So almost six months after my first heroic tier campaign, we're picking up the paragon arc. This will be my first serious paragon-tier character. I know I'm going to have difficulty playing this one because:
a) it's not a character I played through the ten levels of heroic tier and therefore don't have the experience of knowing how he 'works' and
b) it's a class I've ever played before (My heroic-tier mastery is limited to a dragonborn great weapon fighter and an warforged earthstrength warden)
So I'd like to learn how to play this character effectively. My warforged warden had a martyr's death at the end of the heroic tier, so it was necessary for me to come up with a new character.
So my goals are to play effectively alongside a deva avenger (and occasionally a human artificer who is often separated from us due to his unpredictable and often obscure motivations) while roleplaying as an effective foil to their actions in the heroic tier.
So, what do you guys think of this build so far?
Keep in mind that the stats are rolled, rather than point-bought and that I am exploring the infamous frost-cheese derided by self-proclaimed ‘ethical minmaxers’ out of curiosity.
On an RP note, I've refluffed Mithral Arm with the DM's permission to enable the character to directly communicate and consult with Sehanine rather than the Mithral Pentad, since communing with gods was such a big deal in the previous tier.
====== Created Using Wizards of the Coast D&D Character Builder ======
Kilrah, level 11
Dragonborn, Paladin, Mithral Arm
Versatile Expertise: Versatile Expertise (Hammer)
Versatile Expertise: Versatile Expertise (Holy Symbol)
Dragonborn: Dragon Breath
Dragon Breath Key Ability: Dragon Breath Strength
Dragon Breath Damage Type: Dragon Breath Lightning
FINAL ABILITY SCORES
Str 23, Con 17, Dex 16, Int 11, Wis 17, Cha 22.
STARTING ABILITY SCORES
Str 18, Con 16, Dex 15, Int 10, Wis 16, Cha 17.
AC: 27 Fort: 24 Reflex: 23 Will: 24
HP: 92 Surges: 13 Surge Value: 26
TRAINED SKILLS
Religion +10, Diplomacy +16, Intimidate +18, Endurance +9
UNTRAINED SKILLS
Acrobatics +4, Arcana +5, Bluff +11, Dungeoneering +8, Heal +8, History +7, Insight +8, Nature +8, Perception +8, Stealth +4, Streetwise +11, Thievery +6, Athletics +7
FEATS
Level 1: Power of Trickery
Level 2: Versatile Expertise
Level 4: Weapon Proficiency (Craghammer)
Level 6: Draconic Challenge
Level 8: Weapon Focus (Hammer)
Level 10: Wintertouched
Level 11: Lasting Frost
POWERS
Astral Knowledge: Ravenfrost Strike
Lay on Hands: Lay on Hands
Paladin at-will 1: Enfeebling Strike
Paladin at-will 1: Virtuous Strike
Paladin encounter 1: Valorous Smite
Paladin daily 1: Paladin's Judgment
Paladin utility 2: Call of Challenge
Paladin encounter 3: Hold Fast
Paladin daily 5: Prayer of Two Paths
Paladin utility 6: Deliverance of Faith
Paladin encounter 7: Astral Thunder
Paladin daily 9: Shadow Blades of Shared Doom
Paladin utility 10: Winter's Arrival
ITEMS
Plate Armor, Heavy Shield, Craghammer, Adventurer's Kit, Frost Craghammer +3, Meliorating Plate Armor +2, Steadfast Amulet +2, Symbol of the Champion's Code +2, Iron Armbands of Power (heroic tier)
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a) it's not a character I played through the ten levels of heroic tier and therefore don't have the experience of knowing how he 'works' and
b) it's a class I've ever played before (My heroic-tier mastery is limited to a dragonborn great weapon fighter and an warforged earthstrength warden)
So I'd like to learn how to play this character effectively. My warforged warden had a martyr's death at the end of the heroic tier, so it was necessary for me to come up with a new character.
So my goals are to play effectively alongside a deva avenger (and occasionally a human artificer who is often separated from us due to his unpredictable and often obscure motivations) while roleplaying as an effective foil to their actions in the heroic tier.
So, what do you guys think of this build so far?
Keep in mind that the stats are rolled, rather than point-bought and that I am exploring the infamous frost-cheese derided by self-proclaimed ‘ethical minmaxers’ out of curiosity.
On an RP note, I've refluffed Mithral Arm with the DM's permission to enable the character to directly communicate and consult with Sehanine rather than the Mithral Pentad, since communing with gods was such a big deal in the previous tier.
====== Created Using Wizards of the Coast D&D Character Builder ======
Kilrah, level 11
Dragonborn, Paladin, Mithral Arm
Versatile Expertise: Versatile Expertise (Hammer)
Versatile Expertise: Versatile Expertise (Holy Symbol)
Dragonborn: Dragon Breath
Dragon Breath Key Ability: Dragon Breath Strength
Dragon Breath Damage Type: Dragon Breath Lightning
FINAL ABILITY SCORES
Str 23, Con 17, Dex 16, Int 11, Wis 17, Cha 22.
STARTING ABILITY SCORES
Str 18, Con 16, Dex 15, Int 10, Wis 16, Cha 17.
AC: 27 Fort: 24 Reflex: 23 Will: 24
HP: 92 Surges: 13 Surge Value: 26
TRAINED SKILLS
Religion +10, Diplomacy +16, Intimidate +18, Endurance +9
UNTRAINED SKILLS
Acrobatics +4, Arcana +5, Bluff +11, Dungeoneering +8, Heal +8, History +7, Insight +8, Nature +8, Perception +8, Stealth +4, Streetwise +11, Thievery +6, Athletics +7
FEATS
Level 1: Power of Trickery
Level 2: Versatile Expertise
Level 4: Weapon Proficiency (Craghammer)
Level 6: Draconic Challenge
Level 8: Weapon Focus (Hammer)
Level 10: Wintertouched
Level 11: Lasting Frost
POWERS
Astral Knowledge: Ravenfrost Strike
Lay on Hands: Lay on Hands
Paladin at-will 1: Enfeebling Strike
Paladin at-will 1: Virtuous Strike
Paladin encounter 1: Valorous Smite
Paladin daily 1: Paladin's Judgment
Paladin utility 2: Call of Challenge
Paladin encounter 3: Hold Fast
Paladin daily 5: Prayer of Two Paths
Paladin utility 6: Deliverance of Faith
Paladin encounter 7: Astral Thunder
Paladin daily 9: Shadow Blades of Shared Doom
Paladin utility 10: Winter's Arrival
ITEMS
Plate Armor, Heavy Shield, Craghammer, Adventurer's Kit, Frost Craghammer +3, Meliorating Plate Armor +2, Steadfast Amulet +2, Symbol of the Champion's Code +2, Iron Armbands of Power (heroic tier)
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======