Destil
Explorer
Level 10. I took advantage of the retraining rules once here to swap out Elic's existing Guardian of Faith once I had upgraded it to the awesome rogue enabler spiritual weapon. And there was a ranger power that lets you add Dex and Wis to attack, that's worth a feat in my book.
(I'm selecting powers here I haven't seen people mention before when I can, as long as they fit the cleric).
Elic Moongrove, Elf Cleric of Melora (level 10)
"Nature abhors such things...."
Basic Attacks
Longbow. +11 vs. AC; 1d10+5 damage. Range 20/40. (critical +2d10)
Spear. + 6 vs. AC; 1d8+1 damage or 1d8+2 two-handed (versatile)
At Will
Lance of Faith*(Standard): +13 vs. Reflex; 1d8+9 radiant damage and one ally within sight gets +2 to next attack against same foe
Sacred Flame* (standard): +13 vs. Reflex; 1d6+9 radiant and one ally within sight gains 2 temp HP or can make a saving throw
Encounter
Elven Accuracy(free, elf racial): Reroll 1 attack
Hunter's Quarry(minor, ranger multiclass): choose nearest foe, +1d6 damage vs them
Healing Word (minor, cleric feature): 2/encounter. Grant a healing surge +2d6+5 healing
Divine Glow* (standard, cleric attack 1): close blast 3; +13 vs. reflex; 1d8+9 radiant damage and allies within the area get +2 to attack rolls until the end of next turn.
Divine Aid (Standard, cleric utility 2): You or one ally within 5 squares makes a saving throw with a +3 bonus.
Command(Standard, cleric attack 3): +13 vs. Will; on a hit the target is dazed and either knocked prone or slid 6 squares (your choice).
Hawk's Talon(Standard, ranger attack 7): +14 vs. AC; 2d10+4 damage, ignores cover and concealment [weapon power, these stats are for the longbow].
Channel Divinity [choose 1 / encounter (cleric feature)]
Daily
Cascade of Light* (standard, cleric attack 1): +13 vs. Will; 3d8+9 radiant damage, target gets vulnerability 5 to your attacks (save ends); half damage on a miss.
Spiritual Weapon*(standard, cleric attack5): +13 vs AC; Conjures a weapon within 10 squares that attacks a foe, dealing 1d10+9 radiant damage on a hit. Hit or miss your allies gain combat advantage against the target. Move 10 squares as a move action. Sustain minor.
Divine Vigor (Minor, cleric utility 6): You and each ally within a close 5 burst regain the use of your second wind.
Flame Strike* (Standard, cleric attack 9): Area burst 2; +13 vs. Reflex; 2d10+9 fire damage and 5 ongoing fire damage (half on a miss).
Mass cure light wounds (standard, cleric utility 10): Close burst 5, you and all allies regain HP as if you had spent a healing surge +8HP.
Barkskin(minor, armor): Gain +2 AC until end of the encounter, each hit reduces this bonus by 1.
Race/Class/Items misc.
+2 Nature, Perception
Prof: Longbow, shortbow, simple melee, & simple ranged weapons; cloth, leather, hide & chain armor
Wild Step: Shift into difficult terrain
Healer's Lore: +5 healing with powers that have the healing keyword
Holy Symbol: +3d8 damage on a critical with implement powers (marked * above)
Cloak of Survival: Resist cold and fire 5.
Feats
Warrior of the Wild (Nature as a trained skill, can take ranger feats & paragon paths, hunter's quarry 1/encounter)
Astral Fire: +1 damage with radiant & fire powers.
Weapon Focus(Bows): +1 to damage with bows
Skill Training: Perception
Melora’s Tide: New use of channel divinity
Novice Power: Exchanged level 7 cleric encounter for Hawk's Talon
Equipment
Holy Symbol +3 [level 11] (Pearl white seashell broach with an embossed silver moon)
Barkskin Hide Armor +2 [level 10]
Cloak of Survival +2 [level 9]
Ritual prayer book with Animal Messenger, Gentle Repose, Brew Potion [75gp], Commune with Nature [360gp], Cure Disease [360], Make Whole[50gp], Remove Affliction[680gp], Raise Dead[680gp]
Magic Longbow +2 [1800gp]
195gp
(I'm selecting powers here I haven't seen people mention before when I can, as long as they fit the cleric).
Elic Moongrove, Elf Cleric of Melora (level 10)
"Nature abhors such things...."
Code:
Str 12 +1
Dex 15 +2
Con 11 0
Int 10 0
Wis 20 +5
Cha 16 +3
HP: 68 Speed 7 squares
Healing surges/day: 7 Languages: Common, Elven
AC: 23 Vision: low light
Fort: 18 Refl: 20 Will: 23 Armor Check -1
Cold and fire resist 5
Skills: Religion +15, Heal +15, Diplomacy +13, Insight +15,
Nature +17, Perception +17
Passive Perception: 27, Intuition: 22
Longbow. +11 vs. AC; 1d10+5 damage. Range 20/40. (critical +2d10)
Spear. + 6 vs. AC; 1d8+1 damage or 1d8+2 two-handed (versatile)
At Will
Lance of Faith*(Standard): +13 vs. Reflex; 1d8+9 radiant damage and one ally within sight gets +2 to next attack against same foe
Sacred Flame* (standard): +13 vs. Reflex; 1d6+9 radiant and one ally within sight gains 2 temp HP or can make a saving throw
Encounter
Elven Accuracy(free, elf racial): Reroll 1 attack
Hunter's Quarry(minor, ranger multiclass): choose nearest foe, +1d6 damage vs them
Healing Word (minor, cleric feature): 2/encounter. Grant a healing surge +2d6+5 healing
Divine Glow* (standard, cleric attack 1): close blast 3; +13 vs. reflex; 1d8+9 radiant damage and allies within the area get +2 to attack rolls until the end of next turn.
Divine Aid (Standard, cleric utility 2): You or one ally within 5 squares makes a saving throw with a +3 bonus.
Command(Standard, cleric attack 3): +13 vs. Will; on a hit the target is dazed and either knocked prone or slid 6 squares (your choice).
Hawk's Talon(Standard, ranger attack 7): +14 vs. AC; 2d10+4 damage, ignores cover and concealment [weapon power, these stats are for the longbow].
Channel Divinity [choose 1 / encounter (cleric feature)]
- Divine Fortune(free): +1 to one attack or save.
- Turn Undead*(standard): +13 vs. will; Undead hit are dealt 1d10+9 radiant damage, pushed 5 squares, immobilized until the end of next turn
- Melora's Tide(minor, feat): The target must be bloodied. They gain regeneration 2 until they are no longer bloodied.
Daily
Cascade of Light* (standard, cleric attack 1): +13 vs. Will; 3d8+9 radiant damage, target gets vulnerability 5 to your attacks (save ends); half damage on a miss.
Spiritual Weapon*(standard, cleric attack5): +13 vs AC; Conjures a weapon within 10 squares that attacks a foe, dealing 1d10+9 radiant damage on a hit. Hit or miss your allies gain combat advantage against the target. Move 10 squares as a move action. Sustain minor.
Divine Vigor (Minor, cleric utility 6): You and each ally within a close 5 burst regain the use of your second wind.
Flame Strike* (Standard, cleric attack 9): Area burst 2; +13 vs. Reflex; 2d10+9 fire damage and 5 ongoing fire damage (half on a miss).
Mass cure light wounds (standard, cleric utility 10): Close burst 5, you and all allies regain HP as if you had spent a healing surge +8HP.
Barkskin(minor, armor): Gain +2 AC until end of the encounter, each hit reduces this bonus by 1.
Race/Class/Items misc.
+2 Nature, Perception
Prof: Longbow, shortbow, simple melee, & simple ranged weapons; cloth, leather, hide & chain armor
Wild Step: Shift into difficult terrain
Healer's Lore: +5 healing with powers that have the healing keyword
Holy Symbol: +3d8 damage on a critical with implement powers (marked * above)
Cloak of Survival: Resist cold and fire 5.
Feats
Warrior of the Wild (Nature as a trained skill, can take ranger feats & paragon paths, hunter's quarry 1/encounter)
Astral Fire: +1 damage with radiant & fire powers.
Weapon Focus(Bows): +1 to damage with bows
Skill Training: Perception
Melora’s Tide: New use of channel divinity
Novice Power: Exchanged level 7 cleric encounter for Hawk's Talon
Equipment
Holy Symbol +3 [level 11] (Pearl white seashell broach with an embossed silver moon)
Barkskin Hide Armor +2 [level 10]
Cloak of Survival +2 [level 9]
Ritual prayer book with Animal Messenger, Gentle Repose, Brew Potion [75gp], Commune with Nature [360gp], Cure Disease [360], Make Whole[50gp], Remove Affliction[680gp], Raise Dead[680gp]
Magic Longbow +2 [1800gp]
195gp
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