Fighter / Cleric Full Multiclass - Advice Needed

Mistwell

Crusty Old Meatwad
My 11th level party has only one Defender, and only an NPC Leader (Bard).

So, we could use another Defender, with some healing abilities.

This is what I have in mind so far. Thanks to SeraphKast for most of this build on the WOTC board.

Melee/caster hybrid that can buff and do some ranged damage as well. It's designed to use the Glaive to use the Polearm Gamble/Blade Opportunist/Heavy Blade Opportunity combo that seems pretty potent. As for why Fighter/Cleric? Well, fighter needs Wisdom already as a second stat, thus making most Cleric powers usable almost as well as Clerics can themselves; secondly, Holy Symbols only need be worn, not wielded, meaning that you can have a 2-hander and still use the powers without constant weapon-swapping.

Race: Longtooth Shifter. I find Shifter to be better than the other likely option, which was elf, thanks to stat bonuses and the good encounter regeneration ability, which helps make up for a lower than average constitution.

Stats are before level increases.

Stat............Shifter
Strength......18*
Constitution..11
Dexterity......15
Intelligence...8
Wisdom........16*
Charisma.......10

*= racial boosts

15 dex is required for some of the Glaive Opportunity feats, and with the increase to 16 from the all-stats increase, it puts it at 16 for a decent Reflex save (something this build otherwise lacks).

Feats:
(1)Initiate of the Faith - Straightforward, need this, it's the point. Allows healing 1/day and implement usage.
(2)Blade Opportunity - Now have a healthy +5 on OA's, that will only grow.
(4)Toughness OR something else- Extra HP is good since we have low Con, but this could be substituted for Expertise or whatever.
(6)Novice Power - Straightforward, get a cleric encounter power.
(8)Acolyte Power - Same, but for Utility power.
(10)Adept Power - Ditto, but Daily.
(11)Polearm Gamble - The start of the combo of awesome.
(12) Heavy Blade Opportunity - The continuation of the combo

Toughness is a floating choice. I'd like advice on this. I could also retrain it to Heavy Blade Opportunity at 11th level, and get that a level earlier (I think that is how retrain would work - need advice on retraining here, and anywhere else it might help).

Polearm Momentum, Potent Challenge, Uncanny Dodge, and Weapon Expertise are all other feats I have considered. I also have not fully read Martial Power or PHB 2, so those books may have some better options.

Powers

At-Will:
I have a lot of choices here. I think I will go with
(1)Reaping Strike - The 2-hander power of choice, great with 18 starting Str.
(1)Righteous Brand (Cleric Multiclass) - Granting a +5 attack bonus to an ally is very powerful.

Obviously I only get Righteous Brand if I opt to go full multiclass. Right now I am leaning towards that option, but I am willing to consider a different route, like Warpriest.

In addition, I can see how Cleave and/or Footwork Lure could be better than Reaping Strike.

Cleave will come up more often with a reach weapon (I can stand next to a foe, attack someone behind him, and still do damage to the guy next to me.

Footwork Lure I can see being better because I can attack a target two squares away, slide them the two squares into my spot as I shift 1. If I take Polearm Momentum as a feat, I just knocked that foe prone because of the slide 2 (which helps the rogue in our group). And with the Polearm Gamble and Heavy Blade Opportunity combo, I can do this on an opportunity attack and every time a foe tries to enter an adjacent space I hit them, slide them, and knock them prone.

Encounter:
(1)Spinning Sweep - Knocking people prone at range is fun. Might consider Lunging Strike instead, for additional reach.
(3)Daunting Light (Cleric) - Ranged radiant against Reflex, and sets up Combat Advantage for the rogue.
(7)Sudden Surge - Free movement to nail someone and shift to be next to some nice potential OA victims. If I go for the Polearm Momentum feat combo, I'll take Stay Down instead (which would be devastating - knock them prone on their turn as an OA, keep them down on my turn).
(11)Searing Light (Cleric Multiclass) - Ranged radiant attack vs. reflex and blinds. I can see taking Strengthen the Faithful here instead for more healing, but I figured the party is already short on radiant damage against undead.

Daily:
(1)Comback Strike - Useful to keep yourself alive and let the real healer focus elsewhere. Could be changed, though. Harriers Ploy is another option, since it works well with the OA combo.
(5)Crack the Shell - Lets you make baddies easier to kill and has ongoing damage. Hounding Longarm is also a possibility here.
(9)Flame Strike (Cleric) - Burst 2 within 10 vs. Reflex, 2d10+wis damage with ongoing 5+Wis fire damage.

Utility:
(2)No Opening - Encounter power that negates the disadvantage of Polearm Gamble for a serious threat.
(6)Cure Serious Wounds (Cleric) - Party synergy, big sudden heal for someone, saves actual healing surges.
(10)Shooter's Nemesis - Big personal heal when hit by ranged attack, which helps address one flaw of the polearm fighter.

Potential Equipment

Antipathy Gloves Level 10 - enemy must spend 1 extra square of movement to enter a square adjacent to you (makes reach attacks even more effective), plus Daily Ranged 10 attack vs. Reflex, target restrained (save ends) on hit.

Opportunistic Weapon Level 4+ (AV pg. 73)
Critical: +1d6 damage per plus, or +1d12 damage per plus with opportunity attacks. Daily Power Immediate Reaction - When enemy provokes OA, make an additional opportunity attack against the provoking creature.

Bracers of Tactical Blows Level 6+ (AV pg 116): When you hit with an opportunity attack, deal an extra 1d6 damage.

Lightning Reflex Gloves Level 19 (AV pg. 136)(May not be able to afford this yet): +2 item bonus to opportunity attacks, Daily Power - When an enemy provokes an opportunity attack. Take an opportunity attack, even if you’ve already used an opportunity attack this turn.

Strikeback Gauntlets Level 10 (AV pg. 136): +1 item bonus to opportunity attacks, Encounter Power immediate Reaction, when an adjacent enemy hits you, make a melee basic attack against that enemy.

Helm of Opportunity Level 4+ (AV pg. 142):+1 item bonus to opportunity attack rolls. Level 14: +2 item bonus.

So, those are my choices, up to 11 so far, though I am looking for advice. Makes a strong melee character a decent healer with a few ranged attacks and radiant attacks when needed. Still gives basically the same melee potential for awesomeness that comes from being a OA polearm fighter.
 

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We have a gnoll melee cleric, who is built more towards being a defender than a leader. He's only 4th level now, so not sure if he intends to mc or not yet.

I thought about going Cleric / Fighter instead of Fighter / Cleric. But, I felt you lose too much Fighter stuff to gain too little Cleric stuff.
 


Well, something like a Crusader's weapon can help with that.

My first character is/was a fighter/cleric aiming towards Warpriest, though he's fallen behind some of my other characters so I can't tell you how well it's working out.

I actually like getting either divine glow or healing strike as a 1st level ability, and keeping Sweeping Blow at 3rd, but I can see where that wouldn't fit the polearm shtick as well.
 

Well, something like a Crusader's weapon can help with that.

My first character is/was a fighter/cleric aiming towards Warpriest, though he's fallen behind some of my other characters so I can't tell you how well it's working out.

I actually like getting either divine glow or healing strike as a 1st level ability, and keeping Sweeping Blow at 3rd, but I can see where that wouldn't fit the polearm shtick as well.

I do like Healing Strike. Honestly, I like a LOT of cleric abilities, I just find the Fighter base class really helps with the Defender aspect, and living long enough to use the healing the Cleric feats give him is pretty important.
 




Without going into powers and such too much, I think you are going too far to make a fighter/cleric who is identifiably a cleric. I would, instead, make the cleric add onto the fighter. For the encounter, grab healing strike as it is a strong 2W attack, and the healing is very nice. For a utility, the Bastion of Health is an easy encounter heal to help shore up yourself or party members. For daily, Divine power at 9th is just awesome. AC bonus for the party and regeneration for you as an EFFECT!!! If you hit, it is just gravy.

And even better, you do not need to spend valuable magic items on a holy symbol. Just keep your weapon and armor as good as possible.

Good luck!!
 

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