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Finally got a 4E cleric to feel like 3.5
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<blockquote data-quote="STAT" data-source="post: 5159947" data-attributes="member: 85669"><p>Hey, your idea sounded kind of interesting so I just threw together my own version of hybrid Cleric/Paladin and figured I'd post it and maybe give you another view.</p><p></p><p>====== Created Using Wizards of the Coast D&D Character Builder ======</p><p>Hybrid, level 11</p><p>Longtooth Shifter, Cleric|Paladin, Warpriest</p><p>Hybrid Paladin: Hybrid Paladin Reflex</p><p>Hybrid Talent: Paladin Armor Proficiency</p><p>Versatile Expertise: Versatile Expertise (Heavy Blade)</p><p>Versatile Expertise: Versatile Expertise (Holy Symbol)</p><p></p><p>FINAL ABILITY SCORES</p><p>Str 21, Con 13, Dex 11, Int 9, Wis 21, Cha 13.</p><p></p><p>STARTING ABILITY SCORES</p><p>Str 16, Con 12, Dex 10, Int 8, Wis 16, Cha 12.</p><p></p><p></p><p>AC: 26 Fort: 20 Reflex: 18 Will: 21</p><p>HP: 76 Surges: 9 Surge Value: 19</p><p></p><p>TRAINED SKILLS</p><p>Endurance +9, Insight +17, Religion +9, Athletics +13</p><p></p><p>UNTRAINED SKILLS</p><p>Acrobatics +1, Arcana +4, Bluff +6, Diplomacy +6, Dungeoneering +10, Heal +10, History +4, Intimidate +6, Nature +10, Perception +12, Stealth +1, Streetwise +6, Thievery +1</p><p></p><p>FEATS</p><p>Level 1: Hybrid Talent</p><p>Level 2: Mighty Challenge</p><p>Level 4: Battle Awareness</p><p>Level 6: Versatile Expertise</p><p>Level 8: Wary Fighter</p><p>Level 10: Healer's Implement</p><p>Level 11: Honored Foe</p><p></p><p>POWERS</p><p>Hybrid at-will 1: Holy Strike</p><p>Hybrid at-will 1: Sacred Flame</p><p>Hybrid encounter 1: Healing Strike</p><p>Hybrid daily 1: Moment of Glory</p><p>Hybrid utility 2: Cure Light Wounds (retrained to Bless Weapon at Level 5)</p><p>Hybrid encounter 3: Trial of Strength</p><p>Hybrid daily 5: Unrelenting Punishment</p><p>Hybrid utility 6: Bastion of Health</p><p>Hybrid encounter 7: Zealous Sanction</p><p>Hybrid daily 9: Crucial Resurgence</p><p>Hybrid utility 10: Mass Cure Light Wounds</p><p></p><p>ITEMS</p><p>Adventurer's Kit, Plate Armor, Heavy Shield, Longsword, Holy Symbol</p><p></p><p>First thing to note is that this guy is not a striker, he's very much a leader/defender. With the sole exception of Holystrike and Bless Weapon there isn't a power on my guy worth calling a striker power. Personally, I'd say trying to throw striker in the mix would stretch things too thin. But that's just me, you can decide for yourself how much striking you feel you can fit in.</p><p></p><p>Now one thing I always hear about clerics is that they have an absurd amount of healing, more than you'll ever reasonably use. I say that's great because if you're a hybrid Cleric you should be able to end up with just the right amount of healing for a Leader.</p><p></p><p>So I guess it's really a question of if you can defend well enough. I think with mighty challenge, battle awareness and eventually Warpriest you can do a respectable job of defending.</p><p></p><p>Really though this is just what I would do. To get down to brass tacks I'd say there are only a couple things in my build that I would consider a truly high priority.</p><p></p><p>1) Sacred Flame - Alright, maybe you want to go with Astral Seal for extra good healing but I think that for the price of 1 At-Will you get all the save granting ability you'll ever likely need. To me that's too good to pass up.</p><p></p><p>2) Bastion of Health - This is basically how you get back that second Healing Word you lost. It kind of sucks having to wait until 6th level and it's not perfect but it gets the job done.</p><p></p><p>3) Battle Awareness - First off this nets you training in Athletics which with all that armor check penalty will be quite helpful. Secondly, you can smack someone in the head if they try to shift away from you. Plus it opens up Pit Fighter if you really want to do more damage.</p><p></p><p>4) Warpriest - Alright, this isn't really that necessary I just love this paragon path. The reason being that it gives you some real defending power. Of course that comes kind of late (level 16) and you should definitely consider what level you'll reasonably get to when playing a character but I think Warpriest is one of the few PP's that is a total package. Great level 11 features especially considering you get 3 of them. The level 11 encounter is solid healing. The level 12 utility is somewhat unreliable but the effects are strong. So even if you never get to level 16 you've got some solid stuff to work with.</p></blockquote><p></p>
[QUOTE="STAT, post: 5159947, member: 85669"] Hey, your idea sounded kind of interesting so I just threw together my own version of hybrid Cleric/Paladin and figured I'd post it and maybe give you another view. ====== Created Using Wizards of the Coast D&D Character Builder ====== Hybrid, level 11 Longtooth Shifter, Cleric|Paladin, Warpriest Hybrid Paladin: Hybrid Paladin Reflex Hybrid Talent: Paladin Armor Proficiency Versatile Expertise: Versatile Expertise (Heavy Blade) Versatile Expertise: Versatile Expertise (Holy Symbol) FINAL ABILITY SCORES Str 21, Con 13, Dex 11, Int 9, Wis 21, Cha 13. STARTING ABILITY SCORES Str 16, Con 12, Dex 10, Int 8, Wis 16, Cha 12. AC: 26 Fort: 20 Reflex: 18 Will: 21 HP: 76 Surges: 9 Surge Value: 19 TRAINED SKILLS Endurance +9, Insight +17, Religion +9, Athletics +13 UNTRAINED SKILLS Acrobatics +1, Arcana +4, Bluff +6, Diplomacy +6, Dungeoneering +10, Heal +10, History +4, Intimidate +6, Nature +10, Perception +12, Stealth +1, Streetwise +6, Thievery +1 FEATS Level 1: Hybrid Talent Level 2: Mighty Challenge Level 4: Battle Awareness Level 6: Versatile Expertise Level 8: Wary Fighter Level 10: Healer's Implement Level 11: Honored Foe POWERS Hybrid at-will 1: Holy Strike Hybrid at-will 1: Sacred Flame Hybrid encounter 1: Healing Strike Hybrid daily 1: Moment of Glory Hybrid utility 2: Cure Light Wounds (retrained to Bless Weapon at Level 5) Hybrid encounter 3: Trial of Strength Hybrid daily 5: Unrelenting Punishment Hybrid utility 6: Bastion of Health Hybrid encounter 7: Zealous Sanction Hybrid daily 9: Crucial Resurgence Hybrid utility 10: Mass Cure Light Wounds ITEMS Adventurer's Kit, Plate Armor, Heavy Shield, Longsword, Holy Symbol First thing to note is that this guy is not a striker, he's very much a leader/defender. With the sole exception of Holystrike and Bless Weapon there isn't a power on my guy worth calling a striker power. Personally, I'd say trying to throw striker in the mix would stretch things too thin. But that's just me, you can decide for yourself how much striking you feel you can fit in. Now one thing I always hear about clerics is that they have an absurd amount of healing, more than you'll ever reasonably use. I say that's great because if you're a hybrid Cleric you should be able to end up with just the right amount of healing for a Leader. So I guess it's really a question of if you can defend well enough. I think with mighty challenge, battle awareness and eventually Warpriest you can do a respectable job of defending. Really though this is just what I would do. To get down to brass tacks I'd say there are only a couple things in my build that I would consider a truly high priority. 1) Sacred Flame - Alright, maybe you want to go with Astral Seal for extra good healing but I think that for the price of 1 At-Will you get all the save granting ability you'll ever likely need. To me that's too good to pass up. 2) Bastion of Health - This is basically how you get back that second Healing Word you lost. It kind of sucks having to wait until 6th level and it's not perfect but it gets the job done. 3) Battle Awareness - First off this nets you training in Athletics which with all that armor check penalty will be quite helpful. Secondly, you can smack someone in the head if they try to shift away from you. Plus it opens up Pit Fighter if you really want to do more damage. 4) Warpriest - Alright, this isn't really that necessary I just love this paragon path. The reason being that it gives you some real defending power. Of course that comes kind of late (level 16) and you should definitely consider what level you'll reasonably get to when playing a character but I think Warpriest is one of the few PP's that is a total package. Great level 11 features especially considering you get 3 of them. The level 11 encounter is solid healing. The level 12 utility is somewhat unreliable but the effects are strong. So even if you never get to level 16 you've got some solid stuff to work with. [/QUOTE]
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