Hey, I noticed the keep cleric sucked. Here is one which, no exaggeration, might have prevented some of the infamous wipes. he has 1 additional encounter heal (ravens blessing) and hits harder and more often than the keep cleric.
Feel free to suggest/discuss modifications.
Level 1 cleric- dwarf.
16 str
18 wis (16+2)
14 con (12+2)
12 cha
10 dex
8 int.
greataxe basic attack: +5 vs. AC, 1d12+5 damage (3 from str, +2 from dwarven weapon training)
Feats (level 1)
Dwarven weapon training- proficiency with axes and hammers, +2 damage with them.
(level 2)
Channel Divinity: raven queens blessing. triggers when you kill something, lets you or ally spend a surge.
At will:
Righteous Brand : str vs. ac, 1[w]+str mod damage and an ally gains your str mod as a power bonus to attack vs. enemy.
Sacred flame : wis vs. reflex, 1d6+wis, ally gains 1 temp hp (2 at level 2) or makes a save.
Encounter
Healing strike- 2[w]+ str mod damage and target is marked until next turn. you or ally can spend a healing surge.
Healing word- 2x per encounter. minor, target can spend a surge and gain additional 1d6 hp. also +4 hp from healers lore
Daily
Beacon of hope- close burst 3, wis vs. will. enemies in AoE are weakened if hit. you and allies in aoe regain 5 (+4 from lore) HP. also-for rest of encounter your heals hit for +5 hp more.
Utility (level 2)
Cure light wounds- target gains HP as if it had spent a surge, +4.
Encounter (level 3)
Command- target is dazed until end of your next turn, can slide them 3+cha mod squares or make them prone.
Discussion-
I am fairly happy with the 16,16,12,12,10,8 point buy for this build. the only thing i wish is that cha could be a bit higher since sacred flame is such a nice staple.
I dont advise building with either a 20 str or wis and dumping the other. the fact that you get to raise 2 stats and that the clerics powers are split rather evenly between str and wis means a balanced cleric will hit more often.
Why? the balanced build will have -1 on one stat, -2 on another compared to 2 different, one-stat maxing builds. These minuses are overcome by the fact that you can match your attack to the enemies weakest defense. look at the level 3 encounter powers: there are 4, and each attack a different defense. Sure, maxing wis gives you 3 to choose from, but really limits multiclassing later on.
This guy is focused on really dishing out the healing. if you want, you can swap dwarven weapon training for the warlord multi to squeeze out 1 more daily inspiring word, but at that point i think you are going too far at the expense of kicking ass.
Beacon of hope is hands down the best daily. if it hits 4 characters, thats 36 points of healing between them. along with the damage prevented by the weakened effect, this is the type of spell that really turns the tide of an encounter. the other dailys do something like 2 or 3 times the damage you can do with your basic melle- nice but not exactly tide turning. it also makes your heals nuclear afterwards, since i think the +5 stacks with +4 from healers lore (am i right?)
Raven queens blessing, Healing strike and CLW are also chosen to maximize the amount of healing effects you can dish out. again, these powers could be replaced by things such as bless or other, damaging effects. But when you go into a really tough encounter, you the cleric you want on your side is the one who will keep everyone alive and swinging, not the one who will be a second rate striker.
this guy is fairly fragile, with a very low reflex save. play him like a striker rather than defender. one thing that can keep him out of trouble is swapping the greataxe for a halberd. Does reach help keep you out of trouble? not sure.
Feel free to suggest/discuss modifications.
Level 1 cleric- dwarf.
16 str
18 wis (16+2)
14 con (12+2)
12 cha
10 dex
8 int.
greataxe basic attack: +5 vs. AC, 1d12+5 damage (3 from str, +2 from dwarven weapon training)
Feats (level 1)
Dwarven weapon training- proficiency with axes and hammers, +2 damage with them.
(level 2)
Channel Divinity: raven queens blessing. triggers when you kill something, lets you or ally spend a surge.
At will:
Righteous Brand : str vs. ac, 1[w]+str mod damage and an ally gains your str mod as a power bonus to attack vs. enemy.
Sacred flame : wis vs. reflex, 1d6+wis, ally gains 1 temp hp (2 at level 2) or makes a save.
Encounter
Healing strike- 2[w]+ str mod damage and target is marked until next turn. you or ally can spend a healing surge.
Healing word- 2x per encounter. minor, target can spend a surge and gain additional 1d6 hp. also +4 hp from healers lore
Daily
Beacon of hope- close burst 3, wis vs. will. enemies in AoE are weakened if hit. you and allies in aoe regain 5 (+4 from lore) HP. also-for rest of encounter your heals hit for +5 hp more.
Utility (level 2)
Cure light wounds- target gains HP as if it had spent a surge, +4.
Encounter (level 3)
Command- target is dazed until end of your next turn, can slide them 3+cha mod squares or make them prone.
Discussion-
I am fairly happy with the 16,16,12,12,10,8 point buy for this build. the only thing i wish is that cha could be a bit higher since sacred flame is such a nice staple.
I dont advise building with either a 20 str or wis and dumping the other. the fact that you get to raise 2 stats and that the clerics powers are split rather evenly between str and wis means a balanced cleric will hit more often.
Why? the balanced build will have -1 on one stat, -2 on another compared to 2 different, one-stat maxing builds. These minuses are overcome by the fact that you can match your attack to the enemies weakest defense. look at the level 3 encounter powers: there are 4, and each attack a different defense. Sure, maxing wis gives you 3 to choose from, but really limits multiclassing later on.
This guy is focused on really dishing out the healing. if you want, you can swap dwarven weapon training for the warlord multi to squeeze out 1 more daily inspiring word, but at that point i think you are going too far at the expense of kicking ass.
Beacon of hope is hands down the best daily. if it hits 4 characters, thats 36 points of healing between them. along with the damage prevented by the weakened effect, this is the type of spell that really turns the tide of an encounter. the other dailys do something like 2 or 3 times the damage you can do with your basic melle- nice but not exactly tide turning. it also makes your heals nuclear afterwards, since i think the +5 stacks with +4 from healers lore (am i right?)
Raven queens blessing, Healing strike and CLW are also chosen to maximize the amount of healing effects you can dish out. again, these powers could be replaced by things such as bless or other, damaging effects. But when you go into a really tough encounter, you the cleric you want on your side is the one who will keep everyone alive and swinging, not the one who will be a second rate striker.
this guy is fairly fragile, with a very low reflex save. play him like a striker rather than defender. one thing that can keep him out of trouble is swapping the greataxe for a halberd. Does reach help keep you out of trouble? not sure.
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