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General Tabletop Discussion
Character Builds & Optimization
Fey Beguiling vs. Sly Gambit [Now with multiple, albeit eccentric, builds!]
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<blockquote data-quote="darkbard" data-source="post: 7307889" data-attributes="member: 1282"><p>[MENTION=12749]MwaO[/MENTION] 's clear insight got me thinking that it would be a good idea to post a full build here to see if others might spot some fuzzy thinking on my part. </p><p></p><p>Some prefatory notes:</p><p></p><p>This isn't an attempt to build a powerhouse CharOp build but rather a solid character that stays within concept (a Drow Cleric who serves the Leader role in the group), contributes both in combat and in Skill Challenges (the game would hypothetically be split between the two--nearly all of game play divided pretty evenly between combat scenarios and SCs), and ameliorate the Cleric's clear weakness as a Leader: enabling allies.</p><p></p><p>Other group members: Controller Half-elf Vestige Warlock (build within a few threads of this), Halfling Rogue party face, Half-Orc Two-blade Ranger.</p><p></p><p>Since Drow are DEX/WIS and Clerics really can have any score as a secondary, I decided to maximize the ability bonus to DEX and build around movement and initiative rather than go the INT route (which would open Flame of Hope; but, then again, I really like the enabling aspect of Caravan Master, even if it's not as potent from a CharOp perspective as FoH or Luckbringer of Tymora, the other PP I considered).</p><p></p><p>MC Invoker, Staff Expertise, and Sonnlinor's Hammer are for (a) additional control (ie, minion popping) for a group without a Wizard or Invoker, (b) solid MBA with reach.</p><p></p><p>Inherent bonuses are being used; loot is as character's portion of DMG parcels minus those removed for Inherent bonuses. Gear for Leaders always gives me fits, though, so I would love other suggestions. Bracers of Mental Might are there so I can choose from the Cleric STR Encounter powers to fill in at weaker WIS levels, but I haven't given any thought yet as to which power I might want to swap in.</p><p></p><p>In any event, that's an awfully long preamble already! Here's the build. I would relish any feedback!</p><p></p><p>====== Created Using Wizards of the Coast D&D Character Builder ======</p><p>Moondancer of Sehanine, level 11</p><p>Drow, Cleric (Templar), Caravan Master</p><p>Cleric Option: Battle Cleric's Lore</p><p>Inherent Bonuses</p><p>East Rift (East Rift Benefit)</p><p>Theme: Dune Trader</p><p> </p><p>FINAL ABILITY SCORES</p><p>STR 9, CON 13, DEX 21, INT 11, WIS 21, CHA 13</p><p> </p><p>STARTING ABILITY SCORES</p><p>STR 8, CON 12, DEX 16, INT 10, WIS 16, CHA 12</p><p> </p><p> </p><p>AC: 27 Fort: 18 Ref: 25 Will: 27</p><p>HP: 75 Surges: 8 Surge Value: 18</p><p> </p><p>TRAINED SKILLS</p><p>Dungeoneering +17, Heal +15, Insight +15, Religion +10</p><p> </p><p>UNTRAINED SKILLS</p><p>Acrobatics +9, Arcana +5, Athletics +3, Bluff +6, Diplomacy +6, Endurance +5, History +5, Intimidate +8, Nature +10, Perception +10, Stealth +11, Streetwise +6, Thievery +9</p><p> </p><p>POWERS</p><p>Basic Attack: Melee Basic Attack</p><p>Basic Attack: Ranged Basic Attack</p><p>Dune Trader Feature: Quick Formation</p><p>Drow Racial Power: Cloud of Darkness</p><p>Cleric Utility: Favor of the Gods</p><p>Cleric Feature: Healer's Mercy</p><p>Cleric Utility: Healing Word</p><p>Cleric Attack 1: Sacred Flame</p><p>Cleric Attack 1: Sonnlinor's Hammer</p><p>Invoker Attack 1: Hand of Radiance</p><p>Cleric Attack 1: Cause Fear</p><p>Cleric Attack 1: Moment of Glory</p><p>Cleric Utility 1: Sudden Inspiration</p><p>Cleric Attack 3: Death Surge</p><p>Cleric Attack 5: Inspire Fervor</p><p>Cleric Utility 6: Holy Celerity</p><p>Dune Trader Attack 7: Sly Gambit</p><p>Cleric Attack 9: Dismissal</p><p>Cleric Utility 10: Word of Vigor</p><p>Caravan Master Attack 11: Desert Skirmish</p><p> </p><p>FEATS</p><p>Level 1: Ritual Caster</p><p>Level 1: Acolyte of Divine Secrets</p><p>Level 2: Staff Expertise</p><p>Level 4: Improved Initiative</p><p>Level 6: Quick Defense</p><p>Level 8: Superior Implement Training (Accurate staff)</p><p>Level 10: Superior Reflexes</p><p>Level 11: Superior Will</p><p> </p><p>ITEMS</p><p>Ritual Book</p><p>Comrades' Succor</p><p>Traveler's Camouflage</p><p>Healer's Brooch +1 x1</p><p>Bracers of Mental Might x1</p><p>Resplendent Circlet x1</p><p>Cord of Divine Favor</p><p>Symbol of Victory +2 x1</p><p>Accurate staff x1</p><p>Hide Armor x1</p><p>====== End ======</p></blockquote><p></p>
[QUOTE="darkbard, post: 7307889, member: 1282"] [MENTION=12749]MwaO[/MENTION] 's clear insight got me thinking that it would be a good idea to post a full build here to see if others might spot some fuzzy thinking on my part. Some prefatory notes: This isn't an attempt to build a powerhouse CharOp build but rather a solid character that stays within concept (a Drow Cleric who serves the Leader role in the group), contributes both in combat and in Skill Challenges (the game would hypothetically be split between the two--nearly all of game play divided pretty evenly between combat scenarios and SCs), and ameliorate the Cleric's clear weakness as a Leader: enabling allies. Other group members: Controller Half-elf Vestige Warlock (build within a few threads of this), Halfling Rogue party face, Half-Orc Two-blade Ranger. Since Drow are DEX/WIS and Clerics really can have any score as a secondary, I decided to maximize the ability bonus to DEX and build around movement and initiative rather than go the INT route (which would open Flame of Hope; but, then again, I really like the enabling aspect of Caravan Master, even if it's not as potent from a CharOp perspective as FoH or Luckbringer of Tymora, the other PP I considered). MC Invoker, Staff Expertise, and Sonnlinor's Hammer are for (a) additional control (ie, minion popping) for a group without a Wizard or Invoker, (b) solid MBA with reach. Inherent bonuses are being used; loot is as character's portion of DMG parcels minus those removed for Inherent bonuses. Gear for Leaders always gives me fits, though, so I would love other suggestions. Bracers of Mental Might are there so I can choose from the Cleric STR Encounter powers to fill in at weaker WIS levels, but I haven't given any thought yet as to which power I might want to swap in. In any event, that's an awfully long preamble already! Here's the build. I would relish any feedback! ====== Created Using Wizards of the Coast D&D Character Builder ====== Moondancer of Sehanine, level 11 Drow, Cleric (Templar), Caravan Master Cleric Option: Battle Cleric's Lore Inherent Bonuses East Rift (East Rift Benefit) Theme: Dune Trader FINAL ABILITY SCORES STR 9, CON 13, DEX 21, INT 11, WIS 21, CHA 13 STARTING ABILITY SCORES STR 8, CON 12, DEX 16, INT 10, WIS 16, CHA 12 AC: 27 Fort: 18 Ref: 25 Will: 27 HP: 75 Surges: 8 Surge Value: 18 TRAINED SKILLS Dungeoneering +17, Heal +15, Insight +15, Religion +10 UNTRAINED SKILLS Acrobatics +9, Arcana +5, Athletics +3, Bluff +6, Diplomacy +6, Endurance +5, History +5, Intimidate +8, Nature +10, Perception +10, Stealth +11, Streetwise +6, Thievery +9 POWERS Basic Attack: Melee Basic Attack Basic Attack: Ranged Basic Attack Dune Trader Feature: Quick Formation Drow Racial Power: Cloud of Darkness Cleric Utility: Favor of the Gods Cleric Feature: Healer's Mercy Cleric Utility: Healing Word Cleric Attack 1: Sacred Flame Cleric Attack 1: Sonnlinor's Hammer Invoker Attack 1: Hand of Radiance Cleric Attack 1: Cause Fear Cleric Attack 1: Moment of Glory Cleric Utility 1: Sudden Inspiration Cleric Attack 3: Death Surge Cleric Attack 5: Inspire Fervor Cleric Utility 6: Holy Celerity Dune Trader Attack 7: Sly Gambit Cleric Attack 9: Dismissal Cleric Utility 10: Word of Vigor Caravan Master Attack 11: Desert Skirmish FEATS Level 1: Ritual Caster Level 1: Acolyte of Divine Secrets Level 2: Staff Expertise Level 4: Improved Initiative Level 6: Quick Defense Level 8: Superior Implement Training (Accurate staff) Level 10: Superior Reflexes Level 11: Superior Will ITEMS Ritual Book Comrades' Succor Traveler's Camouflage Healer's Brooch +1 x1 Bracers of Mental Might x1 Resplendent Circlet x1 Cord of Divine Favor Symbol of Victory +2 x1 Accurate staff x1 Hide Armor x1 ====== End ====== [/QUOTE]
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Fey Beguiling vs. Sly Gambit [Now with multiple, albeit eccentric, builds!]
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