| Post/Author/DateTime | Post |
|---|---|
| elfan02-25-08, 10:41 PM | Hello everyone. I am creating my first LG character to be played at DnD experience. My main goals are to have someone who will (I hope) not die, be able to contribute to the party, and simple enough that my character sheet still makes sense after 15 hours of playtime. Since I have no idea if I will be able to play again he is optimized for 1st level survivability (thus the low wisdom). I am not trying to create the perfect character but I would appreciate it if anything silly I did is pointed out. Also, can I purchase scrolls/potions before my first adventure or after? Dwarf Cleric of Kord (luck,str domains) Str: 14, Dex: 10, Con: 18, Wis: 14, Cha: 8 Skills: Con: 4, Know(religion): 2, Spellcraft: 2 Feat: Imp. Initiative (?) Equipment: Scale Armor, heavy steel shield, have mace, sling, sickle backpack, bedroll, flint steel, rope etc. holy symbol, spell component pouch, holy water, healer's kit scrolls? I will be rushed during the con but my plan was to buy a masterwork cold iron weapon and consumables after my first adventures. Thank you. |
| _metz_02-26-08, 12:44 AM | Improved initiative is wasted on a cleric. Also your Stats are a little off, I would suggest: Str: 16 (Hey Kord cleric :P) Dex: 10 (Heavy Plate is your friend) Con: 16 Int: 10 (To maintain Concentration as well as a bit of spellcraft/Religion) Wis: 15 Cha: 6 (Who needs to turn anyways? Thats not very dwarven...) I would Suggest that your first feat could be improved inititaive, but retrain it to power attack by level 2, or just take power attack at level one. That way your character can be an ok combat cleric. Go straight cleric, bump wis at level 4, Level 3 Feat: Craft Wondrous Item Have fun with your first LG character! Addiditonally, read THIS (http://forums.gleemax.com/showthread.php?t=832454) And look at the Dwarf builds - they are ususally the most effective (Pokes his tongue at Mommy) |
| copperwyrmling02-26-08, 01:32 AM | Str: 16 (Hey Kord cleric :P) Dex: 10 (Heavy Plate is your friend) Con: 16 Int: 10 (To maintain Concentration as well as a bit of spellcraft/Religion) Wis: 15 Cha: 6 (Who needs to turn anyways? Thats not very dwarven...) I agree that taking Cha down to 6 should be okay (although given the number of 1HD skellies in APL 2 mods, I can see the arguments for having two turn attempts/day rather than one), but for a character who may never be played again after DDXP (and who will have at most a seven-month lifetime in any case), Str 14 / Con 18 vs Str 16 / Con 16 seems like a matter of taste to me, as does boosting Wis to 15 vs putting the 2 points somewhere else (since there's a reasonable chance the PC won't be played enough to reach L4). i.e. to the OP, your original pointbuy doesn't have anything really wrong with it, although metz's tweaks are probably better for long-term optimization. I would Suggest that your first feat could be improved inititaive, but retrain it to power attack by level 2, or just take power attack at level one. If you're only planning to ever play the PC at L1, I would seriously contemplate Toughness ;) 15 HP at L1 isn't bad. You can retrain it later if you keep playing the PC (it's a very weak feat beyond about L3, but rather nice at L1). Power Attack is of course better in the long term, but entirely useless at L1. Go straight cleric, bump wis at level 4, Level 3 Feat: Craft Wondrous Item Have fun with your first LG character! Agreed and agreed :) Addiditonally, read THIS (http://forums.gleemax.com/showthread.php?t=832454) And look at the Dwarf builds - they are ususally the most effective (Pokes his tongue at Mommy) I still think humans make better battle-clerics than dwarves :P Dwarves are perfectly viable though, especially for low-level survivability. Your skill choices look fine. I believe you can use your starting wealth to buy Open scrolls and potions - anything from the DMG tables that you can afford as a starting PC should be okay (from memory potions and scrolls under 750gp are allowed: it might be 700 or 800 instead, but that doesn't matter to you right now). Consider picking up some acid or alchemist's fire once you've got a mod under your belt, or at least some torches, oil and tindertwigs: swarms are annoyingly common in low-level modules :( You've got bludgeoning and slashing damage covered, which is good: skeletons and zombies are also very common at APL 2. |
| MwaO02-26-08, 09:12 AM | Addiditonally, read THIS (http://forums.gleemax.com/showthread.php?t=832454) And look at the Dwarf builds - they are ususally the most effective (Pokes his tongue at Mommy) I actually think humans work out better, too. That spare feat is really useful... |
| elfan02-26-08, 11:32 AM | Thank you everyone for your suggestions. I think this character will turn out well. |
| clannagh02-26-08, 05:32 PM | Domain Spontaniety Strength is usually a good early feat for Kord clerics. Though the crap charisma doesnt help there as domain spontaneity is turning driven. |
| Sieylianna02-26-08, 06:32 PM | All divine casters should have a spare holy symbol. Ed |
| Timlagor02-29-08, 11:28 AM | I'll have you know that my dwarven cleric destroyed all the undead in a module with his turn attempt! (yes that's a singular) It seems to me that the best Feats for a straight cleric tank are: 1 Power Attack 3 CWI 6 CA&A [CA&A seems to beat out Extra Smite for damage from my calculations -as well as offering extra defence- but it might not be as fun and lacks the one-strike effect that can be concentrated against the single tough foe] |
| TWG_Prometheus03-06-08, 04:56 PM | My 6 Cha Dwarven Cleric hasn't gotten any Destroy results by turning yet, but he's 2/2 on turning successes. Ok...one was techanically a Rebuke Fire... |