Rate my paladin D&d 4

Triton

First Post
So my DM is letting me make a few tweeks to my pali, what do you think about this build? We have about 5 people playing per sesion, another fighter tank, and a artificer healer (who is just starting with us) plus a few strikers (warlock, rogue and some times a mage) and i am looking to be a hard to hit, defensive paladin who can pop a few heals when needed. Let me know what you think, and include sugestions/reasons. Am i making a mistake by stacking wisdom? In my other build i was stacking strength, but none of my powers really used strength at all. Ideally i need to mark as many bad guys as possible and need to keep them marked, which is a little easier with powers from the new divine powers book. In our games marking bad guys is never really a issue, the fighter and i can usually keep things under controll, however, things can get tight in terms of heals, since we only have 1 healer.

Also, incase your wondering, i have 13 points in Dex as i plan to take the corellon paregon path, (so i will be putting one of my bonus points in dex later) and if you have 15 dex, you get a extra 2 ac when wearing heavy armor.

FYI we are all level 6
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FINAL ABILITY SCORES
Str 10, Con 10, Dex 13, Int 9, Wis 19, Cha 19.

AC: 24 Fort: 15 Reflex: 18 Will: 19
HP: 60 Surges: 10 Surge Value: 15

FEATS
Level 1: Disciple of Divine Wrath - avenger multi class, on attack roll 2 d20s, pick best
Level 2: Defensive Mobility +2 ac on oppertunity attacks
Level 4: Toughness +5 hp's
Level 6: Deva Heritage enimies are minus 2 to hit (stance) daily power

POWERS
Lay on Hands: Lay on Hands
Paladin at-will 1: Bolstering Strike regain 4 temp hps on a hit
Paladin at-will 1: Enfeebling Strike enenmy is -2 hit me
Paladin encounter 1: Glorious Charge on hit allies with in 2 squres get 7 hp's
Paladin daily 1: Radiant Delirium target is dazed and -2 ac (save ends)Paladin utility 2: Call of Challenge mark all enimies in a 3 aquare radius
Paladin encounter 3: Righteous Smite on hit every one regains 9 temp hp's
Paladin daily 5: Hallowed Circle damages enimies in burst, +1 to ac till end of encounter
Paladin utility 6: Sacred Circle 3 squre burts, + 1 to all defenses till end of encounter

ITEMS
Reinforcing Plate Armor +1, Magic Longsword +1, Cloak of Distortion +1, Heavy Shield, Holy Symbol
 

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Welcome to Enworld.

This is the General RPG discussion forum. You want to post something like this in the 4e Forum.

Maybe you would get more 'tuning' advice in the WotC Forums. forums.gleemax.com

Look up Dnd 4e and Defenders.

Personally I think you need to swap out bolstering strike for something that does radiant damage (the one that marks and that you can use on a charge, for example... besides it uses CHA instead of strength) and train Solar Enemy. With 24 AC Defensive Mobility is probably the first to go. (Best Channel Divinity power in the game IMHO... combine that with an Invoker or a Cosmic Sorceror... even makes your cleric deal striker damge... Serious OUCH!) You're going to need Melee Training if you want to be an effective melee defender, or take the Skill Domain feat to turn one of your at wills into a melee basic attack (not sure which one)
 


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