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Dungeons & Dra.. 4e Character Optim.. Ideas for a Paladin/Cleric "can't hit me" build
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1 year ago  ::  Feb 14, 2012 - 11:50AM #1
GelatinousOctahedron
Date Joined: Jun 30, 2008
Posts: 5,740
So I was thinking an interesting possible defender debuffer build would be a mix of paladin and cleric to take powers that prevent enemies from attacking you while ramping up a paladins mark punishment.  Something like a hybrid cleric/paladin with powers like fey beguiling and enthrall, both of which prevent enemies from attacking you.  Oracle of the evil eye theme has a level 10 utility that prevent an enemy from attacking you until EONT as a reaction so I am leaning towards that as the theme, plus its attack power fits this idea well.
 
Would it be better to go all paladin with a couple cleric powerswaps?   Would it work if I started cleric and did Soldier of Faith and then power swapped for call of challenge?  Or is hybrid the way to go? I am leaning towards hybrid with channel divinity for the hybrid talent since not having paladin armor won't be a big deal with BCL and this build.

The two paragon paths that stand out to me are Shiere Knight for the encounter power ensorcelled mind, but that requires you go eladrin, and gnome knightcloak, which I like a little more and requires you to go gnome.  The big problem with both of those is that they don't give you a wisdom bonus, but that would not be a big deal if you start with paladin and only take fey beguiling as a power swap since its weapon vs will.  Dragonslayer would work decently and could allow for a race with wis/cha if I went hybrid.

After a search of the compendium, the only other powers I found that seem to automatically prevent enemies from attack you are assassin powers (not counting stuns and dominate).

Any thoughts?

Edit: here is a gnome hybrid based on this idea with Gnome Nightcloak, Deadly Trickster, Cultist, and Oracle of the Evil Eye theme.

Deadly Gnome Cultist! Level 7 Show


====== Created Using Wizards of the Coast D&D Character Builder ======


Can't hit me, level 7
Gnome, Cleric/Paladin
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)
Cultist (Stealth class skill)
Theme: Oracle of the Evil Eye 


FINAL ABILITY SCORES
STR 10, CON 12, DEX 8, INT 14, WIS 17, CHA 19 


STARTING ABILITY SCORES
STR 10, CON 12, DEX 8, INT 12, WIS 16, CHA 16 


AC: 25 Fort: 17 Ref: 17 Will: 20


HP: 55 Surges: 9 Surge Value: 13


TRAINED SKILLS
Arcana +12, Diplomacy +12, Intimidate +14, Stealth +9


UNTRAINED SKILLS
Acrobatics +2, Athletics +3, Bluff +9, Dungeoneering +6, Endurance +4, Heal +6, History +5, Insight +6, Nature +6, Perception +6, Religion +5, Streetwise +7, Thievery +2 


POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Oracle of the Evil Eye Attack: Gaze of the Evil Eye
Gnome Racial Power: Fade Away
Wizard Utility: Ghost Sound
Cleric Utility: Healing Word
Paladin Feature: Divine Challenge
Cleric Attack 1: Sonnlinor's Hammer
Paladin Attack 1: Ardent Strike
Paladin Attack 1: Fearsome Smite
Cleric Attack 1: Curse of Misfortune
Paladin Utility 2: Call of Challenge
Cleric Attack 3: Astral Flare
Paladin Attack 5: Name of Might
Cleric Utility 6: Bastion of Health
Cleric Attack 7: Fey Beguiling 


FEATS
Level 1: Versatile Expertise
Level 2: Armored Warrenguard
Level 4: Blade Initiate
Level 6: Commanding Vow 


ITEMS
Jolting Guard Rapier +2 x1
Deathsteel Scale Armor +2 x1
Amulet of Protection +2 x1
Boots of Adept Charging
Bracers of Mighty Striking (heroic tier)
Beryl of Catastrophe Avoidance (heroic tier)
Adventurer's Kit
Dagger
====== End ======


 


deadly gnome cultist! level 15 Show



====== Created Using Wizards of the Coast D&D Character Builder ======


Can't hit me, level 15
Gnome, Cleric/Paladin, Gnome Nightcloak
Hybrid Cleric Option: Battle Cleric's Lore
Hybrid Paladin Option: Hybrid Paladin Fortitude
Hybrid Talent Option: Channel Divinity (Hybrid Cleric)
Versatile Expertise Option: Versatile Expertise (Light blade)
Versatile Expertise Option: Versatile Expertise (Pick)
Cultist (Stealth class skill)
Theme: Oracle of the Evil Eye 


FINAL ABILITY SCORES
STR 11, CON 13, DEX 9, INT 15, WIS 20, CHA 22 


STARTING ABILITY SCORES
STR 10, CON 12, DEX 8, INT 12, WIS 16, CHA 16 


AC: 31 Fort: 25 Ref: 25 Will: 30


HP: 96 Surges: 9 Surge Value: 24


TRAINED SKILLS
Arcana +16, Diplomacy +18, Intimidate +20, Stealth +19 


UNTRAINED SKILLS
Acrobatics +6, Athletics +7, Bluff +15, Dungeoneering +12, Endurance +8, Heal +12, History +9, Insight +12, Nature +12, Perception +12, Religion +9, Streetwise +13, Thievery +6 


POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Oracle of the Evil Eye Attack: Gaze of the Evil Eye
Gnome Racial Power: Fade Away
Wizard Utility: Ghost Sound
Cleric Utility: Healing Word
Paladin Feature: Divine Challenge
Cleric Utility: Favor of the Gods
Cleric Attack 1: Sonnlinor's Hammer
Paladin Attack 1: Ardent Strike
Paladin Utility 2: Call of Challenge
Cleric Attack 3: Astral Flare
Paladin Attack 5: Name of Might
Cleric Utility 6: Bastion of Health
Cleric Attack 7: Fey Beguiling
Cleric Attack 9: Dismissal
Oracle of the Evil Eye Utility 10: Evil Eye Mesmerism
Gnome Nightcloak Attack 11: Shadowstride Rebuke
Gnome Nightcloak Utility 12: Cover of Night
Paladin Attack 13: Eye for an Eye
Paladin Attack 15: True Nemesis 


FEATS
Level 1: Versatile Expertise
Level 2: Armored Warrenguard  
Level 4: Blade Initiate
Level 6: Commanding Vow
Level 8: Bitter Challenge
Level 10: Battlewise
Level 11: Forceful Challenge
Level 12: Improved Defenses
Level 14: Hybrid Talent  


ITEMS


Adventurer's Kit
Dagger
Challenge-Seeking Rapier +4 x1
Black Iron Mekillot Scale Armor +3 x1
Cloak of Displacement +3 x1
Boots of Quickness (heroic tier) x1
Belt of Vim (heroic tier) x1
Circlet of Mental Onslaught x1
Resplendent Gloves (heroic tier) x1
Symbol of Victory +2 x1


====== End ======


 



deadly gnome cultist! level 30 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 


AC: 45 Fort: 41 Ref: 39 Will: 46
HP: 192 Surges: 16 Surge Value: 48 


TRAINED SKILLS
Arcana +25, Diplomacy +28, Intimidate +30, Stealth +30 


UNTRAINED SKILLS
Acrobatics +15, Athletics +16, Bluff +25, Dungeoneering +22, Endurance +17, Heal +22, History +18, Insight +22, Nature +22, Perception +22, Religion +18, Streetwise +23, Thievery +15 


POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Oracle of the Evil Eye Attack: Gaze of the Evil Eye
Gnome Racial Power: Fade Away
Wizard Utility: Ghost Sound
Cleric Utility: Healing Word
Paladin Feature: Divine Challenge
Cleric Utility: Favor of the Gods
Cleric Attack 1: Sonnlinor's Hammer
Paladin Attack 1: Ardent Strike
Paladin Utility 2: Call of Challenge
Cleric Utility 6: Bastion of Health
Oracle of the Evil Eye Utility 10: Evil Eye Mesmerism
Gnome Nightcloak Attack 11: Shadowstride Rebuke
Gnome Nightcloak Utility 12: Cover of Night
Paladin Utility 16: Liberation
Cleric Attack 17: Enthrall
Cleric Attack 19: Moment of Peace
Gnome Nightcloak Attack 20: Tumultuous Shadowflow
Cleric Utility 22: Ramparts of Light
Cleric Attack 23: Shared Secrets
Paladin Attack 25: Discipline the Unruly
Deadly Trickster Utility 26: Epic Trick
Paladin Attack 27: Deific Vengeance
Paladin Attack 29: Even Hand of Justice 


FEATS
Level 1: Versatile Expertise
Level 2: Armored Warrenguard
Level 4: Blade Initiate
Level 6: Commanding Vow
Level 8: Bitter Challenge
Level 10: Battlewise
Level 11: Forceful Challenge
Level 12: Improved Defenses
Level 14: Hybrid Talent
Level 16: Superior Will
Level 18: Virtuous Recovery
Level 20: Hero's Poise
Level 21: Weakening Challenge
Level 22: Radiant Advantage
Level 24: Divine Mastery
Level 26: Gambler's Word
Level 28: Paladin's Truth
Level 30: Persistent Challenge 


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 ======



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1 year ago  ::  Feb 14, 2012 - 12:06PM #2
mellored
Date Joined: Jul 8, 2008
Posts: 19,469
Sounds fun.

Hmm... How would enthrall -> lightning rush work?
guides Show
my builds Show

F-111 Interdictor Long (200+ squares) distance ally teleporter.  With some warlord stuff.  Broken in a plot way, not a power way.
Thought Switch   Higher level build that grants upto 14 attacks on turn 1.  If your allies play along, it's broken.
Elven Critters Crit op with crit generation.  5 of these will end anything.  Broken.
King Fisher Does an excellent job at keeping an enemy disabled in a few ways.  Strong.
Boominator Fun catch-22 booming blade build with either strong or completely broken damage depending on your reading.
Very Distracting Warlock Lot's of dazing and major penalties to hit.  Overpowered.
Pocket Protector Pixie Stealth Knight. Maximizing the defender's aura by being in an ally's/enemy's square.
Yakuza NinjIntimiAdin: Perma-stealth Striker that offers a little protection for ally's, and can intimidate bloodied enemies. Very Strong.
Chargeburgler with cheese Ranged attacks at the end of a charge along with perma-stealth. Solid, could be overpowered if tweaked.
Void Defender Defends giving a penalty to hit anyone but him, then removing himself from play. Can get somewhat broken in epic.
Scry and Die Attacking from around corners, while staying hidden. Moderate to broken, depending on the situation.
Skimisher Fly in, attack, and fly away. Also prevents enemies from coming close. Moderate to Broken depending on the enemy, but shouldn't make the game un-fun, as the rest of your team is at risk, and you have enough weaknesses.
Indestructible Simply won't die, even if you sleep though combat.
Sir Robin (Bravely Charge Away) He automatically slows and pushes an enemy (5 squares), while charging away. Hard to rate it's power level, since it's terrain dependent.
Death's Gatekeeper A fun twist on a healic, making your party "unkillable". Overpowered to Broken, but shouldn't actually make the game un-fun, just TPK proof.
Death's Gatekeeper mk2, (Stealth Edition) Make your party "unkillable", and you hidden, while doing solid damage. Stronger then the above, but also easier for a DM to shut down. Broken, until your DM get's enough of it.
Domination and Death Dominate everything then kill them quickly. Only works @ 30, but is broken multiple ways.
Battlemind Mc Prone-Daze Protecting your allies by keeping enemies away. Quite powerful.
The Retaliator Getting hit deals more damage to the enemy then you receive yourself, and you can take plenty of hits. Heavy item dependency, Broken.
Dead Kobold Transit Teleports 98 squares a turn, and can bring someone along for the ride. Not fully built, so i can't judge the power
Psilent Guardian Protect your allies, while being invisible. Overpowered, possibly broken
Unnamed Avenger|Runepriest/Hammer of Vengance Do lot's of damage while boosting your teams. Strong to slightly overpowered.
Charedent BarrageA charging ardent. Fine in a normal team, overpowered if there are 2 together, and easily broken in teams of 5.
Super Knight A tough, sticky, high damage knight. Strong.
Super Duper Knight Basically the same as super knight, only far more broken.
Mora, the unkillable avenger Solid damage, while being neigh indestuctable. Overpowered, but not broken.
Swordburst Maximus At-Will Close Burst 3 that slide and prones.  Protects allies with off actions. Strong, possibly over powered with the right party.
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1 year ago  ::  Feb 14, 2012 - 1:02PM #3
DarthPotater
Date Joined: Feb 28, 2011
Posts: 293
messenger of peace? with honored foe and Virtuous Recovery ....

you can be full paladin too
Sapphire - Swormage Dragon Guardian - Dont touch my allies build. Swordmage / Sigil Carver / Draconic incarnation
The Holy Slayer - A Striker - Defender Fighter | Cleric / Barbarian - Paragon of Victory
WEREBEAR BATTLEMIND: You wont go where you want. - A Battlemind (Druid) / Unbound Nomad / Topaz Crusader
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1 year ago  ::  Feb 14, 2012 - 1:36PM #4
monkeygentleman
Date Joined: Feb 22, 2011
Posts: 1,391
If you're looking to debuff attacks, take a look at my guide to attack penalties. Messenger of Peace is a good permanent aura of debuff, as mentioned. If you wanted to have a catch-22, Power of Arcana will give you an attack bonus and let you use White Lotus Riposte/Master Riposte if you MC something arcane. That way they're punished for attacking allies OR for attacking you.
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1 year ago  ::  Feb 14, 2012 - 1:47PM #5
mellored
Date Joined: Jul 8, 2008
Posts: 19,469

Feb 14, 2012 -- 1:36PM, monkeygentleman wrote:

If you're looking to debuff attacks, take a look at my guide to attack penalties. Messenger of Peace is a good permanent aura of debuff, as mentioned. If you wanted to have a catch-22, Power of Arcana will give you an attack bonus and let you use White Lotus Riposte/Master Riposte if you MC something arcane. That way they're punished for attacking allies OR for attacking you.


Master Riposte doesn't work on marks.

Though i think the idea is mark, then use a "creature cannot attack you" power.  Forcing them to violate the mark (or just stand there).  Sorta like void defender does.

In fact, a voidsoul genasi might be a good addition to this.  Gives you another round.

guides Show
my builds Show

F-111 Interdictor Long (200+ squares) distance ally teleporter.  With some warlord stuff.  Broken in a plot way, not a power way.
Thought Switch   Higher level build that grants upto 14 attacks on turn 1.  If your allies play along, it's broken.
Elven Critters Crit op with crit generation.  5 of these will end anything.  Broken.
King Fisher Does an excellent job at keeping an enemy disabled in a few ways.  Strong.
Boominator Fun catch-22 booming blade build with either strong or completely broken damage depending on your reading.
Very Distracting Warlock Lot's of dazing and major penalties to hit.  Overpowered.
Pocket Protector Pixie Stealth Knight. Maximizing the defender's aura by being in an ally's/enemy's square.
Yakuza NinjIntimiAdin: Perma-stealth Striker that offers a little protection for ally's, and can intimidate bloodied enemies. Very Strong.
Chargeburgler with cheese Ranged attacks at the end of a charge along with perma-stealth. Solid, could be overpowered if tweaked.
Void Defender Defends giving a penalty to hit anyone but him, then removing himself from play. Can get somewhat broken in epic.
Scry and Die Attacking from around corners, while staying hidden. Moderate to broken, depending on the situation.
Skimisher Fly in, attack, and fly away. Also prevents enemies from coming close. Moderate to Broken depending on the enemy, but shouldn't make the game un-fun, as the rest of your team is at risk, and you have enough weaknesses.
Indestructible Simply won't die, even if you sleep though combat.
Sir Robin (Bravely Charge Away) He automatically slows and pushes an enemy (5 squares), while charging away. Hard to rate it's power level, since it's terrain dependent.
Death's Gatekeeper A fun twist on a healic, making your party "unkillable". Overpowered to Broken, but shouldn't actually make the game un-fun, just TPK proof.
Death's Gatekeeper mk2, (Stealth Edition) Make your party "unkillable", and you hidden, while doing solid damage. Stronger then the above, but also easier for a DM to shut down. Broken, until your DM get's enough of it.
Domination and Death Dominate everything then kill them quickly. Only works @ 30, but is broken multiple ways.
Battlemind Mc Prone-Daze Protecting your allies by keeping enemies away. Quite powerful.
The Retaliator Getting hit deals more damage to the enemy then you receive yourself, and you can take plenty of hits. Heavy item dependency, Broken.
Dead Kobold Transit Teleports 98 squares a turn, and can bring someone along for the ride. Not fully built, so i can't judge the power
Psilent Guardian Protect your allies, while being invisible. Overpowered, possibly broken
Unnamed Avenger|Runepriest/Hammer of Vengance Do lot's of damage while boosting your teams. Strong to slightly overpowered.
Charedent BarrageA charging ardent. Fine in a normal team, overpowered if there are 2 together, and easily broken in teams of 5.
Super Knight A tough, sticky, high damage knight. Strong.
Super Duper Knight Basically the same as super knight, only far more broken.
Mora, the unkillable avenger Solid damage, while being neigh indestuctable. Overpowered, but not broken.
Swordburst Maximus At-Will Close Burst 3 that slide and prones.  Protects allies with off actions. Strong, possibly over powered with the right party.
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1 year ago  ::  Feb 14, 2012 - 1:48PM #6
monkeygentleman
Date Joined: Feb 22, 2011
Posts: 1,391

Feb 14, 2012 -- 1:47PM, mellored wrote:

Master Riposte doesn't work on marks.


Right, paladins mark. I'm used to putting that together with cavaliers and knights, my bad. Please disregard.

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1 year ago  ::  Feb 14, 2012 - 2:27PM #7
GelatinousOctahedron
Date Joined: Jun 30, 2008
Posts: 5,740
Those are all interesting ideas.  I hadn't though of battlemind or of messenger of peace.

I don't think white lotus route would be that great anyway since the target simply won't be able to attack me for up to three rounds already by late paragon and takes up several feat slots + deity choice.  And it limits the at will selection to ones I am not interested in.   I was leaning towards either sonnlinor's hammer or singing strike for the cleric at will and enfeebling strike or ardent strike for the paladin one.

Right now I am leaning towards darkness, strife (for sudden strife), or a sun deity.  Or morradin for symbol of the sonnlinor for a pick gnome.
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1 year ago  ::  Feb 14, 2012 - 10:19PM #8
TheMalteseFalchion
Date Joined: Aug 8, 2011
Posts: 737
Perhaps Evil Eye of the Vistani, or other powers that prevent movement towards you.  If critters are lacking a ranged attack, being unable to move closer to you shuts them down and out for a round.

Jan 12, 2012 -- 8:31PM, Bargle0 wrote:

This is CharOp. We not only assume block-of-tofu monsters, but also block-of-tofu DMs.



Feb 5, 2012 -- 8:44AM, Illeist wrote:

One reach cheese'd threatening reach Spiked Chain shuts down any non-teleporting quarterback.



May 12, 2013 -- 6:38PM, zelink551 wrote:

You're already refluffing, what not refluff to something that doesn't suck?

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1 year ago  ::  Feb 15, 2012 - 1:09PM #9
GelatinousOctahedron
Date Joined: Jun 30, 2008
Posts: 5,740
So I added a build to the OP: The Deadly Gnome Cultist! 

Gnome, Cleric/Paladin, Gnome Nightcloak, Deadly Trickster with  background Cultist (Stealth class skill) and Oracle of the Evil Eye for the theme.   I went with swordmage as the MC to get light blade implements, but symbol of the sonnlinor would work if I had gone pick.  And he can have a free off hand one encounter a day no problem for the warding power.  I didn't take anything deity specific.  Destined Scion might be slightly better than Deadly Trickster, but deadly trickster is solid and seems appropriate.

I found some paladin stuff  like discipline of the unruly that really seems to fit with this build and I couldn't pass up Eye for an Eye for an Oracle of the Evil Eye build.
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1 year ago  ::  Feb 15, 2012 - 1:40PM #10
curiousdragon
Date Joined: Jan 7, 2010
Posts: 1,154
A nice "mark punishment" is the Just Radiance power from the Justiciar.

Works bettter with a tiefling 
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Dungeons & Dra.. 4e Character Optim.. Ideas for a Paladin/Cleric "can't hit me" build
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