Colmarr
2008-07-07, 07:56 PM
We're about to start a new 4e campaign based in the forgotten realms (Dalelands to be specific), and I've decided to go with a melee cleric. The rest of the group will be fighter (dwarf), wizard and likely warlock.
Race: Human
This is a personal choice. I know that human isn't the best race for clerics, but the character I envisioned was a human, so this build is for a human.
Ability Scores: Str 18 Con 12 Dex 13 Int 8 Wis 14 Cha 13
Strength 18 is an obvious choice for a melee cleric.
Con 12 is good for the extra hp and healing surge, but is there mainly so that the character automatically qualifies for Armour proficiency (scale) at level 11.
Dex 13 would ordinarily be a little odd but in this case paves the way for Blade Opportunist, Heavy Blade Opportunist, and Heavy Blade Mastery as the character progresses.
Wis 14 is there so that the human bonus at-will is not completely useless until WotC comes up with another Cleric Str at-will, but also because of the bonus to heals.
Defences: AC 17, Fort 15, Ref 13, Fort 15
HP: 24, bloodied 12. Healing surges 8/day; 6 hp
Skills: Diplomacy +6, Heal +7, History +4, Insight +7, Religion +4
Feats: Weapon Proficiency (Bastard Sword), Shield Proficiency (Light)
The character is intended as a cleric of the FR battle deity (which I assume will be Tempus). As such he needs to wield a sword, and if you're going to take a feat to wield a sword it might as well be the biggest one you can get.
The shield proficiency is there because the character will be one of only 2 meleers in our group, so he needs his AC to be respectable. The fact that it also helps his lowest defence is just dandy.
At-will powers: Righteous Brand, Priest's Shield, Sacred Flame.
Righteous Brand and Priest's shield are obvious picks for a melee cleric. I went with Sacred Flame over Lance of Faith because I'll be sticking to my melee powers unless an "emergency" arises. The temporary hp and save from Sacred Flame seem to me more likely to help in an emergency, especially if I save my action point so that I can try twice to get the effect I want.
Encounter power: Healing Strike
I'm the only healer in the group and I'm not sure 2 healing words will be enough. The ability to toss in an extra healing surge on top of bonus damage fits neatly with the role this character needs to play.
Daily power: Avenging Flame
It's a strength-based power that causes ongoing damage unless the enemy stops attacking for a round or more. What's not to like?
Comments?
Race: Human
This is a personal choice. I know that human isn't the best race for clerics, but the character I envisioned was a human, so this build is for a human.
Ability Scores: Str 18 Con 12 Dex 13 Int 8 Wis 14 Cha 13
Strength 18 is an obvious choice for a melee cleric.
Con 12 is good for the extra hp and healing surge, but is there mainly so that the character automatically qualifies for Armour proficiency (scale) at level 11.
Dex 13 would ordinarily be a little odd but in this case paves the way for Blade Opportunist, Heavy Blade Opportunist, and Heavy Blade Mastery as the character progresses.
Wis 14 is there so that the human bonus at-will is not completely useless until WotC comes up with another Cleric Str at-will, but also because of the bonus to heals.
Defences: AC 17, Fort 15, Ref 13, Fort 15
HP: 24, bloodied 12. Healing surges 8/day; 6 hp
Skills: Diplomacy +6, Heal +7, History +4, Insight +7, Religion +4
Feats: Weapon Proficiency (Bastard Sword), Shield Proficiency (Light)
The character is intended as a cleric of the FR battle deity (which I assume will be Tempus). As such he needs to wield a sword, and if you're going to take a feat to wield a sword it might as well be the biggest one you can get.
The shield proficiency is there because the character will be one of only 2 meleers in our group, so he needs his AC to be respectable. The fact that it also helps his lowest defence is just dandy.
At-will powers: Righteous Brand, Priest's Shield, Sacred Flame.
Righteous Brand and Priest's shield are obvious picks for a melee cleric. I went with Sacred Flame over Lance of Faith because I'll be sticking to my melee powers unless an "emergency" arises. The temporary hp and save from Sacred Flame seem to me more likely to help in an emergency, especially if I save my action point so that I can try twice to get the effect I want.
Encounter power: Healing Strike
I'm the only healer in the group and I'm not sure 2 healing words will be enough. The ability to toss in an extra healing surge on top of bonus damage fits neatly with the role this character needs to play.
Daily power: Avenging Flame
It's a strength-based power that causes ongoing damage unless the enemy stops attacking for a round or more. What's not to like?
Comments?