Thajocoth
2009-12-19, 06:34 PM
Let's say you're playing a 4e game, and your party has no Leader. It's possible to play like that, and I've done it before, but your DM decides to give the party a choice of three different DMPC Leaders.
Let's meet today's contestants!
Leader #1 is an Artificer who figures that, by taking surges from those with the most of them to fuel Healing Infusion, that the party will be able to handle more encounters in a day.
====== Created Using Wizards of the Coast D&D Character Builder ======
level 10
Deva, Artificer
FINAL ABILITY SCORES
Str 10, Con 11, Dex 8, Int 21, Wis 20, Cha 10.
STARTING ABILITY SCORES
Str 10, Con 11, Dex 8, Int 17, Wis 16, Cha 10.
AC: 25 Fort: 18 Reflex: 23 Will: 23
HP: 68 Surges: 6 Surge Value: 19
TRAINED SKILLS
Arcana +15, History +17, Dungeoneering +15, Heal +17, Thievery +9, Nature +15
UNTRAINED SKILLS
Acrobatics +4, Bluff +5, Diplomacy +5, Endurance +7, Insight +10, Intimidate +5, Perception +10, Religion +12, Stealth +4, Streetwise +5, Athletics +5
FEATS
Artificer: Ritual Caster
Level 1: Potent Restorables
Level 2: Mark of Healing
Level 4: Spirit Talker
Level 6: Mending Spirit
Level 8: Arcane Familiar
Level 10: Combat Medic
POWERS
Artificer at-will 1: Thundering Armor
Artificer at-will 1: Magic Weapon
Spirit Talker: Spirit's Shield
Artificer encounter 1: Shielding Cube
Artificer daily 1: Life-Tapping Darts
Artificer utility 2: Restorative Infusion
Artificer encounter 3: Altered Luck
Artificer daily 5: Corrosive Sigil
Artificer utility 6: Healing Reserve
Artificer encounter 7: Vampiric Weapons
Artificer daily 9: Lightning Motes
Artificer utility 10: Healing Figurine
ITEMS
Ritual Book, Healer's Brooch +2, Runic Javelin +2, Magic Drowmesh +3, Bracers of Respite (heroic tier), Gloves of Grace (heroic tier), Belt of Sacrifice (heroic tier), Adventurer's Kit, Climber's Kit, Potion of Healing (heroic tier)
RITUALS
Brew Potion, Disenchant Magic Item, Enchant Magic Item, Make Whole
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======
Leader #2 is a self sacrificing Cleric, who decides to bolster the force of their healing power, even if they take penalties for doing so.
====== Created Using Wizards of the Coast D&D Character Builder ======
level 10
Kalashtar, Cleric
Kalashtar: Heal Bonus
FINAL ABILITY SCORES
Str 10, Con 11, Dex 10, Int 8, Wis 21, Cha 20.
STARTING ABILITY SCORES
Str 10, Con 11, Dex 10, Int 8, Wis 17, Cha 16.
AC: 23 Fort: 17 Reflex: 17 Will: 24
HP: 68 Surges: 7 Surge Value: 17
TRAINED SKILLS
Religion +9, Diplomacy +15, Heal +19, Insight +17, Nature +15
UNTRAINED SKILLS
Acrobatics +4, Arcana +4, Bluff +10, Dungeoneering +10, Endurance +4, History +4, Intimidate +10, Perception +10, Stealth +4, Streetwise +10, Thievery +4, Athletics +4
FEATS
Cleric: Ritual Caster
Level 1: Healer's Implement
Level 2: Shielding Word
Level 4: Pacifist Healer
Level 6: Mark of Healing
Level 8: Spirit Talker
Level 10: Mending Spirit
POWERS
Channel Divinity: Healer's Mercy
Cleric at-will 1: Sacred Flame
Cleric at-will 1: Astral Seal
Spirit Talker: Spirit's Shield
Cleric encounter 1: Exacting Utterance
Cleric daily 1: Beacon of Hope
Cleric utility 2: Life Transference
Cleric encounter 3: Astral Flare
Cleric daily 5: Consecrated Ground
Cleric utility 6: Stream of Life
Cleric encounter 7: Zealous Sanction
Cleric daily 9: Rebuke Violence
Cleric utility 10: Word of Vigor
ITEMS
Ritual Book, Medic's Morningstar +2, Healer's Brooch +2, Adventurer's Kit, Climber's Kit, Symbol of the Holy Nimbus +2, Healer's Chainmail +2, Belt of Sacrifice (heroic tier), Bracers of Respite (heroic tier), Gloves of Grace (heroic tier), Potion of Healing (heroic tier)
RITUALS
Gentle Repose, Create Holy Water, Cure Disease
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======
Leader #3 is a Bard who figures that having more healing powers at the party's disposal will keep them alive the longest.
====== Created Using Wizards of the Coast D&D Character Builder ======
level 10
Kalashtar, Bard
Bardic Virtue: Virtue of Prescience
Kalashtar: Heal Bonus
FINAL ABILITY SCORES
Str 13, Con 11, Dex 8, Int 13, Wis 17, Cha 21.
STARTING ABILITY SCORES
Str 13, Con 11, Dex 8, Int 13, Wis 13, Cha 17.
AC: 27 Fort: 18 Reflex: 20 Will: 23
HP: 68 Surges: 7 Surge Value: 17
TRAINED SKILLS
Arcana +14, Insight +15, Diplomacy +15, Heal +17, Bluff +15, Nature +13, Religion +11, Endurance +9
UNTRAINED SKILLS
Acrobatics +4, Dungeoneering +9, History +7, Intimidate +11, Perception +9, Stealth +4, Streetwise +11, Thievery +4, Athletics +6
FEATS
Bard: Ritual Caster
Level 1: Spirit Talker
Level 2: Mending Spirit
Level 4: Initiate of the Faith
Level 6: Student of Battle
Level 8: Student of Artifice
Feat User Choice: Skill Focus (Arcana)
Level 10: Mark of Healing
POWERS
Bard at-will 1: Vicious Mockery
Bard at-will 1: Misdirected Mark
Spirit Talker: Spirit's Shield
Bard encounter 1: Prophetic Action
Bard daily 1: Stirring Shout
Bard utility 2: Healer's Gift
Bard encounter 3: Recitation of Foreknowledge
Bard daily 5: Vigorous Cadence
Bard utility 6: Swift Recovery
Bard encounter 7: Theft of Life
Bard daily 9: Saga of Vengeance
Bard utility 10: Word of Life
ITEMS
Ritual Book, Medic's Amulet +2, Adventurer's Kit, Climber's Kit, Doss Lute +2, Healer's Shield Light Shield (heroic tier), Magic Braidmail Armor +3, Bracers of Respite (heroic tier), Potion of Healing (heroic tier), Gloves of Grace (heroic tier)
RITUALS
Gentle Repose, Traveler's Chant
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======
A note on Leader #3, they received a free Skill Focus: Arcana for a house rule allowing a Multiclass Feat to grant a Skill Focus instead of a Skill Training if you can't use the Skill Training.
Let's meet today's contestants!
Leader #1 is an Artificer who figures that, by taking surges from those with the most of them to fuel Healing Infusion, that the party will be able to handle more encounters in a day.
====== Created Using Wizards of the Coast D&D Character Builder ======
level 10
Deva, Artificer
FINAL ABILITY SCORES
Str 10, Con 11, Dex 8, Int 21, Wis 20, Cha 10.
STARTING ABILITY SCORES
Str 10, Con 11, Dex 8, Int 17, Wis 16, Cha 10.
AC: 25 Fort: 18 Reflex: 23 Will: 23
HP: 68 Surges: 6 Surge Value: 19
TRAINED SKILLS
Arcana +15, History +17, Dungeoneering +15, Heal +17, Thievery +9, Nature +15
UNTRAINED SKILLS
Acrobatics +4, Bluff +5, Diplomacy +5, Endurance +7, Insight +10, Intimidate +5, Perception +10, Religion +12, Stealth +4, Streetwise +5, Athletics +5
FEATS
Artificer: Ritual Caster
Level 1: Potent Restorables
Level 2: Mark of Healing
Level 4: Spirit Talker
Level 6: Mending Spirit
Level 8: Arcane Familiar
Level 10: Combat Medic
POWERS
Artificer at-will 1: Thundering Armor
Artificer at-will 1: Magic Weapon
Spirit Talker: Spirit's Shield
Artificer encounter 1: Shielding Cube
Artificer daily 1: Life-Tapping Darts
Artificer utility 2: Restorative Infusion
Artificer encounter 3: Altered Luck
Artificer daily 5: Corrosive Sigil
Artificer utility 6: Healing Reserve
Artificer encounter 7: Vampiric Weapons
Artificer daily 9: Lightning Motes
Artificer utility 10: Healing Figurine
ITEMS
Ritual Book, Healer's Brooch +2, Runic Javelin +2, Magic Drowmesh +3, Bracers of Respite (heroic tier), Gloves of Grace (heroic tier), Belt of Sacrifice (heroic tier), Adventurer's Kit, Climber's Kit, Potion of Healing (heroic tier)
RITUALS
Brew Potion, Disenchant Magic Item, Enchant Magic Item, Make Whole
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======
Leader #2 is a self sacrificing Cleric, who decides to bolster the force of their healing power, even if they take penalties for doing so.
====== Created Using Wizards of the Coast D&D Character Builder ======
level 10
Kalashtar, Cleric
Kalashtar: Heal Bonus
FINAL ABILITY SCORES
Str 10, Con 11, Dex 10, Int 8, Wis 21, Cha 20.
STARTING ABILITY SCORES
Str 10, Con 11, Dex 10, Int 8, Wis 17, Cha 16.
AC: 23 Fort: 17 Reflex: 17 Will: 24
HP: 68 Surges: 7 Surge Value: 17
TRAINED SKILLS
Religion +9, Diplomacy +15, Heal +19, Insight +17, Nature +15
UNTRAINED SKILLS
Acrobatics +4, Arcana +4, Bluff +10, Dungeoneering +10, Endurance +4, History +4, Intimidate +10, Perception +10, Stealth +4, Streetwise +10, Thievery +4, Athletics +4
FEATS
Cleric: Ritual Caster
Level 1: Healer's Implement
Level 2: Shielding Word
Level 4: Pacifist Healer
Level 6: Mark of Healing
Level 8: Spirit Talker
Level 10: Mending Spirit
POWERS
Channel Divinity: Healer's Mercy
Cleric at-will 1: Sacred Flame
Cleric at-will 1: Astral Seal
Spirit Talker: Spirit's Shield
Cleric encounter 1: Exacting Utterance
Cleric daily 1: Beacon of Hope
Cleric utility 2: Life Transference
Cleric encounter 3: Astral Flare
Cleric daily 5: Consecrated Ground
Cleric utility 6: Stream of Life
Cleric encounter 7: Zealous Sanction
Cleric daily 9: Rebuke Violence
Cleric utility 10: Word of Vigor
ITEMS
Ritual Book, Medic's Morningstar +2, Healer's Brooch +2, Adventurer's Kit, Climber's Kit, Symbol of the Holy Nimbus +2, Healer's Chainmail +2, Belt of Sacrifice (heroic tier), Bracers of Respite (heroic tier), Gloves of Grace (heroic tier), Potion of Healing (heroic tier)
RITUALS
Gentle Repose, Create Holy Water, Cure Disease
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======
Leader #3 is a Bard who figures that having more healing powers at the party's disposal will keep them alive the longest.
====== Created Using Wizards of the Coast D&D Character Builder ======
level 10
Kalashtar, Bard
Bardic Virtue: Virtue of Prescience
Kalashtar: Heal Bonus
FINAL ABILITY SCORES
Str 13, Con 11, Dex 8, Int 13, Wis 17, Cha 21.
STARTING ABILITY SCORES
Str 13, Con 11, Dex 8, Int 13, Wis 13, Cha 17.
AC: 27 Fort: 18 Reflex: 20 Will: 23
HP: 68 Surges: 7 Surge Value: 17
TRAINED SKILLS
Arcana +14, Insight +15, Diplomacy +15, Heal +17, Bluff +15, Nature +13, Religion +11, Endurance +9
UNTRAINED SKILLS
Acrobatics +4, Dungeoneering +9, History +7, Intimidate +11, Perception +9, Stealth +4, Streetwise +11, Thievery +4, Athletics +6
FEATS
Bard: Ritual Caster
Level 1: Spirit Talker
Level 2: Mending Spirit
Level 4: Initiate of the Faith
Level 6: Student of Battle
Level 8: Student of Artifice
Feat User Choice: Skill Focus (Arcana)
Level 10: Mark of Healing
POWERS
Bard at-will 1: Vicious Mockery
Bard at-will 1: Misdirected Mark
Spirit Talker: Spirit's Shield
Bard encounter 1: Prophetic Action
Bard daily 1: Stirring Shout
Bard utility 2: Healer's Gift
Bard encounter 3: Recitation of Foreknowledge
Bard daily 5: Vigorous Cadence
Bard utility 6: Swift Recovery
Bard encounter 7: Theft of Life
Bard daily 9: Saga of Vengeance
Bard utility 10: Word of Life
ITEMS
Ritual Book, Medic's Amulet +2, Adventurer's Kit, Climber's Kit, Doss Lute +2, Healer's Shield Light Shield (heroic tier), Magic Braidmail Armor +3, Bracers of Respite (heroic tier), Potion of Healing (heroic tier), Gloves of Grace (heroic tier)
RITUALS
Gentle Repose, Traveler's Chant
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======
A note on Leader #3, they received a free Skill Focus: Arcana for a house rule allowing a Multiclass Feat to grant a Skill Focus instead of a Skill Training if you can't use the Skill Training.