A few details:
If a power is underneath another power under the same # then it is the replacement power.
The focus of this build is to really be a ranged cleric that can also dish it out in melee, with his glaive he can attack from behind allies, as well if someone moves adjacent to him he gets a free at will attack via gamble and heavy blade op. All his powers except Astral Storm/Righteous Brand (Enthrall/Rune of Peace/Blade Barrier - until replaced) use radiant so crit on 19-20(via radiant servant) as well gain bonus of holy avenger later on.
Lots of AoE power in this build too so if you go first you kill minions and you can really do numbers on other mobs as well. not as many healing surges as I would like but it will have to do.
I tried to gain a good balance on the defence so nothing can always get through on him. He has good attacks and should hit with regularity as well as a lot of his powers buff himself and party, only problem is a lot of his powers are sustain powers so you might have a hard time trying to sustain things.
Added Dec 17, 2008
Someone said you could go dwarf over elf yup it works you lose out on the ability to use your at will with OA's and you get a lot of them with polearm gamble they can add a nice +3-8 attack bonus to a party member though.
As a dwarf you would end up not needing the dex so can add more to con and be tougher all in all the dwarf version would have more hp/surges but be less mobile and deal 1 more dmg a hit via halbred. all in all a good trade.
Though if you wanted to be more bashy you could go dragonborn and have 18 str and 16 wis instead and gain a breath weapon while being in-between dwarf and elf for mobility.
so go Elf if you want mobility and use the at will to help get rid of those pesky mobs that come at you.
Dwarf if you want to be more meaty and have more feats to spend.
Dragonborn if you want to do more bashy with stick instead of range and get a nifty breath(fire) and more meaty then elf, also +1 to hit when bloodied.)
Human is a solid choice as well could go either str or wis starting but would take this race last.
Now the combo really was to use your at will if a mob comes at you and give the party a bonus to hit that mob. not much well really you crit on any radiant power 19-20 and lots of aoe as well font of radiance feat works wonders with this.
The reason I went elf in the first place is thought it would look cool the idea of it more then fully optimized version of this build.
Skills:
Religion, Heal, Arcana, Insight
Stats: (does not include magic items/Improved armor)
S D C I W C AC F R W HP Sg # Str Wis
1st 16 14 14 8 16 11 16 13 12 15 26 6 9 5 3
2nd 18 14 13 16 31 7 6 4
3rd 36 9
4th 17 14 14 8 17 11 19 15 14 17 41 10 7 5
5th 46 11
6th 20 16 15 18 56 14 8 6
7th 61 15
8th 18 14 14 8 18 11 21 18 16 20 66 16 11 10 8
9th 71 17
10th 22 19 17 21 76 19 11 9
11th 19 15 15 9 19 12 87 21
12th 24 20 18 22 92 23 12 10
13th 97 24
14th 20 15 15 9 20 12 25 22 19 24 102 25 14 12
15th 107 26
16th 26 23 20 25 112 28 15 13
17th 117 29
18th 21 15 15 9 21 12 27 26 21 26 122 30 16 14
19th 127 31
20th 28 27 24 27 132 33 17 15
21st 24 16 16 10 24 13 29 23 29 143 35 12 19 17
22nd 29 30 24 30 148 37 20 18
23rd 153 38
24th 25 16 16 10 25 13 30 31 27 31 158 39 21 19
25th 163 40
26th 31 32 28 32 168 42 22 20
27th 173 43
28th 26 16 16 10 26 13 32 34 29 34 178 44 24 22
29th 183 45
30th 33 35 30 35 188 47 25 23
Feats:
1st Weapon Prof. Glaive
Bonus Ritual Casting You can Perform Rituals
2nd Armor Prof. Scale
4th Blade Opportunist +2 attack on AoO
6th Toughness +5hp/tier
8th Durable +2 Healing Surges
10th Improved Initiative +4 Init Bonus
11th Heavy Blade Oppotunity Can use At Will for AoO
retrain Polearm Gamble(improved Init) When someone enters adjacent to you Make AoO & grant combat advantage
12th Armor Spec. Scale +1AC no speed penalty
14th Danger Sense Reroll initiative roll take higher
16th Mettle No half damage on fort or will miss
18th Great Fortitude +2 Fort
20th Ligntning Reflex's +2 Ref
21st Font of Radiance When you crit with Radiant target and AoE:1 reveal invis/conceal, if foe ends turn there 3d6 radiant
retrain Astral Fire(Ligntning Reflex's) +1damage/tier Fire/Radiant Powers
22nd Epic Resurgence First critical durring encounter regain encounter power
24th Ligntning Reflex's
26th Fleet Footed +1 Speed
28th Improved Initiative
30th Uncanny Dodge Do not grant +2 AC for combat advantage
At Will:
1. Lance of Faith W:R R:5 1d8+W radiant H:ally +2 attack vrs. target(na)
2. Righteous Brand S:AC 1[W]+S H:ally +Str to attack vrs target(eoynt)
Encounter:
1. Divine Glow W:R AoE:3 1d8+W radiant Allies in AoE +2 attack(eoynt)
Mantle of Glory W:W AoE:5 2d10+W radiant, Allies can surge+W
2. Daunting Light W:R R:10 2d10+W radiant, combat adv to one ally(eoynt)
3. Searing Light W:R R:10 2d6+W radiant, blind(eoynt)
Enthrall W:W R:10 AoE:3 2d10+W psychic, Immobilized and cannot attack you(eoynt)
Healing Torch W:W R10 AoE:5 3d8+W radiant, Each ally +AC:C(eoynt) Surge +W+C
4. Solar Wrath W:W AoE:8 3d8+W radiant, if undead/demon stunned(eoynt)
Daily:
1. Cascade of Light W:W R:10 3d8+W radiant + vuln 5(save) M:Half
Holy Wrath S:AC AoE:3 2d10+S radiant, gain regen 10 and +2 attack(eoe)
2. Rune of Peace S:W 1[W]+S target cannot attack(save) M:cannont attack you(eoynt)
Seal of Warding W:W AoE:3 4d10+W radiant, Slowed(eoynt) area difficult w/cover(eoynt) M:half Sustain Minor
3. Blade Barrier 5L2H Wall R:10, enter or start 3d6+W +5(O)(save) Sustain Minor
Seal of Protection S:R AoE:2 3d10+S radiant, +2AC each ally & enemies tha enter end movement Sustain Minor
Astral Storm W:R R:20 AoE:5 6d10+W c/f/l/t No resist unless vrs all M:half, Sustain Minor W:R 2d10+W lightning M:half
4. Radiant Brilliance W:R R:20 3d10+W radiant, (soynt) target W:W AoE:5 3d10+W radiant, M:Half
Utility:
1. Cure Light Wounds D:SA Heal as if Surge +W
2. Bastion of Health E:MA R:10 Spend Surge +W
3. Mass Cure Light Wounds D:SA AoE:5 Heal as if surge +W+C
4. Healing Sun D:SA AoE:2 each ally in at (sott) heal 5+W+C, Undead/Demon 1d10+C radiant (sustain SA)(End if Bloodied)
5. Holy Lantern AW Light AoE:5 +2 Perception/Insight Move:MA
6. Cloud Chariot D:SA 2x2 Charriot F:8 Carry 4 small/med and 1 small/med rider, grants cover
7. Divine Regeneration D:MA gain regeneration = highest atribute(eoe)
Class Stuff:
Channel Divinity
Divine Fortune E:free +1 bonus to next attack or save
Turn Undead E:SA AoE:2/5/8 W:W 1d10+W(2d/3d/4d/5d/6d) radiant, push 3+C Immobilized(eoynt) M:Half no push/Immob
Healing Word E:MA AoE:5/10/15 2/3 per encounter, target spends healing surge +1d6+W(2d6/3d6/4d6/5d6/6d6)
11th Attacks with Radiant Critical on 19-20
11th Spend AP 1 enemy w/i 5 takes (level) ongoing radiant(save)
16th Saving throws made by undead/demon -2
24st If reduced to 0hp or less regain hp equal to half max(once a day)
30th When you have used your last encounter power regain one of your choice
Equipment:
Magic Items you will want in the end
Weapon Slot Holy Avenger (Glaive) +1d10 to powers that are radiant D:MA everyone w/i 10 +5 power bonus F/R/W defences(eoynt)
Armor Slot Dwarven Armor (Scale) +bonus to Endurance D:FA gain hp as if surge
Feet Slot Battlestrider Greaves +1 Speed
Head Slot Helm of Ghostly Defence Resist 10 Necrotic E:if hit become insubstantial(eoynt)
Neck Slot Cloak of Survival Resist 5-15 Cold/Fire +2-6 F/R/W
Rings Ring of the Dwarf Lords x2 Gain 1 Healing Surge, D:if push/pull/slide negate effect (milestone=immunity)
Wonderous Ritual Candle D:SA +2 skill check for Ritual
Rope of Climbing pg 255
as many as pos. Keoghtom's Ointment D:SA auto save vrs poison or disease or regain 1 healing surge
Handy Haversack Need I say more pg 254