Indestructible Parties: Ultimate leaders

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Last post
Well, i love leaders, and i would be happy to see the different builds that come across optimization. this thread intends to be the leader version of "DPR Kings" and "Ultimate Defenders". Please, lets post usable/playable builds (no vacumm/bag of rats/theorycraft), just powerful/thematic leader combinations that could be actually appealing. also, as a novelty in this type of thread, i propose for the posters that you recommend what kind of party would benefit the most from this leader (consider a 5 man party, with all roles covered preferably).
i will start with my Phoenix build, so please keep builds comming!!!!
Also, we could compare builds to recommend them in determinated parties/strategies. 
 here are the basic concepts for what an ultimate leader is (these can be discussed later on the thread)
  • an ultimate leader is expected to keep the group alive, at least.this means a capable healer,independently of his other main capabilities, both by power/feat selection and item selection.

  • an ultimate leader must be a complete leader, having the ability to perform well in all the departments (bonuses,enabling,saving throws, buffing/debuffing,healing). if he misses one of these categories, he should be expectacular in one of the aforementioned areas to compensate his weakness.

  • an ultimate leader must perfrom well with any party composition. certain parties make better use of certain leaders, therefore my request of suggest a party composition, and insist on it being balanced (all roles covered, this ensures all or most of the action types are covered),but he must perform at least good no matter what the party is, as long its a balanced one

  • an ultimate leader must have at least 1 "i win" button. this ensures that the leader will keep the party on their feet when the chips are down. This can be an offensive/defensive/ revitalizing power/strategy, but must have at least 1 spectacular action that marks the difference of the outgoing of combat.

  • an ultimate leader must be autosufficient: if the party has to expend resources helping him, he is not doing his job. therefore, good defenses/evasion methods/self healing (that does not reduce the healing available to the group) and the like are expected at least to some degree.

  • an ultimate leader must be fun to play: spaming a single at will is hell boring, even if its the optimal choice,an since ultimate means awsome, he must have different powers/actions that let the player enjoy his character without being cheesy. for this, thematic/historical symetry and coolness are recommended.


well friends, keep the builds comming, i sense we can have some fun and insight by doing this.

 

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

Dervana, level 30


Deva, Shaman, Flame of Hope, Soul of the World


Companion Spirit: Stalker Spirit


Versatile Expertise: Versatile Expertise (Spear)


Versatile Expertise: Versatile Expertise (Totem)


Knowledge of Ancient Lives: Knowledge of Ancient Lives (Artificer)


Past Spirit: Past Spirit (Shadar-kai)


Past Spirit: Past Spirit (Elf)


 


FINAL ABILITY SCORES


Str 13, Con 15, Dex 12, Int 28, Wis 28, Cha 10.


 


STARTING ABILITY SCORES


Str 11, Con 13, Dex 10, Int 16, Wis 16, Cha 8.


 


 


AC: 45 Fort: 43 Reflex: 45 Will: 45


HP: 172 Surges: 9 Surge Value: 43


 


TRAINED SKILLS


Nature +29, Heal +29, Perception +29, Arcana +29, Religion +31


 


UNTRAINED SKILLS


Acrobatics +16, Bluff +15, Diplomacy +15, Dungeoneering +24, Endurance +19, History +26, Insight +24, Intimidate +15, Stealth +21, Streetwise +15, Thievery +16, Athletics +16


 


FEATS


Divine Secretkeeper: Ritual Caster


Level 1: Battle Intuition


Level 2: Focus the Spirits' Lives


Level 4: Mark of Healing


Level 6: Versatile Expertise


Level 8: Strengthening Spirit (retrained to Ghostly Rejuvenation at Level 22)


Level 10: Divine Secretkeeper


Level 11: Vigorous Spirit


Level 12: Nimble Spirit


Level 14: Hafted Defense


Level 16: Vicious Spirit (retrained to Otherworldly Accuracy at Level 24)


Level 18: Paragon Defenses (retrained to Robust Defenses at Level 21)


Level 20: Vistani Heritage


Level 21: Vistani Foresight


Level 22: Transcendent Lineage


Level 24: Grave Spirit


Level 26: Mighty Spirit


Level 28: Triumphant Spirit


Level 30: Epic Fortitude


 


POWERS


Shaman at-will 1: Claws of the Eagle


Shaman encounter 1: Ironbreaker Claws


Shaman daily 1: Spirit of the Healing Flood


Shaman utility 2: Spirit Call


Shaman encounter 3: Call to the Savage Elder


Shaman daily 5: Spirit of the Hawk's Wind


Shaman utility 6: Sudden Restoration


Shaman encounter 7: Call to the Blood Dancer


Shaman daily 9: Ancient Warlord's Inspiration


Shaman utility 10: Call Forth the Spirit World


Shaman encounter 13: Call to the Laughing Fortune (replaces Call to the Savage Elder)


Shaman daily 15: Reparative Spirit (replaces Spirit of the Healing Flood)


Shaman utility 16: Spirit Binding


Shaman encounter 17: Shackles of the Mountain (replaces Ironbreaker Claws)


Shaman daily 19: Horns of the Undefeated Khan (replaces Spirit of the Hawk's Wind)


Shaman utility 22: Medicines of Many Forms


Shaman encounter 23: Mighty Spirit Leap (replaces Call to the Blood Dancer)


Shaman daily 25: Huntmaster's Horn (replaces Ancient Warlord's Inspiration)


Shaman encounter 27: Blood Reaper Spirit (replaces Call to the Laughing Fortune)


Shaman daily 29: Sea of Serpents (replaces Reparative Spirit)


 


ITEMS


Adventurer's Kit, Healer's Brooch +6, Diamond Cincture (epic tier), Eye of Awareness (epic tier), Irrefutable Starleather Armor +6, Gloves of the Healer (epic tier), Fey Warrior's Boots (epic tier), Couters of Second Chances (paragon tier), Fireheart Tattoo (epic tier), Dice of Auspicious Fortune (paragon tier), Stone of Wind (paragon tier), Totemic Spear Longspear +6, Ring of Invigoration (paragon tier), Greater Ring of Invisibility (epic tier)


====== Copy to Clipboard and Press the Import Button on the Summary Tab ======


 


Goals
Goals of this build: the build is an stalker shaman, so you will be handing the best bonuses to damage in the whole game. but what is damage without accuracy? for this we use :
  • inspiring attack action (flame of hope AP feature, that will boost ALL of my+ my friends attak rolls, and not for a single target, but for all creatures i target with the attack. we have a few blast powers, numinous cascade to target 2 enemies (you will hardly need more than 2 targets anyway) and this gives an additional +2 to attack rolls. so we are talking about + 7 by level 11, + 11 by lv 28.

  • we can do this 4/5 encounters a day. and it includes me as well. so far , this is the greatest accuracy bonus i have seen handled to a whole party. our NAD defenses are really good, and our AC is appropiate for class and role (we wont be in the front lines for a long time). 

  • we are very good at handing out saving throws when needed. both from shaman powers and mark of healing

  • we have more action potins than other pcs, by using vistani foresight (the feat is just awsome in my eyes), that gives us +2 bonus to initiative and an additional AP after an extended rest.

  • the damage bonuses to damage are HUGE, and they can be handed on an encounter basis. using dailies can give as much as +40 to damage with small effort.

  • its virtually imposible to miss important powers. by lv 21, we have access to elven accuracy (soul of the world past life), our armor allows for a reroll with a +5/+6, we can uses the stones from the set, counter of second chances (spirit attacks are mostly melee attacks) and memory of a thousand lifetimes (for phoenix, roll 2d10 and keep the best for spirit powers).

  • last, we benefit from our own inspiring attack action before making any attacks, just by targeting enemies.


Damage bonuses

  •  AP blood reaper spirits (+15 to dmg)

  • blooded enemy +9 dm

  • mighty spirit leap (+18 average to dmg, all party)

  • full party (+ 33 unblooded/+42 blooded target to dmg)

  • this strategy can be further expansed by +9 if i use huntmasters horn instead of one of the encounter powers previously listed, and use the encounter power in the next round

  • then use spirit binding to extend a +42/+51 (blooded targets) to the whole party for yet another round






 


 



 



 



 


 



 



sorry if the thread is not correctly organized, but im not experienced with posting new threads.

well, ill do my best to compile the builds in this area:
Phoenix, by Saigon
==== Created Using Wizards of the Coast D&D Character Builder ======

 



Dervana, level 30



Deva, Shaman, Flame of Hope, Soul of the World



Companion Spirit: Stalker Spirit



Versatile Expertise: Versatile Expertise (Spear)



Versatile Expertise: Versatile Expertise (Totem)



Knowledge of Ancient Lives: Knowledge of Ancient Lives (Artificer)



Past Spirit: Past Spirit (Shadar-kai)



Past Spirit: Past Spirit (Elf)



 



FINAL ABILITY SCORES



Str 13, Con 15, Dex 12, Int 28, Wis 28, Cha 10.



 



STARTING ABILITY SCORES



Str 11, Con 13, Dex 10, Int 16, Wis 16, Cha 8.



 



 



AC: 45 Fort: 43 Reflex: 45 Will: 45



HP: 172 Surges: 9 Surge Value: 43



 



TRAINED SKILLS



Nature +29, Heal +29, Perception +29, Arcana +29, Religion +31



 



UNTRAINED SKILLS



Acrobatics +16, Bluff +15, Diplomacy +15, Dungeoneering +24, Endurance +19, History +26, Insight +24, Intimidate +15, Stealth +21, Streetwise +15, Thievery +16, Athletics +16



 



FEATS



Divine Secretkeeper: Ritual Caster



Level 1: Battle Intuition



Level 2: Focus the Spirits' Lives



Level 4: Mark of Healing



Level 6: Versatile Expertise



Level 8: Strengthening Spirit (retrained to Ghostly Rejuvenation at Level 22)



Level 10: Divine Secretkeeper



Level 11: Vigorous Spirit



Level 12: Nimble Spirit



Level 14: Hafted Defense



Level 16: Vicious Spirit (retrained to Otherworldly Accuracy at Level 24)



Level 18: Paragon Defenses (retrained to Robust Defenses at Level 21)



Level 20: Vistani Heritage



Level 21: Vistani Foresight



Level 22: Transcendent Lineage



Level 24: Grave Spirit



Level 26: Mighty Spirit



Level 28: Triumphant Spirit



Level 30: Epic Fortitude



 



POWERS



Shaman at-will 1: Claws of the Eagle



Shaman encounter 1: Ironbreaker Claws



Shaman daily 1: Spirit of the Healing Flood



Shaman utility 2: Spirit Call



Shaman encounter 3: Call to the Savage Elder



Shaman daily 5: Spirit of the Hawk's Wind



Shaman utility 6: Sudden Restoration



Shaman encounter 7: Call to the Blood Dancer



Shaman daily 9: Ancient Warlord's Inspiration



Shaman utility 10: Call Forth the Spirit World



Shaman encounter 13: Call to the Laughing Fortune (replaces Call to the Savage Elder)



Shaman daily 15: Reparative Spirit (replaces Spirit of the Healing Flood)



Shaman utility 16: Spirit Binding



Shaman encounter 17: Shackles of the Mountain (replaces Ironbreaker Claws)



Shaman daily 19: Horns of the Undefeated Khan (replaces Spirit of the Hawk's Wind)



Shaman utility 22: Medicines of Many Forms



Shaman encounter 23: Mighty Spirit Leap (replaces Call to the Blood Dancer)



Shaman daily 25: Huntmaster's Horn (replaces Ancient Warlord's Inspiration)



Shaman encounter 27: Blood Reaper Spirit (replaces Call to the Laughing Fortune)



Shaman daily 29: Sea of Serpents (replaces Reparative Spirit)



 



ITEMS



Adventurer's Kit, Healer's Brooch +6, Diamond Cincture (epic tier), Eye of Awareness (epic tier), Irrefutable Starleather Armor +6, Gloves of the Healer (epic tier), Fey Warrior's Boots (epic tier), Couters of Second Chances (paragon tier), Fireheart Tattoo (epic tier), Dice of Auspicious Fortune (paragon tier), Stone of Wind (paragon tier), Totemic Spear Longspear +6, Ring of Invigoration (paragon tier), Greater Ring of Invisibility (epic tier)



====== Copy to Clipboard and Press the Import Button on the Summary Tab ====== /spoiler]


Goals of this build: the build is an stalker shaman, so you will be handing the best bonuses to damage in the whole game. but what is damage without accuracy? for this we use :

 


  • inspiring attack action (flame of hope AP feature, that will boost ALL of my+ my friends attak rolls, and not for a single target, but for all creatures i target with the attack. we have a few blast powers, numinous cascade to target 2 enemies (you will hardly need more than 2 targets anyway) and this gives an additional +2 to attack rolls. so we are talking about + 7 by level 11, + 11 by lv 28.

  • we can do this 4/5 encounters a day. and it includes me as well. so far , this is the greatest accuracy bonus i have seen handled to a whole party. our NAD defenses are really good, and our AC is appropiate for class and role (we wont be in the front lines for a long time). 

  • we are very good at handing out saving throws when needed. both from shaman powers and mark of healing

  • we have more action potins than other pcs, by using vistani foresight (the feat is just awsome in my eyes), that gives us +2 bonus to initiative and an additional AP after an extended rest.

  • the damage bonuses to damage are HUGE, and they can be handed on an encounter basis. using dailies can give as much as +40 to damage with small effort.

  • its virtually imposible to miss important powers. by lv 21, we have access to elven accuracy (soul of the world past life), our armor allows for a reroll with a +5/+6, we can uses the stones from the set, counter of second chances (spirit attacks are mostly melee attacks) and memory of a thousand lifetimes (for phoenix, roll 2d10 and keep the best for spirit powers).

  • last, we benefit from our own inspiring attack action before making any attacks, just by targeting enemies./spoiler]

 



  • AP blood reaper spirits (+15 to dmg)


  • blooded enemy +9 dm

  • mighty spirit leap (+18 average to dmg, all party)

  • full party (+ 33 unblooded/+42 blooded target to dmg)

  • this strategy can be further expansed by +9 if i use huntmasters horn instead of one of the encounter powers previously listed, and use the encounter power in the next round

  • then use spirit binding to extend a +42/+51 (blooded targets) to the whole party for yet another round /spoiler]


 for this build, i suggest a balance between ranged and melee members, so the majority of the spaces adjacent to the SC can be vacated while targeting a focus fire. this will optimize every bonus and , in epic, will enable the use of grave spirit and thriumpant spirit for great devastation. also, each party member must have good MBA/RBA. so, my ideal party goes like this:
  • fighter or warden (we need a defender that rolls attack for punishment, so he can benefit from bonuses to hit/damage)

  • sorcerer (multitargeting is a must to not waste any damage bonuses,enemies will fall like flies)

  • invoker(can get good RBA powers and works well while clustered)

  • barbarian or avenger (lets us save some healing, great defenses)

The field marshall, by odonabhan1132


The Field Marshal, level 30



Human, Cleric|Warden, Compassionate Healer, Saint



Hybrid Warden: Hybrid Warden Fortitude



Hybrid Talent: Warden's Armored Might



Guardian Might: Lifespirit



Versatile Expertise: Versatile Expertise (Flail)



Versatile Expertise: Versatile Expertise (Holy Symbol)



Background: Auspicious Birth (Auspicious Birth Benefit)



 



FINAL ABILITY SCORES



Str 24, Con 12, Dex 15, Int 10, Wis 26, Cha 13.



 



STARTING ABILITY SCORES



Str 16, Con 10, Dex 13, Int 8, Wis 16, Cha 11.



 



 



AC: 45 Fort: 48 Reflex: 46 Will: 47



HP: 214 Surges: 9 Surge Value: 53



 



TRAINED SKILLS



Nature +28, Perception +28, Heal +28, Religion +20



 



UNTRAINED SKILLS



Acrobatics +14, Arcana +15, Bluff +16, Diplomacy +18, Dungeoneering +23, Endurance +13, History +15, Insight +23, Intimidate +18, Stealth +14, Streetwise +16, Thievery +14, Athletics +19



 



FEATS



Human: Hybrid Talent



Level 1: Whip Training



Level 2: Skill Power



Level 4: Versatile Expertise



Level 6: Human Perseverance



Level 8: Skill Swap



Level 10: Frantic Recovery



Level 11: Whip Expert



Level 12: Paragon Defenses (retrained to Robust Defenses at Level 21)



Level 14: Lifespirit Healing



Level 16: Gambler's Word



Level 18: Sudden Roots



Level 20: Shield Mastery



Level 21: Epic Reflexes



Level 22: Supreme Healer



Level 24: Primal Resurgence



Level 26: Epic Resurgence



Level 28: Divine Mastery



Level 30: Rapid Wild Defense



 



POWERS



Bonus At-Will Power: Thorn Strike



Hybrid at-will 1: Gaze of Defiance



Hybrid at-will 1: Resilience of Life



Skill Power: Swift Recovery



Skill Swap: Deliverance of Faith (retrained to Whip Crack at Whip Expert)



Hybrid encounter 1: Healing Strike



Hybrid daily 1: Form of the Relentless Panther



Hybrid utility 2: Life Transference



Hybrid encounter 3: Earthgrasp Strike



Hybrid daily 5: Rune of Peace



Hybrid utility 6: Soothing Wind



Hybrid encounter 7: Strengthen the Faithful



Hybrid daily 9: Form of the Oak Sentinel



Hybrid utility 10: Spiritual Rejuvenation



Hybrid encounter 13: Mantle of Glory (replaces Healing Strike)



Hybrid daily 15: Form of the Rowan Sentinel (replaces Form of the Relentless Panther)



Hybrid utility 16: Divine Armor



Hybrid encounter 17: Healing Harvest (replaces Earthgrasp Strike)



Hybrid daily 19: Moment of Peace (replaces Rune of Peace)



Hybrid utility 22: Mass Cure Serious Wounds



Hybrid encounter 23: Healing Torch (replaces Strengthen the Faithful)



Hybrid encounter 27:  Nothing New from here



Hybrid daily 29:  Form of the Starmetal Warrior (replaces Form of the Oak Sentinel)



 



ITEMS



Feyslaughter Whip +6, Voidhide of Enduring Health +6, Cloak of the Phoenix +6, Symbol of Shared Healing +6, Wyrmguard Shield Heavy Shield (paragon tier), Boots of Quickness (paragon tier), Essence of the Wisp (epic tier), Hero's Gauntlets (paragon tier), Golden Ring of Teros (epic tier), Healer's Sash (paragon tier), Reinforcement Tattoo (heroic tier)



Note:  The defense bonuses do not reflect the Golden ring of teros


Painless by gelatinous octaedron
 The theme of this build is that it focuses on weakening enemies, debuffing their attacks, defending allies through the spirit companion, temporary hitpoints, and damage reduction.  It does not sacrifice on healing much, although it is not as good at healing as a pure one of either class built for healing would be.  It would make a good 2nd leader in a party with a good enabler like a taclord and would really stretch out battles and annoy the DM who will have a very hard time challenging the party with damage.

It is also pretty tough: fairly high defenses, can generate temporary hitpoints for itself, and has a lot of hitpoints and healing surges since it starts with an 18 con and boosts it at every chance, along with taking dwarven durablility.

The multiclass fighter is because he wants the temp hitpoint 1/encounter when hit by an attack and for the use of second wind twice an encounter with epic recovery, which with shared healing feat also allows allies to spend surges when next to the companion (within 2 of the spirit at level 24).  So losing the normal 3rd healing word does not matter much with gamblers word and this.  Plus he gets endurance as a skill which seems to fit thematically

By level 2 he has a daily power that for the encounter reduces damage by 5 and one that does it by 4, plus an at will and encounter power that generate temp hitpoints keyed to con mod.  Later on he adds powers that weaken and other wise make it harder for enemies to damage allies.  I went with sacred flame for the at will save, although at paragon it does give 1 temp hitpoints. ice instead of lance of faith if you want to boost saves.  By mid paragon he pretty much always has a daily utility or attack power available that reduces damage or weakens enemies along with a paragon path encounter power that weakens, and in case he doesn't have any weakening/damage redcution dailies left there is always spirit of healing to fall back on.

Compassionate healer is to spread out the healing surges and because its path abilities work with any healing, not just divine or primal and because it weakens with both its attacks.  Demigod, because it works and nothing else jumped out at me.

====== Created Using Wizards of the Coast D&D Character Builder ======
Damage Reducer, level 30
Dwarf, Cleric|Shaman, Compassionate Healer, Demigod
Companion Spirit (Hybrid): Protector Spirit (Hybrid)
Hybrid Shaman: Hybrid Shaman Fortitude
Divine Spark: Divine Spark Constitution
Divine Spark: Divine Spark Wisdom
Hybrid Talent: Spirit's Power
Versatile Expertise: Versatile Expertise (Mace)
Versatile Expertise: Versatile Expertise (Holy Symbol)
Background: Akanûl (Akanûl Benefit)

FINAL ABILITY SCORES
Str 15, Con 22, Dex 12, Int 10, Wis 22, Cha 13.

STARTING ABILITY SCORES
Str 13, Con 16, Dex 10, Int 8, Wis 16, Cha 11.


AC: 26 Fort: 34 Reflex: 28 Will: 34
HP: 179 Surges: 15 Surge Value: 50

TRAINED SKILLS
Insight +26, Heal +26, Perception +26

UNTRAINED SKILLS
Acrobatics +16, Arcana +15, Bluff +16, Diplomacy +16, Dungeoneering +23, Endurance +23, History +15, Intimidate +16, Nature +21, Religion +15, Stealth +16, Streetwise +16, Thievery +16, Athletics +17

FEATS
Level 1: Armor Proficiency (Chainmail)
Level 2: Hybrid Talent
Level 4: Sudden Call (retrained to Nimble Spirit at Level 11)
Level 6: Protector Spirit Adept
Level 8: Versatile Expertise
Level 10: Wrathful Warrior
Level 11: Gambler's Word
Level 12: Paragon Defenses (retrained to Robust Defenses at Level 21)
Level 14: Armor Proficiency (Scale)
Level 16: Dwarven Durability
Level 18: Superior Implement Training (Accurate symbol)
Level 20: Resilient Spirit
Level 21: Ironheart Spirit
Level 22: Armor Proficiency (Plate)
Level 24: Spirit of Health
Level 26: Mighty Spirit
Level 28: Martial Resolve
Level 30: Epic Recovery

POWERS
Hybrid at-will 1: Lance of Faith
Hybrid at-will 1: Protecting Strike
Hybrid encounter 1: Ironbreaker Claws
Hybrid daily 1: Moment of Glory
Hybrid utility 2: Protective Roots
Hybrid encounter 3: Hymn of Resurgence
Hybrid daily 5: Spirit of the Hawk's Wind
Hybrid utility 6: Spirit of Healing
Hybrid encounter 7: Winter Wind Spirit
Hybrid daily 9: Dismissal
Hybrid utility 10: Shielding Word
Hybrid encounter 13: Drawing All Eyes (replaces Ironbreaker Claws)
Hybrid daily 15: Reparative Spirit (replaces Moment of Glory)
Hybrid utility 16: Faces of the Fallen
Hybrid encounter 17: Enthrall (replaces Hymn of Resurgence)
Hybrid daily 19: Moment of Peace (replaces Spirit of the Hawk's Wind)
Hybrid utility 22: Ramparts of Light
Hybrid encounter 23: Spirit of the Ram (replaces Winter Wind Spirit)
Hybrid daily 25: Life Lanterns (replaces Dismissal)
Hybrid encounter 27: Forcing the Threat (replaces Drawing All Eyes)
Hybrid daily 29: Spirits of Mist (replaces Reparative Spirit)

ITEMS
Adventurer's Kit, Healer's Brooch +6, Totem of the Severed Eye +2, Stalwart Belt (paragon tier), Ring of the Fallen (paragon tier), Premonition Ring (paragon tier), Essence of the Wisp (epic tier), Executioner's Bracers (epic tier), Gloves of the Healer (epic tier), Fey Warrior's Boots (epic tier), Breakchain Tattoo (epic tier), Portable Hole (paragon tier), Accurate symbol of the Holy Nimbus +6, Dawn Warrior Godplate Armor +6, Mace of Healing +5
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======

The undead warchief, by Jay_ibero_911

====== Created Using Wizards of the Coast D&D Character Builder ======
level 30
Revenant, Ardent, God Fragment, Raven Consort
Ardent Mantle: Mantle of Elation
Versatile Expertise: Versatile Expertise (Heavy Blade)
Pact Initiate: Pact Initiate (vestige pact)
Arcane Implement Proficiency: Arcane Implement Proficiency (heavy blade group)
Choose your Race in Life: Shadar-kai

FINAL ABILITY SCORES
Str 13, Con 26, Dex 14, Int 10, Wis 12, Cha 26.

STARTING ABILITY SCORES
Str 11, Con 14, Dex 10, Int 8, Wis 10, Cha 18.


AC: 43 Fort: 44 Reflex: 33 Will: 40
HP: 191 Surges: 15 Surge Value: 47

TRAINED SKILLS
Heal +21, Diplomacy +28, Intimidate +30, Endurance +30, Religion +20

UNTRAINED SKILLS
Acrobatics +17, Arcana +15, Bluff +23, Dungeoneering +16, History +15, Insight +16, Nature +16, Perception +16, Stealth +17, Streetwise +23, Thievery +17, Athletics +16

FEATS
Level 1: Unnatural Mantle
Level 2: Versatile Expertise
Level 4: Restless Dead
Level 6: Pact Initiate
Level 8: Arcane Implement Proficiency
Level 10: Weapon Proficiency (Fullblade)
Level 11: Ghostly Rejuvenation
Level 12: Widened Mantle
Level 14: Improved Ardent Surge
Level 16: Death Scorned
Level 18: Fierce Vitality
Level 21: Ghostly Vitality
Level 22: Deathless Warrior
Level 24: Unyielding Fortitude
Level 26: Armor Proficiency (Scale)

POWERS
Ardent at-will 1: Demoralizing Strike
Ardent at-will 1: Energizing Strike
Ardent daily 1: Battleborn Acuity
Ardent utility 2: Mind over Matter
Ardent at-will 3: Focusing Strike
Ardent daily 5: Empowered Arsenal
Ardent utility 6: Deliverance of Faith
Ardent daily 9: Feast of Despair
Ardent utility 10: Reactive Resistance
Ardent utility 16: Mental Rejuvenation
Ardent daily 19: Vitality Transfer (replaces Battleborn Acuity)
Ardent utility 22: Rapid Recovery
Ardent daily 25: Corona of Battle (replaces Feast of Despair)
Ardent daily 29: Empathic Projection (replaces Empowered Arsenal)

ITEMS
Gloves of the Healer (paragon tier), Nullifying Ring (epic tier), Verve Titanscale Armor +6, Blade of the Eldritch Knight Fullblade +6, Survivor's Belt (paragon tier), Healer's Brooch +6, Circlet of Arkhosia (epic tier)
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======




Not a fully refined build, and plenty of room to adjust for whatever goodied fit from psionic power, but you've got the basic unkillable revenant, who also shares some of this unkillability with his allies in the form of unnatural mantle and ghostly rejuvination. Basic trifecta of Energizing/Focusing/Demoralizing strike for at-will healing/saves/debuffs, though you can easily play around with different at-wills to better cater to different party setups. God Fragment gives the build some flavor and a ranged encounter option, supplemented by the handy blade of the eldritch knight. The weak points of this leader are the limited mobility and attack granting options, but they should be more than made up for by the incredible ammount of durability he has and provides to the party.

Again, this is just a rough attempt on my part, but anyone should be able to see the potential of providing this kind of lasting power to the party. I would be delighted if someone wanted to take this outline and refine it, especially if they have access to psionic power already.

Aeris, by Nausicaa
 
Aeris Gainsborough, level 30
Kalashtar, Cleric, Messenger of Peace, Saint
Shielding Cleric
Versatile Expertise: Versatile Expertise (Mace)
Versatile Expertise: Versatile Expertise (Holy Symbol)
Divinity: Arawai, Sovereign Host

FINAL ABILITY SCORES
Str 14, Con 14, Dex 12, Int 10, Wis 26, Cha 26.

STARTING ABILITY SCORES
Str 12, Con 12, Dex 10, Int 8, Wis 18, Cha 18.

HP 169 Surges 15 Surge Value 42

Initiative: 15+1= +16 

AC 43 = 10 base +15 levels +12 titanscale armor +1 light shield + 6 enhancement (true ac 47-48 with -2 hit aura and +2 to all defenses from features and/or from Salubrous Armor)

Fortitude 43 = 10 base + 15 levels + 2 mod + 2 titanscale armor + 4 epic fortitude + 2 saint + 6 neck + 2 robust defenses (47 with -2 hit aura and +2 to all defenses from features)

Reflex 37 = 10 base + 15 levels + 1 mod + 1 light shield + 2 saint + 6 neck + 2 robust defenses (41 with -2 hit aura and +2 to all defenses from features)

Will 43 = 10 base + 15 levels + 2 class + 8 mod + 2 saint + 6 neck + 2 robust defenses (47 with -2 hit aura and +2 to all defenses from features, see bastion of mental clarity 1/encounter)

TRAINED SKILLS
Diplomacy +32 Heal +28 Insight +30 Religion +20 

LANGUAGES: Common, Telepathy 5

FEATS

1 Pacifist Healer
2 Versatile expertise (Mace/Holy Symbol)
4 Superior Implement Training
6 Defensive Healing Word
8 Arawai's Abundance 
10 Pacifist's Reward
11 Healer's Implement
12 Paragon Defenses (Retrained to Robust Defenses at level 21)
14 Assured Healing
16 Armor Proficiency (Scale)
18 Shield Proficiency (Light)
20 Gambler's Word
21 Divine Mastery
22 Supreme Healer
24 Glorious Channeler
26 Shared Healing
28 Beatific Healing
30 Epic Fortitude

POWERS
At wills: Astral Seal, Sacred Flame

Encounter: Denunciation, Pacify, Remorse, Healer's Reproof

Dailies: Blade Barrier, Brilliant Censure, End to strife, Enforced Surrender

Utilities:  Bastion of Mental Clarity (racial), Healing Word (3x encounter),  Channel Divinity (Arawai's Abundance, Healer's Mercy, Divine Fortune: 2X  encounter), Return from the death's door, Stream of life, Reverent  Mettle, Peacemaker Pronouncement, Astral Shield, Clarion Call of the  Astral Sea, Sanctified Revival

ITEMS (expected gold= 14,000,000 GP) Spent 9,997,000
+6  mace of healing, +6 salubrous titanscale armor, +6 Accurate Symbol of  Shared Healing +6 healer's brooch, Healer's shield (paragon tier), Boots  of Speed, Gloves of the Healer (Epic tier), Phrenic Crown (Heroic  Tier), Ring of Tenacious Will, Alliance Ring, Cord of Divine Favor,  Tattoo of the Escape Artist, Solitaire (Citrine), Battle Standard of  Healing, Dice of Auspicious Fortune, Silver sand (Paragon) x8, Restful  Bedroll




Main features: 
1)defender level AC and NADs, very sturdy character with a great number of surges, capable to take a lot of beating and to stay in melee to apply aura. Nearly impossible to hit will, due to combination high defense/kalashtar racial.

2) -2 hit aura on all enemies

3) 4x (+ possibly other for gambler's word) encounter surge heals: each heals in the order of surge + 12d6 + 67 (more or less) without specific items.

4) Effective control with a great number of spells: complete enemy lock for up to 6 rounds as encounter, up to 9 round AOE control with dailies.

5) Great damage boosts with blade barrier, brilliant censure and remorse.

6) Usual hit boost with astral seal, denunciation.

7) Damage control with Reverent Mettle 3x encounter.

8) Immune to Domination and necrotic resist 15.

Genasi Novalord, by Lordduskblade

Race: Genasi (FRPG)
Elemental Manifestation: Watersoul (FRPG)
Class: Warlord (PHB)
Commanding Presence: Tactical Presence (PHB)
Leader Feature: Combat Leader (PHB)
Paragon Path: Battle Captain (PHB)
Epic Destiny: Warmaster (MP)

Ability Scores, with racial adjustments:
Strength 26 (+8)
Constitution 14 (+2)
Dexterity 12 (+1)
Intelligence 26 (+8)
Wisdom 10 (+0)
Charisma 14 (+2)

HP: 186 --> 12 base, +14 Constitution, +145 levels, +15 Toughness
Bloodied: 93 HP or less
Healing Surges: 9 --> 7 base, +2 Constitution
Healing Surge Value: 46 HP

AC: 46 --> 10 base, +5 armor, +8 ability (Intelligence), +15 levels, +6 enhancement, +2 shield
Fortitude: 42 --> 10 base, +8 ability (Strength), +15 levels, +6 enhancement, +2 feat, +1 class
Reflex: 43 --> 10 base, +8 ability (Intelligence), +15 levels, +6 enhancement, +2 feat, +2 shield
Will: 42 --> 10 base, +2 ability (Charisma), +15 levels, +6 enhancement, +4 Epic Will, +2 feat, +1 class

Initiative: +37 --> +1 ability (Dexterity), +15 level, +8 feat, +8 power (Combat Leader), +5 item

Speed: 6 --> 6 base

Inspiring Word:
Usage: Four times per encounter
Range: Close burst 15
Targets: You or one ally in burst
Effect: The target may spend a healing surge and regain an additional 8d6+6 HP. Additionally, the target may make a saving throw. The target gains a +8 power bonus to attack rolls and speed until the end of your next turn. Each ally in the burst also gains 11 temporary HP.

Racial Powers:
Swiftcurrent (FRPG)

At-Will Attack Powers:
L1 - Commander's Strike (PHB)
L1 - Inevitable Wave (PHH 2)

Encounter Attack Powers:
L11 - Force Retreat (PHB)
L17 - Hail of Steel (PHB)
L17 - Thunderous Fury (PHB)
L27 - A Plan Comes Together (D 384)

Daily Attack Powers:
L19 - Victory Surge (PHB)
L20 - Cunning Flurry (PHB)
L25 - Precision Stance (MP)
L29 - Defy Death (PHB)

Utility Powers:
L2 - Adaptive Stratagem (MP)
L6 - Reorient the Axis (MP 2)
L10 - Tactical Orders (MP 2)
L12 - Bolt of Genius (PHB)
L16 - Warlord's Banner (PHB)
L22 - Rush of Battle (MP)
L26 - Spring the Trap (MP)

Skills:
Athletics (+25) --> +8 ability (Strength), +5 trained, +15 level, -1 armor, -2 shield
Diplomacy (+22) --> +2 ability (Charisma), +5 trained, +15 level
Endurance (+21) --> +2 ability (Constitution), +5 trained, +15 level, -1 armor, -2 shield
History (+28) --> +8 ability (Intelligence), +5 trained, +15 level

Feats:
L1 - Mark of Healing (EPG)
L2 - Weapon Expertise (Heavy Blades) (PHB 2)
L4 - Tactical Assault (PHB)
L6 - Shield Proficiency (Heavy) (PHB)
L8 - Primordial Surge (D 367)
L10 - Toughness (PHB)
L11 - Combat Commander (PHB)
L12 - Fight On (MP 2)
L16 - Vexing Flanker (PHB 2)
L21 - Martial Mastery (MP)
L21 - Robust Defenses (PHB 2)
L22 - Shared Resources (MP 2)
L22 - Superior Initiative (PHB 3)
L24 - Epic Will (PHB 2)
L26 - Weapon Focus (Heavy Blades) (PHB)
L28 - Improved Tactics (MP)
L28 - Protective Leadership (MP)
L30 - Danger Sense (PHB)

Changes:
+5 HP
+1 to attacks, defenses, and checks
New Feat: Danger Sense (PHB)

Magic Items (Expected GP = 14,625,000):
L30 (3,125,000 gp): +6 Healer's Elderhide Armor (AV 2)
L29 (2,625,000 gp): Ring of Free Time (AV 2)
L28 (2,125,000 gp): +6 Steadfast Amulet (AV)
L27 (1,625,000 gp): +6 Farbond Spellblade Longsword (AV 2)
L26 (1,125,000 gp): Iron Armbands of Power (Epic Tier) (AV)
L26 (1,125,000 gp): Violet Solitaire (AV)
L25 (625,000 gp): Diamond Scabbard (AV)
L24 (525,000 gp): Zephyr Boots (AV)
L23 (425,000 gp): Eye of Awareness (AV)
L22 (325,000 gp): Gloves of the Healer (Epic Tier) (AV)
L15 (25,000 gp): Ring of the Dragonborn Emperor (AV)
L13 (17,000 gp): Cord of Divine Favor (AV)
L12 (13,000 gp): Stone of Earth (AV 2)
L11 (9,000 gp): Dice of Auspicious Fortune (D 381)
L9 (4,200 gp): Backlash Tattoo (AV 2)
L3 (680 gp): Battle Standard of Healing (AV)
Nonmagical: Heavy Shield (PHB)
TOTAL: 13,718,880 gp

Discussion:
Well, this is it - everything is as good as it can be, and then some. Enjoy hunting deities or something.



Build Goal and Tactics



This build's goal is simple: hit 'em fast, hit 'em hard, and hit 'em until they stop moving. To accomplish that end, all resources have been geared around getting you and your allies in better positions, and then granting them attack bonuses and additional attacks so they can finish the enemy off cleanly and efficiently. That said, it's also capable of dealing with things if they don't go according to plan.

This build is meant to be played in the frontline; it's moderately durable, and its healing ability is certainly appreciated when you're going toe-to-toe. Look to get your allies going early and often; a module of encounters will be an easier task if you can end some of them without getting hit.

The saint of defiance, by Sildean
Tristan, level 30
Human, Runepriest, Master of the Forge, Saint
Build: Defiant Runepriest
Runic Artistry: Defiant Word
Background: Aglarond (Aglarond Benefit)

FINAL ABILITY SCORES
Str 26, Con 13, Dex 17, Int 10, Wis 22, Cha 12.

STARTING ABILITY SCORES
Str 16, Con 11, Dex 13, Int 8, Wis 16, Cha 10.


AC: 47 Fort: 53 Reflex: 48 Will: 51
HP: 170 Surges: 8 Surge Value: 42

TRAINED SKILLS
Perception +29, Religion +20, Insight +28, Heal +26, Athletics +26, Endurance +19

UNTRAINED SKILLS
Acrobatics +16, Arcana +15, Bluff +16, Diplomacy +18, Dungeoneering +21, History +15, Intimidate +18, Nature +21, Stealth +16, Streetwise +16, Thievery +16

FEATS
Human: Shield Proficiency (Heavy)
Level 1: Weapon Proficiency (Bastard sword)
Level 2: Weapon Expertise (Heavy Blade)
Level 4: Battle Awareness
Level 6: Stout Shield
Level 8: Wary Fighter
Level 10: Encouraging Shield
Level 11: Paragon Defenses (retrained to Robust Defenses at Level 21)
Level 12: Armor Specialization (Scale)
Level 14: Heavy Blade Opportunity
Level 16: Eyes in the Back of Your Head
Level 18: Phalanx Warrior (retrained to Defensive Advantage at Level 22)
Level 20: Focused Superiority
Level 21: Epic Reflexes
Level 22: Heavy Blade Mastery
Level 24: Epic Fortitude
Level 26: Epic Will
Level 28: Martial Resolve
Level 30: Slashing Storm

POWERS
Bonus At-Will Power: Word of Diminishment
Runepriest at-will 1: Word of Exchange
Runepriest at-will 1: Word of Binding
Runepriest encounter 1: Flames of Purity
Runepriest daily 1: Rune of the Undeniable Dawn
Runepriest utility 2: Shield of Sacrifice
Runepriest encounter 3: Word of the Blinding Shield
Runepriest daily 5: Rune of Endless Fire
Runepriest utility 6: Rune of Meritorious Alacrity
Runepriest encounter 7: Symbol of Cowardice
Runepriest daily 9: Rune of Boundless Fury
Runepriest utility 10: Rune of the Astral Winds
Runepriest encounter 13: Iron Redoubt (replaces Flames of Purity)
Runepriest daily 15: Rune of Judgment's Levy (replaces Rune of Endless Fire)
Runepriest utility 16: Rune of Reinvigoration
Runepriest encounter 17: Rune of the Astral Phalanx (replaces Word of the Blinding Shield)
Runepriest daily 19: Rune of Rust (replaces Rune of the Undeniable Dawn)
Runepriest utility 22: Rune of the Hero's Resolve
Runepriest encounter 23: Mark of Untamed Wrath (replaces Symbol of Cowardice)
Runepriest daily 25: Rune of the Penultimate Step (replaces Rune of Boundless Fury)
Runepriest encounter 27: Word of Divine Battle (replaces Iron Redoubt)
Runepriest daily 29: Rune of Pacifism (replaces Rune of Judgment's Levy)

ITEMS
Helm of Able Defense (paragon tier), Heavy Shield, Brooch of Vitality +6, Circlet of Indomitability (epic tier), Boots of Quickness (epic tier), Belt of Vim (epic tier), Iron Armbands of Power (epic tier), Nullifying Ring (epic tier), Agile Elderscale Armor +6, Demonskin Tattoo (epic tier), Shadow Band (epic tier), Cloak of Distortion +6, Feyslaughter Bastard sword +6, Gauntlets of Destruction (paragon tier)



One recommendation would be to put the build in a spoiler box. use {spoiler=title} text {/spoiler} with the curly braces replaced by square brackets.
Just so this doesn't become enormously crowded, put all builds in sblocks (sblocks > spoiler boxes), to keep things organized. Just use [ sblock=title] text [ /sblock] (taking out spaces) instead of the spoilers. This lets you name the text whatever you want, say, The Phoenix.
The Field Marshal

Build goal and tactics


The idea here is to be a healer in the midst of your melee friends, being well enough defended to not use too much of your healing on yourself and secondary defender when this type of support isn’t necessary.  This makes you kind of an armored supply vehicle for your strikers and main defender.  While you are limited to one word, you make up for it with quick heals that help multiple targets.


Your second objective is damage prevention, and this is done through both defender and leader style powers, as well as weapon attacks with your whip.


level 1 snapshot

The Field Marshal, level 1


Human, Cleric|Warden


Hybrid Talent: Warden's Armored Might


Guardian Might: Lifespirit


Hybrid Warden: Hybrid Warden Fortitude


Background: Auspicious Birth (Auspicious Birth Benefit)


 


FINAL ABILITY SCORES


Str 16, Con 10, Dex 13, Int 8, Wis 18, Cha 11.


 


STARTING ABILITY SCORES


Str 16, Con 10, Dex 13, Int 8, Wis 16, Cha 11.


 


 


AC: 19 Fort: 15 Reflex: 14 Will: 16


HP: 32 Surges: 8 Surge Value: 8


 


TRAINED SKILLS


Nature +9, Perception +9, Heal +9, Religion +4


 


UNTRAINED SKILLS


Acrobatics -2, Arcana -1, Bluff, Diplomacy, Dungeoneering +4, Endurance -3, History -1, Insight +4, Intimidate, Stealth -2, Streetwise, Thievery -2, Athletics


 


FEATS


Human: Hybrid Talent


Level 1: Whip Training


 


POWERS


Bonus At-Will Power: Thorn Strike


Hybrid at-will 1: Gaze of Defiance


Hybrid at-will 1: Resilience of Life


Hybrid encounter 1: Healing Strike


Hybrid daily 1: Form of the Relentless Panther


 


ITEMS


Hide Armor, Heavy Shield, Whip, Adventurer's Kit



level 2

Gain Skill Power – Start with Healers Gift and get Swift Recovery at 6th (You have to deal with the loss of a Word and giving the defense bonuses can go a long way to replacing the healers lore)


Gain Life Transference (It may not look that good, but it can clean up an ally in preparation for you using second wind)



level 3

Gain Earthgrasp Strike (we have to pick from the warden this time and when done at reach 2, this is pretty good enemy control)



level 4

Gain +1 Str and Wis to 17/19


Gain Versatile Expertise (I don’t recommend this for all Leaders, but without a second racial bump and no ED bump to look forward to it becomes a necessity)



level 5

Gain Rune of Peace (for 100% mitigation for a short while)



level 6

Gain Soothing Wind (By 10 we will be SW as a minor 3 fights a day)


Gain Human Perseverance (Could also go Stubborn Survivor, depending on how “all out” you like to play action points)



level 7

Gain Strengthen the Faithful (Kind of a dead level for the build, I too k this despite my low Cha.  There are likely better options)



level 8

Gain +1 Str and Wis to 18/20


Gain Skill swap for Deliverance of Faith loosing thorn strike (DoF is eh, but it gives you the free slot for whip crack at 11th)



level 9

Gain Form of the Oak Sentinel (So good for you, we keep it 20 levels)



level 10

Gain Spiritual Rejuvenation (Good now, gets better at 14 and 24)


Gain Frantic Recovery (May as well get the human/warden combo piece while we are talking about second wind)



level 11 snapshot

The Field Marshal, level 11


Human, Cleric|Warden, Compassionate Healer


Hybrid Talent: Warden's Armored Might


Guardian Might: Lifespirit


Hybrid Warden: Hybrid Warden Fortitude


Versatile Expertise: Versatile Expertise (Flail)


Versatile Expertise: Versatile Expertise (Holy Symbol)


Background: Auspicious Birth (Auspicious Birth Benefit)


 


FINAL ABILITY SCORES


Str 19, Con 11, Dex 14, Int 9, Wis 21, Cha 12.


 


STARTING ABILITY SCORES


Str 16, Con 10, Dex 13, Int 8, Wis 16, Cha 11.


 


 


AC: 28 Fort: 24 Reflex: 22 Will: 24


HP: 95 Surges: 8 Surge Value: 23


 


TRAINED SKILLS


Nature +15, Perception +15, Heal +15, Religion +9


 


UNTRAINED SKILLS


Acrobatics +4, Arcana +4, Bluff +6, Diplomacy +6, Dungeoneering +10, Endurance +2, History +4, Insight +10, Intimidate +6, Stealth +4, Streetwise +6, Thievery +4, Athletics +6


 


FEATS


Human: Hybrid Talent


Level 1: Whip Training


Level 2: Skill Power


Level 4: Versatile Expertise


Level 6: Human Perseverance


Level 8: Skill Swap


Level 10: Frantic Recovery


Level 11: Whip Expert


 


POWERS


Bonus At-Will Power: Thorn Strike


Hybrid at-will 1: Gaze of Defiance


Hybrid at-will 1: Resilience of Life


Skill Power: Swift Recovery


Skill Swap: Deliverance of Faith (retrained to Whip Crack at Whip Expert)


Hybrid encounter 1: Healing Strike


Hybrid daily 1: Form of the Relentless Panther


Hybrid utility 2: Life Transference


Hybrid encounter 3: Earthgrasp Strike


Hybrid daily 5: Rune of Peace


Hybrid utility 6: Soothing Wind


Hybrid encounter 7: Strengthen the Faithful


Hybrid daily 9: Form of the Oak Sentinel


Hybrid utility 10: Spiritual Rejuvenation


 


ITEMS


Magic Earthhide Armor +3, Guardian's Call Whip +3, Periapt of Cascading Health +2, Battleforged Shield Heavy Shield (heroic tier), Symbol of Shared Healing +2, Parry Gauntlets (heroic tier)



level 12

Gain Paragon Defenses (It is what it is)


Gain Bear the wounds (It would be better if we also had font of life, but if you haven’t been damaged it sets you up to use your second wind)



level13

Gain Mantle of Glory (A big healing blast with the chance for some decent damage and crowd control)



level 14

Gain +1 to Str and Wis to 20/22


Gain Lifespirit healing (More useful to you than Gamblers word right now, and it will be great at epic when you double the surges/saves for adjacent allies)



level15

Gain Form of the Rowan sentinel (Not as good for you  as the Oak form but the free marking is nice for you since you only mark one person at a time as a hybrid)



level16

Gain Divine armor (Raising your own defense while mitigating damage for the whole encounter no matter where the allies go)


Gain Healers Sacrifice (Not a bad option in a pinch, just don’t die)


Gain Gamblers Word (Not guaranteed, but as we make mor attacks per round now it is becoming likely enough to take now)



level 17

Gain Healing Harvest (It gives a bit of surgeless healing while encouraging the death of its target, very leaderlike for a Warden power)



level 18

Gain +1 to Str and Wis to 21/23


Gain Sudden Roots (Been meaning to take this for a while but didn’t have the space)



level 19

Gain Moment of Peace (An area replacement for rune of peace)



level 20

Gain Martyrs Cry (That weakening lasts a loooong time)


Gain Shield Mastery (too bad you can’t take its willful little brother)



level 21 snapshot

The Field Marshal, level 21


Human, Cleric|Warden, Compassionate Healer, Saint


Hybrid Talent: Warden's Armored Might


Guardian Might: Lifespirit


Hybrid Warden: Hybrid Warden Fortitude


Versatile Expertise: Versatile Expertise (Flail)


Versatile Expertise: Versatile Expertise (Holy Symbol)


Background: Auspicious Birth (Auspicious Birth Benefit)


 


FINAL ABILITY SCORES


Str 22, Con 12, Dex 15, Int 10, Wis 24, Cha 13.


 


STARTING ABILITY SCORES


Str 16, Con 10, Dex 13, Int 8, Wis 16, Cha 11.


 


 


AC: 38 Fort: 39 Reflex: 37 Will: 38


HP: 158 Surges: 9 Surge Value: 39


 


TRAINED SKILLS


Nature +22, Perception +22, Heal +22, Religion +15


 


UNTRAINED SKILLS


Acrobatics +9, Arcana +10, Bluff +11, Diplomacy +11, Dungeoneering +17, Endurance +8, History +10, Insight +17, Intimidate +11, Stealth +9, Streetwise +11, Thievery +9, Athletics +13


 


FEATS


Human: Hybrid Talent


Level 1: Whip Training


Level 2: Skill Power


Level 4: Versatile Expertise


Level 6: Human Perseverance


Level 8: Skill Swap


Level 10: Frantic Recovery


Level 11: Whip Expert


Level 12: Paragon Defenses (retrained to Robust Defenses at Level 21)


Level 14: Lifespirit Healing


Level 16: Gambler's Word


Level 18: Sudden Roots


Level 20: Shield Mastery


Level 21: Epic Reflexes


 


POWERS


Bonus At-Will Power: Thorn Strike


Hybrid at-will 1: Gaze of Defiance


Hybrid at-will 1: Resilience of Life


Skill Power: Swift Recovery


Skill Swap: Deliverance of Faith (retrained to Whip Crack at Whip Expert)


Hybrid encounter 1: Healing Strike


Hybrid daily 1: Form of the Relentless Panther


Hybrid utility 2: Life Transference


Hybrid encounter 3: Earthgrasp Strike


Hybrid daily 5: Rune of Peace


Hybrid utility 6: Soothing Wind


Hybrid encounter 7: Strengthen the Faithful


Hybrid daily 9: Form of the Oak Sentinel


Hybrid utility 10: Spiritual Rejuvenation


Hybrid encounter 13: Mantle of Glory (replaces Healing Strike)


Hybrid daily 15: Form of the Rowan Sentinel (replaces Form of the Relentless Panther)


Hybrid utility 16: Divine Armor


Hybrid encounter 17: Healing Harvest (replaces Earthgrasp Strike)


Hybrid daily 19: Moment of Peace (replaces Rune of Peace)


 


ITEMS


Magic Stalkerhide Armor +5, Guardian's Call Whip +5, Timeless Locket +4, Wyrmguard Shield Heavy Shield (heroic tier), Helm of Hidden Horrors (paragon tier), Belt of Sacrifice (heroic tier), Curse Eye Tattoo (heroic tier), Symbol of Shared Healing +4, Boots of the Fencing Master (heroic tier)



level 22

Gain Mass Cure serious wounds (A huge as if heal for the whole party?  Count me in)


Gain supreme healer (only getting one sure fire word limits the usefulness of this, but that is exactly why you need to take it)



level 23

Gain Healing Torch (even without a good cha, it is a HUGE area and will heal the entire party)



level 24

Gain +1 to Str and Wis making them 23/25


Sanctified Touch increases the effectiveness of your healing and save granting abilities, making Lifespirit grant 2 surges and 2 saves.


Gain Primal Resurgence (Now go into Guardian form 3/dy)



level 25

No replacement, what you have by now is ideal for the build and doesn’t need changing



level 26

Gain Sanctified Revival (great in the clutch), and Epic Resurgence



level 27

No replacement, what you have is ideal for the build



level 28

Gain +1 to Str and Wis to bring them to the final level of 24/26 respectively


Gain Divine Mastery (4 fine options for recovery)



level 29

Trade Oak Sentinel for Starmetal Warrior (Become a minitarasque)



level 30 snapshot

The Field Marshal, level 30


Human, Cleric|Warden, Compassionate Healer, Saint


Hybrid Warden: Hybrid Warden Fortitude


Hybrid Talent: Warden's Armored Might


Guardian Might: Lifespirit


Versatile Expertise: Versatile Expertise (Flail)


Versatile Expertise: Versatile Expertise (Holy Symbol)


Background: Auspicious Birth (Auspicious Birth Benefit)


 


FINAL ABILITY SCORES


Str 24, Con 12, Dex 15, Int 10, Wis 26, Cha 13.


 


STARTING ABILITY SCORES


Str 16, Con 10, Dex 13, Int 8, Wis 16, Cha 11.


 


 


AC: 45 Fort: 48 Reflex: 46 Will: 47


HP: 214 Surges: 9 Surge Value: 53


 


TRAINED SKILLS


Nature +28, Perception +28, Heal +28, Religion +20


 


UNTRAINED SKILLS


Acrobatics +14, Arcana +15, Bluff +16, Diplomacy +18, Dungeoneering +23, Endurance +13, History +15, Insight +23, Intimidate +18, Stealth +14, Streetwise +16, Thievery +14, Athletics +19


 


FEATS


Human: Hybrid Talent


Level 1: Whip Training


Level 2: Skill Power


Level 4: Versatile Expertise


Level 6: Human Perseverance


Level 8: Skill Swap


Level 10: Frantic Recovery


Level 11: Whip Expert


Level 12: Paragon Defenses (retrained to Robust Defenses at Level 21)


Level 14: Lifespirit Healing


Level 16: Gambler's Word


Level 18: Sudden Roots


Level 20: Shield Mastery


Level 21: Epic Reflexes


Level 22: Supreme Healer


Level 24: Primal Resurgence


Level 26: Epic Resurgence


Level 28: Divine Mastery


Level 30: Rapid Wild Defense


 


POWERS


Bonus At-Will Power: Thorn Strike


Hybrid at-will 1: Gaze of Defiance


Hybrid at-will 1: Resilience of Life


Skill Power: Swift Recovery


Skill Swap: Deliverance of Faith (retrained to Whip Crack at Whip Expert)


Hybrid encounter 1: Healing Strike


Hybrid daily 1: Form of the Relentless Panther


Hybrid utility 2: Life Transference


Hybrid encounter 3: Earthgrasp Strike


Hybrid daily 5: Rune of Peace


Hybrid utility 6: Soothing Wind


Hybrid encounter 7: Strengthen the Faithful


Hybrid daily 9: Form of the Oak Sentinel


Hybrid utility 10: Spiritual Rejuvenation


Hybrid encounter 13: Mantle of Glory (replaces Healing Strike)


Hybrid daily 15: Form of the Rowan Sentinel (replaces Form of the Relentless Panther)


Hybrid utility 16: Divine Armor


Hybrid encounter 17: Healing Harvest (replaces Earthgrasp Strike)


Hybrid daily 19: Moment of Peace (replaces Rune of Peace)


Hybrid utility 22: Mass Cure Serious Wounds


Hybrid encounter 23: Healing Torch (replaces Strengthen the Faithful)


Hybrid encounter 27:  Nothing New from here


Hybrid daily 29:  Form of the Starmetal Warrior (replaces Form of the Oak Sentinel)


 


ITEMS


Feyslaughter Whip +6, Voidhide of Enduring Health +6, Cloak of the Phoenix +6, Symbol of Shared Healing +6, Wyrmguard Shield Heavy Shield (paragon tier), Boots of Quickness (paragon tier), Essence of the Wisp (epic tier), Hero's Gauntlets (paragon tier), Golden Ring of Teros (epic tier), Healer's Sash (paragon tier), Reinforcement Tattoo (heroic tier)


Note:  The defense bonuses do not reflect the Golden ring of teros



Update:  Recomended party composition


Because the feild marshal likes to be able to get adjacent to party members with a single move, he may not be the best with long range strikers.  On the other hand parties with a strong front line (Main tank, one or two melee strikers) work well.  Because he attacks with reach, he does have a bit more freedom of movement than other melee leaders, allowing him to take full move actions on most turns, working better with rangers than rogues.

very nice build!!!!
its really creative and thematic, although i would consider changing the whip for something a little more solid. a polearm may be a reasonable choice, IMHO, or a hammer with improved healing abilities
I definetly wanted him to use a shield since he would be up in the frontline, Whips and hammers both were considered but the reach should help with not using his healing on himself as much and the extra -2 to one target is right up his alley.  Could easily be switched for hammer though, I wouldnt bother with a superior weapon that isnt +3 prof for a leader, so you save 2 feats.  In thier place I would go with Student of the sword (1 handers) and Sheilded resurgence.

These are some of my favorite recent builds.  The first is my Damage Reducing cleric/bear shaman.  Its main strengths are in debuffs/buffs that make it very hard to take down the rest of the party and letting the party go through as many encounters as possible through strong dailies and surge conservation.


The second is a pacifist cleric that does not miss.  The main reason I count this as an ulitmate leader is that it is constantly giving out buffs/debuffs/saves/healing.  Either the attacks do not require attack rolls, are very accurate, or the effects happen even on a miss.  It is a bit weak in enabling ally attacks and movement, but healer's mercy does let allies shift and at epic he has a couple of attack enabling powers and he is very good at all other types of leading.

I cut and pasted these from other threads with some modifications, but received replies from people who had success with fairly similar builds in actual games.

painless

The theme of this build is that it focuses on weakening enemies, debuffing their attacks, defending allies through the spirit companion, temporary hitpoints, and damage reduction.  It does not sacrifice on healing much, although it is not as good at healing as a pure one of either class built for healing would be.  It would make a good 2nd leader in a party with a good enabler like a taclord and would really stretch out battles and annoy the DM who will have a very hard time challenging the party with damage.

It is also pretty tough: fairly high defenses, can generate temporary hitpoints for itself, and has a lot of hitpoints and healing surges since it starts with an 18 con and boosts it at every chance, along with taking dwarven durablility.

The multiclass fighter is because he wants the temp hitpoint 1/encounter when hit by an attack and for the use of second wind twice an encounter with epic recovery, which with shared healing feat also allows allies to spend surges when next to the companion (within 2 of the spirit at level 24).  So losing the normal 3rd healing word does not matter much with gamblers word and this.  Plus he gets endurance as a skill which seems to fit thematically

By level 2 he has a daily power that for the encounter reduces damage by 5 and one that does it by 4, plus an at will and encounter power that generate temp hitpoints keyed to con mod.  Later on he adds powers that weaken and other wise make it harder for enemies to damage allies.  I went with sacred flame for the at will save, although at paragon it does give 1 temp hitpoints. ice instead of lance of faith if you want to boost saves.  By mid paragon he pretty much always has a daily utility or attack power available that reduces damage or weakens enemies along with a paragon path encounter power that weakens, and in case he doesn't have any weakening/damage redcution dailies left there is always spirit of healing to fall back on.

Compassionate healer is to spread out the healing surges and because its path abilities work with any healing, not just divine or primal and because it weakens with both its attacks.  Demigod, because it works and nothing else jumped out at me.

====== Created Using Wizards of the Coast D&D Character Builder ======
Damage Reducer, level 30
Dwarf, Cleric|Shaman, Compassionate Healer, Demigod
Companion Spirit (Hybrid): Protector Spirit (Hybrid)
Hybrid Shaman: Hybrid Shaman Fortitude
Divine Spark: Divine Spark Constitution
Divine Spark: Divine Spark Wisdom
Hybrid Talent: Spirit's Power
Versatile Expertise: Versatile Expertise (Mace)
Versatile Expertise: Versatile Expertise (Holy Symbol)
Background: Akanûl (Akanûl Benefit)

FINAL ABILITY SCORES
Str 15, Con 22, Dex 12, Int 10, Wis 22, Cha 13.

STARTING ABILITY SCORES
Str 13, Con 16, Dex 10, Int 8, Wis 16, Cha 11.


AC: 26 Fort: 34 Reflex: 28 Will: 34
HP: 179 Surges: 15 Surge Value: 50

TRAINED SKILLS
Insight +26, Heal +26, Perception +26

UNTRAINED SKILLS
Acrobatics +16, Arcana +15, Bluff +16, Diplomacy +16, Dungeoneering +23, Endurance +23, History +15, Intimidate +16, Nature +21, Religion +15, Stealth +16, Streetwise +16, Thievery +16, Athletics +17

FEATS
Level 1: Armor Proficiency (Chainmail)
Level 2: Hybrid Talent
Level 4: Sudden Call (retrained to Nimble Spirit at Level 11)
Level 6: Protector Spirit Adept
Level 8: Versatile Expertise
Level 10: Wrathful Warrior
Level 11: Gambler's Word
Level 12: Paragon Defenses (retrained to Robust Defenses at Level 21)
Level 14: Armor Proficiency (Scale)
Level 16: Dwarven Durability
Level 18: Superior Implement Training (Accurate symbol)
Level 20: Resilient Spirit
Level 21: Ironheart Spirit
Level 22: Armor Proficiency (Plate)
Level 24: Spirit of Health
Level 26: Mighty Spirit
Level 28: Martial Resolve
Level 30: Epic Recovery

POWERS
Hybrid at-will 1: Lance of Faith
Hybrid at-will 1: Protecting Strike
Hybrid encounter 1: Ironbreaker Claws
Hybrid daily 1: Moment of Glory
Hybrid utility 2: Protective Roots
Hybrid encounter 3: Hymn of Resurgence
Hybrid daily 5: Spirit of the Hawk's Wind
Hybrid utility 6: Spirit of Healing
Hybrid encounter 7: Winter Wind Spirit
Hybrid daily 9: Dismissal
Hybrid utility 10: Shielding Word
Hybrid encounter 13: Drawing All Eyes (replaces Ironbreaker Claws)
Hybrid daily 15: Reparative Spirit (replaces Moment of Glory)
Hybrid utility 16: Faces of the Fallen
Hybrid encounter 17: Enthrall (replaces Hymn of Resurgence)
Hybrid daily 19: Moment of Peace (replaces Spirit of the Hawk's Wind)
Hybrid utility 22: Ramparts of Light
Hybrid encounter 23: Spirit of the Ram (replaces Winter Wind Spirit)
Hybrid daily 25: Life Lanterns (replaces Dismissal)
Hybrid encounter 27: Forcing the Threat (replaces Drawing All Eyes)
Hybrid daily 29: Spirits of Mist (replaces Reparative Spirit)

ITEMS
Adventurer's Kit, Healer's Brooch +6, Totem of the Severed Eye +2, Stalwart Belt (paragon tier), Ring of the Fallen (paragon tier), Premonition Ring (paragon tier), Essence of the Wisp (epic tier), Executioner's Bracers (epic tier), Gloves of the Healer (epic tier), Fey Warrior's Boots (epic tier), Breakchain Tattoo (epic tier), Portable Hole (paragon tier), Accurate symbol of the Holy Nimbus +6, Dawn Warrior Godplate Armor +6, Mace of Healing +5
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======




never miss

1 encounter power in heroic and 2 paragon/epic autohit.  About half the daily powers do not have any attack rolls and the paragon daily power lets you take a do over if you miss.  Several of the powers like Moment of Glory and Hymn of Ressurgance do not need you to hit to be effective.  Gaze of defiance becomes needed at level 16, but before then any at will ranged power works.  By late paragon Gaze of Defiance is actually more accurate than astral seal since it rolls twice and with the the stone of spirit you can reroll an additional miss 1/day. 

It might be worth toning down some of these feats like wild elf luck or accurate symbol since those might be overkill  Life lanterns would work for level 25 and augment of war or weapon of the gods could work for level 5.

====== Created Using Wizards of the Coast D&D Character Builder ======
Accurate Cleric, level 30
Elf, Cleric, Divine Oracle, Harbinger of Doom
Versatile Expertise: Versatile Expertise (Mace)
Versatile Expertise: Versatile Expertise (Holy Symbol)
Background: Chessenta (Chessenta Benefit)

FINAL ABILITY SCORES
Str 12, Con 14, Dex 16, Int 10, Wis 20, Cha 18.

STARTING ABILITY SCORES
Str 10, Con 12, Dex 12, Int 8, Wis 16, Cha 16.


AC: 28 Fort: 29 Reflex: 30 Will: 34
HP: 171 Surges: 9 Surge Value: 42

TRAINED SKILLS
Religion +20, Heal +25, Insight +25, Diplomacy +24

UNTRAINED SKILLS
Acrobatics +18, Arcana +15, Bluff +19, Dungeoneering +20, Endurance +17, History +15, Intimidate +19, Nature +22, Perception +22, Stealth +18, Streetwise +19, Thievery +18, Athletics +16

FEATS
Cleric: Ritual Caster
Level 1: Pacifist Healer
Level 2: Versatile Expertise
Level 4: Imminent Luck
Level 6: Distant Advantage
Level 8: Blessing of Corellon
Level 10: Mark of Healing
Level 11: Merciful Shift
Level 12: Armor Specialization (Chainmail)
Level 14: Wild Elf Luck
Level 16: Justice Hammer
Level 18: Healer's Implement
Level 20: Shielding Word
Level 21: Robust Defenses
Level 22: Beatific Healer
Level 24: Supreme Healer
Level 26: Epic Resurgence
Level 28: Defensive Healing Word
Level 30: Glorious Channeler

POWERS
Channel Divinity: Healer's Mercy
Cleric at-will 1: Astral Seal
Cleric at-will 1: Gaze of Defiance
Cleric encounter 1: Prophetic Guidance
Cleric daily 1: Moment of Glory
Cleric utility 2: Return from Death's Door
Cleric encounter 3: Hymn of Resurgence
Cleric daily 5: Consecrated Ground
Cleric utility 6: Stream of Life
Cleric encounter 7: Denunciation
Cleric daily 9: Blade Barrier
Cleric utility 10: Reverent Mettle
Cleric encounter 13: Mantle of Glory (replaces Prophetic Guidance)
Cleric daily 15: Tree of Creation (replaces Moment of Glory)
Cleric utility 16: Cloak of Courage
Cleric encounter 17: Sever the Source (replaces Hymn of Resurgence)
Cleric daily 19: Moment of Peace (replaces Consecrated Ground)
Cleric utility 22: Adjure the Chosen
Cleric encounter 23: Rebuke the Wrathful (replaces Denunciation)
Cleric daily 25: Life Lanterns (replaces Blade Barrier)
Cleric encounter 27: Sunburst (replaces Mantle of Glory)
Cleric daily 29: Enforced Surrender (replaces Tree of Creation)

ITEMS
Ritual Book, Adventurer's Kit, Healer's Brooch +6, Bracers of Bold Maneuvering (paragon tier), Sandals of Avandra (epic tier), Gloves of the Healer (epic tier), Phrenic Crown (paragon tier), Luminary Ring (epic tier) (2), Ring of Tenacious Will (epic tier), Cincture of Vivacity (paragon tier), Breakchain Tattoo (paragon tier), Blessed Book (heroic tier), Solitaire (Cerulean) (epic tier), Dust of Appearance (paragon tier), Stone of Spirit (paragon tier), Keoghtom's Ointment (paragon tier), Foe Stone (paragon tier), Whistle of Warning (heroic tier), Instant Campsite (heroic tier), Champion's Accurate symbol +6, Pitmail Armor of Shared Health +6, Holy Healer's Mace +5, Rhythm Blade Dagger +1
RITUALS
Gentle Repose, Brew Potion
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======



Edit: I modified the painless build to be a bit more effective at enabling and attack buffing than it was before by switching out a couple of powers to fit with the theme of ultimate leader as discussed below.  I also gave the builds more in depth descriptions and changed the never miss build so that it is a better enabler than it was before, and slightly less over board on the accuracy theme, by changing the feats around some.  Both original builds are in my cleric handbook.

This thread needed to be made. Leaders are my favorite role ::dance::

the lazy, lazy clever commander and the killswitch need to be here- some of my favorite leader builds.
Currently Playing: lvl 6 Pixie Skald in Home Campaign lvl 2 Human Bard in Forgotten Realms ---
gret builds octaedron!!!
also, for future poster, please include a brief description of the tactics and strenghts of the build, so we may know why the build is good and what it does to be different/unique and flavorful to play. also remember to include your recommended party composition, including all roles.
I don't mean to contaminate this thread with mathy stuff, but perhaps a nice number to quote on buffers would be the delta DPR, or DPR increase that you can cause with either your at-will or encounter powers.

If DPR grows at 2*level +6 and you have a 50% chance to hit that means that your DPR would be roughly
.5(4*level+12).  Assume this model when buffing such a striker.  If you buff multiple allies state it in parenthesis (3 allies, all alllies, burst 3...)

If my leader gives you a +2 to attack and +8 damage with his at will then the delta DPR would be calculated as follows
+2 attack equates to a +10% chance to hit, +8 damage is simple
.6(4*level + 20) - .5(4*level+12) at level 10, for example, would be 10 delta DPR.  You can increase you striker's DPR by 10.
DPR King Candidates 3.0
How much damage should I shoot for?
You're fired : 1 Kills Per 5 Rounds = .2 KPR Fair Striker : 2 Kills Per 5 Rounds = .4 KPR Highly Optimized : 3 Kills Per 5 Rounds = .6 KPR Nerfbat please : 4 Kills Per 5 Rounds = .8 KPR It's OVER 9000!!!!!: 5 Kills Per 5 Rounds = 1+ KPR
DPR? KPR? KP4R? Bless you
DPR = Damage Per round ~= Chance to hit * damage on a hit KPR = Kills Per Round. 1 Kill = 8*Level+24 damage = DPR/(8*level+24) KPNR = Kills Per N Rounds. How many standards can you kill in N rounds?

I need to update a couple of my older builds and add them here in the next few days.  I have a watcher build from a while ago that was very good at maximizing ally basic attacks that needs to be updated.  I also should put up an updated cleric for maximizing party radiant damage.


For the never miss cleric above for a quick summary of why you don’t miss even when you roll for attacks, at level 21 when attacking will you roll twice (divine oracle)  reroll any 1s (harbinger of doom) and once per encounter you can reroll any misses (elven accuracy) repeating the process over again with an additional +1d4 to hit for all your rolls (wild elf luck).  If you still miss after that you don’t expend elven accuracy because of imminent luck.   1/day you can reroll the attack again with the stone of spirit.  The build works fine before epic and you don’t have to take pacifist healer with it, but you have enough nondamaging powers that it is worth it.

I don't mean to contaminate this thread with mathy stuff, but perhaps a nice number to quote on buffers would be the delta DPR, or DPR increase that you can cause with either your at-will or encounter powers.

If DPR grows at 2*level +6 and you have a 50% chance to hit that means that your DPR would be roughly
.5(4*level+12).  Assume this model when buffing such a striker.  If you buff multiple allies state it in parenthesis (3 allies, all alllies, burst 3...)

If my leader gives you a +2 to attack and +8 damage with his at will then the delta DPR would be calculated as follows
+2 attack equates to a +10% chance to hit, +8 damage is simple
.6(4*level + 20) - .5(4*level+12) at level 10, for example, would be 10 delta DPR.  You can increase you striker's DPR by 10.



Great idea in theory, but unusable in practice.  Take a look at my Puppetmaster...he gives little in the way of buffs/debuffs, but grants a ton of extra attacks (like a regular Lazylord) and also utilizes powers that dominate, as well.  Does this mean he wouldn't be an ultimate leader?  No, he has 3 heals/enc and a daily heal from a MC feat, a massive opening gambit in terms of +init/movement, and has great defenses to avoid being targetted.

None of that is easily quntifiable, unless you specify that he runs around with a Barb/Avenger tandem, so you know he has good damage MBAs to hand out.
I think one of the things that needs to be clearly defined for this type of thread is what exactly an Ultimate Leader.

With the other two similar threads you know what it is that they are talking about. DPR Kings are fairly straight forward, but Ultimate Defender and Ultimate Leader are ideas more then just math.

While I know what the idea of what an Ultimate Defender is as it is clearly defined in that thread. I don't know what really qualifies as an Ultimate Leader. There are alot of really good leader builds out there but just like with Defenders being good doesn't make an Ultimate build.
Updated feild marshal, added party comp.
I didn't mean to reduce all leaders to how well they can buff.  I simply wanted a way of adding a quantifiable value to buffing.  Granting a +5 damage at epic isn't that awesome, but is ridiculous at level 1.  This is a way of quantifying buffing.  Debuffing with either attack penalty or damage reduction can be similarly quantified.  Aside from these 2 things there is almost nothing else that is on such a straightforward scale.  Even a character effectiveness index has been throughly discussed and found to be nearly impossible, and I would be an idiot to assume that delta DPR would be such an index for leaders.
DPR King Candidates 3.0
How much damage should I shoot for?
You're fired : 1 Kills Per 5 Rounds = .2 KPR Fair Striker : 2 Kills Per 5 Rounds = .4 KPR Highly Optimized : 3 Kills Per 5 Rounds = .6 KPR Nerfbat please : 4 Kills Per 5 Rounds = .8 KPR It's OVER 9000!!!!!: 5 Kills Per 5 Rounds = 1+ KPR
DPR? KPR? KP4R? Bless you
DPR = Damage Per round ~= Chance to hit * damage on a hit KPR = Kills Per Round. 1 Kill = 8*Level+24 damage = DPR/(8*level+24) KPNR = Kills Per N Rounds. How many standards can you kill in N rounds?
Leaders have more jobs than other roles: enabling extra ally attacks or movement, condition removing, healing, buffing offense/debuffing enemies defenses, & buffing defense/debuffing enemy offence. 

You can be the ulimate at one of these and not be that good at any of the others, with the lazy warlord who is not very good at healing or condition removal at one extreme and the pacifist cleric who never grants any extra ally attacks at the other.

I would say the painless build above is the "ulitmate" at buffing defense/debuffing enemy offense, while the never miss is the "ultimate" build as far as consistently helping out party members.

Ultimate in one area does not make and Ultimate Leader in my mind. An Ultimate Build should be good to great at all the various aspects of what a Leader is Expected to do. This does not mean that some of the specialized Leader are not good leaders they just aren't ultimate in my mind at least.

This is based on the feel of the other threads especially the Ultimate Defender Thread. These threads aren't about compiling good builds that can be done with the The Complete Collection of Character Build threads. The point of the other threads is to compile the cream of the crop and highlight what it truly means to be that role.

To that end determining what the qualification of an Ultimate Leader are is important to the entire idea of the thread.

well, since i started the thread, ill add a definion of ultimate leader, and i wish to know if you agree with me on the subject:


  • an ultimate leader is expected to keep the group alive, at least.this means a capable healer,independently of his other main capabilities, both by power/feat selection and item selection.

  • an ultimate leader must be a complete leader, having the ability to perform well in all the departments (bonuses,enabling,saving throws, buffing/debuffing,healing). if he misses one of these categories, he should be expectacular in one of the aforementioned areas to compensate his weakness.

  • an ultimate leader must perfrom well with any party composition. certain parties make better use of certain leaders, therefore my request of suggest a party composition, and insist on it being balanced (all roles covered, this ensures all or most of the action types are covered),but he must perform at least good no matter what the party is, as long its a balanced one

  • an ultimate leader must have at least 1 "i win" button. this ensures that the leader will keep the party on their feet when the chips are down.

  • an ultimate leader must be autosufficient: if the party has to expend resources helping him, he is not doing his job. therefore, good defenses/evasion methods/self healing (that does not reduce the healing available to the group) and the like are expected at least to some degree.

  • an ultimate leader must be fun to play: spaming a single at will is hell boring, even if its the optimal choice,an since ultimate means awsome, he must have different powers/actions that let the player enjoy his character without being cheesy. for this, thematic/historical symetry and coolness are recommended.

so far, this is my opinion. what say you?

I would agree on all accounts. Not sure what others think but to me if you have all of that well you are about as good as you can be.
The Undead Warchief
Show

Undead Warchief
====== Created Using Wizards of the Coast D&D Character Builder ======
level 30
Revenant, Ardent, God Fragment, Raven Consort
Ardent Mantle: Mantle of Elation
Versatile Expertise: Versatile Expertise (Heavy Blade)
Pact Initiate: Pact Initiate (vestige pact)
Arcane Implement Proficiency: Arcane Implement Proficiency (heavy blade group)
Choose your Race in Life: Shadar-kai

FINAL ABILITY SCORES
Str 13, Con 26, Dex 14, Int 10, Wis 12, Cha 26.

STARTING ABILITY SCORES
Str 11, Con 14, Dex 10, Int 8, Wis 10, Cha 18.


AC: 43 Fort: 44 Reflex: 33 Will: 40
HP: 191 Surges: 15 Surge Value: 47

TRAINED SKILLS
Heal +21, Diplomacy +28, Intimidate +30, Endurance +30, Religion +20

UNTRAINED SKILLS
Acrobatics +17, Arcana +15, Bluff +23, Dungeoneering +16, History +15, Insight +16, Nature +16, Perception +16, Stealth +17, Streetwise +23, Thievery +17, Athletics +16

FEATS
Level 1: Unnatural Mantle
Level 2: Versatile Expertise
Level 4: Restless Dead
Level 6: Pact Initiate
Level 8: Arcane Implement Proficiency
Level 10: Weapon Proficiency (Fullblade)
Level 11: Ghostly Rejuvenation
Level 12: Widened Mantle
Level 14: Improved Ardent Surge
Level 16: Death Scorned
Level 18: Fierce Vitality
Level 21: Ghostly Vitality
Level 22: Deathless Warrior
Level 24: Unyielding Fortitude
Level 26: Armor Proficiency (Scale)

POWERS
Ardent at-will 1: Demoralizing Strike
Ardent at-will 1: Energizing Strike
Ardent daily 1: Battleborn Acuity
Ardent utility 2: Mind over Matter
Ardent at-will 3: Focusing Strike
Ardent daily 5: Empowered Arsenal
Ardent utility 6: Deliverance of Faith
Ardent daily 9: Feast of Despair
Ardent utility 10: Reactive Resistance
Ardent utility 16: Mental Rejuvenation
Ardent daily 19: Vitality Transfer (replaces Battleborn Acuity)
Ardent utility 22: Rapid Recovery
Ardent daily 25: Corona of Battle (replaces Feast of Despair)
Ardent daily 29: Empathic Projection (replaces Empowered Arsenal)

ITEMS
Gloves of the Healer (paragon tier), Nullifying Ring (epic tier), Verve Titanscale Armor +6, Blade of the Eldritch Knight Fullblade +6, Survivor's Belt (paragon tier), Healer's Brooch +6, Circlet of Arkhosia (epic tier)
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======



Not a fully refined build, and plenty of room to adjust for whatever goodied fit from psionic power, but you've got the basic unkillable revenant, who also shares some of this unkillability with his allies in the form of unnatural mantle and ghostly rejuvination. Basic trifecta of Energizing/Focusing/Demoralizing strike for at-will healing/saves/debuffs, though you can easily play around with different at-wills to better cater to different party setups. God Fragment gives the build some flavor and a ranged encounter option, supplemented by the handy blade of the eldritch knight. The weak points of this leader are the limited mobility and attack granting options, but they should be more than made up for by the incredible ammount of durability he has and provides to the party.

Again, this is just a rough attempt on my part, but anyone should be able to see the potential of providing this kind of lasting power to the party. I would be delighted if someone wanted to take this outline and refine it, especially if they have access to psionic power already.
Warlord/Wizard whatever/ Legendary General + Globe of Invulnerability

Your party all humans with belt's of sonnlinor rightousness, life charms, and the avenging spirit feat.  You just have to stand there while they mop up, plop down a battle standard of healing, and heal one of them.

Yea, it's a level 30 trick, but it's as close to you can get to an indistuctable party (with lot's of extra actions).

5e houserules and tweaks.

Celestial Link Evoking Radiance into Creation

A Party Without Music is Lame: A Bard

Level Dip Guide

 

4e stuff

guides
List of no-action attacks.
Dynamic vs Static Bonuses
Phalanx tactics and builds
Crivens! A Pictsies Guide Good
Power
s to intentionally miss with
Mr. Cellophane: How to be unnoticed
Way's to fire around corners
Crits: what their really worth
Retroactive bonus vs Static bonus.
Runepriest handbook & discussion thread
Holy Symbols to hang around your neck
Ways to Gain or Downgrade Actions
List of bonuses to saving throws
The Ghost with the Most (revenant handbook)
my builds
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 Optimized net user.  Moderate.

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.  One of THE most abusive character in 4e.

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.

Rune 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 with items, making it 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.

Pffft.  Don't be humans.  Be dead humans (revenants).
I think those are reasonable standards.  A leader's job is to make sure his party is able to do their jobs beyond what they could do without him, while conserving party resources (time, healing surges, daily powers etc.).

Part of the issue is that many well made leader builds excel by being really good at one or two parts of being a leader at the expense of one or more of the others on the theory that if you are good enough at your specialty you don't need to be good at all the others.  For instance it is pretty much impossible to make a ranged cleric who is even decent at enabling, without dipping into other classes powers.  They make up for that by being very good at all the other areas of leading.

I will rebuild the leaders I posted above a little bit to make sure they are a bit more balanced.  For the painless build I will mainly need to switch out a couple of powers to allow for more offenisive buffing and enabling.
Pffft.  Don't be humans.  Be dead humans (revenants).

But then the leader wouldn't do anything.  You'd already have an invulnerable, action pointed.

5e houserules and tweaks.

Celestial Link Evoking Radiance into Creation

A Party Without Music is Lame: A Bard

Level Dip Guide

 

4e stuff

guides
List of no-action attacks.
Dynamic vs Static Bonuses
Phalanx tactics and builds
Crivens! A Pictsies Guide Good
Power
s to intentionally miss with
Mr. Cellophane: How to be unnoticed
Way's to fire around corners
Crits: what their really worth
Retroactive bonus vs Static bonus.
Runepriest handbook & discussion thread
Holy Symbols to hang around your neck
Ways to Gain or Downgrade Actions
List of bonuses to saving throws
The Ghost with the Most (revenant handbook)
my builds
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 Optimized net user.  Moderate.

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.  One of THE most abusive character in 4e.

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.

Rune 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 with items, making it 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.

oh, i was forgetting about how good shadar-kai leaders are
 ghostly rejuvination is all an ultimate leader can wish for. i will include it as a secon past life in my Phoenix build
My Sir Slidesalot build should be in here imo.  Plenty of healing, both attack granting and defense debuffing, the master of aoe nova w/Demo Strike, and dazing at-wills that slide huge distances.
well, after remembering how good ghostly rejuvination is, ill update my phoenix build , to make it even more awsome
o new builds posted?

This has been touched upon above, but more than anything else an ultimate leader will find it far easier to be 'ultimate' when in a party that takes advantage of his particular strengths. All the leader classes have different focuses. While there is overlap in some cases, all leaders - as a general rule - have niches where they excel and other areas where they do not. Different parties will find it easier to take advantage of the differing aspects of being a leader. Other parties will find what some leaders provide to be redundant or ineffective.

As an example, I'll put two warlord builds side by side - the Bravura Warlord and the Tactical Warlord. Obviously there will be considerable overlap between the two builds but each type of warlord leans toward differing specialities: bravelords are by far the best at granting additional attacks; taclords favour making existing attacks more accurate. So which warlord is more effective? It depends on your party.

Bravelords excel where other party members have devastating basic attacks. Parties with great weapon fighters, barbarians, avengers - if your party contains two or more characters like this, then a bravelord will be heaping on a lot of extra damage.

Taclords excel in two different circumstances: either large, singular hits or many additional hits. They suffer where characters are already very accurate. Parties with barbarians (big hits) or rangers (many hits) benefit especially from taclords. Avengers benefit far less because their accuracy is already so good.

The same is true for all leaders. If you are matching your leader to your group, you must first ask yourself "what is my party lacking?". Do they need more manoeuvrability, do they benefit from extra attacks, do their existing attacks need to be more accurate, can they take advantage of bonus damage, or will they need lots of healing (fragile party members), etcetera. Any particular leader build can be very good - but to perform to its capabilities as advertised the party must be able to take advantage of what the leader provides.

I'll post my healic here, for saigon request.

This is a partially unfinished build: first, it lacks some items (4M gold unspent). Second, I've never played a saint: its main feature is the saving throws enabling: for this, i retrained out mark of healing, but i don't know how much is useful. However here's the build.

Remember that first and foremost this is a controller leader. When she can't control anymore enemies, she heals. She heals a lot, even if she isn't optimized for that (no miracle worker, avatar of life, or other healing PP or ED)

Aeris, Shielding Pacifist Cleric

Aeris Gainsborough, level 30
Kalashtar, Cleric, Messenger of Peace, Saint
Shielding Cleric
Versatile Expertise: Versatile Expertise (Mace)
Versatile Expertise: Versatile Expertise (Holy Symbol)
Divinity: Arawai, Sovereign Host

FINAL ABILITY SCORES
Str 14, Con 14, Dex 12, Int 10, Wis 26, Cha 26.

STARTING ABILITY SCORES
Str 12, Con 12, Dex 10, Int 8, Wis 18, Cha 18.

HP 169 Surges 15 Surge Value 42

Initiative: 15+1= +16

AC 43 = 10 base +15 levels +12 titanscale armor +1 light shield + 6 enhancement (true ac 47-48 with -2 hit aura and +2 to all defenses from features and/or from Salubrous Armor)

Fortitude 43 = 10 base + 15 levels + 2 mod + 2 titanscale armor + 4 epic fortitude + 2 saint + 6 neck + 2 robust defenses (47 with -2 hit aura and +2 to all defenses from features)

Reflex 37 = 10 base + 15 levels + 1 mod + 1 light shield + 2 saint + 6 neck + 2 robust defenses (41 with -2 hit aura and +2 to all defenses from features)

Will 43 = 10 base + 15 levels + 2 class + 8 mod + 2 saint + 6 neck + 2 robust defenses (47 with -2 hit aura and +2 to all defenses from features, see bastion of mental clarity 1/encounter)

TRAINED SKILLS
Diplomacy +32 Heal +28 Insight +30 Religion +20

LANGUAGES: Common, Telepathy 5

FEATS

1 Pacifist Healer
2 Versatile expertise (Mace/Holy Symbol)
4 Superior Implement Training
6 Defensive Healing Word
8 Arawai's Abundance
10 Pacifist's Reward
11 Healer's Implement
12 Paragon Defenses (Retrained to Robust Defenses at level 21)
14 Assured Healing
16 Armor Proficiency (Scale)
18 Shield Proficiency (Light)
20 Gambler's Word
21 Divine Mastery
22 Supreme Healer
24 Glorious Channeler
26 Shared Healing
28 Beatific Healing
30 Epic Fortitude

POWERS
At wills: Astral Seal, Sacred Flame

Encounter: Denunciation, Pacify, Remorse, Healer's Reproof

Dailies: Blade Barrier, Brilliant Censure, End to strife, Enforced Surrender

Utilities: Bastion of Mental Clarity (racial), Healing Word (3x encounter), Channel Divinity (Arawai's Abundance, Healer's Mercy, Divine Fortune: 2X encounter), Return from the death's door, Stream of life, Reverent Mettle, Peacemaker Pronouncement, Astral Shield, Clarion Call of the Astral Sea, Sanctified Revival

ITEMS (expected gold= 14,000,000 GP) Spent 9,997,000
+6 mace of healing, +6 salubrous titanscale armor, +6 Accurate Symbol of Shared Healing +6 healer's brooch, Healer's shield (paragon tier), Boots of Speed, Gloves of the Healer (Epic tier), Phrenic Crown (Heroic Tier), Ring of Tenacious Will, Alliance Ring, Cord of Divine Favor, Tattoo of the Escape Artist, Solitaire (Citrine), Battle Standard of Healing, Dice of Auspicious Fortune, Silver sand (Paragon) x8, Restful Bedroll



Main features:
1)defender level AC and NADs, very sturdy character with a great number of surges, capable to take a lot of beating and to stay in melee to apply aura. Nearly impossible to hit will, due to combination high defense/kalashtar racial.

2) -2 hit aura on all enemies

3) 4x (+ possibly other for gambler's word) encounter surge heals: each heals in the order of surge + 12d6 + 67 (more or less) without specific items.

4) Effective control with a great number of spells: complete enemy lock for up to 6 rounds as encounter, up to 9 round AOE control with dailies.

5) Great damage boosts with blade barrier, brilliant censure and remorse.

6) Usual hit boost with astral seal, denunciation.

7) Damage control with Reverent Mettle 3x encounter.

8) Immune to Domination and necrotic resist 15.

Chauntea/Lathander/Torm Cleric since 1995 My husband married a DM - καλὸς καὶ ἀγαθός

IMAGE(http://www.nodiatis.com/pub/14.jpg)

Here is a generalist build that works as the leader in any party.  Strongest in healing and save granting, but it also has at wills that grant temp hit points, shifting, and a basic attack.  It is pretty good at defensive buffs, granting shifting and other party enabling through feats and powers.  Offensive buffing is its weakest area, but it has a few encounter and daily powers like spirit of dawn and spirit of the ram that include offensive buffs and claws of the eagle at least grants CA.  Human is for the extra at will and feat, but dwarf or any wisdom race is fine.  The new shaman at will spirit infusion would work in place of claws of the eagle for paragon.  Multiclass warlord is just for the extra ally shift and mulitclass cleric or other leader would also work.

Human Bear Shaman Scion of Renewal Demigod, mc warlord.  I will add items later, but it is not a very item dependent build.

generalist bear shaman


====== Created Using Wizards of the Coast D&D Character Builder ======
The Generalist, level 30
Human, Shaman, Scion of Renewal, Demigod
Companion Spirit: Protector Spirit
Versatile Expertise: Versatile Expertise (Spear)
Versatile Expertise: Versatile Expertise (Totem)
Divine Spark: Divine Spark Wisdom
Divine Spark: Divine Spark Constitution
Background: Chessenta (Chessenta Benefit)

FINAL ABILITY SCORES
Str 15, Con 26, Dex 12, Int 13, Wis 28, Cha 10.

STARTING ABILITY SCORES
Str 13, Con 16, Dex 10, Int 11, Wis 16, Cha 8.


AC: 26 Fort: 37 Reflex: 29 Will: 38
HP: 183 Surges: 15 Surge Value: 45

TRAINED SKILLS
Insight +29, Nature +29, Perception +29, Endurance +28, Heal +29, Athletics +22

UNTRAINED SKILLS
Acrobatics +16, Arcana +16, Bluff +15, Diplomacy +15, Dungeoneering +24, History +16, Intimidate +15, Religion +16, Stealth +16, Streetwise +15, Thievery +16

FEATS
Human: Armor Proficiency (Chainmail)
Level 1: Mark of Healing
Level 2: Protector Spirit Adept
Level 4: Sudden Call (retrained to Nimble Spirit at Level 11)
Level 6: Versatile Expertise
Level 8: Skill Power
Level 10: Resilient Spirit
Level 11: Shielding Spirit
Level 12: Paragon Defenses (retrained to Robust Defenses at Level 21)
Level 14: Superior Implement Training (Accurate totem)
Level 16: Armor Proficiency (Scale)
Level 18: Invigorating Spirit
Level 20: Skirmishing Leader
Level 21: Mighty Spirit
Level 22: Ironheart Spirit
Level 24: Strengthening Spirit
Level 26: Armor Proficiency (Plate)
Level 28: Reliable Action
Level 30: Primal Resurgence

POWERS
Bonus At-Will Power: Claws of the Eagle
Shaman at-will 1: Voice of Battle
Skill Power: Swift Recovery
Shaman encounter 1: Thunder Bear's Warding
Shaman daily 1: Spirit of the Healing Flood
Shaman utility 2: Protective Roots
Shaman encounter 3: Capturing Jaws
Shaman daily 5: Spirit of the Hawk's Wind
Shaman utility 6: Spirit of Dawn
Shaman encounter 7: Winter Wind Spirit
Shaman daily 9: Ancient Warlord's Inspiration
Shaman utility 10: Twilight's Veil
Shaman encounter 13: Call to the Indomitable Defender (replaces Thunder Bear's Warding)
Shaman daily 15: Guardian of the Primal Copse (replaces Spirit of the Healing Flood)
Shaman utility 16: Spirit Binding
Shaman encounter 17: Spirit of Spring's Renewal (replaces Capturing Jaws)
Shaman daily 19: Tendrils of the Fate Weaver (replaces Spirit of the Hawk's Wind)
Shaman utility 22: Medicines of Many Forms
Shaman encounter 23: Spirit of the Ram (replaces Winter Wind Spirit)
Shaman daily 25: Western Wind of Storms (replaces Ancient Warlord's Inspiration)
Shaman encounter 27: Call to the Cleansing Fire (replaces Call to the Indomitable Defender)
Shaman daily 29: Heart of Bedlam (replaces Guardian of the Primal Copse)

====== Copy to Clipboard and Press the Import Button on the Summary Tab ======



I would suggest that you use the second post in the thread to either link to the posted builds you approve of, or even have summaries of the builds themselves. Apart from that, I would also suggest a revision of the last bullet point: everyone's definition of "fun" is subjective, and you may be stepping on a few toes, there. Everything else looks about right to me (I especially like the pre-requisite of a degree of self-sufficiency: I feel this goes ignored sometimes).

Given all that, I would like to submit my Genasi Novalord and Dragonborn Nova Bravelord for consideration. Both of these are alpha strike specialists that focus on ending fights quickly through a combination of enabling and buffing, but they have not neglected the Leader essentials.
pretty nice, and thanks to all
i agree with you LDB, but im really new in this thread thing. can some of you guys point me out in how do i export the published builds and how can i make the list so its accesible to the community. 
later i would like to discuss some of the published builds, to point their strenghts and present them as options for the community to choose based on theme/fluff/flavor (since all of them should be effective and mechanically optimal). also how others ideas can refine existing builds 

later i would like to discuss some of the published builds, to point their strenghts and present them as options for the community to choose based on theme/fluff/flavor (since all of them should be effective and mechanically optimal). also how others ideas can refine existing builds 



The sooner the better... this is a forum, and the primary asset is discussion!

Chauntea/Lathander/Torm Cleric since 1995 My husband married a DM - καλὸς καὶ ἀγαθός

IMAGE(http://www.nodiatis.com/pub/14.jpg)

well friends, i gave up. i tried hard to make the build block, but all other spoilers i create end up being inside the first spoiler published, so ill need some help in there. 
Have you tried (sblock)text(/sblock), with brackets replacing the parentheses?
well, i finally managed to learn how to do this properly, so here we are, the builds are in the second post from the start. i selected 1 premium build from many posted by person, to reflect more the original idea, for many are very similar in the end. feel free to keep posting and discuss the already posted builds.
This is my first stab at Char-Op build, but I would love to see my favorite class, Runepriests, represented here.

Here goes, and I hope it holds up!

[sblock The Saint of Defiance]
====== Created Using Wizards of the Coast D&D Character Builder ======
Tristan, level 30
Human, Runepriest, Master of the Forge, Saint
Build: Defiant Runepriest
Runic Artistry: Defiant Word
Background: Aglarond (Aglarond Benefit)

FINAL ABILITY SCORES
Str 26, Con 13, Dex 17, Int 10, Wis 22, Cha 12.

STARTING ABILITY SCORES
Str 16, Con 11, Dex 13, Int 8, Wis 16, Cha 10.


AC: 47 Fort: 52 Reflex: 48 Will: 51
HP: 170 Surges: 8 Surge Value: 42

TRAINED SKILLS
Perception +29, Religion +20, Insight +28, Heal +26, Athletics +26, Endurance +19

UNTRAINED SKILLS
Acrobatics +16, Arcana +15, Bluff +16, Diplomacy +18, Dungeoneering +21, History +15, Intimidate +18, Nature +21, Stealth +16, Streetwise +16, Thievery +16

FEATS
Human: Shield Proficiency (Heavy)
Level 1: Weapon Proficiency (Bastard sword)
Level 2: Weapon Expertise (Heavy Blade)
Level 4: Battle Awareness
Level 6: Stout Shield
Level 8: Wary Fighter
Level 10: Encouraging Shield
Level 11: Paragon Defenses (retrained to Robust Defenses at Level 21)
Level 12: Armor Specialization (Scale)
Level 14: Heavy Blade Opportunity
Level 16: Eyes in the Back of Your Head
Level 18: Phalanx Warrior (retrained to Defensive Advantage at Level 22)
Level 20: Focused Superiority
Level 21: Epic Reflexes
Level 22: Heavy Blade Mastery
Level 24: Epic Fortitude
Level 26: Epic Will
Level 28: Martial Resolve
Level 30: Slashing Storm

POWERS
Bonus At-Will Power: Word of Diminishment
Runepriest at-will 1: Word of Exchange
Runepriest at-will 1: Word of Binding
Runepriest encounter 1: Flames of Purity
Runepriest daily 1: Rune of the Undeniable Dawn
Runepriest utility 2: Shield of Sacrifice
Runepriest encounter 3: Word of the Blinding Shield
Runepriest daily 5: Rune of Endless Fire
Runepriest utility 6: Rune of Meritorious Alacrity
Runepriest encounter 7: Symbol of Cowardice
Runepriest daily 9: Rune of Boundless Fury
Runepriest utility 10: Rune of the Astral Winds
Runepriest encounter 13: Iron Redoubt (replaces Flames of Purity)
Runepriest daily 15: Rune of Judgment's Levy (replaces Rune of Endless Fire)
Runepriest utility 16: Prescient Defense
Runepriest encounter 17: Rune of the Astral Phalanx (replaces Word of the Blinding Shield)
Runepriest daily 19: Rune of Rust (replaces Rune of the Undeniable Dawn)
Runepriest utility 22: Rune of the Hero's Resolve
Runepriest encounter 23: Mark of Untamed Wrath (replaces Symbol of Cowardice)
Runepriest daily 25: Rune of the Penultimate Step (replaces Rune of Boundless Fury)
Runepriest encounter 27: Word of Divine Battle (replaces Iron Redoubt)
Runepriest daily 29: Rune of Pacifism (replaces Rune of Judgment's Levy)

ITEMS
Helm of Able Defense (paragon tier), Heavy Shield, Boots of Quickness (epic tier), Iron Armbands of Power (epic tier), Golden Ring of Teros (epic tier), Demonskin Tattoo (epic tier), Shadow Band (epic tier), Cloak of Distortion +6, Feyslaughter Bastard sword +6, Gauntlets of Destruction (paragon tier), Belt of Vitality (epic tier), Meliorating Elderscale Armor +6

[/sblock]

Build Concept:
This build maximizes its potential by getting into the thick of the fray, shoulder-to-shoulder with the party defender. He buffs his allies like no-one else, putting marked enemies in a Catch-22. Either they attack the buffed fighter with almost unhittable defenses, or attack the Saint, triggering defender marks, likely missing his sky-high defenses, and getting some painful retribution next round thanks to Defiant Word.

1) Defenses
Humans get +1 to all NADs. Starting Dex allows for Scale Specialization in Paragon. Multiclassing into Fighter allows for Encouraging Shield and Stout Shield in Heroic, enabling his heavy shield to provide +2 to all NADs. Master of the Forge PP turns scale into plate-equivalent. Saint Epic Destiny grants +2 to all NADs.

At level 30 he has Defenses of:
48 AC (counting the +1 from Indomitable Steel)
52 Fort
48 Ref
51 Will

This is deceptively low, because he has:


Helm of Able Defenses: +2 untyped bonus to all defenses for first round, and until you take damage after the first round
Golden Ring of Teros: +2 item bonus to AC and Fort while not bloodied
Shadow Band: Concealment; +2 to all defenses vs melee and ranged attacks
Cloak of Distortion: +6 item bonus to all defenses vs attacks from 5+ squares away

That means his AC in the first round is 52, 54 vs melee and ranged within 5 squares, and 57 vs ranged beyond 5 squares. NADs becomes 56/50/53 in the first round, 58/52/55 vs melee and ranged, etc.


To maximize the bonuses from Helm of Able Defenses, which lasts until he takes damage, he has Demonskin Tatoo (spend an AP to get Resist 15 to an element of your choice) to avoid damage auras, the Precient Defense skill power for an Immediate Interrupt +2 bonus to all defenses, and Meliorating Scale which only gets stronger as the day goes on.


2) Healing and Saves


Runepriests are light in the healing department and in Heroic and Paragon this will have to be compensated for by items (Banner of Healing, Healer's Armor, etc). The Resist 2/4/6 in the Rune State of Protection should not be discounted - damage prevented is damage that does not have to be healed. In Epic tier, the Saint's Golden Halo adds 25 HP to all healing powers, more than making up for Rune of Mending's slight disadvantage.


Saving throws are a true blind spot (and are for many Leaders), but in Epic the Saint's Sanctified Touch covers this area for adjacent allies - and this build is already incentized to be adjacent due to his Rune State buffs.


3) Buffing


Runepriests hand out bonuses like no other class. Hit or miss, something is always active. Higher tier powers like Word of Battle can hand out +6 to all defenses to every ally in sight. Blessing of the Forge from his PP, is an At-will +4 bonus to AC, and is a great use of your Minor action in the first round before healing is needed, or in the final rounds of a long battle - it can make a defender almost unhittable or a chain-wearing leader into a less tempting target.


4) Tanking


The Saint has defenses that more than equal most defenders, and for most of his mid-life career has a couple of powers in Iron Redoubt and Rune of Judgement's Levy that allow him to mark and punish enemies. Heavy Blade Opportunity combined with Word of Binding gives him an immobilizing OA. Feyslaughter Bastard sword locks down teleporting enemies. He isn't a juggernaught in terms of hit points or surges, but he can more than take care of himself.


5) Enabling


Most of his enabling abilities come through his powers. Rune of the Astral Winds is an At-Will utility that slides an adjacent ally 4 squares. Rune of Astral Phoenix (or Word of Healing Assault for ranged-focused parties) hands out some nice free-action basic attacks to allies.


6) Utility


By picking up a background that grants access to Perception, he can have one of the highest Passive Perception and Insight scores in the party, which is useful for a heavy-armor wearing front-line character. Wary Fighter boosts these skills and allows for Initiative to be based off Wis instead of Dex and Rune of Meritorious Alacrity can give the entire party +10 to Init when it is imperative to strike first.


EDIT: Items are updated and brought in under the recommended 14,625,000 gold cap

good work sildean!!!
It looks nice, and I like the concept, but there's no way in the Nine Hells you can afford all those items under the normal budget, so the awesome-o-meter will be dialed back a bit once you make the normal budget.

The typical way to determine the gold available to you is described in the Dungeon Master's Guide, under the rules of creating a characte above 1st level: take an item of your level + 1, an item of your level, an item of your level - 1, and gold equal to an item of your level - 1. The custom I adhere to is to make this a lump sum of gold, and since there's no such thing as a Level 31 standard item, my interpretation is that you get two Level 30 items instead. That gives you a final gp total of 14,625,000 gp to work with.

I look forward to the second version, complete with budget.
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