[4e] IG's The Witchlight Strand [OOC]

re: I'd recommend dropping STR to 14 (bumps to 16) and then grab a longsword (or other +3 to hit bonus weapon). That'll give you a few more points to spread around.

Feats? Hmm...while there's the implement/weapon expertise feats to get +1 to hit with either weapon or implement powers, Toughness always is beneficial. Armor Proficiency (Scale) is good, +1 ac over Chain (and no check penalty). Light Shield will give you +1 AC/Ref. Weapon Proficiency X is good as well (you could grab a Fullblade or Basterd Sword for more damage)...

That's a few off the top of my head.
 

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re: I'd recommend dropping STR to 14 (bumps to 16) and then grab a longsword (or other +3 to hit bonus weapon). That'll give you a few more points to spread around.

Feats? Hmm...while there's the implement/weapon expertise feats to get +1 to hit with either weapon or implement powers, Toughness always is beneficial. Armor Proficiency (Scale) is good, +1 ac over Chain (and no check penalty). Light Shield will give you +1 AC/Ref. Weapon Proficiency X is good as well (you could grab a Fullblade or Basterd Sword for more damage)...

That's a few off the top of my head.


Fullblade... 2 hand, superior military weapon... 1d12 damage with high crit, with +3 proficiency bonus? I don't have the adventurer's vault (I only have the PHB and PHB2), so I don't know all the specifics. I'd need to spend a feat for that weapon right?

As to dropping strength, I was thinking of it, but was wondering if I'd end up having trouble hitting things. But, for the big bruisers, I can shoot them and hope for combat advantage to hit, lol. I'll probably do that.
 

You have at least 2 melee Fighters, so getting CA shouldn't be too hard. Fullblade does take a feat. You have the details there correct. You can drop to 16 Str, and still have +6 to hit at level one (assuming +3 prof. weapon), bumping to +8 with CA. Although, if you're planning to spend more time in melee, you can drop the Wis to 16 and keep Str at 18...
 

You have at least 2 melee Fighters, so getting CA shouldn't be too hard. Fullblade does take a feat. You have the details there correct. You can drop to 16 Str, and still have +6 to hit at level one (assuming +3 prof. weapon), bumping to +8 with CA. Although, if you're planning to spend more time in melee, you can drop the Wis to 16 and keep Str at 18...

Heh, yeah. I'm trying to decide the proper balance, since I'm the one in the group granting most of the healing (And wisdom boosts my healing). But going from 4 bonus HP to 3 bonus HP isn't too huge, is it? (Especially since it might net me a bit more temp HP from my At-Will)

I am thinking the Fullblade is a good idea. As it is, the concept I've got in my head of the character is a very combat oriented guy, charging into combat... (Which was only reinforced when a friend read me a snippet from DP about Clerics of Kord.) Basically, the main reason he learned to heal allies was so there'd be a better fight, so it was as much for his benefit as his allies originally. So, having a strong weapon would fit well.

Also, I need to select my second level 1 Ritual from the class feature. Was thinking maybe that campsite one, but it wouldn't be likely to last more than a few hours(which wouldn't be too useful).
 

And if you select Righteous Brand, the ally within 5 of you gets an extra +1 to hit the target, so that's easily worth the 1 point of healing.

I'd like to point you to a feat in the Divine Power book that might be interesting to you. Maybe not at first level, but my goliath NPC cleric with a home game I run chose it to better stay on his feet and direct his healing to others (the PCs)

[sblock=Battle Healer]
Battle Healer
Heroic Tier
Prerequisite: Cleric, healing word power
Benefit: When you use your healing word, you regain hit points equal to your Strength modifier.


First published in Divine Power.
[/sblock]
 

And if you select Righteous Brand, the ally within 5 of you gets an extra +1 to hit the target, so that's easily worth the 1 point of healing.

I'd like to point you to a feat in the Divine Power book that might be interesting to you. Maybe not at first level, but my goliath NPC cleric with a home game I run chose it to better stay on his feet and direct his healing to others (the PCs)

[sblock=Battle Healer]
Battle Healer
Heroic Tier
Prerequisite: Cleric, healing word power
Benefit: When you use your healing word, you regain hit points equal to your Strength modifier.


First published in Divine Power.
[/sblock]


I thought the Righteous Brand added my strength modifier to their attack? That would be +3 or +4 to the next attack, not +1. Righteous Brand seemed really good. Particularly with a decent weapon as well. Hm...

I'm thinking losing wisdom isn't particularly Good if I intend to hit with Sacred Flame or Beacon of Hope... since without an implement there won't be any chances to increase my accuracy with it, and without "Distant Advantage" I wouldn't even have the opportunity to get Combat Advantage"

With the weapon, I can make up the lost accuracy on my strength bonus with combat advantage and weapon proficiency.

Oh, and on a non-mechanical note: IG, is there any particular means by which you'd like my character to arrive at the Wyvern's Nest? I was thinking of posting in the IC there to introduce the general character as I get a feel for him, but didn't wanna step on any ideas you may have had, and it didn't seem to introduce the new players. Should the new players just make their entrance for now?
 

I thought the Righteous Brand added my strength modifier to their attack? That would be +3 or +4 to the next attack, not +1. Righteous Brand seemed really good. Particularly with a decent weapon as well. Hm...

I'm thinking losing wisdom isn't particularly Good if I intend to hit with Sacred Flame or Beacon of Hope... since without an implement there won't be any chances to increase my accuracy with it, and without "Distant Advantage" I wouldn't even have the opportunity to get Combat Advantage"

With the weapon, I can make up the lost accuracy on my strength bonus with combat advantage and weapon proficiency.

Oh, and on a non-mechanical note: IG, is there any particular means by which you'd like my character to arrive at the Wyvern's Nest? I was thinking of posting in the IC there to introduce the general character as I get a feel for him, but didn't wanna step on any ideas you may have had, and it didn't seem to introduce the new players. Should the new players just make their entrance for now?

You can enter the Wyvern's Nest however you please. Right now, the inn is serving only as a tool to get everyone together. The other three are already there for sure. You and the other new players can either show up later, or you can assume that you're already there enjoying the celebration (They're celebrating the closing of the fall season, by the way). However you want to do it is fine with me... just get there. ;)

*Edit: Or your character(s) could have seen the fight on the docks and followed them to the Wyvern's Nest for whatever reason...
 

I thought the Righteous Brand added my strength modifier to their attack? That would be +3 or +4 to the next attack, not +1. Righteous Brand seemed really good. Particularly with a decent weapon as well. Hm...

Sorry, I meant the difference of having a 16 or 18 Str is +1, yeah you are right about the modifier.
 

Renau, how much does the fullblade cost? I think I'll start with that for now as my feat, unless I cannot afford the blade itself.

Apologies for it taking so long, I just want to make sure I'll be able to heal effectively for everyone, while wading in a bit.
 


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