I need a 4Cleric

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Koumei
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I need a 4Cleric

Post by Koumei »

Okay, I can't be arsed downloading the books and errata, and I know there are people here who actually still do follow 4E.

I was invited into a trolling exercise, that requires the creation of a character sheet, but won't actually result in a game of 4E. I said I'd play the "Human Cleric who adds their Strength to everyone else's attacks".

Sure, it's probably been nerfed in the patchnotes. But could one of the 4E-proficient people here make the character for me? More or less all other choices are completely up to you, but we're looking at Buffy the Vampire Buffer, not Healing or Frikkin Lasers as the primary shtick.

Thanks!
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Winnah
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Post by Winnah »

Tony Robbins

Human Cleric

Deity: Needs Skill domain. Core gods that grant this are Kord and Bane.

Level 1

Str 16(18 with racial boost), Dex 13, Con 14, Int 8, Wis 13, Cha 12


Armour Class 16

Fortitude 16, Reflex 12, Will 14


Hit points: 26
Healing surges: 9
Healing surge value: 7 (or 6 if you round down, I forget)


Skills: Religion +6, Diplomacy +8, History +6, Insight +7


Feats:

Power of Skill. Grants +2 to trained skills and turns Righteous Brand into a basic attack. This is important if you want to use it for an Attack of opportunity, at the end of a charge or someone else gives your character an attack.

Fullblade proficiency. Or weapon expertise. Whatever.


At Will Powers:

Righteous Brand. You want the original version from the PHB. When you hit, you grant an ally a power bonus to hit the target equal to your 5trength mod.

+7 vs. AC. 1d12 + 4, ally within 5 square gets +4 power bonus to attack the target until the end of your next turn. High crit, +1d12 damage on a critical hit. Counts as Basic Attack.


Other at will powers are irrelevant, but just in case...

Recovery strike. Like Righteous brand, but not a Basic Attack. Instead of the attack bonus, an ally that strikes the target heals 2hp (charisma mod)
Priests shield. As above, but grants you and adjacent ally a +1 bonus to defences instead of healing.

Encounter Powers:

Healing strike.

+7 vs. AC. 2d12 +4 radiant damage. Target is Marked (-2 to attack anyone but you). You or an ally within 5 squarres can spend a healing surge. +1d12 damage oncritical hit.


Healing word. Minor action.
Grant target within 5 squares ability to spend healing surge. They get +1d6+1 hp back. Can use twice per encounter.


Channel divinity. Your choice of Turn Undead or Divine Fortune. Divine fortune is minor action to gain +1 to hit.


Daily Power:

Avenging Flame.

+7 vs AC. 2d12 +4 fire damage. Target takes ongoing 5 fire damage (save ends). If target attacks you, it can't make a saving throw. +1d12 on a critical hit.


Other notes:

Healers lore. Every time you heal someone, they get an extra 1 hp (wisdom mod).

Ritual caster. You have a ritual book with Gentle Repose in it. Permenantly spend money to preserve a corpse...I'd suggest selling the free ritual book before the game starts.


Gear:

Fullblade.

Chainmail.

Adventurers kit.

Ritual book.


Not great. Could do with some polishing. Should provide a baseline to optimise/tinker with.

Sources. PHB. Adventurers Vault. Divine Power. I am ashamed to admit I spent good money on these books.
Lago PARANOIA
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Post by Lago PARANOIA »

Koumei wrote:I was invited into a trolling exercise, that requires the creation of a character sheet, but won't actually result in a game of 4E. I said I'd play the "Human Cleric who adds their Strength to everyone else's attacks".
Are you playing with or without errata? Because that concept is totally impossible to play with errata and moreover if you decided to go without you'll have people going (with some justification) that your build is not a true Scotsman.

Not to say that all is lost, though. If you can get the Power of Moon domain you can add an additional -2 defense penalty for a round (for all attacks, not just the Righteous Brand one) so instead people will 'just' add +5 to attack rolls for a round since RB only gives a +3 to all attack rolls any more. I strongly recommend the Power of Skill, too, but there are no deities in Eberron, Greyhawk, Ninter Vale, or Forgotten Realms that have this combination. It's legal by the rules (you're allowed to worship as many deities as you wish and cobble together a combination of what you want) but will be considered a houserule by the character builder and a lot of DMs go by that rather than the actual rules.

Your first level daily is Moment of Glory from Divine Power. That's not negotiable. It gives the entire party DR 5 for the rest of the encounter at low level, which will turn most encounters in heroic tier into a joke. For your encounter power you should take Mighty Hew (it's a Dragon power, though) if you don't mind spamming Righteous Brand repeatedly and you're okay on the healing front. If not, take up Healing Strike.

Most importantly to the build however is that you want that Dragon #404 article that beefs STR-clerics way the hell up. At the cost of giving up Healer's Lore (which is VERY power in an unerrata'd game if you have the WIS for it) you get a +2 shield bonus for wearing heavy armor and you get scale proficiency for free. Plus if you're using that article you also have the option of having a channel divinity power that will give you or an ally a reroll on their next attack as a minor action. For free. You'll probably end up using Healer's Mercy instead, especially at low levels, but it's still a great thing to have in your corner pocket.
Last edited by Lago PARANOIA on Sun Nov 27, 2011 4:20 pm, edited 1 time in total.
Josh Kablack wrote:Your freedom to make rulings up on the fly is in direct conflict with my freedom to interact with an internally consistent narrative. Your freedom to run/play a game without needing to understand a complex rule system is in direct conflict with my freedom to play a character whose abilities and flaws function as I intended within that ruleset. Your freedom to add and change rules in the middle of the game is in direct conflict with my ability to understand that rules system before I decided whether or not to join your game.

In short, your entire post is dismissive of not merely my intelligence, but my agency. And I don't mean agency as a player within one of your games, I mean my agency as a person. You do not want me to be informed when I make the fundamental decisions of deciding whether to join your game or buying your rules system.
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Josh_Kablack
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Post by Josh_Kablack »

Here's the build for the game Mole started running tonight. It only allows PHB 1, PHB 2 and Ad Vault, so the spiffy Divine Power options are off limits. It also used a slightly non-standard ability score selection.

Without Divine Power, and in a no errata game, Melora is the only deity with a divinity feat you might someday care about. With DP, Ioun also offers the skill domain for that sweet sweet power of skill domain feat.
Red Clowsric, Sword Cleric of Melora,

Str 20
Wis 14
Con 12
Cha 12
Int 11
Dex 11

HP: 24 Surge 6
Number of Surges: 8
AC 16 (10 + 0 + 6 chainmail)
Fort 16 (10 + 0 + 5stat + 1 human)
Ref 11 (10 +0 + 0 stat +1 human)
Will 15 (10 +2 class + 2 stat + 1 human)

Basic Attack +10 melee vs AC (+0 level +5 Str +3 proficiency +1 enhancement +1 feat) for 1d12+6
high crit (max plus extra [w] magic +1d6)
or thrown dagger, numbers go here

Race: Human, +2 str, Common, Draconic, bonus at-will power, bonus feat, bonus skill, +1 racial to fort, ref and will
Feats: Superior Weapon Proficiency with fullblade.. Weapon Expertise: heavy blades. Ritual Caster from class.

Trained Skills: Arcana +5, Athletics +10 (+9 in armor), Heal +7 Insight +7, Religion +5

Healer’s Lore: When you grant healing with one of your cleric powers that has the healing keyword, add your Wisdom modifier (+2) to the hit points the recipient regains.

Channel Divinity: Divine Fortune Cleric Feature
Encounter ✦ Divine
Free Action Personal
Effect: You gain a +1 bonus to your next attack roll or saving throw before the end of your next turn.

Channel Divinity: Turn Undead Cleric Feature
Encounter ✦ Divine, Implement, Radiant
Standard Action Close burst 2
Target: Each undead creature in burst
Attack: Wisdom (+2) vs. Will
Hit: 1d10 + ( 2 )Wisdom modifier radiant damage, and you push the target a number of squares equal to 3 + your Charisma modifier ( 4 ). The target is immobilized until the end of your next turn.
Miss: Half damage, and the target is not pushed or immobilized.

Healing Word Cleric Feature
Encounter (Special) ✦ Divine, Healing
Special: You can use this power twice per encounter, but only once per round.
Minor Action Close burst 5
Target: You or one ally
Effect: The target can spend a healing surge and regain an additional 1d6 hit points. (+2 wis)

Righteous Brand Cleric Attack 1
At-Will ✦ Divine,Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength (+10) vs. AC
Hit: 1[W] + Strength modifier damage, ( 1d12+6 ) and one ally within 5 squares of you gains a power bonus to melee attack rolls against the target equal to your Strength modifier ( +5 ) until the end of your next turn.

Priest’s Shield Cleric Attack 1
At-Will ✦ Divine,Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength (+10) vs. AC
Hit: 1[W] + Strength modifier damage, ( 1d12 +6 ) and you and one adjacent ally gain a +1 power bonus to AC until the end of your next turn.

Sacred Flame Cleric Attack 1
At-Will ✦ Divine, Implement, Radiant
Standard Action Ranged 5
Target: One creature
Attack: Wisdom (+2) vs. Reflex
Hit: 1d6 + Wisdom ( +2 )modifier radiant damage, and one ally you can see chooses either to gain temporary hit points equal to your Charisma modifier (1) + one-half your level or to make a saving throw.

Healing Strike Cleric Attack 1
Encounter ✦ Divine, Healing, Radiant, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength (+10) vs. AC
Hit: 2[W] + Strength modifier ( 2d12+6 )radiant damage, and the target is marked until the end of your next turn. In addition, you or one ally within 5 squares of you can spend a healing surge.

Avenging Flame Cleric Attack 1
Daily ✦ Divine, Fire,Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength (+10) vs. AC
Hit: 2[W] + Strength modifier damage (2d12+6), and ongoing 5 fire damage (save ends).
Miss: Half damage, and no ongoing fire damage.
Special: If the target attacks on its turn, it can’t attempt a saving throw against the ongoing damage.

Background: society, artisan (shipwright) add athletics to class skills


gear: Magic +1 Fullblade
30 chainmail, +6 armor bonus, -1 check -1 speed
1 gp dagger
10 Holy symbol, batman
10 backpack, belts, waterskins
30 Big Honkin' shoulderpads (fine clothing)
19 Gold Pieces

Rituals: Gentle Repose, Comprehend Languages
"But transportation issues are social-justice issues. The toll of bad transit policies and worse infrastructure—trains and buses that don’t run well and badly serve low-income neighborhoods, vehicular traffic that pollutes the environment and endangers the lives of cyclists and pedestrians—is borne disproportionately by black and brown communities."
Koumei
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Post by Koumei »

With errata, and not actually playing - the MC is trolling a bunch of people who are known for their annoying ways, and thought it would be good if I "joined", if only to increase the rage.

Thanks though, this should make it easy enough to make a character that looks good on paper, and I'll be able to explain all of my abilities ability and bonuses.
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Lago PARANOIA
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Post by Lago PARANOIA »

Are you still looking to play a STR-cleric? Or is that experiment over?

Clerics are a really weird class, even for 4E. They're really really powerful, just shy of top-tier (and in top-tier if you play without errata) with all of the expansion material -- though they're also really easy to fuck up, too. The gap in power between a well-made cleric and an average cleric is the second-largest in that game, close to a warlock.
Josh Kablack wrote:Your freedom to make rulings up on the fly is in direct conflict with my freedom to interact with an internally consistent narrative. Your freedom to run/play a game without needing to understand a complex rule system is in direct conflict with my freedom to play a character whose abilities and flaws function as I intended within that ruleset. Your freedom to add and change rules in the middle of the game is in direct conflict with my ability to understand that rules system before I decided whether or not to join your game.

In short, your entire post is dismissive of not merely my intelligence, but my agency. And I don't mean agency as a player within one of your games, I mean my agency as a person. You do not want me to be informed when I make the fundamental decisions of deciding whether to join your game or buying your rules system.
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Post by CapnTthePirateG »

Can I recommend the necro-cleric with nigh-infinite minions?
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Koumei
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Post by Koumei »

Yeah, the trolling is over. The DM ran an intro session and was none too subtle. And the primary trolling target left and started his own chat room. WITH BLACKJACK, AND HOOKERS.

Edit: still, this was interesting for learning of the various changes and stuff the game has gone through.
Last edited by Koumei on Sun Dec 11, 2011 12:19 am, edited 1 time in total.
Count Arioch the 28th wrote:There is NOTHING better than lesbians. Lesbians make everything better.
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