Digger: That works, and thank you.
Here is a first draft of Rangok. I'm happy to have any feedback. I have to admit, I stuck very close to the Protecting Paladin build. I usually try to be more original, but that build just makes a lot of sense.
[sblock=stats]Name: Rangok
Alignment: Lawful Good
Male Dwarf Paladin 1
Medium Humanoid, tall, lbs, yrs old
hair, eyes, skin
Languages: Dwarven, Chondathan
Vision: Low-Light
Ability Scores
Str: 16
Con: 14
Dex: 7
Int: 11
Wis: 16
Cha: 17
Basic Combat Stats
Hit Points: 29
Bloodied: 14
Healing Surge: 12/day
Healing Value: 7
Initiative: +0
Speed: 5 squares (5 Base )
Action Points: 1
Defenses
AC: 10
Fort: 14
Ref: 11
Will: 14
Saving Throws: +5 vs Poison (racial). +2 vs. Fear (region)
Basic Attacks
Melee: Hit: damage:
Melee: Hit: Damage:
Ranged: Hit: Damage: Range
Weapon & Implement Attack Bonuses for use with Powers
Melee: Hit:
Melee: Hit:
Ranged: Hit:
Implement: Hit:
Passive Skills
Perception 13
Insight 20
Skills
Acrobatics (-2 dex)
Arcana (+0 int)
Athletics (+3 str)
Bluff (+3 cha)
Diplomacy (+3 cha, +5 trained)
Dungeoneering (+3 wis, +2 racial)
Endurance (+2 con, +5 trained, +2 racial)
Heal (+3 wis)
History (+0 int)
Insight (+3 wis, +5 trained, +2 region)
Intimidate (+3 cha)
Nature (+3 wis)
Perception (+3 wis)
Religion (+0 int, +5 trained)
Stealth (-2 str)
Streetwise (+3 cha)
Thievery (-2 dex)
Feats
Healing Hands
Racial Traits and Powers
Cast Iron Stomach: +5 bonus to saving throws vs. poison
Dwarven Resilience: Use second wind as a minor action
Dwarven Weapon Proficiency
Encumbered Speed: move at normal speed even when it would normally be reduced by armor or a heavy load.
Stand Your Ground: When effects push, pull or slide you, you can reduce the number of squares by 1.
Class Features
Channel Divinity: 1/Encounter, either Divine Mettle or Divine Strength
Divine Challenge
Lay on Hands
Implement
At Will Powers
Divine Challenge: Diving, Radiant
Minor Action Close Burst 5
Target: One creature.
Target is marked and remains marked until you use this power on a different target, or you fail to engage the target. While marked, it takes a -2 penalty to attack rolls for any attack that doesn’t target you, and also takes 6 radiant damage.
Lay on Hands: Divine, Healing 3/day
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 (+3 from Healing Hands).
Bolstering Strike: Divine, Weapon
Standard Action Melee weapon
Target: One Creature Cha vs. AC
Hit: 1[W]+3 damage, and you gain 3 temporary hit points
Enfeebling Strike: Divine, Weapon
Standard Action Melee Weapon
Target: One Creature Cha vs. AC
Hit: 1[W] +3 damage. If you marked the target, it takes a -2 penalty to attack rolls until the end of your next turn.
Encounter PowersChannel Divinity
--
Divine Mettle: Divine
Minor Action Close burst 10
Target: One creature in burst
Effect: The target makes a saving throw with a +3 bonus
--
Divine Strength: Divine
Minor Action Personal
Effect: Apply a +3 bonus to damage on your next attack this turn.
Shielding Smite: Divine, Weapon
Standard Action Melee Weapon
Target: One Creature Cha vs. AC
Hit: 2[W] +3
Effect: Until the end of your next turn, one ally within 5 squares of you gains a +3 power bonus to AC.
Daily Powers
Radiant Delirium: Divine, Implement, Radiant
Standard Action Ranged 5
Target: One Creature Cha vs. Reflex
Hit: 3d8 +3 radiant damage and the target is dazed until the end of your next turn. In addition, the target takes a -2 penalty to AC (save ends).
Utility Powers
Rituals
Equipment
Coins- 0gp, 0sp, 0cp
[/sblock]