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4 months ago ::
Mar 03, 2013 - 9:39AM
#1
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In preparation of a new DnD group I'm starting as a new player I thought I'd at least create a character to know what the players need to go though. I'll start out as the DM, but even the Player Manual is giving me headaches  I've rolled a cleric, but here's two sections of rules I can't get to make sense: Channel Divinity There are multiple powers mentioned for cleric, some as cleric feature, some as feat (feature and feat, two different things right?). Do I get all of them and pick the one I want to use during the encounter or am I supposed to make a choice? There's Divine Fortune, Turn undead, and for example Kord's Favor Ritual casting The manual states I've mastered Gentle Repose, and I can choose one other level 1 ritual. The point is I haven't trained Arcana or Nature, making all level 1 rituals useless. Can and should I still pick one and have a use for it somehow, or isn't it even possible due to my choice of skills? Throwing weapons I've thrown in a tiny last minute question that I ran into: do throwing weapons like throwing hammers or throwing axes expire when you throw them? I can't find any info in the manual. There are probably going to be more questions over the coming months, but thanks a bunch for helping out
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4 months ago ::
Mar 03, 2013 - 10:26AM
#2
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Date Joined:
Oct 28, 2010
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1: You can only use one per encoutner, but you may have several to choose from when you do so.
2: Bear in mind that many rituals use a given key skill, but have no penalties if you're not very good at that skill, and you don't have to be trained in a skill to use it to cast rituals... Also, Nature is useful to train for a Cleric anyway.
3:Magic thrown weapons return. Mundane thrown weapons do not, but are not expended when thrown, if you have time you can go back and collect them.
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4 months ago ::
Mar 04, 2013 - 5:58PM
#3
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Date Joined:
Sep 29, 2009
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Alot of rituals list a KEY SKILL and say that no roll is required or that a roll of 1 still has some effect. This is because rituals with different skills require different components to preform. To do NATURE rituals you need rare herbs, sacred oils or alchemical reagents just woun't do. Pure magic dust residium can be used for anything though.
The sea looks at the stabillity of the mountian and sighs. The mountian watches the freedom of the sea and cries.
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4 months ago ::
Mar 04, 2013 - 10:03PM
#4
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Date Joined:
Dec 10, 2008
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In preparation of a new DnD group I'm starting as a new player I thought I'd at least create a character to know what the players need to go though. I'll start out as the DM, but even the Player Manual is giving me headaches I've rolled a cleric, but here's two sections of rules I can't get to make sense:
Channel Divinity There are multiple powers mentioned for cleric, some as cleric feature, some as feat (feature and feat, two different things right?). Do I get all of them and pick the one I want to use during the encounter or am I supposed to make a choice? There's Divine Fortune, Turn undead, and for example Kord's Favor
As a cleric, you get Divine Fortune and Turn Undead automatically IIRC. To get Kord's Favor you have to spend a feat to get that since it's a Feat Utility. Regardless of how many Channel Divinity powers you have, you only get to use one per encounter, unless you have some game element that lets you spend more than one (which can happen later).
Ritual casting The manual states I've mastered Gentle Repose, and I can choose one other level 1 ritual. The point is I haven't trained Arcana or Nature, making all level 1 rituals useless. Can and should I still pick one and have a use for it somehow, or isn't it even possible due to my choice of skills?
AFAIK, you don't need to be trained in any skills to use any rituals, and many rituals have a skill as a key skill but don't even require you to make a roll anyway. Get nature though, it's good.
Throwing weapons I've thrown in a tiny last minute question that I ran into: do throwing weapons like throwing hammers or throwing axes expire when you throw them? I can't find any info in the manual.
No, weapons don't expire when you throw them. Even arrows don't break unless the DM says they do - expending ammo is kind of optional in 4e. As a DM myself, I never enforce it.
Welcome to the game, feel free to ask questions, don't sweat the more "intense" community members, and have fun!
OD&D, 1E and 2E challenged the player. 3E challenged the character, not the player. Now 4E takes it a step further by challenging a GROUP OF PLAYERS to work together as a TEAM. That's why I love 4E.
"Your ability to summon a horde of celestial superbeings at will is making my ... BMX skills look a bit redundant."
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4 months ago ::
Mar 05, 2013 - 12:49AM
#5
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Date Joined:
Oct 28, 2010
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Arrows explicitly are expended. However, most DMs don't bother tracking that sort of minutiae, since with the treasure rewards for first level, you could buy enough arrows to last your entire career.
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4 months ago ::
Mar 05, 2013 - 7:48AM
#6
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Date Joined:
Aug 20, 2003
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Arrows explicitly are expended. However, most DMs don't bother tracking that sort of minutiae, since with the treasure rewards for first level, you could buy enough arrows to last your entire career.
Unless you're actually using magical arrows of some kind. Those are important to track.
General rule of thumb - ammo is expended (just like bullets), things you throw are not, unless you throw them off a cliff or something and they are not magical.
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4 months ago ::
Mar 05, 2013 - 8:40PM
#7
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Date Joined:
Dec 10, 2008
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Give the Ranger you love the gift that keeps on giving: an Endless Quiver. No more tracking (mundane) arrows, no muss, no fuss.
OD&D, 1E and 2E challenged the player. 3E challenged the character, not the player. Now 4E takes it a step further by challenging a GROUP OF PLAYERS to work together as a TEAM. That's why I love 4E.
"Your ability to summon a horde of celestial superbeings at will is making my ... BMX skills look a bit redundant."
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4 months ago ::
Mar 06, 2013 - 9:54AM
#8
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Date Joined:
Jun 30, 2008
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There are two type of clerics and it sounds like you are playing one from PHB1, which wizards later renamed the Templar.
If you only have PHB1 then you have divine fortune and turn undead and by default you can use one of those two powers once an encounter. You can then take feats that let you expand the ways you can use Channel Divinity, but you can still only use Channel Divinity once per encounter.
On to what happens if you use more than only PHB1:
Later published materials added more options. Instead of divine fortune you can select Favor of the Gods instead. Instead of turn undead, you can take Punish the Profane or Healer's Mercy instead.
If you play an essentials cleric called a Warpriest, instead of turn undead and divine fortune you get Smite Undead along with a second power determined by your domain.
There are also feats, paragon paths, and items that let you use channel divinity more than once an encounter.
There are also a lot more low level rituals in other sources that you can pick up like Brew Potion.
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4 months ago ::
Mar 06, 2013 - 10:01AM
#9
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Date Joined:
Jun 12, 2012
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On to what happens if you use more than only PHB1:
In addition to what Gelatinous Octahedron mentioned, there's a class feature called Battle Cleric's Lore that can be swapped in for your Healer's Lore. It's known for being so good that a number of other classes will multi-class into cleric just for that feature.
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4 months ago ::
Mar 07, 2013 - 12:18PM
#10
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Give the Ranger you love the gift that keeps on giving: an Endless Quiver. No more tracking (mundane) arrows, no muss, no fuss. 
I would agree, except that for the price of one Endless Quiver you can literally buy as many arrows as any *50* multi-attacking BowRangers can possibly use in the course of all of their careers combined.
Still, tracking ammo in D&D is boring, irrelevant, and stupid, and so if the Endless Quiver is what it takes to make your DM shut up about it, it's worth the price.
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