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Dragonborn Paladin of Bahamut 10
Str 10 +0 HP 88 (44 bloodied)
Con 14 +2 Surges 14 (24 hp on surge +1d10 when bloodied)
Dex 13 +1 AC 25
Int 10 +0 Fort 19
Wis 16 +3 Reflex 18
Cha 20 +4 Will 21
Speed 5
Init +6
Basic Attacks

Greataxe / +8 / - / 1d12+2

Dagger / +9 / 5/10 1d4+1
Dragonborn Racial Traits
- History +2, Intimidate +2
- Dragonborn Fury/Frenzy (bloodied +1 attack/+2 damage)
- Draconic Heritage
- Dragon Breath
Feats
Armor of Bahamut
Dragonborn Frenzy
Durable
Enlarged Dragon Breath
Healing Hands
Ritual Caster
Toughness
Paladin Skills
Intimidate +16
Heal +12
History +12
Religion +10
Paladin Class Features
- Channel Divinity
Divine Mettle (encounter; minor) target makes a save
Divine Strength (encounter; minor) next attack +str dmg
Armor of Bahamut (encounter; interrupt) negate crit within 5
- Divine Challenge
- Lay on Hands (3/day; minor) +5 hp healed
At-will

Bolstering Strike +13 vs. AC 1d12+5 damage and gain +3 temp hp

Enfeebling Strike +13 vs. AC 1d12+5 damage, marked targets take -2 penalty to attacks until end of your next turn
Encounter

Dragon Breath (Cold)
Minor - Close blast 5
Attack: +9 vs. Reflex
Hit: 1d6+2 cold damage

Shielding Smite +13 vs. AC 2d12+5 damage
Effect: Until next turn ally within 5 gets +3 to AC

Righteous Smite +13 vs. AC 2d12+5 damage, and you and every ally within 5 squares gains 8 temp hp.

Benign Transposition You and ally swap places. If an enemy is now adjacent to you, make a secondary attack against it. +13 vs. AC 2d12+5 damage
Utility

Martyr's Blessing Daily
Immediate Interrupt
Trigger: An adjacent ally is hit by a melee or ranged attack
Effect: You are hit by the effect instead.

Wrath of the Gods Daily
Minor
Targets: You and each ally in burst
Effect: The targets add +5 to damage rolls until the end of encounter.
Noble Shield Daily
Immediate Interrupt - Personal
Trigger: You are targeted by a close attack or an area attack.
Effect: A close attack or an area attack targetting you automatically hits you, and any of your allies who are also hit take only half damage. This power does not change other effects the attack might cause.
Daily

Radiant Delirium +12 vs. Reflex 3d8+5 radiant damage, and target dazed until end of your next turn, and target takes -2 penalty to AC (save ends) Miss: Half damage, dazed until the end of your next turn.

Hallowed Circle +12 vs. Reflex 2d6+5 damage. The burst creates a zone of bright light. You and each ally in the zone gain a +1 power bonus to all defenses until end of encounter.

Crown of Glory +12 vs. Will 2d8+5 radiant damage.
Effect: Any enemy that starts it'ss turn adjacent to you is slowed until the end of your next turn.
Sustain Minor: You can sustain the effect.
Rituals
- Cure Disease
- Discern Lies
- Raise Dead
Equipment
+2 Frost Greataxe (Cold; +2d6 crit; Daily +1d8 cold + slow), Holy Symbol of Battle +1 (+1d8 crit; Daily +1d10 damage), Dagger (3), Battleforged Plate Armor +2, Amulet of Health +1 (resist 5 poison)