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Redclaws Protectors OOC

Redclaw

First Post
Walking Dad said:
I will try the standard point array. But to the all equal argument:
Who of the characters in this game and of the pregens didn't had one 18 at least ;) (fine, the halfling paladin..., but he got two 16)

Any input for me about taking a fighting cleric or the cleric/ multiclass wizard route?
The half-elf cleric fastplay from KotS is +3 with most of his attacks, IIRC, suggesting a 16.
Some race-class combos are more equal than others. It's a sad fact. Elves should be better archers than dwarves. I see no issue with that. There are other benefits, however, in that the dwarven archer is less likely to get crushed by an enemy who gets past the defender, and your tiefling cleric will have better options for adding intelligence or charisma abilities to his repertoire.
If, however, you would like to shift over to an elven cleric, I would be fine with that. They get the wis bonus, and we don't have an elf in the party yet (in either party, actually) so it would still promote the exploration of the rules.

Again, let me say that I really don't think you need an 18 to have a viable character.
 

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Walking Dad

First Post
Thanks, but I will play a tiefling, style over substance. ;)

Hm, I start to prefer the multiclassing to wizard route.

I will replace my daily next level to avenging flame to maximise benefits from the Hellfire Blood feat.

Str: 11
Con: 13
Dex: 10
Int: 14 -> 16
Wis: 16
Cha: 12 -> 14

Bonus Feat: Ritualist (Gentle Repose, Make Whole)
Feat: Initiate of the Arcane

Skills:
Passive Insight: 18
Passive Perception: 13

Religion (Int): +8
Arcana (Int): +8
Heal (Wis): +8
Insight (Wis): +8
Diplomacy (Cha): +7

At-Will Powers: Lance of Faith, Sacred Flame
Encounter Powers: Cause Fear, Scorching Burst
Daily Powers: Guardian of Faith (our second defender ;) )

HP: 25
Surge healing: 6

AC: 16 (hide armor)
Fort: 11
Reflex: 13
Will: 15

Advanced Planning:
Feats:
2 Hellfire Blood
4 Novice Power (Fire Shroud)
6 Skill Training: ?

Equipment:
Standard adventurer’s kit 15 gp 33 lb.:
-Backpack (empty) 2 gp 2 lb.
- Bedroll 1 sp 5 lb.
- Flint and steel 1 gp —
- Pouch, belt (empty) 1 gp 1/2 lb.
- Rations, trail (10 days) 5 gp 10 lb.
- Rope, hempen (50 ft.) 1 gp 10 lb.
- Sunrods (2) 4 gp 2 lb.
- Waterskin 1 gp 4 lb.

Also in Backpack
- Torch (2) 2 sp 2 lb.
- Ritual Components
-- Gentle Repose (2) 20 gp
-- Make Whole 10 gp worth

Holy symbol 10 gp 1 lb.
Morningstar +2 1d10 10 gp 8 lb.
Dagger +3 1d4 5/10 1 gp 1 lb. Light blade Off-hand, light thrown
Hide armor +3 –1 30 gp 25 lb.
96.2
Cash: 3 gp 8 sp
[sblock]
2.5b5*m1*Character Name*Hair:Standard,flatlong2,940018,6A0108,100,100,24,Eyebrows:Standard,hulk,313131,202020,100,100,21,Eyes:Standard,pharoah,B2B2B2,DDDDDD,100,100,20,Nose:Standard,thinbroke,342700,FFFFFF,100,100,28,Mouth:Standard,clenched,6A0108,6A0108,100,100,18,Beard:Standard,longchin,341600,392400,100,100,27,Ears:Standard,fraBlank,FFFFFF,FFFFFF,100,100,19,Skin:Standard,fraBlank,341200,392400,100,100,6,Mask:Standard,fraBlank,FFFFFF,FFFFFF,100,100,22,Headgear:Standard,demonhorns,4B4B4B,202020,100,100,23,Undershirt:Standard,long,8D6531,AC814A,100,100,7,Overshirt:FantasyCommon,fraBlank,FFFFFF,FFFFFF,100,100,8,Coat:Expansion1,trenchopen,005572,9C9C9C,100,100,26,RightGlove:Standard,wrought,636363,7CC774v,100,100,17,LeftGlove:Standard,wrought,636363,7CC774v,100,100,16,Insignia:Standard,hawk,202020,940018,100,100,25,Neckwear:Expansion1,crystal,390F7C,FFFA9C,100,100,9,Belt:Standard,dagger2,734901,7A7500,100,100,15,Leggings:Standard,fraBlank,FFFFFF,FFFFFF,100,100,10,Overleggings:Expansion1,capris,434343,005572,100,100,11,Pants:Expansion1,fraBlank,FFFFFF,FFFFFF,100,100,14,RightFoot:Standard,floppy,5A3410,724D21,100,100,13,LeftFoot:Standard,floppy,5A3410,724D21,100,100,12,Back:Standard,backpack,5A3410,724D21,100,100,3,Wings:Standard,fraBlank,FFFFFF,FFFFFF,100,100,4,Tail:Expansion1,fox,392000,110600,100,100,5,Aura:Standard,fraBlank,FFFFFF,FFFFFF,100,100,2,Companion:Standard,fraBlank,FFFFFF,FFFFFF,100,100,31,Background:New,mesas,726552,732C00,100,100,1,RightHand:Expansion1,flange2,8C8C8C,726552,100,100,30,LeftHand:Miscellaneous,torch,734901,FFF700,100,100,29,#


[/sblock]
 
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Graf

Explorer
Ok. I'll see if I can figure out some Mirna appropriate gear.
the power's useless with knowing the attack role. I'll see if I can dig some errata or smilar to buttess my point. Otherwise we can just forget about it.
 

Redclaw

First Post
Graf said:
Ok. I'll see if I can figure out some Mirna appropriate gear.
the power's useless with knowing the attack role. I'll see if I can dig some errata or smilar to buttess my point. Otherwise we can just forget about it.
I think it's more useful if you have a higher con bonus. The other encounter powers for the orb and wand are pre-roll, so you can't add them in after seeing how you or the enemy does, which seems to back up my reading on it. If you find the errata, however, I will obviously be glad to adjust my ruling.
 

Redclaw

First Post
With books in hand, here are a few thoughts on the builds I've seen so far. Please realize that many of you have had your books longer than I, so you might have seen something I missed. Let me know about it and I will gladly check it out. :)

Zurai--ref defense should be 15 (+4 dex, +1 ranger)

Graf--Mirna gets 7 surges per day (6 +1 con)

Walking Dad--HP should be 25 (12 + con score), which puts your surge value at 6.
--Where is the extra trained skill coming from? As far as I can tell you should have religion +3 others.
 

Graf

Explorer
Woot! More surges for the win!

Yeah. You're right of course.
The item powers are sorta sub par all round. I'm thinking that the staff gives +1 to AC mostly to discourage wizards from using shields.

I'm more annoyed with the design decision than the ruling.
I can still hope for errata of course. ;)
 

Graf

Explorer
Walking Dad said:
What else did you take? I took gentle repose and make whole. No need to double up on rituals (we can teach each other)
Neither of those, you're fine. I'm thinking I may just roll over the gp I get into rituals (if the book & rc say I can).

Walking Dad said:
I will try the standard point array. But to the all equal argument:
Who of the characters in this game and of the pregens didn't had one 18 at least ;) (fine, the halfling paladin..., but he got two 16)
You will be an asset to the team even if your highest score was a 12 :).

Walking Dad said:
Any input for me about taking a fighting cleric or the cleric/ multiclass wizard route?
-If- you go wizard then I agree that you need an area of effect power (more to hit rolls = greater chance of actually hitting).
You could take Warlord and get another healing ability. :) If you find you're having trouble hitting directly then "swapping warlord" later will let you attack-through-the-other-members (i.e. activate the groups base attacks, etc).
Especially if we're facing high AC/ref monsters a warlord power along those lines -might- be a good option. (In however many levels it would take for us to get there...)

My love of thunderwave has been mentioned before. In normal circumstances I'll be dropping an area of effect power every round (the only power I have that isn't area is mm) but if we see a lot of minions then hittingattacking 5~6 and killing 2~3 is a good action.

While we're talking about it: personally I wouldn't lead with scorching under normal circumstances... it just doesn't do enough damage to be worth it for non-minions. Obviously, as a low level wizard I'll probably wind up using it (the average damage to a group is much higher than mm and thunderwave, obviously, requires being closer than I'd like) but I think that you have better options most of the time...
 
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Graf

Explorer
Interestingly... a ritual scroll doesn't let you "copy the ritual". You can use it, without the Ritual Caster feat (!) but you can't copy it.

Instead you buy "access" to ritual books when you want to copy them.

It looks like the book doesn't "bless" the acquisition of rituals at first level. I'll probably just have a a kit, a staff and bunch of arcane & nature ritual components I've picked up when "cleaning the shelves".
 

Redclaw

First Post
All of those "acquisitions" make sense to me. She could also have some residuum, picked up from Phillian's stockpile. That would give you a bit of flexibility in terms of ritual components.
 

Redclaw

First Post
EvolutionKB--I have to agree with Graf on the concealment-->hiding ruling. You need concealment to try to hide, so if your power grants you concealment, you can attempt to hide.
 

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