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<blockquote data-quote="Destil" data-source="post: 4262050" data-attributes="member: 1980"><p>This is an attempt at a Cha rebuild. Not really hurting for damage, but with these stats the high-level warhammer feats may be nice, so I went with that (and a Cha paladin doesn't rely on weapon powers as much, many of these are implement, so less lost there). I'm not sure which 2nd level feat works best... Warlock/Cleric/Warlord Multiclass? Weapon Focus? Something to add in while bloodied? Bigger breath weapon? Anyway, here he is:</p><p>[sblock]Trogdor the Dragonborn Paladin</p><p>Str: 14 +2</p><p>Dex: 12 +1</p><p>Con: 14 +2</p><p>Int: 8 -1</p><p>Wis: 14 +2</p><p>Cha: 18 +4</p><p></p><p>AC: 20 (Plate, Heavy Shield)</p><p>Fort: 13</p><p>Reflex: 13</p><p>Will: 15</p><p></p><p>HP: 29</p><p>Bloodied: 14</p><p>Healing Surge: 9</p><p>Surges/Day: 12</p><p></p><p>Speed: 5 (heavy armor)</p><p></p><p>Feats: Healing Hands</p><p>Skills: Endurance, Religion, Heal and Intimidate trained. +2 History, +2 Intimidate. -4 armor check</p><p>Acrobatics -3</p><p>Arcana -1</p><p>Athletics -2</p><p>Bluff +4</p><p>Diplomacy +4</p><p>Dungeoneering -1</p><p>Endurance +3</p><p>Heal +7</p><p>History +1</p><p>Insight +2</p><p>Intimidate +11</p><p>Nature +2</p><p>Perception +2</p><p>Religion +4</p><p>Stealth -3</p><p>Streetwise -1</p><p>Thievery -3</p><p></p><p>Dragonborn Fury: +1 to attacks while bloodied.</p><p>Draconic Heritiage: +2 HP with surges (already added)</p><p>Dragon breath (already added into powers)</p><p></p><p>Warhammer Melee Basic Attack: +4 Damage: 1d10+2</p><p>Javelin Ranged Basic Attack: +4 Damage: 1d6+2</p><p></p><p>Dragon Breath</p><p>Encounter • Racial</p><p>Minor Action • Close blast 5</p><p>Attack: +6 vs. Reflex</p><p>Hit: 1d6+2 fire damage</p><p></p><p>Lay on Hands</p><p>Special • Divine, Healing</p><p>Minor • Melee Touch</p><p>Target: One creature</p><p>Effect: You spend a healing surge but instead the target regains hit points as if they had spent a healing surge +4.</p><p>You can use this power 2 times per day, but only once per round.</p><p></p><p>Divine Challenge</p><p>At Will • Divine, Radiant</p><p>Minor • Close Burst 5</p><p>Target: One creature in burst</p><p>You mark the target. It remains marked until you use this power against another target or fail to engage. A creature can only have one mark at a time.</p><p>The marked target takes a -2 penalty to attack rolls that do not include you as a target. It takes 7 radiant damage the first time it makes such an attack each turn.</p><p>On your turn you must either attack the creature or end the turn adjacent to the target. Otherwise this power ends and you can not use it on the following turn.</p><p></p><p>Channel Divinity: Divine Metal</p><p>Encounter • Divine</p><p>Minor • Close Burst 10</p><p>Target: One creature in burst</p><p>Effect: The target makes a saving throw with a +4 bonus.</p><p>Special: You can use either Divine Strength or Channel Divinity once per encounter, not both.</p><p></p><p>Channel Divinity: Divine Strength</p><p>Encounter • Divine</p><p>Minor • Personal</p><p>Effect: +2 damage on your next attack this round.</p><p>Special: You can use either Divine Strength or Channel Divinity once per encounter, not both.</p><p></p><p>Bolstering Strike</p><p>At-Will • Divine, Weapon</p><p>Standard • Melee Weapon</p><p>Target: one critter</p><p>Attack: +6 vs. AC</p><p>Hit: 1d8+4, you gain 4 temporary hit points.</p><p></p><p>Enfeebling Strike</p><p>At-Will • Divine, Weapon</p><p>Standard • Melee Weapon</p><p>Target: one critter</p><p>Attack: +6 vs. AC</p><p>Hit: 1d8+4, if the target it marked it takes -2 to attacks until the end of your next turn.</p><p></p><p>Shielding Smite</p><p>Encounter • Divine, Weapon</p><p>Standard • Melee Weapon</p><p>Target: one critter</p><p>Attack: +6 vs. AC</p><p>Hit: 2d10+4 damage</p><p>Effect: One ally within 5 squares gets a +2 power bonus to AC until the end of your next turn</p><p></p><p>Radiant Delirum</p><p>Encounter • Divine, Implement, Radiant</p><p>Standard • Ranged 5</p><p>Target: one critter</p><p>Attack: +4 vs. Reflex</p><p>Hit: 3d8+4 radiant damage and dazed until the end of your next turn. In addition -2 to AC (save ends)</p><p>Miss: Half damage, dazed until end of your next turn</p><p></p><p>- - -</p><p>Level 2:</p><p></p><p>Even Level: +1 to attacks, defenses, skills and initiative.</p><p></p><p>Feat: ??? </p><p></p><p>HP: 35 (+6)</p><p>Bloodied: 17 (+3)</p><p>Healing Surge: 10 (+1)</p><p></p><p>Martyr's Blessing -- Utility 2</p><p>Daily • Divine</p><p>Immediate Interrupt • Close burst 1</p><p>Trigger: Adjecent ally is hit by a ranged or melee attack</p><p>Effect: You are hit by the attack, instead</p><p></p><p>- - -</p><p>Level 3:</p><p></p><p>HP: 41 (+6)</p><p>Bloodied: 20 (+3)</p><p>Healing Surge: 12 (+2)</p><p></p><p>Invigorating Smite</p><p>Encounter • Divine, Healing, Weapon</p><p>Standard • Melee Weapon</p><p>Target: one critter</p><p>Attack: +7 vs. Will</p><p>Hit: 2d10+4 damage. Bloodied allies (including yourself) within 5 squares regain 7 hit points.[/sblock]</p></blockquote><p></p>
[QUOTE="Destil, post: 4262050, member: 1980"] This is an attempt at a Cha rebuild. Not really hurting for damage, but with these stats the high-level warhammer feats may be nice, so I went with that (and a Cha paladin doesn't rely on weapon powers as much, many of these are implement, so less lost there). I'm not sure which 2nd level feat works best... Warlock/Cleric/Warlord Multiclass? Weapon Focus? Something to add in while bloodied? Bigger breath weapon? Anyway, here he is: [sblock]Trogdor the Dragonborn Paladin Str: 14 +2 Dex: 12 +1 Con: 14 +2 Int: 8 -1 Wis: 14 +2 Cha: 18 +4 AC: 20 (Plate, Heavy Shield) Fort: 13 Reflex: 13 Will: 15 HP: 29 Bloodied: 14 Healing Surge: 9 Surges/Day: 12 Speed: 5 (heavy armor) Feats: Healing Hands Skills: Endurance, Religion, Heal and Intimidate trained. +2 History, +2 Intimidate. -4 armor check Acrobatics -3 Arcana -1 Athletics -2 Bluff +4 Diplomacy +4 Dungeoneering -1 Endurance +3 Heal +7 History +1 Insight +2 Intimidate +11 Nature +2 Perception +2 Religion +4 Stealth -3 Streetwise -1 Thievery -3 Dragonborn Fury: +1 to attacks while bloodied. Draconic Heritiage: +2 HP with surges (already added) Dragon breath (already added into powers) Warhammer Melee Basic Attack: +4 Damage: 1d10+2 Javelin Ranged Basic Attack: +4 Damage: 1d6+2 Dragon Breath Encounter • Racial Minor Action • Close blast 5 Attack: +6 vs. Reflex Hit: 1d6+2 fire damage Lay on Hands Special • Divine, Healing Minor • Melee Touch Target: One creature Effect: You spend a healing surge but instead the target regains hit points as if they had spent a healing surge +4. You can use this power 2 times per day, but only once per round. Divine Challenge At Will • Divine, Radiant Minor • Close Burst 5 Target: One creature in burst You mark the target. It remains marked until you use this power against another target or fail to engage. A creature can only have one mark at a time. The marked target takes a -2 penalty to attack rolls that do not include you as a target. It takes 7 radiant damage the first time it makes such an attack each turn. On your turn you must either attack the creature or end the turn adjacent to the target. Otherwise this power ends and you can not use it on the following turn. Channel Divinity: Divine Metal Encounter • Divine Minor • Close Burst 10 Target: One creature in burst Effect: The target makes a saving throw with a +4 bonus. Special: You can use either Divine Strength or Channel Divinity once per encounter, not both. Channel Divinity: Divine Strength Encounter • Divine Minor • Personal Effect: +2 damage on your next attack this round. Special: You can use either Divine Strength or Channel Divinity once per encounter, not both. Bolstering Strike At-Will • Divine, Weapon Standard • Melee Weapon Target: one critter Attack: +6 vs. AC Hit: 1d8+4, you gain 4 temporary hit points. Enfeebling Strike At-Will • Divine, Weapon Standard • Melee Weapon Target: one critter Attack: +6 vs. AC Hit: 1d8+4, if the target it marked it takes -2 to attacks until the end of your next turn. Shielding Smite Encounter • Divine, Weapon Standard • Melee Weapon Target: one critter Attack: +6 vs. AC Hit: 2d10+4 damage Effect: One ally within 5 squares gets a +2 power bonus to AC until the end of your next turn Radiant Delirum Encounter • Divine, Implement, Radiant Standard • Ranged 5 Target: one critter Attack: +4 vs. Reflex Hit: 3d8+4 radiant damage and dazed until the end of your next turn. In addition -2 to AC (save ends) Miss: Half damage, dazed until end of your next turn - - - Level 2: Even Level: +1 to attacks, defenses, skills and initiative. Feat: ??? HP: 35 (+6) Bloodied: 17 (+3) Healing Surge: 10 (+1) Martyr's Blessing -- Utility 2 Daily • Divine Immediate Interrupt • Close burst 1 Trigger: Adjecent ally is hit by a ranged or melee attack Effect: You are hit by the attack, instead - - - Level 3: HP: 41 (+6) Bloodied: 20 (+3) Healing Surge: 12 (+2) Invigorating Smite Encounter • Divine, Healing, Weapon Standard • Melee Weapon Target: one critter Attack: +7 vs. Will Hit: 2d10+4 damage. Bloodied allies (including yourself) within 5 squares regain 7 hit points.[/sblock] [/QUOTE]
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