joiedecombat (
joiedecombat) wrote2009-07-17 01:50 pm
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4e Paladin character stuff
This is for
damnedmage:
Name: Clare
Race: human
Class: paladin
Role: defender, power source: divine
Abilities:
Str 16, Con 12, Dex 11 (+2 human bonus for a total of 13), Int 10, Wis 13, Cha 14
modifiers for above: +3, +1, +1, +0, +1, +2
HP at 1st level: 15 + Con score = 27
Healing surges per day: 10 + Con mod = 11
skills: religion, three more from paladin list: diplomacy, history, endurance +1 more for human bonus: insight
Class features: channel divinity (divine mettle, divine strength), divine challenge, lay on hands
Feats: quick draw, weapon focus: heavy blades (or whatever covers the longsword)
2 at-will powers: bolstering strike, enfeebling strike +1 for human bonus: valiant strike
1 encounter power: shielding smite
1 daily power: on pain of death
skills: religion, three more from paladin list: diplomacy, history, endurance +1 more for human bonus: insight
Armor proficiencies: cloth, leather, hide, chain mail, scale, plate; light shield, heavy shield
Weapon proficiencies: simple melee, military melee, simple ranged
Implements: holy symbol
Equipment:
clothes
scale armor: armor bonus +7, check 0, speed -1, price 45 gp, weight 45lb
light shield: shield bonus +1, price 5 gp, weight 6lb
longsword: prof +3, damage 1d8, price 15 gp, weight 4lb, group: heavy blade, properties: versatile
longspear: prof +2, damage 1d10, price 10gp, weight 9lb, group: polearm, spear, properties: reach
standard adventurer’s kit: price 15gp, weight 33lb, contains the following: backpack, bedroll, flint and steel, beltpouch, 10 days trail rations, 50 feet hempen rope, 2 sunrods, 1 waterskin
holy symbol: 10gp, weight: 1lb
Hopefully I am not Doing It Wrong, but I'm sure someone will let me know.
There is also a picture but that will have to wait until I am home.
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Name: Clare
Race: human
Class: paladin
Role: defender, power source: divine
Abilities:
Str 16, Con 12, Dex 11 (+2 human bonus for a total of 13), Int 10, Wis 13, Cha 14
modifiers for above: +3, +1, +1, +0, +1, +2
HP at 1st level: 15 + Con score = 27
Healing surges per day: 10 + Con mod = 11
skills: religion, three more from paladin list: diplomacy, history, endurance +1 more for human bonus: insight
Class features: channel divinity (divine mettle, divine strength), divine challenge, lay on hands
Feats: quick draw, weapon focus: heavy blades (or whatever covers the longsword)
2 at-will powers: bolstering strike, enfeebling strike +1 for human bonus: valiant strike
1 encounter power: shielding smite
1 daily power: on pain of death
skills: religion, three more from paladin list: diplomacy, history, endurance +1 more for human bonus: insight
Armor proficiencies: cloth, leather, hide, chain mail, scale, plate; light shield, heavy shield
Weapon proficiencies: simple melee, military melee, simple ranged
Implements: holy symbol
Equipment:
clothes
scale armor: armor bonus +7, check 0, speed -1, price 45 gp, weight 45lb
light shield: shield bonus +1, price 5 gp, weight 6lb
longsword: prof +3, damage 1d8, price 15 gp, weight 4lb, group: heavy blade, properties: versatile
longspear: prof +2, damage 1d10, price 10gp, weight 9lb, group: polearm, spear, properties: reach
standard adventurer’s kit: price 15gp, weight 33lb, contains the following: backpack, bedroll, flint and steel, beltpouch, 10 days trail rations, 50 feet hempen rope, 2 sunrods, 1 waterskin
holy symbol: 10gp, weight: 1lb
Hopefully I am not Doing It Wrong, but I'm sure someone will let me know.
There is also a picture but that will have to wait until I am home.
no subject
Nah, but I am wondering what the 13 DEX is for. Is that a prereq for Quick Draw? I haven't done much with pallies since I cooked up a sample level 1, but I know that 4e is much less with the multiple-ability dependency, and that people very strongly recommend having a starting 18 in your attack stat, even with a +3 prof weapon. You don't even have an 8 in anything. I'm guessing the 10 INT is for roleplay purposes?
Long and short, it's not optimal, but it's playable. It's hard to make a ZOMGFAIL character in 4e.
no subject
As for not having any 8s, I have a knee-jerk allergy to negative ability modifiers. But I am not by any means used to putting together character sheets in general so I'm open to suggestions.
no subject
I'm also kinda eyeing your armor. There may well be a reason, but I'm not immediately seeing why a paladin would wear scale when zie gets plate proficiency for free. Similarly, why a light shield when you could carry a heavy for +1 to two defenses? Is it to keep the hand free? If it's for your holy symbol, fear not; you don't have to hold a holy symbol to cast through it. You can wear it like a pendant, or emblazoned on your armor, or etc.
If you're really opposed to having 8 INT, that's perfectly all right. I'd probably bump mine to 10 if I didn't want to play someone for whom the penny does not drop quite so quickly. As it is, 8 INT is generally considered as being a C- or D student, as opposed to 10's B or B-. It's not exactly Forrest Gump territory, but I can see why one might want to pad it up.
Also, depending on when your group is going to roll, you might have time to wait until Divine Power comes out. It should be here in about three days and is expected to turn the divine classes upside-down and seriously sex up the pally.
no subject
As far as the armor, the choices there were largely constrained by starting cost. I'll certainly replace it as I go along.
no subject
Anyway, happy smiting! :)