An Empire Forgotten
Captain of the Order of the Radiant Lion
|Character: Setzer Daven
|Race: Human; Alignment: Lawful Good|
|Paragon Path: N/A; Epic Destiny: N/A|
|Patron Deity/Religion: Bahamut; Action Points: 1|
|Age: 25; Sex: Male|
|Height: 6’1”; Weight: 215|
|Skin/Hair: Fair/Brown (Long); Beardless; Eyes: Blue|
|Size: Medium; Handedness: Ambidextrous|
Strength 18 (+4), Constitution 14 (+2), Dexterity 10 (+0)
Intelligence 14 (+2), Wisdom 16 (+3), Charisma 18 (+4)
|Hit Points: Max HP: 71, Bloodied: 35 (= ½ Max HP), Surge Value: 18 (= ¼ Max HP), Surges/Day: 12|
|Defenses: AC: 26, Fortitude: 22, Reflex: 20, Willpower: 22|
|Special Defenses: +1 to all saving throws. Resist 5 fire and 5 cold.|
|Speed: 5 squares (6 unarmored); Initiative: +8|
|Skills: Acrobatics +4, Arcana +6, Athletics +9, Bluff +9, Diplomacy +14, Dungeoneering +7, Endurance +13, Heal +7, History +13, Insight +12, Intimidate +10, Nature +6, Perception +7, Religion +11, Stealth +4, Streetwise +8, Thievery +4|
|Passive Insight: 22 (= Insight +10); Passive Perception: 17 (= Perception +10)|
|Attacks: Bastard Sword of Frost +2 (+13 to hit / 1D10 +7 damage / Critical: +2D6 damage / Power – At-Will: Free Action. All damage dealt by this weapon is cold damage. Another free action returns the damage to normal. Power – Daily: Free Action. Use this power when you hit with the weapon. The target takes an extra 1D8 cold damage and is slowed until the end of your next turn.)|
|Feats: Armor of Bahamut, Weapon Proficiency (Bastard Sword), Human Perseverance, Mounted Combat, Improved Initiative (+4 to initiative rolls), Weapon Focus (Heavy Blades), Linguist.|
|Proficiencies: Cloth, Leather, Hide, Chainmail, Scale and Plate Armor; Light Shield and Heavy Shield, Bastard Sword, Simple and Military Melee, and Simple Ranged.|
|Equipment and Possessions: Dwarven Plate Armor +2 (Power – Daily; Healing: Free Action. Regain hit points as if you had spent a healing surge.), Light Shield of the Guardian +1 (Power – Daily: Immediate Interrupt. You can use this power when an adjacent ally is hit by an attack. You are hit by the attack instead. You then gain resistance to all damage equal to half the damage dealt by the attack (if any) until the start of your next turn.), Bastard Sword of Frost +2, Symbol of Hope +1 (Critical: +1D6 damage. Power – Daily: Immediate Reaction. You can use this power when you or an ally within 5 squares of you is hit by an effect that a save can end. You or the ally gains a +5 power bonus to saving throws against the effect.), Belt of Vigor (+1 bonus to healing surge value), Cloak of Survival +2 (Gain resist 5 Cold and Fire, +2 to Fortitude, Reflex and Will), Battlestrider Greaves (Gain a +1 item bonus to speed while wearing heavy armor.), Potion of Healing: 2, Backpack, Instant Campsite (Power – Daily: Standard Action. You open the satchel and it magically expands into a complete campsite, including a campfire and four two-person tens with bedrolls. The campfire lasts for up to 12 hours or until you spend another standard action to pack the campsite back into the satchel once more.), Flint and Steel, Belt Pouch, Everlasting Provisions (After an extended rest, you open the basket, creating enough food and water to feed five Medium or Small creatures for 24 hours), Silk Rope (50 ft.), Sunrods: 2.|
|Mount: “Celeste” Hippogriff – Large natural beast, Initiative: +7, Senses: Perception +8, HP: 64; Bloodied: 32, AC: 18; Fortitude: 17, Reflex: 15, Will: 13, Speed 4, fly 10, overland flight 15; see also flyby attack, Bite (Standard Action; At-Will) +8 vs. AC; 2D6 +5 damage. Diving Overrun (Standard Action, Usable only while flying; At-Will) The hippogriff charges a Medium or smaller enemy: +9 vs. AC; 2D8 +5 damage, and the target is knocked prone. After attacking, the hippogriff lands in an unoccupied space adjacent to the target. Flyby Attack (Standard Action; At-Will) The hippogriff flies up to 10 squares and makes on melee basic attack at any point during that movement. The hippogriff doesn’t provoke opportunity attacks when moving away from the target of the attack. Aerial Agility +1 (While mounted by a friendly rider of 5th level or higher; At-Will) While flying, a hippogriff grants its rider a +1 bonus to all defenses. Alignment – Unaligned.|
Strength 19 (+4), Constitution 16 (+5), Dexterity 17 (+5)
Intelligence 2 (-2), Wisdom 12 (+3), Charisma 6 (+0)
|Languages: Common, Draconic, Dwarven, Elven, Supernal.|
Divine Challenge – Level 1 At-Will, Divine, Radiant, Minor Action, Close Burst 5, Target: One creature in burst, Effect: You mark the target. The target remains marked until you use this power against another target, or if you fail to engage the target (see below). A creature can be subject to only one mark at a time. A new mark supersedes a mark that was already in place. While a target is marked, it takes a -2 penalty to attack rolls for any attack that doesn’t include you as a target. Also, it takes radiant damage equal to 3 + your Charisma modifier the first time it makes an attack that doesn’t include you as a target before the start of your next turn. On your turn, you must engage the target you challenged or challenge a different target. To engage the target, you must either attack it or end your turn adjacent to it. If none of these events occur by the end of your turn, the marked condition ends and you can’t use divine challenge on your next turn, Special: Even though this ability is called a challenge, it doesn’t rely on the intelligence or language ability of the target. It’s a magical compulsion that affects the creature’s behavior, regardless of the creature’s nature. You can’t place a divine challenge on a creature that is already affected by your or another character’s divine challenge.
Lay on Hands – Level 1 At-Will (Special), Divine, Healing, Special: You can use this power a number of times per day equal to your Wisdom modifier (minimum 1), but only once per round. Minor Action, Touch, 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 – Level 1 At-Will, Divine, Weapon, Standard Action, Target: One creature, Attack: Charisma vs. AC, Hit: 1[W] + Charisma modifier damage, and you gain temporary hit points equal to your Wisdom modifier.
Holy Strike – Level 1 At-Will, Divine, Radiant, Weapon, Standard Action, Target: One creature, Attack: Strength vs. AC, Hit: 1[W] + Strength modifier radiant damage. If you marked the target, you gain a bonus to the damage roll equal to your Wisdom modifier.
Enfeebling Strike – Level 1 At-Will, Divine, Weapon, Standard Action, Target: One creature, Attack: Charisma vs. AC, Hit: 1[W] + Charisma modifier damage. If you marked the target, it takes a -2 penalty to attack rolls until the end of your next turn.
Channel Divinity: Armor of Bahamut – Level 1 Encounter, Divine, Immediate Interrupt, Ranged 5, Trigger: An enemy scores a critical hit against you or an ally, Effect: Turn a critical hit against you or an ally within range into a normal hit.
Divine Mettle – Level 1 Encounter, Divine, Minor Action, Close Burst 10, Target: One creature in burst, Effect: The target makes a saving throw with a bonus equal to your Charisma modifier.
Divine Strength – Level 1 Encounter, Divine, Minor Action, Personal, Effect: Apply your Strength modifier as extra damage on your next attack this turn.
Shielding Smite – Level 1 Encounter, Divine, Weapon, Standard Action, Melee, Target: One creature, Attack: Charisma vs. AC, Hit: 2[W] + Charisma modifier damage, Effect: Until the end of your next turn, one ally within 5 squares of you gains a power bonus to AC equal to your Wisdom modifier.
Paladin’s Judgment – Level 1 Daily, Divine, Healing, Weapon, Standard Action, Target: One creature, Attack: Strength vs. AC, Hit: 3[W] + Strength modifier 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 – Level 2 Utility, 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.
Righteous Smite – Level 3 Encounter, Divine, Healing, Weapon, Standard Action, Melee, Target: One creature, Attack: Charisma vs. AC, Hit: 2[W] + Charisma modifier damage, and you and each ally within 5 squares of you gain temporary hit points equal to 5 + your Wisdom modifier.
Martyr’s Retribution – Level 5 Daily, Divine, Radiant, Weapon, Standard Action, Melee, Target: One creature, Attack: Strength vs. AC, and you must spend a healing surge without regaining any hit points, Hit: 4[W] + Strength modifier radiant damage, Miss: Half damage.
Wrath of the Gods – Level 6 Utility, Divine, Minor Action, Close Burst 1, Targets: You and each ally in burst, Effect: The targets add your Charisma modifier to damage rolls until the end of the encounter.
Benign Transposition – Level 7 Encounter, Divine, Teleportation, Weapon, Standard Action, Melee, Primary Target: One ally within a number of squares equal to your Wisdom modifier, 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] + Charisma modifier damage.
History and Background
Setzer was born and raised in Harkenwold. He is the son of a very talented paladin by the name of Reid Daven, and his wife Selwyn. His father was a friend of William Somerset before he became the Lord Warden of Harkenwold. The two were childhood friends that got into all sorts of trouble together, particularly during their training with the Order of the Radiant Lion. As it was, they both became great paladins, though Reid requested to remain a paladin without an excessive level of rank. He did not wish to maintain that kind of responsibility, as he had a newborn child that he needed to take care of. Selwyn is a beautiful woman that Reid met shortly after completing his training with the Order of the Radiant Lion. She was a young and talented priest for the Order, and he was a strapping young paladin with an immense amount of passion. They instantly fell in love and married shortly after. When they were nearing their early thirties, they conceived a child, and named him Setzer.
From a very young age, Setzer was trained for the Order. If not by his father or his friends, his mother and her friends would be there to teach him all they could. Having such great and skilled people around him all his life only brought good things for young Setzer. At age 12 he could take on multiple targets at once with a wooden sword and shield quite artfully. By age 14 he was sparring with people using actual blades and winning (without wearing armor no less). On his 16th birthday, he set off to adventure on his own for a few years. His parents were extremely confident in his abilities, which only helped to lessen their concerns; but they knew it was necessary for him to experience the world as they had.
Setzer returned a hero, having slain a vicious and vile troll that recently tried making a name for itself through violence. While it was a younger troll, it was still an amazing feat for someone to vanquish on his own, and everyone knew it. This was his final great deed before returning to Harkenwold two years later. There was much that he accomplished during that time, though it was not for glory, and he never mentioned his exploits to anyone but his mother and father (who prodded and poked for every detail of his adventures). Shortly after returning, Setzer was given the rank Lieutenant in the Order of the Radiant Lion. During the seven years he spent as Lieutenant, he fought many battles and trained many paladins and knights of the Order. The people of Harkenwold declared him their champion, and it was a great honor for him to achieve.
Within the last year, Captain Panril Fletcher set out to Fastormel leaving Setzer in charge of things at Harkenwold. As it is known, nearly everyone died at Fastormel when the undead attacked, and Captain Fletcher was one such casualty. In the wake of the vicious attack, Lord Warden Somerset appointed Setzer the rank of Captain in the Order of the Radiant Lion. He is currently training new recruits and veterans alike to bolster their defenses in preparation for an undead attack upon Harkenwold.
Setzer is an honorable and valiant paladin of the Order of the Radiant Lion. He lives to serve the Order, and has done much to augment their skill and ability. Setzer is an incredibly brave and accomplished knight who will always protect his comrades. He fights for truth, justice, and all things good and virtuous. Setzer is a very wise and insightful person, as well as a great judge of character, which is why he has been an effective leader for so long.
Setzer is a very attractive and charismatic young man, standing at 6’1” and weighing 215 pounds. He is strong looking, but appearing more fit than muscular. He has long brown hair that he ties back to maintain his full range of vision, and blue eyes that are very rich in color. Setzer wears dwarven plate armor that is incredibly detailed with white and silver accents. He also wears a flowing white and gold cloak, which allows his knights to spot him on the battlefield more easily. His weapon of choice is a bastard sword of frost, and his guardian shield. He rides a loyal Hippogriff steed named Celeste, who he acquired in recent years.