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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
4e, Non-Martial Characters, and Limited Feat Choices
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<blockquote data-quote="Rystil Arden" data-source="post: 4269280" data-attributes="member: 29014"><p>Ah, sounds like you only got to see the pregens, whereas my GM has the PH. The reason that the melee powers look crappy on the pregen Cleric is that the pregen Cleric was designed in an incredibly stupid way--the melee powers use Str, and the pregen Cleric has poor Str. Thus, they look unimpressive because they use a bad stat.</p><p></p><p>Here's a good example--</p><p></p><p>Cleric at-wills:</p><p></p><p>Lance of Faith does 1d8+Wis and gives an ally +2 to hit that enemy. Usually that will be 1d8+4 damage for a Wis Cleric and a +2 to hit.</p><p></p><p>There's also a brand one for the Str Cleric. It's melee only but it does 1W+Str and gives an ally +Str to hit that enemy. For a Str Cleric (and if a Dwarf, you'll probably be Warhammering), that'll often be 1d10+4 (maybe more with Weapon Focus, etc) and a +4 to hit for the ally. Twice as big of the same bonus.</p><p></p><p>Also, (assuming again that Wis Cleric has 18 Wis and Str Cleric has 18 Str, both after racial bonuses of course), the Str Cleric has a level 1 Encounter that does 2d10+4, marks the enemy (not sure why the Cleric is marking things, but okay), and heals an ally. It only marks and heals if it hits, or else I might have thought about taking it with my Wis Cleric just to get an extra heal, since it's the only 1st level encounter heal. </p><p></p><p>For dailies, they can get a nasty strike that does 2d10+4 and ongoing 5 fire damage that you can't save against unless you stop attacking and take your turn to try to put out the fire.</p><p></p><p>I don't remember that much else right now, except I remember being particularly impressed by the melee Cleric's level 5 daily: As a minor action, you buff up your weapon. Now, for the whole encounter, it does 1d6 bonus radiant damage and causes any enemy who is struck by it to take -2 to AC. Combined with even your puny at-will, that's an effective +6 to hit for one ally and +2 to hit for all others. Combined with something better than an at-will, it's crazy nice.</p></blockquote><p></p>
[QUOTE="Rystil Arden, post: 4269280, member: 29014"] Ah, sounds like you only got to see the pregens, whereas my GM has the PH. The reason that the melee powers look crappy on the pregen Cleric is that the pregen Cleric was designed in an incredibly stupid way--the melee powers use Str, and the pregen Cleric has poor Str. Thus, they look unimpressive because they use a bad stat. Here's a good example-- Cleric at-wills: Lance of Faith does 1d8+Wis and gives an ally +2 to hit that enemy. Usually that will be 1d8+4 damage for a Wis Cleric and a +2 to hit. There's also a brand one for the Str Cleric. It's melee only but it does 1W+Str and gives an ally +Str to hit that enemy. For a Str Cleric (and if a Dwarf, you'll probably be Warhammering), that'll often be 1d10+4 (maybe more with Weapon Focus, etc) and a +4 to hit for the ally. Twice as big of the same bonus. Also, (assuming again that Wis Cleric has 18 Wis and Str Cleric has 18 Str, both after racial bonuses of course), the Str Cleric has a level 1 Encounter that does 2d10+4, marks the enemy (not sure why the Cleric is marking things, but okay), and heals an ally. It only marks and heals if it hits, or else I might have thought about taking it with my Wis Cleric just to get an extra heal, since it's the only 1st level encounter heal. For dailies, they can get a nasty strike that does 2d10+4 and ongoing 5 fire damage that you can't save against unless you stop attacking and take your turn to try to put out the fire. I don't remember that much else right now, except I remember being particularly impressed by the melee Cleric's level 5 daily: As a minor action, you buff up your weapon. Now, for the whole encounter, it does 1d6 bonus radiant damage and causes any enemy who is struck by it to take -2 to AC. Combined with even your puny at-will, that's an effective +6 to hit for one ally and +2 to hit for all others. Combined with something better than an at-will, it's crazy nice. [/QUOTE]
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General Tabletop Discussion
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