(PEACH) Captain Opportunity and Action Point the Dog. - Warlord|Ranger/Captain of Fortune

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Captain Opportunity and his trusty sidekick, Action Point the Dog. - Warlord|Ranger/Captain of Fortune


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This is a Leader|Striker build that focuses on making as many attacks per round as possible, all while still keeping the party alive. This is not a "cheerleader" type of Warlord; he will be making most of the action rolls himself. This initial build is one that could be brought to the table without any worries about being out of... character. I have deliberately stayed away from MCing with a Hybrid for exactly that reason (Shaman and Fighter both having some power to add to the build). An easily explained Hybrid combination (both being Martial in nature) that stays away from some of the more popular choices when coming to min/maxing should be enough to keep everyone happy. While you gain quite a few resources, you also lose out of the Warlord AP feature, heavy armour and Twin Strike (melee), not to mention healing.

There are several areas that fall under "grey" areas of the rules and you should consult with your DM if you feel any of these are unsporting. (re: Ranged OA with HBO, Farbond Spellblades being used "fully" as thrown weapons, Ranger triggered MBA for quarry damage, Polearm Gamble triggering on a shift and so forth). Some of these are just additions to an already powerful combination, so don't worry about it too much if you want to err on the side of caution.


Level 1 Snapshot

====== Created Using Wizards of the Coast D&D Character Builder ======
Captain Opportunity, level 1
Human, Warlord|Ranger
Warlord Leadership: Combat Leader (Hybrid)
Hybrid Warlord: Hybrid Warlord Fortitude
Hybrid Ranger: Hybrid Ranger Reflex
Hybrid Talent: Ranger Fighting Style
Ranger Fighting Style: Beast Mastery (Hybrid)
Beast Companion Type: Wolf

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

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


AC: 16 Fort: 16 Reflex: 15 Will: 12
HP: 23 Surges: 6 Surge Value: 5

TRAINED SKILLS
Diplomacy +5, Acrobatics +7, Perception +6, Stealth +7, Athletics +8

UNTRAINED SKILLS
Arcana -1, Bluff, Dungeoneering +1, Endurance -1, Heal +1, History -1, Insight +1, Intimidate, Nature +1, Religion -1, Streetwise, Thievery +2

FEATS
Human: Hybrid Talent
Level 1: Beast Protector

POWERS
Bonus At-Will Power: Throw and Stab
Hybrid at-will 1: Viper's Strike
Hybrid at-will 1: Intuitive Strike
Hybrid encounter 1: Vengeance is Mine
Hybrid daily 1: Skirmishing Stance

ITEMS
Hide Armor, Glaive, Longsword, Hand Axe(5)
RITUALS
Raise Beast Companion


Discussion:

Human is chosen for the race, as it works quite well for the paragon action point synergy we have planned, and helps ease up the feat requirement. Any Str/Wis or Str/Dex char would also work, as long as you do not mind adapting the build.

Using the ever popular 16/16/13 array, you take Str/Dex/Wis respectively. As you are a hybrid, you lose proficiency in any armour that both classes do not share. While you could drop Dex down (not too far, as we are aiming for Polearm Gamble in Paragon) and raising Con in order to wear Chain, I found the result rather lacking. All this allowed me to do is raise my Wisdom slightly higher, and came at the cost of a feat and 1 speed, in an already feat starved build. In the end, the Wisdom riders were rarely coming into play as is (as you lack the Warlord AP feature, and beast powers are often lacking), so Light Armour and Dex seemed like the correct path to take. Your AC is where it would be at normally if in Chain.

At first level, you while not have access to any magic items, so Throw and Stab will be done with mundane items if you should desire to use it, or just ignore it for one level and use the Glaive. If you are going to ignore Throw and Stab initially, take another Ranger at-will at level 1 so you have a means to trigger your Quarry effect. Your third at-will can be whatever you like (even the dread Twin Strike (although with this build it would be used as a ranged weapon in this build, with lower Dex)).

Keep in mind your Quarry is only triggered using Ranger powers. Ideally, you should be aiming to trigger that on your turn where you can control it. OA MBAs will not trigger it, and many will argue that MBA granted from a Ranger power will not either (Throw and Stab). However, your beast MBAs still should (as it is an addition to the Hybrid quarry rules, and a DM would have to be a pretty big hard-ass to not allow it).

At first level, you have several pieces of the attack generating machine. Beast Protector with a reach weapon allows your companion, Action Point, to start earning his keep. Use terrain, enemies, allies and whatever else you have handy to make your beast the target of the enemy's attacks. Healing your pet is melee touch minor action, and if you feel it is getting messy, start taking the hits yourself and retire him to the back ranks. His defences are eventually on par with yours, and with a companion slot item, he gains +5 to his surge value (or +1 defences). In sort, healing your dog is easier than healing yourself. You have 8 surges between the two of you, don't go wasting them! Durable might not be a bad feat somewhere along the line...

Viper Strike + hiding behind the beast creates a no-win situation for the mob (as the beast counts as an ally). The mob can attack the beast (OA from you), shift (immediate reaction to command beast to make an OA) or move (same deal). Level one encounter is a large amount of fun, as it can trigger off of ranged attacks, and you can respond with a BASIC attack (throw your throwing weapon back at them), and your beast counts as an ally if no other character is available for the move and attack. Level one daily is fitting into the theme of generating as many attacks as possible, as Throw and Stab will trigger its effect nearly every time you use it (seeing as you have a reach weapon and can move six squares). There is no limit to how many times the extra damage can trigger each round (or even turn if you AP), so when you get to paragon and are making quite a few Throw and Stabs per round, this daily will be loading up every single MBA you make at the end of it.


Level 2

5 HP
Feat: Versatile Expertise (Heavy Blade, whatever you want)
Hybrid utility 2: Encouraging Boost

Hopefully your DM gave you an Expertise feat. If not, take it now! Level 2 utility is taken to help out your one pathetic heal per encounter. It's better than Inspiring Words, assuming you aren't running a party full of Dwarves, as the target also gets some defences. You will be retraining this at level 6 for the even stronger Rousing Words, replacing it with Invigorating Stride.

At this level, you are assumed to have picked up a Farbond Spellblade Glaive. This is the weapon you will use for rest of your days, so get used to it.


Level 3

5 HP
Hybrid encounter 3: Disruptive Strike

This attack does less damage than most out of turn attacks, but the trigger fires off pretty much any turn you want, and comes with a -4 to the attack roll (less damage = less healing!). Perfect for those turns where you didn't have the chance to trigger your quarry. It can also be made with a ranged weapon, so if an ally was just nicked by an powerful attack, throw him a bone (or a Glaive, whatever works).


Level 4

5 HP
Increase Str/Wis by one each.
Feat: Hafted Defence

Wisdom will now be 15 at level 11, there is no need to bump any other stat besides Str/Dex for the rest of your career. Pick up Hafted Defence, it is a much needed bump to your defences.


Level 5

5 HP
Hybrid daily 5: Create Opportunity

Turns Throw and Stab into a triple attack. Sick. Keep in mind that Create Opportunity can fire out of turn.


Level 6

5 HP
Feat: Weapon Focus (Heavy Blade)
Retrain Encouraging Boost for Invigorating Stride
Hybrid utility 6: Rousing Words

A fairly large increase to healing this level. You can now use Second Wind as a move (beast can Second Wind when you do, more free healing), and Rousing Words is quite a bit more healing, without using up their Second Wind (both good and bad, depending if they ever use it themselves). Weapon Focus gives you a bit more damage to every attack, hopefully you are getting at least one out of turn attack per round.


Level 7

5 HP
Hybrid encounter 7: No Gambit Wasted

An already powerful encounter power becomes even stronger with the use of a reach weapon (can trigger off mob that was missed that you can reach with your Glaive). Fierce Reply or Friendly Fire are both valid options as well (with much more controlled triggers), but I am partial to this power. You now have immediates firing off of you being attacked, you or an ally being attacked or an ally missing with an encounter power against a target in your reach. All fairly common triggers, but try and use No Gambit Wasted first.


Level 8

5 HP
Feat: Toughness

Fairly uneventful level. Just a filler that we retrain at 11. You could take anything this level, just don't get attatched to it.


Level 9

5 HP
Hybrid daily 9: Teachable Moment

You will be handing out damage/attack modifers like candy (although it doesn't work for the Throw portion of Throw and Stab, has to be melee). The more attacks you make = the more bonuses are handed out.


Level 10

5 HP
Feat: Blade Opportunist
Hybrid utility 10: Bolstering Shout

Next level your OAs come a lot more frequently (and are much more powerful), so we are getting a head start on this one by taking Blade Opportunist a bit early (already blowing the feat retrain at 11). Bolstering Shout gives your entire party minor action Second Wind (minus the defence) once per encounter. A perfect mid-encounter tool to help you focus on the person really getting beat on.



Level 11 Snapshot

====== Created Using Wizards of the Coast D&D Character Builder ======
Captain Opportunity, level 11
Human, Warlord|Ranger, Captain of Fortune
Warlord Leadership: Combat Leader (Hybrid)
Hybrid Warlord: Hybrid Warlord Fortitude
Hybrid Ranger: Hybrid Ranger Reflex
Hybrid Talent: Ranger Fighting Style
Ranger Fighting Style: Beast Mastery (Hybrid)
Versatile Expertise: Versatile Expertise (Heavy Blade)
Versatile Expertise: Versatile Expertise (Axe)
Beast Companion Type: Wolf

FINAL ABILITY SCORES
Str 21, Con 12, Dex 18, Int 9, Wis 15, Cha 11.

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


AC: 25 Fort: 24 Reflex: 24 Will: 20
HP: 74 Surges: 7 Surge Value: 18

TRAINED SKILLS
Diplomacy +10, Acrobatics +13, Perception +12, Stealth +13, Athletics +14

UNTRAINED SKILLS
Arcana +4, Bluff +5, Dungeoneering +7, Endurance +5, Heal +7, History +4, Insight +7, Intimidate +5, Nature +7, Religion +4, Streetwise +5, Thievery +8

FEATS
Human: Hybrid Talent
Level 1: Beast Protector
Level 2: Versatile Expertise
Level 4: Hafted Defense
Level 6: Weapon Focus (Heavy Blade)
Level 8: Toughness (retrained to Heavy Blade Opportunity at Level 11)
Level 10: Blade Opportunist
Level 11: Polearm Gamble

POWERS
Bonus At-Will Power: Throw and Stab
Hybrid at-will 1: Viper's Strike
Hybrid at-will 1: Intuitive Strike
Hybrid encounter 1: Vengeance is Mine
Hybrid daily 1: Skirmishing Stance
Hybrid utility 2: Encouraging Boost (retrained to Invigorating Stride at Level 6)
Hybrid encounter 3: Disruptive Strike
Hybrid daily 5: Create Opportunity
Hybrid utility 6: Rousing Words
Hybrid encounter 7: No Gambit Is Wasted
Hybrid daily 9: Teachable Moment
Hybrid utility 10: Bolstering Shout

ITEMS
Healer's Hide Armor +2, Iron Armbands of Power (heroic tier), Strikebacks (heroic tier), Healer's Brooch +2, Farbond Spellblade Glaive +2, Helm of Exemplary Defense (heroic tier), Belt of Sacrifice (heroic tier), Boots of Striding (heroic tier)
RITUALS
Raise Beast Companion



Discussion:
Ah, paragon. Where 95% of all builds come online. This is no exception. You retrain Toughness for HBO and take Polearm Gamble as your level 11 feat.

Captain of Fortune is a rather well-balanced PP. I believe that it's only real weakness is it's action point feature. Replacing all 1's and 2's with 3's doesn't sound like much until you use a 2d4 weapon. Your Glaive goes from a 5 dmg average per [W] to 6.5. Not at all shabby, considering it is benefitting from all sorts of fun stuff being a Polearm/Heavy Blade and having reach. Level 11 Encounter is really a blessing to your party, turning them all into Avengers for one round (only melee and ranged, mind you).

Let's examine the real goods. Polearm Gamble and Heavy Blade Opportunity. Polearm Gamble is very powerful. With your stronger weapon, you can now deal OA (with a +3 bonus to the attack roll and +2 damage to the damage rolls) when non-adjacent enemies move into a square adjacent to you (I believe you do not get the attack if the enemy shifts, or is forced into said square, but thats for another topic). And now... you can use an at-will weapon attack instead of a MBA, as per Heavy Blade Opportunity.

Such as... Throw and Stab. After tossing your Glaive into the triggering enemies face, go park yourself beside (or one square away) someone else, and make a MBA. I hope he didn't charge you and then you moved out of range, invalidating his action! I hope you didn't just force him to attack your pet (who is easier to heal) or force him to go attack the tank! As long as you had initial weapon range on the provoking enemy, there should be no rule discussions about the validity of this combination. I would probably rule that you do NOT gain the +3 attack and +2 damage to the MBA, but it is another possibility (is the entire power the OA, or just the Throw attack against the triggering enemy?).

Which brings use to the next use of Throw and Stab. Using it when someone makes a melee attack against your beast (triggering Beast Protector) and you do *not* have weapon range on them. This is probably the most rule bending this build can put out, and I am not sure of the correct resolution. Can you use HBO to replace a MBA when the OA is provoked if you were not in range for the MBA in the first place? I can see it both ways, but this is honestly icing on an already attack spamming build.

You are now in the golden era of your build. Try to have your dice rolls ready, because you will be making a LOT of them. You have 4 encounter powers (3 immediate powers + strikebacks), 2 sources of OA (Polearm Gamble and Beast Protector) and you make a double attack every OA (OA are at +3attack/+2dmg). You will probably be making a double attacking every turn as well. You dailies focus on the fact that you are making multiple attacks a turn, and in turn reward you and your party the more attacks you can make. Imagine all 3 dailies active at once...

Oh, and you should be triggering Quarry, once a turn (no reason NOT to hit that creature with a Throw attack).

While healing, and having twice as many hit points on the field.


Level 12

5 HP
Feat: Fight On
PP level 12 Utility: Favored Fortune

Another out of turn ability added. I'm not sure how most builds get it to fire for themselves (as its an immediate, you can't use it on your turn), but you have plenty of OAs. You now have an additional heal per encounter


Level 13

5 HP
Hybrid encounter 13: Quick Throw (replaces No Gambit Is Wasted)

Now you start replacing your out of turn attacks. Their power levels are fairly close, so this comes down to personal preference. A 3[W] minor action attack is pretty amazing.


Level 14

5 HP
Str/Dex bumped
Feat: Action Surge

Fairly boring level. Action Surge is taken this level in anticipation for the next big combination at 16...


Level 15

5 HP

You can replace whatever daily doesn't really do it for you anymore (Probably Create Opportunity, because it relies on the one creature). There are some good dailies, just none that really synergies with how the character operates. The longer fights go on, the more you get out of your attacks.


Level 16

5 HP
Feat: Avenging Spirit
Hybrid utility 16: Help or Hinder

Poor Action Point. First we use him for OA generation, now we aren't even going to heal him (until he dies)! This works with the level 16 feature (You can use two APs per encounter), as well as Action Surge. Enjoy some more double attacks, this time on your turn. If you plan to use this aggressively, definitely look at picking up Durable and Friend's Gift (increasing your beast's healing surge value by 10 in paragon, and your surges can be used by him as per usual). Remember that your pet is just as squishy as you, so if someone is getting hit, it might as well be the guy that can be healed with a minor action, as many times as you want (surges permitting).

Be aware of the worried looks you might be getting from your party members at this point. Action Point was first... maybe they are next? In all seriousness, if an ally is low at the end of their turn, and there are a bunch of mobs between their turn and yours, if they drop, you get an AP, and you can heal them before their next turn comes around! Everyone wins!

Except Action Point. Frown



Level 17

5 HP.
Hybrid encounter 17: Hail of Steel (replaces Disruptive Strike)

Hail of Steel is too good to not take, even if it takes up one of your immediate action slots. Combine with your other encounter to give everyone a reroll. Such a strong ability.


Level 18

5 HP.
Feat:
At this point in the build, you have a lot of options available, as you have obtained the critical elements to the build. Paragon defences is a solid pick if you weren't given it by your DM. Overwhelming Critical will be a fine pick (as in Epic, you will qualify for Heavy Blade Mastery).


Level 19

5 HP.
Hybrid daily 19: Surprising Arrow Stance (replaces Skirmishing Stance)

While your dex ranged attacks are weaker, this power is too good not to take. If you like Skirmishing Stance, replace a different Daily (those 1d8's can really add up if you are using Throw and Stab properly (move, trigger 1d8, Throw and Stab, make the MBA farther away, getting the 1d8 on it as well).


Level 20

5 HP.
Feat: Durable

Again, lots of choices here. We will probably be retrain this ability anyways at 21 to get the good stuff  (Giving an ally a free attack on a ranged critical and gaining a 19-20 crit range? Yes please). The build ends here for now, but the power in Epic has quite a few choices. You can go for a bland ED such as Demigod, or something a little more flavourful, none of them really change how the build already works. Take Quick Beast Command, and now you can trigger Quarry no matter what (not to mention the extra beast damage). I'm honestly not that interested in the higher tiers of play (as I feel they are the least balanced), but the groundwork is already in place for the build.


Final Snapshot and Discussion

====== Created Using Wizards of the Coast D&D Character Builder ======
Captain Opportunity, level 20
Human, Warlord|Ranger, Captain of Fortune
Hybrid Talent: Ranger Fighting Style
Ranger Fighting Style: Beast Mastery (Hybrid)
Warlord Leadership: Combat Leader (Hybrid)
Hybrid Warlord: Hybrid Warlord Fortitude
Hybrid Ranger: Hybrid Ranger Reflex
Versatile Expertise: Versatile Expertise (Heavy Blade)
Versatile Expertise: Versatile Expertise (Axe)
Beast Companion Type: Wolf

FINAL ABILITY SCORES
Str 23, Con 12, Dex 20, Int 9, Wis 15, Cha 11.

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


AC: 34 Fort: 33 Reflex: 33 Will: 29
HP: 119 Surges: 9 Surge Value: 29

TRAINED SKILLS
Diplomacy +15, Acrobatics +19, Perception +17, Stealth +19, Athletics +20

UNTRAINED SKILLS
Arcana +9, Bluff +10, Dungeoneering +12, Endurance +10, Heal +12, History +9, Insight +12, Intimidate +10, Nature +12, Religion +9, Streetwise +10, Thievery +14

FEATS
Human: Hybrid Talent
Level 1: Beast Protector
Level 2: Versatile Expertise
Level 4: Hafted Defense
Level 6: Weapon Focus (Heavy Blade)
Level 8: Toughness (retrained to Heavy Blade Opportunity at Level 11)
Level 10: Blade Opportunist
Level 11: Polearm Gamble
Level 12: Fight On
Level 14: Action Surge
Level 16: Avenging Spirit
Level 18: Paragon Defenses
Level 20: Durable

POWERS
Bonus At-Will Power: Throw and Stab
Hybrid at-will 1: Viper's Strike
Hybrid at-will 1: Intuitive Strike
Hybrid encounter 1: Vengeance is Mine
Hybrid daily 1: Skirmishing Stance
Hybrid utility 2: Encouraging Boost (retrained to Invigorating Stride at Level 6)
Hybrid encounter 3: Disruptive Strike
Hybrid daily 5: Create Opportunity
Hybrid utility 6: Rousing Words
Hybrid encounter 7: No Gambit Is Wasted
Hybrid daily 9: Teachable Moment
Hybrid utility 10: Bolstering Shout
Hybrid encounter 13: Quick Throw (replaces No Gambit Is Wasted)
Hybrid daily 15: Reactive Shot (replaces Create Opportunity)
Hybrid utility 16: Help or Hinder
Hybrid encounter 17: Hail of Steel (replaces Disruptive Strike)
Hybrid daily 19: Surprising Arrow Stance (replaces Skirmishing Stance)

ITEMS
Strikebacks (heroic tier), Ring of Giants (paragon tier), War Ring (paragon tier), Belt of Sacrifice (paragon tier), Backlash Tattoo (heroic tier), Friend's Gift (paragon tier), Helm of Able Defense (paragon tier), Assault Boots (paragon tier), Iron Armbands of Power (paragon tier), Farbond Spellblade Glaive +4, Healer's Darkhide Armor +4, Healer's Brooch +4
RITUALS
Raise Beast Companion
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======



Discussion:

At this point, you should have a fairly good idea what this character is capable of. To summarize:

He specializes in generating attacks out of turn. He has 2 "extra" sources of OAs (Polearm Gamble and Beast Protector), and he has a +3 to hit with all OAs. When he makes an OA, he should use Throw and Stab (through HBO), using the movement to get away from the mob. He does not have very many immediate action encounter powers at level 20 (1 encounter power, 2 from items), but has a minor action throw, as well as two standard actions that work amazing well together (Lady Luck Smiles and Hail of Steel), creating an amazing nova round with an AP. He uses a 6.5 avg damage Glaive that knocks targets prone on critical strike, and has Quarry damage.

This warlord can also use Action Point the dog as a means to generating AP (avenging spirit). Every time this character spends an AP, he gains a +3 bonus to the attack roll. He can also spend 2 APs per encounter. Action Point the dog has a very large surge value, allowing him to take hits (and even die) as a valid strategy. Action Point the dog also has an extremely robust life insurance policy.

He has taken healing powers when available, and uses several healing pieces to make up for missing one use of Inspiring Words per encounter.

In short, he may not be tough or hit very hard, but he makes a lot of attacks each turn, heals well and puts a lot of hit points on the field. He is the multi-attacking Striker|Leader, and he's here to carry his own weight in the party.


Feedback and comments welcome!
No feedback? Frown

That makes me sadder than Action Point.

Only bump I'll do, I'll let it die if no one responds.
I like the build, the idea to hide behind the Animal companion. Sort of Catch 22. But I'm not in with hybrid build, have no exp with them.

At first levels, the build seem a bit squishy. I'd take Toughness at 2, not at 6.

Anyway, good work!
Hybrids typically lose most of their class features and need to spend a feat to get one back. So as a Hybrid Warlord, I only get to use Inspiring Words once, and I lose the AP feature, and as Ranger, I get Quarry damage, but only with Ranger attacks, and no fighting styles. If I want the Warlord AP feature or a Ranger fighting style, I need to spend a Hybrid Talent feat to get it (I spent a feat to get Beastmaster fighting style).

Well, the idea is to try to avoid taking hits (we don't even keep Toughness, we retrain it at 11), using your companion and allies as shields. It is a squishy build, no doubt, but being a hybrid, it is extremely choked for feats. You dont qualify for any AC feats besides Hafted Defence (which I take at 4).

Throw and Stab being the bread and butter of this build means you dont have to be near a enemy essentially ever. You throw at and enemy far away, and move and make a MBA against another enemy using a reach weapon. You can still use your move action to put yourself out of harms way, if need be (or get yourself back to where Action Point is). If an enemy is in your face, you could also use your move action to shift, and repeat the same process to get away.

Thanks for the feedback.
Is there anyway to get lighting + mark of storms?  Even without polearm momentum being able to slide an enemy 1 square as an OA will negate ALOT of attacks.

guides
List of no-action attacks.
Dynamic vs Static Bonuses
Phalanx tactics and builds
Crivens! A Pictsies Guide Good
Power
s to intentionally miss with
Mr. Cellophane: How to be unnoticed
Way's to fire around corners
Crits: what their really worth
Retroactive bonus vs Static bonus.
Runepriest handbook & discussion thread
Holy Symbols to hang around your neck
Ways to Gain or Downgrade Actions
List of bonuses to saving throws
The Ghost with the Most (revenant handbook)
my builds
F-111 Interdictor Long (200+ squares) distance ally teleporter. With some warlord stuff. Broken in a plot way, not a power way.

Thought Switch Higher level build that grants upto 14 attacks on turn 1. If your allies play along, it's broken.

Elven Critters Crit op with crit generation. 5 of these will end anything. Broken.

King Fisher Optimized net user.  Moderate.

Boominator Fun catch-22 booming blade build with either strong or completely broken damage depending on your reading.

Very Distracting Warlock Lot's of dazing and major penalties to hit. Overpowered.

Pocket Protector Pixie Stealth Knight. Maximizing the defender's aura by being in an ally's/enemy's square.

Yakuza NinjIntimiAdin: Perma-stealth Striker that offers a little protection for ally's, and can intimidate bloodied enemies. Very Strong.

Chargeburgler with cheese Ranged attacks at the end of a charge along with perma-stealth. Solid, could be overpowered if tweaked.

Void Defender Defends giving a penalty to hit anyone but him, then removing himself from play. Can get somewhat broken in epic.

Scry and Die Attacking from around corners, while staying hidden. Moderate to broken, depending on the situation.

Skimisher Fly in, attack, and fly away. Also prevents enemies from coming close. Moderate to Broken depending on the enemy, but shouldn't make the game un-fun, as the rest of your team is at risk, and you have enough weaknesses.

Indestructible Simply won't die, even if you sleep though combat.  One of THE most abusive character in 4e.

Sir Robin (Bravely Charge Away) He automatically slows and pushes an enemy (5 squares), while charging away. Hard to rate it's power level, since it's terrain dependent.

Death's Gatekeeper A fun twist on a healic, making your party "unkillable". Overpowered to Broken, but shouldn't actually make the game un-fun, just TPK proof.

Death's Gatekeeper mk2, (Stealth Edition) Make your party "unkillable", and you hidden, while doing solid damage. Stronger then the above, but also easier for a DM to shut down. Broken, until your DM get's enough of it.

Domination and Death Dominate everything then kill them quickly. Only works @ 30, but is broken multiple ways.

Battlemind Mc Prone-Daze Protecting your allies by keeping enemies away. Quite powerful.

The Retaliator Getting hit deals more damage to the enemy then you receive yourself, and you can take plenty of hits. Heavy item dependency, Broken.

Dead Kobold Transit Teleports 98 squares a turn, and can bring someone along for the ride. Not fully built, so i can't judge the power.

Psilent Guardian Protect your allies, while being invisible. Overpowered, possibly broken.

Rune of Vengance Do lot's of damage while boosting your teams. Strong to slightly overpowered.

Charedent BarrageA charging ardent. Fine in a normal team, overpowered if there are 2 together, and easily broken in teams of 5.

Super Knight A tough, sticky, high damage knight. Strong.

Super Duper Knight Basically the same as super knight with items, making it far more broken.

Mora, the unkillable avenger Solid damage, while being neigh indestuctable. Overpowered, but not broken.

Swordburst Maximus At-Will Close Burst 3 that slide and prones. Protects allies with off actions. Strong, possibly over powered with the right party.

Well, Lightning Weapon is out, as we need Farbond to work with a huge chunk of our abilities. Besides that, I'm not sure if there is an easy way to obtain Lightning (couldnt find any in  the guide to elemental dmg).
Alas - although it is only a minor point, Skirmishing Stance doesnt quite do what you seem to believe of it.

When you move at least four squares away from where you started YOUR TURN, the bonuses kick in.  The extra damage occurs only on the next attack you make.

This means that the benefit of skirmishing stance is gained at most once, and able to be regained as of each time your turn starts, and you manage to get at least 4 squares away from that point.


I am right with you on the HBO and Beast Protector combo.  After all, it is generally accepted on this forum that Sharp Shooter can use their OA feature with Beast Protector, and you can be pretty sure that an archer was not in melee range to allow a MBA to have worked, so if a Sharp Shooter can replace their MBA with an RBA for their OA, and have it work with Beast Protecor, then for sure you can replace your MBA with an At Will while you have a heavy blade equipped, and have it work with Beast Protector too.

I am slightly less sure on the second part of Throw and Stab.  Is there anything in the OA rules that prevent an attack you make as an OA from being allowed to also target something else, as long as the triggering enemy was the target?  I don't think so.


Anyway - is a cool looking build that reminds me a lot of a character I am running (although mine is an archer ranger/seeker)
Alas - although it is only a minor point, Skirmishing Stance doesnt quite do what you seem to believe of it.

When you move at least four squares away from where you started YOUR TURN, the bonuses kick in.  The extra damage occurs only on the next attack you make.

This means that the benefit of skirmishing stance is gained at most once, and able to be regained as of each time your turn starts, and you manage to get at least 4 squares away from that point.


I am right with you on the HBO and Beast Protector combo.  After all, it is generally accepted on this forum that Sharp Shooter can use their OA feature with Beast Protector, and you can be pretty sure that an archer was not in melee range to allow a MBA to have worked, so if a Sharp Shooter can replace their MBA with an RBA for their OA, and have it work with Beast Protecor, then for sure you can replace your MBA with an At Will while you have a heavy blade equipped, and have it work with Beast Protector too.

I am slightly less sure on the second part of Throw and Stab.  Is there anything in the OA rules that prevent an attack you make as an OA from being allowed to also target something else, as long as the triggering enemy was the target?  I don't think so.


Anyway - is a cool looking build that reminds me a lot of a character I am running (although mine is an archer ranger/seeker)



"whenever you move at least 4 squares away from where you started your turn"

Wouldn't you just be checking how far you are from the point where you started your LAST turn at, if it fired out of turn?

For example: Our character starts here (X), uses T&S and moves to (V), getting the 1d8 one the MBA.
 
XOOOOOO
OOOOOOO
OOOOOOO
OOOOOOO
V OOOOOO

He then makes an OA on the enemies turn, later on in the round, moving to Y.

X OOOOOO
OOOOOOO
OOOOOOO
OOOOOOO
V OOOOOO
O
O
O
Y

He moved at least 4 squares away from where he started his last turn. EDIT: Changed it so it was 4 more squares away from X.



Also, I am 100% sure this could fire twice on your own turn. Start of turn, move 4 away, trigger. T&S, move 4 more squares away from starting location, triggers.
Also, I am 100% sure this could fire twice on your own turn. Start of turn, move 4 away, trigger. T&S, move 4 more squares away from starting location, triggers.

Having just performed a quick review of the wording of Skirmishing Stance, I'm not sure about this one. The wording includes the following phrasing:

"Until the stance ends, whenever you move at least 4 squares away from where you started your turn..."

(Boldface mine.) The "whenever" seems to support Rathyr's argument. However, it also contains the following wording:

"...and your next attack before the end of your next turn deals 1d8 extra damage."

Although the power lacks "once per turn" phrasing, the restriction that the bonus to damage must be used before the end of the turn suggests to me that the writer of the power assumed that the player would be moving on their own turn. A bad assumption, if true.

Edit: I've rethought this one. I now agree with Rathyr. 
Thank... you? =p

To me, the out of turn attack is a grey area, for sure. I'd say its one for CS, but I'll no doubt get two different answers =/