Updated 13/05/2011.
Seeing as I'm still learning the 4e ropes and this is my first attempt at 4e character creation, can people please check my details as they roll in? Thanks!
Name: Kazzagin, Paladin of Freedom
Race: Dwarf
Size: Medium
Class: Paladin
Level: 1
XP: 0
Alignment: Good
Deity: Pelor
Sex: Male
Age: 48
Height: 4' 8"
Weight: 203 lbs
Eye Colour: Brown
Hair Colour: Brown
Code:
Str: 15 (+2) (+2 Race)
Dex: 11 (+0)
Con: 14 (+2) (+2 Race)
Int: 10 (+0)
Wis: 14 (+2)
Cha: 16 (+3)
HP: 29
Bloodied HP: 14
Healing Surges: 12 (+10 Base +2 Constitution)
Healing Surge Value: 7
Second Wind: 1/Encounter (Minor Action)
Action Points: 1
Code:
AC: 10 (+10 Base)
Init: +0 (+0 Dexterity)
Speed: 5 (+5 Race)
Saves:
Cast-Iron Stomach - +5 Racial vs. Poison
Fort: +13 (+10 Base +1 Paladin +2 Constitution)
Refl: +11 (+10 Base +1 Paladin +0 Dexterity)
Will: +14 (+10 Base +1 Paladin +3 Charisma)
Passive Insight: +17 (+10 Base +7 Insight)
Passive Perception: +12 (+10 Base +2 Perception)
Languages: Command and Dwarven
Skills(4):
Code:
Religion +5 (+5 Trained +0 Intelligence)
Intimidate +8 (+5 Trained +3 Charisma)
Heal +7 (+5 Trained +2 Wisdom)
Insight +7 (+5 Trained +2 Wisdom)
Dwarven Skills: +2 Dungeoneering, +2 Endurance
Racial Features: Low-light Vision, Cast-Iron Stomach, Dwarven Resilience, Dwarven Weapon Proficiency (Warhammer, Throwing Hammer), Encumbered Speed, Stand Your Ground (Push, Pull or Slide 1 Square Less)
Class Features: Defender, Divine Power Source, Armor Proficiency (Cloth, Leather, Hide, Chainmail, Scale, Plate, Light Shield, Heavy Shield), Weapon Proficiencies (Simple Melee and Ranged, Military Melee), Holy Symbol Implement, Paladin Defense Bonuses, Channel Divinity (Divine Mettle, Divine Strength), Divine Challenge, Lay on Hands
Feats(1): Power Attack (-2 Attack, +2 Damage)
Powers:
At-Will(2):
Bolstering Strike (+15 vs. AC, 1d10+3 and +2 Temporary hp)
Holy Strike (+14 vs. AC, 1d10+2 Radiant, Marked Targets 1d10+4)
Encounter(1):
Radiant Smite (+14 vs. AC, 2d10+4 Radiant)
Daily(1):
Radiant Delirium (+13 vs. Reflex, 3d8+3 Radiant, Dazed, -2 AC, Miss - Half Damage and Dazed)
Equipment:
12 gp 6 sp
Chainmail (+6 AC, -1 Check, -1 Speed)
Light Shield (+1 AC and Reflex)
Battleaxe (1d10, +2 Proficiency, Axe, Versatile)
Sling (1d6, +2 Proficiency, 10/20 Range, Load Free)
Sling Bullets (20)
Adventurer's Kit (Backpack, Bedroll, Flint and Steel, Belt Pouch, Trail Rations (10), Hempen Rope (50 ft.), Sunrods (2), Waterskin)
Holy Symbol
Torch (2)
Oil (2)
Basic Attacks:
Melee (Battleaxe +14 vs. AC, 1d10+2)
Ranged (Sling +12 vs. AC, 1d6)
I'll work my way down it-
First- Pelor's an odd choice for a Dwarf but I've seen it before, the sun God is not often worshipped by Dwarves, what with them spending a good deal of time (perhaps) in their Holds and Delves. As I say I've seen it before in my present Maptools campaign we have an NPC Grundelmar, Dwarf Priest of Pelor- he's scared of the dark, a secret he revealed to the PC Priest of Pelor Drake in their present adventure. Odd but a good odd.
And last- You attack values for you weapon attacks +14 with Battleaxe- how did you come about that?
Your Melee Basic Attack: Battleaxe= Str Bonus (+2) + Level Bonus (+0) + Weapon Prof (+2) = +4 vs AC
Ranged Basic Attack: Sling= Dex Bonus (+0) + Level Bonus (+0) + Weapon Prof (+2) = +2 vs AC
And so your other attacks are-
At-Will(2):
Bolstering Strike (+5 vs. AC, 1d10+3 and +2 Temporary hp)
Holy Strike (+4 vs. AC, 1d10+2 Radiant, Marked Targets 1d10+4)
Encounter(1):
Radiant Smite (+4 vs. AC, 2d10+4 Radiant)
Daily(1):
Radiant Delirium (+3 vs. Reflex, 3d8+3 Radiant, Dazed, -2 AC, Miss - Half Damage and Dazed)
Which, if I'm being terribly honest with you- and I am, leaves you very underpowered, I'm prepared to bet that yours are going to be the lowest To Hit bonuses in the party, by a way. Now I'll explain why-
But with the following caveat- play what you want, feel free to ignore anything and everything I say- okay. I'm telling you the below because I've been playing 4e since the day it came out and while I've never been a player, I've DMed lots of players, and seen a lot of PC builds.
1. A PC without an 18 (or more- reset your mind if you are used to previous editions, I'd say over 75% (more)of the PCs I see have a min 18 in their prime stat, with perhaps nearly 50% with a 19), anyway- as I was saying a PC without an 18 in his prime stat is rare, at best. Remember the mindset here is the PC is already a Hero, they've already tangled with danger- they may be the farm boy but they've seen a bit of action and are fit for purpose- one of the hardest things my present players had to get used to was that they started the game as experienced, better than experienced- Heroic.
Just to confirm looking through the 4 PCs we've got in so far for Prime stats we have 20 (x1), 19 (x2) and an (18), and I'm failry certain the 5th PC will be trying for a 20 (that's the Rogue)- who will probably end up with +9 or +10 To Hit for most of his attacks.
2. Your Feat doesn't help, it in fact makes it harder for you to hit, and only does an extra +2 damage- if you wanted +2 to damage without the -2 penalty then you could have taken Dwarven Weapon Training, which gives +2 on all Hammers and Axes- and have your guy throw Hammers or Axes for Ranged. Better still get a Feat that gives you a bonus to hit- I appreciate this is making character building sound a bit vanilla but the good thing about 4e is you can swap feats at later levels- every level you can change one thing, so swap a feat, or swap a power or... A lot of PCs start looking the same and as they progress become vastly different- not always but... You get my point.
3. Your weapon is only a +2 Prof. sad to say but 4e makes it harder to dismiss the extra +1 for a +3 prof weapon.
Just to add it up with an 18 Cha, a +1 Weapon Feat and a +3 Prof Weapon your attacks become +8 To Hit
In game a Paladin is a Defender- he gets in there and keeps everyone else safe, soaks up damage and dishes a fair bit out to boot.
The other Defender in the group is the Fighter of course, he's +8 To Hit with all of his attacks. So when I say you're underpowered what I mean to say is you are around about 50% of the other PCs as regards your ability to connect.
Again, I don't want to ruin your fun- this is your guy, and if you stick with it great, and if you try it and you don't like it then I'll allow you to rebuild- your 4e light after all.
That said I think combat may become a bit of a drag (honestly) with +4 To Hit as your best attack...
Finally don't forget to add your Shield Bonus on to your Reflex.
4e is a game for maximisers (perhaps, certainly more so than previous editions), from my experiences then people quickly learn at lower levels to be solid (good defences) and swingy (or lasery)- the point is the bad guys have lots more Hit Points, they do lots more damage and you therefore have to absorb more and deal more to have a chance. I've played D&D for 30 years, I've seen and heard about more TPKs in this edition than I have in any previous (probably).
One more thing, I note you are trying to combine Strength based attacks with Charisma based attacks- you can do that of course, but- and again, the optimum solution is to focus on whatever your primes stat is and pick powers to go with that- I appreciate you only have the PH.
Once more, play what you want- you asked for feedback, here it is.
Cheers Goonalan
Oh just spotted another-
Fort: +13 (+10 Base +1 Paladin +2 Constitution or Strength)
Refl: +11 (+10 Base +1 Paladin +0 Dexterity or Int)
Will: +14 (+10 Base +1 Paladin +3 Charisma or Wis)
A small matter but worth reminding you of.