Master of Puppets: A Lazylord|Bard

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Master of Puppets
Master_of_Puppets_by_goodgod.jpg

The Master of Puppets is a formidable character.  Pulling the strings of both enemy and ally, he sets up the field of battle to his liking.  He moves allies around the battlefield and makes them attack his foes with just a casual flick of his wand.  Enemies?  Enemies have it much worse.  Enemies are pushed around by him if they're lucky, and if desired, he can make them attack their own allies, sowing chaos along the enemy line.

If that's not compelling enough, the Master of Puppets also virtually ensures that his group will go first, provides a high level of healing, and can serve as the party's most skilled member.  And the best part is he does it without requiring any items, they only serve to make him even more dangerous.


How Does He Do It?


Initiative -- +18 to allies at 30, Personal Init of +42 (47 with an Uncommon Helm)
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   1. Hybrid Warlord Leadership: Combat Leader - provides +2 to you/ally Init, increases to +CHA at 11th
   2. Infernal Eye Paragon Path (from Player's Handbook Races: Tiefling; requires a psionic class, Tiefling race) - Add half your (CHA, INT, or WIS) to you/ally Init
   3. War Master Epic Destiny (PHB3; requires Ardent) - You/Allies gain a +5 bonus to Init
   4. Personal Init (at 30) = +42 -- (18 above 3 items) + (15 1/2 Level) + (9 CHA instead of DEX - Imperious Majesty) and possibly (5 Item - Eye of Awareness)



Granting Allies Attacks -- Both of your At-Will powers allow allies to make attacks, one of which includes positioning benefits.  You also incorporate many lazylord powers to grant allies movement and/or attacks.
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   1. Staggering Note (Bard At-Will 1) - Pushes 2 and allows an ally to make an MBA before/after/during the push
   2. Direct the Strike (Warlord At-Will 1) - Allows one ally w/in 5 to attack an enemy w/in 10
   3. Increasing the Tempo (Bard Daily 19) - Allows one ally to make four BAs



Skill Master -- Only two skills in the game (Acrobatics & Arcana) have Trained-Only usages, we'll be trained in both.  In addition we'll have high modifiers in most skills.
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   1. Skill Versatility (+1 to untrained)
   2. Bard-Of-All-Trades (+3 to untrained)
   3. Mantic Eye (Level 11 Feature of Infernal Eye PP) - Use highest of CHA/INT/WIS for Insight, Intimidate, and Perception


Masterful Healer
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  1. Ardent MC grants a daily heal at 10th

  2. Fight On grants a 3rd encounter heal at 12th

  3. Supreme Inspiration to heal two targets when you use your 2 Warlord heals at 21st

  4. Unyielding Inspiration (Warmaster 24 Feature) - Allies adjacent to targets you heal gain 15 THP



Passable Controller
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   1. Virtue of Cunning Hybrid Talent - allies can slide 1 (2 at 16th) when missed by melee
   2. Stagging Note (Bard At-Will 1) - Push enemies 2 to facilitate positioning
   3. Multiple Bard powers that Dominate (or make them attack their friends), providing for much amusement

What do I do on Round 1?


The following uses the #s of the level 10 build

   1. Move - Reorient the Axis. Each ally in Close Burst 5 can Shift 5 as a Free
   2. Standard - Staggering Note...Direct the Strike if no ally is in range to MBA
   3. At a +3 to all Ally initiatives

Level 20:

   1. Move - Reorient the Axis. Each ally in Close Burst 5 can Shift 6 as a Free
   2. Standard - Shout of Evasion. On a hit, you+allies within 10 can shift 7
   3. At a +11 to all Ally initiatives

Level 30:

  1. Move - Reorient the Axis.  Each ally in Close Burst 5 can Shift 8 as a Free

  2. Standard - Shout of Evasion.  On a hit, you+allies within 10 can shift 10

  3. Minor - Staggering Note. On a hit, Push 2 and one ally can make an MBA

  4. Free (on an enemy turn) - A Plan Comes Together.  Enemy within Close Burst 10 starts its turn, one ally makes an MBA (which dazes on a hit), then another ally can charge the target and prone it on a hit.



Item Neutral


This build is posted up without taking a single item other than the default Magic Armor/Weapon/Neck, and a Shield of Deflection (level 12/22 Common).  I'll list a few uncommons and rares here that serve to augment the character further.

Uncommons

  1. Tactician's Chainmail (5/10) -- Expensive Armor, but it adds +1 to all your Int-based powers/class features (like Reorient)

  2. Cloak of Distortion (4/9) -- Also expensive, but a bonus to your defenses against ranged attacks is a clear winner on a ranged build

  3. Wand of Shield (3/8) -- If you go with Wands, this one's solid, I'd upgrade it to the Iron Wand at 24/29

  4. Orb of Nimble Thoughts (3/8) -- Also referred to as the Orb of Cheese.  You'll find this mildly useful in heroic, before your benfits start to amp up, but I'd ditch it after around 12th level.  I'll cover the orbs more in the Variant post

  5. Gloves of the Healer (12/22) -- More healing is always good

  6. Eye of Awareness (23) -- 2 Will and an item bonus to your Initiative

  7. General`s Belt (15)/Ring of Tactical Brilliance (16) -- These two items are from the same Item Set and grant +1 Fort/+2 Will, and bonuses when you heal an ally or shift them with a Warlord power (like Reorient) -- This Ring may get changed to Rare, most Rings will be rare, there's potential that ones in Item Sets won't be, though.

Rares

  1. Ring of Tenacious Will (21) -- Your surges based on your Charisma is handy in those rare situations that you take some hits.



Potential Expansions



  1. This build is made setting-neutral.  In Eberron the addition of Mark of the Healer is a great choice.  In FR you can pick up a nifty background for some more oomph to a skill or two.

  2. Themes -- A theme wasn't picked for this character, as LFR doesn't allow them (and they're not in the CB anyway), but if you play in a game where they're allowed, I'd look at the Elemental Priest or Noble Adept.  Both themes offer a strong Encounter power.

  3. On the Theme-related front, if you don't play a Tiefling, check out the Freedom Fighter PP (Escaped Slave theme from Dr390).  The benefits are quite similar to Infernal Eye, and you qualify even if you took another theme.

  4. I've gone with the generic +X wand for most of his career.  Several other options are available if you can afford them.  One decent choice is the Wand of Shield, to avoid being hit.  Although with the Neck item granting +6 to defenses for distance attacks, you shouldn't get hit much.  Another strong choice is the Wand of Thundering Anguish (AV2) which will add some extra Thunder damage to ally attacks after hitting with Staggering Note.

  5. Due to that, taking one of the feats to retrain your Racial power may have usage, as you likely won't use it much, between your amazing Will defense and your Interrupts.


Thanks to Auspex7 for being my sounding board while I fine-tuned the build, as well as several people who assisted/commented in the ##4e channel.  I also want to thank the people who posted in the original thread with feedback.

Detailed Build Notes

Level 1 Notes
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At-Will Powers -- Our primary goto is Staggering Note for both the positioning benefits and the small boost in damage output.  Direct the Strike serves as a backup in the unlikely event that you can't get anything in range of an ally with a strong MBA.  If you have a party light on melee atackers, switch this up and pick something that debuffs for your Bard At-Will

Encounter -- Two options here, Powerful Warning (W1) and Blunder (B1).  Both have their obvious benefits, either in the form of tactical movement or being a non-standard attack.  We're going with PW here, primarily due to our pick at 3rd

Daily -- Another annoying decision to make at level 1.  Stirring Shout (B1) is full of win here, so we start with that.  The problem is Lazylord has really weak options at D1/D5.  You're basically looking to either have Destructive Surprise (W1) or Scent of Victory (W5).  The decision here boils down to party.  If you're running with a party that has a couple good MBAs and at least one good AoE striker (Monk/Sorc) then you might get good use out of Scent, but it's not likely.  Destructive Surprise isn't too bad comparatively, and it has the better option in terms of working with a good Str/Dex character and melee/ranged.

Feat -- Playing up our battlefiend arrangement capabilities, we get Virtue of Cunning.  Once/round, a missed ally can shift 1.  Excellent for getting people into/out of flanking.  Make sure to have DMs roll each attack seperately if they have two flanking someone, if you get lucky the first one will miss and you can move the ally before the 2nd attacks.


Level 1 CB summary
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====== Created Using Wizards of the Coast D&D Character Builder ======
Master of Puppets, level 1
Tiefling, Bard|Warlord
Hybrid Bard: Hybrid Bard Reflex
Warlord Leadership: Canny Leader (Hybrid)
Hybrid Warlord: Hybrid Warlord Fortitude
Hybrid Talent: Bardic Virtue
Bardic Virtue: Virtue of Cunning
Background: Born Under a Bad Sign (Born Under a Bad Sign Benefit)

FINAL ABILITY SCORES
Str 10, Con 11, Dex 10, Int 16, Wis 8, Cha 20.

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


AC: 17 Fort: 11 Reflex: 15 Will: 15
HP: 32 Surges: 7 Surge Value: 8

TRAINED SKILLS
Arcana +8, Bluff +12, Perception +6, Acrobatics +4

UNTRAINED SKILLS
Diplomacy +6, Dungeoneering, Endurance, Heal, History +4, Insight +2, Intimidate +6, Nature, Religion +4, Stealth +2, Streetwise +6, Thievery, Athletics

FEATS
Level 1: Hybrid Talent

POWERS
Hybrid at-will 1: Staggering Note
Hybrid at-will 1: Direct the Strike
Hybrid encounter 1: Powerful Warning
Hybrid daily 1: Stirring Shout

ITEMS
Hide Armor, Light Shield, Wand Implement, Adventurer's Kit
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======


Level 2 Notes
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Feat -- Wand Expertise (HoFL) -- We're going to assume here that you don't get any free feats.  If you get expertise for free, this build is going to play a little differently.  First of all, you're using an Orb and picking up AIP (Orb) with this feat choice.  This allows for the use of the Orb of Cheese (aka +Int to Initiative)...now before you stop reading this because of the Orb, bear two things in mind.  First, we're changing the Orb type in Paragon Tier, and there's nothing that says you need to use it.  As mentioned in the intro, this build has very little item dependancy, use a generic Orb +X if you want.  The second thing is, Orb Expertise adds a +1 feat bonus to forced movement when using an Orb Implement.  Right away, this turns Staggering Note into a Push 3 for even more options.  Keep an eye out in later levels for powers that have movement effects.

Utility -- Encouraging Boost (w2) -- At low levels, where anything can happen, this is a great way to get in an extra heal per encounter.  Don't get too attached to it, as we're retraining out of it at 6th, but it'll get you through those rough early levels where one bad decision/crit can kill a party member.


Level 3 Notes
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Encounter -- Song of the New Dawn (B3) -- If you took Blunder (B1), retrain it first, as there's no way we're going to skip out on this spell.  Granting all allies adjacent to your target 2 chances to save beats anything else you could get at this point.


Level 4 Notes
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Stats -- Charisma/Intelligence -- This will be the bump each time

Feat -- Bard of All Trades -- Rocking the skill challenges.  In fact, in some groups, they may not even bother with them, when you have this feat.  This feat is, yet again, a build-defining pick.  If you're looking at this pick and going "wut?" you may want to look at another build, as we'll be building on skills with our Paragon Path choice.


Level 5 Notes
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Daily -- Destructive Surprise (W1) -- The logic for this is presented in the Notes for level 1, so I won't repeat.  I will say that there is a second choice here for your Bard daily, and that's Song of Discord (B5).  Domination is part of what this build is based on, but it depends on your games.  In LFR I find that solos are rare and the joy of "healing pinata" (aka Stirring Shout [B1]) is muted.  In that scenario, go with Destructive Surprise at 1st and Song of Discord at 5.


Level 6 Notes
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Retrain -- Encouraging Boost (W2) to Moment of Escape (B2) -- MoE isn't very exciting, but if you have an ally in dire need of a withdrawal, this is a great way to get them moved.  And, we need to be able to take a W6 for...

Utility -- Reorient the Axis (W6) -- Also know as Warlord Catapult If you read the intro, you need no explanation.  If you skipped it...GO READ THE INTRO.  Seriously, this utility is build-defining.

Feat -- Imperious Majesty -- Decision time -- This will depend on if you're going with Wand or Orb.  I recommend Orb if you can afford the feat cost, but Wand is sufficient.  If you got no free feats and want Orb, then retrain your feat choice at 2nd to AIP (Orb) and pick up Orb Expertise now.  If you got a free choice and you don't want Orb, pick up Imperious Majesty now.  The point is to have either the Orb of Cheese or Imperious Majesty at this level, to assist with the boon of your Reorient the Axis (W6) power.


Level 6 Gear/Play Notes
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Gear --
1 -- You want one Uncommon for certain, the Tactician's Chainmail Armor +X.  This armor adds +1 to anything that involves your Int, such as your Virtue Distance and certain riders based on Int (like Reorient the Axis).
2 -- Your Implement is either a Common +X Wand/Orb, or the Uncommon Orb of Nimble Thoughts.  This build is not using the Orb, but I'm making notes along the way to provide for its inclusion, especially at lower levels.
3 -- Your neck would love to be a Cloak of Distortion +X, but at this low level, it's quite fine to have a Common Necklace

Play --
Staggering Note is your goto At-Will.  You should be moving around the battlefield and pushing targets into flanking with your best melee attacker.  If you switched it up to go with DtS instead, then you can be much less mobile and use the terrain to make it harder to be hit.  You have movement granting, save granting, healing, and attack granting, you're already a versatile leader and an asset in any party.


Level 7 Notes
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Encounter -- Friendly Fire (W7) -- Make sure to pay attention to the last sentence in this power description.  You can't redirect a melee attack to another creature out of melee range, for instance.  Some fights this power may not get used, so make sure to use it as soon as you can (and don't forget to combo this with the slide from your Virtue of Cunning on the miss).


Level 8 Notes
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Stats -- Charisma/Intelligence -- This will be the bump each time

Feat -- Superior Will (HoFL) -- As someone that values my defenses even more than my offense (I dare you to try to heal while stunned), this slot is a no-brainer +2/3/4 feat bonus to Will, and the ability to save vs. Stun/Daze at the start of your turn even if the effect normally wouldn't allow a save.


Level 9 Notes
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Daily -- Warlord's Recovery (W9) -- We take this power not for ourselves, but for our allies.  When they "go Nova" it's often with bonuses that last two rounds.  We use this during that timeframe to help them regain multi-attack powers (Rain of Blows, Lashing Leaves, Biting Volley, etc.) or non-standard attacks (Snap Shot, Low Slash, Ruffling Sting, etc.).  For the same reason, if we can regain Friendly Fire, it's a big bonus.


Level 10 Notes
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Feat -- Fervent Talent (Ardent MC) -- Free skill (/yawn, we get +4 with untrained anyway) that you can pick any skill you want, as it doesn't really matter. A daily heal is so-so, but the real reason for this pickup is so we qualify for our PP of choice.

Utility -- Rallying Deflection (W10) -- Reduce damage to you, allow an enemy to charge the idiot, all as an Immediate Interrupt.  If you can't reliably count on having a decent charger, go with either Warp in the Weave (Arcana 6), Mantle of Unity (B10), Song of Recovery (B10) or Bolstering Shout (B10).  All are solid picks, pick the one that you feel covers up your most glaring weakness at this time.  Keep an eye on this choice as you level and retrain as appropriate.


Level 11 Notes
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Paragon Path -- Infernal Eye -- Say hello to the Paragon Path that spawned this whole build.  "AP Forgiveness" if you miss, skill boosts, init boosts, and none of the 3 powers uses a Standard Action.

AP Feature -- If you miss you regain the AP and the power, your turn is still wasted, but at least now you know you'll land that encounter/daily that will turn the tide of battle.

11 Feature -- Insight/Perception are now based on Charisma, further ensuring that Team PC goes first (or at least spreads out) because they're not surprised.

PP Encounter -- Vision of Death -- Nothing exciting, but it's an II.  The Augment is somewhat weak, but unless you picked up an Orb with Augmentable options, you have nothing else to spend them on.

Feat -- Combat Commander -- I did say go first, right?

Gear -- OK, OK...Orb of Cheese has go to go, I know.  You're already handing out +6 to yourself/allies (or more) and your own Init is based on your highest ability.  Over the next few levels, be on the lookout for an Orb that's more useful.  Any Orb will do, but I'll mention a few of the better ones (keep in mind I'm skipping all Orbs with only Daily powers) -- Far Seeing, Insurmountable Force (remember the bonus of Orb Expertise), Mental Constitution (my personal preference), Translocation Intereference, and Ghostbane Triumph.  There's plenty more, but any one of those will do you well.


Level 11 CB Summary
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====== Created Using Wizards of the Coast D&D Character Builder ======
Master of Puppets, level 11
Tiefling, Bard|Warlord, Infernal Eye
Hybrid Bard: Hybrid Bard Reflex
Warlord Leadership: Combat Leader (Hybrid)
Hybrid Warlord: Hybrid Warlord Fortitude
Hybrid Talent: Bardic Virtue
Bardic Virtue: Virtue of Cunning
Background: Born Under a Bad Sign (Born Under a Bad Sign Benefit)

FINAL ABILITY SCORES
Str 11, Con 12, Dex 11, Int 19, Wis 9, Cha 23.

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


AC: 27 Fort: 20 Reflex: 24 Will: 26
HP: 85 Surges: 8 Surge Value: 21

TRAINED SKILLS
Arcana +14, Bluff +18, Perception +16, Acrobatics +9, Insight +16

UNTRAINED SKILLS
Diplomacy +15, Dungeoneering +8, Endurance +9, Heal +8, History +13, Intimidate +15, Nature +8, Religion +13, Stealth +10, Streetwise +15, Thievery +8, Athletics +8

FEATS
Level 1: Hybrid Talent
Level 2: Implement Expertise (Wand)
Level 4: Bard of All Trades
Level 6: Imperious Majesty
Level 8: Superior Will
Level 10: Fervent Talent
Level 11: Combat Commander

POWERS
Hybrid at-will 1: Staggering Note
Hybrid at-will 1: Direct the Strike
Hybrid encounter 1: Powerful Warning
Hybrid daily 1: Stirring Shout (retrained to Destructive Surprise at Level 5)
Hybrid utility 2: Encouraging Boost (retrained to Moment of Escape at Level 6)
Hybrid encounter 3: Song of the New Dawn
Hybrid daily 5: Song of Discord
Hybrid utility 6: Reorient the Axis
Hybrid encounter 7: Friendly Fire
Hybrid daily 9: Warlord's Recovery
Hybrid utility 10: Rallying Deflection

ITEMS
Magic Braidmail Armor +3, Magic Wand +3, Amulet of Protection +3, Light Shield
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======


Level 12 Notes
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Feat -- Fight On! -- Back to being as strong of a leader as (almost) any other single-classed leader.  We also have our Ardent MC Daily heal in our back pocket.

PP Utility -- Prescient Thought -- While I hate Daily utility powers, at least this one is a non-Standard and will happen in every encounter, so you can be sure to use it to great effect.  With a Charisma bonus of +6 (7 at 14th), you almost guarantee a hit on an ally miss.


Level 13 Notes
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Encounter -- Powerful Warning (W1) into Pincer Maneuver (W13) -- You might have to move up to use this one best, but here we are once again with repostioning and granted attacks, our strongest features.


Level 14 Notes
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Stats -- Charisma/Intelligence -- This will be the bump each time

Feat -- Improved Defenses (HoFL) -- Continuing the position I took by selecting Superior Will at 4, here we take another defensive feat.  +2 feat bonus to all NADs (doesn't stack with Superior Will).


Level 15 Notes
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Daily -- Destructive Surprise (W1) into Strike Up the Dance (B15) -- Time to take that weak level 1 daily and pick something more suiting to our modus operandi.  The primary targets are brutes/soldiers that have little to no ranged threat.  Park them off to the side for as long as you can while you direct traffic into those pesky controllers/artillery/lurkers that do the real damage.


Level 16 Notes
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PP Feature -- I think we talked earlier about Team PC going first?  Watch your party members love you as they retrain out of Improved Initiative and start selling off items that raise their initiative.  There aren't many leaders that single-handedly just freed up a feat slot.  If you still have melee types that haven't picked up Agile Opportunist, fix that.

Feat -- Improved Cunning -- I just mentioned Agile Opportunist right?

Utility -- Press on Together (W16) -- We'll be retraining out of our best Save granting ability next level, so we'll use this to pick up the slack.


Level 17 Notes
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Encounter -- Song of the New Dawn (B3) into Shout of Evasion (B17) -- A massive boost to our opening turn.  At this point the only thing that's going to slow you down is a DM who starts placing enemies 25+ squares away from the party.


Level 18 Notes
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Stats -- Charisma/Intelligence -- This will be the bump each time

Feat -- Ah, time to revisit the Wand/Orb issue.  Going by the "stock" build, we're getting Superior Impement Training (Accurate Wand).  If you went Orb, small change, just pick up the Accurate Orb. If, for some reason, you're playing with house money (free feats) this is an excellent time to pick up quality feat that the main build can't afford.  Strong choices include Superior Fort/Ref, Improved Inspiring Word & Shield Mastery.  You may also choose a good "fun" feat in this spot, like Clever Tail if you're using Inherent Bonuses, so you're juggling several orbs/wands for their properties/daily powers.


Level 19 Notes
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Daily -- Song of Discord (B5) into Increasing the Tempo (B19) -- This power has taken a slight hit, since you can't direct more than two attacks at any one target, but why would a build like this pick any other daily?  OK, so by the time you use this power their aren't enough targets in range?  (In all fairness, if the # of opponents hasn't severely dropped in T1, something went wrong)  In that case change it up a little and drop Irresistable Dance (B19) on a cluster of brutes/soldiers.  Unless you have an ally in serious trouble, don't even hesitate to include him in the Area if it means you get more enemies, you'll be shifting them ~8 away from your ally.


Level 20 Notes
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PP Daily -- Strangely, for a Bard, we do little debuffing.  This Daily gives us some, at least.  Minor to use and Free for the rest of the encounter.  Pick one enemy within 5 and deal 5+CHA Fire/Psychic and impose a -2 to attacks, do this every round.

Feat -- Shield Mastery -- If you find this underwhelming, consult the options listed at level 18.  Add Glaysa's Charming Words to the list, as well, if you have ways of getting more critical hits.  This build doesn't take a feat for them, as many of its powers don't have attack rolls, so the value is limited.


Level 21 Notes
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Epic Destiny -- War Master (not to be confused with Warmaster) -- More Initiative, more healing, excellent

ED Feature -- A bonus to ally initiative and you get a bonus to attack rolls against targets that are adjacent to your allies, excellent when combined with our interrupts.

Feat -- Supreme Inspiration -- Now our two Warlord heals per encounter hit two allies (or us+ally) at a time.  In effect we just went from 3/enc healing to 5/enc.


Level 21 CB Summary
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====== Created Using Wizards of the Coast D&D Character Builder ======
Master of Puppets, level 21
Tiefling, Bard|Warlord, Infernal Eye, War Master
Hybrid Bard: Hybrid Bard Reflex
Warlord Leadership: Combat Leader (Hybrid)
Hybrid Warlord: Hybrid Warlord Fortitude
Hybrid Talent: Bardic Virtue
Bardic Virtue: Virtue of Cunning
Background: Born Under a Bad Sign (Born Under a Bad Sign Benefit)

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

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


AC: 36 Fort: 31 Reflex: 36 Will: 38
HP: 138 Surges: 8 Surge Value: 34

TRAINED SKILLS
Arcana +21, Bluff +25, Perception +23, Acrobatics +15, Insight +23

UNTRAINED SKILLS
Diplomacy +22, Dungeoneering +14, Endurance +14, Heal +14, History +20, Intimidate +22, Nature +14, Religion +20, Stealth +16, Streetwise +22, Thievery +14, Athletics +14

FEATS
Level 1: Hybrid Talent
Level 2: Implement Expertise (Wand)
Level 4: Bard of All Trades
Level 6: Imperious Majesty
Level 8: Superior Will
Level 10: Fervent Talent
Level 11: Combat Commander
Level 12: Fight On
Level 14: Improved Defenses
Level 16: Improved Cunning
Level 18: Superior Implement Training (Accurate wand)
Level 20: Shield Mastery
Level 21: Supreme Inspiration

POWERS
Hybrid at-will 1: Staggering Note
Hybrid at-will 1: Direct the Strike
Hybrid encounter 1: Powerful Warning
Hybrid daily 1: Stirring Shout (retrained to Destructive Surprise at Level 5)
Hybrid utility 2: Encouraging Boost (retrained to Moment of Escape at Level 6)
Hybrid encounter 3: Song of the New Dawn
Hybrid daily 5: Song of Discord
Hybrid utility 6: Reorient the Axis
Hybrid encounter 7: Friendly Fire
Hybrid daily 9: Warlord's Recovery
Hybrid utility 10: Rallying Deflection
Hybrid encounter 13: Pincer Maneuver (replaces Powerful Warning)
Hybrid daily 15: Strike Up the Dance (replaces Destructive Surprise)
Hybrid utility 16: Press on Together
Hybrid encounter 17: Shout of Evasion (replaces Song of the New Dawn)
Hybrid daily 19: Increasing the Tempo (replaces Song of Discord)

ITEMS
Magic Weavemail Armor +5, Magic Accurate wand +5, Amulet of Protection +5, Shield of Deflection Light Shield (paragon tier)
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======


Level 22 Notes
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Feat -- Martial Mastery -- DM tired of you owning everything in sight and likes to bring in a second wave of critters periodically to "punish" you for alpha-striking?  Spend an Action Point and regain Reorient the Axis, and reload the Warlord Catapult.  In LFR and owning encounters with such ease you're bored?  Bust out the AP and regain something so you can burn down the encounter faster and get back to the only real challenge, roleplaying a Tiefling that doesn't want to burn down everything in sight.

Utility -- Climactic Chord (B22) -- Another Bard power that makes the Lazylord protest.  Daily powers make me wince, but wow...a minor to give every ally within 10 the ability to use an At-Will with a bonus to the attack?  Throw this at the Solo and watch the DM call combat on T2.


Level 23 Notes
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Encounter -- Pincer Maneuver (W13) into Rhythm of Disorientation (B23) -- An enemy-only burst that prones and grants adjacent allies an attack.


Level 24 Notes
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Stats -- Charisma/Intelligence -- This will be the bump each time

ED Feature -- When you heal allies, adjacent allies gain 15 THP. Decent.

Feat -- Epic Fortitude -- We value defenses around here, and that Fortitude was just TRBL.


Level 25 Notes
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Daily -- Strike Up the Dance (B15) into Frenzied Rhythm (B25) -- I'm not a fan of (save ends) powers in this build, so we take the opportunity to trade out one for a power that reorganizes the enemies on the battlefield and makes them attack each other (and stun!). Yet another power that gains from the Orb Expertise feat.


Level 26 Notes
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ED Utility -- A minor action (sustainable) to grant allies a bonus to focus fire, and you regain it when the target dies?  Brilliant!

Feat -- Quickened Spellcasting (Staggering Note) -- Just another way to deal more damage at the beginning of combat.


Level 27 Notes
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Encounter -- Friendly Fire (W7) into A Plan Comes Together (W27) -- Another key piece of Turn 1 sequence.


Level 28 Notes
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Stats -- Charisma/Intelligence -- This will be the bump each time

Feat -- Epic Reflexes -- The final feat taken for this build.  I leave level 30 to your whims.


Level 29 Notes
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Daily -- Warlord's Recovery (W9) into Perfect Front (W29) -- Turning your primary MBA target into an Avenger along with yourself?  Not bad.  Of course, if your primary target is already an Avenger...Break It Up (W29) is a decent fallback.  Now you can attack the target with Staggering Note and grant two different allies a MBA, one from the stance and one from SN.


Level 30 Notes
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ED Feature -- Heal an ally Surge+20 as an Immediate Interrupt.  The odds of an ally dropping unconscious are slim now.

Feat -- No feat is taken, go wild, put your tramp stamp on this build.


Level 30 CB Summary
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====== Created Using Wizards of the Coast D&D Character Builder ======
Master of Puppets, level 30
Tiefling, Bard|Warlord, Infernal Eye, War Master
Hybrid Bard: Hybrid Bard Reflex
Warlord Leadership: Combat Leader (Hybrid)
Hybrid Warlord: Hybrid Warlord Fortitude
Hybrid Talent: Bardic Virtue
Bardic Virtue: Virtue of Cunning
Quickened Spellcasting: Staggering Note
Background: Born Under a Bad Sign (Born Under a Bad Sign Benefit)

FINAL ABILITY SCORES
Str 12, Con 13, Dex 12, Int 24, Wis 10, Cha 28.

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


AC: 44 Fort: 41 Reflex: 47 Will: 44
HP: 185 Surges: 8 Surge Value: 46

TRAINED SKILLS
Arcana +27, Bluff +31, Perception +29, Acrobatics +20, Insight +29

UNTRAINED SKILLS
Diplomacy +28, Dungeoneering +19, Endurance +19, Heal +19, History +26, Intimidate +28, Nature +19, Religion +26, Stealth +21, Streetwise +28, Thievery +19, Athletics +19

FEATS
Level 1: Hybrid Talent
Level 2: Implement Expertise (Wand)
Level 4: Bard of All Trades
Level 6: Imperious Majesty
Level 8: Superior Will
Level 10: Fervent Talent
Level 11: Combat Commander
Level 12: Fight On
Level 14: Improved Defenses
Level 16: Improved Cunning
Level 18: Superior Implement Training (Accurate wand)
Level 20: Shield Mastery
Level 21: Supreme Inspiration
Level 22: Martial Mastery
Level 24: Epic Fortitude
Level 26: Quickened Spellcasting
Level 28: Epic Reflexes

POWERS
Hybrid at-will 1: Staggering Note
Hybrid at-will 1: Direct the Strike
Hybrid encounter 1: Powerful Warning
Hybrid daily 1: Stirring Shout (retrained to Destructive Surprise at Level 5)
Hybrid utility 2: Encouraging Boost (retrained to Moment of Escape at Level 6)
Hybrid encounter 3: Song of the New Dawn
Hybrid daily 5: Song of Discord
Hybrid utility 6: Reorient the Axis
Hybrid encounter 7: Friendly Fire
Hybrid daily 9: Warlord's Recovery
Hybrid utility 10: Rallying Deflection
Hybrid encounter 13: Pincer Maneuver (replaces Powerful Warning)
Hybrid daily 15: Strike Up the Dance (replaces Destructive Surprise)
Hybrid utility 16: Press on Together
Hybrid encounter 17: Shout of Evasion (replaces Song of the New Dawn)
Hybrid daily 19: Increasing the Tempo (replaces Song of Discord)
Hybrid utility 22: Climactic Chord
Hybrid encounter 23: Rhythm of Disorientation (replaces Pincer Maneuver)
Hybrid daily 25: Frenzied Rhythm (replaces Strike Up the Dance)
Hybrid encounter 27: A Plan Comes Together (replaces Friendly Fire)
Hybrid daily 29: Perfect Front (replaces Warlord's Recovery)

ITEMS
Magic Wand +6, Magic Spiritmail +6, Amulet of Protection +6, Shield of Deflection Light Shield (epic tier)
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======


Variants

The Orb Variant


This variant is like the main build, but uses an Orb.  Once again we assume no free feats, so you'll notice that Imperious Majesty gets removed from the build.  Ths is easily covered by the Orb of Nimble Thoughts through Heroic and Early Paragon.  Once you get your PP feature at level 16, it's not really needed, switch to a better Orb.

If you look at the summary you'll notice a long list of Orbs.  They're all Uncommon with the exception of the generic Accurate Orb +6.  The other ones listed are the good options if you can get the Uncommon items.  My personal pick is the Accurate Orb of Mental Constitution.
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====== Created Using Wizards of the Coast D&D Character Builder ======
Master of Puppets, level 30
Tiefling, Bard|Warlord, Infernal Eye, War Master
Hybrid Bard: Hybrid Bard Reflex
Warlord Leadership: Combat Leader (Hybrid)
Hybrid Warlord: Hybrid Warlord Fortitude
Hybrid Talent: Bardic Virtue
Bardic Virtue: Virtue of Cunning
Arcane Implement Proficiency: Arcane Implement Proficiency (Orb)
Quickened Spellcasting: Staggering Note
Background: Born Under a Bad Sign (Born Under a Bad Sign Benefit)

FINAL ABILITY SCORES
Str 12, Con 13, Dex 12, Int 24, Wis 10, Cha 28.

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


AC: 44 Fort: 41 Reflex: 47 Will: 44
HP: 185 Surges: 8 Surge Value: 46

TRAINED SKILLS
Arcana +27, Bluff +31, Perception +29, Acrobatics +20, Insight +29

UNTRAINED SKILLS
Diplomacy +28, Dungeoneering +19, Endurance +19, Heal +19, History +26, Intimidate +28, Nature +19, Religion +26, Stealth +21, Streetwise +28, Thievery +19, Athletics +19

FEATS
Level 1: Hybrid Talent
Level 2: Arcane Implement Proficiency
Level 4: Superior Will
Level 6: Bard of All Trades
Level 8: Orb Expertise
Level 10: Fervent Talent
Level 11: Combat Commander
Level 12: Fight On
Level 14: Improved Defenses
Level 16: Improved Cunning
Level 18: Superior Implement Training (Accurate orb)
Level 20: Shield Mastery
Level 21: Supreme Inspiration
Level 22: Martial Mastery
Level 24: Epic Fortitude
Level 26: Quickened Spellcasting
Level 28: Epic Reflexes

POWERS
Hybrid at-will 1: Staggering Note
Hybrid at-will 1: Direct the Strike
Hybrid encounter 1: Powerful Warning
Hybrid daily 1: Stirring Shout (retrained to Destructive Surprise at Level 5)
Hybrid utility 2: Encouraging Boost (retrained to Moment of Escape at Level 6)
Hybrid encounter 3: Song of the New Dawn
Hybrid daily 5: Song of Discord
Hybrid utility 6: Reorient the Axis
Hybrid encounter 7: Friendly Fire
Hybrid daily 9: Warlord's Recovery
Hybrid utility 10: Rallying Deflection
Hybrid encounter 13: Pincer Maneuver (replaces Powerful Warning)
Hybrid daily 15: Strike Up the Dance (replaces Destructive Surprise)
Hybrid utility 16: Press on Together
Hybrid encounter 17: Shout of Evasion (replaces Song of the New Dawn)
Hybrid daily 19: Increasing the Tempo (replaces Song of Discord)
Hybrid utility 22: Climactic Chord
Hybrid encounter 23: Rhythm of Disorientation (replaces Pincer Maneuver)
Hybrid daily 25: Frenzied Rhythm (replaces Strike Up the Dance)
Hybrid encounter 27: A Plan Comes Together (replaces Friendly Fire)
Hybrid daily 29: Perfect Front (replaces Warlord's Recovery)

ITEMS
Magic Spiritmail +6, Amulet of Protection +6, Shield of Deflection Light Shield (epic tier), Magic Accurate orb +6, Accurate orb of Far Seeing +6, Accurate orb of Insurmountable Force +6, Accurate orb of Mental Constitution +6, Accurate orb of Translocation Interference +6, Accurate orb of Accuracy +6
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======


The "Who Wants to be a Tiefling?" Variant


Once again, this variant is based off of the main build.  We lose access to our PP, and the bump to Ally initiative, Cha for Insight/Perception, and we also lose Imperious Majesty's bonus to Initiative.

That last part is the easiest, we drop out the Tiefling racial feat and pick up Improved Initiative (retrain to Superior at 21st).  The bonus to Initiative is the same at 26-30, and superior from 21-25.  On the flipside, it's weaker most of your career (to be honest, most people will never see 21+) and you lose the minor attack penalty against you from Imperious Majesty, which is mostly a non-issue, as you'll rarely get hit.

The second part depends on your race choice, in part.  Obviously, you want a +Cha race, and any of them can function admirably with this build.  Any race that also adds Int is a Top-Notch pick, but really, you can handle the loss of the Int if you really want to.  Now, if you ignore racial PPs, there's two obvious picks, Cunning Prevacator and Talaric Strategist.  I favor CP for two reasons, Talaric has a weapon attack that you essentially waste and the bonus to initiative doesn't stack with your Combat Leader feature.  If you can use it, I also recommend Freedom Fighter (Slave Fighter theme article, Dr390).  The features are fairly similar to Infernal Eye, and you can take the PP even if you took another theme.  This PP is legal in LFR, even though themes aren't, according to a question I asked on the LFR Forum.

If you go with Racial abilities, there's a few more choices, I'll only name some that I'd consider worthy of taking instead of Cunning Prevacator.
  • Adroit Explorer (Human) is always a strong pick with the extra AP

  • Mithral Arm (Dragonborn) is decent for buffing yourself, but weak as a leader

  • Chameleon (Changeling) is highly situational depending on your party, but the roleplay fun!


This CB Summary uses the Gnome and the Cunning Prevacator PP
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====== Created Using Wizards of the Coast D&D Character Builder ======
Gnome Master of Puppets, level 30
Gnome, Bard|Warlord, Cunning Prevaricator, War Master
Hybrid Bard: Hybrid Bard Reflex
Warlord Leadership: Combat Leader (Hybrid)
Hybrid Warlord: Hybrid Warlord Fortitude
Hybrid Talent: Bardic Virtue
Bardic Virtue: Virtue of Cunning
Quickened Spellcasting: Staggering Note
Background: Born Under a Bad Sign (Born Under a Bad Sign Benefit)

FINAL ABILITY SCORES
Str 12, Con 13, Dex 12, Int 24, Wis 10, Cha 28.

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


AC: 44 Fort: 38 Reflex: 44 Will: 40
HP: 185 Surges: 8 Surge Value: 46

TRAINED SKILLS
Arcana +29, Bluff +29, Perception +20, Acrobatics +20, Insight +20

UNTRAINED SKILLS
Diplomacy +28, Dungeoneering +19, Endurance +19, Heal +19, History +26, Intimidate +28, Nature +19, Religion +26, Stealth +21, Streetwise +28, Thievery +19, Athletics +19

FEATS
Level 1: Hybrid Talent
Level 2: Implement Expertise (Wand)
Level 4: Superior Will
Level 6: Bard of All Trades
Level 8: Improved Initiative (retrained to Superior Initiative at Level 21)
Level 10: Fervent Talent
Level 11: Combat Commander
Level 12: Fight On
Level 14: Improved Defenses
Level 16: Improved Cunning
Level 18: Superior Implement Training (Accurate wand)
Level 20: Shield Mastery
Level 21: Supreme Inspiration
Level 22: Martial Mastery
Level 24: Epic Fortitude
Level 26: Quickened Spellcasting
Level 28: Epic Reflexes

POWERS
Hybrid at-will 1: Staggering Note
Hybrid at-will 1: Direct the Strike
Hybrid encounter 1: Powerful Warning
Hybrid daily 1: Stirring Shout (retrained to Destructive Surprise at Level 5)
Hybrid utility 2: Encouraging Boost (retrained to Moment of Escape at Level 6)
Hybrid encounter 3: Song of the New Dawn
Hybrid daily 5: Song of Discord
Hybrid utility 6: Reorient the Axis
Hybrid encounter 7: Friendly Fire
Hybrid daily 9: Warlord's Recovery
Hybrid utility 10: Rallying Deflection
Hybrid encounter 13: Pincer Maneuver (replaces Powerful Warning)
Hybrid daily 15: Strike Up the Dance (replaces Destructive Surprise)
Hybrid utility 16: Press on Together
Hybrid encounter 17: Shout of Evasion (replaces Song of the New Dawn)
Hybrid daily 19: Increasing the Tempo (replaces Song of Discord)
Hybrid utility 22: Climactic Chord
Hybrid encounter 23: Rhythm of Disorientation (replaces Pincer Maneuver)
Hybrid daily 25: Frenzied Rhythm (replaces Strike Up the Dance)
Hybrid encounter 27: A Plan Comes Together (replaces Friendly Fire)
Hybrid daily 29: Perfect Front (replaces Warlord's Recovery)

ITEMS
Magic Wand +6, Magic Spiritmail +6, Amulet of Protection +6, Shield of Deflection Light Shield (epic tier)
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======








As I said in IRC, I am very happy with the adjustments made. The build retains its identity, its trademark (+18 initiative mod for the whole party!), it's ridiculous ability to dominate skill challenges, etc... and gains more punch. The encounter power adjustments were well handled.

I also like the new format, the tweak to the name, the style of the progression notes, etc.

Great stuff, Dielzen.
what he said.  I approve of the name/pic change as well.  Awesome.
I would have loved this on the basis of the name alone, but the fact that it is a rework of the already amazing Puppetmaster makes it amazing. I heartily approve.
couple variants posted
Good variant suggestions, and I like that you included text about what changes result from going with a different PP. The new write up gives a really clear picture of development and at-the-table play.
For the Orb variant what about picking up a Multiclass (Wizard perhaps) to gain prof in Orbs that way? You pick up an encounter power and gain the orb training you need for the Orb of Int Cheese. This would just be the sub-16 build. I also thought about working in the Tiefling Init feat as well just to ensure I go first in encounters at the level 8 range.
For the Orb variant what about picking up a Multiclass (Wizard perhaps) to gain prof in Orbs that way? You pick up an encounter power and gain the orb training you need for the Orb of Int Cheese. This would just be the sub-16 build. I also thought about working in the Tiefling Init feat as well just to ensure I go first in encounters at the level 8 range.



You can do that, but then you lose access to both the PP and the ED, so you're now crossing over into the "Who wants to be a Tiefling?" variant.   You can surely meld the two, if you're so inclined.  In this case I'd look at Freedom Fighter, as you're losing two sources of +Init for allies, which is a bit of a crunch.
Nice work on the essentials revamp.

I actually think my favorite thing about this build, and its predecessor, has been their skill monkey nature. That said, the massive initiative boost, virtue of cunning and its enabling nature are also strong tools to have. ;)
I'm trying to find the words to express my enthusiasm about this thread and this build, but I'm not sure if all of them are acceptable according to the CoC.
Level 11 Notes


Feat -- Expert Combat Leader -- I did say go first, right?



Here it says Expert Combat Leader, whereas in both the CB and your initial post you refer to getting +CHA modifier with Combat Leader, which I do believe you want Combat Commander.
Level 11 Notes


Feat -- Expert Combat Leader -- I did say go first, right?



Here it says Expert Combat Leader, whereas in both the CB and your initial post you refer to getting +CHA modifier with Combat Leader, which I do believe you want Combat Commander.



silly me, fixed
Perhaps similarly, you mention at level 10 using Provocative order, but you instead seem to be taking Powerful Warning, instead?
Fixed that as well...silly leftovers from the original build that I missed updating.

Also, I massaged the order of the heroic feats....instead of

Level 4: Superior Will
Level 6: Bard of all Trades
Level 8: Imperious Majesty

I'm going with

Level 4: Bard of all Trades
Level 6: Imperious Majesty
Level 8: Superior Will

Extensive play in the mid heroic region has convinced me that the number of times I need skills is higher than the number of times I need to avoid stun/daze.  Now that I'm starting to play at level 7/8 I'm seeing more need for it, so this progression feels more streamlined.  Granted, LFR play may influence that, as every day, almost, has a skill challenge.
What about this build can't I do if I dont have the Essentials stuff (I have the October 2010 CB). Love the build btw, great flavor and looks awesome to play.
10/10 Would Flame Again: An Elite Paladin|Warlock The Elemental Man (or Woman): A Genasi Handbook The Warlord, Or How to Wield a Barbarian One-Handed The Bookish Barbarian Fardiz: RAI is fairly clear, but RAZ is different That's right. Rules According to Zelink!
Here's the pre-essentials version of the build:  community.wizards.com/go/thread/view/758...

Note that I've tweaked more than just the feats since then, so I'd only refer to that build for the feat progression, and use the current one for the powers.
Pardon, but doesn't the Infernal Eye paragon path require a Psionic class?
Ardent MC
10/10 Would Flame Again: An Elite Paladin|Warlock The Elemental Man (or Woman): A Genasi Handbook The Warlord, Or How to Wield a Barbarian One-Handed The Bookish Barbarian Fardiz: RAI is fairly clear, but RAZ is different That's right. Rules According to Zelink!
Ah, okay, level 10, gotcha.

Great build. Have you thought of retraining Fervent Talent for Multiclass Mastery @ 21st? You can retain Fervent Talent and pick up either Blood’s Passion or Awakened Potential. If you go with Blood’s Passion you can choose Ardent Alacrity and use it for additional movement/shiftyness once per day. it basically gives you and extra feat.

Okay, I see what Aruther was saying, but let's make this much, much better.

Instead of going with Blood's Passion, go with Student of Artifice. Then, change one feat to Master Crafter. At level 21, you will be able to craft magic items for your party at your level PLUS 6. That is incredible. That is something that additional shiftyness cannot even come close to.

Edit: This, of course, assumes that you're in Eberron, or that your DM will allow you to multiclass into Artificier.
Aye, I didn't take Multiclass Mastery because the old CB couldn't handle retraining and picking up the exact same feat, it bombed everytime.

It should be mentioned, tho, you are indeed correct.

Regardless, I can't MC both Ardent and Artificer, so that suggestion won't work, as I have to be MC Psionic for my PP, the same problem plagues Awakened Potential.  Infernal Eye requires a Psionic class, so Awakened wouldn't qualify me.  Unless Awakened is some sort of generic MC feat or something?  I'm not sure the RAW on that interaction.

As to the Blood's Passion..as of level 13 or so, I think I get bloodied maybe once/module, if that often.  However, it seems to be the only option available, so free is free.
Aye, I didn't take Multiclass Mastery because the old CB couldn't handle retraining and picking up the exact same feat, it bombed everytime.

It should be mentioned, tho, you are indeed correct.

Regardless, I can't MC both Ardent and Artificer, so that suggestion won't work, as I have to be MC Psionic for my PP, the same problem plagues Awakened Potential.  Infernal Eye requires a Psionic class, so Awakened wouldn't qualify me.  Unless Awakened is some sort of generic MC feat or something?  I'm not sure the RAW on that interaction.

As to the Blood's Passion..as of level 13 or so, I think I get bloodied maybe once/module, if that often.  However, it seems to be the only option available, so free is free.



Wait a second. I might be a little fuzzy on the rules, so forgive me here, but when you take Multiclass Mastery, you can just take Fervent Talent again AND Student of Artifice. You still qualify for your PP through Fervent Talent.

How does multiclassing in something non-psionic disqualify you for your PP?
You don't get to violate the rule of only being able to mc in one other class. You aren't a full bard
10/10 Would Flame Again: An Elite Paladin|Warlock The Elemental Man (or Woman): A Genasi Handbook The Warlord, Or How to Wield a Barbarian One-Handed The Bookish Barbarian Fardiz: RAI is fairly clear, but RAZ is different That's right. Rules According to Zelink!
You don't get to violate the rule of only being able to mc in one other class. You aren't a full bard



Oh? Could you point me to the exact page of that rule? (No sarcasm, honestly. I'm sure you're right, I just want to know where that is.)
It's a class feature of the Bard, not the Hybrid Bard.  The feature is called "Multiclass Versatility."
Ah, so I take it that most characters can only multiclass once?

Oh, and for whatever it's worth, even if that's nothing, the latest version of Character Builder lets me do it.
Ah, so I take it that most characters can only multiclass once?

Oh, and for whatever it's worth, even if that's nothing, the latest version of Character Builder lets me do it.



Yes, the normal limit is one MC

And..sounds like something you should Bug Report, if you can take multiple MCs.
From PHB2

Multiclass Versatility


You can choose class-specific multiclass feats from more than one class.

10/10 Would Flame Again: An Elite Paladin|Warlock The Elemental Man (or Woman): A Genasi Handbook The Warlord, Or How to Wield a Barbarian One-Handed The Bookish Barbarian Fardiz: RAI is fairly clear, but RAZ is different That's right. Rules According to Zelink!
Hmm. What if you could use that Hybrid Talent to train in the Bard's Multiclass Versatility so that you CAN pick up Student of Artifice? It's true that you would end up sacrificing two feat slots instead of one, but perhaps you can craft items that replicate the effects of those lost feats. There is so much that is possible with a Craft Magic Item +6 ability.
Multiclass Versatility is not one of the options for the Hybrid Bard, however.
Darn. It sure would be great if they errata'd that in.

Oh well. I think I'll just point out that Master Crafter and the requisite Student of Artifice feat are beyond excellent choices for any Intelligence based character. EXCELLENT I TELL YOU.

Edit: Any character that can MC into that, anyway. Also, I'm totally sticking that one onto my Shardmind Psion. I wasn't going to Multiclass him, but now, I just can't resist. 
Darn. It sure would be great if they errata'd that in.

Oh well. I think I'll just point out that Master Crafter and the requisite Student of Artifice feat are beyond excellent choices for any Intelligence based character. EXCELLENT I TELL YOU.

Edit: Any character that can MC into that, anyway. Also, I'm totally sticking that one onto my Shardmind Psion. I wasn't going to Multiclass him, but now, I just can't resist. 



How is it excellent? You still have to pay for the cost of the item...
10/10 Would Flame Again: An Elite Paladin|Warlock The Elemental Man (or Woman): A Genasi Handbook The Warlord, Or How to Wield a Barbarian One-Handed The Bookish Barbarian Fardiz: RAI is fairly clear, but RAZ is different That's right. Rules According to Zelink!
Bah, 'fraid you'll have to school me again, buddy. But this is off-topic. We should continue this conversation in a thread I made elsewhere.

Here's the link. community.wizards.com/go/thread/view/758...
Now that HFW is out, I think the Pixie is a great candidate for the race in this build.  It also makes sense thematically that someone that small would not actually fight directly, but would be really good at directing people to do the attacks for them.

All the feats have good synergy for this build too.  

I know you sacrifice some of the cool bits you get from being a tiefling, but I don't think it degrades it that much.
 
I have now played this character to level 8. Its just so fun to play. I am active in every round and is a very important part of the group.
I have a diffrent type of gamestyle. This is what I do the first round.

1: Move: Reorient the Axis, 5 sq slide.
2: Minor: Using my "Boots of eagerness" so I dont get left behind the group.
3: Standard: If my friends have got well into position I use one of my "At Will". If that is not the case I use the Standard as a Move and with "Moment of Escape" (shift 4) get one of my friend in a better position.

This is becuse I belive that good position is more important then my own damage. If it is a important fight and can get in an Action Point to pull of some damage to get things started
Sorry about the necro.
We are starting up our low heroic campaign after a long break and I finally get the chance to try this build out.

Starting at lvl 3. Party consists of Dragonborn straladin, Elven Avenger, Dwarven Invoker. No Themes, No free feats.

Since I have limited experience with 4E I'd like to ask a couple of questions.

1. What's so great about Friendly fire? Even keeping it over Powerful warning.
2. Is the extra sq forced movement from Battle song exp more important  than having an Orb with nice power (WLDE).
3. Worth it to try work in Rhyme of the Blood seeking blade to help the straladin land her big blows i early heroic? Maybe going with Shake it off for U2 to compensate.

Thanks

I am also playing a build quite similar to this (very enjoyable) one, but I made a few alterations and I am quite happy with it. There is an ardent with the availability of Focusing Strike, a warden, and a slayer in my group, so there is actually no need for a imho quite limited Song of the New Dawn or a (still very nice) Press on Together to boost saving throws except Superior Will for my own sake.

I took Blunder as a lvl 3 encounter power and instead of Friendly Fire I've chosen the bard's Prescient Warning. I took Destructive Surprise at lvl 5, but retrained it at lvl 9 to Song of Discord since with Warlord's Recovery I've gained another warlord daily power, so I am with 2 bard dailies and still 1 warlord daily. Except for Reorient the Axis I am also not convinced by the utility powers chosen by the OP. I took the Moment of Escape power at lvl 2, because it works well with the slayer's Agile Opportunist feat. At lvl 10 I've chosen Tactical Orders, which I find less situational than Rallying Deflection. Minor action movement speed shifting is not a bad choice, I assume.

At lvl. 12 I am going to take the Reserve Maneuver feat to trade Visions of Death for the Echoing Weapon, which should work well with the Slayer. 2 Immediate Interrupts per Encounter (Powerful Warning and Prescient Warning) should still be enough. I'll delay the other feats suggested by the original build and put Improved Defenses in place of Shield Mastery. I am going to trade in Powerful Warning for Shout of Evasion at 17 and Prescient Warning for True Prescient Warning at 23 and trade the Echoing Weapon (Reserve Maneuver) for the old Prescient Maneuver, but I'm not sure about the latter. I'll also pick up the Haste utility power at lvl 16, since it is too good to pass up, especially with an archer ranger in the party. I wonder if the Disgraced Noble theme might have been a good choice as well. The theme power is nice and the +2/+4 skill bonus to bluff/streetwise fits in as well.

Still the original build is a great and very useful inspiration. Thanks to the OP!

I am now at Lvl 12. If you havent find the use for the "Infernal Eye" augment you are missing something

 

My hole group has some item that deals +2 damage to blodied foes. And we have our own +1 to attack against blooded foes since I am a thiefling.

 

So the first time some one in my party attacks the evil foe I am sending in Infernal Eye and "bloodies" the enemy. And after that they just swarm on him

 

 

And also "matle of unity", a LIFESAVER! I always start each round with mantle and then axis.

Me myself have the +4 willpower and I have forced our barbarian to take +4 fort and the daggermaster to take +4 reflex. Along with this the hole group are paying for nice armour to our warrior so his AC is shooting out the roof!

Mantle of unity is awesome!

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