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Jun 19, 2008 23:43

((4th Edition, all standard rules [22 point buy, 100 gp to equip, options per 4ed PHB]))

Name: Aurhan Level: 1st Class: Paladin Paragon Path: __________ Epic Destiny: _________
Race: Dragonborn Size: Medium Age: 18 years Height: 6' 5" Weight: 270 lbs.
Alignment: Unaligned Deity: Raven Queen Affiliations: __________ Role: Defender Power Source: Divine
Initiative: -1 Speed: 5 Level Constant (Lv / 2): +0

Max HP: 29 Bloodied: 14 Healing Surge Value: 09 Healing Surges/Day: 12

Defenses
20 : [ AC ] Armor Class (+8 Armour, +2 Shield, +0 LC)
13 : [Fort] Fortitude (+0 LC, +2 Con, +1 Paladin)
13 : [Refl] Reflex (+2 Shield, +0 LC, +0 Int, +1 Paladin)
14 : [Will] Will (+0 LC, +3 Wis/Cha, +1 Paladin)

Ability Scores
14 (+00) Strength
14 (+00) Constitution
09 (+00) Dexterity
10 (+00) Intelligence
16 (+00) Wisdom
16 (+00) Charisma

Senses
13 Passive Insight
13 Passive Perception
Special Senses: None

Race Features:
Ability Score Bonuses: +2 Strength, +2 Charisma
Skill Bonuses: +2 History, +2 Intimidate

Dragonborn Fury: When you're bloodied, you gain a +1 racial bonus to attack rolls.

Draconic Heritage: Your healing surge value is equal to one-quarter of your maximum hit points + your Constitution modifier

Dragon Breath: You can use dragon breath as an encounter power.

Dragon Breath - Dragonborn Racial Power
Encounter * Fire
Minor Action * Close blast 3
Targets: All creatures in area
Attack: Strength + 2 vs. Reflex
Hit: 1d6 + Constitution modifier fire damage.
Increase to +4 bonus and 2d6 + Constitution modifier damage at 11th level, and to +6 bonus and 3d6 + Constitution modifier damage at 21st level.

Class Features
Channel Divinity: Once per encounter you can invoke divine power, filling yourself with the might of your patron deity. With the divine might you invoke, you can wield special powers, such as divine mettle and divine strength. Some paladins learn other uses for this feature; for instance, the divinity feats in Chapter 6 grant characters with access to the Channel Divinity class feature the ability to use additional special powers. Regardless of how many different uses of Channel Divinity you know, you can only use one such ability per encounter. The special ability or power you invoke works just like your other powers.

Divine Challenge: The challenge of a paladin is filled with divine menace. You can use the divine challenge power to mark an enemy of your choice.

Lay on Hands: Using the lay on hands power, paladins can grant their comrades additional resilience with a touch of their hands and a short prayer, though they must give of their own strength to do so.

Channel Divinity: Divine Mettle - Paladin Feature
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.

Channel Divinity: Divine Strength - Paladin Feature
Encounter * Divine
Minor Action * Personal
Effect: Apply your Strength modifier as extra damage on your next attack this turn.

Divine Challenge - Paladin Feature
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. The damage increases to 6 + your Charisma modifier at 11th level and to 9 + your Charisma modifier at 21st level.
- 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
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 * Melee 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.

Proficiency
Weapons: Simple melee, military melee, simple ranged
Armour: Cloth, leather, hide, chainmail, scale, plate
Shields: Light shield, heavy shield

Basic Attacks
War Pick, 1 handed: Strength vs. AC [ttl: +04] Damage 1d8 + 2, Pick Group, Versatile, High Crit
War Pick, 2 handed: Strength vs. AC [ttl: +04] Damage 1d8 + 3, Pick Group, Versatile, High Crit, lose +2 Shield bonus to AC.

Powers
Enfeebling Strike - Paladin Attack 1
At-Will * Divine, Weapon
Standard Action * Melee weapon
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.
Increase damage to 2[W] + Charisma modifier at 21st level.

Holy Strike - Paladin Attack 1
At-Will * Divine, Radiant, Weapon
Standard Action * Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage. If you marked the target, you gain a bonus to the damage roll equal to your wisdom modifier.
Increase damage to 2[W] + Strength modifier at 21st level.

Shielding Smite - Paladin Attack 1
Encounter * Divine, Weapon
Standard Action * Melee weapon
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.

On Pain of Death - Paladin Attack 1
Daily * Divine, Implement
Standard Action * Ranged 5
Target: One creature
Attack: Charisma vs. Will
Hit: 3d8 + Charisma modifier damage. Once per round, the target takes 1d8 damage after making any attacks on its turn (save ends).
Miss: Half damage. Once per round, the target takes 1d4 damage after making any attacks on its turn (save ends).

Skills * indicates a trained skill
Total = LC + St + Tr + Ra + Ft + Ot - ACP: Skill Name [Stat]
-05 = __ - 01 + __ + __ + __ + __ - 04 Acrobatics [Dex]
+00 = __ + 00 + __ + __ + __ + __ - NA Arcana [Int]
-02 = __ + 02 + __ + __ + __ + __ - 04 Athletics [Str]
+03 = __ + 03 + __ + __ + __ + __ - NA Bluff [Cha]
+08 = __ + 03 + 05 + __ + __ + __ - NA Diplomacy* [Cha]
+03 = __ + 03 + __ + __ + __ + __ - NA Dungeoneering [Wis]
-02 = __ + 02 + __ + __ + __ + __ - 04 Endurance [Con]
+08 = __ + 03 + 05 + __ + __ + __ - NA Heal* [Wis]
+02 = __ + 00 + __ + 02 + __ + __ - NA History [Int]
+08 = __ + 03 + 05 + __ + __ + __ - NA Insight* [Wis]
+05 = __ + 03 + __ + 02 + __ + __ - NA Intimidate [Cha]
+03 = __ + 03 + __ + __ + __ + __ - NA Nature [Wis]
+03 = __ + 03 + __ + __ + __ + __ - NA Perception [Wis]
+05 = __ + 00 + 05 + __ + __ + __ - NA Religion* [Int]
-05 = __ - 01 + __ + __ + __ + __ - 04 Stealth [Dex]
+03 = __ + 03 + __ + __ + __ + __ - NA Streetwise [Cha]
-05 = __ - 01 + __ + __ + __ + __ - 04 Thievery [Dex]

Languages Known
Common
Draconic

Feats
Healing Hands
Prerequisite: Paladin, lay on hands power
Benefit: When you use the lay on hands power, the affected ally regains additional hit points equal to your Charisma modifier.

Equipment & Encumbrance
Normal Load: 140 lbs
Heavy Load: 280 lbs Requires two hands to carry, count as slowed
Maximum Drag Load: 700 lbs

Weight of Gear: 105 lb.
Weight of Coin: 0.00 lb. (# coins / 50)
Total: 105 lbs
Dead Weight: 375 lb. (Character + Total)

Plate Armor (50 gp, 50 lb., +8 Armor Bonus, -2 Check Penalty, -1 Speed Penalty)
Heavy Shield (10 gp, 15 lb., +2 Shield Bonus, -2 Check Penalty)
War Pick (15 gp, 6 lb., Prof: +2, Damage: 1d8, Group: Pick, High Crit, Versatile)
Holy Symbol (10 gp, 1 lb., Paladin Implement)
Standard Adventurer's Kit (15 gp, 33 lb. total)
Backpack (2 lb.)
Bedroll (5 lb.)
Flint and Steel (-)
Pouch, Belt (1/2 lb.)
Rations, trail (10 days) (10 lb.)
Rope, hempen (50 ft.) (10 lb.)
Sunrods (2) (2 lb.)
Waterskin (4 lb.)

00 gp reserved

Build Plan

Projected Feat Selection through level 12
Level 02: Durable (Increase your number of healing surges by 2)
Level 04: Enlarged Dragon Breath (Dragon Breath can be blast 3 or blast 5 at my option)
Level 06: Channel Divinity: Raven Queen's Blessing (as Power on page 200 PHB)
Level 08: Toughness
Level 10: Weapon Focus: Picks
Level 11: Armor Specialization (Plate)
Level 12: Empowered Dragon Breath (Dragon Breath uses d10s in place of d6s)

4ed, character build

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