PC: Arao

Newly-minted as a paladin of Pelor, Arao arrived in Sandpoint on his first mission, a routine pilgrimage to visit and help the local Pelor temple. Little did he know that the fortuitous timing of his presence would embroil him in the troubles of the town.

Arao, Dragonborn Paladin of Pelor 3

Hit Points 41
Bloodied 20
Healing Surge 12
Surges Per Day 12

Initiative +1
Action Points 1

Defenses
AC 22
Fortitude 15
Reflex 13
Will 15


Attacks
Melee Basic Attack: +7 (flaming battle axe +1) Damage: 1d10 + 4
Ranged Basic Attack: +6 (throwing hammer) Damage: 1d6 + 3


Racial Traits
Height: 6'2"
Weight:300 lb.
Size: Medium
Speed: 5 squares
Vision: Normal
Languages: Common, Draconic
Skill Bonuses: +2 History, +2 Intimidate
Dragonborn Fury: When you're bloodied, you gain a +1 racial bonus to attack rolls.
Draconic Heritage: Your healing surge value is equal to one-quarter of your maximum hit points + your Constitution modifier.
Dragon Breath: You can use dragon breath as an encounter power.

Class Features

Channel Divinity: Once per encounter you can invoke divine power, filling yourself with the might of your patron deity. With the divine might you invoke you can wield special powers, such as divine mettle and divine strength.
Regardless of how many different uses for Channel Divinity you know, you can use only one such ability per encounter. The special ability or power you invoke works just like your other powers.

Divine Challenge: The challenge of a paladin is filled with divine menace. You can use the divine challenge power to mark an enemy of your choice.
Lay on Hands: Using the lay on hands power, paladins can grant their comrades additional resilience with a touch of their hands and a short prayer, though they must give of their own strength to do so.


Feats

Dragonborn Senses [Dragonborn]
Prerequisite: Dragonborn
Benefit: You gain low-light vision.
You gain a +1 feat bonus to Perception checks.

Enlarged Dragon Breath [Dragonborn]
Prerequisites: Dragonborn, dragon breath racial power
Benefit: When you use your dragon breath power, you can choose to make it blast 5 instead of blast 3.

Skill (Ability)

Trained

Modifier

Acrobatics (Dex)

+0

Arcana (Int)

+1

Athletics (Str)

+2

Bluff (Cha)

+4

Diplomacy (Cha)

Yes

+9

Dungeoneering (Wis)

+3

Endurance (Con)

+1

Heal (Wis)

Yes

+8

History (Int)

+3

Insight (Wis)

Yes

+8

Intimidate (Cha)

+6

Nature (Wis)

+3

Perception (Wis)

+3

Religion (Int)

Yes

+6

Stealth (Dex)

-1

Street Wise (Cha)

+4

Thievery (Dex)

-1



Gear
Armor: Plate armor +2, light shield
Weapon: Flaming battle axe +1, Throwing Hammer.
Standard Adventurer's Kit
Holy Symbol
Gold: 10 gp


Ability
Score

Check
Modifier

Strength

16

+3

Constitution

14

+2

Dexterity

10

+0

Intelligence

10

+0

Wisdom

14

+2

Charisma

16

+3



At-will Powers

Divine Challenge Paladin Feature
You boldly confront a nearby enemy, searing it with divine light if it ignores your 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 6 the first time it makes an attack that doesn't include you as a target before the start of your next turn.
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 Paladin Feature
Your divine touch instantly heals wounds.
At-Will (Special) Divine, Healing
Special: You can use this power 2 times per day.
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.

Enfeebling Strike Paladin Attack 1
Your brutal weapon attack leaves your foe weakened.
At-Will Divine,Weapon
Standard Action Melee weapon
Target: One creature
Attack: +7 vs. AC
Hit: 1d10 + 4 damage. If you marked the target, it takes a –2 penalty to attack rolls until the end of your next turn.

Holy Strike Paladin Attack 1
You strike an enemy with your weapon, which ignites with holy light.
At-Will Divine, Radiant, Weapon
Standard Action Melee weapon
Target: One creature
Attack: +7 vs. AC
Hit: 1d10 + 4 radiant damage. If you marked the target, you gain a +2 bonus to the damage roll.


Encounter Powers

Dragon Breath Dragonborn Racial Power
As you open your mouth with a roar, the deadly power of your draconic kin blasts forth to engulf your foes.
Encounter Fire
Minor Action Close blast 3 or 5
Targets: All creatures in area
Attack: +6 vs. Reflex
Hit: 1d6 + 2 damage.

Channel Divinity: Divine Mettle Paladin Feature
Your unswerving faith in your deity empowers a nearby creature to resist a debilitating affliction.
Encounter Divine
Minor Action Close burst 10
Target: One creature in burst
Effect: The target makes a saving throw with a bonus equal to 3.

Channel Divinity: Divine Strength Paladin Feature
You petition your deity for the divine strength to lay low your
enemies.
Encounter Divine
Minor Action Personal
Effect: +3 extra damage on your next attack this turn.

Radiant Smite Paladin Attack 1
Your weapon glows with a pearly luminescence. Enemies shrink from its pure light, especially creatures of supernatural evil such as demons and devils.
Encounter Divine, Radiant, Weapon
Standard Action Melee weapon
Target: One creature
Attack: +7 vs. AC
Hit: 2d10 + 5 radiant damage.

Invigorating Smite Paladin Attack 3
When you hit an enemy with your weapon, you and your allies
suddenly feel invigorated by the divine power of your faith.
Encounter Divine, Healing, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Charisma vs. Will
Hit: 2[W] + Charisma modifier damage. If you are bloodied, you regain hit points equal to 5 + your Wisdom modifier. Bloodied allies within 5 squares of you also regain hit points equal to 5 + your Wisdom modifier.

Daily Power

Radiant Delirium Paladin Attack 1
You engulf your enemy in searing ribbons of radiance.
Daily Divine, Implement, Radiant
Standard Action Ranged 5
Target: One creature
Attack: +4 vs. Reflex
Hit: 3d8 + 3 radiant damage, and the target is dazed until the end of your next turn. In addition, the target takes a –2 penalty to AC (save ends).
Miss: Half damage, and the target is dazed until the end of your next turn.


Utility Power

Sacred Circle Paladin Utility 2
You trace a circle around you with your hand, and it quickly expands into a wide circle of faintly glowing runes that glows brightly and protects you and your close allies.
Daily Divine, Implement, Zone
Standard Action Close burst 3
Effect: The burst creates a zone that, until the end of the encounter, gives you and allies within it a +1 power bonus to AC.


Magic Items

Flaming Battle Axe +1
You can will this weapon to burst into flame.
Weapon: Battle Axe
Enhancement: +1 attack rolls and damage rolls
Critical: +1d6 fire damage per plus
Power (At-Will Fire): Free Action. All damage dealt by this weapon is fire damage. Another free action returns the damage to normal.
Power (Daily Fire): Free Action. Use this power when you hit with the weapon. Deal an extra 1d6 fire damage, and the target takes ongoing 5 fire damage (save ends).

Magic Plate Armor +2
A set of basic yet effective enchanted armor.
Armor: Plate armor
Enhancement: +2 AC

5 comments:

Chris Fox said...

fyi, my reflex defense is actually 13 when i'm wearing my shield. (+1 class, +1 int, +1 shield)

Miguel Enrico Gonzales said...

Yup. Made the changes. Thanks.

Chris Fox said...

also:
1) i think the amount of hp i gain from a healing surge is 9, coz of 1/4 hp (7) + CON mod (2).
2) my daily power On Pain of Death, should only have a +3 bonus coz it uses an implement (no bonus proficiency).

are these correct?

Chris Fox said...

oh and my speed should only be 5 coz of d chain mail (speed -1). tnx!

Chris Fox said...

LAY ON HANDS: "Invigorate, Morning Sun, Pelor's touch."
DIVINE METTLE: "Reject malady, In Pelor's name, Divine Mettle!"
ENFEEBLING STRIKE: "Wither the opposing darkness, Enfeebling Strike!"
RADIANT STRIKE: "Hearts aflame! Radiant Strike!"
RADIANT SMITE: "Flare, like the crimson dawn, Radiant Smite!"
RADIANT DELIRIUM: "Sear, like the midday sun, Radiant Delirium!"
SACRED CIRCLE: "Consecrate the land, Sol curtain, Sacred Circle!"