Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Pathfinder & Starfinder
An Example Character, Levels 1-30
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Destil" data-source="post: 4252878" data-attributes="member: 1980"><p>Level 10. I took advantage of the retraining rules once here to swap out Elic's existing Guardian of Faith once I had upgraded it to the awesome rogue enabler spiritual weapon. And there was a ranger power that lets you add Dex <strong>and</strong> Wis to attack, that's worth a feat in my book.</p><p></p><p>(I'm selecting powers here I haven't seen people mention before when I can, as long as they fit the cleric).</p><p></p><p><strong>Elic Moongrove, Elf Cleric of Melora (level 10)</strong></p><p>"Nature abhors such things...."</p><p>[code]Str 12 +1</p><p>Dex 15 +2</p><p>Con 11 0</p><p>Int 10 0</p><p>Wis 20 +5</p><p>Cha 16 +3</p><p></p><p>HP: 68 Speed 7 squares</p><p>Healing surges/day: 7 Languages: Common, Elven</p><p>AC: 23 Vision: low light</p><p>Fort: 18 Refl: 20 Will: 23 Armor Check -1</p><p>Cold and fire resist 5 </p><p>Skills: Religion +15, Heal +15, Diplomacy +13, Insight +15, </p><p> Nature +17, Perception +17</p><p>Passive Perception: 27, Intuition: 22[/code]<strong>Basic Attacks</strong></p><p>Longbow. +11 vs. AC; 1d10+5 damage. Range 20/40. (critical +2d10)</p><p>Spear. + 6 vs. AC; 1d8+1 damage or 1d8+2 two-handed (versatile)</p><p></p><p><strong>At Will</strong></p><p><strong>Lance of Faith*</strong>(Standard): +13 vs. Reflex; 1d8+9 radiant damage and one ally within sight gets +2 to next attack against same foe</p><p><strong>Sacred Flame*</strong> (standard): +13 vs. Reflex; 1d6+9 radiant and one ally within sight gains 2 temp HP or can make a saving throw</p><p></p><p><strong>Encounter</strong></p><p><strong>Elven Accuracy</strong>(free, elf racial): Reroll 1 attack</p><p><strong>Hunter's Quarry</strong>(minor, ranger multiclass): choose nearest foe, +1d6 damage vs them</p><p><strong>Healing Word</strong> (minor, cleric feature): 2/encounter. Grant a healing surge +2d6+5 healing</p><p><strong>Divine Glow*</strong> (standard, cleric attack 1): close blast 3; +13 vs. reflex; 1d8+9 radiant damage and allies within the area get +2 to attack rolls until the end of next turn.</p><p><strong>Divine Aid</strong> (Standard, cleric utility 2): You or one ally within 5 squares makes a saving throw with a +3 bonus.</p><p><strong>Command</strong>(Standard, cleric attack 3): +13 vs. Will; on a hit the target is dazed and either knocked prone or slid 6 squares (your choice).</p><p><strong>Hawk's Talon</strong>(Standard, ranger attack 7): +14 vs. AC; 2d10+4 damage, ignores cover and concealment [weapon power, these stats are for the longbow].</p><p><strong>Channel Divinity </strong> [choose 1 / encounter (cleric feature)]</p><ul> <li data-xf-list-type="ul"><strong>Divine Fortune</strong>(free): +1 to one attack or save.<br /> </li> <li data-xf-list-type="ul"><strong>Turn Undead*</strong>(standard): +13 vs. will; Undead hit are dealt 1d10+9 radiant damage, pushed 5 squares, immobilized until the end of next turn<br /> </li> <li data-xf-list-type="ul"><strong>Melora's Tide</strong>(minor, feat): The target must be bloodied. They gain regeneration 2 until they are no longer bloodied.</li> </ul><p></p><p><strong>Daily</strong></p><p><strong>Cascade of Light*</strong> (standard, cleric attack 1): +13 vs. Will; 3d8+9 radiant damage, target gets vulnerability 5 to your attacks (save ends); half damage on a miss.</p><p><strong>Spiritual Weapon*</strong>(standard, cleric attack5): +13 vs AC; Conjures a weapon within 10 squares that attacks a foe, dealing 1d10+9 radiant damage on a hit. Hit or miss your allies gain combat advantage against the target. Move 10 squares as a move action. Sustain minor.</p><p><strong>Divine Vigor</strong> (Minor, cleric utility 6): You and each ally within a close 5 burst regain the use of your second wind.</p><p><strong>Flame Strike*</strong> (Standard, cleric attack 9): Area burst 2; +13 vs. Reflex; 2d10+9 fire damage and 5 ongoing fire damage (half on a miss).</p><p><strong>Mass cure light wounds</strong> (standard, cleric utility 10): Close burst 5, you and all allies regain HP as if you had spent a healing surge +8HP.</p><p><strong>Barkskin</strong>(minor, armor): Gain +2 AC until end of the encounter, each hit reduces this bonus by 1.</p><p></p><p><strong>Race/Class/Items misc.</strong></p><p>+2 Nature, Perception</p><p>Prof: Longbow, shortbow, simple melee, & simple ranged weapons; cloth, leather, hide & chain armor</p><p>Wild Step: Shift into difficult terrain</p><p>Healer's Lore: +5 healing with powers that have the healing keyword</p><p>Holy Symbol: +3d8 damage on a critical with implement powers (marked <strong>*</strong> above)</p><p>Cloak of Survival: Resist cold and fire 5.</p><p><strong>Feats</strong></p><p>Warrior of the Wild (Nature as a trained skill, can take ranger feats & paragon paths, hunter's quarry 1/encounter)</p><p>Astral Fire: +1 damage with radiant & fire powers.</p><p>Weapon Focus(Bows): +1 to damage with bows</p><p>Skill Training: Perception</p><p>Melora’s Tide: New use of channel divinity</p><p>Novice Power: Exchanged level 7 cleric encounter for Hawk's Talon</p><p></p><p><strong>Equipment</strong></p><p>Holy Symbol +3 [level 11] (Pearl white seashell broach with an embossed silver moon)</p><p>Barkskin Hide Armor +2 [level 10]</p><p>Cloak of Survival +2 [level 9]</p><p>Ritual prayer book with Animal Messenger, Gentle Repose, Brew Potion [75gp], Commune with Nature [360gp], Cure Disease [360], Make Whole[50gp], Remove Affliction[680gp], Raise Dead[680gp]</p><p>Magic Longbow +2 [1800gp]</p><p>195gp</p></blockquote><p></p>
[QUOTE="Destil, post: 4252878, member: 1980"] Level 10. I took advantage of the retraining rules once here to swap out Elic's existing Guardian of Faith once I had upgraded it to the awesome rogue enabler spiritual weapon. And there was a ranger power that lets you add Dex [b]and[/b] Wis to attack, that's worth a feat in my book. (I'm selecting powers here I haven't seen people mention before when I can, as long as they fit the cleric). [b]Elic Moongrove, Elf Cleric of Melora (level 10)[/b] "Nature abhors such things...." [code]Str 12 +1 Dex 15 +2 Con 11 0 Int 10 0 Wis 20 +5 Cha 16 +3 HP: 68 Speed 7 squares Healing surges/day: 7 Languages: Common, Elven AC: 23 Vision: low light Fort: 18 Refl: 20 Will: 23 Armor Check -1 Cold and fire resist 5 Skills: Religion +15, Heal +15, Diplomacy +13, Insight +15, Nature +17, Perception +17 Passive Perception: 27, Intuition: 22[/code][b]Basic Attacks[/b] Longbow. +11 vs. AC; 1d10+5 damage. Range 20/40. (critical +2d10) Spear. + 6 vs. AC; 1d8+1 damage or 1d8+2 two-handed (versatile) [b]At Will[/b] [b]Lance of Faith*[/b](Standard): +13 vs. Reflex; 1d8+9 radiant damage and one ally within sight gets +2 to next attack against same foe [b]Sacred Flame*[/b] (standard): +13 vs. Reflex; 1d6+9 radiant and one ally within sight gains 2 temp HP or can make a saving throw [b]Encounter[/b] [b]Elven Accuracy[/b](free, elf racial): Reroll 1 attack [b]Hunter's Quarry[/b](minor, ranger multiclass): choose nearest foe, +1d6 damage vs them [b]Healing Word[/b] (minor, cleric feature): 2/encounter. Grant a healing surge +2d6+5 healing [b]Divine Glow*[/b] (standard, cleric attack 1): close blast 3; +13 vs. reflex; 1d8+9 radiant damage and allies within the area get +2 to attack rolls until the end of next turn. [b]Divine Aid[/b] (Standard, cleric utility 2): You or one ally within 5 squares makes a saving throw with a +3 bonus. [b]Command[/b](Standard, cleric attack 3): +13 vs. Will; on a hit the target is dazed and either knocked prone or slid 6 squares (your choice). [b]Hawk's Talon[/b](Standard, ranger attack 7): +14 vs. AC; 2d10+4 damage, ignores cover and concealment [weapon power, these stats are for the longbow]. [b]Channel Divinity [/b] [choose 1 / encounter (cleric feature)] [list][*][b]Divine Fortune[/b](free): +1 to one attack or save. [*][b]Turn Undead*[/b](standard): +13 vs. will; Undead hit are dealt 1d10+9 radiant damage, pushed 5 squares, immobilized until the end of next turn [*][b]Melora's Tide[/b](minor, feat): The target must be bloodied. They gain regeneration 2 until they are no longer bloodied.[/list] [b]Daily[/b] [b]Cascade of Light*[/b] (standard, cleric attack 1): +13 vs. Will; 3d8+9 radiant damage, target gets vulnerability 5 to your attacks (save ends); half damage on a miss. [b]Spiritual Weapon*[/b](standard, cleric attack5): +13 vs AC; Conjures a weapon within 10 squares that attacks a foe, dealing 1d10+9 radiant damage on a hit. Hit or miss your allies gain combat advantage against the target. Move 10 squares as a move action. Sustain minor. [b]Divine Vigor[/b] (Minor, cleric utility 6): You and each ally within a close 5 burst regain the use of your second wind. [b]Flame Strike*[/b] (Standard, cleric attack 9): Area burst 2; +13 vs. Reflex; 2d10+9 fire damage and 5 ongoing fire damage (half on a miss). [b]Mass cure light wounds[/b] (standard, cleric utility 10): Close burst 5, you and all allies regain HP as if you had spent a healing surge +8HP. [b]Barkskin[/b](minor, armor): Gain +2 AC until end of the encounter, each hit reduces this bonus by 1. [b]Race/Class/Items misc.[/b] +2 Nature, Perception Prof: Longbow, shortbow, simple melee, & simple ranged weapons; cloth, leather, hide & chain armor Wild Step: Shift into difficult terrain Healer's Lore: +5 healing with powers that have the healing keyword Holy Symbol: +3d8 damage on a critical with implement powers (marked [b]*[/b] above) Cloak of Survival: Resist cold and fire 5. [b]Feats[/b] Warrior of the Wild (Nature as a trained skill, can take ranger feats & paragon paths, hunter's quarry 1/encounter) Astral Fire: +1 damage with radiant & fire powers. Weapon Focus(Bows): +1 to damage with bows Skill Training: Perception Melora’s Tide: New use of channel divinity Novice Power: Exchanged level 7 cleric encounter for Hawk's Talon [b]Equipment[/b] Holy Symbol +3 [level 11] (Pearl white seashell broach with an embossed silver moon) Barkskin Hide Armor +2 [level 10] Cloak of Survival +2 [level 9] Ritual prayer book with Animal Messenger, Gentle Repose, Brew Potion [75gp], Commune with Nature [360gp], Cure Disease [360], Make Whole[50gp], Remove Affliction[680gp], Raise Dead[680gp] Magic Longbow +2 [1800gp] 195gp [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
An Example Character, Levels 1-30
Top