Here's my initial offering.
[sblock=Halfling Paladin]
William Oaknob II
Halfling Paladin 5
Alignment: Unaligned
Deity: Sehanine
Languages: Common, Elven
Vision: Normal
Ability Scores:
Str 8
Con 12
Dex 14 (+2 race)
Int 10
Wis 17 (+1 level)
Cha 19 (+2 race +1 level)
Combat:
Init: +4
Pass Percep: 15 Pass Insight: 15
HP: 56 Surges/day: 13
Bloodied: 28 Surge Value: 14
AC 23 (+2 level +2 shield +9 armor)
Fort 16 (+2 level +1 Con +2 amulet +1 class)
Ref 19 (+2 level +2 Dex +2 amulet +1 class +2 Shield)
Will 19 (+2 level +4 Wis +2 amulet +1 class)
Speed 5
Resistances: +5 Fire +5 Necrotic
Action points: 1
Basic Attacks:
Melee: +1 Lightning Short Sword: +5 vs. AC, 1d6+0 damage
Ranged: Sling: +4 vs. AC, 1d6+2 damage
Attack Powers:
Bolstering Strike
At-Will
Divine,
Weapon
Action Melee weapon
Target: One creature
Attack: +10 vs. AC
Hit: 1[W] + 5 damage, and you gain temporary hit points equal to your Wisdom modifier.
Enfeebling Strike
At-Will Divine,
Weapon
Action Melee weapon
Target: One creature
Attack: +10 vs. AC
Hit: 1[W] + 5 damage. If you marked the target, it takes a –2 penalty to attack rolls until the end of your next turn.
Fearsome Smite
Encounter Divine,
Fear,
Weapon
Standard Action Melee weapon
Target: One creature
Attack: +10 vs. AC
Hit: 2[W] + 5 damage. Until the end of your next turn, the target takes a penalty to attack rolls equal to your Wisdom modifier.
Invigorating Smite
Encounter Divine,
Healing,
Weapon
Action Melee weapon
Target: One creature
Attack: +10 vs. Will
Hit: 2[W] + 5 damage. If you are bloodied, you regain hit points equal to 5 + your Wisdom modifier. Bloodied allies within 5 squares of you also regain hit points equal to 5 + your Wisdom modifier.
On Pain of Death
Daily Divine,
Implement
Standard Action Ranged 5
Target: One creature
Attack: +7 vs. Will
Hit: 3d8 + 5 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).
Hallowed Circle
Daily Divine,
Implement,
Zone
Standard Action
Close burst 3
Target: Each enemy in burst
Attack: +7 vs. Reflex
Hit: 2d6 + 5 damage.
Effect: The burst creates a zone of bright light that lasts until the end of the encounter. You and your allies gain a +1 power bonus to all defenses while within the zone.
Class / Racial Features and Utility Powers:
Divine Challenge
At-Will Divine,
Radiant
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.
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
At-Will Divine,
Healing
Action Melee touch
Special: You can use this power a number of times per day equal to your Wisdom modifier (minimum 1), but only once per round.
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.
Channel Divinity: Divine Mettle
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
Encounter Divine
Minor Action
Personal Effect: Apply your Strength modifier as extra damage on your next attack this turn.
Second Chance
Encounter
Immediate Interrupt
Personal Effect: When an attack hits you, force an enemy to roll the attack again. The enemy uses the second roll, even if it’s lower.
Sacred Circle
Daily Divine,
Implement,
Zone
Action Close burst 3
Effect: The burst creates a zone that, until the end of the encounter, gives you and allies within it a +1 power bonus to AC.
Magic Item Powers:
+1 Lightning Short Sword
Critical: +1d6 lightning damage
Power (At-Will • Lightning): Free Action. All damage dealt by this weapon is lightning damage. Another free action returns the damage to normal.
Power (Daily • Lightning): Free Action. Use this power when you hit with the weapon. The target and each enemy within 2 squares of the target take 1d6 lightning damage.
+1 Black Iron Plate
Property: Resist 5 fire.
Property: Resist 5 necrotic.
+1 Sehanine's Crescent (holy symbol)
Critical: +1d6 damage
Race and Class Features:
Bold: +5 to saving throws vs fear
Nimble Reaction: +2 to AC vs Opportunity Attacks
Second Chance
Channel Divinity
Divine Challenge
Lay on Hands
Feats:
Lost in a Crowd
Toughness
Durable
Skills:
Acrobatics: +2 (+2 level +2 Dex -4 armor +2 race)
Arcana: +2 (+2 level +0 Int)
Athletics: -3 (+2 level -1 Str -4 armor)
Bluff: +6 (+2 level +4 Cha)
Diplomacy: +11 (+2 level +4 Cha +5 trained)
Dungeoneering: +5 (+2 level +3 Wis)
Endurance: -1 (+2 level +1 Con -4 armor)
Heal: +10 (+2 level +3 Wis +5 trained)
History: +2 (+2 level +0 Int)
Insight: +5 (+2 level +3 Wis)
Intimidate: +11 (+2 level +4 Cha +5 trained)
Nature: +5 (+2 level +3 Wis)
Perception: +5 (+2 level +3 Wis)
Religion: +7 (+2 level +0 Int +5 trained)
Stealth: +0 (+2 level +2 Dex -4 armor)
Streetwise: +6 (+2 level +4 Cha)
Thievery: +2 (+2 level +2 Dex -4 armor +2 race)
Equipment:
Item Weight Cost
+1 Lightning Short Sword
+1 Black Iron Plate
+2 Amulet of Protection
+1 Sehanine's Crescent
Total Weight: 0 lbs.
Money: 463 gold
Adventurer's Kit: Backpack, Bedroll, Flint and Steel, Belt pouch, 2 sunrods,
10 days of trail rations, 50' of hemp rope, and a Waterskin.[/sblock]
I spent 360 gold to get a magic holy symbol +1 if that's ok if not no biggie.