My first attempt

daddystabz

Explorer
Here is my first attempt at making a 4e character. This is Kriv, the Dragonborn Paladin. Please feel free to post opinions, comments, critiqe, etc! Please also point out any mistakes you might see!


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: Avenging 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 10 (+0), Int 8 (-1) , Wis 12 (+1), Cha 18* (+4)
(+2 to Str and Cha from Racial bonuses)

Defenses
AC: 17 (10+7 from Scale Armor)
Fortitude Defense: 14 (10+Str mod)
Reflex Defense: 10 (10+Dex mod+shield bonus, if you use one)
Will Defense: 14 (10+Cha mod)

Hit Points: 27
Bloodied: 13
Healing Surge HP Healed: 7 (1/4 max HPs + Con mod)
Healing Surges/Day: 11

Skills
Religion (Int)+4
Heal (Wis)+6
Intimidate (Cha)+11 (+2 racial)
Endurance (Con)+6

Prayers

Encounter Powers

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

Dragon Breath Dragonborn Racial Power
Encounter ✦ Lightning
Minor Action Close blast 3
Targets: All creatures in area

Attack: Strength + 2 vs. Reflex

Hit: 1d6 + Constitution modifier damage.
Increase to +4 bonus and 2d6 + Constitution modifier
damage at 11th level, and to +6 bonus and 3d6 +
Constitution modifier damage at 21st level.

Special: When you create your character, choose Strength,
Constitution, or Dexterity as the ability score you use
when making attack rolls with this power. You also choose
the power’s damage type: acid, cold, fire, lightning, or
poison. These two choices remain throughout your character’s
life and do not change the power’s other effects.


Channel Divinity: Divine Strength Paladin Feature
You petition your deity for the divine strength to lay low your
enemies.

Encounter ✦ Divine
Minor Action Personal

Effect: Apply your Strength modifier as extra damage on
your next attack this turn.

Channel Divinity: Divine Mettle Paladin Feature
Your unswerving faith in your deity empowers a nearby creature
to resist a debilitating affliction.

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.

Fearsome Smite Paladin Attack 1
When you strike a foe with your weapon, the force of the blow
causes him to shudder and second-guess his tactics.

Encounter ✦ Divine, Fear, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Charisma vs. AC

Hit: 2[W] + Charisma modifier damage. Until the end of
your next turn, the target takes a penalty to attack rolls
equal to your Wisdom modifier.



At Will Powers

Divine Challenge Paladin Feature
You boldly confront a nearby enemy, searing it with divine light if
it ignores your challenge.

At-Will ✦ Divine, Radiant
Minor 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.

The damage increases to 6 + your Charisma modifier at 11th
level, and to 9 + your Charisma modifier at 21st level.

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 Paladin Feature
Your divine touch instantly heals wounds.

At-Will (Special) ✦ Divine, Healing

Special: You can use this power a number of times per day
equal to your Wisdom modifier (minimum 1), but only once
per round.

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. You must have at least one healing surge


Holy Strike Paladin Attack 1
You strike an enemy with your weapon, which ignites with holy
light.

At-Will ✦ Divine, Radiant, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC

Hit: 1[W] + Strength modifier radiant damage. If you
marked the target, you gain a bonus to the damage roll
equal to your Wisdom modifier.
Increase damage to 2[W] + Strength modifier at 21st level.


Valiant Strike Paladin Attack 1
As you bring your weapon to bear, the odds against you add
strength to your attack.

At-Will ✦ Divine,Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength + 1 per enemy adjacent to you vs. AC

Hit: 1[W] + Strength modifier damage.
Increase damage to 2[W] + Strength modifier at 21st level.


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.

Daily ✦ Divine, Implement
Standard Action Ranged 5
Target: One creature
Attack: Charisma vs. Will

Hit: 3d8 + Charisma modifier 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)

Utility Powers


Feats
Enlarged Dragon Breath: Prereqs: Dragonborn, Dragon Breath racial power. Benefit: When you use your Dragon Breath racial power, you can choose to make it blast 5 instead of blast 3.

Equipment
Scale Armor: Armor Bonus + 7, Speed – 1, Weight 45 lb.
Greatsword: +3 to attack, 1d10 dmg, Weight: 8lb, Heavy Blade
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



--I am still wondering if I should take Toughness as my 1st. lvl feat and take Enlarged Dragon Breath at a later lvl? What do you all think?
 
Last edited:

log in or register to remove this ad


Just a few thoughts:
* Spiking both Str and Cha seems a bit wasteful. Your Wisdom and Constitution both suffer, which limits healing surges and Lay on Hands.
* Low Dex means you're unlikely to get to the 15+ range, which keeps a lot of feats out of your reach.
* Holy Strike doesn't seem very useful when you're only adding +1 damage from Wisdom. Enfeebling Strike would be a better choice.
* If you do end up raising Wisdom, take a look at Bolstering Strike, to make you more durable. Refreshable temporary HP plus a high AC gives you a lot of durability.
* Why not wear plate instead of scale, for the extra point of AC?
* Toughness is a decent feat, especially at 1st level. It would probably get more use than expanding the effect area of a power you use at most once per encounter.
* Other good feats - Dragonborn Frenzy (you will probably go below half HP a lot as a Defender, and you have the healing ability to survive that state), Healing Hands (add Cha mod to damage healed with Lay on Hands), Power Attack (good in combination with high accuracy attacks like Valiant Strike. The Channel Divinity feats are also worth looking into.

Hope that helps!
 


Paladins are still primarily a frontline/defender class, so just like 3E, and pretty much every version of D&D ever made, Str and Con are your main concerns. Since Cha is important for a pally you'll want a decent score there, but you're still wanting to stay alive.

Dex can still be important, but only if you're planning to not wear heavy armor: in heavy armor, its value is almost nil for a defender.
 


Fedifensor said:
Just a few thoughts:
* Spiking both Str and Cha seems a bit wasteful. Your Wisdom and Constitution both suffer, which limits healing surges and Lay on Hands.
* Low Dex means you're unlikely to get to the 15+ range, which keeps a lot of feats out of your reach.
* Holy Strike doesn't seem very useful when you're only adding +1 damage from Wisdom. Enfeebling Strike would be a better choice.
* If you do end up raising Wisdom, take a look at Bolstering Strike, to make you more durable. Refreshable temporary HP plus a high AC gives you a lot of durability.
* Why not wear plate instead of scale, for the extra point of AC?
* Toughness is a decent feat, especially at 1st level. It would probably get more use than expanding the effect area of a power you use at most once per encounter.
* Other good feats - Dragonborn Frenzy (you will probably go below half HP a lot as a Defender, and you have the healing ability to survive that state), Healing Hands (add Cha mod to damage healed with Lay on Hands), Power Attack (good in combination with high accuracy attacks like Valiant Strike. The Channel Divinity feats are also worth looking into.

Hope that helps!

1) Paladins need high str, wis, and cha, so it is very tough to have good scores in each. There are a lot of abilities that build upon a good Cha score for the paladin.

2) Dex is nearly meaningless for a defender since you will be wearing heavy plate most of the time but I would love to have decent dex but when you also have to have good scores in con, str, and wis it is difficult.

3) I will look closer at enfeebling strike.

4) I will look at bolstering strike again too.

5) I chose scale initially while I rexamine plate. I would love the extra point of AC but is it really worth 1 AC to take a -2 to all skill checks? Also, I was considering going sword and board and if I do, that is an additional -2 to skill checks from having a heavy shield. That is a cumulative -4 to skill checks while in full armor. OUCH!

6) Yeah....I might take Toughness instead of improved dragon breath BUT I think the description for that feat says you only get +5 hps per tier. If so, that seems pretty darned weak to me. So if I take it at lvl 1 I get 5 extra HPs and then I don't get 5 more until I hit 11 and then again at 21!!!!

7) The Channel Divinity feats are something I'm watching big time and also Healing Hands but I find Power Attack to be an almost garbage feat.


One other question.....do you all think I am wasting myself by being an Avenging Paladin instead of Protective Paladin? I was kind of thinking that by focusing more on doing more damage as a paladin is like trying to do something with a class that is built for defense that is going to make me more like a gimped striker in the end. It seems that it might be more logical to simply focus on what makes a defender a defender, defensive abilities and heavy armor/shields. What do you all think? Also, thanks so much for the fantastic feedback!
 
Last edited:


Remove ads

Top