Dragonborn Paladin starting stats

As people have already mentioned, for optimization you usually pick either Strength or Charisma and then back up your choice with Wisdom.

You CAN structure a build that tries to balance the two, but it is kind of a waste since you won't have any good opportunities to boost your Wisdom otherwise.

You could do an initial point-buy like this:

S17 C10 D13 I8 W14 C17 and then dump your level 4 bumps into STR and CON to get your 18s, but you're much better off with this buy, IMO: S12 C12 D12 I8 W16 C18, then picking up Astral Fire at Level 4 or as a Paragon level retrain when your Dexterity bumps up to 13 automatically.

- Marty Lund
 

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Here is version 2 of my Dragonborn Paladin. Please let me know what you think and feel free to critique/point out any errors/give advice, etc!

Name: Kriv Level/Alignment: Lvl 1 Lawful Good Paladin
Race: Dragonborn Class: Paladin
Role: Defender Deity: Bahamut
Size: Medium Speed: 6 squares
Vision: Normal Height: 6’8”
Weight: 315 lbs. Languages: Common, Draconic
HPs Gained/Lvl: 6 Build Type: Protecting Paladin
Armor Proficiencies: Cloth, leather, hide, chainmail,
scale, plate; light shield, heavy shield

Weapon Proficiencies: Simple melee, military melee,
simple ranged

Implements: Holy symbol
*Racial Abilities: +2 Str, +2 Cha. Dragonborn Fury: When you’re bloodied, you gain a +1 racial bonus to attack rolls. Draconic Heritage: Your Healing Surge value is equal to one-quarter of your max hit points + your Con modifier. Dragon Breath: You can use Dragon Breath as an encounter power.

Ability Scores
Str 16* (+3), Con 14 (+2), Dex 12 (+1), Int 8 (-1) , Wis 14 (+2), Cha 16* (+3)
(+2 to Str and Cha from Racial bonuses)
Defenses
AC: 20 (10+8 from Plate Armor+ 2 from shield bonus + ½ Char lvl)
Fortitude Defense: 14 (10+Str mod+1 from paladin + ½ char lvl)
Reflex Defense: 14 (10+Dex mod+ 1 from paladin, +2 from shield bonus + ½ char lvl)
Will Defense: 14 (10+Cha mod+1 from paladin + ½ char lvl)

Hit Points: 34 (5 extra included from Toughness feat)
Bloodied: 17
Healing Surge HP Healed: 10 (1/4 max HPs + Con mod)
Healing Surges/Day: 12

Initiative: +1/-3 overall when in plate armor and Heavy Shield equipped (1/2 lvl + dex mod – armor check penalty)
Action Points: 1

Equipment
Plate Armor: Armor Bonus + 8, Check – 2, Speed – 1, Weight 50 lb.
Longsword: +3 to attack, 1d8 dmg, Weight: 4lb, Heavy Blade, Versatile
Heavy Shield: Shield Bonus +2, Check – 2, Weight 15 lb.
Standard Adventurer’s Kit: Backpack, Bedroll, Flint and Steel, a Belt Pouch, 2 Sunrods, 10 days worth of Trail Rations, 50 ft. of Hempen Rope, a Waterskin
Lantern: Weight 2 lb.

Money: 18 gold

Skills
Religion (Int)+4

Heal (Wis)+7

Endurance (Con)+7/+3 in plate armor and with Heavy Shield equipped)

Prayers

Encounter Powers:

Dragon Breath

Channel Divinity: Divine Strength

Channel Divinity: Divine Mettle

Fearsome Smite


At Will Powers

Divine Challenge

Lay on Hands

Valiant Strike

Enfeebling Strike

Daily Powers

On Pain of Death

Utility Powers

Feats
Toughness
 

Enchanted Trinkets Complete

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