Tengu - Ranged Stealth Defender/Leader

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I was playing around with the character builder the other day, thinking of an interesting way to put together a ranged defender, and this is what I can up with.

Before Paragon

Before Paragon, it can work fairly well as a ranged defender, granting -5 to attack rolls against a designated target via Vicious Mockery.  Also, if the marked enemy decides it has had enough taking divine challenge damage each round at a -5 to attacks and decides to shift and charge you, you have a few ways to make it think twice about attacking you.

First you have Cloud of Darkness, granting you two possible rounds of hidden, second you have the spellscarred theme allowing you another round of invisibility and finally, when you get the Wand of psychic ravaging, you get Eyebite each encounter.

So then it has to choose between a hidden defender, or taking -5 to attacks and divine challenge damage.

At Paragon

The interesting thing is when this character gets to paragon, it gets to be a lot more annoying.

Via the hospitaler path and the psychic lock feat, the monster is now taking -7 to attack rolls, taking divine challenge damage and healing its intended target. If it decides to charge you instead, you just trigger Persistent Tail on the monster's shift away from your ally and become hidden (gaining constant concealment via Enshrouding candle and the drawn shadows feat) so that it doesn't know where to charge and unless it has reach, it has just wasted it's turn.

Also, this can happen on turn one as long as a monster is at least 8 squares away from you and you hit with Vicious Mockery (considering that you should have CA on round one as you are stealthing most of the time, hitting will not be too difficult).

A hit with Vicious Mockery triggers White Lotus Master evasion, which with the staff of Traveler, triggers a teleport 3, allowing you to divine challenge after that and use your move action for Persistent Tail.

This character seems to dovetail quite nicely with a pursuit Avenger, as even if the monster chases down Tengu, the Avenger's censure triggers.

Anyway, any input on this build would be appreciated.

Tengu - Ranged Stealth Defender/Leader

====== Created Using Wizards of the Coast D&D Character Builder ======
Stealth Ranged Defender/Leader, level 12
Drow, Paladin/Bard, Hospitaler
Spellscarred Harbinger Starting Feature Option: Vanish
Hybrid Paladin Option: Hybrid Paladin Reflex
Hybrid Bard Option: Hybrid Bard Reflex
Spellscarred Harbinger Level 10 Feature Option: Twist Fate
Occupation - Infiltrator (+2 to Stealth)
Theme: Spellscarred Harbinger

STR 9, CON 12, DEX 18, INT 11, WIS 17, CHA 21

STR 8, CON 11, DEX 14, INT 10, WIS 15, CHA 16

AC: 27 Fort: 21 Ref: 26 Will: 25
HP: 80 Surges: 9 Surge Value: 20

Acrobatics +15, Diplomacy +16, Dungeoneering +14, Stealth +22, Streetwise +16

Arcana +7, Athletics +6, Bluff +12, Endurance +8, Heal +10, History +7, Insight +10, Intimidate +14, Nature +10, Perception +10, Religion +7, Thievery +11

Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Spellscarred Harbinger Utility: Spellscar Empowerment
Drow Racial Power: Cloud of Darkness
Paladin Feature: Divine Challenge
Bard Feature: Majestic Word
Assassin Feature: Shadow Step
Warlock Attack 1: Eyebite
Bard Attack 1: Vicious Mockery
Paladin Attack 1: Virtuous Strike
Paladin Attack 1: Dazzling Flare
Bard Attack 1: Stirring Shout
Paladin Utility 2: Virtue
Bard Attack 3: Dissonant Strain
Bard Attack 5: Strictures of Fortune
Bard Utility 6: Song of Conquest
Bard Attack 7: Deflect Attention
Paladin Attack 9: Ray of Reprisal
Stealth Utility 10: Persistent Tail
Hospitaler Attack 11: Warding Blow
Hospitaler Utility 12: Healing Font

Level 1: Acolyte of the Veil
Level 2: White Lotus Evasion
Level 4: Wand Expertise
Level 8: Improved Defenses
Level 10: Superior Implement Training (Accurate wand)
Level 11: Psychic Lock
Level 11: Drawn Shadows
Level 12: White Lotus Master Evasion

Elven Cloak +2 x1
Accurate wand of Psychic Ravaging +3 x1
Headband of Intellect (heroic tier) x1
Staff of the Traveler +1 x1
Eladrin Braidmail Armor +3 x1
Enshrouding Candle
====== End ======

Finally, you could replace the race with Pixie (allowing you to avoid tremorsense), and you would have an invisible, flying character who looks after one of the party members.  Sounds like a Fairy Godmother to me...  ;)
I wouldn't call this so much a Defender as I would a very interesting brand of Controller.  It can definitely work quite well, especially with your Avenger example.
Nice build.

Gunna add it to my stealth handbook. 

5e houserules and tweaks.

Celestial Link Evoking Radiance into Creation

A Party Without Music is Lame: A Bard

Level Dip Guide


4e stuff

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

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

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

King Fisher Optimized net user.  Moderate.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

I wouldn't call this so much a Defender as I would a very interesting brand of Controller.  It can definitely work quite well, especially with your Avenger example.

I can definitely see it as being hard to quantify.  Is it a single target controller or a defender?  It uses its defender mechanics to heal, and its leader mechanics to defend/control.

Thanks for your response Mellored, I think it would be great to have a nice selection of stealth based characters in the Mr Cellophane handbook.

I also think I need to tidy it up, add variants and progression when I can get around to it.

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