Kalad the Paladin
Medium natural humanoid
Level 4 Elite Soldier XP 350
Initiative +4 Senses Perception +4; low-light vision
HP 54; Bloodied 27
AC 21; Fortitude 17, Reflex 14, Will 16
Saving Throws +2; +7 against poison effects
Speed 5
Action Points 1
Greataxe (standard, at-will) Weapon
+8 vs AC; 1d12+3 damage,(crit 1d12+18), and the target is marked until the end of Kalad's next turn. if the target moves or makes an attack that does not include Kalad as the target, the target takes 5 radiant damage.
Arcing Smite (standard, at-will) Weapon
One or two creatures; One or two creatures; +8 vs AC; 1d6+4 damage.. +8 vs. Armor Class, one attack per target; 1d12 + 3 damage (crit 1d12 + 18) damage, and the target is marked until end of Kalad’s next turn.
Holy Smite (standard, at-will) Radiant, Weapon
+8 vs AC; 1d12+3 damage (crit 1d12+18) radiant damage, and if Kalad marked the target, he deals an extra 2 radiant damage.
Sacred Circle (standard, daily) Zone
Close burst 3; the burst creates a zone that, until the end of the encounter, gives Kalad and allies within it a +1 power bonus to AC.
Divine Strength (minor; encounter)
Kalad applies his Strength modifier as extra damage on his next attack this turn.
Stand Your Ground
When an effect forces Kalad to move—through a pull, a push, or a slide—he moves 1 square less than the effect specifies. When an attack would knock Kalad prone, he can roll a saving throw to avoid falling prone.
Alignment Lawful good Languages Common, Dwarven
Skills Dungeoneering +6, Endurance +11, Heal +9, History +7, Religion +7
Str 17 (+5) Dex 10 (+2) Wis 14 (+4)
Con 14 (+4) Int 11 (+2) Cha 14 (+4)
Equipment: greataxe, plate armor.
Published in Dungeon Magazine 157, page(s) 38.