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Design Debate: 13th-level PCs vs. 6- to 8-Encounter Adventuring Day
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<blockquote data-quote="Celtavian" data-source="post: 6842854" data-attributes="member: 5834"><p>Dom: Hill Dwarf Cleric of Life 13 </p><p>(Stat Points: 27, Hill Dwarf racial bonuses: +2 Con, +1 wis)</p><p>Medium Female Humanoid</p><p>Armor Class 21 (+1 plate armor, shield)</p><p>Hit Points 133 (13d8+65)</p><p>Speed 30 ft.</p><p>Senses Darkvision 60ft. </p><p>Str 19 [11] (+4) Dex 10 (+0) Con 18 (+4)</p><p>Int 10 (+1) Wis 20 (+5) Cha 10 (+0)</p><p>Alignment neutral</p><p>Languages common, elvish, dwarven.</p><p></p><p>TRAITS</p><p>Proficiency (+5)</p><p>Tools: </p><p>Saving Throws: Wis, Cha, Con.</p><p>Darkvision</p><p>Dwarven Resilience</p><p>Dwarven Combat Training</p><p>Tool Training (Mason's tools)</p><p>Stonecunning</p><p>Dwarven Toughness (+13 hit points)</p><p>Ritual Casting</p><p>Channel Divinity (2/short rest)</p><p>Destroy Undead (CR 2)</p><p>Divine Intervention</p><p>Disciple of Life</p><p>Channel Divinity: Preserve Life</p><p>Blessed Healer</p><p>Divine Strike (+ 1d8 radiant)</p><p></p><p>SKILLS Insight +10, Persuasion +5, Medicine +10, Religion +5.</p><p></p><p>LEVEL BONUSES: Res: Con, +2 Wis, +2 Wis.</p><p></p><p>ACTIONS</p><p>Melee Attacks— Warhammer: +5 to hit (reach 5 ft.; one creature). </p><p>Hit: 1d8+0 bludgeoning damage</p><p>Melee Attacks-Mace of Disruption: +9 to hit (reach 5 ft.; one creature)</p><p>Damage: 1d8+4 plus 1d8 radiant (+2d6 radiant to fiend or undead-If 25 hit points or fewer after taking this damage, it must succeed on a DC 15 wisdom save or be destroyed-on a success the creature is frightened until the end of my next turn; sheds bright light 20 feet and dim light additional 20 feet)</p><p>Ranged Attack—Dagger: +5 to hit (range 20/60 ft; one creature). </p><p>Hit: 1d4+0 piercing damage </p><p>Ranged Attack—Spell: +10 spell attack roll.</p><p></p><p></p><p>EQUIPMENT holy symbol, explorer's pack, permanent components for spells, 2: uses of consumable spells, 5: uses greater restoration, 2: healing potions, gauntlets of ogre power.</p><p></p><p>SPELLS (4/3/3/3/2/1/1 plus 5 cantrips-DC 18 spell saves; +10 spell attack roll)</p><p>Cantrips: sacred flame, resistance, guidance, mending, spare they dying</p><p>[Spells known: 18 plus domain]</p><p>1st bless-D, cure wounds-D, healing word, protection from evil and good</p><p>2nd: lesser restoration-D, spiritual weapon-D, aid, prayer of healing</p><p>3rd: beacon of hope-D, revivify-D, dispel magic, protection from energy, water walk, spiritual guardians.</p><p>4th: death ward-D, guardian of faith-D, banishment, freedom of movement, divination.</p><p>5th: mass cure wounds-D, raise dead-D, greater restoration, flame strike</p><p>6th: heal, blade barrier, harm, true seeing</p><p>7th: divine word</p><p></p><p>PERSONAL CHARACTERISTICS</p><p>Background -Guild Artisan (Dom is a dwarf merchant that buys and sells items recovered from adventuring)</p><p>Feature: Guild Membership</p><p>Skill Proficiencies-Insight (Wis), Persuasion (Cha)</p><p>Tool Proficiencies: Miners' Tools</p><p>Languages: Elvish</p><p>Appearance: A handsome blonde dwarf with a well-groomed beard and friendly blue eyes. He has a disarming demeanor and is friendly for a dwarf.</p><p>Traits: I find wealth is often buried in dangerous and hidden places. Finding and extracting that wealth is profitable.</p><p>Ideals: Profit (I like money. What dwarf doesn't?)</p><p>Bond: Friendship is valuable. Never leave a friend to die or they might do the same to you. It is better to die with friends than alone.</p><p>Flaw: I'll do anything to get my hands on something rare or priceless.</p></blockquote><p></p>
[QUOTE="Celtavian, post: 6842854, member: 5834"] Dom: Hill Dwarf Cleric of Life 13 (Stat Points: 27, Hill Dwarf racial bonuses: +2 Con, +1 wis) Medium Female Humanoid Armor Class 21 (+1 plate armor, shield) Hit Points 133 (13d8+65) Speed 30 ft. Senses Darkvision 60ft. Str 19 [11] (+4) Dex 10 (+0) Con 18 (+4) Int 10 (+1) Wis 20 (+5) Cha 10 (+0) Alignment neutral Languages common, elvish, dwarven. TRAITS Proficiency (+5) Tools: Saving Throws: Wis, Cha, Con. Darkvision Dwarven Resilience Dwarven Combat Training Tool Training (Mason's tools) Stonecunning Dwarven Toughness (+13 hit points) Ritual Casting Channel Divinity (2/short rest) Destroy Undead (CR 2) Divine Intervention Disciple of Life Channel Divinity: Preserve Life Blessed Healer Divine Strike (+ 1d8 radiant) SKILLS Insight +10, Persuasion +5, Medicine +10, Religion +5. LEVEL BONUSES: Res: Con, +2 Wis, +2 Wis. ACTIONS Melee Attacks— Warhammer: +5 to hit (reach 5 ft.; one creature). Hit: 1d8+0 bludgeoning damage Melee Attacks-Mace of Disruption: +9 to hit (reach 5 ft.; one creature) Damage: 1d8+4 plus 1d8 radiant (+2d6 radiant to fiend or undead-If 25 hit points or fewer after taking this damage, it must succeed on a DC 15 wisdom save or be destroyed-on a success the creature is frightened until the end of my next turn; sheds bright light 20 feet and dim light additional 20 feet) Ranged Attack—Dagger: +5 to hit (range 20/60 ft; one creature). Hit: 1d4+0 piercing damage Ranged Attack—Spell: +10 spell attack roll. EQUIPMENT holy symbol, explorer's pack, permanent components for spells, 2: uses of consumable spells, 5: uses greater restoration, 2: healing potions, gauntlets of ogre power. SPELLS (4/3/3/3/2/1/1 plus 5 cantrips-DC 18 spell saves; +10 spell attack roll) Cantrips: sacred flame, resistance, guidance, mending, spare they dying [Spells known: 18 plus domain] 1st bless-D, cure wounds-D, healing word, protection from evil and good 2nd: lesser restoration-D, spiritual weapon-D, aid, prayer of healing 3rd: beacon of hope-D, revivify-D, dispel magic, protection from energy, water walk, spiritual guardians. 4th: death ward-D, guardian of faith-D, banishment, freedom of movement, divination. 5th: mass cure wounds-D, raise dead-D, greater restoration, flame strike 6th: heal, blade barrier, harm, true seeing 7th: divine word PERSONAL CHARACTERISTICS Background -Guild Artisan (Dom is a dwarf merchant that buys and sells items recovered from adventuring) Feature: Guild Membership Skill Proficiencies-Insight (Wis), Persuasion (Cha) Tool Proficiencies: Miners' Tools Languages: Elvish Appearance: A handsome blonde dwarf with a well-groomed beard and friendly blue eyes. He has a disarming demeanor and is friendly for a dwarf. Traits: I find wealth is often buried in dangerous and hidden places. Finding and extracting that wealth is profitable. Ideals: Profit (I like money. What dwarf doesn't?) Bond: Friendship is valuable. Never leave a friend to die or they might do the same to you. It is better to die with friends than alone. Flaw: I'll do anything to get my hands on something rare or priceless. [/QUOTE]
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Design Debate: 13th-level PCs vs. 6- to 8-Encounter Adventuring Day
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