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Help me with my D&D 4e character please!
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<blockquote data-quote="On Puget Sound" data-source="post: 4407734" data-attributes="member: 68988"><p>There really isn't a single "best" build. It's mostly a matter of what strikes you as fun, and to a lesser extent what the other party members are doing. And with the retraining rules, any power that turns out to be less exciting in play than it looked on paper can be scrapped and replaced next level.</p><p></p><p>That said, here's what I'd take into consideration.</p><p>Lv 2 utility: Lots of social interaction in your campaign? Then definitely Astral Speech (and feat: skill training - diplomacy). Warlord or cleric in party already grants AC power bonuses? Then Martyr's Blessing. Otherwise, Sacred Circle is the most generally useful here.</p><p></p><p>Lv 3 encounter: Righteous Smite if you want more healing (temp HPs for everyone is better than healing for only the bloodied allies) or Staggering Smite if your group favors a more tactical, mobility-centered game.</p><p></p><p>Stat bonuses: STR and WIS, except as noted below if required for a feat choice at 4th level.</p><p></p><p>Feats: You get two of these; options I like are</p><p>enlarged dragon breath</p><p>healing hands</p><p>weapon focus</p><p>blade opportunist (DEX +1 instead of STR)</p><p>weapon proficiency: bastard sword</p><p>ritual caster (if your party needs another one - unlikely)</p><p>skill training (skills are always good!)</p><p></p><p>Magic items: you start play with one level 5, one level 4 and one level 3 item, plus the value of a level 3 item in potions, equipment and lower-level items. As a defender, i would focus on defending, and choose the following items:</p><p>Lv 5: +1 battleforged plate armor </p><p>Lv 4: +1 terror longsword (or bastard sword)</p><p>Lv 3: Shield of Protection</p><p>680 gp in other stuff, including:</p><p>amulet of protection +1 360 gp</p><p>4 potions of healing 200 gp</p><p>120 gp in mundane non-magical gear including a crossbow.</p></blockquote><p></p>
[QUOTE="On Puget Sound, post: 4407734, member: 68988"] There really isn't a single "best" build. It's mostly a matter of what strikes you as fun, and to a lesser extent what the other party members are doing. And with the retraining rules, any power that turns out to be less exciting in play than it looked on paper can be scrapped and replaced next level. That said, here's what I'd take into consideration. Lv 2 utility: Lots of social interaction in your campaign? Then definitely Astral Speech (and feat: skill training - diplomacy). Warlord or cleric in party already grants AC power bonuses? Then Martyr's Blessing. Otherwise, Sacred Circle is the most generally useful here. Lv 3 encounter: Righteous Smite if you want more healing (temp HPs for everyone is better than healing for only the bloodied allies) or Staggering Smite if your group favors a more tactical, mobility-centered game. Stat bonuses: STR and WIS, except as noted below if required for a feat choice at 4th level. Feats: You get two of these; options I like are enlarged dragon breath healing hands weapon focus blade opportunist (DEX +1 instead of STR) weapon proficiency: bastard sword ritual caster (if your party needs another one - unlikely) skill training (skills are always good!) Magic items: you start play with one level 5, one level 4 and one level 3 item, plus the value of a level 3 item in potions, equipment and lower-level items. As a defender, i would focus on defending, and choose the following items: Lv 5: +1 battleforged plate armor Lv 4: +1 terror longsword (or bastard sword) Lv 3: Shield of Protection 680 gp in other stuff, including: amulet of protection +1 360 gp 4 potions of healing 200 gp 120 gp in mundane non-magical gear including a crossbow. [/QUOTE]
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Help me with my D&D 4e character please!
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