Sticky Halfling

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I've had some kind of disease where I like to build somewhat unusual
halflings for many years now. So, I wanted to make a very sticky, very
annoying Halfling defender.

Feedback very welcome.

They're so cute in full plate.

He gets to attack Wis/Fort/Reflex regularly, has a pretty solid
opportunity attack regime, and can maintain two marks per round, one of
which (from warpriest) requires no maintenance whatsoever, and the
other of which can be set at range.

He has reasonable defenses, with a lot of situational bonuses that can
come into play. In particular, his high initiative (+17) helps him to
obtain combat advantage, receiving boosts in the first round of combat
and ensuring he won't be late to the battlefield.

His attacks focus on mitigating his lack of hitpoints via dazing,
triggering surges, and weakening his opponents, with a bit of group
boosting. His other powers focus on a support mix, providing saves to
the party, allowing him to absorb a hit for someone else, etc.

With 3 lay on hands per encounter, plus a daily healing word, he is
good at keeping himself going.

He gains a nice boost if he rolls a 20, and gets to mitigate a 1 rolled
nearby, as well as being able to force an enemy reroll each encounter!

Halfling Paladin / War Priest

Level 20 Stats, with a +4 scimitar and +4 warplate and +4 cloak and +4
implement (completely arbitrary -- no synergies base off equipment for
purposes of this post, although you could do):

Str - 15
Dex - 17
Con - 11
Int - 9
Wis - 18
Cha - 23

Initiative +17; Speed: 5; Size: Small
Hitpoints: 141; AC: 39*; Fort: 27; Rfx: 31; Will: 31; Saves: +5 vs Fear
Surges: 12; Value: 35

* Situational Modifiers to AC: +2 vs opportunity attacks. +2 when
adjacent to 2 or more medium or larger opponents. +2 with combat
advantage. +1 when adjacent to a wall. All of these are untyped and so
all can possibly apply)

At-Will:


Note: Can use At-will for opportunity attacks. These will have a +2
bonus to-hit above the listed value. (Blade Opportunist)

Bolstering Strike Melee(+22 vs. AC), 1d8+6. Gain 4 Temporary Hitpoints.

Enfeebling Strike Melee(+22 vs. AC), 1d8+6. Opponent suffers -2 penalty
to attack rolls until the end of my next turn.

Encounter:

Divine Reverance Close Burst 1(+20 vs Will), 1d8+6. HIT:Target dazed
until end of my next turn.

Renewing Smite: (+22 vs. AC) 2d8+6. HIT:One ally within 5 regains 13
hitpoints.

Enervating Smite: (+22 vs. Will) 2d8+6. HIT:Target weakened until end
of my next turn.

Battle Cry: Close Burst 1(+18 vs Fort) 2d8+3. EFFECT: Myself and each
bloodied ally within 10 squares can spend a healing surge.

Daily:

One Stands Alone Close: Burst 1(+20 vs. Will) 2d8+6 Radiant. EFFECT:
Targets weakened (Save ends). Special: Cannot use if any ally within 5.

Break the Wall: Range 5(+20 vs Fort) 3d10+6. HIT: Target takes a -2
penalty to all defenses (save). Miss: Half damage and target takes a -1
penalty to all defenses.

Righteous Inferno: Area Burst 2 within 10(+20 vs. Reflex) 3d10+6. Hit:
Target grants combat advantage to me and my allies until end of next
turn. Miss: Half damage; no combat advantage. Effect: Creates zone of
fire that lasts til end of your next turn. Enemies that enter or start
in this zone take 1d10 fire damage and grant combat advantage. Sustain
Minor.

Battle Pyres: Close burst 5 (+18 vs. Will) 2d8+3. Hit: Ongoing 5
Radiant (Save). Make a 2ndary attack vs. one creature taking ongoing
radiant within 5 squares. (+18vs Rfx) Hit: 5d10+3. Sustain Standard.
Can make the secondary attack in subsequent rounds as long as one of
the primary targets is taking ongoing radiant damage.

Utility:

Martyr's Blessing: Immediate Interrupt. Close Burst 1. Daily. Trigger:
Adjacent ally hit by a melee or ranged attack. Effect: I am hit
instead.

Wrath of the Gods: Minor Action. Close Burst 1. Daily. Target: Me and
all allies in burst. Effect: All targets add +6 to damage until the end
of the encounter.

Turn the Tide: Standard Action. Close Burst 3. Daily. Target: Me and
all allies in burst. Effect: All targets make saving throws against
every effect that a save could end.

Battle Favour: Free Action. Personal. Daily. Trigger: Roll a natural 20
when making a melee attack. Effect: Regain hit points as if spent 2
healing surges or recover 1 daily power you have already used. Special:
Battle favour cannot be recovered in any way other than an extended
rest.

Divine Armor: Standard Action. Close Burst 3. Daily. Target: Me and
each ally in burst. Effect: I gain +2 power bonus to AC. All targets
gain resist 5 to all damage until the end of the encounter.

Special Abilities:
Divine Mettle: Target makes save at +6; Minor Action; Encounter

Divine Strength: +2 damage on next attack this turn. Minor Action.
Encounter.

Divine Challenge: Burst 5. Marks one target within burst. Target takes
-2 to attack other than me. Also suffers 12 radiant damage.

Extra Damage Action: When I spend an action point, I gain +10 to damage
dealt by any of my standard actions this turn.

Warpriest's Strategy: 1/Encounter if me or adjacent ally rolls a 1, I
can call for a reroll.

Warpriest's Training: +1 to AC while wearing heavy armour.

Warpriest's Challenge: When hit an enemy with at-will melee, can choose
to mark for rest of encounter. If enemy shifts or attacks a creature
other than me, I can make an opportunity attack. Only one creature can
be marked with this ability at a time.

Lay on Hands: 3 per day. Surge+6. Minor Action. Touch.
1/Daily can use Healing Words as per a cleric (4d6 healed, minor
action)

1/Encounter can force enemy to re-roll their attack and use the new
result instead.

Combat Notes:
Can use At-Will powers for opportunity attacks.
Gains +1 hit/damage while adjacent to a wall.
Has combat advantage over enemies for surprise round and first round of
combat if his initiative is higher than theirs.

Skills:

Religion 14
Insight 18
Intimidate 21
Diplomacy 21

Level 1 Stats:

Str - 14
Dex - 15
Con - 10
Int - 8
Wis - 14
Cha - 18

Progression

1 - A - Bolstering Strike
1 - A - Enfeebling Strike
1 - E - Fearsome Smite
1 - D - Radiant Delirium
1 - F - Initiate of the Faith
2 - U - Martyr's Blessing
2 - F - Lost in the Crowd
3 - E - Invigorating Smite
4 - F - Blade Opportunist
4 - Stats - Cha/Dex
5 - D - Seal of Vulnerability
6 - U - Wrath of the Gods
6 - F - Healing Hands
7 - E - Divine Reverance
8 - F - Durable
8 - Stats - Cha/Wis
9 - D - One Stands Alone
10 - F - Improved Init
10 - U - Turn the Tide
11 - Paragon Path: Warpriest
11 - PP: Add 1/2 level to any damage dealt in a round in which I spent
an AP.
11 - PP: 1/Encounter, if me or adjacent ally rolls a 1, they can reroll
it.
11 - PP: +1 AC while wearing Heavy Armor
11 - PE: Battle Cry
11 - Stats - +1 to all
11 - F - Heavy Blade Opportunist
12 - F - Defensive Advantage
13 - E - Renewing Smite replaces Fearsome Smite
14 - F - Seize The Moment
14 - Stats - Cha/Wis
15 - Daily - True Nemesis replaces Seal of Vulnerability
16 - F - Acolyte Power. Divine armor replaces whatever.
17 - E - Enervating Smite
18 - Stats - CHa/Wis
18 - F - Shield Specialization
19 - D - Righteous Inferno replaces Radiant Delirium
20 - PD - Battle Pyres
20 - F - Back to the Wall

Edit: Fixed point buy. Had it screwed up because I started him with standard array and then changed.
If your Level 1 stats were arrived at by Method 2 and include Racial Bonuses then you have short-changed yourself (please pardon the unintended pun)

Str - 13 costs 3
Dex - 15 costs 3 (plus halfling bonus of 2)
Con - 10 costs 0
Int - 8 costs 0
Wis - 14 costs 5
Cha - 18 costs 9 (plus racial bonus)

Total cost = 20

So you still have 2 to spend

I don't know enough about the game to comment on the rest
What powers would you swap in/out if you were not able to use the ally healing abilities?
Fixed, and thanks. I started with a standard array and then switched to a point buy, and lost the points.
What powers would you swap in/out if you were not able to use the ally healing abilities?

I'd swap:

Encounters:
* Renewing Smite (Level 13 Encounter) For Entangling Smite (Same) Cha vs. Will, 2d8+6

Utility:
* Martyr's Blessing for Sacred Circle (+1 power bonus to AC... ick)

Wrath of the Gods is still fine -- minor action that gives him a +6 to damage rolls for rest of encounter.

* Turn the Tide for Cleansing Spirit (minor action to make a save at +2)

Divine Armor still fine.

Otherwise I don't think any tweaking is necessary. Thanks to his daily, he can create his own combat advantage. And the immobilizing he gets from Entangling is alright due to his ability to attack at range for decent damage / effects.

The Warpriest's mark is much more efficient than the Paladin mark for 1 v 1, and doesn't require renewing via melee. This is a good ability to use to punish shifting.

Extremely durable, attacks that target all defenses, and a load of situational modifiers -- still a nasty piece of work in 1v1.

Does anybody else have any comments about this build?

Does it suck? Has it been done before? (I tried searching, but the forums here are a bit mehh sometimes on that).
I would say that untill you get heavy blade opportunist, the low strength would cause heavy hitters that aren't challenged to ignore you (you're too much trouble anyways :-)), and focus their attention on something lighter; the squishies.

Could you talk a bit about how would you prevent the above, especially at levels below 11; before the ability to take Heavy Blade Opportunist?


Interesting that you're posting this, btw... I am going to play in a group with only one defender; namely a halfling charisma paladin :-)

I am going to play a cleric in this game, and since i'm a bit worried about my continued survivability (because I doubt the stickiness of the halfling), I'm thinking about not going for 20 WIS, but instead going for 18 WIS/18 DEX (elf) , for enhanced AC and Initiative.
I like this enough that I'm adding it to The Complete Collection of Character Build Links Thread
I would say that untill you get heavy blade opportunist, the low strength would cause heavy hitters that aren't challenged to ignore you (you're too much trouble anyways :-)), and focus their attention on something lighter; the squishies.

Could you talk a bit about how would you prevent the above, especially at levels below 11; before the ability to take Heavy Blade Opportunist?


Interesting that you're posting this, btw... I am going to play in a group with only one defender; namely a halfling charisma paladin :-)

I am going to play a cleric in this game, and since i'm a bit worried about my continued survivability (because I doubt the stickiness of the halfling), I'm thinking about not going for 20 WIS, but instead going for 18 WIS/18 DEX (elf) , for enhanced AC and Initiative.

Paladins don't get the warrior's combat challenge ability, so he doesn't cause people to provoke OA just by shifting or attacking in the same way that a warrior does. His high charisma means he will deal 7 damage anytime a marked enemy attacks someone other than him, and they will be at the -2 debuff for that attack. The weakness of paladin marks is why he solves that problem later with the Warpriest paragon.

For general movement through the battle field, his OA will not be absolutely terrible. At level 1, it would be at +4 to hit, vs. +6 if he were fully strength based, and will track along the same lines for awhile. At level 4 he gets an additional +2 on opportunity attacks with his scimitar, so he stays fairly competetive if a little bit underpowered.

Martyr's blessing allows him to take a hit for a teammate even if he is being ignored. Fearsome Smite debuffs his enemies' attack rolls, and several of his powers target allies for various buffs and cures. You can also swap in Divine Bodyguard in favour of Wrath of the Gods if you're really worried about critters jumping his teammates.

Ignoring this character would also be a problem in another way -- he can cheerfully expend minor actions to heal people, set a flank, and then make use of his reasonable damage dealing abilities, many of which target non-AC defenses.

For very low levels, the paladin combat challenge is a pretty good deterrant for the free damage that it deals. He also picks up movement impair abilities at 1 (Radiant Delirium - Daily/Daze), and 7 (Divine Reverance, Encounter, Close Burst 1 Daze) which can remove the option of a creature getting very far from him. His powers in this line continue as he grows.

Ultimately a lot of tanking in 4e comes down to your use of terrain -- capitalize as much as possible on distances to/from enemies and your allies. This will help take care of his un-marked foes.
Have you got training in one more skill than you should have, or have you decided to give yourself a different skill than religion when you took initiate of the faith?

By the looks of things you have 5 class skills, but you only get Religion +3 more.
I like it. I am always a fan of unusual builds and love halflings in non-traditional roles.
Have you got training in one more skill than you should have, or have you decided to give yourself a different skill than religion when you took initiate of the faith?

By the looks of things you have 5 class skills, but you only get Religion +3 more.

Technically, you can retrain Religion, when your paladin goes from level 1 to level 2, according to the retraining rules. (or at any level up). That's RAW. Most DMs will probably save you the trouble though. Even if not, however, all it takes is one level's retraining slot, and you're good to go.
Have you got training in one more skill than you should have, or have you decided to give yourself a different skill than religion when you took initiate of the faith?

By the looks of things you have 5 class skills, but you only get Religion +3 more.

Had one extra skill, indeed. Too many humans built in the past. Removed Endurance since it was doing almost nothing.
I'm actually working on something similar, but Drow instead of Halfling, and glaive/polearm gamble instead of sword+board. Basically trades defense for offense, but is otherwise very similar. The Drow racial abilities make things more interesting though.