Can't Hold Me Down: A Saving Throw Focused Sun Warpriest

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A halfelf sun warpriest; mc warlock; radiant servant; destined scion.

This build is focused on constantly granting himself saves with bonuses while also regularly granting saves to allies.  With starfire womb he is granting himself a save whenever he deals damage with a radiant power (almost all of his warpriest powers) and with mark of healing he is granting one whenever he heals.  He has a solid radiant damage focus as well and has a few ranged radiant powers through dilaltante and hand of radiance and dire radiance through multiclassing.  Brand of the sun is his main at will which grants both him and an ally a save when he deals damage with it and crits on a 19 starting at level 11.


Total saving throw bonuses:  +8 vs dazed or stunned, +7 vs dominated, immobilized or restrained, +6 vs slowed and death saves. +4 vs everthing else.  Increase all by +2 with no action points remaining so he should be using action points right away at later levels.


Roll for dazed and stunned at beginning of round (automatic success with no action points left).  And if he does fail a save symbol of scorned fate lets him ignore the failed save for one round as a free action as an encounter power.  He also has resist 9 to ongoing damage.


Constant bonuses:


Resilient focus (+2 feat bonus)
Destined scion (+2 untyped)
Stubborn Survivor +2 untyped when no action points remaining
Warpriest +2 untyped for death saves for him and nearby allies.
Background: +1 dazed, stunned, immobilized or restrained
Boots: +2 item bonus slowed immolibized or restrained (minor action save vs these conditions)
Crownring: +3 item bonus vs dazed, stunned, or dominated.
Shared Perseverence: +1 untyped bonus to allies saves.


I thought about going either devout warpriest (+2 to saves granted with brand of the sun) or annointed champion (+2 to saves at level 16).  But I liked picking up a couple of more radiant themed powers and the improved crit range for things like gamblers word.  Human could works as well with sacred flame as the third at will and would give you the bonus feat, but half elf gives you access to the same feats and the extra ranged radiant dilletante power with +2 to constitution.  If I was going human I would switch out versatile master for the deva hertiage/radiant recovery feats to contantly generate temp hitpoints and its possibly worth switching out some feats for that already.  The stonefowl familiar would be a good addition if it could fit in somewhere for the +5 encounter bonuse vs slowed, immobilized or petrified.


It did not port over quite right, but I think the numbers are all correct. 


====== Created Using Wizards of the Coast D&D Character Builder ======


Can’t Hold Me Down, level 30
Half-Elf, Warpriest, Radiant Servant, Destined Scion
Pact Initiate: Pact Initiate (star pact)
Versatile Expertise: Versatile Expertise (Heavy Blade)
Versatile Expertise: Versatile Expertise (Holy Symbol)
Background: Arcane Student Who Saw Too Much (Arcane Student Who Saw Too Much Benefit)


FINAL ABILITY SCORES
Str 12, Con 28, Dex 13, Int 10, Wis 28, Cha 15.


STARTING ABILITY SCORES
Str 10, Con 16, Dex 11, Int 8, Wis 16, Cha 13.


AC: 42 Fort: 45 Reflex: 32 Will: 47
HP: 185 Surges: 16 Surge Value: 46


TRAINED SKILLS
Bluff +22, Diplomacy +24, Heal +29, Insight +31, Religion +20


UNTRAINED SKILLS
Acrobatics +15, Arcana +15, Dungeoneering +26, Endurance +23, History +15 , Intimidate +17, Nature +24, Perception +24, Stealth +16, Thievery +16, Athletics +15, Streetwise +17


FEATS
Level 1: Weapon Proficiency (Bastard sword)
Level 2: Pact Initiate
Level 4: Starfire Womb
Level 6: Mark of Healing
Level 8: Versatile Expertise
Level 10: Solar Enemy
Level 11: Versatile Master
Level 12: Superior Will
Level 14: Resilient Focus
Level 16: Gambler's Word
Level 18: Shared Perseverance
Level 20: Stubborn Survivor
Level 21: Radiant Advantage
Level 22: Battlewise
Level 24: Superior Fortitude
Level 26: Punishing Radiance
Level 28: Supreme Healer
Level 30: Epic Resurgence


POWERS
This didn’t copy over.  Standard sun domain powers.
Dire radiance for his warlock encounter power and hand of radiance for his dilletante. 
Dailies:
Nimbus of Holy Shielding
Inspire Fervor
Blade Barrier
Tree of Creation
Sacred Word
Breath of the Stars
Utilities:
Shield of Faith
Spirit of Healing
Reverent Mettle
Astral Shield
Ramparts of Light


ITEMS
Adventurer's Kit, Heavy Shield, Holy Avenger Bastard sword +6, Rebuking Kingmail Armor +6, Periapt of Cascading Health +6, Ring of the Radiant Storm (paragon tier), Crownring of Tchazzar (paragon tier), Boots of Free Movement (heroic tier), Symbol of Scorned Fate +1, Ring of Shadow Guard (paragon tier), Rapidstrike Bracers (paragon tier), Stalwart Belt (epic tier), Gloves of the Healer (paragon tier)


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No Harbringer of Rebirth?  (+5 feat to death saves for allies).

guides
List of no-action attacks.
Dynamic vs Static Bonuses
Phalanx tactics and builds
Crivens! A Pictsies Guide Good
Power
s to intentionally miss with
Mr. Cellophane: How to be unnoticed
Way's to fire around corners
Crits: what their really worth
Retroactive bonus vs Static bonus.
Runepriest handbook & discussion thread
Holy Symbols to hang around your neck
Ways to Gain or Downgrade Actions
List of bonuses to saving throws
The Ghost with the Most (revenant handbook)
my builds
F-111 Interdictor Long (200+ squares) distance ally teleporter. With some warlord stuff. Broken in a plot way, not a power way.

Thought Switch Higher level build that grants upto 14 attacks on turn 1. If your allies play along, it's broken.

Elven Critters Crit op with crit generation. 5 of these will end anything. Broken.

King Fisher Optimized net user.  Moderate.

Boominator Fun catch-22 booming blade build with either strong or completely broken damage depending on your reading.

Very Distracting Warlock Lot's of dazing and major penalties to hit. Overpowered.

Pocket Protector Pixie Stealth Knight. Maximizing the defender's aura by being in an ally's/enemy's square.

Yakuza NinjIntimiAdin: Perma-stealth Striker that offers a little protection for ally's, and can intimidate bloodied enemies. Very Strong.

Chargeburgler with cheese Ranged attacks at the end of a charge along with perma-stealth. Solid, could be overpowered if tweaked.

Void Defender Defends giving a penalty to hit anyone but him, then removing himself from play. Can get somewhat broken in epic.

Scry and Die Attacking from around corners, while staying hidden. Moderate to broken, depending on the situation.

Skimisher Fly in, attack, and fly away. Also prevents enemies from coming close. Moderate to Broken depending on the enemy, but shouldn't make the game un-fun, as the rest of your team is at risk, and you have enough weaknesses.

Indestructible Simply won't die, even if you sleep though combat.  One of THE most abusive character in 4e.

Sir Robin (Bravely Charge Away) He automatically slows and pushes an enemy (5 squares), while charging away. Hard to rate it's power level, since it's terrain dependent.

Death's Gatekeeper A fun twist on a healic, making your party "unkillable". Overpowered to Broken, but shouldn't actually make the game un-fun, just TPK proof.

Death's Gatekeeper mk2, (Stealth Edition) Make your party "unkillable", and you hidden, while doing solid damage. Stronger then the above, but also easier for a DM to shut down. Broken, until your DM get's enough of it.

Domination and Death Dominate everything then kill them quickly. Only works @ 30, but is broken multiple ways.

Battlemind Mc Prone-Daze Protecting your allies by keeping enemies away. Quite powerful.

The Retaliator Getting hit deals more damage to the enemy then you receive yourself, and you can take plenty of hits. Heavy item dependency, Broken.

Dead Kobold Transit Teleports 98 squares a turn, and can bring someone along for the ride. Not fully built, so i can't judge the power.

Psilent Guardian Protect your allies, while being invisible. Overpowered, possibly broken.

Rune of Vengance Do lot's of damage while boosting your teams. Strong to slightly overpowered.

Charedent BarrageA charging ardent. Fine in a normal team, overpowered if there are 2 together, and easily broken in teams of 5.

Super Knight A tough, sticky, high damage knight. Strong.

Super Duper Knight Basically the same as super knight with items, making it far more broken.

Mora, the unkillable avenger Solid damage, while being neigh indestuctable. Overpowered, but not broken.

Swordburst Maximus At-Will Close Burst 3 that slide and prones. Protects allies with off actions. Strong, possibly over powered with the right party.

That is just death saves so I don't think it is worth a feat.  He already gives them a +3 untyped bonus to death saves and has plenty of healing.

I would rather add a feat like courageous example which is a +4 untyped bonus to allies next save after he makes a save.