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  • File : 1258456516.jpg-(168 KB, 700x980, Sanae White Mage.jpg)
    168 KB 4e Character Builds, Thread 1: The White Mage. Anonymous 11/17/09(Tue)06:15 No.6742471  
    Good day to you, /tg/. I shall spare you the fanciful introductions and cut straight to presenting the much-awaited "white mage" pacifist cleric build:

    Race: Kalashtar, Eberron Player's Guide, pages 30-31
    Class: Cleric, Player's Handbook, pages 60-62
    Channel Divinity: Healer's Mercy, Divine Power, page 30
    Paragon Path: Compassionate Healer, Divine Power, page 47
    Epic Destiny Choice A: Demigod, Player's Handbook, pages 174-175
    Epic Destiny Choice B: Chosen, Divine Power, pages 152-153 & Forgotten Realms Player's Guide, pages 72-73

    Ability Scores:
    Level 1: Strength 8, Constitution 12, Dexterity 10, Intelligence 12, Wisdom 16+2, Charisma 16+2
    Level 4: Strength 8, Constitution 12, Dexterity 10, Intelligence 12, Wisdom 17+2, Charisma 17+2
    Level 8: Strength 8, Constitution 12, Dexterity 10, Intelligence 12, Wisdom 18+2, Charisma 18+2
    Level 11: Strength 9, Constitution 13, Dexterity 11, Intelligence 13, Wisdom 19+2, Charisma 19+2
    Level 14: Strength 9, Constitution 13, Dexterity 11, Intelligence 13, Wisdom 20+2, Charisma 20+2
    Level 18: Strength 9, Constitution 13, Dexterity 11, Intelligence 13, Wisdom 21+2, Charisma 21+2
    Level 21: Strength 10, Constitution 14, Dexterity 12, Intelligence 14, Wisdom 22+2+2, Charisma 22+2+2
    Level 24: Strength 10, Constitution 14, Dexterity 12, Intelligence 14, Wisdom 23+2+2, Charisma 23+2+2
    Level 28: Strength 10, Constitution 14, Dexterity 12, Intelligence 14, Wisdom 24+2+2, Charisma 24+2+2
    >> Anonymous 11/17/09(Tue)06:16 No.6742480
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    Feats:
    Level 1: Pacifist Healer, Divine Power, page 136
    Level 2: Defensive Healing Word, Divine Power, page 131
    Level 4: Mark of Healing, Eberron Player's Guide, page 91
    Level 6: Power of Life, Divine Power, page 114
    Level 8: Pacifist's Reward, Dragon Magazine #379, page 55
    Level 10: Healer's Implement, Divine Power, page 135
    Level 11: Student of Artifice, Eberron Player's Guide, page 94
    Level 11 (replaces Healer's Implement): Potent Restorables, Eberron Player's Guide, page 92
    Level 12: Healer's Implement, Divine Power, page 135
    Level 14: Implement Expertise (Holy Symbols), Player's Handbook 2, page 185
    Level 16: Assured Healing, Dragon Magazine #379, page 56
    Level 18: Shielding Word, Dragon Magazine #378, page 65
    Level 20: Toughness, Player's Handbook, page 201
    Level 21: Reinforcing Healing, Eberron Player's Guide, page 94
    Level 21 (replaces Toughness): Supreme Healer, Divine Power, page 143
    Level 22: Beatific Healer, Divine Power, page 140
    Level 24: Robust Defenses, Player's Handbook 2, page 194
    Level 26: Epic Fortitude, Player's Handbook 2, page 194
    Level 28: Epic Reflexes, Player's Handbook 2, page 194
    Level 30: Epic Will, Player's Handbook 2, page 194

    At-Will Attack Powers:
    Level 1: Astral Seal, Divine Power, page 31
    Level 1: Sacred Flame, Player's Handbook, page 63

    Encounter Attack Powers:
    Level 1: Bane, Divine Power, page 31
    Level 3: Hymn of Resurgence, Divine Power, page 33
    Level 7: Denunciation, Divine Power, page 35
    Level 11: So Others Might Live, Divine Power, page 47
    Level 13 (replaces Bane): Remorse, Divine Power, page 37
    Level 17: N/A
    Level 23: N/A
    Level 27: N/A
    >> Anonymous 11/17/09(Tue)06:17 No.6742494
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    Daily Attack Powers:
    Level 1: Moment of Glory, Divine Power, page 32
    Level 5: Iron to Glass, Divine Power, page 34
    Level 9: Dismissal, Divine Power, page 35
    Level 15 (replaces Moment of Glory): Brilliant Censure, Divine Power, page 37
    Level 19 (replaces Iron to Glass): Moment of Peace, Divine Power, page 39
    Level 20: Martyr's Cry, Divine Power, page 47
    Level 25 (replaces Dismissal): Life Lanterns, Divine Power, page 41
    Level 29 (replaces Brilliant Censure): Enforced Surrender, Divine Power, page 43

    Utility Powers:
    Level 2: Return from Death's Door, Divine Power, page 33
    Level 6: Bastion of Health, Player's Handbook, page 66
    Level 10: Shielding Word, Player's Handbook, page 67
    Level 16: Unexpected Return, Divine Power, page 38
    Level 22: Ramparts of Light, Divine Power, page 40
    >> Snapshot, Level 1 Anonymous 11/17/09(Tue)06:19 No.6742518
         File1258456784.jpg-(159 KB, 529x1000, Lily Curtsy Reflection.jpg)
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    Race: Kalashtar, Eberron Player's Guide, pages 30-31
    Class: Cleric, Player's Handbook, pages 60-62
    Channel Divinity: Healer's Mercy, Divine Power, page 30

    Ability Scores: Strength 8, Constitution 12, Dexterity 10, Intelligence 12, Wisdom 16+2, Charisma 16+2
    Heroic Feat: Pacifist Healer, Divine Power, page 136

    Main Hand: Mace (Level 0, 5 gp)
    Holy Symbol: Symbol (Level 0, 10 gp)
    Armor: Chainmail (Level 0, 40 gp)

    Initiative: +0
    Size: Medium
    Speed: 5 squares (chainmail)
    Vision: Normal
    Passive Insight: 21 (10 base + 4 Wisdom modifier + 5 training + 2 racial)
    Passive Perception: 14 (10 base + 4 Wisdom modifier)
    Trained Skills: Diplomacy (+2 racial bonus), Heal, Insight (+2 racial bonus), Religion
    Languages: Common, telepathy 5

    Hit Points: 24 (12 cleric + 12 Constitution score)
    Bloodied: 12
    Healing Surge Value: 6
    Healing Surges per Day: 8 (7 cleric + 1 Constitution modifier)
    Saving Throws: At the start of your turn, you can make a saving throw against each effect currently rendering you dazed or dominated. If you fail the saving throw, you do not make a saving throw against the effect at the end of your turn (Dual Soul).

    AC: 16 (10 base + 6 chainmail)
    Fortitude: 11 (10 base + 1 Constitution modifier)
    Reflex: 11 (10 base + 1 Intelligence modifier)
    Will: 16 (10 base + 4 Wisdom modifier + 2 class)
    >> Anonymous 11/17/09(Tue)06:20 No.6742528
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    At-Will Attack Power: Astral Seal, Cleric Attack 1, Divine Power, page 31
    You outline your enemy with the silver glow of the Astral Sea, and its healing light bathes your friend.
    Divine, Healing, Implement * Standard Action * Ranged 5 * Target: One creature
    Attack: +6 vs. Reflex
    Hit: Until the end of your next turn, the target takes a -2 penalty to all defenses. The next ally who hits it before the end of your next turn regains 10 hit points.
    Upgrades: Healer's Lore. (Included above.)

    At-Will Attack Power: Sacred Flame, Player's Handbook, page 63
    Divine, Implement, Radiant * Standard Action * Ranged 5 * Target: One creature
    Attack: +4 vs. Reflex
    Hit: 1d6+4 radiant damage (crit 10), and one ally you can see chooses either to gain 4 temporary hit points or to make a saving throw.
    Upgrades: N/A.

    Encounter Attack Power: Bane, Cleric Attack 1, Divine Power, page 31
    You lay a divine curse upon your foe that shrouds it in enervating shadows.
    Divine, Implement * Standard Action * Ranged 10 * Target: One creature
    Attack: +4 vs. Will
    Hit: Until the end of your next turn, the target takes a -5 penalty to attack rolls and all defenses.
    Upgrades: N/A.

    Encounter Feature: Healing Word, Cleric Feature, Player's Handbook, page 62
    You whisper a brief prayer as divine light washes over your target, helping it to mend its wounds.
    Special: You can use this power twice per encounter, but only once per round.
    Divine, Healing * Minor Action * Close burst 5 * Target: You or one ally
    Effect: The target can spend a healing surge and regain an additional 2d6+8 hit points.
    Upgrades: Healer's Lore, Pacifist Healer. (Included above.)
    >> Anonymous 11/17/09(Tue)06:21 No.6742534
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    Encounter Feature: Channel Divinity: Divine Fortune, Cleric Feature, Player's Handbook, page 62
    In the face of peril, you hold true to your faith and receive a special boon.
    Divine * Free Action * Personal
    Effect: You gain a +1 bonus to your next attack roll or saving throw before the end of your next turn.
    Upgrades: N/A.

    Encounter Feature: Channel Divinity: Healer's Mercy, Cleric Feature, Divine Power, page 30
    Strength flows out from you to your injured comrades, rekindling their resolve to see the battle to its end.
    Divine, Healing * Standard Action * Close burst 5 * Target: Each bloodied ally in burst
    Effect: Each target can spend a healing surge and regain an additional 1d6+8 hit points. You are weakened until the end of your next turn.
    Upgrades: Healer's Lore, Pacifist Healer. (Included above.)

    Encounter Racial: Bastion of Mental Clarity, Kalashtar Racial Power, Eberron Player's Guide, page 30
    You erect a psychic shield to protect your mind from assault, and you ward your allies as well.
    Immediate Interrupt * Close burst 5 * Trigger: An enemy hits or misses you with an attack against your Will * Target: You and each ally in burst
    Effect: Each target gains a +4 power bonus to Will until the end of your next turn.

    Daily Attack Power: Moment of Glory, Cleric Attack 1, Divine Power, page 32
    You call down a brilliant column of light that drives your enemies to the ground and bolsters your allies against harm.
    Divine, Fear, Implement * Standard Action * Close blast 5 * Target: Each enemy in blast
    Attack: +4 vs. Will
    Hit: You push the target 3 squares and knock it prone.
    Effect: You and each ally in the blast gain resist 5 to all damage until the end of your next turn.
    Sustain Minor: The effect persists.
    Upgrades: N/A.
    >> Anonymous 11/17/09(Tue)06:22 No.6742542
    Things like this are why I insist characters are made at session 0 of a new campaign.
    >> Anonymous 11/17/09(Tue)06:27 No.6742607
    >>6742555
    >BAWWWWWWWWWWWWWWWWWWWWWWWWWW
    Giving this thread a bump, just for you.<3
    >> Anonymous 11/17/09(Tue)06:28 No.6742621
    >>6742555
    I've never seen someone so obsessed with people posting something they don't like.
    >> Level 1 Analysis Anonymous 11/17/09(Tue)06:29 No.6742625
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    At this level, you are nothing overtly impressive. With your accurate Astral Seal at-will power, you can significantly boost the survivability of your allies, as 10 hit points is roughly equivalent to a third of a level 1 character's maximum hit points. This is a power that you need to coordinate with your compatriots very carefully, as targeting (which enemy to impose the defense penalty on) and timing (delaying such that the right ally can receive the healing) is crucial. You shall not be using your Sacred Flame at-will very often, save for the occasional minion-popping endeavor which shall not, in fact, stun you, as the Barbarian Essentials article of Dragon Magazine #381 points out that minions are never considered bloodied.

    Your Bane encounter power can absolutely cripple a single enemy, so do save it for an elite or solo monster that you wish for your allies to obliterate. Your Healing Word feature is so effective at this level that you should use it only on an ally in critical condition (or an unconscious ally), and you happen to have backup healing in the form of Healer's Mercy as well. You can also turn one encounter per day into an absolute cakewalk thanks to your Moment of Glory level 1 daily power, which provides an impregnable resist 5 to all damage for practically the majority of the encounter.

    Overall, a fair start.
    >> Snapshot, Level 4 Anonymous 11/17/09(Tue)06:30 No.6742639
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    Race: Kalashtar, Eberron Player's Guide, pages 30-31
    Class: Cleric, Player's Handbook, pages 60-62
    Channel Divinity: Healer's Mercy, Divine Power, page 30

    Ability Scores: Strength 8, Constitution 12, Dexterity 10, Intelligence 12, Wisdom 17+2, Charisma 17+2
    Heroic Feat: Defensive Healing Word, Divine Power, page 131
    Heroic Feat: Mark of Healing, Eberron Player's Guide, page 91
    Heroic Feat: Pacifist Healer, Divine Power, page 136

    Main Hand: Mace (Level 0, Free)
    Off Hand: Mage's Parrying Dagger +1 (Level 2, 520 gp), Adventurer's Vault, page 72
    Holy Symbol: Symbol of Divine Reach +1 (Level 3, Free), Adventurer's Vault, page 88
    Armor: Healer's Chainmail +1 (Level 5, Free), Adventurer's Vault 2, page 9
    Neck: Healer's Brooch +1 (Level 4, Free), Adventurer's Vault, page 152
    Loose Change: 160 gp

    Initiative: +2 (half level)
    Size: Medium
    Speed: 5 squares (chainmail)
    Vision: Normal
    Passive Insight: 23 (10 base + 2 half level + 4 Wisdom modifier + 5 training + 2 racial)
    Passive Perception: 16 (10 base + 2 half level + 4 Wisdom modifier)
    Trained Skills: Diplomacy (+2 racial bonus), Heal, Insight (+2 racial bonus), Religion
    Languages: Common, telepathy 5

    Hit Points: 39 (27 cleric + 12 Constitution score)
    Bloodied: 19
    Healing Surge Value: 9
    Healing Surges per Day: 8 (7 cleric + 1 Constitution modifier)
    Saving Throws: At the start of your turn, you can make a saving throw against each effect currently rendering you dazed or dominated. If you fail the saving throw, you do not make a saving throw against the effect at the end of your turn (Dual Soul).

    AC: 20 (10 base + 2 half level + 1 enhancement + 6 chainmail + 1 parrying dagger)
    Fortitude: 14 (10 base + 2 half level + 1 enhancement + 1 Constitution modifier)
    Reflex: 14 (10 base + 2 half level + 1 enhancement + 1 Intelligence modifier)
    Will: 19 (10 base + 2 half level + 1 enhancement + 4 Wisdom modifier + 2 class)
    >> Anonymous 11/17/09(Tue)06:31 No.6742653
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    At-Will Attack Power: Astral Seal, Cleric Attack 1, Divine Power, page 31
    You outline your enemy with the silver glow of the Astral Sea, and its healing light bathes your friend.
    Divine, Healing, Implement * Standard Action * Ranged 6 * Target: One creature
    Attack: +9 vs. Reflex
    Hit: Until the end of your next turn, the target takes a -2 penalty to all defenses. The next ally who hits it before the end of your next turn regains 11 hit points and can make a saving throw.
    Upgrades: Healer's Brooch +1, Healer's Lore, Mark of Healing, Symbol of Divine Reach +1. (Included above.)

    At-Will Attack Power: Sacred Flame, Player's Handbook, page 63
    Divine, Implement, Radiant * Standard Action * Ranged 6 * Target: One creature
    Attack: +7 vs. Reflex
    Hit: 1d6+5 radiant damage (crit 1d10+11), and one ally you can see chooses either to gain 6 temporary hit points or to make a saving throw.
    Upgrades: Symbol of Divine Reach +1. (Included above.)

    Encounter Attack Power: Bane, Cleric Attack 1, Divine Power, page 31
    You lay a divine curse upon your foe that shrouds it in enervating shadows.
    Divine, Implement * Standard Action * Ranged 11 * Target: One creature
    Attack: +7 vs. Will
    Hit: Until the end of your next turn, the target takes a -5 penalty to attack rolls and all defenses.
    Upgrades: Symbol of Divine Reach +1. (Included above.)

    Encounter Attack Power: Hymn of Resurgence, Cleric Attack 3, Divine Power, page 33
    Your foes' resolve crumbles as your hymn bestows divine vigor on your allies.
    Divine, Implement * Standard Action * Close blast 5 * Target: Each enemy in blast
    Attack: +7 vs. Fortitude
    Hit: The target takes a -2 penalty to all defenses. When any ally hits the target before the end of your next turn, the target is knocked prone.
    Effect: Each ally in the burst can choose either to gain 5 temporary hit points or to make a saving throw.
    Upgrades: Symbol of Divine Reach +1. (Included above.)
    >> Anonymous 11/17/09(Tue)06:33 No.6742670
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    Encounter Feature: Healing Word, Cleric Feature, Player's Handbook, page 62
    You whisper a brief prayer as divine light washes over your target, helping it to mend its wounds.
    Special: You can use this power twice per encounter, but only once per round.
    Divine, Healing * Minor Action * Close burst 5 * Target: You or one ally
    Effect: The target can spend a healing surge, regain an additional 2d6+10 hit points, and make a saving throw. In addition, the target gains a +4 bonus to all defenses against the next attack made against him or her.
    Upgrades: Defensive Healing Word, Healer's Chainmail +1, Healer's Brooch +1, Healer's Lore, Mark of Healing, Pacifist Healer. (Included above.)

    Encounter Feature: Channel Divinity: Divine Fortune, Cleric Feature, Player's Handbook, page 62
    In the face of peril, you hold true to your faith and receive a special boon.
    Divine * Free Action * Personal
    Effect: You gain a +1 bonus to your next attack roll or saving throw before the end of your next turn.
    Upgrades: N/A.

    Encounter Feature: Channel Divinity: Healer's Mercy, Cleric Feature, Divine Power, page 30
    Strength flows out from you to your injured comrades, rekindling their resolve to see the battle to its end.
    Divine, Healing * Standard Action * Close burst 5 * Target: Each bloodied ally in burst
    Effect: Each target can spend a healing surge, regain an additional 1d6+10 hit points, and make a saving throw. You are weakened until the end of your next turn.
    Upgrades: Healer's Chainmail +1, Healer's Brooch +1, Healer's Lore, Mark of Healing, Pacifist Healer. (Included above.)
    >> Anonymous 11/17/09(Tue)06:34 No.6742687
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    Daily Attack Power: Moment of Glory, Cleric Attack 1, Divine Power, page 32
    You call down a brilliant column of light that drives your enemies to the ground and bolsters your allies against harm.
    Divine, Fear, Implement * Standard Action * Close blast 5 * Target: Each enemy in blast
    Attack: +7 vs. Will
    Hit: You push the target 3 squares and knock it prone.
    Effect: You and each ally in the blast gain resist 5 to all damage until the end of your next turn.
    Sustain Minor: The effect persists.
    Upgrades: Symbol of Divine Reach +1. (Included above.)

    Daily Utility Power: Return from Death's Door, Cleric Utility 2, Divine Power, page 33
    You snatch an ally from the brink of death.
    Divine, Healing * Immediate Interrupt * Ranged 20 * Trigger: An ally within 20 squares of you fails a death saving throw * Target: The triggering ally
    Effect: The target succeeds on the death saving throw, can spend a healing surge, regain an additional 1d6+10 hit points, and make a saving throw.
    Upgrades: Healer's Chainmail +1, Healer's Brooch +1, Healer's Lore, Mark of Healing, Pacifist Healer. (Included above.)
    >> Anonymous 11/17/09(Tue)06:35 No.6742692
    >>6742621
    I think it may possibly be reverse psychology, he wishes to support touhou and does it through poor trolling.
    >> Anonymous 11/17/09(Tue)06:35 No.6742698
    >>6742687
    >Daily Utility Power: Return from Death's Door, Cleric Utility 2, Divine Power, page 33
    Why do you want this?
    With the encounter of healing you're throwing around, isn't it likely that it'll almost never be useful? Wouldn't you be better off taking a save-granting utility or something?
    >> Anonymous 11/17/09(Tue)06:37 No.6742712
    >>6742692
    it's working...
    >> Anonymous 11/17/09(Tue)06:38 No.6742717
    >>6742698
    Because charopfags don't understand practical optimization.
    >> Anonymous 11/17/09(Tue)06:39 No.6742738
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    >>6742698

    Every other utility power of that level requires a standard action to use. I would prefer to save those actions for Astral Seal.
    >> Level 4 Analysis Anonymous 11/17/09(Tue)06:45 No.6742795
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    The Mark of Healing is a godsent upgrade to your healing powers, as it allows your allies to make a saving throw in addition to the healing that they receive. Although this is limited to removing ongoing damage and minor conditions (such as slowed) at the heroic tier, its value quickly escalates into a gem that you could not live without. As well, your Healing Word is boosted through the Defensive Healing Word feat, which places an imposing bonus to all defenses against the next attack targeting the recipient, potentially negating an attack, and it lasts for as long as it needs to.

    You also have an assortment of magic items to toy with at this point in your career. A Mage's Parrying Dagger +1 boosts your AC by 1 point, and a Healer's Brooch +1 and Healer's Chainmail +1 confer a little more oomph to your healing, though the latter unfortunately does not apply to Astral Seal. A Symbol of Divine Reach increases the range of your admittedly dangerously short-range powers by 1 square too.

    Your Hymn of Resurgence encounter power allows you to slam a close blast 5 of enemies with a solid defense debuff and proning, and your allies in the blast receive a small benefit as well. Bane for the big bad, Hymn of Resurgence for clumps of pesky standard monsters. Although Return from Death's Door can only be used in extreme emergencies, it can be a lifesaver (literally) when it is used, and the other level 2 cleric utilities require standard actions to use anyway.

    Vita mortis careo.
    >> Anonymous 11/17/09(Tue)06:47 No.6742821
    >>6742738
    Sometimes you just need a saving throw instead of "10 hp if you hit this guy", is that not obvious?

    Furthermore, take a Skill Power or something. Plenty of goodies.
    >> Snapshot, Level (9) Anonymous 11/17/09(Tue)06:48 No.6742832
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    Race: Kalashtar, Eberron Player's Guide, pages 30-31
    Class: Cleric, Player's Handbook, pages 60-62
    Channel Divinity: Healer's Mercy, Divine Power, page 30

    Ability Scores: Strength 8, Constitution 12, Dexterity 10, Intelligence 12, Wisdom 18+2, Charisma 18+2
    Heroic Feat: Defensive Healing Word, Divine Power, page 131
    Heroic Feat: Mark of Healing, Eberron Player's Guide, page 91
    Heroic Feat: Pacifist Healer, Divine Power, page 136
    Heroic Feat: Pacifist's Reward, Dragon Magazine #379, page 55
    Heroic Feat: Power of Life, Divine Power, page 114

    Main Hand: Mace of Healing +2 (Level 8, Free), Adventurer's Vault, page 72
    Off-Hand: Mage's Parrying Dagger +1 (Level 2, 520 gp), Adventurer's Vault, page 72
    Holy Symbol: Magic Holy Symbol (Level 6, 1,800 gp), Player's Handbook, page 236
    Armor: Healer's Finemail +2 (Level 10, Free), Adventurer's Vault 2, page 9
    Neck: Healer's Brooch +2 (Level 9, Free), Adventurer's Vault, page 152
    Feet: Acrobat Boots (Level 2, 520 gp), Player's Handbook, page 246
    Loose Change: 560 gp

    Initiative: +4 (half level)
    Size: Medium
    Speed: 5 squares (finemail)
    Vision: Normal
    Passive Insight: 26 (10 base + 4 half level + 5 Wisdom modifier + 5 training + 2 racial)
    Passive Perception: 19 (10 base + 4 half level + 5 Wisdom modifier)
    Trained Skills: Diplomacy (+2 racial bonus), Heal, Insight (+2 racial bonus), Religion
    Languages: Common, telepathy 5

    Hit Points: 64 (52 cleric + 12 Constitution score)
    Bloodied: 32
    Healing Surge Value: 16
    Healing Surges per Day: 8 (7 cleric + 1 Constitution modifier)
    Saving Throws: At the start of your turn, you can make a saving throw against each effect currently rendering you dazed or dominated. If you fail the saving throw, you do not make a saving throw against the effect at the end of your turn (Dual Soul).
    >> Anonymous 11/17/09(Tue)06:50 No.6742857
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    >>6742821

    Saving throw requiring a standard action. Of the skill powers available to us at level 2, the ones for Diplomacy, Heal, and Insight also require a standard action, and Insight's Anticipate Maneuver is melee-based, so none of those are valuable to us.
    >> Anonymous 11/17/09(Tue)06:52 No.6742870
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    AC: 24 (10 base + 4 half level + 2 enhancement + 7 finemail + 1 parrying dagger)
    Fortitude: 17 (10 base + 4 half level + 2 enhancement + 1 Constitution modifier)
    Reflex: 17 (10 base + 4 half level + 2 enhancement + 1 Intelligence modifier)
    Will: 23 (10 base + 4 half level + 2 enhancement + 5 Wisdom modifier + 2 class)

    At-Will Attack Power: Astral Seal, Cleric Attack 1, Divine Power, page 31
    You outline your enemy with the silver glow of the Astral Sea, and its healing light bathes your friend.
    Divine, Healing, Implement * Standard Action * Ranged 5 * Target: One creature
    Attack: +13 vs. Reflex
    Hit: Until the end of your next turn, the target takes a -2 penalty to all defenses. The next ally who hits it before the end of your next turn regains 16 hit points and can make a saving throw. Also, one ally within 10 squares of you gains 3 temporary hit points, and at the end of this turn, you gain 2 temporary hit points if you haven't deal any damage this turn.
    Upgrades: Healer's Brooch +2, Healer's Lore, Mace of Healing +2, Magic Holy Symbol +2, Mark of Healing, Pacifist's Reward, Power of Life. (Included above.)

    At-Will Attack Power: Sacred Flame, Player's Handbook, page 63
    Divine, Implement, Radiant * Standard Action * Ranged 5 * Target: One creature
    Attack: +11 vs. Reflex
    Hit: 1d6+7 radiant damage (crit 2d6+13), and one ally you can see chooses either to gain 9 temporary hit points or to make a saving throw.
    Upgrades: Magic Holy Symbol +2. (Included above.)
    >> Anonymous 11/17/09(Tue)06:53 No.6742885
    Do /tg/ a favor, report every post with an attached touhou picture.
    >> Anonymous 11/17/09(Tue)06:54 No.6742886
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    Encounter Attack Power: Bane, Cleric Attack 1, Divine Power, page 31
    You lay a divine curse upon your foe that shrouds it in enervating shadows.
    Divine, Implement * Standard Action * Ranged 10 * Target: One creature
    Attack: +11 vs. Will
    Hit: Until the end of your next turn, the target takes a -6 penalty to attack rolls and all defenses. Also, at the end of this turn, you gain 2 temporary hit points if you haven't deal any damage this turn.
    Upgrades: Magic Holy Symbol +2, Pacifist's Reward. (Included above.)

    Encounter Attack Power: Hymn of Resurgence, Cleric Attack 3, Divine Power, page 33
    Your foes' resolve crumbles as your hymn bestows divine vigor on your allies.
    Divine, Implement * Standard Action * Close blast 5 * Target: Each enemy in blast
    Attack: +11 vs. Fortitude
    Hit: The target takes a -2 penalty to all defenses. When any ally hits the target before the end of your next turn, the target is knocked prone. Also, at the end of this turn, you gain 2 temporary hit points if you haven't deal any damage this turn.
    Effect: Each ally in the burst can choose either to gain 5 temporary hit points or to make a saving throw.
    Upgrades: Magic Holy Symbol +2, Pacifist's Reward. (Included above.)

    Encounter Attack Power: Denunciation, Cleric Attack 7, Divine Power, page 35
    You pronounce a divine curse, and motes of darkness swirl around your enemy to hinder it.
    Divine, Implement * Standard Action * Ranged 5 * Target: One creature
    Attack: +11 vs. Will
    Hit: Until the end of your next turn, the target is dazed and takes a -5 penalty to attack rolls and all defenses. Also, at the end of this turn, you gain 2 temporary hit points if you haven't deal any damage this turn.
    Upgrades: Magic Holy Symbol +2, Pacifist's Reward. (Included above.)
    >> Anonymous 11/17/09(Tue)06:54 No.6742893
    >>6742857
    >Saving throw requiring a standard action
    Yeah, OK, so? That'll be valuable a lot more often than that utility will be valuable.
    Or, shit, take skill training in something with a useful skill utility.
    >> Anonymous 11/17/09(Tue)06:56 No.6742911
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    Encounter Feature: Healing Word, Cleric Feature, Player's Handbook, page 62
    You whisper a brief prayer as divine light washes over your target, helping it to mend its wounds.
    Special: You can use this power twice per encounter, but only once per round.
    Divine, Healing * Minor Action * Close burst 5 * Target: You or one ally
    Effect: The target can spend a healing surge, regain an additional 3d6+16 hit points, and make a saving throw. In addition, the target gains a +5 bonus to all defenses against the next attack made against him or her.
    Upgrades: Defensive Healing Word, Healer's Finemail +2, Healer's Brooch +2, Healer's Lore, Mace of Healing +2, Mark of Healing, Pacifist Healer. (Included above.)

    Encounter Feature: Channel Divinity: Divine Fortune, Cleric Feature, Player's Handbook, page 62
    In the face of peril, you hold true to your faith and receive a special boon.
    Divine * Free Action * Personal
    Effect: You gain a +1 bonus to your next attack roll or saving throw before the end of your next turn.
    Upgrades: N/A.

    Encounter Feature: Channel Divinity: Healer's Mercy, Cleric Feature, Divine Power, page 30
    Strength flows out from you to your injured comrades, rekindling their resolve to see the battle to its end.
    Divine, Healing * Standard Action * Close burst 5 * Target: Each bloodied ally in burst
    Effect: Each target can spend a healing surge, regain an additional 1d6+16 hit points, and make a saving throw. You are weakened until the end of your next turn.
    Upgrades: Healer's Finemail +2, Healer's Brooch +2, Healer's Lore, Mace of Healing +2, Mark of Healing, Pacifist Healer. (Included above.)
    >> Anonymous 11/17/09(Tue)06:59 No.6742934
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    Encounter Utility Power: Bastion of Health, Cleric Utility 6, Player's Handbook, page 66
    You invoke a prayer that instantly fortifies one of your allies.
    Divine, Healing * Minor Action * Ranged 10 * Target: You or one ally
    Effect: The target can spend a healing surge, regain an additional 1d6+21 hit points.
    Upgrades: Healer's Finemail +2, Healer's Brooch +2, Healer's Lore, Mace of Healing +2, Mark of Healing, Pacifist Healer. (Included above.)

    Daily Attack Power: Moment of Glory, Cleric Attack 1, Divine Power, page 32
    You call down a brilliant column of light that drives your enemies to the ground and bolsters your allies against harm.
    Divine, Fear, Implement * Standard Action * Close blast 5 * Target: Each enemy in blast
    Attack: +11 vs. Will
    Hit: You push the target 3 squares and knock it prone. Also, at the end of this turn, you gain 2 temporary hit points if you haven't deal any damage this turn.
    Effect: You and each ally in the blast gain resist 5 to all damage until the end of your next turn.
    Sustain Minor: The effect persists.
    Upgrades: Magic Holy Symbol +2, Pacifist's Reward. (Included above.)

    >>6742893

    See >>6742857. Level 2 is simply not a favorable level for a cleric picking out utility powers, and so we must settle for the least of the evils.
    >> Anonymous 11/17/09(Tue)07:00 No.6742946
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    Daily Attack Power: Iron to Glass, Cleric Attack 5, Divine Power, page 34
    Tracing runes of denial in the air, you cause your foe's weapons to become as brittle as glass.
    Divine, Implement * Standrd Action * Ranged 10 * Target: One creature
    Attack: +11 vs. Reflex
    Hit: Until the end of the encounter, the target takes a -4 penalty to melee damage rolls. Whenever the target hits with a melee attack, the penalty worsens by 2 to a maximum of -10. Also, at the end of this turn, you gain 2 temporary hit points if you haven't deal any damage this turn.
    Miss: Until the end of the encounter, the target takes a -2 penalty to melee damage rolls. Whenever the target hits with a melee attack, the penalty worsens by 1 to a maximum of -5.
    Upgrades: Magic Holy Symbol +2, Pacifist's Reward. (Included above.)
    >> Anonymous 11/17/09(Tue)07:01 No.6742957
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    Daily Attack Power: Dismissal, Cleric Attack 9, Divine Power, page 36
    You utter a mighty shout and cast your enemy out of the world.
    Divine, Implement, Teleportation * Standard Action * Ranged 10 * Target: One creature
    Attack: +11 vs. Will
    Hit: The target disappears into an extraplanar prison (save ends). The target takes a -2 penalty to saving throws against this effect, or a -5 penalty if it is an aberrant, elemental, fey, immortal, or shadow creature. When the target saves against this effect, it reappears in its original space. If that space is occupied, the target returns to the nearest unoccupied space. Also, at the end of this turn, you gain 2 temporary hit points if you haven't deal any damage this turn.
    Aftereffect: The target is dazed until the end of its next turn.
    Miss: The target disappears into an extraplanar prison until the end of your next turn. The target then reappears in its original space. If that space is occupied, the target returns to the nearest unoccupied space.
    Upgrades: Magic Holy Symbol +2, Pacifist's Reward. (Included above.)

    Daily Utility Power: Return from Death's Door, Cleric Utility 2, Divine Power, page 33
    You snatch an ally from the brink of death.
    Divine, Healing * Immediate Interrupt * Ranged 20 * Trigger: An ally within 20 squares of you fails a death saving throw * Target: The triggering ally
    Effect: The target succeeds on the death saving throw, can spend a healing surge, regain an additional 1d6+16 hit points, and make a saving throw.
    Upgrades: Healer's Finemail +2, Healer's Brooch +2, Healer's Lore, Mace of Healing +2, Mark of Healing, Pacifist Healer. (Included above.)
    >> Anonymous 11/17/09(Tue)07:02 No.6742965
    >>6742893
    >skill training

    Using a feat for that really sucks.
    >> Anonymous 11/17/09(Tue)07:07 No.6742990
    >>6742965
    Are you fucking kidding me? It's awesome as fuck. Instead of some bullshit +1 to damage or something, you get training in a whole new skill, which might cover a whole bunch of shit. Take skill training in Perception, that shit comes up nonstop in a game. Take skill training in Diplomacy, or Insight, or even Streetwise. It's awesome.
    >> Anonymous 11/17/09(Tue)07:07 No.6742991
    Wow. I'm impressed. Each edition does some things better than the other, but 4e is clearly better at allowing someone to play a fun, effective pacifist healer.
    >> Anonymous 11/17/09(Tue)07:08 No.6742995
    >>6742990
    Not to mention that you get it forever for spending the feat. You don't have to stop training an old skill or whatever the fuck. I fucking love that shit.
    >> Anonymous 11/17/09(Tue)07:10 No.6743011
    >>6742991
    >pacifist
    Couldn't they have picked a better term?
    I mean, you're helping a bunch of wandering murderers kill people and take their stuff. You may not be physically hurting anyone yourself, but... still. Gandhi, you ain't.
    >> Anonymous 11/17/09(Tue)07:11 No.6743023
    >>6743011
    Technical pacifist. I agree with your statement, but the classic white mage doesn't usually get their own hands soiled.
    >> Anonymous 11/17/09(Tue)07:11 No.6743030
    Can you convince me why you went for Bane rather than Exacting Utterance for your level 1 encounter?
    >> Level (9) Analysis Anonymous 11/17/09(Tue)07:12 No.6743032
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    Your two new feats, Power of Life and Pacifist's Reward, let you distribute buffers galore. The former allows you to grant temporary hit points to an ally whenever you hit with Astral Seal, and the latter means temporary hit points for you in each round wherein you deal no damage (in other words, nearly every round). These temporary hit points ensure that your masterpieces of healed comrades are not sullied as easily by enemy attacks.

    With regards to magic items, you now have access to a key item: the Mace of Healing +2. This, along with a Healer's Brooch +2 and Healer's Finemail +2, greatly enhance the effectiveness of your healing powers. Why, your Astral Seal should heal for 16 hit points, while your Healing Word shall grant an additional 3d6+15 hit points of healing, which is very impressive. Unfortunately, we must forego the Symbol of Divine Reach, but that is a small price to pay. At least we now have Acrobat Boots, which should save us from opportunity attacks in those dire exigencies involving being knocked prone while adjacent to a melee enemy.

    Denunciation is basically Bane Redux, and is something you should be thankful for, as it defangs and cracks the armor of an enemy with even greater potency. Bastion of Health is a truly useful level 6 encounter utility power for ensuring an ally's recovery when your Healing Words are expended. Iron to Glass and Dismissal are two daily powers that can neuter the battlefield presence of an elite or solo monster as well.

    Things are about to become a little ludicrous.
    >> Anonymous 11/17/09(Tue)07:13 No.6743037
    >>6742990
    Look at the feat chain in the second post. You cannot fit some bullshit Skill Training in there.

    >>6743023
    This looks even more WHM than FF's WHM, who dealt damage through Holy and summons.
    >> LogicNinja !AZlS3./ex. 11/17/09(Tue)07:15 No.6743048
    >>6743023
    >>6743011
    What I'd go with is that it's a personal vow. It's not a vow taken because Violence Is Wrong--it's taken for some other reason. Maybe it's like keeping kosher, or the way Orthodox Jews observe the sabbath: you're demonstrating your faith to your god by going to arbitrary lengths just because he said so. Maybe it's for personal growth. Maybe it's part of the path to enlightement, which not everyone wants to or should tread.
    >> Anonymous 11/17/09(Tue)07:16 No.6743059
    >>6743037
    Toughness? Take Skill Training.
    >> Anonymous 11/17/09(Tue)07:20 No.6743093
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    >>6742990

    I unfortunately cannot squeeze in Skill Training in the list of feats. This build is severely strapped for feat slots.

    >>6743011

    "Pacifist Cleric" has a better ring to it than "Healing, Defensive Buff, and Offensive Debuff-Oriented Cleric". Think of it as akin to the monk class from Guild Wars.

    >>6743030

    Surveys administered across a diminutive handful of trusted advisors showed that Bane was unanimously chosen for a level 1 encounter power, and I would agree with this sentiment. Though Exacting Utterance does provide additional damage and temporary hit points, the attack and defense crash of Bane ultimately proves more useful.

    >>6743059

    Toughness would be retrained rather shortly anyway, and it is a fine feat for enhancing your survivability.
    >> Anonymous 11/17/09(Tue)07:21 No.6743101
    Stop posting. At all. Forever. Right now.
    >> Anonymous 11/17/09(Tue)07:21 No.6743109
    >>6743093
    Considering how much you heal, the value of each new feat that increases that amount diminishes. You only need so much healing. The character would be more effective overall if you sacrificed a a healing-enhancing feat or two for somethingt that expands its capabilities.
    >> Anonymous 11/17/09(Tue)07:21 No.6743110
    >>6743101
    LOL u mad?
    >> Anonymous 11/17/09(Tue)07:22 No.6743119
    >>6743101
    >I don't like someone. Therefore, I will shit up a thread, no matter how many people are currently enjoying it.

    It's OK. Valiant white knights like me are around to protect our humble touhoufriend from your oppression and discrimination, you nazi.
    >> Snapshot, Level 14 Anonymous 11/17/09(Tue)07:23 No.6743128
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    Race: Kalashtar, Eberron Player's Guide, pages 30-31
    Class: Cleric, Player's Handbook, pages 60-62
    Channel Divinity: Healer's Mercy, Divine Power, page 30
    Paragon Path: Compassionate Healer, Divine Power, page 47

    Ability Scores: Strength 9, Constitution 13, Dexterity 11, Intelligence 13, Wisdom 20+2, Charisma 20+2
    Heroic Feat: Defensive Healing Word, Divine Power, page 131
    Heroic Feat: Healer's Implement, Divine Power, page 135
    Heroic Feat: Implement Expertise (Holy Symbols), Player's Handbook 2, page 185
    Heroic Feat: Mark of Healing, Eberron Player's Guide, page 91
    Heroic Feat: Pacifist Healer, Divine Power, page 136
    Heroic Feat: Pacifist's Reward, Dragon Magazine #379, page 55
    Heroic Feat: Potent Restorables, Eberron Player's Guide, page 92
    Heroic Feat: Power of Life, Divine Power, page 114
    Multiclass Feat: Student of Artifice, Eberron Player's Guide, page 94

    Main Hand: Mace of Healing +3 (Level 13, Free), Adventurer's Vault, page 72
    Off-Hand: Mage's Parrying Dagger +1 (Level 2, 520 gp), Adventurer's Vault, page 72
    Holy Symbol: Symbol of the Warpriest +3 (Level 15, Free), Adventurer's Vault, page 90
    Armor: Imposter's Braidmail +3 (Level 11, 9,000 gp), Adventurer's Vault, page 46
    Neck: Healer's Brooch +3 (Level 14, Free), Adventurer's Vault, page 152
    Feet: Heroic-Tier Boots of Quickness (Level 8, 3,400 gp), Adventurer's Vault, page 126
    Waist: Heroic-Tier Belt of Vim (Level 8, 3,400 gp), Adventurer's Vault, page 164
    Loose Change: 680 gp

    >>6743109

    The "too much healing" issue shall be amended shortly.
    >> Anonymous 11/17/09(Tue)07:24 No.6743141
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    Initiative: +7 (half level)
    Size: Medium
    Speed: 5 squares (braidmail)
    Vision: Normal
    Passive Insight: 30 (10 base + 7 half level + 6 Wisdom modifier + 5 training + 2 racial)
    Passive Perception: 23 (10 base + 7 half level + 6 Wisdom modifier)
    Trained Skills: Arcana, Diplomacy (+2 racial bonus), Heal, Insight (+2 racial bonus), Religion
    Languages: Common, telepathy 5

    Hit Points: 90 (77 cleric + 13 Constitution score)
    Bloodied: 45
    Healing Surge Value: 22
    Healing Surges per Day: 8 (7 cleric + 1 Constitution modifier)
    Saving Throws: At the start of your turn, you can make a saving throw against each effect currently rendering you dazed or dominated. If you fail the saving throw, you do not make a saving throw against the effect at the end of your turn (Dual Soul).
    Action Points: When you spend an action point to take an extra action, an ally within 5 squares of you can also spend a healing surge (Selfless Action).

    AC: 29 (10 base + 7 half level + 3 enhancement + 8 braidmail + 1 parrying dagger)
    Fortitude: 22 (10 base + 7 half level + 3 enhancement + 1 Constitution modifier + 1 Belt of Vim)
    Reflex: 22 (10 base + 7 half level + 3 enhancement + 1 Intelligence modifier + 1 Boots of Quickness)
    Will: 28 (10 base + 7 half level + 3 enhancement + 6 Wisdom modifier + 2 class)
    >> Anonymous 11/17/09(Tue)07:25 No.6743147
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    >>6743119
    >Valiant white knights like me are around to protect our humble touhoufriend from your oppression and discrimination, you nazi.
    >> Anonymous 11/17/09(Tue)07:25 No.6743153
    I am enjoying this, because I love the idea of pacifist healers in games. Some systems they work, some systems they don't, most 4e 'healers' are still very combat oriented, so this is cool to see. I hope somebody archives so we can keep the build around for a while and get some gameplay feedback in addition to all this nifty number crunching.
    >> Anonymous 11/17/09(Tue)07:26 No.6743158
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    At-Will Attack Power: Astral Seal, Cleric Attack 1, Divine Power, page 31
    You outline your enemy with the silver glow of the Astral Sea, and its healing light bathes your friend.
    Divine, Healing, Implement * Standard Action * Ranged 5 * Target: One creature
    Attack: +19 vs. Reflex
    Hit: Until the end of your next turn, the target takes a -2 penalty to all defenses. The next ally who hits it before the end of your next turn regains 27 hit points and can make a saving throw. Also, one conscious ally within 5 squares of you regains 3 hit points, one ally within 10 squares of you gains 5 temporary hit points, and at the end of this turn, you gain 3 temporary hit points if you haven't deal any damage this turn.
    Upgrades: Healer's Brooch +3, Healer's Implement, Healer's Lore, Implement Expertise (Holy Symbols), Mace of Healing +3, Mark of Healing, Pacifist's Reward, Potent Restorables, Power of Life, Symbol of the Warpriest +3. (Included above.)

    At-Will Attack Power: Sacred Flame, Player's Handbook, page 63
    Divine, Implement, Radiant * Standard Action * Ranged 5 * Target: One creature
    Attack: +17 vs. Reflex
    Hit: 1d6+9 radiant damage (crit 3d6+15), and one ally you can see chooses either to gain 13 temporary hit points or to make a saving throw. Also, one conscious ally within 5 squares of you regains 3 hit points.
    Upgrades: Implement Expertise (Holy Symbols), Symbol of the Warpriest +3. (Included above.)
    >> Anonymous 11/17/09(Tue)07:27 No.6743172
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    Encounter Attack Power: Hymn of Resurgence, Cleric Attack 3, Divine Power, page 33
    Your foes' resolve crumbles as your hymn bestows divine vigor on your allies.
    Divine, Implement * Standard Action * Close blast 5 * Target: Each enemy in blast
    Attack: +17 vs. Fortitude
    Hit: The target takes a -2 penalty to all defenses. When any ally hits the target before the end of your next turn, the target is knocked prone. Also, one conscious ally within 5 squares of you regains 3 hit points, and at the end of this turn, you gain 3 temporary hit points if you haven't deal any damage this turn.
    Effect: Each ally in the burst can choose either to gain 5 temporary hit points or to make a saving throw.
    Upgrades: Implement Expertise (Holy Symbols), Pacifist's Reward, Symbol of the Warpriest +3. (Included above.)

    Encounter Attack Power: Denunciation, Cleric Attack 7, Divine Power, page 35
    You pronounce a divine curse, and motes of darkness swirl around your enemy to hinder it.
    Divine, Implement * Standard Action * Ranged 5 * Target: One creature
    Attack: +17 vs. Will
    Hit: Until the end of your next turn, the target is dazed and takes a -5 penalty to attack rolls and all defenses. Also, one conscious ally within 5 squares of you regains 3 hit points, and at the end of this turn, you gain 2 temporary hit points if you haven't deal any damage this turn.
    Upgrades: Implement Expertise (Holy Symbols), Pacifist's Reward, Symbol of the Warpriest +3. (Included above.)
    >> Anonymous 11/17/09(Tue)07:27 No.6743180
    Touhoufag, I understand some of your fans like this. I really do understand that.

    However, is that a reason for you to post threads with magazine-article size content several times a week? Can't you get, I don't know, a blog for that or something? Isn't that the purpose of blogs?
    >> Anonymous 11/17/09(Tue)07:28 No.6743191
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    Encounter Attack Power: So Others Might Live, Compassionate Healer Attack 11, Divine Power, page 47
    Your prayer saps your enemy's strength. You then take its attack onto yourself to protect your ally, who is healed by your sacrifice.
    Divine, Healing, Implement * Standard Action * Ranged 5 * Target: One creature
    Attack: +17 vs. Fortitude
    Hit: The target is weakened until the end of your next turn. THe first time the target damages one of your allies with an attack before the end of your next turn, you take the damage instead, and that ally can spend a healing surge, regain an additional 2d6+25 hit points, and make a saving throw. Also, one conscious ally within 5 squares of you regains 3 hit points, and at the end of this turn, you gain 3 temporary hit points if you haven't deal any damage this turn.
    Upgrades: Healer's Brooch +3, Healer's Implement, Healer's Lore, Implement Expertise (Holy Symbols), Mace of Healing +3, Mark of Healing, Pacifist's Reward, Potent Restorables, Symbol of the Warpriest +3. (Included above.)

    Encounter Attack Power: Remorse, Divine Power, page 37
    Your words of reproach cause your foes to hesitate as they regret their violent acts.
    Divine, Healing, Implement * Standard Action * Area burst 1 within 5 squares * Target: Each enemy in burst
    Attack: +17 vs. Will
    Hit: Until the end of your next turn, the target gains vulnerable 10 to all damage and is dazed.
    Effect: Each ally in the burst can spend a healing surge, regain an additional 2d6+25 hit points, and make a saving throw. Also, one conscious ally within 5 squares of you regains 3 hit points, and at the end of this turn, you gain 2 temporary hit points if you haven't deal any damage this turn.
    Upgrades: Healer's Brooch +3, Healer's Implement, Healer's Lore, Implement Expertise (Holy Symbols), Mace of Healing +3, Mark of Healing, Pacifist's Reward, Potent Restorables, Symbol of the Warpriest +3. (Included above.)
    >> Anonymous 11/17/09(Tue)07:28 No.6743193
    >>6743180
    Anonymous imageboard posts don't get shut down by WotC.
    >> Anonymous 11/17/09(Tue)07:29 No.6743195
    >>6743180
    I prefer it here. I get all my /tg/ shit in one place--/tg/
    >> Anonymous 11/17/09(Tue)07:30 No.6743203
    22 posts of content and you're still not done.

    A blog really is more suitable for this sort of thing.
    >> Anonymous 11/17/09(Tue)07:30 No.6743209
    >>6743195
    And after six hours, it's gone.
    >> Anonymous 11/17/09(Tue)07:30 No.6743210
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    Encounter Feature: Healing Word, Cleric Feature, Player's Handbook, page 62
    You whisper a brief prayer as divine light washes over your target, helping it to mend its wounds.
    Special: You can use this power twice per encounter, but only once per round.
    Divine, Healing * Minor Action * Close burst 10 * Target: You or one ally
    Effect: The target can spend a healing surge, regain an additional 5d6+25 hit points, and make a saving throw. In addition, the target gains a +6 bonus to all defenses against the next attack made against him or her.
    Special: You can increase the healing to 7d6+25 by taking 5 damage. If you do, you gain a +2 power bonus to all defenses until the end of your next turn.
    Upgrades: Compassionate Blessing, Defensive Healing Word, Healer's Brooch +3, Healer's Implement, Healer's Lore, Mace of Healing +3, Mark of Healing, Potent Restorables, Pacifist Healer. (Included above.)

    Encounter Feature: Channel Divinity: Divine Fortune, Cleric Feature, Player's Handbook, page 62
    In the face of peril, you hold true to your faith and receive a special boon.
    Divine * Free Action * Personal
    Effect: You gain a +1 bonus to your next attack roll or saving throw before the end of your next turn.
    Upgrades: N/A.
    >> Anonymous 11/17/09(Tue)07:30 No.6743211
    >>6743195
    It's true, me too.
    >> Anonymous 11/17/09(Tue)07:30 No.6743212
    >>6743203
    >Bawww. BAWWW!

    Hide. The. Thread.
    >> Anonymous 11/17/09(Tue)07:30 No.6743213
    >>6743209
    I save threads
    >> Anonymous 11/17/09(Tue)07:31 No.6743220
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    >>6743180
    Some people are too busy posting on 4chan to notice blog updates. Also is more easily concealed against [potentially grey legal stuff]

    Mind you, a blog would probably serve better as an archive, with comments serving as a useful base to ask questions and so on.

    People asking for charop would still require him browsing, though.

    It's not a terrible idea, actually.
    >> Anonymous 11/17/09(Tue)07:31 No.6743224
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    Encounter Feature: Channel Divinity: Healer's Mercy, Cleric Feature, Divine Power, page 30
    Strength flows out from you to your injured comrades, rekindling their resolve to see the battle to its end.
    Divine, Healing * Standard Action * Close burst 5 * Target: Each bloodied ally in burst
    Effect: Each target can spend a healing surge, regain an additional 2d6+25 hit points, and make a saving throw. You are weakened until the end of your next turn.
    Special: You can increase the healing to 4d6+25 by taking 5 damage. If you do, you gain a +2 power bonus to all defenses until the end of your next turn.
    Upgrades: Compassionate Blessing, Healer's Brooch +3, Healer's Implement, Healer's Lore, Mace of Healing +3, Mark of Healing, Potent Restorables, Pacifist Healer. (Included above.)

    Encounter Racial: Bastion of Mental Clarity, Kalashtar Racial Power, Eberron Player's Guide, page 30
    You erect a psychic shield to protect your mind from assault, and you ward your allies as well.
    Immediate Interrupt * Close burst 5 * Trigger: An enemy hits or misses you with an attack against your Will * Target: You and each ally in burst
    Effect: Each target gains a +4 power bonus to Will until the end of your next turn.

    Encounter Utility Power: Bastion of Health, Cleric Utility 6, Player's Handbook, page 66
    You invoke a prayer that instantly fortifies one of your allies.
    Divine, Healing * Minor Action * Ranged 10 * Target: You or one ally
    Effect: The target can spend a healing surge, regain an additional 2d6+31 hit points.
    Special: You can increase the healing to 4d6+31 by taking 5 damage. If you do, you gain a +2 power bonus to all defenses until the end of your next turn.
    Upgrades: Compassionate Blessing, Healer's Brooch +3, Healer's Implement, Healer's Lore, Mace of Healing +3, Mark of Healing, Potent Restorables, Pacifist Healer. (Included above.)
    >> Anonymous 11/17/09(Tue)07:32 No.6743231
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    Encounter Utility Power, Shielding Word, Cleric Utility 10, Player's Handbook, page 67
    You invoke a prayer that instantly defends one of your allies.
    Divine * Immediate Interrupt * Ranged 5 * Trigger: An ally in range is hit by an attack
    Effect: The ally gains a +4 power bonus to AC until the end of your next turn.
    Upgrades: N/A.

    Daily Attack Power: Moment of Glory, Cleric Attack 1, Divine Power, page 32
    You call down a brilliant column of light that drives your enemies to the ground and bolsters your allies against harm.
    Divine, Fear, Implement * Standard Action * Close blast 5 * Target: Each enemy in blast
    Attack: +17 vs. Will
    Hit: You push the target 3 squares and knock it prone. Also, one conscious ally within 5 squares of you regains 3 hit points, and at the end of this turn, you gain 2 temporary hit points if you haven't deal any damage this turn.
    Effect: You and each ally in the blast gain resist 5 to all damage until the end of your next turn.
    Sustain Minor: The effect persists.
    Upgrades: Implement Expertise (Holy Symbols), Pacifist's Reward, Symbol of the Warpriest +3. (Included above.)
    >> Anonymous 11/17/09(Tue)07:33 No.6743237
    I prefer Touhoufucker posting his stuff on here to a blog, really. Its more useful and readily available, always gets me thinking. There are no blogs I find worth reading every day or every week.
    >> Anonymous 11/17/09(Tue)07:33 No.6743241
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    Daily Attack Power: Iron to Glass, Cleric Attack 5, Divine Power, page 34
    Tracing runes of denial in the air, you cause your foe's weapons to become as brittle as glass.
    Divine, Implement * Standrd Action * Ranged 10 * Target: One creature
    Attack: +17 vs. Reflex
    Hit: Until the end of the encounter, the target takes a -4 penalty to melee damage rolls. Whenever the target hits with a melee attack, the penalty worsens by 2 to a maximum of -10. Also, one conscious ally within 5 squares of you regains 3 hit points, and at the end of this turn, you gain 2 temporary hit points if you haven't deal any damage this turn.
    Miss: Until the end of the encounter, the target takes a -2 penalty to melee damage rolls. Whenever the target hits with a melee attack, the penalty worsens by 1 to a maximum of -5.
    Upgrades: Implement Expertise (Holy Symbols), Pacifist's Reward, Symbol of the Warpriest +3. (Included above.)
    >> Anonymous 11/17/09(Tue)07:34 No.6743247
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    Daily Attack Power: Dismissal, Cleric Attack 9, Divine Power, page 36
    You utter a mighty shout and cast your enemy out of the world.
    Divine, Implement, Teleportation * Standard Action * Ranged 10 * Target: One creature
    Attack: +17 vs. Will
    Hit: The target disappears into an extraplanar prison (save ends). The target takes a -2 penalty to saving throws against this effect, or a -5 penalty if it is an aberrant, elemental, fey, immortal, or shadow creature. When the target saves against this effect, it reappears in its original space. If that space is occupied, the target returns to the nearest unoccupied space. Also, one conscious ally within 5 squares of you regains 3 hit points, and at the end of this turn, you gain 2 temporary hit points if you haven't deal any damage this turn.
    Aftereffect: The target is dazed until the end of its next turn.
    Miss: The target disappears into an extraplanar prison until the end of your next turn. The target then reappears in its original space. If that space is occupied, the target returns to the nearest unoccupied space.
    Upgrades: Implement Expertise (Holy Symbols), Pacifist's Reward, Symbol of the Warpriest +3. (Included above.)
    >> Anonymous 11/17/09(Tue)07:35 No.6743257
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    Daily Utility Power: Return from Death's Door, Cleric Utility 2, Divine Power, page 33
    You snatch an ally from the brink of death.
    Divine, Healing * Immediate Interrupt * Ranged 20 * Trigger: An ally within 20 squares of you fails a death saving throw * Target: The triggering ally
    Effect: The target succeeds on the death saving throw, can spend a healing surge, regain an additional 2d6+25 hit points, and make a saving throw.
    Special: You can increase the healing to 4d6+25 by taking 5 damage. If you do, you gain a +2 power bonus to all defenses until the end of your next turn.
    Upgrades: Compassionate Blessing, Healer's Brooch +3, Healer's Implement, Healer's Lore, Mace of Healing +3, Mark of Healing, Potent Restorables, Pacifist Healer. (Included above.)

    Daily Utility Power: Bear the Wounds, Compassionte Healer Utility 12, Divine Power, page 47
    Your ally's injuries fade, only to reappear on your body.
    Divine, Healing * Standard Action * Melee touch * Target: One ally
    Effect: Choose a number up to your bloodied value. The target regains that number of hit points plus 19 and can make a saving throw, and you take the same amount of damage (without the additional 19). You can then transfer to yourself any effect on the target that a save can end.
    Special: You can increase the healing to [number] +2d6+19 by taking 5 damage. If you do, you gain a +2 power bonus to all defenses until the end of your next turn.
    Upgrades: Compassionate Blessing, Healer's Brooch +3, Healer's Implement, Healer's Lore, Mace of Healing +3, Mark of Healing, Potent Restorables. (Included above.)

    And now I must head off for supper. We shall continue once I return.
    >> Anonymous 11/17/09(Tue)07:35 No.6743259
    >>6743237
    More readily available six hours later?

    More readily available than in an archive where you can bring it up with a click of a button?

    Also, what's the purpose of making this thread? What's the purpose of making this build that no one will really use, because they would rather use one of their own design for various reasons?
    >> Anonymous 11/17/09(Tue)07:36 No.6743262
    >>6743259
    Why are you even posting? Nobody cares.
    >> Anonymous 11/17/09(Tue)07:38 No.6743286
    >>6743259

    Actually, I am gonna use this at some point. I'm gonna probably force my girlfriend to roll one sometime BWEHEHEH. I don't have to have the build memorized.
    >> Anonymous 11/17/09(Tue)07:38 No.6743289
    >>6743286
    >force my girlfriend
    rapist.
    >> Anonymous 11/17/09(Tue)07:39 No.6743294
    >>6743289
    age
    >> Anonymous 11/17/09(Tue)07:41 No.6743309
    >>6743259
    Anon asked for this. He asked for it when this particular Touhoufag actually ASKED /tg/ IF THEY'D BE INTERESTED AND PEOPLE SAID YES.

    You're blaming the wrong people, numbskull. you have only anon to blame.
    >> Anonymous 11/17/09(Tue)07:41 No.6743311
    >>6743158
    >Hit: Until the end of your next turn, the target takes a -2 penalty to all defenses. The next ally who hits it before the end of your next turn regains 27 hit points and can make a saving throw. Also, one conscious ally within 5 squares of you regains 3 hit points, one ally within 10 squares of you gains 5 temporary hit points, and at the end of this turn, you gain 3 temporary hit points if you haven't deal any damage this turn.

    Holy fuck.
    >> Anonymous 11/17/09(Tue)07:48 No.6743358
    >>6743309
    Okay then.

    You're all idiots and you'll never use this.

    You're just drooling over Touhoufag and giggling at the RPG equivilant of magic tricks.

    And if you do use it, it'll probably be because you want to prove me wrong since I said you never will.
    >> Anonymous 11/17/09(Tue)07:53 No.6743395
    >>6743358
    Erm, why would I do so just to disprove you? I was planning on making her do a white mage sometime, I already saw the build on other forums way before this fella posted it here.
    >> Anonymous 11/17/09(Tue)08:01 No.6743436
    >>6743259
    >>6743358
    >that no one will really use

    I'm already playing a white mage style character. Just becaue I might not use the exact same build doesn't mean I'm not getting ideas for future feats and powers. Stop bitching about stuff you don't like and go have fun in threads about stuff you do like.
    >> Anonymous 11/17/09(Tue)08:04 No.6743453
    >>6743436
    >I might not use the exact same build
    YOUR CHARACTER WILL BE USELESS, JUST LET TOUHOUFAG DO IT, FUCK!
    >> Anonymous 11/17/09(Tue)08:06 No.6743473
    >>6743453
    Dude, I'm already level 10.
    >> Anonymous 11/17/09(Tue)08:08 No.6743481
    >>6743473
    THEN YOU NEED TO RE-ROLL INTO THIS WHITE MAGE TO MAXIMIZE YOUR CONTRIBUTION. IT'S JUST GOOD ROLEPLAYING.
    >> Anonymous 11/17/09(Tue)08:10 No.6743496
    >>6743481
    FINE BRB SUICIDAN MY CHAR.

    THE DM SAID I HAD TO START FROM LEVEL 1 AGAIN I HOPE ITS WORTH IT
    >> Anonymous 11/17/09(Tue)08:13 No.6743522
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    I return. I had forgotten a certain power in the level 14 snapshot:

    Daily Feature: Healing Infusion: Curative Admixture, Artificer Feature, Eberron Player's Guide, page 45
    you use the magic of your infusion to heal the wounds of your target.
    Arcane, Healing * Minor Action * Close burst 10 * You or one ally in burst
    Effect: The target regains hit points equal to its healing surge value plus 16.
    Special: You can increase the healing to [healing surge value] + 2d6+16 by taking 5 damage. If you do, you gain a +2 power bonus to all defenses until the end of your next turn.
    Upgrades: Compassionate Blessing, Healer's Brooch +3, Mace of Healing +3, Mark of Healing, Potent Restorables. (Included above.)
    >> Anonymous 11/17/09(Tue)08:14 No.6743529
    >>6743496
    IT WILL BE, JUST TRUST IN THE FROCKS AND HATS, ALL WILL BE WELL. YOU'RE NOT BETTER VERSED IN 4E THAN THE WRITERS, ARE YOU? WELL HE IS. JUST DO WHAT HE SAYS. MAKING YOUR OWN CHARACTER IS SHITTY ROLEPLAYING.
    >> Anonymous 11/17/09(Tue)08:19 No.6743569
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    Astral Seal?
    >> Anonymous 11/17/09(Tue)08:21 No.6743592
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    >>6743529
    >>6743496
    >>6743481
    >>6743473
    >>6743453
    >> Anonymous 11/17/09(Tue)08:21 No.6743596
    quite an impressive bit of work, I have not gone through everything here in detail yet but I plan to, so for it looks quite effective and it may just see use in our current game.

    Thanks for posting!
    >> Level 14 Analysis Anonymous 11/17/09(Tue)08:22 No.6743610
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    Thanks to the Healer's Implement and Potent Restorable feats, the amount of healing you bring to the table is overwhelmingly high. This may be overkill, but we shall soon rectify that. With the Student of Artifice feat, you gain one free surgeless heal each day, that is, Healing Infusion: Curative Admixture, and you also gain training in Arcana as a bonus. The Implement Expertise (Holy Symbols) feat increases your accuracy as well, which helps you trigger the cascade of effects that your attack powers have.

    The Symbol of the Warpriest +5 is the pièce de résistance of magic items at this levels. It results in each and every one of your successful attacks granting minor healing to a nearby ally, which can spiral into a good chunk of restoration through a close or area power such as Hymn of Resurgence or Remorse (see below). Alas, we must give up Healer's Braidmail for the Symbol, but at the very least, we are able to purchase miscellaneous trinkets such as Boots of Quickness and a Belt of Vim for a slight increase in Fortitude and Reflex.

    Remorse, otherwise known as the vulnerability/dazing/saving throw/healing grenade, replaces Bane in your repertoire of encounter powers. It throws down all four of the above effects when used, and it shall be your most effective encounter power by far. You also have the features and powers of the Compassionate Healer paragon path at your disposal now, which can be used for even more healing in a pinch.
    >> Anonymous 11/17/09(Tue)08:25 No.6743631
    >>6743529
    >YOU'RE NOT BETTER VERSED IN 4E THAN THE WRITERS, ARE YOU?
    >Tactical Warlord Ability Score Spread: Strength 17, Constitution 13, Dexterity 10, Intelligence 14, Wisdom 8, Charisma 11
    >“... a genasi tactical warlord might reduce Intelligence to increase Constitution...”
    >> Anonymous 11/17/09(Tue)08:32 No.6743706
    >>6743631
    heh.....heh.....heh.......
    >> Snapshot, Level 19 Anonymous 11/17/09(Tue)08:39 No.6743788
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    Race: Kalashtar, Eberron Player's Guide, pages 30-31
    Class: Cleric, Player's Handbook, pages 60-62
    Channel Divinity: Healer's Mercy, Divine Power, page 30
    Paragon Path: Compassionate Healer, Divine Power, page 47

    Ability Scores: Strength 9, Constitution 13, Dexterity 11, Intelligence 13, Wisdom 21+2, Charisma 21+2
    Heroic Feat: Defensive Healing Word, Divine Power, page 131
    Heroic Feat: Healer's Implement, Divine Power, page 135
    Heroic Feat: Implement Expertise (Holy Symbols), Player's Handbook 2, page 185
    Heroic Feat: Mark of Healing, Eberron Player's Guide, page 91
    Heroic Feat: Pacifist Healer, Divine Power, page 136
    Heroic Feat: Pacifist's Reward, Dragon Magazine #379, page 55
    Heroic Feat: Potent Restorables, Eberron Player's Guide, page 92
    Heroic Feat: Power of Life, Divine Power, page 114
    Heroic Feat: Shielding Word, Dragon Magazine #378, page 65
    Paragon Feat: Assured Healing, Dragon Magazine #379, page 56
    Multiclass Feat: Student of Artifice, Eberron Player's Guide, page 94

    Main Hand: Mace of Healing +4 (Level 18, Free), Adventurer's Vault, page 72
    Off-Hand: Mage's Parrying Dagger +1 (Level 2, 520 gp), Adventurer's Vault, page 72
    Holy Symbol: Symbol of the Warpriest +4 (Level 20, Free), Adventurer's Vault, page 90
    Armor: Imposter's Forgemail +4 (Level 16, 45,000 gp), Adventurer's Vault, page 46
    Neck: Healer's Brooch +4 (Level 19, Free), Adventurer's Vault, page 152
    Waist: Cincture of Vivacity (Level 14, 21,000 gp gp), Adventurer's Vault, page 164
    Wondrous: Dice of Auspicious Fortune (Level 11, 9,000 gp), Dragon Magazine #381, Winning Races: Halflings
    Wondrous: Dice of Auspicious Fortune (Level 11, 9,000 gp), Dragon Magazine #381, Winning Races: Halflings
    Loose Change: 480 gp
    >> Anonymous 11/17/09(Tue)08:41 No.6743813
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    Initiative: +9 (half level)
    Size: Medium
    Speed: 5 squares (forgemail)
    Vision: Normal
    Passive Insight: 32 (10 base + 9 half level + 6 Wisdom modifier + 5 training + 2 racial)
    Passive Perception: 25 (10 base + 9 half level + 6 Wisdom modifier)
    Trained Skills: Arcana, Diplomacy (+2 racial bonus), Heal, Insight (+2 racial bonus), Religion
    Languages: Common, telepathy 5

    Hit Points: 115 (102 cleric + 13 Constitution score)
    Bloodied: 57
    Healing Surge Value: 28
    Healing Surges per Day: 8 (7 cleric + 1 Constitution modifier)
    Saving Throws: At the start of your turn, you can make a saving throw against each effect currently rendering you dazed or dominated. If you fail the saving throw, you do not make a saving throw against the effect at the end of your turn (Dual Soul).
    Action Points: When you spend an action point to take an extra action, an ally within 5 squares of you can also spend a healing surge (Selfless Action).

    AC: 33 (10 base + 9 half level + 4 enhancement + 9 forgemail + 1 parrying dagger)
    Fortitude: 24 (10 base + 9 half level + 4 enhancement + 1 Constitution modifier)
    Reflex: 24 (10 base + 9 half level + 4 enhancement + 1 Intelligence modifier)
    Will: 31 (10 base + 9 half level + 4 enhancement + 6 Wisdom modifier + 2 class)
    >> Anonymous 11/17/09(Tue)08:43 No.6743829
    Nice. Most people have the thread hidden. Serves him right.
    >> Anonymous 11/17/09(Tue)08:43 No.6743831
    I AM THE bLACK MAGE!!!11!
    I CAaST THE SPAELLLS THAT MAKES THE PEPOL FALL DONW!!~~~
    >> Anonymous 11/17/09(Tue)08:53 No.6743920
    >>6743172
    >Hit: Until the end of your next turn, the target is dazed and takes a -5 penalty to attack rolls and all defenses.

    Should be -6.
    >> Anonymous 11/17/09(Tue)08:56 No.6743946
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    >>6743920

    My mistake. Additionally, all instances of "you gain 2 temporary hit points" at the paragon tier should be replaced with "you gain 3 temporary hit points".
    >> Anonymous 11/17/09(Tue)08:58 No.6743958
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    >>6742555
    >>6742885
    >>6743101
    >>6743203
    >>6743259
    >>6743289
    >>6743829
    Kameraden!
    >> Anonymous 11/17/09(Tue)09:01 No.6743984
    >>6743829
    The fuck are you talking about?
    >> Anonymous 11/17/09(Tue)09:05 No.6744022
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    At-Will Attack Power: Astral Seal, Cleric Attack 1, Divine Power, page 31
    You outline your enemy with the silver glow of the Astral Sea, and its healing light bathes your friend.
    Divine, Healing, Implement * Standard Action * Ranged 5 * Target: One creature
    Attack: +23 vs. Reflex
    Hit: Until the end of your next turn, the target takes a -2 penalty to all defenses. The next ally who hits it before the end of your next turn regains 31 hit points and can make a saving throw. Also, one conscious ally within 5 squares of you regains 4 hit points, one ally within 10 squares of you gains 5 temporary hit points, and at the end of this turn, you gain 3 temporary hit points if you haven't deal any damage this turn.
    Miss: You or one ally within 5 squares of you regains 6 hit points.
    Upgrades: Assured Healing, Healer's Brooch +4, Healer's Implement, Healer's Lore, Implement Expertise (Holy Symbols), Mace of Healing +4, Mark of Healing, Pacifist's Reward, Potent Restorables, Power of Life, Symbol of the Warpriest +4. (Included above.)

    At-Will Attack Power: Sacred Flame, Player's Handbook, page 63
    Divine, Implement, Radiant * Standard Action * Ranged 5 * Target: One creature
    Attack: +21 vs. Reflex
    Hit: 1d6+10 radiant damage (crit 4d6+16), and one ally you can see chooses either to gain 15 temporary hit points or to make a saving throw. Also, one conscious ally within 5 squares of you regains 4 hit points.
    Upgrades: Implement Expertise (Holy Symbols), Symbol of the Warpriest +4. (Included above.)
    >> Anonymous 11/17/09(Tue)09:06 No.6744035
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    Encounter Attack Power: Hymn of Resurgence, Cleric Attack 3, Divine Power, page 33
    Your foes' resolve crumbles as your hymn bestows divine vigor on your allies.
    Divine, Implement * Standard Action * Close blast 5 * Target: Each enemy in blast
    Attack: +21 vs. Fortitude
    Hit: The target takes a -2 penalty to all defenses. When any ally hits the target before the end of your next turn, the target is knocked prone. Also, one conscious ally within 5 squares of you regains 4 hit points, and at the end of this turn, you gain 3 temporary hit points if you haven't deal any damage this turn.
    Effect: Each ally in the burst can choose either to gain 5 temporary hit points or to make a saving throw.
    Upgrades: Implement Expertise (Holy Symbols), Pacifist's Reward, Symbol of the Warpriest +4. (Included above.)

    Encounter Attack Power: Denunciation, Cleric Attack 7, Divine Power, page 35
    You pronounce a divine curse, and motes of darkness swirl around your enemy to hinder it.
    Divine, Implement * Standard Action * Ranged 5 * Target: One creature
    Attack: +21 vs. Will
    Hit: Until the end of your next turn, the target is dazed and takes a -6 penalty to attack rolls and all defenses. Also, one conscious ally within 5 squares of you regains 4 hit points, and at the end of this turn, you gain 3 temporary hit points if you haven't deal any damage this turn.
    Upgrades: Implement Expertise (Holy Symbols), Pacifist's Reward, Symbol of the Warpriest +4. (Included above.)
    >> Anonymous 11/17/09(Tue)09:08 No.6744051
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    Encounter Attack Power: So Others Might Live, Compassionate Healer Attack 11, Divine Power, page 47
    Your prayer saps your enemy's strength. You then take its attack onto yourself to protect your ally, who is healed by your sacrifice.
    Divine, Healing, Implement * Standard Action * Ranged 5 * Target: One creature
    Attack: +21 vs. Fortitude
    Hit: The target is weakened until the end of your next turn. THe first time the target damages one of your allies with an attack before the end of your next turn, you take the damage instead, and that ally can spend a healing surge, regain an additional 2d6+29 hit points, and make a saving throw. Also, one conscious ally within 5 squares of you regains 4 hit points, and at the end of this turn, you gain 3 temporary hit points if you haven't deal any damage this turn.
    Miss: You or one ally within 5 squares of you regains 6 hit points.
    Upgrades: Assured Healing, Healer's Brooch +4, Healer's Implement, Healer's Lore, Implement Expertise (Holy Symbols), Mace of Healing +4, Mark of Healing, Pacifist's Reward, Potent Restorables, Symbol of the Warpriest +4. (Included above.)
    >> Anonymous 11/17/09(Tue)09:09 No.6744065
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    Encounter Attack Power: Remorse, Divine Power, page 37
    Your words of reproach cause your foes to hesitate as they regret their violent acts.
    Divine, Healing, Implement * Standard Action * Area burst 1 within 5 squares * Target: Each enemy in burst
    Attack: +21 vs. Will
    Hit: Until the end of your next turn, the target gains vulnerable 10 to all damage and is dazed.
    Effect: Each ally in the burst can spend a healing surge, regain an additional 2d6+29 hit points, and make a saving throw. Also, one conscious ally within 5 squares of you regains 4 hit points, and at the end of this turn, you gain 3 temporary hit points if you haven't deal any damage this turn.
    Miss: You or one ally within 5 squares of you regains 6 hit points.
    Upgrades: Assured Healing, Healer's Brooch +4, Healer's Implement, Healer's Lore, Implement Expertise (Holy Symbols), Mace of Healing +4, Mark of Healing, Pacifist's Reward, Potent Restorables, Symbol of the Warpriest +4. (Included above.)
    >> Anonymous 11/17/09(Tue)09:13 No.6744090
    >Race: Kalashtar, Eberron Player's Guide, pages 30-31
    What if you're not playing in Eberron?
    >> Anonymous 11/17/09(Tue)09:14 No.6744099
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    Encounter Feature: Healing Word, Cleric Feature, Player's Handbook, page 62
    You whisper a brief prayer as divine light washes over your target, helping it to mend its wounds.
    Special: You can use this power twice per encounter, but only once per round.
    Divine, Healing * Minor Action * Close burst 5 * Target: You or one ally
    Effect: The target can spend a healing surge, regain an additional 6d6+29 hit points, and make a saving throw. In addition, the target gains a +6 bonus to all defenses against the next attack made against him or her, and the target gains a +2 bonus to all defenses until the end of your next turn.
    Special: You can increase the healing to 8d6+29 by taking 5 damage. If you do, you gain a +2 power bonus to all defenses until the end of your next turn.
    Upgrades: Compassionate Blessing, Defensive Healing Word, Healer's Brooch +4, Healer's Implement, Healer's Lore, Mace of Healing +4, Mark of Healing, Potent Restorables, Pacifist Healer, Shielding Word. (Included above.)

    Encounter Feature: Channel Divinity: Divine Fortune, Cleric Feature, Player's Handbook, page 62
    In the face of peril, you hold true to your faith and receive a special boon.
    Divine * Free Action * Personal
    Effect: You gain a +1 bonus to your next attack roll or saving throw before the end of your next turn.
    Upgrades: N/A.
    >> Anonymous 11/17/09(Tue)09:20 No.6744156
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    Encounter Feature: Channel Divinity: Healer's Mercy, Cleric Feature, Divine Power, page 30
    Strength flows out from you to your injured comrades, rekindling their resolve to see the battle to its end.
    Divine, Healing * Standard Action * Close burst 5 * Target: Each bloodied ally in burst
    Effect: Each target can spend a healing surge, regain an additional 2d6+29 hit points, and make a saving throw. You are weakened until the end of your next turn.
    Special: You can increase the healing to 4d6+29 by taking 5 damage. If you do, you gain a +2 power bonus to all defenses until the end of your next turn.
    Upgrades: Compassionate Blessing, Healer's Brooch +4, Healer's Implement, Healer's Lore, Mace of Healing +4, Mark of Healing, Potent Restorables, Pacifist Healer. (Included above.)

    Encounter Racial: Bastion of Mental Clarity, Kalashtar Racial Power, Eberron Player's Guide, page 30
    You erect a psychic shield to protect your mind from assault, and you ward your allies as well.
    Immediate Interrupt * Close burst 5 * Trigger: An enemy hits or misses you with an attack against your Will * Target: You and each ally in burst
    Effect: Each target gains a +4 power bonus to Will until the end of your next turn.

    >>6744090

    Page 5 of the Eberron Campaign Guide delineates how Eberron material is free for usage outside of the setting in question. The kalashtar race is by no means limited to the concerned campaign world. Of course, should your DM ban Eberron material outright, then you could simply choose human as your race, forgo the Mark of Healing, and modify your feats appropriately.
    >> Anonymous 11/17/09(Tue)09:21 No.6744170
    >>6744090
    Pick another race? Kalashtar has good stat synergy.
    >> Anonymous 11/17/09(Tue)09:31 No.6744236
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    Encounter Utility Power: Bastion of Health, Cleric Utility 6, Player's Handbook, page 66
    You invoke a prayer that instantly fortifies one of your allies.
    Divine, Healing * Minor Action * Ranged 10 * Target: You or one ally
    Effect: The target can spend a healing surge, regain an additional 2d6+35 hit points.
    Special: You can increase the healing to 4d6+35 by taking 5 damage. If you do, you gain a +2 power bonus to all defenses until the end of your next turn.
    Upgrades: Compassionate Blessing, Healer's Brooch +4, Healer's Implement, Healer's Lore, Mace of Healing +4, Mark of Healing, Potent Restorables, Pacifist Healer. (Included above.)

    Encounter Utility Power, Shielding Word, Cleric Utility 10, Player's Handbook, page 67
    You invoke a prayer that instantly defends one of your allies.
    Divine * Immediate Interrupt * Ranged 5 * Trigger: An ally in range is hit by an attack
    Effect: The ally gains a +4 power bonus to AC until the end of your next turn.
    Upgrades: N/A.

    Ugh. I really must apologize for the slow pace of my posting. I have not slept for quite a while, you see, and it is entirely my fault that I had not prepared all of this beforehand. I swear upon my honor that, come next thread, I shall improve my posting rate thanks to starting with everything already written and on hand.
    >> Anonymous 11/17/09(Tue)09:42 No.6744323
    >>6742471
    Remind me again, why aren't you working for WotC producing the next Players Strategy Guide?
    >> Anonymous 11/17/09(Tue)09:46 No.6744354
    >>6744323
    1. He's underageb&
    2. He lives in Foreignistan
    3. He's technically a criminal (although given American business this could be considered a qualification)
    4. Quality control is only for PHBs.
    >> Anonymous 11/17/09(Tue)09:50 No.6744401
    >>6744323
    Wizards doesn't want ordinary people knowing the best builds. That way, the game lets the hard-core fans feel elitist when they know the real ways to optimize. The internet fucked WotC over on that starting with 3rd edition, though, since anyone can ask Touhou or another optimizer.

    I swear, it's either that or they were a bunch of fucking idiots who never playtested their product, and the way 3rd edition was designed I don't think it can be true.
    >> Anonymous 11/17/09(Tue)09:51 No.6744420
    Have another sage. Still reporting from time to time, but mostly tired of your touhoushit dump.
    >> Anonymous 11/17/09(Tue)09:52 No.6744435
    >>6744236
    >>Ugh. I really must apologize for the slow pace of my posting. I have not slept for quite a while, you see, and it is entirely my fault that I had not prepared all of this beforehand. I swear upon my honor that, come next thread, I shall improve my posting rate thanks to starting with everything already written and on hand.

    No apologies needed, sir. I know full well how badly sleep deprivation can hit a person. Besides, you're putting your time and energy into this freely.

    I am interested to hear what your full thoughts are about the overabundance of healing someone brought up earlier.
    >> Anonymous 11/17/09(Tue)09:53 No.6744441
    >>6744420
    In before we're accused of samefagging again. Denial ain't just a river in Egypt.
    >> Anonymous 11/17/09(Tue)09:54 No.6744461
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    >>6744441
    >> Anonymous 11/17/09(Tue)09:56 No.6744479
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    Daily Attack Power: Dismissal, Cleric Attack 9, Divine Power, page 36
    You utter a mighty shout and cast your enemy out of the world.
    Divine, Implement, Teleportation * Standard Action * Ranged 10 * Target: One creature
    Attack: +21 vs. Will
    Hit: The target disappears into an extraplanar prison (save ends). The target takes a -2 penalty to saving throws against this effect, or a -5 penalty if it is an aberrant, elemental, fey, immortal, or shadow creature. When the target saves against this effect, it reappears in its original space. If that space is occupied, the target returns to the nearest unoccupied space. Also, one conscious ally within 5 squares of you regains 4 hit points, and at the end of this turn, you gain 3 temporary hit points if you haven't deal any damage this turn.
    Aftereffect: The target is dazed until the end of its next turn.
    Miss: The target disappears into an extraplanar prison until the end of your next turn. The target then reappears in its original space. If that space is occupied, the target returns to the nearest unoccupied space.
    Upgrades: Implement Expertise (Holy Symbols), Pacifist's Reward, Symbol of the Warpriest +4. (Included above.)
    >> Anonymous 11/17/09(Tue)09:56 No.6744480
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    >>6744461
    Whatever makes you feel better, pal.
    >> Anonymous 11/17/09(Tue)10:00 No.6744519
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    Daily Attack Power: Brilliant Censure, Cleric Attack 15, Divine Power, page 37
    Awful brilliance flashes from your eyes, blinding foes and inspiring allies.
    Divine, Implement, Radiant, Zone * Standard Action * Close burst 3 * Target: Each enemy in burst
    Attack: +21 vs. Fortitude
    Hit: The target is blinded (save ends). Also, one conscious ally within 5 squares of you regains 4 hit points, and at the end of this turn, you gain 3 temporary hit points if you haven't deal any damage this turn.
    Effect: The burst creates a zone of bright light that lasts until the end of the encounter. When you move, the zone moves with you, remaining centered on you. Any ally who begins his or her turn within the zone deals 2d6 extra radiant damage with melee or ranged attacks until the start of his or her next turn.
    Upgrades: Implement Expertise (Holy Symbols), Pacifist's Reward, Symbol of the Warpriest +4. (Included above.)

    >>6744435

    You have my thanks for your support. I should have gathered my act together in a more optimal manner. In any case, the healing issue is solved through the Cincture of Vivacity waist slot magic item which I shall cover soon.
    >> Anonymous 11/17/09(Tue)10:07 No.6744572
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    Daily Attack Power: Moment of Peace, Cleric Attack 19, Divine Power, page 39
    A wave of tranquility washes over your foes, rendering them harmless for a critical moment.
    Divine, Implement * Standard Action * Close blast 5 * Target: Each enemy in blast
    Attack: +21 vs. Will
    Hit: The target's attacks deal no damage (save ends). Also, one conscious ally within 5 squares of you regains 4 hit points, and at the end of this turn, you gain 3 temporary hit points if you haven't deal any damage this turn.
    Miss: The target's attacks deal no damage until the end of your next turn.
    Upgrades: Implement Expertise (Holy Symbols), Pacifist's Reward, Symbol of the Warpriest +4. (Included above.)

    Encounter Utility Power: Unexpected Return, Cleric Utility 16, Divine Power, page 38
    A swift chant gives your ally a second chance at life.
    Divine, Healing * Immediate Reaction * Ranged 5
    Trigger: An ally within 5 squares of you drops to 0 hit points or fewer
    Target: The triggering ally
    Effect: The target can spend a healing surge, regain an additional 2d6+29 hit points, and make a saving throw.
    Special: You can increase the healing to 4d6+29 by taking 5 damage. If you do, you gain a +2 power bonus to all defenses until the end of your next turn.
    Upgrades: Compassionate Blessing, Healer's Brooch +4, Healer's Implement, Healer's Lore, Mace of Healing +4, Mark of Healing, Potent Restorables, Pacifist Healer. (Included above.)
    >> Anonymous 11/17/09(Tue)10:08 No.6744583
    I don't know what is worst: Animu weeaboo fags or gay furrehs
    >> Anonymous 11/17/09(Tue)10:14 No.6744630
    >>6744583
    Man, are you even fucking trying anymore? Weak
    >> Anonymous 11/17/09(Tue)10:24 No.6744725
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    Daily Utility Power: Return from Death's Door, Cleric Utility 2, Divine Power, page 33
    You snatch an ally from the brink of death.
    Divine, Healing * Immediate Interrupt * Ranged 20 * Trigger: An ally within 20 squares of you fails a death saving throw * Target: The triggering ally
    Effect: The target succeeds on the death saving throw, can spend a healing surge, regain an additional 2d6+29 hit points, and make a saving throw.
    Special: You can increase the healing to 4d6+29 by taking 5 damage. If you do, you gain a +2 power bonus to all defenses until the end of your next turn.
    Upgrades: Compassionate Blessing, Healer's Brooch +4, Healer's Implement, Healer's Lore, Mace of Healing +4, Mark of Healing, Potent Restorables, Pacifist Healer. (Included above.)

    Daily Utility Power: Bear the Wounds, Compassionate Healer Utility 12, Divine Power, page 47
    Your ally's injuries fade, only to reappear on your body.
    Divine, Healing * Standard Action * Melee touch * Target: One ally
    Effect: Choose a number up to your bloodied value. The target regains that number of hit points plus 23 and can make a saving throw, and you take the same amount of damage (without the additional 19). You can then transfer to yourself any effect on the target that a save can end.
    Special: You can increase the healing to [number] +2d6+23 by taking 5 damage. If you do, you gain a +2 power bonus to all defenses until the end of your next turn.
    Upgrades: Compassionate Blessing, Healer's Brooch +4, Healer's Implement, Healer's Lore, Mace of Healing +4, Mark of Healing, Potent Restorables. (Included above.)
    >> Anonymous 11/17/09(Tue)10:29 No.6744763
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    Daily Feature: Healing Infusion: Curative Admixture, Artificer Feature, Eberron Player's Guide, page 45
    you use the magic of your infusion to heal the wounds of your target.
    Arcane, Healing * Minor Action * Close burst 10 * You or one ally in burst
    Effect: The target regains hit points equal to its healing surge value plus 25.
    Special: You can increase the healing to [healing surge value] + 2d6+25 by taking 5 damage. If you do, you gain a +2 power bonus to all defenses until the end of your next turn.
    Upgrades: Compassionate Blessing, Healer's Brooch +4, Mace of Healing +4, Mark of Healing, Potent Restorables. (Included above.)

    >>6743522

    Should be "plus 20". My mistake once again.
    >> Anonymous 11/17/09(Tue)10:30 No.6744765
    Hmmm, good build there, too bad i only got the core material of 4e, so i can't use Kalashtar and some of the feats there, als... HOLY FUCK, LOOK AT THAT HEALING! IT'S LIKE A MOTHERFUCKING CUREALL OR ELIXIR OR WHATEVER DEM VIDYAGAMES USE FOR FULL HEAL EVERY TURN.
    >> Anonymous 11/17/09(Tue)10:38 No.6744833
    Wasn't this created for the fags who bring their girlfriends to play?
    >> Anonymous 11/17/09(Tue)10:40 No.6744848
    >>6744833

    >fags
    >girlfriend.

    I located a logical error on your statement. Please reword it.
    >> Anonymous 11/17/09(Tue)10:41 No.6744852
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    >>6744833
    >fags
    >girlfriends
    >> Anonymous 11/17/09(Tue)10:43 No.6744873
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    >>6744833

    This build would be more suited to reasonably experienced players who wish to play a technical pacifist either for the sake of character concept or to show off. Though this build is mostly manageable at low heroic, come high heroic and low paragon, it can become daunting for a beginner to keep track of the healing, temporary hit points, and defense boosts flying to and fro.
    >> Anonymous 11/17/09(Tue)10:44 No.6744882
    >>6744848
    >>6744852
    They're fags as they force their girlfriend to play a game she's not all that interested in alienating his friends and her for his fun. That's a faggot if I ever saw one.
    >> Anonymous 11/17/09(Tue)10:45 No.6744885
    this build. it makes me feel funny. in my pants. like, after you just climbed the pole in gym class.
    >> Level 19 Analysis Anonymous 11/17/09(Tue)10:54 No.6744964
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    The Assured Healing feat allows your Astral Seal, Remorse, and So Others Might Live powers to deliver healing even upon a miss, letting you have your own version of Hammer Rhythm or Scimitar Dance on certain powers. Meanwhile, Shielding Word supplements Defensive Healing Word and renders the targets of your Healing Word even more utterly invincible for a brief moment.

    At this point in your career, you have reached the absolute peak of efficiency with regards to your magic items. Your Cincture of Vivacity ensures that little healing used upon yourself shall go to waste, and such is the importance of this item that you should urge every other member of your party to purchase it as well for the sake of optimal healing distribution. The Dice of Auspicious Fortune also allow you to standardize your d20 rolls over the course of the entire day, which is wonderful for ensuring that, say, an Astral Seal or a Denunciation strikes true. You do have to sell the Boots of Quickness and the Belt of Vim, but such is the economy.

    You keep all of your encounter attack powers and add the Unexpected Return level 16 encounter utility to your arsenal, thereby giving you another heal at our disposal. The Brilliant Censure and Moment of Peace daily attacks replace your older daily powers too, and these two powers excel at neutralizing enemies such that your allies can home in for the kill.

    Coming in a moment are the level 24 and level 29 snapshots, which entails you rendering your entire party so indomitable that I would be completely surprised should you ever manage to have an ally die under your care.
    >> Anonymous 11/17/09(Tue)10:56 No.6744975
    I wonder just how this thorough of healing would change the nature of the game. I think it would have a greater effect than an optimized defender or striker, for starters. As a DM sees any damage dealt to the party rapidly wiped away, I would speculate he'd respond with encounters significantly above normal party level so that some damage manages to stick around. Either by enemies that can beat down the PCs in a couple hits, or through massive waves of minions/minor enemies.

    Unfortunately, with limited 4e experience, mine is not the best speculation. Thoughts?
    >> PointMan !!sjoCtjmIoEU 11/17/09(Tue)10:58 No.6745001
    >>6744833
    Nice bit of logic fail there chief.

    Thanks for posting this touhoufag. You're a credit to stat crunchers everywhere.
    >> Anonymous 11/17/09(Tue)11:00 No.6745007
    OBJECTION!

    Since when do White Mages wear chain mail?
    >> Anonymous 11/17/09(Tue)11:02 No.6745037
    >>6745007
    Under the robes.
    >> Anonymous 11/17/09(Tue)11:03 No.6745045
    >>6745001
    No wonder you defend touhoushit, tripshit.
    >> Anonymous 11/17/09(Tue)11:04 No.6745055
    >>6745045
    >i add curse words to my posts to be edgy, even when it makes me sound retarded. Also, green text.
    >> PointMan !!sjoCtjmIoEU 11/17/09(Tue)11:08 No.6745087
    >>6744975
    It would depend on the type of campaign being played, and the relative experience of the dm in question. You should also remember that the rest of the party may not be as optimized as this character is.

    Also,

    >>6745045Impotent whining

    Your butt, does it hurt?
    >> Anonymous 11/17/09(Tue)11:17 No.6745161
    >>6745087
    Yes, of course the DM involved is going to determine what actually goes down. I'm just looking for likely outcomes.

    And if the rest of the party is not optimized, then this unkillable fountain of hitpoints is going to be very problematic for the DM to counter (if that's the desire).
    >> Anonymous 11/17/09(Tue)11:18 No.6745170
    >>6745087
    >Your butt, does it hurt?
    my crotch itches
    >> PointMan !!sjoCtjmIoEU 11/17/09(Tue)11:22 No.6745195
    >>6745161And if the rest of the party is not optimized, then this unkillable fountain of hitpoints is going to be very problematic for the DM to counter (if that's the desire)

    Yeah that's the main problem with characters like this if the other players haven't done similar amounts of optimizing. The game effectively becomes a nightmare to balance properly.
    >> Anonymous 11/17/09(Tue)11:25 No.6745223
    >>6742471
    I love you. Make everything.
    >> Anonymous 11/17/09(Tue)11:27 No.6745236
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    >>6744975

    The way I see it is that this is essentially the polar opposite of offensive leader optimization, that is, defensive (obviously) leader optimization. Neither would be strictly superior to one another, and they are roughly equal to one another. It all depends on your personal preferences. For example, while this cleric can greatly amplify the resilience of the entire party, her lack of damage output and direct offense (not to mention her shoddy defenses) is a major weakness. Meanwhile, her Tactical Presence warlord/Battle Captain counterpart can turn the party into a mobile, vicious wolf pack capable of alpha striking the enemy into oblivion through a smorgasbord of free movement, bonuses to attack rolls, bonuses to damage rolls, and free basic attacks.
    >> Anonymous 11/17/09(Tue)11:36 No.6745290
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    >>6745236

    I mean, really now, just look at what a level 16 Tactical Presence warlord/Battle Captain can do to augment the efficiency of her party:

    >Cry Havoc (11th level): On the first round of combat (or both the first and the surprise round if your allies gain a surprise round), allies who start their turn within 10 squares of you gain a +2 bonus to attack rolls.

    >Battle Inspiration (16th level): When you use your inspiring word power, allies you heal gain a +1 power bonus to attack rolls and a +1 power bonus to speed until the end of your next turn. If you selected the Tactical Presence class feature, the ally gains bonuses equal to your Intelligence modifier instead.

    >Tactician’s Word
    >Prerequisite: 11th level, warlord, Tactical Presence class feature, inspiring word power
    >Benefit: When you use inspiring word, the target gains a bonus equal to one-half your Intelligence modifier to its next attack roll made before the start of your next turn.

    >Tactical Presence: When an ally you can see spends an action point to make an extra attack, the ally gains a bonus to the attack roll equal to one-half your Intelligence modifier.

    >Tactical Assault [Warlord]
    >Prerequisites: Warlord, Tactical Presence class feature
    >Benefit: When an ally who can see you spends an action point to make an attack, the attack’s damage roll gains a bonus equal to your Intelligence modifier.

    Enemies drop like flies when opposed by a party with a Tactical Presence warlord in their ranks.
    >> Anonymous 11/17/09(Tue)11:38 No.6745301
    >>6745236

    so what happens when you have a Tactical Warlord and a White Mage Cleric in the same party? do they win D&D?
    >> Anonymous 11/17/09(Tue)11:43 No.6745323
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    >>6745301

    It would be more optimal to have one or the other, really.
    >> Anonymous 11/17/09(Tue)11:55 No.6745400
    >4e Character Builds, Thread 1: The White Mage
    >Thread 1

    Sooo... how many of these are you going to make? Sometimes I get people who never played 4th to come to my sessions and well optimized and ready to use characters builds are a blessing to me.
    >> Anonymous 11/17/09(Tue)12:04 No.6745449
    >>6745400
    A few, supposedly. Next one up is fighter|warden.
    >> Anonymous 11/17/09(Tue)12:26 No.6745681
    >>6745449
    I don't care what's next, Touhoufag makes good builds.
    >> Snapshot, Level 24 Anonymous 11/17/09(Tue)12:35 No.6745763
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    Race: Kalashtar, Eberron Player's Guide, pages 30-31
    Class: Cleric, Player's Handbook, pages 60-62
    Channel Divinity: Healer's Mercy, Divine Power, page 30
    Paragon Path: Compassionate Healer, Divine Power, page 47
    Epic Destiny Choice A: Demigod, Player's Handbook, pages 174-175
    Epic Destiny Choice B: Chosen, Divine Power, pages 152-153 & Forgotten Realms Player's Guide, pages 72-73

    Ability Scores: Strength 10, Constitution 14, Dexterity 12, Intelligence 14, Wisdom 23+2+2, Charisma 23+2+2
    Heroic Feat: Defensive Healing Word, Divine Power, page 131
    Heroic Feat: Healer's Implement, Divine Power, page 135
    Heroic Feat: Implement Expertise (Holy Symbols), Player's Handbook 2, page 185
    Heroic Feat: Mark of Healing, Eberron Player's Guide, page 91
    Heroic Feat: Pacifist Healer, Divine Power, page 136
    Heroic Feat: Pacifist's Reward, Dragon Magazine #379, page 55
    Heroic Feat: Potent Restorables, Eberron Player's Guide, page 92
    Heroic Feat: Power of Life, Divine Power, page 114
    Heroic Feat: Shielding Word, Dragon Magazine #378, page 65
    Paragon Feat: Assured Healing, Dragon Magazine #379, page 56
    Epic Feat: Beatific Healer, Divine Power, page 140
    Epic Feat: Reinforcing Healing, Eberron Player's Guide, page 94
    Epic Feat: Robust Defenses, Player's Handbook 2, page 194
    Epic Feat: Supreme Healer, Divine Power, page 143
    Multiclass Feat: Student of Artifice, Eberron Player's Guide, page 94
    >> Anonymous 11/17/09(Tue)12:35 No.6745768
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    Main Hand: Mace of Healing +5 (Level 23, Free), Adventurer's Vault, page 72
    Off-Hand: Mage's Parrying Dagger +1 (Level 2, 520 gp), Adventurer's Vault, page 72
    Holy Symbol: Symbol of the Warpriest +5 (Level 25, Free), Adventurer's Vault, page 90
    Armor: Imposter's Weavemail +5 (Level 21, 225,000 gp), Adventurer's Vault, page 46
    Neck: Healer's Brooch +5 (Level 24, Free), Adventurer's Vault, page 152
    Feet: Paragon-Tier Boots of Quickness (Level 18, 85,000 gp)
    Hands: Paragon-Tier Gloves of the Healer (Level 12, 13,000 gp)
    Head: Heroic-Tier Circlet of Indomitability (Level 8, 3,400 gp)
    Ring: Iron Ring of the Dwarf Lords (Level 14, 21,000 gp), Player's Handbook, page 251
    Ring: Iron Ring of the Dwarf Lords (Level 14, 21,000 gp), Player's Handbook, page 251
    Waist: Cincture of Vivacity (Level 14, 21,000 gp gp), Adventurer's Vault, page 164
    Wondrous: Dice of Auspicious Fortune (Level 11, 9,000 gp), Dragon Magazine #381, Winning Races: Halflings
    Wondrous: Dice of Auspicious Fortune (Level 11, 9,000 gp), Dragon Magazine #381, Winning Races: Halflings
    Wondrous: Dice of Auspicious Fortune (Level 11, 9,000 gp), Dragon Magazine #381, Winning Races: Halflings
    Loose Change: 8,080 gp
    >> Anonymous 11/17/09(Tue)12:42 No.6745824
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    Hit Points: 141 (127 cleric + 14 Constitution score)
    Bloodied: 70
    Healing Surge Value: 25
    Healing Surges per Day: 11 (7 cleric + 2 Constitution modifier + 2 Iron Rings of the Dwarf Lords)
    Saving Throws: At the start of your turn, you can make a saving throw against each effect currently rendering you dazed or dominated. If you fail the saving throw, you do not make a saving throw against the effect at the end of your turn (Dual Soul).
    Action Points: When you spend an action point to take an extra action, an ally within 5 squares of you can also spend a healing surge (Selfless Action).

    AC: 38 (10 base + 12 half level + 5 enhancement + 10 weavemail + 1 parrying dagger)
    Fortitude: 31 (10 base + 12 half level + 5 enhancement + 2 Constitution modifier + 2 feat)
    Reflex: 33 (10 base + 12 half level + 5 enhancement + 2 Intelligence modifier + 2 feat + 2 Boots of Quickness)
    Will: 41 (10 base + 12 half level + 5 enhancement + 8 Wisdom modifier + 2 class + 2 feat + 1 Circlet of Indomitability + 1 weavemail)
    >> Anonymous 11/17/09(Tue)12:46 No.6745856
    >>6745681
    You are the cancer killing /tg/, touhou fag is autistic so he can only be marginally be blamed but faggots like you are the ones getting him worked up and making this shit.
    >> Anonymous 11/17/09(Tue)12:46 No.6745860
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    At-Will Attack Power: Astral Seal, Cleric Attack 1, Divine Power, page 31
    You outline your enemy with the silver glow of the Astral Sea, and its healing light bathes your friend.
    Divine, Healing, Implement * Standard Action * Ranged 5 * Target: One creature
    Attack: +29 vs. Reflex
    Hit: Until the end of your next turn, the target takes a -2 penalty to all defenses. The next ally who hits it before the end of your next turn regains 47 hit points, can make a saving throw, and gains a +2 bonus to all defenses until the end of your next turn. Also, one conscious ally within 5 squares of you regains 5 hit points and gains a +2 bonus to all defenses until the end of your next turn, one ally within 10 squares of you gains 8 temporary hit points, and at the end of this turn, you gain 4 temporary hit points if you haven't deal any damage this turn.
    Miss: You or one ally within 5 squares of you regains 8 hit points.
    Upgrades: Assured Healing, Beatific Healer, Healer's Brooch +5, Healer's Implement, Healer's Lore, Implement Expertise (Holy Symbols), Mace of Healing +5, Mark of Healing, Pacifist's Reward, Potent Restorables, Power of Life, Reinforcing Healing, Symbol of the Warpriest +5. (Included above.)

    That is a fair chunk of healing.
    >> Anonymous 11/17/09(Tue)12:48 No.6745881
    >>6745856
    this just in, talking about /tg/ related material is the cancer that is killing the board. more at 11.
    >> Anonymous 11/17/09(Tue)12:49 No.6745886
    Hopefully touhouperson will make a druid or shaman build. I can't make head or tail of those classes.
    >> Anonymous 11/17/09(Tue)13:00 No.6745973
    >>6745860
    I came.
    >> Anonymous 11/17/09(Tue)13:01 No.6745980
    >>6745856

    Just admit you're trolling. The pics may be of animu but he is posting /tg/ related material. You may hate D&D 4e but there is no denying it is /tg/ related
    >> Anonymous 11/17/09(Tue)13:12 No.6746088
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    At-Will Attack Power: Sacred Flame, Player's Handbook, page 63
    Divine, Implement, Radiant * Standard Action * Ranged 5 * Target: One creature
    Attack: +27 vs. Reflex
    Hit: 1d6+13 radiant damage (crit 5d6+19), and one ally you can see chooses either to gain 20 temporary hit points or to make a saving throw. Also, one conscious ally within 5 squares of you regains 5 hit points and gains a +2 bonus to all defenses until the end of your next turn.
    Upgrades: Implement Expertise (Holy Symbols), Reinforcing Healing, Symbol of the Warpriest +5. (Included above.)

    Encounter Attack Power: Hymn of Resurgence, Cleric Attack 3, Divine Power, page 33
    Your foes' resolve crumbles as your hymn bestows divine vigor on your allies.
    Divine, Implement * Standard Action * Close blast 5 * Target: Each enemy in blast
    Attack: +27 vs. Fortitude
    Hit: The target takes a -2 penalty to all defenses. When any ally hits the target before the end of your next turn, the target is knocked prone. Also, one conscious ally within 5 squares of you regains 5 hit points and gains a +2 bonus to all defenses until the end of your next turn, and at the end of this turn, you gain 4 temporary hit points if you haven't deal any damage this turn.
    Effect: Each ally in the burst can choose either to gain 5 temporary hit points or to make a saving throw.
    Upgrades: Implement Expertise (Holy Symbols), Pacifist's Reward, Reinforcing Healing, Symbol of the Warpriest +5. (Included above.)
    >> Anonymous 11/17/09(Tue)13:19 No.6746155
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    Encounter Attack Power: Denunciation, Cleric Attack 7, Divine Power, page 35
    You pronounce a divine curse, and motes of darkness swirl around your enemy to hinder it.
    Divine, Implement * Standard Action * Ranged 5 * Target: One creature
    Attack: +27 vs. Will
    Hit: Until the end of your next turn, the target is dazed and takes a -8 penalty to attack rolls and all defenses. Also, one conscious ally within 5 squares of you regains 5 hit points and gains a +2 bonus to all defenses until the end of your next turn, and at the end of this turn, you gain 4 temporary hit points if you haven't deal any damage this turn.
    Upgrades: Implement Expertise (Holy Symbols), Pacifist's Reward, Reinforcing Healing, Symbol of the Warpriest +5. (Included above.)

    Encounter Attack Power: So Others Might Live, Compassionate Healer Attack 11, Divine Power, page 47
    Your prayer saps your enemy's strength. You then take its attack onto yourself to protect your ally, who is healed by your sacrifice.
    Divine, Healing, Implement * Standard Action * Ranged 5 * Target: One creature
    Attack: +27 vs. Fortitude
    Hit: The target is weakened until the end of your next turn. The first time the target damages one of your allies with an attack before the end of your next turn, you take the damage instead, and that ally can spend a healing surge, regain an additional 3d6+45 hit points, and make a saving throw. Also, one conscious ally within 5 squares of you regains 5 hit points and gains a +2 bonus to all defenses until the end of your next turn, and at the end of this turn, you gain 4 temporary hit points if you haven't deal any damage this turn.
    Miss: You or one ally within 5 squares of you regains 8 hit points.
    Upgrades: Assured Healing, Beatific Healer, Healer's Brooch +5, Healer's Implement, Healer's Lore, Implement Expertise (Holy Symbols), Mace of Healing +5, Mark of Healing, Pacifist's Reward, Potent Restorables, Reinforcing Healing, Symbol of the Warpriest +5. (Included above.)
    >> Anonymous 11/17/09(Tue)13:23 No.6746185
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    Encounter Attack Power: Remorse, Divine Power, page 37
    Your words of reproach cause your foes to hesitate as they regret their violent acts.
    Divine, Healing, Implement * Standard Action * Area burst 1 within 5 squares * Target: Each enemy in burst
    Attack: +27 vs. Will
    Hit: Until the end of your next turn, the target gains vulnerable 10 to all damage and is dazed.
    Effect: Each ally in the burst can spend a healing surge, regain an additional 3d6+45 hit points, and make a saving throw. Also, one conscious ally within 5 squares of you regains 5 hit points and gains a +2 bonus to all defenses until the end of yor next turn, and at the end of this turn, you gain 4 temporary hit points if you haven't deal any damage this turn.
    Miss: You or one ally within 5 squares of you regains 8 hit points.
    Upgrades: Assured Healing, Beatific Healer, Healer's Brooch +5, Healer's Implement, Healer's Lore, Implement Expertise (Holy Symbols), Mace of Healing +5, Mark of Healing, Pacifist's Reward, Potent Restorables, Symbol of the Warpriest +5. (Included above.)

    >>6746088

    I feel that I must emphasize the sheer potency of Hymn of Resurgence at this level. Picture the following, if you will: you land four hits across a cluster of enemies, thereby allowing a conscious ally within 5 squares of you to regain 20 hit points and gain a +8 bonus to all defenses until the end of your next turn.
    >> Anonymous 11/17/09(Tue)13:25 No.6746201
    Touhoufag, I respect you, but I fear for your mental health.
    >> Anonymous 11/17/09(Tue)13:32 No.6746281
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    Encounter Feature: Healing Word, Cleric Feature, Player's Handbook, page 62
    You whisper a brief prayer as divine light washes over your target, helping it to mend its wounds.
    Special: You can use this power thrice per encounter, but only once per round.
    Divine, Healing * Minor Action * Close burst 15 * Target: You and one ally, or two allies
    Effect: The target can spend a healing surge, regain an additional 9d6+45 hit points, and make a saving throw. In addition, the target gains a +8 bonus to all defenses against the next attack made against him or her, and the target gains a +4 bonus to all defenses until the end of your next turn.
    Special: You can increase the healing to 11d6+45 by taking 5 damage. If you do, you gain a +2 power bonus to all defenses until the end of your next turn.
    Upgrades: Beatific Healer, Compassionate Blessing, Defensive Healing Word, Healer's Brooch +5, Healer's Implement, Healer's Lore, Mace of Healing +5, Mark of Healing, Pacifist Healer, Paragon-Tier Gloves of the Healer, Potent Restorables, Reinforcing Healer, Shielding Word, Supreme Healer. (Included above.)

    I highly doubt that this could get any better.

    Encounter Feature: Channel Divinity: Divine Fortune, Cleric Feature, Player's Handbook, page 62
    In the face of peril, you hold true to your faith and receive a special boon.
    Divine * Free Action * Personal
    Effect: You gain a +1 bonus to your next attack roll or saving throw before the end of your next turn.
    Upgrades: N/A.

    >>6746201

    Though I have been lacking an extending rest for a long while, I shall persevere.
    >> Anonymous 11/17/09(Tue)13:34 No.6746300
    Go to bed, really.
    >> Anonymous 11/17/09(Tue)13:37 No.6746339
    Once this is done, I'll take a screenshot of the whole thread. Should be useful.
    >> Anonymous 11/17/09(Tue)13:53 No.6746471
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    Encounter Feature: Channel Divinity: Healer's Mercy, Cleric Feature, Divine Power, page 30
    Strength flows out from you to your injured comrades, rekindling their resolve to see the battle to its end.
    Divine, Healing * Standard Action * Close burst 5 * Target: Each bloodied ally in burst
    Effect: Each target can spend a healing surge, regain an additional 4d6+45 hit points, make a saving throw, and gain a +2 bonus to all defenses until the end of your next turn. You are weakened until the end of your next turn.
    Special: You can increase the healing to 6d6+45 by taking 5 damage. If you do, you gain a +2 power bonus to all defenses until the end of your next turn.
    Upgrades: Beatific Healer, Compassionate Blessing, Healer's Brooch +5, Healer's Implement, Healer's Lore, Mace of Healing +5, Mark of Healing, Pacifist Healer, Paragon-Tier Gloves of the Healer, Potent Restorables, Reinforcing Healing. (Included above.)

    Encounter Racial: Bastion of Mental Clarity, Kalashtar Racial Power, Eberron Player's Guide, page 30
    You erect a psychic shield to protect your mind from assault, and you ward your allies as well.
    Immediate Interrupt * Close burst 5 * Trigger: An enemy hits or misses you with an attack against your Will * Target: You and each ally in burst
    Effect: Each target gains a +4 power bonus to Will until the end of your next turn.

    >>6746155
    >>6746185

    Tch. I seem to have forgotten to add in the effects of Reinforcing Healing onto Remorse and So Others Might Live. No matter; this shall be integrated into the upcoming pastebin compilation.
    >> Anonymous 11/17/09(Tue)13:55 No.6746488
    >>6746155
    I just noticed this pic's title. Can a Touhou BE Touhou without the hat? Not a Touhoufag, so I don't have a clue.
    >> Anonymous 11/17/09(Tue)13:58 No.6746522
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    >>6746488
    Yes, there are few and many have other head accessories but it does happen.
    >> Anonymous 11/17/09(Tue)14:00 No.6746533
    >>6746488
    Animu is horrible with actual character design so they often just let hair and breast size make them different, touhou goes a step further and adds hats to everything. Hell even the porn depicts them with their hats on.
    >> Anonymous 11/17/09(Tue)14:12 No.6746669
    >>6746533
    A hat is fine too.
    >> Anonymous 11/17/09(Tue)14:19 No.6746751
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    Encounter Racial: Bastion of Mental Clarity, Kalashtar Racial Power, Eberron Player's Guide, page 30
    You erect a psychic shield to protect your mind from assault, and you ward your allies as well.
    Immediate Interrupt * Close burst 5 * Trigger: An enemy hits or misses you with an attack against your Will * Target: You and each ally in burst
    Effect: Each target gains a +4 power bonus to Will until the end of your next turn.

    Encounter Utility Power: Bastion of Health, Cleric Utility 6, Player's Handbook, page 66
    You invoke a prayer that instantly fortifies one of your allies.
    Divine, Healing * Minor Action * Ranged 10 * Target: You or one ally
    Effect: The target can spend a healing surge, regain an additional 4d6+53 hit points, make a saving throw, and gain a +2 bonus to all defenses until the end of your next turn.
    Special: You can increase the healing to 6d6+53 by taking 5 damage. If you do, you gain a +2 power bonus to all defenses until the end of your next turn.
    Upgrades: Beatific Healer, Compassionate Blessing, Healer's Brooch +5, Healer's Implement, Healer's Lore, Mace of Healing +5, Mark of Healing, Paragon-Tier Gloves of the Healer, Pacifist Healer, Potent Restorables, Reinforcing Healing. (Included above.)

    Encounter Utility Power: Shielding Word, Cleric Utility 10, Player's Handbook, page 67
    You invoke a prayer that instantly defends one of your allies.
    Divine * Immediate Interrupt * Ranged 5 * Trigger: An ally in range is hit by an attack
    Effect: The ally gains a +4 power bonus to AC until the end of your next turn.
    Upgrades: N/A.
    >> Anonymous 11/17/09(Tue)14:23 No.6746783
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    >>6746669
    So is a ufo it seems.
    >> Anonymous 11/17/09(Tue)14:45 No.6747010
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    Is there a compilation of touhoufag posts?
    I really want to play one of his builds, but haven't seen many.

    Oh, this thread is already archived. Nice.
    >> Anonymous 11/17/09(Tue)15:53 No.6747736
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    Encounter Utility Power: Unexpected Return, Cleric Utility 16, Divine Power, page 38
    A swift chant gives your ally a second chance at life.
    Divine, Healing * Immediate Reaction * Ranged 5
    Trigger: An ally within 5 squares of you drops to 0 hit points or fewer
    Target: The triggering ally
    Effect: The target can spend a healing surge, regain an additional 4d6+45 hit points, make a saving throw, and gain a +2 bonus to all defenses until the end of your next turn.
    Special: You can increase the healing to 6d6+45 by taking 5 damage. If you do, you gain a +2 power bonus to all defenses until the end of your next turn.
    Upgrades: Beatific Healer, Compassionate Blessing, Healer's Brooch +5, Healer's Implement, Healer's Lore, Mace of Healing +5, Mark of Healing, Paragon-Tier Gloves of the Healer, Potent Restorables, Pacifist Healer, Reinforcing Healing. (Included above.)
    >> Anonymous 11/17/09(Tue)15:55 No.6747752
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    Daily Attack Power: Dismissal, Cleric Attack 9, Divine Power, page 36
    You utter a mighty shout and cast your enemy out of the world.
    Divine, Implement, Teleportation * Standard Action * Ranged 10 * Target: One creature
    Attack: +27 vs. Will
    Hit: The target disappears into an extraplanar prison (save ends). The target takes a -2 penalty to saving throws against this effect, or a -5 penalty if it is an aberrant, elemental, fey, immortal, or shadow creature. When the target saves against this effect, it reappears in its original space. If that space is occupied, the target returns to the nearest unoccupied space. Also, one conscious ally within 5 squares of you regains 5 hit points and gains a +2 bonust to all defenses until the end of your next turn, and at the end of this turn, you gain 4 temporary hit points if you haven't deal any damage this turn.
    Aftereffect: The target is dazed until the end of its next turn.
    Miss: The target disappears into an extraplanar prison until the end of your next turn. The target then reappears in its original space. If that space is occupied, the target returns to the nearest unoccupied space.
    Upgrades: Implement Expertise (Holy Symbols), Pacifist's Reward, Reinforcing Healing, Symbol of the Warpriest +5. (Included above.)
    >> Anonymous 11/17/09(Tue)15:56 No.6747771
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    Daily Attack Power: Brilliant Censure, Cleric Attack 15, Divine Power, page 37
    Awful brilliance flashes from your eyes, blinding foes and inspiring allies.
    Divine, Implement, Radiant, Zone * Standard Action * Close burst 3 * Target: Each enemy in burst
    Attack: +27 vs. Fortitude
    Hit: The target is blinded (save ends). Also, one conscious ally within 5 squares of you regains 5 hit points and gains a +2 bonus to all defenses until the end of your next turn, and at the end of this turn, you gain 4 temporary hit points if you haven't deal any damage this turn.
    Effect: The burst creates a zone of bright light that lasts until the end of the encounter. When you move, the zone moves with you, remaining centered on you. Any ally who begins his or her turn within the zone deals 2d6 extra radiant damage with melee or ranged attacks until the start of his or her next turn.
    Upgrades: Implement Expertise (Holy Symbols), Pacifist's Reward, Reinforcing Healing, Symbol of the Warpriest +5. (Included above.)

    Daily Attack Power: Moment of Peace, Cleric Attack 19, Divine Power, page 39
    A wave of tranquility washes over your foes, rendering them harmless for a critical moment.
    Divine, Implement * Standard Action * Close blast 5 * Target: Each enemy in blast
    Attack: +27 vs. Will
    Hit: The target's attacks deal no damage (save ends). Also, one conscious ally within 5 squares of you regains 5 hit points and gains a +2 bonus to all defenses until the end of your next turn, and at the end of this turn, you gain 4 temporary hit points if you haven't deal any damage this turn.
    Miss: The target's attacks deal no damage until the end of your next turn.
    Upgrades: Implement Expertise (Holy Symbols), Pacifist's Reward, Reinforcing Healing, Symbol of the Warpriest +5. (Included above.)
    >> Anonymous 11/17/09(Tue)16:00 No.6747852
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    Daily Utility Power: Return from Death's Door, Cleric Utility 2, Divine Power, page 33
    You snatch an ally from the brink of death.
    Divine, Healing * Immediate Interrupt * Ranged 20 * Trigger: An ally within 20 squares of you fails a death saving throw * Target: The triggering ally
    Effect: The target succeeds on the death saving throw, can spend a healing surge, regain an additional 4d6+45 hit points, make a saving throw, and gain a +2 bonus to all defenses until the end of your next turn.
    Special: You can increase the healing to 6d6+45 by taking 5 damage. If you do, you gain a +2 power bonus to all defenses until the end of your next turn.
    Upgrades: Beatific Healer, Compassionate Blessing, Healer's Brooch +5, Healer's Implement, Healer's Lore, Mace of Healing +5, Mark of Healing, Paragon-Tier Gloves of the Healer, Potent Restorables, Pacifist Healer, Reinforcing Healing. (Included above.)

    Daily Utility Power: Bear the Wounds, Compassionate Healer Utility 12, Divine Power, page 47
    Your ally's injuries fade, only to reappear on your body.
    Divine, Healing * Standard Action * Melee touch * Target: One ally
    Effect: Choose a number up to your bloodied value. The target regains that number of hit points plus 1d6+37, can make a saving throw, and gains a +2 bonus to all defenses until the end of your next turn, and you take the same amount of damage (without the additional 19). You can then transfer to yourself any effect on the target that a save can end.
    Special: You can increase the healing to [number] +3d6+37 by taking 5 damage. If you do, you gain a +2 power bonus to all defenses until the end of your next turn.
    Upgrades: Beatific Healer, Compassionate Blessing, Healer's Brooch +5, Healer's Implement, Healer's Lore, Mace of Healing +5, Mark of Healing, Paragon-Tier Gloves of the Healer, Potent Restorables, Reinforcing Healing. (Included above.)
    >> Anonymous 11/17/09(Tue)16:02 No.6747876
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    Daily Feature: Healing Infusion: Curative Admixture, Artificer Feature, Eberron Player's Guide, page 45
    you use the magic of your infusion to heal the wounds of your target.
    Arcane, Healing * Minor Action * Close burst 15 * You or one ally in burst
    Effect: The target regains hit points equal to its healing surge value plus 1d6+32, can make a saving throw, and gains a +2 bonus to all defenses until the end of your next turn.
    Special: You can increase the healing to [healing surge value] + 3d6+32 by taking 5 damage. If you do, you gain a +2 power bonus to all defenses until the end of your next turn.
    Upgrades: Compassionate Blessing, Healer's Brooch +5, Mace of Healing +5, Mark of Healing, Paragon-Tier Gloves of Healing, Potent Restorables, Reinforcing Healing. (Included above.)

    Well, reviewing some of the power blocks above, there are various discrepancies here and there. Before we proceed onto the grand level 29 snapshot, I shall prepare a set of pastebins containing the revised snapshots for the previous levels.
    >> Level 24 Analysis Anonymous 11/17/09(Tue)16:04 No.6747901
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    At this point, I am exhausted, and so I shall simply instruct you to read the descriptions of the Beatific Healer, Reinforcing Healing, and Supreme Healer feats. Their benefits should be self-explanatory, and it is to be noted that Reinforcing Healing triggers off the Symbol of the Warpriest.
    >> Anonymous 11/17/09(Tue)16:11 No.6747970
    I'll ask on his behalf:
    Who wants to play this build?
    >> Anonymous 11/17/09(Tue)16:15 No.6748010
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    >>6747901

    On second thought, I have a better idea. I shall sleep and then recreate this thread in a more organized fashion. Yes, that is what I shall do. I shall recreate this thread in approximately thirteen hours. Farewell until then.
    >> Anonymous 11/17/09(Tue)16:18 No.6748040
    >Assuming people play in settings that would allow for Eberron, Divine Power and Forgotten Realms abilities to work at the same time
    >> Anonymous 11/17/09(Tue)16:21 No.6748079
    >>6748040
    There's no FR stuff in the build.
    >> Anonymous 11/17/09(Tue)16:23 No.6748100
    >>6748040
    >implying that Divine Power is a setting
    >> Anonymous 11/17/09(Tue)16:25 No.6748123
    >Epic Destiny Choice B: Forgotten Realms Player's Guide, pages 72-73
    >> Anonymous 11/17/09(Tue)16:26 No.6748138
    >>6748123
    >implying that you need the FR Player's Guide to be a Chosen

    FFS, it's a core ED.
    >> Anonymous 11/17/09(Tue)16:51 No.6748436
    >>6748040
    >implying that fluff-detached mechanics are bound to one setting alone
    >> Anonymous 11/17/09(Tue)17:04 No.6748541
    You can get more heals in 4e with a Bard by taking multiclass feats in Cleric, Paladin, Artificer and Warlord (and Acolyte Power and Adept power to get the best heals in each of those classes).
    >> Anonymous 11/17/09(Tue)17:05 No.6748556
    >>6748541
    FEATS
    Bard: Ritual Caster
    Level 1: Initiate of the Faith
    Level 2: Soldier of Virtue
    Level 4: Student of Artifice
    Level 6: Student of Battle
    Level 8: Acolyte Power
    Level 10: Adept Power
    Level 11: Shield Proficiency (Heavy)
    Level 12: Divine Channeler (Cleric)

    POWERS
    Bard at-will 1: Vicious Mockery
    Bard at-will 1: War Song Strike
    Divine Channeler (Cleric): Healer's Mercy
    Bard encounter 1: Shout of Triumph
    Bard daily 1: Stirring Shout
    Bard utility 2: Canon of Avoidance
    Bard encounter 3: Song of the New Dawn
    Bard daily 5: Strictures of Fortune (retrained to Consecrated Ground at Adept Power)
    Bard utility 6: Trickster's Healing
    Bard encounter 7: Theft of Life
    Bard daily 9: Hideous Laughter
    Bard utility 10: Word of Life (retrained to Mass Cure Light Wounds at Acolyte Power)
    >> Anonymous 11/17/09(Tue)17:11 No.6748621
    bumping threads with actual content
    >> Anonymous 11/17/09(Tue)17:17 No.6748676
    >demigod

    Offs. I wish WotC would just release errata that says "disregard this epic destiny, we suck cocks'.
    >> Anonymous 11/17/09(Tue)17:30 No.6748824
    >>6748676
    Seriously. Immanence is so much better for last boss fights anyway.
    >> Anonymous 11/17/09(Tue)17:38 No.6748911
    >>6748676

    Explain.
    >> Anonymous 11/17/09(Tue)17:41 No.6748951
    >>6748911
    As an epic destiny it turns fights into a long string of the same encounter power over and over.

    "What do you do this turn?"
    "I USE MY BEST ENCOUNTER POWER."
    "What do you do this turn?"
    "I USE MY BEST ENCOUNTER POWER AGAIN.""What do you do this turn?"
    "I USE MY BEST ENCOUNTER POWER AGAIN.""What do you do this turn?"
    "I USE MY BEST ENCOUNTER POWER AGAIN.""What do you do this turn?"
    "I USE MY BEST ENCOUNTER POWER AGAIN."
    >> Anonymous 11/17/09(Tue)17:45 No.6748985
    >>6746339
    Could try to archive it or something.
    >> Anonymous 11/17/09(Tue)18:27 No.6749407
    >>6748951
    That sounds to me like I'm going to be doing a lot of Barrel Rolls.
    >> Anonymous 11/17/09(Tue)18:29 No.6749439
    >>6748951
    Only at level 30, and it takes a (n admittedly short while) to blow through your other encounter powers.
    >> Anonymous 11/17/09(Tue)20:59 No.6751554
    >>6747970
    I do. I think it's cool, and I think it could be really impressive to pull off well.



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