These 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.
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 Cleric Attack 1: Righteous Brand Cleric Attack 1: Recovery Strike Cleric Utility 2: Blackened Soul Cleric Attack 3: Sacred Shielding Cleric Attack 5: Augment of War Cleric Utility 6: Stream of Life Cleric Attack 7: Strike of Judgment Cleric Attack 9: Divine Power Cleric Utility 10: Reverent Mettle Angelic Avenger Attack 11: Astral Wave Angelic Avenger Utility 12: Angelic Presence Cleric Attack 13: Inspiring Strike Cleric Attack 15: Ivory Rampart
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
ITEMS Ritual Book Brew Potion Tenser's Floating Disk Adventurer's Kit Dazzling Fullblade +3 x1 Summoned Kreen Scale Armor +4 x1 Healer's Brooch +3 x1 Symbol of Victory +2 x1 Iron Armbands of Power (heroic tier) x1 Boots of the Fencing Master (heroic tier) x1 Fey-Blessed Circlet (heroic tier) x1 Belt of Vim (heroic tier) x1 Strikebacks (heroic tier) x1 ====== End ======
====== 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
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 ======
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.
Sundering Might (Mighty Hew is a good option as well) Weapon of Astral Flame Words Are Not Enough Weapon of The Gods Strength of Spirit Divine Power
Divine Beacon Holy Spark
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
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 ======
These templars value both strength and wisdom. They can either be all weapon attacks or can have a mix of weapon and implement attacks.
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.
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
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 ======
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.
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 ====== Dual Purpose - Copy, level 30 Longtooth Shifter, Cleric, Tactical Warpriest Paragon Path, Indomitable Champion Background: Aglarond (Aglarond Benefit)
FINAL ABILITY SCORES Str 24, Con 14, Dex 16, Int 10, Wis 26, Cha 12.
STARTING ABILITY SCORES Str 16, Con 11, Dex 13, Int 8, Wis 16, Cha 10.
ITEMS Ritual Book, Adventurer's Kit, Rushing Cleats (heroic tier), Brilliant Energy Greatspear +6, Dawn Warrior Scale Armor +6, Medic's Amulet +6, Ring of Ramming (paragon tier), Foe Binder Ring (paragon tier), Iron Armbands of Power (paragon tier), Gloves of the Healer (epic tier), Essence of the Wisp (epic tier), Belt of Vitality (epic tier), Symbol of Brilliance +5, Symbol of Hope +1, Symbol of Victory +2, Fireheart Tattoo (epic tier), Solitaire (Cerulean) (epic tier), Solitaire (Citrine) (paragon tier), Elixir of Flying (epic tier), Potion of Clarity (level 20), Elixir of Invisibility (paragon tier), Battle Standard of Healing (heroic tier), Ebony Fly (heroic tier)
RITUALS Gentle Repose ====== Copy to Clipboard and Press the Import Button on the Summary Tab ======
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.
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)
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.
These 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.
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.
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
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.
Items: Strikebacks, Crusaders Mordenkrad, IAOP, Champion’s Haubrak, Phrenic Crown, Ring of the radiant storm,
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.
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.
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.
Lots of various penalities to enemies damage, attacks, and damage, with boosts to AC and other defenses as well. Remorse is the only power not close or melee. Decent enabling with 2 ally reroll channel divinity powers in epic, with some ally movement and attacking powers like inspire fervor and wrathful lightning. I want to try to fit in hammer rythm in epic and wary fighter as well, but not sure what to take out. Epic Fortitude and Reflex would also work.
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 Theme Yakuza (-2 to hit you for encounter until hit after bloodying/killing an enemy) Tactical warpriest (+1 untyped ac bonus) Adamantine Soldier (+2 untyped ac bonus)
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 Mighty Crusader Battle Awareness Small warrior’s defense (+2 untyped bonus ac & reflex) Mark of Healing Superior Will Melee Training
Dizzying Mace (retrained at 27 to Channel Divinity: Glittergold’s Gambit) Improved Defenses Lost in the Crowd conditional untyped +2 AC bonus Scale Specialization +1 feat bonus to AC Gamblers Word Shielding Word
Divine mastery Supreme Healer Superior Initative Glorious Channeler Armored by Faith Halfling stalwart (+1 to hit marked creatures)
Powers Brand of the sun Tenebrous Blessing
Earthen Hail Moment of Glory Blackened Soul Hammering Wind (retrained to astral flare at 11) Inspire Fervor Minor Threat (racial feat power, +2 power bonus to defenses while boodied) Wrathful Lightning Blade Barrier Word of Vigor
Remorse Tree of creation Hallowed Ground Death’s Call Supernal Radiance
Adjure the Chosen Spirit Flame Sacred Word Valorous Charge Breath of the stars
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.
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* Brand of the Wild*
Prophetic Guidance Moment of Glory* Shield of Faith Hymn of resurgance* Consecrated Ground Spirit of Healing Peacemaker’s light Blade barrier Umbral Soul
Call to the Dark (I would actually take remorse* or mantle of glory*) Aura of astral radiance Hallowed Ground Sever the source Wrathful judgement (might take suprenal radiance*)
Adjure The Chosen Death Touch (I would actually take spirit Flame* or brilliant idea) Divine battlelord (might take call to the hungry ghosts*) Valorous Charge Breath of the stars*
Heavyblade Expertise/Weapliment expertise Pact Initiate (Star Pact) Starfire Womb Mark of healing Improved Defenses Battlewise
Armored By Faith Gambler's word Superior Will Shielding Word Traveler's Gift Uncanny Dodge (retrained at 21 for Glorious Channeller)
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.
These 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
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.
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.
These 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.
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
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.
Deva Templar MC Bard /Mesenger of Peace/Soul of the World
Options: Battle Clerics lore CD Favor of the Gods CD Healer’s Mercy Background Auspicsious Birth Theme Knight Hospitaler PP Messenger of Peace ED Soul of the World Soul of the World Race 1 (Shadar Kai) Race 2 (Satyr)
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).
You also get one use of skalds healing power 1/enc, and it gets all the non-cleric specific bonuses from above. One use of bastion of health/enc and it gets most of the bonuses listed above except the ones specific to healing word. 2 uses of shield of devotion by level 10 to use up your immediate actions.
Despite the low off stats, its still hard to hit in melee. Has BCL for good AC, super high will, doesn’t grant CA off turn as long as he is attacking and gets a near constant +2 to defenses, and enemies get -2 to hit when within 2 squares of him.
Good buffing and debuffing powers as well, with lots of enemy attack denial and boosts to party’s offense and a couple attack reroll powers, with a little bit of enabling with deadly lure and valorous charge.
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.
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.
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.
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
Warpriests: Sun, Earth, Storm, Death, and Domination
These 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.
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.
Build Objective: BE A TOUGH GUY!!! (...and make the rest of your buddies Tough Guys, too)
Build FeaturesHide 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
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.
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
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.
Resilient focus (+2 feat bonus) Destined scion (+2 untyped) Stubborn Survivor +2 untyped when no action points remaining Warpriest +2 untyped for death saves for him and nearby allies. Background: +1 dazed, stunned, immobilized or restrained Boots: +2 item bonus slowed immolibized or restrained (minor action save vs these conditions) Crownring: +3 item bonus vs dazed, stunned, or dominated. Shared Perseverence: +1 untyped bonus to allies saves.
I thought about going either devout warpriest (+2 to saves granted with brand of the sun) or annointed champion (+2 to saves at level 16). But I liked picking up a couple of more radiant themed powers and the improved crit range for things like gamblers word. Human could works as well with sacred flame as the third at will and would give you the bonus feat, but half elf gives you access to the same feats and the extra ranged radiant dilletante power with +2 to constitution. If I was going human I would switch out versatile master for the deva hertiage/radiant recovery feats to contantly generate temp hitpoints and its possibly worth switching out some feats for that already. The stonefowl familiar would be a good addition if it could fit in somewhere for the +5 encounter bonuse vs slowed, immobilized or petrified.
It did not port over quite right, but I think the numbers are all correct.
====== Created Using Wizards of the Coast D&D Character Builder ======
Can’t Hold Me Down, level 30 Half-Elf, Warpriest, Radiant Servant, Destined Scion Pact Initiate: Pact Initiate (star pact) Versatile Expertise: Versatile Expertise (Heavy Blade) Versatile Expertise: Versatile Expertise (Holy Symbol) Background: Arcane Student Who Saw Too Much (Arcane Student Who Saw Too Much Benefit)
FINAL ABILITY SCORES Str 12, Con 28, Dex 13, Int 10, Wis 28, Cha 15.
STARTING ABILITY SCORES Str 10, Con 16, Dex 11, Int 8, Wis 16, Cha 13.
POWERS This didn’t copy over. Standard sun domain powers. Dire radiance for his warlock encounter power and hand of radiance for his dilletante. Dailies: Nimbus of Holy Shielding Inspire Fervor Blade Barrier Tree of Creation Sacred Word Breath of the Stars Utilities: Shield of Faith Spirit of Healing Reverent Mettle Astral Shield Ramparts of Light
ITEMS Adventurer's Kit, Heavy Shield, Holy Avenger Bastard sword +6, Rebuking Kingmail Armor +6, Periapt of Cascading Health +6, Ring of the Radiant Storm (paragon tier), Crownring of Tchazzar (paragon tier), Boots of Free Movement (heroic tier), Symbol of Scorned Fate +1, Ring of Shadow Guard (paragon tier), Rapidstrike Bracers (paragon tier), Stalwart Belt (epic tier), Gloves of the Healer (paragon tier)
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======
These tend to be good at pushing and defense boosting.
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.
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.
One of the better offensive warpriest domains with a good bit of enabling.
- 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.
Str 12 Con 16+2 Dex 12 Int 8 Wis 16+2 Cha 10
Str 15 Con 27 Dex 14 Int 10 Wis 28 Cha 12
HP 184 Bloodied 92 Surges per day 15 Surge Value 46
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
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 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.
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 ======
FEATS Level 1: Acolyte of Divine Secrets Level 2: Staff Expertise Level 4: Superior Implement Training (Accurate Staff) Level 6: Superior Will Level 8: Novice Power Level 10: Battlewise Level 11: Pyschic Lock Level 12: Versatile Master Level 14: Improved Defenses Level 16: Gambler's Word Level 18: Armor Proficiency (Scale) Level 20: Action Surge Level 21: Invoker Implement Expertise Level 22: Supreme Healer Level 24: Divine Mastery Level 26: Invoker Defense Level 28: Blind-Fight Level 30: Resiliant Focus
POWERS This didn’t copy over. Standard Death domain powers with the level 1,13,27 swapped out starting level 8 for astral terror, deadly doubt and compel action. Visions of Blood for his dilletante Dailies: Font of Tears Sundered Fortune Blade Barrier Supernal Radiance Life Lanterns Breath of the Stars
Utilities: Shiled of Faith Spirit of Healing Battle Surge Cloak of Courage Adjure the Chosen
ITEMS Adventurer's Kit, Heavy Shield, Rapidstrike Bracers, Dimensional Stride Boots, Gloves of the Healer (epic), Symbol of Victory +2, Ring of Winter, Bone Ring of Preservation, Piecemiel Titanscale Armor +6, Healer's Brooch +6, Stallwart Belt (epic). Headband of Intellect, Accurate Staff of the Lich +6
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.
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
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 ======
The 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 wis mod extra damage at level 16. At 11 enemies take con mod psychic damage if the end their turn next to him and at 21 wis mod damage if they start their turn next to him.
Gitzerai Theme Elemental Initiate PP devout warpriest ED Destined Scion Starting: Str 14 Con 14 Dex 15 Int 8 Wis 18 Cha 10 Final: Str 16 Con 24 Dex 17 Int 8 Wis 28 Cha 10
1 Githzerai blade master Ki focus Expertise (Devout Protector expertise with a different theme) Blade Opportunist (+2 vs OAs) Headman’s chop (+5 damage vs prone) Superior Will Wrathful Warrior
11 Heavy Blade Opportunist Psychic Lock Improved Defenses Focused Superiority (bonus to OA damage = to wis mod) Wary Fighter Githzerai Healer (or Mark of Healing)
21 Slashing Storm (extra damage if they start turn next to him =wis mod) Divine Mastery Supreme Healer Reserve Manuever Epic Reflexes Scale Proficiency
Daily Powers Moment of Glory Inspire Fervor Blade Barrier Sacred Armistice Moment of Peace Sacred Word Breath of the Stars
Utility Powers Balancing Step Holy Celerity Word of Vigor Cloak of Courage Ramparts of Light
Items: Magnificents tsor horrid dispatch (=1 item bonus to fear attacks) Ring of Sorrows (+1 bonus to fear attacks)
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
These are similar to the other warpriests, but with different domains.
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.
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.
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
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
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.
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
These 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.
This is by sagacious atom. Needs battle cleric lore, but besides that is fairly up to date. Heavy on the ranger side.
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.
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.
Why 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.
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 STR 12, CON 14, DEX 10, INT 16, WIS 24, CHA 26
STARTING ABILITY SCORES STR 10, CON 12, DEX 8, INT 12, WIS 16, CHA 16
ITEMS Adventurer's Kit Cunning Rapier +6 x1 Soulwarding Dragonscale Armor +6 x1 Brooch of Vitality +6 x1 Fey Warrior's Boots x1 Belt of Vitality x1 Eye of Awareness x1 Ring of Tenacious Will x1 Luminary Ring x1 Iron Armbands of Power (paragon tier) x1 Symbol of the Champion's Code +4 x1 Foe Caller Gauntlets x1 Light mace of Healing +4 x1 ====== End ======
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.
"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.
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 ======
Hybrid at-will 1: Weight of Earth Hybrid at-will 1: Storm Hammer Hybrid encounter 1: Warden's Sacrifice Hybrid daily 1: Form of Winter's Herald Hybrid utility 2: Triumphant Vigor Hybrid encounter 3: Granite Shield Hybrid daily 5: Divine Castigation Hybrid utility 6: Stream of Life Hybrid encounter 7: Sheltering Storm (retrained to Blessing of Dust at level 11) Hybrid daily 9: Form of the Vengeful Storm Hybrid utility 10: Word of Vigor Hybrid encounter 13: Rumbling Doom (replaces Warden's Sacrifice) Hybrid daily 15: Form of the Avalanche Unleashed (retrained to Ivory Rampart at Level 20) (replaces Form of Winter's Herald) Hybrid utility 16: Cleansing Earth Hybrid encounter 17: Winds of Fury (replaces Granite Shield) Hybrid daily 19: Thundering Bolts (replaces Divine Castigation) Hybrid utility 22: Mass Cure Serious Wounds Hybrid encounter 23: Earthen Chains (replaces Blessing of Dust) Hybrid daily 25: Righteous Might (replaces Ivory Rampart) Hybrid encounter 27: Weight of the Mountain (replaces Rumbling Doom) Hybrid daily 29: Form of the Grim Harvester (replaces Form of the Vengeful Storm)
ITEMS Lightning Gouge +6, Nightmare Hide Armor of Dark Deeds +6, Cloak of Survival +6, Heavy Shield
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======
Blaze 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.
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 wis.
ED Destined Scion (Radiant one also works) Theme Devils pawn? Oozemaster? Background: something that boosts perception or hitpoints 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) Bonus Feat Solar Enemy 2 Power of the sun 4 Acolyte of Divine Secrets (hand of radiance) 6 Holy Symbol Expertise 8 Domain Synergy 10 Battlewise 11 Painful Oath 12 Superior Implement Astral Symbol 14 Invoker’s blaze 16 Gambler’s word 18 Improved Defenses 20 Superior Will 21 Radiant Advantage 22 Hand of Divine Guidance 24 Invoker’s Aura 26 Punishing radiance 28 Supreme Healing 30 Glorious Channeler
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.
At wills: Radiant Vengence (temp hitpoints and causes vulnerability to radiant and +2 to hit with domain synergy, in epic it also grants CA) If I don’t go heroic effort I would use Avenging Shackles for extra at will since it’s an RBA for any leaders in the party Lance of Faith (boosts allies to hit and causes vulnerability to radiant and +2 to hit with domain synergy, in epic it also grants CA) Invoker: Hand of radiance (since it benefits from tdoimain synergy) or maybe visions of blood.
1 Seeking Brand 1 Moment of Glory 2 Loyal Sanction 3 Death Surge 5 Light of Truth 6 Bastion of Health 7 Peal of Thunder 9 Flame Strike 10 Wings of Vengence 13 Ominous Portent 15 Tree of Creation 16 Summons To duty 17 Death's call 19 Suprenal Radiance 22 Refuge of Piety 23 (keep peel of thunder) 25 Amber Prisons 27 Auspicious foresight 29 Breath of the stars
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.
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.
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 ======
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 Dwarf Barbarian/Templar MC Warlord Paragon Path: Paragon Of Victory Epic Destiny: Destined Scion Theme: Noble Background: Born Under a Bad Sign Starting Stats: Str 18 Con 15 Dex 11 Int 8 Wis 10 Cha 16 Final stats Str 28 Con 17 Dex 13 Int 10 Wis 12 Cha 26
1 Mighty Hew 1 Life Thane Rage 2 Bloodthirsty Resurgance 3 Rippling Blades 5 Weapon of the Gods 6 Holy Celerity (retrained to laugh it off at 10) 7 Curtain of Steel 9 Oak Hammer Rage 10 Word of Vigor
13 Angel’s rescue 15 Rage of the War Bringer 16 Kill Them All 17 Devestating Blow (Retrained to violence betrayed at level 27) 19 Holy Wrath
22 Emboldening Courage 23 Berserker’s Shout 25 Ash Hammer Rage 27 Hurricane of Blades or Valorous Charge 29 World Serpent Rage
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."