Cleric|Paladin/Hell's Keeper/Ceaseless Guardian
One who bears the pain of the world, Divine Prostration is designed as a fifth man character who enables allies to throw off any condition that a save can end, in exchange for spending his time between turns stunned.The BuildLevel 30
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Tiefling, Cleric|Paladin, Hell's Keeper, Ceaseless Guardian
Hybrid Paladin: Hybrid Paladin Reflex
Hybrid Talent: Paladin Armor Proficiency
Versatile Expertise: Versatile Expertise (Heavy Blade)
Versatile Expertise: Versatile Expertise (Holy Symbol)
Guardian Mindfulness: Guardian Mindfulness Charisma
FINAL ABILITY SCORES
Str 11, Con 18, Dex 12, Int 12, Wis 24, Cha 26.
STARTING ABILITY SCORES
Str 9, Con 12, Dex 10, Int 10, Wis 17, Cha 15.
AC: 47 Fort: 45 Reflex: 42 Will: 51
HP: 176 Surges: 12 Surge Value: 44
Intimidate +28, Insight +27, Heal +27
Acrobatics +12, Arcana +16, Bluff +25, Diplomacy +23, Dungeoneering +22, Endurance +15, History +16, Nature +22, Perception +22, Religion +16, Stealth +14, Streetwise +23, Thievery +12, Athletics +11
Level 1: Imperious Majesty
Level 2: Hybrid Talent
Level 4: Resilient Focus (retrained to Versatile Expertise at Level 12)
Level 6: Courageous Example
Level 8: Superior Will
Level 10: Improved Defenses (retrained to Hero's Poise at Level 11)
Level 11: Dispater's Iron Discipline
Level 12: Pacifist Healer
Level 14: Uncanny Dodge
Level 16: Improved Defenses
Level 18: Assured Healing
Level 20: Forceful Challenge
Level 21: Epic Fortitude
Level 22: Epic Reflexes
Level 24: Weakening Challenge
Level 26: Supreme Healer
Level 28: Icon of Hope
Level 30: Epic Will
Hybrid at-will 1: Astral Seal
Hybrid at-will 1: Virtuous Strike
Hybrid encounter 1: Bane
Hybrid daily 1: Astral Condemnation
Hybrid utility 2: Touch of Grace
Hybrid encounter 3: Mocking Smite
Hybrid daily 5: Name of Might
Hybrid utility 6: Bastion of Health
Hybrid encounter 7: Resurgent Smite
Hybrid daily 9: Blade Barrier
Hybrid utility 10: Word of Vigor
Hybrid encounter 13: Mantle of Glory (replaces Cause Fear)
Hybrid daily 15: Tree of Creation (replaces Astral Condemnation)
Hybrid utility 16: Liberation
Hybrid encounter 17: Sever the Source (replaces Mocking Smite)
Hybrid daily 19: Name of Potency (replaces Name of Might)
Hybrid utility 22: Return to the Living
Hybrid encounter 23: Demand Respect (replaces Resurgent Smite)
Hybrid daily 25: Discipline the Unruly (replaces Name of Potency)
Hybrid encounter 27: Light of the First Dawn (replaces Sever the Source)
Hybrid daily 29: Name of Awe (replaces Blade Barrier)
Torc of Fortune +6, Shield of the Barrier Sentinels Heavy Shield (epic tier), Boots of the Fencing Master (heroic tier), Bradaman's Longsword +6, Symbol of the Champion's Code +6, Righteous Godplate Armor +6, Belt of Vim (epic tier), Circlet of Indomitability (epic tier)
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Note: This build is an experiment. I've never quite done something like this, but I think it has the potential to be quite cool.
Tiefling for the feats is mandatory. This build cannot operate without access to Dispater's Iron Discipline. Similarly, Cleric and Paladin are also mandatory, although one could probably make a build that operates via multiclassing- what really matters is feat access. The Basics
This build operates by utilizing the feat 'Superior Will' in conjunction with the feats 'Pacifist Healer' and 'Hero's Poise'. Making an attack against an enemy and dealing damage, Divine Prostration stuns himself at the end of his turn, makes a saving throw against the stun at the start of his turn (and succeeds) and grants his allies a significant bonus to saving throws against conditions a save can end. He then continues his turn as normal.
This build's primary focus, granting allies bonuses to saving throws, comes into effect at level 12- before then, it functions as a hybrid paladin|cleric and can spend its time being fairly effective as a controller of sorts, handing out debuffs as if they were candy and letting the heavy hitters do the heavy hitting.
At 12, the build begins to operate, succeeding on saving throws against the stun condition 95% of the time, and granting the next ally within 5 squares that makes a saving throw an automatic success, and each ally thereafter in 5 squares a +5 bonus to their saving throws until the end of your next turn, +7 versus effects that daze, stun, immobilize, or restrain.
At 30, the build automatically succeeds on saving throws vs Stun, lets the next ally in 5 to make a saving throw automatically succeeds (gaining a +12 bonus to the save), and each ally thereafter a +8 bonus to saving throws, +9 if they're bloodied, +10 if they're making a save against daze, stun, immobilize, or restrain, and +11 if they're making a save against daze, stun, imobilize, or restrain, and are also bloodied.
Ah, but what if your enemies aren't laying the status conditions on your party as if they were candy? Well, there's two possibilities: One, something has gone horribly horribly wrong in epic tier, and you've endered a strange alternate universe of magical butterflies, unicorn ponies, and pretty flowers made of bacon. The alternative is to not give a damn, and continue to lay out the debuffs, mark enemies as normal, and punish them as a solid leader|defender can. Weakening challenge and forceful challenge ensure that your enemies will make the intelligent choice and attack you instead of your allies- and hey, if they don't, everyone wins regardless. Moreover, you have a potent host of dailies and other powers that let you lay on debuffs so that allies think twice about hurting your allies.
Oh, so I hear you asking about defenses? Granting combat advantage all the time can't possibly be healthy. And to a degree you're right, but that's where a few items and feats come in, in particular Torc of Fortune, which lets you shift 2 when you succeed on a save on your turn; Shield of the Barrier Sentinels, which gives you a +1/2/3 bonus to AC and Reflex when you are flanked; Boots of the Fencing Master, which grants a +1 to AC and Reflex when you shift, and the feat 'Uncanny Dodge', which means that when you grant combat advantage, enemies do not gain the +2 to attack rolls against you.
These items and feat engender the specific movement of starting your turn, succeeding against your daze, shifting 2 into flank, and gaining a +4 bonus to AC and Reflex on top of your current defenses.
There's more to this build than I can write about in a single sitting, like interesting action point functionality, or cool items I haven't purchased yet, but the core essential of this build is laid bare for all to see. If you have any suggestions or ideas for improving it, I'm open to hearing them.
In the meanwhile, stay classy Charop!