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====== Created Using Wizards of the Coast D&D Character Builder ======
Gardian, level 6
Dwarf, Cleric
Build: Shielding Cleric
Background: Detective (Detective Benefit)
FINAL ABILITY SCORES
Str 11, Con 18, Dex 10, Int 8, Wis 20, Cha 19.
STARTING ABILITY SCORES
Str 11, Con 16, Dex 10, Int 8, Wis 17, Cha 18.

AC: 13 Fort: 18 Reflex: 14 Will: 21
HP: 55 Surges: 11 Surge Value: 13
TRAINED SKILLS
Religion +7, Insight +14, Perception +14, Heal +13
UNTRAINED SKILLS
Acrobatics +3, Arcana +2, Bluff +7, Diplomacy +7, Dungeoneering +10, Endurance +9, History +2, Intimidate +7, Nature +8, Stealth +3, Streetwise +7, Thievery +3, Athletics +3
FEATS
Cleric: Ritual Caster
Level 1: Pacifist Healer
Level 2: Restful Healing
Level 4: Pupil of the All-Father
Level 6: Mark of Healing
POWERS
Channel Divinity: Healer's Mercy
Cleric at-will 1: Sacred Flame
Cleric at-will 1: Astral Seal
Cleric encounter 1: Bane
Cleric daily 1: Beacon of Hope
Cleric utility 2: Sacrificial Aegis
Cleric encounter 3: Hymn of Resurgence
Cleric daily 5: Consecrated Ground
Cleric utility 6: Stream of Life
ITEMS
Adventurer's Kit, Morningstar, Symbol of Battle +1, Wavestrider Boots (heroic tier), Skull Mask (heroic tier), Healer's Brooch +1, Bag of Holding (heroic tier), Healer's Chainmail +1
RITUALS
Gentle Repose, Tenser's Floating Disk, Eye of Alarm, Enchant Magic Item, Make Whole
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======


any other suggestions would be great. i have 8575 exp and 11gp 3sp
 

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Yes my Dm let us go -16 on our build on the CB. Lets us get beyond awsome stats. As far as the rest, i ll keep it in mind I'll post my cleric again with the changes I made. This is our first run with 4e so the DM is being really cool with us changing out our power/feats to make a better char.
So your DM house-ruled that your stats can be WAY above what they need to be before you have even played 1 game! Wow, You are new to 4e!

I will tell you this once...blatantly unnecessary. In fact, its going to do more harm than good. All you are going to do is alienate your group from some very fine tuned balancing. How does it make a character "better"? To me, "better" or "worse" is all about playability, and exceptional stats will erode playability just as fast as poor ones.

You came for advice, then I will give. Go and tell your DM and players that "bumping stats" was a fun option in previous editions, but with 4e its probably going to have a very negative effect. For your own sakes and enjoyment of the game, try playing before you put house rules as high impact as that little nugget in.

Remember, challenge=interesting. Take away challenge, and whats left?
 

i understand what you are saying, and agree. If you make a char with exceptional stats it will make the game go fast and not have to enjoyable time. BUT just on this first module we played the final boss killed one fighter, KOed 1 other and the other 2 were at 25% health or worse. So even with our "bummed up" stats we had a hellish time. I do belive if we didnt e all would have died. Does this make it right, NO. just pointing out somehting. Seeing that I have never played 4e I cant really say that a "normal" 22point build is better at playing vs a 38 point build. I will suggest we all readjust our rolls to reflect a 22 point system.
 

Depends on the group size, my group of 3 rolled stats and ended up way above the PB. However, who really cares if the fighter has a 14 CHA? It may make some feats easier, but if they're in off stats it doesn't matter too much. Now, I wouldn't allow that much Point Buy because you can really stack a PC in the stats that matter. We rolled 4d6, re-roll 1's in order, 2 times and took the best "group". It also helped with the small group size to have slightly more powerful PC's.
 

Depends on the group size, my group of 3 rolled stats and ended up way above the PB. However, who really cares if the fighter has a 14 CHA? It may make some feats easier, but if they're in off stats it doesn't matter too much. Now, I wouldn't allow that much Point Buy because you can really stack a PC in the stats that matter. We rolled 4d6, re-roll 1's in order, 2 times and took the best "group". It also helped with the small group size to have slightly more powerful PC's.


In 2nd ed we did something close to that. 4d6 drop the lowest, 2 groups, and if you rolled all ones on a roll it was considered an 18.
 

In 2nd ed we did something close to that. 4d6 drop the lowest, 2 groups, and if you rolled all ones on a roll it was considered an 18.
Yeah, and we rolled until we were satisfied with the character, i.e. until (almost) all stats were 18. Then we skipped the rolling part, it just took too much time.
 

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