, ID_FMP_CLASS_FEATURE_3311, ID_FMP_CLASS_FEATURE_3312 Cavalier A cavalier of sacrifice must be ready to give up anything—money, status, power, or life itself—to defend those too weak to shield themselves from evil. Cavaliers of sacrifice are renowned because of the hardships they endure for the good of others. You sleep in a stable while your allies rest in an inn, to save a few coins for the poor. You wear little more than simple, peasant's garb when not in armor and are an ascetic devoted to your cause, willing to endure any ill or pain to prevent others from suffering it. Even though the virtue of sacrifice carries a heavy cost, you must temper your actions with humility. You give up so much, but that sacrifice does not make you more noble than others. Pride is your enemy, because it threatens to lead you to arrogance and ultimately disdain for those you protect. Cavaliers of sacrifice who fall to evil become even more villainous due to the great distance they tumble. Alignment: A cavalier of sacrifice must be lawful good. The virtue of sacrifice demands much from its adherents. Only the most honorable cavaliers embrace it. ID_FMP_ALIGNMENT_3 ID_FMP_ALIGNMENT_1 ID_FMP_ALIGNMENT_4 ID_FMP_ALIGNMENT_5 Secure in your virtue, you embrace your role as protector of your allies. Sometimes the best way to offer protection is to put the enemy on the defensive. With unwavering courage, you throw yourself among your foes and strike them down. You gain the Valiant Strike power. 1 ID_FMP_POWER_835 At-Will ID_FMP_CLASS_4 Cavalier ID_FMP_POWER_835 @ You gain the Valiant Strike power. You attack a foe, gaining strength from your conviction as the odds against you rise. At-Will Paladin Attack 1 Divine, Weapon Standard Action Melee weapon One creature Strength vs. AC. You gain a bonus to the attack roll equal to the number of enemies adjacent to you. 1[W] + Strength modifier damage. Level 21: 2[W] + Strength modifier damage. ID_FMP_CLASS_4 1 Attack ID_FMP_FEAT_1359, ID_FMP_FEAT_1484, ID_FMP_FEAT_1440, ID_FMP_FEAT_1457, ID_FMP_FEAT_1461, ID_FMP_FEAT_1463, ID_FMP_FEAT_2925 ID_FMP_CLASS_FEATURE_3277 ID_FMP_CLASS_784 Your attacks are more than swings of a sword or an axe. You infuse every mighty strike with divine power, transforming it into a powerful symbol of divine magic. You gain an at-will attack power associated with your virtue. 1 Cavalier ID_FMP_POWER_13575,ID_FMP_POWER_13580 @ You gain an at-will attack power associated with your virtue. ID_FMP_CLASS_784 Through a combination of physical durability, mental focus, and tenacity, you are more difficult to bring down than the typical adventurer. Gain 5 additional hit points, 10 at 11th, 15 at 21st Essentials Heroic You gain 5 additional hit points. These additional hit points increase to 10 at 11th level and 15 at 21st level. Lawful Good ID_FMP_DOMAIN_3, ID_FMP_DOMAIN_12, ID_FMP_DOMAIN_20 Neverwinter Torm became the master of Celestia after the heroic self-sacrifice of the legendary Tyr (who perished decades ago when defending the upper realms against an overwhelming demonic incursion). He now shines as the beacon of pure law in the cosmos, and stands as the most civilized and civilizing force in the pantheon. Truth, loyalty, and a steadfast devotion to a righteous cause are his gifts to his mortal followers, and he is an inspiration to many of his fellow deities as well. The Tormish church includes the greatest number of paladins of any religious organization in the world, and his priests, known as holy champions, are accomplished warriors, ready to defend the principles of law and order. His temples take the form of mighty citadels, their imposing architecture a symbol of Torm's earnest stability in the face of chaos. From these edifices, Tormish priests and paladins are sent out into the world to root out corruption in any form, often imposing their own sets of laws and procedures on nations they feel are too open to lawlessness. The faithful celebrate two important holy days. The Divine Death (13 Marpenoth) commemorates the day when Torm and Bane destroyed each other during the Time of Troubles; the True Resurrection two days later honors Torm's return to life, while Bane (at least temporarily) still lay dead. Both Erathis and Asmodeus prize civilization as the most important force for greatness, but they seize upon the concept in different ways. Erathis sees civilization as the means of bringing order and illumination to a dark and chaotic cosmos. For her, any culture of laws advances society better than the wild aspirations of individuals. Large and stable communities give people the chance to create the inventions that further propel the ascendancy of civilization as a whole. Asmodeus understands civilization as a means of gaining power. Confused rabble roaming the wilderness make for easy conquests, but conquering them means bringing them under control. The laws, technologies, and structures of civil society provide the tools to pinion the weak beneath the boots of the mighty. A good god of civilization might view it as the best way for people to help one another. The laws and shared responsibilities of societies give people the opportunities to show their better selves. In a world where cities are separated by vast areas of peril, expanding the reach of civilization can be a heroic task indeed. Justice lives differently in the mind of each person, and laws change with each ruler, but ideals of integrity and fairness exist in most societies—even among those who see such ideals as weaknesses. Two gods take up the banner of justice, placing it among their highest virtues. Bahamut sees justice as the tool of good intentions. Laws and honor exist to protect those who cannot protect themselves and to prevent those who wield power from taking the path of evil. Erathis views justice as the driving force behind civilization. Without law—without the shared understanding of what should and should not be—society dissolves into chaos. Other gods of justice would place their own perspectives on the concept. A deity of justice and death might be concerned only with providing the proper rewards and punishments to souls. An evil deity of justice might be an unforgiving judge who cleaves to the letter of the law, relishing in the technicalities that entrap decent souls. Gods of protection wield their divine influence to minimize the effect of disasters, to guide those in peril to shelter, and to influence mortals away from overly destructive actions. Some protection gods inspire their followers to engage enemies through force of arms, while others work indirectly, shielding their chosen people with helpful weather, unexpected good fortune, or inspired champions. Bahamut and Moradin share the domain of protection in a spirit of solidarity. Moradin emphasizes guardianship of home, family, and clan, while Bahamut takes a wider view of protecting society and good people wherever evil finds them. When danger comes, the followers of Moradin draw back to stand on solid ground, and Bahamut's faithful come forward to strike down threats. When you draw on your inner reserves, you can call upon the divine power of your virtue to instead grant that strength to an injured ally. +1 healing surge. May use second wind (minor action) to heal ally in 5sq.; ally regains hp equal to their surge value, you gain no benefit. 1 You gain an additional healing surge. In addition, you can use your second wind as a minor action to heal an ally of your choice within 5 squares of you. If you do so, you gain no benefit from using your second wind, but the ally regains hit points equal to his or her healing surge value. In the hands of a cavalier of sacrifice, a weapon is more than a tool of destruction. It is a symbol of hope, because each strike you make against hope's enemies shows your allies the path to victory. You gain the Strike of Hope power. 1 ID_FMP_POWER_13575 At-Will ID_FMP_CLASS_4 ID_FMP_POWER_13575 @ You gain the Strike of Hope power. Your weapon flashes with divine light that sears your enemy and lifts your allies' hearts with renewed vigor and purpose. At-Will Paladin Attack 1 Divine, Radiant, Weapon Standard Action Melee weapon One creature Strength vs. AC 1[W] + Strength modifier radiant damage. One ally within 5 squares of you gains temporary hit points equal to your Charisma modifier. If the ally is bloodied, the temporary hit points increase by 5. Level 21: 2[W] + Strength modifier radiant damage. ID_FMP_CLASS_4 1 Attack ID_FMP_CLASS_FEATURE_3305 1250 You hone your body and mind to guard against a variety of attacks. +1/2/3 bonus (by tier) to Fortitude, Reflex, and Will. Essentials Heroic You gain a +1 feat bonus to Fortitude, Reflex, and Will. This bonus increases to +2 at 11th level and +3 at 21st level. Your faith and dedication to your virtue purify your spirit, allowing you to perform divine miracles. You can now restore health to your allies while purging poisons and other ills from them. You gain the Restore Vitality power. 2 ID_FMP_POWER_13557 Utility ID_FMP_CLASS_4 Cavalier ID_FMP_POWER_13557 @ You gain the Restore Vitality power. You lay your hands upon an ally, invoking the power of your virtue to restore a comrade to health and remove hindering effects. Daily Paladin Utility 2 Divine, Healing Minor Action Melee 1 One creature The target regains hit points equal to your healing surge value and can make a saving throw. ID_FMP_CLASS_4 2 Utility ID_FMP_CLASS_FEATURE_3279 ID_FMP_CLASS_784 1500 The enemies of virtue are everywhere. To defeat them, you learn how to call upon the divine power of your virtue more often in times of need. You gain one more use of holy smite per encounter, but you can still use it only once per turn. 3 Cavalier @ You gain one more use of holy smite per encounter, but you can still use it only once per turn. Riding Horse - Level 1 Brute Large natural beast (mount) - XP 100 Initiative +1 Senses Perception +5; low-light vision HP 36; Bloodied 18 AC 14; Fortitude 15, Reflex 13, Will 10 Speed 10 m Kick (standard; At-Will) +4 vs. AC; 1d6+4 damage. Alignment Unaligned Languages - Str 19 (+4) ◦ Dex 13 (+1) ◦ Wis 11 (0) Con 16 (+3) ◦ Int 2 (-4) ◦ Cha 9 (-1) Riding Horse - Level 1 Brute Large natural beast (mount) - XP 100 Initiative +1 Senses Perception +5; low-light vision HP 36; Bloodied 18 AC 14; Fortitude 15, Reflex 13, Will 10 Speed 10 m Kick (standard; At-Will) +4 vs. AC; 1d6+4 damage. Alignment Unaligned Languages - Str 19 (+4) ◦ Dex 13 (+1) ◦ Wis 11 (0) Con 16 (+3) ◦ Int 2 (-4) ◦ Cha 9 (-1) Full Plate Description: Though the dwarves are loath to admit it, human smiths crafted the first suits of full plate for the use of mounted knights. Of course, the dwarves are quick to add, they did perfect those initial, flawed designs. Among all the kinds of heavy armor, full plate offers unmatched protection and flexibility. AC Bonus: +8 Check: -1 Speed: -1 Weight: 60 lb. Cost: 65 gp. Special: Tough Type: Plate 60 8 -1 -1 65 Tough 8 9 10 11 12 14 Heavy Body Plate Though the dwarves are loath to admit it, human smiths crafted the first suits of full plate for the use of mounted knights. Of course, the dwarves are quick to add, they did perfect those initial, flawed designs. Among all the kinds of heavy armor, full plate offers unmatched protection and flexibility. Dragonborn are no strangers to battle, and they developed this armor to deflect the deadliest enemy attacks. 4 840 Armor Common +1 AC Scale, Plate ID_FMP_MAGIC_ITEM_TEMPLATE_147707 Whenever a critical hit is scored against you, roll 1d20. On a result of 16–20, the critical hit becomes a normal hit. +1 AC Heavy Shield Description: While you're using a heavy shield, you can't use your shield hand for any other task, since you must use that hand to handle the shield. AC Bonus: +2 Check: -2 Weight: 15 lb. Cost: 10 gp. Type: Heavy Shields 15 2 -2 - 10 Shield Off-Hand Heavy Shields While you're using a heavy shield, you can't use your shield hand for any other task, since you must use that hand to handle the shield. Plate Armor Description: The heaviest type of armor, made up of shaped plates of metal or similarly resilient material, plate provides the most armor protection. The cost for its superior fortification is mobility and agility. AC Bonus: +8 Check: -2 Speed: -1 Weight: 50 lb. Cost: 50 gp. Type: Plate 50 8 -2 -1 50 8 9 10 11 12 14 Heavy Body Plate The heaviest type of armor, made up of shaped plates of metal or similarly resilient material, plate provides the most armor protection. The cost for its superior fortification is mobility and agility. Maul Military two-handed melee weapon Cost: 30 gp Damage: 2d6 Proficient: +2 Weight: 12 lb. Group: Hammer (A hammer has a blunt, heavy head with one or more flat striking surfaces attached to a haft.). 12 30 2d6 2 Military Melee Two-Handed Two-Hands Hammer Some wielders claim this weapon takes pleasure in dealing pain. 2 520 Weapon +1d12 damage per plus Common +1 Attack rolls and damage rolls Essentials Any ID_FMP_MAGIC_ITEM_TEMPLATE_149347 +1 attack rolls and damage rolls Flickering flames dance across your arm guards. 3 680 Arms Slot Item Arms Uncommon +0 ID_FMP_MAGIC_ITEM_TEMPLATE_147651 When you score a critical hit, the target takes 1d6 extra fire damage. Power * Daily (Minor Action) The next time you hit with an attack, the target takes 1d6 extra fire damage. This light blue amulet increases your defenses. 1 360 Neck Slot Item Neck Common +1 Fortitude, Reflex, and Will Essentials ID_FMP_MAGIC_ITEM_TEMPLATE_146850 +1 Fortitude, Reflex, and Will Broadsword Military one-handed melee weapon Cost: 20 gp Damage: 1d10 Proficient: +2 Range: - Weight: 5 lb. Compared to a longsword, a broadsword has a heavier blade more suited to brutal tactics than to quick maneuvers. Properties: Versatile (Versatile weapons are one-handed, but you can use them two-handed. If you do, you deal an extra 1 point of damage when you roll damage for the weapon. A Small character such as a halfling must use a versatile weapon two-handed, and doesn't deal extra damage.). Group: Heavy blade (Blades are balanced edged weapons. Heavy blades share some of the precision of light blades and some of the mass of axes. Heavy blades are used primarily for slashing cuts rather than stabs and thrusts.). 5 20 1d10 2 Military Melee One-Handed One-hand Heavy Blade Versatile Compared to a longsword, a broadsword has a heavier blade more suited to brutal tactics than to quick maneuvers. Some wielders claim this weapon takes pleasure in dealing pain. 2 520 Weapon +1d12 damage per plus Common +1 Attack rolls and damage rolls Essentials Any ID_FMP_MAGIC_ITEM_TEMPLATE_149347 +1 attack rolls and damage rolls Riding Horse - Level 1 Brute Large natural beast (mount) - XP 100 Initiative +1 Senses Perception +5; low-light vision HP 36; Bloodied 18 AC 14; Fortitude 15, Reflex 13, Will 10 Speed 10 m Kick (standard; At-Will) +4 vs. AC; 1d6+4 damage. Alignment Unaligned Languages - Str 19 (+4) ◦ Dex 13 (+1) ◦ Wis 11 (0) Con 16 (+3) ◦ Int 2 (-4) ◦ Cha 9 (-1) Riding Horse - Level 1 Brute Large natural beast (mount) - XP 100 Initiative +1 Senses Perception +5; low-light vision HP 36; Bloodied 18 AC 14; Fortitude 15, Reflex 13, Will 10 Speed 10 m Kick (standard; At-Will) +4 vs. AC; 1d6+4 damage. Alignment Unaligned Languages - Str 19 (+4) ◦ Dex 13 (+1) ◦ Wis 11 (0) Con 16 (+3) ◦ Int 2 (-4) ◦ Cha 9 (-1) Riding Horse Category: Mount Price: 75 gp Description: <table>Normal Load Heavy Load Max.Drag 237 lb. 475 lb. 1,187 lb.</table> Riding Horse - Level 1 Brute Large natural beast (mount) - XP 100 Initiative +1 Senses Perception +5; low-light vision HP 36; Bloodied 18 AC 14; Fortitude 15, Reflex 13, Will 10 Speed 10 m Kick (standard; At-Will) +4 vs. AC; 1d6+4 damage. Alignment Unaligned Languages - Str 19 (+4) ◦ Dex 13 (+1) ◦ Wis 11 (0) Con 16 (+3) ◦ Int 2 (-4) ◦ Cha 9 (-1) 75 Mount 1 Riding Horse - Level 1 Brute Large natural beast (mount) - XP 100 Initiative +1 Senses Perception +5; low-light vision HP 36; Bloodied 18 AC 14; Fortitude 15, Reflex 13, Will 10 Speed 10 m Kick (standard; At-Will) +4 vs. AC; 1d6+4 damage. Alignment Unaligned Languages - Str 19 (+4) ◦ Dex 13 (+1) ◦ Wis 11 (0) Con 16 (+3) ◦ Int 2 (-4) ◦ Cha 9 (-1) ID_FMP_MONSTER_280 <table>Normal Load Heavy Load Max.Drag 237 lb. 475 lb. 1,187 lb.</table> Adventurer's Kit Category: Gear Price: 15 gp Weight: 33 lb Description: This kit includes a backpack, a bedroll, flint and steel, a belt pouch, two sunrods, ten days' worth of trail rations, 50 feet of hempen rope, and a waterskin. 33 15 Gear 1 This kit includes a backpack, a bedroll, flint and steel, a belt pouch, two sunrods, ten days' worth of trail rations, 50 feet of hempen rope, and a waterskin. Climber's Kit Category: Gear Price: 2 gp Weight: 11 lb Description: This kit includes all the items grouped beneath its entry: a grappling hook, a small hammer, and ten pitons. When you use a climber's kit, you gain a +2 bonus to Athletics checks for climbing. 11 2 Gear 1 This kit includes all the items grouped beneath its entry: a grappling hook, a small hammer, and ten pitons. When you use a climber's kit, you gain a +2 bonus to Athletics checks for climbing. Holy Symbol Category: Gear Price: 10 gp Weight: 1 lb Description: This is a finely crafted, nonmagical symbol of precious metal that characters who worship gods might carry as a representation of their deity. 1 10 Gear 1 Off-Hand This is a finely crafted, nonmagical symbol of precious metal that characters who worship gods might carry as a representation of their deity. This deep purple, putrescent liquid fends off diseases and poisons. 5 50 Consumable Potion Uncommon +0 Power * Consumable (Minor Action) Drink this potion and spend a healing surge. You do not regain hit points as normal. Instead, gain resist 5 necrotic and resist 5 poison until the end of the encounter. You also gain a +5 power bonus to your next Endurance check against any disease of level 5 or lower. This potion covers your small cuts and minor bruises in dim silver light, causing them to heal over. 1 20 Consumable Potion Uncommon Utility Power (Healing) * Consumable (Minor Action) Effect: You drink the potion. If you have a healing surge, you must spend one. Instead of the hit points you would normally regain, you regain 1d8 + 1 hit points. If you are bloodied and don't have any healing surges, you still regain the hit points. If neither of these things is true, there is no effect. You resort to the simple attack you learned when you first picked up a melee weapon. At-Will Basic Attack Weapon Standard Action Melee weapon One creature Strength vs. AC 1[W] + Strength modifier damage. 2[W] + Strength modifier damage. 9 1d10+5 Strength AC +4 Strength modifier. +1 half your level. +2 proficiency bonus. +1 enhancement bonus. +1 Feat bonus - Heavy Blade Expertise +4 Strength modifier. +1 enhancement bonus. 15+1d12 +1d12 weapon critical bonus. 20 5 1d4+4 Strength AC +4 Strength modifier. +1 half your level. +4 Strength modifier. 8 20 You resort to the simple attack you learned when you first picked up a ranged weapon. At-Will Basic Attack Weapon Standard Action Ranged weapon One creature Dexterity vs. AC 1[W] + Dexterity modifier damage. 2[W] + Dexterity modifier damage. 0 1d4-1 Dexterity AC -1 Dexterity modifier. +1 half your level. -1 Dexterity modifier. 5 20 When all looks dark, you muster a cry of hope to carry your ally through. Encounter Neverwinter Noble Utility Martial Minor Action Close burst 5 One ally in the burst The target gains a +2 power bonus to all defenses until the start of your next turn and 5 temporary hit points. Level 11: 10 temporary hit points. Level 21: 15 temporary hit points. Utility ID_FMP_CLASS_FEATURE_3913 Your grim focus and unbridled energy means that failure is not an option. Encounter Human Racial Power No Action Personal You miss with an attack or fail a saving throw. You gain a +4 racial bonus to the attack roll or the saving throw. Essentials ID_FMP_RACIAL_TRAIT_2965 ID_FMP_RACE_7 You work to occupy nearby foes using a combination of fighting skill and clever tactics to keep them distracted. At-Will Cavalier Utility Aura Minor Action Personal 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. ID_FMP_CLASS_3,ID_FMP_CLASS_4 Utility Essentials ID_FMP_CLASS_FEATURE_3070 ID_FMP_CLASS_713,ID_FMP_CLASS_784 Your weapon fills with divine radiant energy, which bursts forth as you strike your enemy. Encounter Paladin Attack Divine, Radiant Free Action Personal You target an enemy with an at-will weapon attack power. The target takes radiant damage equal to 2 + your Charisma modifier. If the triggering attack hits, the target is also dazed until the end of your next turn. Level 7: 4 + Charisma modifier radiant damage. Level 17: 7 + Charisma modifier radiant damage. Level 27: 10 + Charisma modifier radiant damage. ID_FMP_CLASS_4 Attack ID_FMP_CLASS_FEATURE_3273,ID_FMP_CLASS_FEATURE_4101 ID_FMP_CLASS_784 You exact divine punishment on a foe that ignores your challenge. At-Will Paladin Attack Divine, Radiant Opportunity Action Melee 1 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. The triggering enemy The target takes radiant damage equal to 3 + your Charisma modifier. Level 11: 6 + Charisma modifier radiant damage. Level 21: 9 + Charisma modifier radiant damage. ID_FMP_CLASS_4 Attack ID_FMP_CLASS_FEATURE_3274 ID_FMP_CLASS_784 You form golden energy around an ally, absorbing an attack against your friend and transferring the damage to yourself. As the magic fades, you become charged with righteous fury that fuels your attacks. Encounter Paladin Utility Divine Immediate Interrupt Close burst 3 An ally within 3 squares of you is damaged by an attack. The triggering ally in the burst 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. ID_FMP_CLASS_4 Utility ID_FMP_CLASS_FEATURE_3275,ID_FMP_CLASS_FEATURE_4102 ID_FMP_CLASS_784 You attack a foe, gaining strength from your conviction as the odds against you rise. At-Will Paladin Attack 1 Divine, Weapon Standard Action Melee weapon One creature Strength vs. AC. You gain a bonus to the attack roll equal to the number of enemies adjacent to you. 1[W] + Strength modifier damage. Level 21: 2[W] + Strength modifier damage. ID_FMP_CLASS_4 1 Attack ID_FMP_FEAT_1359, ID_FMP_FEAT_1484, ID_FMP_FEAT_1440, ID_FMP_FEAT_1457, ID_FMP_FEAT_1461, ID_FMP_FEAT_1463, ID_FMP_FEAT_2925 ID_FMP_CLASS_FEATURE_3277 ID_FMP_CLASS_784 9 1d10+5 Strength AC +4 Strength modifier. +1 half your level. +2 proficiency bonus. +1 enhancement bonus. +1 Feat bonus - Heavy Blade Expertise +4 Strength modifier. +1 enhancement bonus. 15+1d12 +1d12 weapon critical bonus. 20 5 1d4+4 Strength AC +4 Strength modifier. +1 half your level. +4 Strength modifier. 8 20 Your weapon flashes with divine light that sears your enemy and lifts your allies' hearts with renewed vigor and purpose. At-Will Paladin Attack 1 Divine, Radiant, Weapon Standard Action Melee weapon One creature Strength vs. AC 1[W] + Strength modifier radiant damage. One ally within 5 squares of you gains temporary hit points equal to your Charisma modifier. If the ally is bloodied, the temporary hit points increase by 5. Level 21: 2[W] + Strength modifier radiant damage. ID_FMP_CLASS_4 1 Attack ID_FMP_CLASS_FEATURE_3305 9 1d10+5 Radiant Strength AC +4 Strength modifier. +1 half your level. +2 proficiency bonus. +1 enhancement bonus. +1 Feat bonus - Heavy Blade Expertise +4 Strength modifier. +1 enhancement bonus. 15+1d12 +1d12 weapon critical bonus. 20 5 1d4+4 Radiant Strength AC +4 Strength modifier. +1 half your level. +4 Strength modifier. 8 20 You lay your hands upon an ally, invoking the power of your virtue to restore a comrade to health and remove hindering effects. Daily Paladin Utility 2 Divine, Healing Minor Action Melee 1 One creature The target regains hit points equal to your healing surge value and can make a saving throw. ID_FMP_CLASS_4 2 Utility ID_FMP_CLASS_FEATURE_3279 ID_FMP_CLASS_784 1 unknown +1 half your level. 0 20
100 gp 0 gp 0 2250 100 gp 0 gp 0 88 gp 0 gp 0 <?xml version="1.0" encoding="utf-16"?><ContentIdentifier xmlns:i="http://www.w3.org/2001/XMLSchema-instance" xmlns="http://schemas.datacontract.org/2004/07/WotC.ContentVault"><ContentID>2</ContentID><Official>true</Official><OfficialTypeID i:nil="true" /><ScratchID i:nil="true" /><TypeID>1</TypeID></ContentIdentifier> <?xml version="1.0" encoding="utf-16"?><ContentIdentifier xmlns:i="http://www.w3.org/2001/XMLSchema-instance" xmlns="http://schemas.datacontract.org/2004/07/WotC.ContentVault"><ContentID>10000117</ContentID><Official>true</Official><OfficialTypeID i:nil="true" /><ScratchID i:nil="true" /><TypeID>2</TypeID></ContentIdentifier> True 6'2" 220 lb. Viktor 0 0 1 1 Heavy Shield Holy Symbol C:\Windows\TEMP\tmp8D33.tmp The kidnappings represent a clear and present threat to Neverwinter, and defending the city is your priority. You might also be able to ingratiate yourself with potent allies.