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Kara-Tur Supplement for 4e - Ideas?
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<blockquote data-quote="Manbearcat" data-source="post: 6765126" data-attributes="member: 6696971"><p>Couple minutes to see how well 4e pulls off the 1e Shukenja. Turns out the answer is quite well even without using Dragon Mag 404. The details:</p><p></p><p>1) Pacifist Cleric build w/Knight Hospitaler Theme. Diplomacy, Heal, Insight, Religion, History Trained. These cover the (a) pacifist persuasion, (b) giving aid (spiritual, physical, and instruction) to those in need, (c) well respected/good standing with all castes.</p><p></p><p>2) Monk multiclass FoB covers the martial art component (Centered is focused on control and opponent manipulation - Slide - so it functionally works with a Wis cleric and fits the "soft art primarily for defense" theme).</p><p></p><p>3) The Rituals Animal Messenger, Dowsing Rod, Purify Water are all on their 1st level list in 1e and are really mainstays.</p><p></p><p>4) Light Armor + Dex.</p><p></p><p>5) Perception for the heightened awareness at all times but especially during meditation, rest etc.</p><p></p><p>6) Turn Undead for handling evil spirits.</p><p></p><p>7) Pacifist powers that aid/enlighten allies.</p><p></p><p>====== Created Using Wizards of the Coast D&D Character Builder ======</p><p>level 1</p><p>Human, Cleric (Templar)</p><p>Cleric Option: Healer's Lore</p><p>Human Power Selection Option: Heroic Effort</p><p>Southern Wastes - Secret Order (+2 to Nature)</p><p>Theme: Knight Hospitaler</p><p> </p><p>FINAL ABILITY SCORES</p><p>STR 12, CON 11, DEX 14, INT 12, WIS 16, CHA 14</p><p> </p><p>STARTING ABILITY SCORES</p><p>STR 12, CON 11, DEX 14, INT 12, WIS 14, CHA 14</p><p> </p><p> </p><p>AC: 14 Fort: 13 Ref: 14 Will: 17</p><p>HP: 23 Surges: 7 Surge Value: 5</p><p> </p><p>TRAINED SKILLS</p><p>Diplomacy +7, Heal +8, History +6, Insight +8, Perception +8, Religion +6</p><p> </p><p>UNTRAINED SKILLS</p><p>Acrobatics +2, Arcana +1, Athletics +1, Bluff +2, Dungeoneering +3, Endurance +0, Intimidate +2, Nature +5, Stealth +2, Streetwise +2, Thievery +2</p><p> </p><p>POWERS</p><p>Basic Attack: Melee Basic Attack</p><p>Basic Attack: Ranged Basic Attack</p><p>Knight Hospitaler Utility: Shield of Devotion</p><p>Human Racial Power: Heroic Effort</p><p>Cleric Feature: Divine Fortune</p><p>Cleric Feature: Turn Undead</p><p>Cleric Utility: Healing Word</p><p>Monk Feature: Centered Flurry of Blows</p><p>Cleric Attack 1: Astral Seal</p><p>Cleric Attack 1: Blessing of Knowledge</p><p>Cleric Attack 1: Prophetic Guidance</p><p>Cleric Attack 1: Beacon of Hope</p><p> </p><p>FEATS</p><p>Level 1: Pacifist Healer</p><p>Level 1: Ritual Caster</p><p>Level 1: Monastic Disciple</p><p> </p><p>ITEMS</p><p>Ritual Book</p><p>Animal Messenger</p><p>Holy Symbol x1</p><p>Leather Armor x1</p><p>Amulet of Protection +1 x1</p><p>Dowsing Rod</p><p>Purify Water</p><p>====== End ======</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 6765126, member: 6696971"] Couple minutes to see how well 4e pulls off the 1e Shukenja. Turns out the answer is quite well even without using Dragon Mag 404. The details: 1) Pacifist Cleric build w/Knight Hospitaler Theme. Diplomacy, Heal, Insight, Religion, History Trained. These cover the (a) pacifist persuasion, (b) giving aid (spiritual, physical, and instruction) to those in need, (c) well respected/good standing with all castes. 2) Monk multiclass FoB covers the martial art component (Centered is focused on control and opponent manipulation - Slide - so it functionally works with a Wis cleric and fits the "soft art primarily for defense" theme). 3) The Rituals Animal Messenger, Dowsing Rod, Purify Water are all on their 1st level list in 1e and are really mainstays. 4) Light Armor + Dex. 5) Perception for the heightened awareness at all times but especially during meditation, rest etc. 6) Turn Undead for handling evil spirits. 7) Pacifist powers that aid/enlighten allies. ====== Created Using Wizards of the Coast D&D Character Builder ====== level 1 Human, Cleric (Templar) Cleric Option: Healer's Lore Human Power Selection Option: Heroic Effort Southern Wastes - Secret Order (+2 to Nature) Theme: Knight Hospitaler FINAL ABILITY SCORES STR 12, CON 11, DEX 14, INT 12, WIS 16, CHA 14 STARTING ABILITY SCORES STR 12, CON 11, DEX 14, INT 12, WIS 14, CHA 14 AC: 14 Fort: 13 Ref: 14 Will: 17 HP: 23 Surges: 7 Surge Value: 5 TRAINED SKILLS Diplomacy +7, Heal +8, History +6, Insight +8, Perception +8, Religion +6 UNTRAINED SKILLS Acrobatics +2, Arcana +1, Athletics +1, Bluff +2, Dungeoneering +3, Endurance +0, Intimidate +2, Nature +5, Stealth +2, Streetwise +2, Thievery +2 POWERS Basic Attack: Melee Basic Attack Basic Attack: Ranged Basic Attack Knight Hospitaler Utility: Shield of Devotion Human Racial Power: Heroic Effort Cleric Feature: Divine Fortune Cleric Feature: Turn Undead Cleric Utility: Healing Word Monk Feature: Centered Flurry of Blows Cleric Attack 1: Astral Seal Cleric Attack 1: Blessing of Knowledge Cleric Attack 1: Prophetic Guidance Cleric Attack 1: Beacon of Hope FEATS Level 1: Pacifist Healer Level 1: Ritual Caster Level 1: Monastic Disciple ITEMS Ritual Book Animal Messenger Holy Symbol x1 Leather Armor x1 Amulet of Protection +1 x1 Dowsing Rod Purify Water ====== End ====== [/QUOTE]
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