Dido
UGLY: 1



Dido Underbough, level 7 Halfling Paladin of Bahamut and Moradin
Age: 21, Height: 4' 1", Weight: 86 lb.
Initiative +4, Perception 14, Insight 19, normal vision

Bold: +5 racial bonus to saving throws against fear.

Divine Sanction: Enemy marked with this takes 3+Cha mod (4) radiant dmg when they use an attack that doesn't include Dido as a target.

HP 61; Bloodied 30; Surges 10; value: 15
AC 26; Fortitude 18, Reflex 18; Will 19
(AC is 28 when adjacent to two or more enemies that are larger than Dido.)
(+2 item bonus to AC v enemies Dido has hit until end of Dido's next turn)
Speed 5
[M] Basic Melee (Standard; At-Will) * Basic Melee
Weapon
Throwing Hammer: +10 vs. AC; 1d6+5 dmg.
(Longsword): +11 vs. AC; 1d8+5 dmg.
[M] Ardent Strike (Standard; At-Will) * Melee Weapon
Divine, Weapon
+11 vs. AC; 1d6+5 dmg and the target is subject to your divine sanction until the end of your next turn.
Special: When charging, you can use this power in place of a melee basic attack.
[M] Valiant Strike (Standard; At-Will) * Melee Weapon
Divine, Weapon
+10 + 1 per enemy adjacent to you vs. AC; 1d6+5 dmg.
Power of Protection: One ally withing 5 squares of you gains a +1 power bonus to all defenses until the end of your next turn.
[C] Divine Challenge (Minor; At-Will) * Close Burst 5
Divine, Radiant
Target: One creature in burst
Effect: 3 + cha mod (4) radiant dmg to target first time it makes an attack that doesn't include Dido as a target. In order for this mark to take place, Dido must either attack the target or end his turn adjacent to it.
[P] Second Chance (Immediate Interrupt; Encounter) * Personal
(No keywords)
Trigger: An attack hits Dido.
Effect: Force the enemy to re-roll the attack. They must use the new roll even if it's lower.
Rigged Chance: If the triggering attack still hits you, you regain the use of this power. This only works once per encounter for a total of two uses of the Second Chance power.
[M] Valorous Smite (Standard; Encounter) * Melee Weapon
Divine, Weapon
+11 vs. AC; 2d6+6 dmg. Each enemy in 3 squares is subject to your divine sanction until the end of your next turn.
[C] Strength from Valor (Standard; Encounter) * Close Burst 1
Divine, Weapon
+10 vs. Fort; 1d6+5 dmg. Gain 5 temporary HP for each target hit.
[M] Resurgent Smite (Standard; Encounter) * Melee Weapon
Divine, Healing, Weapon
+11 vs. Fort; 2d6+6 dmg and an ally within 5 squares of you can spend a healing surge. If the attack deals at least 20 dmg, the ally gains additional hit points equal to twice your wis mod (1x2=2)
[C] Call of Challenge (Minor; Encounter) * Close Burst 3
Divine
Effect: Enemies in burst are subject to your divine sanction.
[C] Divine Mettle (Minor; Encounter) * Close Burst 10
Divine
Target: One creature in burst
Effect: The target makes a saving throw with a bonus equal to your charisma modifier (4).
Channel Divinity: You can use only one channel divinity power per encounter.
[P] Divine Strength (Minor; Encounter) * Personal
Divine
Effect: Apply your strength modifier (3) as extra damage on your next attack this turn.
Channel Divinity: You can use only one channel divinity power per encounter.
[P] Armor of Bahamut (Immediate Interrupt; Encounter) * Ranged 5
Divine
Trigger: An enemy scores a critical hit on you or an ally.
Effect: Turn the critical hit within 5 squares of you into a normal hit.
Channel Divinity: You can use only one channel divinity power per encounter.
[M] Majestic Halo (Standard; Daily) * Melee Weapon
Divine, Radiant, Weapon
+11 vs. AC; 3d6+6 radiant dmg.
Miss: half damage.
Effect: Until the end of the encounter, any enemy that starts its turn adjacent to you is subject to your divine sanction until the end of its turn.
[C] Hallowed Circle (Standard; Daily) * Close Burst 3
Divine, Implement, Zone
+7 vs. Ref; 2d6+4 dmg.
Effect: The burst creates a zone of bright light that lasts until the end of the encounter. You and your allies gain a +1 power bonus to all defenses while within the zone.
[C] Wrath of the Gods (Minor; Daily) * Close Burst 1
Divine
Targets: You and each ally in burst
Effect: The targets add your cha mod (4) to damage rolls until the end of the encounter.
Alignment: Lawful Good; Languages: Common, Draconic
(* = Trained in that skill)
2 Acrobatics, 3 Arcana, 7 Athletics*, 7 Bluff, 12 Diplomacy*,
4 Dungeoneering, 4 Endurance*, 6 Heal, 3 History, 4 Insight, 12 Intimidate*,
4 Nature, 4 Perception, 8 Religion*, 0 Stealth, 7 Streetwise, 2 Thievery
Str 17(3) Dex 12(1) Wis 12(1)
Con 10(0) Int 10(0) Cha 19(4)
Equipment: Staggering Throwing Hammer +1 (Crit: +1d6 dmg and target is knocked prone), Versatile Plate Armor +1, Amulet of Protection +1, Floating Heavy Shield, S.A.K.


Achievement Unlocked: Aecris

Feats:
01) Skill Training (Athletics)
02) Power of Protection
04) Lost in the Crowd (+2 to AC when adjacent to two or more enemies larger than you.)
06) Armor of Bahamut (Enc: Turn a crit into a normal hit)

BG bonus: Crusading Zealot
+1 to save throws until you fail a save throw. Then the bonus is gone until you rest.

Character description/personality:
Dido is standard halfling height at just over 4' tall. He has blond, straight hair that he keeps combed mostly to the side (Kinda like Denis the Menace). He is built, but tends to hide his musculature with all the armor he wears. // Dido tends to be a protective sort, believing he should be hurt before anyone else. He also has a touch of ego that tells him only HE is tough enough to actually take punishment, not allowing him to admit to pain, such as saying "ouch" or other such whiny-baby words. As such, even when another tough guy is in the party, Dido will be protective of that person. To add to this mentality further (concerning Kitau and/or Callie), Dido is of the opinion men should protect women. Period. Not quite to where he expects a male wizard to step in and take a hit for the female tank, but he would have loads of respect for such a man. Finally, Dido is very set in his ways. This includes his ego and his sense of duty. If someone else tries to step in to do his job for him, he feels like someone is trying to rob him of his purpose in life and will fight to keep his position in life in his mind. A good example of this is when Kitau tried to be the one to take the holy sword of a dead paladin of Bahamut to redeem it when Dido felt it was HIS duty as a paladin of Bahamut to redeem it. Add to that Kitau is a girl, hates the gods, and generally has a murderous attitude and Dido felt like Kitau was saying a godless, angry girl out for vengeance was better at redeeming holy relics than the genuine paladin. In reality, the group, Kitau included, just thought Kitau was a better choice for more practical reasons. While this issue was resolved to Dido's satisfaction (which was nothing short of "Dido must wield the blade"), it was clear that Dido could very well have halted progress because of his stubborn beliefs. Of course, such stubbornness aids him in being fiercely loyal to his friends and believing it his sworn and holy duty to protect them at all personal cost.

Combat tactics:
Pay. Attention. To ME!! Dido has many ways of forcing enemies to turn their eyes away from Dido's allies and onto Dido. That is the extent of his main tactics. So long as he can draw attention, he's happy to do whatever anyone else or he comes up with from there.

Character background:
Dido grew up in a standard, quiet, halfling village. But he was always athletic, even from early childhood. Always active in physical sports and usually aggressive. Whenever someone asserted themselves on others in a bullying way, Dido would step in to avert the attention to himself, even when outmatched. But by his teens, there was no such thing as him being outmatched. Dido had wonderful, loving parents with strict code. When Dido learned there were bigger, meaner bullies, who would kill people just to steal, he swore he had to become something bigger and better to go and hunt these vile villains down to protect people from such evil. After some fervent prayers to the gods, Dido was soon answered with a paladin visiting Dido's home town. The paladin sought out Dido and trained him to become a paladin, saying he was sent by the Platinum Dragon. Dido's town was near a dwarven settlement, so Dido went there first thing after graduating Paladin training. He found the dwarves, while they could handle themselves, had the kind of problems Dido heard about. After learning of the dwarf god Moradin, and how close to Dido's AND Bahamut's beliefs he is, Dido decided to recieve additional training under a dwarven paladin, just so he would have the blessing of both gods. He received it, along with loads of respect from the dwarves. The dwarves then sent him out to Fallcrest, saying they had heard those people had some serious problems and could use Dido's help. Thus began his life as a paladin of Bahamut and Moradin.

Over his lifetime, Dido has gained a number of "earned" names as per halfling culture. The earned names include: Dido Lion-Heart (For his courage, never caring the size or status of who he stood up to), Dido Stout-Foot (While Dido does have somewhat big feet, this name was earned due to how hard it was for anyone to knock him down. Some called him Dwarf-Foot instead), Dido Honor-Mind (Dido had a strict sense of honor and was always honor-minded. Sometimes, to people's annoyance. Sometimes to people's glee. But always, causing Dido to be reliable), and Dido Swift-Taunt (Dido always had a talent at coming up with halfway decent taunts on the fly. Better than "Your mamma" anyway).


====== Created Using Wizards of the Coast D&D Character Builder ======
Dido, level 2
Halfling, Paladin
Background: Crusading Zealot (Crusading Zealot Benefit)

FINAL ABILITY SCORES
Str 16, Con 10, Dex 12, Int 10, Wis 12, Cha 18.

STARTING ABILITY SCORES
Str 16, Con 10, Dex 10, Int 10, Wis 12, Cha 16.


AC: 22 Fort: 16 Reflex: 16 Will: 17
HP: 31 Surges: 10 Surge Value: 7

TRAINED SKILLS
Religion +6, Intimidate +10, Insight +7, Endurance +2

UNTRAINED SKILLS
Acrobatics, Arcana +1, Bluff +5, Diplomacy +5, Dungeoneering +2, Heal +4, History +1, Nature +2, Perception +2, Stealth -2, Streetwise +5, Thievery, Athletics

FEATS
Level 1: Blessed Scoundrel
Level 2: Power of Protection

POWERS
Lay on Hands: Lay on Hands
Paladin at-will 1: Ardent Strike
Paladin at-will 1: Valiant Strike
Paladin encounter 1: Valorous Smite
Paladin daily 1: Majestic Halo
Paladin utility 2: Call of Challenge

ITEMS
Adventurer's Kit, Whiteflame Plate Armor +1, Staggering Throwing hammer +1, Amulet of Protection +1, Floating Shield Heavy Shield (heroic tier)
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