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<blockquote data-quote="keterys" data-source="post: 4259062" data-attributes="member: 43019"><p>Hmm, if you're going for pretty optimized and using point buy... make the str 10, int 8, dex 16 - take warrior of the wild for your 1st feat and elven precision for your 2nd (astral fire for a 3rd), Nature is a decent pick as +11 is fantastic roll for that at that level. The bow's huge range and half-decent attack bonus makes it a nice option at that point (+5, 1d10) - the only loss is +1 for Athletics, but looks like you had an error on the sheet anyhow.</p><p></p><p>Hunter's Quarry 1/encounter will work just great for this character, and nature covers most monsters you'll encounter at low level, so combined with high Wis and racial bonus it's very nice.</p><p></p><p>[sblock=Cleric]* Birel the Elf Cleric</p><p>Str: 10</p><p>Con: 13</p><p>Dex: 16 (14 +2 racial)</p><p>Int: 8</p><p>Wis: 18 (16 + 2 racial)</p><p>Cha: 14</p><p></p><p>AC: 16 (hide armor; -1 ACP)</p><p>Fort: 11</p><p>Reflex: 13</p><p>Will: 16</p><p></p><p>HP: 25</p><p>Bloodied: 12</p><p>Healing Surge: 6</p><p>Surges/Day: 8</p><p></p><p>Feats: Warrior of the Wild</p><p>Skills: Religion, Heal, Diplomacy, Insight, Nature, +2 Nature, +2 Perception</p><p>Acrobatics +2</p><p>Arcana -1</p><p>Athletics +0</p><p>Bluff +2</p><p>Diplomacy +7 (trained)</p><p>Dungeoneering +4</p><p>Endurance +1</p><p>Heal +9 (trained)</p><p>History -1</p><p>Insight +9 (trained)</p><p>Intimidate +2</p><p>Nature +11 (trained from Warrior of the Wild)</p><p>Perception +6</p><p>Religion +9 (trained)</p><p>Stealth +2</p><p>Streetwise +2</p><p>Thievery +2</p><p></p><p><strong>Group Awareness</strong>: Non-elves within 5 squares of you gain a +1 racial bonus to Perception checks.</p><p></p><p><strong>Wild Step</strong> You ignore difficult terrain when you shift (even if you shift multiple squares).</p><p></p><p><strong>Elven Accuracy</strong></p><p>Encounter • Racial</p><p>Free Action • Personal</p><p>Effect: Reroll an attack roll, keeping the second result even if it is lower than the first.</p><p></p><p><strong>Hunter's Quarry</strong></p><p>Once per encounter as a minor action, you can designate the enemy nearest to you as your quarry. Once per round, you deal 1d6 extra damage to your quarry.</p><p></p><p><strong>Healer's Lore</strong>: Your powers with the healing keyword heal an additional +4 hit points (included in power block).</p><p></p><p><strong>Healing Word</strong></p><p>Special • Divine, Healing</p><p>Minor • Close burst 5</p><p>Target: You or one ally within burst.</p><p>Effect: The target can spend a healing surge, and gains an additional 1d6+4 hit points.</p><p>Special: You can use this power 2/encounter.</p><p></p><p><strong>Lance of Faith</strong></p><p>At-Will • Divine, Implement, Radiant</p><p>Standard • Ranged 5</p><p>Target: one critter</p><p>Attack: +4 vs. Reflex</p><p>Hit: 1d8+4 radiant damage, and one ally you can see gains +2 power bonus to his next attack against that target.</p><p></p><p><strong>Sacred Flame</strong></p><p>At-Will • Divine, Implement, Radiant</p><p>Standard • Ranged 5</p><p>Target: one critter</p><p>Attack: +4 vs. Reflex</p><p>Hit: 1d6+4 radiant damage, and one ally you can see gains either +2 temporary hit points or an immediate saving throw.</p><p></p><p><strong>Divine Glow</strong></p><p>Encounter • Divine, Implement, Radiant</p><p>Standard • Close blast 3</p><p>Target: each enemy in blast</p><p>Attack: +4 vs. Reflex</p><p>Hit: 1d8+4 radiant damage</p><p>Effect: Allies in the blast gain a +2 power bonus to attack rolls until the end of your next turn.</p><p></p><p><strong>Cascade of Light</strong></p><p>Encounter • Divine, Implement, Radiant</p><p>Standard • Ranged 10</p><p>Target: one critter</p><p>Attack: +4 vs. Will</p><p>Hit: 3d8+4 radiant damage, and the target gains vulnerability 5 to your attacks (save ends).</p><p>Miss: You deal half damage, and the target gains no vulnerability.</p><p></p><p>- - -</p><p>Level 2:</p><p></p><p>Even Level: +1 to attacks, defenses, skills and initiative.</p><p></p><p>Feat: Elven Precision</p><p></p><p>HP: 30 (+5)</p><p>Bloodied: 15 (+3)</p><p>Healing Surge: 7 (+1)</p><p></p><p><strong>Shield of Faith</strong> -- Utility 2</p><p>Daily • Divine</p><p>Standard • Close burst 5</p><p>Targets: you and each ally in burst</p><p>Effect: Targets gain a +2 power bonus to AC until the end of the encounter.</p><p></p><p>- - -</p><p>Level 3:</p><p></p><p>HP: 35 (+5)</p><p>Bloodied: 17 (+2)</p><p>Healing Surge: 8 (+1)</p><p></p><p><strong>Command</strong></p><p>Encounter • Charm, Divine, Implement</p><p>Standard • Ranged 10</p><p>Target: one critter</p><p>Attack: +5 vs. Will</p><p>Hit: The target is dazed until the end of your next turn. In addition, you can choose to knock the target prone or slide the target 5 squares.[/sblock] </p><p></p><p>There were several errors in the skills, but I think I fixed them all on mine (but no guarantees)</p><p></p><p>I like the KoS encounter (Daunting Light) better than Command, why the switch? Just cause of too many vs Reflex?</p></blockquote><p></p>
[QUOTE="keterys, post: 4259062, member: 43019"] Hmm, if you're going for pretty optimized and using point buy... make the str 10, int 8, dex 16 - take warrior of the wild for your 1st feat and elven precision for your 2nd (astral fire for a 3rd), Nature is a decent pick as +11 is fantastic roll for that at that level. The bow's huge range and half-decent attack bonus makes it a nice option at that point (+5, 1d10) - the only loss is +1 for Athletics, but looks like you had an error on the sheet anyhow. Hunter's Quarry 1/encounter will work just great for this character, and nature covers most monsters you'll encounter at low level, so combined with high Wis and racial bonus it's very nice. [sblock=Cleric]* Birel the Elf Cleric Str: 10 Con: 13 Dex: 16 (14 +2 racial) Int: 8 Wis: 18 (16 + 2 racial) Cha: 14 AC: 16 (hide armor; -1 ACP) Fort: 11 Reflex: 13 Will: 16 HP: 25 Bloodied: 12 Healing Surge: 6 Surges/Day: 8 Feats: Warrior of the Wild Skills: Religion, Heal, Diplomacy, Insight, Nature, +2 Nature, +2 Perception Acrobatics +2 Arcana -1 Athletics +0 Bluff +2 Diplomacy +7 (trained) Dungeoneering +4 Endurance +1 Heal +9 (trained) History -1 Insight +9 (trained) Intimidate +2 Nature +11 (trained from Warrior of the Wild) Perception +6 Religion +9 (trained) Stealth +2 Streetwise +2 Thievery +2 [b]Group Awareness[/b]: Non-elves within 5 squares of you gain a +1 racial bonus to Perception checks. [b]Wild Step[/b] You ignore difficult terrain when you shift (even if you shift multiple squares). [b]Elven Accuracy[/b] Encounter • Racial Free Action • Personal Effect: Reroll an attack roll, keeping the second result even if it is lower than the first. [b]Hunter's Quarry[/b] Once per encounter as a minor action, you can designate the enemy nearest to you as your quarry. Once per round, you deal 1d6 extra damage to your quarry. [b]Healer's Lore[/b]: Your powers with the healing keyword heal an additional +4 hit points (included in power block). [b]Healing Word[/b] Special • Divine, Healing Minor • Close burst 5 Target: You or one ally within burst. Effect: The target can spend a healing surge, and gains an additional 1d6+4 hit points. Special: You can use this power 2/encounter. [b]Lance of Faith[/b] At-Will • Divine, Implement, Radiant Standard • Ranged 5 Target: one critter Attack: +4 vs. Reflex Hit: 1d8+4 radiant damage, and one ally you can see gains +2 power bonus to his next attack against that target. [b]Sacred Flame[/b] At-Will • Divine, Implement, Radiant Standard • Ranged 5 Target: one critter Attack: +4 vs. Reflex Hit: 1d6+4 radiant damage, and one ally you can see gains either +2 temporary hit points or an immediate saving throw. [b]Divine Glow[/b] Encounter • Divine, Implement, Radiant Standard • Close blast 3 Target: each enemy in blast Attack: +4 vs. Reflex Hit: 1d8+4 radiant damage Effect: Allies in the blast gain a +2 power bonus to attack rolls until the end of your next turn. [b]Cascade of Light[/b] Encounter • Divine, Implement, Radiant Standard • Ranged 10 Target: one critter Attack: +4 vs. Will Hit: 3d8+4 radiant damage, and the target gains vulnerability 5 to your attacks (save ends). Miss: You deal half damage, and the target gains no vulnerability. - - - Level 2: Even Level: +1 to attacks, defenses, skills and initiative. Feat: Elven Precision HP: 30 (+5) Bloodied: 15 (+3) Healing Surge: 7 (+1) [b]Shield of Faith[/b] -- Utility 2 Daily • Divine Standard • Close burst 5 Targets: you and each ally in burst Effect: Targets gain a +2 power bonus to AC until the end of the encounter. - - - Level 3: HP: 35 (+5) Bloodied: 17 (+2) Healing Surge: 8 (+1) [b]Command[/b] Encounter • Charm, Divine, Implement Standard • Ranged 10 Target: one critter Attack: +5 vs. Will Hit: The target is dazed until the end of your next turn. In addition, you can choose to knock the target prone or slide the target 5 squares.[/sblock] There were several errors in the skills, but I think I fixed them all on mine (but no guarantees) I like the KoS encounter (Daunting Light) better than Command, why the switch? Just cause of too many vs Reflex? [/QUOTE]
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