Brigham
2008-08-26, 09:05 PM
I'm looking for some help in fine tuning this cleric build. Some of the powers seem redundant or out of place, but I can't really come up with alternatives. So far we have a ranger, paladin, and cleric (me), and we should be picking up two more players (defender and magic users, most likely).
Dwarf Cleric 2
This is part of a storyline that another player introduced. The cleric and paladin are twins adventuring together. We hope to build a good synergy off of the two. The roll of this Cleric is pretty much straight buff, no real damage.
Ability Scores: str 12, con 14, dex 10, int 10, wis 19, cha 11
Originally, the str and cha scores were switched, but this cleric really has no use for cha, at least not a Cha bonus of 1. The Dwarf bonuses are added in already. These stats are rolled.
Attack: +6 wisdom based, +5 melee
Defense: AC 18, Fort 14, Ref 12, Will 18
The AC 18 seems the best I can do (+1 curseforged). I also have an amulet of protection +1 which boosts each of the remaining defenses. For Monsters, reflex based attacks are the most common after AC -- anyway I can improved that Ref 12?
Feats: Skill Focus (heal), Skill Training: Perception
Skills: Heal +13, Insight +10, Perception +10, Diplomacy +7, Dungeoneering +7, Religion +6
I could definitely use help with feats. Feats were difficult mainly because I didn't qualify for anything.
The Skill Focus makes heal checks viable in combat situations (stabilizing the dying-- I only need to roll a 2). Skill Train: Perception is kind of a place holder unless I can't find anything better.
At-will: Lance of Faith, Sacred Flame
Lance of Faith to administer a +2 to attack (usually goes to the Paladin). Sacred Flame to allow a saving throw.
Encounter: Divine Glow
Again with the buffing attacks.
Daily: Beacon of Hope, Bless
Beacon of Hope coupled with my implement ability (Symbol of Life) and a Healing Word should reset everyone's hp late in the encounter.
Equipment: Symbol of Life, Curseforged Armor, Amulet of Protection, Warhammer
All +1 items. Symbol of Life has a daily that adds to each healing for the duration of an encounter. Curseforged administers to one creature a penalty to attacks (save ends, must save twice- think "persist" from MtG). Warhammer is simple +1 Magic.
I think that's everything. Basic mechanical idea is do just a little damage while buffing the other characters. Avoids melee for the most part, but helps out with flanking occasionally. Any constructive thoughts are welcome.
Dwarf Cleric 2
This is part of a storyline that another player introduced. The cleric and paladin are twins adventuring together. We hope to build a good synergy off of the two. The roll of this Cleric is pretty much straight buff, no real damage.
Ability Scores: str 12, con 14, dex 10, int 10, wis 19, cha 11
Originally, the str and cha scores were switched, but this cleric really has no use for cha, at least not a Cha bonus of 1. The Dwarf bonuses are added in already. These stats are rolled.
Attack: +6 wisdom based, +5 melee
Defense: AC 18, Fort 14, Ref 12, Will 18
The AC 18 seems the best I can do (+1 curseforged). I also have an amulet of protection +1 which boosts each of the remaining defenses. For Monsters, reflex based attacks are the most common after AC -- anyway I can improved that Ref 12?
Feats: Skill Focus (heal), Skill Training: Perception
Skills: Heal +13, Insight +10, Perception +10, Diplomacy +7, Dungeoneering +7, Religion +6
I could definitely use help with feats. Feats were difficult mainly because I didn't qualify for anything.
The Skill Focus makes heal checks viable in combat situations (stabilizing the dying-- I only need to roll a 2). Skill Train: Perception is kind of a place holder unless I can't find anything better.
At-will: Lance of Faith, Sacred Flame
Lance of Faith to administer a +2 to attack (usually goes to the Paladin). Sacred Flame to allow a saving throw.
Encounter: Divine Glow
Again with the buffing attacks.
Daily: Beacon of Hope, Bless
Beacon of Hope coupled with my implement ability (Symbol of Life) and a Healing Word should reset everyone's hp late in the encounter.
Equipment: Symbol of Life, Curseforged Armor, Amulet of Protection, Warhammer
All +1 items. Symbol of Life has a daily that adds to each healing for the duration of an encounter. Curseforged administers to one creature a penalty to attacks (save ends, must save twice- think "persist" from MtG). Warhammer is simple +1 Magic.
I think that's everything. Basic mechanical idea is do just a little damage while buffing the other characters. Avoids melee for the most part, but helps out with flanking occasionally. Any constructive thoughts are welcome.