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Exemplars of The Faith:A Collection of Cleric Builds![]() I am putting this up since my cleric handbook is full. It will have sections for templars, warpriests and hybrids along with some helpful links. Anyone is free to post builds if they want to. Most of the builds will be mine, but I have included many other people's builds if I think they are good or unique. Battle ClericsThese are Templar clerics whose main stat is strength. Usually charisma is their next highest stat. The Dragonborn Angelic Avenger: Uses a fullblade, with regular ally power boosts to ac and to hit, temp hitpoints for himself and allies, and a good bit of healing and save granting. Decent movement enabling through the noble theme and divine phalanx. The charisma boost helps one at will and several encounter and utility powers and helps with defensive word feat. When he uses healing word he heals his strength mod and gets scaling temp hitpoints so you should not have to heal yourself that often, plus gives targets of healing word a +2 bonus to hit and at level 11 a +5 bonus to defenses against the next attack with the bonus growing as he levels. Also a good party face. Could easily get away with a starting 20 strength if you wanted. dragonborn Avatar of War Show ====== Created Using Wizards of the Coast D&D Character Builder ====== ====== Created Using Wizards of the Coast D&D Character Builder ====== Dragon Vengence, level 30 Dragonborn, Cleric (Templar), Angelic Avenger, Avatar of War Build: Battle Cleric Cleric Option: Battle Cleric's Lore Astral Vibrance Option: Radiant Power in Conflict Option: Power in Conflict Charisma Dragonborn Racial Power Option: Dragon Breath Dragon Breath Key Ability: Dragon Breath Strength Dragon Breath Damage Type: Dragon Breath Fire Proficiency: Weapon Proficiency (Fullblade) Out for Revenge (Intimidate class skill) Theme: Noble Adept FINAL ABILITY SCORES STR 28, CON 14, DEX 14, INT 10, WIS 12, CHA 28 STARTING ABILITY SCORES STR 16, CON 12, DEX 12, INT 8, WIS 10, CHA 16 AC: 45 Fort: 47 Ref: 38 Will: 48 HP: 171 Surges: 16 Surge Value: 44 TRAINED SKILLS Athletics +30, Diplomacy +30, Insight +22, Intimidate +32, Religion +21 UNTRAINED SKILLS Acrobatics +17, Arcana +15, Bluff +24, Dungeoneering +16, Endurance +17, Heal +16, History +17, Nature +16, Perception +16, Stealth +17, Streetwise +24, Thievery +17 POWERS Basic Attack: Melee Basic Attack Basic Attack: Ranged Basic Attack Dragonborn Racial Power: Dragon Breath Cleric Utility: Favor of the Gods Cleric Attack: Punish the Profane Cleric Utility: Healing Word Monk Feature: Stone Fist Flurry of Blows Feat Utility: Path of War Cleric Attack 1: Righteous Brand Cleric Attack 1: Recovery Strike Cleric Utility 2: Blackened Soul Cleric Utility 6: Stream of Life Cleric Utility 10: Reverent Mettle Angelic Avenger Attack 11: Astral Wave Angelic Avenger Utility 12: Angelic Presence Cleric Utility 16: Hallowed Ground Cleric Attack 17: Divine Phalanx Cleric Attack 19: Holy Wrath Angelic Avenger Attack 20: Angel Ascendant Cleric Utility 22: Adjure the Chosen Cleric Attack 23: Divine Fervor Cleric Attack 25: Righteous Might Avatar of War Utility 26: Rouse Conflict Cleric Attack 27: Valorous Charge Cleric Attack 29: Astral Exile FEATS Level 1: Ritual Caster Level 1: Heavy Blade Expertise Level 2: Mark of Healing Level 4: Power of Skill Level 6: Battle Healer Level 8: Breath of Life Level 10: Defensive Healing Word Level 11: Monastic Disciple Level 12: Improved Defenses Level 14: Superior Will Level 16: Gambler's Word Level 18: Path of War Level 20: Fluid Motion Level 21: Supreme Healer Level 22: Divine Mastery Level 24: Glorious Channeler Level 26: Radiant Breath Level 28: Superior Initiative Level 30: Enlarged Dragon Breath ITEMS Ritual Book Brew Potion Tenser's Floating Disk Adventurer's Kit Brilliant Energy Fullblade +6 Dawn Warrior Dragonscale Armor +6 x1 Wyrmtouched Amulet +6 x1 Ring of Tenacious Will (epic tier) x1 Luminary Ring (epic tier) x1 Eye of Awareness (epic tier) x1 Iron Armbands of Power (epic tier) x1 Fey Warrior's Boots (epic tier) x1 Belt of Vitality (epic tier) x1 Symbol of Victory +2 x1 Strikebacks (heroic tier) x1 ====== End ====== Saint Beatdown For when you want to play a melee striker, but you are “stuck” playing the leader. A goliath battle cleric of Tempus/paragon of Victory/Eternal Defender. You really want an unforgetable cudgel with this build. It does not take any standard action utilities since you need your standard actions for face smashing. You could swap out fighter for barbarian with a con boost instead of dex and go for plate prof in epic instead and reincarnate champion for your ED. Maybe powerswap for a rage at 15. Another alternate if you stick with fighter is to go tactical warpriest with Goliath Crusher to give your morningstar the high crit property. This is still a solid leader build will plenty of attack boosts and healing. I am currently playing a str/cha mc monk variant of this build in low paragon and am very happy with it. Tough, good damage, and plenty of buffing and healing for the party. beatdown Show Early powers: Sundering Might (Mighty Hew is a good option as well) Divine Beacon Feats there were no room for: uncanny dodge, superior initative and brute force ====== Created Using Wizards of the Coast D&D Character Builder ====== Saint Beatdown, level 30 Goliath, Cleric (Templar), Paragon of Victory, Eternal Defender Cleric Option: Battle Cleric's Lore Auspicious Birth (Auspicious Birth Benefit) Theme: Noble FINAL ABILITY SCORES STR 30, CON 12, DEX 15, INT 10, WIS 23, CHA 12 STARTING ABILITY SCORES STR 18, CON 10, DEX 13, INT 8, WIS 13, CHA 10 AC: 46 Fort: 48 Ref: 42 Will: 46 HP: 187 Surges: 10 Surge Value: 46 TRAINED SKILLS Athletics +32, Diplomacy +23, Heal +26, Insight +30, Religion +20 UNTRAINED SKILLS Acrobatics +17, Arcana +15, Bluff +16, Dungeoneering +21, Endurance +16, History +15, Intimidate +16, Nature +23, Perception +23, Stealth +17, Streetwise +16, Thievery +17 POWERS Basic Attack: Melee Basic Attack Basic Attack: Ranged Basic Attack Noble Utility: Noble Presence Goliath Racial Power: Stone's Endurance Cleric Utility: Favor of the Gods Cleric Attack: Punish the Profane Cleric Utility: Healing Word Feat Utility: Righteous Rage of Tempus Cleric Attack 1: Battle Cleric's Weapon Mastery Cleric Attack 1: Weapon of Divine Protection Cleric Utility 2: Bless Cleric Utility 6: Mark of Victory Cleric Utility 10: Word of Vigor Paragon of Victory Attack 11: Fanatic Energy Paragon of Victory Utility 12: Battle Resolve Cleric Utility 16: Unexpected Return Cleric Attack 17: Violence Betrayed Cleric Attack 19: Holy Wrath Paragon of Victory Attack 20: Victory Prayer Cleric Utility 22: Ramparts of Light Cleric Attack 23: Relentless Spirit Cleric Attack 25: Righteous Might Eternal Defender Utility 26: Implacable Destruction Cleric Attack 27: Valorous Charge Cleric Attack 29: Astral Exile FEATS Level 1: Ritual Caster Level 1: Goliath Greatweapon Prowess Level 2: Bludgeon Expertise Level 4: Righteous Rage of Tempus Level 6: Battle Awareness Level 8: Mark of Healing Level 10: Battle Healer Level 11: Superior Will Level 12: Improved Defenses Level 14: Wary Fighter Level 16: Gambler's Word Level 18: Markings of the Victor Level 20: Armored by Faith Level 21: Glorious Channeler Level 22: Armor Specialization (Scale) Level 24: Supreme Healer Level 26: Divine Mastery Level 28: Durable Level 30: Epic Reflexes ITEMS Ritual Book Create Holy Water Brew Potion Unforgettable Cudgel Morningstar (Large) +6 x1 Dawn Warrior Dragonscale Armor +6 x1 Raven Cloak +6 x1 Symbol of Victory +2 x1 Iron Armbands of Power (epic tier) x1 Essence of the Wisp (epic tier) x1 Fey Warrior's Boots (epic tier) x1 Belt of Vim (paragon tier) x1 Ring of Circling Fangs (paragon tier) x1 Ring of Protection (paragon tier) x1 Far Hand Gloves (epic tier) x1 Eager Hero's Tattoo (paragon tier) x1 Distance Javelin (Large) +3 ====== End ====== Balanced ClericsThese templars value both strength and wisdom. They can either be all weapon attacks or can have a mix of weapon and implement attacks. Accuracy Booster: Focused on giving allies extra attacks and making sure the attacks hit. It does this through attack buffs and enemy debuffs, occasional granted attacks, and several reroll abilities. It tries to make use of the seer theme to see when best to use the rerolls. Best weapon is an unforgetable cudgel, but it needs a morningstar weapliment of some sort. Lots of encounter healing too. accuracy booster Show ====== Created Using Wizards of the Coast D&D Character Builder ====== Accuracy Booster, level 1 Goliath, Cleric (Templar) Cleric Option: Battle Cleric's Lore Versatile Expertise Option: Versatile Expertise (Mace) Versatile Expertise Option: Versatile Expertise (Holy Symbol) Auspicious Birth (Auspicious Birth Benefit) Theme: Seer FINAL ABILITY SCORES STR 18, CON 12, DEX 8, INT 12, WIS 18, CHA 10 STARTING ABILITY SCORES STR 16, CON 12, DEX 8, INT 12, WIS 16, CHA 10 AC: 19 Fort: 14 Ref: 11 Will: 17 HP: 30 Surges: 8 Surge Value: 7 TRAINED SKILLS Arcana +6, Heal +9, Insight +9, Religion +6 UNTRAINED SKILLS Acrobatics –1, Athletics +6, Bluff +0, Diplomacy +0, Dungeoneering +4, Endurance +1, History +1, Intimidate +0, Nature +6, Perception +4, Stealth –1, Streetwise +0, Thievery –1 POWERS Basic Attack: Melee Basic Attack Basic Attack: Ranged Basic Attack Seer Utility: Cast Fortune Goliath Racial Power: Stone's Endurance Cleric Feature: Turn Undead Cleric Utility: Favor of the Gods Cleric Utility: Healing Word Cleric Attack 1: Gaze of Defiance Cleric Attack 1: Righteous Brand Cleric Attack 1: Prophetic Guidance Cleric Attack 1: Moment of Glory FEATS Level 1: Ritual Caster Level 1: Versatile Expertise ITEMS Ritual Book Brew Potion Create Holy Water Holy Symbol x1 Morningstar x1 Scale Armor x1 Adventurer's Kit Javelin ====== End ====== ====== Created Using Wizards of the Coast D&D Character Builder ====== Accuracy Booster, level 15 Goliath, Cleric (Templar), Paragon of Victory Cleric Option: Battle Cleric's Lore Versatile Expertise Option: Versatile Expertise (Mace) Versatile Expertise Option: Versatile Expertise (Holy Symbol) Auspicious Birth (Auspicious Birth Benefit) Theme: Seer FINAL ABILITY SCORES STR 22, CON 13, DEX 9, INT 13, WIS 22, CHA 11 STARTING ABILITY SCORES STR 16, CON 12, DEX 8, INT 12, WIS 16, CHA 10 AC: 31 Fort: 30 Ref: 24 Will: 34 HP: 104 Surges: 8 Surge Value: 26 TRAINED SKILLS Arcana +14, Heal +19, Insight +21, Perception +19, Religion +14 UNTRAINED SKILLS Acrobatics +7, Athletics +15, Bluff +9, Diplomacy +7, Dungeoneering +13, Endurance +8, History +8, Intimidate +7, Nature +15, Stealth +6, Streetwise +7, Thievery +6 POWERS Basic Attack: Melee Basic Attack Basic Attack: Ranged Basic Attack Seer Utility: Cast Fortune Goliath Racial Power: Stone's Endurance Cleric Feature: Turn Undead Cleric Utility: Favor of the Gods Cleric Utility: Healing Word Avenger Feature: Oath of Enmity Cleric Attack 1: Gaze of Defiance Cleric Attack 1: Righteous Brand Cleric Utility 2: Blackened Soul Cleric Attack 3: Death Surge Cleric Attack 5: Inspire Fervor Cleric Utility 6: Bastion of Health Cleric Attack 7: Strength of Spirit Cleric Attack 9: Vengeful Ghosts Cleric Utility 10: Word of Vigor Paragon of Victory Attack 11: Fanatic Energy Paragon of Victory Utility 12: Battle Resolve Cleric Attack 13: Promise of Victory Cleric Attack 15: Brilliant Censure FEATS Level 1: Ritual Caster Level 1: Versatile Expertise Level 2: Hero of Faith Level 4: Power of Skill Level 6: Battle Healer Level 8: Battlewise Level 10: Mark of Healing Level 11: Improved Defenses Level 12: Markings of the Victor Level 14: Superior Will ITEMS Ritual Book Brew Potion Create Holy Water Adventurer's Kit Unforgettable Cudgel Morningstar +3 x1 Amulet of Protection +4 x1 Stormlord Mekillot Scale Armor +3 x1 Symbol of Victory +2 x1 Acrobat Boots (heroic tier) x1 Belt of Vim (heroic tier) x1 Circlet of Mental Onslaught (paragon tier) x1 Couters of Second Chances (heroic tier) x1 Forgemaster's Gloves (heroic tier) x1 Bag of Holding (heroic tier) ====== Created Using Wizards of the Coast D&D Character Builder ====== Accuracy Booster, level 30 Goliath, Cleric (Templar), Paragon of Victory, Destined Scion Cleric Option: Battle Cleric's Lore Versatile Expertise Option: Versatile Expertise (Mace) Versatile Expertise Option: Versatile Expertise (Holy Symbol) Epic Heroism Option: Strength Epic Heroism Option: Wisdom Auspicious Birth (Auspicious Birth Benefit) Theme: Seer FINAL ABILITY SCORES STR 28, CON 14, DEX 10, INT 14, WIS 28, CHA 12 STARTING ABILITY SCORES STR 16, CON 12, DEX 8, INT 12, WIS 16, CHA 10 AC: 45 Fort: 47 Ref: 42 Will: 49 HP: 185 Surges: 9 Surge Value: 46 TRAINED SKILLS Arcana +23, Heal +30, Insight +32, Perception +30, Religion +23 UNTRAINED SKILLS Acrobatics +15, Athletics +26, Bluff +18, Diplomacy +16, Dungeoneering +24, Endurance +17, History +17, Intimidate +16, Nature +26, Stealth +15, Streetwise +16, Thievery +15 POWERS Basic Attack: Melee Basic Attack Basic Attack: Ranged Basic Attack Seer Utility: Cast Fortune Goliath Racial Power: Stone's Endurance Cleric Utility: Favor of the Gods Cleric Feature: Turn Undead Cleric Utility: Healing Word Avenger Feature: Oath of Enmity Avenger Feature: Divine Guidance Cleric Attack 1: Gaze of Defiance Cleric Attack 1: Righteous Brand Cleric Utility 2: Blackened Soul Cleric Utility 6: Bastion of Health Cleric Utility 10: Word of Vigor Paragon of Victory Attack 11: Fanatic Energy Paragon of Victory Utility 12: Battle Resolve Cleric Utility 16: Hallowed Ground Cleric Attack 17: Death's Call Cleric Attack 19: Holy Wrath Paragon of Victory Attack 20: Victory Prayer Cleric Utility 22: Adjure the Chosen Cleric Attack 23: Relentless Spirit Cleric Attack 25: Sacred Word Destined Scion Utility 26: Epic Recovery Cleric Attack 27: Doom of the Unworthy Cleric Attack 29: Ordained Victory Destined Scion Utility 30: Undeniable Victory FEATS Level 1: Ritual Caster Level 1: Versatile Expertise Level 2: Hero of Faith Level 4: Power of Skill Level 6: Battle Healer Level 8: Battlewise Level 10: Mark of Healing Level 11: Improved Defenses Level 12: Markings of the Victor Level 14: Superior Will Level 16: Psychic Lock Level 18: Gambler's Word Level 20: Armored by Faith Level 21: Glorious Channeler Level 22: Divine Mastery Level 24: Supreme Healer Level 26: Divine Channeler (Avenger) Level 28: Epic Reflexes Level 30: Uncanny Dodge ITEMS Ritual Book Brew Potion Create Holy Water Adventurer's Kit Couters of Second Chances (heroic tier) Bag of Holding (heroic tier) Crusader's Morningstar +6 x1 Dawn Warrior Dragonscale Armor +6 x1 Cloak of Displacement +6 x1 Eye of Awareness (epic tier) x1 Symbol of Victory +2 x1 Belt of Vitality (epic tier) x1 Fey Warrior's Boots (epic tier) x1 Ring of the Zealous (paragon tier) Ring of the Radiant Storm (paragon tier) x1 Ring of Protection (paragon tier) x1 Gloves of the Healer (epic tier) x1 Couters of Second Chances (epic tier) x1 Greatwing Tattoo (paragon tier) x1 ====== End ====== ====== End ====== Cherry Picker: Longtooth Shifter Melee Cleric of Corellon, Tactical Warpriest PP, Indomitable Champion This is my build that is a str/wis greatspear cleric that "cherrypicks" from both cleric and warpriest powers and MC fighter for lots of spear and polearm tricks. Very solid thoughout, but by late paragon has several good push/slide/prone tricks for icon of fear and righteous brand. cherry picker Show He gets the benefits of a wide range of warpriest powers, a high strength which lets him qualify for a lot of feats warpriests normally won’t get, a good MBA, good party movement enabling and buffing, and has access to healer’s lore and many healing powers. The only implement attack he has is his level 20 daily Battle Pyres, which is why he retrains out spear expertise at 20 and has multiple holy symbols. Highlights of this build are two good melee at wills: By 16 righteous brand is a melee basic attack vs reflex that can be used with polearm gamble or other opportunity attacks to slide enemies 2 and knock them prone while marking them until the end of the encounter. This combines well with the level 5 daily Divine Castigation, which gives you an OA whenever that enemy attacks you or an ally and I might not actually retrain that one out. Icon of fear by level 16 pushes 4, knocks prone and marks. He has a couple of other pushing powers as well (hammerind wind and divine power) and these also push 4 and knock prone. Almost of the dailies have encounter long boosts of some sort. You can take Brand of the Sun in heroic and retrain for icon of fear in paragon if you want extra save granting before then. Downside is his strength is a little low since he puts stat bumps into dex at level 4 for feat prereqs and con at 28. The build needs to worship a skill domain god for the righteous brand tricks to work and the only essential item for the build is rushing cleats, but ring of ramming is nice as well. Note that I need to rerun this through the OCB so the numbers might be a little off ====== Created Using Wizards of the Coast D&D Character Builder ====== FINAL ABILITY SCORES STARTING ABILITY SCORES AC: 48 Fort: 45 Reflex: 38 Will: 49 HP: 171 Surges: 9 Surge Value: 47 UNTRAINED SKILLS ITEMS RITUALS Psychic Battle Eater This is one of Nausicaa's builds that she posted below. - Psychic equipment to get rid of the pesky -1 to hit with wisdom power. - Completely Implement Power independent (Moment of glory doesn't really need to hit) - Lots of enabling, for a cleric - Hit buffing extended among the three tiers - Reflex isn't so bad as it seems, due to ring of unfettered motion - Obiously good healing and incredible self-sustenance - Good initative - Really good damage for a leader: up to 3 off round/minor action attacks per encounter - Encounter debuffing at level 23: psychic lock + screaming armor + shared secrets = easily -6 to hit. psychic battle Eater Show Psychic Battle Eater level 30 Cleric (Templar) / Paragon of Victory / Destined Scion Lore feature: Battle Cleric's Lore Channel Divinity: Favor of the Gods Channel Divinity: Punish the Profane STARTING ABILITY SCORES Str 18, Con 13, Dex 10, Int 8, Wis 18, Cha 11. FINAL ABILITY SCORES Str 28, Con 15, Dex 12, Int 10, Wis 28, Cha 13. AC: 45 Fort: 47 Reflex: 39 Will: 48 HP: 172 Surges: 10 Surge Value: 43 FEATS Level 1: Heavy Blade Expertise Level 2: Improved Defenses Level 4: Defensive Healing Word Level 6: Power of Skill Level 8: Goliath Greatweapon Prowess (retrained at level 11 to Psychic Lock) Level 10: Battle Healer Level 11: Healer's Implement Level 12: Battle Awareness Level 14: Gambler's Word Level 16: Wary Fighter Level 18: Superior Will Level 20: Striking Resurgence Level 21: Supreme Healing Level 22: Divine Mastery Level 24: Epic Reflex Level 26: Epic Will Level 28: Epic Fortitude Level 30: Reactive Healing POWERS Level 1 At will: Brand of the Sun Level 1 At will: Righteous Brand Level 1 Encounter: Sundering Might Level 1 Daily: Moment of Glory Level 2 Utility: Resurgent Strength Level 3 Encounter: Inspired Steel Level 5 Daily: Inspire Fervor Level 6 Utility: Stream of Life Level 7 Encounter: Strength of Spirit Level 9 Daily: Divine Power Level 10 Utility: Battle Surge Level 13 Encounter: Divine Beacon Level 15 Daily: Ivory Rampart Level 16 Utility: Astral Shield Level 17 Encounter: Violence Betrayed (retrained at level 27 to Divine Beacon) Level 19 Daily: Holy Wrath Level 22 Utility: Adjure the Chosen Level 23 Encounter: Shared Secrets Level 25 Daily: Hope Killer Level 27 Encounter: Valorous Charge Level 29 Daily: Ordained Victory ITEMS +6 Githyanki Silver Scythe, +6 Symbol of Victory, +6 Screaming Titanscale Armor, +6 Healer's Brooch, Iron Armbands of Power (Epic Tier); Ring of Free Time, Ring of Unfettered Motion, Cord of Divine Favor, Boots of Speed, Headband of Intellect (Heroic Tier) Gruumsh Blitzer This is a half-orc Templar/Lightning Blitzer/Destined Scion that is built for mobility and damage, while still being a good leader with fairly good defenses. By level 11 you have a charge speed of 8 in heavy armor without any items and are hitting fairly hard with some decent control and ally movement enabling. Mark of storm assumes you are keeping up a lightning weapon, but you have enough other lightning/thunder powers it is worth keeping otherwise. Main drawback is weak on saves. For equipment you would probably want to at least consider a partial charging package. Since I wrote this flail expertise came out so you might consider that with a spiked chain or tripple headed flail. Less damage, but more proning. gruumsh Blitzer Show Half orc Templar of Gruumsh Starting Stats: Str 18 Con 11 Dex 15 Int 8 Wis 16 Cha 10 Background: Born under a bad sign Righteous Brand Mighty Hew Promise of Victory Ramparts of Light Weapon Prof: Fullblade Heavy Blade opportunist Heavy Blade Specialization ZealotsThese are templars who usually poach heavily from warpriests. They make wisdom their primary stat with constitution their usualy secondary stat. They usually switch between weapon and implement powers picking whichever one is better. They want a weapliment of some sort. Zealot Oracle An elf divine oracle that almost only targets will. Tough, accurate, and with a strong debuffing focused. You could switch out the holy symbol if you want to for a ki focus or weapliment and then take fell strike and fey beguiling. Or else mc something that gives you a staff, like invoker and that could get you another power that targets will. I made it of carl glittergold, but it doesn't really matter until epic what deity you pick. I picked monk mc mainly in case you want to go with ki focuses, for the 1/encounter flurry and perception skill so that is not essential, but getting perception with this is nice. Destined scion for the ED, but avatar of life or harbinger of doom also work. zealot oracle Show Elf Starting Stats 10 13 15 10 20 8 Final Stats 12 22 18 12 30 10 Divine Oracle Destined Scion Background Gritty Sargant (for the proficiency with greatswords) Theme Ordained Priest maybe? Not essential and you could pick something like elemental initiate if you want a ki focus without going monk or go with another one like gloamwrought emmisary or order adept. Or else get something else with an immediate power like knight hospitaler. CD: Turn Undead CD: Favor of the Gods Gaze of Defiance Death's Shadow (doesn't target will) Cause fear Moment of Glory Bless Astral Flare Servitude in death Holy Celerity Searing Light (retrain at 13 and keep cause fear for a while) Dismissal Word of Vigor Deadly Lure Sacred Armistice Cloak of Courage Enthrall Moment of Peace Ramparts of Light Rebuke the Wrathful (healing torch also works) Call The Hungry Ghosts Healers Reproof (Auspicious Foresight, Sunburst, and Valorous Charge also work) Enforced Surrendor Feats Monastic Adept Holy Symbol Expertise Mark of Healing Shielding Word Superior Implement Proficiency (wrathful) Improved Initiative (retrained at epic for superior initiative) Psychic Lock Superior Will Superior Foritude Superior Reflexes Gambler's word Armored by Faith Divine Mastery Triumphant Attack Supreme Healing Glittergolds Gambit Glorious Channeler Scale Specialization Radiant Off Striker For when you wanted to play a striker, but the party needs a leader. Mul sohei paragon of victory Destined Scion mc fighter. At level 11 has 2 minor action and 3 immediate action attacks each encounter. Decent amount of ally movement enabling and attack boosts. mul off striker Show Mul Zealot Trained Skills Religion Nature Perception Diplomacy Endurance CDs: Favor of the Gods, Turn Undead, Solar Enemy Icon of Fear Illuminating Blow Silverlight blow Ramparts of Light Dwarven Weapon Training
Divine Mastery Items: Strikebacks, Crusaders Mordenkrad, IAOP, Champion’s Haubrak, Phrenic Crown, Ring of the radiant storm, Blinding Fire
Here is a blinding/fire focused build that is eberron specific. Deva Templar of the Silver Flame mc Invoker/Infernal Prince/Excorcist of the Silver Flame/Soul of the World Generates a consistent stream of temp hitpoints for himself when he hits with radiant powers in heroic keyed to con. In paragon that switches to temp hitpoints keyed to wisdom for himself and an ally with fire powers. Can fairly consistently get this off about 3-4 times an encounter in paragon, about 5-6 times an encounter in epic. Has a good mix of weapon and implement powers, but leans more towards implement as he gains levels. By level 20 he has 4 blinding encounter powers, 1 encounter power that does fire damage, and 3 dailies that do fire damage. Action point powers do extra fire and radiant damage at 11 and recharge a divine encounter power in epic. Can add fire damage to an attack once an encounter with theme and recharge this once an encounter at 10. ED gives him a minor action fire attack at level 21 and a fire vulnerability utility power at 24. Has a nice flavor of a former evil tiefling trying to redeem himself as well. cleric of the silver flame Show Deva Battle Clerics Lore PP Excorcist of the silver flame ED Soul of the World (tiefling for 21 race, warlock for 24 class) Theme Infernal Prince Background: Something with Perception Starting Stats Str 10 Con 13 Dex 8 Int 15 Wis 20 Cha 10 Boost wis and con. Powers Sacred Flame Icon of Fear Invoker: Hand of Radiance 1 Divine Glow retrained for vengeful flair at 11 1 Moment of Glory 2 Bless 3 Death Surge 5 Hallowed Advance 6 Holy Celerity 7 Searing Brand 9 Flame Strike 10 Reverent Mettle 13 Searing Light 15 Purifying Fire 16 Hallowed Ground (Retrained at 24 for Diabolic Escape) 17 Brilliant Idea 19 Fire Storm 22 Ramparts of Light (Retrained at 25 for Entropic Ward) 23 Spirit Flame (Awful to behold also works) 25 Sacred Word 27 Sublime Light 29 Astral Storm Feats Radiant Recovery Retrained at 11 for improved defenses Mark of Healing Acolyte of Divine Secrets Staff Expertise Battle Intuition Staff of Travel Invoker's Blaze Superior Implement Training: Accurate Staff Gamblers word Superior Will Defensive healing word Improved Initiative (retrained at 21 to invoker implement expertise) Divine Mastery Supreme Healer Hellfire of Mesphitopheles Superior Initiative Invokers aura Radiant Advantage Items Hellfire Staff will recharge a fire power once an encounter with a crit. Staff of ruin also works. High Defense Halfling This is a high defense wis/con build using battle cleric's lore and taking advantage of several feats for halflings to give him very high AC (scale +7 at level 16 much of the time) and other defenses. Sacrifices some damage and accuracy, but has a good set of powers. Adamantine Soldier as your epic destinty will give you scale +8 AC (AC 44), +12 when next to 2 medium or larger enemies and bloodied, at level 21 along with damage resistance keyed to con at level 24, which will be about 5-6 in epic, plus you can force enemies to reroll one hit against you each encounter. If you worship boldrei, you can get Boldreis's Shelter for a +2 power bonus to your defenses for a round too. Yakuza is a good choice for theme since enemies can get a -2 to hit you if you bloody or kill an enemy. The main thing is you need to wield a versatile weapon two handed while mcingfighter. In an actual game I would be more tempted to go goblin or snerfneblin since they have better stats for a cleric and I would not go all the way I go here and would probably swap out some feats and the ED for something more practical or interesting. You can boost it slightly higher in epic (plate +9 AC at level 21/AC 46) by going hybrid paladin, but it will be tricky to make it as effective because your stats will be off and you would probably want to go strength/charisma in that case, probably 16 13 13 8 10 18. Spending a feat on plate proficiency gives you a another +1 to AC in epic or use hybrid talent in heroic. Worship Correllon and take champion of correllon as your paragon path. As long as your dex is at least 15, which it will be at level 21, then your AC will be +2 untyped instead of +1 from tactical warpriest. Before epic it will still be +1. You won't take scale spec, but instead plate spec, which requires a 15 con, which with the stats I listed above you won't get till epic. On the plus side you get a charisma based mark and paladin has some good immediate powers that go off if an enemy doesn't attack you and has good mark punishment feats. You won't need melee training, but that is cancelled out because you have to spend a feat for plate and probably want to spend a feat in epic for hybrid talent channel divinity. Probably want a longsword for your weapon. halfling zealot Show At level 21 has scale +9 AC when next to two larger creatures (scale +7 the rest of the time) and scale +11 when bloodied and next to two larger creatures. And can make 1 enemy reroll a hit against him once per encounter. All of his defenses are actually pretty solid for cleric since he starts with a 16 dex and gets boosts from small warrior's defense, improved defense, and (while bloodied) minor threat. He needs a weapliment, with unforgettable cudgel mace being his best choice. Decent mark at level 16 with melee training and battle awareness Good number of surges and hitpoints as well. At level 11 he gets dizzying mace which means when he dazes with remorse or astral flare, enemies take con mod penalty to attacks. He keeps remorse at least until late epic when he can retrain out of dizzying mace then. Late epic he has a couple of close burst stunning powers. Yakuza would be my choice for a theme that enhances the build since it gives enemies a potential -2 to hit you for the encounter until you are hit, but otherwise the standard cleric themes are good. Things that boost AC and defenses are bolded. Halfling Templar of Carl Glittergold Battle clerics lore (+2 shield bonus to AC) Starting Stats: 13 16 16 8 16 10 with only boosts to con and wis Alternate array: 10 15 15 8 18 10 with wrathful warrior (what I would probably go with) Skills: Religion Heal Insight Arcana Endurance Feats Dizzying Mace (retrained at 27 to Channel Divinity: Glittergold’s Gambit) Divine mastery Powers Earthen Hail Remorse Adjure the Chosen No Rolls You can't make a cleric that doesn't ever need to make attack rolls, but this build is fairly close. If you want to play a race without a wisdom or strength bonus this is a good build direction to go. A high defense halfling could do this for instance. You could also add in pacifist healer feat if you took astral seal as an at will, though you would have to play it a bit more carefully. Here is a tiefling cleric of the Traveler Zealous Demagogue/Hordemaster. Needs a weapliment of some sort. Very good at giving out saves, healing, and buffing with some decent enabling as well. no rolls Show Powers with asterix next to them require an attack roll, but generally still work well if you miss. Would boost only wisdom and con. I picked Hordemaster for ED because it fits with the Zealous Demagogue Paragon Path and has good mechanical benefits, but Avatar of Life or Saint could also work for the ED. Tiefling Templar/Zealous Demagogue/HordeMaster Starting Stats Str 13 Con 16 Dex 8 Int 11 Wis 16 Cha 16 Background Grizzled Veteran: Greatsword Theme: Seer Battle Clerics Lore Favor of the Gods Healer's Mercy Brand of the Sun* Prophetic Guidance Call to the Dark (I would actually take remorse* or mantle of glory*) Adjure The Chosen Heavyblade Expertise/Weapliment expertise Plate Proficiency Lightning Storm Elf Stalker I got this idea by thinking up ways to get it to work with a Kusari gami and two weapon opening, but I ended up going with a spiked chain. Its a mark of storm/flail expertise reach build that knocks enemies down a lot and it pretty accurate. It ends up being a fairly high damage multitarget frontline controller. It also has good perception and stealth, which is a rare combination in a leader. And in paragon has a speed of 9 without any items. Sticks primarily with weapon powers and implement powers that don't really matter if you miss so it does not have to have a weapliment or versatile expertise. It is fairly item independent, but a lightning weapon would let you switch out some powers and something like a disrupting flail would be nice too since it would help you hit with your implement powers. Big thing he is lacking is save granting so at some point I would switch out one of the at wills for brand of the sun. Otherwise Awakening Sun is about the only save granting power he has. I wanted to squeeze bleesing of corellon in there somewhere, but could not think of what I would drop. If you mc fighter instead you could dragging flail. Another option is to go half-elf with five storms or steel wind with adept dilletente so you could have an at will close attack in paragon and an at will shifting power or have a base move of 10 with steel wind (+2 steel wind, -1 for not being an elf), but you would have some trouble hitting without versatile expertise if you did that. storm ninja Show Elf Templar/paragon of victory/Destined Scion Battle clerics lore/favor of the gods/punish the profane Starting Stats 10 13 15 8 20 10 Final Stats 12 16 24 10 30 12 Background: Wild Elf Theme: Sohei (hospitaler also works) Trained Skills: Perception Stealth Religion Heal Insight At Wills Storm hammer (retrain at some point for brand of the sun) Singing strike 1 Ringing blow 1 Nimbus of Holy Shielding (or moment of glory) 2 Shield of Faith 3 Death's Call 5 Inspire Fervor 6 Spirit of Healing 7 Wrathful lightning 9 Blade Barrier 10 Word of Vigor 13 Awakening Sun (or Roar of Thunder) 15 Aura of Astral Radiance 16 Cloak of Courage 17 Winds of Fury 19 Fire Storm 22 Ramparts of Light 23 Thunder of Justice 25 Call the Hungry Ghosts 27 Valorous Charge 29 Astral Storm Weapon Proficiency Spiked Chain Mark of Storm Flail Expertise Improved Defenses Monastic Disciple (centered breath) Storm Sacrifice Scale Expertise Fluid Motion Gamblers Word Melee Training Superior Will Shielding Word Supreme Healing Superior Initaitive Glorious Channeler Divine Mastery Epic Fortitude Uncanny Dodge Laser ClericsThese are templars who make wisdom their primary stat and only take implement powers. Charisma can be their next highest stat, but its often a good idea to make that a tertiary stat and boost con or another stat instead. AOE Focused Morninglord Coming Soon Laser Cleric 1 Basic lazer cleric with a focus on radiant and fire damage. Superior implement training Astral Symbol is also a decent choice if you don't go with a staff implement. lazer cleric 1 Show Deva Lazer Cleric of Pelor Starting Stats 10 12 12 8 20 14 Theme Ordained Priest Powers: Divine Glow Mantle of Glory Mass Cure Serious Wounds Feats IkeTurner This used to be a good epic build but since the errata to turn undead its not as good. max turn undead Show This is all pre dragon 400 so the build below uses healer's lore instead of battle clerics lore. I think I have updated the numbers so they are right for post errata to turn undead. At level 30 turn undead is a minor action that is recharged with spending an action point or the first time he score's a critical hit each encounter if he has used it already. Spending an action point also causes an enemy within 5 to gain radiant vulnerability 5 (save ends). Ike can use two channel divinity powers an encounter, plus can swap out healing word's for CD uses and has a mace that can be used for an additional daily CD usage. Turn undead targets undead, devils, and demons along with one of the following:angels, giants and dragons at +34. Ike has two backup +5 symbols of foe turning to use on the two he did not pick, so lets say for dragons he is +34 and for angels and giants he is only +33. It is a close burst 8, 11 if Ike has hit a milestone. It does 6d10+15 radiant damage and he can roll the 3d10 twice and pick the better result. On a hit it pushes enemies 11 squares and either dazes or immobilizes, the target loses any concealment and can not become concealed until the end of Ike's next turn. On a miss it does half damage and pushes 11. It creates a burst 11 zone that lasts to the end of Ike's next turn and does 1d6+9 radiant damage to undead. If an enemy is hit by the power all allies in the burst make a save. It does an additional 1d6 vs undead. Ike also has the channel divinity power Solar Enemy along with Pelor's Radiance and Rebuke Undead, both of which target undead, demons and devils. What happens on a crit: each of these three attack channel divinity powers crits on 19-20. Against undead it is 18-20. Ike gets 6 temporary hit points. Any enemy critted takes 3d6 extra untyped damage, its space and the adjacent spaces remove invisibility and causes enemies who end their turn in those spaces to take 3d6 radiant damage (save ends), and the target and each enemy within 5 either gain radiant vulnerability 10 or increase existing vulnerability by 10 until the end of Ike's next turn. Demons and undead make that save at a -2. This also happens with his other radiant powers, minus the 18-20 crit range for undead. On using any of these channel divinity powers, any enemy that ends its turn within 2 squares of Ike or who hits Ike takes 14 radiant damage until the end of Ike's next turn and an ally within 10 squares heals 13 hp. Once per day if Ike misses everyone he regains the use of a radiant power and once per day he can also add 3 radiant points of damage to these powers, or 4 if he has hit a milestone. When Ike is out of encounter attack powers he regains the use of turn undead. There may some dispute on how he can recharge turn undead through divine mastery, epic resurgance and divine miracle, but lets assume those all work. There are feats like coordinated explosion where I ran out of slots and alternate paragon paths I wanted to include and will add those later. For equipment I think I am pretty close, but he needed a level 27 implement so I based GP on gold + the extra from having a cheap implement, ====== Created Using Wizards of the Coast D&D Character Builder ====== Ike Turner, level 30 Human, Cleric, Radiant Servant, Demigod Build: Devoted Cleric Versatile Expertise: Versatile Expertise (Mace) Versatile Expertise: Versatile Expertise (Holy Symbol) Divine Spark: Divine Spark Charisma Divine Spark: Divine Spark Wisdom Background: Impiltur (Impiltur Benefit) FINAL ABILITY SCORES Str 14, Con 14, Dex 10, Int 12, Wis 28, Cha 26. STARTING ABILITY SCORES Str 12, Con 12, Dex 8, Int 10, Wis 16, Cha 16. AC: 43 Fort: 34 Reflex: 33 Will: 43 HP: 185 Surges: 9 Surge Value: 46 TRAINED SKILLS History +21, Religion +21, Insight +29, Heal +29, Diplomacy +28 UNTRAINED SKILLS Acrobatics +14, Arcana +16, Bluff +23, Dungeoneering +24, Endurance +16, Intimidate +23, Nature +24, Perception +24, Stealth +14, Streetwise +23, Thievery +14, Athletics +16 FEATS Cleric: Ritual Caster Human: Solar Enemy Level 1: Versatile Expertise Level 2: Greater Turning (retrained to Epic Turning at Level 21) Level 4: Devilbane Level 6: Demonbane Level 8: Superior Implement Training (Accurate symbol) Level 10: Divine Channeler (Invoker) Level 11: Swift Turning Level 12: Undead Ward Level 14: Divine Cleansing Level 16: Dazing Rebuke Level 18: Pelor's Radiance Level 20: Clinging Radiance Level 21: Glorious Channeler Level 22: Divine Mastery Level 24: Punishing Radiance Level 26: Epic Resurgence Level 28: Font of Radiance Level 30: Invoker's Aura POWERS Bonus At-Will Power: Lance of Faith Channel Divinity: Turn Undead Cleric at-will 1: Astral Seal Cleric at-will 1: Sacred Flame Divine Channeler (Invoker): Rebuke Undead Cleric encounter 1: Divine Glow Cleric daily 1: Astral Condemnation Cleric utility 2: Shield of Faith Cleric encounter 3: Daunting Light Cleric daily 5: Consecrated Ground Cleric utility 6: Spirit of Healing Cleric encounter 7: Break the Spirit Cleric daily 9: Dismissal Cleric utility 10: Reverent Mettle Cleric encounter 13: Mantle of Glory (replaces Divine Glow) Cleric daily 15: Tree of Creation (replaces Astral Condemnation) Cleric utility 16: Cloak of Courage Cleric encounter 17: Starry Snare (replaces Daunting Light) Cleric daily 19: Supernal Radiance (replaces Consecrated Ground) Cleric utility 22: Mass Cure Serious Wounds Cleric encounter 23: Healing Torch (replaces Break the Spirit) Cleric daily 25: Seal of Protection (replaces Dismissal) Cleric encounter 27: Sublime Light (replaces Mantle of Glory) Cleric daily 29: Breath of the Stars (replaces Tree of Creation) ITEMS Ritual Book, Adventurer's Kit, Symbol of Foe Turning +6, Sacred Mask (heroic tier), Ring of the Zealous (paragon tier), Champion's Hauberk Spiritmail +6, Cloak of Displacement +6, Ring of the Radiant Storm (paragon tier), Symbol of Foe Turning +5 (2), Executioner's Bracers (epic tier), Holy Gauntlets (paragon tier), Stalwart Belt (epic tier), Phantom Chaussures (paragon tier), Medic's Mace +5, Defensive Dagger +1, Rod of Wrathful Dismissal +1, Eager Hero's Tattoo (heroic tier) RITUALS Gentle Repose, Purify Water, Create Holy Water HealicsThese are templars who take the pacifist healer feat. Note that this is the weakest cleric build from a charop perspective, Wisdom is their highest stat and they most often only take wisdom implement powers. Charisma is usually their secondary stat, but its not a bad idea to make con their secondary stat and charisma a tertiary stat. Enabling Healer If you insist on playing a pacifist this is the direction I would point you in, if you have other charoped party members with good basic attacks. Not quite finished, but it gives you a general idea of what I would do. Focuses on quasi enabling with accuracy boosts and vulnerabilty. For paragon paths you have a couple of options: luckbringer of tyrmora works well and I use it here, as does messenger of peace, divine oracle or zealous demagogue. Sverfneblin Pacist Cleirc of Tymora. Sarifel Feywarden Mc Shaman Luckbringer of Tymora Reincarnate Champion enabler Show Sverfneblin Theme: Sarifel Feywarden Background: Something that Opens up Perception Lore Option: battle clerics lore CD: Favor Of the Gods CD: Healer's Mercy Paragon Path: Luckbringer Of Tymora ED: Reincarante Champion (Destined Scion is good tpp) Deva as first race and Dwarf as second. Starting Stats Str 10 Con 16 Dex 8 Int 13 Wis 18 Cha 14 Boost con and wis each chance. This build barely uses charisma. Powers Astral Seal Death's Shadow Shaman Power: Spirit's Prey Prophetic Guidance Moment of Glory Bless Cause fear Weapon of the Gods Holy Clerity Peace Maker's Light Blade Barrier Word Of Vigor Deadly lure (remorse also works for some groups) Brilliant Censure Cloak of Courage (retrain peace maker's light) Brilliant Idea Moment of Peace Ramparts of Light Rebuke the Wrathful Sacred Word Valorous Charge Enforced Surrender Feats Pacifist Healer Deepstone Blessing Mark of Healing Spirit Talker Holy Symbol Expertise Battlewise (retrained at 21 for Gambler's Word Improved Defenses Superior Will Implement Proficiency: Accurate Holy Symbol Last Legion Officer Armored By Faith Supreme Healer Divine Mastery Glorious Channeler Tymorra's Coin (or other CD power you like depending on Deity) Epic Reflexes Dwarven Durability Ultimate Healing Word This is a pacifist build I made that is up to date as of feb 2012 since I had not seen one in a while. Deva mc Bard Messenger of Peace Soul of the World that focuses on maxing out healing word and buffing allies/debuffing enemies. Not a maxed out healing build, but a pratical one that should speed up battles, brings good control. and has a ton of stuff that goes off with healing word. Ultimate healing word Show Deva Templar MC Bard /Mesenger of Peace/Soul of the World Start Stats 10 13 8 10 20 15 (or 10 13 8 11 18 18) Trained Skills: Religion Heal Perception Diplomacy Insight Powers: Deadly Lure Adjure the Feats Improved Defenses Supreme Healing Feats I could not fit in: Armored by Faith /glorious Channeler/distant advantage/ kol koran’s boon/ power of life/ healer’s implement Items symbol of holy nimbus +6, Healer’s broach +6, +5 mace of healing + 5 holy healer’s weapon. +6 stormlords titanscale. Epic gloves fo the healer; Ring of tenacious will; Luminary ring; Belt of the witch king; backtrack bindings; eye of awareness. The goal isn’t necessarily to do the most healing possible with this build, although it does heal a ton, but to make a very good healer who also brings a lot of debuffing and buffing and is an overall practical build. There is a big focus on healing word. At level 21 up to 4 uses an encounter, each targetting 2. By 30 the total bonus to a use of healing word is surge + 6d6 (base)+ 3d6 + cha 6 (PH) +2d6 (gloves of the healer) +6 (BH) +5 (Mace of healing) + 5 (holy healer’s weapon) + 6 (Healer’s broach) every you and ally within five get 12 temp hitpoints. (this assumes first set of stats). For a total of surge +11d6+ 23 + 12 temp And it gives a +2 power bonus to attack EONT (BCL); a save (MoH); either a shift or +2 untyped bonus to defense to one target (LLO); + 2 untyped bonus to defenses EONT (SW); +6 power bonus to defenses to next attack (DHW) and one target is made insubstantial EONT (GR). Tiefling also works for your soul of the world race if you want to go with Blessing of Asmodeus for some domination. Never Miss Healic Don't like Missing? The powers either autohit, do not require an attack roll, or when you do need an attack roll you can reroll with elven accuracy or double roll vs. will with terrifying insight and you reroll 1s at epic. You could do a deva variant that is pretty similar. Version 1 is maxed out for not missing and has the notes for the character, version 2 (see here) is more well rounded and more like what I would actually want to play and that is found at the link to save space. never miss Show Note this uses healer's lore and divine fortune By late paragon Gaze of Defiance is actually more accurate than astral seal since it rolls twice and with the the stone of spirit you can reroll an additional miss 1/day. Elven accuracy gets a +1d4 to hit and is not expended if it misses 1/encounter by level 8. The healing is still pretty solid and the starting 14 dex boosts his AC through items and feats so it think it is worth taking as is the starting 16 charisma because of all the riders. I did not take all the feats like coordinated explosion since that seemed like overkill and would not make it that much of a better leader compared to things like mark of healing. It might even be worth toning down the feats like accurate symbol or distant advantage since you might not miss enough to make it worth a feat that could be doing something else. 1 encounter power in heroic and 2 paragon/epic autohit. About half the daily powers do not have any attack rolls and the paragon daily power lets you take a do over if you miss. Gaze of defiance becomes needed at level 16, but before then any at will ranged power works. Replace Bane with Prophetic Guidance since that is not in character builder yet and life lanterns would work for level 25 and augment of war or weapon of the gods could work for level 5. ====== Created Using Wizards of the Coast D&D Character Builder ====== Accurate Cleric, level 30 Elf, Cleric, Divine Oracle, Harbinger of Doom Versatile Expertise: Versatile Expertise (Mace) Versatile Expertise: Versatile Expertise (Holy Symbol) Background: Chessenta (Chessenta Benefit) FINAL ABILITY SCORES Str 12, Con 14, Dex 16, Int 10, Wis 26, Cha 24. STARTING ABILITY SCORES Str 10, Con 12, Dex 12, Int 8, Wis 16, Cha 16. AC: 44 Fort: 35 Reflex: 37 Will: 45 HP: 171 Surges: 14 Surge Value: 42 TRAINED SKILLS Religion +20, Heal +28, Insight +28, Diplomacy +27 UNTRAINED SKILLS Acrobatics +18, Arcana +15, Bluff +22, Dungeoneering +23, Endurance +17, History +15, Intimidate +22, Nature +25, Perception +25, Stealth +18, Streetwise +22, Thievery +18, Athletics +16 FEATS Cleric: Ritual Caster Level 1: Pacifist Healer Level 2: Versatile Expertise Level 4: Imminent Luck Level 6: Distant Advantage Level 8: Wild Elf Luck Level 10: Superior Implement Training (Accurate symbol) Level 11: Mark of Healing Level 12: Armor Specialization (Chainmail) Level 14: Avandra's Boon Level 16: Justice Hammer Level 18: Impending Victory Level 20: Healer's Implement Level 21: Robust Defenses Level 22: Beatific Healer Level 24: Supreme Healer Level 26: Epic Resurgence Level 28: Defensive Healing Word Level 30: Glorious Channeler POWERS Channel Divinity: Healer's Mercy Cleric at-will 1: Astral Seal Cleric at-will 1: Gaze of Defiance Cleric encounter 1: Bane Cleric daily 1: Moment of Glory Cleric utility 2: Return from Death's Door Cleric encounter 3: Hymn of Resurgence Cleric daily 5: Consecrated Ground Cleric utility 6: Stream of Life Cleric encounter 7: Denunciation Cleric daily 9: Blade Barrier Cleric utility 10: Reverent Mettle Cleric encounter 13: Mantle of Glory (replaces Bane) Cleric daily 15: Tree of Creation (replaces Moment of Glory) Cleric utility 16: Cloak of Courage Cleric encounter 17: Sever the Source (replaces Hymn of Resurgence) Cleric daily 19: Moment of Peace (replaces Consecrated Ground) Cleric utility 22: Adjure the Chosen Cleric encounter 23: Rebuke the Wrathful (replaces Denunciation) Cleric daily 25: Life Lanterns (replaces Blade Barrier) Cleric encounter 27: Valorous Charge (replaces Mantle of Glory) Cleric daily 29: Enforced Surrender (replaces Tree of Creation) ITEMS Ritual Book, Adventurer's Kit, Champion's Accurate symbol +6, Pitmail Armor of Shared Health +6, Healer's Brooch +6, Holy Healer's Mace +5, Bracers of Bold Maneuvering (paragon tier), Sandals of Avandra (epic tier), Gloves of the Healer (epic tier), Phrenic Crown (paragon tier), Luminary Ring (epic tier) (2), Ring of Tenacious Will (epic tier), Cincture of Vivacity (paragon tier), Breakchain Tattoo (paragon tier), Blessed Book (heroic tier), Rhythm Blade Dagger +1, Solitaire (Cerulean) (epic tier), Dust of Appearance (paragon tier), Stone of Spirit (paragon tier), Keoghtom's Ointment (paragon tier), Foe Stone (paragon tier), Whistle of Warning (heroic tier), Instant Campsite (heroic tier) RITUALS Gentle Repose, Brew Potion ====== Copy to Clipboard and Press the Import Button on the Summary Tab ====== White Mage This is adslahnit's White mage ulitmate healer/debuffer. A kalashtar Messenger of Peace/Demigod. A bit out of date, but it still works fine and the thread ahs good discussionwhite mage Show Race: Kalashtar, Eberron Player's Guide, pages 30-31 Class: Cleric, Player's Handbook, pages 60-62 Channel Divinity: Healer's Mercy, Divine Power, page 30 Paragon Path: Messenger of Peace, Divine Power, page 49 Epic Destiny Choice A: Demigod, Player's Handbook, pages 174-175 Epic Destiny Choice B: Chosen, Divine Power, pages 152-153 Epic Destiny Choice C: Chosen, Forgotten Realms Player's Guide, pages 72-73 Ability Scores: Level 1: Strength 8, Constitution 12, Dexterity 10, Intelligence 12, Wisdom 16+2, Charisma 16+2 Level 4: Strength 8, Constitution 12, Dexterity 10, Intelligence 12, Wisdom 17+2, Charisma 17+2 Level 8: Strength 8, Constitution 12, Dexterity 10, Intelligence 12, Wisdom 18+2, Charisma 18+2 Level 11: Strength 9, Constitution 13, Dexterity 11, Intelligence 13, Wisdom 19+2, Charisma 19+2 Level 14: Strength 9, Constitution 13, Dexterity 11, Intelligence 13, Wisdom 20+2, Charisma 20+2 Level 18: Strength 9, Constitution 13, Dexterity 11, Intelligence 13, Wisdom 21+2, Charisma 21+2 Level 21: Strength 10, Constitution 14, Dexterity 12, Intelligence 14, Wisdom 22+2+2, Charisma 22+2+2 Level 24: Strength 10, Constitution 14, Dexterity 12, Intelligence 14, Wisdom 23+2+2, Charisma 23+2+2 Level 28: Strength 10, Constitution 14, Dexterity 12, Intelligence 14, Wisdom 24+2+2, Charisma 24+2+2 Feats: Level 1: Pacifist Healer, Divine Power, page 136 Level 2: Defensive Healing Word, Divine Power, page 131 Level 4: Mark of Healing, Eberron Player's Guide, page 91 Level 6: Power of Life, Divine Power, page 114 Level 8: Pacifist's Reward, Dragon Magazine #379, page 55 Level 10: Healer's Implement, Divine Power, page 135 Level 11: Student of Artifice, Eberron Player's Guide, page 94 Level 11 (replaces Healer's Implement): Potent Restorables, Eberron Player's Guide, page 92 Level 12: Healer's Implement, Divine Power, page 135 Level 14: Implement Expertise (Holy Symbols), Player's Handbook 2, page 185 Level 16: Assured Healing, Dragon Magazine #379, page 56 Level 18: Shielding Word, Dragon Magazine #378, page 65 Level 20: Toughness, Player's Handbook, page 201 Level 21: Reinforcing Healing, Eberron Player's Guide, page 94 Level 21 (replaces Toughness): Supreme Healer, Divine Power, page 143 Level 22: Beatific Healer, Divine Power, page 140 Level 24: Robust Defenses, Player's Handbook 2, page 194 Level 26: Epic Fortitude, Player's Handbook 2, page 194 Level 28: Epic Reflexes, Player's Handbook 2, page 194 Level 30: Epic Will, Player's Handbook 2, page 194 At-Will Attack Powers: Level 1: Astral Seal, Divine Power, page 31 Level 1: Sacred Flame, Player's Handbook, page 63 Encounter Attack Powers: Level 1: Bane, Divine Power, page 31 Level 3: Hymn of Resurgence, Divine Power, page 33 Level 7: Denunciation, Divine Power, page 35 Level 11: Pacify, Divine Power, page 49 Level 13 (replaces Bane): Remorse, Divine Power, page 37 Level 17: N/A Level 23: N/A Level 27: N/A Daily Attack Powers: Level 1: Moment of Glory, Divine Power, page 32 Level 5: Iron to Glass, Divine Power, page 34 Level 9: Dismissal, Divine Power, page 35 Level 15 (replaces Moment of Glory): Brilliant Censure, Divine Power, page 37 Level 19 (replaces Iron to Glass): Moment of Peace, Divine Power, page 39 Level 20: End to Strife, Divine Power, page 49 Level 25 (replaces Dismissal): Life Lanterns, Divine Power, page 41 Level 29 (replaces Brilliant Censure): Enforced Surrender, Divine Power, page 43 Utility Powers: Level 2: Divine Aid, Player's Handbook, page 64 Level 6: Bastion of Health, Player's Handbook, page 66 Level 10: Shielding Word, Player's Handbook, page 67 Level 12: Peacemaker's Pronouncement, Divine Power, page 49 Level 16: Unexpected Return, Divine Power, page 38 Level 22: Ramparts of Light, Divine Power, page 40 Flying Nun A Hengeyokai pacifist who uses a bunch of standard action encounter utility powers and sustainable dailies to fly around (or burrow) buffing and autodamaging enimies. Basic strategy at higher levels is use one of your big damage sustatinable dailies in the first round, then transform into your animal form. Sustain the daily and fly around as a bird using standard action encounter utilities. Some of utilities are also summons that you can sustain. Occasionally you can transform into humanoid form if there is an attack you want to do. Flying Nun Show Hengeyokai Miracle Worker Avatar of Hope Stats 10 13 16 8 18 14 Final Stats Battle Clerics Lore CD Favor of the Gods CD Healers Mercy Theme Background At will: Saced Flame At will: Astral Seal 1 Bane 1 Moment of Glory 2 Angelic Witnesses 3 Hymn of Resurgance 5 Consecrated Ground 6 Divine Favor 7 Peacemakers light 9 Blade Barrier 10 Wall of Shields 13 Deadly Lure 15 Tree of Creation 16 Cloak of Courage 17 Sever the Source 19 Fire Storm 22 Adjure The Chosen 23 Rebuke the Wrathful 25 Sacred Word 27 Healer's Reproof 29 Astral Storm Heroic Feats Pacifist Healer Holy Symbol Expertise Mark of Healing Superior Will Resourceful Leader Improved Defenses Paragon Battlewise Scale Specialization Armored by Faith Shielding Word Uncanny Dodge Hope Remains Epic Supreme Healer Glorious Channeler Beatific Healer Epic Reflexes Epic Fortitude Superior Initiative Warpriests: Sun, Earth, Storm, Death, and DominationThese are warpriests, an essentials build. The make wisdom their primary stat, with con as a secondary stat. A lot of the time these builds are very similar with a few tweaks since you don't have that much control over what powers you get. One thing with warpriests is that they often are good choices for multiclasses power swaps with a con or wis primary class like invoker, avenger, warlock, or battlemind. Reserve maneuver is a also a good option once you hit paragon since you can take a templar or a warpriest power to swap out a dead level (death domain) or repetetive level (sun domain). Most warpriests (all except death domain) have only weapon at will and encounter powers, but can use templar implement dailies and human warpriests can take an implement at will. Sun Domain: These builds tend to focus on save granting, temp hitpoints and radiant damage. You might want to power swap the level 13 power since it is fairly redundant with your other abilities by paragon. Auspex7's The Variant The Variant Show Build Objective: BE A TOUGH GUY!!! (...and make the rest of your buddies Tough Guys, too) Build Features Hide 1. Tough as f**k! By level 8, you gain (Con mod) temp HP every time you hit with a Radiant attack. 2. Got Saves? F**k, yeah, you do! You grant saving throws at will, and have a Channel Divinity power, and an Encounter attack power, that also allow you to grant saves. Good news for you-- you can even grant YOU saves whenever you want. Note: Superior Will (feat) + 'Destined for Greatness' (12U) = you always have your wits about you. 3. Blind, 2 x per Enc, by L11. Ambitious Effort lets you use Searing Light twice per Enc, which is hotness. 4. Damage Resistance. You can have or grant it at will, and your AP feature gives you an even bigger dose of it. When you combine this with the constant stream of temp HP, you have one tough nut to crack. You may hit like a girl, but you take a punch like a grown woman*. 5. Action Points, yo! Adroit Explorer. Duh. 6. You're a real "Go-Getter"! Battlewise + Improved Initiative = You're always showin' up early! 7. Holy S#1t! Sacred Flame + Radiant Recovery = temps for you, and temps or a save for an ally! Level 30 Summary: Frame: Human (Sun) Warpriest/Adroit Explorer/Destined Scion Stats: Strength: 15 Constitution: 26 Dexterity: 12 Intelligence: 12 Wisdom: 28 Charisma: 11 Defenses: AC: 46 Fort: 48 Ref: 42 Will: 50 HP: 183 Surge Value: 45 Surges per Day: 15 Feats: Bonus (Human): Superior Implement Training (Accurate Symbol) Level 1: Weapon Proficiency (Bastard Sword) Level 2: Versatile Expertise (Heavy Blades, Holy Symbol) Level 4: Weapon Focus (Heavy Blades) Level 6: Deva Heritage Level 8: Radiant Recovery Level 10: Battlewise Level 11: Improved Defenses Level 12: Improved Initiative (retrained to Superior Initiative at Level 21) Level 14: Superior Will Level 16: Heavy Armor Agility Level 18: Shared Perserverance Level 20: Resilient Focus Level 21: Supreme Healer Level 22: Shielding Word Level 24: Divine Mastery Level 26: Epic Reflexes Level 28: Epic Will Level 30: Epic Fortitude Initiative Mod: +33 At-Wills: Blessing of Battle, +37 vs AC, 2d10+24 Brand of the Sun, +37 vs AC, 2d10+24 Sacred Flame, +34 vs Reflex, 2d6+15 Encounter Powers: Searing Light, +37 vs AC, 1d10+24 Strength of the Sun, +37 vs AC, 3d10+24 Overwhelming Light, +37 vs AC, 3d10+24 Light of the First Dawn, +37 vs AC, 4d10+24 *Notes: You have automatic Combat Advantage with all of these attacks. You may also recycle one of them each Enc with Divine Mastery. Daily Powers: Weighing options... Utility Powers: Sun's Glow, At-Will Soothing Light (Channel Divinity), 1/enc Resurgent Strength, 1/day. Holy Cleansing, 1/day Mighty Sprint, 1/enc. Resurrection, 1/day Word of Vigor, 1/enc. Destined for Greatness, 1/enc. Divine Armor, 1/day Mass Cure Serious Wounds, 1/day Epic Recovery, 1/day Undeniable Victory, 1/day Items/Inventory: Weapon: Magic Bastard Sword +6 Implement: Magic Accurate Holy Symbol +6 Armor: Magic Elderscale Armor +6 Neck: Amulet of Protection +6 Arms: Iron Armbands of Power (epic tier) Notes & Comments: Things are even more crazy now. You save on a '6', you're getting to save against some attacks at the start of your turn, you have automatic CA any time you use your Enc powers, you get to recycle an attack every Enc, your Fort and Will are through the roof, etc. This should be one of the hardest-- if not THE hardest-- Leaders in the game to bring down. While it's up, this build also does a lot to keep Team Hero on its feet. My similar build: Can't hold me down. Focused on constantly giving out and making saves. Exploits the warlock feat starfire womb to give himself a save whenever he does damage can't hold me down Show 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) 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 FINAL ABILITY SCORES STARTING ABILITY SCORES AC: 42 Fort: 45 Reflex: 32 Will: 47 TRAINED SKILLS UNTRAINED SKILLS FEATS POWERS ITEMS ====== Copy to Clipboard and Press the Import Button on the Summary Tab ====== Earth Domain These tend to be good at pushing and defense boosting. RuinsFate's Let the hammer fall. It think it works as a good fifth man. Let the Hammer Fall Show In heroic, it's a standard, run-of-the-mill earth warpriest, which is never a bad thing. It's once we get into paragon that things get interesting. Your OA gets competent, then pushes, then slows (And later dazes!), and starts to do 1.5x your wis mod in it's damage bonuses. But why all that for an OA? Simple! You're a Warpriest/Warpriest! (The best kind of Warpriest, really.) Hitting with one of your At-wills (Preferably Weight of Earth, cause oh yeah, it pushes too, so it gets to slow/daze while we're at it~) gives you the ability to mark, with an OA as punishment. And you have another trick up your sleeve, too. Stonefoot Reprisal lets you make an OA if an adjacent enemy attempts to brush you aside with a push or slide (Which, being a dwarf, you'd reduce anyway). Hit with that OA and the forced movement is negated on you. Once you go somewhere, you stay there. It gets even more fun in Epic, with Knock-Back Swing allowing you to push/daze and deal con mod dmg even if your OA misses! So good luck to any enemy attempting to move you, and may whatever force they prey to help them if they attempt to pass you to attack one of your charges. In the spirit of Essentials and Simplicity, this build has been made with nothing more than the vanilla +6 items, and no Dragonmark, FR or DS specific material. Obviously, Rushing Cleats are a huge boon to this build, and items that increase your personal durability will help your off-defender nature. Maria level 30 Dwarf, Warpriest, Warpriest Paragon Path, Indomitable Champion Domain: Earth Epic Heroism: Epic Heroism (Constitution) Epic Heroism: Epic Heroism (Wisdom) Versatile Expertise: Versatile Expertise (Hammer) Versatile Expertise: Versatile Expertise (Holy Symbol) FINAL ABILITY SCORES Str 15, Con 28, Dex 12, Int 10, Wis 28, Cha 13. STARTING ABILITY SCORES Str 13, Con 18, Dex 10, Int 8, Wis 18, Cha 11. AC: 48 Fort: 49 Reflex: 42 Will: 44 HP: 205 Surges: 16 Surge Value: 51 TRAINED SKILLS Diplomacy +21, Insight +29, Heal +29, Endurance +31 UNTRAINED SKILLS Acrobatics +16, Arcana +15, Bluff +16, Dungeoneering +26, History +15, Intimidate +16, Nature +24, Perception +24, Religion +15, Stealth +16, Streetwise +16, Thievery +16, Athletics +17 FEATS Level 1: Dwarven Weapon Training Level 2: Versatile Expertise Level 4: Improved Defenses Level 6: Battlewise (retrained to Wary Fighter at Level 11) Level 8: Battle Awareness Level 10: Melee Training (Wisdom) Level 11: Armor Proficiency: Scale Level 12: Symbol of the Sonnlinor (retrained to Hammer Rhythm at Level 21) *This feat slot is actually open to choice, however the retrain is important to the idea of the build. Level 14: Hindering Shield Level 16: Stonefoot Reprisal Level 18: Focused Superiority Level 20: Hammering Iron Level 21: Armor Proficiency: Plate Level 22: Overwhelming Impact Level 24: Knock-Back Swing Level 26: Superior Initiative Level 28: Epic Reflexes Level 30: Epic Fortitude POWERS Warpriest At-Will 1: Earth's Endurance Warpriest At-will 2: Weight of Earth Warpriest Domain utility: Stone Speak Warpriest Encounter 1: Earthen Hail Warpriest Channel Divinity: Stone's Resolve Warpriest daily 1: Moment of Glory Warpriest Utility 2: Resurgent Strength Warpriest Encounter 3: Granite Shield Warpriest daily 5: Inspire Fervor Warpriest utility 6: Stream of Life Warpriest Encounter 7: Blessing of Dust Warpriest daily 9: Blade Barrier Warpriest utility 10: Battle Surge Warpriest PP Encounter 11: Battle Cry Warpriest PP Utility 12: Battle Favor Warpriest Encounter 13: Earthen Vanguard (Replaces Earthen Hail) Warpriest daily 15: Brilliant Censure (replaces Moment of Glory) Warpriest utility 16: Astral Shield Warpriest Encounter 17: Obsidian Shield (Replaces Granite Shield) Warpriest daily 19: Moment of Peace (replaces Inspire Fervor) Warpriest PP Daily 20: Battle Pyres Warpriest utility 22: Adjure the Chosen Warpriest Encounter 23: Earthen Chains (Replaces Blessing of Dust) Warpriest daily 25: Righteous Might (replaces Blade Barrier) Warpriest Encounter 27: Earthen Fortress (Replaces Earthen Vanguard) Warpriest daily 29: Breath of the Stars (replaces Brilliant Censure) ITEMS Magic Godplate +6, Magic Craghammer +6, Heavy Shield, Amulet of Protection +6 Magic Holy Symbol +6 Storm Domain My thundergod build: Heavy focus on vulnerability and stacking thunder damage. thundergod Show Wilden (stats +a fey race for the theme) Storm Warpriest of Arawai Theme Sarifal Feywarden (for sarifal's blessing: vuln 5/10/15 thunder aura) Background: Gritty Sergeant (for rapier) Paragon Path: Lyrandar Wind Rider ED: Destined Scion Starting stats 12 18 12 8 18 10 Feats Mark of storm Devout Protector Expertise Storm Sacrifice (vuln 5 thunder) Hero of Faith (for perception skill and later power swap) Burden of Guardianship (retained for novice power at 13 for avenger's peal of thunder) Shielding Word Thunder's Rumble Improved Defenses Battlewise Scale Proficiency Superior Will Gambler's word For dailies I have penance of blood, soulshock field, and astral storm for sure, but others are not as important so just pick good ones. Resounding thunder feat is possibly worth adding at some point in paragon as well. So at level 11 I have two ways to cause thunder vulnerability each encounter, +3 feat bonus to thunder damage, and +5 con bonus to thunder damage. At 15 I get to add my wisdom mod to the two vulnerabilities once per day. The other option would be to go half elf for primordial adept theme (+2 power bonus to thunder damage) and probably spirit of the tempest for the dilletante power since its the only good thunder at will that doesn't need adept dilletante and would give you some save granting. Druid is a good choice for multiclass as well and uses primeval thunder for the power swap at 13. If you go that route you can do reincarnate champion for the ED, possibly with something like genasi for your new race. Or boost accuracy with Elf or Human. Druid build definitely needs to swap out superior will for resounding thunder. Champion's Ring is a nice thunder vulnerability item. Enabling Storm: One of the better offensive warpriest domains with a good bit of enabling. Nausicca's Enabling Storm Warpriest enabling storm Show - Each lightning or thunder attack (basically each attack) slide 1 the target - Ability to abuse vulnerability to deal huge spike damage for a leader from level 1 to level 30, with Storm Sacrifice. Add Test of Strength for additional nova potential from level 26. Champion's Hauberk-Gambler's Word to repeat the trick another time during the encounter. - Great damage enabler with blessing of wrath, storm sacrifice and brilliant censure - Great melee presence with huge defenses, huge HP pool and resistances. - Effective at range with Wrathful Thunder and Thunder of Justice (plus the various daily powers) - Great movement enabler with 2 recoverable encounter powers that enable movement, the half-elf racial, Inspire Fervor, Winds of Victory and Adjure the Chosen - HEAVY damage with brutal on each radiant and lightning attack, +5 damage on close attacks and dailies and implement attacks activate the fist of kord for extra damage - Decent healing skills with Gambler's Word, Healer's Implement and up to 4 encounter surges. - Fully compatible with HoFL without using non-completely clear retrains. Level 1 Str 12 Con 16+2 Dex 12 Int 8 Wis 16+2 Cha 10 Level 30 Str 15 Con 27 Dex 14 Int 10 Wis 28 Cha 12 HP 184 Bloodied 92 Surges per day 15 Surge Value 46 Speed 7 Initiative +16 AC 47 = 10 + 15 + 19 + 2 + 1 (resist 5 all damage) Fortitude 43 = 10 + 15 + 3 + 1 + 8 + 6 Reflex 41 = 10 + 15 + 3 + 1 + 2 + 4 + 6 Will 44 = 10 + 15 + 3 + 1 + 9 + 6 At will Storm Hammer Blessing of Wrath Encounters Thundering Steel (retrain to Roar of Thunder at level 13 and to Thunder of the Dawn War at 27) Hammering Wind (retrain to Winds of Fury at level 17) Wrathful Thunder (retrain to Thunder of Justice at 23) Divine Resurgence (devout warpriest 11) Daily Moment of Glory (retrain to Brilliant Censure at level 15) Inspire Fervor (retrain to Wrathful Judgment at level 19 and to Breath of the Stars at level 29) Storm's Fury (devout warpriest) Blade Barrier (retrain to Seal of Binding at level 25) Utility Knack for Success Resurgent Strength Holy Cleansing Stream of Life Resurrection Battle Surge Winds of Victory (Devout Warpriest) Cloak of Courage Adjure the Chosen Test of Strength Feats: 1 Weapon Proficiency (Bastard Sword) 2 Storm Sacrifice 4 Versatile Expertise 6 Melee Training 8 Mark of Storm 10 Improved Defenses 11 Deadly Draw 12 Healer's Implement 14 Weapon Focus 16 Armor Prof. Scale 18 Superior Implement Expertise (Accurate Holy Symbol) 20 Gambler's Word 21 Glorious Channeler 22 Armor Prof. Plate 24 Plate Armor Specialization 26 Divine Mastery 28 Beatific Healing 30 Epic Reflex Equip: +6 champion's hauberk tarrasque plate, iron armbands of power, heavy shield, +6 fist of kord, +6 lightning bastard sword, boots of speed, gloves of the healer, horned helm (epic tier), torc of power preservation, ring of the dragonborn emperor, ring of radiant storm, cord of divine favor. Death Domain Death domain warpriests are tricky. They have good at wills and domain features, but have a couple of mediocre to bad encounter powers. Plus they are primarily implement users. You don't have to take a power swap, but I doubt I would play one that didn't. They kind of cry out to mc invoker and power swap one of their close necrotic or psychic powers. Reserve manuever is also nice once you hit paragon. Another option is to go with the Templar, Veiled Alliance, or Elemental Priest themes and do the free power swaps. They are a front line controller debuffer. I also like Demon Spawn as a theme. Here is my death domain warpriest that uses a lot of invoker stuff. my death domain mc invoker Show Half elf with visions of blood and psychic lock. Take something like grasping shards and at some point do a power swap for an invoker encounter power. Something like Astral Terror for the level 1 slot, deadly doubt for the level 13 slot, and maybe invoke terror or compel action at level 27. I gave him a couple of the cleric standard action encounter utilities as well. Makes a solid front line controller/buffer/debuffer. Blightspeaker helps him stay alive and ups his necrotic damage some and I think fits thematically. ====== Created Using Wizards of the Coast D&D Character Builder ====== Invoking Death, level 30 FINAL ABILITY SCORES STARTING ABILITY SCORES TRAINED SKILLS UNTRAINED SKILLS FEATS POWERS ITEMS Here is another one focused on autodamaging enemies and punishing enemies for being next to him and attacking him. He has devil's pawn for the theme, but Oracle of the Evil would work as would one of the darksun ones that lets you powerwap you for an implement power. I went tiefling mc battlemind for the paragon path and for the infernal wrath autodamage power, but going mc swordmage for a necrotic rapier would work if you went for a paragon path like soul keeper and you could do half elf or another race with better stats. Invoker with blightspeaker also works. Eighth seal also works as an ED since it does autodamage when an enemy misses your will defense and it frees up two feat slots for superior will and death knell. autodamage death domain Show As it is he has a lot of autodamage powers: theme gives him a minor action one, channel divinity power death knell is sort of one, the raven's talon's powers are autodamage, paragon path power hellfire gaze is one, most of his dailies are or increase vulnerability (cascade of light, penance of blood, blade barrier etc.), he gets rebuking thorns (which is auto damage when attacked), and he does auto necrotic keyed to con mon vs a bloodied enemy 1/turn as a free action. I loaded him up with dark clover for necrotic vulnerability. For items the phrenic armor does psychic damage when you are hit, cloak does thunder and lightning when hit, the symbol of damnation increases vulnerability, and death song ring does autonecrotic damage when you or an ally makes a death save. He also has resistance to cold, fire, and necortic from his race, feat, and class and resistance to most other types through his items and will have a fairly consistent stream of temp hitpoints. I think putting in reserve manuever at level 11 would be a good choice as well. Maybe for a power like prophetic guidance for 11-12 and then switching out for something like remorse, deadly lure, or chains of blazing light. In epic sever the source would be a good thematic choice to swap out for herald of inevitable doom, but valorous charge is the best cleric power for almost any build that level. ====== Created Using Wizards of the Coast D&D Character Builder ====== Mr vulnerable, level 30 Tiefling, Cleric (Warpriest), Infernal Eye, Avatar of Death Domain: Death Domain Proficiency: Weapon Proficiency (Rapier) Gritty Sergeant (Gritty Sergeant Benefit) Theme: Devil's Pawn FINAL ABILITY SCORES STR 12, CON 24, DEX 13, INT 12, WIS 28, CHA 14 STARTING ABILITY SCORES STR 10, CON 14, DEX 11, INT 8, WIS 18, CHA 10 AC: 44 Fort: 44 Ref: 42 Will: 49 HP: 181 Surges: 14 Surge Value: 45 TRAINED SKILLS Diplomacy +22, Endurance +24, Heal +29, Insight +29, Religion +21 UNTRAINED SKILLS Acrobatics +13, Arcana +16, Athletics +13, Bluff +19, Dungeoneering +24, History +16, Intimidate +24, Nature +24, Perception +24, Stealth +15, Streetwise +17, Thievery +13 POWERS Basic Attack: Melee Basic Attack Basic Attack: Ranged Basic Attack Devil's Pawn Attack: Hellfire and Brimstone Tiefling Racial Power: Infernal Wrath Cleric Attack: Smite Undead Cleric Utility: Healing Word Cleric Utility: Holy Cleansing Cleric Utility: Resurrection Battlemind Feature: Battlemind's Demand Feat Utility: Death Knell Cleric Utility 1: Stay the Hand of Death Cleric Attack 1: Death's Shadow Cleric Attack 1: Tenebrous Blessing Cleric Utility 1: Eye of the Vulture Cleric Utility 2: Shield of Faith Druid Utility 6: Rebuking Thorns Cleric Utility 10: Word of Vigor Infernal Eye Attack 11: Vision of Death Infernal Eye Utility 12: Prescient Thought Cleric Utility 16: Hallowed Ground Cleric Attack 17: Death's Call Cleric Attack 19: Fire Storm Infernal Eye Attack 20: Hellfire Gaze Cleric Utility 22: Mass Cure Serious Wounds Cleric Attack 23: Death's Touch Cleric Attack 25: Sacred Word Avatar of Death Utility 26: Inevitable Death Cleric Attack 27: Herald of Inevitable Doom Cleric Attack 29: Astral Storm FEATS Level 1: Holy Symbol Expertise Level 2: Superior Implement Training (Accurate symbol) Level 4: Implement Focus (Holy Symbol) Level 6: Battlewise Level 8: Improved Defenses Level 10: Demanding Talent Level 11: Secrets of Belial Level 12: Superior Will Level 14: Mark of Healing Level 16: Armored by Faith Level 18: Shielding Word Level 20: Death Knell Level 21: Glorious Channeler Level 22: Divine Mastery Level 24: Supreme Healer Level 26: Epic Reflexes Level 28: Superior Initiative Level 30: Blood of Levistus ITEMS Heavy Shield x1 Iron Armbands of Power (paragon tier) x1 Rapier of Shared Wrath +1 x1 Death Rattle Adventurer's Kit Phrenic Kingmail Armor +6 x1 Stormwalker's Cloak +6 x1 Accurate symbol of Damnation +6 x1 Death Song Ring x1 Ring of Protection x1 Ioun's Flame x1 Dimensional Stride Boots x1 Belt of Vim (paragon tier) x1 Stone of Shadow Stone of Flame Stone of Spirit Breaching Gauntlets (epic tier) x1 Solitaire (Cerulean) Bag of Holding Tattoo of Arcane Blood (paragon tier) x1 Dark Clover (paragon tier) Fire Horn Foe Stone Sanctum of Astilabor Lantern of Revelation Broom of Flying Exodus Knife ====== End ====== DominationThe most off striker of the builds with a focus on ally movement/enemy forced movement, proning, and psychic damage. Here is a heavyblade themed one: I said sit down! Show Conquering Blow/Bemand Obedience both prone and cause enemies to provokes OA when they stand up. They can be recharged as a minor action each encounter at level 11 and get recharged with action points at 22. If they try to stand up at 11 he can use an at will weapon vs will attack or a vs that will prone them again. Both get +2 extra to hit and do 1 Githzerai blade master 11 Heavy Blade Opportunist 21 Slashing Storm (extra damage if they start turn next to him = Daily Powers Utility Powers Items: Ki focuses: Ghost mask (turns attack vs ac to vs will) or mountainfall (bonus damage vs prone) Enduring hatred, rain of hammers, bloodthirsty, devastating, also work Tiefling Intimidator. MC Battlemind Infernal Eye under contruction Show Warpriests: Corellon, Oghma, Selune, and TormThese are similar to the other warpriests, but with different domains. Corellon Has a focus on ally movement and can teleport with encounter powers at level 10. The encounter powers do force and/or radiant damage and all of the default at will and encounter powers can be used with either a melee or ranged weapon. Has almost no riders based on constitution. There are three basic ways I would focus a corellon warpriest. The obvious ic radiant damage, durabality and teleportation, preferably with a multiclass like warlock. Net Training with world serpents grasp and a weapliment and a focus on control (note: due to errata this part no longer works on implement powers . So the build below is a bit out of date). And mc artificer with int as your secondary stat, spell commander as a pagaon path, and then power swap for an immediate artificer attack with novice power.Here is a Deva mc Warlock Radiant Servant I am working on. In paragon whenever he makes a divine radiant encounter attack he gets to teleport at least 1 square, more depending on feats and equipment so about 5 mid paragon. If he hits with any radiant power he gets to make a save and gets con mod in temp hitpoints. Should be very hard to kill or pin down, while putting out good damage and decent leading. corellon Deva Show Race Deva Starting Stats 10 16 8 13 18 13 Corellon Warpriest/Radiant Servant/Destined Scion Theme: Ordained Priest (Order Adept also works) Background: Gritty Sargent (rapier proficiency) Feats: 1 Versatile Expertise 2 Radiant Recovery 4 Pact Initiate (Star Pact) 6 Mark of Healing 8 Starfire Womb 10 Improved Defenses 11 Battlewise 12 Arcane Familiar (Dimensional Pet) 14 Superior Will 16 Shielding Word 18 Gambler's Word 20 Armored By Faith 21 Supreme Healer 22 Divine Mastery 24 Punishing Radiance 26 Epic Reflexes 28 Radiant Advantage 30 Font of Radiance Powers Dailies 1 Moment of Glory 5 Inspire Fervor 9 Blade Barrier 15 Tree of Creation 19 Suprenal Radiance 25 Sacred Word 29 Breath of the Stars Utiliies 2 Blackened Soul 6 Spirit of Healing 10 Word of Vigor 16 Hallowed Ground 22 Adjure the Chosen Equipment: Pact Blade or other weapliment. Eladrin Boots. Eladrin Armor. Eladrin Ring of Passage. Ring of retreat. Sticking with a dagger or javelin or using your background for trident also works if you want to do ranged attacks as well. Here is sample Halfelf Net Training build that slows with every at will and encounter attack, later on adding a proning and some nice control tricks. I used half elf with magic stones as the dilletante, but deva, wilden, elf, goblin, or other race works well too. Magic stones isn't essential, but it lets you push 1 and slow 3 targets at level 1. You need some sort weapliment, but I like disrupting flail. Enemies will have a hard time controlling a party with this build. That part no longer works due to errata. I would probably use the seeker area burst at will instead since you need weapon powers for net tricks now. Corellon's net Show Race Half Elf (not essential, mainly need a wis bonus) Theme: Windlord (not essential) Background: Something that gives your perception as a class skill Paragon Path: Probably radiant servant, though there is no one that jumps out at me ED Destined Scion works fine. Starting Stats 10 18 13 8 18 11 Feats Net Training World Serpent's Grasp Devout Protector Expertise Vicious Advantage Improved Defenses Mark of Passage Versatile Master Reserve Maneuver (I would switch out moonshadow blow for mantle of glory at 12 and then at 17 switch harmony of blades for thundrous word or death's call) Gambler's Word Battlewise Shielding Word Superior Will Divine Mastery Supreme Healing Epic Reflexes Chain Specialization Punishing Radiance Radiant Advantage Dilletante: magic stones Daily Powers Moment of Glory Sundered Fortune Flame Strike Tree of Creation Suprenal Radiance Sacred Word Breath of the Stars Utilities Not really relevant to build. Probably pick some that help with saves and ally movement. If you stick with order adept I might pick something like Shield or a controlling wizard utility. Equipment: Flail Weapliment (I like disrupting) Something that boosts teleports Oghma A lot of save granting, pyschic damage, and dazing powers. Perfect for pyschic lock and mc fighter for dizzying mace (con mod penalty to attacks when dazed by mace). And a great level 16 enabling feature when you go Devout Warpriest with potentially 3-8 more basic attacks (with gamblers word and supreme healer) for your party each encounter. There might be other good paragon paths for an oghma warpriest, but that feature is really hard to pass up and the rest of the path is good as well. Here is a mul one that does just that: dizzying psychic lock Oghma Show The character builder marketplace was not working quite right when I built this so its not equipped right yet. The character builder doesn't add the wis for int skills for you so remember that. He has scholar as his original theme, which works well since it has such good knowledge skills and it fits the theme of the domain well. Other themes like elemental initiate, ironwrought, sensate, wizards apprentice, or outlaw also work well. He needs to stick a feat like tricksters fortune or something to make full use of glorious channeller. Thought destroyer at level 27 gives enemies a -13 to hit total on a hit. The penalty to shared secrets might be even higher depending on flanking. He has melee training because when he uses healing word on any target (including himself) at level 16 the target meeks a basic attack. Healing word also grants a save and a +2 bonus to defenses. ====== Created Using Wizards of the Coast D&D Character Builder ====== Dizzy Dwarf, level 30 Mul, Cleric (Warpriest), Devout Warpriest, Destined Scion Domain: Oghma Domain Epic Heroism Option: Constitution Epic Heroism Option: Wisdom Born of Two Races Option: Dwarf Embalmer (Nature class skill) Theme: Scholar FINAL ABILITY SCORES STR 13, CON 28, DEX 15, INT 10, WIS 28, CHA 12 STARTING ABILITY SCORES STR 11, CON 16, DEX 13, INT 8, WIS 16, CHA 10 AC: 46 Fort: 46 Ref: 42 Will: 45 HP: 185 Surges: 19 Surge Value: 55 TRAINED SKILLS Arcana +20, Dungeoneering +29, Endurance +29, History +20, Nature +29, Religion +20 UNTRAINED SKILLS Acrobatics +15, Athletics +14, Bluff +16, Diplomacy +16, Heal +24, Insight +26, Intimidate +16, Perception +26, Stealth +15, Streetwise +18, Thievery +15 POWERS Basic Attack: Melee Basic Attack Basic Attack: Ranged Basic Attack Scholar Utility: Use Vulnerability Mul Racial Power: Incredible Toughness Cleric Attack: Smite Undead Cleric Utility: Healing Word Cleric Utility: Holy Cleansing Cleric Utility: Resurrection Cleric Utility 1: Knowledge to Spread Cleric Attack 1: Blessing of Knowledge Cleric Attack 1: Singing Strike Cleric Utility 1: Sudden Inspiration Cleric Utility 2: Shield of Faith Cleric Utility 6: Stream of Life Cleric Utility 10: Shielding Word Devout Warpriest Utility 11: Divine Resurgence Devout Warpriest Utility 12: Divine Inspiration Cleric Utility 16: Hallowed Ground Cleric Attack 17: Brilliant Idea Cleric Attack 19: Miraculous Intervention Devout Warpriest Attack 20: Dangerous Knowledge Cleric Utility 22: Ramparts of Light Cleric Attack 23: Shared Secrets Cleric Attack 25: Sacred Word Destined Scion Utility 26: Epic Recovery Cleric Attack 27: Thought Destroyer Cleric Attack 29: Ordained Victory Destined Scion Utility 30: Undeniable Victory FEATS Level 1: Devout Protector Expertise Level 2: Wrathful Warrior Level 4: Wary Fighter Level 6: Improved Defenses Level 8: Superior Will Level 10: Shielding Word Level 11: Dizzying Mace Level 12: Psychic Lock Level 14: Dwarven Durability Level 16: Melee Training (Wisdom) Level 18: Gambler's Word Level 20: Armored by Faith Level 21: Supreme Healer Level 22: Armor Proficiency: Scale Level 24: Armor Specialization (Scale) Level 26: Glorious Channeler Level 28: Epic Reflexes Level 30: Divine Mastery ITEMS Unforgettable Cudgel Mace +6 x1 Dawn Warrior Dragonscale Armor +6 x1 Amulet of Health +6 x1 Heavy Shield x1 ====== End ====== Selune A bit like the earth domain in its powers. Power bonuses to defenses, damage resistance and good temp hitpoint generation. Torm A very good buffing build with lots of ally movement enabling. Your powers switch around what they do a lot by tier when compared to other warpriests. Bow ClericsThese are generally ranged Templars that have a bow weapon or weapliment. Warpriests of Corellon can also be included here. This also may include hybrid rangers, seekers, bards, or monks so the primary stat can be wisdom or a mix of wisdom and dex or wisdom and charisma. Elf Battlefield Archer This is by sagacious atom. Needs battle cleric lore, but besides that is fairly up to date. Heavy on the ranger side. Hybrid Elf Cleric/Ranger Show Battlefield Archer's frequent action points is fantastic. A great combo (for the Martial Class|Cleric hybrid or Cleric who MC'd and grabbed a few martial powers) is to double-dip your encounter power recovery, and pick up Divine and Martial Mastery at Epic. You could also make an argument this way for Predatory Action, though, I'm sure someone would point to better DPR elsewhere. I also discovered a fun little paragon-level combo for elves: -Ancestral Battle Accuracy -Martial Accuracy -Gambler's Word -Any close or area weapon attack power (rangers have a few good ones) Basically, you get to double re-roll on each affected enemy with your Elven Accuracy. 5 enemies means that now there are 10 d20s that you drop on the table. Note that the text of Elven Accuracy simply states that you "dislike the result," not that you have to "miss" in order to trigger the effect. Combine this with further crit-fishing mechanics, and you're essentially guaranteeing a crit at least once per encounter. This is a fantastic method of getting an additional use of Healing Word, another use out of Epic Resurgence, and depending further on which ED/PP you have, you can do even more crazy stuff with it. Granted, this is all predicated on a fairly large number of enemies being on the board, but the more the merrier. ====== Created Using Wizards of the Coast D&D Character Builder ====== Elf, Cleric/Ranger, Battlefield Archer, Exalted Angel Hybrid Ranger Option: Hybrid Ranger Fortitude Versatile Expertise Option: Versatile Expertise (Bow) Versatile Expertise Option: Versatile Expertise (Holy Symbol) Hybrid Talent Option: Ranger Fighting Style Ranger Fighting Style Option: Archer Fighting Style (Hybrid) Seducer (Seducer Benefit) FINAL ABILITY SCORES STR 10, CON 14, DEX 26, INT 12, WIS 26, CHA 14 STARTING ABILITY SCORES STR 8, CON 12, DEX 16, INT 10, WIS 16, CHA 12 AC: 43 Fort: 39 Ref: 42 Will: 45 HP: 171 Surges: 8 Surge Value: 42 TRAINED SKILLS Acrobatics +27, Heal +28, Nature +30, Perception +30 UNTRAINED SKILLS Arcana +16, Athletics +14, Bluff +18, Diplomacy +17, Dungeoneering +23, Endurance +16, History +16, Insight +24, Intimidate +17, Religion +16, Stealth +22, Streetwise +17, Thievery +22 POWERS Basic Attack: Melee Basic Attack Basic Attack: Ranged Basic Attack Elf Racial Power: Elven Accuracy Cleric Utility: Healing Word Hunter's Quarry Power: Hunter's Quarry Ranger Attack 1: Twin Strike Cleric Attack 1: Death's Shadow Ranger Utility 2: Invigorating Stride Cleric Utility 6: Bastion of Health Cleric Utility 10: Word of Vigor Battlefield Archer Attack 11: Combined Fire Battlefield Archer Utility 12: Archer's Glory Cleric Attack 13: Ominous Portent Cleric Attack 15: Purifying Fire Cleric Utility 16: Cloak of Courage Cleric Attack 17: Death's Call Battlefield Archer Attack 20: Quarry's Bane Cleric Utility 22: Mass Cure Serious Wounds Ranger Attack 25: Pulverizing Shot Exalted Angel Utility 26: Angelic Hosts Ranger Attack 27: Hail of Arrows Ranger Attack 29: Five-Missile Dance FEATS Defensive Mobility Level 1: Versatile Expertise Level 2: Moonbow Dedicate Level 4: Mark of Healing Level 6: Hybrid Talent Level 8: Improved Defenses Level 10: Wintertouched Level 11: Lasting Frost Level 12: Predatory Action Level 14: Ancestral Battle Accuracy Level 16: Martial Accuracy Level 18: Moonbow Prelate Level 20: Gambler's Word Level 21: Bow Mastery Level 22: Supreme Healer Level 24: Divine Mastery Level 26: Martial Mastery Level 28: Hawkeye Warrior Level 30: Epic Resurgence ITEMS Ring of Giants (paragon tier) x2 Insight of the Vault (heroic tier) Frost Shortbow +6 x1 Healer's Nightmare Hide Armor +6 x1 Healer's Brooch +6 x1 Bracers of Archery (epic tier) x1 Gloves of Ice (epic tier) x1 Siberys Shard of Merciless Cold (epic tier) Butterfly Sandals (paragon tier) x1 Circlet of Indomitability (paragon tier) x1 Baldric of Valor (epic tier) x1 Backlash Tattoo (heroic tier) x1 Phasing Arrow +5 Onslaught Arrow +1 Forbiddance Bolt +2 Dispelling Bolt +2 Endless Quiver (heroic tier) Bowstring of Accuracy (heroic tier) ====== End ====== Half Elf Arrow of the Moonbow A non hybrid bow cleric of sehanine. 3 good channel divinity powers, radiant damage, twin striking at will using wisdom, 6 trained skills, good healing, save granting, and buffing. You could switch out the races fairly easily and it would work the same without twin strike and action surge and would free up 3 feats. arrow of the moon bow Show I did a manual update for BCL. ====== Created Using Wizards of the Coast D&D Character Builder ====== Half-Elf, Cleric, Arrow of the Moonbow, Destined Scion Versatile Expertise Option: Versatile Expertise (Bow) Versatile Expertise Option: Versatile Expertise (Holy Symbol) Epic Heroism Option: Epic Heroism (Wisdom) Epic Heroism Option: Epic Heroism (Charisma) Half-Elf Power Selection Option: Dilettante Goblin Foe (Perception class skill) FINAL ABILITY SCORES STR 12, CON 18, DEX 15, INT 10, WIS 28, CHA 24 STARTING ABILITY SCORES STR 10, CON 14, DEX 13, INT 8, WIS 16, CHA 14 AC: 47 Fort: 40 Ref: 38 Will: 48 HP: 175 Surges: 11 Surge Value: 43 TRAINED SKILLS Diplomacy +29, Insight +31, Nature +29, Perception +29, Religion +20, Stealth +22 UNTRAINED SKILLS Acrobatics +17, Arcana +15, Athletics +16, Bluff +22, Dungeoneering +24, Endurance +19, Heal +24, History +15, Intimidate +22, Streetwise +22, Thievery +17 POWERS Basic Attack: Melee Basic Attack Basic Attack: Ranged Basic Attack Cleric Feature: Favor of the Gods Cleric Feature: Turn Undead Cleric Utility: Healing Word Feat Power: Trickster's Fortune Arrow of the Moonbow Feature: Break the Bonds Hunter's Quarry Power: Hunter's Quarry Ranger Attack 1: Twin Strike Cleric Attack 1: Silvery Arrow Cleric Attack 1: Sacred Flame Cleric Utility 2: Blackened Soul Cleric Utility 6: Spirit of Healing Cleric Utility 10: Reverent Mettle Arrow of the Moonbow Attack 11: Three Moonbeams Arrow of the Moonbow Utility 12: Moon Eye Cleric Utility 16: Healing Circle Cleric Attack 17: Sever the Source Cleric Attack 19: Supernal Radiance Arrow of the Moonbow Attack 20: Moon Shot Cleric Utility 22: Ramparts of Light Cleric Attack 23: Healing Torch Cleric Attack 25: Call the Hungry Ghosts Destined Scion Utility 26: Epic Recovery Cleric Attack 27: Sublime Light Cleric Attack 29: Breath of the Stars Destined Scion Utility 30: Undeniable Victory FEATS Level 1: Ritual Caster Level 1: Moonbow Dedicate Level 2: Adept Dilettante Level 4: Mark of Healing Level 6: Versatile Expertise Level 8: Trickster's Fortune Level 10: Superior Will Level 11: Versatile Master Level 12: Warrior of the Wild Level 14: Action Surge Level 16: Battlewise Level 18: Improved Defenses Level 20: Armored by Faith Level 21: Glorious Channeler Level 22: Supreme Healer Level 24: Radiant Advantage Level 26: Armor Specialization (Scale) Level 28: Divine Mastery Level 30: Punishing Radiance ITEMS Ritual Book Gentle Repose Radiant Shortbow +6 x1 Soulwarding Chainmail +6 x1 Cloak of Arachnida +6 x1 Ioun's Flame (epic tier) x1 Ring of the Radiant Storm (paragon tier) x1 Luminary Ring (epic tier) x1 Fey Warrior's Boots (epic tier) x1 Bloodhound Bracers (paragon tier) x1 Adventurer's Kit Gloves of the Healer (epic tier) x1 Belt of Vitality (epic tier) x1 Symbol of Victory +2 Solitaire (Cerulean) (epic tier) Portable Hole (paragon tier) Invigorating Coins (paragon tier) Bag of Holding (heroic tier) ====== End ====== Twin Stiking Half Elf Here is a basic one that uses adept dilletante. twin strike Show ====== Created Using Wizards of the Coast D&D Character Builder ====== Twin Strike Cleric, level 30 Half-Elf, Cleric (Templar), Arrow of the Moonbow, Destined Scion Cleric Option: Battle Cleric's Lore Versatile Expertise Option: Versatile Expertise (Bow) Versatile Expertise Option: Versatile Expertise (Holy Symbol) Epic Heroism Option: Wisdom Epic Heroism Option: Charisma Half-Elf Power Selection Option: Dilettante Goblin Foe (Perception class skill) Theme: Knight Hospitaler FINAL ABILITY SCORES STR 12, CON 18, DEX 15, INT 10, WIS 28, CHA 24 STARTING ABILITY SCORES STR 10, CON 14, DEX 13, INT 8, WIS 16, CHA 14 AC: 46 Fort: 42 Ref: 38 Will: 48 HP: 175 Surges: 11 Surge Value: 43 TRAINED SKILLS Diplomacy +29, Insight +31, Nature +29, Perception +29, Religion +20, Stealth +22 UNTRAINED SKILLS Acrobatics +17, Arcana +15, Athletics +16, Bluff +22, Dungeoneering +24, Endurance +19, Heal +24, History +15, Intimidate +22, Streetwise +22, Thievery +17 POWERS Basic Attack: Melee Basic Attack Basic Attack: Ranged Basic Attack Knight Hospitaler Utility: Shield of Devotion Cleric Feature: Turn Undead Cleric Utility: Favor of the Gods Cleric Utility: Healing Word Feat Utility: Trickster's Fortune Arrow of the Moonbow Feature: Break the Bonds Hunter's Quarry Power: Hunter's Quarry Ranger Attack 1: Twin Strike Cleric Attack 1: Silvery Arrow Cleric Attack 1: Sacred Flame Cleric Utility 2: Blackened Soul Cleric Utility 6: Spirit of Healing Cleric Utility 10: Word of Vigor Arrow of the Moonbow Attack 11: Three Moonbeams Arrow of the Moonbow Utility 12: Moon Eye Cleric Utility 16: Healing Circle Cleric Attack 17: Sever the Source Cleric Attack 19: Supernal Radiance Arrow of the Moonbow Attack 20: Moon Shot Cleric Utility 22: Ramparts of Light Cleric Attack 23: Healing Torch Cleric Attack 25: Call the Hungry Ghosts Destined Scion Utility 26: Epic Recovery Cleric Attack 27: Sublime Light Cleric Attack 29: Breath of the Stars Destined Scion Utility 30: Undeniable Victory FEATS Level 1: Ritual Caster Level 1: Moonbow Dedicate Level 2: Adept Dilettante Level 4: Mark of Healing Level 6: Versatile Expertise Level 8: Trickster's Fortune Level 10: Superior Will Level 11: Versatile Master Level 12: Warrior of the Wild Level 14: Action Surge Level 16: Battlewise Level 18: Improved Defenses Level 20: Armored by Faith Level 21: Glorious Channeler Level 22: Supreme Healer Level 24: Radiant Advantage Level 26: Armor Specialization (Scale) Level 28: Divine Mastery Level 30: Punishing Radiance ITEMS Ritual Book Radiant Shortbow +6 x1 Cloak of Arachnida +6 x1 Ioun's Flame (epic tier) x1 Ring of the Radiant Storm (paragon tier) x1 Luminary Ring (epic tier) x1 Fey Warrior's Boots (epic tier) x1 Bloodhound Bracers (paragon tier) x1 Adventurer's Kit Gloves of the Healer (epic tier) x1 Belt of Vitality (epic tier) x1 Symbol of Victory +2 x1 Solitaire (Cerulean) (epic tier) Portable Hole (paragon tier) Invigorating Coins (paragon tier) Bag of Holding (heroic tier) Animal Messenger Brew Potion Dawn Warrior Dragonscale Armor +6 x1 ====== End ====== Hybrid 1: Defenders and StrikersWhy only be a templar when you can poach good stuff from it and other classes. Cleric hybrids really well because you lose almost nothing, can work with either str/wis or weapon implements, and get automatic high AC and some of the best healing in the game. Defenders:Deadly Gnome Cultist! How do I describe this build? Its a cleric/paladin Gnome Nightcloak Deadly Trickster with the Cultist background and Oracle of the Evil Eye theme. The point is that it loads up on divine challenge and other paladin punishments (often blinding or other conditions) for not attacking him and then makes it really hard to actually attack him with cleric powers like fey beguiling and enthrall, along with Oracle of the Evil Eye theme and some invisibility tricks. Plus he has a really high stealth score. So its a little bit of defender, leader, control, and stealth all rolled up into a tough annoying little package. It also has a lot of flavor and is deity independent, but would be a great trickery domain Cultist. Here is the discussion thread and it has level 7 and 15 versions. Deadly Gnome Cultist! Show ====== Created Using Wizards of the Coast D&D Character Builder ====== Can't hit me, level 30 Gnome, Cleric/Paladin, Gnome Nightcloak, Deadly Trickster Hybrid Cleric Option: Battle Cleric's Lore Hybrid Paladin Option: Hybrid Paladin Fortitude Versatile Expertise Option: Versatile Expertise (Light blade) Versatile Expertise Option: Versatile Expertise (Pick) Hybrid Talent Option: Channel Divinity (Hybrid Cleric) Cultist (Stealth class skill) Theme: Oracle of the Evil Eye FINAL ABILITY SCORES STARTING ABILITY SCORES AC: 45 Fort: 41 Ref: 39 Will: 46 TRAINED SKILLS UNTRAINED SKILLS POWERS FEATS ITEMS Requiem For Dissent Fighter/cleric Paragon of Victory by RuinsFate. A solid polearm tricks build. requiem Show I wanted "Divine Class" + "Melee Leader" + "Polearm Stuff". Originally wanted to be a Runepriest, but that didn't quite work out as planned. Eventually it came together. The idea is versatility; 2 at-wills that are basics through PoSkill, which can be triggered through PG, Guardian or Paragon of Victory F16, and 2 which can be used as minors through the e11, especially Brand of the Sun for a save granter (I thought about taking a ranged at-will, but Hungry turned up as an option for the items, and being able to get both a ranged option and at-will save granting seemed the far better idea from my experience in paragon play). Between the various daily powers and utilities, it should be able to throw out an encounter long buff pretty much every encounter, and is reasonably sturdy and competent in melee for obvious reasons (Except for the slightly low reflex). Polearm Master and Tactical Warpriest both also work as options for paragon path, the former providing a more offensive lean, and lessening the need for forced movement increasers, and the latter upping AC and adding a lot of +defender, but I prefer the overall versatility PoV brings to the table. Celine, level 16 Half-Elf, Cleric, Paragon of Victory Cleric: Battle Cleric's Lore Half-Elf Power Selection: Dilettante Theme: Guardian Background: Auspicious Birth (Auspicious Birth Benefit) FINAL ABILITY SCORES Str 21, Con 13, Dex 15, Int 9, Wis 20, Cha 11. STARTING ABILITY SCORES Str 17, Con 10, Dex 14, Int 8, Wis 14, Cha 10. AC: 34 Fort: 28 Reflex: 25 Will: 31 HP: 108 Surges: 8 Surge Value: 27 TRAINED SKILLS Religion +13, History +13, Diplomacy +16, Insight +23, Athletics +19 UNTRAINED SKILLS Acrobatics +10, Arcana +7, Bluff +8, Dungeoneering +13, Endurance +9, Heal +13, Intimidate +8, Nature +13, Perception +15, Stealth +10, Streetwise +8, Thievery +10 FEATS Cleric: Ritual Caster Level 1: Weapon Proficiency (Greatspear) Level 2: Power of Skill Level 4: Battle Awareness Level 6: Mighty Crusader Expertise Level 8: Superior Will Level 10: Holy Dilettante (retrained to Versatile Master at Level 11) Level 11: Polearm Momentum Level 12: Polearm Gamble Level 14: Impaling Spear Level 16: Improved Defenses POWERS Channel Divinity: Healer's Mercy Channel Divinity: Favor of the Gods Cleric at-will 1: Brand of the Sun Cleric at-will 1: Righteous Brand Dilettante: Overwhelming Strike Guardian: Guardian's Counter Cleric encounter 1: Healing Strike Cleric daily 1: Shield of the Gods Cleric utility 2: Shield of Faith Cleric encounter 3: Words Are Not Enough Cleric daily 5: Inspire Fervor Cleric utility 6: Holy Celerity Cleric encounter 7: Wrathful Lightning Cleric daily 9: Divine Power Cleric utility 10: Word of Vigor Cleric encounter 13: Promise of Victory (replaces Healing Strike) Cleric daily 15: Tree of Creation (replaces Shield of the Gods) Cleric utility 16: Unexpected Return ITEMS Ritual Book, Hungry Spear Greatspear +4, Magic Wyrmscale Armor +4, Torc of Power Preservation +3, Magic Holy Symbol +3, Rushing Cleats (heroic tier), Iron Armbands of Power (heroic tier), Helm of Battle (heroic tier), Adventurer's Kit, Climber's Kit, Crowbar, Backlash Tattoo (heroic tier), Belt of Sacrifice (heroic tier) Holy Prostration This is Kerrus' interesting gimmick tiefling paladin/cleric build with a focus on saves. "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." The Earth Trembles This is a lifespirit warden I built before BCL came out. The original one is focused a bit more on high accuracy and I have changed this one a lot from the linked version. This is an updated dwarf build that uses BCL to wield a gouge with scale. Armored might gives it the ability to heal an ally when you second wind, but you are better off with scale than hide+wis. A non dwarf might go with font of life instead. I have switched it around manually so it might be a bit off for some numbers, but the stats, feats, paragon path, ED, and powers are the important part. Dwarven durability would be a good one to stick in at some point. You could also go with a long tooth shifter or goliath build that Went with a starting 16 str/20 wis if you took mostly cleric wisdom attack powers for your encounter powers. That would give you a starting AC of 20 with hide and a 2-H weapon. earth trembles Show I included several party friendly burst/blast thunder encounter powers as well that increase in size with resounding thunder, but for the most part he should be best at locking down one target and focusing on it. At the same time he is putting out two encounter ally heals (by using second wind and healing word) starting at level 1 and gets more later on through powers and feats, grants saves, has several damage resistance/temp hit point generating powers for allies, decent ally movement enabling, and has fairly good defenses. If you added the gladiator theme he could retrain Sudden Roots for Keep Them Close in epic, which automatically slows marked enemies, thus giving him automatic CA against his marked enemy in epic and lets him trade out weight of the earth probably for resilience of life or thorn strike or possibly tempest assault if you went with another thunder power. I only put basic equipment on him so far, but would probably use the other slots on defensive items and might boost his healing some. He needs a lightning weapon, but could get away without one especially in epic, if he went with both tempest assault and storm hammer. ====== Created Using Wizards of the Coast D&D Character Builder ====== Naturesthunder, level 30 FINAL ABILITY SCORES STARTING ABILITY SCORES AC: 46 Fort: 45 Reflex: 40 Will: 45 TRAINED SKILLS UNTRAINED SKILLS FEATS POWERS Hybrid at-will 1: Weight of Earth ITEMS ====== Copy to Clipboard and Press the Import Button on the Summary Tab ====== StrikersBlaze of Glory My avenger hybrid mc invoker astral savant that uses that combines power of the sun, solar enemy, and domain synergy to spam radiant vengence and lance of faith with a +2 bonus to hit with radiant vulnerability and lots of bonus radiant damage. And starts with a 20 wisdom. Off turn has 3 different immediate reaction close burst powers. Doesn't use oath normally and doesn't use it all until paragon but gets benefits from avenger feats like painful oath and hand of divine guidance. Gets invoker benefits of invoker's blaze and invokers aura. Still has good healing and a couple of other leader tricks. blaze of glory Show Race: Human (for the extra feat/heoric effort/skill/defenses, but longttoth shifter for some extra damage/regen or Deva or even something else like elf could work.) 1 Hybrid talent (CD Favor of the gods or maybe turn undead, it won’t be used till epic) 1 Seeking Brand Symbol of divine light is my choice for symbols starting at 17 since it adds an extra 5 radiant damage most of the time. Leaning towards a sun disk of pelor so all the damage it does is radiant before then. Symbol of brilliance is also a possibility since it will crit a decent amount. Other items: ring of radiant storm. Flame bracers. Bloofury longsword and light mace of healing. Master of the radiant way My hybrid cleric monk. This is a tripple threat build that works as a good 5th man: healing, damage, and control. Decent in heroic with good control (status effects like dazed, stunned, and blind and forced movement) and really hits its stride with radiant damage and healing in paragon. Some of this might be reduced by the templar changes, but I have not looked to closely at this build since then. On the plus side it would now have even higher AC from BCL. master of the radiant way Show Pros: Radiant damage and vulnerability in paragon and plenty of dazed/stunned/blinded starting from level 1 with many party friendly burst/blast attacks and a little bit of sliding/pushing too. Clerics have a lot of close burst/blast implement powers and this lets them get right up close and use them with less worry about getting beat down as much. For clerics you get to use a weapliment with no problem and a dagger works fine, with a mace in your other hand. If you switch out brand of the sun with sacred flame you no longer need a weapliment and can use an accurate holy symbol instead, but I used an accurate jagged dagger for this build to increase the crit chance for monk/radiant fist powers since they blind on a crit starting at level 16. He is fine in heroic, but at level 11 he really takes off and is creating radiant vulnerabilty every encounter when he uses the radiant fist encounter power and when he uses his channel divinity power Solar Enemy. And action points cause his attacks to do extra radiant damage keyed to wisdom, while in epic they recharge both a monk and cleric encounter power. At level 16 his flurry of blows becomes radiant as well and I gave him a symbol of divine light as well to increase the vulnerability to 10 in late paragon. He can also heal a lot more starting in paragon. He has a good amount of self preservation through his monk utilities. For monks this is a good excuse to pump wisdom for powers like Iron Dragon Defense and Harmonious Disciple. Also, monks usually have minor actions free for sustaining cleric dailies and healing words. You can use five storms movement the same round with cleric powers. Cons: Less damage/mobility than a straight monk and some powers do not even do damage (but do stun or daze multiple enemies) and less healing than a pure cleric. Harbinger of doom is because it adds in stunning/sliding when an enemy misses you with a 1 while still letting you reroll 1s, which fits in with the control theme. Avatar of Freedom would also work, but requires you take that an additional feat and only works in Eberron with Path of Light, while this works with any sun domain deity. Demigod would be fine as well. Deadly Draw would be a good addition as would mark of passage, but I not sure what I would get rid of. Ranger MC is for extra damage and stealth skill and you could put a lot of others there instead. Equipment and numbers should be ok, but I used the old builder and then manually added some stuff in. ====== Created Using Wizards of the Coast D&D Character Builder ====== Stunning Radiance, level 30 Elf, Cleric|Monk, Radiant Fist, Harbinger of Doom Monastic Tradition (Hybrid): Centered Breath (Hybrid) Hybrid Monk: Hybrid Monk Will Hybrid Talent: Unarmored Defense Versatile Expertise: Versatile Expertise (Light Blade) Versatile Expertise: Versatile Expertise (Holy Symbol) Background: Geography - Forest FINAL ABILITY SCORES Str 12, Con 14, Dex 26, Int 10, Wis 26, Cha 14. STARTING ABILITY SCORES Str 10, Con 12, Dex 16, Int 8, Wis 16, Cha 12. AC: 45 Fort: 36 Reflex: 42 Will: 45 HP: 171 Surges: 9 Surge Value: 42 TRAINED SKILLS Thievery +28, Religion +20, Perception +30, Stealth +28 UNTRAINED SKILLS Acrobatics +23, Arcana +15, Bluff +17, Diplomacy +17, Dungeoneering +23, Endurance +17, Heal +23, History +15, Insight +23, Intimidate +17, Nature +25, Streetwise +17, Athletics +16 FEATS Radiant Fist: Solar Enemy Level 1: Unarmored Agility Level 2: Hybrid Talent Level 4: Superior Implement Training (Accurate dagger) Level 6: Versatile Expertise Level 8: Improved Defenses Level 10: Implement Focus Level 11: Starblade Flurry Level 12: Gambler's Word Level 14: Warrior of the Wild Level 16: Blessing of Corellon Level 18: Healer's Implement Level 20: Uncanny Dodge Level 21: Supreme Healer Level 22: Divine Mastery Level 24: Form Mastery Level 26: Punishing Radiance Level 28: Font of Radiance Level 30: Armored by Faith POWERS Hybrid at-will 1: Brand of the Sun Hybrid at-will 1: Five Storms Hybrid encounter 1: Drunken Monkey Hybrid daily 1: Stunning Palm Hybrid utility 2: Harmonious Discipline Hybrid encounter 3: Astral Flare Hybrid daily 5: Consecrated Ground Hybrid utility 6: Stream of Life Hybrid encounter 7: Feeding the Doves Hybrid daily 9: Twilight Touch Hybrid utility 10: Iron Dragon Defense Hybrid encounter 13: Mantle of Glory (replaces Drunken Monkey) Hybrid daily 15: Tree of Creation (replaces Stunning Palm) Hybrid utility 16: Altered Awareness Hybrid encounter 17: Thunderous Word (replaces Astral Flare) Hybrid daily 19: Rising Dragon Fire (replaces Consecrated Ground) Hybrid utility 22: Mass Cure Serious Wounds Hybrid encounter 23: Legion of One (replaces Feeding the Doves) Hybrid daily 25: Sacred Word (replaces Twilight Touch) Hybrid encounter 27: Healer's Reproof (replaces Mantle of Glory) Hybrid daily 29: Breath of the Stars (replaces Tree of Creation) ITEMS Adventurer's Kit, Jagged Accurate dagger +6, Accurate symbol of Divine Light +5, Mace of Healing +5, Dawn Warrior Starweave Armor +6, Cloak of Distortion +6, Shadow Band (epic tier), Bone Ring of Preservation (paragon tier), Sun Sphere (paragon tier), Holy Gauntlets (paragon tier), Trollhide Bracers (paragon tier), Phoenix Sash (paragon tier), Dimensional Stride Boots (paragon tier), Breakchain Tattoo (paragon tier) ====== Copy to Clipboard and Press the Import Button on the Summary Tab ====== The Gods are Angry with You A barbarian/cleric build I came up with that maxes out Str/Cha with battle clerics lore. gods are angry with you Show Advantage is that it lets him boost charisma as much as he wants for the thaneborn features without worrying about the AC, which is always scale +2. Also is fairly durable because of dwarf features and with word of vigor can heal himself and second wind both as minor actions each encounter without using up a healing word on himself. Deity doesn't really matter since altough a couple of the Power of (earth, change, sea) would work ok I think you will only be using recovery strike with Fanatic Energy. Paragon of victory works well as a hybrid striker path since the features give you a minor action attack with recovery strike, along with giving you bonuses when you drop non minion enemies and an extra MBA most encounters at level 16. The cleric powers like Mighty Hew, Weapon of the Gods and Holy Wrath tend to compliment a barbarian well and a lot of the barbarian powers have solid leader riders. If you took Divine Power at level 9 you could retrain out weapon of the gods for a level 5 rage if you wanted. MC warlord is to help him out as a leader more with impetuous charger. For equipment go with a gouge and a standard charging package probably since he be using Howling Strike a lot with the occasional use of angel's rescue too. Holy Wrath Trained Skills: Athletics Initimidate Diplomacy Endurance Feats Dwarven Durability Axe Mastery Powers 1 Mighty Hew 13 Angel’s rescue 22 Emboldening Courage Cha'ka This is Dielzen's thrikreen ranger/cleric of corellon. Its in the first post. Note I think he made this pre battle clerics lore so it might be even better now. "In the never-ending quest to make the most bizarre characters possible, there's my bugman cleric. Using a Hungry Greatspear, he combines Throw & Stab with Righteous Brand (Power of Skill) as his primary attacks. He can standing-jump further than his movement speed already, at level 6." cha'ka Show ====== Created Using Wizards of the Coast D&D Character Builder ====== Cha`Ka 30, level 30 Thri-kreen, Cleric|Ranger, Draeven Marauder, Destined Scion Hybrid Ranger: Hybrid Ranger Reflex Epic Heroism: Epic Heroism (Strength) Epic Heroism: Epic Heroism (Wisdom) Hybrid Talent: Ranger Combat Talent Ranger Combat Talent: Running Attack (Hybrid) Background: Vilhon Wilds (Vilhon Wilds Benefit) FINAL ABILITY SCORES Str 28, Con 14, Dex 26, Int 10, Wis 16, Cha 12. STARTING ABILITY SCORES Str 16, Con 12, Dex 16, Int 8, Wis 12, Cha 10. AC: 45 Fort: 46 Reflex: 44 Will: 44 HP: 171 Surges: 8 Surge Value: 42 TRAINED SKILLS Athletics +37, Dungeoneering +24, Stealth +34, Acrobatics +28 UNTRAINED SKILLS Arcana +15, Bluff +16, Diplomacy +16, Endurance +16, Heal +18, History +15, Insight +18, Intimidate +16, Nature +20, Perception +18, Religion +15, Streetwise +16, Thievery +22 FEATS Level 1: Power of Skill Level 2: Weapon Proficiency (Greatspear) Level 4: Spear Expertise Level 6: Hybrid Talent Level 8: Improved Defenses Level 10: Student of the Sword (retrained to Battle Awareness at Level 11) Level 11: Hafted Defense Level 12: Gambler's Word Level 14: Impaling Spear Level 16: Fleet-Footed Level 18: Polearm Flanker Level 20: Weapon Focus (Spear) Level 21: Expert Skirmisher Level 22: Polearm Gamble Level 24: Epic Will Level 26: Supreme Healer Level 28: Mobile Warrior Level 30: =========== Open Slot POWERS Hybrid at-will 1: Throw and Stab Hybrid at-will 1: Righteous Brand Hybrid encounter 1: Healing Strike Hybrid daily 1: Shield of the Gods Hybrid utility 2: Invigorating Stride Hybrid encounter 3: Disruptive Strike Hybrid daily 5: Spitting-Cobra Stance Hybrid utility 6: Bastion of Health Hybrid encounter 7: Biting Volley Hybrid daily 9: Divine Power Hybrid utility 10: Word of Vigor Hybrid encounter 13: Inspiring Strike (replaces Healing Strike) Hybrid daily 15: Barreling the Fish (replaces Shield of the Gods) Hybrid utility 16: Cloak of Courage Hybrid encounter 17: Wolverine Claw Strike (replaces Disruptive Strike) Hybrid daily 19: Surprising Arrow Stance (replaces Spitting-Cobra Stance) Hybrid utility 22: Mass Cure Serious Wounds Hybrid encounter 23: Ricochet Throw (replaces Biting Volley) Hybrid daily 25: Righteous Might (replaces Divine Power) Hybrid encounter 27: Scouring Smite (replaces Inspiring Strike) Hybrid daily 29: Ultimate Confrontation (replaces Barreling the Fish) ITEMS Adventurer's Kit, Desert Clothing, Everburning Torch, Thieves' Tools, Hungry Spear Greatspear +6, Amulet of Protection +6, Shadow Band (epic tier), Phantom Chaussures (paragon tier), Sandals of Avandra (epic tier), Sylvan Elderhide Armor +6, Eye of Awareness (epic tier), Diamond Cincture (epic tier), Gloves of the Healer (epic tier), Executioner's Bracers (epic tier), War Ring (paragon tier) ====== Copy to Clipboard and Press the Import Button on the Summary Tab ====== Hybrid 2: Leaders and ControllersLeadersPainless: The damage reducer This is a dwarf bear shaman hybrid with compassionate healer. Built around the regular generation of temporary hitpoints and having many powerful daily attacks and utilities that either provide damage reduction or weaken enemies for most or all of the encounter. Version 1 is maxed out for damage reduction, version 2 at the link is more of a well rounded build that still does a very good job at reducing party damage, but is better at enabling. That one is just up at the link to save space. Note I am not sure this build would be much fun to play, even though it would be effective at keeping your party alive. Note not updated yet for BCL so that frees up some feats. And it should be a shield dwarf since that boosts your reflex by 1, while still being able to hold a totem for its properties. painless Show The theme of this build is that it focuses on weakening enemies, debuffing their attacks, defending allies through the spirit companion, temporary hitpoints, and damage reduction. It does not sacrifice on healing much, although it is not as good at healing as a pure one of either class built for healing would be. It would make a good 2nd leader in a party with a good enabler like a taclord and would really stretch out battles and annoy the DM who will have a very hard time challenging the party with damage. It is also pretty tough: fairly high defenses, can generate temporary hitpoints for itself, and has a lot of hitpoints and healing surges since it starts with an 18 con and boosts it at every chance, along with taking dwarven durablility. The multiclass fighter is because he wants the temp hitpoint 1/encounter when hit by an attack and for the use of second wind twice an encounter with epic recovery, which with shared healing feat also allows allies to spend surges when next to the companion (within 2 of the spirit at level 24). So losing the normal 3rd healing word does not matter much with gamblers word and this. Plus he gets endurance as a skill which seems to fit thematically By level 2 he has a daily power that for the encounter reduces damage by 5 and one that does it by 4, plus an at will and encounter power that generate temp hitpoints keyed to con mod. Later on he adds powers that weaken and other wise make it harder for enemies to damage allies. I went with sacred flame for the at will save, although at paragon it does give 1 temp hitpoints. Lance of faith might be a better choice since that would at least give something to buff attacks. By mid paragon he pretty much always has a daily utility or attack power available that reduces damage or weakens enemies along with a paragon path encounter power that weakens, and in case he doesn't have any weakening/damage redcution dailies left there is always spirit of healing to fall back on. Compassionate healer is to spread out the healing surges and because its path abilities work with any healing, not just divine or primal and because it weakens with both its attacks. Demigod, because it works and nothing else jumped out at me. ====== Created Using Wizards of the Coast D&D Character Builder ====== Damage Reducer, level 30 Dwarf, Cleric|Shaman, Compassionate Healer, Demigod Companion Spirit (Hybrid): Protector Spirit (Hybrid) Hybrid Shaman: Hybrid Shaman Fortitude Hybrid Talent: Spirit's Power Versatile Expertise: Versatile Expertise (Mace) Versatile Expertise: Versatile Expertise (Holy Symbol) Divine Spark: Divine Spark Constitution Divine Spark: Divine Spark Wisdom Background: Akanûl (Akanûl Benefit) FINAL ABILITY SCORES Str 15, Con 28, Dex 12, Int 10, Wis 28, Cha 13. STARTING ABILITY SCORES Str 13, Con 16, Dex 10, Int 8, Wis 16, Cha 11. AC: 45 Fort: 43 Reflex: 36 Will: 45 HP: 185 Surges: 18 Surge Value: 55 TRAINED SKILLS Insight +29, Heal +29, Perception +29, Endurance +29 UNTRAINED SKILLS Acrobatics +14, Arcana +15, Bluff +16, Diplomacy +16, Dungeoneering +26, History +15, Intimidate +16, Nature +24, Religion +15, Stealth +14, Streetwise +16, Thievery +14, Athletics +15 FEATS Level 1: Armor Proficiency (Chainmail) Level 2: Hybrid Talent Level 4: Sudden Call (retrained to Nimble Spirit at Level 11) Level 6: Protector Spirit Adept Level 8: Versatile Expertise Level 10: Wrathful Warrior Level 11: Gambler's Word Level 12: Paragon Defenses (retrained to Robust Defenses at Level 21) Level 14: Armor Proficiency (Scale) Level 16: Dwarven Durability Level 18: Superior Implement Training (Accurate symbol) Level 20: Resilient Spirit Level 21: Ironheart Spirit Level 22: Armor Proficiency (Plate) Level 24: Spirit of Health Level 26: Mighty Spirit Level 28: Martial Resolve Level 30: Epic Recovery POWERS Hybrid at-will 1: Sacred Flame Hybrid at-will 1: Protecting Strike Hybrid encounter 1: Thunder Bear's Warding Hybrid daily 1: Moment of Glory Hybrid utility 2: Protective Roots Hybrid encounter 3: Hymn of Resurgence Hybrid daily 5: Spirit of the Hawk's Wind Hybrid utility 6: Spirit of Healing Hybrid encounter 7: Winter Wind Spirit Hybrid daily 9: Dismissal Hybrid utility 10: Shielding Word Hybrid encounter 13: Drawing All Eyes (replaces Thunder Bear's Warding) Hybrid daily 15: Reparative Spirit (replaces Moment of Glory) Hybrid utility 16: Faces of the Fallen Hybrid encounter 17: Enthrall (replaces Hymn of Resurgence) Hybrid daily 19: Moment of Peace (replaces Spirit of the Hawk's Wind) Hybrid utility 22: Ramparts of Light Hybrid encounter 23: Call to the Primal Protector (replaces Winter Wind Spirit) Hybrid daily 25: Life Lanterns (replaces Dismissal) Hybrid encounter 27: Forcing the Threat (replaces Drawing All Eyes) Hybrid daily 29: Spirits of Mist (replaces Reparative Spirit) ITEMS Adventurer's Kit, Accurate symbol of the Holy Nimbus +6, Dawn Warrior Godplate Armor +6, Healer's Brooch +6, Totem of the Severed Eye +2, Stalwart Belt (paragon tier), Ring of the Fallen (paragon tier), Premonition Ring (paragon tier), Essence of the Wisp (epic tier), Mace of Healing +5, Executioner's Bracers (epic tier), Gloves of the Healer (epic tier), Fey Warrior's Boots (epic tier), Breakchain Tattoo (epic tier), Portable Hole (paragon tier) Lightswitch Nausicaa's hybrid deva artificer. A different take on killswitch. killswitch Show Deva Artificer|Cleric/Spell Commander/Chosen of Ioun Level 1 Str 12 Con 12 Dex 10 Int 18 Wis 18 Cha 8 Level 30 Str 14 Con 14 Dex 12 Int 28 Wis 28 Cha 10 Defenses AC 45 = 10+15+4+6+9+1 Fort 43 = 10+15+6+2+2+1+7 Ref 48= 10+15+6+7+1+9 Will 45 = 10+15+6+4+9+1 HP 183 Bloodied 91 Surges per day 8 Surge Value 45 HP Int based for the Auspicious Birth (D 366) Background Initiative +31 Speed 8 Powers At Wills Magic Weapon (EPG) - Brand of the Sun (HotFL) Encounter 1: Spike Wire (EPG) Daily 1: Punishing Eye (D 374) Daily 2: Resurgent Strength (HoTFL) Encounter 3: Hymn of Resurgence (EPG) Daily 5: Inspire Fervor (HoTFL) Encounter 6: Energy Conversion (D 381) Encounter 7: Searing Light (DP) Daily 9: Blade Barrier (DP) Daily 10: Healing Figurine (EPG) Encounter 11: Spell Tracer (D 381) Utility 12: Alter Spell Power (D381) Encounter 13: Barbed Automation (EPG) retrains out Spike Wire Daily 15: Brilliant Censure (DP) retrains out Inspire Fervor Encounter 16: Astral Shield (PHB) Encounter 17: Winds of Fury (HotFL) retrains out Hymn of Resurgence Daily 19 no changes Daily 20: Living Gate (D 381) Daily 22: Diminutive Bodyguard (EPG) Encounter 23: Prismatic Strike (EPG) retrains out Searing Light Daily 25: Brittle Frost (PHB) retrains out Blade Barrier Utility 26: Unerring Foreknowledge Encounter 27: Healer's Reproof (DP) retrains out Barbed Automation Daily 29: Simulacrum (EPG) retrains out Punishing Eye Feats 1 Weapon Proficiency: Drow Long Knife (EPG) 2 Versatile Expertise (PHB3) 4 Battle Intuition (D 374) 6 Hybrid Talent (Channel Divinity: Healer's Mercy) (PHB3) 8 Improved Defenses (HotFL) 10 Potent Restorables (retrained to Enhanced Resistive Formula at level 11, EPG) (EPG) 11 Gambler's Word (D 379) 12 Superior Implement Proficiency (Accurate Holy Symbol) (PHB3) 14 Rapid Infusion (D 378) 16 Psychic Lock (PHB) 18 Shield Proficiency (Light) (PHB) 20 Superior Will (HotFL) 21 Divine Mastery (DP) 22 Quickened Spellcasting (Magic Weapon) (AP) 24 Defensive Enchanting (EPG) 26 Supreme Healing (DP) 28 Epic Fortitude (PHB2) 30 Epic Reflex (PHB2) Items: +6 Githyanki Silver Drow Long Knife (MoTP), +6 Accurate Symbol of Victory (PHB), +6 Shared Valor Starleather Armor (AV2), Headband of Intellect (Heroic Tier, AV), Gloves of the Healer (Epic Tier, AV), +6 Torc of Power Preservation (AV), Boots of Speed (AV), Light Shield (PHB), Iron Armbands of Power (Epic Tier, AV), Ring of Action Reversal (AV2), Ring of Wizardry (PHB), Diamond Cincture (paragon tier, AV), Battle Standard of Healing (AV) Total Spent Budget: 13,755,680/14,000,000 GP Analysis of the build characteristics: This is an experiment around Auspex7 Killswitch build (ty Auspy :*). Basically this build takes the better from these two classes and fits them in a quite decent mix. The build: Deva for +int/wisdom bonus is mandatory. I considered Githzerai but the feat that combined weapon proficiency and weapon focus didn't apply to Drow Long Knife. Plus, deva has a nice racial feat, Battle Intuition, which is fairly useful to raise Initiative. 16/16 intellect/wisdom is fairly obvious, probably you can safely dump strength and raise charisma. The cleric part of the build brings Healer's lore (nice for Battle Surge and for Healing Word/Healer's Lore) The artificer part of the build brings Resistive Formula, which is probably the best healing feature among all leader "Words", that makes this build able to skip the Shared Healing cleric epic feat to be able to have a shared pool of surges from level 1. From level 6 we get another "OMG" (to be well-mannered) button, which is healer's mercy. Causes you to be weakened, but most people don't care about it since damage is secondary to what this build can do. Auspicious Birth raises our HP pool from level 1 to decent levels but can be skipped easily. Good Initiative (+31 at 30th level) and Speed (8 at level 30) makes this build quite mobile. Power Selection: At wills: at wills are surely incredibly strong. Magic Weapon is well known as one of the most powerful at wills in the game. Brand of the Sun, from Heroes of Fallen Lands, is the best save-enabler at will in the game and frees literally us from the saving enabling probems. Encounters: Level 1: Spike Wire is a good alternative to Magic Weapon spamming when positioning is an issue Level 3: Hymn of Resurgence is an incredible DPR increaser, CA and Save generator, coupled with a large area and no targeting problem Level 7: Searing Light is a no asked encounter blind. Blinding is one of the most gruesome conditions and being able to apply it from level 7 quite consistently is really strong Level 11: Spell Tracer is our second enabling power (the first is a daily, though). Fits well the theme "i can do everything of this build" Level 13: Barbed Automation can raise party damage, with a little pushing tactic (which is fairly common in defenders/controllers), in an incredible way. Level 17: Winds of Fury is an incredible movement enabler, prones and pushes. A great starter for your party Level 23: Prismatic Strike is a beast of a power: It does everything you may want from an encounter: enemy penalty to attack rolls (increased by psychic lock), prones, can't stand up from prone and slides a little bit Level 27: Healer's Reproof: aoe stunning. Do you really want something else? You have it. Surge+3d6+Wisdom Healing. Dailies: Level 1: punishing Eye: kept till level 29, this is one of the most incredible damage buffers in the game. Little positioning, can't literally be destroyed and +int to damage. Incredible. Level 5: Inspire Fervor: having no charisma bonus, Consecrated Grounds can't be used. So i went to Inspire Fervor as Party movement and MBA enabling, plus decent damage. Level 9: Blade Barrier: i'm quite fond of this power. Incredible damage, useful blockade and autohit. What do you want more? Level 15: Brilliant Censure: here's our other blind. Aoe Save-End Blinding + 2d6 extra radiant damage? What do you want more? Control, precision and damage. Level 19: We want to keep our three dailies since this level offers no better alternatives Level 20: Living Gate: basically until the end of the encounter you can move who you want where you want. Level 25: Brittle Frost: single target weakening + a couple of nova rounds with an extra +5 damage. Level 29: Simulacrum: repeat your encounter powers again and re-use one of your dailies. Great capstone power. Utilities: Level 2: Resurgent Strength: extra cleric healing + extra damage. Level 6: Energy Conversion is not only a very strong damage interrupt, but a font of extra THP Level 10: was quite undecided between battle surge and healing figurine. I chose healing figurine because it is an extra source of saves in case i'm really starved and works as extra free healing. Being able to free my action also improves party damage for the encounter, and the figurine itself can be the target of attacks (basically wasting them) Level 12: Alter Spell Power is not only a source of extra damage, but a way to finish resistant enemies and to add damage-type cheese to a power Level 16: Iron hide infusion has to be considered. But a +2 to AC bonus encounter long is better than a +4 for 1 round. So, Astral Shield Level 22: Diminutive Bodyguard is able to do everything: resist 5 aoe and denies an attack each round. Incredible. Level 26: the reason because i went avatar of Ioun is in this power. Unerring Foreknowledge is the final enabling power, being able to give for a full encounter a serie of standard actions is incredible. Feats: Went on accuracy/defense. Most important feats are Gambler's Word, which is really nice with all that multi-attacking powers (getting a critical hit each encounter isn't really hard), psychic lock coupled with Gith silver weapon grants a constant -2 on enemy hit. Enchanced Resistive Formula and Supreme Healing double the effectiveness of our healing encounter powers, being able to have constantly 6 encounter healing + the extra from Gambler's word. Finally Defensive Enchanting covers the artificer ranged problem. Items Basically this isn't really an item dependant build. I've chosen the classical standard leading items (shared valor, gloves of healing) with a couple of nice things that works with psychic powers (the weapon and the head slots), a lot of power recovery (torc and the two rings), a bit of extra damage which isn't really bad LuckSwitch Deva hybrid Warlord Luckbringer of Tymora soulf of the world mc artificer. Basically trying to show what Luckbringer of Tymora can do. The Resistor Hamadryad Cleric/artificer Arcane Armorer. This is a DR build with a lot of immediates. At 16 gets to add White lotus discourages enemies from attacking you when using magic weapon. Heavy on immediates by late paragon. At 17 has 2 immediate encounter utilities, 2 immediate encounter attacks, plus white lotus riposte. Still working on some of the feat details. Either go hammer of gond or cahuleks with a weapliment enchantment for the weapon since it needs a thrown weapliment of some sort. Not quite finished yet. Needs an ED, background, some feats, and a equipment. I wouldn't do anything to boost its healing since it won't need to heal much. Maybe gamblers word or something. resistor Show The Resistor Shielding Elixer At wills Deadly Lure (retrain at 17) Ramparts of Light Feats White Lotus Master Riposte El Jefe This is a hybrid bard mc Druid Heartwarder I made. Its super control oriented with lots of forced movement powers that don't count as forced movement so they provoke OAs like cause fear and deadly lure. Plus other forced movement powers like staggering note. And several domination powers, with two encounter domination powers and 1 daily domination powers by level 17. By level 30 you have 3 dominating encounter powers with 1 recharged on action points and 2 daily dominations. Not shabby at healing or buffing and has good ally movement too. Its a combination of regular enabling and a lot of OAs so you want at least one good MBA in your party, but this works better with 2+ allies with good MBAs. I trimmed down most of the reincarnate champion abilities in the summary below. Builds for other tiers are at the link. Heartwarter Jefe Show ====== Created Using Wizards of the Coast D&D Character Builder ====== El Jefe, level 30 Deva, Cleric/Bard, Heartwarder, Reincarnate Champion Hybrid Cleric Option: Battle Cleric's Lore Hybrid Bard Option: Hybrid Bard Reflex Hybrid Talent Option: Bardic Virtue Bardic Virtue Option: Virtue of Prescience Epic Vitality Option: Epic Vitality Charisma Past Spirit Option: Past Spirit (Elf) Past Spirit Option: Past Spirit (Tiefling) Akanûl (Akanûl Benefit) Theme: Noble FINAL ABILITY SCORES STR 10, CON 14, DEX 12, INT 14, WIS 26, CHA 28 STARTING ABILITY SCORES STR 8, CON 12, DEX 10, INT 12, WIS 16, CHA 16 AC: 45 Fort: 44 Ref: 41 Will: 47 HP: 171 Surges: 16 Surge Value: 42 TRAINED SKILLS Bluff +33, Insight +32, Intimidate +31, Nature +30, Perception +30 UNTRAINED SKILLS Acrobatics +17, Arcana +20, Athletics +16, Diplomacy +35, Dungeoneering +26, Endurance +18, Heal +26, History +22, Religion +22, Stealth +17, Streetwise +27, Thievery +17 POWERS Basic Attack: Melee Basic Attack Basic Attack: Ranged Basic Attack Noble Utility: Noble Presence Deva Racial Power: Memory of a Thousand Lifetimes Cleric Utility: Healing Word Bard Feature: Majestic Word Elf Racial Power: Elven Accuracy Tiefling Racial Power: Infernal Wrath Bard Attack 1: Staggering Note Cleric Attack 1: Astral Seal Bard Utility 2: Moment of Escape Cleric Utility 6: Bastion of Health Bard Utility 10: Illusory Erasure Heartwarder Attack 11: Siren Voice Heartwarder Utility 12: Sune's Shield Cleric Utility 16: Hallowed Ground Druid Attack 17: Infiltrating Drone Cleric Attack 19: Beacon of Doom Heartwarder Attack 20: Sune's Kiss Bard Utility 22: Climactic Chord Bard Attack 23: Chant of Bad Fortune Bard Attack 25: Frenzied Rhythm Reincarnate Champion Utility 26: Swift Reincarnation Cleric Attack 27: Healer's Reproof Cleric Attack 29: Enforced Surrender FEATS Novice Power Level 1: Hybrid Talent Level 2: Sentinel Initiate Level 4: Staff Expertise Level 6: Superior Implement Training (Accurate staff) Level 8: Improved Defenses Level 10: Superior Will Level 11: Prescient Aid Level 12: Distant Advantage Level 14: Battle Intuition Level 18: Gambler's Word Level 21: Supreme Healer Level 21: Divine Mastery Level 22: Prescient Resurgence Level 24: Royal Command of Asmodeus Level 26: Epic Fortitude Level 28: Quickened Spellcasting Level 30: Epic Reflexes ITEMS Adventurer's Kit Symbol of the Holy Nimbus +1 Bag of Holding Mesmerizing Harp Amulet of Seduction +6 x1 Accurate staff of Command +6 x1 Dawn Warrior Titanscale Armor +6 x1 Luminary Ring x1 Ring of Tenacious Will x1 Essence of the Wisp x1 Belt of Vim (paragon tier) x1 Rapidstrike Bracers x1 Gloves of the Healer (epic tier) x1 Sandals of Avandra x1 Symbol of Victory +2 Breakchain Tattoo (epic tier) x1 Solitaire (Cerulean) Fey Flute Folding Astral Skiff ====== End ====== ControllersThe Violent Pacifist This is a wizard/ zealous demagogue/ archmage who takes a bunch of powers that do damage, but never trigger the stun from the pacifist healers feat. A very solid controller and a decent healer/leader. Some of the build can be switched around, but the key is to only take powers that do not have a hit or miss line that includes damage (storm pillar, hypnotism, consecrated ground, blade barrier etc.). Note that under the updated rules, weakening only reduces damage from powers with attack rolls so he is effectively always immune to the weakened condition. violent pacifist Show The basic point of this build is to abuse the pacifist healer feat errata. It is a solid healer and controller and grants a decent number of ally charges through the paragon path. None of the powers have a hit/miss if they deal damage, but it still puts out a decent amount of damage through automatic power damage, granted attacks, and from making enemies attack each other. At the same time because you are not fulfilling the condition of "whenever you hit or miss a bloodied enemy and deal damage to it" you never have to worry about the stun from damaging a bloodied enemy. Many of the daily powers do not have attack rolls. Staff is because you want staff expertise. A few of the attack powers can be swapped out and you could use magic missle and wizard's fury for instance or storm pillar, but most people don't seem to like the wizard autohit powers. I am not attached to the race (deva would work fine) or many of the feats, but I like the idea of the paragon path since it fits the theme, works fairly well and it helps with it being a decent enabler. Messenger of Peace also works as a paragon path. The deity needs to have the torment domain for the perfect torment channel divinity and the archmage is a good way to get more dailies, but destined scion, demigod or other could work as well. I have updated this some manually for battle clerics lore so a few of the numbers like untrained skills may be a bit off, but the feats and powers are the important part. Hospitaler would be a good theme. You can switch grease with moment of glory and a power like weapon of the gods or consecrated ground with visions of averice. Valorous Charge also works for level 27. ====== Created Using Wizards of the Coast D&D Character Builder ====== Violent Pacifist, level 30 Githzerai, Cleric|Wizard, Zealous Demagogue, Archmage Cleric Option: Battle Cleric's Lore Hybrid Talent: Channel Divinity (Hybrid Cleric) Quickened Spellcasting: Hypnotism Archspell: Visions of Wrath Background: Auspicious Birth (Auspicious Birth Benefit) FINAL ABILITY SCORES Str 12, Con 14, Dex 10, Int 26, Wis 26, Cha 14. STARTING ABILITY SCORES Str 10, Con 12, Dex 8, Int 16, Wis 16, Cha 12. AC: 45 Fort: 43 Reflex: 40 Will: 47 HP: 153 Surges: 8 Surge Value: 38 TRAINED SKILLS Insight +30, Religion +33, Arcana +28, Heal +33 UNTRAINED SKILLS Acrobatics +16, Bluff +17, Diplomacy +19, Dungeoneering +23, Endurance +16, History +23, Intimidate +19, Nature +28, Perception +23, Stealth +14, Streetwise +17, Thievery +14, Athletics +17 FEATS Level 1: Hybrid Talent Level 2: Pacifist Healer Level 4: Staff Expertise Level 6: Superior Implement Training (Accurate staff) Level 8: Mark of Healing Level 10: Superior Will Level 11: Improved Defenses Level 12: Battlewise Level 14: Gambler's Word Level 16: Githzerai Mobility Level 18: Resourceful Leader Level 20: Armored by Faith Level 21: Perfect Torment Level 22: Glorious Channeler Level 24: Quickened Spellcasting Level 26: Supreme Healer Level 28: Enabling Shot Level 30: Epic Fortitude POWERS Channel Divinity (Hybrid Cleric): Favor of the Gods Hybrid at-will 1: Hypnotism Hybrid at-will 1: Astral Seal Hybrid encounter 1: Charm of Misplaced Wrath Hybrid daily 1: Moment of Glory Hybrid utility 2: Shield Hybrid encounter 3: Hymn of Resurgence Hybrid daily 5: Visions of Averice Hybrid utility 6: Bastion of Health Hybrid encounter 7: Charm of the Defender Hybrid daily 9: Blade Barrier Hybrid utility 10: Word of Vigor Hybrid encounter 13: Remorse (replaces Charm of Misplaced Wrath) Hybrid daily 15: Wall of Ice (replaces Moment of Glory) Hybrid utility 16: Stoneskin Hybrid encounter 17: Charm of False Glory (replaces Hymn of Resurgence) Hybrid daily 19: Moment of Peace (replaces Visions of Averice) Hybrid utility 22: Mass Fly Hybrid encounter 23: Rebuke the Wrathful (replaces Charm of the Defender) Hybrid daily 25: Phantom Reality (replaces Blade Barrier) Hybrid encounter 27: Steal Time (replaces Remorse) Hybrid daily 29: Visions of Wrath (replaces Wall of Ice) ITEMS Adventurer's Kit, Holy Symbol, Feyswarm Accurate staff +6, Orb of Judicious Conjuration +1, Symbol of Victory +2, Brimstone Cloak +6, Dawn Warrior Dragonscale Armor +6, Halo of Fallen Stars (epic tier), Belt of the Witch King (paragon tier), Gloves of Accuracy (paragon tier), Trollhide Bracers (paragon tier), Luminary Ring (epic tier), Sandals of Avandra (epic tier), Ring of Guarded Will (epic tier), Fireheart Tattoo (epic tier) ====== Copy to Clipboard and Press the Import Button on the Summary Tab ====== Headspin An invoker hybrid with divine oracle and destined scion by Cazzeo. Link also has a pure cleric version and a fighter/battle cleric version along with a detrailed explanation of the build. "To create a controller that can spam daze+debuff (via Dizzying Mace) powers for 4-5 rounds, thus creating a superior version of psion Dishearten spam." headspin Show Headspin Race: Half-elf Class: Cleric|Invoker Paragon Path: Divine Oracle Epic Destiny: Destined Scion Background: Missing Master Theme: Seer Hybrid Invoker Choice: Reflex Hybrid Cleric Choice: Battle Cleric's Lore (assuming this is legal) Dilettante Choice: Eldritch Strike (Con) Destined Scion Choices: Wisdom, Constitution Skills Heal +29, Insight +34, Perception +32 (roll twice), Endurance +29 Speed: 5 Initiative:+38 (+15 level +8 superior +9 wisdom +6 item) Ability Scores L30: Str 15, Con 28, Dex 12, Int 13, Wis 28, Cha 10 L1: Str 13, Con 18, Dex 10, Int 11, Wis 18, Cha 8 Defenses HP: 155, Surge Value: 37, Surges per Day: 15 AC: 49 (10 +15 level, +14 armor, +2 shield, +6 enhance, +1 item, +1 feat) Fort: 48 (10 +15 level, +6 item, +4 epic, +3 id, +9 con, +1 item) Ref: 40 (10 + 15 level, +6 item, +4 epic, +3 id, +1 class, +1 int) Will: 48 (10 + 15 level, +6 item, +4 epic, +3 id, +1 class, +9 wis) Feats L1: Battle Awareness L2: Hybrid Talent (CD: Favor of the Gods) L4: Wary Fighter L6: Versatile Expertise (Mace, Holy Symbol) L8: Improved Initiative (retrain to Reserve Maneuver at 11) L10: Thunder Hammer (retrain to Versatile Master at 12) L11: Dizzying Mace L12: Gambler's Word L14: Improved Defenses L16: Superior Will (retrain to Armor Proficiency Plate at 23) L18: Improved Initiative (retrain to Superior Initiative at 21) L20: Thunder Hammer (retrain to Divine Mastery at 22) L21: Supreme Healer L22: Invoked Devastation L24: Epic Reflex L26: Armor Specialization (Plate) L28: Epic Fortitude L30: Epic Will Powers Seer: Cast Fortune CD: Favor of the Gods Dilettante: Eldritch Strike (Con) AW: Hand of Radiance AW: Brand of the Sun Enc1: Thunder of Judgment Dly1: Moment of Glory Util2: Divine Call Enc3: Death Surge Dly5: Silent Malediction Util6: Stream of Life Enc7: Rain of Blood (retrain to Astral Flare at 10) Dly9: Fourfold Invocation of Doom Util10: Demand Justice Enc11: RESERVE (Thunder of Judgment) Util12: Good Omens Enc13: Deadly Doubt (replaces Thunder of Judgment) Dly15: Dismissal (replaces Moment of Glory) Util16: Walls of Hestavar Enc17: Remorse (replaces Death Surge) Dly19: Moment of Peace (replaces Dismissal) Dly20: Hammer of Fate Util22: Invoke Heroism Enc23: Word of Bewilderment (replaces Astral Flare) Dly25: Racking Invocation of Pain (replaces Silent Malediction) Dly26: Epic Recovery Enc27: Compel Action (replaces Deadly Doubt) Dly29: Word of the Gods (replaces Fourfold Invocation of Doom) Dly30: Undeniable Victory Items Unforgettable Cudgel Morningstar +6, Dwarven Armor Godplate +6, Timeless Locket +6, Circlet of Arkhosia (Epic), Diamond Cincture (Paragon), Symbol of Sustenance +4, Rhythm Blade Dagger +1 Video hasn't killed the Radiator Star By the_move. A more straight forward invoker hybrid with Morninglord and a radiant damage/vulnerability focus. radiator star Show Summary: Control: You've got two of the best dominate spells out there. Oncer per day you can even double the duration of your compel action. Further you have a daily burst 3 blind with in-built ally boost effect. You apply CA with your damaging powers automatically and you shield of Justice reduces an enemies attack throw as in immediate interupt and increases your party attack roles against that target. Lead: Once or twice per encounter you can use your Healing Word and heal two targets simultaneously. Further you've got the Mantle of Glory to heal your allies, and Rising Sun to treat bloodied allies. Thanks to the Ring of Tenacious Will you have 13 surges instead of only 8, so you can make much more use of your Avangion Rising feat. Mass Cure Serious Wounds, Angelic Messenger and Stream of Life provide massive none-surge healing. Damage: Your damaging powers look weak at first glance, but Power of Amaunator + Solar Enemy beef them up tremendously. If you manage to deal a crit the party is really starting and you will cheer up. The target of the crit, as well as all targets in a burst 5 get damaged, receiving 10/20 vulnerability to radiant damage with it (PP feat + punishing radiance). This also increases the range of your blast/burst spells as those effect stretch out beyond the original area of effect. The Font of Radiance is just icing as it will most probably cause significant damage (3d6 + vulnerabilities) to crowded targets. ====== Created Using Wizards of the Coast D&D Character Builder ====== Otigeon, level 30 Deva, Cleric/Invoker, Morninglord, Avangion Covenant Manifestation Option: Manifestation of Wrath Hybrid Invoker Option: Hybrid Invoker Reflex Hybrid Talent Option: Channel Divinity (Hybrid Cleric) Perfection of Mind Option: Wisdom Perfection of Mind Option: Charisma Auspicious Birth (Auspicious Birth Benefit) FINAL ABILITY SCORES STR 12, CON 14, DEX 10, INT 14, WIS 30, CHA 24 STARTING ABILITY SCORES STR 10, CON 12, DEX 8, INT 12, WIS 18, CHA 12 AC: 43 Fort: 27 Ref: 28 Will: 36 HP: 157 Surges: 13 Surge Value: 39 TRAINED SKILLS Arcana +22, Heal +30, Insight +30, Religion +24 UNTRAINED SKILLS Acrobatics +14, Athletics +15, Bluff +22, Diplomacy +22, Dungeoneering +25, Endurance +16, History +19, Intimidate +22, Nature +25, Perception +25, Stealth +14, Streetwise +22, Thievery +14 POWERS Basic Attack: Melee Basic Attack Basic Attack: Ranged Basic Attack Deva Racial Power: Memory of a Thousand Lifetimes Cleric Utility: Healing Word Cleric Feature: Divine Fortune Feat Power: Power of Amaunator Feat Power: Solar Enemy Cleric Attack 1: Sacred Flame Invoker Attack 1: Hand of Radiance Invoker Utility 2: Divine Call Cleric Utility 6: Stream of Life Invoker Utility 10: Angelic Messenger Morninglord Attack 11: Pure Glow Morninglord Utility 12: Rising Sun Cleric Attack 13: Mantle of Glory Cleric Attack 15: Brilliant Censure Invoker Utility 16: Shield of Justice Invoker Attack 17: Astral Dust Invoker Attack 19: Summon Angel of Light Morninglord Attack 20: Lance of Dawn Cleric Utility 22: Mass Cure Serious Wounds Avangion Utility 26: Wings of Gold Invoker Attack 27: Compel Action Invoker Attack 29: Word of the Gods FEATS Level 1: Staff Expertise Level 2: Superior Implement Training (Accurate staff) Level 4: Battle Intuition Level 6: Hybrid Talent Level 8: Power of Amaunator Level 10: Solar Enemy Level 11: Invoker's Blaze Level 12: Gambler's Word Level 20: Learned Spellcaster Level 20: Ritual Caster Level 21: Invoker Implement Expertise Level 21: Punishing Radiance Level 22: Devastating Invocation Level 22: Glorious Channeler Level 23: Radiant Advantage Level 24: Font of Radiance Level 26: Divine Mastery Level 28: Invoked Devastation Level 30: Supreme Healer ITEMS Adventurer's Kit Symbol of Sustenance +4 x1 Accurate staff of Ruin +6 x1 Demise's Accurate staff of Ruin +2 Time Link Chainmail +6 x1 Many-Fingered Gloves (paragon tier) x1 Ring of Tenacious Will (epic tier) Ring of Free Time (epic tier) x1 Ring of the Radiant Storm (paragon tier) Other linksOther Handbooks My cleric handbook Naussicaa's Warpriest & Healic handbooks My bow cleric miniguide My weapliment guide and deity guide Other Builds Elf frostlaser cleric Nausicaa's Staff eater and battle eater post BCL builds Ranged Cleric A diary (old, but good)
Just in case. Go ahead and post. I am redoing a lot of builds in the OCB now that battle cleric's lore is out so it will be a while until it is complete.
Great idea!
Would you mind posting my two balanced builds, after the neverwinter update? ^^
Do you mean these 2? If so those look like good additions. The staff fighter one especially since lots of people like that idea, but I have never wanted to bother making one.
I am going to add some of the warpriest ones I have handy since those are all mostly up to date.
Added in a new Oghma domain build. The OCB doesn't do the wisdom for int skills right and the marketplace was actiing wierd so I did the bare minimum for equipment. It is a psychic lock dizzying mace combo.
Ok, the build is done.
Psychic Battle Eater Show Psychic Battle Eater level 30 Cleric (Templar) / Paragon of Victory / Destined Scion Lore feature: Battle Cleric's Lore Channel Divinity: Favor of the Gods Channel Divinity: Punish the Profane STARTING ABILITY SCORES Str 18, Con 13, Dex 10, Int 8, Wis 18, Cha 11. FINAL ABILITY SCORES Str 28, Con 15, Dex 12, Int 10, Wis 28, Cha 13. AC: 45 Fort: 47 Reflex: 39 Will: 48 HP: 172 Surges: 10 Surge Value: 43 FEATS Level 1: Heavy Blade Expertise Level 2: Improved Defenses Level 4: Defensive Healing Word Level 6: Power of Skill Level 8: Goliath Greatweapon Prowess (retrained at level 11 to Psychic Lock) Level 10: Battle Healer Level 11: Healer's Implement Level 12: Battle Awareness Level 14: Gambler's Word Level 16: Wary Fighter Level 18: Superior Will Level 20: Striking Resurgence Level 21: Supreme Healing Level 22: Divine Mastery Level 24: Epic Reflex Level 26: Epic Will Level 28: Epic Fortitude Level 30: Reactive Healing POWERS Level 1 At will: Brand of the Sun Level 1 At will: Righteous Brand Level 1 Encounter: Sundering Might Level 1 Daily: Moment of Glory Level 2 Utility: Resurgent Strength Level 3 Encounter: Inspired Steel Level 5 Daily: Inspire Fervor Level 6 Utility: Stream of Life Level 7 Encounter: Strength of Spirit Level 9 Daily: Divine Power Level 10 Utility: Battle Surge Level 13 Encounter: Divine Beacon Level 15 Daily: Ivory Rampart Level 16 Utility: Astral Shield Level 17 Encounter: Violence Betrayed (retrained at level 27 to Divine Beacon) Level 19 Daily: Holy Wrath Level 22 Utility: Adjure the Chosen Level 23 Encounter: Shared Secrets Level 25 Daily: Hope Killer Level 27 Encounter: Valorous Charge Level 29 Daily: Ordained Victory ITEMS +6 Githyanki Silver Scythe, +6 Symbol of Victory, +6 Screaming Titanscale Armor, +6 Healer's Brooch, Iron Armbands of Power (Epic Tier); Ring of Free Time, Ring of Unfettered Motion, Cord of Divine Favor, Boots of Speed, Headband of Intellect (Heroic Tier) A little note: - Psychic equipment to get rid of the pesky -1 to hit with wisdom power. - Completely Implement Power indipendent (Moment of glory doesn't really need to hit) - Lots of enabling, for a cleric - Hit buffing extended among the three tiers - Reflex isn't so bad as it seems, due to ring of unfettered motion - Obiously good healing and incredible self-sustenance - Good initative - Really good damage for a leader: up to 3 off round/minor action attacks per encounter - Encounter debuffing at level 23: psychic lock + screaming armor + shared secrets = easily -6 to hit.
What do you think of a Str build centered on Goliath+Staff Expertise/Stoneblessed/Eternal Defender - reach 4 staff weilder, 1x encounter threatening reach with some of the battle cleric powers for bonus damage and pseudo marks. Toss on Righteous Might and once an encounter reach 5, matching the normal range of the laser at-wills.
The ranger/cleric hybrid from the "shooting for the moon" miniguide is much more updated and probably better than the one in this thread. I think it should be added.
I replaced my old ranger hybrid with a better one by sagaciousatom and my own half-elf bow cleric.
Edit: I also added a "no rolls" zealot build earlier. Its more of a list of good cleric powers that don't require attack rolls, but for the most part it works pretty well and can easily be adjusted. It works well for higher level PCs with races that don't get a strength or wisdom bonus and can include pacifist healer too. And it is a good starting point for hybrids with a lazy shaman or warlord.
For the Deva builds, like Laser Cleric 1 - why not take Battle Intuition over Battlewise?
good catch. I have that as skyblue in my handbook, but forgot about it.
Just a quick question, how does Throw and Stab work with just a Hungry Great Spear (for the Thri-Kreen Cleric/Ranger hybrid)? Wouldn't that mean that you toss the spear and then have nothing to hit the Righteous Brand with?
A couple of weeks ago I put up a corellon warpriest build:
Here is a Deva mc Warlock Radiant Servant I am working on. In paragon whenever he makes a divine radiant encounter attack he gets to teleport at least 1 square, more depending on feats and equipment so about 5 mid paragon. If he hits with any radiant power he gets to make a save and gets con mod in temp hitpoints. Should be very hard to kill or pin down, while putting out good damage and decent leading. Nothing too original, but would play different from most other warpriests. corellon deva Show Race Deva Starting Stats 10 16 8 13 18 13 Corellon Warpriest/Radiant Servant/Destined Scion Theme: Ordained Priest (Order Adept also works) Background: Gritty Sargent (rapier proficiency) Feats: 1 Versatile Expertise 2 Radiant Recovery 4 Pact Initiate (Star Pact) 6 Mark of Healing 8 Starfire Womb 10 Improved Defenses 11 Battlewise 12 Arcane Familiar (Dimensional Pet) 14 Superior Will 16 Shielding Word 18 Gambler's Word 20 Armored By Faith 21 Supreme Healer 22 Divine Mastery 24 Punishing Radiance 26 Epic Reflexes 28 Radiant Advantage 30 Font of Radiance Powers Dailies 1 Moment of Glory 5 Inspire Fervor 9 Blade Barrier 15 Tree of Creation 19 Suprenal Radiance 25 Sacred Word 29 Breath of the Stars Utiliies 2 Blackened Soul 6 Spirit of Healing 10 Word of Vigor 16 Hallowed Ground 22 Adjure the Chosen Equipment: Pact Blade or other weapliment. Eladrin Boots. Eladrin Armor. Eladrin Ring of Passage. Ring of retreat. Sticking with a dagger or javelin or using your background for trident also works if you want to do ranged attacks as well. And after reading the recent ninja article, I wanted to come up with a cleric build that uses the kusari-gama and two weapon opening to trigger extra MBAs when you crit with your various close burst powers. That didn't really work out, but I did come up with an interesting elf spike chain build instead. Its a mark of storm/flail expertise reach build that knocks enemies down a lot and it pretty accurate. It ends up being a fairly high damage multitarget frontline controller. It also has good perception and stealth, which is a rare combination in a leader. And in paragon has a speed of 9 without any items. Sticks primarily with weapon powers and implement powers that don't really matter if you miss so it does not have to have a weapliment or versatile expertise. It is fairly item independent, but a lightning weapon would let you switch out some powers and something like a disrupting flail would be nice too since it would help you hit with your implement powers. Big thing he is lacking is save granting so at some point I would switch out one of the at wills for brand of the sun. Otherwise Awakening Sun is about the only save granting power he has. I wanted to squeeze bleesing of corellon in there somewhere, but could not think of what I would drop. lightning storm elf stalker Show Elf Templar/paragon of victory/Destined Scion Battle clerics lore Starting Stats 10 13 15 8 20 10 Final Stats 12 16 24 10 30 12 Background: Wild Elf Theme: Hospitaler Trained Skills: Perception Stealth Religion Heal Insight At Wills Storm hammer (retrain at some point for brand of the sun) Singing strike 1 Ringing blow 1 Nimbus of Holy Shielding (or moment of glory) 2 Shield of Faith 3 Death's Call 5 Inspire Fervor 6 Spirit of Healing 7 Wrathful lightning 9 Blade Barrier 10 Word of Vigor 13 Awakening Sun (or Roar of Thunder) 15 Aura of Astral Radiance 16 Cloak of Courage 17 Winds of Fury 19 Fire Storm 22 Ramparts of Light 23 Thunder of Justice 25 Call the Hungry Ghosts 27 Valorous Charge 29 Astral Storm Weapon Proficiency Spiked Chain Mark of Storm Flail Expertise Improved Defenses Monastic Disciple (centered breath) Storm Sacrifice Scale Expertise Fluid Motion Gamblers Word Melee Training Superior Will Shielding Word Supreme Healing Superior Initaitive Glorious Channeler Divine Mastery Epic Fortitude Uncanny Dodge (not sure why this is bolded)
GelO, I would like to possibly request an updated version of the Ike Turner build, if you've got free time. I can tell you right now, it'll be used ONLY against undead, so anything like Demon/Devilbane isn't needed, at least in my case. I may try to work up a Paladin/Slayer of the Dead as well.
Post on my Undead Apocalypse Op if you get a chance.
I will work on that in the next day or so. I haven't really closely looked at that build since the changes in turn undead.
I also added two new builds recently. One is kind of a novelty build I call the Flying Nun. A Hengeyokai pacifist cleric that uses a lot of sustainable dailies, summons, and standard action utility powers. You can fly at will with this build and even though you can't make attacks while flying you can sustain your dailies and use standard action utilities to still be useful. Its not super optimized, but its a way to use the Hengeyokai racial ability a lot while still being useful. flying nun Show Hengeyokai Miracle Worker Avatar of Hope Stats 10 13 16 8 18 14 Final Stats Battle Clerics Lore CD Favor of the Gods CD Healers Mercy Theme Background At will: Saced Flame At will: Astral Seal 1 Bane 1 Moment of Glory 2 Angelic Witnesses 3 Hymn of Resurgance 5 Consecrated Ground 6 Divine Favor 7 Peacemakers light 9 Blade Barrier 10 Wall of Shields 13 Deadly Lure 15 Tree of Creation 16 Cloak of Courage 17 Sever the Source 19 Fire Storm 22 Adjure The Chosen 23 Rebuke the Wrathful 25 Sacred Word 27 Healer's Reproof 29 Astral Storm Heroic Feats Pacifist Healer Holy Symbol Expertise Mark of Healing Superior Will Resourceful Leader Improved Defenses Paragon Battlewise Scale Specialization Armored by Faith Shielding Word Uncanny Dodge Hope Remains Epic Supreme Healer Glorious Channeler Beatific Healer Epic Reflexes Epic Fortitude Superior Initiative The other is El Jefe, a Deva hybrid bard mc druid Heartwarder that has a lot of control through domination and forced movement. Good enabling through bard powers and cleric powers that provoke OA like cause fear and deadly lure. Has domination once a day and once an encounter at level 11 with a second encounter domination at level 17, which provides some more OA. And has more domination in late epic. Also good ally buffing and movement. el jefe Show ====== Created Using Wizards of the Coast D&D Character Builder ====== El Jefe, level 30 Deva, Cleric/Bard, Heartwarder, Reincarnate Champion Hybrid Cleric Option: Battle Cleric's Lore Hybrid Bard Option: Hybrid Bard Reflex Hybrid Talent Option: Bardic Virtue Bardic Virtue Option: Virtue of Prescience Epic Vitality Option: Epic Vitality Charisma Past Spirit Option: Past Spirit (Elf) Past Spirit Option: Past Spirit (Tiefling) Akanûl (Akanûl Benefit) Theme: Noble FINAL ABILITY SCORES STR 10, CON 14, DEX 12, INT 14, WIS 26, CHA 28 STARTING ABILITY SCORES STR 8, CON 12, DEX 10, INT 12, WIS 16, CHA 16 AC: 45 Fort: 44 Ref: 41 Will: 47 HP: 171 Surges: 16 Surge Value: 42 TRAINED SKILLS Bluff +33, Insight +32, Intimidate +31, Nature +30, Perception +30 UNTRAINED SKILLS Acrobatics +17, Arcana +20, Athletics +16, Diplomacy +35, Dungeoneering +26, Endurance +18, Heal +26, History +22, Religion +22, Stealth +17, Streetwise +27, Thievery +17 POWERS Basic Attack: Melee Basic Attack Basic Attack: Ranged Basic Attack Noble Utility: Noble Presence Deva Racial Power: Memory of a Thousand Lifetimes Cleric Utility: Healing Word Bard Feature: Majestic Word Elf Racial Power: Elven Accuracy Tiefling Racial Power: Infernal Wrath Bard Attack 1: Staggering Note Cleric Attack 1: Astral Seal Bard Utility 2: Moment of Escape Cleric Utility 6: Bastion of Health Bard Utility 10: Illusory Erasure Heartwarder Attack 11: Siren Voice Heartwarder Utility 12: Sune's Shield Cleric Utility 16: Hallowed Ground Druid Attack 17: Infiltrating Drone Cleric Attack 19: Beacon of Doom Heartwarder Attack 20: Sune's Kiss Bard Utility 22: Climactic Chord Bard Attack 23: Chant of Bad Fortune Bard Attack 25: Frenzied Rhythm Reincarnate Champion Utility 26: Swift Reincarnation Cleric Attack 27: Healer's Reproof Cleric Attack 29: Enforced Surrender FEATS Novice Power Level 1: Hybrid Talent Level 2: Sentinel Initiate Level 4: Staff Expertise Level 6: Superior Implement Training (Accurate staff) Level 8: Improved Defenses Level 10: Superior Will Level 11: Prescient Aid Level 12: Distant Advantage Level 14: Battle Intuition Level 18: Gambler's Word Level 21: Supreme Healer Level 21: Divine Mastery Level 22: Prescient Resurgence Level 24: Royal Command of Asmodeus Level 26: Epic Fortitude Level 28: Quickened Spellcasting Level 30: Epic Reflexes ITEMS Adventurer's Kit Symbol of the Holy Nimbus +1 Bag of Holding Mesmerizing Harp Amulet of Seduction +6 x1 Accurate staff of Command +6 x1 Dawn Warrior Titanscale Armor +6 x1 Luminary Ring x1 Ring of Tenacious Will x1 Essence of the Wisp x1 Belt of Vim (paragon tier) x1 Rapidstrike Bracers x1 Gloves of the Healer (epic tier) x1 Sandals of Avandra x1 Symbol of Victory +2 Breakchain Tattoo (epic tier) x1 Solitaire (Cerulean) Fey Flute Folding Astral Skiff ====== End ======
Awesome, thanks, I hope the updated version is as good as the previous one! Also, I like the new builds, very cool concepts & builds. I haven't gotten to really examine the Hengeyokai so I'll have to grab the article and check em out.
Their big trick is that they can take an animal form at will, but can't use attack powers while in the form. They can sustain attack powers and use utilities. Its a minor action to switch forms and you can do it once per round. Some of the forms give flight, swim, climb, or burrowing speeds.
So you cast the big sustainable power, and then can fly around over the battlefield the next turn over your enemies and then next round sustain and use a utility if you don't want to turn back to human form. I picked it because I tought cleric was one of the classes that suffers least from being unable to attack some rounds and it gives a wisdom bonus.
Added two new builds recently: First is an updated white mage type build since I had not seen an updated one in a while. Deva mc Bard Messenger of Peace Soul of the World that focuses on maxing out healing word and buffing allies/debuffing enemies. Not a maxed out healing build, but a pratical one that should speed up battles, brings good control. and has a ton of buffing that goes off with healing word.
Ultimate healing word Show Deva Templar MC Bard /Mesenger of Peace/Soul of the World Start Stats 10 13 8 10 20 15 (or 10 13 8 11 18 18) Trained Skills: Religion Heal Perception Diplomacy Insight Powers: Deadly Lure Adjure the Feats Improved Defenses Supreme Healing Feats I could not fit in: Armored by Faith /glorious Channeler/distant advantage/ kol koran’s boon/ power of life/ healer’s implement Items symbol of holy nimbus +6, Healer’s broach +6, +5 mace of healing + 5 holy healer’s weapon. +6 stormlords titanscale. Epic gloves fo the healer; Ring of tenacious will; Luminary ring; Belt of the witch king; backtrack bindings; eye of awareness. The goal isn’t necessarily to do the most healing possible with this build, although it does heal a ton, but to make a very good healer who also brings a lot of debuffing and buffing and is an overall practical build. There is a big focus on healing word. At level 21 up to 4 uses an encounter, each targetting 2. By 30 the total bonus to a use of healing word is surge + 6d6 (base)+ 3d6 + cha 6 (PH) +2d6 (gloves of the healer) +6 (BH) +5 (Mace of healing) + 5 (holy healer’s weapon) + 6 (Healer’s broach) every you and ally within five get 12 temp hitpoints. (this assumes first set of stats). For a total of surge +11d6+ 23 + 12 temp And it gives a +2 power bonus to attack EONT (BCL); a save (MoH); either a shift or +2 untyped bonus to defense to one target (LLO); + 2 untyped bonus to defenses EONT (SW); +6 power bonus to defenses to next attack (DHW) and one target is made insubstantial EONT (GR). Tiefling also works for your soul of the world race if you want to go with Blessing of Asmodeus for some domination. Second an avenger hybrid mc invoker astral savant that uses that combines power of the sun, solar enemy, and domain synergy to spam radiant vengence and lance of faith with a +2 bonus to hit with radiant vulnerability and lots of bonus radiant damage. Off turn has 3 different immediate reaction close burst powers. Doesn't use oath until paragon or get the double roll, but gets benefits from avenger feats like painful oath and hand of divine guidance. Gets invoker benefits of invoker's blaze and invokers aura. Still has good healing and a couple of other leader tricks. laser hybrid build Show Race: Human (for the extra feat/heoric effort/skill/defenses, but longttoth shifter for some extra damage/regen or Deva or even something else like elf could work.) Cleric (battle clerics lore)/Avenger Stats 10 12 8 13 20 11, with boosts to int and ED Destined Scion (Radiant one also works) Trained Skills: Perception Nature Insight Arcana Religion 1 Hybrid talent (CD Favor of the gods or maybe turn undead, it won’t be used till epic) Other feats I wanted: singing stick prof. epic fortitude. Superior initiative. If I got rid of invoker stuff I could add 2 of these these in along with implement focus for invoker’s blaze. Powers At wills: Radiant Vengence (temp hitpoints and causes vulnerability to radiant and +2 to hit with domain synergy, in epic it also grants CA) 1 Seeking Brand Symbol of divine light is my choice for symbols starting at 17 since it adds an extra 5 radiant damage most of the time. Leaning towards a sun disk of pelor so all the damage it does is radiant before then. Symbol of brilliance is also a possibility since it will crit a decent amount. Other items: ring of radiant storm. Flame bracers. Bloodfury longsword and light mace of healing.
I think the hybrid section is missing the 'wow, Cleric is good to poach' option, which consists of the following:
BCL Cleric. 6: Bastion of Health 10: Word of Vigor Done. You have 3 encounter heals by 10th, base AC of 19 at 1st level, a variety of good Str or Wis powers to add onto a build and that's really all you need. Examples: Fighter|Cleric - get rid of the Shield, yet have Scale+Shield AC. Hybrid for Two-Handed Fighter, take Pinning Immobilization at 11th. Use mostly Fighter powers, so your targets are marked - when they try to get away, you hit them and they stop moving. Pick up Righteous Brand with Power of Skill Thaneborn Barbarian|Cleric - hybrid talent for Thaneborn, just do standard Thaneborn Barbarian choices without having to take all the armor feats. Sorcerer|Cleric - hybrid for Cosmic Soul, just do standard Sorcerer choices, except with the AC to easily go hand to hand. I'd also point out human hybrids tend to be a lot better than other races for this, as they can usually get that crucial second at-will that makes everything a bit better.
I did a thaneborn like that right after BCL came out. I will see if I can find the post.
Edit: Here you go. It also uses paragon of victory for the path. It needs a few tweaks, like I think I made it before sohei came out so it has noble as the theme. It could use master of stories more than resourceful leader. The only cleric feat it has is gamblers word and something like supreme healer wouldn't hurt.
I added a domination domain build the other day. Githzerai MC fighter/devout warpriest with a bastard sword and has heavy blade opportunist to keep enemies prone when they try to stand up and has headmans chop.
That was the biggest obvious gap in the handbook. I don't have a torm or selune warpriest build up, but those don't seem to have a real pressing need since those are two of the easiest warpriests to build. Are there any other obvious builds the handbook is missing?
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