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4E - Paladin Build

 
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My Conscience

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Since: Feb 28, 2008
Posts: 43



(Msg. 1) Posted: Fri Nov 14, 2008 4:37 pm
Post subject: 4E - Paladin Build
Archived from groups: rec>games>frp>dnd (more info?)

Again, comments appreciated.

Ole Jack Nossins, human male paladin of Melora 1

STR 18
CON 12
DEX 10
INT 11
WIS 13
CHA 14


HP27
BLD 13
HS 6
S/DAY 11


AC 18
FORT 16
REF 13
WILL 14


SPEED 5
INIT +0
VISION Normal
SIZE Medium

SKILLS (*trained)
Acrobatics +0
Arcana +0
Athletics* +9
Bluff +2
Diplomacy* +7
Dungeoneering +1
Endurance +1
Heal* +6
History* +5
Insight* +6
Intimidate +2
Nature +1
Perception +1
Religion* +5
Stealth +0
Streetwise +2
Thievery +0


FEATS
Channel Divinity: Melora's Tide (see encounter powers)
Student of Battle (gain training in 1 warlord skill; also see daily powers)


SPECIAL 1: Channel Divinity can only be used once per encounter, can
choose from any of the three abilities
SPECIAL 2: Divine Challenge (see at-will powers)
SPECIAL 3: Lay on Hands (see at-will powers)

MELEE BASIC: Flail +6 vs. AC, 1d10+4
RANGED BASIC: Javelin +6 vs. AC, 1d6+4

AT WILL POWERS
• Divine Challenge (minor): close burst 5, one creature in burst;
target marked until you mark a different target or you fail to engage by
attacking or moving adjacent to target; if target attacks anyone but you
while marked it takes -2 to hit and 5 radiant damage (radiant damage
only 1x/round)
• Enfeebling Strike: +4 vs. AC, d10+2 damage; if you marked the target,
it is -2 to hit until the end of your next turn
• Holy Strike: +6 vs. AC, d10+4 radiant damage; if you marked the
target, it takes +1 additional damage
• Lay On Hands (minor): touch, one target; you spend a healing surge
but gain no HP while target gains as if own HS spent; this can only be
used once per round and once per day
• Valiant Strike: +6 vs. AC (+1 to hit per adjacent enemy), d10+4 damage

ENCOUNTER POWERS
• Channel Divinity-Divine Mettle (minor): close burst 10, one creature
in burst; target makes a saving throw at +2
• Channel Divinity-Divine Strength (minor): +4 damage to your next
attack this turn
• Channel Divinity-Melora's Tide (minor): ranged 5, you or one ally,
bloodied target only; gain regeneration 2 until end of encounter
• Piercing Smite: +6 vs. Reflex, 2d10+4 damage; target & 1 adjacent
ally marked until the end of your next turn
• Second Wind: spend 1 healing surge to gain 6 HP and +2 to all
defences until the start of your next turn

DAILY POWERS
• Inspiring Word (minor): close burst 5, you or one ally in burst;
target spends a healing surge to get back that value + 1d6 HP
• Paladin's Judgement: +6 vs. AC, 3d10+4 damage & one ally within 5
squares can spend a healing surge; MISS = one ally within 5 squares can
spend a healing surge


EQUIPMENT
Scale armor
Light shield
Flail
5x javelins
Standard adventurer's kit


STORY

Ole Jack Nossins comes from a long line of seafarers. Though he never
became a tar like his father & brothers, he fished for a living and
learned to swim like a champion. Ole Jack likes books, because he
thinks they contain wisdom, and he is often to be found sitting in front
of his bait shop, nose in a history book, and pipe in his teeth.

Recently a tribe of scaly-skinned devil-men have been coming up from the
waves and raiding the village where Ole Jack lives. Like all free men,
he picked up a farm implement and tore into the creatures. Soon the
monsters had been driven off, and Ole Jack was so proud of his fighting
that he skinned a couple of the beasties and made himself a suit of armor.

How Ole Jack came to the land of the hobgoblins is another story, but he
knows that his strongth faith in Melora will help him see through any
dificulties he comes across.
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Ren

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Since: Nov 12, 2008
Posts: 26



(Msg. 2) Posted: Sat Nov 15, 2008 3:06 am
Post subject: Re: 4E - Paladin Build [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

Your character sheet is a lot easier to read than mine. I've got notes
that remind me of how to play the game. Here is the latest sheet of my
Cleric. I've left the history of my character open to create mystery.
As the players discover this character, it will be revealed.

Character Name: Enron
Race: Human
Gender: Male
Level: 1st
Class: Cleric
Height: 188cm
Weight: 73kg
Size: Medium
Speed: 6 squares
Vision: Normal
Languages: Common, Elven
Alignment: Good
God: Pelor
Abilities(Method 1: Standard Array 16, 14, 13, 12, 11, 10)
Strength: 16(Strength Modifier: +3)
Constitution: 12(Constitution Modifier: +1)
Dexterity: 11(Dexterity Modifier: +0)
Intelligence: 13(Intelligence Modifier: +1)
Wisdom: 14(Wisdom Modifier: +2)
Charisma: 10(Charisma Modifier: +0)
Skills(5)(Human Racial Bonus: +1)(Cleric Class Bonus: +4)
Religion: +6(Trained Bonus: +5) (Intelligence Modifier: +1) (1/2
level: +0)
Diplomacy: +5(Trained Bonus: +5) (Charisma Modifier: +0) (1/2 level:
+0)
History: +6(Trained Bonus: +5) (Intelligence Modifier: +1) (1/2 level:
+0)
Insight: +7(Trained Bonus: +5) (Wisdom Modifier: +2) (1/2 level: +0)
(all other skill checks are rolled with 1d20 + the relevant ability
modifier + ½ Level versus Difficulty Class)
Defenses
Fortitude: 14(Base: 10+) (Strength Modifier: +3)(Human Racial Bonus:
+1)( ½ Level: +0)
Reflex: 12(Base: 10+) (Intelligence Modifier: +1)(Human Racial Bonus:
+1)( ½ Level: +0)
Will: 15(Base: 10+) (Wisdom Modifier: +2)(Human Racial Bonus: +1)
(Cleric Class Bonus: +2)( ½ Level: +0)
Armor Class: 18(Base: 10+) (Chainmail: +6)(Heavy Shield: +2)
Hit Points: 24/24(Base: 12+)(Constitution Score: 12+)(+5/Gained Level)
Healing Surges per Day: 8/8(Base: 7+)(Constitution Modifier: +1)(heals
6 hit points per surge)
Second Wind: 1/1(heals 6 hit points per encounter)
Primary Melee Attack: +5(Strength Modifier: +3) (Mace Proficiency: +2)
(½ Level: +0) versus armor class
Damage: 1d8+3(Strength Modifier: +3)
Ranged Attack: +2(Short-bow Proficiency: +2)( ½ Level: +0)
Damage: 1d8(Dexterity Modifier: +0)versus reflex(range: 15)
Cleric Class Features
Divine Fortune: once per encounter as a free action, +1 to attack roll
or saving throw before the end of the next turn.
Turn Undead: once per encounter as a standard action, 2 square radius
burst, (1d20+)(wisdom modifier: +2)(1/2 level: +0) versus the
opponent’s Will defense. Hit: 1d10+wisdom modifier: +2 damage and the
target is pushed back 3 + charisma modifier+0 squares, Miss: Half
damage.
Healing Word, twice per encounter but once per round, 5 radius square
burst, heal ally Ό hit points + 1d6
Feats(2)(Human Racial Bonus: +1)
Channel Divinity,
Mace Proficiency: +2
Short-bow Proficiency: +2
Utility Exploits(0)
At-Will Prayers(3)(Human Racial Bonus: +1)
Lance of Faith – ranged 1d8 + wisdom modifier:+2 radiant damage versus
reflex of one opponent and one ally gets +2 power bonus to the next
attack roll versus this opponent.
Priest’s Shield – melee 1[w]+strength modifier:+3 damage, +1 power
bonus to you or ally until the end of next turn.
Righteous Brand – melee 1[w] + strength modifier:+3 and ally gets a +3
power bonus to melee against opponent until the end of your next turn.
Encounter Prayers(2)
Divine Glow – 3 square radius burst attack from your holy symbol(1d20)+
(wisdom modifier: +2)+(½ level: +0)|damage(1d8)+(wisdom modifier
radiant damage: +2)
Healing Strike – melee 2[w]+strength modifier:+3 radiant damage versus
armor class, opponent is marked, you or ally in 5 square burst can
spend a healing surge.
Daily Prayers(1)
Beacon of Hope – 3 square burst, all opponents are weakened until the
end of their next turn, you and allies in the burst regain 5 hit
points every turn until the end of the encounter.
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My Conscience

External


Since: Feb 28, 2008
Posts: 43



(Msg. 3) Posted: Mon Nov 17, 2008 12:59 am
Post subject: Re: 4E - Paladin Build [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

Ren wrote:
> Your character sheet is a lot easier to read than mine.

I usually do all the figuring on scratch paper, then write out the
condensed version. Since attributes don't change mid-combat anymore, I
don't really need to know the source of the bonuses most of the time.


> Second Wind: 1/1(heals 6 hit points per encounter)

I usually list this under encounter powers, so it makes it easier to
keep track of in combat.

> Primary Melee Attack: +5(Strength Modifier: +3) (Mace Proficiency: +2)
> (½ Level: +0) versus armor class
> Damage: 1d8+3(Strength Modifier: +3)
> Ranged Attack: +2(Short-bow Proficiency: +2)( ½ Level: +0)
> Damage: 1d8(Dexterity Modifier: +0)versus reflex(range: 15)
> Cleric Class Features
> Divine Fortune: once per encounter as a free action, +1 to attack roll
> or saving throw before the end of the next turn.
> Turn Undead: once per encounter as a standard action, 2 square radius
> burst, (1d20+)(wisdom modifier: +2)(1/2 level: +0) versus the
> opponent’s Will defense. Hit: 1d10+wisdom modifier: +2 damage and the
> target is pushed back 3 + charisma modifier+0 squares, Miss: Half
> damage.
> Healing Word, twice per encounter but once per round, 5 radius square
> burst, heal ally Ό hit points + 1d6
> Feats(2)(Human Racial Bonus: +1)
> Channel Divinity,

Does this mean you took the Pelor CD feat? It isn't listed here.

> Mace Proficiency: +2
> Short-bow Proficiency: +2
> Utility Exploits(0)
> At-Will Prayers(3)(Human Racial Bonus: +1)
> Lance of Faith – ranged 1d8 + wisdom modifier:+2 radiant damage versus
> reflex of one opponent and one ally gets +2 power bonus to the next
> attack roll versus this opponent.
> Priest’s Shield – melee 1[w]+strength modifier:+3 damage, +1 power
> bonus to you or ally until the end of next turn.
> Righteous Brand – melee 1[w] + strength modifier:+3 and ally gets a +3
> power bonus to melee against opponent until the end of your next turn.
> Encounter Prayers(2)
> Divine Glow – 3 square radius burst attack from your holy symbol(1d20)+
> (wisdom modifier: +2)+(½ level: +0)|damage(1d8)+(wisdom modifier
> radiant damage: +2)
> Healing Strike – melee 2[w]+strength modifier:+3 radiant damage versus
> armor class, opponent is marked, you or ally in 5 square burst can
> spend a healing surge.
> Daily Prayers(1)
> Beacon of Hope – 3 square burst, all opponents are weakened until the
> end of their next turn, you and allies in the burst regain 5 hit
> points every turn until the end of the encounter.
>
>
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Ren

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Since: Nov 12, 2008
Posts: 26



(Msg. 4) Posted: Mon Nov 17, 2008 8:05 am
Post subject: Re: 4E - Paladin Build [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

I'm still learning.

Can you explain to me how to multi-class?
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Parvati V

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Since: Apr 02, 2008
Posts: 336



(Msg. 5) Posted: Mon Nov 17, 2008 5:31 pm
Post subject: Re: 4E - Paladin Build [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

Ren ha scritto:
> I'm still learning.
>
> Can you explain to me how to multi-class?

You take a multiclass feat for the class you want to multiclass into.

After that you have access to the power swap feats: there are three and
they let you swap one power from your primary class with one from your
secondary class.

If you take all 3 power swap feats you then qualify for Paragon
multiclassing: instead of choosing a Paragon Path at 11th level, you
take more powers from your secondary class.

That's basically it, and characters normally can't take more than one
multiclass feats.
Bards get a class feature that lets them be an exception.

There currently is one class that you can only take through
multiclassing, the Spellscarred from the Forgotten Realms Player's Guide.

They used the same mechanic to introduce new gladiator-themed martial
powers in Dragon 368, though.

Parvati V
--
"What is brain? Pai doesn't have such thing" - Pai, 3x3 eyes
UnaMoleDiDadi (TreEmme Torino): http://umdd.altervista.org/
http://parvatiquinta.blogspot.com/
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Matthew Miller

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Since: Oct 09, 2008
Posts: 51



(Msg. 6) Posted: Tue Nov 18, 2008 1:16 am
Post subject: Re: 4E - Paladin Build [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

Parvati V <parvatiquinta RemoveThis @email.it> wrote:
> If you take all 3 power swap feats you then qualify for Paragon
> multiclassing: instead of choosing a Paragon Path at 11th level, you
> take more powers from your secondary class.

I really like 4E multiclassing. Simple and effective. However, the Paragon
Path thing sucks -- you basically give up the ability to have the 4E
equivalent of a prestige class for the price of 4 feats and powers which you
must swap.

My solution is to house rule in a feat called "Paragon Path" which has all
three power swap feats as prereqs. It gives all the benefits of having a
Paragon Path, but you can still _also_ take a paragon path.


--
Matthew Miller
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Benjamin Adams

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Since: Jun 12, 2005
Posts: 49



(Msg. 7) Posted: Thu Nov 20, 2008 12:20 am
Post subject: Re: 4E - Paladin Build [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

My Conscience <thatdarnsocknipping DeleteThis @myheels.invalid> wrote in
news:VQoTk.4145$ev2.1229@newsfe12.iad:

> Again, comments appreciated.
>
> Ole Jack Nossins, human male paladin of Melora 1
>
> STR 18
> CON 12
> DEX 10
> INT 11
> WIS 13
> CHA 14

I'd go with Str 18, Con 13, Dex 11, Int 10, Wis 14, Cha 12.
Level-ups go into Str and Wis.

That extra point of Wis will give you another use of Lay on Hands,
another point of damage with your Holy Strike, and an extra marked
target with your Piercing Smite.

Also, putting the 13 into Con is a breakpoint. That extra point of
Con increases your healing surge value.

> AT WILL POWERS
> • Enfeebling Strike: +4 vs. AC, d10+2 damage; if you marked the
> target, it is -2 to hit until the end of your next turn

Chances are, you're not going to use this power very often. If you go
with the paragon multiclassing route, you can swap it out for a
warlord power at 11th.

> • Holy Strike: +6 vs. AC, d10+4 radiant damage; if you marked the
> target, it takes +1 additional damage

+2 damage if you put the 14 into Wis.

> • Lay On Hands (minor): touch, one target; you spend a healing surge
> but gain no HP while target gains as if own HS spent; this can only be
> used once per round and once per day

Twice per day if you put the 14 into Wis.

> • Valiant Strike: +6 vs. AC (+1 to hit per adjacent enemy), d10+4
> damage
>
> ENCOUNTER POWERS
> • Channel Divinity-Divine Mettle (minor): close burst 10, one
> creature in burst; target makes a saving throw at +2
> • Channel Divinity-Divine Strength (minor): +4 damage to your next
> attack this turn
> • Channel Divinity-Melora's Tide (minor): ranged 5, you or one ally,
> bloodied target only; gain regeneration 2 until end of encounter
> • Piercing Smite: +6 vs. Reflex, 2d10+4 damage; target & 1 adjacent
> ally marked until the end of your next turn

Two targets marked if you put the 14 into Wis.

> DAILY POWERS
> • Inspiring Word (minor): close burst 5, you or one ally in burst;
> target spends a healing surge to get back that value + 1d6 HP
> • Paladin's Judgement: +6 vs. AC, 3d10+4 damage & one ally within 5
> squares can spend a healing surge; MISS = one ally within 5 squares
> can spend a healing surge
>
>
> EQUIPMENT
> Scale armor
> Light shield
> Flail
> 5x javelins
> Standard adventurer's kit

Try going with a longsword and heavy shield. A heavy shield gives
you an extra +1 to AC and Reflex, and using a longsword instead of
a flail gives you an extra +1 to hit at the cost of a little bit
less damage. It's a worthwhile trade-off.

-Ben Adams
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My Conscience

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Since: Feb 28, 2008
Posts: 43



(Msg. 8) Posted: Thu Nov 20, 2008 12:58 pm
Post subject: Re: 4E - Paladin Build [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

Benjamin Adams wrote:
> My Conscience <thatdarnsocknipping RemoveThis @myheels.invalid> wrote in
> news:VQoTk.4145$ev2.1229@newsfe12.iad:
>
>> Again, comments appreciated.
>>
>> Ole Jack Nossins, human male paladin of Melora 1
>>
>> STR 18
>> CON 12
>> DEX 10
>> INT 11
>> WIS 13
>> CHA 14
>
> I'd go with Str 18, Con 13, Dex 11, Int 10, Wis 14, Cha 12.
> Level-ups go into Str and Wis.
>
> That extra point of Wis will give you another use of Lay on Hands,
> another point of damage with your Holy Strike, and an extra marked
> target with your Piercing Smite.
>
> Also, putting the 13 into Con is a breakpoint. That extra point of
> Con increases your healing surge value.

You're right, that's a good observation. Thanks!

>> AT WILL POWERS
>> • Enfeebling Strike: +4 vs. AC, d10+2 damage; if you marked the
>> target, it is -2 to hit until the end of your next turn
>
> Chances are, you're not going to use this power very often. If you go
> with the paragon multiclassing route, you can swap it out for a
> warlord power at 11th.

Being a human, I had to choose 3. I liked this one more than Bolstering
Strike, because it makes the target -2 to hit against me or -4 against
someone else (when marked). Good times either way.

[snip]


> Try going with a longsword and heavy shield. A heavy shield gives
> you an extra +1 to AC and Reflex, and using a longsword instead of
> a flail gives you an extra +1 to hit at the cost of a little bit
> less damage. It's a worthwhile trade-off.
>
> -Ben Adams

I'll think about that. I like having a d10 for damage, but you make a
good point.

Thanks much.
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Benjamin Adams

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Since: Jun 12, 2005
Posts: 49



(Msg. 9) Posted: Thu Nov 20, 2008 10:59 pm
Post subject: Re: 4E - Paladin Build [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

My Conscience <thatdarnsocknipping RemoveThis @myheels.invalid> wrote in
news:mckVk.22824$ev2.1385@newsfe12.iad:

>>> AT WILL POWERS
>>> • Enfeebling Strike: +4 vs. AC, d10+2 damage; if you marked the
>>> target, it is -2 to hit until the end of your next turn
>>
>> Chances are, you're not going to use this power very often. If you
>> go with the paragon multiclassing route, you can swap it out for a
>> warlord power at 11th.
>
> Being a human, I had to choose 3. I liked this one more than
> Bolstering Strike, because it makes the target -2 to hit against me or
> -4 against someone else (when marked). Good times either way.

That's one reason why humans don't necessarily make the best paladins.

>> Try going with a longsword and heavy shield. A heavy shield gives
>> you an extra +1 to AC and Reflex, and using a longsword instead of
>> a flail gives you an extra +1 to hit at the cost of a little bit
>> less damage. It's a worthwhile trade-off.
>>
>> -Ben Adams
>
> I'll think about that. I like having a d10 for damage, but you make a
> good point.

You could also spend a feat on proficiency in the bastard sword.
Maybe at 2nd level.

-Ben Adams
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