Need a little bit more insight on a Scout/Fighter/Dervish/Tempest build

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EDIT: Made the formatting a lot neater. Sorry for those who saw it the way it was b4. I didn't realize it was that painful to the eyes. lol. Alas, its nicer now.

Hey, sup everyone! There will be a new 3.5 game starting on Thursday. I initially wanted to try playing a Goliath Dungeoncrasher build but every one in my player group voted against it. They claimed it would be too broken and would be able to solo encounters. They told me to play a "tamer" build =P. So I threw this one together at the meeting and it actually passed 'Judgment.' Two people denied it, but majority still said it was ok. So here is the new idea I want to run with:

CAMPAIGN RESTRICTIONS:
  1) Tome of Battle cannot be used
  2) Psionics cannot be used
  3) Weapon Crystals cannot be used.
  4) Tome of Magic cannot be used.
  5) Players cannot put wounding on their weapons.
  6) Knowledge (Religion) doesn't exist.
  7) No Flaws or Traits

HOUSE RULES: (FIST PUMP!!  ..... j/k)
  1) Starting stats: Each player can use a +9 modifier to customize their stats as they want. No stat can be higher than 18 or lower than 8 (before racial bonus).
  2) Land speed enhancements via classes and items stack
  3) Any other 3.5 book can be used.
  4) Optimization is ok as long as every one in the group can still have fun and be important.

The build is a good mix of offensive and defensive. There were a suprisingly high amount of synergies within it. Dervish gets a high ref and will, fighter and tempest get high forts, and scout gets high reflex. Battle fortitude is a nifty free boost. So the saves end up beinge average -> good. The skirmish damage synergizes well with the dervish dance. The slashing damage from the dance works well with the fighter weapon feats. The preq feats I needed are pretty defensive giving a good balance of offense and defense options. The hits would be pretty consistant considering STR is my main stat and I only lose 1 BAB. (2 if you include the level adj). And with my primary stat as strength, and a high crit rate, the damage output would be pretty nice.

High dex, dodge, expertise, dervish AC bonus, mobility all aid my survivability.

The tempest is kind of a filler class that fit the concept perfectly. Extra AC and I lower my 2 weapon fighting penalties.

I believe (and I could be wrong), that with Spring Attack and dervish dance I could strike multiple targets on the field as long as I have enough movement space left and not stopped.

It gets a decent skill allotment and some pretty cool skill tricks to make sure I'm rarely "restrained." Keeping my tumble skill high helps my mobility .

Tiefling is there for flavor (always wanted to play one) and helping boost my dex to qualify for the two weapon fighting feats and a chain shirt.

I think it's a pretty solid character, but I know there will ALWAYS be something out there to make it better. And there are SOO many great character builders out there, so I will definetly learn something new. So, overall I would like to read some suggestions on how to improve it or if I should alter any of my feats, skills, skill tricks, classes. And like always, lay down your input!

I thank you all in advanced! Later!



Name: ????                        Race: Tiefling
Class: Scout 3/ Fighter 4/ Dervish 10 / Tempest 2    ECL: 20

Starting Stats:
Str: 18        Wis: 10
Dex: 18        Int: 13
Con: 15        Cha: 8

Stat Ups:
+4 Strength
+1 Dexterity

Class Progression
ECL 2: Scout
ECL 3: Fighter
ECL 4: Fighter
ECL 5: Scout
ECL 6: Scout
ECL 7: Fighter
ECL 8: Fighter
ECL 9: Dervish
ECL 10: Dervish
ECL 11: Dervish
ECL 12: Dervish
ECL 13: Dervish
ECL 14: Tempest
ECL 15: Tempest
ECL 16: Dervish
ECL 17: Dervish
ECL 18: Dervish
ECL 19: Dervish
ECL 20: Dervish

Feats:

Two Weapon Fighting
Weapon Focus (Scimitar)
Dodge
Combat Expertise
Mobility
Weapon Specialization (Scimitar)
Improved Two Weapon Fighting
Spring Attack
Improved Critical (Scimitar)
Greater Two Weapon Fighting
Melee Weapon Mastery (Slashing)

Skill Ranks:
Listen: 7
Spot: 7
Survival: 5
Tumble: 20
Perform (Dance): 18
Escape Artist: 15
Hide: 9
Move Silently: 5
Knowledge (Geography): 6
Balance: 4

Skill Tricks:
Nimble Stand
Back on your Feet
Quick Escape

Gear to go for:
+2 Defending ??? Scimitar
+2 Defending ??? Scimitar
Boots of Striding and Sprinting
Bracers of Blinding Strike
Third Eye of Freedom
Gloves of Agile Striking
Gloves of the Balanced hand (until I get the imp 2 weapon fighting feat)
Ring of Protection +... OR Ring of Avoidance
Cloak of Displacement, Minor
Cloak of Displacement, Major (Upgraded eventually from minor)
Vest of Resistance +...
Amulet of Constitution +...
Ring of Natural Armor +...
Belt of Battle (Dervish Dance + Thousand Cuts -> Belt of Battle -> Dervish Dance)

"Every battle offers an opportunity of victory. It's up to you to summon the courage to grasp that moment!" -- Kurando (Shadowhearts: Covenant)

 

"A man doesn't think he acts!" -- Kamina (Gurren Lagann)

Hey, sup everyone! There will be a new 3.5 game starting on Thursday. I initially wanted to try playing a Goliath Dungeoncrasher build but every one in my player group voted against it. They claimed it would be too broken and would be able to solo encounters. They told me to play a "tamer" build =P.


Then, sorry, your team doesn't know what the hell it's talking about. I basically designed the build I think you were using, and it's far from soloable. It just does exactly what melee is supposed to do - control the battlefield (i.e. focus attention on itself) and dish out damage (to punish people for not focusing on him). It still has all the usual weaknesses of these things - most notably its Will save and its mobility. A single Sleep spell will kill you. A flying enemy will screw you over. You can rely upon equipment to solve this sort of thing, but so can anyone else, and the mages aren't going to need items to "shore up" weaknesses, because their own class features (spells) remove those weaknesses as just a small fraction of what they can do.

So I threw this one together at the meeting and it actually passed 'Judgment.' Two people denied it, but majority still said it was ok. So here is the new idea I want to run with:

CAMPAIGN RESTRICTIONS:
  1) Tome of Battle cannot be used
  2) Psionics cannot be used
  3) Weapon Crystals cannot be used.
  4) Tome of Magic cannot be used.
  5) Players cannot put wounding on their weapons.
  6) Knowledge (Religion) doesn't exist.

HOUSE RULES: (FIST PUMP!!  ..... j/k)
  1) Starting stats: Each player can use a +9 modifier to customize their stats as they want. No stat can be higher than 18 or lower than 8 (before racial bonus).
  2) Land speed enhancements via classes and items stack
  3) Any other 3.5 book can be used.
  4) Optimization is ok as long as every one in the group can still have fun and be important.



I stand by my "not knowing what it's talking about" verdict. This pattern of banning has all the hallmarks of someone who isn't used to seeing mages do anything except cast Fireball. (Notice how it's a group that vetos other builds as being too strong, and then passes restrictions that almost entirely are targeted at melee while leaving the most broken spellcasting in the game - that in the Players' Handbook - untouched?)

Simplest solution: either a Shadowcraft Mage or your typical Druid 20 will basically grab these restrictions, arrange them neatly on the table, fold them into an origami swan, and then polymorph the swan into a Dire Man-Eating Swan of Legend before slapping some sense into the table. Of course, doing so would be a dickish move, but sometimes, you need to be a dick to get a point across.

Still, that's not what you wanted to play. So we'll work within the restrictions and give you some suggestions.

The build is a good mix of offensive and defensive. There were a suprisingly high amount of synergies within it. Dervish gets a high ref and will, fighter and tempest get high forts, and scout gets high reflex. Battle fortitude is a nifty free boost. So the saves end up beinge average -> good. The skirmish damage synergizes well with the dervish dance. The slashing damage from the dance works well with the fighter weapon feats. The preq feats I needed are pretty defensive giving a good balance of offense and defense options. The hits would be pretty consistant considering STR is my main stat and I only lose 1 BAB. (2 if you include the level adj). And with my primary stat as strength, and a high crit rate, the damage output would be pretty nice.

High dex, dodge, expertise, dervish AC bonus, mobility all aid my survivability.

The tempest is kind of a filler class that fit the concept perfectly. Extra AC and I lower my 2 weapon fighting penalties.

I believe (and I could be wrong), that with Spring Attack and dervish dance I could strike multiple targets on the field as long as I have enough movement space left and not stopped.

It gets a decent skill allotment and some pretty cool skill tricks to make sure I'm rarely "restrained." Keeping my tumble skill high helps my mobility .

Tiefling is there for flavor (always wanted to play one) and helping boost my dex to qualify for the two weapon fighting feats and a chain shirt.

I think it's a pretty solid character, but I know there will ALWAYS be something out there to make it better. And there are SOO many great character builders out there, so I will definetly learn something new. So, overall I would like to read some suggestions on how to improve it or if I should alter any of my feats, skills, skill tricks, classes. And like always, lay down your input!

I thank you all in advanced! Later!



From what I see, it's a pretty standard TWF dervish, which is solid but slow (because it's highly reliant upon its limited-uses-per-day dervish dance, and it takes forever to make all the attack rolls). It also tends to have a reasonable degree of MAD, but makes up for it with reasonable survivability for a fighter. (Although watch yourself: you're still will-vulnerable, and there are enough ways to penalize you for movement if the enemy's front line is even half awake. This tends to lead to an arms race that puts you on the side with the most to lose. Be careful.)

WIth an 18 Strength, though, you should definitely consider the two-handed dervish approach as an alternative. You can reduce your Dexterity accordingly (and pump it into Constitution, which as a frontliner with a level adjustment, you'll need), free up several feats for new stunts, and combine Power Attack with Dervish Dance to get some devastating results - probably far more devastating than you can get with dual scimitars, and you'll finish your turns much faster at the table. However, this is not in your concept, so consider it a footnote.

Your format is nearly impossible to follow... but you actually have Spring Attack without Elusive Target? Read up on that feat (CW) and you'll immediately see why you want it in your build. It's especially amazing for you, due to your ability scores. Likewise, you can only learn one skill trick at each level up, and you do have a maximum limit (although I forget offhand what it is, so I don't know if you've hit it yet or not.)


Regarding equipment, you're focusing too much on knick-nacks and wishlists without looking at the fundamentals. I'd highly suggest ditching Shocking and Corrosive. They don't synergize with the scimitar's biggest advantage - critical hits. You'd be better off doing something like Dessicating Burst (Magic Item Compendium), which on the surface appears to be targeted at specific creatures, but in a high-crit build, it amounts to turning you into a moving debuff. (Exhaustion means an easy -6 to Strength and disables enemy charging, which is alarmingly powerful, and the condition is reasonably hard to remove in the middle of battle. Plus, anything that wouldn't be affected by it is probably immune to crits anyway, which means you should leave it to your friends.) Anoter option is Collision (it's in the XPH (and SRD), but it isn't psionic and is available magically); it's a +2 enhancement that grants a flat +5 damage. Since it's flat damage, it multiplies on a critical hit. 


Also, to answer your question, Spring Attack is actually useless during a Dervish Dance, since the dance lets you move, attack, and move again (and attack again, etc). Spring Attack just lets you keep the style going without using up your precious Dances.



For more information in general, I direct you to the Dervish Handbook

Hope that helps. 

Cancer prognosis: I am now cancer-free.

Weekly Optimization Series

Show
These are NOT all my creations! The lead authors are identified as follows: [TS] Tempest Stormwind, [AR] Andarious Rosethorn, [RT] Radical Taoist, [SN] Sionnis, [DH] DisposableHero_, [SH] Seishi.

[TS] The Pinball Brothers: Large And In Charge (Melee, Lockdown, Charge, Juggling)
[TS] Ashardalon Reborn: I Will Swallow Your Soul (Melee, Fear, Negative Levels, AoE, Theme)
[AR] "A"-Game Paladin: Play That Funky Music, Knight Boy! (Team Support, Melee, Theme, Single-Class)
[RT] Uncanny Trapsmith: Get in, make it look like an accident, get out. (Skillmonkey, Stealth/Scout/Infiltration, Unorthodox Methods, Theme)
[AR] Wizsassin: *Everything* is permitted. (Spellcaster, Support, Sneak Attack, Utility)
[TS] Phantom Rush: General Gish Gouda. (Gish, Theme, Setting-Specific(Eberron), Early-Entry PrC)
[TS] Storm Knight: Another kind of gish. (Melee/"Gish", Theme, Setting-Specific(Eberron), Unorthodox Methods)
[TS] Inevitable Nightmare: The weapon you only have to fire once. (Melee, "Unorthodox" Methods (no charging), Reliability)
[AR] Captain Constitution: The number one threat to America. (Melee, TOUGHTOUGHTOUGH, Defense, Theme)
[AR] Nuker: I casts the spells that makes the peoples fall down! (Spellcaster, damage, blasting, damage)
[TS] Dread Lord of the Dead: Let the Reaping Begin! (NPC-only, Variable (combat/casting/leadership), Iconic Villain, Theme)
[AR] Heavy Crusader: No Rest. No Mercy. No Matter What. (Melee, Damage (No charging), Variable, Theme).
[TS] Gun Fu: It's bullet time (Ranged, THEORETICAL, Twin weapons, Theme)
[RT] Face First: We should talk. (Psionic, social, mind-control, info-management)
[SN] Chaingun Porcupine: Never Enuff Dakka. (Ranged, Skirmishing, Spike Damage, Incarnum)
[RT] Always On Edge: The Mortal Draw deals death. (Melee, Generalist, Dungeoneering, Stunt)
[AR] Feral Druid: Real feral taste. Zero druid calories. (Melee, offense, damage, murder)
[RT] Rusty!: Man's Best Friend (Sentry, Support, Backup, Rearguard)
[RT] The T3 (Tashalatora Triple Threat): My Kung Fu is More Powerful (Hybrid, Flex-Function, Melee, Caster)
[RT] The #1 Snoipah: Boom. 'Eadshot. (Caster, Theme, Spike, Trapscout)
[AR] Dreamblade: Rest in Pieces. (Melee, Damage, Single-Class, Combo/Momentum)
[AR] Evasion Tank: “When fighting angry blind men, is best to stay out of the way.” (Melee, Tank, Unorthodox Methods (attack negation), Theme)
[DH] Psycarnum Warrior: ↑↑↓↓←→←→BA Start (Melee, Tank, Psionics, Incarnum, 1337 h4x)
[AR] Heavy Weapons Elf: WHO TOUCHED MY BOW? (Ranged, Cohort, Damage, Unorthodox Methods (ranged ToB))
[RT] Gnowhere Gnome: A little man who wasn't there (Caster, Stealth, Single-Class, Elusive)
[AR] Uberflank: I got your back. (Melee, support, stunt, teamwork)
[TS] Flip the Bird: Everyday I'm shuffling (Ranged, harrier, unorthodox methods (ranged ToB / off-turn movement), support)
[DH] Eat Sleep Gank: Real Ultimate Power (Stealth, Assassination, Spike, Magic Versatility)
[AR] Slash and Burn: Mind, Body, Blade, Flame / Aspects of a greater whole / which delivers death. (Melee, Theme (flex-style), Damage, Stunt)
[RT] Edge of the Light: Cut, Fade to Black (Melee, Defense/Offense, Momentum, Tactical)
[RT] Quiet Murder: Cut throats, not corners. (Melee, Stealth, Harrier, Tactical)
[TS] Wand Overdrive: Say Hello to my little friends. (Caster, support/artillery/variable, wand specialist)
[RT] God Hand: What did the five fingers say to the face? (Melee/Gish, Unarmed, SAD, Theme)
[AR] Zero Buff Time Gish: Try to keep up! (Gish, Speed, Movement, Opportunity)
[TS] Robo Tackle: I Am Iron Man. (Melee, setting-specific (Eberron), positioning, theme, stunt)

[TS] Holy Fire: Just getting warmed up! (Casting, damage, theme (fire), theme (sacred), blasting)

[TS] Groundhog Mage: ♪Let’s do the time warp again♪ (Casting, stunt, setting-specific (Faerun), spell stamina / versatility, spontaneous wizard)

[RT] Captain Charisma: All she wants to do is dance (Hybrid (melee/support), SAD, Theme (criticals), Theme (flex-style)

[TS] Assassin's Speed: A blade in the crowd (Melee (technical), iaijutsu, SAD, theme (Assassin's Creed), tutorial)

 

Want to see how the entire group rolls?
[All] Party Optimization Showcase: Dead for Nothing
[TS/RT/AR] Optimization Article: The Flash Step
[RT] Optimization Article: Kung Fu Witchcraft

 

Seishi: I think it might be fun to have a one-off [game] tuned fairly, but with the intention of wiping the party. 

DisposableHero_: if [my campaign] has taught me nothing else, it is that with this group, nothing tuned fairly will ever wipe the party

RadicalTaoist: I've been throwing **** at this group that's 5 levels over CRed in DFN, and have yet to wipe the party.

Thank you again for your insight. Much appreciated!

Yea, you were the one that helped me make a dungeoncrasher. Trust me, I get pissed at my group too when they swing the nerf bat. You made some great arguments on how its nearly impossible to solo an encounter. I think you hit the nail in the coffin when you said "They aren't used to seeing mages do anything but cast fireball." But, its hopeless to try and explain it to them. They just shrug it off as being "broken" without shedding any evidence on how it is. I think they just assume that builds that use multiple classes, PrC, and class swaps are OP.

But, as much as I hate my groups' attitude on these things, they have been my friends for six years. So, I abide their dumb rules and restrictions despite how much it pisses me the hell off. On a pretty silly sidenote, the DM always says in a sad, depressed voice"What happened to dwarf fighters and half-orc barbarians and gnome sorcerers?"

I looked into the Dessicating Burst. The book says it only makes the enemy fatigued, not exhausted. Are fatigue effects Cumulative? Or am I missing something?

And yea, the two-handed idea looks a lot better mechanically, but I'll stick with the TWF route. It's fits the theme of the character and if I change the build direction, the group might start whining again. lol

And yes, elusive target is SICK. I'm definetly gonna try to fit that in.

Oh, and I fixed my formatting. It looks a lot neater now.

Anyways, I'm out! Peace dude!

"Every battle offers an opportunity of victory. It's up to you to summon the courage to grasp that moment!" -- Kurando (Shadowhearts: Covenant)

 

"A man doesn't think he acts!" -- Kamina (Gurren Lagann)

If your group banned dungeoncrasher, I don't see them letting a dervish in either. Once they see you make your 8th attack roll in a round, I see you getting funny looks. Come 15 they will ask you reroll.

I recomend something relatively simple and straight forward. Ubercharger (But maybe only power attack for like 5 or so on each attack), a spiked chain fighter who doesn't use robilars gambit or any of the other AoO chains and focuses on trips. Stuff like that.

I find archers rarely get banned, no matter how optimized they are. They can be decent.

"In a way, you are worse than Krusk"                               " As usual, Krusk comments with assuredness, but lacks the clarity and awareness of what he's talking about"

"Can't say enough how much I agree with Krusk"        "Wow, thank you very much"

"Your advice is the worst"

Thank you again for your insight. Much appreciated!

Yea, you were the one that helped me make a dungeoncrasher. Trust me, I get pissed at my group too when they swing the nerf bat. You made some great arguments on how its nearly impossible to solo an encounter. I think you hit the nail in the coffin when you said "They aren't used to seeing mages do anything but cast fireball." But, its hopeless to try and explain it to them. They just shrug it off as being "broken" without shedding any evidence on how it is. I think they just assume that builds that use multiple classes, PrC, and class swaps are OP.

But, as much as I hate my groups' attitude on these things, they have been my friends for six years. So, I abide their dumb rules and restrictions despite how much it pisses me the hell off. On a pretty silly sidenote, the DM always says in a sad, depressed voice"What happened to dwarf fighters and half-orc barbarians and gnome sorcerers?"



Funny you should mention it. That shadowcraft mage I linked above? Gnome sorcerer (well, any arcane caster, really - they work wonderfully with Illusionist, which was the gnome favored class in 3e). Likewise, the Druid is so powerful on its own that you really don't need multiclassing. 

This quote is rather apropos. It's from a table-mate of mine, and the term it describes has become common lexicon.
It bears saying: if up against a logic-impervious DM who thinks Core is balanced and Psionics (or Warlocks, or Fochlucan Lyrists, or anything balanced that's come out of splatbooks that aren't munchfests like Complete Divine) isn't, then the most powerful way to disprove that is to play a C.o.D. (Cleric or Druid). Noncore material will not be necessary unless you are going for pure overkill (Draconic Wildshape? Divine Metamagic?). So by all means, if you must win that argument, take you C.o.D. to town. Annihilate the opposition. Make the NPCs and other players scream "Oh no, it's C.o.D.zilla!!!!!" in badly dubbed English. Breathe radioactive fire. Knock down buildings. Then stomp out of the burning Tokyo that is the ruins of the game and swim off into the ocean, seeking a DM with some basic cognitive functions.



I looked into the Dessicating Burst. The book says it only makes the enemy fatigued, not exhausted. Are fatigue effects Cumulative? Or am I missing something?


Yes. (Second-last sentence.)
It's also far better than I recall since it's -6 Strength and -6 Dexterity. Not only do you hose chargers (by cutting off their charging) and regular melee warriors, you also hose TWFers (they may very well lose their feats), AoO tanks (Combat Reflexes), and any archers or spellcasters you come by. In fact, you may not only Exhaust them, but the loss of Strength might make their equipment heavy enough to encumber them. (So in other words, converting the wizard (if you can hit him; spellcasters are that good) to a pack mule, or shutting off any movement-based class' abilities).

Generally speaking in D&D, the single most powerful resource is available actions. If you can't grant yourself extra actions or deny your opponents theirs, it is a good idea to instead dictate what those actions can and cannot be used for. That's why AoO tanks are so powerful. Here, with exhaustion, you're basically doing something very similar - but doing it in a way that synergizes with your zillion attacks and high critical hit range.

And yea, the two-handed idea looks a lot better mechanically, but I'll stick with the TWF route. It's fits the theme of the character and if I change the build direction, the group might start whining again. lol


Is there anything they won't whine about? I'm seriously wondering now.

But yes, read through the Dervish Handbook I linked. You'll find a lot of information there.

Cancer prognosis: I am now cancer-free.

Weekly Optimization Series

Show
These are NOT all my creations! The lead authors are identified as follows: [TS] Tempest Stormwind, [AR] Andarious Rosethorn, [RT] Radical Taoist, [SN] Sionnis, [DH] DisposableHero_, [SH] Seishi.

[TS] The Pinball Brothers: Large And In Charge (Melee, Lockdown, Charge, Juggling)
[TS] Ashardalon Reborn: I Will Swallow Your Soul (Melee, Fear, Negative Levels, AoE, Theme)
[AR] "A"-Game Paladin: Play That Funky Music, Knight Boy! (Team Support, Melee, Theme, Single-Class)
[RT] Uncanny Trapsmith: Get in, make it look like an accident, get out. (Skillmonkey, Stealth/Scout/Infiltration, Unorthodox Methods, Theme)
[AR] Wizsassin: *Everything* is permitted. (Spellcaster, Support, Sneak Attack, Utility)
[TS] Phantom Rush: General Gish Gouda. (Gish, Theme, Setting-Specific(Eberron), Early-Entry PrC)
[TS] Storm Knight: Another kind of gish. (Melee/"Gish", Theme, Setting-Specific(Eberron), Unorthodox Methods)
[TS] Inevitable Nightmare: The weapon you only have to fire once. (Melee, "Unorthodox" Methods (no charging), Reliability)
[AR] Captain Constitution: The number one threat to America. (Melee, TOUGHTOUGHTOUGH, Defense, Theme)
[AR] Nuker: I casts the spells that makes the peoples fall down! (Spellcaster, damage, blasting, damage)
[TS] Dread Lord of the Dead: Let the Reaping Begin! (NPC-only, Variable (combat/casting/leadership), Iconic Villain, Theme)
[AR] Heavy Crusader: No Rest. No Mercy. No Matter What. (Melee, Damage (No charging), Variable, Theme).
[TS] Gun Fu: It's bullet time (Ranged, THEORETICAL, Twin weapons, Theme)
[RT] Face First: We should talk. (Psionic, social, mind-control, info-management)
[SN] Chaingun Porcupine: Never Enuff Dakka. (Ranged, Skirmishing, Spike Damage, Incarnum)
[RT] Always On Edge: The Mortal Draw deals death. (Melee, Generalist, Dungeoneering, Stunt)
[AR] Feral Druid: Real feral taste. Zero druid calories. (Melee, offense, damage, murder)
[RT] Rusty!: Man's Best Friend (Sentry, Support, Backup, Rearguard)
[RT] The T3 (Tashalatora Triple Threat): My Kung Fu is More Powerful (Hybrid, Flex-Function, Melee, Caster)
[RT] The #1 Snoipah: Boom. 'Eadshot. (Caster, Theme, Spike, Trapscout)
[AR] Dreamblade: Rest in Pieces. (Melee, Damage, Single-Class, Combo/Momentum)
[AR] Evasion Tank: “When fighting angry blind men, is best to stay out of the way.” (Melee, Tank, Unorthodox Methods (attack negation), Theme)
[DH] Psycarnum Warrior: ↑↑↓↓←→←→BA Start (Melee, Tank, Psionics, Incarnum, 1337 h4x)
[AR] Heavy Weapons Elf: WHO TOUCHED MY BOW? (Ranged, Cohort, Damage, Unorthodox Methods (ranged ToB))
[RT] Gnowhere Gnome: A little man who wasn't there (Caster, Stealth, Single-Class, Elusive)
[AR] Uberflank: I got your back. (Melee, support, stunt, teamwork)
[TS] Flip the Bird: Everyday I'm shuffling (Ranged, harrier, unorthodox methods (ranged ToB / off-turn movement), support)
[DH] Eat Sleep Gank: Real Ultimate Power (Stealth, Assassination, Spike, Magic Versatility)
[AR] Slash and Burn: Mind, Body, Blade, Flame / Aspects of a greater whole / which delivers death. (Melee, Theme (flex-style), Damage, Stunt)
[RT] Edge of the Light: Cut, Fade to Black (Melee, Defense/Offense, Momentum, Tactical)
[RT] Quiet Murder: Cut throats, not corners. (Melee, Stealth, Harrier, Tactical)
[TS] Wand Overdrive: Say Hello to my little friends. (Caster, support/artillery/variable, wand specialist)
[RT] God Hand: What did the five fingers say to the face? (Melee/Gish, Unarmed, SAD, Theme)
[AR] Zero Buff Time Gish: Try to keep up! (Gish, Speed, Movement, Opportunity)
[TS] Robo Tackle: I Am Iron Man. (Melee, setting-specific (Eberron), positioning, theme, stunt)

[TS] Holy Fire: Just getting warmed up! (Casting, damage, theme (fire), theme (sacred), blasting)

[TS] Groundhog Mage: ♪Let’s do the time warp again♪ (Casting, stunt, setting-specific (Faerun), spell stamina / versatility, spontaneous wizard)

[RT] Captain Charisma: All she wants to do is dance (Hybrid (melee/support), SAD, Theme (criticals), Theme (flex-style)

[TS] Assassin's Speed: A blade in the crowd (Melee (technical), iaijutsu, SAD, theme (Assassin's Creed), tutorial)

 

Want to see how the entire group rolls?
[All] Party Optimization Showcase: Dead for Nothing
[TS/RT/AR] Optimization Article: The Flash Step
[RT] Optimization Article: Kung Fu Witchcraft

 

Seishi: I think it might be fun to have a one-off [game] tuned fairly, but with the intention of wiping the party. 

DisposableHero_: if [my campaign] has taught me nothing else, it is that with this group, nothing tuned fairly will ever wipe the party

RadicalTaoist: I've been throwing **** at this group that's 5 levels over CRed in DFN, and have yet to wipe the party.