Jack Wolfram

Longtooth Shifter Paladin


Jack Wolfram
Level 14 Paladin of Ilmater (Defender)
Vengeful Crusader
Medium natural humanoid (shifter)

Initiative +7; Passive Senses Perception 21 (22), Insight 29; low-light vision

AC 30; Fortitude 26, Reflex 22, Will 25
HP 107; Bloodied 53; Healing Surge 26
Surges Per Day 13; Surges Used 5
Regen [4, while bloodied]; Temp HP 0
Resist 1; Resist 5 poison; Damage Taken 0
Saves +2 vs. Fear; +4 vs. Daze/Stun
Speed 5; Action Points 1; Bennies 4

Str 22 ( +13 ) Dex 11 ( +7 ) Wis 20 ( +12 )
Con 14 ( +9 ) Int 9 ( +6 ) Cha 15 ( +9 )
Background Cormyr (General) – Add Insight to your class skill list, gain a +2 bonus to Insight checks, and gain a +2 bonus to saving throws against fear effects.
Alignment Good; Languages Common, Draconic

Skills (Acrobatics) +5 ( +7 w/o shield ), Athletics +16 ( +20 Climb – w/ climber’s kit & w/o shield ), Diplomacy +14, (Endurance) +7 ( +9 w/o shield), Heal +17, Insight +19, Religion +11

Feats Bloodthirst (+2 melee damage vs. bloodied targets), Defender of the Wild (1/encounter, free action, mark each enemy adjacent to you TENT), Devoted Paladin (lay on hands heals an additional 2 (Charisma modifier) hit points; your number of healing surges increases by one), Eyes in the Back of Your Head (don’t grant combat advantage to enemies flanking you), Focused Mind (gain +4 to saves vs. daze/stun), Mighty Challenge (divine challenge deals an extra 5 (Strength modifier) radiant damage), Repel Charge (gain opportunity attack when an enemy charges you), Saving Grace (forgo made save to allow ally w/i 5 squares to make saving throw with +5 bonus), Vexing Flanker (when you flank a target, it grants combat advantage to all your allies)

Possessions +3 oathblade longsword, +2 flameburst javelin, recoil shield, +3 mithral rimefire plate, +2 periapt of cascading health, gauntlets of blood, coif of mindiron, acrobat boots, viper belt, stonewall shield, battleforged shield, 4 elixirs of speed (gain +2 speed for 1 hour), 2 potions of healing, 5 potions of endurance (regain 2 healing surges), longsword, 2 javelins, dagger, backpack (4 stonemeal biscuits, restful bedroll, crowbar, flask (empty), 50 feet of hempen rope, 3 sunrods, 10 days worth of trail rations, waterskin, full plate armor, heavy shield), climber’s kit (grappling hook, small hammer, 10 pitons), belt pouch (flint & steel, 6 pp, 64 gp, 16 sp)

Racial Traits Skill Bonuses (Athletics, Endurance), longtooth shifting
Class Features Channel Divinity (divine mettle, divine strength), divine challenge, lay on hands, divine sanction (The target is marked by you for a duration specified in the description of the power or feat. Unless otherwise noted, the mark ends before the specified duration if someone else marks the target. Until the mark ends, the target takes 5 (3 + Charisma modifier) radiant damage the first time each round it makes an attack that doesn’t include you as a target.)
Paragon Path Features Vengeance’s Imperative (When an enemy marked by you makes an attack that doesn’t include you as the target, you can shift 1 square toward that enemy after the attack as a free action), Vengeful Action (Whenever you spend an action point while you are bloodied, you can subject each enemy you can see within 3 squares of you to your divine sanction until the end of your next turn)

Basic Attacks

+3 Oathblade Longsword (Standard; at-will) ✦ Weapon +19 vs. AC; 1d8 + 9 [11] (16 [18] + 3d6 (or 3d10 vs. marked target) on crit) damage.
+2 Flameburst Javelin (standard; at-will) ✦ Weapon Ranged 10/20; +17 vs. AC; 1d6 + 8 [10] (14 [16] + 2d6 fire on crit) damage.

Current XP: 48,746 (Through Session 37)
Next Level: 57,000

Power Descriptions

At-Will Prayers

Divine Challenge Paladin Feature
You boldly confront a nearby enemy, searing it with divine light if it ignores your challenge.
At-WillDivine, 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 11 radiant damage (equal to 3 + your Charisma modifier + your Strength 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.
You can use divine challenge once per 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 Paladin Feature
Your divine touch instantly heals wounds.
At-WillDivine, Healing
Minor Action Melee touch
Special: You can use this power a number of times per day equal to your Wisdom modifier (5), 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 and regains extra hit points equal to your Charisma modifier (+2). You must have at least one healing surge remaining to use this power.

Ardent Strike Paladin Attack 1
You attack your enemy and make it the focus of your god’s anger.
At-WillDivine, Weapon
Standard Action Melee weapon
Target: One creature
Attack: +19 vs. AC
Hit: 1d8 + 9 [11] (17 [19] + 3d6 (or 3d10 vs. marked target) on crit) damage, and the target is subject to your divine sanction until the end of your next turn.
Special: When charging, you can use this power in place of a melee basic attack.

Holy Strike Paladin Attack 1
You strike an enemy with your weapon, which ignites with holy light.
At-WillDivine, Radiant, Weapon
Standard Action Melee weapon
Target: One creature
Attack: +19 vs. AC
Hit: 1d8 + 9 [11] (17 [19] + 3d6 (or 3d10 vs. marked target) on crit) radiant damage. If you marked the target, you gain a bonus to the damage roll equal to your Wisdom modifier (+5).

Encounter Prayers

Divine Mettle Paladin Feature
Your unswerving faith in your deity empowers a nearby creature to resist a debilitating affliction.
Minor Action Close burst 10
Channel Divinity: You can use only one channel divinity power per encounter
Target: One creature in burst
Effect: The target makes a saving throw with a bonus equal to your Charisma modifier (+2).

Divine Strength Paladin Feature
You petition your deity for the divine strength to lay low your enemies.
Minor Action Personal
Channel Divinity: You can use only one channel divinity power per encounter
Effect: Apply your Strength modifier (+5) as extra damage on your next attack this turn.

Strength from Valor Paladin Attack 3
As foes encircle you, you fight all the harder.
EncounterDivine, Weapon
Standard Action Close burst 1
Target: Each enemy in burst
Attack: +19 vs. Fortitude
Hit: 1d8 + 9 [11] (17 [19] + 3d6 (or 3d10 vs. marked target) on crit) damage. You gain 5 temporary hit points for each target hit by the attack.

Comeback Smite Paladin Attack 7
A timely strike against a hated foe invigorates you, giving you the strength and resolve to fight on.
EncounterDivine, Weapon
Standard Action Melee weapon
Effect: Before the attack, you make a saving throw against each effect on you that a save can end. You gain a bonus to the attack roll and the damage roll equal to the number of effects you save against.
Target: One creature
Attack: +19 vs. AC
Hit: 2d8 + 9 [11] (25 [27] + 3d6 (or 3d10 vs. marked target) on crit) damage.

Driving Force Vengeful Crusader 11
Your enemy falls back under your ferocious attack, but if it thinks it can escape your wrath, it is mistaken.
EncounterDivine, Weapon
Standard Action Melee weapon
Target: One creature you have marked
Attack: +19 vs. AC
Hit: 2d8 + 9 [11] (25 [27] + 3d6 (or 3d10 vs. marked target) on crit) damage, and the target is pushed 2 squares. If the target makes an attack that doesn’t include you before the start of your next turn, you can make a charge attack against the target as an immediate interrupt.

Castigating Strike Paladin Attack 13
As you attack, you chide your foes for neglecting you and compel their attention.
EncounterDivine, Weapon
Standard Action Melee weapon
Target: One creature
Attack: +19 vs. AC
Hit: 3d8 + 9 [11] (33 [35] + 3d6 (or 3d10 vs. marked target) on crit) damage, and each enemy within 3 squares of you is subject to your divine sanction until the end of your next turn.

Valiant Rush Paladin Utility 6
You plunge into battle with divine speed.
Move Action Personal
Effect: You move twice your speed to a square adjacent to an enemy that is within your line of sight at the start of this movement.

Longtooth Shifting Longtooth Shifter Racial Power
You unleash the beast within and take on a savage countenance.
Minor Action Personal
Requirement: You must be bloodied.
Effect: Until the end of the encounter, you gain a +2 bonus to damage rolls. In addition, while you are bloodied, you gain regeneration 4.

Second Wind
Standard Action Personal
Effect: You spend a healing surge and regain 26 hit points. Gain a +2 bonus to all defenses until the start of your next turn.

Daily Prayers

Paladin’s Judgment Paladin Attack 1
Your melee attack punishes your enemy and heals an ally.
DailyDivine, Healing, Weapon
Standard Action Melee weapon
Target: One creature
Attack: +19 vs. AC
Hit: 3d8 + 9 [11] (33 [35] + 3d6 (or 3d10 vs. marked target) on crit) 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.

Arc of Vengeance Paladin Attack 5
Your flashing weapon promises a swift end to your foes.
DailyDivine, Radiant, Weapon
Standard Action Close burst 1
Target: Each enemy in burst
Attack: +19 vs. AC
Hit: 2d8 + 9 [11] (25 [27] + 3d6 (or 3d10 vs. marked target) on crit) radiant damage.
Miss: Half damage.
Effect: The target is subject to your divine sanction until the end of your next turn. If the target was already marked by you, it also takes 5 (Wisdom modifier) radiant damage whenever it deals damage to you or any ally (save ends).

Knightly Intercession Paladin Attack 9
You command a foe to attack you instead of your companion.
DailyDivine, Weapon
Immediate Interrupt Close burst 10
Trigger: An enemy within 10 squares of you hits your ally with a melee or a ranged attack
Target: The triggering enemy
Effect: The triggering attack hits you instead of the ally. You pull the target to a square adjacent to you and then make the following attack against it.
Attack: +19 vs. AC
Hit: 2d8 + 9 [11] (25 [27] + 3d6 (or 3d10 vs. marked target) on crit) damage, and the target is subject to your divine sanction until the end of the encounter.

Martyr’s Blessing Paladin Utility 2
You step into an attack made against an adjacent ally to save your comrade.
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.

Vengeful Vigilance Paladin Utility 10
Your awareness expands to allow you to protect your allies in an instant, punishing those who would weaken your allies’ resolve.
DailyDivine, 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.

Crusader’s Stance Vengeful Crusader Utility 12
As your enemies attack, your anger only grows, filling you with righteous indignation that you can use to punish them for their transgressions.
DailyDivine, Stance
Minor Action Personal
Effect: Until the stance ends, when an ally you can see takes damage from an enemy’s attack, you gain a +1 bonus to your next attack roll and damage roll before the end of your next turn. This bonus is cumulative, to a maximum of +5.

Magic Items

+3 Oathblade Longsword Level 14
Weapon: Longsword
Enhancement: +3 attack rolls and damage rolls
Critical: +3d6 damage
Property: On a critical hit you deal +3d10 damage instead of +3d6 against a target marked by you.
Power (Daily): Minor Action. Your next attack against a creature marked by you deals an extra 3d6 damage.

+3 Mithral Rimefire Plate Level 14
Item Slot: Armor
Enhancement: +3 AC
Special: Resist 1 all.
Power (Daily): Immediate Reaction. Use this power when a melee or ranged attack hits you. Take half damage.

Absorbing Shield Level 17
Item Slot: Arms
Power (At-Will): Immediate Interrupt. Trigger: An area attack misses you and hits an ally. Effect: The triggering attack instead misses the ally.

+2 Periapt of Cascading Health Level 10
Item Slot: Neck
Enhancement: +2 Fortitude, Reflex, and Will
Power (Encounter): Minor Action. You end one condition that a save can end.

Coif of Mindiron Level 8
Item Slot: Head
Power (Encounter): Immediate Interrupt. Use this power when you would be dazed by an attack that targets your Will defense. You are not dazed by the attack.

Acrobat Boots Level 2
Item Slot: Feet
Property: Gain a +1 item bonus to Acrobatics checks.
Power (At-Will): Minor Action. Stand up from prone.

Gauntlets of Blood Level 4
Item Slot: Hands
Property: You gain a +2 bonus to damage rolls against bloodied targets.

Viper Belt Level 4
Item Slot: Waist
Property: Gain resist 5 poison.
Power (Encounter): No Action. Use this power when making a saving throw against ongoing poison damage. Gain a +2 power bonus to the saving throw.

Ring of Calling Level 14
Item Slot: Ring
Property: When an ally adjacent to you uses a teleport power, he or she can increase the distance teleported by 4 squares.
Power (Daily ✦ Teleportation): Minor Action. Choose one ally within 20 squares of you and within line of sight. That ally is teleported to any unoccupied square adjacent to you.
If you’ve reached at least one milestone today, you can instead teleport to a square adjacent to an ally within 20 squares of you.

Battleforged Shield Level 4
Item Slot: Arms
Power (Daily ✦ Healing): Free Action. Use this power when an ally adjacent to you regains hit points. That ally regains additional hit points as though it had spent a healing surge.

Recoil Shield Level 9
Item Slot: Arms
Power (Encounter): Immediate Reaction. Use this power when a melee attack hits you. The attacker is knocked prone.

Stonewall Shield Level 13
Item Slot: Arms
Power (Daily ✦ Conjuration): Standard Action. You create a wall of stone (wall 3 within 5 squares) that occupies contiguous squares and remains for 1 hour. You cannot create stone in an occupied square. The wall can be up to 3 squares long and up to 2 squares high. One square of wall can be destroyed by attacking it (AC 5, Fortitude 10, Reflex 5, hp 40). A DC 35 Strength check can destroy the wall in one square.

+2 Flameburst Javelin Level 8
Weapon: Javelin
Enhancement: +2 attack rolls and damage rolls
Critical: +2d6 fire damage
Power (Daily ✦ Fire): Minor Action. The next ranged basic attack you make with this weapon before the end of your turn becomes a burst 1 centered on the target. Use your normal attack bonus for the basic attack, but against Reflex. Instead of normal damage, each target hit takes ongoing 5 fire damage (save ends).

Height: 6’0" Weight: 180 lbs. Age: 20
Eyes: Golden Hair: Long, Dark Brown Skin: Tanned


Jack Wolfram is tall and solidly built, with shoulder-length hair and golden eyes. Ordinarily, his slightly pointed ears and angular features only hint at his shifter nature, and the common man might mistake him for a half-elf. He dresses in simple clothing most of the time, but when he is armed, he wears a beautiful suit of full plate armor replete with heavy shield, gifted to him by his father. In combat, he wields an ornate, well-crafted longsword.


Jack was born to suffering, abandoned by his uncaring single mother in a derelict house on the outskirts of the fortified city of Arabel when he was but days old. Only chance (or perhaps divine will) saved his infant life. Arthur Wolfram, a servant of Ilmater (ill-MAY-ter), had been out tending to an injury sustained by a Purple Dragon on patrol. As he neared the city on his return, he heard the child’s cries and came to investigate. Smirking sardonically, the human accepted another member of the flock into The Crying God’s caring embrace. Time passed, and the boy came to know Ilmater through the life of his foster father, and he spent his youth helping the Adorned with his work. In a militant town like Arabel, there were always sick or wounded soldiers to tend.

Wolfram had the generous and sharing spirit common to the Ilmatari, and he taught Jack to value spiritualism over materialism. Injustice thrived even in noble Cormyr, and the young shifter was persecuted by the human children who were his peers because of his differences. When he asked why they were so mean, his caretaker said, “That is the way of the world, Jack. People tend to at first fear what they do not understand. Some never even try to understand.” When the boy’s face clouded with dissatisfaction, Wolfram smiled and continued. “Ours is to endure the hurts when we can and rectify them when we cannot. Do you understand?” Jack did not, but he nodded anyway. Only a few months later, he would understand all too well.

Wolfram and Jack were traveling with pilgrims up to the Tilverton Scar. The gathering was bound for the only Plagueland in Cormyr with the rash plan of developing a spellscar, which they hoped would grant them mysterious powers. Though most people exposed to the eldritch radiation died from it, the pilgrims seemed to believe the risk was worth the potential reward. The Ilmatari had tried and failed to persuade them otherwise, but in order to protect those who survived the experience, the Adorned had convinced the pilgrims to take them along. The group never made it to Tilverton, as they were waylaid by bandits along their path.

Some of the pilgrims were braver than they were skilled at combat and died for it, and several others were wounded on both sides of the attack. The bandit leader’s brother was gravely injured, and in his fury he would have slaughtered the pilgrims to the last man, but Wolfram offered an alternative. He identified himself as a cleric of Ilmater and said that he wished to see to the wounded – all of the wounded. But in order to do that, the bandit would have to let the survivors go free and unharmed. Still angry and scared, the bandit vented his wrath by attacking Wolfram, and though he expected the Adorned to fight back, he was surprised when the cleric refused.

He savagely beat Wolfram down and one of the pilgrims had to hold Jack back from running out to try and help. When his fury had played itself out, the bloodied Ilmatari looked up at his assailant and said, “Is your fear satisfied? May I now see to the wounded under the terms I set?” Astounded and shamed, the bandit muttered agreement and backed away. Wolfram waved Jack over to help him up and the two treated all of the injured, including the bandit leader’s brother, whose life was saved. The bandits then took a token amount of the pilgrims’ money and sent them on their way. A couple of the brigands even helped prepare the bodies of the slain for transport, mumbling embarrassed apologies. None of the pilgrims had the heart to continue the trip, so they all returned to Arabel.

On the way back, Jack had questions. “Why did you let that man beat you, and why did we tend to their injured?” He was angry and confused once more, and his tone made it clear. Wolfram smiled down at his son and said, “He was hurting, Jack. It was the price I chose to pay when I could not endure that hurt.” Jack slammed his tiny fist down on the seat of the cart in which they road. “That doesn’t make sense! He hurt you!” The Adorned chuckled and said, “No, boy. Had he ridden his rage and killed our charges – that would have hurt me. This,” he indicated his blood and bruises, “prevented that.” Jack collapsed into tears against Wolfram’s side, and the man pulled his son close. “No fear, son. So long as those in my care were protected, any price would be worth it. There is no shame in a meaningful death, son.” Jack sniffled some, as his father continued.

“Make no mistake. I am no fool, and I do not wish to die. You have to know a man’s intent and motivation to be able to offer him what he needs to stop the pain. I read these things in his eyes as I spoke with him, and only then did I see a way to stem the bloody tide. They were desperate men doing what they thought they had to do to survive. Maybe they will begin to see that there are alternatives to their impulses, having been shown one.” Jack looked up at Wolfram and saw the familiar twinkle in his father’s eyes. He was beginning to understand the incredible force of will in his father, and it only made him all the more proud.

. . .

As a teenager, Jack was introduced to two men belonging to knightly orders in service to Ilmater. The more militant of the two, Sir Alton, belonged to the Companions of the Noble Heart, whose prerogative was to seek out and destroy the cruel, people who tortured and enjoyed the suffering of others. His brother in arms, Sir Vilhelm was a member in good standing of the Order of the Golden Cup, dedicated to healing and protecting the sick, innocent and weak. Wolfram clearly respected both men, and so Jack was interested in hearing about their works in The Broken God’s name. These were men who would not hesitate to fight when confronted by evil, and though he had the utmost respect for his father’s will, he felt he could do more good putting his physical strength to use as well. He accepted a squire role with Sir Vilhelm and with Wolfram’s blessing and surname, left to pursue his destiny.

When he was introduced to his fellow squires, they took to calling him Jack “Wolfman” as a play on his biological heritage. He’d learned to recognize good-natured ribbing, but out of respect for his father requested that they instead call him Wolfman Jack, in order to preserve his last name. They laughed and agreed to the caveat, and a happy fellowship was formed. Training took them north to the Dales, where skirmishes with would-be persecutors honed Jack’s skill with arms and armor. He saw many things and met many interesting people, among them Thadius Markins, a kindly wandering merchant who always treated the Ilmatari well. Jack made many friends in the region during this time, and his training progressed apace. Above all, his capability for withstanding pain was impressive. He would always quietly smile and say he was simply following his father’s example. Within a few short years, Sir Vilhelm declared Jack ready to become a full knight in the order. He requested that the ceremony be performed in Arabel so that Wolfram could witness the event, and his mentor readily agreed.

They returned from the Dales to Cormyr only to find that Arthur Wolfram had died a few months before. He’d gone into a burning building to rescue some children who were too scared to move through the flames themselves, and the exit had collapsed behind him. Though the flames were quickly doused, he was trapped inside for more than an hour while people tried to clear the wreckage and make a path of escape. It was said that they could hear him laughing, telling fantastic stories, and singing ridiculous songs to soothe the children trapped with him. Finally, a narrow passage had been dug out. It was large enough for everyone, but Wolfram had insisted that the children be pulled out first. After the last had gone, he attempted to crawl to safety himself when the wreckage shifted, and he was pinned in place with the weight crushing his ribs. Two men stayed with him as he died – the former bandit leader Mark and his brother Wil. They’d apologized to Wolfram for failing to save him as he had done for them years ago. He’d simply smiled, winked, and died.

Jack arranged to dine with the brothers, and he found out how they’d changed their lives after the robbery of the pilgrims. They were afraid that he’d be angry with them for not rescuing his father, but though he was deeply saddened by the loss, he knew that Wolfram had died as he had lived, protecting others from pain. His death in service to Ilmater and in a way befitting such a servant served to galvanize Jack’s own faith. He thanked the former bandits for being with his father in his last moments, bid them to continue to live well, and rejoined Sir Vilhelm and the others for his induction into the ranks of the Order of the Golden Cup.

He was dubbed Sir “Wolfman” Jack Wolfram on 19 Ches, 1519 DR, the Year of Deceitful Brother. His first assignment in Ilmater’s name was to travel to Battledale and there to do The Broken God’s work. Two tendays later, he found himself in Barter’s Pass. There, he spent some time getting to know the locals better, and establishing himself as a man of peace, ready to help out, even if someone just needed another hand in the fields. He is on good terms with the church of Chauntea and admires the work Dara Erestelee does for the people.

When he heard about the mysterious disappearance of the friendly peddler Thadius Markins, he grew concerned about the old man’s well-being. Surely discovering the merchant’s fate was the first task The One Who Endures wanted him to take.


Jack was a polite, helpful young man who is always willing to lend a hand to those in need. Though he is strong in his faith, he does not openly wear a holy symbol of Ilmater, since many people try to take advantage of the Ilmatari. He feels it is better not to attract attention and let his actions speak for themselves. Though not the smartest man, he sees truly enough into the hearts and minds of others, and he usually knows when to speak and when to be silent.

His trials on behalf of his adopted home of Barter’s Pass have hardened the once even-tempered shifter. He finds himself drawing on the strength of his bestial heritage in order to put a stop to the machinations of those who have brought harm to his new family. He has grown more vocal since the party’s return from the Elemental Chaos and spearheaded the trip into Hell in an effort to stop Gennevive from acquiring one of the artifacts she has been seeking.


“Cause them pain and you will share it.”


Painbearer Arthur Wolfram – Foster Father (deceased)


Jack Wolfram

The Hidden zero