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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="helium3" data-source="post: 4269639" data-attributes="member: 31301"><p>That's a first level character? How are you getting two scores to 8?</p><p></p><p>But yeah, there's nothing that says you can't focus on wisdom and ignore strength and charisma.</p><p></p><p>OR</p><p></p><p>You could ignore wisdom entirely and focus on strength and charisma as follows:</p><p></p><p>Dunkelkurk the Not-So-Wise</p><p>5th level Dragonborn Cleric of Bahamut</p><p></p><p>Str 20 (+5), Con 14 (+2), Dex 11 (+0), Int 10 (+0), Wis 8 (+1), Cha 16 (+3)</p><p>Hit Points: 45, Healing Surges: 9, Second Wind: 13</p><p>Normal Vision, Passive Insight 16, Passive Perception 11, Initiative +2</p><p>AC: 21, Fort: 18, Reflex: 13, Will: 18</p><p>Resist: Fire 5, Necrotic 5, Poison 5</p><p>Skills: Religion +7, Heal +6, Insight +6, Diplomacy +10</p><p>Feats: Weapon Focus (mace), Armor Proficiency (scale), Shield Proficiency (light)</p><p>Equipment: Blackiron Scale +1, Mace +2, Amulet of Health +1, Light Bashing Shield, Potion of Healing (2), Holy Symbol, 50 gp.</p><p></p><p>Channel Divinity:</p><p></p><p>Divine Fortune (+1 bonus to next attack or saving throw before end of your next turn)</p><p>Turn Undead (+1 vs. Will, 2d10-1 & push 6)</p><p>Healing Word (Healing Surge + 1d6 -1)</p><p></p><p>At Will:</p><p></p><p>Priest's Shield (+11 vs. AC, 1d8+8 damage (+2d6 with crit) and you and adjacent ally gain a +1 power bonus to AC until the end of your next turn)</p><p>Righteous Brand (+11 vs. AC, 1d8+8 damage (+2d6 with crit) and one ally within 5 squares gains a +5 power bonus to melee attack rolls against target until the end of your next turn)</p><p></p><p>Encounter:</p><p></p><p>Dragon Breath (Racial, Close blast 3, +13 vs. Reflex, 1d6+2 cold damage)</p><p>Wrathful Thunder (Level 1, +11 vs. AC, 1d8+8 thunder damage (+2d6 with crit) and target is dazed until the end of your next turn)</p><p>Split The Sky (Level 3, +11 vs. AC, 1d8+8 thunder damage (+2d6 with crit) and push the target 2 squares and knock it prone)</p><p>Divine Aid (Utility Level 2, you or one ally makes a saving throw with a +3 bonus)</p><p></p><p>Daily:</p><p></p><p>Avenging Flame (Level 1, +11 vs. AC, Hit: 2d8+8 damage (+2d6 with crit) and ongoing 5 fire damage (save ends), Miss: Half damage and no ongoing fire, Special: If the target attacks on its turn it can't attempt a saving throw against the ongoing damage.)</p><p>Consecrated Ground (Level 5, Close Burst 1, Creates a zone of sanctified ground that lasts until the end of your next turn. As a move action you can move the origin 3 squares. Enemies that start their turn in the zone take 1d6+3 radiant damage. You an allies who are bloodied and start their turns in the zone regain 3 hit points.)</p><p>Light Bashing Shield (Item, when you hit with a melee attack you may push the enemy 1d4 squares after applying the attack's effect.)</p></blockquote><p></p>
[QUOTE="helium3, post: 4269639, member: 31301"] That's a first level character? How are you getting two scores to 8? But yeah, there's nothing that says you can't focus on wisdom and ignore strength and charisma. OR You could ignore wisdom entirely and focus on strength and charisma as follows: Dunkelkurk the Not-So-Wise 5th level Dragonborn Cleric of Bahamut Str 20 (+5), Con 14 (+2), Dex 11 (+0), Int 10 (+0), Wis 8 (+1), Cha 16 (+3) Hit Points: 45, Healing Surges: 9, Second Wind: 13 Normal Vision, Passive Insight 16, Passive Perception 11, Initiative +2 AC: 21, Fort: 18, Reflex: 13, Will: 18 Resist: Fire 5, Necrotic 5, Poison 5 Skills: Religion +7, Heal +6, Insight +6, Diplomacy +10 Feats: Weapon Focus (mace), Armor Proficiency (scale), Shield Proficiency (light) Equipment: Blackiron Scale +1, Mace +2, Amulet of Health +1, Light Bashing Shield, Potion of Healing (2), Holy Symbol, 50 gp. Channel Divinity: Divine Fortune (+1 bonus to next attack or saving throw before end of your next turn) Turn Undead (+1 vs. Will, 2d10-1 & push 6) Healing Word (Healing Surge + 1d6 -1) At Will: Priest's Shield (+11 vs. AC, 1d8+8 damage (+2d6 with crit) and you and adjacent ally gain a +1 power bonus to AC until the end of your next turn) Righteous Brand (+11 vs. AC, 1d8+8 damage (+2d6 with crit) and one ally within 5 squares gains a +5 power bonus to melee attack rolls against target until the end of your next turn) Encounter: Dragon Breath (Racial, Close blast 3, +13 vs. Reflex, 1d6+2 cold damage) Wrathful Thunder (Level 1, +11 vs. AC, 1d8+8 thunder damage (+2d6 with crit) and target is dazed until the end of your next turn) Split The Sky (Level 3, +11 vs. AC, 1d8+8 thunder damage (+2d6 with crit) and push the target 2 squares and knock it prone) Divine Aid (Utility Level 2, you or one ally makes a saving throw with a +3 bonus) Daily: Avenging Flame (Level 1, +11 vs. AC, Hit: 2d8+8 damage (+2d6 with crit) and ongoing 5 fire damage (save ends), Miss: Half damage and no ongoing fire, Special: If the target attacks on its turn it can't attempt a saving throw against the ongoing damage.) Consecrated Ground (Level 5, Close Burst 1, Creates a zone of sanctified ground that lasts until the end of your next turn. As a move action you can move the origin 3 squares. Enemies that start their turn in the zone take 1d6+3 radiant damage. You an allies who are bloodied and start their turns in the zone regain 3 hit points.) Light Bashing Shield (Item, when you hit with a melee attack you may push the enemy 1d4 squares after applying the attack's effect.) [/QUOTE]
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