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Help with Half-Elf Cleric
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<blockquote data-quote="Mokona" data-source="post: 4311754" data-attributes="member: 24891"><p>I'm looking for feedback on the following character. Is it worth it to get AC:6 for Speed: 5 or better to keep Speed: 6 with AC: 5? Is there a better Half-Elf power for this build? Since psychic rules aren't out yet the goal here is to create a Path of Light style character and file the serial numbers off the cleric class.</p><p></p><p>Daily - Avenging Flame</p><p>Standard Action - Bastard Sword (two hands)</p><p>One creature - +5 vs. AC</p><p>Hit: 2d10+3 dmg and ongoing 5 fire dmg (save ends)</p><p>If the target attacks it can't attempt a saving throw that turn</p><p>Miss: Half dmg and no fire dmg</p><p></p><p>Encounter - Furious Smash</p><p>Standard Action - Bastard Sword</p><p>One creature - +5 vs. Fort</p><p>Hit: 2 dmg and ally gets +3 to hit and +3 dmg against target for 1 turn</p><p></p><p>Encounter - Healing Strike</p><p>Standard Action - Bastard Sword (two hands)</p><p>One creature - +5 vs. AC</p><p>Hit: 2d10+3 radiant dmg, target is marked, and you or ally can spend a </p><p>healing surge with an additional +1 hit points healed</p><p></p><p>Encounter - Divine Fortune OR Turn Undead</p><p> Divine Fortune</p><p> Free Action - Personal</p><p> +1 to next attack roll or saving throw</p><p></p><p> Turn Undead</p><p> Standard Action - Close burst 2</p><p> Each undead in burst - +1 vs. Will</p><p> Hit: 1d10+1 radiant dmg, push 6 squares, and immobilize for 1 turn</p><p> Miss: Half dmg, not immobilized or pushed</p><p></p><p>Encounter (twice) - Healing Word</p><p>Minor Action - Close burst 5</p><p>You or one ally</p><p>Effect: Target can healing surge + 1d6+1 hit points healed</p><p></p><p>At Will - Righteous Brand</p><p>Standard Action - Bastard Sword (two hands)</p><p>One creature - +5 vs. AC</p><p>Hit: 1d10+3 dmg and one ally gains +2 to hit the target for 1 turn</p><p></p><p>At Will - Sacred Flame</p><p>Standard Action - Ranged 5</p><p>One creature - +1 vs. Ref</p><p>Hit: 1d6+1 radiant dmg and one ally gains 3 temporary hit points</p><p></p><p>Str: +2 (14)</p><p>Dex: -1 (8)</p><p>Con: +3 (16)</p><p>Int: +2 (14)</p><p>Wis: +1 (12)</p><p>Cha: +3 (16)</p><p></p><p>Hit Points: 28 - 10 healing surges per day (7 hit points each)</p><p>AC: 16 - Speed 5 (Chainmail or AC: 15, Spd: 6 with Hide)</p><p>Fort: 13</p><p>Ref: 12</p><p>Will: 15 - Lowlight vision</p><p></p><p>Religion: +7 (int)</p><p>Arcana: +7 (int)</p><p>Diplomacy: +10 (cha)</p><p>Heal: +6 (wis)</p><p>Insight: +3 (wis)</p><p>Speaks: Common, Elven, and Primordial</p><p>Weapon Proficiency: Bastard Sword, Ritual Caster</p><p></p><p>Bastard sword, dagger, sling, chainmail, adventurer's kit, ritual book, 13 gp</p></blockquote><p></p>
[QUOTE="Mokona, post: 4311754, member: 24891"] I'm looking for feedback on the following character. Is it worth it to get AC:6 for Speed: 5 or better to keep Speed: 6 with AC: 5? Is there a better Half-Elf power for this build? Since psychic rules aren't out yet the goal here is to create a Path of Light style character and file the serial numbers off the cleric class. Daily - Avenging Flame Standard Action - Bastard Sword (two hands) One creature - +5 vs. AC Hit: 2d10+3 dmg and ongoing 5 fire dmg (save ends) If the target attacks it can't attempt a saving throw that turn Miss: Half dmg and no fire dmg Encounter - Furious Smash Standard Action - Bastard Sword One creature - +5 vs. Fort Hit: 2 dmg and ally gets +3 to hit and +3 dmg against target for 1 turn Encounter - Healing Strike Standard Action - Bastard Sword (two hands) One creature - +5 vs. AC Hit: 2d10+3 radiant dmg, target is marked, and you or ally can spend a healing surge with an additional +1 hit points healed Encounter - Divine Fortune OR Turn Undead Divine Fortune Free Action - Personal +1 to next attack roll or saving throw Turn Undead Standard Action - Close burst 2 Each undead in burst - +1 vs. Will Hit: 1d10+1 radiant dmg, push 6 squares, and immobilize for 1 turn Miss: Half dmg, not immobilized or pushed Encounter (twice) - Healing Word Minor Action - Close burst 5 You or one ally Effect: Target can healing surge + 1d6+1 hit points healed At Will - Righteous Brand Standard Action - Bastard Sword (two hands) One creature - +5 vs. AC Hit: 1d10+3 dmg and one ally gains +2 to hit the target for 1 turn At Will - Sacred Flame Standard Action - Ranged 5 One creature - +1 vs. Ref Hit: 1d6+1 radiant dmg and one ally gains 3 temporary hit points Str: +2 (14) Dex: -1 (8) Con: +3 (16) Int: +2 (14) Wis: +1 (12) Cha: +3 (16) Hit Points: 28 - 10 healing surges per day (7 hit points each) AC: 16 - Speed 5 (Chainmail or AC: 15, Spd: 6 with Hide) Fort: 13 Ref: 12 Will: 15 - Lowlight vision Religion: +7 (int) Arcana: +7 (int) Diplomacy: +10 (cha) Heal: +6 (wis) Insight: +3 (wis) Speaks: Common, Elven, and Primordial Weapon Proficiency: Bastard Sword, Ritual Caster Bastard sword, dagger, sling, chainmail, adventurer's kit, ritual book, 13 gp [/QUOTE]
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