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Old 15th August 2008, 06:02 PM   #21 (permalink)
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Sorry to see you go, DH. Good luck with the contract.

Pip (or Ranver) would make fine Leaders, either Cleric or Warlord. I wrote both concepts to be flexible for situations just like this.

A second rogue isn't the burden you make it out to be Redclaw. Means we have TWO who can be effective scouts.

Which class do we want more - Warlord or Cleric? With multiple rogues, I'm thinking a Warlord would be good, to help them position... but by the same token, with multiple rogues maybe more healing would be better.
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Old 15th August 2008, 06:36 PM   #22 (permalink)
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Quote:
Originally Posted by Drowned Hero View Post
Well. Im sadly announcing that i got a new big work contract and will have my internet time reduced a bit. As this game havent started yet i rather pull out so i dont make the posting unnecessarily slow as im in other games as well that will alone keep me busy.

Have fun people and im sorry i cant join.

-DH
Bummer. Good luck with the new contract.

I would rather that Sparky play the leader, since uhhhh he(?) was playing the wild card from the beginning. That being said, if you REALLY wanna play a leader Redclaw, go ahead.

Whoever does end up playing the leader and if it's a cleric, please let me know what god/goddess the cleric venerates.

I'm just about ready to go on the quests but the presence of a cleric presents some opportunities.

***UPDATE***

I also invited the player of Horta to join so that we still have six players. I like that number. It feels right. Horta's a defender, so we'll definitely want Sparky to play the leader.

Also, the issue of the Caller still hasn't been decided. It'd probably just be easier if I pick someone, so if you DONT want to be the Caller, please speak up.
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Last edited by helium3; 15th August 2008 at 07:03 PM..
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Old 15th August 2008, 07:00 PM   #23 (permalink)
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Hah! Didn't even notice we had OOC thread until now. I'm still in. I'll mod Zarathas' stats a bit. I think it will do me good to have higher Con. Afterall, the Dragonborn racial features have much benefits from Con...
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Old 15th August 2008, 07:08 PM   #24 (permalink)
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Hah! Didn't even notice we had OOC thread until now. I'm still in. I'll mod Zarathas' stats a bit. I think it will do me good to have higher Con. Afterall, the Dragonborn racial features have much benefits from Con...
Hah hah. That's funny. So you probably just thought it was another pbp game dying a premature death, huh?
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Old 15th August 2008, 07:11 PM   #25 (permalink)
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Although I have quite a lot of computer time available it can be very erratic so it would probably not suit for me to be the caller - unless you're desperate of course!
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Old 15th August 2008, 07:25 PM   #26 (permalink)
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No worries. I'm happy to play a rogue. I just thought I'd offer the switch if we needed it.

As far being the Caller, I'm in the process of searching for a job. I have no idea what my access will look like once I find one.
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Old 15th August 2008, 07:44 PM   #27 (permalink)
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Horta is up for adventure

Very excited to join you folks. Now if I can just get his character sheet finalized...
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Old 15th August 2008, 08:45 PM   #28 (permalink)
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In my experience, Callers work better in face-to-face games, as a way to focus the group (that can rapidly get sidetracked into conversations and other distractions). PbP doesn't suffer from that.

It DOES suffer from waiting on individuals. Adding an individual that the DM is waiting for isn't a good thing, IMO.

What's worked in the PbP games that I've been a part of is a guaranteed 'bump day.' A day in the week where the DM moves the plot along based on what's been discussed. Now, that's not to say the DM can't move the plot along faster if the players have been posting lots.

It's a friendly way of saying 'we won't wait for you,' but also 'it's okay if you miss a week here and there.' Does that make sense?

---

PbP Advice for our new-to-PbP DM:

Momentum is the most key element of keeping PbP going. Slow or fast, a steady rate is the surest way to keep a game kicking (that's why the 'bump day' method works well.

Which leads me to the The Player's Corrolary.

The Bump Day Corrolary: It is ALSO the players' responsibility to maintain the momentum of a PbP game. If a good span of time (a week is a good baseline) but you're not posting because you're waiting on other players or the DM, it's time to post again.

Sometimes players need to wait on the results of a roll or something like that, but that doesn't mean you can't post. Post an inner monologue. If you're character's not introspective (or you as a player don't like posting in 3rd person omniscient), post something more about the events that are happening. If the group isn't in combat and other players are lagging, it is important to keep the group moving, make a decision. (Sparky note: I don't want to hold up the game, so if I miss posting and you guys do stuff that my PC wouldn't have done or supported, I'll roll with it, because there's a meta-contract between all of us that we want to do this together. That means, if I'm not posting, I don't get a say.)

A post that lets the players and especially the DM know that people are still checking the game threads and invested. OOC posts don't count. IC posts do.

Ahem.

That was long winded.

I'm sure we'll all be just fine.

Working up a Leader.

Preferences? Cleric? Warlord?
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Old 15th August 2008, 09:20 PM   #29 (permalink)
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I would vote for cleric. I just like the idea to have all 4 classic classes in the group.
And a wis- cleric got also ranged attack powers.

@helium3: Do you still need something before copying Jorje's stats into the first post?
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Old 15th August 2008, 11:16 PM   #30 (permalink)
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Quote:
Originally Posted by Sparky View Post
In my experience, Callers work better in face-to-face games, as a way to focus the group (that can rapidly get sidetracked into conversations and other distractions). PbP doesn't suffer from that.

It DOES suffer from waiting on individuals. Adding an individual that the DM is waiting for isn't a good thing, IMO.
Interesting. I hadn't thought of it this way. I may need to have a caller in my RL group. They've been rather unfocused ever since we switched over to 4E.

Quote:
What's worked in the PbP games that I've been a part of is a guaranteed 'bump day.' A day in the week where the DM moves the plot along based on what's been discussed. Now, that's not to say the DM can't move the plot along faster if the players have been posting lots.
Interesting. What I'm most worried about is asking for a decision and the players discussing what to do but never really stating "this is our decision." From your experience that's not as much of a problem?


Quote:
PbP Advice for our new-to-PbP DM:

Momentum is the most key element of keeping PbP going. Slow or fast, a steady rate is the surest way to keep a game kicking (that's why the 'bump day' method works well.
I shall keep this well in mind as we go.
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Old 15th August 2008, 11:20 PM   #31 (permalink)
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@helium3: Do you still need something before copying Jorje's stats into the first post?
Nope. Just waiting to see if there were any other changes you wanted to make beyond the adjustment to ability scores and the new ritual.
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Old 16th August 2008, 12:06 AM   #32 (permalink)
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Originally Posted by helium3 View Post
Nope. Just waiting to see if there were any other changes you wanted to make beyond the adjustment to ability scores and the new ritual.
Oh, I see. Thanks. I juust don't want to slow everything down
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Old 16th August 2008, 12:18 AM   #33 (permalink)
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Quote:
Originally Posted by helium3 View Post
Interesting. What I'm most worried about is asking for a decision and the players discussing what to do but never really stating "this is our decision." From your experience that's not as much of a problem?
Not in my experience. That's not to say there aren't disagreements, though the disagreements are usually IC. And I've seen them resolved more often than not.

---

Q: What do you want to rule about "table talk"?

I've found it handy to allow Players to discuss and help eachother - not to kibbitz 'bad' moves - but remind eachother about powers or bonuses or story tidbits that they may have forgotten. It's especially helpful when there might be long periods between posts.

Because IC threads are wonderfully narrative in a way that few of my face-to-face games have been, "table talk" in the OOC thread doesn't detract in the same way as it does from face-to-face games.

---

Cool note for the shiny new forums... you can use hot-keys to place tags... ctrl-I makes italic tags, ctrl-b makes bold tags. Very handy.
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Old 16th August 2008, 12:26 AM   #34 (permalink)
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Horto Dandorin

Made some significant changes. Let me know what you think. I'm trying to stay flexible with my secondary scores since I haven't committed to any one path yet. May have to slightly tweak my backstory, but nothing major.

Horto Dandorin


Initiative: +2
Senses: Perception +2
Alignment: Unaligned
Languages: Common, Elven

Str 18 (+4)
Con 12 (+1)
Dex 14 (+2)
Int 10 (+0)
Wis 14 (+2)
Cha 9 (-1)

HP 32; Bloodied 16; Healing Surge 8 (10/day)
AC 18; Fort 17, Ref 14, Will 13
Speed 5 (includes penalty)
Action Points 1

Skills: Acrobatics +2, Arcana +0, Athletics* +9, Bluff -1, Diplomacy -1,
Dungeoneering +2, Endurance* +6, Heal +2, History +0, Insight +2, Intimidate* +4, Nature +2, Perception +2, Religion +0, Stealth +2, Streetwise* +4, Thievery +2
* Trained Skill

Feats:
  • Toughness: +5 hp/tier
  • Powerful Charge: +2 damage on charge attack, +2 bull rush attempt

Gear:
Adventurer's Kit
Longsword (+3 prof, 1d8, versatile)
Sling w/20 bullets (favorite item from childhood)
Scale Armor
Light Shield
18gp


Racial and class features:
  • Combat Challenge - mark any attacked, -2 to attack other, shift or attack other provokes opportunity attack
  • Combat Superiority - add wis(+2) to opp attacks, they stop if hit
  • One handed fighting style (+1 attack roll with one-handers)

Powers
-----------------------------------------------------------------
basic melee attack (standard; at will, martial, weapon)
+8(+4 str, +3 prof, +1 fighting style) vs AC; 1d8+4 damage.

basic ranged attack (standard; at will, martial, weapon)
+5(+2 dex, +2 prof, +1 fighting style) vs AC; 1d6+2 damage.

Cleave (standard; at will, martial, weapon)
+8 vs AC; 1d8+4 damage, and an adjacent enemy other than the target takes 4 damage.

Reaping Strike (standard; at-will, martial, weapon)
+8 vs AC; 1d8+4 damage.
Miss: 2 damage.

Tide of Iron (standard; at will, martial, weapon)
+8 vs AC; 1d8+4 damage, and push the target 1 square if it is large or smaller than large. I may shift into the square the target occupied.

Covering Attack (standard; encounter, martial, weapon)
+8 vs AC; 2d8+4 damage, and an adjacent ally may shift 2 squares.

Villian's Menace (standard; daily, martial, weapon)
+8 vs AC;
Hit: 2d8+4 damage, and I gain +2 attack and +4 damage against target until end of encounter.
Miss: I gain +1 attack and +2 damage against this target until end of encounter.
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Old 16th August 2008, 07:30 AM   #35 (permalink)
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For your consideration:

Pip, Halfling Cleric

Pipperthrush "Pip" Tidechaser
Male, Halfling, Cleric
Good

Small, 4' 21/4" tall, 88lbs, 19 yrs old
Black hair, blue eyes, medium brown skin

Speaks Common, Dwarven


Ability Scores

Str: 16 (+3) 9 pts
Con: 10 (+0) 0 pts
Dex: 14 (+2) 2 pts (Race +2)
Int: 10 (+0) 2 pts
Wis: 16 (+3) 9 pts
Cha: 12 (+1) 0 pts (Race +2)


Basic Combat Stats

Hit Points: 22
Bloodied: 11
Healing Surge: 7/day, (5 healed)

Initiative: +3
Speed: 5 squares (25’ feet)
Action Points: 1

Passive Insight: 18
Passive Perception: 13


Defenses

AC: 16(20 vs OAs; additional +2 when adjacent to >= 2 Medium creatures)
Fort: 13
Ref: 12
Will: 15


Attacks

+5 Melee, Mace, 1d8+3
+5 Melee/+5 Ranged, Javelin, 1d6+3, spear, heavy thrown, 10/20
+6 Melee/+5 Ranged, Dagger, 1d4+3, light blade, off hand, 5/10


Skills

Acrobatics (Dex) +4 (Race +2)
Arcana (Int) +0
Athletics (Str) +3
Bluff (Cha) +1
Diplomacy (Cha) +6
Dungeoneering (Wis) +3
Endurance (Con) +0
Heal (Wis) +8
History (Int) +0
Insight (Wis) +8
Intimidate (Cha) +1
Nature (Wis) +3
Perception (Wis) +3
Religion (Int) +5
Stealth (Dex) +2
Streetwise (Cha) +1
Thievery (Dex) +4 (Race +2)


Racial Traits and Power

Vision: Normal
Skill Bonuses: +2 Acrobatics, +2 Thievery
Bold: +5 to saves vs. Fear
Nimble Reaction: +2 racial bonus to AC vs. OAs
Second Chance: Encounter, Immediate interrupt, Force enemy to reroll a successful attack roll, they must keep the second roll


At Will Powers

Righteous Brand
Sacred Flame

Encounter Powers

Channel Divinity: Divine Fortune or Turn Undead
Healing Smite
Healing Word
Healing Word
Second Chance


Daily Powers

Beacon of Hope


Other Class Features

Bonus to Defense: +2 Will
Channel Divinity
Healer's Lore (+3 to powers with the Healing keyword)
Healing Word
Ritual Caster


Feats

Lost in the Crowd
Half Fish (Flavor)
Born to Sail


Character Information

Background
The son of a fisherman and pearl-diver, Pip grew up half on the deck of a ship and half in the water. His family was large and periodically sent its youth to Helen's Reach "fer schoolin' proper like" and to get in touch with those "high falutin'" Helen's Reach Tidechasers. Pip's knowlege of sea trade and travel was recognized by his well-to-do uncle, and he soon found himself aboard a Heirata ship that criss-crossed the Reaches.

Until that ship stopped to pick up a marooned young woman... One Charlotte Threeflagons.

Demeanor
Temp

Appearance
Temp

Equipment

Chain mail Armor (worn, 40lbs) 40gp
Clothes (worn, Breeches, Shirt, Sash, Hat, Boots)
- Holy Symbol (neck, 1lb) 10g
- Dagger (boot right, 1lb) 1gp

Javelin (held right hand, 2lbs) 5gp

Beltpouch (belt front, 1/2lbs) 1gp
- Coins- ??gp, ??sp, ??cp (belt pouch, front)
- Flint & Steel (beltpouch, front) 1gp
- Ritual book (beltpouch, front, 3lbs) -gp

Beltpouch (belt back, 1/2lbs) 1gp
- Trail Rations x2 (beltpouch back, 2lbs) 1gp

Waterskin (hip right, 4lbs) 1gp

Light Shield (back, 6lbs) 5gp
Javelin (Harpoon) x3 (left shoulder, 6lbs) 15gp

(Total Weight: 66lbs)


Ranver, Human Cleric

Ranver Swilch
Male, Human, Cleric
Unaligned

Medium, 5'10" tall, 167lbs, 22 yrs old
Brown hair, brown eyes, tanned skin

Speaks Common, Deep Speech, Draconic, Dwarven, Elven, Giant, Goblin, Primordial


Ability Scores

Str: 10 (+0) 2 pts
Con: 13 (+1) 3 pts
Dex: 14 (+2) 5 pts
Int: 13 (+1) 3 pts
Wis: 18 (+4) 9 pts (Race +2)
Cha: 10 (+0) 0 pts


Basic Combat Stats

Hit Points: 25
Bloodied: 12
Healing Surge: 8/day, (6 healed)

Initiative: +2
Speed: 5 squares (25’ feet)
Action Points: 1

Passive Insight:
Passive Perception:


Defenses

AC: 16
Fort: 12
Ref: 13
Will: 17


Attacks

+2 Melee, Spear, 1d8, spear, versatile
+2 Melee/+2 Ranged, Dagger, 1d4, light thrown, off hand, 5/10
+2 Ranged, Hand Crossbow, 1d6, crossbow, load free, 10/20


Skills

Acrobatics (Dex) +2
Arcana (Int) +6
Athletics (Str) +0
Bluff (Cha) +0
Diplomacy (Cha) +0
Dungeoneering (Wis) +3
Endurance (Con) +1
Heal (Wis) +8
History (Int) +6 (Race bonus)
Insight (Wis) +8
Intimidate (Cha) +0
Nature (Wis) +3
Perception (Wis) +3
Religion (Int) +6
Stealth (Dex) +2
Streetwise (Cha) +0
Thievery (Dex) +2


Racial Traits and Power

Vision: Normal
Bonus Skill: Choose 1 extra trained Class Skill (History)
Bonus Feat: Choose 1 extra Feat (Linguist)
Bonus At-Will Powerl: Choose 1 extra At-Will class power (Righteous Brand)
Human Defense Bonus: +1 racial bonus to Fort, Reflex, Will


At Will Powers

Lance of Faith
Righteous Brand
Sacred Flame

Encounter Powers

Cause Fear
Channel Divinity: Divine Fortune or Turn Undead
Healing Word
Healing Word

Daily Powers

Guardian of Faith


Other Class Features

Bonus to Defense: +2 Will
Channel Divinity
Healer's Lore (+4 to powers with the Healing keyword)
Healing Word
Ritual Caster


Feats

Linguist
Linguist (Bonus Human Feat)


Character Information
Background
I've lived in Helen's Reach all my life. Swam in her stinking lagoon, climbed the facade of the Vault of Years to eat clams in the shadow of the golden dome when it was the only one we had. Nobody really much notices a guy like me until I do something that gets me noticed. That’s why, when I ran afoul of the Guard Watch (I mean, really... I have relatives to honor in the catacombs like anyone else, why do I have to visit them during daylight hours? The shades don’t know any different, it’s dark down there.

My punishment was assignment to the Archive under a seemingly daft old crone, Sister Anhela. She's far from daft. A crone, yes. The work was dusty and more than a little unsettling... a joint effort between the Priests and Priestesses of Ioun and the Raven Queen to maintain records relating to the history of the Reaches and, my job specifically, escorting Sister Anhela as she went to query The Interred in the catacombs to learn more of our great and glorious history.

Sister Anhela first turned me on to Gulafar's Spirits and the old bag even joins me for a pint from time to time.


Demeanor
Temp

Appearance
Temp

Equipment

Chain mail Armor (worn, 40lbs) 40gp
Clothes (worn, Breeches, Boots, Shirt, Vest)
- Holy Symbol (neck, 1lb) 10g
- Dagger (boot right, 1lb) 1gp
- Dagger (boot left, 1lb) 1gp

Spear (held right hand, 6lbs) 5gp
Dagger (hip left, 1lb) 1gp
Hand Crossbow (hip right, 2lbs) 25gp
- Quiver x20 bolts (hip left, 2lbs) 1gp

Beltpouch (belt front, 1/2lbs) 1gp
- Coins- 5gp, 8sp, 20cp (belt pouch, front)
- Flint & Steel (beltpouch, front) 1gp
- Ritual book (beltpouch, front, 3lbs) -gp

Beltpouch (belt back, 1/2lbs) 1gp
- Trail Rations x2 (beltpouch back, 2lbs) 1gp

Waterskin (hip right, 4lbs) 1gp

Light Shield (back, 6lbs) 5gp

(Total Weight: 70lbs)

Last edited by Sparky; 16th August 2008 at 07:47 AM..
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Old 16th August 2008, 01:50 PM   #36 (permalink)
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Sparky, one rules note, in 4E the cleric doesn't start with shield proficiency. You need to spend a feat for it.

On a curiosity note, why lean to battle cleric with the halfling, when its charisma bonus points to a devoted cleric?
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Old 16th August 2008, 03:28 PM   #37 (permalink)
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Okay here's new sheet with raised con and decreased dex, and changed the breath-type to cold.

Char Sheet
Zarathas Moonscale
Male Dragonborn Paladin
Level 1, Lawful Good

Str: 16 +3
Con: 14 +2
Dex: 8 -1
Int: 12 +1
Wis: 14 +2
Cha: 16 +3

AC: 19
Fort: 15
Ref: 12
Will: 14
Init: -1
Spd: 5

Hit Points: 29 Bloodied: 14
Healing Surge: 9 Per Day: 12

Basic Attacks:
Longsword: +6, 1d8+4

Attacks:
Breath (minor; encounter):
- Close Blast 3; str+2 vs ref; +5; 1d6+2 (cold)
Holy Strike (standard; at-will):
- +6 vs AC, 1d8+4 (+2 if marked) (radiant)
Bolstering Strike (standard; at-will):
- +6 vs AC, 1d8+4 & gain 2 temp.HP
Radiant Smite (standard; encounter):
- +6 vs AC, 2d8+6 (radiant)
Paladin's Judgement (standard; daily):
- +6 vs AC, 3d8+4 & one ally within 5 can spend healing surge
- miss: one ally within 5 can spend healing surge

Feats: Weapon Focus (Heavy Blade)

Skills:
Passive Insight 12
Passive Perception 12
Endurance 5
Heal 7
History 8
Religion 6

Race and Class Features:
Draconic Heritage
Dragonborn Fury
Dragon Breath
Channel Divinity
Divine Challenge
Lay on Hands

Prayers:
At Will: Holy Strike, Bolstering Strike
Encounter: Radiant Smite
Daily: Paladin's Judgement

Equipment: Plate Armor (50gp), Light Shield (5gp), Longsword (15gp),
Standard Adventurer's Kit (15gp), Holy Symbol (10gp), 50sp.
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Last edited by Blackrat; 16th August 2008 at 03:33 PM..
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Old 16th August 2008, 03:33 PM   #38 (permalink)
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Planning ahead, would you allow content from dragon? Especially I'm thinking the feats from the Ecology of Dragonborn article: http://www.wizards.com/default.asp?x=dnd/dreo/20080709 . Adaptable Breath & Admixture Breath would be cool.
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Old 16th August 2008, 08:20 PM   #39 (permalink)
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Originally Posted by Redclaw View Post
Sparky, one rules note, in 4E the cleric doesn't start with shield proficiency. You need to spend a feat for it.

On a curiosity note, why lean to battle cleric with the halfling, when its charisma bonus points to a devoted cleric?
Right you are, I just like shields. There is absolutely no penalty for wielding one that you aren't proficient with (unlike Armor).

The CHA bonuses are only worth it IMO if you really pour points into CHA and for most powers, they're just perks to the power. I wanted Pip to be a Healing-focused Cleric which means he had to credibly land Healing Smite - hence the STR. It also gives him more options as he levels.

I wanted Ranver to be a brainy, sleuthing, Cleric who knows too much (Ioun). A sorta Indiana Jones. Humans can only focus on one stat, so I picked WIS, since its, in my opinion, the one stat you need to be good to be a half-decent cleric at all.

You'll further note my disregard for CHA bonuses in Ranver's build which is much more plainly the 'devoted' build. I don't go in for builds, necessarily, I pick a few things I like and build around that.
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Old 16th August 2008, 11:00 PM   #40 (permalink)
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Oh, I see. Thanks. I juust don't want to slow everything down
Heh heh. No worries.

What IS slowing me down are the darned "server timeout" problems. Is there any idea how much more money needs to be raised?
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