Starting Stats:
STR: 18 CON: 10 DEX: 14 INT: 8 WIS: 14 CHA: 15
Current Stats:
STR: 22 CON: 11 DEX: 15 INT: 9 WIS: 15 CHA: 19
AC: 31 Fort: 28 Ref: 25 Will: 26
Hit Points: 96
Healing Surge Value: 23
Healing Surges: 7
Speed: 5
Init: +15
Basic Attack: +21, 1d8+18 damage (1d8+22 when flanking)
2 Weapon Proficiency (Spiked Shield)
4 Weapon Expertise (Spear)
6 Power of Skill (Deity: Ioun)
8 Hybrid Talent (Tactical Presence: Resourceful)
10 Mark of Storm
11 Polearm Momentum
12 Polearm Gamble
14 Reserve Manuever (Provoke Overextension (W))
16 Weapon Focus (Spear)
11: 2 salves of power (scrounge up another 1000 gold pieces from somewhere)
12: Salve of Power, +3 Braidmail Armor
13: Paragon Siberys Shard of Radiance
14: Crown of the Brilliant Sun
15: Lightning Spear
16: Paragon Iron Armbands of Power
17: Iron Ring of the Dwarf Lords, +3 Timeless Amulet, Salve of Power, Strikeback Gloves
1: Righteous Brand (C)
1: Opening Shove (W) (needless to say, we won't be using this very much)
Encounter Powers:
1: Hammer and Anvil (W) --> Retrained to Diabolic Strategem (W) at level 7
3: Sacred Shielding (C) --> Replaced with Arc of the Righteous (C) at level 13
7: Provoke Overextension (W) --> Retrained to Hammer and Anvil (W) at level 14 --> Replaced with Hail of Steel (W) at level 17
11: Deceiver's Ploy (PP) --> Permanently Swapped with Provoke Overextension (W) at level 14.
Utility Powers:
2: Shield of Faith (C)
6: Dragon's Tenacity (W)
10: Instant Planning (W)
12: Flexible Authority (PP)
16: Side-by-Side (W)
Daily Powers:
1: Moment of Glory (C)
5: Staggering Spin (W)
9: Scent of Victory (W) --> Replaced with War Master's Assault at level 15
Healer's Lore (+2 bonus to divine healing powers)
Resourceful Commanding Presence (1/encounter)
Inspiring Word (1/encounter)
Healing Word (1/encounter)
Hybrid Warlord Fortitude
Felling Action (burns an action point for an ally reroll; won't be using this)
Infernal Pincer (grants +4 damage to allies that flank)
Pliable Command (Bravura -- this is unlimited due to the wording of the paragon path)
There are two major 'cores' to the build. The first is the use of the cleric power 'Righteous Brand', which our character will always use when given the option of taking a melee attack thanks to the feat granted by the Skill Domain. Polearm Gamble is designed to use this option as much as possible.
The second one is its use of Polearm Momentum in conjunction with his or her Lightning Spear. The Mark of Storm feat allows a character who strikes with a Lightning or Thunder power to slide an enemy one square. The Rushing Cleats allow a character who slides an opponent with a melee or close weapon power to slide the target an additional square. The Polearm Momentum feat sends an enemy prone if they are pushed or slid with a polearm or spear 2 or more squares. This means that every attack this character makes starting at level 11 will slide an enemy two squares and knock them prone.
But those are just core competencies; the real heart and soul of this build is to allow 'novas'. That is, cause damage spikes. At low levels, this is done with the Battle Awareness feat alongside Righteous Brand. However, starting at level 7 they will get a new core tactic that will be used every fight if possible.
Diabolic Strategem allows you and your allies to make melee attacks as opportunity actions if an enemy attacks you as an effect of the power. Of course, the enemy will be aware of this and will try to avoid attacking you. Your response is to unveil your power Provoke Overextension, which forces the enemy to attack you. In addition to the attack granted by Provoke Overextension, which if used to force a mark violation will be 3 attacks in its own, if Diabolic Strategem was used earlier in an all-melee group of average size this can lead to as many as 5 extra attacks, for a total of 8 attacks at the expenditure of two encounter points and an action point.
Yes, you will need an action point, sadly, since it is two encounter powers. The Timeless Locket's extra standard action is invaluable for this purpose.
Hail of Steel is a similar attack, allowing, if it hits, another 5 attack assault from the party. Arc of Righteousness is a simple, basic attack that merely allows two attacks that can be used on the same foe. It gets replaced with a much, much better one at level 23. Until then, grin and bear it.
The dailies were chosen in much the same way. Moment of Glory, despite being a 'filler' power to satisfy the requirements of Hybrid Classing, is useful throughout the character's entire career. They are chosen to allow novas much like the the encounter powers.
Infernal Strategist was chosen for the valuable flanking bonus to damage for you and your allies, the very useful encounter power which grants bonuses when an ally uses an action point, a daily power that grants an action point such that we can complete the five-encounter workday 'Diabolic Strategem + Provoke Overextension' combination, and its level 16 class feature which permanently grants a tactical presence. The hybrid version, even with the Hybrid Training feat, only allows the use of such a talent once an encounter when an ally spends an action point (why?). Pliable Command obviates this, allowing characters to use and abuse the Bravura Tactical presence--not only useful for Provoke Overextension, but also allows allies another possible attack when action points are spent.
This build is very hurting for healing surges, which is why it is very recommended to go easy on the salves of power. At least until the character can obtain a L21 Ring of Tenacious Will (AV, page 161), which allows the character to use charisma instead of constitution for healing surges, instantly giving 5 more healing surges. Until then, it is recommended that you spend both ring slots on L14 Iron Rings of the Dwarf Lord.
The character will continue to take powers that allow his or herself and allies to make as many attacks as possible. Beacon of Doom (a delayed, but still deadly nova power) will replace Moment of Glory at level 19, for example, Rush of Battle will be the level 22 utility power. Mortal Terror will (finally) replace Arc of the Righteous at level 23 to take most advantage of allies' opportunity attacks. Note that teleportation will not help since the power specifies a movement.
This character is poised to take the epic destiny 'Deadly Trickster' at level 21, assuming that they take take a Skill Focus feat to learn the Bluff Skill. Deadly Trickster is an excellent epic destiny for this build, since it hands out precious rerolls, gives the opportunity to replenish encounter and daily powers with a roll of 18-20, with the piece de resistance coming at level 26: Epic Trick will let our characters and the party nova like never before. Levels 23 through 26 should be focused on retraining all utility powers to dailies.
The character starts with an odd stat in charisma. That's unfortunately unavoidable. This character was designed to be functional from level 1 up, which means waiting over 20 levels to perform its core trick is inexcusable; if the character was starting in epic tier then wisdom and dexterity could be dropped to 13 and charisma boosted accordingly.