MwaO's In-Play Build Compilation

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I thought it might be interesting to post the builds I have in actual play. A lot of the builds that I end up posting on here are theoretical experiments that are used to improve my actual in-play builds.

I'll do a post for each build as it is as present, link to my theoretical build on CharOps if it exists, and quickly detail the why things are different.

[sblock disclaimers]
I don't do full-blown optimized builds in actual play for many reasons, but mainly I don't like to be the person who is the superstar of every table. I like to range from strong contributor to star and the builds usually reflect this. So these builds may have significant flaws. Some of these flaws are deliberate even if there are superior options elsewhere. Sometimes, they're just flaws and I'm happy to fix such things.

I like bizarre builds that don't fit the mold. Especially ones with odd tactical options that don't necessarily appear to have strong synergy. I don't have problems with a starting primary stat of 16 before racials for a race that doesn't get a +2 to that stat. If you try to play one of these and it plays badly, it is possible that you hit a big run of bad luck or weren't playing the synergy correctly.

I like to be able to talk and not suffer potential skill challenge death from an overly 'you talked, you make the Diplomacy check' DM. Many of my characters have some sort of Face potential as a result.

I almost exclusively play in LFR face to face. I go to an occasional convention to play. The builds need to be practical for LFR - I often need to assume that something won't be available to me at the table, such as a particular role or capability.

I do not think that many of these builds are the best ever. They're fun for me to play and that's what is important. There most certainly could be ways to make them more fun and I don't mind at all hearing thoughts about it.

If you're interested in rules arguments, this is the wrong thread.[/sblock]

Kelnat the Bard 19

[sblock Build]
====== Created Using Wizards of the Coast D&D Character Builder ======
Tiefling, Bard, Resourceful Magician
Bardic Virtue Option: Virtue of Cunning
Thay (Thay Benefit)
 
FINAL ABILITY SCORES
STR 13, CON 11, DEX 9, INT 23, WIS 13, CHA 23
 
STARTING ABILITY SCORES
STR 12, CON 10, DEX 8, INT 16, WIS 12, CHA 16
 
 
AC: 33 Fort: 28 Ref: 32 Will: 32
HP: 125 Surges: 13 Surge Value: 31
 
TRAINED SKILLS
Acrobatics +12, Arcana +20, Athletics +14, Bluff +24, Religion +20
 
UNTRAINED SKILLS
Diplomacy +19, Dungeoneering +14, Endurance +12, Heal +14, History +19, Insight +14, Intimidate +19, Nature +14, Perception +14, Stealth +13, Streetwise +19, Thievery +11
 
POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Tiefling Racial Power: Infernal Wrath
Bard Feature: Majestic Word
Bard Feature: Words of Friendship
: Wail of Anguish Attack
Wizard Utility: Ghost Sound
Wizard Utility: Light
Wizard Utility: Mage Hand
Wizard Utility: Prestidigitation
Bard Attack 1: Staggering Note
Wizard Attack 1: Winged Horde
Wizard Attack 1: Freezing Burst
Wizard Utility 2: Shield
Bard Utility 6: Chord of Resilience
Wizard Attack 7: Twist of Space
Bard Attack 9: Wail of Anguish
Bard Utility 10: Mantle of Unity
Resourceful Magician Attack 11: Twinned Spell
Resourceful Magician Utility 12: Spontaneous Action
Wizard Attack 13: Prismatic Burst
Bard Attack 15: Strike Up the Dance
Wizard Attack 15: Prismatic Beams
Swordmage Utility 16: Borrowed Confidence
Wizard Attack 17: Mass Charm
 
FEATS
Level 1: Ritual Caster
Level 1: Staff Expertise
Level 2: Arcane Initiate
Level 4: Blade Initiate
Level 6: Superior Implement Training (Accurate staff)
Level 8: Bard of All Trades
Level 11: Sorcerous Vision
Level 11: Soul of Sorcery
Level 12: Enlarge Spell
Level 14: Imperious Majesty
Level 16: Dispater's Iron Discipline
Level 18: Improved Defenses
 
ITEMS
Ritual Book
Rhythm Blade Dagger +1
Goggles of Night (paragon tier)
Circlet of Arkhosia (paragon tier) x1
Mac-Fuirmidh Cittern +1
Ring of Tenacious Will (epic tier) x1
Diamond Cincture (heroic tier)
Siberys Shard of the Mage (paragon tier)
Blessed Book (heroic tier)
Traveler's Chant
Song of Sustenance
Endure Elements
Comprehend Language
Aria of Revelation
Tenser's Floating Disk
Song of Restfulness
Comrades' Succor
Dark Light
Memory of a Thousand Deaths
Resplendent Boots (heroic tier) x1
Rapidstrike Bracers (paragon tier) x1
Bralani Cloak +4 x1
Belt of the Witch King (paragon tier) x1
Horreb Ritual Cube (paragon tier)
Scroll of Scramble Portal
Accurate staff of Ruin +4 x1
Resplendent Gloves (paragon tier) x1
Inner Warmth Darkhide Armor +4 x1
====== End ======[/sblock]

[sblock Commentary]
Started play as a playtest Tiefling Bard before the rules were out. One of the consequences of this was that he's had access to a lot of very powerful options and didn't spend a lot of LFR item slots prior to 9th. He was multiclassed into Warlock for Warlock's Wrath, but in actual play, this basically destroyed combats - round 1, I'd do Warlock's Wrath, round 2, Mantle of Unity, and basically, nothing could hit us on round 2, which really does a number on tactics designed to reduce alpha-striking. So I got rid of it.

Note he gets to use his Arcana for Insight/Perception[/sblock]

[sblock Tactical]
He's a controller. He generally opens up with Borrowed Confidence for 2 attack rolls, uses either Twist of Space or Freezing Burst/Twin Spell to move targets together, then Action Points to either blind people via Prismatic Burst or send them flying at each other with Mass Charm. Generally goes first due to high init[/sblock]

[sblock Quick Hook]
He's really Human. He's a nephew of Tharchion Sylora Salm. He made some inappropriate remarks about Szass Tam and because of that, was cursed to be a Tiefling. Part of the joke is that I almost never remember to use the Tiefling Infernal Wrath power. He views himself as the minor nobleman that he is and plans an elaborate revenge on Szass Tam if he ever gets powerful enough.[/sblock]
Beldan the Paladin 14
[sblock Build]
====== Created Using Wizards of the Coast D&D Character Builder ======
Half-Elf, Paladin, Life Singer
Versatile Expertise Option: Versatile Expertise (Heavy Blade)
Versatile Expertise Option: Versatile Expertise (Holy Symbol)
Half-Elf Power Selection Option: Dilettante
Baldur's Gate (Baldur's Gate Benefit)
 
FINAL ABILITY SCORES
STR 18, CON 16, DEX 15, INT 9, WIS 11, CHA 22
 
STARTING ABILITY SCORES
STR 14, CON 13, DEX 14, INT 8, WIS 10, CHA 16
 
 
AC: 31 Fort: 27 Ref: 27 Will: 29
HP: 109 Surges: 13 Surge Value: 27
 
TRAINED SKILLS
Acrobatics +12, Endurance +13, Heal +12, Insight +16, Religion +11
 
UNTRAINED SKILLS
Arcana +9, Athletics +12, Bluff +16, Diplomacy +20, Dungeoneering +10, History +9, Intimidate +16, Nature +10, Perception +10, Stealth +10, Streetwise +18, Thievery +10
 
POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Paladin Feature: Divine Mettle
Paladin Feature: Divine Strength
Paladin Feature: Divine Challenge
Paladin Feature: Lay on Hands
Bard Feature: Majestic Word
Warlock Attack 1: Eyebite
Paladin Attack 1: Virtuous Strike
Paladin Attack 1: Enfeebling Strike
Paladin Attack 1: Radiant Delirium
Paladin Utility 2: Virtue
Paladin Attack 3: Mocking Smite
Paladin Attack 5: Hallowed Circle
Paladin Utility 6: Wrath of the Gods
Paladin Attack 7: Divine Reverence
Paladin Attack 9: Ray of Reprisal
Paladin Utility 10: Winter's Arrival
Life Singer Attack 11: Pacifying Voice
Life Singer Utility 12: Inspired Solutions
Paladin Attack 13: Castigating Strike
 
FEATS
Level 1: Bardic Dilettante
Level 2: Improved Defenses
Level 4: Group Defense
Level 6: Weapon Focus (Heavy Blade)
Level 8: Versatile Expertise
Level 10: Bard of All Trades
Level 11: Versatile Master
Level 12: Psychic Lock
Level 14: Hero's Poise
 
ITEMS
Heavy Shield x1
Adventurer's Kit
Iron Armbands of Power (heroic tier) x1
Symbol of Resilience +3
Power Jewel (heroic tier)
Voidcrystal Longsword +3 x1
Summoned Wyvernscale Armor +3 x1
Resplendent Gloves (heroic tier) x1
Viper Belt (heroic tier) x1
Laurel Circlet (heroic tier) x1
Siberys Shard of the Mage (heroic tier)
Timeless Locket +3 x1
Ebony Fly (heroic tier)
Planestrider Boots (paragon tier) x1
Face-Stealing Ring (paragon tier) x1
====== End ======[/sblock]

[sblock Commentary]
My 1st LFR character. Not so interesting in combat any more.[/sblock]

[sblock Quick Hook]
Psychopathic Liar who claims everyone else in the party is working for him. One of the oddball effects of this is that gamers tend to go the same routes for denying that they work for him. Which means I'm prepared for what they might say and they're not usually expecting that.[/sblock]

Quiara the Fighter|Paladin 13
[sblock Build]
====== Created Using Wizards of the Coast D&D Character Builder ======
Half-Elf, Fighter/Paladin, Daring Blade
Hybrid Paladin Option: Hybrid Paladin Fortitude
Hybrid Talent Option: Fighter Combat Talent
Fighter Combat Talent Option: One-handed Weapon Talent (Hybrid)
Half-Elf Power Selection Option: Dilettante
Windrise Ports, Explorer/Guide, Society - Noble (Explorer/Guide Benefit)
 
FINAL ABILITY SCORES
STR 11, CON 16, DEX 19, INT 9, WIS 12, CHA 21
 
STARTING ABILITY SCORES
STR 10, CON 13, DEX 16, INT 8, WIS 11, CHA 16
 
 
AC: 30 Fort: 24 Ref: 25 Will: 24
HP: 103 Surges: 12 Surge Value: 25
 
TRAINED SKILLS
Endurance +12, Intimidate +16, Perception +12, Streetwise +16
 
UNTRAINED SKILLS
Acrobatics +8, Arcana +5, Athletics +4, Bluff +11, Diplomacy +13, Dungeoneering +7, Heal +7, History +5, Insight +9, Nature +9, Religion +5, Stealth +8, Thievery +8
 
POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Fighter Attack: Combat Challenge
Paladin Feature: Divine Challenge
Bard Feature: Majestic Word
Ranger Attack 1: Throw and Stab
Fighter Attack 1: Brash Strike
Paladin Attack 1: Virtuous Strike
Paladin Attack 1: Valorous Smite
Paladin Attack 1: Majestic Halo
Paladin Utility 2: Call of Challenge
Fighter Attack 3: Shield Edge Block
Fighter Attack 5: Rain of Steel
Fighter Utility 6: Kirre's Roar
Fighter Attack 9: Stop Thrust
Fighter Utility 10: Fighter's Grit
Daring Blade Attack 11: Weapon Display
Daring Blade Utility 12: Defensive Posture (Daring Blade)
Fighter Attack 13: Bash and Pummel
 
FEATS
Level 2: Hybrid Talent
Level 4: Bardic Dilettante
Level 6: Master at Arms
Level 8: Harlequin Style
Level 11: Lashing Flail
Level 11: Versatile Master
Level 12: Hindering Shield
Level 13: Hero's Poise
 
ITEMS
Heavy Shield x1
Adventurer's Kit
Iron Armbands of Power (heroic tier) x1
Ebony Fly (heroic tier)
Horned Helm (heroic tier) x1
Hydra Wyvernscale Armor +3 x1
Summoned Drakescale Armor +2
Rushing Cleats (heroic tier) x1
Strikebacks (heroic tier) x1
Collar of Recovery +3 x1
Symbol of the Champion's Code +2
Staggering Alhulak +3 x1
Pact Blade - Zy Tormtor's Trinkets Chatkcha +2
Prison of Salzacas (heroic tier)
====== End ======[/sblock]

[sblock Commentary]
The basis for Grey Ioun Stone Marker. Originally a 14 Str Fighter in LFR with Windrise Ports before hybrids were available. As Windrise Ports got nerfed, there was a special ruling allowing players to use the hybrid rules specifically for those classes that they had. Nowhere near as mobile as Grey Ioun Stone Marker, especially with the lack of Lightning Rush.[/sblock]

[sblock Tactics]
Does the combo of Brash Strike with Cha to defenses, Shield Edge Block. I used Lashing Flail instead of Eldritch Strike to get the Slide 1 from an MBA. This let me pick up Throw and Stab, which is still something of a work in progress. It will probably get replaced with something else.[/sblock]

[sblock Quick Hook]
Daughter of a human noble, eladrin woman, abandoned as a kid and grew up on the docks of Windrise Ports.[/sblock] 
Nalmir the Battlemind|Swordmage 17
[sblock Build]
====== Created Using Wizards of the Coast D&D Character Builder ======
Nalmir Baelenil, level 17
Moon Elf (Eladrin), Battlemind/Swordmage, Evermeet Warlock
Swordmage Aegis (Hybrid) Option: Aegis of Ensnarement
Hybrid Talent Option: Swordmage Warding
Psionic Augmentation (Hybrid) Option: Hybrid Power Point Option
Versatile Expertise Option: Versatile Expertise (Heavy Blade)
Versatile Expertise Option: Versatile Expertise (Light blade)
Binding Initiate Option: Binding Initiate (Star Pact)
Tomb Robber (+2 to Stealth)
Theme: Seeker of Illefarn
 
FINAL ABILITY SCORES
STR 9, CON 20, DEX 13, INT 22, WIS 11, CHA 15
 
STARTING ABILITY SCORES
STR 8, CON 16, DEX 12, INT 16, WIS 10, CHA 12
 
 
AC: 34 Fort: 30 Ref: 30 Will: 28
HP: 131 Surges: 13 Surge Value: 32
 
TRAINED SKILLS
Arcana +21, Endurance +18, History +21, Stealth +16, Thievery +14
 
UNTRAINED SKILLS
Acrobatics +9, Athletics +7, Bluff +10, Diplomacy +10, Dungeoneering +8, Heal +8, Insight +8, Intimidate +10, Nature +8, Perception +13, Religion +14, Streetwise +10
 
POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Eladrin Racial Power: Fey Step
Battlemind Feature: Battlemind's Demand
Battlemind Feature: Blurred Step
Swordmage Feature: Aegis of Ensnarement
Warlock Utility: Hidden Lore
Warlock Attack: Mind Shadows
Swordmage Attack 1: Booming Blade
Swordmage Attack 1: Vanishing Blade
Arcana Utility 2: Arcane Mutterings
Swordmage Attack 3: Dual Lightning Strike
Swordmage Utility 6: Armathor's Step
Battlemind Attack 7: Lightning Rush
Battlemind Attack 9: Iron Tomb
Battlemind Utility 10: Battle Aspect
Evermeet Warlock Attack 11: Blinding Beacon
Evermeet Warlock Utility 12: Feylights
Battlemind Attack 13: Intellect Snap
Battlemind Attack 15: Mind Blade
Swordmage Utility 16: Borrowed Confidence
Swordmage Attack 17: Thundering Vortex
 
FEATS
Level 1: Hybrid Talent
Level 2: Intelligent Blademaster
Level 4: Versatile Expertise
Level 6: Improved Defenses
Level 8: Silvery Glow
Level 10: Binding Initiate
Level 11: Starfire Womb
Level 12: Reserve Maneuver
Level 14: Feywild Advance
Level 16: Double Aegis
 
ITEMS
Farbond Spellblade Rapier +2
Strikebacks x1
Goggles of Night
Siberys Shard of Radiance (paragon tier)
Thieves' Tools
Cloak of Translocation +3 x1
Sunblade Longsword +4 x1
Broom of Flying
Belt of the Witch King x1
Planestrider Boots x1
Solitaire (Citrine)
Iron Armbands of Power (paragon tier) x1
Greater Drowmesh of Eyes +3 x1
Elven Chain Shirt (paragon tier)
====== End ======[/sblock]

[sblock Commentary]
Based off the Invisible Stalker build. A couple significant changes in the build that first, I wanted all weapon powers only. No implement options other than required. If the other Warlock MC feat would have given out a skill, I would have taken that instead. The goal of that was to use Light Blade Expertise while generally invisible. However, I found a particular Sunblade and my character's background is such that I absolutely had to take it. I had picked Selune(aka Sehanine) solely for role-playing purposes and had no intent of going Silvery Glow before that. Very big string of coincidences for that character.

The character originally started out as an Eladrin Fighter and got to 5th. But then WotC errata'd the Urgrosh to be Axe or Spear instead of Axe/Spear. This mean that it was very unclear if I could use Eladrin Soldier to have proficiency in the Axe end. I didn't play the character after that until LFR admins decided to allow created characters and I didn't have a character in the 7-10 range. So I made it up at 8th as a Battlemind|Swordmage. Note the relatively unusual skill set + Arcane Mutterings - can cover a lot of different skills in a skill challenge.[/sblock]

[sblock Tactics]
Basically, likes to teleport. I didn't want to take Ethereal Sidestep like other teleporters did, so I took 3 daily powers that give him the capability of teleporting. He also has a couple of encounter teleport powers and Assault Swordmage mark. Usually, he moves up to the soldier, does Aegis of Ensnarement on them, then does Dual Lightning Strike, and goes after the artillery/controller/leader in the back with the 2nd swing. As he's now invisible to that soldier, that gives the soldier a bunch of bad options, usually.
edit: now he's 17th and has Planestrider boots, he has switched to more a set of encounter options - Fey Step, Dual Lightning Strike, Planestrider boots, and Armathor's Step = 4 teleport options, his Cloak is a 5th as a Daily and he has two daily powers that allow teleporting as an encounter option.[/sblock]

[sblock Quick Hook]
So mad, he's sane. Fascinated by the stars. He has Faervian, a purple sunblade. He's a Star Pact Binder who believes in Caiphon, a purple sun. Obviously, Faervian is from Caiphon. Despite my best efforts, he's basically perfect for Faervian, being an Eladrin Knight of Myth Drannor who is an Arcane Gish is an Evermeet Warlock. The created part is part of his origin - he got thrown into Wheloon and somehow broke himself out, but his mind cracked as part of that.

edit: he's the ghost of the previous character possessing a common Eladrin thief, whose talents are represented in some relatively odd options, such as being okay at Thievery and Stealth[/sblock]
Kasperen the Ranger|Cleric 8
[sblock Build]
====== Created Using Wizards of the Coast D&D Character Builder ======
Human, Ranger/Cleric
Hybrid Ranger Option: Hybrid Ranger Reflex
Hybrid Talent Option: Ranger Combat Talent
Ranger Combat Talent Option: Running Attack (Hybrid)
Human Power Selection Option: Bonus At-Will Power
Cormyr (Wheloon) (Cormyr (Wheloon) Benefit)
 
FINAL ABILITY SCORES
STR 20, CON 12, DEX 18, INT 8, WIS 12, CHA 10
 
STARTING ABILITY SCORES
STR 16, CON 12, DEX 16, INT 8, WIS 12, CHA 10
 
 
AC: 24 Fort: 23 Ref: 24 Will: 20
HP: 59 Surges: 7 Surge Value: 15
 
TRAINED SKILLS
Acrobatics +13, Athletics +16, Perception +12, Stealth +15, Thievery +15
 
UNTRAINED SKILLS
Arcana +3, Bluff +4, Diplomacy +4, Dungeoneering +5, Endurance +4, Heal +5, History +3, Insight +5, Intimidate +4, Nature +5, Religion +3, Streetwise +4
 
POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Hunter's Quarry  Power: Hunter's Quarry
Cleric Utility: Healing Word
Ranger Attack 1: Twin Strike
Cleric Attack 1: Righteous Brand
Ranger Attack 1: Throw and Stab
Cleric Attack 1: Healing Strike
Ranger Attack 1: Skirmishing Stance
Ranger Utility 2: Invigorating Stride
Ranger Attack 3: Disruptive Strike
Cleric Attack 5: Weapon of the Gods
Cleric Utility 6: Mark of Victory
Ranger Attack 7: Biting Volley
 
FEATS
Level 1: Spear Expertise
Level 1: Power of Skill
Level 2: Weapon Proficiency (Greatspear)
Level 4: Hybrid Talent
Level 6: Improved Defenses
Level 8: Hafted Defense
 
ITEMS
Adventurer's Kit
Arrows
Thieves' Tools
Hungry Spear Greatspear +2 x1
Belt of Vigor (heroic tier) x1
Vicious Longbow +1
Everburning Torch
Headband of Perception (heroic tier) x1
Bracers of Mighty Striking (heroic tier)
Steadfast Amulet +2 x1
Sylvan Hide Armor +2 x1
====== End ======[/sblock]

[sblock Tactics]
Has two very solid at-will options - Ranged Twin Strike(Striker) and Throw and Stab+Righteous Brand+Power of Skill(distributed damage/high mobility Leader). Has 3 encounter-long dailies that boost damage for someone in the party. Hungry lets him throw the Greatspear. With the +3 prof/1d10 for w, it makes for a pretty solid ranged Twin Strike despite the starting 16 Dex.[/sblock]

[sblock Quick Hook]
He's a Dutch second-story man. Good at climbing, breaking into things, etc...The accent is subtle enough that it doesn't scream ACCENT, but differentiates him in play.[/sblock]
Aya the Avenger|Psion 11

[sblock Build]
====== Created Using Wizards of the Coast D&D Character Builder ======
Aya Lunaari, level 11
Human, Avenger/Psion, Dreamwalker
Hybrid Avenger Option: Hybrid Avenger Reflex
Discipline Focus (Hybrid) Option: Telekinesis Focus (Hybrid)
Hybrid Talent Option: Armor of Faith
Psionic Augmentation (Hybrid) Option: Hybrid Power Point Option
Human Power Selection Option: Bonus At-Will Power
Child of Fate (+2 to Insight)
Theme: Order Adept
 
FINAL ABILITY SCORES
STR 9, CON 13, DEX 11, INT 21, WIS 19, CHA 13
 
STARTING ABILITY SCORES
STR 8, CON 12, DEX 10, INT 16, WIS 16, CHA 12
 
 
AC: 28 Fort: 21 Ref: 27 Will: 27
HP: 76 Surges: 7 Surge Value: 19
 
TRAINED SKILLS
Arcana +19, Dungeoneering +14, Nature +14, Perception +14, Stealth +10
 
UNTRAINED SKILLS
Acrobatics +5, Athletics +4, Bluff +6, Diplomacy +6, Endurance +6, Heal +9, History +10, Insight +11, Intimidate +6, Religion +10, Streetwise +6, Thievery +5
 
POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Order Adept Attack: Argent Rain
Avenger Feature: Oath of Enmity
Psion Feature: Far Hand
Dreamwalker Feature: Manifest Dream Form
Bard Utility: Skald's Aura
Psion Attack 1: Dishearten
Avenger Attack 1: Bond of Censure
Psion Attack 1: Dimensional Scramble
Avenger Attack 1: Strength of Many
Psion Utility 2: Mind Shroud
Avenger Attack 3: Relentless Stride
Psion Attack 5: Force Spheres
Avenger Utility 6: Aspect of Agility
Psion Attack 7: Kinetic Buffer
Psion Attack 9: Mind Blast
Psion Utility 10: Mind over Flesh
Dreamwalker Attack 11: Dream Blade
 
FEATS
Level 1: Staff Expertise
Level 1: Hybrid Talent
Level 2: Superior Implement Training (Accurate staff)
Level 4: Unarmored Agility
Level 8: Battlewise
Level 10: Implement Focus (Staff)
Level 11: Improved Defenses
Level 11: Master of Stories
 
ITEMS
Feystep Lacings x1
Accurate staff of Ruin +2 x1
Raven Cloak +2 x1
Siberys Shard of the Mage (heroic tier)
Orb of Light +3
Boots of Stealth (heroic tier)
Potion of Regeneration (heroic tier)
Sudden Recovery +2 Cloth Armor x1
Defensive Accurate staff +1
Adventurer's Kit
Climber's Kit
Everburning Torch
Elven Chain Shirt (heroic tier)
====== End ======[/sblock]

[sblock Tactical]
Bond of Censure and Dimensional Scramble are a great pair of at-wills to have. Relentless Stride is a good Encounter attack/movement option and the build throws off a lot of damage to targets while imposing control - Dimensional Scramble is very good at hurting opponent plans. Has now picked up some Leader qualities with MC'ing into Bard for an encounter heal - useful thing for LFR.

Dreamwalker really opens tactical options up - Kinetic Buffer is essentially an area attack 2 that pushes 4. Mind Blast is now essentially an area 2 instead of close blast 5.[/sblock]

[sblock Quick Hook]
Super-competent. When she's taken the job, it will get fixed. And no one better get in her way.[/sblock]
Mirakkah the Invoker|Shaman 6
[sblock Build]
====== Created Using Wizards of the Coast D&D Character Builder ======
Deva, Invoker/Shaman
Covenant Manifestation Option: Manifestation of Preservation
Hybrid Invoker Option: Hybrid Invoker Reflex
Companion Spirit (Hybrid) Option: Stalker Spirit (Hybrid)
Hybrid Shaman Option: Hybrid Shaman Will
Hybrid Talent Option: Spirit's Power
Background Benefit: Windrise Ports (Arcana)
Windrise Ports (Windrise Ports Benefit)
 
FINAL ABILITY SCORES
STR 10, CON 12, DEX 8, INT 19, WIS 19, CHA 12
 
STARTING ABILITY SCORES
STR 10, CON 12, DEX 8, INT 16, WIS 16, CHA 12
 
 
AC: 19 Fort: 15 Ref: 19 Will: 19
HP: 43 Surges: 7 Surge Value: 10
 
TRAINED SKILLS
Heal +12, Insight +12, Nature +12, Perception +12
 
UNTRAINED SKILLS
Acrobatics +2, Arcana +7, Athletics +3, Bluff +4, Diplomacy +4, Dungeoneering +7, Endurance +4, History +9, Intimidate +4, Religion +9, Stealth +2, Streetwise +4, Thievery +2
 
POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Deva Racial Power: Memory of a Thousand Lifetimes
Shaman Feature: Call Spirit Companion
Shaman Feature: Healing Spirit
Shaman Feature: Speak with Spirits
Shaman Feature: Spirit's Fangs
Invoker Attack 1: Hand of Radiance
Shaman Attack 1: Stalker's Strike
Shaman Attack 1: Twin Panthers
Invoker Attack 1: Silent Malediction
Shaman Utility 2: Spirits of Battle
Invoker Attack 3: Knives of the Soul
Shaman Attack 5: Spirit of the Hawk's Wind
Invoker Utility 6: Demand Justice
 
FEATS
Level 1: Battle Intuition
Level 2: Resourceful Leader
Level 4: Hybrid Talent
Level 6: Implement Expertise (Staff)
 
ITEMS
Defensive Staff +2 x1
Summer Growth Totem +1 x1
Leather Armor x1
====== End ======[/sblock]

[sblock Commentary]
Character in a Burning Sky campaign. Hasn't been played in a while due to how home campaigns work compared to LFR. Nice aspect of LFR is that you just have to get a table together, no need for specific people to make it work...[/sblock]

[sblock Quick Hook]
At some point in one of her past lives, she has done tons of horrible things and she is trying to make up for those past deeds. Specifically to the ancestors of player characters who say the wrong things to her or any historical fact of faerun thrown around in a mod.

"Oh, now I see why you reminded me of someone. Your great-great-great grandfather said almost the same thing once. I'm truly sorry I tortured him to death. Don't worry, I'm a much different person, now. You have nothing to worry about..."[/sblock]
Huilliam the Barbarian|Rogue 5
[sblock Build]
====== Created Using Wizards of the Coast D&D Character Builder ======
Human, Barbarian/Rogue
Hybrid Talent Option: Barbarian Armored Agility
Human Power Selection Option: Bonus At-Will Power
Merchant Prince (Merchant Prince Benefit)
 
FINAL ABILITY SCORES
STR 17, CON 12, DEX 19, INT 8, WIS 12, CHA 10
 
STARTING ABILITY SCORES
STR 16, CON 12, DEX 16, INT 8, WIS 12, CHA 10
 
 
AC: 21 Fort: 19 Ref: 22 Will: 16
HP: 45 Surges: 8 Surge Value: 11
 
TRAINED SKILLS
Acrobatics +10, Athletics +9, Insight +10, Intimidate +7, Perception +8, Stealth +10, Thievery +10
 
UNTRAINED SKILLS
Arcana +1, Bluff +2, Diplomacy +2, Dungeoneering +3, Endurance +2, Heal +3, History +1, Nature +3, Religion +1, Streetwise +2
 
POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Hunter's Quarry  Power: Hunter's Quarry
Rogue Attack 1: Deft Strike
Rogue Attack 1: Piercing Strike
Barbarian Attack 1: Pressing Strike
Barbarian Attack 1: Resurgent Strike
Barbarian Attack 1: Thunder Hooves Rage
Rogue Utility 2: Sneak in the Attack
Rogue Attack 3: Nasty Backswing
Rogue Attack 5: Driving Assault
 
FEATS
Level 1: Hybrid Talent
Level 1: Light Blade Expertise
Level 2: Warrior of the Wild
Level 4: Weapon Focus (Light blade)
 
ITEMS
Rhythm Blade Dagger +1 x1
Magic Rapier +1 x1
Cloak of Resistance +2 x1
Hide Armor x1
====== End ======[/sblock]

[sblock Commentary]I know, I know, I lambast Striker|Strikers, I've got here one with a 16 in one of his primary stats. On the other hand, Barbarian Agility+Dex gives him a really good AC for someone who doesn't even have magic armor. He's had really bad found item possibilities for the most part and most of it purchased with gold instead when that was legal.[/sblock]

[sblock Quick Hook]Hypochondriac who has black out rages. He's a nobleman dressed in finery that has turned to worthless rags. He's constantly coughing, complaining that he's dying of diseases, especially Consumption, that he'll be of no use in combat, etc...whenever he gets in combat, he stops complaining and shreds things. Then he doesn't remember what happened and why exactly is he covered in blood??? His background is that he spent a long time chained up in a dungeon.[/sblock]
Extra post just in case
Ok to post. I'll be doing commentary about the builds next/linking them up.
I'm envious of your free time. Also, is the title an intended play on "bazaar"?
I'm envious of your free time. Also, is the title an intended play on "bazaar"?



Yes. In my regular group, I can say something to the effect of, "Ok, I'm playing X. It is a little bizarre." and the general response is, "Of course it is..."

Didn't really take that much time - I just copied and pasted from online CB. And I'm the organizer of a weekly LFR group, so I do get to play regularly.
I'm envious of your free time.



Didn't really take that much time - I just copied and pasted from online CB. And I'm the organizer of a weekly LFR group, so I do get to play regularly.

I count 86 levels of play as a PC, and I assume you spend a good deal of time as DM? When I scrounge the time, I almost always end up DM'ing. Can't even imagine the luxury of playing 86 levels. ;)

Also, is the title an intended play on "bazaar"?



Yes. In my regular group, I can say something to the effect of, "Ok, I'm playing X. It is a little bizarre." and the general response is, "Of course it is..."



Thought so, but it kind of threw me off. Maybe just "Bizaar" would make the intent more clear? Like I need to be criticizing intentional wordplay given the general standards of grammar around here ...
I'm envious of your free time.



Didn't really take that much time - I just copied and pasted from online CB. And I'm the organizer of a weekly LFR group, so I do get to play regularly.

I count 86 levels of play as a PC, and I assume you spend a good deal of time as DM? When I scrounge the time, I almost always end up DM'ing. Can't even imagine the luxury of playing 86 levels. ;)



Our group regularly rotates DMs. No one consistently DMs more than about 25% of the time, most about 20%. 3 years of LFR will get you a lot of levels. Also, a couple of the characters had 'created' in them to a certain extent - Nalmir got to 5th as an Eladrin Fighter, got completely screwed by a nerf that still is a grey area(Does Eladrin Soldier give proficiency/damage bonus to the Axe end of an Urgrosh?), so I recreated him as an 8th level Battlemind|Swordmage.

Also, is the title an intended play on "bazaar"?



Yes. In my regular group, I can say something to the effect of, "Ok, I'm playing X. It is a little bizarre." and the general response is, "Of course it is..."



Thought so, but it kind of threw me off. Maybe just "Bizaar" would make the intent more clear? Like I need to be criticizing intentional wordplay given the general standards of grammar around here ...



Hmm, probably should just change it to Bazaar.

(edit: if it would let me change it - seems to be disabled for some reason)
Ok, most of the general commentary done. Thoughts?

Yes. In my regular group, I can say something to the effect of, "Ok, I'm playing X. It is a little bizarre." and the general response is, "Of course it is..."




I get the same thing. I might be tempted to post Piro sometime for people's amusement. I think if I showed up with a Slayer people would spend the whole session watching and waiting to see what bizzare trick I managed to pull off to make him entirely unlike all characters in D&D ever.

Anyways, thanks for sharing.  

Yes. In my regular group, I can say something to the effect of, "Ok, I'm playing X. It is a little bizarre." and the general response is, "Of course it is..."




I get the same thing. I might be tempted to post Piro sometime for people's amusement. I think if I showed up with a Slayer people would spend the whole session watching and waiting to see what bizzare trick I managed to pull off to make him entirely unlike all characters in D&D ever.

Anyways, thanks for sharing.  



Yeah, I'm very tempted to play a Vampire for roughly the same reasons.

Thanks! 

Yes. In my regular group, I can say something to the effect of, "Ok, I'm playing X. It is a little bizarre." and the general response is, "Of course it is..."




I get the same thing. I might be tempted to post Piro sometime for people's amusement. I think if I showed up with a Slayer people would spend the whole session watching and waiting to see what bizzare trick I managed to pull off to make him entirely unlike all characters in D&D ever.

Anyways, thanks for sharing.  



Yeah, I'm very tempted to play a Vampire for roughly the same reasons.

Thanks! 



I played a vampire from level 1-4 with pretty generic feats and effectively generic items and it basically bore out what I thought. It was the sort of character I would make if I had free reign to make whatever character in the universe I wanted to make. It plays by an odd twist of familiar rules, such as effectively treating HP as a round by round resource (somewhat) and HS as an encounter resource. It has a decent amount of adaptability (with three well varied at-wills that are different enough you'll want to switch between them as circumstances arise), is tough to kill and does decent damage (at low heroic. I'm well aware of the criticisms regarding higher levels).
My big problem with it is that it's all just handed to you in one neat and tidy bundle, so it doesnt' feel like you had any hand in making it. Had the character I ended up with been constructed out of disparate pieces of 3 different classes I'd have some quirky pride in my frankensteinian monster. Had I chosen his pieces out of a typical class list of potential powers and features, even then at least I'd have felt some agency about it, like it was my vampire rather than just the vampire. 
My big problem with it is that it's all just handed to you in one neat and tidy bundle, so it doesnt' feel like you had any hand in making it. Had the character I ended up with been constructed out of disparate pieces of 3 different classes I'd have some quirky pride in my frankensteinian monster. Had I chosen his pieces out of a typical class list of potential powers and features, even then at least I'd have felt some agency about it, like it was my vampire rather than just the vampire. 



My thoughts exactly. I also like a little more choice than 'hey, take this'
My big problem with it is that it's all just handed to you in one neat and tidy bundle, so it doesnt' feel like you had any hand in making it. Had the character I ended up with been constructed out of disparate pieces of 3 different classes I'd have some quirky pride in my frankensteinian monster. Had I chosen his pieces out of a typical class list of potential powers and features, even then at least I'd have felt some agency about it, like it was my vampire rather than just the vampire. 



My thoughts exactly. I also like a little more choice than 'hey, take this'



Yeah, when I play any class I need a viable character concept and story, especially for essentials characters.  Simply playing a generic vampire or ranger isn't interesting to me. 

By the way, I applaud your unique builds.   They seem like a lot of fun. 

I want to say I do the same, but I don't think I actually do.  I feel like I do because each character I have feels significantly different from the norm, but that is mostly a roleplaying and mindset issue (and my love of hybrids). Typically, I play less powerful classes, like monks, warlocks, and sentinels, and make the most of them mechanically, all the while having a fun character concept.   For example, my LFR monk 16 is a child (literally) who is the halfling (culturally) son of Brandobaris, which is the source of his power.  He sees adventuring much like normal children see the game of Tag.  With an effective AC typicially of 42, he mechanically plays very similar to the concept. 

My LFR sentinel 14 is my next favorite character, and she is a hillbilly dwarven druid/shaman from the Vast Swamp.  She's a not terribly unique build for a sentinel, but she is a ton of fun to roleplay and play, and people remember her as a result.   

At any rate, your builds seem like a lot of fun and gave me some fun ideas.  Like a hybrid or full shaman that thought he was the sidekick and the spirit companion was the character (you know the strong silent type).    I don't know why you don't see more hybrid shaman.  The control and roleplaying possibilites are so much improved by the hybrid. 


 
Beldan the Paladin 14

My 1st LFR character. Psychopathic Liar who claims everyone else in the party is working for him. One of the oddball effects of this is that gamers tend to go the same routes for denying that they work for him. Which means I'm prepared for what they might say and they're not usually expecting that. However, not so interesting in combat any more.


I am very curious to hear the standard routes of denial and your responses to them.
Beldan the Paladin 14

My 1st LFR character. Psychopathic Liar who claims everyone else in the party is working for him. One of the oddball effects of this is that gamers tend to go the same routes for denying that they work for him. Which means I'm prepared for what they might say and they're not usually expecting that. However, not so interesting in combat any more.


I am very curious to hear the standard routes of denial and your responses to them.



I use the words henchmen and hirelings. If they're a player in your 30s-40s, odds are good that I've just called them the equivalent of a red-shirt. That has to be responded to with snark. 

It isn't snarky to say that they don't work for me. It is to ask me when are they getting paid, why haven't they gotten paid yet, etc...so they confirm the basics of my story and get committed. I throw out a one-liner that's easy to deny("What? I already paid you in advance."), they deny it, often going to the extent of claiming that they don't have any gold from me, and then I do 3-4 sentences of complaining how they're trying to take advantage of my character's good nature, how they're forgetting they got paid, that they must have spent everything already, those bonks on the head ruining their memory, but good thing I'm one of those employers who gives out a fair share to all their employees, etc...

After playing the character 40 times or so, I can improvise on the fly. Denying that they work for me doesn't really work for them either.

Just to point out - in terms of combat, I don't give out orders or tell people what to do. I engage targets like a good Defender and don't kite with Eyebite - I use it on targets and then move up to them.
At any rate, your builds seem like a lot of fun and gave me some fun ideas.  Like a hybrid or full shaman that thought he was the sidekick and the spirit companion was the character (you know the strong silent type).    I don't know why you don't see more hybrid shaman.  The control and roleplaying possibilites are so much improved by the hybrid.



Cool. Thanks. The Invoker|Shaman is fun - her shtick is that at some point in one of her past lives, she has done tons of horrible things and she is trying to make up for those past deeds. Specifically to the ancestors of player characters who say the wrong things to her or any historical fact of faerun thrown around in a mod.

"Oh, now I see why you reminded me of someone. Your great-great-great grandfather said almost the same thing once. I'm truly sorry I tortured him to death. I'm a much different person, now." 
I appreciate people that -can- optimize to the highest degree, but don't do it constantly.  Props!  Also jealous of people that actually get to play LFR regularly...
Threw in the basic quick hooks for the characters. One of the things about LFR is that you need to establish your character's personality fast at a convention table, something that lets people remember you later on in a minute or so.
At any rate, your builds seem like a lot of fun and gave me some fun ideas.  Like a hybrid or full shaman that thought he was the sidekick and the spirit companion was the character (you know the strong silent type).    I don't know why you don't see more hybrid shaman.  The control and roleplaying possibilites are so much improved by the hybrid.



Cool. Thanks. The Invoker|Shaman is fun - her shtick is that at some point in one of her past lives, she has done tons of horrible things and she is trying to make up for those past deeds. Specifically to the ancestors of player characters who say the wrong things to her or any historical fact of faerun thrown around in a mod.

"Oh, now I see why you reminded me of someone. Your great-great-great grandfather said almost the same thing once. I'm truly sorry I tortured him to death. I'm a much different person, now." 



That's sounds like awesome fun!  That's such a great concept.  Did she used to be a Rakshasa? 

I appreciate people that -can- optimize to the highest degree, but don't do it constantly.  Props!  Also jealous of people that actually get to play LFR regularly...



It's not whether you optmize or not.  It's what you optimize that is important.   There are a lot of things you can optmize that won't break the game, such as defenses, skills (other than intimidate), well-roundedness, movement, soft control, forced movement, and most defender tricks.  The game breaking generally comes from taking a powerful chassis and then optimizing damage, hard control, or party buffs on the already powerful chassis. 

Threw in the basic quick hooks for the characters. One of the things about LFR is that you need to establish your character's personality fast at a convention table, something that lets people remember you later on in a minute or so.



Those are great man, and they all sound like good fun.  I have to say I really enjoy the speed roleplaying aspect of LFR. 
At any rate, your builds seem like a lot of fun and gave me some fun ideas.  Like a hybrid or full shaman that thought he was the sidekick and the spirit companion was the character (you know the strong silent type).    I don't know why you don't see more hybrid shaman.  The control and roleplaying possibilites are so much improved by the hybrid.



Cool. Thanks. The Invoker|Shaman is fun - her shtick is that at some point in one of her past lives, she has done tons of horrible things and she is trying to make up for those past deeds. Specifically to the ancestors of player characters who say the wrong things to her or any historical fact of faerun thrown around in a mod.

"Oh, now I see why you reminded me of someone. Your great-great-great grandfather said almost the same thing once. I'm truly sorry I tortured him to death. I'm a much different person, now." 



That's sounds like awesome fun!  That's such a great concept.  Did she used to be a Rakshasa?



Thanks. Yeah, she gets cool reactions at the table when she does that. She's always been a Deva, but...in each life she's skirted the edge, almost falling off each time. This life is her last chance because she's so screwed up each other life that whatever decides that Devas go Rakshasa has had it with her.

This is partially based on my impressions of Devas at the time of release - I got the sense that Rakshasa was a one-way ticket.

Threw in the basic quick hooks for the characters. One of the things about LFR is that you need to establish your character's personality fast at a convention table, something that lets people remember you later on in a minute or so.



Those are great man, and they all sound like good fun.  I have to say I really enjoy the speed roleplaying aspect of LFR. 



It definitely has its challenges to do it without disrupting the table. I'd prefer more in-depth, but time constraints of my group mean LFR is really the main option. We might use MYREs to set up a home campaign within the LFR strictures - that would allow more time for roleplaying without necessarily worrying about group members.
Given that you have stated that these builds aren't mechanically optimized on purpose, and that you're primarily doing this to show how a theoretically optimized build can be changed for role-playing and table balance purposes, wouldn't this thread fit better in the Character Development forum?
We might use MYREs to set up a home campaign within the LFR strictures - that would allow more time for roleplaying without necessarily worrying about group members.



I would recommend it, if you have someone willing to do it who is any good. I've been running a loosely connected series of My Realms since about the time they became available and it's a lot of fun. The last one I ran was set in Evereska, reinterpretted the mythal there that lets you walk on walls as essentially subjective gravity and gave the boss the magical equivalent of an Aperture Science Dual Portal Device with which to try to keep ahead of the party down a trap filled cooridor. It was glorious! But even without playing with such fun mechanical deviations, just the fun of having a plot that responds more fluently and naturally to your roleplaying is a nice boon.
Given that you have stated that these builds aren't mechanically optimized on purpose, and that you're primarily doing this to show how a theoretically optimized build can be changed for role-playing and table balance purposes, wouldn't this thread fit better in the Character Development forum?



I'm honestly not even sure what CharDev has to do with this thread other than some posters have found what I'm doing with backstory to be fun or useful.

This is about several mechanically optimized builds that represent 'a character based on a loophole you've discovered' - it has nothing to do with how theoretical builds can be changed for role-playing.

And quite frankly, every optimizer should be concerned about table balance - as poor table balance is one of the most likely reasons that groups disband.
I appreciate people that -can- optimize to the highest degree, but don't do it constantly.  Props!  Also jealous of people that actually get to play LFR regularly...



I know the intent of this post is positive ...
but my Kitty Avatar is feeling a little Stormwind Fallacy Lite on the first sentence.

But since I'm also " ... Also jealous of people that actually get to play LFR regularly ... "
(point's finger at self)
... I'll apologize ahead of time, for my grumpyness.



I hope MwaO wins the New Hampshire primary (weird divinations say what?) .

Here comes your 19th forums breakdown ... ohh who's to blame, it ain't 5E driving you insane.

 

Love the avenger|psion build, very nice! Always seemed to me that a surprise Dimensional Scramble or Living Missile from a striker could really throw the combat into chaos, in a good way of course. Props!
Given that you have stated that these builds aren't mechanically optimized on purpose, and that you're primarily doing this to show how a theoretically optimized build can be changed for role-playing and table balance purposes, wouldn't this thread fit better in the Character Development forum?



I had no idea that things had to be full on theoretical optimization to be worthy of being in charop.  I'm fairly sure you didn't intended to come across that way, but to suggest that a thread containing a group of builds is primarily about character development and backstory simply because each and every one isn't fully mechanically optimized strikes me as quite wrong. 

Practical optimization definitally deserves a place at the charop table. In fact, I'm reasonably sure that most of the visitors to charop are interested in just that: how to make a good playable character.       

You also don't need to change many mechanically optimized builds for role playing purposes.  In fact, many optimized builds further many roleplaying concepts.  For example, a "scary demonically-infused warlock" that doesn't put out striker DPR isn't scary, it's pathetic. 

This is about several mechanically optimized builds that represent 'a character based on a loophole you've discovered' - it has nothing to do with how theoretical builds can be changed for role-playing.



You said these builds vary in their mechanical optimization and some have flaws, which you may or may not want to fix.  Apparently, this struck at least some people as bad for the forum. 


And quite frankly, every optimizer should be concerned about table balance - as poor table balance is one of the most likely reasons that groups disband.



I have to agree 100%  There is more than one way to break the game, and bringing a theoretically optimized character to many tables will break the game on several levels.   
Updated Nalmir to 13th. This has the Hybrid use of Reserve Maneuver trick in full-swing, allowing him to gain 3 Battlemind at-wills and to have 8 power points instead of just 6.
The...  "reserve maneuver trick"?
You know I never got to understand how that works. Could you care to explain it to me? slowly, please Smile

BTW, very nice builds! 

Cheers

Arlech 
The...  "reserve maneuver trick"?
You know I never got to understand how that works. Could you care to explain it to me? slowly, please 

BTW, very nice builds! 

Cheers

Arlech 



Thanks!

Basically, what you're doing is using Reserve Maneuver to satisfy the requirement of the non-psionic half of your hybrid for encounter attack powers. This allows you to end up with 3 psionic at-wills and one encounter attack power from the other side. In theory, you can do it as early as 11th, but it is a lot easier at 13th when you get the free power retrain and the paragon tier psionic hybrid.

An example of the Reserve Maneuver trick in action:
My Battlemind|Swordmage at level 10 had:
Battlemind 1: Twisted Eye
Swordmage 3: Dual Lightning Strike
Battlemind 7: Lighting Rush

At level 11, I took Evermeet Warlock, which has a Cha-based attack, which is essentially useless for me as I don't have any kind of implement expertise and my Cha mod is 3 lower than my Con mod. So basically -5 to hit. This lack of implement expertise means I have a +2 to hit with all my weapon powers instead of just a +1 with all my powers. I don't have Dimensional Vortex, but I've found Lightning Rush more than makes up for that lack. At level 11, I wanted Starfire Womb - I had gotten a sunblade and being as I was in LFR and being unsure of party composition, I wanted a way to get lots of saves, just in case.

At level 12, I took Reserve Maneuver and replaced the Evermeet Warlock Power with Sword of Sigils(Swordmage 1) - I liked Sword of Sigils better than the available Battlemind 1 at-wills. Besides, I was only planning to keep whatever I got here for 1 level anyway.

At level 13, I retrained Twisted Eye into Intellect Snap(Battlemind 13) as the 13th level free retrain of an encounter power, so I now looked like this:
Swordmage 1: Sword of Sigils
Swordmage 3: Dual Lightning Strike
Battlemind 7: Lighting Rush
Battlemind 13: Intellect Snap

I then retrained Dual Lightning Strike into Lodestone Lure. So now I looked like this:
Swordmage 1: Sword of Sigils
Battlemind 3: Lodestone Lure
Battlemind 7: Lighting Rush
Battlemind 13: Intellect Snap

Finally, Reserve Maneuver allows me to change my choice each level, so I picked Dual Lightning Strike instead of Sword of Sigils. Making my selection look like this:
Swordmage 3: Dual Lightning Strike
Battlemind 3: Lodestone Lure
Battlemind 7: Lighting Rush
Battlemind 13: Intellect Snap

So, I always had one Swordmage encounter power to use. I can never use the Evermeet Warlock power, because if I tried, I wouldn't have Dual Lightning Strike and therefore I would not have my one Swordmage encounter power. But instead of just having 6 power points, I now have 8 power points. At 17th, I'll have 10 power points instead of 6(as I would have to give up Lightning Rush in order to have 8)

Make sense?

It does, but it was not as simple as I thought it would be

Thanks for clarity! Cheers!

How are you using the "original" power to qualify for requirements and stuff, yet using the "new" power to qualify for other requirements (like how many PP you get)?  This seems rather questionable, that you get the best of both worlds.

Granted, I have LSM, as is well established....mind explaining that in smaller words?
How are you using the "original" power to qualify for requirements and stuff, yet using the "new" power to qualify for other requirements (like how many PP you get)?  This seems rather questionable, that you get the best of both worlds.

Granted, I have LSM, as is well established....mind explaining that in smaller words?



There is no "original" power being used for requirements. There is no "new" power being used for PP.

Evermeet Warlock has a encounter power called Blinding Beacon. Reserve Maneuver turns this into an encounter attack power from the non-psionic side. This means I have a hybrid encounter attack power provided I always choose it over Blinding Beacon. The requirement of Psionic/Non-Psionic hybrids is that they must always have one encounter attack power, so I meet that requirement.

At 13th, I pick on the psionic side. That's legal because I still have one encounter attack power. If I have 3 psionic at-wills, then I calculate psionic power points based on that.

There's no best of both worlds going on here. Just a very big benefit on one world while losing access to an insignificant world(the Blinding Beacon world)
But...you don't have a SM power, just one you swap in from RM, so how do you satisfy the requirement of having a SM and a BM power?  You can't count the swap-in feat as meeting this requirement, as it's not your baseline power selection....can you?


Benefit: Choose an encounter attack power from your class. The power must be your level or lower and one that you don’t already have. When you regain the use of your powers at the end of any rest, you can gain the use of the chosen power instead of regaining the use of an encounter attack power of the same level or higher.



This doesn't change your actual power lineup, so you fail the "have a SM power" portion of this test, since you have 3 BM powers and a PP power.


edit--

Supporting texts:

  1. 1st full paragraph of PHB3, pg 136, starting with "Even if you..."

  2. First paragraph after 7th level bulletpoints, PHB3 pg 138, starting with "When you reach..."

  3. Swapping Powers "sidebar" of RC, pg 90, primarily the 2nd sentence of the 2nd para, which reads "You cannot make the swap if doing so would eliminate your character's last class power of a particular type."

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