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
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