D&D 4E PHB1 4e Human Cleric questions

16, 12, 11, 11, 17, 16.

This is actually a fairly high stat array.

I'd probably assign them as you have them:
Str: 16
Con: 12
Dex: 11
Int: 11
Wis: 17
Chr: 16

This way, you can kind of pick any Cleric Power you want to and have a perfectly viable attack stat with it. Pick whether you want to go more ranged or more melee and tailor your power choices that way but just make sure you have at least the at-will for the other that intrigues you most.

For "stuff" buy a good weapon (Mace works well and is traditional), Holy symbol and the "best" (ie: heaviest) armor you can afford and pick feats that look cool. The PHB has suggested feat and build tips that can help.
 

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If your DM wanted your introduction to the game to be more simple, beginning at 4th level is an error. Having players start at different levels based on a random dice roll seems like a mistake as well. Nevermind, let's try and help you with your character:

Every player race in the game has specific racial feature. Humans gain a +2 which they can put in any starting stat that they choose.

Clerics (especially PHB1 clerics) will want high Wisdom. Let make this your main stat. You Healing powers will increase their effectiveness by having a high Wisdom. And all ranged cleric attacks base their accuracy and their damage on Wisdom as well.

So, you put your 16 in Wisdom and add your +2 (human racial bonus) giving you 18.

The second most important attribute to a PHB1 Cleric is Strength. This will affect the accuracy and damage of the clerics melee powers (melee means face to face combat). If you don't want to get up close and personal then you simply avoid chosing powers based on strength and place a low score in strength. I'm going to go ahead and put your 17 here

I think your next most important stat is Constitution. Constitution determines hom many Hit Points you have. If you are going to step into the middle of things every now and again, you want to be able to take a few heavy blows. Constitution also determines how many times you can be healed per day. This mechanic is called Healing Surges. Certain powers, especially your own clerics powers, will allow you or your allies to 'spend a healing surge'. To all intents and purposes this means the character regains 1/4 of their maximum HPs (plus any bonuses described in the power). When a charcter runs out of HSurges its not easy to be healed any more, time to find somewhere to take a rest.
So 16 Constitution.

The next choice is between Intelligence and Charisma. Intelligence will affect your knowldge skills, Charisma will affect your social skills. Intelligence will make it a little harder to hit your reflexes, Charisma makes the odd healing power a little stronger (although if restricted to PHB1 only this may not be the case). I'd choose Intelligence, placing the 12 there.

Which means 11 Dexterity and 11 Charisma.

But because you are level 4 you are allowed to add a bonus +1 to any two attributes. I'd choose Strength and Wisdom.

This will give you the following stats:

Human Cleric Lvl 1 --> Lvl 4
STR 17 --> STR 18
CON 16 --> CON 16
DEX 11 --> DEX 11
INT 12 --> INT 12
WIS 18 --> WIS 19
CAR 11 --> CAR 11

But what do these stats really mean?

Well... basically the game is based upon the following simple, underlying mechanic:

To decide whether a character's action is successful, roll a 20 sided dice (d20). Add all relevant bonuses to number rolled. Compare the final number to the target number set by the DM. If the final number rolled is equal or higher than the target number, the action is a success.

So these stats provide us with all of our base bonuses. The math is the following:

A stat with 8 or 9 gives a negative -1 bonus
10 or 11 gives a 0 (zero) bonus
12 or 13 gives a +1 bonus
14 or 15 gives a +2 bonus
16 or 17 gives a +3 bonus
18 or 19 gives a +4 bonus
20 0r 21 gives a +5 bonus etc etc.

So Strength 18 gives you a +4 Strength bonus
Constitution 16 gives you a +3 Constitution bonus
Dexterity 11 means you have no Dexterity bonus etc.

Each of these attributes will affect different skills:

Strength affects Athletics (your ability to climb, swim, jump etc.).

Constitution affects your Endurance (your ability to resist adverse environmental effects like thirst or starvation and your ability to resist disease etc.)

Dexterity affects Acrobacy (ability to balance, twist, turn, swing, fall and flip)
and Stealth (ability to hide and move quietly)
and Thievery (ability to pick locks, pockets and disarm trap mechanisms etc)

Intelligence affects Arcana (Knowledge of magic stuff and magical creatures)
and Religion (Knowledge of Divine stuff and immortal creatures)
and History (Knowledge of Regional, Historical lore about anything you can . twist your DMs arm into believing)

Wisdom affects Nature (Knowledge of natural stuff, outdoor environments and natural . creatures)
and Dungeoneering (Knowledge of Underground environments, miscellaneous . stuff and creatures that live underground)
and Heal (ability to aid fallen allies and stabalise them during combat etc)
and Perception (ability to spot hidden things and small details)
and Insight (ability to interpret body language, discern lies etc)

Charisma affectsDiplomacy (ability to negotiate, calm nerves and inspire/convince others)
and Intimidate (ability to scare others into doing what you want)
and Bluff (ability to cheat, fool and lie convincingly)
and Streetwise (ability to gather information in urban areas)

So, In Athletics you have a +4. However you need to add you level bonus as well ( a complication absent when you begin at level 1). A level bonus is Half your current level. Fractions are always rounded down. So because you are level 4 you add a +2 level bonus. Str Bonus +4 and Level bonus +2 = +6 to your d20 roll when you use athletics.

At level 1 as a Cleric you can train 3 skills available to your classs. Clerics also gain automatic training in Religion. As a human, you are allowed to train one extra skill from you class skill list. The Cleric's skill list is: Arcana, Diplomacy, Heal, History, Insight.

I'd choose Diplomacy, Heal and Insight. As your bonus Human skill Arcana as clerics can perform Rituals and many rituals are based on Arcana.

You gain a +5 bonus to the skills you are trained in.
So, Religion for example: +1 Int (as you have 12 Int) +2 level bonus (level 4) and +5 training = +8 bonus any time you use your Religion skill.

Apart from skill bonuses, these attributes also affect your Defenses. You have 4 different defenses: Armour Class, Fortitude, Reflexes and Will. Each defense begins with a base score of 10. That is the target number monsters need to achieve when they attack you (rolling a d20 and adding their own modifiers). However, again, you are level 4 so you also add you level bonus to your defenses, meaning your base score 10 + level bonus (+2) = 12

AC (Armour Class) is your straight physical defense, when a creature attacks you with a sword or shoots an arrow at you. If you wear light armour then Intelligence or Dexterity affects your AC score. If you wear heavy armour you only

As a cleric you have proficiency with chainmail armour. That is the first item you buy with those 100gp. Chainmal gives an armour bonus of +6. So your base AC score of 12 with a +6 from your chainmail armour gives you an AC total of 18. Monsters must get 18 or higher when they attack your AC

The Fortitude defense usually is attacked by poisons or magical effects that target your bodily resistence. It is affected by either Strength or Constitution. You choose the highest of the two to determine which modifier you add to your base score. Your Strength is highest so we use Strength. Your Strength bonus is +4. So Fortitude base 12 +4 = 16 . Now we discover another racial feature that Humans have. All humans gain a +1 to Fort, Ref and Will defenses. So 16 + 1 gives you your final total of 16 Fortitude. Creatures that use powers that attack your Fortitude must get a 16 or higher.

The Reflex defense is usually targeted by ranged magical zap attacks like lightning bolts or magical rays and explosions. It is affected by Dexterity or Intelligence. We use your Intelligence (+1), which when added to your base 12 gives us 13. Add human bonus (+1) for a total of 14 Reflex. Monsters only need a 14 to hit you here. This is your weak spot.

The Will defense is usually targeted by effects that attempt to alter or control your mind. It is affected by Wisdom or Charisma. We use your Wisdom (+4) and add it to our base of 12 = 16. +1 Human bonus = 17. Clerics receive a class +2 bonus to Will giving you a grand total of 19. You are not easy to manipulate.

So your four defense totals are:
AC 18
FORT 17
REF 14
WILL 19

The next most important mechanic to calculate are is your Hit Points (HP). They are determined by your class added to your Constitution score (NOT added to you COnstitution bonus, the ENTIRE score):

At level 1 Clerics receive 12 HP
Plus your Constitution score of 16
12 +16 = Starting HP Score Total: 28

Except you are level 4. Clerics gain 5 HPs every time they gain a level. You have gained 3 levels, so 15 more HPs: 28 + 15 = lvl 4 HP Total: 43

This score means that you become "Bloodied" when your wounds reduce you to 21 hps or less. You are Bloodied basically when you lose half of your HPs. You should let your DM know when this happens.

Your HPs total also affects your "Healing Surge Value". This is how much you heal when powers allow you to spend a Healing Surge. Basically it is 1/4 of your total HPs (remember always round down). So your Healing Surge Value is 10. You regain 10 HPs when you use powers or potions that allow you to spend a healing surge.

The amount of Healing Surges you have per day is also detemined by your class and your Constitution (bonus this time). Clerics have 7 Healing surges available each day. Your CON bonus is +3 so you have 10 Healing Surges. This is basically the amount of times you can be cured each day.

So:

Total HP 43
Bloodied at 21
HSurges per day: 10 HSurge Value 10

The next biggest 'basic mechanic' is Initiative. Initiative determines who acts first in combat. Dexterity affects Initiative. Your DEX bonus is 0, but you add your level bonus to Initiative as well. So 0 +2 = 2. When you roll initiative at the beginning of a fight: roll a d20 to see who goes in which order and add +2. Then creatures act in order of highest to lowest.

So now we can look at your Power selection.

Each player chooses 2 At Will Powers. These powers have no limit to the amount of times they can be used in a fight. They are your 'default powers'.
Here again we meet another feature of the human race. Humans gain one extra at will power. So you can choose 3 at will powers.

At Will Powers:
Righteous Brand: Great melee power that gives an ally a +3 bonus to hit the same target
Lance of the Faith: Good ranged attack that gives an ally a +2 bonus to hit the same target
Sacred Flame: Very useful ranged attack that either allows an ally to make a saving throw to remove some nasty condition inflicted on them by an enemy (like being poisoned or set on fire for example). Your Charisma is too low to receive a benefit from the other element of this power.

At level 1 you choose 1 encounter power. However as you are level 4 you gain a second encounter power (this is gained when you achieve level 3). Encounter powers are more powerful/useful than at will powers but they can only be used once in each fight/encounter:

Encounter Powers:
Lvl 1: Healing Strike: Hit an enemy and heal a friend!
Lvl 3: Blazing Beacon: Good if you have allies who have ranged attacks (otherwise choose Split the Sky I guess)

You have 1 Daily power. This is your big special power and can only use it once each day regardless of how many fights you get into that day.

Daily Power:
Beacon of Hope: Heals ypur allies, Weakens your enemies and makes your Healing powers more potent for the rest of the fight.

Now you have two different kind of attacks going on here: weapon attacks and implement attacks. Implement attacks are chanelled through your holy symbol. Weapon attacks, well through your weapon. So we need to figure out the attack bonus and the damage bonus for each.

Lets use Righteous Brand as an example for weapon attacks.
It says Strength vs AC. So we are going to add our +4 STR bonus to our attack roll (with the d20) and our target number is the monsters AC score. We also add our level bonus here (+2). Weapon attacks also add the weapon proficiency bonus if you use a weapon you are proficient with, which you should always do. Lets say for now that your weapon gives you a +2 (most weapons available to clerics do). So +4 (STR) +2 (level) and +2 Weapon Prof. = +8 vs AC So whatever you roll on the d20 you add +8 to determine if its a hit or not.

This attack modifier +8 should be the same for all you weapon attacks

The damage will say 1[w] + STR damage. the [w] means weapon. Different weapons use different weapon dice [w]. Lets say you weapon is a mace and it uses a d8. so you roll 1d8 and add your STR bonus to determine your damage if you manage to hit the enemy.

Implement attacks target defenses other than AC (which tend to be lower). But they dont add a weapon proficiency bonus. So you Implement attacks like Lance of the Faith will be based off Wisdom.+4 Wisdom Bonus +2 level bonus = +6 vs Reflexes. This bonus should be the same for all your implement powers.

then Damage is 1d8 + Wisdom Radiant damage. So 1d8 +4 radiant damage. Radiant damage is the kind of damage dealt. It only becomes important if creatures have specific vulnerabilities or resistences to certain types of damage. Undead usualy are vulnerable to radiant damage and immune to poison damage.

Now to look at the powers you receive because you are a Cleric:

Healing Word: This is an encounter power BUT its special because you can use it twice. You can use it on yourself or an ally up to 5 squares away.
It allows the person you use it on to spend a healing surge. But you roll a 6 sided dice (d6) and add that to the amount of HPs regained. Which brings us to your cleric feature Healers lore: You add your Wisdom bonus to the amount you heal someone when one of your powers lets them spend a Healing surge.
Your Wisdom bonus is +4 so this means when you heal with this power add 1d6 +4 to their healing surge value when you heal them. (Healers Lore will afect any healing power that allows the target to spend a healing surge, your healing Strike encounter power for example)

Channel Divinity encounter powers: You have 2 but you can only use one of them each encounter.

One is Turn Undead; good power against undead creatures like zombies or skeletons, but useless against other enemies.

Divine Fortune: very weal power that gives you a +1 bonus to your next attack or saving throw. May as well use it if you aren't fighting undead. Use it to land Healing Strike for example.

Which brings us to feats. You have 1 feat at level 1 usually, but humans get a bonus feat. You also gain a new feat at level 2 and level 4. So in all you have 4 feats. I'd chose feats that give you a simple benefit that you can add the math of your powers and then forget about. You have enough to get you head around without worrying about remembering feats.

For Example:
lvl 1 Scale Armour Proficiency (use a better armour (+7 bonus) which doesnt inflict a penalty to your skill rolls like chainmail does)
Human bonus feat: Light Shield Proficiency (learn how to use a shield: +1 AC and REFLEX)
lvl 2 Superior Weapon Training: Bastard Sword (1d10 dmg, +3 weapon prof bonus and one handed)
lvl 4 Hmmm ... okay, so you want to be able to pack a bit more of a punch every now and again ... check out the multiclass feats in PHB1. Choose Warrior of the Wild. This means your secondary class is Ranger. It allows you to train a ranger skill (choose perception, its probably the most useful skill in the game) and you get to use the Rangers Hunters Quarry 1/encounter (+1d6 dmg vs 1 enemy for 2 rounds basically).


Equipment:
Buy 1 Bastard Sword
1 suit of Scale Armour
1 Light Shield
1 Adventurers Kit
10gp left over for drinking in bars

As for Rituals ... I wouldn't worry too much about them for now.
You can choose a background as well, which is little more than putting a +2 in a Skill you want to ba good at. That's the main stuff involved in the bones of character creation. Hope it helps make sense of things. Here's a run down of the build.

level 4
Human, Cleric

FINAL ABILITY SCORES
Str 18, Con 16, Dex 11, Int 12, Wis 19, Cha 11.

STARTING ABILITY SCORES
Str 17, Con 16, Dex 11, Int 12, Wis 16, Cha 11.


AC: 20 Fort: 17 Reflex: 15 Will: 19
HP: 43 Surges: 10 Surge Value: 10

TRAINED SKILLS
Arcana +8, Religion +8, Diplomacy +7, Insight +11, Heal +11,Perception +6,

FEATS
Cleric: Ritual Caster
Human: Weapon Proficiency (Bastard sword)
Level 1: Armor Proficiency: Scale
Level 2: Shield Proficiency: Light
Level 4: Warrior of the Wild

POWERS
Bonus At-Will Power: Righteous Brand
Channel Divinity: Turn Undead
Cleric at-will 1: Sacred Flame
Cleric at-will 1: Lance of Faith
Cleric encounter 1: Healing Strike
Cleric daily 1: Beacon of Hope
Cleric utility 2: Shield of Faith
Cleric encounter 3: Blazing Beacon

ITEMS
Ritual Book, Bastard sword, Light Shield, Scale Armor, Adventurer's Kit
RITUALS
Gentle Repose
 

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Congrats on the encyclopaedic response. But I'm curious why you skipped over Dexterity completely in your explanation, and also why you elevate Intelligence in importance over Charisma, when Charisma contributes to powers such as Sacred Flame.
 

Congrats on the encyclopaedic response. But I'm curious why you skipped over Dexterity completely in your explanation, and also why you elevate Intelligence in importance over Charisma, when Charisma contributes to powers such as Sacred Flame.
I'm pretty sure I didn't skip over Dexterity. I talked about it affecting Acrobacy, Thievery and Stealth.

I also mention Initiative and Dexterity seperately.

It's a looooooooooooong post. :) Your eyes probably blurred! Don't blame you!

As for prefering Intelligence over Charisma, well basically because a +1 or a +0 is such a small difference that I prefer to put it in INT to boost the REFLEX defense slightly. Are you really ever going to use Sacred Flame to give an ally 1 Temporary HP? I wouldn't. I can probably get a +2 bonus in any social skill off my DM for good roleplay. Convincing him to give me a +2 in Arcana is not such a given. But that's neither here, the base reason is to gain a +1 in REFLEX.
 

I'm pretty sure I didn't skip over Dexterity. I talked about it affecting Acrobacy, Thievery and Stealth.

You skipped over it when you were discussing ability score allocation. That's what I was referring to.


As for prefering Intelligence over Charisma, well basically because a +1 or a +0 is such a small difference that I prefer to put it in INT to boost the REFLEX defense slightly. Are you really ever going to use Sacred Flame to give an ally 1 Temporary HP?

Sacred Flame gives THP = Charisma modifier + 1/2 level. So at level 4 that's 2 THP, or 3 if you bump Charisma. So yes, I can see it being used, and 3 is better than 2. By comparison, with such a low Reflex defense, it's pretty much an auto-hit either way.
 


I would have put the extra stat points gained at 4th level on Str and Cha. So the character would end up with what in my mind would be more balanced scores:

Str 18 Con 16 Dex 11 Int 12 Wis 18 Cha 12

The only time I would consider putting Wis to 19 instead is if I wanted to push Wis to 20 at 8th level.
 

Question for the OP: did the materials the DM gave you include a copy of the PHB itself? It sounds rather like he turned you loose with a set of requirements and asked that you build your character using the Internet--no wonder there's confusion!
 

I have a cleric from phb1 and found Sacred Flame gets a lot of use. My cleric is mostly stay behind everyone and assist, some call the laser cleric. I guess it depends on the other characters in the party if you want/need to stay in the front or back. With 3 good stats you could do a bit of both. Take a power from at-will and encounter that uses strength and wisdom to make the attack. This would round out you character to be useful regardless of where he is.

He may end up being the highesr level character in the party, half d6+1, and need to be in the front lines more depending on the health of the other fighter types and the encounters set up by the dm.

To get the best learning curve out of the character I would say to go with a more ballanced character so that you can use the powers in both melee and ranged to see how the different attacks work, mostly since this is a one time character. I would also try and find the printable cards, they we're once online here someplace. My group likes them and finds that it helps keep things straight on the table. Hopefully someone with more computer voodoo can link it.

A last think to think about is a cool name and background. It is not as complicated as the stats and powers, but goes a long way to make the character feel more like he belongs in the world. There are some good name generators, google fantasy names or such. A few lines of background about the church sending him out or kicking him out. He could be on some ultimate mission to find the lost ark or something to give him purpose. Your done, good playing- have fun most importantly.
 

Strength Clerics have access to Righteous Brand.

Righteous Brand has, since its errata, been downgraded to 'REALLY GOOD' from its previous perch as 'Second Best At-will'.

The second at-will doesn't matter.
 

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