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Ability Score Modifier Defense Value
Strength 16 +3 Fortitude 14
Constitution 14 +2 Reflex 14
Dexterity 12 +1 Will 15
Intelligence 10 +0 AC 20
Wisdom 14 +2 Insight 12
Charisma 18 +4 Perception 12
Health: 34 (bloodied @ 17) Healing Surges: 12, 10hp
Dragonborn Racial Traits
Move 6, Medium, Normal Vision Abilities: +2 Strength, +2 Charisma Languages: Common, Draconic Skills: +2 History, +2 Intimidate Dragonborn Fury: Gain +1 racial bonus to attack rolls while bloodied. Dragonic Heritage: Add your Constitution modifier to your healing surge value. Dragon Breath: Encounter, Fire Minor Action Close Blast 3 Targets: All creatures in area Attack: Strength + 2 vs. Reflex Hit: 1d6 + Constitution modifier fire 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.
Paladin Class Features
Armor: Cloth, leather, hide, mail, chain, scale, plate Shields: Light, heavy Weapons: Simple melee & ranged, military melee Implements: Holy Symbol Defenses: +1 to Fortitude, Reflex, and Will Starting Health: 15 + Constitution Health per level: 6 Healing Surges: 10 + Constitution modifier Deity: Bahamut (Justice, honor, nobility, protection, LG) Channel Divinity: Channel divine energy once per encounter. Channel Divinity (Divine Mettle): 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. Channel Divinity (Divine Strength): Encounter Divine Minor Action Personal Effect: Apply your Strength modifier as extra damage on your next attack this turn. Divine 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: 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 remaining to use this power.
Trained Skills
Endurance (Con) 7, History (Int) 7, Intimidate (Cha) 11, Religion (Int) 5
Feats
Toughness
Equipment
Standard Adventurer Kit (15g) Plate (+8, -1 Move, -2 Check, 50g) Heavy Shield (+2, -2 Check, 10g) Battleaxe (+2 AB, 1d10, versatile, 15g) Holy Symbol (10g)
At-Will Prayers
Enfeebling Strike: Divine, Weapon Standard Action Melee weapon Target: One creature Attack: Charisma vs. AC Hit: 1[W] + Charisma modifier damage. If you marked the target, it takes a –2 penalty to attack rolls until the end of your next turn. - Increase damage to 2[W] + Charisma modifier at 21st level. Holy Strike: 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.
Encounter Prayers
Shielding Smite: Divine, Weapon Standard Action Melee weapon Target: One creature Attack: Charisma vs. AC Hit: 2[W] + Charisma modifier damage. Effect: Until the end of your next turn, one ally within 5 squares of you gains a power bonus to AC equal to your Wisdom modifier.
Daily Prayers
Paladin's Judgment: Divine, Healing, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage, and one ally within 5 squares of you can spend a healing surge.
Miss: One ally within 5 squares of you can spend a healing surge.⚠ </pre>