D&D 4E Help me with my D&D 4e character please!

daddystabz

Explorer
I have just joined a local D&D 4e campaign and will begin tomorrow night. I plan on using the 1st. level Dragonborn Paladin I had already made for 4e. However, the characters in the party are already level 4 after playing Keep on the Shadowfell and adventuring for a while. As a result, the DM wants me to progress my Dragonborn Paladin to lvl 4 for tomorrow night.

I am displaying my build here for you all to peruse and critique and what I am looking for is for you all to please recommend what feats, skills, powers, etc. you would take with this character after lvl 1 through lvl 4. If you would like to comment on my attributes and how I placed my points, I am willing to listen to those comments too. I want to be an effective defender and thought I would get opinions from the experts!

Thanks in advance!


Name: Kriv Level/Alignment: Lvl 1 Lawful Good Paladin

Race: Dragonborn Class: Paladin

Role: Defender Deity: Bahamut

Size: Medium Speed: 6 squares/5 squares in plate

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 18* (+4), Con 12 (+1), Dex 12 (+1), Int 8 (-1) , Wis 13 (+1), 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: 15 (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: 32 (5 extra included from Toughness feat)

Bloodied: 16

Healing Surge HP Healed: 7 (1/4 max HPs + Con mod)

Healing Surges/Day: 11


Initiative: +1

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

Intimidate (Cha)+10 (+2 racial)

Endurance (Con)+7/+3 ( in plate armor and with Heavy Shield equipped) Armor check penalty No action required

Prayers

Encounter Powers

Dragon Breath (cold) Dragonborn Racial Power

As you open your mouth with a roar, the deadly power of your draconic kin blasts forth to engulf your foes.


Channel Divinity: Divine Strength Paladin Feature

You petition your deity for the divine strength to lay low your

enemies.


Channel Divinity: Divine Mettle Paladin Feature


Piercing Smite Paladin Attack 1

Silvery spikes cover your weapon, punching through your foe’s

armor.

At Will Powers

Divine Challenge Paladin Feature

You boldly confront a nearby enemy, searing it with divine light if

it ignores your challenge.


Lay on Hands Paladin Feature

Your divine touch instantly heals wounds.


Enfeebling Strike Paladin Attack 1

Your brutal weapon attack leaves your foe weakened.


Valiant Strike Paladin Attack 1

As you bring your weapon to bear, the odds against you add

strength to your attack.


Daily Powers

On Pain of Death Paladin Attack 1

You invoke a prayer that wracks your foe with terrible pain and

causes further pain whenever he makes an attack.Mis

s: Half damage.


Utility Powers

Feats

Toughness: Gain 5 additional HPs per tier.
 

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No suggestions, he looks solid :) Although He has a decent Cha so might want to look into the Cha At-wills as well. The bolstering strike one is not bad.
 

There really isn't a single "best" build. It's mostly a matter of what strikes you as fun, and to a lesser extent what the other party members are doing. And with the retraining rules, any power that turns out to be less exciting in play than it looked on paper can be scrapped and replaced next level.

That said, here's what I'd take into consideration.
Lv 2 utility: Lots of social interaction in your campaign? Then definitely Astral Speech (and feat: skill training - diplomacy). Warlord or cleric in party already grants AC power bonuses? Then Martyr's Blessing. Otherwise, Sacred Circle is the most generally useful here.

Lv 3 encounter: Righteous Smite if you want more healing (temp HPs for everyone is better than healing for only the bloodied allies) or Staggering Smite if your group favors a more tactical, mobility-centered game.

Stat bonuses: STR and WIS, except as noted below if required for a feat choice at 4th level.

Feats: You get two of these; options I like are
enlarged dragon breath
healing hands
weapon focus
blade opportunist (DEX +1 instead of STR)
weapon proficiency: bastard sword
ritual caster (if your party needs another one - unlikely)
skill training (skills are always good!)

Magic items: you start play with one level 5, one level 4 and one level 3 item, plus the value of a level 3 item in potions, equipment and lower-level items. As a defender, i would focus on defending, and choose the following items:
Lv 5: +1 battleforged plate armor
Lv 4: +1 terror longsword (or bastard sword)
Lv 3: Shield of Protection
680 gp in other stuff, including:
amulet of protection +1 360 gp
4 potions of healing 200 gp
120 gp in mundane non-magical gear including a crossbow.
 

Well, the question is: where are the stat bumps going?
If in Str and Cha, then the odd # in Wis is wasted.
If in (Str or Cha) and Wis, then should probably be little more focused.
Just remember: putting stat bumps into your attack stat is assumed, and the monster manual is written with that in mind.

Other than that, it looks fine.

Is the DM giving you magic gear for being higher level (as per DMG p143)?
The problem with taking both implement and weapon powers is, you need to invest in both.
You should be getting (approximately) 680 GP, a level 3, a level 4, and a level 5 item.
I'd recommend Shield of Protection (level 3), Black Iron Armor (Level 4), Lifedrinker Weapon (Level 5) - Bastard Sword if you're taking that feat.
Possibly buy a +1 Holy Symbol with your cash (or Symbol of Life if you want - just beware you can only use 1 item daily until you hit a milestone).
 


Str 18* (+4), Con 12 (+1), Dex 12 (+1), Int 8 (-1) , Wis 13 (+1), Cha 16* (+3)


For your stats I would think going with 10 dex, 14 charisma and 14 wisdom and con would work better. Con helps greatly in your healing surges. At level 4 raising str/wis would work best. Welcome to the MAD world.

Feats: weapon focus, toughness

For feat 3 it really depends on how you like to go with your character. Multiclassing, skill focus, healing hands, and the god specific divine channel are all decent ones for the paladin.


For at wills make sure you you get the one that gives will to damage on marked opponents.
 

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