You were wrong. The Cruel Lady was there, attended by creatures from the nether-realm--creatures she'd summoned by sacrificing the farmers and families of Karthold. They killed all 19 of your companions and, before finishing you off, drug you to her. Rather than kill you, she smiled - and reached into your chest and stole your heart. Then she left.
Something changed inside you that day. You began having difficulty caring: about others, about causes. It's wrong to say that you don't think like you used to--rather, it's just that you only notice that you have emotions when you stop and think about it. Trouble seems to follow you wherever you go.
What happened to your heart? What did the Cruel Lady want with it? And where is she now?
The Hell-Touched Warrior
Level 1 (reskinned paladin)
Strength: 18 (+4)
Dexterity: 10 (+0)
Constitution: 14 (+2)
Intelligence: 10 (+0)
Wisdom: 10 (+0)
Charisma: 16 (+3)
Armor Class: 19
Physical Defense: 13
Mental Defense: 11
Recoveries: 9 (roll 1d10+2 per recovery spent)
Feats: Improved Hellfire Strike (Smite Evil)
One Unique Thing:
Hell Has No Mysteries For Me: 3 (roll MOD+4)
Fire Stops the Bleeding: 3 (roll MOD+4)
Chosen Sword of the Cruel Lady: 2 (roll MOD+3)
2 Negative, The Diabolist
1 Conflicted, Player's Choice (this Icon can be anything)
Infernal Reflexes. Once per battle roll initiative twice and keep desired result.
1. Cruel Strike. Once per battle (plus an extra three times per day), infuse your next attack with unearthly strength. This attack is made with an extra +4 to hit, +1d12 to damage (and deals half damage on a miss).
2. Dark Prophecy. Once per battle (and up to three times per day), you can "call a kill" and predict the death of a non-mook enemy. If you're right and you reduce this enemy's hit points to 0, you can either 1) spend a free recovery or 2) increase your crit range by 1 for the rest of the day.
3. Heartless Challenge. Twice per battle, used as you make a melee attack; you and target take a -4 to hit others until the end of your next turn.
4. Bastion. Once per fight, used when an ally has been hit by an attack. Your ally takes 1/2 damage from the attack; you take 1/2 damage from the attack.
Roll: +5 vs. AC
Miss: 1 damage
Roll: +1 vs. AC
Miss: 1 damage
Gear: Plate Mail, Heavy Shield, Morning Star, Heavy Crossbow